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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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