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Missing from the Beastman Herd


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#1 Emirikol

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Posted 16 January 2013 - 06:19 PM

Beastmen really are quite the interesting species.  WFRP3 really only implies a few things for their herd.  Ungor, Gor, minotaur, and Bray shaman.  I think some expansion should be mentioned (and probably statted up as well) of the following for GMs considering using such creatures in their games:

Centaur

Gave (mutant babys that turn into beastmen)

Turnskin (mutants of all kinds fall into this category)

Dragon Ogre (spoiler to BFP)

Hag Tree

Herdstone

* The "Gave" and Turnskins are from "The Lost and the Damned" supplement that people have been talking about on rpggeek.  The Hag Tree has been around for a while, but came up again when I was reading an old White Dwarf and bore mention again.

"Tailored" Beastmen per chaos power:

Khorngor

Pestigor (nurgle)

Slaangors (including slaancentaurs)

Tzaangors

Centaur warloks

Chaos Spawn (those beastmen and mutants fallen completely to chaos and safe enough to have around the herd)

Monsters to include:  chimerae, cockatraices, dragons, eagles, giatns, gorgons, griffins/hippo', hydra, jabberwock, manticore, spiders, scorpions, chaos-treemen, wyverns, chaos hounds, rats, warhounds

 

 

 



#2 Karma Kollapse

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Posted 16 January 2013 - 10:56 PM

I play Beastmen in the tabletop version of the game. There's definitely a lot of types of beastmen missing from WFRP 3e that is included in the army list, and most certainly the army list doesn't include all associated creatures with beastmen.

The main ones missing are Centigors and Bestigors. I did make some stats for Bestigors including some special abilities for them, but not yet anything for Centigors (important note for Centigors is they are quite heavy drinkers!). Off the top of my head, other missing types include the larger minotaurs (Doombulls and Gorebulls), Razorgors and Tuskgors (beastmen boars), larger monsters (giants and chaos spawns are already covered, as are Ghorgons, but the Jabberslythe and Cygors aren't) and beastmen leaders (Beastlords and Great Bray Shamans). I also think the Bray Shaman needs some serious expansion, as the one in The Gathering Storm is not that developed imho.

They seem to have moved away from the themed beastmen which I kind of like - we have enough themed chaos groups that ally with Slaanesh, Tzeentch, etc. that it doesn't really need to extend to beastmen. Whilst it does make sense for beastmen to ally with such factions, I prefer the idea that beastmen represent a more pure version of chaos - they simply are and don't follow the more focused forms of chaos. They are too primal for that. At least that's my take on it :)

I'll see if I can find what I wrote for Bestigors.



#3 Karma Kollapse

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Posted 16 January 2013 - 10:59 PM

Ah, found!

----

Bestigor

Statistics:
Strength: 5+1W
Damage: 6
Toughness: 5
Soak: 3
Agiliy: 3
Defence: 2

Intelligence: 3
Willpower: 3+1W
Fellowship: 2

Wounds: 14
Stance: R2
Difficulty: 4
Aggression: 5
Cunning: 2
Expertise: 2


Actions:
Savage Strike
Fearsome Charge
Bestial Howl
Reckless Cleave



Abilities:

Despoilers: Bestigors are keen to take the weapons and banners of the fallen. After defeating an opponent, a Bestigor may take the fallen's weapon and wield it as a free manouvre (if the weapon looks to offer a stronger offense, of course). They may also choose to take anything else that looks particularly powerful, e.g. an ornate wizard's staff, with a free manouvre.

Animosity: Bestigors feel a need to assert their authority over their inferior Gor and Ungor peers. If a Bestigor is not engaged at the start of his turn, and is within close range of an unengaged Gor or Ungor, he must succeed a Discipline 1 check or attack the nearest unengaged ally with a basic melee strike. The ally may disengage for free on their turn, but the Bestigor must make another attempt at the Discipline 1 check in order to focus his attention away.

A Bestigor won't attack a larger beastmen in this way - at least, not whilst there are enemies around.


Description:
The largest and most dangerous of the beastmen rank and file, the Bestigors act as shock troops on the field, and the elite guard of the beastmen leaders. Equipped with the very best weapons and armour the beastmen can scavenge, they make for a fearsome and dangerous foe, and are usually armed with sizeable two-handed weapons such as axes. Beastlords, Wargor and Bray Shamen may often use them as personal guard but do so at their peril - Bestigors can be very ambitious and bloodthirsty, and will often seek to wrestle control of the tribe by taking the mantle of leadership away from a seemingly weaker Wargor. Whilst usually not as fierce as a fully fledged Wargor, adventurers should beware - Bestigors usually act in well coordinated units.


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#4 Emirikol

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Posted 17 January 2013 - 06:38 AM

Great work!

 

jh



#5 Dorianvd

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Posted 05 July 2014 - 04:39 AM

Thanks! I've got a player who's very into Beastmen and his PC's background is a testimony to that. The party will face these creatures when they got a few more adventures under their sleeves.  :)



#6 Eradico Pravus

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Posted 06 July 2014 - 10:27 PM

Karma, thanks for your post. Very nice. 

 

BTW, there are stats for a bestigor in the 2nd ed. campaign book, Barony of the Damned. See below (except for Emirikol who may have a fateful meeting with the bestigor in my upcoming Mousillon campaign). :)

 

*spoilers below*

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*spoilers below*

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*Emirikol stop reading*  :P

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.

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Ograh [2nd ed. stats]
.
Race: Beastman (Bestigor)
Career: Chief (Ex-Brute)
.
WS 65 BS 45 S 61 T 72 AG 57 Int 40 WP 45 Fel 45
A 3 W 23 SB 6 TB 7 M 5 Mag 0 IP 0 FP 1
.
Skills: Academic Knowledge (Stategy/tactics), Command
+20%. Concealment, Consume Alcohol, Dodge Blow
10%, Evaluate, FollowTrail, Intimidate
+ I0%, Outdoor Survival, Perception 10%, Search,
Shadowing, Silent Move, Speak Language (Dark
Tongue)
.
Talents: Keen Senses. Lightning Parry, Menacing, Rover,
Specialist Weapon Group (Flail, Two-handed),
Streetfighting, Strike, Mighty Blow, Strike to Injure,
Strike to Stun. Very Resilient
.
Special Rules
Chaos Mutations: Animalistic Legs, Beastial Appearance, Grossly
Fat, Large Horns
.
Silent as the Beast of the Woods: 20% bonus to move silent, 10% to 
Concealment Tests
Armour: Medium Armour (Full Mail Armour)
Armour Points: Head 3. Arms 3. Body 3. Legs 3
Weapons: Great Weapon (Axe). Flail, Hand Weapon (Sword).
Horns (SB Damage). Shield
Trappings: Warbands of the Harrowmaw Tribe, Several
Human Captives

 

 

 

Ograh of the Harrowmaw Tribe

 

There are few places in the Old World free of Beastmen. and
the cloven-hoofed abominations have found plenty of places
in Mousillon to hide. Many tribes. large and small, reside in
the Forest of Arden and sometimes emerge from the fringes of
the forest to prey upon unwary travellers and fearful peasants.
This is no different from the way beastmen behave in Ihe rest
of the Old World. But within Mousillon, in its swamp-bound
woods of rotting trees and tangled roots, the Harrowmaw
Tribe has other ideas.
.
Ograh is an exceptionally evil and corpulant beastman. He
also possesses far grealer intelligence than most people would
ever credit to a monstrous. carnivorous predator. Humans
consider Beastmen vile blasphemies who should be killed on
sight and thaI suits Ograh fine. This is because he has his
own opinion about Humans- they are prey. But Ograh is
not content to merely hunt his Human quarry. He is not an
animal, he is the leader of a cunning and ambitious nalion of
Beastmen. And he is bringing his brethren one step closer to
civilisation by having them farm their prey.
.
Ograh's vision involves the peasantry of Mousillon giving
their own kin to the Beastmen of the Harrowmaw tribe,
saving Ihe tribe from having to scavenge and hunt like
animals. Ograh has begun this process by playing upon the
superstitions of the peasants. For generations the villagers
have lefl offerings of food at the edge of woods and swamps
to placate the various supernatural forces that mighl dwell
there. Ograh has taken this tradition and. through simple
dream-spells conjured by the tribe's Shamans, moved certain
village elders to leave their children as offerings near the
woods where covens of Harrowmaw Beastmell dwell. These
children are fattened in pens dug beneath the roots of
particularly large sacred trees until the time comes for them
to be feasted upon.
.
Ograh's vision does not stop at a few easy meals for him
and his brethren. He envisions a future where Mousillon's
peasants worship the Beastmen as superior beings and give
them both the sustenance and the respect that Ograh craves for
his people. Some villages are already virtually ruled by the
cloven-hoofed creatures in the woods. And for every such
village that is razed to the ground by its neighbours there
are two or three more who accede to the Beastmen's brutal
demands. Ograh rakes their children not only to eat but to
raise as his own, creating an underclass of Human slaves who
can not only serve Ograh but also venture back out into the
world and convince their fellow Humans to worship the
Beastmen.
.
By Beastmen standards, Ograh is an intellectual titan and
master stalesman. The majority of other Beastmen chieftains
however, would see him as perverse and weak-blooded as
he seeks power and strength through cunning instead of
through warlare and hunting. It is true Ihal Ograh came
to prominence in his tribe through manipulating the less
intelligent Beastmen into supporting him and killing his
rivals. Ograh however, benefits from Mousitlon's isolation
and his entire tribe, numbering thousands of Beaslmen in
dozens of enclaves, follow his vision with very few exceptions.
Ograh fancies himself a shadow king of Mousillon, even a
God, commanding an army of devoted slaves while he and
his brethren become filled on the flesh of their young. Perhaps
one day he will strike out and spread his vision to the rest of
Bretonnia and even to the Old World at large, but until then,
he is content to build an image of himself as a malevolent
God in the minds of Mousillon's peasants.
.
Ograh is one of Mousillon's least known and most dangerous
villains. In the shadows of the duchy's deepest, darkest
woods, the Harrowmaw Tribe are building a secret state to
farm Humans for slavery and food. and perhaps they will
succeed one day. Perhaps instead some quick blade or
strong lance will seck out Ograh's corrupted heart and end

the nightmare before it begins properly. But if that does not

happen soon, Ograh will have devoted Human agents at
his command, who will go out into the duchy's villages and
promise relief from the curse in return for a few newborn
offerings. Mousillon is so twisted that with luck and cunning
Ograh might actually succed in creating a hidden Beastman
nation, with Ograh as its king.
.
 
 





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