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Kings of War

Beastmen
Alignment Army Special Rules "Raiders"
Unit (Size)

V 2.0 Evil Beastmen are creatures of the wild that raid the borders of civilisation. All troops except Monsters, Chariots and units with the Fly special rule move freely through difficult terrain and over obstructions, suffering no penalty for doing so.
Sp Me Ra De At Ne Pts Infantry 10/12 12/14 17/19 20/22 80 105 160 200 Unit (Size) Sp Me Ra De At Ne Pts Infantry 10 10 20 20 10/12 12/14 17/19 20/22 90 120 170 220

Beastmen Ax
Pack (10) Clan (20) War Clan (30) Herd (40) Options:

[WH: Gors, HW & Sh or 2x HW] 5 4+ – 5+ 10 5 4+ – 5+ 10 5 4+ – 5+ 20 5 4+ – 5+ 20 Banner (+15 pts), Musician (+10 Pts) Exchange shields for CS(1), Def 4+, for free [WH: Ungors] 5 5+ 4+ 15 5 5+ 4+ 30 Utterly Spineless Banner (+15 pts), Musician (+10 Pts) Phalanx (Clan: +15pts, Herd: +25 pts) [WH: Chaos Warhounds] 10 4+ – 4+ 10 4+ – 4+ Vicious, Nimble, Utterly Spineless [WH: Razorgors] 8 4+ – 6+ 3 8 4+ – 6+ 9 8 4+ – 6+ 18 Crushing Strength (1), Nimble, Headstrong 8 16 9/11 12/14 10/12 17/19

Beastmen Greatax
Pack (10) Clan (20) War Clan (30) Herd (40) Special: Options:

[WH: Bestigors] 5 3+ – 4+ 5 3+ – 4+ 5 3+ – 4+ 5 3+ – 4+ Crushing Strength (2) Banner (+15 pts), Musician (+10 Pts) [WH: Ungor Raiders] 6 4+ 5+ 3+ 8 9/11 6 4+ 5+ 3+ 16 10/12 Bow, Utterly Spineless, Vanguard Banner (15 pts), Musician (+10 Pts) Exchange all Bows for Jav & Sh (Def 4+), for free [WH: Harpies] 10 4+ – 10 4+ – Fly Harpies are never Solid [WH: Gor Chariots] 7 3+ – 5+ 7 3+ – 5+ 7 3+ – 5+ 7 3+ – 5+ Crushing Strength (2) Banner (+15 pts), Musician (+10 Pts) 3 9 18 36 3+ 3+ 8 16 10/12 12/14

Half-grown Runts
Clan (20) Herd (40) Special: Options:

Infantry 70 125

Runt Scouts
Pack (10) Clan (20) Special: Options:

Infantry 50 90

Wardogs
Pack (5) Clan (10) Special:

Cavalry 75 130

Harpies
Wing (5) Flight (10) Special: Note:

Infantry 60 100

Razor Boars
Single (1) Pack (3) Clan (6) Special:

Large Cavalry 9/11 11/13 14/16 60 140 265

Boar Chariots
Single (1) Half-Clan (3) Clan (6) War Clan (12) Special: Options:

Large Cavalry 9/11 10/12 14/16 17/19 55 120 230 400

Dragon Whelp
Single (1)

[WH: Jabberslythe] 10 4+ – 4+ 5 Special: Crushing Strength (2), Fly, Vicious Options: Breath Attack (10) special rule (+25 pts) [WH: Ghorros] Special: 8 4+ – 5+ 5 Crushing Strength (1), Individual, Vicious Inspiring (Centaurs Only) [WH: Doombull, Cygor or Ghorghon] Special: 6 3+ – 5+ Crushing Strength (2), Headstrong Inspiring (Minotaurs Only) 5 13/15 13/15 13/15

Monster 120

Razor Boar Scythed Chariot [WH: Razorgor Chariot]
Single (1) Special: 8 3+ – 6+ 5 11/13 Crushing Strength (3), Elite, Nimble, Headstrong

Monster 100

Bull Centaur
Single (1)

Hero 110

Centaurs
Half-Clan (5) Clan (10) War-Clan (20) Special:

[WH: Centigors] 8 4+ – 8 4+ – 8 4+ – Crushing Strength (1) [WH: Minotaurs] 6 3+ – 4+ 3 6 3+ – 4+ 9 6 3+ – 4+ 18 Special: Crushing Strength (1), Headstrong Options: Banner (+15 pts), Musician (+10 Pts) [WH: Spawn] Special: Options: Note: 4+ 4+ 4+ 8 16 32 10/12 13/15 17/19

Cavalry 80 150 280

Bull Minotaur
Single (1)

Hero 120

Minotaurs
Single (1) Half-Clan (3) Clan (6)

Large Infantry 10/12 12/14 15/17 45 100 180

Minotaur Lord
Single (Unique)

[WH: Ghorgon]

Hero

Swamp Spawn
Single (1)

Monster

6 3+ – 6+ 7 17/19 275 Special: Crushing Strength (3), Headstrong Note: Frenzy: when in charge range, this unit must charge. When charging, this unit does 1d6 extra wounds. [WH: Dragon Ogre Shaggoth] Monster

5 4+ – 5+ 2d6 -/14 50 Crushing Strength (1), Regeneration, Shambling Banner (+15 pts), Musician (+10 Pts) Instead of being placed during deployment, this unit may be placed in any water feature during the Vanguard move. [WH: Dragon Ogres] 7 3+ – 5+ 4 7 3+ – 5+ 12 7 3+ – 5+ 24 Crushing Strength (2), Regeneration Banner (+15 pts), Musician (+10 Pts) [WH: Great Bray Shaman] Large Cavalry 10/12 12/14 15/17 65 150 285

Dragon Ogre Lord
Single (Unique) Special: Note:

Dragon Ogres
Single Half-Clan (3) Clan (6) Special: Options:

7 3+ – 6+ 10 17/19 325 Breath Attack (10), Crushing Strength (3), Regeneration Terrifying: other units must roll their Nerve to charge this unit. When testing the Nerve of an enemy unit damaged by this unit, add +1 to your total. [WH: Beastlord] Hero 135

Beast Lord
Single (1) Special: Options:

Great Shaman
Single (Unique) Special: Options:

Hero 120

5 3+ – 5+ 7 13/15 Elite, Crushing Strength (1), Individual, Inspiring Mount on Boar Chariot, Lose Individual, Crushing Strength (2), Sp 7, 9 At (+25 pts) [WH: Bray Shaman]

5 4+ – 4+ 1 11/13 Elite, Heal (3), Individual, Inspiring, Zap! (5) Mount on Boar Chariot, Lose Individual, Crushing Strength (2), Sp 7, 3 At (+25 pts) [WH: Herdbanner]

Shaman
Single (1) Special:

Hero 60

Herdbanner
Single (1) Special: Options:

Hero 11/13 30

5 5+ – 4+ 1 9/11 Individual, Heal (3), Utterly Spineless, Zap! (3)

5 4+ – 4+ 2 Individual, Inspiring Mount on Boar Chariot, Lose Individual, Crushing Strength (2), Sp 7, 4 At (+25 pts)