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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 1/18  Fantasy Battles The 9 th  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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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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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