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Fantasy Battles

th
The 9
Age

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


Armoury
Magical Items
Quick Reference Sheet
Change Log

Lords
Heroes
Core
Special
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 isnt attacked in the flank or rear.

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.

Magical Items
Magical Weapons
Onyx Hammer
(70 pts)
Type: Hand Weapon. +2 Strength. This weapon grants
Multiple Wounds (D3) against models which are
Flammable.

Enchanted Items
Ring of Desiccation
(30 pts)
All enemy units in base contact with the bearer become
Flammable. If the army does not include any casters on
its army roster the wearer counts as a caster for the
purpose of the Shackles of Fire rule.

Blade of Burning Steel


(30 pts)
Type: Hand weapon. Armour piercing (1).
One use only. May be activated at the start of any Phase.
For the duration of the Player Turn, the bearer's attacks
made with this weapon have Metalshifting.

Vial of Mercury
(35 pts) - Infantry only.
One use only. The model may drink from the Vial at the
start of any Player Turn. The model gains Magical
Attacks, Ward Save (5+), Holy Attacks and +1 Strength.
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)
Type: None (6+ armour save). Wearer gains Fireborn
and a Breath Weapon (Strength 3, Flaming Attacks).

Gauntlets of Madzhab
(10pts)
Bearer has +1 Strength. Each roll of 1 to hit is resolved
against a friendly model in base contact, chosen by the
owning player, or if mounted the model itself.

Talismans
Icon of Lugar
(40 pts)
Model gains Frenzy and Blood of Lugal but cannot use
their armour nor buy any magical armour except for
those with the type: none. The model gets a ward save of
2+, which from turn 2 and each turn thereafter is
worsened by 1 point. So in turn 2 it will be a 3+ ward and
so on to a minimum of 6+

Arcane Items
Besheluks Mechanism
(45 pts)
This item may be activated after Channels are rolled. 2
Power Dice and 1 Dispel Dice are removed from the
Power/Dispel pools. After each use roll a D6: On a roll of
1-2 the item can no longer be used.

Magical Standards
Banner of the Brazen Bull
(40 pts)
Infantry only. The bearers 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).

Army List
LORDS
Prophet
210 pts
single model

WS

BS

Ld

Weapons:

Infantry 20x20mm base

Options:

pts

Infernal Weapon

May take Magical Items


May upgrade to
Armour:
Engineer
Infernal Armour
Level 4 Wizard Master
May take a mount (one choice only)
Magic:
Bull of Shamut
Level 3 Wizard Master
. Generate spells from Path
Temple Lamassu
of Shadow, Death, Fire, Alchemy or the Forge

up to 100
25
35
150
155

Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk

Overlord
125 pts
single model

WS

BS

Ld

10

Infantry

20x20mm base

Armour:

Options:

pts

Infernal Armour

May take Magical Items


May take a Shield
May take a Pistol
May take a weapon (one choice only)
Flintlock Axe
Great Weapon
Infernal Weapon
May take a mount (one choice only)
Bull of Shamut
Great Bull of Shamut

up to 125
3
5

Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk


Special Rules:

Fan the Flames:


The model has Hatred and confers
this effect
to

any unit

it joins. Mounts are not affected.

10
15
20
150
265

HEROES
Magus
50 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

pts

Infernal Weapon

May take Magical Items


Must
upgrade to one or more options
Engineer
Level 1 Wizard Apprentice
Level 2 Wizard Apprentice
May take Temple Lamassu

up to 50

Armour:

Infernal Armour
Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk

25
40
75
155

Magic:

Wizard Apprentice
. Generate spells from Path of Death,
Shadow, Fire, Alchemy or the Forge

Vizier
75 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Infernal Armour

May be the Battle Standard Bearer


May take Magical Items
May take a Shield
May take a Pistol
May take a weapon (one choice only)
Flintlock Axe
Great Weapon
Infernal Weapon
May ride a Bull of Shamut

25
up to 75
2
5

Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk,

10
10
20
165

Taurukh Subjugator
165 pts
single model

WS

BS

Ld

Monstrous Beast

50x75mm base

Armour:

Options:

pts

Light Armour, Innate Defence (5+)

May be the Battle Standard Bearer


May take Magical Items
May take any of the following
Shield
Heavy Armour
May take a weapon (one choice only)
Additional Hand Weapon
Light Lance
Great Weapon

25
up to 50

Taurukh Special Rules:

Chosen of Ashuruk, Thunderous Charge


Special Rules:

Not a Leader

5
15
5
5
15

Hobgoblin Chieftain
35 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Hobgoblin Special Rules:

Options:

Opportunist, Unruly

May take Magical Items


up to 25
May take any of the following
Shield
2
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

Special Rules:

Not a Leader

pts

CORE
Infernal Warriors
75 pts

10 models, may add up to


30
models 7 pts/model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May take Shield


May take a weapon (one choice only)
Great Weapon
Blunderbuss
Infernal Armour
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may become Veteran Standard Bearer*

1 / model

Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk

3 / model
2 / model
4 / model
10
10
10

*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

Ld

Infantry 20x20mm base

Weapons:

Options:

Additional Hand Weapon

May exchange Additional Hand Weapon for


Great Weapon
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
May take Blood of Lugar

Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk


Special Rules:

Frenzy

pts

2 / model
10
10
10
1 / model

Blood of Lugar:
The model gains Innate Defence (5+) against
ranged attacks.

Hobgoblins
80 pts

20 models, may add up to


30
models 4 pts/model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Light Armour

May take Shield


May take (one choice only)
Exchange Shield for Bow
Spear
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

1 / model

Hobgoblin Special Rules:

Opportunist, Unruly

free
1/ model
10
10
10

SPECIAL
Citadel Guard
100
pts

10
models, may add up to
20
models 10 pts/model
M

WS

BS

Ld

Infantry

20x20mm
base

Armour:

Options:

pts

Infernal Armour, Shield

May exchange Shield for Flintlock Axe


May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard
May be upgraded to Immortals
-may take
Infernal Weapon

3 / model

Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk

10
10
10
up to 50
3 / model
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

Ld

Infantry

20x20mm
base

Weapons:

Options:

pts

Great Weapon

May take Shield


May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

1 / model

Armour:

Infernal Armour
Dwarves Special Rules:

Relentless, Sturdy, Chosen of Ashuruk


Special Rules:

Bodyguard (Prophet)

10

10
10
10
up to 50

Kadim Incarnates
150
pts

3
models, may add up to
5
models 55 pts/model
M

WS

BS

Ld

Monstrous Infantry

40x40mm
base

Armour:

Options:

pts

Innate Defence (5+)

May take Fly (6)


May upgrade one model to a Champion

5 / model
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

Ld

Armour:

War Beast 25x50mm base

Options:

Light Armour, Innate Defence (6+)

May take Heavy Armour


May take one of the following
Taurukh Special Rules:
Additional Hand Weapon
Thunderous Charge, Chosen of Ashuruk
Shield
Light Lance
Half Bull:
Stomp hits can never be distributed onto
Great Weapon
a model with this rule.
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

11

pts

3 / model
1 / model
2 / model
2 / model
3 / model
10
10
10
up to 50

Hobgoblins Backstabbers
60 pts
10 models, may add up to
40
models for 7 / model
M

WS

BS

Ld

Infantry 20x20mm bases

Weapons:

Options:

Additional Hand Weapon

One unit of 25 or less models


can take Ambush
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

Army Special Rules:

Opportunist, Unruly
Special Rules:

Poisoned Attacks

pts

2 / model
10
10
10

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

Ld

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)
Crewed by Dwarves

Hobgoblin Bolt Thrower


(40 pts)
Crewed by Hobgoblins

WS

BS

Ld

Weapon

Crew (2)

WS

BS

Ld

Weapon

Crew (2)

War Machine
40mm round
base

War Machine
40mm round
base

Weapons:

Weapons:

This is a
Volley Gun Artillery Weapon
with
Range 18, Strength 4, Armour Piercing (1), Multiple
Shots (6)

This is a
Bolt Thrower Artillery Weapon
with
Range 48, Strength 6, Multiple Wounds (D3), Armour
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

Ld

Rider

Wolf

Cavalry

25x50mm base

Armour:

Options:

pts

Mounts Protection (6+), Light Armour

May take Shield


May take any of the following
Light Lance
Bow
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

1 / model

Hobgoblin Special Rules:

Unruly
Special Rules:

Fast Cavalry

1 / model
1 / model
10
10
10

Taurukh Anointed
150 pts

3
models, may add up to
4
models 55 pts / model
M

WS

BS

Ld

Monstrous Beast 50x75mm base

Armour:

Options:

Light Armour, Innate Defence (5+)

May take one of the following


Light Lance
Additional Hand Weapon
Shield
Great Weapon
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

Taurukh Special Rules:

Chosen of Ashuruk, Thunderous Charge

14

pts

3 / model
3 / model
5 / model
10 / model
10
10
10
up to 50

300 pts

Infernal Engine
single model
M

WS

BS

Ld

Infernal Engineer

Crew (3)

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:
Weapons:

Shrapnel Guns
(free)

Weapons:

Steam Hammers
(free)

Shrapnel Guns:
is a
Volley Gun Artillery Weapon
with
Range 18, Strength 6, Quick to Fire, Armour Piercing
(1), Multiple Shots (2D6+2)

Steam Hammers:
Close Combat Weapon, Grinding
Attacks (2D6) and Impact Hits (2D6)

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

WS

BS

Ld

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:
Armour:

Basalt Form
(free)

Armour:

Fiery Form
(25 pts)

Innate Defence (3+)

Innate Defence (5+)

The model suffers -2 Movement.

Special Rules:

Ward Save (4+)

16

Heavy Artillery
single model

WS

BS

Ld

Machine

Crew (3)

War Machine

75mm round
base

Armour:

Heavy Armour
Dwarves Special Rules:

Chosen of Ashuruk
Must take one of the following:
Rocket Battery
(100 pts)
This weapon have two modes of fire:

Volcano Cannon
(120 pts)
This a
Flame Thrower Artillery Weapon
with
Range 15", Strength 5, Multiple Wounds (D3), Flaming
Attacks

Catapult (Single Point) Artillery Weapon


with
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)
Crewed by Dwarves

Hellscream Cannon
(200 pts)

WS

BS

Ld

Mortar

Crew (2)

[Ogre (0)]

+1

WS

BS

Ld

Monster
100x150mm
base

War Machine
75mm round
base

Weapons:

Weapons:

This is a
Catapult (3) Artillery Weapon
with
Range 48", Strength 4[10], [Multiple Wounds
(Ordnance)]

Hellscream Cannon:
This is a
Catapult (3) Artillery
Weapon
with Range 60", Strength 4 [9], Armour
Piercing (1), [Multiple Wounds (Ordnance)]. A unit
which suffers 1 or more casualties from a Hellscream
Cannon must immediately take a Panic Test with -1 to its
Leadership.

Aftershock:
Any unit that suffers an unsaved wound
from a weapon with this rule will count all terrain
(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


May take Ogre Slave

20
50

May upgrade to Unchained

free

Ogre Slave:
The War Machine gains an Ogre as an
additional Crew member and increases its number of
wounds by 1.

Unchained:
Model gains +3 Movement, Free Reform
and replaces
Hellscream Cannon
with
Hellscream
Mortar
:

The model treats the roll of Jammed (3-4) on the


Misfire Table as Malfunction (5+).

This is a
Catapult (3) Artillery Weapon
with the
following profile: Range 24, Strength 3

18

Armoured Giant
160 pts
single model

WS

BS

Ld

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


and Cavalry targets:

Against Monstrous Beast, Monstrous Infantry,


Monstrous Cavalry, Chariot, Monster and Ridden
Monster targets:

1
: Bellow
2:
Jump
3
: Grab
4-6:
Swing

1
: Bellow
2-3:
Thump
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.
- NotesGiant 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

Ld

Special Rules:

Options:

Monstrous Beast

50x50mm
base
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

Ld

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

Ld

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

Monster 60x100mm base

Wolf
M

WS

BS

Ld

Armour:

Mounts Protection (6+)


Special Rules
:

Fast Cavalry

21

War Beast 25x50mm base

Quick Reference Sheet


L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

CHARACTERS

WS BS

Ld

Prophet

Overlord

10

Magus

Vizier

Taurukh Subjugator

Taurukh Anointed

Hobgoblin Chieftain

Temple Lamassu

Bull of Shamut

Hellscream Cannon

WAR BEASTS

WS BS

Taurukh

Wolf

Ld

MONSTROUS BEASTS

INFANTRY
C

MONSTERS

Disciple of Lugar

Infernal Warrior

Hobgoblin

Armoured Giant

10

Citadel Guard

Kadim Titan

Great Bull of Shamut

Ziggurat Guard

Hobgoblin Backstabber

Orc Slaves

WAR MACHINES
R

MONSTROUS INFANTRY
S

Kadim Incarnate

CAVALRY

Hobgoblin Wolf Rider

- Wolf

CHARIOTS
R

Infernal Engine

- Crew (3)

SPECIAL SHOOTING WEAPON

Heavy Artillery

- Crew (3)

Earthquake Mortar

- Crew (3)

- (Ogre Slave)

Gunnery Team

- Crew (3)

Hobgoblin Bolt
Thrower

- Crew (3)

Range

Multiple Shots

Multiple Wounds

Armour Piercing

common

Flintlock Axe

18

common

Blunderbuss

18

Light Artillery

Heavy Artillery

Gunnery Team

Volley Gun

18

Bolt Thrower

Bolt Thrower

48

D3

Rocket Battery (1)

Catapult (5)

48

Rocket Battery (2)

Catapult (0)

48

Flame Thrower

15

D3

Earthquake Mortar

Catapult (3)

48

4[10]

[Ordnance]

Hellscream Cannon

Catapult (3)

60

4[9]

[Ordnance]

Unchained Hellmortar

Catapult (3)

24

Volley Gun

18

2D6+2

Volcano Cannon
Infernal Artillery

Infernal Engine

Shrapnel Guns

22

Ordnance

CHANGE LOG
version 0.11.0 beta released

23

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