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		<title>Minotaur</title>
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		<updated>2023-05-09T20:10:11Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;{{Promotions}}&lt;br /&gt;
[[File:Minotaur 5e.png‎|300px|thumb|right|D&amp;amp;D&#039;s latest depiction of the minotaur.]]&lt;br /&gt;
:&#039;&#039;No relation to the [[Space Marine]] [[Chapter]] called the [[Minotaurs]], who have several references to the mythological creature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;minotaur&#039;&#039;&#039; is a half-[[human|man]], half-bull, taking the form of a humanoid figure - originally purely human, but adding any combination of fur, a tail and digitigrade hooved legs became popular somewhere around the 80s - with a bull&#039;s head. Though at least one artist drew the minotaur as a messed up centaur, with a human head on a hulking bull.&lt;br /&gt;
&lt;br /&gt;
This creature originates in [[Greek Mythology]], much like its fellow [[Medusa]]. Also like Medusa, &amp;quot;the Minotaur&amp;quot; was the name/title of a unique individual abomination rather than a species. &#039;&#039;Still&#039;&#039; also like Medusa, its origin story is pretty weird and fucked up, even by the standards of Greek mythology. The original minotaur, whose title means &amp;quot;the Bull of Minos&amp;quot; and whose true name was actually Asterion or Asterius, was born to one Queen Pasiphae. Minos was supposed to sacrifice a white bull to the god Poseidon, but he refused because he took a liking to the majestic creature. As punishment, Poseidon had his wife Pasiphae take a bigger liking, and by &amp;quot;bigger liking&amp;quot; we mean to the point of having a giant hollow bull statue constructed so [[/d/|she could consummate her liking for the bull in private]]. After the minotaur was born, Minos was understandably livid that his wife cheated on him with an animal, but killing the bastard wasn&#039;t on the list (probably for good reason), so the hybrid was kept in a labyrinth so that ordinary people wouldn&#039;t have to look at it.&lt;br /&gt;
&lt;br /&gt;
This might seem like a pretty raw deal for the minotaur, but on the other hand the Cretans forced the Athenians to send virgins for the monster&#039;s meals, because apparently omnivore + herbivore = obligate carnivore: once every seven years (or just every year, depending on the source) seven of the bravest youths and seven of the fairest maidens would be offered as the minotaur&#039;s munchies. This would mean that either the Minotaur would be able to survive off of one teenager for six months and the rest would keep wandering around for up to six and a half years (aside from the question of how &#039;&#039;they&#039;&#039; didn&#039;t starve to death), or else be he ate them all in one sitting and digest them over the course of several years like the [[Star Wars|Sarlacc Pit Monster]]. When it was time for the third serving of Soylent Happy Meals, a bloke named Theseus came along and objected to this man-eating. He took the place of one of the youths (meaning that he must&#039;ve been one hell of a bishie), sailed to Crete (where he fell in love with a local princess, but that&#039;s a tale for another time) and set up a rope that he could follow back. He found the center of the maze by constantly going straight ahead and never going left or right, and encountered the sleeping minotaur before it woke and the inevitable fight ensued. Depending on the source he either stabbed it in the throat or [[Awesome|strangled it with his bare hands]], after which he walked out unmolested by the Cretans, who didn&#039;t stop him because they were too busy scratching their heads wondering why they didn&#039;t try that before and making the modern portrayals of minotaurs being especially strong and tough seem unfounded given the OG version literally just got killed by a kinda regular guy who was only basically armed (or not even armed).&lt;br /&gt;
&lt;br /&gt;
As a result of this story, minotaurs are associated with labyrinths and mazes of all kinds. In [[AD&amp;amp;D]] minotaurs are immune to the Maze spell, which is odd given that the labyrinth was intended to keep the original thing in to begin with. In [[Dungeons &amp;amp; Dragons 4th Edition]] they enjoy puzzles and feel at home in twisting, turning passages. Whenever minotaurs build towns or cities, the roads are always arranged in the most confusing way possible. To the locals, this makes perfect sense. To adventurers, it&#039;s a fucking pain. To [[GM]]s, it&#039;s an easy way to take up an hour or two of the party&#039;s time after they breeze through your perfectly designed challenge in 5 minutes and you have nothing left this session.&lt;br /&gt;
&lt;br /&gt;
An interesting way to play with this trope might be to have a Minotaur philosopher character, who [[Tzeentch|makes heavy use of labyrinthian logic full of twists and turns and who jumps through many a hoop to reach his conclusion. One could also have a minotaur character be the center of such a labyrinthian &#039;&#039;plot&#039;&#039; ]].&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
Minotaurs in [[Dungeons &amp;amp; Dragons]] traditionally worship [[Baphomet]], Demon Prince of Beasts, which makes them bitter enemies of the [[Gnoll]] race, due to the rivalry between Baphomet and [[Yeenoghu]].&lt;br /&gt;
&lt;br /&gt;
4e was also the first edition to make minotaurs a mainstream playable race, rather than monsters - they had first been given a playable write up in [[Dragonlance]]. In [[Nentir_Vale|Points of Light]], Minotaurs were originally ruled over by Baphomet, the Horned King. After the Dawn War ended, he was cast into the Abyss and [[Erathis]], the goddess of civilisation, called dibs on the minotaurs. This went well for a short while, until [[Cultist-Chan|cultists]] of Baphomet corrupted the city, and [[Melora]] had to kill them with fire. Individual minotaurs struggle with the insane beasts that rages in the maze within their heads. If they succumb to this madness, they often fall into thralldom to Baphomet. If they were to overcome this insanity or keep it at bay their entire lives, minotaurs can be civilised creatures, though often preferring to live on the edge of society.&lt;br /&gt;
&lt;br /&gt;
In [[Dragonlance]], it&#039;s noted that minotaurs actually have two-toed but otherwise human-like feet, with hooves being restricted to corrupted throwback-mutants. They&#039;re also famous for being even more Greco-Roman inspired than minotaurs usually are, having a highly disciplined, warlike culture based on a strong army and martial honor, gladiatorial games being super-important (it&#039;s even how they select their emperors!), and being expert sailors. So much so that 5e made minotaurs playable by using the Krynn variant as inspiration and releasing it in the Waterborne Adventures web-enhancement [http://media.wizards.com/2015/downloads/dnd/UA_Waterborne_v3.pdf here].&lt;br /&gt;
&lt;br /&gt;
===D&amp;amp;D Racial Stats===&lt;br /&gt;
Playable minotaurs have never received a lot of attention, but they have appeared here and there throughout the editions.&lt;br /&gt;
&lt;br /&gt;
{{dnd-stub}}&lt;br /&gt;
&lt;br /&gt;
====AD&amp;amp;D====&lt;br /&gt;
Playable minotaurs appeared twice in [[Advanced Dungeons &amp;amp; Dragons]]. The first time, for AD&amp;amp;D 1e, was in [[Dragon Magazine]] #116. They were then present in the 2nd edition sourcebook [[The Complete Book of]] Humanoids. The Savage Coast of [[Mystara]] sourcebooks for 2e also provided stats for the [[Enduk]], a race of winged minotaurs native to that gonzo-fantasy world.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
&lt;br /&gt;
====Dragonlance====&lt;br /&gt;
Minotaurs have &#039;&#039;long&#039;&#039; had a prominent place in [[Dragonlance]]. In fact, if you don&#039;t count [[Tinker Gnome]]s and [[Kender]] (which most people prefer not to, seeing as how they&#039;re more annoying setting-specific versions of [[gnome]]s and [[halfling]]s), minotaurs were one of the two &#039;&#039;new&#039;&#039; PC races introduced in &amp;quot;Dragonlance Adventures&amp;quot;, the first ever sourcebook for the setting in [[Advanced Dungeons &amp;amp; Dragons]] 1st edition. This is a position they share with the [[Irda]].&lt;br /&gt;
&lt;br /&gt;
Minotaurs in this setting are basically Spartans, combining a brutal warrior culture with codes of honor and scholarship. They run a whole empire in [[Taladas]], if a smallish one given Taladas. Their society is built on Three Virtues: Strength, Cunning, and Learning; and they&#039;re famed navigators and pirates. They tend towards Lawful Evil rather than chaos.&lt;br /&gt;
&lt;br /&gt;
The [[Aquatic Elf]] population of Dragonlance have a racial hatred for Minotaurs. If a Minotaur sailor is amongst a mixed race crew, the damn knife-ears will save the rest of the crew but leave the Minotaur to drown.&lt;br /&gt;
&lt;br /&gt;
In the 3.5 Sourcebook &amp;quot;Races of Ansalon&amp;quot;, Minotaurs got a chapter all to themselves. Their stats are as follows:&lt;br /&gt;
&lt;br /&gt;
:: +4 Strength, –2 Dexterity, –2 Intelligence, –2 Charisma. Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscle over their minds. Minotaur arrogance can be offensive to other races.&lt;br /&gt;
:: Medium: As Medium creatures, minotaurs have no special bonuses or penalties.&lt;br /&gt;
:: A minotaur’s base land speed is 30 feet.&lt;br /&gt;
:: +2 natural armor bonus.&lt;br /&gt;
:: Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).&lt;br /&gt;
:: +2 racial bonus on Intimidate, Swim, and Use Rope checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.&lt;br /&gt;
:: Minotaurs may take the scent special quality as a feat. (See the Monster Manual.)&lt;br /&gt;
:: Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.&lt;br /&gt;
:: [[Favored Class]]: [[Fighter]].&lt;br /&gt;
&lt;br /&gt;
====3e====&lt;br /&gt;
3rd Edition featured two extremely different versions of playable minotaurs. The first version, appearing in the [[Monster Manual]], was quite a beast, with 6 hit dice and a +2 level adjustment, meaning that minotaur player characters had to start at ECL 9. The full statblock, as printed in the 3.5e Monster Manual, is as follows:&lt;br /&gt;
&lt;br /&gt;
:: +8 Strength, +4 Constitution, –4 Intelligence, –2 Charisma.&lt;br /&gt;
:: Large size.&lt;br /&gt;
:: Space/Reach: 10 feet/10 feet.&lt;br /&gt;
:: A minotaur’s base land speed is 30 feet.&lt;br /&gt;
:: Darkvision out to 60 feet.&lt;br /&gt;
:: Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.&lt;br /&gt;
:: Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.&lt;br /&gt;
:: Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.&lt;br /&gt;
:: +5 natural armor bonus.&lt;br /&gt;
:: Natural Weapons: Gore (1d8).&lt;br /&gt;
:: Special Attacks: Powerful charge.&lt;br /&gt;
:: Special Qualities): Natural cunning, scent.&lt;br /&gt;
:: Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.&lt;br /&gt;
:: Favored Class: Barbarian.&lt;br /&gt;
:: Level adjustment +2.&lt;br /&gt;
&lt;br /&gt;
A few months after the launch of 3.5e, the Dragonlance Campaign Setting was updated for Third Edition rules, and it featured a severely nerfed form of Minotaur that players could play at level one. Its full stat block is as follows:&lt;br /&gt;
&lt;br /&gt;
:: +4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma&lt;br /&gt;
:: Medium size&lt;br /&gt;
:: Base land speed 30 feet&lt;br /&gt;
:: Natural armor: +2&lt;br /&gt;
:: Natural attack: gore (1d6 + Str modifier)&lt;br /&gt;
:: Could charge + gore attack for damage equal to 2d6 plus 1.5x Str&lt;br /&gt;
:: +2 to Intimidate, Swim, and Use Rope checks&lt;br /&gt;
:: Can take Scent as a feat&lt;br /&gt;
:: Automatic languages: Common and Kothian. Bonus languages: Kalinese, Nordmaarian, Ogre, and Saifhum&lt;br /&gt;
:: Favored class: Fighter&lt;br /&gt;
&lt;br /&gt;
====Pathfinder====&lt;br /&gt;
Like most OGL monsters from 3E, Minotaur&#039;s only changes in [[Pathfinder]] are system wide (which means no LA so they can&#039;t be playable). In [[Golarion]] minotaurs are, in addition to a true breeding race, a result of a curse on human parents by [[Lamashtu]]. This means any organization in or near human lands could have a Minotaur around as some muscle.&lt;br /&gt;
&lt;br /&gt;
Dreamscarred Press, in love with [[Psionics|old]] [[Incarnum|often weird]] [[Book of Nine Swords|subsystems]] (they even toyed around with making [[Truenamer]] not shit!), created their own version of the Monster Classes introduced in Savage Species (and used by the World of Warcraft RPG mentioned above). Naturally one of the monster classes they made was the Minotaur. Minotaur is one of the simplest monster classes, having all the abilities of the &amp;quot;real&amp;quot; minotaur at the same strength across the same number of hit die and just being a granular progression from level 1. They are great melee brutes, but with one obvious flaw: They aren&#039;t proficient with armor. They either need to dip into some class or stick to 0 ACP armor like (masterwork studded) leather. They do however get the ability to pick an awesome minotaur only feat at 15th level called Labyrinth Lord: It&#039;s simultaneously a maze SLA, a way to force enemies into one on one combat, an infinite size portable hole and a Mordenkainen’s Magnificent Mansion.&lt;br /&gt;
&lt;br /&gt;
====World of Warcraft: The Roleplaying Game====&lt;br /&gt;
Tauren, the aforementioned Good Guy Minotaurs, appeared in the original [[Warcraft]] D20 RPG, but were re-written with a much better format (including dumping the racial level adjustment) in the [[World of Warcraft]] re-release. They were there from the corebook, and they had these stats:&lt;br /&gt;
:: +2 Strength, -2 Agility (Dexterity)&lt;br /&gt;
:: Medium&lt;br /&gt;
:: Base land speed 30 feet&lt;br /&gt;
:: Natural Weapon (Ex): Taurens have a set of horns that function as a natural weapon that deals 1D8+ Str bonus damage. Tauren are automatically proficient in the use of their horns.&lt;br /&gt;
:: Weapon Familiarity: Tauren Halberds and Tauren Totems are Martial weapons rather than Exotic for Tauren.&lt;br /&gt;
:: Weapon Proficiency: Longspear and Shortspear&lt;br /&gt;
:: +2 Racial bonus on Handle Animal and Survival checks. Handle Animal and Survival are always class skills for Tauren.&lt;br /&gt;
:: Racial Class: Tauren&lt;br /&gt;
:: Favored Class: Warrior&lt;br /&gt;
&lt;br /&gt;
Tauren Racial Class&lt;br /&gt;
:: Hit Die: D10&lt;br /&gt;
:: Skill Points (1st level): (2 + Int modifier) x 4&lt;br /&gt;
:: Skill Points (else): 2 + Int modifier&lt;br /&gt;
:: &amp;quot;Class&amp;quot; Skills: Climb, Concentration, Handle Animal, Listen, Sense Motive, Spellcraft, Spot, Survival.&lt;br /&gt;
:: Weapon &amp;amp; Armor Proficiency: Simple Weapons, exluding Crossbows, and Light Armor&lt;br /&gt;
:: Level 1: BAB +0, Fort Save +2, Ref Save +0, Will Save +2,+1 Strength, Tauren Charge (when charging, a tauren may use their horns instead of a melee weapon; this lets the tauren inflict a Gore attack that does horn damage + 1 1/2 times the tauren&#039;s Strength modifier in addition to the normal benefits)&lt;br /&gt;
:: Level 2: BAB +1, Fort Save +2, Ref Save +0, Will Save +2, +2 Spirit (Wisdom), +4 racial bonus on saves vs. fear, Tauren Weapon Proficiency (gain proficiency in either Tauren Halberd or Tauren Totem)&lt;br /&gt;
:: Level 3: BAB +2, Fort Save +3, Ref Save +1, Will Save +3,+1 Strength, Improved Tauren Charge (tauren is considered Large size for charging and bull rushing, +4 racial bonus on Strength checks for bull rush effects), Tauren Weapon Proficiency (gain proficiency in either Tauren Halberd or Tauren Totem)&lt;br /&gt;
&lt;br /&gt;
====D&amp;amp;D 4e====&lt;br /&gt;
The sad proof that, for all 4e&#039;s efforts at trying to undo the pigeonholing effect of race from editions past, it hadn&#039;t quite gotten past it yet. Not a mechanically &#039;&#039;bad&#039;&#039; race (few 4e races were), but they were so heavily optimised for close-quarter combat that there was little encouragement besides fluff to be anything other than a melee brute.&lt;br /&gt;
&lt;br /&gt;
:: Ability Scores: +2 Strength, +2 Constitution OR +2 Wisdom&lt;br /&gt;
:: Size: Medium&lt;br /&gt;
:: Speed: 6 squares&lt;br /&gt;
:: Vision: Normal&lt;br /&gt;
:: Skill Bonuses: +2 Nature, +2 Perception&lt;br /&gt;
:: Vitality: +1 healing surge&lt;br /&gt;
:: Ferocity: When you drop to zero hit points or fewer, you can make a melee basic attack as an immediate interrupt.&lt;br /&gt;
:: Heedless Charge: You have a +2 racial bonus to AC against attacks of opportunity you provoke during a charge.&lt;br /&gt;
:: Goring Charge: You have the Goring Charge racial power.&lt;br /&gt;
&lt;br /&gt;
Goring Charge&lt;br /&gt;
Minotaur Racial Encounter Power&lt;br /&gt;
&#039;&#039;You charge the enemy and gore it with your horns.&#039;&#039;&lt;br /&gt;
:: Standard Action&lt;br /&gt;
:: Melee 1&lt;br /&gt;
:: Effect: You charge and make the following attack in place of a melee basic attack:&lt;br /&gt;
:: Target: One Creature&lt;br /&gt;
:: Attack: Strength, Constitution or Dexterity +4 (6 at 11th level and 8 at 21st level) vs. AC&lt;br /&gt;
:: Hit: 1D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.&lt;br /&gt;
* Level 11: 2D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.&lt;br /&gt;
* Level 21: 3D6 + Strength, Constitution or Dexterity modifier damage, and you knock the target prone.&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
&lt;br /&gt;
====D&amp;amp;D 5e====&lt;br /&gt;
The first playable version of a Minotaur in 5e appeared in [[Unearthed Arcana]] for May, 2015. This version was explicitly modeled after the Krynnish version, since WoTC this time realised that with the [[half-orc]], [[warforged]], and [[goliath]] already done, the &amp;quot;big tough bruiser&amp;quot; racial niche is already pretty overcrowded. The 1d10 natural weapon is powerful at low level, but it loses out to magic weapons &amp;amp; feat boosts later on.&lt;br /&gt;
&lt;br /&gt;
Krynnish/Nautical Minotaur:&lt;br /&gt;
:: Ability Score Increase. Your Strength score increases by 1.&lt;br /&gt;
:: Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 2.&lt;br /&gt;
:: Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.&lt;br /&gt;
:: Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.&lt;br /&gt;
:: Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 375 pounds. Your size is Medium but they can wield heavy weapons in 1 hand due to their sheer size.&lt;br /&gt;
:: Speed. Your base walking speed is 30 feet.&lt;br /&gt;
:: Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.&lt;br /&gt;
:: Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.&lt;br /&gt;
:: Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action.&lt;br /&gt;
:: Labyrinthine Recall. You can perfectly recall any path you have travelled.&lt;br /&gt;
:: Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).&lt;br /&gt;
:: Languages. You can speak, read, and write Common.&lt;br /&gt;
&lt;br /&gt;
An alternative ovine-featured minotaur appeared in &amp;quot;Plane Shift: [[Amonkhet]]&amp;quot;, but they&#039;re only reskinned [[half-orc]]s with a Natural Weapon instead of Darkvision. Not overpowered by any means, and certainly competing for mechanical space with the half-orcs.&lt;br /&gt;
&lt;br /&gt;
Amonkhetian/Sheep-Headed Minotaur:&lt;br /&gt;
:: +2 Strength, +1 Constitution&lt;br /&gt;
:: Medium&lt;br /&gt;
:: Base speed 30 feet&lt;br /&gt;
:: Natural Weapon - Horns: You can use your Horns as a natural weapon to make an unarmed strike. A Horn Attack inflicts 1d6 + Str modifier Bludgeoning damage.&lt;br /&gt;
:: Menacing: You have Proficiency in Intimidation.&lt;br /&gt;
:: Relentless Endurance: When you would be reduced to 0 hit points, but not killed outright, you can choose to be reduced to 1 hit point instead. Once you have used this trait, you must complete a Long Rest before you can use it again.&lt;br /&gt;
:: Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use your reaction to make a shove attack against that creature. You can only make this shove attack on a creature that is no more than one size larger than you and which is within 5 feet of you. The creature must succeed on a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you.&lt;br /&gt;
:: Savage Attacks: When you inflict a Critical Hit with a melee weapon, increase the damage inflicted by a further +1 weapon damage dice result.&lt;br /&gt;
&lt;br /&gt;
And a third 5e Minotaur appeared in May 2018, three years after the original debuted. This one was closer to the &amp;quot;generic&amp;quot; minotaur in concept. It also loses out on the awesome and flavorful Labrynthine Recall in favor of being the &amp;quot;big tough bruiser&amp;quot; the previous UA minotaur was trying not to be and represents the persistent overvaluation of natural weapons by the design team this edition. Whelp.&lt;br /&gt;
&lt;br /&gt;
Standard Minotaur:&lt;br /&gt;
::Ability Score Modifiers: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Vision: Normal&lt;br /&gt;
::Horns: You possess horns, which are a natural weapon that you have proficiency with. When you hit with a horn attack, you inflict 1d6 + Strength modifier Piercing damage.&lt;br /&gt;
::Goring Rush: Immediately after you use the Dash action on your turn and move at least as far as your speed, you can make one melee attack with your horns as a bonus action.&lt;br /&gt;
::Hammering Horns: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use your reaction to make a shove attack against that creature. You can only make this shove attack on a creature that is no more than one size larger than you and which is within 5 feet of you. The creature must succeed on a Strength saving throw (DC 8 + your Proficiency bonus + your Strength modifier) or be pushed up to 5 feet away from you.&lt;br /&gt;
::Menacing: You have Proficiency in the Intimidation skill.&lt;br /&gt;
::Hybrid Nature: You count as being both a Humanoid and a Monstrosity in terms of Creature Type, and thus can be affected by any game effect that specifically targets either of your types.&lt;br /&gt;
&lt;br /&gt;
Finally, the &amp;quot;Official Minotaur&amp;quot; debuted in the &#039;&#039;Guildmaster&#039;s Guide to [[Ravnica]]&#039;&#039; in November 2018; this is the exact same stats as the UA &amp;quot;Standard Minotaur&amp;quot; above but dropping Hybrid Nature and trading Menacing for Imposing Presence (free proficiency in either Intimidation or Persuasion). &#039;&#039;Mordenkainen&#039;s Monsters of the Multiverse&#039;&#039; would generally reuse this statline, replacing the stat boosts to the generic ones given by recent books and replacing Imposing Presence with a new Labyrinthine Recall (always knows which way is north and advantage on Survival checks to track or navigate).&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
&lt;br /&gt;
====Midgard Minotaurs====&lt;br /&gt;
The 3rd-party setting of [[Midgard]] has its own unique spin on minotaurs, as well. This statblock can be found in the Midgard Heroes Handbook, the Southlands Player&#039;s Guide, and the Tome of Heroes, identical in all three versions.&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage.&lt;br /&gt;
::Charge: If you move at least 10 feet straight toward a target and hit it with a horn attack in the same turn, you deal +1d6 piercing damage and can use a bonus action to Shove the target 5 feet. You can only make a Charge attack once per turn. At 11th level, you can Shove the target up to 10 feet instead. You can only make a number of Charges per day equal to your Constitution modifier (minimum of 1). You recover all uses of this ability when you complete a Long Rest.&lt;br /&gt;
::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check.&lt;br /&gt;
&lt;br /&gt;
The Tome of Heroes also adds two new minotaur subraces. &#039;&#039;&#039;Bhain Kwai&#039;&#039;&#039; are a race of wetlands and swamp-dwelling minotaurs with the features of water buffalo and its related species. Bhain Kwai are more peaceful in temperament, though still capable of defending themselves, and prefer small agrarian villages to large cities. The &#039;&#039;&#039;Boghaid&#039;&#039;&#039; are a race of mountain-dwelling minotaurs with the features of highland cattle and so have a very obvious Scottish Highlander theme to their civilization.&lt;br /&gt;
&lt;br /&gt;
Bhain Kwai:&lt;br /&gt;
::Ability Score Increase: +2 Constitution, +1 Strength&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage.&lt;br /&gt;
::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check.&lt;br /&gt;
::Strong Back: Your Carrying Capacity is Strength Score times 20, rather than the normal Strength Score times 15.&lt;br /&gt;
::Wetland Dweller: You have a Swimming Speed of 25 feet, and ignore the movement penalty caused by difficult terrain based on mud or the need to wade through waist-deep or lower water.&lt;br /&gt;
&lt;br /&gt;
Boghaid:&lt;br /&gt;
::Ability Score Increase: +2 Wisdom, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision: 60 feet&lt;br /&gt;
::Natural Attacks: When making Unarmed Strikes, you can attack with your horns, which deal 1d6+Str modifier piercing damage.&lt;br /&gt;
::Labyrinthine Sense: You can automatically retrace any path that you have taken, without error or the need for an ability check.&lt;br /&gt;
::Highlander: You suffer no environmental penalties when operating at heights of 8,000 feet or more.&lt;br /&gt;
::Storied Culture: You have Proficiency in one of the following Musical Instruments: Bagpipes, Drum, Horn or Shawm.&lt;br /&gt;
::Wooly: Your pelt is thick enough to count as a set of cold weather clothing, protecting you against cold environments. It also gives you Advantage on saving throws against spells or other effects that inflict Cold damage.&lt;br /&gt;
&lt;br /&gt;
====Kinosian Minotaurs====&lt;br /&gt;
When the Classical Mythology-themed setting of [[Arkadia]] debuted, minotaurs were conspicuously absent from the ancestries of the [[Phaedran]], a race of [[Half-Fey]] bred from Greco-Roman themed fey races that stood in for playable examples of those races. Minotaurs appeared in the bestiary in the back of the setting book, but were described as curse-spawned [[fey]], too mindless and savage to possibly be adventurers, and this applied to any progeny created by coupling with [[human]]s, [[elves]], [[dwarves]] or [[orc]]s. Eventally, though, fan complaints caused them to backtrack on this and they introduced Kinosian Minotaurs as a free PDF expansion for the setting.&lt;br /&gt;
&lt;br /&gt;
Kinosian minotaurs inhabit the crumbling, labyrinthine ruins of the island of Kinos, which they once shared peacefully with a now-extinct race of dwarves. Along amongst minotaurs of Arkadia, they are a fully sapient and civilized people, and nobody knows why they are so different to the monstrous, bestial minotaurs of the mainland. The dwarves of Kinos claimed it was the divine blessing of their god, Ptol, whilst sages speculate that maybe once all minotaurs were like those of Kinos, but for some reason those of Arkadia descended in savagery. Whatever the reason, Kinosian minotaurs are normally content to guard their ancestral labyrinths, but every so often, one dares to stride forth into the world.&lt;br /&gt;
&lt;br /&gt;
Mechanically, Kinosian minotaurs have the following stats:&lt;br /&gt;
::Ability Score Increase: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Colossal Build: This is the same as Powerful Build, just with a different name.&lt;br /&gt;
::Monstrous Strength: Your first weapon attack using Strength each turn deals 1d4 extra damage of that weapon’s type.&lt;br /&gt;
::Bull’s Horns: Your horns are a natural weapon that you have proficiency with. When you hit with an attack using your horns you inflict 1d4 + Strength modifier piercing damage. This damage is further increased by Monstrous Strength. If you move at least 20 feet straight toward a creature no more than one size larger than you and then immediately hit it with an attack using your horns, it must succeed on a Strength or Dexterity saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus or be shoved 10 feet away and knocked prone. On a successful save, the creature is not shoved or knocked prone.&lt;br /&gt;
&lt;br /&gt;
====Thylean Minotaurs====&lt;br /&gt;
In the [[Odyssey of the Dragonlords]] setting, minotaurs descend from a tribe of humans who were stranded upon the southern regions of Thylea by the great maelstrom that surroudns the lost continent. Coming to reside in the rocky hills of the Aresian peninsula, they built the city of Minos, but would have starved had they not discovered a celestial bull, which graciously loaned its supernatural strength and vigor to the fledgeling tribe, allowing them to produce bountiful crops. They began to venerate this bull as their god of the harvest, but this angered the vainglorious and cruel titan Sydon, who transformed the tribe into bulls themselves. He yoked them all to a plow and forced them to tread the same winding, geometric path, until their actions carved out a deep, labyrinthine gorge. Only when the plows broke were they restored, but the curse left them permanently marked - all Thylean minotaurs resemble humanoid bulls, to varying degrees; one may look like a normal person with a bull&#039;s head, another may look like a bovine [[satyr]], and a third may look like an anthropomorphic bull. They also possess the ability to transform into raging, long-horned cattle when in the throes of battle-rage. To this day, they are shunned by humans of Thylea, especially those of Mytros, who fear they are still cursed by the gods and often force them into indentured servitude.&lt;br /&gt;
&lt;br /&gt;
Mechanically, a Thylean minotaur has the following stats:&lt;br /&gt;
::Ability Score Modifiers: +2 Strength, +1 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 40 feeet&lt;br /&gt;
::Labyrinthine Vision: You have Darkvision 60 feet, gain Advantage on skill checks to solve maze-like puzzles, and automatically succeed on saves against Maze and Hypnotic Pattern.&lt;br /&gt;
::Colorblindness: You can only see the world in shades of red and gray.&lt;br /&gt;
::Keen Snout: You have Advantage on Wisdom (Perception) checks based on scent, and can detect strong odors from up to 6 miles away.&lt;br /&gt;
::Cursed Transformation: From 5th level, you can use a bonus action to shapeshift into the form of a Bull (or a &#039;&#039;&#039;Dire Bull&#039;&#039;&#039;, from 9th level) once per day as a bonus action. This follows the rules of a Polymorph spell, barring that you do not need to concentrate. This ability automatically triggers if you suffer prolonged exposure to very bright shades of red.&lt;br /&gt;
&lt;br /&gt;
====Vodarin Minotaurs====&lt;br /&gt;
In the [[Seas of Vodari]], minotaurs were created by a [[demon]]ic master and once ruled a dark empire, but it was sundered during the Godwar and their patron abandoned them. Without its baleful influence, minotaurs adapted and evolved, forsaking their bloodthirsty origins and becoming a meritocracy ruled over by the most skilled. Though self-sufficient, they have a friendly attitude and often become adventurers.&lt;br /&gt;
&lt;br /&gt;
::Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.&lt;br /&gt;
::Age. Minotaurs reach maturity at around the age of 20 and can live well into the middle of their second century.&lt;br /&gt;
::Alignment. Most minotaurs are lawful and believe in a strict moral code. They prize strength, skill, and honor in all people.&lt;br /&gt;
::Size. Minotaurs are tall with heights around 7 feet. They have a large muscular build with their weight averaging around 300 lbs. Your size in Medium.&lt;br /&gt;
::Speed. Your base walking speed is 30 feet.&lt;br /&gt;
::Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.&lt;br /&gt;
::Savant. You gain proficiency in one skill of your choice. In addition, you gain proficiency with your choice of vehicles (water) or one type of artisan’s tools.&lt;br /&gt;
::Sense of Direction. You have advantage on checks against becoming lost and always know which direction you are facing.&lt;br /&gt;
::Horns. Your horns are natural melee weapons, with which you are proficient. If you hit with your horns, the target takes piercing damage equal to 1d6 + your Strength modifier.&lt;br /&gt;
::Minotaur Weapon Training. You have proficiency with the greataxe, greatsword, and maul.&lt;br /&gt;
::Languages. You can speak, read, and write Common and Abyssal.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D5e-Races}}&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Minotaur ODD6.png|Original D&amp;amp;D&lt;br /&gt;
Minotaur 1e.jpg|1e&lt;br /&gt;
Minotaur A3.png&lt;br /&gt;
Krynnish Minotaur 2e.gif|2e&lt;br /&gt;
Minotaur MCV1.jpg&lt;br /&gt;
Minotaur MM 2e.png&lt;br /&gt;
Minotaur MM 2e 2.png&lt;br /&gt;
Minotaur Dragon 116.jpg&lt;br /&gt;
Minotaur 3e.jpg|3e&lt;br /&gt;
Half minotaur Dragon 313.jpg|Half-Minotaur (&#039;&#039;[[Dragon Magazine|Dragon]] #313&#039;&#039;)&lt;br /&gt;
Minotaurs 4e PHB3.jpg|4e&lt;br /&gt;
4e_Minotaur_Gladiator.png&lt;br /&gt;
4e_Minotaur.png&lt;br /&gt;
4e Female Minotaur.png&lt;br /&gt;
Minotaur B1.png|Pathfinder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic: The Gathering==&lt;br /&gt;
Minotaurs are amongst the many, many races of creatures that appear throughout the [[plane]]s of [[Magic: The Gathering]], being native to [[Alara]], [[Amonkhet]], [[Dominaria]], [[Theros]], [[Ravnica]], [[Ulgrotha]], and [[Zendikar]]. Some planes actually have multiple distinct forms or cultures of minotaur, and the race includes ram- and antelope-headed versions as well as the classic bull-headed version.&lt;br /&gt;
&lt;br /&gt;
Amokhet&#039;s minotaurs are ovine-featured instead of bovine-featured, and are notorious for being rowdy, boisterous and direct. If one takes &amp;quot;Plane Shift: Amonkhet&amp;quot; as canon, they&#039;re actally incredibly short-lived, even given that they live in a world where everybody considers the point of life to be achieving a glorious death and become an undead slave to the God-Pharoah - according to this document, they don&#039;t fully mature until the age of 20, but don&#039;t live much longer than age 40, which is why they&#039;re so driven to squeeze the most out of life. Although they prefer close combat, they&#039;re also capable of producing talented spellcasters, favoring fiery magic and buffs, and those few who take up long-ranged weaponry are devastating with their heavy bows and javelins.&lt;br /&gt;
&lt;br /&gt;
In Dominaria, minotaur variants include the spiritual yet warlike clans of the Hurloon Mountains, famous for their practice of singing hymns to honor the fallen on both sides after a battle, the rare (possibly extinct) and super-shaggy minotaurs that roamed the Karplusan Mountains during the Ice Age, the eleven minotaur clans of Mirtiin, the radical and xenophobic minotaurs of Stahaan, who have been known to launch crusades against other races, and the vain, hairless, xenophobic, crystal sword-wielding minotaurs of the Talruum mountains, who are skilled [[wizard|illusionists]] and regard their kinsfolk as very ugly.&lt;br /&gt;
&lt;br /&gt;
A lot of the minotaurs found on Theros are primal, carnivorous savages, little more than beasts stalking the night in search of blood, attacking nearby cities in search of food and a good carnage. While they have existed for a while, this is when they started to get a lot of support like tribal effects. (Didgeridoo doesn&#039;t count, because it&#039;s on the Reserved List.) More recently, the Mythic Odysseys of Theros DnD book precised that not all of them are like this, and that more and more have strayed from their old barbaric traditions to go and wander the world in search of new experiences, to the point where many cities don&#039;t see them as different from other races.&lt;br /&gt;
&lt;br /&gt;
In Ravnica, minotaurs are mostly native to Ordruun, where they serve the Boros Legion and the Wojeks, but they also have been seen fighting for the Izzet Legion.&lt;br /&gt;
&lt;br /&gt;
Ulgrotha is home to both the Anaba, a shamanistic tribe of minotaur mystics, and to the Labyrinth Minotaurs, immortal guardians possibly created by magic.&lt;br /&gt;
&lt;br /&gt;
Finally, Zendikar houses many different tribes of minotaurs, ranging from feral beasts to aggressive and impulsive, yet honorable, civilized tribes, who often practice earth-manipulating magic.&lt;br /&gt;
&lt;br /&gt;
Minotaurs have earned some memetic laughs for the frequency with which they are the targets of various nasty effects in card art:&lt;br /&gt;
* [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/217 Sympathy for the Minotaur, Part 1]&lt;br /&gt;
* [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/436 Sympathy for the Minotaur, Part 2]&lt;br /&gt;
* [http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1274 Sympathy for the Minotaur, Part 3]&lt;br /&gt;
&lt;br /&gt;
This probably started for the same reason [[Star Trek|Worf]] gets beat up all the time: They&#039;re big, tough and easy to recognize as big and tough so whatever beats them up must be &#039;&#039;really&#039;&#039; strong. It continues mostly as a tradition. This tradition got a playful nudge in Unstable in the series of cards [https://scryfall.com/card/ust/98c/target-minotaur| Target Minotaur], which shows 4 variations of the same unlucky minotaur getting pelted by spells.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Amonkhetian Minotaur 1.png&lt;br /&gt;
File:Amonkhetian Minotaur 2.png ‎&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
See [[Bullgor]]&lt;br /&gt;
&lt;br /&gt;
The Minotaurs of [[Warhammer Fantasy]] were a bovine form of beastman, not to be confused with older lore stating that [[Slaanesh|Slaangors]] often mutated to look more bovine. Mindless, bloodthirsty carnivors, a minotaur on the tabletop was a fucking rape train, half-bull half-man killing machine employed by the [[beastmen|chaos furries]]. Their generic characters the Doombull and Gorebull are Minotaur characters able to be even more fucking rapetastic shit because they&#039;re the strongest and smartest of their kind.&lt;br /&gt;
Mentions of shark-headed Bullgors in Age of Sigmar may be the result of blessings by Stromfels, the Chaos God of Storms, Pirates, and Sea Monsters, including sharks.&lt;br /&gt;
&lt;br /&gt;
== Other /tg/ Appearances ==&lt;br /&gt;
[[Warcraft]] was one of the first settings to give good minotaurs a look, in the form of the tauren, which are basically minotaurs done by way of the &amp;quot;noble savage Native American&amp;quot; stereotype. They eventually revealed more variants around Azeroth, like the EVIL Taunka to the north which resembling bison, the Yaungol who look like Himalayan yaks and have a bit of &amp;quot;roaming mongolian nomads&amp;quot; going on and finally the Highmountain Tauren, who are modelled after moose.&lt;br /&gt;
&lt;br /&gt;
In [[White Wolf]]&#039;s [[Scion]] setting, minotaurs are a race of Demigod-tier mooks spawned when the aforementioned White Bull of Crete emerged from the sea, raped Pasiphae, and then began rampaging all over Crete raping every woman it encountered until Hercules came along and caught the fucking thing - King Minos couldn&#039;t stop it because it would have pissed off Poseidon, who sent it to do this pretty much for shits and giggles. All-male themselves, minotaurs have to keep raping human women to keep their numbers up.&lt;br /&gt;
&lt;br /&gt;
In [[Monster Hunter International]] they, or at least one Texas based tribe of them, prefer to be called Bullmen. They are among the few monsters that are both friendly to humans and PUFF exempt thanks to one of their own serving in the Vietnam war. They hold loyalty high enough one volunteers to have his hide made into a leather jacket to continue protecting the person he died protecting. Said jacket is tough enough that it is both bulletproof (though this hasn&#039;t been seriously tested) and can survive the wearer turning into a werewolf.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Alongside [[centaurs]] (their fellow Greeks), minotaurs share the dubious honor of being a race that is alternatively embraced and shunned by fans of both [[monstergirls]] and [[furry]] - though their native form leans much closer to the furry side, monstergirl minotaurs are basically [[musclegirl]]s with huge tits and at least one of several potential minor bovine features - long horns are near-universal, but they may also possess any or all of cow-like ears, a cow-like tail, digitigrade legs, hooves instead of feet, or unusual breasts/nipples (multiple boobs, oversized/multiple nipples, etc). You know, around the 10% mark on the furry meter, a bovine analogue to [[faun]]s. As for why minotaur monstergirls are so common, it&#039;s probably because of the connotation between &amp;quot;cow monstergirl&amp;quot; and &amp;quot;fucking huge tits&amp;quot; oppai Oppai OPPAI.&lt;br /&gt;
&lt;br /&gt;
In fact, the presence of Minotaurs in the monstergirl fandom is a little contentious; &amp;quot;[[cowgirl]]s&amp;quot;, bovine-featured girls who tend to be hugely busty, often pleasingly curvy or soft in build, and very shy and gentle, are about as prolific in the MG fandom as the [[catgirl]], and considered similarly &amp;quot;entry tier&amp;quot;. Many argue that a cowgirl isn&#039;t a &amp;quot;real&amp;quot; minotaur MG unless she&#039;s also an [[amazon]], or at least a [[musclegirl]], and even then there&#039;s arguments about whether she has to have a brazen and forceful personality, matching the traditional violent/warlike depiction of the minotaur-as-monster, or if she can still be (at least in the right circumstances) as sweet and gentle as ordinary cowgirls. So in short, the difference between a cowgirl and a minotaur girl is the same as the difference between a domestic farm cow and an undomesticated aurox.&lt;br /&gt;
&lt;br /&gt;
This divide is referenced in [[Life With Monstergirls]]: whilst their Minotaur &amp;quot;Liminal Race&amp;quot; is supposedly divided into the aggressive &amp;quot;Bullfighting&amp;quot; Minotaur and the more gentle and docile &amp;quot;Milking&amp;quot; Minotaur, the sample minotaur character Cathyl is a Milking type with an extremely aggressive nature who is quick to revert to violence. All minotaur females look like horned women with digitigrade, furry, cow-hooved legs, furry elf-like ears, and a cow&#039;s tail. Milking Types have huge tits which steadily swell bigger as they produce the day&#039;s milk, growing to painfully swollen and tender proportions far larger than a human head - Cathyl&#039;s breasts are bigger than even those of Tio, the [[ogre]] monstergirl who had previously been the must buxom member of the cast. Minotaur men are bull-headed muscular brutes with cow tails and legs, in a standard Japanese &amp;quot;men are more bestial than women&amp;quot; art style. It&#039;s unclear if both types of minotaur women are [[musclegirl]]s; Cathyl is a Milking type who is visibly ripped, but she&#039;s also a farm-girl who spends a lot of time doing heavy labor. Of course, the same would probably be true of the average Milking type.&lt;br /&gt;
&lt;br /&gt;
===MGE===&lt;br /&gt;
[[File:MGE Minotaur.jpg|300px|thumb|right|The MGE&#039;s Minotaur stands out from the [[cowgirl]] herd in a few ways.]]&lt;br /&gt;
The [[Monster Girl Encyclopedia]] actively embraces the minotaur/cowgirl divide by making them into two separate species; the ox/bull-based minotaur, and the cow-based holstaur. Minotaurs tend to be brazen, crass, forceful and violent in everything they do. If they see a potential partner they like they won&#039;t think twice about forcing themselves onto them. Extremely lazy by nature, they are hedonists who are driven by their emotions and live to eat, sleep and have sex. When not doing any of those things, they are usually working off some pent-up fury, which is one of the reasons why they are so ripped. The other reason is probably their love of rough sex, making every one of their constant bouts of lovemaking into a real workout.&lt;br /&gt;
&lt;br /&gt;
Minotaur mamono are notorious for their peculiar trait of flying into a lustful frenzy if exposed to the color red.&lt;br /&gt;
&lt;br /&gt;
Some translations of the name call them the Minotaurus race instead.&lt;br /&gt;
&lt;br /&gt;
For details on their more &amp;quot;dainty&amp;quot; cousins, the Holstaur and the Hakutaku, see the [[Cowgirl]] page.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Buff Minotaur.jpg|Delicious beef.&lt;br /&gt;
File:Shy Minotaur.jpg|Stronger than she looks.&lt;br /&gt;
File:Quadbreasted Minotaur Warrior.jpg|Some artists apply bovines having four udders in a [[/d/]]ifferent way to cowgirls.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Magic: The Gathering]][[Category:Dragonlance]][[Category:Monsters]][[Category:Greek Mythology]][[Category:Furry]][[Category:Beastmen]][[Category:Age of Sigmar]][[Category:Beasts Of Chaos]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Legions_of_Chaos&amp;diff=305058</id>
		<title>Legions of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Legions_of_Chaos&amp;diff=305058"/>
		<updated>2023-05-09T20:08:35Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Okay, remember back in Warhammer Fantasy &amp;lt;s&amp;gt;6e&amp;lt;/s&amp;gt; &amp;lt;b&amp;gt;4e&amp;lt;/b&amp;gt;, when Chaos was under the name of the &amp;lt;s&amp;gt;[[Hordes of Chaos]]&amp;lt;/s&amp;gt; [[Old School Roleplaying|Warhammer Armies: Chaos]]? [[Warriors of Chaos]], [[Daemon]]s and [[Beastmen]], all intended to be used together in one big horde? Well, with [[The End Times]]: [[Glottkin]] sourcebook, it&#039;s back at last, under the new name of Legions of Chaos.&lt;br /&gt;
&lt;br /&gt;
Unlike [[Forge World]]&#039;s complicated [[Chaos Great Hosts]] approach, the Legions of Chaos are pretty simple. At their foundation, they&#039;re a plug &#039;n&#039; play of characters and units from all of the other Chaos books; the biggest difference is explicitly spelling out that Daemons can&#039;t get any Leadership benefits from Daemons who aren&#039;t of the same god. Humans and Beastmen can&#039;t lead Daemonic units, naturally. More importantly, Beastmen can get Chaos Marks again (at 2pts per model for units, 10pts for Heroes/Lords/Chariots/Monsters - except for the Mark of Slaanesh, which is 1pt/5pts depending on aforementioned typing), and Beastmen get to roll on the Eye of the Gods too, although they can&#039;t become [[Daemon Prince|Daemon Princes]] anymore, so if you roll a 12, you - no, you don&#039;t get the Divine Greatness rule automatically, you get [[Chaos Spawn|Damned By Chaos]] instead. Which, like the removal of Daemon Princes of [[Chaos Undivided]] is LAME!&lt;br /&gt;
&lt;br /&gt;
Despite this, it&#039;s the Chaos Godsend that the Beastmen players have been wanting since 6th Edition, since it finally allows them to legitimately field decently gribbly units AND brings back Chaos Marks from [[Beasts of Chaos]].&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Legions of Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]] [[Category: Chaos]] [[Category: Daemons]] [[Category: Warriors of Chaos]] [[Category: Beastmen]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Khorngor&amp;diff=289870</id>
		<title>Khorngor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Khorngor&amp;diff=289870"/>
		<updated>2023-05-09T20:08:06Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;[[File:Oldhammer Khorngor.png|thumb|right|350px|Is an anthropomorphic animal sexual deviant dressed in a mansuit a Balldy?]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khorngors&#039;&#039;&#039; are [[Beastmen]] in [[Warhammer Fantasy]], [[Warhammer 40000]], or [[Age of Sigmar]] who have dedicated themselves solely to the worship of [[Khorne]] and been rewarded with his Mark for their feats.&lt;br /&gt;
&lt;br /&gt;
===WFB===&lt;br /&gt;
As one would predict of anything Khorne-related Khorngors wear mostly red and black with a lot of brass. In particular, their fur has a metallic sheen like brass and their eyes are pure white with red pupils (the only other acceptable options would have been pure red, bloodshot with red, or red on black). By birth most have canine heads and the ones who bear Khorne&#039;s blessing most have their horns naturally grow in the shape of his symbol, like his Daemons (there&#039;s your conversion bait). Like Nurgle&#039;s [[Pestigor]] they have tougher hides and wear more armor, but less so in both categories. All Beastmen instinctively hate civilization, but the non-Pestigor devoted to the gods have an asterisk next to that statement; [[Tzeentch&#039;s]] [[Tzaangor]] have a degree of wit and understanding to undermine the bonds of the organized, and [[Slaanesh&#039;s]] [[Slaangor]]s love civilization while indulging themselves but feel profound self-loathing afterwards. Khorngors want to tear down the intentional works of order from the foundations upwards like other Beastmen, but only because it is their enemy; they organize with military precision and smith like any force of Khorne&#039;s would be expected to. This technically makes them the most ordered group of Beastmen, despite looking to their foes like a ravening horde foaming at the mouth.&lt;br /&gt;
&lt;br /&gt;
For most of WFB history they didn&#039;t really have their own stats, and existed as models (until they were squatted and replaced with generics for all varieties) that represented what Marks your forces had. In the original [[Realms of Chaos]] duology, when introduced in &amp;quot;The Lost and the Damned&amp;quot;, it was stated that Khorngors gained +2 Willpower compared to normal beastmen. Additionally, they &#039;&#039;&#039;Hate&#039;&#039;&#039; both characters aligned to [[Slaanesh]] and enemy wizards. Khorngor shamans forsook their normal spellcasting abilities to gain the unique ability to dispel enemy magic instead.&lt;br /&gt;
&lt;br /&gt;
In the Beasts of Chaos armybook, the only Khorngors were Bestigors, chariots (ridden by Bestigors), and Characters, since only they could take the Mark of Khorne, presumably because they were the only ones to prove themselves. In all cases the Mark gave Frenzy to its bearer(s), and in addition the every character/unit with the mark added one dice to the player&#039;s dispel pool. Before you ask, the riders on Chariots were affected by Frenzy, but the creatures pulling it were not.&lt;br /&gt;
&lt;br /&gt;
Variety was gutted when Chaos was split into three armies and [[Phil Kelly|somebody]] took Marks away from the Beastmen, then retconned the fluff to say that Beastmen were never given and could never have Marks.&lt;br /&gt;
&lt;br /&gt;
===40k===&lt;br /&gt;
Beastmen mutations are not automatically Chaos in 40k, but at the same time Beastmen aren&#039;t a dominant and uncontrollable force so most Khorngor are just considered Chaos Mutants and lumped in with human Cultists. Way back in the day, when Chapters were first being created and released, each one would get a list of how many Beastmen slaves they had access to; obviously any Chapter of [[Chaos Space Marines]] that was devoted to Khorne had Khorngors.&lt;br /&gt;
&lt;br /&gt;
===Age of Sigmar===&lt;br /&gt;
Tzaangors are the golden children of Chaos early on in AoS history, and Slaangors just recently got new models alongside some lore, but with the [[Beasts Of Chaos|Beasts of Chaos]] faction, we finally got info on the Khorngors. They gather into large Skullfrays where they are noted for being the most militant and disciplined of the Beastmen.&lt;br /&gt;
&lt;br /&gt;
===[[Blood Bowl]]===&lt;br /&gt;
Most Chaos teams have Beastmen, most Chaos teams are devoted to either Khorne or Undivided since Nurgle has his own non-generic teams and Tzeentch and Slaanesh canonically manage stadiums and leagues. So yeah, most Blood Bowl Beastmen players are Khorngors. Not too much else to say.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Oldhammer Khorngors.jpg|Made of pure metal and inspired by heavy metal, as it should be.&lt;br /&gt;
Image:Khorngor Command.jpg|The later models.&lt;br /&gt;
Image:Khorngor Infantry.jpg&lt;br /&gt;
Image:Khorngor Eavy Metal.jpg&lt;br /&gt;
Image:Khorngors.jpg&lt;br /&gt;
Image:Blood Bowl Khorngor.jpg|A Khorngor Blood Bowl player.&lt;br /&gt;
Image:Khorngor Ackland.png|A [[Tony Ackland]] Khorngor, looking quite Spartan.&lt;br /&gt;
Image:Ackland Khorngor 2.png|Another of Ackland&#039;s Khorngor.&lt;br /&gt;
Image:Khorngor Fanart.png&lt;br /&gt;
Image:Khornegor RAGE.jpg|&amp;quot;FUCK YOU KHORNE, I&#039;LL MAKE MY OWN MARK!&amp;quot;&lt;br /&gt;
Image:Blanche Khorngors.png|[[John Blanche]] Khorngors.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]][[Category:Age of Sigmar]][[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Harpy&amp;diff=246362</id>
		<title>Harpy</title>
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		<updated>2023-05-09T20:06:56Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
[[Image:HarpyMG.jpg|thumb|right|They have power over the loins of men.]]&lt;br /&gt;
&lt;br /&gt;
Yet another Greco-Roman [[Mythology|mythological]] monster that has deeply embedded itself into /tg/ culture, the &#039;&#039;&#039;harpy&#039;&#039;&#039; is the name for a race of avian women who made their debut in the story of Jason and the Argonauts, where they tormented a blind blasphemer of a king whom Jason had to rescue in order to find the Golden Fleece.&lt;br /&gt;
&lt;br /&gt;
Harpies are best known for being &amp;quot;half woman and half bird&amp;quot;, but since the myths are kind of unclear about how that works, there&#039;s quite a diverse array of possible interpretations that have popped up:&lt;br /&gt;
&lt;br /&gt;
# - A giant bird with a human woman&#039;s head, and sometimes boobs, sort of like the traditional depiction of the [[sphinx]].&lt;br /&gt;
# - A human woman with bird-like wings and the legs &amp;amp; tail of a giant bird.&lt;br /&gt;
# - A human woman with bird-like legs and wings instead of arms.&lt;br /&gt;
# - A [[centaur]]-like creature, in which the upper torso of a human woman replaces the head of a giant bird.&lt;br /&gt;
&lt;br /&gt;
The second and third form choices are the most common nowadays, but traditionally the first was the most common depiction in Greek myths.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also the argument about whether or not harpies should be hideously ugly (or at least old crones), or beautiful. [[Monstergirls|Naturally, most people prefer that they be beautiful]].&lt;br /&gt;
&lt;br /&gt;
Because the Greco-Roman myth of the Odyssey also features bird-women with hypnotic voices, the Sirens, it&#039;s common for harpies to be portrayed as having hypnotic voices or just being good singers, despite the fact that &amp;quot;sirens&amp;quot; are often mistakenly lumped in with [[merfolk]] these days.&lt;br /&gt;
&lt;br /&gt;
==Dungeons &amp;amp; Dragons==&lt;br /&gt;
A classic monster in [[Dungeons and Dragons]], the &#039;&#039;&#039;Harpy&#039;&#039;&#039; is at once a perfect horror; beautiful and horrible all at once. Known for their ability to sing and draw prey, inexorably, towards them, they are notoriously sadistic and have a well-deserved reputation for [[Slaanesh|playing with their prey in an excessively cruel way, only killing it when they&#039;ve gotten their rocks off by subjecting their &amp;quot;plaything&amp;quot; to unspeakable torments]].&lt;br /&gt;
&lt;br /&gt;
Avian [[Dark Eldar]] for the win, really. They can pose a serious threat to low-level adventuring parties, thanks to the abundance of Charm Person type effects they can throw around, which is where races with high saves vs. Charm or charm resistance, like [[elves]], come in handy.&lt;br /&gt;
&lt;br /&gt;
Traditionally, D&amp;amp;D harpies are fucking &#039;&#039;ugly&#039;&#039;, with the AD&amp;amp;D version being a cranky, weathered old hag and the 3.5 version being a withered crone-bat. 4th edition made them more attractive, essentially winged elves with clawed hands &amp;amp; feet, but the 5th edition artwork basically slid back towards the &amp;quot;ugly&amp;quot; side of things.&lt;br /&gt;
&lt;br /&gt;
Harpies debuted in the very first ever D&amp;amp;D supplement; 1975&#039;s [[Greyhawk]]. They went on to appear in the [[Monster Manual]] for every single edition, as well as BECMI&#039;s Basic Set. Harpies received two-part Ecology article &amp;quot;Ecology of the Harpy: Songs of Beauty/Songs of Death&amp;quot; in [[Dragon Magazine]] #115. They received a PC writeup for BECMI in the [[splatbook]] [[Top Ballista]] and another PC writeup for 3e in [[Savage Species]].&lt;br /&gt;
&lt;br /&gt;
===BECMI PC Stats===&lt;br /&gt;
Harpy PCs in BECMI have the following traits:&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/18, Constitution 3/18, Intelligence 3/16, Wisdom 3/18, Charisma 3/18&lt;br /&gt;
::Prime Requisite: Strength&lt;br /&gt;
::Base Armor Class: AC 7&lt;br /&gt;
::Harpies can only fly for a number of hours per day equal to 1/3rd their Constitution score at 1 HD, 1/2 their Constitution score at 2 HD, and their Constitution score (maximum 14 hours) at 3 HD.&lt;br /&gt;
::Harpies with Wisdom 15+ can become [[Shaman]]s of up to 6th level.&lt;br /&gt;
::Harpies with Intelligence 15+ can become [[Wokani]] of up to 4th level.&lt;br /&gt;
::Harpies do not use armor.&lt;br /&gt;
::Harpies cannot use missile weapons.&lt;br /&gt;
::Harpies can make 2 claw attacks damage per round; these claw attacks do 1d2 damage for 1HD harpies; 1d3 damage for 2HD harpies; and finally 1d4 damage for mature harpies (3HD and above).&lt;br /&gt;
::Harpies can also bite for 1d6 damage.&lt;br /&gt;
::Harpies save as [[Fighter]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Harpy Level ||Experience Points ||Hit Dice || Special Abilities&lt;br /&gt;
|-&lt;br /&gt;
|Young ||-6,000 ||1d8 || I&lt;br /&gt;
|-&lt;br /&gt;
|Teen ||-3,000 ||2d8 || II&lt;br /&gt;
|-&lt;br /&gt;
|Adult ||0 ||3d8 || III&lt;br /&gt;
|-&lt;br /&gt;
|1st ||6,000 ||4d8 || -&lt;br /&gt;
|-&lt;br /&gt;
|2nd ||18,000 ||- || IV&lt;br /&gt;
|-&lt;br /&gt;
|3rd ||42,000 ||5d8 || -&lt;br /&gt;
|-&lt;br /&gt;
|4th ||90,000 ||6d8 || V&lt;br /&gt;
|-&lt;br /&gt;
|5th ||180,000 ||7d8 || VI&lt;br /&gt;
|-&lt;br /&gt;
|6th ||360,000 ||- || -&lt;br /&gt;
|-&lt;br /&gt;
|7th ||660,000 ||8d8 || VII&lt;br /&gt;
|-&lt;br /&gt;
|8th ||960,000 ||9d8 || -&lt;br /&gt;
|-&lt;br /&gt;
|9th ||1,260,00 ||+2 hit points || -&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent ||300,000 ||+2 hit points ||- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Harpy Special Abilities:&lt;br /&gt;
::I: A harpy can Charm Person at will via her song, but targets receive a +2 saving throw bonus.&lt;br /&gt;
::II: Targets of a harpy&#039;s charming song now receive only a +1 saving throw bonus.&lt;br /&gt;
::III: Targets of a harpy&#039;s charming song no longer receive a saving throw bonus.&lt;br /&gt;
::IV: Once per day, a harpy may attempt to Charm Person with a touch attack, inflicting a -2 penalty on the saving throw.&lt;br /&gt;
::V: The harpy can use their Charm Person Touch Attack 3/day.&lt;br /&gt;
::VI: The harpy can make a Charm Monster Touch Attack 1/day, with the same -2 saving throw penalty.&lt;br /&gt;
::VII: The harpy can now use their Charm Monster Touch Attack 3/day.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Harpy_ODD5.png|Original D&amp;amp;D&lt;br /&gt;
Harpy 1e.jpg|1e&lt;br /&gt;
Harpy REF3.png&lt;br /&gt;
Harpy MCV1.jpg|2e&lt;br /&gt;
Harpy MM 2e.png&lt;br /&gt;
Harpy 3e.jpg|3e&lt;br /&gt;
Harpy 4e.jpg|4e&lt;br /&gt;
Harpy 5e.png|5e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pathfinder ==&lt;br /&gt;
[[File:Harpy B1.png|thumb|200px]]&lt;br /&gt;
To [[troll]] any [[monstergirl]] fans who might be into the setting, [[Pathfinder]] explicitly made its harpies rather good-looking, but gave them three very important negative traits.&lt;br /&gt;
&lt;br /&gt;
# [[Luke|They have absolutely no sense of hygiene, meaning they never wash or clean themselves]]. As a result, they &#039;&#039;stink&#039;&#039; to high heaven of blood, shit, rotten meat and worse. Fortunately, they can be taught to bathe themselves, and it&#039;s mentioned some harpies make dangerous urban predators simply by learning to get rid of their distinctive odor.&lt;br /&gt;
# Being [[Chaotic Evil]] means they are very rough lovers, often outright sadistic; sex with a harpy is often a very painful, humiliating experience. Still not bad enough? There&#039;s trait number 3...&lt;br /&gt;
# Sexual cannibalism. In Golarion, harpies &#039;&#039;eat&#039;&#039; their partners after they&#039;re done screwing them. This is not usually done for shits &#039;n&#039; giggles after just casual nookie, meaning you might survive a casual fling with one, but their messed up culture declares that any harpy who does &#039;&#039;not&#039;&#039; eat the father of their child is a weak slut. Which means that if the harpy wants a baby, the daddy is going to be a post-coital snack once she&#039;s knocked up.&lt;br /&gt;
&lt;br /&gt;
All the same, they&#039;re still sapient creatures, and one adventure tree explicitly allows the PCs to take one on as a sidekick and help her get over her &amp;quot;bad habits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pathfinder also has the [[Siren]] species; these are a [[Chaotic Neutral]] race who appear as giant eagles/hawks/owls with the faces of beautiful women. Being all-female like their &amp;quot;cousins&amp;quot;, they need to grab human men to procreate; unlike their harpy kindred, sirens are actually a very devoted and loving race. Yes, they will kidnap potential husbands in addition to just trying to seduce or rescue-romance them - they&#039;re Chaotic Neutral, after all - but they treat them well and fall very deeply in love. So much so that they&#039;ve been known to commit &#039;&#039;suicide&#039;&#039;, or outright &#039;&#039;die of heartbreak&#039;&#039;, if the man they have their eyes on is stolen away or resists their charms. They have a very powerful magical song that can be used to captivate, fascinate, charm or put to sleep those who hear them, can use the Bardic Performance ability of a 4th-level [[Bard]], and can cast Cause Fear, Charm Person, Deep Slumber and Shout as spell-like abilities, each one being usable thrice per day.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that 2e introduced male Harpies.&lt;br /&gt;
&lt;br /&gt;
==Warcraft==&lt;br /&gt;
In [[Warcraft]], Harpies are creatures native to Kalimdor and look like a combination between a Night Elf and a bird, and they appear to be exclusively female. They&#039;re typically trash mobs that serve as a threat and kill quest targets for leveling players; thus individual tribes serve either as a nuisance or a localized threat to the Alliance or Horde, but have not had a major role in the grand scheme of things.&lt;br /&gt;
&lt;br /&gt;
They&#039;re a lot like Pathfinder harpies above. Just read that entry, and you&#039;ll have a good idea of what these harpies are about, just more PG. Most references of how they reproduce has been removed, but old Tabletop RPG noted a number of rumors. They would resort to abducting males of other species to mate with until they served as food, and also providing information that harpies may reproduce parthenogenetically when times were tough. There&#039;s also a certain emphasis on their being highly unsanitary, noted for their stench, throwing fecal bombs, and strong immunity to diseases that they were carriers of, up to trying to seduce members of other species into kissing them [[Troll|as a means of spreading disease]]. Also of note was that they preferred to use nature magic, though they would use it to largely to exterminate the wildlife of where they would set up their nests, and their only ally was the [[Ratfolk|Kobolds]], another minor species.&lt;br /&gt;
&lt;br /&gt;
They were descended from the Wild God named Aviana, who was much more benevolent than her kids would turn out to be. Aviana died fighting the Burning Legion during the War of the Ancients, but would be resurrected during the Cataclysm to protect the world again, and survived long enough to fight off the Burning Legion again during the Third Invasion just years later.&lt;br /&gt;
&lt;br /&gt;
==Warhammer==&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Beastmen]][[Category:Dark Elves]]&lt;br /&gt;
&lt;br /&gt;
Harpies exist in the world of [[Warhammer Fantasy]]. They are associated with both the [[Beastmen]] and the [[Dark Elves (Warhammer)|Druuci]] armies. They&#039;re not particularly alluring or intelligent compared to other harpy incantations. They are little more than frothing, rabid monsters that desire only to devour flesh and are herded into battle like wild beasts. It is hinted that they may have some relation to [[Khaine]], as the dark elves believe that they are either the souls of slain witch elves or a manifestation of Khaine&#039;s wrath. But they&#039;re a species with a lot of ambiguity.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer: Age of Sigmar]], the Khinerai of the [[Daughters of Khaine]] are former Dark Elf women mutated into harpy-like forms, with long tails and bat-like wings.&lt;br /&gt;
&lt;br /&gt;
In [[Warhammer 40k]] they are [[Tyranid Harpy|Tyranid dragons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Harpy attack.png&lt;br /&gt;
Harpy warfare.png&lt;br /&gt;
Harpy rpg 2e.png&lt;br /&gt;
Harpy WFB6.jpg&lt;br /&gt;
Harpy model.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Template:Dark Elf Forces}}&lt;br /&gt;
&lt;br /&gt;
==Yu-Gi-Oh==&lt;br /&gt;
&amp;quot;Harpie&amp;quot; (ハーピィ) was one of the first deck archetypes in &#039;&#039;[[Yu-Gi-Oh]]&#039;&#039;, and the first to have actual archetype support instead of being a bunch of themed cards. It was prominently used by one of the most prominent secondary characters in the anime, ensuring it indefinite support. Harpies swarm and gain power from swarming, but are weak on their own.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
&lt;br /&gt;
Dude, Harpies are damn near the &#039;&#039;original&#039;&#039; Monstergirl.&lt;br /&gt;
&lt;br /&gt;
===Living With Monstergirls===&lt;br /&gt;
&lt;br /&gt;
While [[monstergirl]] harpies tend to be kinder and much more gentle than the classical sort, Harpies have a much deeper and more sinister reason for luring individuals off - they need males (preferably humans) to breed during the mating season. Though they will let a mate go once their mating season is over unless it&#039;s a black harpy. Competition between Harpies for mates is fierce, and a Harpy will go to extravagant lengths in order to impress a mate and win them away from a rival. In the &#039;&#039;Living With Monstergirls&#039;&#039; series, a Harpy&#039;s lover takes her out to the fields to exercise her wings every now and then, an activity which usually gets her amorous enough to enjoy &amp;quot;quality time&amp;quot; with her betrothed.&lt;br /&gt;
&lt;br /&gt;
===Monstergirl Encyclopedia===&lt;br /&gt;
&lt;br /&gt;
The [[Monster Girl Encyclopedia]] is full of different types of harpy. Aside from the common Harpy, a cheerful and friendly flyer, and her vastly more aggressive and intelligent &amp;quot;Black Harpy&amp;quot; sister, harpy variants include:&lt;br /&gt;
* [[Cockatrice]]: A flightless harpy/lizardfolk crossbreed with a timid disposition.&lt;br /&gt;
* Crow [[Tengu]]: A Zipangu variant of the Black Harpy, which is more scholarly and intellectual - and less belligerent.&lt;br /&gt;
* Gandharva: A dusky-skinned and unusually voluptuous harpy that serves as a musical [[cleric]] to the goddess of love, taking its name from Hindu nature spirits who served as musicians to the gods.&lt;br /&gt;
* Jubjub: A busty, fluffy and hyper-horny harpy native to the Wonderland region. Infamous for the fact its so horny its unhatched eggs sometimes explode if men get too close, as the fetal chick inside is warped by her lust into a [[slime]]-girl called a Humpty Egg.&lt;br /&gt;
* [[Siren]]: A harpy variant with a natural knack for singing and the ability to enthrall others with its voice.&lt;br /&gt;
* Thunderbird: A fierce and aggressively lusty harpy variant with powerful electrical abilities.&lt;br /&gt;
* Owl Mage: A wise owl like Harpy. She can cast a spell on people that clouds their minds by locking eyes with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MGE Harpy.jpg&lt;br /&gt;
File:MGE Black Harpy.jpg&lt;br /&gt;
File:MGE Cockatrice.jpg&lt;br /&gt;
File:MGE Crow Tengu.jpg&lt;br /&gt;
File:MGE Ghandharva.jpg&lt;br /&gt;
File:MGE Jubjub.jpg&lt;br /&gt;
File:MGE Siren.jpg&lt;br /&gt;
File:MGE Thunderbird.jpg&lt;br /&gt;
File:Owl_Mage.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Harpies in Terraria==&lt;br /&gt;
{{/vg/}}&lt;br /&gt;
[[Image:HARPY.gif|thumb|right|RUN, BILLY, RUN!! SAVE YOURSELF!!]]&lt;br /&gt;
Harpies are one of the more dangerous enemies in [[Terraria]], though not one of the more powerful. Encountered at high altitudes far from the initial spawn, these free-flying fiends are largely considered Terraria&#039;s equivalent of [[Dwarf Fortress]]&#039;s infamous [[Carp]] in that they exist to ruin your shit.&lt;br /&gt;
&lt;br /&gt;
With 100HP, they&#039;re one of the most durable normal enemies, and they tend to appear in large groups (often 5 or more; god help you if a Blood Moon&#039;s going on when you&#039;re in their territory). They do a huge amount of damage (nearly as much as Terraria&#039;s feared [[Daemon|Demons]]), fly very quickly (making them rather hard to hit without long-range weapons), and fire volleys of feathers off in strafing runs as they zip around the area. They only appear high in the air (and even then, far from the starting spawnpoint), but they can turn any attempt to build at high altitudes into a frustrating and frequently-fatal endeavor.&lt;br /&gt;
&lt;br /&gt;
Trying to build a curtain wall at the edge of an island whilst under siege from 4-5 of these fiends will result in an immediate need to [[Anal Circumference|roll for Anal Circumference]]. Whilst most well-known for their ability to knock you off ledges and bridges and sending you hurtling to a horribly mangled death on the ground far below from fall damage, they are far more dangerous if, god help you, one manages to get inside your base, where they can set about crashing into you, killing important NPC Shopkeepers, and in most ways doing a bang-up impression of a [[Dwarf Fortress]] Carp. That flies. [[RAGE|And shoots]].&lt;br /&gt;
[[Image:Cutelilharpy.jpg|thumb|left|Almost d&#039;aaaw enough to make you forget that they want to slit you open and feast on your innards.]]&lt;br /&gt;
&#039;&#039;Fucking Harpies&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not all bad news, though - Players who build their homes high in the sky will frequently come to enjoy the safety and security that comes from having flocks of the goddamned things swarming around their base at all times, providing a constant diversion and harassment against any foe [[Indrick Boreale|bold and foolish]] enough to approach in PVP maps. Harpies can&#039;t burrow or teleport (like a lot of monsters that otherwise occupy dangerous terrain in [[Terraria]]), so a walled-in area with reinforced walls will generally keep the fucking things out of your home, and provide you with useful guardians all in one stroke. Sadly, this means you need to actually build a base in Harpy territory, which is easier said than done. Harpies also have a rare chance of dropping a Large feather which can be used to make Harpy Wings in Hard mode which surpass the Angel and Demon Wings in terms of flight range. The Normal Feathers can be used to create Featherfall and Gravitation Potions, which when before you can get the Lucky Horseshoe, makes it much easier to navigate the skies to find more islands.&lt;br /&gt;
&lt;br /&gt;
Note, however, that once you reach Hard mode, the Harpy is no longer the premier threat of the game, especially if you build bases in the air. The Wraith is a far more ubiquitous and annoying threat, freely moving through walls, dealing ten fucktons of damage with each hit and easily obliterating your NPCs. Evil Clowns answer the age-old question of what could happen if there was a monster equivalent of a TNT-spamming jackass on your server, throwing bombs and destroying structures. But by far the worst of a very bad lot on Hard mode is the Wyvern. With over 4000 HP, the ability to go through walls, and one of the highest damage values in the game, Wyverns are the [[Carp]] of Terraria&#039;s Hard mode - such is their power, in fact, that they cause the Harpies to say &amp;quot;fuck this&amp;quot; and start flocking at lower altitudes; you&#039;ll start seeing them the second you crest a low hill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Races]][[Category:Greek Mythology]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Ghorros_Warhoof&amp;diff=230127</id>
		<title>Ghorros Warhoof</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ghorros_Warhoof&amp;diff=230127"/>
		<updated>2023-05-09T20:05:52Z</updated>

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&lt;div&gt;{{whfb-stub}}{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ghorros Warhoof&#039;&#039;&#039; is a named [[Centigor]] character who claimed to be the father of all Centigors, which we all knew it is bullshit since there are pre-existed Centigors lived before his time. Still, Ghorros is both feared and respected among the [[Beastmen]], especially the Centigors and if anyone DARE to called out his bullshit aforementioned statement, it will provoke his drunken rage and have their heads smashed by his gigantic fucking club called &#039;&#039;&#039;Mansmasher&#039;&#039;&#039;. Still, Ghorros&#039; claim might be true in a sense since he has lived an unnaturally long lives without ever succumbing to his injuries in battle, and it has given him enough time to have a lot of children, whom are famously known as the &amp;quot;Sons of Ghorros&amp;quot; that fought by his side in battle. He adores a skull he wore as a hat which was hacked off from an unicorn prince called Arsil, whom Ghorros possibly [[rape|murderfucked him (literally)]] with his super club and his horse cock under a moonlit night. In combat, he fight with his sons while drunken smash anything in his path like a drunken biker gang leader. His presence on the battlefield gives other [[Beastmen]] great leadership and he himself like his kinds are tireless due to consuming gallons of alcohols before the battle. In short, Ghorros is an abusive alcoholic father and a bike gang leader who likes to drunk &amp;lt;s&amp;gt;driving&amp;lt;/s&amp;gt; sprinting and hit people.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Cockatrice&amp;diff=128250</id>
		<title>Cockatrice</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Cockatrice&amp;diff=128250"/>
		<updated>2023-05-09T20:05:27Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;[[File:Cockatrice 5e.jpg|right|300px]]&lt;br /&gt;
The &#039;&#039;&#039;Cockatrice&#039;&#039;&#039; is a mythological monster of uncertain connection to the [[Basilisk]] and is probably delicious. Though the real-world tales of such creatures often tangle together to make them all but indistinguishable, roleplaying games tend to more clearly segregate them.&lt;br /&gt;
&lt;br /&gt;
The iconic cockatrice, particularly as seen in [[Dungeons &amp;amp; Dragons]], is a weird mixture of dragon and chicken, most commonly portrayed as a (usually oversized) rooster with leathery, bat-like wings and a reptilian tail. Cockatrices sometimes have the ability to breathe fire, but are most commonly known for a petrification attack, either in the form of a gaze attack, like the basilisk, or as a petrifying peck.&lt;br /&gt;
&lt;br /&gt;
In D&amp;amp;D specifically, cockatrices are low-level magical beasts (or monstrosities, in 5e) who are not much bigger, smarter or fiercer than a normal chicken. However, their instinctive reaction to attack enemies when they feel threatened (which is all the fucking time) combined with the ability to petrify victims with their beak makes them disproportionately dangerous. Especially because the low levels that a party is technically suited to fighting them at usually doesn&#039;t have access to the ability to protect against or undo petrification, nor the funds to restore their victims.&lt;br /&gt;
&lt;br /&gt;
After third edition, various implementations changed them to be less nasty. Pathfinder changed them to doing gradual petrification on each attack represented by dexterity damage (which heals as normal ability damage) unless you hit zero dex, and even then you get &#039;&#039;three&#039;&#039; saves before you&#039;re truly dead. This makes them one of the few OGL monsters with substantial changes from 3.5. In 4th edition, to address this, a poultice made from cockatrice feathers and mud could be used to undo petrification, which gave PCs a better chance of surviving against the nasty little bastards. They&#039;re even less of a threat in 5th edition, where their victims are only petrified for one day, and even then they have to fail two saving throws to be petrified; one to restrain them for one round, and another to make the petrification stick.&lt;br /&gt;
&lt;br /&gt;
GW do a superb resin Cockatrice model (28mm scale), if you need one for your games.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cockatrice 1e.jpg&lt;br /&gt;
Cockatrice MCV1.jpg&lt;br /&gt;
Cockatrice MM 2e.png&lt;br /&gt;
Cockatrice 3e.jpg&lt;br /&gt;
Cockatrice 4e.jpg&lt;br /&gt;
TWBTW guess-the-number-of-feathers.png&lt;br /&gt;
Cockatrice B1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warhammer Fantasy==&lt;br /&gt;
No different from the original giant chicken-lizard with petrifying gaze from medieval myth. They are a favorite target of Bretonnian knights looking to prove their courage by slaying a vile beast. As with most monsters of this nature, its origins can be lazily summed up as &amp;quot;Chaos did it&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
cockatrice warhammer online.jpg&lt;br /&gt;
cockatrice SoM.jpg&lt;br /&gt;
cockatrice model.webp&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Chaos]][[Category:Beastmen]]&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
[[File:MGE Cockatrice.jpg|thumb|right|300px|You want her? You got to catch her first.]]&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Cockatrice [[monstergirls]] are a rarity in the wider world, and tend to get confused with the [[basilisk]]. There is a tendency to portray them as somewhat reptilian [[Harpy]]-like monstergirls, perhaps because of their depiction in the [[Monster Girl Encyclopedia]]. &lt;br /&gt;
&lt;br /&gt;
Here, they are part of the Harpy family, possessing a chicken-like appearance and a reptilian tail, constantly giving off pheromones that attract men to rape them. They wish to have keen and swift children so once a man smells them they&#039;ll run away, hoping he is fast enough to catch them. They can also petrify targets by locking eyes with them, just like the iconic Cockatrice. This is largely used against actual threats, with the exception of when they want to keep a man from letting go of them.&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]] [[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Chaos_Great_Hosts&amp;diff=119124</id>
		<title>Chaos Great Hosts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Chaos_Great_Hosts&amp;diff=119124"/>
		<updated>2023-05-09T20:05:08Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;Remember when [[Games Workshop]] was [[awesome]] and released [[Hordes of Chaos]], allowing you create armies containing all of the minions of [[Chaos]] for [[Warhammer Fantasy Battle]]? Remember how they chose to be moneygrubbing idjits and split it up into the relatively decent [[Warriors of Chaos]], clunky [[Daemon]] and suck-sandwich [[Beastmen]] armies? Well, [[Forge World]] decided to try and bring back that awesomeness with rules for &#039;&#039;&#039;Chaos Great Hosts&#039;&#039;&#039; in their [[Tamurkhan: Throne of Chaos]] splatbook.&lt;br /&gt;
&lt;br /&gt;
Chaos Great Hosts make use of the rules for Allied armies as a base, but are fundamentally their own beast, with a bevvy of special rules. Most obviously, Chaos Great Hosts are controlled by a single player, rather than being two or more players working together to form a single army.&lt;br /&gt;
&lt;br /&gt;
==Comprising the Host==&lt;br /&gt;
Chaos Great Hosts are comprised of units taken from the Warriors of Chaos, Daemons of Chaos and Beastmen armies, and &#039;&#039;&#039;must&#039;&#039;&#039; contain units and characters from &#039;&#039;at least&#039;&#039; two of the eligible armies, and may contain up to three.&lt;br /&gt;
&lt;br /&gt;
One Lord tier character must be featured in the Chaos Host who is designated the Paragon of the Host.&lt;br /&gt;
&lt;br /&gt;
A Battle Standard Bearer must be featured in the Chaos Host; this character must be from the same army book as the Paragon of the Host (for example, if your Paragon is a [[Warriors of Chaos|Chaos Lord]], then your BSB must also be a [[Warriors of Chaos|Chaos Champion]]).&lt;br /&gt;
&lt;br /&gt;
The minimum Core units of the Host must, again, be taken from the same army book as the Paragon of the Host. Make note of these models; they represent the Paragon&#039;s most loyal supporters, the very foundation of their powerbase, and so count as having the Sworn Disciples rule.&lt;br /&gt;
&lt;br /&gt;
The special Rules &#039;&#039;Paragon of the Host&#039;&#039;, &#039;&#039;The Tide of Conquest&#039;&#039;, &#039;&#039;Scorn of Chaos&#039;&#039;, &#039;&#039;Sworn Disciples&#039;&#039;, &#039;&#039;And Hell Followed With Them&#039;&#039;, &#039;&#039;Not One Of Us!&#039;&#039;, and &#039;&#039;Antagonistic&#039;&#039; are all in use.&lt;br /&gt;
&lt;br /&gt;
As long as the Host is not suffering from the Scorn of Chaos, all models may be used as Trusted Allies (see the Warhammer rulebook), whether they are Sworn Disciples or Antagonistic.&lt;br /&gt;
&lt;br /&gt;
===Paragon of the Host===&lt;br /&gt;
The Paragon of the Host is the General of a Chaos Great Host, as mentioned above, and can be taken from any of the Lord-tier characters of [[Warriors of Chaos]], [[Daemons]] of Chaos, or [[Beastmen]]. The Paragon gains the special rules Touch of Destiny and Death of the Dark Lord. Additionally, the benefits of the Chaos Host being in Ascendency, and the kinds of models that are considered Sworn Disciples or Antagonistic, depends on the nature of the Paragon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Ruin&#039;&#039;&#039;: Any Chaos Lord, Sorcerer Lord, or [[Daemon Prince]] that does not have a Chaos Mark/Dedication, as well as Beastlords, Doombulls, Great Bray-Shamans, or [[Archaon]] the Everchosen himself, can be designated as a Paragon of Ruin. In this case, all units from the Paragon&#039;s own army book that do not have Chaos Marks or are otherwise dedicated to [[Khorne]], [[Slaanesh]], [[Nurgle]] or [[Tzeentch]] are considered Sworn Disciples, and there are no Antagonistic units or characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Slaughter&#039;&#039;&#039;: You may only designate a [[Khorne]]-marked Chaos Lord or Daemon Prince, Valkia the Bloody or Bloodthirster as a Paragon of Slaughter. Units marked or Dedicated to Khorne are Sworn Disciples, and those Marked or Dedicated to Slaanesh are Antagonistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Excess&#039;&#039;&#039;: You may only designate a [[Slaanesh]]-marked Chaos Lord or Sorcerer Lord or Daemon Prince, Prince Sigvald, or Keeper of Secrets as a Paragon of Excess. Units marked or Dedicated to Slaanesh are Sworn Disciples, and those Marked or Dedicated to Khorne are Antagonistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Decay&#039;&#039;&#039;: You may only designate a [[Nurgle]]-marked Chaos Lord or Sorcerer Lord or Daemon Prince, [[Tamurkhan]] the Maggot Lord, or Great Unclean One as a Paragon of Decay. Units marked or Dedicated to Nurgle are Sworn Disciples, and those Marked or Dedicated to Tzeentch are Antagonistic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Change&#039;&#039;&#039;: You may only designate a [[Tzeentch]]-marked Chaos Lord or Sorcerer Lord or Daemon Prince, Vilitch the Curseling, or Changer of Ways as a Paragon of Change. Units marked or Dedicated to Tzeentch are Sworn Disciples, and those Marked or Dedicated to Nurgle are Antagonistic.&lt;br /&gt;
&lt;br /&gt;
====Touch of Destiny====&lt;br /&gt;
The Paragon gains a 5+ Ward Save, or increases an existing Ward Save by +1, to a maximum of 3+. If the Paragon is slain outright by a spell that does not cause wounds, they may roll a D6; on a 6, they negate the spell&#039;s effects and survive.&lt;br /&gt;
&lt;br /&gt;
====The Death of the Dark Lord====&lt;br /&gt;
If the Paragon is slain, the Chaos Host will start to break apart. Once the Paragon is slain, every unit and character in the army must make a Leadership check; failure will cause the unit/model to be removed and count as destroyed. The Tide of Conquest rule is no longer applied and all models in the army now count as Antagonistic, as ambition and hatred flares.&lt;br /&gt;
&lt;br /&gt;
====Sworn Disciples====&lt;br /&gt;
Certain models in a Chaos Great Host are designated as Sworn Disciples: these are determined by the nature of the Paragon of the Host, as well as by being the &amp;quot;old guard&amp;quot; mentioned above. Characters and units classified as Sworn Disciples can always use the Paragon&#039;s Inspiring Presence and the Battle Standard Bearer&#039;s Hold Your Ground! special rules, regardless of the Tide of Conquest.&lt;br /&gt;
&lt;br /&gt;
====Antagonistic====&lt;br /&gt;
Certain models in a Chaos Great Host may be classified as Antagonistic, dependent upon the nature of the Paragon of the Host. These Chaos worshippers have only the most tenuous of allegiances to the Host and so they are fractious, unreliable, and potentially traitorous. Antagonistic characters and units can &#039;&#039;not&#039;&#039; use the Paragon&#039;s Inspiring Presence, or the Battle Standard Bearer&#039;s Hold Your Ground! special rules.&lt;br /&gt;
&lt;br /&gt;
An Antagonistic unit may not be joined by a character that does not originate from their own armybook.&lt;br /&gt;
&lt;br /&gt;
Other friendly units must make Dangerous Terrain tests if they are fleeing and pass through an Antagonistic unit or character.&lt;br /&gt;
&lt;br /&gt;
Antagonistic models do not benefit from the Paragon of the Host being in Ascendency.&lt;br /&gt;
&lt;br /&gt;
====And Hell Followed With Them====&lt;br /&gt;
Even amongst the forces of Chaos, it is a soul-searing event to march in the wake of a daemonic legion, as the fickle spirits of Chaos are undiscerning in whom they attack and reality melts like wax in their presence. If your Paragon is a Daemon, then all the characters and units without the Daemonic rule in your army who are not Immune to Psychology gain Immune to Psychology at the cost of -1 Leadership.&lt;br /&gt;
&lt;br /&gt;
==The Tide of Conquest==&lt;br /&gt;
Chaos Great Hosts are fractious and unruly, dependent upon success to keep themselves operating together.&lt;br /&gt;
&lt;br /&gt;
During battle, keep a tally turn-by-turn of the number of enemy units fleeing at the end of a player&#039;s turn and the number of enemy units destroyed at the end of a player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
All players should keep their own tallies.&lt;br /&gt;
&lt;br /&gt;
At the start of each turn, players must compare tallies.&lt;br /&gt;
&lt;br /&gt;
If the Host&#039;s tally is greater, than they are in Ascendency.&lt;br /&gt;
&lt;br /&gt;
If the Host&#039;s tally is less, than they suffer the Scorn of Chaos.&lt;br /&gt;
&lt;br /&gt;
If both tallies are the same, the game carries on as normal with no special rules in play.&lt;br /&gt;
&lt;br /&gt;
===Ascendency===&lt;br /&gt;
If the Chaos Great Host is Ascendant, then they receive a special bonus based upon the nature of their Paragon. This blessing lasts from the start of the Chaos Host&#039;s turn until the Tide of Conquest is next worked out, and all bonuses or penalties are cumulative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Ruin&#039;&#039;&#039;: The favor of the gods incites the horde to violence, granting the Despoiling Horde special rule to the Chaos Great Host; all Infantry type units (NOT characters!) gain the Devastating Charge special rule, and the Paragon&#039;s Inspiring Presence is increased to 18&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Slaughter&#039;&#039;&#039;: The favor of Khorne grants the Bringer of Carnage special rule to the Chaos Great Host; all units gain +1 to Combat Resolution and Sworn Disciples gain Magic Resistance (1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Excess&#039;&#039;&#039;: The favor of Slaanesh grants the Roiling Madness special rule to the Chaos Great Host; all enemy models suffer -1 Initiative (to a minimum of I1) and all Wizards in the Chaos Host add +1 to casting rolls for Hex type spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Decay&#039;&#039;&#039;: The favor of Nurgle grants the Plague &amp;amp; Pestilence special rule to the Chaos Great Host; enemy models suffer -1 Ballistic Skill when shooting at targets further than 12&amp;quot; away, and spells cast from the Lore of Light or the Lore of Life suffer a -D3 penalty to their casting rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paragon of Change&#039;&#039;&#039;: The favor of Tzeentch grants the Lord of the Eightfold Storm special rule to the Chaos Great Host; all Wizards in the Chaos Host add +1 to their casting rolls and all Wizards in the enemy army suffer a -1 penalty to their dispel rolls.&lt;br /&gt;
&lt;br /&gt;
===Scorn of Chaos===&lt;br /&gt;
If the Chaos Host suffers the Scorn of Chaos, it must roll on the special Scorn of Chaos table, which is a basic 2D6 check.&lt;br /&gt;
&lt;br /&gt;
* 2-4 - Discord: All units not considered Sworn Disciples become Antagonistic. Re-roll if this isn&#039;t possible.&lt;br /&gt;
* 5-6 - Desertion: A single non-Sworn Disciple unit chosen by the enemy breaks and flees as if they had failed a Panic test (only Sworn Disciples and Unbreakable units are immune). Re-roll if this isn&#039;t possible.&lt;br /&gt;
* 7 - Treachery: A single unit chosen by the enemy, other than the Paragon or a unit joined by the Paragon, turns traitor. The enemy player may control this unit until the Chaos Host gains Ascendency again.&lt;br /&gt;
* 8-9 - Death: A single unit chosen by the enemy, other than the Paragon or a unit joined by the Paragon, is struck with the gods&#039; wrath, suffering 2D6 automatic wounds (4D6 for Hordes).&lt;br /&gt;
* 10-12 - The Judgment of the Gods: The Paragon suffers D6 automatic wounds that ignore Armor and Ward saves.&lt;br /&gt;
&lt;br /&gt;
====Not One Of Us!====&lt;br /&gt;
If a unit becomes Antagonistic as a result of the Scorn of Chaos, and it is currently joined by a character that does not belong to the same armybook as the unit, that character must take a Leadership test. On a success, it retains control over the unit and may operate normally, including leaving it. On a failure, the unit storms their hated leader and drowns them in their dead; the character is instantly slain, with no saves of any kind allowed, and the traitorous unit suffers D6 wounds with no saves allowed. This Leadership test must be taken each turn until the character leaves, is slain, or the unit ceases being Antagonistic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]] [[Category:Warriors of Chaos]] [[Category:Chaos]] [[Category:Daemons]] [[Category:Beastmen]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beastmen_(40k)&amp;diff=84747</id>
		<title>Beastmen (40k)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastmen_(40k)&amp;diff=84747"/>
		<updated>2023-05-09T20:04:01Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;{{heresy}}&lt;br /&gt;
[[File:Beastspehhs.jpg|200px|thumb|left|[[Meme|Beastmen can into space]]]]&lt;br /&gt;
[[File:BeastmenBF.jpg|300px|right|thumb|When the [[Emprah]] dreamt of goat girls, this was &amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; what he envisioned.]]&lt;br /&gt;
Yes, once upon a time, [[Beastmen]] were playable in Warhammer 40,000. And then they disappeared. But now they have reappeared, with a mention in the core rulebook and a presence in the Heretics &amp;amp; Renegades army list printed by [[Forge World]]!&lt;br /&gt;
&lt;br /&gt;
Back in 2nd edition, [[Beastmen]] and other [[mutant]]s were the byproduct of [[Genestealer|Genestealer Cults]], which were a specific type of [[Genestealer]] infiltration, formerly called a Genestealer Clan, that started worshiping Chaos and the Ruinous Powers, thus becoming a Genestealer CULT. The army allowed for use of Genestealers, Beastmen, mutants and Demons. Later, the term Genestealer Cult was used for a general Genestealer infection, and the beastmen were shuffled off to the side in favour of a Genestealer Cult list having nothing to do with them, but that&#039;s fine as they then turned up in a playable mini-army in the Witch Hunters rulebook as an example of what the Witch Hunters fight against (called mutants in this case), and they also showed up again in the Eye of Terror codex, in the Witch Hunters case it&#039;s because mutations like that happen naturally in 40K, they&#039;re just usually killed when they&#039;re born and the army in question didn&#039;t follow the Imperium&#039;s teachings, and in the second case it was directly due to Chaos making a lot of mutants.&lt;br /&gt;
&lt;br /&gt;
Until recently, they existed mainly in the fluff as a barely-tolerated strain of [[abhuman]] whose main use in the [[Imperial Guard]] [[Penal legion|is to act as meatshields]] [[Grimdark|so they can atone for being mutants]]. However, they&#039;ve made a comeback as of late, with Tzaangors being a major part of the Thousand Sons&#039; army list and more generic Beastmen showing up in the board game [[Blackstone Fortress|Warhammer Quest: Blackstone Fortress]]. Fingers crossed some Guard beastmen show up at some point (so we can use them instead of the dated Cadian and Catachan models).&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:6acce81ce316aa009e15bf2d9ae0484f.jpg|250px|right|thumb|These should be the guys &#039;braying,&#039; [[CS Goto|Goto!]] [[Bullshit|Not Tyranids or Necrons!]]]]&lt;br /&gt;
In terms of temperaments and looks, Beastmen look and behave....exactly like their [[Beastmen|fantasy counterparts]] except in 40k there are actually some on the side of the &amp;quot;good guys&amp;quot; worshiping the [[Emprah]], though most still worship [[Chaos]] and make up a sizable portion of the population on Chaos-controlled planets. Beastmen, out of all the [[Abhuman|abhumans]], are the most variable and unstable, only avoiding the term [[Mutant|mutants]] because they all kept consistently looking like goats, minotaurs, satyrs, or any form of bipedal ungulates. Of course, as mentioned, they are a hair&#039;s width from being completely labeled as mutants now because of how inhuman they look and behave. Seriously, they possess a reputation for crudeness, aggression, and bad discipline, and trying to lecture one is like trying to lecture a stubborn donkey. Back in 30k, the Imperium was much more forgiving to the Beastmen, as they were often recruited into the ranks of the Imperial Army as part of the massive galactic expansion of the burgeoning Imperium of Man during the [[Great Crusade]]. Beastmen in the Imperial Army were regarded as useful, if highly undisciplined, warriors, and were ideal for suicidal assaults where brawn rather than tactical intellect was required. Other Imperial troops disliked them intensely as they were quite rowdy, unsanitary, and generally unpleasant for baseline humans to deal with.&lt;br /&gt;
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Of course, now with the idiots running the [[Inquisition]], the Beastmen are now viewed with scorn due to looking like an aborted lovechild of some intense [[furry|furry-on-furry-on-space wolf]] [[Heresy|yiffing]]. Consequently, it has led some Beastmen to start worshiping [[Chaos]]. [[Fail|Gee, how counterproductive, eh?]]&lt;br /&gt;
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However, there are several signs that the Inquisition is not &#039;&#039;entirely&#039;&#039; wrong in their assessment. Besides the fact that Beastmen that turn to Chaos take to it like a fish to water, the extreme and apparently random variation of Beastmen, combined with their tendency to start spontaneously appearing on Chaos-held worlds (the Tzaangors of the Planet of Sorcerers are heavily implied to be descended from what was left of Prospero&#039;s human population) indicates that Beastmen in general are indeed a breed originating from Chaos, just not enthralled to it by nature. This technically &#039;&#039;does&#039;&#039; make them mutants, as the Imperium&#039;s hatred of mutants stems from hunting down those twisted by Chaos as an internal threat to humanity.&lt;br /&gt;
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Due to the wide variations of Beastmen, there are several breeds and sub-breeds that have popped out of the Imperium (AKA if you&#039;re familiar with Beastmen in Fantasy or are a Beastmen player, then you would be familiar with all of these). These are:&lt;br /&gt;
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====Gors====&lt;br /&gt;
The most common type of Beastmen are called Gors, who can be readily distinguished from more lowly breeds by their horns. The number of horns is not important, although it is preferable that they should be on the creature&#039;s head. Gors take great pride in their horns and often polish, paint or decorate them to enhance their natural lustre or shape. Lowly breeds look to the Gors for guidance and leadership, praising them endlessly in victory, and grumbling behind their backs when things are not going so well. Most Beastmen battle-leaders and the top warriors will be Gors. Gors are further divided into two main sub-breeds and a less common third sub-breed. The two main types are the goat-horned Caprigors and the bull-horned Bovigors. The third variety is known as the Ungor, a Beastman phrase which means something akin to, &amp;quot;not quite right Gors&amp;quot; or &amp;quot;no-horns&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Caprigors:&#039;&#039;&#039; The most common type of Gor. They have curling or straight horns on their head like a goat or sheep...or a Capricorn. A Caprigor may have the entire head of a goat and often has goat&#039;s legs as well. A Beastman with these mutations but no others is called a Truegor. This title is also shared by some other kinds of Gor. A Caprigor Truegor is said to be bigger, braver and even more clever than other Caprigors.&lt;br /&gt;
*&#039;&#039;&#039;Bovigors:&#039;&#039;&#039; Not quite as numerous as Caprigors, a Bovigor bears cattle horns on his head and may have the entire head of a bull or an ox (Turning them into mini-Minotaurs). If he has a bull&#039;s head and either human or goat legs he is a Truegor. Bovigors are very competitive and like to think they are superior to other Gors. Most Bovigors believe that brawn is better than brains, and many possess a great deal of the former and very little of the latter.&lt;br /&gt;
*&#039;&#039;&#039;Ungors:&#039;&#039;&#039; Ungors are not as strong or robust of frame as the Gors, but they more than make up for it [[Just as Planned|in sheer malevolence.]] They are physically smaller than other Beastmen and their horns, if they have any at all, are less impressive and less numerous. While Gors may have long and spectacular horns as deadly as any sword, Ungors usually have short prongs or horn buds sprouting from their skulls, not recognisable as those of a goat or any other type acknowledged by the Gors. As a result they are not considered to be &amp;quot;proper&amp;quot; Beastmen by other Gors. They look the most like Humans out of all the Beastmen (Saved for Turnskins).&lt;br /&gt;
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====Brays====&lt;br /&gt;
The majority of Beastmen who are not Gors are called Bray. The name refers to the braying, whinnying, whooping cacophony that Beastmen make when they band together to fight, feast, or [[Promotions|bang]]. Apart from lacking horns, there is very little consistency in appearance that distinguishes a Bray from a Gor. A very brave, cunning, and unusually lucky Bray can rise to become a leader, but this is not very common and it must usually require for the Bray to have a horn of sorts. Gors do not like Brays giving them orders, and a Bray who fails to show a Gor the proper respect is asking for trouble.&lt;br /&gt;
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Essentially speaking, they are the [[Grots]] of the Beastmen hierarchy.&lt;br /&gt;
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====Turnskins====&lt;br /&gt;
[[Werewolf|Weregoats]] AHOOOOOOOYYYYY!&lt;br /&gt;
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A Turnskin is a Beastman who was born human. The continual rate of mutation amongst the human population throughout the galaxy often results in hideous mutations. Human mutants are not tolerated in their own societies, and most of them are killed when their mutations manifest themselves, or are driven from their homes to die lonely deaths. The toughest and most cunning manage to survive their physical and psychological rejection and come to join up with bands of Beastmen. Regardless of their physical appearance, a Turnskin is always a Turnskin rather than a &amp;quot;pure&amp;quot; Beastman, which means he is the lowest of the low as far as the Beastmen are concerned. If a Turnskin has horns, they are sawed off before he can be accepted by other Beastmen, otherwise he could be mistaken for a Gor. AKA these guys get the worst short end of the stick. Understandable, given had the Turnskin not become one he would have happily hunted down and slaughtered the other Beastmen.&lt;br /&gt;
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====Shamans====&lt;br /&gt;
Shamans are a very special kind of Beastmen because they possess psychic powers. However, this fact alone is only a part of what makes them special. Shamans are the intermediaries between the Beastmen and the Realm of Chaos itself. They can spirit-walk in the Empyrean and talk with the very daemons of the Chaos Gods. Shamans never lead other Beastmen, but the Beastmen&#039;s strongest leaders rely on them for all kinds of advice as well as sorcerous aid in battle.&lt;br /&gt;
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Similar to their fantasy counterparts, Shamans distort reality around them that better suits their needs. Usually this means a lot of illusionairy tricks, but they also cast down traditional psychic attacks but at the expense of finesse with unrivaled ferocity. Because of their spiritual importance, Shamans are often second in command of the Beastmen hierarchy and are held with admiration and fear.&lt;br /&gt;
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====Minotaurs====&lt;br /&gt;
As their name would give you any hints, Minotaurs are an unusually large and aggressive strain of giant Beastman, Minotaurs are comparable in physical size and strength to an [[Ogryn]]. These creatures are massive, bull-headed monstrosities that constantly hunger for hot blood and red meat. Often growing to twice the height of a man and far greater in muscular bulk, their thick-skulled heads are broad and ugly, and their horns can eviscerate with a single thrust. Minotaurs are possessed of a terrible hunger for flesh, particularly the flesh of Mankind. Yet it is not the gnawing hunger a mortal feels when deprived of sustenance, but a deep thirst for the unholy exhilaration the Minotaurs experience when they consume the flesh of their enemies. Of all the Beastmen, they are the most likely to join [[Khorne]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gors.jpg|Your typical Gor, lean, mean and all hair.&lt;br /&gt;
Image:Caprigor.jpg|Caprigor.&lt;br /&gt;
Image:Bovigors.jpg|Bovigor.&lt;br /&gt;
Image:BeastmenUngorHerd2_445x319.jpg|Ungor.&lt;br /&gt;
File:Bray.jpg|Brays AKA diet Beastmen.&lt;br /&gt;
File:Turnskin.jpg|They are basically a ungulate version of a werewolf.&lt;br /&gt;
File:Beastmen_Shaman.png|It really makes you think on the [[Extra Heresy|similar connections]] with &#039;&#039;another&#039;&#039; [[Space Wolves|group of]] [[Rune Priest|shamanistic wildmen]] [[Wulfen|that turns into beasts, eh?]]&lt;br /&gt;
File:Minotaur.jpg|I WILL RIP OUT YOUR HEAD AND SHIT DOWN YOUR NECK!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==Chaos Beastmen==&lt;br /&gt;
Thanks to the raging retards in the Imperium who just want to further dig a deeper hole in their own graves, some Beastmen, fed up of being chased out by the wider Imperium, decide to go all edgy and rebellious like a teenage kid in his mom&#039;s basement by joining the four ruinous powers. In certain cases, as with the Planet of the Sorcerers, the native population of a planet may mutate into Beastmen when it becomes a daemon world. These Chaos Beastmen are:&lt;br /&gt;
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[[File:Khorngors.jpg|200px|left|thumb|BRAY FOR THE BRAY GOD! HAY FOR THE HAY STACK!]]&lt;br /&gt;
===[[Khorngor|Khorngors, Beastmen of Khorne]]===&lt;br /&gt;
Beastmen who serve the Blood God [[Khorne]] are known as Khorngors. The signature of Khorne is writ clearly upon the form of the Blood God&#039;s Beastmen. They have canine heads or faces, fierce snapping jaws, and teeth which drip with rank saliva. Their skin or fur is usually red and their eyes are all white with red pupils. Khorngor Champions often have fur which is especially impressive, either bright red, black with red flecks, or a strange metallic brassy colour. If the Beastmen has horns these may be twisted into the shape of the skull-like rune known as the Mark of Khorne. The same rune is often painted or burned onto their skin or fur, and can be tattooed onto their exposed foreheads. Beastmen of Khorne always fight in their own units, although they can be led by a Beastmen Champion so long as he does not follow any other Chaos God. Beastmen of Khorne hate enemies who are mortal followers of Slaanesh, including Beastmen who follow that patron. They also hate all enemy Chaos Sorcerers. They do not hate enemy Shamans who also follow Khorne, as they cannot cast sorcerous spells but have the power to nullify psychic abilities. Their hatred only applies to enemy troops, never to allies, even if they are followers of another Ruinous Power.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Pestigor_unittt.gif|200px|left|thumb|Nurgle loves &amp;lt;u&amp;gt;ALL&amp;lt;/u&amp;gt; his children.]]&lt;br /&gt;
===[[Pestigor|Pestigors, Beastmen of Nurgle]]===&lt;br /&gt;
The Pestigors, the Beastmen of [[Nurgle]], have blistered and broken skins, often red with cracked flesh and sores which have been given to them by a generous master. Their fur is matted and coarse, and their bodies are riddled with all kinds of disease. Yet they retain the morbid vigour that characterises their master so their afflictions in no way mar their battle-worthiness. The Mark of Nurgle is carved into their armour, daubed upon their clothes, and sometimes etched onto their skin by the path of disfiguring disease. Many Beastmen of Nurgle carry Nurgle&#039;s Rot, although thanks to their loyalty to Grandfather Nurgle, that terrible arcane disease will not affect them. Their horns often twist into something resembling the horns on Plaguebarer demons.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Slaangor.jpg|200px|left|thumb|The aborted lovechild between a [[Keeper of Secrets]] and a Beastmen. Kinky.]]&lt;br /&gt;
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===[[Slaangor|Slaangors, Beastmen of Slaanesh]]===&lt;br /&gt;
Beastmen of the Chaos God [[Slaanesh]], known as Slaangors, have white or near white fur and pale or pastel skins. Their eyes are green and are sometimes saucer-like in a similar way to those of the Daemonettes. The Mark of Slaanesh appears somewhere on them, painted onto their hides or carved into their armour, a bracelet, or neck collar. Many of Slaanesh&#039;s Beastmen have the head or horns of a bull (known as Bovigors) just like the Greater Daemon of their patron god. And they all have huge dongers, titties, or both. Exotic piercings and tattoos are also not uncommon. NEWZ FLASH: The slaangor are getting official models for AOS.&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:99120102068_ThousandSonsTzangors02.jpg|200px|left|thumb|Your average denizen in [[Sortiarius]].]]&lt;br /&gt;
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===[[Tzaangor|Tzaangors, Beastmen of Tzeentch]]===&lt;br /&gt;
True to the Changer of the Ways, Beastmen of [[Tzeentch]], known as Tzaangors, are spectacularly variable. They always have at least one outstanding feature, either brightly coloured or exotically patterned fur, or very impressively coloured or shaped horns. Their mouths are also more beaklike than goatlike, as befitting their association with Tzeentch. Other mutations are commonplace amongst Tzaangors. Where other Beastmen often have no mutations (beyond their already altered phenotype), Beastmen of Tzeentch always have at least one. Tzaangors so far are the only known breed of Beastmen that can also fight in a [[Chaos Space Marine]] army (specifically, the [[Thousand Sons]]), and not just in the Lost and the Damned. It is unknown if this is exclusive to Tzaangors from Sortiarius, but Tzaangors tend to be more intelligent and disciplined than other breeds (and according to Abaddon they make some of Chaos&#039;s best ships), making them useful auxiliaries to a legion that is composed mostly of mummies and sorcerers. They are armed with [[Tzaangor Blade Weapons]] and [[Chain Weapon#Tzaangor Chainsword|Tzaangor Chainsword]]s for close combat and [[Fatecaster Greatbow]]s for range. Currently the only 40k Beastmen (that are aligned with a Chaos God) with models and rules.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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{{Lost-and-Damned}}&lt;br /&gt;
{{Chaos Space Marines}}&lt;br /&gt;
{{Death Guard}}&lt;br /&gt;
{{Thousand Sons}}&lt;br /&gt;
{{Emperor&#039;s Children}}&lt;br /&gt;
{{World Eaters}}&lt;br /&gt;
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==Tabletop==&lt;br /&gt;
[[File:Aht_2263.png|200px|left|thumb|A young Beastmen girl trying to tempt a noble [[Human]] into committing acts of [[Extra Heresy|extra heretical]] [[Yiff|yiffing!]] [[Blam|Shun it!]]]]&lt;br /&gt;
[[File:Tumblr_nfknuhJmQk1rdqn69o1_500.png|200px|right|thumb|A Beastmen lady. If this abomination turns you on, please report to your nearest [[Commissar]]iat. &amp;lt;s&amp;gt;Yeah I will hit that and let her bray with my &#039;longhorn&#039;&amp;lt;/s&amp;gt; {{Blam|BLAM! showing interest to this is [[Extra Heresy|&#039;&#039;EXTRA HERETICAL!&#039;&#039;]] AND A SEVERE CASE OF [[Furry|&#039;&#039;FUR-HERESY!&#039;&#039;]] BLAM! BLAM!}}]]&lt;br /&gt;
After the momentous shift to 3rd edition, the idiosyncratic or sillier armies were largely removed from the game, so things like Zoats, Squats and Genestealer Cults would disappear. For their part, Beastmen have had a varied history on the tabletop battlefield, popping in and out of the editions at the whimsy of the [[Games Workshop|upper management]]. Within [[Chapter Approved]], Imperial Guard could take &#039;&#039;Homo Sapiens Variatus&#039;&#039;, by paying 30 points to upgrade a Conscript squad. Boosting their WS to three and granting them &#039;&#039;Furious Charge&#039;&#039;. Later, under [[Eye of Terror]] and Siege of Vraks part 1, though not referenced directly, you could make units of Mutants and call them Beastmen. It was only really when [[Imperial Armour]] Volume 6: Siege of Vraks part 2 came along that Beastmen really came back to the game as we know it in an &amp;quot;official&amp;quot; manner: &#039;&#039;&#039;Bloodgor Beastmen Packs&#039;&#039;&#039; could be taken by a renegades army aligned to Khorne, costing 6 points for a WS3, T4 Conscript equivalent with Furious Charge, two close combat weapons and the ability to rally when below half strength. Lasguns, Pistols or Grenades had to be bought for extra.&lt;br /&gt;
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...Then they disappeared again, and didn&#039;t resurface directly. Until recently, but more on that in a bit.&lt;br /&gt;
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Imperial Armour 13 and the collected reprint of Siege of Vraks both give current 7e rules for Mutant Rabbles, who are genuine Conscript equivalents who have a 33% chance of being horned/clawed, the rest of the time they are either [[Scavvies|ugly, smelly mofos]] or of the [[Nightsider|overly heightened senses variety]], making it difficult to model them appropriately unless you speak nicely to your opponent beforehand. The beauty of the Mutant Rabble is the ability to buy a covenant of chaos for the squad champion, aligning them to whichever got you choose, and granting you the ability to distinguish between Tzaangors and Slaangors and so on.&lt;br /&gt;
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Beyond 40k, if you look to the Imperial Militia and Warp Cults list for 30k, you do not just merely have the ability to field one single type of unit of Beastmen, but an entire army of them, manning your artillery or driving your tanks and are not automatically associated with traitors or the forces of chaos. By taking the right Provenances in your army you can have a whole army of T4 Abhumans Helots and call them &amp;quot;Variatus&amp;quot; or straight up take &#039;&#039;Fear&#039;&#039; causing, &#039;&#039;Feel No Pain, Rending&#039;&#039; mutants and call them &amp;quot;Beastmen&amp;quot;, or mix and match Provenances to suit [[Your Dudes]].&lt;br /&gt;
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Then along came Warzone Fenris and Wrath of Magnus. While this gave the Thousand Sons a much-needed facelift, it also came with an unexpected update; Tzaangors now not only had models, but fight alongside the Thousand Sons! Could this mean more Beastmen models are on the way? The Emperor (and by Emperor we mean Sigmar, since the tzaangors are AoS sprues with chainswords/pistols thrown in as an afterthought) only knows...&lt;br /&gt;
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And it appears yes more Beastman are appearing. Forgeworld is releasing a Beastman bounty hunter character for use in Necromunda Underhive. He appears to be a Imperial sanctioned mutant that may have survived since the days of Rogue Trader (the game). Since then, the Tzaangor Shaman and Tzaangor Enlightened were ported over from Age of Sigmar. Then late in 2018, GW released a standalone Blackstone Fortress game that included Beastmen as adversaries along with rogue psykers, traitor guardsmen and a CSM warband. Heavy breathing intensified, though GW can still fuck this one up.&lt;br /&gt;
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In 2023, GW revealed that they&#039;re making a whole faction of Beastmen for [[Kill Team (Specialist Game)|Kill Team]] in the Gallowfall box, giving you even more options for undivided beastmen and eventually making them usable as a squad in 10th Edition 40k.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Beastmens.png&lt;br /&gt;
Image:D5c8acaaf038f5f0e804df7ed8c69e67.jpg|Alright &amp;lt;s&amp;gt;Mutants&amp;lt;/s&amp;gt; most loyal servants of the Emprah. Please clear this minefield with your bodies!&lt;br /&gt;
Image:359981_sm-40k_Beastmen,_40k_minotaur.jpg|[[Awesome|Yes. That is a Beastmen with a [[Juggernaut]] for his head.&lt;br /&gt;
Image:E296c43b72d7f742f537f84e51babf22.png|This image has often been used by the Imperium as an effective way of identifying any Guardsmen with heretical and lewd thoughts. &amp;lt;s&amp;gt;Well shit&amp;lt;/s&amp;gt;&lt;br /&gt;
Image:Beastmen_imperial_small_by_sylvant-d6c7eue.jpg|No Gerry, just because your heretical cousins on Sortiarius got models doesn&#039;t mean you will too.&lt;br /&gt;
Image:432872_sm-Armor,_Bestigors,.jpg|The days of Beastmen in awesome power armor are now a thing of imagination.&lt;br /&gt;
Image:Beastmen_in_SPEHSS.jpg&lt;br /&gt;
Image:Beastgirl.jpg|[[/d/|Copulation with a Beastgirl]] has often caused [[Skub|debates]] on whether this counts as [[Yiff|bestiality]] or [[Slaanesh]] [[NSFW|worshiping.]] Either way, its [[Extra Heresy|HERESY!]]&lt;br /&gt;
Image:1390326966584.jpg|[[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-|HHHHHHHHHHHhhhhhhhnnnnnnngggggg...]]I. Must. Resist. Filthy. Turnskin.&lt;br /&gt;
Image:Sheepgirl.jpg&lt;br /&gt;
Image:Chieftain.jpg&lt;br /&gt;
Image: 40KBeastwomanAss.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Imperium}}&lt;br /&gt;
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[[Category:Furry]]&lt;br /&gt;
[[Category:Beastmen]]&lt;br /&gt;
[[Category:Abhumans]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beastmen&amp;diff=84641</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastmen&amp;diff=84641"/>
		<updated>2023-05-09T20:02:17Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;{{Sick|Rape, and lots of it, as well as eating people.}}&lt;br /&gt;
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{{Topquote|The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.|George Orwell, &#039;&#039;Animal Farm&#039;&#039;}}&lt;br /&gt;
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{{Topquote|Elia Martell...I killed her screaming whelp. Then I &#039;&#039;&#039;raped&#039;&#039;&#039; her. Then I smashed &#039;&#039;&#039;her fucking head in, like THIS&#039;&#039;&#039;.|Gregor Clegane, A Storm of Swords}}&lt;br /&gt;
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{{Topquote|The only thing in my head&amp;lt;/br&amp;gt; Is five grams of cocaine, fly away alone&amp;lt;/br&amp;gt; To the edge of oblivion&amp;lt;/br&amp;gt; I have thoughts in my head&amp;lt;/br&amp;gt; When will all this end&amp;lt;/br&amp;gt; Whenever I&#039;m not alone&amp;lt;/br&amp;gt; Because a white eel will fly in|2=[https://www.youtube.com/watch?v=oSnDQjEquGA&amp;amp;t=1s Beastmen&#039;s official theme song]}}&lt;br /&gt;
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[[File:Beastman.jpg|200px|thumb|right|A face that even mothers can&#039;t force themselves to love.]]&lt;br /&gt;
Where the [[Warriors of Chaos|Warriors]] are Chaos tanks and [[Daemons]] are Chaos cheese, the &#039;&#039;&#039;Beastmen&#039;&#039;&#039; are the true Chaos horde. The Beastmen call themselves the children of Chaos, descended from outcast mutants hurled into the cursed woods of the Drakwald. They are considered a mere nuisance by the Empire and the Bretonnians, but the Wood Elves know how dangerous they truly are. The favorite activities of most Beastmen include toppling waystones, erecting herdstones, [[Grimdark|kidnapping/raping/eating humans]], and, of course, plain old smashing shit! They hate absolutely anything built or anything that is pure and make it a priority to destroy and defile that which the civilized races cherish.&lt;br /&gt;
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In short, they&#039;re a bunch of drunken anarchist fucktards that hang out in the woods, surfacing only to pillage and defile - which is actually kinda awesome if you&#039;re into that sort of thing!&lt;br /&gt;
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==Print History==&lt;br /&gt;
The Beastmen weren&#039;t always &amp;quot;the Beastmen&amp;quot; as we know them today. For the longest time, they were actually part of a unified Chaos army, but due to the fact that people seemed to like to roll with either all beast, mortal or daemon army lists, [[Games Workshop]] in their infinite wisdom decided to gradually split off the armies. Despite getting split off into an army of their own, they still always play second fiddle to every other villainous faction in the setting. [[Skaven]] used to be under them.&lt;br /&gt;
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===Runequest===&lt;br /&gt;
[[File:GW Special Broo.jpg|thumb|right|px|300|Behold, the first &amp;lt;strike&amp;gt;Broo&amp;lt;/strike&amp;gt; Beastmen models.]]&lt;br /&gt;
In the early to mid 1980&#039;s, Games Workshop still produced miniatures for other games, including some they didn&#039;t even sell (similar to [[Reaper Miniatures]] today), and among them was the line of [[Broo]] for the [[Runequest]] game of the [[Glorantha]] setting.&lt;br /&gt;
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Broo were the proto-Beastmen. Most of the visual style of modern Beastmen, particularly Ungors, is present in the Broo minis. Broo are specifically very similar to Beastmen, [[/d/|although most notably is their lecherous nature and their hyper-fertility to the point they can literally impregnate anything they jizz into, including other males (usually not of their own race), trees, rocks, even just dirt.]]&lt;br /&gt;
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Games Workshop lost the rights to most of the third party IPs in the early 80&#039;s, since the contracts had run out and the IP owners had discovered there was alternatives (early GW had managed to sell itself on the idea it was the primary distributor of tabletop in &amp;lt;strike&amp;gt;The Old World&amp;lt;/strike&amp;gt; Europe despite it originally being three young men in an apartment and later on about twenty of them in a small office). This left them with a fair amount of unsold inventory that they couldn&#039;t actually sell anymore, so they repurposed it all (with dubious legality) as other things and gave Brian Ansell the thumbs up to make his own game that they&#039;d all have rules in...hence, Warhammer was born. Since Broo were generic enough, Games Workshop repurposed the existing miniatures as a set of models for the game, with very little actually changed aside from all the grey morality removed.&lt;br /&gt;
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===Hordes of Chaos===&lt;br /&gt;
Way back when, they were just part of the single Chaos army where they fulfilled the role of chaff; they were squishier and quicker than other Mortal units and they were good at setting up charges, which Daemons couldn&#039;t really do. There were also a couple of special and rare units that were &amp;quot;beastly,&amp;quot; but nothing much.&lt;br /&gt;
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===Beasts of Chaos===&lt;br /&gt;
In 6th edition the Chaos army was split, making Beastmen their own army... sort of. They were pretty bad in this edition, essentially being the bitch of Chaos. Indeed, they had almost &#039;&#039;no&#039;&#039; redeeming qualities of their own, but to get into why we&#039;ll need to split apart the book and look at it in detail.&lt;br /&gt;
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For starters, there&#039;s nothing the Beasts can do that Mortals or Daemons can&#039;t do better. At first this might seem odd since their Special and Rare choices could both be very powerful, however the Chaos books were rather unique in that Beasts, Daemons and Mortals could all be used alongside each other, and so each could take everyone else&#039;s Special and Rare choices. The main difference was in what counted as your Core, and a Chaos Core was divided into a Mortal, Beast and Daemon Core. [[Age of Sigmar|Whichever of the three types happened to be your General was the type that counted as your Core, while the other two counted as Special choices.]]&lt;br /&gt;
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Suffice to say, outside of a few options/builds the Beast Generals were lacking compared to Mortal Generals and Greater Daemons, and so were their Core. Sure if you found a way to get Morghur in the middle of the enemy he could stop at least half an army on his own while Khazrak was hands down one of, (if not the best) monster killers in the game. He was able to get up to S10 and each successful wounding attack, before saves, generated a new attack (yes, even the new attacks did this) and the Beast&#039;s ambush rule was pretty cool, but those are the exceptions.&lt;br /&gt;
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The Beast Core consisted of units that mixed low Toughness and low Leadership; they had lightly armoured Ungors with spears and tough, brawny brawlers in the form of Gors, alongside skirmishers that could scout. The only alternatives (if you wanted a full unit) was to supplement with Warhounds, who can&#039;t take a hit and didn&#039;t count towards your mandatory Core slots, or take a bunch of tough, strong Bestigors, who were overpriced and much slower than everybody else. If you wanted a Beasts General and mostly wanted to make use of your Special and Rare choices, then you&#039;d probably get a few Tuskgor Chariots to fill your mandatory Core slots. They were significantly cheaper than their Mortal counterparts, did not do that much less damage and were also the only option that could consistently make their points back.&lt;br /&gt;
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This is because when they were split from the Hordes of Chaos, the Core was nothing more than an unruly band of meat shields. In fact, because they could move faster, it was preferable to field a few beast packs to soak up arrow fire and act as distractions while fast-moving daemons got the flanks and warriors hammered the front ranks.&lt;br /&gt;
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[[Derp|This does not make a competent, full army.]] Now if you were paying attention you might be wondering how they&#039;d perform if had a Mortal or Daemon General and so could avoid a shitty Core, and that&#039;s where things get good. A Chaos army often had to skip out on important upgrades to certain units (specifically Warriors) because they wouldn&#039;t have enough to get a good General, a good frontline, and a good few heavy hitters that you&#039;d normally need to collapse the enemy&#039;s formation. They were pricy, and so Beasts gave you the option of having a cheap Core and suddenly you had far more points to spend on units of Warriors and Knights.&lt;br /&gt;
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Now to get into the cool Special and Rare choices, the Beasts gave Chaos the [[Troll#Fantasy_trolls|Chaos Trolls]] and [[Ogre_Kingdoms|Ogres]], [[Dragon Ogres|Dragon Ogres and Shaggoths]], etc. Combined with the Warriors (and saving points using Chariots or Ungor screens for Core) it made for a fairly strong United force, one that could hit like a truck and take solid hits in return.&lt;br /&gt;
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Almost makes you wonder why they were ever split in the first place, since the only time the Chaos armies of 6th Ed were scary was when they had a united front (just like in the lore).&lt;br /&gt;
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===Beastmen===&lt;br /&gt;
[[File:Beastmen-Warhammer-Fantasy.jpg|400px|thumb|right|Warrior goats with [[Ogre]]-style gutplates]]&lt;br /&gt;
Sometimes referred to as &amp;quot;the WEAK chaos army,&amp;quot; or the &amp;quot;Powerful [[Chaos]] [[Skaven]]&amp;quot; it more or less resembles a normal horde style army in Warhammer Fantasy Battle with cheap, [[Imperial Guard|expendable]] troops, average leaderships and little immunity to psychology. The things they otherwise don&#039;t have are anything resembling armor or any kind relevant shooting, but they try to make up for it with Primal Fury which gives them hatred on a passed leadership test each round of combat on many of their units. The Herdstone magic item allows Beastmen wizards to score extra power dice for their spells, allowing Beastmen to pull off a little extra spell support to augment the cheap core units. They also excel in cheap chaff and redirectors in the form of Ungor Raiders, Razorgors, and Harpies, and fielding fairly costed chariots in core.&lt;br /&gt;
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Unfortunately they also got fucked in pretty much every other area. Marks were taken away for no good reason, prices went up on models that already cost too much, models were introduced that made your own army worse, the Beastmen were given a piss-poor magic lore (compared to every other lore) in exchange for the other lores that could be occasionally useful, they swapped out mostly decent magic items for mostly shitty ones, or ones that made no sense (like a magic banner that could only be given to a unit who had heavy armour, and it took away their heavy armour without refunding the cost), the list goes on. All in all it made them one of if not the worst army in the game. It was still possible to win, but it would always be an uphill battle as their biggest advantages, like their heaviest hitters and ability to be combined with the other Chaos armies as one big force, were completely removed (with the one exception being Minotaurs who are overcosted compared to other models anyway).&lt;br /&gt;
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===Real world Inspiration===&lt;br /&gt;
The standard way of creating a fantasy race or culture is to take one real world culture and base everything off of that. The Empire is early Renaissance Germany, Bretonnia is Medieval French fused with English Arthurian myth giving them a strong British feel as well. Dwarfs and Elves have their own sort of base line culture based on Tolkien and with a large part of Warhammer fantasy in it nowadays as well.&lt;br /&gt;
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The Beastmen, however, are based on the popular conception of the barbarians who tore Rome down. First they have no interests other than smashing civilization apart for the sake of smashing it apart. They have in their background that they pay homage to large &#039;herd stones&#039; which are similar to the Celtic shrines (think Stonehenge, although it is not actually a Celtic shrine). Lastly, they are Beastmen and satyrs are associated with paganism. Ever wonder why the Devil has cloven legs? Early Christians used the old Greek god Pan (the original [[satyr]]), as the devil because he was, among other things, a god of sex [[Fail|(and shepherds)]] and Christians are against recreational sex outside marriage due to the Bible&#039;s stipulation that God intends it for married couples, meaning Pan was a good framework for the devil and all that has really changed since then was turning him red and giving him a trident. Plus, Pan is also a god of the wild; very fitting reference for Beastmen.&lt;br /&gt;
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Tactically the Beastmen also fit the Barbarian origin: many light troops that rely on ambush and surprise (more than one Roman legion was lost by this kind of ambush&amp;lt;!--Quinctilius Varus, give me back my Legions!--&amp;gt;), chariots which the Britons used against the Romans and lastly they are like the Barbarians in that they are focused on skirmishing and raiding. Once upon a time all Beastmen were skirmishers, which while effective against isolated villages is less effective against armies, which is why it was changed.&lt;br /&gt;
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So the Beastmen have some pretty interesting roots once you &#039;pop the hood&#039; on their design.&lt;br /&gt;
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==Occupy Drakwald==&lt;br /&gt;
The thing that pisses the Beastmen off is that something like 1% of life in Middenheim controls 99% of the land! There are so many freaky beasts living in the chaos woods, combined with big Empire pushing around the people of the woods and ruining the environment for their own economic interests. And so the Beastmen have taken to their eternal campout against the Empire and it&#039;s regional castellan pretty boy, Elector Count Boris Todbringer.&lt;br /&gt;
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Another thing that really pisses them off is that it&#039;s stated in the Orcs and Goblins codex that [[Forest Goblins]] on their spiders tend to murder herds wandering in the woods. Technically this is because the Forest Goblins are the original occupants of Drakwald that have been trying to keep the Empire, Beastmen (born of Empire), and other greenskins out since the dawn of...well, the Old Ones creating all the races, but fuck those fucking fucks! They have fancier hats and more land, so they gotta go too!&lt;br /&gt;
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And that&#039;s not where the similarities end. The Beastmen are a bunch of lazy, shiftless, filthy degenerates that eat babies - no literally! The Beastmen want nothing better than to just drink looted booze, eat/fuck other races and tear down everything that everyone has ever built - ever! (cough cough Chakats.)&lt;br /&gt;
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==Origins==&lt;br /&gt;
{{Topquote|One might suspect that the lower forms of the servants of darkness would be less blessed by the powers they serve than their more noble counterparts, but this is not the case. The Marks of the Dark Gods are as evident amongst these foul creatures as in any horde of debased Men. Perhaps even more so, for these Beastmen, as they are known, seem to be embraced by their gods just as parents might their children. Spawned by the very darkness that enwraps them, they are closer to the heart of Chaos than any other creatures and are to be greatly feared because of it.|From the Liber Chaotica, penned by Richter Kless, Priest of Sigmar, declared insane.&#039;&#039;}}&lt;br /&gt;
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The Beastmen&#039;s origins seem to be something of a composite piece (and changes from edition to edition). On one account, they are descended from the myriad creatures that inhabited the Northern Wastes and migrated downward, accepting more stable forms from their reduced exposure from the polar fluxes of chaos and interbreeding with more magic resistant creatures. Another myth pins the Beastmen&#039;s origins as the mutated descendants of humans cast into the wild for being born a hideous half-man, half-beast creature (Now why the humans decide to throw all their mutant babies into the surrounding forest known to be populated with sadistic and vengeful goatmen born as mutants to humans and cast-off themselves is a bit of a mystery). The 6th ed Beasts of Chaos book says that when the polar gates collapsed, the Beastmen were made from animals mutating to be more human-like and humans mutating to be more bestial while the 7th ed Beastmen book says that when Chaos was first released to the world the &amp;quot;primitives&amp;quot; at the time went mad, fucked some animals, generations later their descendants are the Beastmen. Wood Elves seem to have less of a problem with mutants, either because they resist chaos more/better or they kill such offspring immediately and never talk about it again, but that&#039;s just like, you know, a cultural difference.&lt;br /&gt;
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Age of Sigmar is more vague about the Beastmen&#039;s origins, stating that they were present in the Mortal Realms before Sigmar arrived (which is a enigma in itself, since all other forms of Chaos only arrived in the Age of Chaos). Three in-universe theories are presented; the standard &amp;quot;animals and men mutated by Chaos energy&amp;quot;, one claiming that they&#039;re all descended from a primogenitor beast called the Gor-Father, and another saying that [[/pol/|they&#039;re the product of miscegenation between races]]. Since several Beastmen tribes appear to worship the Gor-Father, while there are other accounts of humans being mutated into Beastmen, its possible that all these theories have elements of truth to them.&lt;br /&gt;
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Regardless, today&#039;s Beastman is more likely either the product of gangrape, spawned by a brief and unholy union from victorious Beastman raiders that managed to bring home some captive females from other races, usually humans, and it never ends well for the woman (tying into the inspiration for Beastmen, the [[Broo]], though this was downplayed; you know something&#039;s nasty when Games &amp;quot;In the GRIM DARKness of the far future...&amp;quot; Workshop says it&#039;s too much - before you bring up the Fimir, it was never part of them, only inferred by a typo and omission of lore), or they were spawned when a Beastman really loves a Beastwoman. We&#039;re not too sure how Beastmen &amp;quot;love&amp;quot; one another, but the fluff seems to imply that the Beastmen have to get really fucking hammered before hand with giant orgiastic feasts at their encampments around Beastmen Herdstones. However, as of Total War: Warhammer: Call of the Beastman, it is possible to recruit a female Beastman, or Doe, to your warband.&lt;br /&gt;
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==Types==&lt;br /&gt;
Beastmen come in many varieties, usually denoted by a suffix and a prefix, making a chaotic race that hates organization and civilization into an easily organized and tidy group. In Oldhammer, mutants were included as Beastmen in advertising. After the Tony Ackland legal troubles when most mutants and the more creative types of Spawn were squatted, Beastmen remained pure beast men.&lt;br /&gt;
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===Devoted===&lt;br /&gt;
Beastmen particularly devoted to specific Chaos Gods, usually because of mutations at their birth, being enslaved by devotees of a particular god, or blessing, are given the name of their god in their designation. Its worth noting that the armor of the godly Beastmen are more ornate, implying they are far less antagonistic to the idea of making things intentionally. Note that devoted is our word for organizing them. They were also out of the picture until VERY recently because Phil Kelly removed them from the 7th edition Beastmen book and retconned the fluff to destroy any and all traces of Beastmen that were devoted/enslaved/blessed by a single god, to the point where they couldn&#039;t even be given marks on both the tabletop and lore.&lt;br /&gt;
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* [[Tzaangor]] are Beastmen of Tzeentch. Have white, yellow, and most commonly blue features usually as well as mutations giving them spindly limbs, extra arms, and an emphasis on bird and moon appearances. Tzeentch-aligned Doombulls are called &amp;quot;Tzaanbulls&amp;quot;.&lt;br /&gt;
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* [[Slaangor]] are Slaanesh&#039;s Beastmen. The least described and depicted of all the Beastmen groups. Their mutations obviously trend more towards the lewd, with extra pectorals and nipples, and are known for being mostly albino with pastel skin. Their eyes are like those of Daemonettes, being large and either green or black. Their species are animals that are lithe or symbolically sensual, but with a large amount of them being non-Minotaur bovines (a Bovigor can be a Slaangor, not all Slaangor are Bovigor). Slaanesh-aligned Doombulls are called &amp;quot;Slaanbulls&amp;quot;.&lt;br /&gt;
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* [[Khorngor]] are Khorne&#039;s. Their fur is shiny and almost metallic, their eyes are white with red pupils, they always have canine heads and the most favored have their horns naturally grow in the shape of Khorne&#039;s skull symbol. They wear far more armor than most other Beastmen species. Khorne-aligned Doombulls are called &amp;quot;Bloodbulls&amp;quot;.&lt;br /&gt;
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* [[Pestigor]] are Nurgle&#039;s, breaking the prefix naming scheme of the others. Aside from being heavily diseased, something they don&#039;t really have exclusive among Beastmen, they have only one horn, their hide is particularly tough, and they wear far more armor than any other variety. Disappointingly, they were not named Nurggors. Nurgle-aligned Doombulls are called &amp;quot;Plaguebulls&amp;quot;.&lt;br /&gt;
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===Herd Society===&lt;br /&gt;
[[File:Beast_tribe.jpg|300px|thumb|right|]]&lt;br /&gt;
Beastmen society is organized around herds and ruled by a system of might makes right. In other words, what the biggest, strongest Beastman says, goes. One would be forgiven in thinking that this automatically means that minotaurs would end up running the show since they are by far the biggest and strongest, but they&#039;re not the brightest thing on two hooves. Minotaurs specialize in wholesale slaughter, but aren&#039;t too keen on things like where to find food, who should keep watch or how to fix their shitty chariots. Lo, the Beastlord has his task cut out for him.&lt;br /&gt;
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In any case, the main Beastmen types are, in pecking order:&lt;br /&gt;
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* &#039;&#039;&#039;[[Beastlord]]s&#039;&#039;&#039;: The Beastmen in charge, the Alpha Male, they run the show for the other Beastmen with a combination of [[Mork|dastardly cunning]] and [[Gork|brute strength]]. They often delegate more benign tasks to their immediate inferiors, the Wargors.&lt;br /&gt;
* &#039;&#039;&#039;[[Wargor]]s&#039;&#039;&#039;: The &amp;quot;trusted&amp;quot; (as far as Beastman loyalty goes) lieutenants of Beastlord, Wargors are pretty kickass leaders and fighters themselves. Often seen carrying battle standards or leading Bestigor herds, or both.&lt;br /&gt;
* &#039;&#039;&#039;[[Bestigor]]s&#039;&#039;&#039;: Quite literally the best Gors. Strong, tough, heavily armed and armoured, the Wargors and Beastlords often arise from their ranks. They used to be the Chaos Undivided of the Beastmen, complete with the Mark (with the option of becoming [[Khorngor]]s, [[Tzaangor]]s, [[Slaangor]]s or [[Pestigor]]s) but then [[Phil Kelly|some asshole]] took away their marks and unique types.&lt;br /&gt;
* &#039;&#039;&#039;[[Bray Shaman|Bray-Shamans]] and Great Bray-Shamans&#039;&#039;&#039;: Tribal elders and spiritual leaders of the Beastmen, they interpret the will of Chaos and determine the best course of action for the herd. They are also the herd&#039;s wizards, channeling the lores of Death, Shadows, Beasts and their unique Lore of the Wild, a corrupt offshoot of the Lore of Beasts. One of the very few rules Beastmen have is that you are never allowed to harm a Bray-Shaman for any reason, &#039;&#039;ever&#039;&#039;; the ability to wield magic is seen as a sign of favour from the Ruinous Powers, and since it&#039;s really hard for the Beastmen to get &#039;&#039;any&#039;&#039; kind of favour from them, those who clearly have it cannot be cast aside lightly.&lt;br /&gt;
* &#039;&#039;&#039;[[Gor]]s&#039;&#039;&#039;: The rank and file of the beast herd. Your average Gor is bigger, tougher and far nastier than your average human, and also far more stupid which explains why they haven&#039;t overrun everything. He&#039;s also an unguloid with furry legs and a face that&#039;s a blend of bestial and human features. ALL Gors also feature prominent horns and/or antlers on their heads.&lt;br /&gt;
* &#039;&#039;&#039;[[Ungor]]s&#039;&#039;&#039;: The untouchables even in beast herds and sword-fodder for just about everyone who &#039;&#039;isn&#039;t&#039;&#039; a Beastman. They are pretty close in size to humans, yet still feature particularly bestial features such as furry unguloid legs with hooves, a semi-bestial face and two small horn buds. Sometimes band together in scouting parties of Ungor Raiders when not used as slave labour to fix all the shitty Beastmen gear. In short, the Beastmen&#039;s equivalent to Skavenslaves and Chaos Marauders.&lt;br /&gt;
* &#039;&#039;&#039;[[Bray]]s&#039;&#039;&#039;: Beastmen with no horns, the lowest of the low in Beastman society (so low that they got no models). In a society where life is nasty, brutish, and short, their lives are by far the nastiest, most brutal and most especially shortest.&lt;br /&gt;
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Beastmen are wild and crude creatures embodying all the negative aspects of animals combined with human-level intelligence. They are truly repugnant to behold, let alone to smell, for they are a twisted reflection of the base and barbaric aspects of nature. Beastmen are Chaotic Evil to their core (as one would expect from the OG children of Chaos), with literally the &#039;&#039;only&#039;&#039; thing resembling redeeming qualities that they have being their reverence of Bray-Shamans and (depending on how one looks at it), their loyalty to the Chaos Gods. The carnage and despair they spread across the land is a malevolent and deliberate attempt to wreck anything beautiful or stable for the lulz. Bitterness and spite simmers in the heart of every Beastman; it takes little more than a few well-chosen words to spur a Gor into a frenzy of unrestrained rage. The sounds of distant battle will cause a Beastman to prick up his tufted ears in an instant; a fight or duel upon a woodland path will invariably bring dozens of Beastmen from all about in a very short space of time. Even when gathered in their torrid encampments the Beastmen spend their time fighting, fucking or feasting. The only time they don&#039;t is when a particularly strong Beastman knocks a sense of purpose into them (sometimes literally) or a Bray-Shaman calls on the Chaos Gods.&lt;br /&gt;
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Beastmen have forms perfectly suited to their horrid nature. They have long, ridged horns with which to gore their foes, and the legs of cattle and goats with which to trample the bodies of their victims. Their matted hair is encrusted with blood and dung, a haven for fat ticks and colonies of fleas that keep the Cloven One in a constant state of agitation, for hygiene is one of those stable and beautiful concepts that Beastmen feel compelled to ruin. They&#039;re not even house trained and mark their territory whenever they feel like it even if it&#039;s on an enemy&#039;s corpse. Their drool-filled mouths are filled with sharp, wolf-like fangs for tearing the flesh of their prey, and their muscular, sweat-slicked bodies are ideally suited to the murderous desires that gleam in their blood-red eyes.&lt;br /&gt;
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Above all, though, it is the trappings of progress and civilization that fan the embers of hatred burning within each Beastman&#039;s breast. A mere glimpse of bright colours, especially the colour red, will often be enough to get a Beastman&#039;s pulse racing with bloodlust. The sight of a proud flag or coat of arms, a pristine uniform or a magnificent statue elicits a powerful reaction in the Beastmen, for the things of order are anathema to the Children of Chaos. All caution is put aside in a desperate attempt to tear down and befoul the offending article, to stomp it into the mud, smear it with dung or rip it to pieces and chew on the remains. Woe betide those who take pride in such symbols of authority and order, for their end will invariably be messy, painful and humiliating. Though Beastmen find it far easier to destroy than to create they can be terribly inventive in the punishments they inflict upon their captives, and they have a sick and ribald sense of humor that leads to truly stomach-churning atrocities enacted upon those they can catch.&lt;br /&gt;
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No Beastman is truly content unless visiting some manner of violence upon a hapless victim. The only tools they use are the tools of war, and even then they aren&#039;t too fussy. In the last edition of Fantasy they armed themselves with crude blades and axes that they call &#039;man-cleavers,&#039; mostly cobbled together from the spoils of war, because Phil Kelly thought it would be a great idea to change the Beastmen so that they&#039;re unable to make their own equipment. He also altered them so that the warherds lack the resplendent weapons and baroque armour of the human servants of the Chaos Gods, saying that since the Beastmen already belong to the Ruinous Powers the gods have no need to bargain such trinkets in exchange for their souls, completely ignoring the fact that the gods are supposed to be petty, meaning even if their souls already belonged to Chaos, they&#039;d still get marks to show which god they belonged to. This might have been a part of his plan to make the army the worst army in all of Fantasy, as the marks and armour also help the armies of Chaos win the fights they get into, so it should be no surprise that after Phil changed their lore, they don&#039;t do shit aside from being a punching bag for all the other races. He decided to leave in how they&#039;re great at raiding (though the actual rules for raiding were an entirely different story), pillaging and corpse-robbing even when they are not marching to war. Because of this they are never short of battered weapons and ragged suits of armor, albeit ones encrusted with clotted gore and riddled with rust. Such lack of quality is only a minor setback to the Beastmen, who compensate with sheer brute strength and determination.&lt;br /&gt;
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The robust constitution of the Cloven Ones allows them to live upon the most meagre or unpleasant of diets. They prefer great chunks of meat above all but, unlike their larger Minotaur brethren, they do not care if it is fresh or if it is infested and maggot-ridden. Beastmen are cannibals who gorge themselves upon the corpses of their own kind without hesitation, entrails, hair, horns, hooves and all, and believe that to do so is to inherit the strength of the victim. This diet of dead meat is supplemented with grubs, hairy-legged spiders, poisonous centipedes, plump blowflies, and other vermin, as well as the occasional lost child or lone woodsman. It could be said that Beastmen are hunter-gatherers, though they mainly gather the body parts strewn around the place after a particularly vicious hunt. Human flesh is a delicacy to Beastmen, and rivals have been known to fight to the death over a single human arm or leg.&lt;br /&gt;
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Of all the creatures of Chaos, Beastmen have an especially close relationship with Morrslieb, the Chaos Moon. Whenever Morrslieb is fullest in the sky the Beastmen will hold night-long, sprawling orgies where they indulge every base lust and bloodthirsty deed they can think of. Much blood is shed, much captured wine and beer is drunk, and many new beast-spawn are conceived, ensuring the cycle of twisted and unholy life is perpetuated. Though it is rumored that the witches and heretics of the Old World join the Beastmen in these frightening and confusing bacchanals, none have ever been able to say for certain, for to stumble upon a camp of blood-drunk Beastmen celebrating under the unclean light of Morrslieb is to plunge into hell itself.&lt;br /&gt;
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====Beastwomen====&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
{{Topquote|She doubted that she or it would have survived if she had not encountered the beastwomen in the forest; if they had not taken her in and guarded her and fed her. She remembered them as being oddly shy and gentle compared to the gors and ungors. | from the perspective of Justine, Chaos Champion. From &#039;&#039;Trollslayer&#039;&#039;.}}&lt;br /&gt;
[[Image:Canon Beastwoman.png|thumb|right|300px|Thanks to [[Blood Bowl]], specifically [[Spike! Magazine]], we now have a &amp;quot;canon&amp;quot; piece of artwork of a female Beastman (which is ironically &#039;&#039;less&#039;&#039; beastly than a lot of the fan-art).]]&lt;br /&gt;
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Naturally, some Chaos fans on /tg/ have speculated quite intensely about the possibility of Beastwomen/&amp;quot;gor-doe&amp;quot; waifus, particularly given old lore of human Chaos worshippers partaking in the bacchanalian feasting and rutting of Beastmen tribes. While it has been confirmed that Beastmen are not all male, very little canon information has ever been revealed about the female half of the Beasts of Chaos. As you can read in the above quote, William King, the author of the [[Gotrek &amp;amp; Felix]] novels, describes them as &amp;quot;calmer&amp;quot; than their male counterparts. Yet despite being apparently more restrained and rational than their menfolk, much like their human counterparts in the Northern tribes, gor-does are can still be capable warriors, as it is mentioned in the aforementioned novels the duo encountered beastwomen warriors during their battles.&lt;br /&gt;
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[[Total War: Warhammer]] stuck its own oar in, claiming that gor-does are relatively rare among the Beastmen and as such the males will fight for the right to mate with one whenever it&#039;s breeding season. Meaning only the strongest members of a herd will get to mate with a pure female beastmen, while the less lucky males look to [[Rape|other means]] for producing more of their kind. Whether this is actually canon or not is unclear, so it&#039;s left to fans to decide for themselves how they prefer it... which of course leads to [[skub|the usual arguments]].&lt;br /&gt;
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Other older lore has implied both that [[harpy|harpies]] act as females for beastmen, and that, much like the [[Fimir]], beastmen have been known to abduct human (or elf) women as corrupted breeding slaves they call &amp;quot;Beastmothers&amp;quot;. For fairly obvious reasons, this piece of lore has since disappeared from official pubblications, only leaving the occasional unsettling implication.&lt;br /&gt;
&lt;br /&gt;
Given the beastmen&#039;s origins as rip-offs of the [[Broo]], some fans also assume that many Beastmen reproduce by impregnating female livestock.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FemmeGor Waifu Sketch.jpg|One drawfag&#039;s interpretation of what happens when a Chaos Champion kills a Beastlord.&lt;br /&gt;
Image:FemmeGor.png|Fan-art of a hypothetical female Beastlord.&lt;br /&gt;
Image: ThiccBeastwoman.jpeg| No wonder they pump out so many vast hordes.&lt;br /&gt;
Image: PosingBeastwoman.jpg| You gotta admit, they have a sort of soft, fluffy sexiness to them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Beastman Champion Retinues====&lt;br /&gt;
Back in the days of [[Realms of Chaos]], Beastman Chaos Champions were able to take the [[Path to Glory]] once introduced in &amp;quot;The Lost and the Damned&amp;quot;, and even had their own unique follower retinue table they rolled on, to emphasize the split between the beastmen tribes and the armies of Chaos-damned humans:&lt;br /&gt;
::01-020: 2d6 Beastmen (If the Beastman Champion has the Mark of Chaos, these are also Marked by the same Patron; [[Khorngor]]s, [[Pestigor]]s, [[Slaangor]]s or [[Tzaangor]]s - otherwise, they&#039;re just normal beastmen)&lt;br /&gt;
::21-40: 2d6 Beastmen&lt;br /&gt;
::41-60: Beastman Hero&lt;br /&gt;
::61-70: Beastman Shaman&lt;br /&gt;
::71-80: D6 [[Centaur]]s&lt;br /&gt;
::81-85: D3 [[Dragon Ogre]]s&lt;br /&gt;
::86-98: D6 [[Minotaur]]s&lt;br /&gt;
::99-100: Other (Roll on the Human Chaos Champion retinue table)&lt;br /&gt;
&lt;br /&gt;
===The Bulls===&lt;br /&gt;
[[File:BeastmenMinotaurs.jpg|200px|thumb|right|]]&lt;br /&gt;
Nobody really knows why, but the Beastmen seem to be accompanied by a race of ferocious Minotaurs, not that they&#039;re complaining. When the Minotaurs aren&#039;t rampaging through the hardest parts of an enemy army, eating knights, drinking blood and shitting victory, they&#039;re often seen guarding caches of magic treasures deep in the Drakwald. They aren&#039;t a very bright group but their uncanny resilience, rape-tastic strength and general piss-your-pants scariness gets shit done for the Beastmen. There are also mutant varieties of the bulls that have long ago traded their sanity for fuck-off hugeness and other random shit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doombulls and Gorebulls&#039;&#039;&#039;: The closest thing the Minotaurs have to leaders, with the Doombulls being the larger, stronger and generally more daunting of the two, and Gorebulls functioning like Wargors or Skaven Chieftans.&lt;br /&gt;
* &#039;&#039;&#039;Minotaurs&#039;&#039;&#039;: Giant, bull-headed monsters that fuck near can&#039;t be stopped once they get to smashing shit.&lt;br /&gt;
* &#039;&#039;&#039;Cygors&#039;&#039;&#039;: 50 ft. tall, one-eyed Minotaur mutant that can only see magic things. Likes to collect gigantic pieces of magic rock (more commonly known as temple columns) and eating the souls of mages... unless those tricksy wee things are causing him trouble, whereupon he&#039;ll just throw one of his gigantic rocks at it!&lt;br /&gt;
* &#039;&#039;&#039;Ghorgon&#039;&#039;&#039;: Minotaurs that get a flair for cannibalism turn into giant-sized, four-armed killing machines with two of their four arms ending in scythe hands. They also have a penchant swallowing things whole and magically reknitting any wounds they may have had.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Other Critters===&lt;br /&gt;
[[File:Beastmen-centrigor.jpeg|200px|thumb|right|A centigor, [[centaur]] in grimdark.]]&lt;br /&gt;
Being that the Beastmen are all a bunch of horrible monsters, they have a pretty high tolerance for other horrible monsters. Along with the minotaurs, the Beastmen&#039;s ranks are supplemented by other creatures used for various tasks from beasts of burden to cavalry to shock troops to cannon fodder.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warhounds&#039;&#039;&#039;: Just like the ones starved and tamed by the warriors of chaos, but instead starved and tamed by Beastmen. Used for a fast and cheap screen.&lt;br /&gt;
* &#039;&#039;&#039;Tuskgors&#039;&#039;&#039;: What essentially look like warthogs, they&#039;re most often used to pull the herd&#039;s shitty chariots.&lt;br /&gt;
* &#039;&#039;&#039;Razorgors&#039;&#039;&#039;: Bigger, nastier, mutant tuskgors. They are either loosed in packs or used to pull chariots. Why the Beastmen use pigs as pack animals and eat horses instead of the other way around is a bit bizarre, but might have to do with how flighty horses can get around large, carnivorous animals and that pigs occasionally indulge in carnivorism and predation.&lt;br /&gt;
* &#039;&#039;&#039;Centigors&#039;&#039;&#039;: The torso of a Gor fused onto the body of a horse with three hooves per foot, by the looks of it. Totally ungainly and butt-hurt over it, they take to stealing beer, wine and spirits brewed and distilled by other races and getting shit-faced daily to forget that fact. They act as cavalry to the Beastmen, and are the setting&#039;s Centaurs.&lt;br /&gt;
* &#039;&#039;&#039;Harpies&#039;&#039;&#039;: Identical to Dark Elf harpies, may or may not be the Beastwomen with which the Beastmen procreate. Used primarily as flying shock troops.&lt;br /&gt;
* &#039;&#039;&#039;[[Chaos Spawn]]&#039;&#039;&#039;: Can be either heavily mutated Beastmen or just normal spawn, that which must not be named are goaded into battle... somehow. But this is chaos, so really anything can become a chFGHFGTYHAAAD{{BLAM}}&lt;br /&gt;
* &#039;&#039;&#039;Jabberslythe&#039;&#039;&#039;: Arguably the ugliest thing in all of WHFB. Said that not even the clearest pools will reflect its image, or maybe they just don&#039;t stay clear for very long. Either way, this is yet another giant powerhouse of a monster using its ugliness as a shock weapon to get the Beastmen&#039;s enemies to kill themselves.&lt;br /&gt;
* &#039;&#039;&#039;[[Giant]]&#039;&#039;&#039;: The warhammer giant is at the beast&#039;s disposal to jump up and down, yell at people and stuff them into its pants.&lt;br /&gt;
{{clear}}&lt;br /&gt;
*A type of amphibious beastmen known as &amp;quot;[[Lakemen]]&amp;quot; infest areas of Bretonnia. They appear as humanoid frog-fish with crab claws for hands, and all have at least one type of mutation furthering them from this basic form. Don&#039;t really get along with &amp;quot;normal&amp;quot; beastmen that well, either.&lt;br /&gt;
* There is a tribe of beastmen in Ind that have tiger heads. Local humans worship them as holy spirits and as such said locals prostrate themselves, even as they get killed by the &#039;holy spirits&#039;. They&#039;re called the Bengal, because if you didn&#039;t guess it the first time, Ind is Warhammer India.&lt;br /&gt;
*The tribal societies of men, greenskin, and lizardmen in the Southlands have to deal with raids from the Apemen, a race of Beastmen that resemble humanoid gorillas.&lt;br /&gt;
*The Ymir are a solitary race of Norscan Beastmen who are similar to Ogre Yetis.&lt;br /&gt;
* Down in the Warhammer Antarctica, also known as &amp;quot;Southern Chaos Wastes&amp;quot;, a pretty obscure Beastmen subrace called &#039;&#039;&#039;Beastfiends&#039;&#039;&#039; lives. They&#039;re actually non-human at all, instead being an unholy mix of Beast and [[Daemons of Chaos|Daemon]]. They&#039;re totally irrelevant and only appear in one [[Archaon]] novel.&lt;br /&gt;
* In Naggaroth, a strange breed of scaled Beastman can sometimes be seen in the caves and crevasses. About the height of an Elf and covered head to foot in craggy scales, these creatures are primitive, and war amongst themselves with their stone axes and clubs. On occasion, when times are hard or when the call of Chaos from the north grows strong, they descend from the peaks to raid Dark Elf settlements and join with the armies of Chaos, and their numbers are such that it takes great military might to repel them.&lt;br /&gt;
*&#039;&#039;&#039;Polar Warbears&#039;&#039;&#039; In &amp;quot;The Northlands&amp;quot;, possibly the edge of Kislev and Norsca, lies Ice Mountain. Within, The Frozen Horror dwelled, served by an army of horned Yetis and a type of Polar Bear Beastman known as a Polar Warbear. They tended to wear light armor and wielded one handed weapons, mainly because they were humanoid Polar Bears and as such, didn&#039;t NEED heavy armor or heavy weapons, since Polar Bears can rip people apart with their bare paws.&lt;br /&gt;
&lt;br /&gt;
==Notable Beastmen==&lt;br /&gt;
*&#039;&#039;&#039;[[Khazrak The One-Eye]]:&#039;&#039;&#039; One of the most legendary Beastmen in recent history, known for his use of actual tactics and military strategy. Has one eye (surprisingly) and a heated rivalry with [[Boris Todbringer]].&lt;br /&gt;
*&#039;&#039;&#039;[[Taurox The Brass Bull]]&#039;&#039;&#039;: Violent bull-freak made of Brass after eating one of Khorne&#039;s daemons. He is a bad ass that likes to cut shit up and kill everything he sees. All in all total bad ass.&lt;br /&gt;
*&#039;&#039;&#039;[[Morghur the Shadowgave]], aka Morghur the Master of Skulls&#039;&#039;&#039;:The closest thing to a central leader the Beastmen have. This guy not only corrupts and mutates anything in his path, every time he&#039;s killed, he simply resurrects and starts all over again. He&#039;s considered the greatest enemy of the Wood Elves and the chosen prophet and champion of the Chaos Gods to his people, despite not having only the vaguest semblence of a rational mind. It&#039;s entirely possible he&#039;s not really a Beastman and closer to a Daemon Prince of Chaos Undivided, or simply a mass of roiling Chaos energy in the vague shape of a Beastman In Age of Sigmar gets his own faction called the Gavespawn that pretty much worships him as a minor Chaos God.&lt;br /&gt;
*&#039;&#039;&#039;[[Malagor]] The Dark Omen&#039;&#039;&#039;: The Bray Shaman of all Bray Shaman, this Beastmen is not only a powerful sorcerer and a cunning manipulator he also has a pair of black raven wings that enable him to fly. He greatly resembles an old representation of old Nick called Baphomet.&lt;br /&gt;
*&#039;&#039;&#039;[[Gorthor]] the Beastlord&#039;&#039;&#039;: The greatest Beastlord to ever live, he united all the Beastmen of the Middle Mountains, pioneered the use of chariots, brought down two provinces of the Empire and in addition to his fighting skills was a tactical and strategic thinker.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghorros Warhoof]]&#039;&#039;&#039;: The “Sire of a Thousand Young” is an ancient Centigor that is constantly fighting, drinking, or fucking. He proudly boasts to have fathered the entire Centigor race and have connections to every other beastman in the Old World. Like an alcoholic father who left home for a pack of cigarettes, he roams the land in a constant state of bragging, bashing, boozing, and banging, which makes him a somewhat beloved figure in many beast herds.&lt;br /&gt;
*&#039;&#039;&#039;[[Ungrol Four-Horn]]&#039;&#039;&#039;: Also known as Blackheart, Hornsthief, and the Spurned One, Ungrol is a two headed Ungor that was fed up with the constant abuse he suffered from the bigger and meaner gors. So he slit the throats of his tribe’s Wargor and Shaman and severed their horns to tie onto his own. He fled from his understandably pissed off tribe and took refuge in a dark series of caves that would become known as the Labyrinth of the Spurned. The legend of Four-Horn spread amongst the herds, and soon Ungrol was the leader of a vast army of Ungors and other outcasts of beastman society.&lt;br /&gt;
*&#039;&#039;&#039;[[Molokh Slugtongue]]&#039;&#039;&#039;: The closest thing you can have to a [[Pestigor]] special character in a book where pestigors officially don&#039;t exist. Disease-riddled skull-faced [[Bray-Shaman]] wielding pestilence and famine against his enemies, clearly suffused with the blessings of Papa [[Nurgle]].&lt;br /&gt;
*&#039;&#039;&#039;[[Moonclaw]]&#039;&#039;&#039;: Technically a Chaos Xenos/Daemon Prince of Morrslieb, Moonclaw looks enough and acts enough like a Beastman to qualify as one, and his ability to spread insanity from himself in waves is seen as holy by the Beastmen.&lt;br /&gt;
&lt;br /&gt;
==In 40k==&lt;br /&gt;
&#039;&#039;See [[Beastmen (40k)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warhammer: Age of Sigmar==&lt;br /&gt;
In Age of Sigmar, they&#039;re back, as the [[Beasts Of Chaos]]. Functionally identical, but with a larger scale and some tweaked lore, such as their reverence to Chaos as a primordial force rather than the Gods themselves (which better fits the idea of them as representing the darker side of nature and the wilderness).&lt;br /&gt;
&lt;br /&gt;
==The 9th Age==&lt;br /&gt;
&lt;br /&gt;
==Non-Warhammer Beastmen==&lt;br /&gt;
Although the Warhammer Fantasy version of Beastmen is probably the most iconic use of the term on /tg/, it has surfaced in some other /tg/ settings as well, owing to the rather generic name. Even with Age of Sigmar&#039;s copyright-friendly rename-a-palooza, their name (Brayherds/Warherds) turns out rather generic in comparison to other names (e.g. Aelves, Orruks, Ogors)&lt;br /&gt;
&lt;br /&gt;
In [[Glorantha]], the [[Broo]] are a race of Chaos-aligned/spawned monstrous humanoids who appear as haphazard amalgamations of human and animal traits, all further wracked by diseases and/or mutations. This race actually created the Warhammer Beastmen (long story short; [[Games Workshop]] had a deal to produce miniatures for [[RuneQuest]] Broo models, it fell through, and they decided to recoup their losses by reworking the models into a new Chaos species for their own game).&lt;br /&gt;
&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], the obscure [[Greyhawk]] setting has (or had, at least, during the days of [[Advanced Dungeons &amp;amp; Dragons]]) a race called the Beastmen. These were basically really hairy humanoids with vaguely feline faces who lived in forests and were Stone Age hunters with a Neutral Good alignment. The race has been pretty much forgotten about.&lt;br /&gt;
&lt;br /&gt;
Beastmen is also used in many settings as a collective term (analogous to demihumans and humanoids) to the various, well, [[furry]] races: things like [[lupin]]s, [[minotaur]]s, [[gnolls]], [[catfolk]], [[ratfolk]], etc. Sometimes any &amp;quot;animal-based&amp;quot; race, like [[lizardfolk]], [[dragonborn]], [[aranea]]s, [[chitine]]s, [[aarakocra]]s, etc, will also be lumped in. To avoid confusion, /tg/ tends to prefer the blanket term [[Beastfolk]].&lt;br /&gt;
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In [[Kings of War]] you get [[Kings_of_War/Tactics/The_Herd|the Herd]], which is Warhammer Beastmen with a few extra steps, such as adding werewolves and giant eagles, but losing the chariots and some of the GW-exclusive monsters. From a fluff perspective they are completely different though, being a neutral army created by a benevolent god called Kyron and related to the orcs (who were created by Kyron&#039;s malevolent half), and are thus their chaotic good counterpart. As such they are maybe closer to the idea behind the beastmen army as a force of nature rather than a servant of the dark gods. Also dem werewolves (lycans) are one of the top three units in KoW.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Beastmen|8th edition Tactics]]&lt;br /&gt;
* [[Warhammer/Tactics/6th_Edition/Chaos|Chaos tactics for the glorious 6th edition]]&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Beastmen]]&lt;br /&gt;
[[Category:Furry]]&lt;/div&gt;</summary>
		<author><name>2A02:1810:4E2C:A900:8CBA:7667:95D1:7711</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Beastmen&amp;diff=84640</id>
		<title>Beastmen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Beastmen&amp;diff=84640"/>
		<updated>2023-05-09T19:59:43Z</updated>

		<summary type="html">&lt;p&gt;2A02:1810:4E2C:A900:8CBA:7667:95D1:7711: &lt;/p&gt;
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&lt;div&gt;{{Sick|Rape, and lots of it, as well as eating people.}}&lt;br /&gt;
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{{Topquote|The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.|George Orwell, &#039;&#039;Animal Farm&#039;&#039;}}&lt;br /&gt;
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{{Topquote|Elia Martell...I killed her screaming whelp. Then I &#039;&#039;&#039;raped&#039;&#039;&#039; her. Then I smashed &#039;&#039;&#039;her fucking head in, like THIS&#039;&#039;&#039;.|Gregor Clegane, A Storm of Swords}}&lt;br /&gt;
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{{Topquote|The only thing in my head&amp;lt;/br&amp;gt; Is five grams of cocaine, fly away alone&amp;lt;/br&amp;gt; To the edge of oblivion&amp;lt;/br&amp;gt; I have thoughts in my head&amp;lt;/br&amp;gt; When will all this end&amp;lt;/br&amp;gt; Whenever I&#039;m not alone&amp;lt;/br&amp;gt; Because a white eel will fly in|2=[https://www.youtube.com/watch?v=oSnDQjEquGA&amp;amp;t=1s Beastmen&#039;s official theme song]}}&lt;br /&gt;
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[[File:Beastman.jpg|200px|thumb|right|A face that even mothers can&#039;t force themselves to love.]]&lt;br /&gt;
Where the [[Warriors of Chaos|Warriors]] are Chaos tanks and [[Daemons]] are Chaos cheese, the &#039;&#039;&#039;Beastmen&#039;&#039;&#039; are the true Chaos horde. The Beastmen call themselves the children of Chaos, descended from outcast mutants hurled into the cursed woods of the Drakwald. They are considered a mere nuisance by the Empire and the Bretonnians, but the Wood Elves know how dangerous they truly are. The favorite activities of most Beastmen include toppling waystones, erecting herdstones, [[Grimdark|kidnapping/raping/eating humans]], and, of course, plain old smashing shit! They hate absolutely anything built or anything that is pure and make it a priority to destroy and defile that which the civilized races cherish.&lt;br /&gt;
&lt;br /&gt;
In short, they&#039;re a bunch of drunken anarchist fucktards that hang out in the woods, surfacing only to pillage and defile - which is actually kinda awesome if you&#039;re into that sort of thing!&lt;br /&gt;
&lt;br /&gt;
==Print History==&lt;br /&gt;
The Beastmen weren&#039;t always &amp;quot;the Beastmen&amp;quot; as we know them today. For the longest time, they were actually part of a unified Chaos army, but due to the fact that people seemed to like to roll with either all beast, mortal or daemon army lists, [[Games Workshop]] in their infinite wisdom decided to gradually split off the armies. Despite getting split off into an army of their own, they still always play second fiddle to every other villainous faction in the setting. [[Skaven]] used to be under them.&lt;br /&gt;
&lt;br /&gt;
===Runequest===&lt;br /&gt;
[[File:GW Special Broo.jpg|thumb|right|px|300|Behold, the first &amp;lt;strike&amp;gt;Broo&amp;lt;/strike&amp;gt; Beastmen models.]]&lt;br /&gt;
In the early to mid 1980&#039;s, Games Workshop still produced miniatures for other games, including some they didn&#039;t even sell (similar to [[Reaper Miniatures]] today), and among them was the line of [[Broo]] for the [[Runequest]] game of the [[Glorantha]] setting. &lt;br /&gt;
&lt;br /&gt;
Broo were the proto-Beastmen. Most of the visual style of modern Beastmen, particularly Ungors, is present in the Broo minis. Broo are specifically very similar to Beastmen, [[/d/|although most notably is their lecherous nature and their hyper-fertility to the point they can literally impregnate anything they jizz into, including other males (usually not of their own race), trees, rocks, even just dirt.]]&lt;br /&gt;
&lt;br /&gt;
Games Workshop lost the rights to most of the third party IPs in the early 80&#039;s, since the contracts had run out and the IP owners had discovered there was alternatives (early GW had managed to sell itself on the idea it was the primary distributor of tabletop in &amp;lt;strike&amp;gt;The Old World&amp;lt;/strike&amp;gt; Europe despite it originally being three young men in an apartment and later on about twenty of them in a small office). This left them with a fair amount of unsold inventory that they couldn&#039;t actually sell anymore, so they repurposed it all (with dubious legality) as other things and gave Brian Ansell the thumbs up to make his own game that they&#039;d all have rules in...hence, Warhammer was born. Since Broo were generic enough, Games Workshop repurposed the existing miniatures as a set of models for the game, with very little actually changed aside from all the grey morality removed.&lt;br /&gt;
&lt;br /&gt;
===Hordes of Chaos===&lt;br /&gt;
Way back when, they were just part of the single Chaos army where they fulfilled the role of chaff; they were squishier and quicker than other Mortal units and they were good at setting up charges, which Daemons couldn&#039;t really do. There were also a couple of special and rare units that were &amp;quot;beastly,&amp;quot; but nothing much.&lt;br /&gt;
&lt;br /&gt;
===Beasts of Chaos===&lt;br /&gt;
In 6th edition the Chaos army was split, making Beastmen their own army... sort of. They were pretty bad in this edition, essentially being the bitch of Chaos. Indeed, they had almost &#039;&#039;no&#039;&#039; redeeming qualities of their own, but to get into why we&#039;ll need to split apart the book and look at it in detail. &lt;br /&gt;
&lt;br /&gt;
For starters, there&#039;s nothing the Beasts can do that Mortals or Daemons can&#039;t do better. At first this might seem odd since their Special and Rare choices could both be very powerful, however the Chaos books were rather unique in that Beasts, Daemons and Mortals could all be used alongside each other, and so each could take everyone else&#039;s Special and Rare choices. The main difference was in what counted as your Core, and a Chaos Core was divided into a Mortal, Beast and Daemon Core. [[Age of Sigmar|Whichever of the three types happened to be your General was the type that counted as your Core, while the other two counted as Special choices.]]&lt;br /&gt;
&lt;br /&gt;
Suffice to say, outside of a few options/builds the Beast Generals were lacking compared to Mortal Generals and Greater Daemons, and so were their Core. Sure if you found a way to get Morghur in the middle of the enemy he could stop at least half an army on his own while Khazrak was hands down one of, (if not the best) monster killers in the game. He was able to get up to S10 and each successful wounding attack, before saves, generated a new attack (yes, even the new attacks did this) and the Beast&#039;s ambush rule was pretty cool, but those are the exceptions.&lt;br /&gt;
&lt;br /&gt;
The Beast Core consisted of units that mixed low Toughness and low Leadership; they had lightly armoured Ungors with spears and tough, brawny brawlers in the form of Gors, alongside skirmishers that could scout. The only alternatives (if you wanted a full unit) was to supplement with Warhounds, who can&#039;t take a hit and didn&#039;t count towards your mandatory Core slots, or take a bunch of tough, strong Bestigors, who were overpriced and much slower than everybody else. If you wanted a Beasts General and mostly wanted to make use of your Special and Rare choices, then you&#039;d probably get a few Tuskgor Chariots to fill your mandatory Core slots. They were significantly cheaper than their Mortal counterparts, did not do that much less damage and were also the only option that could consistently make their points back.&lt;br /&gt;
&lt;br /&gt;
This is because when they were split from the Hordes of Chaos, the Core was nothing more than an unruly band of meat shields. In fact, because they could move faster, it was preferable to field a few beast packs to soak up arrow fire and act as distractions while fast-moving daemons got the flanks and warriors hammered the front ranks.&lt;br /&gt;
&lt;br /&gt;
[[Derp|This does not make a competent, full army.]] Now if you were paying attention you might be wondering how they&#039;d perform if had a Mortal or Daemon General and so could avoid a shitty Core, and that&#039;s where things get good. A Chaos army often had to skip out on important upgrades to certain units (specifically Warriors) because they wouldn&#039;t have enough to get a good General, a good frontline, and a good few heavy hitters that you&#039;d normally need to collapse the enemy&#039;s formation. They were pricy, and so Beasts gave you the option of having a cheap Core and suddenly you had far more points to spend on units of Warriors and Knights.&lt;br /&gt;
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Now to get into the cool Special and Rare choices, the Beasts gave Chaos the [[Troll#Fantasy_trolls|Chaos Trolls]] and [[Ogre_Kingdoms|Ogres]], [[Dragon Ogres|Dragon Ogres and Shaggoths]], etc. Combined with the Warriors (and saving points using Chariots or Ungor screens for Core) it made for a fairly strong United force, one that could hit like a truck and take solid hits in return.&lt;br /&gt;
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Almost makes you wonder why they were ever split in the first place, since the only time the Chaos armies of 6th Ed were scary was when they had a united front (just like in the lore).&lt;br /&gt;
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===Beastmen===&lt;br /&gt;
[[File:Beastmen-Warhammer-Fantasy.jpg|400px|thumb|right|Warrior goats with [[Ogre]]-style gutplates]]&lt;br /&gt;
Sometimes referred to as &amp;quot;the WEAK chaos army,&amp;quot; or the &amp;quot;Powerful [[Chaos]] [[Skaven]]&amp;quot; it more or less resembles a normal horde style army in Warhammer Fantasy Battle with cheap, [[Imperial Guard|expendable]] troops, average leaderships and little immunity to psychology. The things they otherwise don&#039;t have are anything resembling armor or any kind relevant shooting, but they try to make up for it with Primal Fury which gives them hatred on a passed leadership test each round of combat on many of their units. The Herdstone magic item allows Beastmen wizards to score extra power dice for their spells, allowing Beastmen to pull off a little extra spell support to augment the cheap core units. They also excel in cheap chaff and redirectors in the form of Ungor Raiders, Razorgors, and Harpies, and fielding fairly costed chariots in core. &lt;br /&gt;
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Unfortunately they also got fucked in pretty much every other area. Marks were taken away for no good reason, prices went up on models that already cost too much, models were introduced that made your own army worse, the Beastmen were given a piss-poor magic lore (compared to every other lore) in exchange for the other lores that could be occasionally useful, they swapped out mostly decent magic items for mostly shitty ones, or ones that made no sense (like a magic banner that could only be given to a unit who had heavy armour, and it took away their heavy armour without refunding the cost), the list goes on. All in all it made them one of if not the worst army in the game. It was still possible to win, but it would always be an uphill battle as their biggest advantages, like their heaviest hitters and ability to be combined with the other Chaos armies as one big force, were completely removed (with the one exception being Minotaurs who are overcosted compared to other models anyway).&lt;br /&gt;
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===Real world Inspiration===&lt;br /&gt;
The standard way of creating a fantasy race or culture is to take one real world culture and base everything off of that. The Empire is early Renaissance Germany, Bretonnia is Medieval French fused with English Arthurian myth giving them a strong British feel as well. Dwarfs and Elves have their own sort of base line culture based on Tolkien and with a large part of Warhammer fantasy in it nowadays as well.&lt;br /&gt;
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The Beastmen, however, are based on the popular conception of the barbarians who tore Rome down. First they have no interests other than smashing civilization apart for the sake of smashing it apart. They have in their background that they pay homage to large &#039;herd stones&#039; which are similar to the Celtic shrines (think Stonehenge, although it is not actually a Celtic shrine). Lastly, they are Beastmen and satyrs are associated with paganism. Ever wonder why the Devil has cloven legs? Early Christians used the old Greek god Pan (the original [[satyr]]), as the devil because he was, among other things, a god of sex [[Fail|(and shepherds)]] and Christians are against recreational sex outside marriage due to the Bible&#039;s stipulation that God intends it for married couples, meaning Pan was a good framework for the devil and all that has really changed since then was turning him red and giving him a trident. Plus, Pan is also a god of the wild; very fitting reference for Beastmen.&lt;br /&gt;
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Tactically the Beastmen also fit the Barbarian origin: many light troops that rely on ambush and surprise (more than one Roman legion was lost by this kind of ambush&amp;lt;!--Quinctilius Varus, give me back my Legions!--&amp;gt;), chariots which the Britons used against the Romans and lastly they are like the Barbarians in that they are focused on skirmishing and raiding. Once upon a time all Beastmen were skirmishers, which while effective against isolated villages is less effective against armies, which is why it was changed.&lt;br /&gt;
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So the Beastmen have some pretty interesting roots once you &#039;pop the hood&#039; on their design.&lt;br /&gt;
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==Occupy Drakwald==&lt;br /&gt;
The thing that pisses the Beastmen off is that something like 1% of life in Middenheim controls 99% of the land! There are so many freaky beasts living in the chaos woods, combined with big Empire pushing around the people of the woods and ruining the environment for their own economic interests. And so the Beastmen have taken to their eternal campout against the Empire and it&#039;s regional castellan pretty boy, Elector Count Boris Todbringer.&lt;br /&gt;
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Another thing that really pisses them off is that it&#039;s stated in the Orcs and Goblins codex that [[Forest Goblins]] on their spiders tend to murder herds wandering in the woods. Technically this is because the Forest Goblins are the original occupants of Drakwald that have been trying to keep the Empire, Beastmen (born of Empire), and other greenskins out since the dawn of...well, the Old Ones creating all the races, but fuck those fucking fucks! They have fancier hats and more land, so they gotta go too!&lt;br /&gt;
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And that&#039;s not where the similarities end. The Beastmen are a bunch of lazy, shiftless, filthy degenerates that eat babies - no literally! The Beastmen want nothing better than to just drink looted booze, eat/fuck other races and tear down everything that everyone has ever built - ever! (cough cough Chakats.)&lt;br /&gt;
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==Origins==&lt;br /&gt;
{{Topquote|One might suspect that the lower forms of the servants of darkness would be less blessed by the powers they serve than their more noble counterparts, but this is not the case. The Marks of the Dark Gods are as evident amongst these foul creatures as in any horde of debased Men. Perhaps even more so, for these Beastmen, as they are known, seem to be embraced by their gods just as parents might their children. Spawned by the very darkness that enwraps them, they are closer to the heart of Chaos than any other creatures and are to be greatly feared because of it.|From the Liber Chaotica, penned by Richter Kless, Priest of Sigmar, declared insane.&#039;&#039;}}&lt;br /&gt;
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The Beastmen&#039;s origins seem to be something of a composite piece (and changes from edition to edition). On one account, they are descended from the myriad creatures that inhabited the Northern Wastes and migrated downward, accepting more stable forms from their reduced exposure from the polar fluxes of chaos and interbreeding with more magic resistant creatures. Another myth pins the Beastmen&#039;s origins as the mutated descendants of humans cast into the wild for being born a hideous half-man, half-beast creature (Now why the humans decide to throw all their mutant babies into the surrounding forest known to be populated with sadistic and vengeful goatmen born as mutants to humans and cast-off themselves is a bit of a mystery). The 6th ed Beasts of Chaos book says that when the polar gates collapsed, the Beastmen were made from animals mutating to be more human-like and humans mutating to be more bestial while the 7th ed Beastmen book says that when Chaos was first released to the world the &amp;quot;primitives&amp;quot; at the time went mad, fucked some animals, generations later their descendants are the Beastmen. Wood Elves seem to have less of a problem with mutants, either because they resist chaos more/better or they kill such offspring immediately and never talk about it again, but that&#039;s just like, you know, a cultural difference.&lt;br /&gt;
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Age of Sigmar is more vague about the Beastmen&#039;s origins, stating that they were present in the Mortal Realms before Sigmar arrived (which is a enigma in itself, since all other forms of Chaos only arrived in the Age of Chaos). Three in-universe theories are presented; the standard &amp;quot;animals and men mutated by Chaos energy&amp;quot;, one claiming that they&#039;re all descended from a primogenitor beast called the Gor-Father, and another saying that [[/pol/|they&#039;re the product of miscegenation between races]]. Since several Beastmen tribes appear to worship the Gor-Father, while there are other accounts of humans being mutated into Beastmen, its possible that all these theories have elements of truth to them.&lt;br /&gt;
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Regardless, today&#039;s Beastman is more likely either the product of gangrape, spawned by a brief and unholy union from victorious Beastman raiders that managed to bring home some captive females from other races, usually humans, and it never ends well for the woman (tying into the inspiration for Beastmen, the [[Broo]], though this was downplayed; you know something&#039;s nasty when Games &amp;quot;In the GRIM DARKness of the far future...&amp;quot; Workshop says it&#039;s too much - before you bring up the Fimir, it was never part of them, only inferred by a typo and omission of lore), or they were spawned when a Beastman really loves a Beastwoman. We&#039;re not too sure how Beastmen &amp;quot;love&amp;quot; one another, but the fluff seems to imply that the Beastmen have to get really fucking hammered before hand with giant orgiastic feasts at their encampments around Beastmen Herdstones. However, as of Total War: Warhammer: Call of the Beastman, it is possible to recruit a female Beastman, or Doe, to your warband.&lt;br /&gt;
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==Types==&lt;br /&gt;
Beastmen come in many varieties, usually denoted by a suffix and a prefix, making a chaotic race that hates organization and civilization into an easily organized and tidy group. In Oldhammer, mutants were included as Beastmen in advertising. After the Tony Ackland legal troubles when most mutants and the more creative types of Spawn were squatted, Beastmen remained pure beast men. &lt;br /&gt;
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===Devoted===&lt;br /&gt;
Beastmen particularly devoted to specific Chaos Gods, usually because of mutations at their birth, being enslaved by devotees of a particular god, or blessing, are given the name of their god in their designation. Its worth noting that the armor of the godly Beastmen are more ornate, implying they are far less antagonistic to the idea of making things intentionally. Note that devoted is our word for organizing them. They were also out of the picture until VERY recently because Phil Kelly removed them from the 7th edition Beastmen book and retconned the fluff to destroy any and all traces of Beastmen that were devoted/enslaved/blessed by a single god, to the point where they couldn&#039;t even be given marks on both the tabletop and lore.&lt;br /&gt;
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* [[Tzaangor]] are Beastmen of Tzeentch. Have white, yellow, and most commonly blue features usually as well as mutations giving them spindly limbs, extra arms, and an emphasis on bird and moon appearances. Tzeentch-aligned Doombulls are called &amp;quot;Tzaanbulls&amp;quot;. &lt;br /&gt;
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* [[Slaangor]] are Slaanesh&#039;s Beastmen. The least described and depicted of all the Beastmen groups. Their mutations obviously trend more towards the lewd, with extra pectorals and nipples, and are known for being mostly albino with pastel skin. Their eyes are like those of Daemonettes, being large and either green or black. Their species are animals that are lithe or symbolically sensual, but with a large amount of them being non-Minotaur bovines (a Bovigor can be a Slaangor, not all Slaangor are Bovigor). Slaanesh-aligned Doombulls are called &amp;quot;Slaanbulls&amp;quot;. &lt;br /&gt;
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* [[Khorngor]] are Khorne&#039;s. Their fur is shiny and almost metallic, their eyes are white with red pupils, they always have canine heads and the most favored have their horns naturally grow in the shape of Khorne&#039;s skull symbol. They wear far more armor than most other Beastmen species. Khorne-aligned Doombulls are called &amp;quot;Bloodbulls&amp;quot;.&lt;br /&gt;
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* [[Pestigor]] are Nurgle&#039;s, breaking the prefix naming scheme of the others. Aside from being heavily diseased, something they don&#039;t really have exclusive among Beastmen, they have only one horn, their hide is particularly tough, and they wear far more armor than any other variety. Disappointingly, they were not named Nurggors. Nurgle-aligned Doombulls are called &amp;quot;Plaguebulls&amp;quot;. &lt;br /&gt;
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===Herd Society===&lt;br /&gt;
[[File:Beast_tribe.jpg|300px|thumb|right|]]&lt;br /&gt;
Beastmen society is organized around herds and ruled by a system of might makes right. In other words, what the biggest, strongest Beastman says, goes. One would be forgiven in thinking that this automatically means that minotaurs would end up running the show since they are by far the biggest and strongest, but they&#039;re not the brightest thing on two hooves. Minotaurs specialize in wholesale slaughter, but aren&#039;t too keen on things like where to find food, who should keep watch or how to fix their shitty chariots. Lo, the Beastlord has his task cut out for him. &lt;br /&gt;
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In any case, the main Beastmen types are, in pecking order:&lt;br /&gt;
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* &#039;&#039;&#039;[[Beastlord]]s&#039;&#039;&#039;: The Beastmen in charge, the Alpha Male, they run the show for the other Beastmen with a combination of [[Mork|dastardly cunning]] and [[Gork|brute strength]]. They often delegate more benign tasks to their immediate inferiors, the Wargors.&lt;br /&gt;
* &#039;&#039;&#039;[[Wargor]]s&#039;&#039;&#039;: The &amp;quot;trusted&amp;quot; (as far as Beastman loyalty goes) lieutenants of Beastlord, Wargors are pretty kickass leaders and fighters themselves. Often seen carrying battle standards or leading Bestigor herds, or both.&lt;br /&gt;
* &#039;&#039;&#039;[[Bestigor]]s&#039;&#039;&#039;: Quite literally the best Gors. Strong, tough, heavily armed and armoured, the Wargors and Beastlords often arise from their ranks. They used to be the Chaos Undivided of the Beastmen, complete with the Mark (with the option of becoming [[Khorngor]]s, [[Tzaangor]]s, [[Slaangor]]s or [[Pestigor]]s) but then [[Phil Kelly|some asshole]] took away their marks and unique types.&lt;br /&gt;
* &#039;&#039;&#039;[[Bray Shaman|Bray-Shamans]] and Great Bray-Shamans&#039;&#039;&#039;: Tribal elders and spiritual leaders of the Beastmen, they interpret the will of Chaos and determine the best course of action for the herd. They are also the herd&#039;s wizards, channeling the lores of Death, Shadows, Beasts and their unique Lore of the Wild, a corrupt offshoot of the Lore of Beasts. One of the very few rules Beastmen have is that you are never allowed to harm a Bray-Shaman for any reason, &#039;&#039;ever&#039;&#039;; the ability to wield magic is seen as a sign of favour from the Ruinous Powers, and since it&#039;s really hard for the Beastmen to get &#039;&#039;any&#039;&#039; kind of favour from them, those who clearly have it cannot be cast aside lightly. &lt;br /&gt;
* &#039;&#039;&#039;[[Gor]]s&#039;&#039;&#039;: The rank and file of the beast herd. Your average Gor is bigger, tougher and far nastier than your average human, and also far more stupid which explains why they haven&#039;t overrun everything. He&#039;s also an unguloid with furry legs and a face that&#039;s a blend of bestial and human features. ALL Gors also feature prominent horns and/or antlers on their heads.&lt;br /&gt;
* &#039;&#039;&#039;[[Ungor]]s&#039;&#039;&#039;: The untouchables even in beast herds and sword-fodder for just about everyone who &#039;&#039;isn&#039;t&#039;&#039; a Beastman. They are pretty close in size to humans, yet still feature particularly bestial features such as furry unguloid legs with hooves, a semi-bestial face and two small horn buds. Sometimes band together in scouting parties of Ungor Raiders when not used as slave labour to fix all the shitty Beastmen gear. In short, the Beastmen&#039;s equivalent to Skavenslaves and Chaos Marauders.&lt;br /&gt;
* &#039;&#039;&#039;[[Bray]]s&#039;&#039;&#039;: Beastmen with no horns, the lowest of the low in Beastman society (so low that they got no models). In a society where life is nasty, brutish, and short, their lives are by far the nastiest, most brutal and most especially shortest.&lt;br /&gt;
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Beastmen are wild and crude creatures embodying all the negative aspects of animals combined with human-level intelligence. They are truly repugnant to behold, let alone to smell, for they are a twisted reflection of the base and barbaric aspects of nature. Beastmen are Chaotic Evil to their core (as one would expect from the OG children of Chaos), with literally the &#039;&#039;only&#039;&#039; thing resembling redeeming qualities that they have being their reverence of Bray-Shamans and (depending on how one looks at it), their loyalty to the Chaos Gods. The carnage and despair they spread across the land is a malevolent and deliberate attempt to wreck anything beautiful or stable for the lulz. Bitterness and spite simmers in the heart of every Beastman; it takes little more than a few well-chosen words to spur a Gor into a frenzy of unrestrained rage. The sounds of distant battle will cause a Beastman to prick up his tufted ears in an instant; a fight or duel upon a woodland path will invariably bring dozens of Beastmen from all about in a very short space of time. Even when gathered in their torrid encampments the Beastmen spend their time fighting, fucking or feasting. The only time they don&#039;t is when a particularly strong Beastman knocks a sense of purpose into them (sometimes literally) or a Bray-Shaman calls on the Chaos Gods.&lt;br /&gt;
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Beastmen have forms perfectly suited to their horrid nature. They have long, ridged horns with which to gore their foes, and the legs of cattle and goats with which to trample the bodies of their victims. Their matted hair is encrusted with blood and dung, a haven for fat ticks and colonies of fleas that keep the Cloven One in a constant state of agitation, for hygiene is one of those stable and beautiful concepts that Beastmen feel compelled to ruin. They&#039;re not even house trained and mark their territory whenever they feel like it even if it&#039;s on an enemy&#039;s corpse. Their drool-filled mouths are filled with sharp, wolf-like fangs for tearing the flesh of their prey, and their muscular, sweat-slicked bodies are ideally suited to the murderous desires that gleam in their blood-red eyes.&lt;br /&gt;
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Above all, though, it is the trappings of progress and civilization that fan the embers of hatred burning within each Beastman&#039;s breast. A mere glimpse of bright colours, especially the colour red, will often be enough to get a Beastman&#039;s pulse racing with bloodlust. The sight of a proud flag or coat of arms, a pristine uniform or a magnificent statue elicits a powerful reaction in the Beastmen, for the things of order are anathema to the Children of Chaos. All caution is put aside in a desperate attempt to tear down and befoul the offending article, to stomp it into the mud, smear it with dung or rip it to pieces and chew on the remains. Woe betide those who take pride in such symbols of authority and order, for their end will invariably be messy, painful and humiliating. Though Beastmen find it far easier to destroy than to create they can be terribly inventive in the punishments they inflict upon their captives, and they have a sick and ribald sense of humor that leads to truly stomach-churning atrocities enacted upon those they can catch.&lt;br /&gt;
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No Beastman is truly content unless visiting some manner of violence upon a hapless victim. The only tools they use are the tools of war, and even then they aren&#039;t too fussy. In the last edition of Fantasy they armed themselves with crude blades and axes that they call &#039;man-cleavers,&#039; mostly cobbled together from the spoils of war, because Phil Kelly thought it would be a great idea to change the Beastmen so that they&#039;re unable to make their own equipment. He also altered them so that the warherds lack the resplendent weapons and baroque armour of the human servants of the Chaos Gods, saying that since the Beastmen already belong to the Ruinous Powers the gods have no need to bargain such trinkets in exchange for their souls, completely ignoring the fact that the gods are supposed to be petty, meaning even if their souls already belonged to Chaos, they&#039;d still get marks to show which god they belonged to. This might have been a part of his plan to make the army the worst army in all of Fantasy, as the marks and armour also help the armies of Chaos win the fights they get into, so it should be no surprise that after Phil changed their lore, they don&#039;t do shit aside from being a punching bag for all the other races. He decided to leave in how they&#039;re great at raiding (though the actual rules for raiding were an entirely different story), pillaging and corpse-robbing even when they are not marching to war. Because of this they are never short of battered weapons and ragged suits of armor, albeit ones encrusted with clotted gore and riddled with rust. Such lack of quality is only a minor setback to the Beastmen, who compensate with sheer brute strength and determination.&lt;br /&gt;
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The robust constitution of the Cloven Ones allows them to live upon the most meagre or unpleasant of diets. They prefer great chunks of meat above all but, unlike their larger Minotaur brethren, they do not care if it is fresh or if it is infested and maggot-ridden. Beastmen are cannibals who gorge themselves upon the corpses of their own kind without hesitation, entrails, hair, horns, hooves and all, and believe that to do so is to inherit the strength of the victim. This diet of dead meat is supplemented with grubs, hairy-legged spiders, poisonous centipedes, plump blowflies, and other vermin, as well as the occasional lost child or lone woodsman. It could be said that Beastmen are hunter-gatherers, though they mainly gather the body parts strewn around the place after a particularly vicious hunt. Human flesh is a delicacy to Beastmen, and rivals have been known to fight to the death over a single human arm or leg.&lt;br /&gt;
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Of all the creatures of Chaos, Beastmen have an especially close relationship with Morrslieb, the Chaos Moon. Whenever Morrslieb is fullest in the sky the Beastmen will hold night-long, sprawling orgies where they indulge every base lust and bloodthirsty deed they can think of. Much blood is shed, much captured wine and beer is drunk, and many new beast-spawn are conceived, ensuring the cycle of twisted and unholy life is perpetuated. Though it is rumored that the witches and heretics of the Old World join the Beastmen in these frightening and confusing bacchanals, none have ever been able to say for certain, for to stumble upon a camp of blood-drunk Beastmen celebrating under the unclean light of Morrslieb is to plunge into hell itself.&lt;br /&gt;
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====Beastwomen====&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
{{Topquote|She doubted that she or it would have survived if she had not encountered the beastwomen in the forest; if they had not taken her in and guarded her and fed her. She remembered them as being oddly shy and gentle compared to the gors and ungors. | from the perspective of Justine, Chaos Champion. From &#039;&#039;Trollslayer&#039;&#039;.}}&lt;br /&gt;
[[Image:Canon Beastwoman.png|thumb|right|300px|Thanks to [[Blood Bowl]], specifically [[Spike! Magazine]], we now have a &amp;quot;canon&amp;quot; piece of artwork of a female Beastman (which is ironically &#039;&#039;less&#039;&#039; beastly than a lot of the fan-art).]]&lt;br /&gt;
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Naturally, some Chaos fans on /tg/ have speculated quite intensely about the possibility of Beastwomen/&amp;quot;gor-doe&amp;quot; waifus, particularly given old lore of human Chaos worshippers partaking in the bacchanalian feasting and rutting of Beastmen tribes. While it has been confirmed that Beastmen are not all male, very little canon information has ever been revealed about the female half of the Beasts of Chaos. As you can read in the above quote, William King, the author of the [[Gotrek &amp;amp; Felix]] novels, describes them as &amp;quot;calmer&amp;quot; than their male counterparts. Yet despite being apparently more restrained and rational than their menfolk, much like their human counterparts in the Northern tribes, gor-does are can still be capable warriors, as it is mentioned in the aforementioned novels the duo encountered beastwomen warriors during their battles. &lt;br /&gt;
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[[Total War: Warhammer]] stuck its own oar in, claiming that gor-does are relatively rare among the Beastmen and as such the males will fight for the right to mate with one whenever it&#039;s breeding season. Meaning only the strongest members of a herd will get to mate with a pure female beastmen, while the less lucky males look to [[Rape|other means]] for producing more of their kind. Whether this is actually canon or not is unclear, so it&#039;s left to fans to decide for themselves how they prefer it... which of course leads to [[skub|the usual arguments]].&lt;br /&gt;
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Other older lore has implied both that [[harpy|harpies]] act as females for beastmen, and that, much like the [[Fimir]], beastmen have been known to abduct human (or elf) women as corrupted breeding slaves they call &amp;quot;Beastmothers&amp;quot;. For fairly obvious reasons, this piece of lore has since disappeared from official pubblications, only leaving the occasional unsettling implication.&lt;br /&gt;
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Given the beastmen&#039;s origins as rip-offs of the [[Broo]], some fans also assume that many Beastmen reproduce by impregnating female livestock. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:FemmeGor Waifu Sketch.jpg|One drawfag&#039;s interpretation of what happens when a Chaos Champion kills a Beastlord.&lt;br /&gt;
Image:FemmeGor.png|Fan-art of a hypothetical female Beastlord.&lt;br /&gt;
Image: ThiccBeastwoman.jpeg| No wonder they pump out so many vast hordes.&lt;br /&gt;
Image: PosingBeastwoman.jpg| You gotta admit, they have a sort of soft, fluffy sexiness to them.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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====Beastman Champion Retinues====&lt;br /&gt;
Back in the days of [[Realms of Chaos]], Beastman Chaos Champions were able to take the [[Path to Glory]] once introduced in &amp;quot;The Lost and the Damned&amp;quot;, and even had their own unique follower retinue table they rolled on, to emphasize the split between the beastmen tribes and the armies of Chaos-damned humans:&lt;br /&gt;
::01-020: 2d6 Beastmen (If the Beastman Champion has the Mark of Chaos, these are also Marked by the same Patron; [[Khorngor]]s, [[Pestigor]]s, [[Slaangor]]s or [[Tzaangor]]s - otherwise, they&#039;re just normal beastmen)&lt;br /&gt;
::21-40: 2d6 Beastmen&lt;br /&gt;
::41-60: Beastman Hero&lt;br /&gt;
::61-70: Beastman Shaman&lt;br /&gt;
::71-80: D6 [[Centaur]]s&lt;br /&gt;
::81-85: D3 [[Dragon Ogre]]s&lt;br /&gt;
::86-98: D6 [[Minotaur]]s&lt;br /&gt;
::99-100: Other (Roll on the Human Chaos Champion retinue table)&lt;br /&gt;
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===The Bulls===&lt;br /&gt;
[[File:BeastmenMinotaurs.jpg|200px|thumb|right|]]&lt;br /&gt;
Nobody really knows why, but the Beastmen seem to be accompanied by a race of ferocious Minotaurs, not that they&#039;re complaining. When the Minotaurs aren&#039;t rampaging through the hardest parts of an enemy army, eating knights, drinking blood and shitting victory, they&#039;re often seen guarding caches of magic treasures deep in the Drakwald. They aren&#039;t a very bright group but their uncanny resilience, rape-tastic strength and general piss-your-pants scariness gets shit done for the Beastmen. There are also mutant varieties of the bulls that have long ago traded their sanity for fuck-off hugeness and other random shit.&lt;br /&gt;
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* &#039;&#039;&#039;Doombulls and Gorebulls&#039;&#039;&#039;: The closest thing the Minotaurs have to leaders, with the Doombulls being the larger, stronger and generally more daunting of the two, and Gorebulls functioning like Wargors or Skaven Chieftans.&lt;br /&gt;
* &#039;&#039;&#039;Minotaurs&#039;&#039;&#039;: Giant, bull-headed monsters that fuck near can&#039;t be stopped once they get to smashing shit.&lt;br /&gt;
* &#039;&#039;&#039;Cygors&#039;&#039;&#039;: 50 ft. tall, one-eyed Minotaur mutant that can only see magic things. Likes to collect gigantic pieces of magic rock (more commonly known as temple columns) and eating the souls of mages... unless those tricksy wee things are causing him trouble, whereupon he&#039;ll just throw one of his gigantic rocks at it!&lt;br /&gt;
* &#039;&#039;&#039;Ghorgon&#039;&#039;&#039;: Minotaurs that get a flair for cannibalism turn into giant-sized, four-armed killing machines with two of their four arms ending in scythe hands. They also have a penchant swallowing things whole and magically reknitting any wounds they may have had.&lt;br /&gt;
{{clear}}&lt;br /&gt;
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===Other Critters===&lt;br /&gt;
[[File:Beastmen-centrigor.jpeg|200px|thumb|right|A centigor, [[centaur]] in grimdark.]]&lt;br /&gt;
Being that the Beastmen are all a bunch of horrible monsters, they have a pretty high tolerance for other horrible monsters. Along with the minotaurs, the Beastmen&#039;s ranks are supplemented by other creatures used for various tasks from beasts of burden to cavalry to shock troops to cannon fodder.&lt;br /&gt;
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* &#039;&#039;&#039;Warhounds&#039;&#039;&#039;: Just like the ones starved and tamed by the warriors of chaos, but instead starved and tamed by Beastmen. Used for a fast and cheap screen.&lt;br /&gt;
* &#039;&#039;&#039;Tuskgors&#039;&#039;&#039;: What essentially look like warthogs, they&#039;re most often used to pull the herd&#039;s shitty chariots.&lt;br /&gt;
* &#039;&#039;&#039;Razorgors&#039;&#039;&#039;: Bigger, nastier, mutant tuskgors. They are either loosed in packs or used to pull chariots. Why the Beastmen use pigs as pack animals and eat horses instead of the other way around is a bit bizarre, but might have to do with how flighty horses can get around large, carnivorous animals and that pigs occasionally indulge in carnivorism and predation.&lt;br /&gt;
* &#039;&#039;&#039;Centigors&#039;&#039;&#039;: The torso of a Gor fused onto the body of a horse with three hooves per foot, by the looks of it. Totally ungainly and butt-hurt over it, they take to stealing beer, wine and spirits brewed and distilled by other races and getting shit-faced daily to forget that fact. They act as cavalry to the Beastmen, and are the setting&#039;s Centaurs.&lt;br /&gt;
* &#039;&#039;&#039;Harpies&#039;&#039;&#039;: Identical to Dark Elf harpies, may or may not be the Beastwomen with which the Beastmen procreate. Used primarily as flying shock troops.&lt;br /&gt;
* &#039;&#039;&#039;[[Chaos Spawn]]&#039;&#039;&#039;: Can be either heavily mutated Beastmen or just normal spawn, that which must not be named are goaded into battle... somehow. But this is chaos, so really anything can become a chFGHFGTYHAAAD{{BLAM}}&lt;br /&gt;
* &#039;&#039;&#039;Jabberslythe&#039;&#039;&#039;: Arguably the ugliest thing in all of WHFB. Said that not even the clearest pools will reflect its image, or maybe they just don&#039;t stay clear for very long. Either way, this is yet another giant powerhouse of a monster using its ugliness as a shock weapon to get the Beastmen&#039;s enemies to kill themselves.&lt;br /&gt;
* &#039;&#039;&#039;[[Giant]]&#039;&#039;&#039;: The warhammer giant is at the beast&#039;s disposal to jump up and down, yell at people and stuff them into its pants.&lt;br /&gt;
{{clear}}&lt;br /&gt;
*A type of amphibious beastmen known as &amp;quot;[[Lakemen]]&amp;quot; infest areas of Bretonnia. They appear as humanoid frog-fish with crab claws for hands, and all have at least one type of mutation furthering them from this basic form. Don&#039;t really get along with &amp;quot;normal&amp;quot; beastmen that well, either.&lt;br /&gt;
* There is a tribe of beastmen in Ind that have tiger heads. Local humans worship them as holy spirits and as such said locals prostrate themselves, even as they get killed by the &#039;holy spirits&#039;. They&#039;re called the Bengal, because if you didn&#039;t guess it the first time, Ind is Warhammer India.&lt;br /&gt;
*The tribal societies of men, greenskin, and lizardmen in the Southlands have to deal with raids from the Apemen, a race of Beastmen that resemble humanoid gorillas.&lt;br /&gt;
*The Ymir are a solitary race of Norscan Beastmen who are similar to Ogre Yetis.&lt;br /&gt;
* Down in the Warhammer Antarctica, also known as &amp;quot;Southern Chaos Wastes&amp;quot;, a pretty obscure Beastmen subrace called &#039;&#039;&#039;Beastfiends&#039;&#039;&#039; lives. They&#039;re actually non-human at all, instead being an unholy mix of Beast and [[Daemons of Chaos|Daemon]]. They&#039;re totally irrelevant and only appear in one [[Archaon]] novel.&lt;br /&gt;
* In Naggaroth, a strange breed of scaled Beastman can sometimes be seen in the caves and crevasses. About the height of an Elf and covered head to foot in craggy scales, these creatures are primitive, and war amongst themselves with their stone axes and clubs. On occasion, when times are hard or when the call of Chaos from the north grows strong, they descend from the peaks to raid Dark Elf settlements and join with the armies of Chaos, and their numbers are such that it takes great military might to repel them.&lt;br /&gt;
*&#039;&#039;&#039;Polar Warbears&#039;&#039;&#039; In &amp;quot;The Northlands&amp;quot;, possibly the edge of Kislev and Norsca, lies Ice Mountain. Within, The Frozen Horror dwelled, served by an army of horned Yetis and a type of Polar Bear Beastman known as a Polar Warbear. They tended to wear light armor and wielded one handed weapons, mainly because they were humanoid Polar Bears and as such, didn&#039;t NEED heavy armor or heavy weapons, since Polar Bears can rip people apart with their bare paws.&lt;br /&gt;
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==Notable Beastmen==&lt;br /&gt;
*&#039;&#039;&#039;[[Khazrak The One-Eye]]:&#039;&#039;&#039; One of the most legendary Beastmen in recent history, known for his use of actual tactics and military strategy. Has one eye (surprisingly) and a heated rivalry with [[Boris Todbringer]].&lt;br /&gt;
*&#039;&#039;&#039;[[Taurox The Brass Bull]]&#039;&#039;&#039;: Violent bull-freak made of Brass after eating one of Khorne&#039;s daemons. He is a bad ass that likes to cut shit up and kill everything he sees. All in all total bad ass.&lt;br /&gt;
*&#039;&#039;&#039;[[Morghur the Shadowgave]], aka Morghur the Master of Skulls&#039;&#039;&#039;:The closest thing to a central leader the Beastmen have. This guy not only corrupts and mutates anything in his path, every time he&#039;s killed, he simply resurrects and starts all over again. He&#039;s considered the greatest enemy of the Wood Elves and the chosen prophet and champion of the Chaos Gods to his people, despite not having only the vaguest semblence of a rational mind. It&#039;s entirely possible he&#039;s not really a Beastman and closer to a Daemon Prince of Chaos Undivided, or simply a mass of roiling Chaos energy in the vague shape of a Beastman In Age of Sigmar gets his own faction called the Gavespawn that pretty much worships him as a minor Chaos God.&lt;br /&gt;
*&#039;&#039;&#039;[[Malagor]] The Dark Omen&#039;&#039;&#039;: The Bray Shaman of all Bray Shaman, this Beastmen is not only a powerful sorcerer and a cunning manipulator he also has a pair of black raven wings that enable him to fly. He greatly resembles an old representation of old Nick called Baphomet.&lt;br /&gt;
*&#039;&#039;&#039;[[Gorthor]] the Beastlord&#039;&#039;&#039;: The greatest Beastlord to ever live, he united all the Beastmen of the Middle Mountains, pioneered the use of chariots, brought down two provinces of the Empire and in addition to his fighting skills was a tactical and strategic thinker.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghorros Warhoof]]&#039;&#039;&#039;: The “Sire of a Thousand Young” is an ancient Centigor that is constantly fighting, drinking, or fucking. He proudly boasts to have fathered the entire Centigor race and have connections to every other beastman in the Old World. Like an alcoholic father who left home for a pack of cigarettes, he roams the land in a constant state of bragging, bashing, boozing, and banging, which makes him a somewhat beloved figure in many beast herds.&lt;br /&gt;
*&#039;&#039;&#039;[[Ungrol Four-Horn]]&#039;&#039;&#039;: Also known as Blackheart, Hornsthief, and the Spurned One, Ungrol is a two headed Ungor that was fed up with the constant abuse he suffered from the bigger and meaner gors. So he slit the throats of his tribe’s Wargor and Shaman and severed their horns to tie onto his own. He fled from his understandably pissed off tribe and took refuge in a dark series of caves that would become known as the Labyrinth of the Spurned. The legend of Four-Horn spread amongst the herds, and soon Ungrol was the leader of a vast army of Ungors and other outcasts of beastman society.&lt;br /&gt;
*&#039;&#039;&#039;[[Molokh Slugtongue]]&#039;&#039;&#039;: The closest thing you can have to a [[Pestigor]] special character in a book where pestigors officially don&#039;t exist. Disease-riddled skull-faced [[Bray-Shaman]] wielding pestilence and famine against his enemies, clearly suffused with the blessings of Papa [[Nurgle]].&lt;br /&gt;
*&#039;&#039;&#039;[[Moonclaw]]&#039;&#039;&#039;: Technically a Chaos Xenos/Daemon Prince of Morrslieb, Moonclaw looks enough and acts enough like a Beastman to qualify as one, and his ability to spread insanity from himself in waves is seen as holy by the Beastmen.&lt;br /&gt;
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==In 40k==&lt;br /&gt;
&#039;&#039;See [[Beastmen (40k)]]&#039;&#039;&lt;br /&gt;
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==Warhammer: Age of Sigmar==&lt;br /&gt;
In Age of Sigmar, they&#039;re back, as the [[Beasts Of Chaos]]. Functionally identical, but with a larger scale and some tweaked lore, such as their reverence to Chaos as a primordial force rather than the Gods themselves (which better fits the idea of them as representing the darker side of nature and the wilderness).&lt;br /&gt;
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==The 9th Age==&lt;br /&gt;
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==Non-Warhammer Beastmen==&lt;br /&gt;
Although the Warhammer Fantasy version of Beastmen is probably the most iconic use of the term on /tg/, it has surfaced in some other /tg/ settings as well, owing to the rather generic name. Even with Age of Sigmar&#039;s copyright-friendly rename-a-palooza, their name (Brayherds/Warherds) turns out rather generic in comparison to other names (e.g. Aelves, Orruks, Ogors)&lt;br /&gt;
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In [[Glorantha]], the [[Broo]] are a race of Chaos-aligned/spawned monstrous humanoids who appear as haphazard amalgamations of human and animal traits, all further wracked by diseases and/or mutations. This race actually created the Warhammer Beastmen (long story short; [[Games Workshop]] had a deal to produce miniatures for [[RuneQuest]] Broo models, it fell through, and they decided to recoup their losses by reworking the models into a new Chaos species for their own game).&lt;br /&gt;
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In [[Dungeons &amp;amp; Dragons]], the obscure [[Greyhawk]] setting has (or had, at least, during the days of [[Advanced Dungeons &amp;amp; Dragons]]) a race called the Beastmen. These were basically really hairy humanoids with vaguely feline faces who lived in forests and were Stone Age hunters with a Neutral Good alignment. The race has been pretty much forgotten about.&lt;br /&gt;
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Beastmen is also used in many settings as a collective term (analogous to demihumans and humanoids) to the various, well, [[furry]] races: things like [[lupin]]s, [[minotaur]]s, [[gnolls]], [[catfolk]], [[ratfolk]], etc. Sometimes any &amp;quot;animal-based&amp;quot; race, like [[lizardfolk]], [[dragonborn]], [[aranea]]s, [[chitine]]s, [[aarakocra]]s, etc, will also be lumped in. To avoid confusion, /tg/ tends to prefer the blanket term [[Beastfolk]].&lt;br /&gt;
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In [[Kings of War]] you get [[Kings_of_War/Tactics/The_Herd|the Herd]], which is Warhammer Beastmen with a few extra steps, such as adding werewolves and giant eagles, but losing the chariots and some of the GW-exclusive monsters. From a fluff perspective they are completely different though, being a neutral army created by a benevolent god called Kyron and related to the orcs (who were created by Kyron&#039;s malevolent half), and are thus their chaotic good counterpart. As such they are maybe closer to the idea behind the beastmen army as a force of nature rather than a servant of the dark gods. Also dem werewolves (lycans) are one of the top three units in KoW.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Beastmen|8th edition Tactics]]&lt;br /&gt;
* [[Warhammer/Tactics/6th_Edition/Chaos|Chaos tactics for the glorious 6th edition]]&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
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[[Category:Warhammer Fantasy]]&lt;br /&gt;
[[Category:Beastmen]]&lt;br /&gt;
[[Category:Furry]]&lt;/div&gt;</summary>
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