This is the 11th in a series of posts on a complete visual guide to Races and their missing units.
Links to the rest of this seriesPlease Read
: This post was so big that Information on the Characters displayed, Sources and other things were moved to the first few comments below the OP.
Missing CharactersPlease Read
: The Info on these characters were so big they had to be moved to the first comment directly below the OP. If you'd like to know more, you'll find them there
Missing Generic Lords/Heroes Info
Generic cavalry focused lord/hero, could come with Ghorros and possibly be exclusive to him.
Beastlord hero variant who is a standard-bearer, focused on supporting allied troops and buffing leadership.
Missing Units Info
Found in the most treacherous regions of the Warhammer World, from the Bloodspine Mountains of the unknown Southlands to the Grey Peaks that shoulder the Empire; Basilisks are creatures so inimical to life that they poison the very ground they walk upon. They're a living blight that can swiftly reduce an area to ruinous wasteland, decimating crops and slaughtering livestock with venom that suffuses both their body and spirit.
Basilisks are a reclusive menace, preferring to skulk in the cover of forests and hills, allowing their noxious presence to poison and kill their prey from afar before appearing to feed. their huge bodies are covered by brightly coloured scales, from the membranous fins upon their head to the tip of their long tail, a warning of their venomous nature. They prowl about on eight reptilian legs and move so swiftly they can run down and kill even the fastest prey.
In dense terrain, they rely on their poisonous aura to clear foliage that might otherwise obstruct their charge, whilst their long claws finish off prey weakened by the poison they exude. So powerful is the venom that infuses the Basilisks very being in fact, that when brought to bay by hunters and struck, it will corrupt and destroy the blades set against them.
Basilisks would be a shock cavalry monster, with Scaly skin +4, terror, strider, poison attacks, poisoned ranged attack and 'Aura of Vitriol' which could lower enemy melee attack.
The three-headed Chimera is one of the most fearsome of all the children of Chaos, a beast whose progenitors were so warped that it's now impossible to say what manner of creatures they might have been. Regardless of their exact form, all Chimerae share a savage and unpredictable nature that makes them easily the worst of all chance encounters. The heads of some Chimera can breathe fire, whilst others sprout razor-sharp fangs and jaws that drip with venom. Most posses a fiendish tail which ends in a snapping maw that has a mind of its own and an insatiable appetite.
Thankfully, for much of the time when the Winds of Magic are at a relatively low ebb, Chimerae are seldom seen, even in the frozen northlands. There might be tales of such beasts guarding mountain passes, lurking in the black depths of the Drakwald or having been pressed into service as a mount by a favoured champion of Chaos, but most reports are discovered to have confused the Chimera with some other creature of Chaos such as a Manticore. Some scholars have postulated that when the Winds of Magic are low, Chimerae simply abandon the mortal plain altogether, to instead hunt prey through the rich sorcerous fields within the Realm of Chaos. Others believe that Chimerae are not creatures of flesh and blood at all, but rather monsters called into being only when the Winds of Magic are at their zenith; savage emissaries sent by the darkest of the Dark Gods.
Whatever the truth may be, none can argue that when a Storm of Magic bursts, the tri-throated roars of hunting Chimerae are never far behind.
Chimerae are very agile glass cannons with poison attacks, Scaly skin +4, flame breath attacks, cause terror and have various methods of attacking simultaneously, which gave them more damage output for more point investment.
Cockatrices are unsettling and repulsive creatures that are seldom seen outside their lairs. Some say this is due to the enthusiasm with which Bretonnian Knights hunt and slay them, even the stupidest creature can tell the intentions of a roving Knights Errant from a mile away (and Cockatrices are, if anything, smarter than most Knights).
In truth, the Cockatrice is not a bold fighter and prefers to lurk around the fringes of a battlefield where it can safely feast on the dead and dying. Despite the beasts inclination for self-preservation, only a particularly foolish warrior would dare to corner a Cockatrice. When the beasts are desperate, they go berserk, shrieking and clawing at all who would approach with a maddened ferocity that compensates for their innate cowardice.
Whilst the Cockatrice is not as physically imposing as many other monsters, it has a curious ability which makes it the equal of even the mightiest dragon. The Cockatrice can petrify foes with its magical gaze, literally turning them to stone with a glance unless they can evade its sorcerous stare.
The Cockatrice on Tabletop had Poisoned attacks, a vomit breath attack like Throgg, Scaly Skin +4, causes terror and has petrifying gaze, which is a magic ranged attack (which naturally ignores armour).
I feel like this unit needs no introduction at this point, it's probably the most requested unit in TWWH history. They're like Minotaur Brood Horrors: Creatures that clawed their way to the top of the pack by devouring all their opposition, its as tall as a giant, covered in maws, has swords for arms, Anti-Large, it gains regen when in melee combat (perhaps even with a vampiric effect that passively drains enemy health while healing its own) it gains Frenzy if its currently in a winning engagement, causes terror, immune to psych, They're just crazy and long overdue.
Giant Spined Chaos Beasts
Giant Spined Beasts are similar to Chaos Hounds, only grown to insane proportions from the magic-soaked realm of Chaos. Their skin is stretched too far by the rapid growth of their bones and muscles, which regularly causes tears in their flesh. Such rapid development exposes glistening raw tendons and angry new layers of skin which swiftly reknit anew.
The Spined Beasts take their name from the bony protrusions that sprout from their hide, wit new spikes bursting forth on a regular basis. The creatures interlocking sabre-teeth can also be seen growing, brutally jutting out of the Giant Spined Beasts blood-dripping maw. In a span of moments, each fang expands until it's taller than a man, before it is painfully pushed out by a newly emerging fang which repeats the process.
Constantly howling, the monster shudders in pain-wracked agony, its throbbing ache only subsides when the Beast kills, so its keen nostrils constantly sniff for the scent of potential victims. It can swallow a man whole, but against larger quarry, a Giant Spined Beast will dig in deeply with their great fangs before viciously shaking its head so that when its locked jaws twist free, they will be accompanied by a vast chunk of flesh from the sundered victim.
This creature would either be a single entity or very large monstrous cav that has Frenzy, Regen, Strider, causes terror and has a special rule "Spiky" where it causes passive damage to any enemy it's engaging. They can also have different marks of the 4 Chaos gods which change their abilities.
Incarnate of Beasts
Summoned through savage and secret rituals known to few humans outside of the initiates of the Amber Order (and legend has it, the Bray Shamans of the unholy Chaos Beastmen Herds) the Incarnate Elemental of Beasts (also known in legend as the Bloody Hidesman, the Horned Man or the Faceless Hunter) is a towering, half-human figure that embodies the ferocity and merciless hunger of the wild and contains within it the turbulent spirits of countless predators, both animalistic and cruel.
Its body springs and bounds with ease through the densest wood or barren moor, running down its prey without mercy or cease. Once it has brought them to ground it gores and rends its foes in an orgy of unrestrained bloodlust, whilst its howls alone can drive enemies to flight in sheer terror.
Those masters of the hidden lore of Ghur speak of Bloody rites to be performed before a great idol of beast skulls and freshly flensed hides, should one dare to call upon the power of the bloody Hidesman and the terrible price of doing so.
Incarnate of Beasts is unbreakable, has a +5 ward save, terror, strider and has a howl ability that debuffs the leadership of surrounding enemies.
Jabberslythe's are among the most ancient and foul of all the creatures of the deep forest. They are truly repugnant to look upon, having such grotesque and twisted features that even the clearest pools of water will not offer up their reflection. A sickening fusion of toad, sludge-drake and a multi-limbed insect, the Jabberslythe encompasses all that is unwholesome and vile about nature and magnifies it a hundredfold.
Ungainly and clumsy creatures, Jabbers have mutated to better catch agile prey, such as the flittering spites that buzz around their lairs, or the occasional Ungor who strays too close. They have a thick sticky proboscis-like tongue that they can shoot out in the blink of an eye, capable of ensnaring and pulling a creature as large as a horse into the Jabbers gaping mouth when it retracts. Under their hooded eyes gleams a predatory intelligence and in place of blood, they have stinking vitriolic bile that spurs out from the slightest wound in great gouts of hissing black fluid, burning anything it touches.
They have rudimentary wings which allow them to fly in short bursts, their vorpal claws can slice through oak and they are terribly persistent when prey is in sight. But their most horrendous weapon of all is their vile appearance, so unhealthy and unsettling are they, that even to set your eyes upon it can cause you to go permanently insane.
The beating of the Beastmen's war drums often serves to draw Jabberslythes from their lairs, for they know that there will be rich pickings indeed at such times. The sounds of braying shouting or even celebration can be enough to bring a Jabber lolloping and flapping from its lair and they are always hungry. For their part, the Beastmen do their best to ignore the Jabbers, for even they are not immune to their madness-educing curse, with the help of a gifted Bray Shaman they will simply steer it in the direction of the enemy and bask in the glorious terror they will no doubt unleash.
Jabbers are immune to psych, have poison attacks, terror, a ranged attack, a passive leadership debuff effect and as they take damage they deal damage back to the enemy as their blood is made of acid.
Lacking much in the way of intelligence, Jabberwock's are bold and aggressive, attacking nearly anything they encounter. Though varied in appearance, some common features set these creatures apart from other Old World horrors. Jabberwocks are generally twelve-foot tall or more. Perched on its long, scrawny neck is a hideous head with a great slobbering maw and wattles on its cheeks. Many Jabberwock's have wings, though none fly, or at least, none discovered have been able to fly. Instead, they flap their wings when excited, creating a disconcerting noise. Jabberwock's can be of any colour, and many are faintly luminous. Although they have both arms and legs they often use their arms to walk or run along the ground. They can also regenerate wounds in the same way as trolls, and their bite is venomous.
As creatures of Chaos, Jabberwocks run the gamut in appearance and characteristics. For most Old Worlders, the Jabberwock is something of a bogeyman, a tale told to frighten children into doing their chores. These creatures also serve as effigies to burn when something goes wrong. For example, when the wind blows down a line of laundry, it’s clearly the work of the Jabberwock. On occasion, the superstitions of the commoners are correct, and one of these creatures really does threaten their homes. In these times, they often turn to outsiders for help. So, sometimes, a bold hero ventures into the wood to dispatch the foul beast with an exceptionally sharp sword.
Preytons are a savage and hateful breed of creature that haunts the forested lands of Bretonnia. So renowned is their ferocity that sightings of Preytons will draw scores of knights from miles around, seeking to prove their valour by slaying the beast.
Mighty and winged creatures of Chaos, hybrid in form like the Chimera, with the upper body of a corrupted Great Stag, leonine hind legs and the monstrous wings of a twisted black eagle. Whilst their appearance is truly vile, it is the legendary malice of the Preytons that makes them so dangerous. Corpses mauled beyond recognition and stretches of forest befouled and trampled betray their presence. Often Preytons will just leave the torn remains of their prey to rot, as they kill out of pure hatred rather than hunger.
Legend has it that this terrible hatred was born long ago, when Beastmen Shamans created them through horrifying rituals, corrupting Great Stags before sacrifice-strewn Herdstones. Bereft of their once noble nature, Preytons now know only an all-encompassing hatred for that which they have lost, driving them to rend and kill with terrible malice. Even their own wounds bring a twisted sense of satisfaction; instinctively realising that only in death will they be free of their torment.
Preytons have Woodsman, scaly skin +5, frenzy, terror, and if they defeat a unit, they have the possibility to rampage, being lost in their hatred and killing mindlessly.
I couldn't believe it when someone mentioned they don't have this yet...
Tuskgor Chariots on Tabletop were cheep, lighting quick Chariots for the Beastmen as opposed to the stronger slower Razorgor's (kind of like an Itilmar Chariot), could be given a ranged attack like throwing axes to avoid them becoming something of a redundant inclusion, if a cheap effective Chariot option isn't enough on its own.
Missing Units Continued
When the tribes unite under the greatest of Beastlords the ground shakes at the Breyherd's passing, for with such a grand muster come all manner of strange and forgotten beasts. The Ramhorn is one such beast; a living mountain of muscle and horn that the Beastmen use as engines of war.
In the north of Bretonnia lies the Forest Arden and the Beastmen of this region claim to be the largest and fiercest of their kind, sporting an unusually high number of Bestigors who regularly seek out the mightiest foes to prove themselves, build their strength, hone their skills and weed out the weak.
The Bretonnians recount many occasions when the Warherds of Arden rose up against them, dismounting even the noblest of knights from their steeds and forcing the people of these lands to retreat to the safety of their castles. Yet even then, they aren't safe for long, for the Bray Shamans call forth the largest beasts of the woods: the Berserker Ghorgons, lumbering Cygors and the gargantuan Ramhorns. Under the cover of night, the Beastmen sneak up to the Bretonnian castle gates and mount the skull of a Ramhorn upon it, the Bray Shamans then summon another of these dim-witted, but immensely powerful beasts, who see the horns and mistake it for a rival, charging at the citadel gates with such unstoppable force that they are splintered into kindling, allowing the Beastmen horde to surge through in their wake.
Ramhorns are also goaded into battle by chanting Beastmen that pack themselves into crude Howdah's upon their backs.
Beastmen commonly use Ramhorn Carcasses to fashion deafening Warhorns and mighty helmets, which they use to headbutt their opponents.
These are the most rudimentary form of god marked units for the Beastmen. I'd hope they get more than this (like generic lord and hero variants and Chaos Beasts), but these are the ones they had proper models for. Naturally, each god marked unit has unique buffs that go with that god (Pestigors are slow and tanky with poison, Slaangors are fast and squishy, Tzaangors are magical, Khorngors are armoured and damage dealers).
End Times Regiments/Characters
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