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2 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

t was in the cold years, when the sun was pale valiant Warin's horse, and a single blow shattered Iand the summers were short, that the goddess the King's shield and arm both. The Bull stood came to us. In that time of darkness, the beasts of ready to deliver the , when a lone sol- the wood, barbarians of the wastes and brutes of dier leapt forward. the mountains descended upon us, and we were - rior's waist, Warin was stunned to see a wom- to rise from the mass of foes was Bragh, the Black anHelm plant dislodged, her boots golden in the hair bloody flowed water to thebetween war swept before them as reeds before the flood. First 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 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, isheda fire breastplate not seen in and a decade. sword. AThe blinding brilliance blaze stag of- and buy his people time to escape the approach- ing doom. The eve of the battle found him in a cut through Bragh's heel, bringing him crashing togered one Braghknee. Theas the second woman sunk struck. deep Theinto firsthis chest, blow of Winter, he prayed for blizzards. To Volund, the drawing a roar of pain that shook the earth. The Smith,riverside he shrine,prayed deepfor strength in prayer. of armTo Ullor, and steelFather of monster's open jaws, and into his skull. would see another dawn. The alarm was raised as third and final blow drove straight between the spine. Finally, to Sunna, he prayed that his people one in nine survived, the King's men rushed to beasts came as the daylight failed. Warin'sAs the Black side, Bull pulling fell, thehim beasts from fled.the riverThough to onlyface he finished railing at the silence of the gods; the Each defender gave their life dearly. No man fell his rescuer. All clamoured to know the name of - 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 with his blade unblooded; a score of foes fell be 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 Bullthen andtook the the westernfield. The shore. Askar Great died hornsto his goredmace, Sunna. She has come."

Sunna Myth 3 Rulebook CONTENTS

3 Sunna Myth part 1 38 Magic Phase 6 Introduction th Age? 39 Wizards 6 The Scale of the Game 42 Magic Phase Sequence 6 What is Fantasy Battles: The 9 39 Spells 8 Models, Units and Formations 44 Spellcasting Sequence 8 Models 45 Miscast 46 Bound Spells 46 Magical Effects 12 General Principles 9 Units 12 Turn 48 Shooting Phase 13 Dice 48 Shooting Phase Sequence 14 Battlefield Logistics 54 Close Combat Phase 14 Measuring Distances 54 Close Combat Phase Sequence 15 Line of Sight 55 Round of Combat Sequence 16 Unit Spacing 57 Winning a Round of Combat 16 Board Edge 60 Pursuits and Overruns 18 Characteristics 6359 CombatBreak Test Reform 18 Performing a Characteristic Test 64 Sunna Myth part 2 18 The Characteristics Profile 20 Setting up a Game 66 Attacks and Panic 20 Building an Army 66 Attack Sequence 20 Army Restrictions 67 Distribute Hits 23 Warbands and Grand Armies 67 To-Wound Rolls 23 Hidden or Open Lists ? 23 Optional Rules for Hidden Lists 68 Regeneration and Ward Saves 67 Armour Saves and Armour Modifiers 24 The Pre-Game Sequence 68 Removing Casualties 28 Deployment Phase 68 Inflicting Wounds 28 Deployment Phase Sequence 70 Troop Types 30 Movement Phase 69 Panic Test 30 The Movement Phase Sequence 71 Troop Type Rules 30 Declaring Charges 7371 TroopModels Types on Foot Summary and Mounted Models 36 Compulsory Moves 36 Remaining Moves 37 Pivots and Wheels

Contents 4 Rulebook 76 Mundane Equipment 96 Special Rules 76 Close Combat Weapons 77 Shooting Weapons 111 Applying Special Rules 98 List of Special Rules 78 Artillery Weapons 114 Magical Items 116 List of Common Magical Items 80 Characters 79 Armour Types 124 Geography 80 Lone Characters 126 World Hymn 80 Characters Joined to Units 132 Religion 83 The General 134 Supernals 83 The Battle Standard Bearer 84 Challenges 136 Legend of Avras 138 The Armies of The 9th Age 88 Command Group 138 Elder Races 88 Musician 140 Lost Civilisations 88 Standard Bearer 141 The Realms of Humanity 88 Veteran Standard Bearer 142 The Barbarian Hordes 88 Champion 144 The Legions of Chaos 90 Terrain 145 The Restless Dead 146 Sunna Myth part 3 90 Terrain Types 148 Summaries 94 Victory Conditions 90 Terrain Features

95 Who is the Winner?

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. 31, 49, 97, 140, 141, 142, 143, 144, 145, 146, 147, 154/155 Enrico Bertilorenzi – p. 10, 50, Paweł Jakub Górecki p. 16, 20, 21, 71, 79, 80, 85, 114, 115 Lucas Svedberg – p. 2, 59, 63, 65, 122, 123, Grégoire Veauléger – p. 12, 39, 42, 45, 47, 93, 128 Thomas Karlsson – p. 9, 13, 40, 43, 52, 74/75, 87, 95, 101, 112, 119, 136/137, 139, Marta Stawrowska – p. 77 Davide Castelluccio – p. 11, 46, 78, Rafis Khuzin – p. 30, 44, 48, 104, Adalidsilvano – p. 29, 32, 117, 135 Mikhail Shubin – p. 130, 131, 132, 133, 134, Ollie Cuthbo – p. 17, 99, Alberto Bontempi – p. 96 Marcos Barragan – p. 19, 54, Kacper66, 102, Bucki 107, –The document Galapalo layout – p. 7, 15, 33, 69, 84, 89, 108, 116 B.R.U.T.A.L. – p. 129, Johan Aronson – p. 70, 113, Krys Rackham – p. 8, 14, 22, 25, 38, 76, 110, 125 The 9th Age Team

the-ninth-age.com/index.php?team/Version and Date 1.3.2 – 17 January 2017

Contents 5 Rulebook INTRODUCTION

Beat us, burn us, brand us: you only make the Herd stronger. — Last words of Gnak, Prophet of the Beasts WHAT IS FANTASY of the longbow to determine what kind of distance TH BATTLES: THE 9 AGE? 1"For represents example, players in a game. could In usethat the case historic 1" would range be slightly more than 8 meters and much closer to representing the distances assumed when writ- warantasy game Battles:in which The two 9th grand Age, oftenarmies simply clash called in an ing the rules for this game. epicThe battle 9th forAge, power is a community-made or survival. Each miniatures army can be composed of simple foot soldiers, skilled arch- ers, armour-clad mounted knights, powerful wiz- Fards, legendary heroes, epic monsters, huge drag- ons, and more. The game takes place on a 4 by 6 different actions such as charging into battle, let- Just as we can imagine that the combatants in the tingfoot arrowsbattlefield loose, and or uses casting six-sided spells. dice to resolve 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 single warrior. We could imagine a unit of 10 elite in abstract thought, especially when it comes to Playing tabletop war games is often an exercise some other group size like 20, 50 or 100. At the sameelven time warriors a unit representing of 10 weedy exactly goblin 10runts elves could or amass single battle miniature games couldlike The represent 9th Age. a As single, such a there doz- just represent 10 goblins, but is more likely to en,is no or prescribed even a hundred scale while warriors. playing Though The 9th players Age; 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 miniatures is used for the game. The scale of min- especially potent creatures that are worth entire regimentsmeant to representon their own. exceptional It may be individuals easier to come and compared to real-life sized equivalents. Based to terms with a miniature of a character repre- oniatures that, used 1" in for the The game 9th Agewould is roughly be roughly 1:72 whenequal 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). 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 greaterviewed things to represent for the exactlypurpose what of the they game. are, So but 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 6 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- - 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 equationtheir fights of or1" howbeing many roughly individuals equal to each 10 metersminia 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- 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 byAn 480 average meters game or roughly will be 50 played football on pitches. a 72"x48" 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 can be assigned to a game turn or turn sub-phase. numbering from a few hundred to several thou- sandsized wouldbattlefield meet. where two forces with soldiers

Introduction 7 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 All models are placed on a square, rectangular, or and spellcasters. Everything that stands on the sameModels base represent is considered fighting the warriors, same model monsters, (e.g. a to be its base. Base sizes are given as two measure- dragon and its rider or a Cannon and its three round base. The extent of the model ​is considered crewmen are considered a single model). Inments some in rare millimetres: cases models front-width have round x side-length. bases. In these(For example, cases, only a normal as single cavalry measurement​ base is 25x50mm). is given:

War Machine​ base is a round 60mm base). Two unitsthe diameter are considered of the base. in (Forbase example, contact awith standard each other if the rectangles formed by the outermost - tangle) are touching one another, including corner toedges corner of theircontact. Footprints Two models (called are Boundary considered Rec 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-

cavalry model is a model with two parts (the rid- erfile and are its called mount), Multipart a chariot Models. can be For described example, as a

two crewmen and one chariot chassis), while a normalsingle model foot soldier consisting is a model of five whichparts (twoconsists horses, of a single part. Each part of such a model has its own

"model part". Whenever a rule, ability, spell, and soCharacteristics on affects a ProfileModel, andall parts can be of referred the model to asare a

affects a model part. affected, unless the rule specifically states it only

8 Rulebook

Models, Units and Formations 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

(along the length of the unit) or a single model operatinging of ranks on (along its own. the widthWhenever of the aunit) rule, and ability, files be in Horde Formation.Footprint spell and so on affects a unit, all models in 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 A unit's Footprint is the area occupied by the contact with each other and face the same direc- Centre of Unit tion. All ranks must always have the same width, - nary rectangle around the outer edges of the A unit's Centre is defined by drawing an imagi except the last rank which can be shorter than the - other ranks; if so, this is called an incomplete rear ered to be the Centre of the unit. to have empty gaps in it, as long as the models are unit's Footprint. The Centre of this box is consid rank. Note that it’s perfectly fine for the last rank aligned with those of the other ranks. Unit Facing and Arcs Rank-and-File

fromA unit the has corners 4 arcs: offront, the unit'srear, and bases, two in flanks. a 135° Each an- glearc from is determined the unit's front by extending (for the front a straight arc), rear line butNormal all other models models in a unitare. are called Rank-and-File models (R&F). Characters are not R&F models,

Full Ranks (they(for the can rear draw arc) Line or of flanks Sight (for from the any flank point arcs), on theirsee figure bases, 1. in Units any ondirection). round bases don't have arcs wide. Some units (such as Monstrous Infantry) A Full Rank is any rank which is at least 5 models see Troop Types section for details. require fewer than 5 models to form a Full Rank,

Rulebook

Models, Units and Formations 9 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.

10 Rulebook

Models, Units and Formations 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.

11 Rulebook

Models, Units and Formations 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 The Active Player is the player whose turn it cur- game. A standard game lasts for 6 Game Turns, rently is. antasy Battles: The 9th Age is a turn-based each divided into two Player Turns. At the begin- The Reactive Player is the player whose turn it currently is not. Turn, in which they use their units to perform variousning of theactions, game, such one asplayer moving, has thecasting first Playerspells, Simultaneous Effects or attacking, while their opponent gets to react. F Whenever two or more effects occur at the same time, resolve effects controlled by the Active Play- Turn. When this comes to an end, Game Turn 1 After this, the other player has their first Player - der their own simultaneous abilities resolve. If has their second Player Turn, and so on, until thereer first. is Eacha choice player involved is free (suchto decide as abilitiesin which that or bothis complete. players Inhave Game completed Turn 2, 6the Player first Turns.player nowThis may or may not be activated), the Active Player 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: 1 Movement Phase may be activated at the beginning of the Magic Phase,For example, the player if both whose players Magic have Phase abilities it is must that 2 Magic Phase 3 Shooting Phase abilities and in which order. Then the Reactive Playerchoose mayfirst choosewhether to or use not their they abilities are using or their 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 12 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- 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’ In Fantasy Battles: The 9th Age, dice are often 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. rollcommonly are often used dependant type is the on six-sided whether dice, the named 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 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 askThe theDirection player Dice to determine is a special a six-sidedrandom direction.dice with 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. Representing the Direction Dice addingroll 3 six-sided or subtracting dice and a number, add the suchresults as together.D6+1. In with a standard D6 suchOn other cases, occasions, simply add a dice the roll relevant may be number modified to, byor Alternatively the Direction Dice can be represent- subtract it from, the result of the roll. Lastly, some 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- ed by rolling a standard six-sided dice and using 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 positethe direction faces on of aan standard arrow as dice), depicted use inthe Figure central 2. dot in the ‘5’ to represent the direction of the ar- Dice can only be rerolled once. The second re- row instead. is not considered a modifier. sult is final, no matter the cause/source or result.

Figure 2 Two different ways of representing a Direction Dice.

General Principles 13 Rulebook BATTLEFIELD LOGISTICS

I would give half my men for a single reliable report from the field. — General Schmismark MEASURING DISTANCES The rules often refer to things being within a cer- T - tain distance. Measure the distance between the spondshe unitto 2.54 of measurementcm. All distances in Fantasy and ranges Battles: are closest points. If this distance is less than the giv- indicatedThe 9th and Age, measured is the inchin inches. ("). An To inch determine corre en range, they are considered to be within range. the distance between two points on the Battle- This means that a model is always within range must always measure from the closest points, need to be within range, only a fraction of it. field (or two units, or any other elements), you of itself and that the entire model/unit does not even if the line of measuring goes through any When measuring distances to and from a unit, kind of intervening or obstructing element. Ig- measure from their Boundary Rectangles. nore such obstructions for the purposes of meas- Players are always allowed to measure any dis- urement. tance at any time.

14 Rulebook

Battlefield Logistics 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: Standard from the front of its base directly to its target Any model with one of the following Troop Types: withoutpoint or leavingmodel) the if you model's can extend front arc a straightand without line 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

15 Rulebook

Battlefield Logistics 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- - Dearest Petrus, whichment are allows specifically a unit toallowed engage to enemies break this in Closespac Combat.ing rule, Other with thetypes best of examplemoves may being allow a chargea unit - to come closer than 1" to friendly units or Im- nessed the most incredible things from beyond I hope this letter finds its way true. I have wit 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 - temporarily break the spacing rule for one reason ericksberg, which seems to have grown even in see them. We have returned once again to Fred or another, it ignores the Unit Spacing rule with regards to the unit or Impassable Terrain that it is what lies in the oceans between Virentia and Si- the few weeks I was away. We sailed north to find closer than 1" to, for as long as it remains closer than 1" (it may however still not move into base in an unerring curve like the rim of some great lexia. We followed a chain of islands that swept 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-

side of their perimeter, we were forced to turn back.tween Thethem ship and wasexplore warped what liesby strangeon the western 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 - ulations and hope to return to your sweet – and safeby night. – embrace, Fortunately, as soon I haveas I possibly survived can. these trib Your loving Gertrude

930— A.S. Letter undelivered by Sonnstahl Postmaster; recipient deceased

16 Rulebook

Battlefield Logistics 17 Rulebook

Battlefield Logistics 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 “*”. 0 Weapon Skill contains 9 different Characteristics: Each model has a Characteristics Profile, which The model part is automatically hit in Close Com- M Movement bat and can only hit in Close Combat on 6+. 0 Ballistic Skill The model part cannot use Shooting Weapons. TheWS movementWeapon speed Skill of the model, in inches. 0 Strength Attacks with Strength 0 cannot wound. How likely it is for the model to land hits and BS Ballistic Skill avoid being hit in close combat. 0 Toughness Attacks rolling to wound against a model with Toughness 0 wound on 2+. How likely it is for the model to land a hit with S Strength ranged weapons. 0 Wounds A model with its Wounds reduced to 0 is removed as a casualty. The higher the strength, the easier it is to wound T Toughness other models and crush armour. 0 Attacks

W Wounds never make normal Close Combat Attacks. A high toughness withstands blows more easily. A model part with an unmodified Attacks of 0 can PERFORMING A When the model loses this many wounds, it is I Initiative removed as a casualty. CHARACTERISTIC TEST

result is less than or equal to the tested Charac- Models with a higher initiative strike first in close A Attack teristic,To perform the atest Characteristic is passed. Otherwise Test, roll a the D6. test If the is combat. means that models that have a Characteristic with The number of times the model can attack in failed. A test always fails on the result of ‘6’. This Ld Leadership close combat. Tests targeting that Characteristic. a value of 0 will automatically fail Characteristic - Shows the model's discipline and ability to stand acteristic (such as a horse and its rider) is called When a model with more than one value for a Char and fight. upon to take a Characteristic Test, take a single test - All Characteristics have a numeric value between teristic available. When a unit as a whole takes a 0 and 10 and can never go beyond this range. Characteristicfor the combined Test, model, the highest using thevalue highest is used. Charac

Characteristics 18 Rulebook Using Borrowed Priority of Modifiers Characteristics When Characteristics (or other values) are modi- In certain situations a model may borrow or use Characteristics borrowed* or set to certain values the Characteristic of another model. In this case fied, modifiers are applied in a strict order: the value of the borrowed Characteristic is taken Multiplications (such as halved, doubled or mul- (such as Inspiring Presence or a failed Fear Test) spells or special rules to which the owner of the tiplied by 3). Unless noted otherwise, round frac- after applying any modification from equipment, tions up. equipment, spells or special rules that affects the Addition and Subtraction (such as -1 or +3). unitCharacteristic will then isbe subjectapplied to.to this Modification (following from the - istic.*If a borrowed Characteristic is modified, apply rulesPerforming for Priority of Modifiersa Leadership below). Test these modifiers before borrowing the Character 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- When several modifiers within the same group are acteristic of a model. If the roll result is equal to or less than the Leadership value, the test is passed. 1. Increasing modifiers (something that makes Otherwise, the test is failed. If a unit takes a Lead- the value greater) with a maximum value (for ership Test and more than one Leadership value example, "+1 Leadership, to a maximum of 7"). 2. Other increasing modifiers. a unit), the player may choose which Leadership the value smaller) with a minimum value. valueis available to use. (for example when a Character joins 3. Decreasing modifiers (something that makes - for a Leadership Test, such as performing a Pan- 4. Other decreasing modifiers. icMany Test different or a Break game Test. mechanics All such exist game that mechanics may call If a more detailed order is needed, apply modifi are Leadership Tests, regardless of any additional ers chronologically, starting with the modifier that abovewas applied 10 or belowfirst. Remember 0. that Characteristics sections of the rulebook. can never (not even temporarily) be modified rules and modifications described in the relevant This Priority order applies to all modifiers, not only Characteristic Modifiers.

Characteristics Rulebook

19 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 seven ways to prod, seven bloodied hopes Armybooks which contain descriptions of the seven holy paths to hell, seven are your burning fires, antasy Battles: The 9th Age includes a series of different armies. Each army has unique charac- and your trip begins seven your desires… ters, troops, and rules. All unit entries within an Armybook are divided between different Catego- — From The Child of the Sun, Fries, which may be constrained to represent a min- by Eiserne Jungfrau, Sunnan prelate and poet imum or maximum percentage of the army cost. selection of units, options, and their Point Costs The first step to build an army is to write down a composition of an army is subject to certain rules andon a restrictionsdocument, calledwhich thethis “Army chapter List”. will The describe exact 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 to basic composition rules: An army in Fantasy Battles: The 9th Age is subject 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 the limit only by 40 points or less. exceed the Army Points. An army may fall below

Setting up a Game 20 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 - - simply count the unit’s point cost towards the differs and is defined in each Armybook. The Cat limitsicon next of all to its their Categories entry’s (but name. only In once these towards cases, egory to which a unit belongs is marked in the Ar the Army Points). mybook with icons next to the unit entry’s name. Characters Adding Categories Choosing certain options can make a unit count - towards another Category in addition to its orig- - All armies include a Character Category, compris weapons might make this unit also count towards ing heroic leaders and mighty wizards. This Cat theinal Category.army’s “Ranged For example, Support” giving Category. a unit shooting This is Points.egory always All unit has entries a maximum that belong amount to this of Catego points- marked by a small icon for the Category connect- that can be spent on it, usually 35% of the Army ed to an option, appearing to the right of the unit rules for Characters given in the Character chap- ry are also considered Characters and follow the name and with a description next to this option. ter in the rulebook. Core

-

Core represents the backbone of the army, a Cate amountgory of units of points that anthat army must must be spent include. on Thethis coreCat- Category will always be given with a minimum 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- tween different Categories, where the cost for some particular option is additionally counted ters, Core, Special), all armies have one or more towards a different Category than the unit. This is army specific Categories, with limits defined marked in the unit entry by a split icon, half rep- within the Armybook. 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 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 ptsFor Dragon,example, which a 250 ispts an Elf option Hero, markedcounted totowards 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 21 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 Some items in the Armybooks are marked with with the War Machine Troop Type count together asexcluding one. Characters. For this purpose, all units Army”, “0-2 Models per Army”, “0-2 Mounts per The General Army”,“0-X items “0-2 per Upgrade army” (forper Army”example etc). “0-2 Such Units items per 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

Grand Armies and halved for Warbands, rounding army. The maximum limit (X) is doubled for role. The General must be the Character with the fractions up (see below). included in the army who is eligible to fulfill this One of a Kind Battle Standard Bearer and Characters with the highest Leadership in your army, excluding 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 22 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- - 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 unusuallyThe rules forsmall army or compositionunusually large are modifiedis subject de to your army. the following rules. 1. Magical Items that are picked from the com- mon list of Magical Items. Warbands 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. 2. Magical ItemsItems thatsuch are as specific Daemonic to Armybooks, 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 All 0-X Units per Army, 0-X Choice per Army and 0-X Models per Army are doubled for Grand Ar- the units apart in the hidden list. For example if mies. othera player doesn’t, fields the two Army units List identical may specify in every that way the unitexcept with that the one Magical has a StandardMagical Standardhas a red andbanner the 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 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- first time it is used. An item is considered as being 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 any way. For example: the dice has no effect). - ed as hidden or secret. Note that the presence of • It alters an attack (such as a Magical Weapon, anyour assassin opponent in theare thingsarmy (andthat areits equipment)explicitly stat 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 that affects the save the same way as the mun- FOR HIDDEN LISTS dane counterpart would (such as many magi- Some players may prefer to use so-called hidden cal shields) does not need to be revealed. 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 lists. For such players, we include the hidden list 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 23 Rulebook THE PRE-GAME SEQUENCE

Makeitworkmakeitworkmakeitwork!!! — Last words of Alfred von Haupt, steam tank operator layers must go through several steps in or- The Size of the Game P - der to set up a game of Fantasy Battles: The In Fantasy Battles: The 9th Age, two armies op 9th Age. These steps are referred to as the pre- roughly the same point cost. This ensures that the battleposing will each be other decided on through the battlefield the clever must strate have- ofgame the sequence. game. The The players first and may foremost then share step theiris to gies and tactics of the players rather than by an find a suitable opponent and agree on the size- lowed by randomizing the deployment type, ran- setting up a game is to agree on the total point domizingArmy Lists the and Secondary begin building Objectives the Battlefield, of the game, fol costunfair of differencethe army that in army each size.player The will first bring. step This to determining Deployment Zones, and generating pre-determined point cost will henceforth corre- Wizard spells. The last step will consist of going spond to the size of the game. Armies are typical- through what is called the Deployment. ly worth between 1500 and 3000 points for small Before the game can begin, some preparations engagements, between 3000 and 8000 points have to be made. for serious battles and beyond 8000 points for 1 Decide on Game Size. - 2 Share Army List with Opponent. tlesmighty around clashes 4500 between points. epic armies. For the most 3 balanced gaming experience, we recommend bat Sharing Army Lists 4 BuildRandomize the Battlefield. Deployment Type. 5 Randomize Secondary Objectives. for both players to swap Army Lists and share all 6 Determine Deployment Zones. relevantAfter deciding information the size about of the game,the upcoming the next stepgame. is 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 - tion on Hidden Lists. game. For more information please see the sec

The Pre-Game Sequence 24 Rulebook Building the Battlefield

smallerA game ofbattles Fantasy involving Battles: Warbands, The 9th Age it isis recomplayed- mendedon a board to use that a isboard 72" that wide is and 36" 48"wide deep. and 48" For 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

uponbattles it. may The take players place can on freely a completely agree on flat the board, size, a Battlefield typically has Terrain Features placed as well as their positions. If an agreement cannot betype reached, and number the game of Terrain provides Features the following to be placed, 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"). • 1Place piece the in each following section): Terrain One FeaturesBuilding or in Im the- passablecentre of Terrain a randomly (randomly selected decide section which (max of

each Terrain piece 2D6" in a random direction. the two), one Hill, and one Forest. Then move additional pieces of Terrain following the rules • aboveNext, add to determine 2D3 (1D3 theirif the positions.board is 36" Roll x a48") D6 and consult the table below to determine the

type1 of eachHill additional Terrain Feature. 2

3 Forest 4 FieldWater 5 Wall 6 Ruin

away from each other. You may move the piec- • esAll asTerrain little Featuresas possible must from be theirplaced rolled at least posi 6"- 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 25 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- - ble's length from either table edge (18" on a 72" table), and moreploy more than than15" from 9" from the thecentral central line line elsewhere. if within The ¼ ofdefender the ta 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 6:more Counterthrust than 9" away from the central line elsewhere. 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

special deployment such as Scouts). unit can be deployed within 18" of an enemy unit (excluding 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 26 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 5 6 Secure Target All Magic Paths can be found in Fantasy Battles: Capture the Flags The 9th Age: PathsSpells of numbered Magic. 1-6 Hold the Ground All Paths contain “Learned Spells”, which are 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- Secure and hold the Battlefield centre. Place a 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 from the same Path that has not already been openly choosing three enemy units with Scoring, rolled. the first Player Turn, both players take turns in or will choose all units with Scoring if there are Spells numbered 0 - Some paths include Spells labelled number 0. This is a special type of Learned Spell for which fewer than four in the army. The player that fin ished deploying first chooses a unit with Scoring (such as Ambushing units) may still be chosen. Spells in the same Path. Note that this spell can- first. Units with Scoring not currently on the table Secure Target nota Wizard be duplicated. may exchange one of its other Learned 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 single Learned Spell more than once (if you are with the player that picked Deployment Zone. unable to replace the duplicate Learned Spells Eachers place player one must marker place on the the marker Battlefield, more thanstarting 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” 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- edgesIn Frontline as their Clash Deployment and Counterthrust Zone, while deployment in a Re- ute Spells and Trait Spells respectively. Any Wiz- ard that knows at least one Learned Spell from pick one of the corners. In an Encircle deployment typefused the Flank players deployment must decide type, who the is players the attack must- Spells of the same path in addition to its other er or defender. To determine which player uses Spells.the Path also knows the Attribute and/or Trait which Deployment Zone, randomize the player a player may roll a D6 and get to choose on a 4+ that chooses their Deployment Zone. For example,

The Pre-Game Sequence 27 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 ploying all remaining War Machines and Charac- ters counts as one unit each. 4 BuildRandomize the Battlefield. 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 whichDeploy player Units deploys first. 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. The same goes for all Characters. Once a player Units Number” score to their dice roll. finished deploying first adds the “Undeployed that are not deployed using the normal rules, - suchhas deployed as scouting all or of ambushing their units units), (excluding that player units viouslyIf the player announced. who finished deploying first gets a higher result, they play first or second as was pre - or second. ploying second wins, they can now choose which must announce whether they will roll to play first If the score is a tie or the player who finished de

player has the first turn.

Deployment Phase 28 Rulebook Deployment Phase Rulebook

29 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-

Charge Reactions into account (not even manda- torying if ones),a charge but is possible,do take already do not take declared potential charges Flee 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 30 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 phase and roll its Charge Range and move the further away than its Movement value (using the reacting unit’s Front Arc and the charging unit is 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 - maximumShoot). After Range. this, (Rememberfollow the rules to apply for Holdany appli reac- tion.cable A modifiers unit can only like choose Long Range this Charge and Stand Reaction and once per turn, even if it is charged multiple times. Flee from the charging enemy (in the direction of a lineThe chargeddrawn from unit theimmediately Centre of flees the chargingdirectly away unit through the Centre of the charged unit). After a declared a charge towards this unit may immedi- Charge Range unit completes the Flee movement, any unit that ately attempt to Redirect their Charge. An already A unit's Charge Range is normally 2D6, plus the unit's Movement Characteristic. If this is equal to fleeing unit that is charged must always choose or higher than the distance between the charg- to flee. er and its intended target, the Charge Range is

a Charge Move (provided it has enough space). Ifsufficient the Charge and Range the charger is less canthan proceed the distance to make (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- tance. the charger may try to Redirect the Charge. If so, rollWhen a Leadership a unit chooses Test. If the failed, Flee the Charge unit will Reaction, try to • A single Wheel can be performed during the passed, the unit can immediately declare a new • The front of the charging unit must contact the move. This Wheel may not exceed 90°. chargecomplete towards the charge another towards viable the target unit unit,that fled.which If 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 enemy unit in the Facing where the more than frontage of the charging unit is equally split in any order chosen by the Active Player. A unit can the charge was declared (see figure 4). If the onlyfleeing redirect unit, each a charge may tryonce to perredirect turn. its If thecharge situa in- unit is in before declaring any Charges. two, randomize which of the two Facings the tion arises that a unit redirects a charge and the • The charging unit ignores the Unit Spacing 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 second target also flees, the charging unit may opt before rolling the Charge Range. against.

Movement Phase 31 Rulebook Aligning Units Charge Fleeing Unit If the charger manages to move into base contact, the units must now be aligned towards each oth- er so that the contacting facings are parallel and theWhen charging charging unit a can fleeing move unit, into followcontact the with same any in contact. To accomplish this manoeuvre, the Ac- rules as for a normal Charge Move, except that tive Player rotates the charging unit around the point where it contacted the enemy, towards the consideration.Facing of its target, Once nothe aligning charger is reaches made and base no enemy. If this will not bring the two units into full maximizing of base to base contact is taken into removed as a casualty. The charging unit can take other units, players may rotate the charged unit acontact Leadership with the Test. fleeing If the target, test it the passed, fleeing the unit unit is insteadcontact, (towardsfor example the due charging to interfering unit) if Terrain this will or 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 - creasing priority. conditions are satisfied as best as possible, in de • 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 a slightly different manner. Roll Charge Range only applicable when multiple units charge for all the units charging that same unit before thein the same Combat unit). is maximized (note that this is moving any of them. Once it has been established • 4th priority: The number of models (on both which units will their target, move the sides) in base contact with at least one enemy - ing Over Gaps). charging units (and/or the Failed Charges) in the model is maximized (including models Fight If it is unavoidable to break one or more of the order that best satisfies the priority order of the Impossible Charge above conditions, you must avoid breaking the Maximizing Contact rule. 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 - ble, charging units are free to move as they please fit all chargers). When this happens, the units that all above conditions are satisfied as best as possi Charge Move. (obeying the rules for Move Chargers). can no longer make it into combat make a Failed

Movement Phase 32 Rulebook Blocked Path Failed Charge To prevent certain abusive situations where a 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- If a unit does not roll a sufficient Charge Range, 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 issons, the itmove performs distance. a Failed Wheel Charge the unit Move so that instead. 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- 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 failedmoving a theCharge charger, cannot mark move the any final further centre inof thisthe 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. number of models (on both sides) in base contact change its number of ranks or files, and so that the to align the units without changing the number of To plunder, to slaughter, to steal, these things they with an enemy is maximized. If it is not possible misname empire; and where they make a wilder- ness, they call it peace. ranks or files, you may change number of ranks or contact. If the enemy unit​ is unable to perform a — From the Orcanium files and do not have to maximize models in base 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 33 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 34 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 35 Rulebook COMPULSORY MOVES Fleeing Units In the Compulsory Moves sub-phase, models that - do not have a choice concerning whether to move untary actions (a voluntary actions is an action thatWhen a aunit unit would is fleeing, normally it cannot have perform the option any vol to Movement or units that have failed a Stupidi- not to perform). This includes (but is not limit- or not (such as fleeing units, units with Random ed to): Declare Charges, Charge Reaction (oth- movesty Test) after must the move. tests passedFirst, roll or failed),Rally Tests then for move all Move, Shoot, Channel, Cast Spells, Dispel Spells, fleeing friendly units (and make the appropriate- orer thanactivate flee), “One Move Use in Only” any way items other which than need a Flee to sory Moves sub-phase, in any order. be activated. Other models cannot receive Inspir- your non-fleeing units that move in the Compul Rally Tests model. At the start of the Compulsory Moves sub-phase, ing Presence or Hold Your Ground from a fleeing

Test (in an order chosen by the Active Player). REMAINING MOVES Unitseach fleeing that are friendly at 25% unit or must less take of their a Leadership 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. - 1. Start of the Remaining Moves sub-phase - Phase. Reinforcements arrive. their Leadership (round fractions up). For exam 2. Choose a unit to move and a type of move (Ad- theple; unit.a unit This started unit the takes game a Rallyas 40 Testmodels, on itswas nor re- vance, March, Reform), then move it. duced to 9 models, but two Characters had joined mal Leadership. Any unit that passes its test is no 3. Repeat step 2, each time choosing a new unit 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 movelonger any considered further in fleeing this movement and may immediately 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 Advance Move When performing an Advance Move, a unit can a Flee Move. Flee Moves move forward, backwards or to either side (side- step). However, it cannot move in more than one of these directions during an Advance Move. Units To perform a Flee Move, roll the Flee Distance, distance straight-forward. If this move should consisting of a single model can always perform which is normally 2D6". Move the fleeing unit this any number of Pivots during an Advance Move. When performing an Advance Move, no model make the fleeing unit end its move within 1" of can move more than its Movement value, from its another unit or Impassable Terrain, extend the for the unit to get clear of all such obstructions. starting to ending position. If the move was made Flee Distance with the minimum distance needed as part of a Swift Reform, this distance is meas- Impassable Terrain, they must take a Dangerous ured from the position after the reform. If fleeing models move through enemy models or- Forward: The unit moves forward a distance up ing unit into contact with (or beyond) the Board to its Movement Characteristic. During a forward Terrain (3) Test. If the Flee Move takes the flee 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). The unit moves backwards a dis- - Backwards: ot. If this is the case, this Pivot follows the same Note that Flee Moves are often preceded by a Piv- couldtance moveup to halfbackwards its Movement 2½". Characteristic. For structions. example, a unit with Movement Characteristic 5 rules as the Flee Move. Flee Moves ignore all ob Sidestep: The unit moves to either side a distance up to half its Movement Characteristic.

Movement Phase 36 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- - istic. During a March Move a unit may perform any - number of Wheel Manoeuvres. When March mov- rectionthe Battlefield, (following and the then Unit place Spacing it back rule) on thewith Bat its ing, no model can move more than twice its Move- Centretlefield inin theany same legal placeformation as before. and facing After theany Redi- 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

Centre in the same place as before (following the Unit Spacing rule, as normal). the unit from the Battlefield, and then place it back on the Battlefield again facing any direction with its When a unit Wheels, rotate the unit forward, around either of its front corners. The distance moved by - ure 7. All models in the unit are considered to have moved this distance. the unit is equal to distance covered by the outer edge of the outermost model in the front rank, see fig 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 37 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)

he world is divided into two spheres, the mortal and immortal. They rest atop one another as a mask Trests 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 is all that separates the immortal and mortal realms. any mortal eye. Here flows the wellspring of the flux: pouring from beneath Sunna’s very throne. The Veil thatThe flux,we know the essence of – the of Veil magic, has seepsbeen shattered from the invisiblefor a moment, sphere and to the the visible true devastation as through of cracks raw magicin a glass. has pouredAt most throughtimes the the flow gap, is imperceptiblekilling many and and leaving steady. daemonsBut at times to feastof great on cataclysmthe remains. – just Magicians twice in usehistory the - als to gold and base men to dust. Like water it can be stored, though not in cups, and like fuel it can be flux of the immortal realm to create their magics or to quell the attempts of others. It can turn base met to their will, we hope, for Sonnstahl and the glory of Sunna. quickly exhausted. Magicians then, are artisans of this flux, bending the outpouring of the Unseen Land — From the “educational” speeches of itinerant wizard Marco Iandoli, at the village of Börnichen

Magic Phase 38 Rulebook In the Magic Phase, your Wizards can cast spells SPELLS and your opponent can try to dispel those spells. Spells can be cast during the Magic Phase. The spells a Wizard knows are usually randomized WIZARDS before the game, using the rules given under Gen- Models that can cast (non-bound) spells are re- ferred to as Wizards. All Wizards have the Chan- of Magic. Each of your Wizards has to choose an nel special rule. erate Spells. Most spells belong to a specific Path Wizard Apprentices this choice has to be written down in your Army available Path of Magic to generate spells from; 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 Trait Spells are Spells that are labeled by a “T”. ed on their their profile. 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 Rulebook

39 Spell Properties Boosted Spells Some spells have more than one Casting Value, the higher Casting Values being called the 'boosted' Spell Name All spells are defined by the following 5 properties: versions of the spell. Boosted versions may have Use the spell name to state which spell you intend to cast. Casting Value thetheir effects Range of and/orthe spell target may change. restrictions Declare modified if you (for example giving the spell a longer Range), or 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 target must be a single unit. withinsame time. 12", Forbe an example, enemy unitif a spelland behas in the the typescast- Augment er's“Range front 12”, arc. “Hex”, Unless and stated “Direct”, otherwise, the target a spell must can be Spells with the “Augment” Type may only choose only have one target. friendly units (or models inside units if focused) as targets. Duration 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- sible targets (according to the rest of the Spell Effect Types) have to be chosen as targets of the aura target of the spell when the spell is successfully and “Range 12"” targets all friendly units within cast.The Effect Spell ofEffects a spell are defines never what affected happens by special to the 12".spell. For example, a spell with “Aura”, “Augment” rules, Magical Items, other spell’s Effects or simi- lar abilities granting the spellcasting model some benefit, unless noted otherwise.

Magic Phase 40 Rulebook Caster Spell Duration Spells with the target restriction “Caster” target

of the spell are applied. A spell’s Duration can ei- all model parts are affected). A spell's Duration specifies how long the effects only the model casting the spell (unless Focused, 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 Magic Phase. If an affected unit is divided into Spells with the target restriction “Direct” may of the spell lasts until the start of the caster's next only choose targets which are in the caster's front Character leaves its unit), each of the units formed arc. thisseveral way units keeps (the being most affectedcommon by example the spell's is that ef a- Focused fects. Characters that join a unit affected by Lasts One Turn spells are not affected by the spell. chosen as targets (including a Character inside a Permanent With a “Focused” spell, only single models can be 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 described in the spell. If an affected unit is divid- - cused)Spells with as targets. the target restriction “Hex” may only is that a Character leaves its unit), each of the choose enemy units (or models inside units if Fo unitsed into formed several this units way (the keeps most being common affected example 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 If a spell is marked as “Remains in Play”, the ef- casting player. target is a point on the Battlefield, chosen by the 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. - acter leaves its unit), each of the units formed this Range X" wayunits keeps (the mostbeing common affected exampleby the spell's is that effects. a Char In that situation, one successful Dispel Attempt will with “Range X”. Only targets within the given dis- remove the spell from all affected units. Charac- Spells usually have a maximum Range, indicated 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 the caster of the spell is slain, the spell's effects inside units if “Focused”) as targets. moment the spell could normally have been dis- pelledare automatically (see Magic Phase dispelled Sequence). at the first possible

Magic Phase 41 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 automatically dispel its own active “Remains in “Remains in Play” spells may be dispelled 2 Flux and Channelling. Play” spells without using any Magic Dice, while (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 one spell (see Spell-casting Sequence). Phase. Dispel Attempts are done using Magic Dice (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 5 phase triggered abilities. Value of the “Remains in Play” version of the spell (ignoringer than the Casting lowest Values required of Boosted(unmodified) versions). Casting 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-

Dice pool of the Active Player is equal to the total er makes a Magic Flux roll with 2D6. The Magic Reactive Player is equal to the highest D6 of the The Guessing Game Magic Flux roll, while the Magic Dice pool of the 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 arolled single 2D6. Channel Immediately attempt. after A Channelthe Magic attempt Flux roll, is Play” spell or not, and they have to take the de- resolved by rolling a D6. Add +1 to the result of spending Dispel Dice on “Remains in Play” Channel special rule in your army (all Wizards spellscision thatfirst. the They Active have Player to choose might if want they to want dispel to havethis roll the for Channel each non-fleeing special rule). model If the part result with is thea 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 42 Rulebook Magic Phase 43 Rulebook SPELLCASTING SEQUENCE If the Casting Attempt is successful, the spell is not cast yet. The Reactive Player may choose to make a Dispel Attempt to prevent the spell from models with Bound Spells) may attempt to cast resolving. eachEach of of its Active spells Player’s up to one non-fleeing time per Magic Wizards Phase. (or Each Casting Attempt is resolved as follows: Dispel Attempt Casting Attempt The Reactive Player declares which

The Active Player declares which will attempt to dispel the spell and Wizard is casting which spell and with how(if any) many of Magic their Dice non-fleeing will be Wizardsused. A 1 how many Magic Dice. If applicable, 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),The Dispel toAttempt get the istotal successful dispel roll. if the Modifiers),The Casting to Attempt get the totalis successful casting roll.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. Otherwise, the Dispel Attempt fails and the Casting Attempt failed. the dispelling Wizard suffers from Lost the caster suffers from Lost Focus and

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 44 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 number of hits cannot exceed the to get the total casting or dispel roll. Any casting total number of Wounds in the unit. Master, and any other modifier, to the dice result These hits have Strength MDU, Magical Attacks and Armour or dispel modifiers may not exceed a total of +3 Piercing (1). nor fall below -3. There are a couple of exceptions 10+ Amnesia to this rule. If such exceptions are used, first add Roll a D6: On 4+,the Wizard cannot normal modifiers up to maximum of +3, then add cast the Miscast Spell this game the exceptional modifiers that can exceed +3. Lost Focus anymore. 15+ Catastrophic Detonation Roll a D6: On 4+, the Wizard loses castingA Wizard or dispel who suffers rolls this from Magic Lost Phase Focus (it cannotis still a number of Wounds equal to half affectedadd any castingby Overwhelming or dispelling Power modifiers and Miscast to further as its starting number of Wounds, normal). rounding fractions up (no saves of Not Enough Power any kind allowed). 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 a casualty (no saves of any kind allowed). gardless of any modifiers.

Magic Phase 45 Rulebook BOUND SPELLS MAGICAL EFFECTS

Spell is a spell that is usually contained in a mag- Magical Move icalSome object spells of are some defined sort. asBound Bound Spells Spells. can A beBound 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 - Casting a Bound Spell ment, or units in combat cannot move). Actions Casting a Bound Spell follows the same rules as thatexample, a unit fleeing could units, normally units do with in Randomthe Remaining Move casting a regular spell, they may even trigger the Moves sub-phase can be made (such as Wheel- ing, Reforming, joining units, leaving units and so castingPath Attribute roll and spell that withthe caster the exception of a Bound that Spell no positive casting modifiers can be added to the "targeton), except may that make the a unit12" Magicalcannot March. Move"): A thisMagical dis- cast a Bound Spell, the casting roll must be equal tancemovement is used always instead has aof given the target'slimit (for Movement example, never suffers from Lost Focus. To successfully 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. Raise Wounds uses the rules for Recover Wounds Overwhelming Power Any excess Recovered Wounds are lost. from an Overwhelming Power. with the exception that Raise Wounds can bring A Bound Spell does not get the casting modifier Miscast bringback deadback models models. in First, the following recover all order: lost Champi Wounds- If an Overwhelming Power is rolled when casting on models in the unit (except for Characters), then a Bound Spell, do not apply the normal Miscast Any used “One Use Only” effects or destroyed magic itemson, Standard (or other Bearer, equipment) Musician, are othernot regained. R&F models. Each with 4 or more Magic Dice, the Bound Spell is lost raised model must be recovered to its full amount andprocedure; cannot be instead, used again if the during Bound the Spell game. was cast of Wounds before another model can be raised. This cannot raise a unit's number of models above Dispelling a Bound Spell

Rankits starting must benumber. placed Once in the again, back anyrank. excess Any modelsRaised 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 that cannot be placed in legal positions are lost. Modifiers rule. Magic Phase 46 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 47 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 Engaged in Combat, or that have Marched, Re- SEQUENCE formed,once per Rallied, Shooting or DeclaredPhase. Units a Charge that inare their Fleeing, pre- vious Movement Phase cannot shoot. 1 Start of Shooting Phase. - Select a unit and perform a Shooting 2 in the shooting unit's Line of Sight. Units that are Attack. EngagedWhen a unit in Combat shoots, cannotfirst nominate be chosen a target as targets. with 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 rank may fire. If the models in the unit have more When all units that can (and want to) shoot 4 has not fired during this Phase yet. than one type of Shooting Weapon, declare which have done so, the Shooting Phase ends. - ons must use the same type of weapon. Champi- onsweapon and Charactersis used. All areR&F free models to use except other Champitypes 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 48 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 - each shooting model individually. ing a horse), use the part of model that is actually modifier. Remember that you measure Range for performinghas more than the one Shooting profile Attack. (such asThe an player archer con rid- 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

‘1’ is always a miss. If one or more hits are scored, models in theStand unit and receive Shoot a -1(-1 to-hit to hit) modifier. follow7 or higher, the procedurethe attack hits.described An unmodified under Attacks roll of Shooting Attacks made as part of a Stand and and Panic. Shoot Charge Reaction receive a -1 to-hit modi- Shooting To-Hit Table Ballistic Skill (BS) fier. 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 - ify the Ballistic Skill of the shooter. The list below to-hit modifiers to their to-hit rolls. Simply mod topshows of these. the general to-hit modifiers, but spells and abilities can add additional to-hit modifiers on 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 Rulebook

49 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 Cover: Soft Cover and Hard Cover. In both cases, Cover is worked out using the Line of Sight of obscuredreceives a by -2 one to-hit or moremodifier. of the Hard following: Cover applies if more than half of the target unit's Footprint is 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. these lines are interrupted by models or Terrain, Target Behind Hard And Soft Cover theside shootingits front modelarc) to mayall the suffer target’s to-hit Footprint. penalties, If If a model is suffering from both Hard Cover and

Line of Sight is interrupted by and how much of thedepending Line of Sighton what is interrupted. types of models/Terrain Models always the ig- Soft and Cover, Hard only Cover, apply but the not Hard enough Cover to modifier.grant ei- nore their own unit and the target unit for Cover therIf the Hard target Cover unit's or Footprint Soft Cover, is the obscured shooting by mod both- purposes, and also ignore whatever Terrain Piece

orel suffersTerrain Soft from Cover either modifier the Hard if Covermore orthan Soft half Cov 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 obscured by Soft Terrain and 30% by Hard Ter- Target Behind Soft Cover (-1 to hit) through that Forest). rain,er list. the For shooting example, model if 30% still of suffers the target the Soft unit Cov are- A model shooting at a target behind Soft Cover

- er modifier (see Figure 10). scuredreceives by a one-1 to-hit or more modifier. of the Softfollowing: Cover applies if more than half of the target unit's Footprint is ob • 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 50 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 51 Rulebook Shooting Phase 52 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 53 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.

Engaged in Combat previously, but had all of its CLOSE COMBAT PHASE opponentsA unit follows moved the rules or removed for No More between Foes theif it prewas- 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 1 a Post-Combat Pivot or Post-Combat Reform (or “No Longer Engaged”. Overrun if it just charged) before any combats are 2 fought. This cannot be done if the unit has moved since the opposing units were removed (such as 3 Choose a combat to fight in. with a Magical Move). FightRepeat a Roundsteps 2 ofand Combat. 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. which are all connected through base contact. Normally,A Combat isthis defined would as be a grouptwo units of opposing pitted against units, 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 combat. the chosen combat before moving on to the next 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

Reforms or Breaking from combat). unless specifically stated (such as during Combat

Close Combat Phase 54 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). Attacks can only be made against enemies in the Issue and Accept Challenges (see Attack across models in the first rank. Supporting 4 front. Character section). Horde Formation Roll attacks (in Initiative order): - 1. Allocate attacks. 5 2. Roll to hit, to wound, saves, and Models in units that are deployed in Horde For rmove casualties. mation (see Units and Formations) gain the Fight in Extra Rank special rule.

Calculate which side wins the Round of 6 3. Move to the next Initative step. Combat. Loser(s) rolls Break Test. 7 Roll Panic Test for nearby units. 8 Restrain or Pursue?

109 Roll FleePursue distance. distance. 11

12 Move FleeingPursuing units. 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 both the 2nd and 3rd rank can make Supporting Combats are fought in a strict striking order, next combat. 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- our-coded with a lighter shade cannot make Sup- However, some attacks are made at a different In- porting Attacks. itiativestrikes step at the than Initiative the model's specified own Initiative on its profile. (such as Chariots’ Impact Hits, which are Initiative 10). a knight and its mount), each part of the model strikesFor models at its with own moreInitiative. than one profile (such as

Close Combat Phase 55 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 - 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 morerolled, than attacks one mustmodel, first it can be allocatedchoose which against model en the model against which the attack was allocated to attack. Attacks can be allocated against mod- (the defender). • If the defender has a lower Weapon Skill than Champions and Characters. The number of at- the attacker, the attack hits on 3+. tacksels with that different a model Woundcan make pools, is equal i.e. R&Fto its models,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 - Close Combat To-Hit Table els in base contact or make Supporting Attacks, it mustsame allocatefile). If a itsmodel attacks could against either models strike atin modbase is needed to successfully hit the target, cross-ref- Roll a D6 for each attack. To find out what score 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 1 2 3 4 5 6 7 8 9 10 the same relevant Characteristics or rules (such aspion different R&F models Toughness in the valuessame unit) or different do not all saves), have 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- 5+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ es if a tie), and apply them to all rolls (to-hit, to- 3 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+ Defender’s Weapon Skill Defender’s Weapon 9 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ Swirling Melee 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 4+ - 10 my, or in a position to make supporting attacks, itIf may a R&F always model choose is in baseto allocate contact any with number an ene of - bothTo-hit Shooting modifiers and can Close alter Combat this to-hit to-hit roll. rolls. Unless Close acters (in a unit that the attacker could normal- specified otherwise, a to-hit modifier applies to its attacks against R&F models instead of Char roll of '1', while they are always successful on an not limited to only striking models in base con- Combat to-hit rolls always fail on an unmodified ly allocate attacks towards), i.e. R&F models are- Example: a model has Weapon Skill 3, two attacks unmodified roll of '6'. and is equipped with Paired Weapons which gives tact but can always attack other R&F models in- it a total of three attacks. The model may allocate edstead. (the Follow same waythe normal as attacks rules towards for Close a unit Combat as a two attacks towards a model with Weapon Skill Attacks, except that any hits scored are distribut 2, which hit on 3+, and one towards a model with Weapon Skill 7, which hits on 5+. If one or more applywhole), to exceptCharacters. hits can only be distributed onto hits are scored, the player may then follow the R&F models. Note that Swirling Melee does not procedure described under Attacks and Panic.

Close Combat Phase 56 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 other). Units that are in base contact with oth- erof enemy two of units these can directions never be (firstnudged one, in thenthis way. the 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 thefacing nudge in which move, any this unit must is fighting still be (whichtrue after means the nudgethat if move).the unit If wasseveral attacked units dropin the out flank of combat before at the same time, move them in the order that combat. If this number is equal, the Active Player Figure 13 decidesallows the the maximum order. number of units to stay in 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. 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 en under No More Foes. 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 Challenge.

More Foes.

Close Combat Phase 57 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 Standard Bearer Engaged in the combat. same Combat) during this Round of Combat. This Battle Standard: +1 includesWounds inflictedenemies tothat enemy were units Engaged (Engaged in the inCom the- 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 Each side adds +1 to their Combat Score if they opponent was killed are counted towards the In a Challenge, excess Wounds inflicted after the to your Combat Score due to Overkill. Note that 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 one or more FullRear Ranks, Bonus: add +2 +2 or instead. +3 simplyexcess Woundslost. are only counted when in a Chal lenge, in all other situations, excess Wounds are Charge: +1 or +2 Each side adds +2 to their Combat Score if they have one or more units fighting an enemy in the charged into this combat, the charger's side re- enemy's rear. If at least one of these units has one During the first Round of Combat after a unit Combat Score Summary ceives +1 to their Combat Score. If this charge or more Full Ranks, add +3 instead. - Caused Wounds +1 for each Wound print on a Hill and ended with more than half of was started with half or more of the unit’s Foot +1 for each Wound to your Combat Score instead. Each side can only countits Footprint this bonus no longer from oneon the unit Hill, in theyou same receive com +2- OverkillCharge (maximum +3) bat. +1 (+2 from a Hill) Rank Bonus: +1 for each rank (maximum +3) +1 for each rank Rank Bonus +1 for each Each side adds +1 to their Combat Score for each Standard (maximum +3) Standard Bearer Battle Standard +1 perFull side. Rank (Use after the the unit 1st that in gives a single the unit,highest up Rank to a maximum of +3. Only count this for a single unit Bonus). Rear Bonus Flank Bonus +1 or +2 +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 58 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 by the losing player. A Break Test is a Leadership Combat (so they cannot provide Combat Score contact and finds itself no longer Engaged in Score difference (i.e. if the Combat Score was 6 always count as winning the combat, and can ei- toTest 3, withthe units a negative on the modifier losing side equal take to Breakthe Combat Tests therbonuses make such an asOverrun Standards (if they or Flank). were Charging), These units a Post-Combat Pivot or a Post-Combat Reform. When this happens in multiple combats, the with a -3 modifier to its Leadership). If the test passed, the units remain Engaged in the Combat. unsaved wounds caused to and by the unit are is failed, the unit Breaks and Flees. If the test is Steadfast counted towards the Combat Score, but all other Combat Score bonuses are ignored. Note that the unit itself doesn’t need to take a Break Test since of the enemy units Engaged in the same Combat Any units that have more Full Ranks than each it always counts as if on the winning side. Score difference. Splitting Combat ignore Leadership modifiers from the 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

(accounting for every unit that took part in this - Round(see figure of Combat), below): Resolvechecking the any Combat remaining normally base fastwith rule. at least 2 Full Ranks and this enemy is in the unit's flank or rear, the unit cannot use the Stead

willcontact be treated for the purposeas a different of rear Combat. and flank bonuses. In the next Close Combat Phase, each subgroup

Close Combat Phase Rulebook

59 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- - 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 Pursuittheir Flee distance. Distance, If any and pursuing each unit unit that rolls has dean base contact with the broken unit. Units can elect not to pursue, but must then pass a Leadership equal or higher Pursuit Distance than the Flee test is failed, the unit must pursue anyway. If the noDistance saves ofor thespecial unit rulesit is pursuing, can save theit. Do fleeing however unit Test to succeed in restraining themselves; if the test is passed, the unit may do either a Post-Com- keepis destroyed. track of where Remove the that Centre unit of fromsaid unit the would game; 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- Flee Distance and Fleeing Units must still be in legal positions). This move is Each broken unit that was not captured and de- organize models with the Front Rank rule (they - been moved. made after the pursuing and fleeing units have Ranks.stroyed If will there now is aflee tie directlyconcerning away which from unit the hasen Post-Combat Reform emy unit in base contact that has the most Full A unit may Perform a Reform manoeuvre. If this is done, the unit doesn't count as Scoring for claim- willthe mostbe directed Full Ranks, away the from. player Once whose it has unitsbeen arees- ing Secondary Objectives during this Player Turn, not fleeing chooses which of these units the flight and the unit may not declare any Charges in the following Player Turn. This move is made after awaytablished from which this unit unit (measure the flight from will beCentre away of from, Unit Pivot the fleeing unit so that it is facing directly- rectly forward a number of inches equal to the the pursuing and fleeingOverrun units have been moved. to Centre of Unit) and move the fleeing unit di- it charged into the combat) and all units in base flee distance rolled earlier. Use the rules for flee contactA unit that were fought wiped its firstout Round(including of Combat units (sincebeing Engaged in the same combat do not cause Dan- ing moves (with the exception that units that are removed from play as a result of Unstable or something similar), can choose to make a spe- from the same combat, the units move in the same gerous Terrain Tests). If several units are fleeing cial Pursuit Move called Overrun (instead of a Post-Combat Pivot). Overruns follow the rules for controlling the units chooses in which order they order as their flee distance was rolled (the player of the Pursuit Move is always straight-forward roll the flee distance). andmoving no Leadershippursuing units, Test exceptis required that thefor directionrestrain- ing from pursuit.

Close Combat Phase 60 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 61 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 would have been, if it was destroyed). This rota- that no Charge Reactions are allowed. Determine tion ignores obstructions (it can move through Charge follows all the rules for Charges except models and Terrain). before the initial pivot. This process may create in which Facing the charge is carried out towards • 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 Combat Phase (with the charging unit still count- ingClose as Combat charging). Phase, Otherwise, it will be the resolved unit will in the have next a the Battlefield and then place it back on the theBattlefield number with of Engagedits front inmodels base contactas usual). with If special Charge cannot be made towards a unit chance to fight and pursue again this turn. This thereits target is not (in enough the correct room toarc place and themaximizing charging - unit, treat the obstructing unit as Impassable ing unit. Treat such unit as a friendly unit for the that just fled from a combat involving the pursu 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, and then moves the pursuit distance directly own units). first, and each player chooses the order of their 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 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 arrivingto the board Ambushers during the(they controlling automatically player's arrive), next unit doesn't move, but instead rotates as close as possible). formation) with their back rank centred on the pointexcept at that which they they must contacted be placed the (inBoard the Edge, same 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 62 Rulebook COMBAT REFORM If there are still units left Engaged in the combat You may ignore the Unit Spacing rule for units in- 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 aafter Combat all the Reform. fleeing andUnits pursuing Engaged has in beenmore rolled than contact with previously), and no model may end up more than twice its Movement value from its can never perform a Combat Reform. Units on the starting position. one facing (for example, both front and flank) 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 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 ply the same modifiers as if this was a Break Test unit is Steadfast). an enemy must be kept in base contact (although If both players want to perform Combat Reforms, - more, at the end of all your Combat Reforms, This player completes all Combat Reforms with it can be with different enemy models). Further allthe their Active units Player (one chooses at a time which in any player order), goes before first. contact with opposing models before the Com- the other player can reform any of their units. batthe Reformexact same must enemy still be models in base that contact were after in base the When a unit performs a Combat Reform, remove Reform (but they may be Engaged with different models or even units). the unit from the Battlefield, and then place it- ingback before, on the and Battlefield in the enemy’s in a legalsame formation,facing. in base contact with the enemy unit(s) it was fight

Close Combat Phase 63 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 - ous Ogres with all the beasts of their lands. — The Book of the Askar, Chapter Five, taken from the Sunna Cycle

hough the Askar had come to know Sunna’s Seeing the danger grow, Warin advised Sunna to Tdivine heritage, one tribe alone could not hold retreat, to protect her followers. But She was not - ing a host of Equitan knights came Uther of Gas- the storm from the East. From the West and lead anddismayed. her archers The Åsklanders met the attackers were first with to hails charge, of arrows,scrambling turning to cross white theice to river. red slush, Queen driving Genoveva the ofconne, the westernin defiance peninsula of his King's with herorder, many inspired archers, by savages off. Then came the Makhar raiders, rid- onceSunna's Sunna great had deeds. driven Next the came Ancient Queen One Genoveva 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. 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,Finally, with underthe bridge whose littered weight with the the ice bodies creaked of 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 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 towall no ofavail. flesh. Once Queen more Genoveva did Warin, held fearing the for bridge 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 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.chant. Foot by creeping foot, the river froze into in many years. and the sun beat down more fiercely than it had Bathed in golden light, the ice bridge began to

but many of her archers were not so fortunate, washedcrumble. downriver Queen Genoveva with great reached shards theof ice. bank, 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 Humanity rejoiced at this new Spring, and praised blocked and flooding with the weight of the dead. their saviour Sunna – certain the cold years were at an end.

Sunna Myth 64 Rulebook Sunna Myth 65 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 ATTACK SEQUENCE Awhich are then divided into Close Combat and llRanged sources Attacks. of are defined as Attacks, 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 2 as if in the Close Combat Phase) are Close Combat proceed. Attacks. Attacker rolls to wound; if successful, 3 Ranged Attacks failed, proceed. Defender rolls Armour Saving Throws; if All attacks that are not Close Combat Attacks are 4 Ranged Attacks. failed, proceed. All Ranged Attacks made in the Shooting Phase or Defender rolls special saving throws; if 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 that normally affect attacks of their category. All to the next step. not benefit from weapon bonuses or special rules - tack,Special Impact Attacks Hits, are Breath explicitly Weapon. marked as such. The examples are Stomp, Grinding Attacks, Crush At

Attacks and Panic 66 Rulebook DISTRIBUTE HITS The Wounding Table All attacks that target a unit as a whole (this in- cludes most Ranged Attacks and most Special Close Combat Attacks), are (under normal cir- Roll a D6 for each hit. To find out what score cumstances) considered to only hit R&F models. is needed to successfully wound the target, When Characters are joined to units, how hits are cross-reference the Strength (S) of the attack ver- Attack’s Strength distributed may change, as described in the Char- sus the Toughness (T) of the target. 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+ 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 Toughness Target’s 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- fully wound the target to have a chance to harm it. Compare the Strength of the attack to the Tough- If one or more successful to-wound rolls are made, ness Characteristic of the target. An attack with the player whose unit is being attacked now has Strength 0 cannot wound. Otherwise, an unmodi- a chance to save the Wound(s). Roll a D6 for each - successful to-wound roll, called an “Armour Sav- 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 attackified roll that of hit '1' the will target. always If fail.the Theattack player does thatnot save is passed, the attack is disregarded. inflicted the hit makes a to-wound roll for each have a Strength value, follow the rules given for If the Strength of an attack is higher than 3, this that particular attack. attack will modify the Armour Saving Throw by -1Strength for each point 2of Strength3 4 5 above6 3,7 i.e.8 9

Modifier 1 10

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 67 Rulebook REGENERATION R&F models

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

Attacks and Panic 68 Rulebook Removing Non-R&F models This town has been purged by the cleansing rays of the Risen Sun. It was infested with followers of - Non-R&F casualties are removed from their the Dark Gods and has been purified in the name of positions within the unit directly. R&F mod Sunna and the Emperor. When doing this, the models follow the sameels are guidelines then moved as tofor fill casualty in empty remov spots.- — 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-

• A friendly unit Breaks from combat with- cluding fleeing off the board). in 6".

• The unit suffers, in a single phase, casu- • A friendly unit flees through the unit. 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.

closest enemy unit (Centre of Unit to Centre ofUnits Unit). which If there fail aare Panic no enemy Test flee units from on the board, randomize direction. If the Panic Test was forced by any of the

away (Centre of Unit to Centre of Unit) from thecases enemy listed unit below, that caused the unit the flees Panic directly Test. • A spell cast by an enemy model. • A special rule on an enemy model (such as Terror). • The unit suffers Heavy Casualties, and

- emythe finalunit. wounds causing the casualties to go above 25% were inflicted by an en Units do not need to take Panic Tests if they are Engaged in Combat, if they are already

during this Phase. fleeing or if they already passed a Panic Test

Attacks and Panic Rulebook

69 TROOP TYPES

Just send the horses then. — Field Marshal Finke, on being told that there were no more cavalrymen

ll models and units have a Troop Type. A Infantry Aunit’s Troop Type is the same as that of the Special rules: Light Troops (Characters only) War Beast Special rules: Swiftstride opponentlargest fraction chooses of its which R&F modelsfraction (or to alluse. models, Each Cavalry Troopif there Type are hasno R&F a number models). of rules In case associated of a tie, with the it, as described below. Special rules: Swiftstride Troop Type rules:Monstrous Combined Infantry Profile, Cavalry Support

Ranks SpecialTroop Type rules: rules: Stomp Monstrous (1) Support, Monstrous Monstrous Beast - strous Ranks Troop Type rules: Monstrous Support, Mon Monstrous Cavalry Special rules: Swiftstride, Stomp (1)

Troop Type rules: Combined Profile, Cavalry Support, Monstrous Support,Chariot Monstrous Ranks Special rules: Swiftstride, Stomp (1) -

Troop Type rules: Combined Profile, Cavalry sup- port,not March Monstrous Ranks Special rules: ImpactMonster Hits (D6), Swiftstride, Can Troop Type rules: Monster Ranks

Ridden Monster Special rules: Stomp (D6), Towering Presence, Terror Monster Ranks Troop Type rules: Ridden Monster's Profile, Terror Special rules: Stomp (D6),Swarm Towering Presence, -

Special rules: Skirmishers,War Machine Immune to Psycholo gy, Unstable

Troop Type rules: War Machine Profile Special rules: Reload!, Move or Fire, Cannot March Troop Types 70 Rulebook MODELS ON FOOT AND TROOP TYPE RULES MOUNTED MODELS Cavalry support Certain spells or rules can affect mounted mod- Mounts cannot make Supporting Attacks. - Monster Ranks es, Swarms, Infantry, Monstrous Infantry, War A unit with this rule only needs to be 1 model Beasts,els or models Monstrous on foot Beasts, differently. Monsters For and all Warpurpos Ma- chines are considered models on foot, unless they are taken as a mount (such as a palanquin), in wide to form a FullMonstrous Rank. Ranks which case they are considered mounted. Cavalry, A unit with this rule only needs to be 3 models Monstrous Cavalry, Ridden Monsters and Chari- ots are considered mounted models. wide to form Full Ranks, and 6 models wide to Character Mounts form a Horde Formation.Monstrous Support Models with this rule may make up to 3 Support- Many Characters have the option of selecting ing Attacks instead of 1. mounts from the mount section of the Army- books. When a model rides a mount, its Troop Type changes: • A model mounted on a War Beast becomes Cavalry. • A model mounted on a Monstrous Beast be- comes Monstrous Cavalry. • A model mounted on a Monster becomes Rid- den Monster. • A model mounted on any other Troop Type becomes whatever Troop Type its mount is (but counts as a mounted model instead of a model on foot). In this case, the model gains

The entire combined model (Character, mount Combined Profile and Cavalry Support. that are part of the mount) follow the rules for and possibly additional riders/crew members of the selected mount do not count as “mounts” Characters. Riders/crew member that are part own(meaning equipment they can which for onlyexample they usecan use.weapons Howev or- er,armour). the combined These rider/crewmodel has a members single Armour have Save,their it must choose to either use the Armour of the a - tion and Barding) or the Armour of the Character (includingrider/crew Mount’s member Protection (including and Mount’s Barding). Protec Re- member that for Ridden Monsters you can only use the Armour Save of the Mount.

Troop Types 71 Rulebook Combined Profile War Machine Profile A War Machine is considered to be a single mod- A model with this rule has separate profiles for - follows: each of its parts. Cavalry models usually have a el with a single set of Characteristics, defined as rider part and a mount part. Chariot models usu Toughness and Wounds ally consist of hull part, several crew parts and Use the machine’s Toughness and Wounds. several mount parts. In some chariots, mounts When attacking or shooting and hull are represented by the same part. Other Characteristics , each part of the and Armour and Saves multipart model uses its own Characteristics.- Use the crew's Characteristics, Armour and other Each part of a model can make a Shooting Attack Saves. in the same phase, but must choose the same tar - get. A crew member or rider can choose to shoot chine and its crew members. Use the machine's a weapon carried by the Chariot instead of its ToughnessWar Machines and have Wounds separate Characteristics. profiles for theUse mathe own weapon. crew's Characteristics for all other purposes, us- - ple crew parts. War Machines automatically fail anying theCharacteristic Combined TestsProfile except rules Leadershipin case of multi Tests and cannot March, Pursue, Declare Charges or Declare Flee as Charge Reaction. When a War Ma-

In other situations - shoot in the next friendly Shooting Phase. Charac- terschine can fails never a Panic join Test, units instead of War of Machines. fleeing it cannot , the multipart model is con When a unit charges a War Machine, it can move sidered to be a single model with a single set of- into base contact by having its front facing con- Characteristics, defined as follows. Ignore all tact any point of the War Machine base. No Align other Characteristics, except when taking Char Move is allowed. Ignore the War Machine’s fac- acteristic Tests, in this case use the highest value ing, as it does not have any due to its round base, Movement among all parts. and ignore maximizing number of models in base contact. - Use the MovementWeapon of the mount Skill or pulling beast. ing a War Machine, choose as many friendly en- gagedAt the modelsstart of aseach possible, Round to of a Combat maximum when of 6, fight that Use the rider’s Weapon Skill or the best Weapon are not in base contact with any other enemies. Skill among riders/crewmen if there is more than Chariots, Monstrous Cavalry, Monstrous Infantry Toughness one. and Monstrous Beasts count as 3 models each, while Monsters and Ridden Monsters count as 6 Wounds models each for this purpose. The chosen models Use the highest Toughness among all parts. are considered to be the only models in base con- tact with the War Machine for the remainder of Use the highest number of Wounds among all the Round of Combat and hit automatically with parts. When the model reaches 0 Wounds, remove their normal Close Combat Attacks, while other Leadership all parts of the combined model as a casualty. models cannot allocate or distribute any attacks Use the rider’s Leadership or the best Leadership to the War Machine. War Machines that Break from combat are auto- Armour and Saves among riders/crewmen if there is more than one. matically destroyed. War Machines, and units En- gaged in Combat with them, cannot make Combat Reforms. Use the best Armour Save, Ward Save and Regeneration available on a single part. A rider’s Armour Save can be increased by the Mount’s Protection and Barding. Troop Types 72 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 (rider only) Monstrous Profile— 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 (rider only) Stomp(1) Swiftstride CombinedProfile 1 Chariot 3 (6) Cannot March Large (one rider only) Impact Hits (D6) Profile Stomp (D6) Monster — 1 — Towering Presence Gigantic Terror Ridden Stomp (D6) Ridden Monster’s 1 — Towering Presence Gigantic Monster Terror

Profile Skirmishers Swarm — * (10) 1 Immune to psychology Standard Unstable War Cannot March War Machine Machine no ranks — Reload! Standard Move or Fire * Swarms cannot claim Full Ranks due to being Skirmishers. Profile ** 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 73 Rulebook Troop Types 74 Rulebook Troop Types 75 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 Weapon, it must choose which one to use at the CLOSE COMBAT WEAPONS 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. - 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- whenCombat using and canthe conferweapon various in question benefits (i.e.and penthey nuses to its Save, even if currently using another don't apply to Special Attacks such as Stomp or when using a different weapon). targetedweapon inby combat a Ranged (for Attack.example, This a model model that must is usefighting its shield with against a Great the Weapon Ranged in Attack, combat, but and must is

Closestill fight Combat with Weapon.the Great UnlessWeapon noted in the otherwise, combat). All R&F models in a unit must choose the same

mounts never benefit from weapons.

Mundane Equipment 76 Rulebook Hand Weapon SHOOTING WEAPONS All models are armed with a Hand Weapon. Hand Weapons listed in this section are used for making 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 WeaponWeapons other cannot than be a lost, Hand destroyed Weapon, or it nullified cannot equipped with more than one, and all non-Cham- - 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 chooseon foot tocan use be theused Hand alongside Weapon a Shield (unless to specifiget 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- when rolling to hit. ed at a model wielding a Flail gain a +1 modifier 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 Attacks made with a Lance gain +2 Strength in the Special Rules: VolleyLongbow fire 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. Only mounted models, War Beasts and Monstrous Special Rules: VolleyCrossbow fire 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 77 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- ried by Monsters or contained within Magical • On a natural to-hit roll of '1', it Misfires: roll on Items. Artillery Weapons are Shooting Weapons, - the Misfire Table and apply the corresponding and always have the Reload! special rule. Artil- not be rerolled). result (a to-hit roll resulting in a Misfire can • On a successful to-hit roll, the attack gains Area Attack (X). Resolve the attack with the theirlery Weaponsdescription. have specific profiles for Range, Strength written in the Catapult's description. Strength and special rules, which you will find in 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. Cannon Area Attack (X-1), all hits are at half strength Cannon attacks have Penetrating and ignore to- nore any Misfire). If it hits, this attack gains hit penalties from Soft Cover and Hard Cover. from the Strength written in square brackets (rounding fractions up), it loses all benefits- units consisting entirely of models with Towering ets (if any). If it misses, no further attack can Presence.They gain When a +1 a to-hit Cannon modifier rolls a natural when targeting to-hit of beand/or generated Special this Rules way. written in square brack Flame Thrower the corresponding result (a to-hit roll resulting in '1', it Misfires: roll on the Misfire Table and apply D6 (this is not considered a to-hit roll). On a nat- Flame Throwers do not roll to hit. Instead, roll a a Misfire cannot be rerolled).

result.ural roll On of any'1', it other Misfires: natural roll onresult the Misfirethe attack Table is successful,with a -1 modifier use the rulesand apply for Penetrating the corresponding 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). bracketsSome Flame (such Throwers as Strength have a higher4{5}, {Multiple Strength Woundsand/or additional(D3)}). If so, Special use the Rules Strength stated and in curlySpe- 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-

is a random number (such as in Volley Gun (2D6)) applynore the the to-hit following: modifier when from rolling this specialfor the rule.number If X of hits for a Volley Gun attack, if a single natural '6' is rolled (after any reroll), this attack suffers a

'6' are rolled, the attack fails and the Volley Gun -1 to-hit modifier; instead, if two or more natural corresponding result. Misfires: roll on the Misfire Table and apply the

Mundane Equipment 78 Rulebook The Misfire Table There are 5 different types of Armour. - Suits of Armour A model part can only wear a single Suit of Ar- A to-hit roll resulting in a Misfire cannot be re mour. rolled. When an Artillery Weapon misfires, roll a D6Dice and result consult the table Misfirebelow: Effect • Light Armour: +1 0 Explosion! • Heavy Armour: +2 (or less) • Plate Armour: +3

5All hit. models The shooting within model D6" is of then the Shields misfiring model suffer a Strength A model part can only carry one Shield. In Close 1-2 Breakdown Combat, a Shield cannot be used alongside a destroyed. Remove it as a casualty. weapon with the Requires Two Hands special rule. The firing mechanism of the • Shield: +1 weapon is damaged. The model Mounts cannot shoot anymore with the 3-4 Jammed weapon for the rest of the game. • Mount’s Protection (6+): +1 • Mount’s Protection (5+): +2 No matter how many mounts a model has, it still nextThe ArtilleryPlayer Turn. Weapon may not be fired in the controlling player’s only gains the largest bonus once. 5+ Malfunction • Barding: +1. A mount equipped with Barding suffers -1 Movement. The shooting model suffers a Innate Defence Wound with no Saves of any kind A model part can only use one instance of Innate allowed. 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 with Mount’s Protection (6+) (+1) and with Bard- ARMOUR TYPES ing (+1), it has a total of +5 to its Armour Saving Throws, meaning a score of 2+ will equal 7 or more (and thus being a successful Saving Throw). The Armour Save of a model part is determined - Normally such an Armour Save would be referred by its armour and possibly also by special rules to as a 2+ Armour Save. Note that with a total of and spells. Combine all the armour pieces a mod +6 to Armour Save, no model can ever have a bet- el has to form a combined Armour Save. Each ter save than 1+ (and even with this, an unmod- piece of mundane armour adds +1 (or more) to the Saving Throw, up to a maximum total of +6. Saving Throw). 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. An unmodified roll of '1' is always a failure. Mundane Equipment Rulebook

79 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 CHARACTERS JOINED Ubought as part of the Characters Category of an Armybooknless specifically is a Character. noted otherwise, any model 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.

Characters can join other Characters to form a bat or Fleeing cannot be joined. unit consisting only of Characters. When a Character joins a unit, it must move into - acter can freely choose any legal position it can reacha legal with position its move, (see moving Front Rank through rule). the A unit Char it joins, possibly replacing other models (including

models as little as possible in order to keep all models within legal the Frontpositions. Rank If rule). the MoveCharacter displaced does - sition, it cannot join the unit. not have a sufficient move to reach its desired po When a Character joins a unit with just a single rank, the owner can choose to either displace a

width and place the displaced model at either sidemodel of tothe the front second rank. rank, or to expand the unit's If a unit is joined by a Character, the unit cannot move any further in the same Remaining Moves

as moving or Marching (for purposes of shoot- ingsub-phase. etc.), the For Character determining and whichthe unit model are treatedcounts individually during the Player Turn in which the

did not move and the Character Marched into the unitCharacter to join joined in, the the Characterunit. For example, counts asif the having unit 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 80 Rulebook Combined Unit wiped out Charging out of a unit 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 mainingIf a combined Characters unit has keep all forming its R&F a models unit, which killed, 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 unit is treated as if it had failed a Charge. Roll a combined March Test for the whole unit be- moved, isn't fleeing, etc.). fore moving any model, if necessary. Characters Distributing hits at combined units 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: - Characters are of the same Troop Type clare for which models in the unit the test is for. etc.). If you need to take a March Test, first, de -and- It can either be for one Character, several Char- There are 5 or more R&F models in the unit models). If the test was taken for Characters only, All hits are distributed onto R&F models, Charac- andacters, all orCharacters the entire that unit took (all Charactersthe test then and leave R&F 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 have taken a single hit, and so on. through this unit, and can thus exit the unit from If a unit of 5 or more R&F models contains several asany a point,part of and the mayunit until make it a has Flying physically Movement left it, if Characters of both the same and different Troop whichit has themeans Fly thatspecial the Characterrule. The Characterwill be subject counts 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 81 Rulebook Front Rank Matching Bases All Characters and Command Group models have

theIf a modelsame base with size Front as Rank the unit has itthe is samein, but base its base size always be placed as far forward as possible in as the R&F models in its unit, or if it does not have theirthe Front unit. RankNormally rule. this Models means with that this they rule must must be is the same size as two or more (whole number)

of the R&F models' bases (such as a 40x40mm placed in thethe firstsecond rank, rank but instead. if the first If this rank rank is full is base. In this case, the Character is placed in the of other models with the Front Rank rule, they are unitbase asin anormal, 20x20mm displacing unit), this the is necessary called a Matching amount are placed in the 3rd rank, and so on. of models. The front of the base should be as far also full of models with the Front Rank rule, they When moving a unit that includes models with the model is considered to be in all ranks its base oc- forward as possible (as per Front Rank rule). The into a new position (still as far forward as pos- Front Rank rule, these models can be reorganized sible) as part of the move. This can be done as a cupies for the purposes of calculating Full Ranks. part of an Advance move, March, or Reform move, AreaFor calculating Attack, Penetrating, the number andof models so on), in the unit'slarge and counts towards the Movement allowance of baseranks counts (such as thefor numberFull Ranks, of models Horde Formation,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- mation that is narrower than a Character joined or is removed as a casualty, the gap it leaves must to the unit. If a model with the Front Rank rule leaves a unit If a model with a Matching Base has a longer base thisbe filled means with they models are moved from other to positions ranks, possibly further moving up models with the Front Rank rule, if is allowed to have more than one Incomplete than the bases of R&F models in the unit, the unit- Rank rule could move forward, the owner of the sists only of models with such bases (i.e. the back modelsforward. decides If more which than modelone model is moved with forward. the Front If partRank, of if long all incompletebases are allowed ranks afterto form the several first con in- complete ranks). all models with the Front Rank rule already are as far forward as possible, fill any empty gaps with - R&F models from the back ranks. tributed in order for all such models to be as far forwardSometimes as possible. Front Rank When models this happens, must be move redis as few models as possible in order to always have all possible. models with the Front Rank rule as far forward as 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 82 Rulebook Mismatching Bases THE GENERAL Choosing the General If, however, a model with the Front Rank rule does- In every army one model must play the role of the matching,not have aand Matching the Character base (such is placed as ain 50x50mm base con- General. This model must be the Character with tactbase to inside the side a 20x20mm of the unit, unit), aligned the with base its is front. Mis 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 highest rule Leadership "Not A Leader". in your If army, two (or excluding 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. The General has the Inspiring Presence special of Full Ranks and if a unit is in Horde Formation. rule. They form a file of one model.

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 under their unit entry in their respective Army- Character switches position with another model book. An army may only include a single Battle (orter’s models) unit in its in Front. its unit, To dothese a Make models Way cannot move, thebe 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-

limit for Magical Items), but in this case the model cannottions (i.e. take it anycould other exceed Magical the Items.Character’s points

Characters 83 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 issue a Challenge, provided that there is at least Champions that issued the Challenge. The model Accept the Challenge and fight the Character or 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 84 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 continues. No other Challenges can be issued in can allocate attacks at either of these models and before the next Round of Combat, the Challenge - the same combat until one of the models is killed. er be distributed onto a Character or a Champion inattacks/hits a Challenge. from Close Combat Attacks can nev Overkill

- mumDuring of a+3. Challenge, any excess Wounds caused count towards the Combat Score, up to a maxi

Characters 85 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 86 Rulebook Characters 87 Rulebook COMMAND GROUP

You don’t play the battlepipes, the pipes play you. — Dwarvish saying ertain units feature the option of upgrading STANDARD BEARER Cregular models to Champion, Musician or Standard Bearer. These models are known as the Combat Bonus 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. Command Group and have the rule Front Rank. If Musician or Standard Bearer – it is assumed that VETERAN STANDARD anotheras a casualty, soldier replace picked another up their R&F tool model and responsi with the- bility. Champions however are not easily replaced BEARER Some Standard Bearers in Core troops may be - upgraded to be the Veteran Standard Bearer. bat,and canattacks be specifically that target targeted individual in somemodels situations such as The Veteran Standard Bearer may take a Magi- focused(for example spells by or allocatingattacks that attacks target in all close models com in cal Standard worth up to 50 points. The Veteran 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 remaininga unit). If enoughWounds Wounds suffered areare sufferedallocated by at R&F 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 - model, the Characteristics increase only affects a ceptions: the unit makes a Reform with the following ex single rider or crew member. • The unit is not prohibited from shooting in the Ordering the Charge When a unit with a Champion rolls for their • The unit can perform an Advance Move after next Shooting Phase. 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 unit with a Musician are taken at -1 Leadership, unless the unit that wishes to March also has a Failed Charge Move. Musician.

Command Group 88 Rulebook Command Group Rulebook

89 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 to move in or on them (such as Hills), Line of Sight can be drawn into or out of (but never through) into,When or a modelout of Marches,a Piece of Charges Terrain (excluding which counts Failed as DangerousCharges), Flees, Terrain, Pursues it must ortake Overruns a Dangerous through, Ter- Soft Terrain rain Test. To do this, roll one D6. Models with the such Terrain Features. Monstrous Troop Type roll two D6 instead, while Chariots, Monsters and Ridden Monsters roll four from Soft Cover if more than half of the unit’s Units in, on or obscured by Soft Terrain benefit with Armour Piercing (6). Sight. Models always ignore the Terrain Piece D6. For each '1' rolled, the model takes a Wound theyFootprint are currently is obscured inside. from a shooter’s Line of 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. 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 Units in, on or obscured by Hard Terrain benefit Sight. Models always ignore the Terrain Piece it is therefore more convenient to take all Dan- theyFootprint are currently is obscured inside. from a shooter’s Line of gerousit does notTerrain matter Tests exactly of a when unit aat model once. dies,Wounds and suffered from Dangerous Terrain Tests are allo- TERRAIN FEATURES cated towards the model’s wound pool as normal. A model never takes more than one Dangerous - scuring,A Terrain Soft Feature or Hard is aTerrain topographical and may area possess on the its a single move, but it might have to take several ownBattlefield special that rules. is a mixture of Dangerous, Ob DangerousTerrain Test Terrain for the Tests same caused Terrain by Feature different during piec- es of Terrain or abilities. Open Terrain Open Terrain doesn't normally have any effect

All parts of the board that are not covered by any otherupon Linekind of of Sight, Terrain Cover are modifiers considered or toMovement. be Open Terrain.

Terrain Rulebook

90 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 Rulebook

91 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 Movement Units consisting entirely of Infantry, War Beasts, rankbelow). instead. If the shooter is in the flank or rear, use Monstrous Infantry, Monstrous Beasts or Swarms the corresponding file or the last rank as the front models (including a mix of these) treat Buildings Movement 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 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 benefit from Hard Cover until the start of the next the same facing that the Wall is, but only for the Shooting Attack, whichever comes first. 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 Rulebook

92 Terrain Rulebook

93 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" VP of the centre point of the Board at the end of the equal to its point value. game wins this Secondary Objective. fled the Battlefield, you gain a number of Scared Breakthrough - The player with the most Scoring Units within its opponent's Deployment Zone at the end of the VPFor equaleach enemy to half unit its point that is value fleeing (rounding on the Battle up). game wins this Secondary Objective. field at the end of the game, you gain a number of 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- in 6" of the marker which is closest to its centre 200 VP. (randomize if both markers are equally close). If the enemy General was killed or has fled the Battlefield, youTheir gain Flag is Down Scoring Units Units with at least one model with the Scoring 200 VP. special rule are considered Scoring Units and If the enemy Battle Standard Bearer was killed or are used for capturing Secondary Objectives. Re- has fled the Battlefield, you gain 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 Rulebook

94 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 17 3

Winning Secondary ≥3151Objective +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 Rulebook

95 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 Rulebook

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

Special Rules Rulebook

97 LIST OF SPECIAL RULES Area Attack When an attack with this special rule hits a unit, Accurate Shooting Weapons with this special rule or Shoot- ing Attacks from model parts with this special chose up to X different ranks of this unit; these - must be the ranks resulting in the maximum ing at Long Range. numberamount of modelshits. For in each this rank.rank selectedNo model this can way: suf- rule don't suffer the -1 to-hit modifier for Shoot ferthe moreunit suffers than one X hits, hit from to a maximuma single Area equal Attack. to the

additional special rules stated in square brackets (suchSome Areaas Strength Attacks 3[7], have [Multiple a higher StrengthWounds and/or(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 from any table edge. Place the arriving unit with allunit of thatits back rolled rank 3+, touching now enters the Board the BattlefieldEdge. Am- Figure 17 bushing models are free to move in the Remain- 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. Phaseing Moves no more sub-phase, than twice except their that Movement they may value not 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- 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,unit. Until abilities arriving etc. doon notthe Battlefield,work while Ambushing not on the

Battlefield.

Special Rules Rulebook

98 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. Channel Armour Saves taken against them (in addition to special rule impose a -X modifier on the enemy’s- 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 Armournormal modifierPiercing fromspecial the rule, Strength use the of highest the at 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 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. Armoursign, add Piercing). the value Ifto not, the usealready the valueexisting directly. Armour — Architect of the Volskagrad city defences Bodyguard (X) 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,A model which part with cannot this berule made can exchange as a Supporting all of its 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

Character types. the model may have (since it is a Special Attack). guard only works for the specified Characters or never benefit from any equipment or special rule 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-

Attacks)”. When several model parts in the same unitets, such have as this “Breath special Weapon rule, roll (Strength for the number4, Flaming of hits separately.

Special Rules Rulebook

99 Daemonic Instability Ethereal When a unit with this Special Rule fails a Break Models with this special rule treat all Terrain as - 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) Test, it does not flee from combat. Instead, it suf Impassable Terrain. Model parts with Ethereal 2D6+CS-Ld), ignoring the usual minimum 0 for its gain Magical Attacks, and non-mount model parts Leadershipby which the Characteristic. test was failed These (Simplified Wounds formula: 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- ic Instability, and Characters with Daemonic In- by Characters with Ethereal on a non-mount part. stability cannot join units without Daemonic In- mount R&F part with Ethereal can only be joined 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 - this rule has successfully charged into combat, lyels Player with Fast Turn, Cavalry then the voluntarily unit may flees move as and a Charge shoot modelIn the firstparts round with thisof a specialcombat rule after gain a model +1 Attack. with duringReaction that and Player subsequently Turn. The rallies rallied the unit next may friend 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 - fail, our blades strike true. unit fails to rally on the next friendly Player or in — Saying among the Sword Masters Test. voluntarily flees, such as a result of a failed Panic of Celeda Ablan Fear Close Combat Attacks allocated at a model with All enemy units in base contact with one or more models with this special rule suffer a -1 Leader- - this special rule suffer a -1 modifier when rolling to hit. This to-hit modifier cannot be combined ship modifier. Models that are Immune to Psy with any other negativeDivine to-hitAttacks modifiers. Round,chology unitsor that in have base Fear contact themselves with one are orimmune more Successful Ward Saves taken against attacks with to the effects of Fear. At the start of each Combat 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 haveenemy their models Weapon with SkillFear reducedmust take to a1 Leadership 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 - 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- the Misfire Table. (If there are several War Ma- ditional rank to make Supporting Attacks for each one will receive the Engineer's benefits this Play instance of this special rule. er Turn before firing it). If the War Machine uses a Fireborn Flame Thrower Artillery Weapon, all D3 rolls for its target may be rerolled. If this is used, you must Model parts with this special rule gain Ward Save rerollthe number all dice. of hits the Flame Thrower scores on This rule cannot be used by a model that is En- gaged in Combat. (2+) against Flaming Attacks. While a model has Fireborn, it cannot benefit from Regeneration.

Special Rules 100 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 Model parts with this special rule must make a Special Close Combat Attack at their own Initia- (such as FlammableFlammable and Regeneration). tive against a single enemy unit in base contact. 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 Attacks with the Flaming Attacks special rule with this special rule. automatically hit and have a Strength equal to Fly (X) the model's own Strength. Grinding Attacks nev- Units composed entirely of models with this spe- model may have (since they are Special Attacks). - Ifer a benefit model fromhas both any equipmentGrinding Attacks or special and rule Impact the forming a Move Chargers move or in the Remain- cial rule can make Flying Movements when per Hits, it may only use one of these rules in the same Round of Combat (you may choose which). Movement, substitute the models’ Movement When several model parts in the same unit have Characteristicing Moves sub-phase. with the When value a unit given makes in brackets a Flying this special rule, and when X is a random number

(X). All modifiers to ground movement values are number of hits separately. - (for example Grinding Attacks(2D3)), roll for the alsoing Movement applied to ignorethe flying all Terrain value of and a model. units duringFlying Hard Target Movement can be used to March. Units using Fly 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 ingthe Flyingrule at Movementthe end of (fromthe move their (unless starting charging, to their rule apply). They are still affected by the effects of a -1 modifier when rolling to hit. thewhen Terrain the normal from which exceptions they take to the off andUnit in Spacing which gain Swiftstride and Light Troops. they land. Models with the Fly special rule also Frenzy - mune to Psychology. After all charges have been declared,Model parts each with of Frenzyyour units gain with+1 Attack one orand more Im

- claremodels a charge.(or model If the parts) test withis failed, Frenzy the mustunit musttake declarea Frenzy a chargeTest (Leadership against the Test) closest if itviable did not enemy de unit, if there is one. Characters are never forced to charge out of units. Units with one or more model - - zyparts is ever with on Frenzy the losing must side always of a pursueCombat and Round, over it immediatelyrun whenever loses possible. this special If a model rule. part with Fren

Special Rules 101 Rulebook Hatred Impact Hits (X) – Special Attack Model parts with this special rule may reroll Model parts with this special rule in base con- - tact with an enemy unit can (and must) make a bat. Sometimes this rule may only work against certainfailed to-hit enemies, rolls whichduring are the then first statedRound in of brack Com- Combat after successfully charging. Impact Hits Special Close Combat Attack in the first Round of Sonnstahl)” means that Hatred only applies when of hits equal to the value stated within brackets attackingets. For example, models “Hatredfrom the (Armybook: Empire of EmpireSonnstahl of (X)are ​toresolved the charged at Initiative enemy 10 unit. and Impact inflict Hitsa number auto- Armybook. matically hit and have a Strength value equal to the model part's own Strength, with +1 Strength Hellfire - Regeneration Saves cannot be taken against at- vided that those ranks are comprised entirely of tacks with this special rule, or against Attacks modelsfor every with Full the Rank Impact after Hitsthe first special in the rule. unit, Due pro to made by model parts with this special rule. At the 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- being Special Attacks, Impact Hits do not benefit 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 - - el with this special rule may receive the ability to stead (if the model part already had Impact Hits). rerollAll units failed within Leadership 12" of a friendlyTests. non-fleeing mod Ifthe not, value use tothe the value already directly. existing When Impact several Hits model in ​ s in the same unit​ have this special rule, and when Immune to Psychology 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 X is a random number (for example Impact Hits itself use this Special Attack. In the other multi- - For Chariot models, only the Chariot model part Tests and cannot declare a Flee reaction (unless part models, only the mount parts can use it. already fleeing). Models that are Immune to Psy chology are also immune to the effects of Fear.

Special Rules 102 Rulebook Insignificant Lightning Attack Always charge towards whatever goblins are run- ning from. more hits during a single phase from attacks with thisUnits special with the rule, Fly or special attacks rule from that, model suffer parts one with or — 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 Model parts with this special rule gain a +1 to-hit without this special rule. Only Insignificant Charac ters can join unitsInspiring with Insignificant Presence R&F models. - - itiativemodifier to to0, theiror the Close Initiative Combat of their Attacks. Close Model Com- el with this special rule may receive the ability to batparts Attacks suffering to 0 from (such a asmodifier model thatparts sets using their Great In useAll units the Leadershipwithin 12" of of a thefriendly model non-fleeing with Inspiring mod Presence, instead of their own Leadership. This ability follows all the normal rules for using a Weapons) disregard both this modifier and the Borrowed Characteristic, meaning that effects +1 to-hit modifierMagic from Resistance Lightning (X) Reflexes. 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 as for adding to Armour Saves) when rolling Ward Saves against Wounds directly caused by spell ef- ship may then be furtherLethal Strikemodified. 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- ly by Spells, such as granting models rules, where has Armour Piercing (6) and Regeneration Saves this later causes wounds. cannotrule rolls be an taken unmodified against it.'6' to wound, this Wound 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 - Magical Attacks nal position, around any obstructions (including Attacks with this special rule or Attacks made by if Marching), from its starting position to its fi 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 this special rule apply it to all their attacks, includ- - ing Special Attacks such as Stomp, Impact Hits, starting position to the point on the Battlefield nal position. If more than half the models in a unit and Breath Attacks (unless stated otherwise). All where it performed that action and then to its fi have the Light Troops special rule, the unit always attacks caused by spells and Magical Items have Magical Attacks. Characters with Light Troops that are joined to counts as having 0 Full Ranks. , units with one or more models without Light Troops, lose this rule for as long as it remains with the unit.

Special Rules 103 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 - is multiplied into can never be higher than the tothe wound. target's These Armour attacks Save. have An unmodified Armour Piercing '6' al ways wounds and an unmodified '1' always fails - ample,Wounds if Characteristica Multiple Wounds of the (D6) Target attack (excluding wounds Wounds suffered previously in the battle). For ex (6) and Flaming Attacks.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) multiplied into X+1 instead of X. Shooting Weapons or model parts with this spe- with this special rule against a model with Fly are 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 manycial rule times may they choose can to shoot fire multiple is stated times in brackets. instead - However, using this special rule imposes a -1 to- ple Multiple Wounds (2, Infantry). If this is the case,Type onlywill beapply given the within Multiple brackets Wounds (Y), rule for examwhen a single unit must use the Multiple Shots rule if at attacking models of the given Troop Type or pos- leasthit modifier one of them on all uses shots this fired. rule All (if R&Fpossible). models in 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 104 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- cial rule lose Swiftstride (and can never gain it), to the number of files of its target if the shooter distance stated in brackets. is in either flank arc. In either case, the number but always Charge, Flee, Pursue and Overrun the model can suffer more than one hit from a single During the Compulsory Moves sub-phase, units of affected ranks or files cannot exceed 5, and no Attack with Penetrating. with this special rule move using the rules for Some Penetrating attacks have a higher Strength which direction to rotate towards before rolling brackets (such as Strength 3[6], [Multiple Wounds thepursuing Pursuit units, distance, except cannot that they move can offfreely the choose Board (D3)]).and/or Ifadditional so, a single special hit from rules this stated attack in uses square 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- - plied to any other hits. my or Overrunning). as normal when fleeing, pursuing a broken ene 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 has several sets of Random Movement, use the this hit automatically wounds with no to-wound lowest one. rollcessful needed. hit with Shooting a to-hit Attacks roll of anthat unmodified need a 7+ '6', to - tacks. If the Attack can be turned into more than onehit (or hit more) (such canas for never a hit benefit with Penetrating from Poisoned or Area At 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- - 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- ruleCharge don't Reaction suffer regardlessthe -1 to-hit of themodifier distance for toMov the en against Lethal Strikes that rolled '6' to wound charging unit. Random Attacks (X) A model part with this rule has a random number or against Flaming Attacks. While a model has Reload! of Attacks equal to the value between brackets Fireborn, it cannot benefit from Regeneration. Shooting Weapons with this special rule or Shoot- - 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(before between adding 3 possibleand 5 Attacks. modifier These to it).attacks For exig- action. nore the limit which states that a model may have Requires Two Hands A model wielding a Weapon with this special rule a maximum of 10 attacks. cannot simultaneously use a Shield.

Special Rules 105 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 used for capturing Secondary Objectives. Every Skirmishing models are not placed in base to Shooting at Skirmishers suffers a -1 to-hit modifier. 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-

The Scoring special rule can be lost during the a rear, can perform Supporting Attacks from the ing units and therefore have a front, two flanks, game: second rank, and so on. Skirmishing units can only be joined by Characters that have the same Troop Type as the unit. A Character which joins a • A unit that is Fleeing loses its Scoring special unit of Skirmishers gains Skirmishers for as long • An Ambushing unit that entered the Battle- rule for as long as it if Fleeing. as it remains with the unit. The unit ceases to be Skirmishers if all models with Skirmishers are Special rule. field on Game Turn 4 or later loses its Scoring 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 with Scout, you must state which of your units Skirmisher models. with this special rule will use it, starting with the less it has the exact same base size as the other 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 decreased to 12" if the Scouting unit is deployed mismatching Character. - a) An example of a Skirmishing unit with a joined outsideentirely theirwithin player’s a Forest, Deployment Ruin, Field Zoneor Water may Ter not b) rain Feature. Scouting units that are deployed - ingDeclare units, Charges alternate in thedeploying first Player one unit Turn at (if a time,their side has the first turn). If both players have Scout 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 106 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 Beast, Swarm or War Machine Troop Type (ignore in brackets. In this case, models with this special is only linked to a specific type of Terrain, stated 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 A unit with at least one model with this special hits separately. (for example Stomp (D6)), roll for the number of 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 or special rule the model has. Attack, Stomp never benefits from any equipment

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 107 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 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. cialPlayer’s rule unengagedmust take anon-fleeing Leadership units Test. with If the one test or — 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 may not perform any other voluntary actions this this rule has successfully charged, model parts In the first round of a combat after a model with 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 (i.e. the model is on a round base), randomize fier to their normal Close Combat Attacks. This which direction to move in. All models with the directed against the charged enemies. Strength modifier can only be used for Attacks 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 Presence increases its Hold Your Ground or In- Pursuit Distance or Overrun Distance, it rolls an spiring Presence Range by 6". this special rule rolls Charge Range, Flee Distance, 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

When a model performs a Sweeping attack, the distancethe unit profile).moved is These counted attacks from hit its automatically.starting posi- - tion to the point on the Battlefield where it per formed the attack, andTerror then to its final position. 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 108 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. total of -2) for Moving and Shooting. When com- — Equitan paladin rule suffer an additional -1 to-hit modifier (for a- Unstable units can only be joined by Unstable Characters. Units with this special rule automat- bined with Quick to Fire, the model can only ig- ically pass all Break Tests. When a unit with this ernore from the this normal rule. -1 to-hit modifier from Moving special rule loses a combat, it suffers a Wound and Shooting, not the additional -1 to-hit modifi (without any saves allowed) for each point of Vanguard 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 as if in the Remaining Moves sub-phase, includ- order: situations. Apply the modifiers in the following 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 moved in this way may not Declare Charges in the

Apply all other modifiers (from items/special both players have units with Vanguard, alternate The Wounds are distributed in the following or- rules/spells etc) afterward. movingfirst Player units Turn one (if at their a time, side starting has the with first the turn). play If- der:

a unit, a player may declare to not move any more 2. Champion er that finished deploying last. Instead of moving 1. R&F models (excluding Champions) 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 - ing a Stand and Shoot Charge Reaction) if the unit hasn'tSight to moved their target).in this Player Furthermore, Turn, all (unless models makwith

ranksa Volley allowed Fire Shooting to shoot). Weapon may shoot (even if they are further back than the usual first two

Special Rules Rulebook

109 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 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 centrely forbid of it,the for front example rank, ifpossibly it is a Chariot.pushing When back being a Champion and is a Wizard Apprentice. This Champion knows predetermined spells, de- its position in the centre of the front rank at all - times.models If with two positionsthe Front areRank equally rule, andcentral must (this keep is pion will also know all Trait Spells and Attribute fined in the Armybook. A Wizard Conclave Cham the case in a unit with an even number of models Spells from Paths which its predetermined spells are taken from. in either of these positions. If the War Platform cannotin the first be rank),placed the in Warthe centrePlatform of canthe bethe placed front the front rank being too narrow), the model can- notrank join (for the example unit. This due means to Mismatching that a War Platformbases or 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 use a Hand Weapon even if they have other weap- ons.weapon If armed they fight with with. a Magical This includes Weapon, selecting the model to must still use it.

Special Rules 110 Rulebook APPLYING SPECIAL RULES Effects and Units

Special Rules - and Multipart Models ry),Some deployment effects only effects work (such at the as unit Scout level. or Vanguard), Examples effectsare movement related toeffects Break (such Tests as (such Flying as or Unstable Fast Caval or Which parts of the model Unbreakable) and effects enabling or forcing the have the special rule? When a multipart model has a special rule writ- Some special rules specify how many models unit to perform a special action (such as Frenzy). with this special rule the unit must have in order rule unless stated otherwise. - Iften a Character on its profile, and its all optional its parts mount have are this listed special un- els, multipart models are considered as having theto be special affected. rule For if at the least sake one of model counting part the has mod it. toder its separate mount (asprofiles, if all rules special said rules “rider that only”). are listed The sameunder appliesthe Character’s for mounts profile taken are from not transferredthe mount section of the Armybook: their special rules are notFor transferredexample, consider to the rider, a Character so it does that not mounts receive a not automatically transferred to their riders. theMonstrous attack bonus. Beast withHowever, Frenzy. when By default, deciding Frenzy wheth is- Which parts of the model are affected by the special rule? er to take a Frenzy Test, to pursue or to overrun, Special rules have one or more effects. Effects the whole model is considered as having Frenzy. are applied to model parts or whole models. If a Weapons and Special Rules special rule has two or more effects, these effects - may work on different levels. tacks, then only attacks made with that weapon If a weapon has a special rule that modifies at- • Characteristics change gun with the special rule Armour Piercing will Effects changing the values of Characteristics performwill benefit Armour from thatPiercing rule. Shooting For example, Attacks. a Hand The only work on the model part which has the - special rule. cial rule when performing Close Combat Attacks • Special Attacks ormodel when will shooting not benefit with otherfrom weapons.the Handgun’s spe 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 gains a special rule that it already had or gains the Effects modifying attacks (such as Lethal rule more than once, for example when a model 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 the duplicate special rules have different (X) val- do not apply to Shooting and Special Attacks) al benefit, unless specifically noted otherwise. If 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 - ways work on the whole model. (2) and Magic Resistance (3), then it is considered For example, if a unit possesses Magic Resistance Saves, Regeneration, Fireborn, Distracting) al- - - to possess Magic Resistance (3). As a counterex ignoredThe exceptions by the whole are Ridden model. Monsters: defen sive effects specified for the rider are always ample, Fight In Extra Rank is one of the rare spe • Other cial rules specifically allowed to stack. A unit that All other effects always work on the whole already has Fight In Extra Rank and gains Fight In model, and apply to all its parts. Extra Rank is able to fight with two extra ranks.

Special Rules 111 Rulebook Special Rules 112 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 113 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,

a model has Heavy Armour and buys a Magical following specific rules. Lightthe Magical Armour, Armour the mundane replaces itHeavy (for example,Armour is if 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

mounted on the same mount as the wizard). from mounts or other riders/crew members 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 114 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 thing and refer to the model part the item was a Magical Lance confers +2 Strength when charg- - ingits associated and can only rules be usedand restrictions. by mounted Formodels, example, War fect the “model”, “wearer's model” or “bearer's bought for, excluding its mount. Other Items af Lance would. If a Magical Item is destroyed it is including the mount (note that these terms over- consideredBeasts or Monstrous to revert toBeasts, its mundane exactly liketype. a normal model”; these terms refer to the entire model Restrictions - ride the restriction for Ridden Monster’s Profile). • All Magical Items have the rule One of a Kind: modelFinally, parts a third (including group of mounts)Items refer in theto the same “wear unit they cannot be duplicated within an army. aser’s of unit” the wearer or “bearer’s of the unit”;item (including these items the affect wearer all • 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 115 Rulebook LIST OF COMMON Ogre Sword (80 pts) So called because it is said to “eat” other swords, MAGICAL ITEMS 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 - weapon gain +2 Strength. ical Items. They are often bought in addition to models/units who have the option to buy Mag Jack's Pickaxe (70 pts) – cannot be taken by models with Towering Presence army-specific Magical Items. 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

this weapon when attacking models with Tower- ingStrength Presence). modifiers except the ones granted by 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-hitAxe modifiers,of Battle (60 and pts) instead hit on 4+. 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

Multiple Wounds (2, Monsters, Ridden Monsters, Monstroushave Strength Cavalry, 5 (regardless Monstrous of modifiers)Infantry, Mon and- strous Beasts, Chariots).

Magical Items 116 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 most powerful foes and the strongest wills, slipping through their defenses to dispatch them with hor- 4 Attacks andSword Strength of Strength 5 (regardless (30 pts) of modifiers). 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 through armour as if it were linen. Razor Blade (10 pts) Type: Hand Weapon. Attacks made with this Flaming Attacks. 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 117 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. Type: Heavy Armour. The wearer gains a Ward model gains a 1+ Armour Save. If the wearer’s Save (4+). modelvated. Forhas the Towering duration Presence, of the Phase, it gains the wearer'sa 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. Type: None (6+ Armour Save). Successful to- wound rolls against the wearer must be rerolled. Fireborn. 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. Type: Heavy Armour. The wearer gains a Ward Lucky Shield (10 pts) 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 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. theType: bearer Shield. is hitOne by use several only. Ignoresimultaneous the first attacks, hit the Type: None. The wearer gains Innate Defence the bearer chooses which attack to ignore. (5+).

Magical Items 118 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 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)

When fixed to a warrior’s brow, the magic in this Lucky Charm (10 pts) lifegiving seed infuses their entire body, allowing The bearer gains Fireborn. 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 Rulebook

119 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- - edge of the arcane, but it can have unpredictable mancy as a Bound Spell (Power Level 3). results. The bearer can cast Pyroclastic Flow from Pyro 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.

Bound Spells. Gem of Fortune (35 pts) any model from the same Armybook, excluding 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 Towering Presence. use this modifier to increase its Leadership above 9. 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. One use only. May be activated at the start of any If an injury has to be done to a wizard, it should phase or Round of Combat. Until the end of the be so severe that his vengeance need not be feared. Player Turn, the bearer gains +3 Initiative. — From The Mage-King, by Bernardo Soderini

Magical Items 120 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. and dispel rolls. Shielding Scroll (30 pts) The bearer gains a +1 casting modifier to casting 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- ly explosively. The Wizard may select up to two Paths on their ing the casting roll. Note that this cannot exceed Army List instead of one (from the ones normally the limit of max 5 Magic Dice used to cast spells. 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 121 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. - The bearer’s unit gains Strider and Swiftstride. ing Attacks until the end of the phase. Close Combat and Shooting Attacks gains Flam 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.

bearer's unit fails a Leadership Test. The unit may rerollOne use the only. failed Must test. be activated the first time the

Magical Items 122 Rulebook Magical Items 123 Rulebook GEOGRAPHY

ew individuals have the chance to see more Set sail south from Bellatorre, and in three nights than a fraction of our world, with its astonish- you will reach the docks of Port Reynaud, Equit- ing variety of intelligent races and animal species, 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- FWall of Tsuandan in the far east of Augea. You er, lie the remains of a truly ancient kingdom with - its legends of never-dying monstrosities. In the ofcould Sunna, not andfind here another I record who my has knowledge traveled a ongreat the geographyer distance; of I ourhave world. been protected by the auspice Inwest the stand west theand fortresses southeast and of the souks continent of Qassar, lie vast full of exotic smells and tales of evil spirits, the djinn. Vetia is the land of mankind, where nations of - men have reigned for years under the protective kingdoms of men; the Koghi Empire and King sight of the Goddess and her church. There, the forests around the Mfumu river are said to hide dom of Vanhu respectively. Finally in its south, the 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 trade with the whole of the world. There you will in the south. The Ocean itself is the dominion of ern continents, Silexia in the north and Virentia of the Dwarves. To the west lie the twin cities of the Highborn and their dreaded kin, vie for the Destria,also find the the KingdomWhite Mountains, of noble impenetrableEquitaine, and hold the supremacy.elves: there Here the fleets lies ofthe the main two motherland great nations, of enchanted, emerald-green forest of Wyscan, the the Highborn Elves, the proud islands of Celeda mysterious dwelling of the sylvan elves. Augea, the immense sister of Vetia, separated to be traded. Ablan, and Silexia where freedom is a commodity 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 - Avras into this land, you will travel through the icksberg, and the port of Aguadulce, of Destria. Barren Mountains, where the Steel Road starts Beyondestablished them, colonies: a lush theforest imperial of wonderful city of Freder 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, 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.lexia – the Shattered Sea; a rumoured maelstrom tains, across the northern part of the human re- — From A New Atlas for the Ninth Age, by Johannes Strabo the glorious land of Tsuandan, where the Dragon Emperorgion of Sagarikadesha, rules over men. finishing its rich path in

Geography 124 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 125 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.

I

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 A time to make their cities rent

For comet’s fall our shackles broke Skyhammer’s gift a vengeance born We slew and killed who’s blood was cold Together bound as brothers sworn

World Hymn 126 Rulebook II

A time of gold a time of growth The world was our inheritance And in the Mountains of the Moon So rich the land so ripe it lay WeWe bound folk ofour stone fates our and oaths paid asour firm 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 all this while the elves did sail That golden time as West met East To take the seas and make their seat ThoughAnd trouble long lost brewed kin we and were ne’er to find we saw On island shore so far from home That fair-eyed orc that Akrübad Who soon to come would take and bind To ply the world on ev’ry gale Fair Celeda Ablan they wrought 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 end the light of dwarven works And men so quick to alter word They turn’d their backs on us those days AndDo promise fickle elves cut didand leave render and mute run 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 127 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 To war ‘gainst fate we did return Our dominance so too now rent And flight nor fight avail a dwarf Endless foes did split us sunder The orc and beast our gates did press From elves disloyal no aid was found ‘Cross endless sea retreat and flee No valour won could mend the loss TheUnfit path they they are tread of dwarven is ruin bound aid TheAs hold’s foreign rings blades split took like mailleour plunder from axe Not worth the fire of dwarven rage Our kith and kin no longer free

Our vengeance sworn forever be Our axe and shields unequal were

V

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 128 Rulebook VI

And yet with all in steel and arms

The Age of War, of Ruin the Fourth The orcs had numbers beyond count InThe dungeons time our deep foes wedo planfight andbetwixt wait OurAnd fightwar thuswas notraged without across its the trials age We sharpen axe we ready blade With no-one spared its many harms Each Thane each King each soldier in For chance to move our armies forth Our people sworn to hold the line No hope had orcs enclosed by all To march together step in step ToFor beasts all this they though fell and we feast did win be made out To turn each foeman’s sword aside With faith in kin alone we win As Vermin Swarm did make them rout No hope had beast whose end was next Yet far kin sorely sought respite

And risk all life in burning blight Did plot to win with daemon fire

VII

To savage foes now weak and spent WithEnslaving fire enslaved all that once our kin had now fought set AndSo daemons evil flourished came likecross never the land hence With crushing might but morals less WithTo mountain bring us quakesdeath and and rage floods and and scorn storms 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 so did rage With none to set the wrongs to right

World Hymn Rulebook

129 VIII

Our kin have fail’d and woe have wrought That men at last did come combined The Age of Waste the time of Fire ButTogether one good stood thing o’er did vermin come from slain fire And all is lost in burning death Held back the dark and worshipp’d day With Fordaemons devils free cannot the loyalworld be 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 To realms unholy, realms debased So like a dwarf she stood so proud And men such fools do worship Hell SheRemembering slew the King the ofoaths rats longand filthlost 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

Out from the ash and bitter smoke WeOur look past to did hope end and in fire keep and it closerage As all did see our near to end Yet live to see this, our Ninth Age

World Hymn 130 Rulebook World Hymn 131 Rulebook RELIGION

very faith is different, and every believer So it is that our souls on death cross the Veil, to be Espeaks of the unique qualities of their deities. To my mind, there is but one certainty where the the strongholds of the human deities, or the fey realmsclaimed of by elven our godsgods. andThere find we an rest, eternal and lendhome our in Those beings who rule the Immortal Realm are strength to the Immortal beings we served in life. gods are concerned. They exist. 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 neither figments, nor figureheads. Their strength Realm, to champion their god once more. the Mortal Plane lacks even a fraction of the magi- calwield energy true theypower. would Yet the need gods to manifest.cannot reside Why here; then is to serve well and earn the protection of the should they care for this mundane place and its gods.For ordinary The manner mortals, of such the worship most wevaries can widely: hope 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 and battle. I wander the world in search of a god to inspire strengthensinteraction with and us,can fleeting even shape beings, the draws form divineof Im- this passion in me and to devote myself to, in the mortalattention. beings. First, Secondly, the power the ofsouls our which belief, animate which 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 Narrenwald Press, 907 A.S. and the power of potential they hold. Dark Gods, they must be jealously guarded; them

Religion 132 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 133 Rulebook SUPERNALS

eyond the Veil, the Immortal Realm beckons, nature of a Supernal who has reached the pinna- B cle of Godhood. In vision, in voice, or in blurred who are constrained by mortal bonds can but memory may we be granted some small aspect of dreamwith of its traversing promises thatof infinite dimension potential. of thought Yet we 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 tales to bewilder and amaze. Equitans to the strangest crea- I have gathered every such Fromtures the of Greenthe elves, Knight and of from the feature is the lack of con- Infernal Dwarves to the text and the one consistent thedevas bound of fireSagarika, spirits Super of the- proportioned castles to nals can be found across sistency. From impossibly the world. Most numer- endless shifting forest ous of these in our tofields a great of cloud, feast from hall, an Mortal Realm are the from a place of colour daemons haunting our and sound alone to a vor- myths and preying on our sinful urges. are replaced by inward and In the darkest of times, tex where up and down 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 place are no less diverse in shape elements. Yet the Cosmos is our greatestflesh, defence. bone and This more world unsavoury of mat- discarded as one might treat clothing, yet person- ter resists the seep of magic from the Immortal, andality nature.is enduring, Forms and are thus shaped some andpatterns can be the Veil heals over wounds in time and restores discerned among the confusion. Supernal serv- - 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 Immortalnormality. beings Without to anreturn influx to oftheir power true toabode. sus – 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, yet held apart – worlds forever a hair's breadth far beyond mortal comprehension. Like an ant from touching. Those deific lords, the Gods themselves, are 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 134 Rulebook Supernals 135 Rulebook LEGEND OF AVRAS

To all that are in Avras, beloved of Sunna: May my saviour for you all, that your faith is proclaimed greatstrode forums gleaming thronged streets; with streets insight teeming and sophis with- throughoutthe dawn the forever whole shine world. upon In these you. First,dark Itimes thank I tication.every goodly The mightything. Libraries government overflowed marshalled and 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. 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- kind’s awakening, and from it arose the first great held up the light of our species like a dazzling torch, - 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- offluence human of civilisation. such unspeakable The conquering abominations, hero, Gaiuscom nificent crossroads of East and West! The citizens Dexion, with his ageless, southern Queen by his

Legend of Avras 136 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- - 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- Kingsheight and of the their conflict unending there tide emerged of vermin. a monstros dess drove our armies through their defences and The pestilence devoured Avras with ungodly - speed, and soon the rats had spread to every cor- finally reclaimed Avras as our own. The Adver ner of the Empire, consuming all in their path and the joy of these tidings! Sunna has liberated the sary was slain by her hand. Friends, never forget 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 137 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- 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 “loststrife to with the theirfairies”. neighbours; many a woodsman 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 held the rest. Once they were a single race, yet their united rule could not endure. Even these guarded by fleets of the most graceful of beings are not immune to in- blessedfinest ships with tothe setnatural sail, - graceand phalanxes and skill ofof Elvestheir gory and myth, but it is clear a great schism rent people. Led by Princes fighting or betrayal. The details are veiled in alle 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 Elven civilisations, clos- savagery their cousins display.fighting with the same Their fate is entwined Although they have the greatest naval power the est to the primordial Fae. 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 same spirits are Yet even with increasing resources diverted to murderous when combatin their name,the Dread marked Elf threat,the extent they of still their dominate decline. roused, and Sylvan the seas and the resulting trade. archery is feared across the earth.

138 Rulebook

The Armies of The 9th Age Dread Elves Dwarven Holds Dread Elves are a harsher re- Dwarven Kings rule in name and deed, yet dwarves

same grace, the same beau- his own actions, and a dwarven oath is said to be ty,flection the sameof their talent, brethren. yet Thethe strongerremain fiercely than any individual. steel. Despite Each dwarf this steadfastness,is a judge over 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 at their Golden Age zenith, entire coastal communities Dwarves still control and reavers are unparalleled; have fallen to cruel blade and the great mines of the ingenious artillery. The sur- world, producing the

aboard slave galleys and sold jewellery. Though vivors soon find themselves to worse fates still. theirfinest relations armour with and Their society was forged by war, and shaped fur- human neighbours ther still by an unending feud with their Highborn are largely amiable, - yet Dwarvish conserv- tion of the Elves thousands of years ago, and shows atism resents the few nocousins, sign of a ending.conflict Evenwhich the began gods with of the the Elves, separa 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 - es. Meanwhile, endless vendettas against Goblin, of Elves,the Dread perhaps fleets. there Whatever are still the those causes who of recall that Orc,taken Vermin with those and allconfidences other foes by within the younger the moun rac- theconflict, events its and echoes maintain linger, ancient and with enmities. the longevity 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 - two greatest of the ble Wasteland with a rent in the Veil itself – worst dwarven civilisations ofvortex all catastrophes of fire and magic.of the AgesThey ofcreated Ruin – the and terri 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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The Armies of The 9th Age 139 LOST CIVILISATIONS Vermin Swarms "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 onlyFrom to the tumble Dawn Ageback to into our obscurity.time, there Two have such been I have noted here – both once-mighty civilisations mighty Avras, the Vermin used cunning tactics that shaped the earth. Now, long centuries after andhousehold ingenious pests. weapons From the to momentaugment they their laid multi low- 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 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 tantMost to are document confident their that impact they lack on history.the numbers to 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

strength sent them scurrying, but I suspect only ingrainedand cast down cowardice their King.keeps Fear them of Sunna'sfrom sweep godly- 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 Halen will recall that that great physician of an- physical appearance, as if copied from the carv- tiquity described identical symptoms in victims of ingslonial of expeditions their crumbling claim temples. they remain They stilltimeless eschew in 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

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The Armies of The 9th Age 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 - 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 scorchingFrom our own plains noble of Taphria, Destria tohumans mysterious have spreadTsuan 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 - ploits of Sunna, goddess given A nation founded upon the ex far from its early days. The flesh, our ally has developed endured together, never tribesforgetting Sunna her unifiedmemory have 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 compete in the politi- seek the lost Grail have brought much of northern cal arena, navigating Taphriaexert great under military their power, sway. Inand the their Crusades, Crusades as toin the treacherous cur- rents of rival fami- the fore, and success or failure oft turns upon lies and churches, to theirall things, might. the These nobility are lessons are expected for the to young lead Equifrom- unite the nation against its enemies. A true seat tan king to learn, and learn well, if his dynasty is to endure amidst other strong Houses. into effective weapons, the Empire has become a of learning, with magic and technology refined its grasp to foreign lands. master of many trades and has begun extending

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

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The Armies of The 9th Age 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, while the strongest, having weathered every type across the map, these countries will hold increas- of hardship imaginable, rise to become Khans. ingSonnstahl, relevance Equitaine – both asand allies others and extends as enemies. further Of the most prominent, Tsuandan is perhaps the their appetite. Ogres prize food above all else, and least understood – rumours of armies of clay anThe Ogre only mercenary thing that force exceeds has theirbeen known endurance to eat is its employers into bankruptcy. The Sagarika Kingdoms are better known as spice tradingwarriors nations reflect once our controlled degree of by understanding. 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 massive tuskers to rival the great beasts of the Ogres.complexity and strength – armies preceded by Volskaya is a closer neighbour, yet their way of life is tied to their cold and harsh climate, as much north, the barbarians of Åskland are shaped by a factor in their arsenal as any weapon. Further and its desert warriors, have long been a thorn inhard Destria’s lives into side, harder though men we and are women. now separat Qassar,- ed by the Highborn Elves’ hold over Gan Dareb. of Arcalea have played host to the development Finally, the patchwork city states and kingdoms some there believe themselves to represent the trueof many lineage of humanity’s of Avras. finest achievements, and 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 defences to kindling. Their fractious nature is our reach encompasses much of the Silk Road, and so best protection against these unpredictable and theyor so are their a trading campfire force lore to speaks. be reckoned Even now,with. their 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

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The Armies of The 9th Age 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 occasionally found them- resting state is a small squabble. Orcs resolve selves used as pawns of the green-skinned maniacs live to fight. Even their Dark Gods, but their main - similarity is the dread sourcefulevery dispute in matters with fists of murder. or blades, As variedand if Goblinsas they they inspire among civ- are lessobscene, interested they blight in a fair civilisation fight, they everywhere. are truly re 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.

their soothsayers are venerated above all others, gnarledShamanic and rituals bent, liebut at tough the heart as an of old their oak. culture; Among - 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.the warriors, Coordinating strength packs is prized of ambushers as one would through ex 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- drown the world under a green tide. Dwelling on suchmand a a thought force of makesthousands; one shudder. a truly great one could

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The Armies of The 9th Age 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- ter, rumour has them living per- their followers, sowing discord and reaping dev- petually in the Wasteland and Gods.astation, Wherever speaking order names holds steeped sway, inyou fear. will Some find 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 claim each Daemon perhaps even predating the Dawn Age itself. requires a mortal ves- an carvings suggest a conflict with the Dark Gods, sel to be invoked, with Warriors of the Dark Gods the mightiest devils call- Each Dark God has need of followers, and each has their methods of ensnaring the souls of the un- or Emperors. Tales of the ing for captured Queens 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. Dwarven grudges record Daemons bearing the started on the same names and marks as adversaries defeated isroad fierce. to dam Once- 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

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The Armies of The 9th Age 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 - secret, political pawns manoeuvred and armies of mindless drones are raised from the ground, only mockeries of their former vigour. For some, un to vanish again. Vampires thrive in the ignorance death is a curse; for others it is a blessing to be yourcelebrated. comrades Both rise are from equally the eeriegrave to to mortal aid them. men; rumour and myth, pulling the strings of mortal fighting an undying enemy is all the worse when puppets.of their human prey, concealing their existence in Undying Dynasties Ancient nobles these leeches have worked behind the scenes, held to this world orchestratingIt seems that events as long for as their humanity own gains. has existed, Their by pride and pow- - er long after their pires have ripped apart entire nations. Perhaps bodies have rot- itambitions was such are events fabled; that clashes led to between the creation great of vam 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

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The Armies of The 9th Age 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

unna's forces gathered in the halls of Warin to That night, the Vermin came to Warin. They knew Sfeast, weary from war. In that time came the of his growing doubts and fears, for he had seen emissary from the Vermin. Grossly bloated and how few remained in Sunna’s force and how easi- 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-furredadorned in finery guards. of the His Avras proclamation style, he wasechoed borne 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.” Sunna's generals fell to discussion. Warin led the blade, though its inscriptions burned his eyes. and terms to be reached. Conflicted, Warin took 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- 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 thiscrown time, marking and Warin his station was givenbefore no he chance fled into to thein- 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. raged through the city, but Sunna and her cohort foughtbreached to thethe city’sthrone mighty room, gates.to confront Fighting the soon 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- 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 blood and theflew. great Arcaleone Rat tore reached the throat the King from first, 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 146 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 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 rodentThe cries tide of sweepthe dying toward surrounded the city. him; Grasping from herthe through his veins, and he toppled broken to the arm, he freed Sunna from beneath the mound of the dead and dying – and thrust the Vermin blade her wounds, Sunna died steeped in golden sun- street below. Falling to her knees, overcome by twisted in his hand, and what was a minor blow men was avenged. into her side. The rats’ work was done; the blade light and in the knowledge that the first city of became a thrust to the heart of the goddess made So passed Sunna, the Uniter, who brought a new dawn to the long night, and struck down the en- emies of humanity. In the years after, her follow- flesh. Sunna’s face pinned Warin, the betrayal pass from the history of Vetia and become a by- ers forged new nations to preserve her legacy. filled her eyes. Before that stare, Warin fled, to 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 was, she did not fall, and met him blow for blow. the lands of Destria. Arcaleone would be eternally honoured,Queen Genoveva's as the Glauca descendants and Aeturi would came thrive to name in walls of the city. Rats and men turned to look their ancient fatherland in his honour. Greatest Their fight raged from the throne room to the 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- ingup atdown. the legendaryA dozen wounds combat were overhead. traded, Flaming 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 147 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 3-4: Breakthrough 4 Pick Deployment Type. The player with the most Scoring Units within its opponent's Build the Battlefield. 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. - emy units with Scoring. the first Player Turn, take turns in openly choosing three en 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 6: Secure Target 2 Take turns deploying units. After determining Deployment Zones, starting with the Determine who deploys first. 3 player that picked Deployment Zone, both players place one - 4 Deploy remaining units. Determine who takes the first turn. ployment Zone and 24" away from the other marker. 5 Deploy Scout units. marker on the Battlefield, more than 12" away from their De 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 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. Roll for First Turn. Randomize Deployment Type (roll a D6):

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

5: Encircle 6: Counterthrust

Summaries 148 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 17 3 • Dangerous Terrain (3) – the test is failed on '1', '2' and '3' Winning Secondary Objective +3 -3 ≥3151 For each failed dice – take one wound with AP (6) Terrain Terrain Movement Cover Other Always stay '1' away Impassable - Obscuring Terrain 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 Forests Prohibits Steadfast DT (1) for CMCC and units Soft Terrain making a Flying Movement Gives Stuborn to Skirmishers and lone infantry Characters - DT (1) for any unit, except DT (2) for CMCC Partially in a Ruins: Hard Terrain Ruins Skirmishers Water DT (1) for CMCC (does not apply for -Towering Presence)

Distorts ranks Walls - Ignore Walls for movement Hard Cover DT (1) for CMCC and positioning Distracting for first round of Combat only. (does not apply for Towering Presence) Always stay '1' away Obscuring Terrain War/Monstrous Beasts, Hard Terrain (Monstrous) Infantry and 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 Rulebook

149 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 Repeat steps 2-3 of this Sequence until neither player 3 4 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 5 of the spell, target of the spell and an amount Magic 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,perform the a Failed Active Charge Player Move. must move it and align it the Magic Dice pool). Add the results of the rolled 6 The charging unit and its target will now be locked in total casting roll. Closetogether Combat. with its target in order to maximize contact. 3 Thedice Casting and any Attempt casting is modifiers successful together if the total to getcasting the 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 and the Casting Attempt failed. units by performing Rally Tests. The Active Player may now attempt to rally fleeing Dispel Attempt 9 10 1 The Reactive Player declares which (if any) of their Move.Fleeing units which have failed to Rally, or which are Unitsnot eligible with Random to take a Movement Rally Test, ormust any perform other form a Flee of and how Magic Dice will be used. A minimum of 1 11 compulsory movement must move in this sub-phase. dicenon-fleeing and up Wizardsto all the will dice attempt in your to dice dispel pool the can spell be 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 yet moved during this Movement Phase. dispel roll. 15 End of the Remaining Moves sub-phase. 3 Thedice andDispel any Attempt dispel modifiers is successful together if the to gettotal the dispel total 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) Always Witch Fire • The sum of modifiers cannot exceed +3 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). 10+ Amnesia casting roll • No positive casting modifiers can be added to the Roll a D6: On 4+,the Wizard cannot cast the Miscast Spell this game anymore. • The caster of a Bound Spell never suffers from Lost Focus 15+ Catastrophic Detonation an Overwhelming Power • A Bound Spell does not get the casting modifier from Roll a D6: On 4+, the Wizard loses a number • Path Attribute is resolved as usual of Wounds equal to half its starting number - of Wounds, rounding fractions up (no saves of any kind allowed). • Dispelling Attempts gain a +1 modifier, which may ex 20+ If Overwhelming Power is rolled and the spell is not dispelled: Breach in the Veil ceed the normal limit of max +3 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 150 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!

5 hit. The shooting model is then destroyed. Remove it as a casualty.All models within D6" of the misfiring model suffer a Strength 1-2 Breakdown cannot shoot anymore with the weapon for the rest of the game. The firing mechanism of3-4 the Jammed weapon is damaged. The model player’s next Player Turn The Artillery Weapon5-6 may Malfunction not be fired in the controlling 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 151 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 2 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3 Choose a combat to fight in. 3 5+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4 Fight a Round of Combat. 4 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 3+ CombatRepeat stepsPhase. 2-3. Each time choose a new combat, 5 5+ 5+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ 3+ 5 which has not already been fought during this Close 6 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 3+ Once all units that are Engaged in Combat have fought,Fighting the Close a Round Combat of Phase Close ends. Combat 7 5+ 5+ 5+ 4+ 4+ 4+ 4+ 3+ 3+ 3+ 1 8 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ 3+ Defender’s Weapon Skill Defender’s Weapon 2 Choose Weapon. 9 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 3+ Start of Round of Close Combat. 3 10 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+ 4+ 4+ 4 Characters perform Make Way manoeuvre.. WS – Weapon Skill | A – Attacker | D – Defender 5 Issue and Accept Challenges. Roll attacks (in Initiative order): To-Wound Table -Allocate attacks. Attack’s Strength -Roll to hit, to wound, saves, and remove casualties. 6 1 2 3 4 5 6 7 8 9 10 -Move to the next Initative step. The units on the losing side perform their Break 1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 7 Tests. All units that fail their Break Test automatically 2 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ Flee. If no unit has fled, go to step 12. 3 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 8 Units on the same side as a unit that Breaks from combat test for Panic. 4 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ Once a unit Breaks from combat, the winning side 5 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 2+ 9 must decide whether to Pursue. If the player chooses to Restrain, a Leadership Test must be passed. 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ 10 6 Roll Flee distance and move Fleeing units. 11 7 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ Roll Pursue distance and move Pursuing units. 12 Toughness Target’s 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ 2+ Perform any Post-Combat Pivots. 8 13 Perform any Combat Reform 9 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ 3+ EndWhenever of Combat anRound. attack Proceed hits to a the model, next combat. 10 6+ 6+ 6+ 6+ 6+ 6+ 6+ 6+ 5+ 4+ use the following sequence: S – Strength | T – Toughness 1 Armour Modifier 2 Attacker Distributes hits. 3 Strength 1 2 3 4 5 6 7 8 9 10 proceed.Attacker rolls to wound; if successful, proceed. Modifier 0 0 0 -1 -2 -3 -4 -5 -6 -7 4 Defender rolls Armour Saving Throws; if failed, proceed. 5 Defender rolls special saving throws; if failed, 6 Defender removes Wounds or casualties. DefenderCombat checks forScore Panic. Modifiers General and Battle Standard Bearer:

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

Summaries 152 Rulebook Troop Types Summary

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

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

War Beast - 5(10) 1 Swiftstride Standard 1

1 Cavalry 5(10) (rider only) Swiftstride Large 1 Monstrous Combined Profile Infantry - 3(6) up to 3 Stomp(1) Large 2 Monstrous Beast - 3(6) up to 3 Swiftstride, Stomp(1) Large 2 Monstrous up to 3 Cavalry 3(6) (rider only) Swiftstride, Stomp(1) Large 2 Combined Profile 1 Swiftstride, cannot March, Chariot 3(6) (rider only) Impact Hits(D6) Large 4 Combined Profile Stomp (D6), Terror, Monster - 1 - Towering Presence Gigantic 4 Ridden Stomp (D6), Terror, Monster 1 - Towering Presence Gigantic 4 Ridden Monster Profile Skirmishers, Immune to Psychology, Swarm - **(10) 1 Unstable Standard 1 Cannot March, Reload!, War Machine no Ranks - Move or Fire Standard 1 FR(H) – Models toWar form Machine a Full Profile 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 153 Rulebook

FANTASY BATTLES: THE 9TH AGE

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!

Fantasy Battles: The 9th Age 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