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Fantasy Battles

The 9th Age

Warriors of the Dark Gods


Army Rules
Version 1.2.1 - 27 October 2016

Army Special Rules


Armoury
Gifts of the Dark Gods
Magical items
Quick Reference Sheet

Characters
Character Mounts
Core
Special
Empowered

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

Army Special Rules


Marks of the Dark Gods
There are different Marks of the Dark Gods, each one with a different effect, explained below. A Character with Marks of
the Dark Gods can join any unit, as long as this unit doesn't contain models with a different Mark than the Character.
Mark of True Chaos is an exception to this, and never prevents Characters from joining regardless of the Character's
Mark. Likewise, a Character with Mark of True Chaos can join any unit regardless of what Mark models in the unit have.
Wizards cannot join units containing models with Mark of Wrath, nor can models with the Mark of Wrath join units
containing Wizards.

Mark of True Chaos


Units with more than half of their models with the Mark of True Chaos may reroll failed
Panic tests.
Wizards with a Mark of True Chaos generate spell from Path of Heavens (Lords only),
Alchemy, Shadows, Death or Fire.

Mark of Change
The bearer may gain one of the following effects: Flaming Attacks, Divine Attacks, Magical
Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The
effect must be chosen at the start of each Round of Combat and before shooting with a unit.
Every model in a unit must choose the same bonus effect. Special Attacks such as Stomps or
Impact Hits are not affected. Characters with this Mark add a +1 modifier to their casting
roll.
Wizards with a Mark of Change generate spell from Path of Change or Alchemy.

Mark of Lust
Units with a more than half of their models with the Mark of Lust may reroll Charge Ranges,
Pursuits, Overruns and Random Movement rolls, and automatically pass all Panic Tests.
Wizards with a Mark of Lust generate spell from Path of Lust or Shadows.

Mark of Pestilence
Close Combat Attacks against model parts with the Mark of Pestilence from opponents in
front of them suffer a -1 to-hit modifier. This modifier can never result in a to-hit roll worse
than a 5+. Model parts with this Mark have -1 Initiative (to a minimum of 1).
Wizards with a Mark of Pestilence generate spell from Path of Disease or Death.

Mark of Wrath
Model parts with the Mark of Wrath gain a +1 to-hit modifier in Close Combat when
attacking enemies in front of them, and cannot declare Flee as a Charge Reaction.
Wizards cannot gain the Mark of Wrath in any way nor can Models with Mark of Wrath
become Wizards in any way.

Special Rules

Ch M Co S E

Chosen of the Gods


A model with this special rule is one of the few Chosen by the Dark Gods. Models with Chosen of the Gods gain
additional benefits depending on their Mark of the Dark Gods:

Chosen of Change

Chosen of Lust

Model parts with this special rule gain


Wizard Conclave: Hand of Heaven,
Cleansing Fire (Thaumaturgy).
All models in a unit with one or more
models with Chosen of Change must
reroll all Magic Dice that result in 1 and
2 when casting non-Bound Spells from
Thaumaturgy.

Models with this special rule gain +2


Movement and Light Troops but cannot
add any additional models above their
units starting size.

Chosen of Pestilence

Chosen of Wrath

Models with this special rule gain Fear.

Model parts with this special rule gain


Frenzy.

Gaze of the Gods


A model with this rule cannot refuse a Challenge and must issue one if no other model does so. If a model with this rule
kills an enemy Character in a Challenge or slays a Monster, then the model part with Gaze of the Gods may reroll all
to-hit and to-wound rolls until the end of the current players next Magic phase. If two or more models with this rule
slay a Monster at the same Initiative, only one model (chosen by the owner) can benefit from Gaze of Gods.

Lightning Rage
The model gains a Ward Save (2+) against attacks with the Lightning Attack special rule. If the model is hit by a
Lightning Attack it gains Frenzy.

Inspire Greatness
Survival of the Fittest

Armoury
Daemon Weapon
Close Combat Weapon. Attacks with Daemon Weapons gain +1 Strength and Magical Attacks.

Special Rules

Ch M Co S E

Gifts of the Dark Gods


Each Gift of the Dark Gods is One of a Kind. Some gifts are restricted to models
with the corresponding Mark of the Dark God or a Demon of the Dark God.
Daemonic Wings (100 pts) - Models on foot only
The bearer gains Fly (8).
Path of the Fallen (60 pts) - Infantry models on foot
only
A bearer with this Gift gains +1 Wound, +1 Movement,
suffers -1 Initiative, has a 40x40mm base size and is a
Monstrous Infantry model.
Third Eye of Change - Change only
(Daemon Prince 90 pts / other models 60pts)
The bearer gains +1 to its Ward Save, to a maximum of
4+.
Wildling Blood (50 pts)
Bearer gains Inspiring Presence regardless of whether it
is the General or not, but only units with Troop Type:
War Beast, Monstrous Infantry, Monstrous Beast or
Monster may benefit from it (unless the bearer is the
General).
If the gifted is your General, one unit of 6 or fewer
Wasteland Trolls may be taken as Core.
If the bearer is a Wizard, he must generate his spells
from Shamanism, even if it otherwise would randomly
chooses a Path.

Special Rules

Necrotic Miasma (70 pts) - Pestilence only


The bearer gains a Breath Weapon (Toxic Attacks). In
addition, every Round of Combat each enemy model in
base contact with the bearer suffers 1 Strength 1 hit with
Armour Piercing (6) at Initiative 10.
Waste-Hardened Skin (60 pts)
The bearer gains Innate Defense (6+), or Innate Defense
(5+) if the bearer is Infantry. This Gift cannot be taken by
a model mounted on a Manticore.
Hellish Grace (50 pts) - Lust only, Models on foot only
If the bearer is an Infantry model, it gains +2 Movement.
Otherwise, it gains Swiftstride.
Soul Reaper (70 pts) - Wrath only, cannot be taken by
Ridden Monsters
If the bearer inflicts one or more (unsaved) wounds with
non-Special Attacks during a Round of Combat, roll a D6
at the end of the phase. On a 4+ the bearer Recovers 1
Wound (note that this can be used to Recover Wounds to
a model with Combined Profile but not to a model with
Ridden Monsters Profile).
Beast Breaker

Ch M Co S E

Magical Items
Some items are restricted to models with the corresponding Mark of the Dark Gods or Chosen of the Dark Gods
Magical Weapons
Burning Blade of Chaos (130 pts)
Type: Hand Weapon. Attacks made with this weapon
gain Flaming Attacks, Multiple Wounds (D3) and Armour
Piercing (6). After all attacks are made, for each model
slain by this weapon, that models unit suffers 1 Strength
4 hit with Flaming Attacks.
Spear of Gagnir (50 pts)
Type: Spear. Attacks made with this weapon gain +1
Strength and Lethal Strike.

Magical Armour
Duelers Shield (20 pts)
Type: Shield. At the start of each Round of Combat,
nominate one enemy model in base contact with the user
of the shield. For the duration of this Round of Combat,
one part of the chosen model (bearers choice) suffers -1
Attack, to a minimum of 1.

Arcane Items
Daemonic Idol (70 pts)
Whenever an enemy model rolls on the Miscast Table,
you may force the model to reroll the D3 for the Miscast
Roll.

Magical Standards
Nine-Tailed Standard (80 pts) - Infantry only.
All friendly non-Skirmishers Infantry models without
Light Troops in units within 12" of the bearer of this
banner gain +1 Movement.
Banner of Transmutation (60 pts) - Change only.
All Shooting Attacks made against the bearers unit suffer
a -1 to-wound modifier.
Banner of Temptation (50 pts) - Lust only.
One use only. The Banner may be activated when the
bearer declares a charge. The target of the charge must
declare Hold as their Charge Reaction, unless they are
already fleeing. The enemy unit may still declare Charge
Reactions as normal if it is subsequently charged by
other units.
Banner of Fury (50 pts) - Wrath only.
The bearer gains Frenzy, and only loses Frenzy if the
banner ceases to work is captured or destroyed. All
models in the bearer's unit have Frenzy for as long as the
bearer also has it and remains in the unit.
Banner of Filth (50 pts) - Pestilence only.
Close Combat Attacks of all models in the bearers unit
gain Poisoned Attacks.

Army Organisation

Characters
Max 40%

Core
At least 15%

Special Rules

Special
No limit

Ch M Co S E

Empowered
Max 35%

Army List
CHARACTERS (max 40%)
Daemon Prince 490 pts

single model
This unit counts both towards Character and Empowered
M

WS

BS

Ld

Monster 50x50mm base

Special Rules:

Alliance options (pts):

Otherworldly
Daemonic Instability
Stubborn
Daemon of True Chaos*

May replace Daemon of True Chaos for the Daemon of:


Change

Lust

Pestilence

Wrath

40

free

free

free

May take Magical Items


May take up to 2 Gifts
May take Plate Armour
May be upgraded to:
Wizard Apprentice
Wizard Master
If upgraded to a Wizard, may add up to 3 Learned Spells

up to 50
no pt limit
120
80
150
50 / spell

Magic:

If upgraded to a Wizard, it generates spells from Alchemy, Shamanism or


Thaumaturgy and knows 1 Learned Spell from a chosen Path.
A Daemon of Wrath cannot be upgraded to a Wizard.
*Daemon of a Dark God: The Daemon Prince gains additional effects from what Dark God it belongs to.
Bonus
True Chaos

Change

Lust

Paths of Magic

A Daemon of True Chaos gains +1 Leadership.

A Daemon of Change may gain one of the following bonus effects: Flaming Attacks, Divine
Attacks or Hellfire, which affects both Close Combat Attacks and Shooting Attacks. The effect
must be chosen at the start of each Round of Combat and before shooting with a unit. Special
Attacks such as Stomps or Impact Hits are not affected. Wizards with the Daemons of Change
may choose to reroll spell generation dice, but if so, they must reroll all dice.
A Daemon of Lust gains Armour Piercing (+1).

Pestilence

A Daemon of Pestilence gains Poisoned Attacks and Regeneration (5+). Toxic Attacks suffer a -1
to-wound modifier against the Daemon.

Wrath

A Daemon of Wrath gains +1 Strength during the first Round of Combat. May not become a
Wizard.

Special Rules

Ch M Co S E

Anointed
single model
M

WS

BS

Ld

Lord of Chaos

Infantry 25x25mm base

Harbinger of Chaos

Infantry 25x25mm base

Armour:

Plate Armour

Must become one of the following:

Special Rules:

Lord of Chaos
(300 pts)

Mark of True Chaos


Gaze of the Gods
Inspire Greatness

Harbinger of Chaos
(220 pts)

Alliance options (pts):

May replace the Mark of True Chaos for the Mark of:
Change

Lust

Pestilence

Wrath

Lord

60

40

80

60

Harbinger

40

20

60

40

Options:

May become the Battle Standard Bearer


May take a single Gift
May take Magical Items
May take a Shield
May take a weapon (one choice only):
Paired Weapons
Flail
Halberd
Great Weapon
Lance
May take a mount (one choice only):
Wasteland Steed
Daemonic Steed
Wasteland Chariot
Wasteland Manticore*
Wasteland Dragon **
Disc of Change*
Steed of Lust
Pestilent Palanquin
Crusher

Lord

Harbinger

pts

pts

no pt limit
up to 200
10

50
no pt limit
up to 100
10

20
20
30
30
30

10
10
20
20
30

120
120
150
220
560
120
100
90
100

80
120
150
240
80
90
90
100

*Characters mounted on Wasteland Manticores or Discs of Change additionally


count towards Empowered.
**Wasteland Dragon count towards Empowered, while its rider towards
Characters

Special Rules

Ch M Co S E

Sorcerer 250 pts


single model
M

WS

BS

Ld

Infantry 25x25mm base

Armour:

Alliance options (pts):

Plate Armour

May replace the Mark of True Chaos for the Mark of:

Special Rules:

Mark of True Chaos


Gaze of the Gods
Magic:

Wizard Apprentice
Generates spells from Alchemy, Shamanism or
Occultism and knows 1 Learned Spell from a
chosen Path.

Change

Lust

Pestilence

60

20

30

Options:

pts

May take a single Gift


May add up to 3 Learned spells
May become Wizard Master
May take Magical Items:
Wizard Apprentice
Wizard Master
May take a mount (one choice only):

no pt limit
50 / spell
70

Wasteland Steed
Daemonic Steed
Wasteland Chariot
Wasteland Manticore* **
Wasteland Dragon**

60
140
130
180
620

up to 100
up to 200

Disc of Change* 90
Steed of Lust
Pestilent Palanquin

70
70

*Characters mounted on Wasteland Manticores or Discs of


Change additionally count towards Empowered.
** Wizard Master only. Wasteland Dragon count towards
Empowered, while its rider towards Characters.

Wrath Priest 210 pts


single model
M

WS

BS

Ld

Infantry 25x25mm base

Armour:

Options:

pts

Plate Armour

May take a single Gift


May take Magical Items
May take a weapon (one choice only):
Flail
Great Weapon
May take a mount (one choice only)

no pt limit
up to 100

Special Rules:

Mark of Wrath
Gaze of the Gods
Inspire greatness
Magic Resistance (2)
Words of Scorn: The Wrath Priest can make
Dispel Attempts as if it was a Wizard Master

Special Rules

Wasteland Steed
Daemonic Steed
Wasteland Chariot

70
10
1
130

Crusher

Ch M Co S E

10
20
80

Barbarian Chief 120 pts

0-4 Units per Army

single model
M

WS

BS

Ld

Infantry 25x25mm base

Armour:

Alliance options (pts):

Light Armour

May replace the Mark of True Chaos for the Mark of:
Change

Lust

Pestilence

Wrath

10

10

30

20

Special Rules:

Mark of True Chaos


Inspire Barbarians: Barbarians and Barbarian
Horsemen in the same unit as a Barbarian Chief
gain Fight in Extra Ranks.
A unit cannot benefit from both Inspire
Barbarians and Inspire Greatness at the same
time (Pick which one at the start of each Round
of Combat).

Options:

pts

May become the Battle Standard Bearer*


50
* only if another Barbarian Chief is the General
May take Magical Items
up to 100
May take one Gift (if chosen as General)
no pt limit
May take any of the following:
Shield
8
Heavy Armour
10
May take Throwing Weapons
6
May take a weapon (one choice only):
Flail
6
Paired Weapons
6
Light Lance
6
Spear
6
Great Weapon
8
May ride a Warhorse

May have one of the following upgrades


sklander Jarl (80 pts) Infantry only
0-1 Models per Army

Makhar Khagan (50 pts) - 0-1

An sklander Jarl gains Ambush and Vanguard. Before


each game you may choose one unit of Barbarians with
the same Mark as the sklander Jarl; that unit gains
Vanguard. If the unit contains no more than 25 models,
it also gains Ambush. The sklander Jarl must be
deployed in this unit.

A Makhar Khagan gets a Warhorse (for free). The


Makhar Khagan and all Barbarian Horsemen without
the Hell Strider upgrade in the same unit gain
Thunderous Charge. Mounts are not affected.
Warhorse
M

WS

BS

Ld

War Beast, 25x50mm base

Mounts Protection (5+)


Fast Cavalry
Options:

May exchange Fast Cavalry for


Mount's Protection (5+)

Special Rules

Ch M Co S E

CHARACTER MOUNTS
Wasteland Steed
M

WS

BS

Ld

8 [7]

Disc of Change
(Mark of Change only)
This mount and its rider count both towards the
Empowered and Characters

War Beast, 25x50mm base

Mounts Protection (6+)


Barding

Daemonic Steed

WS

BS

Ld

1 (8)

War Beast, 50x50mm base

WS

BS

Ld

8 [7]

Mark of Change
Mounts Protection (6+)
Magical Attacks
Fly (8)

Monstrous Beast, 50x50mm base

Mounts Protection (6+)


Barding
Magical Attacks
Fear

Steed of Lust (Mark of Lust only)


M

WS

10 3

Options:

BS

Ld

War Beast, 25x50mm base

May take Barding

Wasteland Chariot
M

WS

BS

Ld

Chariot

Crew (1)

8 [7]

Waste steed(2)

Mark of Lust
Mounts Protection (6+)
Vanguard
Magical Attacks
Poisoned Attacks

Pestilent Palanquin (Mark of Pestilence only)

Chariot, 50x100mm base

Mounts Protection (6+)


Barding

WS

BS

Ld

Infantry, 50x50mm base

Mark of Pestilence
Mounts Protection (6+)
Magical Attacks
Poisoned Attacks

Chariot:
Impact Hits (+1)
Crew:
Halberd
The same Mark of the Dark Gods as the
mounted Character
Options:

Crusher (Mark of Wrath only)

pts

WS

BS

Ld

Monstrous Beast, 50x75mm base

May take Barding


20
Wasteland Raider (General only) 20 / core chariot

Mark of Wrath
Mounts Protection (6+)
Magical Attacks
Fear

Wasteland Manticore
0-2 Mounts per Army

Wasteland Dragon
0-1 Mounts per Army

This mount and its rider count both towards the


Empowered and Characters
M

WS

BS

Ld

6 (8)

This mount counts towards the Empowered, while its


rider counts towards the Characters

Monstrous Beast, 50x100mm base

Fly (8)
Towering Presence
Fear
Lethal Strike
Frenzy
Multiple Wounds (D3)

WS

BS

Ld

6 (7)

Monster, 50x100mm base

Innate Defence (3+)


Breath Weapon (Strength 4, Flaming Attacks)
Breath Weapon (Strength 3, Armour Piercing (3))
Fly (7)
Special Rules

10

Ch M Co S E

CORE (at least 15%)


Wasteland Warriors 220 pts

10 models, may add up to 20 models 26 pts/model


M

WS

BS

Ld

Infantry 25x25mm base

Armour:

Alliance options (pts):

Plate Armour
Shield

May replace the Mark of True Chaos (max 25 models)


for the Mark of :

Special Rules:

Mark of True Chaos


Scoring

Change

Lust

Pestilence

Wrath

2 / model

2 / model

6 / model

4 / model

Options:

pts

May take a weapon (one choice only):


Paired Weapons
2 / model
Great Weapon
4 / model
Halberd
6 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer

Barbarians 140 pts

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


M

WS

BS

Ld

Infantry 25x25mm base

Weapon:

Alliance options (pts):

Paired Weapons

May replace the Mark of True Chaos for the Mark of:

Armour:

Change

Lust

Pestilence

Wrath

2 / model

2 / model

4 / model

2 / model

Light Armour
Options:

pts

May take Throwing Weapons


2 / model
May exchange Paired Weapons for one of the following:
Shield
2 / model
Spear and Shield
2 / model
Flail
4 / model
Great Weapon
6 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer

Special Rules:

Mark of True Chaos


Scoring

Special Rules

11

Ch M Co S E

Fallen 160 pts

0-2 Units per Army

5 models, may add up to 7 models 28 pts/model


M

WS

BS

Ld

D3

Infantry 25x25mm base

Armour:

Alliance options (pts):

Plate Armour

May replace the Mark of True Chaos for the Mark of:

Special Rules:

Mark of True Chaos


Frenzy
Immune to Psychology
Skirmishers
Random Attacks (D3)
Light Troops

Special Rules

Change

Lust

Pestilence

Wrath

2 / model

2 / model

6 / model

4 / model

Options:

pts

May upgrade one model to Champion

20

12

Ch M Co S E

SPECIAL (no limit)


Chosen 220 pts

10 models, may add up to 15 models 24 pts/model


M

WS

BS

Ld

0-5 Units per Army

Infantry 25x25mm base

Armour:

Alliance options (pts):

Plate Armour
Shield

May replace the Mark of True Chaos for the Mark of:
Change

Lust

Pestilence

Wrath

4 / model

80

8 / model

6 / model

Special Rules:

Mark of True Chaos


Chosen of the Gods
Immune to Psychology
Scoring

Options:

pts

May take a weapon (one choice only):


Paired Weapons
Great Weapon
Halberd
May upgrade one model to each of the following:
Champion [if Chosen of Change]
- may take a Magical Weapon
Musician
Standard Bearer
- may take a Magical Standard

Once-Chosen 200 pts

3 models, may add up to 6 models 60 pts/model


M

WS

BS

Ld

2 / model
4 / model
6 / model
20 [160]
up to 50
20
20
up to 100

0-5 Units per Army

Monstrous Infantry 40x40mm base

Armour:

Alliance options (pts):

Plate Armour

May replace the Mark of True Chaos for the Mark of:

Special Rules:

Mark of True Chaos


Chosen of the Gods
Scoring

Special Rules

Change

Lust

Pestilence

Wrath

8 / model

100

16 / model

12 / model

Options:

pts

May take a Shield


May take a weapon (one choice only):
Paired Weapons
Flail
Halberd
Great Weapon
May upgrade one model to each of the following:
Champion [if Chosen of Change]
- may take a Magical Weapon
Musician
Standard Bearer
- may take a Magical Standard

6 / model

13

Ch M Co S E

6 / model
10 / model
14 / model
14 / model
20 [140]
20
20
up to 50

Wasteland Knights 320 pts

5 models, may add up to 5 models 64 pts/model

KnightRider

0-4 Units per Army

WS

BS

Ld

Wasteland Steed 8 [7]

Cavalry 25x50mm base

Armour:

Alliance options (pts):

Mounts Protection (6+)


Plate Armour
Shield
Barding

May replace the Mark of True Chaos for the Mark of:

Knight:
Weapons:

Lance
Special Rules:

Mark of True Chaos


Fear
Scoring

Change

Lust

Pestilence

Wrath

4 / model

6 / model

8 / model

6 / model

Options:

pts

May replace Lance with Daemon Weapon


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

8 / model

Crusher Knights 490 pts

3 models, may add up to 2 models 120 pts/model


M

WS

BS

Ld

Rider

Crusher

20
20
20
up to 100

0-3 Units per Army

Monstrous Cavalry 50x75mm base

Armour:

Options:

Mounts Protection (6+)


Plate Armour
Shield

May take a weapon (one choice only):


Daemon Weapon
12 / model
Lance
4 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may take a Magical Standard
up to 100

Rider:
Special Rules:

Mark of Wrath
Chosen of the Gods

pts

Crusher:
Special Rules:

Mark of Wrath
Magical Attacks
Fear
Scoring

Special Rules

14

Ch M Co S E

Wasteland Chariot -

0-4 Units per Army

single model

WS

BS

Ld

Chariot

Warrior Crew (2)

[Wasteland Steed (2)]

[Mauler (1)] 7 [6]

Chariot 50x100mm base

Alliance options (pts):

Chariot

May replace the Mark of True Chaos for the Mark of:

Special Rules:

Impact Hits (+1)

Change

Lust

Pestilence

Wrath

20

40

40

20

Warrior Crew:
Weapons:

Halberd
Special Rules:

Mark of True Chaos


Must take one of the following mount options:
Pair of Waste Steeds (220 pts)

Single Mauler (300 pts)


0-2 Choice per Army

Armour:

Armour:

Plate Armour
Mounts Protection (6+)

Plate Armour,
Mounts Protection (6+)
Barding
Mauler:
Special Rules:

Fear
Grinding Attacks (D3)
Options:

May take Mounts Protection (5+)

Warhounds 100 pts

0-5 Units per Army

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


M

WS

BS

Ld

War Beast 25x50mm base

Armour:

Options:

Innate Defense (5+)

May take Innate Defence (5+)

Special Rules:

Insignificant
Vanguard
Poisoned Attacks

Special Rules

15

Ch M Co S E

Battle Shrine 240 pts

0-2 Units per Army

single model
M

WS

BS

Ld

Shrine Bearers 5

3D3

Shrine Priest

Monstrous Infantry 50x100mm base

Armour:

Alliance options (pts):

Mounts Protection (6+)


Heavy Armour

May replace the Mark of True Chaos for the Mark of:
Change

Lust

Pestilence

Wrath

20

20

20

20

Shrine Bearers
Special Rules:

Mark of True Chaos


Random Attacks (3D3)
Towering Presence
Fear
Shrine Priest
Special Rules:

Mark of True Chaos


Ward Save (4+)
The Dark Gods Are Watching *
*The Dark Gods Are Watching: This model grants Hard Target to all friendly units without Towering Presence
within 6". The Battle Shrine gains an additional benefit depending on its Mark:
True Chaos
Change
Lust
Pestilence
Wrath

Bound Spell (Power Level 5): Break the Spirit from the Shamanism.
Bound Spell (Power Level 5): Fates Judgment from Divination.
Bound Spell (Power Level 5): Spectral Blades from Evocation.
Bound Spell (Power Level 5): Ancestral Aid from Evocation.
The model grants Magic Resistance (2) to all friendly units within 6" where more than half of
their models have the Mark of True Chaos or the Mark of Wrath.

If the Battle Shrine gains an Augment spell it may only target units where more than half of the models have the
same Mark as the Battle Shrine or the Mark of True Chaos.

Special Rules

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Barbarian Horsemen 150 pts

0-4 Units per Army

5 models, may add up to 10 models 22 pts/model


M

WS

BS

Ld

Riders

Warhorse

Cavalry 25x50mm base

[Steed of Lust] 10

Cavalry 25x50mm base

Armour:

Alliance options (pts):

Mounts Protection (5+)


Light Armour

May replace the Mark of True Chaos for the Mark of:

Rider:

Change

Lust

Pestilence

Wrath

2 / model

4 / model

4 / model

4 / model

Options:

Special Rules:

Mark of True Chaos


Warhorse:
Special Rules:

Fast Cavalry

pts

May take a Shield


2 / model
May take Throwing Weapons
4 / model
May take a weapon (one choice only):
Light Lance
2 / model
Flail
2 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer
May become Hell Riders (Mark of Lust only)
4 / model
Hell Riders:
Hell Riders replace their Warhorses with Steeds of Lust.
Hell Riders cannot buy any weapon options, but have either
Light Lance or Hellish Whip.
Steed of Lust:
Special Rules:

Poisoned Attacks
Magical Attacks
Fast Cavalry
Hellish Whip:
Shooting Weapon, Range 6", Strength as user, Quick to Fire.
Units that suffer one or more hits from this weapon reduce
their Initiative value to 1 during the Combat Phase and gain
Stupidity. The effect lasts until the start of the Hell Riders
next Shooting Phase.

Special Rules

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Ch M Co S E

Wasteland Trolls 240 pts

0-20 Models per


Army

3 models, may add up to 7 models 100 pts/model


M

WS

BS

Ld

Monstrous Infantry 40x40mm base

Weapons:

Alliance options:

pts

Paired Weapons

May take the Mark of Pestilence

12 / model

Special Rules:

Options:

Regeneration (4+)
Stupidity
Fear
Scoring
Troll Belch: Instead of making its normal Close
Combat Attacks, any Troll model may choose to
make a single special Close Combat Attack instead.
This attack hits automatically and is Strength 5
with Armour Piercing (6)

May take Paired Weapons

Dragon Centaurs 410 pts

3 models, may add up to 2 models 136 pts/model


M

WS

BS

Ld

0-4 Units per Army

Monstrous Beast 50x75mm base

Armour:

Options:

Light Armour
Innate Defence (5+)

May take a weapon (one choice only):


Paired Weapons
Halberd
Great Weapon
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

Special Rules:

Mark of True Chaos


Lightning Rage
Stomp (2)
Scoring

Special Rules

pts

18

Ch M Co S E

6 / model
12 / model
20 / model
20

Fallen Beast 130 pts

0-2 Units per Army

single model
M

WS

BS

Ld

3D6

D6+1

10

Special Rules:

Monstrous Beast 40x40mm base

Alliance options (pts):

Mark of True Chaos


May replace the Mark of True Chaos for the Mark of:
Change
Lust
Pestilence
Wrath
Fear
10
30
20
10
Random Movement (3D6)
Random Attacks (D6+1)
Unbreakable
Wasteland Wanderer: A Fallen Beast gains
Ambush. When entering the Battlefield, the Fallen
Beast may perform a 2D6 Random move as if in the
Compulsory Moves sub-phase but treating all
friendly and enemy units as Impassable Terrain.

Special Rules

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Empowered (max 35%)


Hellscream Cannon 420 pts

0-2 Units per Army

single model

WS

BS

Ld

Monster 100x150mm base

Armour:

Innate Defence (5+)


Special Rules:

Otherworldly
Daemonic Instability
Stubborn
Frenzy
Weapons:

Hellscream Cannon:
This weapon can be fired in two ways:
As a Catapult (4) Artillery Weapon
with the Move or Fire special rule and:

As a Catapult (4) Artillery Weapon with:

Range 12-60", Strength 4[7],


Armour Piercing (1), [Multiple Wounds (D3, Clipped
Wings)]

Range 6-24", Strength 3,


Armour Piercing (1)

A unit which suffers 1 or more casualties from this


attack must immediately take a Panic Test, just as if it
had suffered 25% casualties.

Special Rules

A unit which suffers 1 or more casualties from this


attack must immediately take a Panic Test, just as if it
had suffered 25% casualties.

20

Ch M Co S E

Chimera 450 pts (Survival of the Fittest)

0-3 Units per Army

single model

WS

BS

Ld

6 (8)

Monster 50x100mm base

Armour:

Options:

Innate Defence (4+)

May have a Breath Weapon


(Strength 4, Flaming Attacks)

Special Rules:

Fly (8)
Regeneration (5+)
Breath Weapon (Strength 4, Flaming Attacks)

Elder Dragon Centaur 540 pts

0-3 Units per Army

single model

WS

BS

Ld

Monster 50x75mm base

Armour:

Options:

pts

Innate Defence (4+)


Light Armour

Must take (one choice only):


Halberd
Paired Weapons
Great weapon
May take Light Armour

free
free
free

Special Rules:

Immune to Psychology
Lightning Rage
Swiftstride

Special Rules

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Ch M Co S E

Vortex Fiend 340 pts

0-3 Units per Army

single model

WS

BS

Ld

D6+2

Monster 50x100mm base

Armour:

Innate Defence (5+)


Special Rules:

Mark of Change
Hard Target
Channel
Random Attacks (D6+2)
Ward Save (5+)
Waves of Change: Enemy units within 6" of a Vortex Fiend are affected by Fear as if they were in base contact.
Friendly units within 6" of a Vortex Fiend are immune to Fear.
Friendly Wizards within 24" of a Vortex Fiend may cast spells with the Type: Damage through this model. When
using this ability, the spell range is measured using the Vortex Fiend model using its forward arc and Line of sight.
Wizards may cast spells with the Type: Missile through a Vortex Fiend even when Engaged in Combat as long as the
Vortex Fiend isnt. If a spell cast through a Vortex Fiend causes a Miscast, the casting Wizard rolls on the Miscast
Table as normal and the Vortex Fiend suffers 1 Strength MDU+2 hit.

Bloodbeast 340 pts

0-3 Units per Army

single model

WS

BS

Ld

Monster 50x100mm base

Armour:

Innate Defence (4+)


Special Rules:

Frenzy
Hatred
Rites of Binding: When deploying a Bloodbeast, the player must nominate one Character in the army to be its
Master. For as long as the Bloodbeasts Master lives, the Bloodbeast may use the Weapon Skill and Leadership of its
Master instead of its own. A Character cannot be the Master of more than one Bloodbeast and a Bloodbeast cannot
receive Inspiring Presence from the General.

Special Rules

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Ch M Co S E

Wasteland Giant 280 pts

0-3 Units per Army

single model

WS

BS

Ld

10

Monster 50x75mm base

Special Rules:

Alliance options (pts):

Mark of True Chaos


Immune to Psychology
Stubborn
Chosen of the Gods

May replace the Mark of True Chaos for the Mark of:
Change

Lust

Pestilence

Wrath

60

120

20

free

Options:

pts

Champion (Mark of Change only)

180

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

Against Infantry, War Beast, Swarm, War


Machine and Cavalry targets:
1: Bellow
2: Jump
3: Grab
4-6: Swing

Against Monstrous Beast, Monstrous Infantry,


Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:
1: Bellow
2-3: Thump
4-6: Smash

Bellow: Neither the Wasteland 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
Wasteland 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 Wasteland Giant's Strength. The Wasteland Giant must take a
Dangerous Terrain (1) Test.
Grab: Select a single model in the chosen unit and in base contact with the Wasteland Giant. This model must take a
Strength Test and a Weapon Skill Test. For each failed test, the model suffers a hit with the Wasteland Giant's
Strength and Multiple Wounds (D3).
Swing: The Wasteland 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 Wasteland 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 Wasteland 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 Wasteland Giant may still Stomp as normal.

Special Rules

23

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Quick Reference Sheet


CHARACTERS

WS

BS

Ld

CAVALRY

Daemon Prince

Mounted Barbarian

WS

BS

Ld

Lord of Chaos

- Warhorse

8[7]

Harbinger of Chaos

- Steed of Lust

10

Sorcerer

Wasteland Knight

Wrath Priest

- Wasteland Steed

8[7]

Barbarian Chief

MONSTROUS CAVALRY

INFANTRY
Wasteland Warrior

Fallen

D3

Barbarian

Chosen

Pestilent Palanquin

Crusher Knights

- Crusher

Wasteland Chariot

- Crew (2)[1]

7[6]

CHARIOTS

- Wasteland Steed (2)

MONSTROUS INFANTRY

- Mauler (1)

Wasteland Troll

Once- Chosen

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


[1] - number of crew members when taken as a mount

Battle Shrine

MONSTERS

- Shrine Priest (1)

Bloodbeast

- Shrine Bearer (1)

3D3

Vortex Fiend

D6+2

6(8)

Hellscream Cannon

Elder Dragon Centaur

Wasteland Giant

10

6(7)

Chimera

WAR BEASTS
Warhound

Warhorse

8[7]

Wasteland Steed

8[7]

Disc of Change

1(8)

Steed of Lust

10

Fallen Beast

3D6

D6+1

Daemonic Steed

8[7]

6(8)

Wasteland Dragon

MONSTROUS BEASTS
Dragon Centaur

Crusher
Wasteland Manticore

10

[7] - movement with a penalty from barding


(8) - flying movement
SPECIAL SHOOTING WEAPON

Range

Multiple Wounds

Armour
Piercing

Special Rules

Hellscream Cannon (1)

Catapult
(4)

12-60

4[7]

[D3, Clipped
Wings]

A unit which suffers 1 or more casualties from


this attack must immediately take a Panic Test.

Hellscream Cannon (2)

Catapult
(4)

6-24

Special Rules

24

Ch M Co S E

Change Log
Version 1.2.0
Green colour coding for changes
Army Organisation added (new categories)
Mark of True Chaos - changed, when it is used
Mark of Change - lost flaming attack, hellfire rules updates
Mark of Lust - changed, when it is used
Chosen of Change - new effect
Chosen of Pestilence - wording updated
Chosen of Wrath - wording updated
Chosen of Lust - Light Troops instead of Skirmishing, wording changed
Inspire Greatness - removed
Survival of the Fittest - removed
Beast Breaker - removed
Wilding Blood - price decrease and effect changed
Necrotic Miasma - price decrease
Soul Reaper - price increase
Daemonic Idol - new effect
Nine-Tailed Standard - price decreased, effect slightly changed
Banner of Fury - wording updated
Daemonic Prince - wizard upgrade updated
Sorcerer Lord - removed
Lord of Chaos - price decrease, mount prices changed
Harbinger of Chaos - +1 Wound, price increased, mount prices changed
Sorcerer - +1 Wound, price increase, wizard upgrades updated, mount price changed
Wrath Priest - +1 Wound, price increased, mount prices changed
Barbarian Chief - +1 Wound, price increased, Osklander Jarl + Makhar Khan updated
Daemonic Steed - default Barding
Wasteland Chariot - default Barding, Wasteland Raider removed
Manticore - +1 Attack, Multiple Wounds removed
Pestilent Palanquin - +1 Wound
Wasteland Warriors - Scoring added
Barbarians - Scoring added
Fallen - price decreased, Skirmishing removed, Light Troops added
Chosen - price decreased, Scoring added
Once-Chosen - Scoring added, magic weapon option for Champion removed
Wasteland Knights - price decreased, Scoring added
Crusher Knights - price increased
Wasteland Chariot (Pair of Waste Steeds) - price increased, Mounts Protection (6+) added
Wasteland Chariot (Single Mauler) - +1 Movement, price increased, Barding added, Mounts Protection (5+) removed
Warhounds - price increased, default Innate Defense (5+)
Battle Shrine - price decreased, bound spells updated
Barbarian Horsemen - merged with Hell Riders (upgrade), default Mounts Protection (5+)
Wasteland Trolls - price increased, Scoring added, default Paired Weapons
Dragon Centaurs - Scoring added, Musician and Standard option removed
Hellscream Cannon - price increased, shooting modi changed
Chimera - price increased, default Breath Weapon
Elder Dragon Centaur - price increased, default Light Armour, free weapon choice
Vortex Fiend - price decreased
Blood Beast - price decreased, Rites of Binding changed
Wasteland Giant - Giant Attacks clarification

Special Rules

25

Ch M Co S E

Version 1.2.1
Blue colour coding for changes
Daemon prince, daemon of change, cannot chose flaming attacks
Sorcerer, disc of change mount should not be wizard master only

Special Rules

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