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ESSENCE OF WAR

CREDITS
Like Alchemists distilling the essence of matter, or Necromancers aiming for the soul of the living, the
scribes of the Academy of Aschau offer you a Compendium of the art of war. We’d also like to thank all
the community members and other staff who contributed with their suggestions, feedback and support.

PRODUCTION TEAM

Relentless Fighters Underground Support


Arturiki, Garaz Zaki, piteglio, Eru, Henrypmiller, Mad’At,
Remy77077, Trakritch theunwantedbeing
Freshly Summoned Eternal Gratitude
Idum, Lich King, Vulgarsty The previous Quickstarter teams

ARTISTS

Cover p. 24-25 Ornaments


Thomas Karlsson Michele Bertilorenzi to be determined

1
10 MELEE PHASE 20
Contents 10.1 ROUND SEQUENCE . . . . . . . . . . . . 20
10.2 ROLL ATTACKS . . . . . . . . . . . . . . . 20
10.3 COMBAT RESULT . . . . . . . . . . . . . . 21
1 REQUIRED MATERIALS 4
10.4 BREAK TEST . . . . . . . . . . . . . . . . 21
1.1 DICE . . . . . . . . . . . . . . . . . . . . . 4
10.5 FLEE AND PURSUIT . . . . . . . . . . . . 22
10.6 COMBAT PIVOT . . . . . . . . . . . . . . . 23
2 ARMIES 5
2.1 MODELS . . . . . . . . . . . . . . . . . . . 5 11 DAEMON LEGIONS 24
2.2 UNITS . . . . . . . . . . . . . . . . . . . . 5
2.3 CHARACTERISTICS . . . . . . . . . . . . 6 12 DAEMON LEGIONS 24

3 LOGISTICS 7 13 OGRE KHANS 25


3.1 MEASURING DISTANCES . . . . . . . . . 7
3.2 LINE OF SIGHT . . . . . . . . . . . . . . . 7 14 OGRE KHANS 25
3.3 TERRAIN . . . . . . . . . . . . . . . . . . 8
15 SYLVAN ELVES 26
4 GENERAL PRINCIPLES 9
4.1 CHARACTERS . . . . . . . . . . . . . . . . 9 16 SYLVAN ELVES 26
4.2 ATTACKS . . . . . . . . . . . . . . . . . . . 10
17 UNDYING DYNASTIES 27
4.3 PANIC . . . . . . . . . . . . . . . . . . . . 11
4.4 FLEE . . . . . . . . . . . . . . . . . . . . . 11 18 UNDYING DYNASTIES 27
5 PLAYING A GAME 12 19 WARRIORS OF THE DARK GODS 28
5.1 BATTLEFIELD . . . . . . . . . . . . . . . 12
5.2 DEPLOYMENT . . . . . . . . . . . . . . . 12 20 WARRIORS OF THE DARK GODS 28
5.3 TURNS . . . . . . . . . . . . . . . . . . . . 12
5.4 VICTORY . . . . . . . . . . . . . . . . . . . 12 21 BUILDING AN ARMY 29
21.1 ARMY RESTRICTIONS . . . . . . . . . . . 29
6 CHARGE PHASE 13
6.1 DECLARING CHARGES . . . . . . . . . . . 13 22 VICTORY CONDITIONS 30

7 MOVEMENT PHASE 16 23 MODEL RULES 31


7.1 RALLY FLEEING UNITS . . . . . . . . . . 16
24 CHARACTERS 33
7.2 MOVING UNITS . . . . . . . . . . . . . . . 16
24.1 MOVEMENT . . . . . . . . . . . . . . . . . 33
8 MAGIC PHASE 17 24.2 MOUNTS . . . . . . . . . . . . . . . . . . . 33
8.1 FLUX CARDS . . . . . . . . . . . . . . . . 17 24.3 SPECIAL ITEMS . . . . . . . . . . . . . . . 33
8.2 SPELLCASTING SEQUENCE . . . . . . . . 17
25 THE BESTIARY 34
8.3 Casting Attempt . . . . . . . . . . . . . . 17
8.4 Dispelling Attempt . . . . . . . . . . . . . 17 26 THE GRIMOIRE 35
8.5 Miscast . . . . . . . . . . . . . . . . . . . . 17
27 ÅSKLANDERS 36
9 SHOOTING PHASE 18
9.1 AIM . . . . . . . . . . . . . . . . . . . . . . 18 28 ÅSKLANDERS 37

2
I have travelled this world, from East to West and back again. I have seen every beast and being the five continents have
to offer, and fought with most. If you would command armies, heed my words well.

Prepare your armies. Deploy them well, be mindful of the terrain. Observe and know your enemy, exploit his strengths
and guard against your weaknesses. Be decisive, yet patient. Hold your ground, but recognise a lost cause. And know
that in spite of all, the Fates may mock all your plans and talents, casting your forces into disarray. In that moment,
there is but one course. Spit in the eye of the Fates. Take everything they throw at you, and smile back a bloody grin.
Then carve your own destiny into the hides of your foes. Only the will to triumph and the wisdom to make it happen will
see you rise.

Now, venture forth and earn your name, earn your place in the history of the Ages, and perhaps you will determine the
nature of the next Age.
— Advice from a General to his student before battle

WHAT IS THE 9TH AGE?


The 9th Age, often shortened to T9A, is a community driven project dedicated to making various tabletop action and
wargames in the fantasy setting of the 9th Age World. It also provides the associated hobby community a central
hub for interaction, where they can present their own work and ideas or improve their skills by learning from other
players.

The 9th Age: Quick Starter is a tabletop wargame in which two forces clash in an exciting struggle for glory or
survival. Each force is composed of various foot soldiers, skilled archers, mounted knights or inspiring heroes. The
game takes place on a 3 by 4 foot battlefield (90x120 centimetres) and use six-sided dice to resolve different actions
such as striking a foe in combat, protecting your own from harm or fleeing from a lost cause. The 9th Age: Quick
Starter is a ruleset designed to introduce people to wargaming in the World of the 9th Age using simple rules and
small armies, as an introduction and a stepping stone towards our other more complex games.

STRUCTURE OF THIS BOOK


The book is organised in two parts: Rules and Armies. Each part is further divided in two sections: Basic and
Advanced. If you are a new player, read the Basic Rules and use two Basic Armies to play your first games. The Basic
Rules are divided into a first collection of chapters that cover the core mechanisms of the game (Required Materials,
Armies, Logistics, General Principles, Playing a Game), followed by a second collection of chapters that contain rules
for each phase of a turn (Charge, Movement, Magic, Shooting, Melee).

3
REQUIRED MATERIALS
I know they say to expect the unexpected, but expect all the normal stuff too!
— General di Lorenzo

Before you and your opponent sit down to actually play DICE
a Quick Starter game, there are preparations new gener-
als must first make. You need to choose your army and Sometimes unexpected events can turn the tide of battle.
gather the equipment needed to play a game. Prepara- A unit of archers might defy the odds and fend off a su-
tion for the game is definitely a key part of the fun, as this perior unit of hardened warriors. To represent this, in
is also when you choose your army! Be warned though, game actions are decided by the combination of skill and
choosing an army might spark a deep and zealous love chance. In a game of 9th Age, many dice will be rolled!
for a specific faction, as you’ll find that each faction has
The type of dice used is the six-sided dice, commonly
its own unique traditions, units and available miniature
referred to as a ”D6”, with a range from 1 to 6. The
models. Have fun discovering this passion!
effects of a dice roll often depend on whether the rolled
value is equal to or higher than a set value. For exam-
To play a game of The 9th Age: Quick Starter, you need ple, as a dice roll that is successful if the dice rolls ’3’ or
a good attitude, an opponent and a few tools: higher. This is often referred to as a ”3+” (or 2+, 4+, 6+,
etc.).
• An army made from tokens, cut-outs or miniature
models The game sometimes requires the roll of a D3. This is
• A large gaming table or other flat surface (kitchen or performed by rolling a D6 and then halving the result,
dining room tables work great!) rounding up, so that the result can only be 1, 2, or 3.
• Terrain pieces — wargaming or homemade terrain
Sometimes, the rules instruct you to roll more than one
is ideal, but feel free to use books or paper cut outs
of these dice at the same time. This is represented by
for your first games
a number before the type of dice rolled, such as ”3D6”,
• A ruler, in inches
which means to roll 3 six-sided dice and add the results
• Six-sided dice, preferably at least 10
together. On other occasions, a dice roll may be modi-
• Additional tokens or coins to keep track of in game
fied by adding or subtracting a number, such as D6+1.
effects, such as units that are fleeing or models that
In such cases, simply add the relevant number to or
are wounded.
subtract it from the result of the roll.
Some effects in the game call for re-rolling certain dice,
such as ”failed to-wound rolls”, or ”Armour Save results
of ’1’”. When you encounter such situations, reroll the
relevant dice. Dice can only ever be re-rolled once. The
second result is final, no matter the cause/source or
result.

4
ARMIES
Drop after harmless drop, the Orcs became a green tide, and submerged our allies’ Holds
— Ninvael, emissary of the Pearl Throne

As the general, it is your duty to command your army


on the battlefield, but first you will have to pick one of
the different armies available to you. If you are about
to play your first game, we recommend that you play
at least one game with a Premade Quick Starter Army
List, that you can find from page XX. The Premade Army
Lists contain the following information:

Figure 1: An example of Unit Entry from a Preset


Troops & Units Armylist.

Each Premade Army List has several entries that de-


scribe the types of forces available within that army. MODELS
These are your warriors on the battlefield, and are rep-
resented by several models acting as a single element The world of the The 9th Age is home to many factions,
called a Unit. and all have their own unique troops: like armoured
swordsmen, savage orcs, brutal ogres, monstrous crea-
tures, nimble archers and arcane wizards. In a Quick
Starter game, all these troops are commonly represented
The Unit Entry by miniature models.
Each unit has a unique entry as detailed on the Pre-
made Army List, which details how the unit behaves in Models are placed on bases of a size and shape given in
the game. All unit entries share the same components: the unit’s entry. All in-game measurements are made
from this base, not from the model itself. Base sizes
• Name, icon, formation and base size: Each unit is are given as two measurements in millimetres: front
identified by its name, its icon, and the number of (width) x side (length).
models it is composed of, listed as files (width) x
Two models are in base contact with each other if their
ranks (length). The skull icon is used to represent
bases are touching one another, including corner to
unique personalities known as Characters. The unit
corner contact.
entry also notes the base size that is used by all the
models in the unit.
• Characteristics Profile: Every unit has a charac- UNITS
teristic profile that details the strengths and weak-
While large monsters fight alone, most models find
nesses of the soldiers. All models in the unit share
strength in numbers and join together to fight in battle.
this profile, described in the Characteristics section
Acting as a single unit, shooting, defending, and attack-
below.
ing at the same time. As a unit, many small humanoids
• Model Rules: Describes additional rules that apply
might stand a chance fighting a dragon or a similar
to the unit. Not all units have Model Rules. Addition-
fearsome opponent!
ally, some units have special abilities that set them
apart from the rest, such as the commanding ability
of a general or the magical ability of a wizard. These All models are part of a unit. A unit is either a single
abilities will be listed below the Characteristics Pro- model operating on its own, or a group of models de-
file, and the special rules contain all the information ployed in a formation consisting of ranks along the
necessary to use them. Finally, shooting units, such length of the unit, and files along the width of the unit,
as archers or crossbowmen, will have their shooting or a single model operating on its own. Whenever a
attacks described here as well. All the models in the rule, ability, spell, etc. affects a unit, all models in the
unit share the same shooting attack rules. How they unit are affected. When forming a unit, all models in
work will be addressed in full detail in the Shooting the unit must have their bases aligned in base contact
Phase section. with each other and face the same direction. Units
• Spells: Most armies have access to powerful wield- cannot be broken apart into smaller units. All ranks
ers of magic. These wizards and mages can cast the must always have the same width, except for the last
spells known to their army, which are noted with rank which may be shorter than the other ranks due to
their unit entry. The full rules for magic and casting Removing Casualties (see page XX).
spells can be found in the Magic Phase Section.

5
The width and formation a unit is deployed in is given Each unit entry contains the following Characteristics:
in each unit’s entry. For example: ”6x3 models” means
that the unit has 6 files and 3 ranks. A Unit Boundary is Adv Advance Rate: The distance the model can Ad-
an imaginary rectangle drawn around the outer edges vance Move in inches per turn
of the unit. The Centre of a unit is the centre of its Unit Mar March Rate: The distance the model can March
Boundary. Two units are considered in base contact Move in inches per turn
with each other if their Unit Boundaries are touching
one another, including corner to corner contact. A Dis Discipline: The model’s ability to stand and fight
unit can only move in base contact with an enemy unit HP Health Points: When the model loses this many
through a successful Charge. In any other circumstance, Health Points, it is removed as a casualty
all units must end their movement at least 1″ away
from Impassable Terrain and from both friendly and Def Defensive Skill: How well the model avoids be-
enemy units. ing hit in melee
Res Resilience: How easily the model withstands
A unit has 4 arcs: front, rear, and two flanks. Each arc blows
is determined by extending a straight line from the Arm Armour: The Armour of the model
corners of the unit’s bases, in a 135 degrees angle from
the unit’s front (for the front arc), rear (for the rear Att Attacks: The number of times the model can
arc) or flanks (for the flank arcs), see figure 2. strike in melee
Off Offensive Skill: How good the model is at scor-
ing hits in melee
Str Strength: How easily the model can wound en-
emy models in melee
AP Armour Penetration: How well the model can
penetrate the Armour of enemy models in melee
Agi Agility: Models with higher Agility strike first in
melee

Performing a Discipline Test


Figure 2: This unit has 3 ranks and 5 files. The Centre To perform a Discipline Test the player nominates a
of the unit is the centre of the rectangle drawn around model to use their Discipline to hold the unit together,
its outer edges (= Unit Boundary). this is typically the model with the highest Discipline
value in the unit, such as when a Character joins a unit.
The Player now rolls 2D6 and compares the result with
CHARACTERISTICS the Discipline Characteristic of the model. If the roll
result is equal or less than the Discipline value, the test
Fast units get to pick their fights, nimble units strike be-
is passed. Otherwise, the test is failed.
fore their enemy realises they’re being attacked, strong
units cleave through tough hide and armour, resilient
units withstand blows which would fell lesser beings, There are many different game mechanics that may
while disciplined units stand and fight when others run. call for a Discipline Test, such as performing a Panic
Most units excel in a specific task related to a character- Test or a Break Test. All such game mechanics are Dis-
istic while some are elite and excel at everything. cipline Tests, regardless of any additional rules and
modifications described in their relevant sections of
the rulebook.

6
LOGISTICS
The result of any battle is all but assured by the time the armies take the field. All that’s left are formalities
— Queen Mother Siglinde, known as ”The Great Cynic of Aschau”

The Battlefield is the stage of grand clashes between MEASURING DISTANCES


armies. It might be an open plain upon which two hon-
ourable generals choose to fight their battle. It might be All successful generals share one unique talent: the abil-
a cold and barren wasteland, where an expeditionary ity to interpret the layout of a battlefield with great
force seeks out an unknown evil, or it might be the ruins precision. This is what enables them to order their cav-
of a destroyed village, the site of a vicious ambush. In The alry to charge at the right moment and to order the
9th Age: Quick Starter, you and your opponent decide missile troops to fire on the vulnerable foe.
how the battlefield looks and what terrain features it
contains.
The measuring unit in The 9th Age: Quick Starter, is the
inch, shortened to: ”. An inch corresponds to 2.54cm.
To play a game of The 9th Age: Quick Starter, you need To determine the distance between two points on the
a flat surface of approximately 36” wide and 48” deep Battlefield (or two units, or any other elements), you
(approximately 90x120cm). This will be the battlefield must always measure from the closest points, even
for your game. if this line goes through any kind of intervening or
obstructing element. Ignore such obstructions for the
purposes of measurement.
It is possible to use a regular table, but gamers often
create a battlefield by painting and decorating a sheet Players are always allowed to measure any distance at
of wood specifically for their games. There are many any time.
great materials available for the creation of your battle
field and because you are free to decide how it will look,
your options are endless, so feel free to be creative!
Another relatively popular option to create a battlefield
is to purchase a gaming mat. This is a flexible, high
quality mat, with a pre-printed design, that can be
rolled out onto a table, creating a battlefield in less
than a minute.

A game of The 9th Age: Quick Starter may include


any terrain pieces you and your opponent like, such
as hills, forests, swamps, ruins, boulders, buildings,
and cliffs. Terrain can be represented by simple pa-
per cut-outs, homemade constructions or any other
available miniature terrain. The recommended terrain
size is from 3x4” to 6x8” (approximately 70x100mm
to 140x200mm), but feel free to experiment!
LINE OF SIGHT
The Board Edge represents the boundaries of the game. Some archers have perfected the skill of using terrain
Models cannot move outside the Board except when to their advantage. They learned to not rely on their
fleeing or pursuing off the table. friendly knights to save them during battle. “If a dragon
cannot see you, it can not eat you!”

A model can trace a Line of Sight to its target (usually


a point on the battlefield or another model) if you can
extend a straight line from the front of the model’s base
directly to its target, without going outside of its unit’s
front arc, and without being interrupted by either Im-
passable Terrain or models from other units. A unit is
considered to have a Line of Sight to a target if one or
more models in the unit have Line of Sight.

7
TERRAIN Hindering Terrain

A traditional army might feel at ease fighting battles on The rules for Hindering Terrain can be used to represent
open plains. Its units need space to move around and all forms of terrain impeding movement, such as dense
get into position. They might get stuck or blocked if they forests, old ruins and treacherous marshlands.
have to manoeuvre around ruins, large rocks, or pits.
Because a general cannot always choose the battlefield, • Line of Sight: Can be drawn through Hindering Ter-
he learns how to fight in all types of terrain. rain.
• Cover: Units with more than half of their Target Fac-
ing inside and/or behind Hindering Terrain benefit
A Terrain Feature is an area of the Battlefield that grants from Cover.
specific rules and effects to units or models. All parts • Movement: The movement of models with bases of
of the battlefield are divided into one of the following 20x20mm or 25x25mm is unaffected by Hindering
categories: Terrain. Models with bases larger than 25x25mm
that march, charge, flee, pursue or overrun into, out
Open Terrain of or through a piece of Hindering Terrain have to
roll a D6 for each model. If a ’1’ is rolled, the model
Some commanders agree to meet each other in the open suffers a hit that wounds automatically and has Ar-
field, so they can display their skills of war without ex- mour Penetration 10. These wounds do not cause
ternal interference. Panic (see page 11).
• Broken Ranks: Units with the majority of its bases’
Open Terrain has no effect upon Line of Sight or Move- area inside Hindering Terrain can never be Steadfast
ment. All parts of the board that are not covered by (see page 21).
any other kind of Terrain are considered to be Open
Terrain.
Impassable Terrain
Elevated Terrain Impassable Terrain represents terrain that cannot be
The elevated position of a hill or ziqqurat gives a natural moved through, such as closed off buildings, steep cliffs
advantage to anyone atop it. or huge boulders.

• Line of Sight: Can be drawn onto and down from • Line of Sight: Cannot be drawn through Impassable
Elevated Terrain, but not through it. Terrain.
• Elevated position: When determining Cover to or • Movement: Models cannot move into or through Im-
from models on Elevated Terrain, ignore all inter- passable Terrain, and remain at least 1” away such
vening models which are not on Elevated Terrain terrain. If a Flee movement ends with the Unit Bound-
themselves. Note that Line of Sight is still blocked by ary on an Impassable Terrain, extend the Flee move
intervening Impassable Terrain. accordingly (see page 11).

8
GENERAL PRINCIPLES
In principle, I generally find that the most principled generals
have the poorest understanding of general principles.
— Duke D’Auberge, in writing

CHARACTERS Once joined to a unit, the Character is considered as


part of the Combined Unit for all rules purposes, and
Characters are represented in the army list by a skull they cannot leave the unit. Note that Characters do not
icon. All Characters can operate individually. In this gain any model rules (such as Shooting Weapons) that
case, follow the normal rules for units composed of the regular unit models have when in a Combined Unit.
a single model i.e. it has no ranks, and can make any
number of Pivots during Advance and March Moves.
Swap places
However, Characters can also operate as part of other
units, by joining them and creating a Combined Unit. A If a Combined Unit is not Engaged in combat, Charac-
Character can only join a unit by deploying the Charac- ters can swap places with another model in the first
ter in the unit during Deploying Units in the Pre-Game rank in the unit during the Movement Phase.
Phase. A Character can only deploy in a unit like this if
it has the exact same base size as the unit’s models. If a Combined Unit is Engaged in combat, Characters
from the Active Player may swap places at the begin-
Units with 1 rank in their army list description can be ning of the Melee phase, but must always be placed in
joined by a maximum of 1 Character. Units with 2 or base-to-base contact with an enemy model if they do
more ranks in their army list description can be joined so.
by a maximum of 2 Characters. Each Character joining
such a unit replaces a regular unit model in the first
rank. You should remove those regular unit models
from the game to maintain a consistent unit boundary Distributing hits
footprint.
When an Attack hits a Combined Unit that does not al-
low specific models to be targeted, such as most Spells
or Shooting Attacks, the hits are all resolved against
R&F models. The only way in which a Character in a
Combined Unit can be attacked is either by first elim-
inating all the R&F models, or by allocating attacks
specifically onto the Character.

If a Combined Unit has all its R&F models killed, leaving


one or two Characters behind, the remaining Charac-
ter(s) keep forming a unit, which is still considered
to be the same unit for ongoing effects (such as Lasts
one Turn spells) and Panic (no unit is considered de-
stroyed).

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sadipscing elitr, sed diam nonumy eirmod tempor in-
vidunt ut labore et dolore magna aliquyam erat, sed
diam voluptua. At vero eos et accusam et justo duo
dolores et ea rebum. Stet clita kasd gubergren, no sea
takimata sanctus est Lorem ipsum dolor sit amet.

9
ATTACKS Armour Saves and Modifiers

Whenever an attack hits a model, use the following If one or more wounds are inflicted, the player whose
sequence. Complete each step for all the attacks that unit is being wounded now has a chance to save the
are happening simultaneously (such as all Shooting At- wound(s) if it has any Armour. To make an Armour
tacks from a single unit or all Close Combat Attacks at Save Roll, roll a D6 for each wound and consult the
the same given Agility step) before moving on to the table below.
next step. A natural roll of ’1’ will always fail. If the Armour Save
is passed the wound is disregarded. For example, if a
1 Attacker rolls to wound; if successful, pro- Knight with Armour 5 is wounded by an attack with AP
ceed. 2, the defender will have to roll at least a (7-5+2 =) 4 to
2 Defender rolls Saving Throws; if failed, pro- do a successful Armour Save. With a result of ’1’, ’2’ or
ceed. ’3’, the wound is not saved. The following table shows
the different possible results of the formula:
3 Defender removes Health Points or casual-
ties. Target’s Arm Required
4 Defender checks for Panic. minus Attack’s AP to Save
0 or less No save possible
1 6+
2 5+
3 4+
4 3+
5 or more 2+

Losing Health Points


For each unsaved wound, the unit being attacked loses
a Health Point.
• Rank and File models: Non-Character models in
To-Wound Rolls the same unit share a common Health Pool.If the
attack was against non-Character models, their com-
If an attack has a Strength value, it must successfully bined Health Pool loses 1 Health Point. Models are re-
wound the target to have a chance to harm it. An moved as casualties when they reach 0 Health Points.
attack with Strength 0 cannot wound. Compare the If the models have 1 Health Point each, remove one
Strength of the attack to the Resilience Characteristic model for each lost Health Point. If the models have
of the target by subtracting the Resilience value from more than 1 Health Point each, remove whole mod-
the Strength value of the attack and consulting the chart els whenever possible. Keep track of Health Points
below. lost that are not enough to kill an entire model (e.g.
by placing markers next to wounded models or by
The player that inflicted the hit makes a to-wound roll
using a dice). These lost Health Points are taken into
for each attack that hit the target. An unmodified roll
account for future attacks.
of ’6’ will always succeed and an unmodified roll of ’1’
For example, a unit of 10 Trolls (3 Health Points each)
will always fail. If the attack does not have a Strength
loses 7 Health Points. Remove two whole models (6
value, follow the rules given for that particular attack.
Health Points), leaving 1 Health Point leftover which
Roll a D6 for each hit. To find out what score is needed
is kept track of with a dice or token. Later, this unit
to successfully wound the target, see the table below.
loses 2 Health Points, which is enough to kill a single
Troll since 1 Health Point was lost from the previous
Attack’s Str Required
attack. If the unit is wiped out, any excess lost Health
minus Target’s Res to Wound Points are ignored.
• Character models: Character models can only lose
2 or more 2+
Health Points when they are specifically targeted by
1 3+ an attack (for example, by allocating Close Combat at-
tacks towards them). If so, the attacked model loses
0 4+
1 Health Point for each unsaved wound, and is re-
-1 5+ moved as casualty when reaching 0 Health Points. If
the model is killed, any excess inflicted Health Points
-2 or less 6+
are ignored.

10
Removing Casualties Units do not take Panic Tests if they are Engaged in
Combat, if they are already Fleeing or if they already
Casualties are removed from anywhere on the rear passed a Panic Test earlier during that Phase.
most rank. If the unit has a single rank, remove models
as equally as possible from both sides of the unit. If Units which fail a Panic Test due to a friendly unit being
the unit is engaged, remove the models in a way that destroyed or Breaking from combat flee directly away
the number of units (highest priority) and number of from the closest enemy unit.
models (lowest priority) in base contact is maximised.
Units which fail a Panic Test in the Magic or Shooting
Note that the requirement to remove casualties equally
phase due to Health Point losses flee directly away from
from both sides of a single rank unit only applies to
the unit that inflicted the most Health Point losses.
each batch of simultaneous attacks.
If a Character is standing in a position that would nor- Determine the direction by drawing a line from the
mally be removed as a casualty, remove the next eligi- Centre of the enemy unit being fled from through the
ble R&F model and move the non-Character(s) inwards. Centre of the panicking unit and Pivot the panicking
Character casualties are removed from their positions unit around its Centre, so that the middle point of its
within the unit directly. Other models are then moved Rear Facing is along this line (for more details on Piv-
to fill in empty spots. When doing this, the models fol- ots, see page 16). Then immediately make a Flee Move
low the same guidelines as for casualty removal stated with that unit using the rules below.
above.

PANIC FLEE
Panic Tests are Discipline Tests taken immediately after To perform a Flee Move, roll 2D6 to determine the Flee
any of the following situations arise: Distance. Move the fleeing unit this distance straight
forward.
• A friendly unit is destroyed within 6″, including flee-
ing off the board, in any Phase. Measure from the If this move should make the fleeing unit end its move
destroyed unit’s Unit Boundary as it was at the start in contact with another unit or Impassable Terrain,
of the Phase in which the unit was destroyed, or the extend the Flee Distance with the minimum distance
unit’s position when it touched the Board Edge. needed for the unit to get 1″ away from such obstruc-
• A friendly unit Breaks from combat within 6″. Mea- tions. Remember that units take Panic Tests if a friendly
sure from the breaking unit’s Unit Boundary before unit flees through their Unit Boundary.
the unit makes its Flee Move.
If the Flee Move takes the fleeing unit into contact with
• A friendly unit Flees through the unit’s Unit Bound-
or beyond the Board Edge, the unit is destroyed. Re-
ary. Test once the Fleeing unit has completed its
move the unit as a casualty as soon as it touches the
move.
Board Edge.
• The unit suffers, in a single Magic or Shooting Phase,
Health Point losses equal to or greater than 25% of When a unit is fleeing, it cannot perform any action,
the number of Health Points that it had at the start including: Declare Charges, Move (other than Flee),
of the Phase. Units that started the game as a single Shoot or Cast Spells. The Active Player can attempt to
model (as specified on the Army List), do not take Rally Fleeing Units in the Movement Phase (see page
Panic Tests from this. 16).

11
PLAYING A GAME
Only a defeated army declares a great victory. The real winner survives to see the state of the battlefield, and knows no
victory can rightly be called great
— Frau Janz, in Behemoth

BATTLEFIELD Starting with the player that goes first, each player
deploys all units in their army, fully inside their own
The recommended size of the gaming board for The Deployment Zone. Once the entire army of the first
9th Age: Quick Play is 36″ wide and 48″ deep. While player has been deployed, the other player now de-
some battles may take place on a completely flat board, ploys. Once both players have deployed all their units,
a Battlefield typically has Terrain Features placed upon you are ready to play the first turn. The player that
it. You and your opponent can freely agree on the size, deployed first has the first turn.
type, and number of Terrain Features to be placed,
as well as their positions. If an agreement cannot be
reached, roll D3 to choose one of the maps depicted on TURNS
page XX.
The 9th Age: Quick Play is a turn based game. A stan-
dard game lasts for 4 Game Turns which are made up
When setting up the battlefield, put a marker such as a of Player Turns. One player has the first turn Player
flag, a coin, or something similar on the table to mark Turn, in which they use their units to move and attack.
the centre of the Battlefield. This will be used to help After this, the other player has their first Player Turn.
determine the winner of the game (see Victory). When this comes to an end, Game Turn 1 is completed.
In Game Turn 2, the first player now has their second
Player Turn, and so on, until both players have com-
DEPLOYMENT pleted 4 Player Turns, which marks the end of the game.
Both players roll a D6. The player that rolls higher
picks a side of the table, deploys first, and has the first Each Player Turn is divided into five Phases, performed
turn. If a tie is rolled, roll again. in the following order:

1 Charge Phase
The Table is divided into halves by the straight line 2 Movement Phase
through the centre of the board, parallel to the table’s
short edges. Deployment Zones are areas more than 3 Magic Phase
12″ away from this line (see figure 4). The player that 4 Shooting Phase
goes first chooses which Deployment Zone belongs to
which player. 5 Melee Phase

In the 9th Age: Quick Play, we use these terms through-


out the book to help clarify which player is performing
a particular action:
• The Active Player is the player whose turn currently
is.
• The Reactive Player is the player whose turn cur-
rently is not.

VICTORY
After both players have played 4 Player Turns, remove
from the battlefield all Fleeing units and all units listed
as a single model on the Army List, including Characters.
The player with most units within 66″ of the center of
the table is the winner. If there is a tie, or no player has
any unit within 6″ from the centre, the game is a draw.
Figure 4: Deployment zones are 12″ away from the If one player manages to completely destroy the oppos-
straight line going through the centre of the board and ing army and it has at least one unit within 6″ of the
parallel to the table’s short edges. centre of the table, the game is considered a massacre.

12
CHARGE PHASE
It’s not the quickest hound in the kennel, but once it gets going, there’s no escaping in steady advance.
— Alexander Rasche, Imperial Steam Tank Engineer

In this phase, you set the stage for the battle to come. Are Discipline Test. If failed, the unit will try to complete
you holding back to see what your enemy does, and keep- the charge towards the unit that Fled. If passed, the
ing your rear covered? Or will you send quick flankers unit can immediately declare a new charge towards
down the sides, and advance your core through the mid- another viable target unit, which chooses their Charge
dle? How will your enemy react? Reaction as normal. If more than one unit Declared a
Charge against the Fleeing unit, each may try to Redi-
DECLARING CHARGES rect its Charge in any order chosen by the Active Player.
A unit can only Redirect a Charge once per turn. If the
If you want any of your units to engage an enemy unit situation arises that a unit Redirects a Charge and the
in Combat, you must declare which units will attempt second target also Flees, the charging unit may opt to
to charge, and which enemy unit is the target, one at a charge either target, but must declare which one before
time. Each time the Active Player declares a charge, the rolling the Charge Range.
Reactive Player must declare the charged unit’s Charge
Reaction before moving to the next Charging Unit. You
can use tokens to keep track of units’ Charge Declara- Move Chargers
tions and Reactions. Once all charges and Charge Reactions have been de-
Units that are Fleeing or that are Engaged in Combat clared and all Flee Moves completed, Charging Units
cannot declare charges. Charges can only be declared will try to move into combat. Choose a unit that has de-
at targets that are in the charging unit’s Line of Sight clared a charge in this phase, roll its Charge Range and
and that the charging unit has a chance of completing move the Charging Unit according to the rules below.
the charge against. This means that the target unit Repeat this with all units that have Declared a Charge
must be within the charger’s potential Charge Range this phase.
and there must be enough room to move the charger
into base contact with its target. Friendly and enemy
units cannot be moved into or through whilst Charging. Charge Range
When considering if a charge is possible, do not take A unit’s Charge Range is 2D6 plus the unit’s Advance
any potential Flee Charge Reactions into account, but Rate. If this is equal to or higher than the distance be-
do take already declared charges into account, since tween the charger and its intended target, the charger
other charging units might have a chance to move out can proceed to make a Successful Charge Move. If the
of the way. Charge Range is less than the distance or there is no
space to complete the charge, the charge has failed and
Charge Reactions the charger performs a Failed Charge Move. Measure
the distance in a straight line from the closest point
Each time the Active Player declares a charge, the Reac-
between the units. The front of the charging unit must
tive Player must declare the charged unit’s Charge Re-
contact the enemy unit in the Facing determined during
action before any further charges are declared. There
Charge Reactions.
are two different Charge Reactions: ”Hold” and ”Flee”.
• Hold: A Hold reaction means that the unit prepares
Successful Charge Move
for impact. A unit Engaged in Combat can only
choose a Hold reaction. A Successful Charge Move is resolved as follows:
• Flee: The charged unit flees directly away from the
charging enemy. Determine the direction by drawing • The unit may move forward an unlimited distance.
a line from the Centre of the charging unit through • A single Wheel may be performed, by rotating the
the Centre of the charged unit and Pivot the fleeing unit around either of its front corners up to 90 de-
unit so that the middle point of its Rear Facing is grees (see page 16 and figure 5).
along this line. Then immediately make a Flee Move, • The front of the charging unit must contact the enemy
by advancing 2D6 (see page 11). An already fleeing unit in the Facing where the majority of the charging
unit that is charged must always choose to flee and unit’s frontage was when the charge was declared
will make an additional Flee Move. (see figure 6). If the frontage of the charging unit
is equally split in two, randomize which of the two
Redirecting a charge Facings the unit is in before declaring any Charges.
• The charging unit may only move into base con-
When a unit chooses the Flee Charge Reaction, the tact with an enemy unit which it declared a charge
charger may try to Redirect the Charge by passing a against.

13
Figure 5: a) Unit A (dark) declares a charge at Unit B (light) within its Line of Sight & potential Charge Range. Unit B
then declares Charge Reaction: Hold. Unit A now rolls Charge Range (2D6+Adv), and needs at least 8 to reach its
target as the distance from the closest points between the two units is 8″.
b) If Unit A (dark) rolled enough for its Charge Range, it now performs a Successful Charge Move. It wheels (once,
less than 90 degrees) and moves forward until it reaches Unit B (light). Once in contact, use Aligning Units to rotate
Unit A into full contact with Unit B. Note that Unit A can make this move in any way that maximizes the number of
fighting models on both sides, see Maximizing Contact .

Aligning Units

If the Charging Unit moves into base contact, the units


must now be aligned so that the contacting facings
are parallel and in contact. To accomplish this, the Ac-
tive Player rotates the Charging Unit around the point
where it contacted the enemy. If this wouldn’t bring
the two units into full contact, for example due to in-
terfering Terrain or other units, the unit charge cannot
be completed, and the unit instead performs a Failed
Charge Move.

Figure 6: a) The majority of the frontage of the charg- Maximising Contact


ing Unit B (light) is in the front arc of enemy Unit A
(dark), so the charging unit must contact the front fac- Charge moves must be made so the following condi-
ing. tions are satisfied as best as possible:
b) Unit B (light) moves forward and/or wheels into
base contact following the Successful Charge Move • 1st priority: The total number of units in the Com-
rules. The Aligning Units move is then performed by bat are maximized. Note that this is only applicable
rotating the charging Unit B (light) around the point of when multiple units charge the same unit.
contact. • 2nd priority: The number of models (on both sides)
in base contact with at least one enemy model is max-
imised, including models Fighting Over Gaps (see
page 20).

As long as all above conditions are satisfied as best


as possible, charging units are free to manoeuvre into
position as they please while obeying the rules for
Move Chargers.

14
Multiple Charges Once the charger reaches base contact with the fleeing
target, the entire fleeing unit is removed as a casualty.
If more than one unit has declared a charge against The charging unit may then perform a Pivot manoeuvre
a single enemy unit, chargers are moved in a slightly immediately afterwards by rotating the unit around its
different manner. Roll the Charge Range for all the Centre (see page 16).
units charging that same target unit before moving
any of them. Once it has been established which units
Impossible Charge
will reach their target, the Active Player can move the
charging units and/or the Failed Chargers in any order. When moving Charging Units, sometimes a situation oc-
curs where units cannot reach combat. Units block each
other from reaching combat, or there is not enough
space to fit all chargers, etc. When this happens, the
units that can no longer make it into combat make a
Failed Charge Move.

Failed Charge Move

Charging a Fleeing Unit If a unit does not roll a sufficient Charge Range, or is
unable to complete the Charge for other reasons, it per-
When doing a Charge Move towards a Fleeing unit, fol- forms a Failed Charge Move instead. The highest D62
low the same rules as a normal Charge Move, except rolled when rolling Charge Range is the move distance.
that the charging unit can move into contact with any Wheel the Charging unit until it faces the centre of the
Facing of its target, no aligning is made and no maximis- Charged Unit. Then, move the Charging unit forward
ing of base to base contact is taken into consideration. by the remaining amount of movement, if any is left.

15
MOVEMENT PHASE
Speed is the essence of war
— Soon Chu, Tsuandanese sage

RALLY FLEEING UNITS March Move


When performing a March Move, a unit can only move
Rally Tests
forward, a distance up to its March Rate. During a
At the start of your Movement Phase you must attempt March Move, a unit may perform any number of Wheel
to Rally your fleeing units, or else they will keep Fleeing Manoeuvres. A unit that has Marched cannot shoot in
from the battle. Each fleeing friendly unit must take a the Shooting Phase, but Wizards that marched may cast
Discipline Test, in an order chosen by the Active Player. spells in the Magic Phase.

Any unit that passes its test is no longer considered flee- Pivots
ing and may immediately perform a Pivot, as described
on the next page. A unit that has rallied cannot move When a unit Pivots, mark the centre of the unit. Re-
any further in this movement phase and cannot shoot move the unit from the Battlefield, and then place it
in the following Shooting Phase, but rallied Wizards back on the Battlefield again facing any direction, with
may cast spells in the Magic Phase. its centre in the same place as before provided there
is sufficient space to place the unit in its new facing.
If the test is failed, the unit immediately performs a A unit that has performed a Pivot manoeuvre cannot
Flee Move by moving 2D6 straight forward (see page shoot in the Shooting Phase.
11).
Units consisting of a single model (usually Characters)
can always perform any number of Pivots during an Ad-
Fleeing Units vance Move or March Move. Single models can shoot in
When a unit is fleeing, it cannot perform any action, the Shooting Phase, even when doing Pivots during an
including: Declare Charges, Move (other than Flee), Advance Move, but they still count as Moving. Wizards
Shoot or Cast Spells. can cast spells in the Magic Phase, even when having
performed a Pivot.

MOVING UNITS Wheels


After all Flee moves are completed, units that haven’t During an Advance or March Move, a unit may perform
moved in this Player Turn yet will get a chance to do any number of Wheel Manoeuvres. When performing
so. Choose a unit that is not Engaged in Combat and a Wheel, rotate the unit forwards up to 90 degrees,
has not declared a Charge in the Charge Phase. Then around either of its front corners. The distance moved
declare which type of move it will perform: Advance, by the unit is equal to the distance the outer front cor-
March or Pivot. Repeat this until all units that wish ner of the outermost model in the first rank has moved
to move have done so. Units already engaged in com- from its starting to its ending position (not the actual
bat cannot move in this phase. Friendly Units, Enemy distance it moved along the arc of a circle), see figure
Units, the Board Edge and Impassable Terrain cannot 7. All models in the unit are considered to have moved
be moved into or through whilst moving. this distance.

Advance Move
When performing an Advance Move, a unit can move
forward, backwards or to either side (sidestep). How-
ever, it cannot move in more than one of these direc-
tions during an Advance Move.
• Forward: The unit moves forward a distance up to
its Advance Rate. During a forward Advance Move, a
unit may perform any number of Wheel Manoeuvres.
• Backwards: The unit moves directly backwards a
distance up to half its Advance Rate, without round-
ing any fractions.
• Sidestep: The unit moves directly to either side a dis- Figure 7: The unit moves forward 2″, wheels 3″ (mea-
tance up to half its Advance Rate, without rounding sured from the outer corner starting to ending posi-
any fractions. tion), and then moves another 4″. The unit has moved
2 + 3 + 4 = 9″.

16
MAGIC PHASE
Dangerous, impractical, liable to explode at the wrong moment. My mother-in-law always hated magic.
— Famously said by Prince Antoine to the High Priestess of the Lady

In the Magic Phase, your non-fleeing Wizards can cast SPELLCASTING SEQUENCE
spells and your opponent can try to dispel those Spells.
Each of the Active Player’s non-Fleeing Wizards may
A Wizard is any model or unit with one or more spells
attempt to cast each known spell once per Magic Phase.
on its profile.
Spells are cast and dispelled using Magic Dice. The num- Casting Attempt
ber of Magic Dice available to the Wizard are decided
by the number of dice indicated on Flux Cards. First, the Active Player declares which non-Fleeing Wiz-
ard is casting, what spell they are using, and who their
target is. The Active Player then decides how many
Magic Dice to use from their pool of Magic Dice for that
particular spell. The maximum number of Magic Dice
to be rolled for a single spell is five. The Active Player
rolls the dice and adds the results of the rolled dice to
get the total casting roll. If the Casting Roll is equal to
or higher than the Casting Value of the spell, the casting
attempt is successful.

FLUX CARDS Dispelling Attempt


The number of Magic Dice each player receives in each
If the casting attempt is successful, the Reactive Player
Magic Phase is determined by Flux Cards. Each player
may make a Dispel Attempt by rolling any number of
has a deck composed of the 6 Flux Cards given below.
Magic Dice from the Reactive Player’s Magic Dice pool.
At the start of each Magic Phase, the Active Player ran-
Add the results of the rolled dice to get the total dispel
domly draws one of the Flux Cards from their deck.
roll. The Dispel Attempt is successful if the total dis
Alternatively, you can roll a D6 to indicate which Flux
pel roll is equal to or higher than the Casting Roll —
Card is to be used for that Magic Phase.
the spell is dispelled and the Casting Attempt fails. If
This card determines how many starting Magic Dice the Dispel Attempt is not successful or there was no
both players get in this Magic Phase. Once a Flux Card attempt at all, the spell is successfully cast. Apply the
has been drawn, it is discarded from the deck and thus spell’s effects.
cannot be used again in later Magic Phases.
At the end of the magic phase, both players discard any Miscast
unused Magic Dice remaining in their pools. When making a Casting Roll and three or more Magic
Dice roll the same value, then the Casting Attempt is a
Flux Amount of Magic Dice Miscast. If the spell is not dispelled, the Active Player
rolls 1D6 after resolving the spell effect.
Card Active Reactive
• On a roll of 1–3, the Caster cannot cast the Miscast
Number Player Player spell anymore in this game.
1 3 2 • On a roll of 4–6, the Caster suffers 2 hits that wound
on 4+ with AP 10.
2 4 2
3 5 2
4 5 4
5 6 4
6 7 4

17
SHOOTING PHASE
My personal preference is for fighting Johnny Ogre while he’s still very far away.
— Captain Samantha Keller of the Imperial Artillery

In your Shooting Phase, each of your units with Shoot- a Longbow (3+) shooting at Long Range (+1 Aim) will
ing Weapons can attempt to shoot once. The shoot- hit its target with a roll of 4+. If the to-hit roll would
ing weapons state the Range, Aim, number of shots, be modified to 7+ or worse, then the model cannot hit
Strength, and AP of the attack, as well as any poten- the target. An unmodified roll of ’1’ always counts as
tial additional rules. Units that are Fleeing, Engaged in failed.
Combat, or that have Marched, Pivoted (unless a sin-
gle model unit), Rallied, or Declared a Charge in their Long Range +1
previous Movement Phase cannot shoot.
Moving and Shooting +1
When a unit shoots, first nominate a target unit within
Cover +1
the shooting unit’s Line of Sight (see page 7). Units that
are Engaged in Combat cannot be chosen as targets. All
models in the same unit must shoot at the same target.
Long Range (+1 to Aim)
Only models in the first and second rank of a unit may
shoot. Check Line of Sight and Range for each individ- All Shooting Weapons have a Range written in the
ual model. A model can only shoot if the target is within weapon’s profile. If the target is further away than half
its Line of Sight and within the Range of its weapon. of the weapon’s Range, the shooting model receives a
Once this has been established, these models shoot as +1 Aim Modifier. Remember that you measure Range
many times as indicated in their weapon’s profile. for each shooting model individually, to the closest
point regardless of Line of Sight.
For each shot, roll to hit for each model and each shot,
as described below. If one or more hits are scored,
follow the procedure described under Attacks on page
10. Moving and Shooting (+1 to Aim)

If the unit has moved during this Player Turn, all models
in the unit receive a +1 Aim Modifier.
AIM
All Shooting Weapons have an Aim written in brackets
Cover (+1 to Aim)
after the weapon’s name. The Aim tells you what the
model needs to roll on a D6 to successfully hit its target. Cover is determined individually for each shooting
This roll is called a to-hit roll. model. Determine if the target benefits from Cover
Note that the Aim is not bound to the weapon, instead as follows:
each unit has its own Aim for a given Shooting Weapon
• Determine which Arc of the target the shooting
available to it. For example, an elven archer might have
model is located in. The corresponding Facing is
a Longbow (3+) while a human archer only has a Long-
referred to as Target Facing.
bow (4+). The elf would hit its target if it rolls 3 or
• Choose any point on the shooting model’s Front Fac-
higher on a D6, while the human would need to roll a 4
ing.
or higher.
• From the chosen point, check how large the fraction
of the Target Facing is that is obscured.

Apply Cover if at least 50% of the target’s Facing is in


one or more of the following situations:

• obscured by other enemy and/or friendly models.


• obscured by Impassable Terrain and/or Elevated Ter-
rain.
• inside and/or behind Hindering Terrain.
Aim Modifiers
Models always ignore their own unit and the Terrain
Shooting Attacks may suffer one or more Aim Modifiers Feature they are inside. For example, a model shooting
to their to-hit rolls. For each Modifier applicable, add from the second rank of a unit within Hindering Ter-
+1 to the Aim of the weapon, and thus reducing the rain does not suffer an Aim modifier due to Cover for
chances of success. For example, an elven archer with shooting through that Hindering Terrain.

18
Figure 8: Example of Cover inside Hindering Terrain.
a) The left model in the shooting Unit A (dark) is Lo-
cated in the Flank Arc of unit B (light), so Unit B’s Flank
Facing is the Target Facing. More than half of the Target
Facing is obscured inside the Hindering Terrain, so Unit
B benefits from Cover against the left model.
b) The right model in Unit A (dark) is Located in the Figure 9: Example of Cover from blocked Line of Sight.
Front Arc of Unit B (light), so Unit B’s Front Facing is Unit A (dark) is shooting at Unit C (light). More than
the Target Facing. Less than half of the Target Facing is half of the Target Facing of Unit C is obscured by other
obscured inside the Hindering Terrain, so Unit B does units and terrain that blocks Line of Sight. In this case
not benefit from Cover against the right model. the target counts as benefiting from Cover. Note that
it’s the Unit Boundary of Unit B (light) that is relevant
to check the Line of Sight.

19
MELEE PHASE
Nerves are the greatest resource available to a general.
The army that can keep theirs the longest is nine tenths of the way to victory.
— Comandante Scoza

During each Melee Phase, all the ongoing Combats fight Supporting Attacks
a Round of combat. The Active Player decides the or-
der of the Combats. A Combat is defined as a group of Models in the second rank can perform one single at-
opposing units, which are all connected through base tack across models in the first rank. This is called a
contact. Normally, this would be two units fighting Supporting Attack. Supporting Attacks can only be
against one another, but it could also be several units made against enemies in the front facing. A model can
against a single enemy unit or a long chain of units from only ever make a single supporting attack, regardless
both sides. of their Attacks characteristics.
Units are considered Engaged in Combat if one or more
models in the unit are in base contact with an enemy
unit. If a unit is Engaged in Combat, all models in the
unit also count as being Engaged in Combat. Units that Fighting over gaps
are Engaged in Combat cannot move unless specifically
stated otherwise, such as when breaking from combat Sometimes, there are gaps in a Close Combat. If two
or performing Combat Pivots. units are in base contact and at least one of them has
a front facing towards the engaged enemy, models in
these units are allowed to attack over empty gaps, but
ROUND SEQUENCE not across other units or Impassable Terrain. These
models are considered to be in base contact with each
Before moving on to the next combat, complete all ac- other.
tions in the Round of combat Sequence of all units in-
volved in the current combat. Each Round is divided
into the following steps:

1 Roll Attacks
2 Calculate Combat Result
3 If the Loser fails the Break Test:
– Roll Panic Tests
– Winner decides whether to Pursue
– Roll Flee (and Pursuit) distances
– Move Fleeing (and Pursuing) units
4 Perform Combat Pivots
5 Proceed to the next Round

ROLL ATTACKS
In the Melee Phase, the players’ units Engaged in Com-
bat can and must attack. Models from both sides attack Figure 10: Unit A (light): the unit is not Engaged in its
in each player’s Melee Phase. Models in base contact front, so the models cannot make Supporting Attack to
with an enemy or able to make Supporting Attacks will their side or rear.
attack in Agility order, starting with Agility 10 and then Unit B (dark): models with a bold frame can attack.
working down from the highest to the lowest Agility. At Models with a black bold frame count as being in base
each Agility step, all attacks that have the same Agility contact with an enemy (models are considered to be in
strike simultaneously, so complete the attacks for both base contact across the empty gap). The models with
sides before removing any casualties. the bold white frame can only perform Supporting At-
tacks. Models with a thin frame cannot attack at all.

20
Allocating Attacks COMBAT RESULT
At each Agility step, before any attacks are rolled, at-
Once all Agility steps have passed and all models have
tacks must first be allocated against enemy models. If
had a chance to attack, the winner of this Round of
a model is in base contact with more than one model,
Combat is determined. This is done by calculating each
it can choose which model to attack. For example, a
side’s Combat Score. To calculate Combat Scores, add
model in base contact with regular models and Char-
up all Combat Score bonuses from the list below. The
acters can choose to strike one or the other, or split
side with the higher Combat Score wins the combat,
attacks between the two groups.
the side with the lower Combat Score loses the combat.
If there is a tie, both sides are treated as winners.
The number of attacks that a model can make is equal
to its Attack Value. Model rules, spells and other effects
can further change this number. If a model has more • Lost Health Points on enemy units: +1 for each
than one attack, it can allocate them at will to different Health Point. Each player adds up the number of
targets in base contact. If a model is making Supporting Health Points their opponents lost during this Round
Attacks, it can allocate its single attack as if it was in the of Combat. This includes units that were Engaged
front of its unit in the same file. If a model could either in the Combat but dropped out or were completely
strike at models in base contact or make Supporting wiped out during this Round of Combat. Only include
Attacks, it must allocate its attacks against models in units engaged in the same combat.
base contact. Players must allocate all attacks at a given • Rank Bonus: +1 for each rank (max. +3). Each
Agility step before rolling any to-hit rolls. side adds +1 to their Combat Score for each rank af-
ter the first in a single unit, up to a maximum of +3.
Only count this for a single unit per side. Use the unit
that gives the highest Rank Bonus. Only count ranks
Rolling to Hit with at least one model remaining after removing
To make Hit rolls, subtract the Defensive Skill of the tar- casualties.
get from the Offensive Skill of the attacking model and • Charge Bonus: +1. During the first Round of Com-
roll a D6. Consult the chart below to see what result is bat after a unit charged, the charger side receives +1
required based on this difference. to their Combat Score. Each side can only count the
Charge bonus from one unit in the same combat.
• Flank or Rear Bonus: +2. Each side adds +2 to their
Attacker’s Off Required Combat Score if they have one or more units fighting
minus Target’s Def to Hit an enemy in the enemy’s flank or rear.
4 or more 2+
1 to 3 3+ BREAK TEST
0 to -3 4+
Units that lost the Round of Combat must take a Break
-4 to -7 5+ Test in an order chosen by the losing player. A Break
Test is a Discipline Test with a negative modifier to their
-8 or less 6+
Discipline equal to the Combat Score difference. For
example, a unit with Discipline 7 scores 1 Combat point
If one or more hits are scored, follow the procedure and the enemy scores 3 Combat points. The unit on
described under Attacks (page 10). the losing side takes Break Tests with a –2 modifier
to its Discipline, thus with a Discipline 5. If the test is
failed, the unit Breaks and Flees, and friendly units take
Dropping out of Combat Panic Tests (see page 11). If the test is passed, the unit
remains Engaged in the Combat. Their resolve holds
Removing casualties may cause units to drop out of and they can continue fighting!
base contact with their foe, for example in the case
of rear or flank charges. When this happens, units are
nudged back into combat the way a warrior would close
the gap a fallen comrade leaves behind. At the end of Steadfast
each Agility step, starting with the unit that suffered
the least casualties, move the unit the minimum dis- Any units that have more ranks than each of the enemy
tance needed to keep base contact between the En- units Engaged in the same Combat ignore Discipline
gaged Units. Units that are Engaged in Combat with modifiers from the Combat Score difference. A unit
more than an enemy unit are never nudged in this way. cannot use the Steadfast rule if it is affected by Broken
If it is not possible to keep base contact between the Ranks (see Hindering Terrain, page ??), or if its flank or
units, the unit drops out of Close Combat. Any units rear is Engaged in Combat with an enemy unit with at
that are no longer Engaged in Combat follow the rules least 2 ranks.
given under No More Foes on page 22.

21
No More Foes Flee Distance and Fleeing Units

Sometimes a unit kills all enemy units in base contact Each broken unit not captured and destroyed will now
and finds itself no longer Engaged in Combat. These flee directly away from an enemy unit in base contact
units always count as winning the combat, and can per- chosen by the player that won that Combat Round.
form either a Pivot Pivot (see page 16) or an Overrun if Once it has been established which unit the Flee Move
they just Charged (see page 22). will be away from, Pivot the fleeing unit so that its Rear
Facing is in contact with the enemy unit it is fleeing
When this happens in combats involving multiple units, from. Move the fleeing unit forward a number of inches
the Health Points loss caused to and by the unit are equal to the flee distance rolled earlier. Use the rules
counted towards the Combat Score, but all other Com- for fleeing moves on page 11. If several units are flee-
bat Score bonuses are ignored. Note, that the unit itself ing from the same combat, the player controlling the
does not need to take a Break Test – it always counts fleeing units chooses which order they roll the flee dis-
as being on the winning side. tance, and the units will move in the same order.

FLEE AND PURSUIT


Before moving broken units, enemy units that are in
base contact with any broken units may declare a Pur-
suit of a single broken unit. To be able to pursue a
broken unit, the pursuing unit cannot be Engaged with
any non-broken enemy units and must be in base con-
tact with the broken unit. Units can elect not to pursue. Pursuit Distance and Pursuing Units
In this case, they may either perform a Combat Pivot
manoeuvre (see page 23) or remain stationary. Each Pursuing unit now pivots so that it is facing the
same direction as the Fleeing unit they are pursuing. If
the Fleeing unit has been destroyed, Pivot in the direc-
tion the Fleeing unit would have had, had it not been de-
stroyed. The Pursuing unit moves its pursuit distance
directly forward. If a Pursuing unit reaches the Board
Edge, it immediately stops the Pursuit movement.
If this Pursuit movement would bring the unit into con-
tact with an enemy unit that did not break from the
same combat, it automatically declares a Charge against
this unit, using its pursuit distance as its Charge dis-
tance. This Charge follows all the rules for Charges
except that it is not possible to declare a “Flee” Charge
Reaction. If this creates a new Combat, it will be re
solved in the next Player Turn. However, if the charging
unit joins an ongoing combat that has not been fought
this Melee Phase yet, it will have a chance to fight (and
Figure 11: a) The single model Unit A (dark) Breaks possibly pursue) again this turn.
from combat. It Pivots to face away from the enemy
Unit B (light) that won the combat, and then moves the If multiple units are pursuing, they can be moved in
Flee Distance rolled: forward 6″. any order chosen by the player who controls them.
b) The winning Unit B (light) Pursues. It Pivots to Pursuing units must always be pivoted to face the cor-
face the same direction as the Fleeing Unit A, and then rect direction, but if they cannot reach their correct
moves the Pursuit Distance rolled: forward 3″. final destination due to Impassable Terrain or another
friendly unit obstructing them, backtrack the distance
they move to their last legal position.

Roll for Flee and Pursuit Distance Overrun


Every broken unit now rolls 2D6 to determine their A unit that charged into combat and has no enemy units
Flee Distance, and each unit that has declared a Pursuit left in base contact after the Combat Round, whether
now rolls 2D6 to determine its Pursuit distance. If any from combat or any other effect, can choose to make a
pursuing unit rolls an equal or higher Pursuit Distance special Pursuit Move called Overrun instead of a Pivot
than the Flee Distance of the unit it is pursuing, the (see No more Foes, page 22). Overruns follow the rules
fleeing unit is destroyed on the spot and removed from for moving pursuing units, except that the direction of
the game. the Pursuit Move is always straight-forward.

22
COMBAT PIVOT When performing a Combat Pivot, remove a unit from
the Battlefield and place it back, following the following
After Fleeing and Pursuing units have moved, each unit restrictions:
still Engaged in Combat can perform a Combat Pivot.
• The unit cannot move into base contact with enemy
This manoeuvre can be used to bring more models into
units that it was not in base contact with before the
melee, or to reform and face the enemy after having
Combat Pivot.
endured a flank charge.
• The unit must be placed in base contact with the
same enemy units as it was before the Combat Pivot,
• Units Engaged in more than one Facing (e.g. in both and in contact with the same Facing of the enemy
Front and a Flank) can never perform any Combat units.
Pivots. • Characters that were in base contact with an enemy
• Units on the losing side of the combat have to pass a must still be after the Combat Pivot. This applies
Discipline Test in order to do so. to both enemy and friendly Characters. A Character
• After all Combat Pivot Discipline tests have been may end up in base contact with differ ent enemy
taken, the Active Player decides which player per- models than it was before the Combat Pivot.
forms their Combat Pivot first. This player must • After each Combat Pivot, there must be at least as
complete all Combat Pivots with their units, one at a many models of the Combat Pivoting unit in base con-
time, in any order. Then the other player can perform tact with enemy models as there were before. These
Combat Pivots for their units. don’t have to be the same models. Furthermore, af-
• Each player may choose not to Combat Pivot one or ter a player has completed all their Combat Pivots,
more of their units. exactly the same enemy models that were in base
contact with opposing models before the Combat
Pivot must still be in base contact after the Combat
Pivot (but they may be Engaged with different mod-
els or even units).

23
DAEMON
LEGIONS
Harbinger 25×25mm

Adv Mar Dis

5″ 10″ 8
HP Def Res Arm

3 5 4 0

single model Att Off Str AP Agi

3 5 5 2 5
General, Daemonic,
Danse Macabre, Wrath of God d

Imps 25×25mm

Adv Mar Dis

5″ 10″ 6
HP Def Res Arm

1 2 3 0
Att Off Str AP Agi
4×2 models
1 2 2 0 3

Energy Bolts (4+), Daemonic


d

Myrmidons 25×25mm

Adv Mar Dis

5″ 10″ 7
HP Def Res Arm Daemonic
A unit with this special rule automatically passes all
1 4 3 0 Panic Tests and Break Tests, and the only Charge Reac-
Att Off Str AP Agi tion a Daemonic unit can choose is Hold.
5×3 models
When a Daemonic unit loses a combat, it suffers a
1 5 5 1 4
Wound (without any saves allowed) for each point of
Daemonic Combat Score by which it lost the combat.
Daemonic units have a 5+ Special Save. This is done af-d
ter any Armour Saves and follows the same rules with
Hellhounds 25×50mm
the exception that they are not affected by Armour
Adv Mar Dis Modifiers.
9″ 18″ 7
Energy Bolts
HP Def Res Arm 1 Shot, Range 24”, Str 5, AP 0
1 3 4 0
Danse Macabre
Att Off Str AP Agi Casting value : 5+
5×1 models
3 5 3 0 4 Choose a friendly unit within 12″ of the caster. The
chosen unit may instantly perform a 8″ Advance Move.
Daemonic d

Wrath of God
Casting value : 9+
Choose a point on the battlefield within 24″ and within
General Line of Sight of the caster. Each (enemy and friendly)
All friendly units within 12” of a non�fleeing General unit within 2D3″ of the chosen point suffers D3+1 hits
may use its Discipline. with Strength 5 and AP 2.

24
OGRE KHANS
Shaman 40×40mm

Adv Mar Dis

6″ 12″ 8
HP Def Res Arm

4 5 5 2

single model Att Off Str AP Agi

4 4 4 1 2
General, Stomp,
Awaken the Beast, Hand of Heaven d

Tribesmen 40×40mm

Adv Mar Dis

6″ 12″ 7
HP Def Res Arm

3 4 4 2
Att Off Str AP Agi
3×1 models
4 3 4 1 2

Stomp
d

Scraplings 20×20mm

Adv Mar Dis


Hand Cannon
4″ 8″ 6 Range 24”, Shots D3, Str 4, AP 2, no To-hit-Modifier for
Moving and Shooting.
HP Def Res Arm

1 3 3 1 Stomp
Att Off Str AP Agi A model with this rule must make a special attack in
5×4 models each Round of Combat at Agility 0, against a single
1 2 3 0 3 enemy unit in base contact provided that models in the
Insignificant unit have either 20x20 or 25x25mm bases. This attack
deals 1 automatic hit with the model’s own Str and AP. d

Bombardiers 40×40mm Insignificant


Adv Mar Dis The unit only causes Panic Tests on friendly units with
Insignificant.
6″ 12″ 7
HP Def Res Arm Awaken the Beast
Casting value : 5+
3 3 4 1
Choose a friendly unit within 18″ of the caster. The
3×1 models Att Off Str AP Agi chosen unit gains +1 Strength and +1 AP. The effects
3 3 4 1 2 last until the start of your next Magic Phase.

Stomp, Hand Cannon (4+) Hand of Heaven d


Casting value : 9+
Choose an enemy unit within 24″ and within Line of
General Sight of the caster. Neither the caster nor the target may
All friendly units within 12” of a non�fleeing General be engaged in Close Combat. The chosen unit suffers
may use its Discipline. D6 hits with Strength D6 and AP 2.

25
SYLVAN ELVES
Druid 20×20mm

Adv Mar Dis

5″ 10″ 8
HP Def Res Arm

3 4 3 0

single model Att Off Str AP Agi

1 4 3 0 5
General, Sylvan Longbow (3+),
Truth of Time, Healing Waters d

Sylvan Archers 20×20mm

Adv Mar Dis

5″ 10″ 8
HP Def Res Arm

1 4 3 0
Att Off Str AP Agi
5×2 models
1 4 3 0 5

Sylvan Longbow (3+)


d

Dryads 20×20mm

Adv Mar Dis

5″ 10″ 8
HP Def Res Arm
Sylvan Longbow
1 4 4 0 1 Shot, Range 30“, Str 3, AP1, no To-hit-Modifier for
Att Off Str AP Agi Moving and Shooting.
4×2 models
2 4 4 1 5
Aegis
Aegis (5+) This is a Special Save that follows the same rules of
Armour Saves, but is not affected by Armour modifiers.d
Wild Huntsmen 25×50mm

Adv Mar Dis Truth of Time


Casting value : 5+
9″ 18″ 9
Choose a friendly unit within 24″ of the caster. Rolls
HP Def Res Arm for Charge Range, Flee Distance, Pursuit Distance and
1 3 3 3 Overrun Distance of the chosen unit are done with two
additional D6 while discarding the two lowest D6 rolled.
Att Off Str AP Agi The effects last until the start of your next Magic Phase.
5×1 models
2 5 4 2 6
Healing Waters
Devastating Charge (+1 Att, +1 Str, +1 AP) Casting value : 6+ d

Choose a friendly unit within 12″ of the caster. The


chosen unit gains Aegis (5+). This is a Special Save that
General follows the same rules of Armour Saves, but is not af-
All friendly units within 12” of a non�fleeing General fected by AP. The effects last until the start of your next
may use its Discipline. Magic Phase.

26
UNDYING
DYNASTIES
Death Cult Hierarch 20×20mm

Adv Mar Dis Rsr

4″ 8″ 7 1
HP Def Res Arm

3 3 3 0

single model Att Off Str AP Agi

1 3 3 0 2
General, Undead, Death is Only the Beginning,
Fate’s Judgement, Danse Macabre d

Skeleton Archers 20×20mm

Adv Mar Dis Rsr


Aspen Bow
4″ 8″ 4 3
Always hits on 5+, 1 Shot, Range 24“, Str 3, AP0.
HP Def Res Arm

1 2 3 1 Impact Hits (X)


In the first round of a combat after the model has
Att Off Str AP Agi charged, it performs a special close combat attacks
5×2 models
1 2 3 0 2 against a unit in base contact. This is resolved at Agility
10 and causes X automatic hits with the Strength and
Aspen Bow (5+), Undead Armour Penetration given in parentheses. d

Skeleton Chariots 50×100mm Undead


A unit with this special rule automatically passes all
Adv Mar Dis Rsr
Panic Tests and Break Tests, and the only Charge Reac-
8″ 10″ 7 1 tion an Undead unit can choose is Hold.
HP Def Res Arm
Undead units cannot March, unless they start their
move within 12“ of the Friendly General.
3 3 4 3 When an Undead unit loses a combat, it suffers a Wound
Att Off Str AP Agi (without any saves allowed) for each point of Combat
2×1 models
Score by which it lost the combat.
2 3 4 1 2
Aspen Bow (5+), Impact Hits (D3), Fate’s Judgement
Undead Casting value : 5+ d

Choose an enemy unit within 18″ and within Line of


Shabtis 40×40mm Sight of the caster. Neither the caster nor the target may
Adv Mar Dis Rsr be engaged in Close Combat. The chosen unit suffers
D3 hits that wound automatically with AP 0.
6″ 12″ 8 1
HP Def Res Arm Danse Macabre
3 4 4 3 Casting value : 5+
Choose a friendly unit within 12″ of the caster. The
Att Off Str AP Agi chosen unit may instantly perform a 8″ Advance Move.
3×1 models
3 4 5 2 3
Death is Only the Beginning
Undead Casting value : 8+ d
Choose a friendly unit within 12″ of the caster. If the tar-
get unit has one or more joined characters, then choose
General if the unit or one of the characters is affected. The tar-
All friendly units within 12” of a non�fleeing General get recovers a number of Health Points previously lost
may use its Discipline. equal to its Resurrected Value.

27
WARRIORS OF
THE DARK GODS
Sorcerer 25×25mm

Adv Mar Dis

4″ 8″ 8
HP Def Res Arm

3 4 4 3

single model Att Off Str AP Agi

3 5 3 0 3
General,
Molten Copper, The Rot Within d

Warriors 25×25mm

Adv Mar Dis

4″ 8″ 8
HP Def Res Arm

1 5 4 3
Att Off Str AP Agi
4×2 models
2 5 2 2 4

Fallen 25×25mm

Adv Mar Dis

6″ 12″ 8
HP Def Res Arm

1 2 4 3
Att Off Str AP Agi
4×1 models
3 5 4 1 4

Path of the Exiled Path of the Exiled


The unit must reroll failed Break test. If the test isd
failed, each model can perform its attacks again; then
Warrior Knights 25×50mm
remove the unit.
Adv Mar Dis
The Rot Within
8″ 14″ 8
Casting value : 6+
HP Def Res Arm Choose an enemy unit within 18″ of the caster. The
1 5 4 5 chosen unit suffers −2 Offensive Skill and −2 Defensive
Skill. The effects last until the start of your next Magic
Att Off Str AP Agi Phase.
3×1 models
2 5 6 3 0
Molten Copper
Casting value : 7+ d
Choose an enemy unit within 24″ and within Line of
Sight of the caster. Neither the caster nor the target
General may be engaged in Close Combat. The chosen unit suf-
All friendly units within 12” of a non�fleeing General fers D3+1 hits with Strength X+1 and AP 4, where X is
may use its Discipline. equal to the chosen unit’s Armour.

28
BUILDING AN ARMY
There’s nothing better for morale than a good mutiny followed by an even better quashing.
— Count Buchheim

The Advanced Rules give you the possibility of con- ARMY RESTRICTIONS
structing your own army. Each faction has its own
Regular Armylist, composed of 8 Unit Entries. All armies are subject to the following composition
rules:
Each entry contains an icon that identifies the unit
• Army Points: The combined points value of ev-
as belonging to one of the four following Categories:
ery unit in the army must not exceed the total
Army Points cost you and your opponent have
• Characters: Single-model units that represent agreed on.
the most powerful leaders and spellcasters in the • Duplication Limits: Each individual unit entry
army. can only be taken a limited number of times in
• Core: Ranked units that represent the most com- the army, listed in the Unit Entry as (0-X).
mon beings in the army. • Core: At least 25% of Army Points must be spent
• Special: Ranked units that represent veteran, on Core units.
elite and specialised troops. • General: The Roster must indicate which Char-
• Support: Single-model units that represent rare acter is the General of the army. Therefore, every
warmachines or exotic monsters. army must include at least one Character. If your
army includes more than one Character, you are
The first step to building an army is to pick one of the free to choose which one is the General.
19 factions. Then, decide with your opponent the size
of the battle, expressed in Army Points. A common The General
choice is 1600 points, but feel free to choose anything
from 800 to 2500 Army Points. All friendly units within 12” of a non-fleeing General
may use the Discipline of the General instead of their
Write down your selection of units from the chosen own Discipline, if they wish to do so. Effects modifying
army and their Point Costs on a document called the the Discipline of the General are applied before borrow-
“Roster”. To ensure a balanced match, follow the re- ing the General’s Discipline. This borrowed Discipline
strictions listed below. can then be further modified (for example by the Com-
bat Score difference).

29
VICTORY CONDITIONS
My gods. That’s so crazy it might just w–
— Final words of Field Marshal Blanco, as he was struck by an elven arrow

In the Advanced Rules, victory is achieved by destroy- When counting units for the purposes of the Occupa-
ing the enemy troops, by keeping your own troops tion, Infiltration and Patrolling missions, ignore Char-
alive, and by completing specific missions. acters, Support units and Fleeing units.
After 5 game turns, each player calculates Victory
At the beginning of the game, roll 1D6 to determine points by adding the point value of the enemy units that
which map to use among the ones in Figure 12. Alter- have either died or fled the battlefield. If the assigned
natively, decorate the battlefield with your opponent Mission is successfully completed, a player further re-
using 3D3 terrain pieces. Then roll 1D6 to determine ceives Victory points equivalent to 25% of the size of
the Mission for this match: the battle. Calculate the Victory points difference and
compare the result to the size of the battle:
• 1-3 Occupation: Dominate the battlefield. Your mis- • less than 25%: Draw
sion is to have more units within 6″ of the centre of • between 25 and 75%: Victory
the battlefield than your opponent. • more than 75%: Massacre
• 4 Infiltration: Penetrate enemy territory. Your mis-
sion is to have at least one unit in your opponent’s For example, at the end of a 1600 points battle, Player
deployment zone. A has destroyed a 250 points unit and a 325 points
• 5 Assassination: Remove the leader. The mission is unit, has driven a 175 points unit out of the battlefield,
complete if the enemy General has been killed or has and has completed the assigned Mission, thus totalling
fled the battlefield. 250 + 325 + 175 + 400 = 1150 points. Player B has
• 6 Patrolling: Defend strategic positions. Immedi- destroyed a 125 points unit, has driven a 225 points
ately after deploying the army, each player places a unit out of the battlefield, and has not completed the
marker in the opposite half of the battlefield, outside assigned Mission, thus totalling 350 points. The differ-
of the opponent’s deployment zone and at least 6″ ence is 1150 - 350 = 800 points in favour of Player A.
away from the centre of the battlefield. Your mission This corresponds to 50% of the size of the battle (100
is to have more units within 3” of either marker than * 800 / 1600 = 50). The match ends with a Victory for
your opponent. Player A.

Figure 12: Use the map corresponding to the result of the dice roll (1-2 left, 3-4 centre, 5-6 right). Shaded areas
indicate the deployment zones and the area within 6” from the centre of the battlefield. The horizontal line divides
the battlefield in two halves, and is used for scenario 6 (Patrolling). The maps include indications of the number,
type, position, size and orientation of terrain features.

30
MODEL RULES
An army is much more than a mere collection of soldiers and weapons.
— Lugo Borgo, ”Warfare in the ninth Age”

Aegis (X+) Fight in Extra Rank


I’ve killed most things, with maul or pistol. But Models with Fight in Extra Rank can make Supporting
sometimes, no matter how good I thought I was, it Attacks from an additional Rank. Normally, this means
wouldn’t die. Bounced off something I didn’t see, or a that models with Fight in Extra Rank will be able to
skull splitter turned into a graze as they moved. Might make Supporting Attacks from the third rank.
be the gods, might be the thing is made of magic. It’s a
bloody nuisance, but it does work up an appetite. Fly (X″, Y″)
— Conversation with an Ogre Mercenary A unit composed entirely of models with Fly ignores
all Terrain Features and units whilst moving. It cannot
Aegis are special saves, taken after failed Armour Saves. end its movement inside Impassable Terrain or units,
The defender rolls a D6 for each wound. If the result and is normally affected by the effects of the Terrain
is equal or higher than the value indicated in brackets, Feature from which it starts or end its movement.
the wound is discarded.
Grind (X)
Area Attack Grind are special Close Combatattacks which are re-
When an attack with Area Attack hits a unit, it is multi- solved at Agility 0 and inflict a number of hits equal to
plied into several hits: Choose up to 4 different ranks the value stated within brackets to a single enemy unit
of this unit. For each rank selected, the unit suffers 4 in base contact. Grind hits automatically hit and have
hits, to a maximum equal to the number of models in Strength and AP indicated within brackets.
this rank. For example, a unit with 3 ranks of 5 mod-
els suffer 3 * 4 (=12) hits. A single model unit (which Impact Hits (X)
has one rank with one model) only suffers 1 hit. A sin-
gle one of these hits has Strength 7, AP 4 and Multiple Impact Hits are special Close Combat attacks which can
Wounds (2). All other hits have Strength 3, AP 0 and (and must) only be made in the first Round of Combat
no special rules. after a model with this rule successfully charged into
combat. Impact Hits are resolved at Agility 10 and in-
flict a number of hits equal to the value stated within
Devastating Charge (X) brackets (X) to a single enemy unit in base contact with
the Front Facing of the charging unit. Impact Hits au-
To the sound of the drums, the ground shakes and
tomatically hit and have Strength and AP equal to the
thrums, we come, we come. Crushed underfoot, under
model’s own values and which cannot be modified by
wheel and hoof, your doom, your doom.
Devastating Charge.
— Battle chant of the Flayed Man tribe of Warriors
Light Troops
In the first round of a combat after a model with Dev- Units with Light Troops are treated as single model
astating Charge has successfully charged, it gains the units. They are allowed to make any number of Piv-
bonus(es) indicated in brackets. ots when performing an Advance or March move, they
are allowed to shoot even if they Marched, and always
Fear count as having 0 ranks. Characters gain Light Troops
while joined to a unit with Light Troops.
Units in contact with a model causing Fear suffer −1
Discipline. Units with Fear are immune to the effects
Lightning Reflexes
of Fear.
Models with Lightning Reflexes rule have +1 to hit with
Fearless their Close Combat Attacks.

If half or more of a unit’s models are Fearless, the unit Monstrous Support
automatically passes Panic Tests and cannot declare a
Flee reaction (unless already fleeing), and is immune Models with Monstrous Support may make up to 3 Sup-
to the effects of Fear. porting Attacks instead of 1.

31
Multiple Wounds (X) Unstable
Unsaved Wounds caused by attacks with Multiple The dead fight without concern for life or limb. Yet the
Wounds are multiplied into the value given in brackets force which animates them is only as strong as the body.
(X). The amount of Wounds that the attack is multiplied And we are the strongest there is. Against our might,
into can never be higher than the Hit Points Characteris- bones crumble and spectres evaporate. They are
tic of the Target (ignoring Wounds suffered previously fearless, we are unstoppable!
in the battle). For example, if a Multiple Wounds (3) at-
— Dread Elf Prince Anghad before the Battle of the
tack wounds a model with 2 Hit Points, this is reduced
Valley of Ghouls
to 2 Wounds.

Units with Unstable automatically pass all Break Tests.


Poison Attacks
When an Unstable unit loses a combat, it suffers a
If the attack successfully hits with a natural Hit roll of Wound (without any saves allowed) for each point of
’6’, it automatically wounds with no Wound roll needed. Combat Score by which it lost the combat.
All other hits must roll to wound as normal.
Vanguard
Stomp (X) After Deployment, units with Vanguard may perform
A model with Stomp must make a special Close Combat a 6″ move. The move is performed as a combination
attack in each Round of Combat at Agility 0 against a of Advance Move and/or Pivots, as in the Movement
single enemy unit in base contact, provided that it has Phase, including any actions and restrictions the unit
20x20 or 25x25mm bases. This attack deals a num- would normally have (such as Wheeling, joining units,
ber of hits equal to the value stated within brackets leaving units, and so on).
(X), which automatically hit and have a Strength and If both players have units with Vanguard, alternate mov-
AP equal to the model’s own values, which cannot be ing units one at a time, starting with the player that
modified by Devastating Charge. finished deploying last.
Units that have moved in this way may not Declare
Charges in the first Player Turn if their side has the
Swiftstride first turn.
When a unit composed entirely of models with Swift-
stride rolls Charge Range, Flee Distance, Pursuit Dis- War Machine
tance or Overrun Distance, it rolls 3D6 and discards War Machines cannot March, Pursue, Declare Charges
the lowest D6 instead of the normal 2D6. or Declare any Charge Reaction other than Hold. They
can only shoot if they did not move in the Movement
Towering Phase. When a War Machine fails a Panic Test, instead
of Fleeing it may not shoot in its next Shooting Phase.
The model can never be joined to or join a unit. When War Machines have round bases, which means they
drawing Line of Sight to and from models with Tower- have no facings or arcs (front, flanks, rear) and can
ing Presence, ignore all intervening models without draw Line of Sight from any point on their bases, in any
Towering Presence. direction.
When a unit charges a War Machine, follow the same
Undead rules as for normal Charge Moves, except that the charg-
ing unit can move into base contact anywhere. Ignore
Undead units cannot March unless they start their the War Machine’s facing and ignore maximizing num-
move within 12″ of the Friendly General. ber of models in base contact, but you must still contact
the War Machine with the charging unit’s Front Facing.
When fighting a War Machine in combat, all models
that can draw an uninterrupted line straight forward
from their base to the War Machines base can attack it.
Models in the second rank can make supporting attacks
as normal. War Machines that Break from combat are
automatically destroyed.

32
CHARACTERS
He prefers the term ’eccentric’.
— Aide de Camp to Mad Lord Ueberroth

In Advanced games, Characters can buy upgrades such


as Mounts (see page 34) and/or Special Items (see page
??).
Moreover, whereas in Basic games Characters are
bound to either operate individually or as part of a
unit, based on their deployment, in Advanced games
Characters enjoy more freedom, and can leave or join
units during the course of a game (see below).

Figure 13: The Marshal (A) joins a single-rank unit,


thus one knight must be removed from the game. The
Wizard (B) joins an infantry unit that had already suf-
fered 2 casualties, thus one handgunner is moved to
the second rank.

Leaving a unit
A Character can leave a Combined Unit in the Move-
ment phase. This is only possible if the Character is
able to move (e.g. it is not Engaged in Combat, it has
not already moved, it is not Fleeing). If necessary, fill in
the gap left empty by the Character with a model from
the last rank. Regular Rank-and-File models that were
removed from the game to make room for Characters
MOVEMENT that joined a unit are never returned to the game.

Joining a unit
MOUNTS
Besides being deployed together with a unit at the start
of the game, a Character can also join a unit by mov- Most Characters can purchase a single Mount upgrade
ing the Character into contact with the unit during the by choosing one of the options listed in the Armylist.
Movement phase. Characters cannot join units that are In this case, consult the Bestiary (see page 34) and ap-
Engaged in Combat or Fleeing. propriately replace the Base Size, Advance Rate, March
Rate, Health Points, Resilience and Armour of the Char-
If a Character joins a unit, the resulting Combined Unit acter with the values listed in the Mount Entry. The
cannot move any further in that same Movement phase. Character further acquires the Model Rules listed in
In the subsequent Shooting phase, the Character will the Mount Entry. Some mounts are unique, and can
suffer a Moving and Shooting penalty, but the unit will only be included once in your roster. In these cases
only suffer it if it has also previously moved in the pre- you will find an asterisk after the mount’s name (for
vious Movement phase. example: Unicorn*).
When a Character joins a unit, make sure to preserve
its Unit Boundary. Therefore, when a Character joins SPECIAL ITEMS
a single rank unit or a unit which has suffered no casu-
alties, a regular Rank-and-File model must be removed Each Character can be upgraded with Special Items
from the game, to make room for the Character (see from the Vault . These represent enchanted Weapons,
Basic rules, page ??). This is not necessary if the Charac- magically crafted Armours, and other Artefacts imbued
ter can be added without changing the Unit Boundary, with otherworldly power. A Character can carry up to 2
as in the case of units which have at least two ranks Special Items, provided that their combined point value
and have already suffered casualties. In this case, move does not exceed 100 points, and that the two items do
a Rank-and-File model from the front rank to the last not belong to the same Item Category (Weapon, Ar-
rank, and place the Character in the newly created gap mour or Artefact). Each Special Item is unique, and can
in the front rank (see figure 13). only be included once in your roster.

33
THE BESTIARY
Enchanted axe? Overrated. Mercenary pyromancer? Unreliable. A Great Elk? Wisest choice.
— Hunter-merchant at the Steppe Fair

Characters can have access to one or two Mount options. You cannot pick both. Mounts can only be taken by a
single Character if their name is followed by an asterisk. If you pick a Mount for one or more of your Characters,
consult the Mount Entry below, and replace the Character’s base size and characteristics with the values listed in red.
Furthermore, the Character gains the rules listed in black in the Mount Entry.

Feel free to print or copy this page and cut out the Mount Entries you need for your games.

Raptor 25x50 Pegasus* 40x40 Shield Bearers 40x20


Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
7″ 14″ +2 8″ 16″ +2 4 +2
Grind (1 Hit, Str 3, AP 0) Grind (1 Hit, Str 4, AP 1) Grind (1 Hit, Str 4, AP 1)
Swiftstride Swiftstride, Fly Platform

Warhorse 25x50 Great Elk* 50x50 War Dais 50x50


Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
8″ 16″ +2 8″ 16″ 5 +1 4 +2
Grind (1 Hit, Str 4, AP 1) Grind (2 Hits, Str 4, AP 1)
Swiftstride Swiftstride Platform

Flyer* 50x50
Steed 25x50 Half-Beast* 50x75
Adv Mar HP Res Arm
Adv Mar HP Res Arm Adv Mar HP Res Arm 8″ 16″ 4 5
9″ 18″ +1 7″ 14″ +1 Grind (2 Hits, Str 5, AP 2)
Grind (1 Hit, Str 5, AP 2)
Swiftstride, Fear
Swiftstride Swiftstride, Fear Fearless, Fly
Towering

Winged Bull* 50x50


Unicorn* 25x50 Chariot 50x100 Adv Mar HP Res Arm
Adv Mar HP Res Arm Adv Mar HP Res Arm 6″ 12″ 4 5
10″ 20″ 4 +1 8″ 10″ +1 Grind (2 Hits, Str 5, AP 2)
Grind (1 Hit, Str 4, AP 1) Impact (D3 Hits, Str 4, AP 1) Swiftstride, Fear
Swiftstride Swiftstride Fearless, Fly
Towering

Hulk* 40x40 Beast Chariot* 50x100 Monster* 50x100


Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
6″ 12″ 4 5 +1 7″ 7″ 4 5 +2 7″ 14″ 4 5
Grind (2 Hits, Str 5, AP 2) Impact (D3 Hits, Str 4, AP 1) Grind (3 Hits, Str 5, AP 2)
Swiftstride Swiftstride, Fear
Fearless, Towering

34
THE GRIMOIRE
I know it’s tempting, but I cannot emphasise it enough: do not try this at home!
— Archduke Karl Ferdinand, at his lecture on The Principles of Very Special Magic

Arise! Fate’s Judgement


Casting value : 8+ Casting value : 5+
Targets all friendly units within 6″ of the caster. If a tar- Choose an enemy unit within 18″ and within Line of
get unit has one or more joined characters, then choose Sight of the caster. Neither the caster nor the target may
if the unit or one of the characters is affected. The tar- be engaged in Close Combat. The chosen unit suffers
gets recover a number of Health Points previously lost D3 hits that wound automatically with AP 0.
equal to their Resurrected Value.

Awaken the Beast Fireball


Casting value : 5+ Casting value : 4+
Choose a friendly unit within 18″ of the caster. The Choose an enemy unit within 24″ and within Line of
chosen unit gains +1 Strength and +1 AP. The effects Sight of the caster. Neither the caster nor the target may
last until the start of your next Magic Phase. be engaged in Close Combat. The chosen unit suffers
D3+1 hits with Strength 4 and AP 0.

Bewitching Glare
Casting value : 9+ Hand of Heaven
Choose an enemy unit within 24″ of the caster. The Casting value : 9+
chosen unit must reroll all to-hit and to-wound rolls of Choose an enemy unit within 24″ and within Line of
’6’ of Close Combat Attacks. The effects last until the Sight of the caster. Neither the caster nor the target may
start of your next Magic Phase. be engaged in Close Combat. The chosen unit suffers
D6 hits with Strength D6 and AP 2.

Corruption of Tin
Casting value : 5+ Hasten the Hour
Choose an enemy unit within 36″ of the caster. The Casting value : 7+
chosen unit suffers −1 Armour. The effects last until Choose a unit within 18″ and within Line of Sight of
the start of your next Magic Phase. the caster. Neither the caster nor the target may be
engaged in Close Combat. One model (which can be a
character joined to the unit) suffers 1 hit that wounds
Danse Macabre automatically with AP 10.
Casting value : 5+
Choose a friendly unit within 12″ of the caster. The
chosen unit may instantly perform a 8″ Advance Move. Healing Waters
Casting value : 6+
Choose a friendly unit within 12″ of the caster. The
Death is Only the Beginning chosen unit gains Aegis (5+). This is a Special Save that
Casting value : 8+ follows the same rules of Armour Saves, but is not af-
Choose a friendly unit within 12″ of the caster. If the tar- fected by AP. The effects last until the start of your next
get unit has one or more joined characters, then choose Magic Phase.
if the unit or one of the characters is affected. The tar-
get recovers a number of Health Points previously lost
equal to its Resurrected Value. Know Thine Enemy
Casting value : 7+
Choose a friendly unit within 18″ of the caster. The
Evil Eye chosen unit gains +2 Offensive Skill, +2 Defensive Skill,
Casting value : 5+ and +2 Agility. The effects last until the start of your
Choose an enemy unit within 24″ of the caster. The next Magic Phase.
chosen unit suffers −2 Advance Rate (to a minimum of
3) and −4 March Rate (to a minimum of 6). The effects
last until the start of your next Magic Phase.

35
Molten Copper Swarm of Insects
Casting value : 7+ Casting value : 5+
Choose an enemy unit within 24″ and within Line of Choose an enemy unit within 12″ and within Line of
Sight of the caster. Neither the caster nor the target Sight of the caster. Neither the caster nor the target may
may be engaged in Close Combat. The chosen unit suf- be engaged in Close Combat. The chosen unit suffers
fers D3+1 hits with Strength X+1 and AP 4, where X is 4D6 hits with Strength 1 and AP 0.
equal to the chosen unit’s Armour.

Perception of Strength The Rot Within


Casting value : 6+ Casting value : 6+
Choose an enemy unit within 24″ of the caster. The Choose an enemy unit within 18″ of the caster. The
chosen unit suffers −1 Strength and −1 AP. The effects chosen unit suffers −2 Offensive Skill and −2 Defensive
last until the start of your next Magic Phase. Skill. The effects last until the start of your next Magic
Phase.

Scorching Salvo
Casting value : 8+ Truth of Time
Targets all enemy units within 18″ of the caster which Casting value : 5+
are not engaged in Close Combat.The target units suffer Choose a friendly unit within 24″ of the caster. Rolls
D3+1 hits with Strength 4 and AP 0. for Charge Range, Flee Distance, Pursuit Distance and
Overrun Distance of the chosen unit are done with two
additional D6 while discarding the two lowest D6 rolled.
Spear of Infinity The effects last until the start of your next Magic Phase.
Casting value : 3+
Choose an enemy unit within 24″ and within Line of
Sight of one of the models of the Casting unit. Neither Wrath of God
the Casting unit nor the target may be engaged in Close Casting value : 9+
Combat. The chosen unit suffers 1 hit with Strength 5 Choose a point on the battlefield within 24″ and within
and AP 1. Line of Sight of the caster. Each (enemy and friendly)
unit within 2D3″ of the chosen point suffers D3+1 hits
with Strength 5 and AP 2.
Stone Skin
Casting value : 8+
Choose a friendly unit within 12″ of the caster. The
chosen unit gains +2 Resilience. The effects last until
the start of your next Magic Phase.

36
Åsklander Chief (0 - 2) 25×25mm

Adv Mar Dis


ÅSKLANDERS single model
4″ 8″ 9
125 pts HP Def Res Arm
War Dais 3 6 4 3
Throwing Weapons 175 pts
2 Shots, Range 8”, Str as User, AP as User, no Monster Att Off Str AP Agi
To-hit-Modifier for Long Range, no To-hit-Modifier for 300 pts 3 5 5 1 5
Moving and Shooting.
Throwing Weapons(4+)
Insignificant
The unit only causes Panic Tests on friendly units with Seidhkennar (0 - 1) 25×25mm
Insignificant.
Adv Mar Dis

4″ 8″ 8
single model
200 pts HP Def Res Arm
Chariot 3 3 4 0
250 pts
Att Off Str AP Agi

1 3 3 0 3

Evil Eye, Hand of Heaven

Åsklanders (0 - 4) 25×25mm Huskarls (0 - 3) 25×25mm

Adv Mar Dis Adv Mar Dis

4″ 8″ 8 4″ 8″ 8
5×3 models 5×2 models
150 pts HP Def Res Arm 150 pts HP Def Res Arm
5×4 1 3 3 1 5×3 1 5 3 3
200 pts 250 pts
7×3 Att Off Str AP Agi 7×3 Att Off Str AP Agi
200 pts 2 5 4 0 3 350 pts 1 4 4 2 4

Fight in Extra Rank, Throwing Weapons (4+)


d

Warhounds (0 - 3) 25×50mm Wargs (0 - 1) 50×50mm

Adv Mar Dis Adv Mar Dis

8″ 16″ 5 9″ 18″ 6
5×1 models 2×1 models
75 pts HP Def Res Arm 150 pts HP Def Res Arm
3×2 1 3 3 0 3×1 4 4 4 1
100 pts 200 pts
4×2 Att Off Str AP Agi 2×2 Att Off Str AP Agi
125 pts 1 3 3 0 4 250 pts 4 4 5 2 4

Insignificant, Swiftstride Monstrous Support, Stomp, Swiftstride


d

Trolls (0 - 2) 40×40mm Kraken (0 - 2) 50×100mm

Adv Mar Dis Adv Mar Dis

6″ 12″ 4 6″ 12″ 8
2×1 models
100 pts HP Def Res Arm single model HP Def Res Arm
2×2 3 3 4 0 300 pts 5 5 5 3
200 pts
3×2 Att Off Str AP Agi Att Off Str AP Agi
275 pts 3 3 5 2 1 4 5 7 4 3
Aegis (5+), Fearless, Monstrous Support, Stomp, Stomp (D3), Swiftstride, Multiple Wounds (D3),
Swiftstride Towering, Poison d

37
38
ESSENCE OF WAR

The world of the 9th Age can be perilous for the unprepared.
It’s dangerous to venture out alone and too far. Take this tome
to guide you on the path of survival, legendary battles and
never-ending glory. Use it to learn how to muster your troops,
wield powerful magic, command monsters and ally with mighty
heroes — so that you can test yourself against the generals of
this world.

The 9th Age : Quick Play is a community made miniatures wargame.


All rules and feedback can be found/given at http://www.the-ninth-age.com/
All recent changes are available at http://the-ninth-age.com/archive.html
Copyright Creative Commons license: http://www.the-ninth-age.com/license.html

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