2nd attempt. Tweaked bits here and there. I'm defending my choice of bull as a animal trait, the Indian 'holy cow' idea is too appealing to pass up (
http://taicarmen.files.wordpress.com/2011/07/stock-photo-statue-of-an-indian-bull-headed-god-437321381.jpg?w=480 ), I know minotaurs exist but who says they're not different in Ind? Made it so bat-guys can't use missle weapons, and swapped some of the spells around as per suggestion. I think this would be a fun- though expensive warband to play.
Ind Beastmen
The Beastmen of Ind, unlike those known to the Empire, take many different forms and traits. The taint of chaos seems to have evolved in the swealtering jungles where many Beastman tribes roam. Unlike their harsh brethren to the West, those that live in the Kingdoms of Ind are more cultured and intergrated into the outer edges of society. It is not unknown for them to wear the clothing of men, or even trade with them, but it is foolish to forget that Beastmen are not human and are fearsomely wild when provoked.
Max. size 15 models. Minimum 3.
Heroes
1 Beastman Chieftain
60 Gold Crowns to Hire
The most powerful figure in a tribe. It is a Chieftain's responsibility to lead his brethren through danger and battle, as well as disputes and conflicts that may rise within the tribe itself.
M WS BS S T W I A LD
5 4 3 4 4 1 4 1 7
Weapons/Armour: May choose weapons, armour, and beast traits from the Beastkin List.
Special Rules
Leader: Any models in the warband within 6" of the Cheiftan may use his Leadership instead of their own.
0-3 Bloodkin
45 Gold Crowns to Hire
Those Beastmen with the closest ties to the Chieftain will take leadership positions within the tribe, assisting them in maintaining control, and helping them in battle.
M WS BS S T W I A LD
5 4 3 4 4 1 3 1 7
Weapons/Armour: May choose weapons, armour, and beast traits from the Beastkin List.
0-1 Shaman
45 Gold Crowns to Hire
Individuals with a powerful connection to the spirits and dark gods that inhabit the strange Ind jungles. Shaman are both feared and respected within a tribe.
M WS BS S T W I A LD
5 4 3 3 4 1 3 1 6
Weapons/Armour: May choose weapons and beast traits from the Beastkin List.
Special Rules
Animal Power: A Shaman Starts with one Animal Power. When choosing a skill a Shaman can opt to roll for another Animal Power instead.
Wizard: A Shaman cannot wear armour of any kind.
Henchmen (In groups of 1-5)
0-5 Beastkin
35 Gold Crowns to Hire
Beastkin are large and powerful. Many different forms exist in the Kingdoms of Ind, and most tribes are made up of one type, but occasionally others will join a tribe if it benefits both parties.
M WS BS S T W I A LD
5 4 3 3 4 1 3 1 6
Weapons/Armour: May choose weapons, armour, and beast traits from the Beastkin List.
Unkin
25 Gold Crowns to Hire
Considered unfinished by most Beastkin tribemen, these small and spiteful creatures are allowed to stay with the Beastmsn as long as they make themselves useful.
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 6
Weapons/Armour: May choose weapons, armour, and from the Unkin List.
Special Rules
Small horns: Unkin are on the lowest rung of Beastkin society and regardless of how much Experience they accrue they will never acquire a position of authority. If an Unkin rolls "That lad's got talent" skill, it must be re-rolled.
0-1 Great Beast
190 Gold Coins to Hire
Sometimes a tribe will come across a beast much larger and more powerful than themselves. Often then the tribe will try to recruit the Great Beast, as it is far better to be fighting with one than against .
M WS BS S T W I A LD
6 4 3 4 4 3 4 3 7
Weapons/Armour: May choose weapons, armour, and beast traits from the Beastkin List.
Special Rules:
Fear: Great Beasts are huge, bellowing monsters and cause Fear. See Psychology section for details.
Large Target: Great Beasts are Large Targets as defined in the shooting rules.
Animal: A Great Beast is far more bestial than its Beastkin brethren and although it may gain experience it may never become a Hero.
Skill Lists
Combat Shooting Academic Strength Speed
Cheiftan x - - x x
Bloodkin x - - x -
Shaman x - - - x
Beast traits
A Beastman warband may choose from the list of Animal traits and gain the benefits. Each model may only choose one animal trait and if it is different from that of the Chieftain's it will cost +10gc.
All henchmen within a group must share the same beast trait.
Free/Automatic- Goat- no modifiers
15gc- Dog/Wolf +1 A if attacking within 6” of a friendly model. Leader skill increased to 12”.
20gc- Tiger/Big Cat +1 M, all Heroes with the Tiger trait have access to shooting skills (Henchmen that become heroes can only pick shooting skills if they have a tiger trait)
20gc -Ape/Monkey +1 I and start with 'Scale Shear Surfaces'
15gc -Bull -charge- may swap normal attacks for one attack with a +2 S first round of combat, if charging.
35gc- Bat 12” flight movement, cannot use missle weapons
40gc- Elephant +1 W, all Heroes with the Elephant trait have access to strength skills
Animal Power
Shaman start with the Animal Power corresponding to the Beast Trait they have taken. Any further Animal Powers taken in exchange for skills must be rolled. Any power maybe exchanged for the 'Sign of the Beast'. A Shaman that has no Beast Trait starts with ' Sign of the Beast.'
Auto- Sign of the Beast -D6- Can force enemy model within 12” to reroll any one dice roll in his next turn.
1. Dog/Wolf- Howl of the Pack -D10- Causes all enemy models within 18" to either pass a Ld-test or flee.
2. Tiger/Big Cat- Power of the Tiger- D8- Causes all friendly models within 6" to gain +1 Str until the caster's next turn.
3. Ape/Monkey- Cloud of the Monkey God- D7- Instantly flies to any spot within 12"; can even be used to fly out of or into close combat, if flying in counts as charging.
4. Bull- Blessed Cow- D6- If successful caster may leave combat without being attacked, and ranged enemies must pass a Ld test in order to target the caster in the following turn.
5. Bat- Bat Swarm- D7- One enemy targetted suffers d6+1 str 2 attacks.
6. Elephant- Stomp- D9- If successful one enemy within base contact is automatically knocked down.
Beastman Equipment
Beastman List
Melee Weapons
Dagger – first free/2 gc
Mace/Hammer – 3gc
Axe – 5gc
Sword – 10 gc
Spear – 10gc
Halberd – 10gc
Double Handed Wpn – 15gc
Range Weapons
Short Bow – 5gc
Bow – 10gc
Armour
Shield – 5gc
Light ar. – 20gc
Unkin List
Melee Weapons
Dagger – first free/2 gc
Mace/Hammer – 3gc
Spear – 10gc
Range Weapons
Short Bow – 5gc
Javelin – 15gc
Armour
Shield – 5gc