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Fantasy Battles

The 9​ Age
th​

Infernal Dwarves
Army Rules
Version 0.11.0 Beta
WiP Playtest version awaiting final rules and options review in January by the Rules Team

Army Special Rules Lords


Armoury Heroes
Magical Items Core
Quick Reference Sheet Special
Change Log 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
Relentless
Units containing only models with this rule may march even when there are enemies within 8”. If an infantry unit that
contains only models with this special rule starts their move more than 8” from an enemy unit it may triple its
movement when marching instead of doubling it.

Sturdy
A model with this rule gets Thunderous Charge special rule. Furthermore it does not suffer -1 to hit when taking a
Stand and Shoot charge reaction.

Chosen of Ashuruk
Models with this rule will automatically pass all Fear tests (but still suffer -1Ld from Fear). Models with this rule
consider all units, without this rule, to have the Insignificant special rule and will not use their Engineer rule on models
without Chosen of Ashuruk rule.

Daemonic Infusion
The war machine gets Magical Attacks rule (not applicable to crew), and any Panic Test caused to enemy units is taken
with a -1 Leadership modifier.

Volcanic Embrace
All attacks made by a model with this Special Rule (even Special Attacks) are Flaming Attacks. In addition enemy
models in base contact with one or more models with this rule suffer a Strength 4 hit at the start of each Combat Phase.

Shackles Of Fire
When rolling To Wound against a model with this rule, any natural roll of '6' must be re-rolled, Magical Attacks are not
affected by this.

At the start of its second and any subsequent turn, the unit must take a Leadership Test. If failed it suffers a Wound with
no save possible, furthermore if there are no friendly wizards in the army, the wound is taken with the Multiple
Wounds(D3) rule.

Unruly
Unruly units have -1 Ld to rolls on following tests: Restrain Frenzy​
, Restrain Pursuit. In addition, if in horde formation
roll 3 dice for​
panic tests​
and discard the highest.

Opportunist
When fighting an enemy unit in the flank or rear, models on foot in a unit with this special rule gain +1 to hit as long as
their unit isn’t attacked in the flank or rear.

2
Armoury
Infernal Weapon
Close Combat Weapon. Type: Hand Weapon, +1 Strength, Magical Attacks.

Flintlock Axe
Shooting Weapon. Range 18”. Strength 4. Armour Piercing (1). Flaming Attacks.
Counts as Halberd in Close Combat.

Blunderbuss
A: Shooting Weapon. Range 18", Strength 3, Fusillade
Fusillade:​ In the Shooting Phase the weapon may be used with a following profile;
Range 8”, Strength 4, Armour Piercing (1). Any enemy model within range, and within the width of the firing unit's
frontage is hit on 6+, for each full rank after the first add +1 to hit. May be fired after marching.

Infernal Armour
Plate Armour. The wearer gains Ward Save (5+) against Flaming Attacks.

3
Magical Items

Magical Weapons Enchanted Items


Onyx Hammer ​ (70 pts) Ring of Desiccation​ (30 pts)
Type: Hand Weapon. +2 Strength. This weapon grants All enemy units in base contact with the bearer become
Multiple Wounds (D3) against models which are Flammable. If the army does not include any casters on
Flammable. its army roster the wearer counts as a caster for the
purpose of the Shackles of Fire rule.

Blade of Burning Steel ​ (30 pts) Vial of Mercury ​ (35 pts) - Infantry only.
Type: Hand weapon. Armour piercing (1). One use only. The model may drink from the Vial at the
One use only. May be activated at the start of any Phase. start of any Player Turn. The model gains Magical
For the duration of the Player Turn, the bearer's attacks Attacks, Ward Save (5+), Holy Attacks and +1 Strength.
made with this weapon have Metalshifting. Roll a D6 at the start of each Player Turn after the
Chalice is used: On a roll of 1-2 model takes a wound
with no saves allowed.
Magical Armour
Mask of the Furnace ​
(30 pts) Gauntlets of Madzhab​ (10pts)
Type: None (6+ armour save). Wearer gains Fireborn Bearer has +1 Strength. Each roll of 1 to hit is resolved
and a Breath Weapon (Strength 3, Flaming Attacks). against a friendly model in base contact, chosen by the
owning player, or if mounted the model itself.

Talismans
Icon of Lugar ​(40 pts) Arcane Items
Model gains Frenzy and Blood of Lugal but cannot use Besheluk’s Mechanism ​ (45 pts)
their armour nor buy any magical armour except for This item may be activated after Channels are rolled. 2
those with the type: none. The model gets a ward save of Power Dice and 1 Dispel Dice are removed from the
2+, which from turn 2 and each turn thereafter is Power/Dispel pools. After each use roll a D6: On a roll of
worsened by 1 point. So in turn 2 it will be a 3+ ward and 1-2 the item can no longer be used.
so on to a minimum of 6+

Magical Standards
Banner of the Brazen Bull ​ (40 pts)
Infantry only. The bearer’s unit has Vanguard. Units
within 12" with the Unruly rule may re-roll failed​

Panic
Tests.

Banner of Nezibkesh ​ (25 pts)


All Special Close Combat Attacks against the bearer or
his unit are at half strength (rounding fractions up).

4
Army List
LORDS
Prophet ​
210 pts
single model
M WS BS S T W I A Ld

3 5 4 4 5 3 2 2 9 Infantry 20x20mm base


Weapons: Options: pts
Infernal Weapon May take Magical Items up to 100
May upgrade to
Armour: Engineer 25
Infernal Armour Level 4 Wizard Master 35
May take a mount (one choice only)
Magic:
Bull of Shamut 150
Level 3 Wizard Master​ . Generate spells from Path
Temple Lamassu 155
of Shadow, Death, Fire, Alchemy or the Forge

Dwarves Special Rules:


Relentless, Sturdy, Chosen of Ashuruk

Overlord ​
125 pts
single model
M WS BS S T W I A Ld

3 7 4 4 5 3 4 4 10 Infantry 20x20mm base


Armour: Options: pts
Infernal Armour May take Magical Items up to 125
May take a Shield 3
Dwarves Special Rules: May take a Pistol 5
Relentless, Sturdy, Chosen of Ashuruk May take a weapon (one choice only)
Flintlock Axe 10
Special Rules: Great Weapon 15
Fan the Flames: ​ The model has Hatred and confers Infernal Weapon 20
this effect​
to​
​ any unit ​
​ it joins. Mounts are not affected. May take a mount (one choice only)
Bull of Shamut 150
Great Bull of Shamut 265

5
HEROES
Magus ​
50 pts
single model
M WS BS S T W I A Ld

3 4 4 4 4 2 2 2 9 Infantry 20x20mm base


Weapons: Options: pts
Infernal Weapon May take Magical Items up to 50
Must​upgrade to one or more options
Armour: Engineer 25
Infernal Armour Level 1 Wizard Apprentice 40
Level 2 Wizard Apprentice 75
Dwarves Special Rules:
May take Temple Lamassu 155
Relentless, Sturdy, Chosen of Ashuruk
Magic:
Wizard Apprentice​ . Generate spells from Path of Death,
Shadow, Fire, Alchemy or the Forge

Vizier ​
75 pts
single model
M WS BS S T W I A Ld

3 6 4 4 5 2 3 3 9 Infantry 20x20mm base


Armour: Options: pts
Infernal Armour May be the Battle Standard Bearer 25
May take Magical Items up to 75
Dwarves Special Rules: May take a Shield 2
Relentless, Sturdy, Chosen of Ashuruk, May take a Pistol 5
May take a weapon (one choice only)
Flintlock Axe 10
Great Weapon 10
Infernal Weapon 20
May ride a Bull of Shamut 165

6
Taurukh Subjugator ​
165 pts
single model
M WS BS S T W I A Ld

7 5 4 5 5 4 4 4 9 Monstrous Beast 50x75mm base


Armour: Options: pts
Light Armour, Innate Defence (5+) May be the Battle Standard Bearer 25
May take Magical Items up to 50
Taurukh Special Rules: May take any of the following
Chosen of Ashuruk, Thunderous Charge Shield 5
Heavy Armour 15
Special Rules:
Not a Leader May take a weapon (one choice only)
Additional Hand Weapon 5
Light Lance 5
Great Weapon 15

Hobgoblin Chieftain ​
35 pts
single model
M WS BS S T W I A Ld

4 4 4 4 4 2 4 3 7 Infantry 20x20mm base


Hobgoblin Special Rules: Options: pts
Opportunist, Unruly May take Magical Items up to 25
May take any of the following
Special Rules: Shield 2
Not a Leader Light Armour 2
May take a Shooting Weapon (one choice only)
Throwing Weapons 2
Bow 4
May take a Close Combat Weapon (one choice only)
Additional Hand Weapon 3
Light Lance 3
Great Weapon 6
May ride a Wolf 20

7
CORE
Infernal Warriors ​
75 pts
10 models, may add up to ​
30​
models 7 pts/model
M WS BS S T W I A Ld

3 4 3 3 4 1 2 1 9 Infantry 20x20mm base


Armour: Options: pts
Heavy Armour May take Shield 1 / model
May take a weapon (one choice only)
Dwarves Special Rules: Great Weapon 3 / model
Relentless, Sturdy, Chosen of Ashuruk Blunderbuss 2 / model
Infernal Armour 4 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- may become Veteran Standard Bearer*

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


Magical Standard worth up to 25 pts.

Disciples of Lugar ​
80 pts
10 models, may add up to ​
30​
models 10 pts / model
M WS BS S T W I A Ld

3 4 3 4 4 1 2 1 9 Infantry 20x20mm base


Weapons: Options: pts
Additional Hand Weapon May exchange Additional Hand Weapon for
Great Weapon 2 / model
Dwarves Special Rules: May upgrade one model to each of the following:
Relentless, Sturdy, Chosen of Ashuruk Champion 10
Musician 10
Special Rules: Standard Bearer 10
Frenzy May take Blood of Lugar 1 / model

Blood of Lugar:​The model gains Innate Defence (5+) against


ranged attacks.

8
Hobgoblins ​
80 pts
20 models, may add up to ​
30​
models 4 pts/model
M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 6 Infantry 20x20mm base


Armour: Options: pts
Light Armour May take Shield 1 / model
May take (one choice only)
Hobgoblin Special Rules: Exchange Shield for Bow free
Opportunist, Unruly Spear 1/ model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10

9
SPECIAL

Citadel Guard ​
100​

pts
10​
models, may add up to ​
20 ​
models 10 pts/model
M WS BS S T W I A Ld

3 4 4 4 4 1 2 1 9 Infantry 20x20mm​
base
Armour: Options: pts
Infernal Armour, Shield May exchange Shield for Flintlock Axe 3 / model
May upgrade one model to each of the following:
Dwarves Special Rules: Champion 10
Relentless, Sturdy, Chosen of Ashuruk Musician 10
Standard Bearer 10
- may take a Magical Standard up to 50
May be upgraded to Immortals 3 / model
-may take ​Infernal Weapon 3 / model

Immortals​: Unit gains +1 Weapon Skill, Immune to


Psychology, Bodyguard (Overlord)

Ziggurat Guard ​
150​

pts
10​
models, may add up to ​
20 ​
models 15 pts/model
M WS BS S T W I A Ld

3 5 3 4 4 1 2 2 9 Infantry 20x20mm​
base
Weapons: Options: pts
Great Weapon May take Shield 1 / model
May upgrade one model to each of the following:
Armour: Champion 10
Infernal Armour Musician 10
Standard Bearer 10
Dwarves Special Rules:
- may take a Magical Standard up to 50
Relentless, Sturdy, Chosen of Ashuruk

Special Rules:
Bodyguard (Prophet)

10
Kadim Incarnates ​
150​

pts
3​
models, may add up to ​
5​
models 55 pts/model
M WS BS S T W I A Ld

6 4 3 5 4 3 4 2 7 Monstrous Infantry 40x40mm​


base
Armour: Options: pts
Innate Defence (5+) May take Fly (6) 5 / model
May upgrade one model to a Champion 10
Kadim Special Rules:
Daemonic Instability, Otherworldly, Flaming
Attacks, Fireborn, Volcanic Embrace, Shackles of
Fire

Special Rules:
Fear

Taurukh ​
110 pts
5 models, may add up to ​
10​
for 18 pts / model
M WS BS S T W I A Ld

7 4 3 4 4 1 2 2 9 War Beast 25x50mm base


Armour: Options: pts
Light Armour, Innate Defence (6+) May take Heavy Armour 3 / model
May take one of the following
Taurukh Special Rules: Additional Hand Weapon 1 / model
Thunderous Charge, Chosen of Ashuruk Shield 2 / model
Light Lance 2 / model
Half Bull:​Stomp hits can never be distributed onto Great Weapon 3 / model
a model with this rule.
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- may take a Magical Standard up to 50

11
Hobgoblins Backstabbers ​
60 pts
10 models, may add up to ​
40​
models for 7 / model
M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 6 Infantry 20x20mm bases


Weapons: Options: pts
Additional Hand Weapon One unit of 25 or less models
can take Ambush 2 / model
Army Special Rules: May upgrade one model to each of the following:
Opportunist, Unruly Champion 10
Musician 10
Special Rules: Standard Bearer 10
Poisoned Attacks

Devious:
If not engaged to either flank or rear the unit gains a
cumulative Fight in Extra Rank after each round of
close combat.

Orc Slaves ​
100 pts
20 models, may add up to ​
30​
models 5 pts/model
M WS BS S T W I A Ld

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


Weapons: Options: pts
Additional Hand Weapon May upgrade one model to Musician 10

Armour:
Light Armour

Special Rules:
Unruly, ​
Insignificant

Born to Fight:​ ​
Models with this rule have +1
Strength until they lose or draw a combat.

Slaves:​​
If there are no Units with the Chosen of
Ashuruk or Opportunist rules on the table remove
the ​
unit​from the game at the end of the phase.

12
Light Artillery ​
-
single model

Must take one of the following:


Gunnery Team ​
(50 pts) Hobgoblin Bolt Thrower ​
(40 pts)
Crewed by Dwarves Crewed by Hobgoblins
M WS BS S T W I A Ld M WS BS S T W I A Ld

Weapon - - - - 4 2 - - - Weapon - - - - 7 2 - - -
Crew (2) 3 4 4 4 4 - 2 1 9 Crew (2) 4 3 3 3 3 - 3 1 6
War Machine​ ​
40mm round​
base War Machine​ ​
40mm round​
base

Weapons: Weapons:
This is a ​
Volley Gun Artillery Weapon​ with This is a ​
Bolt Thrower Artillery Weapon​ with
Range 18”, Strength 4, Armour Piercing (1), Multiple Range 48”, Strength 6, Multiple Wounds (D3), Armour
Shots (6) Piercing (6)

Armour: Hobgoblins Special Rules:


Infernal Armour Insignificant

Dwarves Special Rules:


Chosen of Ashuruk

Options: pts
May exchange Armour Piercing (1)
for Flaming Attacks free

13
RARE
Hobgoblin Wolf Riders ​
65 pts
5​
models, may add up to ​
10 ​
models 10 pts/model
M WS BS S T W I A Ld

Rider 4 3 3 3 3 1 3 1 6
Wolf 9 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Armour: Options: pts
Mount’s Protection (6+), Light Armour May take Shield 1 / model
May take any of the following
Hobgoblin Special Rules: Light Lance 1 / model
Unruly Bow 1 / model
May upgrade one model to each of the following:
Special Rules: Champion 10
Fast Cavalry Musician 10
Standard Bearer 10

Taurukh Anointed​
150 pts
3​
models, may add up to ​
4​
models 55 pts / model
M WS BS S T W I A Ld

7 4 3 5 5 3 3 3 9 Monstrous Beast 50x75mm base


Armour: Options: pts
Light Armour, Innate Defence (5+) May take one of the following
Light Lance 3 / model
Taurukh Special Rules: Additional Hand Weapon 3 / model
Chosen of Ashuruk, Thunderous Charge Shield 5 / model
Great Weapon 10 / model
May upgrade one model to each of the following:
Champion 10
Musician 10
Standard Bearer 10
- may take a Magical Standard up to 50

14
Infernal Engine ​
300 pts
single model
M WS BS S T W I A Ld

Infernal Engineer 6 - - 6 6 7 2 - -
Crew (3) - 4 4 3 4 - 2 1 9 Chariot 60x100mm​
base
Special Rules:
Unbreakable, Large Target

Full Steam Ahead!:​ At the beginning of the turn, the model may opt to engage its boiler. If it does so, the unit may
not shoot and gains Random Movement (2D6+6), except it may not pivot before moving. If a double 1 is rolled for
distance, there is a malfunction and the unit does not move.

Ponderous:​
Due to its ponderous speed the unit may not declare charge, pursuit or overrun.
Must take one of the following:
Shrapnel Guns ​
(free) Steam Hammers ​
(free)
Weapons: Weapons:
Shrapnel Guns:​ is a ​
Volley Gun Artillery Weapon​ with Steam Hammers:​ Close Combat Weapon, Grinding
Range 18”, Strength 6, Quick to Fire, Armour Piercing Attacks (2D6) and Impact Hits (2D6)
(1), Multiple Shots (2D6+2)

Armour: Armour:
Innate Defence (2+) Innate Defence (3+)

Special Rules:
Grinding Attacks (D6)

Options: pts Options: pts


May take Daemonic Infusion 20 May take Daemonic Infusion 10

15
Kadim Titan ​
315 pts
single model
M WS BS S T W I A Ld

8 5 3 7 6 6 6 6 8 Monster 100x150mm base


Kadim Special Rules:
Daemonic Instability, Otherworldly, Flaming Attacks, Fireborn, Volcanic Embrace, Shackles Of Fire

Searing Rage:​ Each time the model fails a Frenzy test it add +1A to its Frenzy attacks. If the Frenzy is lost then so are
these additional attacks.

Lord of Flame:​
The model has Holy Attacks against models with Fireborn.

Must take one of the following:


Basalt Form ​
(free) Fiery Form ​
(25 pts)
Armour: Armour:
Innate Defence (3+) Innate Defence (5+)

The model suffers -2 Movement. Special Rules:


Ward Save (4+)

16
Heavy Artillery ​
-
single model
M WS BS S T W I A Ld

Machine - - - - 7 3 - - -
Crew (3) 3 4 3 3 4 - 2 1 9 War Machine 75mm round​
base
Armour:
Heavy Armour

Dwarves Special Rules:


Chosen of Ashuruk
Must take one of the following:
Rocket Battery ​
(100 pts) Volcano Cannon ​ (120 pts)
This weapon have two modes of fire: This a ​
Flame Thrower Artillery Weapon​ with
Range 15", Strength 5, Multiple Wounds (D3), Flaming
Catapult (Single Point) Artillery Weapon​ with Attacks
Range 48", Strength 8, Multiple Wounds (Ordnance)

Catapult (5”) Artillery Weapon​ with


Range 48", 5" Template, Strength 2, Armour Piercing(1)
A unit which suffers 1 or more casualties from a Rocket
Battery must immediately take a Panic Test.

Options: pts Options: pts


May take Daemonic Infusion 15 May take Daemonic Infusion 20

17
Infernal Artillery ​
-
single model

Must take one of the following:


Earthquake Mortar ​
(150 pts) Hellscream Cannon ​
(200 pts)
Crewed by Dwarves
M WS BS S T W I A Ld
M WS BS S T W I A Ld
Mortar - - - - 7 3 - - -
1 4 3 5 6 5 1 4 6
Crew (2) 3 4 4 4 4 - 2 1 9
Monster​ ​
100x150mm​
base
[Ogre (0)] - 3 - 4 - +1 2 3 -
War Machine​ ​
75mm round​
base

Weapons: Weapons:
This is a ​
Catapult (3”) Artillery Weapon​with Hellscream Cannon: ​ This is a ​
Catapult (3”) Artillery
Range 48", Strength 4[10], [Multiple Wounds Weapon​ with Range 60", Strength 4 [9], Armour
(Ordnance)] Piercing (1), [Multiple Wounds (Ordnance)]. A unit
which suffers 1 or more casualties from a Hellscream
Aftershock:​ Any unit that suffers an unsaved wound Cannon must immediately take a Panic Test with -1 to its
from a weapon with this rule will count all terrain Leadership.
(including open ground) as dangerous terrain and must
re-roll To Hit rolls of '6'. War machines within 6” of the
final location of the template can only fire on a roll of 4+.
The effect lasts until the end of the next player turn.

Armour: Armour:
Heavy Armour Innate Defence (4+)

Dwarves Special Rules: Special Rules:


Chosen of Ashuruk Otherwordly, Unbreakable, Frenzy

Options: pts Options: pts


May take Daemonic Infusion 20 May upgrade to Unchained free
May take Ogre Slave 50

Ogre Slave:​ The War Machine gains an Ogre as an Unchained:​ Model gains +3 Movement, Free Reform
additional Crew member and increases its number of and replaces ​
Hellscream Cannon​with ​
Hellscream
wounds by 1. Mortar​:

The model treats the roll of Jammed (3-4) on the This is a ​


Catapult (3”) Artillery Weapon​with the
Misfire Table as Malfunction (5+). following profile: Range 24”, Strength 3

18
Armoured Giant​
160 pts
single model
M WS BS S T W I A Ld

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


Armour: Options: pts
Heavy Armour, Innate Defence (6+) May take Plate Armour 15

Special Rules​
:
Immune to Psychology, Stubborn

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 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 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 “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.

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

19
MOUNTS
The Mounts section is for character mounts. Non-character mounts follow the rules under respective entries.

Temple Lamassu​(One of a kind)


M WS BS S T W I A Ld

6 3 - 5 5 4 2 2 8 Monstrous Beast 50x50mm​


base
Special Rules: Options: pts
Fly (8), Magic Resistance (2), Fear, Magical Attacks, May upgrade to Level 2 Wizard Apprentice 25
Ward Save (5+) May take Breath Weapon 30
(Strength 4, Magical Attacks)
Aura of Unbinding: Any Magical Weapon in the May take Mace Tail 20
hands of a friendly or enemy models in base
contact with a Lammasu becomes a mundane
Mace Tail:​ Model has +1 Attack. When fighting enemies in
weapons of the same type. This effect lasts for as
its rear, the model gains +1 to-hit.
long as models remain in base contact. A character
riding a Lamassu is unaffected.

Magic:
Level 1 Wizard Apprentice​ that generates spells
from the Path of Death, Fire or Shadow.

Bull of Shamut
M WS BS S T W I A Ld

6 5 - 5 5 4 3 4 6 Monstrous Beast 50x50mm base


Kadim Special Rules:
Flaming Attacks, Fireborn, Volcanic Embrace, Magical Attacks

Special Rules​
:
Fly (8), Large Target, Fear

Great Bull of Shamut​(One of a Kind)


M WS BS S T W I A Ld

6 5 - 6 6 6 3 4 6 Monster 60x100mm base


Armour:
Innate Defence (5+)

Kadim Special Rules:


Flaming Attacks, Fireborn, Volcanic Embrace, Magical Attacks

Special Rules​
:
Fly (7), Breath Weapon (Strength 4, Flaming Attacks), Ward Save (5+)

20
Wolf
M WS BS S T W I A Ld

9 3 - 3 3 1 3 1 3 War Beast 25x50mm base


Armour:
Mount’s Protection (6+)

Special Rules​
:
Fast Cavalry

21
Quick Reference Sheet
L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

CHARACTERS M WS BS S T W I A Ld
WAR BEASTS M WS BS S T W I A Ld
L Prophet 3 5 4 4 5 3 2 2 9
S Taurukh 7 4 3 4 4 1 2 2 9
Overlord 3 7 4 4 5 3 4 4 10
M Wolf 9 3 - 3 3 1 3 1 3
H Magus 3 4 4 4 4 2 3 2 9
Vizier 3 6 4 4 5 2 3 3 9 MONSTROUS BEASTS
Taurukh Subjugator 7 5 4 5 5 4 4 4 9 R Taurukh Anointed 7 4 3 5 5 3 3 3 9
Hobgoblin Chieftain 4 4 4 4 4 2 4 3 7 M Temple Lamassu 6 3 - 5 5 4 2 2 8
Bull of Shamut 6 5 - 5 5 4 3 4 6
INFANTRY
C Disciple of Lugar 3 4 3 4 4 1 2 1 9 MONSTERS

Infernal Warrior 3 4 3 3 4 1 2 1 9 R Hellscream Cannon 1 4 3 5 6 5 1 5 4

Hobgoblin 4 3 3 3 3 1 3 1 6 Armoured Giant 6 3 - 6 5 6 3 * 10

S Citadel Guard 3 4 3 4 4 1 2 1 9 Kadim Titan 8 5 3 7 6 6 6 6 8

Ziggurat Guard 4 5 3 4 4 1 2 2 9 M Great Bull of Shamut 6 5 - 6 6 6 3 4 6


Hobgoblin Backstabber 4 3 3 3 3 1 3 1 6
WAR MACHINES
Orc Slaves 4 3 3 3 4 1 2 1 5
R Heavy Artillery - - - - 7 3 - - -

MONSTROUS INFANTRY - Crew (3) 3 4 3 3 4 - 2 1 9

S Kadim Incarnate 6 4 3 5 4 3 4 2 7 Earthquake Mortar - - - - 7 3 - - -


- Crew (3) 3 4 3 3 4 - 2 1 9
CAVALRY - (Ogre Slave) - 3 - 4 - - 2 3 -
Ρ Hobgoblin Wolf Rider 4 3 3 3 3 1 3 1 6 S Gunnery Team - - - - 4 2 - - -
- Wolf 9 3 - 3 3 1 3 1 3 - Crew (3) 3 4 4 4 4 - 2 1 9
Hobgoblin Bolt - - - - 7 2 - - -
CHARIOTS Thrower

R Infernal Engine 6 - - 6 6 7 2 - - - Crew (3) 4 3 3 3 3 - 2 1 6

- Crew (3) - 4 4 3 4 - 2 1 9

SPECIAL SHOOTING WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing
common Flintlock Axe 18 4 - - 1

common Blunderbuss 18 3 - - -

Light Artillery Gunnery Team Volley Gun 18 4 6 1

Bolt Thrower Bolt Thrower 48 6 - D3 6

Heavy Artillery Rocket Battery (1) Catapult (5”) 48 2 - - 1

Rocket Battery (2) Catapult (0”) 48 8 Ordnance

Volcano Cannon Flame Thrower 15 5 - D3 -

Infernal Artillery Earthquake Mortar Catapult (3”) 48 4[10] - [Ordnance] -

Hellscream Cannon Catapult (3”) 60 4[9] - [Ordnance] 1


Unchained Hellmortar Catapult (3”) 24 3 - - -

Infernal Engine Shrapnel Guns Volley Gun 18 6 2D6+2 - 1

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CHANGE LOG
version 0.11.0 beta released

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