/TG/heim:Sabra'Korr's Slavers (Beastmen Raiders)

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Introduction[edit]

The braying hordes of Sabra'korr have come to Mordheim. The scarlet beast is a blight on an already blighted city, raiding and pillaging all who cross their paths. Sabra'korr's herd is renowned for their slaving, a practice uncommon for their savage kind. While beastmen often take captives, it is usually only for the purposes of their personal entertainment or sustenance. Sabra'korr is a canny bestigor, and keeps a stable of slaves for both the aforementioned purposes and as a means of barter with any other warbands willing to deal with him. He has made many willing trading partners among Orcs, other beastmen, Chaos Dwarfs, and even the less desirable visitors from Araby have purchased slaves from him. Such is his reputation that many of the civilized inhabitants of Mordheim would rather find themselves dead than in the captivity of Sabra'Korr.

Warband Information[edit]

Beastmen Raiders

Warband Rating: 159

Gold Stash: 83 gc

Item Stash: Mordheim Map (Vague)

Wyrdstone: 1

Victories: 1

Defeats: 3

4/2/2013: Wyrdstone Hunt against The Children of Chaos, defeat. Enemy Ungor slain. Warhound of Chaos slain. Centigor Grandok Kurgen inflicted with a deep wound, retired from action for 3 games.

4/4/2013: Street Fight against the von Falle Family, defeat. No casualties or injuries. Bestigor Abagorr fell into a well and nearly drowned in chaos-warped filth, retired from action for 1 game.

4/4/2013: Treasure Hunt against Xitolan's Observers, victory. Skink Brave Piktak slain, Skink henchman slain (or was he?).

4/9/2013: Skirmish against Team USA, defeat. Beastman Shaman Fulmayne inflicted with a leg wound (-1 M).

Heroes[edit]

Sabra'Korr, the Scarlet Savage[edit]

As is fitting of the chieftain of any herd, Sabra'Korr cuts a large, intimidating figure. How he came by his striking scarlet fur is unsure, the beasts of his herd simply don't care, and rumors among men and dwarfs range from his being born in the light of a red Morrslieb on Geheimnisnacht to daily bathing rituals in the blood of his less fortunate slaves. His largest set of curving horns are adorned with gold and brass baubles he has traded slaves for or simply looted from his victims. Long-healed and fresh scars alike trace the dark, leathery hide where his fiery mane doesn't touch, some battle-inflicted, others ritual in nature. He carries with him a mighty glaive, crude and rusting, but deadly nonetheless.

M WS BS S T W I A Ld
5 4 3 4 4 1 4 1 8




Beastman Chieftain: 65 gc

Halberd: 10 gc

Helmet: 10 gc

Total: 85 gc

Inventory: Dark Venom (+1 S to coated weapon for duration of game)

Experience: 27 exp

Advances: +1 Ld

Special Rules: Leader

Skills: None

Injuries: None

Fulmayne, Wild Mystic[edit]

Beastmen practitioners of the dark arts are usually crippled or misshapen things, forced into their roles by a lack of any other options available to them besides a grisly death at the hands of their betters. Fulmayne is an alarming exception, a virile and muscle-bound example of the species. Many of Sabra'Korr's herd believe that were it not for their chieftain's ferocity and Fulmayne's strange cunning, the shaman would be leading the herd. As it is, the mystic satisfies himself with being the Scarlet Savage's seer and attendant. His chaos rituals are brutal even by the standards of his peers, and he always takes on the duty of killing any sacrifice required himself - no small task as he is often called to spill the blood of another beastman for such magic.

M WS BS S T W I A Ld
4 5 3 3 4 1 3 1 6




Beastman Shaman: 45 gc

Mace: 3 gc

Total: 48 gc

Special Rules: Wizard

Experience: 16 exp

Advances: +1 WS

Spells: Lure of Chaos: The spell has a 12" range and must be cast on the closest enemy model. Roll a D6 and add the caster's Leadership to the score. Then roll a D6 and add the target's Leadership to the score. If the caster beats his opponent's score he gains control of the model until the model passes a Leadership test in his own recovery phase. The model may not commit suicide, but can attack models on his own side, and will not fight models from the caster's warband. If he was engaged in hand-to-hand combat with any warriors of the caster's warband, they will immediately move 1" apart. Difficulty: 9

Skills: None

Injuries: Leg Injury (-1 M)

Gurrdrok, Tusked Brute[edit]

Possessing a short stature by beastmen standards, Gurrdrok is merely as tall as most men. However, he is twice again as wide and girthy, and completely covered in shaggy fur. His head is a mix of a ram and a wild swine's, cruel tusks curving at odds with each other from between his rubbery lips. Of sour disposition and sourer stench, Gurrdrok is a beast among beastmen.

M WS BS S T W I A Ld
5 4 3 4 4 1 4 1 7




Bestigor: 45 gc

Halberd: 10 gc

Helmet: 10 gc

Total: 65 gc

Experience: 14 exp

Advances: Skill, +1 I

Skills: Resilient

Injuries: None

Notable kills: Piktak, Skink Brave.

Abagorr, Slavemaster[edit]

Abagorr is gifted with a patience and creativity unheard of among beastmen, and it is these qualities that make him suited for maintaining and conditioning the slaves Sabra'Korr keeps. Being of an impatient and dull-witted species, however, his natural talents merely put him on the level of the most depraved and cruel human slavers. He collects the pinky toes of his charges, where applicable, and wears several necklace lengths adorned with the bones from his collection.

M WS BS S T W I A Ld
5 4 3 4 4 1 3 1 8




Bestigor: 45 gc

Halberd: 10 gc

Helmet: 10 gc

Total: 75 gc

Experience: 12 exp

Advances: +1 Ld

Skills: None

Injuries: None

Grandok Kurgen[edit]

Fur black as midnight, a thickly muscled torso on the body of an oxen, it's feet mutated and swollen almost comically. Grandok is the free spirit of Sabra'Korr's tribe, traveling in their wake but never making camp or meals with his fellow beastmen. His head echoes that of man more closely than other gors, but it is still animalistic and ugly. Often he will ignore his chieftain's call to arms in order to gallop off in search of alcohol or other base urges.

M WS BS S T W I A Ld
8 3 3 4 4 1 2 1 7




Centigor: 80 gc

Halberd: 10 gc

Total: 90 gc

Experience: 9 exp

Special Rules: Drunken: Centigors are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up to a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for stupidity that turn. On a 2-5 nothing happens and on the roll of a 6 they become subject to frenzy for that turn. Whilst the subject to both stupidity or frenzy they are immune to all other forms of psychology.

Woodland Dwelling: Centigors are creatures of the deep, dark forests. They suffer no movement penalties for moving through wooded areas.

Trample: As well as their weapons, Centigors use their hooves and sheer size to crush their enemies. This counts as an additional attack, which does not benefits from weapon bonuses or penalties.

Skills: None

Injuries: Hand Wound (-1 WS)

Henchmen[edit]

Gor Group #1[edit]

Size: 1

Weapons: Mace

Experience: 4 exp

Advances: +1 WS

Cost for New Hire: 46

Rotneye[edit]

M WS BS S T W I A Ld
5 5 3 3 4 1 3 1 6




Gor Group #2[edit]

Size: 1

Weapons: Mace

Experience: 4 exp

Advances: +1 init

Cost for New Hire: 46

An'Gokk[edit]

M WS BS S T W I A Ld
5 4 3 3 4 1 4 1 6





Gor Group #3[edit]

Size: 2

Weapons: Mace

Experience: 4 exp

Advances: +1 init

Cost for New Hire: 46

Feryorr[edit]

M WS BS S T W I A Ld
5 4 3 3 4 1 4 1 6




Hurgyar[edit]

M WS BS S T W I A Ld
5 4 3 3 4 1 4 1 6




Grandok's Pack[edit]

Size: 4

Warhounds of Chaos: 15 gc

Total: 75 gc

M WS BS S T W I A Ld
7 4 3 4 3 1 3 1 5




Narrative[edit]

Cowardly bleats and wails filled the warherd's grounds. Sabra'Korr was in a foul mood. He'd expected the desperate and traumatized denizens of Mordheim to be easy marks for capture yet twice now he'd been beaten back, by audacious siblings from another herd, and by chaos-blasted servants of the man-meat's false idol, Sigmar. The ungors scattered bout his feet made mewling noises as they tried to gather the platters of over-ripe fruit and haunches of slightly decayed meat they'd been serving him before he reared back and bowled them over with a powerful kick. Idly playing with the chain that ran from his curving horns to his nostril, he contemplated what could be done next. Grandok still refused to heed the scarlet savage's calls to arms, though some of the gors brave enough to venture after him reported hearing terrible cries of pain that must be from the Centigor. Drunken idiot was too headstrong and found himself gravely injured by spear-wielding ungors. Meanwhile, while fleeing from the Witch Hunter party, the slavemaster Abagorr decided to go dive into a well filled with such detritus and corruption that even the favored of Chaos could not withstand its noxious effect, and was stuck braying and hooting with a wild fever. This would not do, Sabra'korr thought. Grandok's hounds had come out of the woodwork, seeking scraps from the herd while their master lay incapable of giving them any, in greater numbers than he had seen them before. They, and more brainless muscle from the hordes of Gor in the herd, would serve to bolster Sabra'Korr's numbers until his witless underlings were fit to serve him.


New baubles decorated the intimidating horns of Sabra'Korr, souvenirs from the treasure horde they had claimed from the alien foes they had sent reeling earlier that day. Tearing a drooling bite out of some blackened meat, he contemplated the chirping, hissing skink as it lashed against the sturdy wooden cage it was imprisoned in. "Abagorr," he grunted, "What is this thing?" The slavemaster, eyes crusted and nose dripping from his recent illness, regarded the diminutive reptile. "Master, I am not sure," Abagorr wheedled, "But I may have heard a word or two from some of the man-meats from the vast sands to the south of a place far across the endless watering hole that is a home to creatures such as these." Sabra'korr's heavy brow furrowed, and raised as he contemplated this. "It is a rare meat, then?" The slaver snorted and nodded emphatically. "Bring it to the trader Kassab. He will trade much gold and food for this naked cold-blood." Abagorr stamped his foot in affirmative, and gestured for the Gor brutes to haul the shaking, shrieking cage away.

Bone Pile[edit]

Warhounds lost: 2

See Also[edit]

/TG/heim