Hey all,
I was roaming some other forums a few days back, and I stumbled across something interesting, which was a community project to brainstorm ideas on how you would have re-written that book. I'm interested as to how folks here would tackle the issues that plague our book. I'd go with the following:
Special Rules:
As written in the book, with the following exceptions.
Beastmen Ambush: As per the Ambushers rule in the 8th edition BRB, with the following changes:
Units with this special rule are not forced to deploy using this special rule. Instead, up to half of the units in the army with the special rule (round down) can be deployed this way. Additionally, they can roll to see if they arrive on each of your turns (including Turn 1). Units with characters in them cannot deploy this way unless all characters in the unit also have the Beastmen Ambush special rule.
Bloodgreed: Units with this special rule start the game Frenzied, roll an additional dice (discarding the highest) when pursuing, and cannot overrun. Otherwise as written.
Disturbing Appearance: Enemy models suffer a -1 penalty to hit on ranged and close combat attacks against models with this special rule.
Drunken Bravado: Models with this special rule may re-roll any failed Primal Fury tests.
Heralds of Doom: Any friendly unit in base contact with the same enemy unit as one or more units with this special rule gains the Killing Blow special rule on any attacks directed against that enemy unit.
Incite: Models with this special rule (and any unit they join) automatically pass the first Primal Fury test in any close combat (they do not need to roll). This special rule has no effect on models that do not have the Primal Fury special rule.
Slythey Tongue: Units with this special rule have a shooting attack with the following profile:
Range - 18"
Strength - 5
Special Rules - Multiple Wounds (D3), Quick to Fire, Sniper
Swallow Whole: Whenever a model with this special rule slays an enemy model using its Killing Blow special rule, it regains one Wound lost earlier in the battle.
Thick Skinned: Models with this special rule grant +2 to the armor save of any model riding them, instead of the usual +1.
Tongue Lash: Units with this special rule have a shooting attack with the following profile:
Range - 12"
Strength - 4
Special Rules - Quick to Fire
Gifts and Magic Items:
Gifts of Chaos - We get the following list:
Crown of Horns - 80 points, Stubborn and 4+ Ward save.
Gnarled Hide - As written.
Gouge-Tusks - 10 points, otherwise as written.
Many-Limbed Fiend - 20 points, +1 Attack.
Rune of the True Beast - 25 points, 4+ Ward save against attacks from cavalry mounts, creatures drawing chariots, monsters, monstrous beasts, monstrous cavalry mounts, ridden monsters, or war beasts.
Shadow-Hide - 25 points, Characters Only, Scout special rule. May not be the army General.
Slug-Skin - 20 points, -1 to hit bearer in close combat.
Uncanny Senses - As written.
Magic Items - We keep a reduced list of items (par the course for 8e books):
Axes of Khorgor - 30 points, otherwise as written.
Blackened Plate - As written.
Chalice of Dark Rain - 25 points, otherwise as written.
Hagtree Fetish - As written.
Horn of the Great Hunt - Enchanted Item. 25 points, Wargor or Beastlord Only, One Use Only. A character with this item may choose to use it at the start of any of your Remaining Moves phases. If he does so, all rolls to determine if units with the Beastmen Ambush special rule appear on the table during this phase receive a +1 bonus.
Ramhorn Helm - As written.
Shard of the Herdstone - As written.
The Beast Banner - As written.
The Brass Cleaver - As written.
Lore of the Wild:
Lore Attribute: Savage Aggression. Whenever a spell from the Lore of the Wild is successfully cast, one unit within 24" of the caster may immediately move D6+1" toward the nearest enemy unit it can see. This movement follows all restrictions for normal movement.
0. Bestial Fury (Cast on 6+). This is an augment spell with a range of 12". One friendly unit within the spell's radius gains the Primal Fury special rule until the start of your next Magic Phase. If every member of the unit already has the Primal Fury special rule, the unit gains the Frenzy special rule until the start of your next Magic Phase instead. Models can benefit from this instance of Frenzy even if previously beaten in close combat. This spell may be augmented to affect all friendly units within 12". If cast in this way, the casting value is increased to 12+.
1. Viletide (Cast on 6+). This is a magic missile spell with a range of 24". The target suffers 5D6 Strength 1 hits. This spell may be augmented to have a range of 48". If cast in this way, the casting value is increased to 9+.
2. Devolve (Cast on 7+). This is a direct damage spell with a range of 24". Roll 2D6 and subtract the target unit's unmodified Leadership value from the total. The target unit suffers a number of wounds equal to the result, with no armor saves allowed. This spell may be augmented to roll 3D6 instead of 2D6. If cast in this way, the casting value is increased to 10+.
3. Bray-Scream (Cast on 8+). This is an augment spell with a range of 12". One friendly character gains the Breath Weapon (Strength 3) special rule until the start of your next Magic Phase. No armor saves are allowed against wounds caused by this Breath Weapon. This spell can be augmented to cause Strength 4 hits instead. If cast in this way, the casting value is increased to 12+.
4. Traitor-Kin (Cast on 10+). This is a direct damage spell with a range of 12". The target unit suffers D3 wounds per rank of 5 or more models, as the members of the unit start attacking each other. Hordes take D6 wounds per rank instead. No armor saves are allowed against wounds caused by this spell. This spell can be augmented to have a range of 24". If cast in this way, the casting value is increased to 15+.
5. Mantle of Ghorok (Cast on 11+). This is an augment spell with a range of 12". One friendly character gains +D6 Strength and +D6 Attacks until the start of your next Magic Phase (roll separately for each attribute). If double 6's are rolled, the target takes one wound, with no armor saves allowed. This spell can be augmented to affect all friendly characters within 12". If cast in this way, the casting value is increased to 22+.
6. Savage Dominion (Cast on 18+). This spell allows you to bring your choice of a Cygor, Ghorgon, Giant, or Jabberslythe. The chosen monster appears on a table edge of your choice, and follows all the rules for reinforcements. This monster cannot be dispelled once he has arrived on the table, and does not provide any Victory Points if slain or pursued off the table. If the monster is slain, flees off the table, or if the caster is slain, the spell ends.
While the spell is active, the caster may not attack, channel, or cast spells. At the end of any phase when the monster takes one or more Wounds, the caster must pass a Toughness test or take a Wound, with no armor saves allowed.
Lords:
Beastlord
M 5, WS 6, BS 3, S 5, T 5, W 3, I 5, A 4, Ld 9
Special Rules: Incite, Primal Fury.
Equipment: Hand Weapon.
Unit Type: Infantry (Character).
Unit Size: 1.
Cost: 140 points/model.
Upgrade Options: Additional Hand Weapon (+3 points), Great Weapon (+6 points), Halberd (+6 points), Heavy Armor (+6 points), Light Armor (+3 points), Shield (+3 points).
Mount Options: Razorgor (see Special section for details), Razorgor Chariot (see Special section for details, replaces Bestigor), Tuskgor Chariot (see Core section for details, replaces Bestigor). May have the Beastmen Ambush special rule (+15 points, may not be the army General).
Magic Items: May choose up to 100 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Doombull
M 6, WS 6, BS 3, S 6, T 5, W 5, I 5, A 5, Ld 8
Special Rules: Bloodgreed, Fear, Impact Hits (D3), Slaughterer's Call.
Equipment: Hand Weapon, Light Armor.
Unit Type: Monstrous Infantry (Character).
Unit Size: 1.
Cost: 230 points/model.
Upgrade Options: Additional Hand Weapon (+5 points), Great Weapon (+12 points), Heavy Armor (+5 points), Shield (+5 points).
Magic Items: May choose up to 100 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Great Bray-Shaman
M 5, WS 5, BS 3, S 4, T 5, W 3, I 4, A 2, Ld 8
Special Rules: Primal Fury.
Equipment: Hand Weapon.
Unit Type: Infantry (Character).
Unit Size: 1.
Cost: 185 points/model.
Magic: A Great Bray-Shaman is a Level 3 Wizard. He may choose spells from the Lore of Beasts, Lore of Death, Lore of Shadows, or Lore of the Wild.
Upgrade Options: Additional Hand Weapon (+3 points), Level 4 Wizard (+35 points). May have the Beastmen Ambush special rule (+15 points, may not be the army General).
Mount Options: Razorgor Chariot (see Special section for details, replaces Bestigor), Tuskgor Chariot (see Core section for details, replaces Bestigor).
Magic Items: May choose up to 100 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Heroes:
Bray-Shaman
M 5, WS 4, BS 3, S 3, T 4, W 2, I 3, A 1, Ld 7
Special Rules: Primal Fury.
Equipment: Hand Weapon.
Unit Type: Infantry (Character).
Unit Size: 1.
Cost: 75 points/model.
Magic: A Bray-Shaman is a Level 1 Wizard. He may choose spells from the Lore of Beasts, Lore of Death, Lore of Shadows, or Lore of the Wild.
Upgrade Options: Additional Hand Weapon (+2 points), Level 2 Wizard (+35 points). May have the Beastmen Ambush special rule (+10 points, may not be the army General).
Mount Options: Razorgor Chariot (see Special section for details, replaces Bestigor), Tuskgor Chariot (see Core section for details, replaces Bestigor).
Magic Items: May choose up to 50 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Gorebull
M 6, WS 5, BS 3, S 5, T 5, W 4, I 4, A 4, Ld 7
Special Rules: Bloodgreed, Fear, Impact Hits (D3), Slaughterer's Call.
Equipment: Hand Weapon, Light Armor.
Unit Type: Monstrous Infantry (Character).
Unit Size: 1.
Cost: 115 points/model.
Upgrade Options: Additional Hand Weapon (+4 points), Great Weapon (+11 points), Heavy Armor (+4 points), Shield (+4 points). May take a Magic Standard (no points limit), but may not take magic items if he takes a Magic Standard.
Magic Items: May choose up to 50 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Wargor
M 5, WS 5, BS 3, S 4, T 5, W 2, I 4, A 3, Ld 8
Special Rules: Incite, Primal Fury.
Equipment: Hand Weapon.
Unit Type: Infantry (Character).
Unit Size: 1.
Cost: 70 points/model.
Upgrade Options: Additional Hand Weapon (+2 points), Great Weapon (+4 points), Halberd (+4 points), Heavy Armor (+4 points), Light Armor (+2 points), Shield (+2 points). May be the Battle Standard-Bearer for +25 points. May take a Magic Standard (no points limit), but may not take magic items if he takes a Magic Standard. May have the Beastmen Ambush special rule (+10 points, may not be the army General).
Mount Options: Razorgor (see Special section for details), Razorgor Chariot (see Special section for details, replaces Bestigor), Tuskgor Chariot (see Core section for details, replaces Bestigor).
Magic Items: May choose up to 50 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Warhoof
M 8, WS 5, BS 3, S 4, T 5, W 2, I 4, A 4, Ld 8
Special Rules: Drunken Bravado, Primal Fury.
Equipment: Hand Weapon.
Unit Type: Cavalry (Character).
Unit Size: 1.
Cost: 85 points/model.
Upgrade Options: Great Weapon (+6 points), Heavy Armor (+6 points), Light Armor (+3 points), Shield (+3 points), Spear (+3 points), Throwing Axes (+3 points). May have the Beastmen Ambush special rule (+15 points, may not be the army General).
Magic Items: May choose up to 50 points in magic items from the Warhammer Rulebook and the Beastmen Army Book lists.
Core:
Chaos Warhounds
M 7, WS 4, BS 0, S 3, T 3, W 1, I 3, A 1, Ld 5
Special Rules: None.
Equipment: Fangs (Hand Weapon).
Unit Type: War Beast.
Unit Size: 5+
Cost: 6 points/model.
Upgrade Options: Beastmen Ambush (+1 points/model), Poisoned Attacks (+1 points/model), Scaly Skin (6+) (+1 points/model).
Gor Herd
M 5, WS 4, BS 3, S 3, T 4, W 1, I 3, A 1, Ld 7
Special Rules: Beastmen Ambush, Primal Fury.
Equipment: Hand Weapon, Shield.
Unit Type: Infantry.
Unit Size: 10+
Cost: 7 points/model.
Upgrade Options: Additional Hand Weapons (+1 points/model). Standard-Bearer may take a Magic Standard of up to 25 points.
Command Options: Foe-Render (+1 A) for +10 points, Musician for +10 points, Standard-Bearer for +10 points.
Tuskgor Chariot
Chariot: M -, WS -, BS -, S 5, T 5, W 4, I -, A -, Ld -
Gor: M -, WS 4, BS 3, S 3, T -, W - , I 3, A 1, Ld 7
Bestigor: M -, WS 4, BS 3, S 4, T -, W -, I 3, A 1, Ld 7
Tuskgors: M 7, WS 3, BS -, S 4, T -, W -, I 2, A 1, Ld -
Special Rules: Primal Fury.
Equipment: Great Weapon (Bestigor Only), Spear (Gor Only), Tusks (Hand Weapon, Tuskgors Only).
Unit Type: Chariot (Armor Save 4+).
Unit Size: 1 Chariot, crewed by 1 Bestigor and 1 Gor, drawn by 2 Tuskgors.
Cost: 80 points/model.
Upgrade Options: Scythed Wheels (+5 points).
Ungor Herd
M 5, WS 3, BS 3, S 3, T 3, W 1, I 3, A 1, Ld 6
Special Rules: Beastmen Ambush, Primal Fury.
Equipment: Hand Weapon, Shield.
Unit Type: Infantry.
Unit Size: 10+
Cost: 5 points/model.
Upgrade Options: Spears (free swap).
Command Options: Halfhorn (+1 A) for +10 points, Musician for +10 points, Standard-Bearer for +10 points.
Ungor Raiders
M 5, WS 3, BS 3, S 3, T 3, W 1, I 3, A 1, Ld 6
Special Rules: Beastmen Ambush, Primal Fury, Skirmisher.
Equipment: Bow, Hand Weapon.
Unit Type: Infantry.
Unit Size: 5-10.
Cost: 6 points/model.
Upgrade Options: Exchange Bows for Javelins and Shields (+1 points/model).
Command Options: Raider Halfhorn (+1 BS) for +10 points, Musician for +10 points.
Special:
Bestigor Herd
M 5, WS 4, BS 3, S 4, T 4, W 1, I 3, A 1, Ld 8
Special Rules: Despoilers, Primal Fury.
Equipment: Great Weapon, Hand Weapon, Heavy Armor.
Unit Type: Infantry.
Unit Size: 10+
Cost: 12 points/model.
Upgrade Options: Halberds (free swap). Gouge-Horn may take a Magic Item or Gift of Chaos of up to 25 points, Standard-Bearer may take a Magic Standard of up to 50 points.
Command Options: Gouge-Horn (+1 A) for +10 points, Musician for +10 points, Standard-Bearer for +10 points.
Centigor Herd
M 8, WS 4, BS 3, S 4, T 4, W 1, I 3, A 2, Ld 7
Special Rules: Beastmen Ambush, Drunken Bravado, Primal Fury.
Equipment: Hand Weapon, Light Armor, Shield, Spear.
Unit Type: Cavalry.
Unit Size: 5-15.
Cost: 18 points/model.
Upgrade Options: Great Weapons (+4 points/model), Heavy Armor (+2 points/model, lose Beastmen Ambush), Throwing Axes (+2 points/model).
Command Options: Gorehoof (+1 A) for +10 points, Musician for +10 points, Standard-Bearer for +10 points.
Harpies
M 5, WS 3, BS 0, S 3, T 3, W 1, I 5, A 2, Ld 6
Special Rules: Fly.
Equipment: Claws and talons (Hand Weapon).
Unit Type: Infantry.
Unit Size: 5-10.
Cost: 11 points/model.
Upgrade Options: Scouts (+3 points/model).
Minotaur Herd
M 6, WS 4, BS 3, S 5, T 4, W 3, I 3, A 3, Ld 7
Special Rules: Bloodgreed, Fear, Impact Hits (1).
Equipment: Hand Weapon, Light Armor.
Unit Type: Monstrous Infantry.
Unit Size: 3+
Cost: 45 points/model.
Upgrade Options: Additional Hand Weapon (+4 points/model), Great Weapon (+8 points/model), Heavy Armor (+4 points/model), Shield (+4 points/model). Bloodkine may take a Magic Item or a Gift of Chaos of up to 25 points, Standard-Bearer may take a Magic Standard of up to 50 points.
Command Options: Bloodkine (+1 A) for +10 points, Musician for +10 points, Standard-Bearer for +10 points.
Murder of Crows
M 2, WS 3, BS 0, S 2, T 2, W 5, I 4, A 5, Ld 4
Special Rules: Armor Piercing, Fly, Heralds of Doom.
Equipment: Beaks and Talons (Hand Weapon).
Unit Type: Swarm.
Unit Size: 2+
Cost: 30 points/base.
Upgrade Options: Vanguard (+5 points/base)
Razorgor Chariot
Chariot: M -, WS -, BS -, S 5, T 6, W 5, I -, A -, Ld -
Gor: M -, WS 4, BS 3, S 3, T -, W - , I 3, A 1, Ld 7
Bestigor: M -, WS 4, BS 3, S 4, T -, W -, I 3, A 1, Ld 7
Razorgor: M 7, WS 3, BS -, S 5, T -, W -, I 2, A 4, Ld -
Special Rules: Fear, Impact Hits (D6+1), Primal Fury, Thunderous Charge (Razorgor Only).
Equipment: Great Weapon (Bestigor Only), Spear (Gor Only), Tusks (Hand Weapon, Razorgor Only).
Unit Type: Chariot (Armor Save 4+).
Unit Size: 1 Chariot, crewed by 1 Bestigor and 1 Gor, drawn by 1 Razorgor.
Cost: 125 points/model.
Upgrade Options: Scythed Wheels (+5 points).
Razorgor Herd
M 7, WS 3, BS 0, S 5, T 5, W 3, I 2, A 4, Ld 6
Special Rules: Fear, Impact Hits (1), Thick Skinned, Thunderous Charge.
Equipment: Tusks (Hand Weapon).
Unit Type: Monstrous Beast.
Unit Size: 1+
Cost: 55 points/model.
Razorgor Riders
Razorgor Rider: M 5, WS 4, BS 3, S 4, T 4, W 1, I 3, A 2, Ld 8
Razorgor: M 7, WS 3, BS 0, S 5, T 5, W 3, I 2, A 4, Ld 6
Special Rules: Fear, Impact Hits (1), Primal Fury; Thick Skinned, Thunderous Charge (Razorgor Only).
Equipment: Heavy Armor, Spear (Razorgor Rider); Tusks (Razorgor).
Unit Type: Monstrous Cavalry.
Unit Size: 3+
Cost: 65 points/model.
Upgrade Options: Great Weapons (+5 points/model), Halberds (+5 points/model).
Command Options: Razorgor Herder (+1 A) for +10 points, Musician for +10 points, Standard-Bearer for +10 points.
Rare:
Chaos Spawn
M 2D6, WS 3, BS 0, S 4, T 5, W 3, I 2, A D6+1, Ld 10
Special Rules: Fear, Random Attacks (D6+1), Random Movement (2D6), Unbreakable.
Equipment: Claws and tentacles (Hand Weapon).
Unit Type: Monstrous Beast.
Unit Size: 1.
Cost: 50 points/model.
Upgrade Options: Random Movement (3D6) (+5 points).
Cygor
M 6, WS 3, BS 3, S 6, T 5, W 5, I 3, A 5, Ld 10
Special Rules: Ghostsight, Hurl Rocks, Large Target, Magic Resistance (2), Soul-Eater, Stubborn, Terror, Ward Save (5+).
Equipment: Horns and fists (Hand Weapon).
Unit Type: Monster.
Unit Size: 1.
Cost: 225 points/model.
Giant
M 6, WS 3, BS 3, S 6, T 5, W 6, I 3, A special, Ld 10
Special Rules: Giant Special Attacks, Large Target, Stubborn, Terror.
Equipment: Club (Hand Weapon).
Unit Type: Monster.
Unit Size: 1.
Cost: 200 points/model.
Ghorgon
M 7, WS 4, BS 0, S 6, T 6, W 6, I 3, A 6, Ld 10
Special Rules: Bloodgreed, Impact Hits (D6), Immune to Psychology, Killing Blow, Large Target, Regeneration, Stubborn, Swallow Whole, Terror.
Equipment: Cleaver-limbs (Hand Weapon).
Unit Type: Monster.
Unit Size: 1.
Cost: 250 points/model.
Jabberslythe
M 8, WS 4, BS 0, S 5, T 5, W 5, I 4, A 5, Ld 10
Special Rules: Aura of Madness, Disturbing Appearance, Fly, Immune to Psychology, Poisoned Attacks, Regeneration, Scaly Skin (4+), Slythey Tongue, Spurting Bile-Blood, Stubborn, Terror.
Equipment: Claws and tentacles (Hand Weapon).
Unit Type: Monster.
Unit Size: 1.
Cost: 275 points/model.
Special Characters - Lords:
Gorthor the Cruel
Gorthor: M 5, WS 7, BS 3, S 5, T 5, W 3, I 5, A 5, Ld 10
Chariot: M -, WS -, BS -, S 5, T 5, W 4, I -, A -, Ld -
Bagrar: M -, WS 4, BS -, S 4, T -, W -, I 4, A 2, Ld 8
Tuskgors: M 7, WS 3, BS -, S 4, T -, W -, I 2, A 1, Ld -
Special Rules: Favored of the Dark Gods, Immune to Psychology, Primal Fury, Terror.
Unit Type: Infantry (Special Character; Beastlord); Chariot (Armor Save 4+).
Unit Size: Gorthor, mounted on a Tuskgor Chariot, crewed by Bagrar, drawn by 2 Tuskgors.
Equipment: Cloak of the Beastlord, Impaler, Heavy Armor, Scythed Wheels, Skull of Mugrar (Gorthor); Spear (Bagrar); Tusks (Tuskgors).
Cost: 400 points.
Upgrade Options: May be mounted on a Razorgor Chariot instead of a Tuskgor Chariot (+50 points, Gorthor and Bagrar replace both crew).
Bagrar: Bagrar is Gorthor's personal charioteer, and has the improved profile presented above.
Favored of the Dark Gods: At the beginning of each of your friendly Magic Phases, roll a D6 and consult the Lore of Death in the Warhammer rulebook. Gorthor may cast the spell corresponding to that D6 roll as a Bound Spell with a level equal to one-half the casting cost of the spell.
Impaler: Magic Weapon. Requires Two Hands. This magic weapon has the Killing Blow and Multiple Wounds (D3) special rules. In addition, close combat attacks made with it on a turn that Gorthor charges are made at +1 Strength.
Cloak of the Beastlord: Magic Talisman. This item grants Gorthor a 4+ Ward save and the Immune to Psychology special rule. In addition, it increases the range of Gorthor's Inspiring Presence special rule to 18".
Skull of Mugrar: Enchanted Item. Gorthor's chariot causes Terror. Additionally, any attacks against Gorthor or his chariot at a Strength higher than 5 are counted as Strength 5. This item also grants Gorthor and his chariot immunity to the Multiple Wounds special rule. Note that this item is part of Gorthor's chariot, and is thus lost if the chariot is destroyed.
Khazrak the One-Eye
M 5, WS 7, BS 1, S 5, T 5, W 3, I 5, A 5, Ld 9
Special Rules: Beastmen Ambush, Bestial Cunning, Incite, Master of Hounds, Primal Fury.
Unit Type: Infantry (Special Character; Beastlord)
Equipment: Hand Weapon, Scourge, The Dark Mail.
Unit Size: 1.
Cost: 250 points.
Bestial Cunning: Khazrak may be your army General, even though he has the Beastmen Ambush special rule. Additionally, units in the same army as Khazrak with the Beastmen Ambush special rule may re-roll the dice when determining if they enter play.
Master of Hounds: If Khazrak is your General, units of Chaos Warhounds are treated as having a Leadership value of 6.
Scourge: Magic Weapon. Khazrak fights with this weapon and an additional hand weapon (extra attack included in the profile above). All attacks made by Khazrak in close combat have the Armor Piercing special rule. Khazrak may forgo his normal Attacks and instead make an attack for every enemy model in the front rank of a unit he is in base contact with. These attacks always target the unit, and are distributed as shooting. This special ability cannot be used in a challenge.
The Dark Mail: Magic Armor. This armor grants Khazrak a 2+ armor save, and immunity to the Killing Blow special rule. Additionally, any magic and runic weapons used by enemy models in base contact with Khazrak have no effect - treat them as non-magical weapons of their type.
Malagor, the Dark Omen
M 5, WS 5, BS 3, S 4, T 5, W 3, I 4, A 2, Ld 8
Special Rules: Fly, Loremaster (Lore of the Wild), Primal Fury, Something Wicked This Way Comes, Unholy Power.
Unit Type: Infantry (Special Character; Great Bray-Shaman).
Equipment: Icons of Vilification.
Unit Size: 1.
Cost: 350 points.
Magic: Malagor is a Level 4 Wizard.
Something Wicked This Way Comes: Enemy units within 6" of Malagor may not use the General's Inspiring Presence special rule.
Unholy Power: Malagor has a 4+ Ward save. Additionally, every spell that he successfully casts in a Magic phase gives him a cumulative +1 bonus to further casting attempts during that phase.
Icons of Vilification: Units within 6" of Malagor become Frenzied on a Primal Fury test result of any double, as long as they have passed the test.
Morghur
M 3D6, WS 6, BS 3, S 5, T 5, W 4, I 5, A 2D6, Ld 10
Special Rules: Aura of Transmutation, Primal Fury, Random Attacks (2D6), Random Movement (3D6), Reign of Madness, Spirit-Essence of Chaos, Terror, Unbreakable, Ward Save (4+).
Unit Type: Unique (Special Character).
Equipment: Skull-Weave, Staff of Morghur.
Unit Size: 1.
Cost: 360 points.
Aura of Transmutation: Morghur cannot be harmed in any way by shooting attacks or spells, unless the attack or spell originates from within 12" of him. Additionally, enemy models in base contact with Morghur take an S5 hit at the start of the Close Combat phase, with no armor saves allowed. Morghur may not join units.
Reign of Madness: Friendly units within 6" of Morghur are subject to the Frenzy special rule. If those units are subject to the Bloodgreed special rule, they instead receive one additional attack (just as if they had won a round of close combat). Additionally, models within 6" of Morghur cannot lose the Frenzy special ability, even if beaten in close combat.
Skull-Weave: Enchanted Item. Morghur causes Terror, and close combat attacks made against him are at -1 to hit.
Spirit-Essence of Chaos: At the beginning of each of your turns, you may choose to remove a friendly model within 12" of Morghur from play. If you do, roll a D6. On a 3+, you may place a Chaos Spawn model anywhere within 12" of Morghur, provided there is space for the model and you have an appropriate model available (if either of these requisites is not met, the model cannot be placed). This Chaos Spawn does not provide the enemy with Victory Points if slain.
Staff of Morghur: Magic Weapon. Requires Two Hands. Whenever Morghur inflicts an unsaved wound against an enemy model and the model is not slain, the enemy model must pass a Toughness test or undergo a gruesome transformation that slays the enemy model and places a Chaos Spawn into play under your control. Chaos Spawn created in this way must be placed within 6" of Morghur, provided there is space for the model and you have an appropriate model available (if either of these requisites is not met, the model cannot be placed). This Chaos Spawn does not provide the enemy with Victory Points if slain.
Taurox, the Brass Bull
M 6, WS 6, BS 3, S 6, T 6, W 5, I 5, A 6, Ld 8
Special Rules: Bloodgreed, Brass Body, Impact Hits (D3+1), Slaughterer's Call, Terror.
Equipment: Rune-tortured Axes.
Unit Type: Monstrous Infantry (Special Character; Doombull).
Unit Size: 1.
Cost: 335 points.
Brass Body: Taurox has a 1+ armor save. However, if he suffers an unsaved wound from an attack that hit him on a natural roll of "6", and wounded him on a natural roll of "6", he will be slain instantly.
Rune-tortured Axes: Magic Weapon. Paired Weapons (extra Attack included in the profile above). Attacks with these axes are Flaming Attacks and ignore armor saves.
Special Characters - Heroes:
Ghorros Warhoof
M 8, WS 6, BS 3, S 5, T 5, W 2, I 4, A 4, Ld 8
Special Rules: Drunken Bravado, Primal Fury, Sons of Ghorros.
Equipment: Heavy Armor, Mansmasher, Skull of the Unicorn Lord.
Unit Type: Cavalry (Special Character; Warhoof).
Unit Size: 1.
Cost: 175 points.
Father of Beasts: If Ghorros is slain, all Beastmen units in the army receive +1 Leadership when making Primal Fury tests.
Mansmasher: Magic Weapon. Requires Two Hands. This weapon has the Multiple Wounds (D3) special rule.
Skull of the Unicorn Lord: Enchanted Item. This item grants Ghorros a 5+ Ward save and Magic Resistance (2). However, all units in a Wood Elf army gain the Hatred special rule against Ghorros and his unit.
Sons of Ghorros: Ghorros must always be accompanied by a unit of Centigors, and may join no other unit. The Sons of Ghorros are a unit of Centigors that have +1 Weapon Skill. While any member of the unit is still alive (including the unit champion, if any), Ghorros benefits from a Look Out Sir! roll against any applicable attack.
Moonclaw, Son of Morrslieb
Moonclaw: M 5, WS 4, BS 4, S 4, T 4, W 2, I 3, A 3, Ld 7
Umbralok: M 7, WS 4, BS 0, S 5, T 4, W 3, I 3, A 3, Ld 6
Special Rules: Immune to Psychology, Primal Fury, Ward of Morrslieb, Wave of Insanity, Scaly Skin (5+) (Moonclaw); Fear, Thick-Skinned (Umbralok)
Equipment: Staff of the Moon (Moonclaw); Teeth and Claws (Umbralok).
Unit Type: Infantry (Special Character; Moonclaw); Monstrous Beast (Umbralok).
Unit Size: 1.
Cost: 175 points.
Upgrade Options: May ride Umbralok (+50 points).
Magic: Moonclaw is a Level 2 Wizard that generates spells from the Lore of Heavens. He automatically knows the spell Comet of Cassandora, and the other is rolled as normal.
Staff of the Moon: Magic Weapon. Requires Two Hands. This weapon confers the Always Strikes Last special rule in close combat, and attacks made using it are at +2 Strength. It is also a shooting weapon with the following profile:
Range - 24"
Strength - 4
Special Rules - Armor Piercing, Ignores Cover, Multiple Shots (D6), Quick to Fire
Thick-Skinned: Umbralok adds +2 to Moonclaw's armor save, instead of +1.
Ward of Morrslieb: Moonclaw has a 5+ Ward save and Magic Resistance (3).
Wave of Insanity: Enemy units within 12" of Moonclaw are subject to the Stupidity special rule.
Slugtongue
M 5, WS 4, BS 3, S 3, T 4, W 2, I 3, A 1, Ld 7
Special Rules: Curse of the Famine-Fiend, Fear, Poisoned Attacks, Primal Fury, Regeneration
Equipment: Doomstaff.
Unit Size: 1.
Cost: 200 points
Magic: Slugtongue is a L2 Wizard that can generate spells from the Lore of the Wild or the Lore of Death.
Curse of the Famine-Fiend - During deployment, roll a D6 for each enemy unit and consult the following chart:
1: No effect.
2-4: The unit suffers D3 wounds, with no armor save allowed.
5-6: The unit suffers D6 wounds, with no armor save allowed.
Doomstaff: Arcane Item. This item allows Slugtongue to re-roll the dice when determining the number of hits caused by any direct damage spell he casts.
Ungrol Four-Horn
M 5, WS 4, BS 3, S 4, T 4, W 2, I 4, A 3, Ld 7
Special Rules: Beastmen Ambush, Bruised and Bitter, Primal Fury.
Equipment: Heavy Armor, The Stolen Crowns, Two Hand Weapons.
Unit Type: Infantry (Special Character; Ungor).
Unit Size: 1.
Cost: 80 points.
Bruised and Bitter: Ungrol may re-roll any Fear, Panic, or Primal Fury tests. However, Ungrol may not be the General, and he cannot use the General's Inspiring Presence special ability. This ability extends to any unit joined by Ungrol.
The Stolen Crowns: Enchanted Item. At the beginning of each of your turns, you may choose one of the following benefits until the start of your next turn:
Spirit of the Chieftain - Ungrol gains +2 Weapon Skill and +1 Strength.
Spirit of the Shaman - Ungrol becomes a Level 1 Wizard, generating spells from the Lore of the Wild (roll for spells each time you choose this ability).
I figured we could brainstorm over these together, and feel free to add your own ideas. So... what do you think? :)