Beastman Retinue
This table is rolled on to generate new followers if your champion is a Beastman.
1d100 | Retinue Gained | Equipment |
01-10 | 1d6 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. |
11-20 | 1d6 Beastmen | Light Armour and Hand Weapons. If at least 5, may have a Standard and Instrument. |
21-25 | Beastmen Hero | See expanded details below. |
26-30 | Beastman Shaman | See expanded details below. |
31-35 | 1D4 Centaurs | See expanded details below. |
36-40 | 1D3 Dragon Ogres | See expanded details below. |
41-80 | 1D6 Minotaurs | See expanded details below |
81-90 | Other | Roll on the Retinue table as if a Human or other follower of Chaos. |
91-00 | Monsters | See expanded details below. |
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:
- Either Heavy Armour OR Light Armour and Shield.
- Hand Weapon OR Double Handed Sword or Axe
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 4 Centaurs, one of those gained will be a Hero (01-75) or a Wizard (76-00). 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 25% 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.
Monsters
1D100 | Retinue |
01-04 | Chimera |
05-08 | Cockatrice |
09-11 | Dragon |
12-15 | Eagle |
16-20 | Giant |
21-23 | Gorgon |
24-27 | Griffin |
28-31 | Hippogriff |
32-35 | Hydra |
36-39 | Jabberwock |
40-43 | Manticore |
44-48 | Giant Spider |
49-52 | Giant Scorpion |
53-55 | Treemen |
56-59 | Wyvern |
60-63 | 1D6 Chaos Hounds |
64-68 | 1D6 Giant Rats |
69-73 | 1D6 Skeletons plus an Undead Champion |
74-78 | 1D4 Snotling Bases |
79-83 | 1D6 Warhounds |
84-88 | 1D4 Ogres |
89-92 | 1D6 Fimir |
93-97 | 1D4 Zombies plus an Undead Champion |
98-00 | Roll twice on the Monster table and gain both. |
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