08/20/2022

Background Story
Beastmen are half-man / half-animal creatures that rely on ambush strategies to quickly overwhelm their enemy and stomp them to the ground. Their ranks are made up of a variety of strange creatures such as centaurs and minotaurs whose stampedes are feared amongst humans.
Whilst the most common Beastmen are goat-like and come from the forest, there are many different types of Beastmen that can be found across Tyria. For example bird-like clans can be found to the far east, whilst cat-like creatures have been spotted in the most ancient savannah’s of the south. Legend says that ancient human wizards were banished from humanity for the use of dark arts, and they retreated into the deepest forests where they plotted their revenge. Then they created the Beastmen in order to raze human cities and take back the land that was rightfully theirs. Since nobody ever lived long enough to survive a Beastmen ambush there is no way of telling how much of this is true…
| Name [size] | Qua | Def | Equipment | Special Rules | Upgrades | Cost |
| Champion [1] | 3+ | 3+ | Hand Weapon (A3) | Furious, Hero, Tough(3) | – | 55pts |
| Shaman [1] | 5+ | 6+ | Hand Weapon (A1) | Furious, Hero, Tough(3), Wizard(1) | Wizard (2) | 55pts |
| Hunters [3] | 5+ | 6+ | Hand Weapons (A1) | Ambush, Furious | – | 35pts |
| Hunters [3] | 5+ | 6+ | Hand Weapons (A1) | Ambush, Furious | – | 35pts |
| Raider [1] | 5+ | 6+ | Shortbow (18”, A1), Hand Weapon (A1) | Ambush, Furious, Stealth | – | 15pts |
| Minotaur | 3+ | 4+ | Hand Weapon (A(3), AP(1)) | Furious, Tough (3) | – | 55pts |
Special Rules
Ambush: You may choose not to deploy a model with this special rule with your army but instead keep it off the table in reserve. At the beginning of any round after the first, you may place the model anywhere on the table over 9” away from enemy units. If both players have units with Ambush they must roll off to see who deploys first, and then alternate in placing them.
AP(X): Enemy units taking hits from weapons with this special rule get -X to Defense rolls.
Furious: Whenever a model with this special rule charges an enemy it gets +1 attack with a weapon of your choice.
Hero: Friendly units within 12” of a model with this special rule may use its quality for morale tests instead of their own, as long as it is not Stunned.
Stealth: Enemies targeting this unit get –1 to hit when shooting at it.
Tough(X): Models with this special only roll to check wound effects once they have taken at least X wound and are only Knocked Out on rolls of 5+X or more. When Stunned and charged or hit by shooting, they take one wound instead of being Knocked Out, unless they already have X or more wounds.
Wizard(X): Models with this special rule may cast one spell at any point during their activation before attacking. To cast a spell select one from the wizard’s army list, pick a target in line of sight, and roll D6+X. If the result is equal to or higher than the number in brackets, then you may resolve the spell’s effects. Spells may target a single unit or split their hits/wounds or bonus/penalties evenly among all friendly/enemy units within 6” of a single model (target picks how). Enemy wizards within 18” and line of sight may also roll D6+X at the same time, and if the result is higher than that of the casting wizard, then the spell’s effects are blocked instead. Note that each wizard may only either try to cast a spell or try to block a spell each round.

Here is the entire army. There are only 10 figures in the army. There are only two figures with ranged attacks, the shaman and the raider.

These miniatures represent the Champion, the Shaman, and the Raider. I got the miniatures from the Mice and Mythics board game.
| Wizard Spells |
| Spirit Mantle (4+): Target a friendly unit within 12” gets Stealth next time it is shot at. Traitor’s Wrath (4+): Target an enemy model within 12” takes 1 automatic hit with AP(2). Surge (5+): Target a friendly unit within 12” may immediately move by up to 3”. Vile Swarm (5+): Target an enemy unit within 12” takes 4 automatic hits with AP(1). Animalistic (6+): Target an enemy unit within 12” and gets -3 to melee rolls next time it fights. Howling Roar (6+): Target 2 enemy units within 12” take 6 automatic hits each. |

Here are the hunters, 2 groups of three models. They are good at melee but that is about it. Their ambush ability allows them to be placed after the game begins.

Here is the minotaur. He is tough with 3 attacks and will be good against a squad of enemies.
Keep on gaming!