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Fantasy Battles

th
The 9
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.

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.

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.

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
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)

Type: Great weapon. No saves of any kind can be taken


against attacks made by this weapon.

Arcane Items
Gourd of Beetles
(35 pts)

The bearer may cast Swarm of Insects from the Path of


Wilderness as a Bound Spell (Power Level 4).

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)

The bearer of the banner gains +1 Strength


in close
combat
and grants this bonus to any unit it joins.

Talismans
Pillager 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.

Army List
LORDS
Minotaur Warlord
220 pts
single model

WS

BS

Ld

Monstrous Infantry 40x40mm base

Armour:

Options:

pts

Light Armour

May take Magical Items


May take any of the following
Shield
Heavy Armour
May take a weapon (one choice only)
Additional Hand Weapon
Flail
Great Weapon
Beast Axe

up to 100

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.

10
15
10
10
20
25

Gnarled Soothsayer

185

pts
single model

WS

BS

Ld

Magic:

Infantry 25x25mm base

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
:

Blood Offering, Pack Tactics

pts

35
up to 100
3
10
70

Beast Lord

140 pts
single model

WS

BS

Ld

Infantry 25x25mm base

Armour:

Options:

pts

Light Armour

May take Magical Items


May take any of the following
Shield
Heavy Armour
May take Throwing Weapons
May take a Weapon (one choice only)
Additional Hand Weapon
Great Weapon
Lance
Beast Axe
May take a mount (one choice only)
Raiding Chariot
Razortusk Chariot

up to 100

Beasts Special Rules


:

Strider (Forest), Primal Instinct


Special Rules:

Pack Tactics, Hunting Call


(see below)

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

Monstrous Infantry 40x40mm base

Armour:

Options:

pts

Light Armour

May be the Battle Standard Bearer


May take Magical Items
May upgrade to Totem Bearer
May take any of the following
Shield
Heavy Armour
May take a Weapon (one choice only)
Additional Hand Weapon
Flail
Great Weapon
Beast Axe

25
up to 50
20

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

Frenzy, Impact Hits (1)

4
12
5
5
15
20

Soothsayer

70

pts
single model

WS

BS

Ld

Infantry 25x25mm base

Magic:

Options:

pts

Level 1 Wizard
Apprentice
.
May generate spells
from the Path of Wilderness, Death, Shadows or
Nature

May become a Level 2 Wizard


May take Magical Items
May take a Weapon (one choice only)
Additional Hand Weapon
Soothsayer Staff
May lose Ambush and ride a
Raiding Chariot

25
up to 50

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

Blood Offering, Pack Tactics


, Ambush

2
10
70

Beast Chieftain

70 pts
single model

WS

BS

Ld

Infantry 25x25mm base

Armour:

Options:

pts

Light Armour

May be the Battle Standard Bearer


May take Magic Items
May upgrade to Totem Bearer
May take any of the following
Shield
Heavy Armour
May take Throwing Weapons
May take a Weapon (one choice only)
Additional Hand Weapon
Lance
Great Weapon
Beast Axe
May lose Ambush and ride a Ramhorn Chariot

25
up to 50
20

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

Pack Tactics
, Ambush

2
12
2
3
6
6
10
70

Centaur Chieftain
100 pts
single model

Armour:

WS

BS

Ld

War Beast 25x50mm base

Options:

Light Armour

May be the Battle Standard Bearer


May take Magical Items
Beasts Special Rules
:
May upgrade to Totem Bearer
Primal Instinct, Strider (Forest)
May take Ambush
May take Looted Booze
Special Rules
:
May take any of the following
Drunkard,
Half Horse
Shield
Heavy Armour
Hoof Father
: If a Centaur Chieftain is the General
May take Throwing Weapons
then units of Centaurs may be taken as Core. Units
May take a Weapon (one choice only)
of Centaurs taken as core may only take
a Veteran
Additional Hand Weapon
Magical Standard worth up to 25pts.
Lance
Great Weapon
Beast Axe

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

Infantry 25x25mm base

Armour:

Options:

Light Armour

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.

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

Pack Tactics
, Ambush

pts

Mongrel Herd50 pts

10
models, may add up to
50
models 5 pts/model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Shield

May take Spears


May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

free

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

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

Infantry 20x20mm base

Weapons:

Options:

pts

Short Bow

May gain Scout


May upgrade one model to each of the following:
Champion
Musician

2 / model

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

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

Beasts Special Rules


:

Strider (Forest)
Special Rules
:

Ambush, Insignificant

War Beast 25x50mm base

Options:

pts

May take any of the following


Innate Defence (6+)
Poisoned Attacks
Vanguard

1 / model
1 / model
2 / model

Raiding Chariot70 pts

1
model, may add up to
2
models for 65 pts/model
M

WS

BS

Ld

Chariot

Wildhorn Crew (1)

Longhorn Crew (1)

War Hog
(2)

Weapons:

Great Weapon (Longhorn), Light Lance (Wildhorn)


Armour:

Mounts Protection (5+), Light Armour


Beasts Special Rules
:

Primal Instinct (Wildhorn and Longhorn), Strider (Forest)


Special Rules
:

Free Reform

10

Chariot 50x100mm base

SPECIAL
Minotaurs
120 pts

3
models, may add up to
7
models 36 pts/model
M

WS

BS

Ld

Monstrous Infantry 40x40mm base

Armour:

Options:

Light Armour

May take equipment (one choice only)


Shield
Great Weapon
Additional Hand Weapon
May upgrade one model to each of the following:
Champion
- may upgrade to Totem Bearer
Musician
Standard Bearer
- may take a Magical Standard

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

Frenzy, Impact Hits (1)

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

Infantry 25x25mm base

Weapons:

Options:

pts

Great Weapon

May Ambush (units of 20 or less models)


May replace Great Weapons with Halberds
May upgrade one model to each of the following:
Champion
- May upgrade to Totem Bearer
Musician
Standard Bearer
- May take a Magic Standard

2 / model
free

Armour:

Heavy Armour
Beasts Special Rules
:

Primal Instinct, Strider (Forest)


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

War Beast 25x50mm base

Armour:

Options:

pts

Light Armour, Shield

May have the Ambush Special Rule


May take Throwing Weapons
May take equipment (one choice only)
Additional hand weapons
Great Weapons
Centaur Lances
May upgrade one model to each of the following:
Champion
- May upgrade to Totem Bearer
Musician
Standard Bearer
- May take a Magical Standard

3 / model
1 / model

Beasts Special Rules


:

Primal Instinct, Strider (Forest)


Special Rules
:

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

Beasts Special Rules


:

Primal Instinct, Strider (Forest)

Infantry 20x20mm base

Options:

pts

May gain Scout

15

Special Rules
:

Fly (10), Skirmishers, Thunderous Charge

Razortusk Herd

50 pts

1
models, may add up to
9
models 35 pts/model
M

WS

BS

Ld

Beasts Special Rules


:

Strider (Forest)
Special Rules
:

Thunderous Charge

12

Monstrous Beast 50x50mm base

Razortusk Chariot110 pts


single model

WS

BS

Ld

Chariot

Wildhorn Crew (1)

Longhorn Crew (1)

Razortusk (1)

Chariot 50x100mm base

Weapons:

Great Weapon (Longhorn), Light Lance (Wildhorn)


Armour:

Light Armour, Mounts Protection (5+)


Beasts Special Rules
:

Primal Instinct (Wildhorn and Longhorn), Strider (Forest)


Special Rules
:

Thunderous Charge (Razortusk)

Briar Beast
50 pts
single model

WS

BS

Ld

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 to deploy this unit as normal. Instead the controlling Player may 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

RARE
Cyclops200 pts
single model

WS

BS

Ld

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

WS

BS

Ld

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 attack gains Multiple Wounds (D3). If
this attack successfully causes an unsaved Wound, the Gorgon recovers a Wound.

Jabberwock
135 pts
single model

WS

BS

Ld

Beasts Special Rules


:

Strider (Forest)
Special Rules
:

Monster 50x100mm base

Options:

pts

May have a Breath Weapon with


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

25
15

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.

14

Beast Giant
145 pts
single model

Army Special Rules


:

Strider (Forest)
Special Rules
:

Drunkard, Stubborn

WS

BS

Ld

10

Monster 50x75mm base

Options:

pts

May have (one choice only)


Looted Booze
Ambush

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.

Against Infantry, War Beast, Swarm, Warmachine


and Cavalry targets:

Against Monstrous Beast, Monstrous Infantry,


Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:

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

Wildhorn Crew (1)

War Hog
(2)

Chariot 50x100mm base

Weapons:

Light Lance (Wildhorn)


Armour:

Mounts Protection (5+), Light Armour


Beasts Special Rules
:

Primal Instinct (Wildhorn), Strider (Forest)


Special Rules
:

Free Reform

Razortusk Chariot
M

WS

BS

Ld

Chariot

Wildhorn Crew (1)

Razortusk (1)

Weapons:

Light Lance (Wildhorn)


Armour:

Mounts Protection (5+), Light Armour


Beasts Special Rules
:

Strider (Forest), Primal Instinct (Wildhorn)


Special Rules
:

Thunderous Charge (Razortusk)

16

Chariot 50x100mm base

Quick Reference Sheet


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

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

- war Hog (2)

Longhorn Herd

Razortusk Chariot

Gargoyle

- Wildhorn (1)

- Longhorn (1)[0]

- Razortusk (1)

MONSTROUS INFANTRY
S

BS

MONSTROUS BEASTS
S

INFANTRY
C

WAR BEASTS

Minotaur

(1) number of crew members when taken as a separate unit


[0] number of crew members when taken as a mount
MONSTERS
R

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.

Biting Wind Totem

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

Pale Sun Totem


Dark Woods Totem

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

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