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    Fantasy Battles

    The9thAge

    The Vermin SwarmArmy Rules

    Version 0.11.0 Beta

    Army Special Rules

    Armoury

    Magic items

    Quick Reference Sheet

    Change Log

    Lords

    Heroes

    Core

    Special

    RareMounts

    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.

    http://www.the-ninth-age.com/http://www.the-ninth-age.com/
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    Army Special Rules

    Safety in NumbersNon-fleeing units comprised solely of models with this Special Rule add their number of Full Ranks after the first one to

    their Leadership (up to maximum of +3). This rule cannot be used to modify the Leadership that is distributed by

    models with Inspiring Presence (but the received Inspiring Presence can be modified by Safety in Numbers

    ).Furthermore if all models in a unit have this Special Rule, they add +1 to any flee distances they roll.

    CallousA model with this special rule is allowed to use non-template shooting weapons against an enemy unit in close combat

    with friendly units of Infantry, or Swarms, not containing any characters. When firing at an enemy unit in close combat

    with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ it hits the target, otherwise it hits a

    friendly unit in that combat (randomize if several friendly units are involved in the combat).

    HonourlessCharacters that are Honourlessdo not receive the usual penalties from refusing a challenge.

    State of Trance (X)The war platform and the unit it has joined gains the Immune To Psychology special rule. The war platform may only

    join units of (x). Disregard other characters.

    Greater Clan

    Plague CultToxic attacks have -1 to wound against models with this rule.

    VolatileWhen a model with this rule rolls a misfire, roll a D6 and consult the table below.

    1 (or less) Explosion!

    No shots are fired. Scatter the model D6. If it hits any unit in its path the unit takes D6 Strength 5

    hits. Remove the model.

    2-3 Malfunction

    No shots are fired. The model suffers a Wound with no Saves of any kind allowed.

    4-5 Overcharged

    Pivot the unit towards a random direction and then resolve the shooting attack as normal against

    the first unit within line of sight and range, straight in front of the shooting model. Replace

    Lightning Cannons and Dreadmills normal shooting with a Line Template (6D6). Models hit take

    a Strength 10 hit with Magical Attacks, Lightning Attacks and Armour Piercing (6).

    6+ Spent

    The shooting is resolved as normal (a Dreadmill will fire 3 shots). The Warp Weapon is then

    considered broken and cant be used anymore for the rest of the game. If the model is a Warp

    Weapon Team, remove it as casualty instead.

    2

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    Armoury

    Close Combat Weapons

    Meat Grinder

    A model with Meat Grinder has Impact Hits (2D6),

    Grinding Attacks (2D6). A Weapon Teamcarrying this

    weapon gains Innate Defence (5+).

    These Impact hits and Grinding Attacks are resolved at

    Strength 4 and have Armour Piercing (1).

    Plague Flail

    Uses rules for Flails, with the following addition:

    Models with Plague Flailscan make a single additional

    special attack against a model in base contact. This is

    resolved at Initiative 10, hits automatically and has the

    Toxic Attacks Special Rule.

    Other Equipment

    Tail Weapon

    If using mundane weapons the wielder gains +1 Attack.

    Dark Shard

    One use only. When casting a spell but before rolling

    power dice, the caster may decide to use a single Dark

    Shardwhich adds a +D3 casting bonus to the spell. If a

    natural 1 is rolled on the dice, the caster suffers a hitwith a Strength value equal to the number of Power Dice

    used, with no saves of any kind allowed.

    Shooting Weapons

    Rotary Gun

    This is a shooting weapon with Multiple Shots (2d6*2) or

    Multiple Shots (3d6*2) to the player choice; Range 24,

    Strength 4, Armour Piercing (1), Slow to Fire, Magical

    Attacks, Volatile. This weapon never suffers To Hit

    penalties from Multiple Shots or from moving. If a double

    comes up when rolling for number of shots the weapon

    misfires.

    Globe Launcher

    This is a shooting weapon Multiple Shots (2d6*2); Range

    18, Toxic Attacks, Slow to Fire, Magical Attacks, Volley

    Fire, Volatile. This weapon never suffers To Hit penalties

    from Multiple Shots or from moving. If a double comes

    up when rolling for number of shots the weapon misfires.

    Naphtha Thrower

    This is a shooting weapon Multiple Shots (2D6); Range

    12, Strength 5, Multiply Wound (D3), Flaming Attacks,

    Magical Attacks, Volatile, Slow To Fire. This weapon

    never suffers To Hit penalties from Multiple Shots or

    from moving. If a double comes up when rolling for

    number of shots the weapon misfires.

    Sling

    Range 18, Strength 3, Multiple Shots (2).

    Gas Globes

    Range 12, Quick to Fire, Volley Fire, always wounds on

    4+, Magical Attacks, Armour Piercing (6).

    3

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    Magical Items

    Magical Weapons

    The Doom Blade(100 pts) - Infantry only

    Type: Hand weapon. Attacks made with this weapon

    have Strength 10 and Multiple Wounds (D6), HolyAttacks. At the end of your turn, the wielder suffers a hit

    with the Toxic Attack special rule. A character with this

    weapon gains the Not A Leader special rule.

    Thunder Shuriken(45 pts) - Sicarra Assassin only

    Type: Throwing Weapon. Range 12, Strength (5),

    Multiple Shots (3), Multiple Wounds (D3), Quick to Fire.

    Magical Armour

    Putrid Plate(25 pts, 35 pts if Mounted )

    Type: Plate Armour. For every successful Armour Save

    made by the bearer, the unit which caused the woundsuffers a hit with the Toxic Attack Special Rule.

    Deceivers Buckler(25 pts)

    Type : Shield. One enemy model in base contact with the

    wielder ( owningplayers choice), has -1 attack down to a

    minimum of 1. The wielder gains Distracting.

    Talismans

    Armlet of Power (25 pts)

    Contains a bound spell power level (4). Type: Caster,

    Duration: lasts one turn. The character doubles his

    strength (this cannot modify the strength of a mount).

    Enchanted Items

    Sceptre of Vermin Valour(35 pts) - Models on foot only

    The character can ignore the First In Rank rule and may

    thus be placed in any rank.

    Scabbing Potion(25 pts, 35 pts if Mounted)

    One use only. May be activated at the beginning of any of

    your phases. The bearer recovers D3 wounds. This item

    cant be bought by a Magister mounted on The Doom Bell

    or Plague Priestmounted on a Plague Pendulum.

    Implosion Sphere(40 pts)

    One use only. This is a Catapult Artillery Weapon with

    the following profile: Range: 8", 3" template, Magical

    Attack. Every model hit by the template must pass an

    Initiative Test or suffer a wound with Armour Piercing

    (6) and Multiples Wounds (Ordnance) with no saves ofany kind allowed. If a misfire is rolled, center the

    template on the user instead of rolling on the misfire

    table and work out the damage as normal.

    Eye of the Storm (20pts)

    When casting Black Lightning (Path of Ruin) the Eye of

    the Storm adds +2 hits, except on a roll of a natural 1.

    Magical Standards

    The Lightning Rod (50 pts)

    One use only. Activate at the start of an opponents turn.

    During this player turn, all shooting attacks receive a -2

    penalty to hitall friendly units gains the Blurry special

    rule.Shooting attacks that dont roll to hit must roll a 4+

    or the attack is lost. No Flying movement may take place.

    4

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    Army List

    LORDS

    Vermin Daemon 315 pts

    single modelM WS BS S T W I A Ld

    8 8 4 6 6 5 9 5 9 Monster 50x50mm base

    Magic:

    Level 1 WizardApprentice. Generates spells from

    the Path of Ruin, Disease or Shadows.

    Special Rules:

    Otherworldly, Multiple Wounds (D3), Swiftstride,

    Daemonic Instability

    Options: pts

    May have the Not a Leader Special Rule free

    May take one of the following:

    Grinding Attacks (2D6*) 30

    *resolved at Strength 3

    Lightning Reflexes 35

    Regeneration (4+) 40Path Master 50

    May be upgraded to Exalted 50

    May become a

    Level 2 Wizard Apprentice 25

    Level 3 Wizard Master 95

    Level 4 Wizard Master 130

    Exalted: Vermin Daemon has +1 Wound, +1 Attack, +1

    Movement and uses a 100x60mm base size.

    5

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    Tyrant 80 ptssingle model

    M WS BS S T W I A Ld

    5 6 4 4 4 3 7 4 7 Infantry 20x20mm base

    Armour:

    Light Armour

    Vermin Special Rules:

    Safety in Numbers, Honourless

    Options: pts

    May take Magic Items up to 100

    May take a Shield 5

    May take a Heavy Armour 8

    May take a weapon (one choice only)

    Additional Hand Weapon 5

    Great Weapon 10

    Halberd 10

    May take a mount (one choice only)

    Vermin Hulk Bodyguard 55

    Vermin Guard Litter 45

    Monstrous Rat 125

    Magister

    1

    75ptssingle model

    M WS BS S T W I A Ld

    5 3 3 3 4 3 5 1 6 Infantry 20x20mm base

    Vermin Special Rules:

    Safety in Numbers, Honourless

    Magic:

    Wizard Level 3 Master. Generates spells from

    the Path of Ruin or Shadows

    Options: pts

    May take Magic Items up to 100

    May purchase up to four Dark Shards 10 / Shard

    May Become a level 4 Wizard 35May take a mount

    Doom Bell 200

    6

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    HEROES

    Chief 45 ptssingle model

    M WS BS S T W I A Ld

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

    Armour:

    Light Armour

    Vermin Special Rules:

    Safety in Numbers, Honourless

    Options: pts

    May be the Battle Standard Bearer 25

    May be upgraded to Fetthis Broodmaster 10

    May take Magic Items up to 50

    May take a Heavy Armour 5

    May take a Shield 2

    May take a weapon (one choice only)

    Additional Hand weapon 3

    Great Weapon 4

    Halberd 4

    May take a mount (one choice only)Vermin Hulk Bodyguard 60

    Monstrous Rat 140

    Fetthis Broodmaster: Chief has+1 Movement and gains

    Swiftstride.

    Apprentice Magister

    65ptssingle model

    M WS BS S T W I A Ld

    5 3 3 3 3 2 4 1 5 Infantry 20x20mm base

    Vermin Special Rules:

    Safety in Numbers, Honourless

    Magic:

    Level 1 WizardApprentice. Generates spells from

    the Path of Ruin or Shadows.

    Options: pts

    May become a Level 2 Wizard 25

    May purchase up to two Dark Shards 10 / Shard

    May take Magic Items up to 50

    Strain Master 55 pts

    7

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    Rakachit Engineer

    65 ptssingle model

    M WS BS S T W I A Ld

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

    Vermin Special Rules:

    Safety in Numbers, Honourless, Callous

    Special Rules:

    Channel, Magical Attack

    s

    Additional Options: pts

    Up to two Warp Tokens 10 / token

    Options: pts

    May take Magic Items up to 50

    May take the Greater Clan special rule 10

    May take a Heavy Armour 5

    May take a weapon (one choice only)

    Halberd 4

    Gas Globes 5

    Ratlock Pistol 10

    Ratlock Pistol: Range 12, Strength 5, Quick to Fire, Armour

    Piercing (1), Magical Attacks.

    In Close Combat a Ratlock Pistol count as an Additional Hand

    Weapon that inflicts Magical Attacks

    .

    Aether Turbine: The Rakachit Engineer may cast three different type of Bound Spells (Power Level 4) as described

    below:

    Black

    Lightning

    Path of

    Ruin

    Range 24. Target suffers D6 strength 5 Lightning hits. For each 1 rolled, the caster

    suffers a strength 5 hit instead of the target.

    Enchanted

    Blades

    Path of

    Alchemy

    May only target casters unit. Target has +1 to hit. All targets attacks (including Shooting)

    gain the Magical Attacks and Armour Piercing (1) special rules. Any attacks which already

    had Armour Piercing gains +1 to its Armour Piercing instead.

    Pink FirePath of

    ChangeThe caster gains the Breath Weapon (Strength D3+2, Hellfire) special rule.

    8

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    Sicarra Assassin

    100 ptssingle model

    M WS BS S T W I A Ld

    6 6 5 4 4 2 8 3 7 Infantry 20x20mm base

    Weapons:

    Additional Hand Weapon, Throwing Weapon

    Vermin Special Rules:

    Safety in Numbers, Honourless, Callous

    Special Rules:

    Lightning Reflexes, Ward Save (4+), Poisoned

    Attacks, Hidden, Not A Leader.

    Options: pts

    May take Magic Items up to 50

    May take the Greater Clan special rule 10

    May gain any of the following

    Lethal Strike 10

    Scout and Ambush 15

    Multiple Wounds (D3)* 25

    *Only affects Mundane Close Combat weapons

    May take a Sling 5

    May take a Tail Weapon 10

    Master of Assassins:The characters Inspiring Presence range is increased to 18 if he is chosen as general.The

    character may only confer his Leadership to Deathrunners

    , Footpads and Gutter Blades even if he is the general

    .

    Plague Prophet 70 ptssingle model

    M WS BS S T W I A Ld

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

    Vermin Special Rules:

    Safety in Numbers, Plague Cult, Honourless

    Special Rules:

    Hatred

    Options: pts

    May take the Greater Clan special rule 10

    May take Magic Items up to 50

    May become

    a Level 1 Wizard Apprentice 40

    a Level 2 Wizard Apprentice 65

    If Wizard, May take up to two Dark Shards 10 / Shard

    May take a weapon (one choice only)

    Additional Hand Weapon 3

    Halberd 4

    Flail 4

    Plague Flail 10

    May ride a Plague Pendulum 150

    Magic:

    If upgraded to a Wizard, Generates spells from the Path of

    Disease.

    9

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    CORE

    Rats-at-Arms 100 pts20 models, may add up to 50 models for 5 pts / model

    M WS BS S T W I A Ld

    5 3 3 3 3 1 4 1 5 Infantry 20x20mm base

    Armour:

    Light Armour, Shield

    Vermin Special Rules:

    Safety in Numbers

    Options: pts

    May take Spears free

    May upgrade one model to each of the following:

    Champion 10

    Musician 10

    Standard Bearer 10

    - May become the Veteran Standard Bearer*

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

    magic banners up to 25 pts.

    Vermin Guard 70 pts10 models, may add up to 50 models for 7 pts / model

    M WS BS S T W I A Ld

    5 4 3 3 3 1 5 1 5 Infantry 20x20mm base

    Weapon:

    Halberd

    Armour:Heavy Armour, Shield

    Vermin Special Rules:

    Safety in Numbers

    Options: pts

    May upgrade one model to each of the following:

    Champion 10

    Musician 10Standard Bearer 10

    - May become the Veteran Standard Bearer**

    ** The Vermin Guard Veteran Standard Bearer can take magic

    banners up to 50 pts.

    10

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    Weapon Team 50 pts single model

    M WS BS S T W I A Ld

    5 3 3 3 3 2 4 2 5 Infantry 25x50mm base

    Armour:

    Heavy Armour

    Vermin Special Rules:

    Safety in Numbers, Callous

    Special Rules:

    Insignificant

    Options: pts

    Must take a single weapon:

    Rotary Gun free

    Naphtha Thrower free

    Globe Launcher free

    Meat Grinder free

    Tag-Along:The amounts of Warp Tech Weapon Teams in your army can never exceed your total amount of

    Rats-at-Arms and Vermin Guard units. Furthermore if a model with this special rule is within 3" of a non-fleeing

    Rats-at-Arms or Vermin Guard unit it counts as being in Hard Cover, and may use the units Leadership for tests.

    Slaves 50 pts20 models, may add up to 30 models for 2 pts / model

    M WS BS S T W I A Ld

    5 2 2 3 3 1 4 1 2 Infantry 20x20mm base

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Insignificant

    Disposable: Units with this rule that break from

    combat are immediately destroyed.

    Options: pts

    May upgrade one model to a Musician 10 pts

    Footpads 70 pts10 models, may add up to 10 models for 7 pts / model

    M WS BS S T W I A Ld

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

    Weapons:Additional Hand Weapon, Throwing Weapon

    Vermin Special Rules:

    Safety in Numbers, Callous

    Special Rules:

    Skirmishers, Vanguard

    Options: ptsMay upgrade one model to Champion 10

    11

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    Plague Brotherhood

    90 pts15 models, may add up to 45 models for 7 pts / model

    M WS BS S T W I A Ld

    5 3 3 3 4 1 3 1 5 Infantry 20x20mm base

    Weapon:

    Additional Hand Weapon

    Vermin Special Rules:

    Safety in Numbers, Plague Cult

    Special Rules:

    Hatred

    Options: pts

    May upgrade one model to each of the following:

    Champion 10

    Musician 10

    Standard Bearer 10

    - May take Veteran Magic Banner up to 25

    Giant Rats 40 pts

    10 models, may add up to 40 models for 3 pts / modelM WS BS S T W I A Ld

    6 3 - 3 3 1 4 1 5 Infantry 20x20mm base

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Fight in Extra Rank, Swiftstride.

    Handlers: The unit may always perform a Swift Reform with no Leadership test required.

    12

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    SPECIAL

    Jezails 90 pts5models, may add up to 5models for 16 pts / model

    M WS BS S T W I A Ld

    5 3 3 3 3 2 4 2 5 Infantry 25x50mm base

    Armour:

    Pavise: Grants the model a 4+ Armour Save against ranged attacks.

    Weapon:

    Jezail : Shooting weapon. Range 36. Strength 6. Armour Piercing (1), Unwieldy, Magical Attacks.

    Muskets never suffer To Hit penalties from long range.

    Vermin Special Rules:

    Safety in Numbers, Callous

    Grenadiers 75 pts5models, may add up to 5models for 15 pts / model

    M WS BS S T W I A Ld

    5 3 4 3 3 1 4 1 6 Infantry 20x20mm base

    Weapon:

    Gas Globes

    Armour:

    Heavy Armour

    Vermin Special Rules:

    Safety in Numbers, Callous

    Special Rules:

    Skirmishers

    Gutter Blades 55 pts5models, may add up to 5models for 9 pts / model

    M WS BS S T W I A Ld

    6 4 4 3 3 1 5 1 7 Infantry 20x20mm base

    Weapons:

    Additional Hand Weapon, Throwing Weapons

    Vermin Special Rules:

    Safety in Numbers, Callous

    Special Rules:

    Skirmishers, Vanguard

    Options: pts

    May gain any of the following:

    Poison Attacks 3 / model

    Scout and Ambush 2 / model

    May take a weapon (one choice only)

    Slings 1 / model

    Tail Weapons 2 / model

    May upgrade one model to Champion 10

    13

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    Plague Disciples 60 pts5models, may add up to 10 models for 9 pts / model

    M WS BS S T W I A Ld

    5 3 3 3 4 1 4 1 5 Infantry 20x20mm base

    Weapon:Plague Flail

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Plague Cult, Skirmishers, Hatred, Frenzy

    Options: ptsMay upgrade one model to Champion 10

    Disciples: A unit with this special rule can use the ranks of a Plague Brotherhood unit within 6 as their own for the

    purpose of calculating the Leadership bonus from Safety in Numbers.

    Vermin Hulks 90 pts3models, may add up to 9models for 35 pts / model

    M WS BS S T W I A Ld

    6 3 1 5 4 3 4 3 6 Monstrous Infantry 40x40mm base

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Immune To Psychology

    Options: pts

    May take Swiftstride 5 / model

    May take Thunderous Charge 5 / model

    May upgrade one model to Champion 10

    14

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    Thunder Hulks 200 pts3models, may add up to 3models for 50 pts / model

    M WS BS S T W I A Ld

    6 3 3 5 4 4 4 3 6 Monstrous Infantry 50x50mm base

    Armour:

    Plate Armour

    Weapons:

    Rotary Gun, Naphtha Thrower, Globe Launcher, Meat Grinder.

    Vermin Special Rules:

    Safety in Numbers, Callous

    Special Rules:

    Immune to Psychology,

    Thunder Hulks: In each turn one model in the unit may use one of its weapons. If a misfire is rolled in the shooting

    phase, no shots are fired and the unit suffers D3 wounds with no saves of any kind allowed.

    Rat Swarm 40 pts2models, may add up to 8models for 15 pts / model

    M WS BS S T W I A Ld

    6 3 - 2 2 5 4 5 10 Swarm 40x40mm base

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Insignificant, Swiftstride

    Tiny: This unit is able to Move and Charge through friendly units, but can never end its movement inside one.

    15

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    RARE

    Dreadmill 150 ptssingle model

    M WS BS S T W I A Ld

    Chariot - - - 6 6 5 - - -

    Crew (1) - 3 3 3 - - 4 1 7

    Pulling Beasts (1) * 3 - 3 - - 4 * - Chariot 50x100mm base

    Armour:

    Innate Defence (4+)

    Vermin Special Rules:

    Safety in Numbers, Volatile

    Special Rules:

    Large Target, Immune to Psychology, Grinding Attacks (D3), Random Movement (3D6), Random Attacks (2D6)

    (Pulling beast only), Scythes

    Weapon:

    Electric Discharge:Range 12, Strength 10, Multiple Shots (D3), Multiple Wounds (D3), Magical Attacks, Lightning

    Attacks, Slow to Fire. Shots with Electric Discharge can shoot at 360o and automatically hit. If a natural 6 comes up

    when rolling for the number of shots, the attacks are lost and the model must roll on the Volatile Table.

    Abomination

    210 ptssingle model

    M WS BS S T W I A Ld

    * 3 1 6 5 6 4 * 8 Monster 60x100mm base

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Immune to Psychology, Random Movement (3D6),

    Random Attacks (3D6), Regeneration (4+),

    Stubborn

    Options: pts

    May take Toxic Retaliation 20

    Toxic Retaliation: For every unsaved wound the

    Abomination suffers during the Close Combat Phase, it inflicts

    D3 Toxic hits to the unit causing the wound.

    16

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    Lightning Cannon 100 pts

    single model

    M WS BS S T W I A Ld

    Cannon - - - - 7 3 - - -

    Crew (3) 5 3 3 3 3 - 4 1 7 War Machine 75mm round base

    Weapon:

    Lightning Cannon:

    This is a Cannon Artillery (D6) Weaponwith

    Range 60, Strength 2D6, Armour Piercing (6), Magical Attacks, Lightning Attacks, Multiple Wounds (Ordnance). The

    cannonball does not reduce its strength after impact. If a 11 or more is rolled the cannon fires at Strength 10 and the

    cannonball is not stopped if it fails to kill a model.

    Vermin Special Rules:

    Safety in Number, Volatile

    Plague Catapult 120 pts

    single model

    M WS BS S T W I A Ld

    Catapult - - - - 7 3 - - -

    Crew (3) 5 3 3 3 4 - 4 1 7 War Machine 75mm round base

    Weapons:

    Additional Hand Weapon (Crew Only)

    Plague Catapult

    :

    This is a Catapult (3) Artillery Weaponwith

    Range 12-48, Toxic Attacks, Magical Attacks.

    Vermin Special Rules:

    Safety in Numbers

    Special Rules:

    Plague Cult, Hatred (Crew Only)

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    MOUNTSThe Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.

    Monstrous Rat

    M WS BS S T W I A Ld

    7 4 0 5 5 4 4 4 5 Monstrous Beast 50x100mm base

    Vermin Special Rules:

    Callous

    Special Rules:

    Fear, Large Target, Regeneration (4+), Breath Weapon (Toxic Attacks), Immune To Panic.

    Doom Bell

    M WS BS S T W I A Ld

    Chariot - - - 5 5 5 - - -

    Crew (1) - 3 3 5 - - 4 3 5

    Pulling Beast (1) 5 - - - - - - - - Chariot 60x100mm base

    Special Rules

    Large Target, Magic Resistance (2), Stubborn, Terror, War Platform, Ward Save (4+),Innate Defence (5+), State of

    Trance (Rats-at-Arms, Vermin Guard).

    Sounding The Bell: At the beginning of each of your magic phases, roll 2D6 and choose one of the two effects on the

    table below. If a double comes up no effect takes place and the model instead takes a Strength 5

    hit with no save ofany kind allowed.

    3-5

    Pick one model with the type War

    Machine or Chariot, or with the Special

    Rule War Platform or Undead Construct

    on the battlefield that possesses

    Toughness 7 or greater; the model suffers

    D3 wounds with Armour Piercing (6)

    - or -The Magister gains a Warp Token (See under

    'Other Equipment').

    6-8

    One friendly unit within 12" of the Doom

    Bell causes Fear until the start of your

    next magic phase.

    - or - The Magister riding the Doom Bell gets+1 casting modifier for the phase.

    9-11

    One friendly unit within 12" of the Doom

    Bell gains Lightning Reflexes until the

    start of your next magic phase.

    - or -All caster within 12" of the model reduces

    casting values in Path of Ruin by 1.

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    Vermin Guard Litter

    M WS BS S T W I A Ld

    5 4 - 4 4 2 5 4 5 Infantry 40x40mm base

    Armour:

    Mounts Protection (5+)

    Special Rules:

    Herding the Swarm: Inspiring presence is

    extended by 6

    Vermin Hulk Bodyguard

    M WS BS S T W I A Ld

    6 4 3 5 4 4 4 4 6 Monstrous Infantry 40x40mm base

    Armour:Mounts Protection (6+)

    Options: ptsMay take Swiftstride 5

    May take Thunderous Charge 5

    Plague Pendulum

    M WS BS S T W I A Ld

    Chariot - - - 6 5 5 - - -

    Crew (4) 5 3 3 3 - - 4 1 5 Chariot 60x100mm base

    Weapons:

    Additional hand weapon (crew only)

    Special Rules:

    Plague Cult, Hatred (Crew only), Large Target,

    Magic Resistance (2) , Stubborn, Fear, War

    Platform, Ward Save (4+), Grinding Attacks

    (D6+2), Innate defense (5+), State of Trance

    (Plague Brotherhood)

    Options: pts

    May take Cauldron of Blight 20

    State of Trance: The Blight Furnace and the unit it is within have the Immune To Psychology special rule. Blight

    Furnace may only join a unit of Blight Monks.

    Cauldron of Blight: A wizard with this Special Rule does not roll for spells but always knows the following 3 spells :

    Putrefying Touch (Path of Disease), Mass of Flesh (

    Path of Disease) and The Hunger (Path of Ruin). These spells

    cannot be duplicated within the army. If a model with this Special rule is not a wizard the Furnace can reroll its

    grinding attacks.

    19

    http://www.the-ninth-age.com/lexicon/index.php?entry/285-path-of-disease/http://www.the-ninth-age.com/lexicon/index.php?entry/11-spells/http://www.the-ninth-age.com/lexicon/index.php?entry/11-spells/http://www.the-ninth-age.com/lexicon/index.php?entry/10-wizard/&synonym=3
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    Quick Reference SheetL - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

    CHARACTERS M WS BS S T W I A Ld

    L Vermin Daemon 8 8 4 6 5 5 9 5 9

    Tyrant 5 6 4 4 4 3 7 4 7

    Magister 5 3 3 3 4 3 5 1 6

    H Chief 5 5 4 4 4 2 6 3 6

    Magister Apprentice 5 3 3 3 3 2 4 1 5

    Rakachit Engineer 5 4 4 4 4 2 5 2 6

    Sicarra Assassin 6 6 5 4 4 2 8 3 7

    Plague Prophet 5 5 3 4 5 2 5 3 6

    INFANTRY

    C Rats-At-Arms 5 3 3 3 3 1 4 1 5

    Vermin Guard 5 4 3 3 3 1 5 1 5

    Weapon Team 5 3 3 3 3 2 4 2 5

    Slaves 5 2 2 3 3 1 4 1 2

    Footpads 6 3 3 3 3 1 4 1 6

    Plague Brotherhood 5 3 3 3 4 1 3 1 5

    Giant Rats 6 3 - 3 3 1 4 1 5

    S Jezails 5 3 3 3 3 2 4 2 5

    Grenadier 5 3 4 3 3 1 4 1 6

    Gutter Blades 6 4 4 3 3 1 5 1 7

    Plague Disciple 5 3 3 3 4 1 4 1 5

    M Vermin Guard Litter 5 4 - 4 4 2 5 4 5

    MONSTROUS INFANTRY

    S Vermin Hulks 6 3 1 5 4 3 4 3 6

    Thunder Hulks 6 3 3 5 4 4 4 3 6

    M Vermin Hulk

    Bodyguard

    6 4 3 5 4 4 4 4 6

    SWARMS M WS BS S T W I A Ld

    S Rat Swarm 6 3 - 2 2 5 4 5 10

    MONSTROUS BEASTS

    M Monstrous Rat 7 4 - 5 5 4 4 4 5

    MONSTERS

    R Abomination 3D6 3 1 6 5 6 4 * 8

    CHARIOTS

    R Vermin Dreadmill - - - 6 6 5 - - -

    - Crew (1) - 3 3 3 - - 4 1 7

    - Pulling Beast (1) 3D6 3 - 3 - - 4 * -

    M Doom Bell - - - 5 5 5 - - -- Crew (1) - 3 3 5 - - 4 3 5

    - Pulling Beast (1) 5 - - - - - - - -

    Plague Pendulum - - - 6 5 5 - - -

    - Crew (4) 5 3 3 3 - - 4 1 5

    WAR MACHINES

    R Lightning Cannon - - - - 7 3 - - -

    - Crew (3) 5 3 3 3 3 - 4 1 7

    PlagueCatapult - - - - 7 3 - - -

    - Crew (3) 5 3 3 3 3 - 4 1 7

    SPECIAL SHOOTING WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing

    -common- Rotary Gun - 24 4 2D6*2/3D6*2 - 1

    -common- Globe Launcher - 18 Toxic 2D6*2 - -

    -common- Naphtha Launcher - 12 5 2D6 D3 -

    -common- Sling - 18 3 2 - -

    Rakachit Engineer Dark Shard Pistol - 12 5 - - 1

    JezailTeams Jezail - 36 6 - - 1

    -common- Gas Globes - 12 * - - 6

    Vermin Dreadmill Electric Discharge - 12 10 D3 D3 -

    Lightning Cannon Lightning Cannon (D6) 60 2D6 - ordnance 6

    PlagueCatapult Blight Artillery Catapult (3) 12-48 Toxic - - -

    20

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    CHANGE LOGversion 0.9.0 beta released

    v0.9.1

    Warp Hole

    vermin daemon grinding attack clarification

    Grey Apprentice pointsBlight Monks, points, unit size, blight infensted removed

    v0.9.2

    Added Clan Lord Shield pts

    Fixed Doombell base size

    Vermin Ogre AP clarification

    Deathrunner added reckless

    Blight Monks added Blight Cult

    Vermin Daemon Wizard level option, added Regeneration upgrade, removed Distracting upgrade, Exalted Version

    Boosted.

    Grey Prophet wizard level option added.

    Blight Furnace Cauldron of Blight changed and moved into upgrade option Point Change.

    Globadiers +1Ld

    Warp Tech Vermin Ogres +1M

    v0.10.0

    Blight Furnace Cauldron of Blight added as an upgrade.

    Grey Prophet Ld reduction.

    Strain Master Regeneration removed and decreased from S5 to S4. Points decreased.

    Giant Rodents unit type change, Movement change and point change.

    Giant Blight Rat special rules change . Added as a mount to Strain Master, Removed from Blight Priest.

    Warp Tech Vermin Ogre attacks changed. Meat grinder added to weapons. Regeneration removed. HA replaced with PA.

    Points per extra model decreased from 55 to 50.

    Vermin Horror Toxic Retaliation points increased and one upgrade removed.

    Warp Tech Machinist Breath Weapon, Warp Condensator, Exoskeleton pts increased.

    Warp Tech Teams changed into own entry.

    Warp Flame Thrower and Noxious Mortar auto hits removed.

    Warp Grenades multiply shots replaced with Volley Fire.

    Clan Lord Core of The Clan removed.

    Clan Lord and Clan Chief Heavy Armour replaced with Light Armour.

    Mundane equipment for characters streamlined.

    Path of Shadows added to Grey Apprentice

    Deathrunner Multiply Wounds upgrade changed to only affect Mundane Weapons.Frontrunners poison upgrade removed and decreased from I5 to I4.

    Musket Teams exchanged HA and Shield for 4+Save vs shooting.

    Vermin Ogres removed Regeneration (5+) and decreased from 40 to 35 pts.

    Dusk Runners Max size decreased from 12 to 10.

    Deathrunner not a leader

    v0.10.1

    Warpcannon bounce distances added

    Quick reference sheet

    21

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    v0.11.0

    Warpstorm banner changed from -2 to hit to blurry

    Vermin Ogres added Thunderous Charge option

    Greater clan removed

    Deathrunner sensei changed

    The Murderblade added the not a leader special rule

    Warpforge armour reduced cost if mounted

    War throne changed mounts protection from 6+ to 5+.

    New cost for Vermin Daemon and wizard levels.

    New cost for Grey Prophet and wizard levels.

    New cost for Grey apprentice and wizard levels.

    New cost for Blight priest wizard levels.

    New enchanted Item Eye of the Storm added.

    Blight Furnace: +2 Grinding, Crew Additional Hand weapons added, 5+Innate Defense, Decreased to T5, Lost MR (2),

    Replaced Terror for Fear, Decreased 15 points.

    Doom Bell: 5+Innate Defense added, Decreased to T5, updated bell table.

    Augmented Vermin Ogres thunderous charge and swiftstrider upgrades added.

    Musket Teams changed so that the pavise grants armour save for all ranged attacks.

    Vermin Ogres dropped starting cost to 90 pts for three models.Strain Master and Clan Chief merged into one entry.

    Machinist changed upgrades for bound spells. Channel and magical attacks.

    Streamlining mundane weapon costs for charachers