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2000 Pts - Beastmen - Beastie Boyz 2000

Name
Doombull (1 , 255 pts)
Doombull 1 MI 6 6 3 6 5 5 5 5/7 8 5+ 255 Composition: Lord Bloodgreed: Gains an additional attack (until Frenzy is lost) every time you win a round of combat, but pursue and overrun only D6"; D3 Impact Hits when charging; Slaughterer's Call: An unit led by a Doombull is subject to Frenzy (but not Primal Fury); General; Hand Weapon; Extra Hand Weapon; Heavy Armour; Causes Fear; Extra Attack: +1 Attacks; Frenzy; Stomp 6 MI 6 4 3 5 4 3 3 3/4 7 6+ 354 Composition: Special Bloodgreed: When you win a round of combat, gain Frenzy, then gain an additional attack (until Frenzy is lost) every time you win another round, but pursue and overrun only D6"; 1 Impact Hit per model when charging; Hand Weapon; Extra Hand Weapon; Light Armour; Causes Fear; Extra Attack: +1 Attacks; Stomp 6 MI 6 4 3 5 4 3 3 3/4 7 6+ 354 Composition: Special Bloodgreed: When you win a round of combat, gain Frenzy, then gain an additional attack (until Frenzy is lost) every time you win another round, but pursue and overrun only D6"; 1 Impact Hit per model when charging; Hand Weapon; Extra Hand Weapon; Light Armour; Causes Fear; Extra Attack: +1 Attacks; Stomp 1 Mo 7 2 1 6 5 5 3 5 8 275 Composition: Rare Ghostsight: Re-roll missed attacks against Wizards, models with magic items, magic attacks, ward saves, or Undead; Hurl Attack: Shoot as stone thrower, with no minimum range, as long as you didn't march; Soul-eater: Enemy wizards within 24" at the start of the magic phase must take a Ld test - if they fail, they miscast any spell they fail to cast; Causes Terror; Immune to Psychology; Large Target; Magic Resistance (2); Stubborn; Thunder Stomp

Type

Mv WS BS St To Wo In

At

Ld Sv WSv Mgc Cost

Minotaurs (6 , 354 pts)


Minotaurs

Minotaurs (6 , 354 pts)


Minotaurs

Cygor (1 , 275 pts)


Cygor

Bestigor Herd (10 , 120 pts) Bestigor Herd 10 In 5 4 3 4/6 4 1 3 1 7 5+ 120 Composition: Special Despoilers: +1 to combat resolution for each standard previously captured from destroyed / fleeing units, lost when you flee; Always Strikes Last; Primal Fury; Great Weapon; Heavy Armour Bestigor Herd (10 , 120 pts) Bestigor Herd 10 In 5 4 3 4/6 4 1 3 1 7 5+ 120 Composition: Special Despoilers: +1 to combat resolution for each standard previously captured from destroyed / fleeing units, lost when you flee; Always Strikes Last; Primal Fury; Great Weapon; Heavy Armour Gor Herd (12 , 96 pts)
Gor Herd 12 In 5 4 3 3 4 1 3 1/2 7 Composition: Core Ambush; Primal Fury; Hand Weapon; Extra Hand Weapon; Extra Attack: +1 Attacks 96

Gor Herd (12 , 96 pts)


Gor Herd 12 In 5 4 3 3 4 1 3 1/2 7 Composition: Core Ambush; Primal Fury; Hand Weapon; Extra Hand Weapon; Extra Attack: +1 Attacks 96

Gor Herd (12 , 96 pts)


Gor Herd 12 In 5 4 3 3 4 1 3 1/2 7 Composition: Core Ambush; Primal Fury; Hand Weapon; Extra Hand Weapon; Extra Attack: +1 Attacks 96

Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.

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Name

Type

Mv WS BS St To Wo In
3 3 1 3

At
1

Ld Sv WSv Mgc Cost


6 6+ 231

Ungor Herd (36 , 231 pts) Ungor Herd 35 In 5 3 3 Composition: Core Ambush; Primal Fury; Musician Halfhorn 1 In 5 3 3 Hand Weapon; Spear; Shield

; Standard Bearer 3 3 1 3

; Hand Weapon; Spear; Shield 2 6 6+ [12]


Total Cost: 1997

Option Footnotes Extra Hand Weapon Great Weapon Hand Weapon Heavy Armour Light Armour Musician Shield Spear Standard Bearer Always Strikes Last Ambush Options +1 Attack. Requires two hands. +2 Strength; Always strikes last. Two-handed. 6+ Ward Save in combat when on foot and fighting with a shield; no effect if mounted. 5+ Armour save. 6+ Armour save. +1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift Reform. +1 Armour save bonus. Fight in Extra Rank (does not apply if charging); +1 Strength when mounted and charging. +1 to Combat Resolution; Standard can be captured if unit Flees. Special Always strikes last in close combat This unit may be kept off the table, as long as you deploy another similar unit instead. Roll in the Remaining Moves phase of the turn for each Ambushing unit: 1) Unit enters from table edge of opponents choice; 2-3) Roll again next turn; 4) Unit arrives on edge to your left; 5) Unit arrives on edge to your right; 6) Unit arrives on the edge of your choice. Make a Ld test at the beginning of each round of close combat. If you pass, the unit is subject to Hatred of all units they are fighting every round. Rolls of a double- 1 confer Frenzy. 1 automatic hit at creature's strength, Always strikes last D6 automatic hits at creature's strength, Always strikes last

Primal Fury Stomp Thunder Stomp

Validation Report Edition: 8th Edition; Game Type: Normal Game; Special Rules: Forbid Regiments of Renown Roster satisfies all enforced validation rules Roster Statistics General's Ld: 8 # Models: 106 Total Characters: 255 Total Core: 519 Total Magic Items: 0 Total Rare: 275 Total Special: 948 % Characters: 12.8 % Core: 26 % Magic Items: 0 % Rare: 13.8 % Special: 47.5 Group Points of Points of Points of Points of Points of Min 0 0 500 0 0 Max 500 500 Unlimited 1000 500 Used 255 0 519 948 275

Lords Heroes Core Special Rare

Created with Army Builder - Copyright (c) 1997-2011 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair. com!

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