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  • Fantasy Battles The 9th Age

    Infernal Dwarves Army Rules

    Version 0.11.0 Beta WiP Playtest version awaiting final rules and options review in January by the Rules Team

    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.

  • Army Special Rules Relentless Units containing only models with this rule may march even when there are enemies within 8. If an infantry unit that contains only models with this special rule starts their move more than 8 from an enemy unit it may triple its movement when marching instead of doubling it.

    Sturdy A model with this rule gets Thunderous Charge special rule. Furthermore it does not suffer -1 to hit when taking a Stand and Shoot charge reaction.

    Chosen of Ashuruk Models with this rule will automatically pass all Fear tests (but still suffer -1Ld from Fear). Models with this rule consider all units, without this rule, to have the Insignificant special rule and will not use their Engineer rule on models without Chosen of Ashuruk rule.

    Daemonic Infusion The war machine gets Magical Attacks rule (not applicable to crew), and any Panic Test caused to enemy units is taken with a -1 Leadership modifier.

    Volcanic Embrace All attacks made by a model with this Special Rule (even Special Attacks) are Flaming Attacks. In addition enemy models in base contact with one or more models with this rule suffer a Strength 4 hit at the start of each Combat Phase.

    Shackles Of Fire When rolling To Wound against a model with this rule, any natural roll of '6' must be re-rolled, Magical Attacks are not affected by this. At the start of its second and any subsequent turn, the unit must take a Leadership Test. If failed it suffers a Wound with no save possible, furthermore if there are no friendly wizards in the army, the wound is taken with the Multiple Wounds(D3) rule.

    Unruly Unruly units have -1 Ld to rolls on following tests: Restrain Frenzy, Restrain Pursuit. In addition, if in horde formation roll 3 dice for panic tests and discard the highest.

    Opportunist When fighting an enemy unit in the flank or rear, models on foot in a unit with this special rule gain +1 to hit as long as their unit isnt attacked in the flank or rear.

    2

  • Armoury Infernal Weapon Close Combat Weapon. Type: Hand Weapon, +1 Strength, Magical Attacks. Flintlock Axe Shooting Weapon. Range 18. Strength 4. Armour Piercing (1). Flaming Attacks. Counts as Halberd in Close Combat. Blunderbuss A: Shooting Weapon. Range 18", Strength 3, Fusillade Fusillade: In the Shooting Phase the weapon may be used with a following profile; Range 8, Strength 4, Armour Piercing (1). Any enemy model within range, and within the width of the firing unit's frontage is hit on 6+, for each full rank after the first add +1 to hit. May be fired after marching. Infernal Armour Plate Armour. The wearer gains Ward Save (5+) against Flaming Attacks.

    3

  • Magical Items

    Magical Weapons Onyx Hammer (70 pts) Type: Hand Weapon. +2 Strength. This weapon grants Multiple Wounds (D3) against models which are Flammable. Blade of Burning Steel (30 pts) Type: Hand weapon. Armour piercing (1). One use only. May be activated at the start of any Phase. For the duration of the Player Turn, the bearer's attacks made with this weapon have Metalshifting. Magical Armour Mask of the Furnace (30 pts) Type: None (6+ armour save). Wearer gains Fireborn and a Breath Weapon (Strength 3, Flaming Attacks). Talismans Icon of Lugar (40 pts) Model gains Frenzy and Blood of Lugal but cannot use their armour nor buy any magical armour except for those with the type: none. The model gets a ward save of 2+, which from turn 2 and each turn thereafter is worsened by 1 point. So in turn 2 it will be a 3+ ward and so on to a minimum of 6+

    Enchanted Items Ring of Desiccation (30 pts) All enemy units in base contact with the bearer become Flammable. If the army does not include any casters on its army roster the wearer counts as a caster for the purpose of the Shackles of Fire rule. Vial of Mercury (35 pts) - Infantry only. One use only. The model may drink from the Vial at the start of any Player Turn. The model gains Magical Attacks, Ward Save (5+), Holy Attacks and +1 Strength. Roll a D6 at the start of each Player Turn after the Chalice is used: On a roll of 1-2 model takes a wound with no saves allowed. Gauntlets of Madzhab (10pts) Bearer has +1 Strength. Each roll of 1 to hit is resolved against a friendly model in base contact, chosen by the owning player, or if mounted the model itself. Arcane Items Besheluks Mechanism (45 pts) This item may be activated after Channels are rolled. 2 Power Dice and 1 Dispel Dice are removed from the Power/Dispel pools. After each use roll a D6: On a roll of 1-2 the item can no longer be used. Magical Standards Banner of the Brazen Bull (40 pts) Infantry only. The bearers unit has Vanguard. Units within 12" with the Unruly rule may re-roll failed Panic Tests. Banner of Nezibkesh (25 pts) All Special Close Combat Attacks against the bearer or his unit are at half strength (rounding fractions up).

    4

  • Army List LORDS

    Prophet 210 pts single model

    M WS BS S T W I A Ld

    3 5 4 4 5 3 2 2 9 Infantry 20x20mm base

    Weapons: Infernal Weapon Armour: Infernal Armour Magic: Level 3 Wizard Master. Generate spells from Path of Shadow, Death, Fire, Alchemy or the Forge Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk

    Options: pts May take Magical Items up to 100 May upgrade to

    Engineer 25 Level 4 Wizard Master 35

    May take a mount (one choice only) Bull of Shamut 150 Temple Lamassu 155

    Overlord 125 pts single model

    M WS BS S T W I A Ld

    3 7 4 4 5 3 4 4 10 Infantry 20x20mm base

    Armour: Infernal Armour Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk Special Rules: Fan the Flames: The model has Hatred and confers this effect to any unit it joins. Mounts are not affected.

    Options: pts May take Magical Items up to 125 May take a Shield 3 May take a Pistol 5 May take a weapon (one choice only)

    Flintlock Axe 10 Great Weapon 15 Infernal Weapon 20

    May take a mount (one choice only) Bull of Shamut 150 Great Bull of Shamut 265

    5

  • HEROES

    Magus 50 pts single model

    M WS BS S T W I A Ld

    3 4 4 4 4 2 2 2 9 Infantry 20x20mm base

    Weapons: Infernal Weapon Armour: Infernal Armour Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk

    Options: pts May take Magical Items up to 50 Must upgrade to one or more options

    Engineer 25 Level 1 Wizard Apprentice 40 Level 2 Wizard Apprentice 75

    May take Temple Lamassu 155 Magic: Wizard Apprentice. Generate spells from Path of Death, Shadow, Fire, Alchemy or the Forge

    Vizier 75 pts single model

    M WS BS S T W I A Ld

    3 6 4 4 5 2 3 3 9 Infantry 20x20mm base

    Armour: Infernal Armour Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk,

    Options: pts May be the Battle Standard Bearer 25 May take Magical Items up to 75 May take a Shield 2 May take a Pistol 5 May take a weapon (one choice only)

    Flintlock Axe 10 Great Weapon 10 Infernal Weapon 20

    May ride a Bull of Shamut 165

    6

  • Taurukh Subjugator 165 pts single model

    M WS BS S T W I A Ld

    7 5 4 5 5 4 4 4 9 Monstrous Beast 50x75mm base

    Armour: Light Armour, Innate Defence (5+) Taurukh Special Rules: Chosen of Ashuruk, Thunderous Charge Special Rules: Not a Leader

    Options: pts May be the Battle Standard Bearer 25 May take Magical Items up to 50 May take any of the following Shield 5

    Heavy Armour 15 May take a weapon (one choice only)

    Additional Hand Weapon 5 Light Lance 5 Great Weapon 15

    Hobgoblin Chieftain 35 pts single model

    M WS BS S T W I A Ld

    4 4 4 4 4 2 4 3 7 Infantry 20x20mm base

    Hobgoblin Special Rules: Opportunist, Unruly Special Rules: Not a Leader

    Options: pts May take Magical Items up to 25 May take any of the following

    Shield 2 Light Armour 2

    May take a Shooting Weapon (one choice only) Throwing Weapons 2 Bow 4

    May take a Close Combat Weapon (one choice only) Additional Hand Weapon 3 Light Lance 3 Great Weapon 6

    May ride a Wolf 20

    7

  • CORE

    Infernal Warriors 75 pts 10 models, may add up to 30 models 7 pts/model

    M WS BS S T W I A Ld

    3 4 3 3 4 1 2 1 9 Infantry 20x20mm base

    Armour: Heavy Armour Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk

    Options: pts May take Shield 1 / model May take a weapon (one choice only)

    Great Weapon 3 / model Blunderbuss 2 / model Infernal Armour 4 / model

    May upgrade one model to each of the following: Champion 10 Musician 10 Standard Bearer 10 - may become Veteran Standard Bearer*

    *The Veteran Standard Bearer is One of a Kind and may take a Magical Standard worth up to 25 pts.

    Disciples of Lugar 80 pts 10 models, may add up to 30 models 10 pts / model

    M WS BS S T W I A Ld

    3 4 3 4 4 1 2 1 9 Infantry 20x20mm base

    Weapons: Additional Hand Weapon Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk Special Rules: Frenzy

    Options: pts May exchange Additional Hand Weapon for

    Great Weapon 2 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10

    May take Blood of Lugar 1 / model

    Blood of Lugar: The model gains Innate Defence (5+) against ranged attacks.

    8

  • Hobgoblins 80 pts 20 models, may add up to 30 models 4 pts/model

    M WS BS S T W I A Ld

    4 3 3 3 3 1 3 1 6 Infantry 20x20mm base

    Armour: Light Armour Hobgoblin Special Rules: Opportunist, Unruly

    Options: pts May take Shield 1 / model May take (one choice only)

    Exchange Shield for Bow free Spear 1/ model

    May upgrade one model to each of the following: Champion 10 Musician 10 Standard Bearer 10

    9

  • SPECIAL

    Citadel Guard 100 pts 10 models, may add up to 20 models 10 pts/model

    M WS BS S T W I A Ld

    3 4 4 4 4 1 2 1 9 Infantry 20x20mm base

    Armour: Infernal Armour, Shield Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk

    Options: pts May exchange Shield for Flintlock Axe 3 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - may take a Magical Standard up to 50

    May be upgraded to Immortals 3 / model -may take Infernal Weapon 3 / model

    Immortals: Unit gains +1 Weapon Skill, Immune to Psychology, Bodyguard (Overlord)

    Ziggurat Guard 150 pts 10 models, may add up to 20 models 15 pts/model

    M WS BS S T W I A Ld

    3 5 3 4 4 1 2 2 9 Infantry 20x20mm base

    Weapons: Great Weapon Armour: Infernal Armour Dwarves Special Rules: Relentless, Sturdy, Chosen of Ashuruk Special Rules: Bodyguard (Prophet)

    Options: pts May take Shield 1 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10 - may take a Magical Standard up to 50

    10

  • Kadim Incarnates 150 pts 3 models, may add up to 5 models 55 pts/model

    M WS BS S T W I A Ld

    6 4 3 5 4 3 4 2 7 Monstrous Infantry 40x40mm base

    Armour: Innate Defence (5+) Kadim Special Rules: Daemonic Instability, Otherworldly, Flaming Attacks, Fireborn, Volcanic Embrace, Shackles of Fire Special Rules: Fear

    Options: pts May take Fly (6) 5 / model May upgrade one model to a Champion 10

    Taurukh 110 pts 5 models, may add up to 10 for 18 pts / model

    M WS BS S T W I A Ld

    7 4 3 4 4 1 2 2 9 War Beast 25x50mm base

    Armour: Light Armour, Innate Defence (6+) Taurukh Special Rules: Thunderous Charge, Chosen of Ashuruk Half Bull: Stomp hits can never be distributed onto a model with this rule.

    Options: pts May take Heavy Armour 3 / model May take one of the following

    Additional Hand Weapon 1 / model Shield 2 / model Light Lance 2 / model Great Weapon 3 / model

    May upgrade one model to each of the following: Champion 10 Musician 10 Standard Bearer 10 - may take a Magical Standard up to 50

    11

  • Hobgoblins Backstabbers 60 pts 10 models, may add up to 40 models for 7 / model

    M WS BS S T W I A Ld

    4 3 3 3 3 1 3 1 6 Infantry 20x20mm bases

    Weapons: Additional Hand Weapon Army Special Rules: Opportunist, Unruly Special Rules: Poisoned Attacks Devious: If not engaged to either flank or rear the unit gains a cumulative Fight in Extra Rank after each round of close combat.

    Options: pts One unit of 25 or less models can take Ambush 2 / model May upgrade one model to each of the following:

    Champion 10 Musician 10 Standard Bearer 10

    Orc Slaves 100 pts 20 models, may add up to 30 models 5 pts/model

    M WS BS S T W I A Ld

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

    Weapons: Additional Hand Weapon Armour: Light Armour Special Rules: Unruly, Insignificant Born to Fight: Models with this rule have +1 Strength until they lose or draw a combat. Slaves: If there are no Units with the Chosen of Ashuruk or Opportunist rules on the table remove the unit from the game at the end of the phase.

    Options: pts May upgrade one model to Musician 10

    12

  • Light Artillery - single model

    Must take one of the following:

    Gunnery Team (50 pts) Crewed by Dwarves

    M WS BS S T W I A Ld

    Weapon - - - - 4 2 - - -

    Crew (2) 3 4 4 4 4 - 2 1 9

    War Machine 40mm round base

    Hobgoblin Bolt Thrower (40 pts) Crewed by Hobgoblins

    M WS BS S T W I A Ld

    Weapon - - - - 7 2 - - -

    Crew (2) 4 3 3 3 3 - 3 1 6

    War Machine 40mm round base

    Weapons: This is a Volley Gun Artillery Weapon with Range 18, Strength 4, Armour Piercing (1), Multiple Shots (6) Armour: Infernal Armour Dwarves Special Rules: Chosen of Ashuruk Options: pts May exchange Armour Piercing (1)

    for Flaming Attacks free

    Weapons: This is a Bolt Thrower Artillery Weapon with Range 48, Strength 6, Multiple Wounds (D3), Armour Piercing (6) Hobgoblins Special Rules: Insignificant

    13

  • RARE

    Hobgoblin Wolf Riders 65 pts 5 models, may add up to 10 models 10 pts/model

    M WS BS S T W I A Ld

    Rider 4 3 3 3 3 1 3 1 6

    Wolf 9 3 - 3 3 1 3 1 3 Cavalry 25x50mm base

    Armour: Mounts Protection (6+), Light Armour Hobgoblin Special Rules: Unruly Special Rules: Fast Cavalry

    Options: pts May take Shield 1 / model May take any of the following

    Light Lance 1 / model Bow 1 / model

    May upgrade one model to each of the following: Champion 10 Musician 10 Standard Bearer 10

    Taurukh Anointed 150 pts 3 models, may add up to 4 models 55 pts / model

    M WS BS S T W I A Ld

    7 4 3 5 5 3 3 3 9 Monstrous Beast 50x75mm base

    Armour: Light Armour, Innate Defence (5+) Taurukh Special Rules: Chosen of Ashuruk, Thunderous Charge

    Options: pts May take one of the following

    Light Lance 3 / model Additional Hand Weapon 3 / model Shield 5 / model Great Weapon 10 / model

    May upgrade one model to each of the following: Champion 10 Musician 10 Standard Bearer 10 - may take a Magical Standard up to 50

    14

  • Infernal Engine 300 pts single model

    M WS BS S T W I A Ld

    Infernal Engineer 6 - - 6 6 7 2 - -

    Crew (3) - 4 4 3 4 - 2 1 9 Chariot 60x100mm base

    Special Rules: Unbreakable, Large Target Full Steam Ahead!: At the beginning of the turn, the model may opt to engage its boiler. If it does so, the unit may not shoot and gains Random Movement (2D6+6), except it may not pivot before moving. If a double 1 is rolled for distance, there is a malfunction and the unit does not move. Ponderous: Due to its ponderous speed the unit may not declare charge, pursuit or overrun.

    Must take one of the following:

    Shrapnel Guns (free) Weapons: Shrapnel Guns: is a Volley Gun Artillery Weapon with Range 18, Strength 6, Quick to Fire, Armour Piercing (1), Multiple Shots (2D6+2) Armour: Innate Defence (2+) Special Rules: Grinding Attacks (D6) Options: pts May take Daemonic Infusion 20

    Steam Hammers (free) Weapons: Steam Hammers: Close Combat Weapon, Grinding Attacks (2D6) and Impact Hits (2D6) Armour: Innate Defence (3+) Options: pts May take Daemonic Infusion 10

    15

  • Kadim Titan 315 pts single model

    M WS BS S T W I A Ld

    8 5 3 7 6 6 6 6 8 Monster 100x150mm base

    Kadim Special Rules: Daemonic Instability, Otherworldly, Flaming Attacks, Fireborn, Volcanic Embrace, Shackles Of Fire Searing Rage: Each time the model fails a Frenzy test it add +1A to its Frenzy attacks. If the Frenzy is lost then so are these additional attacks. Lord of Flame: The model has Holy Attacks against models with Fireborn.

    Must take one of the following:

    Basalt Form (free) Armour: Innate Defence (3+) The model suffers -2 Movement.

    Fiery Form (25 pts) Armour: Innate Defence (5+) Special Rules: Ward Save (4+)

    16

  • Heavy Artillery - single model

    M WS BS S T W I A Ld

    Machine - - - - 7 3 - - -

    Crew (3) 3 4 3 3 4 - 2 1 9 War Machine 75mm round base

    Armour: Heavy Armour Dwarves Special Rules: Chosen of Ashuruk

    Must take one of the following:

    Rocket Battery (100 pts) This weapon have two modes of fire: Catapult (Single Point) Artillery Weapon with Range 48", Strength 8, Multiple Wounds (Ordnance) Catapult (5) Artillery Weapon with Range 48", 5" Template, Strength 2, Armour Piercing(1) A unit which suffers 1 or more casualties from a Rocket Battery must immediately take a Panic Test. Options: pts May take Daemonic Infusion 15

    Volcano Cannon (120 pts) This a Flame Thrower Artillery Weapon with Range 15", Strength 5, Multiple Wounds (D3), Flaming Attacks Options: pts May take Daemonic Infusion 20

    17

  • Infernal Artillery - single model

    Must take one of the following:

    Earthquake Mortar (150 pts) Crewed by Dwarves

    M WS BS S T W I A Ld

    Mortar - - - - 7 3 - - -

    Crew (2) 3 4 4 4 4 - 2 1 9

    [Ogre (0)] - 3 - 4 - +1 2 3 -

    War Machine 75mm round base

    Hellscream Cannon (200 pts)

    M WS BS S T W I A Ld

    1 4 3 5 6 5 1 4 6

    Monster 100x150mm base

    Weapons: This is a Catapult (3) Artillery Weapon with Range 48", Strength 4[10], [Multiple Wounds (Ordnance)] Aftershock: Any unit that suffers an unsaved wound from a weapon with this rule will count all terrain (including open ground) as dangerous terrain and must re-roll To Hit rolls of '6'. War machines within 6 of the final location of the template can only fire on a roll of 4+. The effect lasts until the end of the next player turn. Armour: Heavy Armour Dwarves Special Rules: Chosen of Ashuruk Options: pts May take Daemonic Infusion 20 May take Ogre Slave 50

    Ogre Slave: The War Machine gains an Ogre as an additional Crew member and increases its number of wounds by 1. The model treats the roll of Jammed (3-4) on the Misfire Table as Malfunction (5+).

    Weapons: Hellscream Cannon: This is a Catapult (3) Artillery Weapon with Range 60", Strength 4 [9], Armour Piercing (1), [Multiple Wounds (Ordnance)]. A unit which suffers 1 or more casualties from a Hellscream Cannon must immediately take a Panic Test with -1 to its Leadership. Armour: Innate Defence (4+) Special Rules: Otherwordly, Unbreakable, Frenzy Options: pts May upgrade to Unchained free

    Unchained: Model gains +3 Movement, Free Reform and replaces Hellscream Cannon with Hellscream Mortar: This is a Catapult (3) Artillery Weapon with the following profile: Range 24, Strength 3

    18

  • Armoured Giant 160 pts single model

    M WS BS S T W I A Ld

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

    Armour: Heavy Armour, Innate Defence (6+) Special Rules: Immune to Psychology, Stubborn

    Options: pts May take Plate Armour 15

    Giant Attacks: When a giant attacks in Close Combat, pick a target in base contact to attack and roll on 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 the giant nor the chosen unit can make any Close Combat attacks this phase. Attacks already done (including those simultaneous with this attack) are not affected. The Giant's side automatically wins the combat by 2. If two (or more) opposing Giants 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 base contact with the Giant. This model must take a Strength and 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: Select a model from the chosen unit in base contact with the Giant. This model takes a Initiative test. 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 counts as Close Combat attack and therefore are affected by all rules normally affecting Close Combat attacks. After rolling on this chart, the Giant may still Stomp as normal.

    19

  • MOUNTS The Mounts section is for character mounts. Non-character mounts follow the rules under respective entries.

    Temple Lamassu (One of a kind) M WS BS S T W I A Ld

    6 3 - 5 5 4 2 2 8 Monstrous Beast 50x50mm base

    Special Rules: Fly (8), Magic Resistance (2), Fear, Magical Attacks, Ward Save (5+) Aura of Unbinding: Any Magical Weapon in the hands of a friendly or enemy models in base contact with a Lammasu becomes a mundane weapons of the same type. This effect lasts for as long as models remain in base contact. A character riding a Lamassu is unaffected. Magic: Level 1 Wizard Apprentice that generates spells from the Path of Death, Fire or Shadow.

    Options: pts May upgrade to Level 2 Wizard Apprentice 25 May take Breath Weapon 30

    (Strength 4, Magical Attacks) May take Mace Tail 20

    Mace Tail: Model has +1 Attack. When fighting enemies in its rear, the model gains +1 to-hit.

    Bull of Shamut M WS BS S T W I A Ld

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

    Kadim Special Rules: Flaming Attacks, Fireborn, Volcanic Embrace, Magical Attacks Special Rules: Fly (8), Large Target, Fear

    Great Bull of Shamut (One of a Kind) M WS BS S T W I A Ld

    6 5 - 6 6 6 3 4 6 Monster 60x100mm base

    Armour: Innate Defence (5+) Kadim Special Rules: Flaming Attacks, Fireborn, Volcanic Embrace, Magical Attacks Special Rules: Fly (7), Breath Weapon (Strength 4, Flaming Attacks), Ward Save (5+)

    20

  • Wolf M WS BS S T W I A Ld

    9 3 - 3 3 1 3 1 3 War Beast 25x50mm base

    Armour: Mounts Protection (6+) Special Rules: Fast Cavalry

    21

  • Quick Reference Sheet L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

    CHARACTERS M WS BS S T W I A Ld

    L Prophet 3 5 4 4 5 3 2 2 9

    Overlord 3 7 4 4 5 3 4 4 10

    H Magus 3 4 4 4 4 2 3 2 9

    Vizier 3 6 4 4 5 2 3 3 9

    Taurukh Subjugator 7 5 4 5 5 4 4 4 9

    Hobgoblin Chieftain 4 4 4 4 4 2 4 3 7

    INFANTRY

    C Disciple of Lugar 3 4 3 4 4 1 2 1 9

    Infernal Warrior 3 4 3 3 4 1 2 1 9

    Hobgoblin 4 3 3 3 3 1 3 1 6

    S Citadel Guard 3 4 3 4 4 1 2 1 9

    Ziggurat Guard 4 5 3 4 4 1 2 2 9

    Hobgoblin Backstabber 4 3 3 3 3 1 3 1 6

    Orc Slaves 4 3 3 3 4 1 2 1 5

    MONSTROUS INFANTRY

    S Kadim Incarnate 6 4 3 5 4 3 4 2 7

    CAVALRY

    Hobgoblin Wolf Rider 4 3 3 3 3 1 3 1 6

    - Wolf 9 3 - 3 3 1 3 1 3

    CHARIOTS

    R Infernal Engine 6 - - 6 6 7 2 - -

    - Crew (3) - 4 4 3 4 - 2 1 9

    WAR BEASTS M WS BS S T W I A Ld

    S Taurukh 7 4 3 4 4 1 2 2 9

    M Wolf 9 3 - 3 3 1 3 1 3

    MONSTROUS BEASTS

    R Taurukh Anointed 7 4 3 5 5 3 3 3 9

    M Temple Lamassu 6 3 - 5 5 4 2 2 8

    Bull of Shamut 6 5 - 5 5 4 3 4 6 MONSTERS

    R Hellscream Cannon 1 4 3 5 6 5 1 5 4

    Armoured Giant 6 3 - 6 5 6 3 * 10

    Kadim Titan 8 5 3 7 6 6 6 6 8

    M Great Bull of Shamut 6 5 - 6 6 6 3 4 6

    WAR MACHINES

    R Heavy Artillery - - - - 7 3 - - -

    - Crew (3) 3 4 3 3 4 - 2 1 9

    Earthquake Mortar - - - - 7 3 - - -

    - Crew (3) 3 4 3 3 4 - 2 1 9

    - (Ogre Slave) - 3 - 4 - - 2 3 -

    S Gunnery Team - - - - 4 2 - - -

    - Crew (3) 3 4 4 4 4 - 2 1 9

    Hobgoblin Bolt Thrower

    - - - - 7 2 - - -

    - Crew (3) 4 3 3 3 3 - 2 1 6

    SPECIAL SHOOTING WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing

    common Flintlock Axe 18 4 - - 1

    common Blunderbuss 18 3 - - -

    Light Artillery Gunnery Team Volley Gun 18 4 6 1

    Bolt Thrower Bolt Thrower 48 6 - D3 6

    Heavy Artillery Rocket Battery (1) Catapult (5) 48 2 - - 1

    Rocket Battery (2) Catapult (0) 48 8 Ordnance

    Volcano Cannon Flame Thrower 15 5 - D3 -

    Infernal Artillery Earthquake Mortar Catapult (3) 48 4[10] - [Ordnance] -

    Hellscream Cannon Catapult (3) 60 4[9] - [Ordnance] 1

    Unchained Hellmortar Catapult (3) 24 3 - - -

    Infernal Engine Shrapnel Guns Volley Gun 18 6 2D6+2 - 1

    22

  • CHANGE LOG version 0.11.0 beta released

    23