All in One
All in One
Theokrit Version
Contents
Rulebook p.3
Errata p.132
BH p.170
DE p.191
DH p.212
DL p.230
EOS p.257
HE p.278
ID p.301
KoE p.320
OK p.340
OnG p.360
SA p.387
SE p.410
UD p.432
VC p.454
VS p.481
WDG p.501
Asklanders p.528
Makhar p.546
Rulebook
2nd Edition, version 2.0
December 21, 2018
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3
1 Introduction
1.A What is The 9th Age: Fantasy Battles?
The 9th Age: Fantasy Battles, often simply called The 9th Age or T9A, is a community-made miniatures wargame in
which two grand armies clash in an epic battle for power or survival. Each army can be composed of simple foot
soldiers, skilled archers, armour-clad knights, powerful wizards, legendary heroes, epic monsters, and huge dragons.
The game is usually played on a 72″ by 48″ battlefield and uses six-sided dice to resolve different actions such as
charging into battle, letting arrows loose, or casting spells.
All relevant rules, as well as feedback and suggestions, can be found and given here:
• Keywords and titles main terms are indicated by using capitalisation, as in “Round of Combat”, unless they are
too common, like “model” or “unit”.
• Bold font is used to highlight essential words and Model Rules given by another Model Rule. It is used in Army
Books to highlight Model Rules that are defined in the unit entry.
• Italic font is used for spell names, background text, or repetitive text.
• Grey-coloured text is used for figure and table captions, item restrictions, and repetitive text.
• (Brackets) are used for clarifications and explanations of the actual rules, and for defining parameters of some
Model Rules.
4
2 General Principles
2.A Turns
The 9th Age: Fantasy Battles is a turn based game. A standard game lasts for 6 Game Turns, each divided into two
Player Turns. At the beginning of the game, one player has the first Player Turn, in which they use their units to
perform various actions, such as moving, casting spells, or Charging, while their opponent gets to react. After this,
the other player has their first Player Turn. When this comes to an end, Game Turn 1 is complete. In Game Turn 2,
the first player now has their second Player Turn, and so on, until both players have completed 6 Player Turns. This
marks the end of the game.
1 Charge Phase
2 Movement Phase
3 Magic Phase
4 Shooting Phase
5 Melee Phase
5
2.B Dice
2.B.a Rolling Dice
In The 9th Age: Fantasy Battles, dice are often used to determine random outcomes. The most commonly used type
is the six-sided dice, referred to as a D6, with a range from 1 to 6. The effects of a dice roll are often dependent on
whether the rolled value is equal to or higher than a set value (such as a dice roll that is successful if the dice rolls ‘3’
or higher). This is often referred to as a 3+ (or 2+, 4+, 6+, etc.).
Multiple Dice: Sometimes you need to roll more than one of these dice at the same time. This is represented by a
number before the type of dice rolled, such as 3D6, which means to roll 3 six-sided dice and add the results together.
Modified Dice Rolls: On other occasions, a dice roll may be modified by adding or subtracting a number, such as
D6+1. In such cases, simply add the relevant number to, or subtract it from, the result of the roll.
Natural Roll: A natural roll on a D6 refers to the value of the dice, before any modifiers are applied.
Rerolling Dice: Lastly, some effects in the game call for rerolling certain dice, such as “failed to-wound rolls”, or
“Aegis Save results of ‘1’”. When you encounter such situations, reroll the relevant dice. Dice can only be rerolled
once. The second result is final, no matter the cause, source, or result, and the initial result is ignored for all rules
purposes, unless specifically stated otherwise. Note that rerolling a dice is not considered a modifier.
2.B.a.1 Rolling a D3
The game sometimes requires the roll of a D3. This is performed by rolling a D6 and then halving the result, rounding
up, so that the result can only be 1, 2, or 3. If the game requires a natural ‘1’ or a natural ‘6’ when rolling a D3, it
always refers to the value of the D6 before halving.
6
3 Models and Units
3.A Models
Models in The 9th Age: Fantasy Battles represent epic warriors, ferocious monsters, and lethal spell casters. Every
miniature that stands on the same base is considered the same model (e.g. a dragon and its rider or a cannon and its
crewmen are considered a single model).
The scale of miniatures most commonly used for The 9th Age ranges from 1:70 to 1:50 when compared to real-life
sized equivalents for human-sized creatures. Many units are commonly represented by miniatures with a scale in
the range of 25 mm to 32 mm (a common form of measuring human miniature size is measuring the model’s height
to the eyes). Players are welcome to interpret the scale as they like, as the distances used in the rules do not seem
realistic if the scale of 1:1 compared to the actual size of the miniatures is used for the game.
The 9th Age does not officially support any particular product line, and you are welcome to play with whatever scale
and miniatures you and your opponent have agreed upon. However, it is very important to make sure you mount
your models (regardless of scale or size) on the correct base size for the unit entry.
Just as we can imagine that the combatants in the game are actually smaller than the miniatures that represent them,
we can also imagine that a single miniature does not have to represent a single warrior. We could imagine a unit of
10 elite elven warriors representing exactly 10 elves or some other group size like 20, 50, or 100. At the same time a
unit of 10 Goblin Raiders could just represent 10 goblins, but is more likely to represent some larger group of 100,
200, or 500.
Characters and monsters are meant to represent exceptional individuals and especially potent creatures that are
worth entire regiments on their own. It may be easier to come to terms with a miniature of a character representing
not just the character itself but also their bodyguards and assorted staff that might follow such a hero into battle.
3.A.a Bases
All models are placed on a rectangular or round base. Base sizes are given as two measurements in millimetres:
front-width × side-length (e.g. most horse riders’ bases are 25×50 mm). In some rare cases models have round
bases. In these cases, only a single measurement is given: the diameter of the base (e.g. a common War Machine
base is a round 60 mm base). For all rules purposes, only the base of a model is relevant and determines the model’s
location on the battlefield, while the miniature itself is not taken into consideration.
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3.A.d Model Arcs
A model has 4 Arcs: Front, Rear, Left Flank, and Right Flank. Each Arc is determined by extending a straight line
from the corners of the model’s base, in a 135° angle from the model’s Facings. Any object at least touching the line
that separates two Arcs (even if only in a single point) is considered to be inside those Arcs. For rules purposes,
models on round bases have a single 360° Arc all around, which is considered to be their Front Arc.
3.B Units
All models are part of a unit. A unit is either a group of models deployed in a formation consisting of ranks (along
the width of the unit) and files (along the length of the unit) or a single model operating on its own.
When forming a unit, all models in the unit must be perfectly aligned in base contact with each other and face the
same direction. Models in a unit that are not in the first rank must be positioned so that another model is directly in
front of them. All ranks must always have the same width, except the rear rank which can be shorter than the other
ranks; this is called an incomplete rear rank. Note that it’s perfectly fine for the rear rank to have gaps in it, as long
as the models are aligned with those of the other ranks. Following these rules, you are free to field your units in
whatever formation, as few or as many files wide as you wish, but this may affect rules that interact with the unit
(see “ ” and “ ” for examples).
Whenever a rule, ability, spell, and so on affects a unit, all models in the unit are affected.
3.B.a Rank-and-File
Normal models in a unit are called Rank-and-File models (R&F). All models except Characters are R&F models.
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3.B.h Unit Arcs
A unit has 4 Arcs: Front, Rear, Left Flank, and Right Flank. Each Arc is determined by extending a straight line
from the corners of the Unit Boundary, in a 135° angle from the unit’s Facings (see figure ). Any object at least
touching the line that separates two Arcs (even if only in a single point) is considered to be inside those Arcs. For
rules purposes, units on round bases have a single 360° Arc all around, which is considered to be their Front Arc.
Many rules require the players to determine which Arc of a unit another object is Located in. Note that for rules
purposes there is a difference between “being inside an Arc” as described above and “being Located in an Arc” (see
figure ):
• Models/units on rectangular bases are Located in the Arc which the centre of their Front Facing is in.
• Models/units on round bases are Located in the Arc which the centre of their base is in.
• Any other object is Located in the Arc which its centre is in.
If an object is Located exactly in two Arcs of a unit, it is considered to be Located in the unit’s Flank Arc.
a) 90°
b) c)
Rear Arc
Rear Facing B
a) This unit has 3 ranks and 6 files. The base on the side is a Character with a Mismatching Base that has joined the
unit (see “ ”, page ). The rear rank is incomplete and only contains 3 models.
The Front, Flank, and Rear Arcs are defined by drawing lines from the corners of the Unit Boundary in a 135° angle
from the unit’s Facings.
b) The Unit Boundary is the area drawn around the outer edges of the unit (grey area). The Centre of the unit is the
centre of the Unit Boundary (red x).
c) A Unit Boundary cannot be inside another Unit Boundary, not even with parts that aren’t occupied by any models.
B
Figure 3: Units inside and Located in another
unit’s Arc.
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3.C Interactions between Objects
There are many ways models, units, and other objects in the game interact with one another (see figure ).
a) b) c) d)
A B C D E The unit at the bottom has Charged the unit on top in the Rear Facing. Due
to the Charged unit’s incomplete rear rank, some models are in base contact
across gaps.
a) This line connects 1 with A and B. B’s entire Rear Facing is however in
a) F b) G c) contact with F, so 1 is in base contact across a gap only with A (it still is in
“normal” base contact with F).
5 b) This line connects C with 2 and 3. C is in base contact with both 2 and 3.
1 2 3 4 6
c) This line connects E with 5 and 6. E is in base contact with both 5 and 6.
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3.C.b Contact between Objects
Two objects, like bases, Unit Boundaries, Terrain Features, and so on, are considered to be in contact (see figure ):
• If they touch one another:
a) Along a line (e.g. two rectangular bases contacting each other along their front)
b) At a single point (e.g. corner to corner contact between units)
• If one object is inside another. An object is considered to be inside another if it is:
c) Partially inside the other object
d) Fully inside the other object
The models with a bold frame in unit B are considered to be in base contact with
the model A on the round base, since this round base is directly in front of them.
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4 Battlefield Logistics
4.A Measuring Distances
The unit of measurement for all distances and ranges in The 9th Age: Fantasy Battles, is the inch (″). An inch
corresponds to 2.54 cm.
When using 28 mm scale miniatures, 1″ in the game would be roughly equal to 1.5 meters in real life. An average
human-like creature in the game has an Advance Rate of 4″ and a March Rate of 8″, which means that in a single
Movement Phase it would move only 6 metres (12 if marching). Likewise a ranged weapon like a Longbow has an
effective range of 30″ in the game which would equal roughly 45 metres, which is 5 times shorter than the average
historic effective range of the weapon of around 250 metres.
For example, players could use the historic range of the Longbow to determine what kind of distance 1″ represents in
a game. In that case 1″ would be slightly more than 8 metres and much closer to representing the distances assumed
when writing the rules for this game.
We do not wish to tell players how to imagine their fights or how many individuals each miniature should represent,
but we believe that an easy equation of 1″ being roughly equal to 10 metres is a good representation of the size of
the game. An average game will be played on a 72×48″ table and thus represents a real-life area of 720×480 m or
roughly 50 football pitches. In medieval times (the closest thing we have to our fantasy world) this would represent
an average sized battlefield where two forces with soldiers numbering from a few hundred to several thousand
would meet.
To determine the distance between two points on the Battlefield (or two units, or any other elements), you always
measure from the closest points, even if the line of measuring goes through any kind of intervening or obstructing
element.
The rules often refer to things being within a certain distance. Measure the distance between the closest points. If
this distance is less than or equal to the given range, they are considered to be within range. This means that a model
is always within range of itself, and that the entire model or unit does not need to be within range, only a fraction of
it.
When measuring distances to and from a unit, measure to and from its Unit Boundary.
Players are allowed to measure any distance at any time.
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Figure 7: Drawing Line of Sight.
A
Figure 8: Unit Spacing.
1″ 0.5″
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5 Characteristics
5.A Characteristic Profiles
Each unit entry contains the following Characteristic Profiles: Global Characteristics, Defensive Characteristics, and
Offensive Characteristics.
Adv Advance Rate The distance the model can Advance Move in inches.
Mar March Rate The distance the model can March Move in inches.
Dis Discipline The model’s ability to stand and fight.
HP Health Points When the model loses this many Health Points, it is removed as a casualty.
Def Defensive Skill How well the model avoids being hit in melee.
Res Resilience How easily the model withstands blows.
Arm Armour The innate Armour of the model.
Agi Agility Model parts with a higher Agility strike first in melee.
Att Attack Value The number of times the model part can strike in a Round of Combat.
Off Offensive Skill How good the model part is at scoring hits in melee.
Str Strength How easily the model can wound enemy models.
AP Armour Penetration How well the model can penetrate the Armour of enemy models.
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5.B Characteristic Values
Usually each Characteristic is rated with a value between 0 and 10. A higher value of a given Characteristic indicates
that a model is more accomplished in that Characteristic. These values are used for various game mechanics like
moving units and attacking with models, which will be explained in later chapters.
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6 Modifiers
The values of Characteristics, dice rolls, or other values can be the target of modifiers from numerous sources, like
spells, weapons, and armour. They can be set to a certain value, and they can be subject to addition, subtraction,
multiplication, and division.
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6.D Priority of Modifiers
If any value or roll is affected by more than one modifier, these modifiers are applied in a strict order, following table
below. First apply modifiers listed with priority step 1, then apply modifiers with priority step 2 to the result, and
so on (whenever you see the terms set/always/never used in bold in such a modifier, this indicates its priority).
When several modifiers within a group are to be applied to a value (e.g. a Characteristic value), apply them in the
order that results in the lowest value.
When several modifiers within a group are to be applied to a dice roll (e.g. for Saves, to-hit rolls, to-wound
rolls), apply them in the order that results in the lowest success chance of the roll.
For example, if a model is affected by (A) “The model’s attacks gain +1 to hit” and (B) “Attacks made with this weapon
are set to hit on 4+”, first apply modifier (B), since modifiers using the “set” mechanic are applied in priority step 1,
and then apply the +1 modifier, as modifiers using addition are applied in priority step 3. The final result would be
the model’s attacks hitting on 3+.
After all modifications via multiplication, division, addition, or subtraction, unless specifically stated otherwise:
• Agility and Attack Value cannot be modified to lower than 1.
• The value of all other Characteristics cannot be modified to lower than 0.
• Armour cannot be modified to exceed a maximum of 6.
• Agility and Discipline cannot be modified to exceed a maximum of 10.
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7 Attacks
Units in opposing armies fight each other using melee weapons, ranged weapons, spells, and other unique attacks.
This chapter will explain how attacks are performed in general and how you determine if they are successful in
inflicting damage on their targets.
Attacks
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7.B Attack Sequence
Whenever an attack is performed, use the following sequence:
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7.F To-Wound Rolls
If an attack has a Strength value, it must wound the target to have a chance to harm it. To make a to-wound roll, roll a
D6 for each hit. The difference between the Strength of the attack and the Resilience Characteristic of the defender
determines the needed roll to wound the target (see table below).
A natural roll of ‘6’ will always succeed and a natural roll of ‘1’ will always fail. The player whose attack inflicted the
hit makes a to-wound roll for each attack that hit the target. A successful to-wound roll causes a wound; proceed to
Armour Saves and Armour Modifiers.
If the attack does not have a Strength value, follow the rules given for that particular attack.
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7.H Special Saves
The attacked model now has a final chance to disregard a wound that was not saved by its Armour Save, provided
it has a Special Save. There are different types of Special Saves, like and , both detailed in
“ ”, page .
To make a Special Save roll, roll a D6 for each wound that was not saved by the model’s Armour Save.
• If X is given as a dice roll (e.g. Aegis (4+)), X is the roll needed to successfully disregard the wound.
• If X is given as a modifier and with a maximum value (e.g. Fortitude (+1, max 3+)), the model gains this
as a modifier to all its Special Save rolls of the same type, which cannot be increased to rolls better than
the maximum value given in brackets. If the model doesn’t have that type of Special Save, it instead gains a
corresponding Special Save ((7 − X)+) (e.g. a model with Aegis (+2, max 4+) will gain Aegis (5+)).
If a model has more than one Special Save, choose which one to use before rolling. Only a single Special Save can be
used against each wound.
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8 Setting up a Game
8.A Building an Army
The 9th Age: Fantasy Battles includes a series of Army Books which contain the unique rules for Characters and
troops, and the descriptions of the different armies. All unit entries within an Army Book are divided into different
Army Categories, which may be limited to represent a minimum or maximum percentage of the .
The first step in building an army is writing down a selection of units, options, and their Point Costs on a document
called the Army List. An army is subject to certain rules and restrictions which this chapter will describe in further
detail.
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8.B.b.1 Characters
• This Army Category always has a maximum amount of points that can be spent on it, usually 40% of the Army
Points.
• Each army must contain at least one Character that is eligible to be the army’s General (see “ ”, page
).
• Unless specifically stated otherwise, entries that belong to this Army Category follow the rules for Characters
given in “ ”, page .
Characters represent the leaders and exceptional individuals who, through their particular sets
of skills, influence the course of battle using either brute force, tactical acumen, spell casting
ability, or engineering knowledge. It is they who muster the army, and your force will always
include at least one representative of this Army Category to serve as your army General.
8.B.b.2 Core
• This Army Category always has a minimum amount of points that must be spent on it, usually 25% of the Army
Points.
The Core represents the most readily available warriors a faction has access to and will form
the bulk of combatants under the command of the Characters in the force. No matter where or
why the faction fights, the Core are those units that will always be present in some combination
as part of the fighting force. They are also those warriors that a society can provide for battle in
the greatest numbers. While armies can overwhelmingly be formed out of the Core units, it is
rarely the case as each commander seeks to deploy a force that contains as many of their finest
or more specialised warriors as possible, depending on the resources available to them.
8.B.b.3 Special
• This Army Category has no maximum or minimum limit. You are free to spend any amount of points on units
in this Army Category, so long as the requirements of the army composition are met.
The Special Army Category represents more specialised warriors. A faction can call upon large
numbers of these warriors and they can often be the most numerous segment of the entire
fighting force. However, their numbers are still limited, and though some of these units can form
an entire battle line there just isn’t enough of them to form armies on their own.
8.B.b.4 Army-Specific
• This Army Category has a maximum amount of points that can be spent on it; the limit is defined within
individual Army Books.
• All armies have one or more Army-Specific Categories.
The Army-Specific Categories are introduced to provide additional limitations in the process
of army building. These limitations are designed to be reflective of the nature of the faction in
question, and with the goal of ensuring greater balance of the game. There are three types of
Army-Specific Categories: one type is simply an additional grouping of units connected with
a certain theme. These are given a thematic name reflective of the army they are part of or
the function they perform (e.g. Orcs and Goblins – Death from Above). The second type of
Army-Specific Categories provides limitations linked with a certain function a unit from another
Army Category performs within the army (e.g. Beast Herds – Ambushers). And the third type of
Army-Specific Categories is a mix of the above.
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8.B.b.5 Units Belonging to more than one Army Category
Some units can be included in more than one Army Category, which is represented by more than one icon in their
entry. In these cases, simply count the unit’s Point Cost towards the limits of all its Army Categories, but only once
towards the army Point Cost.
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8.C Warbands and Grand Armies
The rules for army composition are modified depending on the size of an army. An army that is unusually small or
unusually large is subject to the following rules.
Warbands Grand Armies
Armies of 3000 points or less are called Warbands. The Armies of 8000 points or more are called Grand Armies.
Minimum Army Size is decreased to 3 units.
All “0–X Items per Army” limits are halved, rounding All “0–X Items per Army” limits are doubled.
fractions up.
The usual board size is 36″ wide and 48″ deep. Adapt the board size to the size of the game.
Standard
Header
Tin Men Height
Type Infantry
120 pts + 10 pts/extra model 15–50 models 0–4 Units/Army Base 25×25 mm
25
8.D.a.1 Header
The header of a unit entry usually contains all the general information on the unit (see figure ).
1 – Unit name
This is the name of the unit that will be used e.g. when choosing the unit to perform an action like Charging, or when
targeting the unit with a spell or a Shooting Attack.
2 – Army Category
Every unit is part of an Army Category, like Characters, Core, or Special, which is important e.g. for building an army
or for certain Model Rules. Each Army Category is represented by an icon that corresponds to the respective Army
Category as shown in each Army Book’s section on Army Organisation.
Note that some units may belong to more than one Army Category (see “ ”, page ). In this case the
icons of all these Army Categories will be depicted.
3 – Unit size
The unit size tells you the minimum and the maximum size of the unit when building an army. The minimum unit
size corresponds to the number of models that the unit must contain at least. And accordingly, the maximum unit
size represents the number of models that the unit can consist of at the most.
In the example in figure , a unit of Tin Men must consist of at least 15 models when building the army, while you
can add up to 35 models, attaining the unit’s maximum size of 50 models.
4 – Unit cost
The unit cost tells you how many points you have to pay for adding the unit to your army in its minimum size, and
how many points each additional model will cost. For some units in the game, an additional model will cost the same
amount of points as a model that is part of the unit’s minimum size, while for others additional models may be more
or less expensive than the initial models.
In the example in figure , a unit of Tin Men consisting of the minimum size of 15 models will cost 120 points, while
each additional Tin Man model will cost 10 points. So for instance a unit of 25 Tin Men will cost a total of 220 points
(120 points for the first 15 models and 100 pts for the 10 additional models).
5 – Scoring
Some units have a certain Model Rule called Scoring, which is relevant for winning Secondary Objectives during the
game (see “ ”, page and “ ”, page ). Units with this Model Rule will be marked with a
pennant icon.
6 – Unit cap
Certain units can only be selected a limited number of times in an army. In this case you will find a “0–X Units/Army”
cap in the unit entry. In the example, an army may contain up to two units Tin Men, regardless of their size, equipment,
etc.
7 – Model specifications
Every model in the game has a specific Height, Type, and base size, which are relevant for a wide variety of game
mechanics and Model Rules.
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8.D.a.2 Unit Profile
The unit profile contains the models’ Characteristic Profiles and Model Rules, including their mundane equipment
(see figure ).
1 4 4 2 Light Armour
Offensive Att Off Str AP Agi
8 – Characteristic Profiles
The Characteristic Profiles of each unit entry contain the values of all of a unit’s Global, Defensive, and Offensive
Characteristics. Note that the values displayed here represent the models’ unmodified Characteristic values, excluding
any modifiers e.g. from Model Rules and equipment:
• For instance, in case of Armour, the Characteristic value displayed here represents the models’ innate armour
(granted e.g. from scales or a tough hide). Any armour from Armour Equipment, like Light Armour in the
example above, will have to be added on top of the Armour value displayed in the Defensive Profile. In
this example, the models will have an Armour of 3 (2 from the models’ innate armour and 1 from their Light
Armour), which will give them a 4+ Armour Save against attacks without any Armour Penetration (see “
”, page ).
• The profile also displays the models’ unmodified Strength and Armour Penetration. Any Strength and Armour
Penetration modifiers, e.g. from weapons, will have to be added on top. In our example, the models’ Close
Combat Attacks will have a Strength value of 4 and an Armour Penetration value of 1, due to the innate Strength
of 3 and the +1 Strength and Armour Penetration modifiers from the Halberds the models are equipped with.
9 – Model Rules
In this part of the unit entry, the unit’s Model Rules are displayed:
• The Global Model Rules comprise the unit’s Universal Rules (in alphabetical order).
• The Defensive Model Rules comprise the unit’s Personal Protections and Armour Equipment. In case a unit
has more than one Model Rule from these categories, Personal Protections will be listed first (in alphabetical
order), followed by the unit’s Armour Equipment (in alphabetical order).
• The Offensive Model Rules comprise the unit’s Attack Attributes, Special Attacks, and weapons. In case a unit
has more than one Model Rule from these categories, Attack Attributes and Special Attacks will be listed first
(in alphabetical order), followed by the unit’s weapons (in alphabetical order).
In some unit entries, you will notice certain Model Rules in bold, like Tin Man’s Heart in the example above. Bold
font is used here to highlight army-specific Model Rules that are defined in the unit entry.
27
8.D.a.3 Options
In this part of the unit profile illustrated in figure , you will find all the optional and mandatory upgrades that can
be bought for a unit when building the army.
10 – Command Group Options
Options pts Command Group Options pts
11 – Unrestricted options
Many units have options to upgrade their models with weapons, armour, certain Model Rules, etc. In some cases, the
Point Cost per unit is indicated, regardless of the number of models, while in others, like in the example above, the
unit entry gives the Point Cost per model.
Note that if you choose to buy such an upgrade, you must always upgrade all models of the unit accordingly.
12 – Restricted options
Certain options may come with restrictions. These may for instance be associated with an altered maximum number
of models per unit (in the example above 25 instead of 50), or with a restriction regarding the number of units with
the upgrade an army may contain (up to 2 units in the example above). Another possible restriction is an upper limit
on the total number of models with a given upgrade per army. In this case, the sum of all models of all units with that
upgrade in the army may not exceed that upper limit.
Other options cannot be combined with one another. These are listed indented underneath “One choice only” in
the unit entry. In the example above, the models in the unit may be upgraded either with Shields or with Paired
Weapons, they may however not gain Shields and Paired Weapons.
In case there are several groups of these “One choice only” upgrades for a unit, the unit may be given up to one choice
of each group.
13 – Model Rules
In case a unit profile contains any unit-specific Model Rules, these rules will be explained in this part of the unit
entry.
28
Standard
Wicked Witch a b
Height
Type Infantry
140 pts single model 0–3 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
3 4 3 0
Offensive Att Off Str AP Agi
1 4 3 0 5
Magic Options pts Options pts
Wizard Adept 75 Special Items up to 100
Wizard Master 225 d If Wizard Master up to 200
Red Rubber Boots 5
c Mount Options pts
Cosmology Druidism Witchcraft e Witches’ Broom 30
Winged Monkey Chariot 200
Model Rules
Hydrophobe: Universal Rule.
If the model touches a Water Terrain Feature, it is immediately removed as a casualty.
f Optional Model Rules
Red Rubber Boots: Universal Rule.
The model loses the Hydrophobe Model Rule and gains Strider (Water Terrain).
d
a) Certain units, like Characters, consist only of a single model. These units are labelled as “single model” units. They
follow the same rules as units consisting of multiple models, but there may be certain differences, like Characters
being able to join other units.
b) Just like regular units, Characters may have a unit cap. This cap applies to all Characters of this type, regardless of
their upgrades, equipment, and mounts. In this example, this means that you can only have up to 3 Wicked Witches
in your army, e.g. one of them on foot and two on Witches’ Brooms.
c) Models that can cast spells are referred to as Wizards. Wizards come in 3 different types: Wizard Apprentice,
Adept, and Master. The Model Rules tell you which Wizard type the model has by default (in this example, the Wicked
Witch is a Wizard Apprentice), while the Magic Options show you which types the model can be upgraded to. In case
you upgrade your Wizard, the upgrade replaces the default Wizard type. In addition, you will also find in this section
the Paths that the Wizard has to choose a single one from. The Wizard will select its spells from this chosen Path
(see “ ”, page ).
d) Certain models, like most Characters, have access to Weapon Enchantments, Armour Enchantments, Artefacts, etc.
These upgrades are referred to as Special Items (see “ ”, page and The 9th Age: Fantasy Battles –
Arcane Compendium). If a model can buy Special Items, you will find this information in the unit entry’s options,
together with the maximum amount of points a model can spend on them.
e) Characters are usually on foot by default. Most of them can however be given a mount. The Mount Options will tell
you which mounts are available for a Character and how many points you have to pay for them. Note that a Character
may always only take a single mount.
f) As explained above, unit entries will contain unit-specific Model Rules. In addition, you will sometimes also find
Optional Model Rules. In order to gain these Model Rules, you must buy the corresponding upgrade for the model.
29
8.D.c Unit Entries with Multipart Models
The examples above show entries of units with models consisting of a single model part, but there are also many
Multipart Models in the game (see “ ”, page ). The unit entry of a Character Mount, the Winged
Monkey Chariot from the example in figure , will be used to explain the particularities of this type of unit entry.
Height Large
Winged Monkey Chariot a Type Construct
0–1 Mounts/Army Base 50×100 mm
a) Like for any other unit entry, there may be restrictions on the number of Character Mounts that can be part of an
army. In the example above, the army may only contain up to a single Character, regardless of the type, on a Winged
Monkey Chariot. This restriction only applies to Character mounts, so if an Army Book contains the Character mount
additionally as a unit in another Army Category, you are allowed to take this unit in addition to the Character mount
in your army.
b) In case of a Multipart Model Character, many of a model’s Characteristic values will be determined by the mount’s
Characteristics, unless they are marked with “C” or “C+X” in the mount’s profile (see “
”, page ), which refers to the value in the Character’s profile. In this example, the mount does not have a
proper Discipline Value, but the Multipart Model uses the Character’s Discipline, which is 8.
c) Models consisting of a single model part have one Global, Defensive, and Offensive Profile each. Multipart Models
also have one Global and Defensive Profile each, which apply to the entire Multipart Model. However, they do have a
separate Offensive Profile for each identical model part. The mount above has 5 model parts: 2 Crew members and 2
Winged Monkey’s (as indicated by the “2” in brackets) and a Chassis, which all have their own Offensive Profile.
30
8.E Hidden and Open Lists
Rules are written and balanced based on the principle of openness, and we encourage players to share their full
Army Lists with their opponents at the start of the game. This Army List should include all units, unit options, Special
Items, special abilities, Point Costs, and so on. The only things that are not open to your opponent are things that are
explicitly stated as hidden or secret.
31
9 Pre-Game Sequence
When setting up a game of The 9th Age: Fantasy Battles, players need to go through the following steps, referred to
as the Pre-Game Sequence:
32
9.C Building the Battlefield
The 9th Age: Fantasy Battles is intended to be played on a board that is 72″ wide and 48″ deep. For smaller battles
involving Warbands, we recommend playing on a board that is 36″ wide and 48″ deep (half the standard board),
while for bigger games involving Grand Armies we recommend that the players increase the size of the board as they
see fit in order to accommodate the larger armies.
While some battles may take place on a completely open board, a Battlefield typically has Terrain Features placed
upon it (see “ ”, page ). These pieces of Terrain could represent exactly what they are, but they could also
be representations of far greater things for the purpose of the game. So a copse of trees could represent a forest, a
stream could actually be a wide river, a single house could denote a hamlet, and a tower could represent a keep. The
players can freely agree on the size, type, and number of Terrain Features to be placed, as well as their positions. If
an agreement cannot be reached, the game provides the following default rules for setting up a randomly generated
Battlefield.
1 Divide the board into 24×24″ sections (18×24″ if the board is 36×48″).
Place the following Terrain Features in the centre of three different randomly selected sections:
• One Impassable Terrain
2 • One Hill
• One Forest
3 Move each Terrain Feature 2D6″ in a random direction.
Add 2D3 additional Terrain Features in the centre of different randomly selected sections (1D3
4 if the board is 36×48″, 3D3 or more for boards larger than 72×48″). Roll 2D6 and consult the
table below to determine the type of each additional Terrain Feature.
5 Move each additional Terrain Feature 2D6″ in a random direction.
• Terrain Features cannot be moved to be closer than 6″ from each other. You may move them as little as possible
from their rolled position in order to meet this criterion. If it is not possible to place the Terrain Feature more
than 6″ away from any other Terrain then discard the problematic piece.
• Recommended Terrain Feature sizes are between 6×8″ and 6×10″, except for Walls, which are 1×8″, and
Impassable Terrain, which is between 6×6″ and 6×8″.
Deployment Zones are areas more than 12″ away from the Centre Line. >12″
33
2: Dawn Assault
The player choosing the Deployment Zone also chooses a short Board Edge >1/4
and the other player gets the opposite short Board Edge. Deployment Zones (>18″)
are areas more than 12″ away from the Centre Line and more than 1/4 of the >12″
board’s length from the opponent’s short Board Edge (18″ on a 72″ board).
>12″
When declaring Special Deployment, players may choose to keep up to two >1/4
of their units as reinforcement. These units follow the rules for ing (>18″)
units, except that they must be placed touching the owner’s short Board Edge
when they arrive.
3: Counterthrust
Deployment Zones are areas more than 8″ away from the Centre Line. Units
must be deployed more than 20″ away from enemy units. During their first 3 >8″ >20″
deployment turns, each player must deploy a single unit, and cannot deploy >8″
any Characters.
Units using Special Deployment, such as , ignore these restrictions and
follow their Special Deployment rules.
4: Encircle
>1/4 Attacker >1/4
The player choosing the Deployment Zone decides if they want to be the (>18″) (>18″)
attacker or the defender. The attacker must deploy more than 9″ from the >9″ >15″ >9″
Centre Line if entirely within a quarter of the board’s length from either short
Board Edge (18″ on a 72″ board), and more than 15″ from the Centre Line >9″
>15″ >15″
elsewhere. The defender does the opposite: more than 15″ away from the
Centre Line if within a quarter of the board’s length from the short Board Edge, Defender
and more than 9″ away from the Centre Line elsewhere.
5: Refused Flank
The board is divided into halves by a diagonal line across the board. Whoever
gets to choose the Deployment Zone decides which diagonal to use. Deploy- >9″
ment Zones are areas more than 9″ away from this line. >9″
6: Marching Columns
Deployment Zones are areas more than 12″ away from the Centre Line.
Each player must choose a short Board Edge when deploying their first unit.
Each unit this player deploys afterwards must be deployed with its Centre
farther away from the chosen short Board Edge than the Centre of the last
unit this player deployed (measure from the closest point on the short Board
Edge). , , , and units ignore
these rules.
During their first 3 deployment turns, each player must deploy a single unit,
and cannot deploy any Characters, , or . 12″
Instead of deploying a unit, a player may choose to make all their undeployed
units Delayed that are not using Special Deployment. Delayed units follow the 12″
rules for Ambushing units with the following exceptions: 3 1
• In each Player Turn, after rolling for all units, the Reactive 5
4
2
Player chooses the order in which all Delayed units that passed the 3+
roll enter the Battlefield.
• In the chosen order, each unit must be placed one after the other with
the centre of its rear rank as close as possible to the centre of the long
Board Edge in their owner’s Deployment Zone, before any non-Delayed
Ambushers are placed on the Battlefield.
• After all arriving units have been placed, they can be moved as described
in the rules for Ambush (see page ).
34
9.E Secondary Objectives
Once the Deployment Type is established, determine the Secondary Objective. If no outside source tells you which
one to use (e.g. tournament organiser, campaign rule, etc.), players may agree on a Secondary Objective. Otherwise,
randomise by rolling a D6 and consulting the list below. See “ ”, page for more details on how
capturing an objective affects who is the winner.
2: Breakthrough
Invade the enemy territory.
The player with the most inside their opponent’s Deployment Zone at the end of the game, up to a
maximum of 3, wins this Secondary Objective.
3: Spoils of War
Gather precious loot.
Place 3 markers along the line dividing the board into halves (the dashed line in the figures describing Deployment
Types). One marker is placed with its centre on a point on this line that is as close as possible to the centre of the
board while still being more than 1″ away from Impassable Terrain. The other two markers are placed with their
centres on points on this line that are on either side of the central marker, as close to the centre of the board as
possible but at least a third of the length of the long Board Edge (24″ on a standard board) away from it, and more
than 1″ away from Impassable Terrain.
At the start of each of your Player Turns, each of your Scoring units that is not carrying a marker may pick up a single
marker whose centre they are in contact with. Remove the marker from the Battlefield: the unit is now carrying
the marker. Units carrying a marker with less than 3 cannot perform March Moves. If a unit carrying a
marker is destroyed or loses , the opponent must immediately place the marker carried by this unit with its
centre on a point within 3″ of it. Ignore for this purpose. This point cannot be within 1″ of
Impassable Terrain, but it can be inside a unit.
At the end of the game, the player with the most units carrying markers wins this Secondary Objective.
35
6: Secure Target
Critical resources must not fall into enemy hands.
Directly after determining Deployment Zones, both players place one marker on the Battlefield, starting with the
player that chose their Deployment Zone. Each player must place the marker with its centre on a point that is more
than 12″ away from their Deployment Zone and a third of the long Board Edge length (24″ on a standard board)
from the point marked by the other marker.
At the end of the game, the player controlling the most markers wins this Secondary Objective. A marker is controlled
by the player with the most Scoring Units within 6″ of the centre of the marker. If a unit is within 6″ of the centres of
both markers, it only counts as within 6″ of the centre of the marker which is closest to its Centre (randomise if both
markers’ centres are equally close).
36
10 Deployment Phase
10.A Deployment Phase Sequence
37
10.G Move Vanguarding Units
Both players move their units with Vanguard (see “ ”, page ), starting with the player who finished
deploying last.
38
11 Charge Phase
The Charge Phase is when the Active Player has the chance to move their units into combat with enemy units.
Declaring a Charge and then performing a successful Charge Move is usually the only way to engage an enemy unit in
combat.
39
11.C Charge Reactions
Before declaring a Charge Reaction, determine in which Facing the unit will be Charged. This is determined by the
unit’s Arc which the Charging unit is (see figure ).
a) b)
A B A
a) The Charging unit is Located in the enemy’s Front
Arc (since this is where the centre of its Front Facing
is).
rge!
Cha
b) The Charging unit must contact the Charged unit’s
Front Facing.
B
A unit must declare and then resolve its Charge Reaction immediately after a Charge is declared against it and the
Facing in which it will be Charged is determined, before any further Charges are declared. There are three different
Charge Reactions: “Hold”, “Stand and Shoot”, and “Flee”.
11.C.a Hold
A Hold Charge Reaction means that the unit does nothing.
Units Engaged in Combat can only choose to declare the Hold Charge Reaction.
11.C.c Flee
A Flee Charge Reaction means that the Charged unit starts Fleeing. It is immediately Pivoted to face directly away
from the Charging enemy (along a line drawn from the Centre of the Charging unit through the Centre of the Charged
unit) and performs a Flee Move (see “ ”, page ). After a unit completes this Flee Move, any unit that
declared a Charge against this unit may immediately attempt to Redirect the Charge.
If the Fleeing unit’s Front Facing comes into contact with any unit that declared a Charge against it in this phase
(regardless whether the enemy unit Redirected its Charge), the Fleeing unit is removed as a casualty.
Units already Fleeing when Charged can only choose to declare a Flee Charge Reaction.
40
11.D Redirecting a Charge
After a unit declares a Flee Charge Reaction, the Charging unit may attempt to Redirect the Charge by rolling a
Discipline Test. If failed, the unit will try to complete the Charge against the unit that Fled. If passed, the unit may
immediately declare a new Charge against another viable target unit, which may choose their Charge Reaction as
normal. If more than one unit declared a Charge against the Fleeing unit, each may attempt to Redirect the Charge in
any order chosen by the Active Player. If a unit Redirects a Charge and the second target also Flees, the Charging unit
may opt to Charge either target, but must declare which before rolling the Charge Range.
Units can only attempt to Redirect a Charge once per Player Turn.
The Active Player rotates the Charging unit around the point where it contacted the enemy (see
1 figure ), so that the Charging unit’s Front Facing and the Charged unit’s Facing in which it was
contacted are parallel.
If this will not align the two units properly, for example due to interfering Terrain or other units,
2 players may rotate the Charged unit instead if this will achieve proper contact between them, or
do a combination of the two, rotating the enemy unit as little as possible.
The Charged unit must only be moved if it is the only way to align the units. Units can never be moved if they are
already Engaged in Combat. These moves are considered part of the Charge Move, so they may bring the units within
0.5″ of other units and Impassable Terrain as per the Unit Spacing rule. A unit that is forced to make an align move
when it is Charged never has to take Dangerous Terrain Tests due to this move.
41
11.E.d Maximising Contact
Charge Moves must be made so the following conditions are satisfied as best as possible, in decreasing priority order.
• 1st priority: Make contact with no enemy units other than the one that was Charged. If it will be unavoidable
to make contact with more than one enemy unit, make contact with as few enemy units as possible. Follow the
rules for Multiple Charges.
• 2nd priority: Maximise the total number of Charging units that make contact (note that this is only applicable
when multiple units Charge the same unit).
• 3rd priority: Avoid rotating the Charged unit (see “ ”, page ). If it is unavoidable, rotate the unit
as little as possible. Remember that units Engaged in Combat cannot be rotated.
• 4th priority: Maximise the number of models (on both sides) in base contact with at least one enemy model
(including models fighting across gaps).
See figure for an example.
If it is unavoidable to break one or more of the above conditions, you must avoid breaking the higher priority order
conditions, even if this means the total number of conditions you break is higher. As long as all above conditions are
satisfied as best is possible, Charging units are free to move as they please (following the rules for Moving Chargers).
a) b1) b2)
B
B
ar
ge
! B
Ch
A
A A
a) Unit B Charges an enemy unit. Follow the priority given by Maximising Contact when moving the Charger.
1. Not Charging multiple enemy units
2. Maximising the number of units Engaged in Combat
3. Not rotating the enemy unit
4. Maximising the number of models in contact with one or more enemy models
b1) OK.
1. Not applicable
2. Not applicable
3. The Charged unit is not rotated
4. The number of models is maximised without breaking priority 2. A total of 11 (5 vs 6) models is in base contact
with one or more enemy models
42
11.E.e Multiple Charges
If it will be unavoidable for a Charging unit to contact more than one enemy unit during the Charge Move, the rules
for Multiple Charges are applied when declaring Charges:
• First declare a Charge against a single initial target as normal.
• If the initial target of the Charge declares a Charge Reaction other than Flee, the Charging unit must, after the
initial target has declared and resolved its Charge Reaction, successively declare secondary Charges against all
enemy units it cannot avoid contacting, in an order chosen by the Active Player.
• The targets of secondary Charges declare and perform Charge Reactions as normal.
• If the initial target of the Charge Flees or is destroyed before the Charging unit is moved, ignore all secondary
Charges and treat the Charge as a normal Charge against the initial target only.
• If a target of a secondary Charge Flees, the Charging unit is not allowed to redirect the Charge, unless the initial
target also Flees.
• If a Multiple Charge no longer is unavoidable after all Charges have been declared and after all Charge Reactions
have been performed, ignore all secondary Charges and treat the Charge as a normal Charge against the initial
target only.
Note that if contacting more than one enemy unit becomes unavoidable only after all Charges have been declared
and all Charge Reactions have been performed, the rules for Multiple Charges do not apply and the Charging unit
performs a Failed Charge Move.
See figure for examples in which the rules for Multiple Charges apply.
43
a) a)
C D C D
A
B B
!
ge
ar
Ch
b) b)
B C D B CC D
A A
Charge!
1
2
a) When Charging unit D in the Front Facing, unit A cannot avoid contacting unit C, so the rules for Multiple Charges
apply. Unit A declares a Charge against D as its initial target and a secondary Charge against C. Both Charged units
have to Hold as they are already Engaged in Combat.
b) Units B, C, and D are aligned and in base contact with one another (this situation may arise if all 3 units had
previously Charged and destroyed an enemy unit). Unit A cannot avoid contacting more than one enemy unit when
charging unit C, so the rules for Multiple Charges apply. As per the rules for Maximising Contact as few enemy units
as possible must be contacted (1st priority), so A must declare a secondary Charge against either unit B or unit D. In
case neither unit C nor the target of the secondary Charge Flee as a Charge Reaction, A moves into contact with both
units, maximising the number of models in base contact according to the 4th priority (position 1 in case unit B was
Charged, position 2 in case unit D was Charged).
44
a)
A Charge!
B
e!
Ch
rg
ar Figure 20: Combined Charges.
Cha
a
Ch ge
Charge!
!
rge
!
a) Multiple units declaring a Charge against a single
unit. Follow the priority given by Maximising Contact.
C
E F 1. Not Charging multiple enemy units
D 2. Maximising the number of Charging units in the
combat
3. Not rotating the Charged unit
b1)
B 4. Maximising the number of models in contact with
one or more enemy models
A
b1) OK
F E 1. Not applicable
C
2. Maximised. 4 Charging units are Engaged (unit A’s
Front Facing is only wide enough for 3 of the 4 Charging
units in the Front Arc)
3. Not applicable
4. Maximised without breaking priority 2. A total
of 12 (4 vs 8) models is in contact with one or more
D enemy models. Notice that the flanking unit is only in
contact with one enemy model. This is allowed because
b2) other models it could contact are already in contact
B with enemy models
A
b2) Not OK
E 1. Not applicable
D
C 2. Maximised. 4 Charging units are Engaged
3. Not applicable
4. Not maximised. A total of 10 (4 vs 6) models is in
contact with one or more enemy models
b3) Not OK
F
1. Not applicable
b3) 2. Not maximised. Only 3 Charging units are Engaged.
B The Charge is illegal
A 3. Not applicable
4. Maximised. A total of 13 (4 vs 9) models is in
E contact with one or more enemy models, which is more
C than all the above. This is irrelevant though since the
Charge is illegal due to the number of units not being
maximised
b4) Not OK
1. Not applicable
F
2. Maximised. 4 Charging units are Engaged
D 3. Not applicable
4. Not maximised. A total of 10 (4 vs 6) models is in
b4) contact with one or more enemy models. The Charge
B
is illegal
A
E F
C
45
11.E.i Impossible Charge
Sometimes units block each other from reaching combat when moving the Chargers (or there is not enough space to
fit all Chargers). When this happens, the units that can no longer make it into combat must make a Failed Charge
Move.
1 The move distance of a Failed Charge Move is equal to the highest D6 of the Charge Range roll.
Wheel the unit until it is facing directly towards the Centre of its intended target or if it was
2 destroyed, towards the final position of the Centre of the unit, or until it cannot Wheel anymore
due to obstructions (whichever comes first).
3 Move the unit straight forward the remaining move distance.
A Failed Charge Move may bring the unit within 0.5″ of other units and Impassable Terrain as per the Unit Spacing
rule.
Models in a unit that performs a Failed Charge Move are Shaken until the end of the Player Turn. Units that have
completed a Failed Charge Move are no longer considered Charging.
46
a1) a2) a3)
B
B B
e!
arg
Ch
A
A C A C C
E E
D D D E
Charge!
F F
F
a1) Unit B Charges unit A, but the units cannot be aligned towards each other, solely due to the enemy unit C.
a2) Unit B performs a Blocked Path move: it moves forwards until it contacts unit A.
a3) Unit A then performs a Combat Reform to align the units.
b1) Unit F Charges unit E, but the units cannot be aligned towards each other due to the enemy unit D and the
Impassable Terrain.
b2) Unit F performs a Blocked Path move: it moves forwards until it contacts unit E.
b3) Unit E then performs a Combat Reform to align the units.
47
a) Figure 22: Example of a Charge Phase in-
volving multiple units.
1 2
D a) 1. Unit A declares a Charge against unit
A E.
Cha
rge!
Hold! F
2. Unit E declares and resolves a Hold
E 3 Charge Reaction.
C
3. Unit C declares a Charge against unit G.
B Stand and Shoot!
Ch arg
e!
4. Unit G declares and resolves a Stand and
4
Shoot Charge Reaction, inflicting 1 casualty
G against unit C.
b) b) 1. Unit B declares a Charge against unit
E.
2. Unit E declares and resolves a Flee
Charge
E D Charge Reaction, rolling 5″ for the Flee Dis-
A Flee tance. The Flee Move would make unit E
Flee!
1
F Panic Test 3 end its move inside unit F’s Unit Boundary,
so the Flee Distance is extended for unit E
rge! Passed
Cha Flee Distance C to get clear of unit F.
B Cha
rge 3. Unit F takes a Panic Test for the friendly
2 unit E Fleeing through its Unit Boundary
G and passes the test.
48
a)
E
Charg
e
D
A Charge
F
rge
Cha
B
G C Charge Range roll
Passed
b) Charge Range roll
Figure 23: Example of a Charge Phase involving
Passed
multiple units – part 2.
Passed
b) Unit A rolls a sufficiently high Charge Range
to reach the Fleeing unit E. Unit A performs a
Charge Move against unit E. Since unit E was
D
A Charge
d) Since units B and D both Charge the same d) Charge Range roll
enemy unit, both units roll their Charge Range
Failed
before any of the units that are part of the Com-
bined Charge is moved. Unit B rolls a sufficiently
high Charge Range, while unit D fails the Charge D
A Charge
Range roll. F
e) Unit B performs a Charge Move against unit rge
Cha
F, following the rules for “ ”,
page . Unit D performs a Failed Charge Move
B
towards unit F. Charge Range roll
G C
Passed
e)
D
A
F
B
G C
49
12 Movement Phase
In the Movement Phase you have the chance to move your units on the Battlefield.
50
12.D Moving Units
Choose one of your units to move that is not Charging, Engaged in Combat, Fleeing, or contains any models.
Then perform a March Test if necessary and choose what type of move this unit will perform, and move the unit. The
different types of move are Advance Move, March Move, and Reform. In order to affect a unit’s movement, effects
(like Universal Rules or movement modifiers) need to be present at the start of the unit’s movement.
Repeat this process, each time choosing a new unit that has not yet moved in the Movement Phase. Once all units
that can move (and want to) have done so, the Movement Phase ends.
12.D.d Reform
When performing a Reform:
51
12.D.e Moving Single Model Units
Units consisting of a single model follow the rules for Moving Units stated above. In addition, they can perform any
number of Pivots during Advance Moves and March Moves.
a) b) c)
5″ ∼17″
2″ 4″ 4″
∼11″
B
A 6″
3″
2″
C 4″
∼12.5″
3″ 1.5″
∼12″
a) The unit has March Rate 12″. It March Moves forwards 3″, Wheels 6″ (measured from the outer corner from its
starting to its ending position), and then March Moves forwards another 2″. The unit has moved 3 + 6 + 2 = 11″.
b) The unit has March Rate 10″. It March Moves forwards 3″ and then performs a 5″ Wheel. Even though the outer
corner has only moved 8″, there are models in the unit that end their movement farther away than their March Rate
from their starting position, making this move illegal (see “ ”, page ).
c) The unit has March Rate 16″. It March Moves forwards 2″, then performs 2 Wheels (4″ each), making it almost
face the opposite direction. The unit then moves forwards 4″ and finishes the move with a small 1.5″ Wheel. The
total distance covered by the unit is 2 + 4 + 4 + 4 + 1.5 = 15.5″.
Even though some models in the unit are temporarily farther from their starting position than their March Rate, this
is a legal move, since at the end of the move, all models are within their March Rate of their starting position.
52
13 Magic Phase
The Magic Phase is when your Wizards will attempt to cast spells, and your opponent can attempt to dispel them.
13.B Wizards
Models that can cast non-Bound Spells are referred to as Wizards. There are 3 types of Wizards (see “ ”,
page and “ ”, page for details on the differences between them):
• Wizard Apprentices
• Wizard Adepts ( )
• Wizard Masters ( and a +1 Casting Modifier)
Each of your Wizards has to choose an available Path of Magic to select spells from; the chosen Path of Magic has to
be written down on your Army List.
53
Flux Card 1 Flux Card 2 Flux Card 3 Flux Card 4
4 Magic Dice 5 Magic Dice 5 Magic Dice 5 Magic Dice
(both players) (both players) (both players) (both players)
13.G Spells
Spells are cast during the Magic Phase. Most spells belong to a specific Path of Magic.
54
13.G.a Spell Properties
All spells are defined by the following 6 properties (see figure ):
1 – Spell Spells are classified into the different categories Learned Spells, Attribute Spells, and Heredi-
Classification tary Spells by letters or numbers.
2 – Spell Use the spell name to state which spell you intend to cast.
Name
3 – Casting The Casting Value is the minimum value you need to reach to succeed a Casting Attempt.
Value Spells may have different Casting Values available (see “ ”, page ).
4 – Type The spell type describes how the spell’s targets have to be chosen.
5 – Duration The duration of a spell determines how long the effects of the spell are applied.
The effect of a spell defines what happens to the target of the spell when the spell is success-
6 – Effect fully cast. Spell effects are never affected by Special Items, Model Rules, other spell effects,
or similar abilities affecting the Caster, unless specifically stated otherwise.
1 – Spell Classification 4 – Type 6 – Effect
1 Water Jet
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, and Magical Attacks.
Missile
Figure 26: Spell Properties in The 9th Age: Fantasy Battles – Arcane Compendium.
55
13.G.b.5 Bound Spells
Some spells are classified as Bound Spells, which follow different rules than the above (see “ ”, page ).
Augment The spell may only target friendly units (or friendly models inside units if Focused).
Aura This spell has an area of effect. Its effects are applied to all possible targets, according to the
rest of the spell types, within X″ of the Caster. For example, a spell with Augment, Aura, and
Range 12″ targets all friendly units within 12″ of the Caster.
Caster The spell targets only the model casting the spell (unless Focused, all model parts are af-
fected).
Caster’s Unit The spell targets only the Caster’s unit.
Damage The spell may only target units and/or models not currently Engaged in Combat.
Direct The spell may only target units and/or models in the Caster’s Front Arc.
Focused The spell may only target single models (including a Character inside a unit). If the target
is a Multipart Model (such as a chariot with riders and pulling beasts, or a knight and its
mount), only one model part may be targeted.
Ground The spell doesn’t target units or models. Instead, the target is a point on the Battlefield.
Hex The spell may only target enemy units (or enemy models inside units if Focused).
Missile The spell may only target units and/or models within the Caster’s Line of Sight. It cannot be
cast if the Caster (or its unit) is Engaged in Combat.
Range X″ The spell has a maximum casting range. Only targets within X″ can be chosen. This casting
range is always indicated in the corresponding column in the spell’s profile (see figure ).
Note that any effects that alter a spell’s range do not affect any other distance specifications
that may be part of the spell’s effect.
Universal The spell may target both friendly and enemy units (or models inside units if Focused).
13.G.d.1 Instant
The effect of the spell has no lasting duration: effects are applied when the spell is cast. Afterwards the spell ends
automatically.
13.G.d.3 Permanent
The effect of the spell lasts until the end of the game or until a designated ending condition is met (as detailed in the
spell effect). The spell can only be removed by the method described in the spell. If an affected unit is divided into
several units, follow the same restrictions as for One Turn spells.
56
13.H Spell Casting Sequence
Each of the Active Player’s non-Fleeing models with one or more spells may now attempt to cast each of its spells
up to one time per Magic Phase. The model is referred to as the Caster. In each Magic Phase one Casting Attempt
may be made for each spell, even if this spell is known by different Wizards. Remember that Bound Spells, Attribute
Spells, and Replicable Spells ignore this restriction.
Each casting of a spell is resolved as follows:
The Active Player declares which Wizard is casting which spell and how many Magic Dice will
1 be used. If applicable, they also declare which version of the spell is used and what its targets
are. Between 1 and 5 dice from the Active Player’s Magic Dice pool must be used.
The Active Player rolls the chosen number of Magic Dice from the Magic Dice pool and adds
2 the results of the rolled dice and any Casting Modifiers together (see “
”, page ). This total is referred to as the total casting roll.
The Casting Attempt is passed if the total casting roll is equal to or greater than the spell’s
Casting Value. The Casting Attempt fails if the total casting roll is less than the spell’s Casting
3
Value. Note that the Casting Attempt may Fizzle if 2 or more dice were used (see “ ”, page
).
The Reactive Player declares how many Magic Dice will be used from their pool. The Reactive
1 Player must use at least 1 dice for a Dispelling Attempt. Note that there is no maximum number
of Magic Dice allowed to be used for a Dispelling Attempt.
The Reactive Player rolls the chosen number of dice and adds the results of the rolled dice and
2 any Dispelling Modifiers together (see “ ”, page ), to get the
total dispelling roll.
The Dispelling Attempt is successful if the total dispelling roll is equal to or greater than the
total casting roll. If so, the spell is dispelled and the spell is not cast. The Dispelling Attempt
3
fails if the total dispelling roll is less than the total casting roll. If so, the spell is successfully cast.
Note that the Dispelling Attempt may Fizzle if 2 or more dice were used (see “ ”, page ).
57
13.H.d Additional Rules Affecting Casting and Dispelling Attempts
13.H.d.1 Casting and Dispelling Modifiers
There are many potential sources for modifiers to the roll (the most common modifier for casting rolls is the +1 to
cast modifier for being a Wizard Master). Add these modifiers to the casting or dispelling rolls. After all modifiers
are applied, total Casting and Dispelling Modifiers may not exceed +2 and −2.
13.H.d.2 Fizzle
When a Casting Attempt or Dispelling Attempt is failed for which 2 dice or more were used, any Magic Dice that
rolled a natural ‘1’ are returned to the Magic Dice pool they were taken from. Note that this does not apply to passed
Casting Attempts that are then dispelled.
13.I Miscasts
When a player rolls their casting roll and three or more Magic Dice roll the same value, the Casting Attempt results in
a Miscast (regardless of whether the Casting Attempt is passed or not). If the Casting Attempt is successful and not
dispelled, apply the effects of the Miscast, as determined by the value on the Magic Dice as shown in table .
If 3 Magic Dice were used for the casting roll, apply a −1 Miscast Modifier (see “ ”
below).
If 5 Magic Dice were used for the casting roll, apply a +1 Miscast Modifier.
58
13.J Bound Spells
Bound Spells can also be cast by models that are not Wizards, but possessing a Bound Spell does not make a model a
Wizard. A Bound Spell is a spell that is usually contained in a magical artefact of some sort. Bound Spells cannot
be used to cast Boosted versions of the spell they contain. A Bound Spell containing a spell from a Path with an
Attribute also automatically contains the Path Attribute Spell.
The Active Player declares which model will cast which Bound Spell, and whether they will use
1 2 or 3 Magic Dice. If applicable, the Active Player also declares the targets of the spell. The spell
is always cast with the basic version as Bound Spells cannot be Boosted.
The Active Player removes the chosen number of Magic Dice (2 or 3) from their Magic Dice pool
2
(do not roll them).
3 The Casting Attempt is always passed.
Note that Bound Spells that contain a spell from a Path with an Attribute automatically also contain the Path Attribute
Spell, and that unless specifically stated otherwise Casting Modifiers are not applied to the casting roll of a Bound
Spell.
59
13.K.b Recover Health Points
Some spells or abilities can recover Health Points lost earlier in the battle. The amount of Health Points recovered is
noted in the ability (Recover X Health Points). Recovering Health Points can never bring back models that have been
removed as casualties, and cannot increase a model’s Health Points above its starting value.
A Character inside a Combined Unit never recovers Health Points from abilities that allow a unit to recover Health
Points. A Character can only recover Health Points when it is the only target of an ability or spell.
Any excess Recovered Health Points are lost.
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14 Shooting Phase
In the Shooting Phase, models with Shooting Attacks get a chance to use them.
2. Choose a target
Nominate an enemy unit within the shooting unit’s Line of Sight as target. Units Engaged in Combat cannot be chosen
as targets.
61
4. Shoot!
Once you have established which models will shoot, these models shoot as many times as indicated in their weapon’s
profile. For each shot, roll to hit with each model, as described below, and then follow the Attack Sequence rules
(page ) after determining the number of hits.
14.B Aim
A Shooting Weapon’s Aim tells you what the model needs to roll on a D6 to successfully hit its target. This roll is
called a to-hit roll. A weapon’s Aim is written in brackets after the weapon’s name. Each unit has its own Aim for
a given Shooting Weapon available to it. For example, an elven archer might have a Longbow (3+) while a human
peasant only has a Longbow (4+). The elf would hit its target if it rolls 3 or higher on a D6, while the human would
need to roll 4 or higher.
14.C.d Cover
Cover is determined individually for each shooting model. There are two types of Cover: Soft Cover and Hard Cover.
The most common reason for applying Cover is the target being obscured by Terrain or other models, or the target
being inside a Terrain Feature.
62
Determine if the target benefits from Cover as follows:
Determine which Arc of the target the shooting model is Located in. The corresponding Facing
1
is referred to as Target Facing.
2 Choose any point on the shooting model’s Front Facing.
For targets on rectangular bases:
• From the chosen point, check how large the fraction of the Target Facing is that is behind
obstructions (see figures and ).
• If half or more of the Target Facing is obscured, the target benefits from Cover.
3
For targets on round bases:
• From the chosen point, check whether the nearest point on the Target Facing, referred to
as Target Point, is behind obstructions.
• If this point is obscured, the target benefits from Cover.
Note that:
• This is not Line of Sight. Check what is behind obstructions even outside of the shooting model’s Front Arc.
• Models always ignore their own unit and the Terrain Feature they are inside for Cover purposes (e.g. a model
shooting from a Forest doesn’t suffer a Soft Cover modifier for shooting through or at a target inside that
Forest).
a) b)
B B
A A
Figure 27: Example of Soft Cover inside a Terrain Feature.
a) The left model in unit A is Located in unit B’s Flank Arc, so unit B’s Flank Facing is the Target Facing. More than
half of the Target Facing is obscured inside the Forest, so unit B benefits from Soft Cover against the left model.
b) The right model in unit A is Located in unit B’s Front Arc, so unit B’s Front Facing is the Target Facing. Less than
half of the Target Facing is obscured inside the Forest, so unit B does not benefit from Soft Cover against the right
model.
63
14.C.d.2 Target Benefiting from Hard Cover (−2 to hit)
A model shooting at a target that benefits from Hard Cover suffers a −2 to-hit modifier. Hard Cover applies if more
than half of the Target Facing or the Target Point is obscured by either:
• Covering Terrain that contributes to Hard Cover
• Models that do block Line of Sight (remember that and affect what blocks Line of Sight)
See figure for an example of Hard Cover.
a) b) c)
More than half Less than half
Not within of the Target of the Target
Line of Sight Facing is Facing is
obscured obscured
b) The model can shoot (as the enemy is within Line of Sight). Hard Cover is applied since more than half of the
Target Facing is obscured by a Terrain Feature that contributes to Hard Cover.
c) The model can shoot (enemy within Line of Sight). No Cover is applied since half or less of the Target Facing is
obscured by a Terrain Feature that contributes to Hard Cover.
Less than half of the Figure 29: Example of Soft and Hard Cover.
Target Facing is in Soft
Cover
Less than half of the Target Facing is obscured by
Height: Large
Height: Standard obstructions contributing either to Soft or Hard
C Cover. However, more than half is obscured by
the combination of both. In this case, the target
B
More than half of
the total Target counts as benefiting from Soft Cover.
Facing is in Cover
A
Height: Large
64
14.D Hopeless Shots
When to-hit modifiers make the needed roll to hit with a Shooting Attack 7+, apply the following procedure:
No Cover
This diagram shows all possible Height combinations between shooting, target, and intervening models that result in
Soft Cover or No Cover. The intervening model is assumed to be placed in such a way that it is sufficiently obscuring
the target from the shooter. All other Height combinations yield either Hard Cover or no Line of Sight, depending on
whether the target is completely obscured by the intervening model or not.
65
15 Melee Phase
In the Melee Phase, both players’ units Engaged in Combat must attack.
15.B Combat
A combat is defined as a group of opposing units that are all connected through base contact. Normally, this would
be two units pitted against one another, but it could also be several units against a single enemy unit or a long chain
of units from both sides.
66
15.D Round of Combat Sequence
Each Round of Combat is divided into the following steps:
67
15.D.c.1 Supporting Attacks
Models in the second rank and not in base contact with any enemy models can perform Close Combat Attacks across
models in the first rank directly in front of them. These Close Combat Attacks are called Supporting Attacks. A model
part that performs Supporting Attacks always has a maximum Attack Value of X, where X is defined by the Height of
the model (see “ ”, page ).
Models colour-coded with a darker shade can all strike. Models with
A a bold frame count as being in base contact with an enemy; note that
Unit C is in Line Formation and thus both the second and third rank
can make Supporting Attacks. Unit B is not Engaged in its Front
C Facing; its models cannot make Supporting Attacks to their Flank or
Rear; they could only strike across the first rank.
A
can only allocate attacks towards each other. The magenta
and green models can allocate attacks towards the R&F
models of the other unit. The models with a bold frame
𝐶1 𝐶2 Ch can allocate attacks towards Characters/Champions. The
models in fainter colours with dashed frames cannot attack
Ch 𝐶3
at all. Character 𝐶1 cannot attack because the only model it
68
15.D.e Rolling to Hit
Roll a D6 for each Close Combat Attack, referred to as to-hit rolls. The needed roll to hit the target is determined by
the difference between the Offensive Skill of the attacking model part and the Defensive Skill of the model the attack
was allocated towards. See table below.
To-hit modifiers can alter this to-hit roll. Close Combat to-hit rolls that are modified to hit on better than 2+ always
fail on a natural roll of ‘1’, while they are always successful on a natural roll of ‘6’ even if they are modified beyond 6+.
Example: a model has Offensive Skill 3, Attack Value 2, and is equipped with Paired Weapons, which gives it a total
of 3 attacks. The model may allocate two attacks towards a model with Defensive Skill 2, which hit on 3+, and one
towards a model with Defensive Skill 8, which hits on 5+.
Once you have determined the number of hits, follow the Attack Sequence rules (page ).
15.E Duels
15.E.a Issuing a Duel
Characters and Champions Engaged in Combat may issue a Duel at step 4 of the Round of Combat Sequence (see
“ ”, page ). The Active Player may nominate one of their Characters or Champions and
issue a Duel, provided that there is at least one enemy Champion or Character able to accept it (this enemy model’s
unit must be in base contact with the unit of the model that issued the Duel, and there must not be any ongoing Duel
in this combat; see below).
If the Duel was refused, or if no Duel was issued, the Reactive Player may nominate one of their Characters or
Champions that did not refuse the Active Player’s Duel and issue a Duel.
69
15.E.b Accepting or Refusing a Duel
If a Duel was issued, the opponent may now choose one of their own Characters or Champions Engaged in the same
Combat to accept the Duel and fight the Character or Champion that issued the Duel. The model that accepts the
Duel must be in a unit that is in base contact with the unit of the model that issued the Duel.
If a Duel isn’t accepted it is said to be refused. The player issuing the Duel now nominates one of their opponent’s
Characters that could have accepted the Duel, if there is any (note that Champions cannot be nominated).
The chosen model:
• Has its Discipline set to 0, and it loses (if it has it)
• Cannot perform any Melee Attacks
• Loses (if it has it)
• In case of a , doesn’t add +1 to its side’s Combat Score
The effects end:
• At the end of the Player Turn in which the combat ends
• When the chosen Character accepts or issues a Duel
• At the end of the Player Turn if there no longer is an enemy model Engaged in the same Combat that could
accept a Duel
15.E.d Overkill
During a Duel, any excess Health Point losses caused count towards the , up to a maximum of +3.
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15.F Winning a Round of Combat
15.F.a Combat Score
Once all Initiative Steps have passed (i.e. all models have had a chance to attack), the winner of this Round of Combat
is determined by calculating each side’s Combat Score. Simply add up all Combat Score bonuses. The side with
the higher Combat Score wins the Round of Combat and the side with the lower Combat Score loses the Round of
Combat. If there is a tie, both sides are treated as winners. The different Combat Score bonuses are described below
and summarised in table .
15.F.a.1 Lost Health Points on enemy units: +1 for each Health Point
Each player adds up the number of Health Points lost from their opponent’s units (Engaged in the same Combat)
during this Round of Combat. This includes enemies that were Engaged in the Combat but Dropped out of Combat
or were completely wiped out during this Round of Combat.
15.F.a.3 Charge: +1
Each side with one or more Charging models receives +1 to their Combat Score.
15.F.a.4 Rank Bonus: +1 for each Full Rank after the first (maximum +3)
Each side adds +1 to their Combat Score for each after the first in a single unit, up to a maximum of +3.
Only count this for a single unit per side (use the unit that gives the highest Rank Bonus). Units in
cannot add Rank Bonus to their Combat Score.
71
15.G Break Test
Each unit on the side that lost the Round of Combat must take a Break Test. The order is chosen by the losing player.
A Break Test is a Discipline Test with a negative modifier equal to the Combat Score difference (i.e. if the Combat
Score was 6 to 3, the units on the losing side take Break Tests with a −3 modifier).
If the test is passed, the unit remains Engaged in the Combat. If the test is failed, the unit Breaks and Flees. Remember
that units within 6” of a friendly unit that Breaks must take a Panic Test (see ).
15.G.a Steadfast
Any units that have more Full Ranks than each of the enemy units Engaged in the same Combat are considered
Steadfast. Steadfast units ignore Discipline modifiers from the Combat Score difference when rolling Break Tests
(and tests to ).
a) b)
A B A B
C D C D
a) Unit A suffers casualties, which results in unit D no longer being in base contact. Neither unit A nor unit D can be
nudged back into base contact since they are in base contact with other enemies (see “ ”, page
). Calculate Combat Score in this case as one single combat (only unit C grants a Flank Bonus).
b) In the next Player Turn, this situation will count as two separate combats.
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15.H Pursuits and Overruns
Before moving Broken units, each unit that is in base contact with the Broken unit(s) may declare a Pursuit of a
single Broken unit (each Pursuing unit may choose any eligible enemy unit to Pursue). Determine the direction of
the Flee Move as follows:
• If the Broken unit is in contact with a single enemy unit, its Flee Move will be directed away from that unit.
• If the Broken unit is in contact with more than one enemy unit, the owner of the enemy units must declare
which of those units the Flee Move will be directed away from.
To be able to Pursue a Broken enemy, the unit cannot be Engaged with any non-Broken enemy units and must be in
base contact with the Broken unit. Units can elect not to Pursue, but must then pass a Discipline Test to succeed in
restraining themselves, referred to as Restrain Pursuit Test; if the test is failed, the unit must Pursue anyway. If the
test is passed, the unit may do either a or a .
15.H.1 Overrun
A unit that fought its First Round of Combat after Charging can choose to make a special Pursuit Move called Overrun
(instead of a Post-Combat Pivot or Post-Combat Reform), if all enemy units in base contact were wiped out (including
units removed from play as a result of or something similar). Overruns follow the rules for moving Pursuing
units, except that step 1. Pivot is ignored (i.e. Overruns are straight forward) and that no Restrain Pursuit Test is
required. Check which Arc the Overrunning unit is Located in for each enemy unit that may be Charged later in this
process. If the Overrun Move will lead to a Charge, it will be in the Facing determined at this point.
73
1. Pivot
The Pursuing unit Pivots so that it is facing the same direction as the Pursued unit, or if destroyed, the direction the
Pursued unit would have had, had it not been destroyed. Ignore the rule during this Pivot.
After the Pivot, one of the four situations below will arise. If more than one is applicable, apply the uppermost one.
1. If the Front Facing of the Pursuing unit would overlap the Board Edge, the unit Pursues off the Board (see
“ ”, page ).
2. If the Front Facing of the Pursuing unit would overlap the Unit Boundary of an enemy unit that did not Flee
from the same combat, it declares a Charge against that unit. If there is more than one possible target, the
Pivoting unit chooses which to Charge. The Charged unit may not perform any Charge Reactions (not even if
already Fleeing). Remove the Pursuing unit from the Battlefield and then place it back on the Battlefield with its
Front Facing in base contact with its target, in the Facing determined before the Pivot, maximising the number
of Engaged models as normal but keeping the Centre of the unit as close as possible to its starting position
while doing so. If there is not enough room to place the Pursuing unit, treat the enemy unit as obstruction
instead.
3. If the Front Facing of the Pursuing unit would overlap an obstruction, the unit instead Pivots so that it faces as
close as possible towards the direction of the the Pursued unit, while following the Unit Spacing rule (normally
this means stopping 1″ away from the obstacle), and then moves no farther (i.e. ignore steps 2 and 3).
4. If the Front Facing of the Pursuing unit touches neither of the above, proceed to step 2. Note that only the
Front Facing needs to be clear: Unit Boundaries, Impassable Terrain, or the Board Edge overlapping other
parts of the unit are ignored during steps 1–3.
2. Forward Ahead
Without moving the Pursuing unit, check what the first obstacle (Board Edge, enemy Unit Boundary, or obstruction)
within the rectangle directly ahead of the unit formed by its Front Facing and the rolled Pursuit Distance would be.
The Unit Spacing rule is ignored when doing this check and for all movement during Forward Ahead. If more than
one is applicable, apply the uppermost one.
74
3. Legal Position?
At the end of the Pursuit Move, check if the unit is in a legal position. It cannot be in base contact with a unit it didn’t
declare a Charge against, and it must follow the rule, which includes friendly units that were part of the
same combat. If the unit is not in a legal position, backtrack the move to the unit’s last legal position where it follows
the Unit Spacing rule.
Figure shows a simple example of a Pursuit Move, figure illustrates a case where two units are Pursuing into
an enemy unit, and figure introduces more complex cases.
a) b)
A A
Figure 34: Simple example of a Pursuit.
6″ a) Unit A Breaks from Combat. It Pivots to face away
from unit B, and then moves the Flee Distance for-
wards.
75
Pursuit Distance
a) Unit A
A
Figure 35: Example of two units Pursuing into the
same enemy unit.
Flee Distance
Unit D E a) Unit D loses the combat, Breaks, and Flees 7″.
B D The owner of the winning units chooses to roll for
unit A’s Pursuit Distance first. 6″ is not enough to
catch the Fleeing unit. Unit B’s Pursuit Distance is
7″, so it is equal or higher than unit D’s Flee Dis-
Pursuit Distance Pursuit Distance tance: the Fleeing unit is immediately destroyed.
Unit B Unit C Unit C’s Pursuit Distance is 5″.
C
b) 6″
C
5″
c)
2 C
5″
76
a) 1″
B Figure 36: Examples of Pursuits.
The Front Facing of the Pursuing
unit touches a friendly Unit
Boundary. a) Unit C is in unit A’s Flank. Unit A wins com-
bat, unit C Breaks and Flees, unit A Pursues. Pivot-
A ing unit A would make its Front Facing overlap a
friendly unit, unit B. The Pivot is instead made as
C close as possible to the intended direction and the
Pursuit Move ends.
b)
D b) Unit C is in unit A’s Flank. Unit A wins combat,
unit C Breaks and Flees, unit A Pursues. Pivoting
The Front Facing of the Pursuing unit A would make its Front Facing overlap an en-
A unit touches an enemy Unit
Boundary.
emy unit, unit D. Unit A is removed from the Battle-
field and then placed back on the Battlefield with its
Front Facing in base contact with the Charged unit
D’s Front Facing, maximising contact while keep-
C ing the Centre of the unit as close as possible to its
starting position.
c)
F
The first obstacle would be an E
enemy unit.
9″
H
9″
H
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15.H.d Pursuing off the Board
When a unit Pursues off the Board, it will leave the Battlefield and will return during the owner’s next Movement
Phase, using the rules for arriving (see “ ”, page ), with the following exceptions:
• It automatically arrives.
• It must be placed with its rear rank centred on a point at which it contacted the Board Edge, or as close as
possible.
• It must arrive in the same formation as it left.
• It does not count as destroyed at the end of the game, nor does it lose .
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15.I Combat Reforms
Each unit still Engaged in Combat after all Fleeing and Pursuing units have moved, and after Post-Combat Pivots and
Post-Combat Reforms have been performed, now performs a Combat Reform.
• Units on the losing side of the combat must pass a Discipline Test in order to do so. Apply the same modifiers
as for the previous (i.e. apply the Combat Score difference, unless the unit is or ).
• Units Engaged in more than one Facing can never perform any Combat Reforms.
• After all Discipline tests have been taken, the Active Player decides which player performs their Combat
Reforms first. After this player has completed all Combat Reforms with their units (one at a time, in any order),
the opponent Combat Reforms their units.
• Each player may choose not to Combat Reform one or more of their units.
When performing a Combat Reform, remove a unit from the Battlefield and place it back, following these restrictions:
• The unit must be placed in a legal formation (following the rule, etc.).
– The unit is allowed to come within 0.5″ of units Engaged in the same Combat, but it cannot move into
base contact with enemy units that it was not in base contact with before the Combat Reform.
• The unit must be placed in base contact with all the enemy units it was in base contact before the Combat
Reform, and in the same Facing of the enemy unit(s).
• All models in the unit must be placed with their centre within their March Rate from their position before the
Combat Reform.
• Characters that were in base contact with an enemy must still be after the Combat Reform.
– This applies to both enemy and friendly Characters.
– A Character may end up in base contact with different enemy models than it was before the Combat
Reform.
• After each Combat Reform, at least as many models of the Combat Reforming unit must be in base contact
with enemy models as there were before.
– These don’t have to be the same models.
Furthermore, after a player has completed all their Combat Reforms, all enemy models that were in base contact
with opposing models before the Combat Reform must still be in base contact after the Combat Reform, but they
may be Engaged with different models or units.
See figure for an example of Combat Reforms.
a) b) c)
A A A
𝐶1 𝐶1 𝐶1
𝐶2 𝐶2 𝐶2
B C B C C
B
a) At the end of a Round of Combat, the Combined Unit A is Engaged with unit B and the Combined Unit C. All units
perform Combat Reforms, starting with unit A.
b) After Unit A’s Combat Reform, the unit has added a file to the left, and the Character joined to the unit has moved
to the left.
c) During Unit B’s Combat Reform, the unit shifts as far as possible to the right and the two models that are not in
base contact with enemy models are moved to the second rank. Unit C does not change its position, however the
Character joined to the unit moves into a position where it is in base contact only with a single enemy model.
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16 Casualties
Models suffering unsaved wounds lose Health Points.
16.A.b Champions
Even though Champions are R&F models, each Champion has its own Health Pool, and follows the rules for Characters
below. If enough Health Points are lost by R&F models in order to wipe out the entire unit, any remaining lost Health
Points are allotted to the Champion (even if it is fighting a Duel).
16.A.c Characters
If the attack was allocated towards or distributed onto a Character, the attacked model loses 1 Health Point for each
unsaved wound. If the model reaches 0 Health Points, it is removed as a casualty. Keep track of models that have lost
Health Points, but not enough to reach 0 Health Points (placing “Health Point markers” next to such models works
fine). These lost Health Points will be taken into account for future attacks. If the model is removed as a casualty, any
excess Health Point losses are ignored.
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16.B Removing Casualties
Whenever the rules tell you to remove models as casualties, remove the models from the Battlefield following the
rules below. Models that have been removed as casualties no longer affect the game in any way, but they may award
Victory Points to the opponent (see “ ”, page ).
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Figure 38: Removing R&F models from units En-
gaged in Combat.
A C
D A C D
rank are removed as casualties. Unit B loses con-
tact but is nudged back into combat (see “
”, page ).
C C
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17 Psychology
17.A Panic Test
A Panic Test is a Discipline Test that a unit has to take immediately after any of the following situations arise:
• A friendly unit is destroyed within 6″ of the unit (including Fleeing off the board).
• A friendly unit Breaks from Combat within 6″ of the unit.
• A friendly unit Flees through the unit’s Unit Boundary.
• In a single phase, the unit suffers Health Point losses equal to or greater than 25% of the number of Health
Points that it had at the start of the phase. This does not apply to single model units that started the game as a
single model (i.e. with a starting number of 1 model on the Army List).
Unless specifically stated otherwise, units that fail a Panic Test immediately Flee directly away from the closest
enemy unit (Centre of Unit to Centre of Unit). If several enemy units are equally close, randomise which one the unit
will Flee away from. If there are no enemy units on the Battlefield, randomise the direction. If the Panic Test was
caused by any of the cases listed below, the unit Flees directly away from the enemy unit that caused the Panic Test
(Centre of Unit to Centre of Unit).
• A spell cast by an enemy model
• A Model Rule on an enemy model (such as )
• Losing 25% or more Health Points, and the final wounds causing the Health Point losses to reach or go above
25% were due to an attack by an enemy unit
If several units have to take a Panic Test at the same time, take all Panic Tests before performing any Flee Moves
caused by failed Panic Tests.
Units do not take Panic Tests if they are Engaged in Combat, if they are already Fleeing, or if they already passed a
Panic Test during this phase.
17.B Shaken
Under certain circumstances, models may become Shaken. The most common situations are:
• Charging a Fleeing unit (page )
• Failing a Charge (page )
• Rallying a Fleeing Unit (page )
• Failing a Fear Test (see “ ”, page )
• War Machines failing a Panic Test (see “ ”, page )
• War Machines suffering a Jammed Misfire Effect (page )
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• Shooting Attack
17.C Fleeing
A unit is considered Fleeing from the moment:
• It fails a Break Test (after potential rerolls)
• It fails a Panic Test (after potential rerolls)
• Its Flee Distance is rolled
As soon as a unit passes its Rally Test, it is no longer considered Fleeing.
When a unit is Fleeing, it cannot perform any voluntary actions (a voluntary action is an action that a unit would
have the option to not perform). This includes (but is not limited to):
• Declare Charges
• Charge Reactions other than Flee
• Move in any way other than a Flee Move
• Shoot
•
• Cast spells or activate One use only Special Items which need to be activated voluntarily
Models cannot receive or from a Fleeing model.
17.D Decimated
A unit is considered Decimated if the sum of the Health Points of its models, including Characters that are part of the
unit, is 25% or less of its starting Health Points (the number taken from the Army List, regardless of any Characters
in the unit). Decimated units must take their Rally Test at half their Discipline, rounding fractions up (this is not
considered a Characteristic modifier).
For example, if a unit with Discipline 8 started the game with 40 models with 1 Health Point each, is reduced to 9
models and Flees, it takes Rally Tests at Discipline 4. However, if a Character with Discipline 8 and 2 Health Points is
part of the unit, the Combined Unit would instead take its Rally Test at Discipline 8.
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18 Victory Conditions
At the end of the game, players determine the winner of the battle. For this purpose, calculate each player’s Victory
Points, check if any player scored the Secondary Objective, and distribute the Battle Points accordingly as described
below. Of course players may agree to use a different method to determine the winner, e.g. by creating custom
scenarios that set specific goals for each player to claim victory.
Destroyed Units For each enemy unit that has been removed as a casualty, you gain a number of VP equal
to its Point Cost.
Fleeing Units For each enemy unit that is Fleeing at the end of the game, you gain a number of VP equal
to half its Point Cost, rounding fractions up.
Shattered Units For each enemy unit that is at 25% or less of its starting Health Points (of the number
taken from the Army List) at the end of the game, you gain a number of VP equal to half
its Point Cost, rounding fractions up. Characters are counted separately from the units
they have joined. Note that if an enemy unit is both Fleeing and Shattered, you gain a
number of VP equal to the unit’s total Point Cost.
Defeated If the enemy General was removed as a casualty, you gain 200 VP.
General
Defeated Battle If the enemy Battle Standard Bearer was removed as a casualty, you gain 200 VP.
Standard Bearer
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Victory Point Difference Battle Points
Percentage of (if playing with
Winner Loser
Army Points 4500 Army Points)
0–5% 0–225 10 10
>5–10% 226–450 11 9
>10–20% 451–900 12 8
>20–30% 901–1350 13 7
>30–40% 1351–1800 14 6
>40–50% 1801–2250 15 5
>50–70% 2251–3150 16 4
>70% >3150 17 3
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19 Model Classification
19.A Classification of Models
All models have a Height and a Type, defined in their unit entry.
19.A.a Height
Models come in three Heights, which are connected to the following rules:
Full Ranks
Minimum number of models required to 5 3 1
form Full Ranks
Supporting Attacks
1 3 5
Maximum number of Supporting Attacks
Dangerous Terrain
Number of D6 rolled when performing 1 2 3
Dangerous Terrain Tests
19.A.b Type
Models come in four Types, which are associated with the following rules:
Cannot use
None
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19.B Character Mounts
Many Characters can select mounts from the mount section of their Army Book. When a Character, referred to as the
rider, selects a mount, apply the following rules:
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20 Terrain
20.A Terrain Types
20.A.a Dangerous Terrain (X)
A model must take a Dangerous Terrain Test if it is in contact with a Terrain Feature that counts as Dangerous Terrain
at any point during its March, Charge, Failed Charge, Flee, Pursuit, or Overrun Move. Take a Dangerous Terrain Test
by rolling a number of D6 depending on the model’s Height and Model Rules:
For each dice that rolled equal to or below X (where X is the value stated in brackets), the model suffers a hit with
Armour Penetration 10 that wounds automatically.
Note that:
• Dangerous Terrain Tests are taken as soon as the model is in contact with the relevant Terrain. If it does not
matter exactly when a model is removed as a casualty, take all Dangerous Terrain Tests for a unit at the same
time.
• Hits suffered from Dangerous Terrain Tests are distributed onto the model’s Health Pool.
• A model never takes more than one Dangerous Terrain Test for the same Terrain Feature during a single move,
but it might have to take several Dangerous Terrain Tests caused by different Terrain Features or abilities.
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20.B Terrain Features
A Terrain Feature is a topographical area on the Battlefield that may be a mixture of Dangerous, Impassable, Opaque,
or Covering Terrain and may possess its own set of rules.
20.B.b Fields
Fields can be represented in the game for example by meadows or agricultural fields.
20.B.c Forests
Forests can be represented in the game for example by jungles, brushwoods, or coniferous forests.
Types Forests are for units inside and/or behind them, and
for Cavalry, Constructs, and units making a .
Cover Forests contribute to .
Broken Units with more than half of their models with the centre of their base inside a Forest can
Ranks never be , unless specifically stated otherwise.
Guerilla Units consisting entirely of Infantry models with are if more than
Warfare half of their models are inside a Forest with the centre of their bases, unless any model in
the unit has and/or .
20.B.d Hills
Hills can be represented in the game for example by elevated plateaus or burial mounds.
Charging A unit initiating a Charge Move with more than half of its models with the centre of their
Downhill base on a Hill towards an enemy with more than half of its models with the centre of their
base off a Hill must reroll failed Charge Range rolls.
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20.B.e Impassable Terrain
Impassable Terrain can be represented in the game for example by monoliths, massive boulders, or buildings.
20.B.f Ruins
Ruins can be represented in the game for example by rubble or abandoned farmsteads.
Types Ruins are for units inside them, for Cavalry and
Constructs, and for any other unit. Units with automatically
pass Dangerous Terrain Tests caused by Ruins.
Cover Ruins contribute to , except for models with .
20.B.g Walls
Walls can be represented in the game for example by wooden barricades, stone walls, or hedges.
Types Walls are for models behind them while Defending the Wall (see below)
and for Constructs.
Cover Walls contribute to , except for models with .
Defending a In order to Defend a Wall, more than half of a unit’s Front Facing must be in contact with it.
Wall
Fortified Units Defending a Wall gain against Close Combat Attacks from Charging enemies
Position in their Front Facing.
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21 Model Rules
Model Rules are rules that are applied to individual models or model parts, as described in their unit entry. They are
divided into the following categories: Universal Rules, Character, Personal Protections, Armour Equipment, Weapons,
Attack Attributes, and Special Attacks.
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If X is not a value, the Model Rules are not considered to be duplicates of the same Model Rule and both rules are
applied (e.g. Hatred (against Infantry) and Hatred (against Cavalry) are considered two different Model Rules, so
both effects are applied).
21.A.a.5 Chariot
The model must roll an additional D6 when taking . A model with Chariot can only be part
of a unit consisting entirely of models with Chariot, unless specifically stated otherwise.
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21.A.a.6 Commanding Presence
All have the Commanding Presence Universal Rule. The Discipline of all units within 12″ of a friendly
non-Fleeing model with Commanding Presence may be set to the Discipline value of that model (this ability follows
the normal rules for “ ”, page , meaning that effects modifying the Discipline of the
model with Commanding Presence are applied before setting the recipient model’s Discipline to that value; this
value may then be further modified).
21.A.a.8 Fear
Units in base contact with one or more enemy models with Fear suffer −1 Discipline. At the start of each Round
of Combat, such units must take a , called a Fear Test. If this test is failed, the models in the unit are
and Close Combat Attacks made by models in the unit suffer −1 to hit, while Close Combat Attacks allocated
towards models in the unit gain +1 to hit. These effects apply until the end of the Round of Combat. Models that have
Fear themselves are immune to the effects of Fear.
21.A.a.9 Fearless
If more than half of a unit’s models are Fearless, the unit automatically passes and cannot declare a Flee
Charge Reaction, unless already Fleeing. Models that are Fearless are also immune to the effects of .
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21.A.a.12 Frenzy
At the start of the Charge Phase, each of your units with at least one model with Frenzy that could declare a Charge
against an enemy unit within the unit’s Advance Rate +7″ must take a , called a Frenzy Test. If the test
is failed, the whole unit must declare a Charge this Player Turn if possible.
Frenzy Tests and Restrain Pursuit Tests taken by units with at least one model with Frenzy are subject to
.
If there are different Advance Rates available in the unit, the Advance Rate used for the Frenzy Test and for the
Charge Range is determined as follows:
• If a model has more than one Advance Rate (e.g. due to ), the model must use the Advance Rate that has the
highest chance of completing the Charge.
• If a unit contains models with different Advance Rates, the unit must use the highest Advance Rate that all
models in the unit can use (which will usually be the lowest Advance Rate in the unit).
For example, a model with Advance Rate 2″ and Fly (8″, 16″) must use the Advance Rate from Fly. And if a Character
in a Combined Unit has Advance Rate 4″ while the R&F models have 6″, the Combined Unit must use Advance Rate 4″.
Note that when a unit is forced to declare a Charge due to a failed Frenzy Test, it is not forced to Charge the enemy
unit that triggered the Frenzy Test.
Matching Bases
In Combined Units containing Characters and R&F models, a Character is considered to have a Matching Base if:
• The model has the same base size as the R&F models.
• The model’s base is the same size as a multiple of the R&F models’ bases (such as a 40×40 mm base in a 20×20
mm unit).
For Combined Units consisting entirely of Characters, Matching Bases are determined differently as these units do
not contain any R&F models. The R&F base size for the purposes of Matching Bases must:
• Correspond to the base size of at least one of the Characters
• Result in as few Characters as possible having Mismatching Bases; the owner chooses in case of a tie
For example, in a unit consisting of a 25×25 mm Character and two 25×50 mm Characters, that base size is 25×25
mm, as it does not result in any Mismatching Bases in the unit.
If the first rank is occupied by models with Front Rank, a model with Matching Base is placed in the second rank
instead. If this rank is also occupied by models with Front Rank, it is placed in the third rank, and so on. Matching
Bases are subject to the following rules and restrictions:
• If the model has a larger base than the R&F models, it is considered to be in all ranks its base occupies for the
purposes of calculating . For calculating the number of models in the unit’s ranks (e.g. for Full Ranks,
, ), the large base counts as the number of models it replaces.
• If a model with a Matching Base has a longer base than the R&F models in the unit, the unit is allowed to have
more than one incomplete rank if all incomplete ranks after the first consist entirely of models with such bases
(for instance the rear parts of long bases such as War Platforms are allowed to form several incomplete ranks).
• A model cannot join a unit that has more than one rank if its base is wider than the unit it wishes to join, nor
can a unit into a formation that is narrower than any model joined to the unit.
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If a model with Front Rank moves inside or leaves a unit that has more than one rank, or if it is removed from such a
unit as a casualty, the gap the model leaves must be filled with models without Front Rank. If there aren’t any models
without Front Rank available, move models with Front Rank instead. After filling a gap, sometimes models with
Front Rank must be redistributed in order for all such models to be as far forwards as possible. When this happens,
move as few models as possible in order to have all models with Front Rank as far forwards as possible.
If a model with Front Rank moves inside or leaves a unit that has a single rank, or if it is removed from such a unit as a
casualty, gaps may be created in the unit. If this leads to an illegal formation (there can only be gaps in an incomplete
rear rank; see “ ”, page ), slide as few models as possible to fill the now empty spot. In case of a draw, i.e. if the
model was positioned in the middle of the rank, the owner decides which half of the remaining models to slide.
Mismatching Bases
Anything that is not a Matching Base is a Mismatching Base (such as a 50×75 mm base inside a 25×50 mm unit).
A model with Mismatching Base is always placed in base contact to the side of the unit, aligned with its front. Only
two Mismatching Bases can be joined to a single unit (one at each side). These models are considered to be only in
the first rank, but are ignored when counting the number of models in each rank in order to establish the number of
and whether or not a unit is in . They form a file of one model each.
During Advance Moves, March Moves, or Reforms, models with Mismatching Bases can only be moved to the other
side of the unit as part of the move.
Figure shows how models with Front Rank can be placed in a complex case.
a) b)
a) A Character on a Mismatching Base is placed next to the unit. Characters on Matching Bases are placed inside the
unit, as far forwards as possible. This unit is considered to have 3 Full Ranks.
b) When a model with Front Rank joins the unit, the small model with Front Rank in the second rank must be moved
to the side in order to have all models with Front Rank as far forwards as possible.
21.A.a.15 Insignificant
Units consisting entirely of Insignificant models only cause on friendly units in which half the models or
more are Insignificant. Units with Insignificant R&F models can only be joined by Insignificant Characters.
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21.A.a.16 Light Troops
A unit composed entirely of models with Light Troops applies the following rules for Advance Moves and March
Moves:
• The unit may perform any number of , at any time during the move, and in any order. This does not
prevent models with Light Troops from shooting this Player Turn.
• The unit can move backwards and sideways as if moving forwards (i.e. up to its Advance/March Rate), but
cannot leave the board with any part of its Unit Boundary.
• The unit cannot perform any Wheels.
In addition:
• Units composed entirely of models with Light Troops gain .
• Units with more than half of their models with Light Troops always count as having 0 .
• Infantry Characters gain Light Troops while joined to Infantry units of the same Height with Light Troops.
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• The unit loses and can never gain it (but X can be affected by Maximised/Minimised Roll from other
sources).
• Characters with Random Movement cannot join units, and units with Random Movement cannot be joined by
Characters. Note that Characters that are part of a Combined Unit when the unit gains Random Movement will
gain Random Movement too as they are already part of that unit.
• If the unit has several instances of Random Movement, use the one with the lowest average (the owner chooses
in case of a tie).
21.A.a.23 Scoring
Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary
Objectives (see “ ”, page ). Every army needs Scoring Units to be able to complete Secondary
Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
debug debug
Scoring can be lost during the game:
• A unit that is Fleeing loses Scoring for as long as it is Fleeing.
• An unit that enters the Battlefield on Game Turn 4 or later loses Scoring for the rest of the game.
• A unit that has performed a loses Scoring until the start of the following Player Turn.
• A model loses Scoring until the end of Game Turn 1.
21.A.a.24 Scout
Units with Scout may be deployed using Special Deployment rules. All units that will be deployed using the Scout
rule must be declared at step 8 of the Pre-Game Sequence (after Spell Selection), starting with the player that chose
their Deployment Zone. Scout deployment is conducted on Step 5 of the Deployment Phase (Deploy Scouting Units).
If both players have Scouting units, alternate unit placement (one unit at a time), starting with the player who first
completed their normal deployment. Scouting units have three deployment options:
• Fully inside your Deployment Zone, using the normal deployment rules
• Anywhere on the Battlefield at least 18″ away from enemy units
• Anywhere on the Battlefield fully inside a Field, Forest, Ruins, or Water Terrain Feature and at least 12″ away
from enemy units
Scouting units that aren’t placed fully inside their Deployment Zone may not declare Charges in the first Player Turn
of the first Game Turn (there are no Scout Charge restrictions after the first Player Turn).
21.A.a.25 Skirmisher
The model can always use Shooting Attacks from any rank (models with Skirmisher are not limited to shooting from
first and second rank).
Units with at least one R&F model with Skirmisher are formed into a skirmish formation. They are not placed in base
contact with each other. Instead, models are placed with a 12.5 mm distance (roughly half an inch) between them.
This gap is considered part of the unit for Cover purposes, and will have the same Height as the models in the unit.
Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore
have a Front, two Flank, and a Rear Facing, can perform Supporting Attacks, and so on. Units in skirmish formation
never block Line of Sight (remember that this also affects Cover as they can never contribute to Hard Cover).
Units in skirmish formation can only be joined by Characters that have both the same Type and the same Height as
the unit. Unless a Character has the exact same base size as all R&F models in the unit, it is considered Mismatched
for the purpose of placement within the unit. The unit ceases to be in skirmish formation when all R&F models
with Skirmisher are removed as a casualty: immediately contract their skirmish formation into a normal formation,
without moving the centre of the first rank. Nudge any unit as normal to maintain base contact if possible.
See figure for an illustration of this rule.
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a) b)
12.5 mm 12.5 mm 𝐶2
12.5 mm 𝐶1 𝐶1
b) The same unit Engaged in Combat. Models with bold frame can attack a Character (either 𝐶1 or 𝐶2 ).
Models with dashed frame cannot attack at all.
21.A.a.27 Strider
The model automatically passes Tests caused by Terrain. If more than half of a unit’s models have
Strider, the unit never loses due to Terrain. Sometimes Strider is linked to a specific type of Terrain, stated
in brackets. In this case, Strider only applies when interacting with this type of Terrain.
21.A.a.28 Stubborn
A unit with at least one model with Stubborn ignores Discipline modifiers from the Combat Score difference when
taking or Discipline Tests.
21.A.a.29 Supernal
All attacks made by the model become , including Special Attacks and . In addition,
the model gains , with the following exception: when a unit consisting entirely of models with Supernal
loses a combat, it must take a ( or units ignore Discipline modifiers from the Combat
Score difference as normal):
• If the Break Test is passed, ignore all Health Points that would be lost due to Unstable.
• If the Break Test is failed, follow the rules for Unstable as normal.
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21.A.a.31 Swiftstride
If a unit is composed entirely of models with Swiftstride, its rolls for Charge Range, Flee Distance, Pursuit Distance,
and Overrun Distance are subject to .
21.A.a.32 Tall
drawn to or from a model with Tall is not blocked by models of the same Height (as the model with
Tall), unless the intervening model also has Tall. Remember that this also affects (if a model blocks Line of
Sight it contributes to Hard Cover, otherwise only to Soft Cover).
21.A.a.33 Terror
The model is immune to the effects of Terror. When a unit with one or more models with Terror declares a Charge,
its target must immediately take a before declaring its Charge Reaction. If the test is failed, the target of
the Charge must declare a Flee Charge Reaction if able to do so.
21.A.a.35 Unbreakable
The model’s unit automatically passes all . Models with Unbreakable can only join or be joined by models
with Unbreakable.
21.A.a.36 Undead
The model gains . Models with Undead cannot perform March Moves, unless their unit starts the March
Move within the range of a friendly model’s . The only Charge Reaction a unit with one or
more models with Undead can perform is Hold.
When units consisting entirely of models with Undead lose Health Points due to , the number of lost Health
Points can be reduced in certain situations. Apply the modifiers in the following order:
1. If the unit contains at least one model with , halve the number of lost Health Points, rounding fractions
up.
2. If the unit is , ignore any excess Health Point losses above 12.
3. If the unit receives , reduce the number of lost Health Points by the unit’s current Rank
Bonus. Units without any Rank Bonus reduce the number of lost Health Points by 1 instead.
4. Apply all other modifiers (from Special Items, Model Rules, spells, etc.) afterwards.
21.A.a.37 Unstable
Models with Unstable can only join or be joined by models with Unstable. A unit with one or more models with
Unstable does not take a when losing a Round of Combat, but instead it loses one Health Point for each
point of Combat Score difference by which it lost the Round of Combat (with no saves of any kind allowed).
The Health Point losses are allotted in the following order:
1. R&F models, excluding Champions
2. Champion
3. Characters, allotted by the owner of the unit as evenly as possible
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This move cannot be used to move within 12″ of enemy units. This is decreased to 6″ for enemy units that have
either Scouted or Vanguarded.
If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished
deploying last (note that this is an exception to the rules for Simultaneous Effects). A Combined Unit counts as a single
unit for this purpose even if parts of the unit perform separate Vanguard moves (like two Characters Vanguarding
out of a Combined Unit). Any game effects that would affect the Combined Unit (such as Banner Enchantments)
remain in effect for all parts of the Combined Unit until all parts of the Combined Unit have finished their Vanguard
move (even if a Character leaves the unit). Instead of moving a unit, a player may declare to not move any more
Vanguarding units.
Units that have moved this way lose Scoring until the end of Game Turn 1 and may not declare Charges in the first
Player Turn (if their side has the first turn).
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21.A.a.43 Wizard Master
The Wizard gains and a +1 modifier to its casting rolls, and selects its spells as described in “
”, page .
21.B Character
Character is a special type of Universal Rule. Unless specifically stated otherwise, any model bought as part of the
Characters Army Category of an Army Book has the Character Universal Rule. A model with this rule is referred to as
a Character.
All Characters gain the Universal Rule.
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21.B.d Leaving a Combined Unit
A Character can leave a Combined Unit in the Charge Phase and in the Movement Phase if it is able to move (i.e. if it
isn’t Engaged in Combat, hasn’t already moved, isn’t Fleeing, etc.). In both cases, any game effects that would affect
the Combined Unit (such as Banner Enchantments) remain in effect for all parts of the Combined Unit until the end
of the phase (even if a Character leaves the unit), unless specifically stated otherwise (e.g. One Turn spells). The
Character ignores models from the Combined Unit for movement purposes and may make a Flying Movement (if it
has ). Characters leaving a unit do not affect whether or not this unit counts as having moved (e.g. for purposes of
shooting).
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21.B.f Make Way
At step 3 of the , any Character placed in the first rank and not in base contact with an
enemy model may move into contact with an enemy model. This enemy model must be in base contact with the
Character’s unit, and it must be attacking the Character’s unit in its Front Facing. To perform a Make Way move,
the Character switches position with another model (or models) in its unit; these models cannot be Characters.
Characters with Mismatching Bases can never perform a Make Way move.
21.C.a Champion
A Champion gains , First Amongst Equals, and Ordering the Charge.
21.C.b Musician
A Musician gains and March to the Beat.
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21.C.c.1 Combat Bonus
A side with Standard Bearers adds +1 to its Combat Score for each Standard Bearer.
21.D.b.3 Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a −1 to-hit modifier. This to-hit modifier
cannot be combined with any other negative to-hit modifiers.
21.D.b.4 Flammable
must reroll failed to-wound rolls against a model with Flammable.
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21.D.b.5 Fortitude (X)
Fortitude is a . Fortitude Saves cannot be taken against attacks with that rolled a natural ‘6’
to wound, or against .
21.D.b.7 Parry
Parry can only be used against from the Front Facing. The model gains one of the following
effects, whichever would result in a higher Defensive Skill:
• The model gains +1 Defensive Skill.
• The model’s Defensive Skill is always set to the Offensive Skill of the attacker.
21.E.b Shields
• Shield: +1 Armour.
weapons prevent the simultaneous use of a Shield against Melee Attacks (see “ ”, page ).
21.F Weapons
Weapons are divided into three categories: Close Combat Weapons, Shooting Weapons, and Artillery Weapons. The
weapons listed in the following pages are also referred to as mundane weapons.
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Weapon Rules
Great Weapon . Attacks made with a Great Weapon gain +2 Strength, +2 Armour Pene-
tration, and strike at 0 (regardless of the wielder’s Agility).
Halberd . Attacks made with a Halberd gain +1 Strength and +1 Armour Pene-
tration.
Hand Weapon All models come equipped with a Hand Weapon as their default equipment. If a model
has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the
Hand Weapon, unless specifically stated otherwise. Models on foot wielding a Hand
Weapon alongside a Shield gain .
Lance Attacks made with a Lance and allocated towards models in the wielders’ Front Facing
gain . Infantry cannot
use Lances.
Light Lance Attacks made with a Light Lance and allocated towards models in the wielders’ Front
Facing gain . Infantry
cannot use Light Lances.
Paired Weapons . The wielder gains +1 Attack Value and +1 Offensive Skill when using
Paired Weapons. Attacks made with Paired Weapons ignore (while Paired
Weapons are often modelled as two Hand Weapons, they are considered a separate
weapon category for rules purposes).
Spear Attacks made with a Spear gain and +1 Armour Penetration.
Attacks made with a Spear gain +2 Agility and an additional +1 Armour Penetration
in the First Round of Combat provided the attacking model’s unit is not Charging and
is not Engaged either in its Flank or Rear Facing. Only Infantry can use Spears.
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21.F.c Artillery Weapons
Artillery Weapons are a special kind of Shooting Weapon. These weapons are often installed on , but
can on other occasions be carried by or Gigantic Beasts, or contained within .
Artillery Weapons are Shooting Weapons that always have the Attack Attribute, and they may have specific
profiles for range, shots, Strength, Armour Penetration, and other Attack Attributes, which you will find in their
description. Some Artillery Weapons may have further rules as detailed below.
21.F.c.1 Cannon
Cannon attacks ignore to-hit modifiers from Soft Cover and Hard Cover. They gain a +1 to-hit modifier when targeting
units consisting entirely of models of Gigantic Height that do not benefit from Cover. On a natural to-hit roll of ‘1’
a Cannon Misfires: roll on the (table , page ) and apply the corresponding result (a to-hit roll
resulting in a Misfire cannot be rerolled).
21.F.c.3 Flamethrower
Flamethrowers do not roll to hit. Instead, roll a D6 (this is not considered a to-hit roll). On a natural roll of ‘1’, it
Misfires: roll on the (table , page ) with a −1 modifier and apply the corresponding result. On
any other natural result the attack is successful. Determine which Arc of the target the attacker is Located in:
• If the attacker is Located in the Front or the Rear Arc, the attack causes D6 hits, +D3 hits for each rank after the
first up to a maximum of +4D3.
• If the attacker is Located in either Flank Arc, the attack causes D6 hits, +D3 hits for each file after the first up to
a maximum of +4D3.
The total number of hits cannot exceed the number of models in the unit.
Some Flamethrowers have a higher Strength, Armour Penetration, and/or additional Attack Attributes stated in
curly brackets (such as Strength 4 {5}, Armour Penetration 1 {2}, { }). If so, use the Strength,
Armour Penetration, and Attack Attributes in curly brackets when shooting at a target within Short Range.
108
21.F.d The Misfire Table
A to-hit roll resulting in a Misfire cannot be rerolled. When an Artillery Weapon Misfires, roll a D6 and consult table
below (a result of ‘0’ or less may happen when there is a negative modifier to the roll, as for ).
Explosion!
0 All models within D6″ of the Misfiring model suffer a hit with Strength 5 and
(or less) Armour Penetration 2. The shooting model is then destroyed and removed as a
casualty.
Breakdown
1–2
The model cannot shoot with the weapon for the rest of the game.
Jammed
3–4 The Artillery Weapon may not shoot in the owner’s next Player Turn. If the model
is a , the model is until the end of the owner’s next Player
Turn instead.
Malfunction
5+
The shooting model loses a Health Point with no saves of any kind allowed.
Close Combat
A model part with an Attack Attribute with this keyword applies the rules of the Attack Attribute to all its Close
Combat Attacks.
Shooting
A model part with an Attack Attribute with this keyword applies the rules of the Attack Attribute to all its Shooting
Attacks that are not .
Example: A unit is the target of a spell that makes the unit’s attacks Divine Attacks and Flaming Attacks. Divine
Attacks has the keyword Close Combat, while Flaming Attacks has the keywords Close Combat and Shooting. This
means that the Close Combat Attacks of all model parts of that unit are now both Divine Attacks and Flaming Attacks,
while the Shooting Attacks of all model parts of the unit are only Flaming Attacks. Any Special Attacks (including
Special Attacks that are Shooting Attacks) or spells from the unit are not affected.
109
21.G.a Conditional Application
Attack Attributes may only work against certain enemies, which are then stated in brackets after “against”. There
may already be some piece of information relative to the rule specified between brackets, as in .
In this case the conditions for the rule to work are written in the same brackets, after a comma. This can e.g. be all
models from a given Army Book, with a given Model Rule, of a given Height, or of a given Type.
If the Attack Attribute is effective against more than one type of enemy, they are separated by commas. If no comma
but instead “and” is used, this means that the rule works only against enemies that fulfil all criteria. For example,
Multiple Wounds (2, against Large and Beasts, Gigantic) means that Multiple Wounds can be used against models
that are both Large and Beasts, as well as against models that are Gigantic, regardless of the models’ Type.
Attack Attributes with Conditional Application can only be applied when the affected attacks are either allocated
towards or distributed onto a Health Pool where all models fulfil the requirements.
110
Area Attack (3×3) Area Attack (1×4)
A E
B
3 + 3 + 3 = 9 Hits 3 + 2 = 5 Hits 1 + 1 = 2 Hits
C D F
1 Hit 3 + 3 = 6 Hits 1 + 1 + 1 + 1 = 4 Hits
Units A to D are hit by an Area Attack (3×3) from an attacker Located in their Front Arc.
In unit A, there are 3 ranks with more than 3 models. Number of hits: 3 + 3 + 3 = 9.
In unit B, the first rank has more than 3 models, but the second rank only has two models. There is no third rank.
Number of hits: 3 + 2 = 5.
Since unit C is a single model, there will always only be a single rank with a single model. Number of hits: 1.
In unit D, the first and second rank have 3 models. There is no third rank. Number of hits: 3 + 3 = 6.
Unit E is hit by an Area Attack (1×4) from an attacker Located in its Front Arc. The first and second rank have more
than 1 model. There is no third or fourth rank. Number of hits: 1 + 1 = 2.
Unit F is hit by an Area Attack (1×4) from an attacker Located in its Flank Arc. There are more than 4 files with 1 or
more models. Number of hits: 1 + 1 +1 +1 = 4.
111
21.G.b.3 Battle Focus – Close Combat
If the attack hits with a natural to-hit roll of ‘6’, the attack causes one additional hit (i.e. usually two hits instead of
one).
In order for Shooting Attacks using Hopeless Shots to cause one additional hit, the first to-hit roll must be a natural
‘6’ and the second to-hit roll must be successful in order to hit the target.
112
21.G.b.11 Inanimate – Close Combat
Model parts with Inanimate cannot make Close Combat Attacks and cannot use Shooting Weapons. Shooting Weapons
carried by model parts with Inanimate can be used by other model parts of the same model (as long as they do not
have or Inanimate).
113
21.G.b.21 Toxic Attacks – Close Combat
The attack has its Strength always set to 3 and its Armour Penetration always set to 10.
21.G.b.22 Two-Handed
A model using a weapon with Two-Handed cannot simultaneously use a Shield against Melee Attacks.
114
21.H.a.2 Grind Attacks (X)
A model part with Grind Attacks resolves these attacks at its Agility. It must choose an enemy unit in base contact
with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are
resolved with the model part’s Strength and Armour Penetration.
If a model has both Grind Attacks and , it may only use one of these rules in the same Round of Combat
(the owner may choose which). If several model parts in a unit have Grind Attacks and if X is a random number (e.g.
Grind Attacks (2D3)), roll for the number of hits separately for each model part.
115
22 Special Items
When building their armies, players have the option to individually upgrade the mundane equipment of certain
models, usually Characters and Standard Bearers, by buying Special Items for these models. Some Special Items are
shared by most armies of T9A (they can be found in The 9th Age: Fantasy Battles – Arcane Compendium), while
army-specific Special Items can be found in the corresponding Army Books.
All Special Items are One of a Kind unless specifically stated otherwise.
116
22.A.d Artefacts
A model may have up to two Artefacts.
117
23 Summaries
This chapter is designed as a summary of the Rulebook that you can print out separately and keep at the table when
playing, providing easy access to overviews and summaries of the most important rules. However, it does not replace
the Rulebook. In situations where the summaries are unclear, please refer to the corresponding Rulebook chapters –
the Rulebook always overrules the summaries.
118
Summaries v2.0
General
Turn Priority of Modifiers
A standard game lasts for 6 Game Turns, each divided Priority
Modifier
into two Player Turns. Each Player Turn is divided into Step
five phases, performed in the following order: Values set to a certain number and values set to another model’s value. If the
1 other model’s Characteristic is modified, apply these modifiers before setting the
1 Charge Phase
Characteristic.
2 Movement Phase
2 Multiplication and division. Round fractions up.
3 Magic Phase
3 Addition and subtraction.
4 Shooting Phase
Rolls always or never succeeding or failing on certain results, and Characteristics
5 Melee Phase 4
always or never set to a certain value or range of values.
When several modifiers within a group are to be applied to a value or dice roll, apply them in the order
that results in the lowest value or success chance of the dice roll.
Secondary Objectives
1 – Hold the Ground 2 – Breakthrough 3 – Spoils of War
Have more Scoring Units than your opponent within Be the player with the most Scoring Units inside Three markers on the Centre Line that can be picked
6″ of the centre of the board at the end of a Game their opponent’s Deployment Zone at the end of the up by Scoring Units by being in contact with them
Turn (other than the first) to gain a counter. game (up to 3). at the beginning of their Player Turn. At the end of
the game, be the player with the most units carrying
markers.
4 – King of the Hill 5 – Capture the Flags 6 – Secure Target
After Spell Selection, each player chooses a non- Destroy more Scoring Units than your opponent. Both players place a marker more than 12″ from
Impassable Terrain Feature not entirely in their De- Each player must have at least 3 Scoring Units; else, their Deployment Zones and 24″ away from the
ployment Zone. At the end of the game, have Scoring the opponent marks non-Scoring Units to destroy. other marker. Control a marker by having more Scor-
Units inside your opponent’s Terrain Feature. ing Units within 6″ of it. Be the player controlling
most markers at the end of the game.
The player who chooses the Deployment Zone also starts choosing or placing in 4, 5, and 6.
Summaries v2.0
Charge Phase
Charge Phase Sequence Maximising Contact
1 Start of the Charge Phase (and start of the Player Turn) Charge Moves must be made so the following conditions are satisfied as best as possible,
in decreasing priority order.
2 The Active Player chooses a unit and declares a Charge
The Reactive Player declares and resolves their Charge • 1st priority: Make contact with no enemy units other than the one that was Charged.
3 If it will be unavoidable to make contact with more than one enemy unit, make
Reaction
Repeat steps 2–3 of this sequence until all units that wish contact with as few enemy units as possible. Follow the rules for Multiple Charges.
4
to declare a Charge have done so • 2nd priority: Maximise the total number of Charging units that make contact (note
The Active Player chooses a unit that declared a Charge, that this is only applicable when multiple units Charge the same unit).
5
then rolls for Charge Range, and moves the unit
• 3rd priority: Avoid rotating the Charged unit. If it is unavoidable, rotate the unit
Repeat step 5 of this sequence until all units that declared
6 as little as possible. Remember that units Engaged in Combat cannot be rotated.
a Charge have moved
7 End of the Charge Phase • 4th priority: Maximise the number of models (on both sides) in base contact with
at least one enemy model (including models fighting across gaps).
Movement Phase
Movement Phase Sequence Chances to Pass a Charge Range Roll
1 Start of the Movement Phase Probabilities (in percentage) to pass a Charge Range roll depending on the remaining
distance (i.e. the total distance minus the Advance Rate Characteristic):
2 Rally Fleeing units and perform any Flee Moves
Select one of your units and a type of move (Advance, March, 2 3 4 5 6 7 8 9 10 11 12
3
Reform), then move the unit Charge 100 97 92 83 72 58 42 28 17 8 3
Repeat step 3, each time choosing a new unit that has not yet Charge +
4 100 99 98 95 89 81 68 52 36 20 7
moved in the Movement Phase Swiftstride
5 End of the Movement Phase Charge +
100 99 99 97 92 83 66 48 31 16 5
reroll
Charge +
Swiftstride 100 99 99 99 99 96 90 77 59 36 14
+ reroll
Terrain
Dangerous Terrain Tests
Dangerous Terrain (DT) Test during March, Charge, Failed Charge, Flee, Pursuit, or Overrun Moves. 1 hit with Armour Penetration 10 that wounds automatically
for each failed roll.
Standard Large Gigantic Chariot
Number of D6 rolled 1 2 3 +1
Casting Attempt
The Active Player declares which Wizard is casting which spell and how many Magic Dice will be used. If applicable, they also declare which version of
1
the spell is used and what its targets are. Between 1 and 5 dice from the Active Player’s Magic Dice pool must be used.
The Active Player rolls the chosen number of Magic Dice from the Magic Dice pool and adds the results of the rolled dice and any Casting Modifiers
2
together. This total is referred to as the total casting roll.
The Casting Attempt is passed if the total casting roll is equal to or greater than the spell’s Casting Value. The Casting Attempt fails if the total casting
3
roll is less than the spell’s Casting Value. Note that the Casting Attempt may Fizzle if 2 or more dice were used (see “Fizzle”).
Dispelling Attempt
The Reactive Player declares how many Magic Dice will be used from their pool. The Reactive Player must use at least 1 dice for a Dispelling Attempt.
1
Note that there is no maximum number of Magic Dice allowed to be used for a Dispelling Attempt.
The Reactive Player rolls the chosen number of dice and adds the results of the rolled dice and any Dispelling Modifiers together, to get the total dispelling
2
roll.
The Dispelling Attempt is successful if the total dispelling roll is equal to or greater than the total casting roll. If so, the spell is dispelled and the spell
3 is not cast. The Dispelling Attempt fails if the total dispelling roll is less than the total casting roll. If so, the spell is successfully cast. Note that the
Dispelling Attempt may Fizzle if 2 or more dice were used (see “Fizzle”).
Miscast
Three of a kind: Miscast Effects (after resolving the spell and Attribute effects, unless 111)
000 or lower No effect.
111 Broken Concentration
The Casting Attempt fails (apply Fizzle as normal).
222 Witchfire
The Caster’s unit suffers 1D6 hits with Armour Penetration 2, Magical Attacks, and a Strength equal to the number of
Magic Dice that were used for the casting roll.
333 Magical Inferno
The Caster’s unit suffers 2D6 hits with Armour Penetration 2, Magical Attacks, and a Strength equal to the number of
Magic Dice that were used for the casting roll.
444 Amnesia
The Caster cannot cast the Miscast spell anymore this game.
555 Backlash
The Caster suffers 2 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
666 Implosion
The Caster suffers 4 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
777 or higher Breach in the Veil
The Caster’s model is removed as a casualty (no saves of any kind allowed).
Summaries v2.0
Shooting Phase
Shooting Phase Sequence Selection of Shooting Rules
1 Start of the Shooting Phase Each unit can only shoot once per phase. All models in the same unit must
shoot at the same target. Only models in the first and second rank may shoot.
2 Select one of your units and perform a Shooting Attack
All R&F models except Champions must use the same type of Shooting Attack.
Repeat step 2 with a different unit that has not performed a Shooting In case of Multipart Models, each model part can make a Shooting Attack in the
3
Attack during this phase yet same phase.
When all units that can (and want to) shoot have done so, the Shoot-
4 Hopeless Shots: In order to hit on 7+, hit on 6+ and then roll 4+.
ing Phase ends
No Cover
All other Height combinations yield either Hard Cover or no Line of Sight, depending on whether the target is completely obscured by the intervening model or not.
Post-Game
Battle Points Scoring Victory Points
Attacks
Attack Sequence To-Wound Table
1 Attacker allocates attacks if applicable. Strength minus Resilience Needed roll to wound
2 Determine number of hits. 2 or more 2+
3 Attacker distributes hits if applicable. 1 3+
4 Attacker rolls to wound; if successful, proceed. 0 4+
5 Defender makes Armour Save rolls; if failed, proceed. −1 5+
6 Defender makes Special Save rolls; if failed, proceed. −2 or less 6+
7 Defender removes Health Points or casualties.
8 Defender takes Panic Tests if necessary.
Armour Saves
Close Combat To-Hit Table
Armour minus AP Needed roll to disregard the wound
Offensive Skill minus Defensive Skill Needed roll to hit 0 or less No save possible
4 or more 2+ 1 6+
1 to 3 3+ 2 5+
0 to −3 4+ 3 4+
−4 to −7 5+ 4 3+
−8 or less 6+ 5 or 6 2+
Summaries v2.0
Psychology
Panic Test Triggers Fleeing
• A friendly unit is destroyed within 6″ of the unit (including Fleeing off When a unit is Fleeing, it cannot perform any voluntary actions (a voluntary
the board). action is an action that a unit would have the option to not perform). This
includes (but is not limited to):
• A friendly unit Breaks from Combat within 6″ of the unit.
• Declare Charges
• A friendly unit Flees through the unit’s Unit Boundary.
• Charge Reactions other than Flee
• In a single phase, the unit suffers Health Point losses equal to or greater
than 25% of the number of Health Points that it had at the start of the • Move in any way other than a Flee Move
phase. This does not apply to single model units that started the game
as a single model (i.e. with a starting number of 1 model on the Army • Shoot
List). • Channel
Units that fail a Panic Test Flee directly away from the closest enemy unit, or • Cast spells or activate One use only Special Items which need to be
from the enemy unit which caused the Panic Test (Centre to Centre). Units do activated voluntarily
not take Panic Tests if they are Engaged in Combat, if they are already Fleeing,
or if they already passed a Panic Test during this phase. Models cannot receive Commanding Presence or Rally Around the Flag from a
Fleeing model.
Shaken
Decimated
A Shaken model cannot perform any of the following actions:
Units at 25% or less of their starting Health Points (the number taken from
• Declare Charges the Army List), including joined Characters, are referred to as Decimated. Deci-
• Pursuit mated units must take their Rally Test at half their Discipline, rounding fractions
up.
• Overrun
• Advance Move
• March Move
• Reform (it can Combat Reform and Post-Combat Reform)
• Random Movement
• Shooting Attack
Probabilities
Chances to Pass a Discipline Test
Probabilities (in percentage) to pass a Discipline Test depending on the Discipline value of the unit (after modifiers) and the available rules:
Discipline 2 3 4 5 6 7 8 9 10
2D6 3 8 17 28 42 58 72 83 92
2D6 + reroll 5 16 31 48 66 83 92 97 99
2D6 + Minimised 7 20 36 52 68 81 89 95 98
2D6 + Minimised + reroll 14 36 59 77 90 96 99 99 99
2D6 + Maximised 1 2 5 11 19 32 48 64 80
2D6 + Maximised + reroll 1 4 10 20 35 54 73 87 96
Casting Value 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 11+ 12+ 13+ 14+ 15+ 16+ 17+ 18+ Miscast
1D6 67 50 33 17 0 0 0 0 0 0 0 0 0 0 0 0 0
2D6 97 92 83 72 58 42 28 17 8 3 0 0 0 0 0 0 0
3D6 99 99 98 95 91 84 74 63 50 38 26 16 10 5 2 1 3
4D6 98 98 98 98 98 97 94 90 84 76 66 56 44 34 24 16 10
5D6 100 100 100 99 99 99 99 98 97 94 90 85 78 70 60 50 21
24 Alphabetical Index
D3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
d
125
Engaged in Combat Handgun . . . . . . . . . . . . . . . . . . . . . Magical Effects . . . . . . . . . . . . . . . .
.............. , , , , Hard Cover . . . . . . . . . . . . . . . . . . . . Magical Move . . . . . . . . . . . . . . . . . .
Engineer . . . . . . . . . . . . . . . . . . . . . . Hard Target . . . . . . . . . . . . . . . . . . Make Way . . . . . . . . . . . . . . . . . . .
Excess HP Losses . . . . . . . . . . . . . . Harnessed . . . . . . . . . . . . . . . . . . . March and Shoot . . . . . . . . . . . . .
Hatred . . . . . . . . . . . . . . . . . . . . . . . March Move . . . . . . . , , ,
Health Points (HP) . . . . . . . . . , March Rate (Mar) . . . . . . . . . . . . . .
F Health Pools . . . . . . . . . . . . . . . . , March Test . . . . . . . . . . . . . . . . . . . .
Heavy Armour . . . . . . . . . . . . . . .
d
d
Magic Phase . . . . . . . . . . . . . . . . . . . Offensive Characteristics . . . . . . .
Halberd . . . . . . . . . . . . . . . . . . . . . . Magic Resistance . . . . . . . . . . . . . . Offensive Skill (Off) . . . . . . . . ,
Hand Weapon . . . . . . . . . . . . . . . . Magical Attacks . . . . . . . . . . . . . . One of a Kind . . . . . . . . . . . . . . . . . .
126
One Turn . . . . . . . . . . . . . . . . . . . . . . Refusing a Duel . . . . . . . . . . . . . . . . Stomp Attacks . . . . . . . . . . . . . . .
One Use Only . . . . . . . . . . . . . . . . Reload. . . . . . . . . . . . . . . . . . . . . . . Strength (Str) . . . . . . . . . , ,
Opaque Terrain . . . . . . . . . . . . . . . . Removing as a casualty . . . . . . . . Strider . . . . . . . . . . . . . . . . . . . . . . . .
Open Lists . . . . . . . . . . . . . . . . . . . . . Removing Casualties . . . . . . . . . . . Stubborn . . . . . . . . . . . . . . . . . . . . . .
Open Terrain . . . . . . . . . . . . . . . . . . Replicable Spells . . . . . . . . . . . . . . Suits of Armour . . . . . . . . . . . . . .
Ordering the Charge . . . . . . . . . . Rerolling Dice . . . . . . . . . . . . . . . . . . Summaries . . . . . . . . . . . . . . . . . .
Overkill . . . . . . . . . . . . . . . . . . . . . . . Resilience (Res) . . . . . . . . . . . , Summoned Units . . . . . . . . . . . . . .
Overruns . . . . . . . . . . . . . . . . . . . . . . Resolving Spells . . . . . . . . . . . . . . . Supernal . . . . . . . . . . . . . . . . . . . . . .
Restrain Pursuit Test . . . . . . . . . . Supporting Attacks . . . , ,
Rider . . . . . . . . . . . . . . . . . . . . . . . . . Sweeping Attack . . . . . . . . . . . . .
P Rolling Dice . . . . . . . . . . . . . . . . . . . . Swift Reform . . . . . . . . . . . . . . . . . .
Round Bases . . . . . . . . . . . . . . . . ,
d
Pistol . . . . . . . . . . . . . . . . . . . . . . . . d
Target Facing . . . . . . . . . . . . . . . . . .
Pivots . . . . . . . . . . . . . . . . . . . . . . . . . Scoring . . . . . . . . . . . . . . . . . . . . . . .
Terrain . . . . . . . . . . . . . . . . . . . . . . . .
Plate Armour . . . . . . . . . . . . . . . . Scoring Units . . . . . . . . . . . . . . . . . .
Terrain Features . . . . . . . . . . . . . . .
Player Turn . . . . . . . . . . . . . . . . . . . . . Scout . . . . . . . . . . . . . . . . . . . . . . . . .
Secondary Objectives . . . . . . , Terrain Types . . . . . . . . . . . . . . . . .
Poison Attacks . . . . . . . . . . . . . . .
Secure Target . . . . . . . . . . . . . . . . . . Terror . . . . . . . . . . . . . . . . . . . . . . .
Post-Combat Pivot . . . . . . . . . . . . .
Set to a Fixed Number . . . . . . . . . Throwing Weapons . . . . . . . . . . .
Post-Combat Reform . . . . . . . . . . .
Setting up a Game . . . . . . . . . . . . . To-Hit Modifiers . . . . . . . . . . . ,
Power Level . . . . . . . . . . . . . . . . . . .
Shaken . . . . . . . . . . . . . . . . . . . . . . . . To-Hit Rolls . . . . . . . . . . . . . . . . . . .
Pre-Game Sequence . . . . . . . . . . .
Shield . . . . . . . . . . . . . . . . . . . . . . . To-Hit Table . . . . . . . . . . . . . . . . . . .
Priority of Modifiers . . . . . . . . . . .
Shooting (Attack Attribute) . . . To-Wound Rolls . . . . . . . . . . . . . . .
Protean Magic . . . . . . . . . . . . . . . . .
Shooting Attacks . . . . . . . . . . . . . . To-Wound Table . . . . . . . . . . . . . . .
Psychology . . . . . . . . . . . . . . . . . . . .
Shooting Phase . . . . . . . . . . . . . . . . Towering Presence . . . . . . . . . . .
Pursuing off the Board . . . . . . . . .
Shooting To-Hit Modifiers . . . . . . Toxic Attacks . . . . . . . . . . . . . . . . .
Pursuit Moves . . . . . . . . . . . . . . . . .
Shooting Weapons . . . . . . . . . . . Turns . . . . . . . . . . . . . . . . . . . . . . . . . .
Pursuits . . . . . . . . . . . . . . . . . . . . . . .
Short Range . . . . . . . . . . . . . . . . . . . Two-Handed . . . . . . . . . . . . . . . . .
Shots . . . . . . . . . . . . . . . . . . . . . . . . . Types . . . . . . . . . . . . . . . . . . . . . . . . .
Q Simultaneous Effects . . . . . . . . . . . .
d Single Model Units . . . . . . . . . . ,
Quick to Fire . . . . . . . . . . . . . . . . . U
Siphon the Veil . . . . . . . . . . . . . . . .
Skirmisher . . . . . . . . . . . . . . . . . . . . Unbreakable . . . . . . . . . . . . . . . . .
d
127
W
d
Walls . . . . . . . . . . . . . . . . . . . . . . . . . .
War Machine . . . . . . . . . . . . . . . . .
War Platform . . . . . . . . . . . . . . . .
Warbands . . . . . . . . . . . . . . . . . . . . .
Water Terrain . . . . . . . . . . . . . . . . .
Weapon Enchantments . . . . . . .
Weapon Master . . . . . . . . . . . . . .
Weapons . . . . . . . . . . . . . . . . . . . . .
Wearer . . . . . . . . . . . . . . . . . . . . . .
Wheels . . . . . . . . . . . . . . . . . . . . . . . .
Wielder . . . . . . . . . . . . . . . . . . . . . .
Winning a Round of Combat . . . .
Winning the Game . . . . . . . . . . . . .
Wizard Adept . . . . . . . . . . . . . . . .
Wizard Apprentice . . . . . . . . . . .
Wizard Conclave . . . . . . . . . . . . .
Wizard Master . . . . . . . . . . . . . . .
Wizards . . . . . . . . . . . . . . . . . . . . . . .
Wounds . . . . . . . . . . . . . . . . . . . . . . .
128
d
129
Errata
2nd Edition, version 7 - April 04, 2020
Sometimes these fixes will also affect rules in the summaries of the Rulebook and/or the Arcane Compendium.
Additional edits for the summaries will not be listed separately in this document. Instead, the corresponding entries
will be marked with “*”.
We included a list of fixes that usually do not affect gameplay in a separate chapter, referred to as Cosmetic Patches.
At the end of the document, we provide short explanations for each erratum in the Designer Notes.
Rulebook
2.A.c Simultaneous Effects (page 5)
Add the bold text and remove the crossed out text:
• During the Deployment Phase, consider the player that finished deploying who completed their normal
deployment first to be the Active Player.
Dwarven Holds
Yer comin’ with me! (page 3)
Add the bold text:
In addition, when a model with this Attack Attribute is removed as a casualty during the Melee Phase due to an
enemy Melee Attack, (...)
Highborn Elves
Queen’s Companion (page 4)
Add the bold text and remove the crossed out text:
The model’s unit gains Quick to Fire. When shooting with a Longbow without Weapon Enchantment, the weapon
gains Shots 3. In addition, the model’s unit gains Quick to Fire.
Supplements
Åsklanders
Tribal Warspear (page 13)
Add the bold text and remove the crossed out text:
Attacks with a Tribal Warspear gain +1 Strength and Multiple Wounds (D3, against Towering Presence). Charging
enemy units in base contact with the wielder suffer −1 Agility. The wielder follows the rules for gains War
Platforms and Not a Leader with the following exception: it can only join Infantry units that include at least one
R&F Barbarians Infantry model.
Saurian Ancients
Sharp Horns (pages 11 and 20)
Add the bold text:
The model part may reroll the roll for the number of its Impact Hits. If so, all dice must be rerolled.
Undying Dynasties
Pharaoh (page 6), Nomarch (page 7), Tomb Harbinger (page 8), Tomb Architect (page 9), QRS (page 20)
Move "Flammable" from the units' Global to their Defensive Characteristic Profiles.
3.C.a Base Contact between Units and Models (BRB, page 10)
The rules were not clear if a model not in physical base contact with an enemy unit but Fighting a Duel (which makes
the model count as being in base contact with the enemy model in the Duel) counts as being in base contact with the
enemy unit.
3.C.a.1 Base Contact between Models across Gaps (BRB, page 10)
Clarification that “opposite Facings” refer to the models’ Facings corresponding to the Facings which their units are
Engaged in.
Warriors of the Dark Gods and Åsklanders, Tribal Warspear (page 23 resp. 13)
The Giant is not supposed to be able to become the General. While at it, we streamined the wording (“gains” instead
of “follows the rules for”) and simplified the restriction.
Paths of Magic
Spells are cast during the Magic Phase. Most spells belong to a specific Path of Magic.
Spell Properties
All spells are defined by the following 6 properties (see the figure below):
1 – Spell Spells are classified into the different categories Learned Spells, Attribute Spells, and Heredi-
Classification tary Spells by letters or numbers.
2 – Spell Use the spell name to state which spell you intend to cast.
Name
3 – Casting The Casting Value is the minimum value you need to reach to succeed a Casting Attempt.
Value Spells may have different Casting Values available (see “Boosted Spells”).
4 – Type The spell type describes how the spell’s targets have to be chosen.
5 – Duration The duration of a spell determines how long the effects of the spell are applied.
6 – Effect The effect of a spell defines what happens to the target of the spell when the spell is success-
fully cast. Spell effects are never affected by Special Items, Model Rules, other spell effects,
or similar abilities affecting the Caster, unless specifically stated otherwise.
1 Water Jet
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, and Magical Attacks.
Missile
Boosted Spells
Some spells have two Casting Values, with the greater Casting Value being referred to as the Boosted version of the
spell. Boosted versions may have their type (range, target restrictions) modified, and/or the effects of the spell
changed. Declare if you are trying to cast the Boosted version before rolling any dice. If no declaration is made, the
basic version for the chosen target is assumed to be used.
The differences between the spell versions are signified by using the following colour coding: ⟨non-Boosted version⟩,
{Boosted version}, and, in some rare cases, ⟨⟨amplified version⟩⟩.
2
Spell Classification
All spells are part of one or more of the following categories:
Learned Spells
All spells labelled with a number are Learned Spells, which are the main spells of a Path. They are usually numbered
from 1 to 6, which is relevant for the Spell Selection rules.
Each player may only attempt to cast each Learned Spell once per Magic Phase, even if it is known by different
Wizards (unless the spell is Replicable, see below).
Hereditary Spells
Most Army Books contain a Hereditary Spell, which is labelled “H” instead of a number. Hereditary Spells follow all
the rules for Learned Spells.
Attribute Spells
Attribute Spells are labelled “A”. All Wizards that know at least one spell from a Path of Magic automatically know
the Attribute Spell from that Path if there is any.
Path Attribute Spells are special spells that cannot be cast independently. Instead, the Caster may cast the Attribute
Spell automatically each time it successfully casts a non-Attribute Spell from the corresponding Path. This means
that an Attribute Spell can be cast more than once by the same Caster, and also by different Casters during a Magic
Phase. Attribute Spells cannot be dispelled.
Replicable Spells
Some Learned Spells are Replicable Spells and are labelled “rep”. The player may attempt to cast Replicable Spells
multiple times in the same Magic Phase, but each Wizard may only make a single attempt.
Bound Spells
Some spells are classified as Bound Spells, which follow different rules than the above (see the main Rulebook).
Spell Selection
• Wizard Apprentices know 1 spell selected between 1 and H.
• Wizard Adepts know 2 different spells selected from 1, 2, 3, 4, and H.
• Wizard Masters know 4 different spells selected from 1, 2, 3, 4, 5, 6, and H.
Spell Types
The spell type describes which targets can be chosen for the spell. Unless specifically stated otherwise, a spell
may only have a single target and the target must be a single unit. If a spell has more than one type, apply all the
restrictions of each type.
For example, if a spell has the types Direct, Hex, and Range 12″, the target must be in the Caster’s Front Arc, be an
enemy unit, and be within 12″ of the Caster.
3
Augment The spell may only target friendly units (or friendly models inside units if Focused).
Aura This spell has an area of effect. Its effects are applied to all possible targets, according to the
rest of the spell types, within X″ of the Caster. For example, a spell with Augment, Aura, and
Range 12″ targets all friendly units within 12″ of the Caster.
Caster The spell targets only the model casting the spell (unless Focused, all model parts are af-
fected).
Caster’s Unit The spell targets only the Caster’s unit.
Damage The spell may only target units and/or models not currently Engaged in Combat.
Direct The spell may only target units and/or models in the Caster’s Front Arc.
Focused The spell may only target single models (including a Character inside a unit). If the target
is a Multipart Model (such as a chariot with riders and pulling beasts, or a knight and its
mount), only one model part may be targeted.
Ground The spell doesn’t target units or models. Instead, the target is a point on the Battlefield.
Hex The spell may only target enemy units (or enemy models inside units if Focused).
Missile The spell may only target units and/or models within the Caster’s Line of Sight. It cannot be
cast if the Caster (or its unit) is Engaged in Combat.
Range X″ The spell has a maximum casting range. Only targets within X″ can be chosen. This casting
range is always indicated in the corresponding column in the spell’s profile. Note that any
effects that alter a spell’s range do not affect any other distance specifications that may be
part of the spell’s effect.
Universal The spell may target both friendly and enemy units (or models inside units if Focused).
Spell Duration
The spell duration specifies how long the effects of the spell are applied. A spell duration can either be Instant, One
Turn, or Permanent as described below:
Instant
The effect of the spell has no lasting duration: effects are applied when the spell is cast. Afterwards the spell ends
automatically.
One Turn
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 (the most common example being a Character leaving its unit), each of the units formed this way keeps being
affected by the spell effects. Characters that join a unit affected by One Turn spells are not affected by these spells,
and likewise, units joined by Characters affected by One Turn spells are not affected either.
Permanent
The effect of the spell lasts until the end of the game or until a designated ending condition (as detailed in the spell
effect) is met. The spell can only be removed by the method described in the spell. If an affected unit is divided into
several units, follow the same restrictions as for One Turn spells.
4
Alchemy
Casting Value Range Type Duration Effect
2 Word of Iron
⟨5+⟩ The target gains ⟨+1⟩ {+2} Armour.
24″ Augment One Turn
{9+}
4 Molten Copper The target suffers D3+3 hits with Strength X, Armour Pen-
Damage
etration 4, Flaming Attacks, and Magical Attacks, where X
7+ 24″ Hex Instant
is equal to the target’s Armour.
Missile
6 Silver Spike
The target suffers 1 hit with Strength 3 [6], Armour Pen-
Damage
⟨6+⟩ ⟨18″⟩ etration 10, Magical Attacks, Multiple Wounds (D3), and
Hex Instant
{9+} {36″} Area Attack (1×5).
Missile
5
Cosmos Cosmology Chaos
Duality: All Cosmology spells are divided into two versions, representing opposing aspects: Cosmos and Chaos.
When casting Cosmology spells, always declare which version of the spell you are using. Whenever the Caster
successfully casts a non-Bound Cosmology spell, the next Cosmology spell it attempts to cast has its Casting Value
reduced by 1, provided this spell is a Cosmology spell of the opposing aspect.
6
Divination
The Conclave: Spells from Divination gain +3″ range up to a maximum of +9″ for each additional friendly Wizard
within 12″ of the Caster.
Casting Value Range Type Duration Effect
1 Know Thine Enemy The target gains +2 Offensive Skill, +2 Defensive Skill, and
⟨7+⟩ ⟨18″⟩
Augment One Turn +2 Agility.
{12+} {6″ Aura}
2 Fate’s Judgement The target suffers ⟨D3⟩ {D6} hits that wound automati-
Damage cally with Armour Penetration 0 and Magical Attacks, with
⟨5+⟩
18″ Hex Instant no Special Saves allowed (note that Armour Saves are al-
{9+}
Missile lowed).
3 Scrying
⟨7+⟩ ⟨18″⟩ The target gains Distracting and Hard Target (1).
Augment One Turn
{12+} {6″ Aura}
4 The Stars Align The target gains Divine Attacks. In addition, it must reroll
⟨8+⟩ ⟨18″⟩ failed to-hit rolls with Close Combat ⟨and Shooting⟩ At-
Augment One Turn
{12+} {6″ Aura} tacks.
5 Unerring Strike
The target suffers 2D6 {with Maximised Roll} hits that
Damage
⟨9+⟩ wound on 4+ with Armour Penetration 1, Divine Attacks,
18″ Hex Instant
{12+} and Magical Attacks.
Missile
7
Druidism
Nature’s Call: All Wizards that know at least one non-Bound Druidism spell know the Learned Spell The Oaken
Throne in addition to their other spells.
Casting Value Range Type Duration Effect
A Fountain of Youth The target or its unit ⟨Recovers⟩ ⟨⟨Raises⟩⟩ 1 Health Point.
Augment No single model can Recover (or Raise) more than 1 Health
12″ Instant
Focused Point per phase from this spell.
1 Healing Waters The range of this spell can be measured from the Caster or
⟨7+⟩ from any Water Terrain Feature on the board.
12″ Augment One Turn The target gains Fortitude ⟨(5+)⟩ ⟨⟨(4+)⟩⟩.
⟨⟨6+⟩⟩
2 Master of Earth The range of this spell can be measured from the Caster or
Direct from any Impassable Terrain Feature on the board.
⟨6+⟩ The target suffers D6 hits with Strength ⟨4⟩ ⟨⟨5⟩⟩, Armour
18″ Damage Instant
⟨⟨5+⟩⟩ Penetration ⟨1⟩ ⟨⟨2⟩⟩, and Magical Attacks.
Hex
5 Stone Skin The range of this spell can be measured from the Caster or
⟨10+⟩ from any Hill Terrain Feature on the board.
12″ Augment One Turn The target gains ⟨+2⟩ ⟨⟨+3⟩⟩ Resilience.
⟨⟨9+⟩⟩
8
Evocation
Casting Value Range Type Duration Effect
1 Spectral Blades The target must reroll failed to-wound rolls with its Melee
⟨6+⟩ Attacks {and gains Lethal Strike}.
18″ Augment One Turn
{9+}
3 Hasten the Hour Choose ⟨1⟩ {up to 3 different} models in the target unit
Damage (which may be Characters or Champions). Each of them
⟨7+⟩ ⟨24″⟩
Direct Instant suffers 1 hit that wounds automatically with Armour Pen-
{10+} {18″}
Hex etration 10 and Magical Attacks.
4 Ancestral Aid
The target must reroll failed to-hit rolls with its Close Com-
⟨6+⟩ ⟨12″⟩
Augment One Turn bat Attacks.
{7+} {18″}
6 Danse Macabre
The target may perform an ⟨8″⟩ {6″} Magical Move and
⟨5+⟩ ⟨12″⟩
Augment Instant gains Ghost Step during this move.
{10+} {9″ Aura}
9
Occultism
The Sacrifice: When casting a non-Bound Spell from this Path, immediately after the casting roll, but before any
Dispelling Attempt, the Active Player may choose the Caster’s unit or another friendly unengaged unit within 24″.
A unit may only be chosen once per phase. The chosen unit suffers X hits that wound automatically with Armour
Penetration 10 and Magical Attacks, and with no saves of any kind allowed, where X is determined by the Discipline
value of the largest fraction of models in the unit, ignoring all Discipline modifiers. In case of a tie, use the lower
value:
• 0 to 4: 3 hits
• 5 to 7: 2 hits
• 8 to 10: 1 hit
Any Health Point loss from The Sacrifice that would remove the last model of the chosen unit as a casualty is discarded.
These Health Point losses never cause Panic Tests.
If at least one Health Point loss was caused, the spell is cast with the ⟨⟨amplified⟩⟩ version. In that case, use any text
marked with ⟨⟨ ⟩⟩.
Casting Value Range Type Duration Effect
1 Pentagram of Pain The target suffers D6 hits with Strength 4, Armour Pene-
⟨Damage⟩ tration 1, and Magical Attacks.
⟨5+⟩ ⟨24″⟩ ⟨Direct⟩ {The Caster’s unit is unaffected.}
Instant ⟨⟨If one or more unsaved wounds are caused with this
{6+} {12″ Aura} ⟨Hex⟩
{Universal} spell, the Caster Recovers 1 Health Point.⟩⟩
The target ⟨⟨and all models in its unit when the spell is
2 Hand of Glory cast⟩⟩ gain Aegis (6+) and Aegis (+1, max 3+).
⟨6+⟩ ⟨Caster⟩ {Augment} {This spell may only target Characters, Champions,
One Turn
{8+} {12″} {Focused} and single model units.}
6 The Grave Calls The target suffers 2D6 hits with Strength 5, Armour
Damage Penetration 2, and Magical Attacks. ⟨⟨The hits gain +1
11+ 12″ Direct Instant Strength and +1 Armour Penetration.⟩⟩
Hex
10
Pyromancy
Casting Value Range Type Duration Effect
A Blaze
Damage The target suffers D3 hits with Strength 4, Armour Pene-
24″ Hex Instant tration 0, Flaming Attacks, and Magical Attacks.
Missile
1 Fireball
Damage The target suffers D6 hits with Strength 4, Armour Pene-
4+ 36″ Hex Instant tration 0, Flaming Attacks, and Magical Attacks.
Missile
2 Cascading Fire
The target suffers ⟨D6⟩ {2D6} hits with Strength 4, Ar-
⟨5+⟩ ⟨24″⟩
Hex Instant mour Penetration 0, Flaming Attacks, and Magical Attacks.
{8+} {12″}
3 Flaming Swords The target gains Flaming Attacks and Magical Attacks. In
⟨8+⟩ ⟨18″⟩ addition, the target’s Melee and Shooting Attacks gain a +1
Augment One Turn
{11+} {6″ Aura} to-wound modifier.
4 Pyroclastic Flow
Damage The target suffers ⟨2D6⟩ {3D6} hits with Strength 4, Ar-
⟨7+⟩ ⟨24″⟩
Hex Instant mour Penetration 0, Flaming Attacks, and Magical Attacks.
{10+} {12″}
Missile
5 Scorching Salvo The target suffers D3+1 hits with Strength 4, Armour Pen-
Damage
8+ 24″ Aura Instant etration 0, Flaming Attacks, and Magical Attacks.
Hex
6 Enveloping Embers
Each model in the target unit suffers 1 hit with Strength
Damage
3, Armour Penetration 0, Flaming Attacks, and Magical
10+ 24″ Direct Instant
Attacks.
Hex
11
Shamanism
Casting Value Range Type Duration Effect
A Scarification Melee Attacks against the target can never wound on bet-
Caster One Turn ter than 5+.
1 Awaken the Beast The target gains ⟨+1 Strength and +1 Armour Penetration⟩
⟨6+⟩ {+1 Resilience}.
18″ Augment One Turn
{7+}
3 Savage Fury
⟨5+⟩ ⟨9″⟩ The target gains Battle Focus, Fearless, and Frenzy.
Universal One Turn
{8+} {18″}
All units within ⟨6″⟩ {12″} of the target when the spell
4 Chilling Howl is cast suffer a −1 to-wound modifier on their ⟨Shoot-
⟨6+⟩
36″ Hex One Turn ing⟩ {Ranged} Attacks {including effects of spells cast
{10+}
while affected by Chilling Howl}.
6 Break the Spirit The target suffers a −1 to-hit modifier and treats all Terrain
⟨8+⟩ ⟨18″⟩
Hex One Turn (including Open Terrain) as Dangerous Terrain (2).
{11+} {36″}
Large
Totemic Beast Height
Type Beast
single model Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 5 0
Offensive Att Off Str AP Agi
12
Thaumaturgy
Judgement on High: When casting non-Bound Spells from this Path, all Magic Dice that result in ‘1’ must be rerolled.
Dice causing a Miscast cannot be rerolled. If a Caster Miscasts when casting a spell from this Path, add a +1 Miscast
Modifier.
Casting Value Range Type Duration Effect
1 Hand of Heaven
Damage The target suffers ⟨D6⟩ {D6+1} hits with Strength ⟨D6⟩
⟨5+⟩
24″ Hex Instant {D6+1}, Armour Penetration ⟨2⟩ {3}, and Magical Attacks.
{8+}
Missile
6 Trial of Faith The Caster rolls D3+1 and the target rolls D3. If the Caster’s
Damage
roll is higher, the target suffers a number of hits equal
Direct
⟨7+⟩ ⟨24″⟩ to the difference between their respective rolls. These
Hex Instant
{10+} {18″} hits wound automatically with Armour Penetration 10 and
{Focused}
Magical Attacks.
{Missile}
13
Witchcraft
Casting Value Range Type Duration Effect
2 Deceptive Glamour The target suffers ⟨−1⟩ {−2} Offensive Skill, ⟨−1⟩ {−2} De-
⟨4+⟩
24″ Hex One Turn fensive Skill, and ⟨−1⟩ {−2} Agility.
{6+}
3 Twisted Effigy The target cannot use Shooting Attacks {and suffers a −2
⟨5+⟩
36″ Hex One Turn modifier to its casting rolls}.
{7+}
6 Bewitching Glare
Melee {and Shooting} Attacks against the target gain
⟨6+⟩
24″ Hex One Turn Battle Focus.
{9+}
14
Special Items
When building their armies, players have the option to individually upgrade the mundane equipment of certain
models, usually Characters and Standard Bearers, by buying Special Items for these models. Some Special Items are
shared by most armies of T9A (see the list of Common Special Items below), while army-specific Special Items can
be found in the corresponding Army Books.
All Special Items are One of a Kind unless specifically stated otherwise.
Weapon Enchantments
Weapon Enchantments are upgrades to weapons. The upgraded mundane weapon is referred to as enchanted
weapon and follows all rules for both the original weapon and the Weapon Enchantment. The following rules apply
to Weapon Enchantments and enchanted weapons:
• A model may only have a single Weapon Enchantment.
• If a model has more than one weapon, it must be noted on the Army List which weapon has been enchanted
(remember that all models are equipped with a Hand Weapon).
• Each Weapon Enchantment applies to a specific weapon (e.g. a Great Weapon) or a category of weapons (e.g.
Close Combat Weapons). Note that Shooting Weapons that count as a Close Combat Weapon in close combat
(such as a Brace of Pistols from the Empire of Sonnstahl Army Book) cannot normally be Enchanted with a
Close Combat Weapon enchantment.
• A model armed with an enchanted weapon (including a Hand Weapon) must use it.
Armour Enchantments
Armour Enchantments are upgrades to Armour Equipment. The upgraded mundane armour is referred to as
enchanted armour and follows the rules for both the original Armour Equipment and the Armour Enchantment. The
following rules apply to Armour Enchantments and enchanted armour:
• Each piece of armour a model is carrying may be enchanted with a single Armour Enchantment.
• If the wearer has more than one piece of armour that could be enchanted, it must be noted on the Army List
which one has been enchanted. If a model has no Armour Equipment, it cannot take Armour Enchantments.
• Each Armour Enchantment applies to a specific piece of armour (e.g. Heavy Armour) or a category of armour
(e.g. Suits of Armour).
Banner Enchantments
Banner Enchantments are upgrades to Standard Bearers and Battle Standard Bearers. The upgraded banner is
referred to as enchanted banner. Each banner may normally only have a single Banner Enchantment, except for
Battle Standard Bearers, who may take up to two Banner Enchantments.
Artefacts
A model may have up to two Artefacts.
15
Properties of Special Items
Dominant
A model may only have a single Dominant Special Item.
Who is Affected
Special Items may affect different targets:
• The wielder, wearer, or bearer: these terms mean the same thing for rules purposes and refer to the model
part the Special Item was bought for (and don’t affect its mount).
• Models, the wearer’s model, or the bearer’s model: these terms refer to all model parts of the models, including
their mounts (note that these terms override the Massive Bulk rules).
• Units, the wearer’s unit, or the bearer’s unit: this type of Special Item affects all model parts in the target unit
or in the same unit as the wearer/bearer of the Special Item (including mounts and the wearer/bearer itself).
Weapon Enchantments
16
Armour Enchantments
17
Banner Enchantments
18
Artefacts
19
Magic Phase Summaries v2020
Magic Phase Summary
Magic Phase Sequence Spell Casting Sequence
1 Start of the Magic Phase A Casting Attempt. If failed, skip steps B–F
2 Draw a Flux Card B Dispelling Attempt. If successful, skip steps C–F
3 Siphon the Veil In case of Broken Concentration, skip steps D–E and go directly to
C
4 Cast a spell with one of your models (see “Spell Casting Sequence”) step F
5 Repeat step 4 for each spell the Active Player wishes to cast D Resolve the spell effect
6 End of the Magic Phase If applicable, choose target(s) for the Attribute Spell and resolve its
E
effect
F If applicable, apply the Miscast effect
Casting Attempt
The Active Player declares which Wizard is casting which spell and how many Magic Dice will be used. If applicable, they also declare which version of
1
the spell is used and what its targets are. Between 1 and 5 dice from the Active Player’s Magic Dice pool must be used.
The Active Player rolls the chosen number of Magic Dice from the Magic Dice pool and adds the results of the rolled dice and any Casting Modifiers
2
together (see “Casting and Dispelling Modifiers”). This total is referred to as the total casting roll.
The Casting Attempt is passed if the total casting roll is equal to or greater than the spell’s Casting Value. The Casting Attempt fails if the total casting
3
roll is less than the spell’s Casting Value. Note that the Casting Attempt may Fizzle if 2 or more dice were used (see “Fizzle”).
Dispelling Attempt
The Reactive Player declares how many Magic Dice will be used from their pool. The Reactive Player must use at least 1 dice for a Dispelling Attempt.
1
Note that there is no maximum number of Magic Dice allowed to be used for a Dispelling Attempt.
The Reactive Player rolls the chosen number of dice and adds the results of the rolled dice and any Dispelling Modifiers together (see “Casting and
2
Dispelling Modifiers”), to get the total dispelling roll.
The Dispelling Attempt is successful if the total dispelling roll is equal to or greater than the total casting roll. If so, the spell is dispelled and the spell
3 is not cast. The Dispelling Attempt fails if the total dispelling roll is less than the total casting roll. If so, the spell is successfully cast. Note that the
Dispelling Attempt may Fizzle if 2 or more dice were used (see “Fizzle”).
Miscast
Three of a kind: Miscast Effects (after resolving the spell and Attribute effects, unless 111)
000 or lower No additional effects.
111 Broken Concentration
The Casting Attempt fails (apply Fizzle as normal).
222 Witchfire
The Caster’s unit suffers 1D6 hits with Armour Penetration 2, Magical Attacks, and a Strength equal to the number of
Magic Dice that were used for the casting roll.
333 Magical Inferno
The Caster’s unit suffers 2D6 hits with Armour Penetration 2, Magical Attacks, and a Strength equal to the number of
Magic Dice that were used for the casting roll.
444 Amnesia
The Caster cannot cast the Miscast spell anymore this game.
555 Backlash
The Caster suffers 2 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
666 Implosion
The Caster suffers 4 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
777 or higher Breach in the Veil
The Caster’s model is removed as a casualty (no saves of any kind allowed).
Magic Phase Summaries v2020
Paths
TYPES A: Augment – Da: Damage – Di: Direct – F: Focused – G: Ground – H: Hex – M: Missile – U: Universal.
RANGE A: Aura. DURATION Inst: Instant – OneT: One Turn – Perm: Permanent.
A Alchemical Fire 18″ H OneT Flammable against Melee Attacks
1 Quicksilver Lash 7+ 24″ Da, H, M Inst D3+1 hits with Flaming, Magical, AP 10, always wound on “7 − target’s Arm”+
ALCHEMY
3 Ice and Fire 7+ 24″ Da, H, M Inst 2D6 hits Str 4, AP 0, Magical, reroll successful Special/Armour Saves
4 Perception of Strength 8+ 24″ A/H OneT +1/−1 Str and AP
A OneT All models in the unit: Aegis (5+)
5 Unity in Divergence 10+ 24″
Da, Di, H Inst Each model in the unit: 1 hit Str 3, AP 0, Magical
A, F Recovers 1 HP
6 Touch the Heart 7+ 24″ Inst
Da, H, F, M 1 hit that wounds automatically, AP 10, Magical
The Conclave Divination Spells: +3″ (up to +9″) range for each add. friendly Wizard within 12″ of the Caster
A Guiding Light 12″ A OneT Discipline Tests: Minimised Roll (only one instance per Magic Phase)
1 Know Thine Enemy 7+/12+ 18″/6″A A OneT +2 Off, +2 Def, +2 Agi
DIVINATION
2 Fate’s Judgement 5+/9+ 18″ Da, H, M Inst ⟨D3⟩ {D6} hits that wound automatically, AP 0, Magical, no Special Saves allowed
3 Scrying 7+/12+ 18″/6″A A OneT Distracting and Hard Target (1)
4 The Stars Align 8+/12+ 18″/6″A A OneT Divine, must reroll failed to-hit rolls with Close Combat ⟨and Shooting⟩ Attacks
5 Unerring Strike 9+/12+ 18″ Da, H, M Inst 2D6 {with Maximised Roll} hits that wound on 4+, AP 1, Divine, Magical
6 Portent of Doom 9+ 18″ H Perm −X Combat Score with X = number of Characters in + 1 if at least a R&F
Nature’s Call Wizards that know at least one non-Bound Druidism spell know the 0 spell in addition to their other spells
A Fountain of Youth 12″ A, F Inst ⟨Recovers⟩ ⟨⟨Raises⟩⟩ 1 HP (max. 1 HP per model and per phase)
0 The Oaken Throne 4+ Caster rep Perm Use ⟨⟨ ⟩⟩ and ignore ⟨ ⟩. No attribute. Remove a dice after Siphon the Veil to dispel
DRUIDISM
1 Healing Waters 7+/6+ 12″ A OneT Fortitude (⟨5+⟩ ⟨⟨4+⟩⟩). Can cast from Water Terrain
2 Master of Earth 6+/5+ 18″ Da, Di, H Inst D6 hits Str ⟨4⟩ ⟨⟨5⟩⟩, AP ⟨1⟩ ⟨⟨2⟩⟩, Magical. Can cast from Impassable Terrain
3 Entwining Roots 6+/5+ 12″ H OneT ⟨−1⟩ ⟨⟨−2⟩⟩ Off, ⟨−1⟩ ⟨⟨−2⟩⟩ Def, ⟨−1⟩ ⟨⟨−2⟩⟩ to hit with Shooting. Can cast from Forest
4 Summer Growth 11+/10+ 24″ A Inst Raise ⟨4⟩ ⟨⟨6⟩⟩ HP if Standard Inf/Beast, 1 HP if Towering, ⟨2⟩ ⟨⟨3⟩⟩ HP else
5 Stone Skin 10+/9+ 12″ A OneT ⟨+2⟩ ⟨⟨+3⟩⟩ Res. Can cast from Hill
6 Spirits of the Wood 7+/6+ 12″ A, ⟨⟨U⟩⟩ OneT Forest on the target’s Unit Boundary. ⟨⟨Strider (Forest)⟩⟩
A Evocation of Souls Inst Gain 1 Veil Token if you have less than 3 in pool (max. 1 per phase)
1 Spectral Blades 6+/9+ 18″ A OneT Reroll failed to-wound with Melee Attacks {and gain Lethal Strike}
EVOCATION
2 Whispers of the Veil 8+ 24″ H OneT −1 Res and −1 Dis (for one or more instance)
3 Hasten the Hour 7+/10+ 24″/18″ Da, Di, H Inst ⟨1⟩ {up to 3} models in target unit:1 hit that wounds automatically, AP 10, Magical
4 Ancestral Aid 6+/7+ 12″/18″ A OneT Reroll failed to-hit with Close Combat Attacks
Da, Di, H,
5 Touch of the Reaper 7+/9+ 24″ Inst D3 hits Str 10, AP 10, Magical, wound against Discipline
{F, M}
6 Danse Macabre 5+/10+ 12″/9″A A Inst ⟨8″⟩ {6″} Magical Move with Ghost Step
The Sacrifice Sacrifice X HP in a unit within 24″ to get ⟨⟨ ⟩⟩ (before Dispelling Attempt). X = 3/2/1 if Dis without modifiers = 0–4/5–7/8–10
⟨Da, Di, D6 hits Str 4, AP 1, Magical. {Caster’s unit unaffected.} ⟨⟨Caster Recovers 1 HP if
1 Pentagram of Pain 5+/6+ 24″/12″A Inst
H⟩, {U} unsaved wounds caused⟩⟩
OCCULTISM
2 Hand of Glory 6+/8+ Cast./12″ F, {A} OneT Target: {1 model unit/Char./Champ.} ⟨⟨all models⟩⟩. Aegis (6+) and (+1, max. 3+)
3 The Rot Within 6+ 18″ H Perm −1 Off and Def. ⟨⟨Caster +1 Off and Def⟩⟩
4 Breath of Corruption 5+/8+ Cast./12″ F, {A} OneT Breath Attack (Magical, Toxic) ⟨⟨18″ range⟩⟩. {Target: 1 model unit/Char./Chp.}
1 hit Str 10, AP 10, Magical, MW (D3). ⟨⟨Within 12″: choose a Char./Champ. in
5 Marked for Doom 9+ 24″ Da, Di, H Inst
unit: he suffers the hit⟩⟩
6 The Grave Calls 11+ 12″ Da, Di, H Inst 2D6 hits Str 5 ⟨⟨+1⟩⟩, AP 2 ⟨⟨+1⟩⟩, Magical
A Blaze 24″ Da, H, M Inst D3 hits Str 4, AP 0, Flaming, Magical
1 Fireball 4+ 36″ Da, H, M Inst D6 hits Str 4, AP 0, Flaming, Magical
PYROMANCY
2 Cascading Fire 5+/8+ 24″/12″ H Inst D6/2D6 hits Str 4, AP 0, Flaming, Magical
3 Flaming Swords 8+/11+ 18″/6″A A OneT Gains Flaming and Magical. Melee and Shooting Attacks: +1 to-wound modifier
4 Pyroclastic Flow 7+/10+ 24″/12″ Da, H, M Inst 2D6/3D6 hits Str 4, AP 0, Flaming, Magical
5 Scorching Salvo 8+ 24″A Da, H Inst D3+1 hits Str 4, AP 0, Flaming, Magical
6 Enveloping Embers 10+ 24″ Da, Di, H Inst Each model: 1 hit Str 3, AP 0, Flaming, Magical
A Scarification Caster OneT Can never be wounded on better than 5+ by Melee Attacks
1 Awaken the Beast 6+/7+ 18″ A OneT Gains ⟨+1 Str and AP⟩ {+1 Res}
SHAMANISM
2 Swarm of Insects 5+/8+ 24″/48″ Da, H, M Perm 5D6 hits Str 1, AP 0, Magical. If unsaved wounds, −1 to hit with Shooting until move
3 Savage Fury 5+/8+ 9″/18″ U OneT Gains Battle Focus, Fearless, and Frenzy
4 Chilling Howl 6+/10+ 36″ H OneT Units within ⟨6″⟩ {12″} when spell cast: −1 to wound with ⟨Shooting⟩ {Ranged}
5 Totemic Summon 10+/12+ 96″ G Inst Summon a Totemic Beast within ⟨1″⟩ {10″} of the Board Edge
6 Break the Spirit 8+/11+ 18″/36″ H OneT −1 to-hit modifier, treats all Terrain (including Open) as DT (2)
Judgement on High Casting non-Bound Thaumaturgy spells: reroll Magic Dice resulting in ‘1’ (unless causing Miscast), +1 Miscast modifier
1 Hand of Heaven 5+/8+ 24″ Da, H, M Inst ⟨D6⟩ {D6+1} hits Str ⟨D6⟩ {D6+1}, AP ⟨2⟩ {3}, Magical
THAUMATURGY
2 Smite the Unbeliever 6+/9+ 24″ H OneT ⟨Randomise⟩ {Choose} −1 Res OR −1 Str and AP
3 Speaking in Tongues 8+/8+ 18″ H OneT Cannot benefit from ⟨Commanding Presence⟩ {Rally Around the Flag}
4 Cleansing Fire 5+/8+ Cast./24″ F, {A} OneT Breath Attack (Str D3+2, AP 1, Magical). {Target: 1 model unit/Char./Champ.}
Place a counter. End of each subsequent Magic Phase: 1–3 add counter, 4–6 all units
5 Wrath of God 12+ 96″ G Perm
within (2D6+X)″: 2D6 hits Str 5, AP 2, Magical. X = number of counters
Da, Di, H, Caster rolls D3+1, target rolls D3. If Caster rolls higher, difference = number of hits
6 Trial of Faith 7+/10+ 24″/18″ Inst
{F, M} that wound automatically with AP 10, Magical
A Evil Eye 24″ U OneT Friend: +1 Adv, +2 Mar. Enemy: −1 Adv, −2 Mar (min. 3/6). Two max. per unit
⟨8″⟩ {12″} Magical Move with Fly and Light Troops.
1 Raven’s Wing 7+/9+ 24″ A Inst
Sweeping Attack: D6 hits Str 4, AP 1, Magical
WITCHCRAFT
2 Deceptive Glamour 4+/6+ 24″ H OneT ⟨−1⟩ {−2} Off, Def, and Agi
3 Twisted Effigy 5+/7+ 36″ H OneT Target cannot use Shooting Attacks {and −2 to its casting rolls}
Melee Attacks from {and against} R&F in target are set to wound on 4+, CC Attacks
4 The Wheel Turns 8+/10+ 24″ H OneT
from {and against} R&F in target are set to hit on 4+ (before any modifiers)
5 Will-o’-the-Wisp 8+/8+ 18″ U OneT Target gains Random Movement (⟨2D6⟩ {3D6}″)
6 Bewitching Glare 6+/9+ 24″ H OneT Melee {and Shooting} Attacks against the target gain Battle Focus
Hereditary Spells
Echoes of the Dark For- The target gains Fear, Fearless, and Terror. Enemy units in base contact with the
BH 5+/9+ 18″/36″ A OneT
est target suffer −1 Dis
Target suffers 1 hit Str 2 [5], AP 2, Area Attack (1×5), [Multiple Wounds (2)]. Hits
DL Spear of Infinity 4+ 24″ Da, H, M Inst
gain +1 Str for each previous non-Attribute Spell successfully cast
Failed to-wound rolls with ⟨Melee Attacks⟩ {Ranged Attacks} against the target
DE Crippling Fatigue 8+/12+ 18″ H OneT
must be rerolled
EoS Liberal Magics Learned Spell #1 from a Path available other than the chosen one
Gain one Veil Token. When a friendly unit within 18″ of the Caster would lose a Health
Point, you may discard a Veil Token instead (before Special Saves): the loss is ignored.
HE Favour of Meladis 10+ Caster F OneT Attack with Multiple Wounds inflict one less wound. For Standard Infantry, 2 HP
losses are ignored per token (if they are simultaneous). Max. 2 per phase. Max. 1 per
Character and Gigantic model per phase
Target gains Flammable. At the end of a phase, if target has suffered at least one hit
ID Haze of Magnesia 5+ 24″ H Perm
with Flaming while affected, additional D3+1 hits Str 4, AP 0, Flaming and spell ends
Target rerolls to-hit and to-wound rolls of ‘1’ with Melee Attacks and Armour Save
KoE Breath of the Lady 9+/11+ 18″/36″ A OneT
rolls of ‘1’
All Melee Attacks against the target suffer −1 to wound. {In addition, all Shamans
OK Children of Umi 7+/10+ 18″ A OneT
in the target unit gain +1 Res}
OnG Bring the Pain 8+ 18″ H OneT Failed to-hit rolls with CC Attacks against the target must be rerolled
SA Spark of Creation 6+/9+ 30″/18″ Da, H, M Inst Target suffers D6 hits Str ⟨5⟩ {6}, AP ⟨2⟩ {3}, Magical
Place a Forest underneath the target. This Forest always extends to the edges of the
SE Forest Embrace 4+/7+ 18″ A OneT target’s Unit Boundary. {Enemy units in base contact with the target must reroll
natural to-hit rolls of ‘6’}
VS The Awakened Swarm 7+/10+ 12″/24″ Da, Di, H Inst Target suffers 2D6 hits Str 4, AP 2, Magical
Attribute Spell cast when a non-Attribute non-Bound Spell of type Augment is suc-
cessfully cast and augmented. Same target as trigger spell. Target Raises the Res
Death is only the Begin-
UD Special A Inst value of the R&F models of the unit in HP. Or a Character in the unit Recovers its Res
ning
value in HP. No more than 2 HP per phase for Characters and models with Towering
Presence
Either the R&F part of target Raises its Rea value in HP, either one Character within
4+/8+ 18″/6″A
VC Arise! A Inst target Recovers its Rea value in HP. Models with Towering Presence cannot Recover
11+ 12″A
more than 2 HP per phase
Target suffers ⟨2D3⟩ {2D6} hits Str 6, AP 0, Magical. *Can target enemy in base
WDG Hellfire 6+/10+ 18″ Da*, Di, H Inst
contact with Caster’s Front Facing
DH Battle Runes
Battle Runes are Bound Spells with Power Level (5/8). If taken by a Runic Smith they have Range 12″, and if taken by an Anvil of Power they have Range 36″.
The effects of all other spells with duration One Turn affecting the target immediately
Rune of Revocation 5/8 12″/36″ U OneT come to an end. In addition, the next successfully cast enemy spell which targets the
unit, including Aura and Attribute Spells, is auto. dispelled
BATTLE RUNES
Rune of Reckoning 5/8 12″/36″ A OneT Target must reroll failed to-hit rolls with its CC Attacks
Rune of Oaths 5/8 12″/36″ A OneT Target must reroll failed to-wound rolls with its Melee Attacks
Rune of Resolve 5/8 12″/36″ A Inst Target may perform a 6″ Magical Move
Rune of Gleaming 5/8 12″/36″ A OneT Target gains Distracting and Hard Target (1)
Rune of Resilience 5/8 12″/36″ A OneT All to-wound rolls against the target suffer a −1 modifier
Beast Herds
Army Book
2nd Edition, version 2020 – December 25, 2019
Hunting Call
If the army includes a model with Hunting Call, the owner may:
• Choose to roll for Ambush for units with one or more models with Pack Tactics starting from the owner’s
Player Turn 1 (but still at the end of step 2 of the Movement Phase Sequence), unless the owner has the first
Player Turn.
• Reroll Ambush rolls of 1–2 for units with one or more models with Pack Tactics.
Hunting Call is in effect even if the bearer is Ambushing and has not arrived on the Battlefield yet.
Looted Booze
One use only. May be activated at the start of any Player Turn. All models with Drunkard in the bearer’s unit change
from Sober to Drunk.
Pack Tactics
Units fully composed of models with Pack Tactics gain Swiftstride for the Charge Range roll if they are Located in
the Charged unit’s Flank or Rear Facing when rolling their Charge Range in the Charge Phase.
Attack Attributes
Primal Instinct – Close Combat
At the start of each Round of Combat, each unit with one or more model parts with this Attack Attribute must take a
Discipline Test. If the test is passed, all model parts with Primal Instinct in the unit must reroll failed to-hit rolls
during this Round of Combat.
Armoury
Beast Axe – Close Combat Weapon
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 0. The
wielder gains +2 Defensive Skill unless wielding another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
2
Totems
Totems are upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or
more Totem Bound Spells with Power Level (4/8) and Duration: One Turn.
List of Totems
A unit with all models affected by the spell gains +3 Agility and adds
Black Wing Totem
D3+1″ to its Charge Range.
The target gains +1 Attack Value, and its Close Combat Attacks gain
Blooded Horn Totem
+2 Armour Penetration.
A unit with all models affected by the spell gains Hard Target (1)
Clouded Eye Totem
and Magic Resistance (3).
An army cannot attempt to cast the same Totem Bound Spells more than twice during the same Magic Phase,
regardless of which model attempts to cast it. Only one Totem Bound Spell can affect a unit at a time (the one most
recently successfully cast).
Champions and Characters bear different kinds of Totems:
Totem Bearers Greater Totem Bearers
Totems borne by Champions contain a single Greater Totems borne by Characters contain
Bound Spell chosen from the list above, which all four Bound Spells from the list above and
must be noted on the Army List, and have the have the Types: Augment and Range 18″.
Type: Caster’s Unit.
Hereditary Spell
Casting Value Range Type Duration Effect
H Echoes of the Dark Forest The target gains Fear, Fearless, and Terror. Enemy units
⟨5+⟩ ⟨18″⟩
Augment One Turn in base contact with the target suffer −1 Discipline.
{9+} {36″}
3
Special Items
Weapon Enchantments Armour Enchantments
Hawthorne Curse 60 pts Aaghor’s Affliction 100 pts
Models without Ambush only. Enchantment: Light Armour.
Enchantment: Hand Weapon. The wearer gains +1 Resilience and Fortitude (4+),
Attacks made with this weapon gain Devastating but automatically fails all of its Armour Saves.
Charge (+2 Str, +2 AP) and become Magical At-
tacks. The weapon can be used as a Shooting Trickster’s Cunning 60 pts
Weapon (3+) with the following profile: Range 18″, Enchantment: Light Armour.
Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, Successful to-wound rolls against the wearer’s model
[Multiple Wounds (D3)]. This Shooting Attack must be rerolled.
never suffers negative to-hit modifiers.
Wild Form 35 pts
Ancestral Carvings 50 pts Enchantment: Suit of Armour.
0–3 per Army. Soothsayers only. At the start of the Melee Phase, the bearer may choose
Enchantment: Hand Weapon. to gain either of the following:
Attacks made with this weapon gain +2 Strength • +1 Strength, +1 Armour Penetration, and −1 Re-
and +2 Armour Penetration, and become Magical silience
Attacks. The wielder gains +2 Attack Value and Dis- • −1 Strength, −1 Armour Penetration, and +1 Re-
tracting while using this weapon. silience
The effects last until the end of the Melee Phase.
Fatal Folly 35 pts
Enchantment: Beast Axe. Obscuring Fog 20 pts
Attacks made with this weapon become Magical At- Enchantment: Shield.
tacks. For each Close Combat Attack against the While using this Shield, enemy units in base contact
wielder’s model that rolls a natural to-hit roll of ‘1’, with the bearer suffer −1 Agility. The bearer’s unit
the wielder must perform a Close Combat Attack at does not benefit from +1 Agility from Charging Mo-
the same Initiative Step (this overrides the normal mentum.
restriction that Beast Axe attacks always strike at Ini-
tiative Step 0). This must be allocated towards the
model (or Health Pool) that rolled the ‘1’ to hit. Banner Enchantments
Banner of the Wild Herd 60 pts
Twin Hungers 30 pts
0–3 per Army.
Enchantment: Paired Weapons.
One use only. A single Banner of the Wild Herd per
Attacks made with this weapon gain Lethal Strike
unit may be activated at the start of each Round of
and become Magical Attacks. Whenever the wielder
Combat. For the duration of this Round of Combat,
rolls a natural ‘6’ to wound with a Close Combat At-
all Mongrels and Wildhorns in the bearer’s unit gain
tack, and this attack causes an unsaved wound, the
+1 Strength and +1 Armour Penetration.
bearer Recovers 1 Health Point at the end of the Ini-
tiative Step. No more than 1 Health Point may be
recovered per phase in this manner.
4
Artefacts
Dark Rain 80 pts
One use only. This Artefact is automatically activated
at the start of the first Game Turn (if the bearer is
not on the Battlefield at this time, the item cannot be
used). Its effects last until the end of the Game Turn.
If the owner has the second Player Turn, all Shooting
Attacks suffer −2 to hit during the opponent’s Shoot-
ing Phase. If the owner has the first Player Turn,
instead all Shooting Attacks suffer −1 to hit during
the opponent’s Shooting Phase.
5
Army Organisation
3 6 5 0 Light Armour
Offensive Att Off Str AP Agi
6
Standard
Beast Chieftain Height
Type Infantry
115 pts single model Base 25×25 mm
The unit also counts towards Ambush Predators when taking Ambush.
3 5 5 0 Light Armour
Offensive Att Off Str AP Agi
7
Standard
Soothsayer Height
Type Infantry
160 pts single model Base 25×25 mm
The unit also counts towards Ambush Predators when taking Ambush.
3 4 5 0
Offensive Att Off Str AP Agi
Standard
Centaur Chieftain Height
Type Cavalry
205 pts single model Base 25×50 mm
The unit also counts towards Ambush Predators when taking Ambush.
3 5 5 0 Light Armour
Offensive Att Off Str AP Agi
8
Large
Minotaur Warlord Height
Type Infantry
490 pts single model Base 40×40 mm
Global Adv Mar Dis Model Rules
5 5 5 0 Light Armour
Offensive Att Off Str AP Agi
Large
Minotaur Chieftain Height
Type Infantry
220 pts single model Base 40×40 mm
Global Adv Mar Dis Model Rules
4 4 5 0 Light Armour
Offensive Att Off Str AP Agi
9
Character Mounts
Height Large
Raiding Chariot Type Construct
Base 50×100 mm
Global Adv Mar Dis Model Rules
4 C C C+2
Offensive Att Off Str AP Agi
Height Large
Razortusk Chariot Type Construct
Base 50×100 mm
Global Adv Mar Dis Model Rules
5 C C C+1
Offensive Att Off Str AP Agi
10
Core (Min. 20%)
Standard
Wildhorn Herd Height
Type Infantry
150 pts + 8 pts/extra model 15–50 models Base 25×25 mm
The unit also counts towards Ambush Predators when taking Ambush.
1 4 4 0
Offensive Att Off Str AP Agi
Standard
Mongrel Herd Height
Type Infantry
145 pts + 7 pts/extra model 20–50 models Base 20×20 mm
The unit also counts towards Ambush Predators when taking Ambush.
1 3 3 0 Shield
Offensive Att Off Str AP Agi
11
Standard
Mongrel Raiders Height
Type Infantry
95 pts + 6 pts/extra model 10–20 models 0–4 Units/Army Base 20×20 mm
The unit also counts towards Ambush Predators when taking Ambush.
12
Special (No limit)
Standard
Feral Hounds Height
Type Beast
80 pts + 8 pts/extra model 5–20 models 0–5 Units/Army Base 25×50 mm
Units of 8 or more models count towards Core instead of Special.
The unit also counts towards Ambush Predators.
Global Adv Mar Dis Model Rules
1 4 3 0
Offensive Att Off Str AP Agi
Feral Hound 1 4 3 0 3
Standard
Longhorn Herd Height
Type Infantry
150 pts + 21 pts/extra model 10–40 models Base 25×25 mm
The unit also counts towards Ambush Predators when taking Ambush.
1 4 4 0 Heavy Armour
Offensive Att Off Str AP Agi
13
Large
Minotaurs Height
Type Infantry
230 pts + 80 pts/extra model 3–10 models 0–5 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 0 Light Armour
Offensive Att Off Str AP Agi
Standard
Centaurs Height
Type Cavalry
170 pts + 22 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
The unit also counts towards Ambush Predators when taking Ambush.
14
Large
Raiding Chariots Height
Type Construct
110 pts + 105 pts/extra model 1–3 models 0–4 Units/Army Base 50×100 mm
4 4 4 2 Light Armour
Offensive Att Off Str AP Agi
Large
Razortusk Herd Height
Type Beast
105 pts + 60 pts/extra model 1–10 models 0–3 Units/Army Base 50×50 mm
Global Adv Mar Dis Model Rules
3 3 5 0
Offensive Att Off Str AP Agi
Large
Razortusk Chariot Height
Type Construct
230 pts single model 0–4 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
5 4 5 1 Heavy Armour
Offensive Att Off Str AP Agi
15
Large
Briar Beast Height
Type Beast
110 pts single model 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 5 0
Offensive Att Off Str AP Agi
Standard
Gargoyles Height
Type Infantry
140 pts + 12 pts/extra model 5–10 models 0–3 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Ground 5″ 10″ 7 Fly (9″, 18″), Light Troops, Skirmisher, Strider (Forest),
Fly 9″ 18″ Swiftstride
Defensive HP Def Res Arm
16
Terrors of the Wild (Max. 40%)
Gigantic
Cyclops Height
Type Infantry
340 pts single model 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6 2 5 0 Aegis (5+)
Offensive Att Off Str AP Agi
Gigantic
Gortach Height
Type Infantry
500 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6 3 6 0
Offensive Att Off Str AP Agi
Gortach 6 4 6 3 3 Battle Focus, Impact Hits (D3), Lethal Strike, Primal In-
stinct, Strength from Flesh
Model Rules
Strength from Flesh: Attack Attribute – Close Combat.
Whenever a Gortach inflicts an unsaved wound with Lethal Strike (rolling a natural ‘6’ to wound with a Close
Combat Attack with Lethal Strike), the attack gains Multiple Wounds (D3), and the Gortach Recovers 1 Health
Point at the end of the Initiative Step (unless the Gortach was removed as a casualty in this Initiative Step). No
more than 1 Health Point may be Recovered by each Gortach per phase in this manner.
d
17
Gigantic
Jabberwock Height
Type Beast
315 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
Ground 8″ 16″ 8 Aura of Madness, Fearless, Fly (8″, 16″), Light Troops,
Fly 8″ 16″ Strider (Forest)
Defensive HP Def Res Arm
5 4 5 3
Offensive Att Off Str AP Agi
Gigantic
Beast Giant Height
Type Infantry
290 pts single model 0–3 Units/Army Base 50×75 mm
Global Adv Mar Dis Model Rules
7 3 5 1
Offensive Att Off Str AP Agi
18
Quick Reference Sheet
Characters
Adv 5″ Mar 10″ Dis 9 Pack Tactics, Strider (Forest)
Standard, Infantry HP 3 Def 6 Res 5 Arm 0 Light Armour
Beast Lord Att 4 Off 6 Str 5 AP 2 Agi 5 Primal Instinct
d
Adv 5″ Mar 10″ Dis 8 Pack Tactics, Strider (Forest)
Standard, Infantry HP 3 Def 5 Res 5 Arm 0 Light Armour
Beast Chieftain Att 3 Off 5 Str 4 AP 1 Agi 4 Primal Instinct
d
Adv 5″ Mar 10″ Dis 8 Blood Offering, Pack Tactics, Strider (Forest), Wizard Appren-
tice
Standard, Infantry HP 3 Def 4 Res 5 Arm 0
Soothsayer Att 1 Off 4 Str 3 AP 0 Agi 3 Primal Instinct
d
Adv 8″ Mar 16″ Dis 8 Drunkard, Looted Booze, Strider (Forest)
Standard, Cavalry HP 3 Def 5 Res 5 Arm 0 Light Armour
Centaur Chieftain Att 4 Off 5 Str 5 AP 2 Agi 4 Primal Instinct
d
Adv 6″ Mar 12″ Dis 9 Fearless, Frenzy, Strider (Forest)
Large, Infantry HP 5 Def 5 Res 5 Arm 0 Light Armour
Minotaur Warlord Att 5 Off 6 Str 6 AP 3 Agi 5 Battle Focus, Impact Hits (D3), Primal Instinct
d
Adv 6″ Mar 12″ Dis 8 Fearless, Frenzy, Strider (Forest)
Large, Infantry HP 4 Def 4 Res 5 Arm 0 Light Armour
Minotaur Chieftain Att 4 Off 5 Str 5 AP 2 Agi 4 Battle Focus, Impact Hits (D3), Primal Instinct
d
Character Mounts
Adv 7″ Mar 7″ Dis C Light Troops, Strider (Forest), Swiftstride
Large, Construct HP 4 Def C Res C Arm C+2
Wildhorn Crew Att 1 Off 4 Str 3 AP 0 Agi 3 Primal Instinct, Light Lance
War Hog (2) Att 1 Off 3 Str 4 AP 1 Agi 2 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 7″ Mar 7″ Dis C Hunting Horn, Light Troops, Strider (Forest), Swiftstride
Large, Construct HP 5 Def C Res C Arm C+1
Wildhorn Crew Att 1 Off 4 Str 3 AP 0 Agi 3 Primal Instinct, Light Lance
Razortusk Att 4 Off 3 Str 5 AP 2 Agi 2 Devastating Charge (+1 Str, +1 AP), Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Core
Adv 5″ Mar 10″ Dis 7 Pack Tactics, Scoring, Strider (Forest)
Standard, Infantry HP 1 Def 4 Res 4 Arm 0
Wildhorn Att 1 Off 4 Str 3 AP 0 Agi 3 Primal Instinct
d
Adv 5″ Mar 10″ Dis 6 Pack Tactics, Scoring, Strider (Forest)
Standard, Infantry HP 1 Def 3 Res 3 Arm 0 Shield
Mongrel Att 1 Off 3 Str 3 AP 0 Agi 3 Primal Instinct
d
Adv 5″ Mar 10″ Dis 6 Light Troops, Pack Tactics, Skirmisher, Strider (Forest)
Standard, Infantry HP 1 Def 3 Res 3 Arm 0 Hard Target (1)
Mongrel Raider Att 1 Off 3 Str 3 AP 0 Agi 3 Primal Instinct, Bow (4+)
d
Special
Adv 8″ Mar 16″ Dis 5 Ambush, Insignificant, Strider (Forest), Vanguard
Standard, Beast HP 1 Def 4 Res 3 Arm 0
Feral Hound Att 1 Off 4 Str 3 AP 0 Agi 3
d
Adv 5″ Mar 10″ Dis 8 Bodyguard (Beast Lord, Beast Chieftain), Pack Tactics, Scoring,
Strider (Forest)
Standard, Infantry HP 1 Def 4 Res 4 Arm 0 Heavy Armour
Longhorn Att 1 Off 4 Str 4 AP 1 Agi 3 Primal Instinct
d
Adv 6″ Mar 12″ Dis 7 Fearless, Frenzy, Scoring, Strider (Forest)
Large, Infantry HP 3 Def 3 Res 4 Arm 0 Light Armour
Minotaur Att 3 Off 4 Str 5 AP 2 Agi 3 Battle Focus, Impact Hits (1), Primal Instinct
d
19
Adv 8″ Mar 16″ Dis 7 Drunkard, Scoring, Strider (Forest)
Standard, Cavalry HP 1 Def 4 Res 4 Arm 0 Light Armour, Shield
Centaur Att 2 Off 4 Str 4 AP 1 Agi 3 Primal Instinct
d
Adv 7″ Mar 7″ Dis 8 Light Troops, Strider (Forest), Swiftstride
Large, Construct HP 4 Def 4 Res 4 Arm 2 Light Armour
Wildhorn Crew Att 1 Off 4 Str 3 AP 0 Agi 3 Primal Instinct, Light Lance
Longhorn Crew Att 1 Off 4 Str 4 AP 1 Agi 3 Primal Instinct, Great Weapon
War Hog (2) Att 1 Off 3 Str 4 AP 1 Agi 2 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 7″ Mar 14″ Dis 6 Strider (Forest)
Large, Beast HP 3 Def 3 Res 5 Arm 0
Razortusk Att 4 Off 3 Str 5 AP 2 Agi 2 Devastating Charge (+1 Str, +1 AP)
d
Adv 7″ Mar 7″ Dis 8 Hunting Horn, Light Troops, Strider (Forest), Swiftstride
Large, Construct HP 5 Def 4 Res 5 Arm 1 Heavy Armour
Wildhorn Crew Att 1 Off 4 Str 3 AP 0 Agi 3 Primal Instinct, Light Lance
Longhorn Crew Att 1 Off 4 Str 4 AP 1 Agi 3 Primal Instinct, Great Weapon
Razortusk Att 4 Off 3 Str 5 AP 2 Agi 2 Devastating Charge (+1 Str, +1 AP), Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 3D6″ Mar - Dis 10 Fear, Fearless, Random Movement (3D6″), Sleeper, Strider (For-
est), Unbreakable
Large, Beast HP 3 Def 3 Res 5 Arm 0
Briar Beast Att D6+1 Off 3 Str 4 AP 1 Agi 2
d
Adv 5″ Mar 10″ Dis 7 Fly (9″, 18″), Light Troops, Skirmisher, Strider (Forest), Swift-
stride
Standard, Infantry HP 1 Def 4 Res 4 Arm 0 Hard Target (1)
Gargoyle Att 2 Off 4 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP), Primal Instinct
d
Divine Attacks
Hurl Attack (Cyclops) Catapult (4×4) 6–36″ 3 [7] 0 [4] 1 Magical Attacks
[Multiple Wounds (D3, Clipped Wings)]
20
Aim Table
Name Aim Shooting Model
5+ Centaur, Wildhorn
List of Totems
A unit with all models affected by the spell gains +3 Agility and adds D3+1″ to its
Black Wing Totem
Charge Range.
The target gains +1 Attack Value, and its Close Combat Attacks gain +2 Armour Pene-
Blooded Horn Totem
tration.
A unit with all models affected by the spell gains Hard Target (1) and Magic Resis-
Clouded Eye Totem
tance (3).
Gnarled Hide Totem The target gains +1 Armour and Distracting.
21
Dread Elves
Army Book
2nd Edition, version 2020 - December 26, 2019
Universal Rules
Scent of Blood
The model gains Frenzy and Fearless while Engaged in Combat.
Fleet Commander
The model gains Kraken’s Hide. For each Character with Fleet Commander in the army, a single unit of Corsairs may
be upgraded with Vanguard.
Beast Master
Discipline Tests of all friendly Hydras and Krakens within 12" of one or more Characters with Beast Master are
subject to Minimised Roll.
At the start of each Melee Phase, choose one friendly Hydra, Kraken, or Manticore (the rider is not affected) within
12" of the Beast Master. This model part must reroll failed to-hit rolls with its Close Combat Attacks during this
phase.
Armour Equipment
Kraken’s Hide
If mounted, the wearer gains +1 Armour.
If on foot, the wearer gains +2 Armour.
Weapons
Repeater Crossbow: Shooting Weapon.
Range 24", Shots 2, Str 3, AP 1.
Hereditary Spell
Casting Value Range Type Duration Effect
H Crippling Fatigue
Failed to-wound rolls with ⟨ Melee Attacks⟩ {Ranged Attacks}
⟨8+⟩
18” Hex One Turn against the target must be rerolled.
{12+}
Pendant of Disdain (70 pts) Academy Banner (60 pts) - Dread Legionnaires,
The bearer gains Aegis (4+, against Strength 5 or more). Repeater Auxiliaries, and Corsairs only.
0-3 Banners per Army.
Ring of Shadows (65 pts) R&F models in the bearer's unit gain +1 Armour
If the bearer's unit consists entirely of Standard Height Penetration in the First Round of Combat. Dread
models, Legionnaires, Repeater Auxiliaries, and Corsairs in
● all models in the unit gain Hard Target (1). units within 6" of one or more other units with
● Close Combat Attacks allocated towards models Academy Banner gain +1 Armour Penetration in the
in the bearer’s unit suffer -1 Offensive Skill. First Round of Combat.
5” 10” 10
Defensive HP Def Res Arm
3 7 3 0 Light Armour
Offensive Att Off Str AP Agi
5” 10” 9
3 6 3 0 Light Armour
5” 10” 9
Defensive HP Def Res Arm
3 5 3 0 Light Armour
Options: pts
Disciples may take a Close Combat Weapon (one
choice only):
Light Lance 10
Paired Weapons 15
3 4 3 0
3 7 3 0
The model gains Cult of Nabh, Distracting, and Aegis The model gains Cult of Cadaron and Assassin
(4+, against Melee Attacks). Throwing Weapons (1+).
Poison Effect
Wolfsbane (45 pts) The attack has its Armour Penetration set to 10.
Bloodroot (50 pts) The attack gains +1 Strength, +1 Armour Penetration, and Multiple Wounds (2,
against Character).
Global Adv Mar Dis Model Rules Global Adv Mar Dis Model Rules
C C C C+2 C C 4 C+2
Offensive Att Off Str AP Agi Offensive Att Off Str AP Agi
Global Adv Mar Dis Model Rules Defensive HP Def Res Arm
Manticore
Dragon
0-1 Mounts per Army
This mount and its rider count
towards Characters. This mount also This mount and its rider count
Large, Cavalry
counts towards The Menagerie. towards Characters. This mount also
50×100 mm Gigantic, Beast
counts towards The Menagerie. 50×100 mm
Global Adv Mar Dis Model Rules
Fear, Fly (8”, 16”), Global Adv Mar Dis Model Rules
Ground 6” 12” C
Fly 8” 16” Light Troops,
Towering Presence, Ground 6” 12” C Fly (7”, 14”), Light
Scent of Blood Fly 7” 14” Troops
4 C 5 C+1 6 5 6 4
5” 10” 8 Scoring
Options: pts
May take a Spear 2 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Standard
Corsairs 155 pts Type: Infantry
10 models, may add up to 25 additional models for 13 pts/model Base: 20×20 mm
5” 10” 8 Scoring
Options: pts
May take Paired Weapons 1 / model
May take a Repeater Handbow (4+)* 4 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
*0-35 Models with Repeater Handbow (4+) per Army
1 2 3 0
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Standard
Repeater Auxiliaries 180 pts Type: Infantry
10 models, may add up to 20 additional models for 14 pts/model Base: 20×20 mm
5” 10” 8 Scoring
1 4 3 0 Light Armour
Options: pts
If Cult of Cadaron, must pay 3 / model
May take a Shield 1 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
1 4 3 1 Light Armour
Dark Raider 1 4 3 0 5 Cult of Cadaron, Killer Instinct, Lightning Reflexes, Light Lance
Elven Horse 1 3 3 0 4 Harnessed
Options: pts
May take a Repeater Crossbow (4+) 9 / model
May take a Shield 4 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
Options: pts
May take a Close Combat Weapon (one choice only):
Great Weapon 2 / model
Paired Weapons 1 / model
May upgrade one model to a Champion 20
1 6 3 0 Heavy Armour
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment*
*If the General has Cult of Olaron, a single Tower Guard Standard Bearer in the
army may take two Banner Enchantments for a combined cost of up to 100 pts.
Height: Standard
Dread Knights 235 pts Type: Cavalry
5 models, may add up to 7 additional models for 43 pts/model 0-4 Units per
Base: 25×50 mm
Army
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
4 5 5 2 Heavy Armour
Height: Standard
Harpies 135 pts 0-3 Units per
Type: Infantry
5 models, may add up to 10 additional models for 11 pts/model Army
Base: 20×20 mm
Harpy 2 3 3 0 5
1 5 3 0 Heavy Armour
Height: Standard
Dancers of Yema 200 pts Type: Infantry
10 models, may add up to 20 additional models for 22 pts/model Base: 20×20 mm
3 5 4 0 Aegis (5+)
Height: Standard
Dark Acolytes 225 pts 0-2 Units per
Type: Cavalry
5 models, may add up to 5 additional models for 38 pts/model Army
Base: 25×50 mm
1 4 3 1 Aegis (4+)
Options: pts
Wizard Conclave May take Cult of Yema* 7 / model
Must select two spells from: May upgrade one model to a Champion 130
● Altered Sight - Cosmology
● Ice and Fire - Cosmology
● Crippling Fatigue - Hereditary Spell
Options: pts
Disciples may take a Close Combat Weapon (one choice
only):
Light Lance 5
Paired Weapons 10
9” 9” 8 Swiftstride
4 4 4 2 Light Armour
Height: Standard
Dread Reaper 180 pts 0-3 Units per
Type: Construct
single model Army
Base: 60 mm round
5” 5” 8 War Machine
4 1 4 0 Light Armour
Height: Gigantic
Kraken 390 pts 0-3 Units per
Type: Beast
single model Army
Base: 50×100 mm
Height: Gigantic
Hydra 450 pts 0-3 Units per
Type: Beast
single model Army
Base: 50×100 mm
6” 12” 8
5 5 5 3 Fortitude (4+)
Ancient Grudge
Dwarven Holds armies have a number of Ancient Grudges which confer a bonus when attacking specific enemies.
The total number of Grudges held by a Dwarven Holds army is calculated in the following manner:
● One Grudge for a General with Ancestral Memory.
● One Grudge for each King in the army.
● Two Grudges for each War Throne in the army.
Right before the battle (during step 7 of the Deployment Phase Sequence), you must choose a single unit from the
opponent's Army List for each Grudge in your army (this may also be a Character). The models of this unit are
considered 'marked'. All models in the Dwarven Holds army gain Hatred against marked models, and against models
joined to units with more than half of their models marked.
Rune of Resonance
Bound Spell, Power Level (5/8). Range 12", Type Augment, Duration Permanent.
Once per Magic Phase, a single unit with at least one model affected by the Rune of Resonance may be chosen as an
additional target of a Battle Rune that a friendly model is casting anywhere on the Battlefield (during step 1 of the
Casting Attempt), with the following restrictions:
● A unit cannot be chosen if it is already a target of the Battle Rune.
● All instances of the Rune of Resonance on a unit immediately end when a Battle Rune is successfully cast on
the unit.
● Characters that leave a Combined Unit are no longer affected by the Rune of Resonance.
Ancestral Memory
A General with Ancestral Memory affects the number of Grudges held by a Dwarven Holds army (see Ancient
Grudge).
Attack Attributes
Sturdy: Close Combat.
The model gains Devastating Charge (+1 Str, +1 AP) and does not suffer from negative to-hit modifiers from a
Stand and Shoot Charge Reaction.
Weapons
Guild-Crafted Handgun: Shooting Weapon.
Range 24”, Shots 1, Str 4, AP 2, Unwieldy, Accurate.
Runic Artefacts
Runic Artefacts follow the rules for Artefacts with the following differences:
● A model may have up to 3 Runic Artefacts.
● Each combination of Runic Artefacts is One of a Kind.
Rune of Denial (90 pts) - Dominant. Rune of Readiness (35 pts)
0-1 per Army. One use only. May be activated at the end of the Charge
One use only. The player may choose to use this Rune Phase, directly after all Charge Moves have been
instead of performing a Dispelling Attempt. The spell is resolved. If the bearer’s unit was successfully Charged
automatically dispelled. during this phase, it may perform a Combat Reform
(following the normal rules for Combat Reforms).
Rune of Devouring (70 pts) - Runic Smiths only.
Dominant. Rune of Storms (35 pts)
0-1 per Army. 0-2 per Army.
One use only. The player may choose to use this Rune One use only. Effects last one Player Turn. May be
instead of performing a Dispelling Attempt. The spell is activated at the start of the opponent’s Player Turn.
cast as normal but the Caster may not cast it again for Choose a single enemy unit within 24” of the bearer.
the rest of the game. Spells dispelled by the Rune of The Advance Rate and March Rate of all models with
Revocation and Attribute Spells are not affected. Fly in that unit (both for Ground and Fly Movement) are
halved, rounding fractions up.
Rune of Dragon’s Breath (55 pts)
0-3 per Army. Rune of Shielding (30 pts)
The bearer gains Breath Attack (Str 4, AP 1, Flaming The bearer gains Aegis (+1, max. 4+). The Aegis from
Attacks, Magical Attacks). A single friendly Rune of this Rune only stacks with itself and/or Shield Wall.
Dragon’s Breath may be used per Round of Combat.
Rune of Mastery (25 pts)
Rune of Harnessing (50 pts) - Runic Smiths only. One use only. May be activated just before the bearer
Enemy models within 24” of the Runic Smith have their casts a Bound Spell. Add (+2/+2) to the Power Level of
Channel value (the value within brackets) reduced by 1, this Bound Spell for this Casting Attempt.
to a minimum of 0.
Rune of Mining (20 pts)
Rune of Courage (50 pts) After Determining Deployment Zones (at the end of
One use only. May be activated at the start of any Round step 6 of the The Pre-Game Sequence), choose a Terrain
of Combat. For the duration of the phase, the bearer Feature on the Battlefield. As long the bearer is on the
gains Stubborn. Battlefield, all friendly models may treat this as Open
Terrain when making Advance Moves or March Moves,
Rune of Grounding (50 pts) - Runic Smiths only. but must still follow the Unit Spacing rule at the end of
0-1 per Army. their movement.
One use only. May be activated at the start of any Melee
Phase. All spells with duration One Turn that affect any Rune of Kinship (20 pts) - Cannot be taken by models
of the following units come to an end: on War Throne
● The bearer’s unit The bearer gains Scout and Ambush.
● Enemy units in base contact with the bearer
Runic Standard of Shielding (75 pts) - Battle Standard Runic Standard of the Anvil (30 pts)
Bearer, Deep Watch, and King's Guard only. 0-3 per Army.
0-1 per Army. Friendly units Charging enemy units Engaged in
All friendly units within 6" of the bearer gain Aegis (5+, Combat with the bearer’s unit must reroll failed Charge
against Shooting Attacks). Range rolls.
Runic Standard of Swiftness (60 pts) Runic Standard of Wisdom (35 pts)
0-1 per Army. 0-1 per Army.
The bearer’s unit gains Vanguard. The bearer may select a single Battle Rune during Spell
Selection. This Battle Rune can be cast by the bearer
Runic Standard of Dismay (45 pts) and has range Caster’s Unit.
0-1 per Army.
Units Charging the bearer’s unit suffer -2" Advance Rate Runic Standard of the Hold (35 pts)
for their Charge Range roll. 0-3 per Army.
A unit with one or more Runic Standards of the Hold
Runic Standard of Steadiness (35 pts) counts as having an additional Full Rank for the
0-3 per Army purpose of Steadfast and Disrupted.
One use only. May be activated at the start of any
Movement Phase. The bearer’s unit gains Quick to Fire
until the end of the Player Turn.
Army Organisation
3” 9” 10
Defensive HP Def Res Arm
King 4 7 4 1 4 Sturdy
Options: pts
May take Runic Special Items up to 250
May take a Holdstone 30
May take Rune of Resonance 40
If General, may take Ancestral Memory 55
May take a Shield 15
May take a Shooting Weapon (one choice only):
Pistol (3+) 5
Guild-Crafted Handgun (3+) 10
Crossbow (3+) 5
May take a Great Weapon 10
May take a mount (one choice only):
Shield Bearers 105
War Throne 235
Height: Standard
Thane 120 pts Type: Infantry
single model Base: 20×20 mm
3” 9” 9
Defensive HP Def Res Arm
Thane 3 6 4 1 3 Sturdy
Options: pts
May be the Battle Standard Bearer 50
May take Runic Special Items up to 150
May take a Holdstone 30
May take Rune of Resonance 40
If General, may take Ancestral Memory 30
May take a Shield 10
May take a Shooting Weapon (one choice only):
Pistol (3+) 5
Guild-Crafted Handgun (3+) 10
Crossbow (3+) 5
May take a Great Weapon 5
May take Shield Bearers 85
3 7 5 0 Aegis (6+)
Offensive Att Off Str AP Agi
Dragon Seeker 5 7 5 2 5 Great Weapon, Sturdy, Weapon Master, Lethal Strike, Paired
Weapons, Yer comin’ with me!
Options: pts
May take Runic Weapon Enchantments up to 150
Monster Seeker: Attack Attribute - Close
May take (one choice only):
Combat.
Monster Seeker 70
The model gains Multiple Wounds (2, against
Grim Resolve 75
Large, Gigantic).
Height: Standard
Runic Smith 155 pts Type: Infantry
single model Base: 20×20 mm
Engineer 2 5 4 1 3 Sturdy
Height: Standard
Anvil of Power 195 pts 0-1 Units per
Type: Construct
single model Army
Base: 60 mm round
Anvil Guards 3 5 4 1 2
Global Adv Mar Dis Model Rules Global Adv Mar Dis Model Rules
Tall, Majesty of High
3” 9” C Tall 3” 9” C Kings
4 C C C+2 6 C C C+2
Offensive Att Off Str AP Agi Offensive Att Off Str AP Agi
Harnessed, Sturdy Harnessed, Sturdy,
Shield Bearers 2 5 4 1 2 War Throne 4 5 4 1 2 Hatred
3” 9” 9 Scoring
Options: pts
A single unit of Clan Warriors or Greybeards
may take Vanguard* 2 / model
May take a Shield 2 / model
May take Throwing Weapons (5+) 2 / model
May take (one choice only):
Paired Weapons free
Spear & Shield 3 / model
Great Weapon 2 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Runic Banner Enchantment
*0-30 Models per Unit
Greybeard 1 5 4 1 2 Sturdy
3” 9” 9 Scoring
Options: pts
Must take one of the following:
Crossbow (4+) free
Crossbow (4+) and Great Weapon 4 / model
Guild-Crafted Handgun (4+) 3 / model
May take a Shield 2 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Runic Banner Enchantment*
*units without Guild-Crafted Handgun only
3” 9” 9 Bodyguard, Scoring
Height: Standard
King’s Guard 315 pts Type: Infantry
15 models, may add up to 15 additional models for 24 pts/model 0-5 Units per
Base: 20×20 mm
Army
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Runic Banner Enchantment
3” 9” 9 Ambush, Scoring
Defensive HP Def Res Arm
Miner 1 4 4 1 2 Sturdy
Options: pts
Must take at least one of the following:
Throwing Weapons (5+)* 4 / model
Pistol (4+)* 4 / model
Great Weapon 2 / model
Paired Weapons 2 / model
Shield 1 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
*Units with Throwing Weapons or Pistols also count towards Clans' Thunder.
Height: Standard
Rangers 135 pts Type: Infantry
8 models, may add up to 12 additional models for 15 pts/model
0-2 Units per Army Base: 20×20 mm
Ranger 1 4 3 0 2 Sturdy
Options: pts
May gain Crag Warden 2 / model
Crag Warden: Universal Rule.
May take a Shield 2 / model
0-15 Models per Unit.
May take any of the following Shooting Weapons:
The model loses Scoring and gains Skirmisher,
Throwing Weapons (4+)* 1 / model
Light Troops, and Hard Target (1).
Crossbow (3+)* 4 / model
May take a Close Combat Weapon (one choice only):
Paired Weapons 2 / model
Great Weapon 3 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
*Units with Throwing Weapons or Crossbows also count towards Clans' Thunder.
1 4 4 0 Aegis (6+)
Options: pts
May take Vanguard 3 / model
Brothers of Vengeance: Universal Rule.
May gain Brothers of Vengeance 2 / model
0-1 Units per Army and 0-15 Models per Unit.
May upgrade one model to each of the following:
The model gains Skirmisher, Light Troops, and
Champion 20
Hard Target (1).
Musician 20
Standard Bearer 20
Height: Standard
Vengeance Seeker 130 pts 0-2 Units per
Type: Infantry
single model Army
Base: 20×20 mm
Vengeance Seeker 3D3 5 4 1 2 Yer comin’ with me!, Whirling Chains of Doom
Whirling Chains of Doom: Close Combat Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration, and always strike at Initiative Step 10
(regardless of the wielder’s Agility). A model with this weapon cannot be joined by Characters.
3 4 5 1 Plate Armour
Height: Large
Grudge Buster 335 pts 0-2 Units per
Type: Construct
single model Army
Base: 50×100 mm
5 4 5 4
Crew (2) 2 4 4 1 2
Chassis 5 2 2 Harnessed, Impact Hits (D6+1), Grind Attacks (3D3), Forge
Repeater (4+)
3” 9” 9 Scoring
Height: Standard
0-3 Units per
Steam Copters Army
Type: Construct
Base: 40×40 mm
3 4 5 3 Cannot be Stomped
Offensive Att Off Str AP Agi
5 1 4 0 Heavy Armour
Offensive Att Off Str AP Agi
Dwarf Ballista (4+) (100 pts) Artillery Weapon: Rune Crafted (40 pts)
0-4 per Army Range 48", Shots 1, Str 3[6], AP 10, Shots from a Dwarf Ballista gain Magical
[Multiple Wounds (D3)], Area Attack Attacks and Accurate.
(1×5). The model gains Scout with the following
exception: It must be deployed fully inside
the owner’s Deployment Zone.
Flame Cannon (145 pts) Flamethrower Artillery Weapon: Rune Crafted (15 pts)
0-2 per Army Range 24", Shots 1, Str 4{5}, AP 1{2}, The model’s Height is changed to Large.
{Multiple Wounds (D3)}, Flaming
Attacks.
Catapult (4+) (205 pts) Catapult (4×4) Artillery Weapon: Rune Crafted (95 pts)
0-2 per Army Range 12-60", Shots 1, Str 3[7], AP Hits caused by the Catapult gain +1
The model’s Height is 0[4], [Multiple Wounds (D3, Clipped Strength, +2 Armour Penetration, and
changed to Large. Wings)]. Magical Attacks.
Cannon (4+) (250 pts) Can be fired in two ways: Rune Crafted (15 pts)
0-2 per Army - As a Cannon Artillery Weapon: Hits caused by the Cannon gain +1
Range 60", Shots 1, Str 4[10], AP Strength, +1 Armour Penetration, and
0[10], Area Attack (1×5), [Multiple Magical Attacks.
Wounds (D3+1, Clipped Wings)].
Organ Gun (4+) (265 pts) Volley Gun Artillery Weapon: Rune Crafted (70 pts)
0-2 per Army Range 30", Shots 2D6*2, Str 5, AP 3. Hits caused by the Organ Gun gain a +1
to-wound modifier and Magical Attacks.
Immortal Denizens
Casting rolls made by models in a Daemon Legions army with one or two dice gain a +1 Casting Modifier. For casting
rolls with a single Magic Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
In addition, in a game involving at least one Daemon Legions Army, each player adds +2 Veil Tokens to their Veil
Token pool in the Magic Phase during Siphon the Veil when they are the Active Player.
Armoury
Dark Fire – Shooting Weapon
Range 18″, Shots 2, Str 4, AP 0.
Armour Save rolls of ‘1’, ‘2’, ‘3’, and ‘4’ are always considered failed when saving wounds caused by Dark Fire.
Hereditary Spell
Casting Value Range Type Duration Effect
H Spear of Infinity The target suffers 1 hit with Strength 2 [5], Armour Pene-
rep tration 2, Area Attack (1×5), and [Multiple Wounds (2)].
Damage The hits from Spear of Infinity gain +1 Strength for each
4+ 24″ Hex Instant other non-Attribute Spell successfully cast in this Magic
Missile Phase (including other instances of Spear of Infinity).
2
Daemonic Manifestations
Daemon Legions armies possess their own version of Special Items called Daemonic Manifestations. They follow the
rules for Special Items, with the exception that they are not One of a Kind and that models cannot be affected by
more than one instance of each Manifestation, unless specifically stated otherwise.
Guiding Manifestations
Some Daemonic Manifestations have an option to be taken as a Guiding version. Unless specifically stated otherwise,
the normal version of Manifestations is taken. When using the normal version, ignore all text ⟨with this colour-
coding⟩. Only Characters can take Guiding Manifestations. If the Guiding version is taken, this must be noted on
your Army List. Follow the rules stated ⟨with this colour-coding⟩ and ignore point costs written in the standard way.
Note that Guiding and non-Guiding Manifestations are considered to be the same Manifestation for the purpose of
Duplication Limits.
3
Manifestations of Envy Manifestations of Greed
Greenfire Eyes 40 pts Divining Snout 20 ⟨40⟩ pts
One use only. Must be activated when the model’s ⟨Dominant⟩.
unit fails its first Charge Range roll. The unit must When Charging a unit that contains one or more Spe-
reroll the Charge Range roll. cial Items, the model ⟨and each R&F model in its unit⟩
gains +2″ Advance Rate for Charge Range rolls. The
Piercing Spike 25 ⟨60⟩ pts effects only apply in the Charge Phase and only if all
⟨Dominant⟩. models in the unit are affected by Divining Snout.
Close Combat Attacks made by the model ⟨and each
R&F model in its unit⟩ gain +1 Armour Penetration. Grasping Proboscis 20 ⟨25⟩ pts
⟨Dominant⟩.
Venom Sacs 25 ⟨80⟩ pts At the end of each Round of Combat during which the
⟨Dominant⟩. model’s unit was Engaged in Combat, and the model
The model ⟨and each R&F model in its unit⟩ gains ⟨and R&F models in its unit⟩ caused at least three
Poison Attacks. If the model’s Close Combat Attacks Health Point losses against enemy units with Melee
⟨or those from R&F models in its unit⟩ already were Attacks, the owner gains D3 Veil Tokens to their Veil
Poison Attacks from another source than this Man- Token pool.
ifestation, the attack will automatically wound on
successful to-hit rolls of 5+ instead of 6+. Smothering Coils 20 ⟨50⟩ pts
⟨Dominant⟩.
The model ⟨and each R&F model in its unit⟩ gains +1
Manifestations of Gluttony to-wound with Close Combat Attacks against models
with Scoring.
Broodmother 60 ⟨80⟩ pts
Dominant.
At the end of each Round of Combat during which
the model’s unit was Engaged in Combat, and during
Manifestations of Lust
which the model ⟨and R&F models in its unit⟩ caused Mesmerising Plumage 40 pts
at least three Health Point losses against enemy units Dominant.
with Close Combat Attacks, the unit Raises D3 Health Enemy units in base contact with one or more mod-
Points. els with this Manifestation suffer −1 Offensive Skill
and −1 Defensive Skill.
Digestive Vomit 45 ⟨60⟩ pts
⟨Dominant⟩. Roaming Hands 35 ⟨40⟩ pts
One use only. Must be activated the first time the ⟨Dominant⟩.
model’s unit performs a Post-Combat Pivot or a Post- While the unit is Engaged with an enemy unit’s Flank
Combat Reform. The model ⟨and each R&F model in or Rear Facing, the model ⟨and each R&F model in its
its unit⟩ gains +1 Strength and +1 Armour Penetra- unit⟩ gains +1 Strength and +1 Armour Penetration.
tion until the end of the game.
Hot Blood 10 ⟨25⟩ pts
Unhinging Jaw 40 ⟨55⟩ pts ⟨Dominant⟩.
⟨Dominant⟩. The model ⟨and each R&F model in its unit⟩ gains
Failed to-wound rolls from Close Combat Attacks Devastating Charge (+2 Agi).
against Large or Gigantic models made by the model
⟨and each R&F model in its unit⟩ must be rerolled.
4
Manifestations of Pride Manifestations of Wrath
Stiff Upper Lip 35 pts Whipcrack Tail 50 ⟨75⟩ pts
Discipline Tests taken by units with at least one ⟨Dominant⟩.
model with this Manifestation are subject to Min- The model ⟨and each R&F model in its unit⟩ gains
imised Roll. Lightning Reflexes.
5
Army Organisation
A mount marked with [Av] and its rider count towards Characters and Aves.
3 5 4 0 4+
Offensive Att Off Str AP Agi
Harbinger 3 5 5 2 5
Magic Options pts Options pts
Wizard Apprentice 40 Battle Standard Bearer 50
Wizard Adept 115 Manifestations of Father Chaos and those available to
the General up to 150
Dark Fire (3+) (on foot only) 15
Divination Evocation Thaumaturgy Witchcraft Mount Options pts
Pale Horse 70
Burning Wheel [Av] 80
Great Beast of Prophecy [Av when taking Fly] 100
Dark Pulpit 110
d
6
Standard
Kuulima’s Deceiver Height
Type Beast
345 pts single model 0–3 Units/Army Base 25×25 mm
4 6 5 0 5+
Offensive Att Off Str AP Agi
7
Gigantic
Maw of Akaan Height
Type Beast
555 pts single model 0–1 Units/Army Base 150×100 mm
Global Adv Mar Dis Model Rules
Maw of Akaan 6 5 6 2 3
Model Rules Magic Options pts
Devour: Personal Protection. Wizard Adept 75
For each Health Point loss the model causes with Wizard Master 225
Close Combat Attacks against enemy units, roll a D6
at the end of the Initiative Step. For each rolled 4+,
the model gains +1 Health Point.
Evocation Witchcraft
When the model has 18 Health Points, all units
within 9″ immediately suffer 2D6 hits with Toxic Options pts
Attacks, and the model is removed as a casualty. If General, must take Greater Dominion 65
Dominion of Gluttony: Universal Rule. Manifestations of Father Chaos and Gluttony up to 150
The model must reroll natural to-wound rolls of ‘1’ If General up to 175
with its Melee Attacks.
d
Gigantic
Miser of Sugulag Height
Type Beast
630 pts single model 0–1 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
Miser of Sugulag 5 5 5 2 2
Model Rules Magic Options pts
Abyssal Armour: Armour Equipment. Wizard Adept 75
Follows the rules for Plate Armour. For each Veil Wizard Master 225
Token in the owner’s Veil Token pool, attacks against
the wearer suffer −1 Armour Penetration, up to a
maximum of −3.
Divination Evocation Thaumaturgy
Dominion of Greed: Universal Rule.
Options pts
The model gains +2 Defensive Skill while its unit is
in base contact with an enemy Scoring Unit. If General, must take Greater Dominion 35
Manifestations of Father Chaos and Greed up to 175
Half Off: Personal Protection. If General up to 200
If the model suffers a wound from an attack with
Multiple Wounds (X), reduce X by half, rounding frac-
tions up.
d
8
Gigantic
Courtesan of Cibaresh Height
Type Beast
550 pts single model 0–1 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
9
Standard
Omen of Savar Height
Type Beast
490 pts single model 0–3 Units/Army Base 50×50 mm
A mount marked with (Av) counts towards Aves. The mount and its rider also count towards Characters.
10
Standard
Sentinel of Nukuja Height
Type Beast
660 pts single model 0–3 Units/Army Base 50×100 mm
The unit also counts towards Aves when taking Strixian Spirit.
5 5 5 0 4+
Offensive Att Off Str AP Agi
11
Gigantic
Vanadra’s Scourge Height
Type Beast
710 pts single model 0–1 Units/Army Base 50×100 mm
Ground 8″ 16″ 9 Dominion of Wrath, Fearless, Fly (7″, 14″), Light Troops,
Fly 7″ 14″ Supernal
Defensive HP Def Res Arm Aeg
12
Character Mounts
Height Standard
Dark Pulpit Type Beast
Base 50×100 mm
Global Adv Mar Dis Model Rules
5″ 10″ C Tall
Defensive HP Def Res Arm Aeg
5 C C 1 C Cannot be Stomped
Offensive Att Off Str AP Agi
Height Standard
Pale Horse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
Height Standard
Burning Wheel Type Construct
Base 50×50 mm
The mount and its rider count towards Characters and Aves.
Global Adv Mar Dis Model Rules
13
Height Large
Great Beast of Prophecy Type Cavalry
Base 50×75 mm
The mount and its rider also count towards Aves when taking Fly.
7″ 14″ C Fear
Defensive HP Def Res Arm Aeg
C C 5 2 C
Offensive Att Off Str AP Agi
Height Large
Throne of Overwhelming Splendour Type Construct
0–1 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Aves.
Global Adv Mar Dis Model Rules
Ground 9″ 9″ C Fly (9″, 9″), Light Troops, Rising Star, Swiftstride, Tower-
Fly 9″ 9″ ing Presence
Defensive HP Def Res Arm Aeg
5 C C C 4+
Offensive Att Off Str AP Agi
14
Core (Min. 25%)
Standard
Imps Height
Type Beast
205 pts + 15 pts/extra model 10–25 models 0–40 Models/Army Base 25×25 mm
Global Adv Mar Dis Model Rules
- 3/model
- 20 Optional Model Rules
- Firestarter (X): Universal Rule.
(Champion only) 25 The Standard Bearer can cast the spell stated in
- 50 brackets as a Bound Spell with Power Level (5/8).
d
Standard
Succubi Height
Type Beast
205 pts + 20 pts/extra model 10–25 models Base 25×25 mm
Global Adv Mar Dis Model Rules
1 4 3 0 5+
Offensive Att Off Str AP Agi
15
Standard
Lemures Height
Type Beast
210 pts + 25 pts/extra model 10–25 models Base 25×25 mm
Global Adv Mar Dis Model Rules
1 3 5 0 5+ Parry
Offensive Att Off Str AP Agi
Lemure 1 3 3 0 2
Options pts Command Group Options pts
Manifestation (one choice only): Champion 20
- 1/model Musician 20
- 1/model Standard Bearer 20
- 2/model
- 2/model
- 3/model
d
Standard
Myrmidons Height
Type Beast
215 pts + 23 pts/extra model 10–30 models Base 25×25 mm
Global Adv Mar Dis Model Rules
1 4 3 0 5+
Offensive Att Off Str AP Agi
16
Special (No limit)
Standard
Eidolons Height
Type Beast
170 pts + 31 pts/extra model 5–10 models 0–18 Models/Army Base 25×25 mm
Global Adv Mar Dis Model Rules
Standard
Hellhounds Height
Type Beast
170 pts + 20 pts/extra model 5–15 models Base 25×50 mm
Global Adv Mar Dis Model Rules
1 3 4 0 5+
Offensive Att Off Str AP Agi
17
Large
Threshing Engine Height
Type Construct
155 pts single model 0–5 Units/Army Base 50×100 mm
Tiller (2) 2 4 3 3 3
Draft Beast (2) 1 3 3 0 3 Harnessed
Chassis 4 3 Impact Hits (2D3), Inanimate
Options pts Optional Model Rules
One choice only: Horde Thresher: Universal Rule.
Fly (9″, 9″) and Light Troops (0–2 Units/Army) 25 Changes to the model’s profile:
Horde Thresher (0–3 Units/Army) 80 • Its base size is changed to 100×100 mm.
Legion Thresher (0–2 Units/Army) 145 • Its Health Points are set to 6.
Manifestation (one choice only): • It gains 1 additional Tiller.
- 15 • It gains 1 additional Draft Beast.
- 15 • It gains Colossal Stature.
- 25 • The Chassis gains Impact Hits (3D3).
- 40 Legion Thresher: Universal Rule.
- 45 Changes to the model’s profile:
Command Group Options pts • Its base size is changed to 100×150 mm.
Standard Bearer 20 • Its Health Points are set to 8.
• It gains 2 additional Tillers.
• It gains 2 additional Draft Beasts.
• It gains Colossal Stature.
• The Chassis gains Impact Hits (4D3).
Colossal Stature: Universal Rule.
The model counts as Gigantic for the purpose of de-
termining the number of Full Ranks.
d
18
Large
Titanslayer Chariot Height
Type Construct
205 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
4 4 5 0 5+
Offensive Att Off Str AP Agi
Standard
Mageblight Gremlins Height
Type Beast
175 pts + 33 pts/extra model 2–4 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
19
Large
Clawed Fiends Height
Type Beast
270 pts + 100 pts/extra model 3–6 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 4 4 0 5+
Offensive Att Off Str AP Agi
Large
Hoarders Height
Type Beast
280 pts + 110 pts/extra model 3–6 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
4 5 5 0 5+
Offensive Att Off Str AP Agi
20
Standard
Sirens Height
Type Cavalry
195 pts + 25 pts/extra model 5–15 models 0–3 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
Siren 2 5 4 1 4
Symbiotic Steed 1 3 3 0 3 Harnessed
Model Rules Options pts
Elusive: Universal Rule. Manifestation (one choice only):
Units composed entirely of models with Elusive may - 1/model
declare a Flee Charge Reaction despite being Fear- - 1/model
less. - 5/model
- 6/model
- 9/model
Command Group Options pts
Champion 20
Musician 20
Standard Bearer 20
d
Large
Blazing Glory Height
Type Beast
290 pts single model 0–2 Units/Army Base 50×50 mm
5 ⋆ 5 0 5+
Offensive Att Off Str AP Agi
Blazing Glory 5 ⋆ 5 5 5
Model Rules Options pts
Falling Star: Universal Rule. Fly (8″, 16″) and Light Troops 60
The model’s Offensive Skill and Defensive Skill are Manifestation (one choice only):
set to twice the model’s current number of Health - 10
Points. - 10
The model counts as a Character for the purpose of - 15
Duels. When the model fights a Duel during a Round - 20
of Combat, it gains Stubborn until the end of the - 35
Round of Combat.
d
21
Large
Hope Harvester Height
Type Beast
285 pts single model 0–2 Units/Army Base 50×100 mm
Engine of Damnation is 0–1 Units/Army if the army includes any Gigantic Characters excluding Sentinel of Nukuja
with Strixian Spirit.
Global Adv Mar Dis Model Rules
5 4 5 3 5+
Offensive Att Off Str AP Agi
Large
Brazen Beasts Height
Type Cavalry
350 pts + 95 pts/extra model 3–6 models 0–3 Units/Army Base 50×75 mm
4 3 4 0 5+
Offensive Att Off Str AP Agi
22
Aves (Max. 35%)
Standard
Furies Height
Type Beast
165 pts + 10 pts/extra model 5–15 models 0–3 Units/Army Base 25×25 mm
Global Adv Mar Dis Model Rules
Large
Veil Serpents Height
Type Beast
245 pts + 50 pts/extra model 3–6 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 4 4 0 5+
Offensive Att Off Str AP Agi
Veil Serpent 3 4 4 0 4
Model Rules Wizard Conclave
Morphlings: Universal Rule. Must select 2 spells from:
During Spell Selection, each unit of Veil Serpents • Smite the Unbeliever (Thaumaturgy)
must choose a Manifestation from the list below and • Deceptive Glamour (Witchcraft)
apply the effects during the game. • Twisted Effigy (Witchcraft)
• Writhing Nightmares
-
• Spear of Infinity (Hereditary Spell)
• -
Champion 130
Optional Manifestation
Writhing Nightmares: Manifestation.
Enemy units in base contact with one or more models with Writhing Nightmares suffer −1 Discipline.
d
23
Large
Bloat Flies Height
Type Beast
300 pts + 100 pts/extra model 3–6 models 0–3 Units/Army Base 50×75 mm
Global Adv Mar Dis Model Rules
24
Quick Reference Sheet
Characters
Adv 5″ Mar 10″ Dis 8 Fearless, Light Troops, Supernal
Standard, Beast HP 3 Def 5 Res 4 Arm 0 Aeg 4+
Harbinger Att 3 Off 5 Str 5 AP 2 Agi 5
d
Adv 5″ Mar 10″ Dis 9 Dominion of Envy, Fear, Fearless, Light Troops, Protean Magic,
Supernal, Wizard Apprentice
Standard, Beast HP 4 Def 6 Res 5 Arm 0 Aeg 5+
Kuulima’s Deceiver Att 1 Off 6 Str 5 AP 2 Agi 5 Know Thyself, Poison Attacks
d
Adv 7″ Mar 14″ Dis 9 Dominion of Gluttony, Fearless, Supernal, Wizard Apprentice
Gigantic, Beast HP 9 Def 5 Res 5 Arm 0 Aeg Aegis (5+, against Magical Attacks), Devour, Fortitude (5+)
Maw of Akaan Att 6 Off 5 Str 6 AP 2 Agi 3
d
Adv 7″ Mar 14″ Dis 9 Dominion of Greed, Fearless, Supernal, Wizard Apprentice
Gigantic, Beast HP 6 Def 6 Res 7 Arm 0 Aeg 5+ Half Off, Abyssal Armour
Miser of Sugulag Att 5 Off 5 Str 5 AP 2 Agi 2
d
Adv 9″ Mar 18″ Dis 9 Avert your Gaze, Dominion of Lust, Fearless, Supernal, Wizard
Apprentice
Gigantic, Beast HP 6 Def 7 Res 5 Arm 0 Aeg 5+ Distracting, Hard Target (1)
Courtesan of Cibaresh Att 6 Off 7 Str 5 AP 4 Agi 7 Razor Tentacles
d
Adv 6″ Mar 18″ Dis 9 Divine Right, Dominion of Pride, Fear, Fearless, Supernal,
Wizard Apprentice
Standard, Beast HP 4 Def 7 Res 5 Arm 0 Aeg 6+ Aegis (4+, against Magical Attacks)
Omen of Savar Att D6+2 Off D6+5 Str 6 AP 3 Agi 6
d
Adv 2″ Mar 4″ Dis 9 Dominion of Sloth, Fear, Fearless, Omniscience, Supernal, Third
Eye, Wizard Master
Standard, Beast HP 5 Def 5 Res 5 Arm 0 Aeg 4+
Sentinel of Nukuja Att 1 Off 5 Str 5 AP 2 Agi 1 Crush Attack
d
Adv 8″ Mar 16″ Dis 9 Dominion of Wrath, Fearless, Fly (7″, 14″), Light Troops, Super-
nal
Gigantic, Beast HP 7 Def 4 Res 6 Arm 0 Aeg 5+ Aegis (4+, against Melee Attacks)
Vanadra’s Scourge Att 5 Off 7 Str 7 AP 4 Agi 0 Battle Focus, Devastating Charge (Distracting), Rage
d
Character Mounts
Adv 5″ Mar 10″ Dis C Tall
Standard, Beast HP 5 Def C Res C Arm 1 Aeg C Cannot be Stomped
Dark Pulpit Att 4 Off 4 Str 5 AP 0 Agi 1 Harnessed
d
Adv 9″ Mar 18″ Dis C Elusive, Feigned Flight, Strider, Vanguard
Standard, Cavalry HP C Def C Res C Arm C Aeg C Hard Target (1)
Pale Horse Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Adv 2″ Mar 4″ Dis C Fly (10″, 10″), Swiftstride, Tall, Vanguard
Standard, Construct HP 4 Def C Res C Arm 1 Aeg C Hard Target (1)
Burning Wheel Att 3 Off 4 Str 4 AP 0 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C Fear
Large, Cavalry HP C Def C Res 5 Arm 2 Aeg C
Great Beast Att 3 Off 5 Str 5 AP 2 Agi 2 Harnessed
d
Adv 9″ Mar 9″ Dis C Fly (9″, 9″), Light Troops, Rising Star, Swiftstride, Towering
Presence
Large, Construct HP 5 Def C Res C Arm C Aeg 4+
Writhing Majesties Att 4 Off 4 Str 4 AP 1 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Core
Adv 5″ Mar 10″ Dis 6 Fearless, Scoring, Supernal
Standard, Beast HP 1 Def 2 Res 3 Arm 0 Aeg 5+ Aegis (3+, against Shooting Attacks)
Imp Att 1 Off 2 Str 2 AP 0 Agi 3 Energy Bolts (4+)
d
25
Adv 5″ Mar 10″ Dis 7 Fearless, Scoring, Supernal
Standard, Beast HP 1 Def 4 Res 3 Arm 0 Aeg 5+
Succubus Att 3 Off 4 Str 3 AP 1 Agi 5 Talon Scythes
d
Adv 4″ Mar 8″ Dis 7 Fearless, Scoring, Supernal
Standard, Beast HP 1 Def 3 Res 5 Arm 0 Aeg 5+ Parry
Lemure Att 1 Off 3 Str 3 AP 0 Agi 2
d
Adv 5″ Mar 10″ Dis 8 Fearless, Scoring, Supernal
Standard, Beast HP 1 Def 4 Res 3 Arm 0 Aeg 5+
Myrmidon Att 1 Off 5 Str 5 AP 1 Agi 4 Devastating Charge (Battle Focus), Fight in Extra Rank
d
Special
Adv 5″ Mar 10″ Dis 7 Fearless, Light Troops, Skirmisher, Supernal, Wizard Conclave
Standard, Beast HP 1 Def 2 Res 4 Arm 0 Aeg 5+ Hard Target (1)
Eidolon Att 1 Off 2 Str 2 AP 0 Agi 3 Dark Fire (3+)
d
Adv 9″ Mar 18″ Dis 7 Fearless, Hellish Growl, Supernal
Standard, Beast HP 1 Def 3 Res 4 Arm 0 Aeg 5+
Hellhound Att 3 Off 5 Str 3 AP 0 Agi 4 Lethal Strike
d
Adv 10″ Mar 10″ Dis 7 Fearless, Supernal, Swiftstride
Large, Construct HP 4 Def 4 Res 4 Arm 0 Aeg 5+ Hard Target (1)
Tiller (2) Att 2 Off 4 Str 3 AP 3 Agi 3
Draft Beast (2) Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
Chassis Str 4 AP 3 Agi Impact Hits (2D3), Inanimate
d
Adv 7″ Mar 7″ Dis 8 Fearless, Mountain Breaker, Supernal, Swiftstride
Large, Construct HP 4 Def 4 Res 5 Arm 0 Aeg 5+
Myrmidon (2) Att 1 Off 5 Str 5 AP 1 Agi 4 Devastating Charge (Battle Focus)
Chthonic Machinator Att 3 Off 3 Str 6 AP 3 Agi 3 Harnessed
Chassis Str 7 AP 2 Agi Impact Hits (D3+1), Inanimate
d
Adv 5″ Mar 10″ Dis 6 Fearless, Light Troops, Skirmisher, Supernal, Veil Stalker
Standard, Beast HP 4 Def 3 Res 3 Arm 0 Aeg 5+ Hard Target (1)
Mageblight Gremlin Att 5 Off 3 Str 2 AP 0 Agi 2 Poison Attacks, Spell Craving
d
Adv 9″ Mar 18″ Dis 7 Fearless, Scoring, Supernal
Large, Beast HP 3 Def 4 Res 4 Arm 0 Aeg 5+
Clawed Fiend Att 3 Off 4 Str 4 AP 2 Agi 4 Smother
d
Adv 5″ Mar 10″ Dis 8 Fear, Fearless, Scoring, Strider, Supernal
Large, Beast HP 4 Def 5 Res 5 Arm 0 Aeg 5+
Hoarder Att 3 Off 3 Str 4 AP 0 Agi 2 Tightening Grasp
d
Adv 9″ Mar 18″ Dis 9 Elusive, Fearless, Feigned Flight, Light Troops, Strider, Supernal,
Vanguard
Standard, Cavalry HP 1 Def 5 Res 3 Arm 0 Aeg 5+ Hard Target (1)
Siren Att 2 Off 5 Str 4 AP 1 Agi 4
Symbiotic Steed Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Adv 8″ Mar 16″ Dis 8 Falling Star, Fear, Fearless, Supernal, Towering Presence
Large, Beast HP 5 Def ⋆ Res 5 Arm 0 Aeg 5+
Blazing Glory Att 5 Off ⋆ Str 5 AP 5 Agi 5
d
Adv 5″ Mar 10″ Dis 7 Fear, Fearless, Not a Leader, Supernal, War Platform
Large, Beast HP 5 Def 4 Res 5 Arm 3 Aeg 5+
Hope Harvester Att 4 Off 4 Str 6 AP 3 Agi 1 Aether Battery (3+)
d
Adv 7″ Mar 14″ Dis 8 Fear, Fearless, Scoring, Supernal
Large, Cavalry HP 4 Def 3 Res 4 Arm 0 Aeg 5+
Daredevil Att 1 Off 5 Str 3 AP 0 Agi 4 Battle Focus, Devastating Charge (+2 Att,+2 Str, +2 AP)
Beast Att 2 Off 4 Str 5 AP 2 Agi 2 Battle Focus, Harnessed, Impact Hits (2)
d
Aves
Adv 4″ Mar 8″ Dis 5 Fearless, Fly (10″, 20″), Light Troops, Skirmisher, Supernal
Standard, Beast HP 1 Def 3 Res 3 Arm 0 Aeg 6+ Hard Target (1)
Fury Att 1 Off 3 Str 4 AP 1 Agi 4 Devastating Charge (+1 Str)
d
26
Adv 2″ Mar 4″ Dis 7 Fearless, Fly (9″, 12″), Light Troops, Morphlings, Supernal,
Wizard Conclave
Large, Beast HP 3 Def 4 Res 4 Arm 0 Aeg 5+
Veil Serpent Att 3 Off 4 Str 4 AP 0 Agi 4
d
Adv 2″ Mar 4″ Dis 8 Fear, Fearless, Fly (6″, 14″), Light Troops, Supernal
Large, Beast HP 4 Def 2 Res 4 Arm 0 Aeg Aegis (5+, against Magical Attacks), Fortitude (5+)
Bloat Fly Att 2 Off 5 Str 6 AP 3 Agi 3 Acid Blood
d
Aim Table
Name Aim Shooting Model
Aether Battery 3+ Hope Harvester
Dark Fire 2+ Sentinel of Nukuja
3+ Harbinger of Father Chaos, Eidolon
Energy Bolts 4+ Imp
27
Empire of Sonnstahl
Army Book
2nd Edition, version 2020 – January 3, 2020
Parent Unit
A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support
Units as Insignificant.
Immediately after a Parent Unit passes a Charge Range roll against a non-Fleeing enemy unit in the Charge Phase,
before performing the Charge Move, any Support Units within 8″ of the Parent Unit may perform a Support Charge.
To do so, the Support Unit declares a Charge against the same enemy unit. Apply all of the usual rules for Charging
for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max. one Wheel, etc.),
with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge
Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee
Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful
Support Charge (following all normal restrictions), up to a maximum of +6.
2
Support Unit
A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as
Insignificant by Parent Units.
Support Units within 8″ of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the
third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the
same number of Full Ranks as a Parent Unit within 8″ for the purpose of being Steadfast.
During the opponent’s Charge Phase, Support Units may perform one of the following actions:
1. Immediately after a Parent Unit within 8″ voluntarily chooses a Charge Reaction, the Support Unit may Stand
and Shoot as if the enemy had declared a Charge against them in their current position (apply the normal rules
for the Stand and Shoot Charge Reaction).
2. Immediately after all enemy units have completed their Charge Moves, Support Units within 8″ of any Parent
Unit that was successfully Charged in this phase may Counter Charge. To do so, choose one enemy unit that
successfully Charged the Parent Unit and declare a Charge with the Support Unit. Apply all the usual rules for
Charging for this out-of-sequence Charge (such as Line of Sight, Front Arc, must roll for Charge Range, max.
one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of
both the Parent Unit and up to one Support Unit that performed a successful Counter Charge (following all
normal restrictions), up to a maximum of +6.
Armoury
Brace of Pistols – Shooting Weapon
Range 12″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Hereditary Spell
Liberal Magics
During Spell Selection, if a Wizard from Empire of Sonnstahl either selects the Hereditary Spell or gains it by any
other means, it must instead choose a single Path from the ones available to it other than its own chosen Path. The
Wizard gains the Learned Spell 1 from that Path.
3
Special Items
Weapon Enchantments Banner Enchantments
The Light of Sonnstahl 150 pts Banner of Unity 40 pts
Enchantment: Hand Weapon. Parent Units only.
Attacks made with this weapon wound automatically, Whenever the bearer’s unit is targeted by an Order,
always have Armour Penetration 10, and become an additional Order can be given (for free) to a single
Magical Attacks. Support Unit within 8″ of the bearer’s unit.
4
Army Organisation
Imperial Imperial
Characters Core Special Sunna’s Fury
Auxiliaries Armoury
Max. 40% Min. 25% No limit Max. 30%
Max. 35% Max. 20%
4″ 8″ 9 Orders
Defensive HP Def Res Arm
3 5 4 0 Plate Armour
Offensive Att Off Str AP Agi
Marshal 3 5 4 1 5
Options pts Mount Options pts
Battle Standard Bearer free Horse 55
One choice only: Pegasus 55
Great Tactician (0–1 Units/Army) 65 Great Griffon* (SF) 140
Imperial Prince (General only) 160 Dragon (Imperial Prince only) (SF) 440
Special Items up to 200 *Cannot be taken by a Battle Standard Bearer.
If Battle Standard Bearer up to 100
Optional Model Rules
Shield 10
Great Tactician: Universal Rule.
Pistol (2+) 5
The model may give two Orders per turn instead of
One choice only:
one.
Great Weapon 5
Halberd 5 Imperial Prince: Universal Rule.
Lance 5 The model part gains +1 Attack Value, is equipped
Paired Weapons 5 with a Hand Weapon enchanted with The Light of
Sonnstahl, and may only take up to 50 pts of Special
Items.
d
5
see mount
Knight Commander Height
Type Cavalry
180 pts single model Base see mount
Global Adv Mar Dis Model Rules
4″ 8″ 9 First Knight
Defensive HP Def Res Arm
3 6 4 0 Plate Armour
Offensive Att Off Str AP Agi
Knight Commander 4 6 4 1 6
Model Rules Options pts
First Knight: Universal Rule. Special Items up to 200
When the model is joined to a unit of Knightly Or- Shield 5
ders, the unit gains Fearless, and if the model is the One choice only:
General, the R&F models in the unit also gain Parent Great Weapon 5
Unit. Halberd 5
Lance 10
Cavalry Pick 30
Mount Options pts
Must take a mount:
Horse free
Young Griffon 40
d
Standard
Wizard Height
Type Infantry
125 pts single model Base 20×20 mm
A mount marked with (SF) counts towards Sunna’s Fury. The mount and its rider also count towards Charac-
ters.
Global Adv Mar Dis Model Rules
4″ 8″ 7 Wizard Apprentice
Defensive HP Def Res Arm
3 3 3 0
Offensive Att Off Str AP Agi
Wizard 1 3 3 0 3
Magic Options pts Options pts
Wizard Adept 75 Special Items up to 100
Wizard Master 225 If Wizard Master up to 200
Light Armour 5
Mount Options pts
Alchemy Cosmology Divination Pyromancy Horse 10
Pegasus 30
Great Griffon (SF) 85
Arcane Engine 185
d
6
Standard
Prelate Height
Type Infantry
160 pts single model Base 20×20 mm
A mount marked with (SF) counts towards Sunna’s Fury. The mount and its rider also count towards Charac-
ters.
Global Adv Mar Dis Model Rules
3 5 4 0 Heavy Armour
Offensive Att Off Str AP Agi
Standard
Artificer Height
Type Infantry
120 pts single model Base 20×20 mm
2 3 3 0 Light Armour
Offensive Att Off Str AP Agi
Artificer 1 3 3 0 3
Model Rules Options pts
Master Artificer: Universal Rule. Special Items up to 50
The Master Artificer may give the Order Ready! One choice only:
Aim! Fire! to a Parent Unit or Support Unit it has Handgun (3+) 5
joined. Long Rifle (3+) 10
Repeater Gun (4+) 10
Repeater Pistol (4+) 10
Mount Options pts
Horse 15
d
7
Standard
Inquisitor Height
Type Infantry
115 pts single model Base 20×20 mm
If taking Silver Shots, the unit also counts towards Imperial Auxiliaries.
3 5 4 0 Plate Armour
Offensive Att Off Str AP Agi
8
Character Mounts
Height Standard
Horse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
7″ 14″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Horse 1 3 3 0 3 Harnessed
Height Large
Pegasus Type Cavalry
Base 40×40 mm
Global Adv Mar Dis Model Rules
C C 4 C+1
Offensive Att Off Str AP Agi
Pegasus 2 4 4 1 4 Harnessed
Height Large
Young Griffon Type Cavalry
Base 50×75 mm
Global Adv Mar Dis Model Rules
7″ 14″ C Fear
Defensive HP Def Res Arm
C C C C+1
Offensive Att Off Str AP Agi
9
Height Large
Great Griffon Type Cavalry
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Sunna’s Fury.
Global Adv Mar Dis Model Rules
Ground 7″ 14″ C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Fly 8″ 16″
Defensive HP Def Res Arm
4 C 5 C
Offensive Att Off Str AP Agi
Height Gigantic
Dragon Type Beast
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Sunna’s Fury.
Global Adv Mar Dis Model Rules
6 5 6 4
Offensive Att Off Str AP Agi
Height Large
Altar of Battle Type Construct
0–1 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Sunna’s Fury.
Global Adv Mar Dis Model Rules
5 C 5 C Aegis (4+)
Offensive Att Off Str AP Agi
10
Height Large
Arcane Engine Type Construct
Base 50×100 mm
Global Adv Mar Dis Model Rules
5 C 5 C+2
Offensive Att Off Str AP Agi
Crew (2) 1 3 3 0 3
Horse (2) 1 3 3 0 3 Harnessed
Chassis 5 2 Impact Hits (D6), Inanimate
Options pts
Must choose (one choice only):
Foresight free
Arcane Shield 15
Optional Model Rules
Arcane Shield: Universal Rule.
Friendly units within 6″ of the model gain Distracting. The model can cast Perception of Strength (Cosmology)
as a Bound Spell with Power Level (4/8).
Foresight: Universal Rule.
Friendly units within 6″ of the model gain Lightning Reflexes. The model can cast Ice and Fire (Cosmology) as
a Bound Spell with Power Level (4/8).
d
11
Core (Min. 25%)
Standard
Heavy Infantry Height
Type Infantry
145 pts + 9 pts/extra model 20–50 models Base 20×20 mm
Global Adv Mar Dis Model Rules
Heavy Infantry 1 3 3 0 3
Options pts Command Group Options pts
One choice only: Champion 20
Halberd 1/model Musician 20
Spear 1/model Standard Bearer 20
Banner Enchantment no limit
*If starting size is 21 or more models.
†
If starting size is 20 models.
d
Standard
Light Infantry Height
Type Infantry
135 pts + 13 pts/extra model 10–20 models Base 20×20 mm
1 3 3 0
Offensive Att Off Str AP Agi
Light Infantry 1 3 3 0 3
Options pts Command Group Options pts
Must choose (one choice only): Champion 20
Crossbow (4+) free Replace Shooting Weapon with either:
Handgun (4+) free Repeater Gun (4+) 10
Long Rifle (3+) 20
Musician 20
Standard Bearer 20
Banner Enchantment no limit
d
12
Standard
State Militia Height
Type Infantry
135 pts + 8 pts/extra model 10–25 models 0–4 Units/Army Base 20×20 mm
1 3 3 0
Offensive Att Off Str AP Agi
Standard
Electoral Cavalry Height
Type Cavalry
155 pts + 25 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
7″ 14″ 8 Scoring
Defensive HP Def Res Arm
1 3 3 2 Plate Armour
Offensive Att Off Str AP Agi
Knight 1 3 3 0 3
Horse 1 3 3 0 3 Harnessed
Options pts Command Group Options pts
Knightly Orders (One of a Kind*) 8/model Champion 20
*Unless the army includes a Knight Commander. Musician 20
Shield 4/model Standard Bearer 20
One choice only: Banner Enchantment no limit
Cavalry Pick (Knightly Orders only) free Optional Model Rules
Great Weapon 2/model Knightly Orders: Universal Rule.
Lance 4/model The model gains +1 Defensive Skill, and the Knight
gains +1 Offensive Skill, +1 Strength, and +1 Armour
Penetration. Knightly Orders cannot take Great
Weapons.
d
13
Special (No limit)
Standard
Imperial Guard Height
Type Infantry
170 pts + 19 pts/extra model 15–40 models Base 20×20 mm
Global Adv Mar Dis Model Rules
1 4 3 0 Plate Armour
Offensive Att Off Str AP Agi
Imperial Guard 1 4 4 1 3
Options pts Command Group Options pts
Must choose (one choice only): Champion 20
Shield free Musician 20
Great Weapon 4/model Standard Bearer 20
Banner Enchantment no limit
d
Large
Knights of the Sun Griffon Height
Type Cavalry
290 pts + 83 pts/extra model 3–6 models 0–3 Units/Army Base 50×75 mm
Knight 1 4 4 1 4
Young Griffon 3 4 5 3 4 Harnessed
Options pts Command Group Options pts
The Knight must take (one choice only): Champion 20
Halberd free Musician 20
Lance 10/model Standard Bearer 20
Banner Enchantment no limit
d
14
Large
Arcane Engine Height
Type Construct
280 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
5 3 5 2
Offensive Att Off Str AP Agi
Crew (2) 1 3 3 0 3
Horse (2) 1 3 3 0 3 Harnessed
Chassis 5 2 Impact Hits (D6), Inanimate
Options pts
Must choose (one choice only):
Foresight free
Arcane Shield 15
Optional Model Rules
Arcane Shield: Universal Rule.
Friendly units within 6″ of the model gain Distracting. The model can cast Perception of Strength (Cosmology)
as a Bound Spell with Power Level (4/8).
Foresight: Universal Rule.
Friendly units within 6″ of the model gain Lightning Reflexes. The model can cast Ice and Fire (Cosmology) as
a Bound Spell with Power Level (4/8).
d
15
Imperial Auxiliaries (Max. 35%)
Standard
Imperial Rangers Height
Type Infantry
90 pts + 11 pts/extra model 5–10 models 0–4 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Standard
Reiters 0–3 Units/Army
Height
Type Cavalry
150 pts + 23 pts/extra model 5–10 models 0–20 Models/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
1 3 3 1 Light Armour
Offensive Att Off Str AP Agi
16
Imperial Armoury (Max. 20%)
Standard
Artillery Height
Type Construct
single model 0–4 Units/Army Base 60 mm round
Global Adv Mar Dis Model Rules
4″ 4″ 7 War Machine
Defensive HP Def Res Arm
5 1 4 0
Offensive Att Off Str AP Agi
17
Sunna’s Fury (Max. 30%)
Standard
Flagellants Height
Type Infantry
190 pts + 17 pts/extra model 15–30 models 0–3 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
1 1 4 0
Offensive Att Off Str AP Agi
Large
Steam Tank Height
Type Construct
475 pts single model 0–1 Units/Army Base 50×100 mm
The unit counts both towards Sunna’s Fury and Imperial Armoury.
Global Adv Mar Dis Model Rules
7 3 6 6
Offensive Att Off Str AP Agi
18
Quick Reference Sheet
Characters
Adv 4″ Mar 8″ Dis 9 Orders
Standard, Infantry HP 3 Def 5 Res 4 Arm 0 Plate Armour
Marshal Att 3 Off 5 Str 4 AP 1 Agi 5
d
Adv 4″ Mar 8″ Dis 9 First Knight
see mount, Cavalry HP 3 Def 6 Res 4 Arm 0 Plate Armour
Knight Commander Att 4 Off 6 Str 4 AP 1 Agi 6
d
Adv 4″ Mar 8″ Dis 7 Wizard Apprentice
Standard, Infantry HP 3 Def 3 Res 3 Arm 0
Wizard Att 1 Off 3 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 8 Blessings, Channel (1)
Standard, Infantry HP 3 Def 5 Res 4 Arm 0 Heavy Armour
Prelate Att 2 Off 5 Str 4 AP 1 Agi 4 Divine Attacks
d
Adv 4″ Mar 8″ Dis 7 Engineer (3+), Master Artificer
Standard, Infantry HP 2 Def 3 Res 3 Arm 0 Light Armour
Artificer Att 1 Off 3 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 8 Fearless, Not a Leader
Standard, Infantry HP 3 Def 5 Res 4 Arm 0 Plate Armour
Inquisitor Att 2 Off 5 Str 4 AP 1 Agi 4 Lethal Strike, Multiple Wounds (D3)
d
Character Mounts
Adv 7″ Mar 14″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Horse Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Adv 7″ Mar 14″ Dis C Fly (8″, 16″), Light Troops
Large, Cavalry HP C Def C Res 4 Arm C+1
Pegasus Att 2 Off 4 Str 4 AP 1 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C Fear
Large, Cavalry HP C Def C Res C Arm C+1
Young Griffon Att 3 Off 4 Str 5 AP 3 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Great Griffon Att 4 Off 5 Str 6 AP 3 Agi 5 Harnessed
d
Adv 6″ Mar 12″ Dis C Fly (7″, 14″), Light Troops
Gigantic, Beast HP 6 Def 5 Res 6 Arm 4
Dragon Att 5 Off 5 Str 6 AP 3 Agi 3 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed
d
Adv 8″ Mar 8″ Dis C Holy Relic, Stubborn, Swiftstride, Towering Presence
Large, Construct HP 5 Def C Res 5 Arm C Aegis (4+)
Horse (2) Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 8″ Mar 8″ Dis C Channel (1), Swiftstride, Towering Presence
Large, Construct HP 5 Def C Res 5 Arm C+2
Crew (2) Att 1 Off 3 Str 3 AP 0 Agi 3
Horse (2) Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Core
Adv 4″ Mar 8″ Dis 7 Parent Unit, Scoring, Support Unit
Standard, Infantry HP 1 Def 3 Res 3 Arm 0 Light Armour, Shield
Heavy Infantry Att 1 Off 3 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 7 Scoring, Support Unit
Standard, Infantry HP 1 Def 3 Res 3 Arm 0
Light Infantry Att 1 Off 3 Str 3 AP 0 Agi 3
d
19
Adv 4″ Mar 8″ Dis 6 Light Troops, Reserves
Standard, Infantry HP 1 Def 3 Res 3 Arm 0
State Militia Att 1 Off 3 Str 3 AP 0 Agi 3 Bow (4+), Paired Weapons, Pistol (4+)
d
Adv 7″ Mar 14″ Dis 8 Scoring
Standard, Cavalry HP 1 Def 3 Res 3 Arm 2 Plate Armour
Knight Att 1 Off 3 Str 3 AP 0 Agi 3
Horse Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Special
Adv 4″ Mar 8″ Dis 8 Bodyguard, Parent Unit, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Plate Armour
Imperial Guard Att 1 Off 4 Str 4 AP 1 Agi 3
d
Adv 7″ Mar 14″ Dis 8 Fear, Scoring
Large, Cavalry HP 3 Def 4 Res 4 Arm 1 Plate Armour, Shield
Knight Att 1 Off 4 Str 4 AP 1 Agi 4
Young Griffon Att 3 Off 4 Str 5 AP 3 Agi 4 Harnessed
d
Adv 8″ Mar 8″ Dis 7 Channel (1), Swiftstride, Towering Presence
Large, Construct HP 5 Def 3 Res 5 Arm 2
Crew (2) Att 1 Off 3 Str 3 AP 0 Agi 3
Horse (2) Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Imperial Auxiliaries
Adv 4″ Mar 8″ Dis 7 Frontiersmen, Light Troops, Scout, Skirmisher
Standard, Infantry HP 1 Def 3 Res 3 Arm 0 Hard Target (1)
Imperial Ranger Att 1 Off 3 Str 3 AP 0 Agi 3 Beast Hunters, Bow (4+)
d
Adv 8″ Mar 16″ Dis 7 Feigned Flight, Light Troops, Vanguard
Standard, Cavalry HP 1 Def 3 Res 3 Arm 1 Light Armour
Reiter Att 1 Off 3 Str 3 AP 0 Agi 3 Fire on Impact!
Horse Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Imperial Armoury
Adv 4″ Mar 4″ Dis 7 War Machine
Standard, Construct HP 5 Def 1 Res 4 Arm 0
Crew Att 3 Off 3 Str 3 AP 0 Agi 3 Move or Fire
d
Sunna’s Fury
Adv 4″ Mar 8″ Dis 6 Fanatical, Fearless, Frenzy, Unbreakable, Zealots
Standard, Infantry HP 1 Def 1 Res 4 Arm 0
Flagellant Att 1 Off 3 Str 3 AP 0 Agi 3 Battle Focus, Great Weapon
d
Adv 4D3″ Mar - Dis 7 Fear, Fearless, Random Movement (4D3″), Steam Powered, To-
wering Presence, Unbreakable
Large, Construct HP 7 Def 3 Res 6 Arm 6
Chassis Att - Off - Str 5 AP 2 Agi 3 Breath Attack (Str 2, AP 3), Grind Attacks (3D3), Steam Cannon
(3+)
Steel Ram Str 7 AP 4 Agi Impact Hits (2D3), Inanimate
d
20
Artillery and Shooting Weapons
Name Artillery Range Str AP Shots Rules
Brace of Pistols - 12″ 4 2 2 Quick to Fire
Multiple Wounds (2, against Standard),
Long Rifle - 48″ 5 3 1
Unwieldy
Repeater Gun - 24″ 4 2 3 Unwieldy
Quick to Fire, +1 Shots with Pistol or
Repeater Pistol - 12″ 4 2 3
Brace of Pistols
Area Attack (1×5)
Cannon (1) Cannon 72″ 4 [10] 0 [10] 1 [Multiple Wounds (D3+1, Clipped
Wings)]
Cannon (2) Volley Gun 12″ 4 4 2D6 -
Mortar Catapult (6×6) 12–48″ 3 [6] 1 [4] 1 [Multiple Wounds (D3)]
Imperial Rocketeer Catapult (1×1) 15–48″ 5 3 3 [Multiple Wounds (D3)]
Area Attack (1×5)
Steam Cannon Cannon 36″ 3 [7] 0 [6] 1
[Multiple Wounds (D3, Clipped Wings)]
Volley Gun Volley Gun 24″ 5 3 3D6×2 -
Aim Table
Name Aim Shooting Model
Bow 4+ Imperial Ranger, State Militia
Brace of Pistols 3+ Inquisitor
4+ Reiters
Crossbow 2+ Inquisitor
4+ Light Infantry
Handgun 3+ Artificer
4+ Light Infantry
Long Rifle 3+ Artificer, Light Infantry (Champion)
Pistol 2+ Marshal
3+ Reiters
4+ State Militia
Repeater Gun 4+ Artificer, Reiters, Light Infantry (Champion)
Repeater Pistol 3+ Inquisitor
4+ Artificer, Reiters (Champion)
Cannon (1) and (2) 4+ Artillery
Mortar 4+ Artillery
Imperial Rocketeer 4+ Artillery
Volley Gun 4+ Artillery
Steam Cannon 3+ Steam Tank d
21
Highborn Elves
Army Book
2nd Edition, version 2020 – December 26, 2019
Master of Spellcrafting
The Wizard’s spells have their Casting Value reduced by 1. When performing a Casting Attempt with a single Magic
Dice, a natural roll of ‘1’ or ‘2’ is always a failed Casting Attempt, regardless of any modifiers.
Valiant
The model is immune to the effects of Fear. If more than half of a unit’s models have Valiant, the unit automatically
passes Panic Tests caused by Terror.
Attack Attributes
Fae Miasma – Close Combat, Shooting
This Attack Attribute can only be used with Longbows and Paired Weapons.
When a unit is hit by attacks with Fae Miasma, it must take a Resilience Test for each hit, using the Resilience that
the largest proportion of models in the unit has. Use the higher value in case of a tie. If one or more Resilience Tests
are failed, all models in the unit are affected by Fae Miasma until the start of the Active Player’s next Player Turn. A
model that is affected by one or more instances of Fae Miasma suffers a −1 to-hit modifier (both for Shooting Attacks
and Close Combat Attacks).
Armoury
Dragonforged Armour – Armour Equipment
Follows the rules for Heavy Armour (can be enchanted as if it was Heavy Armour). In addition, the wearer gains
Aegis (2+, against Flaming Attacks) and Aegis (6+), and automatically fails all Fortitude Saves.
2
Hereditary Spell
Casting Value Range Type Duration Effect
Honours
Honours for High Princes and Commanders
The bearer’s Mount Options are replaced with Additional Options pts
On foot only High Prince must gain
2 additional Learned Spells 70
d
3
Fleet Officer 50 pts
The bearer gains Cover Volley (see Core unit), Steady Aim, and +2 to-hit when using a Sky
Reaper. An army with one or more Fleet Officers may add +1 to the roll for choosing Deployment Zones.
Panic Tests of models with Martial Discipline within the model’s range of Commanding Presence or
Rally Around the Flag (if applicable) are subject to Minimised Roll.
The bearer’s Mount Options are replaced with pts A mount marked with (AA) counts towards An-
Giant Eagle 50 cient Allies. The mount and its rider also count
Griffon (AA) 185 towards Characters.
Sky Sloop (NO) 260 A mount marked with (NO) counts towards Naval
Ordnance. The mount and its rider also count
towards Characters.
d
4
Honours for Mages
The bearer’s Mount Options are replaced with pts Additional Options pts
Young Dragon (AA) 300 Shield 5
Dragon (AA) (Wizard Master only) 480 Heavy Armour 15
A mount marked with (AA) counts towards An- Dragonforged Armour 30
cient Allies. The mount and its rider also count Paired Weapons 5
towards Characters.
d
5
Special Items
Weapon Enchantments Veil before converting Veil Tokens into Magic Dice, re-
move one Veil Token from the opponent’s Veil Token
Sliver of the Blazing Dawn 105 pts pool and add one Veil Token to your Veil Token pool.
Enchantment: Spear.
Attacks made with this weapon gain +1 Strength, +2 Navigator’s Banner 75 pts
Armour Penetration, and become Magical Attacks. R&F models in the bearer’s unit gain Distracting in
Each successful to-hit roll with this weapon causes the First Round of Combat against attacks from ene-
two hits instead of one. mies Engaged in the bearer’s unit’s Front Facing.
6
Army Organisation
3 7 3 0 Light Armour
Offensive Att Off Str AP Agi
7
Standard
Commander Height
Type Infantry
135 pts single model Base 20×20 mm
A mount marked with (AA) counts towards Ancient Allies. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
3 6 3 0 Light Armour
Offensive Att Off Str AP Agi
Standard
Mage Height
Type Infantry
225 pts single model Base 20×20 mm
A mount marked with (AA) counts towards Ancient Allies. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
3 4 3 0
Offensive Att Off Str AP Agi
8
Character Mounts
Height Standard
Elven Horse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
9″ 18″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Height Large
Giant Eagle Type Cavalry
Base 50×50 mm
Global Adv Mar Dis Model Rules
C C 4 C+1
Offensive Att Off Str AP Agi
Height Large
Griffon Type Cavalry
Base 50×50 mm
The mount and its rider count towards Characters. The mount also counts towards Ancient Allies.
Global Adv Mar Dis Model Rules
Ground 6″ 12″ C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Fly 8″ 16″
Defensive HP Def Res Arm
4 C 5 C
Offensive Att Off Str AP Agi
9
Height Large
Young Dragon Type Cavalry
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Ancient Allies.
Global Adv Mar Dis Model Rules
Ground 6″ 12″ C Fear, Fly (7″, 14″), Light Troops, Towering Presence
Fly 7″ 14″
Defensive HP Def Res Arm
4 C 5 C+1
Offensive Att Off Str AP Agi
Height Gigantic
Dragon Type Beast
0–1 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Ancient Allies. Dragon and
Ancient Dragon share the same 0–X Mounts/Army limitation.
Global Adv Mar Dis Model Rules
6 5 6 4
Offensive Att Off Str AP Agi
Height Gigantic
Ancient Dragon 0–1 Mounts/Army Type Beast
One of a Kind Base 100×150 mm
The mount and its rider count towards Characters. The mount also counts towards Ancient Allies. Dragon and
Ancient Dragon share the same 0–X Mounts/Army limitation.
Global Adv Mar Dis Model Rules
8 6 6 4
Offensive Att Off Str AP Agi
10
Height Large
Reaver Chariot Type Construct
Base 50×100 mm
Global Adv Mar Dis Model Rules
3 C 4 C+2
Offensive Att Off Str AP Agi
Height Large
Lion Chariot Type Construct
Base 50×100 mm
8″ 8″ C Swiftstride
Defensive HP Def Res Arm
4 C 4 C+2
Offensive Att Off Str AP Agi
Height Large
Sky Sloop Type Construct
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Naval Ordnance.
Global Adv Mar Dis Model Rules
11
Core (Min. 25%)
Standard
Citizen Spears Height
Type Infantry
240 pts + 14 pts/extra model 20–50 models Base 20×20 mm
Global Adv Mar Dis Model Rules
Standard
Highborn Lancers Height
Type Cavalry
215 pts + 35 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
Standard
Citizen Archers Height
Type Infantry
165 pts + 16 pts/extra model 10–30 models Base 20×20 mm
1 4 3 0 Light Armour
Offensive Att Off Str AP Agi
12
Standard
Elein Reavers Height
Type Cavalry
180 pts + 19 pts/extra model 5–10 models 0–4 Units/Army Base 25×50 mm
1 4 3 1 Light Armour
Offensive Att Off Str AP Agi
13
Standard
Sea Guard Height
Type Infantry
275 pts + 22 pts/extra model 15–30 models Base 20×20 mm
Sea Guard 1 4 3 0 5 Cover Volley, Lightning Reflexes, Steady Aim, Bow (3+),
Spear
Model Rules
Cover Volley: Attack Attribute – Shooting.
When an enemy unit declares a Charge against a unit with Martial Discipline, a single friendly unit containing
one or more models with Cover Volley may immediately perform a Stand and Shoot Charge Reaction with the
following conditions and restrictions:
• The distance between the Charger and the Charged unit must be greater than the Charger’s Advance Rate
(using the lowest value among the Charging models if there is more than one).
• The unit with Cover Volley is within 12″ of the Charged unit.
• Only models with Cover Volley may shoot.
• The unit must use Stand and Shoot before the Charged unit declares its Charge Reaction. If the Charge is
no longer possible after the unit’s Stand and Shoot (e.g. due to the Charging unit being destroyed or failing
a Panic Test), the Charged unit does not declare any Charge Reaction.
• The Stand and Shoot Charge Reaction is performed as if the enemy had declared the Charge against the
unit with Cover Volley in their current position (apply the normal rules for the Stand and Shoot Charge
Reaction, i.e. the Charging unit must be Located in the Front Arc of the unit with Cover Volley, the unit with
Cover Volley cannot be Shaken or Fleeing, etc.).
Steady Aim: Attack Attribute – Shooting.
The model can shoot from the third rank (in addition to the first and second) and it does not suffer to-hit
penalties for Stand and Shoot Charge Reactions.
Command Group Options pts Command Group Options pts
Champion 20 Standard Bearer 20
Musician 20 Banner Enchantment no limit
d
14
Special (No limit)
Standard
Sword Masters Height
Type Infantry
125 pts + 21 pts/extra model 5–30 models 0–4 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
1 6 3 0 Heavy Armour
Offensive Att Off Str AP Agi
Standard
Lion Guard Height
Type Infantry
215 pts + 28 pts/extra model 10–30 models 0–5 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
15
Standard
Flame Wardens Height
Type Infantry
320 pts + 27 pts/extra model 15–25 models 0–5 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Standard
Knights of Ryma Height
Type Cavalry
340 pts + 45 pts/extra model 5–12 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
Large
Reaver Chariots Height
Type Construct
110 pts + 95 pts/extra model 1–4 models 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
3 4 4 2
Offensive Att Off Str AP Agi
16
Large
Lion Chariot Height
Type Construct
205 pts single model 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
4 5 4 2 Heavy Armour
Offensive Att Off Str AP Agi
Large
Giant Eagles Height
Type Beast
100 pts + 30 pts/extra model 1–5 models 0–2 Units/Army Base 50×50 mm
Global Adv Mar Dis Model Rules
3 5 4 0
Offensive Att Off Str AP Agi
Giant Eagle 2 5 4 1 4
17
Queen’s Bows (Max. 30%)
Standard
Queen’s Guard 0–3 Units/Army
Height
Type Infantry
135 pts + 28 pts/extra model 5–20 models 0–20 Models/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
1 5 3 0 Light Armour
Offensive Att Off Str AP Agi
Standard
Grey Watchers Height
Type Infantry
135 pts + 21 pts/extra model 5–10 models 0–2 Units/Army Base 20×20 mm
18
Naval Ordnance (Max. 15%)
Standard
Sea Guard Reaper Height
Type Construct
180 pts single model 0–3 Units/Army Base 60 mm round
Global Adv Mar Dis Model Rules
4 1 4 0 Light Armour
Offensive Att Off Str AP Agi
Large
Sky Sloop Height
Type Construct
250 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
19
Ancient Allies (Max. 20%)
Gigantic
Phoenix Height
Type Beast
320 pts single model 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
5 5 5 3
Offensive Att Off Str AP Agi
Phoenix 4 5 5 2 4
Model Rules
Rebirth: Universal Rule.
The first time a Phoenix loses its last Health Point, the owner must roll a D6. The roll is successful on a roll of
5+ (or 3+ if the model has Warden’s Bond):
• Remove the model as a casualty as usual, but place a marker on the centre of the model’s final position.
• In the next Player Turn, at the start of step 3 of the Movement Phase Sequence (after Rallying Fleeing units),
the Phoenix model is placed back on the Battlefield. The centre of the model must be placed within 3″ of
the marker and the model must be placed more than 1″ away from other units and Impassable Terrain,
facing any direction.
• If the model cannot be placed following these rules, it cannot return for the rest of the game.
• The returned model is the same model that left the game, including any and all ongoing effects (such as
spells affecting the model), with the exception that it always returns with only 1 Health Point left and
counts as Rallied in case it was Fleeing when it lost its last Health Point (and thus is Shaken until the end
of the Player Turn).
• The model does not grant Victory Point for being Destroyed if it still has Health Points left at the end of the
game.
If the roll fails, follow the normal rules (i.e. the model is removed as a casualty).
Options pts Options pts
Must choose (one choice only): Warden’s Bond 60
Frost Phoenix free
Fire Phoenix 60
Optional Model Rules
Fire Phoenix: Universal Rule.
The model gains Aegis (2+, against Flaming Attacks), Flaming Attacks, and Grind Attacks (D6).
The model may perform a Sweeping Attack. The enemy unit suffers D6 hits and an additional D3 hits for each
rank after the first.
The Grind Attacks and Sweeping Attacks are resolved with Strength 4, Armour Penetration 1, and Flaming
Attacks.
Frost Phoenix: Universal Rule.
The model gains Aegis (5+), Fearless, and Supernal. Enemy units in base contact with one or more Frost
Phoenixes suffer −2 Agility, −2 Offensive Skill, and −2 Defensive Skill.
Warden’s Bond: Universal Rule.
The model gains +1 Discipline, Martial Discipline, and passes its Rebirth roll on 3+ instead of 5+. The Phoenix
model part gains Harnessed. The model gains an additional model part:
Offensive Att Off Str AP Agi Model Rules
20
Quick Reference Sheet
Characters
Adv 5″ Mar 10″ Dis 10 Martial Discipline
Standard, Infantry HP 3 Def 7 Res 3 Arm 0 Light Armour
High Prince Att 4 Off 7 Str 4 AP 1 Agi 8 Lightning Reflexes
d
Adv 5″ Mar 10″ Dis 9 Martial Discipline
Standard, Infantry HP 3 Def 6 Res 3 Arm 0 Light Armour
Commander Att 3 Off 6 Str 4 AP 1 Agi 7 Lightning Reflexes
d
Adv 5″ Mar 10″ Dis 9 Martial Discipline, Master of Spellcrafting, Wizard Adept
Standard, Infantry HP 3 Def 4 Res 3 Arm 0
Mage Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes
d
Character Mounts
Adv 9″ Mar 18″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Elven Horse Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv 2″ Mar 4″ Dis C Fly (9″, 18″), Light Troops
Large, Cavalry HP C Def C Res 4 Arm C+1
Giant Eagle Att 2 Off 5 Str 4 AP 1 Agi 4 Harnessed
d
Adv 6″ Mar 12″ Dis C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Griffon Att 4 Off 5 Str 5 AP 3 Agi 5 Devastating Charge (+1 Att, +1 Str, +1 AP), Harnessed, Lightning
Reflexes
d
Adv 6″ Mar 12″ Dis C Fear, Fly (7″, 14″), Light Troops, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C+1
Young Dragon Att 4 Off 5 Str 5 AP 2 Agi 3 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed, Stomp
Attacks (D3)
d
Adv 6″ Mar 12″ Dis C Fly (7″, 14″), Light Troops
Gigantic, Beast HP 6 Def 5 Res 6 Arm 4
Dragon Att 5 Off 5 Str 6 AP 3 Agi 3 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed
d
Adv 6″ Mar 12″ Dis C Fly (7″, 16″), Light Troops
Gigantic, Beast HP 8 Def 6 Res 6 Arm 4
Ancient Dragon Att 6 Off 6 Str 7 AP 4 Agi 3 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed
d
Adv 9″ Mar 14″ Dis C Light Troops, Swiftstride
Large, Construct HP 3 Def C Res 4 Arm C+2
Crew (2) Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Light Lance, Longbow (3+)
Elven Horse (2) Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 8″ Mar 8″ Dis C Swiftstride
Large, Construct HP 4 Def C Res 4 Arm C+2
Crew Att 1 Off 5 Str 4 AP 1 Agi 5 Lightning Reflexes, Multiple Wounds (2, against Large and
Beasts, Large and Cavalry, Gigantic), Great Weapon
Lion (2) Att 2 Off 5 Str 5 AP 2 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 2″ Mar 2″ Dis C Fly (9″, 9″), Light Troops, Swiftstride
Large, Construct HP 4 Def C Res 4 Arm C+1 Hard Target (1)
Crew (2) Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Light Lance
Hawk Att 2 Off 4 Str 4 AP 1 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate, Sky Reaper (3+)
d
Core
Adv 5″ Mar 10″ Dis 8 Martial Discipline, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Light Armour, Shield
Citizen Spear Att 1 Off 4 Str 3 AP 0 Agi 5 Fight in Extra Rank, Lightning Reflexes, Spear
d
21
Adv 9″ Mar 18″ Dis 8 Martial Discipline, Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 2 Heavy Armour, Shield
Highborn Lancer Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Lance
Elven Horse Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv 5″ Mar 10″ Dis 8 Martial Discipline, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Light Armour
Citizen Archer Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Longbow (3+)
d
Adv 9″ Mar 18″ Dis 8 Feigned Flight, Light Troops, Martial Discipline, Vanguard
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Light Armour
Elein Reaver Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Light Lance
Elven Horse Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv 5″ Mar 10″ Dis 8 Martial Discipline, Scoring
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Light Armour, Shield
Sea Guard Att 1 Off 4 Str 3 AP 0 Agi 5 Cover Volley, Lightning Reflexes, Steady Aim, Bow (3+), Spear
d
Special
Adv 5″ Mar 10″ Dis 8 Martial Discipline, Scoring
Standard, Infantry HP 1 Def 6 Res 3 Arm 0 Heavy Armour
Sword Master Att 2 Off 6 Str 3 AP 0 Agi 6 Lightning Reflexes, Sword Sworn, Great Weapon
d
Adv 5″ Mar 10″ Dis 8 Bodyguard (High Prince that is the General), Martial Discipline,
Scoring, Strider (Forest), Valiant
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Heavy Armour, Lion’s Fur
Lion Guard Att 1 Off 5 Str 4 AP 1 Agi 5 Lightning Reflexes, Multiple Wounds (2, against Large and
Beasts, Large and Cavalry, Gigantic), Great Weapon
d
Adv 5″ Mar 10″ Dis 9 Fearless, Martial Discipline, Scoring
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Aegis (4+), Heavy Armour
Flame Warden Att 1 Off 5 Str 3 AP 0 Agi 6 Fight in Extra Rank, Lightning Reflexes, Halberd
d
Adv 9″ Mar 18″ Dis 9 Martial Discipline, Scoring
Standard, Cavalry HP 1 Def 5 Res 3 Arm 2 Dragonforged Armour, Shield
Knight of Ryma Att 1 Off 5 Str 4 AP 1 Agi 6 Devastating Charge (+1 Att), Lightning Reflexes, Lance
Elven Horse Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv 9″ Mar 14″ Dis 8 Light Troops, Martial Discipline, Swiftstride
Large, Construct HP 3 Def 4 Res 4 Arm 2
Crew (2) Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Light Lance, Longbow (3+)
Elven Horse (2) Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 8″ Mar 8″ Dis 8 Martial Discipline, Swiftstride, Valiant
Large, Construct HP 4 Def 5 Res 4 Arm 2 Heavy Armour
Crew (2) Att 1 Off 5 Str 4 AP 1 Agi 5 Lightning Reflexes, Multiple Wounds (2, against Large and
Beasts, Large and Cavalry, Gigantic), Great Weapon
Lion (2) Att 2 Off 5 Str 5 AP 2 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 2″ Mar 4″ Dis 8 Fly (9″, 18″), Light Troops
Large, Beast HP 3 Def 5 Res 4 Arm 0
Giant Eagle Att 2 Off 5 Str 4 AP 1 Agi 4
d
Queen’s Bows
Adv 5″ Mar 10″ Dis 8 Martial Discipline, Scoring
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Light Armour
Queen’s Guard Att 1 Off 5 Str 3 AP 0 Agi 5 Lightning Reflexes, Moonlight Arrows, Longbow (2+)
d
Adv 5″ Mar 10″ Dis 8 Light Troops, Martial Discipline, Skirmisher
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Hard Target (1), Light Armour
Grey Watcher Att 1 Off 4 Str 3 AP 0 Agi 5 Accurate, Fae Miasma, Lightning Reflexes, Longbow (2+)
d
Naval Ordnance
Adv 5″ Mar 5″ Dis 8 Martial Discipline, War Machine
Standard, Construct HP 4 Def 1 Res 4 Arm 0 Light Armour
Crew Att 2 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Move or Fire, Elven Bolt Thrower (3+)
d
22
Adv 2″ Mar 2″ Dis 8 Fly (9″, 9″), Light Troops, Martial Discipline, Swiftstride
Large, Construct HP 4 Def 4 Res 4 Arm 1 Hard Target (1), Light Armour
Crew (2) Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Light Lance
Hawk Att 2 Off 4 Str 4 AP 1 Agi 4 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate, Sky Reaper (3+)
d
Ancient Allies
Adv 2″ Mar 4″ Dis 8 Fly (9″, 18″), Light Troops, Rebirth
Gigantic, Beast HP 5 Def 5 Res 5 Arm 3
Phoenix Att 4 Off 5 Str 5 AP 2 Agi 4
d
Aim Table
Name Aim Shooting Model
Longbow / Elu’s Heartwood 0+ High Prince
1+ Commander
Longbow 2+ Queen’s Guard, Grey Watcher
3+ Reaver Chariot, Citizen Archer
Bow 3+ Sea Guard, Elein Reaver
Elven Bolt Thrower (1) and (2) 3+ Elven Bolt Thrower
Sky Reaper 1+ Fleet Officer
3+ Sky Sloop d
23
Infernal Dwarves
Army Book
2nd Edition, version 2020 - December 26, 2019
Attack Attributes
Daemonic Infusion: Close Combat and Shooting.
The model part gains Magical Attacks, and any Panic Tests it causes to enemy units through 25% casualties suffer -1
Discipline.
Special Attacks
Volcanic Embrace
The model part gains Magical Attacks. All Melee Attacks (including Special Attacks) made by model parts with
Volcanic Embrace become Flaming Attacks. In addition, at Initiative Step 0, all enemy models in base contact with
one or more model parts with Volcanic Embrace suffer a hit with Strength 4, Armour Penetration 0, and Flaming
Attacks. Models with Volcanic Embrace automatically fail all Fortitude Saves.
Armour Equipment
Infernal Armour
Follows the rules for Plate Armour (may be enchanted as if it was Plate Armour).
The wearer gains Aegis (5+, against Flaming Attacks).
Weapons
Infernal Weapon: Close Combat Weapon.
Follows the rules for Hand Weapons. In addition, attacks made with this weapon gain +1 Strength, +1 Armour
Penetration, and become Magical Attacks.
This weapon cannot be enchanted with Weapon Enchantments unless specifically stated otherwise.
H Haze of Magnesia The target gains Flammable. At the end of a phase, if a unit containing
one or more models affected by Haze of Magnesia has suffered at least
one hit with Flaming Attacks the unit will suffer an additional D3+1
hits with Strength 4, Armour Penetration 0, and Flaming Attacks.
These hits are considered ranged Special Attacks. The spell then ends.
5+ 24” Hex Permanent
A Character leaving a unit affected by the spell no longer is affected by
the spell, unless the Character was a single model unit that was the
initial target of the spell.
Special Items
Weapon Enchantments Mask of the Furnace (65 pts) - Cannot be taken by
Onyx Core (125 pts) models with Towering Presence.
Hand Weapon enchantment. The bearer gains +1 Armour and Breath Attack (Toxic
Attacks made with this weapon become Magical Attacks Attacks).
and gain +2 Strength, +2 Armour Penetration, and
Bullhorn of Nezibkesh (60 pts)
Multiple Wounds (D3, against Flammable).
The range of the bearer's Engineer Universal Rule (if it
Burning Steel (55 pts) has it) is extended to 12". When a War Machine is
Hand Weapon enchantment. selected by the bearer's Engineer Universal Rule, its
The wielder gains +1 Attack Value. Attacks made with Shooting Weapons gain +1 Armour Penetration for the
this weapon become Flaming Attacks and Magical duration of this phase.
Attacks, their Armour Penetration is set to 10, and they
Heat Haze (40 pts)
always wound on a roll equal to or greater than “7
The bearer gains Aegis (4+, against Shooting Attacks)
minus the target's Armour”. A natural '6' always wounds
and its unit gains Hard Target (1). The effects last until
and a natural '1' always fails to wound.
the end of the Player Turn in which the bearer's unit
Armour Enchantments suffers the first Health Point loss.
Steel Skin (80 pts) - Cannot be taken by models with
Towering Presence. Besheluk’s Mechanism (45 pts) - Wizards only.
Suit of Armour enchantment. Dominant.
The wearer gains +3 Armour. Attacks against the The bearer can cast a Bound Spell with Power Level
wearer’s model with Lethal Strike and/or Poison Attacks (4/8), Range 24", Type Augment, Duration Instant.
lose these Attack Attributes. The target Raises a number of Health Points as given
below (units not on the list are unaffected by the spell):
Secrets of Mithril (60 pts) ● Disciples of Lugar: 4 Health Points.
Shield enchantment. ● Kadim Incarnates: 2 Health Points.
The bearer gains Aegis (4+, against Armour Penetration ● Kadim Titan: 1 Health Point.
3 or more) while using this Shield.
Gauntlets of Madzhab (25 pts)
Kadim Bindings (65 pts)
The bearer gains +1 Strength and +1 Armour
Shield enchantment.
Penetration. Each of its Close Combat Attacks with a
While using this Shield, the bearer gains Aegis (5+),
natural to-hit roll of '1' is distributed onto its own unit
Aegis (2+, against Flaming Attacks), and Volcanic
(the attacker distributes the hits). These attacks can
Embrace.
never be distributed onto the bearer itself, unless the
Artefacts bearer is mounted and not part of a Combined Unit.
Ring of Desiccation (70 pts) - Models on foot only.
Enemy units in base contact with the bearer gain Banner Enchantments
Flammable. Icon of the Inferno (115 pts) - Cannot be taken by units
that count towards Core.
Tablet of Ashuruk (70 pts) - Wizards only. When a non-Attribute non-Bound Spell is successfully
In the opponent's Magic Phase, during Siphon the Veil, cast by a friendly Wizard within 12" of the bearer (and
before converting Veil Tokens into Magic Dice, remove after the corresponding Path Attribute Spell has been
one Veil Token from the opponent’s Veil Token pool and resolved if applicable), the bearer may automatically
add one Veil Token to your Veil Token pool. cast the Blaze Attribute Spell from Pyromancy, which
Lugar's Dice (70 pts) cannot be dispelled. This does not make the model a
The bearer must reroll natural to-hit and to-wound rolls Wizard.
of '1' with its Close Combat Attacks. Unless mounted on a
Banner of Shamut (50 pts)
Gigantic mount, natural to-hit and to-wound rolls of '6'
0-3 per Army.
with Close Combat Attacks against the bearer’s model
A unit containing one or more Banners of Shamut gains
must be rerolled.
+1 Offensive Skill and adds +1 to its side’s Combat Score.
Bound and
Characters Core Special Hail of the Gods Barrage
Binders
Max. 40% Min. 25% No limit Max. 30% Max. 20%
Max. 35%
3 7 5 0 Infernal Armour
Overlord 4 7 4 1 4
3” 9” 9 Chosen of Ashuruk
3 6 5 0 Infernal Armour
Vizier 3 6 4 1 3
Options: pts
May be the Battle Standard Bearer 50
May take Special Items up to 150
May take a Shield 5
May take a Blunderbuss (3+) 5
May take a weapon (one choice only):
Flintlock Axe (3+) 5
Great Weapon 5
Infernal Weapon 25
May take a Bull of Shamut* 220
*Bulls of Shamut and their riders count towards Characters.
These mounts also count towards Bound and Binders.
Height: Standard
Chosen of Lugar 215 pts 0-1 per Army Type: Infantry
single model Base: 20×20 mm
3” 9” 9 Chosen of Ashuruk
3 4 5 0 Infernal Armour
Prophet 2 4 4 1 2
4 5 5 1 Infernal Armour
Options: pts
May be the Battle Standard Bearer 50
May take Special Items up to 150
May take a Shield 10
May take a Close Combat Weapon (one choice only):
Paired Weapons 5
Great Weapon 15
Infernal Weapon 35
Height: Standard
Hobgoblin Chieftain 70 pts 0-5 Units per
Type: Infantry
single model Army
Base: 20×20 mm
4” 8” 7 Not a Leader
2 4 4 0
This mount and its rider count This mount and its rider count
towards Characters. This mount also towards Characters. This mount also
Large, Cavalry Large, Cavalry
counts towards Bound and Binders. 50×50 mm
counts towards Bound and Binders. 50×50 mm
Global Adv Mar Dis Model Rules Global Adv Mar Dis Model Rules
Fear, Fly (8”, 16”), Light
Ground 6” 12” C Fear, Fly (8”, 16”), Light Ground 6” 12” C Troops, Towering
Fly 8” 16” Troops, Towering Fly 8” 16” Presence, Magic
Presence Resistance (2), Wizard
Apprentice*, Aura of
Defensive HP Def Res Arm Unbinding
Aegis (2+, against Flaming
4 C 5 C Attacks) Defensive HP Def Res Arm
Aegis (5+)
Offensive Att Off Str AP Agi
4 C 5 C
Harnessed, Volcanic
Embrace, Impact Hits (1) Offensive Att Off Str AP Agi Harnessed, Magical
Bull of 4 5 5 2 3
Shamut Attacks, Breath Attack (Str
Temple 2 3 5 2 2 4, AP 1, Magical Attacks)
Lamassu
Options: pts
May become Wizard Adept* 75
Great Bull of Shamut
0-1 Mounts per Army Magic Options:
Must select spells from:
This mount and its rider count
towards Characters. This mount also
Gigantic, Beast
counts towards Bound and Binders. 60×100 mm
Witchcraft
Global Adv Mar Dis Model Rules
Ground 6” 12” C Fly (7”, 14”), Light Troops Aura of Unbinding: Universal Rule.
Fly 7” 14”
Weapon Enchantments carried by models (friend and
Defensive HP Def Res Arm Aegis (5+), Aegis (2+, enemy) in base contact with a Lammasu cannot be used.
against Flaming A Character riding a Lamassu is unaffected.
6 5 6 2 Attacks)
Offensive Att Off Str AP Agi Harnessed, Volcanic *Both the mount and the rider count as two separate
Embrace, Impact Hits (1), models for rules and effects that affect Wizards (like
Great Bull of 4 5 6 3 3 Breath Attack (Str 4, AP 1,
Shamut Flaming Attacks) Spell Selection, Casting Modifiers, Artefacts).
1 4 4 0 Heavy Armour
Offensive Att Off Str AP Agi
Infernal Warrior 1 4 3 0 2
Options: pts
May take a Shield 1 / model
May take a Great Weapon 3 / model
May take a Blunderbuss (3+)* 8 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Standard
Citadel Guard 180 pts Type: Infantry
10 models, may add up to 20 additional models for 18 pts/model Base: 20×20 mm
1 4 4 0 Infernal Armour
Offensive Att Off Str AP Agi
Citadel Guard 1 4 4 1 2
Options: pts
Must take at least one of the following:
Shield 1 / model
Flintlock Axe (3+)* 10 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
*0-20 Models per Unit. Units with Flintlock Axes also count
towards Hail of the Gods.
4” 8” 6 Scoring
Defensive HP Def Res Arm
1 3 3 0 Light Armour
Offensive Att Off Str AP Agi
Hobgoblin 1 3 3 0 3 Opportunist
Options: pts
Must take at least one of the following:
Backstabbers: Universal Rule.
Bow (4+)* 2 / model
The model gains Poison Attacks and Paired
Shield free
Weapons. It loses its Armour and all weapons
Spear & Shield free
other than Paired Weapons and cannot be
Backstabbers 2 / model
equipped with any kind of Armour or weapons
May upgrade one model to each of the following:
other than Paired Weapons.
Champion 20
In addition, when rolling their Charge Range in
Musician 20
the Charge Phase, units fully composed of
Standard Bearer 20
models with Backstabbers gain +2" Advance
Rate if they are Located in the Charged unit's
*0-3 Units per Army and 0-60 Models per Army. Units with
Flank Facing and +4" Advance Rate if they are
Bows also count towards Hail of the Gods.
Located in the Charged unit's Rear Facing.
4” 8” 5 Insignificant, Slaves
Defensive HP Def Res Arm
1 3 4 0 Light Armour
Offensive Att Off Str AP Agi
Options: pts
May take (one choice only):
Paired Weapons 1 / model
Shield 1 / model
May upgrade one model to a Musician 20
At the start of a friendly Player Turn, if there aren’t any friendly units with Chosen of Ashuruk or Opportunist
within 6” of an unengaged non-Fleeing Orc Slave unit, roll a D6:
1-2: The Orc Slave unit immediately Flees directly towards the nearest Board Edge.
3-4: The Orc Slave unit is Shaken until the end of the Player Turn.
5-6: No effect. The Orc Slave unit behaves normally.
Immortal 1 5 4 1 2
Height: Standard
Taurukh 150 pts Type: Cavalry
5 models, may add up to 10 additional models for 22 pts/model 0-5 Units per
Base: 25×50 mm
Army
1 4 4 0 Infernal Armour
Options: pts
May take a Shield 2 / model
May take a Close Combat Weapon (one choice only):
Paired Weapons free
Great Weapon 3 / model
Infernal Weapon 5 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
3 4 5 0 Infernal Armour
Options: pts
May take a Shield 10 / model
May take a Close Combat Weapon (one choice only):
Paired Weapons 3 / model
Great Weapon 7 / model
Infernal Weapon 18 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Standard
Hobgoblin Wolf Riders 130 pts 0-2 Units per
Type: Cavalry
5 models, may add up to 10 additional models for for 11 pts/model Army
Base: 25×50 mm
1 3 3 1 Light Armour
Options: pts
May take any of the following:
Shield 1 / model
Bow (4+) 1 / model
Light Lance 1 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
5 1 4 0 Heavy Armour
Options: pts
May take Bound Daemon 190
Height: Gigantic
Bound Daemon
Type: Infantry
This unit counts both towards Barrage and Bound and Binders.
Base: 100×150 mm
This is an upgrade for Infernal Artillery and Titan Mortars. Use the Height, Type, and base of the Bound Daemon. The
model loses its Crew and Ogre Slave Crew. Replace all Characteristics and Model Rules except the Artillery Weapon
with the following:
Global Adv Mar Dis Model Rules
5 4 6 3 Aegis (5+)
6 1 4 0 Heavy Armour
Height: Standard
Hobgoblin Bolt Thrower 95 pts 0-2 Units per
Type: Construct
single model Army
Base: 60 mm round
4” 4” 6 War Machine
4 1 4 0
Volley Gun Artillery Weapon. Volley Gun Artillery Weapon. This weapon has two modes of fire:
Range 24”, Shots D6, 2D6, or 3D6, Range 18”, Shots D6+1, Str 6, AP 2.
- Flamethrower Artillery Weapon.
Str 4, AP 2.
Range 12", Shots 1, Str 4{5},
AP 1{2}, {Multiple Wounds (D3)},
Flaming Attacks.
Options: pts
Must take one of the following:
Paired Weapons free
Great Weapon 3 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Gigantic
Kadim Titan 560 pts 0-1 Units per
Type: Infantry
single model Army
Base: 100×150 mm
Ground 4” 8” 8 Supernal, Fear, Fly (6”, 12”), Light Troops, Swiftstride, Frenzy,
Fly 6” 12” Fearless
Options: pts
May upgrade one model to a Champion 20
Height: Large
Infernal Engine 145 pts Type: Construct
single model 0-1 Units per
Base: 60×100 mm
Army
7 4 7 4
Crew 3 4 3 0 2
Chassis 6 3 2 Harnessed, Impact Hits (D6+1), Grind Attacks (D3)
Full Steam Ahead: Universal Rule.
At the end of step 2 of the Movement Phase Sequence (directly after Rallying Fleeing units), the Infernal Engine may
engage its boiler. If so, until the end of this Player Turn, the unit may not shoot and gains Random Movement (3D6”)
with the following exception: it cannot move into base contact with an enemy unit that was not within the Infernal
Engine’s Front Arc before the initial Pivot.
7 3 5 1 Heavy Armour
Offensive Att Off Str AP Agi
Serf
A unit gains +2″ March Rate until the end of the Movement Phase if both the following conditions are met:
• More than half of its models with Type Infantry and/or Cavalry have Serf.
• The unit is under the effect of Commanding Presence from one or more models with Oath of Fealty at the start
of its March Move.
Personal Protections
The Blessing
The model gains Aegis (6+). Before rolling for the first turn (at the beginning of step 7 of the Deployment Phase
Sequence), decide if the Kingdom of Equitaine army Prays or not. If it does, friendly models with The Blessing gain an
additional Aegis (5+, against Strength 5 or more), and the army cannot gain any bonus to the Roll for First Turn.
Attack Attributes
Lance Formation – Close Combat
The model gains Fight in Extra Rank. If more than half of a unit’s models have Lance Formation, it only needs to be
3 models wide in order to form Full Ranks. In addition, the model gains Devastating Charge (Fight in Extra Rank)
if its unit is exactly 3 models wide.
Armoury
Bastard Sword – Close Combat Weapon
Attacks made with this weapon gain +2 Strength, +2 Armour Penetration, and always strike at Initiative Step 0
(regardless of the wielder’s Agility). In the First Round of Combat, it may instead be used as a Spear if the wielder is
Infantry or as a Light Lance if the wielder is not Infantry. All R&F models in the unit must use the weapon in the
same way. A Bastard Sword can be enchanted as if it was a Great Weapon.
2
Oaths
Oaths are a combination of several different types of Model Rules. Each part is defined in the Oath’s rules and follows
the rules for its type of Model Rule. Oaths are given to model parts. Any Attack Attributes are applied to that model
part only, while Universal Rules and Personal Protections are applied to the Multipart Model.
Grail Oath
0–1 Characters with Grail Oath per Army.
• Universal Rule.
The model gains Fearless.
• Personal Protection.
The model gains Aegis (5+). Characters with Grail Oath gain +1 Defensive Skill.
• Attack Attribute – Close Combat.
The model part gains Magical Attacks. Characters with Grail Oath gain +1 Offensive Skill.
Oath of Fealty
• Universal Rule.
The model gains Commanding Presence with the following restrictions: It has a range of 6″ and can only
benefit units with more than half of their models with Serf.
Questing Oath
• Universal Rule.
The model is immune to the effects of Fear from enemy models. Models with Questing Oath gain +2″ Advance
Rate when rolling for Charge Range against enemy units with at least one model with Fear.
• Attack Attribute – Close Combat.
The model part gains +1 to hit with Close Combat Attacks against models with Fear.
Hereditary Spell
Casting Value Range Type Duration Effect
H Breath of the Lady The target must reroll natural to-hit and to-wound rolls of
⟨9+⟩ ⟨18″⟩
Augment One Turn ‘1’ with its Melee Attacks, and must reroll natural Armour
{11+} {36″} Save rolls of ‘1’.
3
Virtues
Might 90 pts Daring 50 pts
One of a Kind. One of a Kind.
When using a Lance, the bearer gains Devastating Charge Range rolls of the bearer’s unit and Charge
Charge (+1 Att, +1 Str, +1 AP). When Charging and Range rolls against enemy units in base contact with
using a Lance, every unsaved wound caused by the the bearer are subject to Maximised Roll.
bearer’s Close Combat Attacks, before applying Multi-
ple Wounds, generates another Close Combat Attack: Audacity 45 pts
One of a Kind.
• Allocate and resolve the new attacks before re- Attacks made by the bearer that are allocated to-
moving any casualties, in the same Initiative wards models of Large Height must reroll failed to-
Step as the attacks that generated them. hit rolls. Attacks made by the bearer that are allo-
• You cannot generate more attacks than there cated towards models with Towering Presence must
were Health Points in the Health Pool towards reroll failed to-hit and failed to-wound rolls.
which the initial attacks were allocated.
Humility 30 pts
• The new attacks do not generate any further 0–2 per Army.
attacks. The bearer’s Commanding Presence range is in-
creased to 12″, and it gains Insignificant and Rally
Renown 65 pts Around the Flag. However, only units with more
One of a Kind. than half of their models with Insignificant may ben-
The bearer gains Lethal Strike. Close Combat At- efit from this instance of Rally Around the Flag.
tacks made by the bearer that roll a natural ‘6’ to
wound gain Multiple Wounds (D3).
Piety 55 pts
One of a Kind.
The bearer and all R&F models in the bearer’s unit
gain Aegis (+1, max. 5+). The bearer may only join
Standard Height units.
Valour 55 pts
One of a Kind.
The bearer automatically issues a Duel whenever pos-
sible (this cannot be prevented by issuing a Duel with
another friendly model first), and this Duel must be
accepted whenever possible. When Fighting a Duel,
the bearer must reroll failed to-hit and to-wound
rolls.
4
Special Items
Weapon Enchantments Banner Enchantments
Divine Judgement 80 pts Banner of the Last Charge 100 pts
Cannot be taken by a model with Might. R&F Cavalry models in the bearer’s unit gain Im-
Enchantment: Lance. pact Hits (X), where X is equal to the number of Full
Attacks made with this weapon gain Devastating Ranks in the unit. These Impact Hits are resolved
Charge (Multiple Wounds (D3+1)) and become with Strength 4 and Armour Penetration 1.
Magical Attacks.
Oriflamme 80 pts
Tristan’s Resolve 50 pts Cannot be taken by units that count towards Core.
Enchantment: Hand Weapon. The bearer gains Fear. Enemy units in base con-
When using this weapon, the wielder gains +1 tact with the bearer’s unit cannot benefit from Rally
Strength, +1 Armour Penetration, +1 Attack Value, Around the Flag.
and Magical Attacks. After a successful to-hit roll,
the attacker may discard one of the hits with this Banner of Roland 50 pts
weapon and choose an enchanted weapon carried The bearer’s unit gains Aegis (+1, max. 4+, against
by the model the attack was allocated towards. The Ranged Attacks). In addition, enemy units cannot
Weapon Enchantments of the chosen weapon are ig- choose Stand and Shoot as a Charge Reaction when
nored for the rest of the battle. reacting to Charges made by the bearer’s unit.
5
Artefacts
Storm Clarion 80 pts
One use only. May be activated at the start of any
Player Turn. Enemy units cannot make Flying Move-
ments during this Player Turn.
6
Army Organisation
A mount marked with [AG] and its rider count towards Characters and Airborne Gallantry.
3 3 3 0 The Blessing
Offensive Att Off Str AP Agi
7
Standard
Duke Height
Type Infantry
155 pts single model Base 20×20 mm
A mount marked with [AG] and its rider count towards Characters and Airborne Gallantry.
A mount marked with (AG) counts towards Airborne Gallantry. The mount and its rider also
count towards Characters.
Global Adv Mar Dis Model Rules
4″ 8″ 9
Defensive HP Def Res Arm
Standard
Paladin Height
Type Infantry
125 pts single model Base 20×20 mm
A mount marked with [AG] and its rider count towards Characters and Airborne Gallantry.
4″ 8″ 8
Defensive HP Def Res Arm
8
Standard
Castellan Height
Type Infantry
70 pts single model 0–5 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
3 4 4 0 Light Armour
Offensive Att Off Str AP Agi
Castellan 2 4 4 1 3
Model Rules Mount Options pts
Lowborn: Universal Rule. Horse 40
The model may only join units comprised entirely of Optional Model Rules
models with Insignificant. Bannerman: Universal Rule.
Options pts 0–2 Models/Army.
Must choose (one choice only): The Castellan gains Stand Behind and is a Standard
Bannerman free Bearer.
Master-at-Arms free Master-at-Arms: Universal Rule.
If Bannerman, Banner Enchantment up to 50 The Castellan gains +1 Attack Value and its unit gains
If Master-at-Arms, Weapon Enchantment up to 50 Weapon Master.
Heavy Armour (on foot only) free
Shield 5
One choice only:
Longbow (3+) 5
Throwing Weapons (4+) 5
One choice only:
Halberd 5
Light Lance 5
Spear 5
Great Weapon 10
d
9
Character Mounts
Height Standard
Horse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
Horse 1 3 3 0 3 Harnessed
Height Standard
Barded Warhorse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Height Standard
Equitan Unicorn Type Cavalry
Base 25×50 mm
C C 4 C+1
Offensive Att Off Str AP Agi
10
Height Large
Pegasus Type Cavalry
Base 40×40 mm
The mount and its rider count towards Characters and Airborne Gallantry.
Global Adv Mar Dis Model Rules
C C 4 C+2
Offensive Att Off Str AP Agi
Pegasus 2 4 4 1 4 Harnessed
Height Large
Hippogriff Type Cavalry
0–2 Mounts/Army Base 50×50 mm
The mount and its rider count towards Characters. The mount also counts towards Airborne Gallantry.
Global Adv Mar Dis Model Rules
Ground 7″ 14″ C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Fly 8″ 16″
Defensive HP Def Res Arm
4 C 5 C+1
Offensive Att Off Str AP Agi
11
Core (Min. 25%)
Standard
Knights Aspirant Height
Type Cavalry
225 pts + 33 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
Standard
Knights of the Realm Height
Type Cavalry
255 pts + 47 pts/extra model 6–15 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ 8 Scoring
Defensive HP Def Res Arm
Standard
Peasant Levy Height
Type Infantry
170 pts + 7 pts/extra model 30–60 models Base 20×20 mm
Global Adv Mar Dis Model Rules
Peasant 1 2 3 0 3
Options pts Command Group Options pts
One choice only: Champion 20
Halberd free Musician 20
Spear free Standard Bearer 20
d
12
Standard
Peasant Bowmen 0–4 Units/Army
Height
Type Infantry
170 pts + 8 pts/extra model 15–30 models 0–100 Models/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
1 2 3 0
Offensive Att Off Str AP Agi
Peasant Bowman 1 2 3 0 3
Model Rules Options pts
Bowmen’s Stakes: Universal Rule. Must choose (one choice only):
When deploying the unit, you may place a Wall Ter- Longbow (4+) and Braziers free
rain Feature fully within 1″ of the unit’s Front Facing Crossbow (4+) 3/model
but not in contact with any other Terrain Feature Command Group Options pts
except Open Terrain. This Wall is up to 20 mm deep,
Champion 20
and its length cannot be wider than the unit, to a max-
Musician 20
imum of 12″. It follows the normal rules for Walls,
Standard Bearer 20
with the exception that it contributes to Soft Cover
instead of Hard Cover.
Braziers: Attack Attribute – Shooting.
Before shooting a Longbow, the model may choose
to gain Flaming Attacks for its Shooting Attack. The
effect lasts for the duration of the phase.
d
13
Special (No limit)
Standard
Knights of the Quest Height
Type Cavalry
260 pts + 50 pts/extra model 6–15 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ 8 Scoring
Defensive HP Def Res Arm
Standard
Knights Forlorn Height
Type Infantry
175 pts + 24 pts/extra model 10–40 models 0–5 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
14
Standard
Knights of the Grail Height
Type Cavalry
205 pts + 85 pts/extra model 3–9 models 0–2 Units/Army* Base 25×50 mm
Knight of the Grail 2 5 4 1 5 Divine Attacks, Grail Oath, Holy Might, Lance Formation,
Oath of Fealty, Lance
Warhorse 1 3 3 0 3 Devastating Charge (+1 Str, +1 AP), Harnessed
Model Rules Command Group Options pts
Holy Might: Attack Attribute – Close Combat. Champion 20
The model part can make up to 2 Supporting Attacks Musician 20
while its unit has at least one Full Rank. Standard Bearer 20
Pure of Heart: Universal Rule. Banner Enchantment no limit
Only Damsels and Characters with Grail Oath may
join the unit.
d
Standard
The Green Knight Height
Type Cavalry
360 pts single model 0–1 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
15
Standard
Yeoman Outriders Height
Type Cavalry
125 pts + 11 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
1 3 3 1
Offensive Att Off Str AP Agi
Standard
Brigands Height
Type Infantry
175 pts + 12 pts/extra model 10–15 models 0–2 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Standard
Peasant Crusaders Height
Type Infantry
135 pts + 8 pts/extra model 20–40 models Base 20×20 mm
1 2 3 0 Light Armour
Offensive Att Off Str AP Agi
16
Standard
Sacred Reliquary Height
Type Infantry
150 pts single model 0–2 Units/Army Base 40×60 mm
Global Adv Mar Dis Model Rules
Sacred Reliquary 4 3 3 0 3 Devastating Charge (+1 Att), Impact Hits (D3), Oath of
Fealty
Model Rules
Holy Fervor: Universal Rule.
A unit joined by a Sacred Reliquary gains Fight in Extra Rank. If the Sacred Reliquary is in base contact with an
enemy model, the Sacred Reliquary and all friendly units that are Engaged in the same Combat gain +1 Armour.
d
Standard
Scorpion Height
Type Construct
115 pts single model 0–2 Units/Army Base 75 mm round
6 1 4 0
Offensive Att Off Str AP Agi
Large
Trebuchet Height
Type Construct
260 pts single model 0–2 Units/Army Base 75 mm round
6 1 4 0
Offensive Att Off Str AP Agi
17
Airborne Gallantry (Max. 40%)
Large
Pegasus Knights Height
Type Cavalry
325 pts + 95 pts/extra model 3–6 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
18
Quick Reference Sheet
Characters
Adv 4″ Mar 8″ Dis 7 Beloved, Insignificant, Magic Resistance (1), Wizard Apprentice
Standard, Infantry HP 3 Def 3 Res 3 Arm 0 The Blessing
Damsel Att 1 Off 3 Str 3 AP 0 Agi 3 Lance Formation
d
Adv 4″ Mar 8″ Dis 9
Standard, Infantry HP 3 Def 6 Res 4 Arm 0 The Blessing, Heavy Armour
Duke Att 4 Off 6 Str 4 AP 1 Agi 6 Lance Formation, Oath of Fealty
d
Adv 4″ Mar 8″ Dis 8
Standard, Infantry HP 3 Def 5 Res 4 Arm 0 The Blessing, Heavy Armour
Paladin Att 3 Off 5 Str 4 AP 1 Agi 5 Lance Formation, Oath of Fealty
d
Adv 4″ Mar 8″ Dis 7 Insignificant, Lowborn, Serf
Standard, Infantry HP 3 Def 4 Res 4 Arm 0 Light Armour
Castellan Att 2 Off 4 Str 4 AP 1 Agi 3
d
Character Mounts
Adv 8″ Mar 16″ Dis C Feigned Flight, Light Troops
Standard, Cavalry HP C Def C Res C Arm C+1
Horse Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Adv 8″ Mar 16″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Barded Warhorse Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP), Harnessed
d
Adv 10″ Mar 20″ Dis C Forest Guide, Magic Resistance (2)
Standard, Cavalry HP C Def C Res 4 Arm C+1
Equitan Unicorn Att 2 Off 5 Str 4 AP 1 Agi 5 Harnessed
d
Adv 7″ Mar 14″ Dis C Fly (8″, 16″), Light Troops
Large, Cavalry HP C Def C Res 4 Arm C+2
Pegasus Att 2 Off 4 Str 4 AP 1 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C+1
Hippogriff Att 4 Off 4 Str 5 AP 3 Agi 4 Devastating Charge (+1 Att), Harnessed
d
Core
Adv 8″ Mar 16″ Dis 7 Impetuous, Scoring
Standard, Cavalry HP 1 Def 3 Res 3 Arm 2 The Blessing, Heavy Armour, Shield
Knight Aspirant Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Att), Lance Formation, Lance
Warhorse Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP), Harnessed
d
Adv 8″ Mar 16″ Dis 8 Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 2 The Blessing, Heavy Armour, Shield
Knight of the Realm Att 1 Off 4 Str 4 AP 1 Agi 3 Lance Formation, Oath of Fealty, Lance
Warhorse Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP), Harnessed
d
Adv 4″ Mar 8″ Dis 5 Insignificant, Scoring, Serf
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Light Armour, Shield
Peasant Att 1 Off 2 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 5 Bowmen’s Stakes, Insignificant, Scoring, Serf
Standard, Infantry HP 1 Def 2 Res 3 Arm 0
Peasant Bowman Att 1 Off 2 Str 3 AP 0 Agi 3
d
Special
Adv 8″ Mar 16″ Dis 8 Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 2 The Blessing, Heavy Armour, Shield
Knight of the Quest Att 1 Off 4 Str 4 AP 1 Agi 4 Lance Formation, Questing Oath, Bastard Sword
Warhorse Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP), Harnessed
d
19
Adv 4″ Mar 8″ Dis 8 Scoring, Strider (Forest)
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Forlorn Hope, The Blessing, Heavy Armour, Shield
Knights Forlorn Att 1 Off 4 Str 4 AP 1 Agi 4 Questing Oath, Bastard Sword
d
Adv 8″ Mar 16″ Dis 8 Pure of Heart, Scoring
Standard, Cavalry HP 1 Def 5 Res 4 Arm 2 The Blessing, Heavy Armour, Shield
Knight of the Grail Att 2 Off 5 Str 4 AP 1 Agi 5 Divine Attacks, Grail Oath, Holy Might, Lance Formation, Oath
of Fealty, Lance
Warhorse Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP), Harnessed
d
Adv 8″ Mar 16″ Dis 8 Eternal Champion, Fear, Fearless, Ghost Step, Supernal, Terror
Standard, Cavalry HP 3 Def 6 Res 4 Arm 2 Thrice Blessed, Heavy Armour, Shield
The Green Knight Att 5 Off 6 Str 4 AP 1 Agi 6 Lambent Sword
Spectral Stallion Att 1 Off 4 Str 4 AP 1 Agi 4 Devastating Charge (+1 Str, +1 AP), Harnessed
d
Adv 8″ Mar 16″ Dis 6 Feigned Flight, Insignificant, Light Troops, Serf, Vanguard
Standard, Cavalry HP 1 Def 3 Res 3 Arm 1
Yeoman Outrider Att 1 Off 3 Str 3 AP 0 Agi 3 Light Lance
Horse Att 1 Off 3 Str 3 AP 0 Agi 3 Harnessed
d
Adv 4″ Mar 8″ Dis 5 Insignificant, Light Troops, Scout, Serf, Skirmisher
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Hard Target (1)
Brigand Att 1 Off 2 Str 3 AP 0 Agi 3 Quick to Fire, Longbow (3+)
d
Adv 4″ Mar 8″ Dis 7 Bodyguard (Sacred Reliquary), Impetuous, Insignificant,
Scoring, Serf
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Light Armour
Peasant Crusader Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Att), Hatred
d
Adv 4″ Mar 8″ Dis 8 Holy Fervor, Impetuous, Insignificant, Not a Leader, War Plat-
form
Standard, Infantry HP 4 Def 3 Res 4 Arm 2 The Blessing, Heavy Armour
Sacred Reliquary Att 4 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Att), Impact Hits (D3), Oath of Fealty
d
Adv 0″ Mar 0″ Dis 5 Insignificant, Serf, War Machine
Standard, Construct HP 6 Def 1 Res 4 Arm 0
Crew Att 4 Off 2 Str 3 AP 0 Agi 3 Move or Fire, Scorpion (4+)
d
Adv 0″ Mar 0″ Dis 5 Insignificant, Serf, War Machine
Large, Construct HP 6 Def 1 Res 4 Arm 0
Crew Att 4 Off 2 Str 3 AP 0 Agi 3 Move or Fire, Trebuchet (4+)
d
Airborne Gallantry
Adv 8″ Mar 16″ Dis 8 Fly (8″, 16″), Light Troops
Large, Cavalry HP 2 Def 4 Res 4 Arm 2 The Blessing, Heavy Armour, Shield
Pegasus Knight Att 1 Off 4 Str 4 AP 1 Agi 3 Devastating Charge (+1 Att), Oath of Fealty, Lance
Young Pegasus Att 2 Off 3 Str 4 AP 1 Agi 4 Harnessed
d
Artillery Weapons
Name Artillery Range Str AP Shots Rules
Area Attack (1×5)
Scorpion - 48″ 3 [6] 10 1 [Multiple Wounds (D3+1, Clipped
Wings)]
Trebuchet Catapult (4×4) 12–60″ 4 [8] 2 [6] 1 [Multiple Wounds (D3, Clipped Wings)]
Aim Table
Name Aim Shooting Model
Longbow 3+ Castellan, Brigands
4+ Peasant Bowmen
Bow 4+ Yeoman Outriders
Crossbow 4+ Peasant Bowmen
Throwing Weapons 4+ Castellan
5+ Yeoman Outriders
Scorpion / Trebuchet 4+ Scorpion / Trebuchet d
20
Ogre Khans
Army Book
2nd Edition, version 2020 – December 26, 2019
Personal Protections
Mountain Hide
When a model with Mountain Hide suffers a wound from an attack with Multiple Wounds (X), reduce X by half,
rounding fractions up.
Special Attacks
Sons of the Avalanche
The model part gains Impact Hits (1). If its unit has 2 or more Full Ranks, the model part gains Impact Hits (2). A
Character with Sons of the Avalanche instead gains Impact Hits (D3), or Impact Hits (D3+1) if its unit has 2 or
more Full Ranks. In addition, the model is immune to the effects of Fear from enemy models.
Armoury
Brace of Ogre Pistols – Shooting Weapon
Range 24″, Shots 2, Str 4, AP 2, Quick to Fire. Counts as Paired Weapons in close combat.
Hereditary Spell
Casting Value Range Type Duration Effect
H Children of Umi All Melee Attacks against the target suffer −1 to wound.
⟨7+⟩ {In addition, all Shamans in the target unit gain +1
⟨18″⟩ Augment One Turn
{10+} Resilience.}
2
Big Names
Big Names follow the general rules of Special Items concerning which model parts are affected. Each Character can
take a single Big Name. Big Names are each 0–1 per Army, unless specifically stated otherwise.
Firebrand 35 pts
If the bearer selects one or more spells from Py-
romancy, it gains Aegis (2+, against Flaming At-
tacks), Breath Attack (Str 4, AP 0, Flaming At-
tacks), Flaming Attacks, and always knows Fire-
ball (Pyromancy) in addition to its other spells. The
bearer automatically fails all Fortitude Saves.
Spinesplitter 35 pts
Models on foot only.
The bearer gains Devastating Charge (+1 Att, +1
Str, +1 AP). The Strength and Armour Penetration
bonuses from Devastating Charge also affect Impact
Hits and Stomp Attacks.
Headhunter 30 pts
At the end of any Melee Phase in which attacks made
by the bearer have caused one or more enemy mod-
els to lose their last Health Point, roll a D6, unless the
bearer is Fleeing. On a roll of 3+ the bearer’s model
Recovers a single Health Point.
3
Special Items
Weapon Enchantments Armour Enchantments
Khagadai’s Legacy 100 pts Wrestler’s Belt 75 pts
Enchantment: Great Weapon. Models on foot only.
Attacks made with this weapon gain Multiple Enchantment: Light Armour.
Wounds (D3) and become Magical Attacks. The wearer gains +2 Armour and +1 Strength.
Artefacts
Lygur’s Tongue 70 pts
Enemy units in base contact with the bearer suffer
−1 Attack Value.
4
Army Organisation
6″ 12″ 9
Defensive HP Def Res Arm
5 6 5 0 Light Armour
Offensive Att Off Str AP Agi
Large
Khan Height
Type Infantry
190 pts single model Base 40×40 mm
Global Adv Mar Dis Model Rules
4 5 5 0 Light Armour
Offensive Att Off Str AP Agi
5
Large
Shaman Height
Type Infantry
195 pts single model Base 40×40 mm
Global Adv Mar Dis Model Rules
4 4 5 0
Offensive Att Off Str AP Agi
6
Large
Mammoth Hunter Height
Type Infantry
220 pts single model Base 40×40 mm
A mount marked with (CB) counts towards Chained Beasts. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
4 5 5 1 Light Armour
Offensive Att Off Str AP Agi
7
Character Mounts
Height Large
Tusker Type Cavalry
0–2 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
8″ 14″ C Fear
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Height Gigantic
Rock Aurochs Type Beast
0–1 Mounts/Army Base 100×150 mm
The mount and its rider count towards Characters. The mount also counts towards Chained Beasts.
Global Adv Mar Dis Model Rules
6 2 6 3 Mountain Hide
Offensive Att Off Str AP Agi
8
Core (Min. 25%)
Large
Tribesmen Height
Type Infantry
155 pts + 48 pts/extra model 3–13 models 0–4 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 0 Light Armour
Offensive Att Off Str AP Agi
Large
Bruisers Height
Type Infantry
185 pts + 76 pts/extra model 3–12 models 0–4 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 0 Heavy Armour
Offensive Att Off Str AP Agi
9
Standard
Scraplings Height
Type Infantry
115 pts + 5 pts/extra model 20–60 models 0–4 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
4″ 8″ 6 Insignificant, Scoring
Defensive HP Def Res Arm
1 2 3 0
Offensive Att Off Str AP Agi
Scrapling 1 2 3 0 3
Options pts Command Group Options pts
Must choose (one choice only): Scrapling Foreman (profile below) 25
Throwing Weapons (5+) free Musician 20
Shield 1/model Standard Bearer 20
Spear 1/model
Bow (4+) (0–100 Models/Army) 2/model
d
Standard
Scrapling Foreman Height
Type Infantry
The Scrapling Foreman is an option for Scrapling units. Base 20×20 mm
Global Adv Mar Dis Model Rules
1 3 3 0 Light Armour
Offensive Att Off Str AP Agi
10
Special (No limit)
Standard
Sabretooth Tigers Height
Type Beast
80 pts + 24 pts/extra model 1–20 models 0–3 Units/Army Base 25×50 mm
8″ 16″ 5 Insignificant
Defensive HP Def Res Arm
2 4 4 0
Offensive Att Off Str AP Agi
Sabretooth Tiger 3 4 4 1 4
Standard
Scrapling Trappers Height
Type Infantry
80 pts + 8 pts/extra model 5–10 models 0–3 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
11
Large
Yetis Height
Type Infantry
175 pts + 60 pts/extra model 2–6 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 2
Offensive Att Off Str AP Agi
Large
Kin-Eater Height
Type Infantry
175 pts single model 0–3 Units/Army Base 40×40 mm
4 3 5 0 Fortitude (5+)
Offensive Att Off Str AP Agi
Kin-Eater 4 3 5 2 3 Hatred
Large
Tusker Cavalry Height
Type Cavalry
390 pts + 110 pts/extra model 3–5 models 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
3 3 5 2 Heavy Armour
Offensive Att Off Str AP Agi
Rider 3 3 4 1 2
Tusker 4 3 5 2 2 Harnessed, Impact Hits (D3)
Options pts Command Group Options pts
One choice only: Champion 20
Paired Weapons 5/model Musician 20
Great Weapon 15/model Standard Bearer 20
Banner Enchantment no limit
d
12
Large
Mercenary Veterans Height
Type Infantry
240 pts + 95 pts/extra model 3–8* models Base 40×40 mm
*When equipped with Braces of Ogre Pistols, Mercenary Veterans also count towards Powder Keg and their
maximum unit size is reduced to 6 models.
Global Adv Mar Dis Model Rules
3 4 4 0 Heavy Armour
Offensive Att Off Str AP Agi
13
Powder Keg (Max. 35%)
Large
Thunder Cannon Height
Type Construct
320 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6″ 6″ 7
Defensive HP Def Res Arm
5 3 5 3
Offensive Att Off Str AP Agi
Large
Scratapult Height
Type Construct
245 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6″ 6″ 6 Insignificant, Swiftstride
Defensive HP Def Res Arm
5 3 5 3
Offensive Att Off Str AP Agi
14
Large
Bombardiers Height
Type Infantry
185 pts + 80 pts/extra model 3–8 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 0 Light Armour
Offensive Att Off Str AP Agi
15
Chained Beasts (Max. 30%)
Gigantic
Rock Aurochs Height
Type Beast
490 pts single model 0–2 Units/Army* Base 100×150 mm
6 2 6 3 Mountain Hide
Offensive Att Off Str AP Agi
Rider 3 4 4 1 3
Rock Aurochs 5 3 6 3 2 Battle Focus, Devastating Charge (+1 Str, +1 AP),
Harnessed, Impact Hits (3D3), Living Avalanche
Model Rules Options pts
Living Avalanche: Attack Attribute. The Rider must take (one choice only):
The model’s Impact Hits gain +1 Strength and +1 Hunting Spear (3+) free
Armour Penetration. Ogre Crossbow (3+) free
Lance 10
d
Gigantic
Frost Mammoth Height
Type Beast
385 pts single model 0–3 Units/Army Base 100×150 mm
Global Adv Mar Dis Model Rules
6 3 6 3
Offensive Att Off Str AP Agi
Rider (2) 3 4 4 1 3
Frost Mammoth 4 3 6 3 2 Harnessed, Impact Hits (D3)
Model Rules Options pts
Freezing Aura: Universal Rule. Each Rider must take (one choice only):
The model can cast Chilling Howl (Shamanism) as a Hunting Spear (3+) free
Bound Spell with Power Level (4/8). Enemy units Ogre Crossbow (3+) free
within 9″ of one or more Frost Mammoths suffer −3
Agility. The roll for Flee Distance of enemy units that
Break from Combat while in base contact with one
or more Frost Mammoths is subject to Minimised
Roll.
d
16
Gigantic
Slave Giant Height
Type Infantry
265 pts single model 0–3 Units/Army Base 50×75 mm
Global Adv Mar Dis Model Rules
7 3 5 1
Offensive Att Off Str AP Agi
17
Quick Reference Sheet
Characters
Adv 6″ Mar 12″ Dis 9
Large, Infantry HP 5 Def 6 Res 5 Arm 0 Light Armour
Great Khan Att 5 Off 6 Str 5 AP 2 Agi 4 Sons of the Avalanche
d
Adv 6″ Mar 12″ Dis 8 Scrapling Lookout
Large, Infantry HP 4 Def 5 Res 5 Arm 0 Light Armour
Khan Att 4 Off 5 Str 5 AP 2 Agi 3 Sons of the Avalanche
d
Adv 6″ Mar 12″ Dis 8 Wizard Apprentice
Large, Infantry HP 4 Def 4 Res 5 Arm 0
Shaman Att 3 Off 4 Str 4 AP 1 Agi 2 Sons of the Avalanche
d
Adv 7″ Mar 14″ Dis 9 Animal Master, Light Troops, Loner, Not a Leader, Swiftstride
Large, Infantry HP 4 Def 5 Res 5 Arm 1 Light Armour
Mammoth Hunter Att 4 Off 5 Str 5 AP 2 Agi 4 Sons of the Avalanche
d
Character Mounts
Adv 8″ Mar 14″ Dis C Fear
Large, Cavalry HP C Def C Res C Arm C+2
Tusker Att 4 Off 3 Str 5 AP 2 Agi 2 Harnessed, Impact Hits (D3)
d
Adv 7″ Mar 14″ Dis C Fearless, Frenzy
Gigantic, Beast HP 6 Def 2 Res 6 Arm 3 Mountain Hide
Rock Aurochs Att 5 Off 3 Str 6 AP 3 Agi 2 Battle Focus, Devastating Charge (+1 Str, +1 AP), Harnessed,
Impact Hits (3D3), Living Avalanche
d
Core
Adv 6″ Mar 12″ Dis 7 Scoring, Scrapling Lookout
Large, Infantry HP 3 Def 3 Res 4 Arm 0 Light Armour
Tribesman Att 3 Off 3 Str 4 AP 1 Agi 2 Sons of the Avalanche, Paired Weapons
d
Adv 6″ Mar 12″ Dis 8 Scoring, Scrapling Lookout
Large, Infantry HP 3 Def 3 Res 4 Arm 0 Heavy Armour
Bruiser Att 3 Off 3 Str 4 AP 1 Agi 2 Sons of the Avalanche, Great Weapon
d
Adv 4″ Mar 8″ Dis 6 Insignificant, Scoring
Standard, Infantry HP 1 Def 2 Res 3 Arm 0
Scrapling Att 1 Off 2 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 7 Back to Work!, Insignificant
Standard, Infantry HP 1 Def 3 Res 3 Arm 0 Light Armour
Scrapling Foreman Att 3 Off 3 Str 3 AP 0 Agi 4 Throwing Weapons (4+)
d
Special
Adv 8″ Mar 16″ Dis 5 Insignificant
Standard, Beast HP 2 Def 4 Res 4 Arm 0
Sabretooth Tiger Att 3 Off 4 Str 4 AP 1 Agi 4
d
Adv 4″ Mar 8″ Dis 6 Insignificant, It’s a Trap!, Light Troops, Scout, Skirmisher, Van-
guard
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Hard Target (1)
Scrapling Trapper Att 1 Off 2 Str 3 AP 0 Agi 3 Throwing Weapons (5+)
d
Adv 7″ Mar 14″ Dis 8 Fear, Light Troops, Swiftstride, Touch of Frost, Vanguard
Large, Infantry HP 3 Def 3 Res 4 Arm 2
Yeti Att 3 Off 3 Str 5 AP 2 Agi 3 Paired Weapons
d
Adv 6″ Mar 12″ Dis 7 Ambush, Fear, Fearless, Unbreakable
Large, Infantry HP 4 Def 3 Res 5 Arm 0 Fortitude (5+)
Kin-Eater Att 4 Off 3 Str 5 AP 2 Agi 3 Hatred
d
18
Adv 8″ Mar 14″ Dis 8 Fear, Scoring
Large, Cavalry HP 3 Def 3 Res 5 Arm 2 Heavy Armour
Rider Att 3 Off 3 Str 4 AP 1 Agi 2
Tusker Att 4 Off 3 Str 5 AP 2 Agi 2 Harnessed, Impact Hits (D3)
d
Adv 6″ Mar 12″ Dis 8 Battle-Scarred, Scoring, Scrapling Lookout
Large, Infantry HP 3 Def 4 Res 4 Arm 0 Heavy Armour
Mercenary Veteran Att 4 Off 4 Str 5 AP 2 Agi 3 Sons of the Avalanche
d
Powder Keg
Adv 6″ Mar 6″ Dis 7
Large, Construct HP 5 Def 3 Res 5 Arm 3
Bombardier Crew Att 3 Off 3 Str 4 AP 1 Agi 2 Sons of the Avalanche
Scrapling Crew Att 1 Off 2 Str 3 AP 0 Agi 3
Woolly Rhino Att 3 Off 3 Str 5 AP 2 Agi 2 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate, Thunder Cannon (4+)
d
Adv 6″ Mar 6″ Dis 6 Insignificant, Swiftstride
Large, Construct HP 5 Def 3 Res 5 Arm 3
Scrapling Crew (7) Att 1 Off 2 Str 3 AP 0 Agi 3
Woolly Rhino Att 3 Off 3 Str 5 AP 2 Agi 2 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate, Scratapult (4+)
d
Adv 6″ Mar 12″ Dis 7 Scoring, Scrapling Lookout
Large, Infantry HP 3 Def 3 Res 4 Arm 0 Light Armour
Bombardier Att 3 Off 3 Str 4 AP 1 Agi 2 Hand Cannon (4+), Sons of the Avalanche
d
Chained Beasts
Adv 7″ Mar 14″ Dis 8 Fearless, Frenzy
Gigantic, Beast HP 6 Def 2 Res 6 Arm 3 Mountain Hide
Rider Att 3 Off 4 Str 4 AP 1 Agi 3
Rock Aurochs Att 5 Off 3 Str 6 AP 3 Agi 2 Battle Focus, Devastating Charge (+1 Str, +1 AP), Harnessed,
Impact Hits (3D3), Living Avalanche
d
Adv 6″ Mar 12″ Dis 8 Freezing Aura
Gigantic, Beast HP 6 Def 3 Res 6 Arm 3
Rider (2) Att 3 Off 4 Str 4 AP 1 Agi 3
Frost Mammoth Att 4 Off 3 Str 6 AP 3 Agi 2 Harnessed, Impact Hits (D3)
d
Adv 7″ Mar 14″ Dis 8 Giant See, Giant Do
Gigantic, Infantry HP 7 Def 3 Res 5 Arm 1
Slave Giant Att 5 Off 3 Str 5 AP 2 Agi 3 Rage
d
19
Aim Table
Name Aim Shooting Model
Hunting Spear 2+ Mammoth Hunter
3+ Rider (Rock Aurochs, Frost Mammoth)
Ogre Crossbow 2+ Mammoth Hunter
3+ Great Khan, Khan, Rider (Rock Aurochs, Frost Mammoth)
Brace of Ogre Pistols 4+ Great Khan, Khan, Mercenary Veteran
Viper’s Curse 4+ Characters
Hand Cannon 4+ Bombardier
Thunder Cannon (1) and (2) 4+ Thunder Cannon
Scratapult 4+ Scratapult
Bow 4+ Scrapling
Throwing Weapons 4+ Scrapling Foreman
5+ Scrapling, Scrapling Trapper d
20
Orcs and Goblins
Army Book
nd
2 Edition, version 2020 - December 26, 2019
Universal Rules
Oi it bites!
Units with models with Oi it bites! cannot be joined by Characters.
Nets
At the start of each Round of Combat, each unit with one or more models with Nets must choose one enemy unit in
base contact and roll a D6. On 2+, the chosen unit is Netted. On a roll of ‘1’, the unit with Nets is Netted. Units Netted
one or more times suffer -1 Strength and -1 Armour Penetration until the end of the Round of Combat.
Running Amok!!
When a unit with Running Amok!! moves using Random Movement, it must move in a random direction instead of
the chosen direction.
Ricochet (X)
Models with Ricochet cannot Charge enemy units and can move through all units (friend and foe) as if they were
Open Terrain. If its move is ended in contact with another unit, or within 1" of a unit that it has moved through, its
move distance is extended; keep moving the model in the same direction (still moving through other units) until it
can be placed 1" away from all other units. If, after an extended move, the model would end up within 1" of
Impassable Terrain or in contact with the Board Edge, immediately remove the model as a casualty.
If a unit's Unit Boundary is contacted by a Ricochet model’s initial move (i.e. excluding an extension of the move
distance needed to clear units), this unit suffers X hits, where X corresponds to the value given in brackets (after
completing the move). For this purpose, all units Engaged in the same Combat are treated as a single unit. The owner
of the model with Ricochet distributes the hits between all units Engaged in this Combat as evenly as possible (after
this follow the normal rules for distributing hits to models within each unit).
Enemy units cannot Charge models with Ricochet. Units (friend and foe) ignore models with Ricochet regarding the
Unit Spacing rule for all movement (including Ambush). In addition, they can move onto and through models with
Ricochet. However, if a unit moves into contact with a Ricochet model, it immediately (before completing the move)
suffers X+D6 hits, and the model with Ricochet is removed as a casualty. This is not triggered by moves that can
move through units normally (e.g. Flying Movement), unless the move is ended in contact (note that units can move
into contact with multiple Ricochet models simultaneously).
Hits are resolved with the Strength and Armour Penetration of the model with Ricochet.
Special Attacks
Mammoth Stabber
If the unit is Charging and has at least one Full Rank, nominate a single R&F model in the unit at Initiative Step 10.
This model gains Impact Hits (D3). These Impact Hits are resolved with Strength 5, Armour Penetration 2, and
Multiple Wounds (D3+1, against Towering Presence).
Hereditary Spell
Casting Value Range Type Duration Effect
H Bring the Pain Failed to-hit rolls with Close Combat Attacks against the target
must be rerolled.
8+ 18” Hex One Turn
Army Organisation
4” 8” 9
Options: pts
May take Special Items up to 200
May take any of the following:
Shield 5
Paired Weapons 10
Great Weapon 20
Lance 20
*Wyverns and their riders count towards Characters. These mounts also count towards Big ‘n Nasty.
4” 8” 8
Options: pts
May be the Battle Standard Bearer 50
May take Special Items up to 100
May take any of the following:
Shield 5
Paired Weapons 5
Great Weapon 10
Lance 10
*Wyverns and their riders count towards Characters. These mounts also count towards Big ‘n Nasty.
4” 8” 8 Wizard Apprentice
Orc Shaman 2 3 4 1 2
*Wyverns and their riders count towards Characters. These mounts also count towards Big ‘n Nasty.
Offensive Att Off Str AP Agi Global Adv Mar Dis Model Rules
4” 8” 8
3 5 4 0 Light Armour
Goblin King 4 5 4 1 5
Options: pts
May take Special Items up to 200
May take any of the following:
Shield 5
Heavy Armour 10
May take a Bow (3+) 5
May take a Close Combat Weapon (one choice only):
Paired Weapons 5
Light Lance 5
Great Weapon 10
Lance 10
*Gargantulas and their riders count towards Characters. These mounts also count towards Big ‘n Nasty.
4” 8” 7
Goblin Chief 3 4 4 1 4
Options: pts
May be the Battle Standard Bearer 50
May take Special Items up to 100
May take a Bow (3+) 5
May take a Close Combat Weapon (one choice only):
Paired Weapons 5
Light Lance 5
Great Weapon 10
Lance 10
4” 8” 6 Wizard Apprentice
2 2 3 0
(if Wizard Master) 3 2 3 0
*Wizard Master only. Gargantulas and their riders count towards Characters.
These mounts also count towards Big ‘n Nasty.
Global Adv Mar Dis Model Rules Global Adv Mar Dis Model Rules
Feigned Flight, Light Strider, Feigned
9” 18” C Troops, Vanguard 7” 14” C Flight, Light Troops,
Vanguard, Scout
Defensive HP Def Res Arm
Defensive HP Def Res Arm
C C C C+1
C C C C+1
Offensive Att Off Str AP Agi
Offensive Att Off Str AP Agi
Wolf 1 3 3 0 3 Harnessed
Scuttler 1 3 3 0 4 Harnessed, Poison
Spider Attacks
Goblin Wolf Chariot Large, Construct
50×100 mm
Huntsmen Spider Large, Cavalry
Global Adv Mar Dis Model Rules 50×50 mm
4” 8” 7 Scoring
Orc 1 3 3 0 2
Options: pts
May take any of the following:
Shield 1 / model
Bow (4+) 1 / model
Paired Weapons 1 / model
Spear 2 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
4” 8” 7 Scoring
Orc ‘Eadbasher 1 4 4 1 2
Options: pts
May take a Mammoth Stabber 25 / unit
Options: pts
May take any of the following:
Shield 1 / model
Paired Weapons 2 / model
Spear 3 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
7” 14” 7 Scoring
Common Orc Boar Rider (free) Feral Orc Boar Rider (free)
The Orc Boar Rider gains the Common Orc Greenhide The Orc Boar Rider gains the Feral Orc Greenhide Race,
Race and uses the Common Orc Defensive Characteristics. Devastating Charge (+1 Att), and uses the Feral Orc
Defensive Characteristics.
Options: pts
May take a Shield 4 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
1 2 3 0
Common Goblin 1 2 3 0 2
Cave Goblin 1 2 3 0 3
Forest Goblin 1 2 3 0 2
Options: pts
May take (one choice only):
Shield free
Spear & Shield 1 / model
If Forest Goblin, instead 2 / model
Bow (4+)* 2 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
4” 8” 6 Sneaky!
1 4 3 0 Light Armour
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Large
Orc Boar Chariot 145 pts 0-3 Units per
Type: Construct
single model Army
Base: 50×100 mm
7” 7” 7 Swiftstride
4 4 5 2 Light Armour
7” 14” 8 Scoring
Options: pts
May take a Shield 3 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
1 2 3 1
Goblin Raider 1 2 3 0 2
Wolf 1 3 3 0 3 Harnessed
Scuttler Spider 1 3 3 0 4 Harnessed, Poison Attacks
Options: pts
May take any of the following:
Shield 1 / model
Light Lance 1 / model
Bow (4+) 1 / model
Throwing Weapons (5+) (Forest Goblins only) 1 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
Height: Large
Goblin Wolf Chariot 125 pts 0-3 Units per
Type: Construct
1 model, may add up to 3 additional models for 95 pts/model Army
Base: 50×100 mm
4 2 4 1 Light Armour
Offensive Att Off Str AP Agi
1 2 3 1 Light Armour
Offensive Att Off Str AP Agi
Height: Standard
Gnasher Herd 130 pts 0-5 Units per
Type: Beast
10 models, may add up to 30 additional models for 13 pts/model Army
Base: 20×20 mm
1 4 3 0
Offensive Att Off Str AP Agi
Height: Large
Gnasher Wrecking Team 135 pts 0-2 Units per
Type: Beast
single model Army
Base: 60 mm round
3 3 4 0 Fortitude (4+)
Height: Large
Scrap Wagon 80 pts 0-3 Units per
Type: Construct
single model Army
Base: 50×100 mm
4 2 4 1
4” 4” 6 War Machine
Defensive HP Def Res Arm
5 1 4 0 Light Armour
Offensive Att Off Str AP Agi
Height: Standard
Greenhide Catapults 0-3 Units per
Type: Construct
single model Army
Base: 75 mm round
4” 4” 6 War Machine
Defensive HP Def Res Arm
5 1 4 0 Light Armour
Offensive Att Off Str AP Agi
The Goblin Crew must take one of the following Artillery Weapons:
Splatterer (4+) (165 pts) Git Launcher (4+) (195 pts)
0-2 per Army
Catapult (4×4) Artillery Weapon. Catapult Artillery Weapon.
Range 12-60", Shots 1, Str 3 [7], AP 0 [4], Range 12-60", Shots 1, Str 5, AP 4.
[Multiple Wounds (D3, Clipped Wings)]. This weapon follows the rules for Catapult Artillery
Weapons with the following exceptions: if the weapon hits
(including with a Partial Hit), instead of causing a hit with
Area Attack, the unit causes D3+1 hits with the weapon’s
profile. In case of a Partial Hit, neither the number of hits
nor their Strength and Armour Penetration are reduced.
8 4 6 3
Offensive Att Off Str AP Agi
Height: Gigantic
Great Green Idol 365 pts 0-2 Units per
Type: Infantry
single model Army
Base: 100×100 mm
6 2 8 3
Offensive Att Off Str AP Agi
7 3 5 1
Offensive Att Off Str AP Agi
Giant 5 3 5 2 3 Rage
Telepathic Link
A Cuatl Lord may cast spells of type Damage through a friendly model with Telepathic Link with the following
conditions and restrictions:
• The Cuatl Lord is considered to be the Caster.
• The model with Telepathic Link must be within 24″ of the Cuatl Lord.
• The spell must have type Damage.
• Line of Sight and Front Arc of the model with Telepathic Link are used.
• The spell’s range is reduced by half and is measured from the model with Telepathic Link.
• The Cuatl Lord may cast spells of type Missile even if it is Engaged in Combat, as long as the model with
Telepathic Link is not.
If the spell is Miscast, apply the following effects:
• The Cuatl Lord suffers the Miscast effect as normal.
• The model with Telepathic Link suffers a single hit with Armour Penetration 2 and a Strength equal to the
number of Magic Dice used.
If the Cuatl Lord casts a spell using Telepathic Link, the Attribute Spell gets cast through the model with Telepathic
Link as well, applying the same conditions and restrictions listed above. If not all of the conditions are met, the
Attribute Spell is not cast.
Attack Attributes
Born Predator – Close Combat
Natural to-hit rolls of ‘1’ of attacks with this Attack Attribute must be rerolled.
Armoury
Blowpipe – Shooting Weapon
Range 12″, Shots 2, Str 2, AP 0, Poison Attacks, +1 to hit against units consisting entirely of models with Towering
Presence.
2
Poisoned Javelin – Shooting Weapon
Range 12″, Shots 1, Str as user, AP as user, Poison Attacks, Quick to Fire.
Hereditary Spell
Casting Value Range Type Duration Effect
H Spark of Creation
Damage The target suffers D6 hits with Strength ⟨5⟩ {6}, Armour
⟨6+⟩ ⟨30″⟩
Hex Instant Penetration ⟨2⟩ {3}, and Magical Attacks.
{9+} {18″}
Missile
3
Special Items
Weapon Enchantments Artefacts
Glory of the Dawn Age 90 pts Raptor Spirit 80 pts
Enchantment: Spear. Models on foot only.
Attacks made with this weapon gain +1 Strength, The bearer gains +4″ Advance Rate, +4″ March Rate,
Magical Attacks, and Multiple Wounds (2). and Swiftstride. This Artefact cannot be taken by a
model with Ranger’s Boots.
Wildfire Burst 70 pts
Enchantment: Bow. Ancient Plaque 75 pts
This weapon has Shots 4, Str 4, AP 1 and always hits Dominant.
on 3+. Attacks made with this weapon become Flam- Once per Magic Phase, the bearer may reroll a single
ing Attacks and Magical Attacks. A unit that is hit Magic Dice when making a casting roll, provided the
by one or more of these attacks loses Soft Cover until spell was not Miscast. This ability cannot be used for
the end of the Player Turn (if it had it). If the enemy Casting Attempts with only one Magic Dice.
unit was in Hard Cover, it is now considered to be in
Soft Cover until the end of the Player Turn. Sphere of Shielding 75 pts
Models on Palanquin and Skink Palanquin only.
The bearer gains Aegis (2+, against Ranged At-
Armour Enchantments tacks) and automatically fails all saves against Melee
Serrate Scales 60 pts Attacks.
Enchantment: Shield.
While using this Shield, the bearer gains Grind At- Spirit of the Stampede 70 pts
tacks (2) that are always resolved with Strength 5 The bearer’s mount gains Impact Hits (D6). If it al-
and Armour Penetration 2. ready had Impact Hits, increase the number of Impact
Hits by D6 instead.
Taurosaur’s Vigour 60 pts
Enchantment: Suit of Armour. Jade Staff 60 pts
The wearer gains +1 Armour and +1 Health Point. The bearer can cast Healing Waters (Druidism) as a
Bound Spell with Power Level (4/8).
4
Army Organisation
4″ 8″ 8 Cold-Blooded
Defensive HP Def Res Arm
3 6 5 2 Light Armour
Offensive Att Off Str AP Agi
5
Standard
Saurian Veteran Height
Type Infantry
170 pts single model Base 25×25 mm
A mount marked with (TL) counts towards Thunder Lizards. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
4″ 8″ 8 Cold-Blooded
Defensive HP Def Res Arm
3 5 5 2 Light Armour
Offensive Att Off Str AP Agi
Large
Caiman Ancient Height
Type Infantry
195 pts single model Base 40×40 mm
Global Adv Mar Dis Model Rules
4 5 5 3 Light Armour
Offensive Att Off Str AP Agi
6
Standard
Cuatl Lord Height
Type Infantry
445 pts single model Base 50×50 mm
Global Adv Mar Dis Model Rules
4 2 4 0 Aegis (4+)
Offensive Att Off Str AP Agi
Cuatl Lord 1 2 3 0 2
Model Rules Magic Options pts
Palanquin: Universal Rule.
When the model is in a unit with Bodyguard, it gains
Stand Behind. The model can be the General even Alchemy Divination Evocation Pyromancy
if it is also the Battle Standard Bearer, and it cannot
be chosen by the enemy as the model that suffers Options pts
the penalties for refusing a Duel. The model counts Battle Standard Bearer 100
as being mounted. Special Items up to 200
Cuatl Lord Disciplines up to 200
Optional Model Rules: Cuatl Lord Disciplines
Disciplines cannot be duplicated within an army.
Grasp of the Immortal 130 pts Breaker of Spells 70 pts
The model gains Channel (1) and a +1 Casting Modi- The owner of the model may reroll their first failed
fier. A natural roll of ‘1’ or ‘2’ for Casting Attempts with Dispelling Attempt in each enemy Magic Phase.
a single Magic Dice is always a failed Casting Attempt,
regardless of any modifiers. Protean Potentate 65 pts
The model gains Protean Magic and access to
Master of Reality 130 pts Druidism, and knows all the Learned Spells it now
During Siphon the Veil, the owner must convert Veil has access to as well as its Hereditary Spell. This Dis-
Tokens into Magic Dice for a cost of 2:1 (instead of cipline cannot be combined with Ancient Knowledge
3:1). At the end of each friendly Siphon the Veil sub- or the Sun Tablet Artefact on the same model.
phase, all Veil Tokens that have not been converted
into Magic Dice are discarded. Symbiosis 50 pts
The model may cast spells of any type through models
Soulfire Weaver 120 pts with Telepathic Link. When casting spells through a
Every time the model successfully casts a spell from Telepathic Link, the range of spells of type Damage
Evocation, it can choose to discard one or more Veil without Aura is not reduced. Otherwise follow the
Tokens instead of casting the Attribute Spell. For each normal rules for Telepathic Link.
Veil Token discarded this way, choose one unengaged
enemy unit within 12″ of a target of the spell (no unit Trained from Birth 50 pts
can be chosen more than once per spell). Each chosen The model knows the Learned Spell 1 from its chosen
unit suffers a hit with Strength 4, Armour Penetration Path in addition to its other spells and cannot select
0, Area Attack (2×2), and Magical Attacks. it during Spell Selection.
7
Standard
Skink Captain Height
Type Infantry
75 pts single model 0–5 Units/Army Base 20×20 mm
A mount marked with [JG] and its rider count towards Characters and Jungle Guerillas.
A mount marked with (TL) counts towards Thunder Lizards. The mount and its rider also count
towards Characters.
Global Adv Mar Dis Model Rules
2 4 3 1 Light Armour
Offensive Att Off Str AP Agi
Skink Captain 3 4 4 1 6
Options pts Mount Options pts
Battle Standard Bearer 50 Alpha Rhamphodon [JG] 80
Special Items up to 100 Alpha Pteradon [JG] 85
Shield 5 Taurosaur (TL) 420
Must choose (one choice only):
Blowpipe (4+) free
Bow (3+) free
Poisoned Javelin (3+) free
One choice only:
Light Lance 5
Paired Weapons 5
d
Standard
Skink Priest Height
Type Infantry
115 pts single model 0–5 Units/Army Base 20×20 mm
A mount marked with (TL) counts towards Thunder Lizards. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
2 2 2 1
Offensive Att Off Str AP Agi
Skink Priest 1 2 3 0 4
Magic Options pts Options pts
Wizard Adept 75 Special Items up to 100
Light Armour 5
Mount Options pts
Druidism Shamanism Skink Palanquin 70
Taurosaur (TL) 410
d
8
Character Mounts
Height Standard
Raptor Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
7″ 14″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Raptor 2 3 4 1 2 Harnessed
Height Large
Carnosaur Type Cavalry
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Thunder Lizards.
Global Adv Mar Dis Model Rules
4 C 5 C
Offensive Att Off Str AP Agi
HeightGigantic
Alpha Carnosaur Type Beast
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Thunder Lizards.
Global Adv Mar Dis Model Rules
6 4 6 4
Offensive Att Off Str AP Agi
9
Height Standard
Skink Palanquin Type Infantry
Base 50×50 mm
Global Adv Mar Dis Model Rules
3 C 3 C+1
Offensive Att Off Str AP Agi
Height Large
Alpha Pteradon Type Cavalry
Base 40×40 mm
The mount and its rider count towards Characters and Jungle Guerillas.
Global Adv Mar Dis Model Rules
Ground 2″ 4″ C Feigned Flight, Fly (9″, 18″), Light Troops, Strider (Forest),
Fly 9″ 18″ Vanguard
Defensive HP Def Res Arm
10
Height Large
Alpha Rhamphodon Type Cavalry
Base 40×40 mm
The mount and its rider count towards Characters and Jungle Guerillas.
Global Adv Mar Dis Model Rules
Ground 2″ 4″ C Fearless, Fly (8″, 16″), Frenzy, Light Troops, Strider (For-
Fly 8″ 16″ est), Vanguard
Defensive HP Def Res Arm
Height Gigantic
Taurosaur Type Beast
0–1 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Thunder Lizards.
Global Adv Mar Dis Model Rules
6″ 10″ C Fearless
Defensive HP Def Res Arm
6 3 6 4
Offensive Att Off Str AP Agi
11
Core (Min. 20%)
Standard
Saurian Warriors Height
Type Infantry
255 pts + 19 pts/extra model 15–35 models Base 25×25 mm
Global Adv Mar Dis Model Rules
4″ 8″ 8 Cold-Blooded, Scoring
Defensive HP Def Res Arm
1 3 4 2 Shield
Offensive Att Off Str AP Agi
12
Standard
Skink Braves Height
Type Infantry
135 pts + 7 pts/extra model 15–40 models 0–4 Units/Army Base 20×20 mm
The unit also counts towards Jungle Guerillas when taking Poisoned Javelins. Caimans in such units do not
count towards Jungle Guerillas.
Global Adv Mar Dis Model Rules
1 2 2 1
Offensive Att Off Str AP Agi
Skink Brave 1 2 3 0 4
Options pts Command Group Options pts
Caiman* (max. 1 for every 10 Skinks) 75/Caiman Champion 20
Must choose (one choice only): Musician 20
Shield free Standard Bearer 20
Bow (4+) (0–40 Models/Army) 2/model Banner Enchantment no limit
Shield and Poisoned Javelin (4+) 2/model
d
Height Large
*Caiman Type Infantry
Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 3
Offensive Att Off Str AP Agi
13
Special (No limit)
Standard
Temple Guard Height
Type Infantry
350 pts + 32 pts/extra model 15–30 models Base 25×25 mm
Global Adv Mar Dis Model Rules
Standard
Raptor Riders Height
Type Cavalry
260 pts + 42 pts/extra model 5–12 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
1 4 4 4 Shield
Offensive Att Off Str AP Agi
14
Large
Caimans Height
Type Infantry
205 pts + 75 pts/extra model 3–10 models 0–5 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 3
Offensive Att Off Str AP Agi
Standard
Snake Swarms Height
Type Infantry
125 pts + 35 pts/extra model 2–4 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
15
Jungle Guerillas (Max. 30%)
Standard
Skink Hunters Height
Type Infantry
110 pts + 12 pts/extra model 5–15 models 0–2 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Skink Hunter 1 2 3 0 4
Options pts Command Group Options pts
Vanguard 20 Champion 20
Must choose (one choice only):
Shield and Poisoned Javelin (3+) free
Blowpipe (4+) 2/model
d
Standard
Chameleons Height
Type Infantry
135 pts + 18 pts/extra model 5–15 models 0–2 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
16
Large
Pteradon Sentries Height
Type Cavalry
180 pts + 25 pts/extra model 3–5 models 0–2 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
Large
Rhamphodon Riders Height
Type Cavalry
225 pts + 60 pts/extra model 3–5 models 0–2 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
17
Large
Weapon Beasts Height
Type Beast
145 pts + 115 pts/extra model 1–2 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 3 4 3
Offensive Att Off Str AP Agi
Weapon Beast 3 3 4 1 4
Options pts
Must choose (one choice only):
Spearback (0–2 Units/Army) free
Salamander (0–2 Units/Army) 25/model
Optional Model Rules
Salamander – Spout Flames: Artillery Weapon.
Flamethrower, Range 8″, Shots 1, Str 4, AP 1, Flaming Attacks. If a Misfire is rolled, the Salamander always
counts as rolling the 5+ Malfunction result.
Spearback – Shoot Spikes (4+): Shooting Weapon.
Range 18″, Shots 2D6, Str 4, AP 2, Quick to Fire. This weapon may not be used if the model performed a March
Move in this Player Turn. Spearbacks must declare Stand and Shoot as a Charge Reaction if possible, but they
do not suffer the −1 to-hit modifier for it.
d
18
Thunder Lizards (Max. 35%)
Large
Stygiosaur Height
Type Cavalry
300 pts single model 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
5 4 5 4
Offensive Att Off Str AP Agi
Skink Rider 1 2 3 0 4
Stygiosaur 4 4 5 2 2 Born Predator, Breath Attack (Toxic Attacks), Harnessed,
Poison Attacks, Stomp Attacks (D3)
Options pts
Mystic Traveller 120
Optional Model Rules
Mystic Traveller: Universal Rule.
The Skink Rider gains Telepathic Link and is a Wizard Adept that selects 2 spells from Awaken the Beast, Swarm
of Insects, Savage Fury (Shamanism), and Spark of Creation (Hereditary Spell) during Spell Selection. This rule
overrides the normal Spell Selection rules connected to being a Wizard Adept.
d
Large
Thyroscutus Height
Type Cavalry
275 pts single model 0–2 Units/Army Base 50×100 mm
5 4 5 6
Offensive Att Off Str AP Agi
19
Gigantic
Taurosaur Height
Type Beast
455 pts single model 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6 3 6 4
Offensive Att Off Str AP Agi
20
Quick Reference Sheet
Characters
Adv 4″ Mar 8″ Dis 8 Cold-Blooded
Standard, Infantry HP 3 Def 6 Res 5 Arm 2 Light Armour
Warlord Att 5 Off 6 Str 5 AP 2 Agi 4 Born Predator
d
Adv 4″ Mar 8″ Dis 8 Cold-Blooded
Standard, Infantry HP 3 Def 5 Res 5 Arm 2 Light Armour
Saurian Veteran Att 4 Off 5 Str 5 AP 2 Agi 3 Born Predator
d
Adv 6″ Mar 12″ Dis 7 Cold-Blooded, Fear, Strider (Water Terrain)
Large, Infantry HP 4 Def 5 Res 5 Arm 3 Light Armour
Caiman Ancient Att 4 Off 5 Str 5 AP 2 Agi 3 Born Predator
d
Adv 4″ Mar 8″ Dis 8 Cold-Blooded, Palanquin, Tall, Wizard Master
Standard, Infantry HP 4 Def 2 Res 4 Arm 0 Aegis (4+)
Cuatl Lord Att 1 Off 2 Str 3 AP 0 Agi 2
d
Adv 6″ Mar 12″ Dis 6 Cold-Blooded, Strider (Water Terrain)
Standard, Infantry HP 2 Def 4 Res 3 Arm 1 Light Armour
Skink Captain Att 3 Off 4 Str 4 AP 1 Agi 6
d
Adv 6″ Mar 12″ Dis 5 Cold-Blooded, Strider (Water Terrain), Telepathic Link, Wizard
Apprentice
Standard, Infantry HP 2 Def 2 Res 2 Arm 1
Skink Priest Att 1 Off 2 Str 3 AP 0 Agi 4
d
Character Mounts
Adv 7″ Mar 14″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Raptor Att 2 Off 3 Str 4 AP 1 Agi 2 Harnessed
d
Adv 7″ Mar 14″ Dis C Fear, Fearless, Frenzy, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Carnosaur Att 4 Off 3 Str 6 AP 3 Agi 2 Battle Focus, Born Predator, Harnessed, Multiple Wounds (2,
against Large)
d
Adv 7″ Mar 14″ Dis C Apex Predator
Gigantic, Beast HP 6 Def 4 Res 6 Arm 4
Alpha Carnosaur Att 5 Off 4 Str 7 AP 4 Agi 3 Born Predator, Harnessed, Multiple Wounds (D3)
d
Adv 6″ Mar 12″ Dis C Skink Palanquin, Tall
Standard, Infantry HP 3 Def C Res 3 Arm C+1
Skink Palanquin Att - Off - Str - AP Agi - Harnessed
d
Adv 2″ Mar 4″ Dis C Feigned Flight, Fly (9″, 18″), Light Troops, Strider (Forest), Van-
guard
Large, Cavalry HP 3 Def C Res 3 Arm C+1 Hard Target (1)
Alpha Pteradon Att 1 Off 3 Str 4 AP 1 Agi 2 Harnessed, Release Rocks
d
Adv 2″ Mar 4″ Dis C Fearless, Fly (8″, 16″), Frenzy, Light Troops, Strider (Forest),
Vanguard
Large, Cavalry HP 3 Def C Res 3 Arm C+1 Hard Target (1)
Alpha Rhamphodon Att 2 Off 3 Str 4 AP 2 Agi 4 Battle Focus, Harnessed, Lethal Strike, Prey Scent
d
Adv 6″ Mar 10″ Dis C Fearless
Gigantic, Beast HP 6 Def 3 Res 6 Arm 4
Skink Crew (5) Att 1 Off 2 Str 3 AP 0 Agi 4 Poisoned Javelin (4+)
Taurosaur Att 4 Off 3 Str 6 AP 3 Agi 2 Devastating Charge (+1 Att), Harnessed, Impact Hits (D6+1),
Sharp Horns
d
Core
Adv 4″ Mar 8″ Dis 8 Cold-Blooded, Scoring
Standard, Infantry HP 1 Def 3 Res 4 Arm 2 Shield
Saurian Warrior Att 2 Off 3 Str 4 AP 1 Agi 2 Born Predator
d
21
Adv 6″ Mar 12″ Dis 5 Cold-Blooded, Scoring, Strider (Water Terrain)
Standard, Infantry HP 1 Def 2 Res 2 Arm 1
Skink Brave Att 1 Off 2 Str 3 AP 0 Agi 4
d
Adv 6″ Mar 12″ Dis 7 Cold-Blooded, Combined Strength, Scoring, Strider (Water Ter-
rain)
Large, Infantry HP 3 Def 3 Res 4 Arm 3
Caiman Att 3 Off 3 Str 5 AP 2 Agi 2 Born Predator, Halberd
d
Special
Adv 4″ Mar 8″ Dis 8 Bodyguard (General), Cold-Blooded, Fearless, Scoring
Standard, Infantry HP 1 Def 4 Res 4 Arm 2 Light Armour, Shield
Temple Guard Att 2 Off 4 Str 4 AP 1 Agi 2 Born Predator, Cobalt Club
d
Adv 7″ Mar 14″ Dis 8 Cold-Blooded, Scoring
Standard, Cavalry HP 1 Def 4 Res 4 Arm 4 Shield
Rider Att 2 Off 4 Str 4 AP 1 Agi 2 Born Predator, Lance
Raptor Att 2 Off 3 Str 4 AP 1 Agi 2 Harnessed
d
Adv 6″ Mar 12″ Dis 7 Cold-Blooded, Scoring, Strider (Water Terrain)
Large, Infantry HP 3 Def 3 Res 4 Arm 3
Caiman Att 3 Off 3 Str 5 AP 2 Agi 2 Born Predator
d
Adv 5″ Mar 10″ Dis 7 Cold-Blooded, Fearless, Light Troops, Skirmisher, Unstable,
Venomous Tide
Standard, Infantry HP 5 Def 3 Res 2 Arm 0 Hard Target (1)
Snake Swarm Att 5 Off 3 Str 2 AP 0 Agi 1 Poison Attacks
d
Jungle Guerillas
Adv 6″ Mar 12″ Dis 6 Cold-Blooded, Light Troops, Skirmisher, Strider (Water Terrain)
Standard, Infantry HP 1 Def 2 Res 2 Arm 1 Hard Target (1)
Skink Hunter Att 1 Off 2 Str 3 AP 0 Agi 4
d
Adv 6″ Mar 12″ Dis 6 Cold-Blooded, Light Troops, Scout, Skirmisher, Strider (Water
Terrain)
Standard, Infantry HP 1 Def 2 Res 2 Arm 1 Hard Target (2)
Chameleon Att 1 Off 2 Str 3 AP 0 Agi 4 Blowpipe (4+)
d
Adv 2″ Mar 4″ Dis 5 Cold-Blooded, Feigned Flight, Fly (9″, 18″), Light Troops,
Skirmisher, Strider (Forest), Vanguard
Large, Cavalry HP 2 Def 2 Res 3 Arm 2 Hard Target (1)
Rider Att 1 Off 2 Str 3 AP 0 Agi 4 Light Lance
Pteradon Att 1 Off 3 Str 4 AP 1 Agi 2 Harnessed, Release Rocks
d
Adv 2″ Mar 4″ Dis 6 Cold-Blooded, Fearless, Fly (8″, 16″), Frenzy, Light Troops, Stri-
der (Forest), Vanguard
Large, Cavalry HP 2 Def 1 Res 3 Arm 2 Hard Target (1), Light Armour
Rider Att 1 Off 2 Str 3 AP 0 Agi 4 Light Lance, Poisoned Javelin (4+)
Rhamphodon Att 2 Off 3 Str 4 AP 2 Agi 4 Battle Focus, Harnessed, Lethal Strike, Prey Scent
d
Adv 6″ Mar 12″ Dis 6 Cold-Blooded, Light Troops, Strider (Water Terrain)
Large, Beast HP 3 Def 3 Res 4 Arm 3
Weapon Beast Att 3 Off 3 Str 4 AP 1 Agi 4
d
Thunder Lizards
Adv 7″ Mar 14″ Dis 6 Cold-Blooded, Fear, Terror, Towering Presence
Large, Cavalry HP 5 Def 4 Res 5 Arm 4
Skink Rider Att 1 Off 2 Str 3 AP 0 Agi 4
Stygiosaur Att 4 Off 4 Str 5 AP 2 Agi 2 Born Predator, Breath Attack (Toxic Attacks), Harnessed, Poison
Attacks, Stomp Attacks (D3)
d
Adv 5″ Mar 10″ Dis 6 Cold-Blooded, Stubborn
Large, Cavalry HP 5 Def 4 Res 5 Arm 6
Skink Crew (4) Att 1 Off 2 Str 3 AP 0 Agi 4 Poisoned Javelin (4+)
Thyroscutus Att 3 Off 2 Str 4 AP 1 Agi 1 Crush Attack, Harnessed
d
22
Adv 6″ Mar 10″ Dis 7 Cold-Blooded, Fearless
Gigantic, Beast HP 6 Def 3 Res 6 Arm 4
Skink Crew (5) Att 1 Off 2 Str 3 AP 0 Agi 4 Poisoned Javelin (4+)
Taurosaur Att 4 Off 3 Str 6 AP 3 Agi 2 Devastating Charge (+1 Att), Harnessed, Impact Hits (D6+1),
Sharp Horns
d
Aim Table
Name Aim Shooting Model
Wildfire Burst (Bow) 3+ Characters
Bow 3+ Skink Captain
4+ Skink Brave
Blowpipe 3+ Skink Captain
4+ Skink Hunter, Chameleon
Giant Blowpipes 3+ Skink Captain (Taurosaur)
4+ Taurosaur
Great Bow 3+ Skink Captain (Taurosaur)
4+ Taurosaur
Fire Bola 4+ Pteradon Sentry
Poisoned Javelin 3+ Skink Captain, Skink Hunter
4+ Skink Braves, Pteradon Sentry, Rhamphodon Rider, Skink Crew
Shoot Spikes 4+ Weapon Beast (Spearback) d
23
Sylvan Elves
Army Book
2nd Edition, version 2020 – December 26, 2019
Forest Walker
The model gains Strider (Forest). If a unit comprised entirely of models with Forest Walker starts a Round of
Combat with more than half of its models with the centre of their bases inside a Forest, then all model parts without
Harnessed must reroll to-wound rolls of ‘1’ with their Close Combat Attacks for the duration of that Round of Combat.
Sylvan Spirit
The model gains Fearless and Magical Attacks. Models with Sylvan Spirit can only join or be joined by models with
Sylvan Spirit.
Tree Singing
Each model with Tree Singing may discard 1 Veil Token once per friendly Magic Phase, right after Siphon the Veil. If
so, choose a Forest Terrain Feature within 24″ of the model with Tree Singing that is not in contact with any unit.
Move this Forest in a straight line up to 6″. This movement stops just before moving into contact with any units or
any Terrain Features other than Open Terrain. Each Forest may only be moved with Tree Singing once per Magic
Phase.
Attack Attributes
Master Archer – Shooting
When shooting with a Sylvan Longbow, all models with Master Archer in a unit may choose to gain either +2 Armour
Penetration or +2 to hit.
Armoury
Elven Cloak – Armour Equipment
When combined with Light Armour, the wearer gains +1 Armour. Elven Cloaks cannot be enchanted.
2
Impaling Roots – Shooting Weapon
Range 12″, Shots D6+1, Str 4, AP 1, March and Shoot, Quick to Fire, ignores to-hit modifiers from Cover. If its target
is in contact with a Forest, the Strength is set to 5 and Armour Penetration to 2.
Hereditary Spell
Casting Value Range Type Duration Effect
3
Kindreds Aspects of Nature
Kindreds may be duplicated within an army. Each Aspect of Nature is One of a Kind.
Shapeshifter 90 pts Scarred Bark 75 pts
Models on foot only. All Dryads in the bearer’s unit gain Hatred.
The model’s Advance Rate is set to 6″ and its March
Rate is set to 18″. It gains +1 Attack Value, +1 Re- Toxic Spores 65 pts
silience, Fear, Hard Target (1), Swiftstride, and The bearer’s unit gains Lethal Strike.
Vanguard. The model may never join units or be
joined by other Characters. Entangling Vines 60 pts
In a Duel, opponents must reroll successful to-hit
Wild Hunter 90 pts rolls against the bearer.
Models mounted on Elven Horse or Great Elk only.
The bearer’s model gains +1 Attack Value, -2 De- Oaken Crown 20 pts
fensive Skill, Battle Focus, Devastating Charge (+1 The bearer gains Swift Reform.
Att, Fear), Fearless, Frenzy, and Light Troops.
Pathfinder 55 pts
0–2 per Army. Models on foot only. Cannot be taken
by the Battle Standard Bearer.
The model gains Master Archer and Scout.
The Shots of a Sylvan Longbow wielded by the model
are set to 3. If wielded by a Forest Prince, its Shots
are set to 4 instead.
4
Special Items
Weapon Enchantments Banner Enchantments
Lifeseed Feathers 80 pts Banner of Deception 60 pts
Enchantment: Sylvan Longbow. At the end of step 4 of the Deployment Phase Se-
Attacks made with this weapon become Magical At- quence (before deploying Scouts), the owner may
tacks. Instead of firing this Sylvan Longbow using remove the bearer’s unit from the Battlefield and
the standard rules for Sylvan Longbows and Long- deploy it again elsewhere (any Characters joined to
bows, the wielder may apply the following rules: the unit must remain in the unit; this does not affect
Range 30″, Shots always 1, Strength and Armour Pen- the number of Undeployed Units for calculating the
etration vary depending on the wielder’s distance to starting roll-off bonus).
the target:
• Str 4, AP 1 if within 10″ Predator Pennant 45 pts
• Str 5, AP 2 if more than 10″ and within 20″ The bearer’s unit gains Devastating Charge (Dis-
• Str 6, AP 3 if more than 20″ and within 30″, and tracting).
the attack gains Multiple Wounds (2)
Banner of Silent Mist 40 pts
Hunter’s Honour 75 pts 0–2 per Army.
Enchantment: Spear. The bearer’s unit gains Soft Cover. Enemy units
Attacks made with this weapon gain +1 Strength, +1 within 3″ of the bearer’s unit may not gain any benefit
Armour Penetration, and become Magical Attacks. from a Musician.
If the wielder causes at least one unsaved wound
with this weapon, the wielder and all R&F models in
the wielder’s unit gain Distracting until the end of
the Melee Phase.
Armour Enchantments
Shielding Bark 60 pts
Infantry models only.
Enchantment: Light Armour.
The wearer gains +1 Armour, Aegis (5+), Fearless,
Flammable, and Magical Attacks.
5
Artefacts
Hail Shot 70 pts
Forest Princes and Chieftains only.
One use only. When this Artefact is used, it is a Shoot-
ing Weapon with the following profile:
Range 30″, Shots 3D6, Str 4, AP 1, Magical Attacks.
Aim is set to 2+. When fired from Short Range, it
gains +1 Armour Penetration. Master Archer cannot
be used in conjunction with Hail Shot.
6
Army Organisation
3 7 3 0
Offensive Att Off Str AP Agi
7
Standard
Chieftain Height
Type Infantry
140 pts single model Base 20×20 mm
Global Adv Mar Dis Model Rules
3 6 3 0
Offensive Att Off Str AP Agi
Standard
Druid Height
Type Infantry
140 pts single model Base 20×20 mm
Global Adv Mar Dis Model Rules
3 4 3 0
Offensive Att Off Str AP Agi
8
Gigantic
Treefather Ancient Height
Type Infantry
460 pts single model 0–1 Units/Army Base 75×50 mm
Global Adv Mar Dis Model Rules
Divination Druidism
d
Gigantic
Avatar of Nature Height
Type Infantry
610 pts single model 0–1 Units/Army Base 75×50 mm
Global Adv Mar Dis Model Rules
Standard
Dryad Ancient Height
Type Infantry
105 pts single model Base 25×25 mm
Global Adv Mar Dis Model Rules
3 6 4 0 Aegis (5+)
Offensive Att Off Str AP Agi
Divination Druidism
d
9
Large
Thicket Shepherd Height
Type Infantry
260 pts single model 0–2 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
Thicket Shepherd 4 5 5 3 4
Model Rules Options pts
A Shepherd and its Flock: Universal Rule. Battle Standard Bearer 50
The model cannot join a unit that contains another A single Aspect of Nature no limit
model with this rule.
d
10
Character Mounts
Height Standard
Elven Horse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
9″ 18″ C
Defensive HP Def Res Arm
C C C C+1
Offensive Att Off Str AP Agi
Height Standard
Great Elk Type Cavalry
Base 50×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ C
Defensive HP Def Res Arm
C C 5 C+1
Offensive Att Off Str AP Agi
HeightStandard
Sylvan Unicorn Type Cavalry
Base 25×50 mm
10″ 20″ C
Defensive HP Def Res Arm
11
Height Large
Eagle King Type Cavalry
0–2 Mounts/Army Base 50×50 mm
Global Adv Mar Dis Model Rules
Height Gigantic
Dragon Type Beast
0–1 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6 5 6 4
Offensive Att Off Str AP Agi
12
Core (Min. 25%)
Standard
Forest Guard Height
Type Infantry
170 pts + 14 pts/extra model 15–50 models Base 20×20 mm
Global Adv Mar Dis Model Rules
1 5 3 0 Light Armour
Offensive Att Off Str AP Agi
Standard
Sylvan Archers Height
Type Infantry
255 pts + 23 pts/extra model 10–30 models Base 20×20 mm
1 4 3 0
Offensive Att Off Str AP Agi
13
Standard
Heath Riders Height
Type Cavalry
180 pts + 29 pts/extra model 5–15 models 0–3 Units/Army Base 25×50 mm
1 4 3 1 Light Armour
Offensive Att Off Str AP Agi
Standard
Dryads Height
Type Infantry
150 pts + 17 pts/extra model 8–26 models 0–4 Units/Army Base 25×25 mm
Global Adv Mar Dis Model Rules
1 4 4 0 Aegis (5+)
Offensive Att Off Str AP Agi
Dryad 2 4 4 1 5
Options pts Optional Model Rules
Must choose (one choice only): Clearing Spirits: Universal Rule.
Scoring free The model gains Skirmisher, Light Troops, and Hard
Clearing Spirits 0–15 Models/Unit 3/model Target (1).
Command Group Options pts
Champion 20
d
14
Special (No limit)
Standard
Forest Rangers Height
Type Infantry
200 pts + 18 pts/extra model 10–30 models 0–5 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Large
Thicket Beasts Height
Type Infantry
365 pts + 115 pts/extra model 4–6 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
Thicket Beast 3 4 5 2 3
Command Group Options pts
Champion 20
d
Large
Forest Eagles Height
Type Beast
100 pts + 30 pts/extra model 1–5 models 0–2 Units/Army Base 50×50 mm
Global Adv Mar Dis Model Rules
3 5 4 0
Offensive Att Off Str AP Agi
Forest Eagle 2 5 4 1 4
15
Standard
Blade Dancers Height
Type Infantry
220 pts + 31 pts/extra model 7–15 models 0–3 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
Fear, and enemy units in base contact with the model do not
Dance of Bedevilments
receive any Rank Bonus to their Combat Score.
Dance of Biting Wind +1 Armour Penetration and Lethal Strike.
Dance of the Parting Mists Aegis (3+), −1 Strength, and −1 Armour Penetration.
Dance of Whirling Blades +1 Attack Value.
d
Gigantic
Treefather Height
Type Infantry
435 pts single model 0–2 Units/Army Base 75×50 mm
0–1 Units/Army if the Army List includes any Avatar of Nature, Dragon, or Treefather Ancient.
Global Adv Mar Dis Model Rules
16
Standard
Wild Huntsmen Height
Type Cavalry
290 pts + 40 pts/extra model 5–12 models 0–3 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
Wild Huntsman 2 5 4 1 6 Battle Focus, Devastating Charge (+1 Att), Lightning Re-
flexes
Elven Deer 1 3 4 1 4 Harnessed
Options pts Command Group Options pts
Shield 5/model Champion 20
The Hunstman must take (one choice only): Musician 20
Sylvan Blades free Standard Bearer 20
Sylvan Lance free Banner Enchantment no limit
d
Large
Kestrel Knights Height
Type Cavalry
305 pts + 72 pts/extra model 3–6 models 0–2 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
Ground 2″ 4″ 9 Feigned Flight, Fly (9″, 18″), Forest Walker, Light Troops,
Fly 9″ 18″ Vanguard
Defensive HP Def Res Arm
17
Unseen Arrows (Max. 30%)
Standard
Briar Maidens Height
Type Cavalry
195 pts + 30 pts/extra model 5–10 models 0–2 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
1 4 3 1 Aegis (4+)
Offensive Att Off Str AP Agi
Standard
Sylvan Sentinels Height
Type Infantry
155 pts + 38 pts/extra model 5–10 models 0–2 Units/Army Base 20×20 mm
0–1 Units/Army if the Army List includes two or more units of Pathfinders.
Global Adv Mar Dis Model Rules
18
Standard
Pathfinders Height
Type Infantry
200 pts + 49 pts/extra model 5–10 models 0–2 Units/Army Base 20×20 mm
Global Adv Mar Dis Model Rules
19
Quick Reference Sheet
Characters
Adv 5″ Mar 10″ Dis 9 Forest Walker
Standard, Infantry HP 3 Def 7 Res 3 Arm 0
Forest Prince Att 4 Off 7 Str 4 AP 2 Agi 9 Accurate, Lightning Reflexes
d
Adv 5″ Mar 10″ Dis 9 Forest Walker
Standard, Infantry HP 3 Def 6 Res 3 Arm 0
Chieftain Att 3 Off 6 Str 4 AP 1 Agi 7 Lightning Reflexes
d
Adv 5″ Mar 10″ Dis 8 Forest Walker, Tree Singing, Wizard Apprentice
Standard, Infantry HP 3 Def 4 Res 3 Arm 0
Druid Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes
d
Adv 5″ Mar 10″ Dis 9 Forest Walker, Stubborn, Sylvan Spirit, Tree Singing
Gigantic, Infantry HP 6 Def 4 Res 6 Arm 4 Aegis (5+), Flammable
Treefather Ancient Att 3 Off 4 Str 5 AP 2 Agi 2 Crush Attack, Impaling Roots (4+)
d
Adv 5″ Mar 10″ Dis 9 Forest Walker, Stubborn, Sylvan Spirit, Tree Singing
Gigantic, Infantry HP 6 Def 6 Res 6 Arm 4 Aegis (5+), Flammable
Avatar of Nature Att 6 Off 6 Str 7 AP 4 Agi 3 Crush Attack, Impaling Roots (3+)
d
Adv 5″ Mar 10″ Dis 9 Forest Walker, Sylvan Spirit, Tree Singing
Standard, Infantry HP 3 Def 6 Res 4 Arm 0 Aegis (5+)
Dryad Ancient Att 3 Off 6 Str 4 AP 1 Agi 7 Hatred
d
Adv 5″ Mar 10″ Dis 9 A Shepherd and its Flock, Emboldening Boughs, Forest Walker,
Sylvan Spirit
Large, Infantry HP 4 Def 5 Res 5 Arm 3 Aegis (5+), Flammable
Thicket Shepherd Att 4 Off 5 Str 5 AP 3 Agi 4
d
Character Mounts
Adv 9″ Mar 18″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+1
Elven Horse Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv 8″ Mar 16″ Dis C
Standard, Cavalry HP C Def C Res 5 Arm C+1
Great Elk Att 2 Off 4 Str 4 AP 1 Agi 4 Harnessed
d
Adv 10″ Mar 20″ Dis C
Standard, Cavalry HP C Def C Res 4 Arm C+1 Aegis (+1, max. 4+)
Sylvan Unicorn Att 2 Off 5 Str 4 AP 1 Agi 5 Devastating Charge (+1 Str, +1 AP), Harnessed, Magical Attacks
d
Adv 2″ Mar 4″ Dis C Fly (9″, 18″), Light Troops
Large, Cavalry HP 4 Def C Res 4 Arm C+1 Hard Target (1)
Eagle King Att 3 Off 5 Str 5 AP 1 Agi 4 Harnessed
d
Adv 6″ Mar 12″ Dis C Fly (7″, 14″), Light Troops
Gigantic, Beast HP 6 Def 5 Res 6 Arm 4
Dragon Att 5 Off 5 Str 6 AP 3 Agi 3 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed
d
Core
Adv 5″ Mar 10″ Dis 8 Forest Walker, Scoring
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Light Armour
Forest Guard Att 1 Off 5 Str 3 AP 0 Agi 5 Lightning Reflexes
d
Adv 5″ Mar 10″ Dis 8 Forest Walker, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0
Sylvan Archer Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Sylvan Longbow (3+)
d
Adv 9″ Mar 18″ Dis 8 Forest Walker, Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Light Armour
Heath Rider Att 1 Off 4 Str 3 AP 0 Agi 5 Devastating Charge (+1 Str, +1 AP), Lightning Reflexes, Sylvan
Lance
Elven Horse Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
20
Adv 5″ Mar 10″ Dis 8 Forest Walker, Sylvan Spirit
Standard, Infantry HP 1 Def 4 Res 4 Arm 0 Aegis (5+)
Dryad Att 2 Off 4 Str 4 AP 1 Agi 5
d
Special
Adv 5″ Mar 10″ Dis 9 Fearless, Forest Walker, Scoring
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Elven Cloak, Light Armour
Forest Ranger Att 2 Off 5 Str 3 AP 1 Agi 5 Lightning Reflexes, Great Weapon
d
Adv 5″ Mar 10″ Dis 8 Bodyguard (Thicket Shepherd), Emboldening Boughs, Forest
Walker, Scoring, Sylvan Spirit
Large, Infantry HP 3 Def 4 Res 5 Arm 3 Aegis (5+), Flammable
Thicket Beast Att 3 Off 4 Str 5 AP 2 Agi 3
d
Adv 2″ Mar 4″ Dis 8 Fly (9″, 18″), Light Troops, Strider (Forest)
Large, Beast HP 3 Def 5 Res 4 Arm 0
Forest Eagle Att 2 Off 5 Str 4 AP 1 Agi 4
d
Adv 5″ Mar 10″ Dis 8 Dances of Cenyrn, Fearless, Forest Walker, Light Troops
Standard, Infantry HP 1 Def 6 Res 3 Arm 0 Aegis (6+), Hard Target (1), Magic Resistance (1)
Blade Dancer Att 1 Off 5 Str 4 AP 1 Agi 6 Lightning Reflexes, Sylvan Blades
d
Adv 5″ Mar 10″ Dis 8 Forest Walker, Stubborn, Sylvan Spirit, Tree Singing
Gigantic, Infantry HP 5 Def 5 Res 6 Arm 4 Aegis (5+), Flammable
Treefather Att 5 Off 5 Str 6 AP 3 Agi 2 Crush Attack, Impaling Roots (3+)
d
Adv 9″ Mar 18″ Dis 9 Fearless, Forest Walker, Frenzy, Light Troops
Standard, Cavalry HP 1 Def 3 Res 3 Arm 1 Aegis (6+), Light Armour
Wild Huntsman Att 2 Off 5 Str 4 AP 1 Agi 6 Battle Focus, Devastating Charge (+1 Att), Lightning Reflexes
Elven Deer Att 1 Off 3 Str 4 AP 1 Agi 4 Harnessed
d
Adv 2″ Mar 4″ Dis 9 Feigned Flight, Fly (9″, 18″), Forest Walker, Light Troops, Van-
guard
Large, Cavalry HP 2 Def 5 Res 4 Arm 1 Hard Target (1), Light Armour
Kestrel Knight Att 1 Off 5 Str 4 AP 1 Agi 5 Devastating Charge (+1 Att), Lightning Reflexes, Sylvan Lance
Kestrel Att 2 Off 5 Str 4 AP 2 Agi 4 Harnessed
d
Unseen Arrows
Adv 9″ Mar 18″ Dis 9 Forest Walker, Light Troops, Wizard Conclave
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Aegis (4+)
Briar Maiden Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Poison Attacks, Poisoned Thorn (2+)
Elven Deer Att 1 Off 3 Str 4 AP 1 Agi 4 Harnessed
d
Adv 5″ Mar 10″ Dis 8 Forest Walker, Light Troops, Skirmisher
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Hard Target (1)
Sylvan Sentinel Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Poison Attacks, Sylvan Longbow (3+)
d
Adv 5″ Mar 10″ Dis 8 Forest Walker, Light Troops, Scout, Skirmisher
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Hard Target (1)
Pathfinder Att 1 Off 4 Str 3 AP 0 Agi 5 Lightning Reflexes, Master Archer, Sylvan Blades, Sylvan Long-
bow (2+)
d
21
Shooting Weapons
Name Artillery Range Str AP Shots Rules
March and Shoot,
Quick to Fire,
Impaling Roots - 12″ 4 1 D6+1
Ignores Cover,
Str 5 AP 2 when target in Forest
Quick to Fire,
Sylvan Longbow - 30″ 3/4 1 1 Volley Fire,
Str 4 at Short Range
Magical Attacks,
Lifeseed Feathers - 30″ 4/5/6 1/2/3 1 At Range <10/20/30″,
Multiple Wounds (2) when >20″
Magical Attacks,
Bough of Wyscan - 30″ 3/4 1 1 Str 4 at Short Range,
+1 to wound at Short Range
Magical Attacks,
Hail Shot - 30″ 4 1 3D6
Aim set to 2+
Poison Attacks,
Poisoned Thorn - 12″ 3 1 1
Quick to Fire
Aim Table
Name Aim Shooting Model
Hail Shot 2+ Characters
Sylvan Longbow 0+ Forest Prince
1+ Chieftain
2+ Pathfinders
3+ Druid, Sylvan Archers, Heath Riders, Kestrel Knights, Sylvan Sentinels
Impaling Roots 3+ Avatar of Nature, Treefather
4+ Treefather Ancient
Poisoned Thorn 2+ Briar Maidens d
22
Undying Dynasties
Army Book
2nd Edition, version 2020 – December 26, 2019
Dust to Dust
At the end of any phase in which the Hierophant was removed as a casualty, every unit in the army with Dust to Dust
must pass a Discipline Test or lose a number of Health Points equal to the amount by which the test was failed, with
no saves of any kind allowed. These Health Point losses are allotted following the rules for Unstable. The number of
Health Points lost is reduced by 1 if the unit is within range of Rally Around the Flag.
At the end of the Player Turn in which the Hierophant was removed as a casualty, a new Hierophant may be selected.
In order to do so, nominate a friendly Wizard Character. This Character becomes the new Hierophant.
At the start of each friendly Player Turn after the army’s Hierophant has been removed as a casualty and no new
Hierophant has been selected, every unit with Dust to Dust must once again pass a Discipline Test or lose Health
Points as described above.
Ensouled Statue
The model gains Undead and Dust to Dust. If more than half of the models in a unit have Ensouled Statue, reduce
the number of Health Points lost by this unit due to Dust to Dust and Unstable by 1.
Hierophant
One of a Kind. An Undying Dynasties army must include a single model with this Universal Rule. When the Hierophant
casts Death is Only the Beginning as a non-Bound Spell, you may choose to set the spell range to 18″ (instead of the
spell’s normal target restrictions).
Underground Ambush
The model follows the rules for Ambush, with the following exception. Instead of entering the Battlefield from the
Board Edge:
1. Choose an arriving unit with Underground Ambush.
2. Place the unit anywhere on the Battlefield in a legal formation and following the Unit Spacing rule.
3. Roll a D6:
• If 5–6 is rolled, the unit arrives where it was initially placed.
2
• If 1–4 is rolled, move the unit (without changing the direction it is facing) 2D6″ in a randomly chosen
direction. If this would bring the unit within 1″ of other units, Impassable Terrain, or the Board Edge, the
unit stops 1″ short of them and each model in the Ambushing unit must take a Dangerous Terrain (1)
Test. The unit may then perform a Pivot (and must follow the Unit Spacing rule after the Pivot). None of
these manoeuvres prevent the unit from moving following the rules for Ambush afterwards.
4. Repeat steps 1–3 for all other arriving units with Underground Ambush.
Undying Will
Units with one or more models with Undying Will gain +2 Offensive Skill, +2 Defensive Skill, Lethal Strike, and
replace their Shooting Weapons’ Aim with (4+). Characters, Beasts, models with Ensouled Statue, and model parts
with Harnessed are not affected by Undying Will.
Armoury
Aspen Bow – Shooting Weapon
Range 24″, Shots 1, Str 3, AP 0, Volley Fire.
This weapon always hits on a roll equal to or greater than its Aim.
Special Attacks
Mummy’s Curse
When the model with Mummy’s Curse is removed as a casualty, the model which caused the final wound suffers 1 hit
with Strength 6 and Armour Penetration 10. This is treated as a Ranged Attack. If more than one model was part of
the action which brought the downfall of the model with Mummy’s Curse, randomise which of those models suffers
the hit.
Hereditary Spell
Undying Dynasties do not have a regular Hereditary Spell. Instead, all Death Cult Hierarchs know the Hereditary
Attribute Spell Death is Only the Beginning (in addition to Path Attributes). At step 1 of each Casting Attempt of a
non-Attribute non-Bound Spell of type Augment with a Death Cult Hierarch, the owner may declare that the Wizard
will cast an amplified version of the spell:
• The Casting Value of the amplified version is increased by 2.
• If the amplified version is successfully cast, Death is Only the Beginning is automatically cast (as an Attribute
Spell).
3
Special Items
Weapon Enchantments Crown of the Pharaohs 90 pts
Pharaohs and Nomarchs only.
Godslayer 75 pts The bearer increases the range of its Commanding
Enchantment: Great Weapon. Presence by 6″. At the start of each of your Player
The wielder gains +1 Attack Value when using this Turns, the bearer may lose Undying Will until the
weapon. Attacks made with this weapon become Di- start of your next Player Turn and choose a friendly
vine Attacks and Magical Attacks, and gain Multi- unit within 12″. This unit gains Undying Will until
ple Wounds (2, against Aegis) (note that the latter the start of your next Player Turn.
also applies against models with Aegis Saves with
Conditional Application). Steeds of Nephet-Ra 60 pts
Models with at least one Skeletal Horse model part
Scourge of Kings 35 pts in the bearer’s unit gain Ghost Step and +4″ March
Enchantment: Hand Weapon or Paired Weapons. Rate.
When using this weapon, the wielder’s Attack Value
is set to 6. Attacks made with this weapon become Book of the Dead 50 pts
Magical Attacks and must reroll failed to-wound The bearer can cast Death is Only the Beginning as a
rolls when fighting a Duel. Bound Spell with Power Level (4/8) and the follow-
ing modification:
The spell’s range is changed to 12″ Aura.
Armour Enchantments
Jackal’s Blessing 100 pts Ankh of Naptesh 45 pts
Enchantment: Suit of Armour. The bearer gains Hierophant. R&F models in the
The wearer gains +2 Health Points and Forti- bearer’s unit gain Fortitude (6+).
tude (5+).
Blessed Wrappings 45 pts
Sun’s Embrace 40 pts The bearer gains +1 Health Point and loses Flamma-
Enchantment: Shield. ble if it had it (note that this does not prevent the
The bearer gains Distracting while using this Shield. model from gaining Flammable from other sources).
4
Monarchs of Undeath
These options represent alternative types of Undead forces that can be encountered in battle. A Pharaoh General can
choose to command one of the following forces instead of a standard force of Undying Dynasties.
5
Army Organisation
Ancient Mason’s
Characters Core Special Entombed*
Ordnance Menagerie
Max. 40% Min. 25% No limit Max. 30%
Max. 35% Max. 35%
*Units with Underground Ambush
4 6 5 0 Light Armour
Offensive Att Off Str AP Agi
6
Standard
Nomarch Height
Type Infantry
140 pts single model Base 20×20 mm
A mount marked with (MM) counts towards Mason’s Menagerie. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Rsr Model Rules
3 4 5 0 Light Armour
Offensive Att Off Str AP Agi
Standard
Death Cult Hierarch Height
Type Infantry
130 pts single model Base 20×20 mm
Global Adv Mar Dis Rsr Model Rules
3 3 3 0
Offensive Att Off Str AP Agi
7
Standard
Casket of Phatep Height
Type Construct
225 pts single model 0–2 Units/Army Base 75 mm round
Global Adv Mar Dis Rsr Model Rules
Standard
Tomb Harbinger Height
Type Infantry
160 pts single model Base 20×20 mm
Global Adv Mar Dis Rsr Model Rules
3 4 5 0 Light Armour
Offensive Att Off Str AP Agi
8
Standard
Tomb Architect Height
Type Infantry
205 pts single model Base 20×20 mm
Global Adv Mar Dis Rsr Model Rules
3 4 4 0 Light Armour
Offensive Att Off Str AP Agi
Tomb Architect 2 4 4 1 3
Model Rules Options pts
Master of Stone: Universal Rule. Special Items up to 100
Right before the battle (during step 7 of the De- One choice only:
ployment Phase Sequence), and at the start of each Paired Weapons 5
friendly Player Turn, choose a friendly unit consist- Lance 10
ing entirely of models with Ensouled Statue within Mount Options pts
18″ of the Tomb Architect. This unit gains Forti- Skeletal Horse 5
tude (5+) until the start of your next Player Turn Amuut 30
or until the Tomb Architect is removed as a casualty, Skeleton Chariot 30
whichever comes first.
d
9
Character Mounts
Height Standard
Skeletal Horse Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ C
Defensive HP Def Res Arm
C C C C+1
Offensive Att Off Str AP Agi
Height Large
Skeleton Chariot Type Construct
Base 50×100 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
Height Large
Amuut Type Cavalry
Base 50×100 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
10
Height Large
Ark of Ages Type Construct
Base 60×100 mm
Global Adv Mar Dis Model Rules
Guard (2) 1 3 4 1 3 Lethal Strike, Magical Attacks, Poison Attacks, Aspen Bow
(5+)
Bound Spirits 2 2 2 0 2 Harnessed, Magical Attacks
Chassis 5 2 Impact Hits (D6), Inanimate
Model Rules
Sacred Ark: Universal Rule.
Friendly Wizards add +6″ to the range of their non-Bound Spells for each Ark of Ages they are within 12″ of.
Spells of type Aura only gain +3″ range.
Well of Souls: Universal Rule.
One use only. May be activated at the start of any of your Magic Phases. Until the start of your next Player Turn,
whenever either player would draw a Flux Card, they draw the Well of Souls Flux Card instead (if either player
doesn’t draw a Flux Card, that player ignores this effect).
Well of 5 Magic Dice When making a casting roll with 3 or more Magic
Souls (both players) Dice, all doubles count as triples. Note that a
Caster can suffer multiple Miscast effects from a
(Flux 5 Veil Tokens single casting roll. However, no Miscast effect can
Card) (Active Player) be applied more than once.
d
Height Gigantic
Sha Guardian Type Beast
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Mason’s Menagerie.
Global Adv Mar Dis Model Rules
7 5 6 4 Eternal Guardian
Offensive Att Off Str AP Agi
11
Core (Min. 25%)
Standard
Skeletons Height
Type Infantry
150 pts + 7 pts/extra model 20–60 models Base 20×20 mm
Global Adv Mar Dis Rsr Model Rules
Skeleton 1 2 3 0 2
Options pts Command Group Options pts
Spear 1 Champion 20
Musician 20
Standard Bearer 20
Banner Enchantment no limit
d
Standard
Skeleton Archers Height
Type Infantry
115 pts + 10 pts/extra model 10–30 models Base 20×20 mm
1 2 3 0 Light Armour
Offensive Att Off Str AP Agi
Standard
Skeleton Cavalry Height
Type Cavalry
170 pts + 12 pts/extra model 10–24 models 0–3 Units/Army Base 25×50 mm
Global Adv Mar Dis Rsr Model Rules
12
Standard
Skeleton Scouts Height
Type Cavalry
140 pts + 11 pts/extra model 5–10 models 0–3 Units/Army Base 25×50 mm
1 3 3 1
Offensive Att Off Str AP Agi
Large
Skeleton Chariots Height
Type Construct
290 pts + 75 pts/extra model 3–7 models 0–5 Units/Army Base 50×100 mm
Global Adv Mar Dis Rsr Model Rules
3 3 4 1 Heavy Armour
Offensive Att Off Str AP Agi
13
Special (No limit)
Standard
Necropolis Guard Height
Type Infantry
200 pts + 19 pts/extra model 15–40 models Base 20×20 mm
Global Adv Mar Dis Rsr Model Rules
1 3 4 0 Light Armour
Offensive Att Off Str AP Agi
Large
Tomb Cataphracts Height
Type Cavalry
300 pts + 105 pts/extra model 3–6 models 0–3 Units/Army Base 50×100 mm
The unit also counts towards Entombed when taking Underground Ambush.
3 4 4 3 Light Armour
Offensive Att Off Str AP Agi
14
Large
Shabtis Height
Type Infantry
210 pts + 80 pts/extra model 3–8 models 0–5 Units/Army Base 40×40 mm
Global Adv Mar Dis Rsr Model Rules
3 4 4 2 Light Armour
Offensive Att Off Str AP Agi
Shabti 3 4 5 2 3
Options pts Command Group Options pts
One choice only: Champion 20
Paired Weapons 14/model Musician 20
Halberd 15/model Standard Bearer 20
Banner Enchantment no limit
d
Standard
Great Vultures Height
Type Beast
155 pts + 21 pts/extra model 3–9 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Rsr Model Rules
Great Vulture 3 3 4 1 3
Standard
Scarab Swarms Height
Type Beast
130 pts + 40 pts/extra model 2–6 models 0–3 Units/Army Base 40×40 mm
The unit also counts towards Entombed when taking Underground Ambush.
15
Ancient Ordnance (Max. 35%)
Large
Shabti Archers Height
Type Infantry
200 pts + 90 pts/extra model 3–8 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Rsr Model Rules
3 4 4 2 Light Armour
Offensive Att Off Str AP Agi
Large
Sand Stalkers Height
Type Beast
250 pts + 65 pts/extra model 3–7 models 0–3 Units/Army Base 50×100 mm
The unit also counts towards Entombed when taking Underground Ambush.
3 3 4 2
Offensive Att Off Str AP Agi
16
Large
Charnel Catapult Height
Type Construct
200 pts single model 0–2 Units/Army Base 75 mm round
Global Adv Mar Dis Rsr Model Rules
5 1 4 0
Offensive Att Off Str AP Agi
4 4 5 2
Offensive Att Off Str AP Agi
17
Mason’s Menagerie (Max. 35%)
Gigantic
Battle Sphinx Height
Type Beast
480 pts single model 0–3 Units/Army Base 50×100 mm
Global Adv Mar Dis Rsr Model Rules
5 4 8 3
Offensive Att Off Str AP Agi
Gigantic
Dread Sphinx Height
Type Beast
450 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Rsr Model Rules
5 5 8 3
Offensive Att Off Str AP Agi
Large
Tomb Reapers Height
Type Infantry
330 pts + 210 pts/extra model 2–4 models 0–3 Units/Army Base 50×75 mm
Global Adv Mar Dis Rsr Model Rules
Ground 6″ 12″ 10 2 Autonomous, Ensouled Statue, Fear, Fearless, Fly (6″, 12″),
Fly 6″ 12″ Light Troops, Swiftstride
Defensive HP Def Res Arm
4 5 5 2
Offensive Att Off Str AP Agi
18
Gigantic
Colossus Height
Type Infantry
410 pts single model 0–2 Units/Army Base 50×50 mm
Global Adv Mar Dis Rsr Model Rules
5 4 6 3 Light Armour
Offensive Att Off Str AP Agi
19
Quick Reference Sheet
Characters
Adv 4″ Mar 8″ Dis 9 Rsr 1 Dust to Dust, Fear, Fearless, Flammable, Undead, Undying Will
Standard, Infantry HP 4 Def 6 Res 5 Arm 0 Light Armour
Pharaoh Att 4 Off 6 Str 5 AP 2 Agi 3 Mummy’s Curse
d
Adv 4″ Mar 8″ Dis 9 Rsr 1 Dust to Dust, Fear, Fearless, Flammable, Undead, Undying Will
Standard, Infantry HP 3 Def 4 Res 5 Arm 0 Light Armour
Nomarch Att 2 Off 4 Str 4 AP 1 Agi 3 Mummy’s Curse
d
Adv 4″ Mar 8″ Dis 7 Rsr 1 Dust to Dust, Fearless, Undead, Wizard Apprentice
Standard, Infantry HP 3 Def 3 Res 3 Arm 0
Death Cult Hierarch Att 1 Off 3 Str 3 AP 0 Agi 2
d
Adv 4″ Mar 4″ Dis 8 Rsr 2 Channel (1), Divine Light, Dust to Dust, Fearless, Not a Leader,
Phatep’s Curse, Undead, War Machine
Standard, Construct HP 5 Def 1 Res 4 Arm 0 Aegis (5+), Light Armour
Necropolis Guards Att 3 Off 3 Str 4 AP 1 Agi 3 Lethal Strike, Magical Attacks, Poison Attacks, Halberd
d
Adv 4″ Mar 8″ Dis 7 Rsr 1 Dust to Dust, Fearless, Flammable, Royal Guard, Undead
Standard, Infantry HP 3 Def 4 Res 5 Arm 0 Light Armour
Tomb Harbinger Att 3 Off 4 Str 4 AP 1 Agi 3 Guardian’s Wrath, Lethal Strike, Poison Attacks
d
Adv 4″ Mar 8″ Dis 7 Rsr 1 Dust to Dust, Fearless, Flammable, Master of Stone, Undead
Standard, Infantry HP 3 Def 4 Res 4 Arm 0 Light Armour
Tomb Architect Att 2 Off 4 Str 4 AP 1 Agi 3
d
Character Mounts
Adv 8″ Mar 16″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+1
Skeletal Horse Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed
d
Adv 8″ Mar 10″ Dis C Light Troops, Swiftstride
Large, Construct HP C Def C Res C Arm C+1
Skeletal Horse (2) Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed
Chassis Str 4 AP 1 Agi Impact Hits (D3+3), Inanimate
d
Adv 7″ Mar 14″ Dis C Ensouled Statue, Fear
Large, Cavalry HP C Def C Res C Arm C+1
Amuut Att 3 Off 3 Str 5 AP 2 Agi 3 Harnessed, Poison Attacks
d
Adv 4″ Mar 8″ Dis C Sacred Ark, War Platform, Well of Souls
Large, Construct HP 5 Def C Res 5 Arm C+2 Aegis (5+)
Guard (2) Att 1 Off 3 Str 4 AP 1 Agi 3 Lethal Strike, Magical Attacks, Poison Attacks, Aspen Bow (5+)
Bound Spirits Att 2 Off 2 Str 2 AP 0 Agi 2 Harnessed, Magical Attacks
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 6″ Mar 12″ Dis C Ensouled Statue
Gigantic, Beast HP 7 Def 5 Res 6 Arm 4 Eternal Guardian
Sha Guardian Att 4 Off 4 Str 5 AP 2 Agi 3 Harnessed, Lethal Strike, Poison Attacks
d
Core
Adv 4″ Mar 8″ Dis 4 Rsr 7 Dust to Dust, Fearless, Scoring, Undead
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Light Armour, Shield
Skeleton Att 1 Off 2 Str 3 AP 0 Agi 2
d
Adv 4″ Mar 8″ Dis 4 Rsr 6 Dust to Dust, Fearless, Scoring, Undead
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Light Armour
Skeleton Archer Att 1 Off 2 Str 3 AP 0 Agi 2 Aspen Bow (5+)
d
Adv 8″ Mar 16″ Dis 6 Rsr 4 Dust to Dust, Fearless, Scoring, Undead, Vanguard
Standard, Cavalry HP 1 Def 3 Res 3 Arm 1 Light Armour, Shield
Rider Att 1 Off 3 Str 3 AP 0 Agi 2 Light Lance
Skeletal Horse Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed
d
20
Adv 8″ Mar 16″ Dis 6 Rsr 4 Dust to Dust, Fearless, Light Troops, Scout, Undead, Vanguard
Standard, Cavalry HP 1 Def 3 Res 3 Arm 1
Rider Att 1 Off 3 Str 3 AP 0 Agi 2 Aspen Bow (5+)
Skeletal Horse Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed
d
Adv 8″ Mar 10″ Dis 7 Rsr 3 Bound in Death, Dust to Dust, Fearless, Light Troops, Swiftstride,
Undead
Large, Construct HP 3 Def 3 Res 4 Arm 1 Heavy Armour
Charioteer (2) Att 2 Off 3 Str 3 AP 0 Agi 2 Aspen Bow (5+), Halberd
Skeletal Horse (2) Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed
Chassis Str 4 AP 1 Agi Chariot Host, Impact Hits (D3+1), Inanimate
d
Special
Adv 4″ Mar 8″ Dis 8 Rsr 3 Bodyguard, Dust to Dust, Fearless, Scoring, Undead
Standard, Infantry HP 1 Def 3 Res 4 Arm 0 Light Armour
Necropolis Guard Att 1 Off 3 Str 4 AP 1 Agi 3 Lethal Strike, Magical Attacks, Poison Attacks
d
Adv 7″ Mar 14″ Dis 8 Rsr 2 Ensouled Statue, Fear, Fearless, Scoring
Large, Cavalry HP 3 Def 4 Res 4 Arm 3 Light Armour
Rider Att 2 Off 4 Str 4 AP 1 Agi 3 Lethal Strike, Halberd
Amuut Att 3 Off 3 Str 5 AP 2 Agi 3 Harnessed, Poison Attacks
d
Adv 6″ Mar 12″ Dis 8 Rsr 2 Ensouled Statue, Fear, Fearless, Scoring
Large, Infantry HP 3 Def 4 Res 4 Arm 2 Light Armour
Shabti Att 3 Off 4 Str 5 AP 2 Agi 3
d
Adv 2″ Mar 4″ Dis 4 Rsr 3 Dust to Dust, Fearless, Fly (9″, 18″), Light Troops, Skirmisher,
Undead
Standard, Beast HP 2 Def 3 Res 4 Arm 0 Hard Target (1)
Great Vulture Att 3 Off 3 Str 4 AP 1 Agi 3
d
Adv 5″ Mar 10″ Dis 7 Rsr 5 Dust to Dust, Fearless, Light Troops, Skirmisher, Undead
Standard, Beast HP 5 Def 3 Res 2 Arm 0 Distracting, Hard Target (1)
Scarab Swarm Att 5 Off 3 Str 2 AP 1 Agi 3 Chitinous Tide, Poison Attacks
d
Ancient Ordnance
Adv 6″ Mar 12″ Dis 8 Rsr 2 Ensouled Statue, Fear, Fearless, Scoring
Large, Infantry HP 3 Def 4 Res 4 Arm 2 Light Armour
Shabti Archer Att 3 Off 4 Str 5 AP 1 Agi 3 Great Aspen Bow (5+)
d
Adv 7″ Mar 14″ Dis 8 Rsr 2 Ensouled Statue, Fear, Fearless, Light Troops
Large, Beast HP 3 Def 3 Res 4 Arm 2
Sand Stalker Att 2 Off 3 Str 4 AP 1 Agi 3 Petrifying Gaze (3+), Halberd
d
Adv 4″ Mar 4″ Dis 4 Rsr 2 Dust to Dust, Fearless, Undead, War Machine
Large, Construct HP 5 Def 1 Res 4 Arm 0
Crew Att 3 Off 2 Str 3 AP 0 Agi 2 Move or Fire, Charnel Catapult (5+)
d
Entombed
Adv 7″ Mar 14″ Dis 8 Rsr 2 Ensouled Statue, Fear, Fearless, Underground Ambush
Large, Beast HP 4 Def 4 Res 5 Arm 2
Sand Scorpion Att 4 Off 4 Str 5 AP 2 Agi 3 Lethal Strike, Poison Attacks
d
Mason’s Menagerie
Adv 5″ Mar 12″ Dis 8 Rsr 1 Ensouled Statue, Fearless
Gigantic, Beast HP 5 Def 4 Res 8 Arm 3
Rider (4) Att 2 Off 4 Str 4 AP 1 Agi 3 Lethal Strike, Light Lance
Battle Sphinx Att 4 Off 4 Str 5 AP 2 Agi 1 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed, Poison
Attacks
d
Adv 6″ Mar 12″ Dis 8 Rsr 1 Autonomous, Ensouled Statue, Fearless, Fly (6″, 12″), Light
Troops
Gigantic, Beast HP 5 Def 5 Res 8 Arm 3
Dread Sphinx Att 5 Off 5 Str 5 AP 1 Agi 0 Colossal Kopesh, Lethal Strike, Poison Attacks
d
21
Adv 6″ Mar 12″ Dis 10 Rsr 2 Autonomous, Ensouled Statue, Fear, Fearless, Fly (6″, 12″), Light
Troops, Swiftstride
Large, Infantry HP 4 Def 5 Res 5 Arm 2
Tomb Reaper Att 4 Off 5 Str 5 AP 2 Agi 4 Lethal Strike
d
Adv 6″ Mar 12″ Dis 8 Rsr 1 Ensouled Statue, Fearless
Gigantic, Infantry HP 5 Def 4 Res 6 Arm 3 Light Armour
Colossus Att 6 Off 4 Str 6 AP 3 Agi 2 Grind Attacks (D3)
d
Aim Table
Name Aim Shooting Model
Aspen Bow 4+* Characters
5+* Others
Great Aspen Bow 4+* Characters
5+* Shabti Archer
Giant Aspen Bow 5+* Colossus
Charnel Catapult (1) and (2) 5+* Charnel Catapult
Petrifying Gaze 3+ Sand Stalker
*These weapons always hit on a roll equal to or greater than their Aim.
Resurrected
Pharaoh, Nomarch, Death Cult Hierarch, Tomb Harbinger, Tomb Architect, Battle
1
Sphinx, Dread Sphinx, Colossus
Casket of Phatep, Tomb Cataphracts, Shabtis, Shabti Archers, Sand Stalkers, Charnel
2
Catapult, Sand Scorpion, Tomb Reapers
3 Skeleton Chariots, Necropolis Guard, Great Vultures
4 Skeleton Cavalry, Skeleton Scouts
5 Scarab Swarms
6 Skeleton Archers
7 Skeletons
22
Vampire Covenant
Army Book
2nd Edition, version 2020 – December 26, 2019
Reanimated
Some unit profiles contain the additional Characteristic Reanimated, shortened Rea, which determines the number
of Health Points Raised with Arise! (Hereditary Spell) and The Dead Arise (Bound Spell).
Autonomous
Undead units consisting entirely of models with Autonomous may perform March Moves as normal, even when
outside the range of Commanding Presence of any friendly models. The unit must still pass a Discipline Test in order
to do so if within 8″ of non-Fleeing enemy units.
Awaken (X)
The model can Raise Health Points above a unit’s starting size for the units stated within brackets. However, units
cannot be increased beyond twice their starting size or beyond the maximum unit size written in their unit entry. A
unit’s starting size is the size of the unit as written on the Army List or the size of the unit when it is Summoned.
Ghostly Form
The model gains Ghost Step and Magical Attacks. R&F models with Ghostly Formcan only be joined by Characters
with Ghostly Form.
2
Necromantic Aura
All friendly units within 6″ of one or more models with Necromantic Aura reduce the number of Health Point losses
caused by Ashes to Ashes and Unstable by 1.
Attack Attributes
Unholy Appetite – Close Combat
After a Round of Combat in which at least one attack with Unholy Appetite caused an unsaved wound, all attacks with
Unholy Appetite from models in the same unit must reroll failed to-hit rolls until the end of the next Player Turn.
Special Attacks
Reaper
A unit consisting entirely of models on foot with Reaper ignores all other units when moving in the Movement Phase,
but it must follow the Unit Spacing rule at the end of its move.
The unit can make a Sweeping Attack. The enemy unit suffers 1 hit with Strength 5, Armour Penetration 10, and
Magical Attacks for each model with Reaper in the unit.
3
Hereditary Spell
This spell has a second Boosted version, which is shown using {{this colour-coding}}.
4
Vampiric Bloodlines
The Vampire Covenant army may choose to represent a single Vampiric Bloodline. In this case, all Vampire Counts
and Vampire Courtiers in such a Bloodline Army must take the upgrade that corresponds to that Bloodline. All rules
associated with a Vampire are only applied to the model part that takes the upgrade and do not apply to any mounts
unless specifically stated otherwise.
Blood Ties
Certain unit entries in this Army Book include the term Blood Ties, followed by the name of a Bloodline in brackets.
If the army includes at least one Vampire Count or Vampire Courtier matching the Bloodline written in brackets in a
unit entry, this unit gains access to the associated Blood Ties option.
5
Lamia Bloodline 50 pts
The Vampire gains Lightning Reflexes and suffers −1 Attack Value. Enemy units in base
contact with one or more Lamia Vampires suffer −1 Agility. If the Vampire is not equipped
with Heavy Armour and/or a Shield, it gains Distracting. Duels issued by the Vampire
must (if possible) be accepted by a Character unless a Champion accepts first. Enemy
model parts without Harnessed in a Duel with the Vampire suffer −1 Attack Value.
6
Blood Powers
Vampire Counts and Vampire Courtiers may purchase a unique upgrade called Blood Power. In an army without a
Bloodline, called an Independent Army, all Blood Powers are 0–1 per Army. However, in an army with a Bloodline,
called a Bloodline Army, only that Bloodline’s powers can be taken. These powers can be duplicated within the army
unless specifically stated otherwise.
7
Special Items
Weapon Enchantments Artefacts
Reaper’s Harvest 110 pts Hypnotic Pendant 100 pts
Enchantment: Hand Weapon. The bearer gains Distracting. All Standard Height
Attacks made with this weapon always have Strength R&F models in the bearer’s unit gain Parry.
10 and Armour Penetration 10 and become Di-
vine Attacks and Magical Attacks. When rolling to Eternity Gem 95 pts
wound with attacks made with this weapon, use the Vampire Counts and Courtiers on Monstrous Re-
enemy’s Discipline instead of its Resilience. venant or without Towering Presence only.
Attacks against the bearer’s model with Lethal Strike
True Thirst 55 pts and/or Multiple Wounds lose these Attack Attributes.
Vampire Counts and Courtiers only. One use only: Must be activated when the bearer’s
Enchantment: Hand Weapon. model suffers the first wound in the game after Ar-
Attacks made with this weapon gain +1 Strength, mour Saves. The bearer’s model gains Aegis (2+)
+1 Armour Penetration, and Vampiric (3+), and be- against this wound.
come Magical Attacks. For each unsaved wound
caused by this weapon during a Melee Phase, Raise 1 Necromantic Staff 85 pts
Health Point of R&F models in the wielder’s unit at Dominant. Wizards only.
the end of the Melee Phase. The number of Raised The bearer gains Channel (1) and can cast the first
Health Points in each phase cannot exceed the fixed Boosted version (6″ Aura) of Arise! (Hereditary Spell)
component of the Reanimated value of the R&F mod- as a Bound Spell with Power Level (4/8).
els in the unit, disregarding any D3 or D6 parts (e.g.
you can Raise 4 Zombies in a single phase). Night’s Crown 55 pts
Standard Height models only.
Close Combat Attacks allocated towards the bearer’s
Armour Enchantments model do not gain Strength modifiers of the +X type
Legend of the Black King 110 pts conferred by Close Combat Weapons. Close Combat
Enchantment: Heavy Armour and Plate Armour. Attacks can never wound the bearer’s model on bet-
The bearer gains +1 Armour and Aegis (4+). ter than 4+.
Army Organisation
8
Characters (Max. 40%)
Standard
Vampire Count Height
Type Infantry
330 pts single model Base 20×20 mm
A mount marked with (SD) counts towards Swift Death. The mount and its rider also count towards Characters.
3 7 5 0
Offensive Att Off Str AP Agi
9
Standard
Vampire Courtier Height
Type Infantry
160 pts single model Base 20×20 mm
A mount marked with (SD) counts towards Swift Death. The mount and its rider also count towards Characters.
3 6 4 0
Offensive Att Off Str AP Agi
10
Standard
Necromancer Height
Type Infantry
130 pts single model Base 20×20 mm
A mount marked with (SD) counts towards Swift Death. The mount and its rider also count towards Characters.
3 3 3 0
Offensive Att Off Str AP Agi
Necromancer 1 3 3 0 3
Magic Options pts Options pts
One choice only: If General, must take The Dead Arise 25
Wizard Adept 75 Special Items up to 100
Wizard Master 225 If Wizard Master up to 200
Light Armour 5
Mount Options pts
Alchemy Evocation Skeletal Steed 10
Monstrous Revenant (SD) (Wizard Master only) 75
Cadaver Wagon 300
d
Standard
Barrow King Height
Type Infantry
175 pts single model Base 20×20 mm
Global Adv Mar Dis Rea Model Rules
11
Standard
Fell Wraith Height
Type Infantry
115 pts single model 0–3 Models/Army Base 20×20 mm
The unit counts both towards Characters and The Suffering. A mount marked with (SD) counts towards Swift
Death. Additionally, the mount and its rider count towards Characters and no longer towards The Suffering.
Fell Wraiths and Banshees share the same 0–3 Models/Army limitation.
Global Adv Mar Dis Rea Model Rules
Standard
Banshee Height
Type Infantry
155 pts single model 0–3 Models/Army Base 20×20 mm
The unit counts both towards Characters and The Suffering. Fell Wraiths and Banshees share the same 0–3 Mod-
els/Army limitation.
Global Adv Mar Dis Rea Model Rules
12
Character Mounts
Height Standard
Skeletal Steed Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
C C C C+2
Offensive Att Off Str AP Agi
Height Standard
Spectral Steed Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
Height Large
Cadaver Wagon Type Construct
Base 60×100 mm
Global Adv Mar Dis Model Rules
13
Height Large
Court of the Damned Type Construct
Base 60×100 mm
Global Adv Mar Dis Model Rules
5 5 5 C
Offensive Att Off Str AP Agi
Height Gigantic
Shrieking Horror Type Beast
0–1 Mounts/Army Base 100×150 mm
The mount and its rider count towards Characters. The mount also counts towards Swift Death.
Global Adv Mar Dis Model Rules
6 4 6 0 Fortitude (5+)
Offensive Att Off Str AP Agi
14
Height Large
Monstrous Revenant Type Cavalry
Base 50×50 mm
The mount and its rider count towards Characters. The mount also counts towards Swift Death.
Global Adv Mar Dis Model Rules
Ground 6″ 12″ C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Fly 8″ 16″
Defensive HP Def Res Arm
4 C 5 C
Offensive Att Off Str AP Agi
Height Gigantic
Zombie Dragon Type Beast
0–1 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Swift Death. Zombie Dragon and
Colossal Zombie Dragon share the same 0–1 Mounts/Army limitation.
Global Adv Mar Dis Model Rules
Height Gigantic
Colossal Zombie Dragon Type Beast
0–1 Mounts/Army Base 100×150 mm
The mount and its rider count towards Characters. The mount also counts towards Swift Death. Zombie Dragon and
Colossal Zombie Dragon share the same 0–1 Mounts/Army limitation.
Global Adv Mar Dis Model Rules
15
Core (Min. 25%)
Standard
Zombies Height
Type Infantry
125 pts + 5 pts/extra model 20–80 models 0–4 Units/Army Base 20×20 mm
Global Adv Mar Dis Rea Model Rules
1 1 3 0
Offensive Att Off Str AP Agi
Zombie 1 1 3 0 1
Command Group Options pts Command Group Options pts
Musician 20 Standard Bearer 20
d
Standard
Skeletons Height
Type Infantry
150 pts + 10 pts/extra model 20–60 models Base 20×20 mm
Global Adv Mar Dis Rea Model Rules
Skeleton 1 2 3 0 2
Options pts Command Group Options pts
One choice only: Champion 20
Halberd 1/model Musician 20
Spear 1/model Standard Bearer 20
Banner Enchantment no limit
d
Standard
Ghouls Height
Type Infantry
125 pts + 17 pts/extra model 10–40 models 0–4 Units/Army Base 20×20 mm
1 3 4 0
Offensive Att Off Str AP Agi
16
Standard
Bat Swarms Height
Type Beast
105 pts + 27 pts/extra model 2–10 models 0–4 Units/Army Base 40×40 mm
Global Adv Mar Dis Rea Model Rules
Ground 1″ 2″ 3 D6+4 Ashes to Ashes, Fearless, Fly (6″, 12″), Light Troops,
Fly 6″ 12″ Skirmisher, Storm of Wings, Undead
Defensive HP Def Res Arm
Bat Swarm 4 3 2 0 3
Model Rules
Storm of Wings: Universal Rule.
Enemy units in base contact with one or more models with Storm of Wings suffer −1 Offensive Skill and −1
Defensive Skill.
d
17
Special (No limit)
Standard
Dire Wolves Height
Type Beast
80 pts + 12 pts/extra model 5–15 models 0–5 Units/Army Base 25×50 mm
1 3 3 0
Offensive Att Off Str AP Agi
Standard
Great Bats Height
Type Beast
95 pts + 13 pts/extra model 2–9 models 0–4 Units/Army Base 40×40 mm
Global Adv Mar Dis Rea Model Rules
Ground 1″ 2″ 5 D3+1 Ashes to Ashes, Fearless, Fly (9″, 18″), Light Troops,
Fly 9″ 18″ Skirmisher, Undead
Defensive HP Def Res Arm
Great Bat 2 3 3 0 3
Large
Ghasts Height
Type Infantry
160 pts + 95 pts/extra model 3–10 models 0–5 Units/Army Base 40×40 mm
Global Adv Mar Dis Rea Model Rules
3 3 5 0 Fortitude (5+)
Offensive Att Off Str AP Agi
18
Standard
Barrow Guard Height
Type Infantry
165 pts + 22 pts/extra model 15–40 models Base 20×20 mm
Global Adv Mar Dis Rea Model Rules
1 3 4 0 Heavy Armour
Offensive Att Off Str AP Agi
Standard
Barrow Knights Height
Type Cavalry
170 pts + 40 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
19
Large
Cadaver Wagon Height
Type Construct
305 pts single model 0–2 Units/Army Base 60×100 mm
Global Adv Mar Dis Rea Model Rules
4 3 4 2 Fortitude (4+)
Offensive Att Off Str AP Agi
Cadaver Master 1 3 3 0 3
Shambling Horde 8 1 3 0 1 Harnessed
Chassis 4 1 Impact Hits (1), Inanimate
Model Rules
No Rest for the Wicked: Universal Rule.
All R&F models in friendly units within 6″ gain Fortitude (6+). Ghasts in friendly units within 6″ gain Fortitude
(4+) instead. In addition, all R&F models in friendly units that count towards Core within 6″ of one or more
Cadaver Wagons gain Fortitude (+1, max. 5+) during their First Round of Combat.
d
Large
Dark Coach Height
Type Construct
460 pts single model 0–2 Units/Army Base 50×100 mm
5 3 5 4 Aegis (4+)
Offensive Att Off Str AP Agi
20
Large
Court of the Damned Height
Type Construct
300 pts single model 0–2 Units/Army Base 60×100 mm
Global Adv Mar Dis Rea Model Rules
5 5 5 2
Offensive Att Off Str AP Agi
Large
Altar of Undeath Height
Type Construct
365 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Rea Model Rules
5 3 5 2 Fortitude (4+)
Offensive Att Off Str AP Agi
21
The Suffering (Max. 20%)
Standard
Phantom Hosts 0–2 Units/Army
Height
Type Infantry
160 pts + 75 pts/extra model 2–5 models 0–6 Models/Army Base 40×40 mm
Global Adv Mar Dis Rea Model Rules
Phantom Host 4 3 3 1 1
Standard
Wraiths Height
Type Infantry
185 pts + 45 pts/extra model 5–10 models 0–2 Units/Army Base 20×20 mm
Global Adv Mar Dis Rea Model Rules
Standard
Spectral Hunters Height
Type Cavalry
185 pts + 35 pts/extra model 5–10 models 0–2 Units/Army Base 25×50 mm
Global Adv Mar Dis Rea Model Rules
22
Swift Death (Max. 30%)
Standard
Vampire Knights Height
Type Cavalry
250 pts + 88 pts/extra model 3–6 models 0–2 Units/Army Base 25×50 mm
Global Adv Mar Dis Rea Model Rules
Large
Vampire Spawn Height
Type Infantry
260 pts + 80 pts/extra model 3–8 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Rea Model Rules
Ground 6″ 12″ 8 D3 Autonomous, Fear, Fearless, Fly (9″, 18″), Frenzy, Light
Fly 9″ 18″ Troops, Swiftstride, Undead
Defensive HP Def Res Arm
3 3 4 0
Offensive Att Off Str AP Agi
Large
Varkolak Height
Type Beast
345 pts single model 0–3 Units/Army Base 50×50 mm
Global Adv Mar Dis Rea Model Rules
4 5 5 0 Fortitude (4+)
Offensive Att Off Str AP Agi
23
Large
Winged Reapers Height
Type Infantry
290 pts + 180 pts/extra model 2–4 models 0–2 Units/Army Base 50×75 mm
Global Adv Mar Dis Rea Model Rules
Ground 6″ 12″ 10 D3 Ashes to Ashes, Fear, Fearless, Fly (6″, 12″), Light Troops,
Fly 6″ 12″ Necromantic Aura, Swiftstride, Undead
Defensive HP Def Res Arm
4 5 5 2
Offensive Att Off Str AP Agi
Gigantic
Shrieking Horror Height
Type Beast
490 pts single model 0–2 Units/Army* Base 100×150 mm
Ground 6″ 12″ 4 1 Ashes to Ashes, Fearless, Fly (8″, 16″), Light Troops,
Fly 8″ 16″ Undead
Defensive HP Def Res Arm
6 4 6 0 Fortitude (6+)
Offensive Att Off Str AP Agi
24
Quick Reference Sheet
Characters
Adv 6″ Mar 12″ Dis 9 Rea 1 Autonomous, Awaken (Zombies), Fear, Fearless, Undead
Standard, Infantry HP 3 Def 7 Res 5 Arm 0
Vampire Count Att 5 Off 7 Str 5 AP 2 Agi 7 Vampiric (6+)
d
Adv 6″ Mar 12″ Dis 8 Rea 1 Autonomous, Awaken (Zombies), Fear, Fearless, Undead
Standard, Infantry HP 3 Def 6 Res 4 Arm 0
Vampire Courtier Att 4 Off 6 Str 5 AP 2 Agi 6 Vampiric (6+)
d
Adv 4″ Mar 8″ Dis 7 Rea 1 Awaken (Skeletons, Zombies), Fearless, Gates of the Nether-
world, Undead, Wizard Apprentice
Standard, Infantry HP 3 Def 3 Res 3 Arm 0
Necromancer Att 1 Off 3 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 8 Rea 1 Ashes to Ashes, Fearless, Not a Leader, Undead, Unliving Shield
Standard, Infantry HP 4 Def 5 Res 5 Arm 0 Heavy Armour, Shield
Barrow King Att 3 Off 5 Str 4 AP 1 Agi 4 Lethal Strike, Magical Attacks, Multiple Wounds (2, against Stan-
dard)
d
Adv 6″ Mar 12″ Dis 5 Rea 1 Ashes to Ashes, Fear, Fearless, Ghostly Form, Light Troops, Not
a Leader, Terror, Undead
Standard, Infantry HP 3 Def 4 Res 3 Arm 0 Aegis (3+, against non-Magical Attacks), Aegis (5+)
Fell Wraith Att 3 Off 4 Str 3 AP 10 Agi 2 Reaper
d
Adv 6″ Mar 12″ Dis 5 Rea 1 Ashes to Ashes, Fear, Fearless, Ghostly Form, Light Troops, Not
a Leader, Terror, Undead
Standard, Infantry HP 3 Def 3 Res 3 Arm 0 Aegis (3+, against non-Magical Attacks), Aegis (5+)
Banshee Att 1 Off 3 Str 3 AP 0 Agi 3 Reaper, Wail of Woe
d
Character Mounts
Adv 8″ Mar 16″ Dis C Ghost Step
Standard, Cavalry HP C Def C Res C Arm C+2
Skeletal Steed Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed, Magical Attacks
d
Adv 8″ Mar 16″ Dis C Fly (8″, 16″), Ghost Step, Light Troops
Standard, Cavalry HP C Def C Res C Arm C+1
Spectral Steed Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed, Magical Attacks
d
Adv 4″ Mar 8″ Dis C Necromantic Aura, No Rest for the Wicked, War Platform
Large, Construct HP 4 Def C Res 4 Arm C+2 Fortitude (4+)
Shambling Horde Att 8 Off 1 Str 3 AP 0 Agi 1 Harnessed
Chassis Str 4 AP 1 Agi Impact Hits (1), Inanimate
d
Adv 4″ Mar 8″ Dis C Chill of the Grave, Fear, Ghost Step, Towering Presence, War
Platform
Large, Construct HP 5 Def 5 Res 5 Arm C
Paramour (2) Att 2 Off 5 Str 5 AP 2 Agi 6 Vampiric (6+)
Spectral Pallbearers Att 8 Off 2 Str 3 AP 0 Agi 2 Harnessed, Magical Attacks
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 6″ Mar 12″ Dis C Fly (8″, 16″), Light Troops
Gigantic, Beast HP 6 Def 4 Res 6 Arm 0 Fortitude (5+)
Shrieking Horror Att 4 Off 4 Str 5 AP 2 Agi 2 Chilling Shriek, Harnessed
d
Adv 6″ Mar 12″ Dis C Fear, Fly (8″, 16″), Light Troops, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Monstrous Revenant Att 4 Off 4 Str 5 AP 2 Agi 2 Harnessed, Lethal Strike, Poison Attacks
d
Adv 6″ Mar 12″ Dis C Fly (7″, 14″), Light Troops
Gigantic, Beast HP 6 Def 4 Res 6 Arm 3 Distracting, Fortitude (6+)
Zombie Dragon Att 5 Off 4 Str 6 AP 3 Agi 2 Breath Attack (Toxic Attacks), Harnessed
d
Adv 6″ Mar 12″ Dis C Fly (7″, 14″), Light Troops
Gigantic, Beast HP 6 Def 5 Res 6 Arm 4 Distracting, Fortitude (6+)
Colossal ZD Att 5 Off 5 Str 6 AP 3 Agi 2 Breath Attack (Toxic Attacks), Harnessed
d
25
Core
Adv 4″ Mar 8″ Dis 2 Rea 2D6+4 Ashes to Ashes, Fearless, Scoring, Undead
Standard, Infantry HP 1 Def 1 Res 3 Arm 0
Zombie Att 1 Off 1 Str 3 AP 0 Agi 1
d
Adv 4″ Mar 8″ Dis 4 Rea D6+4 Ashes to Ashes, Fearless, Scoring, Undead
Standard, Infantry HP 1 Def 2 Res 3 Arm 0 Light Armour, Shield
Skeleton Att 1 Off 2 Str 3 AP 0 Agi 2
d
Adv 4″ Mar 8″ Dis 6 Rea D6+4 Ashes to Ashes, Fearless, First Raised, Scoring, Undead
Standard, Infantry HP 1 Def 3 Res 4 Arm 0
Ghoul Att 2 Off 3 Str 3 AP 0 Agi 4 Poison Attacks, Unholy Appetite
d
Adv 1″ Mar 2″ Dis 3 Rea D6+4 Ashes to Ashes, Fearless, Fly (6″, 12″), Light Troops, Skirmisher,
Storm of Wings, Undead
Standard, Beast HP 4 Def 3 Res 2 Arm 0 Distracting, Hard Target (1)
Bat Swarm Att 4 Off 3 Str 2 AP 0 Agi 3
d
Special
Adv 9″ Mar 18″ Dis 3 Rea D3+4 Ashes to Ashes, Fearless, Undead, Vanguard
Standard, Beast HP 1 Def 3 Res 3 Arm 0
Dire Wolf Att 1 Off 3 Str 3 AP 0 Agi 3 Devastating Charge (+1 Str, +1 AP)
d
Adv 1″ Mar 2″ Dis 5 Rea D3+1 Ashes to Ashes, Fearless, Fly (9″, 18″), Light Troops, Skirmisher,
Undead
Standard, Beast HP 2 Def 3 Res 3 Arm 0 Hard Target (1)
Great Bat Att 2 Off 3 Str 3 AP 0 Agi 3
d
Adv 6″ Mar 12″ Dis 5 Rea D3+1 Ashes to Ashes, Fear, Fearless, Undead
Large, Infantry HP 3 Def 3 Res 5 Arm 0 Fortitude (5+)
Ghast Att 3 Off 3 Str 4 AP 1 Agi 2 Poison Attacks, Unholy Appetite
d
Adv 4″ Mar 8″ Dis 7 Rea D3+4 Ashes to Ashes, Bodyguard (General, Barrow King), Fearless,
Scoring, Undead
Standard, Infantry HP 1 Def 3 Res 4 Arm 0 Heavy Armour
Barrow Guard Att 1 Off 3 Str 4 AP 1 Agi 3 Lethal Strike, Magical Attacks, Multiple Wounds (2, against Stan-
dard)
d
Adv 8″ Mar 16″ Dis 7 Rea D3+2 Ashes to Ashes, Fearless, Ghost Step, Scoring, Undead
Standard, Cavalry HP 1 Def 3 Res 4 Arm 2 Heavy Armour, Shield
Barrow Knight Att 1 Off 3 Str 4 AP 1 Agi 3 Lethal Strike, Magical Attacks, Multiple Wounds (2, against Stan-
dard), Lance
Skeletal Steed Att 1 Off 2 Str 3 AP 0 Agi 2 Harnessed, Magical Attacks
d
Adv 4″ Mar 8″ Dis 5 Rea 2 Ashes to Ashes, Fearless, Necromantic Aura, No Rest for the
Wicked, Not a Leader, Undead, War Platform
Large, Construct HP 4 Def 3 Res 4 Arm 2 Fortitude (4+)
Cadaver Master Att 1 Off 3 Str 3 AP 0 Agi 3
Shambling Horde Att 8 Off 1 Str 3 AP 0 Agi 1 Harnessed
Chassis Str 4 AP 1 Agi Impact Hits (1), Inanimate
d
Adv 8″ Mar 8″ Dis 7 Rea 1 Fear, Fearless, Ghost Step, Swiftstride, Undead, Unholy Conduit
Large, Construct HP 5 Def 3 Res 5 Arm 4 Aegis (4+)
Coachman Att 2 Off 3 Str 3 AP 10 Agi 2 Magical Attacks, Great Weapon
Vampire Att 4 Off 6 Str 5 AP 2 Agi 6 Vampiric (3+)
Undead Mount (2) Att 1 Off 3 Str 4 AP 1 Agi 2 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 4″ Mar 8″ Dis 7 Rea 1 Chill of the Grave, Fear, Fearless, Ghost Step, Not a Leader, To-
wering Presence, Undead, War Platform
Large, Construct HP 5 Def 5 Res 5 Arm 2
Paramour (3) Att 2 Off 5 Str 5 AP 2 Agi 6 Vampiric (6+)
Spectral Pallbearers Att 8 Off 2 Str 3 AP 0 Agi 2 Harnessed, Magical Attacks
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
Adv 8″ Mar 8″ Dis 5 Rea 1 Ashes to Ashes, Fear, Fearless, Ghost Step, Lash of Souls, Swift-
stride, Terror, Towering Presence, Undead
Large, Construct HP 5 Def 3 Res 5 Arm 2 Fortitude (4+)
Dark Conductor Att 1 Off 3 Str 3 AP 0 Agi 3 Aura of Undeath
Ghost Steeds Att 8 Off 2 Str 3 AP 0 Agi 2 Harnessed, Magical Attacks
Chassis Str 5 AP 2 Agi Impact Hits (D6), Inanimate
d
26
The Suffering
Adv 6″ Mar 12″ Dis 4 Rea 1 Ashes to Ashes, Fear, Fearless, Ghostly Form, Undead
Standard, Infantry HP 4 Def 3 Res 3 Arm 0 Aegis (2+, against non-Magical Attacks), Aegis (5+)
Phantom Host Att 4 Off 3 Str 3 AP 1 Agi 1
d
Adv 6″ Mar 12″ Dis 5 Rea 1 Ashes to Ashes, Fear, Fearless, Ghostly Form, Light Troops,
Terror, Undead, Wizard Conclave
Standard, Infantry HP 1 Def 3 Res 3 Arm 0 Aegis (3+, against non-Magical Attacks), Aegis (5+)
Wraith Att 2 Off 3 Str 3 AP 10 Agi 2 Reaper, Great Weapon
d
Adv 8″ Mar 16″ Dis 5 Rea 1 Ashes to Ashes, Fear, Fearless, Ghostly Form, Light Troops,
Terror, Undead, Wizard Conclave
Standard, Cavalry HP 1 Def 3 Res 3 Arm 1 Aegis (3+, against non-Magical Attacks), Aegis (5+)
Spectral Hunter Att 2 Off 3 Str 3 AP 10 Agi 2 Flaming Attacks, Magical Attacks, Great Weapon
Ghost Steed Att 1 Off 2 Str 3 AP 0 Agi 2 Flaming Attacks, Harnessed
d
Swift Death
Adv 7″ Mar 14″ Dis 7 Rea 1 Autonomous, Fear, Fearless, Scoring, Undead
Standard, Cavalry HP 2 Def 5 Res 4 Arm 2 Heavy Armour, Shield
Vampire Knight Att 2 Off 5 Str 5 AP 2 Agi 5 Vampiric (6+), Lance
Undead Mount Att 1 Off 3 Str 4 AP 1 Agi 2 Harnessed
d
Adv 6″ Mar 12″ Dis 8 Rea D3 Autonomous, Fear, Fearless, Fly (9″, 18″), Frenzy, Light Troops,
Swiftstride, Undead
Large, Infantry HP 3 Def 3 Res 4 Arm 0
Vampire Spawn Att 3 Off 4 Str 5 AP 2 Agi 4 Battle Focus, Vampiric (6+)
d
Adv 8″ Mar 16″ Dis 7 Rea 1 Autonomous, Fear, Fearless, Undead, Vanguard
Large, Beast HP 4 Def 5 Res 5 Arm 0 Fortitude (4+)
Varkolak Att 5 Off 5 Str 6 AP 3 Agi 4 Hatred, Vampiric (3+)
d
Adv 6″ Mar 12″ Dis 10 Rea D3 Ashes to Ashes, Fear, Fearless, Fly (6″, 12″), Light Troops,
Necromantic Aura, Swiftstride, Undead
Large, Infantry HP 4 Def 5 Res 5 Arm 2
Winged Reaper Att 4 Off 5 Str 5 AP 2 Agi 4 Lethal Strike
d
Adv 6″ Mar 12″ Dis 4 Rea 1 Ashes to Ashes, Fearless, Fly (8″, 16″), Light Troops, Undead
Gigantic, Beast HP 6 Def 4 Res 6 Arm 0 Fortitude (6+)
Shrieking Horror Att 4 Off 4 Str 5 AP 2 Agi 2 Chilling Shriek, Harnessed
d
Reanimated
Characters, Court of the Damned, Altar of Undeath, Dark Coach, models from The Suffering,
1
Shrieking Horror, Vampire Knights, Varkolak
2 Cadaver Wagon
D3 Winged Reapers, Vampire Spawn
D3+1 Ghasts, Great Bats
D3+2 Barrow Knights
D3+4 Dire Wolves, Barrow Guard
D6+4 Skeletons, Ghouls, Bat Swarms
2D6+4 Zombies
27
The Vermin Swarm
Army Book
2nd Edition, version 2020 - December 26, 2019
Callous
The model is allowed to use Shooting Attacks and The Awakened Swarm (Hereditary Spell) against enemy units that
are Engaged in Combat with friendly units, as long as all friendly units Engaged in the Combat are of Standard Height.
All units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). When a model
with this rule targets an enemy unit Engaged in Combat with a Shooting Attack or with The Awakened Swarm, roll to
hit as normal against the intended target. Each hit must then be randomised to see which unit is hit. Roll a D6 for
each hit. On 3+, the intended target is hit; otherwise a friendly unit Engaged in that Combat is hit. If there are several
friendly units involved in the combat, randomise which one is hit.
Tag-Along
If the model is within 3" of a friendly non-Fleeing unit with at least one Rat-at-Arms or Vermin Guard model, it gains
Aegis (4+, against Ranged Attacks).
Honourless
A Character with Honourless cannot be chosen by the enemy as the model that suffers the penalties for refusing a
Duel.
Dark Shards
One use only. A model can use each of its Dark Shards once per game. Declare usage just before the model rolls to
cast a non-Bound Spell. Any Dispelling Attempt made against this Casting Attempt suffers -D3 to the dispelling roll.
Roll this dice as soon as the Dark Shard is used. If a natural ‘1’ is rolled for this D3, the model using the Dark Shard
suffers 1 hit with Toxic Attacks. This is an exception to the Casting and Dispelling Modifier rules (i.e. it is allowed to
modify the dispelling roll by more than -2).
Weapons
Plague Flail: Close Combat Weapon.
Attacks made with a Plague Flail gain +2 Strength and +2 Armour Penetration. Unless using another weapon, the
wielder of a Plague Flail suffers -1 Defensive Skill.
In addition, at Initiative Step 10 (regardless of the wielder’s Agility), the wielder must choose an enemy unit that it
could normally allocate Close Combat Attacks towards (including Supporting Attacks). The chosen enemy unit
suffers a hit with Toxic Attacks. This hit is considered to be a Special Attack.
This weapon cannot be enchanted with Weapon Enchantments from the List of Common Special Items.
Rotary Gun: Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots 2D6×2 or Shots 3D6×2 (the owner chooses which to use), Str 4, AP 1, Magical Attacks, Quick to Fire.
Globe Launcher: Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots 2D6×2, Toxic Attacks, Magical Attacks, Volley Fire, Quick to Fire.
If a Standard Height model equipped with a Globe Launcher is within 3" of a unit with at least one Rat-at-Arms or
Vermin Guard model when shooting, it may draw Line of Sight to the target as if this unit was shooting instead of
itself (i.e. the unit cannot be Fleeing, Shaken, or Engaged). The target must still be within range and in the Front Arc
of the model shooting with the Globe Launcher.
Naphtha Launcher: Volley Gun Artillery Weapon. 0-3 Weapons per Army.
Range 18", Shots 2D6, Str 5, AP 1, Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Quick to Fire.
This weapon ignores to-hit modifiers from Cover and Hard Target (X).
Attack Attributes
Tail Weapon: Close Combat.
When attacking with Paired Weapons, the model part gains +1 Attack Value.
Lightning Attack
At the end of a phase in which a unit that consists entirely of models with Fly has suffered one or more hits from
attacks with Lightning Attack, the unit suffers an additional D6 hits with Strength 4 and Armour Penetration 1. These
hits are considered Special Attacks if the hits with Lightning Attack were suffered in the Melee Phase, and they are
considered ranged Special Attacks if the hits with Lightning Attack were suffered from Ranged Attacks.
Hereditary Spell
Casting Value Range Type Duration Effect
Swarm Master (30 pts) Focusing Stone (40 pts) - Wizards only.
Paired Weapons enchantment. Whenever a friendly unit within 24" of the bearer
The wielder always has Attack Value 3D6 when using inflicts one or more hits in a friendly Magic or Shooting
this weapon. Attacks made with this weapon always Phase, the owner may discard Veil Tokens from their
have Strength 3, always have Armour Penetration 1, Veil Token pool before rolling to wound. For every
and become Magical Attacks. discarded Veil Token, one of the hits gains +1 to wound.
If there are more hits than discarded Veil Tokens,
Darkstone Shot (30 pts) declare which hits gain the modifier before rolling any
Jezail or Ratlock Pistols enchantment. dice. Each hit can only be affected once.
The weapon gains +1 Shots. Shooting Attacks made
with this weapon that roll a natural '6' to wound gain Sceptre of Vermin Valour (35 pts) - Infantry models
Multiple Wounds (D3). only.
The bearer gains Stand Behind.
Armour Enchantments Scurrying Veil (30 pts) - Standard Height models only.
Putrid Protection (80 pts) The bearer gains Tiny (see Rat Swarms), and its March
Light Armour enchantment. Rate is set to 20”.
The wearer gains +2 Armour. For each successful
Armour Save made by the wearer against Melee Banner Enchantments
Attacks, the model that caused the wounding hit Lightning Rod (100 pts) - Battle Standard Bearer and
immediatly suffers 1 hit with Toxic Attacks, before any Vermin Guard only.
casualties are removed, distributed onto the model's One use only. May be activated at the start of the
Health Pool. This is considered a Special Attack. opponent’s Player Turn. During this Player Turn, all
Net of Deception (35 pts) friendly units gain Hard Target (1). No Flying
Shield enchantment. Movement may be performed.
While using this Shield, the wielder gains Distracting. At Aquila of Ruin (40 pts) - Rats-at-Arms only.
the end of step 2 of the Round of Combat Sequence If the bearer’s unit consists entirely of Infantry models,
(right after Choose Weapons), nominate one enemy it the maximum of its Rank Bonus is increased by +2,
model part in base contact with the user of the Shield. which cannot be increased by any other means (this
For the duration of this Round of Combat, the means the unit can add up to +5 for Full Ranks to its
nominated model part suffers -1 Attack Value. Combat Score).
Seal of House Underminer (15 pts) Banner of the Endless Swarm (50 pts)
Heavy Armour enchantment. 0-3 per Army.
The owner’s army gains a +1 modifier for the roll for If a unit with one or more Banners of the Endless
determining who chooses the Deployment Zone. Swarm has more Full Ranks than each of the enemy
Immediately after Deployment Zones are chosen, units Engaged in the same Combat, it gains Fight in
nominate a Terrain Feature with its centre in your half Extra Rank. If the unit has more than twice the number
of the Battlefield. Unless that Terrain Feature is of Full Ranks than each of the enemy units Engaged in
Impassable Terrain, it becomes Dangerous Terrain (2). the same Combat, it gains an additional instance of
Fight in Extra Rank. Check how many Full Ranks the
Artefacts units have and apply the effects at the start of each
Multifocal Eyepiece (35 pts) - Rakachit Machinists Initiative Step.
only.
At the start of each friendly Shooting Phase, you may
choose a Weapon Team within 3" of the bearer. For the
duration of the phase, Shooting Attacks made by this
Weapon Team gain +1 to hit.
Vermin Daemon 5 8 6 10 9
3 6 4 0 Light Armour
Offensive Att Off Str AP Agi
Tyrant 4 6 4 1 7
Options: pts
May take Special Items up to 200
May take any of the following:
Shield 5
Heavy Armour 5
May take a weapon (one choice only):
Ratlock Pistols (3+) 10
Paired Weapons and Tail Weapon 20
Great Weapon 10
Halberd 10
May take a mount (one choice only):
Vermin Guard Litter 80
Vermin Hulk Bodyguard 95
Monstrous Rat 180
Height: Standard
Chief 100 pts 0-4 Units per
Type: Infantry
single model Army
Base: 20×20 mm
3 5 4 0 Light Armour
Offensive Att Off Str AP Agi
Chief 3 5 4 1 6
Options: pts
May be the Battle Standard Bearer 50
Fetthis Broodmaster: Universal Rule. May take Special Items up to 100
The Chief’s Advance Rate is set to 7”, its May take any of the following:
March Rate is set to 14”, and it gains Shield 5
Swiftstride. Heavy Armour 5
May take a weapon (one choice only):
Ratlock Pistols (3+) 10
Paired Weapons and Tail Weapon 5
Great Weapon 5
Halberd 5
May take a mount (one choice only):
Vermin Hulk Bodyguard 75
Monstrous Rat 200
May be upgraded to Fetthis Broodmaster 20
3 3 3 0
Magister 1 3 3 0 4
Height: Standard
Rakachit Machinist 155 pts 0-2 Units per
Type: Infantry
single model Army
Base: 20×20 mm
3 4 4 1 Heavy Armour
3 6 4 0 Aegis (4+)
3 4 5 0
Global Adv Mar Dis Model Rules Offensive Att Off Str AP Agi
4 C 5 C Fortitude (4+)
Rat-at-Arms 1 3 3 0 4
Options: pts
May take a Spear free
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Standard
Vermin Guard 240 pts Type: Infantry
20 models, may add up to 30 additional models for 11 pts/model
Base: 20×20 mm
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
1 2 4 0
Options: pts
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
Height: Standard
Slaves 145 pts 0-4 Units per
Type: Infantry
30 models, may add up to 30 additional models for 3 pts/model Army
Base: 20×20 mm
1 2 3 0
Slave 1 2 3 0 4
1 3 3 0
Options: pts
May take Vanguard* 30
May take Paired Weapons 1 / model
May upgrade one model to each of the following:
Champion 20
Musician 20
Standard Bearer 20
- may take a Banner Enchantment
*0-15 Models per Unit
Height: Standard
Giant Rats 90 pts Type: Infantry
10 models, may add up to 50 additional models for 6 pts/model 0-4 Units per Base: 20×20 mm
Army
Units of 20 or more models count towards Core instead of Special.
Global Adv Mar Dis Model Rules
1 3 3 0
Height: Standard
Plague Disciples 190 pts 0-3 Units per
Type: Infantry
8 models, may add up to 7 additional models for 17 pts/model Army
Base: 20×20 mm
Options: pts
May upgrade one model to a Champion 20
3 2 5 1
Options: pts
A Champion may take (one choice only):
Naphtha Launcher (4+) 100
Rotary Gun (4+) 100
Globe Launcher (4+) 100
Meat Grinder 100
Height: Standard
Rat Swarms 90 pts 0-3 Units per
Type: Beast
2 models, may add up to 8 additional models for 28 pts/model Army
Base: 40×40 mm
Rat Swarm 5 3 2 0 4
2 3 3 3 Heavy Armour
Height: Standard
Gutter Blades 125 pts 0-3 Units per
Type: Infantry
5 models, may add up to 5 additional models for 20 pts/model Army
Base: 20×20 mm
Options: pts
Must take one of the following:
Throwing Weapons (4+) free
Sling (3+) free
May take Scout and Ambush 5 / model
May upgrade one model to a Champion 20
2 3 3 0 Heavy Armour
Weapon Team 2 3 3 0 4
Height: Standard
Jezails 115 pts 0-3 Units per
Type: Infantry
3 models, may add up to 3 additional models for 40 pts/model Army
Base: 25×50 mm
2 3 3 0 Pavise
Pavise: Armour.
The model gains +3 Armour against Ranged Attacks.
Height: Standard
Grenadiers 165 pts 0-3 Units per
Type: Infantry
8 models, may add up to 7 additional models for 17 pts/model Army
Base: 20×20 mm
5” 5” 5 War Machine
5 1 4 0
[Catapult Crew] 3 3 3 0 3 Plague Catapult (4+), Hatred, Battle Focus, Move or Fire
[Cannon Crew] 3 3 3 0 4 Lightning Cannon (4+), Move or Fire
Must take one Artillery Weapon and gain the corresponding crew:
Plague Catapult (200 pts) Lightning Cannon (240 pts)
Use Catapult Crew. Use Cannon Crew.
The model gains Fearless. Cannon Artillery Weapon
Catapult (4×4) Artillery Weapon Range 48", Shots 1, Str 7, AP 10, Accurate, Magical
Range 12-48", Shots 1, Toxic Attacks, Magical Attacks. Attacks, Lightning Attack, Multiple Wounds (D3+1,
Clipped Wings).
Before rolling to hit, the Lightning Cannon may be
supercharged. If supercharged, the weapon’s Strength
is set to 10 and its range is set to 18" for the duration of
the phase. After the shot has been resolved, roll a D6.
On a roll of '1' or ‘2’, the Lightning Cannon cannot be
supercharged again until the end of game.
5 3 5 3
Height: Gigantic
Abomination 330 pts 0-2 Units per
Type: Beast
single model Army
Base: 60×100 mm
6 3 5 0 Fortitude (4+)
Abomination 3D6 3 6 3 4
The model gains Swiftstride. In addition, a Charging The model gains Strider. In addition, units with more
model part with this Attack Attribute must reroll any than half of their models with this Favour are subject
natural to-hit rolls of ‘1’. Units with all of their mod- to the following rules:
els with this Favour must reroll any natural rolls of ‘1’
• They gain Feigned Flight.
when rolling for Charge Range.
• They may declare Flee as a Charge Reaction even
Favour of Akaan, God of Gluttony if they have Fearless.
Attack Attribute – Close Combat • Their Rally Test in their next Player Turn after
voluntarily declaring Flee as a Charge Reaction
The first time a model with this Favour successfully is subject to Minimised Roll. This does not apply
Charges a Fleeing unit, or is on the winning side of a if a unit fails to rally on the next friendly Player
combat and does not Pursue or Overrun, its Close Com- Turn or Flees involuntarily.
bat Attacks from model parts with this Favour gain +1
Strength (the effect lasts for the duration of the game).
Favour of Savar, God of Pride
Universal Rule
Favour of Sugulag, God of Greed
Universal Rule Discipline Tests taken by units with at least one model
with this Favour are subject to Minimised Roll.
The bearer gains Great Weapon, Halberd, Paired
Weapons, and Weapon Master. The Special Item al-
Favour of Nukuja, Goddess of Sloth
lowance of Characters with this Favour is increased by
Universal Rule
50 pts.
Models with this Favour gain +1 Resilience. If a model
with this Favour declares a Charge against an enemy
unit that is more than 10″* away or performs an Ad-
vance or March Move of more than 10″*, this effect is
lost until the start of the Melee Phase in the next Player
Turn.
*These distances are decreased to 6″ if the model is
Gigantic.
Universal Rules
Battle Fever
Units with more than half of their models with Battle Fever must reroll failed Panic and Break Tests.
2
Irredeemable
The model cannot make Stomp Attacks and, when in the second rank and not in base contact with any enemy models,
can make Grind Attacks across models in the first rank directly in front of it. When a model with Irredeemable is
killed by a Melee Attack, remove it as a casualty only at the end of Initiative Step 0. A unit with at least one model
with Irredeemable may never have more ranks than files.
Trophy Rack
The bearer’s unit may reroll failed Discipline Tests unless Fleeing. Each time attacks made by the bearer’s model
kill an enemy model in a Duel, the bearer’s model gains a +1 Combat Score modifier for the rest of the game (this
also applies to attacks made outside the Melee Phase). In addition, the bearer’s model may take a single Banner
Enchantment (using the bearer’s Special Item allowance as normal).
Veil Walker
When a model with Veil Walker casts a non-Bound Spell, you may discard a single Veil Token when declaring the
target(s) of the spell and activate one of the following effects:
• Secret of Flesh: Failed to-wound rolls from this spell that occur during a Magic Phase must be rerolled.
• Secret of Separation: The spell’s range is increased by 6″. Aura spells only gain +3″ range. Spells with type
Caster are unaffected.
• Secret of Substance: Successful Armour Saves against wounds caused by this spell’s effect must be rerolled.
Personal Protections
Unburnt
Successful to-wound rolls of attacks that are Flaming Attacks made against the model must be rerolled. In addition,
the model considers all units consisting entirely of models without Unburnt as Insignificant.
Armoury
Hell-Forged Armour – Armour Equipment
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains Aegis
(5+, against Toxic Attacks).
3
Hereditary Spell
Casting Value Range Type Duration Effect
H Hellfire
Damage* The target suffers ⟨2D3⟩ {2D6} hits with Strength 6,
⟨6+⟩
18″ Direct Instant Armour Penetration 0, and Magical Attacks.
{10+}
Hex
*The spell can target units Engaged and in base contact with the Caster’s Front Facing.
Special Items
Weapon Enchantments Wasteland Torch 30 pts
The bearer’s unit gains Strider (Ruins). After deter-
Burning Portent 135 pts mining Deployment Zones (at the end of step 6 of
Enchantment: Hand Weapon. the Pre-Game Sequence), you may choose a single
Attacks made with this weapon become Flam- Field or Forest Terrain Feature that becomes Ruins.
ing Attacks and Magical Attacks, gain Multiple The bearer’s unit gains Flaming Attacks in the First
Wounds (D3), and their Armour Penetration is set Round of Combat.
to 10.
4
Army Organisation
5 8 5 3 Aegis (4+)
Offensive Att Off Str AP Agi
Exalted Herald 6 9 5 2 8
Model Rules
Manifestation: Universal Rule.
During Spell Selection, each Exalted Herald must choose two different Manifestations from the list below and
apply the effects during the game. The model must select 3 spells out of the spells indicated for the chosen
Manifestations, Wrath of God (Thaumaturgy), and Hellfire (Hereditary Spell). This replaces the normal rules
for Spell Selection connected to being a Wizard Adept. In addition, Guiding Light (Divination) becomes the
Attribute Spell for all non-Bound Spells cast by the model.
Optional Model Rules
The Exalted Herald gains The Exalted Herald has access to
5
Standard
Chosen Lord Height
Type Infantry
295 pts single model Base 25×25 mm
A mount marked with (LB) counts towards Legendary Beasts. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
3 7 5 0 Hell-Forged Armour
Offensive Att Off Str AP Agi
Chosen Lord 5 8 5 2 7
Options pts Mount Options pts
Trophy Rack 25 War Dais 80
Special Items up to 150 Karkadan 85
If General up to 200 Black Steed 100
A single Gift of the Dark Gods no limit Scythed Skywheel 100
Must choose (one choice only): Dark Chariot 130
Shield free Chimera (LB) 155
Spiked Shield 15 Wasteland Dragon (LB) (General only) 370
Must choose a single Favour:
Envy 45 Pride 30
Gluttony 15 Sloth 45
Greed 15 Wrath 20
Lust free
One choice only:
Lance 10
Paired Weapons 10
Great Weapon 20
Halberd 20
Optional Model Rules
Gifts of the Dark Gods. Each Gift is One of a Kind.
Daemonic Wings 80 pts Luck of the Dark Gods 60 pts
Models on foot only. The bearer’s model gains Aegis (+1, max. 4+).
The bearer gains Fly (8″, 16″), Light Troops, and
Swiftstride. Entropic Aura 50 pts
Standard and Large models only.
Idol of Spite 70 pts Weapon Enchantments and Armour Enchantments
One use only. May be activated at the start of a Round carried by the bearer, models in the bearer’s unit,
of Combat. For the duration of that Round of Combat, and models in units that are in base contact with the
the bearer gains +1 Attack Value, +1 Strength, and +1 bearer are ignored.
Armour Penetration.
6
Large
Doomlord Height
Type Infantry
360 pts single model Base 40×40 mm
A mount marked with (LB) counts towards Legendary Beasts. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
4 6 5 1 Hell-Forged Armour
Offensive Att Off Str AP Agi
Doomlord 5 7 5 2 5
Model Rules Options pts
Master of Destruction: The bearer can use a Shield Trophy Rack 25
or a Spiked Shield simultaneously with a Great Special Items up to 150
Weapon or a Halberd. If General up to 200
Must choose (one choice only):
Shield free
Spiked Shield 50
One choice only:
Paired Weapons 5
Halberd 25
Great Weapon 40
Mount Options pts
Wasteland Behemoth (LB) 225
d
7
Standard
Sorcerer Height
Type Infantry
145 pts single model Base 25×25 mm
A mount marked with (LB) counts towards Legendary Beasts. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
3 4 4 0 Light Armour
Offensive Att Off Str AP Agi
Sorcerer 2 4 3 0 3
Magic Options pts Mount Options pts
One choice only: Black Steed 50
Wizard Adept 75 War Dais 50
Wizard Master 225 Scythed Skywheel 65
Dark Chariot 70
Battleshrine 280
Wasteland Behemoth (LB) 340
Alchemy Evocation Occultism
Wasteland Dragon (LB) (General only) 400
Options pts
Special Items up to 150
If General up to 200
Veil Walker 100
Plate Armour 15
Paired Weapons 5
d
8
Standard
Barbarian Chief Height
Type Infantry
110 pts single model Base 25×25 mm
A mount marked with (LB) counts towards Legendary Beasts. The mount and its rider also count towards
Characters.
Global Adv Mar Dis Model Rules
4″ 8″ 9 Battle Fever
Defensive HP Def Res Arm
3 5 4 0 Heavy Armour
Offensive Att Off Str AP Agi
Gigantic
Feldrak Ancestor Height
Type Beast
650 pts single model Base 75×100 mm
9
Character Mounts
Height Standard
Black Steed Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 14″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Height Standard
Shadow Chaser Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
HeightStandard
Scythed Skywheel Type Construct
Base 50×50 mm
10
Height Standard
War Dais Type Infantry
Base 50×50 mm
Global Adv Mar Dis Model Rules
C C C Tall
Defensive HP Def Res Arm
Height Large
Dark Chariot Type Construct
0–3 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
8″ 8″ C Swiftstride
Defensive HP Def Res Arm
4 C 5 C+2
Offensive Att Off Str AP Agi
Height Large
Battleshrine Type Construct
0–1 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
11
Height Large
Karkadan Type Cavalry
Base 50×75 mm
Global Adv Mar Dis Model Rules
7″ 14″ C Fear
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Karkadan 2 3 5 2 2 Harnessed
Height Large
Chimera Type Cavalry
0–2 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Legendary Beasts.
Global Adv Mar Dis Model Rules
4 C 5 C
Offensive Att Off Str AP Agi
Chimera 5 4 5 2 4 Harnessed
Options pts Optional Model Rules
Wings 40 Wings: Universal Rule.
The model’s March Rate is set to 16″ and it gains
Fly (8″, 16″) and Light Troops.
d
Height Gigantic
Wasteland Behemoth Type Beast
0–2 Mounts/Army Base 100×150 mm
The mount and its rider count towards Characters. The mount also counts towards Legendary Beasts.
Global Adv Mar Dis Model Rules
7″ 14″ C
Defensive HP Def Res Arm
7 3 6 4
Offensive Att Off Str AP Agi
12
Height Gigantic
Wasteland Dragon Type Beast
Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Legendary Beasts.
Global Adv Mar Dis Model Rules
6 5 6 4
Offensive Att Off Str AP Agi
13
Core (Min. 20%)
Standard
Warriors Height
Type Infantry
215 pts + 24 pts/extra model 10–25* models Base 25×25 mm
Global Adv Mar Dis Model Rules
Warrior 2 5 4 1 4
Options pts Command Group Options pts
Only units with a Champion may upgrade Warriors with Champion 30
a single Favour:* Musician 20
Envy 4/model Pride 3/model Standard Bearer 20
Gluttony 2/model Sloth 9/model Banner Enchantment no limit
Greed 7/model Wrath 8/model
Lust 2/model
*The max. unit size for a unit with a Favour is reduced
to 20 models.
One choice only:
Paired Weapons free
Great Weapon 5/model
Halberd 6/model
d
Standard
Fallen Height
Type Infantry
150 pts + 16 pts/extra model 5–15 models 0–2 Units/Army* Base 25×25 mm
1 2 4 0 Hell-Forged Armour
Offensive Att Off Str AP Agi
14
Standard
Barbarians Height
Type Infantry
135 pts + 7 pts/extra model 15–40 models Base 25×25 mm
Global Adv Mar Dis Model Rules
1 4 3 0 Light Armour
Offensive Att Off Str AP Agi
Barbarian 1 4 4 0 3
Options pts Command Group Options pts
Shield 1/model Champion 20
Throwing Weapons (5+)* 2/model Musician 20
One choice only: Standard Bearer 20
Paired Weapons 1/model Banner Enchantment no limit
Great Weapon 3/model
Spear and Shield 3/model
*0–40 Models/Army
d
15
Special (No limit)
Standard
Barbarian Horsemen Height
Type Cavalry
130 pts + 18 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
1 4 3 1 Heavy Armour
Offensive Att Off Str AP Agi
Barbarian Horseman 1 4 4 0 3
Black Steed 1 3 4 0 3 Harnessed
Options pts Command Group Options pts
Shield 2/model Champion 20
One choice only: Musician 20
Great Weapon free Standard Bearer 20
Paired Weapons free Banner Enchantment no limit
Light Lance 2/model
d
Standard
Warhounds Height
Type Beast
95 pts + 8 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
1 3 3 0
Offensive Att Off Str AP Agi
Warhound 1 3 3 0 4
Model Rules
Release the Hounds: Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this
rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this
Player Turn.
d
16
Standard
Warrior Knights Height
Type Cavalry
255 pts + 40 pts/extra model 5–10 models 0–5 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
Warrior Rider 2 5 4 1 4
Black Steed 1 3 4 0 3 Harnessed
Options pts Command Group Options pts
Only units with a Champion may upgrade Warrior Rid- Champion 35
ers with a single Favour: Musician 20
Envy 4/model Pride 2/model Standard Bearer 20
Gluttony 4/model Sloth 7/model Banner Enchantment no limit
Greed 5/model Wrath 8/model
Lust 10/model
One choice only:
Great Weapon 1/model
Lance 7/model
d
Large
Warrior Chariot Height
Type Construct
230 pts single model 0–4 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
4 5 5 1 Hell-Forged Armour
Offensive Att Off Str AP Agi
17
Standard
Chosen Height
Type Infantry
265 pts + 60 pts/extra model 5–10 models 0–4 Units/Army Base 25×25 mm
Global Adv Mar Dis Model Rules
Large
Chosen Knights Height
Type Cavalry
425 pts + 120 pts/extra model 3–5 models 0–12 Models/Army Base 50×75 mm
Global Adv Mar Dis Model Rules
3 6 4 2 Hell-Forged Armour
Offensive Att Off Str AP Agi
18
Large
Chosen Chariot Height
Type Construct
330 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
5 6 5 2 Hell-Forged Armour
Offensive Att Off Str AP Agi
Large
Chimera Height
Type Beast
200 pts single model 0–3 Units/Army Base 50×100 mm
The model also counts towards Legendary Beasts when taking Wings.
4 3 5 3
Offensive Att Off Str AP Agi
Chimera 5 4 5 2 4
Options pts Optional Model Rules
Wings (0–2 Units/Army) 30 Wings: Universal Rule.
The model’s March Rate is set to 16″ and it gains
Fly (8″, 16″) and Light Troops.
d
Large
Wretched Ones Height
Type Infantry
80 pts + 80 pts/extra model 1–6 models 0–2 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 2 4 0 Fortitude (5+)
Offensive Att Off Str AP Agi
19
Large
Forsworn Height
Type Infantry
200 pts + 60 pts/extra model 3–9 models 0–3 Units/Army Base 40×40 mm
Global Adv Mar Dis Model Rules
3 4 4 1 Hell-Forged Armour
Offensive Att Off Str AP Agi
Forsworn 2 5 4 1 4
Options pts Command Group Options pts
Spiked Shield 15/model Champion 20
Damnation* 10/model Musician 20
One choice only: Standard Bearer 20
Paired Weapons 1/model Banner Enchantment no limit
Great Weapon 3/model
Halberd 3/model
*0–2 Units/Army and 0–6 Models/Unit
Optional Model Rules
Damnation: Universal Rule.
The unit cannot be joined by any Characters, and it may never have more ranks than files. When the unit fails a
Break Test, it does not perform the extra Close Combat Attacks from Path of the Exiled. Instead replace each
model of the unit with a Wretched One model after step 8 of the Round of Combat Sequence (after taking Panic
Tests):
• The unit with Damnation is considered destroyed and its models are considered to be removed as casualties.
• Each Wretched One model is placed in the same position and facing the same direction as the replaced
model, even if the replaced model was in base contact with an enemy unit. In this case, the Wretched One
model is placed in base contact with the enemy unit too.
• The Wretched One models form a new unit.
• The Wretched One unit follows the rules for Summoned Units, except that it ignores the Unit Spacing rule
when placed on the Battlefield.
• The Wretched One unit cannot perform any Combat Reforms during that Round of Combat, however the
enemy units can do so as normal.
• Note that the following Round of Combat is not considered the First Round of Combat for the Wretched
One unit nor the enemy units it is Engaged with.
d
Large
Feldraks Height
Type Beast
315 pts + 115 pts/extra model 3–6 models Base 50×75 mm
20
Large
Battleshrine Height
Type Construct
285 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
5″ 10″ 8 Battle Fever, Beacon of the Dark Gods, Channel (1), Fear,
Not a Leader, Towering Presence, Trophy Rack, War Plat-
form, Wizard Apprentice
Defensive HP Def Res Arm
5 4 5 4 Aegis (5+)
Offensive Att Off Str AP Agi
Shrine Priest 1 4 3 0 3
Wretched One (2) 4 0 1 Grind Attacks (D6+1), Harnessed
Options pts
The Shrine Priest may take a single Banner Enchant-
ment* or Artefact* no limit
*from this Army Book only
Model Rules
Beacon of the Dark Gods: Universal Rule.
Instead of selecting spells as normal, the Wizard must select one of the following spells during Spell Selection:
• Whispers of the Veil (Evocation)
• The Grave Calls (Occultism)
• Hellfire (Hereditary Spell)
d
Standard
Flayers Height
Type Cavalry
145 pts + 16 pts/extra model 5–10 models 0–4 Units/Army Base 25×50 mm
Global Adv Mar Dis Model Rules
10″ 20″ 8 Battle Fever, Feigned Flight, Light Troops, Strider, Van-
guard (6″)
Defensive HP Def Res Arm
1 4 3 1 Light Armour
Offensive Att Off Str AP Agi
Flayer 1 4 4 0 4
Shadow Chaser 1 3 3 0 4 Harnessed
Options pts Optional Model Rules
Shield 2/model Skinning Lash: Special Attack.
Light Lance 2/model A unit with at least one model with Skinning Lash can
One choice only: make a Sweeping Attack against a single unengaged
Bow (4+) 1/model enemy unit when passing within 1″ (it does not need
Throwing Weapons (5+) 2/model to and cannot move through or over that unit). The
Skinning Lash (0–15 Models/Army) 4/model enemy unit suffers 1 hit with Strength 4 and Armour
Penetration 0 for each model with Skinning Lash in
Command Group Options pts
the unit. A unit that loses one or more Health Points
Champion 20
due to one or more Skinning Lash Sweeping Attack
Musician 20
suffers −1 Discipline until the end of its next Player
Turn.
d
21
Legendary Beasts (Max. 35%)
Gigantic
Hellmaw Height
Type Construct
280 pts single model 0–2 Units/Army Base 100×150 mm
Global Adv Mar Dis Model Rules
5 3 5 2 Aegis (5+)
Offensive Att Off Str AP Agi
Hellmaw 5 3 5 2 1
Options pts
One choice only:
One Ominous Gateway 100
Two Ominous Gateways 200
Model Rules
Gateway: Universal Rule.
At the end of each friendly Magic Phase, each Hellmaw may do one of the following:
• Open a Gateway: Mark a single point on the Battlefield with a Gateway Marker. This point must be within
Line of Sight and 24″ of the Hellmaw, and more than 6″ away from enemy units. There can never be more
than 4 friendly Gateway Markers on the Battlefield (including Ominous Gateways).
• Close a Gateway: Choose a friendly Gateway Marker with its centre within Line of Sight and 24″ of the
Hellmaw. All units within 6″ of the centre of the marker suffer D6 hits with Toxic Attacks and Magical
Attacks. Then remove the marker.
If all friendly Hellmaws have been removed as casualties, immediately close all friendly Gateways as
described above.
A friendly unit may choose to enter the Gateway if all the following conditions are met:
• The unit does not contain any Gigantic models.
• The unit is in contact with the centre of a friendly Gateway Marker.
• All models in the unit just performed an Advance or March Move and no other model has moved since.
Remove the unit from the Battlefield. The unit:
1. Is then placed back on the Battlefield within 3″ of the centre of any other friendly Gateway Marker. No
model can end up with its centre farther away than its March Rate from the centre of the chosen marker.
2. Must have the same formation, but may face any direction.
3. Must follow the Unit Spacing rule.
4. Suffers D6 + X hits with Toxic Attacks and Magical Attacks, distributed by the owner, where X is equal
to the number of ranks in the unit. Hits distributed onto models with Hell-Forged Armour or Supernal
automatically fail to wound.
5. Loses Scoring until its next Player Turn.
Only a single unit may exit the same Gateway Marker in each Player Turn.
Optional Model Rules
Ominous Gateway: Universal Rule.
0–2 per Army.
At the start of step 7 of the Pre-Game Sequence (Spell Selection), for each Ominous Gateway in your army, mark
a point on the Battlefield outside the opponent’s Deployment Zone with a Gateway Marker.
d
22
Gigantic
Forsaken One Height
Type Beast
380 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
6 2 6 0 Fortitude (5+)
Offensive Att Off Str AP Agi
Gigantic
Marauding Giant Height
Type Infantry
260 pts single model 0–3 Units/Army Base 50×75 mm
Global Adv Mar Dis Model Rules
7 3 5 1
Offensive Att Off Str AP Agi
23
Gigantic
Feldrak Elder Height
Type Beast
415 pts single model 0–2 Units/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
8″ 16″ 9
Defensive HP Def Res Arm
24
Quick Reference Sheet
Characters
Adv 8″ Mar 16″ Dis 9 Fear, Fearless, Manifestation, Supernal, Wizard Adept
Large, Infantry HP 5 Def 8 Res 5 Arm 3 Aegis (4+)
Exalted Herald Att 6 Off 9 Str 5 AP 2 Agi 8
d
Adv 5″ Mar 10″ Dis 9 Fearless, Path of the Favoured
Standard, Infantry HP 3 Def 7 Res 5 Arm 0 Hell-Forged Armour
Chosen Lord Att 5 Off 8 Str 5 AP 2 Agi 7
d
Adv 6″ Mar 12″ Dis 9 Fearless, Master of Destruction, Path of the Exiled
Large, Infantry HP 4 Def 6 Res 5 Arm 1 Hell-Forged Armour
Doomlord Att 5 Off 7 Str 5 AP 2 Agi 5
d
Adv 4″ Mar 8″ Dis 8 Battle Fever, Wizard Apprentice
Standard, Infantry HP 3 Def 4 Res 4 Arm 0 Light Armour
Sorcerer Att 2 Off 4 Str 3 AP 0 Agi 3
d
Adv 4″ Mar 8″ Dis 9 Battle Fever
Standard, Infantry HP 3 Def 5 Res 4 Arm 0 Heavy Armour
Barbarian Chief Att 3 Off 5 Str 5 AP 1 Agi 5 Deeds not Words
d
Adv 8″ Mar 16″ Dis 9 Primal Legend
Gigantic, Beast HP 8 Def 6 Res 6 Arm 3 Unburnt, Light Armour
Feldrak Ancestor Att 6 Off 6 Str 7 AP 4 Agi 3 Breath Attack (Str 4, AP 1, Dying Embers, Flaming Attacks),
Hatred (against Fly)
d
Character Mounts
Adv 8″ Mar 14″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Black Steed Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 10″ Mar 20″ Dis C Light Troops, Strider, Vanguard (6″)
Standard, Cavalry HP C Def C Res C Arm C+1
Shadow Chaser Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv C Mar C Dis C Fly (6″, 18″), Light Troops, Swiftstride, Tall
Standard, Construct HP C Def C Res C Arm C Cannot be Stomped, Hard Target (1)
Scythed Skywheel Att - Off - Str 3 AP 0 Agi 3 Grind Attacks (D3+1), Harnessed
d
Adv C Mar C Dis C Tall
Standard, Infantry HP 4 Def C Res C Arm C+2 Cannot be Stomped
War Dais Att 4 Off 5 Str 4 AP 1 Agi 4 Harnessed
d
Adv 8″ Mar 8″ Dis C Swiftstride
Large, Construct HP 4 Def C Res 5 Arm C+2
Black Steed (2) Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 5″ Mar 10″ Dis C Channel (1), Fear, Keeper of the Beacon, Towering Presence,
Trophy Rack, War Platform
Large, Construct HP 5 Def C Res 5 Arm C+1 Aegis (5+)
Wretched One (2) Att - Off - Str 4 AP 0 Agi 1 Grind Attacks (D6+1), Harnessed
d
Adv 7″ Mar 14″ Dis C Fear
Large, Cavalry HP C Def C Res C Arm C+2
Karkadan Att 2 Off 3 Str 5 AP 2 Agi 2 Harnessed
d
Adv 8″ Mar 20″ Dis C Fear, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Chimera Att 5 Off 4 Str 5 AP 2 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C
Gigantic, Beast HP 7 Def 3 Res 6 Arm 4
Wasteland Behemoth Att 6 Off 3 Str 6 AP 3 Agi 3 Harnessed
d
Adv 8″ Mar 16″ Dis C Fly (6″, 12″), Light Troops
Gigantic, Beast HP 6 Def 5 Res 6 Arm 4
Wasteland Dragon Att 5 Off 5 Str 6 AP 3 Agi 3 Breath Attack (Str 4, AP 1, Flaming Attacks), Harnessed
d
25
Core
Adv 4″ Mar 8″ Dis 8 Fearless, Path of the Favoured, Scoring
Standard, Infantry HP 1 Def 5 Res 4 Arm 0 Hell-Forged Armour, Spiked Shield
Warrior Att 2 Off 5 Str 4 AP 1 Agi 4
d
Adv 6″ Mar 12″ Dis 8 Fearless, Light Troops, Path of the Exiled
Standard, Infantry HP 1 Def 2 Res 4 Arm 0 Hell-Forged Armour
Fallen Att 2 Off 4 Str 4 AP 1 Agi 4 Paired Weapons
d
Adv 4″ Mar 8″ Dis 7 Battle Fever, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Light Armour
Barbarian Att 1 Off 4 Str 4 AP 0 Agi 3
d
Special
Adv 8″ Mar 16″ Dis 8 Battle Fever, Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Heavy Armour
Barbarian Horseman Att 1 Off 4 Str 4 AP 0 Agi 3
Black Steed Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 8″ Mar 16″ Dis 5 Insignificant, Release the Hounds
Standard, Beast HP 1 Def 3 Res 3 Arm 0
Warhound Att 1 Off 3 Str 3 AP 0 Agi 4
d
Adv 8″ Mar 14″ Dis 8 Fearless, Path of the Favoured, Scoring
Standard, Cavalry HP 1 Def 5 Res 4 Arm 2 Hell-Forged Armour, Shield
Warrior Rider Att 2 Off 5 Str 4 AP 1 Agi 4
Black Steed Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 8″ Mar 8″ Dis 8 Fearless, Path of the Favoured, Swiftstride
Large, Construct HP 4 Def 5 Res 5 Arm 1 Hell-Forged Armour
Warrior Crew (2) Att 2 Off 5 Str 4 AP 1 Agi 4 Halberd
Black Steed (2) Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 5″ Mar 10″ Dis 8 Fearless, Path of the Favoured, Scoring
Standard, Infantry HP 2 Def 6 Res 4 Arm 0 Hell-Forged Armour, Spiked Shield
Chosen Att 3 Off 6 Str 4 AP 1 Agi 5 Master of Battle
d
Adv 7″ Mar 14″ Dis 8 Fear, Fearless, Path of the Favoured, Scoring
Large, Cavalry HP 3 Def 6 Res 4 Arm 2 Hell-Forged Armour
Chosen Rider Att 3 Off 6 Str 4 AP 1 Agi 5 Halberd
Karkadan Att 2 Off 3 Str 5 AP 2 Agi 2 Harnessed
d
Adv 7″ Mar 7″ Dis 8 Fear, Fearless, Path of the Favoured, Swiftstride
Large, Construct HP 5 Def 6 Res 5 Arm 2 Hell-Forged Armour
Chosen Crew (2) Att 3 Off 6 Str 4 AP 1 Agi 5 Halberd
Karkadan Att 2 Off 3 Str 5 AP 2 Agi 2 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 8″ Mar 20″ Dis 8 Fear, Towering Presence
Large, Beast HP 4 Def 3 Res 5 Arm 3
Chimera Att 5 Off 4 Str 5 AP 2 Agi 4
d
Adv 3D6″ Mar - Dis 5 Fearless, Irredeemable, Random Movement (3D6″), Unbreak-
able
Large, Infantry HP 3 Def 2 Res 4 Arm 0 Fortitude (5+)
Wretched One Att - Off - Str 4 AP 0 Agi 1 Grind Attacks (D6+1)
d
Adv 6″ Mar 12″ Dis 8 Bodyguard (Doomlord), Fearless, Path of the Exiled, Scoring
Large, Infantry HP 3 Def 4 Res 4 Arm 1 Hell-Forged Armour
Forsworn Att 2 Off 5 Str 4 AP 1 Agi 4
d
Adv 8″ Mar 16″ Dis 9 Fear, Scoring
Large, Beast HP 4 Def 4 Res 5 Arm 2 Unburnt, Light Armour
Feldrak Att 3 Off 4 Str 5 AP 2 Agi 3 Hatred (against Fly)
d
Adv 5″ Mar 10″ Dis 8 Battle Fever, Beacon of the Dark Gods, Channel (1), Fear, Not a
Leader, Towering Presence, Trophy Rack, War Platform, Wizard
Apprentice
Large, Construct HP 5 Def 4 Res 5 Arm 4 Aegis (5+)
Shrine Priest Att 1 Off 4 Str 3 AP 0 Agi 3
Wretched One (2) Att - Off - Str 4 AP 0 Agi 1 Grind Attacks (D6+1), Harnessed
d
26
Adv 10″ Mar 20″ Dis 8 Battle Fever, Feigned Flight, Light Troops, Strider, Vanguard (6″)
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Light Armour
Flayer Att 1 Off 4 Str 4 AP 0 Agi 4
Shadow Chaser Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Legendary Beasts
Adv 5″ Mar 10″ Dis 5 Fearless, Gateway, Supernal
Gigantic, Construct HP 5 Def 3 Res 5 Arm 2 Aegis (5+)
Hellmaw Att 5 Off 3 Str 5 AP 2 Agi 1
d
Adv 3D6″ Mar - Dis 5 Fearless, Irredeemable, Random Movement (3D6″), Unbreak-
able
Gigantic, Beast HP 6 Def 2 Res 6 Arm 0 Fortitude (5+)
Forsaken One Att - Off - Str 6 AP 2 Agi 1 Grind Attacks (D6+3)
d
Adv 7″ Mar 14″ Dis 8 Giant See, Giant Do
Gigantic, Infantry HP 7 Def 3 Res 5 Arm 1
Marauding Giant Att 5 Off 3 Str 5 AP 2 Agi 3 Rage
d
Adv 8″ Mar 16″ Dis 9
Gigantic, Beast HP 6 Def 5 Res 6 Arm 3 Unburnt, Light Armour
Feldrak Elder Att 5 Off 5 Str 6 AP 3 Agi 3 Hatred (against Fly)
d
Aim Table
Name Aim Shooting Model
Bow 4+ Flayer
Throwing Weapons 4+ Barbarian Chief
5+ Barbarian, Flayer
Envy Model part gains Swiftstride and reroll to-hit rolls of ‘1’ when Charging. Reroll rolls of ‘1’ in
Attack Attribute – Close Combat Charge Range rolls for units consisting entirely of models with this Favour.
Gluttony Model part gains +1 Strength with Close Combat Attacks for the rest of the game the first time
Attack Attribute – Close Combat it successfully Charges a Fleeing unit, or wins a combat and doesn’t Pursue or Overrun.
Greed Bearer gains Great Weapon, Halberd, Paired Weapons, and Weapon Master. +50 pts Special
Universal Rule Item allowance.
Lust Model gains Strider. Units with majority of models with this Favour gain Feigned Flight, may
Universal Rule declare Flee even if Fearless, and then Rally with Minimised Roll the next turn.
Pride
Minimised Roll for Discipline Tests.
Universal Rule
Sloth Model gains +1 Resilience, unless it declares a 10+″ (6+″ for Gigantic) Charge or Advance/March
Universal Rule Moves for 10″ or more (6+″ for Gigantic) (lost for a Player Turn).
Wrath Model part gains Lightning Reflexes and +1 Agility. Enemies gain +1 to hit the model. Effects
Attack Attribute – Close Combat apply only in the First Round of Combat.
27
ÅSKLANDERS
Åsklanders
Warriors of the Dark Gods Supplement Army Book
2nd Edition, version 2020 – December 26, 2019
This is an official The 9th Age product. It is a Supplement for Warriors of the Dark Gods. This product is not balanced
for tournament play.
Sagas and runestones are the most important forms of literature among the Åsklanders, for they are the source
of tradition, the whole of their myth, ethics, and political art. In such poems we can find evidence of the shifting
religious tradition and the progressive takeover of temples and tribes by gods coming from the Wasteland. Such
“contamination” has not changed the true nature of the Åsklanders, which is still connected at its roots to the
ancient culture they share with Sonnstahl. Far from being a nation, the land is a patchwork of tribes, each with its
own agenda. Some are friendly to our Empire, such as the Kingdom of Thrymland, others hostile, often changing
according to the relationships forged between their kings and jarls and our own nobility. The fragments we hereby
present were selected to provide a complete and characterful description of the very essence of Åskland and its
people, to paint a picture of the manifold cultures and creatures among our northern “cousins”.
—Grünberg Brothers, introduction to the collection of
the Literature of the Thrymland
Åsklanders are fierce fighters; that reputation has spread far and wide. I’ve fought against them for decades, and
the descriptions of berserkers and wild warriors are well earned. Yet in all those warning tales, there is an aspect
which is often overlooked.
They know well how to fight in great numbers, and somehow they manage not to get in each other’s way. Each leaps
forward to strike terrible blows with huge axes, only to be replaced by another, and another. No elven formation of
grace and discipline, but effective nonetheless.
In defence they are even more concerted. Those round, studded shields interlock to form a solid wall against which
enemies crash in waves. I’ve seen many an elite soldier underestimate Åsklanders as mere savages – only to suffer
for their folly.
—Shepkin Tikhonovich – Volskayan Voivoda
Hereditary Spell
Casting Value Range Type Duration Effect
2
Special Items
Weapon Enchantments Armour Enchantments
Byargfylli 60 pts Gunagr’s Armour 45 pts
Enchantment: Spear. Standard Height models only.
Attacks made with this weapon become Divine At- Enchantment: Suit of Armour.
tacks and Magical Attacks, and gain Lethal Strike The bearer gains Fearless and can never be wound-
and Lightning Reflexes. ed on better than 4+.
Eyratöki 35 pts
Åsklander Chief only.
Banner Enchantments
Enchantment: Hand Weapon. Raven Banner 60 pts
The wielder gains Crush Attack, and can perform The bearer’s unit gains Battle Focus, Fearless, and
two Crush Attacks instead of one (provided it de- Frenzy.
clared the use of its Crush Attack at the end of step 4
of the Round of Combat Sequence as usual).
Artefacts
Symbol of Slaughter 35 pts
Norn’s Bones 60 pts
Enchantment: Hand Weapon and Paired Weapons.
Wizards only.
Attacks with this weapon become Magical Attacks.
The Wizard can select its spells from all the Learned
When using this weapon, the wielder gains +2 Attack
Spells of its chosen Path and the Hereditary Spell.
Value and +2 Agility. Close Combat Attacks made
This rule overrides the Spell Selection rules con-
against the wielder’s model gain +1 to hit.
nected to being a Wizard Apprentice or Adept.
So I am to be married. I feel equal parts dread and joy - and as usual I have been burying these emotions in reading.
My husband is to be Prince Olvir Hrogtharson, son of the King of Thrymland, the famous Hrogthar Alfhildr. I am to
share my bed with an Åsklander! I have consumed every book on the subject of that wild land - the stories have
only worsened the fragile state of my imagination. Åskland is a patchwork of tribes divided up by Kings, Jarls, and
Hersirs. Many are barbaric and unruly - often meddling in worship of the Dark Gods. Åsklanders are famous for
their raiding and trading vessels that can be found in ports as far as Avras and Aldan. For a long time they were
Sonnstahl’s enemies, but in our time the comparatively civilised nation of Thrymland has been supported by the
Emperor as part of a bulwark against the northern tribes. I suppose my status as a pawn in these negotiations
should bring me pride. I only hope that I can conquer this awful terror and do my duty to father and nation.
—Diary of Lady Annelie, daughter of the
Count of Breidmark
Army Organisation
3
Characters (Max. 40%)
Standard
Åsklander Chief Height
Type Infantry
110 pts single model Base 25×25 mm
A mount marked with (LB) counts towards Legendary Beasts. The mount and its rider also count towards
Characters.
To lead is the destiny of the jarls and hersirs. But leading should be tested: trials must be endured and challenges won,
for a chieftain should prove not only the strongest of the tribe, but the wisest also. Proud and dauntless, feared and
respected, such are the demands of leadership.
Global Adv Mar Dis Model Rules
3 5 4 0
Offensive Att Off Str AP Agi
4
Standard
Seidhkennar Height
Type Infantry
135 pts single model Base 25×25 mm
Seidhkennars are the voice of the gods, advisers of the jarls, guides to the berserkers. They are tellers of sagas, masters
of magic, and speakers with all the creatures of the North. No force would dare to raid without their blessing, nor a
king march to war: for the seers of Åskland know the spirit of the land.
Global Adv Mar Dis Model Rules
3 3 4 0
Offensive Att Off Str AP Agi
Seidhkennar 1 3 3 0 3
Magic Options pts Options pts
One choice only: Special Items up to 150
Wizard Adept 75 Light Armour 5
Wizard Master 225 Paired Weapons 5
Mount Options pts
Dark Chariot 60
Shamanism Thaumaturgy Witchcraft
d
5
Character Mounts
Height Standard
Black Stallion Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Height Standard
Shadow Chaser Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
Height Standard
War Dais Type Infantry
Base 50×50 mm
C C C Tall
Defensive HP Def Res Arm
6
Height Large
Dark Chariot Type Construct
0–3 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
8″ 8″ C Swiftstride
Defensive HP Def Res Arm
4 C 5 C+2
Offensive Att Off Str AP Agi
Height Large
Chimera Type Cavalry
0–2 Mounts/Army Base 50×100 mm
The mount and its rider count towards Characters. The mount also counts towards Legendary Beasts.
Global Adv Mar Dis Model Rules
4 C 5 C
Offensive Att Off Str AP Agi
Chimera 5 4 5 2 4 Harnessed
Options pts Optional Model Rules
Wings 40 Wings: Universal Rule.
The model’s March Rate is set to 16″ and it gains
Fly (8″, 16″) and Light Troops.
d
Height Gigantic
Wasteland Behemoth Type Beast
0–2 Mounts/Army Base 100×150 mm
The mount and its rider count towards Characters. The mount also counts towards Legendary Beasts.
Global Adv Mar Dis Model Rules
7″ 14″ C
Defensive HP Def Res Arm
7 3 6 4
Offensive Att Off Str AP Agi
7
Core (Min. 25%)
Standard
Åsklanders Height
Type Infantry
135 pts + 7 pts/extra model 15–50 models Base 25×25 mm
The Åsklander is a fighter to be feared: strengthened by harsh living and long hunts through the forest, each man and
maiden of our people is skilled with axe or bow and born to raiding.
Global Adv Mar Dis Model Rules
1 4 3 0 Light Armour
Offensive Att Off Str AP Agi
Åsklander 1 4 4 0 3
Options pts Command Group Options pts
Shield 1/model Champion 20
Throwing Weapons (5+) Musician 20
(0–40 Models/Army) 2/model Standard Bearer 20
One choice only: Banner Enchantment no limit
Paired Weapons 1/model
Bow (4+) (0–60 Models/Army) 2/model
Great Weapon 3/model
Spear and Shield 3/model
d
Standard
Warhounds Height
Type Beast
95 pts + 8 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
Hunting is our oldest and most indispensable tradition. The deepest bonds of man and beast are forged from the
cradle with our hunting packs. Our hounds are no foppish southern pups, but proud heirs of the great wolves of the
northern forest. Long generations of careful stewardship have created one of the smartest and most dangerous breeds
of warhounds ever seen.
Global Adv Mar Dis Model Rules
1 3 3 0
Offensive Att Off Str AP Agi
Warhound 1 3 3 0 4
Model Rules
Release the Hounds: Universal Rule.
One use only. May be activated at the start of a friendly Player Turn (all models in a unit must activate this
rule at the same time). The model gains +6″ March Rate and Devastating Charge (+1 Att, +1 Str) during this
Player Turn.
d
8
Special (No limit)
Standard
Huskarls Height
Type Infantry
180 pts + 16 pts/extra model 15–40 models 0–5 Units/Army Base 25×25 mm
No one can become a jarl without the support of the huskarls, and new jarls are often elected from their number, for
they are not only bodyguards but a warrior elite. Seasoned fighters, their wisdom and ruthlessness in matters of war
and raiding is rarely matched by younger warriors and chiefs.
Global Adv Mar Dis Model Rules
1 5 3 0 Heavy Armour
Offensive Att Off Str AP Agi
Huskarl 1 4 4 1 4
Options pts Command Group Options pts
Throwing Weapons (4+) 4/model Champion 20
Must choose (one choice only): Musician 20
Shield free Standard Bearer 20
Great Weapon 2/model Banner Enchantment no limit
Spear and Shield 3/model
d
Standard
Berserkers Height
Type Infantry
155 pts + 16 pts/extra model 8–25 models 0–3 Units/Army Base 25×25 mm
Gnashing teeth, crazed howling, deranged biting of shields - a ferocious blur of axes, bleeding steel, and bear pelts:
these are the berserkers of Vigi. He asked of them to be the nightmare of the elven enemy, and they became as such.
They do not fear death, nor defeat, for their only purpose is killing elves.
Global Adv Mar Dis Model Rules
Berserker 1 4 4 1 4
Model Rules Options pts
Berserker’s Bear Pelt: Armour Equipment. One choice only:
Follows the rules for Light Armour (can be en- Spear 2/model
chanted as if it was Light Armour). The bearer gains Paired Weapons 3/model
Swiftstride and Unstable. Great Weapon 4/model
In addition, at the start of any of your Player Turns,
Command Group Options pts
all models with Berserker’s Bear Pelt in a unit may
Champion 20
choose to lose their Shield and gain +1 Strength,
Musician 20
Battle Focus, Fearless, Frenzy, and Lightning Re-
flexes. The effects last for the remainder of the
game.
d
9
Large
Wargs Height
Type Beast
180 pts + 60 pts/extra model 2–6 models 0–2 Units/Army Base 50×50 mm
Wargs are not mere pet wolves, trained to attack on command. They are born of Ullr’s fury, impervious to the rigours
of a mountain winter, tougher and sometimes larger than a horse. A single warg can down a giant elk if it catches it
unaware, and a pack is a serious danger even to well-armed travellers. You are never free of the warg’s nose. It will
track you for days if it deems you a worthy prize. If you are fierce enough, you can steal the pups and harness this fury
yourself: but be sure to serve Ullr well, or you’ll be a meal for the beast soon enough.
Global Adv Mar Dis Model Rules
4 4 4 1
Offensive Att Off Str AP Agi
Warg 4 4 5 2 4
Standard
Warriors Height
Type Infantry
210 pts + 24 pts/extra model 10–12 models 0–2 Units/Army Base 25×25 mm
Åsklanders who have sworn to the Dark Gods often return to their homes to fulfil their path, for reasons that are
unclear even to seidhkennars. Nonetheless, they are always welcomed among the ranks of a raiding party, as their
prowess in battle is doubted by none.
Global Adv Mar Dis Model Rules
Warrior 2 5 4 1 4
Options pts Command Group Options pts
One choice only: Champion 30
Paired Weapons free Musician 20
Great Weapon 5/model Standard Bearer 20
Halberd 6/model Banner Enchantment no limit
Model Rules
Hell-Forged Armour: Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains
Aegis (5+, against Toxic Attacks).
Path of the Favoured: Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition,
model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum
of 3, and their Discipline is set to 9.
Spiked Shield: Armour Equipment.
Models on foot only.
Follows the rules for Shields (can be enchanted as if it was a Shield). For each successful Armour Save roll of
4+ made by the bearer against a Melee Attack while using a Spiked Shield, the model that caused the wound
immediately suffers 1 hit with the bearer’s Strength and Armour Penetration, before any casualties are removed,
distributed onto the model’s Health Pool. This is considered a Special Attack.
d
10
Large
Trolls Height
Type Infantry
180 pts + 70 pts/extra model 3–10 models 0–3 Units/Army Base 40×40 mm
Trolls are hardy creatures. So much so, that it is rumoured neither man nor nature can kill them. The beasts that
inhabit the frozen lands are no exception. As grotesque, greedy, and ill-tempered as their southern cousins, their tough,
icy hide emits a palpable aura of cold so fierce it has even been known to extinguish fire.
Global Adv Mar Dis Model Rules
3 3 4 0 Fortitude (4+)
Offensive Att Off Str AP Agi
Standard
Åsklander Horsemen Height
Type Cavalry
130 pts + 18 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
Mounts are considered a privilege among the most important Åsklander families. They are generally given to the
youngest warriors, to prove themselves as scouts and vanguards of raiding forces, as there is limited space for horses
on a longboat.
Global Adv Mar Dis Model Rules
Åsklander Horseman 1 4 4 0 3
Black Steed 1 3 4 0 3 Harnessed
Options pts Command Group Options pts
One choice only: Champion 20
Great Weapon free Musician 20
Paired Weapons free Standard Bearer 20
Light Lance 2/model Banner Enchantment no limit
d
11
Standard
Åsklander Flayers Height
Type Cavalry
145 pts + 16 pts/extra model 5–10 models 0–4 Units/Army Base 25×50 mm
Riding huge wolves, spiders, and all manner of breakneck beasts, the role of the flayer is reserved for the most
courageous and aggressive members of our tribes. Often hardened survivors without families, flayers are among
the most feared of those we dread to face. Their speed and brutality is like a vicious blizzard, scouring the flesh and
obliterating all hope.
Global Adv Mar Dis Model Rules
1 4 3 1 Light Armour
Offensive Att Off Str AP Agi
Åsklander Flayer 1 4 4 0 4
Shadow Chaser 1 3 3 0 4 Harnessed
Options pts Optional Model Rules
Shield 2/model Skinning Lash: Special Attack.
Light Lance 2/model A unit with at least one model with Skinning Lash can
One choice only: make a Sweeping Attack against a single unengaged
Bow (4+) 1/model enemy unit when passing within 1″ (it does not need
Throwing Weapons (5+) 2/model to and cannot move through or over that unit). The
Skinning Lash (0–15 Models/Army) 4/model enemy unit suffers 1 hit with Strength 4 and Armour
Penetration 0 for each model with Skinning Lash in
Command Group Options pts
the unit. A unit that loses one or more Health Points
Champion 20
due to the Skinning Lash Sweeping Attack suffers −1
Musician 20
Discipline until the end of its next Player Turn.
d
12
Legendary Beasts (Max. 30%)
Gigantic
Marauding Giant Height
Type Infantry
260 pts single model 0–3 Units/Army Base 50×75 mm
Those few giants living near our settlements are accepted and looked after by most tribes. While they are generally
solitary and unpredictable beings, they usually learn how to behave on an expedition, and often develop strong bonds
with individual Åsklanders.
Global Adv Mar Dis Model Rules
7 3 5 1 Shield
Offensive Att Off Str AP Agi
13
Gigantic
Kraken Height
Type Beast
390 pts single model 0–3 Units/Army Base 50×100 mm
The most experienced raiding jarls and seidhkennars develop a deep connection with the seas, and have even proved
able to tame and master these legendary creatures, often luring them away from isolated forces of dread elves.
Global Adv Mar Dis Model Rules
Gigantic
Jötunn Height
Type Infantry
475 pts single model 0–1 Units/Army Base 75×100 mm
Walk upon a mountainous road, and you may find yourself in the vicinity of one of the mightiest creatures to inhabit
the earth—a jötunn.
The first you will know is the drop in temperature; your skin will burn and your bones freeze, until you can barely
crawl. A mist of freezing air will rise around you. The next sign is the ground shuddering; the very mountain appears
to split, until blue-grey flesh resolves from blue-grey rock.
Last, eyes open. Vast eyes, with a red hue, taking moments to focus upon the tiny creatures before it.
If you are fortunate, you will be accompanied by a seidhkennar, who can fathom the landslide rumbling that passes for
language between them. If you are truly blessed, your guide can settle that mountain back to sleep, before the mighty
being decides to crush those who disturb its slumber.
Returning to cold stone’s embrace, it might be years before the jötunn rises again, but time seems to matter little to
their kind. I simply pray I am never the cause of their ire, or have reason to defend against them—castle walls can
only do so much!
—My Time in the North - Lionel Bethune,
Baron of Equitaine
Global Adv Mar Dis Model Rules
7 3 7 3
Offensive Att Off Str AP Agi
Jötunn 3 3 7 3 1
Model Rules
Freezing Mist: Universal Rule.
Flaming Attacks must reroll successful to-wound rolls against the model.
All enemy units in base contact with one or more Jötunns suffer:
• −3 Agility
• −1 Armour
• −1 Armour Penetration
d
14
Quick Reference Sheet
Characters
Adv 4″ Mar 8″ Dis 9 Åsklander Battle Fever
Standard, Infantry HP 3 Def 5 Res 4 Arm 0
Åsklander Chief Att 3 Off 5 Str 5 AP 1 Agi 5 Deeds not Words
d
Adv 4″ Mar 8″ Dis 8 Åsklander Battle Fever, Wizard Apprentice
Standard, Infantry HP 3 Def 3 Res 4 Arm 0
Seidhkennar Att 1 Off 3 Str 3 AP 0 Agi 3
d
Character Mounts
Adv 8″ Mar 16″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Black Stallion Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 10″ Mar 20″ Dis C Light Troops, Strider, Vanguard (6″)
Standard, Cavalry HP C Def C Res C Arm C+1
Shadow Chaser Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv C Mar C Dis C Tall
Standard, Infantry HP 4 Def C Res C Arm C+2 Cannot be Stomped
War Dais Att 4 Off 5 Str 4 AP 1 Agi 4 Harnessed
d
Adv 8″ Mar 8″ Dis C Swiftstride
Large, Construct HP 4 Def C Res 5 Arm C+2
Black Steed (2) Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 8″ Mar 20″ Dis C Fear, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Chimera Att 5 Off 4 Str 5 AP 2 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C
Gigantic, Beast HP 7 Def 3 Res 6 Arm 4
Wasteland Behemoth Att 6 Off 3 Str 6 AP 3 Agi 3 Harnessed
d
Core
Adv 4″ Mar 8″ Dis 7 Åsklander Battle Fever, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Light Armour
Åsklander Att 1 Off 4 Str 4 AP 0 Agi 3
d
Adv 8″ Mar 16″ Dis 5 Insignificant, Release the Hounds
Standard, Beast HP 1 Def 3 Res 3 Arm 0
Warhound Att 1 Off 3 Str 3 AP 0 Agi 4
d
Special
Adv 4″ Mar 8″ Dis 8 Åsklander Battle Fever, Bodyguard (Åsklander Chief), Scoring
Standard, Infantry HP 1 Def 5 Res 3 Arm 0 Heavy Armour
Huskarl Att 1 Off 4 Str 4 AP 1 Agi 4
d
Adv 4″ Mar 8″ Dis 8 Åsklander Battle Fever, Light Troops
Standard, Infantry HP 1 Def 3 Res 4 Arm 0 Berserker’s Bear Pelt, Shield
Berserker Att 1 Off 4 Str 4 AP 1 Agi 4
d
Adv 9″ Mar 18″ Dis 6 Fear, Strider (Forest), Vanguard
Large, Beast HP 4 Def 4 Res 4 Arm 1
Warg Att 4 Off 4 Str 5 AP 2 Agi 4
d
Adv 4″ Mar 8″ Dis 8 Fearless, Path of the Favoured, Scoring
Standard, Infantry HP 1 Def 5 Res 4 Arm 0 Hell-Forged Armour, Spiked Shield
Warrior Att 2 Off 5 Str 4 AP 1 Agi 4
d
Adv 6″ Mar 12″ Dis 4 Fear, Fearless, Stupid
Large, Infantry HP 3 Def 3 Res 4 Arm 0 Fortitude (4+)
Troll Att 3 Off 3 Str 5 AP 2 Agi 1 Troll Belch
d
15
Adv 8″ Mar 16″ Dis 8 Åsklander Battle Fever, Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Heavy Armour, Shield
Åsklander Horseman Att 1 Off 4 Str 4 AP 0 Agi 3
Black Steed Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 10″ Mar 20″ Dis 8 Ambush, Åsklander Battle Fever, Feigned Flight, Light Troops,
Strider, Vanguard (6″)
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Light Armour
Åsklander Flayer Att 1 Off 4 Str 4 AP 0 Agi 4
Shadow Chaser Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Legendary Beasts
Adv 7″ Mar 14″ Dis 8 Giant See, Giant Do
Gigantic, Infantry HP 7 Def 3 Res 5 Arm 1 Shield
Marauding Giant Att 5 Off 3 Str 5 AP 2 Agi 3 Rage
d
Adv 6″ Mar 12″ Dis 8 Strider (Water Terrain)
Gigantic, Beast HP 5 Def 5 Res 5 Arm 3 Distracting, Hard Target (1)
Kraken Att 4 Off 5 Str 7 AP 4 Agi 3 Multiple Wounds (D3), Poison Attacks
d
Adv 5″ Mar 10″ Dis 9 Freezing Mist, Stubborn
Gigantic, Infantry HP 7 Def 3 Res 7 Arm 3
Jötunn Att 3 Off 3 Str 7 AP 3 Agi 1
d
Aim Table
Name Aim Shooting Model
Bow 4+ Åsklander, Åsklander Flayer
Throwing Weapons 4+ Åsklander Chief, Huskarl
5+ Åsklander, Åsklander Flayer
16
MAKHAR
Makhar
Warriors of the Dark Gods Supplement Army Book
2nd Edition, version 2020 – December 30, 2019
This is an official The 9th Age product. It is a Supplement for Warriors of the Dark Gods. This product is not balanced
for tournament play.
The Makhar Steppe breeds tough inhabitants. Only through total commitment to our people can we Makhar
survive the inhospitable, endless plains and the ravaging creatures therein. Loyalty is expected and demanded of
all, weakness cannot be tolerated. Our allies are the beasts of the Steppes; horse, dog, mighty turul, and mammoth,
amongst others. Our code is one of war in the face of relentless struggle. From the depths of the mighty Steppe our
war hordes strike with elemental force. Our speed and ferocity are legendary. Not for us, the soft and easy life of
the settled people to our West. We are the children of the grass, the sky, and the wind, and we bring with us death.
My trusted kinsman, Munkács, will show you the might of our army; heed his words and mind yours, you are not
among friends here. Whilst I will honour the terms of the negotiations and refrain from spilling your blood, my
people may not show you such courtesies. Feast your eyes on our might and report back to your masters. Tell them
their demise is at hand should they refuse our demands.
—Gyula Gesimus’ greeting to the Empire’s diplomats
whilst at camp, three days march east of Volkskagrad
Parting Shot
As a special Charge Reaction, a unit containing at least one model with this rule may declare a Parting Shot Charge
Reaction. All models with Parting Shot in the unit perform a Shoot Charge Reaction. Immediately after this, the unit
performs a Flee Charge Reaction. The roll for the Flee Distance of the Parting Shot Charge Reaction is subject to
Minimised Roll.
Enemy models shooting at a non-Gigantic unit with majority of models with Parting Shot always count as shooting
at Long Range.
Armoury
Lamellar Barding – Personal Protection
The bearer’s model gains +1 Armour, up to a maximum of Armour 4, and −2″ March Rate.
2
Hereditary Spell
Casting Value Range Type Duration Effect
Special Items
Weapon Enchantments Banner Enchantments
Hawthorne Curse 70 pts Wasteland Torch 30 pts
Models without Ambush only. 0–2 per Army.
Enchantment: Hand Weapon. The bearer’s unit gains Strider (Ruins). After deter-
Attacks made with this weapon gain Devastating mining Deployment Zones (at the end of step 6 of
Charge (+2 Str, +2 AP) and become Magical At- the Pre-Game Sequence), you may choose a single
tacks. The weapon can be used as a Shooting Field or Forest Terrain Feature that becomes Ruins.
Weapon (3+) with the following profile: Range 18″, The bearer’s unit gains Flaming Attacks in the First
Shots 1, Str 3 [6], AP 10, Area Attack (1×5), Reload!, Round of Combat.
[Multiple Wounds (D3)]. This Shooting Attack
never suffers negative to-hit modifiers.
Artefacts
Wildfire Burst 70 pts Spirit of the Herd 70 pts
Enchantment: Bow. Model parts without Harnessed in the bearer’s unit
This weapon has Shots 4, Str 4, AP 1 and always hits gain Devastating Charge (Lightning Reflexes).
on 3+. Attacks made with this weapon gain Flaming
Attacks and Magical Attacks. A unit that is hit by
Turul Radiant Headdress 50 pts
these attacks loses Soft Cover until the end of the
Standard Height only.
Player Turn (if it had it). If the enemy unit was in
The bearer gains Distracting and Terror.
Hard Cover, it is now considered to be in Soft Cover
until the end of the Player Turn.
Endless Plain 20 pts
After determining Deployment Zones (at the end of
Armour Enchantments step 6 of the Pre-Game Sequence), place a single Field
Terrain Feature that must be no larger than 10″ in
Mammoth-Hide Cloak 50 pts length and 6″ in width completely outside the oppo-
Standard Height only. nent’s Deployment Zone.
Enchantment: Suit of Armour.
The wearer gains +1 Armour. Attacks against the
wearer can never have a Strength above 5.
3
A swarthy warrior steps forward. His contempt for us is evident from the sneer which he barely attempts to hide.
Stopping unpleasantly close to me he leers in the most appalling manner. Cowering behind him is a beaten curr of
a man, his garb is reminiscent of that worn in Equitaine, evidently he is a captive of this Munkács. The stench from
him is palpable, even from this distance but a glint in his eye indicates that some of the arrogance of his people
remains.
“Greetings Munkács, warrior of the Great Gyula.” I release my practiced charm, but it has little effect.
“Follow me, pampered weaklings of the settled lands. Dung Boy, see to his belongings.” Munkács inclines his head
towards the wretch and then towards my baggage.
“Yes, master, I shall. Right away…”
With that, the contemptuous warrior spins nimbly on his heel, walking purposefully into the depths of the camp.
I follow behind him.
—Account of Marzell von Stirlingen, Imperial diplomat,
recounting the words of Munkács and his band in the
Imperial account of the war parties reported to be
massing beyond the Beacons.
Army Organisation
4
Characters (Max. 35%)
Standard
Makhar Gyula Height
Type Infantry
110 pts single model Base 25×25 mm
Our Gyulas lead by example, gifted leaders, as skilled in war as they are in holding together the fractious elements
of our people. This is no easy task and many fall to the usurper’s blade or the enemy’s spear. Those that master this
enigmatic art are elevated almost to the status of gods. When their time on the Steppe is at an end we raise massive
earth mounds to house their treasures in this realm and the next. The weak are left in the grass for the wolves.
Global Adv Mar Dis Model Rules
3 5 4 0 Heavy Armour
Offensive Att Off Str AP Agi
5
Standard
Táltos Height
Type Infantry
130 pts single model Base 25×25 mm
There are some amongst us who see that which is beyond most Makhar. They perceive the living, beating heart of the
Steppe, feel the pulsing rhythms of the winds, and commune with the spirit of our land. Their way is no easy path, these
Táltos; they are as much part of our war horde as the horses or bows. We expect them to fight alongside us, to live and
die as we do, in the cauldron of battle. Their skills which bring the power of the Steppe crashing into our enemies has
turned many battles in our favour.
Global Adv Mar Dis Model Rules
3 3 3 0 Light Armour
Offensive Att Off Str AP Agi
Táltos 1 2 3 0 3
Magic Options pts Options pts
One choice only: Special Items up to 100
Wizard Adept 75 If Wizard Master up to 200
Wizard Master 225 Vanguard* (Standard Height only) 25
*(0–2 Models/Army)
Mount Options pts
Pyromancy Shamanism Thaumaturgy Black Stallion 50
Dark Chariot 60
Great Elk 65
Wasteland Behemoth 340
d
6
Character Mounts
Height Large
Dark Chariot Type Construct
0–3 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
8″ 8″ C Swiftstride
Defensive HP Def Res Arm
4 C 5 C+2
Offensive Att Off Str AP Agi
Height Large
Chimera Type Cavalry
0–2 Mounts/Army Base 50×100 mm
Global Adv Mar Dis Model Rules
4 C 5 C
Offensive Att Off Str AP Agi
Chimera 5 4 5 2 4 Harnessed
Options pts Optional Model Rules
Wings 40 Wings: Universal Rule.
The model’s March Rate is set to 16″ and it gains
Fly (8″, 16″) and Light Troops.
d
Height Gigantic
Wasteland Behemoth Type Beast
0–2 Mounts/Army Base 100×150 mm
Global Adv Mar Dis Model Rules
7″ 14″ C
Defensive HP Def Res Arm
7 3 6 4
Offensive Att Off Str AP Agi
7
Height Standard
War Dais Type Infantry
Base 50×50 mm
Global Adv Mar Dis Model Rules
C C C Tall
Defensive HP Def Res Arm
Height Standard
Black Stallion Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
8″ 16″ C
Defensive HP Def Res Arm
C C C C+2
Offensive Att Off Str AP Agi
Height Standard
Shadow Chaser Type Cavalry
Base 25×50 mm
Global Adv Mar Dis Model Rules
C C C C+1
Offensive Att Off Str AP Agi
Height Standard
Great Elk Type Cavalry
Base 50×50 mm
Global Adv Mar Dis Model Rules
C C 5 C+1
Offensive Att Off Str AP Agi
8
Core (Min. 35%)
Standard
Steppe Wolfhounds Height
Type Beast
95 pts + 8 pts/extra model 5–15 models 0–4 Units/Army Base 25×50 mm
The Steppe harbours many fearsome beasts. As children we learn of these terrors - the stories told around the fire
create a healthy fear. The young are entrusted to guard the herds, and to aid them we keep dogs. These are no fireside
lapdogs familiar to the settled people, but bred over centuries as the fiercest and fastest of their kind.
Global Adv Mar Dis Model Rules
1 3 3 0
Offensive Att Off Str AP Agi
Steppe Wolfhound 1 3 3 0 4
Standard
Makhar Lancers Height
Type Cavalry
184 pts + 18 pts/extra model 8–25 models 0–4 Units/Army Base 25×50 mm
We are the Gyula’s shock cavalry. We ride larger horses than most Makhar, Kadzoly warmbloods, specially bred in
the lands bordering Vetia. Wielding fearsome double-handed lances, we close with the enemy with terrifying speed,
devastating our foes with bone splintering force. Either skewered by lance or smashed lifeless by flailing hooves, the
role of the lancers is to decimate arrow-riddled units, sending them fleeing or to their graves.
—Elac — Makhar Lancer
Global Adv Mar Dis Model Rules
1 4 3 1 Heavy Armour
Offensive Att Off Str AP Agi
Makhar Lancer 1 4 4 0 3
Black Steed 1 3 4 0 3 Harnessed
Options pts Command Group Options pts
Vanguard (0–35 Models/Army) 2/model Champion 20
Shield 2/model Musician 20
Lamellar Barding 4/model Standard Bearer 20
Recurve Bow (4+) (0–15 Models/Unit) 2/model Banner Enchantment no limit
One choice only:
Great Weapon free
Paired Weapons free
Light Lance 2/model
Makhar Lance 3/model
d
9
Standard
Tamyir Vassals Height
Type Infantry
135 pts + 7 pts/extra model 15–40 models 0–80 Models/Army Base 25×25 mm
We were ready for their horsemen, knew they would be coming. Spent all day digging shallow pits and covering them
with mown grass to break their horses’ legs. Well, the peasants did, obviously I only supervised. But the horses never
came, just hordes of wild Tamyir Vassals on foot. We were overrun in a heartbeat.
—Baron Luis de Châtray, formerly an Equitan Questing
Knight, latterly a dung shoveller
Global Adv Mar Dis Model Rules
1 4 3 0 Light Armour
Offensive Att Off Str AP Agi
Tamyir Vassal 1 4 4 0 3
Options pts Command Group Options pts
Shield 1/model Champion 20
Bow (4+) 2/model Musician 20
Throwing Weapons (5+)* 2/model Standard Bearer 20
*0–40 Models/Army Banner Enchantment no limit
One choice only:
Paired Weapons 1/model
Great Weapon 3/model
Spear and Shield 3/model
d
Standard
Horse Archers Height
Type Cavalry
260 pts + 20 pts/extra model 8–20 models 0–3 Units/Army Base 25×50 mm
Our warrior code is a way of life and it extends to our horses, the closest and oldest of our allies. Their loyalty is
complete and ancient, our families and their bloodlines intertwine far beyond the telling. We are as one. We live or die,
together. All Makhar can ride and are masters of the bow, our survival demands it and no man can match us. We ride
before we walk and shoot before we talk. With our bows a Makhar Horse Archer is to be feared, appearing without
warning and fading away as fast. The last sound many have heard is the flight of our arrows.
Global Adv Mar Dis Model Rules
1 4 3 1 Light Armour
Offensive Att Off Str AP Agi
10
Special (No limit)
Standard
Makhar Flayers Height
Type Cavalry
175 pts + 22 pts/extra model 5–10 models 0–4 Units/Army Base 25×50 mm
A unit with Bows or Recurve Bows also counts towards Raining Death.
Among the Makhar, some follow a darker path. That of the Flayer. Where the herdsman is content with his horses and
sheep, the Flayer seeks more exotic and sometimes dangerous pastoral beasts. Chimeras, turuls, karkadans, and in
rare cases humans; the more dangerous the herd, the more prestigious in the eyes of a Flayer. To control these perilous
and unpredictable herds, Flayers mount the most spirited creatures: Shadow Chasers.
Global Adv Mar Dis Model Rules
10″ 20″ 8 Feigned Flight, Light Troops, Makhar Battle Fever, Strider,
Vanguard
Defensive HP Def Res Arm
1 4 3 1 Light Armour
Offensive Att Off Str AP Agi
11
Large
Makhar Chariot Height
Type Construct
150 pts + 135 pts/extra model 1–3 models 0–4 Units/Army Base 50×100 mm
You want to know what haunts my nightmares? Thirty years I was a Reiter. Seen, fought, and killed most anything
that walks, flies, or crawls. I’ve fought plenty of cavalry and infantry, easy kills for the repeaters, but that chariot was
the worst I faced… I’ll never forget it. Four warriors to deal with, two of them riding the horses… caused us a lot of
problems. Either too many bows, or too many of those damned heavy lances. Lost good men that day, Ullor bless them.
Now, hand me that bottle.
—Sgt JG Holtz, former Reiter, now guide to the Makhar
Global Adv Mar Dis Model Rules
12
Standard
Warrior Knights Height
Type Cavalry
255 pts + 40 pts/extra model 5–7 models 0–2 Units/Army Base 25×50 mm
Makhar who have sworn themselves to the Dark Gods often return to their homes on the Steppe to fulfill their path for
reasons that are unclear to even the Táltos. Nonetheless, we welcome them, as their prowess in battle is undoubted.
Global Adv Mar Dis Model Rules
Warrior Knight 2 5 4 1 4
Black Steed 1 3 4 0 3 Harnessed
Options pts Command Group Options pts
One choice only: Champion 35
Great Weapon 1/model Musician 20
Lance 7/model Standard Bearer 20
Banner Enchantment no limit
Model Rules
Hell-Forged Armour: Armour Equipment.
Follows the rules for Plate Armour (can be enchanted as if it was Plate Armour). The wearer’s model gains
Aegis (5+, against Toxic Attacks).
Path of the Favoured: Universal Rule.
Units with more than half of their models with Path of the Favoured must reroll failed Break Tests. In addition,
model parts with Path of the Favoured upgraded to a Champion additionally gain +1 Health Point to a maximum
of 3, and their Discipline is set to 9.
d
13
Large
Turul Height
Type Beast
230 pts single model 0–3 Units/Army Base 50×100 mm
I am struggling to get the turul eggs you requested, Master. These creatures are smarter than eagles. When the mother
goes off to hunt and I see her wings disappear over the horizon, I begin my descent. Every time I am within metres of
her nest my spotter shouts down to me and I must abort the climb. It’s as though the damned turul can see me from
miles away! These beasts are fearsome, truly. With the hindquarters of a mountain lion and the claws, head, and
wings of a giant hawk I dare not get close to the nest when she is within sight. I would be ripped to shreds. Another
method must be found.
—Taken from a letter found in the Gyula’s Pavilion
Global Adv Mar Dis Model Rules
Ground 8″ 16″ 8 Fear, Fly (8″, 16″), Light Troops, Towering Presence
Fly 8″ 16″
Defensive HP Def Res Arm
4 3 5 3
Offensive Att Off Str AP Agi
Turul 5 4 5 2 4
Options pts
Territorial Hunter 25
Optional Model Rules
Territorial Hunter: Universal Rule.
The model gains Ambush. In addition, when declaring if the model will Ambush (during step 8 of the Pre-Game
Sequence), you may declare that the model Ambushes from an Impassable Terrain Feature instead of the Board
Edge. If so, follow the rules for Ambush but replace all instances of “Board Edge” in the rules for Ambush with
“edge of any Impassable Terrain”.
d
14
Large
Karkadan Herd Height
Type Beast
160 pts + 50 pts/extra model 3–12 models 0–3 Units/Army Base 50×50 mm
Our guide continues to find our ignorance amusing. Many months after we left Volskagrad, we camped the night in
a rocky river basin next to a watering hole fed by a small stream. Upon awakening with the morning sun I went to
stretch my legs and loose my bladder. Much to my surprise, I was confronted across the watering hole by a furry beast
with a gigantic nose-horn slurping greedily. In my excitement at being the first man of Zilas to experience the majesty
of a unicorn, I awoke the camp with my screams of delight. Once roused, our guide promptly dismissed my discovery
and informed me of the beast’s true nature. As if in agreement, the karkadan turned and released its bowels in my
direction, kicking its back legs to spread its steaming faeces. With a grunt it promptly rumbled off into the tundra to
join its herd.
—Excerpt from the diary and travels of Columbo
Vinaroni. Embassy of Zilas to the Great Khan — found in
the Gyula’s Pavilion
Global Adv Mar Dis Model Rules
3 2 4 1
Offensive Att Off Str AP Agi
15
Gigantic
Nomadic Giant Height
Type Infantry
260 pts single model 0–3 Units/Army Base 50×75 mm
A unit with a Giant Recurve Bow also counts towards Raining Death.
Some Steppe people foster relations with the wandering giants of the grasslands. Although their lumbering gait is
dissimilar to our highly mobile warriors, they can be brutal in battle and in simple imitation of our archers some sport
mighty bows that launch gigantic arrows of death to smash apart our foes. A fine sight indeed.
Global Adv Mar Dis Model Rules
7 3 5 1
Offensive Att Off Str AP Agi
16
Raining Death (Max. 40%)
Gigantic
Steppe Mammoth Height
Type Beast
420 pts single model 0–1 Units/Army Base 100×150 mm
Entering the valley from over a high pass, the green sea of grass spread out before us like verdant silk slung carelessly
across a floor. The deep blue of the morning sky met the boundless green of the steppe. The only thing disturbing
the idyllic folds of the grasslands appeared to be large boulders clumped together haphazardly. On closer inspection
these boulders seemed to possess a heavy fur coat. When I remarked this to our guide he almost fell off his horse with
laughter. He informed us that these boulders were in fact humongous beasts and quite approachable when grazing.
However, if roused to anger, these “mamuts”, he divulged, are unstoppable behemoths of rage. They are herded and
ridden in the same way as horses and their milk is fermented as a highly prized delicacy along the Makhar tribes —
kumis, powerful liquor.
—Excerpt from the diary and travels of Columbo
Vinaroni. Embassy of Zilas to the Great Khan — found in
the Gyula’s Pavillion
Global Adv Mar Dis Model Rules
6 3 6 3
Offensive Att Off Str AP Agi
Dung Boy I may be now, but not always. I used to be a warrior, a Questing Knight no less. Thirty years I served
The Lady at war. I’ve fought them all and journeyed far and wide to do so, smashing through their lines with
our lances. None could stand before us. But these Makhar, the only defeat I ever knew. We were on campaign in
Northern Taphria when we met the Steppe Horsemen. Our scouts brought tales of their skill in battle and so we
took appropriate countermeasures. But their horses never came, just hordes of Tamyir Vassals on foot. Apparently
the Makhar scouts had gotten closer than we thought and our ruse was diffused. Their screaming infantry quite
spooked the levies and no matter how hard I beat them they ran. Our lines were overrun in a trice. The Duke rallied
the Knights and charged, but their warriors just melted away before our lances and as our mounts tired we were
hit by all manner of Makhar monstrosities. Heavy cavalry wielding those horrific double handed lances, chariots
swarming with Makhar, giants carrying bolt throwers and all the time arrows raining down from the sky like
death. Then the mammoths joined the fray and I was, err, knocked unconscious. I came to as a prisoner and the
only survivor. It’s not much of a life shovelling dung, but it’s still a life eh?
I say, you don’t have any wine do you?
—Account of Marzell von Stirlingen of his meeting with
Baron Luis de Châtray
17
Quick Reference Sheet
Characters
Adv 4″ Mar 8″ Dis 9 Makhar Battle Fever
Standard, Infantry HP 3 Def 5 Res 4 Arm 0 Heavy Armour
Makhar Gyula Att 3 Off 5 Str 5 AP 1 Agi 5 Deeds not Words
d
Adv 4″ Mar 8″ Dis 7 Makhar Battle Fever, Wizard Apprentice
Standard, Infantry HP 3 Def 3 Res 3 Arm 0 Light Armour
Táltos Att 1 Off 2 Str 3 AP 0 Agi 3
d
Character Mounts
Adv 8″ Mar 8″ Dis C Swiftstride
Large, Construct HP 4 Def C Res 5 Arm C+2
Black Steed (2) Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
Chassis Str 5 AP 2 Agi Impact Hits (D6+1), Inanimate
d
Adv 8″ Mar 20″ Dis C Fear, Towering Presence
Large, Cavalry HP 4 Def C Res 5 Arm C
Chimera Att 5 Off 4 Str 5 AP 2 Agi 4 Harnessed
d
Adv 7″ Mar 14″ Dis C
Gigantic, Beast HP 7 Def 3 Res 6 Arm 4
Wasteland Behemoth Att 6 Off 3 Str 6 AP 3 Agi 3 Harnessed
d
Adv C Mar C Dis C Tall
Standard, Infantry HP 4 Def C Res C Arm C+2 Cannot be Stomped
War Dais Att 4 Off 5 Str 4 AP 1 Agi 4 Harnessed
d
Adv 8″ Mar 16″ Dis C
Standard, Cavalry HP C Def C Res C Arm C+2
Black Stallion Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 10″ Mar 20″ Dis C Light Troops, Strider, Vanguard (6″)
Standard, Cavalry HP C Def C Res C Arm C+1
Shadow Chaser Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
Adv 8″ Mar 16″ Dis C Strider (Forest)
Standard, Cavalry HP C Def C Res 5 Arm C+1
Great Elk Att 2 Off 4 Str 4 AP 1 Agi 4 Harnessed
d
Core
Adv 8″ Mar 16″ Dis 5 Insignificant, Vanguard
Standard, Beast HP 1 Def 3 Res 3 Arm 0
Steppe Wolfhound Att 1 Off 3 Str 3 AP 0 Agi 4
d
Adv 8″ Mar 16″ Dis 8 Makhar Battle Fever, Scoring
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Heavy Armour
Makhar Lancer Att 1 Off 4 Str 4 AP 0 Agi 3
Black Steed Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 4″ Mar 8″ Dis 7 Makhar Battle Fever, Scoring
Standard, Infantry HP 1 Def 4 Res 3 Arm 0 Light Armour
Tamyir Vassal Att 1 Off 4 Str 4 AP 0 Agi 3
d
Adv 8″ Mar 16″ Dis 8 Feigned Flight, Light Troops, Makhar Battle Fever, Parting Shot,
Vanguard
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Light Armour
Rider Att 1 Off 4 Str 4 AP 0 Agi 3 Light Lance, Recurve Bow (3+)
Horse Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Special
Adv 10″ Mar 20″ Dis 8 Feigned Flight, Light Troops, Makhar Battle Fever, Strider, Van-
guard
Standard, Cavalry HP 1 Def 4 Res 3 Arm 1 Light Armour
Makhar Flayer Att 1 Off 4 Str 4 AP 0 Agi 4 Beast Taker
Shadow Chaser Att 1 Off 3 Str 3 AP 0 Agi 4 Harnessed
d
18
Adv 8″ Mar 12″ Dis 8 Light Troops, Makhar Battle Fever, Parting Shot, Swiftstride
Large, Construct HP 4 Def 4 Res 4 Arm 1 Light Armour, Shield
Crew and Rider (4) Att 1 Off 4 Str 4 AP 0 Agi 3
Horse (2) Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
Chassis Str 4 AP 1 Agi Impact Hits (D6), Inanimate
d
Adv 8″ Mar 14″ Dis 8 Fearless, Path of the Favoured, Scoring
Standard, Cavalry HP 1 Def 5 Res 4 Arm 2 Hell-Forged Armour, Shield
Warrior Knight Att 2 Off 5 Str 4 AP 1 Agi 4
Black Steed Att 1 Off 3 Str 4 AP 0 Agi 3 Harnessed
d
Adv 8″ Mar 16″ Dis 8 Fear, Fly (8″, 16″), Light Troops, Towering Presence
Large, Beast HP 4 Def 3 Res 5 Arm 3
Turul Att 5 Off 4 Str 5 AP 2 Agi 4
d
Adv 7″ Mar 14″ Dis 6 Fearless, Follow The Herd, Frenzy, Insignificant, Terror
Large, Beast HP 3 Def 2 Res 4 Arm 1
Karkadan Att 2 Off 3 Str 5 AP 2 Agi 2 Impact Hits (D3), Stampede
d
Adv 7″ Mar 14″ Dis 8 Giant See, Giant Do
Gigantic, Infantry HP 7 Def 3 Res 5 Arm 1
Nomadic Giant Att 5 Off 3 Str 5 AP 2 Agi 3 Rage
d
Raining Death
Adv 7″ Mar 14″ Dis 8 Makhar Battle Fever, Parting Shot
Gigantic, Beast HP 6 Def 3 Res 6 Arm 3
Crew (6) Att 1 Off 4 Str 4 AP 0 Agi 3 Makhar Lance, Recurve Bow (3+)
Steppe Mammoth Att 4 Off 3 Str 6 AP 3 Agi 2 Harnessed, Impact Hits (D3)
d
19