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7/23/2019 The Ninth Age Beast Herds 0 11 0
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Fantas y Battles
The 9th Age
Beast Herds Army Rules
Version 0.11.0 Beta
Army Special Rules
Armoury
Magical items
Quick Reference Sheet
Change Log
Lords
Heroes
Core
Special
Rare
Mounts
Fantasy Battles: The 9th Age is a community-made miniatures wargame.
All relevant rules, as well as feedback and suggestions, can be found/given here:
http://www.the-ninth-age.com/
Rules changes between versions are colour coded in green. See change log at end of document.
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Army Special Rules
Primal InstinctModels with this special rule may reroll failed to hit rolls in close combat on the condition that their unit passes a
Leadership test at the start of the combat round.
DrunkardUnits with this rule may gain two different sets of effect depending on whether they show up Sober or Drunk on the
battlefield.
Sober:
The Drunkard unit is miraculously sober
for once. Each model gains Vanguard and
Free Reform.
Drunk :
The Drunkard unit is unbelievably drunk.
Each model gains Immune to Psychology
and Thunderous Charge.
The Player may freely choose at the start of the game whether each Drunkard unit in the army shows up Sober or
Drunk. Drunkard Characters may only join Drunkard units who are in the same state of sobriety (or lack thereof).
Pack TacticsUnits with this rule gain Swiftstride when charging an enemy’s flank or rear but loses this rule if joined byany model
who does not also have this rule.
Looted BoozeUnits with this rule may changefromSoberto Drunk at the beginning ofthe Player’sturn. Ifa model with Looted Booze
joins a unit that is Drunkard and uses this abilitythen the entireunitwillchange fromSober toDrunk.Thisrule has no
effect on models who are already Drunk.
Blood OfferingUnits that include at least one Character with this rule may reroll failed Panic tests, at the costof inflictingone wound
with no saves allowed to the Character who performed the Blood Offering. If available, a unit may reroll failed Panic
tests using another mean that is less harmful (and bloody), such as benefiting from the influence of a nearby Battle
Standard Bearer.
Half HorseStomp hits can never be distributed to a model with this rule.
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ArmouryCentaur Lance
Close combat weapon. Grants +2 Strength in the Close Combat Phase directly after the Model has charged into combat.
Soothsayer Staff
Close combat weapon. Requires two hands. Models armed with a
Soothsayer Staff may use this weapon in one of two manners, decided by the Player at the start of each combat round. The weapon may be used offensively, as a Great
Weapon, or defensively, as a Hand Weapon which grants a +2 bonus to Armour Save.
Beast Axe
Close combat weapon, +1 Strength, strikes at Initiative 0 (regardless of wearer’s initiative). Wearer has +1 to its armour
save.
TotemsTotems are special upgrades that certain Beast Herd Characters andChampions maytake. Each Totem Bearermay cast a Bound Spell (powerlevel3) of type Augment which lasts oneturn. Totem Bearers mayonly attemptto cast oneBound
Spell per turn and Onlyone Totem Bound Spell can beactiveon a unit ata time.Champions and Charactersdo not carry
the same Totems and are not subject to the same rules.
Character
Totem Bearers may target friendly units up to 18” away
and may cast any of the Totem Bound Spells and may
reroll failed casting rolls. An army may field a maximum
of 3 Characters who carry Totems.
Champion
Totem Bearers may only target their own units and may
only bring one Totem. The chosen Totem must be
designated on the army list.
Bound Spells cast by Totems may gain the following bonuses.● +1 to cast and ignore Not Enough Power if the target unit is in base contact with an enemy unit
● +1 to cast and ignore Not Enough Power if half or more of the target unit is in Woods
List of Totems
Gnarled Hide Totem The unit gains Innate Defence (6+) and the Distracting special rule.
Blooded Horn Totem The unit gains +1 Attack and Armour Piercing (2).
Clouded Eye Totem The unit counts as having Hard Cover and Magic Resistance (3).
Black Wing Totem The unit gains +3 Initiative and adds D6 to its charge distance.
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Magical Items
Magical Weapons
Bragh’s Thighbone (75/50 pts)
Type: Great weapon. No saves of any kind can be taken
against attacks made by this weapon.
The Impaler (40 pts)
Type: Hand Weapon. Grants +2 Strength in the Close
Combat Phase directly after the Model has charged into
combat. The weapon can be shot using the rules for a
Bolt Thrower Artillery Weapons: Range 18”, Strength 6,
Armour Piercing (6), Multiple Wounds (D3). Shots from
the weapon don't suffer any to-hit modifiers.
Magical Armour
Greathorn Helm (25 pts)
Type: None (6+ armour save). The bearer may perform a
close combat attack whenever he successfully passes an
armour save against a close combat attack. These
additional attacks cannot benefit from weapon bonuses
and are immediately performed out of sequence, before
removing Wounds from unsaved attacks.
Aaghor’s Flayed Hide (60/50 pts)
Type: Light Armour. This item grants the bearer
Regeneration (4+) and +1 Toughness.
TalismansPillager Icon (25 pts)
The bearer grants Vanguard to friendly units within 12”
if they are comprised entirely of Razortusks, Chariots
(excluding Character mounts), or Feral Hounds.
Eye of Dominance (15 pts)
The bearer can only be hit by rolls of ‘6’ from attacks
made by War Beasts, Monstrous Beasts, Monsters,
Swarms, Cavalry mounts, Monstrous Cavalry mounts,
Chariot beasts and Ridden Monster mounts. Crew and
riders are unaffected by this effect.
Arcane Items
Gourd of Beetles (35 pts)
The bearer may cast Swarm of Insects from the Path ofWilderness as a Bound Spell (Power Level 4).
Enchanted Items
Crown of Horns (10 pts)
The bearer automatically passes Primal Instinct tests,
and so does any unit who may borrow the Character’s
Leadership.
Seed of the Dark Forest (40 pts)
After all forces have deployed but before the game starts,
the bearer may place a Dark Forest (size: no larger than
10” in length and 6” in width) on the battlefield, with its
centre 12" or less away from the wearer. All friendly
models within this Dark Forest (even partially) add 1 to
their Casting Rolls for Augment-type spells, Hex-type
spells and Totems.
Magical Standards
Banner of the Wild Herd (60 pts)
The bearer of the banner gains +1 Strength in close
combat and grants this bonus to any unit it joins.
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Army List
LORDS
Minotaur Warlord 220 pts
single modelM WS BS S T W I A Ld
6 6 4 6 5 5 5 5 8 Monstrous Infantry 40x40mm base
Armour:
Light Armour
Beasts Special Rules :
Strider (Forest), Primal Instinct
Special Rules:
Frenzy, Impact Hits (D3)
Lord of Bulls: If a Minotaur Warlord is the
General, one unit of max. 6 Minotaurs may count
as Core but may not take a Magical Standard.
Options: pts
May take Magical Items up to 100
May take any of the following
Shield 10
Heavy Armour 15
May take a weapon (one choice only)
Additional Hand Weapon 10
Flail 10
Great Weapon 20
Beast Axe 25
Gnarled Soothsayer 185 ptssingle model
M WS BS S T W I A Ld
5 5 4 4 5 3 4 2 8 Infantry 25x25mm base
Magic:
Level 3 Wizard Master. Generates spells from the
Path of Wilderness, Death, Shadows, or Nature.
Beasts Special Rules :
Strider (Forest), Primal Instinct
Special Rules:
Blood Offering, Pack Tactics
Options: pts
May become a Level 4 Wizard 35
May take Magical Items up to 100
May take a Weapon (one choice only)
Additional Hand Weapon 3
Soothsayer Staff 10
May ride a Raiding Chariot 70
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Beast Lord 140 ptssingle model
M WS BS S T W I A Ld
5 6 4 5 5 3 5 4 9 Infantry 25x25mm base
Armour:
Light Armour
Beasts Special Rules :
Strider (Forest), Primal Instinct
Special Rules:
Pack Tactics, Hunting Call
(see below)
Options: pts
May take Magical Items up to 100May take any of the following
Shield 5
Heavy Armour 12
May take Throwing Weapons 3
May take a Weapon (one choice only)
Additional Hand Weapon 5
Great Weapon 10
Lance 15
Beast Axe 15
May take a mount (one choice only)
Raiding Chariot 70Razortusk Chariot 150
Hunting Call: If a Beast Lord is the general of the army then your army may reroll Ambush rolls and may roll for
Ambush beginning on turn 1, as long as the owning Player does not have first turn.
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HEROES
Minotaur Chieftain 130 ptssingle model
M WS BS S T W I A Ld
6 5 4 5 5 4 4 4 7 Monstrous Infantry 40x40mm base
Armour:
Light Armour
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Frenzy, Impact Hits (1)
Options: pts
May be the Battle Standard Bearer 25
May take Magical Items up to 50
May upgrade to Totem Bearer 20
May take any of the following
Shield 4
Heavy Armour 12
May take a Weapon (one choice only)
Additional Hand Weapon 5
Flail 5Great Weapon 15
Beast Axe 20
Soothsayer 70 pts
single model
M WS BS S T W I A Ld
5 4 4 3 4 2 3 1 7 Infantry 25x25mm base Magic:
Level 1 Wizard Apprentice. May generate spells
from the Path of Wilderness, Death, Shadows or
Nature
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Blood Offering, Pack Tactics, Ambush
Options: pts
May become a Level 2 Wizard 25
May take Magical Items up to 50
May take a Weapon (one choice only)
Additional Hand Weapon 2
Soothsayer Staff 10
May lose Ambush and ride a Raiding Chariot 70
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Beast Chieftain 70 ptssingle model
M WS BS S T W I A Ld
5 5 4 4 5 2 4 3 8 Infantry 25x25mm base
Armour:
Light Armour
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Pack Tactics, Ambush
Options: pts
May be the Battle Standard Bearer 25May take Magic Items up to 50
May upgrade to Totem Bearer 20
May take any of the following
Shield 2
Heavy Armour 12
May take Throwing Weapons 2
May take a Weapon (one choice only)
Additional Hand Weapon 3
Lance 6
Great Weapon 6
Beast Axe 10May lose Ambush and ride a Ramhorn Chariot 70
Centaur Chieftain 100 ptssingle model
M WS BS S T W I A Ld
8 5 4 5 5 2 4 4 8 War Beast 25x50mm base
Armour:
Light Armour
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Drunkard, Half Horse
Hoof Father
: If a Centaur Chieftain is the General
then units of Centaurs may be taken as Core. Units
of Centaurs taken as core may only take a Veteran
Magical Standard worth up to 25pts.
Options: pts
May be the Battle Standard Bearer 25
May take Magical Items up to 50
May upgrade to Totem Bearer 20
May take Ambush 15
May take Looted Booze 20
May take any of the following
Shield 2
Heavy Armour 12
May take Throwing Weapons 3
May take a Weapon (one choice only)
Additional Hand Weapon 5
Lance 15
Great Weapon 15
Beast Axe 15
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CORE
Wildhorn Herd 60 pts10 models, may add up to 40 models 6 pts/model
M WS BS S T W I A Ld
5 4 3 3 4 1 3 1 7 Infantry 25x25mm base
Armour:
Light Armour
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Pack Tactics, Ambush
Options: pts
May take (one choice only)
Shields 1 / model
Additional Hand Weapons 1 / model
May take Throwing Weapons 1 / model
May upgrade one model to each of the following:
Champion 10
- may upgrade to Totem Bearer 10
Musician 10
Standard Bearer 10
- may become the Veteran Standard Bearer**A Veteran Standard Bearer is One of a Kind and may take a
Magical Standard worth up to 25 pts.
Mongrel Herd 50 pts10 models, may add up to 50 models 5 pts/model
M WS BS S T W I A Ld
5 3 3 3 3 1 3 1 6 Infantry 20x20mm base
Armour:
Shield
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Pack Tactics, Ambush, Insignificant
Options: pts
May take Spears free
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
Mongrel Raiders 40 pts5 models, may add up to 10 models 4 pts/model
M WS BS S T W I A Ld
5 3 3 3 3 1 3 1 6 Infantry 20x20mm base
Weapons:
Short Bow
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Pack Tactics, Ambush, Insignificant, Skirmisher
Options: pts
May gain Scout 2 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
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Feral Hounds 40 pts5 models, may add up to 15 models 4 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:
Ambush, Insignificant
Options: pts
May take any of the following
Innate Defence (6+) 1 / model
Poisoned Attacks 1 / model
Vanguard 2 / model
Raiding Chariot 70 pts
1 model, may add up to 2 models for 65 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
Weapons:
Great Weapon (Longhorn), Light Lance (Wildhorn)
Armour:
Mount’s Protection (5+), Light Armour
Beasts Special Rules :
Primal Instinct (Wildhorn and Longhorn), Strider (Forest)
Special Rules:
Free Reform
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SPECIAL
Minotaurs 120 pts3 models, may add up to 7 models 36 pts/model
M WS BS S T W I A Ld
6 4 3 5 4 3 3 3 7 Monstrous Infantry 40x40mm base
Armour:
Light Armour
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Frenzy, Impact Hits (1)
Options: pts
May take equipment (one choice only)
Shield 3 / model
Great Weapon 7 / model
Additional Hand Weapon 4 / model
May upgrade one model to each of the following:
Champion 10
- may upgrade to Totem Bearer 10
Musician 10
Standard Bearer 10
- may take a Magical Standard up to 50
Longhorn Herd 110 pts10 models, may add up to 30 models 11 pts/model
M WS BS S T W I A Ld
5 4 3 4 4 1 3 1 8 Infantry 25x25mm base
Weapons:
Great Weapon
Armour:
Heavy Armour
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Pack Tactics
Options: pts
May Ambush (units of 20 or less models) 2 / model
May replace Great Weapons with Halberds free
May upgrade one model to each of the following:
Champion 10
- May upgrade to Totem Bearer 10
Musician 10
Standard Bearer 10
- May take a Magic Standard up to 50
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Centaurs 80 pts5 models, may add up to 15 models 14 pts/model
M WS BS S T W I A Ld
8 4 3 4 4 1 3 2 7 War Beast 25x50mm base
Armour:
Light Armour, Shield
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Drunkard, Half Horse
Options: pts
May have the Ambush Special Rule 3 / model
May take Throwing Weapons 1 / model
May take equipment (one choice only)
Additional hand weapons 1 / model
Great Weapons 2 / model
Centaur Lances 2 / model
May upgrade one model to each of the following:
Champion 10
- May upgrade to Totem Bearer 10
Musician 10
Standard Bearer 10
- May take a Magical Standard up to 25
Gargoyles 90 pts5 models, may add up to 5 models 13 pts/model
M WS BS S T W I A Ld
5 4 - 3 4 1 3 2 7 Infantry 20x20mm base
Beasts Special Rules :
Primal Instinct, Strider (Forest)
Special Rules:
Fly (10), Skirmishers, Thunderous Charge
Options: pts
May gain Scout 15
Razortusk Herd 50 pts1 models, may add up to 9 models 35 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
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Razortusk Chariot 110 pts
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
Weapons:
Great Weapon (Longhorn), Light Lance (Wildhorn)
Armour:
Light Armour, Mount’s Protection (5+)
Beasts Special Rules :
Primal Instinct (Wildhorn and Longhorn), Strider (Forest)
Special Rules:
Thunderous Charge (Razortusk)
Briar Beast 50 pts
single model
M WS BS S T W I A Ld
* 3 - 4 5 3 2 * 10 Monstrous Beast 40x40mm base
Beasts Special Rules :
Strider (Forest)
Special Rules:
Fear, Random Attacks (1D6+1), Random Movement (3D6), Unbreakable
Sleeper: You may choose not todeploythisunitas normal. Insteadthe controlling Playermay choose towakeup the
Sleeper at the start of any of his remaining moves sub-phases: place the model completely within any forest on the
table.
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RARE
Cyclops 200 pts
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:
Ward-Breaker Attacks, Immune to Psychology, Magic Resistance (3), Ward Save (5+)
Baleful Eye: At the start of each enemy Magic Phase, nominate a Wizard within Line of Sight and 24” of the Cyclops.
This Wizard has a -1 modifier to its casting rolls during this Magic Phase.
Hurl Attack: If it has not marched this turn the Cyclops may hurl stones, using the rules for a Catapult Artillery
Weapon with:
Range 36”, 3” Template, Strength 3[9], [Multiple Wounds (Ordnance)], Magical Attacks, Ward-Breaker Attacks.
Gortach 200 pts
single model
M WS BS S T W I A Ld
7 4 - 6 6 6 3 6 10 Monster 50x100mm base
Beasts Special Rules :
Primal Instinct, Strider (Forest), Innate Defense 5+ (Shooting Attacks only)
Special Rules:
Impact Hits (D3), Lethal Strike, Frenzy, Stubborn
Strength FromFlesh: Whenever a Gorgoninflictsan unsaved LethalStrike, theattackgainsMultipleWounds(D3). If
this attack successfully causes an unsaved Wound, the Gorgon recovers a Wound.
Jabberwock 135 pts
single model
M WS BS S T W I A Ld
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
Options: pts May have a Breath Weapon with
Strength 3, Armour Piercing (2) 25
May have Innate Defence (4+) 15
Aura of Madness: Enemy units not Immune to Psychology and within 6” of one or more units with Aura of Madness
suffer from -1 Leadership.
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Beast Giant 145 pts
single model
M WS BS S T W I A Ld
6 3 - 6 5 6 3 * 10 Monster 50x75mm base
Army Special Rules:
Strider (Forest)
Special Rules:
Drunkard, Stubborn
Options: pts May have (one choice only)
Looted Booze 10
Ambush 20
Giant Attacks: When a giant attacks in Close Combat, pick a target in base contact toattack and rollon the chart
below. Giants have two types of attack patterns depending on the Troop Type of the target.
Against Infantry, War Beast, Swarm, Warmachine
and Cavalry targets:
1: Bellow
2: Jump
3: Grab
4-6: Swing
Against Monstrous Beast, Monstrous Infantry,
Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:
1: Bellow
2-3: Thump
4-6: Smash
Bellow: Neither thegiantnorthe chosenunit canmake anyCloseCombat attacksthis phase.Attacks already done
(including those simultaneous with this attack)are notaffected.The Giant's side automatically wins thecombat by
2. If two (or more) opposing Giants use “Bellow”, the combat is a draw.
Jump: The chosen unit suffers D6 hits with the Giant's Strength, carried out as if it were a Grinding Attack. The
Giant must take a Dangerous Terrain test.
Grab: Select a single model in basecontact withthe Giant.Thismodelmusttakea Strengthand Weapon Skill test.
For each failed test, the model suffers a hit with the Giant's Strength and Multiple Wounds (D3).
Swing: The Giant makes 2D6 attacks on the chosen unit.
Thump: Selecta model from thechosen unit in base contact with theGiant.This model takes a Initiativetest. If the
test is failed, the model suffers 2D6 wounds with Armour Piercing (6).
Smash: Select a model from the chosen unit in base contact with the Giant. This model suffers 1 wound with
Armour Piercing (6). If the model has not yet attacked it cannot attack in this round. It the model has already attacked, it cannot attack in the next player turn.
- Notes-
Giant Attacks count as Close Combat attacks and therefore are affected by all rules normally affecting Close
Combat attacks. After rolling on this chart, the Giant may still Stomp as normal.
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MOUNTSThe Mounts section is for Character mounts. Non-Character mounts follow the rules given under their respective
entries.
Raiding Chariot M WS BS S T W I A Ld
Chariot - - - 5 4 4 - - -
Wildhorn Crew (1) - 4 3 3 - - 3 1 7
War Hog (2) 7 3 - 4 - - 2 1 3 Chariot 50x100mm base
Weapons:
Light Lance (Wildhorn)
Armour:
Mount’s Protection (5+), Light Armour
Beasts Special Rules :
Primal Instinct (Wildhorn), Strider (Forest)
Special Rules:
Free Reform
Razortusk Chariot M WS BS S T W I A Ld
Chariot - - - 5 5 5 - - -
Wildhorn Crew (1) - 4 3 3 - - 3 1 7
Razortusk (1) 7 3 - 5 - - 2 4 6 Chariot 50x100mm base
Weapons:
Light Lance (Wildhorn)
Armour:
Mount’s Protection (5+), Light Armour
Beasts Special Rules
:
Strider (Forest), Primal Instinct (Wildhorn)
Special Rules:
Thunderous Charge (Razortusk)
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Quick Reference Sheet
L - Lords, H - Heroes, C - Core, S - Special, R - Rare
CHARACTERS M WS BS S T W I A Ld
L Minotaur Warlord 6 6 3 6 5 5 5 5 8
Gnarled Soothsayer 5 5 3 4 5 3 4 2 8
Beastlord 5 6 3 5 5 3 5 4 9
H Minotaur Chieftain 6 5 3 5 5 4 4 4 7
Soothsayer 5 4 3 3 4 2 3 1 7
Beast Chieftain 5 5 3 4 5 2 4 3 8
Centaur Chieftain 8 5 3 5 5 2 4 4 8
INFANTRY
C Wildhorn Herd 5 4 3 3 4 1 3 1 7
Mongrel Herd 5 3 3 3 3 1 3 1 6
Mongrel Raider 5 3 3 3 3 1 3 1 6
S Longhorn Herd 5 4 3 4 4 1 3 1 8
Gargoyle 5 4 - 3 4 1 3 2 7
MONSTROUS INFANTRY
S Minotaur 6 4 3 5 4 3 3 3 7
WAR BEASTS M WS BS S T W I A Ld
C Feral Hound 7 4 - 3 3 1 3 1 5
S Centaur 8 4 3 4 4 1 2 2 7
MONSTROUS BEASTS
S Razortusk 7 3 - 5 5 3 2 4 6
S Briar Beast * 3 - 4 5 3 2 * 10
CHARIOTS
C Raiding Chariot - - - 5 4 4 - - -
- Wildhorn (1) - 4 3 3 - - 3 1 7
- Longhorn (1)[0] - 4 3 4 - - 3 1 8
- war Hog (2) 7 3 - 4 - - 2 1 3
S Razortusk Chariot - - - 5 5 5 - - -
- Wildhorn (1) - 4 3 3 - - 3 1 7
- Longhorn (1)[0] - 4 3 4 - - 3 1 8
- 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
R Cyclops 7 2 3 6 5 6 3 5 8Gortach 7 4 - 6 6 6 3 6 10
Jabberwock 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 Armour Piercing
Cyclops Hurl Attack Catapult (3”) 36 3[9] - [Ordnance] -
List of Totems
Bleak Marsh Totem The unit gains Innate Defence (6+) and the Distracting special rule.
Biting Wind Totem The unit gains +1 Attack and Armour Piercing (2)
Pale Sun Totem The unit counts as having Hard Cover and Magic Resistance (3).
Dark Woods Totem The unit gains +3 Initiative and adds D6 to its charge distance.
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7/23/2019 The Ninth Age Beast Herds 0 11 0
http://slidepdf.com/reader/full/the-ninth-age-beast-herds-0-11-0 18/18
CHANGE LOGversion 0.9.0 beta released
v0.9.1
Greathorn Helm, clarification
Beast Axe, points cost
longhorn ambush
v0.9.2
visual design updated (again)
updated writing style
v0.10.0
Impaler, beast staff, beast axe, reworded (no actual changes to rules)
Slaughterer removed
Minotaur Warlord (Frenzy, GW),
Beastlord (Trophy Hunter removed, Lance)Minotaur-Chieftain (Frenzy)
Centaur-Chieftain (HA, AHW, GW)
Wildhorn Herd (added Magic Banner up to 25pts)
Longhorn Herd (general points increase and on ambush-option)
Gorgon (Innate Defense, Frenzy)
Crown of the Trueborn Beast (points)
Greathorn Helm (wording)
Lord of Bulls
Wildhorn-Chieftain (HA)
Seed of the Dark Forest
v0.11.0
Blood Rite Shaman
Blood Rite Mystic
Immune To Stomp, clarification
Centaur lance replaced by normal lance
Totems
Streamlines great weapon cost with other books
Magic Items, Weapons, Armour and Banners renamed to Magical Items, Weapons, Armour and Banners
Holy Attacks renamed to Ward-Breaker Attacks
Seed of the Dark Forest
Cyclops
Ballistic Skill +1 for Charakters
Beast Lord: Hunting Call
Centaur Chieftain: Hoof Father
Aaghro´s Flayed Hide
Banner of the Wild Herd