Beastman Retinue

This table is rolled on to generate new followers if your champion is a Beastman. If your champion is a centaur, you may replace any roll with 1D6 Centaurs.

1d100 Retinue Gained Equipment
01-20 2d6 Beastmen of Champion's Patron Light Armour and Hand Weapons, if at least 5 are present may have a Standard and an Instrument. Devoted to Champion's Patron.
21-40 2d6 Beastmen Light Armour and Hand Weapons, roll 1d6: on a 5 or 6, may gain or replace equipment with bow or spear. If at least 5, may have a Standard and Instrument.
41-60 Beastmen Hero See expanded details below.
61-70 Beastman Shaman See expanded details below.
71-80 1D6 Centaurs See expanded details below.
81-85 1D3 Dragon Ogres See expanded details below.
86-98 1D6 Minotaurs See expanded details below
99-00 Other Roll on the Retinue table as if a Human or other follower of Chaos.
Beastman Hero

Roll any dice - if the result is even, the Beastman is a follower of the Champion's Patron.

1d10 Hero Chance of Attributes Number of Attributes Chance of Beastmen Followers Number of Followers
1-4 Beastman 5 Hero 65% 1D4 25% 1D3
5-6 Beastman 10 Hero 85% 1D6 35% 1D4
7-8 Beastman 15 Hero Always 1D6+1 50% 1D6
9 Beastman 20 Hero Always 1D6+2 75% 2D4
0 Beastman 25 Hero Always 1D6+3 95% 2D6

Beastmen heroes start play with the following equipment:

Beastmen followers have the same allegiance as their leader. If there are enough to form a new unit, they may have a Standard and Instrument.

Beastman Shaman

A warband may only have one Beastman Shaman - if one is already present, do not receive new reinforcements. Roll on the following table:

1d10 Shaman Chance of Attributes Number of Attributes
1-4 Beastman 5 Shaman 85% 1D4
5-6 Beastman 10 Shaman Always 1D6
7-8 Beastman 15 Shaman Always 1D6+1
9 Beastman 20 Shaman Always 1D6+2
0 Beastman 25 Shaman Always 1D6+3

Shamans do have hand weapons, but do not wear armour. The shaman has a 75% of owning a random Magic Item.

If the Champion follows a Power, then the Shaman follows that power and has the power's spells. If the Champion does not follow a specific Power, then the shaman rolls twice on the following table, gaining the allegiance of both, and may have the spells of either, both, or none. If they owe their allegiance to Khonre, they lose 1 spell from their total.

1d10 Power
1 Kharneth
2-4 Slaaneth
5-7 Nugleth
8-0 Tzeeneth
Centaurs

If you have at least 4 Centaurs, one of those gained will be a Hero. If you would gain 6, the Hero is instead a Wizard. Roll on the table below to determine Power.

1D10 Level Number of Attributes
1-4 Centaur 5 1D4
5-6 Centaur 10 1D3+1
7-8 Centaur 15 1D4+1
9 Centaur 20 1D6+1
0 Centaur 25 1D6+2

Ordinary Centaurs have a 50% chance of having 1D3 Mutations.

Roll 1D6 to determine their weaponry:

1D6 Equipment
1 Hand Weapons
2 Spear
3 Lance
4 Double-handed Sword or Axe
5 Bow
6 Bow + lance
Dragon Ogres

There is a 10% chance that one of the Dragon Ogres will be a Hero. Determine their level using the chart below:

1D10 Level Number of Attributes
1-4 Dragon Ogre 5 Hero 1D3
5-6 Dragon Ogre 10 Hero 1D4
7-8 Dragon Ogre 15 Hero 1D3+1
9 Dragon Ogre 20 Hero 1D4+1
0 Dragon Ogre 25 Hero 1D6+1

Ordinary Dragon Ogres have a 25% chance of having D2 Mutations. They wear light armour and carry hand weapons.

Minotaurs

There is a 10% chance one of the Minotaurs is a Hero. If so, roll on the table below:

1D10 Level Chance of Attributes Number of Attributes
1-4 Minotaur 5 Hero 15% 1
5-6 Minotaur 10 Hero 20% 1
7-8 Minotaur 15 Hero 25% 1D3
9 Minotaur 20 Hero 30% 1D4
0 Minotaur 25 Hero 35% 1D3+1

Minotaurs are equipped with a mixture of axes and clubs. Minotaur Heroes possess light armour.

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