The 9th Age/Tactics/Makhar: Difference between revisions

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===Universal Rules===
===Universal Rules===


'''Makhar Battle Fever:'''
'''Makhar Battle Fever:''' has the old Battle Fever + more. Reroll natural rolls of 1 for charge range and Gains Devastating charge(fearless, hard target).


'''Parting Shot:'''
'''Parting Shot:''' Bowmen on mounts cant shoot and flee as a charge reaction but the flee distance roll is Minimised.


'''Warband Standard'''
'''Warband Standard'''

Revision as of 17:46, 16 March 2019

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For when you wanted to play Warriors of the Dark Gods but wished they had more Mongolians. The 9th Age has you covered with the Makhar.


Tactics

A recently made Auxiliary army of WotDG, currently in Beta

Universal Rules

Makhar Battle Fever: has the old Battle Fever + more. Reroll natural rolls of 1 for charge range and Gains Devastating charge(fearless, hard target).

Parting Shot: Bowmen on mounts cant shoot and flee as a charge reaction but the flee distance roll is Minimised.

Warband Standard

Armoury

Recurve Bow:

Makhar Lance:

Hereditary Spell

Breath of the Steppe:

Special Items

Weapon Enchantments

Wildfire Burst:

Symbol of Slaughter:

Wasteland Torch:

Armour Enchantments

Mammoth-Hide Cloak:

Artefacts

Endless Plain:

Spirit of the Herd:

Turul Radiant Headdress:

Unit Analysis

Characters

Makhar Gyula:

Enaree:

Mounts

War Dais:

Shadow Chaser:

Black Steed:

Dark Chariot:

Great Elk:

Chimera (LB):

Wasteland Behemoth (LB)

Core

Steppe Wolfhound:

Tamyir Vassals:

Horse Archers:

Makhar Lancers:

Special

Makhar Flayers:

Makhar Chariot:

Warrior Knights:

Turul:

Karkadan Herd:

Nomadic Giant:

Steppe Mammoth: