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Fantasy Battles

The 9th Age

Beast Herds
Army Rules
Version 1.3.4 - 27 January 2017

Army Special Rules Characters


Armoury Character Mounts
Magical Items Core
Quick Reference Sheet Special
Terrors of the Wild

Fantasy Battles: The 9th Age is a community-made miniatures wargame.


All rules and feedback can be found/given at http://www.the-ninth-age.com/
Recent changes in blue and listed at the end of this document or http://the-ninth-age.com/archive.html

Copyright Creative Commons license: the-ninth-age.com/license.html

Special Rules 1 Ch M Co S TW
Army Special Rules
Primal Instinct
At the start of each Round of Combat, each unit with one or more models with this special rule must take a Leadership
Test. If passed, model parts with this special rule must reroll failed to-hit rolls during that Round of Combat.

Drunkard
Units with this rule may gain one of two different sets of effects depending on whether they show up Sober or Drunk on
the Battlefield.

Sober Drunk
The Drunkard unit is miraculously sober for The Drunkard unit is unbelievably drunk.
once. Sober models gain Vanguard and Drunk models gain Immune to Psychology
Light Troops. A unit that has been Sober and Thunderous Charge. Drunk units
once loses Scoring for the rest of the game. cannot Ambush.

The player must choose before the battle whether a Drunkard unit is Sober or Drunk. Drunk Characters cannot join
units containing any Sober models, and vice-versa (models without Drunkard are considered neither Drunk or Sober).

Pack Tactics
When rolling for Charge Range, if a unit has at least one model with this special rule and more than half of its frontage in
the charged units flank or rear arc, models in this unit with this special rule gain Swiftstride for this Charge Range roll.
This does not apply to Pursuit moves.

Looted Booze
One use only. A unit with one or more models with this rule may change from Sober to Drunk at the beginning of any
Player Turn.

Half Horse
Stomp hits can never be distributed to a model with this rule.

Special Rules 2 Ch M Co S TW
Armoury
Soothsayer Staff
Close Combat Weapon. Requires two hands. Models armed with a Soothsayer Staff may use this weapon in one of two
manners in Close Combat, decided by the player at the start of each Round of Combat. The weapon may be used
offensively as a Great Weapon, or defensively as a Hand Weapon that grants a +2 modifier to the wielders Armour Save
(for that round of combat).

Beast Axe
Close Combat Weapon. Attacks made with this weapon gain +1 Strength and strike at Initiative 0 (regardless of the
wielders Initiative). The wielder gains +1 to its Armour Save, unless using another weapon.

Totems
Totems are special upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or
more Totem Bound Spells (Power Level 3) with Duration: Last One Turn that can be cast by its bearer.

List of Totems
Gnarled Hide Totem The unit gains Innate Defence (6+) and Distracting.

Blooded Horn Totem The unit gains +1 Attack and Armour Piercing (2).

Clouded Eye Totem The unit gains Hard Target and Magic Resistance (3).

Black Wing Totem The unit gains +3 Initiative and adds D3+1" to its Charge Range.

An army cannot attempt to cast Totem Bound Spells of the same kind more than twice in the same Magic Phase,
regardless of which model is the caster. Only one Totem Bound Spell can affect a unit at a time (the one most recently
successfully cast).

Champions and Characters bear different kinds of Totems:


Totem Bearers Greater Totem Bearers
Totems born by Champions contain a single Bound Spell Greater Totems born by Characters contain all four
chosen from the list above that must be written down on Bound Spells from the list above, that have type:
the Army List, and that has type: Caster's Unit. Augment and Range 18".

Special Rules 3 Ch M Co S TW
Magical Items

Magical Weapons Enchanted Items


The Impaler (80 pts) - Only Characters without Ambush. Pillager Icon (90 pts)
Type: Hand Weapon. Attacks with this weapon gain +2 All friendly units within 12" of the bearer comprised
Strength in the Round of Combat directly after the wielder entirely of Razortusks or single model Chariots,
has charged into combat. This modifier is only applied to excluding Characters, gain Vanguard.
attacks directed against the charged enemies. The weapon
can be shot using the rules for a Bolt Thrower Artillery Dark Rain (80 pts)
Weapon: Range 18", Strength 3[6], Armour Piercing (6), One use only. This item is automatically activated at
[Multiple Wounds (D3)]. Shots from the weapon never the start of the first Game Turn (if the bearer is not on
suffer negative to-hit modifiers. the battlefield at this time, the item cannot be used).
Its effects last until the start of the next Game Turn.
Leeching Blade (30 pts) - Soothsayer only. During the enemys Shooting Phase, all Shooting
Type: Hand Weapon. Before the wielder rolls a Panic Test Attacks suffer a -2 to-hit modifier as long as the
(note, not before re-rolling it) it may choose to immediately owning player has the second Player Turn. This is
lose 1 Wound. If so, the Panic Test is automatically passed. decreased to a -1 to-hit modifier if the owning player
has the first Player Turn.
Magical Armour
Aaghors Flayed Hide (100 pts) Seed of the Dark Forest (60 pts)
Type: None. The wearer gains Regeneration (4+) and +1 One use only. Before the battle (after moving
Toughness, but cannot wear any Suits of Armour or Vanguarding units), the bearer may place a single
Shields, and lose them if it already had it. Forest (that must be no larger than 10" in length and
6" in width) on the Battlefield more than 1" away from
Talismans
all enemy units and with its center within 12" of the
Eye of Dominance (30 pts)
bearer. All friendly models even partially within this
Close Combat Attacks made by Swarms, War Beasts,
Dark Forest gain a +1 modifier to their casting rolls for
Cavalry mounts, Monstrous Beasts, Monstrous Cavalry
Augment spells, Hex spells, and Totems (this overrides
mounts, Chariot-pulling beasts, Monsters and Ridden
the normal restriction of not adding casting modifiers
Monster mounts can only hit the bearer on rolls of 6. Crew
to Bound Spells).
and riders are unaffected.

Magical Standards Gourd of Beetles (50 pts)


Banner of the Wild Herd (50 pts) The bearer can cast Swarm of Insects from Shamanism
One use only. May be activated at the start of any Round of as a Bound Spell (Power Level 4).
Combat. For the duration of this Round of Combat all
Wildhorns in the bearers unit gain +1 Strength. Crown of Horns (20 pts)
The bearer, all models in its unit and all models within
range of its Inspiring Presence (if applicable)
automatically pass Primal Instinct Tests.

Army Organisation

Terrors of the Ambush


Characters Core Special
Wild Predators*
Max 40% At least 20% No limit
Max 40% Max 60%

*Units with the Ambush special rule

Special Rules 4 Ch M Co S TW
Army List
CHARACTERS (max 40%)
Pack Leaders
single model

M WS BS S T W I A Ld

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


Beast Chieftain 5 5 4 4 5 3 4 3 8 Infantry 25x25mm base
Armour:
Light Armour
Must become one of the following:
Beasts Special Rules: Beast Lord Beast Chieftain
Primal Instinct (220 pts) (120 pts)
Strider (Forest)

Special Rules: Beast Lord Beast Chieftain


Pack Tactics Options: pts pts
May become the Battle Standard Bearer 50
May take Magical Items up to 200 up to 100
May upgrade to Greater Totem Bearer 80
May take any of the following:
Shield 10 6
Heavy Armour 24 16
May take Throwing Weapons 6 4
May take a weapon (one choice only):
Paired Weapons 10 6
Lance 30 12
Great Weapon 30 16
Beast Axe 40 20
May take (one choice only):
Ambush 20
Raiding Chariot mount 100 90
Razortusk Chariot mount 180
May take Hunting Call 40

Hunting Call: If a Beast Lord with this upgrade is the General of the army,
failed Ambush rolls for units with one or more models with Pack Tactics may
be rerolled. Ambush rolls for such units must be made at the beginning of
Game Turn 1 as long as the owning player does not have the first turn.

Special Rules 5 Ch M Co S TW
Soothsayer 185 pts
single model

M WS BS S T W I A Ld

5 4 4 3 5 3 3 1 8 Infantry 25x25mm base


Beasts Special Rules: Magic Options: pts
Primal Instinct May become Wizard Master 70
Strider (Forest) Must generate spells from (choose one):

Special Rules:
Pack Tactics
Druidism Shamanism Evocation
Blood Offering: Units that include at least
one Character with this rule may reroll failed Must take learned spells (choose one):
Panic Tests at the cost of inflicting one wound 1 spell 2 spells 3 spells 4 spells
with no saves of any kind allowed to free 50 pts 100 pts 150 pts
a Character with this rule in the unit.

Magic: Options: pts


Wizard Apprentice May take Magical Items:
Wizard Apprentice up to 100
Wizard Master up to 200
May take a weapon (one choice only):
Paired Weapons 4
Soothsayer Staff 20
May take (one choice only):
Raiding Chariot mount 30
Ambush 10

Centaur Chieftain 230 pts


single model

M WS BS S T W I A Ld

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


Armour: Options: pts
Light Armour May be the Battle Standard Bearer 50
May take Magical Items up to 100
Beasts Special Rules: May upgrade to Greater Totem Bearer 80
Primal Instinct May Ambush 30
Strider (Forest) May take any of the following:
Shield 4
Heavy Armour 24
Special Rules: May take Throwing Weapons 6
Drunkard May take a weapon (one choice only):
Half Horse Paired Weapons 16
Looted Booze Lance 30
Great Weapon 30
Beast Axe 40

Special Rules 6 Ch M Co S TW
Alpha Bulls
single model

M WS BS S T W I A Ld

Minotaur Warlord 6 6 4 6 5 5 5 5 8 Monstrous Infantry 40x40mm base


Minotaur Chieftain 6 5 4 5 5 4 4 4 8 Monstrous Infantry 40x40mm base
Armour:
Light Armour
Must become one of the following:
Beasts Special Rules:
Primal Instinct
Strider (Forest)

Special Rules: Minotaur Warlord Minotaur Chieftain


Frenzy (440 pts) (260 pts)
Impact Hits (D3) Minotaur Warlord counts both against
Characters and Terrors of the Wild.

Warlord Chieftain
Options: pts pts
May be the Battle Standard Bearer 50
May take Magical Items up to 200 up to 100
May upgrade to Greater Totem Bearer 80
May take any of the following:
Shield 20 20
Heavy Armour 30 24
May take a weapon (one choice only):
Paired Weapons 20 10
Flail 20 10
Great Weapon 40 30
Beast Axe 50 40

Special Rules 7 Ch M Co S TW
CHARACTER MOUNTS

Raiding Chariot Razortusk Chariot


M WS BS S T W I A Ld M WS BS S T W I A Ld

Chariot - - - 5 4 4 - - - Chariot - - - 5 5 5 - - -
Crew (1) - 4 3 3 - - 3 1 7 Crew (1) - 4 3 3 - - 3 1 7
War Hog (2) 7 3 - 4 - - 2 1 3 Razortusk (1) 7 3 - 5 - - 2 4 6
Chariot, 50x100 base Chariot, 50x100 base
Mounts Protection (5+) Mounts Protection (5+)
Light Armour Light Armour

Chariot Chariot
Special Rules: Special Rules:
Light Troops Light Troops
Impact Hits (+1)
Crew Hunting Horn*
Weapons:
Light Lance Crew
Weapons:
Beasts Special Rules: Light Lance
Strider (Forest)
Primal Instinct Beasts Special Rules:
Strider (Forest)
Primal Instinct

Razortusk
Special Rules:
Thunderous Charge

*Hunting Horn: All friendly units within 6" of one or


more models with this special rule gain a +1" modifier
to their Charge Range.

Special Rules 8 Ch M Co S TW
CORE (at least 20%)

Wildhorn Herd 100 pts


10 models, may add up to 40 models 10 pts/model

M WS BS S T W I A Ld

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


Beasts Special Rules: Options: pts
Primal Instinct May Ambush (max 25 models per unit)* 20
Strider (Forest) May take (one choice only):
Shields 2 /model
Special Rules: Paired Weapons 2 /model
Pack Tactics May take Throwing Weapons 2 /model
Scoring May upgrade one model to each of the following:
Champion 20
- may upgrade to Totem Bearer 20
Musician 20
Standard Bearer 20
- may become the Veteran Standard Bearer

* 0-4 Choice per Army

Mongrel Herd 140 pts


20 models, may add up to 30 models 8 pts/model

M WS BS S T W I A Ld

5 3 3 3 3 1 3 1 6 Infantry 20x20mm base


Armour: Options: pts
Shield May Ambush (max 30 models per unit)* 20
May take a Spear 1 / model
Beasts Special Rules: May upgrade one model to each of the following:
Primal Instinct Champion 20
Strider (Forest) Musician 20
Standard Bearer 20
Special Rules:
Pack Tactics * 0-4 Choice per Army
Scoring

Special Rules 9 Ch M Co S TW
Mongrel Raiders 100 pts
10 models, may add up to 10 models 10 pts/model
0-4 Units per Army

M WS BS S T W I A Ld

5 3 3 3 3 1 3 1 6 Infantry 20x20mm base


Weapons: Options: pts
Bow May take Scout and Ambush 20
May upgrade one model to each of the following:
Beasts Special Rules: Champion 20
Primal Instinct Musician 20
Strider (Forest)

Special Rules:
Pack Tactics
Skirmishers

Special Rules 10 Ch M Co S TW
SPECIAL (no limit)
Feral Hounds 80 pts
5 models, may add up to 15 models 8 pts/model
Feral Hound units of 8 or more models count towards Core. 0-5 Units per Army

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:
Insignificant
Ambush
Vanguard

Longhorn Herd 170 pts


10 models, may add up to 30 models 24 pts/model

M WS BS S T W I A Ld

5 4 3 4 4 1 3 1 8 Infantry 25x25mm base


Weapons: Options: pts
Halberd May Ambush (max 20 models per unit)* 2 / model
May replace Halberd with Great Weapon free
Armour: May upgrade one model to each of the following:
Heavy Armour Champion 20
- may upgrade to Totem Bearer 20
Beasts Special Rules:
Musician 20
Primal Instinct
Standard Bearer 20
Strider (Forest)
- may take a Magical Standard up to 100
Special Rules:
Pack Tactics * 0-4 Choice per Army
Bodyguard (Beast Lord)
Scoring

Special Rules 11 Ch M Co S TW
Centaurs 150 pts
5 models, may add up to 15 models 26 pts/model
0-4 Units per Army

M WS BS S T W I A Ld

8 4 3 4 4 1 3 2 7 War Beast 25x50mm base


Armour: Options: pts
Light Armour, Shield May Ambush (max 8 models per unit) 6 / model
May take Throwing Weapons 4 / model
Beasts Special Rules: May take (one choice only):
Primal Instinct Paired Weapons 2 / model
Strider (Forest) Great Weapon 6 / model
Lance 8 / model
Special Rules: Light Lance 4 / model
Drunkard May upgrade one model to each of the following:
Half Horse Champion 20
Scoring - may upgrade to Totem Bearer 20
Musician 20
Standard Bearer 20
- may take a Magical Standard up to 50

Minotaurs 225 pts


3 models, may add up to 7 models 75 pts/model 0-5 Units per Army

M WS BS S T W I A Ld

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


Armour: Options: pts
Light Armour May take (one choice only):
Shield 8 / model
Beasts Special Rules: Great Weapon 12 / model
Primal Instinct Paired Weapons 10 / model
Strider (Forest) May upgrade one model to each of the following:
Champion 20
Special Rules: Musician 20
Frenzy Standard Bearer 20
Impact Hits (1) - may take a Magical Standard up to 100
Scoring

Special Rules 12 Ch M Co S TW
Raiding Chariot 130 pts
1 model, may add up to 2 models for 120 pts/model
Raiding Chariot units of 3 models count towards Core. 0-4 Units per Army

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
Armour:
Mounts Protection (5+)
Light Armour

Chariot
Special Rules:
Light Troops

Wildhorn
Weapons:
Light Lance

Beasts Special Rules:


Strider (Forest)
Primal Instinct

Longhorn
Weapons:
Great Weapon

Beasts Special Rules:


Primal Instinct

Razortusk Herd 100 pts 0-3 Units per Army


1 model, may add up to 9 models 75 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

Special Rules 13 Ch M Co S TW
Razortusk Chariot 250 pts 0-4 Units per Army
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
Armour:
Light Armour
Mounts Protection (5+)

Chariot
Special Rules:
Light Troops
Impact Hits (+1)
Hunting Horn *

Wildhorn
Weapons:
Light Lance

Beasts Special Rules:


Strider (Forest)
Primal Instinct

Longhorn
Weapons:
Great Weapon

Beasts Special Rules:


Primal Instinct

Razortusk
Special Rules:
Thunderous Charge

*Hunting Horn: All friendly units within 6" of one or more models with this special rule gain a +1"
modifier to their Charge Range.

Special Rules 14 Ch M Co S TW
Briar Beast 120 pts 0-3 Units per Army
single model

M WS BS S T W I A Ld

3D6 3 - 4 5 3 2 D6+1 10 Monstrous Beast 40x40mm base


Beasts Special Rules:
Strider (Forest)

Special Rules:
Random Movement (3D6)
Fear
Random Attacks (1D6+1)
Unbreakable
Sleeper: You may choose not to deploy this unit as normal. Instead the controlling player may choose to awaken
the Sleeper at the start of any friendly Remaining Moves sub-phase: the Briar Beast is placed completely within
any Forests feature on the table.

Gargoyles 140 pts 0-3 Units per Army


5 models, may add up to 5 models 24 pts/model

M WS BS S T W I A Ld

5 (10) 4 - 3 4 1 3 2 7 Infantry 20x20mm base


Beasts Special Rules: Options: pts
Primal Instinct May gain Scout 20
Strider (Forest)

Special Rules:
Fly (10)
Skirmishers
Thunderous Charge

Special Rules 15 Ch M Co S TW
TERRORS OF THE WILD (max 40%)

Cyclops 360 pts 0-3 Units per Army


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:
Divine Attacks
Immune to Psychology
Magic Resistance (3)
Ward Save (5+)

Weapons:
Hurl Attack:
Catapult (4) Artillery Weapon with:
Range 6-36", Strength 3[7], [Multiple Wounds (D3, Clipped Wings)], Magical Attacks, Divine Attacks.
A Cyclops that only Pivots (and moves no further) during its owners Movement Phase ignores the to-hit
modifier from Moving and Shooting in the next Shooting Phase.

Gortach 430 pts 0-2 Units per Army


single model

M WS BS S T W I A Ld

7 4 - 6 6 6 3 6 9 Monster 50x100mm base


Beasts Special Rules:
Primal Instinct
Strider (Forest)

Special Rules:
Impact Hits (D3)
Lethal Strike
Frenzy
Stubborn
Strength From Flesh: Whenever a Gortach inflicts an unsaved Lethal Strike (rolling a natural 6 to wound with
an attack with Lethal Strike), the attack gains Multiple Wounds (D3). If this attack successfully causes one or
more unsaved Wounds, the Gortach Recovers 1 Wound at the end of the initiative step.

Special Rules 16 Ch M Co S TW
Jabberwock 320 pts 0-2 Units per Army
single model

M WS BS S T W I A Ld

8 (8) 4 2 5 5 5 3 4 8 Monster 50x100mm base


Beasts Special Rules: Options: pts
Strider (Forest) May gain Breath Weapon with
Strength 3, Armour Piercing (2) 50
Special Rules:
Fly (8)
Immune to Psychology
Poisoned Attacks
Innate Defence (4+)
Aura of Madness: Enemy units within 6" of one or more models with Aura of Madness suffer -1 Leadership.

Special Rules 17 Ch M Co S TW
Beast Giant 320 pts
single model 0-3 Units per Army

M WS BS S T W I A Ld

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


Army Special Rules: Options: pts
Strider (Forest) May have Ambush 30

Special Rules:
Drunkard
Stubborn
Looted Booze
Giant Attacks: When a Beast Giant attacks in Close Combat, instead of attacking normally, choose an enemy unit in base
contact with the Beast Giant to attack and roll on the chart below. The Beast Giants attack depends on the Troop Type
of the target enemy unit.

Against Infantry, War Beast, Swarm, War Machine Against Monstrous Beast, Monstrous Infantry,
and Cavalry targets: Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:
1: Bellow
2: Jump 1: Bellow
3: Grab 2-3: Thump
4-6: Swing 4-6: Smash

Bellow: Neither the Beast Giant nor the chosen unit can make any further Close Combat attacks this phase. Attacks
already resolved (including attacks resolved simultaneously with this attack) are not affected. The Beast Giant's side
automatically wins the combat by 2. If two (or more) opposing models with Giant Attacks Bellow, the combat is a
draw.

Jump: The chosen unit suffers D6 hits using the Beast Giant's Strength. The Beast Giant must take a Dangerous Terrain
(1) Test.

Grab: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take a Strength
Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Beast Giant's Strength and Multiple
Wounds (D3).

Swing: The Beast Giant makes 2D6 normal Close Combat attacks against the chosen unit.

Thump: Select a single model in the chosen unit and in base contact with the Beast Giant. This model must take an
Initiative Test. If the test is failed, the model suffers 2D6 wounds with Armour Piercing (6).

Smash: Select a single model in the chosen unit and in base contact with the Beast Giant. This model suffers 1 wound
with Armour Piercing (6). If no part of this model has yet attacked this phase, it cannot attack in this Round of Combat.
If the model has already attacked, it cannot make attacks in the following Round of Combat.

- Notes-
Giant Attacks are treated as normal Close Combat attacks and are therefore affected by all rules normally affecting Close
Combat attacks. After rolling on this chart, the Beast Giant may still Stomp as normal.

Special Rules 18 Ch M Co S TW
Quick Reference Sheet
CHARACTERS M WS BS S T W I A Ld WAR BEASTS M WS BS S T W I A Ld
Beast Lord 5 6 4 5 5 3 5 4 9 Feral Hound 7 4 - 3 3 1 3 1 5
Beast Chieftain 5 5 4 4 5 3 4 3 8 Centaur 8 4 3 4 4 1 3 2 7
Minotaur Warlord 6 6 4 6 5 5 5 5 8
Minotaur Chieftain 6 5 4 5 5 4 4 4 8 MONSTROUS BEASTS

Soothsayer 5 4 4 3 5 3 3 1 8 Razortusk 7 3 - 5 5 3 2 4 6

Centaur Chieftain 8 5 4 5 5 3 4 4 8 Briar Beast * 3 - 4 5 3 2 * 10

INFANTRY CHARIOTS

Wildhorn Herd 5 4 3 3 4 1 3 1 7 Raiding Chariot - - - 5 4 4 - - -

Mongrel Herd 5 3 3 3 3 1 3 1 6 - Wildhorn (1) - 4 3 3 - - 3 1 7

Mongrel Raider 5 3 3 3 3 1 3 1 6 - Longhorn (1)[0] - 4 3 4 - - 3 1 8

Longhorn Herd 5 4 3 4 4 1 3 1 8 - War Hog (2) 7 3 - 4 - - 2 1 3

Gargoyle 5(10) 4 - 3 4 1 3 2 7 Razortusk Chariot - - - 5 5 5 - - -


- Wildhorn (1) - 4 3 3 - - 3 1 7
MONSTROUS INFANTRY - Longhorn (1)[0] - 4 3 4 - - 3 1 8

Minotaur 6 4 3 5 4 3 3 3 7 - 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
Cyclops 7 2 3 6 5 6 3 5 8
Gortach 7 4 - 6 6 6 3 6 9
Jabberwock 8(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 Special Rules

Cyclops Hurl Attack Catapult (4) 6-36 3[7] - [D3, Clipped Wings] Divine Attacks

List of Totems

Gnarled Hide Totem The unit gains Innate Defence (6+) and Distracting.

Blooded Horn Totem The unit gains +1 Attack and Armour Piercing (2).

Clouded Eye The unit gains Hard Target and Magic Resistance (3).

Black Wing Totem The unit gains +3 Initiative and adds D3+1 to its Charge Range.

Special Rules 19 Ch M Co S TW
Special Rules 20 Ch M Co S TW

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