Minotaurs
Physique: Minotaurs are at least 10' tall, broad, with black hide jet black fur about their heads, though actual exposed flesh varies in colouration. Their horns are white or yellowish, and their eyes are red. On rarer occaisions, their fur may be white, grey, or albino, though this is far less common than black.
All Minotaurs are subject to the following:
- Minotaurs have Attributes as indicated, though they may have fewer as the player wishes.
- Minotaurs cause Fear in opponents below 10' tall.
- Minotaurs reduce the Armour of targets in Hand-to-Hand by 1.
- If a minotaur's opponents are routed, then the minotaur unit must make a Cool test vs Blood Greed. If the unit fails, they cannot pursue the retreating enemy, nor do they make a Free Attack - they are too busy consuming the corpses of the fallen. They will remain stationary until the end of their turn, at which point they may make another Blood Greed test. Another test may be made when attacked or shot with magic. Those who fail a Blood Greed test can only act under specific conditions: if the unit is Charged, then they immediately enter a Frenzy.
- Minotaur Champions may roll magic saving throws twice and pick the better result.
- If a Minotaur Champion is wounded, then roll 1d6. On a 1-4, the wound is suffered normally. On a 5, it is ignored. On a 6, it is ignored, and a new Chaos Attribute is instantly generated.
- Minotaurs may not learn Magic.
Name | Movement | Weapon Skill | Ballistic Skill | Strength | Toughness | Wounds | Initiative | Attacks | Leadership | Intelligence | Cool | Willpower |
Minotaur | 6 | 4 | 3 | 4 | 4 | 3 | 3 | 2 | 9 | 5 | 7 | 6 |
Minotaur | Chance of Attributes | Attributes |
Minotaur | 10% | 1 |
Minotaur 5 Hero | 15% | 1 |
Minotaur 10 Hero | 20% | 1 |
Minotaur 15 Hero | 25% | 1D3 |
Minotaur 20 Hero | 30% | 1D4 |
Minotaur 25 Hero | 35% | 1D3+1 |
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