Beast Herds
Army Rules
Version 1.2.2 - 03 November 2016
Characters
Character Mounts
Core
Special
Terrors of the Wild
Special Rules
Ch M Co S TW
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
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.
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.
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.
Army Organisation
Characters
Max 40%
Core
At least 15%
Special
No limit
Terrors of the
Wild
Max 40%
Ambush
Predators*
Max 60%
Ch M Co S TW
Army List
CHARACTERS (max 40%)
Pack Leaders
single model
WS
BS
Ld
Beast Lord
Beast Chieftain
Armour:
Light Armour
Beast Lord
(220 pts)
Primal Instinct
Strider (Forest)
Beast Chieftain
(120 pts)
Special Rules:
Pack Tactics
Options:
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
Ch M Co S TW
WS
BS
Ld
Options:
pts
Primal Instinct
Strider (Forest)
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.
WS
BS
Ld
Armour:
Options:
pts
Light Armour
50
up to 100
80
30
Primal Instinct
Strider (Forest)
Special Rules:
Drunkard
Half Horse
Looted Booze
Special Rules
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4
24
6
16
30
30
40
Alpha Bulls
single model
WS
BS
Ld
Minotaur Warlord
Minotaur Chieftain
Armour:
Light Armour
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)
Options:
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
Ch M Co S TW
CHARACTER MOUNTS
Raiding Chariot
Razortusk Chariot
WS
BS
Ld
WS
BS
Ld
Chariot
Chariot
Crew (1)
Crew (1)
Razortusk (1)
Chariot
Chariot
Special Rules:
Special Rules:
Light Troops
Light Troops
Impact Hits (+1)
Hunting Horn*
Crew
Weapons:
Light Lance
Crew
Weapons:
Light Lance
Strider (Forest)
Primal Instinct
Strider (Forest)
Primal Instinct
Razortusk
Special Rules:
Thunderous Charge
*Hunting Horn: All friendly units within 6" of one or
more models with this special rule gain a +1" modifier
to their Charge Range.
Special Rules
Ch M Co S TW
WS
BS
Ld
Options:
Primal Instinct
Strider (Forest)
Special Rules:
Pack Tactics
Scoring
pts
WS
BS
Ld
Armour:
Options:
pts
Shield
20
1 / model
Primal Instinct
Strider (Forest)
Special Rules:
Pack Tactics
Scoring
Special Rules
Ch M Co S TW
20
20
20
WS
BS
Ld
Weapons:
Options:
pts
Bow
20
Primal Instinct
Strider (Forest)
Special Rules:
Pack Tactics
Skirmishers
Special Rules
10
Ch M Co S TW
20
20
WS
BS
Ld
Weapons:
Options:
pts
Halberd
2 / model
1 / model
Armour:
Heavy Armour
Beasts Special Rules:
Primal Instinct
Strider (Forest)
Special Rules:
20
20
20
20
up to 100
Pack Tactics
Bodyguard (Beast Lord)
Scoring
WS
BS
Ld
Armour:
Options:
pts
6 / model
4 / model
Primal Instinct
Strider (Forest)
Special Rules:
Drunkard
Half Horse
Scoring
Special Rules
11
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2 / model
6 / model
8 / model
4 / model
20
20
20
20
up to 50
WS
BS
Ld
Armour:
Options:
Light Armour
Primal Instinct
Strider (Forest)
Special Rules:
Frenzy
Impact Hits (1)
Scoring
pts
BS
Ld
Chariot
Armour:
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
8 / model
12 / model
10 / model
Ch M Co S TW
WS
BS
Ld
Strider (Forest)
Special Rules:
Thunderous Charge
single model
M
WS
BS
Ld
Chariot
Razortusk (1) 7
Armour:
Light Armour
Mounts Protection (5+)
Chariot
Special Rules:
Light Troops
Impact Hits (+1)
Hunting Horn *
Wildhorn
Weapons:
Light Lance
Beasts Special Rules:
Strider (Forest)
Primal Instinct
Longhorn
Weapons:
Great Weapon
Beasts Special Rules:
Primal Instinct
Razortusk
Special Rules:
Thunderous Charge
*Hunting Horn: All friendly units within 6" of one or more models with this special rule gain a +1"
modifier to their Charge Range.
Special Rules
13
Ch M Co S TW
single model
M
WS
BS
Ld
3D6
2 D6+1 10
Strider (Forest)
Special Rules:
WS
BS
Ld
5 (10)
Options:
pts
Primal Instinct
Strider (Forest)
20
Special Rules:
Fly (10)
Skirmishers
Thunderous Charge
WS
BS
Ld
Strider (Forest)
Special Rules:
Insignificant
Ambush
Vanguard
Special Rules
14
Ch M Co S TW
single model
WS
BS
Ld
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.
single model
WS
BS
Ld
Primal Instinct
Strider (Forest)
Special Rules:
Special Rules
15
Ch M Co S TW
single model
WS
BS
Ld
8 (8)
Strider (Forest)
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
Ch M Co S TW
WS
BS
Ld
10
Options:
pts
Strider (Forest)
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:
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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Ch M Co S TW
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
5(10)
Razortusk Chariot
- Wildhorn (1)
- Longhorn (1)[0]
- Razortusk (1)
Gargoyle
MONSTROUS INFANTRY
Minotaur
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]
Divine Attacks
List of Totems
Gnarled Hide Totem
Clouded Eye
Black Wing Totem
Special Rules
18
Ch M Co S TW
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
Version 1.2.2
Colour coded and strike through text removed
Special Rules
19
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