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8/11/2019 Warhammer: an old Grumbler's edition. Bestiary of magical Creatures
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8/11/2019 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?