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"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. A long braying laugh tore its way from Heinrich's wattled throat as his hairy face lengthened into a biting maw, thick with teeth to grind and pierce."
The Transformation of Heinrich Oncemann.

When Chaos first corrupted the material world, a great number of its inhabitants were mutated by the rampant magic flowing in the air. These unfortunates became strange mixtures of men and animals, with their minds filling with hatred for all civilizations. These mutants are collectively called the Beastmen, and they consider themselves the true children of Chaos. Dwelling in the deep forests of the Old World, Beastmen gather in huge herds where might makes right and the weak are victimized by their stronger brethren. They fight each other for territory and food, but the feuding herds will unite temporarily if the prize is to tear down the cities and fortresses of men and desecrate their temples.

The Beastmen bring to the battlefield a great number of strong, maneuverable, yet lightly protected and undisciplined troops. The core of the army will invariably be a mix of Gor warriors and their lesser kin the Ungors, weaker but who can actually use a bow thanks to their more agile hands. Around the Gors will field an array of diverse mutants and monsters, for instance Centigors acting as cavalry, the powerful Minotaurs as shock troops, and other great corrupted monsters from the forest like Giants or Ghorgons.

Being spawns of Chaos, the Beastmen are loyal to the Chaos Gods and will work with its followers, despite their natural aggressiveness. Hating civilization and purity above all, the Beastmen plague the forests of the Empire and relentlessly gnaw at the borders of Athel Loren.


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    General Tropes 
https://static.tvtropes.org/pmwiki/pub/images/beastman_symbol.png
Beastmen have little formal symbology, but depictions of a Gor's horned head often symbolize the race as a whole.

  • Always Chaotic Evil: As true children of Chaos, all types of Beastmen are tainted by the Dark Powers from birth. Murderous and cruel, Beastmen eagerly embrace their dark heritage, dedicating themselves to the total destruction of all that is good and ordered. Rather tragically deconstructed as well, in that many Beastmen choose to become so vile after being discarded at birth for their mutations, and see no other option than to become the monsters that humans claim they are. It doesn't help that they are bound to the Chaos Gods from the moment they're born and even before that in many cases.
  • Archenemy:
    • The Beastmen have a particular hatred of mankind for their civilization directly neighbouring the Old World's forests. The Beastlords have access to the Man-bane rule allowing them to reroll Primal Fury rolls, giving them a better chance to have Hatred.
    • The Beastmen are also often paired against the Wood Elves, another race that claims dominion over forests, and who fiercely oppose the forces of Chaos. Athel Loren is under a near-constant state of siege from Beastmen herds, which have come closer to destroying or corrupting it than any other force.
  • Asskicking Leads to Leadership: The Beastman hierarchy is based on who is the biggest, strongest, and most driven to lead. It translates on the tabletop as Beastlords model having noticeably better stats in Strength, Toughness and Initiative than the average Gor.
  • Attack Animal: Chaos Warhounds lurk near the Beastmen encampments and they will act as a fast-moving harassing unit thanks to their Movement 7.
  • Ax-Crazy: Because of their tainting by Chaos, each and every Beastman is a boiling volcano of psychotic, feral rage filled with a desire to see any trace of civilisation they come across burned to the ground.
  • Bad Moon Rising: The Beastmen are especially connected to Morrslieb, and when it is full they engage in bacchanal orgies, feasting, drinking, and conceiving new Beastmen. Some heretics from the lands of men are even said to seek them out to join the revelry, though only the most twisted would do so as anyone less would be as likely as not to end up one of the dishes served.
  • Barbarian Tribe: Of the vicious, daemon-worshipping, burn-civization-to-the-ground kind. They even have nostalgia of the time human settlements were scattered villages lost in the middle of the woods, and their occupants cowered before the threat of Beastmen.
  • Beast Man: They usually resemble generic caprine humanoids, with hooves, horns, coverings of fur and sharp claws and fangs. Gors and Bestigors have fully bestial heads, blending features of goats and predatory mammals. However, due to their nature as creatures of Chaos, Beastmen often sport additional mutations and animalistic traits — some have the heads of cattle, horses, hounds or other beasts, some have antlers or serrated blades instead of horns, and others sport additional mutations such as eye stalks, pincers or wings.
  • The Beastmaster: The Herd of the Jagged Horn is a tribe native to the Middle Mountains region that has developed a particular talent for breaking large beasts to use as mounts. They use these creatures to range more broadly than a warherd nomrally could on its own hooves, but dismount them during battle because the smell of blood and din of arms tend to drive into berserk frenzies.
  • Being Evil Sucks: The moment they are born, the Beastmen belong, body and soul, to the Dark Gods, and are doomed to live a brutal, scorned, and likely brief existence. The smarter Beastmen seem to understand this, but also understand they can't do anything about it.
  • The Berserker: As a whole, everyone in the Beastmen army fights with wild abandon and hatred. Many of the Beastmen units have the Primal Fury rule, allowing them when engaged to gain Hatred or even Frenzy if they pass a Leadership test. Minotaurs and related beings like Ghorghons go further with "bloodgreed" and slaughter everything in their path.
  • Bestiality Is Depraved: Some sources hint that they sometimes procreate with animals. Though they're pretty bestial themselves.
  • Bigfoot, Sasquatch, and Yeti: The 6th edition armybook includes in its description of the Beastmen of distant lands mention of white-furred, apelike creatures native to Norsca, which the human tribes and the Dwarves of Kraka Drak refer to as Ymir or Jeti. Mentions of these creatures, however, are absent in later-published lore.
  • Brutish Bulls:
    • Minotaurs, most consistently, are portrayed as murderous, bloodthirsty cannibals who live to kill and eat, to the point of having both the universal special rule Frenzy and also a unique special rule called Bloodgreed. Originally, they were noted for being surprisingly resistant to mutation compared to other beastmen, but this lore was slowly forgotten, to the point that 7th edition introduced several distinct mutant offshoots of the minotaurs in the forms of the Ghorgon and Cygor.
    • The original lore for beastmen from 4th edition notes that the second most prominent beastman subrace are the cattle-featured "bovigors".
    • Slaangors, beastmen who worship Slaanesh, typically develop bovine features, presuming they didn't have them to begin with, alongside Slaanesh's more universally "sensual" mutations.
  • Brutish Character, Brutish Weapon: Beastmen tend to use hefty axes, cleavers and bludgeons, lacking either the restraint for more complex fighting style or the technical skill to make more refined weapons.
  • Carnivorous Healing Factor: The Ghorgon, a minotaur-like monster in the Beastman army themed around constant, mindless hunger for meat, has a rule called Strength from Flesh that allows it to recover damage inflicted on it when it kills another model, which in-universe represents how the creature's flesh heals and knits itself closed as it devours its foes.
  • Circle of Standing Stones: Herdstones, isolated shrines that the Beastmen erect and pray at, and the only thing even remotely like permanent settlements they build.
  • Crippling Overspecialization: Minotaurs are so specialized for fighting that most are unable to do anything else, even find food.
  • Cyclops: Cygors, towering one-eyed giants who, besides their one eye, have Ghostsight and thus can only really perceive magic. It allows them to reroll to hit rolls against wizards or models with magic items. Moreover, they feast on souls rather than flesh and their Soul-eater rule forces enemy wizards to pass a Leadership test, a failed test meaning that all failed casts count as miscasts, the sorcerer being very distracted by the soul-thirsty giant running toward him.
  • Decapitated Army: Typically, the warlord or bray-shaman's sheer force of will and vision is the only thing binding beastman armies into cohesive wholes. Should its leader die, the horde will quickly lose direction and begin to disintegrate from a combination of demoralization, infighting, and individual bands just wandering off to pursue their own aims.
  • Early-Installment Weirdness: There are actually some rather marked changes in Beastman lore over the editions!
    • When they debuted in 4th edition's Realms of Chaos: The Lost and the Damned, beastmen were divided into four notable subraces; Caprigors (with the features of goats or sheep), Bovigors (with the features of cattle), Ungors (any horned beastman who wasn't a caprigor or bovigor), and Brays (hornless beastmen). Whilst there were elements of the Fantastic Caste System, in that caprigors and bovigors looked down on ungors, who in turn looked down on brays, their society was much more egalitarian, and any subrace could rise to become a respected leader. In 5th edition, brays and ungors were lumped together, as were caprigors and bovigors, and in 6th edition the Fantastic Caste System took form, preventing ungors from ever rising above the abused underling position. 6th edition also doubled down on their anti-civilization lore. 7th edition turned them into The Unfavorite amongst the Chaos forces.
    • In 4th edition, beastmen were allied with Chaos-worshipping centaurs, who disappeared in 5th edition and were reinvented in 6th as the "centigors". Chaos centaurs were noted as the most primitive and uncivilized of the beastmen subraces, a trait they passed on to their centigor replacements, and were also the most mutation-prone.
    • In 4th edition, beastman forces could be led by beastman, centaur, minotaur or dragon ogre chaos champions. From 6th edition onwards, only beastman and minotaur chaos champions would be allowed on tabletop.
    • In 4th edition, beastmen had distinct God-aligned sub-units; Khorngors, Slaangors, Tzaangors, and Nurgle-worshiping Pestigors. These would be increasingly diminished in prominence, until they were removed entirely in 7th edition. Ironically, Tzaangors would later be revived in Warhammer 40,000 and Warhammer: Age of Sigmar.
  • Eats Babies: Quite literally. They are considered a delicacy among Beastmen (in so much as they care about quality) for the tenderness of their meat.
  • Eldritch Abomination: Chaos Spawns are as always inhuman masses of flesh and miscellaneous organs, their Flailing Appendages giving them random attacks and Lurching Horror random movement. Jabberslythes are even worse and there is no way to really describe them. Their Aura of Madness forces a Leadership test on nearby enemies who get wounds by each point the test is failed. They also get a Slythey Tongue, which is so long and covered in barbs, acidic saliva and other nastiness that it functions like a short-ranged but fairly nasty projectile attack, representing the tongue lashing out and tearing somebody in half.
  • Elite Mook: Bestigors are a special breed of Gors, being the strongest and meanest Gors of their kind. To mark that difference on the tabletop, the Bestigors have a natural Strength 4, whereas regular Gors and humans only have Strength 3. In 6th edition, Bestigors are also the only Gor unit that can take Chaos Marks.
  • Excrement Statement: Defecating or urinating on something, be it a holy item or a defeated enemy, is the go-to way for Beastmen to show their disrespect.
  • Fantastic Caste System: Beastman culture is dominated by a caste system where one's status is determined by the presence or absence of a caprine head and, secondarily, of the size and quality of one's horns. The lowest caste, Brays, have no horns and the heads of non-ungulate animals; the next up, Ungors, have human heads with rudimentary horns. Ungors with larger horns have more status, but are still always subordinate to the higher castes. Gors have fully goatlike heads, while Bestigors have more and longer horns alongside stronger builds, and dominate Beastman culture.
  • Fantasy Counterpart Culture: Beastmen are a counterpart to the way Romans saw the "barbarian" peoples to the north of them, particularly when they sacked Rome.
  • Fauns and Satyrs: While some background material (particularly that from older editions) had Beastmen with more diverse forms that could include body parts from a number of different animals, the default form for the majority of the Children of Chaos is some form of goat/human hybrid. As well as the physical similarity, the Beastmen also embody some of the less savoury elements of the mythical Satyrs, being wild, aggressive, impulsive, depraved and fond of strong drink.
  • Feathered Fiend: Tzaangors, beastmen who worship Tzeentch, usually sport avian features and higher intelligence than their counterparts, which in no way diminishes their maliciousness.
  • Fetus Terrible: Some Beastmen are born of human mothers whose children are corrupted by Chaos in the womb. They invariably kill their mothers at birth.
  • Full-Boar Action: Tuskgors, which are mutated boars, and Razorgors, which are GIANT mutated boars. The boars are typically slower than horses but have higher strength. And the Razorgor's tusks give him a bonus to Strength on the charge.
  • Gruesome Goat: Goats are far and away the most common animals the Beastmen resemble. Even in their original 4th edition lore, goat and sheep-featured "caprigors" were stated to be the most numerous of all beastmen.
  • Harping on About Harpies: Harpies, being winged humanoid creatures out for flesh, sometimes fly with Gors to wait for the feast of dead men. As they can Fly, they act as a backline hunter.
  • The Horde: Swarms of vicious barbarians and ravening monsters who wage near-constant war against whoever happens to be close by for no other purpose than to spitefully tear down any and every trace of civilization. Beastmen armies are typically numerous and attack en masse, although they have little protection and thus are vulnerable to shooting attacks.
  • Horn Attack: Beastmen and Minotaurs frequently use their horns to gore and impale foes. Minotaurs in particular prefer to charge into battle with lowered heads to gore and impale the first rank of foes.
  • Horns of Villainy: All Beastmen are horned, and the size of said horns is a mark of status. Ungors have vestigial horns and are thus the dregs of Beastmen herds, while Beastlords have towering horns.
  • Improvised Armor: What little armor Beastmen ever wear is almost always this. Mining, smelting, and smithing is far too close to what hated civilization does for the Beastmen's tastes, but they'll happily rip whatever trappings of civilization they can away during raids and re-purpose them afterward. As a result, the only armor you're likely to see is some ill-fitting scraps of chainmail or plates and rods meant for something else crudely held together.
  • Klingon Scientists Get No Respect: Beastmen don't generally possess a great deal of manual dexterity, as their clawed, paw-like hands simply aren't suited for fine manipulation. The exception to this are the Ungors, who have much more humanoid hands and are thus the only tribe members who can reliably perform any kind of complex work. Beastmen tribes are thus almost totally reliant on Ungors for tasks such as binding weapons, creating huts, or carving runes; nonetheless, Ungors form the bottom rung of Beastman society due to their short stature, puny strength and stubby horns, and face constant derision and abuse from the Gors who depend on them entirely for access to weapons, tools and shelter.
  • Large and in Charge: Rank within Beastman herds is typically determined by size, strength and aggressiveness. Consequently, Bestigors — the barbaric elites of Beastman tribes — are much taller and bulkier than common Gors, while Beastlords are invariably tower over and outmass any of their followers.
  • Liquid Courage: If their die roll sends them into battle drunk, Centigors gain the "Stubborn" rule, making them less likely to break and run when stuck in difficult combat.
  • Lizard Folk: Their 6th edition's Beasts of Chaos armybook, while discussing variants of Chaos mutants native to lands beyond the Empire, mentions a species of primitive, reptilian humanoids covered in rocky scales and native to the mountains of Naggaroth, where they live a primitive existence in caves, war amongst each other with clubs stone axes and periodically join up with Chaos hosts when these war against the Dark Elves.
  • Mage-Hunting Monster: A cygor's single eye is blind to everything except magic. To them, mages and magic-infused beings such as daemons and the undead blaze brightly and irresistibly, and a cygor who spots one will stop at nothing in its attempts to kill them and consume their soul.
  • Mars Needs Women: Depending on the Edition, Beastmen have been known to abduct live humans while they Rape, Pillage, and Burn, either for food... or for breeding more Beastmen.
  • Might Makes Right: The default mindset of a Beastman. Save for advancing the cause of Chaos, any other rule would count as too civilized for them.
  • Monstrous Cannibalism: Beastmen have no compunctions whatsoever towards eating the flesh of their own kind. Dead Beastmen can expect no particular burial rites beyong being devoured by their living kin.
  • Multi-Armed and Dangerous: The massive and twisted Ghorgons have four arms with two of these arms typically ending in bony blades that they use to chop their enemies into gory pieces so that the hands on the end of their other arms can shovel the bloody remains into its mouths.
  • Nerf: They were nerfed between 6th and 7th editions, where they lost the ability to take Chaos Marks or be Champions of Chaos alongside many of their best units, including Chaos Trolls, Chaos Ogres, Dragon Ogres and Shaggoths, to the Warriors of Chaos.
  • Our Centaurs Are Different:
    • The original chaos centaurs were noted for being the most mutation-prone of all the beastman subgroups.
    • The centigors are like goat-bodied centaurs with horns and clawed feet instead of hooves. The are raging alcoholics, and will randomly receive bonuses according to their level of intoxication according to their Drunken rule.
  • Our Giants Are Bigger: The Beastmen often press Chaos Giants into service, although these aren't any different from other giants. Moreover, there are Ghorgons, towering bull-headed creatures who Multi-Armed and Dangerous, some the hands having been replaced with crude heavy blades. Ghorgons are nothing to scoff at with 6 attacks at Strength 6. In fact the Beastmen may have an easier time having them in an army, the Savage Dominion spell allowing a Shaman to summon Giants and Ghorgons among other beasts.
  • Our Minotaurs Are Different:
    • Minotaurs are massive, bovine Beastmen that live in nomadic tribes led by mighty Gorebulls and Doombulls. When driven into a fury by the rites of a Bray-Shaman, Minotaurs will accompany Beastmen hordes into battle, acting as formidable shock troops that charge into the enemy and rip them apart in showers of gore before messily feeding on the remains.
    • There are two further variants of mutated minotaurs, the Cygors and the Ghorgons, which are grown to the size of giants. Cygors are cyclopic and can only see magic, while Ghorgons are bestial, raving terrors driven only by the urge to gorge themselves on flesh.
  • Pet the Dog: Some Beastmen are born to human parents, who in their horror abandon their mutant children to the world. Beastmen tribes often adopt these children... and kill the parents.
  • The Pig-Pen: Beastmen find hygiene to be one of those trappings of civilization they cannot abide. Neither do they practice any sort of latrine discipline in their encampments. As a result, Beastmen often smell as foul as they look.
  • Primal Polymorphs: Bray-Shamans can shapeshift thanks to the Lore of Beasts and are even more biliously opposed to civilization than other Beastmen: they openly glory in the murder of priests, the ruin of sacred places, the destruction of relics, and even defecation on altars. As such, their shapeshifting powers are often put to use in spying on their human enemies and spreading chaos among their cities in advance of an attack.
  • Pun-Based Creature: The Beastmen of Bretonnia sometimes deal with fortified positions by goading massive, forest-dwelling beasts known as ramhorns into charging at their gates, smashing them open so that the Beastmen can surge through — in other words, they use literal battering rams.
  • Rape, Pillage, and Burn: The Beastmen have a constitutional hate of anything that resembles "civilization", and when strong enough stage raids to gather loot and captives from what cities they can manage to rampage through, burning and defiling anything they cannot take with them, then having debauched celebrations afterward.
  • Savage Wolves: Khorngors, beastmen dedicated to Khorne, commonly develop the features of wolves, as well as those of dogs associated with belligerence and savagery, such as pitbulls, bulldogs and doberman pinschers.
  • Screaming Warrior: Beastmen go into battle with a chorus of cruel bleats and primal growls.
  • Shout-Out: One of the more exotic creatures in the Beastmen army, the jabberslythe, is a reference to the Jabberwock from Through the Looking Glass.
  • Too Many Mouths: Ghorgons often sport additional mouths across their chests and limbs.
  • The Unfavorite: In the first Beastman army book to be marketed as that, it was explained that Beastmen must work much harder to attract favorable attention from the Chaos Gods, because they are born from Chaos and so have no ability to do anything but serve Chaos — the Dark Gods thusly favor their human worshippers more, because they actively choose to offer their faith to Chaos, and know that the Beastmen will not desert them regardless of how much attention they are or aren't given. This was done to explain why the Beastmen lost a number of Chaos-related abilities and units that they originally had (such as being able to bear Chaos Marks and wield Chaos Magics) back in the "Beasts of Chaos" army book.
  • Uncleanliness Is Next to Ungodliness: "Good" and "clean" are might as well be bad words among Beastmen.
  • Unskilled, but Strong: The Beastmen as a whole are very tough and strong, but their big hands don't allow them to do anything but grab stuff. As a result their hatred of civilization has shades of Green-Eyed Monster too. In game the Gors have a natural Toughness 4 for instance but next to no armour.
  • The Warlord: The leaders of Beastman society, such as it is, are the Beastlords, the most savage and accomplished of their warriors, who are able to force and goad great warherds into following them through threat of force and promises of slaughter and plunder.
  • Weak, but Skilled: Ungors are the weakest of their kind, translated as their models having nothing above 3 in stats except leadership and movement. On the other hand, they are crucial to the Beastmen because they can actually do stuff with their hands, like tending to the weapons or building structures. It translates as their ability to use bows, and Ungor Raiders are one of the rare shooting units in the faction.

    Beastman Breeds 

Ungors

https://static.tvtropes.org/pmwiki/pub/images/warhammer_ungors.png

The lowest caste of Beastman society, marked by their stubby horns and lack of discernible animalistic features. Ungors serve their herds as scouts, archers, cannon fodders and punching bags, live on the edges of encampments, and subsist off of whatever scraps they can scavenge from the Gors' meals. Their harsh lives fill them with loathing and resentment, which they readily vent onto whatever falls into their hands.


  • Cannon Fodder: In battle, one of the primary uses for Ungor mobs is absorbing missiles and blunting cavalry charges. They also get shoved to the outer edge of Beastmen encampments where they're most vulnerable to attackers and the cold.
  • Klingon Scientists Get No Respect: Beastmen don't generally possess a great deal of manual dexterity, as their clawed, paw-like hands simply aren't suited for fine manipulation. The exception to this are the Ungors, who have much more humanoid hands and are thus the only tribe members who can reliably perform any kind of complex work. Beastmen tribes are thus almost totally reliant on Ungors for tasks such as binding weapons, creating huts, or carving runes; nonetheless, Ungors form the bottom rung of Beastman society due to their short stature, puny strength and stubby horns, and face constant derision and abuse from the Gors who depend on them entirely for access to weapons, tools and shelter.
  • Slave Race: Ungors are the trod-upon underclass of Beastman society, performing what little manufacturing and maintenance the warherds care to and serving as expandable cannon fodder during battle, while having no chance whatsoever of rising to prominence and power themselves.
  • Weak, but Skilled: Ungors are the weakest of their kind, translated as their models having nothing above 3 in stats except leadership and movement. On the other hand, they are crucial to the Beastmen because they can actually do stuff with their hands, like tending to the weapons or building structures. It translates as their ability to use bows, and Ungor Raiders are one of the rare shooting units in the faction.

Centigors

https://static.tvtropes.org/pmwiki/pub/images/warhammer_centigor.png

Nomadic drunkards with centaurine bodies. Centigors normally live in their own society, such as it is, on the northern steppes and the edges of forest lands, but periodically join Beastman herds for the promise of battle and plundered alcohol.


  • The Alcoholic: Centigors are tremendous drunkards, and will eagerly guzzle down whatever wine, beer, spirits or borderline toxic rotgut they can get their hands on until they collapse into drunken stupors. Before a battle, their rules require a dice roll to decide whether they're going to war while drunk out of their minds, nursing killer hangovers, or actually sober for once.
  • Booze-Based Buff: Their Drunken rule uses a die roll before each turn to decide the gameplay effects of their drunkenness.
    • In 6th Edition, they can gain either Frenzy, pairing an extra attack per turn with the chance to charge off randomly after the nearest enemy; Stupidity, causing them to randomly stumble around in a stupor; or no particular effect. Both specific states also render them too inebriated to recognize obvious danger, making them immune to fear effects.
    • In 7th Edition, they have an equal chance of being sober, giving them a bonus to their Initiative score; horribly hungover, giving them a bonus to melee combat at the cost of a malus to movement; or drunk out of their tiny minds, giving them a bonus to morale checks.
  • Liquid Courage: In 6th Edition, if their die roll sends them into battle drunk, Centigors gain an immunity to Fear and Terror effects that might otherwise force them to rout due to being too intoxicated to recognize danger. 7th instead gives them the "Stubborn" rule in the same situation, making them less likely to break and run when stuck in difficult combat.
  • Our Centaurs Are Different: The centigors are goat-bodied centaurs with horns and clawed feet instead of hooves. The are raging alcoholics, and will randomly receive bonuses according to their level of intoxication according to their Drunken rule.
  • Wandering Culture: Their inability to craft any kind of material goods or structures, combined with their resilent horselike bodies, lead to them living nomadic lives on the steppes and the ragged edges of the Old World's northern forests, finding what little shelter they need in rocky hollows and copses of trees before moving on.

Minotaurs

https://static.tvtropes.org/pmwiki/pub/images/warhammer_minotaur.png
"We is strong. Strong like the mountains. Strong like the tide. Great Ones know this, like well our strength so they set us to guarding the special places. Holy places. Prey comes to us there. Mostly not worthy prey, but still tasty. The little ones call on us to make war for them and sometimes we do. But they also fear us and that is good. They should fear us. Their blood smells good too."
Kartush, Minotaur

Mighty bull-headed creatures, towering and strong but barely brighter than beasts. Minotaurs lead tribal lives under their own chiefs or guard sites of Chaotic power, but can be drawn out to join herds on the warpath by the invocation of foul rites and the scent of blood on the wind.


  • The Berserker: In battle, Minotaurs quickly lose their heads to the maddening scent of blood and fall into frenzied rages, goring and tearing at everything in sight. In-game, this is represented through their Bloodgreed rule that gives them an extra attack whenever they win a round of close combat.
  • Brutish Bulls: Minotaurs, most consistently, are portrayed as murderous, bloodthirsty cannibals who live to kill and eat. Originally, they were noted for being surprisingly resistant to mutation compared to other beastmen, but this lore was slowly forgotten, to the point that 7th edition introduced several distinct mutant offshoots of the Minotaurs in the forms of the Ghorgon and Cygor.
  • Bull Seeing Red: A single glimpse of the color red is sometimes sufficient to send Minotaurs into a maddened frenzy, because it reminds them of the blood and bloody flesh that they obsessively hunger for.
  • Crippling Overspecialization: Minotaurs are so specialized for fighting that most are unable to do anything else, even finding food.
  • Dumb Muscle: Even by the standards of Beastmen, Minotaurs are dim and ponderous beings. As a rule, they possess just enough intelligence to swing axes and cram food into their mouths, but depend on Beastmen for all other needs. In battle, however, their immense size, resilience and strength allow them to turn into engines of destruction capable of tearing bloody paths through human shieldwalls.
  • Horror Hunger: Minotaurs are possessed of a ravenous, insatiable hunger for flesh and thirst for blood — preferably that of humans, but in a pinch they will kill and devour any living thing they can find — and in battle will often start dismembering fallen foes and gorging on raw meat even as the battle rages around them.
  • Our Minotaurs Are Different: Minotaurs are massive, bovine Beastmen, savage and bloodthirsty but of limited intellect, that live in nomadic tribes led by mighty Gorebulls and Doombulls. Some instead live as guardians of unholy sites of Chaos, killing any intruders and offering their trophies to the Gods. When driven into a fury by the rites of a Bray-Shaman, Minotaurs will accompany Beastmen hordes into battle, acting as formidable shock troops that charge into the enemy and rip them apart in showers of gore before messily feeding on the remains.

Most Heinous Beastmen from the Warherds

    Khazrak the One-Eye 
https://static.tvtropes.org/pmwiki/pub/images/khazrak_one_eye_adrian_smith_illustration.jpg

Most terrible and dreaded of the Beastmen champions to walk the modern era, Khazrak is sometimes whispered to be the second coming of Gorthor. Archenemy of Elector Count Boris Todbringer of Middenheim, Khazrak displays a cunning, deliberate purposeness all but unique among his kind, and it is this that makes him so deadly.


  • Anti-Magic: His Dark Mail is a good magic armour, as it gives Khazrak a 2+ armour save, but more importantly, counters the enchantments of enemy weapons, forcing them to act as normal weapons instead.
  • Archenemy: To Elector-Count Boris Todbringer of Middenheim, possessor of the Talisman of Ulric. The two have fought repeatedly, and have currently cost one another an eye apiece.
  • The Beast Master: In earlier editions; Khazrak was introduced in Champions of Chaos as always accompanied by Redmaw, a unique Chaos hound. While Redmaw was killed off as part of Khazrak's expanded backstory in Beasts of Chaos, he retained the special rule "Packmaster", which made all Chaos hound units have increased Leadership. As of Beastmen, he's lost this rule and any reference to Redmaw, despite the fact Chaos hounds are one of the two classic Chaos units that Beastmen still retain.
  • The Champion: He aims to succeed to Gorthor's title as Champion of Chaos, though he's not quite there yet.
  • Creepy Souvenir: Khazrak keeps Boris' eye on his necklace and the horn of his predecessor, Graktar, as a musical instrument. He also collects the helmets of every Imperial and Bretonnian knight that his Warherd has slain, incorporating them into an altar to the Dark Gods.
  • Cruel Mercy: After besting his predecessor, Graktar, as Wargor of their herd, Khazrak ripped off one of his horns and exiled him, a humiliation that many Beastmen would see as worse than death.
  • Eye Scream: Boris Todbringer sliced out Khazrak's eye with his sword. Khazrak responded by capturing Todbringer and gouging out his eye, only to then let him go, declaring the score even.
  • Fair-Play Villain: Downplayed. Khazrak had no problem setting an ambush for Count Todbringer and then cutting out one of his eyes, but he refuses to end their rivalry there, releasing Todbringer out of a sense of fair play.
  • Genius Bruiser: An exceptionally competent tactician in addition to being a gigantic Beastman. His Bestial Cunning rule allows his army to reroll Beastman Ambush rolls, signifying his experience and cunning when it comes to setting up ambushes.
  • Handicapped Badass: One eye has been hacked out by Todbringer's Runeblade, leaving a pus and blood-weeping hole, a crippling wound for any society let alone one based on strength. Despite this, he is still a deadly warrior — the fact he survives at all in the brutal culture of Beastmen is proof of that.
  • Named After the Injury: He's known as Khazrak the One-Eye due to having lost an eye in battle with the Imperial Count Boris Todbringer.
  • Nerf: He lost Redmaw, his Mark of Chaos Undivided, and his Packmaster ability between editions.
  • The Quiet One: Even though Kharzak can speak, he's never depicted doing so in-lore.
  • Right-Hand Attack Dog: In fifth edition's Champions of Chaos, Khazrak was accompanied by the unique Chaos Warhound, Redmaw. In sixth edition's Beasts of Chaos, Redmaw was slain by Boris Todbringer, and Khazrak was plotting revenge on behalf of his pet.
  • Villain Respect: Pays it to Boris Todbringer, viewing him as a Worthy Opponent and genuine challenge.
  • Whip of Dominance: He is one of the most ruthless Beastlords among the Beastman and has complete dominance of his tribe, and appropriately his personal weapon is a barbed lash named Scourge. It is said that the mere sight of his whip has stayed the hands of other Beastmen and prevented infighting amongst his horde.
  • Worthy Opponent: How he sees Boris Todbringer. It's suggested that the reason Khazrak let Boris live after capturing him is because he genuinely enjoys matching wits with the Count of Middenheim.
  • Wound That Will Not Heal: His missing eye has never truly scarred over and continually weeps blood and pus.

    Gorthor the Beastlord 
https://static.tvtropes.org/pmwiki/pub/images/gorthor.png

The most legendary of all Beastmen champions, a thousand years ago the depredations of Gorthor all but completely destroyed the provinces of Hochland and Ostland.


  • Archenemy: He and Elector-Count Mikael Ludendorf of Hochland entered the legends of their respective peoples together.
  • The Champion: He was a Chaos Champion in addition to being a Beastlord, acting as the agent of Chaos Undivided on the mortal realm.
  • The Chosen One: A villainous example, being the Chosen of Chaos Undivided. His rule Scion of the Dark Gods allows him to generate a spell from the Lore of Death that he can cast at half the value.
  • Decapitated Army: The moment Gorthor was killed in battle, his army broke apart and fled, robbed of Gorthor's force of will to keep them together.
  • Didn't See That Coming: With his army on the verge of conquering Hergig, Gorthor was completely blindsided when the entirety of the Knights of the Order of the Blazing Sun hit his army from behind. Nor did Gorthor anticipate Count Mikael leading a counterattack targeted solely on killing him while he was trying to fend off the attacking Knights. Both errors ultimately contributed to Gorthor's death.
  • Duel to the Death: He fought one against Elector-Count Mikael of Hochland, whose possession of a blessed Sigmarite amulet enabled him to counter Gorthor's Chaos blessings. It ended in a draw, with both of them dying.
  • The Dreaded: Humans in general tend to dismiss Beastmen in comparison to the (once-)human followers of Chaos. Gorthor? A thousand years after his death, people still talk about him the way they currently talk about Archaon. Heck, even Beastmen have shades of this despite worshipping him. His very name is Bray-tongue for "Cruel".
  • Enemy Mine: Defied: when Gorthor's forces began winning victories, an army of Goblins in the mountains offered an alliance, wanting to share in the spoils. Gorthor, however, dismissed them as scum and apostates not fit to share in the glory of Chaos and had his herd massacre the lot of them.
  • Even Evil Has Standards: Inverted. Beastmen have few rules, but generally will not harm a shaman. Gorthor skinned a number of shamans and wore their hides as a cloak, proving himself a bastard even by the standards of his Always Chaotic Evil race.
  • Genius Bruiser: He was a brilliant strategist and political leader, in addition to being an eight foot monster.
  • Genuine Human Hide: While Beastmen often wear human skins for the hell of it, Gorthor inspires the same sort of dread among them by wearing a cloak made of Beastman skins. Specifically, the skins of rival shamans — most Beastmen would rather cut their own hand off than touch a shaman in anger. His Cloak of the Beastlord gives him an Inspiring Presence bubble that is 18" wide.
  • Hero Killer: He had this reputation in life, and maintains it long after his death.
  • Impaled with Extreme Prejudice: His mystical spear, the Impaler, was enchanted so as to usually produce this result. In the end, it's how he slew Count Mikael.
  • Magic Knight: He was both a deadly fighter and possessed of shamanistic abilities. His Scion of the Dark Gods makes him a simili-wizard.
  • Mutual Kill: With Count Mikael of Hochland, although the order of their deaths varies depending on the edition. In sixth edition Mikael shattered Gorthor's spear and killed the Beastlord, only to die of his injuries moments later. In seventh edition, Gorthor impaled Mikael on his spear, and Mikael used his dying breath to cut Gorthor's throat.
  • Named Weapon: "The Impaler", a cursed spear blessed (or cursed depending on one's point of view) by the Chaos Gods.
  • Nerf: Lost his Mark of the Gods and all of its effects, as well as several other unique abilities between sixth and seventh editions.
  • Pragmatic Villainy: To motivate his troops to destroy Hochland when they're demoralized by the casualties they took fighting the city's defences, Gorthor promises them all the spoils of war in Hochland, only seeking for himself Mikael's head.
  • Predecessor Villain: To both Khazrak, and human Chaos Champions like Archaon the Everchosen. All of them would like to replicate or exceed Gorthor's actions.
  • Religious Bruiser: He was exceptionally devoted to the Chaos Gods, even for a Beastman.
  • Skeletons in the Coat Closet: He wears a very impressively-horned Beastman skull atop his head, and carries the skull of the minotaur Mugrar on his chariot as one of his magical items. The Skull of Mugrar allows him to choose the best result out of two rolls for his Impact Hits.
  • Too Important to Walk: Gorthor is such a Beastlord he rides on a Tuskgor Chariot.
  • Villainous Legacy: Modern Beastlords and Champions of Chaos aspire to be every bit as monstrous as Gorthor.

    Morghur, Master of Skulls 
https://static.tvtropes.org/pmwiki/pub/images/warhammer_beastmen_morghur.png

An incredibly powerful Beastman, more of a spirit of pure undiluted chaos manifested in a bestial, distorted body than an actual being of flesh and blood. Insane and anarchic even by Beastman standards, Morghur's very presence draws Chaos, defiling and distorting all around him, while his mind ceaselessly burns with hatred, images of destruction, fire and desolation consuming him and driving him to destroy all semblance of civilization, leaving a trail of shattered minds and disfigured bodies in his wake.


  • Archenemy: Morghur is the greatest single foe of the Asrai of Athel Loren. Queen Ariel has dedicated her life to eradicating Morghur and, for his part, the Shadowgave is just as determined to corrupt and destroy her forest home.
  • Almighty Idiot: One of the most powerful Beastmen to ever be born, Morghur is nonetheless void of anything even resembling thought.
  • Axe-Crazy: Sanity and Morghur have never had even a passing acquaintance — he gibbers rather than speaks, wanders aimlessly through the forest (and in sixth edition, about the tabletop), and acts more as a force of mindless chaos than like anything with a brain, communicating only through explosive bursts of random magical violence.
  • Body Horror: He twists those who come too near him into Chaos Spawn. In 6th edition he did this to friend and foe alike; in seventh edition he only does it to friendly units. His own body is not free of the ravages of chaos, and beneath his cloak and hood his body is a constantly shifting mass of mutating flesh.
  • Born-Again Immortality: If slain, is merely reincarnated again elsewhere. Queen Ariel of the Wood Elves desperately wants to find a way to stop this from happening.
  • Creepy Souvenir: He wears the skulls of those he has killed across all his incarnations.
  • Demon Lords and Archdevils: It is suspected by some, including Queen Ariel, that Morghur is actually a Greater Daemon, reborn again and again in the flesh.
  • Driven to Madness: Anyone who comes near Morghur risks having their body and mind alike remade by the chaotic energies that whirl about him, and even if their physical form survives, their mental state rarely does.
  • Elemental Embodiment: It's hinted that he is some sort of "chaos elemental" made flesh.
  • Fetus Terrible: His first recorded birth, in the Empire, talks of him killing his mother through mutations and ripping her apart with fangs, claws and horns whilst being born. When his father tried to strangle him, he turned him into some unspeakable mutant. Within days he had grown up and left his birth village — leaving behind a hell on earth where men had become beasts and beasts had become men.
  • Healing Factor: On top of him coming back if killed, he also heals quickly.
  • Humanoid Abomination: He looks like an average, if stark raving mad, Beastman when viewed at a distance, but his frame is a constant roiling sea of mutations, he can drive people mad and twist their bodies into horrible forms by merely being in close proximity alone, and even though he can be killed, he’ll simply reincarnate himself if someone does manage to get lucky and end him. To top it all off, the theories regarding his true nature are also vague at best and terrifying at worst, one of them being that he’s a Greater Daemon that somehow managed to procure a permanent vessel for himself.
  • I Have Many Names: Beastmen call him Morghur, the Elves call him Cyanathair, and the Dwarfs call him the Gor-Dum.
  • Infectious Insanity: An encounter with Morghur can easily be the beginning of the end for a person's mental stability, if not the end in and of itself. His madness seems to literally be contagious, and few people are immune.
  • It Can Think: Undetermined. Morghur is so totally mad that determining how capable he is of thought is a questionable undertaking. Ariel initially believed the beast to be almost entirely without mind, but after his repeat attempts at destroying her homeland has concluded that either Morghur can think or his actions are being guided.
  • It's Personal: Morghur is almost incapable of thought, yet he still holds a recognizable personal enmity towards Ariel, Queen of the Wood Elves. At some point during each incarnation, he will make a beeline for Athel-Loren to pursue their endless grudge match anew and make another attempt to corrupt her home.
  • Made of Evil: Morghur is said to be the essence of Chaos given form, a vaguely humanoid mass of mutation that the Beastmen believe has existed for millennia, reborn time and again as the living incarnation of disorder.
  • Nerf: Seventh edition reduced him from a Lord unit to a Hero unit, took away most of his special items and unique abilities, removed his Mark of Chaos Undivided, and changed his Reality Warper powers so that they affected his own troops but not the enemy. The result is a far less powerful and far less useful unit than was presented in sixth edition.
  • Reality Warper: Constantly, uncontrollably, and in very horrific ways. His Aura of Transmutation makes him immune to shooting attacks as arrows and bullets are changed into something else. Moreover enemy models in base contact take a Strength 3 hit with no armour save allowed.
  • Red Baron: Known as the Master of Skulls, the Corrupter and the Shadow-Gave.
  • Skeletons in the Coat Closet: He's covered in skulls that have been woven into his hair and tied to his horns. In Beasts of Chaos, these were a magical item called the Skull-Weave.
  • Talkative Loon: Morghur constantly gibbers with madness. So do the skulls woven into his hair.
  • Walking Wasteland: He radiates The Corruption; Morghur doesn't strive to corrupt others, he simply does so through his mere presence. Even other Beastmen aren't immune; since his first appearance in Beasts of Chaos, his very presence is likely to kill other Beastmen who are too close to him and turn them into Chaos Spawn. His Spirit-essence of Chaos forces him to remove a nearby friendly model nearby each magic phase but can replace it with a Chaos Spawn.
  • With Great Power Comes Great Insanity: Morghur's body and mind are totally incapable of holding the tremendous Chaos power that he possesses, and in each of his incarnations he is born entirely mad.

    Malagor 
https://static.tvtropes.org/pmwiki/pub/images/malagor.png

The most powerful and infamous of all Beastmen shamans, Malagor is a winged shaman that inspires fear and dread amongst the mortal races and reverent awe amongst his own kind. So terrible is Malagor that the Cult of Sigmar vilifies him as the epitome of sin and blasphemy. He is the harbinger of the downfall of all things that men hold dear; the winged fiend that will rise from the benighted forests and challenge the gods of Man, the devil rendered in woodcut in ancient tomes kept under lock and key lest their terrible secrets blast the sanity of those who read them. Malagor takes a special enmity against the mortal religions; he desires nothing lest than to cast down the human gods and goddesses, to slaughter their priests and priestesses upon their own altars, and to devour their flesh and drink their blood in vile mockery of their most holy sacraments.


  • Amulet of Concentrated Awesome: His many Icons of Vilification collectively inspire his followers into greater acts of depravity and desecration. When units near him roll a double for their Primal Fury tests, they become Frenzy.
  • The Archmage: He is the most powerful Beastman Shaman of the Old World, being a level 4 Wizard that can use spells from four Lores. Moreover his Unholy Power gives him a cumulative +1 to cast spells each time he actually successfully casts a spell.
  • The Dreaded: So much so that it's an actual special rule of his; he prevents enemy units using the General's Leadership. In other words, Malagor scares other races so much that even their own leaders can't keep them in line on the battlefield unless they're right next to their troops. His Something Wicked This Way Comes cancels the Inspiring Presence effect that unit near him could benefit from.
  • Evil Chancellor: Freely offers his advice and counsel to every Wargor and Beastlord out there, guiding every leader of the race in the apocalyptic direction he wants them to go.
  • Evil Sorcerer: The greatest and most evil of all the Great Bray-Shamans, Malagor is a powerful spellcaster with visions of the End Times running through his mind.
  • Good Wings, Evil Wings: Has black feathered, bird-like wings.
  • Red Baron: He's known as the Dark Omen, the Crowfather, the Despoiler of the Sacred and the Harbinger of Disaster.

    Ghorros Warhoof 
https://static.tvtropes.org/pmwiki/pub/images/ghorros_warhoof.jpg

A gnarled, ancient, and belligerent centigor dedicated solely to fighting, rutting and drinking. Strong, virile and an incorrigible boaster, Ghorros is the patriarch of an impossibly vast and fractious clan that, nonetheless, reveres and respects him as their sire.


  • The Alcoholic: Like all centigors, the three things he does are drink, rut, and kill. Especially the first.
  • Booze-Based Buff: Centigors receive bonuses depending on their levels of intoxication, though the exact process varies between sixth and seventh editions. Ghorros, who was only introduced in the 7th always utilized its rules, becoming Stubborn if drunk, +2 Initiative if sober, and the chance to reroll Primal Fury tests if hungover.
  • Carry a Big Stick: Ghorros wields the Mansmasher, a huge and potently enchanted club, blessed by several dozen Bray-Shamans and soaked in the blood of fallen dynasties. Each unsaved wound caused by the Mansmasher is multiplied into D3 Wounds.
  • Drunken Master: Ghorros and his children can all become deadlier depending upon their levels of intoxication.
  • Evil Patriarch: He could make a warband with all his sons. The Son of Ghorros are an unit comprised of his most able sons with +1 to their Weapon Skill, and their devotion allows them a Look Out, Sir! roll.
  • Extreme Omnisexual: Ghorros will mount anything that stands still long enough for him to do so, when he feels in the mood. Centigors are merely his most common progeny.
  • A Father to His Men: Typically because he genuinely is their father. Ghorros is so beloved that two of his special rules revolve around it; his centigor sons will gladly throw themselves in harm's way to protect Ghorros, and if Ghorros dies, the entire army is likely to go berserk due to their reverence of him.
  • Hangover Sensitivity: Centigors like Ghorros get the chance to reroll Primal Fury tests if hungover; the rule is literally called "Hangover from Hell."
  • It's Personal: With the Wood Elves following his murder of the Prince of Unicorns. They automatically get "Hatred" against him, and storywise he's number two on their hit list, right behind Morghur.
  • Named Weapon: His mystical club, Mansmasher.
  • Psycho for Hire: Ghorros is happy to join up with any army, so long as receives booze and the chance to do violence upon the civilized races.
  • Really Gets Around: His title is "Sire of a Thousand Young", and he boasts that he literally fathered the entire centigor strain. Evidence suggests he may, in fact, be telling the truth there. His Father of Beasts rule allows all Beastmen units a +1 bonus to Leadership when testing Primal Fury as the dozen or more sons of Ghorros in the army become enraged.
  • Serial Rapist: Implied. Few beings will willingly breed with a Beastman, Centigors are rapists by nature, and Ghorros is said to have bred with every kind of animal in the known world.
  • Skeletons in the Coat Closet: Wears the skull of the Prince of Unicorns, Arsil, as a helmet. This protects him from magic, but makes Wood Elves fight harder in an army featuring him; they want to kill him and take the skull back. His Skull of the Unicorn Lord gives him Magic Resistance but all Wood Elves have Hatred against Ghorros.

    Taurox, the Brass Bull 
https://static.tvtropes.org/pmwiki/pub/images/taurox.jpg

A violent and powerful minotaur lord, Taurox earned notoriety for his savagery and brutality. When the Gods of Chaos sent a daemonic emissary to Taurox to express their approval, the berserk minotaur bit the daemon's head clean off. At once enflamed with mindless bloodlust, Taurox went on a rampage, hacking a ceaseless swath of destruction across the world for a year and a day, killing everything in his path. Tribes of beastmen, covens of witches, nomadic Strigany caravans, ogre mercenaries, Imperial patrols, proud knights, two-headed giants; if it got in Taurox's way, he killed it. Finally, after slaughtering the entire vale of Liethberg and creating a river of blood, he collapsed. Then, at last, the Dark Gods chose to spare him; rather than dying of exhaustion, he rose again, transformed into a being of living brass, re-energized to begin the slaughter anew.


  • Achilles' Heel: His whole body is brass except for a spot on his throat that's still living flesh, because no daemon will suffer being made a fool of, especially not by a mortal. As a consequence, an incredibly lucky strike (6s to hit and then to wound) will instantly kill Taurox.
  • Ax-Crazy: Taurox will kill anything that gets close to him, and earned his ascension by going on a year-long rampage.
  • Berserk Button: Meeting his eyes immediately causes him to attack and devour you.
  • Chrome Champion: Made of living, daemonically hardened brass, which makes him Nigh-Invulnerable on the battlefield against any attack that doesn't just ignore armor. However, his throat is still flesh, giving him a fatal weakness. His Brass Body gives him a natural Toughness 6 and 5 Wounds as well as D3+1 Impact Hits, but an attack that rolls a 6 to both hitting and wounding kill him instantly.
  • Too Dumb to Live: Attacking an emissary of the Chaos Gods is not the smartest thing to do, especially when the emissary was delivering the Chaos Gods' notoriously rare appreciation for a Beastman.

    Moonclaw, Son of Morrslieb 
https://static.tvtropes.org/pmwiki/pub/images/moonclaw.jpg

A mad prophet of the daemon moon.


  • Ax-Crazy: Known for his random, lethal actions.
  • Casting a Shadow: He is a Wizard in the Lore of Shadow.
  • Humanoid Abomination: Despite looking like a particularly hideous Beastman, it is very clear he's not even that, being more likely that he's a daemonic entity birthed by the moon.
  • Infectious Insanity: Releases a wave of madness constantly and his Wave of Insanity forces a Stupidity Test on nearby units, friends or foe.
  • Lunacy: His very presence causes insanity amongst enemies and allies alike. His Unholy Zenith rule gives him on a random turn +2 bonus to casting spells as Morrslieb is full. He can then also summon meteors. Finally, his Ward of Morrslieb grants him a 5+ ward save and Magic Resistance.
  • Mad Oracle: Or at least Mad Prophet.
  • Outside-Context Problem: He literally came from the moon. He's technically not even a Beastman, and just runs around with them because their goals mesh well.

    Ungrol Four-Horn 
https://static.tvtropes.org/pmwiki/pub/images/ungrol_four_horn.jpg

A two-headed ungor who murdered his tribe's Beastlord and Bray-Shaman after he couldn't take being bullied any more. Wearing their horns atop his own stubby ones, Ungrol dubbed himself Four-Horn and set off to gather and army of fellow outcasts and exiles.


  • Appropriated Appellation: The Manblight tribe used to call him "four-horn" as a mockery. He identifies himself by it now.
  • Army of Thieves and Whores: Ungrol's warherd is comprised of this by Beastman standards, being made up of Ungors, mutants, outcasts and the assorted dregs of Beastman "culture".
  • The Dog Bites Back: Snapped and murdered his tribe's leaders for their constant abuse of him. His Bruised and Bitter rule allows him to reroll Primal Fury tests against mankind and fellow Beastmen but his unit cannot use the general's leadership to do so.
  • Even Evil Has Standards: Beastmen don't go in much for rules. Ungrol still broke the few sacred laws they have when he murdered his chieftain and his shaman and stole their horns for his own. Specifically, killing a chieftain is taboo unless it's done in a challenge, and harming a shaman, let alone killing one, is an absolute sin.
  • Freudian Excuse: He was driven out of human society for having been born horned and two-headed and then ridiculed and mocked by his fellow Beastmen for being a weak and small-horned Ungor. Ungrol has had a truly humiliating existence, and deeply hates both humanity and the Beastmen for the misery he experienced all his life.
  • Horns of Villainy: While Ungrol is officially an Ungor, he's managed to kill a Beastlord and Bray-shaman, stealing their horns in the process and tying them to his head. The Stolen Crowns contains a residue of their former owner's might and he can either gain +1 Strength or be treated as a level 1 Wizard in the Lore of the Wild.
  • Magic Knight: The stolen horns that Ungrol wears still contain some of their former owners’ dark powers, granting the rebellious Ungor the ability to cast some spells, while also boosting his strength and skill in close combat..
  • Multiple Head Case: Ungrol's two-heads argue with one another constantly due to the influence of the tribe leaders' horns he wears as a trophy.
  • The Power of Hate: He actually has a rule dubbed "Bruised and Bitter" that brings this into effect, allowing the Ungors in his warherd to benefit from his anger.
  • Psycho for Hire: Ungrol and his gang of war criminals will join up with any Warherd that will take them, so long as they're given a chance to torture the prisoners after the fact.
  • The Resenter: Hates everyone who has had a better life than he has, and aims to take it out on the world. His followers are an equally motley collection of hateful Ungors.
  • Torture Technician: Ungrol and the Ungors who follow him have become artists of torture, killing their captives over the course of days.
  • Skeletons in the Coat Closet: He wears the horns of his chieftain and shaman as headgear.

    Slugtongue 
https://static.tvtropes.org/pmwiki/pub/images/slugtongue_beastmen.jpg

A vile shaman of pestilence, famine and despair.


  • Body Horror: Even by Beastman standards; his body is so emaciated that it's skeletally thin, whilst his head is an empty-eyed skull, and he's infested with all manner of vermin — fat black lice, hopping fleas, bloated ticks, wriggling worms, stinking cockroaches, centipedes and slugs. It's truly amazing that he’s even still alive, at least if he is still alive.
  • Black Mage: He is a level 2 Wizard in the Lore of the Wild and the Lore of Death.
  • Evil Is Deathly Cold: He radiates a disturbing, freezing cold aura, so his breath is always visible and his robes are caked with icicles made from fluids best not considered too carefully.
  • Mythology Gag: Slugtongue is for all intents and purposes a Pestigor, a Nurgle-devoted beastmen subtype that had debuted in the early years of the game alongside other god-specific subtypes but which had been officially phased out by the time he debuted.
  • Plague Master: He has an innate affinity for famine, pestilence and disease, allowing him to control vermin and foul edibles with his mere presence. He has Poisoned Attacks and his Curse of the Famine-fiend force upon deployment random penalties to enemy units near him.
  • Red Baron: He's known as the Famine-Fiend, the Barren One, and Lord of the Black Harvest.

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