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| | #51 (permalink) |
| Not a mod, still a King! ![]() Join Date: Feb 2007 Location: Lancaster / Warwick, UK Age: 21
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Rep Power: 100 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ![]() All marks of Chaos scrapped. I decided to start with warhammer armies: Beastmen as a base and then add chaos in once everything is sorted there... Mark of Chaos Undivided is now called Mark of the Beast, and has the same effect. Chaos Armour available to Beastlords, Doombulls and Wargors for +9, +9, +6pts respectively. Shamen have access to the lores of fire and ice (Anyone who has seen my army will understand the Ice choice, its a personal thing, feel free to remove it but its a sweet underused lore )Centogor Lord (New Unit) added as follows (highlight to read - im doing this to cut down on the masses of direct text lol) Centilord: 150 pts M8 WS5 BS5 S5 T5 W3 I4 A4(5) Ld8 Mark of the Beast Equipment: Hand weapon Options: -May be equipped with an Additional Hand Weapon (+4pts), a Spear (+4pts), or a Flail (+6pts) -May be equipped with a Bow (+4pts), or Throwing Axes (+4pts). -May carry a Shield (+3pts), and may wear either Light Armour (+3pts), Heavy Armour (+6pts), or Chaos Armour (+9pts). -May choose a mix of magic items from the Beastmen Magic Item list with a maximum total value of 100pts. Special Rules: Drunken, Move Through Woods, Trample, Fast Cavalry, Scaly Skin (6+). * A Centilord may fight with an Additional Hand Weapon or Hand Weapon and Shield as if on foot. * A Centilord and any Centigor unit he joins get +1 to all Drunken rolls. Beast Herds: Ungors got -1Ld (fluff reasons) Unit may be given the Mark of the Beast for +1pt/model Bestigor got a MASSIVE overhaul: Now WS5 with 2A each, rest same as before, options as follows: - Any unit may be equipped with Additional Hand Weapons (+2pts/model), or Great Weapons (+3pts/model). -Any unit may be equipped with Shields (+1pts/model) and Light Armour (+1pts/model), Heavy Armour (+2pts/model) or Chaos Armour (+3pts/model). -If a Bestigor Herd is not equipped with any Armour or Shields, they may be made Skirmishers for +3pts/model. The unit gains the Raiders special rule. -Any unit may carry a magic standard worth up to 50 pts. * An army cannot include more Bestigor Herds than it has Beast Herds. Tuskgor Chariot Now S5 T5 in line with all other chariots. 80pts. Also when ridden by a Character, the Ungor leaves, the Bestigor becomes the driver. Beasthounds (old warhounds): -1 WS Centigor: Now 15pts each, come with only a hand weapon. Same special rules and options as a CentiLord, count as Core if CentoLord general. Huntgor (New Unit) Huntgor: 12pts/model M5 WS4 BS4 S3 T3 W1 I3 A1 Ld6 Unit Size: 5-10 Options: -Promote one Huntgor to a Foe-Piercer (+1BS, +1Ld) for +12 pts. Equipment: Hand Weapon, ShortBow. Options: -May be given the Mark of the Beast for +2pts/model. Special Rules: Skirmishers, Terrain Ambush, Scouts, Poisoned Arrows. Furygor (new unit, based on Furies/Harpies which used to be available to Beast of Chaos a while back) Furygor: 15pts/model M5 WS3 BS3 S3 T3 W1 I3 A1 Ld6 Unit Size: 5-10 Equipment: Claws. Options: -May be given the Mark of Chaos Undivided for +3pts/model. Special Rules: Flying. * 0–1 Furygor units may be taken per full 1000 pts points limit. Dragon Ogres: +5pts cost, +1T, +Magic Resistance 1, Scaly Skin 4+. LA option removed. DO Shaggoth, No change in points cost BUT: +1M, Mag Res 2, Scaly Skin 3+, +1S, +1T,. Shaggoth Champ options removed. LA option removed Beastspawn: 50pts each, 2-4-1 rare choice, no mark options, M2D6, SD6, AD6. Special Rule mods: Raiders - When charging or charged, if the unit would normally rank up less than five models wide, then you may choose how wide it ranks up (space permitting). Terrain Ambush, same as ambush but may arrive through area terrain. Unruly: On a 1, the unit becomes subject to frenzy until the end of its movement phase (clears up the rubbish hat was there before... i know im guilty of streamlining, but it was exactly the same effect with less FAQing needed lol) Braystaff: May be used as a Great Weapon, Add. HW or for +2Sv as before. Magic Items: Weapons Axes of Khorgor: added wounding rerolls. Bonecrusher Fang-Mace (basically 2 existing weapons combined) Slaughterers Blade: Wound Cap removed +10pts (iirc) Scimitar of Skultar: Bearer ains Killing Blow, +10pts. Parrystaff: Braystaff that has Tomb Kings Vambraces of the Sun built in. 25pts. Armour Trollhide Armour: Chaos Armour with Regeneration. Talismans: New Talisman, flask of Beastbrew. Drink at start of turn. Model gains Bloodgreed and Drunken rules until EoT. Arcane Staff of Darkoth 50pts, bound spell PL5, may target any beast unit (needs limiting) Beast Chalice. Bearer may drink at start of turn, becomes drunken. Gains +2 to all castibg rolls. Banners Banner of Rage, 40pts Bound Spell PL4, Bears Anger, may affect any single model in the unit carrying it. Preyseeker One use only, may take any number of them in an army. Reroll one failed Ld based test. Phew! Think im done (for now) So yeah... hopefully you guys will be up for giving some good feedback Thanks for reading!To Games Workshop: if you've got this far, congrats (reading lessons paid off eh? Now try spelling and editing lessons...) Also feel free to steal my ideas, theyre better then anything you could do. Is that reverse psychology im trying? Or is that!? Haha
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| | #52 (permalink) |
| The Savage from the North Join Date: Jan 2009
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The mighty half year i have been playing BoC, I have missed some bad ass beasts that lurk around in the shadows of the trees with BOWS! just waiting for the right time to send a deadly volley in to the side of an enemy formation. You are my savior Phoenix, Thanks, Great work
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| | #53 (permalink) |
| Very Junior Member Join Date: Aug 2008 Location: In These Times
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Some great thoughts have been put out here. I like the idea of divorcing beasts from the direct worship of individual chaos gods and giving their army a very distict identity as the embodiment of the terrifying and primal wilderness. I would be fine with removing units that are already in the warriors list and replacing them with new legendary and forest creatures to give the beasts a more focused unique feel. I am thinking of things like the rumored chimaera unit or spiders like someone mentioned. Spiders as big as hydras or even stegadons. People are very scared of spiders... Or maybe I've just been reading too much Harry Potter. |
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| | #54 (permalink) |
| Battles The Pink Robots ![]() Join Date: Jan 2008
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The Banner of Rage seems kind of complicated to me. Also, I can see the scope for abuse in battering targets hiding in units considering you can cast Bear's Anger on a RnF Gor who cannot get challenged out. Maybe it would be better as a 25pt Enchanted item (to open it up to unit champions) with the addition of an Orcs and Goblins-esq "Roll a D6 after each use, on a roll of a 1 the carrier suffers one automatic S5 hit" I like, from a fluff perspective, the idea of Beasts having some kind of unconcious control over the wooded environment that they live in. Nothing like as directable as the Wood Elves, but maybe it could represent itself in a magic item. Shield of Brambles - xxpoints The dry, cracked branches that grow from the face of this shield writhe with an unsettling sentience. In battle they twist and constrict around the weapons of any would-be attackers, greatly hindering the accuracy of their blows. Shield. Enemy attacks directed aginst the bearer suffer a -1 penalty to hit. Meh, I'm not a Games Developer but I know I'd enjoy writing an army. |
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| | #55 (permalink) |
| Not a mod, still a King! ![]() Join Date: Feb 2007 Location: Lancaster / Warwick, UK Age: 21
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Hmm, good point about the banner. Ill look at a change, at the mo im just thinking adding ''until end of turn''. Nice shield idea ill see what i can do with that...
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| | #56 (permalink) |
| Aspiring Champion Join Date: Jan 2009 Location: Bunbury
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i like the furygors and the idea of huntgors but i just bring myself of thinking about them with bows its just not chaos or beastman like maybe throwing spears or something but just not bows, when i think bows i think scrawny wood elves and high elves. i did like the horn part of different bonuses for ambushers though the centilord is cool though and maybe some magic hoves for it like: Hoves of the Spider XXpts Centilord only Centilord counts difficult and immpassible terrian as open ground but cant stop in terrain and cant join units Hoves of Blood XXpts Centilord only Centilord gains an extra attack or strength or extra attack from hoves gains killing blow both could be talismen's or a different magic item catagory
__________________ "The next time I do fight, I'll make death love me; for I will contend Even with his pestilent scythe." Atony & Cleopatra Scene XIII |
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| | #58 (permalink) |
| Not a mod, still a King! ![]() Join Date: Feb 2007 Location: Lancaster / Warwick, UK Age: 21
Posts: 7,066
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Came up with a new rule the other day to make Centigor Unit Champs worthwhile. May need to ask my mate cos i cant remember the exact decision exactly at the mo but basically it is along the lines of: Once per game you may add +1 to the units Drunken roll. The Champ is increased to 20pts. Quite cool considering it can save you from stupidity when vital, or get you a load of attacks on a frenzied charge ![]() Also realised that i have messed up slightly with the Unruly wording. I forgot about the non charge compulsory movement when unruly. One more thing, should a Foe Render be given a similar bonus for unruly as Centigor Champs have for Drunken above? Opinions please. Edit: Addition to "Unruly" special rule: If no enemy is within normal charge range then the unit must move their maximum movement directly towards the nearest visible enemy unit. This is intended such that a unit moves using its profile movement value, not a march move. To save on charge complications.Any hints on a better wording for this? (if required) Thanks!
__________________ Last edited by Phoenix; April 24th, 2009 at 17:30. |
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| | #59 (permalink) |
| Lord Admiral ![]() Join Date: May 2008 Location: Iver Heath Age: 31
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A Chimera would be awesome - basically a Manticore with a little lower I and WS, but a S3 breath template! I'd love to see what type of creature you could make using the Chimera - it could be the focus of a whole new "Chaos creature" mult-parter (the Chimera being a generic creature of Chaos) with tonnes of options for heads, tails, legs etc. So you could have the standard Chimera build, one with maybe additional "hydra" type heads for additional attacks or higher S breath weapon etc etc
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| | #60 (permalink) | |
| Not a mod, still a King! ![]() Join Date: Feb 2007 Location: Lancaster / Warwick, UK Age: 21
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Rep Power: 100 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
How do people imagine Chimeras exactly? My mind springs to FFVII and the 4 headed monster. But a Chimera is any mix of 2 or more animals... which could get complicated ![]() Choose a head (or 3) Choose a body Choose Legs/Tail/etc options? Each having different roles.... could be very very cool though.
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