Bestiary (Coreheim)

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The document describes different types of Beastmen warriors like Ungors, Gors, Bestigors and Minotaurs as well as their abilities and weapons.

The main Beastmen types described are Ungors, Gors, Bestigors and Minotaurs. Ungors are more dextrous than Gors. Bestigors are the strongest and meanest. Minotaurs are massive bull-headed monsters.

Minotaurs have the abilities Cause Fear and Ferocious Charge, which gives them an extra attack when charging. They also have Blood Greed, which gives an extra attack if they take an enemy out of action.

Coreheim Bestiary

Warriors
Beastmen

Ungor
Ungors are more dextrous than Gors and
possessed of a wiry strength that makes them
more than a match for humans. They live to
murder and despoil all that is wholesome and are
extremely cruel and spiteful creatures.
Profile M WS BS S T W I A Ld
8 3 3 3 3 1 3 1 6
Weapons: Dagger, Club, Axe, Spear, Short
Bow, Shield, Light Armor
Gor
Gors form the great mass of the warherds. Their
appearance varies but all combine bestial
features with those of a man. They have the
savage fangs of a wolf and muscular bodies both
well suited to enacting the violence and warfare
that they crave. To face a horde of Gors is to
face anarchy and mayhem. Rowdy and
undisciplined, they bray, bark and bawl an
unceasing cacophony that fills the hearts of Men
with dread.
Profile M WS BS S T W I A Ld
8 4 3 3 4 1 3 1 6
Hate Humans
Weapons: Dagger, Club, Axe, Sword, Flail,
Great Weapon, Short Bow, Light Armor
Bestigor
Bestigor are the strongest and meanest of all the
Beastmen footsoldiers, and are prone to acts of
excessive violence. In battle Bestigors form a
solid, Armored mass of muscle and iron that
charges forward, huge axes levelled, ready to
hew the foe limb from limb and trample his
broken body beneath their unshod hooves.
Profile M WS BS S T W I A Ld
8 4 3 4 4 1 4 1 7
Hate Humans
Weapons: Dagger, Club, Axe, Flail, Great
Weapon, Light Armor, Heavy Armor
Minotaur
Minotaurs are massive bull-headed monstrosities
that constantly hunger for blood and meat.
Twice the height of a man and substantially
muscular, their horns can eviscerate with a
single thrust. When called to war Minotaurs
charge with a thundering impact and hack apart
their hapless victims with large, formidable
weapons.
Profile M WS BS S T W I A Ld
8 4 - 5 4 3 4 2 8
Cause Fear
Ferocious Charge: Gets +1A when
charging.
Blood Greed: Whenever a Minotaur takes
an enemy out of action, he immediately gets
an extra attack for the same round of
combat at -1WS.
Weapons: 2xClub, 2xAxe, Flail, Great
Weapon


Orcs
Orc Boyz
Orcs, often known as Orc Boyz or just 'da Boyz',
are the hard-fighting infantry found at the heart
of most greenskin tribes. Orcs are a warrior race
and there is nothing they like half as much as a
good scrap. In fact it is hard to get Orcs to stop
fighting. In battle they form units, called mobs,
which are led by the biggest of their kind, the
Bosses. Mobs carry a range of weapons - long
staved spears, a variety of bladed cleavers, or
occasionally looted items. While they often vary
in appearance, these weapons are all known
collectively as 'choppas'.
Profile M WS BS S T W I A Ld
7 3 3 3 4 1 2 1 6
Weapons: Dagger, Club, Axe, Choppa,
Great Weapon, Short Bow, Bow, Shield,
Light Armor
Animosity: At the beginning of their turn,
roll a D6 for each orc. On a roll of 1, roll
again.
->D6 Result
1 I Erd Dat! The warrior decides that the nearest
friendly Orc or Goblin has insulted his lineage or
personal hygiene and must pay the price! If there is a
friendly Orc or Goblin within charge reach (if there
are multiple targets within reach, choose the one
nearest to the mad model), the offended warrior will
immediately charge and fight a round of hand-to-
hand combat against the source of his ire. At the end
of this round of combat, the models will immediately
move 1" apart and no longer count as being in close
combat (unless one of them fails another Animosity
test and rolls this result again). If there are no
friendly Orc or Goblin within charge reach, and the
warrior is armed with a missile weapon, he
immediately takes a shot at the nearest friendly Orc
or Goblin. If none of the above applies, the warrior
behaves as if a 2-5 had been rolled on this chart. In
any case, the warrior in question may take no other
action this turn, though he may defend himself if
attacked in hand-to-hand combat.
2-5 Wud Yoo Say? The warrior is fairly certain
he heard an offensive sound from the nearest friendly
Orc or Goblin, but hes not quite sure. He spends the
turn hurling insults at his mate. He may do nothing
else this turn, though he may defend himself if
attacked in hand-to-hand combat.
6. Ill Show Yer! The warrior imagines that his
mates are laughing about him behind his back and
calling him silly names. To show them up he decides
that hell be the first one to the scrap! This model
must move as quickly as possible towards the nearest
enemy model, charging into combat if possible. If
there are no enemy models within sight, the Orc or
Goblin warrior may make a normal move
immediately. This move is in addition to his regular
move in the Movement phase, so he may therefore
move twice in a single turn if you wish. If the extra
move takes the Orc or Goblin warrior within charge
reach of an enemy model, the warrior must charge
into close combat during his regular movement.

Choppa: Treat this weapon as a sword,
except instead of Parry, the warrior gets
+1S when charging.

Black Orcs
Black Orcs are the biggest and strongest of all
Orcs, and get their name from their dour, grim
demeanour as much as from the colour of their
skin, which is extremely dark green or
black.They take war much more seriously than
other Orcs and have the best equipment. Many
of their fearsome weapons are captured in battle,
and carried as a mark of their self-evident
superiority, while others are paid in tribute by
subjugated tribes.
Profile M WS BS S T W I A Ld
7 5 3 4 4 1 2 1 8
Weapons: Axe, Choppa, Great Weapon,
Shield, Heavy Armor
Taskmaster: Negates Animosity of Orcs in 6
radius.
Tough Boyz: May re-roll failed panic tests.



Dwarves
Dwarf Miners
When a Dwarf hold goes to war, many mining
clans will send their warriors to battle. As a
gesture of pride in their profession, they will
tend to carry picks rather than axes, but such is
their skill with them that this is no disadvantage.
After all, nothing beats dwarven greed.
Profile M WS BS S T W I A Ld
6 4 3 3 4 1 2 1 8
Weapons: Dagger, Club, Axe, Great
Weapon, Pistol, Handgun, Crossbow,
Shield, Light Armor, Heavy Armor
Stubborn: Dwarf Miners may re-roll failed
fear tests.
Hates Goblins, Hates Elves, No Pain
(Treats Stunned as Knocked Down.)

Beasts

Trolls

River Troll

After the destruction of Mordheim, Trolls have
wandered into the ruins, taking up shelter under
the urban bridges that cross the river Stir. Night
Goblins feed these monsters to gain their loyalty
and harness them for battle.

Profile M WS BS S T W I A Ld
7 4 - 5 4 3 2 3 4
Armor Piercing 1, Regeneration (A Troll
has a 4+ amour save that is modified as
normal and completely negated by flaming
hits.)
Monster: Cause Fear, Immune to Panic,
No Weapons or Armor, No Penalties for
Fighting Unarmed, Cannot Hide
Chaos Troll
After the destruction of Mordheim, Trolls have
wandered into the ruins, taking up shelter under
the urban bridges that cross the river Stir.
Sometimes the effects of chaos cause mutations
and make these beasts even more dangerous.

Profile M WS BS S T W I A Ld
7 4 - 5 4 3 3 3 5
Armor Piercing 2, Regeneration (A Troll
has a 4+ amour save that is modified as
normal and completely negated by flaming
hits.)
Monster: Cause Fear, Immune to Panic,
No Weapons or Armor, No Penalties for
Fighting Unarmed, Cannot Hide
Stone Troll
After the destruction of Mordheim, Trolls have
wandered into the ruins, taking up shelter under
the urban bridges that cross the river Stir. Stone
Trolls are a much rarer sight than River Trolls
but are more resilient and aggressive.
Profile M WS BS S T W I A Ld
7 4 - 5 5 3 2 4 4
Armor Piercing 1, Regeneration (A Troll
has a 4+ amour save that is modified as
normal and completely negated by flaming
hits.)
Monster: Cause Fear, Immune to Panic,
No Weapons or Armor, No Penalties for
Fighting Unarmed, Cannot Hide

Other Beasts
Harpies
Upon the thermals of the sacrificial pyres soar
the Harpies - winged beasts with a savage
beauty. Some claim they are the souls of the
slain Witch Elves given form, others that they
are a manifestation of Khaine. They are certainly
vicious enough for either to be true. They are
creatures similar in temperament to the Dark
Elves, that is for sure, for flocks of Harpies
delight in tormenting their victims and feast
upon raw flesh.
Profile M WS BS S T W I A Ld
7 4 - 4 4 1 2 1 6
Fly: A Harpy may fly up to 12". After the
Movement phase the model is assumed to
have landed and may be charged. If on the
ground, a Harpy may make a full move and
then use its wings.
Drop Attack: If a Harpy is successful with
both attacks in the first round of combat
then the Harpy has successfully grabbed on
to her enemy and swoops back up in the air
to drop the model allowing gravity to do the
work instead. The attacks themselves do not
wound, but the person controlling the Harpy
immediately rolls a D6 and a Scatter dice.
That is the distance and direction from the
place where the attack took place that the
model will rest. Next the player controlling
the Harpy rolls another D6. This is the
distance from which the model has been
dropped. The result is the Strength of hit
(Strength 1 to Strength 6). Normal falling
rules apply. If a model falls into a building
than count the fall to where they land and
then determine if the model falls again if it is
within 1" of the edge of the floor. Any model
that is struck by the dropped model will
suffer a S3 hit. Large targets may only be
dropped D3 inches since their size and
weight make them more difficult to pick up.
Once its opponent is dropped the Harpy may
continue flying and return to the nest,
preparing for another attack. Models that
are stunned or knocked down will not be
charged as it is too difficult for the Harpy to
fly that close to the ground and do a drop
attack.
No Penalties for Fighting Unarmed
Razorgor
Razorgor are massive cousins of the Tuskgors,
mountains of muscle and hair that are deadly in
the extreme. Such is a Razorgor's appetite and
fearsome metabolism that they are able to
gobble down a knight in full plate mail and his
barded horse in a matter of seconds.
Profile M WS BS S T W I A Ld
9 3 - 5 4 3 2 2 6
Cause Fear
Thunderous charge: Gains +1S when
charging (only for the first attack in the
round of combat).
No Penalties for Fighting Unarmed
Cave Squids
Squigs are a curious blend of animal and
fungus, and are composed mostly of teeth,
and a nasty temperament. Although they are
wild and dangerous, it is possible to herd
them by means of pitchforks, firebrands and
the like.


Profile M WS BS S T W I A Ld
9 5 - 4 3 1 4 1 5
Stupidity, Leap (Squigs cannot be
intercepted when Charging.) Animals:
Cannot Climb, Cannot Hide, Cannot use
the Leaders Ld, No Scenario Objectives,
No Weapons or Armor, No Penalties for
Fighting Unarmed


Giant Rats
Mutated monstrosities the size of dogs. They
fight alongside the Skaven, overpowering
any opponents by sheer weight of numbers.

Profile M WS BS S T W I A Ld
9 3 - 3 3 1 4 1 4
Animals: Cannot Climb, Cannot Hide,
Cannot use the Leaders Ld, No Scenario
Objectives, No Weapons or Armor, No
Penalties for Fighting Unarmed


Wolves
Wolves prowl the lands of the Old World,
hunting other weaker animals for prey.
Occasionally, they will become very
bloodthirsty and attack adventurers instead,
especially if they are hungry and are
travelling in a large group.
Profile M WS BS S T W I A Ld
9 4 - 3 3 1 5 1 5
Animals: Cannot Climb, Cannot Hide,
Cannot use the Leaders Ld, No Scenario
Objectives, No Weapons or Armor, No
Penalties for Fighting Unarmed

Demons
Pit Hounds
Pit Hounds are swift, ferocious wolves
which have been tainted by Chaos, causing
them to grow vicious horns that tear through
shields and armor with ease.
Appearing only after the fall of the comet,
these Hellhounds naturally seem to flock to
the vile Possessed and some even whisper
that the hounds emerged not from the forests
of the Empire but from the pit of the comet
itself.
Profile M WS BS S T W I A Ld
9 4 - 4 3 1 4 1 5
Armor Piercing 1
Daemons: Cause Fear, No Pain (Treats
Stunned as Knocked Down.)
Animals: Cannot Climb, Cannot Hide,
Cannot use the Leaders Ld, No Scenario
Objectives, No Weapons or Armor, No
Penalties for Fighting Unarmed

Bloodletter of Khorne

The Bloodletters form the core of the vast
legions of the Lord of Battle. Believed to
have been foremost amongst the Blood
God's followers in mortal life, their will is as
implacable and blood-hungry as Khorne
himself. Festooned with rippling muscles,
knotted sinews and driven by an unparallel
killing instinct, Bloodletters are fearsome
opponents.

Profile M WS BS S T W I A Ld
7 6 - 4 3 2 4 2+ 8
Daemons: Cause Fear, No Pain (Treats
Stunned as Knocked Down.)
Weapons/Armor: The Bloodletters carry a
Hellblade and wear Hell-Forged Brass
Armor (4+ Armor Save).
Hellblade: The Bloodletter is armed with a
Hellblade which will automatically cause a
critical hit if a 4+ is rolled to hit.
Attacks: The Bloodletter has a number of
Attacks equal to the number of opponents it
is fighting (down to a minimum of 2
Attacks). It will split its attacks amongst the
opponents, and no matter how many
warriors are involved it may roll to hit each
one at least once. It will also prevent an
opponent from taking any other warrior out
of action in the massed combat, as they will
be too concerned with the Daemon to finish
off their other enemy!

Combat: As if drawn by the sounds of clash
of steel, The Bloodletter will seek out the
nearest close combat and join in. If there
are no ongoing close combats within range,
it will charge the model with the highest
Weapon Skill in order to do battle with a
worthy opponent. If there are no enemies
within charge range, the Daemon will run
towards the nearest warrior, eager to do
battle.
Flesh Hound of Khorne
Flesh Hounds are the hunting beasts of
Khorne. They are daemonic hounds with
heads both reptilian and canine. They have a
thick hide to protect them from harm and
wear special collars to nullify the effects of
magic against them.
Profile M WS BS S T W I A Ld
10 5 - 5 4 2 5 1 8
Daemons: Cause Fear, No Pain (Treats
Stunned as Knocked Down.)
Magic Ward: Flesh Hounds have a 4+ ward
save against spells. (spells are not prayers)
Plaguebearer of Nurgle
Plaguebearers are created from all the poor
mortal creatures who have died of the
dreaded disease Nurgles Rot, a terrible and
incurable contagion and one of Nurgles
finest concoctions. Plaguebearers have
green, putrid skin, split and rancid like that
of Nurgle himself. They have a single eye
and one horn which sticks straight out of
their foreheads.
Profile M WS BS S T W I A Ld
7 4 - 4 4 2 4 2 8
Daemons: Cause Fear, No Pain (Treats
Stunned as Knocked Down.)
No Penalties for Fighting Unarmed
Cloud of Flies: Plague Bearers are
surrounded by a cloud of flies, which buzz
around them and their combat opponent.
They do not affect the Plague Bearer but
distract foes by buzzing into eyes, nostrils
and mouths. A Plague Bearers close
combat opponent suffers a -1 to hit modifier
on all attacks.

Stream of Corruption: Plague Bearers can
spew forth a grotesque stream of maggots,
entrails and filth. This is counted as a
shooting attack with a range of 6" and is
resolved at Strength 3 with no saves for
armor.
Nurglings of Nurgle
Nurglings feed upon the pus and slime that
dribble from the sores of a Great Unclean
One. They are minute images of Nurgle
himself with green skin covered with boils
and sores. Although Nurglings are tiny there
are many of them and they move together in
a huge, writhing mass. They have sharp
teeth and can overwhelm an enemy by sheer
numbers.
Profile M WS BS S T W I A Ld
7 3 - 3 2 1 3 1 8
Daemons: Cause Fear, No Pain (Treats
Stunned as Knocked Down.)
No Penalties for Fighting Unarmed
Cloud of Flies: Plague Bearers are
surrounded by a cloud of flies, which buzz
around them and their combat opponent.
They do not affect the Plague Bearer but
distract foes by buzzing into eyes, nostrils
and mouths. A Plague Bearers close
combat opponent suffers a -1 to hit modifier
on all attacks.
Swarm: Nurglings commonly move around
in small groups. If more than two Nurglings
attack the same model then the Nurglings
have a +1 to hit.
Beast of Nurgle
The Beasts of Nurgle are gigantic and slug-
like. Their heads are topped by a fringe of
fat tentacles that ooze a paralysing slime.
These loathsome creatures also leave a
slimy, corrosive trail behind them as they
move, like that of a snail or slug, and carry
all manner of disfiguring and fatal diseases.
Profile M WS BS S T W I A Ld
6 3 - 3 5 3 3 D6 6
Daemons: Cause Fear, No Pain (Treats
Stunned as Knocked Down.)
No Penalties for Fighting Unarmed
Slime Trail: Any model charging the Beast
from the side or rear takes an automatic S3
hit with no armour saves.

Tentacles: The Beast has many tentacles,
from which it derives its variable d6 attacks
per phase. Additionally, no armour save is
allowed.

Unstoppable: The Beast moves d6+2"
directly forward in the Recovery Phase. If
this brings him Base-to-Base with an enemy,
he is considered to have charged. This is in
addition to his normal move.

Undead
Zombie
In the shattered ruins of Mordheim there are
plenty of corpses waiting to be raised anew.
Profile M WS BS S T W I A Ld
6 3 - 3 3 1 1 1 5
Cannot be taken Out of Action by Shooting
with Strength 4 or Less (They are simply
knocked down.) // (No effect vs.
Spells/Prayers.)

No Weapons or Armour, No Penalties for
Fighting Unarmed

Undead: Cause Fear, I mmune to Panic,
I mmune to Poison, Cannot take Drugs, No
Pain (Treat Stunned as Knocked Down.)
Skeleton
Skeletons are the aging remains of fallen
warriors, re-animated by the power of
necromancy. A regiment of Skeletons will
never flee from hand-to-hand combat.
Skeletons are supernatural creatures which
cause fear and are immune to this type of
psychology themselves.

Profile M WS BS S T W I A Ld
7 3 3 3 3 1 2 1 5
Undead: Cause Fear, I mmune to Panic,
I mmune to Poison, Cannot take Drugs, No
Pain (Treat Stunned as Knocked Down.)

Weapons: Dagger, Club, Axe, Spear, Sword,
Great Weapon, Shield, Light Armor, Heavy
Armor, Bow, Short Bow

Dire Wolves

Dire Wolves are the slavering animated
remains of giant wolves. Like shadows, they
prowl the streets of Mordheim, and many
have died from the cold jaws of a Dire Wolf.

Profile M WS BS S T W I A Ld
9 4 - 4 3 1 4 1 5
Undead: Cause Fear, I mmune to Panic,
I mmune to Poison, Cannot take Drugs, No
Pain (Treat Stunned as Knocked Down.)

Animals: Cannot Climb, Cannot Hide,
Cannot use the Leaders Ld, No Scenario
Objectives, No Weapons or Armour, No
Penalties for Fighting Unarmed

Banshee
A Banshee is a powerful Wraith, who wails
constantly in battle. Her wail brings only
death and despair to those who hear it.
Profile M WS BS S T W I A Ld
9 3 - 3 4 2 3 2 8
Undead: Cause Fear, I mmune to Panic,
I mmune to Poison, Cannot take Drugs, No
Pain (Treat Stunned as Knocked Down.)
Ethereal: Ignores Knocked Down and
Stunned result on the injury roll. Missile
weapons pass right through the ethereal
model. Magic weapons hit as normal. 5+
ward against normal close combat weapons.
Ghostly Howl: A Banshee is capable of
emitting an eerie howl that brings death to
mortals. Even the distant shriek of a banshee
is enough to strike horror into the hearts of
the bravest man, but anyone hearing the
constant wail of a Banshee will almost
certainly die of sheer fright.
The Ghostly Howl of a Banshee is used in
the Shooting phase. A Banshee may use it
even if engaged in hand to hand combat, but
only against the model(s) it is fighting. The
attack has a range of 8". The Banshee can
target any model within range and does not
need line of sight to the model. Roll 2D6+2
and deduct the Leadership value of the
model. For each point by which the roll
beats the targets leadership, the target
suffers one wound.
Ghost
Mordheim has many ghosts. Several that
died with unfinished business now roam the
desolate streets in futile attempts to find
peace for their restless souls. Most of them
are bound to specific locations in the city,
haunting burnt out buildings and ruins.
Many of the ghosts cannot do more than
moan, groan and cause dread in general.
Even the more active ghosts most of the
time pose no great threat to the living. The
ghost can emit a shriek that pierces the ears
and souls of the living. It will force
fainthearted to run in terror from the ghost,
and make the more hardened warriors to
shield their ears and stumble away. The
ghost also can draw the life-force from a
victim by touching them, but this is a fairly
slow process. These attacks are mostly non-
lethal, sometimes a victim can stumble over
a ledge when fleeing from a shrieking ghost
and fall to their death, but most of the time it
is enough to get away from the haunted
building to be safe.
Profile M WS BS S T W I A Ld
8 3 - - 3 2 1 2 7
Undead: Cause Fear, I mmune to Panic,
I mmune to Poison, Cannot take Drugs, No
Pain (Treat Stunned as Knocked Down.)
Ethereal: Ignores Knocked Down and
Stunned result on the injury roll. Missile
weapons pass right through the ethereal
model. Magic weapons hit as normal. 5+
ward against normal close combat weapons.
Shriek: The ghost emits a soul (and ear)
piercing shriek affecting all living models
(for example ghouls, dregs and
necromancers) in a 3" radius. They have to
take a Ld test. If the result is equal to or
lower than the model's T, it is unaffected
altogether. If it is higher than the models T,
but not higher than it's Ld, the model
staggers d3" directly from the Ghost,
clasping it's hand to it's ears. If the result is
higher than the model's Ld, it breaks and
flees, just as if it failed a Fear test. Models
immune to Psychology don't break, but
staggers 1d6" instead. Only one Shriek can
be made per turn, but every extra attack
spent shrieking gives +1 on the Ld roll.
Cold touch: The ghost reaches inside the
enemy and touches his inner being (it can be
the soul, life-force or whatever is in there).
The ghost uses Ld instead of S to wound,
and the victim uses Ld instead of T to
withstand the hit. The victim has no armour
save. Instead of causing a wound it lowers
the Toughness by 1 for the rest of the battle
(accumulative). If T reaches 0 roll on the
injury table with +2 on the roll.

Monsters
Dragon Ogre
Rarely stirred from endless slumber is a
beast that walks the earth upon the body of a
dragon that is fused to an ogre-sized torso.
Whatever force altered these monsters there
is no denying their intelligence and power.
Dragon Ogres hold no formal allegiances to
anyone. Instead they choose to live a long
life dedicated to serving the few whose
goals suit them.

Profile M WS BS S T W I A Ld
8 4 2 5 4 4 2 3 8
Weapons: Great Axe

Cause Fear, Immune to Panic, Cannot
Hide
Scaly skin: Because of his scales a Dragon
Ogre has armor save of 5+.

Chaos Spawn

Chaos Spawn are followers of chaos who
have failed to pleases their gods. They have
been mutated into a hideous mass of limbs,
appendages and all manner of mutations.
Their minds are gone, leaving nothing but a
seething mass of bone and flesh.
Profile M WS BS S T W I A Ld
2D6 3 0 4 5 3 2 D6+110
Cause Fear, Immune to Panic

Move: To move a spawn, roll a Scatter die
and move it 2D6" in that direction, moving
around obstacles as necessary. Should the
Scatter die come up with a 'hit' the Spawn
moves directly towards the nearest visible
enemy model on the table.

Skull of Steel: The Spawn are virtually
immune to pain, as normal people feel it. In
any turn in which the spawn rolls an injury
result of Knocked Down or Stunned,
ignore the result, instead reduce the
monster's attacks to a D3 result, instead of
the D6+1 given in the profile. This
hindrance will continue until the Spawn's
next turn, then it is removed.

Swamp Wyvern

Profile M WS BS S T W I A Ld
8 4 - 6 5 4 4 2 9
Cause Fear

I mpenetrable Scales: The Wyvern has a 5+
Armor Save, which cannot be pierced.

Envenomed Tail: The Wyvern has a whip-
like tail that is tipped with a deadly stinger.
In combat it thrashes this tail forward
among its enemies, either injecting them
with its deadly venom, or simply clubbing
them into submission. In game terms this is
represented by a special tail strike that the
Wyvern makes before its normal attacks in
close combat. Roll a D6. Any enemy models
that are in base contact with the Wyvern and
that it may attack in the Close Combat phase
(e.g., it is either the Wyverns turn or the
models turn) that have a lower Initiative
than the dice score are automatically hit by
the Wyverns tail. Models with Initiative
equal to or higher than the D6 roll have
successfully dodged the tail and are not
affected. Each model struck by the Wyverns
tail takes a Strength 4 hit.

Will not Rout: The Wyvern is far too greedy
to abandon its hoard. It will automatically
pass any Rout test or any other test that
would cause it to leave its lair. It will not
leave its lair for any reason.

Skull of I ron: The Wyverns skull is much
too thick for normal blows to penetrate. It is
immune to the effects of being stunned. Treat
any stunned results from the Injury table as
a knocked down result instead (see below).

Staggered, but not down: Mighty blows will
rock the Wyvern, but most creatures lack the
ability to truly knock it into the dirt.
Therefore, any knocked down result the
Wyvern receives will instead cause it to lose
1 Attack until it recovers (during the
Recovery phase of its next turn). Multiple
knocked down results will cause it to lose
multiple attacks in this way (if taken to 0
Attacks or fewer, the Wyvern may not attack
until it recovers).

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