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The Ninth Age Beast Herds 0 11 0
The Ninth Age Beast Herds 0 11 0
The Ninth Age Beast Herds 0 11 0
th
The 9
Age
Beast Herds
Army Rules
Version 0.11.0 Beta
Lords
Heroes
Core
Special
Rare
Mounts
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).
Pack Tactics
Units with this rule gain Swiftstride when charging an enemys 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 Players 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 Offering
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 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 Horse
Stomp hits can never be distributed to a model with this rule.
Armoury
Centaur 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 wearers 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
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.
List of Totems
Gnarled Hide Totem
Blooded Horn Totem
Clouded Eye Totem
Black Wing Totem
The unit gains Innate Defence (6+) and the Distracting special rule.
The unit gains +1 Attack and Armour Piercing (2).
The unit counts as having Hard Cover and Magic Resistance (3).
The unit gains +3 Initiative and adds D6 to its charge distance.
Magical Items
Magical Weapons
Braghs Thighbone
(75/50 pts)
Arcane Items
Gourd of Beetles
(35 pts)
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.
Enchanted Items
Crown of Horns
(10 pts)
The bearer automatically passes Primal Instinct tests,
and so does any unit who may borrow the Characters
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 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.
Aaghors Flayed Hide
(
60
/50 pts)
Type:
Light
Armour. This item grants the bearer
Regeneration (4+) and +1 Toughness.
Magical Standards
Banner of the Wild Herd
(60 pts)
Talismans
Pillager Icon
(25 pts)
Army List
LORDS
Minotaur Warlord
220 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Light Armour
up to 100
10
15
10
10
20
25
Gnarled Soothsayer
185
pts
single model
WS
BS
Ld
Magic:
Options:
Level 3 Wizard
Master
.
Generates spells from the May become a Level 4 Wizard
Path of Wilderness, Death, Shadows, or Nature.
May take Magical Items
May take a Weapon (one choice only)
Beasts Special Rules
:
Additional Hand Weapon
Strider (Forest), Primal Instinct
Soothsayer Staff
May ride a
Raiding Chariot
Special Rules
:
pts
35
up to 100
3
10
70
Beast Lord
140 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Light Armour
up to 100
5
12
3
5
10
15
15
70
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.
HEROES
Minotaur Chieftain
130 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Light Armour
25
up to 50
20
4
12
5
5
15
20
Soothsayer
70
pts
single model
WS
BS
Ld
Magic:
Options:
pts
Level 1 Wizard
Apprentice
.
May generate spells
from the Path of Wilderness, Death, Shadows or
Nature
25
up to 50
2
10
70
Beast Chieftain
70 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Light Armour
25
up to 50
20
Pack Tactics
, Ambush
2
12
2
3
6
6
10
70
Centaur Chieftain
100 pts
single model
Armour:
WS
BS
Ld
Options:
Light Armour
pts
25
up to 50
20
15
20
2
12
3
5
15
15
15
CORE
Wildhorn Herd
60 pts
10
models, may add up to
40
models 6 pts/model
M
WS
BS
Ld
Armour:
Options:
Light Armour
Pack Tactics
, Ambush
pts
10
models, may add up to
50
models 5 pts/model
M
WS
BS
Ld
Armour:
Options:
pts
Shield
free
10
10
10
Pack Tactics
, Ambush, Insignificant
Mongrel Raiders
40 pts
5
models, may add up to
10
models 4 pts/model
M
WS
BS
Ld
Weapons:
Options:
pts
Short Bow
2 / model
Pack Tactics
, Ambush, Insignificant, Skirmisher
10
10
Feral Hounds
40 pts
5
models, may add up to
15
models 4 pts/model
M
WS
BS
Ld
Strider (Forest)
Special Rules
:
Ambush, Insignificant
Options:
pts
1 / model
1 / model
2 / model
1
model, may add up to
2
models for 65 pts/model
M
WS
BS
Ld
Chariot
War Hog
(2)
Weapons:
Free Reform
10
SPECIAL
Minotaurs
120 pts
3
models, may add up to
7
models 36 pts/model
M
WS
BS
Ld
Armour:
Options:
Light Armour
pts
3 / model
7 / model
4 / model
10
10
10
10
up to 50
Longhorn Herd
110 pts
10
models, may add up to
30
models 11 pts/model
M
WS
BS
Ld
Weapons:
Options:
pts
Great Weapon
2 / model
free
Armour:
Heavy Armour
Beasts Special Rules
:
Pack Tactics
11
10
10
10
10
up to 50
Centaurs
80 pts
5
models, may add up to
15
models 14 pts/model
M
WS
BS
Ld
Armour:
Options:
pts
3 / model
1 / model
Drunkard,
Half Horse
1 / model
2 / model
2 / model
10
10
10
10
up to 25
Gargoyles90 pts
5
models, may add up to
5
models 13 pts/model
M
WS
BS
Ld
Options:
pts
15
Special Rules
:
Razortusk Herd
50 pts
1
models, may add up to
9
models 35 pts/model
M
WS
BS
Ld
Strider (Forest)
Special Rules
:
Thunderous Charge
12
WS
BS
Ld
Chariot
Razortusk (1)
Weapons:
Briar Beast
50 pts
single model
WS
BS
Ld
10
Strider (Forest)
Special Rules
:
13
RARE
Cyclops200 pts
single model
WS
BS
Ld
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
WS
BS
Ld
10
Jabberwock
135 pts
single model
WS
BS
Ld
Strider (Forest)
Special Rules
:
Options:
pts
25
15
14
Beast Giant
145 pts
single model
Strider (Forest)
Special Rules
:
Drunkard, Stubborn
WS
BS
Ld
10
Options:
pts
10
20
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.
1:
Bellow
2:
Jump
3:
Grab
4-6:
Swing
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 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 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.
- NotesGiant 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.
15
MOUNTS
The Mounts section is for Character mounts. Non-Character mounts follow the rules given under their respective
entries.
Raiding Chariot
M
WS
BS
Ld
Chariot
War Hog
(2)
Weapons:
Free Reform
Razortusk Chariot
M
WS
BS
Ld
Chariot
Razortusk (1)
Weapons:
16
CHARACTERS
WS BS
Ld
Minotaur Warlord
Gnarled Soothsayer
Beastlord
Minotaur Chieftain
WS
Feral Hound
Centaur
Soothsayer
Beast Chieftain
Centaur Chieftain
Ld
Razortusk
Briar Beast
10
Raiding Chariot
CHARIOTS
C
Wildhorn Herd
- Wildhorn (1)
Mongrel Herd
- Longhorn (1)[0]
Mongrel Raider
Longhorn Herd
Razortusk Chariot
Gargoyle
- Wildhorn (1)
- Longhorn (1)[0]
- Razortusk (1)
MONSTROUS INFANTRY
S
BS
MONSTROUS BEASTS
S
INFANTRY
C
WAR BEASTS
Minotaur
ARTILLERY WEAPON
Cyclops
Hurl Attack
Catapult (3)
Cyclops
Gortach
10
Jabberwock
Beast Giant
10
Range
Multiple Shots
Multiple Wounds
Armour Piercing
36
3[9]
[Ordnance]
List of Totems
Bleak Marsh Totem
The unit gains Innate Defence (6+) and the Distracting special rule.
The unit counts as having Hard Cover and Magic Resistance (3).
The unit gains +3 Initiative and adds D6 to its charge distance.
17
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
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
Aaghros Flayed Hide
Banner of the Wild Herd
18