Chapter XI: The Bestiary
s neak Sneaks are scouts and skirmishers, the eyes and ears of their tribes. They use stealth to reconnoitre and gather information. Sneaks prefer guerrilla tactics, excelling at hit and run attacks. They are sometimes used as assassins and many are skilled poisoners.
C hIef Chiefs are powerful monsters and leaders of their kind. They command warbands ranging in size from a dozen to several hundred. While they retain their positions through strength and ruthlessness, the best chiefs are also canny.
— Sneak Advance Scheme —
— Chief Advance Scheme —
Main Profile WS BS
Main Profile WS BS
S WP Fel +10% +20% +10% +10% +20% +10% +15% — Secondary Profile A W SB TB M Mag IP FP +1 +4 — — — — — — Skills: Command or Prepare Poison, Concealment, Dodge Blow, Follow Trail, Navigation, Outdoor Survival, Perception, Ride or Scale Sheer Surface, Shadowing, Silent Move Talents: Mighty Shot or Sure Shot, Orientation, Rapid Reload or Sharpshooter, Rover or Tunnel Rat, Specialist Weapon Group (Entangling or Throwing) Trappings: Bow or Crossbow, Light Armour (Leather Jack) Career Exits : Chief T Ag Int
S WP Fel +30% +20% +20% +20% +35% +15% +20% +20% Secondary Profile A W SB TB M Mag IP FP +2 +8 — — — — — — Skills: Academic Knowledge (Strategy/Tactics), Command, Dodge Blow, Evaluate, Intimidate, Outdoor Survival, Perception, Ride or Scale, Sheer Surface Talents: Disarm or Quick Draw, Lightning Parry, Menacing, Sixth Sense or Very Resilient, Specialist Weapon Group (any two), Strike Mighty Blow, Strike to Stun Trappings: Medium Armour (Full Mail Armour), Shield, Warband Career Exits : None T Ag Int C haos m uTaTIons The hideously warping effects of Chaos can corrupt and twist creatures in myriad horrific ways. Such mutations can occur because of magic, exposure to warpstone, or other displays of Chaos power. To generate a mutation, simply roll percentile dice and consult Table 11-1: Chaos Mutations . Each mutation can only be acquired once. If the same result is rolled subsequently, roll again. The effects of Chaos Mutations are permanent. Creature descriptions in this chapter will note any mutations. They can also be acquired through the study of certain types of magic. See Chapter 7: Magic for more information. b easTmen Beastmen are twisted creatures of Chaos, hideously melding the features of humans and animals. They have haunted the forests of the Empire for countless generations, preying on humanity as hunters prey on animals. They travel in small bands known as war herds, which sometimes unite under a strong leader to bring death and terror to the people of the Empire. Beastmen are true servants of Chaos and they hate Mankind above all. WP Fel 40% 25% 35% 45% 35% 25% 25% 25% Secondary Profile A W SB TB M Mag IP FP 1 12 3 4 5 0 0 0 Skills: Concealment, Follow Trail, Intimidate, Outdoor Survival, Perception, Shadowing, Silent Move, Speak Language (Dark Tongue) Talents: Keen Senses, Menacing, Rover Main Profile WS BS S T Ag Int
— C ommon C reaTures —
T he Warhammer World is teeming with creatures, many of them malevolent. A selection of the most common monsters follows, as well as rules for Chaos Mutations required for several entries. Details on many more monsters can be found in the Old World Bestiary , available where you picked up this book.
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