I play him as::
130pts
Bear Form:: F7 S7 D7 A3 W4 C5 Might 2 Will 3 Fate 2
Human Form:: F5 S6 D6 A3 W3 C5 Might 2 Will 3 Fate 2
Human Form::
Using a 2hd axe, only a 2hd axe, without the -1 penalty to his FV due to his strength.
Bear Form::
Terror - as in the Main Rulebook.
Bodyguard - Must nominate 1 hero at the START of the game PRIOR to placement of troops/figures that Beorn feels an overwhelming sense to protect (unbreakable bond). If that Hero is immobilized, transfixed, knocked-down, killed or otherwise taken out of "action;" Beorn goes into a Rage that automatically transforms him into Bear form. He then must do all that he can do to charge the model, he is allowed one and only one free Heroic Fight, that incapacitated the nominate hero (up to and including the use of Might for Heroic Moves and Heroic Combat). Once in Rage, Beorn is unable to transform back into Human form until the end of the battle (NOT the fight).
Standfast - 12" only with other Beornlings, either in human- or bear- form.
Once he switches into Bear Form, for any reason, he STAYS in Bear Form till the entire BATTLE is over. There is no swapping back and forth.
He also does not gain advantage of other Good Hero's Stand Fast. He is his own entity, his own...race.
**To clarify a few points: My profile for Beorn allows him to switch into and out of Bear Form at will, because once he switches into Bear Form he is that till the Battle ends. He also can use M/W/F in Bear Form because in the books it gives me the sense that he is not "gone"...not a true wild animal. So he is able to still use M/W/F. Also Fate is a mystical thing a "something" that makes Hero's ..hero's and not mundane. So his abilities play both in Human- and Bear- form, after all Beornlings KNOW Beorn is Beorn.
I do like the "Hatred of Goblins" idea. Where if he's within 6" of a goblin/warg he does not have to take a Courage Test. Though I can see that being misused...ex. Charging a Terror monster with Goblins nearby; instead of charging the goblins/wargs that generate his hate. As to the +1 wound, I did think about adding it but decided against it cause I wanted Beorn to be of flesh and blood ((Though a 145pt version of Beorn WITH the +1 wound ability can be feasible)) . If he was to "much" then no one would allow him and where is the fun in that? I would have given him 3 Might, but then the sense of Beorn being an imposing creature would be negated if he was easily transfixed/immobilized/etc.**
This puts him on par with Buhrdur, Warg Chieftain, Mordor Troll Chief, etc. and still give Beorn Bear Form the feel that he was in The Hobbit. The Defence was the one point that drew a lot of thought. He does have in literature a crazy "iron-hide," but that was against goblins. So I finally decided on having 1pt less than most of the mentioned Trolls and left it at that. The Attacks, well after looking as some of the "Hero" profile from both sides...3 attacks seemed about the highest and rightfully so.
His low point cost is due to the fact that once the nominated hero goes down he is "out-of-control" ..in a sense. He's always throwing himself in combat, no tactics to it... just wham-slam-bam. (course I've seen players in my club not follow this guideline, which defeats the purpose of having Rage)
Anywho...let me know what you guys think of the profile. Never occurred to me that others would have thought of a profile for Beorn.
-Scar
((Wild Men are excellent Beornlings in human form. My Beorn is a converted Dunlending 2hd warrior that is slightly converted. Beorn bear form is a heavy conversion of warhammer bits...he's got to be a LARGE
TERROR!! LOL))
edited:: to include the true profile of Beorn that I wrote up. At the time I wrote this I did not have my sheet readily available. -Me