Chaos Beastmen

Note from Tom: After playing the teams, our league made one change to the original Chaos Beastmen team. We changed the price of Ungor and Bestigor players and replace Block with Double Blitz on the Bestigor. If you want to see the original team, click here.
Credits for the Chaos Beastmen-General team go out to:
David Kay for the Chaos Beastmen team roster.
Stuart Wood for the Chaos Beastmen team stadium rules published in the Blood Bowl Compendium I page 28.
and finally Jervis Johnson for the Chaos Beastmen Sorcerer rules published in Blood Bowl Compendium I page 76.

Note: all material from the Blood Bowl Compendium I is copyrighted by Games Workshop Ltd. in 1997.

Players:

#PositionCostMASTAG AVSkillsTraits Skills Available
0-12 Chaos Beastmen 60,000 6 3 3 8Horns None General, Strength, Physical
0-4 Ungor 40,000 6 2 3 8DodgeNone General, Agility, Physical
0-2 Bestigor 110,000 6 4 3 8NoneDouble Blitz, Horns General, Strength, Physical

Big Guys:
#PositionCostMASTAG AVSkillsTraits Skills Available
0-2 Minotaur 110,000 5 5 2 8Mighty BlowBIG GUY, Frenzy, Horns, Thick Skull, Wild Animal, Always Hungry, Throw TeamMate Strength, Physical

Rerolls:
70,000

Big Guys:
The Chaos Beastman team may have two Big Guy players. Big Guy players may not use team rerolls.

Advance:
Physical: Physical abilities are rather different from normal skills, in that they are things that a player is born with, rather than learned abilities like skills. This means that in most cases players may never be given a physical ability as a new skill, even if the Star Players roll was a double. However, on doubles, Chaos Beastmen players may receive these skills as a "gift" from the gods they worship. They Chaos Beastmen player may thus take any skill they want or a skill from the Physical Mutation list on a doubles roll for the Star Player roll.

Allies:
Click here to see the standard ally rules

Apothecary:
Standard rules

Head Coach:
Standard rules

On Pitch Spellcaster:
The starting spell for a Chaos Beastmen Spellcaster is Warp Bolt.
Successful Result: The Spellcaster casts a bolt of destructive warp energy at an enemy player. The victim is hit and knocked over by the warp bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries were inflicted.
Failure Result: The warp energy courses uncontrollably through the Spellcaster. Make an immediate Casualty roll for the Spellcaster. This will result in a turnover.
Range: Seven squares
Succeeds on: 3+

Secret Weapons:
Any one roster or allied player on the Chaos Beastmen team may use a Chainsaw or Poisoned Dagger.

---------------------------------------------------------------- This ends the MBBL2 League rules for this team ------------------------------------

Racial Wizard: (Note: the MBBL does not use Racial Wizards)
Chaos Beastmen teams have a Chaos Beastmen Sorcerer for 150,000. Chaos Beastmen Sorcerers use Dark Magic to cast their spells. Dark Magic is the most powerful and destructive of all types of magic, but it is almost as dangerous for the user as it is for the victim that it is used against! A Chaos Beastmen Sorcerer may cast a bolt of destructive warp energy at an enemy player once per match. The Wizard lurks in the crowd, firing the Warp Bolt at the appropriate moment. The spell can be cast at any time, interrupting the opponents move if required. Roll a dice when the spell is cast. On a roll of 2-6, the victim is hit and knocked over by the Warp Bolt. Such is the power of the Warp Bolt that it automatically penetrates the victim's armour, so roll on the injury table immediately to see what injuries where inflicted. On a roll of 1, something has gone dreadfully wrong with the spell. Roll the dice again. On a roll of 1-3, the Chaos Beastmen Sorcerer is destroyed by his own spell, cross him off the team roster. On a roll of 4-6, the Sorcerer is horribly injured but survives. However, he may not be used in the next match while he recovers from his injuries.

Stadium rules:
The Chaos Beastmen coach may roll roll a D6 at the beginning of the match. On a score of 5 or 6, the Chaos Beastmen Gods are watching over the game and will favor the home side. All Fan Factor rolls made by the home team receive a +3 bonus for the entire game. If both teams are Chaos Beastmen, the modifier only applies to the Home Side (after all, it is their Stadium!)

Star Players: (Note: the MBBL does not use Star Players)

NamePositionCostMASTAG AVSkills
Slarga Foulstrike Chaos Beastman 100,000 6 3 3 8 Horns, Extra Arms, Dirty Player

Suggested miniatures:
PositionCompanyMiniature NamePart NumberPrice# in Blister/Box
BeastmenGames Workshop-USBeastmen 1, 2, 3, & 4099901106, 099901107, 099901104, 099901105$4.251
BeastmenGames Workshop-USBeastmen with Tentacles099903102$4.251
BeastmenGames Workshop-USBeastmen with Extra Arms099903103$4.251
Chaos Beastmen WarriorGames Workshop-USChaos Beastmen Warrior 1, 2, & 3099901101, 099901102, 099901103$4.751
Chaos Beastmen WarriorGames Workshop-USChaos Beastmen Warrior with Claw & Foul Appearance099903101$4.251
Slarga FoulstrikeGames Workshop-USSlarga Foulstrike073387/16$7.501
ApothecaryGames Workshop-USWarhammer 40k Chaos Beastmen Fabius Bile010200601, 010200602, 010200603, 010200604, 010200605, 010200606Total: $12.501
Chaos Beastmen SorcererGames Workshop-USWarhammer 40k Chaos Beastmen Space Marine Sorcerer 1010201301, 010201302, 010201303Total: $7.501

Contact Information for the above companies:
Games Workshop - US
Phone: (800) 394-GAME (4263)
Internet: www.games-workshop.com
Games Workshop - UK
Phone: 011-441-1591-40000

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