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
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
UNIT FACING
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.
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
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.
WIZARDS
SPELLS
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.
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.
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
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).
11.
12.
13.
14.
15.
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 .
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
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.
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.
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
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).
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.
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.
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
FIELDS
RUINS
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.
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
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.
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.