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FantasyBattles

th

The9 Age
Rulebook
Version1.0.030April2016

TableofContent
Introduction
WhatisFantasyBattles:The9thAge?
TheScaleoftheGame

Models,UnitsandFormations
Models
Units

GeneralPrinciples
Turn
Dice
Templates

BattlefieldLogistics
Distances
LineofSight
UnitSpacing
BoardEdge

Characteristics
TheCharacteristicsProfile
PerformingaCharacteristicTest

SettingupaGame
BuildinganArmy
ArmyRestrictions
WarbandsandGrandArmies
HiddenorOpenLists?

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ThePreGameSequence 19

Content

DeploymentPhase

MovementPhase
TheMovementPhaseSequence
Charges
CompulsoryMove
RemainingMoves
PivotsandWheels

MagicPhase
Wizards
Spells
MagicPhaseSequence
SpellcastingSequence
Miscast
PathAttributes
BoundSpells
MagicalEffects

ShootingPhase
ShootingPhaseSequence
ShootingToHitRolls

CloseCombatPhase
CloseCombatPhaseSequence
RoundofCombatSequence
WinningaRoundofCombat
BreakTest
PursuitsandOverruns
CombatReform

AttacksandDamage
AttackSequence
DistributeHits
ToWoundRolls
ArmourSavesandModifiers
RegenerationandWardSaves
InflictingWounds
RemovingCasualties
PanicTest

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TroopTypes
ModelsonFootandMounted
TroopTypeRules

MundaneEquipment
CloseCombatWeapons
ShootingWeapons
ArtilleryWeapons
ArmourTypes

Characters
LoneCharacters
CharactersJoinedtoUnits
TheGeneral
TheBattleStandardBearer
Challenges

CommandGroup
Musician
StandardBearer
VeteranStandardBearer
Champion

Terrain
TerrainTypes
TerrainFeatures

ScoringandVictoryConditions
ScoringVictoryPoints
WhoistheWinner?

SpecialRules
ApplyingspecialRules

MagicalItems
ListofCommonMagicalItems

Summaries

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80
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SpecialRulesSummaries

Resources
FIGURES
DeploymentTypes
AligningChargers
PivotsandWheels
Cover
WhoCanStrike
Pursuits
CharactersinFrontRank
Skirmishers

CHARGEREACTIONS
ChargeReactions

MAGICALEFFECTS
MagicalMove
RecoverWounds
RaiseWounds
SummonedUnits

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26
32
44
49
57
78
98

25

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41
41
41

TROOPTYPES
TroopTypes

CHARACTERS
TheGeneral
TheBattleStandardBearer

COMMANDGROUP
CommandGroup

MUNDANEEQUIPMENT
CloseCombatWeapons
ShootingWeapons
ArtilleryWeapons
TheMisfireTable
ArmourTypes

VICTORY
SecondaryObjectives
VictoryPointsTable

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80

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71
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75

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89

COMMONMAGICALITEMS
MagicalWeapons
MagicalArmour
Talismans
EnchantedItems
ArcaneItems
MagicalStandards

TERRAINTYPES
TerrainTypes
TerrainFeatures
Buildings

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108
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Summaries

ListofSpecialRules
Ambush
ArmourPiercing(X)
Bodyguard(X)
BreathWeapon(X)
CannotMarch
Channel
CrushAttack
DaemonicInstability
DevastatingCharge
Distracting
DivineAttacks
Engineer
Ethereal
FastCavalry
Fear
FightinExtraRank
Fireborn
FlamingAttacks

Flammable
Fly(X)
Frenzy
GrindingAttacks(X)
HardTarget
Hatred
Hellfire
Hidden
ImmunetoPsychology
ImpactHits(X)
Insignificant
LargeTarget
LethalStrike
LightTroops
LightningAttack
LightningReflexes
MagicResistance(X)
MagicalAttacks

Metalshifting
MoveorFire
MultipleShots(X)
MultipleWounds(X,Y)
NotaLeader
Otherworldly
Pathmaster
PoisonedAttacks
QuicktoFire
RandomAttacks(X)
RandomMovement(X)
Regeneration(X)
Reload!
RequiresTwoHands
Scout
Skirmishers
Stomp(X)
Strider

Stubborn
Stupidity
Swiftstride
SweepingAttack
Terror
ThunderousCharge
ToxicAttacks
Unbreakable
Undead
Unstable
Unwieldy
Vanguard
VolleyFire
WarPlatform
WardSave(X)
WeaponMaster
WizardConclave(Spells)

SpecialRulesSummaries

Content

Introduction
WhatisFantasyBattles:The9thAge?
Fantasy Battles: The9th Age,oftensimplycalledThe9thAge,is acommunitymademiniatureswargameinwhichtwo
grandarmiesclashinan epic battle forpowerorsurvival. Eacharmycan becomposedof simplefootsoldiers, skilled
archers, armourclad mounted knights, powerful wizards, legendary heroes, epicmonsters,hugedragons, and more.
The game takesplaceona 4 by6 foot battlefield andusessixsided dice toresolve differentactions such ascharging
intobattle,lettingarrowsloose,orcastingspells.

Allrelevantrules,aswellasfeedbackandsuggestions,canbefound/givenhere:
http://www.theninthage.com/

Tomakethetransitioneasierforveteranplayers,wehavecolourcodedthemostrelevantchanges(from8thedition)in
blue.

RecentRulesChangesarecolourcodedingreen.Allchangescanbefoundinthechangelog
http://www.theninthage.com/pdf/archive/

CopyrightCreativeCommonslicense:theninthage.com/license.html

Content

SpecialRulesSummaries

TheScaleoftheGame
Playingtabletop wargamesisoftenan exerciseinabstractthought,especiallywhenitcomestomassbattlegameslike
The9thAge. Assuchthere isnoprescribedscalewhileplayingThe9thAge;asingleminiaturecouldrepresentasingle,
a dozenorevenahundredwarriors.Thoughplayersarewelcometointerpretthescale astheylike,thedistancesused
intherulesdonot seem realisticifthe scaleof1:1comparedtotheactual sizeoftheminiaturesisusedforthegame.
The scale of miniatures used forThe9thAge isroughly1:72whencomparedtoreallife sizedequivalents.Based on
that,1inthegamewouldberoughlyequalto1.5metersinreallife. Anaveragehumanlikecreatureinthegamehasa
movement value of 4 which means that in a singlemovementphaseitwouldmove only 6meters (12if marching).
Likewise a ranged weapon like a longbow has an effective range of 30 in the game whichwouldequal roughly 45
meters,whichis5timesshorterthantheaveragehistoriceffectiverangeoftheweaponofaround250meters.

For example,playerscould use the historicrange of thelongbowtodeterminewhatkindofdistance1represents ina


game. Inthat case 1 would beslightlymorethan8 meters andbe muchclosertorepresentingthedistancesassumed
whenwritingtherulesforthisgame.

Justaswe canimaginethat thecombatantsinthegameareactuallysmallerthantheminiaturesthatrepresentthem,so


we canimaginethatasingle miniature does notnecessarilyrepresent asinglewarrior.Beingabstractwecouldimagine
a unitof10eliteelven warriorsrepresenting exactly10elves,orsomeothergroupsizelike20,50or100.At thesame
timea unitof10weedygoblin runts couldjust represent10goblins,butismore likelytorepresentsomelarger group
like 100, 200or 500ofthelittle creatures.At thispoint onemayask aboutcharactersandmonsters.Thesemodelsare
meant to represent exceptional individuals and especially potent creatures that are worth entireregimentsontheir
own.Ifitiseasiertocometotermswith,aminiatureofacharactercould representnotjustthecharacteritselfbutalso
hisbodyguardsandassortedstaffthatmightfollowsuchaherotobattle.

In the same vein,thepiecesof terraincouldbeviewedtorepresentexactlywhatthey are,buttheycouldalsobevisual


representations offargreater thingsforthepurposeofthegame.So acopseof trees couldrepresentaforest,astream
couldactuallybeawideriver,asinglehousecouldbeinplaceofahamlet,whileatowercouldrepresentakeep.

As for the timescale of the game we believe it is even more arbitrary than the size scaleofthegame. Theactionof
moving in the movement phase could take several minutes of real time while casting spells in the magic phase or
shootingintheshooting phasecould benearinstantaneousevents.Likewisetheactionsofthetwounitsclashinginthe
close combat phase could represent only a few heart beats in real time, while a challenge between two mighty
individuals could be a drawn combat, lasting minutes or more. Therefore noquantitativevaluecan beassigned toa
gameturnorturnsubphase.

We are nothereto tell playershow toimaginetheirfightsor how many individualseachminiatureshouldrepresent,


butwebelievethat aneasyequationof1being roughlyequalto 10metersisagoodrepresentationofthesizeofthe
gamewe are creating. Anaveragegame willbeplayedona72x48table,and thusrepresentsareallifeareaof720by
480 metersorroughly50footballpitches.Inmedievaltimes(the closest thingwehaveto ourfantasyworld)thiswould
represent an average sized battlefield where two forces with soldiers numbering from a few hundred to several
thousandwouldmeet.

Content

SpecialRulesSummaries

Models,UnitsandFormations
Models
Models represent fighting warriors, monsters and spellcasters. Everything that is standing on the same base is
considered the same model (e.g. a dragon and its rider or a Cannon and its three crewmen are considereda single
model).

BasesandBaseContact
Allmodels areplacedona square,rectangular orroundbase.Theextentofthemodelisconsideredto beits base.Base
sizesaregiven astwo measurementsinmillimetres:frontwidthxsidelength.(Forexample,thenormalcavalrybaseis
25x50mm). In some rare cases models have round bases. In these cases, only as single measurement is given: the
diameterofthebase.(Forexample,astandardWarMachinebaseisaround60mmbase).

Twomodelsareconsideredtobeinbasecontactwitheachotheriftheirbasesaretouchingoneanother,including
cornertocornercontact.

MultipartModels
Modelswith morethanone CharacteristicsProfile are calledMultipartModels.Forexample, acavalrymodelisamodel
with two parts (the rider and its mount), a chariot can be described as a single modelconsisting offiveparts (two
horses, two crewmen andonechariotchassis),whileanormal foot soldierisa model whichconsistsof asinglepart.
EachpartofsuchamodelhasitsownCharacteristicsProfileandcanbereferredtoasa"modelpart".

Units
Allmodels arepartofaunit. A unitiseithera groupof modelsdeployedina formationconsisting ofranks (alongthe
widthoftheunit)andfiles(alongthelengthoftheunit)orasinglemodeloperatingonitsown.Wheneverarule, ability,
spell and so on affects a unit, allmodelsintheunit are affected. Whenforming aunit,all modelsin the unitmustbe
perfectly aligned in base contact with each other and face the same direction. Allranksmustalways havethesame
width,except the lastrankwhichcanbe shorterthantheotherranks;ifso, thisiscalledanincompleterearrank.Note
that itsperfectlyfine for thelastranktohaveemptygapsinit,aslongasthemodelsarealignedwiththoseoftheother
ranks.

RankandFile
NormalmodelsinaunitarecalledRankandFilemodels(R&F).CharactersarenotR&Fmodels,butallothermodels
are.

FullRanks
AFullRankisanyrankwhichisatleast5modelswide.Someunits(suchasMonstrousInfantry)requirefewerthan5
modelstoformaFullRank,seeTroopTypessectionfordetails.

Content

SpecialRulesSummaries

HordeFormation
Unitsinranksof10ormoremodels(6ormoreinthecaseofMonstrousRanks)areconsideredtobeinHorde
Formation.

Footprint
Aunit'sFootprintistheareaoccupiedbythecombinedbasesofallthemodelsinaunit.

CentreofUnit
Aunit'sCentreis defined bydrawing animaginaryrectanglearoundtheouteredgesoftheunit'sFootprint.TheCentre
ofthisboxisconsideredtobetheCentreoftheunit.

UnitFacingandArcs
Aunit has4arcs: front,rear,andtwoflanks.Eacharcisdetermined byextendingastraightlinefromthecornersofthe
unit'sbases,ina135 angle from the unit's front (forthefrontarc),rear(forthereararc)orflanks(forthe flankarcs),
see figure 1. Units on round bases don'thave arcs(theycan draw Line of Sight from anypointontheirbases,inany
direction).

Figure1
This unit has 3 ranks and 5 files. The
base on the side is a Character with a
Mismatching base that has joined the
unit. The last rank is incomplete and
only contains 3 models. The unit's
Footprint is the area occupied by the
bases of all the models within the unit
(the green area). TheCentre oftheunit
is the centre of the rectangle drawn
around its outer edges (marked with a
red x). The front, side andrear arcs are
defined by using a 135 angle fromthe
unit'sedges.

Content

SpecialRulesSummaries

GeneralPrinciples
Turn
Fantasy Battles: The9thAgeisaturnbasedgame.Astandardgamelastsfor6GameTurns.Oneplayer hasthe firstturn
(calledaPlayer Turn),in whichtheyusetheirunitstomoveand attack.Afterthis,theotherplayerhastheirfirstPlayer
Turn. When this comes to an end, Game Turn 1 iscompleted.In GameTurn 2, thefirstplayer nowhastheirsecond
PlayerTurn,andsoon,untilbothplayershavecompleted6PlayerTurns.Thismarkstheendofthegame.

PlayerTurn
EachPlayerTurnisdividedintofourPhases,performedinthefollowingorder:

MovementPhase

MagicPhase

ShootingPhase

CloseCombatPhase

ActiveandReactivePlayer
TheActivePlayeristheplayerwhoseturnitcurrentlyis.
TheReactivePlayeristheplayerwhoseturnitcurrentlyisnot.

SimultaneousEffects
Whenever twoormore effectshappen atthesametime,andthe ordermatters,resolveeffectscontrolledbytheActive
Player first. Each player is free to decideinwhichordertheirownsimultaneousabilitiesresolve. If thereis a choice
involved(such as abilitiesthatmayormaynot beactivated), theActivePlayermustdeclaretheusageoftheirabilities
before the Reactive Player. Once bothplayershave declared the usageoftheirabilities,theeffectsoftheabilitiesare
resolved, startingwiththeonesoftheActivePlayer.Forexample,ifbothplayershaveabilitiesthat maybeactivatedat
thebeginningoftheMagicPhase,theplayerwhose MagicPhaseitismustchoosefirstiftheyareusingtheirabilitiesor
not.ThentheReactivePlayer canchoose ifthey are usingtheir abilitiesornot.Afterthis,theeffectsoftheabilitiesfrom
bothsidesareresolved,startingwiththeActivePlayer'sabilities.

Content

SpecialRulesSummaries

Dice
RollingDice
In FantasyBattles:The9thAge, dice are oftenused todetermine random outcomes.Themostcommonly usedtypeis
thesixsideddice,named"D6",witha rangefrom 1 to6.Theeffectsofa diceroll are oftendependingonwhetherthe
rolledvalueisequal toorhigherthanasetvalue(suchas adicerollthatissuccessfulifthe dicerolls3or higher).This
isoftenreferred toas a3+(or 2+, 4+, 6+, etc.). Sometimes,youarecalled upontorollmorethanoneofthese diceat
the same time. This is represented by a number before the type of dicerolled,such as 3D6,which meanstoroll 3
sixsideddiceand addtheresultstogether.Onotheroccasions, adicerollmaybemodifiedbyadding orsubtractinga
number,such as D6+1.Insuch cases,simplyaddtherelevantnumbertoorsubtract it from the resultoftheroll.Lastly,
some effects in the game call for rerolling certain dice, suchas failed towoundrolls,or WardSaveresultsof'1'.
Whenyouencountersuchsituations,rerolltherelevantdice.

Dicecanonlybererolledonce.Thesecondresultisfinal,nomatterthecause/sourceorresult.

Thegamesometimes requirestorollaD3.ThisisperformedbyrollingaD6andthenhalvingtheresult,roundingup,so
that the result can only end up being 1, 2 or 3. If the game requires anatural1or anatural6whenrolling D3,it
alwaysreferstothevalueoftheD6beforehalving.

TheScatterDice
TheScatter Dice isaspecial sixsideddicewithtwosidesmarkedwith"Hit"andfour sidesmarkedwithanarrow.This
diceistypicallyusedinasituationwhereaprojectileorspelleffectcomeswithariskofdeviatinginarandomdirection.

Scatter
WhenyouarecalledupontoScatteranobject (forexample"ScatteraTemplateD6"),
roll theScatter Dice.If aHit symbolisrolled,donotmovetheobject.Ifanarrowis
rolledthenroll the specifieddeviationdistance(D6inthiscase)andmovetheobject
bythatnumberofinches inthedirectionpointedbytheScatterDice.Notethatthisis
notthesamethingasrandomizingadirection.

RepresentingtheScatterDicewithastandardD6
Alternatively a Scatter Dice can be represented by rollingastandardsixsideddice
andusingtheside withasingledottorepresentthedirectionofanarrowasdepicted
onFigure2.Rolling a resultof1or6isconsidereda"Hit"with nodeviation. Since
1and6areonoppositefacesona standarddice,anyresultotherthan1or6can
beinterpretedasanarrow.

Figure2
TwodifferentwaysofrepresentingaScatterDice.

RandomDirection
Certainrulesmay asktheplayer todetermine arandomdirection.Insuchcases,roll theScatterDiceuntilanarrowis
rolledandthenusethedirection inwhichitpoints. IgnoreanyHitresult;inthisspecialcaseyouare allowedtoreroll
an already rerolleddice. SomeScatterDice featurea small arrow within the Hitsymbol.If thatisthecaseyou donot
needtorerollHitresults,simplyusethesmallarrowtodeterminethedirection.

Content

SpecialRulesSummaries

Templates
Templates are used to determine areas of effect. There are several different types and sizes ofTemplates.The most
commonly used Templates are 3 and 5 Templates. These are diskshaped Templates with a 3 and 5 diameter
respectively. Other less commonly used Templates include the 1 roundTemplate(called 1 Template)andtheLine
Template (used forCannonsandsome spells).Whendetermining how many modelsarebeneath(ortouchedby)the
Template, hold the appropriate Template over the target toseewhichmodelbasesaredirectly underneath it.Ifany
part of a models base is beneath a Template (however small that part is), that model counts as being under the
Template. Any given pointona Templatecan onlyever bein contact with onebase.Themodelbasesarebasedonthe
metric system, while the Template sizes are in inches. This means, for example, that a 3 Template is capable of
touchingthebasesof5linedupmodelswith25mmbases(3=7.62cm).

TemplateHits
Thisdiagramshowsthemaximumnumberofmodelsthatcanbehitforeachtemplatesize.Greenbasesare20x20mm,
magentabasesare25x25mm,cyanbasesare40x40mmandorangebasesare25x50mm.

LineTemplate
ALineTemplateisastraightlinedrawnbetweentwopoints.Allmodelsunderneaththislineareconsideredunderthe
Template.Alternatively,thenumberofmodelshitbyaLineTemplatecanbedeterminedbyaddingupthenumberof
ranksandthenumberoffilesoftheformationthataretouchedbytheline,andsubtractone.

Content

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SpecialRulesSummaries

BattlefieldLogistics
MeasuringDistances
The measuringunit in FantasyBattles:The9thAge, isthe inch (").An inchcorrespondsto2.54cm. All distancesand
ranges are indicatedandmeasuredininches. Todeterminethe distancebetweentwopointsontheBattlefield(ortwo
units, or any other elements), you must always measure from the closest points, even if the lineofmeasuringgoes
throughanykindofinterveningorobstructingelement.Ignoresuchobstructionsforthepurposesofmeasurement.

Therulesoftenrefertothingsbeingwithinacertaindistance.Measurethedistancebetweentheclosestpoints.Ifthis
distanceislessthanthegivenrange,theyareconsideredtobewithinrange.Thismeansthatamodelisalwayswithin
rangeofitselfandthattheentiremodel/unitdoesnotneedtobewithinrange,onlyafractionofit.

Playersarealwaysallowedtomeasureanydistanceatanytime.

LineofSight
Amodelcantrace aLineofSighttoitstarget(a pointormodel)if youcan extenda straightline from the front ofits
base directlyto itstarget,withoutgoing outside of the model'sfrontarc,and without beinginterruptedby Obscuring
Terrain or by the base ofa modelwhichhasa largerHeightthanboth the unitanditstarget.Models inbackranks
always draw Lineof Sight as ifthey were in thefrontrank,in thesame file(s)theyarein. Aunitisconsideredtohave a
LineofSightto atargetif oneor moremodelsintheunithasLineof Sight.Modelsina unitneverblockLineofSightto
othermodelsinthesameunit.

ModelHeight
ModelsaredividedintothefollowingthreeHeights:

Small
AnymodelwithoneofthefollowingTroopTypes:Infantry,WarBeast,SwarmandWarMachine.

Medium
AnymodelwithoneofthefollowingTroopTypes:Cavalry,MonstrousInfantry,MonstrousBeast,MonstrousCavalry
andChariot.

Large
AnymodelwiththeLargeTargetspecialrule.

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SpecialRulesSummaries

UnitSpacing
All units must under normal circumstances beseparatedbymorethan 1from any otherunits(friendsorfoes)and
fromImpassableTerrain.Aunit maycomewithinofthese elementsduringthecourseofamovebutmustbekept
more than 1awayoncethemoveends.Certain formsofmovement arespecificallyallowedtobreakthisspacingrule,
with thebest examplebeinga chargewhichallowsaunittoengageenemiesinCloseCombat.Othertypesofmovesmay
allow aunitto come closerthan1to friendlyunitsorImpassable Terrain butonlyachargeallowsdirectcontact with
enemy units. If a unit is allowed to temporarilybreakthespacingrule for onereasonoranother,itignorestheUnit
Spacingrule withregards tothe unitor Impassable Terrain thatitiscloser than1to,foraslongasitremainscloser
than1 to this (it mayhoweverstill notmove intobasecontactwithanenemyunit withoutcharging it).Oncetheunits
areseparatedbymorethan1,theUnitSpacingruleautomaticallybeginstoapplyagain.

BoardEdge
The board edge represents the boundariesofthegame. Modelscanmovetemporarilyoutside theboardedge onthe
conditionthatno morethan50%ofanymodel's Footprint isoutsidetheboardand as long as the movedoesnot end
with any partof the model outside the board.Templates canbepartiallyoutsidetheboardandstillaffectmodelswith
thepartsoftheTemplatethatarestillontheboard.

Content

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SpecialRulesSummaries

Characteristics
TheCharacteristicsProfile
EachmodelparthasaCharacteristicsProfile,whichcontains9differentCharacteristics:

M Movement
WS WeaponSkill
BS BallisticSkill

Themovementspeedofthemodel,ininches.
Howlikelyitisforthemodeltolandhitsandavoidbeinghitinclosecombat.
Howlikelyitisforthemodeltolandahitwithrangedweapons.

S Strength

Thehigherthestrength,theeasieritistowoundothermodelsandcrusharmour.

T Toughness

Ahightoughnessallowstowithstandblowsmoreeasily.

W Wounds

Whenthemodellosesthismanywounds,itisremovedasacasualty.

I Initiative
A Attacks

Modelswithahigherinitiativestrikefirst.
Thenumberoftimesthemodelcanattackinclosecombat.

Ld Leadership

Showsthemodel'sdisciplineandabilitytostandandfight.

AllCharacteristicshaveanumericvaluebetween0and10andcannevergooutsidethisrange.

Valueof0
WhenaCharacteristicvalueis0,itcanalsobelabelledasadash()oranasterisk*.

0WeaponSkill ThemodelpartisautomaticallyhitinCloseCombatandcanonlyhitinCloseCombaton6+.
0BallisticSkill ThemodelpartcannotuseShootingWeapons.
0Strength

AttackswithStrength0cannotwound.

0Toughness

AttacksrollingtowoundagainstamodelwithToughness0woundon2+.

0Wounds

AmodelwithitsWoundsreducedto0isremovedasacasualty.

0Attacks

AmodelpartwithanunmodifiedAttacksof0cannevermakenormalCloseCombatAttacks.

Content

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SpecialRulesSummaries

PerformingaCharacteristicTest
To perform aCharacteristic Test,roll aD6.If theresult islessorequalthanthetestedCharacteristic,thetestispassed.
Otherwisethetestisfailed.Atestalwaysfailsontheresult of6.Thismeansthatmodelsthat haveaCharacteristicwith
avalueof0willautomaticallyfailCharacteristicTeststargetingthatCharacteristic.

When a model with more than one value of a Characteristic (such as a horse and its rider) is calledupontotakea
Characteristic Test,takea singletestforthecombinedmodel,usingthehighestCharacteristicavailable.When aunitas
awholetakesaCharacteristicTest,usethehighestvalue.

UsingUnmodifiedCharacteristics
An unmodified Characteristicistheexactvaluethat can beread on aunitprofilewhenignoringanymodificationfrom
equipment, spells and rules. The only exceptions are Characteristic changes made when building the army, such as
upgrading a model to a veteran', thereby granting for example +1 Strength on its profile. Such a modification is
consideredincludedinthemodel'sunmodifiedCharacteristic.

UsingBorrowedCharacteristics
In certain situations a model may borrow or use the Characteristic of another model. In this case the value of the
borrowed Characteristicistakenafterapplying anymodificationfromequipment,spellsorspecialrules thattheowner
oftheCharacteristicis subjectto.Modificationfromequipment,spellsorspecialrulesthataffectstheunit willthenbe
appliedtothis(followingtherulesforPriorityofModifiersbelow).

PerformingaLeadershipTest
To perform a Leadership Test the player rolls 2D6 and compares the result with the LeadershipCharacteristic of a
model. Ifthe rollresult is equalor less then the Leadership value,thetestispassed.Otherwise,theTestisfailed.Ifa
unit takes a Leadership Test and more thanone Leadershipvalue isavailable (forexample when aCharacterjoinsa
unit),theplayermaychoosewhichLeadershipvaluetouse.

There are many different game mechanics that may call for a LeadershipTest, suchasperforming aPanicTestor a
Break Test. All such game mechanics are Leadership Tests, regardless of any additional rules and modifications
describedintherelevantsectionsoftherulebook.

PriorityofModifiers
WhenCharacteristicsaremodified,themodifiersareappliedinastrictorder:
1. Characteristicsborrowed*orsettocertainvalues(suchasInspiringPresenceorafailedFearTest)
2. Multiplications(suchashalved,doubledormultipliedby3).Unlessnotedotherwise,roundfractionsup.
3. AdditionandSubtraction(suchas1or+3).

*IftheCharacteristictobeborrowedismodified,applythesemodifiersbeforeborrowingtheCharacteristic.

If several modifications within the same group are to be applied, first apply modifications without a
maximum/minimum value,thenapplymodificationswitha maximum/minimumvalue(forexample, "1Initiative,to a
minimum of 1"). After that, apply modifications chronologically, starting with the modifier that was applied first.
RememberthatCharacteristicscannever(noteventemporarily)bemodifiedtoabove10orbelow0.

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SpecialRulesSummaries

SettingupaGame
BuildinganArmy

Fantasy Battles: The9th Age includesaseriesofArmyBookswhich containdescriptionsofthe differentarmies.Each


armyhasuniquecharacters,troops andrules.Charactersaredivided intoLordsand Heroes.Troopsare dividedinto
Core,SpecialandRare.

Lordsarethemostpowerful
individualsinthearmy.

Coreunitsrepresentregimentsof
mostcommonwarriorsinthearmy.

Heroesareexceptionalindividualsin
thearmy.

Specialunitsareveteranandelite
regiments.

Rareunitsrepresentextraordinary
troops,uncommonmonstersand
unusualwarmachines.

The first step to buildingan armyistowritedown aselection ofunits,optionsandtheir PointCostsona document,


calledthe Army List. Theexactcompositionof anarmyissubjectto certainrulesandrestrictionswhichthefollowing
chapterwilldescribeindetail.

PointCosts
Eachunit,weapon,upgrade,MagicalItemetc.costsacertain amountofpoints.AunitsPointCostisthesumofthePoint
Costsofallitsmodelsandupgrades.AnarmyPointCostisthesumofallitsunitsPointCosts.

HalfaPoint
Units cost must be integer. If an upgrade costs 0.5 point (written as 1 pts/two models)theunits costis always
roundedup.

Lord/HeroUpgrades
If the price of an upgrade or a Magical Itemiswritten withaslash (for example 50pts/ 40pts), the firstnumber
representsthePointCostforaLordCharacter,whilethesecondgivesthecostforaHeroCharacteroraChampion.

Content

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SpecialRulesSummaries

ArmyRestrictions
AnarmyinFantasyBattles:The9thAgeissubjecttobasiccompositionrules:

ArmyPoints
The combined points value ofeveryunit in the army,includingoptionsandequipment, must notexceed the
determinedpointlimitforthebattle.Anarmymayfallbelowthelimitonlyby20pointsorless.

UnitCategories
All units are separated into fiveCategories. The numberof points onecan spendontheseCategories differs.
Additionallythesameunitcanonlybetakenalimitednumberoftimes.

Pointlimit

Duplicatelimit

atleast25%

max4

max3

Rare

max25%

max2

Heroes

max50%

max3

Lords

max35%

max3

Heroes+Lords

max50%

Core
Special

Undersome specialconditionsunitscan bemovedfromone Categorytoanother.Forexample,insomecases


therulessay it isallowed totakeChariots as Core choiceinstead ofSpecialchoice.Insuchcases theunitmust
abide by boththeduplicate limit from itsformerCategory anditsnew one, but thepointslimitis only taken
fromthenew Category.I.e.you maynotinclude morethan3Chariots,buttheChariotswillcounttowardsthe
needed25%ofpointsinCore.

MinimumArmySize
Every army must containaminimum of4 units excludingtheCharacters. Forthis purpose,all units withthe
WarMachineTroopTypecounttogetherasone.

TheGeneral
One Character in the army must be named the General. Therefore there must be at leastone Heroor Lord
includedinthearmywhoiseligibletofulfilthisrole.AnArmycanonlyhaveoneGeneral.

OneofaKindandOneperArmy
Units, upgrades and itemsmarkedasOneofaKind andOneperArmymay onlybetaken once per army.
OneofaKindcanbetakentwiceperGrandArmy.

0XChoice
Some units are marked with0X Choices(forexample02Choice).Thismeansthatsuchunitscanbe taken
fromzero toX times,and ignore the normal duplication limits.Themaximumlimit(X)ishalved forWarbands
anddoubledforGrandArmies,roundsfractionsup.

Content

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SpecialRulesSummaries

WarbandsandGrandArmies
The rules for army composition are modified depending on the size of an army. An armythat isunusuallysmallor
unusuallylargeissubjecttothefollowingrules.

Warbands

GrandArmies

Armies of 1500 points or less are called


Warbands.Theminimumarmysizeisdecreased
to3units.

Armies of 4000 points and more are called


GrandArmies.Unitswhicharemarkedas One
ofaKindcanbetakenupto2times.

GrandArmyduplicatelimit

Warbandduplicatelimit
Core max2

Core max8

Special max2

Special max6

Rare max1

Rare max4

Heroes&Lords max2

Heroes&Lords max6

OneofaKind max1

OneofaKind max2

OneperArmy max1

OneperArmy max1

0XChoice half,roundedup

0XChoice double

Content

17

SpecialRulesSummaries

HiddenorOpenLists?
Rulesarewrittenandbalancedbased onthe principle of openness, i.e.youropponentknowswhatMagical Itemsyour
models are equippedwith.WeencourageplayerstosharetheirfullArmyListswiththeiropponentsatthestartofthe
game. This Army Listshouldinclude allunits,unitoptions,MagicalItems,specialabilities, pointcostsandso on.The
onlythingsthatarenotopentoyouropponentarethingsthatareexplicitlystatedashiddenorsecret(such as inwhich
unitanassassinishiding).Notethatthepresenceofanassassininthearmy(anditsequipment)isstillopen.

OptionalRulesforHiddenLists

Some players may prefer tousesocalledhidden lists.Forsuchplayers, weincludethe hidden list rules.Please
notethatthegameis notbalancedwiththeserulesinmind.Inthisformat,most ofyourarmy roster willbeopen
(meaning that your opponent should know what your army consistsofbeforethegamestarts).However, some
partsofyourarmyaresecretorhidden.Bothplayers shouldprovidetheiropponentwiththeopenpartoftheir
army(amundaneArmyList)beforethegamebegins.

Thefollowingisincludedinthehiddenpartofyourarmy.

1. MagicalItemsthatarepickedfromthecommonlistofMagicalItems.
2. Magical Items that are specific to Army Books, as well as any optionthatfollowsthe rules forMagical
ItemssuchasDaemonicItemsandDwarvenRunes.

Anythingnot on thatlistbelongstotheopenpartoftheArmyList.Inaddition,allMagicalItems(andsimilar)that
have a mundane part should be presented with the open part of your army (such as a Magical Weapon's or
MagicalArmour'stype).

If an army has two or more units or models that are identical regarding their open part but have hidden
differences, theplayermust beabletotelltheunitsapartinthehiddenlist. Forexampleifa playerfieldstwo units
identical in every way except thatonehas aMagicalStandardandthe otherdoesnt,theArmyList mayspecify
that the unit with the Magical Standard has a red banner while theunitwith abluebannerpossesses no such
MagicalItem.

RevealingMagicalItems
A Magical Item (or similar) must berevealedthefirsttimeitisused.An itemisconsidered beingused when it
affectsorcouldaffectthegameinanyway.Forexample:
Itaffectsadiceroll(eveniftheactualresultofthedicehasnoeffect).
Italtersanattack(suchasaMagicalWeapon,oranyitemwithaspecialrulethataffectsanattack).
Italters asavingthrow (revealtheitembeforerollingthesaving throw).Notethatanitem thataffectsthesave
thesamewayasthemundanecounterpartwould(suchasmanymagicalshields)doesnotneedtoberevealed.

An item thatincreasesmovement onlycountsasbeing usedif theunitmovesfurtherthanitcould withoutitor


when charging (declarethat youhave the item before rollingthecharge distancebut afterreactions are taken).
WhenrevealingDwarvenRunicItems,onlyrevealtherunethatisbeingused,nottheentirecombineditem.

Content

18

SpecialRulesSummaries

ThePreGameSequence

ThereareseveralstepsthatplayersmustgothroughinordertosetupagameofFantasyBattles:The9thAge.These
stepsarereferredtoasthepregamesequence.Thefirstandforemoststepistofindasuitableopponentandagreeon
thesizeofthegame.TheplayersmaythensharetheirArmyListsandbeginbuildingtheBattlefield,followedbypicking
thedeploymenttype,choosingtheSecondaryObjectivesofthegame,determiningDeploymentZonesandgenerating
Wizardspells.ThelaststepwillconsistofgoingthroughwhatiscalledtheDeployment.

Beforethegamecanbegin,somepreparationshavetobemade.

DecideonGameSize.

ShareArmyListwithOpponent.

BuildtheBattlefield.

PickDeploymentType.

ChooseSecondaryObjectives.

DetermineDeploymentZones.

GenerateSpells.

DeploymentPhase.

TheSizeoftheGame
In FantasyBattles:The9thAge, twoarmiesopposingeachotheronthebattlefieldmust haveroughlythesamepoint
cost. This ensuresthat the battle willbe decidedthroughthecleverstrategiesandtacticsof theplayersratherthan by
an unfair difference in army size. Thefirst stepto setting upagameis toagreeonthe totalpoint costofthearmythat
each playerwillbring.Thispredetermined pointcost willhenceforthcorrespondtothesize ofthegame.Armies are
typically worth between500and1000pointsforsmallengagements,between 1000and2000pointsforseriousbattles
andbeyond2000pointsformightyclashesbetweenepicarmies.

Content

19

SpecialRulesSummaries

SharingArmyLists
After deciding the size of the game, the next step is for both players to swap Army Lists and share all relevant
information about the upcoming game.Alternatively,theplayersmay agree tokeepcertain aspectsabouttheir armies
secret, whichtheywill progressivelyreveal during the courseofthegame.Formoreinformationpleaseseethesection
onHiddenLists.

BuildingtheBattlefield
AgameofFantasy Battles: The 9thAgeisplayed onaboardthatis 72wideand48deep.Forsmallerbattlesinvolving
Warbands, it is recommended to use a board that is36wideand48 deep,whileforbigger gamesinvolving Grand
Armiesitisrecommendedtoadjustthesizedependingonthesizeofthearmies.Whilesomebattlesmaytakeplaceona
completely flat board, a Battlefield typically hasTerrainFeatures placeduponit.Theplayerscan freely agree on the
size,typeandnumber ofTerrainFeaturestobeplaced,aswellastheirpositions.Ifanagreementcannotbereached,the
gameprovidesthefollowingdefaultrulesforsettinguparandomlygeneratedBattlefield.

First,dividethegamingboardinto24x24sections(18x24iftheboardis36x48).
PlacethefollowingTerrainFeaturesinthecentreofarandomlyselectedsection(max1pieceineachsection):
OneBuildingorImpassableTerrain(randomlydecidewhichofthetwo),oneHill,andoneForest.Thenmove
eachTerrainpiece2D6inarandomdirection.
Next,add2D3(1D3iftheboardis36x48)additionalpiecesofTerrainfollowingtherulesaboveto
determinetheirposition.RollaD6andconsultthetablebelowtodeterminethetypeofeachadditionalTerrain
Feature.
1:Hill

2:Forest

3:Field

4:Water

5:Wall

6:Ruin

AllTerrainFeaturesmustbeplacedatleast6awayfromeachother.Youmaymovethepiecesaslittleas
possiblefromtheirrolledpositioninordertomeetthiscriterion.IfitisnotpossibletoplacetheTerrainpiece
morethan6awayfromanyotherTerrainthendiscardtheproblematicpiece.
RecommendedTerrainpiecesizesarebetween6x8and6x10exceptforWallswhichare1x10.

Content

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SpecialRulesSummaries

DeploymentType
PlayersmayagreeonwhichdeploymenttypetouseormaywanttorandomizethisvariablebyrollingaD6and
consultingthefollowingtable.

13:Classic

The Table is divided into


halves by the straight line
through the centre of the
board, parallel to the table's
long edges. Deployment
Zones are areas more than
12"awayfromthisline.

45:Diagonal

TheTableisdividedintohalves
by a diagonal line across the
table. Whoever gets to choose
the Deployment Zone decides
which diagonal to use.
Deployment Zones are areas
more than 9 away from this
line.

6:FlankAttack

TheTable is dividedinto halvesby drawinga


straight line through the centreoftheboard,
parallel to the table's long edges. The player
who gets to choose the Deployment Zone
decides if theywantto betheattacker orthe
defender.Theattackermay deploymore than
9" from the central line if within of the
table's length from eithertable edge(18"ona
72 table),andmorethan15" from the central
line elsewhere. The defender does the
opposite: more than 15" away from the
central line if within of the table's length
fromthetablesshort edges,andmorethan 9"
awayfromthecentrallineelsewhere.

Figure3
Visualisationofthethreedifferentdeploymenttypes.

SecondaryObjectives
Beforepicking Deployment Zones,theplayerscanagreeto pickoneormoreSecondaryObjectives(ifanyatall),orthey
canrandomlychoosebyrollingaD6andconsultingthetablebelow.
12:HoldtheGround

34:Breakthrough

5:CapturetheFlags

6:SecureTarget

Content

21

SpecialRulesSummaries

HoldtheGround
SecureandholdtheBattlefieldcentre.PlaceamarkertoshowthecentreoftheBoardifneeded.

Breakthrough
Invadetheenemyterritory.KeeptrackoftheDeploymentZones.

CapturetheFlags
Valuabletargetsmustbeannihilated.AftermovingVanguards,beforedeterminingwhohasthefirstPlayerTurn,both
playerstaketurnsinopenlychoosingthreeenemyStandardBearers(excludingtheBattleStandardBearer),orwill
chooseallStandardBearersiftherearefewerthanthreeinthearmy.StandardBearerswithLightTroopscannotbe
chosen.TheplayerthatfinisheddeployingfirstchoosesthefirstStandardBearer.StandardBearersnotcurrentlyonthe
table(suchasAmbushingunits)maystillbechosen.

SecureTarget
Criticalresourcesmustnotfallintoenemyhands.AfterdeterminingDeploymentZones,bothplayersplaceonemarker
ontheBattlefield,startingwiththeplayerthatpickedDeploymentZone.Eachplayerhastoplacethemarkermorethan
12"awayfromtheirDeploymentZoneand24"awayfromtheothermarker.

See section Scoring and Victory Conditions for more details on how to capture an objective and the impact on the
VictoryPointsattheendofthegame.

DeploymentZones
In a Classic deploymenttypethe players must pickone ofthelongboardedgesastheirDeploymentZone,whileina
Diagonaldeployment type,theplayersmustpickone ofthecorners. InaFlankAttackdeployment typetheplayersmust
decide who istheattacker ordefender.Todeterminewhichplayeruses whichDeploymentZone,randomizetheplayer
thatchoosestheirDeploymentZone.Forexample,aplayermayrollaD6andgettochooseona4+.

GeneratingSpells
Starting with the playerthatpickedtheirDeploymentZone,eachplayermustnowgeneratespellsforalltheirWizards.
To dothis,pick aWizardandconsultthechosenPathofMagic(thePathusedbythe Wizardmustbenoted onthe Army
List).All MagicPathscan befoundinFantasy Battles: The9th Age:Pathsof Magic.AllPathscontainspellsnumbered0
through6. Roll aD6foreach spellthe Wizardhas(normally the same number asitsWizardLevel)toseewhichspells
theWizard canuseinthis battle.If a'1'isrolled,theWizardknowsthespellnumber1,andsoon.Ifaduplicatespellis
rolled(eitherbecauseanother Wizardinthesamearmyhasalreadyrolledthe spellorbecausethe sameWizardrolled
adouble),theWizard must replacetheduplicateresultwithanotherfreely chosenspellfromthesamePaththathasnot
alreadybeenrolled. TwoWizardsinthesamearmycannotknowthesamespell,and noWizardcan know asinglespell
more than once(if youareunabletoreplacetheduplicate spellwithan unoccupiedspell,thespellislost).TheWizard
mayalwaysexchangeone of itsspellsforthesignature spellof thatMagic Path(labelledasspellnumber0).Thisspell
canbechosenevenifotherWizardsalreadyhavethatspell.

Spellsthatarenot generatedusingthese rules (suchasspellsbelongingtoWizardswith predeterminedspells,orany


BoundSpells)areignoredforthepurposeofduplicatedspells.Aplayercanhavemorethanonesuchspellinthearmy.

Content

22

SpecialRulesSummaries

DeploymentPhase
DeploymentPhaseSequence
1

Determinewhodeploysfirst.

Taketurnsdeployingunits.

Determinewhotakesthefirstturn.

Deployremainingunits.

DeployScoutunits.

MoveVanguardunits.

Otherrulesandabilities.

Rollforfirstturn.

DetermineWhoDeploysFirst
TheplayerwhodidnotchoosetheDeploymentZonedecideswhichplayerdeploysfirst.

DeployUnits
The players then take turns to deploy theirunits(fullyinside their own Deployment Zone). On eachoftheirturns,a
player must deploy at least one unit, but can choose to deploy any numberof units.All units withthe WarMachine
Troop Type count as a single unitduringtheDeploymentPhase. The samegoesforall Characters.Oncea playerhas
deployed allof their units (excludingunitsthatarenotdeployedusingthenormalrules,suchasscoutingorambushing
units),thatplayermustannounceiftheywillrolltoplayfirstorsecond.

DeployRemainingUnits
The remaining player must now deploy the rest of their army. Count how manyunitsaredeployed inthisstep and
remember the value.Thisvalueis calledtheUndeployedUnitsNumber and willbe usedatthe endofthissequence.
Asbefore,deployingallremainingWarMachinesandCharacterscountsasoneuniteach.

OtherRulesAndAbilities
Putintoeffectallremainingrulesandabilitiesdescribedastakingplacerightbeforethebattle.

RollForFirstTurn
BothplayersmustnowrollaD6.TheplayerthatfinisheddeployingfirstaddstheUndeployedUnitsNumberscoreto
theirdiceroll.

Iftheplayerwhofinisheddeployingfirstgetsahigherresult,theyplayfirstorsecondaswaspreviously
announced.

Ifthescoreisatieortheplayerwhofinisheddeployingsecondwins,theycannowchoosewhichplayerhasthe
firstturn.

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SpecialRulesSummaries

MovementPhase
IntheMovementPhaseyouhavethechancetomoveyourunitsontheBattlefield.

TheMovementPhaseSequence
TheMovementPhaseisdividedintothefollowingsteps.

StartoftheMovementPhase(andstartofthePlayerTurn).

DeclareCharges.

MoveChargers.

CompulsoryMoves.

RemainingMoves.

EndofMovementPhase.

DeclaringCharges
If you want any of your units to engage an enemy unit in Close Combat, you must declare which ofyourunitswill
attempttochargewhich enemyunit,one ata time.EachtimetheActivePlayer declaresacharge,theReactivePlayer
mustdeclarethechargedunit'sChargeReaction.

Charges can only be declared at targets that are in the chargingunitsLineofSightand thatthechargingunithasa
chance of completingthe chargeagainst. Thismeansthat the target unitmustbewithin thecharger'spotentialCharge
Range and there must be enough room to move the charger into basecontact withits target. Whenconsidering ifa
charge is possible, do not take potential Flee Charge Reactionsinto account(not evenmandatoryones),but do take
alreadydeclaredchargesintoaccount(sincechargingmodelsmighthaveachancetomoveoutoftheway).

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24

SpecialRulesSummaries

ChargeReactions
AunitthathasachargedeclaredagainstitmustimmediatelydeclareitsChargeReaction,beforeanymorechargesare
declared.TherearethreedifferentChargeReactions:Hold,StandandShootandFlee.

Hold
AHoldreactionmeansthattheunitdoesnothing.AunitEngagedinCombatcanonlychooseaHoldreaction.

StandandShoot
AStandand Shootreactionmaybe takenifthechargedunithasShootingWeapons,thechargingenemyisintheirFront
ArcandthechargingunitisfurtherawaythanitsMovementvalue(usingthelowestvalueamongthechargingmodelsif
ithasmore thanone).Thechargedunitimmediatelyperformsa ShootingAttack asifintheShootingPhase,evenifthe
enemy is beyond the weapon's maximum Range. (Remember to applyanyapplicablemodifiers likeLong Rangeand
StandandShoot).AunitcanonlychoosethisChargeReactiononceperturn,evenifitischargedmultipletimes.

Flee
The chargedunit immediatelyflees directly awayfromthe chargingenemy(inthedirection of a line drawn fromthe
Centreofthechargingunit throughtheCentreofthechargedunit). Afteraunit completestheFleemovement, anyunit
that declared achargetowardsthisunitmayimmediately attempttoRedirecttheirCharge.Analreadyfleeingunitthat
ischargedmustalwayschoosetoflee.

RedirectingaCharge
Whenaunit choosestheFleeChargeReaction,thechargermay trytoRedirecttheCharge.Ifso,rollaLeadershipTest.
Iffailed,theunitwilltryto completethechargetowardstheunitthatfled.If passed,theunitcanimmediatelydeclarea
new charge towards anotherviabletarget unit,which maychoosetheirChargeReaction asnormal.Ifmorethanone
unit declared a charge against the fleeing unit, each maytry toredirectitschargeinanyorder chosenbytheActive
Player. A unit can only redirect a charge once per turn. If the situation arises thata unitredirectsacharge and the
second target also flees, the charging unit mayopt toChargeeithertarget,butmustdeclare which before rollingthe
ChargeRange.

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25

SpecialRulesSummaries

MoveChargers
OnceallchargesandChargeReactionshavebeendeclared,chargerswill trytomoveintocombat.Chooseaunitthathas
declared a charge in this phase and roll its ChargeRange andmovetheCharger.Repeat thiswith allunitsthathave
DeclaredaChargethisphase.

ChargeRange
Aunit'sChargeRangeisnormally2D6,plus theunit's Movement Characteristic. Ifthis isequaltoor higherthanthe
distance between the charger and its intended target, the Charge Range is sufficientandthechargercanproceedto
make aChargeMove(provided it has enoughspace).IftheChargeRangeislessthan thedistance(orthereisnospace
tocompletethecharge),thechargehasfailedandthechargerperformsaFailedChargeMove.

ChargeMove
AChargeMoveisresolvedasfollows:

Theunitmaymoveforwardanunlimiteddistance.

AsingleWheelcanbeperformedduringthemove.ThisWheelmaynotexceed90.

The front of the charging unitmust contact the enemy unitintheFacingwhere the majorityofthe charging
unit'sfrontagewaswhenthechargewasdeclared (see figure 4). If thefrontageofthechargingunitisequally
splitintwo,randomizewhichofthetwoFacingstheunitisinbeforedeclaringanyCharges.

ThechargingunitignorestheUnitSpacingrule.Itcanstillonlymoveintobasecontactwithanenemywhichit
declaredachargeagainst.

AligningUnits
If the charger manages to move into base contact, the units must now be aligned towards each other so that the
contactingfacingsareparallelandincontact.Toaccomplishthismanoeuvre,theActivePlayerrotatesthe chargingunit
around thepoint whereitcontactedtheenemy.Ifthiswillnot bringthetwounitsinto fullcontact,forexampledueto
interfering Terrain or other units, players may rotate the charged unit instead if this will achieve proper contact
between them, or do a combination ofthetwo,rotating the enemyunitaslittleaspossible. The chargedunit should
onlybemoved ifitistheonlywaytoaligntheunits,anditcanneverbemovedifitis alreadyEngagedin Combat.These
movesare consideredpartoftheChargeMove andthus ignore the UnitSpacingrule.Aunitthatisforcedtomakean
AlignMovewhenitischargedneverhastotakedangerousterraintestduetothismove.

MaximizingContact
Chargemovesmustbemadesothefollowingconditionsaresatisfiedasbestaspossible,indecreasingpriority.

1stpriority:Notrotating (seeAligningUnits)thechargedunitatall.Ifrotatingthechargedunitisunavoidable,
rotatetheunitaslittleaspossible.

2nd priority: The total number of units in the Combat is maximized (note thatthisisonlyapplicablewhen
multipleunitschargethesameunit).

3rd priority: The number of models (on both sides) in base contact with at least one enemy model is
maximized(includingmodelsFightingOverGaps).
Aslongasallabove conditionsaresatisfied as bestaspossible,chargingunitsarefreetomoveastheyplease (obeying
therulesforMoveChargers).

ChargeFleeingUnit
Whenchargingafleeingunit,followthesamerulesasforanormal Charge Move,exceptthatthecharging unitcanmove
intocontactwithany Facingof itstarget,noaligningismade and no maximizing ofbase tobasecontactistaken into
consideration.Oncethechargerreaches basecontactwiththefleeing target, thefleeingunitis removedasacasualty.
The charging unit can take a Leadership Test. If the test it passed, the unit may perform a PostCombat Pivot
manoeuvre.
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26

SpecialRulesSummaries

MultipleCharges
If more than one unit has declared a charge against a single enemy unit, charges are moved in a slightly different
manner. Roll Charge Range for all the units charging that same unit before moving any of them. Once it has been
established which unitswillreachtheirtarget, movethecharging units (and/ortheFailedCharges) intheorder that
bestsatisfiesthepriorityorderoftheMaximizingContactrule.

ImpossibleCharge
Whenmoving thecharges,thissometimesresultsinasituation whereunitsblockeach otherfromreachingcombat(or
thereisnot enoughspacetofitall chargers). Whenthishappens,theunitsthatcannolongermakeitintocombatmake
aFailedChargeMove.

BlockedPath
To preventcertainabusivesituationswherea unitcannotchargeanenemyunit wellwithinChargeRange andLine of
Sightduetoa convoluted positioningofenemy units,thefollowingrulesareapplied. If aunit is unable to completea
charge solely due to unengaged enemy units that it couldnot charge(normally),itcanmake aspecialChargeMove:
Move the unitstraightforward uptoits Charge Range.Ifthis bringsitintobase contact with theenemy,theenemyis
charged. Insteadof doingthenormalAligningUnits,theenemy performsa CombatReformin ordertobringtheunits
aligned towards eachother.CombatReform in sucha waythat the correct facingisturned towards the enemy. If the
enemyunitisunabletoperformasuchCombatReform,theBlockedPathChargeMovecannotbeperformed.

FailedCharge
If a unit does not roll a sufficientChargeRange,oris unableto completetheCharge forotherreasons,itperformsa
FailedChargeMove instead.ThehighestD6 rolled when rollingChargeRange is the movedistance.Wheel theunitso
that a forward movement will move the centre of the unit towards thecentre of itsintended target, and then move
forward. Note that this is not a Charge Move and thus the Unit Spacing rule is not ignored. Ifthecharged unitwas
destroyed before moving the charger, mark the final centreoftheunit andmovetowardsthatpoint.Aunitthathas
failedaChargecannotmoveanyfurtherinthismovementphaseandcannotshootinthesubsequentShootingPhase.

Figure4
The majorityofthe charging unit'sfrontageis intheenemy's front arc,sothechargingunitmustcontactthefrontfacing
(neededChargeRangeis1).Itmovesforwardandthenwheelsintobasecontact.Align moveisthenperformedbyrotating
thechargedunitaroundthepointofcontact.

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27

SpecialRulesSummaries

Figure5
The charging purple unit tries to maximize models in base contact. However the units cannot be aligned without the
chargedunitmakinganAlign Move(a).Since thecharging unit canmoveinto contactwithout theenemyAligning (b), it
mustdosoinstead.

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28

SpecialRulesSummaries

Figure6
1.MultipleunitsdeclaringaChargeagainstsingleunit.
FollowtheprioritygivenbyMaximizingContact.
1.Notrotating
2.Maximizethenumberofunitsinthecombat
3.Maximizethenumberofmodelsinbasecontactwithan
enemy

2a.Thenumberofunits(4)ismaximized.Oncethisissatisfied
thenumberofmodelsinbasecontactmustbemaximised(12:
8vs4)

2b.Thenumberofunits(4)ismaximized.Oncethisissatisfied
thenumberofmodelsinbasecontactmustbemaximised(12:
8vs4)

2c.Thenumberofunits(4)ismaximized.Butthenumberof
modelsinbasecontactmustbemaximised(10:6vs4)

2d.Thenumberofunits(3)isnotmaximized.

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29

SpecialRulesSummaries

CompulsoryMoves

In the Compulsory Moves subphase, models that do not have a choiceconcerningwhethertomove ornot (suchas
fleeing units,unitswith RandomMovementor units thathave faileda StupidityTest)mustmove.First,rollRallyTests
for all fleeing friendly units (and make the appropriate moves after the tests passed or failed), then move your
nonfleeingunitsthatmoveintheCompulsoryMovessubphase,inanyorder.

RallyTests
At the start of the Compulsory Moves subphase, eachfleeingfriendlyunit must take aLeadershipTest(inan order
chosen bythe Active Player). Unitsthatareat25%orlessoftheirstarting number (unitsizeon army list),including
joined Characters, must take this Leadership Test at half their Leadership (round fractions up).For example;aunit
startedthe game as 40models,wasreducedto 9models,but twoCharactershad joinedtheunit.ThisunittakesaRally
Test on its normal Leadership. Any unit that passes its test is no longer considered fleeing and may immediately
perform a Reform. A unit that has rallied cannot move any further inthis movementphase and cannotshootinthe
subsequentShootingPhase.Ifthetestisfailed,theunitimmediatelyperformsaFleeMove.

FleeMoves
To perform a Flee Move, roll the Flee Distance, which is normally 2D6. Move the fleeing unit this distance
straightforward. If this move should make the fleeing unit end its move within 1 of another unit or Impassable
Terrain,extend the FleeDistance withtheminimumdistanceneededfortheunit togetclearofall suchobstructions.If
fleeing modelsmove throughenemy modelsorImpassableTerrain,they must takea Dangerous Terrain (3)test.Ifthe
FleeMove takesthefleeingunitintocontactwith(orbeyond)the BoardEdge,theunitisdestroyed. Remove the unitas
a casualtyassoon as it touchestheBoard Edge(possiblycausingPanic Teststonearbyunits).Note thatFleeMovesare
often precededby aPivot.If thisis thecase,thisPivot followsthesamerulesastheFleeMove.FleeMovesignoreall
obstructions.

FleeingUnits
Whenaunit isfleeing,itcannotperformanyvoluntaryactions(if theunitwould normallynot havetheoptionofnot
doing anaction,itcannotperformthataction iffleeing).Thisincludes (butis notlimited to):DeclareCharges, Charge
Reaction(otherthanflee),Moveinanywayotherthan aFleeMove,Shoot, Channel,CastSpells,DispelSpells,oractivate
OneUse Onlyitemswhich needtobeactivated.OthermodelscannotreceiveInspiringPresenceor HoldYourGround
fromafleeingGeneralorBattleStandardBearer.

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SpecialRulesSummaries

RemainingMoves

IntheRemainingMovessubphase,unitsthathaven'tmovedinthisphaseyetwillgetachancetodoso.

1. StartoftheRemainingMovessubphasePhase.Reinforcementsarrive.
2. Chooseaunittomoveandatypeofmove(Advance,March,Reform),thenmoveit.
3. Repeatstep2,eachtimechoosinganewunitthathasnotyetmovedintheMovementPhase.
4. Onceallunitsthatcan(andwantto)movehavedoneso,theRemainingMovessubphaseends.

AdvanceMove
WhenperforminganAdvanceMove,aunitcanmoveforward,backwardsortoeitherside(sidestep).However,it
cannotmoveinmorethanoneofthesedirectionsduringanAdvanceMove.Unitsconsistingofasinglemodelcan
alwaysperformanynumberofPivotsduringanAdvanceMove.WhenperforminganAdvanceMove,nomodelcan
movemorethanitsMovementvalue,fromitsstartingtoendingposition.IfthemovewasmadeaspartofaSwift
Reform,thisdistanceismeasuredfromthepositionafterthereform.

Forward:TheunitmovesforwardadistanceuptoitsMovementCharacteristic.DuringaforwardAdvanceMove,aunit
mayperformanynumberofWheelManoeuvres.
Backwards:TheunitmovesbackwardsadistanceuptohalfitsMovementCharacteristic.Forexample,aunitwith
MovementCharacteristic5couldmovebackwards2.
Sidestep:TheunitmovestoeithersideadistanceuptohalfitsMovementCharacteristic.

MarchMove
WhenperformingaMarchMove,theunitcanonlymoveforward,uptotwiceitsMovementCharacteristic.Duringa
MarchMoveaunitmayperformanynumberofWheelManoeuvres.WhenMarchmoving,nomodelcanmovemore
thantwiceitsMovementvalue,fromitsstartingtoendingposition.
Ifthereareenemyunitswithin8ofa unitthatwishestoperformaMarch Move(beforetheunitisactuallymoved), the
unit must take aMarchTest. TakeaLeadership Test.Ifthetestispassed,theunitmayproceedwithitsMarchMoveas
normal. If the test is failed, the unit must still make a March Move, however, it can only move up to its Movement
Characteristic. A unit that has Marched cannot shoot in the Shooting Phase. Units consisting of a single model can
alwaysperformanynumberofPivotsduringaMarchMove.

Reform
MarktheCentreoftheunit.Removetheunit from the Battlefield, and then placeitbackontheBattlefieldinanylegal
formation and facinganydirection (following the UnitSpacingrule) withits Centre inthesameplace as before.After
theReform,nosinglemodelcanbe furtherawayfromitsstartingposition(beforethereform)thantwiceitsMovement
Characteristic.AunitthathasReformedcannotshootintheShootingPhase.

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SpecialRulesSummaries

PivotsandWheels

Whenaunit Pivots(a movemostlyusedbysingle modelunits),marktheCentreoftheunit.Removetheunitfromthe


Battlefield,andthenplaceitbackon the Battlefieldagainfacingany directionwithitsCentreinthesameplaceasbefore
(followingtheUnitSpacingrule,asnormal).
Whenaunit Wheels,rotatetheunitforward,aroundeitherof itsfrontcorners.Measurethedistancemovedbytheunit
by using the distance covered by the outer edgeof the outermost modelinthefrontrank.All modelsinthe unitare
consideredtohavemovedthisdistance.

Figure7
All units inthe aboveexampleshaveMovement5.The green unitmakestwo Wheelsduringa March Move.Thisunitcounts
as moving 10 (since you measure distances from theoutermost models outeredge). Theturquoise unitmakesasingle
WheelduringitsMarchMove. However,eventhough theoutermodel hasonlymoved9,thereare modelsintheunitthat
have moved more than10,makingthismove illegal.Theyellowunitmakes asingleWheelduringitsMarchMove. This
unitcounts as moving 10(sinceyou measuredistancesfromtheoutermostmodelsouteredge).Notethat nomodelhas
movedmorethan10fromitsstartingposition.

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SpecialRulesSummaries

MagicPhase
IntheMagicPhase,yourWizardscancastspellsandyouropponentcantrytodispelthosespells.

Wizards
Modelsthatcancast(nonbound)spellsarereferredtoasWizards.AllWizardshavetheChannelspecialrule.

WizardLevel
Amodel's WizardLevelindicatesthenumberofspells it knows.Ifa WizardlosesWizardLevels,itlosesone spellfor
each levellost (unlessstatedotherwise, the lostspellisrandomlychosen).AWizardsLevel cannot dropbelow0,but
canstilllosespells(iftheyhaveanyleft)whenlosingWizardLevels.Level0WizardsarestillWizardsinallregards.

WizardApprentices
Wizardsoflevels1and2arecalledWizardApprentices.Theyadd+1totheircastinganddispellingrolls.

WizardMasters
Wizardsoflevels3and4arecalledWizardMasters.Theyadd+2totheircastinganddispellingrolls.

IfaWizardslevelincreasesordecreasesforanyreasons,itscastinganddispellingbonusalsochanges.

Spells
Spellscanbecast during theMagicPhase.ThespellsaWizard knowsareusuallyrandomizedbeforethegame, usingthe
rulesgivenunder GenerateSpells.Mostspells belongtoaspecific PathofMagic.Eachof your Wizardshastochoosean
available Path of Magic to generate spells from; this choice has to be written downinyourArmyList.Allspellsare
definedbythefollowing5properties:

SpellName
Usethespellnametostatewhichspellyouintendtocast.

CastingValue
TheCastingValueistheminimumvalueyouneedtoreachtosucceedaCastingAttempt.Spellsmayhavedifferent
CastingValuesavailable(seeBoostedSpells).

Type
Aspell'sTypedescribeshowthespell'stargets havetobechosen. A spellcanhave morethanone type.Ifso,applyall
targeting restrictionsat the same time. For example,ifaspell has the types Range12,Hex,andDirect,thetarget
mustbe within 12, bean enemyunitandbe inthecaster'sfrontarc.Unless statedotherwise,a spellcanonlyhaveone
target.

Duration
Aspell'sDurationdetermineshowlongtheeffectsofthespellareapplied.

Effect
TheEffectofaspelldefineswhathappenstothetargetofthespellwhenthespellissuccessfullycast.SpellEffectsare
neveraffectedbyspecialrules,MagicalItems,otherspellsEffectsorsimilarabilitiesgrantingthespellcastingmodel
somebenefit,unlessnotedotherwise.
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SpecialRulesSummaries

BoostedSpells
Some spells havemorethanoneCastingValue,the higherCastingValuesbeingcalledthe'boosted'versionsofthespell.
Boosted versions may have their Range and/or target restrictions modified (for example giving the spell a longer
Range),or the effects of the spell maychange.Declare ifyou aretryingto castaBoostedversion(andwhichone, ifthe
spell has more than one) before rollinganydice.Ifnodeclarationis made,the lowest availableCastingValue for the
chosentargetisassumedtobeused.

SpellTypes
Aspell'sTypedescribeswhich target(s)can bechosenforthespell.Unlessstatedotherwise, thetargetmustbea single
unit.

Augment
SpellswiththeAugmentTypemayonlychoosefriendlyunits(ormodelsinsideunitsiffocused)astargets.

Aura
Auras are area of effect spells. All legal and possible targets (according to the rest of the Spell Types) have tobe
chosenastargetsofthe auraspell.Forexample,aspellwithAura,AugmentandRange12targetsall friendlyunits
within12.

Caster
SpellswiththetargetrestrictionCastertargetonlythemodelcastingthespell.

Caster'sUnit
SpellswiththetargetrestrictionCaster'sunittargetonlythecaster'sunit.

Characteronly
Spells with the target restriction Character only may only choose Character models (including their mounts) as
targets.

Damage
SpellswiththetargetrestrictionDamagemayonlychoosetargetsnotcurrentlyEngagedinCombat.

Direct
SpellswiththetargetrestrictionDirectmayonlychoosetargetswhichareinthecaster'sfrontarc.

Focused
Witha Focusedspell,onlysinglemodelscanbechosenastargets(includingaCharacter insidea unit). Ifthetargetisa
modelwithmorethanonepart (suchasachariotwith2ridersand2pullingbeasts,oraknightanditsmount),onlyone
partmaybechosenasthetarget.

Hex
SpellswiththetargetrestrictionHexmayonlychooseenemyunits(ormodelsinsideunitsifFocused)astargets.

Ground
SpellswiththetargetrestrictionGround don'ttarget units ormodels.Instead,aGroundspells targetisapointon
theBattlefield,chosenbythecastingplayer.
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SpecialRulesSummaries

LineTemplate
To resolvea LineTemplatespell,drawa straightline from thecentreofthefront ofthecaster'sbasetothetarget.All
modelsunderneaththislineareaffectedbythespell.NotethatthislineisaTemplate.

Missile
Spells with the target restriction Missile may only choose targets within the caster's Line of Sight. A Missile spell
cannotbecastifthecaster(oritsunit)isEngagedinCombat.

RangeX
SpellsusuallyhaveamaximumRange,indicatedwithRangeX.Onlytargetswithinthegivendistancecanbechosen.

Vortex(RangeX,TemplateY)
To resolvea Vortex spell, place aTemplateof the specifiedsizeinbasecontactwiththe caster,withtheCentreofthe
Templatewithinthecaster'sfrontarc,andthenrollaD6:
If 15 is rolled: multiply the result by the value of the Vortex's Range (in brackets);thisisthedistance the
Template moves towards thechosentarget(whichisalways apointontheboard,since allVortexspellsare
alsoGroundSpells).
Ifa6isrolled:centretheTemplateoverthecasterandmoveitD6"inarandomdirection.
All models under the path of the Template (from starting tofinishing position)areaffected bythespell.Onceithas
reacheditsfinalposition,theTemplateisremovedfromplayandthespellendsautomatically.

Universal
Spells with the target restriction Universal may choose both friendly and enemy units (or models inside units if
Focused)astargets.

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SpecialRulesSummaries

SpellDuration
Aspell'sDurationspecifieshowlongtheeffectsofthespellareapplied.AspellsDurationcaneitherbeInstant,Lasts
oneTurn,PermanentorRemainsinPlayasdescribedbelow:

Instant
Ifa spellismarkedasInstanttheeffect of the spell hasnolastingDurationeffectsareappliedonce,afterwardsthe
spellendsautomatically.

LastsOneTurn
Ifa spellismarkedasLasts OneTurn,the effect ofthespelllastsuntilthe startof thecaster'snextMagicPhase.If an
affected unit is divided into several units (the most commonexampleisthat aCharacterleavesits unit), eachofthe
unitsformedthis way keepsbeing affectedby thespell'seffects.Charactersthat join aunitaffectedbyLastsOneTurn
spellsarenotaffectedbythespell.

Permanent
If a spellismarkedasPermanent,theeffect ofthespell lastsuntilthe end ofthegameor until adesignated ending
condition(asdetailedinthe spell's effect)is met. Permanentspellscanneverberemovedbyanyothermeansthan the
waydescribedinthespell.Ifanaffectedunit isdivided intoseveralunits(themostcommonexampleisthata Character
leavesits unit), eachoftheunitsformed thiswaykeeps beingaffected bythespell'seffects.Charactersthatjoinaunit
affectedbyPermanentspellsarenotaffectedbythespell.

RemainsinPlay
Ifa spellismarkedasRemainsin Play,theeffectsofthespellremaininplayuntilthespellisdispelledorthecasteris
slain. Remains in Play spells may be dispelled during each subsequent Magic Phase, see Dispel Remains in Play
Spellssection.If anaffectedunit isdivided intoseveralunits(themost commonexampleisthata Characterleavesits
unit),eachof theunitsformedthiswaykeepsbeingaffectedbythespell's effects.Inthatsituation,onesuccessfulDispel
Attemptwill removethespellfromall affected units. Charactersthat joinaunit already affected byRemainsinPlay
spells are not affected by the spell. Until the RemainsinPlayspellhasended,thespellcannotbe castagain by the
samecaster. Ifthe caster ofthespell is slain, the spell'seffectsareautomaticallydispelledatthefirst possiblemoment
thespellcouldnormallyhavebeendispelled(seeMagicPhaseSequence).

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SpecialRulesSummaries

MagicPhaseSequence

StartoftheMagicPhase.RollforMagicFluxandChannelling.

RemainsinPlayspellsmaybedispelled(seeDispelRemainsinPlaySpells).

TheActivePlayermayattempttocastonespell(seeSpellcastingSequence).

Repeatsteps23ofthisSequenceuntilneitherplayerperformedanaction.

EndoftheMagicPhase.Resolveendofphasetriggeredabilities.

MagicFluxandChannelling
In theMagicPhase, spellsarecast anddispelledusingMagicDice.TheActivePlayerhasPowerDice;theReactivePlayer
has DispelDice.Both Power and DispelDice are referredtoasMagicDice.Thesedicearekept in apool ofdice,from
whichanumberofdicecan beusedto either castordispel spells.Asinglepool ofdicecannotever containmorethan
12 MagicDice atany given time, norcana single playerusemorethan 12Magic DiceduringasingleMagicPhase.No
more than 2 MagicDice canbegeneratedbyeach sideon topofthosegeneratedbytheMagic Flux,ina singleMagic
Phase.

At the start of the MagicPhase, the ActivePlayermakes aMagicFlux rollwith2D6.ThePowerDicepoolisequaltothe


total Magic Flux roll, whiletheDispelDicepoolisequaltothe highestD6oftherolled2D6.Immediately aftertheMagic
Fluxroll,theActiveand the ReactivePlayer can eachmake asingleChannelattempt.A Channelattemptisresolvedby
rollingaD6. Add+1 tothe resultofthis rollforeachnonfleeingmodelwiththeChannelspecialruleinyourarmy(all
WizardshavetheChannelspecialrule).Iftheresultisa7orhigher,theplayermayaddoneMagicDicetotheirpool.

DispelRemainsinPlaySpells
Starting with the Reactive Player, each player can try to dispel Remains in Play spells. A caster canautomatically
dispel its own active Remains in Play spells without using any Magic Dice, while an opposingcaster must makea
Dispel Attempt, and can onlydispelspellscastinapreviousMagicPhase.DispelAttempts are doneusingMagicDice
(Poweror Dispel)asDispelDice andfollowing DispelAttempt intheSpellcastingsequence.Tosuccessfullydispelan
opposingRemainsinPlay spell,theDispelAttemptmustbeequaltoorhigher thanthelowestrequired(unmodified)
CastingValueoftheRemainsinPlayversionofthespell(ignoringCastingValuesofBoostedversions).

TheGuessingGame
TheReactivePlayerdoesnotknowif theActivePlayer hasthe intention todispelaRemainsinPlayspellornot,and
they havetotakethedecisionfirst.They haveto chooseif theywanttoriskspendingDispel DiceonRemainsinPlay
spellsthattheActivePlayer mightwanttodispel anyway,orkeepthediceandriskthattheActivePlayerdoesnothing
andendstheMagicPhaseimmediately,leavingtheRemainsinPlayspellinplay(seetheMagicPhaseSequence).

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SpecialRulesSummaries

SpellcastingSequence

Eachof Active Players nonfleeing Wizards (ormodelswith BoundSpells) mayattemptto cast eachofits spellsupto
onetimeperMagicPhase.EachCastingAttemptisresolvedasfollows:

CastingAttempt

The ActivePlayer declareswhichWizardis castingwhich spelland withhowmanyPowerDice.Ifapplicable,


they also declare which version of the spell is used and what its targets (and Attribute's targets) are. A
minimumof1andnomorethan5dicecanbeused.

TheActivePlayer rolls thatmanyPowerDice(fromthePowerDicepool, providedtheyhaveenoughdice).Add


theresultsoftherolled dice and any castingmodifierstogether (seeMagic Modifiers), to getthetotalcasting
roll.

The Casting Attempt issuccessful ifthetotal castingrollis equaltoorhigher thanthe spell's Casting Value.
Otherwise,thecastersuffersfromLostFocusandtheCastingAttemptfailed.

IftheCastingAttemptissuccessful,thespellisnotcastyet.TheReactivePlayermaychoosetomakeaDispelAttemptto
preventthespellfromresolving.

DispelAttempt

TheReactivePlayerdeclareswhich(ifany)oftheirnonfleeingWizardswillattempt todispelthespell andhow


manyDispelDicewillbe used.Aminimum of1 diceanduptoallthediceinyourdicepool canbeused.Adispel
maybeattemptedevenwithouthavinganyWizard.

The Reactive Player rolls that many Dispel Dice (from the Dispel Dicepool,provided theyhaveenough dice).
Add the results of therolleddiceandanydispelmodifierstogether(seeMagicModifiers),togetthetotaldispel
roll.

TheDispelAttemptissuccessful ifthetotal dispelrollisequaltoorhigher thanthetotalcasting roll. Ifso,the


spell is dispelled, and the casting failed. Otherwise, the Dispel AttemptfailsandthedispellingWizard suffers
fromLostFocus.

ResolvetheSpell
Ifthespellwasnotdispelled,itissuccessfullycast.Applythespell'seffects,thenapplythePathAttribute'seffects.Ifthe
spellwascastwithOverwhelmingPower,applytheeffectsoftheMiscast.

MagicModifiers
Whenmakinga Casting or Dispel Attempt,add the bonus givenbytheWizardLevelandanyothermodifier,suchasthe
modifiergivenbyan OverwhelmingPower,to thediceresulttogetthetotalcastingordispel roll. Anycastingordispel
modifiers may not exceed a total of +3 nor fall below 3. Therearea couple ofexceptionstothisrule,mostnotably
Overwhelming Power. If such exceptions are used, first add normal modifiers up to maximum of +3, then add the
exceptionalmodifiersthatcanexceed+3.

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SpecialRulesSummaries

LostFocus
A Wizard who suffers from Lost Focus cannot add any bonus (such as Wizard Level, Overwhelming Power etc.) to
furthercastingordispelrollsthisMagicPhase.AWizardwithLostFocusstillsuffersfromallthenegativeconsequences
ofanOverwhelmingPower,butwontgetthecasting/dispelbonus.

NotEnoughPower
When rolling casting or dispel rolls withasingleMagic Dice, aresultof1or 2on the MagicDice is alwaysa failed
CastingorDispelAttempt,regardlessofanymodifiers.

OverwhelmingPower
When casting or dispelling a spell and two or more Magic Dice roll a natural '6', the Casting/Dispel Attempt is
performed withOverwhelmingPower. Whenthishappens,immediately adda casting/dispelmodifier tothetotalroll,
equal toD3+MDU,where MDU(Magic DiceUsed) is the numberofMagicDiceusedtocast/dispelthespell.Thisisan
exception to the Magic Modifiers rule (this casting modifier may exceed +3). If a casting roll is performed with
OverwhelmingPowerandthespellisnotdispelled,thecastingWizardalsosuffersaMiscast.

MiscastTable

Miscast
Roll 2D6 and apply the table on the left.
TheStrengthofanyhitcausedbyaMiscast
is equal to theMagicDiceused(MDU)+2,
andallsuchhitshaveArmourPiercing (1)
andMagical Attacks. Themiscastingmodel
cannot take saves of any kind against
Miscasteffects.

Afterwards, remove a number of Magic


DicefromyourDicePoolequaltoMDU.

24

BreachintheVeil
Centre the 5" Template over the caster. Each
modeltouchedbytheTemplatetakesahit.
If4PowerDicewere used, rollaD6.Ona rollof
13,thecasterisremovedfromthegame.
If5PowerDicewereused,thecasterisremoved
fromthegame.

56

CatastrophicDetonation
Centre the 3" Template over the caster. Each
model touched by the Templatetakes ahit.The
castermusttakeonehit.

WitchFire
Thecaster'sunitsuffersMDUhits(distributedas
hits towards a unit as whole),except the caster
itselfcannotreceivemorethan1hit.

89

SorcerousBacklash
ThecasterandeachfriendlyWizardtakeahit.

1012

Amnesia
The caster'sWizardLevelisreduced byMDU2,
itlosesonespellforeachlevellost(starting with
themiscastspell,randomizingtherest).

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SpecialRulesSummaries

PathAttributes
Path Attributes are special spells that cannot be cast independently. Instead, they are always cast automatically
(provided there areanyavailabletargets)each time another spell from the samePathhasbeensuccessfully cast and
thatspell'seffecthasbeenresolved.Attributescannotbedispelled.

BoundSpells
Some spells are defined asBoundSpells.ABoundSpellisa spell thatisusuallycontainedinamagicalobjectofsome
sort.Bound Spellscan becastby modelsthat are notWizards,but possessing aBound Spell does notmake a modela
Wizard.BoundSpellscannotbeusedtocastBoostedversionsofthespelltheycontain.

CastingaBoundSpell
Castinga BoundSpellfollows thesame rules as casting aregular spell(including castingthePathAttributespell)with
the exception that no positive casting modifiers canbeadded tothecastingroll and that the caster ofa BoundSpell
neversuffersfromLostFocus.To successfullycastaBoundSpell, the castingrollmustbeequaltoorhigherthanthe
spell'sPowerLevel.

PowerLevel
ThePower LevelofaBoundSpellisessentiallythespellsCasting Value.IfaspellhasbothaPowerLevelandaregular
CastingValue,thePowerLeveltakesprecedence.

OverwhelmingPower
ABoundSpelldoesnotgetthecastingmodifierfromanOverwhelmingPower.

Miscast
If an OverwhelmingPowerisrolledwhencastinga BoundSpell,donot applythenormal Miscastprocedure; instead,
applythefollowing:

IftheBound Spellwascastwith4ormorePowerDice,theBoundSpellislostandcannotbeusedagainduring
thegame.
RemoveanumberofMagicDicefromyourDicePoolequaltoMDU.

DispellingaBoundSpell
WhendispellingaBoundSpell,adda+1modifiertothedispelroll.ThisisanexceptiontotheMagicModifiersrule.

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SpecialRulesSummaries

MagicalEffects
MagicalMove
All moves made during the Magic Phase are Magical Moves. The move is performed as if in the Remaining Moves
subphase, which meansthatitfollowsthesamerulesandrestrictionsasifthiswasanewRemainingMovessubphase
(for example, fleeing units or units in combat cannot move). Actions thataunit couldnormally do in the Remaining
Movessubphasecanbemade(suchasWheeling,Reforming,joiningunits,leavingunitsandsoon),exceptthatthe unit
cannotMarch.AMagical movementalways has agivenlimit(forexample,"targetmaymakea12"Magical Move"):this
distance isusedinsteadof the target's MovementCharacteristic(noMarchingisallowed). If aunit hasalreadydonea
MagicalMoveinthisMagicPhase,itcannotmoveagain.

RecoverWoundsandRaiseWounds
Some spells or abilitiescanrecoverWoundslostearlierinthebattle.TheamountofWoundsrecoveredisnotedinthe
ability(Recover [X]Wounds).Ifaunitcontainsmultiple models,eachmodelmustrecoverallofitslostWoundsbefore
another model can recover anyWounds. A Characterinside aunit never recovers Wounds from abilitiesthatallow a
unittorecoverWounds.CharactersonlyrecoverWoundswhentheyaretheonly targetofanabilityorspell.Recovering
Woundscan never bringbackdeadmodels, andcannotincrease amodel'sWoundsaboveitsstartingvalue.Anyexcess
RecoveredWoundsarelost.

RaiseWoundsusestherulesforRecoverWounds with the exception thatRaiseWoundscan bringbackdeadmodels.


First, recover all lost Wounds on models in the unit(exceptfor Characters),thenbringbackmodels in thefollowing
order:Champion,Standard Bearer,Musician, otherR&Fmodels.However,aCapturedStandardcannotbebroughtback,
andanyusedOneUse Onlyeffects ordestroyedmagicitems(orotherequipment)arenotregained.Eachraised model
mustbe recoveredtoits fullamount of Wounds before another modelcanberaised.Thiscannotraiseaunit'snumber
ofmodelsaboveitsstartingnumber.Onceagain,anyexcessRaisedWoundsarelost.

SummonedUnits
Summonedunitsareunitscreatedduringthegame.All modelsinanewlySummonedunitmustbedeployedwithinthe
Range of the ability.Iftheunit issummonedasaresult of aGround typespell,atleastone of thesummoned models
must be placed on the targeted point and all models must be within the spells Range. Summoned models must be
placed at least 1" awayfromotherunitsandfromImpassableTerrain.Ifthewholeunit cannot bedeployed,thenno
models can be deployed. Oncesummoned,thenewly createdunit operatesasa normalunitonthespellcaster'sside.
SummonedunitsdonotawardVictoryPointstotheopponentwhentheyaredestroyed.

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SpecialRulesSummaries

ShootingPhase

IntheShootingPhase,modelswithShootingAttacksgetachancetousethem.

ShootingPhaseSequence
TheShootingPhaseisdividedintothefollowingsteps.

StartofShootingPhase.

SelectaunitandperformaShootingAttack.

Repeatstep2withadifferentunitthathasnotfiredduringthisPhaseyet.

Whenallunitsthatcan(andwantto)shoothavedoneso,theShootingPhaseends.

ShootingWithaUnit
Eachunit(with aShootingWeapon)canshootonce per Shooting Phase.Unitsthat are Fleeing,EngagedinCombat,or
thathaveMarched,Reformed,Rallied,orDeclaredaChargeintheirpreviousMovementPhasecannotshoot.

When aunit shoots,firstnominate atargetwithin the shooting unit'sLineofSight. UnitsthatareEngaged in Combat


cannotbe chosen as targets.Allmodelsinthesameunitmustshoot atthesametargetandonlymodelsinthe 1stand
2nd rank mayfire.If themodels in the unithavemorethanone typeofShootingWeapon, declare whichweapon is
used.AllR&Fmodels exceptChampionsmustusethesametypeof weapon. Champions andCharactersarefreetouse
othertypesofShootingWeaponsiftheywish.Anymodelintheunitisfreetochoosenottoshoot.

Check the Line of Sight for eachmodel.RememberthatLineofSightisalwaysdrawnfromthefront!Modelsthatdonot


have a Line of Sight to the target unit cannot shoot. Measure the Range for each individual shooting model.Thisis
measuredfromtheactualpositionofeach shootingmodeltotheclosestpointofthetargetunit(evenifthis particular
point is notwithin Line of Sight).Modelsthat are further awayfromthe targetthantheRangeoftheirweaponcannot
shoot.Onceithasbeenestablishedwhichmodelscanshoot,rolltohitwitheachmodel(asdescribedbelow).

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SpecialRulesSummaries

ShootingToHitRolls

Whenrolling tohitwithShootingAttacks, use the Ballistic Skill of the shooting model.Ifthemodelhasmorethan one
profile (such as a knight riding a horse), use the part of model that is actually performingtheShootingAttack. The
player controlling the shooting unit rolls a D6 and adds the Ballistic Skill oftheshooting model.Iftheresultis 7or
higher, theattackhits.An unmodified rollof1isalways amiss.Ifone ormore hitsarescored,followtheprocedure
describedunderAttacksandDamage.
ShootingToHitTable

ToHitModifiers
Most Shooting Attacks may suffer one or more tohit
modifiers totheir tohit rolls.SimplymodifytheBallistic
Skill of the shooter. The list below shows the general
tohit modifiers, but spells and abilities can add
additionaltohitmodifiersontopofthese.

ToHitModifiersSummary

BallisticSkill(BS)+ ToHitRoll
modifiers
6ormore 2+
5 2+
4 3+
3 4+

LongRange 1
2 5+
MovingandShooting 1
1 6+
StandandShoot

0 6+followedby4+

SoftCover 1

1 6+followedby5+

HardCover 2

2 6+followedby6+

3orless impossible

LongRange(1tohit)

If the target is further away than half of the weapon's Range, the shooting model receives a 1 to hit modifier.
RememberthatyoumeasureRangeforeachshootingmodelindividually.

MovingandShooting(1tohit)
IttheunithasmovedduringthisPlayerTurn,allmodelsintheunitreceivea1tohitmodifier.

StandandShoot(1tohit)
ShootingAttacksmadeaspartofaStandandShootChargeReactionreceivea1tohitmodifier.

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SpecialRulesSummaries

Cover
Cover isdetermined individuallyforeach model in a unitthatis shooting.TherearetwotypesofCover:SoftCoverand
HardCover.In bothcases, CoverisworkedoutusingtheLineofSightoftheshootingmodel.DrawLinesofSightfroma
chosenpointon thefrontoftheshootingmodel'sbase(forCoverpurposes,thiscanbedrawnoutsideits frontarc)toall
the targets Footprint. If these lines are interrupted by models or Terrain, the shooting model may suffer tohit
penalties, dependingon what types of models/TerraintheLineofSightisinterruptedbyand how muchoftheLineof
Sight is interrupted. Models always ignore their own unit and the target unit for Cover purposes, and also ignore
whatever TerrainPiecethey are inside(soaunitshootingfromaForest doesn'tsufferaSoftCoverpenaltyforshooting
throughthatForest).

TargetBehindSoftCover(1tohit)
AmodelshootingatatargetbehindSoftCoverreceivesa1tohitmodifier.SoftCoverappliesifhalformoreofthe
targetunit'sFootprintisobscuredbyoneormoreofthefollowing:
SoftTerrain.
Models(ofanysize).WhenshootingwithoratmodelsofLargeHeight,ignoremodelsofSmallHeightforthe
purposeofSoftCover.

TargetBehindHardCover(2tohit)
AmodelshootingatatargetbehindHardCoverreceivesa2tohitmodifier.HardCoverappliesifhalformoreofthe
targetunit'sFootprintisobscuredbyoneormoreofthefollowing:
HardTerrain.
ModelsofthesameorlargerHeightthanboththeshootingmodelanditstarget.

TargetBehindHardAndSoftCover
If a model is suffering from both Hard Cover and Soft Cover, only apply the Hard Coverpenalty. If the targetunit's
Footprint is obscured by both Soft and Hard Cover, but not enough to grant either Hard Cover or Soft Cover, the
shootingmodelsuffersSoftCoverpenaltyifhalformoreofthetargetunit'sFootprintisobscuredby modelsorTerrain
fromeither theHardCover orSoft Coverlist.Forexample, if30%ofthetargetunit areobscuredbySoft Terrain and
30%byHardTerrain,theshootingmodelstillsufferstheSoftCoverpenalty(seeFigure10).

Figure8
a)Modelscannotshoot,enemyisnotwithinLineofSight.
b)Modelscanshoot(enemywithinLineofSight),noCoversincelessthanhalfoftheenemyunitsFootprintisobscured.
c)Modelscanshoot(enemywithinLineofSight),SoftCoversincemorethanhalfoftheenemyunitsFootprintisobscured
bytheForest.

Content

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SpecialRulesSummaries

Figure9
a)Modelscannotshoot,LineofSightisblocked.
b)Modelscanshoot(enemywithinLineofSight),HardCoversincemorethanhalfoftheenemyunitsFootprintisobscured
byImpassableTerrain.
c)Modelscanshoot(enemywithinLineofSight),noCoversincelessthanhalfoftheenemyunitsFootprintisobscuredby
ImpassableTerrain.

Figure10
In this example, less than half of the target units
Footprint is obscured by either Hard or Soft Cover.
However, morethanhalfisobscuredbythecombination
ofboth.Inthiscase,thetargetcountsasinSoftCover.

Content

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SpecialRulesSummaries

LineofSightandCover
ThisdiagramsummarisesthemostcommoncasesforLineofSightandCoverbetweenamodelwithRangedAttacks,an
obscuringmodelanditstarget.

Content

46

SpecialRulesSummaries

CloseCombatPhase

IntheCloseCombatPhase,theplayersmodelsEngagedinCombatcan(andmust)strike.

CloseCombatPhaseSequence

EachCloseCombatPhaseisdividedintothefollowingsteps.

StartofCloseCombatPhase.ApplyanyNoLongerEngaged.

Chooseacombattofightin.

FightaRoundofCombat.

Repeatsteps2and3.Eachtimechooseanewcombatwhichhasnotalreadybeenfoughtduringthis
CloseCombatPhase.

OnceallunitsthatareEngagedinCombathavefought,theCloseCombatPhaseends.

ACombatisdefinedasagroupofopposingunits,whichareallconnected throughbase contact.Normally, thiswouldbe


two units pitted against one another, butitcouldalsobe severalunitsagainstasingleenemyunit oralongchain of
unitsfrombothsides.Complete allactionsinthe RoundofCombatSequenceofallunitsinvolvedinthechosencombat
beforemovingontothenextcombat.

Units are consideredEngaged in Combatifoneor moremodels intheunit isin basecontactwithan enemyunit.Ifa


unit isEngagedinCombat, allmodels intheunit arealsoEngagedinCombat.Unitsthatare EngagedinCombatcannot
moveunlessspecificallystated(suchasduringCombatReformsorBreakingfromcombat).

NoLongerEngaged
Aunit followstherulesforNoMoreFoesifitwasEngagedinCombatpreviously,buthadallofitsopponents movedor
removed between the previous Movement Phase and this Close Combat Phase (and base contact could not be
maintained through nudging, following the instructions under Dropping Out of Combat). That unit may do a
PostCombat Pivot or PostCombatReform (orOverrunifitjust charged)beforeanycombatsarefought.Thiscannotbe
doneiftheunithasmovedsincetheopposingunitswereremoved(suchaswithaMagicalMove).

Content

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SpecialRulesSummaries

RoundofCombatSequence

EachCombatRoundisdividedintothefollowingsteps:

StartofRoundofCombat.

ChooseWeapon(seeCloseCombatWeaponsection).

MakeWay(seeCharactersection).

IssueandAcceptChallenges(seeCharactersection).

Rollattacks(inInitiativeorder):
1. Allocateattacks.
2. Rolltohit,towound,saves,andremovecasualties.
3. MovetothenextInitativestep.

CalculatewhichsidewinstheRoundofCombat.Loser(s)rollsBreakTest.

RollPanicTestfornearbyunits.

RestrainorPursue?

RollFleedistance.

10

RollPursuedistance.

11

MoveFleeingunits.

12

MovePursuingunits.

13

PostCombatPivotsorPostCombatReform.

14

CombatReforms.

15

EndofCombatRound.Proceedtothenextcombat.

Combats are fought in a strict striking order, starting with the attacks that have Initiative 10 and then working
downwards from the highest to the lowest Initiative. At each Initiativestep, allattacks thathavethesameInitiative
strike simultaneously. Undernormal circumstances,amodelstrikesat the Initiativespecified on itsprofile.However,
someattacks aremadeatadifferent Initiativestepthanthe model'sownInitiative (suchasChariotsImpactHits,which
areInitiative10).Formodelswithmorethanoneprofile(suchasaknightanditsmount), eachpartofthemodelstrikes
atitsownInitiative.

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SpecialRulesSummaries

WhoCanStrike
Modelsinbase contactwith anenemy attack whenitistheirturn intheInitiativeorder. Modelsfrombothsidesattack
ineachplayer'sCloseCombatPhase.

SupportingAttacks
Modelsinthe2ndrank perform oneSupportingAttackacross modelsin the firstrank.SupportingAttackscan onlybe
madeagainstenemiesinthefront.

HordeFormation
Modelsinunitsthat are deployedinHorde Formation(seeUnits and Formations) gaintheFight inExtraRankspecial
rule.

Incompleteranks,fightingovergaps
Sometimes, incomplete ranks orCharacterswitha Mismatchingbase willcauseempty gapsina CloseCombat. Iftwo
units are in base contact, models in theseunitsareallowedtoattackover emptygaps (butnot acrossother units or
ImpassableTerrain).Thesemodelsareconsideredtobeinbasecontactwitheachother.

Figure11
Modelscolourcodedwithadarkershadecanallstrike.
The magenta unit isin Hordeformationandthusboth
the2ndand 3rd rankcan makeSupportingAttacks.The
green unit is not Engaged in the front, so its models
cannotmakeSupportingAttacktotheirsideorrear.
Modelswithaboldframecountas being inbase contact
with an enemy (models are considered to be in base
contactacrossempty gaps),models colourcodedwitha
lightershadecannotmakeSupportingAttacks.

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SpecialRulesSummaries

AllocatingAttacks
At eachInitiative step,beforeanyattacks are rolled,attacksmustfirst beallocatedagainstenemymodels.Ifamodelis
inbase contactwith morethanonemodel,itcanchoosewhich modeltoattack.Attackscanbe allocatedagainstmodels
with differentWoundpools,i.e. R&F models, Champions and Characters.Thenumberofattacksthatamodelcan make
isequaltoits AttacksCharacteristic.Equipment,specialrules,spells, etc.canfurtherchangethisnumber.Ifamodelhas
more than oneattack,itcanallocate thematwill todifferenttargetsinbase contact.Ifa modelis making Supporting
Attacks, itcan allocate itsattackasifitwasin the front oftheunit (in thesame file). If amodelcouldeither strike at
models in basecontact ormakeSupportingAttacks,itmustallocateitsattacksagainstmodelsinbasecontact.Allocate
allattacksatagivenInitiativestepbeforerollinganytohitrolls.

In caseswhere aWoundpool(mainlynonchampionR&Fmodelsinthesameunit) do notall havethesamerelevant


Characteristicsorrules(suchasdifferentToughness valuesordifferent saves), usethevalue orrulesthatthemajority
ofthemodelsoftheWoundpoolhave(attackerchoosesifatie),andapplythemtoallrolls(tohit,towound,saves).

SwirlingMelee
If a R&F model can allocate its attacks against a model ina unit, it mayalways chooseto allocateanynumberofits
attacksagainst R&F modelsinstead(in aunitthatthe attackercouldnormallyallocateattackstowards),i.e.R&Fmodels
are not limited to only striking models in base contact but can always attack otherR&Fmodelsinstead.Follow the
normalrulesfor CloseCombatAttacks,except thatanyhitsscoredaredistributed(thesamewayasattackstowardsa
unit as a whole), except hits can only be distributed onto R&F models. Note that Swirling Melee does not apply to
Characters.

RollingtoHit
Tomakeatohitroll,rollaD6foreachattackandcomparetheWeaponSkillofthemodelmakingtheattacks(the
attacker)totheWeaponSkillofthemodelagainstwhichtheattackwasallocated(thedefender).

IfthedefenderhasalowerWeaponSkillthantheattacker,theattackhitson3+.

IfthedefenderhasaWeaponSkillequaltooruptotwicethatoftheattacker,theattackhitson4+.

IfthedefenderhasaWeaponSkillmorethantwicethatoftheattacker,theattackhitson5+.

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SpecialRulesSummaries

CloseCombatToHitTable
RollaD6foreachattack.Tofindoutwhatscoreisneededtosuccessfullyhitthetarget,crossreferencetheWeapon
Skilloftheattacker(AWS)versustheWeaponSkilloftheDefender(DWS).

AWS:

10

DWS:1

4+

3+

3+

3+

3+

3+

3+

3+

3+

3+

4+

4+

3+

3+

3+

3+

3+

3+

3+

3+

5+

4+

4+

3+

3+

3+

3+

3+

3+

3+

5+

4+

4+

4+

3+

3+

3+

3+

3+

3+

5+

5+

4+

4+

4+

3+

3+

3+

3+

3+

5+

5+

4+

4+

4+

4+

3+

3+

3+

3+

5+

5+

5+

4+

4+

4+

4+

3+

3+

3+

5+

5+

5+

4+

4+

4+

4+

4+

3+

3+

5+

5+

5+

5+

4+

4+

4+

4+

4+

3+

10

5+

5+

5+

5+

4+

4+

4+

4+

4+

4+

Tohitmodifierscanalterthis tohitroll.Unlessspecifiedotherwise,a tohitmodifierappliestobothShootingandClose


Combattohitrolls.CloseCombattohitrolls alwaysfailon anunmodifiedroll of'1',whiletheyarealwayssuccessful on
anunmodifiedrollof'6'.

Example: amodel hasWeaponSkill3, twoattacks and is equippedwithPaired Weaponswhichgivesita totalofthree


attacks. The model mayallocatetwo attackstowardsa modelwith Weapon Skill2,whichhiton3+,andonetowardsa
modelwithWeaponSkill7,whichhits on 5+.Ifone or morehitsarescored,the playermaythenfollowthe procedure
describedunderAttacksandDamage.

Figure12
The Champion of the magenta unit(Ch)and Character
C2 are locked in a Challenge (indicated by the chess
pattern). This means that they can only strike at each
other. The magenta and greenmodelscan strikeat the
R&F models of the other unit. The models with a bold
frame can strike at Characters/Champions. Themodels
in yellow (without boldframe) andpurple cannotstrike
at all.CharacterC1cannot strikebecausetheonlymodel
itisinbasecontactwithisaChampionthat islockedina
Challenge.

Content

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SpecialRulesSummaries

DroppingoutofCombat
Removing casualtiesmay cause units todrop outofbase contactwith theirfoe.Whenthis happens, units are nudged
intocombatusingthefollowingprocedure:
1. The unit that is going to drop out of Combat while not suffering casualties is movedthe minimumamount
neededtokeeptheunitsinbasecontact.
2. If this will not bring the units back into contact, move the unit suffering casualties the minimum amount
neededtokeeptheunitsinbasecontact.
Nudgedunitcanonlybemoved straightforward,backward, toeitherside, oracombinationoftwoofthesedirections
(first one, then the other). Units that are in base contact with other enemy units can never be nudged in this way.
Nudgedunitscannotmovethrough other units orImpassableTerrain,but theyareallowedtomovewithin1ofother
unitsinthesamecombat.Nudgemovescannotbeusedtochangethefacing inwhichanyunitisfighting(which means
that iftheunitwasattackedinthe flank beforethenudgemove,thismuststillbetrueafterthe nudgemove).Ifseveral
unitsdropoutofcombat atthesametime,move themintheorderthat allows themaximumnumberofunitsto stayin
combat.Ifthisnumberisequal,theActivePlayerdecidestheorder.
Ifnudging eitherunitdoesnotmanage tobring the units back into contactwith eachother,theunitdropsoutofClose
Combat.AnyunitsthatarenolongerEngagedinCombatfollowtherulesgivenunderNoMoreFoes.

If base contact was lost due to units deliberately moving out of combat (some spells allow units to move out of
combats),donotnudgetheunitsbacktogether.InsteadfollowtherulesforNoMoreFoes.

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SpecialRulesSummaries

WinningaRoundofCombat

Onceallmodels Initiativestepshave passed(i.e.all modelshavehadachancetoattack),thewinner of thisRoundof


Combatisdetermined.Thisisdoneby calculating eachside's Combat Score.Tocalculate CombatScore,simplyaddup
all Combat Score bonuses. The side with the higher Combat Score winsthecombat,thesidewiththelowerCombat
Score loses the combat. If there is a tie, both sides are treated as winners (a Musician can tilt the balance, see
Musicians).

InflictedWounds:+1foreachWound
Eachplayeradds upthenumberofunsavedWoundsinflictedtoenemy units (EngagedinthesameCombat)duringthis
Roundof Combat.Thisincludes enemiesthatwere Engagedinthe Combat butdroppedoutorwerecompletelywiped
outduringthisRoundofCombat.

Overkill:+1foreachWound(maximum+3)

In a Challenge, excess Wounds inflicted after the opponent was killed are counted towards the Combat Score. A
maximumof+3can beaddedto your CombatScoreduetoOverkill.NotethatexcessWoundsareonlycountedwhenin
aChallenge,inallothersituations,excessWoundsaresimplylost.

Charge:+1or+2
During the first RoundofCombataftera unitcharged into this combat, thecharger'sside receives +1totheirCombat
Score. If this chargewasstarted withhalformore oftheunitsFootprintona Hillandended withhalf ormore ofits
FootprintnolongerontheHill, youreceive +2toyourCombatScoreinstead.Eachside canonlycount thisbonusfrom
oneunitinthesamecombat.

RankBonus:+1foreachrank(maximum+3)
Eachside adds+1to their Combat Scorefor eachFullRankafterthe1stina singleunit,uptoamaximumof+3.Only
countthisforasingleunitperside.(UsetheunitthatgivesthehighestRankBonus).

Standard:+1
Eachsideadds+1totheirCombatScoreiftheyhaveoneormoreStandardBearersEngagedinthecombat.

BattleStandard:+1
Eachsideadds+1totheirCombatScoreiftheyhaveoneormoreBattleStandardBearersinthecombat.

FlankBonus:+1or+2

Eachsideadds+1to theirCombatScoreiftheyhave oneormoreunitsfightinganenemy intheenemy'sflank.Ifatleast


oneoftheseunitshasoneormoreFullRanks,add+2instead.

RearBonus:+2or+3
Eachside adds+2to theirCombatScoreiftheyhave oneormoreunitsfightinganenemy intheenemy'srear.If atleast
oneoftheseunitshasoneormoreFullRanks,add+3instead.

Content

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SpecialRulesSummaries

CombatScoreSummary
CausedWounds

+1foreachWound

Overkill

+1foreachWound(maximum+3)

Charge

+1(+2fromaHill)

RankBonus

+1foreachrank(maximum+3)

Standard

+1

BattleStandard

+1

FlankBonus

+1or+2

RearBonus

+2or+3

BreakTest

Eachuniton thesidethat losttheRound ofCombatmusttakeaBreakTest.Theorderischosenbythelosingplayer.A


BreakTestisa Leadership Testwithanegative modifier equaltotheCombatScoredifference(i.e.if the CombatScore
was6to3,theunitsonthelosingsidetakeBreakTestswitha3modifier).Ifthetestisfailed,theunitBreaksand Flees.
Ifthetestispassed,theunitsremainEngagedintheCombat.

Steadfast
Any units that have more Full Ranks than each of the enemy units Engaged in the same Combat ignore Leadership
modifiersfromtheCombatScoredifference.

Disrupted
Ifa unitisEngagedinCombatwithanenemy unitwithatleast2Full Ranksandthisenemy isinthe unit'sflank orrear,
theunitcannotusetheSteadfastrule.

NoMoreFoes
Sometimes a unit kills all enemy units in base contact and finds itselfnolongerEngagedinCombat(so theycannot
provideCombatScorebonusessuch as StandardsorFlank). Theseunitsalwayscount as winningthecombat,andcan
eithermakeanOverrun(ifapplicable),aPostCombatPivotoraPostCombatReform.
Whenthishappensinmultiplecombats,theWoundscausedtoandbytheunitarecountedtowardstheCombatScore,
butallotherCombatScorebonusesareignored.NotethattheunititselfdoesntneedtotakeaBreakTestsinceit
alwayscountsasifonthewinningside.

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SpecialRulesSummaries

PursuitsandOverruns

Before moving broken units, units that are in base contact with the broken unit(s) maydeclareaPursuitofasingle
brokenunit.To beable topursue abrokenenemy,the unitcannotbe Engagedwithanynonbrokenenemyunitsand
must be in base contact with thebroken unit. Unitscanelect notto pursue,but must thenpass aLeadershipTestto
succeedinrestraining themselves;ifthetestisfailed,the unitmustpursueanyway.Ifthetestispassed,the unitmaydo
eitheraPostCombatPivotoraPostCombatReform.

PostCombatPivot
A unit may Pivot around its Centre and may reorganize models withtheFrontRank rule(theymuststillbe inlegal
positions).Thismoveismadeafterthepursuingandfleeingunitshavebeenmoved.

PostCombatReform
A unit may Perform a Reform maneuver. If this is done, the unit doesn't count as Scoring for claiming Secondary
Objectivesduringthis PlayerTurn,andtheunitmaynot declareanyChargesinthefollowingPlayerTurn.Thismove is
madeafterthepursuingandfleeingunitshavebeenmoved.

Overrun
Aunit thatfoughtits first RoundofCombat(sinceitchargedintothecombat)andallunitsinbasecontactwere wiped
out (includingunitsbeingremoved from playasa resultofUnstableorsomething similar),canchoosetomakeaspecial
Pursuit Move called Overrun (instead of a PostCombat Pivot). Overruns followtherulesfor movingpursuingunits,
except that the direction of the Pursuit Move is always straightforward and no Leadership Test is required for
restrainingfrompursuit.

RollforFleeandPursueDistances
Every brokenunit nowrolls2D6todeterminetheir FleeDistance, andeachunitthat has declaredaPursuitnowrolls
2D6 to determine its Pursuit distance. If any pursuing unit rolls an equal or higher Pursuit Distancethan theFlee
Distance of the unit it is pursuing,thefleeingunit isdestroyed. Remove thatunitfromthegame; no savesor special
rulescansaveit.Dohoweverkeeptrack ofwherethe Centre ofsaidunit would haveendedupifithadescapedbeforeit
wasremoved(seebelow).

FleeDistanceandFleeingUnits
Eachbroken unitthat werenotcapturedanddestroyed willnowfleedirectlyawayfromtheenemyunitinbasecontact
that has the mostFull Ranks.Ifthereisa tieconcerning whichunithasthemostFullRanks,theplayerwhoseunitsare
not fleeingchooseswhichoftheseunitsthe flightwill bedirectedaway from.Onceithasbeenestablishedwhichunit
theflightwillbeaway from,Pivotthefleeing unitsothatitisfacingdirectlyawayfromthisunit(measurefromCentre
ofUnit toCentreofUnit) andmovethefleeingunit directlyforward anumberofinchesequaltothefleedistancerolled
earlier. Usetherulesforfleeing moves(withtheexceptionthatunitsthat areEngagedinthesamecombatdonotcause
DangerousTerraintests).Ifseveralunitsare fleeingfromthesamecombat,theunitsmove inthesameorderastheir
fleedistancewasrolled(theplayercontrollingtheunitschoosesinwhichordertheyrollthefleedistance).

Content

55

SpecialRulesSummaries

PursuitDistanceandPursuingUnits
Eachpursuing unitnowrotates arounditsCentre(bytheshortestroute)toface towardstheCentreofthepursuedunit
(or the point where the unit would have been, if it was destroyed). This rotation ignoresobstructions(itcan move
throughmodelsandTerrain).
After the rotation, if the frontage of the pursuing unit would be over an enemy unit, it charges that unit.
Remove the pursuing unitfrom theBattlefieldand thenplaceitbackontheBattlefield withits front inbase
contactwithitstarget(inthecorrect arcandmaximizing the number of Engagedmodelsasusual). Ifthereis
notenoughroomtoplacethechargingunit,treattheobstructingunitasImpassableTerrain(seebelow).
Otherwise, if aftertherotationthefrontageofthepursuing unitwouldbe over afriendlyunitor Impassable
Terrain,the unitrotates sothatitfacesascloseaspossibletowardsthepursuedunit,stopping1awayfrom
theobstructionandthenstopsitspursuitmovement.
Ifneitherofthecasesaboveareapplicable,theunitignoresanyobstructionwhilerotating, andthen movesthe
pursuit distance directly forward. If, while moving, the pursuing unit won't be able to clear an obstruction
ignoredduringtheinitial Pivot (including1" distance, unlesscharging),backtrackthe movetotheunit's latest
legalpositionwhereitobeys the UnitSpacingrule.(Usually,thismeansthattheunitdoesn't move,but instead
rotatesascloseaspossible).

In case thisPursuitmovement would bringtheunit into contactwith anenemyunit, itautomaticallydeclaresaCharge


against said unit, usingits pursuitdistance rollasits Charge roll. This Charge followsall therulesfor Chargesexcept
that no Charge Reactionsareallowed. If this createsanewCombat,itwillberesolvedinthenextPlayer Turn(withthe
charging unitstill countingascharging).However, ifthechargingunit joinsanongoingcombatthathasn'tbeenfought
this Close Combat Phase yet, it will have achanceto fightandpursuit again thisturn.Thisspecial Charge cannot be
madetowards aunit thatjust fled from acombatinvolvingthepursuing unit. Treatsuch unitasafriendlyunitforthe
pursuitmove(includingtheinitialrotation).

Ifthepursuingunitdoesn'tdeclareachargethisway,itmovesdirectlyforward(followingtheUnitSpacingrule).

Ifseveralunits are pursuingfromthesamecombat,unitsmoveinthe sameorderastheirpursuitdistancewasrolled


(theActivePlayerchooseswhichplayerwillroll fortheirpursuing units first,andeach playerchoosestheorderoftheir
ownunits).

PursuingofftheTable
Ifpursuingunitsmoving thiswaytouchtheboard edge, theywillgooffthetableandwillcomebacktotheboardduring
the controlling player's nextRemainingMovessubphase, using the rules for arrivingAmbushers (theyautomatically
arrive),except thattheymustbeplaced(inthesameformation) withtheirbackrankcentredonthepoint atwhichthey
contacted theBoardEdge,or as close as possible.Modelsthat havepursuedoffthetable,cannotdoanyactionsatall,
andallitems,rules,abilitiesstopworkingwhileoffthetable.

Content

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SpecialRulesSummaries

Figure13
In these examples, the purple unit is in the greenunit'sflank.The green
unitwinscombat,thepurpleunitBreaksandFlees,thegreenunitpursues.
Inthisexample,there are noobstructions.Thegreenunitrotates towards
thepurpleunitandthenmovesforward.

Here, the green unit's rotation leaves its front over anenemy unit (red).
Thismakes thegreenunit chargetheredunit.Placethegreenunitinbase
contactwiththeredunit.

Here, the green unit's rotation leaves its front over a friendlyunit(light
green).Inthiscase,therotationisstopped1awayfromthefriendlyunit.

Here, the green unit's rotation leaves part of the unit over another unit
(blueitcould beeitherfriendlyorenemy).However,inthiscase,thefront
ofthepursuingunitisclear,soitwillmoveforward.

Content

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SpecialRulesSummaries

CombatReform

Iftherearestill units leftEngagedinthecombat afterallthefleeing and pursuinghasbeen rolledandmoved,eachof


theseunitsmay trytoperforma Combat Reform. UnitsEngaged inmore thanone facing (forexample,bothfrontand
flank) can neverperforma Combat Reform. Unitsonthelosingsideofthe combatmustpass aLeadershipTestto be
able toperform aCombatReform,witha Leadershipvalueequalto what would havebeenusedfor aBreak Test (i.e.
applytheCombatScoredifference,unlesstheunitisSteadfast).

If both players want to perform Combat Reforms, the Active Player chooses which player goes first. This player
completesallCombatReformswithalltheirunits(oneatatime inany order),beforetheotherplayercanreformanyof
theirunits.

Whenaunit performsaCombatReform,removetheunitfromtheBattlefield,andthenplaceit back onthe Battlefieldin


a legal formation,in basecontactwiththeenemyunit(s)itwasfightingbefore,and intheenemyssamefacing.Youmay
ignoretheUnit Spacing ruleforunitsinvolvedinthesamecombat (butcannotmove intobasecontactwithunitsthat
youwerenot inbase contact with previously),andnomodelmay endupmorethantwice itsMovementvaluefromits
startingposition.

At the endofeachCombat Reform,youmusthaveatleastas many ofyourmodelsinbasecontactwithanenemyasyou


had before the Reform. Any Charactermodels thatwereinbasecontactwithanenemymustbe kept inbase contact
(althoughitcan bewithdifferent enemymodels).Furthermore,at the end ofallyour CombatReforms,theexactsame
enemy modelsthatwereinbase contactwith opposing modelsbeforetheCombatReformmuststillbeinbase contact
aftertheReform(buttheymaybeEngagedwithdifferentmodelsorevenunits).

Content

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SpecialRulesSummaries

AttacksandDamage

AttacksaredividedintoCloseCombatandRangedAttacks:

CloseCombatAttacks
Anyattacksmadeatunitsinbasecontactwiththeattacker'sunit,intheCloseCombatPhase(orasifintheClose
CombatPhase)areCloseCombatAttacks.

RangedAttacks
AllattacksthatarenotCloseCombatAttacksareRangedAttacks.

AllRangedAttacksmadeintheShootingPhaseormadeasaStandandShootChargeReactionarereferredtoas
ShootingAttacks.

SpecialAttacks
CertainmodelsareallowedtomakeSpecialAttacksduringtheCloseCombat,MovementorShootingPhase.Bydefault
theSpecialAttackscannotbenefitfromweaponbonusesorspecialrulesthatnormallyaffectattackoftheircategory.
AllSpecialAttacksareexplicitlymarkedassuch.TheexamplesareStomp,GrindingAttacks,CrushAttack,ImpactHits,
BreathWeapon.

AttackSequence

Wheneveranattackhitsamodel,usethefollowingsequence:

AttackerDistributeshits.

Attackerrollstowound;ifsuccessful,proceed.

DefenderrollsArmourSavingThrows;iffailed,proceed.

Defenderrollsspecialsavingthrows;iffailed,proceed.

DefenderremovesWoundsorcasualties.

DefenderchecksforPanic.

Completeeachstepforalltheattacksthatarehappeningsimultaneously(suchasallShootingAttacksfromasingleunit
orallCloseCombatAttacksatagivenInitiativestep)beforemovingontothenextstep.

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SpecialRulesSummaries

DistributeHits

Allattacksthattarget aunitasawhole(thisincludesmostRangedAttacksandmostSpecialCloseCombatAttacks),are
(under normal circumstances) considered to only hit R&F models. Hits at R&F models (including Champions) from
Templates are redistributed onto R&F models at this step. I.e. templates cannot hit specific R&F models. When
Charactersarejoinedtounits,howhitsaredistributedmaychange,asdescribedintheCharactersection.

NormalClose Combat Attacksarenot distributed,butareinstead Allocatedbeforetohitrollsaremade.Inthiscase,do


notredistributethehitsatthisstage.

In caseswhere aWoundpool(mainlynonchampionR&Fmodelsinthesameunit) do notall havethesamerelevant


Characteristicsorrules(suchasdifferentToughness valuesordifferent saves), usethevalue orrulesthatthemajority
ofthemodelsoftheWoundpoolhave(attackerchoosesifatie),andapplythemtoallrolls(tohit,towound,saves).

ToWoundRolls

If an attack has a Strength value, it must successfully wound the target to have a chance to harm it. Compare the
Strengthofthe attack totheToughnessCharacteristicofthetarget.AnattackwithStrength0cannot wound.Otherwise,
an unmodifiedrollof'6'willalways succeed and anunmodifiedroll of'1' willalwaysfail.Theplayerthatinflictedthe
hitmakesatowoundrollforeachattackthathitthetarget.IftheattackdoesnothaveaStrengthvalue,followtherules
givenforthatparticularattack.

TheWoundingTable
RollaD6foreachhit.Tofindoutwhatscoreisneededtosuccessfullywoundthetarget,crossreferencetheStrength
(S)oftheattackversustheToughness(T)ofthetarget.

Content

S:1

10

T:1

4+

3+

2+

2+

2+

2+

2+

2+

2+

2+

5+

4+

3+

2+

2+

2+

2+

2+

2+

2+

6+

5+

4+

3+

2+

2+

2+

2+

2+

2+

6+

6+

5+

4+

3+

2+

2+

2+

2+

2+

6+

6+

6+

5+

4+

3+

2+

2+

2+

2+

6+

6+

6+

6+

5+

4+

3+

2+

2+

2+

6+

6+

6+

6+

6+

5+

4+

3+

2+

2+

6+

6+

6+

6+

6+

6+

5+

4+

3+

2+

6+

6+

6+

6+

6+

6+

6+

5+

4+

3+

10

6+

6+

6+

6+

6+

6+

6+

6+

5+

4+

60

SpecialRulesSummaries

ArmourSavesandArmourModifiers

IfoneormoreWoundsarescored,theplayerwhoseunitisbeingattackednowhasachancetosavetheWound(s).Roll
aD6foreachsuccessfultowoundroll,calledanArmourSavingThrowandcompareitwiththemodel'sArmourSave
(seetheArmourTypessection).

IftheStrengthofanattackishigherthan3,thisattackwillmodifytheArmourSavingThrowby1foreachpointof
Strengthabove3,i.e.

Strength

10

Modifier

SpecialrulesandabilitiesmightfurthermodifyArmourSaverolls(suchasArmourPiercing).

RegenerationandWardSaves

Ifa Woundwasnot savedbyamodel'sArmourSave,theattackedmodelnowhasafinalchancetodiscount the Wound,


byrolling itsRegeneration orWardSave (ifithasone).RegenerationandWard SavesworksimilarlytoArmourSaves,
except that they cannot be modified or combined. A Regeneration or Ward Save is always given withtheminimum
score needed to be rolled on a D6 to discard the Wound within brackets(for example,a WardSave(4+)means the
Woundisdiscountedonarollof4ormore).

RollonesavingthrowforeachWoundthatwasnotsavedbythemodel'sArmourSave.

Ifa model has morethanone Regenerationand/orWard Save,choose whichonetousebeforerollingthesaving throw.


OnlyasingleRegenerationorWardSavecanbeusedagainstasingleattack.

WardSavesandRegenerationboth work the same way,butsomespellsorspecialruleswill affectonetypeofsavebut


nottheother.

Content

61

SpecialRulesSummaries

InflictingWounds

For eachfailedspecialsavingthrow(orArmourSaving Throwif theattackedmodel hadnospecialsave),theattacked


modellosesaWound.

NonR&Fmodels
Iftheattackwasdistributedorallocatedontoa nonR&Fmodel,theattackedmodelloses1Woundforeach failedsave.
Ifthemodelreaches0Wounds,themodelisdeadand isremovedasa casualty.Keeptrackof modelsthatarewounded,
butnotenough toreach0Wounds.(PlacingWoundMarkersnexttowoundedmodelsworksfine).These lostWounds
willbetakenintoaccountforfutureattacks.Ifthemodeliskilled,anyexcessinflictedWoundsareignored.

Champions
Even thoughChampionsareR&Fmodels,eachChampion has itsown Woundpool,andfollows the rules for nonR&F
models above. If enough Wounds are suffered by R&F models in order to wipe out the entire unit, any remaining
WoundssufferedareallocatedattheChampion(evenifitisfightinginaChallenge).

R&Fmodels
R&F models (except Champions) in the sameunitsharea commonWound pool. Ifthe attackwasallocatedto a R&F
model, the combined R&F Wound pool loses 1 Wound for each failed save. If the R&F models have 1 Woundeach,
removeoneR&FmodelforeachWoundlost.

IftheR&Fmodels havemore than 1Woundeach, removewholeR&Fmodelswhenever possible.Keeptrackofmodels


that are wounded,butnot enoughtoreach0Wounds.Theselost Woundsaretakenintoaccount forfutureattacks. For
example, aunit of10 Trolls(3Woundseach)loses7Wounds.Removetwowholemodels(6Wounds),leaving1Wound
whichiskepttrack of.Later,thisunitloses2Wounds,whichisenoughtokilla singleTrollsince1Wound was inflicted
inthepreviousattack.

Iftheunit iswipedout,anyexcessinflictedWoundsareallocatedtotheChampion.IftherearenoChampion,theexcess
woundareignored.

Ifa unitconsists ofR&FmodelswithdifferentTroop Types,eachtypeofR&F modelhasitsowncombinedWoundpool.


Sometimes, one or more R&F models gain special rules (for example, Characteristics may increase, abilities can be
gained,etc. thisis normally due tospells orMagical Items), or theycomewithdifferent equipment.Suchdifferences
areignoredwhenremoving casualties.They are normallyremoved from therearrank evenif amodelin therearhas
some special rule or equipment (i.e. only differences due to Troop Typecause R&F modelstohave separate Wound
pools).

Content

62

SpecialRulesSummaries

RemovingCasualties

RemovingR&Fmodels
R&Fcasualtiesareremovedfromtherearrank.Iftheunit isinasinglerank,remove modelsasequallyaspossiblefrom
both sidesoftheunit.Note that the requirementtoremovecasualtiesequally from bothsidesofasinglerankunitonly
appliestoeachbatchofsimultaneousattacks.

If a nonR&F model is standing ina positionthat wouldnormally beremoved as acasualty,remove the nexteligible
R&FmodelandmovethenonR&Fmodel(s)inwards.

RemovingNonR&Fmodels
NonR&F casualties are removed from their positions within the unit directly. R&F modelsarethenmovedtofillin
empty spots. When doing this, the models follow the same guidelines as for casualty removal (fromrearranksand
equallyfrombothsidesinthecaseofsinglerankunits).

UnitsEngagedinCombat
If the unit is in a single rank, remove casualties from either side of the unit, so that the number of units (highest
priority)andnumberofmodels(lowestpriority)inbasecontactismaximized.

PanicTest

PanicTestsareLeadershipTeststakenimmediatelyafteranyofthefollowingsituationsarise:

Afriendlyunitisdestroyedwithin6"(includingfleeingofftheboard).

AfriendlyunitBreaksfromcombatwithin6".

Afriendlyunitfleesthroughtheunit.

Theunitsuffers,inasinglephase,casualtiesequaltoorgreaterthan25%ofthenumberofmodelsthatithad
atthestartofthephase.ThisruleiscalledHeavyCasualties.

Units whichfail aPanicTestflee from the closest enemyunit(CentreofUnit toCentreofUnit).Iftherearenoenemy


unitsontheboard,randomizedirection.

IfthePanic Test was forcedby anyof caseslistedbelow, the unitflees directly away(CentreofUnittoCentreofUnit)
fromtheenemyunitthatcausedthePanicTest.

Aspellcastbyanenemymodel

Aspecialruleonanenemymodel(suchasTerror)

Theunitsuffers Heavy Casualties,andthefinalwoundscausingthecasualties togoabove25%wasdonebyan


enemyunit

Units do notneedto take PanicTestsiftheyareEngagedinCombat,iftheyarealreadyfleeingoriftheyalreadypassed


aPanicTestduringthisPhase.

Content

63

SpecialRulesSummaries

TroopTypes

AllmodelsandunitshaveaTroopType.AunitsTroopTypeisthesameasthatofthemajorityofitsR&Fmodels(orall
models,iftherearenoR&Fmodels);theopponentmakesthedecisionifthenumbersareequal.EachTroopTypehasa
numberofrulesassociatedwithit,asdescribedbelow.

Infantry
Noadditionalrules.

WarBeast
Specialrules:

Cavalry

Swiftstride

TroopTyperules:
Specialrules:

MonstrousInfantry

CombinedProfile,CavalrySupport
Swiftstride

TroopTyperules:
Specialrules:

MonstrousBeast

MonstrousSupport,MonstrousRanks
Stomp(1)

TroopTyperules:
Specialrules:

MonstrousCavalry

MonstrousSupport,MonstrousRanks
Swiftstride,Stomp(1)

TroopTyperules:
Specialrules:

Chariot

CombinedProfile,CavalrySupport,MonstrousSupport,MonstrousRanks
Swiftstride,Stomp(1)

TroopTyperules:
Specialrules:

Monster

CombinedProfile,Cavalrysupport,MonstrousRanks
ImpactHits(D6),Swiftstride,CannotMarch

TroopTyperules:
Specialrules:

RiddenMonster

MonsterRanks
Stomp(D6),LargeTarget,Terror

TroopTyperules:
Specialrules:

Swarm

RiddenMonster'sProfile,MonsterRanks
Stomp(D6),LargeTarget,Terror

Specialrules:

WarMachine

Skirmishers,Unbreakable,Unstable

TroopTyperules:
Specialrules:

WarMachineProfile
Reload!,MoveorFire,CannotMarch

Content

64

SpecialRulesSummaries

ModelsonFootandMountedModels

Certain spells or rules can affect mounted models or models on foot differently. For allpurposes,Swarms, Infantry,
MonstrousInfantry,War Beasts, MonstrousBeasts,MonstersandWar Machinesareconsideredmodelsonfoot,unless
they are taken as a mount (such as a palanquin), in which case they are considered mounted. Cavalry, Monstrous
Cavalry,RiddenMonstersandChariotsareconsideredmountedmodels.

CharacterMounts
ManyCharactershavetheoption ofselecting mounts from the mountsectionoftheArmyBooks.Whenamodelridesa
mount,itsTroopTypechanges:

AmodelmountedonaWarBeastbecomesCavalry.

AmodelmountedonaMonstrousBeastbecomesMonstrousCavalry.

AmodelmountedonaMonsterbecomesRiddenMonster.

AmodelmountedonanyotherTroopTypebecomeswhateverTroopTypeitsmountis(butcountsasa
mountedmodelinsteadofamodelonfoot).Inthiscase,themodelgainsCombinedProfileandCavalry
Support.

The entire combined model (Character, mount and possibly additional riders/crew members that are part of the
mount) follow the rules for Characters. Riders/crew member that are part of the selected mount do not count as
mounts (meaning they can for example use weapons or armour). These rider/crew members have their own
equipment whichonly theycanuse.However,thecombinedmodelhasasingleArmourSave,itmustchoosetoeither
usetheArmourof the arider/crewmember(includingMountsProtectionandBarding)or theArmouroftheCharacter
(includingMountsProtectionandBarding).

TroopTypeRules

Cavalrysupport
MountscannotmakeSupportingAttacks.

MonsterRanks
Aunitwiththisruleonlyneedstobe1modelwidetoformaFullRank.

MonstrousRanks
Aunitwiththisruleonlyneedstobe3modelswidetoformFullRanks,and6modelswidetoformaHordeFormation.

MonstrousSupport
Modelswiththisrulemaymakeupto3SupportingAttacksinsteadof1.

Content

65

SpecialRulesSummaries

CombinedProfile
Amodelwiththisrule has separate profilesforeachof itsparts.Cavalrymodelsusuallyhaveariderpartandamount
part.Chariotmodels usually consist of hullpart,severalcrew parts andseveralmountparts.Insomechariots,mounts
andhullarerepresentedbythesamepart.

Whenattackingor shooting,each partofthemultipart model usesits ownCharacteristics. Eachpart ofamodelcan


make a Shooting Attack in the same phase, but must choosethesametarget.Acrewmember orridercanchooseto
shootaweaponcarriedbytheChariotinsteadofitsownweapon.

In othersituations,themultipart model is consideredtobeasinglemodelwithasinglesetofCharacteristics,defined


as follows. Ignore all other Characteristics, except when takingcharacteristic tests, in thiscaseuse thehighestvalue
amongallparts.

Movement UsetheMovementofthemountorpullingbeast.
WeaponSkill Use the ridersWeaponSkillorthebestWeaponSkillamongriders/crewmenifthere
ismorethanone.
Toughness UsethehighestToughnessamongallparts.
Wounds Use the highest number of Wounds among all parts. When the model reaches 0
Wounds,removeallpartsofthecombinedmodelasacasualty.
Leadership Use the ridersLeadershiporthebest Leadershipamong riders/crewmenifthere is
morethanone.
ArmourandSaves Use the bestArmour Save,WardSave andRegenerationavailableonasinglepart.A
ridersArmourSavecanbeincreasedbytheMountsProtectionandBarding.

Content

66

SpecialRulesSummaries

RiddenMonstersProfile
Amodelwiththisrule has aprofilefortheMonster andaprofilefor itsriders/crewmen.Whenbeingattacked,attacks
arealwaysresolvedagainsttheMonster.

Whenattackingor shooting,each partofthemultipart modelusesits ownCharacteristics.Eachpart ofthemodelcan


make Shooting Attacks in the same phase, but must choose the same target. A crewmemberorridercanchooseto
shootaweaponcarriedbytheMonsterinsteadofitsownweapon.

In othersituations, the multipartmodelisconsideredtobe asinglemodelwithasinglesetofCharacteristics, defined


as follows. Ignore all other Characteristics, except whentakingnoninitiativecharacteristictests,inthiscaseusethe
highestvalueamongallparts.

Movement UsetheMovementoftheMonster.
WeaponSkill UsetheMonstersWeaponSkill.
Toughness UseMonstersToughness.
Wounds Use the MonstersWounds.WhentheMonsterreaches0Wounds,removethewhole
modelasacasualty.
Initiative InitiativetestsmadebythemodelalwaysusetheMonstersInitiative.
Leadership Use the ridersLeadershiporthebest Leadershipamong riders/crewmenifthere is
morethanone.
ArmourandSaves Use the saves of the Monster. Any armour equipment worn by the rider or its
Ward/Regeneration Save have no effect, unless noted otherwise. Ridden Monsters
mayonlyhaveInnateDefencearmourtype.

Content

67

SpecialRulesSummaries

WarMachineProfile
AWarMachineisconsideredtobeasinglemodelwithasinglesetofCharacteristics,definedasfollows:

Toughness UsethemachinesToughnessagainstRangedAttacksandthecrews
ToughnessagainstCloseCombatAttacks.
Wounds UsethemachinesWounds.
OtherCharacteristics Usethecrew'sCharacteristics,ArmourandotherSaves.
andArmourandSaves

WarMachineshaveseparateprofilesforthemachineanditscrew members.Usethemachine'sWoundCharacteristicin
all cases. Use the machine's Toughness againstRangedAttacks.Usethecrew'sCharacteristicsfor allotherpurposes.
War Machines automatically fail any CharacteristicTests exceptLeadershipTestsand cannot March, Pursue,Declare
Charges orDeclareFlee asChargeReaction. IfaWarMachinefailsaPanic Test,insteadoffleeingitcannotshootinits
next Shooting Phase. When the model reaches 0 Wounds, remove all parts of the combined model as a casualty.
CharacterscanneverjoinunitsofWarMachines.

Whenaunit charges aWar Machine, followthesamerulesasfor normal Charge Moves,except thatthechargingunit


canmoveintobase contactanywhere(sinceall WarMachineshaveroundbasesandthusdon'thavefacings).Ignorethe
War Machines facing and ignore maximizing number of models in base contact, but you must still contactthe War
Machine with the charging units front facing. War Machines, and units Engagedin Combat withthem,cannotmake
CombatReforms. Whenfightinga WarMachineincombat,donotallocateattacks asnormal.Instead,atthestartofeach
Roundof Combat chooseup to6modelsthat arenotinbasecontactwithanyotherenemies(youmustchooseasmany
as possible). Chariots, Monstrous Cavalry, Monstrous Infantry and Monstrous Beasts count as 3 models each, while
MonstersandRidden Monsterscountas6models each.ThechosenmodelsmaythenattacktheWarMachineasif they
were in base contact, but no other attack can be directed at it, nor can the War Machineattackmodels outside the
chosenparty. Casualtiesamong the chosen modelsareremoved from the back oftheunit as normal.ThereforeifR&F
models die before striking, the chosen party size does not reduce in size. Break Tests are taken as normal. War
MachinesthatBreakfromcombatareautomaticallydestroyed.

Content

68

SpecialRulesSummaries

TroopTypesSummary

ProfileType

Modelstoforma
FullRank(Horde)

Supporting
Attackspermodel

SpecialRules

Height**

Infantry

5(10)

Small

WarBeast

5(10)

Swiftstride

Small

Combined
Profile

5(10)

1
(rideronly)

Swiftstride

Medium

Monstrous
Infantry

3(6)

upto3

Stomp(1)

Medium

Monstrous
Beast

3(6)

upto3

Swiftstride
Stomp(1)

Medium

Monstrous
Cavalry

Combined
Profile

3(6)

Swiftstride
Stomp(1)

Medium

Chariot

Combined
Profile

3(6)

1
(onerideronly)

Swiftstride
CannotMarch
ImpactHits(D6)

Medium

Stomp(D6)
LargeTarget
Terror

Large

Large

Small

Cavalry

upto3
(rideronly)

Monster

Ridden
Monster

Ridden
Monsters
Profile

Stomp(D6)
LargeTarget
Terror

*(10)

Skirmishers
Unbreakable
Unstable

WarMachine
Profile

noranks

CannotMarch
Reload!
MoveorFire

Swarm

WarMachine

Small

*SwarmscannotclaimFullRanksduetobeingSkirmishers.
**AllmodelswiththeLargeTargetspecialruleareconsideredtobeofLargeHeight.

Content

69

SpecialRulesSummaries

MundaneEquipment
CloseCombatWeapons

Weapons listed in this section are used in CloseCombat and canconfer variousbenefits andpenalties. Therulesfor
theseweapons areonlyapplywhen usingthe weaponin question(i.e.theydon't applytoSpecialAttackssuchasStomp
or whenusinga differentweapon).Ifamodelhasmore thanoneCloseCombatWeapon, it must choosewhichoneto
use at the start of each combat, andmustcontinuetousethesameweapon for the durationof thatcombat.AllR&F
models in a unit must choose the same Close Combat Weapon. Unless noted otherwise, mounts never benefitfrom
weapons.

Weapon Rules
HandWeapon All models are armed with a Hand Weapon. Hand Weaponscannotbe lost, destroyed or
nullified by any means. If a model has any other Close Combat Weapon than a Hand
Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand
WeaponswieldedbymodelsonfootcanbeusedalongsideaShieldtogettheParryrule.

Parry:CloseCombatAttacksfromopponents inthefrontcan neverscoresuccessfulhitson


tohit rolls of better than 4+. This is not considered a tohit modifier. Apply this before
applyinganytohitmodifiers.
Flail Requires Two Hands. Attacks made with a Flail has +2 Strength. Close Combat Attacks
allocatedatamodelwieldingaFlailhavea+1bonuswhenrollingtohit.
GreatWeapon RequiresTwoHands.AttacksmadewithaGreatWeaponhas+2Strengthandstrikesat
Initiative0(regardlessofwieldersInitiative).
Halberd RequiresTwoHands.AttacksmadewithaHalberdhas+1Strength.
PairedWeapons RequiresTwoHands.The Wielderhas+1Attackandstrikesat+1Initiativewhenusingthis
weapon.
Lance Attacks made with a Lance has +2 Strength in the Round of Combat directly after the
Wielder has chargedinto combat.This bonus canonlybeusedforattacks directedagainst
the charged enemies. Only mounted models, WarBeasts andMonstrousBeastscan usea
Lance.
LightLance Follows the same rules as aLance,butonlygrants+1Strength.Onlymountedmodels,War
BeastsandMonstrousBeastscanuseaLightLance.
Spear Wielder has Fight in ExtraRank whenusingthisweapon.Attacksmadewitha Spearhas
Armour Piercing (1). Attacks made with Spears gain Lethal Strike whendirected against
Cavalry,Monstrous Cavalry and ChariotsEngagedtothefront.Mountedmodelscannotuse
Spears.

Content

70

SpecialRulesSummaries

ShootingWeapons

Weapons listed inthissectionareusedfor makingShootingAttacks.Each model cannormallyonlyuse oneShooting


Weaponperphaseevenifitisequippedwith morethanone,andallnonChampionR&Fmodelsinaunitmustusethe
same Shooting Weapon. Each Shooting Weapon has a maximum Range, a Strength value,andcanhave oneor more
specialrules.SpecialruleslistedforaShootingWeapononlyapplytotheShootingAttacksmadewiththatweapon.

Weapon

Range

Strength

SpecialRules

Shortbow

18

Volleyfire

Bow

24

Volleyfire

Longbow

30

Volleyfire

Crossbow

30

Unwieldy

Handgun

24

Unwieldy,ArmourPiercing(1)

Pistol

12

QuicktoFire,ArmourPiercing(1)
CountsasPairedWeaponsinCloseCombat.

BraceofPistols

12

QuicktoFire,ArmourPiercing(1),MultipleShots(2)
CountsasPairedWeaponsinCloseCombat.

ThrowingWeapons

12

Sameasuser QuicktoFire,MultipleShots(2)

Content

71

SpecialRulesSummaries

ArtilleryWeapons

Weaponslisted inthissectionareaspecial kindofShootingWeapons.Theseweapons aresometimesmountedonWar


Machinemodels,butcanon other occasionsbe mountedonChariots,carriedbyMonstersorcontainedwithinMagical
Items. Artillery Weapons are Shooting Weapons, and always have the Reload! special rule. Artillery Weapons have
specificprofilesfor Range, Strengthandspecialrules,whichyouwillfindintheirdescription.AShootingAttackfroman
Artillery Weapon is not resolved like other Shooting Attacks.Instead,usetherulesbelowto determinethehitsthey
cause.

Catapult(TemplateX)
Place aTemplate ofthesize X, withits Centre within Lineof Sight,overanenemymodelandwithinRange.Nopartof
the Template may be placed over friendly models or units Engaged in Combat. Then Scatter theTemplateD6*2 to
determinethe finalpositionofthe Template.Ifanatural'6'isrolledforthedistancethattheTemplateismoved(before
themultiplicationby2),theCatapulthasmisfired:theshotisdiscardedandtheCatapultmustrollontheMisfireTable.

The Centre of the Template can also be placed outside Line of Sight (butmuststillbe over anenemy model,within
Range and notoverfriendlymodelsor units EngagedinCombat). Inthis case, theTemplatedoesnot stayinplaceifa
Hit'isrolled.Instead,move theTemplateinarandomizeddirection,butreducethedistancetheTemplateismovedby
theshootingmodel'sBallisticSkill(i.e.D6*2BS).Iftheresultis0orless0,theCatapulthasscoredadirecthit.

LineofSight

OutofLineofSight

Scatter

D6*2

D6*2

Hit

directhit

D6*2BS

Once the final position of the Template is determined,all modelsunder theTemplatearehit,usingtheStrengthand


special rules given by the Weapon's profile. Some Catapults have a higher Strength and/or additional special rules
stated insquarebrackets(such as Strength3[9]).Thismeansthatthesquarebracketed partonlyaffectsasingle model
directlyundertheCentreoftheTemplate.

FlameThrower
Place a3TemplatewithitsCentrewithinLineofSight andRange.Thenmove theTemplateD6straightawayfrom the
Flame Thrower (centre of the model to the centre of the Template). If a '6' was rolled for the distance, the Flame
Throwerhasmisfired:theshotisdiscarded, andtheFlameThrowermustroll on the Misfire Table witha1modifier.
Otherwise,all modelstouchedby the TemplateduringthisD6 movementarehit,usingtheStrengthand specialrules
givenbytheWeapon's profile.Anyunitthatcouldpotentiallybehitbythe Template(i.e. isundertheTemplate'sinitial
position and 5 forward) is considered a potential target for the attack (and thus may not be a friendly unit or be
EngagedinCombat).

Content

72

SpecialRulesSummaries

BoltThrower
BoltThrowers followthenormalrulesfor shootingexceptthattheycanpenetratetheirtarget'sranks(orfiles),causing
additional hits. Determine the maximum number ofpossible hits bymeasuringinwhich of the Target's arcs the Bolt
Throweris.IfitisintheFrontorRear arc, the maximumnumber ofhitsisequal tothenumberofranksinthetarget
unit.If theBoltThrowerisineitherflankarc,themaximumnumberofhitsisequaltothe numberof files inthetarget
unit.If theBoltThrowerhitsits target,roll towound and roll forsavesasnormal.Ifa modelis removedasacasualty,
theboltpenetrates the rank(or file)andcauses anotherhit on thetargetwitha1Strengthmodifier.Keepaddinghits
aslongasamodelisremovedascasualtyandeachtimeaddanother 1Strengthmodifier(toaminimumof1).Nomore
hitsthanthemaximumnumberofhitscanbemade(i.e.initialnumberofranksorfiles).

Strengthoffirsthit

Strengthofsecondhit

Strengthofthirdhit

...

Maximumnumberofhits:

S1

S2

etc.

Initialnumberofranksorfiles

Cannon(X)
Choosea targetunit asnormal,andchoose apoint within LineofSight onthe baseofamodelinthetargetunit.Rollto
hit as normal. Ignore anytohit modifiersfromHardand SoftCover, andadd+1 tohitif the modelunder the chosen
target point has the Large Target specialrule.A failed tohitroll of aCannoncan neverbererolled.Ifa natural'1'is
rolledtohit,theCannonhasmisfired:theshotisdiscardedandtheCannonmustrollonthe Misfire Table.Ifasuccessful
hitis scored,drawa LineTemplatefromthechosenpointinadirectiondirectlyawayfrom theCannon(fromthecentre
of the model), a number of inches as given in the bracket (X"). This line immediatelystops ifittouches Impassable
TerrainorWalls.

The model under the cannonball's initial landing point suffers a hit with the Strength andspecial rules given in the
Cannon'sprofile, while thenext modelsundertheLine Templatemaysuffera hitwiththesamerules, exceptthatthe
Strengthishalved.Startingwith the modelthat was hit first (i.e.underto the landingpoint ofthecannonball),roll to
woundand rollforsaves as normal.If the modelis removedasacasualty, continuerollingtowoundagainst the next
model,andsoon.Ifamodelsurvivesthehit,thecannonballstopsandnomoremodelsarehit.

Strengthoffirsthit

Strengthofsecondhit

Strengthofthirdhit

S/2

S/2

...

Tohitconditions:

S/2 LineTemplateandLineofSight

VolleyGun
VolleyGunsfollow the normalrulesforshootingwith thefollowingexceptions: allVolleyGunshavetheMultipleShots
special rule, from which theynever suffertohitpenalties.Ifthenumberofshotsisapredeterminednumber(suchas
Multiple Shots (6)), the Volley Gun cannot misfire. However, if thenumberofshotsisrandomized(such as Multiple
Shots (2D6)),theVolleyGuncan misfire. If onenatural '6'(afterrerolls)isrolledwhenrollingforthenumberofshots,
theVolleyGunhasa 1to hit modifierforthisattack.Ifyourolltwoormoreunmodified'6'(afterrerolls)whenrolling
for the number of shots, the Volley Gun misfired: allshots are discardedandtheVolley Gunmustrollon theMisfire
Table.

Content

73

SpecialRulesSummaries

TheMisfireTable
WhenanArtilleryWeaponmisfires,rollaD6andconsultthetablebelow:

Diceresult
0
(orless)

MisfireEffect
Explosion!
AllmodelswithinD6ofthemisfiringmodelsufferaStrength5hit.Theshootingmodelis
thendestroyed.Removeitasacasualty.

12

Breakdown
Thefiringmechanismoftheweaponisdamaged.Themodelcannotshootanymorewiththe
weaponfortherestofthegame.

34

Jammed
TheArtilleryWeaponmaynotbefiredinthecontrollingplayersnextPlayerTurn.

5+

Malfunction
TheshootingmodelsuffersaWoundwithnoSavesofanykindallowed.

Content

74

SpecialRulesSummaries

ArmourTypes

TheArmourSaveof amodelpartisdeterminedbyitsarmourandpossiblyalsobyspecialrulesand spells.Combineall


thearmourpiecesamodelhasto form acombinedArmour Save.Each pieceof mundanearmouradds+1(ormore)to
theSaving Throw, uptoa maximum totalof+6.IftheArmourSavingThrow,includingmodifiers,equals7ormore,the
SavingThrowissuccessful.Anunmodifiedrollof'1'isalwaysafailure.

Thereare5differenttypesofArmour.

SuitsofArmour

Shields

AmodelpartcanonlywearasingleSuitofArmour.
LightArmour: +1
HeavyArmour: +2
PlateArmour: +3

AmodelpartcanonlycarryoneShield.InCloseCombat,
aShieldcannotbeusedalongsideaweaponwiththe
RequiresTwoHandsspecialrule.
Shield:+1

Mounts

InnateDefence
AmodelpartcanonlyuseoneinstanceofInnateDefence
(usethebestavailable).
InnateDefence(6+):
+1
InnateDefence(5+):
+2
InnateDefence(4+):
+3
andsoon.

MountsProtection(6+): +1
MountsProtection(5+): +2
Nomatterhowmanymountsamodelhas,itstillonly
gainsthelargestbonusonce.
Barding:+1.Bardinggivesthemount1Movement.

Other

SpecialequipmentandMagicalItems(suchasHelms),specialrules,certainspells,andotherrulescanfurtheraltera
model'sArmourSave(uptoamaximumtotalof+6).

For example, if a model has a Light Armour (+1), Shield (+1), Helm (+1) and is mounted on a steed with Mounts
Protection (6+)(+1)andwithBarding(+1),ithas atotalof+5toitsArmourSavingThrows,meaninga score of2+will
equal 7ormore (andthus being asuccessfulSavingThrow). Normally suchanArmour Savewouldbereferredtoasa
2+ ArmourSave. Notethat with atotal of +6toArmourSave,no modelcan everhave abettersave than1+(andeven
withthis,anunmodifiedscoreof'1'willalwaysbeafailedArmourSavingThrow).

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SpecialRulesSummaries

Characters

Unlessspecificallynotedotherwise,anymodelboughtaspartoftheHeroesorLordssectionofanArmyBookisa
Character.

LoneCharacters
AllCharacterscanoperateasaunitconsistingofjustasinglemodel.Inthiscase,followthenormalrulesforunits.

CharactersJoinedtoUnits
Characterscan operate aspart ofother units,byjoiningthem.ThiscanbedoneeitherbydeployingtheCharacterin the
unit orby movingintocontactwiththeunit during theRemainingMovessubphase.UnitsthatareEngagedinCombat
orfleeingcannotbejoined.

CharacterscanjoinotherCharacterstoformaunitconsistingonlyofCharacters.

WhenaCharacter joins aunit,itisimmediately moved toalegalposition(seeFrontRankrule),possiblymovingother


models backwards. A Character can freely choose any legal position it could have reached with its move (moving
through the unit it joins), possibly replacing other modelswiththeFrontRank rule(move the displacedFrontRank
modelaslittle aspossibleinordertokeepallmodelsinlegalpositions).IftheCharacterdoes nothaveasufficientmove
to reach itsdesired position,itmovestheshortest distancepossible(fromits startingposition),inordertoreachalegal
position, and can only displace models without the FrontRank rule.When aCharacterjoinsa unitwithjustasingle
rank, the owner canchoose to eitherdisplace amodel tothesecondrank, or toexpand the unit's widthandplacethe
displacedmodelateithersideofthefrontrank.

Ifa unitisjoinedby aCharacter,theunitcannotmoveanyfurtherinthe sameRemainingMovessubphase.Characters


joining aunit howeverdonotaffect iftheunit counts as movingornot(forpurposes ofshooting etc.).The Character
itselfstillcountsashavingmovedthough.

Oncejoinedtoaunit,theCharacterisconsideredaspartoftheunitforallrulespurposes.

CombinedUnitwipedout
Ifa combined unithasall itsR&Fmodels killed,leavingoneormoreCharactersbehind,theremainingCharacterskeep
forming a unit, which isstill consideredto bethesameunitfor ongoingeffects (suchasLastsone Turnspells) and
Panic(nounitisconsidereddestroyed,andtheCharactersmighthavetotestforHeavyCasualties).

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SpecialRulesSummaries

Leavingacombinedunit
ACharacter canleavea combined unitin the RemainingMovessubphaseifitisabletomove(i.e.ifitisn'tEngagedin
Combat, hasn't already moved, isn't fleeing, etc.). Roll a combined March Testforthewholeunit before movingany
model, ifnecessary.Charactersleavingaunitdonotaffectif theunitcountsasmovingornot(forpurposesofshooting
etc.).When leaving itsunit, aCharactercan movethrough thisunit,andcanthusexit the unitfromanypoint (andmay
make aFlyingMovementifithastheFlyspecialrule). The Charactercountsasapart oftheunituntilithasphysically
leftit,whichmeansthat theCharacterwill besubjecttomovementalterationsduring themovetoleavetheunit.If the
Character does not have enough movement to be placed at least 1" away from the unit, it cannot leave the unit. A
Charactercannotleaveaunit,andtheninthesamephasejointhesameunitagain.

Chargingoutofaunit
A Character can alsoleave acombinedunitbychargingout of it.Todothis,declarea Charge withaCharacter in the
combined unit (during the Declare Charges subphase as normal). If this is done, the unit itself (including other
Characters in the unit) cannot Declare Charges in the samePlayer Turn. StandandShootChargeReactionsdeclared
against a Character charging out of a unit are all distributed onto the Character. When charging out of a unit, the
Character usesitsownmovement (andmayeven makeaFlyingMovement ifithastheFlyspecial rule), andisaffected
bymovementalterationsaffectingtheunit during the Charge Move. Ifthe Charge issuccessful,movetheCharacterout
of theunitandChargeasnormal.During thisChargeMove,theCharacter ignoresmodels from thecombinedunitfor
movement purposes. If the Charge isnot successful, the Charactermakes aFailedChargeMove outofthe unit.Ifthe
FailedChargeMoveis tooshortto placethe Characteroutside1" ofthecombinedunit,theCharacterremainsintheunit
andthecombinedunitistreatedasifithadfailedaCharge.

Distributinghitsatcombinedunits
WhenanAttackhitsacombinedunit,therearetwopossibilitiesfordistributinghits:

CharactersareofthesameTroopType
and
Thereare5ormoreR&Fmodelsintheunit

AllhitsaredistributedontoR&Fmodels,Characters
cannotsufferanyhits.

WhenaTemplatehitsaCharacterinaunit,thehitis
transferredtoaR&Fmodel.

CharactersareofadifferentTroopType
or
Thereare4orlessR&Fmodelsintheunit

Theplayermakingtheattackdistributeshitsonto
R&FmodelsandCharacters.Hitsmustbedistributed
asequallyaspossible,meaningthatnomodelcan
takeasecondhituntilallmodelshavetakenasingle
hit,andsoon.

WhenaTemplatehitsaCharacterinaunit,the
Charactersuffersthehitasnormal.

If a unitof5or moreR&FmodelscontainsseveralCharactersofboththe sameand differentTroopType, Characters


withthesameTroopTypeastheR&Fmodelsareignoredforthehitdistributions.

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SpecialRulesSummaries

FrontRank
AllCharactersandCommandGroupmodelshavetheFrontRank rule. Modelswiththisrulemustalways beplacedas
farforwardaspossiblein their unit. Normally this means thattheymustbeplacedinthefirstrank,butif the firstrank
is full of other modelswiththeFrontRank rule, theyareplaced inthesecondrankinstead. If this rankis alsofullof
modelswiththeFrontRankrule,theyareplacedinthe3rdrank,andsoon.

Whenmoving aunitthat includesmodelswiththeFrontRankspecialrule,thesemodels canbereorganizedinto anew


position (still asfarforwardaspossible)aspartofthemove.Thiscan bedone as apartofanAdvancemove, March,
Wheel orReformmove, andcountstowardstheMovementallowance oftheunit(measurefromaCharacter'sstarting
positiontoitsendingpositiontodeterminehowfarithasmoved).

Ifa model with theFrontRankspecialruleleavesaunitorisremovedasacasualty,thegapitleavesmustbefilledwith


models from other ranks,possiblymoving upmodelswith the FrontRankspecialrule,ifthismeanstheyaremovedto
positionsfurtherforward.Ifmore than onemodelwiththeFrontRank specialrulecouldmove forward,theownerof
the models decides which model is moved forward. If all models withtheFrontRank specialrulealreadyareasfar
forwardaspossible,fillanyemptygapswithR&Fmodelsfromthebackranks.

Sometimes FrontRankmodelsmustberedistributedinorderfor allsuch modelstobeasfarforward aspossible.When


thishappens, moveasfew modelsaspossiblein ordertoalways haveallmodelswiththeFrontRankspecialruleasfar
forwardaspossible.

MatchingBases
Ifa model with FrontRankhasthesamebasesizeastheR&Fmodelsinits unit,orif it does nothave thesame basesize
as the unit it is in, butits baseisthesamesize as twoormore (whole number) oftheR&Fmodels' bases (suchasa
40x40mm base in a 20x20mm unit),thisiscalledaMatchingbase.Inthiscase,the Characterisplaced in the unitas
normal,displacing the necessary amount ofmodels.The front ofthebase shouldbe as farforward aspossible(asper
FrontRank rule). Themodel isconsideredto beinallranksitsbaseoccupiesforthepurposes ofcalculatingFullRanks.
For calculating the number of models in the unit's ranks(such as forFullRanksorHordeFormation),thelargebase
countsasthenumberofmodelsitreplaces. A model cannotjoinaunitifitsbaseiswider thanthe unititwishestojoin
andtheunithas morethanone rank,norcanaunit reformintoaformationthatisnarrowerthanaCharacterjoined to
theunit.
Ifa model with aMatching Basehasalongerbase than the basesofR&Fmodels intheunit,theunitisallowedtohave
more than oneIncompleteRank,if allincompleteranks afterthefirstconsists onlyof modelswithsuchbases(i.e.the
backpartoflongbasesareallowedtoformseveralincompleteranks).

MismatchingBases
If, however, a model with the Front Rank rule does not have a Matching base (such as a 50x50mm base inside a
20x20mmunit),thebaseisMismatching, andtheCharacterisplacedinbasecontactto thesideoftheunit,alignedwith
its front.Onlytwo Mismatchingbasescanbejoined toasingleunit (oneateachside).These modelsareconsideredto
be in the front rank of the unit, but are ignored when countingthenumberofmodels in eachrank(such as for Full
RanksorHordeFormation).

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SpecialRulesSummaries

Figure14
CharacterC1 isMismatchingandis placednexttothe unit.CharactersC2 and
C3are matchingand are placedinsidetheunit, asfarforwardaspossible.This
unit is considered tohave 3 FullRanks(C1does not count,butC2countsas 2
modelswide).

When Character C4 joins the unit, the Musician mustbemoved to thesidein


ordertohaveallFrontRankmodelsasfarforwardaspossible.

MakeWay
At step 3 of the Round of Combat Sequence, any Character placedin the front rank,andnotinbase contactwith an
enemy model,may moveinto contactwith anenemymodelthat is in basecontact withthefrontageoftheCharacters
unit. To do this, the Character switches position withanothermodel (ormodels)inits unit(thesemodelscannotbe
Characters).CharacterswithMismatchingbasescanneverperformaMakeWaymove.

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SpecialRulesSummaries

TheGeneral
ChoosingtheGeneral
In every army one model must play the role of the General. This model must be the Character with the highest
Leadershipinyourarmy,excluding the Battle StandardBearer and Characters withthe specialrule "NotALeader".If
two (or more) eligible Characters are tied for highest Leadership, you are free to choose which Character is your
General.ThismustbenotedintheArmyList.TheGeneralhastheruleInspiringPresence.

InspiringPresence
Anonfleeingmodelwiththisrule givesitsLeadershiptoall friendlyunitswithin12.UnitsundertheeffectofInspiring
Presence may use the Leadership of the General instead of their own Leadership, if they wish to do so.Thisability
follows allthenormalrulesforusing aBorrowedCharacteristic,meaningthateffects modifyingtheLeadershipofthe
General are applied before borrowing the Generals Leadership. This borrowed Leadership may then be further
modified.

TheBattleStandardBearer

ChoosingtheBattleStandardBearer
Some Characters can be upgraded to be the BattleStandardBearer (BSB). This optionwillbenotedunder their unit
entry in their respective ArmyBook. Anarmymay onlyinclude asingleBattle StandardBearer(OneperArmy). The
BattleStandardBearerhastheruleHoldYourGround.

HoldYourGround
A nonfleeing model with this rule gives reroll failed Leadership Tests to all friendlyunitswithin 12.These units
receive rerollfailedLeadership TestsfromthemodelwithHold Your Ground,andtheymayusethisabilitytoreroll
anyfailedLeadershipTests.

MagicalStandard
If a Battle Standard Bearer has the option to buy Magical Items, it is allowed to purchase a Magical Standard. This
Magical Standardmayeitherbe takenaspartofthemodelsMagicalItemspoint limit,or it canbetaken withoutany
costlimitations(i.e.itcould exceedtheusual 50pointsallowancefora Herochoice),butinthiscasethemodelcannot
takeanyotherMagicalItems.

TheirFlagisDown
When a Battle Standard Bearer is removedasa casualtywhileEngaged inCombat,theBattle Standardis considered
capturedby the opponent. When aBattleStandardBearerBreaks from Combat,theBattleStandardislost(alongwith
the Hold your Ground rule and any Magical Standard) and the model bearing it loses all the effects of the Battle
Standard,whichisconsideredcapturedbytheopponent.

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SpecialRulesSummaries

Challenges
IssuingaChallenge
CharactersandChampionsEngaged in aCombatmayissueaChallenge.Atstep4oftheRound ofCombatSequence,the
ActivePlayer maynominateoneoftheirCharactersorChampionsandissueaChallenge.IfnoChallenge was issued,the
ReactivePlayermaynominateoneoftheirCharactersorChampionsandissueaChallenge.

AcceptingorRefusingaChallenge
Ifa Challengewasissued,theopposingplayer maynow chooseone of theirown EngagedCharactersorChampionsin
the same combat to AccepttheChallenge andfightthe Characteror Champions thatissued theChallenge.The model
thatAcceptsthechallengemustbeinaunitthatisinbasecontactwiththemodelthatissuedthechallenge,oritsunit.

Ifa Challengeisnt acceptedthis challenge is saidto berefused. TheplayerissuingtheChallengenownominatesoneof


theiropponent'sCharacters, which couldhave acceptedtheChallenge,ifthereisany(notethatChampions cannotbe
nominated). Thismodel's Leadership isreducedto 0 and it (anditsunit)cannotusetheCharactersStubbornspecial
rule (ifithasit)untiltheendof the PlayerTurn in whichthecombat ends(oruntiltheCharacter acceptsorissuesa
Challenge). Also, it cannot make any Close Combat Attacks during this Combat Round, and if it is aBattleStandard
Bearer,itlosestheHoldYourGroundruleanddoesn'tadd+1toitsside'sCombatScoreduringthisCombatRound.

FightingaChallenge
If the Challenge was accepted, the Character orChampion issuingtheChallengeandtheCharacteror Championthat
answered the Challengecountasbeinginbasecontactwitheachother(even iftheirbasesarenotphysicallytouching
each other)and must allocatealltheirattacks towards eachother,includingspecialattacksmadetowardsunits(such
as Stomp, Breath Weapons, Impact Hits, Grinding Attacks) which are always allocated to the opposingCharacter or
Champion (in the case of Stomp attacks, the opposing Character must be of a stompableTroopType, otherwisethe
Stomp attacks are lost). No other model can allocate attacks ateither ofthesemodels andattacks/hitscan neverbe
distributedonto aCharacteror aChampion in aChallenge.IfaCharacter withmorethanoneInitiativevalue(suchasa
riderandits mountora model with Stomp) kills itsopponentbefore it hasmadeallof itsattacks,anyoftheremaining
attackscanbedirectedatthekilledmodel(asifitwasstillaliveandinbasecontact)inordertogetanOverkillbonus.

IfoneofthemodelsiskilledorBreaksfromCombatoriftheCombatendsforanyreason,theChallengeisconsideredto
be overat the endofthePhase. If neithermodeliskilledbeforethenextRoundofCombat,theChallengecontinues.No
otherChallengescanbeissuedinthesamecombatuntiloneofthemodelsiskilled.

Overkill
DuringaChallenge,anyexcessWoundscausedcounttowardstheCombatScore,uptoamaximumof+3.

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SpecialRulesSummaries

CommandGroup
Certainunitsfeature the optionofupgradingregular modelstoChampion,MusicianorStandardBearer.Thesemodels
areknown as theCommandGroupandhavetheruleFrontRank.IfaMusician orStandardBeareristoberemovedas a
casualty, replaceanotherR&FmodelwiththeMusicianorStandardBearer itisassumedthatanothersoldierpicked
up their toolandresponsibility.Champions howeverare noteasilyreplacedandcanbe specificallytargeted,wounded
and slain the same wayasCharacters.IfenoughWoundsare sufferedbyR&Fmodelsinorder towipeout the entire
unit,anyremainingWoundssufferedareallocatedattheChampionevenifitisfightinginaChallenge.

Musician

StandardBearer

Champion

SwiftReform

CombatBonus

FirstAmongEquals

Aunit withaMusiciancanmakeaSwift
Reform by taking a Leadership Test.If
the test is failed, the unit makes a
normalReform. Ifthetestispassed,the
unit makes aReformwiththefollowing
exceptions:

The unit is not prohibited from


shootinginthecomingShootingPhase.
The unit can perform an Advance
MoveaftertheReform.

A side with one or more Standard


Bearersadds+1toitsCombatScore.

All Champions have +1 Weapon Skill,


+1 BallisticSkilland +1Attacktotheir
Characteristics Profile. If this is a
model with more thanoneprofile,the
Characteristics increase only affects a
singleriderorcrewmember.

OrderingtheCharge

Onwards
In asituationwhere the combatresults
inatie,thesidewithaMusicianwins. If
both sideshave Musicians, neitherside
wins. If a Break Test is caused by one
sidewinningthroughtheirMusician,no
Leadership modifier for losing the
combat is applied to the losers Break
TestandCombatReformTest(Unstable
unitsareunaffected).

Regroup
A fleeing unit with a Musician has +1
LeadershipwhentakingitsRallyTest.

CapturedStandard
WhenaStandardBearer isremovedasa
casualty while Engaged in Combat, the
Standard isconsidered tobecapturedby
the opponent. When a Standard Bearer
Breaks from combat, replace the model
with a normalnonCommandGroupR&F
model. The Standard is captured by the
opponent andis lostforgamingpurposes
(along with the Combat Bonus rule and
anyMagicalStandard).

When aunit withaChampionrollsfor


their Charge Range,they alwayscount
as rolling at least a4. Ifthe Charge is
stillfailed, ignorethisrule anduse the
rolled dice to determine the Failed
ChargeMove.

VeteranStandard
Bearer
Some Standard Bearers in Core troops
may be upgraded to be the Veteran
Standard Bearer. The Veteran Standard
Bearer may take a Magical Standard
worth up to 25 points. The Veteran
Standard Bearer is OneofaKind,soonly
a singlemodelinthearmy(ortwointhe
caseofaGrandArmy)maybeupgraded.

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Terrain
TerrainTypes
DangerousTerrain(X)
WhenamodelMarches,Charges (excludingFailedCharges),Flees, PursuesorOverruns through,into,oroutofa Piece
of Terrain which counts as Dangerous Terrain, it must takea Dangerous Terrain test.To dothis,roll oneD6. Models
with the Monstrous Troop Type rolltwo D6 instead,while Chariots,MonstersandRidden Monsters rollfourD6.For
each'1'rolled,themodeltakesaWoundwithArmourPiercing(6).

Sometimes therule iswrittenasDangerousTerrain(X).Inthiscase,themodeltakesawoundfor eachdiceequal toor


lessthanX.

DangerousTerrainTestsaretakenassoon as the modeltouches the relevantTerrain.In mostcasesitdoesnot matter


exactly when a model dies, and it is thereforemoreconvenienttotakeall Dangerous Terrain Testsofa unitat once.
Wounds suffered from Dangerous Terrain Tests are allocated towards the models wound pool as normal. Amodel
nevertakes morethanone DangerousTerraintestforthesameTerrainFeatureduringasingle move,but it mighthave
totakeseveralDangerousTerraintestscausedbydifferentpiecesofTerrainorabilities.

ObscuringTerrain
LineofSightcannotbedrawnthroughObscuringTerrain.SomeObscuringTerrainallowsmodelstomoveinoron them
(suchasHills),LineofSightcanbedrawnintooroutof(butneverthrough)suchTerrainFeatures.

SoftTerrain
Unitsin,onorobscuredbySoftTerrainbenefitfromSoftCoverifhalformoreoftheunitsFootprintisobscuredfroma
shootersLineofSight.ModelsalwaysignoretheTerrainPiecetheyarecurrentlyinside.

HardTerrain
Unitsin,onorobscuredbyHardTerrainbenefitfromHardCoverifhalformoreoftheunitsFootprintisobscuredfrom
ashootersLineofSight.ModelsalwaysignoretheTerrainPiecetheyarecurrentlyinside.

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SpecialRulesSummaries

TerrainFeatures

ATerrainFeatureisatopographicalareaontheBattlefieldthatisamixtureofDangerous,Obscuring,SoftorHard
Terrainandmaypossessitsownspecialrules.

OpenTerrain
OpenTerraindoesn'tnormallyhaveanyeffectuponLineofSight,CovermodifiersorMovement.Allpartsoftheboard
thatarenotcoveredbyanyotherkindofTerrainareconsideredtobeOpenTerrain.

ImpassableTerrain
LineofSight ImpassableTerrainisObscuringTerrain.
Cover ImpassableTerrainisHardTerrain.
Movement Models cannot move into or throughImpassableTerrain. IfaChargeMove has broughta
modelwithin1"ofImpassableTerrain,themodel (anditsunit)is allowedtostaywithin1"
untilmovingoutsidethis1"distance.

Fields
Cover Fields are SoftTerrainforanyunitwithhalformoreofitsFootprintinside, exceptforLarge
Targets.
Movement FieldsareDangerousTerrain(1)toCavalry,MonstrousCavalryandChariots.
EasytoBlaze Units with half or moreoftheirFootprintinsideaFieldcountasFlammable. Modelswith
FlamingAttacks(eitheronthemodeloronaweapon)treatFieldsas
DangerousTerrain(1).

Hills
LineofSight HillsareObscuringTerrain.
Cover AunitpartiallyonaHillcountstheHillasSoftTerrain.
AunitcompletelyoffaHillcountstheHillasHardTerrain.
Elevatedposition Modelswith morethanhalfoftheirbaseon aHillare consideredtobeofLargeHeightfor
LineofSightandCoverpurposes.
Chargingdownhill A unit initiatinga Charge Movewithhalfor moreof itsFootprinton aHill andendingthe
Charge Move with half or more of its Footprint no longer on the Hill receives +1 to its
CombatScoreinitsnextRoundofCombat.

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SpecialRulesSummaries

Forests
Cover ForestsareSoftTerrain.
Movement Forests are Dangerous Terrain (1) for Cavalry, Monstrous Cavalry, Chariots and units
makingaFlyingMovement.
BrokenRanks UnitswiththemajorityoftheirFootprintinaForestcanneverbeSteadfast.
Stubborn Skirmishers and lone InfantryCharacterswiththemajority of their Footprint ina Forest
areStubborn.

Ruins
Cover Ruins are Hard Terrain for any unit with half or more of its Footprint inside,except for
LargeTargets.
Movement Ruins are Dangerous Terrain (1) for any unit except Skirmishers. Cavalry, Monstrous
CavalryandChariotstreatRuinsasDangerousTerrain(2).

Water
Movement Units may not March into, through, or out of Water Terrain. Water Terrain is Dangerous
Terrain(1)forCavalry,MonstrousCavalryandChariots.
Disorderedfor A rank of models that is at least partially insidea Waterfeaturecannevercount as aFull
combat Rank. If the majority of a unit is inside a Water feature, the unit counts as having 0 Full
Ranks. Disordered for combat does not affect a unit with the Strider or Strider (Water)
specialrule.

Walls
Cover AWall isHard Coverforanymodelshootingata nonLargeTargetmodel(orunit)withhalf
or moreof the frontofitsbase(orfrontrank)DefendingtheWall(see below).Iftheshooter
isintheflankorrear,usethecorrespondingfileorthelastrankasthefrontrankinstead.
Movement Ignore Walls for movement and positioning purpose. A Wall is DangerousTerrain(1)for
Cavalry,MonstrousCavalryandChariots.
DefendingaWall InordertodefendaWall,amodelmustbealignedandinbasecontactwithit.
Combat Models Defending a Wall get the Distracting special rule whenattacked byunitscharging
them in the same facing that the Wall is, but only for the first Round of Combat of the
chargingunit.

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SpecialRulesSummaries

Buildings
LineofSight BuildingsareObscuringTerrain.
Cover BuildingsareHardTerrain.
EnteringaBuilding Units comprised entirely of Infantry, Monstrous Infantry, War Beasts, Monstrous Beasts
and/or Swarmsmayenter anemptyBuildingby getting intobasecontactintheRemaining
Moves subphase. The entire unit enters the Building and no model intheunit maymove
more than three times its Movement Characteristic while doing so (measure thedistance
from the models' starting position to the closest pointoftheBuilding).Units oftheabove
mentioned Troop Types can also be deployed inside an empty Building. While inside the
Building, the centreofthe unitisconsideredtobe the centreoftheBuilding,andRange to
and from models in the unit is measured totheedge oftheBuilding. (Fordeployingunits
other than Scouting units inside Buildings, the Building must be completely within your
Deployment Zone). A unit inside a Building is always considered to have 1 rank (notFull
Rank)and1file,andissaidtobeGarrisoningtheBuilding.
Flammable ModelsinsideaBuildinggaintheFlammablespecialrule.
LeavingaBuilding Aunit in aBuilding mayabandonitin the RemainingMovessubphase,butcannotdosoin
the same Player Turn as in which it entered that Building. When it leaves, the unit is
deployed in any formation with its back rank touchingtheBuildingandallmodels within
twicetheirMovement Characteristic fromthe Building.Theunitmay notmove anymorein
this phase. Units in a Building cannot Declare Charges. A Building can also be left when
fleeing (throughfailedPanicTestsorBreakingfromcombat).Whenthishappens,first check
the direction of flight and measurewhere the centrepointoftheunit wouldendup.Then
placetheunit withitscentreat thispoint,withitsfrontfacinginthedirectionofflight andin
any legal formation in which the unit follows the Unit Spacingrule.Ifthisisnotpossible,
deploytheunitinanylegal formation, stillwith itsfrontfacinginthedirectionofflight,and
movetheunitalongthefleedirectionuntilitcanbeplaced.
Shootingfroma Units shooting from aBuildingcountasbeingofLargeHeight.Nomorethan15models(or5
Building inthecaseofMonstrousmodels)mayshootfromaBuilding.
RangedAttacks Buildings are Hard Terrain for anyunitinsidetheBuilding.Ifa Templatetouches aBuilding,
againstunitsinside it isassumed to touchD6modelsoftheunit insidetheBuilding. (IncasetheTemplate has
Buildings special rules for itscentre, applytherulesforthecentreforallmodels,butonlyifthecentre
touchestheBuilding).
Othermovement Any unit that is not entering, leaving, or assaulting aBuilding treatsBuildings exactly like
ImpassableTerrain.
AssaultingaBuilding Declaring and resolving Charges against a unit in a Building isdonefollowingthenormal
ruleswiththefollowingexceptions:Thechargedunitcannot FleeasaChargeReaction.Move
the charging unit into base contact with the building, Aligning andMaximizing Contactas
normal (the Building should have a rectangular base), except that the Building cannotbe
movedwhenaligningunits.

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SpecialRulesSummaries

CloseCombatwitha Mounts(ofanykind)may notfight the unitintheBuilding in theensuingcombat,andany


Building fightingmodelwill notbenefitfromImpactHits,Lances,LightLances,MountsProtectionor
BardingArmourSaves.Up to10models thatarenot inbasecontact withanyotherenemies
can fightfromeach side andarethen calledAssaultingandDefendingmodels,respectively;
Chariots, Monstrous Cavalry, Monstrous Infantry andMonstrous Beastscountas3 models
each for this purpose,whileMonstersandRidden Monsters countas6models each.These
models are selectedatthe startof eachRoundof Combat,firstbytheAssaultingplayerand
thenbytheDefendingplayer.
Each model can allocate its attacks to anyenemymodels thatareAssaultingorDefending
models (to whom it will also count as being in base contact with). Killed Assaulting or
Defending R&F models can be replaced by other R&F models. However, nonR&F models
cannot be replaced. For example if a Character is part of the party and is killed before
striking,itcannotbereplacedandonly9modelsfromitssidewillgettoattack.
After the combat ends, calculate the Combat Score as usual, except that the unit in the
Building countsashavingno ranksforCombatScore orSteadfastpurposes,andStandards
(both ordinaryStandardsandBattleStandards)only countif themodelscarrying themwere
part of the chosen fighting party for that Round of Combat. After the combat isresolved,
severaldifferentsituationsmayarise:
If the combat was a draw, or the Assaulting unit(s) won, buttheGarrisoningunit
didn't Break, each Assaulting unit can choose to perform a Post Combat Pivot
(ignoring the Building), and then be nudged back 1 from the Building, or keep
Assaulting the Building, in which case both units will count as Engaged and the
AssaultwillgooninthenextCloseCombat Phase.IfanAssaultingunitisEngagedto
otherenemyunits,itmustchoosetokeepAssaultingtheBuilding.
If an Assaulting unit won, and all its enemies broke from combat or were
annihilated, an Assaulting unit can choose to enter the Building (if able to) orto
performa Post CombatPivot(ignoringtheBuilding)andthenbenudgedback1.In
thecaseofaMultiple Combat,itmayalsopursueanenemyunitthatbrokeandwas
notGarrisoningtheBuilding.
IftheGarrisoningunitwon,theAssaultingunit(s)mustpassaBreakTestasusual
or Flee from the combat. The Garrisoning unitmay notpursue. IftheBreak Testis
passed, Assaulting units (and any unit Engaged in Combat with it and not
Garrisoningthe building) are nudgedback1fromtheBuildingandtheunitsareno
longerEngaged.

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SpecialRulesSummaries

ScoringandVictoryConditions
ScoringVictoryPoints
Attheendofeachgame,addupyourVictoryPoints(VP)accordingtotherulesbelow:
DeadorFled For eachenemyunit thathasbeenkilledorhasfled theBattlefield,yougainanumberofVP
equaltoitspointvalue.
Scared For each enemy unit that is fleeing on the Battlefield at the end of the game, you gain a
numberofVPequaltohalfitspointvalue(roundingup).
Decimated For eachenemyunit thatisatorbelow25%ofitsstartingnumberofWoundsatthe endof
thegame, yougainanumberofVPequal tohalfitspointvalue(roundingup).Characters
arecountedseparatelyfromtheunitstheyhavejoined.
Note thatif anenemy unitisboth ScaredandDecimated,you gainanumber ofVP equalto
theunitstotalpointvalue.
TheirKingisDead IftheenemyGeneralwaskilledorhasfledtheBattlefield,yougain100VP.
TheirFlagisDown If the enemy Battle StandardBearerwaskilledin combatorbrokefromcombat,you gain
100VP.
SeizedStandards For eachenemyunit's StandardBearer model killed incombat orbrokenfromcombat,you
gain50VP.

ScoringSecondaryObjectives
EachSecondaryObjectiveselectedatthestartofthegamecangrantextraBattlePoints.
HoldtheGround Theplayer withthemost ScoringUnits within 6of the centrepoint oftheBoardat theend
ofthegamewinsthisSecondaryObjective.
Breakthrough Theplayer withthemost ScoringUnits within itsopponent'sDeploymentZoneat theendof
thegamewinsthisSecondaryObjective.
CapturetheFlags The player that hasthethehighest numberof itschosenStandardBearersstillaliveatthe
endofthe game winsthisSecondaryObjective.CapturedStandardsnotconsideredAlivefor
thispurpose.
SecureTarget At the end of the game, the player controlling the most markers wins this Secondary
Objective.Amarkeriscontrolled bytheplayerwith the mostScoringUnitswithin6" ofthe
marker.Ifaunitiswithin6ofboth markers,itonlycountsaswithin6ofthemarkerwhich
isclosesttoitscentre(randomizeifbothmarkersareequallyclose).

ScoringUnits
Scoring Units are used for capturing Secondary Objectives. All units with a Standard Bearer (excluding the Battle
StandardBearer)areScoringUnits,unless:
OneormoremodelsintheunitareLightTroops.
TheunitisFleeing.
TheunitAmbushedandenteredtheBattlefieldonGameTurn4orlater.
TheunithasperformedaPostCombatReforminthisphase.

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SpecialRulesSummaries

WhoistheWinner?
OncealltheVictoryPointsareaddedtogether,atotalof20BattlePointsaredividedbetweentheplayers,withmoreor
lesspointstothewinnerdependingontheVictoryPointsdifference.CalculatetheVictoryPointsDifferenceandusethe
chartbelowtoconverttheVictoryPointsintoBattlePoints.
IfthereisawinneroftheSecondaryObjective,thatplayergains3additionalBattlePointswhiletheloserofthe
SecondaryObjectiveloses3BattlePoints.IfusingmorethanoneSecondaryObjective,theplayerthatwinsthemost
SecondaryObjectivesgains3additionalBattlePointswhiletheotherplayerloses3BattlePoints.

VictoryPointsTable

VictoryPointsDifference

BattlePoints

PercentageofTotal
ArmyCost

(ifplaying2500
points)

Winner

Loser

05%

0125VP

10

10

>510%

126250VP

11

>1020%

251500VP

12

>2030%

501750VP

13

>3040%

7511000VP

14

>4050%

10011250VP

15

>5070%

12511750VP

16

>70

1751

17

+3

WinningSecondaryObjective

OptionalSimplifiedRulesforDeterminingtheWinner
Winning the mostSecondaryObjectivesawardsthewinner anumberofVictoryPointsequalto20%ofthesizeof
thegame.OncealltheVictoryPointsareaddedtogether,comparethetworesults.

IfthedifferenceinVictoryPointsislessthan10%ofthegamespointsize,thegameisaDraw.

Ifthedifferenceisatleast10%andupto50%,itisaWinfortheplayerwhoscoredhigher.
Ifthedifferenceismorethan50%ofthegamesize,thegameisaMassacre.

Content

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SpecialRulesSummaries

SpecialRules

Special rules are effects and abilities thatcanapplyto whole models, model parts,weapons and spells.Thedetailsof
applyingandinteractionsofspecialrulesaregivenafterthelist.

Ambush
ArmourPiercing(X)
Bodyguard(X)
BreathWeapon(X)
CannotMarch
Channel
CrushAttack
DaemonicInstability
DevastatingCharge
Distracting
DivineAttacks
Engineer
Ethereal
FastCavalry
Fear
FightinExtraRank
Fireborn
FlamingAttacks

Flammable
Fly(X)
Frenzy
GrindingAttacks(X)
HardTarget
Hatred
Hellfire
Hidden
ImmunetoPsychology
ImpactHits(X)
Insignificant
LargeTarget
LethalStrike
LightTroops
LightningAttack
LightningReflexes
MagicResistance(X)
MagicalAttacks

Metalshifting
MoveorFire
MultipleShots(X)
MultipleWounds(X,Y)
NotaLeader
Otherworldly
Pathmaster
PoisonedAttacks
QuicktoFire
RandomAttacks(X)
RandomMovement(X)
Regeneration(X)
Reload!
RequiresTwoHands
Scout
Skirmishers
Stomp(X)
Strider

Stubborn
Stupidity
Swiftstride
SweepingAttack
Terror
ThunderousCharge
ToxicAttacks
Unbreakable
Undead
Unstable
Unwieldy
Vanguard
VolleyFire
WarPlatform
WardSave(X)
WeaponMaster
WizardConclave(Spells)

SpecialAttacks
SpecialAttacks(likeStomporBreath Weapon) aretypicallynotmadewiththe modelsweapon. SpecialAttacksdonot
benefitfromspecial rules thatmodifynormalCloseCombat AttacksornormalShooting Attacks(includingspecialrules
that modify Characteristics).However,Special Attacksmay benefit from othersources ofrules(aslongasthey arenot
special rules) orcharacteristicsincreases,such as spellsor MagicItems.For example,a GreatWeaponorThunderous
Chargedoesnot increasetheStrengthofStomp attacks,but aPotionofStrengthorthespellTheBeastWithin(which
increasestheStrength)does.

BreathWeapon(X)
CrushAttack

GrindingAttacks(X)
ImpactHits(X)

Stomp(X)

SweepingAttack

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SpecialRulesSummaries

ListofSpecialRules

Ambush
BeforeDeployment, afterchoosing Deployment Zones,anarmythatincludesunitswiththeAmbushspecialrule must
statewhichofyourunitswiththisspecialrule will use it (startingwiththeplayer that picked the Deployment Zone).
Deployyourarmyasusual,butwithoutdeployinganyoftheAmbushingunits.StartingfromGameTurn2,rolladicefor
each Ambushingunit atthestartofeach of yourRemainingMovessubphases.AfteryouhaverolledforallAmbushing
units,each unitthatrolled3+,nowenters theBattlefieldfromanytableedge.Placethearrivingunitwithallofitsback
ranktouching the BoardEdge.Ambushing modelsarefreetomoveintheRemainingMovessubphase,exceptthat they
may not March Move, and they must end this Movement Phase no more than twice theirMovement value from the
BoardEdge.IfanAmbushingunit does notroll 3+in anyRemaining Moves subphase before thegameends,itfailsto
enter the board. The unit counts as destroyed. An Ambushing Character may choose to be deployed within an
Ambushing unitthatitwouldnormallybeallowedtojoin(declarethiswhen declaringwhichunitsareAmbushing).In
that case theplayerrolls onceforthecombinedunit.UntilarrivingontheBattlefield,Ambushing units cannotdoany
actionsatall,andallitems,rules,abilitiesetc.donotworkwhilenotontheBattlefield.

ArmourPiercing(X)
Attacks madewiththisspecialruleandCloseCombatAttacksmadebypartsofmodelswiththisspecial ruleimpose aX
penaltyontheenemys ArmourSaves takenagainstthem (inadditiontothenormalmodifierfromtheStrengthof the
attack).Ifan attack has morethanoneinstanceoftheArmourPiercing specialrule,usethehighestvalue availablefor
theattack.

Ifthevaluewithinbracketsisprecededbya+sign,addthevaluetothealreadyexistingArmourPiercingvalueinstead
(ifthemodelalreadyhadArmourPiercing).Ifnot,usethevaluedirectly.

Bodyguard(X)
When aCharacter isjoined toaunit in whichatleastonemodel has the Bodyguard specialrule,that Charactergains
Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified
CharactersorCharactertypes.

BreathWeapon(X)SpecialAttack
Model parts withthis specialrule canuseitonlyonceduringthegame.IfamodelhasmorethanoneBreathWeapon,it
can only useoneBreathWeaponinasinglephase.Itcanbe usedeitherasaSpecial ShootingAttack orasaSpecialClose
CombatAttack.
As a Special Shooting Attack (normally in the Shooting Phase): Choose a target using the normal rules for
ShootingAttacks.The attackhas aRangeof6.ThisattackcanbeusedevenifthemodelMarchedpreviously in
thisturn,aswellasforaStandandShootChargeReaction.
AsaSpecial CloseCombatAttack(normallyintheCloseCombatPhase):Theattackismadeatthemodelpart's
Initiative. Declare that you are using the Breath Weapon when allocating attacks,andchoose aunit inbase
contacttoattackwithit.
Nomatter ifitisused as aShootingorCloseCombatAttack,a BreathWeaponcauses2D6automatichitson itstarget.
TheStrengthandthespecialrules(ifany)ofthese hitsaregivenwithin brackets,suchas BreathWeapon(Strength4,
FlamingAttacks).

CannotMarch
UnitswithoneormoremodelswiththisspecialrulecannotperformaMarchMove.

Content

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SpecialRulesSummaries

Channel
Eachmodelpartwiththisspecialruleadds+1toitsside'sChannelrolls.AllWizardshavethisspecialrule.

CrushAttackSpecialAttack

Amodelpartwith thisrulecanexchangeallofitsnormalCloseCombat AttacksforasingleSpecialAttack,whichcannot


be made as a Supporting Attack, isresolvedatInitiative0,hasStrength10 andMultiple Wounds(Ordnance). Crush
Attacks neverbenefitfrom any equipmentorspecialrulethemodel mayhave(sinceitisaSpecialAttack).Eventhough
thisisa Special Attack,theattackisAllocatedasifitwasanormalCloseCombatAttack.The modelcanstillmakeother
SpecialAttackssuchasStomporImpactHits.

DaemonicInstability
Units with this rulenever fleefromcombat.Instead,theplayerrolls2D6likeanormalBreakTest,addstheresulttothe
CombatScoredifferenceand thendeductstheunitsLeadershipvalue.Simplifiedformula:2D6+CSLd.Thetestisfailed
if the totalisa positivenumberandtheunitlosesa number ofWoundsequaltothevaluebywhichthetestwasfailed.
TheseWounds are distributed following the rules forUnstablewithnosaves of any kind allowed.Ifa modelhasboth
DaemonicInstabilityandUnstable,disregardUnstableandusetheserulesinstead.

DevastatingCharge
In the first roundofa combataftera model with this rulehassuccessfully chargedintocombat,modelpartswiththis
specialrulehave+1Attack.

Distracting
Close Combat Attacks allocated at a model with this special rule suffer a 1 penalty when rolling to hit. This tohit
modifiercannotbecombinedwithanyothernegativetohitmodifiers.

DivineAttacks
Successful Ward Saves taken against attacks with this special rule, or against Close Combat Attacksmade by model
partswiththisspecialrulemustbererolled.

Engineer
Amodelwiththisspecial ruleallowsaWarMachinewithin3tousetheEngineer'sBallisticSkillinsteadofitsownand
to reroll any rolls on the Misfire Table. (If thereareseveralWarMachineswithin3of theEngineer,declarewhichone
willreceivetheEngineer'sbenefits thisPlayer Turnbeforefiring it).IftheWarMachinehasanArtilleryWeapontype
listedbelow,thereisanadditionalbenefit.TheWarMachinemayreroll:
forCatapults:TheScatterDice.
forFlameThrowers:TheD6rollforthedistancetheTemplatemoves,unlessitisa'6'.
ThisrulecannotbeusedbyamodelthatisEngagedinCombat.

Ethereal
Modelswith thisspecial rulehave MagicalAttacksanda WardSave(2+)whichcannotbe usedagainstMagicalAttacks.
Characters withouttheEtherealspecialrule cannot join units thatincludeR&Fmodelswith the Ethereal specialrule.
Modelswith thisspecial ruletreatall Terrain asOpen Terrain formovementpurposesbutcannotendtheirmovement
inside (or within 1 of) Impassable Terrain. If a multipart model has this rule, mounts will only ever benefit from
Magical AttacksandtreatallTerrainasOpen Terrain (for the Ward Saveandnot beingallowedtobejoined,therider
musthavethisspecialrule).

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SpecialRulesSummaries

FastCavalry
Models with this special rulehave LightTroopsand Vanguard.If aunitconsisting solelyofmodelswith FastCavalry
voluntarily fleesasaChargeReactionandsubsequentlyralliesthenext friendlyPlayerTurn,thentheunit maymove
and shoot during that Player Turn. The rallied unit may not charge and counts as having movedfor thepurposeof
shooting. Thisrule cannot beapplied ifaunit failstorallyon the next friendly Playerorinvoluntarily flees,such as a
resultofafailedPanicTest.

Fear
Allenemy units in basecontact withone or moremodels withthisspecialrulesuffer a1Leadership modifier.Models
that are Immune to Psychology or that have Fear themselves are immune totheeffects ofFear.At the start ofeach
CombatRound,unitsinbase contactwithoneormoreenemymodelswithFearmusttake aLeadershipTest.Ifthistest
isfailed,themodelsintheunithavetheirWeaponSkillreducedto1fortheremainderoftheCombatRound.

FightinExtraRank
Models with this special rule can make Supporting Attacks from an additional Rank. (So, normally, this means that
models with this special rule will be able to make Supporting Attacks from the 3rd rank). This rule is cumulative,
allowinganadditionalranktomakeSupportingAttacksforeachinstanceofthisspecialrule.

Fireborn
ModelpartswiththisspecialrulehaveaWardSave(2+)againstFlamingAttacks.

FlamingAttacks
Thisrule isappliedto attacksmadewiththisspecialruleandattacksfrommodelpartswiththisspecialrule(bothClose
Combat and Shooting Attacks). They don't normally have any special effect. However,theyinteractwith other rules
(suchasFlammableandRegeneration).

Flammable
AttackswiththeFlamingAttacksspecialrulemustrerollfailedtowoundrollsagainstmodelswiththisspecialrule.

Fly(X)
Units composed entirely of models with this special rule can make Flying Movements when performing a Move
Chargers move or in the Remaining Moves subphase.When aunit makes aFlyingMovement,substitutethe models
MovementCharacteristic withthevaluegiveninbrackets(X).All modifierstogroundmovementvalues arealsoapplied
to theflying value of amodel.Flying Movementcanbe usedtoMarch.Unitsusing FlyingMovementignoreallTerrain
and units during the FlyingMovement (from their startingtotheirendingposition),butmustabide the UnitSpacing
rule attheendofthemove (unlesscharging,when thenormalexceptionstothe UnitSpacingruleapply). Theyarestill
affectedbytheeffectsoftheTerrainfromwhichtheytakeoffand in whichtheyland.ModelswiththeFlyspecialrule
alsoalwayshaveSwiftstrideandLightTroops.

Frenzy
Model parts withFrenzyhave +1Attackand areImmune to Psychology.Afterall charges havebeendeclared,each of
yourunitswithoneormoremodels(ormodelparts)withFrenzymusttakeaFrenzyTest(LeadershipTest)ifitdidnot
declareacharge. If the testis failed,theunitmustdeclareachargeagainsttheclosestviableenemyunit,ifthereisone.
Charactersareneverforced tochargeout ofunits.Unitswithoneormoremodelparts withFrenzymustalwayspursue
and overrun whenever possible. If a model part with Frenzy is ever on the losing side of a Combat Round, it
immediatelylosesthisspecialrule.

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SpecialRulesSummaries

GrindingAttacks(X)SpecialAttack

Model parts with this special rule must make a Special Close Combat Attack at their own Initiative againstasingle
enemy unit in base contact. This attack deals a number of hits equal to the value stated within brackets (X). These
attacks automatically hit and haveaStrengthequal tothemodel'sown Strength.Grinding Attacksneverbenefitfrom
anyequipment orspecialrule themodelmayhave(sincetheyareSpecialAttacks).IfamodelhasbothGrindingAttacks
andImpactHits,itmayonlyuseoneoftheserulesinthesameRoundofCombat(youmaychoosewhich).

HardTarget
ShootingAttacks targetinga unitinwhich the majorityofmodelshavethisspecialrulesuffera1penaltywhenrolling
tohit.

Hatred
Model parts with this specialrule mayrerollfailedtohitrollsduringthefirstRound ofCombat.Sometimesthisrule
mayonlyworkagainstcertainenemies,whicharethenstatedinbrackets.Forexample,Hatred(ArmyBook:Empire of
Sonnstahl)meansthatHatredonlyapplieswhenattackingmodelsfromtheEmpireofSonnstahlArmyBook.

Hellfire
AttheendofaphaseinwhichaunithassufferedoneormoreunsavedWoundsfromamodelpartoranAttackwith
thisrule,theunitsuffersanadditionalD3Strength3hits.

Hidden
A model with this special rule can choose to be deployed as Hidden. In this case secretly note in which friendly
(nonCharacter)unit it ishidinginsteadof deployingthe model.Thisunit must alreadyhavebeendeployed,musthave
thesameTroopTypeasthemodelwithHidden,andthemodelmustbeallowedtojoinitnormally.
While hidden, the model cannot be harmed orotherwise affected, noraffectthe game in any way (e.g. attack,use or
benefitfromMagicalItems,orstoptheunitfromVanguarding).UnlesstheunitthattheCharacterishiding inis fleeing,
the model can be revealed at the start or end of any Player Turn or at the start of any RoundofCombatofaClose
Combatthatitsunit is participatingin. Placethemodel insidetheunit as ifitjustjoined it,placingitasfarforwardas
possible (Front Rank), except that it cannot move other models with the FrontRankrule. Oncerevealed,themodel
functions as normal and this rule has no furthereffect. If the model is never revealed during the game (for example,
becauseitsunitwasdestroyed),thehidingmodelcountsaskilled.

ImmunetoPsychology
If half or more of a unit's models are Immune to Psychology, the unit automatically passes Panic Tests and cannot
declareaFleereaction(unlessalready fleeing). ModelsthatareImmunetoPsychologyarealsoimmuneto theeffectsof
Fear.

ImpactHits(X)SpecialAttack
ImpactHits are Special CloseCombatAttacks which can (and must) only bemadein the first RoundofCombataftera
modelwiththisrulesuccessfullycharged into combat. ImpactHitsareresolvedat Initiative10andinflictanumberof
hits equal to the value stated within brackets (X) to a single enemy unitinbase contact,which must bethecharged
enemy unit. Impact Hits automatically hit and have a Strength value equal to the model's own Strength, with +1
StrengthforeveryFull Rankafter thefirstintheunit,providedthatthoseranks arecomprisedentirelyofmodelswith
theImpactHitsspecial rule.DuetobeingSpecialAttacks,ImpactHits do notbenefitfromweaponbonusesor special
rules.IfamodelhasbothGrindingAttacksand ImpactHits,itmayonlyuse oneoftheseruleinthesameCombatRound
(you may choose which). If the value within brackets is preceded bya+sign,add the value to the alreadyexisting
ImpactHitsinstead(ifthemodelalreadyhadImpactHits).Ifnot,usethevaluedirectly.

InChariots,onlyaChariotitselfcanusethisSpecialAttack.Intheothermultipartmodelsonlythemountscanuseit.
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SpecialRulesSummaries

Insignificant
Units consistingentirelyofmodelswith thisspecialruledonotcausePanicTestsinunitswithout thisspecialrule.Only
InsignificantCharacterscanjoinunitswithInsignificantR&Fmodels.

LargeTarget
A model with Large Target is of Large Height. A Large Target can never be joined or join a unit(unless it isaWar
Platform).ALargeTargetincreasesitsHoldYourGroundorInspiringPresenceRangeby6.

LethalStrike
IfanAttack withthis specialrule,oraCloseCombatAttackfromamodelpart withthis specialrulerollsanunmodified
'6'towound,thisWoundhasArmourPiercing(6)andRegenerationSavescannotbetakenagainstit.

LightTroops
Units composedentirely ofmodelswiththisspecialrule are allowed tomakeanynumberofReformswhenmoving in
theRemainingMovessubphase,whiletheymaystillAdvanceor March.TheyareallowedtoshooteveniftheyMarched
or Reformed. No model may move more than its Movement allowance (or twice that numberifMarching),fromits
starting positiontoitsfinal position,aroundanyobstructions(includingtheUnit Spacing rule). Ifamodelperformed
anyaction during themovement(suchasSweepingattacks),thedistancemoved iscountedfromitsstartingpositionto
thepoint on theBattlefieldwhereitperformedthatactionandthentoitsfinalposition.Ifatleasthalfofthemodelsina
unithavetheLightTroopsspecialrule,theunitalwayscountsashaving0FullRanks.

LightningAttack
Units with the Fly specialrule that, sufferoneor morehitsduringasinglephasefromattackswiththisspecial rule, or
attacksfrommodelpartswiththisspecialrule,sufferanadditionalD6Strength4hitsattheendofthatPhase.

LightningReflexes
Model parts withthis specialrule have+1to hitwiththeirCloseCombatAttacks.Thisdoes notapplyif themodelpart
wouldbe striking atinitiative0(for exampleduetoa GreatWeaponortheMesmeric Allurespell). Ifthisisthe case,it
strikesatitsownInitiativeinstead.

MagicResistance(X)
Allmodels in aunitwithoneormoremodelswithMagicResistanceaddthevaluewithinbrackets(X)toany WardSave
rolls (using the same rulesasforaddingto ArmourSaves) when rollingWardSavesagainstWoundscaused byspell
effects.MagicResistance,likemostspecialrules,isnotcumulative.

MagicalAttacks
Attacks with this special rule or Attacks made by model partswiththisspecial rulenormallydonthaveany special
effect. However, they interact with other rules (such as Ethereal). Models with this special rule apply it to alltheir
attacks, includingSpecial Attackssuch as Stomp,Impact Hits,and BreathAttacks(unlessstatedotherwise).Alldamage
fromspells,MiscasthitsandMagicalItemscausesMagicalAttacks.

Metalshifting
Attacks withthis specialruleorCloseCombatAttacksmadebymodel parts withthis specialruledon'troll towoundas
normal. Instead, they always wound on a roll equal to or greater than the target's Armour Save. An unmodified '6'
always wounds and an unmodified '1' always fails to wound. These attacks have Armour Piercing (6) and Flaming
Attacks.

MoveorFire
ShootingWeaponsormodelpartswiththisspecialrulemaynotshootiftheymovedduringthecurrentPlayerTurn.
Content

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SpecialRulesSummaries

MultipleShots(X)
Shooting Weapons or model partswiththisspecialrule may choosetofire multipletimesinsteadof asingle time, in
each ShootingPhase.Howmanytimestheycanshoot isstatedinbrackets.However,using thisspecialruleimposesa 1
to hit modifier on allshots fired.AllR&Fmodelsinasingleunit must usethe MultipleShotsruleifatleastoneofthem
usesthisrule(ifpossible).

MultipleWounds(X,Y)

UnsavedWoundscausedbyattacks withthis specialruleorbyCloseCombatAttacksfrommodelpartswiththisspecial


rule are multipliedintothevaluegiveninbrackets(X).IfthevalueisaDice(suchasMultipleWounds (D3)),rollone
suchDiceforeachunsavedWoundwiththisspecialrule.The amount ofWounds thatthe attack ismultipliedintocan
neverbe higher than the WoundsCharacteristicoftheTarget(excludingWoundssufferedpreviouslyin thebattle).For
example, ifaMultipleWounds(D6)attackwoundsaTroll(W3)androllsa 5'fortheamountof Wounds,thisisreduced
to3Wounds.

If(Ordnance)is statedasthe value in brackets,this normallycountsasMultipleWounds (D3+1),butagainsttargets


withtheFlyspecialrulethisisincreasedtoMultipleWounds(D3+2).

Sometimes thisrule isconnectedtocertainTroopTypesorspecialrules.Ifthisisthecase,theTroopType willbegiven


withinbrackets(Y),forexampleMultiple Wounds (2, Infantry). If thisis thecase,onlyapplytheMultipleWounds rule
whenattackingmodelsofthegivenTroopTypeorpossessingthegivenspecialrules.

NotaLeader
ModelswiththisrulecanneverbetheGeneral.

Otherworldly
Modelswith thisspecial rulehave MagicalAttacks,areImmunetoPsychologyand havea WardSave(5+).Unitswith
the Otherworldly special rule can only be joined byOtherworldlyCharacters.Similarly,OtherworldlyCharacterscan
onlyjoinOtherworldlyunits.

Pathmaster
Wizardswith thisspecial ruledonot randomly select spellsasusual.Instead,theycan freely choosetheirspellsfrom
thePathstatedinbrackets(buttheystillcannotduplicatenonsignaturespells).

PoisonedAttacks
Ifanattackwiththisspecialrule,or anattackfroma modelpartwiththisspecialrule (bothShootingandCloseCombat
Attacks),rollsasuccessfulhitwithatohitroll ofanunmodified'6',thishitautomaticallywoundswithnotowound roll
needed. Shooting Attacksthatneed a7+to hit (ormore)can never benefit from PoisonedAttacks.IftheAttack canbe
turnedintomore than onehit(suchasforTemplateweaponsorBoltThrowers),onlyasinglehit(ofattackerschoice)
automaticallywounds,allotherhitsmustrolltowoundasnormal.

QuicktoFire
ShootingWeaponswiththisspecialrule orShootingAttacks from modelpartswiththisspecial ruledon'tsufferthe1
penalty for Moving and Shooting and can make a Stand and ShootChargeReactionregardlessofthedistanceto the
chargingunit.

RandomAttacks(X)
A model part with this rule has a random number of Attacks equal to the value between brackets (before adding
possible modifiertoit).Forexample, amodel withRandom Attacks(D3+2)can havebetween 3and 5Attacks.These
attacksignorethelimitwhichstatesthatamodelmayhaveamaximumof10attacks.
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SpecialRulesSummaries

RandomMovement(X)
Units with this specialrulecannotDeclare Chargesandcannot moveintheRemainingMovessubphase.Instead,they
move in the Compulsory Moves subphase. Models withthis specialrule loseSwiftstride(and cannever gainit),but
alwaysCharge,Flee,PursueandOverrunthedistancestatedinbrackets.

During the Compulsory Moves subphase, units with this specialrulemoveusingtherulesforpursuingunits, except
that theycanfreelychoosewhich directionto rotatetowardsbeforerolling the Pursuitdistance, cannot moveoffthe
BoardEdgeandonly takeDangerousTerraintests ifthey actuallycharge anenemyunit(theystilltestasnormalwhen
fleeing,pursuingabrokenenemyorOverrunning).

Ifa unitwiththisspecialruleisgarrisoningaBuilding,itmustleaveitbyplacingtheunit1away from the Building(or


as close as possible) during the Compulsory Moves subphase, and then move, using the normal rules for Random
Movement.(Itmaynotchargeinthesameturn.Ifitwould,itstops1beforetheenemyunitinstead).

Characters withRandomMovementcan onlyjoinunitswiththesamespecial rule(by movinginto contactwith them


duringtheCompulsoryMovessubphase),andunitswiththisrulecanonlybejoinedby RandomMovementCharacters.
IfaunithasseveralsetsofRandomMovement,usethelowestone.

Regeneration(X)
Regeneration is a special save, taken after a failed Armour Save. The value of the save will be stated in brackets.
RegenerationSavescannotbe taken alongsideWard Saves(if amodel hasboth,itmustchoose whichonetouse)and
cannotbetakenagainstFlamingAttacksorLethalStrikeblowsthatrolled'6'towound.

Reload!
Shooting Weapons with this specialrule orShootingAttacks from modelpartswith thisspecial rulecan neverStand
andShootasaChargeReaction.

RequiresTwoHands
AmodelwieldingaWeaponwiththisspecialrulecannotsimultaneouslyuseaShield.

Scout
Beforedeployingan army thatincludes units withScout,you must statewhich ofyourunitswith thisspecialrulewill
useit,startingwith the playerthatpickedtheDeploymentZone.Deployyourarmyasusual,butwithoutdeployingany
oftheScoutingunits. These units areplacedafter allothernonScoutingunitshavebeendeployed.Theycaneither be
deployed inyourDeploymentZone, using the normal rules,or theycanbedeployedoutsidetheDeploymentZone,but
must be more than 18 away from any enemy units. This is decreased to12iftheScouting unitisdeployed whole
withina Forest,Ruin, Building,Field orWater Terrain Feature.Scoutingunitsthataredeployedoutsidetheirplayers
DeploymentZone maynotDeclareCharges in the firstPlayerTurn(iftheirsidehas thefirstturn).Ifbothplayershave
Scoutingunits,alternatedeployingoneunitatatime,startingwiththeplayerthatfinisheddeployingfirst.

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SpecialRulesSummaries

Skirmishers
ModelswiththisspecialrulealwaysalsohaveLightTroops.ShootingatSkirmisherssuffersa1tohitpenalty.

Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a
distance between them.Other thanthis gap between models, units ofSkirmishersfollowthenormalrulesforforming
unitsandthereforehave afront,twoflanksandarear.Skirmishingunitscan onlybejoinedbyCharactersthathavethe
sameTroopTypeastheunit.ACharacter which joinsa unitofSkirmishers gainsSkirmishersforas longas it remains
with theunit (the unitceasestobeSkirmishers ifall modelswithSkirmishersarewipedout,immediatelycontracting
their loose formation into a normal formation). The Character is always considered Mismatched for the purposeof
placementwithintheunitunlessithastheexactsamebasesizeastheotherSkirmishermodels.

AfterSkirmishingunitsdeclares aCharges or aChargeReaction otherthanFlee,theyimmediatelycontracttheirloose


formation intoanormal formation. Whendoingthis,themodelclosesttothechargedorchargingunitmustnotchange
position,see Figure 15. If severalmodelsareequallyclose, the ActivePlayer chooseswhich model is consideredtobe
the closest. Skirmishers regain their loose formation if they are not Engaged in Combat at the beginning of any
MovementPhase(ofanyplayer).Keepthecentre of thefrontrankstationary.Ifthereisntenoughroomfortheunitto
regainitslooseformation,keeptheunitintightformationuntilthefirstplacewherethereisenoughroom.

Figure15
GreenunitisaSkirmishingunit(withajoinedmismatchingCharacter).
a)BlueunitdeclaresaCharge.
b)Greenunitiscontracted.
c)PinkunitdeclaresaCharge(notethatthisunitisnowintheflankofthegreenunit).
d)Moveunitsintocontact.

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SpecialRulesSummaries

Stomp(X)SpecialAttack

AmodelwiththisspecialrulemustmakeaSpecial CloseCombatAttackintheCloseCombatPhaseatInitiative0against
a single enemy unitinbasecontact, providedthat theTroop TypeofthetargetunitisInfantry,War Beast,Swarmor
WarMachine. This attack deals anumberofhits equalto the value stated withinbrackets(X),whichautomaticallyhit
andhavea Strength equaltothemodel's ownStrength. HitscausedbyStompcanonlybeallocatedonto modelswith
Infantry, War Beast, Swarm or War Machine Troop Type (ignore models of different Troop Type when distributing
hits).

In multipart models, riderscanneverStomp. Stomp attackscan only everbeallocatedto modelsthatcannormallybe


stomped.BeingaSpecialAttack,Stompneverbenefitsfromanyequipmentorspecialrulethemodelhas.

Strider
Modelswith thisspecial ruleautomaticallypasses Dangerous Terrain teststakendue toTerrain, cannot beprevented
fromMarching bytheTerrainandneverlosetheirSteadfastor RankBonusduetotheTerrain.Sometimesthisspecial
rule isonlylinkedtoa specifictype of Terrain,stated inbrackets.Inthiscase, the Striderruleeffectis onlyappliedin
relationtothespecifiedTerraintype.

Stubborn
Aunit withat leastonemodelwith thisspecial ruleignores any CombatScorepenaltiestoitsLeadershipwhentaking
BreakTestsorCombatReformLeadershipTests.

Stupidity
At the start ofaPlayerTurn,eachoftheActivePlayersunengagednonfleeingunitswithoneormoremodels(or apart
ofthem) withthis specialrule musttakea LeadershipTest.Ifthe testisfailed,theunitmustmoveD6directlyforward
(stopping 1beforeImpassibleTerrainor other units) in the CompulsoryMovessubphase and maynotperformany
othervoluntary actionsthisPlayer Turn(such ascharging, moving,shooting,castingspellsandsoon).Ifthemodelhas
nofront(i.e. themodelisonaround base),randomizewhichdirection tomovein.Allmodels withtheStupidityspecial
rulearealsoImmunetoPsychology.

Swiftstride
Whenaunit composed entirelyof modelswiththisspecial rulerollsCharge Range,FleeDistance, PursuitDistanceor
OverrunDistance,itrollsanadditionalD6(normallythiswillleadtorolling3D6)anddiscardsthelowestdice.

SweepingAttackSpecialAttack
Special Ranged Attack. This attack maybeusedbyunitsconsistingofmodelswith this specialrule.Attheendofthe
Remaining Moves subphase (or the Magic Phase ifthisisdone as partofaMagical Move), nominate oneunengaged
enemy unitwhich the unitAdvancedorMarchedthroughthisphase(Bases are Overlapping,evenpartially).Thewhole
unit makes an attack against the chosen enemy unit (follow the description in the unit profile). These attacks hit
automatically.

Terror
Whenaunit withone or moremodels withthis specialruledeclaresaCharge,its target must take aPanicTest.Ifthe
testisfailed, the targetof the Charge must declare aFleereaction, ifabletodoso.AllmodelswithTerroralsohave the
FearspecialruleandareimmunetoFearandTerror.

ThunderousCharge
In the first roundofa combataftera model with this rulehassuccessfully charged, model parts with this specialrule
receive a +1 Strength bonus to theirnormal CloseCombatAttacks.ThisStrengthbonuscanonly beusedfor Attacks
directedagainstthechargedenemies.
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SpecialRulesSummaries

ToxicAttacks
AttackswiththisspecialruleorCloseCombatAttacksmadebymodelswiththisspecialrulearealwaysStrength3and
ArmourPiercing(6).

Unbreakable
Units with this special rule are Immune to Psychology and automatically pass all Break Tests. Characters with the
Unbreakable special rule can only join Unbreakable units. Unbreakable units can only be joined by Unbreakable
Characters.

Undead
Units with this special rule have the Unstable and Immune to Psychology special rules.UndeadunitscannotMarch,
unless theystarttheirmove withinthe General's InspiringPresence Range. TheonlyChargeReaction anUndeadunit
canmakeisHold.

Unstable
Units with this special rule automatically pass all Break Tests. When a unit with this special rule loses acombat,it
suffersaWound(withoutanysavesallowed)foreachpointofCombatScorebywhichitlostthecombat.

Thenumberoflostwoundsisreducedinsomesituations.Applythemodifiersinthefollowingorder:
1.IftheunitisStubborn,halvethenumberoflostwounds(roundfractionsup).
2.IftheunitisSteadfast,reducealllostwoundsabove12to12.
3. If the unit receives Hold Your Ground (i.e. is close the the Battle Standard Bearer), reduce the number of lost
woundswiththeunitscurrentRankBonus.UnitswithnoRankBonusreducethenumberofwoundslostby1instead.
Applyallothermodifiers(fromitems/specialrules/spellsetc)afterward.

TheWoundsaredistributedinthefollowingorder:
1.R&Fmodels(excludingChampions)
2.Champion
3.Characters(distributedbytheowneroftheunit,asevenlyaspossible)

Unwieldy
ShootingWeaponswiththisspecialrule orShootingAttacksfrommodelpartswiththisspecial rulesufferanadditional
1 tohit(fora totalof2)forMovingandShooting. IfcombinedwithQuicktoFire,themodelcanonlyignorethenormal
1tohitfromMovingandShooting,nottheadditional1tohitfromthisrule..

Vanguard
AfterDeployment(includingScouts),unitscomposed entirelyofmodelswiththisspecial rulemayperforma12" move.
Themoveisperformed as ifintheRemaining Moves subphase,includinganyactionsandrestrictionstheunitwould
normally havein the RemainingMovessubphase(suchasWheeling,Reforming,joiningunits, leavingunitsandsoon).
The 12" distance is used instead of the unit's Movement CharacteristicandnoMarchMovesareallowed.Thismove
cannotbe usedtomove within12"ofenemyunits.Thisisdecreasedto6forenemyunitswhichhaveeitherScoutedor
Vanguarded.Units thathavemovedinthiswaymay notDeclareChargesin the first PlayerTurn (iftheirsidehasthe
firstturn).Ifboth players haveunitswithVanguard,alternatemovingunitsoneatatime,starting withtheplayerthat
finisheddeployinglast.Insteadofmovingaunit,aplayermaydeclaretonotmoveanymoreVangardingunits.

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SpecialRulesSummaries

VolleyFire
ShootingWeaponswiththisspecialrule orShootingAttacksfrommodelpartswiththisspecial ruleignoreintervening
models for Coverpurposes when shooting. (However, theydon'tignore Terrainandmuststillbe abletodrawa Lineof
Sightto their target).Furthermore,(unless makingaStandandShoot Charge Reaction)if the unithasn'tmovedinthis
Player Turn,allmodels withaVolleyFireShootingWeaponmayshoot(eveniftheyarefurtherbackthantheusualfirst
tworanksallowedtoshoot).

WarPlatform
Modelswith thisspecial rulemayjoinunitsasif theywereCharacters(eveniftheyare notCharactersandevenifthey
are Large Targets), and follow the rules for Characterswith regardsto distributinghits. Whilejoinedto andmoving
with a unitconsisting of5 ormoremodels (besidestheWarPlatform itself)amodelwiththeWarPlatformspecialrule
mayMarcheven thoughits Troop Typewouldnormally forbid it,for exampleifitisaChariot.Whenjoinedtoaunit, it
must always be placed in the centre of the frontrank(possiblypushing back modelswiththeFrontRank rule), and
mustkeepits positioninthe centreofthefrontrank atall times.Ifthemodelcannotbeplacedinthecentreofthe the
frontrank(forexampledue toMismatching bases or the front rankbeingtoonarrow),themodelcannotjointheunit.
Thismeans thataWarPlatform canneverjoina unitwithMismatching bases and that onlyasingleWarPlatformcan
everbeinthesameunit.ModelswiththisruleloseSwiftstride.

WardSave(X)
Ward Saves are special saves,takenafter failedArmourSaves.Thevalueofthesavewill bestatedinbrackets. Ward
SavescannotbetakenalongsideRegenerationSaves(ifamodelhasboth,itmustchoosewhichonetouse).

WeaponMaster
At the beginningof eachRoundof Combat,modelpartswiththisspecialrulemaychoosewhichweapontheyfightwith.
This includes selectingtousea HandWeapon evenif theyhaveother weapons.Ifarmedwith aMagicalWeapon,the
modelmuststilluseit.

WizardConclave(Spells)
The Champion of a unit with the Wizard Conclave special rule receives +1 Wound in addition to the normal
Characteristicsincreasesassociatedwith beinga Championandisa Level 1WizardApprentice.ThisChampionknows
predeterminedspells, whicharedefinedwithinbrackets. Forexample, the ChampionofaWizard Conclave (BlueFire,
PinkFire)wouldbeisa1WizardApprenticewithtwopredeterminedspells(BlueFireandPinkFire).

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SpecialRulesSummaries

ApplyingSpecialRules
SpecialRulesandMultipartModels
Whichpartsofthemodelhavethespecialrule?
When a multipart model has a special rule written on its profile, all its parts have this special rule unless stated
otherwise.

If a Character and its optional mount are listed under separate profiles, special rules that are listed under the
Charactersprofilearenot transferredto itsmount (asifallrulessaidrideronly). Thesameappliesformountstaken
fromthemountsectionoftheArmyBook:theirspecialrulesarenotautomaticallytransferredtotheirriders.

Whichpartsofthemodelareaffectedbythespecialrule?
Specialrules haveoneor moreeffects.Effectsare appliedtomodelpartsorwholemodels.If aspecialrulehas twoor
moreeffects,theseeffectsmayworkondifferentlevels.

Characteristicschange
EffectschangingthevaluesofCharacteristicsonlyworkonthemodelpartwhichhasthespecialrule.

SpecialAttacks
Effects givingSpecial Attacks(such asStomp,GrindingAttacks,ImpactHits, BreathWeapons)onlyworkonthe
modelpartwhichhasthespecialrule.

Attackmodifiers
Effects modifyingattacks (suchasLethalStrike, ArmourPiercing, Hatred)only workon the modelpartwhich
hasthespecial rule. SucheffectsareappliedonlytotheCloseCombatAttacksmadebythe modelpart(i.e.they
do not apply toShootingandSpecialAttacks) unlessnotedotherwise(such as MagicalAttacks andPoisoned
Attacks).

Defence
Defensive effects(such as ArmourSaves,WardSaves,Regeneration,Fireborn,Distracting)alwaysworkonthe
wholemodel.

TheexceptionsareRiddenMonsters:defensive effects specifiedfor the riderarealwaysignoredby thewhole


model.

Other
Allothereffectsalwaysworkonthewholemodel,andapplytoallitsparts.

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SpecialRulesSummaries

EffectsandUnits
Some effectsonlyworkattheunit level.Examplesaremovement effects (suchasFlying orFastCavalry),deployment
effects (such as Scout or Vanguard), effects related to Break Tests (such as Unstable or Unbreakable) and effects
enablingorforcingtheunittoperformaspecialaction(suchasFrenzy).

Some specialrulesspecifyhowmanymodels withthis specialruletheunit must haveinorderto beaffected.Forthe


sakeofcountingthemodels,multipartmodelsareconsideredashavingthespecialruleifatleastonemodelparthasit.

For example,consideraCharacter thatmountsa MonstrousBeastwithFrenzy.By default,Frenzyisnottransferredto


therider, soitdoesnot receivetheattackbonus. However,when decidingwhethertotakeaFrenzytest,topursueorto
overrun,thewholemodelisconsideredashavingFrenzy.

WeaponsandSpecialRules
Ifaweaponhasaspecialrulethatmodifiesattacks, thenonlyattacks madewith thatweaponwillbenefitfromthatrule.
For example, a Handgun with the special rule Armour Piercing will perform Armour Piercing Shooting Attacks. The
modelwill notbenefitfromtheHandgunsspecial rulewhenperformingCloseCombat Attacksorwhenshootingwith
otherweapons.

Duplicatedspecialrules
Sometimes a model mayhave the same specialrulemorethanonce,forexamplewhenamodelgainsa specialrulethat
it already had or gains the same special rule fromtwodifferent sources.In sucha case,theeffects oftheduplicated
special rules do notstackanddonot offeranyadditional benefit,unlessspecifically noted otherwise.Iftheduplicate
special rules have different (X) values, use the version with the highest one. If the X is the result of a dice roll, it
sometimesisnotclearwhichXisthehighest.Inthiscaseyoumaychoosewhichruletouse(beforerollinganydice).

For example,if aunitpossessesMagic Resistance(2)andMagic Resistance(3), thenitisconsidered topossessMagic


Resistance (3).Asacounterexample,Fight InExtraRank is oneoftherarespecial rules specificallyallowedto stack.A
unitthatalreadyhasFightInExtraRankandgainsFightInExtraRankisabletofightwithtwoextraranks.

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SpecialRulesSummaries

MagicalItems
MagicalItemCategories
AllMagicalItemsbelongtooneofthefollowingcategories:

MagicalWeapons
MagicalArmour
Talismans
EnchantedItems
ArcaneItems
MagicalStandards

EachcategoryofMagicalItemsissubjecttothefollowingspecificrules.

MagicalWeapons
Amodelarmedwitha MagicalWeapon(includingMagical Hand Weapons)isobliged to useit,evenifitis armedwith
more than one weapon. A Magical Hand Weapon cannot be used to Parry.Ifa MagicalWeaponis everdestroyed, it
revertstoitsmundanetype(ifithasany).

MagicalArmour
Most MagicalArmourhavea type,theirmundanecounterpart. Theyfollowall therulesassociated with thismundane
armour in addition to the rules stated in their description. If a Magical Armour is ever destroyed, it reverts to its
mundane type (if it has any). If a model has an armour ofthesametypeasitsMagicalArmour,theMagicalArmour
replaces it (forexample,ifamodelhasHeavyArmourandbuysaMagicalLightArmour,the mundaneHeavyArmouris
lost).AMagicalShieldcannotbeusedalongsideaHandWeapontoParry.

A Magical Armour cannot betakenbyWizards, unlesstheWizardhasa mundanearmourotherthan InnateDefence,


Mounts Protection and Barding or the option to buy it (ignore armour frommountsorotherriders/crew members
mountedonthesamemountasthewizard).

TalismansandEnchantedItems
Noadditionalrules.

ArcaneItems
ArcaneItemscanonlybetakenbyWizards.

MagicalStandards
OnlyStandardBearerscanbearMagicalStandards.Theyareusuallyeitheraunit'sStandardBearerorthearmysBattle
StandardBearer.

MagicalItemTypes
EachMagical Itemhasa typewhichisthesameasits mundanecounterpart andwhichfollows allofitsassociatedrules
and restrictions. For example, a Magical Lanceconfers+2 Strength whencharging and canonlybe usedby mounted
models, War Beasts or Monstrous Beasts, exactly like a normal Lance would. If a Magical Item is destroyed it is
consideredtoreverttoitsmundanetype.

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SpecialRulesSummaries

Restrictions
AllMagicalItemshavetheruleOneperArmy:theycannotbeduplicatedwithinanarmy.
NomodelcanhavemorethanoneMagicalItemofthesamecategory.
CertainMagicalItemsmayhaveadditionalrestrictionsassociatedwiththem.

PointCost
Most MagicalItems haveapoint costdisplayedaftertheirname. SomeMagicalItemshavetwopointcostsinstead(e.g.
GiantSword (60pts/50 pts)). Thefirst value has tobe paidif themodelchoosing the ItemisaLordchoice,andthe
secondifthemodelisaHerochoiceoraChampion.

Whoisaffected
Magical Items often refer to their wielder, wearer, orbearer.These termsmean the same thing and refertothe
modelparttheitemwasboughtfor,excludingitsmount.OtherItemsaffectthemodel,wearer's modelorbearer's
model; these terms refertotheentire modelincludingthemount (note thatthese termsoverridethe restrictionfor
Ridden Monsters Profile). Finally, a third group of Items refer to the wearers unit or bearersunit; these items
affectallmodels(includingmounts)inthesameunitasoftheweareroftheitem(includingtheweareritself).

OneUseOnly
Theseeffectscanonlybeusedoncepergame.

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SpecialRulesSummaries

ListofCommonMagicalItems
TheMagicalItemslistedbelowareconsideredCommonMagicalItemsandareavailabletoallmodels/unitswhohave
theoptiontobuyMagicalItems.TheyareoftenboughtinadditiontoarmyspecificMagicalItems.

MagicalWeapons

GiantSword(60pts/50pts)
Type: Hand Weapon. Attacksmadewiththisweaponhave
+3Strength.

BladeofStrife(45pts)
Type: Hand Weapon. The wielder has +3 Attacks when
usingthisweapon.

OgreSword(40pts)
Type: Hand Weapon. Attacksmadewiththisweaponhave
+2Strength.

SkullSplitter(40pts)
Type: Shooting Weapon. Range 24, Strength 4, Armour
Piercing(1),MultipleShots(4),alwayshitson4+.

ObsidianSword(35pts)
Type: Hand Weapon. Attacksmadewiththisweaponhave
ArmourPiercing(6).

Fencer'sSwords(35pts)modelsonfootonly
Type: Paired Weapons. The wielder has Weapon Skill 10
whenusingthisweapon.

KingSlayer(30pts)
Type: Hand Weapon. The wielder has +1 Strength and +1
Attackwhenusingthisweapon foreachenemyCharacterin
base contact with the wielder's unit (this bonus is
calculated and in effect at the Initiative step when the
attacksaremade).

AxeofBattle(25pts)
Type: Hand Weapon. The wielder has +2 Attacks when
usingthisweapon.

SwordofHaste(25pts)
Type: Hand Weapon. The wielder strikes at Initiative 10
when using this weapon. Attackswiththisweaponalways
woundonascoreof4+(atworst).

HerosSword(30/20pts)Charactersonly
Type: Hand Weapon. Attacks made with this weapongain
+1 Strength. The wielder has +1 Attack when using this
weapon. When attackingwiththisweapon,wieldercannot
have more than 4 Attacks and Strength 5 (regardless of
modifiers).

Fleshrender(20pts)
Type: Great Weapon. Attacks made withthis weaponhave
ArmourPiercing(1).

BlessedSword(20pts)
Type: Hand Weapon. Attacks madewiththisweaponhave
DivineAttacksandmayrerollfailedtowoundrolls.

SwordofStrength(15pts)
Type: Hand Weapon. Attacks madewiththisweaponhave
+1Strength.

SwordofSkill(15pts)
Type: Hand Weapon. Attacks madewiththisweaponhave
+1tohit.

FlamingLance(10pts)
Type: Lance. AttacksmadewiththisweaponhaveFlaming
Attacks.

ScreamingSwords(10pts)
Type:PairedWeapons.ThewieldercausesFear.

BeastBaneHalberd(25pts)
Type: Halberd. Attacks made with this weapon have
Strength 5 (regardless of modifiers) andMultiple Wounds
(2, Monsters, Ridden Monsters, Monstrous Cavalry,
MonstrousInfantry,MonstrousBeasts,Chariots).

RazorBlade(5pts)
Type: Hand Weapon. Attacks madewiththisweaponhave
ArmourPiercing(1).

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SpecialRulesSummaries

MagicalArmour

ForceShield(70pts)
Type: Shield. The bearer's model has a Ward Save (5+)
againstRangedAttacks.

ArmourofDestiny(50pts)
Type:HeavyArmour.ThewearerhasaWardSave(4+).

Bluffer'sHelm(35pts)cannotbetakenbyLargeTargets
Type: None (6+ Armour Save). Successful towound rolls
againstthewearermustbererolled.

MithrilMailmodelsonfootonly(35/25pts)
Type: Heavy Armour (2+ Armour Save). This Armour Save
cannotbeimprovedbyanymeans.

GlitteringCuirass(30pts)
Type:HeavyArmour.ThewearerhasDistracting.

ArmourofFortune(25pts)
Type:HeavyArmour.ThewearerhasaWardSave(5+).

BronzeBreastplate(25pts)
Type: Heavy Armour. One use only. Whenever the wearer's
modelsuffersahit,theitemcanbeactivated.Forthe duration
of the Phase, the wearer's model has 1+ArmourSave.Ifthe
wearers model is a Large Target, it gains 2+ Armour Save
instead.

DragonMantle(25pts)Modelsonfootonly
Type:None.ThewearerhasInnateDefence(5+).

Gambler'sArmour(15pts)
Type:HeavyArmour.ThewearerhasaWardSave(6+).

DragonscaleHelm(10pts)
Type: None (6+ Armour Save). The wearer hastheFireborn
specialrule.

HardenedShield(5pts)
Type: Shield. Adds an additional +1 to the bearer's Armour
Save(foratotalof+2)whileusingtheshield.

LuckyShield(5pts)
Type: Shield. Ignore the first hit the bearer's model suffers
while using the shield (One use Only).Ifthebearerishitby
several simultaneous attacks, the bearer may choose which
attacktoignore.

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SpecialRulesSummaries

Talismans

TalismanofSupremeShielding(50pts)
ThebearerhasaWardSave(4+).

SproutofRebirth(50pts)
ThebearerhasRegeneration(4+).

ObsidianNullstone(45pts)
ThebearerhasMagicResistance(3).

DuskStone(30pts)
ThebearermayrerollfailedArmourSaves.

ObsidianRock(30pts)
ThebearerhasMagicResistance(2).

TalismanofGreaterShielding(25pts)
ThebearerhasaWardSave(5+).

GemstoneAmulet(15pts)
Oneuseonly.May beactivatedwhenthebearer'smodel
fails an Armour Save (or doesn't get an Armour Save).
Thebearers model then gainsaWardSave(4+)against
thisWound.

ObsidianPebble(10pts)
ThebearerhasMagicResistance(1).

LuckyCharm(5pts)
Oneuseonly.May beactivatedwhenthebearer'smodel
fails an Armour Save. That failed Armour Save may be
rerolled.

DragonfireGem(5pts)
ThebearergainstheFirebornspecialrule.

TalismanofShielding(5pts)
ThebearerhasaWardSave(6+).

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SpecialRulesSummaries

EnchantedItems

FlyingCarpet(40pts/30pts)modelsonfootonly
ThebearerhasFly(6).

Wizard'sHood(40pts)
The wearer has Stupidity. Ifthe wearer didn'thave any
Wizard Levels, it becomes aLevel 2 WizardApprentice.
Instead of selecting a Path as usual, the wearer uses a
randomly chosen Battle Magic Path at the start of each
battle.

CrownofScorn(35pts)
One use only. Instead of making a dispel roll, you may
usethisitem.Thespellisautomaticallydispelled.
YoucanonlytakethisiteminanarmywithnoWizards.

CrystalBall(35pts)
ThebearerhasLightningReflexes.

SceptreofDominion(30pts)
Oneuseonly.May beactivatedatthestartof anyRound
ofCombat. Forthe durationofthe Phase,thebearerhas
Stubborn.

GemofFortune(25pts)
Successful towound rolls of '6' from Ranged Attacks
againstthebearer's unitmustbe rerolled, unlessthehit
wasdistributedontoaLargeTarget.

RingofFire(25pts)
BearercancastFireball from thePath ofFireas aBound
Spell(PowerLevel3).

PotionofStrength(20pts)
Oneuseonly.May beactivatedatthestartof anyPhase
or RoundofCombat. For thedurationof thePlayerTurn,
thebearerhas+2Strength.

CharmofCursedIron(20pts)
The bearer and its unit have a Ward Save (5+) against
WoundscausedbyArtilleryWeapons.

DivineIcon(15pts)
Thebearer'smodelgainsDivineAttacks.

PotionofSwiftness(5pts)
One useonly.May beactivatedatthestartof anyphase
or RoundofCombat. For thedurationof thePlayerTurn,
thebearerhas+3Initiative.

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SpecialRulesSummaries

ArcaneItems

BacklashScroll(55pts)
One use only. Instead of making a dispel roll, you may
use the scroll. After the spell effect has been resolved
(includingthePathAttribute), thecastermustroll onthe
Miscast Table. This item has no effect on Bound Spells
andspellscastwith1PowerDiceorwithOverwhelming
Power.

BookofArcanePower(50pts/35pts)
Thebearerreceivesa +1castingmodifiertocasting and
dispellingrolls.

EssenceofaFreeMind(40pts/30pts)
The Wizard may select up to two Paths on their Army
List instead ofone(fromthe onesnormallyavailableto
it).Select whichofthetwoPathstouse whengenerating
spells.

DispelScroll(35pts)
One use only. Instead of making a dispel roll, you may
usethisscroll.Thespellisautomaticallydispelled.

TomeofArcaneLore(25pts/15pts)
Thebearergeneratesoneadditionalspell.

GroundingRod(25pts/15pts)
One use only.The bearercan chooseto use this item to
rerollontheMiscasttable.

SceptreofPower(20pts/15pts)
Oneuseonly.The bearermayrerollasinglePowerDice
duringacastingroll.

BindingScroll(20pts)
One use only. Instead of making a dispel roll, you may
use the scroll. The Wizard casting the spell cannot cast
thesamespellduringthenextGameTurn.

ShieldingScroll(15pts)
One use only. Instead of making a dispel roll, you may
use the scroll. All models affected by the spell have a
WardSave(4+)againstthespell.

WandofStability(15pts)
Oneuseonly.The bearermayadda+D6modifiertoone
ofits dispelrolls(notethatthisisnot aDispelDice)and
ignore the Not Enough Power rule. Thisisan exception
totheMagicModifiersrule.

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SpecialRulesSummaries

MagicalStandards

RendingBanner(45pts)
ThebearersunithasArmourPiercing(1).

Stalker'sStandard(40pts)
ThebearersunithasStriderandSwiftstride.

AetherIcon(30pts)
A bearers unitcanmake Dispel Attemptsasifitwere a
WizardMaster.

HolyIcon(30pts)
Thebearer'sunithasDivineAttacks,butmustalsoreroll
successfulWardSavesthemselves.

BannerofDiscipline(25pts)
Thebearer'sunithas+1Leadership.

BannerofSpeed(25pts)
Thebearer'sunithas+1Movement.

FlamingStandard(20pts)
At the start of each Round of Combat, and before
shooting with a bearers unit, the banner may be
activated. If it is, the bearer's units nonspecial Close
Combat and Shooting Attacks have Flaming Attacks.
Effectslastforthedurationofthephase.

WarStandard(15pts)
The bearer's unit adds +1 to the Combat Score of any
combattheyareinvolvedin.

IconoftheRelentlessCompany(15pts)
Infantrymodelsonly
One use only. Activate at the start of any of your
Remaining Moves subphases. The bearer's unit can
triple its Movement whenMarchinginstead ofdoubling
it this turn.ThisMarchMove cannotbelonger than15
and cannot beused in GameTurn 1 iftheunit has used
VanguardorScout.

GleamingIcon(5pts)
One use only. Must be activated the first time the
bearer's unitfailsa Leadership Test. The unitmayreroll
thefailedtest.

BannerofCourage(5pts)
The bearer'sunitautomaticallypasses TerrorTests and
isimmunetotheeffectsofFear.

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SpecialRulesSummaries

Summaries

TheTurnStructure

TheMovementPhaseSequence

MovementPhase

StartoftheMovementPhase.

MagicPhase

StartoftheChargesubphase.

ShootingPhase

CloseCombatPhase

The Active Player Declares Charges. The player nominates which unit is
performing a Charge and against which enemy target. Each time theActive
Player declares acharge, the Reactive Player must declareandperformthe
ChargeReactionofthechargedunit.

Once all charges and ChargeReactionshavebeendeclared,chargerswilltry


tomoveintocombat.TheActivePlayermaynowrollforChargeDistance.

If a charging unit fails to reach its target it must perform a Failed Charge
Move.

If a charging unit rolls enough distance toreachitstarget,theActivePlayer


must move it and align it together with its target in order to maximize
contact. The charging unit and its target will now be locked in Close
Combat.

EndoftheChargesubphase.

StartoftheCompulsoryMovesSubPhase.

The Active Player may now attempt to rally fleeing units by performing
RallyTests.

ThePreGameSequence
1

DecideonGameSize.

ShareArmyListwithOpponent.

BuildtheBattlefield.

PickDeploymentType.

ChooseSecondaryObjectives.

DetermineDeploymentZones.

GenerateSpells.

DeploymentPhase.

10 Fleeing units which have failed to Rally, or which are not eligible to take a
RallyTest,mustperformaFleeMove.

TheDeploymentSequence
1

Determinewhodeploysfirst.

11 Units with Random Movement or any other form ofcompulsorymovement


mustmoveinthissubphase.

Taketurnsdeployingunits.

12 EndoftheCompulsoryMovessubphase.

Determinewhotakesthefirstturn.

Deployremainingunits.

DeployScoutunits.

14 The Active Player may performanAdvanceMove,MarchMoveorReform


with any remaining unit which has not yet moved during thisMovement
Phase.

MoveVanguardunits.

15 EndoftheRemainingMovessubphase.

Otherrulesandabilities.

RollForFirstTurn.

13 StartoftheRemainingMovesSubPhase.

16 EndoftheMovementPhase.

DangerousTerrain
Rollanumberofdicedeterminedbythemodeltrooptype
DangerousTerrain(1)thetestisfailedon1
DangerousTerrain(2)thetestisfailedon1and2
DangerousTerrain(3)thetestisfailedon1,2,3
ForeachfaileddicetakeonewoundwithAP(6)

Content

112

SpecialRulesSummaries

MagicPhaseSequence
1

StartoftheMagicPhase.RollfortheMagicFlux
andChannelling.

RemainsinPlayspellsmaybedispelled.

TheActivePlayermayattempttocastonespell.

Repeatsteps23ofthisSequenceuntilneither
playerperformedanaction.

MiscastTable
24

BreachintheVeil
Centre the 5" Template over thecaster.Eachmodel
touchedbytheTemplatetakesahit.
If 4 PowerDicewereused,rolla D6.Onarollof13,
thecasterisremovedfromthegame.
If 5 Power Dice were used, the caster is removed
fromthegame.

56

CatastrophicDetonation
Centre the 3" Template over thecaster.Eachmodel
touched by the Template takes a hit. The caster
musttakeonehit.

WitchFire
The caster's unit suffers MDU hits (distributed as
hits towardsaunitaswhole),exceptthecaster itself
cannotreceivemorethan1hit.

EndoftheMagicPhase.Resolveendofphase
triggeredabilities.

CastingAttempt
1

The Active Player declaresa Wizard, spell,versionof


thespell, targetofthespell, targetoftheattribute and
anamountPowerDice(between1and5)
The Active Player rolls that many Power Dice (from
the Power Dice pool). Add the results of the rolled
dice and any casting modifiers (such as
Overwhelming Power) together to get the total
castingroll.
The Casting Attempt is successfulif the total casting
roll is equal to or higher than the spell's Casting
Value. Otherwise, the caster suffers from Lost Focus
andtheCastingAttemptfailed.

DispelAttempt
1

89

The Reactive Player declares which (if any) of their


nonfleeing Wizards will attempt to dispel the spell
and how many DispelDicewillbeused.A minimumof
1 dice and up to all the dicein your dice pool can be
used. A dispelmay be attempted evenwithouthaving
anyWizard.
The Reactive Player rolls that many DispelDice(from
the DispelDicepool).Add theresultsoftherolleddice
and any dispel modifiers (such as Overwhelming
Power)togethertogetthetotaldispelroll.

1012

SorcerousBacklash
ThecasterandeachfriendlyWizardtakeahit.
Amnesia
The caster's Wizard Level is reduced by MDU2, it
loses one spell for each level lost (starting withthe
miscastspell,randomizingtherest).

AllhitcausedbyaMiscasthave:
Strength=MDU+2,ArmourPiercing(1)andMagicalAttacks.
ThemiscastingWizardcannottakesavesofanykind

Afterwards,removeanumberofMagicDicefromyourDicePool
equaltoMDU

MagicModifiers:
Level12Wizard:Apprentice,+1
Level34Wizard:Master,+2
Thesumofmodifiers,exceptOverwhelmingPower,cannot
exceed+3

BoundSpells:
TosuccessfullycastaBoundSpell,thecastingrollmustbeequal
toorhigherthanthespell'sPowerLevel.

Nopositivecastingmodifierscanbeaddedtothecastingroll
ThecasterofaBoundSpellneversuffersfromLostFocus
ABoundSpelldoesnotgetthecastingmodifierfroman
OverwhelmingPower
PathAttributeisresolvedasusual

IfanOverwhelmingPowerisrolled:
IfPDUis4ormore,theBoundSpellislostandcannotbeused
againduringthegame
RemoveanumberofMagicDicefromyourDicePoolequalto
PDU.

The Dispel Attempt is successful ifthetotaldispelroll


is equal to or higher than the total casting roll.Ifso,
the spell isdispelled,andthecastingfailed.Otherwise,
the Dispel Attempt fails and the dispelling Wizard
suffersfromLostFocus.

Content

113

SpecialRulesSummaries

TheShootingPhase

TheShootingToHitTable

TheActivePlayermaypickanyunitthatiseligibletoperformaShooting
Attackandmaythendeclarewhichenemyunitisthetarget.

TheplayermustMeasureDistancetoensurethatthetargetenemyunitis
effectivelywithinRangeoftheShootingAttack.Theplayermustalsoensure
thattheshootingunitcandrawLineofSight.

BallisticSkill ToHitRoll
(BS)+modifiers
6ormore 2+
5 2+

TheplayerrollsontheShootingToHitTable.

4 3+

ForeveryHitscore,theActivePlayerrollsontheWoundingTable.

3 4+

ForeveryWoundreceived,theReactivePlayerattempttorollanyArmour
Save,WardSaveorRegenerationSavethatthewoundedmodeliseligible
totake.

2 5+

TheReactivePlayerRemovesCasualtiesforeveryunsavedWoundand
takesnotesoftheremainingWoundsofmultipleWoundsmodels.

0 6+followedby4+

TheActivePlayermaynowpickanotherunitwithaShootingAttackandgo
againthroughsteps1through6.

AssoonasaunitsuffersHeavyCasualties,i.e.assoonasitloses25%or
moreofitsstartingamountofmodelsduringoneShootingPhase,itmust
TestforPanic.

1 6+

1 6+followedby5+
2 6+followedby6+
3orless impossible

ShootingModifiers

EndoftheShootingPhase.

LongRange 1

TheMisfireTable

MovingandShooting 1

0
Explosion!
(orless) AllmodelswithinD6ofthemisfiringmodelsufferaStrength5
hit.Theshootingmodelisthendestroyed.Removeitasacasualty.
12

StandandShoot 1
SoftCover 1

Breakdown
Thefiringmechanismoftheweaponisdamaged.Themodel
cannotshootanymorewiththeweaponfortherestofthegame.

34

Jammed
TheArtilleryWeaponmaynotbefiredinthecontrollingplayers
nextPlayerTurn.

5+

Malfunction
TheshootingmodelsuffersaWoundwithnoSavesofanykind
allowed.

HardCover 2

NoCover

SoftCover(1tohit)

HardCover(2tohit)

NoLineofSight

Content

114

SpecialRulesSummaries

CombatScoreSummary
TheCloseCombatPhase
1

StartofCloseCombatPhase.ApplyanyNoLonger
Engaged.

Chooseacombattofightin.

FightaRoundofCombat.

Repeatsteps2and3.Eachtimechooseanewcombat,
whichhasnotalreadybeenfoughtduringthisClose
CombatPhase.

OnceallunitsthatareEngagedinCombathavefought,the
CloseCombatPhaseends.

CausedWounds

+1foreachWound

Overkill

+1foreachWound(maximum+3)

Charge

+1(+2fromhill)

RankBonus

+1foreachrank(maximum+3)

Standard

+1

BattleStandard

+1

FlankBonus

+1or+2

RearBonus

+2or+3

FightingaRoundofCloseCombat

GeneralandBattleStandardBearer:
ThenonfleeingGeneralgivesitsLeadershiptoall
friendlyunitswithin12
ThenonfleeingBSBgivesrerollfailedLeadershipTests
toallfriendlyunitswithin12
ALargeTargetincreasesitsHoldYourGroundor
InspiringPresenceRangeby6.

StartofRoundofCloseCombat.

ChooseWeapon.

CharactersperformMakeWaymanoeuvre.

IssueandAcceptChallenges.

Rollattacks(inInitiativeorder):
Allocateattacks.
Rolltohit,towound,saves,andremovecasualties.
MovetothenextInitativestep.

TohitinCloseCombat

TheunitsonthelosingsideperformtheirBreakTests.All
unitsthatfailtheirBreakTestautomaticallyFlee.Ifnounit
hasfled,gotostep12.

UnitsonthesamesideasaunitthatBreaksfromcombat
testforPanic.

OnceaunitBreaksfromcombat,thewinningsidemust
decidewhethertoPursue.IftheplayerchoosestoRestrain,
aLeadershipTestmustbepassed.

RollFleedistanceandmoveFleeingunits.

10

RollPursuedistanceandmovePursuingunits.

11

PerformanyPostCombatPivots.

12

PerformanyCombatReform.

13

EndofCombatRound.Proceedtothenextcombat.

ToWound

Wheneveranattackhitsamodel,usethefollowingsequence:
1

AttackerDistributeshits.

Attackerrollstowound;ifsuccessful,proceed.

DefenderrollsArmourSavingThrows;iffailed,proceed.

Defenderrollsspecialsavingthrows;iffailed,proceed.

DefenderremovesWoundsorcasualties.

DefenderchecksforPanic.

ArmourModifier

Content

115

SpecialRulesSummaries

FR(H)ModelstoformaFullRank(Horde)

ProfileType
Infantry

TroopTypesSummary

SASupportingAttackspermodel
FR(H)
SA

5(10)

WarBeast

Cavalry

CombinedProfile

MonstrousInfantry
MonstrousBeast
MonstrousCavalry

DTTdiceusedforDangerousterraintest
SpecialRules
Heigth**
DTT

Small

5(10)

5(10)

1(rideronly)

Swiftstride

Small

Swiftstride

Medium

3(6)

3(6)

upto3

Stomp(1)

Medium

upto3

Swiftstride,Stomp(1)

Medium

CombinedProfile

3(6)

upto3(rideronly)

Swiftstride,Stomp(1)

Medium

Medium

Chariot

CombinedProfile

3(6)

1(onerideronly)

Swiftstride,CannotMarch,
ImpactHits(D6)

Monster

Stomp(D6),LargeTarget,
Terror

Large

RiddenMonster

RiddenMonsters
Profile

Stomp(D6),LargeTarget,
Terror

Large

Swarm

*(10)

Skirmishers,Unbreakable,
Unstable

Small

WarMachine

WarMachineProfile

noranks

CannotMarch,Cumbersome,
MoveorFire

Small

*SwarmscannotclaimFullRanksduetobeingSkirmishers.
**AllmodelswiththeLargeTargetspecialruleareconsideredtobeofLargeHeight.

TemplateHits
Thisdiagramshowsthemaximumnumberofmodelsthatcanbehitforeachtemplatesize.Greenbasesare20x20mm,magentabasesare
25x25mm,cyanbasesare40x40mmandorangebasesare25x100mm.Linetemplatemayhitseveralmodelsinasinglerank.

DTDangerousTerrain.CMCCCavalry,MonstrousCavalry,Chariots
Terrain
Movement
Cover
Impassable
Alwaysstay1away
ObscuringTerrain,HardTerrain
DT(3)forfleeingunits
Terrain

Fields

DT(1)toCMCCandmodelswithFlaming
Attacks

Hills

Forests
Ruins
Water
Walls

DT(1)forCMCCandunitsmakingaFlying
Movement.
DT(1)foranyunitexceptSkirmishers.
DT(2)forCMCCinstead
DT(1)forCMCC

Other

givesFlammable

ObscuringTerrain.
UnitpartiallyonaHill:SoftTerrain.
UnitcompletelyoffaHill:HardTerrain.
SoftTerrain.

givesLargeHeight
Chargingdownhillgives+1toCombatScore
ProhibitsSteadfast.GivesStubbornto
SkirmishersandloneInfantryCharacters.

UnitpartiallyinRuins:HardTerrain.
DoesnotapplyforLargeTargets.

IgnoreWallsformovementandpositioninggivesHardCoverandDistractingforthefirst
purpose.DT(1)forCMCC
roundofCombat.DoesnotapplyforLarge
Targets

Distortranks

Content

116

SpecialRulesSummaries

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