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Rules

Version 0.1 Alpha


A collaboration between creators of
Swedish Comp System &
ETC Army Composition

INTRODUCTION MAGICAL MOVE


WHAT IS THE 9TH AGE? SHOOTING
HOW TO USE THE DOCUMENT COVER
GENERAL PRINCIPLES SPECIAL RULES
ACTIVE/REACTIVE PLAYER WEAPONS
SEQUENCING Combat Weapons
LINE OF SIGHT Ranged Weapons
HEIGHT TERRAIN
UNIT FACING TERRAIN KEYWORDS
MODELS AND UNITS IMPASSABLE TERRAIN
RECOVER WOUNDS HILLS
RAISE WOUNDS FORESTS
SUMMONED UNITS BUILDINGS
MAGIC FIELDS
WIZARDS RUINS
SPELLS WATER
THE MAGIC PHASE SEQUENCE WALL
MAGIC DICE SCORING AND VICTORY CONDITIONS
SPELL CASTING SEQUENCE CHOOSING YOUR ARMY
NOT ENOUGH POWER COMMON MAGIC ITEMS
LOST FOCUS MAGIC WEAPONS
OVERWHELMING POWER MAGIC ARMOUR
MISCAST TALISMANS
AIDED DISPEL ENCHANTED ITEMS
LORE ATTRIBUTE ARCANE ITEMS
BOUND SPELLS MAGICAL BANNERS
INTRODUCTION
WHAT IS THE 9TH AGE?
The 9th Age is an rules update for the 8th edition of warhammer fantasy battles, intended to be
considered a new version of the game, the 9th version. It is written by a group of players, and thus not
supported by GW.

All relevant rules can be found here:


http://www.the-ninth-age.com/news/

Feedback and suggestions are much welcomed, given here:


http://warhammer.org.uk/phpBB/viewforum.php?f=98

HOW TO USE THE DOCUMENT


To use this document, you need the 8th edition rulebook along with FAQs and erratas (we recommend
using the ETC FAQ to complement the official faqs). Sections in FAQs corresponding to updated rules
found here should be ignored.

In this document you will find both new and updated rules, replacing both the general rules as well as
army specific rules. Before each chapter, a short description will tell you how to apply the chapter in
relation to the 8th edition rulebook.

To make the transition easier for old players, we have colour coded the most relevant changes (from
8th edition) in blue.
GENERAL PRINCIPLES
Replace/add the following sections to General Principles chapter of the rulebook. Keep all sections in
the rulebook not mentioned here.

ACTIVE/REACTIVE PLAYER HEIGHT


The active player is the player whose turn it Models are divided into the following four heights:
currently is. 1. Tiny: Swarms.
The reactive player is the player whose turn it 2. Small: Models with the unit types:
currently is not. Warmachine, Infantry, War Beast.
3. Medium: Models with the unit types:
Cavalry, Monstrous Infantry, Monstrous
SEQUENCING Beast, Monstrous Cavalry, Monster, Chariot,
Whenever two (or more) abilities happen at the Unique.
same time, the active player must declare the 4. Large: Models with the Large Target special
usage of his triggered ability before the reactive rule (regardless of their unit type) and all
player. Once both players have declared the usage models with majority of its base on a hill.
of abilities, the effects of the abilities resolve,
starting active player.
UNIT FACING
For example, if both players have an ability that A unit has 4 arcs: front, rear, and two flanks. Each
may be activated at the beginning of the magic arc is determined by extending a straight line from
phase, the player whose magic phase it is must the corners of the unit's bases, in a 135° angle with
choose if he is using his ability or not first. Then the unit's front (for the front arc), rear (for the
the reactive player can choose if he is using his rear arc) or flanks (for the flank arcs), see figure 1.
ability or not. After this, the effects of both ability Units on round bases don't have arcs (they can draw
resolve, starting with the active player's abilities. Line of Sight from any point on their base in any
direction).

LINE OF SIGHT
A model can trace line of sight to its target (point
or unit) if you can extend a straight line from the
front of its base directly to its target, without
going out of the unit's front arc, and without being
interrupted by blocking terrain or by the base of a
model which has larger height than both the unit
and its target. Models in back ranks always draw
Line of Sight as if they were in the front rank, in
the same file(s) they are in.
Figure 1. Front, side and rear arcs are defined
A unit is considered to have a Line of Sight to a
using a 135° angle with the unit's edges. The
target if one or more models in the unit has Line
centre of the unit is marked with a red cross.
of Sight.
MODELS AND UNITS the ability/spell). Recovering wounds can never
bring dead models back, and cannot (unless noted
In warhammer, 'models' are used to represent
otherwise) increase a model’s wound above his
warriors fighting a battle. Everything on the same
starting number (any access wounds are lost).
base is considered the same model (I.E. a dragon
and its rider, or a cannon and its three crewmen
are both considered a single model). Some models
are comprised of more than one part, such as a RAISE WOUNDS
knight and its horse or a warmachine and its crew. Some spells or abilities can raise wounds. Use the
Whenever a rule, ability, spell (and so on) affects rules for Recover Wounds with the following
such models, all parts of the model are affected. exceptions. Raising wounds can bring dead models
If the different parts of the same model can be hit back. First recover all lost wounds on models in the
separately (such as for a dragon and its rider), this unit (except characters), then bring models back in
is model is known as a multi-part-model. Unless the following order, champion, standard bearer,
noted otherwise, multi-part-models are treated as musician, rank-and-file. Each raised model must be
a single model. recovered to his starting wounds before another
model can be raised. This cannot (unless noted
All models are part of a unit. Units are either a otherwise) raise a unit’s number above its starting
group of models (arranged as described under number (any access wounds are lost).
'forming a unit') or they are single models
operating on their own. Whenever a rule, ability,
spell (and so on) affects a 'unit', all models of the SUMMONED UNITS
unit are affected. Summoned Units are units created during the game
as a result of a Spell or an Ability. All models of a
newly summoned unit must deployed within the
RECOVER WOUNDS range of the spell/ability, and at least 1" away from
Some spells or abilities can recover wounds lost other units and impassable terrain. If the (whole)
earlier in the battle. The amount of wounds unit cannot be deployed, then no models can be
recovered are noted in the ability (Recover [X] deployed (you may still apply the lore attribute if
Wounds). If a unit containing multiple models, applicable).
each model must recover all lost wounds before Once summoned, the newly created units operate
another model can recover wounds. Characters as a normal unit on the caster's side. Unless noted
inside units never recover wounds from an ability otherwise, summoned units are not worth any
recovering wounds to his unit (characters only victory points.
recovers wounds when they are the only target of
MAGIC
The following chapter completely replaces the Magic section (pages 28-37) in the rulebook.

WIZARDS higher casting value(s) are referred to as the


'boosted' version of the spell. Sometimes range
Models (or in rare cases units) that can cast (non-
and/or target restrictions are modified for the
bound) spells are referred to as wizards. All
boosted version (giving the spell longer range for
wizards have a wizard level to represent their
example), while other times the effect of the spell
mastery of the magical arts. A level 1 wizards is a
can change. The changes of the boosted spell are
novice while a level 4 wizard is an experienced
marked on each individual spell. Declare if you are
master. A model's wizard level dictates his bonus
trying to cast a boosted version (and which one if
for casting and dispelling (a level 1 wizard adds +1
the spell has more than one) before rolling any
to his casting rolls, a level 4 wizards adds +4 to his
dice. If no declaration is made, the lowest
casting rolls etc) as well as the number of spells
available casting value for the chosen target is
he knows. If a wizard loses wizard levels, his bonus
assumed to be used.
to cast will be affected. Unless noted otherwise,
his number of spells will not be affected. If his
Type
wizard level drops below 1, he will be a level 0
A spell's type describes how the spell's targets have
wizard. Level 0 wizards are still wizards in all
to be chosen. A spell can have more than one type,
regards (can still cast spells, can still channel, are
if so, apply all targeting restriction at the same
still able to use arcane items etc).
time (for example, if a spell has the types, Range
12”, Hex, and Direct, targets must be within 12”,
be an enemy unit and be in the caster’s front arc).
SPELLS
Spells are abilities that can be cast during the
Duration
magic phase. A wizard (usually) knows an amount
A spell's duration determines how long the effects
of spells equal to his wizard level. These are
of the spell are applied.
randomized before the game using the rules given
under spell generation. Most spells are parts of a
Effect
lore of magic, described under Lores of Magic.
The effect of a spell defines what happens (usually
Each of your wizards has to choose an available
to the target of the spell) when the spell is
lore to generate spells from. This choice has to be
successfully cast (and not dispelled).
written down in your army list.

All spells are defined by using the following 5 SPELL TYPES


properties: Augment
An Augment spell may only choose friendly
Name units/models as targets.
This a the name of the spell. Use this to describe
which spell you intend to cast. Aura
Auras are area of effect spells. When casting an
Casting Value Aura spell all otherwise legal and possible targets
This is the least required casting value you need to (please note further target restrictions) within the
successfully cast the spell. Spells may have spell’s casting range have to be chosen as targets of
different casting values available - this shows that the aura spell (for example, a spell with types
the spell can be cast at different levels. The Aura, Augment and Range 12” always targets all
friendly units within 12”).
Caster Missile
Spells with the target restriction “Caster” target Spells with the target restriction “Missile” may only
only the model casting the spell. choose targets in the caster's Line of Sight. A Missile
spell cannot be cast if the caster (or his unit) is
Caster’s Unit engaged in close combat though.
Spells with the target restriction “Caster’s Unit ”
only target the caster's own unit (or the caster Range X”
himself if he is on his own). Spells usually have a maximum range indicated
with “Range X”“. Only targets within the given
Character only distance can be chosen.
Spells with the target restriction “Character only”
may only choose character models as targets. Vortex (Range Y”)
To resolve a “Vortex” spell, use the following
Damage procedure:
Spells with the target restriction “Damage” may Nominate a target as normal when casting the spell
only choose targets which are not engaged in close (usually a point on the ground for a Vortex). If the
combat. spell is not dispelled, place a template (of a size
specified in the spell’s effect) in base contact with
Direct the caster with the centre of the template within
Spells with the target restriction “Direct” may the casters front arc. The caster then rolls an
only choose targets which are in the caster's front artillery dice:
arc. ● If a number is rolled: Multiply the result by
the value of the Vortex’s Range (in
Focused brackets), this is the distance the template
With a “Focused” spell only single models can be moves towards the chosen target (which
chosen as targets. This can be either be a unit always is point on the board).
which consists out of a single model or a single ● If a misfire is rolled: Center the template
model inside a unit (including characters). If the over the caster, then move the template
target is a multi-part model, only one of the parts D6" in a random direction.
is targeted. All models under the path of the template (from
starting to finishing position) are affected by the
Hex spell. Once reached its final position the template
Spells with the target restriction “Hex” may only is removed from play and the spell ends
choose enemy units or models as targets. automatically.

Ground [Unit type] only


Spells with the target restriction “Ground” don’t There are many different versions of this target
target units or models. The spells target is a point restriction, such as 'infantry only', 'monstrous
on the battlefield chosen by the casting player. cavalry only' etc. - only units of the stated unit
type can be chosen as targets.
Line Template
To resolve a “Line Template” spell draw a straight SPELL DURATION
line from the centre of the front of the caster's
A spell's duration specifies how long the effects of
base to the target. All models under this line are
the spell are applied. A spells duration can either
affected by the spell. Note that this line is a
be “Instant”, “Temporary”, “Permanent” or
template and thus Look Out Sir! may be used
“Remains in Play (RiP)” as described below:
against damage effects.
Instant moment the spell could normally have been
If a spell is marked as “Instant” the effect of the dispelled (see magic phase sequence).
spell has no lasting duration - effects are applied
once, afterwards the spell ends automatically.
THE MAGIC PHASE SEQUENCE
Temporary Each magic phase is divided into the following sub-
If a spell is marked as “Temporary” the effect of phases. Apply the list chronologically from 1-8.
the spell lasts until the start of the caster's next 1. Magic phase pre-phase. Start of phase
magic phase. If an affected unit is divided into triggered abilities resolve.
several units (most common example being a 2. Roll for winds of magic
character leaving his unit), each of the units 3. Roll for channeling
formed this way keeps being affected by the 4. Reactive player may dispel Remains in Play
spell's effects. spells that were cast in another magic
phase.
Permanent 5. Active player may dispel Remains in Play
If a spell is marked as “Permanent” the effect of spells that were cast in another magic
the spell lasts until the end of the game or until a phase.
designated ending condition (as detailed in the 6. Active player may attempt to cast a spell.
spell's effect) is met. Permanent spells can never If required: The active player announces
be removed by any other means than the way which version of the spell (boosted or
described in the spell. If an affected unit is regular) he is attempting to cast and which
divided into several units (most common example part of a multi part model he is targeting
being a character leaving his unit), each of the a. If the casting attempt was
units formed this way keeps being affected by the successful the reactive player may
spell's effects. attempt to dispel the spell.
b. If the cast spell wasn’t dispelled:
Remains in Play (RiP) Resolve the spell’s effects
If a spell is marked as “Remains in Play” the effect c. If the cast spell wasn’t dispelled:
of the spell remains in play (abbreviation: 'RiP') Resolve lore attribute
until the spell is dispelled or the caster is slain. If 7. Rotate sequence 4-7 until neither player
an affected unit is divided into several units (most performed an action during step 4-7. Each
common example being a character leaving his time an action is performed, go back to
unit), each of the units formed this way keeps step 4 after finishing steps 4-7.
being affected by the spell's effects. A player can 8. Magic phase post-phase. End of phase
dispel RiP spells during the magic phase, at a time triggered abilities resolve.
defined by the magic phase sequence. A caster can
automatically dispel his own active RiP spells
without using any magic dice, while an opposing MAGIC DICE
caster must make a dispel attempt. To successfully In the magic phase, spells are cast and dispelled by
dispel an opposing Remains in Play spell, the using magic dice. The active player has power dice,
dispel attempt must be equal to or greater than the reactive player dispel dice. Both power and
the lowest required casting value of the spell dispel dice are referred to as magic dice. These
(ignoring casting values of boosted versions). Until dice are kept in a pool of dice, from which a
the Remains in Play spell has ended, the spell number of dice can be used to either cast or dispel
cannot be cast again by the same caster. If the spells, as described below.
caster of the spell is slain, the spell’s effects are
automatically dispelled at the first possible No more than 12 magic dice can ever be used by a
single player during a single magic phase.
WINDS OF MAGIC the spell’s effects are applied first, afterwards the
1. Active player rolls 2D6. lore attribute is resolved.
2. The power dice pool is equal to the sum of The following procedure has to be followed, if a
both D6. casting attempts is made:
3. The dispel dice pool is equal to the highest 1. The active player declares which wizard is
D6 rolled. casting which spell. If applicable, also
4. On top of these magic dice, some abilities declare which version of the spell is used
can add extra magic dice. The maximum and what its targets are. Furthermore any
number of extra magic dice added per targets for the spell’s attribute are
player is half the highest D6 rolled declared.
(rounding fractions up). Any excess dice 2. The active player declares how many power
are immediately lost. dice he will use to attempt to cast the
5. The active player channels with all his spell. A minimum of 1 dice must be used
wizards and in addition with all models or and no more than 5 dice can be used.
units which have the channeling ability. 3. The active player rolls that many power
6. The reactive player channels with all his dice (from the power pool, provided he has
wizards and in addition with all models or enough dice).
units which have the channeling ability. 4. Add the results of the rolled dice together.
Add any casting modifiers (such as wizard
For example, if a Wind of Magic roll is 2 and 5, the levels) to this total. This is the casting roll.
power dice pool will contain out of 7 dice (2+5), 5. The cast attempt is successful if the casting
the dispel dice pool will contain out of 5 dice. The roll is equal to or higher than the spell's
maximum number of additional dice generated by casting value. If the casting roll is less than
magic items/abilities or channeling on top if these the casting value, the cast attempt failed,
dice is 3 (5/2 = 2.5, which is rounded up to 3). the caster suffers from lost focus, skip to
step 15.
CHANNELLING 6. If the casting attempt was successful the
All wizards have channelling. Some non-wizard reactive player player may choose to make
units have channeling, if so, this is clearly marked a dispel attempt. If no dispel attempt is
under their special rules. Roll a D6 for each unit being made, skip to step 11.
with channelling, add one magic dice to your 7. The reactive player declares which (if any)
power of dispel dice pool for each 6+ rolled this of his wizards will attempt to dispel the
way. Note that the maximum amount of additional spell and how many dispel dice he will use.
dice this way is limited (as described above). A minimum of 1 dice must be used. Note
that dispel attempts may be attempted
even without having a wizard.
SPELL CASTING SEQUENCE 8. The reactive player rolls that many dispel
The active player may attempt to cast spells dice (from the dispel pool, provided he has
during the magic phase, with one or more of his enough dice).
wizards or units with bound spells. 9. Add the results of the rolled dice together.
Add any dispel modifiers (such as wizard
Each of your wizards (or units with bound spells) levels and aided dispels) to this total. This
may attempt to cast each of his spell up to one is the dispel roll.
time per magic phase. If a spell is cast, the 10. The dispel attempt is successful if the
reactive player may make a single dispel attempt dispel roll is equal to or higher than the
to nullify the spell that was just cast. If no casting roll. If so, skip to step 15. If the
successful dispel attempt was made or the dispel roll is less than the casting roll, the
reactive player did not want to dispel the spell, dispel attempt failed, the dispelling wizard
suffers from lost focus. Proceed to step MISCAST
11.
Roll 2D6 and apply the table below. Apply the result
11. Apply spell's effects.
in this table according to the number of Power Dice
12. The lore attribute is automatically cast, on
used (PDU) for the casting roll resulting in a
the target declared in step 1.
miscast.
13. Apply the lore attribute's effects.
14. If the spell was cast with overwhelming 2-4
power, apply the effects of the miscast. Centre the 5" template over the caster. Each model
15. The casting attempts is completed. Go touched by the template takes a hit with strength
back to step 4 in the magic phase equal to PDU+2 (no armour saves allowed). The
sequence. caster may neither use Look out Sir! nor saves of
any kind.

NOT ENOUGH POWER If 4 or 5 power dice were used, the caster is


When rolling casting or dispelling rolls, an removed from the game (no saves of any kind
unmodified total sum of 1 or 2 on the magic dice is allowed).
If 3 or less power dice were used, remove PDU
always a failed casting or dispelling attempt,
power dice from the power pool.
regardless of any applicable modifiers.
5-6
Centre the 3" template over the caster. Each model
LOST FOCUS touched by the template takes a hit with strength
If a casting or dispelling roll is not successful, theequal to PDU+2 (no armour saves allowed). The
wizard (and all aiding wizards) suffers from lost caster may neither use Look out Sir! nor saves of
focus. A wizard which suffers from lost focus any kind .
cannot add any casting bonus (such as wizard
level, Overwhelming Power, Magic Items and so on) Remove PDU power dice from the power pool
to further casting or dispelling attempts this
phase. 7
The caster's unit suffers PDU hits with strength
equal to PDU+2 - the hits are distributed like
shooting. The caster itself cannot receive more
OVERWHELMING POWER
than 1 hit. The caster cannot use saves of any kind
When casting a spell and two (or more) magic dice
against a wound caused by this miscast. Remove
result in (unmodified) '6', the casting attempt is PDU power dice from the power pool
made with overwhelming power. When a casting
roll results in an overwhelming power, 8-9
immediately add D3+PDU to the total casting roll, The caster and each friendly model or unit that can
where PDU is the number of Power Dice used to channel takes a hit with strength equal to PDU+2,
cast the spell. with no saves (of any kind) allowed.

If a casting roll is made with overwhelming power Remove PDU dice from the power pool.
(and the spell was not dispelled), the casting
wizard also suffers a miscast (after spell effects 10-12
and lore attribute have resolved). The caster's Wizard level is reduced by PDU-2, he
loses one spell for each level lost (starting with the
miscast spell, randomizing the rest).

Remove PDU power dice from the power pool


AIDED DISPEL and a regular casting value, the power level takes
precedence.
When a wizard dispels a spell, other wizards
characters in the same army can aid the dispel
Bound spells can never be used to cast boosted
attempt. For each other wizard in the army, the
versions of spells.
dispelling Wizard increases his wizard level by +1,
up to a maximum of wizard level 4.
If an Overwhelming Power is rolled when casting a
bound spell, do not apply the normal miscast table.
If the bound spell was contained in a magic item
LORE ATTRIBUTE
the spell is lost. If the bound spell was not
Lore attributes are special spells that cannot be
contained in a magic item (and is therefore an
cast independently. Instead, they are always cast
innate bound spell) the spell is only lost if 4 or
automatically (provided there are legal targets)
more dice were used to cast this spell.
each time another spell from the same lore has
been cast and this spell’s effect has been
resolved. Lore attributes do not have a casting
value, instead the casting value is replaced with
MAGICAL MOVE
All moves made during the magic phase is a magical
'attribute' to mark that the spell in question is the
move. The move is perform as if in the remaining
lore attribute.
moves sub-phase, including performing any actions
the unit would normally be able to do in the
remaining moves sub-phase (such as wheeling,
BOUND SPELLS
reforming, joining units, leaving units and so on).
Some spells are defined as bound spells. Bound
Magical movement always has a given limit (for
spells can be cast by models or units which are not
example, 'target may make a 10" move'), this
wizards. Possessing a bound spell does not make a
distance can always be moved even if the target
model a wizard.
has less Movement than the given distance and no
marching is required (you are free to move shorter
Casting a bound spell follows the same rules as
than the given distance, but always counts as
casting a regular spell with the exception that no
moving even if moving 0”). If the unit cannot move
casting modifiers can ever be added to the casting
for some reason (such as locked in combat), it may
roll (like wizard levels) and that the caster of a
not move. If the unit performs an action that
bound spell never suffers from lost focus.
makes it unable to move further (such as
reforming), the unit may not move further. All
To successfully cast a bound spell, the casting roll
dangerous terrain tests taken during magical
must be equal to or higher than the spell's power
movement are automatically passed.
level. The power level is essentially the spells
casting value - if a spell has both, a power level
SHOOTING
Replace/add the following sections to the Shooting chapter of the rulebook. Keep all sections in the
rulebook not mentioned here.

COVER ● Soft Terrain.


● Hard Terrain.
Cover is a to hit modifier for shooting applied to
● Models (of any size)
the shooting model. It is determined individually
When shooting with or at models of Medium or
for each model in a unit that is shooting. There are
Large height, ignore models of size category two or
two types of cover: Soft Cover and Hard Cover. In
less for the purpose of Soft Cover.
both cases, cover is worked out using the Line of
Sight of the shooting model. Draw Line of Sight
TARGET BEHIND HARD COVER
from a chosen point on front of the shooting
A model suffering Hard Cover receives a -1 to hit
model's base (for cover purposes, this can be
shooting penalty. A model suffering Hard Cover
drawn outside front arc). If this line is interrupted
always also suffer from Soft Cover, and thus
by models or terrain, the shooting model suffers to
receives a total of -2 to hit penalty in total. Hard
hit penalties depending on what types of
Cover applies if half or more of target's footprint is
models/terrain the Line of Sight is interrupted by.
obscured by one or more of the following:
Models always ignores their own unit for cover
● Hard Terrain
purposes.
● Models of the same or larger height than
either the shooting model or its target
TARGET BEHIND SOFT COVER
A model suffering Soft Cover receives a -1 to hit
shooting penalty. Soft Cover applies when half or
more of target's footprint is obscured by one or
more of the following:
SPECIAL RULES
Replace/add the following sections to the Special Rules chapter of the rulebook. Keep all sections in
the rulebook not mentioned here. Special rules from armybooks mentioned here (such as marks of
chaos and bloodgreed) replace the rules given in the relevant armybooks.

Killing Blow Mark of Nurgle or Clan Pestilens, a -1 To Wound is


If a model with the Killing Blow special rule (or an applied.
attack with this Special Rule) rolls an unmodified
'6' to wound with an attack, this attack ignores Fireborn
armour save. Furthermore, if the target is Infantry, Models with this Special Rule have a 2+ Ward Save
Cavalry or War Beast, the attack has the Multiple against Flaming Attacks.
Wounds (D3) special rule. Unless otherwise
specified, a model with the Killing Blow special Magical Attack
rule only applies it to its close combat attacks. Models with Magical Attacks (or an attack with this
Special Rule) don’t normally have any special
Heroic Killing Blow effect. However they interact with other rules
This special rule works exactly as Killing Blow with (such as Ethereal). Models with this Special Rule
the exception that an unmodified '6' to wound with make Magical Stomps, Impact Hits and Breath
an attack provides the attack the Multiple Wounds Attacks, unless otherwise stated. All Spells, Miscast
(10) special rule (regardless of the target’s troop hits and Magic Items cause Magical Attacks.
type).
Strider
Lightning Attack Models with this Special Rule may ignore any
Units with the Fly Special Rule who suffer one or movement effect caused by terrain (except
more Lightning Attack hits during a single phase Impassable Terrain and Buildings) and never lose
suffer additional D6 Strength 4 hits at the end of their Steadfast or Rank Bonus due to terrain.
that phase. Sometimes this Special Rule is only linked to a
specific terrain, stated in brackets. When this is
Metalshifting the case, the strider rule effect is only applied in
Models with Metalshifting (or an attack with this relation to the specified terrain type
Special Rule) do not roll to wound as normal.
Instead, they always wound on a value equal to or Bloodgreed
greater than the target’s armor save. An Models with this Special Rule winning a combat
unmodified '6' always wounds and an unmodified round immediately receive the Frenzy Special
‘1’ always fails to wound. No armor saves can be Rule. If the model was already Frenzied, it gains
taken against Metalshifting wounds. Furthermore, +1A instead each time it wins a combat round. This
Metalshifting attacks are Flaming Attacks extra attacks are lost if the model losses Frenzy.

Toxic Wizard Conclave


Models with Toxic (or an attack with this Special A unit with the wizard conclave special rule is
Rule) do not roll to wound as normal. Instead, they considered a single wizard in all regards with the
always wound on a value greater than the target’s following exceptions. Before casting a spell,
toughness. An unmodified '6' always wounds and an nominate one model in the front rank to measure
unmodified ‘1’ always fails to wound. No armor range and line of sight from. They have +1 to cast
saves can be taken against Toxic wounds. When for each 5 models above their minimum starting
wounding with a Toxic attack against models with unit size, up to a maximum of +4 (including bonus
from their wizard level). When casting a spell with
Overwhelming Power follow all the normal rules model may move more than their movement
but don't apply the normal miscast table, instead allowance (or twice that much if marching),
the unit suffers one hit for each model in the unit measured from their starting position to their final
with a strength equal to the number of power dice position, around any obstructions (including the
used to cast the spell. Additionally, if 4 or 5 Power 1”). If the model did any action during the
Dice were used, the unit cannot cast the spell movement (such as releasing fanatics or attacking
again for the rest of the game. Wizard Conclave an enemy), then the distance moved is counted
units cannot use the Aided Dispel rule (neither from their starting position to the place in which
when they dispel nor when other wizard dispels). they performed an action to their final position.
Models with Light Troop special rule can shoot with
Fast Cavalry missile weapons even if they have march or
Models with Fast Cavalry special rule always also reformed in the same turn (still counts as moving).
have the Light Troops and Vanguard special rule. Light Troops always counts as having zero ranks.
If a unit consisting of only models with Fast Cavalry
special rule voluntarily declares charge reaction Mark of Chaos
Flee (i.e. not when automatically fleeing or as a There are different Marks of Chaos, each one with
result of a failed Terror test), and then a different effect, explained below. Which mark
subsequently rallies in the following player turn, has each model will be stated in brackets. Models
the unit is free to move (not charge) and shoot with a Mark of Chaos other than Undivided cannot
(counts as moving). join units with one or more models with a Mark of
Chaos other than the same as themselves or
Skirmishers Undivided. Models who choose a Mark of Chaos as
Models with Skirmisher special rule always also an option must specify which mark they have on
have the Light Troops special rule. the army list.
Skirmishing units are not placed in base to base ● Undivided. Models with the Mark of Chaos
contact with each other. Instead, models are (Undivided) can reroll failed Panic tests
placed with a ½” distance between them. Other ● Nurgle. When rolling to hit against a model
than this empty space between models, follow the with the Mark of Chaos (Nurgle), any
normal rules for forming units (they still have natural roll of ‘6’ must be rerolled.
front, flanks, rear etc). ● Slaanesh. Models with the Mark of Chaos
Shooting at units with the skirmishing special rule (Slaanesh) have Armour Piercing
suffers a -1 to hit penalty. ● Tzeentch. Models with the Mark of Chaos
If a skirmishing unit declares a charge, or a charge (Tzeentch) have a 6+ Ward Save and may
reaction other than flee, they immediately reroll any natural Ward Save result of ‘1’
contract their loose formation into a normal ● Khorne. Models with the Mark of Chaos
formation (without the ½” distance between (Khorne) have +1 Strength for the first
models). When doing this, the model closest to the round of any combat they take part in.
charged or charging unit must not change position. Wizards cannot use, have, or gain this Mark
Only non-mounted characters can join units with in any way.
the skirmish special rule. When doing so, the
character gains the skirmish special rule for as long Ambush
as he is with the unit. A unit with the Ambush special rule may elect not
to be deployed normally. After all units have been
Light Troops deployed, any units with Ambush that was not
Unit composed entirely of models with the Light deployed are said to be ambushing. Starting from
Troop special rule are allowed to make any number turn 2, roll a dice at the start of your remaining
of reforms during their movement on the remaining moves sub-phase for each ambushing unit. If 3+,
moves sub-phase and still move or march. No the ambushing unit enter the battlefield from any
table edge, using the rules for reinforcements. If
an ambushing unit does not roll 3+ to enter the
board before the game ends, the unit counts as
dead.

Scout
A unit with the Scout special rule may elect not to
be deployed normally. After all units have been
deployed, any units with Scout that was not
deployed are said to be scouting. Scouting units
are set-up after all non-scouting units have been
deployed. They can either be deployed in your
deployment zone using the normal rules, or they
can be deployed outside the deployment zone, but
must be more than 12” away from any enemy
units. Scouting units deployed outside their
deployment zone may not declare chagres in the
first player turn. If both players have scouting
units, alternate deploying units (roll off for who
goes first)
WEAPONS
Replace/add the following sections to the Weapons chapter of the rulebook. Keep all sections in the
rulebook not mentioned here.
- Note from authors: Some models might lose/gain access to certain of the reworked weapons

Combat Weapons Lance. +2 Strength when charging. Models with


Light Troops special rule only receive +1 Strength
Weapons listed in this section are used in Close
when charging. Unmounted models cannot use
Combat and can confer various benefits and
Lances.
penalties. The rules for this weapons only apply to
the attacks made with the weapon (they don’t
Spear. Fight in Extra Ranks. Killing Blow against
apply to Stomps, Breath Weapons, or other special
Cavalry, Monstrous Cavalry and Chariots engaged in
attacks). When a model has more than one combat
the front. Spears wielded by mounted models uses
weapon available, it must chose which one to use
the rules for Lances.
at the start of each combat, and must continue
using the same weapon for the duration of the
combat. All the rank and file models in a unit must
chose the same Combat Weapon. Ranged Weapons
Weapons listed in this section are used in the
Hand Weapon. All models are armed with a Hand Shooting Phase. Each model can normally only use
Weapon, even if their profile doesn’t state so. one Ranged Weapon per phase even if it has
Hand Weapons cannot be lost, destroyed, or several, and the all the rank and file models in a
nullified in any way. Hand weapons don’t confer unit must use the same Ranged Weapon. Each
any benefit normally, but can be used alongside a ranged weapon has a maximum range, a Strength
Shield to get a Parry Save. A Parry Save is a 5+ value, and can have one or more Special Rules.
Ward Save that can only be used in close combat. Special Rules listed on a Ranged Weapon only apply
Parry saves cannot be taken against attacks from to the shooting attacks made with that weapon.
the flank, rear, Impact Hits, Stomps or Breath
Weapons. Models with the Frenzy Special Rule Short Bow. Range 18”. Volley fire. Strength 3
cannot benefit from Parry Saves. If a model has
any weapon other than a Hand Weapon, it cannot Bow. Range 24”. Volley fire. Strength 3
chose to use the Hand Weapon (unless specifically
stated). Long Bow. Range 30”. Volley fire. Strength 3

Flail. Requires Two Hands. +2 Strength for the first Crossbow. Range 30”. Move or Fire. Strength 4
round of combat. Morning Stars are considered
Flails. Handgun. Range 24”. Move or Fire. Armour
Piercing. Strength 4
Great Weapon. Requires Two Hands. Always Strikes
Last. +2 Strength Pistol. Range 12”. Quick to Fire. Armour Piercing.
Strength 4. Counts as additional hand weapon in
Halberd. Requires Two Hands. +1 Strength. close combat.

Additional Hand Weapon/Two Hand Weapons. Brace of Pistols. Range 12”. Quick to Fire. Armour
Requires Two Hands. +1 Attack. Mounted models Piercing. Multiple Shots (2). Strength 4. Counts as
cannot use Additional Hand Weapons. additional hand weapon in close combat.

Sling. Range 18”. Multiple Shots (2). Strength 3


Javelin. Range 12”. Quick to Fire. Strength as user

Throwing Weapon. Range 6”. Quick to Fire.


Strength as user

Throwing Axes. Range 6”. Quick to Fire. Strength


as user + 1
TERRAIN
Replace/add the following sections to the Terrain chapter of the rulebook. Keep all sections in the
rulebook not mentioned here.

TERRAIN KEYWORDS (or his unit) is on the hill, and hard terrain if no
part of the target (or his unit) is on the hill.
BLOCKING TERRAIN
Elevated position: Models with more than half of
Line of Sight cannot be drawn through blocking
its base on a hill are considered large height.
terrain. Some blocking terrain allows models to
Charging downhill: Models initiating a charge
move in or on them (such as hills), Line of Sight
move with half or more of its footprint on a hill
can be drawn into or out of (but never through)
and ending the charge move with half or more of
such terrain pieces.
its footprint no longer on the hill receive a +1
If blocking terrain obscures a target, it is
combat resolution bonus during the same player
considered within hard terrain.
turn.
SOFT TERRAIN
Shooting models drawing line of sight through Soft
Terrain suffers from Soft Cover to hit penalties if FORESTS
half or more of target's footprint is obscured, see Cover: Forests are soft terrain.
shooting section. Movement: Forests are Dangerous Terrain for
Cavalry, Monstrous Cavalry, Chariots and units
HARD TERRAIN using the Fly Special Rule
Shooting models drawing line of sight through Hard Steadfast: Units with majority of their footprint in
Terrain suffers from Hard Cover (and Soft Cover) to a forest can never be steadfast unless they are
hit penalties if half or more of target's footprint is stubborn, skirmishers or lone infantry characters.
obscured, see shooting section. Skirmishers and lone infantry characters with
majority of their footprint in a forest are stubborn.

IMPASSABLE TERRAIN
Line of Sight: Impassable terrains are blocking BUILDINGS
terrain. Line of Sight: Buildings are blocking terrain.
Cover: Impassable terrain are hard terrain. Cover: Buildings are hard terrain.
Movement: Models cannot move into or through
Entering a building: Units comprised entirely of
impassable terrain. Unless making a charge move,
models can not move within 1" of impassable Infantry, Monstrous Infantry, Warbeasts, Monstrous
terrain. If a charge move has brought a model Beasts and Swarms may enter an empty building by
within 1" of impassable terrain, the model (and his getting into base contact with it in the Remaining
unit) is allowed to stay within 1" until they move Moves sub-phase. All the unit enters the building
outside 1".
and no model in the unit may move more than
three times its M attribute while doing so (measure
HILLS from the model’s starting position to the closest
Line of Sight: Hills are blocking terrain. point of the building).
Cover: If shooting at a target that is obscured by a Leaving a building: Units in a building may
hill, the hill is considered soft terrain for model abandon it in the Remaining Moves sub-phase, but
obscured from the shooter if any part of the target
cannot do so in the same turn it enters the
building. The unit is deployed with its back rank count as engaged and the assault will go on
touching the building and all models within twice in the next Close Combat phase.
their M attribute from the building. The unit may ● If the assaulting unit won, and the
not move anymore in this phase. defenders broke or were annihilated, the
Shooting from a building: Units shooting from a assaulting unit can chose to enter the
building count as Large Targets. No more than 15 building (if able) or be nudged back 1” and
models (5 in the case of Monstrous models) may reform. It may not pursue or overrun.
shoot from a building. ● If the defender unit won, the assaulting
Rest of movements: For any unit which is not unit is nudged back 1”. Both units are no
longer engaged.
entering, leaving, or assaulting a building,
buildings are treated exactly as impassable terrain.
Assaulting a building: Declaring and resolving FIELDS
charges against a unit in a building, is done in theCover: Fields are Soft Terrain for any unit with
same way as against a Warmachine, including that majority of their footprint inside, except Large
the charged unit cannot Flee! as a charge reaction. Targets.
Movement: Fields are Dangerous Terrain for
Mounts (of any kind) may not fight in the ensuing
Cavalry, Monstrous Cavalry, Chariots and units using
combat, and any fighting model will not benefit the Fly Special Rule
from Impact Hits, mounted or barding armour Easy to blaze: Any unit with majority of its
saves, Lances or Spears. Up to 10 models can fight footprint in a Field counts as Flammable
from each side (Monstrous models count as 3, and
Monsters count as 6), which are selected at the
RUINS
start of the combat round, first by the assaulting
Cover: Ruins are Hard Terrain for any unit with
player and then by the defending. Each model can majority of their footprint inside, except Large
allocate its attacks to any enemy model in the fray Targets.
(to whom it will count as in base contact), Movement: Ruins are Dangerous Terrain for any
provided that no more than 5 models allocate their unit except skirmishers. Cavalry, Monstrous Cavalry
and Chariots fail Dangerous Terrain tests in Ruins
attacks against a single enemy model. After the
with a 1 or a 2.
combat ends, calculate Combat Resolution as
usual, except that the unit in the building counts
as having no ranks for Combat Resolution or WATER
Steadfast purposes, and Banners (both Standards Cover: None
Movement: Units may not march in, through, or
and Army Banners) only count if the model was
out of Water terrain.
part of the initial fighting party chosen. After the
Disordered for combat: Units inside a Water
combat is resolved, there can be several feature (even if only partially) may never be
situations: Steadfast (unless stubborn) nor claim any Rank
● If the assaulting unit won, but the bonus.
defenders didn’t break, the assaulting unit
can choose to reform and be nudged back
1” from the building, or keep assaulting
the building, in which case both units will
WALL
Cover: A Wall is Hard Cover for any model which
has the majority of its front of base defending the
wall. If the shooter is in the flank or rear, use the
corresponding file or the last rank as the first rank
instead.
Movement: A Wall is Dangerous Terrain for Cavalry,
Monstrous Cavalry and Chariots.
Combat: Models defending a wall (see below) are
hit at -1 in Close Combat by units charging them in
the same facing that the wall is, for the first round
of combat of the charging unit.
Defending a Wall: In order to defend a wall, a
model must be aligned and in base contact with it.
SCORING AND VICTORY CONDITIONS
Replace the section Victory Conditions under Fighting a Warhammer Battle (including subsections).

Notwithstanding Scenarios (note from Authors, scenarios will be released in later version of the 9th
age), at the end of each game add up your Victory Points (VP) according to the rules below:
● Dead or fled: For each enemy unit killed or which has fled the battlefield, you gain a number
of VP equal to its value in points
● Scared: For each enemy unit fleeing on the battlefield at the end of the game, you gain a
number of VP equal to half its value in points (rounding up)
● Decimated: For each enemy unit at or below 25% of its starting wound count at the end of the
game, you gain a number of VP equal to half its value in points (rounding up). Characters are
counted separately from units they have joined, but Ridden Monsters count as a single unit
composed by two parts: Ridder and Monster
● Their King is dead: If the enemy General was killed or fled the battlefield, you gain 100 VP
● Their flag is down: If the enemy BSB was killed in combat or broke from combat, you gain 100
VP
● Seized standards: For each enemy unit’s standard model killed in combat or which broken from
combat, you gain 25 VP
CHOOSING YOUR ARMY
The following chapter completely replaces the Choosing Your Army section (pages 132-135) in the
rulebook.

When composing your army, some rules must be followed to ensure that the result is a coherent force.
Armies can be taken from any Warhammer: Armies book and from the Legion of Azgorh Army List from
the Thamurkan Book by Forgeworld, with the modifications that appear on the Army section at the end
of this document.

Army list entries are divided into the following categories:


● Characters (Heroes and Lords). A maximum of 50% of the Points of your army may be
characters. Furthermore, the same character choice cannot be taken more than 3 times,
regardless of differences in mounts, equipment, or Special Rules
● Core. Being the backbone of the army, Core units must compose at least 25% of your army
Points. Core units are common enough so you can take each different Core unit up to 4 times
● Special. Special units are typical of the army, although not so much as to be part of its Core
section. Each Special unit can be taken up to 3 times in the same army.
● Rare. Rare units are difficult to enlist, and therefore your army cannot spend more than 25% of
its army Points in Rare units. Furthermore, each Rare unit can be taken up to 2 times in the
same army

Aside from this, there are other requirements that you must pay attention to when building your army
● The size of a battle is determined by the points limit on the armies. Each unit you add to your
army list has a points value. When adding up the points value of all your units, this total can
never exceed the determined points limit. Sometimes it’s not possible to reach the exact
agreed upon points limit, and you are therefore allowed to be slightly below (no more than 20
pt) the limit.
● Every army must nominate one of its characters as the General. This implies that it must have
at least one character who is able to be the General of the army.
● There are some One of a kind units or characters (for example, all special named characters
are Unique). Unique units or characters can only be taken once per army, regardless of it being
otherwise Core, Special, Rare, Hero or Lord. Its points still count towards the relevant category
● Units size differ greatly. While there are many rabbles made up of many many models, other
elite units have much lower numbers. To represent this, no unit (including any upgrades,
command, equipment…) may cost more than 450 points. Characters are not affected by this
rule.
-Note from authors, 450 points limit will be removed once all armies have been updated
● Sometimes on the battlefield the armies that clash are much bigger than usual. Armies of 4000
points or more are considered Grand Armies. All limits for the number of repeated units and
characters are doubled for this kind of armies. This includes (non-character) Unique units,
which can be taken up to 2 times in a Grand Army.
● Sometimes on the battlefield the armies that clash are much smaller than usual. Armies of less
than 1500 points are considered Warbands. All limits for the number of repeated units and
characters are halved (rounding up) for this kind of armies.
● Some units have a special repetition allowance to be taken more times than what their
category would otherwise them allow to. In such cases, the regular limits change to the
relevant limit stated.
COMMON MAGIC ITEMS
These replace all magic items given on pages 173-177 of the rulebook. Only the actual items are
replaced, not the rules for who can use and how to use the different types of magic items.

MAGIC WEAPONS ○ Sword of Might 15pts


Type: Hand weapon
○ Giant Blade 60pts
Attacks made with this weapon are are at
Type: Hand weapon
+1 strength.
Attacks made with this weapon are are at
+3 strength.
○ Sword of Battle 15pts
Type: Hand weapon
○ Ogre Blade 40pts
User has +1 Attack.
Type: Hand weapon
Attacks made with this weapon are are at
○ Sword of Striking 15pts
+2 strength.
Type: Hand weapon
Attacks made with this weapon are at +1 to
○ Obsidian Blade 40pts
hit.
Type: Hand weapon
Attacks made with this weapon ignore
○ Fire Pike 10pts
armour saves.
Type: Lance
Attacks made with this weapon have
○ Fencer's Blades 35pts
Flaming Attacks.
Type: Two hand weapons
User has Weapon Skill 10.
○ Biting Blade 5pts
Type: Hand weapon
○ Sword of Strife 35pts
Attacks made with this weapon has Armour
Type: Hand weapon
Piercing.
User has +2 Attack.

○ Shrieking Blade 5pts


○ Swords of Anti-heroes 30pts
Type: Hand weapon
Type: Two hand weapons
User causes Fear.
Wearer has +1 Strength and +1 Attack for
each character in base contact with him or
his unit. Bonus is calculated and in effect
at the initiative step where the the
character attacks with the weapon.

○ Sword of Swiftness 25pts


Type: Hand weapon
User has Always Strike First

○ Soulrender 20pts
Type: Great weapon
Attacks made with this weapon have
Armour Piercing
MAGIC ARMOUR TALISMANS
○ Armour of Destiny 50pts ○ Talisman of Preservation 50pts
Type: Heavy Armour. Wearer has a 4+ ward Wearer has 4+ Ward Save.
save.
○ Obsidian Lodestone 45pts
○ Trickster's Helm 35pts Wearer has Magic Resistance (3).
Type: None (6+ armour save). Successful to
wound rolls against the wearer must be ○ Sprout of Rebirth 25pts
rerolled. Wearer has regeneration (5+)

○ Armour of Fortune 30pts ○ Dawnstone 30pts


Type: Heavy Armour. Wearer has a 5+ ward Wearer may re-roll failed armour saves.
save.
○ Obsidian Amulet 30pts
○ Armour of Silvered Steel 30pts (models on Wearer has Magic Resistance (2).
foot only)
Type: Heavy Armour (2+ armour save). This ○ Talisman of Endurance 25pts
armour cannot be combined with shields or Wearer has 5+ Ward Save.
Scaly skin.
○ Opal Amulet 20pts
○ Glittering Scales 25pts Wearer has a 4+ ward save. After the first
Type: Light Armour. Attacks against the time this ward is successful, the item is
wearer suffer a -1 to hit penalty. destroyed.

○ Bronce Harnesk 20pts ○ Talisman of Protection 10pts


Type: Light Armour. Wearer has 6+ Ward Save.
One use only. Whenever the wearer
receives a hit, the item can be activated. ○ Obsidian Trinket 10pts
For the duration of the phase, the wearer Wearer has Magic Resistance (1).
has 1+ armour save.
○ Luck Stone 5pts
○ Gambler's Armour 15pts One use only. Wearer may reroll one failed
Type: Heavy Armour. Wearer has a 6+ ward armour save.
save.
○ Dragonbane Gem 5pts
○ Dragonhelm 10pts Wearer has Fireborn special rule.
Type: None (6+ armour save). Wearer has
the Fireborn special rule.

○ Enchanted Shield 5pts


Type: Shield (5+ armour save).

○ Charmed Shield 5pts


Type: Shield. Discount the first hit the
model suffers while wielding the shield.
ENCHANTED ITEMS ARCANE ITEMS
○ Wizarding Hat 70pts ○ Book of Ashur 70pts
The wearer has stupidity and is a Level 2 The wearer receives a +1 casting modifier
wizard. Before generating spells, to casting and dispelling roll.
randomize a battle magic lore to generate
spells from. ○ Essence of a Free Mind 70pts
The wearer does not have to declare which
○ Crystal Ball 35pts lore he uses on the army list. He may
Wearer has Always Strike First. choose any of the available lores before
generating spells (normal restrictions for
○ Crown of Command 30pts the wizard still applies).
One use only. May be activated at the start
if any round of combat. For the duration of ○ Feedback Scroll 50pts
the phase, the wearer has Stubborn One use only. Instead of making a dispel
roll, you can use the scroll. After the spell
○ Healing Potion 30pts effect has been resolved (and lore
One use only. May be activated at the start attribute), the caster must roll on the
of any phase. The wearer Recovers 2 miscast table.
wounds.
○ Wand of Jet 45pts
○ Ruby Ring of Rhuin 25pts One use only. The bearer may increase a
Bound Spell, Power Level 3. Contains the single casting roll with a +1D6 modifier
spell Fireball (Lore of Fire). (note that this is not a power dice).

○ Wand of Tranquility 35pts


○ Potion of Strength 20pts
The bearer may reroll dispel rolls. Use this
One use only. May be activated at the start
ability only once per magic phase.
of any phase. For the duration of the
player turn, the wearer has +2 Strength.
○ Binding Scroll 30pts
One use only. Instead of making a dispel
○ The Other Trickster's Shard 15pts
roll, you can use the scroll. The wizard
Models in base contact with the wearer
casting the spell cannot cast the same spell
must reroll any successful Ward Saves
during the next game turn.
○ Potion of Speed 5pts
○ Earthing Rod 25pts
One use only. May be activated at the start
One use only. The bearer may reroll what
of any phase. For the duration of the
results he get on the miscast table.
player turn, the wearer has +3 Initiative.

○ Dispel scroll 25pts


○ Ironcurse Icon 5pts
One use only. Before making a dispel rolls
The Wearer and his unit has 6+ ward save
you can use the Dispel scroll. The wizard
against wounds caused by shooting attacks
adds +12 modifier to his dispel roll in
with templates.
addition to any other bonuses. The caster
do not need to use any dispel dices (and
○ Emerald Ring 5pts
ignores not Enough Power) during this
The Wearer and his unit has 6+ ward save
dispel roll.
against wounds caused by shooting attacks
with Armour Piercing.
○ Power Stone 20pts
One use only. Can be activated at any time ○ Gleaming Pennant 5pts
during the magic phase. Add one Power One use only. Unit can reroll its first failed
Dice to your dice pool. Leadership test.

○ Scroll of Shielding 15pts ○ Lion Standard 5pts


One use only. Instead of making a dispel Unit automatically passes Fear and Terror
roll, you can use the scroll. All models tests.
affected by the spell has a 4+ ward save
against the spell.

○ Sceptre of Stability 15pts


One use only. The bearer may increase a
single dispel roll with a +1D6 modifier
(note that this is not a dispel dice) and
ignore the not enough power rule.

○ Channel Staff 10pts


The bearer may adds +1 to channel rolls.

MAGICAL BANNERS
○ Razor Standard 45pts
Unit has Armour Piercing

○ Standard of Alternate Realities 35pts


All of unit's close combat attacks with
magical attacks loses this special rule, and
all close combat attacks without magical
attacks gains this special rule.

○ Ranger's Standard 30pts


Unit has Strider special rule.

○ Standard of Discipline 25pts


Unit has +1 Ld.

○ War Banner 15pts


A unit with this banner adds +1 to combat
resolution

○ Banner of Swiftness 15pt


Unit has +1 Movement.

○ Banner of Eternal Flame 10pts


Unit has Flaming Attacks.

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