Kingdom of Equitaine

Kingdom of Equitaine

The 9 th Age Fantasy Battles Kingdom of Equitaine Army Book 2nd Edition, beta version 0.204.0 - 8t h May 2018 Army Model Rules Characters Hereditary Spell Character Mounts Virtues Core Special Equipment Special Quick Reference Sheet Airborne Gallantry Fantasy Battles: The 9th Age is a community-made miniatures wargame. All rules and feedback can be found/given at h ttp://www.the-ninth-age.com/ Recent changes in b lue or green and listed at the end of this document or h ttp://the-ninth-age.com/archive.html Copyright Creative Commons license: t he-ninth-age.com/license.html Army Model Rules Universal Rules Serf A unit gains +2 March Rate until the end of the Movement Phase if ● more than half of its models with Type Infantry and/or Cavalry have Serf and ● the unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start of its March Move. Impetuous A unit consisting entirely of models with this rule may reroll failed Charge Range rolls. The model gains Frenzy while Engaged in Combat. Personal Protections The Blessing The model gains Aegis (6+). Before rolling for first turn (at the beginning of step 7 of the Deployment Phase Sequence), decide if the Kingdom of Equitaine Army Prays or not. If it does, models with The Blessing gain Aegis (5+, against Strength 5 or more), and the Army cannot gain any bonus to the dice roll for first turn. Attack Attributes Lance Formation: Close Combat. The model gains Fight in Extra Rank . If more than half of a unit's models have Lance Formation, the unit only requires ranks to be 3 models wide in order to form Full Ranks, and when such unit charges (with ranks 3 models wide), models with Lance Formation in the unit gain an additional instance of Fight in Extra Rank. Jousting : Close Combat. The model may use a Lance when charging even when armed with an Enchanted Weapon other than the Lance. If the model uses a Lance without a Weapon Enchantment when charging it may switch its weapon at the start of the next Round of Combat. Weapons Bastard Sword: Close Combat Weapon. This weapon follows the rules for Great Weapons, except the wielder can use it together with a Shield. In the first Round of Combat, the wielder may choose to use it either as a Spear (if Infantry) or a Light Lance (unless Infantry). In subsequent Rounds of Combat it uses the Great Weapon rules as normal (except the wielder can use it together with a Shield). Oaths Oaths are a combination of several different types of Model Rules. Each part is defined in the rules description and follows the rules for its type of Model Rule. Oaths are given to model parts, and any Attack Attributes are applied to that model part only. Universal Rules and Personal Protection Rules are however applied to the combined model. Oath of Fealty Universal Rule: The model gains Commanding Presence with the following restrictions: It has a range of 6" and can only benefit units with more than half of their models with Serf. Questing Oath Universal Rule: The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2 Advance Rate when rolling for Charge Range against enemy units with at least one model with Fear. Attack Attribute: T he model part gains +1 to-hit with Close Combat Attacks against models with Fear. Model Rules 2 C h M C S A G Grail Oath 0-1 Characters with Grail Oath per Army. Universal Rule: T he model gains F earless . Personal Protection: The model gains A egis (5+) . Characters with Grail Oath gain +1 Defensive Skill. Attack Attribute: T he model part gains M agical Attacks. Characters with Grail Oath gain +1 Offensive Skill. Hereditary Spell Casting Value Range Type Duration Effect H Breath of the Lady The target must reroll natural to-hit and to-wound rolls of ‘1’ with ⟨9+⟩ ⟨18”⟩ Lasts one its Close Combat Attacks, and must reroll natural Armour Save rolls Augment {11+} {36”} Turn of ‘1’. Virtues Might (1 00 pts ) - One of a Kind. Audacity (5 5 pts) - One of a Kind. When using a Lance, the bearer gains Devastating Charge Attacks made by the bearer that are allocated towards (+1 Att, +1 Str, +1 AP). When Charging and using a Lance, models of Large Size must reroll failed to-hit rolls. every unsaved wound caused by the bearer’s Close Attacks made by the bearer that are allocated towards Combat Attacks, before applying Multiple Wounds, models with Towering Presence must reroll both failed generates another Close Combat Attack: to-hit and failed to-wound rolls. - Allocate and resolve the new attacks before removing any casualties, in the same Initiative Step as the attacks Piety ( 55 pts) - One of a Kind. that generated them. The bearer and all R&F models in the bearer’s unit gain - You cannot generate more attacks than there were Aegis (+1, max 5+). The bearer may only join Standard Health Points in the Health Pool towards which the initial Size units. attacks were allocated. - The new attacks do not generate any further attacks. Daring ( 50 pts) - One of a Kind. Charge Range rolls of the bearer's unit and Charge Range Renown (7 0 pts ) - One of a Kind. rolls towards enemy units in base contact with the bearer The bearer gain Lethal Strike. Close Combat Attacks are subject to Maximised Roll. made by the bearer that roll a natural '6' to wound gain Multiple Wounds (D3), and Special Saves cannot Humility (35 pts) be taken against them. 0-2 per Army. The bearer gains Insignificant, has its Commanding Valour (6 5 pts) - One of a Kind. Presence range increased to 12", and gains Rally Around The bearer automatically issues a Duel whenever the Flag. However, only units with more than half of their possible (this can not be prevented by issuing a Duel models with Insignificant may benefit from this instance with another friendly model first), and this Duel must be of Rally Around the Flag. accepted whenever possible. When Fighting a Duel, the bearer must reroll failed to-hit and to-wound rolls. Model Rules 3 C h M C S A G Special Equipment Weapon Enchantments Artefacts Divine Judgement ( 80 pts) Storm Clarion (80 pts) Lance enchantment. One use only. May be activated at the start of any Player Attacks made with this weapon gain Magical Attacks and Turn. Enemy units cannot make Flying Movements Devastating Charge (Multiple Wounds (D3+1)). during this Player Turn. Tristan’s Resolve ( 6 0 pts ) Wafers of Penitence (2 5 pts) - Wizards only. Hand Weapon enchantment. One use only. May be activated after rolling for a Dispel When using this weapon, the wielder gains +1 Strength, Attempt. Add +2 to the rolled result. This is an exception +1 Armour Penetration, +1 Attack Value, and Magical to the Casting and Dispelling Modifiers rule. Attacks. After a successful to-hit roll, the attacker may discard one of the hits with this weapon and choose a Black Knight’s Tabard (85 pts) - Dominant. Weapon Enchantment carried by the model the attack One Use Only. Activate when the bearer reaches 0 (or was allocated towards. The chosen Weapon Enchantment fewer) Health Points. Do not remove the bearer as a cannot be used for the rest of the battle. casualty. Instead, after resolving all simultaneous attacks (such as all Shooting Attacks from the same unit or all Wyrmwood Core (55 pts) Melee Attacks at the same Initiative Step), the bearer's Lance enchantment. Health Points are set to 1, and it gains Aegis (3+) until the The wielder gains Breath Attack (Str 5, AP 0, Flaming end of the Player Turn. Attacks). Attacks made with this weapon gain Magical Attacks and Flaming Attacks. Crystal of the Valiant Charge (5 5 pts ) - Wizards only. Dominant. Armour Enchantments One use only. May be activated at the start of the Crusader’s Salvation ( 1 00 pts) - Dominant. opponent's Magic Phase. In this phase, during Siphon the Heavy Armour enchantment. Veil, before converting Veil Tokens into Magic Dice, The wearer gains +1 Armour and must reroll failed remove 1 Veil Token from the Active Player’s Veil Token Armour Saves. pool for each friendly unit that is Engaged in Combat within 18” of the bearer. Add the Veil Tokens removed Fortress of Faith ( 6 0 pts ) - Dominant . this way to your Veil Token pool. Shield enchantment. While using this Shield, the bearer must reroll all natural Banner Enchantments to-hit and to-wound rolls of ‘1’ with its Close Combat Oriflamme (8 5 pts) - Cannot be taken by Core units. Attacks, and must reroll all natural Armour Save rolls of The bearer gains Fear. Enemy units in base contact with ‘1’. the bearer’s unit cannot benefit from Rally Around the Flag. Faith of Percival (7 0 pts) - Dominant. Cannot be taken by models with Towering Presence. Banner of Roland (50 pts) Heavy Armour Shield enchantment. The bearer’s unit gains Aegis (+1, max 4+, against Ranged While using this Shield, t he wearer gains Aegis (+1, max Attacks). Furthermore, enemy units cannot choose Stand 4+). Attacks against the bearer with Divine Attacks lose and Shoot as Charge Reaction when charged by the this Attack Attribute. bearer’s unit. Uther’s Conviction (5 5 pts) Banner of the Last Charge (100 pts) Heavy Armour enchantment. R&F Cavalry models in the bearer's unit gain Impact Hits The bearer gains +1 Armour.

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