Sunday, April 20, 2014

Fortnight of Chaos, Part II: Beastmen

Today we continue the Fortnight of Chaos with a look at the savage and unruly beastmen. The stats below are for the Labyrinth Lord game system.

CHAOS BEASTMEN
Beastmen are mutated humanoids with hideous bestial traits. The warping nature of chaos means they may appear in almost any form, but most commonly they possess animal-like heads with twisted horns, goat-like legs and torsos varying from grotesquely bloated to fiercely muscled. Beastmen lurk in the dark forests of frontier lands, raiding civilized outposts for food or the sheer pleasure of violence. They are the most volatile of chaos troops, as prone to fighting amongst their own warbands and tribes as they are attacking settlements with other chaos minions.

There are four general types of beastmen: ungors, gors, bestigors and wargors. Ungors are the frailest beastmen and wargors the deadliest. One visual clue to the toughness of beastmen are the lengths of their horns—ungors possess little more than stumps, whereas gors, bestigors and wargors have successively longer and crueler horns.

Combat: Ungors and gors typically wield javelins or spears and their hides protect them as leather armor, and there is a 50% chance any group will possess shields. Being an unruly lot, there is also a 50% chance ungors and gors will simply charge the closest possible enemies at the start of any combat, regardless of orders. Bestigors commonly wield axes, picks or flails, and their thick hide protects them as studded leather armor. Their great strength gains bestigors +1 to hit and damage with melee weapons. Wargors wear chain mail armor and favor heavy melee weapons. Their savageness and strength gain them +2 to hit and damage with melee weapons.

Encounters & Treasure: When beastmen are encountered singly or in warbands, ungors and gors use individual hoard class (HC) I, bestigors use HC II and wargors use HC II, III and IV. However, wargors have a 50% chance to possess magic items. A warband consists of 10 to 20 ungors and gors (8 + 2d6, there will be twice as many ungors as gors) and one bestigor commander. Wargors are encountered singly and in command of two or more warbands.

Ungor: AC 8; HD 1; hp 5; MV 150’ (50’); #AT 1 javelin or spear; DAM 1d6; SA unruly; SV F1; ML 7; AL CE; XP 10. Unruly: 50% chance to charge closest foes at start of combat.

Gor: AC 8; HD 2; hp 9; MV 150’ (50’); #AT 1 javelin or spear; DAM 1d6; SA unruly; SV F2; ML 7; AL CE; XP 20. Unruly: 50% chance to charge closest foes at start of combat.

Bestigor: AC 7; HD 3; hp 14; MV 150’ (50’); #AT 1 axe (or flail or pick) or short bow; DAM 1d6+1 or 1d6; SV F3; ML 8; AL CE; XP 50.

Wargor: AC 5; HD 5; hp 23; MV 120’ (40’); #AT 1 battle axe (or heavy flail or heavy pick) or short bow; DAM 1d8+2 or 1d6; SV F5; ML 9; AL CE; XP 200. Note: 50% chance to possess magic items.