Editing Master of Magic/Beastmen

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Beastmen are brutal creatures; half man, half goat. They are strong and resilient and keep aliances with many strange creatures.
Beastmen are brutal creatures; half man, half goat. They are strong and resilient and keep aliances with many strange creatures.
== Tactical Overview ==
Beastmen are tough and versatile. Many different units and buildings are available, making this race one of the better. Your main problem is speed, since the only units with higher than 1 movement are manticores (a relatively late unit) and Centaurs (a ranged unit). Consider summoning fast attack support.


== Special Rules ==
== Special Rules ==


Settlers, Spearmen, Swordsmen, Halberdiers and Bowmen cost double. Engineers, Magicians and Priests cost 50% extra.
Settlers, Spearmen, Halberdiers and Bowmen cost double. Engineers, Magicians and Priests cost 50% extra.<br>
 
All units have +1 hitpoint, +1 resistance and +1 melee attack.
All units have +1 hitpoint, +1 resistance and +1 melee attack.
Beastman cities generate 1/2 power per population. Beastmen can only be taken as a race if your Wizard has the ''Myrran'' ability.


== Normal Units ==
== Normal Units ==


Beastman cities can build Spearmen, Swordsmen, Bowmen, Halberdiers, Priests, Magician, Engineers, Catapults and Galleys.
Beastman cities can build Spearmen, Bowmen, Halberdiers, Priests, Magician, Engineers, Catapults and Galleys.<br>
 
They cannot build Shamans and Cavalry.
They cannot build Shamans and Cavalry.


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Bestman cities can build Centaurs, Manticores and Minotaurs.
Bestman cities can build Centaurs, Manticores and Minotaurs.


{| {{prettytable}}
{| {{Special Units}}
! Name
|-
! Cost
| Name
! No. of figures
| Cost
! Upkeep
| No. of figures
! Melee Attack
| Upkeep
! Ranged Attack
| Melee Attack
! Defense
| Ranged Attack
! Resistance
| Defense
! Movement
| Resistance
! Hit Points
| Movement
! Specials
| Hit Points
| Specials
|-
|-
| Centaurs
| Centaurs
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