warhammer: an old grumbler's edition. bestiary of magical creatures

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    ContentsAnimal Form .................................................................... 3

    Summoned Creatures ..................................................... 3

    Undead ............................................................................ 3

    Undeath ...................................................................... 3

    Hierophant .................................................................. 3

    Bestiary of Magical Creatures and Forms ....................... 4

    Chimera ................................................................... 4

    Crow Form ................................................................... 4

    Crow Swarm ................................................................ 4

    Bear Form .................................................................... 4

    Dragon 1 ...................................................................... 5

    2 .................................................................................. 5

    3 .................................................................................. 5

    4 .................................................................................. 5

    5 .................................................................................. 5

    6 .................................................................................. 5

    Ghost ........................................................................... 5Gigantic Spider ............................................................ 5

    Great Stag ................................................................... 5

    Merwyrm .................................................................... 7

    Pixies ........................................................................... 7

    Rat Swarm ................................................................... 7

    Serpent Swarm ........................................................... 7Rot Zombie ................................................................. 8

    Unicorn ....................................................................... 8

    Wraith ......................................................................... 8

    Wyvern........................................................................ 9

    Zombie ........................................................................ 8

    ........................................................ 10

    General Rules ............................................................ 10

    Otherworldly Creatures: ....................................... 10

    Daemon psychology: ............................................ 10

    Lord of Change .......................................................... 11

    Horror (pink) ............................................................. 11

    Horror (blue) ............................................................. 11

    Discs .......................................................................... 11

    Bloodthirster ............................................................. 12

    Bloodletter ................................................................ 12

    Keeper of Secrets ...................................................... 12

    Daemonette .............................................................. 12

    Unclean one 13

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    Animal FormCasters taking on another animals form abide by thefollowing rules

    The caster retains his/her Ld, Int, Cl and WP aswell as previous psychologies The caster does not benefit from any magicitems he/she possesses unless otherwise noted

    The caster may not cast spells The caster may attempt once per turn at any time

    to return to his/her original state, to do thishe/she must pass a WP test.

    The caster s wounds are equal to the new forms

    wound allowance minus any wounds they havealready sustained. In the event that the casterwould revert to their original state or vice versaand this would result in 0 or fewer woundsremaining they are instead reduced to a singlewound.

    *means that it mirrors the stat of the originalcreature

    If dispelled, the caster simply reverts to theirnormal form.

    Summoned/Bound Creatures May not move/attack the turn they appear Once routed/panicked, the caster dies or the

    spell is dispelled after the first turn, the GM rollsa D6 and consults the failed animal reactionchart.

    Bound Creatures require a magic user to foregocasting a spell during the pregame magic phaseas the are b s binding the animal or nit of

    normally fail instead the unit takes woundsdistributed as per missile fire equal in number tohow much it failed the test, no armor save.

    Undead use the Leadership, Coolness,Intelligence, and Will power of the controlling

    Hierophant, or leader model in their unit

    HierophantBefore the battle you must elect from your higher mostranking liches to be the hierophant. For Vampire Countsthe Vampire General fulfills this role. All undead unitsin play and not lead but a lich or Tomb lord may usehis/her Ld, Cl, Int, an d WP. In the event of this modelsdeath, at the beginning of each tomb king compulsory

    phase each unit takes a WP test, if failed the unit sufferswounds equal to how much it failed the test by.

    In the event that your army did not begin the game witha Hierophant, the first magic user to summon an undeadmodel becomes the hierophant

    EtherealMay pass through terrain without penalty. The onlyexception to this are linear obstacles and houses. Theseobjects were created with the intentionality of safetyand protection. Ethereal beings may not cross thethreshold of a house unless the door is already openand may not cross linear obstacles. Nor may ethereal

    beings harm these obstacles.

    May not cross water

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    Bestiary of Magical Creatures and Forms

    UnitType M WS BS S T W I A Ld Int Cl WP

    imera

    6 4 0 7 6 6 3 6 8 5 7 7

    Equipment Special Rules pts

    4 Bite Attacks, 2 Stompterror, dragon head breathes fire (S4)Fly 16", large targetD4 chaos attributes

    250

    Unit Type M WS BS S T W I A Ld Int Cl WP

    Crow Form 2 2 0 2 2 1 4 1 * * * *

    Equipment Special Rules pts

    Beak

    Fly Speed 18, -1 for opponents to hit in closecombat, small target, if dispelled the caster fallsto the ground, (see the main rulebook forfalling)

    -

    Unit Type M WS BS S T W I A Ld Int Cl WP

    row

    warm

    2 3 0 2 2 5 4 5 6 6 5 4

    Equipment Special Rules

    Little talons and beaks.18" fly speed, may be led

    by a magic user in crowform

    Unit Type M WS BS S T W I A Ld Int Cl WP

    Bear Form 4 3 0 4 4 * 3 3 6 * * *

    Equipment Special Rules

    Claws cause fear in models under 10'

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    Unit Type M WS BS S T W I A Ld Int Cl WP Pt

    Dragon 16 4 0 5 5 6 6 6 7 6 7 7 275

    26 5 0 6 5 7 5 6 7 7 7 7 335

    36 6 0 6 6 7 4 6 8 7 8 8 360

    46 7 0 7 6 8 3 6 8 8 8 8 430

    56 8 0 7 7 8 2 6 9 8 9 9 455

    66 9 0 8 7 9 1 6 9 9 9 9 530

    Special Rules

    4 stomp, 1 tail, 1 bi te (d3 wounds) attacks, Fear W, Large Target, Scaly

    skin: 4+ coverage, thickness equal to the level of the dragon, Fly 18+50 pts.

    Unit

    Type M

    W

    S

    B

    S S T W I A

    L

    d

    In

    t

    C

    l

    W

    P

    Ghost4 2 0 1 3 1 3 1 5 5 5 5

    Special Rules

    Unbreakable, Fear 6", Ethereal, may passed through

    obstacles, Each hit by a ghost reduces the Ld and Cl ofits target by 1, fear of fire and light

    Unit Type M WS BS S T W I A Ld Int Cl WP

    igantic

    pider

    5 3 0 5 4 4 1 2 8 3 6 2

    Equipment Special Rules

    Chitinous armor (4+cov.1 thickness) Giant pincers(-1 armor)

    may ignore movement penalties for all terrainexcept water features, Poisoned attacks,immune to psychology, except fear fire.

    Unit Type M WSBS S T W I A

    Ld

    Int

    Cl

    WP

    Pt

    Great Stag9 5 0 5 4 3 4 2 7 4 4 4

    40

    Equipment Special Rules

    1 Stomp and 1 Gore Trades attacks for d3 impact hits when it

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    attack charges

    Unit Type M WS BS S T W I Ld

    Int

    Cl WP

    Griffon 6 5 0 6 5 4 7 4 8 4 8 8

    Equipment Special Rules pts

    -2 armor, 3 stomp attacks, 1 bite

    Fear 1 increatures lessthan 10, Fly18, D4 chaosattributes ifcommanded byChaotic player 150

    Unit Type M WS BS S T W I A Ld

    Int

    Cl WP

    Hydra6 4 0 5 5 6 2 W 6 4 6 6

    Equipment Special Rules pts

    Many heads (bite attacks) -2 to armor

    Regen 3+, Scaly skin 4+ (no thickness)Fear 6, Large Target 200

    Unit Type M WS BS S T W I A Ld Int Cl WP

    Hippogriff 8 5 0 6 5 4 6 3 8 4 7 7

    Equipment Special Rules pts

    3 stomp attacks1 bite-2 armor

    fly 18, large target, Fear 1 in creaturesless than 10,D4 chaos attributes if commanded by a

    Chaotic player 145

    Unit Type M WS BS S T W I A LdInt

    Cl WP

    Lamasu 6 3 0 5 5 4 1 38+2 9 7 8

    Equipment Special Rules pts

    1 tail, 1 claw, 1bite/gore, 1stomp, -1 armor

    fear 2", magic resistance 4+, magic weaponscount as mundane weapons in base contact,large target, fly 18", D4-2 chaos attributes,chaotic evil, lvl 1 magic user, lvl 2 +35 pts.May use black or red magic and always knowsDragon Debate in addition.

    200

    Unit Type M WS BS S T W I A Ld Int Cl WP

    each

    swarm

    2 2 0 1 2 * 1 * 2 2 2 2

    Special Rules

    bite and suck; once the leach has bitten its host(hit the model) it gains freehacks in future rounds of combat, toxin 1,+3 ws if in water,+5 I on the first round of combat,

    small;-1 to hit the leaches, unbreakable

    Unit Type MWS

    BS S T W I A

    Ld

    Int

    Cl

    WP

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    LizardSwarm

    4 2 0 2 2 5 1 W 8 2 5 5

    Equipment Special Rules

    Teeth and ClawsSwarm, may not cross water, immune to panic,Spitting poison

    Unit Type M WSBS S T W I A

    Ld

    Int

    Cl

    WP

    Manticore6 6 0 6 6 5 4 4 8 4 8 8

    Equipment Special Rules

    3 stomp attacks, 1 forward stinger(adrenaline poison) -1 armor

    Fly 24, large target, D4 -1 chaosattributes, Chaotic Evil, fear

    Unit Type M WS BS S T W I A Ld Int Cl WP

    Merwyrm6 6 0 5 5 5 3 6 7 4 7 7

    Equipment Special Rules pts

    2 stomp attacks,2 bite, 2 tail-1 armor

    Large target, fear 1, waterstrider, Scaly skin3+ coverage 1 thickness, regenerate 5+, may

    not be ridden, only sea elves may command it, may not march on land 245

    Unit Type M WS BS S T W I A Ld Int Cl WP

    Pegasus 8 3 0 4 3 1 4 1 3 4 3 3

    Equipment Special Rules pts

    1 stomp attackMay have barding +5pts

    Flying cavalry (see Bretonnian Book), fly24 16

    Unit Type M WS BS S T W I A Ld Int Cl WP

    ixies

    3 4 4 1 2 1 6 1 - 6 6 4

    Equipment Special Rules

    tiny needlelike spears

    fly, flittery (enemy units in base contact get a -1 to hit and -1Ld, not just against pixies.)unbreakable.

    Unit Type M WS BS S T W I A Ld Int Cl W

    Rat Swarm6 2 0 2 2 5 3 W 4 3 4 4

    Equipment Special Rules

    Teeth and Claws Swarm

    Unit Type MWS

    BS S T W I A

    Ld

    Int

    Cl

    WP

    SerpentSwarm

    3 2 0 2 2 5 1 W 8 2 5 5

    Equipment Special Rules

    Teeth and ClawsSwarm, may not cross water, Adrenaline

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    poison, immune to panic

    UnitType M

    WS BS S T W I A Ld Int Cl WP Pt

    otombie

    4 2 0 3 3 1 1 1 2 2 2 2 4

    Equipment Special Rules

    Whatever they were previouslyusing

    Undeadcause fear in living models under10,swamp and forest walk

    Unit Type M WSBS S T W I A

    Ld

    Int

    Cl

    WP Pt

    GreatTaurus

    6 5 0 6 5 4 3 4 6 4 6 6225

    Equipment Special Rules

    2 gore/bite, 2

    stomps

    flaming attacks, fly 16 , large target, fear 2", mundaneweapons -1 to wound, can't be hurt by fire rather itregains wounds whenever it would normally suffer awound from fire, 3S fiery breath, water/ice attacks get+1S against it, all effects of ice and water are doubledagainst it.

    Unit Type M WSBS S T W I A Ld Int Cl WP Pt

    Unicorn 9 5 0 4 3 2 4 2 9 5 9 9 80

    Equipment Special Rules

    1 Stompand 1 gore

    attack

    Impale (on the charge its gore attack gets +2s +1i)May only be ridden by a Good female characterImmune to magic and poison(includes rider)Magical Attacks, 5+ ward save, At the beginning of eachcompulsory phase or as soon as it enters within 12 of theUnicorn, all undead or deamonic units/characters must take aWP test to crumble, test no more than once per unit per turn.

    Unit Type M WS BS S T W I A Ld Int Cl WP

    Wraith4 * 0 3 WP-4 * 3 2 * * * *

    Equipment Special Rules

    ** Fear 8", unbreakable, Ethereal, fear fire and light

    Unit Type M WS BS S T W I A Ld Int Cl WP Pt

    ombie

    4 2 0 3 3 1 1 1 2 2 2 2 4

    Equipment Special Rules

    What ever they were previously using Undead (see tomb kings),cause fear in living

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    Unit Type M WS BS S T W I A Ld Int Cl WP

    Wyvern6 5 0 5 6 4 4 3 5 4 5 5

    Pts Equipment Special Rules

    180

    2 Bite or stomp attacks, 1 tailattack,

    all attacks -2 to armor

    Fly 18, Fear 6 to models 10 orless, 4+ hide scaly skin (hide)save, Adrenaline poison (tailattack,) The tail attacks at initiative1 but will always attack even if theWyvern was slain and may attackto the front, like a scorpion.

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    Daemons are otherworldly entities existing on a separate planefrom mortal beings. Consequently they benefit from a 3+ wardsave versus mundane weapons and attacks

    All attacks made by daemons are magical

    Daemons are immune to psychology except tests induced byequal or greater deamons

    Minor daemons cause fear Lesser Daemons cause fear 6 in creatures under 10

    and fear in creatures larger than 10 Greater Daemons cause fear 12 to all things In exception to being immune to psychology Daemons suffer

    from Hatred toward daemons of opposing gods.o Nurgle and Tzeentch hate one anothero Khorne and Slaanesh hate one another

    When a unit would normally take a panic or break test, roll asnormal using WP instead of Cl. If the unit would normally failinstead the unit takes wounds distributed as per missile fireequal in number to how much it failed the test, no armor/wardsave.

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    Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Equipment Special Rules

    Lord of Change 5 6 4 6 7 6 7 5 9+2 9+2 9+2 9+2 665

    Thick feathers/hide(6+) Attacks(2 bites,

    +4 claws or +4weapon)

    Terror, large target, lvl 5wizard (red and blue magic),may re-roll 1D6 every turn, fly

    14 , Test for frenzy if pushedback,

    Horror (pink) 4 5 5 4 3 1 6 2 10 10 6 8 140 Long gangly fingers

    Divides into two blue horrorsupon death (they may notattack,) each model adds +.5to the GMs roll to determinemagic dice each magic phase.

    Horror (blue) 4 3 3 3 3 1 7 1 10 5 5 5 Long gangly fingers

    each model adds +.5 to theGMs roll to determine magicdice each magic phase.

    Discs 12" fly 3 - 3 3 2 3 1 10 0 10 10 15 Teeth

    May disengage from combatwith a fly move preventingground troops from following,may hover granting higherelevation LOS without needingto move forward, no turnradius, fly speed of 12"

    Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Equipment Special Rules

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    Bloodthirster 6 10 4 7 7 7 8 7 10+3 10+3 7+3 10+3 650

    Chaos Armor (4+),axes of Khorne (d3wounds)

    Frenzy, fly 17 , large target,magic resist 2, regen 5+

    Bloodletter 4 5 3 4 3 1 4 1(2) 8 8 6 8 16

    Hellblade (+1 to hit, d3wounds, can't belooted) Spit S2 toxin5", attacks (1 weapon,1 claw/bite)

    frenzy, magic resistance1,Unruly: At the beginning ofeach turn roll a die for eachunit. On the roll of a 1 the unitmust charge an enemy unit if itis within charge distance (2M)or must move as quickly aspossible toward the enemy.

    Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Equipment Special Rules

    Keeper of Secrets 7 9 4 7 7 6 9 6 9 9 9 9 600

    Light armor, attacks (1bite, 1 stomp, 4 clawor weapon)

    large target, lvl 4 wizard (Mayonly use blue -black magic ),models in base contact must

    pass a WP test in order toattack, Frenzy and Hatredtoward Khorne,

    Daemonette 5 6 3 4 3 1 6 2 7 8 8 8 15 , 2 claw attacks

    male models attempting toattack a Daemonette in close-combat must first pass a WPtest

    Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Equipment Special Rules

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    Unclean one 4 8 4 6 8 10 4 6 10+3 10+3 10+3 10+3 600

    4+ hide, attacks (4claw, 1 bite/gore, 1stomp)

    any non-magical weaponstriking the daemon will rustaway on a 5+, lvl 4 caster(Green and black magic,) flies-1 to hit in close combat

    Plaguebearer 4 4 0 4 4 1 3 1(2) 8+1 9+2 8+1 8+1 16

    Plague sword (Anymodel that is hit by a

    plague sword andsubsequently diesbecomes aplaguebearer)horn/bite attack, 5+hide flies -1 to hit in close combat,

    Beast of Nurgle3 3 0 3 5 3 3 D6 6 1 10 10 65

    fear fire, D6 attacks to front(ignores armor) if it woundstarget is grabbed andparalysed, if the beast is killed

    the paralysed victims arereleased but still paralysed forhours, place six .5" radtemplates behind the beast,removing them as it goesforward

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    ElementalsGeneral Rules

    Elementals are the forces of nature incarnate, just as one can doggedly resist the forces of nature similarly when an Elemental attacks theirstrength is compared to the models WP except against buildings, chariots and warmachines where it i s rolled against toughness as usual.

    Elementals are sustained by magical auras which can be broken by magical attacks, Elementals take double wounds from magical weapons.

    Elementals are unbreakable but may be pushed back. When a unit would normally take a panic or break test, roll as normal using WP instead of Cl. If the unit would normally fail instead the unittakes wounds distributed as per missile fire equal in number to how much it failed the test, no armor/ward save.

    Elementals make Magical Stomp Attacks. Every Elemental has special summoning conditions Elementals may divide and combine together like swarms but need not aggregate, though they will use their lowest WP for the above tests.

    Unit Type M WSBS S T W I A

    Ld

    Int

    Cl

    WP

    Fire Elemental6 4 4 8 5 4 5 W

    10 1

    10

    2*W

    Summoning Condition Special Rules

    Must be summoned on a burning fire. Fire Elementals lose 2W every turn during the compulsory phase Fire Elementals move along the air-earth barrier (where the air meets the ground) and

    may not cross barriers of other elements Any fire attack that wounds a fire elemental instead grants it an additional wound May Regen (2+) thrice whilst in fire Water deals double damage against Fire Elementals and rain doubles their attrition

    May automatically cast fireball with a casting value of 7(may not target themselves)

    All models in base contact a S6 (against WP) hit no armor. May instantly catch anything flammable in base contact

    aflame

    Types

    Fire (ash?

    Wind (fog?

    Water (swamp? Bog? Mud? Ocean? River? Fog?

    Earth (stone?

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    Ice

    Snow

    SandLight?

    Darkness?

    Lightning?Forest?