Hombres Bestia
Hombres Bestia
OF CHAOS
From nightmarish daemons to twisted mutants and hulking champions of ruin, many servants of the Dark
Gods have journeyed to the Gnarlwood, determined to dominate and despoil this savage land in the name of
their dreadful masters. Woe betide those who stand in their way.
Worshippers of the Ruinous Powers have been sighted The Bloodbound of Khorne exult in the violent surges
within the sweltering depths of the Gnarlwood, of the Gnarlwood, where there are plenty of worthy
carving a bloody path through the forest towards skulls – of monsters and men alike – to be reaped.
Talaxis itself. The majority of these agents are Worshippers of Tzeentch cast an avaricious eye upon
mortals who, having damned their souls for eternity the eldritch treasures and magical secrets contained
by entering into dark pacts with the Chaos Gods, within the vaults of Talaxis, while the putrid servants
now seek to earn unnatural power by pleasing of Nurgle see the sweltering Gnarlwood as the perfect
their merciless patrons with acts of unrestrained incubator for their holy plagues. The Maggotkin
brutality. From savage beastmen to armour-clad take a cultivator’s joy in seeding foulness into the
Chaos warriors, depraved hedonists to devious skaven rampant flora of the Gnarlwood, watching in delight
assassins, all manner of ambitious and ruthless killers as hideous, pus-dribbling forms emerge from
can be found in the service of the Ruinous Powers. glistening pods. Somewhat rarer are the Hedonites of
None have a shred of mercy left in their rotten souls. Slaanesh, for many of these pleasure-seekers find this
In their wake, they leave the butchered corpses of their environment terribly base and ugly for their tastes. Yet
foes and blasphemous totems erected in the honour of there are always those Hedonites that seek to indulge
whatever dread deity they choose to worship. their bestial side to excess.
Chaos
Th e s e r va n ts o f C h a o s ta k e m a n y fo r m s , f r o m w i n g e d h o r r o r s a n d f u r - c la d
b a r b a r ia n s to to we r i n g O g r o id M y r m ido n s t h a t de l ig h t i n te a r i n g t h e i r fo e s to s h r e ds .
2
ALLIES OF CHAOS
Many monstrous creatures of Chaos are blessed with a cruel sentience, a predatory cunning that renders them
particularly dangerous. Ambitious champions may bargain with such creatures in an attempt to make use of their
formidable might – a risk worth taking, despite the potential for gruesome injury or death.
3
MINDSTEALER SPHIRANX MINDSTEALER SPHIRANX ABILITIES
The Eightpoints are stalked by all manner of unsettling
[Reaction] Spiteful Reprisal: A fighter can make this
beasts, but few are as sinister as the Mindstealer
reaction after they are targeted by an attack action
Sphiranxes. Once denizens of Hysh who served the but before the hit rolls are made. For each hit roll
Archmage Teclis, avarice and bitterness proved their from that attack action that misses, reduce the value
undoing, and they struck a terrible bargain that saw of one of the attacker’s controlling player’s [doubles],
them banished from the Ten Paradises and forced to ally [triples] or [quads] to 1.
with the Dark Powers of Chaos. Though a Mindstealer’s
claws are sharp and its leonine body swift, its true power [Double] Telepathic Threatening: Pick an enemy
comes from the third eye upon its forehead. With this fighter within a number of inches of this fighter equal
mystic orb, a Sphiranx can stare into the minds of its to the value of this ability and roll a dice. On a roll
foes, plundering knowledge – over which it obsesses – or of 3+, until the end of the battle round, that fighter
cannot make move actions or disengage actions.
crushing the enemy’s will to fight, leaving them easy prey
for the spiteful beast.
[Triple] Dominate Mind: Pick a visible enemy
fighter within 6" of this fighter and roll a number of
MIND STE ALE R dice equal to the value of this ability. For each roll of
SPHIR ANX 260 2-5, allocate 1 damage point to that fighter. For each
roll of 6, allocate 3 damage points to that fighter.
E ve n t h e m ig h t ie s t wa r r io r s s h o u ld b e wa r e a Mi n ds te a le r S p h i r a n x , fo r t h is a r c a n e
b e a s t c a n do m i n a te t h e m i n ds o f le s s e r m o r ta ls a n d m a k e t h e m i ts w il li n g t h r a l ls .
4
MONSTERS OF CHAOS
The raw, mutating power of Chaos has given rise to an endless and horrific variety of monsters and fearsome
creatures. Though these beasts can be dominated and controlled, any champion wishing to do so must beware, for
their souls are as black as any daemon’s and they should never be underestimated.
2 6 6 ✹/✹
[Triple] Leonine Roar: Until the end
of the battle round, subtract 1 from the
✹ 4 45 Attacks characteristic (to a minimum
of 1) of attack actions made by enemy
fighters while they are within 6" of
DAMAGE TABLE this fighter.
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
0 -10 12 5/10 [Quad] Draconic Head’s Fiery Breath:
11- 2 0 10 4 /8 Allocate a number of damage points
equal to the value of this ability to
21-30 8 3 /6
all visible enemy fighters within 4" of
31-4 0 6 2 /4 this fighter.
41-4 4 4 1 /2
5
CHAOS GARGANT CHAOS GARGANT ABILITIES
Many gargants stray into lands redolent with Chaos
energies and are slowly corrupted in mind and body. [Double] Drunken Stagger: Roll
Descending into a state of mindless savagery, these Chaos a number of dice equal to the value
Gargants rampage across the realms, trampling and of this ability. Until the end of this
fighter’s activation, for each roll of 1,
devouring anything unfortunate enough to lie in their
subtract 1 from this fighter’s Move
path. It is a brave warlord indeed who attempts to bind
characteristic (to a minimum of 1), then
such a living engine of destruction into their service. for each roll of 2+, add 1 to this fighter’s
Move characteristic.
CHAO S GAR GANT 315 [Triple] Mighty Kick: Until the end
of this fighter’s activation, the next
time this fighter finishes a move action
2 4 5 ✹/✹ within 1" of an enemy fighter, pick a
visible enemy fighter within 1" of this
✹ 4 45 fighter. Allocate a number of damage
points to that fighter equal to the value
of this ability.
DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e [Quad] Vicious ’Eadbutt: Pick a visible
enemy fighter within 1" of this fighter
0 -10 6 4 /8
and roll a number of dice equal to the
11- 2 0 5 4 /6 value of this ability. For each roll of 3+,
21-30 4 3 /6 allocate a number of damage points
to that fighter equal to the value of
31-4 0 3 3 /4
this ability.
41-4 4 2 2 /4
G H O RGON 330
[Triple] Slavering Maw: Pick a visible
enemy fighter within 1" of this fighter
2 5 6 ✹/✹ and roll a number of dice equal to the
value of this ability. For each roll of 4+,
✹ 4 50 allocate 3 damage points to that fighter.
DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
[Quad] Ravenous Bloodgreed: This
0 -10 6 4 /10 fighter can make a bonus move action up
11- 2 0 5 4 /8 to a number of inches equal to the value
of this ability. Then, this fighter can
21-30 4 3 /8
make a bonus attack action.
31-4 0 3 3 /6
41-49 2 2 /6
6
CYGOR CYGOR ABILITIES
Cygors are malformed giants that hunger for raw magic
and whose eyes have congealed into a single orb in the
centre of their skull. So attuned are they to eldritch [Double] Rip and Tear Masonry: This
energies that they can sense the magic-soaked souls fighter can only use this ability if they
of wizards, swiftly snatching up and devouring the are within 1" of an obstacle. If this fighter
is empty-handed (see below), they are no
unfortunate mages along with any spells they manage
longer empty-handed.
to cast. Cygors often carry chunks of enchanted, rune-
marked stone, which they hurl with devastating accuracy.
[Triple] Hurl Boulder: This fighter
CYG O R can only use this ability if they are not
310 empty-handed (see below). At the start
of the battle, this fighter is not empty-
handed. Pick a visible enemy fighter
2 4 4 ✹/✹ within 15" of this fighter and roll a
number of dice equal to the value of
✹ 4 50 this ability. For each roll of 4+, allocate
5 damage points to that fighter. After
using this ability, this fighter is said to
be empty-handed.
DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
0 -10 6 4 /8 [Quad] Soul-eater: Roll a dice for each
enemy fighter within 6" of this fighter.
11- 2 0 5 4 /6
On a roll of 4+, allocate 3 damage points
21-30 4 3 /6 to the fighter being rolled for and remove
31-4 0 3 3 /4 3 damage points allocated to this fighter.
41-49 2 2 /4
DAMAGE TABLE
[Quad] Aura of Mutation: Allocate
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e
3 damage points to all visible enemy
0 -10 8 4 /8 fighters within 3" of this fighter. In
11- 2 0 7 4 /6 addition, roll a dice for each visible
enemy fighter within 3" of this fighter.
21-30 6 3 /6 On a roll of 6, that fighter cannot
31-4 0 5 3 /4 activate this battle round.
41-49 4 2 /4
7
HELL PIT ABOMINATION HELL PIT ABOMINATION ABILITIES
Seen by the fleshcrafters of the Clans Moulder as the
pinnacle of their repulsive craft, a Hell Pit Abomination is
a living mountain of misshapen flesh and rusted sutures.
[Double] Regenerating Monstrosity:
It lollops and rolls across the battlefield, crushing and Roll a number of dice equal to the value
tearing in a deranged frenzy. Even when this horrendous of this ability. For each roll of 4+, remove
monster is cut down, the horror is not over as swarms of up to 3 damage points allocated to
flesh-eating rats spill from its innards, falling upon those this fighter.
warriors who slew their host.
HELL P IT
AB O M INATION 350 [Triple] Avalanche of Flesh: Until the
end of this fighter’s activation, the next
time this fighter finishes a move action
2 5 4 ✹/✹ within 1" of an enemy fighter, pick a
visible enemy fighter within 1" of this
fighter. Allocate a number of damage
✹ 4 55 points to that fighter equal to the value of
this ability.
DAMAGE TABLE
D a m a g e P o i n t s A l l o c at e d Mov e Da m ag e [Quad] Too Horrible to Die: Until the
0 -10 6 4 /10 end of the battle round, after each melee
attack action that targets this fighter,
11- 2 0 5 4 /8
roll 3 dice. For each roll of 5+, allocate 3
21-30 4 3 /8 damage points to the fighter that made
31-4 0 3 3 /6 the attack action.
41- 54 2 2 /6
He l l P i t A b o m i n a t io n s c r a s h t h e i r wa y t h r o u g h t h e G n a r l wo o d , s q u a s h i n g a n y t h i n g
u n fo r t u n a te e n o u g h to l ie i n t h e i r p a t h i n to b lo o d y p a s te .
8
THRALLS OF CHAOS
Warped and twisted by the energies of Chaos, many lesser predators and scavengers can be found across the Mortal
Realms, picking over carrion or preying upon the weak. Though individually such creatures are no more than a
minor threat, when they group together, they can overwhelm even the most formidable warrior.
9
BEASTS OF CHAOS
The Beasts of Chaos are savage, malevolent beings that dwell in the wild places of the realms and believe themselves
to be the purest embodiment of anarchy and ruin. When roused to a killing frenzy, they sweep across the land in
vast, despoiling hordes, tearing down cities and indulging their bestial bloodlust through acts of terrible slaughter.
[Reaction] Brute Resilience: A fighter can [Double] Rip, Gore and Tear!: A fighter
make this reaction when they are targeted can only use this ability if an enemy fighter
by a melee attack action but before the has been taken down by an attack action
hit rolls are made. Subtract 1 from the made by them this activation. This fighter
damage points allocated to this fighter makes a bonus move action or a bonus
by each hit from that attack action (to a attack action.
minimum of 1).
[Double] Devolve: Pick a visible enemy
fighter within 6" of this fighter. That
[Double] Brayherd Ambush: A fighter can enemy fighter makes a bonus move action
only use this ability if it is the first battle directly towards this fighter, as if they were
round. This fighter can make a bonus move jumping, a number of inches equal to the
action up to a number of inches equal to value of this ability. When doing so, they
the value of this ability. can move away from enemy fighters within
1" at the start of that move action.
[Double] Bloodgorge: A fighter can only [Triple] Grisly Trophy: A fighter can only
use this ability if an enemy fighter has been use this ability if an enemy fighter has
taken down by an attack action made by been taken down by an attack action made
them this activation. Remove a number of by them this activation. Until the end
damage points allocated to this fighter up of the battle round, add 1 to the Attacks
to the value of this ability. characteristic of melee attack actions made
by visible friendly fighters while they are
within 9" of this fighter.
[Triple] Petrifying Gaze: Pick a visible
enemy fighter within 8" of this fighter [Quad] Empowering Lightning: Remove
and roll a dice. On a roll of 2+, allocate a a number of damage points up to the value
number of damage points to that fighter of this ability allocated to each friendly
equal to the roll. In addition, until the end fighter with both the Beasts of Chaos ( )
of the battle round, subtract 1 from the faction runemark and the Destroyer ( )
Move characteristic of that fighter (to a runemark within 9" of this fighter.
minimum of 1).
11
BEASTS OF CHAOS WILD STALKERS
G REAT U N GOR RAI D ER
B RAY- S H AM AN 145 HAL FH ORN 120
2 3 3 1/4 5 4 20 1 3 3 2/4 5 3 12
1 5 4 2/4 1 4 4 2/5
5 4 22 5 4 16
BLO OD KI NE WITH
D O O M BU LL 280 PAI RE D BU LLGOR AX E S 245
1 4 5 3/8 1 5 5 2/5
5 4 38 5 4 35
2 3 5 3/6 1 3 5 3/8
6 4 35 5 4 35
B L O O D K I N E W ITH
FO E-R E NDE R 140
BULLGOR AXE AND
215
B U L L S HI E L D
1 4 4 2/4 1 3 5 2/5
5 4 15 5 5 35
1 3 3 2/4 2 3 4 2/4
5 4 12 10 4 22
12
G O R W IT H G O R BL AD E UN G O R W ITH UN G O R
A ND B E AST S H I E L D 65 B L A D E A N D HA L F- S HI E L D 60
1 2 3 1/3 1 2 3 1/3
5 4 10 5 4 8
G O R WITH PA IR OF
G O R BLADE S 60 U N GOR RAI D ER 90
5 3 10 1 2 3 1/3 5 3 8
UNGO R W IT H G N ARL ED
S H O RTS P EAR AN D
60 B ESTI GOR 100
HALF‑S HI EL D
2 2 3 1/4 1 3 4 2/4
5 4 8 5 4 12
U n g o r w i t h G n a r le d B e s t ig o r G o r w i t h Pa i r o f
S h o r ts p e a r a n d Ha l f-s h ie ld G o r B la de s
13
DRAGO N O G OR W IT H BU LLGO R WITH
PAIRE D AN C I EN T
WE AP O N S 210 BU LLGO R GRE AT AX E 195
1 5 4 2/4 1 3 5 3/6
6 4 30 5 4 30
DRAG O N O G O R W IT H B U L L G O R W ITH B U L L G O R
DRAC O N I C WAR- G L AI V E 205 A XE A N D B U L L S HI E L D 175
2 4 4 2/5 1 3 5 2/4
6 4 30 5 5 30
DRAG O N O G O R W IT H
DRAC O N I C C R U S H E R 200 CEN TI GOR 120
1 3 4 3/6 2 2 4 1/4
6 4 30 10 4 18
B U LLG O R W IT H
PA IRE D BU L L G O R AX E S 185 C O CK ATRI CE 250
1 4 5 2/4 1 4 4 2/5
5 4 30 10 4 30
B u l lg o r w i t h B u l lg o r G r e a t A x e
14