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Author Topic: Beastmen stats in 40k  (Read 1924 times)

Offline RichyBee

  • Bookworm
  • Posts: 52
Beastmen stats in 40k
« on: January 12, 2016, 09:49:38 AM »
Hi everyone
Got meself some chaos beastmen as cultist and are the any stats for them with a
points cost.
I dont want "count as" though
So far there human stats with 4T 2I and 6+ save and fleet of foot
Dakka refuse to help as they dont deal with made up stats...two faced prats.

Offline dijit

  • Scatterbrained Genius
  • Posts: 3736
  • And when Eric eats a banana...
Re: Beastmen stats in 40k
« Reply #1 on: January 12, 2016, 10:53:47 AM »
As far as I'm aware the only ones I've ever seen are for Rogue Trader and can be found in the Compendium, so well before any present day incarnation of 40k.

In Rogue Trader they are M4 WS4 BS3 S3 T4 I3 A1 Ld7 Int6 Cl7 WP6 and are 75pts for a squad of 10 with mesh armour and 2 hand weapons, then there's a ton of upgrades I won't write here.

Offline Vanvlak

  • Galactic Brain
  • Posts: 5295
Re: Beastmen stats in 40k
« Reply #2 on: January 12, 2016, 11:19:49 AM »
I think there were stats in post-RT 40K, at least up to the first edition published under the 40K name. And there were the models too.

Offline Inso

  • Scatterbrained Genius
  • Posts: 2690
  • Often confused or misunderstood...
    • Inso's World
Re: Beastmen stats in 40k
« Reply #3 on: January 12, 2016, 03:20:19 PM »
I think they were included in 2nd Edition as auxilliaries to the Imperial Guard (part of the black and white booklet/army list in the game box - the name escapes me (Codex Imperialis?)).

Offline Galadrin

  • Assistant
  • Posts: 26
Re: Beastmen stats in 40k
« Reply #4 on: January 12, 2016, 03:42:06 PM »
They're also in the Codex Chaos for 2nd Edition, page 136.

M4, WS4, BS3, S3, T4, W2, I3, A1, Ld7

5-20 in a unit, come with club or axe and 6+ save for 15 points. Can add a shield for +1 point and any model can take weapons from the assault weapon list (stuff like chainsword, chain-axe, double-handed weapon, laspistol, autopistol, bolt pistol, hand flamer, stub gun etc.).
« Last Edit: January 12, 2016, 03:46:28 PM by Galadrin »

Offline Vanvlak

  • Galactic Brain
  • Posts: 5295
Re: Beastmen stats in 40k
« Reply #5 on: January 12, 2016, 03:43:41 PM »
I think they were included in 2nd Edition as auxilliaries to the Imperial Guard (part of the black and white booklet/army list in the game box - the name escapes me (Codex Imperialis?)).
That should be it, Codex Imperialis.

Offline Wachaza

  • Mad Scientist
  • Posts: 642
Re: Beastmen stats in 40k
« Reply #6 on: January 12, 2016, 04:05:43 PM »
There have been a few iterations of Beastmen across the years. The last mainstream 40k version I rmeember was in a White Dwarf list probably two or three editions back.

The latest version which is written for the current rules is in the Horus Heresy book five Tempest from Forgeworld where the militia and cults list can be given a variety of options to do everything from Mechanicus forgeworld to Feral beast cult including Guard Beastmen. The rules use a basic guard list and you can then buy options to reflect your force. The main Beastman option, Abhuman Helots, gives +1 toughness and -1 initiative. On top of at yu n get options for gene mutants and hand to haneapons.

Offline grant

  • Galactic Brain
  • Posts: 4167
Re: Beastmen stats in 40k
« Reply #7 on: January 12, 2016, 04:19:33 PM »
They're also in the Codex Chaos for 2nd Edition, page 136.

M4, WS4, BS3, S3, T4, W2, I3, A1, Ld7

5-20 in a unit, come with club or axe and 6+ save for 15 points. Can add a shield for +1 point and any model can take weapons from the assault weapon list (stuff like chainsword, chain-axe, double-handed weapon, laspistol, autopistol, bolt pistol, hand flamer, stub gun etc.).

They had the two wounds which made them awesome.
It’s a beautiful thing, the destruction of words - Orwell, 1984

Offline Galadrin

  • Assistant
  • Posts: 26
Re: Beastmen stats in 40k
« Reply #8 on: January 12, 2016, 08:04:42 PM »
They had the two wounds which made them awesome.

Considering how paper-thin power armour was, the 2 Wounds alone made them a better deal for the 15 points than Space Marines in 2nd Edition!

Still, love my 2e Space Marines. The last, best version of them (along with Rogue Trader Space Marines, who were also quite cool).

 

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