ArmiesDLC · Mark Of The Beast

Goatmen Raiders

Feral warbands of the deep woods, led by minotaurs and shamans. Fast, savage and hungry.

14 units · How army lists work

Goatman Shaman
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Goatman Shaman

Infantry · Move 8"

60 pts

Skill
3
Power
4
Defense
4
Attacks
2
Wounds
3
Discipline
7
  • weapon SetHand WeaponCharge Bonus: +1 Power

Spells Choose 1 cantrip: spellWildformCaster has +1 Power, +1 Defense and +2 Attacks for one turn., spellShadow Bolt3 x Power 3 hits. Range: 18., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat., spellBlood FrenzyTarget unit loses D3 wounds and gains +1 Attack this turn.. Choose 1 spell: spellThousand Mouths3D6 Power 1 hits. Range 18., spellHex Of RuinTarget unit has -2 Defense for one turn., spellPrimal FuryTarget unit has +1 Power and rerolls missed Attack Rolls for one turn..

Magic Magic Item

Leads Mongrel Pack, Mongrel Spear, Goatmen Warriors, Ibex Warriors, Raiding Chariot, Mongrel Skirmishers

Max per army no limit1no limitno limit

Goatman Longhorn

Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
8
  • weapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons · 5 pts+1 Attack
  • commander AbilityRaiderCommanders retinue deploys with Ambush.commander AbilityWarcryAll your units have +1 Power for one turn.

Magic Magic Weapon/Item

Leads Goatmen Warriors, Ibex Warriors, Raiding Chariot

Max per army no limit1no limitno limit

Minotaur Lord

Monstrous Infantry · Move 12"

60 pts

Skill
4
Power
5
Defense
4
Attacks
4
Wounds
4
Discipline
8
  • weapon SetTwo Hand Weapons+1 Attack orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertyFrenzyRe-roll missed Attack Rolls in the first round of combat. Can't flee from charges.commander AbilityBlood Fury+2 Attacks this turn. Activate once per battle when wounded.

Magic Magic Weapon/Item

Leads Minotaurs

Max per army no limit1no limitno limit

Battle Line

1–3 units2–3 units2–5 units3–7 units

Ibex Warriors

Large Infantry · Move 8"

10 pts / model

Skill
3
Power
4
Defense
4
Attacks
1
Wounds
1
Discipline
8
  • weapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.propertyHeavy Armor-1 Movement. +1 DefensepropertyBodyguardIf a Commander is part of this unit it re-rolls failed Discipline tests.

Magic Magic Banner (up to 100pts)

Unit size 10–2010–2015–2515–25

Goatmen Warriors

Large Infantry · Move 8"

6 pts / model

Skill
3
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetTwo Hand Weapons · 1 pts per model+1 Attack

Magic Magic Banner (up to 50pts)

Unit size 10–2512–2515–3015–36

Mongrel Pack

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
6
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 PowerpropertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.propertyScoutIgnore movement penalties from Difficult Terrain
Unit size 15–2515–2515–2515–25

Mongrel Spear

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
6
  • weapon SetSpear and Shield+1 Defense. Extra Rank supporting attacks when not charging.propertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.propertyScoutIgnore movement penalties from Difficult Terrain
Unit size 15–2515–2515–2515–25

Raiders

0–2 units0–2 units0–3 units0–4 units

Raiding Chariot

Chariot · Move 16"

55 pts

Skill
3
Power
4
Defense
4
Attacks
4
Wounds
5
Discipline
7
  • weapon SetHand WeaponCharge Bonus: +1 PowerpropertyCrushing ChargeCharge Bonus: +2 Power +2 AttackspropertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.
Max per army 3346 Counts as ½ a unit in its section

Feral Hounds

Beasts · Move 12"

7 pts / model

Skill
3
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
6
  • weapon SetFangsCharge Bonus: +1 PowerpropertyScoutIgnore movement penalties from Difficult Terrain
Unit size 5–108–108–108–10 Max per army 2234 Counts as ½ a unit in its section

Mongrel Skirmishers

Infantry · Move 8"

7 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
6
  • ranged AttackShortbowsRange: 20. Power 3.propertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.propertyScoutIgnore movement penalties from Difficult Terrain
Unit size 10–1510–1510–2010–20

Centaurs

Cavalry · Move 16"

17 pts / model

Skill
3
Power
4
Defense
3
Attacks
2
Wounds
2
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • ranged AttackJavelinsRange: 12. Power 3. orranged AttackShortbows · 1 pts per modelRange: 20. Power 3.

Magic Magic Banner (up to 100pts)

Unit size 5–105–105–105–15

Wild Beasts

0–1 unit0–1 unit0–2 units0–3 units

Minotaurs

Monstrous Infantry · Move 12"

38 pts / model

Skill
4
Power
5
Defense
4
Attacks
3
Wounds
3
Discipline
7
  • weapon SetTwo Hand Weapons+1 Attack orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertyFrenzyRe-roll missed Attack Rolls in the first round of combat. Can't flee from charges.
Unit size 3–43–43–63–8 Max per army 1123

Harpies

Large Infantry · Move 8"

12 pts / model

Skill
3
Power
4
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.
Unit size 8–108–105–155–15

Feral Giant

Large Monster · Move 12"

90 pts

Skill
3
Power
6
Defense
6
Attacks
5
Wounds
8
Discipline
8
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFearlessIgnores all penalties to Discipline tests.
  • Options ranged AttackBoulder Throw · 15 ptsThrow a boulder at an enemy unit. Range 18, 2D3 Power 5.
Max per army 1112