Beastmen Rules
These are some additional rules and corrections to the Beastmen army list from the first Town
Crier that I have discovered in my gameplay.
-The Hero List is modified to:
0-2 Gors
0-1 Young Gor
-Young Gor:
M WS BS S T W I A Ld
4 3 2 3 4 2 3 1 6
Experience: Starts with 0 experience.
Equipment: Chooses from Gor equipment list.
Skills: may chooes from Combat, Strength, and
Beastman Skills.
-Throwing Axe: 15 Gold Crowns
Range: 4" Strength: as user +1
Special Rules: May be used without penalty after running, but not after Sprinting. Suffers no
penalty for shooting over half-range. You start with 3 axes, and lose one with each use.
After a victory, for each axe used roll a D6: on a 1 it is lost and may be replaced for 5 Gold
Crowns each. After a defeat., roll a D6: on a roll of 1-3 it is lost.
-Use the following Injury Table for all Beastmen (but not Chaos Hounds):
1-3 Knocked Down 4 Stunned 5-6 Out of Action
-The Shaman may take Academic Skills but not Speed Skills. The Skills used from the Academic
Table must pertain to magic (i.e. may not use Haggle).
-Gors may choose from Speed Skills as well as those they are able to now.
-Ungors may carry and use swords, but for 10 GC.
-Chaos Hounds only have WS 3, but cause Fear.
-Beastmen may not use Heavy Armor.
Contributed by Imrik Dragonlord.
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