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Fantasy Battles

The 9​th​ Age

Beast Herds
Army Rules
Version 1.2.2 - 03 November 2016

Army Special Rules Characters


Armoury Character Mounts
Magical Items Core
Quick Reference Sheet Special
Terrors of the Wild

Fantasy Battles: The 9th Age is a community-made miniatures wargame.


All rules and feedback can be found/given at ​http://www.the-ninth-age.com/
Recent changes in ​blue​ ​and listed at the end of this document or ​http://the-ninth-age.com/archive.html

Copyright Creative Commons license:​ ​the-ninth-age.com/license.html

Special Rules 1 ​Ch​ ​M​ ​Co​ ​S​ ​TW


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.

Special Rules 2 ​Ch​ ​M​ ​Co​ ​S​ ​TW


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.

Totems
Totems are special upgrades that certain Beast Herds Characters and Champions may take. Each Totem Bearer can cast
a Bound Spell (Power Level 3) that Lasts One Turn. Only one Totem Bound Spell can affect a unit at a time (the one most
recently successfully cast). Champions and Characters do not carry the same Totems and are not subject to the same
rules:

Characters Champions
Characters may cast each of the four Totem Bound Spells Champions can only bring one Totem Bound Spell. The
once each magic phase. chosen spell must be indicated in the Army List.
Totem Bound Spells cast by Characters are Augments Totem Bound Spells cast by Champions are Augments
with Range 18". with type Caster’s Unit.

List of Totems
Gnarled Hide Totem The unit gains Innate Defence (6+) and Distracting.

Blooded Horn Totem The unit gains +1 Attack and Armour Piercing (2).

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.

Special Rules 3 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Magical Items

Magical Weapons Enchanted Items


The Impaler ​(80 pts) - Only Characters without Ambush. Pillager Icon ​(90 pts)
Type: Hand Weapon. Attacks with this weapon gain +2 All friendly units within 12" of the bearer comprised
Strength in the Round of Combat directly after the wielder entirely of Razortusks or single model Chariots,
has charged into combat. This modifier is only applied to excluding Characters, gain Vanguard.
attacks directed against the charged enemies. The weapon
can be shot using the rules for a Bolt Thrower Artillery Dark Rain​ (80 pts)
Weapon: Range 18", Strength 3[6], Armour Piercing (6), One use only. This item is automatically activated at
[Multiple Wounds (D3)]. Shots from the weapon never the start of the first Game Turn (if the bearer is not on
suffer negative to-hit modifiers. the battlefield at this time, the item cannot be used).
Its effects last until the start of the next Game Turn.
Leeching Blade ​(30 pts) - Soothsayer only. During the enemy’s Shooting Phase, all Shooting
Type: Hand Weapon. Before the wielder rolls a Panic Test Attacks suffer a -2 to-hit modifier as long as the
(note, not before re-rolling it) it may choose to immediately owning player has the second Player Turn. This is
lose 1 Wound. If so, the Panic Test is automatically passed. decreased to a -1 to-hit modifier if the owning player
has the first Player Turn.
Magical Armour
Aaghor’s Flayed Hide ​(100 pts) Seed of the Dark Forest​ (60 pts)
Type: None. The wearer gains Regeneration (4+) and +1 One use only. Before the battle (after moving
Toughness, but cannot wear any Suits of Armour or Vanguarding units), the bearer may place a single
Shields, and lose them if it already had it. Forest (that must be no larger than 10" in length and
6" in width) on the Battlefield with its centre within
Talismans
12"of the bearer and more than 1" from all enemy
Eye of Dominance ​(30 pts)
units. All friendly models even partially within this
Close Combat Attacks made by Swarms, War Beasts,
Dark Forest gain a +1 modifier to their casting rolls for
Cavalry mounts, Monstrous Beasts, Monstrous Cavalry
Augment spells, Hex spells, and Totems (this overrides
mounts, Chariot-pulling beasts, Monsters and Ridden
the normal restriction of not adding casting modifiers
Monster mounts can only hit the bearer on rolls of ‘6’. Crew
to Bound Spells).
and riders are unaffected.

Magical Standards Gourd of Beetles ​(50 pts)


Banner of the Wild Herd ​(50 pts) The bearer can cast ​Swarm of Insects from Shamanism
One use only. May be activated at the start of any Round of as a Bound Spell (Power Level 4).
Combat. For the duration of this Round of Combat all
Wildhorns in the bearer’s unit gain +1 Strength. Crown of Horns​ (20 pts)
The bearer, all models in its unit and all models within
range of its Inspiring Presence (if applicable)
automatically pass Primal Instinct Tests.

Army Organisation

Terrors of the Ambush


Characters Core Special
Wild Predators*
Max 40% At least 15% No limit
Max 40% Max 60%

*Units with the Ambush special rule

Special Rules 4 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Army List
CHARACTERS ​(max 40%)
Pack Leaders
single model

M WS BS S T W I A Ld

Beast Lord 5 6 4 5 5 3 5 4 9 Infantry 25x25mm base


Beast Chieftain 5 5 4 4 5 3 4 3 8 Infantry 25x25mm base
Armour:
Light Armour
Must become one of the following:
Beasts Special Rules: Beast Lord Beast Chieftain
Primal Instinct (220 pts) (120 pts)
Strider (Forest)

Special Rules: Beast Lord Beast Chieftain


Pack Tactics Options: pts pts
May become the Battle Standard Bearer 50
May take Magical Items up to 200 up to 100
May upgrade to Totem Bearer 80
May take any of the following:
Shield 10 6
Heavy Armour 24 16
May take Throwing Weapons 6 4
May take a weapon (one choice only):
Paired Weapons 10 6
Lance 30 12
Great Weapon 30 16
Beast Axe 40 20
May take (one choice only):
Ambush 20
Raiding Chariot mount 100 90
Razortusk Chariot mount 180
May take Hunting Call 40

Hunting Call: ​If a Beast Lord with this upgrade is the General of the army,
failed Ambush rolls for units with one or more models with Pack Tactics may
be rerolled. Ambush rolls for such units must be made at the beginning of
Game Turn 1 as long as the owning player does not have the first turn.

Special Rules 5 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Soothsayer ​170 pts
single model

M WS BS S T W I A Ld

5 4 4 3 4 3 3 1 8 Infantry 25x25mm base


Beasts Special Rules: Options: pts
Primal Instinct May add up to 3 Learned Spells 50 / spell
Strider (Forest) May become Wizard Master 70
May take Magical Items:
Special Rules: Wizard Apprentice up to 100
Pack Tactics Wizard Master up to 200
Blood Offering: ​Units that include at least May take a weapon (one choice only):
one Character with this rule may reroll failed Paired Weapons 4
Panic Tests at the cost of inflicting one wound Soothsayer Staff 20
with no saves of any kind allowed to May take (one choice only):
a Character with this rule in the unit. Raiding Chariot mount 30
Ambush 10
Magic:
Wizard Apprentice
Generates spells from the Path of Shamanism,
Druidism or Evocation and knows​ 1 Learned
Spell ​from a chosen Path.

Centaur Chieftain ​ 230 pts


single model

M WS BS S T W I A Ld

8 5 4 5 5 3 4 4 8 War Beast 25x50mm base


Armour: Options: pts
Light Armour May be the Battle Standard Bearer 50
May take Magical Items up to 100
Beasts Special Rules: May upgrade to Totem Bearer 80
Primal Instinct May Ambush 30
Strider (Forest) May take any of the following:
Shield 4
Heavy Armour 24
Special Rules: May take Throwing Weapons 6
Drunkard May take a weapon (one choice only):
Half Horse Paired Weapons 16
Looted Booze Lance 30
Great Weapon 30
Beast Axe 40

Special Rules 6 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Alpha Bulls
single model

M WS BS S T W I A Ld

Minotaur Warlord 6 6 4 6 5 5 5 5 8 Monstrous Infantry 40x40mm base


Minotaur Chieftain 6 5 4 5 5 4 4 4 8 Monstrous Infantry 40x40mm base
Armour:
Light Armour
Must become one of the following:
Beasts Special Rules:
Primal Instinct
Strider (Forest)

Special Rules: Minotaur Warlord Minotaur Chieftain


Frenzy (440​ ​ pts) (260 pts)
Impact Hits (D3) Minotaur Warlord counts both against
Characters and Terrors of the Wild.

Warlord Chieftain
Options: pts pts
May be the Battle Standard Bearer 50
May take Magical Items up to 200 up to 100
May upgrade to Totem Bearer 80
May take any of the following:
Shield 20 20
Heavy Armour 30 24
May take a weapon (one choice only):
Paired Weapons 20 10
Flail 20 10
Great Weapon 40 30
Beast Axe 50 40

Special Rules 7 ​Ch​ ​M​ ​Co​ ​S​ ​TW


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.

Special Rules 8 ​Ch​ ​M​ ​Co​ ​S​ ​TW


CORE ​(at least 15%)

Wildhorn Herd ​ 100 pts


10 ​models, may add up to ​40 ​models 10 pts/model

M WS BS S T W I A Ld

5 4 3 3 4 1 3 1 7 Infantry 25x25mm base


Beasts Special Rules: Options: pts
Primal Instinct May Ambush (max 25 models per unit)* 20
Strider (Forest) May take (one choice only):
Shields 2 /model
Special Rules: Paired Weapons 2 /model
Pack Tactics May take Throwing Weapons 2 /model
Scoring May upgrade one model to each of the following:
Champion 20
- may upgrade to Totem Bearer 20
Musician 20
Standard Bearer 20
- may become the Veteran Standard Bearer

* 0-4 Choice per Army

Mongrel Herd​ 140 pts


20 ​models, may add up to ​30 ​models 8 pts/model

M WS BS S T W I A Ld

5 3 3 3 3 1 3 1 6 Infantry 20x20mm base


Armour: Options: pts
Shield May Ambush (max 30 models per unit)* 20
May take a Spear 1 / model
Beasts Special Rules: May upgrade one model to each of the following:
Primal Instinct Champion 20
Strider (Forest) Musician 20
Standard Bearer 20
Special Rules:
Pack Tactics * 0-4 Choice per Army
Scoring

Special Rules 9 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Mongrel Raiders ​100 pts
10 ​models, may add up to ​10 ​models 10 pts/model
0-4 units per amy

M WS BS S T W I A Ld

5 3 3 3 3 1 3 1 6 Infantry 20x20mm base


Weapons: Options: pts
Bow May take Scout and Ambush 20
May upgrade one model to each of the following:
Beasts Special Rules: Champion 20
Primal Instinct Musician 20
Strider (Forest)

Special Rules:
Pack Tactics
Skirmishers

Special Rules 10 ​Ch​ ​M​ ​Co​ ​S​ ​TW


SPECIAL​ (no limit)

Longhorn Herd ​ 180 pts


10 ​models, may add up to ​30 ​models 24 pts/model

M WS BS S T W I A Ld

5 4 3 4 4 1 3 1 8 Infantry 25x25mm base


Weapons: Options: pts
Halberd May Ambush (max 20 models per unit)* 2 / model
May replace Halberd with Great Weapon 1 / model
Armour: May upgrade one model to each of the following:
Heavy Armour Champion 20
- may upgrade to Totem Bearer 20
Beasts Special Rules:
Musician 20
Primal Instinct
Standard Bearer 20
Strider (Forest)
- may take a Magical Standard up to 100
Special Rules:
Pack Tactics * 0-4 Choice per Army
Bodyguard (Beast Lord)
Scoring

Centaurs ​ 150 pts


5 ​models, may add up to ​15 ​models 26 pts/model
0-4 units per amy

M WS BS S T W I A Ld

8 4 3 4 4 1 3 2 7 War Beast 25x50mm base


Armour: Options: pts
Light Armour, Shield May Ambush (max 8 models per unit) 6 / model
May take Throwing Weapons 4 / model
Beasts Special Rules: May take (one choice only):
Primal Instinct Paired Weapons 2 / model
Strider (Forest) Great Weapon 6 / model
Lance 8 / model
Special Rules: Light Lance 4 / model
Drunkard May upgrade one model to each of the following:
Half Horse Champion 20
Scoring - may upgrade to Totem Bearer 20
Musician 20
Standard Bearer 20
- may take a Magical Standard up to 50

Special Rules 11 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Minotaurs ​ 240 pts
3 ​models, may add up to ​7 ​models 72 pts/model 0-5 units per amy

M WS BS S T W I A Ld

6 4 3 5 4 3 3 3 7 Monstrous Infantry 40x40mm base


Armour: Options: pts
Light Armour May take (one choice only):
Shield 8 / model
Beasts Special Rules: Great Weapon 12 / model
Primal Instinct Paired Weapons 10 / model
Strider (Forest) May upgrade one model to each of the following:
Champion 20
Special Rules: Musician 20
Frenzy Standard Bearer 20
Impact Hits (1) - may take a Magical Standard up to 100
Scoring

Raiding Chariot​ 130 pts 0-4 units per amy


1 ​model, may add up to ​2​ models for 120 pts/model

M WS BS S T W I A Ld

Chariot - - - 5 4 4 - - -
Wildhorn Crew (1) - 4 3 3 - - 3 1 7
Longhorn Crew (1) - 4 3 4 - - 3 1 8
War Hog (2) 7 3 - 4 - - 2 1 3 Chariot 50x100mm base
Armour:
Mount’s Protection (5+)
Light Armour

Chariot
Special Rules:
Light Troops

Wildhorn
Weapons:
Light Lance

Beasts Special Rules:


Strider (Forest)
Primal Instinct

Longhorn
Weapons:
Great Weapon

Beasts Special Rules:


Primal Instinct

Special Rules 12 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Razortusk Herd 100 pts 0-3 units per amy
1 ​model, may add up to ​9 ​models 70 pts/model

M WS BS S T W I A Ld

7 3 - 5 5 3 2 4 6 Monstrous Beast 50x50mm base


Beasts Special Rules:
Strider (Forest)

Special Rules:
Thunderous Charge

Razortusk Chariot​ 260 pts 0-4 units per amy


single model

M WS BS S T W I A Ld

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: ​All friendly units within 6" of one or more models with this special rule gain a +1"
modifier to their Charge Range.

Special Rules 13 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Briar Beast​ 120 pts 0-3 units per amy
single model

M WS BS S T W I A Ld

3D6 3 - 4 5 3 2 D6+1 10 Monstrous Beast 40x40mm base


Beasts Special Rules:
Strider (Forest)

Special Rules:
Random Movement (3D6)
Fear
Random Attacks (1D6+1)
Unbreakable
Sleeper: ​You may choose not to deploy this unit as normal. Instead the controlling player may choose to
awaken the Sleeper at the start of any friendly Remaining Moves sub-phase: the Briar Beast is placed
completely within any Forests feature on the table.

Gargoyles​ 140 pts 0-3 units per amy


5 ​models, may add up to ​5 ​models 24 pts/model

M WS BS S T W I A Ld

5 (10) 4 - 3 4 1 3 2 7 Infantry 20x20mm base


Beasts Special Rules: Options: pts
Primal Instinct May gain Scout 20
Strider (Forest)

Special Rules​:
Fly (10)
Skirmishers
Thunderous Charge

Feral Hounds ​80 pts 0-5 units per amy


5 ​models, may add up to ​15 ​models 8 pts/model

M WS BS S T W I A Ld

7 4 - 3 3 1 3 1 5 War Beast 25x50mm base


Beasts Special Rules:
Strider (Forest)

Special Rules:
Insignificant
Ambush
Vanguard

Special Rules 14 ​Ch​ ​M​ ​Co​ ​S​ ​TW


TERRORS OF THE WILD ​(max 40%)

Cyclops​ 360 pts 0-3 units per amy


single model

M WS BS S T W I A Ld

7 2 3 6 5 6 3 5 8 Monster 50x100mm base


Beasts Special Rules:
Strider (Forest)

Special Rules:
Divine Attacks
Immune to Psychology
Magic Resistance (3)
Ward Save (5+)

Weapons:
Hurl Attack:
Catapult (4) Artillery Weapon​ with:
Range 6-36", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)], Magical Attacks, Divine Attacks.

Gortach​ 430 pts 0-3 units per army


single model

M WS BS S T W I A Ld

7 4 - 6 6 6 3 6 9 Monster 50x100mm base


Beasts Special Rules:
Primal Instinct
Strider (Forest)

Special Rules:
Impact Hits (D3)
Lethal Strike
Frenzy,
Stubborn
Strength From Flesh: Whenever a Gortach inflicts an unsaved Lethal Strike (rolling a natural ‘6’ to wound
with an attack with Lethal Strike), the attack gains Multiple Wounds (D3). If this attack successfully causes
one or more unsaved Wounds, the Gortach Recovers 1 Wound at the end of the initiative step.

Special Rules 15 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Jabberwock​ 320 pts 0-3 units per army
single model

M WS BS S T W I A Ld

8 (8) 4 2 5 5 5 3 4 8 Monster 50x100mm base


Beasts Special Rules:
Strider (Forest)

Special Rules:
Fly (8)
Immune to Psychology
Poisoned Attacks
Innate Defence (4+)
Aura of Madness:​ Enemy units within 6" of one or more models with Aura of Madness suffer -1 Leadership.

Special Rules 16 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Beast Giant​ 320 pts
single model 0-3 units per army

M WS BS S T W I A Ld

6 3 - 6 5 6 3 * 10 Monster 50x75mm base


Army Special Rules: Options: pts
Strider (Forest) May have Ambush 30

Special Rules:
Drunkard
Stubborn
Looted Booze
Giant Attacks: When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unit in base
contact with the Beast Giant to attack and roll on the chart below. The Beast Giant’s attack depends on the Troop Type
of the target enemy unit.

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 2-3:​ Thump
4-6:​ Swing 4-6:​ 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.

Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take a Strength
Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple
Wounds (D3).

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.

Special Rules 17 ​Ch​ ​M​ ​Co​ ​S​ ​TW


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 4 3 3 1 8 Razortusk 7 3 - 5 5 3 2 4 6

Centaur Chieftain 8 5 4 5 5 3 4 4 8 Briar Beast * 3 - 4 5 3 2 * 10

INFANTRY CHARIOTS

Wildhorn Herd 5 4 3 3 4 1 3 1 7 Raiding Chariot - - - 5 4 4 - - -

Mongrel Herd 5 3 3 3 3 1 3 1 6 - Wildhorn (1) - 4 3 3 - - 3 1 7

Mongrel Raider 5 3 3 3 3 1 3 1 6 - Longhorn (1)[0] - 4 3 4 - - 3 1 8

Longhorn Herd 5 4 3 4 4 1 3 1 8 - War Hog (2) 7 3 - 4 - - 2 1 3

Gargoyle 5(10) 4 - 3 4 1 3 2 7 Razortusk Chariot - - - 5 5 5 - - -


- Wildhorn (1) - 4 3 3 - - 3 1 7
MONSTROUS INFANTRY - Longhorn (1)[0] - 4 3 4 - - 3 1 8

Minotaur 6 4 3 5 4 3 3 3 7 - Razortusk (1) 7 3 - 5 - - 2 4 6


(1) number of crew members when taken as a separate unit
[0] number of crew members when taken as a mount

MONSTERS
Cyclops 7 2 3 6 5 6 3 5 8
Gortach 7 4 - 6 6 6 3 6 9
Jabberwock 8(8) 4 2 5 5 5 3 4 8
Beast Giant 6 3 - 6 5 6 3 * 10

ARTILLERY WEAPON Range S Multiple Shots Multiple Wounds Special Rules

Cyclops Hurl Attack Catapult (4) 6-36 3[7] - [D3, Clipped Wings] Divine Attacks

List of Totems

Gnarled Hide Totem The unit gains Innate Defence (6+) and Distracting.

Blooded Horn Totem The unit gains +1 Attack and Armour Piercing (2).

Clouded Eye 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.

Special Rules 18 ​Ch​ ​M​ ​Co​ ​S​ ​TW


Change Log
Version 1.2.0
Changes marked with blue colour code
Army Organisation added (new categories)

Drunkard - Sober clarification


Pack Tactics - clarification
The Impaler - shooting attack updated
Aaghor’s Flayed Hide - price decrease, armour clarification
Pillage Icon - price increase, rules clarification
Dark Rain - price increase
Seed of the Dark Forest - price decrease
Gourd of Beetles - price decrease, new spell

Beast Lord - price decrease, Chariot mount price increased


Beast Chieftain - +1 Wound, price increased, mundan option prices increased (Totem, Armour and Chariot)
Gnarled Soothsayer - removed
Soothsayer - +1 Wound, +1 Leadership, wizard upgrades updated
Centaur Chieftain - +1 Wound, price increased, default Looted Booze, Totem price increased, Hoof Father deleted
Minotaur Warlord - price decreased, Lord of Bulls removed
Minotaur Chieftain - +1 Leadership, Impact Hits (D3)
Razortusk Chariot - default Hunting Horn

Wildhorn Herd - scoring added, maximum of ambushing units added


Mongrel Herd - scoring added, price decreased, maximum of ambushing units added
Mongrel Raiders - Bow instead of Shortbow

Longhorn Herd - scoring added, maximum of ambushing units added


Centaurs - scoring added
Minotaurs - scoring added, price decreased, Great Weapon price decreased
Raiding Chariot - price decreased
Razortusk Chariot - price increased, default Hunting Horn
Gargoyles - price decreased

Cyclops - price decreased, range weapon updated


Gortach - price increase, Locked Horns removed
Jabberwock - price increased, Innate Defence (4+) by default
Beast Giant - price increased, Looted Booze by default, Giant Attacks clarification

Version 1.2.1
Changes marked with blue colour code
Typo on beast lord

Version 1.2.2
Colour coded and strike through text removed

Special Rules 19 ​Ch​ ​M​ ​Co​ ​S​ ​TW

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