Follow TV Tropes


Characters / Warhammer Beasts Of Chaos

Go To

"And in that time of darkness, Man became Beast, and Beast became Man."

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.

    open/close all folders 

    General Tropes
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.
  • 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.
  • Asskicking Equals Authority: The Beastmen 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.
  • 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: The Mooks Gors start at this, and further up the chain, they get more monstrous because of further mutations.
  • 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, who go further with "bloodgreed" and slaughter everything in their path. The Doombulls Slaughterer’s Call can also make their units Frenzy.
  • 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.
  • Blood Lust: Bloodgreed is bloodlust in all but name. When Minotaurs win a round of combat, they become Frenzy because of the spilled blood, and additional attacks can stack.
  • Body Horror: As with all things Chaos, mutations are common in their ranks.
  • 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.
  • 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.
  • Dumb Muscle: Minotaurs might be the biggest and strongest of the Beastmen, but tend to know only slaughter. They would, in fact, starve to death without the support of other Beastmen because they literally are not smart enough to find their own food.
  • 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 enabling a range 12” and Strength 5 shooting attack.
  • 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.
  • Excrement Statement: Defecating or urinating on something, be it a holy item or a defeated Beastman, is the go-to way for Beastmen to show their disrespect.
  • 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.
  • 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.
  • 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 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.
  • 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.
  • 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.
  • A Load of Bull: 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.
  • The Lost Woods: Often make their homes in such locations, shunning all but the most modest trappings of anything like civilization. They also know the forests better than the humans, having secret Beast-paths in the middle of the forest to move whole herds away from spying eyes. It allows them to set up Beastman Ambushes and facilitates how their reinforcement come to the tabletop.
  • 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.
  • 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: Nerfed horribly between 6th and 7th editions, losing the ability to take Chaos Marks or be Champions of Chaos, and losing many of their best units, including Chaos Trolls, Chaos Ogres, and Dragon Ogres/Shaggoths to the Warriors of Chaos.
  • Our Centaurs Are Different: 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, bull-headed towering 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.
  • 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.
  • 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 debacherous celebrations afterward.
  • Screaming Warrior: Often 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.
  • 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. 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.
  • 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 build structures. It translates as their ability to use bows, and Ungor Raiders are one of the rare shooting units in the faction.


Most Heinous Beastmen from the Warherds

    Khazrak the One-Eye

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.
  • Mutual Kill: Khazrak dies at Boris Todbringer's hands during the End Times, while Todbringer is himself killed by Khazrak's minions seconds later.
  • 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 It Good: Wields the dreaded magical whip Scourge, and has done since he first appeared. With Scourge, Khazrak may choose to trade his normal attacks and instead perform an amount of attack equal to the number of models near him.
  • 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

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.
  • Blade on a Stick: His magic spear, the Impaler. It gives him the Killing Blow rule only, disappointingly.
  • The Champion: Was a Chaos Champion in addition to being a Beastlord, acting as the agent of Chaos Undivided on earth.
  • 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: 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: Averted: 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: 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: 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: 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, though 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 damned 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: Was exceptionally devoted to the Chaos Gods, even for a Beastman.
  • Skeletons in the Coat Closet: 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

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: Queen Ariel of Athel-Loren has dedicated her life to eradicating Morghur. 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: Up to Eleven. 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: Twists those who come too near him into Chaos Spawn. In 6th edition he did this to friend and foe alike; in seventh addition 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: 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, among 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 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.


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

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.
  • Anything That Moves: 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.
  • 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.
  • 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 allow 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

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.
  • An Axe to Grind: He carries two of them, known as the Rune-Tortured Axes. Both of them are on fire so they get Flaming Attacks and ignore Armour Saves.
  • 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

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

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.


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.
  • 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.


How well does it match the trope?

Example of:


Media sources: