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Beastmen Raiders

The Beastmen are brutish, mutated creatures of Chaos who haunt the deep forests of the Old World. They build no cities and have no society, for order is unnatural and hateful to them. Roaming in small warbands led by the strongest and most ferocious of their kind, they strike without warning, burning farms, butchering cattle and tearing down every structure of made by mankind. They now gather in great numbers in the forests around Mordheim, eager to gather the "shards of the howling star" to add to their herdstones.

Warband size​


A Raider warband may consist of up to 15 fighters

Faction rules​


All Beastmen have the following special rules:

[Trait] Primal Fury: While this fighter is wounded, you may add 1 to its Fight characteristic. It automatically passes any Bravery test it is required to take, but it cannot make reactions.

[Trait] Raider Ambush: Add 1 to the move characteristic of this fighter in the battle round in which they are deployed to the battlefield.

Fighters​


Chieftain (0-1)​

130 gc

Exerting dominance over their snarling kin through acts of grisly violence, the Chieftain leads ruinous stampedes into civilised lands.

Move
Fight
Shoot
5"
4
3
Armour
Health
Bravery
0
16
4+

[Triple] Bray for Blood: A fighter can use this ability after taking an enemy fighter out of action. Until the end of the battle round, each visible friendly fighter within 6” of this fighter may use the Onslaught ability without needing or using ability dice.

Faction Rules (2)

[Trait] Primal Fury: While this fighter is wounded, you may add 1 to its Fight characteristic. It automatically passes any Bravery test it is required to take, but it cannot make reactions.

[Trait] Raider Ambush: Add 1 to the move characteristic of this fighter in the battle round in which they are deployed to the battlefield.

BEASTMAN, Raiders, HERO, LEADER

Bestigor (0-3)​

110 gc

The brutish Bestigor are the elite warriors of the herd, arming themselves with the best weapons and armour plundered from human lands.

Move
Fight
Shoot
5"
4
3
Armour
Health
Bravery
0
14
4+

[Reaction] Endure: A fighter can make this reaction after they are targeted by an attack action but before the hit rolls are made. Subtract 1 from the damage points allocated by each hit and critical hit (to a minimum of 1) from that attack action.

Faction Rules (2)

[Trait] Primal Fury: While this fighter is wounded, you may add 1 to its Fight characteristic. It automatically passes any Bravery test it is required to take, but it cannot make reactions.

[Trait] Raider Ambush: Add 1 to the move characteristic of this fighter in the battle round in which they are deployed to the battlefield.

BEASTMAN, Raiders, HERO

Bray-Shaman (0-1)​

100 gc

The Bray-Shamans commune directly with the Dark Gods and speak with their voices, making them the most revered of all Beastmen.

Move
Fight
Shoot
5"
3
3
Armour
Health
Bravery
0
12
5+

When recruiting a Bray-Shaman, you must select one of the following magical abilities. In addition, the Bray-Shaman may select another magical ability instead of selecting a heroic talent.

[Double] Devolve: Select a visible enemy fighter within 12” of this fighter. That fighter must take a bravery test. If it fails, that fighter makes a move action (you decide where it goes). When doing so, the fighter can move away from enemy fighters within 1” at the start of that move action.

[Triple] Bestial Surge: Select up to (X/2) friendly fighters within 6” of this fighter. Each selected fighter makes a free move action, or a free attack action. Then, allocate (X/2) damage points to each selected fighter.

[Triple] Storm Call: Until the end of the battle-round, friendly fighters within 6” of this fighter are considered to be in cover.

Faction Rules (2)

[Trait] Primal Fury: While this fighter is wounded, you may add 1 to its Fight characteristic. It automatically passes any Bravery test it is required to take, but it cannot make reactions.

[Trait] Raider Ambush: Add 1 to the move characteristic of this fighter in the battle round in which they are deployed to the battlefield.

BEASTMAN, Raiders, HERO, WIZARD

Gor​

75 gc

Large, powerful and numerous, the Gor form the spine of every warherd. Though their appearance varies greatly, their horns set them above lesser breeds of beastmen.

Move
Fight
Shoot
5"
3
3
Armour
Health
Bravery
0
12
5+
Faction Rules (2)

[Trait] Primal Fury: While this fighter is wounded, you may add 1 to its Fight characteristic. It automatically passes any Bravery test it is required to take, but it cannot make reactions.

[Trait] Raider Ambush: Add 1 to the move characteristic of this fighter in the battle round in which they are deployed to the battlefield.

BEASTMAN, Raiders, HENCHMAN

Ungor​

60 gc

Ungors are vicious and spiteful creatures. They are the lowest creatures in the hierarchy of the wilds, subject to savage torments by larger beastmen.

Move
Fight
Shoot
5"
2
3
Armour
Health
Bravery
0
10
5+

[Trait] No-horns: This fighter can never be promoted to a HERO.

Faction Rules (2)

[Trait] Primal Fury: While this fighter is wounded, you may add 1 to its Fight characteristic. It automatically passes any Bravery test it is required to take, but it cannot make reactions.

[Trait] Raider Ambush: Add 1 to the move characteristic of this fighter in the battle round in which they are deployed to the battlefield.

BEASTMAN, Raiders, HENCHMAN

Chaos Hound​

90 gc

Possessing the ferocity and stature of wolves, these mutated hounds race toward their prey in slavering packs, their fanged maws snapping in anticipation of the kill.

Move
Fight
Shoot
8"
4
3
Armour
Health
Bravery
0
10
5+
Weapon
Range
Attacks
Damage
Special
Savage Bite
1"
3
2/4
—
Savage Bite
Range
Attacks
Damage
1"
3
2/4
WAR HOUND, Raiders, BEAST

Equipment​


Melee weapons
Cost (gc)
15
45
Ranged weapons
Cost (gc)
15
Other Equipment
Cost (gc)
30