Fantasy Battles The 9 Age: Beast Herds
Fantasy Battles The 9 Age: Beast Herds
Fantasy Battles The 9 Age: Beast Herds
Fantasy Battles
The 9th
Age
Beast Herds
Army Rules
Version 1.3.0 - 17 December 2016
Army Special Rules
Primal Instinct
At the start of each Round of Combat, each unit with one or more models with this special rule must take a Leadership
Test. If passed, model parts with this special rule must reroll failed to-hit rolls during that Round of Combat.
Drunkard
Units with this rule may gain one of two different sets of effects depending on whether they show up Sober or Drunk on
the Battlefield.
Sober Drunk
The Drunkard unit is miraculously sober for The Drunkard unit is unbelievably drunk.
once. Sober models gain Vanguard and Drunk models gain Immune to Psychology
Light Troops. A unit that has been Sober and Thunderous Charge. Drunk units
once loses Scoring for the rest of the game. cannot Ambush.
The player must choose before the battle whether a Drunkard unit is Sober or Drunk. Drunkard Characters may only
join Drunkard units who are in the same state of sobriety (or lack thereof).
Pack Tactics
When rolling for Charge Range, if a unit has at least one model with this special rule and more than half of its frontage in
the charged unit’s flank or rear arc, models in this unit with this special rule gain Swiftstride for this Charge Range roll.
This does not apply to Pursuit moves.
Looted Booze
One use only. A unit with one or more models with this rule may change from Sober to Drunk at the beginning of any
Player Turn.
Half Horse
Stomp hits can never be distributed to a model with this rule.
Armoury
Soothsayer Staff
Close Combat Weapon. Requires two hands. Models armed with a Soothsayer Staff may use this weapon in one of two
manners in Close Combat, decided by the player at the start of each Round of Combat. The weapon may be used
offensively as a Great Weapon, or defensively as a Hand Weapon that grants a +2 modifier to the wielder’s Armour Save
(for that round of combat).
Beast Axe
Close Combat Weapon. Attacks made with this weapon gain +1 Strength and strike at Initiative 0 (regardless of the
wielder’s Initiative). The wielder gains +1 to its Armour Save, unless using another weapon.
Totems
Totems are special upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or
more Totem Bound Spells (Power Level 3) with Duration: Last One Turn that can be cast by its bearer.
List of Totems
Gnarled Hide Totem The unit gains Innate Defence (6+) and Distracting.
Clouded Eye Totem The unit gains Hard Target and Magic Resistance (3).
Black Wing Totem The unit gains +3 Initiative and adds D3+1" to its Charge Range.
An army cannot attempt to cast Totem Bound Spells of the same kind more than twice in the same Magic Phase,
regardless of which model is the caster. Only one Totem Bound Spell can affect a unit at a time (the one most recently
successfully cast).
Champions and Characters bear different kinds of Totems:
Totem Bearers Greater Totem Bearers
Totems born by Champions contain a single Bound Spell Greater Totems born by Characters contain all four
chosen from the list above that must be written down on Bound Spells from the list above, that have type:
the Army List, and that has type: Caster's Unit. Augment and Range 18".
Magical Items
Army Organisation
Terrors of the Ambush
Characters Core Special
Wild Predators*
Max 40% At least 20% No limit
Max 40% Max 60%
*Units with the Ambush special rule
Army List
CHARACTERS ( max 40%)
Pack Leaders
single model
Soothsayer 1
85 pts
single model
Centaur Chieftain 230 pts
single model
Alpha Bulls
single model
CHARACTER MOUNTS
Raiding Chariot Razortusk Chariot
M WS BS S T W I A Ld M WS BS S T W I A Ld
Chariot 5 4 4 Chariot 5 5 5
Crew (1) 4 3 3 3 1 7 Crew (1) 4 3 3 3 1 7
War Hog (2) 7 3 4 2 1 3 Razortusk (1) 7 3 5 2 4 6
Chariot, 50x100 base Chariot, 50x100 base
Mount’s Protection (5+) Mount’s Protection (5+)
Light Armour Light Armour
Chariot Chariot
Special Rules : Special Rules :
Light Troops Light Troops
Impact Hits (+1)
Crew Hunting Horn*
Weapons:
Light Lance Crew
Weapons:
Beasts Special Rules : Light Lance
Strider (Forest)
Primal Instinct Beasts Special Rules :
Strider (Forest)
Primal Instinct
Razortusk
Special Rules :
Thunderous Charge
*Hunting Horn: All friendly units within 6" of one or
more models with this special rule gain a +1" modifier
to their Charge Range.
Wildhorn Herd 100 pts
10 m odels 10 pts/model
odels, may add up to 40 m
Mongrel Raiders 1
00 pts
10 m odels 10 pts/model
odels, may add up to 10 m
04 Units per Army
SPECIAL (no limit)
Feral Hounds 8
0 pts
5 models, may add up to 15 m odels 8 pts/model
Feral Hound units of 8 or more models count towards Core. 05 Units per Army
Longhorn Herd 170 pts
10 m odels 24 pts/model
odels, may add up to 30 m
Centaurs 150 pts
odels 26 pts/model
5 models, may add up to 15 m
04 Units per Army
Minotaurs 225 pts
3 models, may add up to 7 models 75 pts/model
05 Units per Army
Chariot 5 4 4
Razortusk Herd 100 pts 03 Units per Army
1 model, may add up to 9 models 75 pts/model
Chariot 5 5 5
Wildhorn Crew (1) 4 3 3 3 1 7
Longhorn Crew (1) 4 3 4 3 1 8
Razortusk (1) 7 3 5 2 4 6 Chariot 50x100mm base
Armour:
Light Armour
Mount’s Protection (5+)
Chariot
Special Rules :
Light Troops
Impact Hits (+1)
Hunting Horn *
Wildhorn
Weapons:
Light Lance
Beasts Special Rules :
Strider (Forest)
Primal Instinct
Longhorn
Weapons:
Great Weapon
Beasts Special Rules :
Primal Instinct
Razortusk
Special Rules :
Thunderous Charge
*Hunting Horn: A
ll friendly units within 6" of one or more models with this special rule gain a +1"
modifier to their Charge Range.
Gargoyles 140 pts 03 Units per Army
5 models, may add up to 5 models 24 pts/model
Jabberwock 320 pts
02 Units per Army
single model
Beast Giant 320 pts
single model
03 Units per Army
Against Infantry, War Beast, Swarm, War Machine Against Monstrous Beast, Monstrous Infantry,
and Cavalry targets: Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:
1: Bellow
2: Jump 1: Bellow
3: Grab 23: Thump
46: Swing 46: Smash
Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks
already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side
automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks “Bellow”, the combat is a draw.
Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant must take a Dangerous Terrain
(1) Test.
Swing: The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit.
Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an
Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6).
Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1 wound
with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat. If
the model has already attacked, it cannot make attacks in the following Round of Combat.
- Notes-
Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close
Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.
Quick Reference Sheet
CHARACTERS M WS BS S T W I A Ld WAR BEASTS M WS BS S T W I A Ld
Beast Lord 5 6 4 5 5 3 5 4 9 Feral Hound 7 4 - 3 3 1 3 1 5
Beast Chieftain 5 5 4 4 5 3 4 3 8 Centaur 8 4 3 4 4 1 3 2 7
Minotaur Warlord 6 6 4 6 5 5 5 5 8
Minotaur Chieftain 6 5 4 5 5 4 4 4 8 MONSTROUS BEASTS
Soothsayer 5 4 4 3 5 3 3 1 8 Razortusk 7 3 - 5 5 3 2 4 6
INFANTRY CHARIOTS
- Wildhorn (1) - 4 3 3 - - 3 1 7
MONSTROUS INFANTRY - Longhorn (1)[0] - 4 3 4 - - 3 1 8
Cyclops Hurl Attack Catapult (4) 6-36 3[7] - [D3, Clipped Wings] Divine Attacks
List of Totems
Clouded Eye The unit gains Hard Target and Magic Resistance (3).
Black W ing Totem The unit gains +3 Initiative and adds D3+1 to its Charge Range.
Change Log
v1.3.0
Core 20%
Totems, each of the 4 different bound spells is limited to 2 casting attempts/phase, wording clarified
Warhound, units of 8+ counts as core
Raiding chariots, units of 3 counts as core
Cyclop, can pivot and shoot without penalty
Gortach, 0-2 per army
Jabberwocky, 0-2 per army, option for breath weapon
Soothsayer, +1 T, +15pts
Pack Leaders, upgrade now named Greater Totem Bearer to distinguish Totem types
Alpha Bulls, upgrade now named Greater Totem Bearer to distinguish Totem types
Centaur Chieftain, upgrade now named Greater Totem Bearer to distinguish Totem types
Beast axe, clarification
Razortusk Herd, +5ppm
Razortusk Chariot, -10pts
Minotaurs, base cost -15pts, +3ppm
Longhorn Herd base cost -10pts, GW are free