Professional Documents
Culture Documents
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
ARTISTS
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
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
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.
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
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
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”
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
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+
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
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
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.
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
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.
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.
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.
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.
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
5″ 10″ 8
HP Def Res Arm
3 5 4 0
3 5 5 2 5
General, Daemonic,
Danse Macabre, Wrath of God d
Imps 25×25mm
5″ 10″ 6
HP Def Res Arm
1 2 3 0
Att Off Str AP Agi
4×2 models
1 2 2 0 3
Myrmidons 25×25mm
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
6″ 12″ 8
HP Def Res Arm
4 5 5 2
4 4 4 1 2
General, Stomp,
Awaken the Beast, Hand of Heaven d
Tribesmen 40×40mm
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
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
25
SYLVAN ELVES
Druid 20×20mm
5″ 10″ 8
HP Def Res Arm
3 4 3 0
1 4 3 0 5
General, Sylvan Longbow (3+),
Truth of Time, Healing Waters d
5″ 10″ 8
HP Def Res Arm
1 4 3 0
Att Off Str AP Agi
5×2 models
1 4 3 0 5
Dryads 20×20mm
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
26
UNDYING
DYNASTIES
Death Cult Hierarch 20×20mm
4″ 8″ 7 1
HP Def Res Arm
3 3 3 0
1 3 3 0 2
General, Undead, Death is Only the Beginning,
Fate’s Judgement, Danse Macabre d
27
WARRIORS OF
THE DARK GODS
Sorcerer 25×25mm
4″ 8″ 8
HP Def Res Arm
3 4 4 3
3 5 3 0 3
General,
Molten Copper, The Rot Within d
Warriors 25×25mm
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
6″ 12″ 8
HP Def Res Arm
1 2 4 3
Att Off Str AP Agi
4×1 models
3 5 4 1 4
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”
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.
32
CHARACTERS
He prefers the term ’eccentric’.
— Aide de Camp to Mad Lord Ueberroth
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.
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
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
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.
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
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
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
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
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.