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Made in us
Lord of the Fleet





Texas

I realize I'm not the best at writing rules, but I always wanted the poor ol beastmen to do decently! So heres my wip update/upgrade of them

Havent exactly figured out the magic items/chaos gifts/lore of the wild yet though

And I'm debating on Marks. Yes some units have them but thats mainly because I transferred them into the book. I would like marks in but I am a bit afraid that'll make them WoC without the warriors (hides BoC book). However I think at the very least Bestigors should get marks (and maybe I'll extend that to lords/heroes). No idea about the other models

Do the added units make any sense? tried to add in beasties than would certainly put the beast back in beastmen, though yes most are transferred over from SoM and Monstrous Arcanum

Is Ambushers too OP on the Beastmen Ambush? How are my point adjustments for certain units?

I really wish I knew how to get all that nice formatting too


Lords
Spoiler:
Beastlord 145pts
M5 WS5 BS3 S5 T5 W3 I5 A4 Ld9 Type Infantry (Character)
Equipment: Hand Weapon
Special Rules: Primal Fury, Manbane

Options
May be armed with one of the following
-Additional Hand Weapon 5pts
-Great Weapon 10pts
May take a Shield 3pts
May Take one of the following
-Light Armor 3pts
-Heavy Armor 6pts
May be mounted on one of the following
-Tuskgor Chariot 75pts
-Razorgor Chariot 130pts
May take magic items up to a total of 100pts
May take Gifts of Chaos up to a total of 100pts

Doombull 235pts
M6 WS6 BS3 S6 T5 W5 I5 A5 Ld8 Type Monstrous Infantry (Character)
Equipment: Hand Weapon
Special Rules: Blood Greed, Fear, Frenzy, Impact Hits (D3), Minotaur King, Slaughterer's Call

Options
May be armed with one of the following
-Additional Hand Weapon 8pts
-Great Weapon 15pts
May take a Shield 5pts
May Take one of the following
-Light Armor 5pts
-Heavy Armor 10pts
May take magic items up to a total of 100pts
May take Gifts of Chaos up to a total of 100pts

Great Bray Shaman 200pts
M5 WS5 BS3 S4 T5 W3 I4 A2 Ld8 Type Infantry (Character)
Equipment: Hand Weapon
Special Rules: Primal Fury
Magic: A Great Bray Shaman is a Level 3 Wizard. He Generates Spells from one of the following: The Lore of the Wild, The Lore of Beasts, The Lore of Death, The Lore of Shadows

Options
May be upgraded to a Level 4 Wizard 35pts
May take an Additional Hand Weapon 4pts
May be mounted on one of the following
-Tuskgor Chariot 75pts
-Razorgor Chariot 130pts
May take magic items up to a total of 100pts
May take Gifts of Chaos up to a total of 100pts

Heroes
Spoiler:
Wargor 85pts
M5 WS5 BS3 S4 T5 W2 I4 A3 Ld8 Type Infantry (Character)
Equipment: Hand Weapon
Special Rules: Primal Fury, Manbane

Options
May be armed with one of the following
-Additional Hand Weapon 3pts
-Great Weapon 4pts
May take a Shield 2pts
May Take one of the following
-Light Armor 2pts
-Heavy Armor 4pts
May be mounted on one of the following
-Tuskgor Chariot 75pts
-Razorgor Chariot 130pts
May take magic items up to a total of 50pts
May take Gifts of Chaos up to a total of 50pts

Gorebull 160pts
M6 WS5 BS3 S5 T5 W4 I4 A4 Ld7 Monstrous Infantry (Character)
Equipment: Hand Weapon
Special Rules: Blood Greed, Fear, Frenzy, Impact Hits (D3), Slaughterer's Call

Options
May be armed with one of the following
-Additional Hand Weapon 5pts
-Great Weapon 10pts
May take a Shield 4pts
May Take one of the following
-Light Armor 4pts
-Heavy Armor 8pts
May take magic items up to a total of 50pts
May take Gifts of Chaos up to a total of 50pts

Battle Standard Bearer: One Wargor or Gorebull in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have a magical banner (no point limit). A model that carries a magic standard cannot have any other magic items.

Bray Shaman 75pts
M5 WS4 BS3 S3 T4 W2 I3 A1 Ld7 Type Infantry (Character)
Equipment: Hand Weapon
Special Rules: Primal Fury
Magic: A Bray Shaman is a Level 1 Wizard. He Generates Spells from one of the
following: The Lore of the Wild, The Lore of Beasts, The Lore of Death, The Lore of Shadows

Options
May be upgraded to a Level 2 Wizard 35pts
May take an Additional Hand Weapon 3pts
May be mounted on one of the following
-Tuskgor Chariot 75pts
-Razorgor Chariot 130pts
May take magic items up to a total of 50pts
May take Gifts of Chaos up to a total of 50pts

Alpha Warhound 55
M7 WS5 BS0 S4 T4 W2 I4 A3 Ld7 Type Warbeast (Character)
Special Rules: Howl of the Warhound, Pack Leader

Options
May take any of the following
-Mutant Poisons 5pts
-Scaly Hide 4pts
-Cerberus Heads 15pts
-Tremendous Bulk 15pts
-Runic Claws 7pts

Gargoyle 75
M5 WS4 BS3 S4 T4 W2 I6 A3 Ld7 Type Infantry (Character)
Equipment: Hand Weapon
Special Rules: Fly, Scaly Skin (+5), Sky Hunters

Options
May take one of the following
-Additional Hand Weapon 2pts
-Halberd 4pts
-Great Weapon 4pts
May take magic items up to a total of 50pts


Core
Spoiler:
Gor Herd 7pts
M5 WS4 BS3 S3 T4 W1 I3 A1 Ld7 Type Infantry

Unit Size: 10+
Equipment: Hand Weapon
Special Rules: Primal Fury, Beastman Ambush

Options
One Gor may be upgraded to a For Render 10pts
One Gor may be upgraded to a standard bearer 10pts
One Gor may be upgraded to a musician 10pts
The entire unit may take one of the following
-Additional Hand Weapons 1pt per model
-Shields 1pt per model
The entire unit may take Light Armor 1 pt per model

Ungor Herd 5pts
M5 WS3 BS3 S3 T4 W1 I3 A1 Ld6 Type Infantry
Unit Size: 10+
Equipment: Hand Weapon, Shield
Special Rules: Primal Fury, Beastman Ambush

Options
One Ungor may be upgraded to a Halfhorn 10pts
One Ungor may be upgraded to a standard bearer 10pts
One Ungor may be upgraded to a musician 10pts
The Entire unit may take any of the following
-Spears Free
-Throwing Weapons 1/2pt per model

Ungor Raiders 6pts
M5 WS3 BS3 S3 T4 W1 I3 A1 Ld6 Type Infantry
Unit Size: 5-20
Equipment: Hand Weapon, Shortbow
Special Rules: Primal Fury, Beastman Ambush, Skirmishers

Options
One Ungor Raider may be upgraded to a Halfhorn Raider 10pts
One Ungor Raider may be upgraded to a musician 10pts

Tuskgor Chariot 75pts
M- WS- BS- S5 T4 W4 I- A- Ld- Type Chariot (Armor Save +4)
Bestigor
M- WS4 BS3 S4 T- W- I3 A1 Ld7
Gor
M- WS4 BS3 S3 T- W- I3 A1 Ld7
Tuskgor
M7 WS3 BS0 S4 T- W- I3 A1 Ld-
Unit Size: 1
Crew: 1 Bestigor, 1 Gor
Drawn by: 2 Tuskgors
Equipment: Great Weapon (Bestigor Only), Spear (Gor only)
Special Rules: Primal Fury

Chaos Warhounds 6pts
M7 WS4 BS0 S3 T3 W1 I3 A1 Ld5 Type Warbeasts
Unit Size: 5+

Options
May take Mutant Poisons 1pt per model
May take Scaly Hide 1pst per model

Ramgor Riders 14pts
M5 WS4 BS3 S3 T4 W1 I3 A1 Ld7 Type Cavalry
Ramgor
M7 WS3 BS0 S3 T3 W1 I3 A1 Ld5
Unit Size: 5+
Equipment: Hand Weapon
Special Rules: Primal Fury, Beastman Ambush, Impact Hits

Options
One Gor may be upgraded to a For Render Rider 10pts
One Gor may be upgraded to a standard bearer 10pts
One Gor may be upgraded to a musician 10pts
The entire unit may take any of the following
-Spears 1pt per model
-Shields 1pt per model
-Javelins 1pt per model
-Light Armor 1pt per model


Special
Spoiler:
Minotaurs 50pts
M6 WS4 BS3 S5 T4 W3 I3 A3 Ld7 Monstrous Infantry
Unit Size: 3+
Equipment: Hand Weapon, Light Armor
Special Rules: Blood Greed, Fear, Impact Hits

Options
One Minotaur may be upgraded to a Bloodkine 10pts
One Minotaur may be upgraded to a standard bearer 10pts
One Minotaur may be upgraded to a musician 10pts
The entire unit may take one of the following
-Additional Hand Weapons 4pts per model
-Great Weapons 8pts per model
The entire unit may take Shields 3pts per model
The entire unit may take Heavy Armor 3pts per model

Centigors 22pts
M7 WS4 BS3 S4 T4 W1 I2 A2 Ld7 Type Cavalry
Unit Size: 5+
Equipment: Spear, Light Armor, Shield
Special Rules: Primal Fury, Drunken

Options
One Centigor may be upgraded to a Gorehoof 10pts
One Centigor may be upgraded to a standard bearer 10pts
One Centigor may be upgraded to a musician 10pts
The entire unit may replace their Spear and Shields for one of the following
-Flails 1pt per model
-Great Weapons 2pts per model
The entire unit may take Throwing Axes 2pts per model

Harpies 11pts
M5 WS4 BS0 S3 T3 W1 I4 A2 Ld6 Type Infantry
Unit Size: 5-10
Special Rules: Fly

Options
The entire unit may take any of the following
-Chaos Wildfire 1pt per model
-Poison Attacks 2pts per model
-Killing Blow 3pts per model
-Scouts 2pts per model

Bestigor Herd 12pts
M5 WS4 BS3 S4 T4 W1 I3 A1 Ld7
Unit Size: 10+
Equipment: Great Weapons, Heavy Armor
Special Rules: Primal Fury, Despoilers

Options
One Bestigor may be upgraded to a Gouge Horn 10pts
-The Gouge Horn may take a magic weapon up to 25pts
One Bestigor may be upgraded to a standard bearer 10pts
-The standard bearer may take a magic standard up to 50pts
One Bestigor may be upgraded to a musician 10pts
The entire unit may be upgraded to one of the following
-Khorngors 5pts per model
-Slaangors 4pts per model
-Pestigors 5pts per model
-Tzaangors 4pts per model

Razorgor Chariot 130pts
M- WS- BS- S5 T5 W5 I- A- Ld- Type Chariot (Armor Save +4)
Bestigor
M- WS4 BS3 S4 T- W- I3 A1 Ld7
Gor
M- WS4 BS3 S3 T- W- I3 A1 Ld7
Razorgor
M7 WS3 BS0 S5 T- W- I2 A4 Ld-
Unit Size: 1
Crew: 1 Bestigor, 1 Gor
Drawn by: 1 Razorgor
Equipment: Great Weapon (Bestigor Only), Spear (Gor only)
Special Rules: Primal Fury, Fear, Thunderous Charge

Razorgor Herd 55pts
M7 WS3 BS0 S5 T5 W3 I2 A4 Ld6 Type Monstrous Best
Unit Size: 1+
Special Rules: Fear, Thunderous Charge

Chaos Spawn 50pts
M2D6 WS3 BS0 S4 T5 W3 I2 AD6+1 Ld10 Type Monstrous Best
Unit Size: 1
Special Rules: Fear, Random Attacks (D6+1), Random Movement (2D6), Unbreakable

Options
May take one of the following
-Spawn of the Gor 10pts
-Spawn of the Shaman 12pts
-Spawn of the Minotaur 12pts

Skin Wolves 45pts
M7 WS4 BS0 S4 T4 W3 I5 A2 Ld7 Monstrous Infantry
Unit Size: 3-15
Special Rules: Fear, Frenzy, Regeneration (5+)

Options
May take one of the following
-Mark of Khorne (+1S) 5pts per model
-Mark of Tzeentch (Regen +4) 5pts per model
-Mark of Nurgle 2pts (Poison Attacks) per model
-Mark of Slaanesh (ASF) 10pts per model

Preyton 175pts
M6 WS4 BS0 S5 T5 W4 I5 A4 Ld6 Monster
Unit Size: 1
Special Rules: Fly, Impact Hits (D3), Terror, Hatred, Consuming Hatred, Endless Malice

Options
May take any of the following
-Frenzy 10pts
-Forest Stalker 25pts
-Scaly Hide 10pts


Rare
Spoiler:
Cockatrice 175pts
M4 WS4 BS5 S4 T4 W4 I6 A6 Ld6 Monster
Unit Size: 1
Special Rules: Fly, Large Target, Scaly Skin (4+), Terror, Petrifying Gaze

Options
May take any of the following
-Poison Attacks 10pts
-Acidic Vomit 20pts

Cygor 200pts
M7 WS2 BS1 S6 T5 W5 I3 A5 Ld8 Monster
Unit Size: 1
Special Rules: Immune to Psychology, Large Target, Magic Resistance 2, Stubborn, Terror, Ghost Sight, Hurl Attack, Soul Eater

Options
May take Scaly Hide: 15pts

Ghorgor 235pts
M7 WS4 BS0 S6 T6 W6 I3 A6 Ld10 Monster
Unit Size: 1
Special Rules: Frenzy, Immune to Psychology, Large Target, Stubborn, Terror, Swallow Whole, Strength from Flesh, Blood Greed

Options
May take Scaly Hide: 15pts

Jabberslythe 180pts
M8 WS4 BS4 S5 T5 W5 I3 A5 Ld9 Monster
Unit Size: 1
Special Rules: Fly, Immune to Psychology, Large Target, Poison Attacks, Terror, Aura of Madness, Slythey Tongue, Spurting Bile Blood

Giant 200pts
M6 WS3 BS3 S6 T5 W6 I3 ASpecial Ld10 Monster
Unit Size: 1
Special Rules: Fall Over, Giant Special Attacks, Immune to Psychology, Large Target, Longshanks, Stubborn, Terror

Giant Chaos Spawn 200pts
M3D6 WS3 BS0 S6 T7 W5 I1 A2D6+1 Ld10 Type Monster
Unit Size: 1
Special Rules: Large Target, Terror, Random Attacks (2D6+1), Random Movement (3D6), Unbreakable

-Spawn of the Gor 10pts
-Spawn of the Shaman 15pts
-Spawn of the Minotaur 20pts


Special Rules
Spoiler:
Minotaur King: An army with a Doombull may take Minotaurs as core.

Howl of the Warhound: Once per game, the Alpha Warhound may use the Howl of the Warhound. Until the beginning of your next turn, the Alpha Warhound and all friendly Chaos Warhound Units within 6” gain Fear and Hatred.

Pack Leader: As long as the Alpha Warhound is a part of a Chaos Warhound Unit, the unit gains +1 to combat resolution.

Cerberus Heads: The model gains +2A, but suffers from Stupidity

Tremendous Bulk: The model gains +1T and +1W, but loses -1M and -1I

Runic Claws: The model gains Magical Attacks and Magical Resistance (1)

Sky Hunters: The Gargoyle and any Harpy unit it is apart of gains Vanguard

Beastman Ambush: A unit with this rule may deploy as Ambushers as long as another unit of the same type of equal or larger size is deployed normally

Khorngors: The unit gains Devastating Charge and may reroll Primal Fury tests. The unit hates all Slaanesh units
Slaangors: The unit is immune to Panic, Fear, and Terror, and gains Stubborn. The unit hates all Khorne units
Pestigors: Attacks against the unit are at -1 to Hit, and the unit gains Poison Attacks. The unit hates all Tzeentch units
Tzaangors: The unit gains a +6 Ward save and Magical Attacks. The unit hates all Nurgle units

Spawn of the Gor: The spawn gains +3I and +1WS
Spawn of the Shaman: The spawn gains Magical Attacks and a +5 Ward Save
Spawn of the Minotaur: The spawn may reroll up to 2 of the D6 when rolling for movement and gains +1S

Hurl Attack: Now is counted as Magical Attacks
 Filename Beast.odt [Disk] Download
 Description
 File size 28 Kbytes

This message was edited 4 times. Last update was at 2013/02/17 22:57:58


 
   
Made in us
Evasive Eshin Assassin





No offense, but downloading a mysterious file off the internet is not on my list of Things I'm Willing To Do.

But that said, if you post the content in the thread, I will do what I can. This is the sort of thing I really like.
...maybe more than actually playing.

 
   
Made in us
Longtime Dakkanaut





Playing is for losers.

Don't give them marks. The new WoC book kind of makes it clear that the dark gods don't care so much about monsters. They only care about people who have free will. There's no nice Beastmen around growing vegetables and putting on Shakespeare plays. They're all worshiping chaos and eating faces.

   
Made in us
Lord of the Fleet





Texas

Warpsolution wrote:
No offense, but downloading a mysterious file off the internet is not on my list of Things I'm Willing To Do.

But that said, if you post the content in the thread, I will do what I can. This is the sort of thing I really like.
...maybe more than actually playing.


Well ok, there in lies the problem as I have all the stats in a graph....

It'll take me a while to sort that all out

(this is what happens when I copy paste)
Spoiler:
Profile
M
WS
BS
S
T
W
I
A
Ld
Troop Type

Ungor Raider
5
3
3
3
3
1
3
1
6
Infantry

Halfhorn Raider
5
3
4
3
3
1
3
1
6
Infantry


Better get writing then


Ok here we go

This message was edited 3 times. Last update was at 2013/02/17 22:57:50


 
   
Made in us
Beautiful and Deadly Keeper of Secrets





DukeRustfield wrote:
Playing is for losers.

Don't give them marks. The new WoC book kind of makes it clear that the dark gods don't care so much about monsters. They only care about people who have free will. There's no nice Beastmen around growing vegetables and putting on Shakespeare plays. They're all worshiping chaos and eating faces.


There is nothing there that makes sense.

Beastmen are able to worship specific gods and gain marks, just like their WoC counterparts, those truly dedicated gained new names as well, such as Pestigors and Khorngors.

Pestigors and Khorngors and the like are pretty much existent still, despite the three way abomination split.
   
Made in gb
Sinister Shapeshifter




The Lair of Vengeance....Poole.

Why can't they take a BSB? Gor are pretty much dependent on the Beast Banner to do damage.

As for minotaurs, to make them worth taking at all, they need heavy armour at the very least. Failing that, make them tougher than normal Gor.

Malifaux masters owned: Guild(Sans McCabe), Outcasts(Sans Misaki), Arcanists(Sans Marcus)

Check my blog that I just started: http://unionfaux.blogspot.co.uk/ 
   
Made in ie
Stealthy Grot Snipa




Your basically just pasting the same stats and point values from the codex which goes against forum rules

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Lord of the Fleet





Texas

thedarkavenger wrote:Why can't they take a BSB? Gor are pretty much dependent on the Beast Banner to do damage.

As for minotaurs, to make them worth taking at all, they need heavy armour at the very least. Failing that, make them tougher than normal Gor.


I havent included that option yet!

Tiarna Fuilteach wrote:Your basically just pasting the same stats and point values from the codex which goes against forum rules


That defeats the purpose of a fanbook. I cant just radically change everything on a whim (though I could...like 50 point minotaurs i suppose)

 
   
Made in us
Speed Drybrushing





do you really think any of the Rares are worth their points? I know you can do well with them in a game, but I've rarely been able to justify taking a rare choice. A Ginant shouldn't be more than 170 in my opinion. I can't think of why a jabberslythe with the current rules would ever be more than 150pts
The jabber was bad in 7th and is now really terrible.

Ghorgon is worth about 230-40 in its current condtion, even the Storm of Magic price seems high to me.

Cygor should get a serious discount based on the number of times he drops the rock on his head for a wound. stone throwers are on average 80-90pts in most books. The cygor cant fight in combat and due to his point cost and poor stats, you really have to hide him from the enemy so you don't give up so many points. If he was the cost of a gnoblar scraplauncher, I would take the cygor. This is the problem with the Beast book - You're basically relegated to one type of play do to the poor quality of other options. That's why there is really just one variation on a net list that anyone can stand to play.
   
Made in ie
Stealthy Grot Snipa




buckero0 wrote:
do you really think any of the Rares are worth their points? I know you can do well with them in a game, but I've rarely been able to justify taking a rare choice. A Ginant shouldn't be more than 170 in my opinion. I can't think of why a jabberslythe with the current rules would ever be more than 150pts
The jabber was bad in 7th and is now really terrible.

Ghorgon is worth about 230-40 in its current condtion, even the Storm of Magic price seems high to me.

Cygor should get a serious discount based on the number of times he drops the rock on his head for a wound. stone throwers are on average 80-90pts in most books. The cygor cant fight in combat and due to his point cost and poor stats, you really have to hide him from the enemy so you don't give up so many points. If he was the cost of a gnoblar scraplauncher, I would take the cygor. This is the problem with the Beast book - You're basically relegated to one type of play do to the poor quality of other options. That's why there is really just one variation on a net list that anyone can stand to play.


Is this one netlist a shard list or minobus which is two! The beasts rares are overpriced but its ridiculous how many people blame their own inadequacies in using them as a reason why nobody should take them

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Longtime Dakkanaut





 ZebioLizard2 wrote:
There is nothing there that makes sense.

Beastmen are able to worship specific gods and gain marks, just like their WoC counterparts, those truly dedicated gained new names as well, such as Pestigors and Khorngors.

You didn't read what I said and you haven't read the new woc book. The gods don't care about creatures that must worship them. Northmen could be farmers (and are). They choose to worship. Beastmen are already children of chaos. Like a daemon doesn't have a choice to worship his god. It's in his very nature.

And they didn't get them last book either.

   
Made in us
Lord of the Fleet





Texas

Ok update. Some price adjusts and option changing

Still no magic items. Its kind of hard to streamline which items stay in and others to toss out.

 
   
Made in us
Evasive Eshin Assassin





All right, some things:

- number of units. I feel like this book had a lot of options to begin with. Just make sure you don't give these guys more units than all the other books.

- Chaos Marks. I'm going to side with Duke on this one. Games Workshop wants to emphasize the difference between Mortals, and Beasts/Daemons. I'd drop this stuff.
More over, your options are pretty inconsistent and unbalanced. Some examples:

1. Harpies with Killing Blow? Why, how, and, mostly, no. It doesn't fit and will almost never see use. The other abilities are more or less the same, but the KB stood out the most.

2. Tzeenchian Skinwolves improving their Regeneration by 1 doesn't fit as well as it would Nurgle-wolves.

3. Bestigors: 5pts for DC or a 6+ Ward and Magical Attacks is not worth it.
Meanwhile, 4pts for ItTP and Stubborn is pretty good (it's straight-up better than the other, more expensive Marks), and -1 to Hit and Poison is an outright steal.

If you really, really want to go with Marks (which, as I said, I feel goes against the grain of the current book), I'd suggest making them all relatively equal; 1-3pts/model. That way, people will take them more, and others will hopefully complain less.
More than anything, I recommend making things as simple as possible.

- Is the Preyton really worth all those points? And do those upgrades really need to be there, or could they just be automatic?
The same goes for the Cockatrice, though 2 upgrades is a pretty acceptable list.

- I think the Ghorgon and Cygor should have a 5+ Scaly Skin standard, for free.
I'd even consider giving the 'Slythe a 5+ Ward, what with its reality-warping aura. It's not something that will help it much in combat, but it will offer some protection from cannons and such.
Really though, I'd recommend the Aura forcing Ld tests on a 3d6 like the Casket, or, even better, as an attack, like a Banshee (so the BSB can't help).

Core Minotaur seems like a really iffy thing. Be careful, there.
I like the idea of more Warhound abilities, but I think you could make them simpler and better. I'd combine them into: 1/game, combats involving one or more Warhound units get +1 combat resolution.
I'm not quite sure about the Spawn-kin, but I like the idea. Also, I like the Spawn being moved to Special. They're not nearly as good as they once were.


 
   
 
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