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Where you see one title, there are thousands of rats sneakily working in your back you don't.

2nd Edition, version 2 – They shall rise and dominate while you sleep!
Core Rules
Contents
1 Introduction 4 8 Setting up a Game 19
What is The 9th Age: Fantasy Battles? 4 Building an Army 19
Scale of the Game 4 Army List Structure 19
Warbands and Grand Armies 21
2 General Principles 5 How to Read Unit Entries 21
Hidden and Open Lists 26
Turns 5
Dice 5
9 Pre-Game Sequence 27
3 Models and Units 7 Size of the Game 27
Sharing Army Lists 27
Models 7 Building the Battlefield 27
Units 7 Deployment Types 28
Interactions between Objects 8 Secondary Objectives 29
Deployment Zones 30
4 Battlefield Logistics 11 Spell Selection 30
Declaring Special Deployment 30
Measuring Distances 11
Line of Sight 11
10 Deployment Phase 31
Unit Spacing 12
Deployment Phase Sequence 31
5 Characteristics 13 Determine Who Deploys First 31
Deploy Units 31
Characteristic Profiles 13 Declare Intent to Go First or Second 31
Characteristic Values 13 Deploy Remaining Units 31
Characteristic Tests 14 Deploy Scouting Units 31
Move Vanguarding Units 31
6 Modifiers 15 Other Rules and Abilities 31
Roll for First Turn 31
Values Set to a Fixed Number 15
Multiplication and Division 15
Addition and Subtraction 15
11 Charge Phase 32
Priority of Modifiers 15 Charge Phase Sequence 32
Declaring Charges 32
7 Attacks 16 Charge Reactions 32
Redirecting a Charge 33
Classification of Attacks 16
Move Chargers 33
Attack Sequence 17
Allocating Close Combat Attacks 17
Determining the Number of Hits 17
12 Movement Phase 42
Distributing Hits 17 Movement Phase Sequence 42
To-Wound Rolls 17 Rallying Fleeing Units 42
Armour Saves 18 Flee Moves 42
Special Saves 18 Moving Units 42
Losing Health Points 18 Pivots and Wheels 44

Contents Pre-Game Sequence Victory Conditions 2 Terrain Model Rules Index


13 Magic Phase 45 19 Model Classification 74
Magic Phase Sequence 45 Classification of Models 74
Wizards 45 Character Mounts 75
Magic Dice 45 Classification of Units 75
Flux Cards 45
Siphon the Veil 45 20 Terrain 76
Veil Token Limits 45
Spells 45 Terrain Types 76
Spell Casting Sequence 48 Terrain Features 77
Miscasts 49 Board Edge 78
Bound Spells 49
Magical Effects 50 21 Model Rules 79
Universal Rules 80
14 Shooting Phase 52 Character 87
Shooting Phase Sequence 52 Command Group 89
Aim 52 Personal Protections 91
To-Hit Modifiers 53 Armour Equipment 91
Hopeless Shots 54 Weapons 92
Attack Attributes 94
Special Attacks 98
15 Melee Phase 57
Melee Phase Sequence 57 22 Special Items 99
Combat 57
No Longer Engaged 57 Special Item Categories 99
Round of Combat Sequence 57 Properties of Special Items 99
Rolling to Hit 59
Duels 60 23 Alphabetical Index 100
Winning a Round of Combat 61
Break Test 61
Pursuits and Overruns 62
Combat Reforms 67

16 Casualties 68
Losing Health Points 68
Removing Casualties 69

17 Psychology 71
Panic Test 71
Shaken 71
Fleeing 72
Decimated 72

18 Victory Conditions 73
Scoring Victory Points 73
Scoring Secondary Objectives 73
Who is the Winner? 73

Contents Pre-Game Sequence Victory Conditions 3 Terrain Model Rules Index


1 Introduction
1.A What is The 9th Age: Fantasy 1.B Scale of the Game
Battles? Playing tabletop wargames is often an exercise in ab-
th
stract thought, especially when it comes to mass battle
The 9 Age: Fantasy Battles, often simply called The games like The 9th Age. As such there is no prescribed
9th Age or T9A, is a community-made miniatures scale while playing The 9th Age; a single miniature
wargame in which two grand armies clash in an epic could represent a single, a dozen, or even a hundred
battle for power or survival. Each army can be com- warriors. We believe the timescale of the game to be
posed of simple foot soldiers, skilled archers, armour- even more arbitrary than the scale of the game: The
clad knights, powerful wizards, legendary heroes, epic action of moving in the Movement Phase could take
monsters, and huge dragons. The game is usually several minutes of real time, while casting spells in
played on a 72″ by 48″ battlefield and uses six-sided the Magic Phase or shooting a weapon in the Shoot-
dice to resolve different actions such as charging into ing Phase could be near instantaneous events. Like-
battle, letting arrows loose, or casting spells. wise, the actions of two units clashing in the Melee
All relevant rules, as well as feedback and suggestions, Phase could represent only a few heartbeats in real
can be found and given here: time, while a Duel between two mighty individuals
could be a drawn combat lasting several minutes or
https://www.the-ninth-age.com/ more. Hence, no quantitative value can be assigned to
All rules in this book are considered part of the Core a Game Turn or turn sub-phase.
Rules of T9A and should be available for use in any
game.
Keywords and main terms in titles are indicated by us-
ing capitalisation, as in “Round of Combat”, unless they
are too common, like “model” or “unit”.
Bold font is used to highlight essential words and
Model Rules given by another Model Rule. It is used in
Army Books to highlight Model Rules that are defined
in the unit entry.
Italic font is used for spell names, background text, or
repetitive text.
Grey-coloured text is used for figure and table captions,
item restrictions, and repetitive text.
(Brackets) are used for clarifications and explanations
of the actual rules, and for defining parameters of some
Model Rules.
The electronic version of this document has clickable
hyperlinks colour-coded like this sentence, and the
page footer displays hyperlinks to key sections.

Copyright Creative Commons license:


the-ninth-age.com/license.html.

Edited with LATEX.

Contents Pre-Game Sequence Victory Conditions 4 Terrain Model Rules Index


2 General Principles
2.A Turns For example, if both players have abilities that may be
activated at the start of the Magic Phase, the player
The 9th Age: Fantasy Battles is a turn-based game. A whose Magic Phase it is must choose first whether or
standard game lasts for 6 Game Turns, each divided not they are using their abilities and in which order.
into two Player Turns. At the start of the game, one Then the Reactive Player may choose to use their abili-
player has the first Player Turn, in which they use their ties or not. After that, the effects of the abilities from
units to perform various actions, such as moving, cast- both sides are resolved, starting with the Active Player’s
ing spells, or Charging, while their opponent gets to abilities.
react. After this, the other player has their first Player
Turn. When this comes to an end, Game Turn 1 is com- 2.A.d The terms Friendly and Enemy
plete. In Game Turn 2, the first player now has their
second Player Turn, and so on, until both players have The rules often refer to a friendly or enemy Player Turn,
completed 6 Player Turns. This marks the end of the friendly or enemy models, friendly or enemy units, etc.
game. In this context, the term “enemy” refers to your oppo-
nent’s Player Turns, models, units, etc., while “friendly”
refers to yours.
2.A.a Player Turn
Each Player Turn is divided into five phases, performed 2.A.e One Use Only
in the following order:
These effects can only be used once per game.
1 Charge Phase
2 Movement Phase 2.B Dice
3 Magic Phase
2.B.a Rolling Dice
4 Shooting Phase
5 Melee Phase In The 9th Age: Fantasy Battles, dice are often used
to determine random outcomes. The most commonly
used type is the six-sided dice, referred to as a D6, with
2.A.b Active and Reactive Player a range from 1 to 6. The effects of a dice roll are of-
ten dependent on whether the rolled value is equal to
The Active Player is the player whose Player Turn it
or higher than a set value (such as a dice roll that is
currently is.
successful if the dice rolls ‘3’ or higher). This is often
The Reactive Player is the player whose Player Turn it referred to as a 3+ (or 2+, 4+, 6+, etc.).
currently is not.
Multiple Dice
2.A.c Simultaneous Effects Sometimes you need to roll more than one of these dice
at the same time. This is represented by a number be-
Whenever two or more effects occur at the same time,
fore the type of dice rolled, such as 3D6, which means
resolve effects controlled by the Active Player first. If
to roll 3 six-sided dice and add the results together.
there is a choice involved (such as abilities that may or
may not be activated), the Active Player must declare
Modified Dice Rolls
the use of their abilities before the Reactive Player. Each
player is free to decide in which order they resolve their On other occasions, a dice roll may be modified by
own simultaneous abilities. Once both players have de- adding or subtracting a number, such as D6+1. In such
clared the use and order of their abilities, resolve their cases, simply add the relevant number to, or subtract
effects, starting with those of the Active Player. it from, the result of the roll. It may also be multiplied
by a number, such as D6×2: multiply the result of the
• During the Pre-Game Sequence, consider the player
roll by this number.
who chose their Deployment Zone to be the Active
Player.
Natural Roll
• During the Deployment Phase, consider the player
who completed their normal deployment first to be A natural roll on a D6 refers to the value of the dice,
the Active Player. before any modifiers are applied.

Contents Pre-Game Sequence Victory Conditions 5 Terrain Model Rules Index


Rerolling Dice
Lastly, some effects in the game call for rerolling certain
dice, such as “failed to-wound rolls”, or “Aegis Save rolls
of ‘1’”. When you encounter such situations, reroll the
relevant dice. Dice can only be rerolled once. The
second result is final, no matter the cause, source, or
result, and the initial result is ignored for all rules pur-
poses, unless specifically stated otherwise. Note that
rerolling a dice is not considered a modifier.

Rolling a D3
The game sometimes requires the roll of a D3. This
is performed by rolling a D6 and then halving the re-
sult, rounding up, so that the result can only be 1, 2,
or 3. If the game requires a natural ‘1’ or a natural ‘6’
when rolling a D3, it always refers to the value of the
D6 before halving.

Maximised Roll and Minimised Roll


For dice rolls subject to Maximised Roll, roll one addi-
tional D6 and discard the lowest D6 rolled. For dice
rolls subject to Minimised Roll, roll one additional D6
and discard the highest D6 rolled. These rules are cu-
mulative (e.g. for a roll affected by two instances of
Maximised Roll, you roll two additional D6 and discard
the two lowest D6 rolled). The results of the discarded
D6 are ignored for all intents and purposes.

2.B.b The Direction Dice and Random


Directions
The Direction Dice is a special six-sided dice with all
sides marked with an arrow. Certain rules may ask the
player to determine a random direction. In such cases,
roll the Direction Dice and then use the direction in
which the arrow points.

Representing the Direction Dice with a Standard


D6
Alternatively, the Direction Dice can be represented by
rolling a standard six-sided dice and using the side with
a single dot (i.e. the ‘1’) to represent the direction of an
arrow as depicted in figure 1. If rolling a result of ‘1’ or
‘6’ (‘1’ and ‘6’ are on opposite faces on a standard dice),
use the central dot in the ‘5’ to represent the direction
of the arrow instead.

Figure 1: Representing the Direction Dice with a stan-


dard D6.

Contents Pre-Game Sequence Victory Conditions 6 Terrain Model Rules Index


3 Models and Units
3.A Models 3.A.b Multipart Models
Models with more than one Offensive Profile are called
Models in The 9th Age: Fantasy Battles represent epic Multipart Models (see “Characteristic Profiles”, page
warriors, ferocious monsters, and lethal spell casters. 13). Each part of such a model has its own Offensive
Every miniature that stands on the same base is con- Profile and is referred to as a model part. For example,
sidered the same model (e.g. a dragon and its rider a Cavalry model has two parts (the rider and its mount),
or a cannon and its crewmen are considered a single while a normal foot soldier has a single part.
model).
Sometimes a model has multiple identical parts. In this
The scale of miniatures most commonly used for The case, the name of the model part in the unit profile is
9th Age ranges from 1:70 to 1:50 when compared to followed by a number in brackets. For example, a char-
real-life sized equivalents for human-sized creatures. iot might have three charioteers, which would be noted
Many units are commonly represented by miniatures as “Charioteer (3)”.
with a scale in the range of 25 mm to 32 mm (a common
form of measuring human miniature size is measuring Whenever a rule, ability, spell, and so on affects a model,
the model’s height to the eyes). Players are welcome to all parts of the model are affected, unless the rule specif-
interpret the scale as they like, as the distances used in ically states it only affects a specific model part. When
the rules do not seem realistic if the scale of 1:1 com- attacking or shooting, each part of a Multipart Model
pared to the actual size of the miniatures is used for uses its own Characteristics and weapons.
the game.
The 9th Age does not officially support any particular 3.A.c Model Facings
product line, and you are welcome to play with what- A model has 4 Facings: Front, Rear, and two Flanks.
ever scale and miniatures you and your opponent have The Facings are the edges of the model’s base. Mod-
agreed upon. However, it is very important to make els on round bases only have a single Facing, which is
sure you mount your models (regardless of scale or considered to be their Front Facing.
size) on the correct base size for the unit entry.
Just as we can imagine that the combatants in the game 3.A.d Model Arcs
are actually smaller than the miniatures that represent
them, we can also imagine that a single miniature does A model has 4 Arcs: Front, Rear, Left Flank, and Right
not have to represent a single warrior. We could imag- Flank. Each Arc is determined by extending a straight
ine a unit of 10 elite elven warriors representing exactly line from the corners of the model’s base, in a 135°
10 elves or some other group size like 20, 50, or 100. angle from the model’s Facings. Any object at least
At the same time a unit of 10 Goblin Raiders could just touching the line that separates two Arcs (even if only
represent 10 goblins, but is more likely to represent in a single point) is considered to be inside those Arcs.
some larger group of 100, 200, or 500. For rules purposes, models on round bases have a sin-
gle 360° Arc all around, which is considered to be their
Characters and monsters are meant to represent ex- Front Arc.
ceptional individuals and especially potent creatures
that are worth entire regiments on their own. It may be
easier to come to terms with a miniature of a Character 3.B Units
representing not just the Character itself but also their
bodyguards and assorted staff that might follow such a All models are part of a unit. A unit is either a group
hero into battle. of models deployed in a formation consisting of ranks
(along the width of the unit) and files (along the length
3.A.a Bases of the unit) or a single model operating on its own.

All models are placed on a rectangular or round base. When forming a unit, all models in the unit must be per-
Base sizes are given as two measurements in millime- fectly aligned in base contact with each other and face
tres: front-width × side-length (e.g. most horse riders’ the same direction. Models in a unit that are not in the
bases are 25×50 mm). In some rare cases, models have first rank must be positioned so that another model is
round bases. In these cases, only a single measurement directly in front of them, which means that their entire
is given: the diameter of the base (e.g. a common War Front Facing has to be in physical base contact with
Machine base is a round 60 mm base). For all rules models in front of them.
purposes, only the base of a model is relevant and de-
termines the model’s location on the Battlefield, while
the miniature itself is not taken into consideration.

Contents Pre-Game Sequence Victory Conditions 7 Terrain Model Rules Index


All ranks must always have the same width, except the For the purpose of drawing Line of Sight to a Unit
rear rank which can be shorter than the other ranks. Boundary and determining if its unit benefits from
Note that it’s perfectly fine for the rear rank to have Cover, the Height of the Unit Boundary corresponds
gaps in it, as long as the models are aligned with those to its unit’s Height (see “Classification of Units”, page
of the other ranks. A rank in which one or more models 75; Model Rules such as Skirmisher, Tall, or Towering
are missing is called an incomplete rank. Presence can affect this).
Following these rules, you are free to field your units in
whatever formation, as few or as many files wide as you 3.B.f Centre of Unit
wish, but this may affect rules that interact with the
A unit’s Centre is the centre of its Unit Boundary (see
unit (see 3.B.b “Full Ranks” and 3.B.c “Close Formation
figure 2).
& Line Formation” for examples).
Whenever a rule, ability, spell, and so on affects a unit,
3.B.g Unit Facings
all models in the unit are affected.
A unit has 4 Facings: Front, Rear, and two Flanks. The
3.B.a Rank-and-File Facings are the edges of the Unit Boundary (see figure
2). Units on round bases have a single Facing, which is
Normal models in a unit are called Rank-and-File mod- considered to be their Front Facing.
els (R&F). All models except Characters are R&F mod-
els.
3.B.h Unit Arcs
3.B.b Full Ranks A unit has 4 Arcs: Front, Rear, Left Flank, and Right
Flank. Each Arc is determined by extending a straight
The Height of a unit determines how many models are line from the corners of the Unit Boundary, in a 135°
needed in a rank in order to form a Full Rank (see angle from the unit’s Facings (see figure 2). Any object
“Model Classification”, page 74). Units of Standard at least touching the line that separates two Arcs (even
Height need 5 models, Large units need 3 models, and if only in a single point) is considered to be inside those
Gigantic units need 1 model. Arcs. For rules purposes, units on round bases have a
single 360° Arc all around, which is considered to be
3.B.c Close Formation & Line Formation their Front Arc.
Many rules require the players to determine which Arc
Units are normally considered to be in Close Formation.
of a unit another object is Located in. Note that for rules
Units in ranks of 8 or more models are instead consid-
purposes there is a difference between “being inside
ered to be in Line Formation. Units in Line Formation
an Arc” as described above and “being Located in an
gain the Fight in Extra Rank Attack Attribute, but can-
Arc” (see figure 3):
not add any Rank Bonus to their Combat Score (see
“Melee Phase”, page 57 for details on the formations’ • Models/units on rectangular bases are Located in
in-game effects). the Arc which the centre of their Front Facing is in.
• Models/units on round bases are Located in the Arc
3.B.d Health Pools which the centre of their base is in.
All Health Points of a unit are part of one or more Health • Any other object is Located in the Arc which its cen-
Pools. The Health Points of all non-Champion R&F mod- tre is in.
els of a unit form a separate Health Pool, while the
If an object is Located exactly in two Arcs of a unit, it
Champion and each Character joined to the unit each
is considered to be Located in the unit’s Flank Arc.
have their own Health Pool (see “Champion”, page 89
and “Character”, page 87).
3.C Interactions between Objects
3.B.e Unit Boundary
There are many ways models, units, and other objects
A Unit Boundary is an imaginary rectangle around the in the game interact with one another (see figure 4).
outer edges of the unit. The Unit Boundary of units
composed of models on round bases is identical to the
area occupied by their bases (this means that their Unit
Boundaries are not a rectangle but a circle). A unit usu-
ally cannot be inside another Unit Boundary, unless the
units are overlapping (see figure 2 and “Interactions
between Objects”, page 8).

Contents Pre-Game Sequence Victory Conditions 8 Terrain Model Rules Index


a) 90°
b) c)

Front Arc 135° Front Facing

Left Right Left


Centre of Unit
Right A
Flank Flank Flank Flank
Arc Arc Facing Facing

Rear Arc
Rear Facing B

Figure 2: Unit Arcs, Unit Facings, and Unit Boundaries.


a) This unit has 3 ranks and 6 files. The base on the side b) The Unit Boundary is the area drawn around the
is a Character with a Mismatching Base that has joined outer edges of the unit (grey area). The Centre of the
the unit (see “Mismatching Bases”, page 83). The rear unit is the centre of the Unit Boundary (red x).
rank is incomplete and only contains 3 models. c) A Unit Boundary cannot be inside another Unit
The Front, Flank, and Rear Arcs are defined by drawing Boundary, not even with parts that aren’t occupied by
lines from the corners of the Unit Boundary in a 135° any models.
angle from the unit’s Facings.

B
Figure 3: Units inside and Located in another
unit’s Arc.
Unit B is both inside unit A’s Flank and Rear Arc.
It is Located in unit A’s Flank Arc (since this is
A where the centre of its round base is).
Unit C is inside unit A’s Front Arc. It is also Lo-
cated in unit A’s Front Arc.

D Unit D is both inside unit A’s Front Arc and Flank


Arc. It is Located in unit A’s Flank Arc (since this
is where the centre of its Front Facing is).
C

a) b) c) d)

Figure 4: Interaction between objects.


a) Contact in a line b) Contact in a single point c) Partially inside d) Fully inside

Contents Pre-Game Sequence Victory Conditions 9 Terrain Model Rules Index


3.C.a Base Contact between Units and 3.C.b Contact between Objects
Models Two objects, like bases, Unit Boundaries, Terrain Fea-
Two or more units are in base contact with each other tures, and so on, are considered to be in contact (see
if their Unit Boundaries are touching one another (in- figure 4):
cluding corner to corner contact). • If they touch one another:
Two or more models on rectangular bases are in base a) Along a line (e.g. two rectangular bases contacting
contact with each other if their bases are touching one each other along their front)
another (including corner to corner contact).
b) At a single point (e.g. corner to corner contact
A model is in base contact with a unit if it is in base between units)
contact with at least one model of that unit.
• If one object is inside another. An object is consid-
3.C.a.1 Base Contact between Models across ered to be inside another if it is:
Gaps c) Partially inside the other object
Incomplete ranks or Characters with Mismatching Base d) Fully inside the other object
may cause gaps between opposing models whose units
are in base contact. Two opposing models are consid-
3.C.c Overlapping Objects
ered to be in base contact with each other across such
gaps if you can draw a straight line: Two objects are considered to be overlapping if they or
their Unit Boundaries are at least partially on top of one
• from one model to the other, including corner to cor-
another, without the two objects being in contact (e.g.
ner
a unit with Flying Movement and a Terrain Feature).
• that is perpendicular to the both models’ Facings This includes the edges of both objects.
• that is perpendicular to both units’ Engaged Facings
3.C.d Interactions with Round Bases
A model is considered to not be in base contact across a
gap if its entire Facing that is opposite the enemy model Units are considered in base contact with a model on a
is in contact with a friendly model. round base if their Unit Boundaries are in contact.
See figure 5 for an example of how to determine if op- Models are considered to be in base contact with a
posing models are considered to be in base contact model on a round base if all of the following conditions
across gaps. are met:
• Their units are in base contact.
• The Unit Boundary of the model on a round base is
A B C D E directly in front of them.
• There aren’t any models in between them.
See figure 6 for an example.
a) F b) G c)

1 2 3 4 5 6
A
Figure 5: Base contact between models across gaps.
The unit at the bottom has Charged the unit on top in
the Rear Facing. Due to the Charged unit’s incomplete
B
rear rank, some models are in base contact across gaps.
a) This line connects 1 with A and B. B’s entire Rear
Figure 6: Base contact between models and a model
Facing is however in contact with F, so 1 is in base con-
on round base.
tact across a gap only with A (it still is in “normal” base
contact with F). The models with a bold frame in unit B are considered
to be in base contact with the model A on the round
b) This line connects C with 2 and 3. C is in base contact base, since this round base is directly in front of them.
with both 2 and 3.
c) This line connects E with 5 and 6. E is in base contact
with both 5 and 6.

Contents Pre-Game Sequence Victory Conditions 10 Terrain Model Rules Index


4 Battlefield Logistics
4.A Measuring Distances 4.B Line of Sight
The unit of measurement for all distances and ranges A model can draw Line of Sight to its target (a point, a
in The 9th Age: Fantasy Battles, is the inch (″). An inch model, or a Unit Boundary) if you can extend a straight
corresponds to 2.54 cm. line from its Front Facing directly to its target, without
the line:
When using 28 mm scale miniatures, 1″ in the game
would be roughly equal to 1.5 meters in real life. An av- • Leaving the model’s Front Arc
erage human-like creature in the game has an Advance
• Being interrupted by Opaque Terrain
Rate of 4″ and a March Rate of 8″, which means that
in a single Movement Phase it would move only 6 me- • Being interrupted by the base of a model that has an
tres (12 if marching). Likewise, a ranged weapon like equal or bigger Height than both the model and its
a Longbow has an effective range of 30″ in the game, target (see “Model Classification”, page 74, for more
which would equal roughly 45 metres, which is 5 times details; Model Rules such as Tall or Skirmisher can
shorter than the average historic effective range of the affect this)
weapon of around 250 metres.
For the purpose of drawing Line of Sight to or from a
For example, players could use the historic range of point on the Battlefield, that point is considered to be
the Longbow to determine what kind of distance 1″ of Standard Height.
represents in a game. In that case 1″ would be slightly
When drawing Line of Sight from several models in-
more than 8 metres and much closer to representing
side a unit, this is done independently for each model.
the distances assumed when writing the rules for this
Line of Sight cannot be drawn to targets if the endpoint
game.
would be outside the unit’s Front Arc, and models never
We do not wish to tell players how to imagine their block Line of Sight to or from other models within the
fights or how many individuals each miniature should same unit. A unit is considered to have Line of Sight to
represent, but we believe that an easy equation of 1″ a target if one or more models in the unit have Line of
being roughly equal to 10 metres is a good representa- Sight. A model is considered to have Line of Sight to a
tion of the size of the game. An average game will be unit if it can draw Line of Sight to any model inside that
played on a 72×48″ table and thus represents a real- unit or to any part of the unit’s Unit Boundary.
life area of 720×480 m or roughly 50 football pitches.
See figure 7 for an illustration of how to draw Line of
In medieval times (the closest thing we have to our
Sight from a model.
fantasy world) this would represent an average sized
battlefield where two forces with soldiers numbering
from a few hundred to several thousand would meet.
To determine the distance between two points on the
Battlefield (or two units, or any other elements), you
always measure from the closest points, even if the line
of measuring goes through any kind of intervening or
obstructing element.
The rules often refer to things being within a certain
distance. Measure the distance between the closest
points. If this distance is less than or equal to the given
range, they are considered to be within range. This
means that a model is always within range of itself, and
that the entire model or unit does not need to be within
range, only a fraction of it.
When measuring distances to and from a unit, measure
to and from its Unit Boundary.
Players are allowed to measure any distance at any
time.

Contents Pre-Game Sequence Victory Conditions 11 Terrain Model Rules Index


Figure 7: Drawing Line of Sight.
The area within which the single model
unit D can draw Line of Sight is marked
B C in yellow.
• Unit B is within Line of Sight.
• Unit A is within Line of Sight as unit D
can draw Line of Sight to the Unit Bound-
ary of unit A, even though that part of
A A’s Unit Boundary is not occupied by any
45° 45° models.
• Unit C is not within Line of Sight as
the Impassable Terrain Feature counts
as Opaque Terrain and therefore blocks
D Line of Sight from unit D to unit C.

4.C Unit Spacing


Under normal circumstances, all units must be sepa-
A
rated from Impassable Terrain and from both friendly
and enemy units by more than 1″ (remember that dis-
tances between units are measured to and from their
Unit Boundaries).
Certain types of movement allow a unit to come within
1″ of other units or Impassable Terrain. The most com-
mon types of movement are:
B
• During an Advance Move or a March Move, units may
come up to 0.5″ of these elements but must be more
than 1″ away at the end of the move (see figure 8).
• During a Failed Charge Move or a Charge Move, units 1″ 0.5″
are allowed to come within 0.5″ of these elements,
including base contact (they may however only move
into base contact with an enemy unit that was the
target of the Charge). Figure 8: Unit Spacing.
Once these units have moved within 1″ of these ele-
During an Advance or March Move, unit A may be
ments, they are allowed to remain there as long as
moved closer than 1″ to the Unit Boundary of unit B.
they stay within 1″. As soon as they move farther
Unit A may however not come within 0.5″ of unit B.
away, the usual restrictions regarding Unit Spacing
Since unit A started the move more than 1″ away from
apply again. Removing a unit from the Battlefield
unit B, it must be more than 1″ away from B’s Unit
(e.g. during a Reform) does not count as moving the
Boundary at the end of its Advance or March Move.
unit farther away for this purpose (unless the unit is
actually placed back farther away than 1″).
See figure 8 for an example.

Contents Pre-Game Sequence Victory Conditions 12 Terrain Model Rules Index


5 Characteristics
5.A Characteristic Profiles Str (Strength)
How easily the model part can wound enemy models.
Each unit entry contains the following Characteristic
Profiles: Global Characteristics, Defensive Characteris- AP (Armour Penetration)
tics, and Offensive Characteristics.
How well the model part can penetrate the Armour of
enemy models.
5.A.a Global Characteristics
Each model has three Global Characteristics:
5.B Characteristic Values
Adv (Advance Rate)
Usually each Characteristic is rated with a value be-
The distance the model can Advance Move in inches. tween 0 and 10. A higher value of a given Character-
istic indicates that a model is more accomplished in
Mar (March Rate) that Characteristic. These values are used for various
The distance the model can March Move in inches. game mechanics like moving units and attacking with
models, which will be explained in later chapters.
Dis (Discipline)
The model’s ability to stand and fight.
5.B.a Random Characteristics
Some model parts have random values for one or more
5.A.b Defensive Characteristics Characteristics (e.g. Attack Value D6+1). Roll for the
value each time immediately before it is needed. In
Each model has four Defensive Characteristics: the case of Defensive and Offensive Characteristics, the
rolled value is used for all simultaneous attacks (such
HP (Health Points) as Shooting Attacks from a single unit or Melee Attacks
at the same Initiative Step). When several model parts
When the model loses this many Health Points, it is re-
in the same unit have a random value for a Characteris-
moved as a casualty.
tic, roll separately for each model part.
Def (Defensive Skill) A random value for Advance Rate means that the model
has the Random Movement Universal Rule (see “Ran-
How well the model avoids being hit in melee.
dom Movement (X)”, page 84).
Res (Resilience)
5.B.b Special Cases of Characteristic
How easily the model withstands blows.
Values
Arm (Armour) Sometimes Characteristic values in the Defensive or
Global Characteristic Profile of mounts may contain a
The innate Armour of the model.
“C” instead of a value. In this case, “C” refers to the value
in the Character’s profile, which is used instead.
5.A.c Offensive Characteristics
Sometimes a value is written as “C + X”. In this case, use
If a model consists of more than one model part, each the Character’s value, increased by X (see “Global and
model part has its own set of Offensive Characteristics. Defensive Characteristics”, page 75).
Each model part has five Offensive Characteristics:
In other cases, a model part may not have any values
for certain Characteristics (e.g. the chassis of a chariot).
Agi (Agility)
These cannot be modified in any way.
Model parts with a higher Agility strike first in melee.

Att (Attack Value)


The number of times the model part can strike in a Round
of Combat.

Off (Offensive Skill)


How good the model part is at scoring hits in melee.

Contents Pre-Game Sequence Victory Conditions 13 Terrain Model Rules Index


5.C Characteristic Tests
To perform a Characteristic Test, roll a D6. If the result
is lower than or equal to the value of the tested Charac-
teristic, the test is passed. Otherwise the test is failed.
A test always fails on the result of ‘6’.
When a model with more than one value for a Charac-
teristic takes a Characteristic Test, take a single test for
the Multipart Model, using the highest value available.
For instance, if a Sylvan Elf Character with Strength
4 riding an Elven Horse with Strength 3 has to take a
Strength test, the Multipart Model uses Strength 4 for
this test.
When a unit as a whole takes a Characteristic Test, the
highest value is used.

5.C.a Discipline Tests


Discipline Tests are a special type of Characteristic Test
and follow their own rules. To perform a Discipline
Test, roll 2D6 and compare the result with the model’s
Discipline Characteristic. If the result is lower than or
equal to the Discipline value, the test is passed. Other-
wise, the test is failed.
When a unit as a whole takes a Discipline Test, the
owner chooses a single model in the unit to take the
test for the whole unit. If there are different Discipline
values in the unit, the owner chooses which model to
use. This often occurs when Characters are joined to
units. If the model passes the Discipline Test, every
model in the unit is considered to have passed the test.
If the model fails the Discipline Test, every model in the
unit is considered to have failed the Discipline Test.
Many different game mechanics call for a Discipline
Test, such as performing a Panic Test or a Break Test.
All these mechanics are Discipline Tests, regardless of
any additional rules and modifications described in the
relevant rules sections.

Contents Pre-Game Sequence Victory Conditions 14 Terrain Model Rules Index


6 Modifiers
The values of Characteristics and dice rolls or other values can be the target of modifiers from numerous sources,
like spells, weapons, and armour. They can be set to a certain value, and they can be subject to addition, subtraction,
multiplication, and division.

6.A Values Set to a Fixed Number When several modifiers within a group are to be ap-
plied to a dice roll (e.g. for Aegis Saves, to-hit rolls,
When a value or a roll is set to a certain value, replace to-wound rolls), apply them in the order that results in
the modified value or the required roll with that value. the lowest success chance of the roll.
For example, if an attack is subject to the effect “The After all modifications via multiplication, division, ad-
attack’s Armour Penetration is set to 10”, you replace dition, or subtraction, unless specifically stated other-
the attack’s Armour Penetration value with 10. wise:
A Characteristic may be set to the value of another • Agility and Attack Value cannot be modified to
model’s Characteristic. In this case, the value of the lower than 1, unless they were lower than 1 before
other model’s Characteristic is taken after applying any modifications.
modifiers that the other model is subject to. Modifiers
that affect the recipient model will then be applied to • The value of all other Characteristics cannot be mod-
this value (following the rules in Priority of Modifiers ified to lower than 0.
below). For example, if a model has the rule “The Disci- • Armour cannot be modified to exceed a maximum
pline of all units within 12″ may be set to the Discipline of 6.
value of the model”, all units affected by this modifier
may ignore their own Discipline and use the model’s • Agility and Discipline cannot be modified to exceed
Discipline instead. a maximum of 10.

Priority
6.B Multiplication and Division Modifier
Step
Values set to a certain number and val-
Sometimes values or rolls can be modified by multipli-
ues set to another model’s value. If the
cation or division. In case of the latter, round fractions
1 other model’s Characteristic is modi-
up. For example, if a model attacks an enemy model
fied, apply these modifiers before set-
that is subject to the rule “All attacks made against this
ting the Characteristic.
model are performed at half Strength”, the Strength of
its attacks is divided by 2, rounding fractions up. Multiplication and division.
2
Round fractions up.

6.C Addition and Subtraction 3 Addition and subtraction.


Rolls always or never succeeding or
Sometimes values or rolls are modified by addition or failing on certain results, and Charac-
subtraction. For example, if a model is subject to the 4
teristics always or never set to a cer-
rule “The wearer gains +1 Armour and suffers −2 Of- tain value or range of values.
fensive Skill”, you add 1 to its Armour and subtract 2
from its Offensive Skill. Table 1: Priority of modifiers.
For example, if a model is affected by (A) “The model’s
6.D Priority of Modifiers attacks gain +1 to hit” and (B) “Attacks made with this
weapon are set to hit on 4+”, first apply modifier (B),
If any value or roll is affected by more than one mod- since modifiers using the “set” mechanic are applied
ifier, these modifiers are applied in a strict order, fol- in priority step 1, and then apply the +1 modifier, as
lowing table 1. First apply modifiers listed with pri- modifiers using addition are applied in priority step 3.
ority step 1, then apply modifiers with priority step 2 The final result would be the model’s attacks hitting on
to the result, and so on (whenever you see the terms 3+.
set/always/never used in bold in such a modifier, this
indicates its priority).
When several modifiers within a group are to be ap-
plied to a value (e.g. a Characteristic value), apply them
in the order that results in the lowest value.

Contents Pre-Game Sequence Victory Conditions 15 Terrain Model Rules Index


7 Attacks
Units in opposing armies fight each other using melee weapons, ranged weapons, spells, and other unique attacks.
This chapter will explain how attacks are performed in general and how you determine if they are successful in
inflicting damage on their targets.

Attacks

Melee Attacks Ranged Attacks

Close Combat Special Attacks Shooting


Others
Attacks Attacks

Figure 9: Classification of attacks.

7.A Classification of Attacks 7.A.c Strength and Armour Penetration


of Attacks
All sources of damage are defined as attacks, which are
Attacks have a Strength and an Armour Penetration
then divided into Melee and Ranged Attacks (see figure
value, unless specifically stated otherwise:
9). For attacks caused by an action or rule of a model or
unit, that model or unit is considered to be the attacker, • Close Combat Attacks use the Strength and Armour
and its owner the player who makes the attack. Penetration of the model part making the attack, pos-
sibly modified by their Close Combat Weapon, Model
Rules, spells, Characteristic modifiers, and other ef-
7.A.a Melee Attacks
fects.
All attacks made at units in base contact with the at-
• Shooting Attacks use the Strength and Armour Pen-
tacker’s unit in the Melee Phase are Melee Attacks.
etration in the profile of the Shooting Weapon they
The most common type of Melee Attacks are Close are made with.
Combat Attacks. Model parts perform a number of
• Other types of attacks (such as spells and Special
Close Combat Attacks equal to their Attack Value (see
Attacks) follow the general rules for their type and
“Which Models can Attack”, page 58).
the individual rules specified in their description.
Special Attacks are considered to be Melee Attacks that
are not Close Combat Attacks (see “Special Attacks”,
page 98).

7.A.b Ranged Attacks


All attacks that are not Melee Attacks are Ranged At-
tacks.
All Ranged Attacks made with a Shooting Weapon in
the Shooting Phase or as a Stand and Shoot Charge
Reaction are Shooting Attacks.
Other Ranged Attacks include, amongst others, Dam-
age spells, ranged Special Attacks, hits from Miscasts,
and hits from failed Dangerous Terrain Tests.

Contents Pre-Game Sequence Victory Conditions 16 Terrain Model Rules Index


7.B Attack Sequence 7.E Distributing Hits
Whenever an attack is performed, use the following All attacks that target a unit as a whole will under
sequence: normal circumstances hit the unit’s R&F Health Pool.
These include most Ranged Attacks and most Melee
1 Attacker allocates attacks if applicable. Attacks that are not Close Combat Attacks. How hits
2 Determine number of hits. are distributed may change when Characters are joined
to units, as described in “Character”, page 87.
3 Attacker distributes hits if applicable.
Close Combat Attacks are not distributed, but are allo-
4 Attacker rolls to wound; if successful, proceed. cated before to-hit rolls are made, as mentioned above.
Defender makes Armour Save rolls; if failed, pro- Do not redistribute the hits from Close Combat Attacks
5 at this stage.
ceed.
Defender makes Special Save rolls; if failed, pro- In cases where not all models of a Health Pool have the
6 same relevant Characteristics or rules (such as differ-
ceed.
ent Resilience values or different saves), use the value
7 Defender suffers unsaved wounds. or rules of the largest fraction of the Health Pool’s mod-
8 Defender loses Health Points. els, and apply them to all rolls (to-hit, to-wound, saves).
In case of a tie, the attacker chooses which fraction to
9 Defender removes casualties. use.
10 Defender takes Panic Tests if necessary.
Complete each step for all the attacks that are happen- 7.F To-Wound Rolls
ing simultaneously (such as all Shooting Attacks from
a single unit or all Close Combat Attacks at a given Ini- If an attack has a Strength value, it must wound the
tiative Step) before moving on to the next step. target to have a chance to harm it. To make a to-wound
roll, roll a D6 for each hit. The difference between the
Strength of the attack and the Resilience Characteristic
7.C Allocating Close Combat of the defender determines the needed roll to wound
the target (see table 2).
Attacks
A natural roll of ‘6’ will always succeed and a natural roll
Close Combat Attacks are directed against enemy mod- of ‘1’ will always fail. The player whose attack inflicted
els in base contact. This is referred to as allocating the hit makes a to-wound roll for each attack that hit
attacks, and will be explained in the Melee Phase chap- the target. A successful to-wound roll causes a wound;
ter (see “Allocating Attacks”, page 58). proceed to Armour Saves and Armour Modifiers.
If the attack does not have a Strength value, follow the
7.D Determining the Number of rules given for that particular attack.

Hits Strength minus Needed roll


Resilience to wound
Close Combat Attacks and most Shooting Attacks need
to roll to hit (see “Rolling to Hit”, page 59 and “Aim”, 2 or more 2+
page 52), while Special Attacks and certain spells may
1 3+
hit automatically, inflicting a fixed or random number
of hits. 0 4+
−1 5+
−2 or less 6+

Table 2: To-wound table.

Contents Pre-Game Sequence Victory Conditions 17 Terrain Model Rules Index


7.G Armour Saves 7.H Special Saves
If one or more wounds are inflicted, the player whose The attacked model now has a final chance to disregard
unit is being wounded now has a chance to save the a wound that was not saved by its Armour Save, pro-
wound(s) if the wounded models have any Armour. To vided it has a Special Save. There are different types
make an Armour Save roll, roll a D6 for each wound. of Special Saves, like Aegis (X) and Fortitude (X), both
The following formula determines the needed roll to detailed in “Model Rules”, page 79.
disregard the wound:
To make a Special Save roll, roll a D6 for each wound
7 − (Armour of the defender) that was not saved by the model’s Armour Save.
+ (Armour Penetration of the attack)
• If X is given as a dice roll (e.g. Aegis (4+)), X is the
A natural roll of ‘1’ will always fail. roll needed to successfully disregard the wound.
If the Armour Save is passed, the wound is disregarded. • If X is given as a modifier and with a maximum value
(e.g. Fortitude (+1, max 3+)), the model gains this
See table 3 for the different possible results of the for-
as a modifier to all its Special Save rolls of the same
mula.
type, which cannot be increased to rolls better than
the maximum value given in brackets. If the model
Armour minus Needed roll to doesn’t have that type of Special Save, it instead gains
AP disregard the wound a corresponding Special Save ((7 − X)+) (e.g. a model
0 or less No save possible with Aegis (+2, max 4+) will gain Aegis (5+)).

1 6+ If a model has more than one Special Save, choose


which one to use before rolling. Only a single Special
2 5+ Save can be used against each wound.
3 4+
4 3+ 7.I Losing Health Points
5 or 6 2+
For each unsaved wound, the attacked model immedi-
Table 3: Armour Save rolls. ately loses a Health Point, which may lead to models
being removed as casualties. See “Casualties”, page 68
for further details.
Figure 10 summarises the steps from an attack to a
potential casualty.

To-hit To-wound Armour


Attack Hit Wound
roll roll Save

Special Unsaved Apply Health Point Casualty


Save wound Multiple Wounds loss

Figure 10: Flowchart of the steps from an attack to a potential casualty.

Contents Pre-Game Sequence Victory Conditions 18 Terrain Model Rules Index


8 Setting up a Game
8.A Building an Army 8.B.b Army Categories
An Army List is divided into Army Categories, and every
The 9th Age: Fantasy Battles includes a series of Army unit on the Army List belongs to one or more Army Cat-
Books which contain the unique rules for Characters egories. These are marked by icons in the unit entries
and troops, and the descriptions of the different armies. in the Army Book. The number of points a player can
All unit entries within an Army Book are divided into spend on each of these Army Categories is defined in
different Army Categories, which may be limited to rep- each Army Book.
resent a minimum or maximum percentage of the Army
Points. The Army Categories are divided into three group-
ings: the commanders and the outstanding individ-
The first step in building an army is writing down a uals (Characters), the backbone of the force (Core and
selection of units, options, and their Point Costs on a Special), and the thematic unique additions (Army-
document called the Army List. An army is subject to Specific). All armies must have units from the Charac-
certain rules and restrictions, which this chapter will ters and Core Army Categories in their Army List.
describe in further detail.
8.B.b.1 Characters
8.A.a Point Costs
This Army Category always has a maximum amount of
Every unit, weapon, upgrade, Special Item, etc. costs points that can be spent on it, usually 40% of the Army
a certain amount of points. The 9th Age uses Point Points.
Costs to balance units and options so two players can
Each army must contain at least one Character that is
enjoy a game that tests their skills. This allows for
eligible to be the army’s General (see “The General”,
quick pickup games between friends or helps design
page 21).
scenarios where you need to know how powerful cer-
tain things are. A unit’s Point Cost is the total of its Unless specifically stated otherwise, entries that belong
starting Point Cost and the Point Costs of all its up- to this Army Category are Characters (see “Character”,
grades. An army’s Point Cost is the total of all its units’ page 87).
Point Costs.

8.B Army List Structure


Each army is divided into several Army Categories, re-
Characters represent the leaders and exceptional individ-
stricting the selection of units in a way that enables
uals who, through their particular sets of skills, influence
players to enjoy a balanced and fair gaming experience.
the course of battle using either brute force, tactical acu-
At the same time, they still ensure that armies used
men, spell casting ability, or engineering knowledge. It
in the game can employ a wide variety of styles. This
is they who muster the army, and your force will always
could represent a single Character and its hunting party
include at least one representative of this Army Category
or large armies numbering in their thousands clashing
to serve as your army General.
for the fate of the world.
All armies in The 9th Age: Fantasy Battles are subject 8.B.b.2 Core
to the basic composition rules detailed in this section.
This Army Category always has a minimum amount
of points that must be spent on it, usually 25% of the
8.B.a Army Points Army Points.
Before building an army, you will want to decide with
your opponent on the size of the battle, referred to as
Army Points. The combined Point Costs of every unit in
your army, as described in “Point Costs”, page 19, must
not exceed the Army Points. An army may fall below
the limit by up to 40 points.
d

Contents Pre-Game Sequence Victory Conditions 19 Terrain Model Rules Index


The Core represents the most readily available warriors 8.B.b.5 Units Belonging to more than one Army
a faction has access to and will form the bulk of com- Category
batants under the command of the Characters in the
force. No matter where or why the faction fights, the Some units can be included in more than one Army
Core are those units that will always be present in some Category, which is represented by more than one icon
combination as part of the fighting force. They are also in their entry. In these cases, simply count the unit’s
those warriors that a society can provide for battle in Point Cost towards the limits of all its Army Categories,
the greatest numbers. While armies can overwhelmingly but only once towards the army’s Point Cost.
be formed out of the Core units, it is rarely the case as
each commander seeks to deploy a force that contains 8.B.b.6 Adding Army Categories
as many of their finest or more specialised warriors as
Choosing certain options can make a unit count to-
possible, depending on the resources available to them.
wards another Army Category in addition to its origi-
nal Army Category. For example, giving a unit Shooting
8.B.b.3 Special Weapons might make it also count towards the Ranged
This Army Category has no maximum or minimum limit. Support Army Category. This is marked by a small icon
You are free to spend any amount of points on units in of the additional Army Category, displayed underneath
this Army Category, so long as the requirements of the the original Army Category icon(s), together with the
army composition are met. conditions for counting towards this additional Army
Category.

8.B.b.7 Splitting Point Cost between Army


Categories
In some rare cases, a unit’s Point Cost can be split be-
The Special Army Category represents more specialised tween different Army Categories, where the Point Cost
warriors. A faction can call upon large numbers of these for some particular option is additionally counted to-
warriors and they can often be the most numerous seg- wards a different Army Category than the unit. This is
ment of the entire fighting force. However, their numbers marked in the unit entry by a split icon, with the two
are still limited, and though some of these units can form halves representing the two Army Categories the unit
an entire battle line, there just isn’t enough of them to counts towards.
form armies on their own.
For example, a 250 pts Elf Character, counted towards
the Characters Army Category, decides to ride a 500
8.B.b.4 Army-Specific pts Dragon, which is an option marked to count addi-
This Army Category has a maximum amount of points tionally towards Beasts and Monsters. In this case, the
that can be spent on it; the limit is defined within indi- player must count the entire unit’s Point Cost (250 +
vidual Army Books. 500 = 750 pts) towards Characters, and the Dragon’s
Point Cost (500 pts) towards Beasts and Monsters.
All armies have one or more Army-Specific Categories.

8.B.c Duplication Limits and


Restrictions
Certain units and options are limited in number in the
army.
The Army-Specific Categories are introduced to provide
additional limitations in the process of army building. 8.B.c.1 0–X Items per Army
These limitations are designed to be reflective of the na-
Some items in the Army Books are marked with 0–X
ture of the faction in question, and with the goal of en-
items per Army (e.g. 0–2 Units per Army, 0–2 Models
suring greater balance of the game. There are three
per Army, 0–2 Mounts per Army). Such items can be
types of Army-Specific Categories: one type is simply an
included from zero to X times in the same army. The
additional grouping of units connected with a certain
maximum limit (X) is halved for Warbands and doubled
theme. These are given a thematic name reflective of
for Grand Armies, rounding fractions up (see below).
the army they are part of or the function they perform
(e.g. Orcs and Goblins – Death from Above). The second
type of Army-Specific Categories provides limitations 8.B.c.2 One of a Kind
linked with a certain function a unit from another Army Items (units, upgrades, equipment, etc.) marked as One
Category performs within the army (e.g. Beast Herds – of a Kind may only be taken once per army. This is not
Ambush Predators). And the third type of Army-Specific changed for Warbands or Grand Armies.
Categories is a mix of the above.

Contents Pre-Game Sequence Victory Conditions 20 Terrain Model Rules Index


8.B.c.3 Minimum Army Size 8.D How to Read Unit Entries
Every army must contain a minimum of 4 units. Char-
acters do not count towards this minimum. All units Every unit in the game has a certain set of Character-
with the War Machine Universal Rule together count istics and possibly optional or mandatory upgrades,
as a single unit for this purpose. and, as explained above, every unit is part of an Army
Category. In addition, the models in that unit may be
equipped with particular weapons and armour, and
8.B.c.4 The General they may have one or more Model Rules, as you will
A single Character in the army must be named the Gen- learn in later chapters of this Rulebook (see “Model
eral. At least one Character must be included in the Rules”, page 79).
army that is eligible to fulfill this role. Who is the Gen- Every unit is represented by its unit entry in its Army
eral must be noted on the Army List. Book, and these unit entries contain all the informa-
The General gains the Commanding Presence Universal tion pertaining to that unit, including the data above as
Rule. well as further information like Model Type and Height,
base size, restrictions regarding the number of models
or certain equipment, and so on.
8.C Warbands and Grand Armies This section will explain how the most common infor-
mation in unit entries is presented in the Army Books
The rules for army composition are modified depend-
of T9A.
ing on the size of an army. An army that is unusually
small or unusually large is subject to the following
rules: 8.D.a Common Unit Entries
Warbands Unit entries usually consist of a header, the unit profile,
and options, as illustrated in figure 11.
Armies of 3000 points or less are called Warbands. The
Minimum Army Size is decreased to 3 units.
All “0–X Items per Army” limits are halved, rounding
fractions up.
The usual board size is 36″ wide and 48″ deep.
Grand Armies
Armies of 8000 points or more are called Grand Armies.
All “0–X Items per Army” limits are doubled.
Adapt the board size to the size of the game.

Height Standard
Header Tin Men Type Infantry
120 pts + 10 pts/extra model 15–50 models 0–4 Units/Army Base 25×25 mm
Global Adv Mar Dis Model Rules

5″ 10″ 7 Scoring, Strider (Forest)

Unit Defensive HP Def Res Arm

Profile 1 4 4 2 Light Armour


Offensive Att Off Str AP Agi

Tin Man 1 4 3 0 3 Tin Man’s Heart, Halberd


Options pts Command Group Options pts
Ambush (0–25 Models/Unit, 0–2 Units/Army) 20 Champion 10
One choice only: Musician 10
Shield 1/model Standard Bearer 10
Options Paired Weapons 2/model Banner Enchantment no limit
Throwing Weapons (5+) 2/model
Model Rules
Tin Man’s Heart: Attack Attribute – Close Combat.
The model must reroll failed to-hit rolls against enemy models with Fear.
d

Figure 11: Common unit entry.

Contents Pre-Game Sequence Victory Conditions 21 Terrain Model Rules Index


1 – Unit name 3 – Unit size 5 – Scoring 7 – Model specifications

Tin Men Height Standard


Type Infantry
120 pts + 10 pts/extra model 15–50 models 0–4 Units/Army Base 25×25 mm

2 – Army Category 4 – Unit cost 6 – Unit cap

Figure 12: Header of a common unit entry.

8.D.a.1 Header 4 – Unit cost


The header of a unit entry usually contains all the gen- The unit cost tells you how many points you have to pay
eral information on the unit (see figure 12). for adding the unit to your army in its minimum size,
and how many points each additional model will cost.
1 – Unit name For some units in the game, an additional model will
cost the same amount of points as a model that is part
This is the name of the unit that will be used e.g. when
of the unit’s minimum size, while for others additional
choosing the unit to perform an action like Charging,
models may be more or less expensive than the initial
or when targeting the unit with a spell or a Shooting
models.
Attack.
In the example in figure 12, a unit of Tin Men consist-
2 – Army Category ing of the minimum size of 15 models will cost 120
points, while each additional Tin Man model will cost
Every unit is part of an Army Category, like Characters, 10 points. So for instance a unit of 25 Tin Men will cost
Core, or Special, which is important e.g. for building an a total of 220 points (120 points for the first 15 models
army or for certain Model Rules. Each Army Category and 100 pts for the 10 additional models).
is represented by an icon that corresponds to the re-
spective Army Category as shown in each Army Book’s 5 – Scoring
section on Army Organisation.
Some units have a certain Model Rule called Scoring,
Note that some units may belong to more than one
which is relevant for winning Secondary Objectives dur-
Army Category (see “Army Categories”, page 19). In
ing the game (see “Scoring”, page 84 and “Secondary
this case, the icons of all these Army Categories will be
Objectives”, page 29). Units with this Model Rule will
depicted.
be marked with a pennant icon.
3 – Unit size
6 – Unit cap
The unit size tells you the minimum and the maximum
Certain units can only be selected a limited number
size of the unit when building an army. The minimum
of times in an army. In this case, you will find a “0–X
unit size corresponds to the number of models that the
Units/Army” cap in the unit entry. In the example, an
unit must contain at least. And accordingly, the maxi-
army may contain up to four units Tin Men, regardless
mum unit size represents the number of models that
of their size, equipment, etc.
the unit can consist of at the most.
In the example in figure 12, a unit of Tin Men must 7 – Model specifications
consist of at least 15 models when building the army,
Every model in the game has a specific Height, Type,
while you can add up to 35 models, attaining the unit’s
and base size, which are relevant for a wide variety of
maximum size of 50 models.
game mechanics and Model Rules.

8 – Characteristic Profiles 9 – Model Rules

Global Adv Mar Dis Model Rules

5″ 10″ 7 Scoring,Strider (Forest)


Defensive HP Def Res Arm

1 4 4 2 Light Armour
Offensive Att Off Str AP Agi

1 4 3 0 3 Tin Man’s Heart, Halberd

Figure 13: Unit profile of a common unit entry.

Contents Pre-Game Sequence Victory Conditions 22 Terrain Model Rules Index


8.D.a.2 Unit Profile • The Offensive Model Rules comprise the unit’s Attack
Attributes, Special Attacks, and weapons. In case a
The unit profile contains the models’ Characteristic Pro- unit has more than one Model Rule from these cate-
files and Model Rules, including their mundane equip- gories, Attack Attributes and Special Attacks will be
ment (see figure 13). listed first (in alphabetical order), followed by the
unit’s weapons (in alphabetical order).
8 – Characteristic Profiles
In some unit entries, you will notice certain Model
The Characteristic Profiles of each unit entry contain Rules in bold, like Tin Man’s Heart in the example above.
the values of all of a unit’s Global, Defensive, and Of- Bold font is used here to highlight army-specific Model
fensive Characteristics. Note that the values displayed Rules that are defined in the unit entry.
here represent the models’ unmodified Characteristic
values, excluding any modifiers e.g. from Model Rules
and equipment: 8.D.a.3 Options

• For instance, in case of Armour, the Characteristic In this part of the unit profile illustrated in figure 14,
value displayed here represents the models’ innate you will find all the optional and mandatory upgrades
armour (granted e.g. from scales or a tough hide). that can be bought for a unit when building the army.
Any armour from Armour Equipment, like Light Ar-
mour in the example above, will have to be added 10 – Command Group options
on top of the Armour value displayed in the Defen- Certain units have one or more Command Group Op-
sive Profile. In this example, the models will have an tions in their unit entry, which allow them to upgrade
Armour of 3 (2 from the models’ innate armour and one model of the unit to a Champion, another model to a
1 from their Light Armour), which will give them a Musician, and another model to a Standard Bearer. This
4+ Armour Save against attacks without any Armour means that a single R&F model cannot be upgraded to
Penetration (see “Armour Saves”, page 18). be a Musician and a Standard Bearer at the same time.
• The profile also displays the models’ unmodified In addition, each unit can only upgrade models to a sin-
Strength and Armour Penetration. Any Strength and gle Champion, a single Musician, and a single Standard
Armour Penetration modifiers, e.g. from weapons, Bearer.
will have to be added on top. In our example, the Note that upgrading the unit with a Champion/Musi-
models’ Close Combat Attacks will have a Strength cian/Standard Bearer does not grant you extra models
value of 4 and an Armour Penetration value of 1, due for the unit as you upgrade models that are already
to the innate Strength of 3 and the +1 Strength and part of the unit.
Armour Penetration modifiers from the Halberds the
models are equipped with. Some Command Group models have additional options
for upgrades, for instance the Standard Bearer in the
9 – Model Rules example above can purchase a Banner Enchantment.
These options are listed indented underneath the cor-
In this part of the unit entry, the unit’s Model Rules are responding Command Group model. In order to have
displayed: access to such an additional upgrade, you must first up-
• The Global Model Rules comprise the unit’s Univer- grade a model to the corresponding Command Group
sal Rules (in alphabetical order). model, and only then you can buy the upgrade for that
model.
• The Defensive Model Rules comprise the unit’s Per-
sonal Protections and Armour Equipment. In case a
unit has more than one Model Rule from these cat-
egories, Personal Protections will be listed first (in
alphabetical order), followed by the unit’s Armour
Equipment (in alphabetical order).

10 – Command Group Options


Options pts Command Group Options pts

12 – Restricted Ambush (0–25 Models/Unit, 0–2 Units/Army) 20 Champion 10


One choice only: Musician 10
options Shield 1/model Standard Bearer 10
Paired Weapons 2/model Banner Enchantment no limit
11 – Unrestricted Throwing Weapons (5+) 2/model
options
Model Rules
13 – Model Rules Tin Man’s Heart: Attack Attribute – Close Combat.
The model must reroll failed to-hit rolls against enemy models with Fear.

Figure 14: Options in a common unit entry.

Contents Pre-Game Sequence Victory Conditions 23 Terrain Model Rules Index


11 – Unrestricted options 13 – Model Rules
Many units have options to upgrade their models with In case a unit profile contains any unit-specific Model
weapons, armour, certain Model Rules, etc. In some Rules, these rules will be explained in this part of the
cases, the Point Cost per unit is indicated, regardless unit entry.
of the number of models, while in others, like in the
example above, the unit entry gives the Point Cost per
8.D.b Complex Unit Entries
model.
In addition to the elements detailed above, certain units
Note that if you choose to buy such an upgrade, you
may have additional distinctive features that will be ex-
must always upgrade all models of the unit accordingly.
plained based on the Character unit entry in figure 15.
12 – Restricted options a) Certain units, like Characters, consist only of a sin-
gle model. These units are labelled as “single model”
Certain options may come with restrictions. These may
units. They follow the same rules as units consisting of
for instance be associated with an altered maximum
multiple models, but there may be certain differences,
number of models per unit (in the example above 25 in-
like Characters being able to join other units.
stead of 50), or with a restriction regarding the number
of units with the upgrade an army may contain (up to 2 b) Just like regular units, Characters may have a unit
units in the example above). Another possible restric- cap. This cap applies to all Characters of this type, re-
tion is an upper limit on the total number of models gardless of their upgrades, equipment, and mounts. In
with a given upgrade per army. In this case, the sum this example, this means that you can only have up to 3
of all models of all units with that upgrade in the army Wicked Witches in your army, e.g. one of them on foot
may not exceed that upper limit. and two on Witches’ Brooms.
Other options cannot be combined with one another. c) Models that can cast spells are referred to as Wizards.
These are listed indented underneath “One choice only” Wizards come in 3 different types: Wizard Apprentice,
in the unit entry. In the example above, the models in Adept, and Master. The Model Rules tell you which
the unit may be upgraded either with Shields or with Wizard type the model has by default (in this example,
Paired Weapons, they may however not gain Shields the Wicked Witch is a Wizard Apprentice), while the
and Paired Weapons. Magic Options show you which types the model can be
upgraded to. In case you upgrade your Wizard, the up-
In case there are several groups of these “One choice
grade replaces the default Wizard type. In addition, you
only” upgrades for a unit, the unit may be given up to
will also find in this section the Paths that the Wizard
one choice of each group.
has to choose a single one from. The Wizard will select
its spells from this chosen Path (see “Spell Selection”,
page 30).

Height Standard
Wicked Witch a b Type Infantry
140 pts single model 0–3 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules

5″ 10″ 8 Hydrophobe, Wizard Apprentice


Defensive HP Def Res Arm

3 4 3 0
Offensive Att Off Str AP Agi

Wicked Witch 1 4 3 0 5
Magic Options pts Options pts
Wizard Adept 75 Special Items up to 100
Wizard Master 225 d If Wizard Master up to 200
Red Rubber Boots 5
c Mount Options pts
Cosmology Druidism Witchcraft e Witches’ Broom 30
Winged Monkey Chariot 200
Model Rules
Hydrophobe: Universal Rule.
If the model touches a Water Terrain Feature, it is immediately removed as a casualty.
f Optional Model Rules
Red Rubber Boots: Universal Rule.
The model loses the Hydrophobe Model Rule and gains Strider (Water Terrain).
d

Figure 15: Character unit entry.

Contents Pre-Game Sequence Victory Conditions 24 Terrain Model Rules Index


d) Certain models, like most Characters, have access to a) Like for any other unit entry, there may be restric-
Weapon Enchantments, Armour Enchantments, Arte- tions on the number of Character mounts that can be
facts, etc. These upgrades are referred to as Special part of an army. In the example above, the army may
Items (see “Special Items”, page 99 and The 9th Age: only contain up to a single Character, regardless of the
Fantasy Battles – Arcane Compendium). If a model type, on a Winged Monkey Chariot. This restriction
can buy Special Items, you will find this information in only applies to Character mounts, so if an Army Book
the unit entry’s options, together with the maximum contains the Character mount additionally as a unit in
amount of points a model can spend on them. another Army Category, you are allowed to take this
unit in addition to the Character mount in your army.
e) Characters are usually on foot by default. Most of
them can however be given a mount. The Mount Op- b) In case of a Multipart Model Character, many of a
tions will tell you which mounts are available for a Char- model’s Characteristic values will be determined by the
acter and how many points you have to pay for them. mount’s Characteristics, unless they are marked with
Note that a Character may always only take a single “C” or “C+X” in the mount’s profile (see “Special Cases
mount. of Characteristic Values”, page 13), which refers to the
value in the Character’s profile. In this example, the
f) As explained above, unit entries will contain unit-
mount does not have a proper Discipline Value, but the
specific Model Rules. In addition, you will sometimes
Multipart Model uses the Character’s Discipline, which
also find Optional Model Rules. In order to gain these
is 8.
Model Rules, you must buy the corresponding upgrade
for the model. c) Models consisting of a single model part have one
Global, Defensive, and Offensive Profile each. Multipart
Models also have one Global and Defensive Profile each,
8.D.c Unit Entries with Multipart Models
which apply to the entire Multipart Model. However,
The examples above show entries of units with models they do have a separate Offensive Profile for each iden-
consisting of a single model part, but there are also tical model part. The mount above has 5 model parts:
many Multipart Models in the game (see “Multipart 2 Crew members and 2 Winged Monkeys (as indicated
Models”, page 7). The unit entry of a Character mount, by the “2” in brackets) and a Chassis, which all have
the Winged Monkey Chariot from the example in figure their own Offensive Profile.
16, will be used to explain the particularities of this
type of unit entry.

Height Large
Winged Monkey Chariot a Type Construct
0–1 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules

Ground 2″ 2″ C b Fly (9″, 9″), Light Troops, Swiftstride


Fly 9″ 9″
Defensive HP Def Res Arm

4 C 4 C+1 Hard Target (1)


Offensive Att Off Str AP Agi

Crew (2) 1 4 3 0 5 Light Lance


c Winged Monkey (2) 2 4 4 1 4 Harnessed, Hatred
Chassis 5 2 Impact Hits (D6), Inanimate

Figure 16: Unit entry of a Multipart Model.

Contents Pre-Game Sequence Victory Conditions 25 Terrain Model Rules Index


8.E Hidden and Open Lists
Rules are written and balanced based on the principle
of openness, and we encourage players to share their
full Army Lists with their opponents at the start of the
game. This Army List should include all units, unit op-
tions, Special Items, special abilities, Point Costs, and so
on. The only things that are not open to your opponent
are things that are explicitly stated as hidden or secret.

8.E.a Optional Rules for Hidden Lists 8.E.a.1 Revealing Special Items

Some players may prefer to use so-called hidden lists, Special Items (or similar) must be revealed the first
and for those players we have included the hidden time they are used. A Special Item is considered as
list rules. Please note that the game is not balanced being used when it affects or could affect the game
with these rules in mind. In this format, most of your in any way. For example:
Army List will be open, meaning that your opponent • It affects a dice roll (even if the actual result of the
should know what your army consists of before the dice has no effect).
game starts. However, some parts of your army are
secret or “hidden”. Both players should provide their • It alters an attack (such as an enchanted weapon,
opponent with the open part of their army before the or any Special Item with a rule that affects an at-
game begins, referred to as a mundane Army List. tack).
The following elements are included in the hidden • It alters a saving roll (reveal the Special Item be-
part of your army: fore making the saving roll). Note that a Special
Item that affects the saving roll the same way as
• Special Items that are picked from the List of Com- the non-Enchanted counterpart would does not
mon Special Items given in The 9th Age: Fantasy need to be revealed.
Battles – Arcane Compendium
A Special Item that increases movement only counts
• Special Items that are specific to Army Books, as as being used if the unit moves farther than it could
well as any option that follows the rules for Special without it or when Charging (declare that you have
Items such as Daemonic Manifestations and Runic the Special Item before rolling the Charge Range but
Special Items after Charge Reactions are resolved).
Anything not on this list belongs to the mundane When revealing Runic Special Items, only reveal the
Army List. Rune that is being used, not the entire combined
If an army has two or more units or models that item.
are identical regarding their open part but have hid-
den differences, the player must be able to tell the
units apart in the hidden list. For example, if a player
fields two units identical in every way except that
one has an enchanted banner and the other doesn’t,
the Army List may specify that the unit with the en-
chanted banner has a red banner while the unit with
a blue banner possesses no such Special Item.
d

Contents Pre-Game Sequence Victory Conditions 26 Terrain Model Rules Index


9 Pre-Game Sequence
When setting up a game of The 9th Age: Fantasy Battles, players need to go through the following steps, referred to
as the Pre-Game Sequence:

1 Decide on the size of the game 9.C Building the Battlefield


2 Share your Army List with your opponent
The 9th Age: Fantasy Battles is intended to be played
3 Build the Battlefield on a board that is 72″ wide and 48″ deep. For smaller
4 Determine the Deployment Type battles involving Warbands, we recommend playing on
a board that is 36″ wide and 48″ deep (half the stan-
5 Determine the Secondary Objective dard board). In this case, all references to the “short
6 Determine the Deployment Zones Board Edge” below refer to the 48″ edge, and the “long
Board Edge” refers to the 36″ edge. For bigger games
7 Select Spells involving Grand Armies we recommend that the play-
8 Declare Special Deployment ers increase the size of the board as they see fit in order
to accommodate the larger armies.
9 Deployment Phase
While some battles may take place on a completely
open board, a Battlefield typically has Terrain Features
9.A Size of the Game placed upon it (see “Terrain”, page 76). These pieces of
Terrain could represent exactly what they are, but they
could also be representations of far greater things for
In The 9th Age: Fantasy Battles, two armies opposing
the purpose of the game. So a copse of trees could rep-
each other on the Battlefield must have roughly the
resent a forest, a stream could actually be a wide river,
same Point Cost. This is to ensure that the battle will
a single house could denote a hamlet, and a tower could
be decided through clever strategies and tactics rather
represent a keep. The players can freely agree on the
than unfair differences in army size.
size, type, and number of Terrain Features to be placed,
The first step to setting up a game is to agree on the as well as their positions. If an agreement cannot be
Army Points (see “Army Points”, page 19), which will reached, the game provides the following default rules
determine the size of the game. The size of the game is for setting up a randomly generated Battlefield.
typically between 1500 and 3000 points for small en-
gagements, between 3000 and 8000 points for serious Divide the board into 24×24″ sections (18×24″
1
battles, and beyond 8000 points for mighty clashes be- if the board is 36×48″).
tween epic armies. For an optimal gaming experience, Place the following Terrain Features in the cen-
we recommend playing at 4500 points. tre of three different randomly selected sec-
tions:
2 • One Impassable Terrain
9.B Sharing Army Lists • One Hill
• One Forest
After deciding on the size of the game, the next step
is for both players to swap Army Lists and share all Move each Terrain Feature 2D6″ in a random
3
relevant information about the upcoming game. direction.
Alternatively, players may agree to keep certain aspects Add 2D3 additional Terrain Features in the cen-
about their armies secret, which they will progressively tre of different randomly selected sections (1D3
reveal during the course of the game. For more infor- if the board is 36×48″, 3D3 or more for boards
4
mation, please see “Optional Rules for Hidden Lists”, larger than 72×48″). Roll 2D6 and consult ta-
page 26. ble 4 to determine the type of each additional
Terrain Feature.
Move each additional Terrain Feature 2D6″ in a
5
random direction.

2–4 5 6 7 8 9–10 11–12


Impassable
Hill Water Terrain Field Forest Ruins Wall
Terrain

Table 4: Randomisation of Terrain Features.

Contents Pre-Game Sequence Victory Conditions 27 Terrain Model Rules Index


Terrain Features cannot be moved to be closer than 6″ 3: Counterthrust
from each other. You may move them as little as pos-
sible from their rolled position in order to meet this Deployment Zones are areas more than 8″ away from
criterion. If it is not possible to place the Terrain Fea- the Centre Line. Units must be deployed more than 20″
ture more than 6″ away from any other Terrain, then away from enemy units. During their first 3 deploy-
discard the problematic piece. ment turns, each player must deploy a single unit if
possible, and cannot deploy any Characters unless they
Recommended Terrain Feature sizes are between 6×8″ have to.
and 6×10″, except for Walls, which are 1×8″, and Im-
passable Terrain, which is between 6×6″ and 6×8″. Units using Special Deployment, such as Scout, ignore
these restrictions and follow their Special Deployment
rules.
9.D Deployment Types
If no outside source tells you what Deployment Type to
use (e.g. tournament organiser, campaign rules, etc.),
players may agree on a Deployment Type. Otherwise >8″ >20″
randomise by rolling a D6 and consulting the list below. >8″
Certain Deployment Types refer to the Centre Line.
This is the line drawn through the centre of the board
and parallel to the long Board Edges, dividing the board
into halves.
4: Encircle
1: Frontline Clash
The player choosing the Deployment Zone decides if
Deployment Zones are areas more than 12″ away from they want to be the attacker or the defender. The at-
the Centre Line. tacker must deploy more than 9″ from the Centre Line
if entirely within a quarter of the board’s length from
either short Board Edge (18″ on a 72″ board), and more
than 15″ from the Centre Line elsewhere. The defender
>12″ does the opposite: more than 15″ away from the Cen-
tre Line if within a quarter of the board’s length from
the short Board Edge, and more than 9″ away from the
>12″
Centre Line elsewhere.

1/4 Attacker 1/4


(18″) (18″)
>15″
2: Dawn Assault >9″ >9″
The player choosing the Deployment Zone also chooses >9″
a short Board Edge and the other player gets the op- >15″ >15″
posite short Board Edge. Deployment Zones are areas
more than 12″ away from the Centre Line and more Defender
than 1/4 of the board’s length from the opponent’s
short Board Edge (18″ on a 72″ board).
5: Refused Flank
When declaring Special Deployment, players may
choose to keep up to two of their units as reinforce- The board is divided into halves by a diagonal line
ment. These units follow the rules for Ambushing units, across the board. Whoever gets to choose the Deploy-
except that they must be placed touching the owner’s ment Zone decides which diagonal to use. Deployment
short Board Edge when they arrive. Zones are areas more than 9″ away from this line.

>1/4
(>18″)
>12″

>12″ >9″
>1/4
>9″
(>18″)

Contents Pre-Game Sequence Victory Conditions 28 Terrain Model Rules Index


6: Marching Columns 9.E Secondary Objectives
Deployment Zones are areas more than 12″ away from
the Centre Line. Once the Deployment Type is established, determine
the Secondary Objective. If no outside source tells you
Each player must choose a short Board Edge when de- which one to use (e.g. tournament organiser, campaign
ploying their first unit. Each unit this player deploys rule, etc.), players may agree on a Secondary Objective.
afterwards must be deployed with its Centre farther Otherwise, randomise by rolling a D6 and consulting
away from the chosen short Board Edge than the Cen- the list below. See “Victory Conditions”, page 73 for
tre of the last unit this player deployed (measure from more details on how capturing an objective affects who
the closest point on the short Board Edge). Charac- is the winner.
ters, War Machines, War Platforms, and Scouting units
ignore these rules. 1: Hold the Ground
During their first 3 deployment turns, each player must Secure and hold the centre of the Battlefield.
deploy a single unit if possible, and cannot deploy any Mark the centre of the board.
Characters, War Machines, or War Platforms unless
they have to. At the end of each Game Turn after the first, the player
with the most Scoring Units within 6″ of the centre of
Instead of deploying a unit, a player may choose to the board gains a counter. At the end of the game, the
make all their undeployed units Delayed that are not player with the most such counters wins this Secondary
using Special Deployment. Delayed units follow the Objective.
rules for Ambushing units with the following excep-
tions: 2: Breakthrough
• In each Player Turn, after rolling for all Ambushing Invade the enemy territory.
units, the Reactive Player chooses the order in which The player with the most Scoring Units inside their op-
all Delayed units that passed the 3+ roll enter the ponent’s Deployment Zone at the end of the game, up
Battlefield. to a maximum of 3, wins this Secondary Objective.
• In the chosen order, each unit must be placed one
after the other with the centre of its rear rank as 3: Spoils of War
close as possible to the centre of the long Board Edge Gather precious loot.
in their owner’s Deployment Zone, before any non- Place 3 markers along the line dividing the board into
Delayed Ambushers are placed on the Battlefield. halves (the dashed line in the figures describing De-
• After all arriving units have been placed, they can ployment Types). One marker is placed with its centre
be moved as described in the rules for Ambush (see on a point on this line that is as close as possible to
page 80). the centre of the board while still being more than 1″
away from Impassable Terrain. The other two markers
are placed with their centres on points on this line that
are on either side of the central marker, as close to the
centre of the board as possible but at least a third of the
>12″ length of the long Board Edge (24″ on a standard board)
away from it, and more than 1″ away from Impassable
>12″ Terrain.
At the start of each of your Player Turns, each of your
3 1
5 2 Scoring units that is not carrying a marker may pick up
4
a single marker whose centre they are in contact with.
Remove the marker from the Battlefield: the unit is
now carrying the marker. Units carrying a marker with
fewer than 3 Full Ranks cannot perform March Moves.
If a unit carrying a marker is destroyed or loses Scor-
ing, the opponent must immediately place the marker
carried by this unit with its centre on a point within
3″ of it. Ignore Post-Combat Reform for this purpose.
This point cannot be within 1″ of Impassable Terrain,
but it can be inside a unit.
At the end of the game, the player with the most units
carrying markers wins this Secondary Objective.

Contents Pre-Game Sequence Victory Conditions 29 Terrain Model Rules Index


4: King of the Hill 9.F Deployment Zones
Desecrate your opponent’s holy ground while protecting
yours. After the Secondary Objective is determined, both play-
After Spell Selection (at the end of step 7 of the Pre- ers roll a D6. The player who rolls higher chooses their
Game Sequence), both players choose a Terrain Feature Deployment Zone and follows the Deployment Type
that isn’t Impassable Terrain and that is not fully inside specific instructions if applicable. In case of a tie, roll
their Deployment Zone, starting with the player who again.
chose their Deployment Zone (note that both players
may choose the same Terrain Feature).
9.G Spell Selection
A player captures their opponent’s chosen Terrain Fea-
ture if any of the player’s Scoring Units are inside that Starting with the player who chose their Deployment
Terrain Feature at the end of the game. If a player cap- Zone, each player must now select spells for their Wiz-
tures their opponent’s chosen Terrain Feature while ards, one at a time. All Magic Paths can be found in
not allowing their own to be captured, they win this The 9th Age: Fantasy Battles – Arcane Compendium.
Secondary Objective. Hereditary Spells can be found in the corresponding
Army Books.
5: Capture the Flags
Valuable targets must be annihilated. 9.G.a Wizard Apprentice
After Spell Selection (at the end of step 7 of the Pre-
• Knows 1 spell
Game Sequence), mark all Scoring Units on both play-
ers’ Army Lists. If either player has fewer than 3 • Can select between the Learned Spell 1 of its chosen
marked units, their opponent must mark enough units Path and the Hereditary Spell of its army
from this player’s Army List so that there are exactly 3
marked units in the army, starting with the player who 9.G.b Wizard Adept
chose their Deployment Zone.
• Knows 2 different spells
The player who has the lowest number of their marked
units removed as casualties at the end of the game wins • Can select from the Learned Spells 1, 2, 3, and 4 of
this Secondary Objective. its chosen Path and the Hereditary Spell of its army

6: Secure Target
9.G.c Wizard Master
Critical resources must not fall into enemy hands.
• Knows 4 different spells
Immediately after determining Deployment Zones,
both players place one marker on the Battlefield, start- • Can select from the Learned Spells 1, 2, 3, 4, 5, and
ing with the player who chose their Deployment Zone. 6 of its chosen Path and the Hereditary Spell of its
Each player must place the marker with its centre on army
a point that is more than 12″ away from their Deploy-
ment Zone and at least a third of the long Board Edge
length (24″ on a standard board) from the point marked 9.H Declaring Special
by the other marker. Deployment
At the end of the game, the player controlling the most
markers wins this Secondary Objective. A marker is Starting with the player who chose their Deployment
controlled by the player with the most Scoring Units Zone, each player must nominate which units with Spe-
within 6″ of the centre of the marker. If a unit is within cial Deployment options (such as Scout or Ambush)
6″ of the centres of both markers, it only counts as will use their Special Deployment, or if they will deploy
within 6″ of the centre of the marker which is closest using the normal rules.
to its Centre (randomise if both markers’ centres are
equally close).

Contents Pre-Game Sequence Victory Conditions 30 Terrain Model Rules Index


10 Deployment Phase
10.A Deployment Phase 10.E.a Undeployable Units
Sequence In the unlikely event that a unit cannot be deployed
during the Deployment Phase for whatever reason (e.g.
if there is not enough space in the player’s Deployment
1 Determine who deploys first Zone), the unit counts as destroyed, unless specifically
2 Take turns deploying units stated otherwise.
3 Declare intent to go first or second
4 Deploy remaining units 10.F Deploy Scouting Units
Deploy Scouting units (starting with the player Both players deploy their units that have been nomi-
5
who completed their normal deployment first) nated to use their Scout rules during “Declaring Special
Move Vanguarding units (starting with the Deployment”, page 30, starting with the player who
6 player who completed their normal deployment first completed their normal deployment (see “Scout”,
last) page 84).

7 Other rules and abilities


8 Roll for First Turn 10.G Move Vanguarding Units
Both players move their units with Vanguard (see “Van-
10.B Determine Who Deploys guard”, page 86), starting with the player who com-
pleted their normal deployment last.
First
The player who did not choose the Deployment Zone 10.H Other Rules and Abilities
decides which player deploys first.
Put into effect all rules and abilities described as taking
place right before the battle.
10.C Deploy Units
The players then take turns deploying their units fully 10.I Roll for First Turn
inside their own Deployment Zone. On each of their
deployment turns, a player can deploy any number of Both players must now roll a D6. The player who com-
units, but must deploy at least one unit. All Characters pleted their normal deployment first adds the Unde-
count as a single unit during the Deployment Phase ployed Units Number to their dice roll.
and must all be deployed during the same deployment
• If the player who completed their normal deploy-
turn.
ment first scores a higher result, they play first or
second, whichever they previously declared.
10.D Declare Intent to Go First or • If the score is a tie or the player who completed their
Second normal deployment last scores a higher result, that
player can now choose which player has the first
Once the first player has deployed all of their units (ex- turn.
cluding units that are deployed with alternative rules,
such as Ambushing or Scouting units), that player must
announce whether they will play first or second should
they win the Roll for First Turn.

10.E Deploy Remaining Units


The other player must now deploy the rest of their
units. The number of units deployed in this step is
called the Undeployed Units Number and will be used
in the Roll for First Turn. As before, all remaining Char-
acters count as one unit when deployed.

Contents Pre-Game Sequence Victory Conditions 31 Terrain Model Rules Index


11 Charge Phase
The Charge Phase is when the Active Player has the chance to move their units into combat with enemy units.
Declaring a Charge and then performing a successful Charge Move is usually the only way to engage an enemy unit in
combat.

11.A Charge Phase Sequence When determining if there is enough room for the
Charging unit:
The Charge Phase is divided into the following steps: • Take into account already declared Charges (includ-
ing align moves of Charging and Charged units)
Start of the Charge Phase (and start of the Player
1
Turn) • Do not take into account any potential Flee Charge
Reactions (including mandatory ones)
The Active Player chooses a unit and declares a
2
Charge • Do not take into account any potential casualties in-
flicted to any Charging unit (e.g. by Stand and Shoot
The Reactive Player declares and resolves their
3 Charge Reactions or failed Dangerous Terrain Tests)
Charge Reaction
• Do not take into account any potential Combat Re-
Repeat steps 2–3 of this sequence until all units
4 forms due to Blocked Path
that wish to declare a Charge have done so
The unit declaring a Charge is now considered Charging
The Active Player chooses a unit that declared a
until it has:
5 Charge, then rolls for Charge Range, and moves
the unit • Finished its First Round of Combat after making a
Charge Move
Repeat step 5 of this sequence until all units that
6
declared a Charge have moved • Successfully Charged a Fleeing unit
7 End of the Charge Phase • Performed a Failed Charge Move

See figures 23 and 24, page 40 and 41, for the illus- • Failed a Panic Test before completing the Charge
tration of a Charge Phase with several units Charging Move
enemy units and those enemy units declaring and per- • Been subject to the rules for No Longer Engaged
forming their Charge Reactions.

11.C Charge Reactions


11.B Declaring Charges
Before declaring a Charge Reaction, determine in which
Select one of your units that is not already Charging, Facing the unit will be Charged. This is determined by
Engaged in Combat, Fleeing, or contains any Shaken the unit’s Arc which the Charging unit is Located in (see
models and declare which enemy unit it will Charge. figure 17).
Each time the Active Player declares a Charge, the Re-
active Player must declare the Charged unit’s Charge a) b)
Reaction. In order to be able to declare a Charge:
• At least one model in the Charging unit’s first rank
must be able to draw Line of Sight to the Charged
A B A
unit.
!
ge
ar
Ch

• The Charged unit must be within the Charging unit’s


maximum potential Charge Range (which usually
is the Charging unit’s Advance Rate + 12″); only
take into account effects affecting the Charging unit’s B
Charge Range, like Devastating Charge (+X″ Adv),
that are present at the moment the Charge is de-
clared. Figure 17: Front or Flank?
• There must be enough room to move the Charging a) The Charging unit is Located in the enemy’s Front
unit into base contact with the Charged unit and to Arc (since this is where the centre of its Front Facing
align the units. is).
b) The Charging unit must contact the Charged unit’s
Front Facing.

Contents Pre-Game Sequence Victory Conditions 32 Terrain Model Rules Index


A unit must declare and then resolve its Charge Re- 11.D Redirecting a Charge
action immediately after a Charge is declared against
it and the Facing in which it will be Charged is deter- After a unit declares a Flee Charge Reaction, the Charg-
mined, before any further Charges are declared. There ing unit may attempt to Redirect the Charge by rolling
are three different Charge Reactions: “Hold”, “Stand a Discipline Test. If failed, the unit will try to complete
and Shoot”, and “Flee”. the Charge against the unit that Fled. If passed, the unit
may immediately, before declaring a Charge with any
11.C.a Hold other unit, declare a new Charge against another viable
target unit, which may choose their Charge Reaction
A Hold Charge Reaction means that the unit does noth- as normal. If more than one unit declared a Charge
ing. against the Fleeing unit, each may attempt to Redirect
Units Engaged in Combat can only choose to declare the Charge in any order chosen by the Active Player. If
the Hold Charge Reaction. a unit Redirects a Charge and the second target also
Flees, the Charging unit may opt to Charge either tar-
get, but must declare which before rolling the Charge
11.C.b Stand and Shoot Range.
A Stand and Shoot Charge Reaction means that the Units can only attempt to Redirect a Charge once per
Charged unit immediately performs a Shooting Attack Player Turn.
as if in the Shooting Phase, even if the enemy is beyond
the attack’s maximum range. In this case, the Charging
unit is considered to be at Long Range for the Shooting 11.E Move Chargers
Attack. Remember to apply any modifiers like Long
Range and Stand and Shoot. After this, follow the rules After all Charges have been declared and all Charge
for Hold Charge Reactions. Reactions have been declared and completed, Charg-
A Stand and Shoot Charge Reaction can only be taken ers will attempt to move into combat. Choose a unit
if all of the following conditions are met: that has declared a Charge in this phase, roll its Charge
Range, and then perform the Charge Move. Repeat
• The Charged unit can perform Shooting Attacks. these steps with all units that have declared a Charge
• The Charging unit is Located in the Charged unit’s in this phase.
Front Arc.
• The Charging unit is farther away than its Advance
11.E.a Charge Range
Rate; use the lowest value among the Charging mod- A unit’s Charge Range is normally 2D6″ plus the unit’s
els if it has more than one. Advance Rate, using the lowest Advance Rate among
Units can only choose to declare a Stand and Shoot the unit’s models.
Charge Reaction once per Player Turn (even if they are • If the Charge Range is equal to or higher than the
Charged more than once). distance between the Charger and the Charged unit,
and if there is enough space to complete the Charge,
11.C.c Flee the Charge is successful and the Charger performs a
Charge Move.
A Flee Charge Reaction means that the Charged unit
starts Fleeing. It is immediately Pivoted to face directly • If the Charge Range is less than the distance between
away from the Charging enemy (along a line drawn the Charger and the Charged unit, or if there is not
from the Centre of the Charging unit through the Cen- enough space to complete the Charge (see “Impossi-
tre of the Charged unit) and performs a Flee Move (see ble Charge”, page 37), the Charge has failed and the
“Flee Moves”, page 42). After a unit completes this Flee Charger performs a Failed Charge Move.
Move, any unit that declared a Charge against this unit
may immediately attempt to Redirect the Charge. Any
unit that does not do so may attempt to Redirect the
Charge at a later point during the Charge Phase imme-
diately after the Fleeing unit performs another Flee
Charge Reaction.
If the Fleeing unit’s Front Facing comes into contact
with any unit that declared a Charge against it in this
phase (regardless whether the enemy unit Redirected
its Charge), the Fleeing unit is removed as a casualty.
Units already Fleeing when Charged can only choose
to declare a Flee Charge Reaction.

Contents Pre-Game Sequence Victory Conditions 33 Terrain Model Rules Index


11.E.b Charge Move 11.E.c Aligning Units
A Charge Move is resolved as follows: After the Charger manages to move into base contact
with the Charged unit, the units must now be aligned
• The unit can move forwards an unlimited distance.
towards each other. An align move is performed as
• A single Wheel can be performed during the move follows:
(remember a Wheel may not exceed 90°).
The Active Player rotates the Charging unit
• The Front Facing of the Charging unit must contact around the point where it contacted the enemy
the Charged unit in the Facing determined when 1 (see figure 18), so that the Charging unit’s Front
declaring the Charge Reaction. Facing and the Charged unit’s Facing in which
• The Charging unit is allowed to come within 0.5″ of it was contacted are parallel.
other units and Impassable Terrain as per the Unit If this will not align the two units properly, for
Spacing rule. It can only move into base contact with example due to interfering Terrain or other
an enemy unit that it declared a Charge against (re- units, players may rotate the Charged unit in-
member that it is allowed to come into base contact 2
stead if this will achieve proper contact between
with friendly units and Impassable Terrain). them, or do a combination of the two, rotating
• Align units (see Aligning Units below). the enemy unit as little as possible.

a) b) c)
Ch

Ch
arg

arg
e!

e!

A A

!
rge
a
Ch
A

B B B

d) e)
Fly
ing

A A
Ch
Ch

arg
arg

e!
e!

B B

Figure 18: Align moves.


In all 5 examples, unit A Charges the Front Facing of e) When contacting the Charged Facing during its
unit B. Charge Move using Flying Movement, unit A overlaps
a), b), and c) The align move of the Charging unit is the Impassable Terrain. Rotating clockwise, unit A
made in the direction of alignment with the Charged would still overlap the Impassable Terrain at the end
of its Charge Move, which is not allowed. In order to
Facing, so these align moves are legal.
clear the Impassable Terrain, unit A would have to ro-
d) The Charging unit cannot align due to the Impass- tate counter-clockwise. This align move is not legal
able Terrain. In this situation, the Charged unit has to because it it is not made in the direction of alignment
perform the align move. with the Charged Facing.

Contents Pre-Game Sequence Victory Conditions 34 Terrain Model Rules Index


Align moves can only be made in the direction of align- See figure 19 for an example.
ment with the enemy unit’s Charged Facing (see figure
If it is unavoidable to break one or more of the above
17). The Charged unit must only be moved if it is the
conditions, you must avoid breaking the higher priority
only way to align the units. Units can never be moved
order conditions, even if this means the total number
if they are already Engaged in Combat. These moves
of conditions you break is higher. As long as all above
are considered part of the Charge Move, so they may
conditions are satisfied as best is possible, Charging
bring the units within 0.5″ of other units and Impass-
units are free to move as they please (following the
able Terrain as per the Unit Spacing rule. A unit that is
rules for Moving Chargers).
forced to make an align move when it is Charged never
has to take Dangerous Terrain Tests due to this move.
11.E.e Multiple Charges
11.E.d Maximising Contact If it will be unavoidable for a Charging unit to contact
more than one enemy unit during the Charge Move, the
Charge Moves must be made so the following condi-
rules for Multiple Charges are applied when declaring
tions are satisfied as well as possible, in decreasing
Charges:
priority order.
• First declare a Charge against a single initial target
• 1st priority: Make contact with no enemy units other
as normal.
than the one that was Charged. If it will be unavoid-
able to make contact with more than one enemy unit, • If the initial target of the Charge declares a Charge Re-
make contact with as few enemy units as possible. action other than Flee, the Charging unit must, after
Follow the rules for Multiple Charges. the initial target has declared and resolved its Charge
Reaction, successively declare secondary Charges
• 2nd priority: Maximise the total number of Charging
against all enemy units it cannot avoid contacting, in
units that make contact (note that this is only appli-
an order chosen by the Active Player.
cable when multiple units Charge the same unit).
• The targets of secondary Charges declare and per-
• 3rd priority: Avoid rotating the Charged unit (see
form Charge Reactions as normal.
“Aligning Units”, page 34). If it is unavoidable, rotate
the unit as little as possible. Remember that units • If the initial target of the Charge Flees or is destroyed
Engaged in Combat cannot be rotated. before the Charging unit is moved, ignore all sec-
ondary Charges and treat the Charge as a normal
• 4th priority: Maximise the number of models (on
Charge against the initial target only.
both sides) in base contact with at least one enemy
model (including models fighting across gaps).

a) b1) b2)

B
B
a rg
e! B
Ch

A
A A

Figure 19: Maximising contact.


a) Unit B Charges an enemy unit. Follow the priority 4. The number of models is maximised without brea-
order given by Maximising Contact when moving the king priority 3. A total of 11 (5 vs 6) models is in base
Charger. contact with one or more enemy models
1. Not Charging multiple enemy units b2) Not OK.
2. Maximising the number of units Engaged in Combat 1. Not applicable
3. Not rotating the enemy unit 2. Not applicable
4. Maximising the number of models in contact with 3. The Charged unit is rotated. The Charge is illegal
one or more enemy models 4. The number of models is maximised. A total of 12
b1) OK. (5 vs 7) models is in base contact with one or more en-
1. Not applicable emy models, which is more than b1). This is irrelevant
2. Not applicable though since the Charge is illegal due to the Charged
3. The Charged unit is not rotated unit being rotated

Contents Pre-Game Sequence Victory Conditions 35 Terrain Model Rules Index


• If a target of a secondary Charge Flees, the Charging Note that if contacting more than one enemy unit be-
unit is not allowed to redirect the Charge, unless the comes unavoidable only after all Charges have been de-
initial target also Flees. clared and all Charge Reactions have been performed,
the rules for Multiple Charges do not apply and the
• If a Multiple Charge no longer is unavoidable after all
Charging unit performs a Failed Charge Move.
Charges have been declared and after all Charge Re-
actions have been performed, ignore all secondary See figure 20 for examples in which the rules for Multi-
Charges and treat the Charge as a normal Charge ple Charges apply.
against the initial target only.

a) a)

C D C D

A
B B
!
ge
ar
Ch

b) b)

B C D B CC
D

A A
 
Charge!

1
2

Figure 20: Multiple Charges.


a) When Charging unit D in the Front Facing, unit A As per the rules for Maximising Contact as few enemy
cannot avoid contacting unit C, so the rules for Multiple units as possible must be contacted (1st priority), so
Charges apply. Unit A declares a Charge against D as its A must declare a secondary Charge against either unit
initial target and a secondary Charge against C. Both B or unit D. In case neither unit C nor the target of the
Charged units have to Hold as they are already Engaged secondary Charge Flee as a Charge Reaction, A moves
in Combat. into contact with both units, maximising the number
b) Units B, C, and D are aligned and in base contact with of models in base contact according to the 4th priority
one another (this situation may arise if all 3 units had (position 1 in case unit B was Charged, position 2 in
previously Charged and destroyed an enemy unit). Unit case unit D was Charged).
A cannot avoid contacting more than one enemy unit
when Charging unit C, so the rules for Multiple Charges
apply.

Contents Pre-Game Sequence Victory Conditions 36 Terrain Model Rules Index


11.E.f Combined Charges 11.E.i Impossible Charge
When more than one unit has declared a Charge against Sometimes units block each other from reaching com-
the same enemy unit, Chargers are moved in a slightly bat when moving the Chargers (or there is not enough
different order: space to fit all Chargers). When this happens, the units
that can no longer make it into combat must make a
Roll Charge Range for each unit Charging that Failed Charge Move.
1
same unit before moving any of them.
Sometimes a unit can no longer complete its Charge
Check which units would be able to reach their Move due to casualties suffered during the Charge
2 target (sufficiently high Charge Range rolls, no Move. When this happens, backtrack the move to the
other units blocking the Charge Move, etc.). unit’s position before the Charge Move, and perform a
Perform the Charge Moves of all Charging units Failed Charge Move with the unit.
(including those failing their Charge) in the or-
der that best satisfies the priority order of the 11.E.j Failed Charge
3
Maximising Contact rule. The Charged unit may
only be rotated if this is required to enable the When a unit does not roll a sufficient Charge Range, or
first Charging unit to complete its Charge. is otherwise unable to complete the Charge, it performs
a Failed Charge Move, comprising an initial Wheel and
See figure 21 for an example. a subsequent straight forward move, as follows:

11.E.g Engaged in Combat The move distance of a Failed Charge Move is


1
equal to the highest D6 of the Charge Range roll.
As soon as a unit completes a Charge, it is Engaged in
Wheel the unit until it is facing directly towards
Combat. Units are considered Engaged in Combat (or
the Centre of its intended target, or if it was de-
short Engaged) as long as one or more models in the
2 stroyed, towards the final position of the Centre
unit are in base contact and aligned with an enemy unit.
of the unit, or until it cannot Wheel anymore
In addition, if a unit is Engaged at the start of a Round
due to obstructions (whichever comes first).
of Combat, it counts as Engaged until the start of step
7 of the Round of Combat Sequence (before calculating Move the unit straight forward the remaining
3
Combat Score and taking Break Tests, even if it loses move distance.
base contact with all enemy units before then).
A Failed Charge Move may bring the unit within 0.5″
If a unit is Engaged in Combat, all models in the unit are of other units and Impassable Terrain as per the Unit
also considered to be Engaged in Combat. Units that Spacing rule.
are Engaged in Combat cannot move unless specifically
stated otherwise (such as during Combat Reforms or Models in a unit that performs a Failed Charge Move
when Breaking from Combat). are Shaken until the end of the Player Turn. Units that
have completed a Failed Charge Move are no longer
considered Charging.
11.E.h Charging a Fleeing Unit
When Charging a Fleeing unit, follow the rules for
Charge Moves, except that the Charging unit can move
into contact with any Facing of the Charged unit. Do
not align or maximise base contact. Once the Charger
makes contact with the Fleeing unit, the Fleeing unit is
removed as a casualty. Once the Fleeing unit has been
removed, the Charging unit can take a Discipline Test. If
the test is passed, the unit may perform a Post-Combat
Pivot manoeuvre.
A unit that has Charged a Fleeing unit is Shaken until
the end of the Player Turn.

Contents Pre-Game Sequence Victory Conditions 37 Terrain Model Rules Index


a)
A Figure 21: Combined Charges.
Charge!
B
a) Multiple units declaring a Charge against a single
unit. Follow the priority order given by Maximising
Contact.

e!
Ch

rg
1. Not Charging multiple enemy units

Cha
a
Ch a rg

Charge!
e!

rge
2. Maximising the number of Charging units in the

!
combat
C 3. Not rotating the Charged unit
E F 4. Maximising the number of models in contact with
one or more enemy models
D

b1) b1) OK
B
1. Not applicable
A 2. Maximised. 4 Charging units are Engaged (unit A’s
Front Facing is only wide enough for 3 of the 4 Charging
F E units in the Front Arc)
C 3. Not applicable
4. Maximised without breaking priority 2. A total of
12 (4 vs 8) models is in contact with one or more enemy
models. Notice that the flanking unit is only in contact
with one enemy model. This is allowed because other
models it could contact are already in contact with en-
emy models
D

b2)
B
b2) Not OK
A
1. Not applicable
2. Maximised. 4 Charging units are Engaged
D E 3. Not applicable
C
4. Not maximised. A total of 10 (4 vs 6) models is in
contact with one or more enemy models

F
b3) b3) Not OK
B
1. Not applicable
A
2. Not maximised. Only 3 Charging units are Engaged.
The Charge is illegal
E 3. Not applicable
C
4. Maximised. A total of 13 (4 vs 9) models is in con-
tact with one or more enemy models, which is more
than all the above. This is irrelevant though since the
Charge is illegal due to the number of units not being
maximised
F
D

b4) b4) Not OK


B 1. Not applicable
A 2. Maximised. 4 Charging units are Engaged
3. Not applicable
4. Not maximised. A total of 10 (4 vs 6) models is in
E F
C contact with one or more enemy models. The Charge
is illegal

Contents Pre-Game Sequence Victory Conditions 38 Terrain Model Rules Index


11.E.k Blocked Path Combat Reform so that:
To prevent abusive situations where a unit cannot • The Charged Facing determined when declaring the
Charge an enemy unit well within Charge Range and Charge Reaction is aligned with the Charging unit.
Line of Sight due to a convoluted positioning of enemy • The Charging unit is Engaged in its Front Facing.
units, potentially in conjunction with Impassable Ter-
rain, the following rules are applied. • The Charged unit does not change its number of
ranks or files.
If a unit is unable to declare a Charge in the Charge
Phase solely due to unengaged enemy units that it could • The number of models (on both sides) in base con-
not Charge (normally), or due to the combination of tact with an enemy is maximised.
at least two unengaged enemy units and one or more If it is not possible to align the units without chang-
Impassable Terrain Features, it can declare a Charge ing the number of ranks or files, you may change the
against an unengaged enemy unit and make a special number of ranks and files and do not have to maximise
Charge Move as described below. models in base contact. If this does not enable the
Move the unit straight forward up to its Charge Range. Charged unit to align, it must be aligned with a Facing
If this brings the Charging unit into base contact with other than the Charged Facing. If the enemy unit is
the enemy unit against which the Charge was declared, unable to perform a Combat Reform to align the units,
that unit is Charged. Instead of Aligning Units as nor- the Blocked Path Charge Move cannot be performed.
mal, the enemy unit performs a Combat Reform to bring Figure 22 illustrates Blocked Path situations.
the units into alignment with each other (see “Combat
Reforms”, page 67).

a1) a2) a3)


B
B B
e!
arg
Ch

A
A C A C C

b1) b2) b3)

E E
D D D E
Charge!

F F
F

Figure 22: Examples of Charges where Blocked Path is applicable.


a1) Unit B Charges unit A, but the units cannot be b1) Unit F Charges unit E, but the units cannot be
aligned towards each other, solely due to the enemy aligned towards each other due to the enemy unit D
unit C. and the Impassable Terrain.
a2) Unit B performs a Blocked Path move: it moves b2) Unit F performs a Blocked Path move: it moves
forwards until it contacts unit A. forwards until it contacts unit E.
a3) Unit A then performs a Combat Reform to align the b3) Unit E then performs a Combat Reform to align the
units. units.

Contents Pre-Game Sequence Victory Conditions 39 Terrain Model Rules Index


a)
Figure 23: Example of a Charge Phase in-
volving multiple units.
1 2
D
A a) 1. Unit A declares a Charge against unit
C ha
rge!
Hold! F E.
E 2. Unit E declares and resolves a Hold
3
C Charge Reaction.
B Stand and Shoot!
arg
e! 3. Unit C declares a Charge against unit G.
Ch
4 4. Unit G declares and resolves a Stand and
G Shoot Charge Reaction, inflicting 1 casualty
against unit C.
 
b) 1. Unit B declares a Charge against unit
b)
E.
2. Unit E declares and resolves a Flee
Charge
E D Charge Reaction, rolling 5″ for the Flee Dis-
A Flee tance. The Flee Move would make unit E
Flee!
1
F Panic Test end its move inside unit F’s Unit Boundary,
3
so the Flee Distance is extended for unit E
rge! Passed
Cha Flee Distance C to get clear of unit F.
B Cha
rge
3. Unit F takes a Panic Test for the friendly
2 unit E Fleeing through its Unit Boundary
G and passes the test.
c) 1. Since unit E performed a Flee Charge
c) 1 Reaction, unit A may attempt to Redirect
Redirect the Charge. The unit however fails the Dis-
Charge
E D cipline Test, so it must try to complete the
A Failed Charge against unit E.
F 2. Unit B also attempts to Redirect the
rge!
Charge and passes the Discipline Test. Unit
Cha
C B now declares a Charge against unit F.
Hold!
B 3 rge 3. Unit F declares and performs a Hold
4 Cha
Redirect Charge Reaction.
2 G d) 1. Unit D declares a Charge against the
Passed
Fleeing unit E. Note that this Charge is le-
d) gal although at this point unit D could not
Flee! complete this Charge as unit C would block
1
e
E Flee
Charge! the Charge Move, because already declared
Charg D
A Charges are taken into account when deter-
F Flee Distance mining if there is enough room for a Charg-
2 ing unit to complete the Charge.
rge
Cha 2. Since unit E is already Fleeing, it must
C declare and perform another Flee Charge
B Cha
rge
Reaction, rolling 3″ for the Flee Distance.
G As before, the Flee Distance is extended un-
til unit E gets clear of unit F. Unit F does
not take a Panic Test for a friendly unit Flee-
Redirect ing through its Unit Boundary as it already
e) 2 1
Stand and Shoot! Passed
passed a Panic Test during this phase.
e
E e) 1. Unit D attempts to Redirect the Charge
Charg D
A Charge! and passes the Discipline Test. Unit D de-
F clares a Charge against unit F.
2. Unit F declares and performs a Stand and
rge 3
Cha
C Shoot Charge Reaction, inflicting 2 casual-
Panic Test
B rge ties against unit D.
Cha
Passed 3. Unit D takes and passes a Panic Test for
G losing 25% or more Health Points.

Contents Pre-Game Sequence Victory Conditions 40 Terrain Model Rules Index


a)

Figure 24: Example of a Charge Phase involving e


E
Charg D
multiple units – part 2. A Charge

After all Charges have been declared and all


F
Charge Reactions have been declared and per- Cha
rge
formed, the Active Player moves all the units
that declared Charges this turn, by rolling a B
unit’s Charge Range and then moving the unit,
in an order chosen by the Active Player.
G C Charge Range roll

a) Unit C rolls a sufficiently high Charge Range Passed


to reach unit G. Unit C performs a Charge Move Charge Range roll
b)
against unit G.
Passed

b) Unit A rolls a sufficiently high Charge Range


Charge
D
to reach the Fleeing unit E. Unit A performs a A
F
Charge Move against unit E. Since unit E was
rge
Fleeing, it is removed as a casualty as soon as Cha

the Charging unit moves into contact (without


aligning or maximising base contact).
B
G C

Discipline Test
c)
Passed

Charge
D
A
c) Unit A performs and passes a Discipline Test F
in order to perform a Post-Combat Pivot after
rge
Cha
successfully Charging a Fleeing unit.
B
G C

d) Charge Range roll

Failed
d) Since units B and D both Charge the same
enemy unit, both units roll their Charge Range Charge
D
before any of the units that are part of the Com- A
F
bined Charge is moved. Unit B rolls a sufficiently
rge
high Charge Range, while unit D fails the Charge Cha

Range roll.
B
Charge Range roll
G C
Passed

e)

e) Unit B performs a Charge Move against unit


F, following the rules for “Maximising Contact”, D
A
page 35. Unit D performs a Failed Charge Move F
towards unit F. B

G C
d

Contents Pre-Game Sequence Victory Conditions 41 Terrain Model Rules Index


12 Movement Phase
In the Movement Phase you have the chance to move your units on the Battlefield.

12.A Movement Phase Sequence 12.C Flee Moves


The Movement Phase is divided into the following A Flee Move is performed as follows:
steps:
1 Roll the Flee Distance, which is normally 2D6″.
1 Start of the Movement Phase
Move the Fleeing unit this distance straight for-
2
2 Rally Fleeing units and perform any Flee Moves ward.
Moving Units: Select one of your units, take a • If the Flee Move takes the Fleeing unit into contact
3 March Test if necessary, select a type of move with the Board Edge, remove the unit as a casualty as
(Advance, March, Reform), then move the unit soon as it touches the Board Edge (possibly causing
Repeat step 3, each time choosing a new unit Panic Tests to nearby units).
4
that has not yet moved in the Movement Phase • If this move would make the Fleeing unit end its
5 End of the Movement Phase move within 1″ of another unit’s Unit Boundary or
Impassable Terrain, extend the Flee Distance by the
minimum distance required for the unit to get clear
12.B Rallying Fleeing Units of all such obstructions.
• If this move would make the Fleeing unit end its
In an order chosen by the Active Player, each friendly move inside another unit’s Unit Boundary or inside
unit that was Fleeing at the start of the Player Turn Impassable Terrain, extend the Flee Distance by the
must take a Discipline Test, called a Rally Test: minimum distance required for the unit to get clear
• If the test is passed, the unit is no longer considered of all such obstructions.
Fleeing and must immediately perform a Reform; • If Fleeing models move through the Unit Boundary
models in the unit are Shaken until the end of the of an enemy unit or Impassable Terrain, they must
Player Turn. take a Dangerous Terrain (3) Test (see “Dangerous
• If the test is failed, the unit immediately performs a Terrain (X)”, page 76).
Flee Move (straight forward). • If Fleeing models move through a friendly unit’s Unit
Note that if the unit is Decimated (see “Decimated”, Boundary, that unit must take a Panic Test.
page 72), the Rally Test will be taken at half Discipline, Note that Flee Moves are often preceded by a Pivot.
rounding fractions up. This Pivot follows the same rules as the Flee Move.

12.D Moving Units


Choose one of your units to move that is not Charging,
Engaged in Combat, Fleeing, or contains any Shaken
models.
Then perform a March Test if necessary and choose
what type of move this unit will perform, and move the
unit. The different types of move are Advance Move,
March Move, and Reform. In order to affect a unit’s
movement, effects (like Universal Rules or movement
modifiers) need to be present at the start of the unit’s
movement.
Repeat this process, each time choosing a new unit that
has not yet moved in the Movement Phase. Once all
units that can move (and want to) have done so, the
Movement Phase ends.

Contents Pre-Game Sequence Victory Conditions 42 Terrain Model Rules Index


12.D.a March Test 12.D.d Reform
Immediately before moving a unit, if it is within 8″ of When performing a Reform:
any non-Fleeing enemy units, the unit must take a Dis-
cipline Test, called a March Test: 1 Mark the Centre of the unit.

• If the test is passed, the unit may proceed as normal. Remove the unit from the Battlefield, and then
place it back on the Battlefield in any legal for-
• If the test is failed, the unit cannot perform a March 2 mation and facing any direction (following the
Move during this Movement Phase (it can perform Unit Spacing rule), with its Centre in the same
any other type of move as normal, or choose not to place as before.
move at all).
After the Reform, no model can end up with its centre
farther away than its March Rate from its starting po-
12.D.b Advance Move
sition. A unit that has Reformed cannot shoot in the
When performing an Advance Move, a unit can move following Shooting Phase this Player Turn.
forwards, backwards, or sideways, but it cannot move
in more than one of these directions during an Advance 12.D.e Moving Single Model Units
Move:
Units consisting of a single model follow the rules for
• Forwards: The unit moves forwards a distance up
Moving Units stated above. In addition, they can per-
to its Advance Rate. During a forward Advance Move,
form any number of Pivots during Advance Moves and
a unit may perform any number of Wheels.
March Moves.
• Backwards: The unit moves backwards a distance
up to half its Advance Rate (this is not considered
a Characteristic modifier). For example, a unit with
Advance Rate 5″ could move backwards 2.5″.
• Sideways: The unit moves to either side a distance
up to half its Advance Rate (this is not considered a
Characteristic modifier).
When performing an Advance Move, no model can end
its movement with its centre farther away than its Ad-
vance Rate from its starting position. If a model in the
unit performed any action during the movement (such
as a Sweeping Attack), the distance moved is measured
from the model’s starting position to the point on the
Battlefield where it performed that action and then to
its final position.

12.D.c March Move


When performing a March Move:
• A unit can only move forwards, up to its March Rate.
• A unit may perform any number of Wheels.
• No model can end its movement with its centre far-
ther away than its March Rate from its starting po-
sition. If a model in the unit performed any action
during the movement (such as a Sweeping Attack),
the distance moved is measured from the model’s
starting position to the point on the Battlefield where
it performed that action and then to its final position.
A unit that has Marched cannot shoot in the following
Shooting Phase.

Contents Pre-Game Sequence Victory Conditions 43 Terrain Model Rules Index


12.E Pivots and Wheels
When performing a Pivot:

1 Mark the Centre of the unit.


Remove the unit from the Battlefield, and then
place it back on the Battlefield facing any direc-
2
tion with its Centre in the same place as before
(following the Unit Spacing rule).
When performing a Wheel, rotate the unit forwards up
to 90°, around either of its front corners. The distance
moved by the unit is equal to the distance the outer
front corner of the outermost model in the first rank
has moved from its starting to its ending position (not
the actual distance it moved along the arc of a circle),
see figure 25. All models in the unit are considered to
have moved this distance.

a) b) c)
5″ ∼17″

2″ 4″ 4″
∼11″
B
A 6″
3″
2″
C 4″

∼12.5″
3″ 1.5″
∼12″

Figure 25: Examples of Wheels.


a) The unit has March Rate 12″. It March Moves for- c) The unit has March Rate 16″. It March Moves for-
wards 3″, Wheels 6″ (measured from the outer corner wards 2″, then performs 2 Wheels (4″ each), making
from its starting to its ending position), and then March it almost face the opposite direction. The unit then
Moves forwards another 2″. The unit has moved 3 + 6 moves forwards 4″ and finishes the move with a small
+ 2 = 11″. 1.5″ Wheel. The total distance covered by the unit is 2
b) The unit has March Rate 10″. It March Moves for- + 4 + 4 + 4 + 1.5 = 15.5″.
wards 3″ and then performs a 5″ Wheel. Even though Even though some models in the unit are temporarily
farther from their starting position than their March
the outer corner has only moved 8″, there are models
Rate, this is a legal move, since at the end of the move,
in the unit that end their movement farther away than
their March Rate from their starting position, making all models are within their March Rate of their starting
this move illegal (see “March Move”, page 43). position.

Contents Pre-Game Sequence Victory Conditions 44 Terrain Model Rules Index


13 Magic Phase
The Magic Phase is when your Wizards will attempt to cast spells, and your opponent can attempt to dispel them.

13.A Magic Phase Sequence Instead of using Flux Cards, you may use dice to ran-
domise which Flux Card to use. Mark which cards have
The Magic Phase is divided into the following steps: already been used and roll again whenever you get an
already used card. Here is an example of how to ran-
1 Start of the Magic Phase domise using two D6: roll the first dice until its result,
called X, is within 1–4. Then roll the second D6. If
2 Draw a Flux Card
this D6 rolls 4+, add 4 to X. This will result in a value
3 Siphon the Veil between 1 and 8.
Cast a spell with one of your models (see “Spell
4
Casting Sequence”, page 48) 13.E Siphon the Veil
Repeat step 4 for each spell the Active Player
5 The Active Player creates a new pool of Veil Tokens that
wishes to cast
will last until their next Siphon the Veil phase.
6 End of the Magic Phase
• Add the number of Veil Tokens left in their previous
Veil Token pool
13.B Wizards • Add the number of Veil Tokens given by the Flux Card
drawn this Player Turn
Models that can cast non-Bound Spells are referred to
as Wizards. There are 3 types of Wizards (see “Spell Se- • Add Veil Tokens from other sources, such as Channel
lection”, page 30 and “Model Rules”, page 79 for details (see “Channel (X)”, page 80)
on the differences between them): Up to 12 Veil Tokens can now be removed from the pool
• Wizard Apprentices to be converted into Magic Dice by the Active Player.
For each full 3 Veil Tokens that were removed, the Ac-
• Wizard Adepts (Channel (1)) tive Player adds a single Magic Dice to their Magic Dice
• Wizard Masters (Channel (1) and a +1 Casting Modi- pool. Up to 4 Magic Dice may be added to the Active
fier) Player’s pool this way.
Each of your Wizards has to choose an available Path
of Magic to select spells from; the chosen Path of Magic 13.F Veil Token Limits
has to be written down on your Army List.
At the end of Siphon the Veil, the Active Player must
discard Veil Tokens from their Veil Token pool until it
13.C Magic Dice contains no more than 3 tokens. The remaining Veil
Tokens are saved to be added to the Veil Token pool in
In the Magic Phase, spells are cast and dispelled using a the Active Player’s next Magic Phase.
pool of dice called the Magic Dice. The number of Magic
Dice each player receives in each Magic Phase is deter- Some armies can generate Veil Tokens outside Siphon
mined by which Flux Cards are drawn (see Flux Cards the Veil. This cannot increase the Veil Token pool be-
below) and what decisions are made during Siphon the yond 6 Veil Tokens.
Veil (see “Siphon the Veil”, page 45).

13.G Spells
13.D Flux Cards
Spells are cast during the Magic Phase. Most spells
Each player has a deck consisting of the 8 Flux Cards belong to a specific Path of Magic.
given in figure 26. During step 2 of the Magic Phase, the
Reactive Player randomly draws one of the Flux Cards
from the Active Player’s deck. This card determines
how many starting Magic Dice both players receive in
this Magic Phase, and how many Veil Tokens the Active
Player receives. Once a Flux Card has been drawn, it is
discarded from the deck. The remaining Flux Cards in
the decks are open information to both players.

Contents Pre-Game Sequence Victory Conditions 45 Terrain Model Rules Index


Flux Card 1 Flux Card 2 Flux Card 3 Flux Card 4
4 Magic Dice 5 Magic Dice 5 Magic Dice 5 Magic Dice
(both players) (both players) (both players) (both players)

3 Veil Tokens 2 Veil Tokens 5 Veil Tokens 7 Veil Tokens


(Active Player) (Active Player) (Active Player) (Active Player)
All Miscasts this phase gain
a +1 Miscast Modifier

Flux Card 5 Flux Card 6 Flux Card 7 Flux Card 8


5 Magic Dice 6 Magic Dice 6 Magic Dice 7 Magic Dice
(both players) (both players) (both players) (both players)

9 Veil Tokens 5 Veil Tokens 7 Veil Tokens 7 Veil Tokens


(Active Player) (Active Player) (Active Player) (Active Player)
All Miscasts this phase
suffer a −1 Miscast Modifier

Figure 26: Flux Cards.

13.G.a Spell Properties 4 – Type


All spells are defined by the following 6 properties (see The spell type describes how the spell’s targets have to
figure 27): be chosen.

1 – Spell Classification 5 – Duration


Spells are classified into the different categories The duration of a spell determines how long the effects
Learned Spells, Attribute Spells, and Hereditary Spells of the spell are applied.
by letters or numbers.
6 – Effect
2 – Spell Name
The effect of a spell defines what happens to the target
Use the spell name to state which spell you intend to of the spell when the spell is successfully cast. Spell
cast. effects are never affected by any effects affecting the
Caster, including Special Items, Model Rules, other spell
3 – Casting Value effects, or similar abilities, unless specifically stated
otherwise.
The Casting Value is the minimum value you need to
reach to succeed a Casting Attempt. Spells may have
different Casting Values available (see “Boosted Spells”,
page 48).

1 – Spell Classification 4 – Type 6 – Effect

Casting Value Range Type Duration Effect

1 Water Jet
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, and Magical Attacks.
Missile

2 – Spell Name 3 – Casting Value 5 – Duration

Figure 27: Spell Properties in The 9th Age: Fantasy Battles – Arcane Compendium.

Contents Pre-Game Sequence Victory Conditions 46 Terrain Model Rules Index


13.G.b Spell Classification Augment
All spells are part of one or more of the following cate- The spell may only target friendly units (or friendly
gories: models inside units if Focused).

13.G.b.1 Learned Spells Aura

All spells labelled with a number are Learned Spells, This spell has an area of effect. Its effects are applied
which are the main spells of a Path. They are usually to all possible targets, according to the rest of the spell
numbered from 1 to 6, which is relevant for the Spell types, within X″ of the Caster. For example, a spell with
Selection rules. Augment, Aura, and Range 12″ targets all friendly units
within 12″ of the Caster.
Each player may only attempt to cast each Learned
Spell once per Magic Phase, even if it is known by differ- Caster
ent Wizards (unless the spell is Replicable, see below).
The spell targets only the model casting the spell (un-
less Focused, all model parts are affected).
13.G.b.2 Hereditary Spells
Most Army Books contain a Hereditary Spell, which Caster’s Unit
is labelled “H” instead of a number. Hereditary Spells
The spell targets only the Caster’s unit.
follow all the rules for Learned Spells.
Damage
13.G.b.3 Attribute Spells
The spell may only target units and/or models not cur-
Attribute Spells are labelled “A”. All Wizards that know rently Engaged in Combat.
at least one spell from a Path of Magic automatically
know the Attribute Spell from that Path if there is any. Direct
Path Attribute Spells are special spells that cannot be The spell may only target units and/or models in the
cast independently. Instead, the Caster may cast the Caster’s Front Arc.
Attribute Spell automatically each time it successfully
casts a non-Attribute Spell from the corresponding Focused
Path. This means that an Attribute Spell can be cast
more than once by the same Caster, and also by dif- The spell may only target single models (including a
ferent Casters during a Magic Phase. Attribute Spells Character inside a unit). If the target is a Multipart
cannot be dispelled. Model (such as a chariot with riders and pulling beasts,
or a knight and its mount), only one model part may be
targeted.
13.G.b.4 Replicable Spells
Some Learned Spells are Replicable Spells and are la- Ground
belled “rep”. The player may attempt to cast Replicable
The spell doesn’t target units or models. Instead, the
Spells multiple times in the same Magic Phase, but each
target is a point on the Battlefield.
Wizard may only make a single attempt.
Hex
13.G.b.5 Bound Spells
The spell may only target enemy units (or enemy mod-
Some spells are classified as Bound Spells, which follow els inside units if Focused).
different rules than the above (see “Bound Spells”, page
49). Missile
The spell may only target units and/or models within
13.G.c Spell Types the Caster’s Line of Sight. It cannot be cast if the Caster
The spell type describes which targets can be chosen (or its unit) is Engaged in Combat.
for the spell. Unless specifically stated otherwise, a
spell may only have a single target and the target must Range X″
be a single unit. If a spell has more than one type, apply The spell has a maximum casting range. Only targets
all the restrictions of each type. within X″ can be chosen. This casting range is always
For example, if a spell has the types Direct, Hex, and indicated in the corresponding column in the spell’s
Range 12″, the target must be in the Caster’s Front Arc, profile (see figure 27). Note that any effects that alter
be an enemy unit, and be within 12″ of the Caster. a spell’s range do not affect any other distance specifi-
cations that may be part of the spell’s effect.

Contents Pre-Game Sequence Victory Conditions 47 Terrain Model Rules Index


Universal 13.H.a Casting Attempt
The spell may target both friendly and enemy units (or Each Casting Attempt is resolved as follows:
models inside units if Focused).
The Active Player declares which Wizard is cast-
ing which spell, how many Magic Dice will be
13.G.d Spell Duration used, and what its targets are. If applicable, they
1
The spell duration specifies how long the effects of the also declare which version of the spell is used.
spell are applied. A spell duration can either be Instant, Between 1 and 5 dice from the Active Player’s
One Turn, or Permanent as described below: Magic Dice pool must be used.
The Active Player rolls the chosen number of
Instant Magic Dice from the Magic Dice pool and adds
The effect of the spell has no lasting duration: effects the results of the rolled dice and any Casting
2
are applied when the spell is cast. Afterwards the spell Modifiers together (see “Casting and Dispelling
ends automatically. Modifiers”, page 49). This total is referred to as
the total casting roll.
One Turn The Casting Attempt is passed if the total cast-
The effect of the spell lasts until the start of the Caster’s ing roll is equal to or greater than the spell’s
next Magic Phase. If an affected unit is divided into Casting Value. The Casting Attempt fails if the
several units (the most common example being a Char- 3 total casting roll is less than the spell’s Casting
acter leaving its unit), each of the units formed this Value. Note that the Casting Attempt may Fizzle
way keeps being affected by the spell effects. Charac- if 2 or more dice were used (see “Fizzle”, page
ters that join a unit affected by One Turn spells are not 49).
affected by these spells, and likewise, units joined by
Characters affected by One Turn spells are not affected 13.H.a.1 Boosted Spells
either.
Some spells have two Casting Values, with the greater
Permanent Casting Value being referred to as the Boosted version
of the spell. Boosted versions may have their type
The effect of the spell lasts until the end of the game or (range, target restrictions) and/or duration modified
until a designated ending condition is met (as detailed (e.g. giving the spell a longer range), and/or the effects
in the spell effect). The spell can only be removed by of the spell changed. Declare if you are trying to cast
the method described in the spell. If an affected unit is the Boosted version before rolling any dice. If no decla-
divided into several units, follow the same restrictions ration is made, the basic version for the chosen target
as for One Turn spells. is assumed to be used.

13.H Spell Casting Sequence


Each of the Active Player’s non-Fleeing models with
one or more spells may now attempt to cast each of
its spells up to one time per Magic Phase. The model
is referred to as the Caster. In each Magic Phase one
Casting Attempt may be made for each spell, even if this
spell is known by different Wizards. Remember that
Bound Spells, Attribute Spells, and Replicable Spells
ignore this restriction.
Each casting of a spell is resolved as follows:

A Casting Attempt. If failed, skip steps B–F


B Dispelling Attempt. If successful, skip steps C–F
In case of Broken Concentration, skip steps D–E
C
and go directly to step F
D Resolve the spell effect
If applicable, choose target(s) for the Attribute
E
Spell and resolve its effect
F If applicable, apply the Miscast effect

Contents Pre-Game Sequence Victory Conditions 48 Terrain Model Rules Index


13.H.b Dispelling Attempt 13.I Miscasts
Whenever the Active Player passes a Casting Attempt,
the Reactive Player may attempt to dispel the Casting When a player rolls their casting roll and three or more
Attempt: Magic Dice roll the same value, the Casting Attempt
results in a Miscast (regardless of whether the Casting
The Reactive Player declares how many Magic Attempt is passed or not). If the Casting Attempt is
Dice will be used from their pool. The Reactive successful and not dispelled, apply the effects of the
Player must use at least 1 dice for a Dispelling At- Miscast, as determined by the value on the Magic Dice
1 as shown in table 5.
tempt. Note that there is no maximum number
of Magic Dice allowed to be used for a Dispelling If 3 Magic Dice were used for the casting roll, apply a
Attempt. −1 Miscast Modifier (see “Miscast Modifiers” below).
The Reactive Player rolls the chosen number of If 5 Magic Dice were used for the casting roll, apply a
dice and adds the results of the rolled dice and +1 Miscast Modifier.
2 any Dispelling Modifiers together (see “Casting
and Dispelling Modifiers”, page 49). This total
is referred to as the total dispelling roll. 13.I.a Miscast Modifiers
The Dispelling Attempt is successful if the total A +X or −X Miscast Modifier means that X is added to or
dispelling roll is equal to or greater than the deducted from the value of the dice yielding the Miscast.
total casting roll. If so, the spell is dispelled and For example, a 222 Miscast with a +1 Miscast Modifier
the spell is not cast. The Dispelling Attempt fails makes a 222 counts as a 333 Miscast.
3
if the total dispelling roll is less than the total
casting roll. If so, the spell is successfully cast.
Note that the Dispelling Attempt may Fizzle if 2 13.J Bound Spells
or more dice were used (see “Fizzle”, page 49).
Bound Spells can also be cast by models that are not
Wizards, but possessing a Bound Spell does not make a
13.H.c Resolve the Spell model a Wizard. A Bound Spell is a spell that is usually
contained in a magical artefact of some sort. Bound
If the spell was not dispelled, it is successfully cast. Ap-
Spells cannot be used to cast Boosted versions of the
ply the spell effects. Afterwards (if applicable), choose
spell they contain. A Bound Spell containing a spell
a target for the Path Attribute Spell and immediately
from a Path with an Attribute also automatically con-
apply its effects (Attribute Spells cannot be dispelled).
tains the Path Attribute Spell.

13.H.d Additional Rules Affecting


13.J.a Power Level
Casting and Dispelling Attempts
All Bound Spells have two Power Levels, given as val-
13.H.d.1 Casting and Dispelling Modifiers ues in brackets (usually Power Level (4/8)). The first
There are many potential sources for modifiers to the value is the Bound Spell’s primary Power Level. This is
roll (the most common modifier for casting rolls is the used when the Bound Spell is cast with 2 Magic Dice.
+1 to cast modifier for being a Wizard Master). Add The second value is the Bound Spell’s secondary Power
these modifiers to the casting or dispelling rolls. After Level, and is used when the Bound Spell is cast with 3
all modifiers are applied, total Casting and Dispelling Magic Dice.
Modifiers may not exceed +2 and −2.
13.J.b Casting a Bound Spell
13.H.d.2 Fizzle Casting a Bound Spell ignores the normal Casting At-
When a Casting Attempt or Dispelling Attempt is failed tempt rules and instead follows a different procedure.
for which 2 dice or more were used, any Magic Dice that Each of the Active Player’s non-Fleeing models with
rolled a natural ‘1’ are returned to the Magic Dice pool Bound Spells may attempt to cast each of its Bound
they were taken from. Note that this does not apply to Spells up to one time per Magic Phase. This model is re-
passed Casting Attempts that are then dispelled. ferred to as the Caster. Bound Spells can be cast even if
the same spell has already been cast earlier in the same
Magic Phase. Casting a Bound Spell does not prevent
the casting of the same spell later in the same Magic
Phase, even as non-Bound Spell.

Contents Pre-Game Sequence Victory Conditions 49 Terrain Model Rules Index


Three of a kind: Miscast Effects
Apply the effects of 222 and higher after resolving the effects of the spell and any Attribute
Spell
000 or lower No effect.
111 Broken Concentration
The Casting Attempt fails (apply Fizzle as normal).
222 Witchfire
The Caster’s unit suffers D6 hits with Armour Penetration 2, Magical Attacks, and a Strength
equal to the number of Magic Dice that were used for the casting roll.
333 Magical Inferno
The Caster’s unit suffers 2D6 hits with Armour Penetration 2, Magical Attacks, and a Strength
equal to the number of Magic Dice that were used for the casting roll.
444 Amnesia
The Caster cannot cast the Miscast spell anymore this game.
555 Backlash
The Caster suffers 2 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
666 Implosion
The Caster suffers 4 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
777 or higher Breach in the Veil
The Caster’s model is removed as a casualty (no saves of any kind allowed).

Table 5: Miscast table.

13.J.b.1 Bound Spell Casting Attempt 13.K Magical Effects


The Active Player declares which model will cast
13.K.a Magical Move
which Bound Spell, and whether they will use 2
or 3 Magic Dice. If applicable, the Active Player Some spells or abilities enable a unit to perform a Mag-
1
also declares the targets of the spell. The spell ical Move. The move is performed as if in step 3 of
is always cast with the basic version as Bound the Movement Phase Sequence (Moving Units), which
Spells cannot be Boosted. means that it follows the same rules and restrictions as
if this was a new Moving Units sub-phase (e.g. Fleeing
The Active Player removes the chosen number
units, Shaken units, units with Random Movement, or
2 of Magic Dice (2 or 3) from their Magic Dice pool
units Engaged in Combat cannot move). Actions that a
(do not roll them).
unit could normally do in the Moving Units sub-phase
3 The Casting Attempt is always passed. can be made (such as Wheeling, Reforming, joining
units, leaving units, and so on).
Note that Bound Spells that contain a spell from a Path
with an Attribute automatically also contain the Path A Magical Move always has a limited movement range
Attribute Spell, and that unless specifically stated oth- (e.g. “the target may perform a 12″ Magical Move”): the
erwise Casting Modifiers are not applied to the casting target’s Advance Rate and March Rate are always equal
roll of a Bound Spell. to this value for the duration of the move. A unit can
only perform a single Magical Move per Magic Phase.
13.J.b.2 Bound Spell Dispelling Attempt
Dispelling a Bound Spell works exactly like dispelling a
Learned Spell. If 2 Magic Dice were removed, the cast-
ing roll is equal to the Bound Spell’s primary Power
Level. If 3 Magic Dice were removed, the casting roll is
equal to the Bound Spell’s secondary Power Level.

Contents Pre-Game Sequence Victory Conditions 50 Terrain Model Rules Index


13.K.b Recover Health Points 13.K.d Summoned Units
Some spells or abilities can Recover Health Points lost Summoned units are units created during the game. All
earlier in the battle. The amount of Health Points Re- models in a newly Summoned unit must be deployed
covered is noted in the ability (Recover X Health Points). within the range of the ability. If the unit is summoned
Recovering Health Points can never bring back models as a result of a Ground type spell, at least one of the Sum-
that have been removed as casualties, and cannot in- moned models must be placed on the targeted point,
crease a model’s Health Points above its starting value. and all models must be within the spell’s range. Sum-
moned models must be placed at least 1″ away from
A Character inside a Combined Unit never Recovers
other units and from Impassable Terrain. If the whole
Health Points from abilities that allow a unit to Recover
unit cannot be deployed, then no models can be de-
Health Points. A Character can only Recover Health
ployed. Once Summoned, the newly created unit oper-
Points when it is the only target of an ability or spell.
ates as a normal unit on the Caster’s side. Summoned
Any excess Recovered Health Points are lost. units do not award Victory Points to the opponent when
they are destroyed.
13.K.c Raise Health Points
Raise Health Points uses the rules for Recover Health
Points with the exception that Raise Health Points can
bring back models that have been removed as casual-
ties. Bringing back models is subject to the following
rules and restrictions:
• First, Recover all lost Health Points on models in the
unit (except for Characters), then bring back models
in the following order: first Champions, then other
R&F models (including Musicians and Standard Bear-
ers). Each Raised model must be Recovered to its
full amount of Health Points before another model
can be Raised. This cannot Raise a unit’s number of
models above its starting number. Any excess Raised
Health Points are lost.
• Raised models without Front Rank must be placed in
the rear rank if incomplete, or in a new rear rank if
the current rear rank is complete. In units with one
rank (including single model units), a Raised model
can either be placed in the first rank or you can de-
clare the first rank complete and create a new rank.
Any models that cannot be placed in legal positions
are lost.
• Any used One use only effects or destroyed equip-
ment (Special Items or mundane equipment) are not
regained.
• Raised models are subject to the same ongoing ef-
fects as their unit, and count as Charging if their unit
Charged.
• A Raised model with Front Rank must be placed as
far forwards as possible in its unit displacing a R&F
model. The displaced R&F model is then placed fol-
lowing the rules for Raised models without Front
Rank. If the displaced model could not be placed in
a legal position, the model with Front Rank cannot
be Raised.

Contents Pre-Game Sequence Victory Conditions 51 Terrain Model Rules Index


14 Shooting Phase
In the Shooting Phase, models with Shooting Attacks get a chance to use them.

14.A Shooting Phase Sequence 3. Choose models to shoot with


Now determine which models from the shooting unit
The Shooting Phase is divided into the following steps: will shoot at the target unit:
1 Start of the Shooting Phase • Check the Line of Sight for each shooting model. Re-
member that Line of Sight is always drawn from the
Select one of your units and perform a Shooting
2 model’s Front Facing. Models that do not have Line
Attack
of Sight to at least one model in the target unit cannot
Repeat step 2 with a different unit that has not shoot.
3 performed a Shooting Attack during this phase
• Measure the range to the target unit for each indi-
yet
vidual shooting model. This is measured from the
When all units that can (and want to) shoot have actual position of each shooting model to the closest
4
done so, the Shooting Phase ends point of the target’s Unit Boundary (even if this par-
ticular point is not within Line of Sight). Models that
are farther away from their target than the range
14.A.a Shooting With a Unit of their weapon cannot shoot (unless performing a
Some units have Shooting Weapons or Model Rules Stand and Shoot Charge Reaction).
that allow them to perform Shooting Attacks. Apply • If the Shooting Attack has a minimum range, the
the following rules for shooting with a unit: model can only shoot if the target is at least partially
outside the minimum range.
1. Choose a shooting unit
• Any model part in the unit is free to choose not to
Each unit that can perform a Shooting Attack can do so shoot.
once per Shooting Phase, with the following conditions
and restrictions: 4. Shoot!
• Fleeing models, Shaken models, models that are En- Once you have established which models will shoot,
gaged in Combat or were Engaged in Combat at any these models shoot as many times as indicated in their
point during the Player Turn, and models that have weapon’s profile. For each shot, roll to hit with each
Marched or Reformed this Player Turn cannot per- model, as described below, and then follow the Attack
form Shooting Attacks. Sequence rules (page 17) after determining the num-
• All models in the same unit must shoot at the same ber of hits.
target, and only models in the first and second
rank may shoot.
14.B Aim
• If models in the unit have more than one type of
Shooting Attack, declare which one is used. All R&F A Shooting Weapon’s Aim tells you what the model
models except Champions must use the same type. needs to roll on a D6 to successfully hit its target. This
Champions and Characters are free to use other types roll is called a to-hit roll. A weapon’s Aim is written
of Shooting Attacks (still maximum one attack per in brackets after the weapon’s name. Each unit has its
model, and directed at the same target as the unit). own Aim for a given Shooting Weapon available to it.
• In case of Multipart Models, each model part can For example, an elven archer might have a Longbow
make a Shooting Attack in the same phase and is not (3+) while a human peasant only has a Longbow (4+).
limited to using the same type of Shooting Attack as The elf would hit its target if it rolls 3 or higher on a D6,
the other model parts. while the human would need to roll 4 or higher.

2. Choose a target
Nominate an enemy unit within the shooting unit’s Line
of Sight as target. Units Engaged in Combat cannot be
chosen as targets.

Contents Pre-Game Sequence Victory Conditions 52 Terrain Model Rules Index


14.C To-Hit Modifiers 14.C.d Cover
Cover is determined individually for each shooting
Shooting Attacks may suffer one or more to-hit modi- model. There are two types of Cover: Soft Cover and
fiers to their to-hit rolls. If so, simply modify the dice Hard Cover. The most common reason for applying
roll for the shot with the given modifiers. The most Cover is the target being obscured by Terrain or other
common to-hit modifiers are explained below and sum- models, or the target being inside a Terrain Feature.
marised in table 6. If one or more hits are scored, follow
the procedure described under “Attacks”, page 16. A Determine if the target benefits from Cover as follows:
natural roll of ‘1’ is always a miss.
Determine which Arc of the target the shooting
1 model is Located in. The corresponding Facing
Long Range −1 is referred to as Target Facing.
(if Accurate) 0 Choose any point on the shooting model’s Front
2
Facing.
Moving and Shooting −1
For targets on rectangular bases:
(if Quick to Fire) 0
• From the chosen point, check how large the
(if Unwieldy) −2 fraction of the Target Facing is that is behind
obstructions (see figures 29 and 30).
(if both) −1
• If half or more of the Target Facing is ob-
Stand and Shoot −1 scured, the target benefits from Cover.
3
For targets on round bases:
Soft Cover −1
• From the chosen point, check whether the
Hard Cover −2 nearest point on the Target Facing, referred
to as Target Point, is behind obstructions.
Hard Target (X) −X
• If this point is obscured, the target benefits
from Cover.
Table 6: Summary of to-hit modifiers.
Note that:
• This is not Line of Sight. Check what is behind ob-
14.C.a Long Range (−1 to hit) structions even outside of the shooting model’s Front
If the distance from the shooting model to the target is Arc.
more than half the weapon’s range, the shooting model • Models always ignore their own unit and the Terrain
suffers a −1 to-hit modifier. Remember that you mea- Feature they are inside for Cover purposes (e.g. a
sure range for each shooting model individually. model shooting from a Forest doesn’t suffer a Soft
For rules purposes, any model not shooting at Long Cover modifier for shooting through or at a target
Range is considered to be at Short Range. inside that Forest).

14.C.b Moving and Shooting (−1 to hit) 14.C.d.1 Target Benefiting from Soft Cover
(−1 to hit)
A model that has moved during this Player Turn suffers
a −1 to-hit modifier. A model shooting at a target that benefits from Soft
Cover suffers a −1 to-hit modifier. Soft Cover applies if
more than half of the Target Facing or the Target Point
14.C.c Stand and Shoot Charge Reaction is obscured by either:
(−1 to hit)
• Covering Terrain that contributes to Soft Cover
Shooting Attacks made as part of a Stand and Shoot
• Models that do not block Line of Sight, except if
Charge Reaction suffer a −1 to-hit modifier.
the target and/or the shooting model is of Gigan-
tic Height (see “Model Classification”, page 74), and
the obscuring model is of Standard Height (in which
case no cover is applied) (remember that Skirmisher
and Tall affect what blocks Line of Sight)
For examples, see figure 28 for Cover inside Terrain,
and figure 31 for Cover behind intervening models.

Contents Pre-Game Sequence Victory Conditions 53 Terrain Model Rules Index


a) b)

B B

A A
Figure 28: Example of Soft Cover inside a Terrain Feature.
a) The left model in unit A is Located in unit B’s Flank b) The right model in unit A is Located in unit B’s Front
Arc, so unit B’s Flank Facing is the Target Facing. More Arc, so unit B’s Front Facing is the Target Facing. Less
than half of the Target Facing is obscured inside the than half of the Target Facing is obscured inside the For-
Forest, so unit B benefits from Soft Cover against the est, so unit B does not benefit from Soft Cover against
left model. the right model.

14.C.d.2 Target Benefiting from Hard Cover 14.D Hopeless Shots


(−2 to hit)
A model shooting at a target that benefits from Hard When to-hit modifiers make the needed roll to hit with
Cover suffers a −2 to-hit modifier. Hard Cover applies if a Shooting Attack 7+, apply the following procedure:
more than half of the Target Facing or the Target Point
1 Roll to hit. Rolls of ‘6’ are considered successful.
is obscured by either:
For each successful roll, roll to hit again: this
• Covering Terrain that contributes to Hard Cover
2 second to-hit roll is always successful on a roll
• Models that do block Line of Sight (remember that of 4+, and the shot hits.
Skirmisher and Tall affect what blocks Line of Sight)
3 Proceed as described under “Attacks”, page 16.
See figure 29 for an example of Hard Cover.
If there are enough modifiers to make the needed roll
to hit 8 or more, the shot cannot hit.
14.C.d.3 Target Benefiting from Soft and Hard
Cover For example, a model with Bow (4+) shoots at a target
benefiting from Hard Cover (−2 to hit), and is Moving
If a target benefits from both Soft and Hard Cover, only and Shooting (−1). This would require the shooter to
apply the Hard Cover modifier. roll 7+ on a D6, which means that this shot follows the
If parts of the Target Facing are obscured by obstruc- Hopeless Shots rule. If a ‘6’ is rolled, roll to-hit again. If
tions that contribute to Soft and Hard Cover, but not the shooter manages to roll 4+ on the second attempt,
enough to grant either Soft Cover or Hard Cover, apply the shot hits.
only the Soft Cover modifier if more than half of the
Target Facing is obscured. For example, if 30% of the
Target Facing is obscured by Terrain contributing to
Soft Cover, and another 30% by Terrain contributing to
Hard Cover, then apply the Soft Cover modifier as 60%
of the Target Facing is obscured in total (see figure 30).

Contents Pre-Game Sequence Victory Conditions 54 Terrain Model Rules Index


a) b) c)
More than half Less than half
of the Target of the Target
Facing is Facing is
obscured obscured

Not within
Within Line of Sight
  Line of Sight  
Within Line of Sight

Figure 29: Example of Hard Cover.


a) The model cannot shoot (as its Line of Sight is c) The model can shoot (enemy within Line of Sight).
blocked). No cover is applied since half or less of the Target Fac-
ing is obscured by a Terrain Feature that contributes
b) The model can shoot (as the enemy is within Line
to Hard Cover.
of Sight). Hard Cover is applied since more than half of
the Target Facing is obscured by a Terrain Feature that
contributes to Hard Cover.

Less than half of the


Target Facing is in Soft   Figure 30: Example of Soft and Hard Cover.
Cover
Less than half of the Target Facing is obscured by
Height: Large
Height: Standard obstructions contributing either to Soft or Hard

More than half of


C Cover. However, more than half is obscured by
the combination of both. In this case, the target
B the total Target
Facing is in Cover
counts as benefiting from Soft Cover.

Less than half of the Target Facing is in Hard Cover 

A
Height: Large

Contents Pre-Game Sequence Victory Conditions 55 Terrain Model Rules Index


Soft Cover (−1 to hit)

Standard Standard Large Large Standard Large

Standard Large Gigantic Large Large Gigantic Gigantic Large Gigantic

No cover

Standard Standard Gigantic Large Standard Gigantic Gigantic Standard Gigantic

Figure 31: Soft Cover from intervening models.


This diagram shows all possible Height combinations between shooting, target, and intervening models that result in
Soft Cover or no cover. The intervening model is assumed to be placed in such a way that it is sufficiently obscuring
the target from the shooter. All other Height combinations yield either Hard Cover or no Line of Sight, depending on
whether the target is completely obscured by the intervening model or not.

Contents Pre-Game Sequence Victory Conditions 56 Terrain Model Rules Index


15 Melee Phase
In the Melee Phase, both players’ units Engaged in Combat must attack.

15.A Melee Phase Sequence 15.D Round of Combat Sequence


Each Melee Phase is divided into the following steps: Each Round of Combat is divided into the following
steps:
1 Start of the Melee Phase
1 Start of the Round of Combat
2 Apply any instances of No Longer Engaged
Choose a weapon
The Active Player chooses a combat that has not 2
3 (see “Close Combat Weapons”, page 92)
already been fought during this Melee Phase
3 Make Way (see “Character”, page 87)
Fight a Round of Combat (see “Round of Combat
4
Sequence”, page 57) 4 Issue and accept Duels (see “Duels”, page 60)
5 Repeat steps 2–4 5 Determine the Initiative Order
Once all units that were Engaged in Combat at Roll Melee Attacks, starting with the first Initia-
6 the start of the phase have fought, the Melee tive Step:
Phase ends 1. Allocate attacks
Complete all actions in the Round of Combat Sequence 6 2. Roll to hit, to wound, saves, and remove ca-
for each unit Engaged in the chosen Combat before sualties
resolving the next combat. 3. Repeat 1. and 2. for the next Initiative Step
Calculate which side wins the Round of Combat.
7
Losers roll Break Tests
15.B Combat
Roll Panic Tests for units within 6″ of friendly
8
A combat is defined as a group of opposing units that Broken units
are all connected through base contact. Normally, this
9 Decide to Restrain or to Pursue
would be two units pitted against one another, but it
could also be several units against a single enemy unit 10 Roll Flee Distances
or a long chain of units from both sides.
11 Roll Pursuit Distances
12 Move Fleeing units
15.B.a First Round of Combat
13 Move Pursuing units
Certain rules only apply to the First Round of Combat.
A unit’s First Round of Combat is: 14 Post-Combat Pivots and Post-Combat Reforms
• The Round of Combat after it successfully Charged 15 Combat Reforms
an enemy unit
End of the Round of Combat. Proceed to the
16
• The Round of Combat after it was successfully next combat
Charged by an enemy unit if previously unengaged

15.C No Longer Engaged


Sometimes a unit that was previously Engaged in Com-
bat had all of its opponents removed since the end of
the previous Melee Phase. Such units follow the rules
described in “No More Foes”, page 62. If the unit has
not moved since the enemy units were removed (e.g.
with a Magical Move), it may perform a Post-Combat
Pivot or a Post-Combat Reform, or an Overrun if it just
Charged.

Contents Pre-Game Sequence Victory Conditions 57 Terrain Model Rules Index


15.D.a Initiative Order
Melee Attacks are performed in Rounds of Combat dur-
ing the Melee Phase. All Melee Attacks have a specific
Agility value that corresponds to the Agility of their
A
model part, unless specifically stated otherwise (such B
as Impact Hits or Crush Attacks).
Each Round of Combat is fought in a strict striking or-
der, referred to as Initiative Order. The Initiative Order
in a combat is determined immediately before any at- C
tacks are made. Take into account all modifiers that
affect the Agility of attacks that may be performed in
this Round of Combat. Once the Initiative Order has Figure 32: Which models can attack?
been determined for a Round of Combat, it cannot be Models colour-coded with a darker shade can all strike.
changed by effects that alter the Agility of attacks dur- Models with a bold frame count as being in base con-
ing that Round of Combat. The order starts at Initiative tact with an enemy; note that models are considered
Step 10 with all attacks with Agility 10, and is resolved to be in base contact across gaps. Models colour-coded
downwards to Initiative Step 0 with all attacks with with a lighter shade cannot make Supporting Attacks.
Agility 0 or less.
Unit C is in Line Formation and thus both the second
At each Initiative Step, all attacks from this step that and third rank can make Supporting Attacks. Unit B
meet the necessary requirements (see Which Models is not Engaged in its Front Facing; its models cannot
can Attack, below) strike simultaneously. make Supporting Attacks to their Flank or Rear; they
could only strike across the first rank.
15.D.b Charging Momentum
Charging models gain +1 Agility. 15.D.d Allocating Attacks
At each Initiative Step, before any attacks are rolled,
15.D.c Which Models can Attack Close Combat Attacks must first be allocated towards
Models in base contact with an enemy attack during enemy models. If a model is in base contact with more
their Initiative Step (remember that models are con- than one enemy model, it can choose which model to
sidered to be in base contact across gaps: see “Base attack. Attacks can be allocated towards models with
Contact between Models across Gaps”, page 10). Mod- different Health Pools, i.e. R&F models, Champions,
els from both sides attack in each player’s Melee Phase. and Characters (see “Attacks”, page 16). The number
of Close Combat Attacks a model can make is equal to
its Attack Value, which can be modified by equipment,
15.D.c.1 Supporting Attacks Attack Attributes, spells, etc. If a model has an Attack
Models in the second rank and not in base contact with Value above 1, it can allocate its Close Combat Attacks
any enemy models can perform Close Combat Attacks towards different enemy models in base contact. If a
across models in the first rank directly in front of them. model is making Supporting Attacks, it can allocate its
These Close Combat Attacks are called Supporting At- attacks as if it was in the first rank of the unit (in the
tacks. A model part that performs Supporting Attacks same file). Allocate all attacks at each Initiative Step
always has a maximum Attack Value of X, where X is before making any to-hit rolls.
defined by the Height of the model (see “Model Classi-
fication”, page 74). 15.D.d.1 Swirling Melee
R&F models Engaged in Combat may be in positions in
the unit where, based on the general rules for allocating
attacks, they can either:
• Allocate attacks (including Supporting Attacks) only
towards enemy Characters or Champions
• Not allocate any attacks at all due to enemy models
fighting a Duel
Such models may elect to allocate their Close Com-
bat Attacks towards non-Champion R&F models of the
same unit instead, exactly as if these R&F models were
in the position of the enemy Character or Champion.
Note that Swirling Melee cannot be used by Characters.

Contents Pre-Game Sequence Victory Conditions 58 Terrain Model Rules Index


Figure 33 illustrates how attacks can be allocated in a Offensive Skill
complex case. Needed roll
minus
to hit
Defensive Skill
4 or more 2+
1 to 3 3+

A 0 to −3
−4 to −7
4+
5+
𝐶1 𝐶2 Ch
−8 or less 6+
Ch 𝐶3
Table 7: Close combat to-hit table.
B
15.D.f Losing Base Contact
Figure 33: Example for allocating attacks. Removing casualties may cause units to lose base con-
The Champion of unit B (Ch) and Character 𝐶2 are tact with their foe. When this happens, units are
locked in a Duel (indicated by the chess pattern). This nudged back into combat after removing all casualties
means that they can only allocate attacks towards each caused by simultaneous attacks using the following
other. The magenta and green models can allocate at- procedure:
tacks towards the R&F models of the other unit. The 1. The unit that is going to lose base contact while not
models with a bold frame can allocate attacks towards suffering casualties is moved the minimum amount
Characters/Champions. The models in fainter colours needed to keep it in base contact. If there is no such
with dashed frames cannot attack at all. Character 𝐶1 unit, the Active Player’s unit counts as such for this
cannot attack because the only model it is in base con- purpose.
tact with is a Champion that is locked in a Duel. If 𝐶1
was a R&F model, it could allocate attacks towards the 2. If this will not bring the units back into contact,
magenta R&F models. move the unit suffering casualties the minimum
amount needed to keep it in base contact instead.
A nudged unit can only be moved in a straight line for-
15.D.e Rolling to Hit wards, backwards, to either side, or a combination of
Roll a D6 for each Close Combat Attack, referred to as two of these directions (first one, then the other). Units
to-hit rolls. The needed roll to hit the target is deter- that are in base contact with other enemy units can
mined by the difference between the Offensive Skill of never be nudged in this way. Nudged units cannot move
the attacking model part and the Defensive Skill of the through the Unit Boundary of other units or Impass-
model the attack was allocated towards. See table 7 able Terrain. They also cannot move into base contact
below. with enemy units that they were not in base contact
with before the nudge move, but they are allowed to
To-hit modifiers can alter this to-hit roll. Close Com- move within 1″ of the Unit Boundary of other units En-
bat to-hit rolls that are modified to hit on better than gaged in the same Combat. Nudge moves cannot be
2+ always fail on a natural roll of ‘1’, while they are al- used to change the Facing in which any unit is fighting
ways successful on a natural roll of ‘6’ even if they are (which means that if the unit was Engaged in the Flank
modified beyond 6+. before the nudge move, this must still be true after the
Example: a model has Offensive Skill 3, Attack Value 2, nudge move). If several friendly units lose base contact
and is equipped with Paired Weapons, which gives it a at the same time, move them in the order that allows
total of 3 attacks. The model may allocate two attacks the maximum number of units to stay in combat. If
towards a model with Defensive Skill 2, which hit on 3+, this number is equal, the Active Player decides the or-
and one towards a model with Defensive Skill 8, which der. Note that either unit still can only be moved the
hits on 5+. minimum amount needed to keep it in contact, even
if this prevents another unit from being nudged back
Once you have determined the number of hits, follow into combat.
the Attack Sequence rules (page 17).
If nudging either unit does not manage to bring the
units back into contact with each other, the unit Drops
out of Combat. Any units that are no longer Engaged in
Combat follow the rules given under “No More Foes”,
page 62.

Contents Pre-Game Sequence Victory Conditions 59 Terrain Model Rules Index


15.E Duels 15.E.c Fighting a Duel
If the Duel was accepted, the model that issued the Duel
15.E.a Issuing a Duel and the model that accepted the Duel will fight the Duel
based on the following rules:
Characters and Champions Engaged in Combat may is-
sue a Duel at step 4 of the Round of Combat Sequence • The two models count as being in base contact with
(see “Round of Combat Sequence”, page 57). The Ac- each other (even if their bases are not physically
tive Player may nominate one of their Characters or touching each other), in the Facings that their units
Champions and issue a Duel, provided that there is at are Engaged in with each other.
least one enemy Champion or Character able to accept
• The two models must allocate all their Close Combat
it (this enemy model’s unit must be in base contact
Attacks towards each other.
with the unit of the model that issued the Duel, and
there must not be any ongoing Duel in this combat; see • Melee Attacks made towards a unit as a whole (such
below). as Breath Attacks, Impact Hits, Grind Attacks, Stomp
Attacks) can only be made against the opposing duel-
If the Duel was refused, or if no Duel was issued, the
list’s unit and can only be distributed onto the oppos-
Reactive Player may nominate one of their Characters
ing duellist. Melee Attacks made at specific models
or Champions that did not refuse the Active Player’s
(such as all models in base contact) are unaffected
Duel and issue a Duel.
and work as normal.

15.E.b Accepting or Refusing a Duel • No other model can allocate attacks towards either
of these models, and attacks/hits from Melee Attacks
If a Duel was issued, the opponent may now choose one can never be distributed onto a model that is fighting
of their own Characters or Champions Engaged in the a Duel.
same Combat to accept the Duel and fight the Character
• If one of the models is removed as a casualty in the
or Champion that issued the Duel. The model that ac-
Melee Phase before the other model had a chance
cepts the Duel must be in a unit that is in base contact
to make all its Melee Attacks (this is a common sit-
with the unit of the model that issued the Duel.
uation with Characters that have attacks with more
If a Duel isn’t accepted it is said to be refused. The than one Agility value, such as a rider and its mount,
player issuing the Duel now nominates one of their or a model with Stomp Attacks), any of the attacks
opponent’s Characters that could have accepted the not yet carried out can and must be directed at the
Duel, if there is any (note that Champions cannot be removed model, as if it was still Engaged and in base
nominated). contact, in order to get an Overkill bonus. Note that
the gap from the removed model is filled immedi-
The chosen model:
ately during the Initiative Step in which the model
• Has its Discipline set to 0, and it loses Stubborn (if it is removed, according to the rules for “Removing
has it) Champions and Characters”, page 69.
• Cannot perform any Melee Attacks • If one of the models is removed as a casualty, Breaks,
or if the combat ends for any reason (including being
• Loses Rally Around the Flag (if it has it)
divided through Splitting Combat), the Duel ends at
• In case of a Battle Standard Bearer, doesn’t add +1 the end of the phase. If neither model is removed as
to its side’s Combat Score a casualty and both their units are still Engaged with
one another at the start of the next Round of Combat,
The effects end:
the Duel continues. No other Duel can be issued in
• At the end of the Player Turn in which the combat the same combat before the Duel ends.
ends
• When the chosen Character accepts or issues a Duel 15.E.d Overkill
• At the end of the Player Turn if there no longer is During a Duel, any excess Health Point losses caused
an enemy model Engaged in the same Combat that count towards the Combat Score, up to a maximum of
could accept a Duel +3.

Contents Pre-Game Sequence Victory Conditions 60 Terrain Model Rules Index


15.F Winning a Round of Combat Rear Bonus: +2 or +3
Each side adds +2 to their Combat Score if they have
15.F.a Combat Score one or more units fighting an enemy in the enemy’s
Rear. If at least one of these units (that are fighting an
Once all Initiative Steps have passed (i.e. all models
enemy in its Rear) has one or more Full Ranks, add +3
have had a chance to attack), the winner of this Round
instead.
of Combat is determined by calculating each side’s Com-
bat Score. Simply add up all Combat Score bonuses.
Combat Score Summary
The side with the higher Combat Score wins the Round
of Combat and the side with the lower Combat Score
loses the Round of Combat. If there is a tie, both sides Health Points Lost by
are treated as winners. The different Combat Score +1 for each Health Point
Enemy Units
bonuses are described below and summarised in table
8. +1 for each Health Point
Overkill
(maximum +3)
Lost Health Points on enemy units: +1 for each Charge +1
Health Point
+1 for each Full Rank after
Each player adds up the number of Health Points lost Rank Bonus
the first (maximum +3)
from their opponent’s units (Engaged in the same Com-
bat) during this Round of Combat. This includes ene- +1 for each Standard and
Standard
mies that were Engaged in the Combat but Dropped Battle Standard Bearer
out of Combat or were completely wiped out during Flank Bonus +1 or +2
this Round of Combat.
Rear Bonus +2 or +3
Overkill: +1 for each Health Point (maximum +3)
Table 8: Combat Score summary.
In a Duel, excess Health Points lost by the enemy model
after it was removed as a casualty are counted towards
the Combat Score. A maximum of +3 can be added to
your Combat Score due to Overkill. Note that excess 15.G Break Test
Health Point losses are only counted when fighting a
Duel. In all other situations, excess Health Point losses Each unit on the side that lost the Round of Combat
count for nothing. must take a Break Test. The order is chosen by the
losing player. A Break Test is a Discipline Test with a
Charge: +1 negative modifier equal to the Combat Score difference
(i.e. if the Combat Score was 6 to 3, the units on the
Each side with one or more Charging models receives losing side take Break Tests with a −3 modifier).
+1 to their Combat Score.
If the test is passed, the unit remains Engaged in the
Rank Bonus: +1 for each Full Rank after the first Combat. If the test is failed, the unit Breaks and Flees.
(maximum +3) Remember that units within 6″ of a friendly unit that
Breaks must take a Panic Test (see Panic Test).
Each side adds +1 to their Combat Score for each Full
Rank after the first in a single unit, up to a maximum
of +3. Only count this for a single unit per side (use 15.G.a Steadfast
the unit that gives the highest Rank Bonus). Units in Any units that have more Full Ranks than each of the en-
Line Formation cannot add Rank Bonus to their Combat emy units Engaged in the same Combat are considered
Score. Steadfast. Steadfast units ignore Discipline modifiers
from the Combat Score difference when rolling Break
Standards: +1 for each Standard and Battle Stan- Tests (and tests to Combat Reform).
dard Bearer
Each side adds +1 to their Combat Score for each Stan- 15.G.b Disrupted Ranks
dard Bearer and Battle Standard Bearer Engaged in
Combat when Combat Scores are calculated. A unit cannot use the Steadfast rule if it is Engaged in
Combat in its Flank or Rear with an enemy unit with at
Flank Bonus: +1 or +2 least 2 Full Ranks.

Each side adds +1 to their Combat Score if they have


one or more units fighting an enemy in the enemy’s
Flank. If at least one of these units (that are fighting an
enemy in its Flank) has one or more Full Ranks, add +2
instead.

Contents Pre-Game Sequence Victory Conditions 61 Terrain Model Rules Index


15.G.c No More Foes 15.H Pursuits and Overruns
Sometimes a unit destroys all enemy units in base con-
tact and finds itself no longer Engaged in Combat (so Before moving Broken units, each unit that is in base
it cannot provide Combat Score bonuses such as Stan- contact with the Broken unit(s) may declare a Pursuit
dards or Flank). These units always count as winning of a single Broken unit (each Pursuing unit may choose
the combat, and can either make an Overrun (if they any eligible enemy unit to Pursue). Determine the di-
were Charging), a Post-Combat Pivot, or a Post-Combat rection of the Flee Move as follows:
Reform. • If the Broken unit is in contact with a single enemy
When this happens in multiple combats, the Combat unit, its Flee Move will be directed away from that
Score resulting from lost Health Points by the unit and unit.
its enemies counts, but all other Combat Score bonuses • If the Broken unit is in contact with more than one en-
are ignored. Note that the unit itself doesn’t take a emy unit, the owner of the enemy units must declare
Break Test since it always counts as if on the winning which of those units the Flee Move will be directed
side. away from.
To be able to Pursue a Broken enemy, the unit cannot be
15.G.d Splitting Combat Engaged with any non-Broken enemy units and must
If due to removing casualties, two or more discon- be in base contact with the Broken unit. Units can elect
nected subgroups of opposing units are created (see not to Pursue, but must then pass a Discipline Test to
figure 34), resolve the Combat normally (accounting succeed in restraining themselves, referred to as Re-
for every unit that took part in this Round of Combat), strain Pursuit Test; if the test is failed, the unit must
checking any remaining base contact for the purpose Pursue anyway. If the test is passed, the unit may do
of Rear and Flank Bonuses. In the next Melee Phase, either a Post-Combat Pivot or a Post-Combat Reform.
each subgroup will be treated as a separate combat.
15.H.1 Overrun
A unit that fought its First Round of Combat after Charg-
ing can choose to make a special Pursuit Move called
Overrun if all enemy units in base contact were wiped
out (including units removed from play as a result of Un-
stable or something similar). Overruns follow the rules
for moving Pursuing units, except that step 1. Pivot is
ignored (i.e. Overruns are straight forward) and that
no Restrain Pursuit Test is required. Check which Arc
the Overrunning unit is Located in for each enemy unit
that may be Charged later in this process. If the Over-
run Move will lead to a Charge, it will be in the Facing
determined at this point.

a) b)

A B A B

C D C D

Figure 34: Splitting combat.


a) Unit A suffers casualties, which results in unit D no b) In the next Player Turn, this situation will count as
longer being in base contact. Neither unit A nor unit two separate combats.
D can be nudged back into base contact since they are
in base contact with other enemies (see “Losing Base
Contact”, page 59). Calculate Combat Score in this case
as one single combat (only unit C grants a Flank Bonus).

Contents Pre-Game Sequence Victory Conditions 62 Terrain Model Rules Index


15.H.a Roll for Flee and Pursuit The Charging units will be moved first, in the order that
Distances best satisfies the priority order of “Maximising Contact”,
page 35 (see figure 36). Afterwards the remaining Pur-
Each Broken unit now rolls 2D6 to determine its Flee suing units will be moved, in an order chosen by the
Distance, and each unit that has declared a Pursuit now owner.
rolls 2D6 to determine its Pursuit Distance. If any Pur-
suing unit rolls a Pursuit Distance equal to or higher 1. Pivot
than the Flee Distance of the unit it is Pursuing, the Flee-
ing unit is immediately destroyed. Remove that unit as The Pursuing unit Pivots so that it is facing the same
a casualty (with no saves of any kind allowed). If several direction as the Pursued unit, or if destroyed, the di-
units are Fleeing from the same combat, the units move rection the Pursued unit would have had, had it not
in the same order as their Flee Distance was rolled (the been destroyed. Ignore the Unit Spacing rule during
owner chooses in which order they roll the Flee Dis- this Pivot.
tance). The Active Player chooses which player will roll After the Pivot, one of the four situations below will
for their Pursuing units first. Each player chooses the arise. If more than one is applicable, apply the upper-
order in which they roll the Pursuit Distances of their most one.
own Pursuing units.
1. If the Front Facing of the Pursuing unit would over-
lap the Board Edge, the unit Pursues off the Board
15.H.b Flee Distance and Fleeing Units (see “Pursuing off the Board”, page 64).
Each Broken unit that was not captured and destroyed 2. If the Front Facing of the Pursuing unit would over-
will now Flee directly away from the previously deter- lap the Unit Boundary of an enemy unit that did
mined enemy unit. Pivot the Fleeing unit so that its not Flee from the same combat, it declares a Charge
Rear Facing is parallel with the Facing it was Engaged against that unit. If there is more than one possible
in (of the enemy unit the Flee Move is directed away target, the Pivoting unit chooses which to Charge.
from), and then move the Fleeing unit straight forward The Charged unit may not perform any Charge Re-
a number of inches equal to the Flee Distance rolled actions (not even if already Fleeing). Remove the
earlier. Use the rules for Flee Moves with the excep- Pursuing unit from the Battlefield and then place it
tion that units that are Engaged in the same Combat back on the Battlefield with its Front Facing in base
do not cause Dangerous Terrain Tests. If the direction contact with its target, in the Facing determined be-
of the Flee Move cannot be determined, e.g. because fore the Pivot, maximising the number of Engaged
the enemy units that won the Round of Combat were models as normal but keeping the Centre of the unit
removed as casualties, the Broken unit Flees directly as close as possible to its starting position while
away from the closest enemy unit instead (Centre of doing so. If there is not enough room to place the
Unit to Centre of Unit). Pursuing unit, or if the Pursuing unit performed a
Post-Combat Reform in the previous Player Turn,
15.H.c Pursuit Distance and Pursuing treat the enemy unit as obstruction instead.
Units 3. If the Front Facing of the Pursuing unit would over-
Each Pursuing unit now performs a Pursuit Move, lap an obstruction, the unit instead Pivots so that
which is divided into three consecutive steps. it faces as close as possible towards the direction
of the the Pursued unit, while following the Unit
Impassable Terrain, enemy units that Fled from the Spacing rule (normally this means stopping 1″ away
combat involving the Pursuing unit, and friendly units from the obstacle), and then moves no farther (i.e.
that were not part of that combat are considered to be ignore steps 2 and 3).
obstructions for the Pursuit Move. Models cannot move
into or through obstructions during Pursuit Moves. All 4. If the Front Facing of the Pursuing unit touches nei-
friendly units that were part of the same combat are ther of the above, proceed to step 2. Note that only
treated as Open Terrain for steps 1 and 2 of the Pursuit the Front Facing needs to be clear: Unit Boundaries,
Move. Impassable Terrain, or the Board Edge overlapping
other parts of the unit are ignored during steps 1–3.
Before moving any unit, check:
2. Forward Ahead
• Which Pursuing unit would Charge an enemy unit
(see 2.2 Enemy Unit below). Ignore other Pursuing Without moving the Pursuing unit, check what the first
units potentially rendering the Charge impossible. obstacle (Board Edge, enemy Unit Boundary, or ob-
• Which Arc the Pursuing unit is Located in for each struction) within the rectangle directly ahead of the
enemy unit that may be Charged later in this process. unit formed by its Front Facing and the rolled Pursuit
If the Pursuit Move will lead to a Charge, it will be in Distance would be. The Unit Spacing rule is ignored
the Facing determined at this point. when doing this check and for all movement during
Forward Ahead. If more than one is applicable, apply
the uppermost one.

Contents Pre-Game Sequence Victory Conditions 63 Terrain Model Rules Index


2.1. Board Edge a) b)
If the first obstacle would be the Board Edge, move the A A
unit straight forward until it touches the Board Edge
and then follow the rules for Pursuing off the Board. 6″

2.2. Enemy Unit


If the first obstacle would be the Unit Boundary of an
enemy unit that did not Flee from the same combat, B
the Pursuing unit declares a Charge against that unit, 3″
using its Pursuit Distance roll as its Charge Range. If
the Pursuing Unit performed a Post-Combat Reform in
the previous Player Turn, it treats the enemy unit as B
obstruction instead. If there is more than one possible
target, the Pursuing unit chooses which to Charge. The
Figure 35: Simple example of a Pursuit.
Charged unit may not perform any Charge Reactions
(not even if already Fleeing). The Pursuing unit im- a) Unit A Breaks from Combat. It Pivots to face away
mediately performs a Charge Move (following all the from unit B, and then moves the Flee Distance forwards.
normal Move Chargers rules) towards the previously b) Unit B Pursues. It does not need to Pivot as it is al-
determined Facing. ready facing the same direction as unit A, and moves
If the Pursuing unit joins a combat that has already the Pursuit Distance forwards.
been fought or was created during this Melee Phase,
it will be resolved in the next Melee Phase (with the
Charging unit still counting as Charging). If the Pursu- 15.H.d Pursuing off the Board
ing unit joins a combat that wasn’t created during this When a unit Pursues off the Board, it will leave the Bat-
Melee Phase and that hasn’t been fought yet, the unit tlefield and will return during the owner’s next Move-
will have a chance to fight and Pursue again this phase. ment Phase, using the rules for arriving Ambushers
If the Charge is not possible to complete, the unit does (see “Ambush”, page 80), with the following exceptions:
not perform a Failed Charge Move but treats the enemy • It automatically arrives.
unit as obstruction and proceeds to 2.3 instead.
• It must be placed with its Rear Facing centred on
2.3. Obstruction or No Obstacle a point at which it contacted the Board Edge, or as
close as possible.
If the first obstacle, if any, would not be an enemy Unit
Boundary or the Board Edge, the Pursuing unit now • It must arrive in the same formation as it left.
moves its Pursuit Distance straight forward. If this • It does not count as destroyed at the end of the game,
brings the Front Facing of the unit into base contact nor does it lose Scoring.
with an obstruction, the unit stops.

3. Legal Position? 15.H.e Post-Combat Pivot and


Post-Combat Reform
At the end of the Pursuit Move, check if the unit is in a
legal position. It cannot be in base contact with a unit it After Pursuing and Fleeing units have been moved, the
didn’t declare a Charge against, and it must follow the other units that were Engaged in the same Combat but
Unit Spacing rule, which includes friendly units that are now unengaged may now perform one of the ma-
were part of the same combat. If the unit is not in a le- noeuvres below (in an order determined by the rules
gal position, backtrack the move to the unit’s last legal for “Simultaneous Effects”, page 5).
position where it follows the Unit Spacing rule.
15.H.e.1 Post-Combat Pivot
Figure 35 shows a simple example of a Pursuit Move,
figure 36 illustrates a case where two units are Pursu- The unit Pivots around its Centre and/or may reorgan-
ing into an enemy unit, and figure 37 introduces more ise models with the Front Rank rule (they must still be
complex cases. in legal positions).

15.H.e.2 Post-Combat Reform


The unit performs a Reform manoeuvre. If it does, the
unit loses Scoring until the start of the following Player
Turn and may not declare any Charges in the following
Player Turn.

Contents Pre-Game Sequence Victory Conditions 64 Terrain Model Rules Index


Pursuit Distance
a) Unit A

A
Figure 36: Example of two units Pursuing into the
Flee Distance
Unit D E same enemy unit.
a) Unit D loses the combat, Breaks, and Flees 7″.
B D The owner of the winning units chooses to roll for
unit A’s Pursuit Distance first. 6″ is not enough to
catch the Fleeing unit. Unit B’s Pursuit Distance is
7″, so it is equalto or higher than unit D’s Flee Dis-
Pursuit Distance Pursuit Distance tance: the Fleeing unit is immediately destroyed.
Unit B Unit C Unit C’s Pursuit Distance is 5″.
C
b) 6″

A  

b) When checking which units will Charge an en-


E emy unit during their Pursuit, before moving any
Pursuing unit, it turns out that both unit A and
B unit B will Charge unit E, so both units declare a
Charge against unit E. Unit C will not Charge any
enemy units.
7″

C
5″

c)

c) Now units A and B perform their Pursuit Moves


first. During this move, they can move through one
  B another as they treat each other as Open Terrain.
Otherwise, they move using the normal rules for
Moving Chargers (one Wheel allowed, Maximising
Contact). In order to maximise the number of mod-
1 els and units in base contact, unit A aligns its Front
A E Facing with unit E’s, while unit B moves into cor-
ner to corner contact with unit E. Afterwards, unit
C Pivots and moves its Pursuit Distance straight
forward.

2 C
5″

Contents Pre-Game Sequence Victory Conditions 65 Terrain Model Rules Index


a) 1″
B
The Front Facing of the Pursuing
unit touches a friendly Unit Figure 37: Examples of Pursuits.
Boundary. a) Unit C is in unit A’s Flank. Unit A wins com-
bat, unit C Breaks and Flees, unit A Pursues. Pivot-
A ing unit A would make its Front Facing overlap a
C friendly unit, unit B. The Pivot is instead made as
close as possible to the intended direction and the
Pursuit Move ends.

b)
D b) Unit C is in unit A’s Flank. Unit A wins combat,
unit C Breaks and Flees, unit A Pursues. Pivoting
The Front Facing of the Pursuing unit A would make its Front Facing overlap an en-
A unit touches an enemy Unit
Boundary.
emy unit, unit D. Unit A is removed from the Battle-
field and then placed back on the Battlefield with its
Front Facing in base contact with the Charged unit
D’s Front Facing, maximising contact while keep-
C ing the Centre of the unit as close as possible to its
starting position.

c)

F
The first obstacle would be an E
enemy unit.
c) Unit G Breaks and Flees from unit E. No obstacles
are encountered during the Pivot. The first obsta-
cle unit E would encounter during its move ahead
is unit F. Unit E must now perform a Charge Move
against unit F, Maximising Contact as usual.

9″
H

The first obstacle would be an


d) obstruction. d) Unit G Breaks and Flees from unit E. No obstacles
are encountered during the Pivot. The first obstacle
unit E would encounter during its move ahead is
Impassable Terrain. Unit E is moved into contact
E with the Impassable Terrain. However, this position
breaks the Unit Spacing rule. Unit E’s Pursuit Move
1″ G is backtracked to its last legal position.

9″
H

Contents Pre-Game Sequence Victory Conditions 66 Terrain Model Rules Index


15.I Combat Reforms When performing a Combat Reform, remove a unit from
the Battlefield and place it back, following these restric-
Each unit still Engaged in Combat after all Fleeing and tions:
Pursuing units have moved, and after Post-Combat Piv- • The unit must be placed in a legal formation (follow-
ots and Post-Combat Reforms have been performed, ing the Unit Spacing rule, etc.).
now performs a Combat Reform.
• The unit is allowed to come within 0.5″ of units En-
• Units on the losing side of the combat must pass a gaged in the same Combat, but it cannot move into
Discipline Test in order to do so. Apply the same base contact with enemy units that it was not in base
modifiers as for the previous Break Test (i.e. apply contact with before the Combat Reform.
the Combat Score difference, unless the unit is Stead-
fast or Stubborn). • The unit must be placed in base contact with all the
enemy units it was in base contact with before the
• Units Engaged in more than one Facing can never Combat Reform, and in the same Facing of the enemy
perform any Combat Reforms. unit(s).
• After all Discipline Tests have been taken, the Ac- • All models in the unit must be placed with their cen-
tive Player decides which player performs their Com- tre within their March Rate from their position be-
bat Reforms first. After this player has completed fore the Combat Reform.
all Combat Reforms with their units (one at a time,
in any order), the opponent Combat Reforms their • Characters that were in base contact with an enemy
units. must still be after the Combat Reform.

• Each player may choose not to Combat Reform one – This applies to both enemy and friendly Charac-
or more of their units. ters.
– A Character may end up in base contact with differ-
ent enemy models than it was before the Combat
Reform.
• After each Combat Reform, at least as many mod-
els of the Combat Reforming unit must be in base
contact with enemy models as there were before.
– These don’t have to be the same models.
Furthermore, after a player has completed all their
Combat Reforms, all enemy models that were in base
contact with opposing models before the Combat Re-
form must still be in base contact after the Combat Re-
form, but they may be Engaged with different models
or units.
See figure 38 for an example of Combat Reforms.

a) b) c)

A A A
𝐶1 𝐶1 𝐶1
𝐶2 𝐶2 𝐶2
B C B C C
B

Figure 38: Combat Reforms.


a) At the end of a Round of Combat, the Combined Unit c) During Unit B’s Combat Reform, the unit shifts as
A is Engaged with unit B and the Combined Unit C. All far as possible to the right and the two models that are
units perform Combat Reforms, starting with unit A. not in base contact with enemy models are moved to
b) After Unit A’s Combat Reform, the unit has added a the second rank. Unit C does not change its position,
however the Character joined to the unit moves into a
file to the left, and the Character joined to the unit has
position where it is in base contact only with a single
moved to the left.
enemy model.

Contents Pre-Game Sequence Victory Conditions 67 Terrain Model Rules Index


16 Casualties
Models suffering unsaved wounds lose Health Points.

16.A Losing Health Points 16.A.d Excess Health Point Losses


Whenever more Health Point losses are inflicted than
16.A.a R&F Models there are Health Points in a Health Pool, these excess
Health Point losses are ignored.
R&F models except Champions in the same unit share
a common Health Pool. If the attack was allocated to- When caused by simultaneous attacks from models
wards or distributed onto a R&F model, the combined from two or more Health Pools and/or units, it may
R&F Health Pool loses 1 Health Point for each unsaved be necessary to determine which models caused the
wound. If the R&F models have 1 Health Point each, excess Health Point losses. In this case, the owner of
remove one R&F model for each Health Point lost. the models that inflicted the Health Point losses gets
to decide.
If the R&F models have more than 1 Health Point each,
remove whole R&F models whenever possible. Keep
track of Health Points lost from the Health Pool that 16.A.e Losing the Last Health Point
are not enough to remove an entire model. These lost
Certain effects are triggered by models being removed
Health Points are taken into account for future attacks.
as a casualty, while others are set off by models los-
For example, a unit of 10 Trolls (3 Health Points each)
ing their last Health Point or reaching 0 Health Points.
loses 7 Health Points. Remove two whole models (6
Note that losing the last Health Point does not apply
Health Points), leaving 1 lost Health Point, which is kept
to situations in which a model is directly removed as a
track of. Later, this unit loses 2 Health Points, which is
casualty, without actually losing any Health Points, like
enough to remove a single Troll since 1 Health Point
Fleeing off the board or being destroyed after Breaking
was lost from the previous attack.
from Combat.
If all non-Champion R&F models in a unit are wiped
out, any excess lost Health Points are allotted to the
Champion (even if it is fighting a Duel). If there is no
Champion, the excess Health Point losses are ignored.
If a unit consists of R&F models with different Types
and/or Heights, all R&F models with the same Type
and Height have their own separate Health Pool.

16.A.b Champions
Even though Champions are R&F models, each Cham-
pion has its own Health Pool, and follows the rules for
Characters below. If enough Health Points are lost by
R&F models in order to wipe out the entire unit, any re-
maining lost Health Points are allotted to the Champion
(even if it is fighting a Duel).

16.A.c Characters
If the attack was allocated towards or distributed onto
a Character, the attacked model loses 1 Health Point
for each unsaved wound. If the model reaches 0 Health
Points, it is removed as a casualty. Keep track of models
that have lost Health Points, but not enough to reach 0
Health Points (placing “Health Point markers” next to
such models works fine). These lost Health Points will
be taken into account for future attacks. If the model is
removed as a casualty, any excess Health Point losses
are ignored.

Contents Pre-Game Sequence Victory Conditions 68 Terrain Model Rules Index


16.B Removing Casualties 16.B.c Removing Champions and
Characters
Whenever the rules tell you to remove models as casual-
When Champions and Characters are removed as ca-
ties, remove the models from the Battlefield following
sualties, they are removed from their positions within
the rules below. Models that have been removed as
the unit. Other models are then moved to fill empty
casualties no longer affect the game in any way, but
spots, following the same guidelines as for casualty
they may award Victory Points to the opponent (see
removal above. When removing casualties from unen-
“Victory Conditions”, page 73).
gaged units with a single rank, Champions and Char-
acters follow the rules for Matching Bases (see “Front
16.B.a Removing R&F Models Rank”, page 82).
If the unit is in multiple ranks, R&F casualties are re-
moved from the rear rank by the owner one by one, in 16.B.d Removing All Models from a Unit
any order they choose.
When a unit loses all remaining Health Points due to
If casualties are removed from the first rank, remove a batch of simultaneous attacks, the models are not
models one by one as equally as possible from both removed as casualties one by one but the entire unit is
sides of the unit. Note that this only applies to each removed as a casualty.
batch of simultaneous attacks.
If a model of a different Health Pool is in a position that 16.B.e Illegal Formation after Removing
would normally be removed as a casualty, remove the Models
next eligible R&F model and redistribute the models in
the unit into a legal formation, following the rules de- If the removal of a model would lead to an illegal forma-
scribed in “Illegal Formation after Removing Models”, tion (there can only be gaps in an incomplete rear rank;
page 69. see “Units”, page 7), immediately redistribute models
in the unit until the formation is legal, in decreasing
priority order:
16.B.b Removing R&F Models from
Units Engaged in Combat • 1st priority: Change the width of the unit as little as
possible.
The removal of casualties from Engaged units follows
• 2nd priority: Move the centre of the Front Facing as
the general rules for Removing R&F models above. In
little as possible.
addition, if the unit is in a single rank, remove casualties
from either side of the unit so that the following condi- • 3rd priority: Redistribute as few models as possible.
tions are satisfied as well as possible for each batch of
simultaneous casualties, in decreasing priority order:
16.B.f Removing Lasting Effects
st
• 1 priority: As few units as possible Drop out of
Whenever a model that applies any effects to other
Combat (see “Losing Base Contact”, page 59).
elements in the game is removed as a casualty, these
• 2nd priority: As few units as possible lose base con- effects end immediately, unless specifically stated oth-
tact without Dropping out of Combat. erwise (this also applies to effects with a specified du-
ration like activated effects with One use only).
• 3rd priority: The number of models in base contact
is maximised after nudging all units.
• 4th priority: Casualties are removed as equally as
possible from both sides of the unit.
If it is unavoidable to break one or more of the above
conditions, you must avoid breaking the higher priority
order conditions, even if this means the total number
of conditions you break is higher. As long as all above
conditions are satisfied as well as possible, the owner
is free to remove casualties as they please. See figure
39 for examples.

Contents Pre-Game Sequence Victory Conditions 69 Terrain Model Rules Index


Figure 39: Removing R&F models from units En-
gaged in Combat.
This figure shows how models are removed as
casualties from a unit that is Engaged with one
or more enemy units according to Removing R&F
Models from Units Engaged in Combat. In all ex-
amples, 3 models are removed as casualties from
the green Combined Unit containing a Character
in its first rank.
a) One of these casualties is the model in the sec-
ond rank, and the other two have to be removed
from both sides of the first rank according to the
4th priority. Since there is a Character on the right
a)
side of the unit, the R&F model to its left is re-
A A moved instead, and the Character is slid into the
C C removed model’s spot.

b) In order to maximise the number of models in


b) base contact (3rd priority), the model in the sec-
A A ond rank and the two rightmost R&F models from
the first rank are removed as casualties. The Char-
C C
acter is slid into the spot of a removed R&F model.

c) In order not to have unit B lose base contact by


c) removing casualties (2nd priority), the model in
A A the second rank and the two rightmost R&F mod-
els from the first rank are removed as casualties.
C C The Character is slid into the spot of a removed
B B R&F model.

d) d) In order not to cause any units to Drop out of


Combat (1st priority), the model in the second rank

A C A C and the two leftmost R&F models from the first


rank are removed as casualties. Unit B loses con-
C C
tact but is nudged back into combat (see “Losing
Base Contact”, page 59).
B B
e)
e) In order to cause as few units as possible to
Drop out of Combat (1st priority), the model in
A C
D A C D the second rank and the two rightmost R&F mod-
els from the first rank are removed as casualties.
C C The Character is slid into the spot of a removed
B B R&F model. Unit D loses contact and cannot be
nudged back into combat, so that it Drops out of
Combat (see “Losing Base Contact”, page 59).
E E

Contents Pre-Game Sequence Victory Conditions 70 Terrain Model Rules Index


17 Psychology
17.A Panic Test 17.B Shaken
A Panic Test is a Discipline Test that a unit has to take Under certain circumstances, models may become
immediately after any of the following situations arise: Shaken. The most common situations are:
• A friendly unit is destroyed within 6″ of the unit (in- • Charging a Fleeing unit (page 37)
cluding Fleeing off the board).
• Failing a Charge (page 37)
• A friendly unit Breaks from Combat within 6″ of the
• Rallying a Fleeing Unit (page 42)
unit.
• Failing a Fear Test (see “Fear”, page 81)
• A friendly unit Flees through the unit’s Unit Bound-
ary. • War Machines failing a Panic Test (see “War Machine”,
page 87)
• In a single phase, the unit suffers Health Point losses
equal to or greater than 25% of the number of Health • War Machines suffering a Jammed Misfire Effect
Points that it had at the start of the phase. This does (page 93)
not apply to single model units that started the game
as a single model (i.e. with a starting number of 1 A Shaken model cannot perform any of the following
model on the Army List). Ignore Health Point losses actions:
suffered while Engaged in Combat. Take the Panic • Declare Charges
Test immediately after possible casualties have been
removed. • Pursuit
Unless specifically stated otherwise, units that fail a • Overrun
Panic Test immediately Flee directly away from the
• Advance Move
closest enemy unit (Centre of Unit to Centre of Unit). If
several enemy units are equally close, randomise which • March Move
one the unit will Flee away from. If there are no enemy • Reform (it can Combat Reform and Post-Combat Re-
units on the Battlefield, randomise the direction. If the form)
Panic Test was caused by any of the cases listed below,
the unit Flees directly away from the enemy unit that • Random Movement
caused the Panic Test (Centre of Unit to Centre of Unit)
• Shooting Attack
instead, unless that unit no longer is on the Battlefield.
• A spell cast by an enemy model
• A Model Rule on an enemy model (such as Terror)
• Losing 25% or more Health Points, and the final
wounds causing the Health Point losses to reach or
go above 25% were due to an attack by an enemy
unit
If several units have to take a Panic Test at the same
time, take all Panic Tests before performing any Flee
Moves caused by failed Panic Tests.
Units do not take Panic Tests if they are Engaged in
Combat, if they are already Fleeing, or if they already
passed a Panic Test during this phase.

Contents Pre-Game Sequence Victory Conditions 71 Terrain Model Rules Index


17.C Fleeing 17.D Decimated
A unit is considered Fleeing from the moment: A unit is considered Decimated if the sum of the Health
Points of its models, including Characters that are part
• It fails a Break Test (after potential rerolls)
of the unit, is 25% or less of its starting Health Points
• It fails a Panic Test (after potential rerolls) (the number taken from the Army List, regardless of any
Characters in the unit). Decimated units must take their
• Its Flee Distance is rolled
Rally Test at half their Discipline, rounding fractions
As soon as a unit passes its Rally Test, it is no longer up (this is not considered a Characteristic modifier).
considered Fleeing.
For example, if a unit with Discipline 8 started the game
When a unit is Fleeing, it cannot perform any volun- with 40 models with 1 Health Point each is reduced to
tary actions (a voluntary action is an action that a unit 9 models and Flees, it takes Rally Tests at Discipline 4.
would have the option to not perform). This includes However, if a Character with Discipline 8 and 2 Health
(but is not limited to): Points is part of the unit, the Combined Unit would
instead take its Rally Test at Discipline 8.
• Declare Charges
• Charge Reactions other than Flee
• Move in any way other than a Flee Move
• Shoot
• Channel
• Cast spells or activate One use only Special Items that
need to be activated voluntarily
Models cannot receive Commanding Presence or Rally
Around the Flag from a Fleeing model.

Contents Pre-Game Sequence Victory Conditions 72 Terrain Model Rules Index


18 Victory Conditions
At the end of the game, players determine the winner of the battle. For this purpose, calculate each player’s Victory
Points, check if any player scored the Secondary Objective, and distribute the Battle Points accordingly as described
below. Of course players may agree to use a different method to determine the winner, e.g. by creating custom
scenarios that set specific goals for each player to claim victory.

18.A Scoring Victory Points The winner of the Secondary Objective gains 3 addi-
tional Battle Points while the loser of the Secondary
At the end of each game, each player is awarded a num- Objective loses 3 Battle Points. In case there is no win-
ber of Victory Points (VP) according to the rules below. ner, the Secondary Objective ends in a draw and no
additional Battle Points are awarded to either player.
Destroyed Units
For each enemy unit that has been removed as a casu- Victory Point Difference Battle Points
alty, you gain a number of VP equal to its Point Cost. Percentage of (if playing with
Winner Loser
Army Points 4500 Army Points)
Fleeing Units
For each enemy unit that is Fleeing at the end of the 0–5% 0–225 10 10
game, you gain a number of VP equal to half its Point >5–10% 226–450 11 9
Cost, rounding fractions up.
>10–20% 451–900 12 8
Shattered Units >20–30% 901–1350 13 7
For each enemy unit that is at 25% or less of its start- >30–40% 1351–1800 14 6
ing Health Points (of the number taken from the Army
List) at the end of the game, you gain a number of VP >40–50% 1801–2250 15 5
equal to half its Point Cost, rounding fractions up. >50–70% 2251–3150 16 4
Characters are counted separately from the units they
have joined. Note that if an enemy unit is both Fleeing >70% >3150 17 3
and Shattered, you gain a number of VP equal to the
unit’s total Point Cost. Winning Secondary Objective +3 −3

Defeated General Table 9: Victory Point Difference and Battle Points.

If the enemy General was removed as a casualty, you


gain 200 VP.
18.C.a Optional Simplified Rules for
Defeated Battle Standard Bearer Determining the Winner
If the enemy Battle Standard Bearer was removed as a Winning the Secondary Objective awards the win-
casualty, you gain 200 VP. ner a number of Victory Points equal to 20% of
the Army Points. Once all Victory Points are added
together, compare the two results.
18.B Scoring Secondary • If the Victory Point Difference is less than 10%
Objectives of the Army Points, the result is a Draw.
• If the Victory Point Difference is at least 10%
The Secondary Objective selected at the start of the and up to 50% of the Army Points, the result is
game can grant extra Battle Points (see “Secondary Ob- a Win for the player who scored higher.
jectives”, page 29, and table 9 below).
• If the Victory Point Difference is more than 50%
of the Army Points, the result is a Massacre for
18.C Who is the Winner? the player who scored higher.

d
Once all Victory Points are added together, a total of
20 Battle Points are divided between the players, de-
pending on the Victory Point Difference. Calculate the
Victory Point Difference and use table 9 below to con-
vert the Victory Points Difference into Battle Points.

Contents Pre-Game Sequence Victory Conditions 73 Terrain Model Rules Index


19 Model Classification
19.A Classification of Models 19.A.c Models on Foot and Mounted
Models
All models have a Height and a Type, defined in their
Certain spells and rules affect models on foot and
unit entry.
mounted models differently. Models that don’t include
any model parts with Harnessed are considered to be
19.A.a Height on foot. Models with at least one model part with Har-
nessed are considered to be mounted.
Models come in three Heights, which are connected to
the rules described in table 10.

19.A.b Type
Models come in four Types, which are associated with
the following rules:
• Infantry: None
• Beast: Swiftstride
• Cavalry: Cannot be Stomped, Swiftstride, Tall
• Construct: Cannot use Stomp Attacks, Chariot

Standard Large Gigantic


Fear
Massive Bulk
Model Rules None Stomp Attacks (1) Stomp Attacks (D6)
Terror
Towering Presence
Full Ranks
Minimum number of models required to 5 3 1
form Full Ranks
Supporting Attacks
1 3 5
Maximum number of Supporting Attacks
Dangerous Terrain
Number of D6 rolled when performing 1 2 3
Dangerous Terrain Tests

Table 10: Rules connected to Height.

Contents Pre-Game Sequence Victory Conditions 74 Terrain Model Rules Index


19.B Character Mounts 19.C Classification of Units
Many Characters can select mounts from the mount Some rules call for a unit’s Height or Type, e.g. for deter-
section of their Army Book. When a Character, referred mining how many models are required for Full Ranks.
to as the rider, selects a mount, apply the following In case a unit contains a mix of different Heights, the
rules: unit’s Height is the same as that of the largest fraction
of its models. Likewise, a unit’s Type is the same as
19.B.1 Height, Type, and Base that of the largest fraction of its models. In case of a tie,
the opponent chooses which fraction to use.
Always use the Height, Type, and base of the mount.

19.B.2 Offensive Characteristics


Rider and mount use their own respective Offensive
Characteristics.

19.B.3 Global and Defensive Characteristics


The Multipart Model has a single set of Global Charac-
teristics and a single set of Defensive Characteristics.
Always use the values in the mount’s profile, except
when that value is “C”. In this case, “C” refers to the
value in the Character’s profile that is used instead.
Sometimes, a value is written as “C + X”. In this case,
use the Character’s value, increased by X.
For example, if a Character (Armour 0) rides a horse
(Armour C + 2), wears Heavy Armour (+2 Armour), and
carries a Shield (+1 Armour), the Multipart Model has
an Armour equal to: 0 + 2 + 2 + 1 = 5.

19.B.4 Model Rules


Model Rules connected to specific model parts (such
as Attack Attributes, Special Attacks, and weapons) are
only applied to this model part. Other Model Rules
(such as Universal Rules, Character, Armour, and Per-
sonal Protections) are applied to the Multipart Model
as normal.
Remember that models with Massive Bulk (all models
of Gigantic Height) ignore Armour and Personal Pro-
tections from the rider.

Contents Pre-Game Sequence Victory Conditions 75 Terrain Model Rules Index


20 Terrain
20.A Terrain Types 20.A.b Opaque Terrain
Line of Sight cannot be drawn through Opaque Terrain,
20.A.a Dangerous Terrain (X) but can be drawn into it. Models always ignore any
Terrain they are inside for drawing Line of Sight.
A model must take a Dangerous Terrain Test if it is
in contact with a Terrain Feature that counts as Dan-
gerous Terrain at any point during its March, Charge, 20.A.c Covering Terrain
Failed Charge, Flee, Pursuit, or Overrun Move. Take
Like models, Terrain Features may contribute to Cover
a Dangerous Terrain Test by rolling a number of D6
when obscuring a fraction of the Target Facing or the
depending on the model’s Height and Model Rules:
Target Point from the enemy’s Line of Sight (see “Cover”,
Standard Large Gigantic Chariot page 53, and remember that Cover modifiers only ap-
ply if more than half of the Target Facing or the Target
D6 1 2 3 +1 Point is obscured by Cover).
For each dice that rolled equal to or below X (where For the purpose of counting as Cover, Terrain Features
X is the value stated in brackets), the model suffers a may distinguish:
hit with Armour Penetration 10 that wounds automati-
cally. • Targets obscured behind the Terrain Feature. These
units must have more than half of their Target Facing
Note that: or their Target Point off the Terrain Feature, and the
• Immediately before one or more models in a unit part of the Terrain Feature obscuring Line of Sight
take a Dangerous Terrain Test (e.g. when the first must be between the shooting model and its target.
model in a unit moves into contact with a Terrain Fea- • Targets obscured inside the Terrain Feature. These
ture that counts as Dangerous Terrain), extrapolate units must have more than half of their Target Facing
the unit’s move to determine which models will have or their Target Point inside the Terrain Feature.
to take Dangerous Terrain Tests. This may require
the owner to declare how they intend to move the • Targets obscured behind and/or inside the Terrain
unit. If so, the unit will have to move as announced Feature: there is no need to determine where more
or as close to that as possible, i.e. it must face the than half of these units’ Target Facing or their Target
announced direction and the centre of its Front Fac- Point lies (as long as it is obscured).
ing must be as close to the position where it would Models always ignore any Terrain they are inside for
be if the unit had not suffered any casualties, after drawing Line of Sight.
taking the Dangerous Terrain Tests. The owner may
then choose to continue moving the unit, however
no model in the unit that did not take a Dangerous
Terrain Test for the Terrain Feature may move into
contact with that Terrain Feature during the rest of
the unit’s move.
• Take all Dangerous Terrain Tests caused by a single
source at the same time.
• Hits suffered from Dangerous Terrain Tests are dis-
tributed onto the model’s Health Pool.
• A model never takes more than one Dangerous Ter-
rain Test for the same Terrain Feature during a single
move, but it might have to take several Dangerous
Terrain Tests caused by different Terrain Features or
abilities.
• Use the position of the unit when taking the Dan-
gerous Terrain Tests for all rules purposes (e.g. for
determining the range of Commanding Presence and
Rally Around the Flag, for determining the direction
of the Flee Move if the unit fails a Panic Test, for caus-
ing Panic Tests in friendly units if the unit is removed
as a casualty, etc.).

Contents Pre-Game Sequence Victory Conditions 76 Terrain Model Rules Index


20.B Terrain Features 20.B.d Hills
Hills can be represented in the game for example by
A Terrain Feature is a topographical area on the Battle- elevated plateaus or burial mounds.
field that may be a mixture of Dangerous, Opaque, or
Covering Terrain and may possess its own set of rules. Types
Hills are Opaque Terrain.
20.B.a Open Terrain Hills are Covering Terrain for units behind them.
Open Terrain normally doesn’t have any effect on Line
of Sight, Cover modifiers, or movement. All parts of the Cover
board that are not covered by any other kind of Terrain
Hills contribute to Soft Cover for targets behind but
are considered to be Open Terrain.
partially on them.
Hills contribute to Hard Cover for targets behind and
20.B.b Fields entirely off them.
Fields can be represented in the game for example by Elevated Position
meadows or agricultural fields.
Models with the centre of their base on a Hill are con-
Types sidered to be Elevated. Ignore all intervening non-
Elevated models if you are:
Fields are Covering Terrain for units inside them.
• Drawing Line of Sight to or from Elevated models.
Cover
• Determining Cover when shooting with:
Fields contribute to Soft Cover, except for Unit Bound- – Elevated models
aries with Towering Presence.
– Non-Elevated models at units which have more
than half of their models Elevated
20.B.c Forests
Forests can be represented in the game for example by Charging Downhill
jungles, brushwoods, or coniferous forests.
A unit initiating a Charge Move with more than half
of its models with the centre of their base on a Hill
Types
towards an enemy with more than half of its models
Forests are Covering Terrain for units inside and/or with the centre of their base off a Hill must reroll failed
behind them, and Dangerous Terrain (1) for Cavalry, Charge Range rolls.
Constructs, and units making a Flying Movement.
20.B.e Impassable Terrain
Cover
Impassable Terrain can be represented in the game for
Forests contribute to Soft Cover. example by monoliths, massive boulders, or buildings.
Broken Ranks Types
Units with more than half of their models with the cen- Impassable Terrain is Opaque Terrain.
tre of their base inside a Forest can never be Steadfast,
unless specifically stated otherwise. Cover

Guerilla Warfare Impassable Terrain contributes to Hard Cover for units


behind it.
Units consisting entirely of Infantry models with Light
Troops are Stubborn if more than half of their models Mission Impassible
are inside a Forest with the centre of their bases, unless
any model in the unit has Towering Presence and/or Models cannot move into or through Impassable Ter-
Fly. rain.

Contents Pre-Game Sequence Victory Conditions 77 Terrain Model Rules Index


20.B.f Ruins 20.B.h Water Terrain
Ruins can be represented in the game for example by Water Terrain can be represented in the game for ex-
rubble or abandoned farmsteads. ample by ponds, swamps, or rivers.

Types Types
Ruins are Covering Terrain for units inside them, Dan- Water Terrain is Dangerous Terrain (1) for Standard
gerous Terrain (2) for Cavalry and Constructs, and Dan- Height models on foot.
gerous Terrain (1) for any other unit. Units with Skir-
misher automatically pass Dangerous Terrain Tests Broken Ranks
caused by Ruins.
Units with more than half of their models with the
Cover centre of their base inside Water Terrain can never
be Steadfast, unless specifically stated otherwise.
Ruins contribute to Hard Cover, except for Unit Bound-
aries with Towering Presence. Doused Flames
All Melee Attacks against or by models in units with
20.B.g Walls more than half of their models with the centre of their
base inside Water Terrain are no longer Flaming At-
Walls can be represented in the game for example by
tacks (if they were before).
wooden barricades, stone walls, or hedges.

Types
20.C Board Edge
Walls are Covering Terrain for models behind them
while Defending the Wall (see below) and Dangerous The Board Edge represents the boundaries of the game.
Terrain (2) for Constructs. A unit is allowed to temporarily and partially move
off the board (during any move) with by the following
Cover restrictions:

Walls contribute to Hard Cover, except for Unit Bound- • The unit’s Front Facing must remain entirely on the
aries with Towering Presence. board at all times, except during align moves.
• The unit must finish its move with its Unit Boundary
Defending a Wall entirely on the board.
In order to Defend a Wall, more than half of a unit’s
Front Facing must be in contact with it.

Fortified Position
Units Defending a Wall gain Distracting against Close
Combat Attacks from Charging enemies in their Front
Facing.

Contents Pre-Game Sequence Victory Conditions 78 Terrain Model Rules Index


21 Model Rules
Universal Rules 80 Personal Protections 91
Ambush 80 Aegis 91
Battle Standard Bearer 80 Cannot be Stomped 91
Bodyguard 80 Distracting 91
Channel 80 Flammable 91
Chariot 80 Fortitude 91
Commanding Presence 81 Hard Target 91
Engineer 81 Parry 91
Fear 81
Fearless 81 Armour Equipment 91
Feigned Flight 81
Fly 81 Close Combat Weapons 92
Frenzy 81
Front Rank 82 Shooting Weapons 92
Ghost Step 83
Insignificant 83 Artillery Weapons 93
Light Troops 83 Cannon 93
Magic Resistance 83 Catapult 93
Massive Bulk 83 Flamethrower 93
Not a Leader 83 Volley Gun 93
Protean Magic 83 The Misfire Table 93
Rally Around the Flag 84
Random Movement 84 Attack Attributes 94
Scoring 84 Accurate 94
Scout 84 Area Attack 94
Skirmisher 84 Battle Focus 95
Stand Behind 85
Crush Attack 95
Strider 85
Devastating Charge 96
Stubborn 85 Divine Attacks 96
Supernal 85 Fight in Extra Rank 96
Swift Reform 85 Flaming Attacks 96
Swiftstride 85 Harnessed 96
Tall 86
Hatred 96
Terror 86
Inanimate 96
Towering Presence 86 Lethal Strike 96
Unbreakable 86 Lightning Reflexes 96
Undead 86 Magical Attacks 96
Unstable 86 March and Shoot 96
Vanguard 86
Move or Fire 96
War Machine 87
Multiple Wounds 96
War Platform 87 Poison Attacks 97
Wizard Apprentice 87 Quick to Fire 97
Wizard Adept 87 Reload! 97
Wizard Master 87 Toxic Attacks 97
Wizard Conclave 87
Two-Handed 97
Character 87 Unwieldy 97
Volley Fire 97
Make Way 89 Weapon Master 97
Command Group 89 Special Attacks 98
Champion 89 Breath Attack 98
First Among Equals 89 Grind Attacks 98
Ordering the Charge 89 Impact Hits 98
Musician 90 Stomp Attacks 98
March to the Beat 90 Sweeping Attack 98
Standard Bearer 90
Combat Bonus 90

Contents Pre-Game Sequence Victory Conditions 79 Terrain Model Rules Index


Model Rules are rules that are applied to individual Ambushers are subject to the following rules and re-
models or model parts, as described in their unit entry. strictions:
They are divided into the following categories: Uni-
• Ambushing models can neither March Move during
versal Rules, Character, Personal Protections, Armour
the Movement Phase in which they arrive, nor can
Equipment, Weapons, Attack Attributes, and Special
they voluntarily end that Movement Phase farther
Attacks.
away from the Board Edge that they arrived from
than their March Rate.
Duplicated Model Rules
• Ambushing models count as having moved during
Sometimes a model or model part may have the same
the Player Turn they arrive on the Battlefield for the
Model Rule more than once, for example when a model
purpose of shooting.
gains a Model Rule during the game that it already had
before. In this case, the effects of the duplicated Model • If an Ambushing unit has not entered the Battlefield
Rule do not stack and do not offer any additional bene- before the end of the game (e.g. due to failing all its
fit, unless specifically stated otherwise. 3+ rolls), the unit counts as destroyed.
If the duplicated Model Rule has different values in • An Ambushing unit that enters the Battlefield on
brackets (X), use the highest value. Game Turn 4 or later loses Scoring.
If X is the result of a dice roll, you may instead choose • An Ambushing Character may Ambush within an Am-
which version to use (before rolling any dice). bushing unit that it is allowed to join (declare this
when declaring which units are Ambushing). Roll
If X is not a value, the Model Rules are not considered
only one dice for the Combined Unit.
to be duplicates of the same Model Rule and both rules
are applied (e.g. Hatred (against Infantry) and Hatred • Until arriving on the Battlefield, Ambushing units
(against Cavalry) are considered two different Model cannot perform any actions at all, and all their Spe-
Rules, so both effects are applied). cial Items, rules, and abilities don’t work while off
the board.

21.A Universal Rules 21.A.a.2 Battle Standard Bearer – One of a Kind

If at least one model part has a Universal Rule, the en- An army may only include a single Battle Standard
tire Multipart Model is affected by it. Bearer. The model gains Rally Around the Flag and
Not a Leader. If the model has the option to buy Special
For example, in case of a Character with the Strider Uni- Items, it is allowed to buy up to two Banner Enchant-
versal Rule on a Character mount without this Univer- ments.
sal Rule, all model parts of the Multipart Model (Char-
acter and mount) benefit from Strider.
21.A.a.3 Bodyguard (X)

21.A.a List of Universal Rules While a Character is joined to a unit in which at least
one model has Bodyguard, that Character gains Stub-
21.A.a.1 Ambush born. When Characters or Character types are stated
in brackets, Bodyguard only works for the specified
Units with Ambush may be deployed using Special De-
Characters or Character types.
ployment rules. All units that will be deployed using
the Ambush rule must be declared at step 8 of the Pre-
Game Sequence (after Spell Selection), starting with 21.A.a.4 Channel (X)
the player that chose their Deployment Zone. Deploy During step 3 of the Magic Phase Sequence, each of the
your army as usual, but without the Ambushing units. Active Player’s models with Channel may add X Veil To-
Starting with your Player Turn 2, immediately after kens to its owner’s Veil Token pool. This Universal Rule
step 2 of each friendly Movement Phase Sequence (af- is cumulative, adding the X of each instance of Channel
ter moving units with Random Movement), roll a dice to the model’s total Channel value (e.g. a model with
for each of your Ambushing units. After rolling for all Channel (1) and Channel (2) is treated like a model
Ambushing units, all units that rolled 3+ enter the Bat- with Channel (3)).
tlefield from any Board Edge. Place the arriving units
with their Rear Facing in contact and aligned with the
Board Edge. 21.A.a.5 Chariot
The model must roll an additional D6 when taking Dan-
gerous Terrain Tests. A model with Chariot can only be
part of a unit consisting entirely of models with Chariot,
unless specifically stated otherwise.

Contents Pre-Game Sequence Victory Conditions 80 Terrain Model Rules Index


21.A.a.6 Commanding Presence 21.A.a.11 Fly (X, Y)
All Generals have Commanding Presence. The Disci- Units composed entirely of models with Fly may use
pline of all units, including Fleeing units, within 12″ of Flying Movement during Charge Moves, Failed Charge
a friendly non-Fleeing model with Commanding Pres- Moves, Advance Moves, and March Moves. When a unit
ence may be set to the Discipline value of that model uses Flying Movement, substitute its models’ Advance
(this ability follows the normal rules for “Values Set to Rate with the first value given in brackets (X), and their
a Fixed Number”, page 15, meaning that effects modify- March Rate with the second value given in brackets
ing the Discipline of the model with Commanding Pres- (Y). A unit using Flying Movement ignores all Terrain
ence are applied before setting the recipient model’s Features and units during the Flying Movement, except
Discipline to that value; this value may then be further for the Charged unit during a Charge Move. Note that:
modified).
• It must follow the Unit Spacing rule at the end of the
move.
21.A.a.7 Engineer (X+)
• It is affected by the Terrain Features from which it
Once per Shooting Phase, an unengaged Engineer may takes off and in which it lands.
select a single War Machine within 6″ that has not fired
yet during this Shooting Phase to gain the following • All modifiers to ground movement values also ap-
effects: ply to a model’s Fly values, unless specifically stated
otherwise.
• Set the Aim of one of the War Machine’s Artillery
Weapons to the value given in brackets (X+). • When declaring a Charge with a unit with Fly, you
must declare if the unit will not use Flying Movement
• You may reroll the roll on the Misfire Table. for the Charge Move.
• You may reroll the dice (all of them or none) for de- • A Failed Charge Move of a unit with Fly must use the
termining the number of hits of a Flamethrower Ar- type of movement (ground or Flying) that was cho-
tillery Weapon. sen when the Charge was declared. If the unit would
The effects last until the end of the Shooting Phase. end its Failed Charge Move inside another unit’s Unit
Boundary or inside Impassable Terrain, backtrack
the move to the unit’s last legal position where it
21.A.a.8 Fear follows the Unit Spacing rule.
Units in base contact with one or more enemy mod-
els with Fear suffer −1 Discipline. At the start of each 21.A.a.12 Frenzy
Round of Combat, such units must take a Discipline
Test, called a Fear Test. If this test is failed, the mod- At the start of the Charge Phase, each of your non-
els in the unit are Shaken and Close Combat Attacks Fleeing units with at least one model with Frenzy that
made by models in the unit suffer −1 to hit, while Close is unengaged, does not contain any Shaken models, and
Combat Attacks allocated towards models in the unit has an enemy unit inside its Front Arc within the unit’s
gain +1 to hit. These effects apply until the end of the Advance Rate +7″ must take a Discipline Test, called a
Round of Combat. Models that have Fear themselves Frenzy Test. If the test is failed, the whole unit must
are immune to the effects of Fear. declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units
21.A.a.9 Fearless with at least one model with Frenzy are subject to Max-
imised Roll.
If more than half of a unit’s models are Fearless, the
unit automatically passes Panic Tests and cannot de- If there are different Advance Rates available in the
clare a Flee Charge Reaction, unless already Fleeing. unit, the Advance Rate used for the Frenzy Test and for
Models that are Fearless are also immune to the effects the Charge Range is determined as follows:
of Fear. • If a model has more than one Advance Rate (e.g. due
to Fly), the model must use the Advance Rate that
21.A.a.10 Feigned Flight has the highest chance of completing the Charge.
If a unit consisting entirely of models with Feigned • If a unit contains models with different Advance
Flight voluntarily chooses Flee as Charge Reaction and Rates, the unit must use the highest Advance Rate
passes its Rally Test in its next Player Turn, it does not that all models in the unit can use (which will usually
become Shaken. The Reform after Rallying in this case be the lowest Advance Rate in the unit).
does not prevent the unit from moving nor from shoot-
ing, but the unit still counts as having moved. This rule
does not apply if the unit Flees involuntarily (e.g. as the
result of a failed Panic Test, or if it was already Fleeing
when being Charged).

Contents Pre-Game Sequence Victory Conditions 81 Terrain Model Rules Index


For example, a model with Advance Rate 2″ and Fly If the first rank is occupied by models with Front Rank,
(8″, 16″) must use the Advance Rate from Fly. And if a model with Matching Base is placed in the second
a Character in a Combined Unit has Advance Rate 4″ rank instead. If this rank is also occupied by models
while the R&F models have 6″, the Combined Unit must with Front Rank, it is placed in the third rank, and so
use Advance Rate 4″. Note that when a unit is forced on. Matching Bases are subject to the following rules
to declare a Charge due to a failed Frenzy Test, it is and restrictions:
not forced to Charge the enemy unit that triggered the
• If the model has a larger base than the R&F models,
Frenzy Test.
it is considered to be in all ranks its base occupies for
the purposes of calculating Full Ranks. For calculat-
21.A.a.13 Front Rank ing the number of models in the unit’s ranks (e.g. for
Front Rank specifies where in a unit the model may be Full Ranks, Line Formation, Area Attack), the large
placed and how the model moves inside its unit. base counts as the number of models it displaces, or
would displace if there aren’t enough models.
Models with and models without Front Rank must be
placed inside their units so that the following condi- • If a model with a Matching Base has a longer base
tions are satisfied as best as possible, in decreasing than the R&F models in the unit, the unit is allowed
priority order: to have more than one incomplete rank if all incom-
plete ranks after the first consist entirely of models
• 1st priority: The Front Facings of models without with such bases (for instance, the rear parts of long
Front Rank must be placed as far backwards as pos- bases such as War Platforms are allowed to form
sible. several incomplete ranks).
• 2nd priority: The Front Facings of models with Front • A model cannot join a unit that has more than one
Rank must be placed as far forwards as possible. rank if its base is wider than the unit it wishes to
When making an Advance Move, March Move, or Re- join, nor can a unit Reform into a formation that is
form with a unit that includes models with Front Rank, narrower than any model joined to the unit.
these models can be reorganised into a new position If a model with Front Rank moves inside or leaves a unit
(still as far forwards as possible) as part of the move. that has more than one rank, or if it is removed from
This counts towards the distance moved by the unit such a unit as a casualty, the gap the model leaves must
(measure the distance from the starting position to the be filled with models without Front Rank. If there aren’t
ending position of the centre of the model with Front any models without Front Rank available, move models
Rank to determine how far it has moved). with Front Rank instead. After filling a gap, sometimes
A model with Front Rank can either have a Matching models with Front Rank must be redistributed in order
Base or a Mismatching Base. for all such models to be as far forwards as possible.
When this happens, move as few models as possible
Matching Bases in order to have all models with Front Rank as far for-
wards as possible.
In Combined Units containing Characters and R&F mod-
els, a Character is considered to have a Matching Base If a model with Front Rank moves inside or leaves a
if: unit that has a single rank, or if it is removed from such
a unit as a casualty, gaps may be created in the unit.
• The model has the same base size as the R&F models. If this leads to an illegal formation (there can only be
• The model’s base is the same size as a multiple of gaps in an incomplete rear rank; see “Units”, page 7),
the R&F models’ bases (such as a 40×40 mm base in slide as few models as possible to fill the now empty
a 20×20 mm unit). spot. In case of a draw, i.e. if the model was positioned
in the middle of the rank, the owner decides which half
For Combined Units consisting entirely of Characters, of the remaining models to slide.
Matching Bases are determined differently as these
units do not contain any R&F models. The R&F base
size for the purposes of Matching Bases must:
• Correspond to the base size of at least one of the
Characters.
• Result in as few Characters as possible having Mis-
matching Bases; the owner chooses in case of a tie.
For example, in a unit consisting of a 25×25 mm Char-
acter and two 25×50 mm Characters, that base size is
25×25 mm as it does not result in any Mismatching
Bases in the unit.

Contents Pre-Game Sequence Victory Conditions 82 Terrain Model Rules Index


Mismatching Bases 21.A.a.16 Light Troops
Anything that is not a Matching Base is a Mismatching A unit composed entirely of models with Light Troops
Base (such as a 50×75 mm base inside a 25×50 mm applies the following rules for Advance Moves and
unit). March Moves:
A model with Mismatching Base is always placed in • The unit may perform any number of Reforms, at any
base contact to the side of the unit, aligned with its time during the move, and in any order. This does
front. Only two Mismatching Bases can be joined to a not prevent models with Light Troops from shooting
single unit (one at each side). These models are consid- this Player Turn.
ered to be only in the first rank, but are ignored when
• The unit can move backwards and sideways as if mov-
counting the number of models in each rank in order
ing forwards (i.e. up to its Advance/March Rate, and
to establish the number of Full Ranks and whether or
a unit can combine backwards, sideways, and for-
not a unit is in Line Formation. They form a file of one
wards movement), but cannot leave the board with
model each.
any part of its Unit Boundary.
During Advance Moves, March Moves, and Reforms,
• The unit cannot perform any Wheels.
models with Mismatching Bases can only be moved to
the other side of the unit as part of the move. In addition:
Figure 40 shows how models with Front Rank can be • Units composed entirely of models with Light Troops
placed in a complex case. gain March and Shoot.
• Units with more than half of their models with Light
a) b) Troops always count as having 0 Full Ranks.
• Infantry Characters gain Light Troops while joined to
Infantry units of the same Height with Light Troops,
and lose this instance of Light Troops when leaving
that unit.

21.A.a.17 Magic Resistance (X)


Figure 40: Illustration of the Front Rank rule. Learned Spells and Bound Spells targeting at least one
Yellow models have Front Rank, green models do not. enemy unit, including a model or model part inside a
a) A Character on a Mismatching Base is placed next unit, with one or more models with Magic Resistance
to the unit. Characters on Matching Bases are placed suffer a −X modifier to their casting roll (where X is
inside the unit, as far forwards as possible. This unit is given in brackets). This is an exception to the Casting
considered to have 3 Full Ranks. and Dispelling Modifier rule. If there are different X
values that could be used, use the highest value.
b) When a model with Front Rank joins the unit, the
small model with Front Rank in the second rank must
21.A.a.18 Massive Bulk
be moved to the side in order to have all models with
Front Rank as far forwards as possible. If the model is mounted by a Character, ignore the
rider’s Armour Equipment (including Armour Enchant-
ments) and Personal Protections, unless specifically
21.A.a.14 Ghost Step stated otherwise (such as Armour Enchantments that
The model may choose to treat all Terrain Features as affect the bearer’s model).
Open Terrain for movement purposes, but must follow
the Unit Spacing rule upon the completion of its moves. 21.A.a.19 Not a Leader
It can never end its move inside Impassable Terrain. If
this would be the case, backtrack the move to the unit’s The model cannot be the General.
last legal position (unless Fleeing, in which case the
normal rules for “Flee Moves”, page 42 apply). 21.A.a.20 Protean Magic
In addition, the model automatically passes Dangerous During Spell Selection, the Wizard must select its spells
Terrain Tests taken due to Terrain. from the Learned Spell 1 of each Path it has access to, as
well as the Hereditary Spell of its army. This rule over-
21.A.a.15 Insignificant rides the Spell Selection rules for Wizard Apprentices,
Adepts, and Masters.
Units consisting entirely of Insignificant models only
cause Panic Tests on friendly units in which half the
models or more are Insignificant. Units with Insignif-
icant R&F models can only be joined by Insignificant
Characters.

Contents Pre-Game Sequence Victory Conditions 83 Terrain Model Rules Index


21.A.a.21 Rally Around the Flag Scoring can be lost during the game:
All units, including Fleeing units, within 12″ of a • A unit that is Fleeing loses Scoring for as long as it is
friendly non-Fleeing model with Rally Around the Flag Fleeing.
may reroll failed Discipline Tests. • An Ambushing unit that enters the Battlefield on
Game Turn 4 or later loses Scoring for the rest of the
21.A.a.22 Random Movement (X) game.
At the end of step 2 of the Movement Phase Sequence • A unit that has performed a Post-Combat Reform
(after Rallying Fleeing Units), a non-Fleeing unit with loses Scoring until the start of the following Player
Random Movement must move using the rules for Pur- Turn.
suing units, with the following exceptions that only
• A Vanguarding model loses Scoring until the end of
apply in the Movement Phase, unless specifically stated
Game Turn 1.
otherwise:
• It always moves the distance stated in brackets (X), 21.A.a.24 Scout
which is also used for Flee Distance and Pursuit Dis-
tance (including Overruns). Units with Scout may be deployed using Special De-
ployment rules. All units that will be deployed using
• It can choose which direction to Pivot in before the Scout rule must be declared at step 8 of the Pre-
rolling the Pursuit Distance. Game Sequence (after Spell Selection), starting with
• It cannot move off the Board Edge. the player who chose their Deployment Zone. Scout
deployment is conducted on Step 5 of the Deployment
• It does not take Dangerous Terrain Tests unless Phase (Deploy Scouting Units). If both players have
Charging. Scouting units, alternate unit placement (one unit at
There are several restrictions connected with Random a time), starting with the player who first completed
Movement: their normal deployment. Scouting units have three
deployment options:
• The unit cannot move normally in the Movement
Phase (Advance, March, Reform) and cannot declare • Fully inside your Deployment Zone, using the normal
Charges in the Charge Phase. Whenever it requires a deployment rules
March Rate (e.g. when Post-Combat Reforming), use • Anywhere on the Battlefield at least 18″ away from
the potential maximum value of X as its March Rate. enemy units
• The unit cannot perform Magical Moves. • Anywhere on the Battlefield fully inside a Field, For-
• The unit loses Swiftstride and can never gain it (but est, Ruins, or Water Terrain Feature and at least 12″
X can be affected by Maximised/Minimised Roll from away from enemy units
other sources). Scouting units that aren’t placed fully inside their De-
• Characters with Random Movement cannot join ployment Zone may not declare Charges in the first
units, and units with Random Movement cannot be Player Turn of the first Game Turn (there are no Scout
joined by Characters. Note that Characters that are Charge restrictions after the first Player Turn).
part of a Combined Unit when the unit gains Random
Movement will gain Random Movement too as they 21.A.a.25 Skirmisher
are already part of that unit.
The model can always use Shooting Attacks from any
• If the unit has several instances of Random Move- rank (models with Skirmisher are not limited to shoot-
ment, use the one with the lowest average (the owner ing from first and second rank).
chooses in case of a tie).
Units with at least one R&F model with Skirmisher are
formed into a skirmish formation. They are not placed
21.A.a.23 Scoring
in base contact with each other. Instead, models are
Units with at least one model with Scoring are consid- placed with a 12.5 mm distance (roughly half an inch)
ered to be Scoring Units, which are used for winning between them. This gap is considered part of the unit
Secondary Objectives (see “Secondary Objectives”, page for Cover purposes, and will have the same Height as
29). Every army needs Scoring Units to be able to com- the models in the unit. Other than this gap between
plete Secondary Objectives, which is why units with models, units with Skirmisher follow the normal rules
Scoring are marked in the Army Books with a special for forming units and therefore have a Front, two Flank,
pennant icon: and a Rear Facing, can perform Supporting Attacks, and
so on. Units in skirmish formation never block Line of
Sight (remember that this also affects Cover as they can
debug debug never contribute to Hard Cover).

Contents Pre-Game Sequence Victory Conditions 84 Terrain Model Rules Index


a) b)

B
12.5 mm 12.5 mm 𝐶2

12.5 mm 𝐶1 𝐶1
A A

Figure 41: Skirmish formation.


a) An example of a unit in skirmish formation with a b) The same unit Engaged in Combat. Models with bold
joined Mismatching Character. frame can attack a Character (either 𝐶1 or 𝐶2 ). Models
with dashed frame cannot attack at all.

Units in skirmish formation can only be joined by Char- 21.A.a.29 Supernal


acters that have both the same Type and the same
Height as the unit. Unless a Character has the exact All attacks made by the model become Magical At-
same base size as all R&F models in the unit, it is consid- tacks, including Special Attacks and Crush Attacks. In
ered Mismatched for the purpose of placement within addition, the model gains Unstable, with the following
the unit. The unit ceases to be in skirmish formation exception: when a unit consisting entirely of models
when all R&F models with Skirmisher are removed with Supernal loses a combat, it must take a Break Test
as casualties: immediately contract their skirmish for- (Stubborn or Steadfast units ignore Discipline modi-
mation into a normal formation, without moving the fiers from the Combat Score difference as normal):
centre of the first rank. Nudge any unit as normal to • If the Break Test is passed, ignore all Health Points
maintain base contact if possible. that would be lost due to Unstable.
See figure 41 for an illustration of this rule. • If the Break Test is failed, follow the rules for Unsta-
ble as normal.
21.A.a.26 Stand Behind
21.A.a.30 Swift Reform
The model can be placed anywhere inside its unit (its
Front Facing doesn’t have to be placed as far forwards During the Movement Phase, a unit containing one or
as possible and it can be placed farther backwards than more models with Swift Reform may execute a Swift
that of models without Front Rank, even if the model Reform instead of a Reform. The unit makes a Reform
has Front Rank). Its Front Facing cannot be placed far- with the following exceptions:
ther forwards inside a unit than that of any model with
Front Rank but without Stand Behind. Ignore Stand • The unit is not prohibited from shooting in the next
Behind for models with Mismatching Bases. Shooting Phase (but will still suffer the to-hit modi-
fier for Moving and Shooting).

21.A.a.27 Strider • The unit can perform an Advance Move after the Re-
form. For the purpose of no model being able to end
The model automatically passes Dangerous Terrain its movement with its centre farther away than its
Tests caused by Terrain. If more than half of a unit’s Advance Rate from its starting position, measure this
models have Strider, the unit never loses Steadfast due distance after the Reform.
to Terrain. Sometimes Strider is linked to a specific
type of Terrain, stated in brackets. In this case, Strider • No model can end its movement (after an Advance
only applies when interacting with this type of Terrain. Move) with its centre farther away than its March
Rate from its starting position before the Reform.
21.A.a.28 Stubborn
21.A.a.31 Swiftstride
A unit with at least one model with Stubborn ignores
Discipline modifiers from the Combat Score difference If a unit is composed entirely of models with Swift-
when taking Break Tests or Combat Reform Discipline stride, its rolls for Charge Range, Flee Distance, Pur-
Tests. suit Distance, and Overrun Distance are subject to Max-
imised Roll.

Contents Pre-Game Sequence Victory Conditions 85 Terrain Model Rules Index


21.A.a.32 Tall 3. If the unit receives Rally Around the Flag, reduce the
number of lost Health Points by the unit’s current
Line of Sight drawn to or from a model or Unit Bound- Rank Bonus. Units without any Rank Bonus reduce
ary with Tall is not blocked by models of the same the number of lost Health Points by 1 instead.
Height (as the model or Unit Boundary with Tall), un-
less the intervening model also has Tall. Remember 4. Apply all other modifiers (from Special Items, Model
that this also affects Cover (if a model blocks Line of Rules, spells, etc.) afterwards.
Sight, it contributes to Hard Cover, otherwise only to
Soft Cover). The Unit Boundary of units with half their 21.A.a.37 Unstable
models or more with Tall is considered to be Tall for the
purpose of drawing Line of Sight to the Unit Boundary Models with Unstable can only join or be joined by
and determining if its unit benefits from Cover. models with Unstable. A unit with one or more models
with Unstable does not take a Break Test when losing a
Round of Combat, but instead it loses one Health Point
21.A.a.33 Terror
for each point of Combat Score difference by which it
Units with more than half of their models with Terror lost the Round of Combat (with no saves of any kind
are immune to the effects of Terror. When a unit with allowed).
one or more models with Terror declares a Charge, its The Health Point losses are allotted in the following
target must immediately take a Panic Test before declar- order:
ing its Charge Reaction. If the test is failed, the target of
the Charge must declare a Flee Charge Reaction if able 1. R&F models, excluding Champions
to do so. 2. Champion

21.A.a.34 Towering Presence 3. Characters, allotted by the owner of the unit as


evenly as possible
The model gains Tall and can never join a unit or be
joined (unless it is a War Platform). A model with Tow- 21.A.a.38 Vanguard
ering Presence increases its Rally Around the Flag and
Commanding Presence ranges by 6″. The Unit Bound- After Deployment (including Scouting units), models
ary of units with half their models or more with Tow- with Vanguard may perform a 12″ move. This move is
ering Presence is considered to have Towering Pres- performed as a combination of Advance Move and/or
ence for the purpose of drawing Line of Sight to the Reforms, as in the Movement Phase, including any ac-
Unit Boundary and determining if its unit benefits from tions and restrictions that normally apply to the unit
Cover. (e.g. Wheeling, joining units, leaving units, and so on).
The 12″ distance is used instead of the unit’s Advance
21.A.a.35 Unbreakable Rate and March Rate. In case a figure is stated in brack-
ets, this distance is X″ instead.
The model’s unit automatically passes all Break Tests.
This move cannot be used to move within 12″ of enemy
Models with Unbreakable can only join or be joined by
units. This is decreased to 6″ for enemy units that have
models with Unbreakable.
either Scouted or Vanguarded.

21.A.a.36 Undead If both players have units with Vanguard, alternate mov-
ing units one at a time, starting with the player who
The model gains Unstable. Models with Undead can- completed their normal deployment last (note that this
not perform March Moves, unless their unit starts the is an exception to the rules for Simultaneous Effects).
March Move within the range of a friendly model’s Com- A Combined Unit counts as a single unit for this pur-
manding Presence. The only Charge Reaction a unit pose, even if parts of the unit perform separate Van-
with one or more models with Undead can perform is guard moves (like two Characters Vanguarding out of
Hold. a Combined Unit). Any game effects that would affect
When units consisting entirely of models with Undead the Combined Unit (such as Banner Enchantments)
lose Health Points due to Unstable, the number of lost remain in effect for all parts of the Combined Unit un-
Health Points can be reduced in certain situations. Ap- til all parts of the Combined Unit have finished their
ply the modifiers in the following order: Vanguard move (even if a Character leaves the unit).
Instead of moving a unit, a player may declare to not
1. If the unit contains at least one model with Stubborn, move any more Vanguarding units.
halve the number of lost Health Points, rounding
fractions up. Units that have moved this way lose Scoring until the
end of Game Turn 1 and may not declare Charges in the
2. If the unit is Steadfast, ignore any excess Health first Player Turn (if their side has the first turn).
Point losses above 12.

Contents Pre-Game Sequence Victory Conditions 86 Terrain Model Rules Index


21.A.a.39 War Machine 21.A.a.41 Wizard Apprentice
The model cannot Pursue (which does not prevent it The Wizard selects its spells as described in “Spell Se-
from being affected by Random Movement), declare lection”, page 30.
Charges, or declare Flee Charge Reactions. Characters
can never join units with War Machine, and Characters 21.A.a.42 Wizard Adept
with War Machine cannot join units.
The Wizard gains Channel (1) and selects its spells as
When a War Machine fails a Panic Test, instead of Flee- described in “Spell Selection”, page 30.
ing, it is Shaken until the end of the next Player Turn.
War Machines that fail a Break Test are automatically
destroyed. War Machines on round bases and units 21.A.a.43 Wizard Master
Engaged in Combat with them cannot make Combat The Wizard gains Channel (1) and a +1 modifier to its
Reforms. casting rolls, and selects its spells as described in “Spell
When a unit Charges a War Machine on a round base, it Selection”, page 30.
can move into base contact by having its Front Facing
contact any point of the War Machine’s base (it must 21.A.a.44 Wizard Conclave
still maximise the number of models in base contact,
The Champion of a unit with Wizard Conclave is a Wiz-
see “Contact between Objects”, page 10 and figure 32,
ard Adept and gains +1 Health Point in addition to the
page 58). No align move is allowed.
normal Attack Value increase associated with being a
When a unit Breaks from Combat and Flees away from Champion. This Champion may select up to two spells
a War Machine on a round base, always Pivot the Flee- from predetermined spells given in the unit entry. This
ing unit 180°, so that it’s Rear Facing is in contact with overrides the Spell Selection rules for Wizard Adepts.
the War Machine’s base. Otherwise follow the normal
rules for units Breaking from Combat and Fleeing.
21.B Character
21.A.a.40 War Platform
Character is a special type of Universal Rule. Unless
Unless selected as a mount for a Character, a model specifically stated otherwise, any model bought as part
with War Platform gains Character with the following of the Characters Army Category of an Army Book has
exceptions: the Character Universal Rule. A model with this rule is
referred to as a Character.
• It does not count towards the Characters Army Cate-
gory (for Army List creation). All Characters gain the Front Rank Universal Rule.
• It does not count as Character when Deploying Units
(it may still be deployed inside units). 21.B.a Lone Characters
• It cannot issue Duels, accept Duels, or Make Way. Characters can operate as a unit consisting of just a
• It can perform Swirling Melee. single model. In this case, follow the normal rules for
units.
• It does not count as Character regarding Bodyguard
and Multiple Wounds, unless the War Platform is
specifically mentioned in the Bodyguard rule.
21.B.b Characters Joined to Units
The model can join units even if it has Towering Pres- Characters can operate as part of other units by joining
ence, and having Chariot does not prevent it from join- them. This can be done either by deploying the Char-
ing units without Chariot. Additionally, it does not pre- acter in the unit, or by moving into contact with the
vent Characters without Chariot from joining a unit con- unit during the Movement Phase while performing an
taining a model with War Platform and Chariot. When Advance Move or a March Move. Units that are Engaged
joined to a unit, it must always be placed in the centre of in Combat or Fleeing cannot be joined.
the first rank, possibly pushing back other models with Characters can join other Characters to form a unit con-
Front Rank, and must keep its position in the centre of sisting only of Characters.
the first rank at all times (as long as it is joined to the
unit). If two positions are equally central (e.g. in a unit Units that are formed by Characters joining R&F mod-
with an even number of models in the first rank and a els or other Characters are referred to as Combined
War Platform replacing an uneven number of models Units.
per rank), the War Platform can be placed in either of
these positions. If the War Platform cannot be placed
in the centre of the the first rank, the model cannot join
the unit. A War Platform with Mismatching Base can
never join a unit, and only a single War Platform can be
in the same unit unless specifically stated otherwise.

Contents Pre-Game Sequence Victory Conditions 87 Terrain Model Rules Index


When a Character joins a unit, it must move into a legal 21.B.d Leaving a Combined Unit
position during its Advance or March Move (see “Front
Rank”, page 82). A Character can choose any legal po- A Character can leave a Combined Unit in the Charge
sition it can reach with its move, moving through the Phase and in the Movement Phase if it is able to move
unit it joins, possibly displacing other models (includ- (i.e. if it isn’t Engaged in Combat, hasn’t already moved,
ing models with Front Rank). Move displaced models isn’t Fleeing, etc.). In both cases, any game effects that
as little as possible in order to keep all models in legal would affect the Combined Unit (such as Banner En-
positions. If the Character does not have a sufficient chantments) remain in effect for all parts of the Com-
movement range to reach a legal position, it cannot join bined Unit until the end of the phase (even if a Character
the unit. leaves the unit), unless specifically stated otherwise
(e.g. One Turn spells). The Character ignores models
When a Character joins a unit with just a single rank, from the Combined Unit for movement purposes and
the owner can choose to either displace a model to the may make a Flying Movement (if it has Fly). Characters
second rank, or to expand the unit’s width and place leaving a unit do not affect whether or not this unit
the displaced model at either side of the first rank. counts as having moved (e.g. for purposes of shooting).
When a unit is joined by a Character, the unit cannot
move any farther in the same Movement Phase. For 21.B.d.1 Charging out of a Unit
determining which model counts as having moved or
Declare a Charge with a Character in a Combined Unit
Marched (e.g. for purposes of shooting), the Character
(during the Charge Phase as normal) and apply the
and the unit are treated individually during the Player
following rules:
Turn in which the Character joined the unit. For ex-
ample, if the unit hasn’t moved and the Character has • Use the Character’s model for determining Line of
Marched in order to join the unit, the Character counts Sight and distance to the enemy unit.
as having Marched, while the rest of the unit counts as
• As soon as the Character declares a Charge, it is con-
not having moved at all.
sidered a separate unit (i.e. it uses its own Advance
Once joined to a unit, the Character is considered as Rate, all hits from Stand and Shoot Charge Reactions
part of the unit for all rules purposes. will hit the Character, in case of a Flee Charge Reac-
tion, the enemy unit Flees away from the Character,
etc.).
21.B.c R&F Models in a Combined Unit
Wiped out • Ignore the unit the Character was part of when deter-
mining Line of Sight and cover for Stand and Shoot
If a Combined Unit has all its R&F models removed as Charge Reactions.
casualties, leaving one or more Characters behind, the
remaining Characters will stay a Combined Unit, which • The unit itself (including other Characters in the unit)
is considered to be the same unit for ongoing effects cannot declare Charges in the same Player Turn.
(such as One Turn spells) and Panic (the unit has not • If the Charge is successful, move the Character out
been destroyed; the Characters in this Combined Unit of the unit by Charging as normal.
may have to take a Panic Test if they have suffered 25%
or more casualties). They are treated as a new unit for • If the Charge is not successful, the Character makes
Rally Tests (i.e. Characters that were part of Fleeing a Failed Charge Move out of the unit. If the Failed
Combined Units at 25% or less of their starting number Charge Move is too short to place the Character out-
of Health Points take Rally Tests on their normal Disci- side 1″ of the Combined Unit, the Character is no
pline). Models with Front Rank that are positioned in longer considered a separate unit and remains in the
a rank other than the first when the last R&F model is Combined Unit, and all models in the Combined Unit
removed as a casualty remain in the rank they occupy are Shaken until the end of the Player Turn.
(this may result in the reduction of files compared to
the unit’s original formation).

Contents Pre-Game Sequence Victory Conditions 88 Terrain Model Rules Index


21.B.d.2 Advance/March Moving out of a 21.B.f Make Way
Combined Unit
At step 3 of the Round of Combat Sequence, any Char-
A Character counts as part of the unit until it has physi- acter placed in the first rank and not in base contact
cally left it. If a Character does not have enough move- with an enemy model may move into contact with an
ment to be placed at least 1″ away from the unit, it can- enemy model. This enemy model must be in base con-
not leave the unit. A Character cannot leave a unit and tact with the Character’s unit, and it must be attacking
rejoin it in the same phase. If one or more Characters the Character’s unit in its Front Facing. To perform a
want to leave a Combined Unit during the Movement Make Way move, the Character switches position with
Phase, apply the following rules: another model (or models) in its unit; these models
cannot be Characters. Characters with Mismatching
• Choose the Combined Unit and take a single March
Bases can never perform a Make Way move.
Test if necessary as per “Moving Units”, page 42. The
test applies to both Characters and R&F models in
the unit, i.e. if the test is failed, none of the models 21.C Command Group
may perform a March Move during this Movement
Phase. Certain units feature the option of upgrading regular
• Characters leaving the unit and the remainder of the models to a Champion, Musician, or Standard Bearer.
Combined Unit can perform different types of move If so, the model gains the corresponding Model Rule.
(see “Moving Units”, page 42). These models are referred to as a unit’s Command
Group.
• Move any Character that can and wishes to leave the
unit, then move the remainder of the unit if applica-
ble. 21.C.a Champion
• Once all elements of the chosen Combined Unit that A Champion gains First Amongst Equals, Front Rank,
can and wish to have moved, proceed with the next and Ordering the Charge.
unit.
21.C.a.1 First Amongst Equals
21.B.e Distributing Hits onto Combined A Champion gains +1 Attack Value. If it is a Multipart
Units Model, the Attack Value modifier only affects a single
model part, which must be a model part without Har-
When a non-Close Combat Attack hits a Combined Unit,
nessed or Inanimate.
there are two possibilities for distributing hits:
• If Characters are of the same Type and the same 21.C.a.2 Ordering the Charge
Height and there are 5 or more R&F models in the
unit, then all hits are distributed onto the R&F Health When a unit with a Champion rolls its Charge Range, it
Pool, and Characters cannot suffer any hits. always counts as rolling at least a ‘4’. If the Charge is
still failed, ignore this rule and use the rolled dice to de-
• If Characters are of a different Type or a different termine the Failed Charge Move following the normal
Height or there are 4 or less R&F models in the unit, rules.
then the player making the attack distributes hits
onto the R&F Health Pool and Characters. In case of For example, a Charging unit with an Advance Rate of
attacks that are not made by either player, the owner 7″ containing a Champion declares a Charge against an
of the affected unit distributes the hits. All simulta- enemy unit that is 11″ away. In case of a Charge Range
neous hits must be distributed as equally as possible, roll of 2, the Charge will still be successful since the
meaning that no model can take a second hit until all Charge Range roll is considered to be 4, resulting in a
models have taken a single hit, and so on. Charge Range of 11″.
If a unit of 5 or more R&F models contains several Char-
acters of both the same and different Type or Height,
Characters with the same Type and Height as the R&F
models are ignored for the hit distributions. Note that
hits are never distributed onto Champions.

Contents Pre-Game Sequence Victory Conditions 89 Terrain Model Rules Index


21.C.a.3 Other Rules Associated with Champions 21.C.d Placing and Moving Command
• Hits from attacks that follow the rules for Distribut-
Group Models
ing Hits are never distributed onto Champions (see Musicians and Standard Bearers can be placed any-
page 17). where inside their units.
• When removing non-Champion R&F models as ca- When making an Advance Move, March Move, or Re-
sualties and a Champion is in a position that would form with a unit that includes a Musician and/or a Stan-
normally be removed as a casualty, remove the next dard Bearer, these models can be reorganised into a
eligible R&F model and slide the Champion into the new position as part of the move. This counts towards
empty spot (see “Removing Casualties”, page 69). the distance moved by the unit (measure the distance
• When Raising Health Points, a Champion is the first from the starting position to the ending position of the
model that is brought back if it was previously re- centre of the Command Group model to determine how
moved as a casualty (see “Raise Health Points”, page far it moved).
51). Note that Champions are placed and moved inside their
• Champions may choose to use a different Shooting units according to the rules in Front Rank as normal.
Weapon than the other R&F models in their unit (see
“Shooting With a Unit”, page 52). 21.C.e Removing Command Group
• Champions may issue and accept Duels. If a Duel is Casualties
not accepted, a Champion cannot be chosen as the If a Musician or Standard Bearer is to be removed as a
model that suffers the penalties for refusing a Duel casualty, replace the closest non-Command Group R&F
(see “Duels”, page 60). model from the same Health Pool (if there is any) with
the Musician or Standard Bearer. The owner chooses
21.C.b Musician if several R&F models are equally close. It is assumed
that another soldier picked up their tool and respon-
A Musician gains Swift Reform and March to the Beat. sibility. Champions are however not replaceable and
have their own Health Pool, which can be specifically
21.C.b.1 March to the Beat targeted in certain situations (e.g. by allocating Close
Combat Attacks, attacks that target individual models
A unit within 8″ of one or more enemy units that contain
such as attacks from Focused spells, or attacks that tar-
a model with March to the Beat suffers −1 Discipline
get all models in a unit). When a Champion is removed
when taking March Tests. Units with at least one model
as a casualty, a non-Champion R&F model is moved to
with March to the Beat ignore this modifier.
fill the empty spot. If enough Health Points are lost
from a unit’s Health Pool to remove all non-Champion
21.C.c Standard Bearer R&F models as casualties, any remaining Health Point
losses are allotted to the Champion, even if it is fighting
A Standard Bearer gains Combat Bonus. Certain Stan-
a Duel.
dard Bearers may have the option to be upgraded with
Banner Enchantments (see “Banner Enchantments”,
page 99).

21.C.c.1 Combat Bonus


A side with Standard Bearers adds +1 to its Combat
Score for each Standard Bearer.

Contents Pre-Game Sequence Victory Conditions 90 Terrain Model Rules Index


21.D Personal Protections 21.D.b.6 Hard Target (X)
Shooting Attacks targeting a unit that has more than
If at least one model part has a Personal Protection, half of its models with Hard Target (X) suffer a −X to-hit
the entire Multipart Model follows the rules of the Per- modifier. This rule is cumulative.
sonal Protection, unless the model’s mount is of Gi-
gantic Height (and therefore has the Massive Bulk Uni-
versal Rule). In this case, only the mount’s Personal 21.D.b.7 Parry
Protections are applied. Parry can only be used against Close Combat Attacks
For example, if a Character with Distracting mounts from the Front Facing. The model gains one of the fol-
a horse (Standard Height), the Multipart Model is af- lowing effects, whichever would result in a higher De-
fected by Distracting. If the Character instead mounts fensive Skill:
a dragon (Gigantic Height), the Multipart Model is not • The model gains +1 Defensive Skill.
affected by Distracting.
• The model’s Defensive Skill is always set to the Of-
fensive Skill of the attacker.
21.D.a Conditional Application
Personal Protections may only work against certain at-
tacks, which are then stated in brackets after “against”.
21.E Armour Equipment
There may already be some piece of information rela-
There are different types of Armour Equipment. A
tive to the rule specified between brackets, as in Aegis
model can only ever be equipped with one piece of
(4+). In this case, the conditions for the rule to work
armour of each type, i.e. an optional Suit of Armour
are written in the same brackets, after a comma. This
replaces a model’s default Suit of Armour if applica-
can e.g. be certain kinds of attacks or attacks with a
ble. The types of armour below are also referred to as
given Attack Attribute, like Aegis (4+, against Melee
mundane armour:
Attacks) or Aegis (2+, against Flaming Attacks).

21.D.b List of Personal Protections 21.E.a Suits of Armour


• Light Armour: +1 Armour
21.D.b.1 Aegis (X)
• Heavy Armour: +2 Armour
Aegis is a Special Save. A model must reroll successful
Aegis Saves against Divine Attacks. • Plate Armour: +3 Armour

21.D.b.2 Cannot be Stomped 21.E.b Shields


For the purposes of Stomp Attacks from enemy models, • Shield: +1 Armour
a model with Cannot be Stomped is never considered
While using a Two-Handed weapon, a Shield is only
to be of Standard Height.
used when being attacked by Ranged Attacks.

21.D.b.3 Distracting
Close Combat Attacks allocated towards a model with
Distracting suffer a −1 to-hit modifier. Ignore this rule
if the attack is affected by any other negative to-hit
modifier.

21.D.b.4 Flammable
Flaming Attacks must reroll failed to-wound rolls
against a model with Flammable.

21.D.b.5 Fortitude (X)


Fortitude is a Special Save. Fortitude Saves cannot be
taken against attacks with Lethal Strike that rolled a
natural ‘6’ to wound, or against Flaming Attacks.

Contents Pre-Game Sequence Victory Conditions 91 Terrain Model Rules Index


21.F Weapons Paired Weapons
Two-Handed. The wielder gains +1 Attack Value and
Weapons are divided into three categories: Close +1 Offensive Skill when using Paired Weapons. Attacks
Combat Weapons, Shooting Weapons, and Artillery made with Paired Weapons ignore Parry (while Paired
Weapons. The weapons listed in the following pages Weapons are often modelled as two Hand Weapons,
are also referred to as mundane weapons. they are considered a separate weapon category for
rules purposes).
21.F.a Close Combat Weapons
Spear
Close Combat Weapons are used in close combat and
can confer various benefits and drawbacks to the Attacks made with a Spear gain Fight in Extra Rank
bearer while using the weapon. Mundane Close Com- and +1 Armour Penetration. Attacks made with a Spear
bat Weapons are listed below. gain +2 Agility and an additional +1 Armour Penetra-
tion in the First Round of Combat provided the attack-
Great Weapon ing model’s unit is not Charging and is not Engaged
either in its Flank or Rear Facing. Only Infantry can use
Two-Handed. Attacks made with a Great Weapon gain Spears.
+2 Strength, +2 Armour Penetration, and strike at Ini-
tiative Step 0 (regardless of the wielder’s Agility).
21.F.a.1 Choosing a Close Combat Weapon
Halberd If a model has more than one Close Combat Weapon,
Two-Handed. Attacks made with a Halberd gain +1 it must choose which one to use in the First Round of
Strength and +1 Armour Penetration. Combat, at step 2 of the Round of Combat Sequence.
It must then continue to use the same weapon for the
Hand Weapon duration of that combat. All R&F models in a unit must
always choose the same Close Combat Weapon, unless
All models come equipped with a Hand Weapon as their they are forced to use enchanted weapons.
default equipment. If a model has any Close Combat
Weapon other than a Hand Weapon, it cannot choose
to use the Hand Weapon, unless specifically stated oth-
21.F.b Shooting Weapons
erwise. Models on foot wielding a Hand Weapon along- Shooting Weapons are used for making Shooting At-
side a Shield gain Parry. tacks. Each model part can normally only use one
Shooting Weapon per phase even if it is equipped with
Lance more than one, and all non-Champion R&F models in a
unit must use the same Shooting Weapon. Each Shoot-
Attacks made with a Lance and allocated towards mod-
ing Weapon has a maximum range, a number of shots
els in the wielder’s Front Facing gain Devastating
fired, a Strength, and an Armour Penetration value,
Charge (+2 Strength, +2 Armour Penetration). In-
and can have one or more Attack Attributes. Attack
fantry cannot use Lances.
Attributes listed for a Shooting Weapon only apply to
the Shooting Attacks made with that weapon. Mundane
Light Lance
Shooting Weapons are listed in table 11.
Attacks made with a Light Lance and allocated towards
models in the wielder’s Front Facing gain Devastat-
ing Charge (+1 Strength, +1 Armour Penetration).
Infantry cannot use Light Lances.

Weapon Range Shots Strength Armour Penetration Attack Attributes


Bow 24″ 1 3 0 Volley Fire
Crossbow 30″ 1 4 1 Unwieldy
Handgun 24″ 1 4 2 Unwieldy
Longbow 30″ 1 3 0 Volley Fire
Pistol 12″ 1 4 2 Quick to Fire
Throwing Weapons 8″ 2 as user as user Accurate, Quick to Fire

Table 11: Mundane Shooting Weapons.

Contents Pre-Game Sequence Victory Conditions 92 Terrain Model Rules Index


21.F.c Artillery Weapons Determine which Arc of the target the attacker is Lo-
cated in:
Artillery Weapons are a special kind of Shooting
Weapon. These weapons are often installed on War • If the attacker is Located in the Front or the Rear Arc,
Machines, but can on other occasions be carried by the attack causes D6 hits, +D3 hits for each rank after
Chariots or Gigantic Beasts or contained within Special the first up to a maximum of +4D3.
Items. • If the attacker is Located in either Flank Arc, the at-
Artillery Weapons are Shooting Weapons that always tack causes D6 hits, +D3 hits for each file after the
have the Reload! Attack Attribute, and they may have first up to a maximum of +4D3.
specific profiles for range, shots, Strength, Armour Pen- The total number of hits cannot exceed the number of
etration, and other Attack Attributes, which you will models in the unit.
find in their description. Some Artillery Weapons may
have further rules as detailed below. Some Flamethrowers have a higher Strength, Armour
Penetration, and/or additional Attack Attributes stated
21.F.c.1 Cannon in curly brackets (such as Strength 4 {5}, Armour Pen-
etration 1 {2}, {Multiple Wounds (D3)}). If so, use the
Cannon attacks ignore to-hit modifiers from Soft Cover Strength, Armour Penetration, and Attack Attributes in
and Hard Cover. They gain a +1 to-hit modifier when curly brackets when shooting at a target within Short
targeting units consisting entirely of models of Gigantic Range.
Height that do not benefit from Cover. On a natural to-
hit roll of ‘1’, a Cannon Misfires: roll on the Misfire Table 21.F.c.4 Volley Gun
(table 12, page 93) and apply the corresponding result
(a to-hit roll resulting in a Misfire cannot be rerolled). The number of shots fired by a Volley Gun is a random
number. When rolling for the number of shots for a Vol-
21.F.c.2 Catapult (X×Y) ley Gun attack, if a single natural ‘6’ is rolled (after any
reroll), this attack suffers a −1 to-hit modifier; instead,
Catapult attacks ignore to-hit modifiers from Soft Cover if two or more natural ‘6’ are rolled, the attack fails and
and Hard Cover. Resolve Catapult attacks as follows: the Volley Gun Misfires: roll on the Misfire Table (table
12, page 93) and apply the corresponding result.
• On a natural to-hit roll of ‘1’, it Misfires: roll on the
Misfire Table (table 12, page 93) and apply the cor-
responding result (a to-hit roll resulting in a Misfire 21.F.d Misfire Table
cannot be rerolled).
A to-hit roll resulting in a Misfire cannot be rerolled.
• On a successful to-hit roll, the attack gains Area At- When an Artillery Weapon Misfires, roll a D6 and con-
tack (X×Y). Resolve the attack with the Strength and sult table 12 below (a result of ‘0’ or less may happen
Armour Penetration stated in the Catapult’s descrip- when there is a negative modifier to the roll, as for
tion. Flamethrowers).
• On any other to-hit result, roll to hit with a new Cat-
apult attack, referred to as Partial Hit, and ignore Result Misfire Effect
any Misfire. If it hits, this attack gains Area Attack
(X×Y), but you reduce both X and Y by 1. If either Explosion! All models within D6″ of the
value reaches 0, no hits are inflicted. All hits are at Misfiring model suffer a hit with Strength
0
half Strength and half Armour Penetration, rounding 5 and Armour Penetration 2. The shooting
(or less)
fractions up. In addition, the attack loses all bene- model is then destroyed and removed as a
fits from the Strength, Armour Penetration, and/or casualty.
Attack Attributes written in square brackets (if any; Breakdown. The model cannot shoot with
see Area Attack). If it misses, no further attack can 1–2
the weapon for the rest of the game.
be generated this way.
Jammed. The Artillery Weapon may not
shoot in the owner’s next Player Turn. If
21.F.c.3 Flamethrower
3–4 the model is a War Machine, the model is
Flamethrowers do not roll to hit. Instead, roll a D6 (this Shaken until the end of the owner’s next
is not considered a to-hit roll). On a natural roll of ‘1’, it Player Turn instead.
Misfires: roll on the Misfire Table (table 12, page 93)
Malfunction. The shooting model loses a
with a −1 modifier and apply the corresponding result.
5+ Health Point with no saves of any kind al-
On any other natural result the attack is successful.
lowed.

Table 12: Misfire Table.

Contents Pre-Game Sequence Victory Conditions 93 Terrain Model Rules Index


21.G Attack Attributes 21.G.a Conditional Application
Attack Attributes may only work against certain ene-
Attack Attributes can be given to a model part, to a mies, which are then stated in brackets after “against”.
weapon, to a spell, or to a Special Attack. Remember There may already be some piece of information rela-
that an Attack Attribute that is given to a unit is auto- tive to the rule specified between brackets, as in Mul-
matically given to every model in that unit (see “Units”, tiple Wounds (2). In this case the conditions for the
page 7), and if it is given to a model, it is automatically rule to work are written in the same brackets, after a
given to all model parts of that model (see “Multipart comma. This can e.g. be all models from a given Army
Models”, page 7). Book, with a given Model Rule, of a given Height, or of
Attack Attributes given to a weapon, spell, or Special a given Type.
Attack are always applied to the attacks made with that If the Attack Attribute is effective against more than
weapon, spell, or Special Attack. They are however not one type of enemy, they are separated by commas. If no
applied to any other attacks made by the corresponding comma but instead “and” is used, this means that the
model part. rule works only against enemies that fulfil all criteria.
Example: A Character on a Chariot has a Weapon For example, Multiple Wounds (2, against Large and
Enchantment that makes the attacks made with its Beast, Gigantic) means that Multiple Wounds can be
Hand Weapon Divine Attacks and Magical Attacks. This used against models that are both Large and Beast, as
means that only the Close Combat Attacks made with well as against models that are Gigantic, regardless of
the enchanted weapon become Divine Attacks and Mag- the models’ Type.
ical Attacks, while all other attacks made by the model Attack Attributes with Conditional Application can only
(e.g. Impact Hits and Close Combat Attacks from the be applied when the affected attacks are either allo-
horses pulling the Chariot) are not affected. cated towards or distributed onto a Health Pool where
Attack Attributes are divided into the following sub- all models fulfil the requirements.
categories that define which attacks they affect when
given to a model part. Note that these sub-categories 21.G.b List of Attack Attributes
are irrelevant for Attack Attributes given to a weapon,
spell, or an attack, including Special Attacks (so an At- 21.G.b.1 Accurate – Shooting
tack Attribute with the Close Combat keyword can be
given e.g. to a Shooting Weapon). The attack doesn’t suffer the −1 to-hit modifier for
shooting at Long Range.
Close Combat
21.G.b.2 Area Attack (X×Y)
A model part with an Attack Attribute with this key-
word applies the rules of the Attack Attribute to all its When the attack hits, determine the position of the
Close Combat Attacks. attacker’s base:
• In case of a Ranged Attack, determine which Arc of
Shooting the target the attacker’s base is Located in.
A model part with an Attack Attribute with this key- • In case of a Melee Attack, determine which Facing of
word applies the rules of the Attack Attribute to all its the target the attacker is Engaged in.
Shooting Attacks that are not Special Attacks.
Front or Rear: Choose up to Y different ranks of the
Example: A unit is the target of a spell that makes target.
the unit’s attacks Divine Attacks and Flaming Attacks. Flank: Choose up to Y different files of the target.
Divine Attacks has the keyword Close Combat, while
Flaming Attacks has the keywords Close Combat and For each rank/file selected this way, the unit suffers
Shooting. This means that the Close Combat Attacks X hits, to a maximum equal to the number of models
of all model parts of that unit are now both Divine At- in this rank/file. A single Area Attack can never cause
tacks and Flaming Attacks, while the Shooting Attacks more hits than there are models in the unit.
of all model parts of the unit are only Flaming Attacks. Some Area Attacks have a higher Strength, Armour Pen-
Any Special Attacks (including Special Attacks that are etration, and/or additional Attack Attributes stated in
Shooting Attacks) or spells from the unit are not af- square brackets (e.g. Strength 3 [7], Armour Penetra-
fected. tion 0 [4], [Multiple Wounds (D3)]). If so, a single hit
from this attack, chosen by the attacker (following the
normal rules for Distributing Hits), uses the Strength,
Armour Penetration, and Attack Attributes in brack-
ets. The bracketed values and Attack Attributes are not
applied to any other hits.
Figure 42 illustrates examples of different Area Attacks.

Contents Pre-Game Sequence Victory Conditions 94 Terrain Model Rules Index


Area Attack (3×3) Area Attack (1×4)

A E
B
3 + 3 + 3 = 9 Hits 3 + 2 = 5 Hits 1 + 1 = 2 Hits

C D F
1 Hit 3 + 3 = 6 Hits 1 + 1 + 1 + 1 = 4 Hits

Figure 42: Examples of Area Attacks.


Units A to D are hit by an Area Attack (3×3) from an attacker Located in their Front Arc.
In unit A, there are 3 ranks with more than 3 models. Number of hits: 3 + 3 + 3 = 9.
In unit B, the first rank has more than 3 models, but the second rank only has two models. There is no third rank.
Number of hits: 3 + 2 = 5.
Since unit C is a single model, there will always only be a single rank with a single model. Number of hits: 1.
In unit D, the first and second rank have 3 models. There is no third rank. Number of hits: 3 + 3 = 6.
Unit E is hit by an Area Attack (1×4) from an attacker Located in its Front Arc. The first and second rank have more
than 1 model. There is no third or fourth rank. Number of hits: 1 + 1 = 2.
Unit F is hit by an Area Attack (1×4) from an attacker Located in its Flank Arc. There are more than 4 files with 1 or
more models. Number of hits: 1 + 1 +1 +1 = 4.

21.G.b.3 Battle Focus – Close Combat 21.G.b.4 Crush Attack – Close Combat
If the attack hits with a natural to-hit roll of ‘6’, the At the end of step 4 of the Round of Combat Sequence
attack causes one additional hit (i.e. usually two hits (immediately after issuing and accepting Duels), the
instead of one). model part may declare that it will use its Crush
Attack this Round of Combat. It performs a single
In order for Shooting Attacks using Hopeless Shots to
Close Combat Attack at Initiative Step 0, with Strength
cause one additional hit, the first to-hit roll must be a
10, Armour Penetration 10 (regardless of the user’s
natural ‘6’ and the second to-hit roll must be successful
Agility, Strength, and Armour Penetration), and Multi-
in order to hit the target.
ple Wounds (D3+1). The following restrictions apply
to Crush Attacks:
• They cannot be made as Supporting Attacks.
• They never benefit from any weapons or other Attack
Attributes the model part may have.
• The model part cannot make any other Close Com-
bat Attacks during this Round of Combat (including
other Crush Attacks, but can still use its Special At-
tacks such as Stomp Attacks or Impact Hits).

Contents Pre-Game Sequence Victory Conditions 95 Terrain Model Rules Index


21.G.b.5 Devastating Charge (X) 21.G.b.12 Lethal Strike – Close Combat
A Charging model part with Devastating Charge, or us- An attack with Lethal Strike that wounds with a natural
ing a weapon with Devastating Charge, gains the Model to-wound roll of ‘6’ has its Armour Penetration set to
Rules and Characteristic modifiers stated in brackets. 10 and ignores Fortitude Saves.
For example, a model part with Devastating Charge (+1
Strength, Poison Attacks) gains +1 Strength and Poison 21.G.b.13 Lightning Reflexes – Close Combat
Attacks when it is Charging. A Close Combat Attack with Lightning Reflexes gains
Remember that Special Attacks cannot be affected by a +1 to-hit modifier. Model parts with this Attack At-
Attack Attributes, so the Model Rules and Characteris- tribute wielding Great Weapons do not gain this +1
tic modifiers gained from Devastating Charge are not to-hit modifier, but strike with the Great Weapon at the
applied to Special Attacks, like Impact Hits and Stomp Initiative Step corresponding to their Agility instead of
Attacks, unless specifically stated otherwise. always striking at Initiative Step 0.
This rule is cumulative: a model part with several in-
stances of Devastating Charge applies all Attack At- 21.G.b.14 Magical Attacks – Close Combat,
tributes and Characteristic modifiers from all of them Shooting
when Charging. The Attack Attribute doesn’t confer any additional ef-
fects. However, the Attack Attribute interacts with
21.G.b.6 Divine Attacks – Close Combat other rules, such as Aegis (X, against Magical Attacks).
Successful Aegis Saves taken against the attack must
be rerolled. 21.G.b.15 March and Shoot – Shooting
March Moving in the same Player Turn while affected
21.G.b.7 Fight in Extra Rank – Close Combat by this Attack Attribute does not prevent the attack
from being performed, unless the attack is also subject
Model parts with Fight in Extra Rank, or using a weapon to Move or Fire.
with Fight in Extra Rank, can make Supporting Attacks
from an additional rank (normally, this means that mod-
els with Fight in Extra Rank will be able to make Sup- 21.G.b.16 Move or Fire – Shooting
porting Attacks from the third rank). This rule is cumu- The attack may not be used if the attacking model has
lative, allowing an additional rank to make Supporting made an Advance Move, March Move, Random Move-
Attacks for each instance of Fight in Extra Rank. ment, Reform, or Pivot during the current Player Turn.
Note that the normal limitations still apply (e.g. no
21.G.b.8 Flaming Attacks – Close Combat, shooting after a Failed Charge Move).
Shooting
The attack ignores Fortitude Saves and must reroll 21.G.b.17 Multiple Wounds (X) – Close Combat
failed to-wound rolls against models with Flammable. Unsaved wounds caused by the attack are multiplied
into the value given in brackets (X). If the value is a
21.G.b.9 Harnessed – Close Combat dice (e.g. Multiple Wounds (D3)), roll one dice for each
unsaved wound from an attack with Multiple Wounds.
Model parts with Harnessed cannot make Supporting
The amount of wounds that the attack is multiplied into
Attacks and cannot use weapons. Shooting Weapons
can never be higher than the Health Points Characteris-
carried by model parts with Harnessed can be used by
tic of the target (excluding Health Points lost previously
other model parts of the same model (as long as they
in the battle).
do not have Harnessed or Inanimate). A model with at
least one model part with Harnessed is considered to For example, if a Multiple Wounds (D6) attack wounds
be mounted. a unit of Trolls (HP 3) and rolls a ‘5’ for the multiplier,
the number of unsaved wounds is reduced to 3, even if
21.G.b.10 Hatred – Close Combat the Troll unit has already lost one or two Health Points
previously in battle.
During the First Round of Combat, failed to-hit rolls
from attacks with Hatred must be rerolled. If Clipped Wings is stated after the X value in brack-
ets, any unsaved wound caused by the attack against a
model with Fly is multiplied into X+1 instead of X.
21.G.b.11 Inanimate – Close Combat
Model parts with Inanimate cannot make Close Combat
Attacks and cannot use Shooting Weapons. Shooting
Weapons carried by model parts with Inanimate can
be used by other model parts of the same model (as
long as they do not have Harnessed or Inanimate).

Contents Pre-Game Sequence Victory Conditions 96 Terrain Model Rules Index


21.G.b.18 Poison Attacks – Close Combat, 21.G.b.25 Weapon Master – Close Combat
Shooting
At the start of each Round of Combat, model parts with
If the attack hits with a natural to-hit roll of ‘6’, it auto- Weapon Master may choose which weapon they fight
matically wounds with no to-wound roll needed. with. This includes selecting to use a Hand Weapon
even if they have other weapons. If armed with a
Shooting Attacks using Hopeless Shots automatically
weapon with a Weapon Enchantment, the model part
wound only if the first to-hit roll is a natural ‘6’. Note
must still use it.
that the second to-hit roll must still be successful in
order to hit the target.
If the attack can be turned into more than one hit (e.g.
a hit with Area Attack or Battle Focus), only a single
hit, chosen by the attacker, automatically wounds. All
other hits must roll to wound as normal.

21.G.b.19 Quick to Fire – Shooting


The attack doesn’t suffer the −1 to-hit modifier for Mov-
ing and Shooting.

21.G.b.20 Reload! – Shooting


The attack cannot be used for a Stand and Shoot Charge
Reaction.

21.G.b.21 Toxic Attacks – Close Combat


The attack has its Strength always set to 3 and its Ar-
mour Penetration always set to 10.

21.G.b.22 Two-Handed
A model using a weapon with Two-Handed can simul-
taneously use a Shield only when being attacked by
Ranged Attacks.

21.G.b.23 Unwieldy – Shooting


The attack suffers an additional −1 to-hit modifier for
Moving and Shooting (for a total of −2). When com-
bined with Quick to Fire, the attack can only ignore the
normal −1 to-hit modifier for Moving and Shooting, not
the additional −1 to-hit modifier from Unwieldy.

21.G.b.24 Volley Fire – Shooting


If at least one model in a unit can draw Line of Sight to
the target, then all model parts using Volley Fire in the
same unit ignore all intervening models of their own
Height or smaller for Line of Sight and Cover purposes.
In addition, unless making a Stand and Shoot Charge
Reaction, models in a unit in Line Formation that has
not moved during this Player Turn may shoot from one
additional rank (usually this means that they can shoot
from the first three ranks).

Contents Pre-Game Sequence Victory Conditions 97 Terrain Model Rules Index


21.H Special Attacks 21.H.a.3 Impact Hits (X)
At Initiative Step 10, a Charging model part with Im-
A model part with Special Attacks can make a special pact Hits must choose an enemy unit that is in base
type of attack specified by the corresponding rules. At- contact with the attacking model’s Front Facing. This
tacks made using Special Attacks cannot be affected by unit suffers a number of hits equal to the value stated in
weapons or Attack Attributes, unless specifically stated brackets (X). These hits are resolved with the attacking
otherwise. model part’s Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it
21.H.a List of Special Attacks may only use one of these rules in the same Round
21.H.a.1 Breath Attack (X) of Combat (the owner may choose which). In case of
Multipart Models, only model parts that also have Har-
A model part with Breath Attack can use it only once nessed or Inanimate can use Impact Hits. If several
during the game. If a model has more than one Breath models in a unit have Impact Hits, and if X is a random
Attack, it can only use one Breath Attack in a single number (e.g. Impact Hits (D6)), roll for the number of
phase. It can be used either as a Shooting Attack or as hits separately for each model part.
a Special Attack when Engaged in Combat.
• As a Shooting Attack with March and Shoot: choose 21.H.a.4 Stomp Attacks (X)
a target using the normal rules for Shooting Attacks
At Initiative Step 0, a model part with Stomp Attacks
(it can be used for a Stand and Shoot Charge Reac-
must choose an enemy model of Standard Height in
tion). The attack has a range of 6″. A model part
base contact with it. The chosen model’s unit suffers
with both a Breath Attack and a Shooting Weapon
a number of hits equal to the value stated in brackets
can use both in the same Shooting Phase, however
(X). These hits can only be distributed onto models of
only against the same target.
Standard Height (ignore models of a different Height
• As a Special Attack when Engaged in Combat: the when distributing hits). They are resolved with the
attack is made at the model part’s Agility. Declare model part’s Strength and Armour Penetration.
that you are using the Breath Attack at the start of
In case of Multipart Models, only model parts that also
the Initiative Step (before rolling to hit), and choose
have Harnessed can use Stomp Attacks. If several mod-
a unit in base contact as a target.
els in a unit have this Special Attack, and if X is a random
No matter if it is used as a Shooting or Melee Attack, number (e.g. Stomp Attacks (D6)), roll for the number
the target of the Breath Attack suffers 2D6 hits. The of hits separately for each model part.
Strength, Armour Penetration, and Attack Attributes (if
any) of these hits are given within brackets, such as in 21.H.a.5 Sweeping Attack
Breath Attack (Str 4, AP 1, Flaming Attacks). If several
models in the same unit have this Special Attack, roll This attack may be used by units containing models
for the number of hits separately for each model. with Sweeping Attack. When the unit Advance Moves
or March Moves, you may nominate a single unengaged
enemy unit that the unit with Sweeping Attack moved
21.H.a.2 Grind Attacks (X)
through or over during this move (meaning their Unit
A model part with Grind Attacks resolves these attacks Boundaries were overlapping, even partially). The
at its Agility. It must choose an enemy unit in base con- whole unit makes the Sweeping Attack against the nom-
tact with it. The chosen enemy unit suffers a number inated enemy unit, which is resolved when the March
of hits equal to the value stated in brackets (X). These or Advance Move is completed. Follow the description
hits are resolved with the model part’s Strength and in the unit entry. These attacks hit automatically and
Armour Penetration. count as ranged Special Attacks. Each Sweeping Attack
can only be performed once per Player Turn.
If a model has both Grind Attacks and Impact Hits, it
may only use one of these rules in the same Round
of Combat (the owner may choose which). If several
model parts in a unit have Grind Attacks and if X is a
random number (e.g. Grind Attacks (2D3)), roll for the
number of hits separately for each model part.

Contents Pre-Game Sequence Victory Conditions 98 Terrain Model Rules Index


22 Special Items
When building their armies, players have the option to individually upgrade the mundane equipment of certain
models, usually Characters and Standard Bearers, by buying Special Items for these models. Some Special Items are
shared by most armies of T9A (they can be found in The 9th Age: Fantasy Battles – Arcane Compendium), while
army-specific Special Items can be found in the corresponding Army Books. In case of Multipart Models, these
upgrades can only be bought for the model part with a Special Item allowance.
All Special Items are One of a Kind unless specifically stated otherwise.

22.A Special Item Categories • Each piece of armour a model is carrying may be
enchanted with a single Armour Enchantment.
All Special Items belong to one of the following cate- • If the wearer has more than one piece of armour that
gories: could be enchanted, it must be noted on the Army
• Weapon Enchantments List which one has been enchanted. If a model has
no Armour Equipment, it cannot take Armour En-
• Armour Enchantments chantments.
• Banner Enchantments • Each Armour Enchantment applies to a specific piece
• Artefacts of armour (e.g. Heavy Armour) or a category of ar-
mour (e.g. Suits of Armour).
Each category of Special Items is subject to the rules
below.
22.A.c Banner Enchantments
22.A.a Weapon Enchantments Banner Enchantments are upgrades to Standard Bear-
ers and Battle Standard Bearers. The upgraded banner
Weapon Enchantments are upgrades to weapons. The is referred to as enchanted banner. Each banner may
upgraded mundane weapon is referred to as enchanted normally only have a single Banner Enchantment, ex-
weapon and follows all rules for both the original cept for Battle Standard Bearers, who may take up to
weapon and the Weapon Enchantment. The following two Banner Enchantments.
rules apply to Weapon Enchantments and enchanted
weapons:
22.A.d Artefacts
• A model may only have a single Weapon Enchant-
ment. A model may have up to two Artefacts.

• If a model has more than one weapon, it must be


noted on the Army List which weapon has been en- 22.B Properties of Special Items
chanted (remember that all models are equipped
with a Hand Weapon). 22.B.a Dominant
• Each Weapon Enchantment applies to a specific
A model may only have a single Dominant Special Item.
weapon (e.g. a Great Weapon) or a category of
weapons (e.g. Close Combat Weapons). Note that
Shooting Weapons that count as a Close Combat 22.B.b Who is Affected
Weapon in close combat (such as a Brace of Pistols
Special Items may affect different targets:
from the Empire of Sonnstahl Army Book) cannot
normally be Enchanted with a Close Combat Weapon • The wielder, wearer, or bearer: these terms mean the
enchantment. same thing for rules purposes and refer to the model
part the Special Item was bought for (and don’t affect
• A model armed with an enchanted weapon (includ-
its mount).
ing a Hand Weapon) must use it if possible.
• Models, the wearer’s model, or the bearer’s model:
these terms refer to all model parts of the models, in-
22.A.b Armour Enchantments
cluding their mounts (note that these terms override
Armour Enchantments are upgrades to Armour Equip- the Massive Bulk rules).
ment. The upgraded mundane armour is referred to
• Units, the wearer’s unit, or the bearer’s unit: this
as enchanted armour and follows all rules for both the
type of Special Item affects all model parts in the tar-
original Armour Equipment and the Armour Enchant-
get unit or in the same unit as the wearer/bearer
ment. The following rules apply to Armour Enchant-
of the Special Item (including mounts and the
ments and enchanted armour:
wearer/bearer itself).

Contents Pre-Game Sequence Victory Conditions 99 Terrain Model Rules Index


23 Alphabetical Index
A|B|C|D|E|F|G|H|I|K|L|M|N|O|P|Q|R|S|T|U|V|W

A Broken Ranks . . . . . . . . . . . . . 77, 78 Crossbow . . . . . . . . . . . . . . . . . . . . . 92


d
Building an Army . . . . . . . . . . . . . . 19 Crush Attack . . . . . . . . . . . . . . . . . . 95
Accepting a Duel . . . . . . . . . . . . . . . 60 Building the Battlefield . . . . . . . . 27
Accurate . . . . . . . . . . . . . . . . . . 53, 94
D
Active Player . . . . . . . . . . . . . . . . . . . . 5
Advance Move . . . . . 12, 43, 71, 82 C d
D3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Advance Rate (Adv) . . . . . . . . . . . . 13 Cannon . . . . . . . . . . . . . . . . . . . . . . . 93
d
D6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Aegis . . . . . . . . . . . . . . . . . . . . . . 18, 91 Cannot be Stomped . . . . . . . . . . . . 91 Damage (Spell Type) . . . . . . . . . . . 47
Agility (Agi) . . . . . . . . . . . . . . . 13, 15 Capture the Flags . . . . . . . . . . . . . . 30 Dangerous Terrain . . . . . . . . . . . . . 76
Aim . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Caster (Spell Type) . . . . . . . . . . . . 47 Dawn Assault . . . . . . . . . . . . . . . . . 28
Aligning Units . . . . . . . . . . . . . 34, 87 Caster’s Unit (Spell Type) . . . . . . 47 Decimated . . . . . . . . . . . . . . . . . . . . 72
Allocating Attacks . . . . . . . . . . . . . 58 Casting Attempt . . . . . . . . . . . . . . . 48 Declaring Charges . . . . . . . . . . . . . 32
Ambush . . . . . . . . . . . . . . . . . . . . . . . 80 Casting Bound Spells . . . . . . . . . . 49 Declaring Intent to Go First . . . . 31
Arcs (Unit) . . . . . . . . . . . . . . . . . . . . . 8 Casting Modifiers . . . . . . . . . . . . . . 49 Declaring Special Deployment
Area Attack . . . . . . . . . . . . . . . . . . . . 94 Casting Spells . . . . . . . . . . . . . . . . . 48 . . . . . . . . . . . . . . . . . . . . . . . . . . 27, 30
Armour (Arm) . . . . . 13, 15, 18, 91 Casting Value . . . . . . . . . . . . . . . . . . 46 Defending a Wall . . . . . . . . . . . . . . 78
Armour Enchantments . . . . . . . . . 99 Casualties . . . . . . . . . . . . . . . . . . . . . 68 Defensive Characteristics . . . . . . 13
Armour Penetration (AP) Catapult . . . . . . . . . . . . . . . . . . . . . . . 93 Defensive Skill (Def) . . . . . . . 13, 59
. . . . . . . . . . . . . . . . . . . . . . 13, 16, 18 Cavalry . . . . . . . . . . . . . . . . . . . . . . . 74 Deploying Remaining Units . . . . 31
Armour Saves . . . . . . . . . . . . . . . . . 18 Centre of Unit . . . . . . . . . . . . . . . . . . . 8 Deploying Units . . . . . . . . . . . . . . . 31
Army Categories . . . . . . . . . . . . . . . 19 Champions . . . . 58, 60, 68, 82, 89 Deployment Phase . . . . . . . . . . . . . 31
Army Lists . . . . . . . . . . . . . . . . 19, 26 Channel . . . . . . . . . . . . . . . 45, 72, 80 Deployment Types . . . . . . . . . . . . . 28
Army Points . . . . . . . . . . . . . . . . . . . 19 Character Mounts . . . . . . . . . . . . . 75 Deployment Zones . . . . . . . . . . . . . 30
Artefacts . . . . . . . . . . . . . . . . . . . . . . 99 Characteristic Profiles . . . . . . . . . 13 Determining Number of Hits . . . 17
Artillery Weapons . . . . . . . . . . . . . 93 Characteristic Test . . . . . . . . . . . . . 14 Devastating Charge . . . . . . . . . . . . 96
Attack Attributes . . . . . . . . . . . . . . 94 Characteristics . . . . . . . . . . . . . . . . 13 Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Attack Sequence . . . . . . . . . . . . . . . 17 Characters . . . . . . . . . . . . 60, 82, 87 Direct (Spell Type) . . . . . . . . . . . . . 47
Attack Value (Att) . . . . . . . . . . 13, 58 Charge Move . . . . . . . . . . . . . . 12, 34 Direction Dice . . . . . . . . . . . . . . . . . . 6
Attacker . . . . . . . . . . . . . . . . . . . . . . . 16 Charge Phase . . . . . . . . . . . . . . . . . . 32 Discipline (Dis) . . . . . . . . 13, 14, 15
Attacks . . . . . . . . . . . . . . . . . . . . . . . . 16 Charge Range . . . . . . . . . . . . . . . . . 33 Dispelling Bound Spells . . . . . . . . 50
Attribute Spells . . . . . . . . . . . . . . . . 47 Charge Reactions . . . . . . . . . . . . . . 32 Dispelling Modifiers . . . . . . . . . . . 49
Augment (Spell Type) . . . . . . . . . . 47 Charging a Fleeing Unit . . . . . . . . 37 Dispelling Spells . . . . . . . . . . . . . . . 49
Aura (Spell Type) . . . . . . . . . . . . . . 47 Charging Downhill . . . . . . . . . . . . . 77 Disrupted Ranks . . . . . . . . . . . . . . . 61
Charging Momentum . . . . . . . . . . 58 Distracting . . . . . . . . . . . . . . . . . . . . 91
B Chariot . . . . . . . . . . . . . . . . . . . . . . . . 80 Distributing Hits . . . . . . . . . . . 17, 89
Classification of Models . . . . . . . . 74 Divine Attacks . . . . . . . . . . . . . . . . . 96
d
Banner Enchantments . . . . . . . . . 99 Classification of Units . . . . . . . . . . 75 Dominant . . . . . . . . . . . . . . . . . . . . . 99
Base Contact . . . . . . . . . . . . . . . . . . 10 Clipped Wings . . . . . . . . . . . . . . . . . 96 Doused Flames . . . . . . . . . . . . . . . . 78
Bases . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Close Combat (Attack Attribute) Duels . . . . . . . . . . . . . . . . . 57, 60, 87
Battle Focus . . . . . . . . . . . . . . . . . . . 95 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Duplicated Model Rules . . . . . . . . 80
Battle Points . . . . . . . . . . . . . . . . . . 73 Close Combat Attacks . . . . . . . . . . 16 Duplication Limits . . . . . . . . . . . . . 20
Battle Standard Bearer . 61, 73, 80 Close Combat Weapons . . . . . . . . 92
Bearer . . . . . . . . . . . . . . . . . . . . . . . . 99 Close Formation . . . . . . . . . . . . . . . . 8
E
Beast . . . . . . . . . . . . . . . . . . . . . . . . . 74 Combat . . . . . . . . . . . . . . . . . . . . . . . 57
d
Being Inside an Arc . . . . . . . . . . . . . 8 Combat Bonus . . . . . . . . . . . . . . . . . 61 Elevated Position . . . . . . . . . . . . . . 77
Blocked Path . . . . . . . . . . . . . . . . . . 39 Combat Reforms . . . . . . . 61, 67, 85 Enchantments . . . . . . . . . . . . . . . . . 99
Board Edge . . . . . . . . . . . . . . . . . . . . 78 Combat Score . . . . . . . . . . . . . . . . . 61 Encircle . . . . . . . . . . . . . . . . . . . . . . . 28
Bodyguard . . . . . . . . . . . . . . . . . . . . 80 Combined Charges . . . . . . . . . . . . . 37 Enemy . . . . . . . . . . . . . . . . . . . . . . . . . 5
Boosted Spells . . . . . . . . . . . . . . . . . 48 Combined Units . . . . . . . . . . . . . . . 87 Engaged in Combat
Bound Spells . . . . . . . . . . . . . . 47, 49 Command Group . . . . . . . . . . . . . . 89 . . . . . . . . . . . . . . 33, 37, 42, 52, 71
Bow . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Commanding Presence . . . . . 72, 81 Engineer . . . . . . . . . . . . . . . . . . . . . . 81
Break Test . . . . . . . . . . . . . 14, 61, 85 Construct . . . . . . . . . . . . . . . . . . . . . 74 Excess HP Losses . . . . . . . . . . . . . . 68
Breakthrough . . . . . . . . . . . . . . . . . 29 Counterthrust . . . . . . . . . . . . . . . . . 28
Breath Attack . . . . . . . . . . . . . . . . . 98 Cover . . . . . . . . . . . . . . . . . . . . . 53, 76
Broken Concentration . . . . . . . . . 50 Covering Terrain . . . . . . . . . . . . . . 76

Contents Pre-Game Sequence Victory Conditions 100 Terrain Model Rules Index
F Health Points (HP) . . . . . . . . . 13, 18 March and Shoot . . . . . . . . . . . . . . 96
d
Health Pools . . . . . . . . . . . . . . . . 8, 68 March Move . . . . . . . 12, 43, 71, 82
Facings (Unit) . . . . . . . . . . . . . . . . . . 8 Heavy Armour . . . . . . . . . . . . . . . . . 91 March Rate (Mar) . . . . . . . . . . . . . . 13
Failed Charge . . . . . . . . . . 12, 33, 37 Heights . . . . . . . . . . . . . . . . . . . . . . . 74 March Test . . . . . . . . . . . . . . . . . . . . 43
Fear . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Hereditary Spells . . . . . . . . . . . . . . 47 March to the Beat . . . . . . . . . . . . . . 90
Fearless . . . . . . . . . . . . . . . . . . . . . . . 81 Hex (Spell Type) . . . . . . . . . . . . . . . 47 Marching Columns . . . . . . . . . . . . . 29
Feigned Flight . . . . . . . . . . . . . . . . . 81 Hidden Lists . . . . . . . . . . . . . . . . . . . 26 Massive Bulk . . . . . . . . . . . . . . . . . . 83
Fields . . . . . . . . . . . . . . . . . . . . . . . . . 77 Hills . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Matching Bases . . . . . . . . . . . . . . . . 82
Fight in Extra Rank . . . . . . . . . . . . 96 Hold (Charge Reaction) . . . . . . . . 33 Maximised Roll . . . . . . . . . . . . . . . . . 6
Fighting a Duel . . . . . . . . . . . . . . . . 60 Hold the Ground . . . . . . . . . . . . . . . 29 Maximising Contact . . . . . . . . . . . . 35
First Amongst Equals . . . . . . . . . . 89 Hopeless Shots . . . . . . . . . . . . . . . . 54 Measuring Distances . . . . . . . . . . . 11
First Round of Combat . . . . . . . . . 57 Melee Attacks . . . . . . . . . . . . . 16, 58
First Turn . . . . . . . . . . . . . . . . . . . . . 31 Melee Phase . . . . . . . . . . . . . . . . . . . 57
Fizzle . . . . . . . . . . . . . . . . . . . . . . . . . 49 I Minimised Roll . . . . . . . . . . . . . . . . . . 6
d
Flamethrower . . . . . . . . . . . . . . . . . 93 Impact Hits . . . . . . . . . . . . . . . . . . . . 98 Minimum Army Size . . . . . . . . . . . 21
Flaming Attacks . . . . . . . . . . . . . . . 96 Impassable Terrain . . . . . . . . 12, 77 Miscast Modifiers . . . . . . . . . . . . . . 49
Flammable . . . . . . . . . . . . . . . . . . . . 91 Impossible Charge . . . . . . . . . . . . . 37 Miscast Table . . . . . . . . . . . . . . . . . . 50
Flank (Unit) . . . . . . . . . . . . . . . . . . . . 8 Inanimate . . . . . . . . . . . . . . . . . . . . . 96 Miscasts . . . . . . . . . . . . . . . . . . . . . . 49
Flank Bonus . . . . . . . . . . . . . . . . . . . 61 Incomplete Ranks . . . . . . . . . . . . . . . 8 Misfire Table . . . . . . . . . . . . . . . . . . 93
Flee Charge Reaction . . . . . . 33, 81 Infantry . . . . . . . . . . . . . . . . . . . . . . . 74 Mismatching Bases . . . . . . . . . . . . 83
Flee Moves . . . . . . . . . . . . . . . . . . . . 42 Initiative Order . . . . . . . . . . . . . . . . 58 Missile (Spell Type) . . . . . . . . . . . . 47
Fleeing Units . . . . . . 37, 42, 63, 72 Initiative Step . . . . . . . . . . . . . . . . . 58 Mission Impassible . . . . . . . . . . . . 77
Flux Cards . . . . . . . . . . . . . . . . . . . . . 45 Insignificant . . . . . . . . . . . . . . . . . . . 83 Model Arcs . . . . . . . . . . . . . . . . . . . . . 7
Fly . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Instant . . . . . . . . . . . . . . . . . . . . . . . . 48 Model Classification . . . . . . . . . . . 74
Flying Movement . . . . . . . . . . . . . . 81 Issuing a Duel . . . . . . . . . 57, 60, 87 Model Facings . . . . . . . . . . . . . . . . . . 7
Focused (Spell Type) . . . . . . . . . . . 47 Model Heights . . . . . . . . . . . . . . . . . 74
Forests . . . . . . . . . . . . . . . . . . . . . . . . 77 Model Rules . . . . . . . . . . . . . . . . . . . 79
Formations . . . . . . . . . . . . . . . . . . . . . 8 K Model Types . . . . . . . . . . . . . . . . . . 74
Fortified Position . . . . . . . . . . . . . . 78 d Models . . . . . . . . . . . . . . . . . . . . . . . . . 7
King of the Hill . . . . . . . . . . . . . . . . 30
Fortitude . . . . . . . . . . . . . . . . . . 18, 91 Modifiers . . . . . . . . . . . . . . . . . . . . . 15
Frenzy . . . . . . . . . . . . . . . . . . . . . . . . 81 Mounted Models . . . . . . . . . . . . . . . 74
Friendly . . . . . . . . . . . . . . . . . . . . . . . . 5 L Mounts . . . . . . . . . . . . . . . . . . . . . . . 75
Front (Unit) . . . . . . . . . . . . . . . . . . . . 8 d Move or Fire . . . . . . . . . . . . . . . . . . 96
Front Rank . . . . . . . . . . . . . . . . 64, 82 Lance . . . . . . . . . . . . . . . . . . . . . . . . . 92 Movement Phase . . . . . . . . . . . . . . 42
Frontline Clash . . . . . . . . . . . . . . . . 28 Large . . . . . . . . . . . . . . . . . . . . . . . . . 74 Moving and Shooting . . . . . . . . . . 53
Full Ranks . . . . . . 8, 61, 61, 74, 83 Lasting Effects . . . . . . . . . . . . . . . . . 69 Moving Chargers . . . . . . . . . . . . . . 33
Learned Spells . . . . . . . . . . . . . . . . 47 Moving Fleeing Units . . . . . . 42, 63
Lethal Strike . . . . . . . . . . . . . . . . . . 96 Moving Pursuing Units . . . . . . . . . 63
G Light Armour . . . . . . . . . . . . . . . . . . 91 Moving Single Model Units . . . . . 43
d
Light Lance . . . . . . . . . . . . . . . . . . . . 92 Moving Units . . . . . . . . . . . . . . . . . . 42
Game Turns . . . . . . . . . . . . . . . . . . . . 5
Light Troops . . . . . . . . . . . . . . . . . . 83 Multipart Models . . . . . . . . . . . . . . . 7
Gaps in Units . . . . . . . . . . . 8, 10, 58
Lightning Reflexes . . . . . . . . . . . . . 96 Multiple Charges . . . . . . . . . . . . . . 35
General . . . . . . . . . . . . . . . . . . . 21, 83
Line Formation . . . . . . . . . . . . . . . . . 8 Multiple Wounds . . . . . . . . . . . . . . 96
Ghost Step . . . . . . . . . . . . . . . . . . . . 83
Line of Sight . . . . . . . . . . . . . . . . . . . 11 Musicians . . . . . . . . . . . . . . . . . . . . . 90
Gigantic . . . . . . . . . . . . . . . . . . . . . . . 74
Located in an Arc . . . . . . . . . . . . . . . 8
Global Characteristics . . . . . . . . . . 13
Lone Characters . . . . . . . . . . . 43, 87
Grand Armies . . . . . . . . . . . . . . . . . 21
Long Range . . . . . . . . . . . . . . . . . . . 53 N
Great Weapon . . . . . . . . . . . . . . . . . 92
Longbow . . . . . . . . . . . . . . . . . . . . . . 92 Natural Roll . . . . . . . . . . . . . . . . . . . . 5
d

Grind Attacks . . . . . . . . . . . . . . . . . . 98
Losing Base Contact . . . . . . . . . . . 59 No Longer Engaged . . . . . . . . . . . . 57
Ground (Spell Type) . . . . . . . . . . . 47
Losing Health Points . . . . . . . 18, 68 No More Foes . . . . . . . . . . . . . . . . . 62
Guerilla Warfare . . . . . . . . . . . . . . . 77
Losing the Last Health Point . . . . 68 Not a Leader . . . . . . . . . . . . . . . . . . 83
H
d
M O
Halberd . . . . . . . . . . . . . . . . . . . . . . . 92 d
d

Hand Weapon . . . . . . . . . . . . . . . . . 92 Magic Dice . . . . . . . . . . . . . . . . . . . . 45 Offensive Characteristics . . . . . . . 13


Handgun . . . . . . . . . . . . . . . . . . . . . . 92 Magic Phase . . . . . . . . . . . . . . . . . . . 45 Offensive Skill (Off) . . . . . . . . 13, 59
Hard Cover . . . . . . . . . . . . . . . . . . . . 54 Magic Resistance . . . . . . . . . . . . . . 83 One of a Kind . . . . . . . . . . . . . . . . . . 20
Hard Target . . . . . . . . . . . . . . . . . . . 91 Magical Attacks . . . . . . . . . . . . . . . . 96 One Turn . . . . . . . . . . . . . . . . . . . . . . 48
Harnessed . . . . . . . . . . . . . . . . . . . . 96 Magical Effects . . . . . . . . . . . . . . . . 50 One Use Only . . . . . . . . . . . . . . . . . . . 5
Hatred . . . . . . . . . . . . . . . . . . . . . . . . 96 Magical Move . . . . . . . . . . . . . . . . . . 50 Opaque Terrain . . . . . . . . . . . . . . . . 76
Make Way . . . . . . . . . . . . . . . . . . . . . 89

Contents Pre-Game Sequence Victory Conditions 101 Terrain Model Rules Index
Open Lists . . . . . . . . . . . . . . . . . . . . . 26 Removing Casualties . . . . . . . . . . . 69 Stubborn . . . . . . . . . . . . . . . . . . . . . . 85
Open Terrain . . . . . . . . . . . . . . . . . . 77 Replicable Spells . . . . . . . . . . . . . . 47 Suits of Armour . . . . . . . . . . . . . . . 91
Ordering the Charge . . . . . . . . . . . 89 Rerolling Dice . . . . . . . . . . . . . . . . . . 6 Summoned Units . . . . . . . . . . . . . . 51
Overkill . . . . . . . . . . . . . . . . . . . . . . . 61 Resilience (Res) . . . . . . . . . . . 13, 17 Supernal . . . . . . . . . . . . . . . . . . . . . . 85
Overruns . . . . . . . . . . . . . . . . . . . . . . 62 Resolving Spells . . . . . . . . . . . . . . . 48 Supporting Attacks . . . . 58, 74, 96
Restrain Pursuit Test . . . . . . . . . . 62 Sweeping Attack . . . . . . . . . . . . . . . 98
P Rider . . . . . . . . . . . . . . . . . . . . . . . . . 75 Swift Reform . . . . . . . . . . . . . . . . . . 85
Rolling Dice . . . . . . . . . . . . . . . . . . . . 5 Swiftstride . . . . . . . . . . . . . . . . . . . . 85
d
Paired Weapons . . . . . . . . . . . . . . . 92 Round Bases . . . . . . . . . . . . 8, 10, 53 Swirling Melee . . . . . . . . . . . . . . . . 58
Panic Test . . . . . . . . . . . . . . . . . . . . . 71 Round of Combat . . . . . . . . . . . . . . 57
Round of Combat Sequence . . . . 57
Parry . . . . . . . . . . . . . . . . . . . . . . . . . 91
Ruins . . . . . . . . . . . . . . . . . . . . . . . . . 78 T
Paths of Magic . . . . . . . . . . . . . 45, 45
d
Permanent . . . . . . . . . . . . . . . . . . . . 48 Tall . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Personal Protections . . . . . . . . . . . 91 S Target Facing . . . . . . . . . . . . . . . . . . 53
Pistol . . . . . . . . . . . . . . . . . . . . . . . . . 92 d
Terrain . . . . . . . . . . . . . . . . . . . . . . . . 76
Pivots . . . . . . . . . . . . . . . . . . . . . . . . . 44 Scoring . . . . . . . . . . . . . . . . . . . . . . . 84 Terrain Features . . . . . . . . . . . . . . . 77
Plate Armour . . . . . . . . . . . . . . . . . . 91 Scoring Units . . . . . . . . . . . . . . . . . . 84 Terrain Types . . . . . . . . . . . . . . . . . 76
Player Turn . . . . . . . . . . . . . . . . . . . . . 5 Scout . . . . . . . . . . . . . . . . . . . . . . . . . 84 Terror . . . . . . . . . . . . . . . . . . . . . . . . . 86
Poison Attacks . . . . . . . . . . . . . . . . . 97 Secondary Objectives . . . . . . 29, 73 Throwing Weapons . . . . . . . . . . . . 92
Post-Combat Pivot . . . . . . . . . . . . . 64 Secure Target . . . . . . . . . . . . . . . . . . 30 To-Hit Modifiers . . . . . . . . . . . 53, 59
Post-Combat Reform . . . . . . . . . . . 64 Set to a Fixed Number . . . . . . . . . 15 To-Hit Rolls . . . . . . . . . . . . . . . . . . . 59
Power Level . . . . . . . . . . . . . . . . . . . 49 Setting up a Game . . . . . . . . . . . . . 19 To-Hit Table . . . . . . . . . . . . . . . . . . . 59
Pre-Game Sequence . . . . . . . . . . . 27 Shaken . . . . . . . . . . . . . . . . . . . . . . . . 71 To-Wound Rolls . . . . . . . . . . . . . . . 17
Priority of Modifiers . . . . . . . . . . . 15 Shield . . . . . . . . . . . . . . . . . . . . . . . . . 91 To-Wound Table . . . . . . . . . . . . . . . 17
Protean Magic . . . . . . . . . . . . . . . . . 83 Shooting (Attack Attribute) . . . . 94 Towering Presence . . . . . . . . . . . . 86
Psychology . . . . . . . . . . . . . . . . . . . . 71 Shooting Attacks . . . . . . . . . . . . . . 16 Toxic Attacks . . . . . . . . . . . . . . . . . . 97
Pursuing off the Board . . . . . . . . . 64 Shooting Phase . . . . . . . . . . . . . . . . 52 Turns . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Pursuit Moves . . . . . . . . . . . . . . . . . 63 Shooting To-Hit Modifiers . . . . . . 53 Two-Handed . . . . . . . . . . . . . . . . . . 97
Pursuits . . . . . . . . . . . . . . . . . . . . . . . 62 Shooting Weapons . . . . . . . . . . . . . 92 Types . . . . . . . . . . . . . . . . . . . . . . . . . 74
Short Range . . . . . . . . . . . . . . . . . . . 53
Q Shots . . . . . . . . . . . . . . . . . . . . . . . . . 52
U
Simultaneous Effects . . . . . . . . . . . . 5
d
Quick to Fire . . . . . . . . . . . . . . . . . . 97 Single Model Units . . . . . . . . . . 7, 43 d
Unbreakable . . . . . . . . . . . . . . . . . . 86
Siphon the Veil . . . . . . . . . . . . . . . . 45
Undead . . . . . . . . . . . . . . . . . . . . . . . 86
Skirmisher . . . . . . . . . . . . . . . . . . . . 84
R Soft Cover . . . . . . . . . . . . . . . . . . . . . 53
Undeployable Units . . . . . . . . . . . . 31
Unit Arcs . . . . . . . . . . . . . . . . . . . . . . . 8
d Spacing . . . . . . . . . . . . . . . . . . . . . . . 12
R&F . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Unit Boundary . . . . . . . . . . . . . . . . . . 8
Spear . . . . . . . . . . . . . . . . . . . . . . . . . 92
Raise Health Points . . . . . . . . . . . . 51 Unit Entries . . . . . . . . . . . . . . . . . . . 21
Special Attacks . . . . . . . . . . . . . . . . 98
Rally Around the Flag . . . . . . 72, 84 Unit Facings . . . . . . . . . . . . . . . . . . . . 8
Special Deployment
Rally Test . . . . . . . . . . . . . . . . . . . . . 42 Unit Spacing . . . . . . . . . . . . . . . . . . . 12
. . . . . . . . . . . . . . 30, 31, 80, 84, 86
Rallying Fleeing Units . . . . . . . . . . 42 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Special Items . . . . . . . . . . . . . . . . . . 99
Random Characteristics . . . . . . . . 13 Universal (Spell Type) . . . . . . . . . 48
Special Saves . . . . . . . . . . . . . . . . . . 18
Random Directions . . . . . . . . . . . . . 6 Universal Rules . . . . . . . . . . . . . . . . 80
Spell Casting . . . . . . . . . . . . . . . . . . 48
Random Movement . . . . . . . . . . . . 84 Unstable . . . . . . . . . . . . . . . . . . . . . . 86
Spell Classification . . . . . . . . . . . . . 47
Range X″ (Spell Type) . . . . . . . . . . 47 Unwieldy . . . . . . . . . . . . . . . . . . . . . . 97
Spell Duration . . . . . . . . . . . . . . . . . 48
Ranged Attacks . . . . . . . . . . . . . . . . 16
Spell Effect . . . . . . . . . . . . . . . . . . . . 46
Rank Bonus . . . . . . . . . . . . . . . . . . . 61
Rank-and-File (R&F) . . . . . . . . . . . . 8
Spell Properties . . . . . . . . . . . . . . . 46 V
Spell Selection . . . . . . . . . . . . . . . . . 30 d
Ranks . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Vanguard . . . . . . . . . . . . . . . . . . . . . . 86
Spell Types . . . . . . . . . . . . . . . . . . . . 47
Reactive Player . . . . . . . . . . . . . . . . . 5 Veil Token Limits . . . . . . . . . . . . . . 45
Spells . . . . . . . . . . . . . . . . . . . . . . . . . 45
Rear (Unit) . . . . . . . . . . . . . . . . . . . . . 8 Veil Tokens . . . . . . . . . . . . . . . . . . . . 45
Splitting Combat . . . . . . . . . . . . . . . 62
Rear Bonus . . . . . . . . . . . . . . . . . . . . 61 Victory Conditions . . . . . . . . . . . . . 73
Spoils of War . . . . . . . . . . . . . . . . . . 29
Rear Rank . . . . . . . . . . . . . . . . . . . . . . 8 Victory Points (VP) . . . . . . . . . . . . 73
Stand and Shoot . . . . . . . . . . . . . . . 33
Recover Health Points . . . . . . . . . 51 Volley Fire . . . . . . . . . . . . . . . . . . . . . 97
Stand Behind . . . . . . . . . . . . . . . . . . 85
Redirecting a Charge . . . . . . . . . . . 33 Volley Gun . . . . . . . . . . . . . . . . . . . . 93
Standard (Height) . . . . . . . . . . . . . 74
Reform . . . . . . . . . . . . . . . . . . . . . . . . 43
Standard Bearers . . . . . . . . . . 61, 90
Refused Flank . . . . . . . . . . . . . . . . . 28
W
Steadfast . . . . . . . . . . . . . . . . . . . . . . 61
Refusing a Duel . . . . . . . . . . . . . . . . 60
Stomp Attacks . . . . . . . . . . . . . . . . . 98
Reload . . . . . . . . . . . . . . . . . . . . . . . . 97 d
Strength (Str) . . . . . . . . . 13, 16, 17 Walls . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Removing as a casualty . . . . . . . . 68
Strider . . . . . . . . . . . . . . . . . . . . . . . . 85

Contents Pre-Game Sequence Victory Conditions 102 Terrain Model Rules Index
War Machine . . . . . . . . . . . . . . . . . . 87
War Platform . . . . . . . . . . . . . . . . . . 87
Warbands . . . . . . . . . . . . . . . . . . . . . 21
Water Terrain . . . . . . . . . . . . . . . . . 78
Weapon Enchantments . . . . . . . . 99
Weapon Master . . . . . . . . . . . . . . . . 97
Weapons . . . . . . . . . . . . . . . . . . . . . . 92
Wearer . . . . . . . . . . . . . . . . . . . . . . . . 99
Wheels . . . . . . . . . . . . . . . . . . . . . . . . 44
Wielder . . . . . . . . . . . . . . . . . . . . . . . 99
Winning a Round of Combat . . . . 61
Winning the Game . . . . . . . . . . . . . 73
Wizard Adept . . . . . . . . . . . . . . . . . 87
Wizard Apprentice . . . . . . . . . . . . . 87
Wizard Conclave . . . . . . . . . . . . . . . 87
Wizard Master . . . . . . . . . . . . . . . . . 87
Wizards . . . . . . . . . . . . . . . . . . . . . . . 45
Wounds . . . . . . . . . . . . . . . . . . . . . . . 17

Contents Pre-Game Sequence Victory Conditions 103 Terrain Model Rules Index

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