Skeept L’dea
Standing 18 feet tall, their upper body is disproportionately larger than their lower which has been turned to short and thin rat legs. One arm hangs down low, hand nearly reaching the floor. They have a beastual goat like face, their maw lacking features, the mouth now sitting between their horns on their forehead.
Across their body shields of the fallen are strapped to them forming a heavy shell of broken and splintered wood.
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 |
Skeept L'dea (Cursed: -1 to all Rolls) |
7.5 |
6 |
3 |
9 |
8.5 |
13 |
0 |
4 |
9+2 |
6 |
7 |
8+2 |
5 |
0 |
8 |
Fear |
The beastmen have the following Mutations:
- Growth: x4 Size
- Zoological Mutation: Lower Body and Legs of a Rat, -2 M
- Limb Transference: Hands now face outwards, forehead mouth
- Bestial Face: Goat Head, +1 Gore attack
- Overgrown Body Part: One arm is now double length (+1 WS, +1 S, +0.5 T, +0.5 W, -1 I)
The beastmen are equipped with the following:
Heavy Armour
- Base Armour Save of 6.
- -0.5 Movement.
Double-Handed Axe
- Prevents use of a Shield.
- -1 Initiative.
- +1 Strength.
-
- Downgrades target Saving Throw by 1.
- May gain the effects of Improvised if used one-handed.
Throwing Spear
Weapon |
Range |
Strength |
Save Modifier |
Throwing Spear |
4 |
As Shooter |
Degrades armour save by 1 |
- May throw weapons before combat, replacing the standard stand and fire rules, and may be used as part of an offensive charge. The front row is considered to throw these weapons immediately before combat, dealing damage before the first round begins, though the damage is considered to have been part of that round.
- -1 to Hit when throwing.
- Thrown Weapons do not suffer the -1 penalty for being thrown at above half range.
- Models remain equipped with throwing weapons even after said weapons are thrown.
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