Sunday, August 10, 2025

48. Beastmen Warband

 


Beastmen

In the deep, tangled heart of Albion’s forests, the Beastmen roam — the horned children of Old Night, born of man and beast, and bound to the will of darker powers. They are the wild made flesh, creatures that scorn the ordered works of men, tearing down walls and trampling fields until all returns to the chaos they revere. Tribal and predatory, they gather in warherds led by the strongest among them — a chieftain whose rule lasts only until a challenger’s horns break through his ribs.

Beastmen strike without warning, emerging from the mist-thick tree lines to burn villages, slaughter livestock, and vanish before retribution can form. Ungors, twisted and cunning, dart ahead in loose packs while towering Bestigor warriors crash through with savage force. The rare Bray Shaman walks among them as prophet and warlock, his words stirring the herd to frenzy. For the Beastmen of Albion, every raid is more than plunder — it is a holy act, a step toward purging the land of men and returning it to the wild gods’ dominion.

 

Why Play Beastmen?

Beastmen warbands are fast, aggressive, and built to dominate the early game. Ambush Instinct gives every model extra speed on the first turn, letting you seize key positions, close the gap, or spring devastating turn-one charges. Once in the fray, Pack Tactics rewards you for keeping the herd together — your fighters gain extra resilience against spells and control effects when fighting side-by-side, reinforcing the theme of a tight, predatory warband.

Their roster combines cheap Ungor skirmishers with hard-hitting Bestigor elites, supported by unique shock troops like Centigors for rapid flanking and a Minotaur for sheer brute force. At the core, the Bray-Shaman’s Chaos Rituals add a volatile magical edge — debuffing enemies, warping allies into frenzied killers, and even teleporting into combat. Beastmen excel at overwhelming isolated foes, breaking lines with sustained melee pressure, and turning the board into a chaotic brawl where their speed and ferocity shine. Ideal for players who thrive on aggressive maneuvers, coordinated charges, and the satisfaction of running down prey in the shadow of the trees.

 
 

 Leadership Choices

 

Leadership choice costs gold, which is deducted from the starting Warband allotment of 250gc. For one-off games, players can choose one leadership option per game. In a campaign, the selected leadership option remains fixed unless the leader(s) die(s), or a scenario allows a change.

 

Option 1: Bray-Shaman (Wizard) and Acolyte (Apprentice) – 75gc

Option 2: Bray-Shaman (Wizard) and Gorehorn (Captain) – 50gc

Option 3: Gorehorn (Captain) and Acolyte (Apprentice) – 25gc

 

Starting equipment is chosen from Arms and Armor List as normal. Bray-Shaman/Captain have 5 slots available; Acolyte has 4 slots available. Bray-Shaman /Acolyte may not wear any type of armor or carry shields as these interfere with spells.

 

 

Bray-Shaman (Wizard)

M

F

S

A

W

H

Notes

6

+2

+0

10

+4

14

Rituals of the Horned One

 

·       Rituals of the Horned One - Choose 8 spells from Rituals of the Horned One

 

Gorehorn (Captain)

M

F

S

A

W

H

Notes

6

+2

+1

10

+3

12

Stat Increase

 

·       Stat Increase - When creating a captain, you may choose one of the following stat increases for them: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line should be changed accordingly.

 

Adept (Apprentice) 

M

F

S

A

W

H

Notes

6

+0

+0

10

+2

12

Adept, Rituals of the Horned One

 

·       Adept – If “Leader” is a Bray-Shaman, knows same 8 Rituals as Bray-Shaman, casts at -2 penalty (per normal rules)

·       Rituals of the Horned One – If Captain is chosen as Leader, Chooses 4 Rituals from Rituals of the Horned One (Still casts at -2).

 


 Warband

 

Warband Builder Reference

Max models – 10 (including leaders)

Max Gold – 250gc

Max Specialists – 4 (Including any hirelings)

 

Warband Traits

o   Ambush Instinct: All Beastmen models gain +1 Move during the first round of the game.

o   Pack Tactics: When a Beastmen model is within 2” of another friendly model, it gains +1 to Will rolls.

 

Specialists

Min/Max

0-3

Minotaur – Minotaur

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+4

14

Large, Bull-Rush, Savage

150gc

0-1

o   Large - This huge creature is easier to target with shooting attacks. It suffers from the Large Target modifier (-2) when defending against shooting attacks.

o   Bull-Rush - If this creature moves into combat and spends an action to fight as part of the same activation, it receives +2 Fight for that attack only.

o   Savage - Treat as if armed with a two-handed weapon.

 

Centigor – Cavalryman

M

F

S

A

W

H

Notes

Cost

Min/Max

7

+3

+0

11

+1

12

Hand Weapon, Shield, Light armor

100gc

0-1

Bestigor – Mercenary

M

F

S

A

W

H

Notes

Cost

Min/Max

5

+4

+0

12

+2

12

Two-handed weapon, Heavy Armor

100gc

0-1

Gor – Man-at-Arms

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+3

+0

12

+1

12

Hand Weapon, Shield, Light armor

50gc

0-3

 

 

Soldiers

Min/Max

0-8

Ungor – Crewman

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+2

+0

10

-1

10

Hand Weapon & Shield

Free

0-6

Ungor – Javelineer

M

F

S

A

W

H

Notes

Cost

Min/Max

6

+0

+0

10

+0

10

Javelins (Throwing spears, axes…) 

25gc

0-3

Chaos Hound – Warhound

M

F

S

A

W

H

Notes

Cost

Min/Max

8

+1

+0

10

-2

8

Animal 

10gc

0-3

o   Animal – Cannot pick up treasure tokens and has no item slots.

 

No comments:

Post a Comment