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Fantasy Battles

The 9th Age

Beast Herds
Army Rules
Version 1.2.1 - 27 October 2016

Army Special Rules


Armoury
Magical Items
Quick Reference Sheet

Characters
Character Mounts
Core
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 green 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

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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
The Drunkard unit is miraculously sober for
once. Sober models gain Vanguard and
Light Troops. A unit that has been Sober
once loses Scoring for the rest of the game.

Drunk
The Drunkard unit is unbelievably drunk.
Drunk models gain Immune to Psychology
and Thunderous Charge. Drunk units
cannot Ambush.

The player must choose before the battle whether a Drunkard unit is Sober or Drunk. Drunkard Characters may only
join Drunkard units who are in the same state of sobriety (or lack thereof).

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

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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.

Totems
Totems are special upgrades that certain Beast Herds Characters and Champions may take. Each Totem Bearer can cast
a Bound Spell (Power Level 3) that Lasts One Turn. Only one Totem Bound Spell can affect a unit at a time (the one most
recently successfully cast). Champions and Characters do not carry the same Totems and are not subject to the same
rules:
Characters
Characters may cast each of the four Totem Bound Spells
once each magic phase.
Totem Bound Spells cast by Characters are Augments
with Range 18".

Champions
Champions can only bring one Totem Bound Spell. The
chosen spell must be indicated in the Army List.
Totem Bound Spells cast by Champions are Augments
with type Casters Unit.

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


Black Wing Totem

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


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

Special Rules

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Magical Items

Magical Weapons
The Impaler (80 pts) - Only Characters without Ambush.
Type: Hand Weapon. Attacks with this weapon gain +2
Strength in the Round of Combat directly after the wielder
has charged into combat. This modifier is only applied to
attacks directed against the charged enemies. The weapon
can be shot using the rules for a Bolt Thrower Artillery
Weapon: Range 18", Strength 3[6], Armour Piercing (6),
[Multiple Wounds (D3)]. Shots from the weapon never
suffer negative to-hit modifiers.

Enchanted Items
Pillager Icon (90 pts)
All friendly units within 12" of the bearer comprised
entirely of Razortusks or single model Chariots,
excluding Characters, gain Vanguard.

Leeching Blade (30 pts) - Soothsayer only.


Type: Hand Weapon. Before the wielder rolls a Panic Test
(note, not before re-rolling it) it may choose to immediately
lose 1 Wound. If so, the Panic Test is automatically passed.
Magical Armour
Aaghors Flayed Hide (100 pts)
Type: None. The wearer gains Regeneration (4+) and +1
Toughness, but cannot wear any Suits of Armour or
Shields, and lose them if it already had it.

Dark Rain (80 pts)


One use only. This item is automatically activated at
the start of the first Game Turn (if the bearer is not on
the battlefield at this time, the item cannot be used).
Its effects last until the start of the next Game Turn.
During the enemys Shooting Phase, all Shooting
Attacks suffer a -2 to-hit modifier as long as the
owning player has the second Player Turn. This is
decreased to a -1 to-hit modifier if the owning player
has the first Player Turn.
Seed of the Dark Forest (60 pts)
One use only. Before the battle (after moving
Vanguarding units), the bearer may place a single
Forest (that must be no larger than 10" in length and
6" in width) on the Battlefield with its centre within
12"of the bearer and more than 1" from all enemy
units. All friendly models even partially within this
Dark Forest gain a +1 modifier to their casting rolls for
Augment spells, Hex spells, and Totems (this overrides
the normal restriction of not adding casting modifiers
to Bound Spells).

Talismans
Eye of Dominance (30 pts)
Close Combat Attacks made by Swarms, War Beasts,
Cavalry mounts, Monstrous Beasts, Monstrous Cavalry
mounts, Chariot-pulling beasts, Monsters and Ridden
Monster mounts can only hit the bearer on rolls of 6. Crew
and riders are unaffected.

Gourd of Beetles (50 pts)


The bearer can cast Swarm of Insects from Shamanism
as a Bound Spell (Power Level 4).

Magical Standards
Banner of the Wild Herd (50 pts)
One use only. May be activated at the start of any Round of
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

Characters
Max 40%

Core
At least 15%

Special
No limit

Terrors of the
Wild
Max 40%

Ambush
Predators*
Max 60%

*Units with the Ambush special rule


Special Rules

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Army List
CHARACTERS (max 40%)
Pack Leaders
single model

WS

BS

Ld

Beast Lord

Infantry 25x25mm base

Beast Chieftain

Infantry 25x25mm base

Armour:

Light Armour

Must become one of the following:

Beasts Special Rules:

Beast Lord
(220 pts)

Primal Instinct
Strider (Forest)

Beast Chieftain
(120 pts)

Special Rules:

Pack Tactics

Options:

May become the Battle Standard Bearer


May take Magical 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):
Paired Weapons
Lance
Great Weapon
Beast Axe
May take (one choice only):
Ambush
Raiding Chariot mount
Razortusk Chariot mount
May take Hunting Call

Beast Lord

Beast Chieftain

pts

pts

up to 200

50
up to 100
80

10
24
6

6
16
4

10
30
30
40

6
12
16
20

100
180
40

20
90

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

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Soothsayer 170 pts


single model

WS

BS

Ld

Beasts Special Rules:

Infantry 25x25mm base

Options:

pts

Primal Instinct
Strider (Forest)

May add up to 3 Learned Spells


May become Wizard Master
May take Magical Items:
Special Rules:
Wizard Apprentice
Pack Tactics
Wizard Master
Blood Offering: Units that include at least
May take a weapon (one choice only):
one Character with this rule may reroll failed
Paired Weapons
Panic Tests at the cost of inflicting one wound
Soothsayer Staff
with no saves of any kind allowed to
May take (one choice only):
a Character with this rule in the unit.
Raiding Chariot mount
Ambush

50 / spell
70
up to 100
up to 200
4
20
30
10

Magic:

Wizard Apprentice
Generates spells from the Path of Shamanism,
Druidism or Evocation and knows 1 Learned
Spell from a chosen Path.

Centaur Chieftain 230 pts


single model

WS

BS

Ld

War Beast 25x50mm base

Armour:

Options:

pts

Light Armour

May be the Battle Standard Bearer


May take Magical Items
May upgrade to Totem Bearer
May Ambush
May take Looted Booze
May take any of the following:
Shield
Heavy Armour
+1 Wound (General only)
May take Throwing Weapons
May take a weapon (one choice only):
Paired Weapons
Lance
Great Weapon
Beast Axe

50
up to 100
80
30

Beasts Special Rules:

Primal Instinct
Strider (Forest)

Special Rules:

Drunkard
Half Horse
Looted Booze
Hoof Father

Special Rules

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4
24
6
16
30
30
40

Alpha Bulls
single model

WS

BS

Ld

Minotaur Warlord

Monstrous Infantry 40x40mm base

Minotaur Chieftain

Monstrous Infantry 40x40mm base

Armour:

Light Armour

Must become one of the following:

Beasts Special Rules:

Primal Instinct
Strider (Forest)
Special Rules:

Minotaur Warlord
(440 pts)
Minotaur Warlord counts both against
Characters and Terrors of the Wild.

Frenzy
Impact Hits (D3)
Lord of Bulls:

Options:

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):
Paired Weapons
Flail
Great Weapon
Beast Axe

Special Rules

Minotaur Chieftain
(260 pts)

Warlord

Chieftain

pts

pts

up to 200

50
up to 100
80

20
30

20
24

20
20
40
50

10
10
30
40

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CHARACTER MOUNTS
Raiding Chariot

Razortusk Chariot

WS

BS

Ld

WS

BS

Ld

Chariot

Chariot

Crew (1)

Crew (1)

War Hog (2)

Razortusk (1)

Chariot, 50x100 base

Chariot, 50x100 base

Mounts Protection (5+)


Light Armour

Mounts Protection (5+)


Light Armour

Chariot

Chariot
Special Rules:

Special Rules:

Light Troops

Light Troops
Impact Hits (+1)
Hunting Horn*

Crew
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.
Options:

May take Hunting Horn

Special Rules

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CORE (at least 15%)


Wildhorn Herd 100 pts

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


M

WS

BS

Ld

Infantry 25x25mm base

Beasts Special Rules:

Options:

Primal Instinct
Strider (Forest)

May Ambush (max 25 models per unit)*


20
May take (one choice only):
Shields
2 /model
Paired Weapons
2 /model
May take Throwing Weapons
2 /model
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

Special Rules:

Pack Tactics
Scoring

pts

* 0-4 Choice per Army

Mongrel Herd 140 pts

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


M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Shield

May Ambush (max 30 models per unit)*


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

20
1 / model

Beasts Special Rules:

Primal Instinct
Strider (Forest)
Special Rules:

Pack Tactics
Scoring

* 0-4 Choice per Army

Special Rules

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20
20
20

Mongrel Raiders 100 pts

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


M

WS

BS

Ld

0-4 units per amy

Infantry 20x20mm base

Weapons:

Options:

pts

Bow

May take Scout and Ambush


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

20

Beasts Special Rules:

Primal Instinct
Strider (Forest)
Special Rules:

Pack Tactics
Skirmishers

Special Rules

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20
20

SPECIAL (no limit)


Longhorn Herd 180 pts

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


M

WS

BS

Ld

Infantry 25x25mm base

Weapons:

Options:

pts

Halberd

May Ambush (max 20 models per unit)*


May replace Halberd with Great Weapon
May upgrade one model to each of the following:
Champion
- may upgrade to Totem Bearer
Musician
Standard Bearer
- may take a Magical Standard

2 / model
1 / model

Armour:

Heavy Armour
Beasts Special Rules:

Primal Instinct
Strider (Forest)
Special Rules:

20
20
20
20
up to 100

* 0-4 Choice per Army

Pack Tactics
Bodyguard (Beast Lord)
Scoring

Centaurs 150 pts

5 models, may add up to 15 models 26 pts/model


M

WS

BS

Ld

0-4 units per amy

War Beast 25x50mm base

Armour:

Options:

pts

Light Armour, Shield

May Ambush (max 8 models per unit)


May take Throwing Weapons
May take (one choice only):
Paired Weapons
Great Weapon
Lance
Light Lance
May upgrade one model to each of the following:
Champion
- may upgrade to Totem Bearer
Musician
Standard Bearer
- may take a Magical Standard

6 / model
4 / model

Beasts Special Rules:

Primal Instinct
Strider (Forest)
Special Rules:

Drunkard
Half Horse
Scoring

Special Rules

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2 / model
6 / model
8 / model
4 / model
20
20
20
20
up to 50

Minotaurs 240 pts

3 models, may add up to 7 models 72 pts/model


M

WS

BS

Ld

0-5 units per amy

Monstrous Infantry 40x40mm base

Armour:

Options:

Light Armour

May take (one choice only):


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

Beasts Special Rules:

Primal Instinct
Strider (Forest)
Special Rules:

Frenzy
Impact Hits (1)
Scoring

pts

Raiding Chariot 130 pts


WS

BS

Ld

Chariot

Wildhorn Crew (1)

Longhorn Crew (1)

War Hog (2) 7

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

Special Rules

12

20
20
20
up to 100

0-4 units per amy

1 model, may add up to 2 models for 120 pts/model


M

8 / model
12 / model
10 / model

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Razortusk Herd 100 pts

0-3 units per amy

1 model, may add up to 9 models 70 pts/model


M

WS

BS

Ld

Monstrous Beast 50x50mm base

Beasts Special Rules:

Strider (Forest)
Special Rules:

Thunderous Charge

Razortusk Chariot 260 pts

0-4 units per amy

single model
M

WS

BS

Ld

Chariot

Wildhorn Crew (1)

Longhorn Crew (1)

Razortusk (1) 7

Chariot 50x100mm base

Armour:

Options:

Light Armour
Mounts Protection (5+)

May take Hunting Horn

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

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Briar Beast 120 pts

0-3 units per amy

single model
M

WS

BS

Ld

3D6

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 amy

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


M

WS

BS

Ld

5 (10)

Infantry 20x20mm base

Beasts Special Rules:

Options:

pts

Primal Instinct
Strider (Forest)

May gain Scout

20

Special Rules:

Fly (10)
Skirmishers
Thunderous Charge

Feral Hounds 80 pts

0-5 units per amy

5 models, may add up to 15 models 8 pts/model


M

WS

BS

Ld

War Beast 25x50mm base

Beasts Special Rules:

Strider (Forest)
Special Rules:

Insignificant
Ambush
Vanguard

Special Rules

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Terrors of the Wild (max 40%)


Cyclops 360 pts

0-3 units per amy

single model

WS

BS

Ld

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.

Gortach 430 pts

0-3 units per army

single model

WS

BS

Ld

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.
Locked Horns:

Special Rules

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Jabberwock 320 pts

0-3 units per army

single model

WS

BS

Ld

8 (8)

Monster 50x100mm base

Beasts Special Rules:

Options:

Strider (Forest)

May take Innate Defence (4+)


May have a Breath Weapon with
Strength 3, Armour Piercing (2)

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

16

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Beast Giant 320 pts


single model

0-3 units per army

WS

BS

Ld

10

Monster 50x75mm base

Army Special Rules:

Options:

pts

Strider (Forest)

May have Ambush


Looted Booze

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
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 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.
- NotesGiant 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

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Quick Reference Sheet


CHARACTERS

WS BS

Ld

WAR BEASTS

WS

Beast Lord

Beast Chieftain

Minotaur Warlord

BS

Ld

Feral Hound

Centaur

Minotaur Chieftain

MONSTROUS BEASTS

Soothsayer

Razortusk

Centaur Chieftain

Briar Beast

10

CHARIOTS

INFANTRY
Wildhorn Herd

Raiding Chariot

Mongrel Herd

- Wildhorn (1)

Mongrel Raider

- Longhorn (1)[0]

Longhorn Herd

- War Hog (2)

5(10)

Razortusk Chariot

- Wildhorn (1)

- Longhorn (1)[0]

- Razortusk (1)

Gargoyle

MONSTROUS INFANTRY
Minotaur

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


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

ARTILLERY WEAPON
Cyclops

Hurl Attack

Catapult (4)

Cyclops

Gortach

Jabberwock

8(8)

Beast Giant

10

Range

Multiple Shots

Multiple Wounds

Special Rules

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
Black Wing Totem

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


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

Special Rules

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Change Log
Version 1.2.0
Changes marked with blue colour code
Army Organisation added (new categories)
Drunkard - Sober clarification
Pack Tactics - clarification
The Impaler - shooting attack updated
Aaghors Flayed Hide - price decrease, armour clarification
Pillage Icon - price increase, rules clarification
Dark Rain - price increase
Seed of the Dark Forest - price decrease
Gourd of Beetles - price decrease, new spell
Beast Lord - price decrease, Chariot mount price increased
Beast Chieftain - +1 Wound, price increased, mundan option prices increased (Totem, Armour and Chariot)
Gnarled Soothsayer - removed
Soothsayer - +1 Wound, +1 Leadership, wizard upgrades updated
Centaur Chieftain - +1 Wound, price increased, default Looted Booze, Totem price increased, Hoof Father deleted
Minotaur Warlord - price decreased, Lord of Bulls removed
Minotaur Chieftain - +1 Leadership, Impact Hits (D3)
Razortusk Chariot - default Hunting Horn
Wildhorn Herd - scoring added, maximum of ambushing units added
Mongrel Herd - scoring added, price decreased, maximum of ambushing units added
Mongrel Raiders - Bow instead of Shortbow
Longhorn Herd - scoring added, maximum of ambushing units added
Centaurs - scoring added
Minotaurs - scoring added, price decreased, Great Weapon price decreased
Raiding Chariot - price decreased
Razortusk Chariot - price increased, default Hunting Horn
Gargoyles - price decreased
Cyclops - price decreased, range weapon updated
Gortach - price increase, Locked Horns removed
Jabberwock - price increased, Innate Defence (4+) by default
Beast Giant - price increased, Looted Booze by default, Giant Attacks clarification
Version 1.2.1
Changes marked with blue colour code
Typo on beast lord

Special Rules

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