Beastmasters are elves who hunt wild beasts of Nagaroth and train them to obey their orders. Thanks to them Cold One Knights have their mounts. Some captured creatures are used in battles as units of Battle Beasts, other serve as mounts. Some are killed and their skin, blood, claws or venom are used in production of poisons, armors (dragon cloaks) and other things. There are three types of Beastmasters:
Profile | M | WS | BS | S | T | W | I | A | Ld |
Hunter | 5 | 5 | 6 | 4 | 3 | 1 | 7 | 2 | 8 |
Equipment: Hunters wear heavy leather armors (see special rules), and
carry reppeter crossbows.
Special Rules: Hunter may join ordinary scout unit and acts as champion.
Such unit becomes Hunters Pack and benefits from bonuses described below:
Accurate Shooting- hunter's are masters in using repeating crossbows and
train their packs in shooting. Hunter and his pack ignores -1 to hit penalty
when using repeteating crossbows.
Ambushers: Hunter can lead his pack very close to their pray. He can do
the same during the battle and allow his troops to get behind enemy lines.
That mean that Hunter's Pack can deploy anywhere on the battlefield (even
in opponents deployment zone) as long as any of enemy models does no see
them.
Hard Leather Armor- Hunter wears his leather armor made from skins and
furs of killed animals and it's decorated with many trophies. It gives
him unmodified armor save on 6+. Hunters pack can be equipped with such
armors for 3 points per model.
If the hunter will be killed, the unit lose those bonusses, because
they lack the leadership and experience of a Hunter.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Beastmaster | 5 | 6 | 5 | 4 | 3 | 1 | 7 | 2 | 9 |
Equipment: Beastmaster wears light leather armor (save 6+) and carry a whip (hand weapon).
Special Rules: Beastmasters can lead Battle Beasts unit. You place them behind the unit. One beastmaster can control up to 8 creatures. If you plan to field bigger unit you have to have more beastmasters. If for some reason beastmaster leaves unit or dies all not controlled beasts go out of control. Roll d6 to check what they will do: 1 - attack the beastmaster or nearest model and fight to death. 2-4- escape from battlefield. Just remove them. 5-6- became subjected to stupidity rule for one turn. After that roll again.
Battle beasts use Bestmasters Ld to all tests. Bestmastes can prevent unit of battle beasts from fleeing by beating them wit their whips. Unit suffers d3 wounds and you have to roll d6. On 1 unit goes out of control. Beastmasters can attempt to drive Battle Beasts frenzy by beating them with whips. Unit suffers d3 wounds and on 2+ goes out of control.
If beast unit will for some reason flee it automatically goes out of control and cannot be railed again.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Beastlord | 5 | 6 | 6 | 4 | 4 | 2 | 8 | 3 | 10 |
Equipment: Beastlords wear heavy armor whip, and a spear.
Special rules: All friendly monsters in range of 12" from beastlord can
use his leadership for all tests. Monsters in base contact with him or
less than 3" away are not subjected to bound monster rule.
Battle Beasts
Those rules are supplemental rules for Dark Elf Beastmastes article, and cant be used separately.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
Special rules:
Scaly Skin: Cold ones sclays and slime gives them unmodified save on 6+.
Fear: Cold Ones cause fear.
Beastmastes: can ride cold ones for 3 points per model.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Sea Devils | 4 | 4 | 0 | 4 | 3 | 5 | 1 | 5 | 10 |
Special rules:
Swarm: all swarm rules apply here. Helldrakes are not subjected to normal battle beast rules.
Razor sharp fangs and claws: no armor saves allowed, except for magic armor.
Amphibious: Helldrakes can travel through water without any movement penalties.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Hell Hound | 6 | 4 | 0 | 4 | 4 | 1 | 4 | 2 | 6 |
Special rules:
Immune to psychology: Hell Hounds feel no fear or pain. Still, they can be beaked in hth combat.
Wild Charge: When Hell Hounds see enemy must move forward, and charge. When charging they can add d6" to their charge distance. They always charge at their full speed- that means that beastmasters can be separated from unit. Hell Hounds don't have to roll in the out of control table as long as they are in hth combat.
Beastmasters can ride cold one for 6p per model or dark stead for 4p per model.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Hunting Dog | 5 | 3 | 0 | 4 | 3 | 1 | 4 | 1 | 5 |
Special rules:
Hunting Pack: You can attach up to five Hunting Hounds to your Hunters Pack. They act as detachment- they can use leaders leadership, and benefit from all bonuses of that unit. They have to be at least 4" from their unit and if not they have to move at full speed to reach Hunters Pack.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Gigantic Rat | 6 | 2 | 0 | 4 | 3 | 1 | 3 | 1 | 5 |