Share Beastmen are human-animal hybrids, both in body and mind. Although they have the intelligence of men, they employ it with the savage cunning of a wild animal. Beastmen are known as the Children of Chaos and this is literally true, for they are unnatural monsters born of beast and man during the cataclysmic Time of Chaos, when Chaos first touched the mortal world. Throughout the Old World, Beastmen thrive of the edge of civilisation, raiding isolated villages, farmsteads and other such settlements. They are most numerous in the north, such as in the dark forests that cover the Empire and the harsh wilderness of Kislev. Beastmen numbers are greatest throughout the Chaos Wastes of the north and south polar regions.

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The Loop Games Do you like this video? What creatures were these? How many tortures would I endure before peace was mine? A thousand wretched forms united only by a hatred that never ends. Malign and savage to the last, they brim with bitterness for the works of Man. The Beastmen, sometimes known as the Cloven Ones, [1a] the Horned Ones, the Beast of Chaos or even the Children of Chaos [4a] are a race of savage mutant humanoids that bear various traits of bestial appearance, such as cloven hooves, muscular human bodies, horned bestial heads and a malign primitive intelligence.

They prey on the weak and defenseless, striking at lonely settlements without warning in a rampage of destruction before disappearing into the protective darkness of their dark wilderness, running away from the dire retribution that fails to follow.

To the citizens of the Empire , Bretonnia and the other nations of the Old World , the Beastmen have come to represent creatures from a half-remembered age of nightmare. Men tell themselves that the creatures of the forest are disorganised and incapable of fielding armies that can threaten their crenellated, high-walled cities.

To underestimate the Beastmen is a fatal mistake. The Cloven Ones are creatures of violence and conflict, and they are far more cunning than the Empire believes. Worse still, the more noble and haughty the foe, the more the Beastmen are driven to prove their own supremacy by casting him down from his lofty pedestal and trampling his body beneath blood-encrusted, filthy hooves.

It is said that so long as Chaos reigns over this world, the Beastmen shall plague the lands of Mankind for all eternity. Contents [ show ] History The origins of the Beastmen is tied closely with the origins of Mankind itself.

Indeed, long before the collapse of the Northern and Southern poles, there was no such thing as a Beastmen living within the world of that ancient age. By this time, Mankind was still a fledgling and unknown race, still confined to lands far from the reaches of the ancient civilisations of the Dwarfs and Elves.

The Old Ones , ancient beings of incredible power had watched like a guardian upon this fledgling world, staving off the undesirable races and seeding the world with the first true forms of life. However, a catastrophic event had occurred in an unknown point in time that has since cursed the World to its inevitable damnation. A great calamity befell. Something glorious, wonderful, and powerful died, and when it did, the Great Polar Warp Gates , once a marvel of technology, had collapsed, and with it, the raw stuff of Chaos flowed like a river upon the harsh lifeless lands of the northern and southern waste.

Boiling out from the wound within reality itself were the Daemons and their warping powers of magic. The lands were pounded and punished as if by the fists of the gods themselves. Huge chunks of solidified Chaos energy, thrown from the collapsing dimensional gates, set aflame the skies. They crashed into the world like meteors, felling endless tracts of forest and burying themselves inside massive craters of scorched earth.

Its insidious taint worked outward into the fertile soil, suckled upon by the roots of ancient trees and seeping into the air breathed by the nomads and the beasts that populated the lands.

As Chaos infected the lands like a malign cancer, the ancient forest of the world began to stir, writhing with corrupted energies. The primitives of the land and the beast of the forest had merged into beings of both man and beast. In time, the offspring of these creatures spread throughout the wilderness of the world, gathering in the dark places before unleashing their wars upon humanity. Then a man came bearing a golden hammer that was the bane of all enemies, and united the human tribes, challenging the Beastmen for dominance of the lands.

This warrior elevated Mankind from a collection of loosely organised tribesmen into the massive empire it is today. To the Cloven Ones, the War of the Hammer heralded an age of bitterness and strife in which Mankind rose to undeserved and stolen power, with the God-King Sigmar unifying the human tribes into what would soon become the Empire of Man. They seek a return to that primeval age when Man was little more than prey to be hunted and devoured, where the Beastmen were considered the true masters of the world.

Whatever the case, all men know that the Beastmen harbour a bitter hatred for humanity. This enmity goes far beyond jealousy or spite. It is not just Man that the Beastmen despise so, but his civilisation, his works and his gods. They are so filled with such unjustified hatred that they see Humanity as the cause for their suffering, for Mankind to the Beastmen is simply a reminder of a life that these creature would never have a chance of living.

When the Gate of Heaven collapsed, Chaos was released into our world, saturating the people of the north. The loosed energy of Chaos melded these poor simple folk with their herds and other animals, warping them into the Beastmen we recognise today.

To an extent, a Beastmen is also classified as a Mutant. Unfortunately, no scholar can truly say with certainty where a Mutant ends and a Beastman begins. There is no absolute dividing line between Human and Mutant, or between Mutant and Beastman, or between Beastman and Daemon; rather, there is simply a spectrum of taint.

Beastmen are not believed to be creatures of nature for there is nothing natural about their existence. The Herdstones and rituals of the Beastmen corrupt the very essence of nature itself: it is for this reason Beastmen are especially loathed by the Wood Elves of Athel Loren , with whom the Beastmen have been fighting a gruelling secret war for centuries. Physiology "Under the pallid moon his skull cracked and his eyes rolled.

Hair sprouted and jaw gnashed, legs swelled, snapping and grinding and gristle-cracking loud enough to wake a corpse. New joints and muscles buckled and stung, blood-slick horns forced from black-thatched crown, toes gammed and hardened into flesh-ridged hooves.

Most Beastmen are known for having the head and legs of various animals, the most common are usually the heads of cattle or goats, though some have been seen with traits of other animals as well. Their overall body, however, is noticeably Humanoid, with the chest and arms resembling that of a Man. They are capable of walking in an upright posture, but some have been known to walk on all fours. Their matted hair is encrusted with blood and dung, a haven for fat ticks and colonies of fleas that keep the Beastmen in a constant state of agitation.

Due to their harsh living, a Beastmen is also naturally strong and well muscled. The robust constitution of the Cloven Ones allows them to live upon the most meagre or unpleasant of diets. They prefer great chunks of meat above all but, unlike their larger Minotaur brethren, they do not care if it is infested and maggot-ridden.

Beastmen are also very well-known cannibals who gorge themselves upon the corpses of their own kind without hesitation; entrails, hair, horns, hooves and all, and believe that to do so is to inherit the strength of the victim. This diet of dead meat is supplemented with grubs, hairy-legged spiders, poisonous centipedes, plump blowflies, and other unsavoury foodstuff, as well as the occasional lost child or lone woodsman. Human flesh is a highly sought after delicacy to the Beastmen, and rivals have been known to fight to the death over a single human arm or leg.

In this case, a child of two Human parents might be born with obvious signs of mutation. Unable to cure their child, the parents are forced by law to give up their child to a local Priest or Witch Hunter to be properly extinguished before the child grows to become a Beastmen proper.

However, most parents are incapable of doing such a thing, and so to both expunge the child from their lives as well as the parents sin, they would leave the child alone in the forest to die by the elements.

By doing so, the parents consider themselves clean from their actions, and allow the Gods to do what they wish with the child. However, such events almost never kills the child, for within hours of being left in this lonely state, the crying of the child will signal other Beastmen to its location. By then, the Beastmen would take the child as their own, and in doing so, swell the numbers of the tribes ever further.

The third way is when a Human is transformed into a Beastmen at some point later in their life. Such a situation is a painful process which results in the Human gaining many bestial traits. Neither fully Human or fully Beastmen, these creatures, known as Turnskins, are never truly accepted to either Human or Beastmen societies. Psychology All Beastmen are surly and mean-spirited, for they know they are destined to live a short, brutal life of squalor, suffering and pain.

When their blood is up and foul-smelling breath snorts from their gorestained snouts, the Beastmen become belligerent and bellicose in the extreme, every gesture or glance brimming with hostility. The atavistic fury that each Beastman harbours within his soul is always but a moment away from the surface, and it is this rage that gives the Beastmen much of their unholy strength on the field of battle.

Bitterness and spite simmers in the heart of every Beastman; it takes little more than a few well-chosen words to spur a Gor into a frenzy of unrestrained rage. The sight of a proud flag or coat of arms, a pristine uniform or a magnificent statue elicits a powerful reaction in the Beastmen, for the things of order are anathema to the Children of Chaos. All caution is put aside in a desperate attempt to tear down and befoul the offending article, to stomp it into the mud, smear it with dung or rip it to pieces and chew on the remains.

Gors are a broad class comprising more specific types. Below the Gors are the lowly breeds which look to them for leadership. Bovigors are also bullheaded in their nature, being very competitive and prizing brute power over any form of subtlety.

What differentiates these Beastmen from Minotaurs is their much smaller stature. They possess some form of horns, but the Ungors themselves are not recognisable as either Caprigors or Bovigors.

The most favoured Ungors might possess a spectacular array of horns, or a single, fine horn, but most have only small or misshapen versions, which other Beastmen find contemptible. They also bear the most humanoid appearance. Their name refers to the braying cacophony they make when they feast or fight together. Brays can appear in any form, and are mainly distinguished by the fact they lack any kind of horns.

Ostracised and despised by their former peers, they have no escape other than to flee human society.

Many of them become renegades and some manage to join a beastmen tribe who will accept them as slaves. These creatures rarely die however, as the ears of Beastmen are always alert to the cries of their own kind. These foundlings are adopted and raised by Beastmen, who consider such a child a gift of their own fell gods.

Whether the child becomes a Gor, Ungor or Bray, they are held in higher esteem due to the purity of their birth. The majority are not powerful enough to challenge the tribal leader, but some ambitious ones are more than willing and able to fulfil both positions. Shamans are marked apart from other Beastmen by their heterochromic eyes, with one eye typically being a different color then the other. The specific colours are believed to signify the favour in which the Shaman is held by a particular Power.

A Shaman might repeat the colours of his eyes in his robes, so that he might display the favoured colours of the Chaos Gods. Minotaurs - Minotaurs are massive beastmen with the head and hindquarters of a bull. Standing nearly ten feet tall, Minotaurs are a class of Beastmen unto themselves, but are nonetheless often seen amongst their numbers. Its structure is rigid, so that every member of a tribe knows his or her place, is completely aware of which other Beastfolk are higher and which are lower in the hierarchy; very un-Chaotic, you might think!

Yet movement within that hierarchy is always possible. Any member can challenge the leader or any other member at almost any time, whether formally or informally. Though they may walk upright and speak, the Beastmen are as close to animals as they are to men. Violence simmers beneath the surface of every exchange, each Beastman seeking every opportunity to enforce his superiority to all others. Should any one of their numbers show weakness, the victim will suffer for it, and his position within the warherd will be diminished.

Those Beastmen that possess small horns or none at all, such as the lowly breeds of Ungors and Brays, are always below those that do such as the Gors and Minotaurs.

Hence, each warherd is led by the strongest and most bestial amongst their numbers, whom are known collectively as Beastlords.


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Allow for some potentially overpowered hero builds, but otherwise very fluffy, fun, and well written. Blazing Saddles As well as being populated by the various humanoid races, the Warhammer world also contains many species of animals, some of which have been tamed and trained to perform a useful function. These can be divided broadly into two groups - animals that can be ridden e. These rules are intended to flesh-out the rules for mounted warriors from page of the Mordheim rulebook. Chaos On The Streets Skirmishes between two warbands are a common occurrence but sometimes rival Mercenary Captains will lay their differences aside and ally against a common enemy. Mark Havener has written full rules for fighting larger games of Mordheim involving several players, as well as seven new scenarios.


Beastman Warband

Beastmen are brutish creatures, the Children of Chaos and Old Night. They roam the great forests of the Old World, and are amongst the most bitter enemies of mankind. The raging power of Chaos has given them a ferocious vitality which makes them shrug off ghastly wounds and carry on fighting regardless of the consequences. Even the Orcs are comparatively vulnerable to damage compared to the awesome vitality of the Beastmen. Beastmen are a crossbreed between men and animals, usually resulting in the horned head of a goat, though many other variations are also known to exist. The Beastmen are divided into to two distinct breeds: Ungors, who are more numerous, twisted creatures that combine the worst qualities of man and beast, and Gors, a giant breed of Beastmen, a mix between some powerful animal and man. The Ungor are smaller Beastmen, who cannot compete with Gors in strength and power.


Setting[ edit ] In the Warhammer universe, there was once a city known as Mordheim. Things were generally all right there, until a goddamn comet crashed into it, leaving shards of Wyrdstone around and generally destroying the city. This is bad for general business, but good for foolhardy adventurers who really, really want to loot the living hell out of an abandoned city while killing other opportunistic looters. This is considered to be the default setting for Mordheim, although other books have built on this considerably, giving you options for playing in Lustria, the Border Kingdoms, Araby, and even far-off Cathay. Warbands[ edit ] Even the Skaven was swole back then! Hoo boy. On paper they are the jack-of-all-trades, master-of-none basic warband, but due to their easy access to shooting weapons and powerful melee fighters for the cost, they tend to be more of a master-of-all sort of warband.



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