Cardinal Xaphan wrote:Hey thanks for the answer. I reread the section on provenances and this is making a lot more sense now.
So if I am understanding this correctly, choosing Abhuman Muster essentially turns the entirety of your force (militia) into beastmen. I'm not really interested in running an all beastmen army, but would love to throw in one squad of them as levies. Would anyone have a problem with a squad of beastmen in an otherwise standard militia army without Abhuman Muster? Just curious.
Well, not just beastmen, any type of mutant really, but the flavourtext of the provenances are suggestions, they are fluff suggestions the crunch is more relevant. The key is to find what you want to represent and then pick and choose accordingly the rules you require.
f.e. if you want to represent a nurgle tainted militia army, you may pick the Ad-mech adjacent provenance (6+
FNP) and the kinfolk (+1T, + fixing up tanks and sentinels which you could model as oversized mutants), not to turn your army into admechsquats (even though that would be implied) but to represent the bloated/rotten corpses that make up nurgle armies and their immense durability.
So no, nobody would have an issue with you fielding a squad or two of beastmen, without chosing abhuman. To the contrary, you using beastmen as a specific type of squad may improve identifiyablilty (f.e. you may chose them as a thematic shocktroop equivalent, so you may chose to field only grenadier squads that are made with beastmen models) the key is to keep them identifyable as what unit they are.
me, i am going to use kitbashed armored cadians compared to the core force of "Bulldogs" from WGA to differ grenadier squads from the normal militia members. But that is merely what i do. This army afterall is basically
IA13 2.0 and therefore it is built by YOU and YOUR vision.