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 Storm of Magic: MONSTERS!

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StyrofoamKing
Etheral
Etheral


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PostSubject: Storm of Magic: MONSTERS!   Sun 24 Jul 2011 - 17:15

STORM OF MAGIC BESTIARY

There are multiple charts, divided up based on the many strengths of the beasts. When rolling for monsters that appears as a result of Random Events, roll on the “Call of the Wild” chart.

CALL OF THE WILD CHART

1D6 Result – Which Monster Chart to Roll on.

1 -2 Lower Monster Chart

3- 5 – Moderate Monster Chart

6-8 - Large Monster Chart

9+ - Enormous Monster

When rolling on the Call of the Wild Chart:
+ For each warband with a rating between 150-299, add +1 to the result.
+ For each warband with a rating 300+, add +2 to the result.

Ex. Three players with ratings of 120, 134, and 154 play. Because one of the players has a rating between 150 and 299, they add a total of +1.

Ex2. Four players with ratings 160, 220, 305, and 350 play a game. They add +1 for each player with a rating between 150 and 299 (so, +2), and +2 for each player with a rating between 150 and 299 (so, +4). They add a total of +6.


Lower Monsters
ANIMAL M WS BS S T W I A LD
11-12 1D6+1 Snotling Runt 4 1 1 1 1 1 4 1 3
13-14 1D6 Monkey 5 2 3 3 2 1 5 1 4
15-16 1D6 Raven 2* 2 - 1 1 1 4 1 5
21-22 1D6 Viper 3 4 - 2/4* 2 1 5 1 5
23-24 1D6 Tomb Scorpion 5 2 - 2* 2 1 4 1 4
25-26 1D6 Hunting Dogs 6 3 3 3 3 1 5 1 6
31-32 1D6 Nurglings 4 3 0 3 2 1 3 1 10
33-34 1D6 Giant Rats 6 2 - 3 3 1 4 1 4
35-36 1D3 Wolves 9 3 - 3 3 1 3 1 5
41-42 1D3 Cave Squigs 2D6 4 - 4 3 1 4 1 5
43-44 1D3 Wild Boars 7 3 - 3 4 1 3 1 3
45-46 1D3 Warhounds 6 4 - 4 3 1 4 1 5
51-52 1D3 Cold One Beasthounds 6 3 - 4 4 1 1 1 4
53-54 1D3 Wolfhound 6 3 3 4 4 1 3 1 10
55-56 1D3 Skeletons 4 2 2 3 3 1 1 1 5
61-62 1D3 Horrors 4 2 0 3 3 1 3 1 8
63-64 1D6 Giant Bats 8 2 0 2 2 1 6 1 4
65-66 1D3 Giant Spiders 7 3 0 3(4) 3 1 4 1 4

Special Rules: All of the Above Lower Monsters, in addition to the normal special rules, also have the rule “Pack Mind”.
Pack Mind – when an opponent successfully casts a Binding Spell against one of the above animals, all animals in the same group that showed up also falls under the spell. Thus, to successfully gain control of one Cave Squig (in a group of 5) is to gain control of 5 creatures. They each take up a separate spot in your warband maximum size, and all pass or fail bound monster tests as a group.

Snotling Runt (by Ram Rock Eddy & Styrofoam King).
Special Rules:
WEAPONS AND ARMOUR:
Runts carry a Pointy Stick (same as a Dagger) and Small Pebbles (Range: 6", Strength: As User
No penalty for moving or firing, or for firing over half range, +1 to enemy has armour save +1.)
SPECIAL RULES
"Dodgey" & "Smallest of the Small" : Runts have a 6+ Dodge/step aside save in the same way as the Dark Elf Skill Fey Quickness. Furthermore, All runts are at minus two (-2) to be hit from ranged attacks because they are so diminutive and hard to hit from a distance.
"Not so tough gits.”: When you roll on the injury table for Snotlings, a roll of a 1 is knocked down 2-3 means stunned and 4-6 means OoA. Runts who go OOA will die on the roll of a 1-4 rather then just 1-2.
Not Animal: While dumber than hell, Runts are not actually animals. They may climb like non-animals.
Highly Insignificant: These animals count as half a model for both rout tests AND for the limit of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.)


MONKEY – by Styrofoam King & Master
Weapons: The Monkey fights weaponless in hand to hand combat without penalty. Also, he may throw Improvised Missiles at opponents in the Shooting Phase (treat as ‘Belaying Pins’. May not be looted or given to another warrior.)
Go‘fer!: Monkeys can be very useful at picking up small items. They may pick up any Valuable or Wyrdstone shard, although they may only carry one at a time. They may not carry heavy objects (Cargo, Treasure Chests, ladders), nor may they search buildings for hidden items. As they can only carry one such item at a time, they must hand it off to warrior in your warband before they can fetch and carry another item. Neither the monkey nor the handed-off hero receives Experience for the Shard/Valuable found.
Climbers: Monkeys are brilliant climbers, and count as having the Speed Skills ‘Scale Sheer Surfaces’ and ‘Acrobat.’
Highly Insignificant: These animals count as half a model for both rout tests AND for the limit of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.)

Raven:
Fly: May fly up to 12" anywhere on the table.
Highly Insignificant: These animals count as half a model for both rout tests AND for the limit of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.)


Viper: Poison: Should a Viper roll a 6 to hit, the attack automatically wounds with no armour save. Any other successful hit result on a target susceptible to poison will suffer a S4 hit. If the creature is immune to poison then treat the attack as S2.
Coiled and Ready: A Viper is not easily caught unaware. A Viper has Lightning Reflexes.
Highly Insignificant: These animals count as half a model for both rout tests AND for the limit of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.)

Tomb Scorpion
SPECIAL RULES
Scorpions sting*: Scorpions attack using the poisonous sting in their tails. This attack is worked out exactly as if the scorpion was attacking with Black Lotus as explained on page 52 of the Mordheim Rulebook.

Hunting Dogs –from Killer Shrike’s Vampire Slayers
Special Ability: Keen Senses: Hunting dogs may detect any hidden Undead or members of an Undead band at triple Initiative range; they may detect all other hidden models at double Initiative range. Additionally, they alert thier masters to the presence of such beings as well. therefore detected models are no longer counted as being hidden. Finally, Hunting Dogs may track the scent of the Undead; therefore in any scenario in which an Undead bands lair is sought, Hunting Dogs automatically detect such a lair if within 6" of it or its entrance.

Nurgling Special Rules
Cloud of Flies: Nurglings are surrounded by a cloud of flies, which buzz around them and their combat opponent. They do not affect the Nurglings but distract foes by buzzing into eyes, nostrils and mouths. A NurglingÕs close combat opponent suffers a -1 to hit modifier on all attacks.
Swarm: You may summon as many Nurglings as you wish (ie. you may have more than five Nurglings in a Henchman group).
Daemonic: Nurglings are Daemons of the diseased Lord Nurgle and are not made of living flesh but the eternal and unchanging forces of Chaos. Therefore they never gain Experience.
Immune to Poison: Nurglings are the Daemonic embodiment of disease and pestilence. They are totally immune to all poisons and diseases.
Immune to Psychology: Nurglings are Daemons and do not know the concept of fear. They automatically pass any Leadership-based test they are required to take.
Daemonic Aura: Due to the magical, intangible nature of Daemons they have a special Armour save of 5+. This is modified by the Strength of the attack as normal and is completely negated by magic weapons and spells. NurglingsÕ attacks are also considered as magical.
Daemonic Instability: Nurglings are bound to the world by Dark Sorcery that is highly volatile and unstable. If taken out of action a Nurgling is banished and effectively destroyed on a D6 roll of 1-3 (do not roll for injury). In addition, if the warband routs then every Nurgling in the warband must take an immediate Leadership test. If this test is failed, then Nurgling counts as destroyed.
SPECIAL RULES
Movement: Cave Squigs do not have a set Movement characteristic but move with an ungainly bouncing stride. To represent this, when moving Squigs, roll 2D6 for the distance they move. Squigs never run and never declare charges. Instead, they are allowed to contact enemy models with their normal 2D6" movement. If this happens, they count as charging for the following round of close combat, just as if they had declared a charge.
Minderz: Each Cave Squig must always remain within 6" of a Goblin Warrior or a Caster, who keeps the creature in line. If a Cave Squig finds itself without a Goblin within 6" at the start of its Movement phase, it will go wild. From that point on, move the Squig 2D6" in a random direction during each of its Movement phases. If its movement takes it into contact with another model (friend or foe), it will engage the model in hand-to-hand combat as normal. The Cave Squig is out of the Orc & Goblin player’s control until the end of the game.

WILD BOAR SPECIAL RULES
Ferocious Charge: Wild Boars attack with +1 Strength when charging, due to their bulk..
Thick Skin: Their thick skin and matted fur makes them hard to wound. Wild Boars have an armour save of 6+.

Giant Rats Special Rules
Highly Insignificant: These animals count as half a model for both rout tests AND for the limit of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.)

Cold One Beasthounds Special Rules
Stupidity: Cold One Beasthounds suffer Stupidity.
Scaly Skin: Cold One Beasthounds have tough scaly skin, and are considered to have a 6+ armour save. This save cannot be modified beyond 6 due to strength modifiers but any result of “no save” on the injury chart will negate the unmodified 6+ save.
Fear: Cold One Beasthounds cause Fear.

Skeleton Special Rules
Equipment: They are armed with simple weapons or bony fists (treat as daggers in close combat). If you successfully bind them, they can be armed with any equipment from the Undead Warband Equipment list (see Rulebook.)
Cause Fear: All Undead warriors cause Fear.
Immune to Psychology: All Undead warriors are immune to psychology and never leave combat.
No pain: All Undead warriors treat a Stunned result as Knocked Down.
May not run: No Undead warrior may run, but may charge as normal.
Immune to poison: No Undead warrior is affected by poison.
No Brain: Skeletons are not alive, thus they never gain experience.

Horror Special Rules
The lowliest daemonic minion of Tchar, is yet the most apt to describe the Changer’s abilities. For what
a horror seems to be one second can be consumed and altered without a conscious aim or whim from
the creature itself. Horrors are madness personified.
SPECIAL RULES
Daemonic: Horrors are Immune to poison, Immune to psychology (except frenzy), Cause fear.
Daemonic aura: Daemons have natural armour saves of 5+. This save is negated by magic weapons and spells. Daemons’ attacks are considered as magical.
Fire of Tzeentch: Horrors can unleash the magical power of their creator. Roll 2D6 in their shooting phase: on a result of 6+ the nearest model within 12” is hit with a Strength of 1. If the Horror is engaged in close combat the Fire targets one random opponent inbase contact. This counts as a form of spell.

Giant Bats Special Rules
Fly – May ignore terrain and climbing roles when moving.
Erratic – Due to their strange pattern of flight bats are a challenging target. All rolls to hit them suffer -1.
Highly Insignificant: These animals count as half a model for both rout tests AND for the limit of models you may have in your warband. (Ex. A warband with a max of 15 warriors may have 12 normal warriors and 6 Highly Insignificant models, as they each count as 1/2 a model.)

Giant Spiders Special RulesPoisoned Attack: Giant Spider attacks are poisoned – attacks are considered as strength 4, but this will not modify any armour saves.
Wall Walk: Giant Spiders may walk up and down walls without making Initiative tests. They may only jump up to 2" across or down, but this does count as a diving charge.


Medium Monsters
ANIMAL M WS BS S T W I A LD
11-16 You may pick any of the results you want from the Medium Monsters table.
21 1D3 Dire Wolf 9 3 - 4 3 1 2 1 4
22 1 Trained Bear 6 3 - 5 5 2 2 2 6
23 1 Tiger 7 4 - 5 4 2 5 2 6
24 1 Lion 8 4 - 5 4 1 4 2 10
25 1 Sabre Tusk 8 4 - 4 4 2 4 3 4
26 1 Sabretooth Tiger 6 4 0 5 4 2 5 3 6
31 1D3 Bloodletter 4 5 0 5 3 1 4 1 8
32 1D3 Plague Bearers 4 4 0 4 4 1 4 2 10
33 1D3 Daemonettes 5 4 0 4 3 1 5 2 8
34 1D3 Pink Horrors 4 3 0 3 3 1 4 1 8
35 1D3 Golem 4 4 0 4 4 2 1 1 10
36 1D3 Cold Ones 8 3 0 4 4 2 1 2 6
41 1 Giant Constrictor 6 3 0 5 4 2 4 2 5
42 1 Giant Frog 7 3 0 4 3 2 4 2 4
43 1D3 Harpies 4 4 0 4 4 2 2 2 6
44 1D3 Tomb Guardians 4 3 2 4 3 1 3 1 5
45 1 Demigriff 6 4 0 5 4 2 4 2 6
46 1 Possessed 5 4 0 4 4 2 4 2 7
51 1 Pegasus 8 3 0 4 4 2 4 2 7
52 1 Zoat 7 5 3 4 4 3 5 1+1 7
53 1 Centigor 8 4 3 4 4 1 2 1+1 7
54 1 Banshee 8 3 0 3 4 3 3 2 8
55 1D3 Dryads 5 4 0 4 4 1 6 2 8
56 1 Werebeast 6 4 0 4 4 2 4 2 7
61-66 A random opponent picks which monster on the Medium Monster table appears.

Dire Wolf
Charge: Dire Wolves are slavering creatures that overpower their opponents when they charge Dire Wolves fight with attacks instead of during the turn they charge.
May not Run: Dire Wolves are slow to react and may not run but may charge normally.
Cause Fear: Dire Wolves are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Dire Wolves are not affected by psychology and never leave combat.
Immune to Poison: Dire Wolves are not affected by any poison.
No Pain: Dire Wolves treat a "stunned" result on the Injury chart as "knocked down".

Tiger- by Master
Special Rules:
Large. Causes Fear, May climb
Pounce: When charging the tiger doubles its number of attacks.

Bear Special Rules:
Powerful: This animal increases your rating by +20 (instead of the normal +5).
Fearsome: A charging bear is a very scary sight indeed! A Trained Bear causes Fear.
Bear Hug: If the Bear hits the same enemy warrior with both of his attacks in the same round of combat, the player may choose to make a single ‘Bear Hug’ attack instead of resolving the attacks normally. If this option is
chosen, each player must roll a D6 and add his model’s Strength to the roll. If the Bear’s total is higher or the totals are equal, the opposing warrior takes a single automatic wound with no armour save allowed. If the
enemy warrior’s total is higher, the warrior has broken the Bear’s hold and suffers no damage from the attack.

Sabretusk rules:
Fear
Feral Instinct: If a caster controls a Sabretusk but looses control of it, the opponent may move the Sabretusk this turn. An uncontrolled Sabretusk may charge models from his own warband! The Sabretusk may test using the Leader’s Leadership.
Powerful: This animal increases your rating by +20 (instead of the normal +5).


Sabre Tooth Tiger Special Rules
Causes Fear
Ferocious Bite – One of the attacks of the Sabre-toothed tiger comes in the form of a flesh rending bite, which adds +1 to the injury roll with no armour save.
Powerful: This animal increases your rating by +20 (instead of the normal +5).


Bloodletter special rules
Daemonic: Bloodletters are Immune to poison, Immune to psychology (except frenzy), Cause fear.
Daemonic aura: Daemons have natural armour saves of 5+. This save is negated by magic weapons and spells. Daemons’ attacks are considered as magical.
Hellblade: The Bloodletter is armed with a Hellblade which will automatically cause a critical hit if a 4+ is rolled to hit.
Demonic Instability: If a Bloodletter is successfully bound to a warband, he will die on a Serious Injury roll of 1-3 rather than 1-2.
Magical Resistance: Bloodletters ignore magical effects (spells, magic weapons, etc. – no other Daemons’ attacks, though!) on a roll of 4+. (This, of course, makes them very difficult to bind… but, if bound, they’re a great foil for opponents!)
Frenzy: Bloodletters are subject to frenzy.

PLAGUE BEARER SPECIAL RULES
Daemonic: Plaguebearers are Immune to poison, Immune to psychology (except frenzy), Cause fear.
Daemonic aura: Daemons have natural armour saves of 5+. This save is negated by magic weapons and spells. Daemons’ attacks are considered as magical.
Cloud of Flies: A Plaguebearer’s close combat opponent suffers a –1 ‘to hit’ modifier caused by flies that buzz into mouth, eyes and nostrils.

Daemonettes Special Rules
Daemonic: Daemonettes are Immune to poison, Immune to psychology (except frenzy), Cause fear.
Daemonic aura: Daemons have natural armour saves of 5+. This save is negated by magic weapons and spells. Daemons’ attacks are considered as magical.
Aura of Slaanesh: Daemonettes are surrounded by a near-tangible aura of seduction and acquiescence,
distracting their foes. Any close combat opponent reduces his Ld by –1 (to a minimum of 2).

Pink Horror Special Rules
The lowliest daemonic minion of Tchar, is yet the most apt to describe the Changer’s abilities. For what
a horror seems to be one second can be consumed and altered without a conscious aim or whim from
the creature itself. Horrors are madness personified.
SPECIAL RULES
Daemonic: Horrors are Immune to poison, Immune to psychology (except frenzy), Cause fear.
Daemonic aura: Daemons have natural armour saves of 5+. This save is negated by magic weapons and spells. Daemons’ attacks are considered as magical.
Flames of Tzeentch: Horrors can unleash the magical power of their creator. Roll 2D6 in their shooting phase: on a result of 6+ the nearest model within 12” is hit with a Strength of 4. If the Horror is engaged in close combat the Flame targets one random opponent in base contact. This counts as a form of spell.

Golem Special Rules
Immune to Psychology: Golems are not affected by psychology and never leave combat. They automatically pass any Leadership-based test they are required to take.
Immune to poison: Golems are not affected by poison.
No Pain: Golems treat stunned results on the injury chart as knocked down.
May not Run: Golems are slow animated creatures and may not run or double their movement whilst charging.
Stone Skin: Because of their stone-like skin, Golems have an Armour save of 5+ that is not modified by the strength of attacks against it (or by other save modifiers).
Weak Spot: If a model scores a Critical Hit against a Golem, the maximum Critical hit result is always used.

Cold Ones Special Rules
Scaly skin – Natural armour save 5+.
Causes Fear
Cold-blooded: Uses 3D6 for each Leadership, ignoring the highest die.
Stupidity: Cold Ones suffer stupidity.

Giant Constrictor Special Rules
Causes Fear
Constricting coils – The snake may sacrifice its normal attacks in an attempt to engulf its prey within its massive coils. Though its attack has a -1 ‘to hit’, it gains +1S, and may wrap up to 3 models consecutively. Anyone so held by the snake is unable to move and suffers a -2 ‘to hit’ when making attacks in close combat. If the Giant Controller is wild and not controlled by an opponent, it will use the Coils attack on a 1D6 roll of 5+ each time it would attack.
Cold Blooded
Powerful: This animal increases your rating by +20 (instead of the normal +5).


Giant Frog Special Rules
Causes Fear
Tongue Strike – The Giant Frog may lash out at a model up to 6" away with its tongue for a single Strength 3 hit. He uses this during his shooting phase.
Powerful: This animal increases your rating by +20 (instead of the normal +5).


Harpy Special Rules:
Fly: A Harpy may fly up to 12". After the Movement phase the model is assumed to have landed and may be charged. If on the ground, a Harpy may make a full move and then use its wings.
Talons: A Harpy has talons and is accustomed to fighting unarmed so does not suffer a penalty for doing so.

Tomb Guardians Special Rules
Equipment: They are armed with Wight Blades. They count as Halberds that automatically wound on a natural roll of 6 to hit.
Cause Fear: All Undead warriors cause Fear.
Immune to Psychology: All Undead warriors are immune to psychology and never leave combat.
No pain: All Undead warriors treat a Stunned result as Knocked Down.
May not run: No Undead warrior may run, but may charge as normal.
Immune to poison: No Undead warrior is affected by poison.
No Brain: Skeletons are not alive, thus they never gain experience.

Demigriff Special Rules
Fear: It causes fear.
Massive Beak: One of the Demigriff’s attacks is a bite attack. Its maw is a massively sharp, iron-hard beak that can easily slice through the thickest armour as if it were made of paper. An opponent damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save penalty of -3 (-1 for the bite and -2 for Strength.)
Powerful: This animal increases your rating by +20 (instead of the normal +5).


Possessed Special Rules
SPECIAL RULES
Fear: The Possessed are terrifying, twisted creatures and therefore cause fear. See the Psychology section
for details.
Mutations: Possessed may start with a mutation. Roll 1D6: 1 - No mutation. 2 - Demon Soul: Ignores Spells and prayers on a 4+ (including binding spells!). 3-4 Extra Arm: +1 Attack. 5-6 Tentacles: -1 Enemy attack.
Powerful: This animal increases your rating by +20 (instead of the normal +5).


Pegasus Special Rules:
Flying: Pegasi triple their Movement when running and ignore terrain when moving.
Powerful: This animal increases your rating by +20 (instead of the normal +5).

Zoat Special Rules
Weapons/Armor: A doubled handed weapon
Cold Blooded: For any Leadership test, the Zoat rolls 3D6 and discards the highest result.
Scaly Skin: Has a natural save of 5+. This cannot be reduced below 6+ by Strength modifiers, but any result of "no save" on the injury chart will negate this 6+ save. A shields adds +1 to the save.
Stomp: The Zoat has a stomp attack, in addition to its normal weapon attack. The Stomp attack suffers no penalty for being unarmed.
'Mounted': While not a Mounted creature per se, the Zoat is an impressive large Quadroped creature. He cannot traverse terrain that a mounted animal would be unable to traverse. He rolls on the injury table as normal, not on the 'Whoa Boy!' Table.
Large: It suffers +1 to hit against missiles, cannot go in doors, and counts as a 'Large' Model (making him +20 rating).
Jungle born: All Zoats can move through jungle terrain without penalty.

Centigor Special Rules
Weapons/Armour: Centigors is armed with a spear and shield. It gains +1 Strength when it charges, like a cavalry model.
SPECIAL RULES
Drunken: Centigor are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up into a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for stupidity that turn. On a roll of 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. Whilst subject to both stupidity and frenzy they are immune to all other forms of psychology.
Woodland Dwelling: Centigors are creatures of the deep, dark forests. They suffer no movement penalties for moving through wooded areas.
Stomp: The Centigor has a stomp attack, in addition to its normal weapon attack. The Stomp attack suffers no penalty for being unarmed.

Banshee Special Rules
Ethereal: The Banshee may move through terrain and friendly models. So long as she ends her turn in a free space, she moves through matter and suffers no movement penalty.
No Run: A banshee may not run.
Ethereal Save: A Banshee has a 4+ unmodified save against all attacks. The exception is any magical attacks (spells), blessed weapons (gromril, ithilar, sigmar warhammers), or holy attacks (Tears of Shallya.)
Banshee’s Cry: During her shooting phase, the Banshee may attack the closest enemy within 8”. Roll 2D6 and subtract the target’s Leadership: that is the attack’s Strength. (Ex. If you hit a Leadership 7 model and roll a 9, it’s a S2 hit.) This may be used while in combat, in which case it will hit one of the models she is in combat with.
Fade Away: The banshee is immune to any spells or effects that automatically knock down or stun a model. However, if she is successfully reduced below 1 wound and would otherwise roll on the Injury table, she is automatically taken out of action. Roll for injury as normal.

Werebeast SPECIAL RULES
Fear: The Werebeast’s unnatural appearance makes him cause fear in his enemies.
Bestial: Werebeasts are ravenous and therefore immune to psychology. Also despite being greatly revered by their barbarian kinsmen, Werebeasts are too feral and uncontrolled to become the leader of the warband.

Dryad Special Rules
Forest Spirit: Immune to psychology, Cause fear.
Spirit aura: Spirits have natural armour saves of 5+. This save is negated by magic weapons and spells. Spirit’s attacks are considered as magical.
Woodland Dweller: No penalty for moving through wooded terrain.

Giant Monster Table
ANIMAL M WS BS S T W I A LD
11-16 You may pick any of the results you want from the Giant Monsters table.
21 1 Chaos Spawn 2d6 3 - 4 5 3 2 1D6+1 10
22 1 Ogre Slave 6 3 2 4 4 3 3 2 7
23 1 Abomination 4 3 - 4 5 3 2 3 5
24 1 Kroxigor 6 3 - 5 4 3 1 3 8
25 1 Troll 6 3 1 5 4 3 1 3 4
26 1 Chaos Troll 6 3 1 5 4 3 1 4 4
31 1 River Troll 6 3 1 5 4 3 1 3 4
32 1 Stone Troll 6 3 1 5 4 3 1 3 4
33 1 Minotaur 6 4 3 4 4 3 4 3 8
34 1 Rat Ogre 6 3 3 5 5 3 4 3 4
35 1 Daemon Prince 7 4 2 5 5 3 2 3 8
36 1 Dragon Ogre 7 4 2 5 4 4 2 3 8
41 1 Coatl 9 4 0 4 3 3 5 2 10
42 1 Salamander 6 3 0 4 5 3 4 2 7
43 1 Mummy Prince 4 4 3 4 5 3 3 2 8
44 1 Young Merwyrm 6* 4 0 5 4 3 4 2 8
45 1 Rhinox 7 3 0 5 5 2 2 3 5
46 1 Living Statue 6 5 0 5 5 3 3 3 8
51 1 Balewolf 5 4 0 5 5 3 4 2(3) 7
52 1 Unicorn 9 5 0 4 4 3 5 2 8
53 1 Giant Eagle 2 5 0 4 4 3 4 2 8
54 1 Great Stag 9 5 0 5 4 3 4 2 7
55 1 Razorgor 7 3 0 5 5 3 2 4 6
56 1 Tree Spirit 5 4 0 4 4 3 4 2 7
61-66 A random opponent picks which monster on the Giant Monster table appears.

Chaos Spawn - Fear: Spawn are disgusting and revolting blasphemies against nature and cause fear.
Psychology: They are mindless creatures, knowing no fear of pain or death. Spawn automatically pass any Leadership based test
they are required to make.
Movement: The Spawn moves 2D6" towards the nearest model in each of its Movement phases. It does not double its movement for charging, instead if its movement takes it into contact with a model it counts as charging and engages that model in close combat.
Attacks: Roll at the beginning of each Close Combat phase to determine the spawn’s number of Attacks for that phase.
Large

Ogre Slave – Fear, Large, Cannot gain experience.
Armed with double handed weapon.

Abomination Special Rules
Cause Fear: Abominations are terrifying Undead creatures and thus cause Fear.
Immune to Psychology: Abominations are not affected by psychology.
Immune to Poison: Abominations are immune to poisons.
No Pain: Abominations treat Stunned results as Knocked Down.
Large Target: Abominations are Large Targets as defined in the shooting rules.
Fire BAD!: Any model armed with a Torch or Flaming Brazier causes fear against the Abomination. This ignores both the rules ‘Immune to Psychology’ and the fact that fear causing creatures are immune to fear.

KROXIGOR SPECIAL RULES
Scaly skin: Kroxigor has a natural save of 4+.
Aquatic: Kroxigor may move through water with no penalty, and count as being in cover whilst in water.
Cause Fear: Kroxigor are large and frightening monsters that cause Fear.
Large: Kroxigor stand out amongst the rest of the Warband and may be picked out by an archer even if he is not the closest model.

TROLL SPECIAL RULES
Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Boss has the option of sacrificing two henchmen to the Troll in lieu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Vomit Attack: Instead of his normal attacks, a Troll can regurgitate its highly corrosive digestive juices on an unfortunate hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.

CHAOS TROLL SPECIAL RULES
Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Boss has the option of sacrificing two henchmen to the Troll in lieu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.

RIVER TROLL SPECIAL RULES
Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Boss has the option of sacrificing two henchmen to the Troll in lieu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Aquatic: A River Troll is Aquatic and suffers no penalties for moving through water.

STONE TROLL SPECIAL RULES
Fear: Trolls are frightening monsters which cause fear.
Stupidity: A Troll is subject to the rules for stupidity.
Regeneration: Trolls have a unique physiology that allow them to regenerate wounds. Whenever an enemy successfully inflicts a wound on a Troll roll a D6, on a result of 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle.
Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.
Always Hungry: A Troll requires an upkeep cost. This upkeep represents the copious amounts of food that must be fed to the Troll in order to keep him loyal to the warband. The warband must pay 15 gold crowns after every game in order to keep the Troll. If the warband lacks the gold to pay the upkeep, the Boss has the option of sacrificing two henchmen to the Troll in lieu of buying food (Trolls eat nearly anything). If this fee is not paid (either in gold or in warband members) the Troll gets hungry and wanders off in search of food.
Magical Resistance: Stone Trolls ignore magical effects (spells, magic weapons, scrolls) on a roll of 4+. (This, of course, makes them very difficult to bind… but, if bound, they’re a great foil for opponents!)

Minotaur Special Rules
Equipment: Comes with a Double handed weapon.
Fear: A Minotaur causes fear.
Bloodgreed: If a Minotaur puts all of its enemies out of action in hand-to-hand combat it becomes frenzied on a D6 roll of 4+
Mindless: A minotaur found in the wild cannot gain experience.
Large: A Minotaur is a huge creature and stands out from amongst its smaller brethren. Any model may shoot at a Minotaur. even if it is not the closest target.

Rat Ogre Special Rules
Fear: Rat Ogres are so frightening they cause fear.
Stupidity: A Rat Ogre is subject to stupidity unless a Skaven Hero is within 6" of it.
Experience: Rat Ogres do not gain experience.
Large Target: Rat Ogres are Large Targets as defined in the shooting rules.

Daemon Prince Special Rules
Weapons/Armour: Two huge battle axes.
SPECIAL RULES
Daemonic: Bloodletters are Immune to poison, Immune to psychology (except frenzy), Cause fear.
Daemonic aura: Daemons have natural armour saves of 5+. This save is negated by magic weapons and spells. Daemons’ attacks are considered as magical.
Large Target: Daemon Princes are Large Targets as defined in the shooting rules.
Flying: Daemon Princes triple their Movement when running and ignore terrain when moving.
Mark of Chaos: Determine the Prince’s Mark at random rolling a D6: 1 Mark of Tchar, 2-3 Mark of Arkhar, 4 Mark of Onogal, 5-6 Mark of Shornaal. See the Chaos Marauder warband from Border Town Burning for Rules.
Unwilling: Daemon Princes would normally be able to learn Experience, but while bound he refuses to aid you willingly. He doesn’t gain experience.

Dragon Ogre Special Rules
Weapons/Armour: Double-handed axe.
Fear: Dragon Ogres are large, threatening creatures that cause fear.
Large Target: Dragon Ogres are Large Targets as defined in the shooting rules.
Scaly skin: Because of his scales a Dragon Ogre has a natural save of 5+.
Storm rage: Dragon Ogres are immune to all attacks and spells that are based on lightning (e.g. Chotec’s Wrath from the Lizardman magic) and become subject to frenzy when hit by such attacks.

Coatl Special Rules
Causes Fear
Venomous – any wounds of 5 or 6 are treated as critical.
Flight – Coatls ignore terrain for movement penalties.
Magic Aura – The Coatl ignore magical effects (spells, magic weapons, scrolls) on a roll of 4+. (This, of course, makes them very difficult to bind… but, if bound, they’re a great foil for opponents!)


Salamander Special Rules
Causes Fear,
Cold Blooded
Venom Spray – During his shooting phase, the creature may issue forth a cone of poison mist up to 6" away hitting all models within 2" of target area with Strength 4. Once fired, it takes a turn for the Salamander to “reload”. This counts as a missile and cannot be used while in hand to hand combat.

Mummy Prince Special Rules
Equipment: They are armed with a Sword, Shield, Light Armor and a Nehekharan Javelin (Range 8”, User’s Strength, May and Shoot without penalty, +1 to hit.)
Special Rules:
Flammable: Mummies are sceceptible to flame attacks. An flaming attack that successfully wounds (after saving throws) causes 2 wounds.
Cause Fear: All Undead warriors cause Fear.
Immune to Psychology: All Undead warriors are immune to psychology and never leave combat.
No pain: All Undead warriors treat a Stunned result as Knocked Down.
May not run: No Undead warrior may run, but may charge as normal.
Immune to poison: No Undead warrior is affected by poison.
No Brain: Mummies are not alive, thus they never gain experience.

Young Merwyrm
From the deeps are the most wretched and foul of sea monsters, the Merwyrm or Sea Serpent. They are cowardly
scavengers and ambushers, but dangerous enough when cornered. Ironically, they are often magically trained by the
most noble sorcerors of Ulthuan, especially by mages who travel with the Lothern Sea Patrol.
Large
Causes Fear
Water beast: A Merwym is a creature of the water. It may not run will on land. It may charge as normal.
Aquatic: The Merwyrm suffers no penalty for moving or fighting in water.
Save: The Young Merwyrm’s scales aren’t as strong as a normal Merwyrm’s, but they are still as strong as metal. The Merwyrm has an armour save 6+ that is not modified by the strength of attacks against it (or other save modifiers).
Tail Whip: The Merwyrm has a whip-like tail that it thrashes forward among its enemies, either lashing them, or simply clubbing them into submission. In game terms this is represented by a special tail strike that the Merwyrm makes before its normal attacks in
close combat. Roll a D6. Any enemy models that are in base contact with the Merwyrm and that it may attack in the Close Combat phase (eg, it is either the Merwyrm’s ‘turn’ or the model’s turn) that have a lower Initiative than the dice score are automatically hit
by the Merwyrm’s tail. Models with Initiative equal to or higher than the D6 roll have successfully dodged the tail and are not affected. Each model struck by the Merwyrm’s tail takes a Strength 4 hit.


RHINOX SPECIAL RULES
Large
Fear: Rhinoxen are large and dangerous cave-beasts with horns as long as a full-grown man. They cause fear.
Bad Tempered: Even Rhinoxen that have been broken by their riders have a temper shorter than a pygmy’s thumb. If there is an enemy model that is an eligible target for the Rhinox rider to charge during the Declare Charges part of the Movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them.
Thunderous Charge: Even a single Rhinox rider in full charge is a terrifying sight, the ground itself trembling as the cave-beast thunders into the ranks of their foe. On any turn when a Rhinox rider charges more than 7", he causes D3 impact hits at the basic strength of the Rhinox.

LIVING STATUES SPECIAL RULES
Large
Fear: Living Statues are supernaturally animated celestial monuments that cause fear in other warriors.
Save: Because of their stone-like skin, Living Statues have an Armour save of 5+ that is not modified by the strength of attacks against it (or by other save modifiers).
Ferocious Charge: Living Statues attack with +1 Strength when charging, due to their bulk..
Magical attacks: All attacks from a Living Statue are considered to be magical in the same way as the attacks of Daemons.
Immune to poison: Living Statues are not affected by poison.

BALEWOLF SPECIAL RULES
Large Beast: The Balewolf is a huge creature and counts as a large target for the purposes of shooting and may be targeted even if it isn’t the closest model.
Fear: The Balewolf is a terrible and frightening creature that causes fear.
Forged by Chaos: A creation of Chaos; the Balewolf was born from some nefarious yet unknown origin. The power of Chaos knits its form together when it is wounded and as such the Balewolf has the ability to supernaturally heal itself. At the start of each of its turns roll a D6 if the Balewolf is wounded. On a roll of 5+ one Wound is restored as its skin miraculous knits back together.
Flesh of Iron: The Balewolf ’s skin is thicker than toughened leather, wholly capable of turning aside blades and arrows alike. The Balewolf has an Armour save of 4+ which is reduced by the Strength of the attack as normal.
Vicious Jaws: The Balewolf ’s massive jaws are capable of crushing a man’s body in two. The Balewolf has an extra Attack from its jaws (as denoted in its profile) which is always its first attack. If this attack hits, it causes a critical hit on a roll of 5 or 6.
Lycanthrope: The blood of the Balewolf contains a terrible and powerful curse. Any model taken out of action from an attack from the Balewolf risks the taint of its dark blood (note that this only affects man-sized creatures and non-mutants). After the battle, if the model survives the attack, roll a D6. On a roll of a 6 any injuries the model is currently suffering are cured but they are now cursed! In each subsequent battle whenever the cursed model is wounded they must take a Leadership test. If they fail they transform horrifically before the eyes of their comrades into the Balewolf! The model now has the same statline as the Balewolf. Any armour or equipment it was wearing is destroyed and any weapons the model was carrying are lost but may be recovered after the battle. The Balewolf will always charge the nearest model, friend or foe, if it can, otherwise it will move at maximum speed towards them. It may try and restrain itself from attacking a comrade by taking a test against his own Leadership (he may not use the leader’s). If passed, the Balewolf will ignore friendly models. Roll a D6 after the battle. On a roll of 2-6 the model returns to normal (albeit without attire…) but still carries the curse. On a roll of 1, the Balewolf takes hold completely and in his feral state disappears into the wilderness lost forever in myth and legend (remove from roster).

Unicorn Special Rules
Impale: A unicorn that charges gains +2 Strength for the first round of combat.
Magical Purity: A unicorn is unaffected by spells or prayers on a 1D6 roll of 4+. If you manage to Bind one, it will only avoid enemy spells and friendly spells that are not cast by a prayercaster, a damsel, or a Wood Elf caster.
Forest Spirit: Immune to psychology, Cause fear.
Spirit aura: Spirits have natural armour saves of 5+. This save is negated by magic weapons and spells. Spirit’s attacks are considered as magical.


Giant Eagle Special Rules
Large
Fly: An eagle may fly 12” during each of its turns.

Great Stag Special Rules
Large
Forest Spirit: Immune to psychology, Cause fear.
Spirit aura: Spirits have natural armour saves of 5+. This save is negated by magic weapons and spells. Spirit’s attacks are considered as magical.
Woodland Dweller: No penalty for moving through wooded terrain.

Razorgor Special Rules
Large
Causes Fear
Bad Tempered: Even Razorgor that have been broken have a temper shorter than a pygmy’s thumb. If there is an enemy model that is an eligible target for the Razogor to charge during the Declare Charges part of the Movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them.
Thunderous Charge: Even a single Razorgor rider in full charge is a terrifying sight, the ground itself trembling as the cave-beast thunders into the ranks of their foe. On any turn when a Razorgor rider charges more than 7", he causes D3 impact hits at the basic strength of the Razorgor.

Wood Spirit Special Rules
Barkskin: A Wood Spirit has a 4+ armor save. This is reduced as normal.
Spirit: Immune to Poisons, Immune to Psychology.
Vulnerable to Fire: A Wood Spirit receives double wounds from fire attacks.
Large, Causes Fear.



Enormous Monster Table
ANIMAL M WS BS S T W I A LD
11-13 1 Bone Goliath 5 3 0 5 5 3 2 3 6
14-16 1 Fledgling Wyvern 6 4 0 4 5 3 4 2 6
21-23 1 Fledgling Griffon 6 4 0 5 4 4 4 3 8
24-26 1 Fledgling Hippogriff 8 4 0 5 4 4 4 2 8
31-33 1 Fledgling Chimera 6 3 0 5 5 4 4 4 8
34-36 1 Maneating Tree 0 3 0 4 5 4 2 4 4
41-43 1 Gigantic Spider 5 3 0 5 4 4 1 2 10
44-46 1 Gigantic Scorpion 5 3 0 5* 4 4 1 3 10
51-53 1 Emperor Crab 5 4 0 4 5 4 4 2 8
54-56 1 Fen Beast 6 3 0 5 5 4 2 3 10
61-63 1 Young Giant 6 3 0 5 5 4 2 3 8
64-66 Reroll which result you have. If you roll a “Fledging” Monster, it may glide 3x its base movement when it runs.

BONE GOLIATH SPECIAL RULES
Cause Fear: Bone Goliaths are gargantuan undead constructs and therefore cause fear.
May not run: Bone Goliaths are slow undead creatures and may not run (but may charge normally).
Immune to Psychology: A Bone Goliath is not affected by psychology and never leaves combat.
Immune to Poison: A Bone Goliath is not affected by poison.
Undead Construct: Bone Goliaths ignore any injury rolled on the Injury chart on the roll of a 4+ and continue fighting, so a Bone Goliath has the possibility of taking much more damage than their 3 wounds suggest. This is not an armour save and so it is not modified by the Strength of the attack. This rule is ignored for wounds caused by magic or magic weapons.
Large: Bone Goliaths are huge creatures. They count as large targets for missile weapons.
No Pain: Bone Goliaths treat stunned results on the injury chart as knocked down.
Mindless: Bone Goliaths never gain experience.
Hard to Bind: It takes a large amount of magic to harness a Bone Goliaths. Therefore, for the purpose of Binding Scrolls and Spells, it is treated as having 4 Wounds instead of 3 (meaning it adds +4 to rolls to resist binding, and may only be bound with scrolls and tomes that let you bind a monster with 4 or fewer wounds.)

Wyvern Special Rules
Large
Fear: Despite its smaller size and useless wings, the Wyvern is still a fearsome opponent. It causes fear.
Save: The Wyvern’s scales aren’t as strong as a normal Wyvern’s, but they are still as strong as metal. The Wyvern has an armour save 6+ that is not modified by the strength of attacks against it (or other save modifiers).
Envenomed Tail: The Wyvern has a whip-like tail that is tipped with a deadly stinger. In combat it thrashes this tail forward among its enemies, either injecting them with its deadly venom, or simply clubbing them into submission. In
game terms this is represented by a special tail strike that the Wyvern makes before its normal attacks in close combat. Roll a D6. Any enemy models that are in base contact with the Wyvern and that it may attack in the Close Combat phase (eg, it is either the Wyvern’s ‘turn’ or the model’s turn) that have a lower Initiative than the dice score are automatically hit by the Wyvern’s tail. Models with Initiative equal to or higher than the D6 roll have successfully dodged the tail and are not affected. Each model struck by the Wyvern’s tail takes a Strength 4 hit.
Stupidity: Due to its stubborn nature and young age, the Wyvern suffers Stupidity.

Fledgling Griffon Special Rules
Large
Fear: Despite its smaller size and useless wings, the Griffon is still a fearsome opponent. It causes fear.
Massive Beak: One of the Griffon’s attacks is a bite attack. Its maw is a massively sharp, iron-hard beak that can easily slice through the thickest armour as if it were made of paper. An opponent damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save penalty of -3 (-1 for the bite and -2 for Strength).

Fledgling Hippogriff Special Rules
Large
Fear: Despite its smaller size and useless wings, the young Hippogriff is still a fearsome opponent. It causes fear.
Massive Beak: One of the Hippogriff ’s attacks is a bite attack. Its maw is a massively sharp, iron-hard beak that can easily slice through the thickest armour as if it were made of paper. An opponent damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save penalty of -3 (-1 for the bite and -2 for Strength).

Fledgling Chimera Special Rules
Large
Fear: Despite its smaller size and useless wings, the Chimera is still a fearsome opponent. It causes fear.
Dragon Head: One of the Chimera’s three heads is that of a Dragon. When the Dragon head breathes, flames leap from its mouth. It can use these flames as a weapon if it wishes. This attack is made in the Shooting phase. Simply place the small teardrop shaped template with the narrow end at the Dragon head’s mouth; any models under the template will be hit by flames on a dice roll of 4+. A model hit by flames takes a S3 hit. Normal armour saves apply. Do not worry about any buildings the template may cover; the Chimera’s fire is too weak to set them alight without prolonged exposure.
Ram Head: The second head is that of a massive bloody-eyed ram. One of the Chimera’s attacks is a head-butt made by the ram head. If this attack hits but fails to do damage, the target must make an Initiative test or be knocked down.
Lion Head: The last of the Chimera’s heads is that of a ferocious golden-maned lion with jaws of steel and razorsharp teeth. One of the Chimera’s attacks is a bite by the lion head. An opponent damaged by this attack suffers an additional -1 penalty to his armour save, for a total armour save penalty of -3 (-1 for the bite and -2 for Strength).

Maneating Tree Special Rules
Deployment – When the tree is first deployed, randomly determine which player finds it. It will appear next that warrior.
Bound Deployment – If you manage to successfully bind a Maneating Tree with a Binding Spell, he is not deployed in the traditional sense. He starts the game off the board. During his set-up period, the player writes down which forest or hill scenery piece he would desire his tree to appear at. During any of his Movement phases, you may reveal your sheet and roll 1D6: on a roll of 5-6, the tree is deployed in or touching your pre-recorded terrain piece. On a roll of 2-4, he appears in another random hill or terrain piece (you may place exactly where on that random piece he is.) On a roll of 1, the monster has appeared in the wrong spot entirely and misses the game! If placed in base contact with a model, he will immediately charge. Warning: the tree is so bloodthirsty, if he appears touching a FRIENDLY model, he will attack that model too!
Sturdy – The tree is immune to any spell, weapon, or critical hit that causes a model to be automatically knocked down or stunned. However, if the tree has been reduced below 1 wound and would could him to roll for injury, he is immediately taken out of action. Do not for post-game injury, as the beast cannot be slain so easily.
Steady – The tree is immune to psychology.
Fear- The tree causes fear.
Stationary – The tree may never move. Also, all models in hand to hand combat gain +1 to hit him (a natural roll of 1 always fails).
Large- The tree is a large target.

Gigantic Spider Special Rules
Large
Fearsome Beast: The Gigantic Spider causes fear.
Chitinous Hide: It has an armour save of 4+.
Poisonous Bite: Any to wound rolls of 5 or 6 (rather than just a 6) are treated as critical hits.
Wall Walk: Gigantic Spiders may walk up and down walls without making Initiative tests. They may only jump up to 2" across or down, but this does count as a diving charge.

Gigantic Scorpion Special Rules
Large
Fearsome Beast: The Gigantic Scorpion causes fear.
Chitinous Hide: It has an armour save of 4+.
Pinch and Sting: Two of the Scorpions attacks are Pincer attacks, resolved at S5. The third attack is a Sting attack, which is a poisonous attack. Against living models, it counts as a S5 attack that causes critical hits on a wound roll of 5-6. Against models that are immune to poison, it’s a mere S3 attack that wounds like normal.

Emperor Crab Special Rules
Large
Causes Fear
Save: The Emperor Crab has an armour save 6+ that is not modified by the strength of attacks against it (or other save modifiers).
Pincer Attack: One of the Emperor Crab’s attacks is a Pincer attack, which can chop off a head in an instant. It deals +1 on all Injury Rolls

Turtigon Special Rules
Large
Causes Fear
Hard Shell: The Turtigon has an armour save 5+ that is not modified by the strength of attacks against it (or other save modifiers).
Massive Beak: Two of the Turtigon’s attacks are a bite attacks. Each maw is a massively sharp, iron-hard beak that can easily slice
through the thickest armour as if it were made of paper. An opponent damaged by these attacks suffers an additional -1 penalty to his armour save, for a total armour save penalty of -3 (-1 for the bite and -2 for Strength).
Breath Weapon: When the young Turtigon breathes, flames leap from its mouths. It can use these flames as a weapon if it wishes. This attack is made in the Shooting phase and may be made even if the Turtigon is involved in close combat. Simply place the small
teardrop shaped template with the narrow end at one of the Turtigon’s mouths; any models under the template will be hit by flames on a dice roll of 4+. A model hit by flames takes a single S3 hit. Normal armour saves apply. Do not worry about any buildings the template may cover; the Turtigon’s fire is too weak to set them alight without prolonged exposure.
Loss of Heads: The strength of a Turtigon is based on two heads attacking and breathing from together. Because of this, once the Turtigon is reduced to 2 Wounds, one head has been taken out of action. The number of attacks drops to 2, and the Turtigon can
make only one Beak attack each turn. In addition, the loss of heads makes for fewer flames when it breathes, so after 2 successful Wounds, the strength of the Turtigon’s breath weapon is reduced to Strength 2.

FEN BEAST SPECIAL RULES
Fen-walker: Fenbeasts may traverse fenland, quagmires and any other difficult terrain as
open ground.
Fear: Fenbeasts are horrifying creatures and cause Fear.
Immune to Psychology: Fenbeasts are not affected by psychology and never leave combat.
Regenerate: When a Fenbeast is in any form of swampy terrain such as fenland or a quagmire they will regenerate one lost wound in the recovery phase on a roll of 4+.

YOUNG GIANT SPECIAL RULES
Slumbering Brute: The Young Giant is initially sleeping. In each player’s recovery phase roll a D6, on a roll of 6 the Young Giant awakes (add +1 to the roll for each model within 2" of the beast, it instantly awakens if attacked). The Giant’s turn is always before the player’s who woke it. It will always move towards the nearest model, charging if possible but will not attack a Truthsayer or Dark Emissary due to their close affiliation.
Bound Giants: If you succeed in binding a Giant, roll 1D6 during immediately after set-up. On a roll of 1, he starts the game asleep. He will not move, attack, fight back in combat. While asleep, he does not require Bound spell tests (he’s not fighting the spell, he’s asleep!). During each player’s turns, roll 1D6, adding +1 for each ENEMY model within 2”- on a 6, he wakes up. Once awoke, he uses bound spell rules as normal and will not sleep for the rest of the game.
Fear: Huge and obese the Young Giant causes Fear.
Thickheaded: The Young Giant’s skull is as thick as a rock and as such it can never be stunned, treat any stunned results as knocked down instead.
Ungainly: If a Young Giant is knocked down roll a scatter dice to determine the direction it falls in, then place the model on its back. Any model underneath the Giant must pass an immediate initiative test or suffer a strength 5 hit as the brute crushes them. The Young Giant picks itself up during his next recover phase as normal.
Rampage: When the Young Giant attacks it is a rampage of varied assaults. Roll a D6 to determine what
it does. 1-2 Swipe. Attacks as normal. 3-4 Stomp. Makes a single attack at Strength 7 inflicting double wounds. 5-6 Shout and Bawl. All models within 4" of the brute must pass an immediate Strength test or be
knocked down.
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PostSubject: Re: Storm of Magic: MONSTERS!   Sun 24 Jul 2011 - 20:42

Compiled 77 monsters in two days. Not too shabby if I do say so myself.

Will have 2 pdfs with ALL of the Storm of Magic rules soon. (Accidentally left my thumb drive, with over half the files, at my work last week... and that was my last day at that location! D'oh!)

Please comment, or submit your own. Would definitely love some more Medium and Giant if you got 'em.

(I think I posted the Binding Rules previously, but in case I didn't, players can't Bind models with more than 4 wounds. Part of why I left the Dark Pegagus, the Young Dragon, and other W5+ baddies out.)
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PostSubject: Re: Storm of Magic: MONSTERS!   Sun 24 Jul 2011 - 23:37

Great. stuff!!!

What about young dragons, or young hydras out of the monster hunt scenarion?

I need to reread the bounding rules.

When does theses monsters appear? I roll on these list everytime when normally a monster would appear in a random happening event. I think you have a sperate table for it. I will search it in the other threads.

I am really locking forwrd to the pdf version.


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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 0:52

I think you should add Cockatrices and Manticores, after all, these are 2 of the monsters they actually made new modelf for for SoM.
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 3:44

Serial: They won't - no creatures above 4 wounds appears on this chart (because you can't Bind them). Although I suppose I could make an even younger dragon to add up.

Cockatrice & Manticore: Shoot, forgot about them! Does any know the cockatrice's petrify ability rules?

EDIT:
When does it happen? Not entirely sure. I'm thinking of working it into a Random Event table.

Maybe:

At the start of every turn, a player rolls 1D6. On a roll of 1, the Random Event has triggered. Roll another 1D6:
1-3 Roll on the Call of the Wild Monster chart.
4-6 Roll on the Mordheim Random Happenings Chart. Reroll any results that bring forth a monster (there's enough of that already!)

Might get a chance to write my own Random event chart, I'll try.
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 8:48

The petrify is a Str2 shooting attack with Heroc Killing Blow in Warhammer. In Mordheim it could cause a critical hit on a 5-6, maybe? Smile

Theo
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 9:34

I've been thinking about this all day. The only thing wrong in my opinion is the need for a awful lot of models that may never even turn up, just in case they do!

Is there any way this could be like a "Rare Trade" chart with (say) D6 rolls for what is available - the player is then free to choose which they want (and can afford) to bind to their warband?
pirat
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 10:37

I think you could perhaps just boil it down to one or two tables and let people chose from certain categories (like one group for trolls, one for hydras and dragons, etc.) This way, you actually have a chance to play with the monster you roll and some kind of motivation to paint up a couple of big ones for the games. But with dozens of monsters for which there aren't even always models, I can hardly see anyone going through the effort of building all of them and then if you have a super small chance only of rolling the one or two epxensive big beasties you just bought and painted, you might skip that part at all and play counts as, but if it's counts as, there's not really a need for such a great variety with so many rules to look up.

Of course it's quite funny to end up with a snotling if you were hoping for a dragon, but you can have the same effect with one chart. And who really needs a choice of lion, tigre, sabretusk and sabretooth tiger?
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 11:04

Maybe you could merge the similar ones in categories, so you would choose a model out of a category.

On the other side i would only use painted models anyway and therefore i would adjust the result as needed
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 15:09

Eliazar wrote:
And who really needs a choice of lion, tigre, sabretusk and sabretooth tiger?
I totally agree with Eliazar. This is too much variety for too little benefit. It is better to have a shorter list where everything is quite unique rather than a big list with a lot of things very similar. In this example just keep the sabretusk and remove the others. Smile
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 25 Jul 2011 - 17:50

You make a point with the big cats...

However, the way the binding works is this:

Lesser Scroll of Binding – Cost: 40+2D6 – Rarity 9
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 1. If successfully bound, the Monster will always roll “Bewildered” on the Unbound Monster table.

Moderate Scroll of Binding – Cost: 80+4D6 – Rarity 10
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 2 or less. If successfully bound, the Monster will always treat reroll any results of “Bloodthirsty” on the Unbound Monster table.

Greater Scroll of Binding – Cost: 120+2D6x10gc – Rarity 11
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 3 or less.

Tome of Binding – Cost: Tome of Magic 200+D6x25 gc - Rare 12
The caster may use the spells “Bind Monster” and “Bending Wills”. May only be used against monsters with Starting Wounds of 4 or less. Unlike scrolls, the Caster permanently learns these spells while he holds the book, which means that if the monster dies or leaves the roster, you may attempt to capture other monsters. Reminder: you may only have one Bound Monster at any given time, so successfully casting Bind Monster a second time means the previous monster is Unbound and Wild.

(I cut out for the above the specific "beast, daemon, undead" scrolls, as they are just variations on the above.)

The important thing is, you don't AUTOMATICALLY get the monsters... I didn't explain very well, but that's the monster that shows up during a GAME. If you want to try and catch it with your scroll, you can try. If you fail, or the monster isn't your scene, the monster leaves the game. You'll have to wait till the next game to try and grab it.

Thus, I would NEVER use a "pick which monster you want to find" rarity roll, as that makes it less of a "catch" and more of a "purchase". However, I can increase the chance of getting the "11-16 You may pick any of the results you want from the Medium Monsters table," so there's a CHANCE of getting the one you want.

I still like varying it based on strength, but should I break it into different tables?
Example:
Moderate Monsters
1 -2 Pick which list you want
3 Daemon table
4 Hoofed Beasts table
5 Clawed Beasts table
6 Centaurs table

If that's the case, it makes sense to have MORE similar creatures (ex. several variety of cats- same stats, with different variations.)

Another option is to make it similar to the Dogs of War campaign: rather than giving specific types, I use generalities:
~Troll
~Centauroid (centaur, centigor, zoat)
~Large Animal (lion, bear, tiger)
~Heavy animal (like wardog, cold one hound)
~fast animal (like wolf, hunting dogs)
~Dragonoid (young wyvern, dragon, hydra)

Thus, the animal is random, but the miniature can be whatever the player wants. It loses some flavor, but opens the doors to more personalization.
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PostSubject: Re: Storm of Magic: MONSTERS!   Sat 6 Aug 2011 - 10:20

I think I got it:

Divide each into categories:

Large Cat
Centroid
Scaled Monster

Each type has a subtype:
CENTROID
Centigor - A drunken, belicose monster with the upper half of a beastman, but the lower half of a horse. Special Rules:
Zoat - fluff, rules
Centaur - fluff, rules
etc.

under each type, will have listed, "Your group may choose whichever subtype you wish, or may roll randomly."

Thus, if you have a perfect model, you may use the said model with special rules. If you don't and are using a stand-in, you can roll for whatever you like and see what luck gives you. Eh?
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PostSubject: Re: Storm of Magic: MONSTERS!   Sun 14 Aug 2011 - 20:22

Double checking: the only real Centaur figures in Warhammer are:

Centaur
Centigor
Zoat
Bull Centaur

There's also the Dragon Ogre and the Boar Centaur, but the former is too strong to fit in that group, and the latter's too obscure, even for me.

Am I missing any? Maybe an obscure mention in a Black Library book or WHRPG?

Edit: I don't think I'll introduce him in storm of magic, but I want to see an Undead Cavalry unit that is a human skeleton melded with a horse skeleton. Sounds like an awesome way to convert your Black Knights!
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 15 Aug 2011 - 10:29

also, does anyone have the Stats for the Carnosaur? I can't find it on the GW site anymore, and I thought I'd stick one in the bestiary.
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 15 Aug 2011 - 10:51

I'll send you when i get home and can find my LIzardman book. Did you look under Croq-Gar I think that was his name of the model that came with a Carnosaur.
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PostSubject: Re: Storm of Magic: MONSTERS!   Mon 15 Aug 2011 - 20:38

Well, he comes with a special Carnosaur "Grymloq" (any old Transformers Fans out there get the reference?) I'm not sure if that means that his carnosaur is stronger than normal.

Grymloq 7 3 0 7 5 5 2 5 5

Op, found it:

Carno 7 3 0 7 5 5 2 4 5

So, one attack, really.
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PostSubject: Re: Storm of Magic: MONSTERS!   Tue 16 Aug 2011 - 5:29

StyrofoamKing wrote:
Well, he comes with a special Carnosaur "Grymloq" (any old Transformers Fans out there get the reference?)


Very Happy
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PostSubject: Re: Storm of Magic: MONSTERS!   Tue 16 Aug 2011 - 7:01

Or, if Grymloq is a bit over the edge there is always the DINO RIDERS!!

(although, we have to make them medevil style...)
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PostSubject: Re: Storm of Magic: MONSTERS!   Tue 16 Aug 2011 - 9:58

Wow I wonder what happened to my Dino Rider's toys... Sorry for off-topic...
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PostSubject: Re: Storm of Magic: MONSTERS!   Tue 16 Aug 2011 - 14:40

I think Grymloq just has an extra attack over a normal Carnosaur.

Oh, and Sludge > Grimlock.
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