Fb-T9a BH 1-2-2 en PDF
Fb-T9a BH 1-2-2 en PDF
Fb-T9a BH 1-2-2 en PDF
Beast Herds
Army Rules
Version 1.2.2 - 03 November 2016
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.
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.
Army Organisation
M WS BS S T W I A Ld
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.
M WS BS S T W I A Ld
M WS BS S T W I A Ld
M WS BS S T W I A Ld
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
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
M WS BS S T W I A Ld
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Special Rules:
Pack Tactics
Skirmishers
M WS BS S T W I A Ld
M WS BS S T W I A Ld
M WS BS S T W I A Ld
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
Longhorn
Weapons:
Great Weapon
M WS BS S T W I A Ld
Special Rules:
Thunderous Charge
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
Longhorn
Weapons:
Great Weapon
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.
M WS BS S T W I A Ld
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.
M WS BS S T W I A Ld
Special Rules:
Fly (10)
Skirmishers
Thunderous Charge
M WS BS S T W I A Ld
Special Rules:
Insignificant
Ambush
Vanguard
M WS BS S T W I A Ld
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.
M WS BS S T W I A Ld
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.
M WS BS S T W I A Ld
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.
M WS BS S T W I A Ld
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.
Soothsayer 5 4 4 3 4 3 3 1 8 Razortusk 7 3 - 5 5 3 2 4 6
INFANTRY CHARIOTS
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
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.
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