Beast Herds (v2020)

Beast Herds (v2020)

Weapon Enchantments

Hawthorn Curse

max 1 per Army (Enchantment: Hand Weapon) (Cannot be taken by models with Ambush)

Attacks made with this weapon gain Devastating Charge (+2 Str, +2 AP) and become Magical Attacks.
The weapon can be used as a Shooting Weapon with Aim (3+) with the following profile: Range 18″, Shots 1, Str 3 [6], AP 10, Penetrating, Reload!,Multiple Wounds (D3).
This Shooting Attack never suffers negative to-hit modifiers

Ancestral Carvings

max 3 per Army (Enchantment: Hand Weapon) (Soothsayer only)

Attacks made with this weapon gain +2 Strength and +2 Armour Penetration, and become Magical Attacks.
The wielder gains +2 Attack Value and Distracting while using this weapon.

Twin Hungers

max 1 per Army (Enchantment: Paired Weapons)

Attacks made with this weapon gain Lethal Strike and become Magical Attacks.
Whenever the wielder rolls a natural '6' to wound with a Close Combat Attack, and this attack successfully causes an unsaved wound, the bearer Recovers 1 Health Point at the end of the Initiative Step.
No more than 1 Health Point may be recovered per phase in this manner.

Fatal Folly

max 1 per Army (Enchantment: Beast Axe)

Attacks made with this weapon become Magical Attacks. For each Close Combat Attack against the wielder's model that rolls a natural to-hit roll of '1', the wielder must perform a Close Combat Attack at the same Initiative Step (this overrides the normal restriction that Beast Axe attacks always strike at Initiative Step 0). This must be allocated towards the model (or Health Pool) that rolled the '1' to hit.

Armour Enchantments

Aaghor's Affliction

max 1 per Army (Enchantment: Light Armour)

The wearer gains +1 Resilience and Fortitude(4), but automatically fails all of its Armour Saves.

Trickster's Cunning

max 1 per Army (Enchantment: Light Armour)

Successful to-wound rolls against the wearer's model must be rerolled.

Obscuring Fog

max 1 per Army (Enchantment: Shield)

While using this Shield, enemy units in base contact with the bearer suffer -1 Agility. The bearer's unit does not benefit from +1 Agility from Charging Momentum.

Wild Form

max 1 per Army (Enchantment: Suit of Armour)

At the start of the Melee Phase the bearer may choose to gain either of the following:
• +1 Strength, +1 Armour Penetration, and −1 Resilience
• −1 Strength, −1 Armour Penetration, and +1 Resilience
The effects last until the end of the Melee Phase.

Artefacts

Dark Rain

max 1 per Army

One use onlyThis Artefact 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 end of the Game Turn.
If the owner player has the second Player Turn, all Shooting Attacks suffer -2 to hit during the opponent's Shooting Phase.
If the owner player has the first Player Turn, instead all Shooting Attacks suffer -1 to hit during the opponent's Shooting Phase.

Pillager Icon

max 1 per Army

All friendly units within 12" of the bearer comprised entirely of Razortusks or single model Chariots, excluding Characters, gain Vanguard.

Seed of the Dark Forest

max 1 per Army

One use onlyRight before the battle (during step 7 of the Deployment Phase Sequence), the bearer must place a single Forest Terrain Feature (that must be no larger than 10" in length and 6" in width) on the Battlefield, not in contact with any other Terrain Feature except Open Terrain, more than 1" away from all enemy units, and with its centre within 12" of the bearer.
All friendly models inside this Forest Terrain Feature gain a +1 modifier to their casting rolls for Augment spells, Hex, and Universal spells, and add (+1/+1) to the Power Level of Totem Bound Spells they cast.

Inscribing Burin

max 1 per Army

While the bearer has the center of its base inside a Forest Terrain Feature, all friendly units with more than half of their models with the center of their bases inside any Forest Terrain Feature on the Battlefield gain Magic Resistance(2).

Eye of Dominance

max 1 per Army

Close Combat Attacks from Beast, Cavalry, and Construct models will always hit the bearer only on a roll of 6+.
If the attacking model is a multipart model, only model parts with Harnessed are affected.

Crown of Horns

max 1 per Army

The bearer unit and all units within range of its Commanding Presence (if applicable) automatically pass Discipline Tests taken due to Primal Instinct.

Banner enchantement

Banner of the Wild Herd

max 3 per Army

One use only. A single Banner of the Wild Herd per unit may be activated at the start of each Round of Combat. For the duration of this Round of Combat, all Mongrels and Wildhorns in the bearer's unit gain +1 Strength and +1 Armour Penetration.

Racial Trait Spell

Casting Range Type Duration Effect
Echoes of the Dark Forest The target gains Fear, Fearless, and Terror. Enemy units in base contact with the target suffer -1 Discipline.
Mf 5+ [9+] 18" [36"] Augment Last one Turn

Army Organisation

Characters
Characters

Beast Lord

190 pts
single model

Size: Standard

Type: Infantry

Base: 25x25mm

Global
Adv Mar Dis
5" 10" 9
Defensive
HP Def Res Arm
3 6 5 0
Offensive
Att Off Str Ap Agi
Beast Lord
4 6 5 2 5

Options

  • General free
    • Hunting Call 25
  • Special Equipment up to 200
  • Shield 5
  • Heavy Armour 15
  • Throwing Weapons (4+) 5
  • One choice only
    • Paired Weapons 10
    • Lance 10
    • Great Weapon 10
    • Beast Axe 35

Mount Options

  • Raiding Chariot 115
  • Razortusk Chariot 165
Characters

Beast Chieftain

115 pts
single model

Size: Standard

Type: Infantry

Base: 25x25mm

Global
Adv Mar Dis
5" 10" 8
Defensive
HP Def Res Arm
3 5 5 0
Offensive
Att Off Str Ap Agi
Beast Chieftain
3 5 4 1 4

Options

  • Ambush (on foot only) 5
  • General free
    • Hunting Call 15
  • Battle Standard Bearer 50
  • Greater Totem Bearer (take all totems) 85
    • Totems
  • Special Equipment up to 100
  • Shield 5
  • Heavy Armour 10
  • Throwing Weapons (4+) 5
  • One choice only
    • Paired Weapons 5
    • Lance 5
    • Great Weapon 5
    • Beast Axe 20

Mount Options

  • Raiding Chariot 100
Characters

Soothsayer

160 pts
single model

Size: Standard

Type: Infantry

Base: 25x25mm

Global
Adv Mar Dis
5" 10" 8
Defensive
HP Def Res Arm
3 4 5 0
Offensive
Att Off Str Ap Agi
Soothsayer
1 4 3 0 3

Magic Options

  • May become (one choice only)
    • Wizard Adept 75
    • Wizard Master 225
  • Must generate spells from
    • Druidism

      Druidism

    • Shamanism

      Shamanism

    • Evocation

      Evocation

Options

  • General free
  • Ambush (on foot only) 5
  • Special Equipment up to 100
    • If Wizard Master up to 200
  • May take Light Armour 5
  • Paired Weapons 5

Mount Options

  • Raiding Chariot 20
Characters

Minotaur Chieftain

220 pts
single model

Size: Large

Type: Infantry

Base: 40x40mm

Global
Adv Mar Dis
6" 12" 8
Defensive
HP Def Res Arm
4 4 5 0
Offensive
Att Off Str Ap Agi
Minotaur Chieftain
4 5 5 2 4

Options

  • General free
  • Special Equipment up to 100
  • Battle Standard Bearer 50
  • Greater Totem Bearer (take all totems) 85
    • Totems
  • Heavy Armour 10
  • Shield 10
  • One choice only
    • Paired Weapons 10
    • Great Weapon 20
    • Beast Axe 20
Characters

Centaur Chieftain

205 pts
single model

Size: Standard

Type: Cavalry

Base: 25x50mm

Global
Adv Mar Dis
8" 16" 8
Defensive
HP Def Res Arm
3 5 5 0
Offensive
Att Off Str Ap Agi
Centaur Chieftain
4 5 5 2 4

Options

  • General free
  • Ambush 20
  • Special Equipment up to 100
  • Battle Standard Bearer 50
  • Greater Totem Bearer (take all totems) 85
  • Shield 5
  • Heavy Armour 10
  • Throwing Weapons (4+) 5
  • One choice only
    • Paired Weapons 10
    • Lance 20
    • Great Weapon 20
    • Beast Axe 25
Core
Core

Wildhorn Herd

150 pts + 8 pts/extra model
15-50 models

Size: Standard

Type: Infantry

Base: 25x25mm

Global
Adv Mar Dis
5" 10" 7
Defensive
HP Def Res Arm
1 4 4 0
Offensive
Att Off Str Ap Agi
Wildhorn Herd
1 4 3 0 3

Options

  • Ambush (0-25 Models per Unit, 0-2 Units per Army) 20
  • Must Choice
    • Shield free
    • Paired Weapons 2 /mod.
    • Throwing Weapons (5+) 2 /mod.
    • Paired Weapons and Throwing Weapons (5+) 4 /mod.

Command Group Options

  • Champion 20
    • Totem Bearer 15
  • Musician 20
  • Standard Bearer 20
    • Banner Enchantment
Core

Mongrel Herd

145 pts + 7 pts/extra model
20-50 models

Size: Standard

Type: Infantry

Base: 20x20mm

Global
Adv Mar Dis
5" 10" 6
Defensive
HP Def Res Arm
1 3 3 0
Offensive
Att Off Str Ap Agi
Mongrel Herd
1 3 3 0 3

Options

  • Ambush (0-30 Models per Unit, 0-2 Units per Army) 20
  • Spear 1 /mod.

Command Group Options

  • Champion 20
  • Musician 20
  • Standard Bearer 20
    • Banner Enchantment
Special
Special Ambush Predators

Feral Hounds

80 pts + 8 pts/extra model
5-20 models
0-5 Units/Army

Feral Hounds units of 8 models count towards Core

Size: Standard

Type: Beast

Base: 25x50mm

Global
Adv Mar Dis
8" 16" 5
Defensive
HP Def Res Arm
1 4 3 0
Offensive
Att Off Str Ap Agi
Feral Hounds
1 4 3 0 3
Special

Longhorn Herd

150 pts + 21 pts/extra model
10-40 models

Size: Standard

Type: Infantry

Base: 25x25mm

Global
Adv Mar Dis
5" 10" 8
Defensive
HP Def Res Arm
1 4 4 0
Offensive
Att Off Str Ap Agi
Longhorn Herd
1 4 4 1 3

Options

  • Ambush (0-20 Models per Unit, 0-2 Units per Army) 1 /mod.
  • one choice
    • Halberd free
    • Great Weapon free

Command Group Options

  • Champion 20
    • Totem Bearer 20
  • Musician 20
  • Standard Bearer 20
    • Banner Enchantment
Special

Minotaurs

230 pts + 80 pts/extra model
3-10 models
0-5 Units/Army

Size: Large

Type: Infantry

Base: 40x40mm

Global
Adv Mar Dis
6" 12" 7
Defensive
HP Def Res Arm
3 3 4 0
Offensive
Att Off Str Ap Agi
Minotaurs
3 4 5 2 3

Options

  • One choice only
    • Shield 10 /mod.
    • Great Weapon 8 /mod.
    • Paired Weapons 10 /mod.

Command Group Options

  • Champion 20
    • Totem Bearer 20
  • Musician 20
  • Standard Bearer 20
    • Banner Enchantment
Special

Centaurs

170 pts + 22 pts/extra model
5-15 models
0-4 Units/Army

Size: Standard

Type: Cavalry

Base: 25x50mm

Global
Adv Mar Dis
8" 16" 7
Defensive
HP Def Res Arm
1 4 4 0
Offensive
Att Off Str Ap Agi
Centaurs
2 4 4 1 3

Options

  • Ambush (0-8 Models per Unit) 2 /mod.
  • Throwing Weapons (5+) 4 /mod.
  • One choice only
    • Paired Weapons 5 /mod.
    • Great Weapon 2 /mod.
    • Lance 8 /mod.

Command Group Options

  • Champion 20
    • Totem Bearer 15
  • Musician 20
  • Standard Bearer 20
    • Banner Enchantment
Special

Raiding Chariot

110 pts + 105 pts/extra model
1-3 models
0-4 Units/Army

Raiding Chariot units of 3 models count towards Core

Size: Large

Type: Construct

Base: 50x100mm

Global
Adv Mar Dis
7" 7" 8
Defensive
HP Def Res Arm
4 4 4 2
Offensive
Att Off Str Ap Agi
Wildhorn Crew
1 4 3 0 3
Longhorn Crew
1 4 4 1 3
War Hog (2)
1 3 4 1 2
Chassis
5 2
Special

Razortusk Herd

105 pts + 60 pts/extra model
1-10 models
0-3 Units/Army

Size: Large

Type: Beast

Base: 50x50mm

Global
Adv Mar Dis
7" 14" 6
Model Rules
Defensive
HP Def Res Arm
3 3 5 0
Offensive
Att Off Str Ap Agi
Razortusk Herd
4 3 5 2 2
Special

Razortusk Chariot

230 pts
single model
0-4 Units/Army

Size: Large

Type: Construct

Base: 50x100mm

Global
Adv Mar Dis
7" 7" 8
Defensive
HP Def Res Arm
5 4 5 1
Offensive
Att Off Str Ap Agi
Wildhorn Crew
1 4 3 0 3
Longhorn Crew
1 4 4 1 3
Razortusk
4 3 5 2 2
Chassis
5 2
Terrors of the Wild
Terrors of the Wild

Beast Giant

290 pts
single model
0-3 Units/Army

Size: Gigantic

Type: Infantry

Base: 50x75mm

Global
Adv Mar Dis
7" 14" 8
Model Rules
Defensive
HP Def Res Arm
7 3 5 1
Offensive
Att Off Str Ap Agi
Beast Giant
5 3 5 2 3

Options

  • Big Brother 30
  • One choice only
    • Uprooted Tree 5
    • Beer Barrel 30
    • Fame 30
    • Giant Club 30