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Beastmen Missing Units and Characters

SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
edited December 2020 in General Discussion
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 series



Please 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 Characters








Please 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 :)


Generic Lords/Heroes







Missing Generic Lords/Heroes Info

Bray Shaman
Caster Lord.


Doombull
Minotaur Lord.


Gorehoof
Generic cavalry focused lord/hero, could come with Ghorros and possibly be exclusive to him.


Wargor
Beastlord hero variant who is a standard-bearer, focused on supporting allied troops and buffing leadership.



Missing Units














Missing Units Info

Basilisk
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.


Chimera
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.


Cockatrice
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).


Ghorgon
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
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.


Jabberwock
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.


Preyton
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.


Manticore
I couldn't believe it when someone mentioned they don't have this yet...


Tuskgor Chariots
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


Ramhorn




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.


Marked Gors






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






Post continued in the 3 comments below.
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  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    edited November 2020
    Missing Characters Info


    Ghorros Warhoof
    Ghorros is a gnarled ancient Centigor who is forever fighting, rutting or getting drunk. Not a single moment of his impressively long life has been spent idle, for the Warhoof is possessed of an unholy vitality, a virile and boundless energy that is matched only by the depths of his carnal urges.

    He's earned the moniker 'sire of a thousand young' which, if anything, understates his sexual escapades, a massive menagerie of twisted terrors that cover the Old World from one end to the other share his bloodline. Ghorros frequently boasts about his adventures; indeed it is very difficult to get him to stop. Amongst his many fallacious claims is that he has fathered the entire Centigor race. He maintains that every single one of that mismatched alcoholic clan can be traced back to his lineage. Few have the nerve to question him for in his cups the Warhoof has a terribly violent temper and he is rarely sober.

    None can deny that Ghorros has a great number of Centigor sons and acolytes, all fanatically devoted to their gnarled but undeniably virile leader. He gallops into battle surrounded by the largest and most fearsome of his four-legged progeny and every one of them would readily die for their infamous sire.

    But its not just Centigor that owe a familial debt to Ghorros, for he is anything but discerning. Amongst his hordes come all manner of nameless beasts and half-breeds; regardless of their size, barbarism or ferocity, they all pay respects to the Warhoof when he is nearby. Any army blessed by the leadership of the Warhoof is strong indeed, for his presence units the desperate creatures of the Dark Woods on a deep and primal level.

    Magic Items


    Gorthor the Beastlord
    Gorthor is one the greatest Beastlord ever to have lived. Over a thousand years ago, his horde ravaged the Empire almost beyond recovery and his rune can still be seen carved into Herdstones across the region. There have been many Beastlords who have united tribes into mighty invasions, but Gorthor was the greatest of his kind, for he possessed what so many others lacked: vision, and the sheer animalistic will to sear it into the minds his followers.

    Gorthor claimed that the Dark Gods chose him as their emissary. Though he had no true magical powers, he had something of the shaman about him, often being visited by nightmare visions of the future. Such was his fervour in battle that he was sometimes cloaked by crowns of dark energy, which protected him or struck out at his foes, a sure sign to other Beastmen that the gods truly favoured him. With strength of arm and animal cunning, he united all the tribes of the Middle Mountains and when his armies revealed themselves, it was the largest horde of beasts ever to be seen in the Old World.

    Gorthor rode in a mighty chariot driven by his trusted retainer Bagrar, ensuring that all his followers could see him, and that he would be the first to shed the blood of the foe. Gorthor's own warherd thundered along beside him in chariots of their own pulled by all manner of vicious and unsightly monstrosities bound to Gorthor's will, and behind them swarmed a seething ocean of horns and hatred. Smashing through a massive army of Black Orcs on their way out of hiding, the Beastmen made their way to the nearest Imperial cities; Millions of the cursed Men were killed and two entire provinces (Ostland and Hochland) were brought to their knees.

    Even centuries after his brutal campaign the Middle Mountains are still home to some of the most savage tribes in all the land. No army of Man dare enter the range, so terrible is the legacy of Gorthor the Beastlord.

    Gorthor is very much the Gorbad Ironclaw for the Beastmen: a legendary figure from their past who almost achieved one of the things all Beastmen strve to: destroying the realms of men, and like Gorbad, he's been dead or abscent for a long time (even though he was playable in 7th edition), He'd be great to have, though unfortunately he's the least unique of the Beastmen's missing characters.

    Magic Items


    Moonclaw
    The creature known as Moonclaw was not born of mortals, but instead hurled from the pale belly of Morrslieb itself when it was at its most bloated. Though at first glance he could be mistaken for a particularly hideous Beastman, Moonclaw is not of this world and he's also utterly and irrevocably insane, that his actions are as random as they are lethal.

    Upon the Geheimnisnacht, when Moonclaw came unto the world, Morrslieb hung low and full in the firmament like the belly of a pregnant hag. The forests resounded to the orgiastic feasting of the Beastmen tribes. At the stroke of the witching hour, a blazing, horned comet seared across the skies. It briefly traced a green scar across the heavens before hammering through the clouds and slamming into the sacred grove at the base of the Barren Hills. A wave of green-black force flattened the forest for miles around. Nothing survived the disastrous impact, save Moonclaw himself, who stepped steaming from the cracked remains of an egg-shaped lump of purest Warpstone, his glistening fur slicked to his body by nameless fluids. Thus did Moonclaw step from the wyrdling substance of his lunar mother into the Old World.

    Since that day Moonclaw has wandered the lands in a daze, speaking glottal syllables in a backwards tongue. His glowing, goat-slit eyes seem to see into another realm, and his erratic gestures leave doppelganger traces in the air. Wherever the Beastmen witness the lambent green-black flames that lick around Moonclaw they fall to their knees in worship. When Morrslieb is nearest the earth, Moonclaw's power waxes full. It is then that Moonclaw summons the strange two-headed beast, Umbralok, that serves as his steed, and rides at the head of a great army.

    On these nights he seeks out the Waystones that dot the Old World, edifices older than the race of man. Moonclaw desires nothing so much as to see these flung down and defiled so that the dark power they stem may flow out into the world. So it is that Moonclaw leads his followers against the civilised races, his twisted and mutated form crackling with barely contained power atop his fiendish steed. Few can tolerate the wave of madness that precedes Moonclaw on these most eldritch of nights, let alone stand resolute when jagged shards of lunar rock hurtle out of the skies to annihilate any who earn Moonclaw's displeasure.

    Moonclaw is a megre wizard in the lore of Shadows and Beasts. Naturally his campaign would focus around defiling the various Waystones that are scattered throught the Warhammer world and he'd perhaps be the closest Character to the Warriors and Daemons of Chaos out of all the Beastmen. Perhaps if he is able to summon the Chaos invasion early or buff its strength and perhaps his roster could be something of a hybrid with Beastmen/WoC/DoC as well.

    Magic Items


    Slugtongue
    The repulsive creature known as Molokh Slugtongue is anathema to cultivated life and natural harmony. Everything Mankind does to harness nature, every act of order intended to trammel the Chaos of the wild can be undone by a single gesture from Slugtongue's blackened claw. Slugtongue is the cold talon of winter incarnate, and famine follows in his wake; stalking across the lands of Man like a black hobbled crow, Slugtongue turns the most fecund and fertile valleys into barren and freezing wastes, crawling with poisonous vermin.

    At first glance, Slugtongue could be mistaken for a death-devil, for his head is little more than a leering, bovine skull and his emaciated body is covered with liver-spots and coarse white hair. Yet on closer inspection Slugtongue teems with life, albeit of the basest kind; he is host to colonies of fat black lice, hopping fleas, bloated tics, wriggling worms and stinkbodied cockroaches that infest every dank crevice of his wretched frame. Centipedes crawl from his empty eye sockets and slugs spill from gaps in his rotten teeth when Slugtongue croaks his pronouncements of slow but inevitable doom.

    Worse still, he is surrounded by an aura of numbing cold, his stinking breath coalescing in ever more disturbing shapes and his tattered robes hung with jagged icicles of filthy and unimaginable fluid. As repugnant as Slugtongue is at first-hand, the signs of his passing are just as disturbing. With a single whispered phrase, he can unleash the power of blight upon the land and those that defend it. Ravenous living hurricanes of skull-headed locusts whip and tear across the crop-fields, reducing them to shocking ruin in seconds. Rivers of virgin meltwater turn to bile at the sound of his gurgling, phlegm-choked laughter. With a single word, the skies fill with writhing clouds of transparent maggot-things that rain down into freshwater lakes like a living hail. Storehouses full of golden corn and sheaf's of barley are opened to reveal nothing more than rotting black sludge, and barrels of fine ale yield nothing more than a thick gruel of infected spittle. Each of these vile transformations is pleasing to Slugtongue, for he knows that those on the brink of starvation are soon driven to acts of foolhardiness.

    It is not long before those living under the dark blight of his presence marshal their armies in their desperate need to lift the curse that ravages their lands. But those who follow Slugtongue are ready for them, knowing full well that war follows famine as surely as winter follows autumn. When the armies of the starving and frightened march to confront Slugtongue they are met by hordes of well-fed, hot-tempered and battle-ready Beastmen who descend upon them from every direction. It is not long before these bestial armies are hacking apart and trampling the weakened fools that dare stand against Slugtongue's curse, whilst mocking laughter drifts upon the rot-scented winds.

    Magic Items


    Taurox the Brass Bull
    Taurox the Brass Bull is an unstoppable force; a roaring, snorting engine of destruction, virtually impervious to physical harm. Cast in the form of a grotesquely muscular Doombull, Taurox looms over his followers like a mountain of living brass with curving bladed horns and a gnashing metal maw that constantly drools with gore.

    The Brass Bull was not always a metallic monstrosity; once a fearsome chieftain of the Minotaur tribes, Taurox enforced his brutal will upon the lesser beasts of the forest by felling any creature who dared meet his stern gaze and then devouring them alive. The Brass Bull was merciless beyond measure, and the ground at his feet was ever wet with the freshly spilled blood of friend and foe alike.

    So it was that one night an emissary of the fell powers crawled into the mortal realm from the devastated remains of one of Taurox's rivals . The hell-borne nightmare was sinewy and crimson-skinned, coiled with unholy energy, and it met Taurox's gaze with its hollow black eyes. This proved to be a costly mistake. Before it could utter a single syllable in its dark tongue, Taurox grabbed it by its wattled throat and bit off its head. There was a moment's silence, then a violent thrashing as Taurox spasmed and shook, seized by a vision of a world awash with blood and afloat with corpses.

    Taurox roared and screamed, biting and clawing at himself in his convulsions before taking up his axes and slaying every single one of his tribesmen. But he did not stop there. For a year and a day, Taurox raged across the lands in a blind rampage, killing every living thing he could find. Tribes of Beastmen, covens of witches, nomadic Strigany caravans, mercenary Ogres, Empire patrols, proud knights, two-headed Giants; all fell to Taurox's boundless wrath. When he came upon the vale of Lietberg, he killed so many citizens that a river of blood was born at his feet. Exhausted, Taurox collapsed in the crimson stream, and he would have died then and there, for his energies were completely spent. But the dark ones had uses for him still.

    Under a scarlet moon, Taurox was reborn. He rose up and bellowed his defiance, blood cascading from his now-brazen frame, for the gods had rewarded his fell deeds with a body of shining metal. No more would he tire, no more would he have a moment's respite from the rage that consumed him. Taurox drank deep of the gory river he had made, and the blood sluiced and boiled inside his brass body, giving him unholy vitality. Clashing his rune-enscribed axes together in savage pride, Taurox set off once more and began the slaughter anew. This time, the Brass Bull would never cease again unless someone managed to finally put him in the grave once and for all.

    Magic Items


    Ungol Four-Horns
    Ungrol Four-horn is a being consumed with bitterness and spite. There is no more hateful a creature in the Old World, for he has been cast out of the ranks of both man and beast. Such was the scale of his transgressions that he has become something of a legend, and to this day, he leads as a self-styled beggar king, marching at the head of a ragtag army of outcasts, mutants, and heretics who have nowhere else to run.

    Ungrol was born with two heads, each of which was possessed of a singular ugliness. The mewling beast was greeted with utter revulsion by his human parents, and so Ungrol was cast out into the woods to die, yet somehow the child managed to subside on a diet of grubs and roots until he was strong enough to hunt and kill. Ungrol eventually found his way to the Manblight tribe, where he joined the ranks of the Ungor. Though he had only the most rudimentary horn-buds, the fact Ungrol had two heads was remarkable enough that he was tolerated as a Beastman. Still Ungrol had not found peace, for the other Ungors were so jealous of his mutation that they bullied and beat him for having such small horns. Every day was a new set of demeaning and horrible trials for the creature they mockingly called four-horn.

    One dark night, covered in bruises and bleeding from a dozen wounds, Ungrol could take no more. His tribekin were snoring loudly after a drunken feast which Ungrol was not allowed to attend. He took up a great rock and, approaching the largest of the sleeping figures, bashed his chieftain's brains out. The Bray Shaman was next, throttled by Ungrol's sinewy hands. Ungrol carved off the magnificent horns of the two tribal leaders with his jagged knife, strapping the chieftain's horns to one of his heads and those of the Bray-Shaman to the other. Resplendent with his new sets of headgear, Ungrol capered in the moonlight, gazing with manic glee at his shadow and singing 'Four-horn!, four-horn! ' over and over again.

    Now to kill a chieftain outside of a challenge is bad enough, but to kill a Bray-Shaman is the gravest sin of all. When the tribe found the atrocities Ungrol had committed they chased him for a night and a day, but Ungrol was ever sly, and he evaded their pursuit in a labyrinth of dark caves where he dwells to this day, consumed by enmity and jealous ire. Over the years Ungrol's legend has spread, and through channelling his vast reservoir of hatred he has come to be a warrior of some repute. Many Ungors have joined his cause and he now commands a great army of mutants, outcasts and monsters that raid the lands of men, taking out their hatred upon any they can catch and keeping their human captives like cattle in the dank depths of the Labyrinth of the Spurned.

    Ungrol in Total War Warhammer would likely be a Drycha-esc figure, a character from a race who is at odds with every other faction in that race and works to undo his fellow kin just as he does other factions (he'd also hopefully have some unique mutant and outcast units).

    Magic Items

  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    edited January 1
    Bonus Content


    As always, here are a few extra things from the Beastmen which are tangential, would require work done to implement, or would likely go to another race. Usually, I put Dogs of War here but they haven't had a DoW or RoR since the 80's (that one being a Chaos Centaur RoR called "Toxotes Hellmounts"), so instead, let's go over some of the sub-factions or Beastmen related things that could be expanded upon, or might appear in other factions in the future.



    In and around the cursed Dukedom of Mousillon, normal Beastmen are surprisingly seldom seen, Undead Zombie and Skeleton Beastmen, however, are extremely common, stretching even into the Forest Arden and Lyonesse along the borders with Mousillon. This is naturally because the Vampires, Lichemasters and Necromancers who have free reign in the region will slaughter any and all Beastmen incursion and raise them for their undead host.

    Obviously not a unit that belongs in the Beastmen Roster itself but it would be great to see in the Vampire Counts or a Kemmler/Red Duke Bretonnian vampires DLC sometime down the road. Its one of the scant references we have of Vampire Counts raising undead from other races outside of humans, which is a novel feature fans have been wanting for a long time.


    Lakemen



    Lakemen are a variety of Beastmen found primarily in the Lyonen region of the Forest of Arden, though they swim out to plague the rest of southern Lyonesse with depressing frequency.

    They all have a vaguely amphibian appearance, often with faces resembling frogs, pincers in place of hands, and gills allowing them to breathe underwater. However, they are more variable than normal Beastmen, and all Lakemen have at least one other mutation.

    Lakemen prefer to attack from the water, as this gives them the advantage of surprise in most cases, but they are no more adept in water than any other skilled swimmer. Whilst they are as violent and bloodthirsty as Beastmen, the two groups have never been observed to cooperate and have even been known to fight each other for no readily apparent reason.


    Beastfiends




    Unlike those Children of Chaos found elsewhere in the world, Beastfiends, variants of Beastmen, have little resemblance to Mankind. Instead, these creatures of the Southern Wastes are fusions of beasts and Daemon, battling each other for supremacy and the favor of the Dark Gods.

    Like their northern cousins, Beastfiends organize themselves into tribes that are advised by shamans and usually lead by Beastlords. They have no tools beyond weapons made out of stone, bone, frozen flesh, or ice and they speak only the Dark Tongue.

    Despite their obscurity, they aren't a complete footnote who never engage with the rest of the world, "Ograx the Great" leader of the Skullfest Tribe was a Beastfiend Beastlord who Archaon encounters on a trek through the Southern Wastes and together the pair embark on a quest to retrieve 6 treasures of Chaos. They know of the Chaos gods and act similar to how Drackwald Beastmen do, they just seldom get the chance to invade other nations that we know of.


    Chaos Rhinoxen Cavalry



    The Beastfiends of the Southern Wastes have dominated their desolate home, even going so far as to tame the great beasts of this land and harness them in battle, like Chaos corrupted Rhinoxen which they ride as cavalry.
    Post edited by SeanJeanquoi on
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    edited December 2020
    Sources:

    Missing Characters


    Ghorros Warhoof
    - Beastmen 7th edition pg 56, 88

    Gorthor the Beastlord
    - Beastmen 7th edition pg 18, 28-32, 54, 82

    Moonclaw
    - Beastmen 7th edition pg 59, 84

    Slugtongue
    - Beastmen 7th edition pg 61, 84

    Taurox
    - Beastmen 7th edition pg 58, 82

    Ungrol Four-Horns
    - Beastmen 7th edition pg 60, 86

    Generic Lords/Heroes


    Bray Shaman
    - 7th Edition Beastmen Army Book pg 36, 83

    Doombull
    - 7th Edition Beastmen Army Book pg 14, 21, 35, 83

    Gorehoof
    - 7th Edition Beastmen Army Book pg 46, 88

    Wargor
    - 7th Edition Beastmen Army Book pg 34, 84, 94

    Missing Units


    Basilisk
    - Monstrous Archanum pg 44-45
    - Warhammer Fantasy RPG 1st Edition Core Rulebook, pg 231-232
    - Warhammer Fantasy RPG 2nd Edition: "Tome of Corruption" pg 112-113
    - Warhammer Fantasy RPG 4th Edition Core Rulebook pg 268, 317

    Chimera
    - 6th Edition Warhammer Rulebook pg 51
    - 8th Edition Warriors of Chaos Army Book pg 13, 15, 20, 37, 93
    - Storm of Magic 8th edition supplement pg 87

    Cockatrice
    - Storm of Magic 8th edition supplement pg 124
    - Sons of Ellyrion Novel, chapter 19
    - Warhammer Age of Reckoning MMO

    Ghorgon
    - Beastmen 7th edition pg 3, 11, 51, 64, 90
    - Storm of Magic 8th edition supplement pg 109

    Giant Spined Chaos Beasts
    - Storm of Magic 8th edition supplement pg 123

    Incarnate of Beasts
    - Monstrous Archanum pg 24-25

    Jabberslythe
    - 7th Edition Beastmen Army Book pg 50, 90
    - Warhammer Fantasy RPG 4th Edition Core Rulebook pg 306, 322

    Jabberwock
    - Warhammer 2nd edition army book: Battle Bestiary pg 42
    - Warhammer Fantasy RPG 2nd edition: Tome of Corruption pg 118
    - Sons of Ellyrion novel, chapter 19

    Preyton
    - Monstrous Archanum, pg 77

    Manticore
    - Warriors of Chaos 8th edition Army Book, pg 29
    - Warhammer Fantasy RPG 2nd edition "Old World Bestiary", pg 44-45, 101
    - Storm of Magic 8th edition supplement, p 88
    - Dar Elves 8th edition Army Book, pg 51

    Tuskgor Chariots
    - 7th Edition Beastmen Army Book pg 3, 44

    Ramhorn
    - 7th Edition Beastmen Army Book pg 21-21, 93, 94
    - 8th Edition Rulebook pg 233

    Khorngors
    - Beasts of Chaos 6th edition Army Book, pg 21, 44
    - White Dwarf 122, pg 77 (Citadel Miniatures)
    - White Dwarf 124 'Eavy Metal, pg 35
    - White Dwarf 124 pg 68

    Pestigors
    - Beasts of Chaos 6th edition Army Book, pg 21, 44
    - White Dwarf 122, pg 76 (Citadel Miniatures)
    - White Dwarf 124, pg 69

    Slaangor
    - Beasts of Chaos 6th edition Army Book, pg 21, 44
    - White Dwarf 122, pg 74 (Citadel Miniatures)
    - White Dwarf 124 pg 69

    Tzaangors
    - Beasts of Chaos 6th edition Army Book, pg 21, 44
    - White Dwarf 122, pg 75 (Citadel Miniatures)
    - White Dwarf 124 'Eavy Metal, pg 34
    - White Dwarf 124 pg 69

    End Times stuff


    Warhammer End Times: Glottkin, Book 1
    Harbinger - pg 44, 91
    Blood Oxen and Walderbeasts - pg 45
    Drackwald Beasts - pg 91

    Bonus Content


    Zombie and Skeleton Beastmen
    - Warhammer Fantasy RPG 2nd edition: "Knights of the Grail" pg 82

    Lakemen
    - Warhammer Fantasy RPG 2nd edition: "Knights of the Grail" pg 75

    Beastfiends and Chaos Rhinoxen
    - Archaon: Lord of Chaos novel, Chapter 1


    Let me know what you think and don't be afraid to list something I missed. :)
    Post edited by SeanJeanquoi on
  • sykallsykall Junior Member Registered Users Posts: 1,886
    Cool list as always. But why are the great taurus and the lamasu included? I always thought those are chaos dwarf exclusives.
    Filling the white spots - 7 made-up factions to enrich the empty parts of the WFB setting
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  • WyvaxWyvax Registered Users Posts: 4,906
    Why did you include Chaos Dwarf monsters for the Beastmen?
    Tomes read: The Great Betrayal, Master of Dragons, Curse of the Phoenix Crown, Trollslayer, Skavenslayer, Daemonslayer, Dragonslayer, Beastslayer, Vampireslayer, Malekith, The Bloody Handed, Shadow King
    Me when I see a LL character implemented as a LH.

    Bring naval battles to Warhammer CA!

  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    edited November 2020
    @Wyvax @sykall

    Because they fit the Beastmen pretty well in terms of looks, theme and behavior and they aren't inherently a Chaos Dwarf thing, they're wild creatures native to the Darklands which the Chaos Dwarfs like to tame and possibly upgrade.

    Jabberslythes similarly are not really a Beastmen creature as such, just a wild beast warped by the Winds of Magic that knows whenever a Warherd is on the prowl, there will be feast and slaughter a plenty.

    For another example, the Incarnate of Beasts doesn't inherently serve or align with the Beastmen either, its a creature born of the Winds of Magic which has to be summoned and bound to a spellcaster to do their bidding. Taurus and Lammasu can similarly be drawn out of the Darklands by the Winds of Magic and bound to a caster with scrolls of binding, hence their inclusion in the Storm of Chaos book.

    The Beastmen faction is an amalgamation of mutants, the Various Gors, rejects and outcasts who seek to destroy civil society (like the ones who follow Ungrol), half-breeds (like the many sons of Ghorros) and wild creatures of Chaos who have been twisted by the warp and either follow willingly or are bound and tamed by some means and sent towards the enemy to cause carnage.
  • sykallsykall Junior Member Registered Users Posts: 1,886

    @Wyvax @sykall

    Because they fit the Beastmen pretty well in terms of looks, theme and behavior and they aren't inherently a Chaos Dwarf thing, they're wild creatures native to the Darklands which the Chaos Dwarfs like to tame and possibly upgrade.

    Jabberslythes similarly are not really a Beastmen creature as such, just a wild beast warped by the Winds of Magic that knows whenever a Warherd is on the prowl, there will be feast and slaughter a plenty.

    I see. Though I would still part them with tge dawi Zharr. They follow the same mesopotamian theme as them, whilst most beastmen monsters follow a greek myth theme with some anglo-french additions.

    I think what I would like to see the most for beastmen would be the four god marked gor to bolster their infantry variety, the Ghorgon, the chimera and the ramhorn. The last unit I know just from background pictures but I would like to see a stegadon-like Unit for the beastmen.

    For the Lords my preferences would be Taurox & Ghorros
    Filling the white spots - 7 made-up factions to enrich the empty parts of the WFB setting
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  • BjornNorlinderBjornNorlinder Registered Users Posts: 801
    Def hope they never give other races monsters to bm just cuz of looks and visual fits. Races need unique units
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    @sykall

    Manticores are Persian/Mesopotamian, Preytons are from more modern French fantasy writings, Jabberwocks are Jabberwocky's from Lewis Carol, Jabberslythes are a combination of Jabberwocks and the Aliens from Alien.

    Christianity, when it took over Europe at the start of the middle ages, treated all outside cultures as savage and all outside creatures of myth as if they were demons, even if they were benign in the stories (sentors, saytr's, Nymphs, etc) I'd argue they're more based on a view of the world and fantasy from this perspective, but I do get what you mean.

    I've just heard people say they'd like them for the Beastmen roster, they'd be an easy way to add to it without going out of their way (since they'll be created when the Chaos Dwarfs come anyway) and they seemed to fit alright. Maybe I'll remove them later depending on what the general feel is.
  • Gabs88Gabs88 Junior Member Registered Users Posts: 360
    Excellent list ! Except with a couple of things, Gorehoof , From where did you pick them up ? Also, the Great Taurus and Lammasu should stay Chaos Dwarf units
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    @BjornNorlinder

    They just did that exact thing to the Wood Elves (Drycha), she now has Spiders, recoloured Ice Wolves, etc.
  • WyvaxWyvax Registered Users Posts: 4,906
    The Great Taurus and Lammasu are specifically implied to be Chaos Dawi irrevocably transformed by Hashut. They're two of only three giant monsters that the Dawi Zhar have access to. Just because something looks vaguely similar is not good reason to lump them in with any given faction, which is exactly why I don't campaign for CA to add dragons to the lizardmen.
    Tomes read: The Great Betrayal, Master of Dragons, Curse of the Phoenix Crown, Trollslayer, Skavenslayer, Daemonslayer, Dragonslayer, Beastslayer, Vampireslayer, Malekith, The Bloody Handed, Shadow King
    Me when I see a LL character implemented as a LH.

    Bring naval battles to Warhammer CA!

  • WyvaxWyvax Registered Users Posts: 4,906
    There's no cause to delete this OP, just because you made one mistake doesn't remove the merit of the thread itself. Everything else was pretty on point and I'm glad the original Jabberwock was brought up (I like that goofy thing.)
    Tomes read: The Great Betrayal, Master of Dragons, Curse of the Phoenix Crown, Trollslayer, Skavenslayer, Daemonslayer, Dragonslayer, Beastslayer, Vampireslayer, Malekith, The Bloody Handed, Shadow King
    Me when I see a LL character implemented as a LH.

    Bring naval battles to Warhammer CA!

  • sykallsykall Junior Member Registered Users Posts: 1,886
    Wyvax said:

    There's no cause to delete this OP, just because you made one mistake doesn't remove the merit of the thread itself. Everything else was pretty on point and I'm glad the original Jabberwock was brought up (I like that goofy thing.)

    Thats true. The listing itself is still excellent and offers so much insight
    Filling the white spots - 7 made-up factions to enrich the empty parts of the WFB setting
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  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    edited November 2020
    @Wyvax

    A part of my post already disappeared and has yet to re-appear due to a slight edit. Plus I did not want the conversation to be dominated by the Lammasu and Taurus, I like when discourse is steered in the right direction.

    I was going to re-post it because I figured if I edited it the OP would disappear also, yet somehow that hasn't happened and re-posts are bad form so its back.

    I apologise for all that >_<
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 23,591
    I would exclude Chaos Dwarf units to keep the races more unique but great post!

    BM have so much stuff left, they really should get 2 LPs.
    Nurgle is love, Nurgle is life
  • sykallsykall Junior Member Registered Users Posts: 1,886
    @SeanJeanquoi
    By the way what do you know about the beastmen outside of the Old World. Not necessarily the ind variety, as I would expect them to be too connected with the kindoms of Ind.
    But e.g. the Yimir north of Kslev are supposed to be a breed of beastmen if I rememer correctly. And you mentioned the lakemen earlier. Are there other exotic beastmen variants that may have rules or mentionings in other sources, like the RPGs, that may be interesting for a beastmen rooster? Or are they just background fluff for certain regions?
    Filling the white spots - 7 made-up factions to enrich the empty parts of the WFB setting
    https://forums.totalwar.com/discussion/288418/filling-the-white-spots-7-made-up-factions-to-fill-out-the-wfb-setting
  • FossowayFossoway Registered Users Posts: 4,610
    edited November 2020
    There is no way one DLC is going to be enough to fill their roster :/
  • DeadpoolSWDeadpoolSW Registered Users Posts: 2,687
    sykall said:

    @SeanJeanquoi
    By the way what do you know about the beastmen outside of the Old World. Not necessarily the ind variety, as I would expect them to be too connected with the kindoms of Ind.
    But e.g. the Yimir north of Kslev are supposed to be a breed of beastmen if I rememer correctly. And you mentioned the lakemen earlier. Are there other exotic beastmen variants that may have rules or mentionings in other sources, like the RPGs, that may be interesting for a beastmen rooster? Or are they just background fluff for certain regions?

    I think there are supposed to be bigger, stronger Beastmen that live at the South Pole- better Bestigors?
    Nagash will rule again!

    Justice for Chaos Dwarfs, Ogre Kingdoms, Araby, Albion, Amazons, Halflings, Nippon, Ind, Khuresh & the Hobgoblin Khanate!
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    edited November 2020
    @sykall

    funny you should mention that because the section of my post that went missing touches on the subject of different types of Beastmen from other regions.

    There's a difference between a Beast-man and the Beastmen. The section in the lore which discusses other types of Beastmen outside the Old World such as the Tigermen of Ind and the Intelligent Apes of the Southlands is written from the perspective of Imperial scholars who are notoriously ignorant of the true workings of the world. They branded these creatures "Beastmen" because they have the intelligence of a person and the body/features of an animal, and while they may have gotten their intelligence or animalistic features from the Winds of Magic, that doesn't inherently mean they were once human nor does it make them evil/Chaos aligned (Griffons and Hyppogryphs for example are creatures of Chaos and yet they aren't evil).

    The Yimr seem to be their own species entirely, perhaps they're touched by the Winds of Magic, but they're also solitary, don't speak the Dark Tongue don't seek out humans or threaten society and don't seem to have human intelligence. They might be an offshoot of Yhetees from the Ogre Kingdoms roster (and they're certainly based on a similar myth) but they don't seem anything more than random creatures of the North.

    The only other kinds of Beastmen who would likely be aligned with the Cloven Ones are the Beastfiends of the Southern Wastes (who look less human than Beastmen, they're more warped and look like a beast/human/daemon hybrid) and the Lakemen of Bretonnia, who are like mutant frog men with crab claws (mutants of all kinds tend to be drawn into kinship with the Beastmen since everyone else is likely to reject or outright kill them).

    In keeping with the mutant Idea, I suppose the Cult of Stormfels and Sons of Stormfels (Land Shark mutants) could be justified in aligning with the Beastmen, but I'm not 100% sure the Land Sharks are canon.

    That's the frustrating thing with this universe and community, entire decades of little snippets, magazines, lost sources and hearsay make finding the truth/legitimacy of something so much more difficult than it should be xD
    Post edited by SeanJeanquoi on
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 23,591
    Fossoway said:

    There is no way one DLC is going to be enough to fill their roster :/

    2 DLCs are better than 1


    Nurgle is love, Nurgle is life
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 23,591
    I would also like to see a Centigor Unit champion exclusively for Ghorros similar to Shadow-walkers

    If Ungrol ever gets added as a LL he should also have a unit champion for Ungors to make his theme more viable in late game.
    Nurgle is love, Nurgle is life
  • BjornNorlinderBjornNorlinder Registered Users Posts: 801

    @BjornNorlinder

    They just did that exact thing to the Wood Elves (Drycha), she now has Spiders, recoloured Ice Wolves, etc.

    No this is much different, taking signature monsters and handing it out to others is a hell no from me. At the most something similar to what they did with drycha and the Waaagh with the hydra
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    @BjornNorlinder

    Don't worry, your concerns have been heard and many others agreed with you so I removed them as requested.

    I want each faction to be as unique as possible and as expansive as possible in their own unique ways as well, I thought giving the Lammasu and Taurus to the Beastmen would aid in that, made some sense and wouldn't hurt either factions uniqueness but you all made fair points. :)

    The Hydra is a good comparison, I'm really not a fan of the Greenskins having them.
  • YrellianYrellian Registered Users Posts: 1,849
    I just hope that Slugtongue and Moonclaw get in. They are my favourite beatmen characters. I know that Taurox, Ghorros and Ungrol are more likely just to have LL for every type of gor there is (simillar thing happen with Lizarmen and Nakai), but I would much prefer these guys.

    His Royal Highness, Phoenix King Finubar!

    "It has been too long since I drew a blade in anger, Tyrion. You have been my sword, and Teclis has been my shield. But now it is time I fought my own battles!"

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  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,413
    @Dubinekdubajs

    Not sure if you've seen it but Drycha's quest battle is based around saving Coadill by destroying Waystones and the Waystones are an actual entity on the battle map with a healthbar which you have to attack and break.

    This raises the chances of Moonclaw getting in significantly IMO because his character is one of the most Waystone-centric characters in the lore, with the goal of finding and destroying as many as he can. CA have already made them a reality in-game, now we just need his model :)
  • kufareekufaree Registered Users Posts: 574
    Those marked gors are beautiful
  • MiniaArMiniaAr Registered Users Posts: 1,151
    Thanks for all the info as well as the sources

    I don't see Taurus and lamassu as part of the Beastmen roster but belonging instead to the chaos dwarfs, even though they are indeed beast of chaos.

    Also I don't think Jabberwock and Jabberslythe are different things but more that the former is the ancestor of the latter in the TT.

    Other than that, great list and everything in there could be legitimacy added (not all of it of course).


    My personal wish, based on what the wood elves got:

    DLC:
    Taurox the Brass bull
    Slugtongue legendary hero (not as important as Ariel lorewise but would ,Ork well as a caster LH)
    Doombull generic lord
    Gorghon
    Jabberslythe
    Champion minotaur unit (for Taurox themed dlc)
    Maybe Peyton based on great stag model but this is probably too much

    Total War Access
    Wargor hero (glade captain equivalent)

    FLC
    - Ghorros warhoof (Drycha equivalent for BBeastmen in my opinion)
    - Tuskgor charriots (easy variant to do, equivalent to melee glade riders)
    - Manticore (that a wood elf faction got them before Beastmen is crazy)
    - Marked bestigors (a bit more work than the Maleficent tree spirits but not too much I'd say)
    - Maybe another legendary hero easy to do like Ungrol (already a hero in 7th edition). Or maybe instead a generic Great Bray shaman lord, also easy to do.

    On the units side of things, this would go a long way in making Beastmen much more interesting. The mechanics rework would also be as important to units.

  • GodWillTellGodWillTell Registered Users Posts: 1,148
    This is soooooo exciting! Excellent work!
  • WaaaghCheifWaaaghCheif Junior Member Registered Users Posts: 2,228
    Many Charlemagnes at play here.
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