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Rules

Version 0.1 Alpha


A collaboration between creators of
Swedish Comp System &
ETC Army Composition
INTRODUCTION
WHAT IS THE 9TH AGE?
HOW TO USE THE DOCUMENT
GENERAL PRINCIPLES
ACTIVE/REACTIVE PLAYER
SEQUENCING
LINE OF SIGHT
HEIGHT
UNIT FACING
MODELS AND UNITS
RECOVER WOUNDS
RAISE WOUNDS
SUMMONED UNITS
MAGIC
WIZARDS
SPELLS
THE MAGIC PHASE SEQUENCE
MAGIC DICE
SPELL CASTING SEQUENCE
NOT ENOUGH POWER
LOST FOCUS
OVERWHELMING POWER
MISCAST
AIDED DISPEL
LORE ATTRIBUTE
BOUND SPELLS

MAGICAL MOVE
SHOOTING
COVER
SPECIAL RULES
WEAPONS
Combat Weapons
Ranged Weapons
TERRAIN
TERRAIN KEYWORDS
IMPASSABLE TERRAIN
HILLS
FORESTS
BUILDINGS
FIELDS
RUINS
WATER
WALL
SCORING AND VICTORY CONDITIONS
CHOOSING YOUR ARMY
COMMON MAGIC ITEMS
MAGIC WEAPONS
MAGIC ARMOUR
TALISMANS
ENCHANTED ITEMS
ARCANE ITEMS
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


currently is.
The reactive player is the player whose turn it
currently is not.

Models are divided into the following four heights:


1. Tiny: Swarms.
2. Small: Models with the unit types:
Warmachine, Infantry, War Beast.
3. Medium: Models with the unit types:
Cavalry, Monstrous Infantry, Monstrous
Beast, Monstrous Cavalry, Monster, Chariot,
SEQUENCING
Unique.
Whenever two (or more) abilities happen at the
4.
Large: Models with the Large Target special
same time, the active player must declare the
rule (regardless of their unit type) and all
usage of his triggered ability before the reactive
models with majority of its base on a hill.
player. Once both players have declared the usage
of abilities, the effects of the abilities resolve,
starting active player.

UNIT FACING

For example, if both players have an ability that


may be activated at the beginning of the magic
phase, the player whose magic phase it is must
choose if he is using his ability or not first. Then
the reactive player can choose if he is using his
ability or not. After this, the effects of both ability
resolve, starting with the active player's abilities.

A unit has 4 arcs: front, rear, and two flanks. Each


arc is determined by extending a straight line from
the corners of the unit's bases, in a 135 angle with
the unit's front (for the front arc), rear (for the
rear arc) or flanks (for the flank arcs), see figure 1.
Units on round bases don't have arcs (they can draw
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


In warhammer, 'models' are used to represent
warriors fighting a battle. Everything on the same
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
knight and its horse or a warmachine and its crew.
Whenever a rule, ability, spell (and so on) affects
such models, all parts of the model are affected.
If the different parts of the same model can be hit
separately (such as for a dragon and its rider), this
is model is known as a multi-part-model. Unless
noted otherwise, multi-part-models are treated as
a single model.
All models are part of a unit. Units are either a
group of models (arranged as described under
'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
unit are affected.

RECOVER WOUNDS
Some spells or abilities can recover wounds lost
earlier in the battle. The amount of wounds
recovered are noted in the ability (Recover [X]
Wounds). If a unit containing multiple models,
each model must recover all lost wounds before
another model can recover wounds. Characters
inside units never recover wounds from an ability
recovering wounds to his unit (characters only
recovers wounds when they are the only target of

the ability/spell). Recovering wounds can never


bring dead models back, and cannot (unless noted
otherwise) increase a models wound above his
starting number (any access wounds are lost).

RAISE WOUNDS
Some spells or abilities can raise wounds. Use the
rules for Recover Wounds with the following
exceptions. Raising wounds can bring dead models
back. First recover all lost wounds on models in the
unit (except characters), then bring models back in
the following order, champion, standard bearer,
musician, rank-and-file. Each raised model must be
recovered to his starting wounds before another
model can be raised. This cannot (unless noted
otherwise) raise a units number above its starting
number (any access wounds are lost).

SUMMONED UNITS
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
range of the spell/ability, and at least 1" away from
other units and impassable terrain. If the (whole)
unit cannot be deployed, then no models can be
deployed (you may still apply the lore attribute if
applicable).
Once summoned, the newly created units operate
as a normal unit on the caster's side. Unless noted
otherwise, summoned units are not worth any
victory points.

MAGIC
The following chapter completely replaces the Magic section (pages 28-37) in the rulebook.

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 (nonand/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 casters front arc).

WIZARDS

SPELLS

Spells are abilities that can be cast during the


magic phase. A wizard (usually) knows an amount
of spells equal to his wizard level. These are
randomized before the game using the rules given
under spell generation. Most spells are parts of a
lore of magic, described under Lores of Magic.
Each of your wizards has to choose an available
lore to generate spells from. This choice has to be
written down in your army list.
All spells are defined by using the following 5
properties:
Name
This a the name of the spell. Use this to describe
which spell you intend to cast.

Duration
A spell's duration determines how long the effects
of the spell are applied.
Effect
The effect of a spell defines what happens (usually
to the target of the spell) when the spell is
successfully cast (and not dispelled).

SPELL TYPES
Augment
An Augment spell may only choose friendly
units/models as targets.

Aura
Auras are area of effect spells. When casting an
Aura spell all otherwise legal and possible targets
Casting Value
This is the least required casting value you need to (please note further target restrictions) within the
spells casting range have to be chosen as targets of
successfully cast the spell. Spells may have
different casting values available - this shows that the aura spell (for example, a spell with types
Aura, Augment and Range 12 always targets all
the spell can be cast at different levels. The
friendly units within 12).

Caster
Spells with the target restriction Caster target
only the model casting the spell.
Casters Unit
Spells with the target restriction Casters Unit
only target the caster's own unit (or the caster
himself if he is on his own).

Missile
Spells with the target restriction Missile may only
choose targets in the caster's Line of Sight. A Missile
spell cannot be cast if the caster (or his unit) is
engaged in close combat though.
Range X
Spells usually have a maximum range indicated
with Range X. Only targets within the given
distance can be chosen.

Character only
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 spells 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 Vortexs 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
Spells with the target restriction Ground dont
target units or models. The spells target is a point
on the battlefield chosen by the casting player.
Line Template
To resolve a Line Template spell draw a straight
line from the centre of the front of the caster's
base to the target. All models under this line are
affected by the spell. Note that this line is a
template and thus Look Out Sir! may be used
against damage effects.

[Unit type] only


There are many different versions of this target
restriction, such as 'infantry only', 'monstrous
cavalry only' etc. - only units of the stated unit
type can be chosen as targets.

SPELL DURATION
A spell's duration specifies how long the effects of
the spell are applied. A spells duration can either
be Instant, Temporary, Permanent or
Remains in Play (RiP) as described below:

Instant
If a spell is marked as Instant the effect of the
spell has no lasting duration - effects are applied
once, afterwards the spell ends automatically.

moment the spell could normally have been


dispelled (see magic phase sequence).

Temporary
If a spell is marked as Temporary the effect of
the spell lasts until the start of the caster's next
magic phase. If an affected unit is divided into
several units (most common example being a
character leaving his unit), each of the units
formed this way keeps being affected by the
spell's effects.

Each magic phase is divided into the following subphases. Apply the list chronologically from 1-8.
1. Magic phase pre-phase. Start of phase
triggered abilities resolve.
2. Roll for winds of magic
3. Roll for channeling
4. Reactive player may dispel Remains in Play
spells that were cast in another magic
phase.
5. Active player may dispel Remains in Play
spells that were cast in another magic
phase.
6. Active player may attempt to cast a spell.
If required: The active player announces
which version of the spell (boosted or
regular) he is attempting to cast and which
part of a multi part model he is targeting
a. If the casting attempt was
successful the reactive player may
attempt to dispel the spell.
b. If the cast spell wasnt dispelled:
Resolve the spells effects
c. If the cast spell wasnt dispelled:
Resolve lore attribute
7. Rotate sequence 4-7 until neither player
performed an action during step 4-7. Each
time an action is performed, go back to
step 4 after finishing steps 4-7.
8. Magic phase post-phase. End of phase
triggered abilities resolve.

Permanent
If a spell is marked as Permanent the effect of
the spell lasts until the end of the game or until a
designated ending condition (as detailed in the
spell's effect) is met. Permanent spells can never
be removed by any other means than the way
described in the spell. If an affected unit is
divided into several units (most common example
being a character leaving his unit), each of the
units formed this way keeps being affected by the
spell's effects.
Remains in Play (RiP)
If a spell is marked as Remains in Play the effect
of the spell remains in play (abbreviation: 'RiP')
until the spell is dispelled or the caster is slain. If
an affected unit is divided into several units (most
common example being a character leaving his
unit), each of the units formed this way keeps
being affected by the spell's effects. A player can
dispel RiP spells during the magic phase, at a time
defined by the magic phase sequence. A caster can
automatically dispel his own active RiP spells
without using any magic dice, while an opposing
caster must make a dispel attempt. To successfully
dispel an opposing Remains in Play spell, the
dispel attempt must be equal to or greater than
the lowest required casting value of the spell
(ignoring casting values of boosted versions). Until
the Remains in Play spell has ended, the spell
cannot be cast again by the same caster. If the
caster of the spell is slain, the spells effects are
automatically dispelled at the first possible

THE MAGIC PHASE SEQUENCE

MAGIC DICE
In the magic phase, spells are cast and dispelled by
using magic dice. The active player has power dice,
the reactive player dispel dice. Both power and
dispel dice are referred to as magic dice. These
dice are kept in a pool of dice, from which a
number of dice can be used to either cast or dispel
spells, as described below.
No more than 12 magic dice can ever be used by a
single player during a single magic phase.

WINDS OF MAGIC
1. Active player rolls 2D6.
2. The power dice pool is equal to the sum of
both D6.
3. The dispel dice pool is equal to the highest
D6 rolled.
4. On top of these magic dice, some abilities
can add extra magic dice. The maximum
number of extra magic dice added per
player is half the highest D6 rolled
(rounding fractions up). Any excess dice
are immediately lost.
5. The active player channels with all his
wizards and in addition with all models or
units which have the channeling ability.
6. The reactive player channels with all his
wizards and in addition with all models or
units which have the channeling ability.
For example, if a Wind of Magic roll is 2 and 5, the
power dice pool will contain out of 7 dice (2+5),
the dispel dice pool will contain out of 5 dice. The
maximum number of additional dice generated by
magic items/abilities or channeling on top if these
dice is 3 (5/2 = 2.5, which is rounded up to 3).
CHANNELLING
All wizards have channelling. Some non-wizard
units have channeling, if so, this is clearly marked
under their special rules. Roll a D6 for each unit
with channelling, add one magic dice to your
power of dispel dice pool for each 6+ rolled this
way. Note that the maximum amount of additional
dice this way is limited (as described above).

SPELL CASTING SEQUENCE


The active player may attempt to cast spells
during the magic phase, with one or more of his
wizards or units with bound spells.
Each of your wizards (or units with bound spells)
may attempt to cast each of his spell up to one
time per magic phase. If a spell is cast, the
reactive player may make a single dispel attempt
to nullify the spell that was just cast. If no
successful dispel attempt was made or the
reactive player did not want to dispel the spell,

the spells effects are applied first, afterwards the


lore attribute is resolved.
The following procedure has to be followed, if a
casting attempts is made:
1. The active player declares which wizard is
casting which spell. If applicable, also
declare which version of the spell is used
and what its targets are. Furthermore any
targets for the spells attribute are
declared.
2. The active player declares how many power
dice he will use to attempt to cast the
spell. A minimum of 1 dice must be used
and no more than 5 dice can be used.
3. The active player rolls that many power
dice (from the power pool, provided he has
enough dice).
4. Add the results of the rolled dice together.
Add any casting modifiers (such as wizard
levels) to this total. This is the casting roll.
5. The cast attempt is successful if the casting
roll is equal to or higher than the spell's
casting value. If the casting roll is less than
the casting value, the cast attempt failed,
the caster suffers from lost focus, skip to
step 15.
6. If the casting attempt was successful the
reactive player player may choose to make
a dispel attempt. If no dispel attempt is
being made, skip to step 11.
7. The reactive player declares which (if any)
of his wizards will attempt to dispel the
spell and how many dispel dice he will use.
A minimum of 1 dice must be used. Note
that dispel attempts may be attempted
even without having a wizard.
8. The reactive player rolls that many dispel
dice (from the dispel pool, provided he has
enough dice).
9. Add the results of the rolled dice together.
Add any dispel modifiers (such as wizard
levels and aided dispels) to this total. This
is the dispel roll.
10. The dispel attempt is successful if the
dispel roll is equal to or higher than the
casting roll. If so, skip to step 15. If the
dispel roll is less than the casting roll, the
dispel attempt failed, the dispelling wizard

11.
12.
13.
14.
15.

suffers from lost focus. Proceed to step


MISCAST
11.
Roll 2D6 and apply the table below. Apply the result
Apply spell's effects.
in this table according to the number of Power Dice
The lore attribute is automatically cast, on
used (PDU) for the casting roll resulting in a
the target declared in step 1.
miscast.
Apply the lore attribute's effects.
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
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


removed from the game (no saves of any kind
When rolling casting or dispelling rolls, an
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.

LOST FOCUS

5-6
Centre the 3" template over the caster. Each model
touched by the template takes a hit with strength
equal to PDU+2 (no armour saves allowed). The
caster may neither use Look out Sir! nor saves of
any kind .

If a casting or dispelling roll is not successful, the


wizard (and all aiding wizards) suffers from lost
focus. A wizard which suffers from lost focus
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
7
phase.

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,
immediately add D3+PDU to the total casting roll,
where PDU is the number of Power Dice used to
cast the spell.
If a casting roll is made with overwhelming power
(and the spell was not dispelled), the casting
wizard also suffers a miscast (after spell effects
and lore attribute have resolved).

8-9
The caster and each friendly model or unit that can
channel takes a hit with strength equal to PDU+2,
with no saves (of any kind) allowed.
Remove PDU dice from the power pool.
10-12
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 spells effect has been
resolved. Lore attributes do not have a casting
MAGICAL MOVE
value, instead the casting value is replaced with
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.
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:

COVER

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
If a model with the Killing Blow special rule (or an
attack with this Special Rule) rolls an unmodified
'6' to wound with an attack, this attack ignores
armour save. Furthermore, if the target is Infantry,
Cavalry or War Beast, the attack has the Multiple
Wounds (D3) special rule. Unless otherwise
specified, a model with the Killing Blow special
rule only applies it to its close combat attacks.

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


applied.

Toxic
Models with Toxic (or an attack with this Special
Rule) do not roll to wound as normal. Instead, they
always wound on a value greater than the targets
toughness. An unmodified '6' always wounds and an
unmodified 1 always fails to wound. No armor
saves can be taken against Toxic wounds. When
wounding with a Toxic attack against models with

Wizard Conclave
A unit with the wizard conclave special rule is
considered a single wizard in all regards with the
following exceptions. Before casting a spell,
nominate one model in the front rank to measure
range and line of sight from. They have +1 to cast
for each 5 models above their minimum starting
unit size, up to a maximum of +4 (including bonus
from their wizard level). When casting a spell with

Fireborn
Models with this Special Rule have a 2+ Ward Save
against Flaming Attacks.

Magical Attack
Models with Magical Attacks (or an attack with this
Special Rule) dont 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 targets 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 targets 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.

Overwhelming Power follow all the normal rules


but don't apply the normal miscast table, instead
the unit suffers one hit for each model in the unit
with a strength equal to the number of power dice
used to cast the spell. Additionally, if 4 or 5 Power
Dice were used, the unit cannot cast the spell
again for the rest of the game. Wizard Conclave
units cannot use the Aided Dispel rule (neither
when they dispel nor when other wizard dispels).
Fast Cavalry
Models with Fast Cavalry special rule always also
have the Light Troops and Vanguard special rule.
If a unit consisting of only models with Fast Cavalry
special rule voluntarily declares charge reaction
Flee (i.e. not when automatically fleeing or as a
result of a failed Terror test), and then
subsequently rallies in the following player turn,
the unit is free to move (not charge) and shoot
(counts as moving).

model may move more than their movement


allowance (or twice that much if marching),
measured from their starting position to their final
position, around any obstructions (including the
1). If the model did any action during the
movement (such as releasing fanatics or attacking
an enemy), then the distance moved is counted
from their starting position to the place in which
they performed an action to their final position.
Models with Light Troop special rule can shoot with
missile weapons even if they have march or
reformed in the same turn (still counts as moving).
Light Troops always counts as having zero ranks.
Mark of Chaos
There are different Marks of Chaos, each one with
a different effect, explained below. Which mark
has each model will be stated in brackets. Models
with a Mark of Chaos other than Undivided cannot
join units with one or more models with a Mark of
Chaos other than the same as themselves or
Undivided. Models who choose a Mark of Chaos as
an option must specify which mark they have on
the army list.
Undivided. Models with the Mark of Chaos
(Undivided) can reroll failed Panic tests
Nurgle. When rolling to hit against a model
with the Mark of Chaos (Nurgle), any
natural roll of 6 must be rerolled.
Slaanesh. Models with the Mark of Chaos
(Slaanesh) have Armour Piercing
Tzeentch. Models with the Mark of Chaos
(Tzeentch) have a 6+ Ward Save and may
reroll any natural Ward Save result of 1
Khorne. Models with the Mark of Chaos
(Khorne) have +1 Strength for the first
round of any combat they take part in.
Wizards cannot use, have, or gain this Mark
in any way.

Skirmishers
Models with Skirmisher special rule always also
have the Light Troops special rule.
Skirmishing units are not placed in base to base
contact with each other. Instead, models are
placed with a distance between them. Other
than this empty space between models, follow the
normal rules for forming units (they still have
front, flanks, rear etc).
Shooting at units with the skirmishing special rule
suffers a -1 to hit penalty.
If a skirmishing unit declares a charge, or a charge
reaction other than flee, they immediately
contract their loose formation into a normal
formation (without the distance between
models). When doing this, the model closest to the
charged or charging unit must not change position.
Only non-mounted characters can join units with
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
Weapons listed in this section are used in Close
Combat and can confer various benefits and
penalties. The rules for this weapons only apply to
the attacks made with the weapon (they dont
apply to Stomps, Breath Weapons, or other special
attacks). When a model has more than one combat
weapon available, it must chose which one to use
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.
Hand Weapon. All models are armed with a Hand
Weapon, even if their profile doesnt state so.
Hand Weapons cannot be lost, destroyed, or
nullified in any way. Hand weapons dont confer
any benefit normally, but can be used alongside a
Shield to get a Parry Save. A Parry Save is a 5+
Ward Save that can only be used in close combat.
Parry saves cannot be taken against attacks from
the flank, rear, Impact Hits, Stomps or Breath
Weapons. Models with the Frenzy Special Rule
cannot benefit from Parry Saves. If a model has
any weapon other than a Hand Weapon, it cannot
chose to use the Hand Weapon (unless specifically
stated).

Lance. +2 Strength when charging. Models with


Light Troops special rule only receive +1 Strength
when charging. Unmounted models cannot use
Lances.
Spear. Fight in Extra Ranks. Killing Blow against
Cavalry, Monstrous Cavalry and Chariots engaged in
the front. Spears wielded by mounted models uses
the rules for Lances.

Ranged Weapons
Weapons listed in this section are used in the
Shooting Phase. Each model can normally only use
one Ranged Weapon per phase even if it has
several, and the all the rank and file models in a
unit must use the same Ranged Weapon. Each
ranged weapon has a maximum range, a Strength
value, and can have one or more Special Rules.
Special Rules listed on a Ranged Weapon only apply
to the shooting attacks made with that weapon.
Short Bow. Range 18. Volley fire. Strength 3
Bow. Range 24. Volley fire. Strength 3
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
Handgun. Range 24. Move or Fire. Armour
Flails.
Piercing. Strength 4
Great Weapon. Requires Two Hands. Always Strikes
Pistol. Range 12. Quick to Fire. Armour Piercing.
Last. +2 Strength
Strength 4. Counts as additional hand weapon in
close combat.
Halberd. Requires Two Hands. +1 Strength.
Additional Hand Weapon/Two Hand Weapons.
Requires Two Hands. +1 Attack. Mounted models
cannot use Additional Hand Weapons.

Brace of Pistols. Range 12. Quick to Fire. Armour


Piercing. Multiple Shots (2). Strength 4. Counts as
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
BLOCKING TERRAIN
Line of Sight cannot be drawn through blocking
terrain. Some blocking terrain allows models to
move in or on them (such as hills), Line of Sight
can be drawn into or out of (but never through)
such terrain pieces.
If blocking terrain obscures a target, it is
considered within hard terrain.

(or his unit) is on the hill, and hard terrain if no


part of the target (or his unit) is on the hill.
Elevated position: Models with more than half of
its base on a hill are considered large height.
Charging downhill: Models initiating a charge
move with half or more of its footprint on a hill
and ending the charge move with half or more of
its footprint no longer on the hill receive a +1
combat resolution bonus during the same player
turn.

SOFT TERRAIN
Shooting models drawing line of sight through Soft
FORESTS
Terrain suffers from Soft Cover to hit penalties if
half or more of target's footprint is obscured, see Cover: Forests are soft terrain.
Movement: Forests are Dangerous Terrain for
shooting section.
Cavalry, Monstrous Cavalry, Chariots and units
using the Fly Special Rule
HARD TERRAIN
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.
Skirmishers and lone infantry characters with
obscured, see shooting section.
majority of their footprint in a forest are stubborn.

IMPASSABLE TERRAIN
Line of Sight: Impassable terrains are blocking
terrain.
Cover: Impassable terrain are hard terrain.
Movement: Models cannot move into or through
impassable terrain. Unless making a charge move,
models can not move within 1" of impassable
terrain. If a charge move has brought a model
within 1" of impassable terrain, the model (and his
unit) is allowed to stay within 1" until they move
outside 1".

BUILDINGS
Line of Sight: Buildings are blocking terrain.
Cover: Buildings are hard terrain.
Entering a building: Units comprised entirely of
Infantry, Monstrous Infantry, Warbeasts, Monstrous
Beasts and Swarms may enter an empty building by
getting into base contact with it in the Remaining
Moves sub-phase. All the unit enters the building
and no model in the unit may move more than
three times its M attribute while doing so (measure

HILLS

from the models starting position to the closest

point of the building).


Line of Sight: Hills are blocking terrain.
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.


Rest of movements: For any unit which is not
entering, leaving, or assaulting a building,

If the defender unit won, the assaulting


unit is nudged back 1. Both units are no
longer engaged.

buildings are treated exactly as impassable terrain.


Assaulting a building: Declaring and resolving

FIELDS

charges against a unit in a building, is done in the

Cover: 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
start of the combat round, first by the assaulting

RUINS

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.
Movement: Ruins are Dangerous Terrain for any
(to whom it will count as in base contact),
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
Steadfast purposes, and Banners (both Standards
and Army Banners) only count if the model was
part of the initial fighting party chosen. After the
combat is resolved, there can be several
situations:

If the assaulting unit won, but the


defenders didnt 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

WATER
Cover: None
Movement: Units may not march in, through, or
out of Water terrain.
Disordered for combat: Units inside a Water
feature (even if only partially) may never be
Steadfast (unless stubborn) nor claim any Rank
bonus.

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 units 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 its 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
Giant Blade 60pts
Type: Hand weapon
Attacks made with this weapon are are at
+3 strength.
Ogre Blade 40pts
Type: Hand weapon
Attacks made with this weapon are are at
+2 strength.
Obsidian Blade 40pts
Type: Hand weapon
Attacks made with this weapon ignore
armour saves.
Fencer's Blades 35pts
Type: Two hand weapons
User has Weapon Skill 10.
Sword of Strife 35pts
Type: Hand weapon
User has +2 Attack.
Swords of Anti-heroes 30pts
Type: Two hand weapons
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

Sword of Might 15pts


Type: Hand weapon
Attacks made with this weapon are are at
+1 strength.
Sword of Battle 15pts
Type: Hand weapon
User has +1 Attack.
Sword of Striking 15pts
Type: Hand weapon
Attacks made with this weapon are at +1 to
hit.
Fire Pike 10pts
Type: Lance
Attacks made with this weapon have
Flaming Attacks.
Biting Blade 5pts
Type: Hand weapon
Attacks made with this weapon has Armour
Piercing.
Shrieking Blade 5pts
Type: Hand weapon
User causes Fear.

MAGIC ARMOUR
Armour of Destiny 50pts
Type: Heavy Armour. Wearer has a 4+ ward
save.
Trickster's Helm 35pts
Type: None (6+ armour save). Successful to
wound rolls against the wearer must be
rerolled.
Armour of Fortune 30pts
Type: Heavy Armour. Wearer has a 5+ ward
save.
Armour of Silvered Steel 30pts (models on
foot only)
Type: Heavy Armour (2+ armour save). This
armour cannot be combined with shields or
Scaly skin.
Glittering Scales 25pts
Type: Light Armour. Attacks against the
wearer suffer a -1 to hit penalty.
Bronce Harnesk 20pts
Type: Light Armour.
One use only. Whenever the wearer
receives a hit, the item can be activated.
For the duration of the phase, the wearer
has 1+ armour save.
Gambler's Armour 15pts
Type: Heavy Armour. Wearer has a 6+ ward
save.
Dragonhelm 10pts
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.

TALISMANS
Talisman of Preservation 50pts
Wearer has 4+ Ward Save.
Obsidian Lodestone 45pts
Wearer has Magic Resistance (3).
Sprout of Rebirth 25pts
Wearer has regeneration (5+)
Dawnstone 30pts
Wearer may re-roll failed armour saves.
Obsidian Amulet 30pts
Wearer has Magic Resistance (2).
Talisman of Endurance 25pts
Wearer has 5+ Ward Save.
Opal Amulet 20pts
Wearer has a 4+ ward save. After the first
time this ward is successful, the item is
destroyed.
Talisman of Protection 10pts
Wearer has 6+ Ward Save.
Obsidian Trinket 10pts
Wearer has Magic Resistance (1).
Luck Stone 5pts
One use only. Wearer may reroll one failed
armour save.
Dragonbane Gem 5pts
Wearer has Fireborn special rule.

ENCHANTED ITEMS
Wizarding Hat 70pts
The wearer has stupidity and is a Level 2
wizard. Before generating spells,
randomize a battle magic lore to generate
spells from.
Crystal Ball 35pts
Wearer has Always Strike First.
Crown of Command 30pts
One use only. May be activated at the start
if any round of combat. For the duration of
the phase, the wearer has Stubborn
Healing Potion 30pts
One use only. May be activated at the start
of any phase. The wearer Recovers 2
wounds.
Ruby Ring of Rhuin 25pts
Bound Spell, Power Level 3. Contains the
spell Fireball (Lore of Fire).
Potion of Strength 20pts
One use only. May be activated at the start
of any phase. For the duration of the
player turn, the wearer has +2 Strength.
The Other Trickster's Shard 15pts
Models in base contact with the wearer
must reroll any successful Ward Saves
Potion of Speed 5pts
One use only. May be activated at the start
of any phase. For the duration of the
player turn, the wearer has +3 Initiative.
Ironcurse Icon 5pts
The Wearer and his unit has 6+ ward save
against wounds caused by shooting attacks
with templates.
Emerald Ring 5pts
The Wearer and his unit has 6+ ward save
against wounds caused by shooting attacks
with Armour Piercing.

ARCANE ITEMS
Book of Ashur 70pts
The wearer receives a +1 casting modifier
to casting and dispelling roll.
Essence of a Free Mind 70pts
The wearer does not have to declare which
lore he uses on the army list. He may
choose any of the available lores before
generating spells (normal restrictions for
the wizard still applies).
Feedback Scroll 50pts
One use only. Instead of making a dispel
roll, you can use the scroll. After the spell
effect has been resolved (and lore
attribute), the caster must roll on the
miscast table.
Wand of Jet 45pts
One use only. The bearer may increase a
single casting roll with a +1D6 modifier
(note that this is not a power dice).
Wand of Tranquility 35pts
The bearer may reroll dispel rolls. Use this
ability only once per magic phase.
Binding Scroll 30pts
One use only. Instead of making a dispel
roll, you can use the scroll. The wizard
casting the spell cannot cast the same spell
during the next game turn.
Earthing Rod 25pts
One use only. The bearer may reroll what
results he get on the miscast table.
Dispel scroll 25pts
One use only. Before making a dispel rolls
you can use the Dispel scroll. The wizard
adds +12 modifier to his dispel roll in
addition to any other bonuses. The caster
do not need to use any dispel dices (and
ignores not Enough Power) during this
dispel roll.

Power Stone 20pts


One use only. Can be activated at any time
during the magic phase. Add one Power
Dice to your dice pool.
Scroll of Shielding 15pts
One use only. Instead of making a dispel
roll, you can use the scroll. All models
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.

Gleaming Pennant 5pts


One use only. Unit can reroll its first failed
Leadership test.
Lion Standard 5pts
Unit automatically passes Fear and Terror
tests.

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