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FRB v135 Lo-Res PDF
FRB v135 Lo-Res PDF
Rules Team, Rules Team Advisors, Balancing Team, Rules Review Team,
Army Design Team, Playtesting Team, Background Team, Lectoring Team
Art and Layout
Michele Bertilorenzi – cover art, p. 33, 51, 99, 142, 143, 144, 145, 146, 147, 148, 149, 156/157
Enrico Bertilorenzi – p. 12, 52, Paweł Jakub Górecki p. 18, 22, 23, 81, 82, 87, 116, 117
Lucas Svedberg – p. 4, 61, 65, 67, 124, 125, Grégoire Veauléger – p. 14, 41, 44, 47, 49, 95, 130
Thomas Karlsson – p. 11, 15, 42, 45, 54, 76/77, 89, 97, 103, 114, 121, 138/139, 141, Marta Stawrowska – p. 79
Davide Castelluccio – p. 13, 48, 80, Rafis Khuzin – p. 32, 46, 50, 106, Adalidsilvano – p. 31, 34, 119, 137
Mikhail Shubin – p. 132, 133, 134, 135, 136, Ollie Cuthbo – p. 19, 101, Alberto Bontempi – p. 98
Marcos Barragan – p. 21, 56, 68, 104, 109, The Galapalo – p. 9, 17, 35, 71, 86, 91, 110, 118
B.R.U.T.A.L. – p. 131, Johan Aronson – p. 72, 115, Krys Rackham – p. 10, 16, 24, 27, 40, 78, 112, 127
Kacper Bucki – document layout
The 9th Age Team
the-ninth-age.com/index.php?team/
Version and Date
1.3.5 – 04 April 2017
4 Rulebook
SUNNA MYTH
Part One
The Sun Maiden came, in our time of greatest need. Let her mighty deeds be written here, that she might
not pass out of memory, but be remembered evermore.
— The Book of the Askar, Chapter One, taken from the Sunna Cycle
Contents 6 Rulebook
78 Mundane Equipment 98 Special Rules
79 Shooting Weapons 100 List of Special Rules
80 Artillery Weapons 113 Applying Special Rules
81 Armour Types 116 Magical Items
82 Characters 118 List of Common Magical Items
82 Lone Characters 126 Geography
82 Characters Joined to Units 128 World Hymn
85 The General 134 Religion
85 The Battle Standard Bearer
136 Supernals
86 Challenges
138 Legend of Avras
90 Command Group
140 Elder Races
90 Musician
140 The Armies of The 9th Age
90 Standard Bearer
90 Veteran Standard Bearer 142 Lost Civilisations
90 Champion 143 The Realms of Humanity
144 The Barbarian Hordes
92 Terrain
146 The Legions of Chaos
92 Terrain Types
147 The Restless Dead
92 Terrain Features
148 Sunna Myth
96 Victory Conditions
97 Who is the Winner? 150 Summaries
Contents 7 Rulebook
INTRODUCTION
Beat us, burn us, brand us: you only make the Herd stronger.
— Last words of Gnak, Prophet of the Beasts
WHAT IS THE 9TH AGE: For example, players could use the historic range
of the longbow to determine what kind of distance
FANTASY BATTLES? 1" represents in a game. In that case 1" would be
Introduction 8 Rulebook
We believe the timescale of the game to be even We do not wish to tell players how to imagine
more arbitrary than the scale of the game. The ac- their fights or how many individuals each minia-
tion of moving in the movement phase could take ture should represent, but we believe that an easy
several minutes of real time while casting spells equation of 1" being roughly equal to 10 meters
in the magic phase or shooting in the shooting is a good representation of the size of the game.
phase could be near instantaneous events. Like- An average game will be played on a 72"x48"
wise the actions of two units clashing in the close table and thus represents a real-life area of 720
combat phase could represent only a few heart by 480 meters or roughly 50 football pitches. In
beats in real time, while a challenge between two medieval times (the closest thing we have to our
mighty individuals could be a drawn combat last- fantasy world) this would represent an average
ing minutes or more. Hence, no quantitative value sized battlefield where two forces with soldiers
can be assigned to a game turn or turn sub-phase. numbering from a few hundred to several thou-
sand would meet.
Introduction 9 Rulebook
MODELS, UNITS
AND FORMATIONS
I have seen larger armies, and more ferocious. But they fought as a swarm of insects that moves and thinks
as one.
— Destrian explorer Captain Fernando Cabeza, on his return from the jungles of Virentia
Multipart Models
Models with more than one Characteristics Pro-
file are called Multipart Models. For example, a
cavalry model is a model with two parts (the rid-
er and its mount), a chariot can be described as a
single model consisting of five parts (two horses,
two crewmen and one chariot chassis), while a
normal foot soldier is a model which consists of a
single part. Each part of such a model has its own
Characteristics Profile and can be referred to as a
"model part". Whenever a rule, ability, spell, and
so on affects a Model, all parts of the model are
affected, unless the rule specifically states it only
affects a model part.
Figure 2
Two different ways of representing a Direction
Dice.
MEASURING DISTANCES
T he unit of measurement in The 9th Age: Fanta-
sy Battles, is the inch ("). An inch corresponds
to 2.54 cm. All distances and ranges are indicat-
tain distance. Measure the distance between the
closest points. If this distance is less than the giv-
en range, they are considered to be within range.
ed and measured in inches. To determine the This means that a model is always within range
distance between two points on the Battlefield of itself and that the entire model/unit does not
(or two units, or any other elements), you must need to be within range, only a fraction of it.
always measure from the closest points, even if When measuring distances to and from a unit,
the line of measuring goes through any kind of measure from their Boundary Rectangles.
intervening or obstructing element. Ignore such
Players are always allowed to measure any dis-
obstructions for the purposes of measurement.
tance at any time.
The rules often refer to things being within a cer-
Characteristics 20 Rulebook
Using Borrowed Priority of Modifiers
Characteristics When Characteristics (or other values) are modi-
fied, modifiers are applied in a strict order:
In certain situations a model may borrow or use
the Characteristic of another model. In this case Characteristics borrowed* or set to certain values
the value of the borrowed Characteristic is taken (such as Inspiring Presence or a failed Fear Test)
after applying any modification from equipment, Multiplications (such as halved, doubled or mul-
spells or special rules to which the owner of the tiplied by 3). Unless noted otherwise, round frac-
Characteristic is subject to. Modification from tions up.
equipment, spells or special rules that affects the Addition and Subtraction (such as -1 or +3).
unit will then be applied to this (following the *If a borrowed Characteristic is modified, apply
rules for Priority of Modifiers below). these modifiers before borrowing the Character-
istic.
Performing a Leadership Test
When several modifiers within the same group are
To perform a Leadership Test, the player rolls 2D6 to be applied, apply them in the following order:
and compares the result with the Leadership Char-
1. Increasing modifiers (something that makes
acteristic of a model. If the roll result is equal to or
the value greater) with a maximum value (for
less than the Leadership value, the test is passed.
example, "+1 Leadership, to a maximum of 7").
Otherwise, the test is failed. If a unit takes a Lead-
ership Test and more than one Leadership value 2. Other increasing modifiers.
is available (for example when a Character joins 3. Decreasing modifiers (something that makes
a unit), the player may choose which Leadership the value smaller) with a minimum value.
value to use. 4. Other decreasing modifiers.
Many different game mechanics exist that may call If a more detailed order is needed, apply modifi-
for a Leadership Test, such as performing a Pan- ers chronologically, starting with the modifier that
ic Test or a Break Test. All such game mechanics was applied first. Remember that Characteristics
are Leadership Tests, regardless of any additional can never (not even temporarily) be modified
rules and modifications described in the relevant above 10 or below 0.
sections of the rulebook. This Priority order applies to all modifiers, not
only Characteristic Modifiers.
Characteristics 21 Rulebook
SETTING UP A GAME
Point Costs
Each unit, weapon, upgrade, Magical Item, etc.
costs a certain amount of points. A unit’s Point
Cost is the sum of its starting Point Cost and the
Point Costs of all its additional models and up-
grades. An army’s Point Cost is the sum of all its
units’ Point Costs.
ARMY RESTRICTIONS
An army in The 9th Age: Fantasy Battles is subject
to basic composition rules:
Army Points
Before building an army, decide with your oppo-
nent on the size of the battle, the Army Points.
The combined points value of every unit in your
army, including options and equipment, must not
exceed the Army Points. An army may fall below
the limit only by 40 points or less.
All units are separated into Categories. The num- Some units can be included in more than one
ber of points one can spend on these Categories Category, which is represented by more than one
differs and is defined in each Armybook. The Cat- icon next to their entry’s name. In these cases,
egory to which a unit belongs is marked in the Ar- simply count the unit’s point cost towards the
mybook with icons next to the unit entry’s name. limits of all its Categories (but only once towards
the Army Points).
Core
Special
Army specific
Splitting cost between Categories
On top of the three generic Categories (Charac- In some rare cases a unit’s cost can be split be-
ters, Core, Special), all armies have one or more tween different Categories, where the cost for
army specific Categories, with limits defined some particular option is additionally counted
within the Armybook. towards a different Category than the unit. This is
marked in the unit entry by a split icon, half rep-
resenting one Category the combined unit counts
towards and half the icon of the other Category
the option counts towards.
The traitor General Fontaine continues to refuse to
For example, a 250 pts Elf Hero, counted towards
see me. I believe he is now little more than a puppet
the Characters Category, decides to ride a 500
of his “Queen”, an extraordinary pale beauty, who
pts Dragon, which is an option marked to count
fills his head with visions of power and prestige.
additionally towards the Beasts and Monsters
She must be dealt with immediately.
Category. In this case, the player must count the
— Ambassador Duchess Mathilde to King Henry of combined unit point cost (250 + 500 = 750 pts)
Equitaine in 962 A.S. concerning the ruler of Avras. towards Characters and the Dragon point cost
Shortly after this missive, an assassin was caught (500 pts) towards Beasts and Monsters.
after failing to kill Fontaine’s wife
FOR HIDDEN LISTS that affects the save the same way as the mun-
dane counterpart would (such as many magi-
Some players may prefer to use so-called hidden cal shields) does not need to be revealed.
lists. For such players, we include the hidden list An item that increases movement only counts as
rules. Please note that the game is not balanced being used if the unit moves further than it could
with these rules in mind. In this format, most of without it or when charging (declare that you
your army roster will be open (meaning that your have the item before rolling the charge distance
opponent should know what your army consists but after reactions are taken). When revealing
of before the game starts). Dwarven Runic Items, only reveal the rune that is
being used, not the entire combined item.
5: Encircle
The Table is divided into halves by a straight line through the
centre of the board, parallel to the table's long edges. The play-
er who gets to choose the Deployment Zone decides if they
want to be the attacker or the defender. The attacker may de-
ploy more than 9" from the central line if within ¼ of the ta-
ble's length from either table edge (18" on a 72" table), and
more than 15" from the central line elsewhere. The defender
does the opposite: more than 15" away from the central line if
within ¼ of the table's length from the table’s short edges, and
more than 9" away from the central line elsewhere.
6: Counterthrust
The Table is divided into halves by a straight line through the
centre of the board, parallel to the table's long edges. Deploy-
ment Zones are areas more than 6" away from this line. No
unit can be deployed within 18" of an enemy unit (excluding
special deployment such as Scouts).
Players must deploy only a single unit on their deployment
turn (all characters and all war machines still count as a single
deployed unit).
No one can truly command the loyalty and obedience of a hundred thousand howling creatures from the
nether realms, but I can... inspire them. And I will accomplish magnificent things.
— Greater Daemon of Greed (name cannot be rendered in human language)
Deploy Units
Other Rules And Abilities
The players then take turns deploying their units
fully inside their own Deployment Zone. On each Put into effect all remaining rules and abilities
of their turns, a player must deploy at least one described as taking place right before the battle.
unit but may choose to deploy any number of
units. All units with the War Machine Troop Type Roll For First Turn
count as a single unit during the Deployment Both players must now roll a D6. The player that
Phase and must all be deployed at the same time. finished deploying first adds the “Undeployed
The same goes for all Characters. Once a player Units Number” score to their dice roll.
has deployed all of their units (excluding units If the player who finished deploying first gets a
that are not deployed using the normal rules, higher result, they play first or second as was pre-
such as scouting or ambushing units), that player viously announced.
must announce whether they will roll to play first If the score is a tie or the player who finished de-
or second. ploying second wins, they can now choose which
player has the first turn.
Charge Reactions
A unit that has a charge declared against it must
immediately declare its Charge Reaction, before
any more charges are declared. There are three
different Charge Reactions: “Hold”, “Stand and
Shoot” and “Flee”.
Hold
A Hold reaction means that
the unit does nothing. A unit
Engaged in Combat can only
choose a Hold reaction.
a) b) Figure 4
Example of Charge where
Blocked Path is applicable.
Blue unit Charges the left-
most green unit, but neither
the units cannot be Aligned
towards each other, solely due
to the rightmost yellow unit.
Blue unit performs a Blocked
Path move: It moved forward
until it contacts the green unit,
which then performs a combat
reform to Align the units.
a) 1 2 Figure 5
The charging purple unit tries
to maximize models in base
contact. However the units
cannot be aligned without the
charged unit making an Align
Move (a). Since the charging
unit can move into contact
without the enemy Aligning
(b), it must do so instead.
b) 1 2
a) b) c)
Figure 7
All units in the above examples have Movement 5.
a) The green unit makes two b) The turquoise unit makes a c) The yellow unit makes two
Wheels during a March Move. single Wheel during its March Wheels during its March Move.
This unit counts as moving 10" Move. However, even though This unit counts as moving 10"
(since you measure distances the outer model has only (since you measure distanc-
from the outermost model’s moved 9", there are models in es from the outermost mod-
outer edge). the unit that are more than el’s outer edge). Note that no
10" from their starting posi- model has moved more than
tion, making this move illegal 10" from its starting position.
(see March Move).
Some of you will graduate with distinction. And some of you will graduate with tentacles.
— Margaretha Phagus, Dean of the Aschau College of High Magic, to new students, said in jest (probably)
T he world is divided into two spheres, the mortal and immortal. They rest atop one another as a mask
rests upon an actor’s face. You and all you have ever known resides in the physical world, with its
trees and slopes, which we can see and touch.
But there is another world, totally unknowable, as invisible to our eyes as that mask is to those of the
actor, but just as close – the world of magic. Here gods and demons dwell, here lie wonders unseen by
any mortal eye. Here flows the wellspring of the flux: pouring from beneath Sunna’s very throne. The Veil
is all that separates the immortal and mortal realms.
The flux, the essence of magic, seeps from the invisible sphere to the visible as through cracks in a glass.
At most times the flow is imperceptible and steady. But at times of great cataclysm – just twice in history
that we know of – the Veil has been shattered for a moment, and the true devastation of raw magic has
poured through the gap, killing many and leaving daemons to feast on the remains. Magicians use the
flux of the immortal realm to create their magics or to quell the attempts of others. It can turn base met-
als to gold and base men to dust. Like water it can be stored, though not in cups, and like fuel it can be
quickly exhausted. Magicians then, are artisans of this flux, bending the outpouring of the Unseen Land
to their will, we hope, for Sonnstahl and the glory of Sunna.
— From the “educational” speeches of itinerant wizard Marco Iandoli, at the village of Börnichen
Many have heard the tales of the famous “Dragon City” of the orient, Longjing. The city is in fact two
merged metropolises, each far larger than any settlement in Vetia. Longjing itself is the smaller but
grander, occupying the northern bank of the great Dajiaing. Here are the palatial, temple and admin-
istrative districts, dominated by the stupendous Forbidden Lair where the Dragon Emperor himself
supposedly lurks. The larger, more sprawling section is called Zhangwei, “Fish Tail”, after the shape
of the vast dam, built by terrifying magics, that split the great river into its two halves. Zhangwei sits
in the fork, and is home to the great majority of the population, including the trading and manufac-
turing districts. I could have spent a lifetime there and still not have experienced but a fraction of the
full wonder of this beating heart of Tsuandan.
— From Terimodus’ Wonders of the World
MISCAST
When a Miscast is obtained, the Caster must make
a Miscast Roll. A Miscast Roll is D3+1 multiplied
by the number of Magic Dice Used to cast the
spell, excluding additional Magic Dice from Over-
whelming Power (this quantity is called “MDU”).
Then, apply all relevant results from the Miscast
Table to the right. For example, when rolling a 16
on a Miscast, apply the Witch Fire, Amnesia and
Catastrophic Detonation effects.
Miscast Table
Miscast Roll Miscast effect
(D3+1)×MDU (apply all relevant effects)
Magic Modifiers Always Witch Fire
When making a Casting or Dispel Attempt, add Caster's unit suffers a number of
the bonus given by being Wizard Apprentice or hits equal to the Miscast Roll. The
Master, and any other modifier, to the dice result number of hits cannot exceed the
to get the total casting or dispel roll. Any casting total number of Wounds in the unit.
or dispel modifiers may not exceed a total of +3 These hits have Strength MDU,
nor fall below -3. There are a couple of exceptions Magical Attacks and Armour
to this rule. If such exceptions are used, first add Piercing (1).
normal modifiers up to maximum of +3, then add 10+ Amnesia
the exceptional modifiers that can exceed +3. Roll a D6: On 4+,the Wizard cannot
cast the Miscast Spell this game
Lost Focus anymore.
A Wizard who suffers from Lost Focus cannot 15+ Catastrophic Detonation
add any casting or dispelling modifiers to further
Roll a D6: On 4+, the Wizard loses
casting or dispel rolls this Magic Phase (it is still
a number of Wounds equal to half
affected by Overwhelming Power and Miscast as
its starting number of Wounds,
normal).
rounding fractions up (no saves of
any kind allowed).
Not Enough Power
20+ Breach in the Veil
When rolling casting or dispel rolls with a single
Magic Dice, a result of ‘1’ or ‘2’ on the Magic Dice Roll a D6: On 4+, the Wizard is
is always a failed Casting or Dispel Attempt, re- dead, remove it from the game as
gardless of any modifiers. a casualty (no saves of any kind
allowed).
Recover Wounds
and Raise Wounds
Some spells or abilities can recover Wounds lost
earlier in the battle. The amount of Wounds recov-
ered is noted in the ability (Recover [X] Wounds).
If a unit contains multiple models, each model
must recover all of its lost Wounds before anoth-
er model can recover any Wounds. A Character
inside a unit never recovers Wounds from abili-
ties that allow a unit to recover Wounds. Charac-
Power Level ters only recover Wounds when they are the only
The Power Level of a Bound Spell is essentially target of an ability or spell. Recovering Wounds
the spell’s Casting Value. If a spell has both a Pow- can never bring back dead models, and cannot in-
er Level and a regular Casting Value, the Power crease a model's Wounds above its starting value.
Level takes precedence. Any excess Recovered Wounds are lost.
Overwhelming Power Raise Wounds uses the rules for Recover Wounds
with the exception that Raise Wounds can bring
A Bound Spell does not get the casting modifier
back dead models. First, recover all lost Wounds
from an Overwhelming Power.
on models in the unit (except for Characters), then
Miscast bring back models in the following order: Champi-
If an Overwhelming Power is rolled when casting on, Standard Bearer, Musician, other R&F models.
a Bound Spell, do not apply the normal Miscast Any used “One Use Only” effects or destroyed magic
procedure; instead, if the Bound Spell was cast items (or other equipment) are not regained. Each
with 4 or more Magic Dice, the Bound Spell is lost raised model must be recovered to its full amount
and cannot be used again during the game. of Wounds before another model can be raised.
This cannot raise a unit's number of models above
Dispelling a Bound Spell
its starting number. Once again, any excess Raised
When dispelling a Bound Spell, add a +1 modifier Wounds are lost. Raised Models without Front
to the dispel roll. This is an exception to the Magic Rank must be placed in the back rank. Any models
Modifiers rule. that cannot be placed in legal positions are lost.
Among the more unusual flora native to Sagarikadesha is camillia. An unremarkable shrub produc-
ing miniature white flowers in spring, the plant appears to have no use in either cuisine or medicine.
And yet, as you may know, camillia was one of the primary reasons for the vast effort and resources
invested by the Highborn Elves in their colonisation of this country, and trade in its leaves still ac-
counts for a remarkable portion of Celeda Ablan’s economic activity. After many months in one of the
plantations, the overseer deigned to show me how the leaves – picked at precisely the right moment –
could be left to dry, then rolled, fermented, fired briefly in an oven and finally soaked in boiling water
to to create a strange, tasteless beverage. I could not see the reason for such a concoction, but it was
explained to me that it is highly prized among elves, because it acts as an opiate on their sensitive
physiology, helping them control some of the primal urges of their ancestors.
— From the Herbarium Sagarikense, by Georg Eber
In the Shooting Phase, models with Shooting At- Shooting With a Unit
tacks get a chance to use them.
Each unit (with a Shooting Weapon) can shoot
SHOOTING PHASE once per Shooting Phase. Units that are Fleeing,
Engaged in Combat, or that have Marched, Re-
SEQUENCE formed, Rallied, or Declared a Charge in their pre-
vious Movement Phase cannot shoot.
1 Start of Shooting Phase.
When a unit shoots, first nominate a target with-
Select a unit and perform a Shooting in the shooting unit's Line of Sight. Units that are
2
Attack. Engaged in Combat cannot be chosen as targets.
Repeat step 2 with a different unit that All models in the same unit must shoot at the
3 same target and only models in the 1st and 2nd
has not fired during this Phase yet.
rank may fire. If the models in the unit have more
When all units that can (and want to) shoot than one type of Shooting Weapon, declare which
4
have done so, the Shooting Phase ends. weapon is used. All R&F models except Champi-
ons must use the same type of weapon. Champi-
ons and Characters are free to use other types of
Shooting Weapons if they wish. Any model in the
unit is free to choose not to shoot.
Check the Line of Sight for each shooting mod-
el. Remember that Line of Sight is always drawn
from the front! Models that do not have a Line of
Sight to at least one model in the target unit can-
not shoot. Measure the Range to the target unit
for each individual shooting model. This is meas-
ured from the actual position of each shooting
model to the closest point of the target unit (even
if this particular point is not within Line of Sight).
Models that are further away from the target than
the Range of their weapon cannot shoot (unless
this is a Stand and Shoot Charge Reaction). Once
it has been established which models can shoot,
roll to hit with each model (as described below).
When rolling to hit with Shooting Attacks, use the If the target is further away than half of the weap-
Ballistic Skill of the shooting model. If the model on's Range, the shooting model receives a -1 to-hit
has more than one profile (such as an archer rid- modifier. Remember that you measure Range for
ing a horse), use the part of model that is actually each shooting model individually.
performing the Shooting Attack. The player con- Moving and Shooting (-1 to hit)
trolling the shooting unit rolls a D6 and adds the It the unit has moved during this Player Turn, all
Ballistic Skill of the shooting model. If the result is models in the unit receive a -1 to-hit modifier.
7 or higher, the attack hits. An unmodified roll of
‘1’ is always a miss. If one or more hits are scored, Stand and Shoot (-1 to hit)
follow the procedure described under Attacks Shooting Attacks made as part of a Stand and
and Panic. Shoot Charge Reaction receive a -1 to-hit modi-
fier.
Shooting To-Hit Table
Ballistic Skill (BS)
To-Hit Roll
+ modifiers
6 or more 2+
5 2+
4 3+
3 4+
2 5+
1 6+
0 6+ followed by 4+
-1 6+ followed by 5+
-2 6+ followed by 6+
-3 or less impossible
To-Hit Modifiers
Most Shooting Attacks may suffer one or more
to-hit modifiers to their to-hit rolls. Simply mod-
ify the Ballistic Skill of the shooter. The list below
shows the general to-hit modifiers, but spells and
abilities can add additional to-hit modifiers on
top of these.
To-Hit Modifiers Summary
Long Range -1
Moving and Shooting -1
Stand and Shoot -1
Soft Cover -1
Hard Cover -2
Special Rules
Hard Target -1
Skirmishing -1
Multiple Shots -1
Figure 9
a) Model cannot shoot, Line of b) Model can shoot (enemy with- c) Model can shoot (enemy with-
Sight is blocked. in Line of Sight), Hard Cover in Line of Sight), no Cover
since more than half of the since half or less of the enemy
enemy unit’s Footprint is ob- unit’s Footprint is obscured by
scured by Impassable Terrain. Impassable Terrain.
Figure 10
In this example, less than half of the target
unit’s Footprint is obscured by either Hard or
Soft Cover. However, more than half is obscured
by the combination of both. In this case, the tar-
get counts as in Soft Cover.
Figure 11
This diagram summarises the most common cases for Line of Sight and Cover between a model with Ranged
Attacks, an obscuring model and its target.
You never truly know yourself until you have seen your reflection in an ogre’s breastplate.
— Isaac, the soldier poet
3 5+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
es if a tie), and apply them to all rolls (to-hit, to-
wound, saves). In case of a tie, the attacker choos- 4 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+
es which fraction to use. 5 5+ 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+
6 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+
7 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+
8 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 3+
9 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+
Swirling Melee
10 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 4+
If a R&F model is in base contact with an ene-
my, or in a position to make supporting attacks, To-hit modifiers can alter this to-hit roll. Unless
it may always choose to allocate any number of specified otherwise, a to-hit modifier applies to
its attacks against R&F models instead of Char- both Shooting and Close Combat to-hit rolls. Close
acters (in a unit that the attacker could normal- Combat to-hit rolls always fail on an unmodified
ly allocate attacks towards), i.e. R&F models are roll of '1', while they are always successful on an
not limited to only striking models in base con- unmodified roll of '6'.
tact but can always attack other R&F models in- Example: a model has Weapon Skill 3, two attacks
stead. Follow the normal rules for Close Combat and is equipped with Paired Weapons which gives
Attacks, except that any hits scored are distribut- it a total of three attacks. The model may allocate
ed (the same way as attacks towards a unit as a two attacks towards a model with Weapon Skill
whole), except hits can only be distributed onto 2, which hit on 3+, and one towards a model with
R&F models. Note that Swirling Melee does not Weapon Skill 7, which hits on 5+. If one or more
apply to Characters. hits are scored, the player may then follow the
procedure described under Attacks and Panic.
Figure 14
The purple unit suffers casualties, which results in the yellow unit no longer being in base contact. Neither
the purple nor yellow unit can be nudged back into base contact since they are in base contact with other
enemies, (see Dropping out of Combat). Calculate Combat Score here as one single combat (the pink and
dark green units both grant a Flank Bonus). In the next Player Turn, this situation will count as two sepa-
rate combats.
With the best of Vetian humanity united, the sternest test was still to come. A host of enemies approached
from the East: savage Åsklanders, cruel Makhar under the banners of the Dark Gods, and hordes of raven-
ous Ogres with all the beasts of their lands.
— The Book of the Askar, Chapter Five, taken from the Sunna Cycle
It’s not headlong flight. It’s a sensible tactical decision. The size of their teeth had nothing to do with it.
— Captain Karlsen, fifteen miles outside the Battle of the Beacons
Target’s Toughness
In cases where a Wound pool (mainly non-cham- 4 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+
pion R&F models in the same unit) does not have 5 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+
all of the same relevant Characteristics or rules
(such as different Toughness values or different 6 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+
saves), use the value or rules that the largest frac- 7 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+
tion of the models of the Wound pool have, and
8 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+
apply them to all rolls (to-hit, to-wound, saves). In
case of a tie, the attacker chooses which fraction 9 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+
to use. 10 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+
ARMOUR SAVES
TO-WOUND ROLLS AND ARMOUR MODIFIERS
If an attack has a Strength value, it must success- If one or more successful to-wound rolls are made,
fully wound the target to have a chance to harm it. the player whose unit is being attacked now has
Compare the Strength of the attack to the Tough- a chance to save the Wound(s). Roll a D6 for each
ness Characteristic of the target. An attack with successful to-wound roll, called an “Armour Sav-
Strength 0 cannot wound. Otherwise, an unmodi- ing Throw” and compare it with the model's Ar-
fied roll of '6' will always succeed and an unmod- mour Save (see the Armour Types section). If the
ified roll of '1' will always fail. The player that save is passed, the attack is disregarded.
inflicted the hit makes a to-wound roll for each
If the Strength of an attack is higher than 3, this
attack that hit the target. If the attack does not
attack will modify the Armour Saving Throw by
have a Strength value, follow the rules given for
-1 for each point of Strength above 3, i.e.
that particular attack.
Strength 1 2 3 4 5 6 7 8 9 10
Modifier 0 0 0 -1 -2 -3 -4 -5 -6 -7
Special rules and abilities might further modify
Armour Save rolls (such as Armour Piercing).
PANIC TEST
Panic Tests are Leadership Tests taken im-
mediately after any of the following situa-
tions arise:
• A friendly unit is destroyed within 6" (in-
cluding fleeing off the board).
• A friendly unit Breaks from combat with-
in 6".
• A friendly unit flees through the unit.
• The unit suffers, in a single phase, casu-
alties equal to or greater than 25% of the
number of models that it had at the start
of the phase. This rule is called Heavy
Casualties.
Units which fail a Panic Test flee from the
closest enemy unit (Centre of Unit to Centre
of Unit). If there are no enemy units on the
board, randomize direction.
If the Panic Test was forced by any of the
cases listed below, the unit flees directly
away (Centre of Unit to Centre of Unit) from
the enemy unit that caused the Panic Test.
• A spell cast by an enemy model.
• A special rule on an enemy model (such
as Terror).
• The unit suffers Heavy Casualties, and
the final wounds causing the casualties
to go above 25% were inflicted by an en-
emy unit.
Units do not need to take Panic Tests if they
are Engaged in Combat, if they are already
fleeing or if they already passed a Panic Test
during this Phase.
Of the many marvels I encountered in my voyages, few were so memorable as the Great Steel Road.
The construct itself is not what inspired me, though it is like no other road I have seen, consisting
simply of two lines of rugged metal that stretch in perfect parallel from horizon to horizon. Rather, it
was the engines that navigate this unique thoroughfare. Huge and black they were, fashioned from
dark metals into harsh, unnatural shapes, and connected in a long caravan to vast containers filled
with innumerable goods, propelled on their unerring path by infernal magics I cannot begin to fath-
om and trailing black smoke in their wake. The road runs beneath lands controlled by ogre tribes.
But I was told that it was constructed not by ogres but by the dwarves of the Blasted Plains, or rather
by their slaves.
— From Book of the Terrors of the World, by Niccolò Solo, famed Arcalean merchant traveler
All weapons or armour that are not Magical Items Choosing Weapon
are considered mundane.
If a model has more than one Close Combat
CLOSE COMBAT WEAPONS Weapon, it must choose which one to use at the
start of each combat, and must continue to use
Weapons listed in this section are used in Close the same weapon for the duration of that combat.
Combat and can confer various benefits and pen- When a model is attacked by a Ranged Attack, it
alties. The rules for weapons are only applied must use all weapons and armour that grant bo-
when using the weapon in question (i.e. they nuses to its Save, even if currently using another
don't apply to Special Attacks such as Stomp or weapon in combat (for example, a model that is
when using a different weapon). fighting with a Great Weapon in combat, and is
targeted by a Ranged Attack. This model must
use its shield against the Ranged Attack, but must
still fight with the Great Weapon in the combat).
All R&F models in a unit must choose the same
Close Combat Weapon. Unless noted otherwise,
mounts never benefit from weapons.
Supreme Battlemage Asser. Tygon the Ruthless. Morchaal the Undefeated. The High Priest of Ullor. And now you.
— Vlad von Hammerstein, vampire lord of Zagvodz, describing his former guests
Characters 82 Rulebook
Combined Unit wiped out Charging out of a unit
If a combined unit has all its R&F models killed, A Character can also leave a combined unit by
leaving one or more Characters behind, the re- charging out of it. To do this, declare a Charge
maining Characters keep forming a unit, which is with a Character in the combined unit (during the
still considered to be the same unit for ongoing Declare Charges sub-phase as normal). If this is
effects (such as “Lasts one Turn” spells) and Panic done, the unit itself (including other Characters
(no unit is considered destroyed, and the Charac- in the unit) cannot Declare Charges in the same
ters might have to test for Heavy Casualties). Player Turn. Stand and Shoot Charge Reactions
declared against a Character charging out of a
unit are all distributed onto the Character. When
charging out of a unit, the Character uses its own
movement (and may even make a Flying Move-
ment if it has the Fly special rule), and is affected
by movement alterations affecting the unit dur-
ing the Charge Move. If the Charge is successful,
move the Character out of the unit and Charge as
normal. During this Charge Move, the Character
ignores models from the combined unit for move-
ment purposes. If the Charge is not successful, the
Leaving a combined unit
Character makes a Failed Charge Move out of the
A Character can leave a combined unit in the Re-
unit. If the Failed Charge Move is too short to place
maining Moves sub-phase if it is able to move
the Character outside 1" of the combined unit, the
(i.e. if it isn't Engaged in Combat, hasn't already
Character remains in the unit and the combined
moved, isn't fleeing, etc.).
unit is treated as if it had failed a Charge.
Roll a combined March Test for the whole unit be-
Distributing hits at combined units
fore moving any model, if necessary. Characters
leaving a unit do not affect whether or not this When an Attack hits a combined unit, there are
unit counts as moving (for purposes of shooting two possibilities for distributing hits:
etc.). If you need to take a March Test, first, de- Characters are of the same Troop Type
clare for which models in the unit the test is for. -and-
It can either be for one Character, several Char- There are 5 or more R&F models in the unit
acters, or the entire unit (all Characters and R&F
models). If the test was taken for Characters only, All hits are distributed onto R&F models, Charac-
and all Characters that took the test then leave ters cannot suffer any hits.
the unit, the remaining models in the unit are not Characters are of a different Troop Type
free to perform a March Move, and have to take -or-
a new March Test if they wish to March. If some There are 4 or less R&F models in the unit
character which took the test elects to remain in
The player making the attack distributes hits
the unit, the entire unit must March, and needs
onto R&F models and Characters. Hits must be
to perform a March Test if they haven’t already.
distributed as equally as possible, meaning that
When leaving its unit, a Character can move
no model can take a second hit until all models
through this unit, and can thus exit the unit from
have taken a single hit, and so on.
any point, and may make a Flying Movement if
it has the Fly special rule. The Character counts If a unit of 5 or more R&F models contains several
as a part of the unit until it has physically left it, Characters of both the same and different Troop
which means that the Character will be subject to Type, Characters with the same Troop Type as the
movement alterations during the move to leave R&F models are ignored for the hit distributions.
the unit. If the Character does not have enough
movement to be placed at least 1" away from the
unit, it cannot leave the unit. A Character cannot
leave a unit, and then in the same phase join the
same unit again.
Characters 83 Rulebook
Front Rank Matching Bases
All Characters and Command Group models have If a model with Front Rank has the same base size
the Front Rank rule. Models with this rule must as the R&F models in its unit, or if it does not have
always be placed as far forward as possible in the same base size as the unit it is in, but its base
their unit. Normally this means that they must be is the same size as two or more (whole number)
placed in the first rank, but if the first rank is full of the R&F models' bases (such as a 40x40mm
of other models with the Front Rank rule, they are base in a 20x20mm unit), this is called a Matching
placed in the second rank instead. If this rank is base. In this case, the Character is placed in the
also full of models with the Front Rank rule, they unit as normal, displacing the necessary amount
are placed in the 3rd rank, and so on. of models. The front of the base should be as far
forward as possible (as per Front Rank rule). The
When moving a unit that includes models with the
model is considered to be in all ranks its base oc-
Front Rank rule, these models can be reorganized
cupies for the purposes of calculating Full Ranks.
into a new position (still as far forward as pos-
For calculating the number of models in the unit's
sible) as part of the move. This can be done as a
ranks (such as for Full Ranks, Horde Formation,
part of an Advance move, March, or Reform move,
Area Attack, Penetrating, and so on), the large
and counts towards the Movement allowance of
base counts as the number of models it replaces.
the unit (measure from a Character's starting po-
A model cannot join a unit if its base is wider than
sition to its ending position to determine how far
the unit it wishes to join and the unit has more
it has moved).
than one rank, nor can a unit reform into a for-
If a model with the Front Rank rule leaves a unit mation that is narrower than a Character joined
or is removed as a casualty, the gap it leaves must to the unit.
be filled with models from other ranks, possibly
If a model with a Matching Base has a longer base
moving up models with the Front Rank rule, if
than the bases of R&F models in the unit, the unit
this means they are moved to positions further
is allowed to have more than one Incomplete
forward. If more than one model with the Front
Rank, if all incomplete ranks after the first con-
Rank rule could move forward, the owner of the
sists only of models with such bases (i.e. the back
models decides which model is moved forward. If
part of long bases are allowed to form several in-
all models with the Front Rank rule already are as
complete ranks).
far forward as possible, fill any empty gaps with
R&F models from the back ranks.
Sometimes Front Rank models must be redis-
tributed in order for all such models to be as far
forward as possible. When this happens, move as
few models as possible in order to always have all
models with the Front Rank rule as far forward as
possible.
a) b)
Figure 16
a) Character C1 is Mismatching and is placed next b) When Character C4 joins the unit, the Musician
to the unit. Characters C2 and C3 are matching must be moved to the side in order to have all
and are placed inside the unit, as far forward as Front Rank models as far forward as possible.
possible. This unit is considered to have 3 Full
Ranks (C1 does not count, but C2 counts as 2
models wide).
Characters 84 Rulebook
Mismatching Bases THE GENERAL
If, however, a model with the Front Rank rule does
not have a Matching base (such as a 50x50mm Choosing the General
base inside a 20x20mm unit), the base is Mis-
In every army one model must play the role of the
matching, and the Character is placed in base con-
General. This model must be the Character with
tact to the side of the unit, aligned with its front.
the highest Leadership in your army, excluding
Only two Mismatching bases can be joined to a
the Battle Standard Bearer and Characters with
single unit (one at each side). These models are
the special rule "Not A Leader". If two (or more)
considered to be in the front rank of the unit, but
eligible Characters are tied for highest Leader-
are ignored when counting the number of mod-
ship, you are free to choose which Character is
els in each rank when establishing the number
your General. This must be noted in the Army List.
of Full Ranks and if a unit is in Horde Formation.
They form a file of one model. The General has the Inspiring Presence special
rule.
Magical Standard
If a Battle Standard Bearer has the option to buy
Magical Items, it is allowed to purchase a Magical
Standard. This Magical Standard may either be
taken as part of the model’s Magical Items point
limit, or it can be taken without any cost limita-
tions (i.e. it could exceed the Character’s points
limit for Magical Items), but in this case the model
cannot take any other Magical Items.
Characters 85 Rulebook
CHALLENGES Accepting or Refusing
Issuing a Challenge a Challenge
Characters and Champions Engaged in a Combat If a Challenge was issued, the opposing play-
may issue a Challenge. At step 4 of the Round of er may now choose one of their own Engaged
Combat Sequence, the Active Player may nom- Characters or Champions in the same combat to
inate one of their Characters or Champions and Accept the Challenge and fight the Character or
issue a Challenge, provided that there is at least Champions that issued the Challenge. The model
one enemy Champion or Character able to accept that Accepts the challenge must be in a unit that
it (this model must be in base contact with the is in base contact with the model that issued the
challenging model's unit and there must be no challenge, or its unit.If a Challenge isn’t accepted
ongoing challenge in this combat, see below). If this challenge is said to be refused. The player is-
no Challenge was issued, the Reactive Player may suing the Challenge now nominates one of their
nominate one of their Characters or Champions opponent's Characters, which could have accept-
and issue a Challenge. ed the Challenge, if there is any (note that Cham-
pions cannot be nominated). This model's Lead-
ership is reduced to 0 and it (and its unit) cannot
In a village of Santa Genoveva, the name of which I use the Character’s Stubborn special rule (if it
have no desire to call to mind, there lived not long has it) until the end of the Player Turn in which
ago one of those gentlemen that keep a lance in the combat ends (or until the Character accepts
the lance-rack, a repeating crossbow in his jacket, or issues a Challenge). Also, it cannot make any
throwing daggers in his boots and wrist-pistols un- Close Combat Attacks during this Combat Round,
der his sleeves. loses Hold Your Ground and, if it’s a Battle Stand-
— Opening lines of Don Quicio, ard Bearer, it doesn't add +1 to its side's Combat
by Destrian novelist Miguel Cerveza Score during this Combat Round.
Characters 86 Rulebook
Fighting a Challenge If one of the models are killed in the Close Com-
bat Phase, before the other model had a chance to
If the Challenge was accepted, the Character or
make all its Attacks (common with Character with
Champion issuing the Challenge and the Char-
more than one Initiative value, such as a rider and
acter or Champion that answered the Challenge
its mount or a model with Stomp), any of the at-
count as being in base contact with each other
tacks not yet carried out can and must be directed
(even if their bases are not physically touching
at the killed model, as if it was still alive and in
each other) and must allocate all their attacks to-
base contact, in order to get an Overkill bonus.
wards each other, including special attacks made
towards units (such as Stomp, Breath Weapons, If one of the models are killed, Breaks from Com-
Impact Hits, Grinding Attacks) which are always bat or if the Combat ends for any reason (in-
allocated to the opposing Character or Champion cluding combat being divided through Splitting
(in the case of Stomp attacks, the opposing Char- Combat), the Challenge is considered to be over
acter must be of a stompable Troop Type, other- at the end of the Phase. If neither model is killed
wise the Stomp attacks are lost). No other model before the next Round of Combat, the Challenge
can allocate attacks at either of these models and continues. No other Challenges can be issued in
attacks/hits from Close Combat Attacks can nev- the same combat until one of the models is killed.
er be distributed onto a Character or a Champion
in a Challenge.
Overkill
During a Challenge, any excess Wounds caused
count towards the Combat Score, up to a maxi-
mum of +3.
Characters 87 Rulebook
In the time of great suffering Receiving the order from their khan,
The lands boiled The daemons set out
The skies darkened. From the vast Wasteland.
Water turned to acid, food warped and spoiled They had living chariots, crushers,
And every kind of unnatural, despicable creature Hellhounds and pestilent beasts,
Poured forth across the lands These teeming infidels
As a horde of malice. Had numerous daemonic engines as well.
The tide swept all before it, The teeming legions marched,
They weren't few, but countless, A thick forest, a relentless flood,
The hearts of those who saw them stopped. Waving their spotted banners,
The Myahet were driven before them They weren't few, but many.
Scattered to the four winds. None could oppose the spawn-kin
Among the daemons were Until the great Tsanas rallied
The Shapeshifter and The Decaying, The surviving Myahet at Home Peak,
Terrifying brutes and powerful sorcerers, And charged with them into terrible battle.
Armed with iron chains and flying disks The mountain ran with blood and corpses
Who didn't spare at all The daemons were so many.
The souls of their enemies. But such was the strength of mighty Tsanas,
With these two also arrived He slew The Shapeshifter
Writhing, bloodthirsty creatures He slew The Decaying,
Of every shape and hideous kind. And countless more.
The greatest of them all Then did huge Foloy, the Skullbringer,
Was Foloy the Skullbringer Issue a great challenge.
A red giant wearing heavy iron coats. Tsanas, Khan of Khans,
You should have seen Foloy - Strode across the battle to meet him.
He was ready to pounce like a sabretooth tiger, The red giant buried his axes
His fearsome axes were as big as a cauldron In Tsanas’ belly.
His red hide impenetrable, But even in death, the hero
He had huge horns and ragged wings. Took Foloy’s head with his hammer.
The destructive infidels The daemons fled in terror,
Shouted with rage. And the Myahet pursued.
Characters 88 Rulebook
Characters 89 Rulebook
COMMAND GROUP
MUSICIAN CHAMPION
Swift Reform
First Among Equals
A unit with a Musician can make a Swift Reform:
A Champion gains +1 Attack. If it is a multipart
the unit makes a Reform with the following ex-
model, the Characteristics increase only affects a
ceptions:
single rider or crew member.
• The unit is not prohibited from shooting in the
Ordering the Charge
next Shooting Phase.
When a unit with a Champion rolls for their
• The unit can perform an Advance Move after
Charge Range, they always count as rolling at
the Reform.
least a ‘4’. If the Charge is still failed, ignore this
March to the Beat rule and use the rolled dice to determine the
March Tests taken by units within 8" of an enemy Failed Charge Move.
unit with a Musician are taken at -1 Leadership,
unless the unit that wishes to March also has a
Musician.
The desert does not care. The desert does not forgive.
— Nomarch Pherisis
Terrain 92 Rulebook
Impassable Terrain Forests
Line of Sight Cover
Impassable Terrain is Obscuring Terrain. Forests are Soft Terrain.
Cover Movement
Impassable Terrain is Hard Terrain. Forests are Dangerous Terrain (1) for Cavalry,
Movement Monstrous Cavalry, Chariots and units making a
Flying Movement.
Models cannot move into or through Impassable
Terrain. If a Charge Move has brought a model Broken Ranks
within 1" of Impassable Terrain, the model (and Units with more than half of their Footprint in a
its unit) is allowed to stay within 1" until moving Forest can never be Steadfast.
outside this 1" distance. Stubborn
Units with more than half of their Footprint in a
Fields Forest and comprised entirely of Infantry
Cover and/or Monstrous Infantry models with Light
Fields are Soft Terrain for any unit with more Troops, but without Fly, are Stubborn.
than half of its Footprint inside, except for models
with Towering Presence.
Movement
Fields are Dangerous Terrain (1) to Cavalry, Mon-
strous Cavalry and Chariots.
Easy to Blaze
Units with more than half of their Footprint inside
a Field count as Flammable. Models with Flam- Ruins
ing Attacks (either on the model or on a weapon)
treat Fields as Dangerous Terrain (1). Cover
Ruins are Hard Terrain for any unit with more
Hills than half of its Footprint inside, except for models
with Towering Presence.
Line of Sight
Movement
Hills are Obscuring Terrain.
Ruins are Dangerous Terrain (1) for any unit ex-
Cover
cept Skirmishers. Cavalry, Monstrous Cavalry and
A unit partially on a Hill counts the Hill as Soft Chariots treat Ruins as Dangerous Terrain (2).
Terrain. A unit completely off a Hill counts the Hill
as Hard Terrain. Water
Elevated position
Movement
Models with more than half of their base on a Hill
Units may not March into, through, or out of Wa-
are considered to be of Gigantic Height for Line of
ter Terrain. Water Terrain is Dangerous Terrain
Sight and Cover purposes.
(1) for Cavalry, Monstrous Cavalry and Chariots.
Charging downhill
Disordered for Combat
A unit initiating a Charge Move with more than
A rank of models that is at least partially inside
half of its Footprint on a Hill and ending the
a Water feature can never count as a Full Rank.
Charge Move with more than half of its Footprint
Units with more than half of their Footprint in
no longer on the Hill receives +1 to its Combat
a Water feature counts as having 0 Full Ranks.
Score in its next Round of Combat.
Units having more than half of their models with
Strider or Strider (Water) are not affected by Dis-
ordered for Combat.
Terrain 93 Rulebook
Walls Buildings
Cover Take Cover
A Wall is Hard Cover for any model shooting at Buildings are Obscuring Terrain.
a unit without more than half of models with Cover
Towering Presence, and with more than half of
Buildings are Hard Terrain.
the front the front rank Defending the Wall (see
below). If the shooter is in the flank or rear, use Movement
the corresponding file or the last rank as the front Units consisting entirely of Infantry, War Beasts,
rank instead. Monstrous Infantry, Monstrous Beasts or Swarms
Movement models (including a mix of these) treat Buildings
as Open Terrain during the Remaining Moves
Ignore Walls for movement and positioning pur-
sub-phase, except they may not end their move
pose. A Wall is Dangerous Terrain (1) for Cavalry,
inside or within 1" of the Building. In all other sit-
Monstrous Cavalry and Chariots.
uations, treat Buildings as Impassable Terrain.
Defending a Wall
Take Cover
In order to defend a Wall, a model must be aligned
Units moving through a Building with more than
and in base contact with it.
half of their footprint (excluding Flying Moves)
Combat benefit from Hard Cover until the start of the next
Models Defending a Wall get the Distracting spe- friendly Player Turn, or until they perform any
cial rule when attacked by units charging them in Shooting Attack, whichever comes first.
the same facing that the Wall is, but only for the
first Round of Combat of the charging unit.
King Louis: My dear Cantemont, how glad I am to We believe there may have been some kind of
see you well. But where is our Commander, the necromancy in play. A beautiful woman floating
Duke of Gasconne? Is he still in the field? above the filth and laughing at our efforts con-
Cantemont: Sad news, my liege. Gasconne is slain. firmed our suspicions. But when our dear friend
Gasconne sought out the fiend it did not go well
L: By the Lady, our nation is so much the poorer
for him. She devoured him in front of us... A most
for his loss. What news from the Crusade? Is the
unpleasant business.
traitor deposed?
L: My Lady! And yet you outnumbered them, did
C: My duty lies heavy upon me. But I will endeav-
you not? After all we spent...
our to be direct. 4,000 knights followed us to
Avras. Fewer than 400 return with me. And C: Indeed. But our knights were driven into the
many of them are decidedly the worse for wear. swamps by magical curses, and our horses be-
came mired. We were exhausted after a long
L: Surely it is not true. Were you not prepared for
march and our heavy armour was ill-suited to
General Fontaine and his meagre troops?
the boggy terrain. It was at this point that a
C: Indeed we were, my liege. At first we sent a sum-
considerable number of our fallen countrymen
mons to parlay, as my lord instructed. But the
began to rise from where they’d fallen... Then of
villain would not even treat with us. Immediate-
course there were the nightmarish wraiths…
ly we closed upon the city from the West, for the
L: Wraiths?
honour of the Lady. But we weren’t expecting...
C: Something of that ilk, I’d rather not go into detail..
L: What? Tell us!
Many who were not slain took their lives in madness.
C: We weren’t expecting the zombies, your Grace.
L: By the Lady... I must retire to prayer. Give the
L: Forgive me, did you mean to say zombies?
survivors food and water. You are dismissed,
C: Yes, my lord. Very much so. We found the ap- Cantemont. Go back to your family.
proaches to the city impassible, as things pulled
— Transcript of proceedings
men and horses beneath the murky water.
at the Court of Equitaine, 960 A.S.
Terrain 94 Rulebook
Terrain 95 Rulebook
VICTORY CONDITIONS
Na na na na na na.
— Traditional victory cry (several races)
Ambush
Before Deployment, after choosing Deployment
Zones, an army that includes units with the Am-
bush special rule must state which of your units
with this special rule will use it (starting with the
player that picked the Deployment Zone). Deploy
your army as usual, but without deploying any of
the Ambushing units. Starting from Game Turn 2,
roll a dice for each Ambushing unit at the start
of each of your Remaining Moves sub-phases. Af-
ter you have rolled for all Ambushing units, each
unit that rolled 3+, now enters the Battlefield
from any table edge. Place the arriving unit with
all of its back rank touching the Board Edge. Am-
Figure 17
bushing models are free to move in the Remain-
ing Moves sub-phase, except that they may not Green unit is hit by an Area Attack (2). There are
March Move, and they must end this Movement more than two ranks with more than 2 models.
Phase no more than twice their Movement value Number of hits: 2 + 2 = 4.
from the Board Edge. If an Ambushing unit has Orange unit is hit by an Area Attack (3). First rank
not entered the board (due to failing all its 3+ has more than 3 models, but the second rank only
rolls) before the game ends, the unit counts as has a single model. There are no third rank. Num-
destroyed. An Ambushing Character may choose ber of hits: 3 + 1 = 4.
to be deployed within an Ambushing unit that it Purple unit is hit by Area Attack (4). Since it’s a sin-
would normally be allowed to join (declare this gle model, there will always only be a single rank
when declaring which units are Ambushing). In with a single mode. Number of hits: 1.
that case the player rolls once for the combined Blue unit is hit by an Area Attack (4). First and sec-
unit. Until arriving on the Battlefield, Ambushing ond rank has 3 models. There are no third or fourth
units cannot do any actions at all, and all items, ranks. Number of hits: 3 + 3 = 6.
rules, abilities etc. do not work while not on the
Battlefield.
All Magical Items belong to one of the following A model armed with a Magical Weapon (including
categories: Magical Hand Weapons) is obliged to use it, even
if it is armed with more than one weapon. A Mag-
• Magical Weapons
ical Hand Weapon cannot be used to Parry.
• Magical Armour
Magical Armour
• Talismans
Most Magical Armour have a type, their mundane
• Enchanted Items
counterpart. They follow all the rules associat-
• Arcane Items ed with this mundane armour in addition to the
• Magical Standards rules stated in their description. If a model has an
Each category of Magical Items is subject to the armour of the same type as its Magical Armour,
following specific rules. the Magical Armour replaces it (for example, if
a model has Heavy Armour and buys a Magical
Light Armour, the mundane Heavy Armour is
lost). A Magical Shield cannot be used alongside
a Hand Weapon to Parry.
A Magical Armour cannot be taken by Wizards,
unless the Wizard has a mundane armour oth-
er than Innate Defence, Mount’s Protection and
Barding or the option to buy it (ignore armour
from mounts or other riders/crew members
mounted on the same mount as the wizard).
Talismans and Enchanted Items
No additional rules.
Arcane Items
Arcane Items can only be taken by Wizards.
Magical Standards
Only Standard Bearers can bear Magical Stand-
ards. They are usually either a unit's Standard
Bearer or the army’s Battle Standard Bearer.
The bearer gains Magic Resistance (3). According to legend, this fire-resistant sapphire is
in fact the calcified remains of a dragon’s eyeball.
Sprout of Rebirth (80 pts) The bearer gains Fireborn.
When fixed to a warrior’s brow, the magic in this Lucky Charm (10 pts)
lifegiving seed infuses their entire body, allowing
them to heal from almost any wound. Said to be gifts to great warriors by their fey lov-
ers, these intimate charms have saved many lives
The bearer gains a Regeneration (4+). on the battlefield.
Dusk Stone (60 pts) One use only. May be activated when the bearer's
In the dying light of day, all is not as it appears. model fails an Armour Save. That failed Armour
Shadows twist and bend, eyes falter, and a lethal Save may be rerolled.
strike turns to a glancing blow. Talisman of Shielding (10 pts)
The bearer may choose to reroll its failed Armour Many have valued this stunning jewel more for its
Saves. If it does, it cannot take Ward or Regener- dazzling appearance than its protective powers.
ation Saves . But the latter are not to be sniffed at.
The bearer gains a Ward Save (6+).
If an injury has to be done to a wizard, it should One use only. May be activated at the start of any
be so severe that his vengeance need not be feared. phase or Round of Combat. Until the end of the
Player Turn, the bearer gains +3 Initiative.
— From The Mage-King, by Bernardo Soderini
Jana,
You are so strong, stronger by far than I have ever been, but please keep yourself safe. If I have any
advice for you it would be this: First, be vigilant. You know the signs. If the Veil is thin beware the
followers of the dark gods, particularly on the battlefield. If it is thick beware of blades, bows and
treachery. You are stronger than any wizard I’ve ever known, but do not become blind to the Veil, it
divides and chronicles the history of this world and the next. Remember how scarred it is from spell-
casting at the Academy, and how it hums with the prayers of the faithful.
Guard yourself. You are more valuable to those soldiers than armour or artillery. Without you they
are like children playing in a storm. Rest, eat, take care of your body. Please don’t take it upon your-
self to train the commoners again. They are rarely promising students and I think it does your cause
little good to leave half-trained halberdiers around the place setting things alight. It isn’t worth the
the respect of your superiors, and those you train would be safer much if you focused on your duties
instead.
Finally I adjure you, that beyond your magics, leave the Immortal Realm alone. I know you think me
a fearful herdswoman but there are things out there that even you cannot understand. The immortal
realm is the land of the gods and with good reason. Could any man bear the true judgement of Sunna?
Could you live a day in that place? Stop your searching for the shouts of the orcs or the augury of the
ogres - our ways are enough for your purposes and you have no need of darker rituals.
— Part of letter from Wz. Ada Müller, to her daugher, 899 A.S.
In cavern deep, in mountains old We mined the gold they craved and stole
We sing the hymn, we mark the way With which to power arcane machines
Remembrance past, to future’s day And build their ugly ziggurats
Let none forget, the ancient ley So old were they, while we were young
To mark the path of home and hold As yet we had not found our soul
Our tale begins in Sauran yoke Unmeasured Ages came and went
In chains and pain forlorn of hope So long that none can know the count
Without our pride we labor’d ‘til But wait we did with vigilance
In darkest days our fate unmade Until we saw an opening
For comet’s fall our shackles broke A time to make their cities rent
III
The Age of Death, the loss of gold The dead did rise on southern shore
A time when earth would swallow whole An empire dead its heart torn out
Nor fae nor men nor orc nor we No aid to come from human hands
All lost and toss’d and bent and broke The hour grew dark, and foes in count
A time of pain to each ring Hold So press’d were we, like ne’er before
The beasts did rise and burn and loot We call on elves to help us hold
No wall of shield or hold could stand ‘Gainst all that stood to break us then
And fickle elves did leave and run And end the light of dwarven works
And men so quick to alter word They turn’d their backs on us those days
Do promise cut and render mute Betraying us, with scandal bold
Now allies old do stand as foes
As mountains fall so too we break
And thus bring close this Age of Woes
An Age of Plague the Third of Ruin The Mountains White once lost to us
Redoubled might, redoubled maille We marched upon and took anew
We thicken armour, sharpen blade Alliance made at last with men
We harden hearts, and bolster soul A peace to hold and carry forth
Unknown to us new foes drew In O’er earth and mount an honoured trust
We paid it back the gift of men At last we saw our hidden foe
Who came to aid when so beset As elf slew elf across the sea
We shared the greatest gift of all Great sickness spread ‘cross ev’ry land
The gift of stone and mountain’s call And vermin rose upon its wake
Thus we built great Avras’ wall To murder men and dwarf to woe
The empire fell the rats took throne
Did murder life and poison land
They left in wake but Avras’ bone
The Age of War, of Ruin the Fourth And yet with all in steel and arms
The time our foes do fight betwixt Our fight was not without its trials
We sharpen axe we ready blade The orcs had numbers beyond count
In dungeons deep we plan and wait And war thus raged across the age
For chance to move our armies forth With no-one spared its many harms
Each Thane each King each soldier in For all this though we did win out
Our people sworn to hold the line No hope had orcs enclosed by all
To march together step in step To beasts they fell and feast be made
To turn each foeman’s sword aside No hope had beast whose end was next
With faith in kin alone we win As Vermin Swarm did make them rout
Yet far kin sorely sought respite
Did plot to win with daemon fire
And risk all life in burning blight
VII
With fire enslaved our kin now set So evil flourished cross the land
To savage foes now weak and spent With mountain quakes and floods and storms
Enslaving all that once had fought And daemons came like never hence
With crushing might but morals less To bring us death and rage and scorn
They scour the world for slaves to get In truth our end does seem at hand
But magic tests and poisons soul The East remains a place of death
And even dwarven might is sapp’d And Vetia vermin conquered
As nether power must be shunn’d A dark King rules the last free men
All who dare It become debased And so they live in fear and dread
And tear the world and harm it whole No place of peace no easy breath
These darken’d days these forlorn nights
This Age of Thunder so did rage
With none to set the wrongs to right
The Age of Waste the time of Fire But one good thing did come from fire
Our kin have fail’d and woe have wrought That men at last did come combined
For devils cannot loyal be Together stood o’er vermin slain
And all is lost in burning death Held back the dark and worshipp’d day
With daemons free the world a pyre Thus did It end this time of ire
A cataclysmic wake they left The girl of sun and steel arose
And burn the land and open gates She slew the King of rats and filth
To realms unholy, realms debased So like a dwarf she stood so proud
And men such fools do worship Hell Remembering the oaths long lost
And left us all of peace bereft Renewing friends and true allies
The swords of men ascendant now
And much a mess and much a ruin
And they will rule with troubled brow
IX
Saurian Ancients
Most archaic and least understood of all the Elder
Races, many believe the Saurians built sophisti-
cated civilisations when the Elves were still wear-
ing animal fur. The oldest works I possess name
these enigmatic jungle dwellers as Venerable
Ones. It is rumoured theirs was a cold, cruel reign,
and the younger races looked upon them as ty-
rants. The time of the Saurians and the Dawn Age
ended when they were cast down by Elves and
Dwarves, or else swallowed by the sea in some
cataclysm of that turbulent time.
Humanity is doomed by those who do nothing! Sunna calls on each one of us to play our part, and
those who stand idly by sin in Her eyes as unforgivably as the worst of heretics. So believe me when I
say to you truly, in the name of our saviour: if you are not with us, you are against us!
— Dieter von Specht, famous flagellant of the Radii Solis cult
A Goblin entered into partnership with an Ogre on the pretense of becoming his servant. Each un-
dertook his proper duty in accordance with his own nature and powers. The Goblin discovered and
pointed out the prey; the Ogre sprang on it and seized it. The Goblin soon became jealous of the Ogre
carrying off the majority of the spoils, and said that he would no longer find out the prey. After a
month, both starved without the other.
From Azak's Fables, ancient dwarven moral tales
The Vermin in Avras saw the strength of humanity uniting and trembled in their marble halls. They sought
to turn Sunna from her course, before she burned them from that noble city.
— The Book of the Askar, Chapter Fourteen, taken from the Sunna Cycle
5: Encircle 6: Counterthrust
Battle Standard
+200 VP
Bearer is killed
Terrain
Terrain Movement Cover Other
Always stay '1' away Obscuring Terrain
Impassable -
DT (3) for fleeing units Hard Terrain
DT (1) to CMCC and models Gives Flamable to units inside
Fields -
with Flaming Attacks Terrain
Obsucring Terrain Gives Gigantic Height
Hills - Partially on a Hill: Soft Terrain Charging downhill gives +1 to
Completely off a Hill: Hard Terrain Combat Score
Prohibits Steadfast
DT (1) for CMCC and units
Forests Soft Terrain Gives Stuborn to Skirmishers
making a Flying Movement
and lone infantry Characters
DT (1) for any unit, except
Skirmishers Partially in a Ruins: Hard Terrain
Ruins -
(does not apply for Towering Presence)
DT (2) for CMCC
Water DT (1) for CMCC - Distorts ranks
Ignore Walls for movement Hard Cover
Walls and positioning Distracting for first round of Combat only. -
DT (1) for CMCC (does not apply for Towering Presence)
Obscuring Terrain War/Monstrous Beasts,
Hard Terrain (Monstrous) Infantry and
Always stay '1' away
Buildings Units moving through Buildings benefit from Hard Swarms treat Buildings as
DT (3) for fleeing units
Cover until the start of the next friendly Player Open Terrain during the
Turn, or until they perform any Shooting Attack. Remaining Moves Phase
DT – Dangerous Terrain.
CMCC – Cavalry, Monstrous Cavalry and Chariots
Light Troops
Infantry - 5(10) 1 Standard 1
(Characters only)
1
Cavalry Combined Profile 5(10) Swiftstride Large 1
(rider only)
Monstrous - 3(6) up to 3 Stomp(1) Large 2
Infantry
Monstrous - 3(6) up to 3 Swiftstride, Stomp(1) Large 2
Beast
Monstrous up to 3
Combined Profile 3(6) Swiftstride, Stomp(1) Large 2
Cavalry (rider only)
1 Swiftstride, cannot March,
Chariot Combined Profile 3(6) Large 4
(rider only) Impact Hits(D6)
Stomp (D6), Terror,
Monster - 1 - Gigantic 4
Towering Presence
Ridden Stomp (D6), Terror,
Ridden Monster Profile 1 - Gigantic 4
Monster Towering Presence
Skirmishers, Immune to Psychology,
Swarm - **(10) 1 Standard 1
Unstable
Cannot March, Reload!,
War Machine War Machine Profile no Ranks - Standard 1
Move or Fire
FR(H) – Models to form a Full Rank (Horde)
SA – Supporting Attacks per model
DTT – dice used for Dangerous terrain test
* Swarms cannot claim Full Ranks due to being Skirmishers
** All models with the Towerin Presence Special Rule are considered to be of Gigantic Height
Owing to its impregnable fortress built on a rock in the sea along the coast just south of the capital,
it is believed to be the only province of the ancient empire to have survived, at least in part, destruc-
tion at the hands of the Swarm. While it now relies on horsemen from the hills and other levies for its
military security, there remains a small and secretive – but deadly – cadre of professional city guard-
ians trained in the ancient ways. These traditions have been passed unbroken to new generations for
thousands of years.
— Entry for The Empire of Monopatea in The Chronology of Foreign Nations by Hudhaifa Uddin