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Rules and Background

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

I t was in the cold years, when the sun was pale


and the summers were short, that the goddess
came to us. In that time of darkness, the beasts of
valiant Warin's horse, and a single blow shattered
the King's shield and arm both. The Bull stood
ready to deliver the deathstroke, when a lone sol-
the wood, barbarians of the wastes and brutes of dier leapt forward.
the mountains descended upon us, and we were Helm dislodged, golden hair flowed to the war-
swept before them as reeds before the flood. First rior's waist, Warin was stunned to see a wom-
to rise from the mass of foes was Bragh, the Black an plant her boots in the bloody water between
Bull, slayer of a hundred chieftains, shattering ar- King and Beast. Dwarfed by the Bull, even a brave
mour and bodies with his great mace. Askar maiden could not hope to hold back that
The people of the Askar lay in the path of his enemy. But at this moment, the dawn broke, with
westward rampage. Their King, Warin, saw all a fire not seen in a decade. A blinding blaze of
hope was lost. Still he marshalled ninety brave light from the eastern horizon ignited her pol-
warriors to hold a ford over the river Gewache, ished breastplate and sword. The brilliance stag-
and buy his people time to escape the approach- gered Bragh as the woman struck. The first blow
ing doom. The eve of the battle found him in a cut through Bragh's heel, bringing him crashing
riverside shrine, deep in prayer. To Ullor, Father to one knee. The second sunk deep into his chest,
of Winter, he prayed for blizzards. To Volund, the drawing a roar of pain that shook the earth. The
Smith, he prayed for strength of arm and steel of third and final blow drove straight between the
spine. Finally, to Sunna, he prayed that his people monster's open jaws, and into his skull.
would see another dawn. The alarm was raised as As the Black Bull fell, the beasts fled. Though only
he finished railing at the silence of the gods; the one in nine survived, the King's men rushed to
beasts came as the daylight failed. Warin's side, pulling him from the river to face
Each defender gave their life dearly. No man fell his rescuer. All clamoured to know the name of
with his blade unblooded; a score of foes fell be- their saviour, yet the King stilled them by falling
neath their feet. Yet it was not enough, for Bragh to one knee. He knew that face, lit by the dawn’s
then took the field. The Askar died to his mace, glory, and knew his prayers had been answered.
until only King Warin stood between the Black He offered her his sword, even as he spoke: "It is
Bull and the western shore. Great horns gored Sunna. She has come."

Sunna Myth 5 Rulebook


CONTENTS

5 Sunna Myth 40 Magic Phase


8 Introduction 41 Wizards
8 What is The 9th Age: Fantasy Battles? 41 Spells
8 The Scale of the Game 44 Magic Phase Sequence
10 Models, Units and Formations 46 Spellcasting Sequence
10 Models 47 Miscast
11 Units 48 Bound Spells
48 Magical Effects
14 General Principles
14 Turn 50 Shooting Phase
15 Dice 50 Shooting Phase Sequence
16 Battlefield Logistics 56 Close Combat Phase
16 Measuring Distances 56 Close Combat Phase Sequence
17 Line of Sight 57 Round of Combat Sequence
18 Unit Spacing 59 Winning a Round of Combat
18 Board Edge 61 Break Test
62 Pursuits and Overruns
20 Characteristics
65 Combat Reform
20 The Characteristics Profile
20 Performing a Characteristic Test 66 Sunna Myth
22 Setting up a Game 68 Attacks and Panic
22 Building an Army 68 Attack Sequence
22 Army Restrictions 69 Distribute Hits
25 Warbands and Grand Armies 69 To-Wound Rolls
25 Hidden or Open Lists ? 69 Armour Saves and Armour Modifiers
25 Optional Rules for Hidden Lists 70 Regeneration and Ward Saves
70 Inflicting Wounds
26 The Pre-Game Sequence
70 Removing Casualties
30 Deployment Phase
71 Panic Test
30 Deployment Phase Sequence
72 Troop Types
32 Movement Phase
73 Models on Foot and Mounted Models
32 The Movement Phase Sequence
73 Troop Type Rules
32 Declaring Charges
75 Troop Types Summary
38 Compulsory Moves
78 Close Combat Weapons
38 Remaining Moves
39 Pivots and Wheels

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

T he 9th Age: Fantasy Battles, often simply called


The 9th Age, is a community-made miniatures
war game in which two grand armies clash in an
slightly more than 8 meters and much closer to
representing the distances assumed when writ-
ing the rules for this game.
epic battle for power or survival. Each army can
be composed of simple foot soldiers, skilled arch-
ers, armour-clad mounted knights, powerful wiz-
ards, legendary heroes, epic monsters, huge drag-
ons, and more. The game takes place on a 4 by 6
foot battlefield and uses six-sided dice to resolve
different actions such as charging into battle, let- Just as we can imagine that the combatants in the
ting arrows loose, or casting spells. game are actually smaller than the miniatures
that represent them, so we can imagine that a
THE SCALE OF THE GAME single miniature does not necessarily represent a
Playing tabletop war games is often an exercise single warrior. We could imagine a unit of 10 elite
in abstract thought, especially when it comes to elven warriors representing exactly 10 elves or
mass battle games like The 9th Age. As such there some other group size like 20, 50 or 100. At the
is no prescribed scale while playing The 9th Age; same time a unit of 10 weedy goblin runts could
a single miniature could represent a single, a doz- just represent 10 goblins, but is more likely to
en, or even a hundred warriors. Though players represent some larger group of 100, 200, or 500
are welcome to interpret the scale as they like, the of the little creatures. At this point one may ask
distances used in the rules do not seem realistic if about characters and monsters. These models are
the scale of 1:1 compared to the actual size of the meant to represent exceptional individuals and
miniatures is used for the game. The scale of min- especially potent creatures that are worth entire
iatures used for The 9th Age is roughly 1:72 when regiments on their own. It may be easier to come
compared to real-life sized equivalents. Based to terms with a miniature of a character repre-
on that, 1" in the game would be roughly equal senting not just the character itself but also his
to 1.5 meters in real life. An average human-like bodyguards and assorted staff that might follow
creature in the game has a movement value of 4" such a hero to battle.
which means that in a single movement phase In the same vein, the pieces of terrain could be
it would move only 6 meters (12 if marching). viewed to represent exactly what they are, but
Likewise a ranged weapon like a longbow has an they could also be visual representations of far
effective range of 30" in the game which would greater things for the purpose of the game. So a
equal roughly 45 meters, which is 5 times short- copse of trees could represent a forest, a stream
er than the average historic effective range of the could actually be a wide river, a single house
weapon of around 250 meters. could denote a hamlet, and a tower could repre-
sent a keep.

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

MODELS Bases and Base Contact


Models represent fighting warriors, monsters, All models are placed on a square, rectangular, or
and spellcasters. Everything that stands on the round base. The extent of the model​is considered
same base is considered the same model (e.g. a to be its base. Base sizes are given as two measure-
dragon and its rider or a Cannon and its three ments in millimetres: front-width x side-length.
crewmen are considered a single model). (For example, a normal cavalry​base is 25x50mm).
In some rare cases models have round bases. In
these cases, only as single measurement is given:
the diameter of the base. (For example, a standard
War Machine​ base is a round 60mm base). Two
units are considered in base contact with each
other if the rectangles formed by the outermost
edges of their Footprints (called Boundary Rec-
tangle) are touching one another, including corner
to corner contact. Two models are considered to
be in base contact with each other if their bases
are touching one another, including corner to cor-
ner contact. When incomplete ranks or Charac-
ters with Mismatching base cause empty gaps be-
tween two models in units in base contact, these
models are considered to be in base contact with
each other over such empty gaps.

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.

Models, Units and Formations 10 Rulebook


UNITS Horde Formation
All models are part of a unit. A unit is either a Units in ranks of 10 or more models (6 or more in
group of models deployed in a formation consist- the case of Monstrous Ranks) are considered to
ing of ranks (along the width of the unit) and files be in Horde Formation.
(along the length of the unit) or a single model
operating on its own. Whenever a rule, ability, Footprint
spell and so on affects a unit, all models in the A unit's Footprint is the area occupied by the
unit are affected. When forming a unit, all mod- combined bases of all the models in a unit.
els in the unit must be perfectly aligned in base
contact with each other and face the same direc- Centre of Unit
tion. All ranks must always have the same width,
A unit's Centre is defined by drawing an imagi-
except the last rank which can be shorter than the
nary rectangle around the outer edges of the
other ranks; if so, this is called an incomplete rear
unit's Footprint. The Centre of this box is consid-
rank. Note that it’s perfectly fine for the last rank
ered to be the Centre of the unit.
to have empty gaps in it, as long as the models are
aligned with those of the other ranks.
Unit Facing and Arcs
Rank-and-File A unit has 4 arcs: front, rear, and two flanks. Each
arc is determined by extending a straight line
Normal models in a unit are called Rank-and-File
from the corners of the unit's bases, in a 135° an-
models (R&F). Characters are not R&F models,
gle from the unit's front (for the front arc), rear
but all other models are.
(for the rear arc) or flanks (for the flank arcs),
see figure 1. Units on round bases don't have arcs
Full Ranks (they can draw Line of Sight from any point on
A Full Rank is any rank which is at least 5 models their bases, in any direction).
wide. Some units (such as Monstrous Infantry)
require fewer than 5 models to form a Full Rank,
see Troop Types section for details.

Models, Units and Formations 11 Rulebook


Figure 1
This unit has 3 ranks and 6 files. The
base on the side is a Character with a
Mismatching base that has joined the
unit. The last rank is incomplete and only
contains 3 models. The unit's Footprint is
the area occupied by the bases of all the
models within the unit (the green area).
The Centre of the unit is the centre of the
rectangle drawn around its outer edges
(marked with a red x). The front, side and
rear arcs are defined by using a 135° an-
gle from the unit's edges.

The Footprint is the area covered by the


bases of all models in the unit.

The Boundary Rectangle is the area


drawn around the outer edges of the
unit’s Footprint.

Models, Units and Formations 12 Rulebook


Sir, on behalf of Empress Sophia I hereby grant you a commission of 5,000 men and 27 galleons for
the purpose of re-establishing control of the imperial colony of Aguadulce. You will set sail this sum-
mer to Virentia, where you will refortify and expand the encampment, and oversee the plantations’
immediate return to productivity.
As you know, the colony was recently abandoned after an encounter with a local species of giant
reptile. This is what we know:
The ancient creatures known as saurians were thought to be nothing but legend until Captain Fer-
nando Cabeza reported several sightings in the jungles around Aguadulce. The reptilians walk on two
legs, carry weapons and other tools, and have appeared in varying forms, most growing to around 4
feet. When the animals reportedly provided our colonists with food during their first winter, Cabeza
determined that their size and lack of intelligence made them perfectly suited to working in the
plantation.
After several months of successfully capturing and harnessing the
labour of many such creatures, Cabeza reported a number of
plantation workers struck down by poisoned darts. The rep-
tiles used a fast-moving, shifting formation that made it dif-
ficult to return fire.
The camp soon came under full-scale attack; the garri-
son of 300 mercenaries and the other colonists were
ordered back behind the palisades. Using pistols and
crossbows, the enemy were temporarily forced back,
but soon returned in larger numbers, using what
Cabeza described as “a huge, be-spiked monster”
to break down the wooden defences. Only a
handful of men returned to the ship.
This report no doubt explains the much larg-
er expeditionary force with which you have
been entrusted. The colony at Aguadulce
is much too profitable to abandon – your
services to the Destrian Empire are of the
utmost importance to its future. The Em-
press herself has expressed an interest and
will be notified of your progress. She ex-
pects great things.
— Letter from Minister Lord Raul Llerena
to Colonel Sabino Virgen, 956 A.S.

Models, Units and Formations 13 Rulebook


GENERAL PRINCIPLES

Whoever said ‘know thy enemy’ forgot to add ‘from a distance’.


— Alvaro Najar, former captive of the vermin swarms

TURN Active and Reactive Player


T he 9 Age: Fantasy Battles is a turn-based
th
The Active Player is the player whose turn it cur-
game. A standard game lasts for 6 Game rently is.
Turns, each divided into two Player Turns. At The Reactive Player is the player whose turn it
the beginning of the game, one player has the currently is not.
first Player Turn, in which they use their units to
perform various actions, such as moving, casting Simultaneous Effects
spells, or attacking, while their opponent gets to
Whenever two or more effects occur at the same
react. After this, the other player has their first
time, resolve effects controlled by the Active Play-
Player Turn. When this comes to an end, Game
er first. Each player is free to decide in which or-
Turn 1 is complete. In Game Turn 2, the first play-
der their own simultaneous abilities resolve. If
er now has their second Player Turn, and so on,
there is a choice involved (such as abilities that
until both players have completed 6 Player Turns.
may or may not be activated), the Active Player
This marks the end of the game.
must declare the use of their abilities before the
Player Turn Reactive Player. Once both players have declared
the use and order of their abilities, resolve their
Each Player Turn is divided into four Phases, per- effects, starting with those of the Active Player.
formed in the following order: For example, if both players have abilities that
1 Movement Phase may be activated at the beginning of the Magic
Phase, the player whose Magic Phase it is must
2 Magic Phase choose first whether or not they are using their
3 Shooting Phase abilities and in which order. Then the Reactive
Player may choose to use their abilities or not.
4 Close Combat Phase
After this, the effects of the abilities from both
sides are resolved, starting with the Active Play-
er's abilities.

General Principles 14 Rulebook


DICE Rolling a D3
The game sometimes requires the roll of a D3.
Rolling Dice This is performed by rolling a D6 and then halv-
In The 9th Age: Fantasy Battles, dice are often ing the result, rounding up, so that the result can
used to determine random outcomes. The most only be 1, 2 or 3. If the game requires a natural ‘1’
commonly used type is the six-sided dice, named or a natural ‘6’ when rolling D3, it always refers to
"D6", with a range from 1 to 6. The effects of a dice the value of the D6 before halving.
roll are often dependant on whether the rolled
value is equal to or higher than a set value (such The Direction Dice
as a dice roll that is successful if the dice rolls ‘3’ and Random Directions
or higher). This is often referred to as a “3+” (or
The Direction Dice is a special six-sided dice with
2+, 4+, 6+, etc.). Sometimes, you are called upon
all sides marked with an arrow. Certain rules may
to roll more than one of these dice at the same
ask the player to determine a random direction.
time. This is represented by a number before the
In such cases, roll the Direction Dice and then use
type of dice rolled, such as “3D6”, which means to
the direction in which the arrow points.
roll 3 six-sided dice and add the results together.
On other occasions, a dice roll may be modified by Representing the Direction Dice
adding or subtracting a number, such as D6+1. In with a standard D6
such cases, simply add the relevant number to, or Alternatively the Direction Dice can be represent-
subtract it from, the result of the roll. Lastly, some ed by rolling a standard six-sided dice and using
effects in the game call for rerolling certain dice, the side with a single dot (i.e. the ‘1’) to represent
such as “failed to-wound rolls”, or “Ward Save re- the direction of an arrow as depicted in Figure 2.
sults of '1'”. When you encounter such situations, If rolling a result of ‘1’ or ‘6’ (‘1’ and ‘6’ are on op-
reroll the relevant dice. Note that rerolling a dice posite faces on a standard dice), use the central
is not considered a modifier. dot in the ‘5’ to represent the direction of the ar-
Dice can only be rerolled once. The second re- row instead.
sult is final, no matter the cause/source or result.

Figure 2
Two different ways of representing a Direction
Dice.

General Principles 15 Rulebook


BATTLEFIELD
LOGISTICS
I would give half my men for a single reliable report from the field.
— General Schmismark

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-

Battlefield Logistics 16 Rulebook


LINE OF SIGHT Model Height
A model can trace a Line of Sight to its target (a Models are divided into the following three Heights:
point or model) if you can extend a straight line Standard
from the front of its base directly to its target
Any model with one of the following Troop Types:
without leaving the model's front arc and without
Infantry, War Beast, Swarm and War Machine.
being interrupted by Obscuring Terrain or by the
base of a model which has a larger Height than Large
both the unit and its target. When drawing Line Any model with one of the following Troop Types:
of Sight from several models inside a unit, this Cavalry, Monstrous Infantry, Monstrous Beast,
should be done for each model independently. Monstrous Cavalry and Chariot.
Line of Sight cannot be drawn outside the unit's
Gigantic
front arc and models never block Line of Sight to
other models within the same unit. A unit is con- Any model with the Towering Presence special rule.
sidered to have a Line of Sight to a target if one or
more models in the unit has Line of Sight.

We see a deadly sin on every street corner, in every


home, and we tolerate it. We tolerate it morning,
noon, and night. Well, not anymore. I'm setting the
example. What I've done is going to be studied and
followed... forever.
— Words of Supreme Inquisitor Jän Damhirschkuh

Battlefield Logistics 17 Rulebook


UNIT SPACING BOARD EDGE
All units must, under normal circumstances, be The board edge represents the boundaries of the
separated by more than 1" from any other units game. Units can move temporarily outside the
(friends or foes) and from Impassable Terrain board edge on the condition that no more than
(remember that distances to units are meas- 25% of the unit’s Boundary Rectangle is outside
ured from their Boundary Rectangles). A unit the board and as long as the move does not end
may come up to ½" of these elements during the with any part of the unit outside the board.
course of a move but must be kept more than 1"
away once the move ends. Certain forms of move-
ment are specifically allowed to break this spac-
ing rule, with the best example being a charge
Dearest Petrus,
which allows a unit to engage enemies in Close
Combat. Other types of moves may allow a unit I hope this letter finds its way true. I have wit-
to come closer than 1" to friendly units or Im- nessed the most incredible things from beyond
passable Terrain, but only a charge allows direct the world’s edge, and I wish you were here to
contact with enemy units. If a unit is allowed to see them. We have returned once again to Fred-
temporarily break the spacing rule for one reason ericksberg, which seems to have grown even in
or another, it ignores the Unit Spacing rule with the few weeks I was away. We sailed north to find
regards to the unit or Impassable Terrain that it is what lies in the oceans between Virentia and Si-
closer than 1" to, for as long as it remains closer lexia. We followed a chain of islands that swept
than 1" (it may however still not move into base in an unerring curve like the rim of some great
contact with an enemy unit without charging it). terrestrial platter. Each jungle-covered isle has at
Once the units are separated by more than 1", the its centre a vast obsidian structure, ancient and
Unit Spacing rule automatically applies again. ruined, carved with symbols none of us can fath-
om. The islands are deserted and – other than
these gigantic fragments of black stone – they are
unremarkable. But when we attempted to sail be-
tween them and explore what lies on the western
side of their perimeter, we were forced to turn
back. The ship was warped by strange forces,
its wooden beams coated in terrifying, pulsating
growths. Several crewmen were taken ill with
unusual symptoms, and we were even harried by
large, tentacled creatures that lurked in the water
by night. Fortunately, I have survived these trib-
ulations and hope to return to your sweet – and
safe – embrace, as soon as I possibly can.
Your loving Gertrude
930 A.S.
— Letter undelivered by Sonnstahl Postmaster;
recipient deceased

Battlefield Logistics 18 Rulebook


Battlefield Logistics 19 Rulebook
CHARACTERISTICS

We’re strong, they’re puny.


— Famous orcish proverb

THE CHARACTERISTICS Value of 0


When a Characteristic value is 0, it can also be la-
PROFILE belled as a dash (“-”) or an asterisk “*”.
Each model has a Characteristics Profile, which
0 Weapon Skill
contains 9 different Characteristics:
The model part is automatically hit in Close Com-
M Movement bat and can only hit in Close Combat on 6+.
The movement speed of the model, in inches. 0 Ballistic Skill
WS Weapon Skill The model part cannot use Shooting Weapons.
How likely it is for the model to land hits and 0 Strength
avoid being hit in close combat. Attacks with Strength 0 cannot wound.
BS Ballistic Skill 0 Toughness
How likely it is for the model to land a hit with Attacks rolling to wound against a model with
ranged weapons. Toughness 0 wound on 2+.
S Strength 0 Wounds
The higher the strength, the easier it is to wound A model with its Wounds reduced to 0 is removed
other models and crush armour. as a casualty.
T Toughness 0 Attacks
A high toughness withstands blows more easily. A model part with an unmodified Attacks of 0 can
W Wounds never make normal Close Combat Attacks.
When the model loses this many wounds, it is
removed as a casualty. PERFORMING A
I Initiative CHARACTERISTIC TEST
Models with a higher initiative strike first in close To perform a Characteristic Test, roll a D6. If the
combat. result is less than or equal to the tested Charac-
A Attack teristic, the test is passed. Otherwise the test is
The number of times the model can attack in failed. A test always fails on the result of ‘6’. This
close combat. means that models that have a Characteristic with
a value of 0 will automatically fail Characteristic
Ld Leadership
Tests targeting that Characteristic.
Shows the model's discipline and ability to stand
When a model with more than one value for a Char-
and fight.
acteristic (such as a horse and its rider) is called
All Characteristics have a numeric value between upon to take a Characteristic Test, take a single test
0 and 10 and can never go beyond this range. for the combined model, using the highest Charac-
teristic available. When a unit as a whole takes a
Characteristic Test, the highest value is used.

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

I have never heard of a battle won without solid preparation.


— Tania Féret, military tactician and Equitan Minister of War

BUILDING AN ARMY Seven deadly gods, Seven downward slopes

T he 9th Age: Fantasy Battles includes a series


of Armybooks which contain descriptions of
the different armies. Each army has unique char-
seven ways to prod, seven bloodied hopes
seven holy paths to hell, seven are your burning fires,
and your trip begins seven your desires…
acters, troops, and rules. All unit entries within an
Armybook are divided between different Catego- — From The Child of the Sun,
ries, which may be constrained to represent a min- by Eiserne Jungfrau, Sunnan prelate and poet
imum or maximum percentage of the army cost.
The first step to build an army is to write down a
selection of units, options, and their Point Costs
on a document, called the “Army List”. The exact
composition of an army is subject to certain rules
and restrictions which this chapter will describe
in detail.

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.

Setting up a Game 22 Rulebook


Army Categories Units belonging to more than one Category

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).

Characters Adding Categories


Choosing certain options can make a unit count
All armies include a Character Category, compris- towards another Category in addition to its orig-
ing heroic leaders and mighty wizards. This Cat- inal Category. For example, giving a unit shooting
egory always has a maximum amount of points weapons might make this unit also count towards
that can be spent on it, usually 35% of the Army the army’s “Ranged Support” Category. This is
Points. All unit entries that belong to this Catego- marked by a small icon for the Category connect-
ry are also considered Characters and follow the ed to an option, appearing to the right of the unit
rules for Characters given in the Character chap- name and with a description next to this option.
ter in the rulebook.

Core

Core represents the backbone of the army, a Cate-


gory of units that an army must include. The core
Category will always be given with a minimum
amount of points that must be spent on this Cat-
egory, usually around 25% of the Army Points.

Special

Special is a category with neither a maximum


nor a minimum limit. You are free to spend any
amount of points on units in this Category.

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

Setting up a Game 23 Rulebook


Duplication Limits Additional Restrictions
Certain units and options are limited in number Minimum Army Size
in the army.
Every army must contain a minimum of 4 units,
0-X items per army excluding Characters. For this purpose, all units
Some items in the Armybooks are marked with with the War Machine Troop Type count together
“0-X items per army” (for example “0-2 Units per as one.
Army”, “0-2 Models per Army”, “0-2 Mounts per The General
Army”, “0-2 Upgrade per Army” etc). Such items
One Character in the army must be named the
can be included from zero to X times in the same
General. At least one Character must therefore be
army. The maximum limit (X) is doubled for
included in the army who is eligible to fulfill this
Grand Armies and halved for Warbands, rounding
role. The General must be the Character with the
fractions up (see below).
highest Leadership in your army, excluding the
One of a Kind Battle Standard Bearer and Characters with the
Units, upgrades, and items marked as “One of a special rule "Not A Leader". If two (or more) el-
Kind” may only be taken once per army. This is igible Characters are tied for highest Leadership,
not changed for Warbands or Grand Armies. you are free to choose which Character is your
General. This must be noted in the Army List.

Setting up a Game 24 Rulebook


WARBANDS AND However, some parts of your army are secret or
“hidden”. Both players should provide their oppo-
GRAND ARMIES nent with the open part of their army (a “mun-
The rules for army composition are modified de- dane Army List”) before the game begins.
pending on the size of an army. An army that is The following is included in the hidden part of
unusually small or unusually large is subject to your army.
the following rules. 1. Magical Items that are picked from the com-
mon list of Magical Items.
Warbands 2. Magical Items that are specific to Armybooks,
Armies of 3000 points or less are called Warbands. as well as any option that follows the rules for
The minimum army size is decreased to 3 units. Magical Items such as Daemonic Items and
Warband duplicate limit Dwarven Runes.
All 0-X Units per Army, 0-X Choice per Army and Anything not on that list belongs to the open part
0-X Models per Army are halved for Warbands, of the Army List. In addition, all Magical Items
rounding fractions up. (and similar) that have a mundane part should be
presented with the open part of your army (such
Grand Armies as a Magical Weapon's or Magical Armour's type).
Armies of 8000 points or more are called Grand If an army has two or more units or models that
Armies. are identical regarding their open part but have
hidden differences, the player must be able to tell
Grand Army duplicate limit
the units apart in the hidden list. For example if
All 0-X Units per Army, 0-X Choice per Army and a player fields two units identical in every way
0-X Models per Army are doubled for Grand Ar- except that one has a Magical Standard and the
mies. other doesn’t, the Army List may specify that the
unit with the Magical Standard has a red banner
HIDDEN OR OPEN LISTS ? while the unit with a blue banner possesses no
Rules are written and balanced based on the prin- such Magical Item.
ciple of openness, i.e. your opponent knows with Revealing Magical Items
which Magical Items your models are equipped. A Magical Item (or similar) must be revealed the
We encourage players to share their full Army first time it is used. An item is considered as being
Lists with their opponents at the start of the game. used when it affects or could affect the game in
This Army List should include all units, unit op- any way. For example:
tions, Magical Items, special abilities, point costs,
• It affects a dice roll (even if the actual result of
and so on. The only things that are not open to
the dice has no effect).
your opponent are things that are explicitly stat-
ed as hidden or secret. Note that the presence of • It alters an attack (such as a Magical Weapon,
an assassin in the army (and its equipment) is or any item with a special rule that affects an
still open. attack).
• It alters a saving throw (reveal the item before
OPTIONAL RULES rolling the saving throw). Note that an item

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.

Setting up a Game 25 Rulebook


THE PRE-GAME
SEQUENCE
Makeitworkmakeitworkmakeitwork!!!
— Last words of Alfred von Haupt, steam tank operator

P layers must go through several steps in order


to set up a game of The 9th Age: Fantasy Bat-
tles. These steps are referred to as the pre-game
The Size of the Game
In The 9th Age: Fantasy Battles, two armies oppos-
ing each other on the battlefield must have rough-
sequence. The first and foremost step is to find
ly the same point cost. This ensures that the bat-
a suitable opponent and agree on the size of the
tle will be decided through the clever strategies
game. The players may then share their Army
and tactics of the players rather than by an unfair
Lists and begin building the Battlefield, followed
difference in army size. The first step to setting
by randomizing the deployment type, randomiz-
up a game is to agree on the total point cost of the
ing the Secondary Objectives of the game, de-
army that each player will bring. This pre-deter-
termining Deployment Zones, and generating
mined point cost will henceforth correspond to
Wizard spells. The last step will consist of going
the size of the game. Armies are typically worth
through what is called the Deployment.
between 1500 and 3000 points for small engage-
Before the game can begin, some preparations ments, between 3000 and 8000 points for seri-
have to be made. ous battles and beyond 8000 points for mighty
1 Decide on Game Size. clashes between epic armies. For the most bal-
anced gaming experience, we recommend battles
2 Share Army List with Opponent.
around 4500 points.
3 Build the Battlefield.
4 Randomize Deployment Type.
Sharing Army Lists
After deciding the size of the game, the next step is
5 Randomize Secondary Objectives.
for both players to swap Army Lists and share all
6 Determine Deployment Zones. relevant information about the upcoming game.
Alternatively, the players may agree to keep cer-
7 Generate Spells.
tain aspects about their armies secret, which they
8 Deployment Phase. will progressively reveal during the course of the
game. For more information please see the sec-
tion on Hidden Lists.

The Pre-Game Sequence 26 Rulebook


Building the Battlefield
A game of The 9th Age: Fantasy Battles is played
on a board that is 72" wide and 48" deep. For
smaller battles involving Warbands, it is recom-
mended to use a board that is 36" wide and 48"
deep, while for bigger games involving Grand
Armies it is recommended to adjust the size de-
pending on the size of the armies. While some
battles may take place on a completely flat board,
a Battlefield typically has Terrain Features placed
upon it. The players can freely agree on the size,
type and number of Terrain Features to be placed,
as well as their positions. If an agreement cannot
be reached, the game provides the following de-
fault rules for setting up a randomly generated
Battlefield.
• First, divide the gaming board into 24" x 24"
sections (18" x 24" if the board is 36" x 48").
• Place the following Terrain Features in the
centre of a randomly selected section (max
1 piece in each section): One Building or Im-
passable Terrain (randomly decide which of
the two), one Hill, and one Forest. Then move
each Terrain piece 2D6" in a random direction.
• Next, add 2D3 (1D3 if the board is 36" x 48")
additional pieces of Terrain following the rules
above to determine their positions. Roll a D6
and consult the table below to determine the
type of each additional Terrain Feature.
1 Hill
2 Forest
3 Field
4 Water
5 Wall
6 Ruin
• All Terrain Features must be placed at least 6"
away from each other. You may move the piec-
es as little as possible from their rolled posi-
tion in order to meet this criterion. If it is not
possible to place the Terrain piece more than
6" away from any other Terrain then discard
the problematic piece.
• Recommended Terrain piece sizes are be-
tween 6" x 8" and 6" x 10" except for Walls
which are 1" x 10".

The Pre-Game Sequence 27 Rulebook


Deployment Type
Randomize which deployment type to use by rolling a D6 and consulting the following table.

1-2: Frontline Clash


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 12" away from this line.

3-4: Refused Flank


The Table is divided into halves by a diagonal line across the
table. Whoever gets to choose the Deployment Zone decides
which diagonal to use. Deployment Zones are areas more than
9" away from this line.

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).

The Pre-Game Sequence 28 Rulebook


Secondary Objectives Generating Spells
Before picking Deployment Zones, randomize Starting with the player that picked their Deploy-
which Secondary Objective to use by rolling a D6 ment Zone, each player must now generate spells
and consulting the table below. for all their Wizards. To do this, pick a Wizard and
consult the chosen Path of Magic (the Path used
1-2 Hold the Ground
by the Wizard must be noted on the Army List).
3-4 Breakthrough All Magic Paths can be found in Fantasy Battles:
5 Capture the Flags The 9th Age: Paths of Magic.
6 Secure Target Spells numbered 1-6
Hold the Ground All Paths contain “Learned Spells”, which are
Secure and hold the Battlefield centre. Place a Spells numbered 1 through 6. Roll a D6 for each
marker to show the centre of the Board if needed. Spell the Wizard has to see which spells the Wiz-
ard can cast in this battle. If a '1' is rolled, the
Breakthrough
Wizard knows the Learned Spell number 1, and
Invade the enemy territory. Keep track of the De- so on. If a duplicate Learned Spell is rolled (either
ployment Zones. because another Wizard in the same army has al-
Capture the Flags ready rolled the spell or because the same Wiz-
Valuable targets must be annihilated. After mov- ard rolled a double), the Wizard must replace the
ing Vanguards, before determining who has duplicate result with another freely chosen spell
the first Player Turn, both players take turns in from the same Path that has not already been
openly choosing three enemy units with Scoring, rolled.
or will choose all units with Scoring if there are Spells numbered 0
fewer than four in the army. The player that fin- Some paths include Spells labelled number 0.
ished deploying first chooses a unit with Scoring This is a special type of Learned Spell for which
first. Units with Scoring not currently on the table a Wizard may exchange one of its other Learned
(such as Ambushing units) may still be chosen. Spells in the same Path. Note that this spell can-
Secure Target not be duplicated.
Critical resources must not fall into enemy hands. Two Wizards in the same army cannot know the
After determining Deployment Zones, both play- same Learned Spells, and no Wizard can know a
ers place one marker on the Battlefield, starting single Learned Spell more than once (if you are
with the player that picked Deployment Zone. unable to replace the duplicate Learned Spells
Each player must place the marker more than 12" with a Spell not known by any other friendly Wiz-
away from their Deployment Zone and 24" away ard, the spell is lost). Spells that are not generat-
from the other marker. ed using these rules (such as spells belonging to
See the Victory Conditions section for more de- Wizards with predetermined spells, or any Bound
tails on how to capture an objective and the im- Spells) are ignored for the purpose of duplicated
pact on the Victory Points at the end of the game. spells. A player can have more than one such spell
in the army.
Deployment Zones Spells numbered “A” or “T”
In Frontline Clash and Counterthrust deployment Some paths include Spells labelled as either “A” or
types the players must pick one of the long board “T”. These are special types of spells called Attrib-
edges as their Deployment Zone, while in a Re- ute Spells and Trait Spells respectively. Any Wiz-
fused Flank deployment type, the players must ard that knows at least one Learned Spell from
pick one of the corners. In an Encircle deployment the Path also knows the Attribute and/or Trait
type the players must decide who is the attack- Spells of the same path in addition to its other
er or defender. To determine which player uses Spells.
which Deployment Zone, randomize the player
that chooses their Deployment Zone. For example,
a player may roll a D6 and get to choose on a 4+

The Pre-Game Sequence 29 Rulebook


DEPLOYMENT PHASE

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)

DEPLOYMENT PHASE Deploy Remaining Units


SEQUENCE The other player must now deploy the rest of
their army. Count how many units are deployed
1 Decide on Game Size. in this step and remember the value. This value
is called the “Undeployed Units Number” and will
2 Share Army List with Opponent. be used at the end of this sequence. As before, de-
3 Build the Battlefield. ploying all remaining War Machines and Charac-
ters counts as one unit each.
4 Randomize Deployment Type.
5 Randomize Secondary Objectives.
6 Determine Deployment Zones.
7 Generate Spells.
8 Deployment Phase.

Determine Who Deploys First


The player who did not choose the Deployment
Zone decides which player deploys first.

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.

Deployment Phase 30 Rulebook


Deployment Phase 31 Rulebook
MOVEMENT PHASE

Go ahead, run. The joy is in the chase.


— Attributed to Bragh, the Black Bull, scourge of Vetia

THE MOVEMENT PHASE DECLARING CHARGES


SEQUENCE If you want any of your units to engage an enemy
unit in Close Combat, you must declare which of
The Movement Phase is divided into the follow-
your units will attempt to charge which enemy
ing steps.
unit, one at a time. Each time the Active Player de-
Start of the Movement Phase (and clares a charge, the Reactive Player must declare
1
start of the Player Turn). the charged unit's Charge Reaction.
2 Declare Charges. Charges can only be declared at targets that are in
the charging unit’s Line of Sight and that the charg-
3 Move Chargers.
ing unit has a chance of completing the charge
4 Compulsory Moves. against. This means that the target unit must be
within the charger's potential Charge Range and
5 Remaining Moves.
there must be enough room to move the charger
6 End of Movement Phase. into base contact with its target. When consider-
ing if a charge is possible, do not take potential Flee
Charge Reactions into account (not even manda-
tory ones), but do take already declared charges
into account (since charging models might have a
chance to move out of the way).

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.

Movement Phase 32 Rulebook


Stand and Shoot Move Chargers
A Stand and Shoot reaction may be taken if the Once all charges and Charge Reactions have been
charged unit has Shooting Weapons, the charg- declared, chargers will try to move into combat.
ing unit has more than half of its frontage in the Choose a unit that has declared a charge in this
reacting unit’s Front Arc and the charging unit is phase and roll its Charge Range and move the
further away than its Movement value (using the Charger. Repeat this with all units that have De-
lowest value among the charging models if it has clared a Charge this phase.
more than one). The charged unit immediately
performs a Shooting Attack as if in the Shooting
Phase, even if the enemy is beyond the weapon's
maximum Range. (Remember to apply any appli-
cable modifiers like Long Range and Stand and
Shoot). After this, follow the rules for Hold reac-
tion. A unit can only choose this Charge Reaction
once per turn, even if it is charged multiple times.
Flee
The charged unit immediately flees directly away
from the charging enemy (in the direction of a
line drawn from the Centre of the charging unit
through the Centre of the charged unit). After a
unit completes the Flee movement, any unit that
declared a charge towards this unit may immedi- Charge Range
ately attempt to Redirect their Charge. An already A unit's Charge Range is normally 2D6, plus the
fleeing unit that is charged must always choose unit's Movement Characteristic. If this is equal to
to flee. or higher than the distance between the charg-
er and its intended target, the Charge Range is
sufficient and the charger can proceed to make
a Charge Move (provided it has enough space).
If the Charge Range is less than the distance (or
there is no space to complete the charge), the
charge has failed and the charger performs a
Failed Charge Move.
Charge Move
A Charge Move is resolved as follows:
Redirecting a Charge
• The unit may move forward an unlimited dis-
When a unit chooses the Flee Charge Reaction,
tance.
the charger may try to Redirect the Charge. If so,
roll a Leadership Test. If failed, the unit will try to • A single Wheel can be performed during the
complete the charge towards the unit that fled. If move. This Wheel may not exceed 90°.
passed, the unit can immediately declare a new • The front of the charging unit must contact the
charge towards another viable target unit, which enemy unit in the Facing where the more than
may choose their Charge Reaction as normal. If half of the charging unit's frontage was when
more than one unit declared a charge against the the charge was declared (see figure 4). If the
fleeing unit, each may try to redirect its charge in frontage of the charging unit is equally split in
any order chosen by the Active Player. A unit can two, randomize which of the two Facings the
only redirect a charge once per turn. If the situa- unit is in before declaring any Charges.
tion arises that a unit redirects a charge and the • The charging unit ignores the Unit Spacing
second target also flees, the charging unit may opt rule. It can still only move into base contact
to Charge either target, but must declare which with an enemy which it declared a charge
before rolling the Charge Range. against.

Movement Phase 33 Rulebook


Aligning Units Charge Fleeing Unit
If the charger manages to move into base contact, When charging a fleeing unit, follow the same
the units must now be aligned towards each oth- rules as for a normal Charge Move, except that
er so that the contacting facings are parallel and the charging unit can move into contact with any
in contact. To accomplish this manoeuvre, the Ac- Facing of its target, no aligning is made and no
tive Player rotates the charging unit around the maximizing of base to base contact is taken into
point where it contacted the enemy, towards the consideration. Once the charger reaches base
enemy. If this will not bring the two units into full contact with the fleeing target, the fleeing unit is
contact, for example due to interfering Terrain or removed as a casualty. The charging unit can take
other units, players may rotate the charged unit a Leadership Test. If the test it passed, the unit
instead (towards the charging unit) if this will may perform a Post-Combat Pivot manoeuvre.
achieve proper contact between them, or do a
combination of the two, rotating the enemy unit
as little as possible. The charged unit should only
be moved if it is the only way to align the units,
and it can never be moved if it is already Engaged
in Combat. These moves are considered part of
the Charge Move and thus ignore the Unit Spacing
rule. A unit that is forced to make an Align Move
when it is charged never has to take Dangerous
Terrain Tests due to this move.
Maximizing Contact
Charge moves must be made so the following
conditions are satisfied as best as possible, in de-
creasing priority.
• 1st priority: Not charging more than one en-
emy unit. If unavoidable to charge more than
one unit, all units that are charged this way
may declare Charge Reactions.
• 2nd priority: Not rotating (see Aligning Units)
the charged unit at all. If rotating the charged
unit is unavoidable, rotate the unit as little
as possible. Remember that units Engaged in
Multiple Charges
Combat are never rotated.
If more than one unit has declared a charge
• 3rd priority: The total number of friendly units
against a single enemy unit, charges are moved
in the Combat is maximized (note that this is
in a slightly different manner. Roll Charge Range
only applicable when multiple units charge
for all the units charging that same unit before
the same unit).
moving any of them. Once it has been established
• 4th priority: The number of models (on both which units will reach their target, move the
sides) in base contact with at least one enemy charging units (and/or the Failed Charges) in the
model is maximized (including models Fight- order that best satisfies the priority order of the
ing Over Gaps). Maximizing Contact rule.
If it is unavoidable to break one or more of the
Impossible Charge
above conditions, you must avoid breaking the
When moving the charges, this sometimes results
more prioritized conditions (lower numbers),
in a situation where units block each other from
even if this means the total number of condi-
reaching combat (or there is not enough space to
tions you break are more numerous. As long as
fit all chargers). When this happens, the units that
all above conditions are satisfied as best as possi-
can no longer make it into combat make a Failed
ble, charging units are free to move as they please
Charge Move.
(obeying the rules for Move Chargers).

Movement Phase 34 Rulebook


Blocked Path Failed Charge
To prevent certain abusive situations where a If a unit does not roll a sufficient Charge Range,
unit​cannot charge an enemy unit​well within or is unable to complete the Charge for other rea-
Charge Range and Line of Sight due to a convo- sons, it performs a Failed Charge Move instead.
luted positioning of enemy units, the following The highest D6 rolled when rolling Charge Range
rules are applied. If a unit​is unable to complete a is the move distance. Wheel the unit so that a for-
charge solely due to unengaged enemy units that ward movement will move the centre of the unit
it could not charge (normally), it can make a spe- towards the centre of its intended target, and
cial Charge Move: Move the unit​straight forward then move forward. Note that this is not a Charge
up to its Charge Range. If this brings it into base Move and thus the Unit Spacing rule is not ig-
contact with the enemy, the enemy is charged. In- nored. If the charged unit was destroyed before
stead of doing the normal Aligning Units, the ene- moving the charger, mark the final centre of the
my performs a Combat Reform to bring the units unit and move towards that point. A unit that has
into alignment with each other. Combat reform failed a Charge cannot move any further in this
so that the facing in which the unit was charged movement phase and cannot shoot in the subse-
is preserved, so that the charged unit​does not quent Shooting Phase.
change its number of ranks or files, and so that the
number of models (on both sides) in base contact
with an enemy is maximized. If it is not possible
to align the units without changing the number of To plunder, to slaughter, to steal, these things they
ranks or files, you may change number of ranks or misname empire; and where they make a wilder-
files and do not have to maximize models in base ness, they call it peace.
contact. If the enemy unit​ is unable to perform a — From the Orcanium
Combat Reform to Align the units, the Blocked (De origine et situ Orcorum Goblinorumque)
Path Charge Move cannot be performed. by Avrasi historian Explicitus

Movement Phase 35 Rulebook


a) b) Figure 3
More than half of the charging
unit's frontage is in the ene-
my's front arc, so the charging
unit must contact the front
facing.

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

Movement Phase 36 Rulebook


a) Figure 6
a) Multiple units declaring a Charge
against single unit. Follow the prior-
ity given by Maximizing Contact.
1. Not rotating
2. Maximize the number of units in the
combat
3. Maximize the number of models in
base contact with an enemy

b) b) The number of units (4) is maxi-


mized. Once this is satisfied the num-
ber of models in base contact must
be maximised (11 models: 7 vs 4)

c) c) The number of units (4) is maxi-


mized. Once this is satisfied the num-
ber of models in base contact must
be maximised (11 models: 7 vs 4)

d) d) The number of units (4) is maxi-


mized. But the number of models
in base contact must be maximised
(10: 6 vs 4)

e) e) The number of units (3) is not maxi-


mized.

Movement Phase 37 Rulebook


COMPULSORY MOVES Fleeing Units
In the Compulsory Moves sub-phase, models that When a unit is fleeing, it cannot perform any vol-
do not have a choice concerning whether to move untary actions (a voluntary actions is an action
or not (such as fleeing units, units with Random that a unit would normally have the option to
Movement or units that have failed a Stupidi- not to perform). This includes (but is not limit-
ty Test) must move. First, roll Rally Tests for all ed to): Declare Charges, Charge Reaction (oth-
fleeing friendly units (and make the appropriate er than flee), Move in any way other than a Flee
moves after the tests passed or failed), then move Move, Shoot, Channel, Cast Spells, Dispel Spells,
your non-fleeing units that move in the Compul- or activate “One Use Only” items which need to
sory Moves sub-phase, in any order. be activated. Other models cannot receive Inspir-
ing Presence or Hold Your Ground from a fleeing
Rally Tests
model.
At the start of the Compulsory Moves sub-phase,
each fleeing friendly unit must take a Leadership
Test (in an order chosen by the Active Player).
REMAINING MOVES
Units that are at 25% or less of their starting In the Remaining Moves sub-phase, units that ha-
number (unit size on army list), including joined ven't moved in this phase yet will get a chance to
Characters, must take this Leadership Test at half do so.
their Leadership (round fractions up). For exam- 1. Start of the Remaining Moves sub-phase
ple; a unit started the game as 40 models, was re- Phase. Reinforcements arrive.
duced to 9 models, but two Characters had joined 2. Choose a unit to move and a type of move (Ad-
the unit. This unit takes a Rally Test on its nor- vance, March, Reform), then move it.
mal Leadership. Any unit that passes its test is no 3. Repeat step 2, each time choosing a new unit
longer considered fleeing and may immediately that has not yet moved in the Movement Phase.
perform a Reform. A unit that has rallied cannot
4. Once all units that can (and want to) move have
move any further in this movement phase and
done so, the Remaining Moves sub-phase ends.
cannot shoot in the subsequent Shooting Phase.
If the test is failed, the unit immediately performs
a Flee Move.
Advance Move
When performing an Advance Move, a unit can
Flee Moves move forward, backwards or to either side (side-
To perform a Flee Move, roll the Flee Distance, step). However, it cannot move in more than one
which is normally 2D6". Move the fleeing unit this of these directions during an Advance Move. Units
distance straight-forward. If this move should consisting of a single model can always perform
make the fleeing unit end its move within 1" of any number of Pivots during an Advance Move.
another unit or Impassable Terrain, extend the When performing an Advance Move, no model
Flee Distance with the minimum distance needed can move more than its Movement value, from its
for the unit to get clear of all such obstructions. starting to ending position. If the move was made
If fleeing models move through enemy models or as part of a Swift Reform, this distance is meas-
Impassable Terrain, they must take a Dangerous ured from the position after the reform.
Terrain (3) Test. If the Flee Move takes the flee- Forward: The unit moves forward a distance up
ing unit into contact with (or beyond) the Board to its Movement Characteristic. During a forward
Edge, the unit is destroyed. Remove the unit as Advance Move, a unit may perform any number of
a casualty as soon as it touches the Board Edge Wheel Manoeuvres.
(possibly causing Panic Tests to nearby units).
Backwards: The unit moves backwards a dis-
Note that Flee Moves are often preceded by a Piv-
tance up to half its Movement Characteristic. For
ot. If this is the case, this Pivot follows the same
example, a unit with Movement Characteristic 5
rules as the Flee Move. Flee Moves ignore all ob-
could move backwards 2½".
structions.
Sidestep: The unit moves to either side a distance
up to half its Movement Characteristic.

Movement Phase 38 Rulebook


March Move Reform
When performing a March Move, the unit can only Mark the Centre of the unit. Remove the unit from
move forward, up to twice its Movement Character- the Battlefield, and then place it back on the Bat-
istic. During a March Move a unit may perform any tlefield in any legal formation and facing any di-
number of Wheel Manoeuvres. When March mov- rection (following the Unit Spacing rule) with its
ing, no model can move more than twice its Move- Centre in the same place as before. After the Re-
ment value, from its starting to ending position. form, no single model can be further away from
If there are enemy units within 8" of a unit that its starting position (before the reform) than
wishes to perform a March Move (before the unit twice its Movement Characteristic. A unit that has
is actually moved), the unit must take a March Reformed cannot shoot in the Shooting Phase.
Test. Take a Leadership Test. If the test is passed,
the unit may proceed with its March Move as nor-
mal. If the test is failed, the unit must still make a
March Move, however, it can only move up to its
Movement Characteristic. A unit that has Marched
cannot shoot in the Shooting Phase. Units con-
sisting of a single model can always perform any
number of Pivots during a March Move.

PIVOTS AND WHEELS


When a unit Pivots (a move mostly used by single model units), mark the Centre of the unit. Remove
the unit from the Battlefield, and then place it back on the Battlefield again facing any direction with its
Centre in the same place as before (following the Unit Spacing rule, as normal).
When a unit Wheels, rotate the unit forward, around either of its front corners. The distance moved by
the unit is equal to distance covered by the outer edge of the outermost model in the front rank, see fig-
ure 7. All models in the unit are considered to have moved this distance.

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).

Movement Phase 39 Rulebook


MAGIC PHASE

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

Magic Phase 40 Rulebook


In the Magic Phase, your Wizards can cast spells
and your opponent can try to dispel those spells.
SPELLS
Spells can be cast during the Magic Phase. The
WIZARDS spells a Wizard knows are usually randomized
before the game, using the rules given under Gen-
Models that can cast (non-bound) spells are re- erate Spells. Most spells belong to a specific Path
ferred to as Wizards. All Wizards have the Chan- of Magic. Each of your Wizards has to choose an
nel special rule. available Path of Magic to generate spells from;
Wizard Apprentices this choice has to be written down in your Army
Wizard Apprentices add +1 to their casting and List. All spells are divided into one of the follow-
dispel rolls. ing three categories:

Wizard Masters Learned Spells


Wizard Masters add +2 to their casting and dispel Learned Spells are Spells that are labeled by a
rolls. number, between 0 and 6. These spells have no
additional effects beyond how they are generated
Number of Spells (see Generating Spells)
All wizards know as many Learned Spells as stat-
Trait Spells
ed on their their profile.
Trait Spells are Spells that are labeled by a “T”.
These spells have no additional effects beyond
how they are generated: All Wizards that gener-
ate at least one Spell from a Path automatically
know the Path’s Trait Spell.
Sir, the cargo you ordered be sent to Sagarika has
been detained and impounded by the Goblin King Attribute Spells
west of the Barren Mountains. As I have repeat- Attribute Spells are Spells that are labelled by an
edly advised, the King possesses far greater wit “A”. All Wizards that generate at least one Spell
than you give him credit, and our deception as to from a Path automatically know the Path Attrib-
the quality of the goods we were sending failed to ute.
dupe his staff. I will state once more for the record
Path Attributes are special spells that cannot be
that I believe the only way to secure a long-term
cast independently. Instead, if the caster wishes
overland route through this region is free and fair
the caster may cast the Attribute Spell automati-
negotiation with His Majesty. This will no longer be
cally each time it successfully casts a non-Attrib-
an easy task.
ute Spell from the same Path. Attributes cannot
— Letter intercepted between Qassari merchants be dispelled.

Magic Phase 41 Rulebook


Spell Properties Boosted Spells
All spells are defined by the following 5 properties: Some spells have more than one Casting Value, the
higher Casting Values being called the 'boosted'
Spell Name
versions of the spell. Boosted versions may have
Use the spell name to state which spell you intend
their Range and/or target restrictions modified
to cast.
(for example giving the spell a longer Range), or
Casting Value the effects of the spell may change. Declare if you
The Casting Value is the minimum value you need are trying to cast a Boosted version (and which
to reach to succeed a Casting Attempt. Spells one, if the spell has more than one) before roll-
may have different Casting Values available (see ing any dice. If no declaration is made, the lowest
Boosted Spells). available Casting Value for the chosen target is as-
sumed to be used.
Type
A spell's Type describes how the spell's targets Spell Types
have to be chosen. A spell can have more than one
A spell's Type describes which target(s) can be
type. If so, apply all targeting restrictions at the
chosen for the spell. Unless stated otherwise, the
same time. For example, if a spell has the types
target must be a single unit.
“Range 12”, “Hex”, and “Direct”, the target must be
within 12", be an enemy unit and be in the cast- Augment
er's front arc. Unless stated otherwise, a spell can Spells with the “Augment” Type may only choose
only have one target. friendly units (or models inside units if focused)
Duration as targets.

A spell's Duration determines how long the ef- Aura


fects of the spell are applied. Auras are “area of effect” spells. All legal and pos-
Effect sible targets (according to the rest of the Spell
Types) have to be chosen as targets of the aura
The Effect of a spell defines what happens to the
spell. For example, a spell with “Aura”, “Augment”
target of the spell when the spell is successfully
and “Range 12"” targets all friendly units within
cast. Spell Effects are never affected by special
12".
rules, Magical Items, other spell’s Effects or simi-
lar abilities granting the spellcasting model some
benefit, unless noted otherwise.

Magic Phase 42 Rulebook


Caster Spell Duration
Spells with the target restriction “Caster” target
A spell's Duration specifies how long the effects
only the model casting the spell (unless Focused,
of the spell are applied. A spell’s Duration can ei-
all model parts are affected).
ther be “Instant”, “Lasts one Turn”, “Permanent”
Caster's Unit or “Remains in Play” as described below:
Spells with the target restriction “Caster's unit ” Instant
target only the caster's unit. If a spell is marked as “Instant” the effect of the
Damage spell has no lasting Duration – effects are applied
Spells with the target restriction “Damage” may once, afterwards the spell ends automatically.
only choose targets not currently Engaged in Lasts One Turn
Combat. If a spell is marked as “Lasts One Turn”, the effect
Direct of the spell lasts until the start of the caster's next
Magic Phase. If an affected unit is divided into
Spells with the target restriction “Direct” may
several units (the most common example is that a
only choose targets which are in the caster's front
Character leaves its unit), each of the units formed
arc.
this way keeps being affected by the spell's ef-
Focused fects. Characters that join a unit affected by Lasts
With a “Focused” spell, only single models can be One Turn spells are not affected by the spell.
chosen as targets (including a Character inside a Permanent
unit). If the target is a multipart model (such as a If a spell is marked as “Permanent”, the effect of
chariot with riders and pulling beasts, or a knight the spell lasts until the end of the game or until
and its mount), only one part may be chosen as a designated ending condition (as detailed in the
the target. spell's effect) is met. Permanent spells can nev-
Hex er be removed by any other means than the way
Spells with the target restriction “Hex” may only described in the spell. If an affected unit is divid-
choose enemy units (or models inside units if Fo- ed into several units (the most common example
cused) as targets. is that a Character leaves its unit), each of the
units formed this way keeps being affected by the
Ground spell's effects. Characters that join a unit affected
Spells with the target restriction “Ground” don't by Permanent spells are not affected by the spell.
target units or models. Instead, a “Ground” spell’s Remains in Play
target is a point on the Battlefield, chosen by the
If a spell is marked as “Remains in Play”, the ef-
casting player.
fects of the spell remain in play until the spell is
Missile dispelled or the caster is slain. “Remains in Play”
Spells with the target restriction “Missile” may spells may be dispelled during each subsequent
only choose targets within the caster's Line of Magic Phase, see Dispel “Remains in Play” Spells
Sight. A Missile spell cannot be cast if the caster section. If an affected unit is divided into several
(or its unit) is Engaged in Combat. units (the most common example is that a Char-
acter leaves its unit), each of the units formed this
Range X"
way keeps being affected by the spell's effects. In
Spells usually have a maximum Range, indicated that situation, one successful Dispel Attempt will
with “Range X”. Only targets within the given dis- remove the spell from all affected units. Charac-
tance can be chosen. ters that join a unit already affected by “Remains
Universal in Play” spells are not affected by the spell. Un-
Spells with the target restriction “Universal” may til the “Remains in Play” spell has ended, the
choose both friendly and enemy units (or models spell cannot be cast again by the same caster. If
inside units if “Focused”) as targets. the caster of the spell is slain, the spell's effects
are automatically dispelled at the first possible
moment the spell could normally have been dis-
pelled (see Magic Phase Sequence).

Magic Phase 43 Rulebook


MAGIC PHASE SEQUENCE Dispel “Remains in Play” Spells
Starting with the Reactive Player, each player can
Start of the Magic Phase. Roll for Magic
1 try to dispel “Remains in Play” spells. A caster can
Flux and Channelling.
automatically dispel its own active “Remains in
“Remains in Play” spells may be dispelled Play” spells without using any Magic Dice, while
2
(see Dispel “Remains in Play” Spells). an opposing caster must make a Dispel Attempt,
The Active Player may attempt to cast and can only dispel spells cast in a previous Magic
3 Phase. Dispel Attempts are done using Magic Dice
one spell (see Spell-casting Sequence).
(Power or Dispel) as Magic Dice and following
Repeat steps 2-3 of this Sequence until “Dispel Attempt” in the Spellcasting sequence. To
4 neither player performed an action. successfully dispel an opposing “Remains in Play”
Compulsory Moves. spell, the Dispel Attempt must be equal to or high-
End of the Magic Phase. Resolve end of er than the lowest required (unmodified) Casting
5
phase triggered abilities. Value of the “Remains in Play” version of the spell
(ignoring Casting Values of Boosted versions).
Magic Flux and Channelling
In the Magic Phase, spells are cast and dispelled
using Magic Dice. These dice are kept in a pool of
dice, from which a number of dice can be used to
either cast or dispel spells. A single pool of dice
cannot ever contain more than 12 Magic Dice at
any given time, nor can a single player use more
than 12 Magic Dice during a single Magic Phase.
At the start of the Magic Phase, the Active Play-
er makes a Magic Flux roll with 2D6. The Magic
Dice pool of the Active Player is equal to the total
Magic Flux roll, while the Magic Dice pool of the
Reactive Player is equal to the highest D6 of the The Guessing Game
rolled 2D6. Immediately after the Magic Flux roll, The Reactive Player does not know if the Active
the Active and the Reactive Player can each make Player has the intention to dispel a “Remains in
a single Channel attempt. A Channel attempt is Play” spell or not, and they have to take the de-
resolved by rolling a D6. Add +1 to the result of cision first. They have to choose if they want to
this roll for each non-fleeing model part with the risk spending Dispel Dice on “Remains in Play”
Channel special rule in your army (all Wizards spells that the Active Player might want to dispel
have the Channel special rule). If the result is a 7 anyway, or keep the dice and risk that the Active
or higher, the player may add one Magic Dice to Player does nothing and ends their Magic Phase
their pool. leaving the “Remains in Play” spell still in play
(see the Magic Phase Sequence).

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

Magic Phase 44 Rulebook


Magic Phase 45 Rulebook
SPELLCASTING SEQUENCE If the Casting Attempt is successful, the spell is
not cast yet. The Reactive Player may choose to
Each of Active Player’s non-fleeing Wizards (or make a Dispel Attempt to prevent the spell from
models with Bound Spells) may attempt to cast resolving.
each of its spells up to one time per Magic Phase.
Each Casting Attempt is resolved as follows: Dispel Attempt

Casting Attempt The Reactive Player declares which


(if any) of their non-fleeing Wizards
The Active Player declares which will attempt to dispel the spell and
Wizard is casting which spell and with how many Magic Dice will be used. A
how many Magic Dice. If applicable, 1
minimum of 1 dice and up to all the dice
1 they also declare which version of the in your dice pool can be used. A dispel
spell is used and what its targets (and may be attempted even without having
Attribute's targets) are. A minimum of 1 any Wizard.
and no more than 5 dice can be used.
The Reactive Player rolls that many
The Active Player rolls that many Magic Dice (from the Magic Dice pool,
Magic Dice (from the Magic Dice pool, provided they have enough dice). Add
provided they have enough dice). Add 2
2 the results of the rolled dice and any
the results of the rolled dice and any dispel modifiers together (see Magic
casting modifiers together (see Magic Modifiers), to get the total dispel roll.
Modifiers), to get the total casting roll.
The Dispel Attempt is successful if the
The Casting Attempt is successful if the total dispel roll is equal to or higher
total casting roll is equal to or higher than the total casting roll. If so, the
3 than the spell's Casting Value. Otherwise, 3 spell is dispelled, and the casting failed.
the caster suffers from Lost Focus and Otherwise, the Dispel Attempt fails and
the Casting Attempt failed. the dispelling Wizard suffers from Lost
Focus.

I had noticed that there was some kind of event in


the town hall. I asked a tavern landlord about it.
His face assumed a waxen sheen.
“Private function,” he muttered.
“Really? What kind?”
“Best not to inquire.” He fixed me with a troubled
stare. “Look, there are certain...places around here
where they’ll...well they might try and shake your
hand funny. And if you get it wrong, they’ll tear it
clean off.”
There was a pause as we both glanced at the hook
protruding from the stump of his right arm.
He shuddered and muttered a strange
phrase, sounded like: “bloody masons”.
— From the Diary of Samuel le Pepin,
professional pilgrim and storyteller

Magic Phase 46 Rulebook


Resolve the Spell Overwhelming Power
If the spell was not dispelled, it is successfully When casting a spell and two or more Magic Dice
cast. Apply the spell's effects, then apply the Path roll a natural '6', the Casting Attempt is performed
Attribute's effects. If the spell was cast with Over- with Overwhelming Power. When this happens,
whelming Power, apply the effects of the Miscast. immediately roll one of your unused Magic Dice
(if you have any) and add this to the Casting Roll.
This may exceed the normal limit of max 5 Magic
Dice to cast spells. If a casting roll is performed
with Overwhelming Power and the spell is not dis-
pelled, the casting Wizard also suffers a Miscast.

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).

Magic Phase 47 Rulebook


BOUND SPELLS MAGICAL EFFECTS
Some spells are defined as Bound Spells. A Bound
Spell is a spell that is usually contained in a mag-
Magical Move
ical object of some sort. Bound Spells can be cast All moves made during the Magic Phase are Mag-
by models that are not Wizards, but possessing ical Moves. The move is performed as if in the
a Bound Spell does not make a model a Wizard. Remaining Moves sub-phase, which means that
Bound Spells cannot be used to cast Boosted ver- it follows the same rules and restrictions as if
sions of the spell they contain. this was a new Remaining Moves sub-phase (for
example, fleeing units, units with Random Move-
Casting a Bound Spell
ment, or units in combat cannot move). Actions
Casting a Bound Spell follows the same rules as that a unit could normally do in the Remaining
casting a regular spell, they may even trigger the Moves sub-phase can be made (such as Wheel-
Path Attribute spell with the exception that no ing, Reforming, joining units, leaving units and so
positive casting modifiers can be added to the on), except that the unit cannot March. A Magical
casting roll and that the caster of a Bound Spell movement always has a given limit (for example,
never suffers from Lost Focus. To successfully "target may make a 12" Magical Move"): this dis-
cast a Bound Spell, the casting roll must be equal tance is used instead of the target's Movement
to or higher than the spell's Power Level. Characteristic (no Marching is allowed). If a unit
has already done a Magical Move in this Magic
Phase, it cannot move again.

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.

Magic Phase 48 Rulebook


Summoned Units
Summoned units are units created during the models must be placed at least 1" away from oth-
game. All models in a newly Summoned unit er units and from Impassable Terrain. If the whole
must be deployed within the Range of the ability. unit cannot be deployed, then no models can be
If the unit is summoned as a result of a Ground deployed. Once summoned, the newly created
type spell, at least one of the summoned models unit operates as a normal unit on the spellcast-
must be placed on the targeted point and all mod- er's side. Summoned units do not award Victory
els must be within the spell’s Range. Summoned Points to the opponent when they are destroyed.

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

Magic Phase 49 Rulebook


SHOOTING PHASE

Do not fire until you see the whites of their fangs.


— Lieutenant Lucan, at the battle of Castle Yvasyliy

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).

Shooting Phase 50 Rulebook


Shooting To-Hit Rolls Long Range (-1 to hit)

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

Shooting Phase 51 Rulebook


Cover Target Behind Hard Cover (-2 to hit)
Cover is determined individually for each model A model shooting at a target behind Hard Cover
in a unit that is shooting. There are two types of receives a -2 to-hit modifier. Hard Cover applies
Cover: Soft Cover and Hard Cover. In both cases, if more than half of the target unit's Footprint is
Cover is worked out using the Line of Sight of obscured by one or more of the following:
the shooting model. Draw Lines of Sight from a • Hard Terrain.
chosen point on the front of the shooting model's
• Models of the same or larger Height than both
base (for Cover purposes, this can be drawn out-
the shooting model and its target.
side its front arc) to all the target’s Footprint. If
these lines are interrupted by models or Terrain, Target Behind Hard And Soft Cover
the shooting model may suffer to-hit penalties, If a model is suffering from both Hard Cover and
depending on what types of models/Terrain the Soft Cover, only apply the Hard Cover modifier.
Line of Sight is interrupted by and how much of If the target unit's Footprint is obscured by both
the Line of Sight is interrupted. Models always ig- Soft and Hard Cover, but not enough to grant ei-
nore their own unit and the target unit for Cover ther Hard Cover or Soft Cover, the shooting mod-
purposes, and also ignore whatever Terrain Piece el suffers Soft Cover modifier if more than half of
they are inside (so a unit shooting from a Forest the target unit's Footprint is obscured by models
doesn't suffer a Soft Cover modifier for shooting or Terrain from either the Hard Cover or Soft Cov-
through that Forest). er list. For example, if 30% of the target unit are
Target Behind Soft Cover (-1 to hit) obscured by Soft Terrain and 30% by Hard Ter-
rain, the shooting model still suffers the Soft Cov-
A model shooting at a target behind Soft Cover
er modifier (see Figure 10).
receives a -1 to-hit modifier. Soft Cover applies if
more than half of the target unit's Footprint is ob-
scured by one or more of the following:
• Soft Terrain.
• Models (of any size). When shooting with or
at models of Gigantic Height, ignore models of
Standard Height for the purpose of Soft Cover.

Shooting Phase 52 Rulebook


Figure 8
a) Model cannot shoot, enemy is b) Model can shoot (enemy with- c) Model can shoot (enemy with-
not within Line of Sight. in Line of Sight), no Cover in Line of Sight), Soft Cover
since half or less of the enemy since more than half of the
unit’s Footprint is obscured. enemy unit’s Footprint is ob-
scured by the Forest.

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.

Shooting Phase 53 Rulebook


Shooting Phase 54 Rulebook
Soft Cover (-1 to hit) Hard Cover (-2 to hit)

No Cover No Line of Sight

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.

Shooting Phase 55 Rulebook


CLOSE COMBAT PHASE

You never truly know yourself until you have seen your reflection in an ogre’s breastplate.
— Isaac, the soldier poet

In the Close Combat Phase, the players’ models No Longer Engaged


Engaged in Combat can (and must) strike.
A unit follows the rules for No More Foes if it was
CLOSE COMBAT PHASE Engaged in Combat previously, but had all of its
opponents moved or removed between the pre-
SEQUENCE vious Movement Phase and this Close Combat
Each Close Combat Phase is divided into the fol- Phase (and base contact could not be maintained
lowing steps. through nudging, following the instructions un-
der “Dropping Out of Combat”). That unit may do
Start of Close Combat Phase. Apply any a Post-Combat Pivot or Post-Combat Reform (or
1
“No Longer Engaged”. Overrun if it just charged) before any combats are
2 Choose a combat to fight in. fought. This cannot be done if the unit has moved
since the opposing units were removed (such as
3 Fight a Round of Combat. with a Magical Move).
Repeat steps 2 and 3. Each time choose a
4 new combat which has not already been
fought during this Close Combat Phase.
Once all units that are Engaged in
5 Combat have fought, the Close Combat
Phase ends.
A Combat is defined as a group of opposing units,
which are all connected through base contact.
Normally, this would be two units pitted against
one another, but it could also be several units
against a single enemy unit or a long chain of
units from both sides. Complete all actions in the
Round of Combat Sequence of all units involved in
the chosen combat before moving on to the next
combat.
Units are considered Engaged in Combat if one or
more models in the unit is in base contact with
an enemy unit. If a unit is Engaged in Combat, all
models in the unit are also Engaged in Combat.
Units that are Engaged in Combat cannot move
unless specifically stated (such as during Combat
Reforms or Breaking from combat).

Close Combat Phase 56 Rulebook


ROUND OF COMBAT Who Can Strike
SEQUENCE Models in base contact with an enemy attack
when it is their turn in the Initiative order (re-
Each Combat Round is divided into the following
member that models are considered to be in base
steps:
contact across empty gaps). Models from both
1 Start of Round of Combat. sides attack in each player's Close Combat Phase.
Choose Weapon (see Close Combat Supporting Attacks
2
Weapon section). Models in the 2nd rank perform one Supporting
3 Make Way (see Character section). Attack across models in the first rank. Supporting
Attacks can only be made against enemies in the
Issue and Accept Challenges (see front.
4
Character section).
Horde Formation
Roll attacks (in Initiative order):
Models in units that are deployed in Horde For-
1. Allocate attacks. mation (see Units and Formations) gain the Fight
5 2. Roll to hit, to wound, saves, and in Extra Rank special rule.
rmove casualties.
3. Move to the next Initative step.
Calculate which side wins the Round of
6
Combat. Loser(s) rolls Break Test.
7 Roll Panic Test for nearby units.
8 Restrain or Pursue?
9 Roll Flee distance.
10 Roll Pursue distance.
11 Move Fleeing units.
12 Move Pursuing units.
Post-Combat Pivots or Post-Combat
13
Reform. Figure 12
14 Combat Reforms. Models colour-coded with a darker shade can all
strike.
End of Combat Round. Proceed to the
15 The magenta unit is in Horde formation and thus
next combat.
both the 2nd and 3rd rank can make Supporting
Combats are fought in a strict striking order, Attacks. The green unit is not Engaged in the front,
starting with the attacks that have Initiative 10 so its models cannot make Supporting Attack to
and then working downwards from the highest their side or rear.
to the lowest Initiative. At each Initiative step, all Models with a bold frame count as being in base
attacks that have the same Initiative strike simul- contact with an enemy (models are considered to
taneously. Under normal circumstances, a model be in base contact across empty gaps), models col-
strikes at the Initiative specified on its profile. our-coded with a lighter shade cannot make Sup-
However, some attacks are made at a different In- porting Attacks.
itiative step than the model's own Initiative (such
as Chariots’ Impact Hits, which are Initiative 10).
For models with more than one profile (such as
a knight and its mount), each part of the model
strikes at its own Initiative.

Close Combat Phase 57 Rulebook


Allocating Attacks Rolling to Hit
At each Initiative step, before any attacks are To make a to-hit roll, roll a D6 for each attack and
rolled, attacks must first be allocated against en- compare the Weapon Skill of the model making
emy models. If a model is in base contact with the attacks (the attacker) to the Weapon Skill of
more than one model, it can choose which model the model against which the attack was allocated
to attack. Attacks can be allocated against mod- (the defender).
els with different Wound pools, i.e. R&F models, • If the defender has a lower Weapon Skill than
Champions and Characters. The number of at- the attacker, the attack hits on 3+.
tacks that a model can make is equal to its Attacks
• If the defender has a Weapon Skill equal to or
Characteristic. Equipment, special rules, spells,
up to twice that of the attacker, the attack hits
etc. can further change this number. If a model
on 4+.
has more than one attack, it can allocate them at
• If the defender has a Weapon Skill more than
will to different targets in base contact. If a model
twice that of the attacker, the attack hits on 5+.
is making Supporting Attacks, it can allocate its
attack as if it was in the front of the unit (in the
same file). If a model could either strike at mod-
Close Combat To-Hit Table
els in base contact or make Supporting Attacks, it Roll a D6 for each attack. To find out what score
must allocate its attacks against models in base is needed to successfully hit the target, cross-ref-
contact. Allocate all attacks at a given Initiative erence the Weapon Skill of the attacker (A-WS)
step before rolling any to-hit rolls. versus the Weapon Skill of the Defender (D-WS).
In cases where a Wound pool (mainly non-cham- Attacker’s Weapon Skill
pion R&F models in the same unit) do not all have
1 2 3 4 5 6 7 8 9 10
the same relevant Characteristics or rules (such
as different Toughness values or different saves), 1 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
use the value or rules that the largest fraction the 2 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
models of the Wound pool have (attacker choos-
Defender’s Weapon Skill

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.

Close Combat Phase 58 Rulebook


Dropping out of Combat WINNING A ROUND
Removing casualties may cause units to drop out OF COMBAT
of base contact with their foe. When this happens,
Once all models’ Initiative steps have passed (i.e.
units are nudged into combat using the following
all models have had a chance to attack), the win-
procedure:
ner of this Round of Combat is determined. This is
1. The unit that is going to drop out of Combat done by calculating each side's Combat Score. To
while not suffering casualties is moved the calculate Combat Score, simply add up all Combat
minimum amount needed to keep the units in Score bonuses. The side with the higher Combat
base contact. Score wins the combat, the side with the lower
2. If this will not bring the units back into con- Combat Score loses the combat. If there is a tie,
tact, move the unit suffering casualties the both sides are treated as winners.
minimum amount needed to keep the units in
base contact.
A nudged unit can only be moved straight for-
ward, backward, to either side, or a combination
of two of these directions (first one, then the
other). Units that are in base contact with oth-
er enemy units can never be nudged in this way.
Nudged units cannot move through other units
or Impassable Terrain, but they are allowed to
move within 1" of other units in the same com-
bat. Nudge moves cannot be used to change the
facing in which any unit is fighting (which means
that if the unit was attacked in the flank before
the nudge move, this must still be true after the
nudge move). If several units drop out of combat
at the same time, move them in the order that
allows the maximum number of units to stay in
combat. If this number is equal, the Active Player Figure 13
decides the order. The Champion of the magenta unit (Ch) and Char-
If nudging either unit does not manage to bring acter C2 are locked in a Challenge (indicated by
the units back into contact with each other, the the chess pattern). This means that they can only
unit drops out of Close Combat. Any units that are strike at each other. The magenta and green mod-
no longer Engaged in Combat follow the rules giv- els can strike at the R&F models of the other unit.
en under No More Foes. The models with a bold frame can strike at Char-
If base contact was lost due to units deliberate- acters/Champions. The models in fainter colours
ly moving out of combat (some spells allow units with dashed frames cannot strike at all. Charac-
to move out of combats), do not nudge the units ter C1 cannot strike because the only model it is in
back together. Instead follow the rules for No base contact with is a Champion that is locked in a
More Foes. Challenge.

Close Combat Phase 59 Rulebook


Inflicted Wounds: +1 for each Wound Standard: +1 for each Standard Bearer
Each player adds up the number of unsaved Each side adds +1 to their Combat Score for each
Wounds inflicted to enemy units (Engaged in the Standard Bearer Engaged in the combat.
same Combat) during this Round of Combat. This
Battle Standard: +1
includes enemies that were Engaged in the Com-
Each side adds +1 to their Combat Score if they
bat but dropped out or were completely wiped
have one or more Battle Standard Bearers in the
out during this Round of Combat.
combat.
Overkill: +1 for each Wound (maximum +3)
Flank Bonus: +1 or +2
In a Challenge, excess Wounds inflicted after the
Each side adds +1 to their Combat Score if they
opponent was killed are counted towards the
have one or more units fighting an enemy in the
Combat Score. A maximum of +3 can be added
enemy's flank. If at least one of these units has
to your Combat Score due to Overkill. Note that
one or more Full Ranks, add +2 instead.
excess Wounds are only counted when in a Chal-
lenge, in all other situations, excess Wounds are Rear Bonus: +2 or +3
simply lost. Each side adds +2 to their Combat Score if they
Charge: +1 or +2 have one or more units fighting an enemy in the
enemy's rear. If at least one of these units has one
During the first Round of Combat after a unit
or more Full Ranks, add +3 instead.
charged into this combat, the charger's side re-
ceives +1 to their Combat Score. If this charge Combat Score Summary
was started with half or more of the unit’s Foot- Caused Wounds +1 for each Wound
print on a Hill and ended with more than half of
its Footprint no longer on the Hill, you receive +2 +1 for each Wound
Overkill
to your Combat Score instead. Each side can only (maximum +3)
count this bonus from one unit in the same com- Charge +1 (+2 from a Hill)
bat. +1 for each rank
Rank Bonus
Rank Bonus: +1 for each rank (maximum +3) (maximum +3)
Each side adds +1 to their Combat Score for each +1 for each
Standard
Full Rank after the 1st in a single unit, up to a Standard Bearer
maximum of +3. Only count this for a single unit Battle Standard +1
per side. (Use the unit that gives the highest Rank Flank Bonus +1 or +2
Bonus). Rear Bonus +2 or +3

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.

Close Combat Phase 60 Rulebook


BREAK TEST No More Foes
Each unit on the side that lost the Round of Com- Sometimes a unit kills all enemy units in base
bat must take a Break Test. The order is chosen contact and finds itself no longer Engaged in
by the losing player. A Break Test is a Leadership Combat (so they cannot provide Combat Score
Test with a negative modifier equal to the Combat bonuses such as Standards or Flank). These units
Score difference (i.e. if the Combat Score was 6 always count as winning the combat, and can ei-
to 3, the units on the losing side take Break Tests ther make an Overrun (if they were Charging), a
with a -3 modifier to its Leadership). If the test Post-Combat Pivot or a Post-Combat Reform.
is failed, the unit Breaks and Flees. If the test is When this happens in multiple combats, the
passed, the units remain Engaged in the Combat. unsaved wounds caused to and by the unit are
Steadfast counted towards the Combat Score, but all other
Combat Score bonuses are ignored. Note that the
Any units that have more Full Ranks than each
unit itself doesn’t need to take a Break Test since
of the enemy units Engaged in the same Combat
it always counts as if on the winning side.
ignore Leadership modifiers from the Combat
Score difference. Splitting Combat
Disrupted If due to removing casualties, two or more discon-
nected subgroups of opposing units are created
If a unit is Engaged in Combat with an enemy unit
(see figure below): Resolve the Combat normally
with at least 2 Full Ranks and this enemy is in the
(accounting for every unit that took part in this
unit's flank or rear, the unit cannot use the Stead-
Round of Combat), checking any remaining base
fast rule.
contact for the purpose of rear and flank bonuses.
In the next Close Combat Phase, each subgroup
will be treated as a different Combat.

Close Combat Phase 61 Rulebook


PURSUITS AND OVERRUNS Roll for Flee and
Before moving broken units, units that are in base Pursue Distances
contact with the broken unit(s) may declare a Every broken unit now rolls 2D6 to determine
Pursuit of a single broken unit. To be able to pur- their Flee Distance, and each unit that has de-
sue a broken enemy, the unit cannot be Engaged clared a Pursuit now rolls 2D6 to determine its
with any non-broken enemy units and must be in Pursuit distance. If any pursuing unit rolls an
base contact with the broken unit. Units can elect equal or higher Pursuit Distance than the Flee
not to pursue, but must then pass a Leadership Distance of the unit it is pursuing, the fleeing unit
Test to succeed in restraining themselves; if the is destroyed. Remove that unit from the game;
test is failed, the unit must pursue anyway. If the no saves or special rules can save it. Do however
test is passed, the unit may do either a Post-Com- keep track of where the Centre of said unit would
bat Pivot or a Post-Combat Reform. have ended up if it had escaped before it was re-
Post-Combat Pivot moved (see below).
A unit may Pivot around its Centre and may re-
organize models with the Front Rank rule (they Flee Distance and Fleeing Units
must still be in legal positions). This move is Each broken unit that was not captured and de-
made after the pursuing and fleeing units have stroyed will now flee directly away from the en-
been moved. emy unit in base contact that has the most Full
Ranks. If there is a tie concerning which unit has
Post-Combat Reform
the most Full Ranks, the player whose units are
A unit may Perform a Reform manoeuvre. If this is not fleeing chooses which of these units the flight
done, the unit doesn't count as Scoring for claim- will be directed away from. Once it has been es-
ing Secondary Objectives during this Player Turn, tablished which unit the flight will be away from,
and the unit may not declare any Charges in the Pivot the fleeing unit so that it is facing directly
following Player Turn. This move is made after away from this unit (measure from Centre of Unit
the pursuing and fleeing units have been moved. to Centre of Unit) and move the fleeing unit di-
Overrun rectly forward a number of inches equal to the
A unit that fought its first Round of Combat (since flee distance rolled earlier. Use the rules for flee-
it charged into the combat) and all units in base ing moves (with the exception that units that are
contact were wiped out (including units being Engaged in the same combat do not cause Dan-
removed from play as a result of Unstable or gerous Terrain Tests). If several units are fleeing
something similar), can choose to make a spe- from the same combat, the units move in the same
cial Pursuit Move called Overrun (instead of a order as their flee distance was rolled (the player
Post-Combat Pivot). Overruns follow the rules for controlling the units chooses in which order they
moving pursuing units, except that the direction roll the flee distance).
of the Pursuit Move is always straight-forward
and no Leadership Test is required for restrain-
ing from pursuit.

Close Combat Phase 62 Rulebook


a) Figure 15
In these examples, the purple unit is in
the green unit's flank. The green unit
wins combat, the purple unit Breaks
and Flees, the green unit pursues.
a) In this example, there are no ob-
structions. The green unit rotates
towards the purple unit and then
moves forward.

b) b) Here, the green unit's rotation leaves


its front over an enemy unit (red).
This makes the green unit charge
the red unit. Place the green unit in
base contact with the red unit.

c) c) Here, the green unit's rotation leaves


its front over a friendly unit (light
green). In this case, the rotation is
stopped 1" away from the friendly
unit.

d) d) Here, the green unit's rotation leaves


part of the unit over another unit
(blue – it could be either friendly or
enemy). However, in this case, the
front of the pursuing unit is clear, so
it will move forward.

Close Combat Phase 63 Rulebook


Pursuit Distance In case this Pursuit movement would bring the
unit into contact with an enemy unit, it automat-
and Pursuing Units ically declares a Charge against said unit, using
Each pursuing unit now rotates around its Centre its pursuit distance roll as its Charge roll (un-
(by the shortest route) to face towards the Centre less the Charge is impossible to complete). This
of the pursued unit (or the point where the unit Charge follows all the rules for Charges except
would have been, if it was destroyed). This rota- that no Charge Reactions are allowed. Determine
tion ignores obstructions (it can move through in which Facing the charge is carried out towards
models and Terrain). before the initial pivot. This process may create
• After the rotation, if the frontage of the pursu- new combats. If a unit joins a Combat that has
ing unit would be over an enemy unit, it charg- already been fought or was created during this
es that unit. Remove the pursuing unit from Close Combat Phase, it will be resolved in the next
the Battlefield and then place it back on the Combat Phase (with the charging unit still count-
Battlefield with its front in base contact with ing as charging). Otherwise, the unit will have a
its target (in the correct arc and maximizing chance to fight and pursue again this turn. This
the number of Engaged models as usual). If special Charge cannot be made towards a unit
there is not enough room to place the charging that just fled from a combat involving the pursu-
unit, treat the obstructing unit as Impassable ing unit. Treat such unit as a friendly unit for the
Terrain (see below). pursuit move (including the initial rotation).
• Otherwise, if after the rotation the frontage of If the pursuing unit doesn't declare a charge this
the pursuing unit would be over a friendly unit way, it moves directly forward (following the Unit
or Impassable Terrain, the unit rotates so that Spacing rule).
it faces as close as possible towards the pur- If several units are pursuing from the same com-
sued unit, stopping 1" away from the obstruc- bat, units move in the same order as their pur-
tion and then stops its pursuit movement. suit distance was rolled (the Active Player choos-
• If neither of the cases above are applicable, the es which player will roll for their pursuing units
unit ignores any obstruction while rotating, first, and each player chooses the order of their
and then moves the pursuit distance directly own units).
forward. If, while moving, the pursuing unit Pursuing off the Table
won't be able to clear an obstruction ignored
If pursuing units moving this way touch the board
during the initial Pivot (including 1" distance,
edge, they will go off the table and will come back
unless charging), backtrack the move to the
to the board during the controlling player's next
unit's latest legal position where it obeys the
Remaining Moves sub-phase, using the rules for
Unit Spacing rule. (Usually, this means that the
arriving Ambushers (they automatically arrive),
unit doesn't move, but instead rotates as close
except that they must be placed (in the same
as possible).
formation) with their back rank centred on the
point at which they contacted the Board Edge,
or as close as possible. Models that have pursued
off the table, cannot do any actions at all, and all
items, rules, abilities stop working while off the
table.

Close Combat Phase 64 Rulebook


COMBAT REFORM
If there are still units left Engaged in the combat You may ignore the Unit Spacing rule for units in-
after all the fleeing and pursuing has been rolled volved in the same combat (but cannot move into
and moved, each of these units may try to perform base contact with units that you were not in base
a Combat Reform. Units Engaged in more than contact with previously), and no model may end
one facing (for example, both front and flank) up more than twice its Movement value from its
can never perform a Combat Reform. Units on the starting position.
losing side of the combat must pass a Leadership At the end of each Combat Reform, you must have
Test to be able to perform a Combat Reform. Ap- at least as many of your models in base contact
ply the same modifiers as if this was a Break Test with an enemy as you had before the Reform. Any
(i.e. apply the Combat Score difference, unless the Character models that were in base contact with
unit is Steadfast). an enemy must be kept in base contact (although
If both players want to perform Combat Reforms, it can be with different enemy models). Further-
the Active Player chooses which player goes first. more, at the end of all your Combat Reforms,
This player completes all Combat Reforms with the exact same enemy models that were in base
all their units (one at a time in any order), before contact with opposing models before the Com-
the other player can reform any of their units. bat Reform must still be in base contact after the
When a unit performs a Combat Reform, remove Reform (but they may be Engaged with different
the unit from the Battlefield, and then place it models or even units).
back on the Battlefield in a legal formation, in
base contact with the enemy unit(s) it was fight-
ing before, and in the enemy’s same facing.

Close Combat Phase 65 Rulebook


SUNNA MYTH
Part Two

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

T hough the Askar had come to know Sunna’s


divine heritage, one tribe alone could not hold
the storm from the East. From the West and lead-
Seeing the danger grow, Warin advised Sunna to
retreat, to protect her followers. But She was not
dismayed. The Åsklanders were first to charge,
ing a host of Equitan knights came Uther of Gas- scrambling to cross the river. Queen Genoveva
conne, in defiance of his King's order, inspired by and her archers met the attackers with hails of
Sunna's great deeds. Next came Queen Genoveva arrows, turning white ice to red slush, driving the
of the western peninsula with her many archers, savages off. Then came the Makhar raiders, rid-
once Sunna had driven the Ancient One and his ing across the thickening ice on their sturdy black
armies into the sea. Then the defeat of the green steeds with banners bearing an eight-pointed
hordes in the White Mountains earned Sunna the star. Uther and his knights met them with lance
friendship of Arcaleone and his warriors. The and sword, and turned the Makhar back through
Breidar, Gjothar, Glauca – in time all the tribes of valour and steel.
humanity joined with Sunna and her holy purpose. Finally, with the bridge littered with the bodies of
Little time could be spared to celebrate this uni- fallen foes, the Ogres advanced. Bolstered by great
ty, as the ravenous hordes swept forth once more. mammoths, under whose weight the ice creaked
Sunna's host rode to meet them at the banks of and groaned, they marched like an unstoppable
the Volsk. Enemies beyond count crowded on the wall of flesh. Queen Genoveva held the bridge
far shore, while smoke rose from the ruins of once with her archers, launching arrow after arrow
fertile plains. Men of the West took heart from the to no avail. Once more did Warin, fearing for the
roar of the mighty river, its waters seemingly im- lives of the people, plead with Sunna to retreat.
passable, until shamans marked by the Dark Gods Instead, she walked to the river's edge, bearing
strode from the gathered multitudes and began to her standard for all to see. There she planted it
chant. Foot by creeping foot, the river froze into in the ground, spreading her arms and looking up
a bridge of ice, and a pall fell over the assembled to the sky. Answering her call, the clouds parted
humans. and the sun beat down more fiercely than it had
in many years.
Bathed in golden light, the ice bridge began to
crumble. Queen Genoveva reached the bank,
but many of her archers were not so fortunate,
washed downriver with great shards of ice. Yet
the great bulk of the Ogres now proved their un-
doing, and thousands crashed into the icy wa-
ters. Tales of that day spoke of the Falls of Kivack
blocked and flooding with the weight of the dead.
Humanity rejoiced at this new Spring, and praised
their saviour Sunna – certain the cold years were
at an end.

Sunna Myth 66 Rulebook


Sunna Myth 67 Rulebook
ATTACKS AND PANIC

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

A ll sources of damage are defined as Attacks,


which are then divided into Close Combat
and Ranged Attacks.
ATTACK SEQUENCE
Whenever an attack hits a model, use the follow-
ing sequence:
Close Combat Attacks
1 Attacker Distributes hits.
Any attacks made at units in base contact with
the attacker's unit, in the Close Combat Phase (or Attacker rolls to wound; if successful,
2
as if in the Close Combat Phase) are Close Combat proceed.
Attacks.
Defender rolls Armour Saving Throws; if
3
Ranged Attacks failed, proceed.
All attacks that are not Close Combat Attacks are Defender rolls special saving throws; if
Ranged Attacks. 4
failed, proceed.
All Ranged Attacks made in the Shooting Phase or
5 Defender removes Wounds or casualties.
made as a Stand and Shoot Charge Reaction are
referred to as Shooting Attacks. 6 Defender checks for Panic.
Special Attacks Complete each step for all the attacks that are
happening simultaneously (such as all Shooting
Certain models are allowed to make Special At-
Attacks from a single unit or all Close Combat At-
tacks during the Close Combat, Movement or
tacks at a given Initiative step) before moving on
Shooting Phase. By default the Special Attacks can
to the next step.
not benefit from weapon bonuses or special rules
that normally affect attacks of their category. All
Special Attacks are explicitly marked as such. The
examples are Stomp, Grinding Attacks, Crush At-
tack, Impact Hits, Breath Weapon.

Attacks and Panic 68 Rulebook


DISTRIBUTE HITS The Wounding Table
All attacks that target a unit as a whole (this in- Roll a D6 for each hit. To find out what score
cludes most Ranged Attacks and most Special is needed to successfully wound the target,
Close Combat Attacks), are (under normal cir- cross-reference the Strength (S) of the attack ver-
cumstances) considered to only hit R&F models. sus the Toughness (T) of the target.
When Characters are joined to units, how hits are
Attack’s Strength
distributed may change, as described in the Char-
acter section. 1 2 3 4 5 6 7 8 9 10
Normal Close Combat Attacks are not distributed, 1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+
but are instead Allocated before to-hit rolls are
2 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+
made. In this case, do not redistribute the hits at
this stage. 3 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+

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).

Attacks and Panic 69 Rulebook


REGENERATION R&F models
R&F models (except Champions) in the same
AND WARD SAVES unit share a common Wound pool. If the attack
If a Wound was not saved by a model's Armour was allocated to a R&F model, the combined R&F
Save, the attacked model now has a final chance Wound pool loses 1 Wound for each failed save. If
to discount the Wound, by rolling its Regener- the R&F models have 1 Wound each, remove one
ation or Ward Save (if it has one). Regeneration R&F model for each Wound lost.
and Ward Saves work similarly to Armour Saves, If the R&F models have more than 1 Wound each,
except that they cannot be modified or combined. remove whole R&F models whenever possible.
A Regeneration or Ward Save is always given with Keep track of models that are wounded, but not
the minimum score needed to be rolled on a D6 to enough to reach 0 Wounds. These lost Wounds
discard the Wound within brackets (for example, are taken into account for future attacks. For ex-
a Ward Save (4+) means the Wound is discounted ample, a unit of 10 Trolls (3 Wounds each) loses 7
on a roll of 4 or more). Wounds. Remove two whole models (6 Wounds),
Roll one saving throw for each Wound that was leaving 1 Wound which is kept track of. Later, this
not saved by the model's Armour Save. If the save unit loses 2 Wounds, which is enough to kill a sin-
is passed, the attack is disregarded. gle Troll since 1 Wound was inflicted in the pre-
If a model has more than one Regeneration and/ vious attack.
or Ward Save, choose which one to use before If the unit is wiped out, any excess inflicted
rolling the saving throw. Only a single Regener- Wounds are allocated to the Champion (even if
ation or Ward Save can be used against a single they are in a Challenge). If there are no Champion,
attack. the excess wound are ignored.
Ward Saves and Regeneration both work the If a unit consists of R&F models with different
same way, but some spells or special rules will af- Troop Types, each type of R&F model has its own
fect one type of save but not the other. combined Wound pool. Sometimes, one or more
R&F models gain special rules (for example, Char-
INFLICTING WOUNDS acteristics may increase, abilities can be gained,
For each failed special saving throw (or Armour etc. – this is normally due to spells or Magical
Saving Throw if the attacked model had no spe- Items), or they come with different equipment.
cial save), the attacked model loses a Wound. Such differences are ignored when removing
casualties. They are normally removed from the
Non-R&F models rear rank even if a model in the rear has some
If the attack was distributed or allocated onto special rule or equipment (i.e. only differences
a non-R&F model, the attacked model loses 1 due to Troop Type cause R&F models to have sep-
Wound for each failed save. If the model reaches arate Wound pools).
0 Wounds, the model is dead and is removed as
a casualty. Keep track of models that are wound- REMOVING CASUALTIES
ed, but not enough to reach 0 Wounds. (Plac-
ing “Wound Markers” next to wounded models Removing R&F models
works fine). These lost Wounds will be taken into R&F casualties are removed from the rear rank.
account for future attacks. If the model is killed, If the unit is in a single rank, remove models as
any excess inflicted Wounds are ignored. equally as possible from both sides of the unit.
Note that the requirement to remove casualties
Champions
equally from both sides of a single rank unit only
Even though Champions are R&F models, each applies to each batch of simultaneous attacks.
Champion has its own Wound pool, and follows
If a non-R&F model is standing in a position that
the rules for non-R&F models above. If enough
would normally be removed as a casualty, remove
Wounds are suffered by R&F models in order to
the next eligible R&F model and move the non-
wipe out the entire unit, any remaining Wounds
R&F model(s) inwards.
suffered are allocated at the Champion (even if it
is fighting in a Challenge).

Attacks and Panic 70 Rulebook


Removing Non-R&F models
This town has been purged by the cleansing rays Non-R&F casualties are removed from their
of the Risen Sun. It was infested with followers of positions within the unit directly. R&F mod-
the Dark Gods and has been purified in the name of els are then moved to fill in empty spots.
Sunna and the Emperor. When doing this, the models follow the
same guidelines as for casualty remov-
— Sign posted by the Inquisition outside
al (from rear ranks and equally from both
the burnt remains of the village of Börnichen
sides in the case of single rank units).
Units Engaged in Combat
If the unit is in a single rank, remove casu-
alties from either side of the unit, so that
the number of units (highest priority) and
number of models (lowest priority) in base
contact is maximized.

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.

Attacks and Panic 71 Rulebook


TROOP TYPES

Just send the horses then.


— Field Marshal Finke, on being told that there were no more cavalrymen

A ll models and units have a Troop Type. A


unit’s Troop Type is the same as that of the
largest fraction of its R&F models (or all models,
Infantry
Special rules: Light Troops (Characters only)
War Beast
if there are no R&F models). In case of a tie, the
Special rules: Swiftstride
opponent chooses which fraction to use. Each
Cavalry
Troop Type has a number of rules associated with
Troop Type rules: Combined Profile, Cavalry Support
it, as described below.
Special rules: Swiftstride
Monstrous Infantry
Troop Type rules: Monstrous Support, Monstrous
Ranks
Special rules: Stomp (1)
Monstrous Beast
Troop Type rules: Monstrous Support, Mon-
strous Ranks
Special rules: Swiftstride, Stomp (1)
Monstrous Cavalry
Troop Type rules: Combined Profile, Cavalry
Support, Monstrous Support, Monstrous Ranks
Special rules: Swiftstride, Stomp (1)
Chariot
Troop Type rules: Combined Profile, Cavalry sup-
port, Monstrous Ranks
Special rules: Impact Hits (D6), Swiftstride, Can-
not March
Monster
Troop Type rules: Monster Ranks
Special rules: Stomp (D6), Towering Presence, Terror
Ridden Monster
Troop Type rules: Ridden Monster's Profile,
Monster Ranks
Special rules: Stomp (D6), Towering Presence,
Terror
Swarm
Special rules: Skirmishers, Immune to Psycholo-
gy, Unstable
War Machine
Troop Type rules: War Machine Profile
Special rules: Reload!, Move or Fire, Cannot March

Troop Types 72 Rulebook


MODELS ON FOOT AND Monstrous Ranks
A unit with this rule only needs to be 3 models
MOUNTED MODELS wide to form Full Ranks, and 6 models wide to
Certain spells or rules can affect mounted mod- form a Horde Formation.
els or models on foot differently. For all purpos-
es, Swarms, Infantry, Monstrous Infantry, War Monstrous Support
Beasts, Monstrous Beasts, Monsters and War Ma- Models with this rule may make up to 3 Support-
chines are considered models on foot, unless they ing Attacks instead of 1.
are taken as a mount (such as a palanquin), in Combined Profile
which case they are considered mounted. Cavalry,
A model with this rule has separate profiles for
Monstrous Cavalry, Ridden Monsters and Chari-
each of its parts. Cavalry models usually have a
ots are considered mounted models.
rider part and a mount part. Chariot models usu-
Character Mounts ally consist of hull part, several crew parts and
Many Characters have the option of selecting several mount parts. In some chariots, mounts
mounts from the mount section of the Army- and hull are represented by the same part.
books. When a model rides a mount, its Troop When attacking or shooting, each part of the
Type changes: multipart model uses its own Characteristics.
• A model mounted on a War Beast becomes Each part of a model can make a Shooting Attack
Cavalry. in the same phase, but must choose the same tar-
• A model mounted on a Monstrous Beast be- get. A crew member or rider can choose to shoot
comes Monstrous Cavalry. a weapon carried by the Chariot instead of its
• A model mounted on a Monster becomes Rid- own weapon.
den Monster. In other situations, the multipart model is con-
• A model mounted on any other Troop Type sidered to be a single model with a single set of
becomes whatever Troop Type its mount is Characteristics, defined as follows. Ignore all
(but counts as a mounted model instead of a other Characteristics, except when taking Char-
model on foot). In this case, the model gains acteristic Tests, in this case use the highest value
Combined Profile and Cavalry Support. among all parts.
The entire combined model (Character, mount Movement
and possibly additional riders/crew members Use the Movement of the mount or pulling beast.
that are part of the mount) follow the rules for
Weapon Skill
Characters. Riders/crew member that are part
of the selected mount do not count as “mounts” Use the rider’s Weapon Skill or the best Weapon Skill
(meaning they can for example use weapons or among riders/crewmen if there is more than one.
armour). These rider/crew members have their Toughness
own equipment which only they can use. Howev- Use the highest Toughness among all parts.
er, the combined model has a single Armour Save,
Wounds
it must choose to either use the Armour of the a
rider/crew member (including Mount’s Protec- Use the highest number of Wounds among all
tion and Barding) or the Armour of the Character parts. When the model reaches 0 Wounds, remove
(including Mount’s Protection and Barding). Re- all parts of the combined model as a casualty.
member that for Ridden Monsters you can only Leadership
use the Armour Save of the Mount. Use the rider’s Leadership or the best Leadership
among riders/crewmen if there is more than one.
TROOP TYPE RULES Armour and Saves
Cavalry support Use the best Armour Save, Ward Save and
Mounts cannot make Supporting Attacks. Regeneration available on a single part. A rider’s
Armour Save can be increased by the Mount’s
Monster Ranks
Protection and Barding.
A unit with this rule only needs to be 1 model
wide to form a Full Rank.

Troop Types 73 Rulebook


Ridden Monster’s Profile War Machine Profile
A model with this rule has a profile for the Mon- A War Machine is considered to be a single mod-
ster and a profile for its riders/crewmen. When el with a single set of Characteristics, defined as
being attacked, attacks are always resolved follows:
against the Monster.
Toughness and Wounds
When attacking or shooting, each part of the
multipart model uses its own Characteristics. Use the machine’s Toughness and Wounds.
Each part of the model can make Shooting At- Other Characteristics
tacks in the same phase, but must choose the and Armour and Saves
same target. A crew member or rider can choose Use the crew's Characteristics, Armour and other
to shoot a weapon carried by the Monster instead Saves.
of its own weapon.
War Machines have separate profiles for the ma-
In other situations, the multipart model is con- chine and its crew members. Use the machine's
sidered to be a single model with a single set of Toughness and Wounds Characteristics. Use the
Characteristics, defined as follows. Ignore all oth- crew's Characteristics for all other purposes, us-
er Characteristics, except when taking non-initia- ing the Combined Profile rules in case of multi-
tive characteristic tests, in this case use the high- ple crew parts. War Machines automatically fail
est value among all parts. any Characteristic Tests except Leadership Tests
and cannot March, Pursue, Declare Charges or
Declare Flee as Charge Reaction. When a War Ma-
chine fails a Panic Test, instead of fleeing it cannot
shoot in the next friendly Shooting Phase. Charac-
ters can never join units of War Machines.
When a unit charges a War Machine, it can move
into base contact by having its front facing con-
tact any point of the War Machine base. No Align
Move is allowed. Ignore the War Machine’s fac-
ing, as it does not have any due to its round base,
Movement and ignore maximizing number of models in base
Use the Movement of the Monster. contact.
Weapon Skill At the start of each Round of Combat when fight-
Use the Monster’s Weapon Skill. ing a War Machine, choose as many friendly en-
gaged models as possible, to a maximum of 6, that
Toughness
are not in base contact with any other enemies.
Use Monster’s Toughness. Chariots, Monstrous Cavalry, Monstrous Infantry
Wounds and Monstrous Beasts count as 3 models each,
Use the Monster’s Wounds. When the Monster while Monsters and Ridden Monsters count as 6
reaches 0 Wounds, remove the whole model as a models each for this purpose. The chosen models
casualty. are considered to be the only models in base con-
Leadership tact with the War Machine for the remainder of
the Round of Combat and hit automatically with
Use the rider’s Leadership or the best Leadership
their normal Close Combat Attacks, while other
among riders/crewmen if there is more than one.
models cannot allocate or distribute any attacks
Armour and Saves to the War Machine.
Use the saves of the Monster. Any armour War Machines that Break from combat are auto-
equipment worn by the rider or its Ward/ matically destroyed. War Machines, and units En-
Regeneration Save have no effect, unless noted gaged in Combat with them, cannot make Combat
otherwise. Ridden Monsters may only have Innate Reforms.
Defence armour type.

Troop Types 74 Rulebook


TROOP TYPES SUMMARY
Models to form Supporting
Profile
a Full Rank Attacks per Special Rules Height**
Type
(Horde) model
Light Troops
Infantry — 5 (10) 1 Standard
(Characters only)
War Beast — 5 (10) 1 Swiftstride Standard
Combined 1
Cavalry 5 (10) Swiftstride Large
Profile (rider only)
Monstrous
— 3 (6) up to 3 Stomp(1) Large
Infantry
Monstrous Swiftstride
— 3 (6) up to 3 Large
Beast Stomp(1)
Monstrous Combined up to 3 Swiftstride
3 (6) Large
Cavalry Profile (rider only) Stomp(1)
Swiftstride
Combined 1
Chariot 3 (6) Cannot March Large
Profile (one rider only)
Impact Hits (D6)
Stomp (D6)
Monster — 1 — Towering Presence Gigantic
Terror
Ridden Stomp (D6)
Ridden
Monster’s 1 — Towering Presence Gigantic
Monster
Profile Terror
Skirmishers
Swarm — * (10) 1 Immune to psychology Standard
Unstable
War Cannot March
War Machine Machine no ranks — Reload! Standard
Profile Move or Fire
* Swarms cannot claim Full Ranks due to being Skirmishers.
** All models with the Towering Presence special rule are considered to be of Gigantic Height.

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

Troop Types 75 Rulebook


Troop Types 76 Rulebook
Troop Types 77 Rulebook
MUNDANE EQUIPMENT

You said it could never be pierced!


— Last words of Duke Gabriel de Gasconne

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.

Mundane Equipment 78 Rulebook


Hand Weapon SHOOTING WEAPONS
All models are armed with a Hand Weapon. Hand Weapons listed in this section are used for making
Weapons cannot be lost, destroyed or nullified Shooting Attacks. Each model can normally only
by any means. If a model has any Close Combat use one Shooting Weapon per phase even if it is
Weapon other than a Hand Weapon, it cannot equipped with more than one, and all non-Cham-
choose to use the Hand Weapon (unless specifi- pion R&F models in a unit must use the same
cally stated). Hand Weapons wielded by models Shooting Weapon. Each Shooting Weapon has a
on foot can be used alongside a Shield to get the maximum Range, a Strength value, and can have
Parry special rule. one or more special rules. Special rules listed for
a Shooting Weapon only apply to the Shooting At-
Flail
tacks made with that weapon.
Requires Two Hands. Attacks made with a Flail
gain +2 Strength. Close Combat Attacks allocat-
ed at a model wielding a Flail gain a +1 modifier
when rolling to hit.
Great Weapon
Requires Two Hands. Attacks made with a Great
Weapon gain +2 Strength and strike at Initiative 0
(regardless of wielder’s Initiative).
Halberd
Requires Two Hands. Attacks made with a Hal-
berd gain +1 Strength.
Paired Weapons
Requires Two Hands. The Wielder gains +1 Attack Bow
and strikes at +1 Initiative when using this weapon. Range: 24" Strength: 3
Lance Special Rules: Volley fire
Attacks made with a Lance gain +2 Strength in the Longbow
Round of Combat directly after the Wielder has
Range: 30" Strength: 3
charged into combat. This bonus can only be used
for attacks directed against the charged enemies. Special Rules: Volley fire
Only mounted models, War Beasts and Monstrous Crossbow
Beasts can use a Lance.
Range: 30" Strength: 4
Light Lance
Special Rules: Unwieldy
Follows the same rules as a Lance, but only grants
Handgun
+1 Strength. Only mounted models, War Beasts
and Monstrous Beasts can use a Light Lance. Range: 24" Strength: 4

Spear Special Rules: Unwieldy, Armour Piercing (1)

The Wielder gains Fight in Extra Rank when using Pistol


this weapon. Attacks made with a Spear gain Ar- Range: 12" Strength: 4
mour Piercing (1). Attacks made with Spears gain Special Rules: Quick to Fire, Armour Piercing (1)
Lethal Strike when directed against Cavalry, Mon- Counts as Paired Weapons in Close Combat
strous Cavalry and Chariots Engaged to the front.
Mounted models cannot use Spears. Throwing Weapons
Range: 12" Strength: Same as user
Special Rules: Quick to Fire, Multiple Shots (2)

Mundane Equipment 79 Rulebook


ARTILLERY WEAPONS Catapult (X)
Catapult attacks ignore to-hit penalties from Soft
Weapons listed in this section are a special kind
Cover and Hard Cover. Resolve Catapult attacks as
of Shooting Weapons. These weapons are some-
follows:
times mounted on War Machine models, but can
on other occasions be mounted on Chariots, car- • On a natural to-hit roll of '1', it Misfires: roll on
ried by Monsters or contained within Magical the Misfire Table and apply the corresponding
Items. Artillery Weapons are Shooting Weapons, result (a to-hit roll resulting in a Misfire can-
and always have the Reload! special rule. Artil- not be rerolled).
lery Weapons have specific profiles for Range, • On a successful to-hit roll, the attack gains
Strength and special rules, which you will find in Area Attack (X). Resolve the attack with the
their description. Strength written in the Catapult's description.
Bolt Thrower • On any other to-hit result, roll to hit with a
new Catapult attack, labeled Partial Hit (ig-
Bolt Thrower attacks have Penetrating.
nore any Misfire). If it hits, this attack gains
Cannon Area Attack (X-1), all hits are at half strength
Cannon attacks have Penetrating and ignore to- (rounding fractions up), it loses all benefits
hit penalties from Soft Cover and Hard Cover. from the Strength written in square brackets
They gain a +1 to-hit modifier when targeting and/or Special Rules written in square brack-
units consisting entirely of models with Towering ets (if any). If it misses, no further attack can
Presence. When a Cannon rolls a natural to-hit of be generated this way.
'1', it Misfires: roll on the Misfire Table and apply Flame Thrower
the corresponding result (a to-hit roll resulting in
Flame Throwers do not roll to hit. Instead, roll a
a Misfire cannot be rerolled).
D6 (this is not considered a to-hit roll). On a nat-
ural roll of '1', it Misfires: roll on the Misfire Table
with a -1 modifier and apply the corresponding
result. On any other natural result the attack is
successful, use the rules for Penetrating with the
following exception: add D3 hits per rank (or file)
instead of 1, to a maximum number of hits per
rank (or file) equal to the number of models in
that rank (or file).
Some Flame Throwers have a higher Strength
and/or additional Special Rules stated in curly
brackets (such as Strength 4{5}, {Multiple
Wounds (D3)}). If so, use the Strength and Spe-
cial Rules inside such brackets when shooting at
a target within short range.
Volley Gun (X)
Volley Gun attacks have Multiple Shots (X), but ig-
nore the to-hit modifier from this special rule. If X
is a random number (such as in Volley Gun (2D6))
apply the following: when rolling for the number
of hits for a Volley Gun attack, if a single natural
'6' is rolled (after any reroll), this attack suffers a
-1 to-hit modifier; instead, if two or more natural
'6' are rolled, the attack fails and the Volley Gun
Misfires: roll on the Misfire Table and apply the
corresponding result.

Mundane Equipment 80 Rulebook


The Misfire Table There are 5 different types of Armour.

A to-hit roll resulting in a Misfire cannot be re- Suits of Armour


rolled. When an Artillery Weapon misfires, roll a A model part can only wear a single Suit of Ar-
D6 and consult the table below: mour.
Dice result Misfire Effect • Light Armour: +1
0 Explosion! • Heavy Armour: +2
(or less) All models within D6" of the • Plate Armour: +3
misfiring model suffer a Strength
Shields
5 hit. The shooting model is then
destroyed. Remove it as a casualty. A model part can only carry one Shield. In Close
1-2 Breakdown Combat, a Shield cannot be used alongside a
weapon with the Requires Two Hands special
The firing mechanism of the
rule.
weapon is damaged. The model
cannot shoot anymore with the • Shield: +1
weapon for the rest of the game. Mounts
3-4 Jammed • Mount’s Protection (6+): +1
The Artillery Weapon may not be • Mount’s Protection (5+): +2
fired in the controlling player’s
No matter how many mounts a model has, it still
next Player Turn.
only gains the largest bonus once.
5+ Malfunction
• Barding: +1. A mount equipped with Barding
The shooting model suffers a suffers -1 Movement.
Wound with no Saves of any kind
allowed. Innate Defence
A model part can only use one instance of Innate
Defence (use the best available).
• Innate Defence (6+): +1
• Innate Defence (5+): +2
• Innate Defence (4+): +3
and so on.
Other
Special equipment and Magical Items (such as
Helms), special rules, certain spells, and other
rules can further alter a model's Armour Save (up
to a maximum total of +6).
For example, if a model has a Light Armour (+1),
Shield (+1), Helm (+1) and is mounted on a steed
ARMOUR TYPES with Mount’s Protection (6+) (+1) and with Bard-
ing (+1), it has a total of +5 to its Armour Saving
The Armour Save of a model part is determined Throws, meaning a score of 2+ will equal 7 or
by its armour and possibly also by special rules more (and thus being a successful Saving Throw).
and spells. Combine all the armour pieces a mod- Normally such an Armour Save would be referred
el has to form a combined Armour Save. Each to as a 2+ Armour Save. Note that with a total of
piece of mundane armour adds +1 (or more) to +6 to Armour Save, no model can ever have a bet-
the Saving Throw, up to a maximum total of +6. ter save than 1+ (and even with this, an unmod-
If the Armour Saving Throw, including modifiers, ified score of '1' will always be a failed Armour
equals 7 or more, the Saving Throw is successful. Saving Throw).
An unmodified roll of '1' is always a failure.

Mundane Equipment 81 Rulebook


CHARACTERS

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

U nless specifically noted otherwise, any model


bought as part of the Characters Category of
an Armybook is a Character.
CHARACTERS JOINED
TO UNITS
Characters can operate as part of other units,
LONE CHARACTERS by joining them. This can be done either by de-
ploying the Character in the unit or by moving
All Characters can operate as a unit consisting of
into contact with the unit during the Remaining
just a single model. In this case, follow the normal
Moves sub-phase. Units that are Engaged in Com-
rules for units.
bat or Fleeing cannot be joined.
Characters can join other Characters to form a
unit consisting only of Characters.
When a Character joins a unit, it must move into
a legal position (see Front Rank rule). A Char-
acter can freely choose any legal position it can
reach with its move, moving through the unit it
joins, possibly replacing other models (including
models with the Front Rank rule). Move displaced
models as little as possible in order to keep all
models in legal positions. If the Character does
not have a sufficient move to reach its desired po-
sition, it cannot join the unit.
When a Character joins a unit with just a single
rank, the owner can choose to either displace a
model to the second rank, or to expand the unit's
width and place the displaced model at either
side of the front rank.
If a unit is joined by a Character, the unit cannot
move any further in the same Remaining Moves
sub-phase. For determining which model counts
as moving or Marching (for purposes of shoot-
ing etc.), the Character and the unit are treated
individually during the Player Turn in which the
Character joined the unit. For example, if the unit
did not move and the Character Marched into the
unit to join in, the Character counts as having
marched, the rest of the unit counts as not having
moved at all.
Once joined to a unit, the Character is considered
as part of the unit for all rules purposes.

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.

Make Way THE BATTLE


At step 3 of the Round of Combat Sequence, any STANDARD BEARER
Character placed in the front rank, and not in
base contact with an enemy model, may move Choosing the
into contact with an enemy model. This enemy Battle Standard Bearer
model must be in base contact with the Charac-
Some Characters can be upgraded to be the Battle
ter’s unit, and it must be attacking the Charac-
Standard Bearer (BSB). This option will be noted
ter’s unit in its Front. To do a Make Way move, the
under their unit entry in their respective Army-
Character switches position with another model
book. An army may only include a single Battle
(or models) in its unit, these models cannot be
Standard Bearer (One of a Kind).
Characters. Characters with Mismatching bases
The Battle Standard Bearer has the Hold Your
can never perform a Make Way move.
Ground 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.

— Lines 3,410-3,473 from the ogre epic Tsanas,


an oral poem recited at ceremonies and feasts,
translated from the Gyenggetat by Pascaline Caillat

Characters 88 Rulebook
Characters 89 Rulebook
COMMAND GROUP

You don’t play the battlepipes, the pipes play you.


— Dwarvish saying

C ertain units feature the option of upgrading


regular models to Champion, Musician or
Standard Bearer. These models are known as the
STANDARD BEARER
Combat Bonus
Command Group and have the rule Front Rank. If A side with Standard Bearers adds +1 to its Com-
a Musician or Standard Bearer is to be removed bat Score for each Standard Bearer.
as a casualty, replace another R&F model with the
Musician or Standard Bearer – it is assumed that VETERAN STANDARD
another soldier picked up their tool and responsi-
bility. Champions however are not easily replaced BEARER
and can be specifically targeted in some situations Some Standard Bearers in Core troops may be
(for example by allocating attacks in close com- upgraded to be the Veteran Standard Bearer.
bat, attacks that target individual models such as The Veteran Standard Bearer may take a Magi-
focused spells or attacks that target all models in cal Standard worth up to 50 points. The Veteran
a unit). If enough Wounds are suffered by R&F Standard Bearer is 0-1 Choice per Army, so only a
models in order to wipe out the entire unit, any single model in the army (or two in the case of a
remaining Wounds suffered are allocated at the Grand Army) may be upgraded.
Champion even if it is fighting in a Challenge.

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.

Command Group 90 Rulebook


Command Group 91 Rulebook
TERRAIN

The desert does not care. The desert does not forgive.
— Nomarch Pherisis

TERRAIN TYPES Obscuring Terrain


Line of Sight cannot be drawn through Obscuring
Dangerous Terrain (X) Terrain. Some Obscuring Terrain allows models
When a model Marches, Charges (excluding Failed to move in or on them (such as Hills), Line of Sight
Charges), Flees, Pursues or Overruns through, can be drawn into or out of (but never through)
into, or out of a Piece of Terrain which counts as such Terrain Features.
Dangerous Terrain, it must take a Dangerous Ter-
Soft Terrain
rain Test. To do this, roll one D6. Models with the
Monstrous Troop Type roll two D6 instead, while Units in, on or obscured by Soft Terrain benefit
Chariots, Monsters and Ridden Monsters roll four from Soft Cover if more than half of the unit’s
D6. For each '1' rolled, the model takes a Wound Footprint is obscured from a shooter’s Line of
with Armour Piercing (6). Sight. Models always ignore the Terrain Piece
they are currently inside.
Sometimes the rule is written as Dangerous Ter-
rain (X). In this case, the model takes a wound for Hard Terrain
each dice equal to or less than X. Units in, on or obscured by Hard Terrain benefit
Dangerous Terrain Tests are taken as soon as the from Hard Cover if more than half of the unit’s
model touches the relevant Terrain. In most cases Footprint is obscured from a shooter’s Line of
it does not matter exactly when a model dies, and Sight. Models always ignore the Terrain Piece
it is therefore more convenient to take all Dan- they are currently inside.
gerous Terrain Tests of a unit at once. Wounds
suffered from Dangerous Terrain Tests are allo- TERRAIN FEATURES
cated towards the model’s wound pool as normal. A Terrain Feature is a topographical area on the
A model never takes more than one Dangerous Battlefield that is a mixture of Dangerous, Ob-
Terrain Test for the same Terrain Feature during scuring, Soft or Hard Terrain and may possess its
a single move, but it might have to take several own special rules.
Dangerous Terrain Tests caused by different piec-
es of Terrain or abilities. Open Terrain
Open Terrain doesn't normally have any effect
upon Line of Sight, Cover modifiers or Movement.
All parts of the board that are not covered by any
other kind of Terrain are considered to be Open
Terrain.

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)

Scoring Victory Points Scoring Secondary Objectives


At the end of each game, add up your Victory The Secondary Objective selected at the start of
Points (VP) according to the rules below: the game can grant extra Battle Points.
Dead or Fled Hold the Ground
For each enemy unit that has been killed or has The player with the most Scoring Units within 6"
fled the Battlefield, you gain a number of VP of the centre point of the Board at the end of the
equal to its point value. game wins this Secondary Objective.
Scared Breakthrough
For each enemy unit that is fleeing on the Battle- The player with the most Scoring Units within its
field at the end of the game, you gain a number of opponent's Deployment Zone at the end of the
VP equal to half its point value (rounding up). game wins this Secondary Objective.
Decimated Capture the Flags
For each enemy unit that is at or below 25% of its The player that has the highest number of its cho-
starting number of Wounds at the end of the game, sen Scoring Units still alive at the end of the game
you gain a number of VP equal to half its point wins this Secondary Objective.
value (rounding up). Characters are counted
Secure Target
separately from the units they have joined.
Note that if an enemy unit is both Scared and At the end of the game, the player controlling the
Decimated, you gain a number of VP equal to the most markers wins this Secondary Objective. A
unit’s total point value. marker is controlled by the player with the most
Scoring Units within 6" of the marker. If a unit is
Their King is Dead within 6" of both markers, it only counts as with-
If the enemy General was killed or has fled the in 6" of the marker which is closest to its centre
Battlefield, you gain 200 VP. (randomize if both markers are equally close).

Their Flag is Down


Scoring Units
If the enemy Battle Standard Bearer was killed or Units with at least one model with the Scoring
has fled the Battlefield, you gain 200 VP. special rule are considered Scoring Units and
are used for capturing Secondary Objectives. Re-
member than units can lose their Scoring special
rule when Fleeing, Post-Combat Reforming or
Ambushing and arriving after Game Turn 3, see
Special Rules section for details.

Victory Conditions 96 Rulebook


WHO IS THE WINNER? On those who do not serve her glory, she will rain
Once all the Victory Points are added together, a fiery coals and burning sulfur; scorching sunfire
total of 20 Battle Points are divided between the will be their lot.
players, with more or less points to the winner
depending on the Victory Points difference. Cal- — Sunna Cycle. Precepts 9:27
culate the Victory Points Difference and use the
chart below to convert the Victory Points into
Battle Points.
If there is a winner of the Secondary Objective,
that player gains 3 additional Battle Points while
the loser of the Secondary Objective loses 3 Bat-
tle Points. If using more than one Secondary Ob-
jective, the player that wins the most Secondary
Objectives gains 3 additional Battle Points while
the other player loses 3 Battle Points.
Victory Points Table
Victory Points Difference Battle Points
Percentage of (if playing
Winner Loser
Total Army Cost 4500 points)
0-5% 0-225 VP 10 10
>5-10% 226-450 VP 11 9
>10-20% 451-900 VP 12 8
>20-30% 901-1350 VP 13 7
>30-40% 1351-1800 VP 14 6
>40-50% 1801-2250 VP 15 5
>50-70% 2251-3150 VP 16 4
>70 ≥3151 17 3
Winning Secondary Objective +3 -3

Optional Simplified Rules for


Determining the Winner
Winning the most Secondary Objectives awards
the winner a number of Victory Points equal to
20% of the size of the game. Once all the Victory
Points are added together, compare the two re-
sults.
• If the difference in Victory Points is less than
10% of the game’s point size, the game is a
Draw.
• If the difference is at least 10% and up to 50%,
it is a Win for the player who scored higher.
• If the difference is more than 50% of the game
size, the game is a Massacre.

Victory Conditions 97 Rulebook


SPECIAL RULES

There is only one true law: the strongest prevail. We are


the agents of nature’s selection, and today we deliver judg-
ment on those unworthy of life!
— Dac Aebha, Oracle of the Cult of Nabh

Special Rules 98 Rulebook


S pecial rules are effects and abilities that can
apply to whole models, model parts, weapons
and spells. The details of applying and interac-
Special Attacks
Special Attacks (like Stomp or Breath Weapon)
are typically not made with the model’s weapon.
tions of special rules are given after the list. Special Attacks do not benefit from special rules
Accurate Move or Fire that modify normal Close Combat Attacks or nor-
mal Shooting Attacks (including special rules that
Ambush Multiple Shots (X)
modify Characteristics). However, Special Attacks
Area Attack Multiple Wounds (X, Y) may benefit from other sources of rules (as long
Armour Piercing (X) Not a Leader as they are not special rules) or characteristics in-
Bodyguard (X) Otherworldly creases, such as spells or Magic Items. For exam-
Breath Weapon (X) Parry ple, a Great Weapon or Thunderous Charge does
not increase the Strength of Stomp attacks, but a
Cannot March Pathmaster
Potion of Strength or the spell “Awaken the Beast”
Channel Penetrating (which increases the Strength) does.
Crush Attack Poisoned Attacks
Breath Weapon (X) Impact Hits (X)
Daemonic Instability Quick to Fire
Crush Attack Stomp (X)
Devastating Charge Random Attacks (X)
Grinding Attacks (X) Sweeping Attack
Distracting Random Movement (X)
Divine Attacks Regeneration (X)
Engineer Reload!
Ethereal Requires Two Hands
Fast Cavalry Scoring
Fear Scout
Fight in Extra Rank Skirmishers
Fireborn Stomp (X)
Flaming Attacks Strider
Flammable Stubborn
Fly (X) Stupidity
Frenzy Swiftstride
Grinding Attacks (X) Sweeping Attack
Hard Target Terror
Hatred Thunderous Charge
Hellfire Towering Presence
Hold Your Ground Toxic Attacks
Immune to Psychology Unbreakable
Impact Hits (X) Undead
Insignificant Unstable
Inspiring Presence Unwieldy
Lethal Strike Vanguard
Light Troops Volley Fire
Lightning Attack War Platform
Lightning Reflexes Ward Save (X)
Magic Resistance (X) Weapon Master
Magical Attacks Wizard Conclave (Spells)
Metalshifting

Special Rules 99 Rulebook


LIST OF SPECIAL RULES Area Attack
When an attack with this special rule hits a unit,
Accurate chose up to X different ranks of this unit; these
Shooting Weapons with this special rule or Shoot- must be the ranks resulting in the maximum
ing Attacks from model parts with this special amount of hits. For each rank selected this way:
rule don't suffer the -1 to-hit modifier for Shoot- the unit suffers X hits, to a maximum equal to the
ing at Long Range. number of models in this rank. No model can suf-
fer more than one hit from a single Area Attack.
Some Area Attacks have a higher Strength and/or
additional special rules stated in square brackets
(such as Strength 3[7], [Multiple Wounds (D3)]).
If so, a single hit from this attack uses the Strength
value and special rules in brackets. The Bracket-
ed values and special rules are not applied to any
other hits.

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.

Special Rules 100 Rulebook


Armour Piercing (X) Cannot March
Attacks made with this special rule and Close Units with one or more models with this special
Combat Attacks made by parts of models with this rule cannot perform a March Move.
special rule impose a -X modifier on the enemy’s
Channel
Armour Saves taken against them (in addition to
the normal modifier from the Strength of the at- Each model part with this special rule adds +1 to
tack). If an attack has more than one instance of its side's Channel rolls. All Wizards have this spe-
the Armour Piercing special rule, use the highest cial rule.
value available for the attack. Crush Attack – Special Attack
If the value within brackets is preceded by a ‘+’ I built these walls strong enough to keep out a
sign, add the value to the already existing Armour horde of trolls. Which I thought was fine, until they
Piercing value instead (if the model already had sent back Felix’s drawings from Virentia.
Armour Piercing). If not, use the value directly.
— Architect of the Volskagrad city defences
Bodyguard (X)
A model part with this rule can exchange all of its
When a Character is joined to a unit in which at normal Close Combat Attacks for a single Special
least one model has the Bodyguard special rule, Attack, which cannot be made as a Supporting
that Character gains Stubborn. When Characters Attack, is resolved at Initiative 0, has Strength
or Character types are stated in brackets, Body- 10 and Multiple Wounds (D3+1). Crush Attacks
guard only works for the specified Characters or never benefit from any equipment or special rule
Character types. the model may have (since it is a Special Attack).
Breath Weapon (X) – Special Attack Even though this is a Special Attack, the attack is
Model parts with this special rule can use it only Allocated as if it was a normal Close Combat At-
once during the game. If a model has more than tack. The model can still make other Special At-
one Breath Weapon, it can only use one Breath tacks such as Stomp or Impact Hits.
Weapon in a single phase. It can be used either
as a Special Shooting Attack or as a Special Close
Combat Attack.
• As a Special Shooting Attack (normally in the
Shooting Phase): Choose a target using the
normal rules for Shooting Attacks. The attack
has a Range of 6". This attack can be used even
if the model Marched previously in this turn,
as well as for a Stand and Shoot Charge Reac-
tion.
• As a Special Close Combat Attack (normally in
the Close Combat Phase): The attack is made
at the model part's Initiative. Declare that you
are using the Breath Weapon when allocating
attacks, and choose a unit in base contact to
attack with it.
No matter if it is used as a Shooting or Close Com-
bat Attack, a Breath Weapon causes 2D6 automat-
ic hits on its target. The Strength and the special
rules (if any) of these hits are given within brack-
ets, such as “Breath Weapon (Strength 4, Flaming
Attacks)”. When several model parts in the same
unit have this special rule, roll for the number of
hits separately.

Special Rules 101 Rulebook


Daemonic Instability Ethereal
When a unit with this Special Rule fails a Break Models with this special rule treat all Terrain as
Test, it does not flee from combat. Instead, it suf- Open Terrain for movement purposes, but can-
fers a number of Wounds equal to the amount not end their movement inside (or within 1" of)
by which the test was failed (Simplified formula: Impassable Terrain. Model parts with Ethereal
2D6+CS-Ld), ignoring the usual minimum 0 for its gain Magical Attacks, and non-mount model parts
Leadership Characteristic. These Wounds are dis- with Ethereal gain Ward Save (5+), which is in-
tributed following the rules for Unstable, with no creased to Ward Save (3+) against all attacks that
saves of any kind allowed. Only characters with are not Magical Attacks. Units including any non-
Daemonic Instability can join units with Daemon- mount R&F part with Ethereal can only be joined
ic Instability, and Characters with Daemonic In- by Characters with Ethereal on a non-mount part.
stability cannot join units without Daemonic In-
Fast Cavalry
stability. If a model has both Daemonic Instability
and Unstable, disregard the latter. Models with this special rule gain Light Troops
and Vanguard. If a unit consisting solely of mod-
Devastating Charge els with Fast Cavalry voluntarily flees as a Charge
In the first round of a combat after a model with Reaction and subsequently rallies the next friend-
this rule has successfully charged into combat, ly Player Turn, then the unit may move and shoot
model parts with this special rule gain +1 Attack. during that Player Turn. The rallied unit may not
charge and counts as having moved for the pur-
Distracting
pose of shooting. This rule cannot be applied if a
By illusion or allure, device or deceit; where others unit fails to rally on the next friendly Player or in-
fail, our blades strike true. voluntarily flees, such as a result of a failed Panic
— Saying among the Sword Masters Test.
of Celeda Ablan Fear
Close Combat Attacks allocated at a model with All enemy units in base contact with one or more
this special rule suffer a -1 modifier when rolling models with this special rule suffer a -1 Leader-
to hit. This to-hit modifier cannot be combined ship modifier. Models that are Immune to Psy-
with any other negative to-hit modifiers. chology or that have Fear themselves are immune
Divine Attacks to the effects of Fear. At the start of each Combat
Round, units in base contact with one or more
Successful Ward Saves taken against attacks with
enemy models with Fear must take a Leadership
this special rule, or against Close Combat Attacks
Test. If this test is failed, the models in the unit
made by model parts with this special rule must
have their Weapon Skill reduced to 1 for the re-
be rerolled.
mainder of the Combat Round.
Engineer
Fight in Extra Rank
A model with this special rule allows a War Ma-
Models with this special rule can make Support-
chine within 3" to use the Engineer's Ballistic
ing Attacks from an additional Rank. (So, normal-
Skill instead of its own and to reroll any rolls on
ly, this means that models with this special rule
the Misfire Table. (If there are several War Ma-
will be able to make Supporting Attacks from the
chines within 3" of the Engineer, declare which
3rd rank). This rule is cumulative, allowing an ad-
one will receive the Engineer's benefits this Play-
ditional rank to make Supporting Attacks for each
er Turn before firing it). If the War Machine uses a
instance of this special rule.
Flame Thrower Artillery Weapon, all D3 rolls for
the number of hits the Flame Thrower scores on Fireborn
its target may be rerolled. If this is used, you must Model parts with this special rule gain Ward Save
reroll all dice. (2+) against Flaming Attacks. While a model has
This rule cannot be used by a model that is En- Fireborn, it cannot benefit from Regeneration.
gaged in Combat.

Special Rules 102 Rulebook


Flaming Attacks Grinding Attacks (X) – Special Attack
This rule is applied to attacks made with this spe- The problem with chariots is they stop. Machines,
cial rule and attacks from model parts with this on the other hand, just keep spinning and killing.
special rule (both Close Combat and Shooting That’s the idea, anyway.
Attacks). They don't normally have any special
— Conditional promise of a Rakachit Engineer
effect. However, they interact with other rules
(such as Flammable and Regeneration). Model parts with this special rule must make a
Special Close Combat Attack at their own Initia-
Flammable
tive against a single enemy unit in base contact.
Attacks with the Flaming Attacks special rule This attack deals a number of hits equal to the
must reroll failed to-wound rolls against models value stated within brackets (X). These attacks
with this special rule. automatically hit and have a Strength equal to
Fly (X) the model's own Strength. Grinding Attacks nev-
er benefit from any equipment or special rule the
Units composed entirely of models with this spe-
model may have (since they are Special Attacks).
cial rule can make Flying Movements when per-
If a model has both Grinding Attacks and Impact
forming a Move Chargers move or in the Remain-
Hits, it may only use one of these rules in the
ing Moves sub-phase. When a unit makes a Flying
same Round of Combat (you may choose which).
Movement, substitute the models’ Movement
When several model parts in the same unit have
Characteristic with the value given in brackets
this special rule, and when X is a random number
(X). All modifiers to ground movement values are
(for example Grinding Attacks(2D3)), roll for the
also applied to the flying value of a model. Flying
number of hits separately.
Movement can be used to March. Units using Fly-
ing Movement ignore all Terrain and units during Hard Target
the Flying Movement (from their starting to their Shooting Attacks targeting a unit that has more
ending position), but must abide the Unit Spac- than half of its models with this special rule suffer
ing rule at the end of the move (unless charging, a -1 modifier when rolling to hit.
when the normal exceptions to the Unit Spacing
rule apply). They are still affected by the effects of
the Terrain from which they take off and in which
they land. Models with the Fly special rule also
gain Swiftstride and Light Troops.
Frenzy
Model parts with Frenzy gain +1 Attack and Im-
mune to Psychology. After all charges have been
declared, each of your units with one or more
models (or model parts) with Frenzy must take
a Frenzy Test (Leadership Test) if it did not de-
clare a charge. If the test is failed, the unit must
declare a charge against the closest viable enemy
unit, if there is one. Characters are never forced to
charge out of units. Units with one or more model
parts with Frenzy must always pursue and over-
run whenever possible. If a model part with Fren-
zy is ever on the losing side of a Combat Round, it
immediately loses this special rule.

Special Rules 103 Rulebook


Hatred Impact Hits (X) – Special Attack
Model parts with this special rule may reroll Model parts with this special rule in base con-
failed to-hit rolls during the first Round of Com- tact with an enemy unit can (and must) make a
bat. Sometimes this rule may only work against Special Close Combat Attack in the first Round of
certain enemies, which are then stated in brack- Combat after successfully charging. Impact Hits
ets. For example, “Hatred (Armybook: Empire of are resolved at Initiative 10 and inflict a number
Sonnstahl)” means that Hatred only applies when of hits equal to the value stated within brackets
attacking models from the Empire of Sonnstahl (X) ​to the charged enemy unit. Impact Hits auto-
Armybook. matically hit and have a Strength value equal to
the model part's own Strength, with +1 Strength
Hellfire
for every Full Rank after the first in the unit, pro-
Regeneration Saves cannot be taken against at-
vided that those ranks are comprised entirely of
tacks with this special rule, or against Attacks
models with the Impact Hits special rule. Due to
made by model parts with this special rule. At the
being Special Attacks, Impact Hits do not benefit
end of a phase in which a unit has suffered one or
from weapon bonuses or special rules.
more unsaved Wounds from model parts or At-
If a model has both Grinding Attacks and Impact
tacks with this rule, the unit suffers an additional
Hits, it may only use one of these rule in the same
D3 Strength 3 hits.
Combat Round (you may choose which). If the val-
Hold Your Ground ue within brackets is preceded by a ‘+’ sign, add
All units within 12" of a friendly non-fleeing mod- the value to the already existing Impact Hits in-
el with this special rule may receive the ability to stead (if the model part already had Impact Hits).
reroll failed Leadership Tests. If not, use the value directly. When several model​
s in the same unit​have this special rule, and when
Immune to Psychology
X is a random number (for example Impact Hits
If more than half of a unit's models are Immune (D6)), roll for the number of hits separately.
to Psychology, the unit automatically passes Panic
For Chariot models, only the Chariot model part
Tests and cannot declare a Flee reaction (unless
itself use this Special Attack. In the other multi-
already fleeing). Models that are Immune to Psy-
part models, only the mount parts can use it.
chology are also immune to the effects of Fear.

Special Rules 104 Rulebook


Insignificant Lightning Attack
Always charge towards whatever goblins are run- Units with the Fly special rule that, suffer one or
ning from. more hits during a single phase from attacks with
this special rule, or attacks from model parts with
— Orc saying
this special rule, suffer an additional D6 Strength
Units consisting entirely of models with this spe- 4 hits at the end of that Phase.
cial rule do not cause Panic Tests on friendly units
Lightning Reflexes
without this special rule. Only Insignificant Charac-
ters can join units with Insignificant R&F models. Model parts with this special rule gain a +1 to-hit
modifier to their Close Combat Attacks. Model
Inspiring Presence
parts suffering from a modifier that sets their In-
All units within 12" of a friendly non-fleeing mod- itiative to 0, or the Initiative of their Close Com-
el with this special rule may receive the ability to bat Attacks to 0 (such as model parts using Great
use the Leadership of the model with Inspiring Weapons) disregard both this modifier and the
Presence, instead of their own Leadership. This +1 to-hit modifier from Lightning Reflexes.
ability follows all the normal rules for using a
Magic Resistance (X)
Borrowed Characteristic, meaning that effects
modifying the Leadership of the model with In- All models in a unit with one or more models with
spiring Presence are applied before borrowing Magic Resistance add the value within brackets
the model’s Leadership. This borrowed Leader- (X) to any Ward Save rolls (using the same rules
ship may then be further modified. as for adding to Armour Saves) when rolling Ward
Saves against Wounds directly caused by spell ef-
Lethal Strike
fects. Magic Resistance, like most special rules, is
If an Attack with this special rule, or a Close Com- not cumulative. Note that Magic Resistance does
bat Attack from a model part with this special not grant Ward Saves for wounds caused indirect-
rule rolls an unmodified '6' to wound, this Wound ly by Spells, such as granting models rules, where
has Armour Piercing (6) and Regeneration Saves this later causes wounds.
cannot be taken against it.
Light Troops
Units composed entirely of models with this spe-
cial rule are allowed to make any number of Re-
forms when moving in the Remaining Moves sub-
phase, while they may still Advance or March.
They are allowed to shoot even if they Marched
or Reformed. No model may move more than
its Movement allowance (or twice that number
if Marching), from its starting position to its fi- Magical Attacks
nal position, around any obstructions (including Attacks with this special rule or Attacks made by
the Unit Spacing rule). If a model performed any model parts with this special rule normally don’t
action during the movement (such as Sweeping have any special effect. However, they interact
attacks), the distance moved is counted from its with other rules (such as Ethereal). Models with
starting position to the point on the Battlefield this special rule apply it to all their attacks, includ-
where it performed that action and then to its fi- ing Special Attacks such as Stomp, Impact Hits,
nal position. If more than half the models in a unit and Breath Attacks (unless stated otherwise). All
have the Light Troops special rule, the unit always attacks caused by spells and Magical Items have
counts as having 0 Full Ranks. Magical Attacks.
Characters with Light Troops that are joined to
,
units with one or more models without Light
Troops, lose this rule for as long as it remains
with the unit.

Special Rules 105 Rulebook


Metalshifting Multiple Wounds (X, Y)
The strongest armour can be negated by the power When I said I could heal anything, I was under the
of magic. More insidious yet, some spells can turn assumption the patient would still have both lungs
armour against the bearer, scorching skin through and a head.
the very metal. — Equitan field medic
— Extract from Lore of the Arcane Art, Unsaved wounds caused by attacks with this spe-
by Archwizard Theodius cial rule or by Close Combat Attacks from mod-
el parts with this special rule are multiplied into
Attacks with this special rule or Close Combat
the value given in brackets (X). If the value is a
Attacks made by model parts with this special
Dice (such as “Multiple Wounds (D3)"), roll one
rule don't roll to wound as normal. Instead, they
such Dice for each unsaved wound with this spe-
always wound on a roll equal to or greater than
cial rule. The amount of wounds that the attack
the target's Armour Save. An unmodified '6' al-
is multiplied into can never be higher than the
ways wounds and an unmodified '1' always fails
Wounds Characteristic of the Target (excluding
to wound. These attacks have Armour Piercing
Wounds suffered previously in the battle). For ex-
(6) and Flaming Attacks.
ample, if a Multiple Wounds (D6) attack wounds
Move or Fire a Troll (W3) and rolls a ‘5' for the amount of
Shooting Weapons or model parts with this spe- wounds, this is reduced to 3 wounds.
cial rule may not shoot if they moved during the If (Clipped Wings) is stated after the X value in
current Player Turn. brackets, any unsaved wounds caused by attacks
Multiple Shots (X) with this special rule against a model with Fly are
multiplied into X+1 instead of X.
Shooting Weapons or model parts with this spe-
cial rule may choose to fire multiple times instead Sometimes this rule is connected to certain Troop
of a single time, in each Shooting Phase. How Types or special rules. If this is the case, the Troop
many times they can shoot is stated in brackets. Type will be given within brackets (Y), for exam-
However, using this special rule imposes a -1 to- ple Multiple Wounds (2, Infantry). If this is the
hit modifier on all shots fired. All R&F models in case, only apply the Multiple Wounds rule when
a single unit must use the Multiple Shots rule if at attacking models of the given Troop Type or pos-
least one of them uses this rule (if possible). sessing the given special rules.
Not a Leader
Models with this rule can never be the General.
Otherworldly
Models with this special rule gain Magical At-
tacks, Immune to Psychology and Ward Save (5+).
Units with the Otherworldly special rule can only
be joined by Otherworldly Characters. Similarly,
Otherworldly Characters can only join Other-
worldly units.
Pathmaster
Wizards with this special rule do not randomly
generate spells as usual. Instead, they can freely
choose their spells from their Path, or if there is
a Path stated in brackets, they must use this Path.
Parry
Close Combat Attacks from opponents in the
front of a model with Parry can never score suc-
cessful hits on to-hit rolls of better than 4+. This is
not considered a to-hit modifier. Apply this before
applying any to-hit modifiers.

Special Rules 106 Rulebook


Penetrating Random Movement (X)
When a weapon with this special rule hits, check Units with this special rule cannot Declare Charg-
in which arc of the target the shooter is in. The es and cannot move in the Remaining Moves sub-
weapon causes a number of hits equal to the phase (which also means they cannot perform
number of ranks of its target if the shooter is in Magical Moves). Instead, they move in the Com-
the front or the rear arc, or a number hits equal pulsory Moves sub-phase. Models with this spe-
to the number of files of its target if the shooter cial rule lose Swiftstride (and can never gain it),
is in either flank arc. In either case, the number but always Charge, Flee, Pursue and Overrun the
of affected ranks or files cannot exceed 5, and no distance stated in brackets.
model can suffer more than one hit from a single During the Compulsory Moves sub-phase, units
Attack with Penetrating. with this special rule move using the rules for
Some Penetrating attacks have a higher Strength pursuing units, except that they can freely choose
and/or additional special rules stated in square which direction to rotate towards before rolling
brackets (such as Strength 3[6], [Multiple Wounds the Pursuit distance, cannot move off the Board
(D3)]). If so, a single hit from this attack uses the Edge and only take Dangerous Terrain Tests if
Strength value and special rules in brackets. The they actually charge an enemy unit (they still test
Bracketed values and special rules are not ap- as normal when fleeing, pursuing a broken ene-
plied to any other hits. my or Overrunning).
Poisoned Attacks Characters with Random Movement can only join
units with the same special rule (by moving into
If an attack with this special rule, or an attack
contact with them during the Compulsory Moves
from a model part with this special rule (both
sub-phase), and units with this rule can only be
Shooting and Close Combat Attacks), rolls a suc-
joined by Random Movement Characters. If a unit
cessful hit with a to-hit roll of an unmodified '6',
has several sets of Random Movement, use the
this hit automatically wounds with no to-wound
lowest one.
roll needed. Shooting Attacks that need a 7+ to
hit (or more) can never benefit from Poisoned At-
tacks. If the Attack can be turned into more than
one hit (such as for a hit with Penetrating or Area
Attack), only a single hit (of attacker’s choice)
automatically wounds, all other hits must roll to
wound as normal.
Regeneration (X)
Quick to Fire
Regeneration is a special save, taken after a failed
Shooting Weapons with this special rule or Shoot-
Armour Save. The value of the save will be stated
ing Attacks from model parts with this special
in brackets. Regeneration Saves cannot be tak-
rule don't suffer the -1 to-hit modifier for Mov-
en alongside Ward Saves (if a model has both, it
ing and Shooting and can make a Stand and Shoot
must choose which one to use) and cannot be tak-
Charge Reaction regardless of the distance to the
en against Lethal Strikes that rolled '6' to wound
charging unit.
or against Flaming Attacks. While a model has
Random Attacks (X) Fireborn, it cannot benefit from Regeneration.
A model part with this rule has a random number
Reload!
of Attacks equal to the value between brackets
Shooting Weapons with this special rule or Shoot-
(before adding possible modifier to it). For ex-
ing Attacks from model parts with this special
ample, a model with Random Attacks (D3+2) can
rule can never Stand and Shoot as a Charge Re-
have between 3 and 5 Attacks. These attacks ig-
action.
nore the limit which states that a model may have
a maximum of 10 attacks. Requires Two Hands
A model wielding a Weapon with this special rule
cannot simultaneously use a Shield.

Special Rules 107 Rulebook


Scoring Skirmishers
Units with at least one model with the Scoring Models with this special rule always gain Light Troops.
special rule are considered Scoring Units and are Shooting at Skirmishers suffers a -1 to-hit modifier.
used for capturing Secondary Objectives. Every Skirmishing models are not placed in base to
army needs a few Scoring units to be able to com- base contact with each other. Instead, models are
plete Secondary Objectives, which is why units placed with a 12.5mm distance between them.
with the Scoring special rule are marked in the This gap is considered part of the unit for Line
Armybooks with a special pennant icon: of Sight purposes, and will have the same Height
as the largest fraction of the models in the unit.
Other than this gap between models, units of
Skirmishers follow the normal rules for form-
ing units and therefore have a front, two flanks,
The Scoring special rule can be lost during the a rear, can perform Supporting Attacks from the
game: second rank, and so on. Skirmishing units can
only be joined by Characters that have the same
• A unit that is Fleeing loses its Scoring special
Troop Type as the unit. A Character which joins a
rule for as long as it if Fleeing.
unit of Skirmishers gains Skirmishers for as long
• An Ambushing unit that entered the Battle-
as it remains with the unit. The unit ceases to be
field on Game Turn 4 or later loses its Scoring
Skirmishers if all models with Skirmishers are
Special rule.
wiped out, immediately contracting their loose
• A unit that has performed a Post-Combat Re- formation into a normal formation, without mov-
form loses its Scoring special rule until the end ing the centre of the front rank. Nudge any unit as
of the current Player Turn. normal to maintain base contact when possible.
Scout The Character is always considered Mismatched
for the purpose of placement within the unit un-
Before deploying an army that includes units
less it has the exact same base size as the other
with Scout, you must state which of your units
Skirmisher models.
with this special rule will use it, starting with the
player that picked the Deployment Zone. Deploy Figure 18
your army as usual, but without deploying any of a)    
the Scouting units. These units are placed after
all other non-Scouting units have been deployed.
They can either be deployed in your Deployment
Zone, using the normal rules, or they can be de-
ployed outside the Deployment Zone, but must be
more than 18" away from any enemy units. This is a) An example of a Skirmishing unit with a joined
decreased to 12" if the Scouting unit is deployed mismatching Character.
entirely within a Forest, Ruin, Field or Water Ter- b)       
rain Feature. Scouting units that are deployed
outside their player’s Deployment Zone may not
Declare Charges in the first Player Turn (if their
side has the first turn). If both players have Scout-
ing units, alternate deploying one unit at a time,
starting with the player that finished deploying
first.

b) The same unit on combat. Here all green mod-


els with bold frame can attack and be attacked
The question isn't who is going to let me; it's who is by C2. The blue models with bold frame can
going to stop me. attack and be attacked by C1.
— Barac Darkhelm, in The Virtue of Selfishness, Green models with dashed frame cannot at-
a seminal text on Dread Elf ethics tack at all.

Special Rules 108 Rulebook


Stomp (X) – Special Attack Strider
A model with this special rule must make a Spe- We are the river, we are the jungle.
cial Close Combat Attack in the Close Combat
— Translation of a Saurian carving
Phase at Initiative 0 against a single enemy unit in
base contact, provided that the Troop Type of the Models with this special rule automatically pass-
target unit is Infantry, War Beast, Swarm or War es Dangerous Terrain Tests taken due to Terrain
Machine. This attack deals a number of hits equal and cannot be prevented from Marching by the
to the value stated within brackets (X), which au- Terrain. Units with more than half of Strider
tomatically hit and have a Strength equal to the models never lose their Steadfast or Rank Bonus
model's own Strength. Hits caused by Stomp can due to the Terrain. Sometimes this special rule
only be allocated onto models with Infantry, War is only linked to a specific type of Terrain, stated
Beast, Swarm or War Machine Troop Type (ignore in brackets. In this case, models with this special
models of different Troop Type when distributing rule are considered Striders only when interact-
hits). When several models in the same unit have ing with such type of Terrain.
this special rule, and when X is a random number Stubborn
(for example Stomp (D6)), roll for the number of
A unit with at least one model with this special
hits separately.
rule ignores any Combat Score penalties to its
In multipart models, riders can never Stomp. Leadership when taking Break Tests or Combat
Stomp attacks can only ever be allocated to mod- Reform Leadership Tests.
els that can normally be stomped. Being a Special
Attack, Stomp never benefits from any equipment
or special rule the model has.

I am tired of dealing with them. These so-called


Highborn consider trade with humans beneath
them. Yet without the constant stream of goods out
of Alfhaven, I am certain they would be severely
weakened. We have a strong position from which
to renegotiate terms; the trick is merely to behave
in a manner that appeases their ferocious
narcissism. If they choose to isolate them-
selves, it will be they who suffer more
than us.
— Letter from Chancellor Eckhardt
to Emperor Matthias, 955 A.S.

Special Rules 109 Rulebook


Stupidity Thunderous Charge
At the start of a Player Turn, each of the Active To the sound of the drums, the ground shakes and
Player’s unengaged non-fleeing units with one or thrums, we come, we come. Crushed underfoot, un-
more models (or a part of them) with this spe- der wheel and hoof, your doom, your doom.
cial rule must take a Leadership Test. If the test
— Battle chant of the Bloody Wheel
is failed, the unit must move D6" directly forward
tribe of Warriors
(stopping 1" before Impassible Terrain or other
units) in the Compulsory Moves sub-phase and In the first round of a combat after a model with
may not perform any other voluntary actions this this rule has successfully charged, model parts
Player Turn (such as charging, moving, shooting, with this special rule gain a +1 Strength modi-
casting spells and so on). If the model has no front fier to their normal Close Combat Attacks. This
(i.e. the model is on a round base), randomize Strength modifier can only be used for Attacks
which direction to move in. All models with the directed against the charged enemies.
Stupidity special rule are also Immune to Psy- Towering Presence
chology.
A model with Towering Presence is of Gigantic
Swiftstride Height and can never be joined or join a unit (un-
When a unit composed entirely of models with less it is a War Platform). A model with Towering
this special rule rolls Charge Range, Flee Distance, Presence increases its Hold Your Ground or In-
Pursuit Distance or Overrun Distance, it rolls an spiring Presence Range by 6".
additional D6 (normally this will lead to rolling Toxic Attacks
3D6) and discards the lowest D6 rolled.
Attacks with this special rule or Close Combat At-
Sweeping Attack – Special Attack tacks made by model parts with this special rule
Attack it? But how could we, Sir? Begging your par- have Strength 3 and gain Armour Piercing (6).
don, it flew right over us. Those that are left are Unbreakable
lucky to be alive, sir. Units with this special rule are Immune to Psy-
— Sworn Testimony of Light Infantryman chology and automatically pass all Break Tests.
at the battle of Sarlimar Characters with the Unbreakable special rule can
Special Ranged Attack. This attack may be used by only join Unbreakable units. Unbreakable units
units consisting of models with this special rule. can only be joined by Unbreakable Characters.
At the end of the Remaining Moves sub-phase (or Undead
the Magic Phase if this is done as part of a Magi- Units with this special rule gain Unstable and Im-
cal Move), nominate one unengaged enemy unit mune to Psychology. Undead units cannot March,
which the unit Advanced or Marched through (or unless they start their move within the range of
over) in this phase (Bases are Overlapping, even a friendly model’s Inspiring Presence. The only
partially). The whole unit makes an attack against Charge Reaction an Undead unit can make is Hold.
the chosen enemy unit (follow the description in
the unit profile). These attacks hit automatically.
When a model performs a Sweeping attack, the
distance moved is counted from its starting posi-
tion to the point on the Battlefield where it per-
formed the attack, and then to its final position.
Terror
When a unit with one or more models with this
special rule declares a Charge, its target must
take a Panic Test. If the test is failed, the target of
the Charge must declare a Flee reaction, if able to
do so. All models with Terror also gain the Fear
special rule and are immune to Fear and Terror.

Special Rules 110 Rulebook


Unstable Unwieldy
The undead are like a poorly tempered blade. Shooting Weapons with this special rule or Shoot-
They are strong but inflexible. Rather than giving ing Attacks from model parts with this special
ground, they will lose whole ranks when pressured. rule suffer an additional -1 to-hit modifier (for a
total of -2) for Moving and Shooting. When com-
— Equitan paladin
bined with Quick to Fire, the model can only ig-
Unstable units can only be joined by Unstable nore the normal -1 to-hit modifier from Moving
Characters. Units with this special rule automat- and Shooting, not the additional -1 to-hit modifi-
ically pass all Break Tests. When a unit with this er from this rule.
special rule loses a combat, it suffers a Wound
Vanguard
(without any saves allowed) for each point of
Combat Score by which it lost the combat. After Deployment (including Scouts), units com-
posed entirely of models with this special rule
The number of lost wounds is reduced in some
may perform a 12" move. The move is performed
situations. Apply the modifiers in the following
as if in the Remaining Moves sub-phase, includ-
order:
ing any actions and restrictions the unit would
1. If the unit is Stubborn, halve the number of
normally have in the Remaining Moves sub-phase
lost wounds (round fractions up).
(such as Wheeling, Reforming, joining units, leav-
2. If the unit is Steadfast, reduce all lost wounds ing units and so on). The 12" distance is used in-
above 12 to 12. stead of the unit's Movement Characteristic and
3. If the unit receives Hold Your Ground, reduce no March Moves are allowed. This move cannot
the number of lost wounds with the unit’s cur- be used to move within 12" of enemy units. This
rent Rank Bonus. Units with no Rank Bonus re- is decreased to 6" for enemy units which have
duce the number of wounds lost by 1 instead. either Scouted or Vanguarded. Units that have
Apply all other modifiers (from items/special moved in this way may not Declare Charges in the
rules/spells etc) afterward. first Player Turn (if their side has the first turn). If
both players have units with Vanguard, alternate
The Wounds are distributed in the following or-
moving units one at a time, starting with the play-
der:
er that finished deploying last. Instead of moving
1. R&F models (excluding Champions) a unit, a player may declare to not move any more
2. Champion Vanguarding units.
3. Characters (distributed by the owner of the Volley Fire
unit, as evenly as possible)
Shooting Weapons with this special rule or Shoot-
ing Attacks from model parts with this special
rule ignore intervening models for Cover purpos-
es when shooting. (However, they don't ignore
Terrain and must still be able to draw a Line of
Sight to their target). Furthermore, (unless mak-
ing a Stand and Shoot Charge Reaction) if the unit
hasn't moved in this Player Turn, all models with
a Volley Fire Shooting Weapon may shoot (even
if they are further back than the usual first two
ranks allowed to shoot).

Special Rules 111 Rulebook


War Platform Wizard Conclave
Models with this special rule may join and leave Most races can only control the forces of magic
units as if they were Characters, even if they are through individuals of distinct ability. For some
not Characters and even if they are Towering beings though, who are born of magic or infused
Presences, they also follow the rules for Char- with its essence, their collective aura can produce
acters with regards to distributing hits. While magical effects of considerable strength.
joined to and moving with a unit consisting of 5
— Extract from Lore of the Arcane Art,
or more models (besides the War Platform itself)
by Archwizard Theodius
a model with the War Platform special rule may
March even though its Troop Type would normal- The Champion of a unit with the Wizard Conclave
ly forbid it, for example if it is a Chariot. When special rule gains +1 Wound in addition to the
joined to a unit, it must always be placed in the normal Characteristics increases associated with
centre of the front rank, possibly pushing back being a Champion and is a Wizard Apprentice.
models with the Front Rank rule, and must keep This Champion knows predetermined spells, de-
its position in the centre of the front rank at all fined in the Armybook. A Wizard Conclave Cham-
times. If two positions are equally central (this is pion will also know all Trait Spells and Attribute
the case in a unit with an even number of models Spells from Paths which its predetermined spells
in the first rank), the War Platform can be placed are taken from.
in either of these positions. If the War Platform
cannot be placed in the centre of the the front
rank (for example due to Mismatching bases or
the front rank being too narrow), the model can-
not join the unit. This means that a War Platform
can never join a unit with Mismatching bases and
that only a single War Platform can ever be in the
same unit. Chariot models with War Platform
lose the Swiftstride special rule granted by their
Troop Type, although they may gain it through
other means.
Ward Save (X)
Some don’t like it when the other guy won’t die.
Maybe the gods save them, but only for a little
while, and I find it helps work up an appetite.
— Ogre mercenary
Ward Saves are special saves, taken after failed
Armour Saves. The value of the save will be stat-
ed in brackets. Ward Saves cannot be taken along-
side Regeneration Saves (if a model has both, it
must choose which one to use).
Weapon Master
At the beginning of each Round of Combat, mod-
el parts with this special rule may choose which
weapon they fight with. This includes selecting to
use a Hand Weapon even if they have other weap-
ons. If armed with a Magical Weapon, the model
must still use it.

Special Rules 112 Rulebook


APPLYING SPECIAL RULES Effects and Units
Some effects only work at the unit level. Examples
Special Rules are movement effects (such as Flying or Fast Caval-
and Multipart Models ry), deployment effects (such as Scout or Vanguard),
effects related to Break Tests (such as Unstable or
Which parts of the model Unbreakable) and effects enabling or forcing the
have the special rule? unit to perform a special action (such as Frenzy).
When a multipart model has a special rule writ-
Some special rules specify how many models
ten on its profile, all its parts have this special
with this special rule the unit must have in order
rule unless stated otherwise.
to be affected. For the sake of counting the mod-
If a Character and its optional mount are listed un-
els, multipart models are considered as having
der separate profiles, special rules that are listed
under the Character’s profile are not transferred the special rule if at least one model part has it.
to its mount (as if all rules said “rider only”). The For example, consider a Character that mounts a
same applies for mounts taken from the mount Monstrous Beast with Frenzy. By default, Frenzy is
section of the Armybook: their special rules are not transferred to the rider, so it does not receive
not automatically transferred to their riders. the attack bonus. However, when deciding wheth-
Which parts of the model er to take a Frenzy Test, to pursue or to overrun,
are affected by the special rule? the whole model is considered as having Frenzy.
Special rules have one or more effects. Effects
are applied to model parts or whole models. If a
Weapons and Special Rules
special rule has two or more effects, these effects If a weapon has a special rule that modifies at-
may work on different levels. tacks, then only attacks made with that weapon
will benefit from that rule. For example, a Hand-
• Characteristics change
gun with the special rule Armour Piercing will
Effects changing the values of Characteristics
perform Armour Piercing Shooting Attacks. The
only work on the model part which has the
model will not benefit from the Handgun’s spe-
special rule.
cial rule when performing Close Combat Attacks
• Special Attacks
or when shooting with other weapons.
Effects giving Special Attacks (such as Stomp,
Grinding Attacks, Impact Hits, Breath Weap-
Duplicated special rules
ons) only work on the model part which has
the special rule. Sometimes a model may have the same special
• Attack modifiers rule more than once, for example when a model
Effects modifying attacks (such as Lethal gains a special rule that it already had or gains the
Strike, Armour Piercing, Hatred) only work same special rule from two different sources. In
on the model part which has the special rule. such a case, the effects of the duplicated special
Such effects are applied only to the Close Com- rules do not stack and do not offer any addition-
bat Attacks made by the model part (i.e. they al benefit, unless specifically noted otherwise. If
do not apply to Shooting and Special Attacks) the duplicate special rules have different (X) val-
unless noted otherwise (such as Magical At- ues, use the version with the highest one. If the
tacks and Poisoned Attacks). X is the result of a dice roll, it sometimes is not
clear which X is the highest. In this case you may
• Defence
choose which rule to use (before rolling any dice).
Defensive effects (such as Armour Saves, Ward
Saves, Regeneration, Fireborn, Distracting) al- For example, if a unit possesses Magic Resistance
ways work on the whole model. (2) and Magic Resistance (3), then it is considered
The exceptions are Ridden Monsters: defen- to possess Magic Resistance (3). As a counterex-
sive effects specified for the rider are always ample, Fight In Extra Rank is one of the rare spe-
ignored by the whole model. cial rules specifically allowed to stack. A unit that
already has Fight In Extra Rank and gains Fight In
• Other
Extra Rank is able to fight with two extra ranks.
All other effects always work on the whole
model, and apply to all its parts.

Special Rules 113 Rulebook


Special Rules 114 Rulebook
At dawn on the morning of the 9th, the order for attack was given. Immediately, one hundred cannon,
rocket batteries and mortars opened fire on the massed ranks of the enemy. Many unleashed several
payloads with a single discharge, and the effect was devastating. The artillery had been positioned
in formidable redoubts, being unable to fire on the move, and it was therefore of paramount impor-
tance to defend them at all costs.
Knight Commander Holstein had the honour of leading the first charge upon the ghouls on the right
flank. As expected, the creatures showed no fear in the face of his advance, refusing to retreat a single
step. Their ranks rapidly crumbled once the full impact of the charge was felt, yet noble Holstein soon
found himself bogged down and cut off once their bodies began to reanimate.
Meanwhile, Prince Ilya Vadimovich was advancing on the left, and with a vigorous assault managed
to capture the fortified village of Crauladino. But when they attempted to push beyond this point, his
troops were overcome with dread at the sight of a vast dragon, blotting out the sun, accompanied by
a ghostly horde of horrors, wraiths, phantoms and other supernatural creatures that passed through
the land – and their weaponry – as if it were not there. Immediately, the Emperor commanded the
engagement of Marshall Reinhard and his griffon knights, who valiantly assaulted the undead drag-
on in the skies, managing to bring it down at great cost. However, the deadly effects of its necrotising
breath and the accompanying spectres had already driven the Volskayan lines into panicked retreat.
In the centre, the Emperor had been unwilling to sacrifice the higher ground, allowing the shambling
troops of the enemy, lacking the basic discipline required to march, to slowly approach and weather
the effects of our guns. Yet even when battle was joined in earnest, they still numbered several times
our own soldiers. Our troops fought bravely, but by noon the toxins of the enemy,
combined with a sudden surge of their reinforcements on the right, left our lines
in disarray.
The slaughter was at its thickest, as bodies were heaped in all directions. They
were almost upon the artillery redoubts when the Emperor committed his
Imperial Guard. Sworn to protect their liege until death, the stolid knights
stood alone against the tide of undeath as the Emperor carved his way to-
wards that unholy monster, the enemy commander. Guided by the divine
blessings of Archmage Bloch, the Emperor cleaved through the enemy
wards, finally reaching the vampire and dispatching him with a single
blow.
— Testimony of Baron Jung, Aide de Camp
to Emperor Frederick at the battle of Crauladino, 924 A.S.
It was the final and bloodiest engagement of the War of the Dead.

Special Rules 115 Rulebook


MAGICAL ITEMS

One of a kind artefact? I’ve got three in the storehouse.


— Merchant Hoardmaster Qengta of Nyetsan

Magical Item Categories Magical Weapons

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.

Magical Items 116 Rulebook


Magical Item Types Who is affected
Each Magical Item has a type which is the same as Magical Items often refer to their “wielder”,
its mundane counterpart and which follows all of “wearer”, or “bearer”. These terms mean the same
its associated rules and restrictions. For example, thing and refer to the model part the item was
a Magical Lance confers +2 Strength when charg- bought for, excluding its mount. Other Items af-
ing and can only be used by mounted models, War fect the “model”, “wearer's model” or “bearer's
Beasts or Monstrous Beasts, exactly like a normal model”; these terms refer to the entire model
Lance would. If a Magical Item is destroyed it is including the mount (note that these terms over-
considered to revert to its mundane type. ride the restriction for Ridden Monster’s Profile).
Restrictions Finally, a third group of Items refer to the “wear-
er’s unit” or “bearer’s unit”; these items affect all
• All Magical Items have the rule One of a Kind:
model parts (including mounts) in the same unit
they cannot be duplicated within an army.
as of the wearer of the item (including the wearer
• No model can have more than one Magical
itself).
Item of the same category.
• Certain Magical Items may have additional re- One Use Only
strictions associated with them.
These effects can only be used once per game.
Point Cost
Most Magical Items have a point cost displayed
after their name.

Magical Items 117 Rulebook


LIST OF COMMON Ogre Sword (80 pts)

MAGICAL ITEMS So called because it is said to “eat” other swords,


some believe this huge weapon can never be bro-
The Magical Items listed below are considered ken, becoming stronger with each blade it shatters.
“Common Magical Items” and are available to all
Type: Hand Weapon. Attacks made with this
models/units who have the option to buy Mag-
weapon gain +2 Strength.
ical Items. They are often bought in addition to
army-specific Magical Items. Jack's Pickaxe (70 pts) – cannot be taken by
models with Towering Presence
Magical Weapons Legend tells of lightfoot Jack, who stole from the
Giant Sword (120 pts) giants of the deep caves. As he fled with his stolen
treasures, only this axe kept him alive, collapsing
Landing blows with the weight of a man, swords
the tunnel on great grasping hands.
such as these aided the early human tribes in their
wars against the giants who once dominated Vetia. Type: Hand Weapon. Attacks made with this
weapon gain +1 Strength. Against models with
Type: Hand Weapon. Attacks made with this
Towering Presence, attacks made with this weap-
weapon gain +3 Strength.
on also gain Multiple Wounds (2) and count as
having a Strength equal to the Toughness of their
target when rolling to wound (ignore all other
Strength modifiers except the ones granted by
this weapon when attacking models with Tower-
ing Presence).
Skull Splitter (65 pts)
Capable of launching a cloud of projectiles, the only
safe place to stand is behind the wielder.
Type: Shooting Weapon. Range 24", Strength 4,
Armour Piercing (1), Multiple Shots (4). Shooting
Attacks made with this weapon ignore Ballistic
Skill and all to-hit modifiers, and instead hit on 4+.
Axe of Battle (60 pts)
These remnants of the Golden Age are inscribed
with tales of their power to fell a forest in a day –
now they serve as mighty weapons.
Type: Hand Weapon. The wielder has 6 Attacks
when using this weapon, but can never wound on
better than 3+.
Beast-Bane Halberd (60 pts)
Once the staff of a mighty beast lord, this polearm
was bound with powerful spells by his enemies to
make it especially lethal to all creatures of the wild.
Type: Halberd. Attacks made with this weapon
have Strength 5 (regardless of modifiers) and
Multiple Wounds (2, Monsters, Ridden Monsters,
Monstrous Cavalry, Monstrous Infantry, Mon-
strous Beasts, Chariots).

Magical Items 118 Rulebook


Blessed Sword (50 pts) Fencer's Swords (45 pts)
When the gods decree that an enemy should die, – models on foot only
they empower the tools of their followers to pierce To impart strength is one thing, to impart speed is
even magical defences. quite another.
Type: Hand Weapon. Attacks made with this Type: Paired Weapons. The wielder has Weapon
weapon gain Divine Attacks and may reroll failed Skill 10.
to-wound rolls.
Hero’s Sword (40 pts) – Characters only
Fleshrender (50 pts) The passing of a great hero marks a tragic time,
This cast-iron mace is a ball of spikes and edges. yet their memory can live on when their strength is
Such is its impact that it shreds metal and muscle channeled into a weapon which allows a warrior to
as one and the same. stand against cruel odds.
Type: Great Weapon. Attacks made with this Type: Hand Weapon. Attacks made with this
weapon gain Armour Piercing (1). weapon gain +1 Strength. The wielder gains +1
Attack when using this weapon. When attacking
King Slayer (50 pts)
with this weapon, wielder cannot have more than
This deadly blade seems to be able to scent the 4 Attacks and Strength 5 (regardless of modifiers).
most powerful foes and the strongest wills, slipping
through their defenses to dispatch them with hor- Sword of Strength (30 pts)
rible ease. The dull metal of this blade gives no hint at the
Type: Hand Weapon. The wielder gains +1 electrifying surge of vitality felt by any who grasp
Strength and +1 Attack when attacking with this its hilt.
weapon for each enemy Character in base contact Type: Hand Weapon. Attacks made with this
with the wielder's unit (this bonus is calculated weapon gain +1 Strength.
and in effect at the Initiative step when the at-
Flaming Lance (20 pts)
tacks are made).
Thick gloves are required to heft this lengthy wood-
Obsidian Sword (50 pts) en shaft, for it is wreathed in unquenchable fire.
Forged in the heart of dying volcano, this ancient Type: Lance. Attacks made with this weapon gain
sword of jagged black ice is capable of of slicing Flaming Attacks.
through armour as if it were linen.
Razor Blade (10 pts)
Type: Hand Weapon. Attacks made with this
weapon gain Armour Piercing (6). Many foes have dismissed this diminutive sword
without comprehending the true keenness of its
edge. They are all dead, while the blade remains
undulled.
Type: Hand Weapon. Attacks made with this
weapon gain Armour Piercing (1).

Magical Items 119 Rulebook


Magical Armour Bronze Breastplate (35 pts)
The first to devise this item entered a meeting with
Armour of Destiny (90 pts) –
goblins, secure in his magical armour. All were sur-
Infantry, Cavalry and War Beasts only
prised when the scales fell away. The balance of the
This armour is said to be forged from the substance negotiation shifted after that.
of Fate itself. Some claim that its wearer is made
Type: Heavy Armour. One use only. Whenever the
immune from death in battle – a reputation that
wearer's model suffers a hit, the item can be acti-
has cost the lives of many owners.
vated. For the duration of the Phase, the wearer's
Type: Heavy Armour. The wearer gains a Ward model gains a 1+ Armour Save. If the wearer’s
Save (4+). model has Towering Presence, it gains a 2+ Ar-
Bluffer's Helm (80 pts) – mour Save instead.
cannot be taken by models Dragonscale Helm (30 pts)
with Towering Presence
Trial by fire became much less definitive once these
This elegant headpiece has some semblance of con- helms were made popular, crafted from the scales
trol over the minds of its wearer’s enemies, caus- of the great wyrms.
ing them to believe their opponent is much weaker
Type: None (6+ Armour Save). The wearer gains
than they really are.
Fireborn.
Type: None (6+ Armour Save). Successful to-
wound rolls against the wearer must be rerolled.
Mithril Mail (70 pts) – Infantry only
Ideal to be worn under a tunic, this light coat of
mithril has surprised many fearsome warriors by
being strong enough to resist even a cave troll.
Type: Heavy Armour (2+ Armour Save). This Ar-
mour Save cannot be improved by any means.
Glittering Cuirass (60 pts)
This highly polished body armour is said to shine so Hardened Shield (10 pts)
clearly that soldiers see their own doom reflected The black sheen of this huge shield leads many to
back at them. believe it is made with arcane metallurgy. In fact,
Type: Heavy Armour. The wearer gains Distract- the substance was carved, using diamond tools,
ing. from the most ancient oak tree in all of Vetia.
Armour of Fortune (50 pts) Type: Shield. The bearer gains an additional +1 to
its Armour Save (for a total of +2) while using the
The spells woven into this thick breastplate have
shield . The bearer attacks with normal Close Com-
hardened the metal to the point of near-inde-
bat Attacks at -3 Initiative (to a minimum of 1).
structibility.
Lucky Shield (10 pts)
Type: Heavy Armour. The wearer gains a Ward
Save (5+) It looks like a regular shield. It’s never been en-
chanted as far as anyone knows. But somehow
Dragon Mantle (50 pts) – Models on foot only
those who use it never seem to get hurt.
Sewn from the scales of an ancient serpent, this
Type: Shield. One use only. Ignore the first hit the
simple cloak fits to the wearer’s form and provides
bearer's model suffers while using the shield . If
a tough layer of defensive skin.
the bearer is hit by several simultaneous attacks,
Type: None. The wearer gains Innate Defence the bearer chooses which attack to ignore.
(5+).

Magical Items 120 Rulebook


Talismans Talisman of Greater Shielding (50 pts)
This talisman is an intricate gold cage with a gi-
Talisman of Supreme Shielding (100 pts)
gantic ruby at its centre. Wisps of magical power
A knot of shimmering crystal, entwined in a way no seem to swirl deep within the gem’s depths
natural process could create, this amulet reflects
The bearer gains a Ward Save (5+).
light within itself until it glows like a star. Around it,
time and chance seem to warp to the bearer’s need. Obsidian Rock (40 pts)
The bearer gains a Ward Save (4+). This jagged hunk of rare volcanic nightstone seems
to shimmer and glow eerily when it negates the
Obsidian Nullstone (80 pts) magic of its enemies.
All obsidian is able to absorb some hostile sorcery, The bearer gains Magic Resistance (2).
but this precious artefact can neutralise the most
violent of blasts. Dragonfire Gem (15 pts)

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+).

Magical Items 121 Rulebook


Enchanted Items Ring of Fire (50 pts)
A single red gem set in a simple gold band, yet the
Wizard’s Hood (105 pts) – Models on foot only
concentrated power contained has surprised many
This pointed cap has the word “WIZARD” written unsuspecting foes.
on it in sequins. It grants untrained bearers knowl-
The bearer can cast Pyroclastic Flow from Pyro-
edge of the arcane, but it can have unpredictable
mancy as a Bound Spell (Power Level 3).
results.
The wearer is a Wizard Apprentice with 2 Divine Icon (40 pts)
Learned Spells (regardless if it was a Wizard be- Blessed are those who carry this symbol. Any mag-
fore). Instead of selecting a Path as normal, the ical defenses employed by heathen, unclean ene-
wearer uses a randomly selected Path of Mag- mies will be for naught.
ic. Randomize between all Paths available to The bearer's model gains Divine Attacks.
any model from the same Armybook, excluding
Bound Spells. Gem of Fortune (35 pts)
This hypnotic emerald emits a greenish aura
Crown of Autocracy (70 pts)
around the bearer and their comrades. Somehow
These crowns have served to bolster the command those within remain untouched by the slings and
of leaders across the world – though whispers of arrows of the outraged enemy.
magic used to rob subjects of free will have fuelled
Successful to-wound rolls of '6' from Ranged At-
many a rebellion.
tacks against the bearer's unit must be rerolled,
The bearer gains +1 Leadership. A Wizard cannot unless the hit was distributed onto a model with
use this modifier to increase its Leadership above 9. Towering Presence.
Charm of Cursed Iron (30 pts)
This unassuming amulet vibrates and hums when
its owner comes under fire, causing incoming can-
nonballs and other missiles to deflect at the last
moment.
The bearer and its unit gain a Ward Save (5+)
against Wounds caused by Artillery Weapons.
Crown of Scorn (30 pts)
Most grand armies are accompanied by at least
one magic user, lending their power and defending
against the enemy’s wizards. For those who rid-
icule such precautions, these diadems of polished
obsidian are essential.
One use only. Instead of making a dispel roll, you
may use this item. The spell is automatically dis-
Potion of Strength (60 pts) pelled.In an Armylist that includes a model bear-
ing the Crown of Scorn, friendly models cannot
Side effects may include: slaughter, all-consuming
cast Spells (including Bound Spells) nor can any
rage, and ultimate victory in battle. Or death.
friendly models carry Arcane Items.
One use only. May be activated at the start of any
phase or Round of Combat. Until the end of the Potion of Swiftness (10 pts)
Player Turn, the bearer gains +2 Strength. This bubbling concoction can make the imbiber
move like a blur; but be warned, the hangover is
awful.

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

Magical Items 122 Rulebook


Arcane Items Wand of Stability (40 pts)
This thin, glittering rod can prove a great boon to
Book of Arcane Power (100 pts)
a warlock who finds themselves short of the mark.
Many wizards try to open the book. Some even
One use only. The bearer may add a free addition-
manage to retain their fingers. But the mere pos-
al Magic Dice to one of its dispel rolls, after seeing
session of this volume empowers the bearer.
the dispel roll.
The bearer gains a +1 casting modifier to casting
and dispel rolls. Shielding Scroll (30 pts)
A paper shield is better than none. This parchment
Dispel Scroll (100 pts)
has been known to ward off fireballs.
Taking weeks to prepare, this complicated en-
One use only. Instead of making a dispel roll, you
chantment turns the mightiest vortex into a re-
may use the scroll. All models affected by the spell
freshing breeze, and the darkest blackness into a
gain a Ward Save (4+) against the spell.
pale shadow.
One use only. Instead of making a dispel roll, you Sceptre of Power (20 pts)
may use this scroll. The spell is automatically dis- This beautifully adorned rod must be snapped over
pelled. the knee in order to access the reservoir of eldritch
energies stored inside.
Essence of a Free Mind (50 pts)
One use only. The bearer may add a single Magic
This elusive substance expands a learned practi-
Dice from its Dice Pool to a casting roll, after see-
tioner’s mental capacity dramatically. Occasional-
ing the casting roll. Note that this cannot exceed
ly explosively.
the limit of max 5 Magic Dice used to cast spells.
The Wizard may select up to two Paths on their
Army List instead of one (from the ones normally
available to it). Select which of the two Paths to
use when generating spells.

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.

Magical Items 123 Rulebook


Magical Standards Banner of Speed (50 pts)
Rumour has it this standard was first created to
Rending Banner (70 pts)
win a horserace. Shortly after the tactic was dis-
When this torn and ragged banner is raised, near- covered, jousting was invented.
by soldiers feel a palpable buzz in the air around
The bearer's unit gains +1 Movement.
them, and find that their weapons are sharper
than ever. Flaming Standard (45 pts)
All non-character models in the bearer’s unit gain Coated in rare oils, this banner is set alight at the
Armour Piercing (1). start of battle, allowing its followers to reach up
and apply its blaze to their own weaponry.
Stalker's Standard (60 pts)
At the start of each Round of Combat, or before
Only those troops that have undergone intensive
shooting with the bearer’s unit, the banner may
training in the art of guerrilla warfare are permit-
be activated. If it is, the bearer's unit’s non-special
ted to raise this fearsome standard.
Close Combat and Shooting Attacks gains Flam-
The bearer’s unit gains Strider and Swiftstride. ing Attacks until the end of the phase.
Aether Icon (55 pts) Banner of Discipline (35 pts)
Woven with powerful enchantments, this shimmer- Lead from the front. Be the best.
ing image is able to capture raw magic in the air
The bearer's unit automatically passes all Panic
and infuse the minds of the warriors who march
Tests.
beneath.
The bearer can make Dispel Attempts as if it was War Standard (30 pts)
a Wizard Master. The mere sight of this ungodly totem, fixed with the
decaying body parts of previous battles, is enough
to discourage any enemy.
The bearer's unit adds +1 to the Combat Score of
any combat they are involved in.
Icon of the Relentless Company (30 pts)
There is no outrunning the warriors who march
beneath this standard. Wherever you go, they will
come for you. They do not rest or slumber. Or smile.
One use only. Activate at the start of any of your
Remaining Moves sub-phases. Infantry models in
the bearer's unit can triple its Movement when
Marching instead of doubling it this turn. This
March Move cannot be longer than 15" and can-
not be used in Game Turn 1 if the unit has used
Vanguard or Scout.
Gleaming Icon (10 pts)
Even in the most dire of circumstances, when
all their friends and allies have fallen, men have
looked up to see the sun glint off this icon and tak-
en courage.
One use only. Must be activated the first time the
bearer's unit fails a Leadership Test. The unit may
reroll the failed test.

Magical Items 124 Rulebook


Magical Items 125 Rulebook
GEOGRAPHY

F ew individuals have the chance to see more


than a fraction of our world, with its astonish-
ing variety of intelligent races and animal species,
Set sail south from Bellatorre, and in three nights
you will reach the docks of Port Reynaud, Equit-
aine’s holdfast in Taphria. Should you dare it, you
plants and cities, cults and wars. I have travelled will never forget the nights spent in the Great
from Avras to the Kingdom of Vanhu. I’ve seen Desert, for they are terrible and fascinating all at
Sunna’s seeds planted in Virentia and the Great once. There, following the path of the Napaat riv-
Wall of Tsuandan in the far east of Augea. You er, lie the remains of a truly ancient kingdom with
could not find another who has traveled a great- its legends of never-dying monstrosities. In the
er distance; I have been protected by the auspice west stand the fortresses and souks of Qassar, full
of Sunna, and here I record my knowledge on the of exotic smells and tales of evil spirits, the djinn.
geography of our world. In the west and southeast of the continent lie vast
Vetia is the land of mankind, where nations of kingdoms of men; the Koghi Empire and King-
men have reigned for years under the protective dom of Vanhu respectively. Finally in its south, the
sight of the Goddess and her church. There, the forests around the Mfumu river are said to hide
powerful nation of Sonnstahl guards all mankind some of the most ancient secrets of the world.
against the dangers of the Wasteland, while to The Great Ocean divides Vetia from the two west-
the south the merchant cities of Arcalea ply their ern continents, Silexia in the north and Virentia
trade with the whole of the world. There you will in the south. The Ocean itself is the dominion of
also find the White Mountains, impenetrable hold elves: there the fleets of the two great nations,
of the Dwarves. To the west lie the twin cities of the Highborn and their dreaded kin, vie for the
Destria, the Kingdom of noble Equitaine, and the supremacy. Here lies the main motherland of
enchanted, emerald-green forest of Wyscan, the the Highborn Elves, the proud islands of Celeda
mysterious dwelling of the sylvan elves. Ablan, and Silexia where freedom is a commodity
Augea, the immense sister of Vetia, separated to be traded.
from one another by the great Wasteland, home On the eastern coast of Virentia mankind too, has
to the servants of the Dark Gods. Crossing east of established colonies: the imperial city of Freder-
Avras into this land, you will travel through the icksberg, and the port of Aguadulce, of Destria.
Barren Mountains, where the Steel Road starts Beyond them, a lush forest of wonderful colors
its winding journey. Here is the dwelling of the and inconceivable dangers hides the secrets of
Dwarves of the east, named Infernal. The Steel ancient civilizations. Dividing Virentia from Si-
Road runs parallel to the Silk Road to the north, lexia – the Shattered Sea; a rumoured maelstrom
with access controlled by the Ogre Khans. It leads of magic and tempests, from which no vessel re-
from the Blasted Plains through the Sky Moun- turns.
tains, across the northern part of the human re- — From A New Atlas for the Ninth Age,
gion of Sagarikadesha, finishing its rich path in by Johannes Strabo
the glorious land of Tsuandan, where the Dragon
Emperor rules over men.

Geography 126 Rulebook


Many people assume the Wasteland begins as soon as one passes the Border Beacons. Few have an-
ything but a cursory understanding of the vast swathes that lie between: the great Makhar Steppe.
This huge, rolling grassland is home to a multitude of uncouth peoples; somewhat scattered and
mostly nomadic, it is true, but nevertheless numerous and fearsome in battle. Sadly the neglect of
these lands by the so-called Empire of Humanity has resulted in many tribes turning to the Dark Gods.
I feel certain that the current policy of leaving them to their own devices can only result in catastro-
phe in the long term.
— Destrian explorer and anthropologist Tabor Delphino, at a keynote lecture in Narrenwald

Geography 127 Rulebook


WORLD HYMN

The following is a reproduction of an Equitan tapestry,


itself believed to be a copy of an ancient dwarven carving
and poem dating from the first century 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

Skyhammer’s gift a vengeance born


We slew and killed who’s blood was cold
Together bound as brothers sworn

World Hymn 128 Rulebook


II

A time of gold a time of growth We folk of stone our oaths as firm


The world was our inheritance And in the Mountains of the Moon
So rich the land so ripe it lay We bound our fates and paid our debts
Our people free, we grew at last To kin and kith our honor bound
In riches grand and oathbound troth And wealth to grow to come full term
And long lost kin we were to find And all this while the elves did sail
That golden time as West met East To take the seas and make their seat
Though trouble brewed and ne’er we saw On island shore so far from home
That fair-eyed orc that Akrübad Fair Celeda Ablan they wrought
Who soon to come would take and bind To ply the world on ev’ry gale
And men did then forge crowns and kings
O’er land as far as grass does grow
Yet no good lasts all things take wing

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

World Hymn 129 Rulebook


IV

An Age of Ruin, an Age of Iron Of orcs of men of beasts no end


As split was world so too were we Now war and siege and misery
Our only hope a foreign truce As one we kill so sprout two more
With Avras proud we did ally And flight nor fight avail a dwarf
To war ‘gainst fate we did return Our dominance so too now rent
From elves disloyal no aid was found Endless foes did split us sunder
‘Cross endless sea retreat and flee The orc and beast our gates did press
Unfit they are of dwarven aid The hold’s rings split like maille from axe
Not worth the fire of dwarven rage No valour won could mend the loss
The path they tread is ruin bound As foreign blades took our plunder
Our kith and kin no longer free
Our axe and shields unequal were
Our vengeance sworn forever be

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

World Hymn 130 Rulebook


VI

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

World Hymn 131 Rulebook


VIII

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

Our past did end in fire and rage


Out from the ash and bitter smoke
We look to hope and keep it close
As all did see our near to end
Yet live to see this, our Ninth Age

World Hymn 132 Rulebook


World Hymn 133 Rulebook
RELIGION

E very faith is different, and every believer


speaks of the unique qualities of their deities.
To my mind, there is but one certainty where the
So it is that our souls on death cross the Veil, to be
claimed by our gods and find an eternal home in
the strongholds of the human deities, or the fey
gods are concerned. They exist. realms of elven gods. There we rest, and lend our
Those beings who rule the Immortal Realm are strength to the Immortal beings we served in life.
neither figments, nor figureheads. Their strength A chosen few, some say, greatest of soul and spir-
is real, and those few who are blessed by them it, may be chosen to be born again into this Mortal
wield true power. Yet the gods cannot reside here; Realm, to champion their god once more.
the Mortal Plane lacks even a fraction of the magi- For ordinary mortals, the most we can hope
cal energy they would need to manifest. Why then is to serve well and earn the protection of the
should they care for this mundane place and its gods. The manner of such worship varies widely:
inhabitants? dwarves with their stern rituals, ogres and their
The answer lies in the strength of Mortals, the grand feasts, greenhides and their gifts of blood
interaction with us, fleeting beings, draws divine and battle.
attention. First, the power of our belief, which I wander the world in search of a god to inspire
strengthens and can even shape the form of Im- this passion in me and to devote myself to, in the
mortal beings. Secondly, the souls which animate hope of earning a place in eternity.
us all, and linger after our death. Coveted by the Emerentius — Prologue to A Study of the Gods
Dark Gods, they must be jealously guarded; them Narrenwald Press, 907 A.S.
and the power of potential they hold.

Religion 134 Rulebook


Tandemar 3rd, 962 AS.
Dear Diary,
It is most exciting! I have arrived in Avras itself! It has been a right whirlwind and no mistake. All of
Monday I was on the great Bridge of Destiny, an enormous stone highway that leads into the city: it’s
the only way to get there! Sadly, this means that the bridge is very crowded at all times of day – an
incredibly diverse throng if ever there was one – so it took me many hours to finally reach the gates!
Meanwhile there was nothing to do but gaze at the fantastical battlements ahead, and dream of the
glory of a lost empire. I also tried to wave at some of the “archies” that live under the bridge (under
its arches, hence the name) in terrible conditions. They gave me a very rude gesture in return, so I
had to look away.
Today is only Wednesday, and already I have seen more sights than I thought the entire world could
contain! I have seen the great Senate House, and the mighty Sepulchre behind it. You can only enter
this most holy site on the wide road from the East, and for three hours each morning, starting at the
moment of sunrise, they close the great doors of the Flame Gate for pilgrims and pennants to watch
the glory of the dawn through the fiery colours of its stained glass. Now that was a sight to behold,
let me tell you!
After worship, I saw other remarkable monuments such as the ancient Forum, Amphitheatre (where
I am told that Sunna’s victory over the Rat King is yearly re-enacted) and the famous lighthouse of
antiquity, Sunna’s Lantern, which still guides ships through the mists that wreath the Omiphorous
river. Here I saw citizens from each of the city’s 27 “contradas” (districts) compete in a very dan-
gerous race to swim to the western shore and back, cheered by an enormous crowd, to win glory for
their contrada. What a thing to stumble upon! I visited shops of every description in the great bazaar
(once an Avrasi bathhouse) and visited the dead in the legendary Necropolis! I even saw the Ruined
Quarter where city mages keep watch over a magically contaminated patch where they say the Veil
was torn many centuries ago.
All in all it has been a very enjoyable and interesting trip. I am also glad to report that so far I have
not fallen victim to any of the criminal activities that everyone told me were such a problem here. I
think their concern may have been a little overblown.
Farewell for now!
— Diary of Claude le Petit, Equitan traveller.
It was found on his body, in a gutter in the Volskayan district, on Tandemar 4th.

Religion 135 Rulebook


SUPERNALS

B eyond the Veil, the Immortal Realm beckons,


with its promises of infinite potential. Yet we
who are constrained by mortal bonds can but
nature of a Supernal who has reached the pinna-
cle of Godhood. In vision, in voice, or in blurred
memory may we be granted some small aspect of
dream of traversing that dimension of thought their nature, but we are doomed to remain sep-
and emotion. That privilege is reserved for those arated from such glories while we live. The Veil
inhabitants of the domain, born of its insub- holds us apart, and the Mortal Realm could not
stantial fundament, which we name Supernals – sustain a force of such inherent magical vitality.
though every culture has a different name for the The Gods may be constrained to their palaces
servants of their own Gods. of the impossible, yet in times of
Those few mortals who claim to portent, their servants may cross
have witnessed the Immortal the boundaries between worlds.
Realm for themselves return with From the Green Knight of the
tales to bewilder and amaze. Equitans to the strangest crea-
I have gathered every such tures of the elves, and from
text and the one consistent the bound fire spirits of the
feature is the lack of con- Infernal Dwarves to the
sistency. From impossibly devas of Sagarika, Super-
proportioned castles to nals can be found across
fields of cloud, from an the world. Most numer-
endless shifting forest ous of these in our
to a great feast hall, Mortal Realm are the
from a place of colour daemons haunting our
and sound alone to a vor- myths and preying on
tex where up and down our sinful urges.
are replaced by inward and In the darkest of times,
outward – it would appear whole armies of such beings
the Immortal Realm contains can sally forth from their in-
all that mortal imagination can substantial sphere, clothing
devise and much more beyond. themselves in forms of matter –
The Supernals of that wondrous flesh, bone and more unsavoury
place are no less diverse in shape elements. Yet the Cosmos is our
and nature. Forms are shaped and greatest defence. This world of mat-
discarded as one might treat clothing, yet person- ter resists the seep of magic from the Immortal,
ality is enduring, and thus some patterns can be the Veil heals over wounds in time and restores
discerned among the confusion. Supernal serv- normality. Without an influx of power to sus-
ants who have chosen to serve a God – be they tain them, their forms soon unravel leaving the
angel, daemon, spirit or something else entirely Immortal beings to return to their true abode.
– are shaped by their service, adopting features Thus is the balance maintained, with Mortal and
pleasing to their masters. Immortal Realms encroaching upon one another,
Those deific lords, the Gods themselves, are yet held apart – worlds forever a hair's breadth
far beyond mortal comprehension. Like an ant from touching.
witnessing the boot of a man, so are we able to Immortal Beings and Where to Find Them
perceive the merest fragment of the true divine — Verdorben Kantu, Narrenwald Press, 784 A.S.

Supernals 136 Rulebook


Supernals 137 Rulebook
LEGEND OF AVRAS

T o all that are in Avras, beloved of Sunna: May


the dawn forever shine upon you. First, I thank
my saviour for you all, that your faith is proclaimed
strode gleaming streets; streets teeming with
every goodly thing. Libraries overflowed and the
great forums thronged with insight and sophis-
throughout the whole world. In these dark times I tication. The mighty government marshalled the
counsel you to give thanks in turn for your holy life full resources of the vastness of the Empire. And
in the city of Sunna herself. The Goddess blessed at its centre stood the Holy Sepulchre itself, dedi-
the site of its foundation at the moment of man- cated to the Goddess of the Sun and her pantheon.
kind’s awakening, and from it arose the first great But like all lights, Avras attracted the vilest of in-
civilisation of humanity, a fearsome empire that sects and parasites. Its noble leaders fell to the in-
held up the light of our species like a dazzling torch, fluence of such unspeakable abominations, com-
surpassing even the brilliance of the elder races. ing to value power for themselves over the good
What a city was Avras of ancient times, that mag- of human civilisation. The conquering hero, Gaius
nificent crossroads of East and West! The citizens Dexion, with his ageless, southern Queen by his

Legend of Avras 138 Rulebook


side, came to blows with the Senate and its cham- Coming as the mightiest of warriors, one whom
pion, the merciless Tiberian, and the Empire sank kings and rulers followed naturally as disciples,
into civil war. Sunna abandoned those who bowed Sunna lead our great crusade against the many
to the sinful impulses of our species, and at the enemies we so recently confronted. Always re-
height of the conflict there emerged a monstros- member the great peril of our species, and the
ity greater than any before imagined: the vile rat danger of annihilation we faced, before the God-
Kings and their unending tide of vermin. dess drove our armies through their defences and
The pestilence devoured Avras with ungodly finally reclaimed Avras as our own. The Adver-
speed, and soon the rats had spread to every cor- sary was slain by her hand. Friends, never forget
ner of the Empire, consuming all in their path and the joy of these tidings! Sunna has liberated the
returning humankind to its primordial state of holy city of Men and Women, and humans once
squalor and servitude. Heaping humiliation upon more dwell among the mighty avenues, and once
humiliation, the rodents proclaimed themselves more pray in the Holy Sepulchre, where lies her
the heirs of the Empire, preening and cavorting in sword Sonnstahl! Our task now is that of preach-
their warped perversion of the customs and styl- ing the blessed truth of the Goddess to those who
ings of the Avrasi people and their rulers. Long were not there to bear witness.
centuries did we suffer under the vermin yoke, — From Drusus' letter to the Avrasi, Sunna Cycle,
and long were the great shrines of Avras left de- estimated date 59 AS
filed, before Sunna finally returned to rekindle
the flame of human strength.

Legend of Avras 139 Rulebook


THE ARMIES OF
THE 9TH AGE
— An account of the peoples, nations and monsters which inhabit the world, prepared for Prince Estaban
by Jorge Zamoran, Chief Librarian of Port Roig, by order of Marques de la Roig.

ELDER RACES Since the withdrawal of the Highborn across the


seas, they are what remains of the Elves in Ve-
These are the ancient beings who still inhabit this tia, occupying the forests of our great continent.
earth: civilisations consisting of the remnants of Their disregard for human borders often causes
bygone empires. Each has declined from the ze- strife with their neighbours; many a woodsman
nith of its strength, yet the knowledge possessed has met a grim fate and every missing child is
by those who remain ensures they are still a force “lost to the fairies”.
to be reckoned with. In these days of unlimited
promise, each holds the potential to rise again Highborn Elves
and dominate all others.
The white isles of Cele-
Elves da Ablan, home of the
Highborn Elves, are said
In the mists of time, they rebelled against the en- to be a truly awe-in-
igmatic Saurians to become guardians of much spiring sight. They are
of the world, while the ancestors of the Dwarves guarded by fleets of the
held the rest. Once they were a single race, yet finest ships to set sail,
their united rule could not endure. Even these and phalanxes of Elves
most graceful of beings are not immune to in- blessed with the natural
fighting or betrayal. The details are veiled in alle- grace and skill of their
gory and myth, but it is clear a great schism rent people. Led by Princes
the Elven peoples asunder, resulting in the three borne aloft on terrifying
powers we see today. dragons, the Highborn
have ever maintained a
Sylvan Elves proud and aloof manner,
Some argue they represent yet they are capable of
the oldest and truest of the fighting with the same
Elven civilisations, clos- savagery their cousins
est to the primordial Fae. display.
Their fate is entwined Although they have the greatest naval power the
with the forests they call world has seen, the Highborn Elves have retreat-
home, and the spirits ed from many of their former conquests. Despite
dwelling within, both this, they continue to hold outposts on coastlines
nurtured by and allied across the globe. The fall of the Highborn’s ap-
to the Elves beneath pointed Raj, ruling over the Sagarika Kingdoms
the canopy. Those in their name, marked the extent of their decline.
same spirits are Yet even with increasing resources diverted to
murderous when combat the Dread Elf threat, they still dominate
roused, and Sylvan the seas and the resulting trade.
archery is feared
across the earth.

The Armies of The 9th Age 140 Rulebook


Dread Elves Dwarven Holds
Dread Elves are a harsher re- Dwarven Kings rule in name and deed, yet dwarves
flection of their brethren. The remain fiercely individual. Each dwarf is a judge over
same grace, the same beau- his own actions, and a dwarven oath is said to be
ty, the same talent, yet the stronger than any steel. Despite this steadfastness,
detachment of the Highborn they are implacable when roused. A dwarf never
turns to disdain, the caprice forgets a wrong to him or his family, even seeking to
of the Sylvan turned to cru- avenge grievances of long dead ancestors.
elty. Their skills as pirates With many fewer Holds than
and reavers are unparalleled; at their Golden Age zenith,
entire coastal communities Dwarves still control
have fallen to cruel blade and the great mines of the
ingenious artillery. The sur- world, producing the
vivors soon find themselves finest armour and
aboard slave galleys and sold jewellery. Though
to worse fates still. their relations with
Their society was forged by war, and shaped fur- human neighbours
ther still by an unending feud with their Highborn are largely amiable,
cousins, a conflict which began with the separa- yet Dwarvish conserv-
tion of the Elves thousands of years ago, and shows atism resents the few
no sign of ending. Even the gods of the Elves, the secrets of engineering
holy trinities, have taken on a darker note – blood revealed to humanity
rituals are widely described by rescued captives – and the great strides
of the Dread fleets. Whatever the causes of that taken with those confidences by the younger rac-
conflict, its echoes linger, and with the longevity es. Meanwhile, endless vendettas against Goblin,
of Elves, perhaps there are still those who recall Orc, Vermin and all other foes within the moun-
the events and maintain ancient enmities. tains makes peace an unimaginable concept for
these Elders.
Dwarves
Dwarves are perhaps the Infernal Dwarves
most indomitable of Infernal Dwarves are the descend-
beings. Magic, cor- ants of ancient dwarves, whose
ruption, disease, great pride saw them hold to lands
aging – they resist long since overrun by hordes of foes.
all these with a Separated from their brethren, they
force of will cen- turned to darker means of survival, including
turies after others enslavement of captives and the study of sorcery.
would have suc- “Infernal" is an apt name to describe these beings
cumbed. Yet theirs and their cruel nature – derived from the disas-
is a troubled his- trous creation of the Inferno – an uncontrollable
tory, for while the vortex of fire and magic. They created the terri-
two greatest of the ble Wasteland with a rent in the Veil itself – worst
dwarven civilisations of all catastrophes of the Ages of Ruin – and em-
once worked together braced the ominous title that resulted.
for a time, their Empire Defying the subterranean traditions of their for-
was undone by the many mer brethren, they build great stone ziggurats
calamities of the Ages of Ruin, with each side above ground, while their vast slave-worked
claiming betrayal and shaming their brothers. mines fuel a technological industry rivalled by few.
Still, both retain the ingenuity of their forefathers Their control of much trade from the East, com-
and the lust for gold and precious gems which bined with devilish weaponry, enables them to
dominates their histories. stand against the collective loathing of the world.

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LOST CIVILISATIONS Vermin Swarms
From the Dawn Age to our time, there have been "Where you see one rat, there are ten more you
many nations and races who rose to ascendancy, don't" – a saying that did not originally apply to
only to tumble back into obscurity. Two such I household pests. From the moment they laid low
have noted here – both once-mighty civilisations mighty Avras, the Vermin used cunning tactics
that shaped the earth. Now, long centuries after and ingenious weapons to augment their multi-
their empires’ demise, remnants still linger, trou- tudinous hordes. Dominion over swathes of Vetia
bling border towns and outposts in far off lands. proved a simple proposition to the Vermin, and
Most are confident that they lack the numbers to while tribes of men and beasts held them at bay
trouble Vetia or her people, but I feel it is impor- with ferocity or tribute, it was centuries before
tant to document their impact on history. their supremacy was challenged.

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.

In the events leading to the dawn of this Ninth


Age, the might of men broke the Vermin Swarm
and cast down their King. Fear of Sunna's godly
strength sent them scurrying, but I suspect only
ingrained cowardice keeps them from sweep-
ing forth again. Reports of man-sized rats with
gleaming eyes and sharp black blades always
abound, but few consider these isolated incidents
to be cause for concern. Still, some cities maintain
a Sewer Watch, and their veterans do not scoff at
Ruins that remain, even in the heart of Vetia, at- the Vermin threat.
test that Saurians built structures which eclipse
all to come since. Their magics were capable of
connecting continents and effecting change on a If we examine the organs of the lower abdomen,
global scale. Their descendants endure, yet they we see the rot has turned the liver and spleen to
are a shadow of what they once were, scattered sludge, while the stomach and intestines remain
among isolated jungle valleys. Reports from co- relatively unaffected. Those of you who know your
lonial expeditions claim they remain timeless in Halen will recall that that great physician of an-
physical appearance, as if copied from the carv- tiquity described identical symptoms in victims of
ings of their crumbling temples. They still eschew the terrible plague that afflicted Avras in the days
steel in favour of bronze, yet their hides are tough immediately prior to its fall.
as mail, their poisons defy all healers, and their — Famed doctor, Carsten Schwegler,
soldiers act with an unnerving unity of purpose. in a keynote lecture to the Royal College of Healing

The Armies of The 9th Age 142 Rulebook


THE REALMS OF The Kingdom of Equitaine
HUMANITY Equitaine is a nation built on personal heroics
and individual honour, dating back to the days of
From our own noble Destria to mysterious Tsuan-
their founding king, Uther. Knights are most es-
dan, and from the chilly Oskland tundra to the
teemed here, and a mastery of mounted combat
scorching plains of Taphria, humans have spread
makes the lance the weapon of choice, and ar-
across the world and populated all manner of
mour the height of fashion. Women are venerated
landscapes. Among most varied and widespread
in Equitaine for their connection with the fabled
of the world’s races, we have adapted and over-
Lady, who serves as both deity and mysterious
come each obstacle, learned from the world’s
power preserving the land.
other inhabitants and thrived against all odds.

The Empire of Sonnstahl


A nation founded upon the ex-
ploits of Sunna, goddess given
flesh, our ally has developed
far from its early days. The
tribes Sunna unified have
endured together, never
forgetting her memory and
glory, symbolised by her
eponymous sword Sonn-
stahl. The core of human
supremacy in Vetia, with
Destrian wealth now
united through mar-
riage with its grand
armies and economy,
there is no limit to the
Empire’s ambition.
But, to command such
a diverse nation, an
Emperor must not To many, the Equitan feudal armies of knight and
simply conquer in peasant seems antiquated, yet they continue to
battle, he or she must exert great military power, and their Crusades to
compete in the politi- seek the lost Grail have brought much of northern
cal arena, navigating Taphria under their sway. In the Crusades, as in
the treacherous cur- all things, the nobility are expected to lead from
rents of rival fami- the fore, and success or failure oft turns upon
lies and churches, to their might. These are lessons for the young Equi-
unite the nation against its enemies. A true seat tan king to learn, and learn well, if his dynasty is
of learning, with magic and technology refined to endure amidst other strong Houses.
into effective weapons, the Empire has become a
master of many trades and has begun extending
its grasp to foreign lands.

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

The Armies of The 9th Age 143 Rulebook


Other Nations Ogre Khans
Vetia has enjoyed limited contact with the world’s Ogres are among the toughest of all creatures.
wider human populations, yet as the power of Their brutal nomadic life weeds out the weak,
Sonnstahl, Equitaine and others extends further while the strongest, having weathered every type
across the map, these countries will hold increas- of hardship imaginable, rise to become Khans.
ing relevance – both as allies and as enemies. Of The only thing that exceeds their endurance is
the most prominent, Tsuandan is perhaps the their appetite. Ogres prize food above all else, and
least understood – rumours of armies of clay an Ogre mercenary force has been known to eat
warriors reflect our degree of understanding. its employers into bankruptcy.
The Sagarika Kingdoms are better known as spice
trading nations once controlled by the Highborn
Elves, but now asserting their independence. The
Taphrian Kingdoms cover much of a continent,
and play host to many tribes of varying levels of
complexity and strength – armies preceded by
massive tuskers to rival the great beasts of the
Ogres.
Volskaya is a closer neighbour, yet their way of life
is tied to their cold and harsh climate, as much
a factor in their arsenal as any weapon. Further
north, the barbarians of Åskland are shaped by
hard lives into harder men and women. Qassar,
and its desert warriors, have long been a thorn
in Destria’s side, though we are now separat-
ed by the Highborn Elves’ hold over Gan Dareb.
Finally, the patchwork city states and kingdoms
of Arcalea have played host to the development
of many of humanity’s finest achievements, and
some there believe themselves to represent the
true lineage of Avras.

THE BARBARIAN HORDES


Many of our enemies are elaborate and devious in
the tactics they deploy against us. Not so with this
collection of anarchic foes. Brute strength, low
cunning and an insatiable appetite for destruc-
Still, Ogres can be reasoned with, provided you
tion are their weapons. Yet in their lack of subtle-
respect their traditions. In the days of the greatest
ty is a brawn that has laughed in the face of many
Khan of Khans, Ogres walked as masters of Augea,
sophisticated armies and delighted in smashing
or so their campfire lore speaks. Even now, their
defences to kindling. Their fractious nature is our
reach encompasses much of the Silk Road, and so
best protection against these unpredictable and
they are a trading force to be reckoned with.
dangerous races.

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 Armies of The 9th Age 144 Rulebook


Orcs and Goblins Beast Herds
Orcs, on the other hand, should never be trusted, Oft depicted as mere lackeys
and make deals with Goblins at your peril. These of Chaos, the Beasts have
green-skinned maniacs live to fight. Even their occasionally found them-
resting state is a small squabble. Orcs resolve selves used as pawns of the
every dispute with fists or blades, and if Goblins Dark Gods, but their main
are less interested in a fair fight, they are truly re- similarity is the dread
sourceful in matters of murder. As varied as they they inspire among civ-
are obscene, they blight civilisation everywhere. ilised peoples. Theirs is
a distinct history, and
perhaps a tragic tale.
Though choosing blade
over bow, they are
the equals of the Syl-
van folk with whom
they contest for the
woodland realms.
All the enmity and
revulsion of the
Elves at the per-
ceived violation
of nature has not
brought an end to
these beasts – on
the contrary they
thrive and often
turn the hunter into
the hunted.
Shamanic rituals lie at the heart of their culture;
their soothsayers are venerated above all others,
gnarled and bent, but tough as an old oak. Among
the warriors, strength is prized as one would ex-
It is said that in the mists of time, before even pect, yet their leaders also need cunning to sur-
the Golden Age, the scattered tribes were united vive. Coordinating packs of ambushers through
under one great leader. Perhaps it was they who tangled thickets appears to be an important skill,
brought down the Saurians, though no record re- and a tactic used to great effect against adversar-
mains. Most disparage this tale, and I doubt even ies who think of the beasts as their quarry.
the Greenhides themselves know of its truth. Still,
it is a cautionary tale. A strong warlord can com-
mand a force of thousands; a truly great one could
drown the world under a green tide. Dwelling on
such a thought makes one shudder.

The Armies of The 9th Age 145 Rulebook


THE LEGIONS OF CHAOS Daemon Legions
Good and Evil are concepts theorised and chron- Least known of all our foes
icled at great length by philosophers and schol- are the Daemons. Truest rep-
ars. Chaos may be considered true evil by some, resentations of the Dark Gods
but only one thing can be certain about the Dark most mortals will ever encoun-
Gods. Wherever order holds sway, you will find ter, rumour has them living per-
their followers, sowing discord and reaping dev- petually in the Wasteland and
astation, speaking names steeped in fear. Some the Shattered Sea, and even
believe Infernal Dwarves created this threat, oth- conjured forth elsewhere
ers that the Inferno merely allowed easy passage through dark ritual. The
for denizens of a dimension as old as time. Sauri- most terrifying tales
an carvings suggest a conflict with the Dark Gods, claim each Daemon
perhaps even predating the Dawn Age itself. requires a mortal ves-
sel to be invoked, with
Warriors of the Dark Gods the mightiest devils call-
Each Dark God has need of followers, and each has ing for captured Queens
their methods of ensnaring the souls of the un- or Emperors. Tales of the
wary. Whether it is lust or bloodlust, corruption legions that emerged from
of body or of ambi- the Wasteland in the dark-
tion, the traps of the est hours of the Ages of
Dark Gods are myr- Ruin are enough to freeze
iad and competi- the blood.
tion for the great- Whatever the truth of their summoning, it
est of followers is widely held that they are not mortal beings.
is fierce. Once Dwarven grudges record Daemons bearing the
started on the same names and marks as adversaries defeated
road to dam- millennia ago emerging to avenge themselves
nation, a soul upon descendents of their foes. Stout hearts, the
is forever tar- light of pure divinity and cold steel have proven
nished and themselves adequate defence – in spite of terri-
spurned by ble odds. But as knowledge spreads among our
former de- civilisations ever more widely in this great Age, I
ities. fear that we may be planting seeds of destruction
Many cult- deep within the nations of Humanity.
ists can be
found in
the cities of Daemons. Hellish creatures in a multitude of
the world, se- shapes and quantities have been called from be-
cretly enacting yond the veil by sorcerers of many races and na-
the plots of their tions. The church would have us believe that these
overlords. But those of a martial disposition travel spawn are sent by Sunna as punishment for sup-
to the Wasteland and other grim places, enduring posed crimes, but a cursory look at history demon-
unimaginable trials. The few who survive emerge strates that daemonkin are a naturally occurring
an entirely different breed – marked in abhorrent phenomenon, independent of the whim of the gods.
fashion, hardened and scarred. Humans make up They have appeared in vast hordes, without being
a great many of these servants of Chaos but they called forth, at times of great earthly upheaval,
are by no means alone. Trolls, giants and dragons when volcanoes and earthquakes have been simi-
have all been seen among the armies that assail larly disturbed, and have added considerably to the
the world. distress and misery of those who lived before Sun-
na had even appeared to man.
— From Dictionnaire Magique, by François L'Arouet

The Armies of The 9th Age 146 Rulebook


THE RESTLESS DEAD Vampire Covenant
Humans in most lands believe death marks the Where vampires rule, power and glory belong
end of their travails, and for the righteous, a re- solely to the immortals, while the living are un-
union with their patron deities. But for some, the wittingly enslaved. Rivalry between these im-
gates to the underworld are forever closed and mortal beings is murderous – but kept beneath
they are doomed to walk the earth as reanimated the veil of humanity they wear. Wars are waged in
mockeries of their former vigour. For some, un- secret, political pawns manoeuvred and armies of
death is a curse; for others it is a blessing to be mindless drones are raised from the ground, only
celebrated. Both are equally eerie to mortal men; to vanish again. Vampires thrive in the ignorance
fighting an undying enemy is all the worse when of their human prey, concealing their existence in
your comrades rise from the grave to aid them. rumour and myth, pulling the strings of mortal
puppets.
Undying Dynasties It seems that as long as humanity has existed,
Ancient nobles these leeches have worked behind the scenes,
held to this world orchestrating events for their own gains. Their
by pride and pow- ambitions are fabled; clashes between great vam-
er long after their pires have ripped apart entire nations. Perhaps
bodies have rot- it was such events that led to the creation of the
ted, the Undying Covenant. By all reports, it has bound the dispa-
Dynasties repre- rate creatures to obey laws set down to ensure
sent the remains their survival. The edicts and the punishment for
of the oldest human transgression are only suspected, but it has al-
empire. With hon- lowed them to drift back into the fog of human-
our guards of skel- ity’s nightmares.
etal warriors, whose
instilled discipline has
survived the grave, and
living constructs of stone,
entire armies have been
said to appear from the
sand in a single moment.
Naptesh is no longer the fer-
tile land it once was. Crum-
bling monoliths, the tombs
of the great pharaohs, have at-
tracted looters for centuries, and
golden artefacts have changed
hands many leagues from their former masters.
But the dead are restless wherever great Dynas-
ties endure, and thousands of years in the earth
have not dampened their appetite for war. Lost
lands and stolen relics have roused them from
slumber and they show no sign of returning to
the ground.

Sir. You should know that Ferdinand Valdes was


found dead last night, his remains discovered
crawling with inexplicable scarab beetles. There is
still no word from von Ueblingen.
— Note from the Warden of the Imperial Society
of Eichtal to the Chancellor

The Armies of The 9th Age 147 Rulebook


SUNNA MYTH
Part Three

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

S unna's forces gathered in the halls of Warin to


feast, weary from war. In that time came the
emissary from the Vermin. Grossly bloated and
That night, the Vermin came to Warin. They knew
of his growing doubts and fears, for he had seen
how few remained in Sunna’s force and how easi-
adorned in finery of the Avras style, he was borne ly the numbers of the rats were replenished. They
aloft by a dozen slaves, surrounded by a hundred offered another way to save the Askar. One blow
black-furred guards. His proclamation echoed in of the weapon they proffered, and even a God
the chamber: “Serve the Empire and be rewarded. would be crippled. Time for the men to retreat
Oppose and be destroyed.” and terms to be reached. Conflicted, Warin took
Sunna's generals fell to discussion. Warin led the blade, though its inscriptions burned his eyes.
those who would agree, and see their people As dawn broke, the men attacked the city. On the
spared another war. Arcaleone urged rejection walls, the rat King was visible, red fur and laurel
of the terms. All counselled a united stance to de- crown marking his station before he fled into the
fend Vetia. Sunna listened to all, then rose, draw- city. Sunna was never parted from Arcaleone in
ing her sword Sonnstahl. At her command, the this time, and Warin was given no chance to in-
guards were slain to a rat, the wretched slaves tercede. As planned, Uther and Genoveva fought
dispatched, until Sunna stood over the corpulent a rearguard, buying time against the growing
envoy. "A message for your masters. The dawn is swathes of vermin reinforcements streaming in
coming. " With that, he was lashed from the city, from across their empire, while the main force
forced to drag his mass back to Avras. breached the city’s mighty gates. Fighting soon
raged through the city, but Sunna and her cohort
fought to the throne room, to confront the rat
King himself.
What awaited in that place was not the same be-
ing. Surrounded by dead priests and shards of
glowing rock, a towering beast, red of fur and toy-
ing with the tiny laurel crown boomed a thunder-
ous laugh, pointing towards the brave humans.
Preparations for war were made, and the Dozens of vermin struck at the holy woman, but
sun-blessed host marched the long miles to the she could not be harmed by mere mortals. Elite
heart of the Vermin lands, intent upon slaying the rodent bodyguards clashed with righteous men,
rat King. Three times were rodent armies, vast be- and blood flew. Arcaleone reached the King first,
yond counting, sent to bar their path. The losses and fought bravely, but men cannot stand with
mounted among Sunna's followers, yet their holy Gods, and the great Rat tore the throat from the
mission would not be halted. The alliance pierced bold son of Myra. Sunna was buried beneath
all the way to the walls of Avras, and plans were black furred bodies as she strove to reach her fall-
drawn up to storm the city. en disciple.

Sunna Myth 148 Rulebook


Amidst the pandemonium, with Arcaleone’s but with the last of her strength pulled Warin’s
blood staining the King’s fur, Warin lost all hope. Vermin blade from her own body, and drove it
The cries of the dying surrounded him; from the through the creature's chest. A hideous scream
windows he could see the rearguard fail and a marked the King’s end, black tendrils spreading
rodent tide sweep toward the city. Grasping her through his veins, and he toppled broken to the
arm, he freed Sunna from beneath the mound of street below. Falling to her knees, overcome by
the dead and dying – and thrust the Vermin blade her wounds, Sunna died steeped in golden sun-
into her side. The rats’ work was done; the blade light and in the knowledge that the first city of
twisted in his hand, and what was a minor blow men was avenged.
became a thrust to the heart of the goddess made So passed Sunna, the Uniter, who brought a new
flesh. Sunna’s face pinned Warin, the betrayal dawn to the long night, and struck down the en-
filled her eyes. Before that stare, Warin fled, to emies of humanity. In the years after, her follow-
pass from the history of Vetia and become a by- ers forged new nations to preserve her legacy.
word for treachery. Sunna wavered, and the King Uther would become a great King of Equitaine.
came on in triumph. But even wounded as she Queen Genoveva's descendants would thrive in
was, she did not fall, and met him blow for blow. the lands of Destria. Arcaleone would be eternally
Their fight raged from the throne room to the honoured, as the Glauca and Aeturi came to name
walls of the city. Rats and men turned to look their ancient fatherland in his honour. Greatest
up at the legendary combat overhead. Flaming of glories was reserved for the Askar, the Breidar
sword clashed with glowing scimitar, sparks rain- and the Gjothar, who would unite under the sym-
ing down. A dozen wounds were traded, yet it bol of Sonnstahl, the sword of light borne by our
was the woman who faltered. Sunna staggered, saviour, Sunna. May we always live in her light.

Sunna Myth 149 Rulebook


SUMMARIES
If I had to describe it in a single word, I’d say ‘unfortunate’.
— Count Lutuzov, on the Slaughter of Itterbeck, 801 A.S.

Pre and Post-Game Randomize Secondary Objectives (roll a D6):


1-2: Hold the Ground
The pre-game sequence Place a marker in the centre of the Board. The player with
1 Decide on Game Size. the most Scoring Units within 6" of this marker at the end of
2 Share Army List with Opponent the game wins the Secondary Objective.
3 Build the Battlefield. 3-4: Breakthrough
4 Pick Deployment Type. The player with the most Scoring Units within its opponent's
5 Choose Secondary Objectives. Deployment Zone at the end of the game wins the Secondary
Objective.
6 Determine Deployment Zones.
5: Capture the Flags
7 Generate Spells.
After moving Vanguards, starting with the player that has
8 Deployment Phase.
the first Player Turn, take turns in openly choosing three en-
emy units with Scoring.
The player that has the highest number of its chosen units
The Deployment Sequence still alive at the end of the game wins the Secondary Objective.
1 Determine who deploys first. 6: Secure Target
2 Take turns deploying units. After determining Deployment Zones, starting with the
3 Determine who takes the first turn. player that picked Deployment Zone, both players place one
marker on the Battlefield, more than 12" away from their De-
4 Deploy remaining units.
ployment Zone and 24" away from the other marker.
5 Deploy Scout units.
At the end of the game, the player controlling the most mark-
6 Move Vanguard units.
ers wins the Secondary Objective. A marker is controlled by
7 Other rules and abilities. the player with the most Scoring Units within 6" of the mark-
8 Roll for First Turn. er. If a unit is within 6" of both markers, it only counts as
within 6" of the marker which is closest to its centre.

Randomize Deployment Type (roll a D6):


1-2: Frontline Clash 3-4: Refused Flank

5: Encircle 6: Counterthrust

Summaries 150 Rulebook


Victory Points The Turn Structure
At the end of each game, add up your Victory Points (VP).
1 Movement Phase
Characters are counted separately from units they have
joined. 2 Magic Phase
3 Shooting Phase
Killed unit VP equal to the unit’s point value 4 Close Combat Phase

Fleeing unit VP equal to half the unit's point value

Unit below 25% of


VP equal to half the unit's point value
starting Wounds
Both Fleeing and at
VP equal to the unit's point value
or below 25%

General is killed +200 VP

Battle Standard
+200 VP
Bearer is killed

Victory Points Table


Victory Points Difference Battle Points
Percentage of (if playing
Winner Loser
Total Army Cost 4500 points)
0-5% 0-225 VP 10 10
>5-10% 226-450 VP 11 9
>10-20% 451-900 VP 12 8 Dangerous Terrain
>20-30% 901-1350 VP 13 7
Roll a number of dice determined by the model troop type
>30-40% 1351-1800 VP 14 6
• Dangerous Terrain (1) – the test is failed on '1'
>40-50% 1801-2250 VP 15 5
• Dangerous Terrain (2) – the test is failed on '1' and '2'
>50-70% 2251-3150 VP 16 4
>70 ≥3151 17 3 • Dangerous Terrain (3) – the test is failed on '1', '2' and '3'
Winning Secondary Objective +3 -3 For each failed dice – take one wound with AP (6)

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

Summaries 151 Rulebook


The Movement Phase The Magic Phase
The Movement Phase Sequence Magic Phase Sequence
1 Start of the Movement Phase. 1 Start of the Magic Phase. Roll for the Magic Flux and
2 Start of the Charge sub-phase. Channelling.
The Active Player Declares Charges. The player 2 “Remains in Play" spells may be dispelled.
nominates which unit is performing a Charge and 3 The Active Player may attempt to cast one spell.
against which enemy target. Each time the Active 4 Repeat steps 2-3 of this Sequence until neither player
3
Player declares a charge, the Reactive Player must performed an action.
declare and perform the Charge Reaction of the 5 End of the Magic Phase. Resolve end of phase
charged unit. triggered abilities.
Once all charges and Charge Reactions have been
4 declared, chargers will try to move into combat. The Casting Attempt
Active Player may now roll for Charge Distance. 1 The Active Player declares a Wizard, spell, version
If a charging unit fails to reach its target it must of the spell, target of the spell and an amount Magic
5
perform a Failed Charge Move. Dice (between 1 and 5)
If a charging unit rolls enough distance to reach its 2 The Active Player rolls that many Magic Dice (from
target, the Active Player must move it and align it the Magic Dice pool). Add the results of the rolled
6 together with its target in order to maximize contact. dice and any casting modifiers together to get the
The charging unit and its target will now be locked in total casting roll.
Close Combat. 3 The Casting Attempt is successful if the total casting
7 End of the Charge sub-phase. roll is equal to or higher than the spell's Casting
8 Start of the Compulsory Moves Sub-Phase. Value. Otherwise, the caster suffers from Lost Focus
The Active Player may now attempt to rally fleeing and the Casting Attempt failed.
9
units by performing Rally Tests.
Dispel Attempt
Fleeing units which have failed to Rally, or which are
10 not eligible to take a Rally Test, must perform a Flee 1 The Reactive Player declares which (if any) of their
Move. non-fleeing Wizards will attempt to dispel the spell
Units with Random Movement or any other form of and how Magic Dice will be used. A minimum of 1
11 dice and up to all the dice in your dice pool can be
compulsory movement must move in this sub-phase.
12 End of the Compulsory Moves sub-phase. used. A dispel may be attempted even without having
any Wizard.
13 Start of the Remaining Moves Sub-Phase.
2 The Reactive Player rolls that many Magic Dice (from
The Active Player may perform an Advance Move, March
the Magic Dice pool). Add the results of the rolled
14 Move or Reform with any remaining unit which has not
dice and any dispel modifiers together to get the total
yet moved during this Movement Phase.
dispel roll.
15 End of the Remaining Moves sub-phase.
3 The Dispel Attempt is successful if the total dispel
16 End of the Movement Phase. roll is equal to or higher than the total casting roll.
If so, the spell is dispelled, and the casting failed.
Otherwise, the Dispel Attempt fails and the dispelling
Magic Modifiers Wizard suffers from Lost Focus.
• Wizard Apprentice, +1
Miscast Table
• Wizard Master, +2
• Dispelling Bound Spells, +1 Miscast Roll Miscast effect
(D3+1)×MDU (apply all relevant effects)
• The sum of modifiers cannot exceed +3 Always Witch Fire
Caster's unit suffers a number of hits equal to
Bound Spells the Miscast Roll. The number of hits cannot
exceed the total number of Wounds in the unit.
To successfully cast a Bound Spell, the casting roll must be
equal to or higher than the spell's Power Level. These hits have Strength MDU, Magical
Attacks and Armour Piercing (1).
• No positive casting modifiers can be added to the
10+ Amnesia
casting roll
Roll a D6: On 4+,the Wizard cannot cast the
• The caster of a Bound Spell never suffers from Lost Focus
Miscast Spell this game anymore.
• A Bound Spell does not get the casting modifier from 15+ Catastrophic Detonation
an Overwhelming Power
Roll a D6: On 4+, the Wizard loses a number
• Path Attribute is resolved as usual of Wounds equal to half its starting number
• Dispelling Attempts gain a +1 modifier, which may ex- of Wounds, rounding fractions up (no saves of
ceed the normal limit of max +3 any kind allowed).
20+ Breach in the Veil
If Overwhelming Power is rolled and the spell is not dispelled:
Roll a D6: On 4+, the Wizard is dead, remove
• If MDU is 4 or more, the Bound Spell is lost and can-
it from the game as a casualty (no saves of any
not be used again during the game
kind allowed).

Summaries 152 Rulebook


The Shooting Phase To-Hit Modifiers Summary
Long Range -1
The Shooting Phase Sequence
Moving and Shooting -1
1 The Active Player may pick any unit that is eligible Stand and Shoot -1
to perform a Shooting Attack and may then declare Soft Cover -1
which enemy unit is the target.
Hard Cover -2
2 The player must Measure Distance to ensure that
Special Rules
the target enemy unit is effectively within Range of
the Shooting Attack. The player must also ensure Hard Target -1
that the shooting unit can draw Line of Sight. Skirmishing -1
3 The player rolls on the Shooting To-Hit Table.. Multiple Shots -1
4 For every Hit score, the Active Player rolls on the
Wounding Table No Cover No Line of Sight
5 For every Wound received, the Reactive Player
attempt to roll any Armour Save, Ward Save or
Regeneration Save that the wounded model is
eligible to take.
6 The Reactive Player Removes Casualties for every
unsaved Wound and takes notes of the remaining
Wounds of multiple-Wounds models.
7 Repeat steps 1-6.
8 As soon as a unit suffers Heavy Casualties, i.e. as
soon as it loses 25% or more of its starting amount
of models during one Shooting Phase, it must test
for Panic.
9 End of the Shooting Phase.

The Misfire Table


Soft Cover (-1 to hit) Hard Cover (-2 to hit)
0 (or less) Explosion!
All models within D6" of the misfiring model suffer a Strength
5 hit. The shooting model is then destroyed. Remove it as a
casualty.
1-2 Breakdown
The firing mechanism of the weapon is damaged. The model
cannot shoot anymore with the weapon for the rest of the game.
3-4 Jammed
The Artillery Weapon may not be fired in the controlling
player’s next Player Turn
5-6 Malfunction
The shooting model suffers a Wound with no Saves of any
kind allowed.

Shooting To-Hit Table


Ballistic Skill (BS)
To-Hit Roll
+ modifiers
6 or more 2+
5 2+
4 3+
3 4+
2 5+
Never doubt that a small group of thoughtful, com-
1 6+
0 6+ followed by 4+
mitted ogres can change the world – even though
-1 6+ followed by 5+ they never have.
-2 6+ followed by 6+ — From Coming of Age in Nyetsan,
-3 or less impossible
by Pascaline Caillat

Summaries 153 Rulebook


The Close Combat Phase To-hit in Close Combat Table
Attacker’s Weapon Skill
The Close Combat Phase Sequence
1 2 3 4 5 6 7 8 9 10
1 Start of Close Combat Phase. Apply any “No Longer
Engaged”. 1 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
2 Choose a combat to fight in. 2 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
3 Fight a Round of Combat.

Defender’s Weapon Skill


3 5+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+
4 Repeat steps 2-3. Each time choose a new combat,
which has not already been fought during this Close 4 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+
Combat Phase.
5 5+ 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+
5 Once all units that are Engaged in Combat have
fought, the Close Combat Phase ends. 6 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+

Fighting a Round of Close Combat 7 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+

1 Start of Round of Close Combat. 8 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 3+


2 Choose Weapon. 9 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+
3 Characters perform Make Way manoeuvre..
10 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 4+
4 Issue and Accept Challenges.
WS – Weapon Skill | A – Attacker | D – Defender
5 Roll attacks (in Initiative order):
-Allocate attacks.
To-Wound Table
-Roll to hit, to wound, saves, and remove casualties.
-Move to the next Initative step. Attack’s Strength
6 The units on the losing side perform their Break 1 2 3 4 5 6 7 8 9 10
Tests. All units that fail their Break Test automatically
Flee. If no unit has fled, go to step 12. 1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+
7 Units on the same side as a unit that Breaks from 2 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+
combat test for Panic.
3 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+
8 Once a unit Breaks from combat, the winning side
Target’s Toughness

must decide whether to Pursue. If the player chooses 4 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+


to Restrain, a Leadership Test must be passed.
5 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+
9 Roll Flee distance and move Fleeing units.
6 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+
10 Roll Pursue distance and move Pursuing units.
11 Perform any Post-Combat Pivots. 7 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+
12 Perform any Combat Reform 8 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+
13 End of Combat Round. Proceed to the next combat. 9 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+
Whenever an attack hits a model, 10 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+
use the following sequence: S – Strength | T – Toughness
1 Attacker Distributes hits.
Armour Modifier
2 Attacker rolls to wound; if successful, proceed.
3 Defender rolls Armour Saving Throws; if failed, Strength 1 2 3 4 5 6 7 8 9 10
proceed.
Modifier 0 0 0 -1 -2 -3 -4 -5 -6 -7
4 Defender rolls special saving throws; if failed,
proceed.
5 Defender removes Wounds or casualties.
6 Defender checks for Panic.

Combat Score Modifiers


Caused Wounds +1 for each Wound General and Battle Standard Bearer:
Overkill +1 for Each Wound (maximum +3) • The non-fleeing General gives its Leadership to all
Charge +1 (+2 from Down Hill) friendly units within 12'' (Inspiring Presence)
Rank Bonus +1 for each rank after the first (max. +3) • The non-fleeing Battle Standard Bearer gives "reroll
Standard +1 for each Standard failed Leadership Tests" to all friendly units within
12" (Hold Your Ground)
Battle Standard +1
Flank Bonus +1 (+2 for Large Flank) • A Model with Towering Presence increases its Inspir-
ing Presence and Hold Your Ground range by 6"
Rear Bonus +2 (+3 for Large Rear)

Summaries 154 Rulebook


Troop Types Summary
Unit Profile Type FR(H) SA Special Rules Height* DTT

Light Troops
Infantry - 5(10) 1 Standard 1
(Characters only)

War Beast - 5(10) 1 Swiftstride Standard 1

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

Summaries 155 Rulebook


Across the world of the 9th Age, many factions vie for wealth,
land and power. Within these pages is contained the collected
wisdom of generals and wizards, priests and heroes, covering
all aspects of warfare. Armed with this knowledge, send your
armies into battle — for honour, for glory, for victory!

The 9 th Age: Fantasy Battles is a community made miniatures wargame.


All rules and feedback can be found/given at http://www.the-ninth-age.com/
All recent changes are available at http://the-ninth-age.com/archive.html
Copyright Creative Commons license: http://www.the-ninth-age.com/license.html

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