Master Bestiary
For quick sorting, few if any articles will have attached fluff. These articles are arranged in the same manner as the articles in the Core Rulebook:
Intelligent Species
Centaurs (Chaos Centaurs, Boar Centaurs)
Coatl
Fimir
Gnomes
Goblins
Halflings
Half-Orcs
Hobgoblins
Lizardmen
Orcs (Black Orcs, Savage Orcs)
Pygmies
Skaven
Slann
Snotlings
Zoats
Creatures
Bears
Boars
Cold Ones
Cold One Warhounds
Dire Wolves
Dragons
Eagles
Giant Bats
Giant Frogs
Giant Leeches
Giant Rats
Giant Scorpion
Giant Snails
Giant Spiders
Giant Wolves
Hobhounds
Horses
Kirin
Mammoths
Pegasus
Sabre-Toothed Tiger
Swarms
Temple Dog
Unicorn
War Boars
Warhorses
Warhounds
Wildcat
Creatures of Chaos
Chaos Hounds
Chimera
Cockatrice
Gorgons
Griffons
Harpies
Hippogriffs
Hydras
Jabberwocks
Manticores
Rat-Ogre
Wolf-Rats
Wyverns
Undead
Carrion
Ghouls
Liches
Mummies
Skeletons
Undead Heroes
Undead Horsemen
Vampires
Zombies
Etheral Creatures
Ghosts
Spectres
Wights
Wraiths
Elementals
Air
Earth
Fire
Water
Common Traits
Animosity
Animosity causes units to target other friendly units. An animosity test must be taken if a friendly target of that animosity is within 12" and none of the following are true:
- There are enemy troops within 12", or the charge range of the unit.
- There are hated enemies within sight.
- The unit is already engaged in close combat due to animosity.
To make the test, roll 1d6 and subtract the leader's Leadership bonus. Only take the test against the closest target of animosity during one turn. Apply the following modifiers:
- +1: The targeted unit is directly in front of the unit suffering animosity, and is within charge range.
- +1: The unit targeted by animosity is of a different species to the unit suffering from animosity.
- +1: There are no enemies in sight.
Result | Effect |
7+ | If the targeted unit is within charge range, the unit suffering animosity must charge it. If not within charge range, the unit will move as closely as possible during the Movement phase before firing on it. If the unit may not move and fire, it will prioritise firing. Missile attacks only occur that turn, but melee may continue for several. If the unit may not charge or shoot, then they will move as close as possible before proceeding to waste both unit's Reserve phase on insulting and antagonising each other. |
6 | The unit will move as closely as possible during the Movement phase before firing on it. If the unit may not move and fire, it will prioritise firing. Missile attacks only occur that turn, but melee may continue for several. If the unit may not charge or shoot, then they will move as close as possible before proceeding to waste both unit's Reserve phase on insulting and antagonising each other. |
5- | The test is passed successfully and the unit behaves as normal. |
If a unit enters combat as a result of animosity, then combat continues as normal unless an enemy unit approaches within 12", an enemy unit approaches within the fighting unit's charge range, or a hated enemy enters line of sight. Leader models do not fight in this combat.
An animosity combat may be ended if one side is pushed back, triggering a Leadership test from the victor. If the test is successful, the Leader prevents their troops from following up, ending the combat. Neither unit may move for the remainder of the turn.
If an animosity combat is brought to an end by an enemy, then the units involved are not unformed, but will be routed automatically if pushed back by the enemy.
If either sides of an animosity conflict are routed, then the Rally test is passed automatically.
Damage Immunity
Many creatures are immune to non-magical attacks. For these purposes, attacks that originate or are effected by magic in any way, including spells such as fireball, as well as Creatures of Chaos, count as using magical attacks.
Saga Animosity
Saga animosity is a form of animosity only suffered by norse units against other norse units. As soon as one side is pushed back in combat, combat ends automatically. If combat ends in a draw, both sides are pushed back 2". In either instance, the remainder of the turn is wasted insulting and antagonising each other.
Instability
If pushed back, beginning their turn within 12" of a wizard using a Zone ability against their creature type, or a wizard attempts to dispel them, they must make an Instability test by rolling 1d6. Where an effect applies only to some members of the unit, then it is random according to the size of the unit if the instability affects those that do not possess the trait.
- 1: The unit becomes unable to cause damage to other units, though they may make use of such things as lick attacks or magic. If pushed back or called upon to make another Instability test, they are destroyed.
- 2: May not move, shoot, or cast magic this turn. If in Hand-to-Hand combat, rolls to Hit are made with a -1 penalty.
- 3: Roll 1d6. On a 4+, attempt a magic save. If failed, die.
- 4: Roll 1d6. On a 5+, attempt a magic save. If failed, die.
- 5: If in hand-to-hand combat, strike an extra round of blows for free. If not in combat, choose to either double Movement for the turn, be able to shoot twice this turn, or be able to strike an extra round of blows in melee before the start of your next turn.
- 6: Any casualties suffered this turn are restored, and you cannot suffer casualties for the remainder of this turn.
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