Ungor Herders

0-1 units of Ungor Herders

   Most Beastmen tribes keep small herds of Tuskgors to be used as food or beasts of burden. Many years ago it was discovered that the beasts could be hitched to chariots and pointed towards the enemy. Rage would then carry them forward and the carnage which resulted when they contacted the foe was impressive to say the least. The carnage was so great that it inspired (very hard to do with Beastmen) a number of misguided individuals to attempt to ride the beasts into battle. Thus far, all these attempts have resulted in a messy demise for the riders, followed by the Tuskgor rampaging over the battlefield. It was in such a situation that a group of ungors made an amazing discovery- the beasts, though foul-tempered and enraged, would not charge a group with spears and could actually be prodded by such a group in any general direction.
   In the more sensible, if such a term can be applied, Beastmen tribes, the possible results of this discovery have been left unexplored. In other tribes however, it is an accepted battle strategy and units are fielded for most battles. In some, the bravest of the ungor ensure that the Tuskgor stay good and mad by tieing burning branches to the Tuskgors・tails just before they are released at the enemy. Despite the dangers, many ungor volunteer to join such units if only to revel in the destruction caused by the Tuskgors.

                                MV  WS  BS   S   T   W   I   A   Ld   Pnts
Ungor Herder   4   3   2    3   4   1   3   1   6     5
Tuskgor        7   3   0    4   4   2   2   1   3     15

Equipment: The Ungor herders are armed with spears. They can be given shields for 0.5 pnts per model. Obviously, the Tuskgor use no equipment.

Save: Ungor- none (6+ with shield)
           Tuskgor- 4+

Special Rules

Numbers: To begin the game, the unit must consist of at least 5 models. Each ungor can control 2 Tuskgor, so the min. unit will consist of 2 ungor and 3 Tuskgor. If there are ever more than 2 Tuskgor/ungor, any extra Tuskgor will go wild (see below).

Formation: Arrange the unit so that the Tuskgor are in front and in no more than 2 ranks. The ungor are placed behind the Tuskgor. If a character joins the unit, he must be placed at the back. The unit cannot have a standard or musician. Other than these, all normal rules for unit formation are followed.

Movement: Initially, the ungor, using their spears and a number of leashes, are able to control the Tuskgors. The entire unit moves at the speed of the ungors. However, as soon as there is an enemy within 10・and within the Tuskgors・LOS, the Tuskgor痴 rage becomes uncontrollable. The ungors unleash the beasts and the now wild Tuskgor charge towards the enemy. Like NG fanatics this release is an exception to the normal turn sequence. Each Tuskgor moves 2d6+2・towards the unit which triggered their release. After the Tuskgor are released, the ungor can continue to act as a seperate unit (often charging in after the Tuskgor). Alternatively, they may join a unit of like-armed ungor (in which case they are included in that unit for VP purposes). After they are released each Tuskgor is counted seperately for VP purposes.

If an enemy charges from Flying High, or uses a magical movement spell to enter BtB contact with the herders or tuskgor, treat the Ungor Herders as a regular unit. Combat is worked out normally and any break check is taken using the normal leadershp of the herders. Should the herders win combat and break the enemy, the tuskgors will immediately go wild and will be treated as wild for the duration of the game.

HtH: Each Tuskgor fights with the above profile. Once they go wild, the Tuskgors・Ld is never used.

Infighting: The unit does not suffer from infighting as most Beastmen units do. However, the ungor do occassionally have trouble controlling their 叢ets・ At the beginning of any Beastmen turn roll a d6. If a 1 is rolled, a Tuskgor has broken away from its herders. The Tuskgor immediately moves 2d6+2・in a random direction and becomes a wild Tuskgor.

Shooting: Randomize all hits between the Tuskgor and the Ungor. However, because the Tuskgor are so much larger, in all dimensions, than the ungor, hits are randomized as follows. If Tuskgor out number ungor, the ungor are hit only on a 1. If the numbers are equal, the ungor are hit on a 1-2. If there are more ungor than Tuskgor, the ungor are hit on a 1-3.

Ld: The entire unit uses the Ungor Ld unless (until) the Tuskgor go wild. The Ungor can use the general痴 Ld if in range. Also, any character may join the unit, but as mentioned before, such characters must be placed at the back.

Wild Tuskgor: Any Tuskgor not herded by the Ungor go wild. Wild Tuskgor are moved in compulsory movement. Use scatter dice to determine direction. Each tuskgor moves 2d6+2・ If a Tuskgor contacts any unit, it is considered as charging into HtH. The wild Tuskgor will fight any unit, friend or foe. Once in HtH, the Tuskgr does not move, will not break, and will always pursue an enemy who breaks. Wild Tuskgor have 2 attacks rather than 1. Wild Tuskgor are so enraged that they do not take break or psychology tests.
 Like wild squigs, it is possible for a unit to charge a wild Tuskgor. The Tuskgor will never flee from a charge.

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