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Fantasy Battles

th
The 9
Age

The Vermin Swarm


Army Rules
Version 0.11.0 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.

Army Special Rules


Safety in Numbers
Non-fleeing units comprised solely of models with this Special Rule add their number of Full Ranks after the first one to
their Leadership (up to maximum of +3). This rule cannot be used to modify the Leadership that is distributed by
models with Inspiring Presence (but the received Inspiring Presence can be modified by
Safety in Numbers
).
Furthermore if all models in a unit have this Special Rule, they add +1 to any flee distances they roll.

Callous
A model with this special rule is allowed to use non-template shooting weapons against an enemy unit in close combat
with friendly units of Infantry, or Swarms, not containing any characters.
When firing at an enemy unit in close combat
with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ it hits the target, otherwise it hits a
friendly unit in that combat (randomize if several friendly units are involved in the combat).

Honourless
Characters that are
Honourless
do not receive the usual penalties from refusing a challenge.

State of Trance (X)


The war platform and the unit it has joined gains the Immune To Psychology special rule. The war platform may only
join units of (x). Disregard other characters.

Greater Clan
Plague Cult
Toxic attacks have -1 to wound against models with this rule.

Volatile
When a model with this rule rolls a misfire, roll a D6 and consult the table below.
1 (or less)

Explosion!
No shots are fired. Scatter the model D6. If it hits any unit in its path the unit takes D6 Strength 5
hits. Remove the model.

2-3

Malfunction
No shots are fired. The model suffers a Wound with no Saves of any kind allowed.

4-5

Overcharged
Pivot the unit towards a random direction and then resolve the shooting attack as normal against
the first unit within line of sight and range, straight in front of the shooting model. Replace
Lightning Cannons
and Dreadmills normal shooting with a Line Template (6D6). Models hit take
a Strength 10 hit with Magical Attacks, Lightning Attacks and
Armour Piercing (6).

6+

Spent
The shooting is resolved as normal
(a Dreadmill will fire 3 shots)
. The Warp Weapon is then
considered broken and cant be used anymore for the rest of the game. If the model is a Warp
Weapon Team, remove it as casualty instead.

Armoury
Close Combat Weapons

Shooting Weapons

Meat Grinder
A model with Meat Grinder has Impact Hits (2D6),
Grinding Attacks (2D6). A
Weapon Team
carrying this
weapon gains Innate Defence (5+).
These Impact hits and Grinding Attacks are resolved at
Strength 4 and have Armour Piercing (1).

Rotary Gun
This is a shooting weapon with Multiple Shots (2d6*2) or
Multiple Shots (3d6*2) to the player choice; Range 24,
Strength 4, Armour Piercing (1), Slow to Fire, Magical
Attacks,
Volatile
. This weapon never suffers To Hit
penalties from Multiple Shots or from moving. If a double
comes up when rolling for number of shots the weapon
misfires.

Plague Flail
Uses rules for Flails, with the following addition:
Models with
Plague Flails
can make a single additional
special attack against a model in base contact. This is
resolved at Initiative 10, hits automatically and has the
Toxic Attacks Special Rule.

Globe Launcher
This is a shooting weapon Multiple Shots (2d6*2); Range
18, Toxic Attacks, Slow to Fire, Magical Attacks, Volley
Fire,
Volatile
. This weapon never suffers To Hit penalties
from Multiple Shots or from moving. If a double comes
up when rolling for number of shots the weapon misfires.

Other Equipment

Naphtha Thrower
This is a shooting weapon Multiple Shot
s (2D6); Range
12, Strength 5, Multiply Wound (D3),
Flaming Attacks
,
Magical Attacks
,
Volatile
,
Slow To Fire
. This weapon
never suffers To Hit penalties from
Multiple Shots or
from moving
. If a double comes up when rolling for
number of shots the weapon misfires.

Tail Weapon
If using mundane weapons the wielder gains +1 Attack.
Dark Shard
One use only. When casting a spell but before rolling
power dice, the caster may decide to use a single
Dark
Shard
which adds a +D3 casting bonus to the spell. If a
natural 1 is rolled on the dice, the caster suffers a hit
with a Strength value equal to the number of Power Dice
used, with no saves of any kind allowed.

Sling
Range 18, Strength 3, Multiple Shots (2).
Gas Globes
Range 12, Quick to Fire, Volley Fire,
always wounds on

4+, Magical Attacks, Armour Piercing (6).

Magical Items
Magical Weapons
The Doom Blade
(100 pts) - Infantry only
Type: Hand weapon. Attacks made with this weapon
have Strength 10 and Multiple Wounds (D6), Holy
Attacks. At the end of your turn, the wielder suffers a hit
with the Toxic Attack special rule.
A character with this
weapon gains the Not A Leader special rule.

Enchanted Items
Sceptre of Vermin Valour
(35 pts) - Models on foot only
The character can ignore the First In Rank rule and may
thus be placed in any rank.
Scabbing Potion
(25 pts, 35 pts if Mounted)
One use only. May be activated at the beginning of any of
your phases. The bearer recovers D3 wounds. This item
cant be bought by a
Magister
mounted on The Doom Bell
or
Plague Priest
mounted on a
Plague Pendulum
.

Thunder Shuriken
(45 pts) -
Sicarra Assassin
only
Type: Throwing Weapon. Range 12, Strength (5),
Multiple Shots (3), Multiple Wounds (D3), Quick to Fire.

Implosion Sphere
(40 pts)
One use only. This is a Catapult Artillery Weapon with
the following profile: Range: 8", 3" template, Magical
Attack. Every model hit by the template must pass an
Initiative Test or suffer a wound with Armour Piercing
(6) and Multiples Wounds (Ordnance) with no saves of
any kind allowed. If a misfire is rolled, center the
template on the user instead of rolling on the misfire
table and work out the damage as normal.

Magical Armour
Putrid Plate
(25 pts
, 35 pts if Mounted
)
Type: Plate Armour. For every successful Armour Save
made by the bearer, the unit which caused the wound
suffers a hit with the Toxic Attack Special Rule.
Deceivers Buckler
(25 pts)
Type : Shield. One enemy model in base contact with the
wielder (
owning
players choice), has -1 attack down to a
minimum of 1. The wielder gains Distracting.

Eye of the Storm


(20pts)
When casting Black Lightning (Path of Ruin) the Eye of
the Storm adds +2 hits, except on a roll of a natural 1.

Talismans
Armlet of Power
(25 pts)
Contains a bound spell power level (4). Type: Caster,
Duration: lasts one turn. The character doubles his
strength (this cannot modify the strength of a mount).

Magical Standards
The Lightning Rod
(50 pts)
One use only. Activate at the start of an opponents turn.
During this player turn,
all shooting attacks receive a -2
penalty to hit
all friendly units gains the Blurry special

rule.
Shooting attacks that dont roll to hit must roll a 4+
or the attack is lost. No Flying movement may take place.

Army List
LORDS
Vermin Daemon
315
pts
single model

Magic:

WS

BS

Ld

Monster 50x50mm base

Options:

Level 1 Wizard
Apprentice
.
Generates spells from May have the Not a Leader Special Rule
the Path of Ruin, Disease or Shadows.
May take one of the following:
Grinding Attacks (2D6*)
Special Rules:
*resolved at Strength 3
Otherworldly, Multiple Wounds (D3), Swiftstride,
Lightning Reflexes
Daemonic Instability
Regeneration (4+)
Path Master
May be upgraded to Exalted
May become a
Level 2 Wizard
Apprentice
Level 3 Wizard
Master
Level 4 Wizard
Master

pts

free
30
35
40
5
0
50
25
95
130

Exalted:
Vermin Daemon has +1 Wound, +1 Attack, +1
Movement and uses a 100x60mm base size.

Tyrant
80 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Light Armour

May take Magic Items


May take a Shield
May take a Heavy Armour
May take a weapon (one choice only)
Additional Hand Weapon
Great Weapon
Halberd
May take a mount (one choice only)
Vermin Hulk Bodyguard
Vermin Guard Litter
Monstrous Rat

up to 100
5
8

Vermin Special Rules:

Safety in Numbers,
Honourless

5
10
10
55
45
125

Magister1
75
pts
single model

WS

BS

Ld

Infantry 20x20mm base

Vermin Special Rules:

Options:

pts

Safety in Numbers,
Honourless

May take Magic Items


May purchase up to four Dark Shards
May Become a level 4 Wizard
May take a mount
Doom Bell

up to 100
10 / Shard
35

Magic:

Wizard Level 3 Master


. Generates spells from
the Path of Ruin or Shadows

200

HEROES
Chief
45 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Light Armour

May be the Battle Standard Bearer


May be upgraded to Fetthis Broodmaster
May take Magic Items
May take a Heavy Armour
May take a Shield
May take a weapon (one choice only)
Additional Hand weapon
Great Weapon
Halberd
May take a mount (one choice only)
Vermin Hulk Bodyguard
Monstrous Rat

25
10
up to 50
5
2

Vermin Special Rules:

Safety in Numbers,
Honourless

3
4
4
60
140

Fetthis Broodmaster:
Chief has
+1 Movement and gains

Swiftstride.

Apprentice Magister
6

5
pts
single model

WS

BS

Ld

Infantry 20x20mm base

Vermin Special Rules:

Options:

pts

Safety in Numbers,
Honourless

May become a Level 2 Wizard


May purchase up to two Dark Shards
May take Magic Items

25
10 / Shard
up to 50

Magic:

Level 1 Wizard
Apprentice

. Generates spells from


the Path of Ruin or Shadows.

Strain Master
55 pts

Rakachit Engineer
6
5 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Vermin Special Rules:

Options:

pts

Safety in Numbers,
Honourless
, Callous

May take Magic Items


May take the Greater Clan special rule
May take a Heavy Armour
May take a weapon (one choice only)
Halberd
Gas Globes
Ratlock Pistol

up to 50
10
5

Special Rules:

Channel, Magical Attack


s
Additional Options:

pts

Up to two Warp Tokens 10 / token

4
5
10

Ratlock Pistol
:
Range 12, Strength 5, Quick to Fire, Armour
Piercing (1), Magical Attacks.
In Close Combat a Ratlock Pistol count as an Additional Hand
Weapon
that inflicts Magical Attacks
.

Aether Turbine:
The Rakachit Engineer may cast three different type of Bound Spells (Power Level 4) as described

below:
Black
Lightning

Path of
Ruin

Range 24. Target suffers D6


strength 5 Lightning hits. For each 1 rolled, the caster
suffers a strength 5 hit instead of the target.

Enchanted
Blades

Path of
Alchemy

May only target casters unit. Target has +1 to hit. All targets attacks (including Shooting)
gain the Magical Attacks and Armour Piercing (1) special rules. Any attacks which already
had Armour Piercing gains +1 to its Armour Piercing instead.

Pink Fire

Path of
Change

The caster gains the Breath Weapon (Strength D3+2, Hellfire) special rule.

Sicarra Assassin
100 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

Additional Hand Weapon, Throwing Weapon

May take Magic Items


up to 50
May take the Greater Clan special rule
10
May gain any of the following
Lethal Strike
10
Scout and Ambush
15
Multiple Wounds (D3)*
25
*Only affects Mundane Close Combat weapons
May take a Sling
5
May take a Tail Weapon
10

Vermin Special Rules:

Safety in Numbers,
Honourless, Callous
Special Rules:

Lightning Reflexes, Ward Save (4+), Poisoned


Attacks, Hidden, Not A Leader.

pts

Master of Assassins:
The characters Inspiring Presence range is increased to 18 if he is chosen as general.

The
character may only confer his Leadership to
Deathrunners
, Footpads and Gutter Blades
even if he is the general
.

Plague Prophet
70 pts

single model

WS

BS

Ld

Infantry 20x20mm base

Vermin Special Rules:

Options:

Safety in Numbers, Plague Cult,


Honourless

May take the Greater Clan special rule


10
May take Magic Items
up to 50
May become
a Level 1 Wizard
Apprentice
40
a Level 2 Wizard
Apprentice
65
If Wizard,
May take up to two Dark Shards 10 / Shard

May take a weapon (one choice only)


Additional Hand Weapon
3
Halberd
4
Flail
4
Plague Flail
10
May ride a Plague Pendulum
150

Special Rules:

Hatred

pts

Magic:

If upgraded to a Wizard, Generates spells from the Path of


Disease
.

CORE
Rats-at-Arms

100 pts

20
models, may add up to
50
models for 5 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

Light Armour, Shield

May take Spears


free
May upgrade one model
to each of the following:

Champion
10
Musician
10
Standard Bearer
10
- May become the Veteran Standard Bearer*

Vermin Special Rules:

Safety in Numbers

pts

*The Veteran Standard Bearer is One of a Kind, and can take


magic banners up to 25 pts.

Vermin Guard
70 pts

10
models, may add up to
50
models for 7 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapon:

Options:

Halberd

May upgrade one model to each of the following:


Champion
10
Musician
10
Standard Bearer
10
- May become the Veteran Standard Bearer**

Armour:

Heavy Armour, Shield


Vermin Special Rules:

Safety in Numbers

pts

** The Vermin Guard Veteran Standard Bearer can take magic


banners up to 50 pts.

10

Weapon Team

50 pts

single model

WS

BS

Ld

Infantry 25x50mm base

Armour:

Options:

pts

Heavy Armour

Must
take a single weapon:
Rotary Gun
Naphtha Thrower
Globe Launcher
Meat Grinder

free
free
free
free

Vermin Special Rules:

Safety in Numbers, Callous


Special Rules:

Insignificant
Tag-Along:
The amounts of Warp Tech Weapon Teams in your army can never exceed your total amount of
Rats-at-Arms and Vermin Guard units. Furthermore if a model with this special rule is within 3" of a non-fleeing
Rats-at-Arms or Vermin Guard unit it counts as being in Hard Cover, and may use the units Leadership for tests.

Slaves
50 pts

20
models, may add up to
30
models for 2 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Vermin Special Rules:

Options:

pts

Safety in Numbers

May upgrade one model to a Musician

10 pts

Special Rules:

Insignificant
Disposable
:
Units with this rule that break from
combat are immediately destroyed.

Footpads
70 pts

10
models, may add up to
10
models for 7 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

pts

Additional Hand Weapon, Throwing Weapon

May upgrade one model to Champion

10

Vermin Special Rules:

Safety in Numbers, Callous


Special Rules:

Skirmishers, Vanguard

11

Plague Brotherhood
90 pts

15
models, may add up to
45
models for 7 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapon:

Options:

pts

Additional Hand Weapon

May upgrade one model to each of the following:


Champion
Musician
Standard Bearer
- May take Veteran Magic Banner

10
10
10
up to 25

Vermin Special Rules:

Safety in Numbers, Plague Cult


Special Rules:

Hatred

Giant Rats

40 pts

10
models, may add up to
40
models for 3 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Vermin Special Rules:

Safety in Numbers
Special Rules:

Fight in Extra Rank, Swiftstride.


Handlers:
The unit may always perform a Swift Reform with no Leadership test required.

12

SPECIAL
Jezails
90 pts

5
models, may add up to
5
models for 16 pts / model
M

WS

BS

Ld

Infantry 25x50mm base

Armour:

Pavise:
Grants the model a 4+ Armour Save against
ranged attacks
.
Weapon:

Jezail
:
Shooting weapon. Range 36. Strength 6. Armour Piercing (1), Unwieldy, Magical Attacks.
Muskets never suffer To Hit penalties from long range.
Vermin Special Rules:

Safety in Numbers, Callous

Grenadiers
75 pts

5
models, may add up to
5
models for 15 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapon:

Gas Globes
Armour:

Heavy Armour
Vermin Special Rules:

Safety in Numbers, Callous


Special Rules:

Skirmishers

Gutter Blades
55 pts

5
models, may add up to
5
models for 9 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

Additional Hand Weapon, Throwing Weapons

May gain any of the following:


Poison Attacks
Scout and Ambush
May take a weapon (one choice only)
Slings
Tail Weapons
May upgrade one model to Champion

Vermin Special Rules:

Safety in Numbers, Callous


Special Rules:

Skirmishers, Vanguard

13

pts

3 / model
2 / model
1 / model
2 / model
10

Plague Disciples
60 pts

5
models, may add up to
10
models for 9 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapon:

Options:

pts

Plague Flail

May upgrade one model to Champion

10

Vermin Special Rules:

Safety in Numbers
Special Rules:

Plague Cult, Skirmishers, Hatred, Frenzy


Disciples:
A unit with this special rule can use the ranks of a Plague Brotherhood unit within 6 as their own for the
purpose of calculating the Leadership bonus from Safety in Numbers.

Vermin Hulks
90

pts

3
models, may add up to
9
models for 35 pts / model
M

WS

BS

Ld

Monstrous Infantry 40x40mm base

Vermin Special Rules:

Options:

pts

Safety in Numbers

May take Swiftstride


May take Thunderous Charge
May upgrade one model to Champion

5 / model
5 / model
10

Special Rules:

Immune To Psychology

14

Thunder Hulks
200 pts

3
models, may add up to
3
models for 50 pts / model
M

WS

BS

Ld

Monstrous Infantry 50x50mm base

Armour:

Plate Armour
Weapons:

Rotary Gun, Naphtha Thrower, Globe Launcher, Meat Grinder.


Vermin Special Rules:

Safety in Numbers, Callous


Special Rules:

Immune to Psychology,
Thunder Hulks
:
In each turn one model in the unit may use one of its weapons. If a misfire is rolled in the shooting
phase, no shots are fired and the unit suffers D3 wounds with no saves of any kind allowed.

Rat Swarm
40 pts

2
models, may add up to
8
models for 15 pts / model
M

WS

BS

Ld

5 10

Swarm 40x40mm base

Vermin Special Rules:

Safety in Numbers
Special Rules:

Insignificant, Swiftstride
Tiny:
This unit is able to Move and Charge through friendly units, but can never end its movement inside one.

15

RARE
Dreadmill
150 pts
single model

WS

BS

Ld

Chariot

Crew (1)

Pulling Beasts (1)

Chariot 50x100mm base

Armour:

Innate Defence (4+)


Vermin Special Rules:

Safety in Numbers, Volatile


Special Rules:

Large Target, Immune to Psychology, Grinding Attacks (D3), Random Movement (3D6), Random Attacks (2D6)
(Pulling beast only), Scythes
Weapon:

Electric Discharge:
Range 12, Strength 10, Multiple Shots (D3), Multiple Wounds (D3), Magical Attacks, Lightning
o
Attacks, Slow to Fire. Shots with Electric Discharge can shoot at 360
and automatically hit. If a natural 6 comes up
when rolling for the number of shots, the attacks are lost and the model must roll on the Volatile Table.

Abomination
210 pts
single model

WS

BS

Ld

Monster 60x100mm base

Vermin Special Rules:

Options:

pts

Safety in Numbers

May take Toxic Retaliation

20

Special Rules:

Immune to Psychology, Random Movement (3D6),


Random Attacks (3D6), Regeneration (4+),
Stubborn

Toxic Retaliation:
For every unsaved wound the
Abomination suffers during the Close Combat Phase, it inflicts
D3 Toxic hits to the unit causing the wound.

16

Lightning Cannon
100 pts
single model

WS

BS

Ld

Crew (3) 5

Cannon

War Machine 75mm round base

Weapon:

Lightning Cannon:
This is a
Cannon Artillery (D6) Weapon
with
Range 60, Strength 2D6, Armour Piercing (6), Magical Attacks, Lightning Attacks, Multiple Wounds (Ordnance). The
cannonball does not reduce its strength after impact. If a 11 or more is rolled the cannon fires at Strength 10 and the
cannonball is not stopped if it fails to kill a model.
Vermin Special Rules:

Safety in Number, Volatile

Plague Catapult
120 pts
single model
M

WS

BS

Ld

Crew (3) 5

Catapult

Weapons:

Additional Hand Weapon (Crew Only)


Plague Catapult
:
This is a
Catapult (3) Artillery Weapon
with
Range 12-48, Toxic Attacks, Magical Attacks.
Vermin Special Rules:

Safety in Numbers
Special Rules:

Plague Cult, Hatred (Crew Only)

17

War Machine 75mm round base

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

Monstrous Rat
M

WS

BS

Ld

Monstrous Beast 50x100mm base

Vermin Special Rules:

Callous
Special Rules:

Fear, Large Target, Regeneration (4+), Breath Weapon (Toxic Attacks), Immune To Panic.

Doom Bell
M

WS

BS

Ld

Chariot

Crew (1)

Pulling Beast (1) 5

Chariot 60
x100mm base

Special Rules

Large Target, Magic Resistance (2), Stubborn, Terror, War Platform, Ward Save (4+),
Innate Defence (5+), State of
Trance (Rats-at-Arms, Vermin
Guard)
.
Sounding The Bell:
At the beginning of each of your magic phases, roll 2D6 and choose one of the two effects on the
table below. If a double comes up no effect takes place and the model instead takes a Strength
5
hit with no save of
any kind allowed.

3-5

Pick one model with the type War


Machine or Chariot, or with the Special
Rule War Platform or Undead Construct
on the battlefield that possesses
Toughness 7 or greater; the model suffers
D3 wounds with Armour Piercing (6)

- or -

The Magister gains a Warp Token (See under


'Other Equipment')
.

6-8

One friendly unit within 12" of the Doom


Bell causes Fear until the start of your
next magic phase.

- or -

The Magister riding the Doom Bell gets


+1 casting modifier for the phase.

9-11

One friendly unit within 12" of the Doom


Bell gains Lightning Reflexes until the
start of your next magic phase.

- or -

All caster within 12" of the model reduces


casting values in Path of Ruin by 1.

18

Vermin Guard Litter


M

WS

BS

Ld

Infantry 40x40mm base

Armour:

Mounts Protection (
5
+)
Special Rules:

Herding the Swarm:


Inspiring presence is
extended by 6

Vermin Hulk Bodyguard


M

WS

BS

Ld

Monstrous Infantry 40x40mm base

Armour:

Options:

pts

Mounts Protection (6+)

May take Swiftstride


May take Thunderous Charge

5
5

Plague Pendulum
M

WS

BS

Ld

Crew (4) 5

Chariot

Chariot 60x100mm base

Weapons:

Options:

pts

Additional hand weapon (crew only)

May take
Cauldron of Blight

20

Special Rules:

Plague Cult, Hatred (Crew only), Large Target,


Magic Resistance (2)
, Stubborn,
Fear
, War
Platform, Ward Save (4+), Grinding Attacks
(D6
+2
),
Innate defense (5+),
State of Trance
(Plague Brotherhood)
State of Trance:
The Blight Furnace and the unit it is within have the Immune To Psychology special rule. A Blight
Furnace may only join a unit of Blight Monks.
Cauldron of Blight
:A
wizard
with this Special Rule does not roll for
spells
but always knows the following 3
spells
:
Putrefying Touch (Path of Disease), Mass of Flesh (
Path of Disease
) and The Hunger (Path of Ruin). These spells
cannot be duplicated within the army.
If a model with this Special rule is not a wizard the Furnace can reroll its
grinding attacks.

19

Quick Reference Sheet


L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

CHARACTERS

Vermin Daemon

Tyrant

Magister

WS BS

Ld

Chief

Magister
Apprentice

Rakachit Engineer

Sicarra Assassin

Plague Prophet

Rats-At-Arms

Weapon
Team

Slaves

Footpads

Plague Brotherhood

Giant R
ats

Jezails

Grenadier

Gutter Blades

Plague
Disciple

Vermin Guard Litter

Ld

10

Monstrous
Rat

Abomination

3D6

CHARIOTS
Vermin Dreadmill
- Crew (1)

Vermin Guard

Rat Swarm

WS BS

MONSTERS

R
5

MONSTROUS BEASTS

INFANTRY
C

SWARMS

3D6

- Crew (1)

- Pulling Beast (1)

Plague Pendulum

- Crew (4)

Lightning
Cannon

- Crew (3)

Plague
Catapult

- Crew (3)

- Pulling Beast (1)


M

Doom Bell

WAR MACHINES
R

MONSTROUS INFANTRY
S

Vermin
Hulks

Thunder Hulks

Vermin
Hulk
Bodyguard

SPECIAL SHOOTING WEAPON

Range

Multiple Shots

Multiple Wounds

Armour Piercing

-common-

Rotary
Gun

24

2D6*2/3D6*2

-common-

Globe Launcher

18

Toxic

2D6*2

-common-

Naphtha Launcher

12

2D6

D3

-common-

Sling

18

Rakachit Engineer

Dark Shard
Pistol

12

Jezail
Teams

Jezail

36

Gas Globes

12

Vermin Dreadmill

-common-

Electric Discharge

12

10

D3

D3

Lightning
Cannon

Lightning

Cannon (D6)

60

2D6

ordnance

Plague
Catapult

Blight Artillery

Catapult (3)

12-48

Toxic

20

CHANGE LOG
version 0.9.0 beta released
v0.9.1
Warp Hole
vermin daemon grinding attack clarification
Grey Apprentice points
Blight Monks, points, unit size, blight infensted removed
v0.9.2
Added Clan Lord Shield pts
Fixed Doombell base size
Vermin Ogre AP clarification
Deathrunner added reckless
Blight Monks added Blight Cult
Vermin Daemon Wizard level option, added Regeneration upgrade, removed Distracting upgrade, Exalted Version
Boosted.
Grey Prophet wizard level option added.
Blight Furnace Cauldron of Blight changed and moved into upgrade option Point Change.
Globadiers +1Ld
Warp Tech Vermin Ogres +1M
v0.10.0
Blight Furnace Cauldron of Blight added as an upgrade.
Grey Prophet Ld reduction.
Strain Master Regeneration removed and decreased from S5 to S4. Points decreased.
Giant Rodents unit type change, Movement change and point change.
Giant Blight Rat special rules change . Added as a mount to Strain Master, Removed from Blight Priest.
Warp Tech Vermin Ogre attacks changed. Meat grinder added to weapons. Regeneration removed. HA replaced with PA.
Points per extra model decreased from 55 to 50.
Vermin Horror Toxic Retaliation points increased and one upgrade removed.
Warp Tech Machinist Breath Weapon, Warp Condensator, Exoskeleton pts increased.
Warp Tech Teams changed into own entry.
Warp Flame Thrower and Noxious Mortar auto hits removed.
Warp Grenades multiply shots replaced with Volley Fire.
Clan Lord Core of The Clan removed.
Clan Lord and Clan Chief Heavy Armour replaced with Light Armour.
Mundane equipment for characters streamlined.
Path of Shadows added to Grey Apprentice
Deathrunner Multiply Wounds upgrade changed to only affect Mundane Weapons.
Frontrunners poison upgrade removed and decreased from I5 to I4.
Musket Teams exchanged HA and Shield for 4+Save vs shooting.
Vermin Ogres removed Regeneration (5+) and decreased from 40 to 35 pts.
Dusk Runners Max size decreased from 12 to 10.
Deathrunner not a leader
v0.10.1
Warpcannon bounce distances added
Quick reference sheet
21

v0.11.0
Warpstorm banner changed from -2 to hit to blurry
Vermin Ogres added Thunderous Charge option
Greater clan removed
Deathrunner sensei changed
The Murderblade added the not a leader special rule
Warpforge armour reduced cost if mounted
War throne changed mounts protection from 6+ to 5+.
New cost for Vermin Daemon and wizard levels.
New cost for Grey Prophet and wizard levels.
New cost for Grey apprentice and wizard levels.
New cost for Blight priest wizard levels.
New enchanted Item Eye of the Storm added.
Blight Furnace: +2 Grinding, Crew Additional Hand weapons added, 5+Innate Defense, Decreased to T5, Lost MR (2),
Replaced Terror for Fear, Decreased 15 points.
Doom Bell: 5+Innate Defense added, Decreased to T5, updated bell table.
Augmented Vermin Ogres thunderous charge and swiftstrider upgrades added.
Musket Teams changed so that the pavise grants armour save for all ranged attacks.
Vermin Ogres dropped starting cost to 90 pts for three models.
Strain Master and Clan Chief merged into one entry.
Machinist changed upgrades for bound spells. Channel and magical attacks.
Streamlining mundane weapon costs for charachers

22

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