Editing
The 9th Age/Tactics/Old/Beast Herds/v2.5.0
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactics== The Tactics are current as of .205 ===Army Rules=== '''Drunkard''' At the beginning of the game (step 8 of the pregame sequence) units with this special rule choose to be drunk or sober for the fight. Sober units gain light troops and vanguard, drunk units gain devastating charge (+1 str/AP) and fearless. Drunk and Sober models cannot intermingle in units. '''Looted Booze''' One use only, at the beginning of any player turn, all models in the bearer's unit change their drunkard status from sober to drunk. '''Hunting Call''' If your army includes a model with hunting call you can A; roll ambush for units on turn 1 and B; reroll ambush rolls of 1 or 2. These rules only apply to ambushing models with pack tactics. Hunting call works even if the model with hunting call is not on the table yet. '''Pack Tactics''' Units where every model has pack tactics gains swiftstride when charging at the flank or rear of an enemy unit. Does not apply to pursuit or overrun moves. '''Primal Instinct''' At the start of each round of combat, each unit in combat rolls a discipline test, if successful that unit must reroll failed to-hit rolls during this round of combat. ===Armory=== '''Beast Axe''' Always strikes at initiative 0, +1 str/ap and +2 defensive skill as long as the model is not wielding another weapon. Cannot be enchanted with common weapon enchantments from the core rulebook. Can be used along side a shield. ===Magic=== ====Hereditary Spell==== '''Echoes of the Dark Forest''' the target gains fear, fearless, and terror. Enemy units in base contact suffer -1 discipline. ====Totems==== Totems are bound spells that can be carried by champions and some characters. Each Totem lasts one turn and has a power level of (4/8). *'''Black Wing Totem''' models effected by this totem gains +3 agility and adds d3+1 to charge range rolls. *'''Blooded Horn Totem''' the target gains +1 attack and close combat attacks gain +2 AP. *'''Clouded Eye Totem''' all models effected gain hard target (1) and magic resistance (3). *'''Gnarled Hide Totem''' target gains +1 armor and distracting. An army can attempt to cast each totem up to 2 times each magic phase, any unit can only be effected by one totem at a time. There are two levels of totem bearer: ''' Totem Bearer''' Champions, choose one of the totems from above, that champion can cast that totem with range: caster's unit. '''Greater Totem Bearer''' Characters, has access to all four totems, can cast with range: 18".
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information