Shgor
Unassuming at first glance, hunched over and dressed in rags that hide a skilled warrior and most of all, a mutated arm, fused with metal that produces a devastating roar of death.
Beastmen have the following special rules:
- Beastmen are very likely to have Chaos Attributes, as indicated, in the form of Personal or Dominant attribuites for the entire unit.
- Beastmen Shamans generate spells randomly from the Battle Magic, Daemonic, or Necromantic spell lists until they have one of each for each level.
- Beastman Champions may not gain Magic.
Name |
Movement |
Weapon Skill |
Ballistic Skill |
Strength |
Toughness |
Wounds |
Initiative |
Attacks |
Leadership |
Intelligence |
Cool |
Willpower |
Armour Save |
Magic Power |
Fear Points |
Fear Effect |
Beastman Leader |
3.5 |
7 |
4 |
4 |
5 |
5 |
6 |
5 |
10+3 |
8 |
8+1 |
7+1 |
5 |
0 |
3 |
None |
The beastmen have the following Dominant Attributes:
- Hunchback: No effect
- Technology: Shotgun Arm, +2 Int
- Horns: +1 Gore attack
The beastmen are equipped with the following:
Heavy Armour
- Base Armour Save of 5.
- -0.5 Movement.
Shotgun
- Has differing weapon profiles.
- Range: standard rules 0-4", -1 BS at 4-18", cannot be moved and fired, Area of Effect Radius 0.5", cannot Scatter, Strength and Damage varies by shell.
- Scatter: 3 Strength, 1 Damage.
- Solid: 4 Strength, 1 Damage, -1 Save.
- Gas: 3 Strength, 1 Damage, no Armour saves unless target is environmentally sealed.
- The weapon requires two hands to use.
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