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7/24/2019 The Ninth Age the Vermin Swarm 0 11 0
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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.
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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.
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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).
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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.
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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.
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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
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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
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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.
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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.
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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.
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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
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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.
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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
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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
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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.
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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.
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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.
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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 - - -
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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
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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