Wooly Rhino

Once common sight on frozen plains of Norsca, Wooly Rhino has been brought almost to extinction. Rhino's massive horns are highly prized as aphrodiziac by Arabian sultans who have sponsored many expeditions north for that reason. Unfortunatelly for the Arabians, Wooly Rhinos are mean spirited bunch and more than a few Southrons paid with their lives.
Norse have recognized and learned to respect awesome might that Rhinos possess. Some Beasthunters hunt for young Wooly Rhinos and train them into fearsome killing machines.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Wooly Rhino |
7 |
3 |
0 |
5 |
5 |
5 |
2 |
3 |
4 |
| Rider |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
8 |
Points value: 120 (includes the cost of 3 riders)
Special rules:
CAUSE FEAR - Wooly Rhino is a fearsome beast and therefore causes fear as described in the psychology section of Warhammer Rulebook.
EXTINCT - Wooly Rhinos are so rare that you can only have one per 3000 points of troops.
THICK SKIN - Wooly Rhinos live in frozen wastes and similar unhospitable terrain and therefore have very thick skin and fur to protect them from the elements. This gives the them an armor saving throw of 5+ on D6.
- ATTACKS
- CHARGE - Wooly Rhino is a massive creature and when it charges into the massed ranks of enemy it tramples them with its mighty legs and slashes left and right with his huge horn. When Rhino charges into the combat it causes D6 automatic S5 hits before any blows are struck. Any wounds caused count towards the combat result.
- HAND-TO-HAND - In hand-to-hand war Rhino has 3 normal attacks, stomping with its legs. Rhino can exchange all of its 3 attacks for a single S7 attack which causes D6 wounds.
RIDERS - Rhino Riders fight as normal. They are armed with hand weapon and light armor. One Rider can be replaced by a character, in which case points for Rhino and whole crew are taken from the character points allowance as if the character was riding a monster. Character, of course, has to be payed for and equiped.
SHOOTING - Results from shooting are randomised between Riders and War Rhino according to the following table:
| D6 roll |
Result |
| 1-4 |
Rhino is hit |
| 5-6 |
Rider is hit |
RAMPAGE - Rhinos are wild, easily antagonized, creatures. Bright flashes and loud noise of battle makes Rhinos anything but happy.
At the begining of each Norse player's turn take a leadership test for Rhino on 2D6. Usually this test will be taken on Rider's (or character's) leadership but if all Riders have been slain, you must take test on Rhino's Leadership value.
If the test is failed Rhino will run amok 3D6 inches in the random direction decided by the scatter die. If it runs into any units, either friend or foe, it will stop and count as charging. It will then procede to tremple that unit for D6 S5 automatic hits. Although rampaging Rhino will tremple all in its path, in the hand-to-hand combat Rhino and crew will only fight against enemies and not against friendly units.
You can try to bring the rampaging Rhino under control at the begining of the next Norse player's turn. If the leadership test is passed Rhino moves as normal latter in the movement phase, if leadership test is failed again Rhino continues to rampage 3D6 inches in the random direction.
SLAYING A RHINO - When War Rhino takes the final wound roll on the following table:
| D6 roll |
Result |
| 1-2 |
Beast drops down like a rock and dies. |
| 3 |
Rhino falls over to the left and dies. Any friendly or enemy units 2 inches to the left of a dying Rhino take D3 automatic S5 hits. |
| 4 |
Rhino falls over to the right and dies. Any friendly or enemy units 2 inches to the right of a dying Rhino take D3 automatic S5 hits. |
| 5 |
Rhino falls forward and dies. Any friendly or enemy units 2 inches in front of a dying Rhino take D3 automatic S5 hits. |
| 6 |
Rhino is mortally wounded but staggers, bellows and lashes forwards, backwards and to the sides before dying. Any friendly or enemy units 2 inches in front, behind or to the sides of dying Rhino take D3 automatic S5 hits. |
When a Rhino colapses dead all crewmen take a S5 hit each from being tossed around and squashed by the dying beast. Any survivors can start a new unit within 2 inches of dead Rhino.
These rules are curently being playtested, use them at your own risk. ;)

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