The Ninth Age Beast Herds 0 10 0

18
Fantasy Battles The 9 th Age Beast Herds Army Rules Version 0.10.0 Beta Army Special Rules Armoury Magic 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.

description

beasts

Transcript of The Ninth Age Beast Herds 0 10 0

Page 1: The Ninth Age Beast Herds 0 10 0

Fantasy Battles The 9th Age

Beast Herds Army Rules

Version 0.10.0 Beta

Army Special Rules

Armoury

Magic 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.

Page 2: The Ninth Age Beast Herds 0 10 0

Army Special Rules Primal Instinct Models 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.

Slaughterer Models with this rule have Frenzy and may never lose it. If a model with this rule joins a unit that is Frenzied then it will also be unable to lose their Frenzy for as long as the Slaughterer remains. Such is the Slaughterer’s thirst for blood that any unit including a model with this rule suffers a -1 penalty to Leadership for the purpose of taking Frenzy tests.

Drunkard Units 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).

Battle Hunger Units with this rule gain Swiftstride when charging an enemy’s flank or rear but loses this rule if joined by any model who does not also have this rule.

Looted Booze Units with this rule may change from Sober to Drunk at the beginning of the Player’s turn. If a model with Looted Booze joins a unit that is Drunkard and uses this ability then the entire unit will change from Sober to Drunk. This rule has no effect on models who are already Drunk.

Blood Rites Units that include at least one Character with this rule may reroll failed Panic tests, at the cost of inflicting one wound with no saves allowed to the character who performed the Blood Rites. 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.

Immune To Stomp War Beast marked as Immune to Stomp are, as one may expect, too large to be subject to Stomps.

2

Page 3: The Ninth Age Beast Herds 0 10 0

Armoury Impaler Close combat weapon. Grants +2 Strength in the Close Combat Phase directly after the Model has charged into combat.

Beast Staff Close combat weapon. Requires two hands. Models armed with a Beast 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.

Totems Totems are special upgrades that certain Beast Herd characters and champions may take. Each Totem Bearer may cast a Bound Spell (power level 3) of type Augment which lasts one turn. Totem Bearers may only attempt to cast one Bound Spell per turn and only one Totem Bound Spell can be active on a unit at a time. Champions and characters do not carry the same totems and are not subject to the same rules.

Character Totem Bearers may target friendly units up to 18” away, 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 Foulhide Totem The unit gains Innate Defence (6+) and the Distracting Special rule.

Wolverine Totem The unit gains +1 Attack and Armour Piercing (2)

Pale Sun Totem The unit counts as having Hard Cover and the Magic Resistance (3) special rule.

Direwolf Totem The unit gains +3 Initiative and adds +D6 to it`s charge distance.

3

Page 4: The Ninth Age Beast Herds 0 10 0

Magic items

Magic Weapon Primeval Mace (75/50 pts) Type: Great weapon. No saves of any kind can be taken against attacks made by the Primeval Mace. Hunter's Spear (40 pts) Type: Impaler. The Hunter's Spear 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 Hunter’s Spear don't suffer any To Hit modifiers. Magic Armour Greathorn Helm (25 pts) Type: Helm (6+ armour save). The bearer may perform a close combat attack whenever he successfully passes an armour save from 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. The Bramblehide (70/50 pts) Type: Heavy Armor. This item grants the bearer Regeneration (4+) and +1 Toughness.

Talismans Pillager Icon (25 pts) The bearer grants Vanguards to friendly units within 12” if they are comprised entirely of Razortusks, Chariots (excluding Character mounts), or Feral Hounds. Rune of The Beast (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 Locust Breath (35 pts) The bearer may cast Swarm of Insects from the Path of Wilderness as a Bound Spell (Power Level 4). Enchanted Items Crown of the Trueborn Beast (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 27cm in length and 19cm 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 D3 to their Casting Rolls for augment-spells, hex-spells and Totems. Magic Banners The Beast Banner (60 pts) The bearer of the Beast Banner gains +1 Strength and grants this bonus to any unit it joins.

4

Page 5: The Ninth Age Beast Herds 0 10 0

Army List

LORDS

Minotaur Warlord 220 pts single model

M WS BS S T W I A Ld

6 6 3 6 5 5 5 5 8 Monstrous Infantry 40x40mm base

Armour:

Light Armor 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 magic banner.

Options: pts May take Magic 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 15 Beast Axe 25

Blood Rite Shaman 160 pts single model

M WS BS S T W I A Ld

5 5 3 4 5 3 4 2 8 Infantry 25x25mm base

Magic:

Level 3 Wizard. Generate spells from the Path of Wilderness, Death, Shadows, or Nature. Beasts Special Rules: Strider (Forest), Primal Instinct Special Rules: Blood Rites, Battle Hunger

Options: pts May become a Level 4 wizard 60 May take Magic Items Up to 100 May take a Weapon (one choice only)

Additional Hand Weapon 3 Beast Staff 10

May ride a Ramhorn Chariot 70

5

Page 6: The Ninth Age Beast Herds 0 10 0

Beastlord 140 pts single model

M WS BS S T W I A Ld

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

Armour: Light Armor Beasts Special Rules: Strider (Forest), Primal Instinct Special Rules:

Battle Hunger, Wildherd Call (see below)

Options: pts

May take Magic Items up to 100 May 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 Lance (if mounted) 15 Great Weapon 10 Beast Axe 15

May take a mount (one choice only) Ramhorn Chariot 70 Razortusk Chariot 150

Trophy Hunter: For each Beastlord in the army, one unit of Wildhorn Herd with a Standard Bearer may take a Magic Banner worth up to 25pts. Wildherd Call:If a Beastlord is the general of the army then each Beastlord in the army may pick one of the following specialization. The Player must designate on the army list which option is chosen.

Stalker An army may reroll Ambush rolls.

Stampede An army which may roll for Ambush beginning on turn 1, as long as the owning Player does not have first turn.

Pack Howl An army may choose to combine up to three Ambushing units and perform a single roll for Ambush for all of them together.

6

Page 7: The Ninth Age Beast Herds 0 10 0

HEROES

Minotaur Chieftain 130 pts single model

M WS BS S T W I A Ld

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

Armour:

Light Armor Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Frenzy, Impact Hits (1)

Options: pts

May be the Battle Standard Bearer 25 May take Magic 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 5 Great Weapon 15 Beast Axe 20

Blood Rite Mystic 65 pts single model

M WS BS S T W I A Ld

5 4 3 3 4 2 3 1 7 Infantry 25x25mm base

Magic:

Level 1 Wizard. May generate spells from the Path of Wilderness, Death, Shadows or Nature Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Blood Rites, Battle Hunger, Ambush

Options: pts May become a Level 2 wizard 30 May take Magic Items: up to 50 May take a Weapon (one choice only)

Additional Hand Weapon 2 Beast Staff 10

May lose Ambush and ride a Ramhorn Chariot 70

7

Page 8: The Ninth Age Beast Herds 0 10 0

Wildhorn Chieftain 70 pts single model

M WS BS S T W I A Ld

5 5 3 4 5 2 4 3 8 Infantry 25x25mm base

Armour:

Light Armor

Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Battle Hunger, Ambush

Options: pts May be the Battle Standard Bearer 25 May 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 (mounted only) 6 Great Weapon 6 Beast Axe 10

May lose Ambush and ride a Ramhorn Chariot 70

Centaur Chieftain 100 pts single model

M WS BS S T W I A Ld

8 5 3 5 5 2 4 4 8 War Beast 25x50mm base

Armour:

Light Armor

Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Drunkard, Immune to Stomp Hoof Father: If a Centaur Chieftain is the General then Centaurs count as Core.

Options: pts May be the Battle Standard Bearer 25 May take Magic 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 Impaler 5 Great Weapon 15 Beast Axe 15

8

Page 9: The Ninth Age Beast Herds 0 10 0

CORE

Wildhorn Herd 60 pts 10 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 Armor

Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Battle Hunger, 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 take a Veteran Magic Standard up to 25

Mongrel Herd 50 pts 10 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: Battle Hunger, 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 pts 5 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

Weapon:

Short Bow

Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Battle Hunger, Ambush, Insignificant, Skirmisher

Options: pts May have the Scout special rule 2 / model May upgrade one model to each of the following:

Champion 10 Musician 10

9

Page 10: The Ninth Age Beast Herds 0 10 0

Feral Hounds 40 pts 5 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

Vanguard 2 / model Innate Defence (6+) 1 / model Poisoned Attacks 1 / model

Ramhorn 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

Ramhorn (2) 7 3 - 4 - - 2 1 3 Chariot 50x100mm base

Weapon:

Great Weapon (Longhorn), Light Lance (Wildhorn)

Armour:

Mount’s Protection (5+), Light Armour, Natural Armour Beasts Special Rules: Primal Instinct (Wildhorn and Longhorn), Strider (Forest) Special Rules: Free Reform

10

Page 11: The Ninth Age Beast Herds 0 10 0

SPECIAL

Minotaurs 120 pts 3 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 Armor 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 Magic Banner up to 50

Longhorn Herd 110 pts

10 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

Weapon:

Great Weapon Armour:

Heavy Armor

Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Battle Hunger

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 Banner up to 50

11

Page 12: The Ninth Age Beast Herds 0 10 0

Centaurs 80 pts 5 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 Armor, Shield

Beasts Special Rules: Primal Instinct, Strider (Forest) Special Rules: Drunkard, Immune to Stomp

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 Impalers 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 Magic Banner up to 25

Ravagers 90 pts 5 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 have the Scout Special Rule 15

Razortusk Herd 50 pts 1 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

12

Page 13: The Ninth Age Beast Herds 0 10 0

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

Weapon:

Great Weapon (Longhorn), Light Lance (Wildhorn)

Armour:

Light Armour, Mount’s Protection (5+), Natural Armour Beasts Special Rules: Primal Instinct (Wildhorn and Longhorn), Strider (Forest) Special Rules: Thunderous Charge (Razortusk)

Hedgefiend 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 can choose not to deploy this unit as normal. Instead the controlling player can choose to wake up the sleeper at the start of any of his remaining moves sub-phases: Place the model completely within any forest on the table.

13

Page 14: The Ninth Age Beast Herds 0 10 0

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: Holy Attacks, Immune to Psychology, Magic Resistance (3), Ward Save (5+) Soul-eater: 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, Holy Attacks

Gorgon 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 From Flesh: Whenever a Gorgon inflicts an unsaved Lethal Strike, the attacks gains Multiple Wounds (D3). If this attack successfully causes an unsaved wound, the Gorgon recover a wounds.

Jaculus 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 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.

Options: pts May have a Breath Weapon with

Strength 3, Armour Piercing (2) 25 May have Innate Defence (4+) 15

14

Page 15: The Ninth Age Beast Herds 0 10 0

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)

Ambush 20 Looted Booze 10

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.

15

Page 16: The Ninth Age Beast Herds 0 10 0

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

Ramhorn Chariot

M WS BS S T W I A Ld

Chariot - - - 5 4 4 - - -

Wildhorn Crew (1) - 4 3 3 - - 3 1 7

Ramhorn (2) 7 3 - 4 - - 2 1 3 Chariot 50x100mm base

Weapon:

Light Lance (Wildhorn)

Armour:

Mount’s Protection (5+), Light Armour, Natural 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

Weapon:

Light Lance (Wildhorn)

Armour:

Mount’s Protection (5+), Light Armour, Natural Armour Beasts Special Rules: Strider (Forest), Primal Instinct (Wildhorn) Special Rules: Thunderous Charge (Razortusk)

16

Page 17: The Ninth Age Beast Herds 0 10 0

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

Blood Rite Shaman 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

Blood Rite Mystic 5 4 3 3 4 2 3 1 7

Wildhorn 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 Raiders 5 3 3 3 3 1 3 1 6

S Longhorn Herd 5 4 3 4 4 1 3 1 8

Ravagers 5 4 0 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 Hounds 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 Hedgefiend * 3 - 4 5 3 2 * 10

CHARIOTS

C Ramhorn Chariot - - - 5 4 4 - - -

- Wildhorn (1) - 4 3 3 - - 3 1 7

- Longhorn (1)[0] - 4 3 4 - - 3 1 8

- Ramhorn (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 8

Gorgon 7 4 - 6 6 6 3 6 10

Jaculus 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] -

TOTEMS

Foulhide Totem The unit gains Innate Defence (6+) and the Distracting Special rule.

Wolverine Totem The unit gains +1 Attack and Armour Piercing (2)

Pale Sun Totem The unit counts as having Hard Cover and the Magic Resistance (3) special rule.

Direwolf Totem The unit gains +3 Initiative and adds +D6 to it`s charge distance.

17

Page 18: The Ninth Age Beast Herds 0 10 0

CHANGE LOG version 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

18