Professional Documents
Culture Documents
CREDITS
Like Alchemists distilling the essence of matter, or Necromancers harvesting 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
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
2
MELEE PHASE 28
Contents Round of Combat Sequence . . . . . . . . . . . . 28
Initiative Order . . . . . . . . . . . . . . . . . . 28
Which Models can Attack . . . . . . . . . . . . . 28
Allocate and Roll Melee Attacks . . . . . . . . . 29
I THE WORLD OF THE 9TH AGE 4 Combat Result . . . . . . . . . . . . . . . . . . . 29
Flee and Pursuit . . . . . . . . . . . . . . . . . . 30
Combat Pivot . . . . . . . . . . . . . . . . . . . . 31
II BASIC RULES 11
PREPARING FOR WAR 12 III PATROLS 32
Gaming Materials . . . . . . . . . . . . . . . . . 12 ÅSKLANDERS . . . . . . . . . . . . . . . . . . . 33
Measuring Distances . . . . . . . . . . . . . . . 12 BEAST HERDS . . . . . . . . . . . . . . . . . . . 34
Dice . . . . . . . . . . . . . . . . . . . . . . . . . 12 CULTISTS . . . . . . . . . . . . . . . . . . . . . . 35
DREAD ELVES . . . . . . . . . . . . . . . . . . . 36
ARMIES 13 DWARVEN HOLDS . . . . . . . . . . . . . . . . . 37
Models . . . . . . . . . . . . . . . . . . . . . . . 13 DAEMON LEGIONS . . . . . . . . . . . . . . . . 38
Units . . . . . . . . . . . . . . . . . . . . . . . . 13 EMPIRE OF SONNSTAHL . . . . . . . . . . . . . 39
Characteristics . . . . . . . . . . . . . . . . . . . 14 HIGHBORN ELVES . . . . . . . . . . . . . . . . . 40
HOBGOBLINS . . . . . . . . . . . . . . . . . . . 41
GENERAL PRINCIPLES 15 INFERNAL DWARVES . . . . . . . . . . . . . . . 44
Board Edge . . . . . . . . . . . . . . . . . . . . . 15 KINGDOM OF EQUITAINE . . . . . . . . . . . . 45
Characters . . . . . . . . . . . . . . . . . . . . . 15 MAKHAR . . . . . . . . . . . . . . . . . . . . . . 46
Discipline Test . . . . . . . . . . . . . . . . . . . 15 OGRE KHANS . . . . . . . . . . . . . . . . . . . 47
Line of Sight . . . . . . . . . . . . . . . . . . . . 16 ORCS AND GOBLINS . . . . . . . . . . . . . . . . 48
Terrain . . . . . . . . . . . . . . . . . . . . . . . 16 SAURIAN ANCIENTS . . . . . . . . . . . . . . . 49
SYLVAN ELVES . . . . . . . . . . . . . . . . . . . 50
DAMAGE AND PANIC 17 UNDYING DYNASTIES . . . . . . . . . . . . . . . 51
Attacks . . . . . . . . . . . . . . . . . . . . . . . 17 VAMPIRE COVENANT . . . . . . . . . . . . . . . 52
Losing Health Points . . . . . . . . . . . . . . . 18 VERMIN SWARM . . . . . . . . . . . . . . . . . 53
Panic . . . . . . . . . . . . . . . . . . . . . . . . 18 WARRIORS OF THE DARK GODS . . . . . . . . . 54
Flee Move . . . . . . . . . . . . . . . . . . . . . . 18
THE GRIMOIRE 60
MOVEMENT PHASE 24
Rally Fleeing Units . . . . . . . . . . . . . . . . 24 THE VAULT 63
Moving Units . . . . . . . . . . . . . . . . . . . 24
THE BESTIARY 64
MAGIC PHASE 25
Magic Phase Sequence . . . . . . . . . . . . . . 25
Flux Cards . . . . . . . . . . . . . . . . . . . . . 25 V ARMYLISTS 66
Spellcasting Sequence . . . . . . . . . . . . . . . 25 ÅSKLANDERS . . . . . . . . . . . . . . . . . . . 67
BEAST HERDS . . . . . . . . . . . . . . . . . . . 68
SHOOTING PHASE 26 EMPIRE OF SONNSTAHL . . . . . . . . . . . . . 69
Shooting Phase Sequence . . . . . . . . . . . . . 26 VERMIN SWARM . . . . . . . . . . . . . . . . . 72
Performing a Shooting Attack . . . . . . . . . . 26
Aim . . . . . . . . . . . . . . . . . . . . . . . . . 26
Aim Modifiers . . . . . . . . . . . . . . . . . . . 27 VI SUMMARY 74
3
Part I TH
THE WORLD
TH
OF THE 9 AGE
THE WORLD OF THE 9 AGE
The jungles of Virentia are a terrifying place
And to those who dwell in Silexia you should not show your face
Don’t get caught in Taphria, in the never-ending sands
You won’t survive the Shattered Sea, or the Great Wasteland
—Nursery rhyme, provenance unknown
4
Few individuals have the chance to see more than a the Dark Gods. Crossing east of Avras into this land, you
fraction of our world, with its astonishing variety of in- will travel through the Barren Mountains, where the Steel
telligent races and animal species, plants and cities, cults Road starts its winding journey. Here is the dwelling of
and wars. I have travelled from Avras to the Kingdom the Dwarves of the east, named Infernal. The Steel Road
of Vanhu. I’ve seen Sunna’s seeds planted in Virentia runs parallel to the Silk Road to the north, with access
and the Great Wall of Tsuandan in the far east of Augea. controlled by the Ogre Khans. It leads from the Blasted
You could not find another who has traveled a greater Plains through the Sky Mountains, across the northern
distance; I have been protected by the auspice of Sunna, part of the human region of Sagarikadesha, finishing its
and here I record my knowledge on the geography of our rich path in the glorious land of Tsuandan, where the
world. Dragon Emperor rules over men.
The Great Ocean divides Vetia from the two western conti-
nents, Silexia in the north and Virentia in the south. The
Ocean itself is the dominion of elves: there the fleets of
the two great nations, the Highborn and their dreaded
kin, vie for the supremacy. Here lies the main motherland
of the Highborn Elves, the proud islands of Celeda Ablan,
and Silexia where freedom is a commodity to be traded.
Vetia is the land of mankind, where nations of men have
reigned for years under the protective sight of the Goddess
and her church. There, the powerful nation of Sonnstahl On the eastern coast of Virentia mankind too, has estab-
guards all mankind against the dangers of the Wasteland, lished colonies: the imperial city of Fredericksberg, and
while to the south the merchant cities of Arcalea ply their the port of Aguadulce, of Destria. Beyond them, a lush for-
trade with the whole of the world. There you will also find est of wonderful colors and inconceivable dangers hides
the White Mountains, impenetrable hold of the Dwarves. the secrets of ancient civilizations. Dividing Virentia from
To the west lie the twin cities of Destria, the Kingdom of Silexia — the Shattered Sea; a rumoured maelstrom of
noble Equitaine, and the enchanted, emerald-green forest magic and tempests, from which no vessel returns.
of Wyscan, the mysterious dwelling of the sylvan elves.
Augea, the immense sister of Vetia, separated from one —From A New Atlas for the Ninth Age, by Johannes Strabo
another by the great Wasteland, home to the servants of
5
My noble sir, I have been asked by his Grace the Marquis to furnish material concerning the greatest military threats to our
homeland of Destria. Here I will provide summaries of the nations and races that I believe qualify for consideration. I hope
it will prove enlightening or at least be of some use in the education of Prince Esteban.
— Jorge Zamoran, Chief Librarian of Port Roig
Asklanders Cultists
In the wild northern realm of Åskland, hard life breeds In the heart of every civilisation, there are those who seek
even harder men and women. Surviving freezing temper- to erode the rules and strictures of society. Where there is
atures, terrifying wild creatures and constant warfare subversion, there you will find the Dark Gods, and those
between clans leaves little room for weakness. Savage who serve them. Cultists live a dangerous life - often mere
but skilled fighters, their raids are feared throughout heartbeats from discovery - and mortal powers can rarely
northern Vetia and beyond. afford mercy towards those who would bring them to
their knees.
Scarce wonder that Warriors from the Wasteland find
many recruits and allies among these fierce folk. Some Staying one step ahead of their pursuers, the agents of
clans have chosen to follow the Dark Gods directly, others the Dark Gods wreak havoc wherever their plans come
simply respect the strength and unwillingness to bend to fruition. Recruiting new Warriors, destroying infras-
that even a hardened Huskarl can admire. tructure, even opening the gates to the Other Side - no
one can rest comfortably while the enemy is within. At
the most terrible of moments, daemons borne of the
Immortal Realm can manifest in the heart of the most
secure stronghold, to reward their faithful summoners -
and doom all else.
Daemon Legions
From Beyond the Veil
The hellish agents of the Dark Gods lurk unseen behind
the thinnest of barriers separating our world from theirs.
Enemies of every mortal power, they are merciless and
Beast Herds single-minded, appearing in every hideous form, an end-
less writhing throng of horror. Submit to the summoning
Out of the Wilds ritual, and test your sanity before the Daemon Legions.
From the dark depths of feral forests, from the wide
untamed plains, and from every wild place beyond the Within the maelstrom of shifting power that is the Abyss,
gaze of civilisation, nature’s savage heart strikes without there are greater and lesser currents that represent the
warning. Feel the ground tremble beneath thunderous infinite forms of the Legion. At the heart of these vortices
hooves, shiver at the howls of the hunt, and know that lie the Dark Gods, and Father Chaos behind them, for
you are stalked by the Beast Herds. only the most powerful of Supernals can forge their own
path in the Immortal Realm. The Mortal Realm, however,
The Herds comprise all manner of creatures, appearing offers new prospects, for here a daemon can manifest in
like local fauna yet able to fight like men, with origins whichever kind of physical form it desires. This it uses
shrouded in the mists of time. Mighty creatures stride to sow discord and despair, all in service of dark masters
through the forests by their side, spreading terror in their and unfathomable goals.
wake. Marked in the womb by shamanic rituals and tribal
magics, fueled by the desire to prove themselves worthy
of the great stories of their peoples, the Herds view the
sedentary nations as little more than a convenient larder
and a testing ground for glory.
6
Dread Elves Empire of Sonnstahl
Legions of Fear For Sunna and the Emperor
On every coast, in every port, the sighting of black sails The armies of Sonnstahl march to the beat of drums and
is met with instant horror. Theirs is a name well earned the thunder of cannons. Led by zealous priests and bold
from centuries of reaving and slaving, sparing none who knights, these soldiers’ discipline and vigour is famed
fall beneath their whips. Feel the chains of fear upon your around the world. Inspired by the example of Sunna, God-
heart, with the approach of the Dread Elves.! dess of Humanity, there may be no limit to the ambition
of the Empire of Sonnstahl!.
The Republic of Dathen in Silexia represents the largest
dominion of Dread Elves, a hotbed of politics and in- To overcome internal divisions and unite the nation
trigue centred upon the Obsidian Thrones within the against its enemies is the task of the Emperor. He or she
Tower of Gar Daecos. Religion too shapes this society, cannot merely be a conqueror on the battlefield. They
and the most powerful cults dominate both civilian and must also compete in the political arena, navigating the
military life. Perhaps the greatest weapon of fear in the treacherous currents of rival families and religious fac-
arsenal of the Dread Elves is the Menagerie: a collection tions. Thanks to esteemed universities, where magic and
of monstrous creatures which the Daeb bend to their will.! technology are refined into effective weapons, Sonnstahl
has become a master of many trades, and now seeks to
extend its grasp to foreign lands..
Dwarven Holds
Sons of the Mountain
As tough as the mountains themselves, and with memo-
ries that last almost as long, many dwarves carve their
homes from the very bones of the earth. Forgers of the
finest works of steel and gold, they are as mighty as they
are determined. Should you try to take that which is
theirs, you will face the full vengeance of the Dwarven
Holds!
7
Hobgoblins Kingdom of Equitaine
The Citadels of the Infernal Dwarves have only one mas- Honour, Kingdom and The Lady
ter, and a lowly hobgoblin can only rise so far under the
weight of laws enforced with fire, chain and whip. Yet In- The thunder of hooves, the clink of mail, the sounding
fernal dominion extends beyond the walls of the Masters, of horns: a great cacophony accompanies an army of
and in lands held under vassalage to the great Citadels, knights riding to war. Yet steel and sinew are nothing
even a servant may wield power. without valour. These noble fighters crusade for faith,
for virtue, for their beloved Lady - yet most of all, for the
Adopting and adapting the ways of their overlords, hob- honour of their home, the Kingdom of Equitaine.
goblins have become more than cringing lackeys or mere
slaves, establishing a strength which is of their own mak-
A nation established on noble principles, yet built on a
ing. Their greatest advantages are the wisdom to bend
foundation of peasant labour and sweat, Equitaine is a
rather than break, and the cunning to turn that flexibility
land of myth and superstition. Yet it exerts tremendous
into a weapon. Big, scary pets don’t hurt either.
military might - Crusades for the lost Grail have brought
the Lady’s grace to many foreign lands.. In all things, Equi-
tan nobility is expected to lead from the fore, and victory
Infernal Dwarves often rests upon their individual successes. These are
Fire and Chain lessons for the young king to learn, and learn well, if his
dynasty is to endure against other strong, noble Houses
Fuelled by the mightiest industries and magics of the and the perils that lie beyond his lands.
world, the Infernal war machine turns its unstoppable
wheels within the great citadels of the Blasted Plain. Born
in suffering, smoke and cataclysm, a fire burns in the
heart of this indomitable people, a flame that fuels a great
hunger for glory and a callous cruelty towards all who
stand in the way. Slave masters and earth shakers, chil-
dren of great gods, many have come to know the terrible
juggernaut of the Infernal Dwarves.
8
Ogre Khans Saurian Ancients
Feast and Fortune Secrets of the Lost Empire
Masters of the great plains and mountains of Augea, ogres Most enigmatic of the Elder Races, many believe the
are among the toughest of all creatures. Famed for their Saurians built sophisticated civilisations when the elves
appetites and their brutality alike, the tribes are feared were still dressed in animal furs. Obsessed with purposes
around the world. Do not anger them, for their fury is only they can comprehend, the scaled legions are found
legendary - and only a fool would stand before the earth- wherever they are least expected, dealing bloodshed or
shaking footfall of the Ogre Khans! bestowing aid with equally indecipherable motives. Do
not try to understand or bargain with them, for they ruled
this earth at its dawn, and they have not forgotten the
Steppe ogres and mountain ogres have developed two
true glory of the Saurian Ancients.
quite different cultures. Both are rich and ancient, and
can be reasoned with - provided you respect their tra-
ditions, and lay on a sufficient banquet. In the days of Described in the oldest myths as tyrants, the time of the
the greatest Khan of Khans, ogres walked as masters of Saurians and the Dawn Age ended when they were cast
the great nation of Tsuandan, or so their campfire lore down by subjugated races, or else swallowed by the sea
speaks. Today, their reach encompasses the Silk Road, in some great cataclysm of that turbulent time. Ruins
giving access to the wares and riches of many nations. that remain, even in the heart of Vetia, attest that Sauri-
Trading caravans often employ tribes of ogres for protec- ans built structures greater than any seen today. Their
tion, often against their own kin. These mercenaries can descendants endure, and sightings have been reported
be as treacherous as they are hungry, for they have come from ocean, desert and jungle alike. None can know the
to respect the power of coin, at least so far as outsiders true scope of their civilisation, but all accounts agree that
are concerned. their warriors act with an unnerving unity of purpose.
Sylvan Elves
Wardens of the Forest
From the greatest forests to the humblest desert oasis,
wherever trees take root, there you may feel the weight of
unseen eyes, or sense a tremor of movement among the
boughs. Yet raise a blade to those sacred groves and you
may feel the wrath of their protectors – the Sylvan Elves.
9
Undying Dynasties Vermin Swarm
Through the Sands of Time The Threat Beneath
Across the world, and nowhere more than ancient Beneath the surface of their former empire lies a hidden
Naptesh, civilisations have entombed their nobility to threat that few remember. Waiting only for the right mo-
endure untold centuries. Yet not all that rests beneath ment to strike, these creatures are as treacherous as they
earth, sand and stone stays buried. Returned to reclaim are ruthless, infesting any nook or cranny they can find.
lost kingdoms and to cast off the shackles of flesh and Empowered with diabolical technology and hordes of
time, the Undying Dynasties arise! pestilent beasts, their greatest wish is always to reinstate
the inescapable dominion of the Vermin Swarm.
Naptesh is no longer the land of fertility it once was. Crum- Long ago, Sunna was able to unite the tribes of men and
bling monoliths and the tombs of the great Pharaohs are overthrow Vermin supremacy over Avras and most of
but shadows of their former glory - yet the dead still linger. Vetia. Since that time, the rat-people have laid low, but
Here, and in tombs across the world, honour guards stand they have been far from idle. Their great Houses, heritage
vigil with a discipline and loyalty that has surpassed the from an Avrasi past, are divided and pursuing their own
grave. Living stone constructs crush any foolish enough ambitions for now, yet every one of them is a threat to
to come searching for treasure. Thousands of years in the nations above. If the Swarm’s political and religious
the earth have not dampened their appetite for war, and institutions could come into alignment, who knows what
these ancient monarchs show no sign of returning to devastation they might wreak.
their tombs.
Vampire Covenant
Fangs Behind the Mask
In the shadows of humanity’s nightmares, an unseen
menace lurks behind a mask of civilisation. The masters
of undeath, blood-drinking warlords pull the strings of
the dead and the living alike, conducting their power-
struggles in secret, with armies raised from the grave.
Walk in the light, lest you fall under the thrall of the
Vampire Covenant. Warriors of the Dark Gods
No Masters, No Mercy
Summoned by dark sorcery, the recently slain and long
forgotten dead rise from their graves able only to serve. Behind its high walls, civilisation believes itself safe. Law,
Terrifying phantoms haunt the ruins of forgotten castles, morality, order – these are its shields. But from places
and dreadful undying monsters seek the flesh of the liv- of power and even within their very borders, a threat
ing. These are only some of the puppets of the ambitious grows. Come to tear down those walls, to break chains
vampire lords, the most dangerous of the creatures of the and destroy the very foundations of order: tremble before
night. the Warriors of the Dark Gods!
10
Part II BASIC RULES
BASIC RULES
11
PREPARING FOR WAR
I know they say to expect the unexpected, but expect all the normal stuff too!
— General di Lorenzo
12
ARMIES
Drop after constant drop, the Orcs became a green tide, and submerged our allies’ Holds
— Ninvael, emissary of the Pearl Throne
The Unit Entry Two models are in base contact with each other if their
bases are touching one another, including corner to corner
Each unit has a unique entry as detailed on the Patrol contact.
pages, which detail how the unit behaves in the game. All
unit entries share the same components:
Units
All models are part of a unit. Whenever a rule, ability,
spell, etc. affects a unit, all models in the unit are affected.
13
Unit Arcs and Unit Facing • Characteristic values may never be modified below 0,
except Agility and Attack Value which may not be mod-
A unit has 4 Arcs and Facings: front, rear, and two flanks. ified below 1.
Each arc is determined by extending a straight line from • A model may have Agility 0 in its unit entry, in which
the corners of the unit’s bases, in a 135 degrees angle from case this value may never be modified.
the unit’s front (for the front arc), rear (for the rear arc)
or flanks (for the flank arcs), see Figure 2. Models/Units Each unit entry contains the following Characteristics:
are located in the Arc in which the centre of their Front
is in. Adv Advance Rate: The distance the model can Ad-
vance Move in inches per turn.
Mar March Rate: The distance the model can March
Move in inches per turn.
Dis Discipline: Represents the model’s overall morale,
bravery and a unit’s ability to quickly reorganise
during battle.
HP Health Points: When the model loses this many
Health Points, it is removed as a casualty.
Def Defensive Skill: How well the model avoids being
hit in melee. A high Defensive Skill may also rep-
Figure 2: This unit has 5 files in 3 ranks. The Centre of resent models with equipment useful for parrying
the unit is the centre of the rectangle drawn around its melee attacks, such as shields.
outer edges (= Unit Boundary).
Res Resilience: How easily the model withstands
blows.
Unit Spacing
Arm Armour: The Armour of the model. This may rep-
All units must be separated with at least 1″ distance be- resent particularly tough scaly hides as well as worn
tween their Unit Boundaries and any Impassable Terrain, pieces of Armour.
with the following exceptions: Aeg Aegis: A special protection for the model, the final
• During an Advance Move, March Move, Flee Move, Pur- defense after the model’s Armour. This may repre-
suit or Overrun units are allowed within 1″ of these sent a model with magical defenses or regenerative
elements but need to end their move at least 1″ away abilities.
from these elements.
Att Attack Value: The number of times the model can
• During a Failed Charge Move or a Successful Charge
strike in melee. This maybe higher due to sheer
Move units are allowed to come within 1″ of these ele-
attacking speed and skill, equipment such as dual
ments, including base contact with a unit that was the
wielded blades, or the size to potentially hit many
target of the Charge or with Impassable Terrain.
opponents with a single blow.
A unit may never move into base contact with an enemy
Off Offensive Skill: How good the model is at scoring
unit it didn’t declare a Charge against that turn.
hits in melee.
Once units are within 1″ of these elements due to any of
Str Strength: How easily the model can wound en-
the above exceptions they are allowed to remain there as
emy models in melee. This may represent not just
long as they continue to stay within 1″. For example, a
sheer physical strength, but also well-equipped
unit next to an Impassable Terrain may Pivot and remain
models with weapons such as halberds or heavy
within 1″ of it.
two handed weaponry.
14
GENERAL PRINCIPLES
In principle, I generally find that the most principled generals
have the poorest understanding of general principles.
— Duke D’Auberge, in writing
Board Edge
The Board Edge represents the boundaries of the game. A
unit is allowed to temporarily and partially move off the
board (during any move) with the following restrictions:
• The unit’s Front Facing must remain entirely on the
board at all times.
• The unit must finish any movement with its Unit
Boundary entirely on the board.
Characters
Characters are represented in a Patrol or Armylist by a
crowned skull icon. All Characters can operate individu-
ally. In this case, follow the normal rules for units com-
posed of a single model i.e. it has no ranks, and can make
any number of Pivots during Advance and March Moves
(see page 24).
Figure 3: a) A Wizard (dark square) chooses to deploy in
However, Characters can also operate as part of other
a unit of 10 Handgunners. One Handgunner is removed
units, by joining them and creating a Combined Unit. A
from the unit (skull).
Character can only join a unit by deploying the Character
b) The combined unit is deployed with 9 Handgunners
in the unit during Deploying Units in the Pre-Game Phase.
and 1 Wizard.
A Character can only deploy in a unit like this if it has the
c) During the game, the Wizard is removed as casualty.
exact same base size as the unit’s models.
d) A Handgunner from the rear rank fills the gap left.
Units can only be joined by a single Character. Characters
may not join units that do not have at least one rank in
their Patrol or Armylist description. A Character joining a Swap Places
unit replaces a rank and file unit model in the first rank. If a Combined Unit is not Engaged in combat, Characters
Remove that regular unit model from the game to main- can swap places with another model in the first rank of
tain a consistent Unit Boundary footprint (see Figure 3). the unit during the Movement Phase.
Once joined to a unit, the Character is considered as part If a Combined Unit is Engaged in combat, Characters from
of the Combined Unit for all rules purposes, and they can- the Active Player may swap places at the beginning of the
not leave the unit. Note that Characters do not gain any Melee phase, but must always be placed in the front rank
model rules (such as Shooting Weapons) that the regular and in base-to-base contact with an enemy model if they
unit models have when in a Combined Unit. do so.
15
Line of Sight Hindering Terrain
A model can trace a Line of Sight to its target (usually The rules for Hindering Terrain can be used to represent
a point on the battlefield or another model) if you can all forms of terrain impeding movement, such as dense
extend a straight line from any point on the front of the forests, old ruins and treacherous marshlands.
model’s base directly to any point on the base of its target, • Line of Sight: Can be drawn through Hindering Ter-
without going outside of its unit’s front arc, and without rain.
being interrupted by either Impassable Terrain or models • Cover: Units with more than half of their Target Facing
from other units. inside and/or behind Hindering Terrain benefit from
Cover.
Terrain • Dangerous Terrain: Models with bases larger than
25×25mm that March, Charge, Flee, Pursue or Overrun
A traditional army might feel at ease fighting battles on into, out of or through a piece of Hindering Terrain
open plains. Its units need space to move around and must perform a Dangerous Terrain test. Roll a D6 for
get into position. They might get stuck or blocked if they each model. If a ‘1’ is rolled, the model suffers a hit that
have to manoeuvre around ruins, large rocks, or pits. But wounds automatically and has Armour Penetration 10.
because a general cannot always choose the battlefield, Any Health Point losses from these hits do not cause
he learns how to fight in all types of terrain. Panic. Models with bases of 20×20mm or 25×25mm
are unaffected.
A Terrain Feature is an area of the Battlefield that grants • Broken Ranks: Units with the majority of its bases’
specific rules and effects to units or models. All parts area inside Hindering Terrain can never be Steadfast
of the battlefield are divided into one of the following (see page 30).
categories:
Impassable Terrain
Open Terrain Impassable Terrain represents terrain that cannot be
Open Terrain has no effect upon Line of Sight or Move- moved through, such as closed off buildings, steep cliffs or
ment. All parts of the board that are not covered by any huge boulders.
other kind of Terrain are considered to be Open Terrain. • Line of Sight: Cannot be drawn through Impassable
Terrain.
Elevated Terrain • Cover: Units with more than half of their Target Facing
partially obscured by Impassable Terrain benefit from
The elevated position of a hill or ziqqurat gives a natural
Cover.
advantage to anyone atop it.
• Movement: Models cannot move into or through Im-
• Line of Sight: Can be drawn onto and down from El- passable Terrain, and must remain at least 1″ away such
evated Terrain, but not through it. Note that Line of terrain (except during a Charge Move).
Sight is still blocked by intervening Impassable Terrain. • Flee and Pursuit: If a Flee movement ends with the
• Cover: Units with more than half of their Target Fac- Unit Boundary on an Impassable Terrain, extend the
ing partially obscured by Elevated Terrain benefit from Flee move accordingly. Pursuing models must stop
Cover. When determining Cover to or from models on pursuing upon reaching 1″ away such terrain. See Flee
Elevated Terrain, ignore all intervening models which Move (see page 18) and Pursuing Distance and Pursuing
are not on Elevated Terrain themselves. Units (see page 31).
• Movement: The movement of models is unaffected by
Elevated Terrain.
16
DAMAGE AND PANIC
It’s not a headlong flight. It’s a sensible tactical decision. The size of their teeth had nothing to do with it.
— Captain Karlsen, fifteen miles outside the Battle of the Beacons
Attacks A natural roll of ‘1’ will always fail. If the Armour Save is
passed the wound is disregarded.
Whenever an attack hits a model, use the following se-
quence. Complete each step for all the attacks that are Target’s Arm Required
happening simultaneously (such as all Shooting Attacks
minus Attack’s AP to Save
from a single unit or all Melee Attacks at the same Agility
step) before moving on to the next step. 0 or less No save possible
1 6+
1 Attacker rolls To-Wound.
2 5+
2 Defender rolls any Armour Saves.
3 4+
3 Defender rolls any Aegis Saves.
4 3+
4 Defender suffers unsaved wounds and removes
Health Points or casualties. 5 or more 2+
5 Defender checks for Panic.
Aegis Saves
To-Wound Rolls The attacked model has a final chance to disregard a
wound that was not saved by its Armour Save, provided
If an attack has a Strength value, it must successfully
it has an Aegis Save. Aegis saves may be indicated either
wound the target to have a chance to harm it. An attack
in the Characteristics Profile or as Aegis (X+) in Model
with Strength 0 cannot wound. Compare the Strength of
Rules. Unlike Armour Saves, Aegis Saves are not modified
the attack to the Resilience Characteristic of the target by
by Armour Penetration.
subtracting the Resilience value from the Strength value
of the attack and consulting the chart below. To make an Aegis Save, roll a D6 for each wound that was
not saved by the model’s Armour Save. If the result is
The player that inflicted the hit makes a To-Wound roll
equal or higher than the value indicated for that model’s
for each attack that hit the target. An unmodified roll of
Aegis save, the wound is discarded. If the Aegis Save is
‘6’ will always succeed and an unmodified roll of ‘1’ will
failed (or if the model had no Aegis Save) an unsaved
always fail. If the attack does not have a Strength value,
wound is caused.
follow the special rules given for that particular attack.
Roll a D6 for each hit. To find out what score is needed to If the model or unit has access to more than one Aegis
successfully wound the target, see the table below. value, choose which one to use before rolling.
Armour Saves
17
Losing Health Points Panic
For each unsaved wound, the unit being attacked loses a Panic Tests are Discipline Tests taken immediately after
Health Point. any of the following situations arise:
• Character models: Character models can only lose • A friendly unit is destroyed within 6″, including fleeing
Health Points when they are specifically targeted by off the board, in any Phase. Measure from the closest
an attack (for example, by allocating Melee Attacks point of the destroyed unit’s Unit Boundary as it was at
towards them). If so, the attacked model loses 1 Health the start of the Phase in which the unit was destroyed,
Point for each unsaved wound, and is removed as ca- or the unit’s position when it touched the Board Edge.
sualty when reaching 0 Health Points. If the model is • A friendly unit Breaks from combat within 6″. Mea-
killed, any excess lost Health Points are ignored. sure from the closest point of the breaking unit’s Unit
Boundary before the unit makes its Flee Move.
• Rank and File models: Non-Character models in • A friendly unit Flees through the unit’s Unit Boundary.
the same unit share a common Health Pool. If the Test once the Fleeing unit has completed its move.
attack was against non-Character models, their com- • The unit suffers, in a single Magic or Shooting Phase,
bined Health Pool loses 1 Health Point for each unsaved Health Point losses equal to or greater than 25% of the
wound. number of Health Points that it had at the start of the
– If the models have 1 Health Point each, remove Phase. Units that started the game as a single model (as
one model for each lost Health Point. specified on the Patrol or Armylist), do not take Panic
– If the models have more than 1 Health Point each, Tests from this.
remove whole models whenever possible.
Units do not take Panic Tests if they are Engaged in Com-
Models are removed as casualties when they reach 0
bat, if they are already Fleeing or if they already passed a
Health Points. If a unit is wiped out, any excess lost
Panic Test earlier during that Phase.
Health Points are ignored.
Units which fail a Panic Test due to a friendly unit be-
Keep track of Health Points lost that are not enough to kill
ing destroyed, fleeing through its unit or Breaking from
an entire model (e.g. by placing markers next to wounded
combat flee directly away from the closest enemy unit.
models or by using a die). These lost Health Points are
taken into account for future attacks. Units which fail a Panic Test in the Magic or Shooting
phase due to Health Point losses flee directly away from
For example, a unit of 6 Ogres (3 Health Points each) loses
the unit that caused the Panic Test.
7 Health Points. Remove two whole models (6 Health
Points), leaving 1 Health Point loss leftover which is kept Determine the direction by drawing a line from the Centre
track of with a die or token. Later, this unit loses 2 Health of the enemy unit being fled from through the Centre of
Points, which is enough to kill a single Ogre since 1 Health the panicking unit and Pivot the panicking unit around
Point was lost from the previous attack. its Centre, so that the middle point of its Rear Facing is
along this line (for more details on Pivots, see page 24).
Then immediately make a Flee Move with that unit using
the rules below.
Flee Move
Removing Casualties To perform a Flee Move, roll 2D6 to determine the Flee
Distance. Move the fleeing unit this distance in inches
Casualties are removed from anywhere on the rear most straight forward.
rank. If the unit has a single rank, remove models as
If this move should make the fleeing unit end its move in
equally as possible from both sides of the unit. If the unit
contact with (or within 1″ of) another unit’s Unit Bound-
is Engaged in Combat, remove the models in a way that
ary or Impassable Terrain, extend the Flee Distance with
the number of units (first priority) and number of models
the minimum distance needed for the unit to get 1″ away
(second priority) in base contact is maximised. Note that
from such obstructions (see Unit Spacing, page 14). Re-
the requirement to remove casualties equally from both
member that units take Panic Tests if a friendly unit flees
sides of a single rank unit only applies to each batch of
through their Unit Boundary.
simultaneous attacks.
If the Flee Move takes the fleeing unit into contact with or
If a Character is standing in a position that would nor-
beyond the Board Edge, the unit is destroyed. Remove the
mally be removed as a casualty, remove the next eligible
unit as a casualty as soon as it touches the Board Edge.
R&F model and move the non-Character(s) inwards. Char-
acter casualties are removed from their positions within When a unit is fleeing it cannot perform any action, in-
the unit directly. Other models are then moved to fill in cluding: Declare Charges, Move (other than Flee), Shoot or
empty spots. When doing this, the models follow the same Cast Spells. The Active Player can attempt to Rally Fleeing
guidelines as for casualty removal stated above. Units in the Movement Phase (see page 24).
18
PLAYING A GAME
Only a foolish general declares a great victory. The real winner, who survives to see the state of the battlefield, knows no
victory can rightly be called great
— Frau Janz, in Behemoth
Maps Starting with the player that goes first, each player deploys
all units in their army, fully inside their own Deployment
While some battles may take place on a completely flat Zone and following Unit Spacing (see page 14) require-
board, a Battlefield typically has Terrain features placed ments. Once the entire army of the first player has been
upon it (see Terrain, page 16). You and your opponent deployed, the other player now deploys. Once both players
can freely agree on the size, type, and number of Terrain have deployed all their units, you are ready to play the
Features to be placed, as well as their positions, or you first turn. The player that deployed first has the first turn.
can choose a premade Map from page 20 by rolling a D6.
If designing your own battlefield, the game provides the
following guide that you may choose to follow: Turns
1. Divide the board into 18×24″ sections. The 9th Age: Essence of War is a turn based game. A game
2. Randomly place one Terrain feature in the centre of lasts for 4 Game Turns which are made up of two Player
each section, choosing at least one feature of each type Turns in each. One player has the first turn Player Turn, in
of terrain (Impassable, Elevation, Hindering). which they use their units to move and attack. After this,
3. Move each feature D6+3″ in a random direction. the other player has their first Player Turn. When this
When setting up the battlefield, put a marker such as a comes to an end, Game Turn 1 is completed. In Game Turn
flag, a coin, or similar on the table to mark the centre of 2, the first player now has their second Player Turn, and
the Battlefield. This will be used to help determine the so on, until both players have completed 4 Player Turns,
winner of the game (see Victory, page 19). which marks the end of the game.
Victory
After both players have played 4 Player Turns, remove
all Fleeing units and all Characters from the battlefield.
The player with most units within 6″ 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. If one
Figure 4: Deployment zones are 12″ away from the player manages to completely destroy the opposing army
straight line going through the centre of the board and and it has at least one unit within 6″ of the centre of the
parallel to the table’s short edges. table, the game is considered a massacre.
19
Figure 5: Choose a Map (or randomise with a D6 roll) to determine the setup of the battlefield.
These Maps are 36″ wide and 48″ deep. Shaded areas indicate the deployment zones, and the area
within 6″ from the centre of the battlefield which determines Victory conditions.
20
CHARGE PHASE
The melee swirled upon Korontav hill; The vermin’s plagues spreading ill. Upon his hellish steed, the tyrant did shriek;
Onwards to victory!
— Excerpt from: The Account of the Battle of Korontav Moor, A Study on Dwarven Religion, by Cornelius Damstakle
The Charge Phase is when the Active Player has the chance Charge Reactions
to move their units into combat with enemy units. Declar-
ing a Charge and then performing a successful Charge Before declaring a Charge Reaction, determine in which
Move is usually the only way to engage an enemy unit in Arc the unit will be charged.
combat.
Each time the Active Player declares a charge, the Reactive
Each time the Active Player declares a charge, the Reactive Player must declare the charged unit’s Charge Reaction
Player must declare the charged unit’s Charge Reaction before any further charges are declared. There are two
before moving to the next Charging Unit. You can use different Charge Reactions: ”Hold” and ”Flee”.
tokens to keep track of units’ Charge Declarations and
• Hold: A Hold reaction means that the unit prepares
Reactions.
for impact. A unit already Engaged in Combat can only
choose a Hold reaction.
• Flee: The charged unit flees directly away from the
Charge Phase Sequence charging enemy. Determine the direction by drawing a
line from the Centre of the charging unit through the
The Charge Phase is divided into the following steps: Centre of the charged unit and Pivot the fleeing unit
so that the middle point of its Rear Facing is along this
1 Choose a unit and Declare a Charge line. Then immediately make a Flee Move, by advanc-
ing 2D6″ (see page 18). An already fleeing unit that is
2 Declare and resolve Charge Reaction charged must always choose to flee and will make an
– If the unit flees, all units charging this unit additional Flee Move.
may Redirect the Charge
3 Repeat steps 1–2 for all units that wish and can Redirecting a charge
declare a Charge
When a unit chooses the Flee Charge Reaction, the charger
4 Choose a Charging unit, roll for Charge Range,
may try to Redirect the Charge by passing a Discipline Test.
and move the unit
If failed, the unit will try to complete the charge towards
– In Combined Charges, roll for Charge Range the unit that Fled. If passed, the unit can immediately
for all Charging Units before moving them declare a new charge towards another viable target unit,
which chooses their Charge Reaction as normal. If more
5 Repeat step 4 until Charging units have moved
than one unit Declared a Charge against the Fleeing unit,
each may try to Redirect its Charge in any order chosen
by the Active Player.
Declaring Charges A unit can only Redirect a Charge once per turn. If the
situation arises that a unit Redirects a Charge and the sec-
Units that are Fleeing or that are Engaged in Combat can-
ond target also Flees, the charging unit may opt to charge
not declare charges. Charges can only be declared at tar-
either target, but must declare which one before rolling
gets against which one or more models in the unit have
the Charge Range.
Line of Sight to it and that the charging unit has a chance
of a Successful Charge Move against. This means that
there must be enough room to move the charger into base
Combined Charges
contact with its target, and that the target unit must be
within the charger’s potential Charge Range (Advance If, after Charge Reactions and any Redirecting of charges
Rate + 12″, see below). have been determined, two or more units are Declaring
a Charge against the same single enemy unit, chargers
Friendly and enemy units cannot be moved into or are moved in a slightly different manner. Roll the Charge
through whilst Charging. When considering if a charge is Range for all the units charging that same target unit be-
possible, do not take any potential Flee Charge Reactions fore moving any of them. Once it has been established
into account, but do take already declared charges into which units will reach their target, the Active Player can
account, since other charging units might have a chance move the Successful Charging units and/or the Failed
to move out of the way. Chargers in any order.
21
Move Chargers Aligning Units
After all Charges and Charge Reactions have been declared After the Charger manages to move into base contact with
and all Flee Moves completed, Charging Units will try the Charged Unit, the units must now be aligned. An align
to move into combat. Choose a unit that has declared a move is performed as follows:
charge in this phase, roll its Charge Range and then per-
form the Charge Move. Repeat this with all units that • Rotate the Charging Unit around the point where it
have Declared a Charge this phase. contacted the unit, so that the Charging Unit’s front
and the Charged Unit’s facing in which it was contacted
are parallel.
Charge Range • If this will not align the two units properly, for example
A unit’s Charge Range is 2D6 plus the unit’s Advance Rate due to interfering Terrain or other units, players may
in inches, using the lowest Advance Rate among the unit. rotate the Charged Unit instead, or do a combination of
If this is equal to or higher than the distance between the the two, rotating the Charged unit as little as possible.
charger and its intended target, the charger can proceed
Align moves can only be made in the direction of align-
to make a Successful Charge Move. Measure the distance
ment with the enemy units Charged Facing. Units can
in a straight line from the closest point between the units.
never be moved if they are already Engaged in Combat.
If the Charge Range is less than the distance or there is no
space to complete the charge, the charge has failed and
the charger performs a Failed Charge Move. Maximising Contact
Figure 6: a) Unit A declares a charge at Unit B within its Line of Sight & Charge Range. Unit B then declares Charge
Reaction: Hold. Unit A rolls Charge Range (2D6+Adv), and needs at least 8 to reach its target, which is the distance in
inches from the closest points between the two units.
b) Unit A rolls enough for its Charge Range and performs a Successful Charge Move. It wheels (once, less than 90 degrees)
and moves forward until it reaches Unit B, Aligning Units and Maximizing Contact .
22
Failed Charge Move
Figure 7: a) The majority of the frontage of the charging A Failed Charge Move may bring the unit within 1″ of other
Unit B is in the front arc of enemy Unit A, so the charging units and Impassable Terrain as per the Unit Spacing rule
unit must contact the front facing. (see page 14).
b) Unit B moves forward and/or wheels into base contact
following the Successful Charge Move rules. The Aligning
Units move is then performed by rotating the charging A unit that has Failed a Charge Move cannot move any
Unit B around the point of contact. further in this movement phase and cannot shoot in the
following Shooting Phase, but Wizards may cast spells in
the Magic Phase.
Engaged in Combat
As soon as a unit completes a Charge, it is Engaged in
Combat (or Engaged) and will remain so as long as 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 are also considered to be Engaged in Combat.
Units that are Engaged in Combat cannot move unless
specifically stated otherwise, such as during Combat Pivot
or when Breaking from Combat .
Impossible Charge
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.
23
MOVEMENT PHASE
Speed is the essence of war
— Soon Chu, Tsuandanese sage
Rally Fleeing Units • Sidestep: The unit moves directly to either side a dis-
tance up to half its Advance Rate, without rounding
At the start of your Movement Phase you must attempt any fractions.
to Rally your fleeing units, or else they will keep Fleeing
from the battle. Each fleeing friendly unit must take a March Move
Discipline Test, called a Rally Test, in an order chosen by
the Active Player. When performing a March Move, a unit can only move
forward, a distance up to its March Rate using the lowest
Any unit that passes its test is no longer considered flee- March Rate among the unit. During a March Move, a
ing and may immediately perform a Pivot, as described unit may perform any number of Wheels. A unit that has
on the next page. A unit that has rallied cannot move any Marched cannot shoot in the Shooting Phase, but Wizards
further in this movement phase and cannot shoot in the that marched may cast spells in the Magic Phase.
following Shooting Phase, but rallied Wizards may cast
spells in the Magic Phase.
Pivots
If the test is failed, the unit immediately performs a Flee
Move by moving 2D6″ straight forward (page 18). When When a unit Pivots, mark the centre of the unit. Remove
a unit is fleeing it cannot perform any action, including: the unit from the Battlefield, and then place it back on the
Declare Charges, Move (other than Flee), Shoot or Cast Battlefield again facing any direction, with its centre in
Spells. the same place as before provided there is sufficient space
to place the unit in its new facing. It must follow Unit
Spacing rules (see page 14). A unit of more than one model
Moving Units that has performed a Pivot manoeuvre cannot shoot in
After all Flee moves are completed, units that haven’t the Shooting Phase, but Wizards may cast spells in the
moved in this Player Turn yet will get a chance to do so. Magic Phase.
Choose an unengaged unit that did not declare a Charge in Units consisting of a single model (e.g. Characters or R&F
the Charge Phase. and declare which type of move it will units reduced to a single model) can always perform any
perform: Advance, March or Pivot. Repeat this process, number of Pivots during an Advance Move or March Move.
each time choosing a new unit that you wish to move that Single models can shoot in the Shooting Phase and cast
has not yet moved in the Movement Phase. spells in the Magic Phase, even when doing Pivots during
an Advance Move, but they still count as Moving.
Units are allowed to Advance and March Move within 1″
of Impassable Terrain, friendly and enemy units, but need
to end their move at least 1″ away from these elements Wheels
(see Unit Spacing, page 14). During an Advance or March Move, a unit may perform
Friendly Units, Enemy Units and Impassable Terrain can- any number of Wheels. When performing a Wheel, rotate
not be moved into or through whilst moving, unless specif- the unit forwards up to 90 degrees, around either of its
ically stated. A unit’s Front Facing must remain entirely front corners. The distance moved by the unit is equal
on the board at all times, and the unit must finish its move to the distance the outer front corner of the outermost
with its Unit Boundary entirely on the board (see Board model in the first rank has moved from its starting to its
Edge, page 15). ending position (not the actual distance it moved along
the arc of a circle), see figure 8. All models in the unit are
considered to have moved this distance.
Advance Move
When performing an Advance Move, a unit can move for-
ward, backwards or to either side (sidestep) using the
lowest Advance Rate among the unit. However, it can-
not move in more than one of these directions 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 Wheels.
• Backwards: The unit moves directly backwards a dis-
tance up to half its Advance Rate, without rounding
any fractions. Figure 8: The unit has moved a total of 2 + 3 + 4 = 9″.
24
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 Wizards can cast spells and your Spellcasting Sequence
opponent can try to dispel those Spells.
Each of the Active Player’s non-Fleeing Wizards may at-
tempt to cast each known spell once per Magic Phase. A
Magic Phase Sequence Wizard is any model or unit with one or more spells on
its profile.
The Magic Phase is divided into the following steps.
2 Active Player performs a Casting Attempt First, the Active Player declares which Wizard is casting,
what spell they are using, and who their target is. The
3 Reactive Player performs Dispelling attempt Active Player then declares how many Magic Dice, from 1
4 If not dispelled, Resolve the spell effect die up to a maximum of 5 dice, they will use from their
pool of Magic Dice for that particular spell. The Active
5 If applicable, apply the Miscast effect Player rolls the dice and adds the results of the rolled dice
6 Repeat step 3 for each spell the Active Player to get the total casting roll. If the Casting Roll is equal to
wishes to cast or higher than the Casting Value of the spell, the casting
attempt is successful. The Casting Value is indicated in
brackets next to the spell’s name.
Flux Cards
Dispelling Attempt
The number of Magic Dice each player receives in each
Magic Phase is determined by Flux Cards. Each player If the casting attempt is successful, the Reactive Player
has a deck composed of the 6 Flux Cards given below. At may choose to make a Dispelling Attempt by rolling any
the start of each Magic Phase, the Active Player randomly number of Magic Dice from the Reactive Player’s Magic
draws one of the Flux Cards from their deck. Alternatively, Dice pool. Add the results of the rolled dice to get the
you can roll a D6 to indicate which Flux Card is to be used total dispel roll. The Dispelling Attempt is successful if
for that Magic Phase. the total dispel roll is equal to or higher than the Casting
Roll — the spell is dispelled and the Casting Attempt fails.
This card determines how many starting Magic Dice both If the Dispelling Attempt is not successful or there was
players get in this Magic Phase. Once a Flux Card has been no attempt at all, the spell is successfully cast. Apply the
drawn, it is discarded from the deck and thus cannot be spell’s effects.
used again in later Magic Phases.
At the end of the magic phase, both players discard any Resolve the Spell
unused Magic Dice remaining in their pools. Any hits caused by a successful spell follow the procedure
described under Attacks (see page 17), and if casualties
Flux Amount of Magic Dice are caused a Panic Test may be required (see page 18).
Card Active Reactive
Miscast
Number Player Player
When making a Casting Roll and three or more Magic Dice
1 3 2
roll the same value, then the Casting Attempt results in a
2 4 2 Miscast. If the Casting Attempt is successful and not dis-
pelled apply the effects of the Miscast: the Active Player
3 5 2
rolls D6 after resolving the spell effect.
4 5 4
• On a roll of 1–3, the Caster cannot cast the Miscast spell
5 6 4 anymore in this game.
• On a roll of 4–6, the Caster suffers 2 hits that wound on
6 7 4
4+ with AP 10.
25
SHOOTING PHASE
My personal preference is for fighting Johnny Ogre while he’s still very far away.
— Captain Samantha Keller of the Imperial Artillery
For each shot, roll to hit for each model and each shot
based on the model’s Aim modifiers, as described below.
If one or more hits are scored, follow the procedure de-
scribed under Attacks on page 17. If casualties are caused
a Panic Test (see page 18) may be required.
26
Aim Modifiers
Shooting Attacks may suffer one or more Aim modifiers
to their To-Hit rolls. For each modifier applicable, add +1
penalty to the Aim of the weapon, and thus reducing the
chances of success. For example, an elven archer with a
Longbow (3+) shooting at Long Range (+1 Aim penalty)
will hit its target with a roll of 4+. If the To-Hit roll would
be modified to 7+ or worse, then the model cannot hit the
target. An unmodified roll of ‘1’ always counts as failed.
Long Range +1
Moving and Shooting +1
Cover +1
27
MELEE PHASE
A spray of arterial blood brought me back to my senses as the warrior hit our line, passing through our ranks like a shadow
made of serrated steel. There was nothing but red ruin in his wake.
— Report by venerable runic smith Gavan on the disastrous loss of life at the final battle of Avran’s Bay
During each Melee Phase, all the ongoing Combats fight Which Models can Attack
a Round of Combat. The Active Player decides the order
of the Combats. A Combat is defined as a group of oppos- Models in base contact with an enemy attack during their
ing units, which are all connected through base contact. Initiative Step. This includes models in direct base con-
Normally, this would be two units fighting against one tact and models Fighting over Gaps. Models from both
another, but it could also be several units against a single sides attack in each player’s Melee Phase.
enemy unit or a long chain of units from both sides.
Supporting Attacks
Round of Combat Sequence Models in the second rank and not in base contact with
any enemy models can perform one single Melee Attack
Each Round of Combat is divided into the following steps: across models in the first rank. This Melee Attack is called
a Supporting Attack. Supporting Attacks can only be made
1 Start a unit’s combat against enemies in the front facing. A model can only ever
2 Characters may Swap Places make a single supporting attack, regardless of their Attack
Value characteristic.
3 Determine Initiative and Who can Attack
4 Roll Melee Attacks, higher Agility first Fighting over Gaps
– Allocate Attacks, Roll To-Hit, To-Wound, per- Sometimes, there are gaps in a Close Combat. If two units
form Saves and remove casualties are in base contact and at least one of them has a front
facing towards the engaged enemy, models in these units
– Repeat 4 for the next initiative step
are allowed to attack over empty gaps, but not across
5 Calculate Combat Result and roll Break Tests other units or Impassable Terrain. These models are
considered to be in base contact with each other.
6 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
7 Perform Combat Pivots
8 Proceed to the next combat
Initiative Order
Each Round of Combat is fought in a strict striking or-
der, referred to as Initiative Order. The Initiative Order
is determined before any attacks are made, taking into
account all modifiers that affect the Agility of attacks that
may be performed in this Round of Combat. Once the Ini-
tiative Order has been determined for a Round of Combat,
it cannot be changed. The order starts at Initiative Step 10
with all attacks with Agility 10, and then working down
Figure 11: Unit A is not Engaged in its front, so the mod-
from the highest to Initiative Step 0 with all attacks with
els cannot make Supporting Attacks.
Agility 0.
Unit B: 5 models in the first rank count as being in base
At each Initiative Step, all attacks from this step strike contact with an enemy and can attack (including across
simultaneously (see Which Models can Attack, below) the empty gap). in the second rank 5 models can perform
strike simultaneously; complete the attacks for both sides Supporting Attacks. The rest of the Models cannot attack
before removing any casualties. at all.
28
Allocate and Roll Melee Attacks Combat Result
At each Agility step, before any attacks are rolled, attacks
must first be allocated against enemy models. If a model Once all Agility steps have passed and all models have
is in base contact with more than one model, it can choose had a chance to attack, the winner of this Round of Com-
which model to attack. For example, a model in base con- bat is determined. This is done by calculating each side’s
tact with regular models and Characters can choose to Combat Score. To calculate Combat Scores, add up all Com-
strike one or the other, or split attacks between the two bat Score bonuses from the list below. The side with the
groups. higher Combat Score wins the combat, the side with the
lower Combat Score loses the combat. If there is a tie, both
The number of attacks that a model can make is equal to sides are treated as winners.
its Attack Value. Model rules, spells and other effects can
further change this number. If a model has more than
one attack, it can allocate them at will to different targets • Lost Health Points on enemy units: +1 for each
in base contact. If a model is making Supporting Attacks, Health Point. Each player adds up the number of
it can allocate its single attack as if it was in the front of Health Points their opponents lost during this Round
its unit in the same file. If a model could either strike of Combat. This includes units that were Engaged in
at models in base contact or make Supporting Attacks, it the Combat but dropped out or were completely wiped
must allocate its attacks against models in base contact. out during this Round of Combat. Only include units
Players must allocate all attacks at a given Agility step engaged in the same combat.
before rolling any To-Hit rolls.
• Rank Bonus: +1 for each rank (max. +3). Each
side adds +1 to their Combat Score for each rank after
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 with
at least one model remaining after removing casualties.
Rolling to Hit
To make Hit rolls, subtract the Defensive Skill of the target • Charge Bonus: +1. Each side with one or more Charg-
from the Offensive Skill of the attacking model and roll a ing models receives +1 to their Combat Score.
D6. Consult the chart below to see what result is required
based on this difference. • Flank or Rear Bonus: +2. Each side adds +2 to their
Combat Score if they have one or more units fighting
Attacker’s Off Required an enemy in the enemy’s flank or rear.
minus Target’s Def to Hit
4 or more 2+
1 to 3 3+
0 to -3 4+
-4 to -7 5+
-8 or less 6+
29
Break Tests Flee and Pursuit
Units that lost the Round of Combat must each take a Before moving Broken units, enemy units that are in base
Break Test in an order chosen by the losing player. A contact with any Broken units may declare a Pursuit of
Break Test is a Discipline Test with a negative modifier to a single Broken unit. Each Broken unit will Flee directly
their Discipline equal to the Combat Score difference. For away from an enemy unit in base contact chosen by the
example, a unit with Discipline 7 scores 1 Combat point player that won the Combat Round. To be able to pursue
and the enemy scores 3 Combat points. The unit on the a Broken unit, the pursuing unit cannot be Engaged with
losing side takes Break Tests with a −2 modifier to its any non-Broken enemy units and must be in base con-
Discipline, thus with a Discipline 5. tact with the Broken unit. Units can elect not to pursue.
If the test is passed, the unit remains Engaged in the Com- In this case, they may either perform a Pivot (see page
bat. Their resolve holds and they can continue fighting!. 24) after all Flee and Pursuit moves from this combat are
If the test is failed, the unit Breaks and Flees, and friendly resolved or remain stationary.
units within Range 6″ take Panic Tests (see page 18).
Roll for Flee and Pursuit Distance
Steadfast
Every broken unit now rolls 2D6 to determine their Flee
Any units that have more ranks than each of the enemy Distance, and each unit that has declared a Pursuit now
units Engaged in the same Combat are considered Stead- rolls 2D6 to determine its Pursuit distance.
fast. Only count ranks with at least one model remaining The Fleeing Unit is no longer Engaged in Combat. If any
after removing casualties. Steadfast units ignore Disci- pursuing unit rolls an equal or higher Pursuit Distance
pline modifiers from the Combat Score difference when than the Flee Distance of the unit it is pursuing, the flee-
rolling Break Tests. ing unit is destroyed on the spot and removed from the
A unit cannot use the Steadfast rule if it is affected by game.
Broken Ranks (see Hindering Terrain, page 16), or if its
flank or rear is Engaged in Combat with an enemy unit Flee Distance and Fleeing Units
with at least 2 ranks. Remember that units consisting of
a single model (e.g. Characters or R&F units reduced to Each Broken unit that was not captured and destroyed
a single model) have zero ranks and therefore cannot be will now Flee directly away from the enemy unit pre-
Steadfast. viously determined by the player that won the Combat
Round.Pivot each Fleeing unit so that its Rear Facing is in
contact with the enemy unit it is fleeing from. Then move
No More Foes
each unit forward a number of inches equal to the Flee
Sometimes a unit kills all enemy units in base contact Distance rolled earlier, in an order chosen by the owner.
and finds itself no longer Engaged in Combat. These units Use the rules for Flee Move (see page 18).
always count as winning the combat, and can perform ei-
ther a Pivot (see page 24) after all Flee and Pursuit moves
from this combat are resolved, or an Overrun if they just
Charged (see page 30).
When this happens in combats involving multiple units,
the Health Points loss caused to and by the unit are
counted towards the Combat Score, but all other Com-
bat Score bonuses are ignored. Note, that the unit itself
does not need to take a Break Test – it always counts as
being on the winning side.
Overrun Figure 12: a) The single model Unit A Breaks from com-
bat. It Pivots to face away from the enemy Unit B that
A unit that charged into combat this turn and has no en-
won the combat, and then moves the Flee Distance rolled:
emy units left in base contact after the Combat Round,
forward 6″.
whether from combat or any other effect, can choose to
b) The winning Unit B (light) perfoms the Pursuit Move
make a special Pursuit Move called Overrun instead of
and moves the Pursuit Distance rolled: forward 3″.
a Pivot. Overruns follow the rules for moving pursuing
units, except that the direction of the Pursuit Move is
always straight-forward.
30
Pursuit Distance and Pursuing Units Combat Pivot
Each pursuing unit will attempt to perform a Pursuit
Move with two steps: first a Pivot to face the pursuing After Fleeing and Pursuing units have moved, each unit
direction, and then an Advance forward by the pursuit still Engaged in Combat can perform a Combat Pivot. This
distance rolled. Before moving any unit check which Pur- manoeuvre can be used to bring more models into melee
suing units would Charge an enemy unit as a result of or, for example, to reform and face the enemy after having
the Pursuit Move. The Charging units will be moved first, endured a flank charge.
in the order that best satisfies the priority order of Max-
imising Contact (see page 22). Afterwards the remaining
Pursuing units will be moved, in an order chosen by the • Units Engaged in more than one Facing (e.g. in both
owner. Front and a Flank) can never perform any Combat Piv-
ots.
Pursuit Moves are not affected by friendly units part of
• Units on the losing side of the combat have to pass a
the same combat, which are treated like Open Terrain.
Discipline Test in order to do so.
The Board Edge, Impassable Terrain, enemy units that
• After all Combat Pivot Discipline tests have been taken,
Fled from the combat involving the Pursuing unit, and
the Active Player decides which player performs their
friendly units that were not part of that combat are con-
Combat Pivot first. This player must complete all Com-
sidered Pursuit Obstructions. If a Pursuit Move would
bat Pivots with their units, one at a time, in any order.
bring the unit to overlap first with a Pursuit Obstruction,
Then the other player can perform Combat Pivots for
interrupt that Pursuit Move so the unit stops 1″ from the
their units.
Obstruction.
• Each player may choose not to Combat Pivot one or
If a Pursuit Move would bring the unit to overlap first more of their units.
with a different enemy unit’s Unit Boundary, the pursuing
unit declares a Charge against that enemy unit. Determine When performing a Combat Pivot, remove a unit from
which Arc the Pursuing unit is Located in. Remove the the Battlefield and place it back, following the following
pursuing unit from the Battlefield and then place it back restrictions:
on the Battlefield with its Front Facing in base contact
with its target, in the enemy facing determined previously,
and Maximising Contact . The Charged unit may only Hold • The unit cannot move into base contact with enemy
as a Charge Reaction (even if already fleeing, see Success- units that it was not in base contact with before the
fully Charging a Fleeing Unit , page 23). Combat Pivot.
• The unit must be placed in base contact with the same
If the Pursuit-based Charge creates a new combat or it enemy units as it was before the Combat Pivot, and in
joins a combat that has already been fought in this Melee contact with the same Facing of the enemy units.
Phase, it will be fought in the next Melee Phase (with • Characters that were in base contact with an enemy
the unit counting as Charging). However, if the pursuing must still be after the Combat Pivot.
unit joins an existing Combat that has not been fought • After each Combat Pivot, there must be at least as many
yet in this Melee Phase, it will have a chance to fight (and models of the Combat Pivoting unit in base contact with
possibly pursue) again this turn. enemy models as there were before. These don’t have
Once the Pursuit Moves have been completed, check if to be the same models.
the pursuing unit is in a legal position. It cannot be in
base contact with a unit it didn’t declare a Charge against, After a player has completed all their Combat Pivots, ex-
and it must be at least 1″ away of any unit or obstacle (see actly the same enemy models that were in base contact
Unit Spacing, page 14). If the unit is not in a legal position, with opposing models before the Combat Pivot must still
backtrack the move to the unit’s last legal position. be in base contact after the Combat Pivot (but they may
be Engaged with different models or even units).
31
Part III PATROLS
PATROLS
Work in Progress
32
ÅSKLANDERS
1 Seidhkennar 25×25mm
4″ 8″ 8
HP Def Res Arm
3 3 4 1
Att Off Str AP Agi
single model
2 4 3 0 3
15 Åsklanders 25×25mm
4″ 8″ 8
HP Def Res Arm
1 4 3 1
Att Off Str AP Agi
5×3 ranks
2 5 4 0 3
5 Warhounds 25×50mm
8″ 16″ 5
HP Def Res Arm
1 3 3 0
Att Off Str AP Agi Insignificant: The unit only causes Panic Tests on
5×1 ranks
1 3 3 0 4 friendly units with Insignificant.
Throwing Weapons: Shots 2, Range 8″, Str and AP as
Insignificant User, no Aim modifier for Long Range nor Moving andd
Shooting.
10 Huskarls 25×25mm
33
BEAST
HERDS
1 Soothsayer 25×25mm
5″ 10″ 8
HP Def Res Arm
3 4 5 0
Att Off Str AP Agi
single model
2 5 3 0 3
General, Primal Instinct, Healing Waters,
Master of Earth d
5″ 10″ 7
HP Def Res Arm
1 4 4 0
Att Off Str AP Agi
5×3 ranks
2 5 3 0 3
5″ 10″ 6
HP Def Res Arm
34
CULTISTS
4″ 8″ 8
HP Def Res Arm
3 3 3 1
Att Off Str AP Agi
single model
1 3 3 0 3
General, The Cult,
Pentagram of Pain, The Rot Within d
15 Cultists 20×20mm
4″ 8″ 6
HP Def Res Arm
1 2 3 0
Att Off Str AP Agi
5×3 ranks
1 2 3 0 3
15 Succubi 25×25mm
5″ 10″ 7 The Cult: The unit automatically passes all Panic Tests
and Break Tests, and the only Charge Reaction it can
HP Def Res Arm Aeg choose is Hold. When the unit loses a combat, it suffers
1 4 3 0 5+ a Wound (without any saves allowed) for each point of
Combat Score by which it lost the combat.
Att Off Str AP Agi
5×3 ranks
3 4 3 1 5 Spear of Infinity
Casting value : 3+
The Cult Choose an enemy unit within 24″ and within Line of Sightd
of one of the models of the Casting unit. Neither the Cast-
2 Clawed Fiends 40×40mm ing unit nor the target may be Engaged in Combat. The
Adv Mar Dis chosen unit suffers 1 hit with Strength 5 and AP 1.
35
DREAD
ELVES
5″ 10″ 9
HP Def Res Arm
3 5 3 2
Att Off Str AP Agi
single model
3 5 4 1 6
General, Darag’s Eye,
Know Thine Enemy, Fate’s Judgement d
5″ 10″ 8
HP Def Res Arm
1 3 3 1
Att Off Str AP Agi
5×3 ranks
2 5 3 0 5
5″ 10″ 8
HP Def Res Arm
1 4 3 2
Att Off Str AP Agi
5×2 ranks Darag’s Eye: The model has Aegis (5+) against Melee
1 4 3 0 5
Attacks.
Repeater Crossbow (3+) Fight in Extra Rank: Models can make Supporting At-
d
tacks from the third rank.
5 Dread Knights 25×50mm Repeater Crossbow: Shots 2, Range 18″, Strength 3, Ar-
Adv Mar Dis mour Penetration 0.
7″ 14″ 9 Know Thine Enemy
HP Def Res Arm Casting value : 5+
Choose a friendly unit within 18″ of the caster. The chosen
1 5 3 4 unit gains +2 Offensive Skill and +2 Defensive Skill. The
Att Off Str AP Agi effects last until the start of your next Magic Phase.
5×1 ranks
2 5 6 3 0
Fate’s Judgement
Casting value : 5+
Choose an enemy unit within 18″ and within Line of Sightd
of the caster. Neither the caster nor the target may be
Engaged in Combat. The chosen unit suffers D3 hits that
wound automatically with AP 0.
General: All friendly units within 12″ of a non�fleeing
General may use its Discipline.
36
DWARVEN
HOLDS
1 Thane 20×20mm
3″ 9″ 9
HP Def Res Arm
3 7 5 4
Att Off Str AP Agi
single model
3 6 4 1 3
3″ 9″ 9
HP Def Res Arm
1 4 4 2
Att Off Str AP Agi
5×2 ranks
1 4 3 0 2
Crossbow (4+)
d
10 Greybeards 20×20mm
3″ 9″ 9
HP Def Res Arm
1 6 4 3
Att Off Str AP Agi
5×2 ranks
1 5 4 1 2
Shield Wall d
5″ 10″ 10
HP Def Res Arm
3 4 5 4
Att Off Str AP Agi
2×1 ranks
3 4 5 2 2
37
DAEMON
LEGIONS
1 Harbinger 25×25mm
5″ 10″ 8
HP Def Res Arm Aeg
3 5 4 0 4+
Att Off Str AP Agi
single model
3 5 5 2 5
General, Daemonic,
Know Thine Enemy, Fate’s Judgement d
8 Imps 25×25mm
5″ 10″ 6
HP Def Res Arm Aeg
1 2 3 0 5+
Att Off Str AP Agi
4×2 ranks
1 2 2 0 3
15 Myrmidons 25×25mm
5″ 10″ 7
HP Def Res Arm Aeg
1 4 3 0 5+
Daemonic: The unit automatically passes all Panic Tests
Att Off Str AP Agi and Break Tests, and the only Charge Reaction a Daemonic
5×3 ranks
1 5 5 1 4 unit can choose is Hold. When the unit loses a combat,
it suffers a Wound (without any saves allowed) for each
Daemonic point of Combat Score by which it lost the combat. d
38
EMPIRE OF
SONNSTAHL
1 Wizard 20×20mm
4″ 8″ 7
HP Def Res Arm
3 3 3 1
Att Off Str AP Agi
single model
1 3 3 0 3
10 Handgunners 20×20mm
4″ 8″ 7
HP Def Res Arm
1 3 3 0
Att Off Str AP Agi
5×2 ranks
1 3 3 0 3
Handgun (4+)
d
7″ 14″ 8
HP Def Res Arm
1 3 3 5
Att Off Str AP Agi
5×1 ranks
1 3 5 2 0
Handgun: Shots 1, Range 24″, Str 4, AP 2.
d
Corruption of Tin
15 Imperial Guard 20×20mm Casting value : 5+
Adv Mar Dis Choose an enemy unit within 36″ of the caster. The chosen
unit suffers −1 Armour. The effects last until the start of
4″ 8″ 8
your next Magic Phase.
HP Def Res Arm
1 5 3 4 Silver Spike
Casting value : 6+
Att Off Str AP Agi Choose an enemy unit within 24″ and within Line of Sight
5×3 ranks
1 4 4 1 3 of the caster. Neither the caster nor the target may be
Engaged in Combat. The chosen unit suffers 1 hit with
Strength 6 and AP 10. If all models in target unit haved
more than 1 HP in its Characteristics Profile, the chosen
unit suffers 2 hits instead.
General: All friendly units within 12″ of a non�fleeing
General may use its Discipline.
39
HIGHBORN
ELVES
1 Mage 20×20mm
5″ 10″ 9
HP Def Res Arm
3 4 3 0
Att Off Str AP Agi
single model
1 4 3 0 5
General, Altered Sight, Ice and Fire,
Perception of Strength d
5″ 10″ 8
HP Def Res Arm
1 4 3 1
Att Off Str AP Agi
5×2 ranks
1 4 3 0 5
Longbow (3+)
d
40
HOBGOBLINS
1 Conjurer 20×20mm
4″ 8″ 8
HP Def Res Arm
3 3 3 3
Att Off Str AP Agi
single model
1 3 3 0 3
20 Levies 20×20mm
4″ 8″ 7
HP Def Res Arm
1 3 3 2
Att Off Str AP Agi
5×4 ranks
1 3 4 1 3
10 Slingers 20×20mm
4″ 8″ 7
HP Def Res Arm
1 3 3 0
Att Off Str AP Agi
5×2 ranks
2 4 3 0 3
Sling (4+)
d
Bow: Shots 1, Range 24″, Str 3, AP 0.
5 Cataphracts 25×50mm Sling: Shots 1, Range 18″, Str 3, AP 0. The attack gains +1
Adv Mar Dis Str when shooting from Short Range.
7″ 14″ 8 Fireball
HP Def Res Arm Casting value : 5+
Choose an enemy unit within 36″ and within Line of Sight
1 4 3 5 of the caster. Neither the caster nor the target may be
Att Off Str AP Agi Engaged in Combat. The chosen unit suffers D3+2 hits
5×1 ranks with Strength 4 and AP 0.
2 3 4 1 2
41
Orcs and Goblins versus Dwarven Holds, by Rik ”Remy77077” Newman.
Miniatures by Avatars of War, Black Tree Design, Citadel Miniatures, First Legion, Games Workshop, Gamezone Miniatures,
Marauder Miniatures, MOM Miniatures, North Star Military Figures, Shieldwolf Miniatures.
INFERNAL
DWARVES
1 Prophet 20×20mm
3″ 9″ 9
HP Def Res Arm
3 4 5 3
Att Off Str AP Agi
single model
2 4 4 1 2
3″ 9″ 9
HP Def Res Arm
1 4 4 3
Att Off Str AP Agi
5×2 ranks
1 4 5 1 2
4″ 8″ 7
Flintlock Axe: Shots 1, Range 18″, Str 4, AP 2.
HP Def Res Arm
Impact (X): In the first round of a combat after the model
1 3 3 2 has charged, it performs a special close combat attack
Att Off Str AP Agi against a unit in base contact. This is resolved at Agility
5×4 ranks 10 and causes automatic hits with the number of hits,
1 3 3 1 3 Strength and Armour Penetration as given in parentheses.
Corruption of Tin
3 Taurukh Enforcers 25×50mm Casting value : 5+
Adv Mar Dis Choose an enemy unit within 36″ of the caster. The chosen
unit suffers −1 Armour. The effects last until the start of
7″ 14″ 9
your next Magic Phase.
HP Def Res Arm
1 4 5 3 Silver Spike
Casting value : 6+
Att Off Str AP Agi Choose an enemy unit within 24″ and within Line of Sight
3×1 ranks
3 5 4 1 2 of the caster. Neither the caster nor the target may be
Engaged in Combat. The chosen unit suffers 1 hit with
Impact (1 Hit, Str 4, AP 1) Strength 6 and AP 10. If all models in target unit haved
more than 1 HP in its Characteristics Profile, the chosen
unit suffers 2 hits instead.
General: All friendly units within 12″ of a non�fleeing
General may use its Discipline.
KINGDOM OF
EQUITAINE
1 Damsel 20×20mm
4″ 8″ 7
HP Def Res Arm Aeg
3 3 3 0 6+
Att Off Str AP Agi
single model
1 3 3 0 3
8″ 16″ 7
HP Def Res Arm Aeg
1 3 3 5 6+
Att Off Str AP Agi
5×1 ranks
1 3 3 0 3
4″ 8″ 5
HP Def Res Arm Devastating Charge (X): In the first round of a combat
after a model with this rule has successfully charged, it
1 2 3 0
receives the bonus in brackets.
Att Off Str AP Agi Longbow: Shots 1, Range 30″, Str 3, AP 0.
5×3 ranks
1 2 3 0 3 Swiftstride: When a unit composed entirely of models
with Swiftstride rolls Charge Range, Flee Distance, Pursuit
Longbow (4+)
Distance or Overrun Distance, it rolls 3D6 and discardsd
the lowest D6 rolled.
6 Knights of the Quest 25×50mm
45
MAKHAR
8″ 16″ 9
HP Def Res Arm
3 5 4 4
Att Off Str AP Agi
single model
3 5 5 1 5
8″ 16″ 8
HP Def Res Arm
1 4 3 3
Att Off Str AP Agi
4×2 ranks
1 4 4 0 3
8″ 16″ 8
HP Def Res Arm
1 4 3 2
Att Off Str AP Agi
4×2 ranks
1 4 4 0 3
Recurve Bow (3+),
Devastating Charge (+1 Str, +1 AP) d
46
OGRE
KHANS
1 Shaman 40×40mm
6″ 12″ 8
HP Def Res Arm
4 5 5 2
Att Off Str AP Agi
single model
4 4 4 1 2
4 Tribesmen 40×40mm
6″ 12″ 7
HP Def Res Arm
3 4 4 2
Att Off Str AP Agi
2×2 ranks
4 3 4 1 2
Stomp
d
20 Scraplings 20×20mm
47
ORCS AND
GOBLINS
4″ 8″ 8
HP Def Res Arm
3 3 4 1
Att Off Str AP Agi
single model
3 4 4 1 2
General, Born to Fight, Awaken the Beast,
Swarm of Insects d
20 Orcs 25×25mm
4″ 8″ 7
HP Def Res Arm
1 3 4 2
Att Off Str AP Agi
5×4 ranks
1 3 3 1 2
Born to Fight
d
20 Goblins 20×20mm
4″ 8″ 6
HP Def Res Arm
1 3 3 2
Bow: Shots 1, Range 24″, Str 3, AP 0.
Att Off Str AP Agi Born to Fight: In the first round of a combat, the model
5×4 ranks
1 2 3 0 2 receives +1 Str and +1 AP.
Devastating Charge (X): In the first round of a combat
Bow (4+) after a model with this rule has successfully charged, itd
receives the bonus in brackets.
5 Goblin Wolf Raiders 25×50mm
48
SAURIAN
ANCIENTS
4″ 8″ 8
HP Def Res Arm Aeg
4 2 4 0 4+
Att Off Str AP Agi
single model
1 2 3 0 2
General, Cold-Blooded, Fireball,
Flaming Swords, Scorching Salvo d
4″ 8″ 8
HP Def Res Arm
1 4 4 3
Att Off Str AP Agi
5×2 ranks
2 3 4 2 2
Cold-Blooded d
Adv Mar Dis Cold-Blooded: When the unit takes a Discipline test, roll
3D6 and discard the highest D6 rolled.
6″ 12″ 5
Poisoned Javelin: Shots 1, Range 12″, Str 3, AP 0, no Aim
HP Def Res Arm modifier for Moving and Shooting. If the attack success-
1 3 2 2 fully hits with a natural Hit roll of ‘6’, it automatically
wounds with no Wound roll needed. All other hits must
Att Off Str AP Agi
5×3 ranks roll to wound as normal.
1 2 3 0 4
Fireball
Cold-Blooded, Poisoned Javelin (4+) Casting value : 5+ d
49
SYLVAN
ELVES
1 Druid 20×20mm
5″ 10″ 8
HP Def Res Arm
3 4 3 0
Att Off Str AP Agi
single model
1 4 3 0 5
General, Sylvan Longbow (3+),
Awaken the Beast, Swarm of Insects d
5″ 10″ 8
HP Def Res Arm
1 4 3 0
Att Off Str AP Agi
5×2 ranks
1 4 3 0 5
8 Dryads 25×25mm
5″ 10″ 8
HP Def Res Arm Aeg
1 4 4 0 5+
Att Off Str AP Agi Devastating Charge (X): In the first round of a combat
4×2 ranks
2 4 4 1 5 after a model with this rule has successfully charged, it
receives the bonus in brackets.
Sylvan Longbow: Shots 1, Range 30″, Str 3, AP 1, no Aimd
modifier for Moving and Shooting.
5 Wild Huntsmen 25×50mm
50
UNDYING
DYNASTIES
4″ 8″ 7 1
HP Def Res Arm
3 3 3 0
Att Off Str AP Agi
single model
1 3 3 0 2
General, Undead, Death is Only the Beginning,
Altered Sight, Ice and Fire d
51
VAMPIRE
COVENANT
6″ 12″ 8 1
HP Def Res Arm
3 6 4 2
Att Off Str AP Agi
single model
4 6 5 2 6
20 Zombies 20×20mm
4″ 8″ 2 4
HP Def Res Arm
1 1 3 0
Att Off Str AP Agi
5×4 ranks
1 1 3 0 1
Undead Fly: The unit ignores all Terrain Features and units whilst
moving. It cannot end its movement inside Impassabled
Terrain or units, and is normally affected by the effects
15 Ghouls 20×20mm
of the Terrain Feature from which it starts or end its
Adv Mar Dis Rsr movement.
4″ 8″ 6 2 Undead: The unit automatically passes all Panic Tests
HP Def Res Arm and Break Tests, and the only Charge Reaction it can
choose is Hold. Undead units cannot March, unless they
1 3 4 0 start their move within 12″ of the Friendly General. When
Att Off Str AP Agi an Undead unit loses a combat, it suffers a Wound (with-
5×3 ranks out any saves allowed) for each point of Combat Score by
2 3 3 0 4
which it lost the combat.
Undead
Arise! d
Casting value : 8+
5 Spectral Hunters 25×50mm
Targets all friendly units within 6″ of the caster. If a target
Adv Mar Dis Rsr unit has one or more joined characters, then choose if
8″ 16″ 5 1 the unit or one of the characters is affected. The targets
recover a number of Health Points previously lost equal
HP Def Res Arm Aeg to their Resurrected Value.
1 3 3 1 5+
Hasten the Hour
Att Off Str AP Agi
5×1 ranks Casting value : 7+
2 3 5 10 0 Choose a unit within 18″ and within Line of Sight of the
caster. Neither the caster nor the target may be Engaged
Undead, Fly in Combat. One model, which can be a character joinedd
to the unit, suffers 1 hit that wounds automatically with
AP 10.
General: All friendly units within 12″ of a non�fleeing
General may use its Discipline.
52
VERMIN
SWARM
5″ 10″ 5
HP Def Res Arm
2 2 3 1
Att Off Str AP Agi
single model
1 2 3 0 4
5″ 10″ 5
HP Def Res Arm
1 2 2 1
Att Off Str AP Agi
7×2 ranks
2 4 3 0 4
20 Blackfur Veterans 20×20mm Rotary Gun: Shots D3+1, Range 18″, Str 4, AP 2. No Aim
Modifier for Moving and Shooting.
Adv Mar Dis
Sling: Shots 1, Range 18″, Str 3, AP 0. The attack gains +1
5″ 10″ 6 Str when shooting from Short Range.
HP Def Res Arm Life is Cheap: When calculating Combat Score, Health
1 3 2 2 Point losses suffered by a model with this rule only count
as half for the enemy, rounding fractions up.
Att Off Str AP Agi
5×4 ranks Eagle Standard: The unit and friendly units within 6″ of
1 4 4 1 5 this unit take Discipline tests rolling 3D6 and discard the
highest D6 rolled; failed Discipline tests must be re-rolled.
Life is Cheap, Eagle Standard
d
53
WARRIORS OF THE
DARK GODS
1 Sorcerer 25×25mm
4″ 8″ 8
HP Def Res Arm
3 4 4 3
Att Off Str AP Agi
single model
3 5 3 0 3
8 Warriors 25×25mm
4″ 8″ 8
HP Def Res Arm
1 5 4 3
Att Off Str AP Agi
4×2 ranks
2 5 5 2 4
4 Fallen 25×25mm
6″ 12″ 8
HP Def Res Arm
1 2 4 3
Path of the Exiled: The unit must re-roll failed Break
Att Off Str AP Agi
4×1 ranks Tests. If the test is failed, each model in the unit with Path
3 5 4 1 4 of the Exiled immediately performs an out-of-sequence
round of Melee Attacks. Afterwards, they are removed as
Path of the Exiled casualties. d
54
Part IV ADVANCED RULES
ADVANCED RULES
Work In Progress
55
BUILDING AN ARMY
There’s nothing better for morale than a good mutiny followed by an even better quashing.
— Count Buchheim
In the Advanced Rules you construct your own army. • General: The Roster must indicate which Charac-
Each faction has its own Armylist, composed of 8 Unit ter is the General of the army. Therefore, every army
Entries. must include at least one Character. If your army
Each entry contains an icon that identifies the unit as includes more than one Character, you are free to
belonging to one of the four following Categories: choose which one is the General.
General
• Characters: Single-model units that repre- All friendly units within 12″ of a non-fleeing General may
sent the most powerful leaders and spellcasters in use the Discipline of the General instead of their own
the army. Discipline, if they wish to do so. Effects modifying the Dis-
cipline of the General are applied before borrowing the
• Core: Ranked units that represent the most General’s Discipline. This borrowed Discipline can then
common beings in the army. be further modified (for example by the Combat Score
difference).
• Army Points: The combined points value of every The type of wizard and the available Paths of Magic is
unit in the army must not exceed the total Army indicated in the Model Rules as Type (X), where
Points cost you and your opponent have agreed on. • Type: is Conclave, Apprentice, Adept or Master.
• Duplication Limits: Each individual unit entry • X: is the list of Paths of Magic available for the
can only be taken a limited number of times in the model indicated either with the Path of Magic name
army, listed in the Unit Entry as (0-X). or its Path icon. For Type Conclave, ‘X’ is not a Path
of Magic but a specific spell the Wizard knows.
• Core: At least 25% of Army Points must be spent
on Core units. Example: Adept (Alchemy, Cosmology) is a Wizard with
access to Alchemy and Cosmology. While building the
• Characters and Support: A maximum of 50% of Roster, it must choose one single Path. An Adept will al-
Army Points may be spent on Characters and Sup- ways know spells 1 and 2 from the chosen Path, which are
port units combined. described in The Grimoire, see page 60.
56
BATTLEFIELD AND VICTORY
My gods. That’s so crazy it might just w–
— Final words of Field Marshal Blanco, as he was struck by an elven arrow
57
MODEL RULES
An army is much more than a mere collection of soldiers and weapons.
— Lugo Borgo, ”Warfare in the Ninth Age”
58
Stomp (X) War Machine
A model with Stomp must make a special Close Combat War Machines cannot March, Pursue, Declare Charges or
attack in each Round of Combat at Agility 0 against a sin- Declare any Charge Reaction other than Hold. They can
gle enemy unit in base contact, provided the target has only shoot if they did not move in the Movement Phase.
20×20 or 25×25mm bases. This attack deals a number of War Machines have round bases, which means they have
hits equal to the value stated within brackets (X), which no facings or arcs (front, flanks, rear) and can draw Line
automatically hit and have a Strength and AP equal to of Sight from any point on their bases, in any direction.
the model’s own values, which cannot be modified by
Devastating Charge. When a War Machine fails a Panic Test, instead of Fleeing
it may not shoot in its next Shooting Phase.
Swiftstride
When a unit charges a War Machine, follow the same
When a unit composed entirely of models with Swiftstride rules as for normal Charge Moves, except that the charg-
rolls Charge Range, Flee Distance, Pursuit Distance or ing unit can move into base contact anywhere. Ignore the
Overrun Distance, it rolls 3D6 and discards the lowest D6 War Machine’s facing and ignore maximizing number of
rolled. models in base contact, but you must still contact the War
Machine with the charging unit’s Front Facing.
Towering
When fighting a War Machine in combat, all models that
The model can never be joined to or join a unit., unless it can draw an uninterrupted line straight forward from
also has War Platform rule. When drawing Line of Sight any point on their base to the War Machines base can
to and from models with Towering, ignore all intervening attack it. Models in the second rank can make supporting
models without Towering. For the purposes of Steadfast, attacks as normal. War Machines that Break from combat
a single model with Towering counts as having 1 rank are automatically destroyed.
unless it had 0 ranks.
59
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
ALCHEMY DIVINATION
1. Corruption of Tin (5+) 1. Know Thine Enemy (5+)
Choose an enemy unit within 36″ of the caster. The chosen Choose a friendly unit within 18″ of the caster. The chosen
unit suffers −1 Armour. The effects last until the start of unit gains +2 Offensive Skill and +2 Defensive Skill. The
your next Magic Phase. effects last until the start of your next Magic Phase.
2. Silver Spike (6+) 2. Fate’s Judgement (5+)
Choose an enemy unit within 24″ and within Line of Sight Choose an enemy unit within 18″ and within Line of Sight
of the caster. Neither the caster nor the target may be of the caster. Neither the caster nor the target may be
Engaged in Combat. The chosen unit suffers 1 hit with Engaged in Combat. The chosen unit suffers D3 hits that
Strength 6 and AP 10. If all models in target unit have wound automatically with AP 0.
more than 1 HP in its Characteristics Profile, the chosen
3. Scrying (7+)
unit suffers 2 hits instead.
Target a friendly unit within 18″ of the caster. Melee and
3. Molten Copper (8+) Shooting Attacks against the target unit suffer a −1 To-Hit
Choose an enemy unit within 18″ and within Line of Sight penalty. The effects last until the start of your next Magic
of the caster. Neither the caster nor the target may be Phase.
Engaged in Combat. The chosen unit suffers D3+1 hits
with Strength X+1 and AP 4, where X is equal to the chosen
unit’s Armour.
COSMOLOGY
1. Altered Sight (4+)
Choose a friendly unit within 24″ of the caster. The chosen
unit gains +2 Offensive Skill and has its Weapon’s Aim
improved by 1. The effects last until the start of your next
Magic Phase.
2. Ice and Fire (6+)
Choose an enemy unit within 24″ and within Line of Sight
of the caster. Neither the caster nor the target may be En-
gaged in Combat. The chosen unit suffers 2D3 hits with
Strength 4 and AP 0. Successful Armour Saves against
DRUIDISM
wounds caused by this spell must be re-rolled. 1. Healing Waters (6+)
3. Perception of Strength (8+) Choose a friendly unit within 12″ of the caster. The chosen
Choose a unit within 24″ of the caster. If the target is a unit gains Aegis (5+). The effects last until the start of
friendly unit it gains +1 Strength and +1 AP. Instead, if the your next Magic Phase.
target is an enemy unit it suffers −1 Strength and −1 AP. 2. Master of Earth (6+)
The effects last until the start of your next Magic Phase. Choose an enemy unit within 18″ of the caster and within
the caster’s Front Arc. Neither the caster nor the target
may be Engaged in Combat. The chosen unit suffers D3+1
hits with Strength 4 and AP 1.
3. Stone Skin (9+)
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.
60
EVOCATION PYROMANCY
1. Spectral Blades (6+) 1. Fireball (5+)
Choose a friendly unit within 18″ of the caster. The cho- Choose an enemy unit within 36″ and within Line of Sight
sen unit must re-roll failed To-Wound rolls with its Melee of the caster. Neither the caster nor the target may be
Attacks. The effects last until the start of your next Magic Engaged in Combat. The chosen unit suffers D3+2 hits
Phase. with Strength 4 and AP 0.
2. Hasten the Hour (7+) 2. Flaming Swords (7+)
Choose a unit within 18″ and within Line of Sight of the Choose a friendly unit within 18″ of the caster. The target’s
caster. Neither the caster nor the target may be Engaged Melee and Shooting Attacks gain a +1 To-Wound modifier.
in Combat. One model, which can be a character joined The effects last until the start of your next Magic Phase.
to the unit, suffers 1 hit that wounds automatically with
3. Scorching Salvo (8+)
AP 10.
Targets all enemy units within 18″ of the caster which are
3. Danse Macabre (8+) not Engaged in Combat. The target units suffer D3+1 hits
Target all friendly units within 9″ of the caster that are not with Strength 4 and AP 0.
fleeing and that has not failed a charge, rallied or already
performed a magical move during this turn. The target
units may instantly perform a 6″ Advance Move.
SHAMANISM
1. Awaken the Beast (6+)
Choose a friendly unit within 18″ of the caster. The chosen
unit gains +1 Strength and +1 AP. The effects last until the
start of your next Magic Phase.
2. Swarm of Insects (5+)
Choose an enemy unit within 24″ and within Line of Sight
of the caster. Neither the caster nor the target may be En-
gaged in Combat. The chosen unit suffers 5D3 hits with
Strength 1 and AP 0.
3. Break the Spirit (8+)
Choose an enemy unit within 18″ of the caster. Each model
in the chosen unit has to roll a D6 when they march,
charge, flee, pursue or overrun. If a ‘1’ or ‘2’ is rolled,
the model suffers a hit that wounds automatically with
AP 10. These wounds do not cause Panic Tests. The effects
last until the start of your next Magic Phase.
OCCULTISM
1. Pentagram of Pain (5+)
Choose an enemy unit within 24″ and within Line of Sight
of the caster. Neither the caster nor the target may be
Engaged in Combat. The chosen unit suffers D3+1 hits
with Strength 4 and AP 1.
2. The Rot Within (5+)
Choose an enemy unit within 18″ of the caster. The chosen
unit suffers −2 Offensive Skill and −2 Defensive Skill, to a
minimum of 1. The effects last until the start of your next
Magic Phase.
3. The Grave Calls (9+)
Choose an enemy unit within 12″ and within Line of Sight
of the caster. Neither the caster nor the target may be
Engaged in Combat. The chosen unit suffers 2D3+1 hits
with Strength 5 and AP 2.
61
THAUMATURGY WITCHCRAFT
1. Hand of Heaven (6+) 1. Raven’s Wing (4+)
Choose an enemy unit within 24″ and within Line of Sight Choose a friendly unit within 18″ of the caster that is not
of the caster. Neither the caster nor the target may be fleeing and that has not failed a charge, rallied or already
Engaged in Combat. The chosen unit suffers D6 hits with performed a magical move during this turn. The chosen
Strength D6 and AP 2. unit may instantly perform an 8″ Advance Move.
2. Speaking in Tongues (5+) 2. Twisted Effigy (5+)
Choose an enemy unit within 18″ of the caster. The chosen Choose an enemy unit within 36″ of the caster. The chosen
unit suffers −1 Discipline and may not benefit from the unit cannot use Shooting Attacks and suffers a −1 modi-
rule General. The effects last until the start of your next fier to its spell casting rolls. The effects last until the start
Magic Phase. of your next Magic Phase.
3. Wrath of God (10+) 3. Bewitching Glare (9+)
Choose an enemy unit within 24″ and within Line of Sight Choose an enemy unit within 18″ of the caster. Melee
of the caster. Neither the caster nor the target may be and Shooting Attacks against the chosen unit must re-roll
Engaged in Combat. Each (enemy and friendly) unen- failed To-Wound rolls.
gaged unit within D3+1″ of the target suffers D3+1 hits
with Strength 5 and AP 2.
ARMY-SPECIFIC SPELLS
62
THE VAULT
The Vault is full of wondrous magical items and rarities, collected over the course of history and found in different corners
of the earth. Being able to hold an enchanted item is an absolute privilege, and a rare sight on the battlefield as only the
true heroes of our age can wield them. Each Character is allowed to equip up to 75 points’ worth of enchanted items. Each
item can only be taken once within the army. A Character can only take up to one enchanted weapon, one armour, and
one artefact. Models with Towering may not take enchanted armour.
Shield Breaker (25 pts) If the Character is on the Battlefield, friendly Dispelling
Attempts gain a +1 modifier.
The Character gains +6 AP. The Character fails To-Wound
rolls with a result of ‘1’ or ‘2’.
Crown of Autocracy (50 pts)
63
THE BESTIARY
Enchanted axe? Overrated. Mercenary pyromancer? Unreliable. A Great Elk? Wisest choice.
— Hunter-merchant at the Steppe Fair
Characters may have access to up to two Mount options in their Armylist entry. A given Character model may only pick a
single mount, in which case the Character is considered Mounted. If the Mount’s name is followed by an asterisk that
Mount is may only be picked once per Roster.
If you pick a Mount consult the Mount Entry below and replace the Character’s base size and characteristics with the
values listed in it. Furthermore, the Character also gains the rules listed in the Mount Entry.
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
64
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
× × ×
Adv Mar HP Res Arm Adv Mar HP Res Arm Adv Mar HP Res Arm
″ ″ ″ ″ ″ ″
65
Part V ARMYLISTS
ARMYLISTS
Work In Progress
66
Åsklander Chief (0 - 2) 25×25mm
Devastating Charge (+1Str, +1AP), Swiftstride Fear, Monstrous Support, Stomp (1), Swiftstride
d
67
Minotaur Chieftain (0 - 2) 40×40mm
BEAST
single model Adv Mar Dis
HERDS 225 pts 6″ 12″ 8
Black Wing HP Def Res Arm
Bow: Shots 1, Range 24″, Str 3, AP 0. 275 pts 4 4 5 2
Throwing Weapons: Shots 2, Range 8″, Str and AP as
User, no Aim modifier for Long Range nor Moving and Blooded Horn Att Off Str AP Agi
Black Wing: (0-1). The model knows Black Wing Totem single model Adv Mar Dis
spell from The Grimoire. 125 pts 5″ 10″ 8
Blooded Horn: (0-1). The model knows Blooded Horn HP Def Res Arm
Raiding Chariot
Totem spell from The Grimoire.
150 pts 3 4 5 0
Raiding Chariot: Mount (see Bestiary).
Adept Att Off Str AP Agi
+75 pts 2 5 3 0 3
Apprentice (Druidism, Evocation, Shamanism),
Primal Instinct
Mongrel Herd (0 - 4) 20×20mm Centaurs (0 - 2) 25×50mm
Primal Instinct, Bow (4+), Light Troops Primal Instinct, Fearless, Monstrous Support
d
68
Marshal (0 - 2) 20×20mm
EMPIRE OF
single model Adv Mar Dis
SONNSTAHL 150 pts 4″ 8″ 9
Warhorse HP Def Res Arm
Handgun: Shots 1, Range 24″, Str 4, AP 2. 200 pts 3 5 4 3
Brace of Pistols: Shots 2, Range 12″, Str 4, AP 2, no Aim
modifier for Moving and Shooting. 2 Orders Att Off Str AP Agi
+50 pts 3 5 5 2 5
Cannon: Shots 1, Range 60″, Str 10, AP 10, Multiple
Wounds (D3+1).
Orders
Warhorse: Mount (see Bestiary).
Pegasus: Mount (see Bestiary). Wizard (0 - 2) 20×20mm
Orders: At the start of the player’s turn, each Marshal Adv Mar Dis
single model
may impart 1 of the Orders below to a friendly unit of
175 pts 4″ 8″ 7
Light Infantry, Spearmen or Imperial Guard within 8″.
• Fight in Extra Rank Pegasus HP Def Res Arm
• No Aim modifier for Long Range 225 pts
• +1 Advance Rate and +2 March Rate 3 3 3 1
The effect lasts until the end of the next Player Turn. No Master Att Off Str AP Agi
unit can be targeted twice by the same effect during the +75 pts 1 3 3 0 3
same turn.
Adept (Alchemy, Cosmology, Divination, Pyromancy)
Swiftstride d
1 3 3 0 1 3 3 2
7×2 6×1
Att Off Str AP Agi Att Off Str AP Agi
175 pts 175 pts
1 3 3 0 3 2 4 3 0 3
69
Empire of Sonnstahl, by Mad’At.
Miniatures by Avatars of War, Fireforge Games, Games Workshop, GCT Studios, Knightmare Games, Shieldwolf Miniatures,
Statuesque Miniatures, The Assault Group, Warlord Games, Warmonger Miniatures.
Bloodfur Commander (0 - 2) 20×20mm
VERMIN single model Adv Mar Dis
SWARM 100 pts
5″ 10″ 6
Eagle Standard HP Def Res Arm
150 pts
Rotary Gun: Shots D3+1, Range 18″, Str 4, AP 2. No Aim 3 4 4 2
Modifier for Moving and Shooting. Triumphal Att Off Str AP Agi
Sling: Shots 1, Range 18″, Str 3, AP 0. The attack gains +1 Platform
Str when shooting from Short Range. 200 pts 4 5 5 2 6
Triumphal Platform: (0-1) Mount (see Bestiary).
Must be deployed in a unit with at least 36 models.
Eagle Standard: While within 18″ of the General, the
Swarm Priest (0 - 2) 20×20mm
unit and friendly units within 6″ take Discipline tests
rolling 3D6 and discard the highest D6 rolled; failed single model Adv Mar Dis
Discipline tests must be re-rolled. 75 pts 5″ 10″ 5
Holy Duumvirate: (0-1) The model must select a Path HP Def Res Arm
Holy Duumvirate
of Magic already chosen by another Adept in the Roster.
125 pts 2 2 3 1
The Wizard knows spell 3 of the chosen Path.
Life is Cheap: When calculating Combat Score, Health Adept Att Off Str AP Agi
Point losses suffered by a model with this rule only 150 pts 1 2 3 0 4
count as half for the enemy, rounding fractions up.
Apprentice (Thaumaturgy, Witchcraft, Occultism)
mm
mm mm
mm mm
mm mm
73
SUMMARY
Part VI
SUMMARY
74
GETTING STARTED PHASE 4: SHOOTING
1. Choose a map randomly or with your opponent 1. Choose an unengaged shooting unit which has not rallied,
2. If Advanced, roll D6 to choose a Mission marched, pivoted or shot this turn
3. Roll-off to determine player 1. Player 1 chooses deployment 2. Declare a Target and Resolve the Attack
zone and deploys their entire army - Calculate LoS and Range for each model
4. The other player deploys in the opposite zone - Determine To-Hit value applying Aim Modifiers: Long
5. Player 1 starts turn 1 Range, Moving and Shooting, Cover. Aim 7+ fails
- If Hit succeeds, apply Damage and check Panic
3. If a RnF unit suffers 25% HP losses, apply Panic
PHASE 1: CHARGE
1. Choose a unit and Declare a Charge against a target in LoS Repeat step 1–3 with a different unit
and within Charge Range
2. Declare and resolve Charge Reaction.
If the unit flees, units charging this unit may Redirect
Charge PHASE 5: MELEE
Repeat steps 1–2 for all units that wish & can Charge 1. Active Player chooses a combat
3. Choose a Charging unit and roll for Charge Range. In Com- 2. Active Player Character in Unit may Swap Places
bined Charges, roll Charge Range for all units before Moves 3. Roll Melee Attacks, higher Agility first
- If successful, move into the charged enemy, a single Wheel - Allocate Attacks, Roll To-Hit, To-Wound, perform Saves,
of up to 90° is allowed. Align Units and Maximise Contact remove HP and casualties
- If failed, move the highest D6 rolled towards the enemy - Repeat step 4 for the next Initiative step
4. Calculate who wins Combat. Loser rolls Break Tests
Repeat step 3 until Charging units have moved 5. If the Loser fails the Break Test:
- Apply Panic for unengaged friendly units within 6”
- Winner decides flee direction of each unit
PHASE 2: MOVEMENT - Winner decides to Pursue, Pivot or remain stationary
1. Perform a Rally Test for each fleeing unit - Roll Flee (and Pursuit) distances. Source for Panic (2)
- If passed, Pivot the unit - Move Fleeing (and Pursuing) units
- If failed, perform a Flee move straight forward. 6. Perform Combat Pivots and proceed to the next combat
If fleeing through a friendly unit, apply Panic
Repeat step 1 for all Fleeing units
2. Choose an unengaged unit which has not moved, charged DAMAGE AND PANIC
or rallied this turn. Declare which Move it will perform:
- (A) Advance; (B) March; (C) Pivot Whenever an attack hits a model:
Single models can perform any number of Pivots.
Characters in Combined Units may Swap Places. 1. Attacker rolls to wound
2. Defender rolls Armour Saves, then Aegis Saves
Repeat step 2 with a different unit 3. Defender suffers unsaved wounds.
Remove Health Points and casualties
PHASE 3: MAGIC
Success 2+ 3+ 4+ 5+ 6
1. Active Player draws a new Flux Card (or rolls D6)
Off - Def >3 3/1 0/-3 -4/-7 < -7
Flux Card 1 2 3 4 5 6
Str - Res >1 1 0 -1 < -1
Magic Dice — Active 3 4 5 5 6 7
Arm - AP >4 4 3 2 1
Magic Dice — Reactive 2 2 2 4 4 4
Take a Panic Test immediately when:
2. Active Player chooses a non-fleeing Wizard and performs
a Casting attempt: declare Spell, its Target and the number
1. A Friendly unit flees through the Unit Boundary.
of Magic Dice (max 5)
If failed, flee from the closest enemy
3. Reactive Player can perform a Dispelling attempt
2. A Friendly unit is destroyed or Broken within 6″.
4. If not dispelled, Resolve the spell effect. If any hits are
If failed, flee from the closest enemy
caused, apply Damage. Source for Panic (2–3)
3. A R&F unit suffers at least 25% HP losses in a single Magic
5. If a triple is rolled on a successful cast attempt, Roll a D6:
or Shooting phase
(1–3) Spell is forgotten
If failed, flee from the attacking enemy
(4–6) The Wizard suffers 2 hits wounding on 4+, AP 10
Repeat Steps 2–5 for each new spellcasting attempt. Wizards Do not take Panic Test if a Unit is Engaged, fleeing or it already
may attempt to cast each spell only once per phase passed a Panic test earlier in that phase.
75
Essence of War (EW) vs Fantasy Battles (FB)
General Concepts Spell Selection
• All rules have been unnested. A model only has the rules • Paths of Magic have 3 spells instead of 6.
listed in its profile. If it isn´t there, it doesn´t have it • There are no Attribute Spells and no Hereditary Spells
• The Target Power Level of EW is lower than in FB • Bound Spells are treated as normal spells
– Units only have a subset of rules compared to FB • Basic: Wizard’s spells are defined in the Patrol
• Advanced: A Wizard Apprentice knows spell 1, an Adept
Basic only:
knows spell 1 & 2 and Master knows Spell 1,2 & 3
• Rosters are premade (1-page Patrols) with 1 Character & 3
units. No List building options and no Spell Selection Deployment
• All Model rules are defined in the Patrols itself, so are very
limited (e.g. most Cavalry without Swiftstride) • Initial die roll-off winner chooses side, deploys entire army
in one go and has first turn
Advanced only: • Only Frontline Clash Deployment Type
• Introduces List Building, Mounts, Magic items and Path of • Characters can only join units during deployment and can
Magic selection options not leave the Unit. It can only join a unit if it has same
• Armies have 2 Characters + 6 units to choose from base size (except Platform) and it replaces RnF models
• Introduces 20-30 Model Rules from the 90+ rules in FB. • No Ambush or complex special deployment rules
• The max. target power level for a unit in EW is around • No Spell selection (spells are predetermined)
450pts
Charge Phase
Characteristics & Unit Profile
• No Stand and Shoot reaction
• Units are defined with fixed number of models & ranks • No Agility boost while charging & no Spear charge bonus
• No separate Advance & March rate for Fly
• Armour Value: Max. Arm 5 Movement Phase
• Aegis Saves included in profile (Fortitude does not exist)
• No Multipart profiles: no mount attacks • Unit spacing of 0.5″ removed (still need 1″ at end of Move)
• No equipment options. One option is ”baked” in the profile • No Reforms: formations are fixed (units can Pivot)
• Model rules all in 1 line (instead of 3) • No Swift Reform and no March Test
• No Model Classification rules or Unit Type (e.g. Cavalry) • No ”max. 2×March Rate” models Move limitation.
• Height removed: all units have same Height. Towering still
ignores intervening units for LoS Magic Phase
• No Command Group
• Updated Flux cards values and only 6 cards
• No Siphon the Veil / Channel / Veil Tokens mechanics
Battlefield & Terrain • Spells have all their casting and targeting requirements
• Battlefield recommended size: 36″×48″ size (90×120cm) mentioned in the spell description (no Spell Types)
– Advanced: 54″×48″ size (135×120cm) from 1200pts • Wizard masters don´t have +1 to cast
• Maps: 6 maps size 36″×48″ and 2 maps size 54″×48″ • There is no Magic Resistance
• Terrain types: Open, Elevation, Impassable and Hindering, • Miscast rules are simplified (2 distinct results)
– Elevation: no failed charge re-roll
– Hindering: Broken Ranks, Cover & Dangerous Terrain Shooting Phase
– Dangerous Terrain: Same hits to all units
• No Hopeless shots (aim 7+)
• No Volley Fire
Victory Conditions • No Unwieldy
• Battle duration 4 turns in Basic, 5 turns in Advance • Only Soft Cover (no hard cover penalty)
• Victory conditions in Basic: Only based on occupying cen-
ter with the most units (no points difference) Melee Phase
• Each non-character unit in Patrols counts as Scoring
• No Duels (and no Overkill CR bonus)
Advanced only: • No Line Formation (no FiER, no CR penalty)
• Only 1 model to form a ”Full Rank”: a 3x2 Cavalry in flank
• Victory: Points difference + Mission Objective
disrupts Steadfast while it has at least 4 models
• Points difference only based on kills (no extras)
• Flank and rear CR bonus simplified to +2 each
• 4 (not 6) Mission Objectives & updated from FB
• No Standard Bearer CR bonus (no command group)
• Core and Special units count as Scoring.
• Owner chooses order in which its units flee / pursue
• Characters and Support units are not Scoring
• Removed Discipline Test to restrain Pursuing
• Combat Reform Test not affected by CR difference
• Combat reforms can not change the unit´s formation
76
List Building (Advanced only)
• Army Categories: only Characters, Core, Special & Support
• Army restrictions: Core min. 25% and Characters + Sup-
port max.50%
• Units have 1-3 different size options. Each with a different
formation and cost.
• Characters have 1-2 upgrade slots & can take magic items
– Characters upgrade slots can be Mounts, Wizard Level
or Optional Rules
– The Battle Standard Bearer is an Artefact magic item
• Wizards in the army can not repeat the same Magic Path
• Unit limitations (0-X) generally are half of those in FB
• All point costs based on 25pts increments
77
78
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.