T9a-Fb 2ed Rulebook 2 en
T9a-Fb 2ed Rulebook 2 en
T9a-Fb 2ed Rulebook 2 en
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
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
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.
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.
Rear Arc
Rear Facing B
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.
a) b) c) d)
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.
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.
Attacks
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
1 4 4 2 Light Armour
Offensive Att Off Str AP Agi
• 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).
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
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
Height Large
Winged Monkey Chariot a Type Construct
0–1 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
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
>1/4
(>18″)
>12″
>12″ >9″
>1/4
>9″
(>18″)
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).
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.
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
a) b1) b2)
B
B
a rg
e! B
Ch
A
A A
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
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
A
A C A C C
E E
D D D E
Charge!
F F
F
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
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)
G C
d
• 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.
a) b) c)
5″ ∼17″
2″ 4″ 4″
∼11″
B
A 6″
3″
2″
C 4″
∼12.5″
3″ 1.5″
∼12″
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.
1 Water Jet
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, and Magical Attacks.
Missile
Figure 27: Spell Properties in The 9th Age: Fantasy Battles – Arcane Compendium.
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.
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.
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.
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.
Not within
Within Line of Sight
Line of Sight
Within Line of Sight
A
Height: Large
No cover
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.
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.
a) b)
A B A B
C D C D
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
C
5″
c)
2 C
5″
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
9″
H
• 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
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.
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
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.
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
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.
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.
B
12.5 mm 12.5 mm 𝐶2
12.5 mm 𝐶1 𝐶1
A A
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.
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.
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.
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
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).
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.
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.
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
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