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Fantasy Battles

The 9 Age
th

Rulebook
Version 0.5.3 Beta
A collaboration between creators of
Swedish Comp System &
ETC Army Composition

INTRODUCTION
WHAT IS FB: 9TH AGE?
CHOOSING YOUR ARMY
SETTING UP A GAME AND
DEPLOYMENT
PREGAME SEQUENCE
CHOOSE DEPLOYMENT TYPE
CHOOSE SECONDARY
OBJECTIVES
PICK DEPLOYMENT ZONES
GENERATE SPELLS
DEPLOYING FORCES
GENERAL PRINCIPLES
ACTIVE AND REACTIVE
PLAYER. SEQUENCING
DICE
SCATTER
TEMPLATES
CHARACTERISTICS PROFILE
AND TESTS
LINE OF SIGHT AND MODELS
HEIGHT
RECOVER WOUNDS AND
RAISE WOUNDS
UNITS AND FORMATIONS
BASES AND BASE CONTACT
MODELS AND UNITS
RANK-AND-FILE (R&F)
FULL RANKS
HORDE FORMATION
FOOTPRINT
CENTRE OF UNIT
UNIT FACING AND ARCS
SUMMONED UNITS
1 UNIT SPACING
BOARD EDGE
THE TURN
GAME TURN
PLAYER TURN
MOVEMENT PHASE
MOVEMENT PHASE
SEQUENCE
DECLARE CHARGES
CHARGE REACTIONS
MOVE CHARGES
COMPULSORY MOVES SUBPHASE

REMAINING MOVES SUBPHASE


ADVANCE MOVE
MARCH MOVE
REFORM
PIVOTS AND WHEELS
MAGIC PHASE
WIZARDS
SPELLS
MAGIC PHASE SEQUENCE
MAGIC DICE: WINDS OF
MAGIC AND CHANNELING
SPELL CASTING SEQUENCE
MISCAST
PATH ATTRIBUTES
BOUND SPELLS
MAGICAL MOVE
SHOOTING PHASE
SHOOTING PHASE SEQUENCE
SHOOTING WITH A UNIT
SHOOTING TO HIT ROLLS
TO HIT MODIFIERS
CLOSE COMBAT PHASE
CLOSE COMBAT PHASE
SEQUENCE
NO LONGER ENGAGED
ROUND OF COMBAT
SEQUENCE
WHO CAN STRIKE
ALLOCATING ATTACKS AND
ROLLING TO HIT
DROPPING OUT OF COMBAT
WINNING A ROUND OF
COMBAT
BREAK TEST
DECLARING PURSUITS AND
OVERRUNS
ROLL FLEE DISTANCE AND
MOVE FLEEING UNITS
ROLL PURSUIT DISTANCE
AND MOVE PURSUING UNITS
COMBAT REFORM
ATTACKS AND DAMAGE
ATTACK SEQUENCE
ALLOCATE HITS
TO WOUND ROLLS
Armour SAVES AND Armour
SAVE MODIFIERS

REGENERATION AND WARD


SAVES
REMOVING WOUNDS
REMOVING CASUALTIES
PANIC
TROOP TYPES
SPECIAL RULES
MUNDANE EQUIPMENT
COMBAT WEAPONS
SHOOTING WEAPONS
ARTILLERY WEAPONS
ARMOUR
CHARACTERS
LONE CHARACTERS
COMBINED UNITS
FIRST IN RANK
CHALLENGES
THE GENERAL
THE BATTLE STANDARD
BEARER
COMMAND GROUPS
COMMAND GROUP AND
CASUALTIES
MUSICIANS
STANDARD BEARERS
CHAMPIONS
TERRAIN
TERRAIN KEYWORDS
OPEN TERRAIN
IMPASSABLE TERRAIN
FIELDS
HILLS
FORESTS
RUINS
WATER
WALL
BUILDINGS
SCORING AND VICTORY
CONDITIONS
MAGIC ITEMS
RESTRICTIONS
MAGIC WEAPONS
MAGIC ARMOUR
TALISMANS
ENCHANTED ITEMS
ARCANE ITEMS
MAGICAL BANNERS

INTRODUCTION
WHAT IS FB: 9TH AGE?
Fantasy Battles: The 9th Age (FB: 9th Age), is a community made wargame, with no ties to any company. The game
represents two opposing armies, represented by adequate models, collide and face each other. Each side is usually
controlled by a player, although in some occasions there can be more than one player per side, such as in the case
of an Alliance. The game normally takes place over a board of 4 by 6 feet, although for smaller and bigger battles
this size can be adapted. Both sides deploy their armies and take alternating turns to have their models act. Actions
are often tied to a chance of success, for which dices are used. During each player turn, a player can control his
army over the 4 consecutive phases of the game: Movement, Magic, Shooting and Close Combat. After the game
ends, a victor is determined (or a draw if that's the case).
All relevant rules, as well as feedback and suggestions can be found/given here:
http://www.the-ninth-age.com/
To make the transition easier for old players, we have colour coded the most relevant changes (from 8th edition) in
blue.
Changes between version (not from alpha version) is colour coded in green.

CHOOSING YOUR ARMY


When composing your army, some rules must be followed to ensure that the result is a coherent force. Armies can
be taken from any Fantasy Battles: 9th Age Army Books. Usually the army (what units, options etc you take in your
army) is written down on a piece of paper, called Army List.
Army list entries are divided into the following categories:
Lords and Heroes. A maximum of 50% of the Points of your army may be Lord and Heroes characters
(combined), and a maximum of 35% of the Points of your army may be Lord Characters. Furthermore, the
same Hero or Lord choice cannot be taken more than 3 times, regardless of differences in mounts,
equipment, or Special Rules
Core. Being the backbone of the army, Core units must compose at least 25% of your army Points. Core
units are common enough so you can take each different Core unit up to 4 times
Special. Special units are typical of the army, although not so much as to be part of its Core section. Each
Special unit can be taken up to 3 times in the same army.
Rare. Rare units are difficult to enlist, and therefore your army cannot spend more than 25% of its army
Points in Rare units. Furthermore, each Rare unit can be taken up to 2 times in the same army
Aside from this, there are other requirements that you must pay attention to when building your army
The size of a battle is determined by the points limit on the armies. Each unit you add to your army list has
a points value. When adding up the points value of all your units, this total can never exceed the
determined points limit. Sometimes its not possible to reach the exact agreed upon points limit, and you
are therefore allowed to be slightly below (no more than 20 pt) the limit.
Every army must nominate one of its characters as the General. This implies that it must have at least one
character who is able to be the General of the army. Furthermore, every army must contain a minimum
of 4 Units (excluding characters). All Units with War Machine troop types count as a single unit for this
purpose.
An army may include a Battle Standard Bearer, but can never have more than one.
There are some One of a kind units or characters (for example, all special named characters are One of a
Kind). One of a Kind units or characters can only be taken once per army, regardless of it being otherwise
Core, Special, Rare, Hero or Lord. Its points still count towards the relevant category
Sometimes on the battlefield the armies that clash are much bigger than usual. Armies of 4000 points or
more are considered Grand Armies. All limits for the number of repeated units and characters are
doubled for this kind of armies. This includes (non-character) One of a kind units, which can be taken up to
2 times in a Grand Army.
Sometimes on the battlefield the armies that clash are much smaller than usual. Armies of less than 1500
points are considered Warbands. All limits for the number of repeated units and characters and the
maximum unit sizes are halved (rounding up) for this kind of armies, and the minimum number of units
you must take is decreased to 3.
Some units have a special repetition allowance to be taken more times than what their category would
otherwise them allow to. In such cases, the regular limits change to the relevant limit stated.

SETTING UP A GAME AND DEPLOYMENT


In order to play a game of Fantasy Battles: 9th Age, you will first and foremost need to find a suitable opponent and
agree on the terms of the game, such as game size and whether you will be using any additional rules. Both sides
will compose an army using the rules from the Choosing your Army section above.
The game is played in a 72 wide and 48 deep battlefield area for the standard army size (1500-4000 points). For
smaller battles (involving Warbands) we recommend a 36 wide and 48 deep size, and for bigger games (involving
Grand Armies) the size will depend on how much bigger the army is. Even though some battles can take place on a
completely open battlefield, usually the battlefield has a a few Terrain pieces placed upon it.
Both players can freely agree on the size, type and number of Terrain pieces to be placed, as well as their positions.
If you cannot reach an agreement, use the rules provided below to set up the battlefield for your game.
Divide the gaming board into sections of 12 x 12
Place the following terrain pieces in the centre of a randomly decided section (max 1 piece in each
section); one Building or Impassable Terrain (randomly decide which of the two), one Hill, one Forest.
Then move each terrain piece 2D6 in a random direction.
Then, add 2D3 additional pieces of Terrain, following the rules above for their position, and roll a D6 and
consult the table below to determine the kind of each of the additional terrain pieces
1: Hill

2: Forest

3: Field

4: Water

5: Wall

6: Ruin

All terrain must be at least 6 away from any other terrain: Move them as little as possible from their
rolled position to meet this criteria. If it is not possible to place the terrain more than 6 away from any
other terrain, discard the problematic terrain
Recommended Terrain sizes are between 6 x 8 and 6 x 10, except for walls which is 1 x 10

PREGAME SEQUENCE
Before the game can begin, some preparations has to be made.
1. Show your opponent your army list
2. Chose deployment type
3. Chose secondary objectives
4. Randomize who picks deployment zone
5. Generate spells, starting with the player who picked deployment zone
6. Remaining "before the game"
7. Deploy forces
8. Deploy scouts
9. Move vanguard
10. Roll for first turn

CHOOSE DEPLOYMENT TYPE


Either both players can agree on which deployment type to use, or you can randomize by rolling a D6:
1-3: Classic. The Table is divided into two halves by drawing a straight line through the centre of the board,
parallel to the tables long edges. Deployment zones are more than 12" away from this line.
4-5: Diagonal. The Table is divided into two halves by drawing a straight line from one corner, through the centre
of the table, to the opposite corner (whomever chooses deployment zone decides which corners to use).
Deployment zones are more than 9 away from this line.
6: Flank Attack. The Table is divided into two halves by drawing a straight line through the centre of the board,
parallel to the tables long edges. The player choosing deployment zones decides if he/she wants to be attacker or
defender. The attacker can deploy more than 9" from the central line if within of the tables length from either
table edge (18" on a 72 table), and more than 15" from the central line elsewhere. The defender does the
opposite, more than 9" from the table edge if within of the tables length from short table edge, and more than
15" from central line elsewhere.

Figure 1
Visualisation of the three different deployment types.

CHOOSE SECONDARY OBJECTIVES


Either both players can agree on which secondary objective to use, or you can randomize by rolling a D6:
1-2: Hold the Ground
3-4: Breakthrough
5-6: Secure Target
See Victory Condition section for the rules regarding secondary objectives.

PICK DEPLOYMENT ZONES


Randomize which player chooses deployment zone (for example, roll a D6, on 4+ the player who rolled the dice
chooses). This player picks one of the long board edges (and chooses corners or who is attacker/defender if
Diagonal or Flank Attack deployment).

GENERATE SPELLS
Starting with the player that picked deployment zone, each player generates spells for all his/her wizards. To do
this, pick a wizard and consult the chosen Magic Path (which should be written on the army list). All Magic Paths
can be found in Fantasy Battles: The 9th Age; Paths of Magic. There are spells from 0 to 6. Roll a D6 for each spell
the wizard has (normally the same as its Wizard Level) to see which spells the wizard can use this battle. If a '1' is
rolled, the wizard knows spell number 1, and so on. If a duplicate spell is rolled (either because another wizard in
the same army has already rolled the spell or because the same wizard rolled a double), the wizard must replace
the duplicated result with another spell from the same Path that has not already been rolled. I.e. two wizards in the
same army cannot generate the same spell, and no wizard can know a single spell more than once (if unable to
replace it with an unoccupied spell, the spell is lost). Furthermore, the wizard may exchange one of his spell for the
signature spell (labelled as spell #0). This spell can be chosen even if other wizards has the same spell.
Spells that are not generated using these rules (such as wizards with predetermined spells are all bound spells) are
ignored for duplicating spells, one can have more than one of such such spells in the same army.

DEPLOYING FORCES
Starting with the player which did not choose deployment zone, players alternate taking turns in deploying their
units fully inside their deployment zone. On each of their turns, a player can decide to deploy any number of units
(with a minimum of one). All War Machine Troop Type units count as a single unit for this purposes, as well as all
Characters. When one player has deployed all of his or her units (excluding units who are not deployed using the
normal rules, such as scouting or ambushing units), this player must announce if he or she will try to go first or
second. The other player then deploys all of his or her remaining units. Keep track of how many units are deployed
(War Machines and Characters still count as 1 unit each). After this, deploy scouting units (see Scout Special Rule)
and then move Vanguarding units (see Vanguard Special Rule). Once both players have finished deployment, both
players roll a D6, the player that finished deploying (normally) first adds +1 to his or her dice score for each unit the
other player deployed in the last deployment turn.
- If the player who finished deploying first rolls higher, he or she must go first or second (according to what
was announced previously).
- If the score is a tie or the player who finished deploying second wins, he or she can now choose which
player has the first turn.

GENERAL PRINCIPLES
ACTIVE AND REACTIVE PLAYER. SEQUENCING
The active player is the player whose turn it currently is.
The reactive player is the player whose turn it currently is not.

Whenever two (or more) abilities happen at the same time, the active player must declare the usage of his ability
before the reactive player. Once both players have declared the usage of abilities, the effects of the abilities are
resolved, starting with the active player. For example, if both players have an ability that may be activated at the
beginning of the magic phase, the player whose magic phase it is must choose if he is using his ability or not first.
Then the reactive player can choose if he is using his ability or not. After this, the effects of both ability resolve,
starting with the active player's abilities.

DICE
In FB: 9th Age, dice are often used to determine random outcomes. The most common used is the six-sided dice,
named "D6" and with a range from 1 to 6. The effects of a dice roll is often depending on whether the dice rolls
equal to or higher than a value (such as a dice roll that would be successful if the dice rolls 3 or higher). This is often
referred to as a 3+ (or 4+, 2+, 6+ etc). Sometimes you are called upon to roll more than one of these dice at the
same time. This is represented by having a number before the dice rolled, such as 3D6, which means to roll 3 sixsided dice, and add its results together. In other occasions, a dice roll may be modified by adding or subtracting a
number to it, such as D6+1. In such cases, simply add or subtract the relevant quantity to the result of the roll.
Lastly, some effects in the game call for rerolling certain dice, such as failed To Wound rolls, or Ward Save results of
'1'. When you encounter such situations, reroll the relevant dices. A rerolled dice can never be rerolled again no
matter the source or effect, and must always be accepted.
The game sometimes calls for a D3, which is the same as a D6 but halving the result (and rounding up), so the
result can be 1, 2 or 3.
There are is another special dice, the Scatter Dice, A six-sided dice with two of the
sides marked as "Hit" and the remaining four sides pointing in an arrow pointing
in a random direction. If you do not have access to such special dice, a Scatter
Dice can be perfectly represented by a standard D6. If the 1 symbol of the dice is
on the top or bottom (meaning 6 in the top on a standard D6), this represents a
Hit. If the 1 symbol is not on the top or bottom, this symbol marks a randomly
chosen direction.

Figure 2. Two different ways of


representing a Scatter Dice.

SCATTER
When you are called upon to Scatter an object (such as Scatter a template D6), roll the Scatter Dice (and other dice
for distance if necessary). If a Hit symbol is rolled, do not move the object. If an arrow is rolled, move the object a
number of inches as indicated by the rule.
Note that this is not the same thing as randomizing a direction. In such cases, roll the Scatter Dice. If a Hit is rolled,
reroll the Scatter Dice until an arrow is rolled (in this case you may reroll a rerolled dice). Some Scatter Dice has a
small Arrow in the Hit symbol, in such case do not reroll hit symbols, instead use the small arrow instead.

TEMPLATES
Templates are normally used to determine area effects. There are several different types and sizes of templates, the
most commonly used templates are 3 and 5 template. These are disk-shaped templates, measurements (3 and
5) are the diameter of the disk. Other less commonly used template are the 1 round template (called 1
template) and Line Template (used for cannons and some spells). When determining how many models are under
(or touched) by the template, hold the template in question over the target to see which models bases are directly
underneath the template. Note that a models bases are based on meters while a template size is usually based in
inches, this means that a 3 template is capable of touching the bases of 5 lined up 25mm bases (3 = 7.62cm).

CHARACTERISTICS PROFILE AND TESTS


Each model has a Characteristics Profile, which contains 10 different characteristics: Movement (M), Weapon Skill
(WS), Ballistic Skill (BS), Strength (S), Toughness (T), Wounds (W), Initiative (I), Attacks (A), Leadership (Ld). All
Characteristics are numbered from 0 to 10 and can never get outside this range. When a characteristic is 0 it can
also be labelled as a dash (-).
A model with M0 cannot move
A model with WS0 is automatically hit in close combat and can only hit in close combat on rolls of '6'
A model with BS0 cannot use shooting weapons
A model with an unmodified A0 cannot never make normal close combat attacks
A model with its Wounds reduced to 0 is removed as a casualty
Unmodified Characteristics
Sometimes a models unmodified characteristics are called upon. This is the value the model has when ignoring all
equipment, spells and rules affecting the characteristic. Characteristic Changes made when building the army (such
as upgrading a model to a veteran, giving it +1 Strength) are taken into account, and are considered the part of the
models unmodified characteristic.
Characteristic Tests can be called upon during the game. When a model must take a Characteristic Test, roll a D6:
If the result is a '6' or higher than the model's relevant characteristic, the test is failed. Otherwise, the test is
passed. This means that models with a Characteristic of 0 will automatically fail Characteristic Test for that
Characteristic.
Leadership Tests are a bit different, because in order to take those, you must roll 2D6: If the result is higher than
the model's Ld Characteristic, the test is failed. Otherwise, the Ld Test is passed. There are many different kinds of
Leadership Tests such as Panic Test and Break Tests, which can have additional rules and modifications, and will be
explained in their relevant sections, but all are still different kinds of Leadership Tests.
When models with more than one value of a characteristic (such as a dragon and its rider) is called upon to take a
characteristic test, take a single test for the combined model using the best highests characteristic available. When
a unit as a whole takes a Test, you can use the highest value.

DISTANCES

The measuring unit in FB: 9th Age, is the inch ("). All distances and ranges are indicated and measured in inches. To
determine the distance between two points of the battlefield (or two units, or any other two elements), you must
always measure from the closest points, even if that goes through any kind of intervening or obstructing element:
Ignore these for the measurement.
Players are allowed to measure any distance at any time.

LINE OF SIGHT AND MODELS HEIGHT

A model can trace line of sight to its target (point or unit) if you can extend a straight line from the front of its base
directly to its target, without going out of the unit's front arc, and without being interrupted by Obscuring Terrain
or by the base of a model which has larger height than both the unit and its target. Models in back ranks always
draw Line of Sight as if they were in the front rank, in the same file(s) they are in. A unit is considered to have a Line
of Sight to a target if one or more models in the unit has Line of Sight. Models in a unit never block line of sight to
other models in the same unit.
Models are divided into the following three heights:
1. Small: Models with the unit types: War Machine, Infantry, War Beast, Swarm.
2. Medium: Models with the unit types: Cavalry, Monstrous Infantry, Monstrous Beast, Monstrous Cavalry,
Monster, Chariot.
3. Large: Models with the Large Target Special Rule (regardless of their unit type) and all models with
majority of its base on a hill.

RECOVER WOUNDS AND RAISE WOUNDS

Some spells or abilities can Recover Wounds lost earlier in the battle. The amount of wounds recovered are noted
in the ability (Recover [X] Wounds). If a unit contains multiple models, each model must recover all lost wounds
before another model can recover wounds. Characters inside units never recover wounds from an ability recovering
wounds to his unit (characters only recovers wounds when they are the only target of the ability/spell). Recovering
wounds can never bring dead models back, and cannot (unless noted otherwise) increase a models wound above
his starting number (any excess wounds are lost).
Raise Wounds uses the rules for Recover Wounds with the exceptions that Raise Wounds can bring dead models
back. First recover all lost wounds on models in the unit (except characters), then bring models back in the
following order: champion, standard bearer, musician, rank-and-file. Each raised model must be recovered to his
full amount of wounds before another model can be raised. This cannot (unless noted otherwise) raise a units
number above its starting number (any excess wounds are lost).

10

UNITS AND FORMATIONS


BASES AND BASE CONTACT
All models are placed on top of bases. The extent of the model is considered to be its base. Base sizes are given as
two measurements in millimeters, front-width x side-length (such as the normal cavalry base; 25x50mm). In some
rare cases models have round bases, in these cases only as single measurement is given, the diameter (such as a
standard warmachine base; round 60mm).
Two models are considered to be in base contact with each other if their bases are touching, including corner to
corner contact.

MODELS AND UNITS


Models represent our fighting warriors, monsters and spellcasters. Everything on the same base is considered the
same model (i.e. a dragon and its rider, or a cannon and its three crewmen are both considered a single model).
Some models have a Combined Profile for their different parts (such as a knight and its horse). Whenever a rule
affects such models, all parts of the model are affected.
All models are part of a unit. Units are either a group of models deployed in a ranked formation of ranks (along the
width of the unit) and files (along the deept of the unit) or a single model operating on its own. Whenever a rule,
ability, spell (and so on) affects a Unit, all models of the unit are affected.
When forming a unit, all models in the unit must be perfectly aligned in base contact with each other and face the
same direction. All ranks (except the last one) must always have the same width. The last rank can be shorter than
the other ranks, is so, this is called an incomplete rear rank.

RANK-AND-FILE (R&F)
Normal models in a unit are called Rank-and-File models (R&F). Characters (and Champions) are not R&F models,
all other models are.

FULL RANKS
A full rank is any rank which is at least 5 models wide. Some units (such as monstrous infantry) require less than 5
models to form full ranks, see Troop Types secion.

HORDE FORMATION
Units in ranks of 10 or more models (6 or more in the case of Monstrous Ranks) are in Horde formation.

FOOTPRINT
A units Footprint is area occupied by the combined bases of all models in a unit.

CENTRE OF UNIT
A units centre is defined drawing an imaginary rectangle around the outer edges of the units footprint. The Centre
of this box is considered the centre of the unit.

11

UNIT FACING AND ARCS


A unit has 4 arcs: front, rear, and two flanks. Each arc is determined by extending a straight line from the corners of
the unit's bases, in a 135 angle with the unit's front (for the front arc), rear (for the rear arc) or flanks (for the flank
arcs), see figure 3. Units on round bases don't have arcs (they can draw Line of Sight from any point on their base in
any direction).

Figure 3.
This unit has 3 ranks and 4 files. The base on the
side is a character with mismatching base that has
joined the unit. The last rank is incomplete and
only has 3 models (these models must be placed
together).
The units footprint is the area occupied by the
bases of the models within the unit (green area).
The centre of the unit is the centre of the
rectangle drawn around its outer edges (marked
with a red x). The front, side and rear arcs are
defined using a 135 angle with the unit's edges.

SUMMONED UNITS
Summoned Units are units created during the game. All models of a newly summoned unit must be deployed
within the range of the spell/ability, and at least 1" away from other units and impassable terrain. If the whole unit
cannot be deployed, then no models can be deployed. Once summoned, the newly created units operate as a
normal unit on the caster's side. Summoned units dont award VP.

1 UNIT SPACING
Units must keep at least a 1 distance between them, and to Impassable Terrain. This applies to both friendly and
enemy units. During the course of a move, this distance is decreased to , but at the end of the move the unit
must keep 1 distance to all unit and Impassable Terrain. If this is not not the case, backtrack the move until the 1
distance is kept.
Some special moves are allowed to break the 1 Unit Spacing (such as charge moves). Whenever a unit finds itself
closer than 1 to another unit/Impassable Terrain, it ignores the 1 Unit Spacing rule with regards to the unit
unit/Impassable Terrain for as long as it remains closer than 1 (it may still not move into base contact with an
enemy unit it has not charged).

BOARD EDGE
The board edge represents the boundaries of the game. Models can be temporally outside the board edge, as long
as no more than 50% of the models footprint is outside the board, and their move does not end with any part of
the model outside the board. Templates (and similar) can be partially outside the board and still affect models with
parts of the template still on the board.

12

THE TURN
GAME TURN
FB: 9th Age is a turn based game. A standard game last for 6 Game Turns. One player has the first turn (called a
Player Turn), in which he moves and attacks with his models. After this the other players has his first Player Turn,
and when this comes to an end, Game Turn 1 is completed. In Game Turn 2, the first player now plays his second
Player Turn. And so on, until both players have played 6 Player Turns, which marks the end of the game.

PLAYER TURN
Each Player Turn is divided into four phases, played in the following order:
1. Movement Phase
2. Magic Phase
3. Shooting Phase
4. Close Combat Phase

13

MOVEMENT PHASE
In the Movement Phase you have a chance to move your units on the battlefield.

MOVEMENT PHASE SEQUENCE


The Movement Phase is divided into the following steps. Apply the list chronologically from 1-6.
1. Start of Movement Phase (and start of turn).
2. Declare Charges
3. Move Charges
4. Compulsory Moves sub-phase
5. Remaining Moves sub-phase
6. End of Movement Phase

DECLARE CHARGES
If any of your units want to engage an enemy unit in combat, you must declare which of your units will attempt to
charge which enemy unit, one at a time. Each time the active player declares a charge, the reactive player must
declare the charged unit's Charge Reaction.
Charges can only be declared at targets that the charging unit has a chance of completing the charge against (so the
target unit must be within the chargers potential charge range and there must be enough room to move the
charger into base contact with its target). When considering if a charge is possible, do not take into account
potential Flee charge reactions (not even mandatory ones), but take into account already declared charges
(charging models might have a chance to move out of the way).

CHARGE REACTIONS
A unit that has a charge declared against it must now declare its charge reaction. There are three different charge
reactions, Hold, Stand and Shoot and Flee.
Hold
Unit Engaged in Combat can only choose a Hold reaction. A Hold reaction means that the unit does nothing.
Stand and Shoot
A Stand and Shoot reaction may be taken if the charged unit has Shooting Weapons and the charging enemy is in
the Front Arc and the enemy is further away that its Movement value (using the lowest value if it has more than
one). The charged unit immediately perform a shooting attack as if in the Shooting Phase, even if the enemy is
beyond the weapons maximum range (remember to apply any applicable modifier like Long Range and Stand and
Shoot). This charge reaction can only be chosen once per turn.
Flee
The charged unit immediately flees directly away (centre of unit to centre of unit) from the charging enemy. When
a unit declares a Flee charge reaction, any units that had declare a charge towards this unit can immediately
attempt to Redirect their Charge. A fleeing unit that is charged must choose this reaction.
Redirecting a Charge
When a unit chooses the Flee charge reaction the charger may try to Redirect the Charge. If so, roll a Leadership
test. If failed, the unit will try to complete the charge towards the unit that fled. If passed, the unit can immediately
declares a new charge towards another viable target unit, which may choose charge reactions as normal. If more
than one unit had declared a charge against the fleeing unit, each unit may try to redirect the charge (in an order
chosen by active player). A unit can only redirect a charge once per turn. However, if the unit that the charge is
Redirected towards also flees (i.e. two units charged by the same unit both flee), then the charge can be completed
towards any of the fleeing units (declare which before rolling Charge Range).

14

MOVE CHARGES
Once all charges and charge reactions has been declared, chargers will now try to move into combat. Chose a unit
that have declared a charge in this phase and roll Charge Range.
Charge Range
A units charge range is normally 2D6, plus the unit's Movement characteristics. If this is equal to or less than the
distance (in inches) between the charger and its intended target, the Charge Range is sufficient and the charger can
proceed to make a Charge Move (provided it has enough space). If the Charge Range is less than the distance (or
there is no space to complete the charge), the charge has failed and the charger performs a Failed Charge move.
Charge Move
A charge move is a move with the intent to move into base contact with the enemy at which the unit declared a
charge upon. The following rules are applied to a charge move:
- The unit can move forward an unlimited distance.
- A single wheel can be performed during the move. This wheel can be no more than 90.
- The enemy must be contacted (with the front Facing of of charging unit) in the Facing where the majority
of the charging units frontage was when the charge was declared.
- The charging unit ignores the 1 Unit spacing rule (it can still only move into base contact with an enemy
at which it declared a charge against).
Align
If the charger manages to move into base contact, the units must now be aligned towards each other, such that
their entire facings are in contact with each other. Rotate the charging unit around the point at which it contacts
the enemy. If this will not bring the two units into full contact (because of other blocking units or terrain), rotate
the enemy unit instead if this will (or a combination of the two, rotating the enemy unit as little as possible). The
enemy unit can never be rotated if it is Engaged in Combat. Align moves ignores the 1 unit spacing rule.
Maximizing Contact
Charge moves must be made so that the number of models (from both sides) in base contact with an enemy model
is maximized, prioritizing previously unengaged models (i.e. not in base contact with an enemy) over already
engaged models whenever possible. Sometimes this requirement comes into conflict with rotating the enemy unit
as little as possible when aligning. When this is the case, prioritize rotating the enemy as little as possible over
maximizing models in base contact.
Charge Fleeing Unit
When charging a fleeing unit, follow the same rules as for normal Charge Moves, except that the unit can move
into contact with any facing of its target, no Align move is made and no consideration of maximizing base to base
contact is done. Once the charger reaches base contact with the fleeing target, the fleeing unit is removed as a
casualty. The charging unit can take a Leadership test. If the test it passed, the unit may perform a Post Combat
Pivot manoeuvre.
Multiple Charges
If more than one unit has declared a charge against a single enemy unit, charges are moved in a slightly different
manner. Roll Charge Range for all units (charging the same unit) before moving any of them. Once it has been
established which units will reach its target, move the charging units (and/or failed charges) in any order you wish.
When maximizing the number of models in base contact, take into consideration the total combined number of
models in base contact of all units that will successfully complete the charge, prioritizing getting as many units into
combat as possible over maximizing contact.
Impossible Charge
When moving the charges, this sometimes results in units that block each other from reaching combat (or there is
not enough space to fit all chargers). When this happens the units that can no longer make it into combat makes a
failed charge move.

15

Blocked
To prevent certain abusive situations where a unit cannot charge an enemy unit well within Charge Range and Line
of Sight due to a convoluted positioning of the enemy units, if a unit is unable to complete a charge, solely due to
unengaged enemy units that it could not charge normally, it can make a special charge move: Move the unit
straight forward up to its Charge Range. If this brings it into contact with the enemy, the enemy is charged. Instead
of doing the normal aligning, the enemy performs a Combat Reform in order to bring the units aligned towards
each other (reform in such a way that the correct facing is turned towards the enemy).
Failed Charge
If a unit does not roll sufficient charge range, or is unable to complete the charge for other reasons, it performs a
failed charge move instead. The highest D6 rolled when rolling Charge Range is the move distance (in inches).
Wheel the unit so that a forward movement will move the centre of unit towards the centre of its intended target,
and then move forward. Note that this is not a Charge Move and thus the 1 Unit Spacing rule is not ignored. If the
charged unit was destroyed before moving the charger, mark the final centre of the unit and move towards this
point. A unit that has failed a charge cannot move further this movement phase and cannot shoot in the
subsequent shooting phase.

Figure 4
The majority of the charging units frontage is in the enemys front arc, so the charging unit must contact the front
facing (needed charge range is 2). It moves forward and then wheels into base contact. Align move is then
performed by rotating the charged unit around the point of contact.

COMPULSORY MOVES SUB-PHASE


In the Compulsory Moves sub-phase models that do not have a choice on if they move or not (such as Fleeing
units, units with Random Movement or which have failed a Stupidity test) must move.
First roll Rally tests for all fleeing unit (and make the appropriate moves if the test is passed or failed), then move
your non-fleeing units that move in the compulsory moves sub-phase in any order.
Rally Tests
At the start of the Compulsory Moves sub-phase all fleeing units takes a Leadership test (in an order chosen by
active player). Any unit that passes its test is no longer considered fleeing and may immediate perform a reform. A
unit that has rallied cannot move further this movement phase or shoot in the subsequent shooting phase. If the
test is failed, the unit immediate performs a Flee Move.
Flee Moves
Roll Flee Distance; 2D6. Move the fleeing unit this distance straight forward, ignoring all obstructions. If this move
would make the fleeing unit end its move within 1 of another unit or impassable terrain, extend the Flee Distance
with the minimum needed amount to clear all such obstructions. If fleeing models moves through enemy models
or impassable terrain, they must take a Dangerous Terrain test, which is failed on a roll of 1-3. If the Fleeing Move
takes the fleeing unit into contact with (or beyond) the Board Edge, the unit is destroyed, remove it as a casualty
when they touch the board edge (possibly causing panic tests to nearby units). Note that fleeing moves are often
preceded by a pivot, if this is the case this pivot follows the same rules as the fleeing move. Fleeing moves ignores
all obstructions.

16

REMAINING MOVES SUB-PHASE


In the Remaining Moves sub-phase, units that havent moved yet will get a chance to do so. Apply the list
chronologically from 1-4.
1. Start of Remaining Moves sub-phase Phase. Reinforcements arrive.
2. Choose unit to move and a type of move (Advance, March, Reform), move it.
3. Repeat step 2-3, each time choosing a new unit that has not already moved this phase.
4. Once all units that can (and want to) move have done so, the Remaining Moves sub-phase ends.

ADVANCE MOVE
When performing an Advance Move the unit can move forward, backwards or to either side (sidestep). It cannot
combine movement in different directions. Units consisting of a single model can always perform any number
Pivots in combination with an Advance Move.
Forward: The unit moves forwards a distance up to its Movement Characteristics (in inches). During a forward
Advance Move a unit may perform any number of Wheel Manoeuvres.
Backwards: The unit moves backwards a distance up to half its Movement Character (in inches).
Sidestep: The unit moves to either side a distance up to half its Movement Character (in inches).

MARCH MOVE
When performing an March Move the unit can only move forward, up to twice its Movement Characteristics (in
inches). During a March Move a unit may perform any number of Wheel Manoeuvres.
If there are are enemy units within 8 of a unit that wants to perform a March Move (before moving the unit), the
unit must take a March Test. Take a Leadership test. If the test is passed the unit may proceed with its March Move
as normal. If the tests is failed, the unit will still make a March Move, however, it can only move up to its
Movement Characteristics (in inches). A unit that has Marched cannot shoot in the Shooting Phase. Units consisting
of a single model can always perform any number Pivots in combination with a March Move

REFORM
Mark the centre of the unit. Remove the unit from the battlefield, and then place it back on the battlefield in any
legal formation (abiding the 1 Unit Spacing rule) with its centre in the same place as before. After the Reform, no
single model can be further away from its starting position (before the reform) than twice its Movement
Characteristics. A unit that has Reformed cannot shoot in the Shooting Phase.

17

PIVOTS AND WHEELS


When a unit Pivots (mostly used by single model units), mark the centre of the unit. Remove the unit from the
battlefield, and then place it back on the battlefield again facing any direction with its centre in the same place as
before (abiding the 1 Unit Spacing rule as normal).
When a unit Wheels, rotate the unit around either of its front corners. Measure the distance moved by the unit by
using the distance covered by the outer model's outer edge. When one or more wheels are made as part of move,
no model in the unit can move more than its Movement value in inches (or 2x Movement during a March) from its
starting position (if the move was made as a part of Swift Reform, this distance is measure from the position after
the reform).

Figure 5
Both red and green units have Movement 5. The green unit
makes two wheels during a march move. This unit counts as
moving 10(since you measure distance from the other models
outer edge).
The red unit makes a single wheel during its march move.
However, even though the outer model has only moves 10, there
are models in the unit that has moved more than 10, making this
move illegal.

18

MAGIC PHASE
In the magic phase, your wizards can cast spells and your opponent can try to dispel those spells.

WIZARDS

Models that can cast (non-bound) spells are referred to as wizards. All wizards have a wizard level to represent their
mastery of the magical arts. A model's wizard level dictates his bonus for casting and dispelling (a level 1 wizard
adds +1 to his casting rolls, a level 4 wizards adds +4 to his casting rolls etc) as well as the number of spells he
knows. If a wizard loses wizard levels, its bonus to cast will be affected, and it loses one spell for each level lost
(unless mentioned otherwise, the lost spell os randomly chosen). If his wizard level drops below 1, he will be a level
0 wizard. Level 0 wizards are still wizards in all regards. All Wizards have the Channel Special Rule.

SPELLS

Spells can be cast during the magic phase. The spells a wizard knows are usually randomized before the game using
the rules given under spell generation. Most spells are parts of a Path of magic, described under Paths of Magic.
Each of your wizards has to choose an available Path to generate spells from. This choice has to be written down in
your army list. All spells are defined by using the following 5 properties:
Name
This a the name of the spell. Use this to describe which spell you intend to cast.
Casting Value
This is the least required casting value you need to successfully cast the spell. Spells may have different casting
values available. The higher casting value(s) are referred to as 'boosted' versions of the spell. Sometimes range
and/or target restrictions are modified for the boosted version (giving the spell longer range for example), while
other times the effect of the spell can change. The changes of the boosted spell are marked on each individual
spell. Declare if you are trying to cast a boosted version (and which one if the spell has more than one) before
rolling any dice. If no declaration is made, the lowest available casting value for the chosen target is assumed to be
used.
Type
A spell's type describes how the spell's targets have to be chosen. A spell can have more than one type, if so, apply
all targeting restriction at the same time (for example, if a spell has the types, Range 12, Hex, and Direct, targets
must be within 12, be an enemy unit and be in the casters front arc). Unless otherwise stated, a spell can only
have one target.
Duration
A spell's duration determines how long the effects of the spell are applied.
Effect
The effect of a spell defines what happens (usually to the target of the spell) when the spell is successfully cast (and
not dispelled).

SPELL TYPES

A spells Type describe what target(s) can be chosen for the spell. Unless noted otherwise, the target must be one
single unit.
Augment
Spells with the Augment type may only choose friendly units (or models if focused) as targets.

19

Aura
Auras are area of effect spells. When casting an Aura spell all otherwise legal and possible targets (according to the
rest of the Spell Types) have to be chosen as targets of the aura spell (for example, a spell with Aura, Augment and
Range 12 targets all friendly units within 12).
Caster
Spells with the target restriction Caster target only the model casting the spell.
Casters Unit
Spells with the target restriction Casters Unit only target the caster's unit.
Character only
Spells with the target restriction Character only may only choose character models (including its mount) as
targets.
Damage
Spells with the target restriction Damage may only choose targets unengaged in close combat.
Direct
Spells with the target restriction Direct may only choose targets which are in the caster's front arc.
Focused
With a Focused spell only single models can be chosen as targets (including a character inside a unit).
Hex
Spells with the target restriction Hex may only choose enemy units (or models if focused) as targets.
Ground
Spells with the target restriction Ground dont target units or models. Instead, the spells target is a point on the
battlefield chosen by the casting player.
Line Template
To resolve a Line Template spell draw a straight line from the centre of the front of the caster's base to the target.
All models under this line are affected by the spell. Note that this line is a template.
Missile
Spells with the target restriction Missile may only choose targets in the caster's Line of Sight. A Missile spell
cannot be cast if the caster (or his unit) is engaged in close combat though.
Range X
Spells usually have a maximum range indicated with Range X. Only targets within the given distance can be
chosen.
Vortex (Range X, Template Y)
To resolve a Vortex spell, place a template of the specified size in base contact with the caster, with the centre of
the template within the casters front arc, and then roll a D6:
If 1-5 is rolled: Multiply the result by the value of the Vortexs Range (in brackets), this is the distance the
template moves towards the chosen target (which is always a point on the board, since all Vortex spells
are also Ground Spells).
If a 6 is rolled: Center the template over the caster and move it D6" in a random direction.
All models under the path of the template (from starting to finishing position) are affected by the spell. Once
reached its final position the template is removed from play and the spell ends automatically.
Universal
Spells with the target restriction Universal may choose both friendly or enemy units (or models if focused) as
targets.

20

SPELL DURATION

A spell's duration specifies how long the effects of the spell are applied. A spells duration can either be Instant,
Lasts one Turn, Permanent or Remains in Play (RiP) as described below:
Instant
If a spell is marked as Instant the effect of the spell has no lasting duration - effects are applied once, afterwards
the spell ends automatically.
Lasts one Turn
If a spell is marked as Lasts 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 (most common example being a character leaving his unit), each of the
units formed this way keeps being affected by the spell's effects.
Permanent
If a spell is marked as Permanent the effect of the spell lasts until the end of the game or until a designated
ending condition (as detailed in the spell's effect) is met. Permanent spells can never be removed by any other
means than the way described in the spell. If an affected unit is divided into several units (most common example
being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects.
Remains in Play (RiP)
If a spell is marked as Remains in Play the effect of the spell remains in play (abbreviation: 'RiP') until the spell is
dispelled or the caster is slain. If an affected unit is divided into several units (most common example being a
character leaving his unit), each of the units formed this way keeps being affected by the spell's effects. A player
can dispel RiP spells during the magic phase, at a time defined by the magic phase sequence. A caster can
automatically dispel his own active RiP spells without using any magic dice, while an opposing caster must make a
dispel attempt. To successfully dispel an opposing Remains in Play spell, the dispel attempt must be equal to or
greater than the lowest required casting value of the spell (ignoring casting values of boosted versions). Until the
Remains in Play spell has ended, the spell cannot be cast again by the same caster. If the caster of the spell is slain,
the spells effects are automatically dispelled at the first possible moment the spell could normally have been
dispelled (see magic phase sequence).

MAGIC PHASE SEQUENCE


Each magic phase is divided into the following sub-phases. Apply the list chronologically from 1-6.
1. Start of the Magic Phase. Roll for Winds of Magic and Channeling.
2. Reactive player may dispel Remains in Play spells that were cast in another magic phase.
3. Active player may dispel Remains in Play spells that were cast in another magic phase.
4. Active player may attempt to cast a spell (See spell casting sequence)
5. Rotate sequence 2-5 until neither player performed an action during step 2-5. Each time an action is
performed, go back to step 2 after finishing steps 2-5.
6. Magic phase post-phase. End of phase triggered abilities resolve.

21

MAGIC DICE: WINDS OF MAGIC AND CHANNELING

In the magic phase, spells are cast and dispelled by using magic dice. The active player has power dice, the reactive
player dispel dice. Both power and dispel dice are referred to as magic dice. These dice are kept in a pool of dice,
from which a number of dice can be used to either cast or dispel spells. No more than 12 magic dice can ever be
used by a single player during a single magic phase. Furthermore, no more than 2 magic dice can be generated on
top of Wind of Magic in a single magic phase.
At the start of the Magic Phase, the Active player makes a Winds of Magic roll with 2D6. The power dice pool is
equal to the total Winds of Magic roll, while the Dispel Dice Pool is equal to the highest D6 (of the rolled 2D6).
Immediately after the Winds of Magic roll, Active and Reactive player can make Channel attempts. Each channel
attempt is resolved by rolling a D6, +1 for each model with the Channel Special Rule in your army: If the result is a 6
or higher, the player can add one Magic Dice to his or her pool.

SPELL CASTING SEQUENCE

Each of your wizards (or models with bound spells) may attempt to cast each of its spells up to one time per magic
phase. If a spell is cast, the reactive player may make a single dispel attempt to nullify the spell that was just cast. If
no successful dispel attempt was made or the reactive player did not want to dispel the spell, the spells effects are
applied first, afterwards the Path attribute is resolved.
The following procedure has to be followed, if a casting attempts is made:
1. The active player declares which wizard is casting which spell with how many Power Dice. If applicable,
also declare which version of the spell is used and what its targets (and attributes targets) are. A minimum
of 1 and no more than 5 dice can be used.
2. The active player rolls that many power dice (from the power pool, provided he has enough dice). Add the
results of the rolled dice together and any casting modifiers to get the total casting roll.
3. The cast attempt is successful if the casting roll is equal to or higher than the spell's casting value.
Otherwise, the cast attempt fails and the caster suffers from Lost Focus, skip to step 8.
4. The reactive player player may choose to make a dispel attempt, declaring which (if any) of his wizards
(and Aiding Wizards) will attempt to dispel the spell and how many dispel dice he will use. A minimum of 1
dice must be used. Note that dispel attempt may be attempted even without having a wizard. If no dispel
attempts is being made, skip to step 6.
5. The reactive player rolls that many dispel dice (from the dispel pool, provided he has enough dice). Add
the results of the rolled dice together and any dispel modifiers to get the total dispel roll. The dispel
attempt is successful if the dispel roll is equal to or higher than the casting roll. If so, skip to step 8. If the
dispel roll is less than the casting roll, the dispel attempt failed, the dispelling wizard suffers from Lost
Focus. Proceed to step 6.
6. Apply the spell's effects. Then apply the Path attribute's effects.
7. If the spell was cast with Overwhelming Power, apply the effects of the Miscast.
8. The casting attempts is finished. Go back to step 4 in the magic phase sequence.

NOT ENOUGH POWER

When rolling casting or dispelling rolls with a single Magic Dice, a result of 1 or 2 on the magic dice is always a
failed casting or dispelling attempt, regardless of any modifiers.

LOST FOCUS

A wizard which suffers from lost focus cannot add any bonus (such as wizard level, Overwhelming Power, Aided
Dispel...) to further casting or dispelling rolls this phase.

OVERWHELMING POWER

When casting or dispelling a spell and two (or more) magic dice result in (unmodified) '6', the casting/dispelling
attempt is made with Overwhelming Power. When this happens, immediately add D3+PDU casting/dispel modifier
to the total roll, where PDU is the number of Magic Dice used to cast/dispel the spell. If a casting roll is made with
Overwhelming Power and the spell is not dispelled, the casting wizard also suffers a miscast.

22

MISCAST

Roll 2D6 and apply the table below. The Strength of any hit caused by a Miscast is equal to the Power Dice used
(PDU) +2, and all such hits have Armour Piercing (1). The miscasting wizard cannot take saves of any kind against
Miscasts effects. Afterwards, remove PDU dice from the Power Pool.
2-4

Centre the 5" template over the caster. Each model touched by the template takes a hit.
Then:
If 5 power dice were used, the caster is removed from the game.
If 4 power dice were used, roll a D6. On 1-3 the caster is removed from the game.

5-6

Centre the 3" template over the caster. Each model touched by the template takes a hit.
The caster must take one hit.

The caster's unit suffers PDU hits distributed like shooting, except the caster itself cannot
receive more than 1 hit.

8-9

The caster and each friendly wizard takes a hit.

10-12

The caster's Wizard level is reduced by PDU-2, he loses one spell for each level lost
(starting with the miscast spell, randomizing the rest).

AIDED DISPEL

When a wizard dispels a spell, for each other wizard aiding to the dispel, the dispelling Wizard increases his wizard
level by +1, up to a maximum of wizard level 4.

PATH ATTRIBUTES

Path attributes are special spells that cannot be cast independently. Instead, they are always cast automatically
(provided there are any available targets) each time another spell from the same Path has been successfully cast
(and not dispelled) and this spells effect has been resolved. Attributes cannot be dispelled. Path attributes do not
have a casting value, instead the casting value is replaced with 'attribute' to mark that the spell in question is the
Path attribute.

BOUND SPELLS

Some spells are defined as bound spells. Bound spells can be cast by models or units which are not wizards.
Possessing a bound spell does not make a model a wizard. Bound spells can never be used to cast boosted versions
of spells. Casting a bound spell follows the same rules as casting a regular spell with the exception that no casting
modifiers can ever be added to the casting roll (such as wizard levels) and that the caster of a bound spell never
suffers from lost focus. To successfully cast a bound spell, the casting roll must be equal to or higher than the spell's
power level. The power level is essentially the spells casting value - if a spell has both, a power level and a regular
casting value, the power level takes precedence. If an Overwhelming Power is rolled when casting a bound spell, do
not apply the normal miscast table. If the bound spell was cast with 3 or less Power Dice, nothing happens. if it was
cast with 4 or more Power Dice, the spells is lost and cannot be used again this game.

MAGICAL MOVE

All moves made during the magic phase is a magical move. The move is performed as if in the remaining moves
sub-phase, including any actions and restrictions the unit would normally have in the remaining moves sub-phase
(such as wheeling, reforming, joining units, leaving units and so on). Magical movement always has a given limit
(for example, 'target may make a 12" magical move'): This distance is used instead of the targets Movement
Characteristic. No marching is ever allowed. If the unit cannot move for some reason (such as locked in combat), it
may not move. If a unit has already done a Magical Move in this phase, it cannot move again.

23

SHOOTING PHASE
In the shooting phase, models armed with shooting attacks get a chance to use them.

SHOOTING PHASE SEQUENCE


The Shooting Phase is divided into the following steps. Apply the list chronologically from 1-4.
1. Start of Shooting Phase.
2. Choose unit to shoot with and shoot with it (see shooting with an unit).
3. Repeat step 2-3. Each time choosing a new unit that has not already fired this phase.
4. Once all units that can (and want to) shoot have done so, the shooting phase ends.

SHOOTING WITH A UNIT


Each unit (with a Shooting Weapon) can shoot once per shooting phase. Units Fleeing, Engaged in Combat, or
which have Marched, Reformed, Rallied, or Declared a Charge in their previous Movement Phase cannot shot.
When a unit shoots, first nominate a target within the shooting unit's Line of Sight. This target cannot be engaged
in combat. All models in the same unit must shoot at the same target and only models in the 1st and 2nd rank may
fire. If the models in the unit has more than one type of missile weapon, declare which weapon is used. All rank
and file models must use the same type of weapon, champions and characters are free to use other types of missile
weapons of they wish. Any model in the unit is free to choose to not shoot.
Check Line of Sight for each model (remember that Line of Sight is always drawn from the front). Models that do
not have Line of Sight to the targeted unit cannot shoot. Measure range for each position each individual model.
This is Measured from the actual position each shooting model, to the closest point of the targeted unit (even of
this point is not within Line of Sight). Models that are further away from the target than the range of their weapon
cannot shoot. Once it has been established which model can shoot, roll to hit with each model (as described
below).

SHOOTING TO HIT ROLLS


When rolling to hit with shooting attacks, use the Ballistic Skill of the shooting model. If the model has more than
one profile (such as knight riding a horde), use the part of model that is actually doing the shooting attack. The
owner of the unit rolls a D6. If this dice results in a score equal to or higher than 7 minus the BS of the shooting
model, the attack hits its target. I.e.:
BS1: 6+ to hit
BS2: 5+ to hit
BS3: 4+ to hit
BS4: 3+ to hit
And so on.
If one or more hits are scored, follow the procedure described under Attacks and Damage.

TO HIT MODIFIERS
Most shooting attack may suffer one or more to hit modifiers on their to hit rolls. Simple add all to hit modifiers to
the result of the dice when rolling to hit rolls. The list below are the general to hit modifiers, spells and abilities can
add additional to hit modifiers on top of these. If to hit modifiers alters a to hit roll to 7+, 8+ or 9+, roll to hit as
follows:
7+: Roll 6+ followed by 4+
8+: Roll 6+ followed by 5+
9+: Roll 6+ followed by 6+
10+: Impossible to hit

24

Long Range -1 to hit


If the target is further away than half of the weapon's range, the shooting model receives a -1 to hit modifier.
Remember that you measure range for each shooting model individually.
Moving and Shooting -1 to hit
It the unit has moved in this Player Turn, all models in the unit receives a -1 to hit modifier.
Stand and Shoot -1 to hit
Shooting Attacks made as part of a Stand and Shoot Charge Reaction receive a -1 to hit modifier.
Cover -1 or -2 to hit
Cover is determined individually for each model in a unit that is shooting. There are two types of cover: Soft and
Hard Cover. In both cases, cover is worked out using the Line of Sight of the shooting model. Draw Line of Sight
from a chosen point on the front of the shooting model's base (for cover purposes, this can be drawn outside front
arc). If this line is interrupted by models or terrain, the shooting model may suffer to hit penalties depending on
what types of models/terrain the Line of Sight is interrupted by. Models always ignores their own unit for cover
purposes.
TARGET BEHIND SOFT COVER
A model suffering Soft Cover receives a -1 to hit shooting penalty. Soft Cover applies when half or more of target's
footprint is obscured by one or more of the following:
Soft Terrain.
Hard Terrain.
Models (of any size). When shooting with or at models of Large height, ignore models of Small height for
the purpose of Soft Cover.
TARGET BEHIND HARD COVER
A model suffering Hard Cover receives a -1 to hit shooting penalty. A model suffering Hard Cover always also suffer
from Soft Cover, and thus receives a total of -2 to hit penalty in total. Hard Cover applies if half or more of target's
footprint is obscured by one or more of the following:
Hard Terrain
Models of the same or larger height than either the shooting model or its target

25

CLOSE COMBAT PHASE


In the close combat phase, both yours and your opponent's models that are engaged in combat can strike.

CLOSE COMBAT PHASE SEQUENCE


Each Close Combat Phase is divided into the following steps. Apply the list chronologically from 1-5.
1. Start of Close Combat Phase. Apply any No Longer Engaged.
2. Choose a combat to fight in.
3. Fight a round of combat.
4. Repeat step 2-4. Each time choosing a new combat that has not already been fought this phase.
5. Once all units that are engaged in combat has fought, the close combat phase ends.
A combat is defined as a group of opposing units all connected through base contact. Normally this would be two
units pitted against each other, but could also be several units against one unit or a long chain of units from both
sides. Complete all actions in the Round of Combat Sequence of all units involved in the chosen combat before
moving on the the next combat.
Units are considered Engaged in Combat if one or more models in the unit is in base contact with an enemy unit.
If a unit is Engaged in Combat, all models in the unit are also Engaged in Combat.

NO LONGER ENGAGED
A unit that was Engaged in Combat previously, but had all of its opponents moved or removed between the
previous movement phase and this close combat phase (and base contact could not be maintained through
nudging following the instructions under Out of Combat) follows the rules for No More Foes, unit may do a Post
Combat Pivot (or Overrun if it just charged) before any combats are fought. This cannot be done if the unit has
moved since the opposing units was removed (such as with a Magical Move).

ROUND OF COMBAT SEQUENCE


Each Combat Round is divided into the following steps. Apply the list chronologically from 1-9.
1. Choose Weapon (see Equipment section)
2. Issue and Accept Challenges
3. Roll attacks (in initiative order)
a. Allocate attacks
b. Roll to hit, to wound, saves, and remove casualties
c. Move to next Initative step
4. Calculate which side wins the Round of Combat. Loser(s) rolls break test
5. Restrain or Pursue?
6. Roll flee distance and move Fleeing units
7. Roll pursue distance and move Pursuing units
8. Post Combat Pivots
9. Combat Reforms
10. End of Combat Round. Proceed to next combat
Combats are fought in a strict striking order, starting with the attacks that have Initiative 10 and then working from
highest to lowest initiative. At each initiative step all attacks that have the same Initiative strike simultaneously.
Under normal circumstances, a model's strikes at the initiative given on his profile. Some attacks however are made
at a different initiative step than the model's own initiative (such as a chariots impact hits which are Initiative 10).
For models with more than one profile (such as a knight and its mount), each part of the model strikes as its own
initiative.

26

WHO CAN STRIKE


Models in base contact with an enemy (when its their turn to attack) can attack. In each player's close combat
phase, models from both sides will attack.
Supporting Attacks
Models in the 2nd rank can make Supporting Attacks over models in the first rank. Supporting attacks can only be
made against enemies in the front, and a model can only make one single attack when making supporting attacks.
Horde Formation
Models in units deployed in Horde Formation (see Units and Formations) gains the Fight in Extra Rank special rule.
Incomplete ranks, fighting over gaps
Sometimes incomplete ranks or characters with Mismatching footprint will cause empty gaps in the fight. If two
units are in base contact, models in these units are allowed to attack over empty gaps (not over other units or
impassable terrain). These models are considered to be in base contact with each other.

Figure 6
All models in the two red units can fight. Models are
considered to be in base contact over the empty gaps.
Models marked with a brighter shade of red are
considered to be in base contact with an enemy, models
marked with a darker shade of red are allowed to make
supporting attacks. Note that the bottom unit is in
horde formation and thus both the 2nd and the 3rd rank
can make supporting attacks.

ALLOCATING ATTACKS AND ROLLING TO HIT


At each Initiative step, before any attacks are rolled, attacks that are to be rolled must be allocated to enemy
models. If a model is in base contact with more than one model, it can choose which model it will attack. The
number of attacks a model can make is equal to its Attacks Characteristics. Equipment, Special Rules, Spells etc can
further increase (or decrease this). If it has more than one attack, it can divide these as it wishes between targets in
base contact. If a model is making supporting attacks, it can allocate its attack as if it was in the front of the unit (in
the same file). If a model could both strike at models in base contact or make supporting attacks, it must allocate its
attacks towards models in base contact if able to.
If an R&F model can allocate its attack towards a model in a unit, it may always choose to allocate any number of its
attacks towards R&F models instead (in the same unit as its initial target). I.e. R&F models are not limited to only
striking models in base contact and can always attack other R&F models. Note that this does not apply to
characters, who can only allocate attacks towards models in base contact. Allocate all attacks at a given initiative
step before rolling any To Hit rolls.
To make a To Hit roll, roll a D6 for each attack, and compare the Weapon Skill of the model making the attacks to
the Weapon Skill of the model at which the attack was allocated towards (the defender).
- If the defender has lower Weapon Skill than the attacker; the attack hits on 3+
- If the defender has equal to or higher WS than the attacker (up to twice); the attack hits on 4+
- If the defender has a Weapon Skill more than twice that of the attacker; the attack hits on 5+

27

To hit modifiers (such as Parry) can alter this To Hit roll. Unless specified otherwise, a to hit modifier applies to both
shooting and close combat To Hit rolls. Close combat To Hit rolls always fail on a natural 1 to hit are always
successful on a natural 6.
For example, a model with WS3, A2 and equipped with additional hand weapon (+1 attack) would have 3 attacks in
total. He allocates 2 of these attacks towards a model with WS2 (these would hit on 3+) and 1 on a model with WS7
(this would hit on 5+). If one or more hits are scored, follow the procedure described under Attacks and Damage.

DROPPING OUT OF COMBAT


When removing casualties (or moving models for other reasons), sometimes units drop out of base contact with
their foe. When this happens, units are nudged into combat using the following procedure:
1. The unit that is going to drop out of close combat not suffering casualties are moved forward, backwards
or to either side (or a combination of two directions). Move the unit the minimum amount needed to keep
the units in base contact.
2. If this will not bring the units back into contact, instead the unit suffering casualties is moved forward,
backwards or to either side (or a combination of two directions). Move the unit the minimum amount
needed to keep the units in base contact.
Units that are in base contact with other enemy units can never be nudged in this way. Nudged units cannot move
through other units or impassable terrain, but they are allowed to move within 1 of other units in the same
combat. Nudge moves cannot be used to change what facing the any unit is fighting in (meaning if the unit was
attacked in the flank before the nudge move, this must still be true after the nudge move). If several units drop out
of combat at the same time, move them in the order that allows the maximum number of units to stay in combat,
if equal, active player decides the order.
If nudging either unit does not manage to bring the units back into contact with each other, the unit drops from
close combat. Any units no longer engaged in combat follow the rules for No More Foes.
If base contact was lost due to units deliberately moving out of combat (some spells allows units to move out of
combats), do not nudge the units back together, instead follow the rules for No More Foes.

WINNING A ROUND OF COMBAT


Once all model's initiative steps have passed (i.e. all models has had a chance to attack), the winner of this Round
of Combat is determined by calculating each side's Combat Score, the winner is whomever has the highest Combat
Score. To calculate Combat Score, simply add up all Combat Score bonuses. The side that has the higher Combat
Score wins the combat, the side that has the lower Combat Score loses the combat. If there is a tie, both sides are
treated as the winner.
Caused Wounds +1 for each wound
Each player adds up all unsaved wounds caused to enemy units engaged in the same combat (or those that were
engaged in the combat but dropped out or were completely killed), in this round of combat.
Overkill +1 for each wound (maximum +3)
In a challenge, excess wounds caused after the opponent is killed are counted towards your Combat Score. A
maximum of +3 can be added to your Combat Score due to overkill. Note that excess wounds are only counted
when in a challenge, in all other situations excess wounds are simply lost.
Charge +1 or +2
If this is the first round of combat since a unit changed into this combat, the charger's side receive +1 to its Combat
Score. If this charge was initiated with half or more of its footprint on a hill and ended with half or more of its
footprint no longer on the hill, you receive +2 to your Combat Score instead. Each side can only count this bonus
from one unit.

28

Rank Bonus +1 for each rank (maximum +3)


Each side adds +1 to its Combat Score for each Full Rank after the 1st 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 largest Rank Bonus).
Standard +1
Each side adds +1 to its Combat Score if they have one or more Standard Bearers engaged in the combat.
Battle Standard +1
Each side adds +1 to its Combat Score if they have one or more Battle Standard Bearers in the combat.
Flank +1 or +2
Each side adds +1 to its Combat Score if they have units fighting an enemy in the enemy's flank. If at least one of
these units has one or more Full Ranks, add +2 instead.
Rear +2 or +3
Each side adds +2 to its Combat Score if they have units fighting an enemy in the enemy's rear. If at least one of
these units has one or more Full Ranks, add +3 instead.

BREAK TEST
Each unit on the side losing the combat must take a Break Test (in an order chosen by the losing player). A Break
Test is a Leadership test, with a negative modifier equal to the Combat Score difference (i.e. if the Combat Score
was 6 to 3, it will have a -3 modifier). If the test is failed, the unit Breaks and Flees.
Steadfast
Any units that has more Full Ranks than any of the enemy units engaged in the same combat ignores Leadership
modifiers from the Combat Score difference.
Disrupted
If a unit is engaged in combat with an enemy unit with at least 2 Full Ranks and this enemy is in the unit's flank or
rear, the unit cannot use the Steadfast rule.
No More Foes
Sometimes a unit kills all enemy units in base contact and finds itself no longer engaged in combat (so they cannot
provide Combat Score bonuses such as Standards or Flank). These units always count as winning the combat, and
can either make an Overrun (if applicable) or a Post Combat Pivot.

DECLARING PURSUITS AND OVERRUNS


Before moving broken units, units that are in base contact with the broken unit(s) may declare a Pursuit on a single
broken unit. To pursuit a broken enemy, the unit cannot be engaged with any non-broken enemy units. Units can
elect to not pursuit, but must pass a Leadership test to do so, if the test is failed the unit must Pursue. If the test is
passed, the unit may do a Post Combat Pivot: It may Pivot around its centre and may reorganize models with First
in Rank rule (must still be in legal positions). This move is made after pursuing and fleeing units have been moved.
A unit that fought its first round of combat since it charged into the combat, and that wiped out all units in base
contact with it (including units being removed from play as a result of Unstable or similar), can make a special
Pursuit move called Overrun. These follow the rules for Moving Pursuing Units, except that the direction of the
pursue move is always straight forward.

29

ROLL FLEE DISTANCE AND MOVE FLEEING UNITS


Broken units now rolls 2D6 for the flee distance. The Fleeing unit will flee directly away from the enemy unit in base
contact with the most Full Ranks. If there is a tie for which unit has the most ranks, the player not fleeing chooses
which of these units the flight will be away from. Once it has been established from which unit the flight be away
from, pivot the fleeing unit so that it is facing directly away from this unit (measure centre of unit to centre of unit)
and move the unit directly forward the flee distance rolled earlier, using the rules for Fleeing Moves (except that
units in engaged in the same combat do not cause Dangerous Terrain tests). Keep the Flee Distance noted next to
the unit since it will be needed to determine if the pursuers catch the fleeing unit. If several units are fleeing from
the same combat, units move in the same order as their fleeing distance was rolled (owning player chooses which
order he or she rolls fleeing distance).

ROLL PURSUIT DISTANCE AND MOVE PURSUING UNITS


Once the final position of all Fleeing Broken Units have been determined, each unit that has declared a Pursuit now
rolls 2D6 for their Pursuit Distance. If any Pursuing unit rolls an equal or higher Pursuit Distance than the Flee
Distance of its target, the target is destroyed, remove the unit from the game, no saves or Special Rules can save it,
but keep track of where the centre of said unit was.
The Pursuing Unit rotates around its centre (by the shortest route) to face towards the centre of the pursued unit
(or the point where the unit was, if it has been destroyed). This rotation ignores obstruction (can move through
models and terrain).
However, if this rotation makes the front of the Pursuing unit end over an enemy unit, it charges it. Place
the unit with its front in base contact with its target (in the correct arc and maximizing the number of
engaged models as usual). If there is not enough room the place the unit, treat the unit as impassable
terrain (see below).
If the rotation does not make the front end over an enemy unit, and this rotation instead makes the front
of the Pursuing unit end over a friendly unit or Impassable terrain, the unit rotates so that it faces as close
as possible towards the pursued unit, stopping 1 away from the obstruction and then finishes its pursuit
movement.
If neither of above, the unit ignores any obstruction while rotating, and then moves the Pursuit Distance
directly forward. If while moving, the Pursuing unit won't be able to clear an obstruction ignored during
the initial pivot (including 1" distance unless charging), follow the normal procedure for for 1" unit
spacing, i.e. backtrack the move to the unit's latest legal position where it was 1" away from other units
(usually this means that the unit doesn't move and rotates as close as possible instead).
If this Pursuit movement would bring the unit into contact with an enemy unit, it automatically declares a Charge
on said unit using its Pursuit Distance Roll as the Charge Roll, and otherwise follow all rules for Charges except that
no charge reactions are allowed. If this creates a new Combat, it will be resolved in the next Player Turn (with the
charging unit still counting as charging), however if the unit joins an ongoing combat that hasn't been fought this
turn yet, it will have a chance to fight again this turn.
If the Pursuing Unit doesn't declare a charge this way, it moves directly forwards (following the normal 1" unit
spacing rules). If a pursuing unit moving this way touches the board edge, it will go out off the table and will come
back to the board during the controller's next Remaining Moves sub-phase, using the rules for arriving Ambushers,
except that they must be placed with their back rank (unchanged formation) centred on the point at which they
contacted the Board Edge (or as close as possible).
If several units are pursuing from the same combat, units move in the same order as their pursuing distance was
rolled (active player chooses which players rolls for his/her pursuing units first, and each player chooses the order
of his/her own units).

30

Figure 7
In all examples, red unit is in green units flank. Green unit wins
combat, red unit breaks and flees, green unit pursues.
1. In the first example, there are no obstructions, green
unit rotates towards red unit and moves forward.
2. In the second example, green units rotation makes its
front end over an enemy unit (pink). This makes the
green unit charge the pink unit, place green unit in base
contact.
3. In the 3rd example, green units rotation makes its front
end over a friendly unit. In this case the rotation is
stopped 1 away from the friendly unit.
4. In the fourth example, green units rotation makes it
end over a unit (could be either friendly or enemy).
However, in this case the front of the pursuing unit is
clear, thus it will move forward.

COMBAT REFORM
After all fleeing and pursuing has been rolled and moved, if there are still units left engaged in the combat, each of
these units may try to perform a combat reform. Units engaged in more than one facing (such as front and flank)
can never perform a combat reform. Units on the losing side of the combat must pass a Leadership test to combat
reform, with a Leadership equal to what would have been used for a Break Test (i.e. apply combat score difference
unless steadfast).
If both players want to perform combat reforms, active player chooses which player goes first. This player complete
all combat reforms with all his or her units (one at a time in any order), before the other player can reform any of
his or her units.
When a unit performs a combat reform, remove the unit from the battlefield, and then place it back on the
battlefield in a legal formation, into base contact with the enemy unit(s) it was fighting before, and in the same
facing. You may ignore the 1 Unit Spacing rule for units involved in the same combat (but cannot move into base
contact with units that you were not in base contact with previously).
At the end of each Combat Reform, you must have at least as many models in base contact with an enemy as you
had before the Reform. Any Character or Champion models that were in base contact with an enemy must be kept
in base contact (although it can be with a different enemy model). Furthermore at the end of all your Combat
Reforms, the exact same enemy models that were base contact with opposing models before the Combat Reform
must still be in base contact after the reforms (but they may be engaged with different models or even units).

31

ATTACKS AND DAMAGE


Attacks are divided into the following categories:
Close Combat Attacks
Any attack made at units in base contact with the attacker's unit, in the close combat phase (or as if in the close
combat phase) are Close Combat Attacks.
Ranged Attacks
All attacks that are not Close Combat Attacks are Ranged Attacks. Note that Miscasts are ranged attacks.
Shooting Attacks
All attacks made in the Shooting Phase are Shooting Attacks. Note that most Shooting Attacks are also Ranged
Attacks.

ATTACK SEQUENCE
Whenever an attack hits a model, use the following sequence:
1. Distribute hits
2. Roll to wound, if successful, proceed
3. Roll armour saving throws, if failed, proceed
4. Roll special saving throws, if failed, proceed
5. Remove wounds or casualties
6. Check panic
Complete each step for all attacks happening simultaneously (such as the all shooting attacks from a single unit or
all close combat attacks at a given Initiative step) before moving on to the next step.

DISTRIBUTE HITS
Ranged attacks and attacks targeting a units as a whole, are under normal circumstances not distributed and are
considered to hit R&F models. When characters are joined to units this can change, as described in the character
section. When this happens and ranged attacks are to be distributed, the player making the attack choses which
models takes the hits. These hits must be distributed as equally as possible, meaning each model must be hit once
before a model can be hit twice, and so on.
Normal close combats are not distributed but instead allocated before to hit rolls are made, in this case, do not
redistribute the hits at this stage. Close combat attacks that are made towards the unit as a whole (such as Stomps
and Impact Hits) are distributed.

32

TO WOUND ROLLS
If the attack has a Strength value, the attack must successfully wound the target to have a chance to harm it.
Compare the Strength of the attack with the Toughness characteristic of the target. An attack with Strength 0
cannot wound. Otherwise, a roll of '6' will always succeed and a roll of '1' will always fail. The player that inflicted
the hit makes a To Wound roll for each attack that hit the target. If the attack does not have a Strength value, follow
the rules given under the attack.
Roll a D6 for each hot. To find out what score is needed to successfully wound the target, cross-reference the
strength (S) of the attack versus the Toughness (T) of the target:
S:1

S:2

S:3

S:4

S:5

S:6

S:7

S:8

S:9

S:10

T:1

4+

3+

2+

2+

2+

2+

2+

2+

2+

2+

T:2

5+

4+

3+

2+

2+

2+

2+

2+

2+

2+

T:3

6+

5+

4+

3+

2+

2+

2+

2+

2+

2+

T:4

6+

6+

5+

4+

3+

2+

2+

2+

2+

2+

T:5

6+

6+

6+

5+

4+

3+

2+

2+

2+

2+

T:6

6+

6+

6+

6+

5+

4+

3+

2+

2+

2+

T:7

6+

6+

6+

6+

6+

5+

4+

3+

2+

2+

T:8

6+

6+

6+

6+

6+

6+

5+

4+

3+

2+

T:9

6+

6+

6+

6+

6+

6+

6+

5+

4+

3+

T:10

6+

6+

6+

6+

6+

6+

6+

6+

5+

4+

ARMOUR SAVES AND ARMOUR SAVE MODIFIERS


If one or more wounds are scored, the player whose unit is being attacked now has a chance to save it. Roll a D6 for
each successful wound, called an Armour Saving Throw and compare it with the models Armour Save (see the
Equipment section).
If the Strength of the attack is higher than 3, this attack will modify the Armour Saving Throw with a negative
number, -1 for each point of Strength above 3. i.e.
Strength

1-3

10

Modifier

none

-1

-2

-3

-4

-5

-6

-6

Special Rules and abilities might further modify Armour Save rolls (such as Armour Piercing).

33

REGENERATION AND WARD SAVES


If a wound was not saved by a model's Armour Save, the attacked model now has a final chance to discount to
wound, by rolling its Regeneration or Ward Save (if he has one). Regeneration and Ward Saves works similarly to
Armour Saves, except that they cannot be modified or combined. A Regeneration and Ward Save is always given
with the minimum score need to be rolled on a D6 to discount the wound within brackets (for example, a Ward
Save (4+) means the wound is discounted on a roll of 4 or more).
Roll one saving throw for each wound that was not saved by the model's Armour Save.
If a model has more than one Regeneration and/or Ward Save, choose which to use before rolling the saving throw.
Only a single Regeneration and/or Ward Save can be used against a single attack.
Ward Saves and Regeneration both work the same way, but some spells or Special Rules will affect one type of save
but not the other.

REMOVING WOUNDS
For each failed special saving Throw (or Armour Saving Throw if the attacked model had no special save), the
attacked model loses a wound.
Non-R&F models
If the attack was distributed or allocated to a non R&F model, the attacked model loses one wound for each failed
save. If the model reaches 0 wounds, the model is dead, remove it as a casualty. Keep track of models that are
wounded, but not enough to reach 0 wounds (placing wound markers next to wounded models works fine).
These lost wounds are taken into account for future attacks.
Any excess wounds are lost.
R&F models
R&F models in the same unit shares a common wound pool. If the attack was allocated to a R&F model, the
combined R&F wound pool loses one wound for each failed save. If the R&F models have 1 wound each, remove
one R&F model for each wound suffered.
If the R&F models have more than one wound each, remove whole R&F models whenever possible. Keep track of
models that are wounded, but not enough to reach 0 wounds. These lost wounds are taken into account for future
attacks. For example, a unit of 10 Trolls (3 wounds each) suffers 7 wounds. Remove two whole models (6 wounds),
leaving 1 wound which is kept track off. Later this unit suffers 2 wounds, which is enough to kill a single troll since
one wound was kept from the previous attack.
If the unit is wiped out, any excess wounds are lost.
If a unit consists of R&F models with different troop types, each type of R&F model has its own combined wound
pool. Sometimes one or a few R&F models gains Special Rules, stats increases, abilities etc (normally due to spells
or magic items), or they come with different equipment. Such differences are ignored when removing casualties,
which are normally removed from rear rank even if a model in the rear has some Special Rule or equipment (i.e.
only differences due to Troop Type cause R&F models to have separate wound pools).

34

REMOVING CASUALTIES
Removing casualties from a unit is done slightly differently depending on if the unit is engaged in combat or not.
Units NOT engaged in close combat
R&F casualties are removed from the rear rank. If the unit is in a single rank, remove models as equally as possible
from both edges of the unit. If a non-R&F model is standing in a position that would normally be removed as a
casualty, remove the next eligible R&F model and shuffle the non-R&F model(s) inwards. Note that the
requirement for removing casualties equally from both sides of a single rank unit only applies to each batch of
simultaneous attacks.
Non R&F casualties are removed from their positions within the unit directly. R&F models are then moved to fill in
empty spots by models following the same guidelines as for casualty removal (from rear ranks and equally from
both sides if a single rank unit).
Units engaged in close combat
R&F casualties are removed from the rear rank. Remove casualties from the rear so that the number of models in
base contact is maximized. If the unit is in a single rank, remove casualties from either side of the unit, so that the
number of units (highest priority) and number of models (lowest priority) in base contact is maximized. If possible,
remove models as equally as possible from both edges of the unit (or as close to equally as possible while still
maximizing the number of units and models in base contact).
If a non-R&F model are standing in a position that would normally be removed as a casualty, remove the next
eligible R&F model and shuffle the non-R&F model(s) inwards. Note that the requirement for removing casualties
equally from both sides of a single rank unit only applies to each batch of simultaneous attacks.
Non R&F casualties are removed from their positions within the unit directly. R&F models are then moved to fill in
empty spots by models following the same guidelines as for casualty removal (from rear ranks and maximizing
number of models in base contact).

PANIC
Panic tests are Leadership Tests taken immediately after any of the situations below happen:
A friendly unit is destroyed within 6" (including fleeing off the board)
A friendly unit Breaks from combat within 6"
A friendly unit flees through the unit
The unit suffers, in a single phase, casualties equal to or greater than 25% of the number of models that it
had at the start of the phase ("Heavy Casualties")
Other rule in the game forces the unit to take a panic test.
Units failing a Panic test usually flee from the closest enemy model, except if the Panic test was forced by an enemy
rule or spell, or caused by Heavy Casualties from a single enemy unit. In this case the unit must flee directly away
(centre of unit to centre of unit) from the enemy unit that caused the Panic test. Units are Immune to Panic while
Engaged in Combat and when Fleeing. A unit which passes a Panic Test doesn't need to take any more Panic Tests
for the remainder of the Phase

35

TROOP TYPES
All models have a Troop Type, each of which can have a number of rules associated with it, described below, and
other rules may also depend on the models or units Troop Type. A unit's Troop Type is considered to be the same
as the majority of its R&F models and champions (opponent decides if equal). If a unit consists of only characters,
use the Troop Type that is in majority (opponent decides if equal). Note that the Troop Type of individually models
does not have to be the same as the Units Troop Type.
Certain spells are rules can affect mounted models or models on foot differently. For all purposes, Swarms, Infantry,
Monstrous Infantry, War Beasts, Monstrous Beasts, Monsters and War Machines are considered models on foot.
Cavalry, Monstrous Cavalry, Ridden Monsters and Chariots are considered mounted models.
Models of a certain Troop Type always have the rules and Special Rules associated with the Troop Type:
Infantry, Monstrous Infantry: No additional rules
Cavalry, Monstrous Cavalry: Swiftstride, Combined Profile, Cavalry support
War Beast and Monstrous Beasts: Swiftstride
War Beasts, Cavalry: Mounts protection
Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry : Monstrous Support, Monstrous Ranks,
Stomp (1)
Swarm: Skirmishers, Unbreakable, Unstable
Monster: Monster's Ranks, Stomp (D6), Large Target, Terror
Ridden Monster: Monster's Ranks, Stomp (D6), Ridden Monsters Profile, Large Target, Terror
Chariot: Impact Hits (D6), Swiftstride, Combined Profile, Cavalry support, Monstrous Ranks, Mount's
Protection, Chariots cannot march
War Machine: War Machines Profile, Slow to Fire, Move or Fire
When a model is mounted, it troop types changes,
A model mounted on a Warbeast becomes Cavalry
A model mounted on a Monstrous Beast becomes Monstrous Cavalry
A model mounted on a Monster becomes Ridden Monster
A model mounted on any other Troop Type becomes whatever Troop Type its mount is
Combined Profile: Models with this rule have separated profiles for each of its parts (such as a rider and its
mount). When attacking, each part of the combined profile use their own Characteristics. When being attacked, use
the WS and Saves of the rider, and the highest T and W characteristic available. Always use the M of the mount or
pulling beast and the Ld of the rider(s). Each part of a model with a Combined Profile can make a shooting attack in
the same phase, but must chose the same target. A crew member or rider can choose to shoot a weapon worn by
the chariot instead of his own weapon. When the model reaches zero wounds, remove all parts of the combined
model as a casualty.
Ridden Monsters Profile: Models with this rule follow all rules for Combined Profile, except that when being
attacked, attacks are resolved always against the Monster, so use the WS, T, W and Saves of the Monster (this
means that any armour equipment worn by the rider or his Ward/Regeneration save have no effect).
Cavalry support: Mounts and pulling beasts cannot make support attacks.
Monstrous Support: Models with this Special Rule may make up to 3 Support Attacks instead of 1. Note that
mounts and pulling beasts may still not make Support Attacks.
Monstrous Ranks: If a units Troop Type has this rule, the unit only needs to be 3 models wide to form Full Ranks,
and 6 models wide to form a Horde Formation.
Mounts protection: Models with this rule have +1 to their rider's Armour Save as described on the Equipment
section

36

Monster's Ranks: A unit with this rule only needs to be 1 model wide to form a Full Rank.
War Machines' Profile: War Machines have separate profiles for the machine and its crew members. Use the
machines Wound characteristic. Use the machines Toughness against ranged attacks. Use the crews
Characteristics for all other purposes. War Machines automatically fails any characteristic test except Ld tests. War
Machines cannot march or declare charges. If a War Machine fails a panic test, instead of fleeing, it cannot shoot in
its next Shooting Phase. If it fails a Break Test, it is destroyed. When the model reaches zero wounds, remove all
parts of the combined model as a casualty. Characters can never join units of War Machines.
When a units charges a war machine, follow the same rules as for normal Charge Moves, except that the charging
unit can move into base contact anywhere (since all war machines have round bases and thus dont have facings).
War machines, and units in engaged in combat with them, cannot make combat reforms. When fighting a war
machine in combat do not allocate attacks as normal. Instead, at the start of the round of combat, choose up to 6
models that are not in base contact with other enemies. These models can attack the War Machine as if they were
in base contact, but no other attack can be directed at it nor can the War Machine attack models outside the
chosen party. Casualties among the chosen models are removed from the back of the unit as normal, so if some
rank and file models die before they get to strike, this wont reduce the chosen party size.

37

SPECIAL RULES
Special Rules are extra abilities that are applied to models (which Special Rules a model has will be stated along its
profile). Unless noted otherwise, effects of the same Special Rule are not cumulative. Sometimes a Special Rule
only affects one part of a model (such as rider OR mount). When this is the case, it will be clearly stated in brackets
(such as Hatred (rider only). When this is the case, only the part of the models that has the Special Rule will benefit
from that particular Special Rule. If nothing is mentioned, the Special Rule will affect the whole model and all of its
parts.
Ambush
When deploying an army which includes units with the Ambush Special Rule, deploy the army as normal with the
exception that units with Ambush doesnt have to be deployed (no declaration is needed, just dont deploy the
units). After you are finished deploying, any units with Ambush that was not deployed are ambushing. Starting
from Turn 2, roll a dice at the start of each of your Remaining Moves sub-phase for each ambushing unit. If 3+ is
rolled, the ambushing unit enters the battlefield from any table edge. Place the arriving unit with its back rank flush
against the Board Edge. They are free to move in the Remaining Moves sub-phase, except that they may not March
Move, and must end their move no more than twice their Movement value (in inches) from the Board Edge. If an
ambushing unit does not roll 3+ to enter the board before the game ends, the unit counts as dead.
Armour Piercing (X)
Close Combat Attacks done by models (or parts of them) with this Special Rule impose a -X penalty on enemy
Armour Saves taken against them. When a Weapon, spell or special attack has this Special Rule, the rule only
applies to Attacks made with that Weapon, the Spell or the special attack. If a model has more than one instance of
the Armour Piercing Special Rule, do not add the X-values together, instead use the highest value available to the
attack.
Bodyguard (X)
This unit is Stubborn as long as it has a non-champion character is joined to it. Sometimes this will only work with
certain characters, when this is the case, the relevant characters will be stated in brackets. Units with the Unstable
Special Rule and Body Guard (and relevant characters joined to it) that loses combat halves the number of wounds
caused by Unstable.
Breath Weapon (X)
Breath Weapons can be used once during the game, either as a close combat or a shooting attack:
If used in the shooting phase, the Breath Weapon is a shooting attack. Choose a target using the normal
rules for shooting attacks. The attack has range 6. This attack can be used even if the model has marched.
If used in the close combat phase, the Breath Weapon is a special close combat attack. The attack is made
at the models (or part of it) Initiative. Declare that you are using the Breath Weapon when allocating
attacks, and choose a unit in base contact to attack.
Both as a shooting or a close combat attack, the Breath Weapon causes 2D6 automatic hits on its target. The
Strength and Special Rules (if any) of these hits are given within brackets (such as Breath Weapon (Strength 4,
Flaming Attacks)). Breath Weapons never benefit from any Equipment or Special Rules the model making the
attack has.
Channel
Each model with this Special Rule adds +1 to his sides Channel rolls. All Wizards have this Special Rule.
Crush Attack
A model (or part of it) with this rule can exchange all of its normal close combat attacks for a single special attack,
which cannot be made as a supporting attack, is resolved at Initiative 0, has Strength 10 and Multiple Wounds
(Ordnance). The model can still make special attacks like Stomps or Impact Hits.

38

Daemonic
Models (or parts of them) with this Special Rule have Magical Attacks, Immune to Psychology and Ward Save (5+).
Only characters with Daemonic Special Rule can join a Daemonic Unit. Similarly, Daemonic characters can only join
Daemonic units.
Devastating Charge
In the first round of a combat in which they charged, models (or parts of them) with this Special Rule have +1
Attack.
Engineer
A model with this Special Rule allow a War Machine within 3 to use the Engineers BS instead of its own and reroll
any rolls on the Misfire Table (if there are several War Machines within 3, declare which one will receive the
Engineer's benefits before firing it). Additionally, if the War Machine has an Artillery Weapon of the types listed
below, it has an additional effect benefit, it may reroll:
Stone Throwers: The Scatter Dice.
Flame Cannon: The D6 roll for the distance the template moves, unless it is a 6
Ethereal
Models with this Special Rule treat all Terrain as Open Terrain for Movement purposes, but cannot end their
movement inside (or within 1) of Impassable Terrain. Furthermore, models (or part of them) with this Special Rule
always have Magical Attacks and have a 2+ Ward Save which cannot be used against attacks with the Magical
Attacks Special Rule. Characters cannot join Ethereal units.
Fast Cavalry
Models with the Fast Cavalry Special Rule also have the Free Reform and Vanguard Special Rules.
If a unit consisting solely of models with the Fast Cavalry Special Rule voluntarily declares charge reaction Flee (i.e.
not when already fleeing or as a result of a failed Terror test), and then subsequently rallies in the following player
turn, the unit is free to move (but not charge) and shoot (but still counts as moving).
Fear
All units in base contact with one or more models with this Special Rule suffers a -1 Ld modifier. Models that are
Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each combat
round, units in base contact with one or more enemy models with the Fear Special Rule must take a Leadership
test. If this test is failed, models in the unit will have their WS reduced to 1.
Fight in Extra Rank
Models with this Special Rule can make Supporting Attacks in an additional Rank (So normally, models in the 3rd
rank with this Special Rule will be able to make Supporting Attacks). This rule is cumulative, allowing an additional
rank to make Supporting Attacks for each instance of this Special Rule.
Fireborn
Models (or parts of them) with this Special Rule have a 2+ Ward Save against Flaming Attacks.
Flaming Attacks
Attacks or models (or parts of them) with this Special Rule dont normally have any special effect. However they
interact with other rules (such as Flammable or Regeneration)
Flammable
Attacks with Flaming Attacks reroll failed To Wound rolls against models with this Special Rule. Units in a building
are always Flammable.

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Free Reform
Units composed entirely of models with this Special Rule are allowed to make any number of Reforms when
moving in the Remaining Moves sub-phase, and may still advance or march move and shoot. No model may move
more than their movement allowance (or twice that much if marching), from their starting position to their final
position, around any obstructions (including the 1 rule). If the model did any action during the movement (such as
releasing Doom Twirlers or attacking an enemy with Slashing attacks), then the distance moved is counted from
their starting position to the place in which they performed an action to their final position. Models with the Free
Reform Special Rule can shoot even if they marched or reformed. Units composed entirely of models with the Free
Reform Special Rule always counts as having 0 Full Ranks.
Frenzy
Models (or part of them) with Frenzy have +1 Attack and are Immune to Psychology. At the start of your turn, each
of you units with one or more models (or a part of them) with this Special Rule must take a Leadership test. If the
test is failed, the unit must declare a charge against the closest viable enemy unit (if there is one). Furthermore,
units with one or more models (or a part of them) with Frenzy must always pursue and overrun whenever possible.
If a model with Frenzy (or a part of it) is ever on the losing side of a combat, they immediately lose this Special
Rule.
Fly (X)
Units composed entirely of models with this Special Rule can make Flying Movements while Moving Chargers and
doing Remaining Moves. When a unit makes a Flying Movement, it counts its Movement Characteristics as the
value given in brackets (X) and can move over Units and Terrain, although they cannot end their movement inside
or within 1 of them (unless charging). Units using Flying Movement ignores any Terrain or units they fly over from
starting to ending position, but they are still affected by the effects of the terrain from which they take of and in
which they land. Flying Movement can be used to march. Models with the Fly Special Rule always have the
Swiftstride and Free Reform Special Rules.
Grinding Attacks (X)
A model (or part of it) with this Special Rule can make a special Close Combat Attack at its own Initiative against a
single enemy unit in base contact. This attack deals a number of hits equal to the value stated within brackets (X),
which automatically hit and have a Strength equal to the models own Strength. Grinding Attacks never benefit
from any Equipment or Special Rule the model has. If a model has both Grinding Attacks and Impact Hits, it may
only use one of these rule in the same combat phase.
Hatred
Models (or parts of them) with this Special Rule may reroll failed To Hit rolls during the first round of a combat. If a
model receive this Special Rule during an ongoing combat (for instance due to a spell), the model may reroll failed
To Hit rolls in the upcoming round of combat instead. Sometimes this rule only works against certain enemies,
which are stated in brackets. For example, Hatred (Armybook: Empire of Men) means that Hatred applies when
attacking models bought from the Empire of Men Armybook.
Hellfire
Any unit who suffers one or more Wounds from an attack with this rule during a single phase, must take a
Toughness-test at the end of that phase. If the test is failed the unit suffers an additional D3 wounds with Armour
Piercing (6). If the test is passed, the unit gains Regeneration (6+) and a +1 (to a maximum of 3+) to any other
Regeneration saves it had before (if any).
Holy Attacks
Successful Ward Saves taken against attacks with this Special Rule or against attacks made by models (or parts of
them) with this Special Rule must be rerolled.
Immune to Psychology
If half or more of a units models are Immune to Psychology, the unit automatically passes Panic tests and cannot
declare a Flee! reaction (unless fleeing). Models that are Immune to Psychology are immune to the effects of Fear.

40

Impact Hits (X)


In the first round of a combat in which they charged, models (or parts of them) with this Special Rule can make a
special Close Combat Attack at Initiative 10 against a single enemy unit in base contact. This attack deals a number
of hits equal to the value stated within brackets (X), which automatically hit and have a Strength equal to the
models own Strength. Impact Hits never benefit from any Equipment or Special Rule the model has. Models with
Scythes add +1 to the number of Impact Hits it makes. If a model has both Grinding Attacks and Impact Hits, it may
only use one of these rule in the same combat phase.
Insignificant
Units consisting entirely of models with this Special Rule do not cause Panic tests in units without this Special Rule.
Only Insignificant Characters can join Insignificant units.
Killing Blow
If an attack or model (or part of it) with this Special Rule rolls an unmodified '6' to wound, this wound has Armour
Piercing (6) and Regeneration saves cannot be taken against it. Unless otherwise specified, a model with the Killing
Blow Special Rule only applies it to its close combat attacks.
Large Target
A Large Target can never be joined or join a unit (unless it is a War Plattform). A Large Target increases its Hold Your
Ground or Inspiring Presence range by 6. Note that the Large Target Special Rule also affects the Height of the
model.
Lightning Attack
Units with the Fly Special Rule who suffer one or more hits with this Special Rule during a single phase suffer an
additional D6 Strength 4 hits at the end of that phase.
Magic Resistance (X)
A unit with one or more models with Magic Resistance adds the value within brackets (X) to its Ward Save rolls
(using the same rules as for adding Armour Saves) when rolling Ward Saves against wounds caused by
spells.Remember that Magic Resistance, like most Special Rules, is not cumulative.
Magical Attack
Attacks or models (or parts of them) with this Special Rule dont normally have any special effect. However they
interact with other rules (such as Ethereal). Models with this Special Rule apply it to all its attacks, including
Stomps, Impact Hits and Breath Attacks (unless otherwise stated). All damage from Spells, Miscast hits and Magic
Items cause Magical Attacks.
Mark of the Dark Gods (X)
There are different Marks of Chaos, each one with a different effect, explained below. Which mark has a model has
is stated in brackets. Models with a Mark of the Dark Gods other than Unbound cannot join units with one or more
models with a Mark of the Dark Gods other than the same as themselves or Unbound. A model with a Mark of the
Dark Gods can only ride a mount if it has the same mark as itself or Unbound. Models who choose a Mark of the
Dark Gods as an option must specify which mark they have on the army list.
Unbound. Models with the Mark of the Dark Gods (Unbound) may reroll failed Panic tests
Pestilence. Enemy units in base contact with one more models (or parts of them) with Mark of the Dark
Gods (Pestilence) have -1 Weapon Skill (to a minimum of 1). Toxic Attacks are at -1 to wound against
models (or parts of them) with Mark of the Dark Gods (Pestilence)
Lust. Models (or parts of them) with the Mark of the Dark Gods (Lust) have Armour Piercing (1)
Change. When Shooting, or at the start of each combat, models (or parts of them) with the Mark of the
Dark Gods (Change) can choose one of the following Special Rules to apply for their Shooting attacks that
phase or Close Combat Attacks done during that combat: Flaming Attacks, Magical Attacks or Hellfire.
Wrath. Models (or parts of them) with the Mark of the Dark Gods (Wrath) have +1 Strength on their
attacks for the first round of combat. Furthermore, a unit with one or more models with this mark must
always Pursue (if able). Wizards cannot use, have, or gain this Mark in any way.

41

Metalshifting
Attacks or models (or parts of them) with this Special Rule dont roll To Wound as normal. Instead, they always
wound on a roll equal to or greater than the targets Armour Save. An unmodified '6' always wounds and an
unmodified 1 always fails to wound. This attacks have Armour Piercing (6) and Flaming Attacks
Move or Fire
Shooting Weapons or models (or parts of them) with this Special Rule may not shoot if they moved in the previous
Movement Phase.
Multiple Shots (X)
Shooting Weapons or Models (or parts of them) with this Special Rule may choose to fire multiple times instead of
a single time, in each Shooting Phase. How many times they can shoot is stated in brackets, although using this
Special Rule imposes a -1 to hit modifier on all shots fired. All R&F models in a single unit must use the Multiple
Shots rule if at least one of them uses this rule.
Multiple Wounds (X)
Unsaved wounds caused by attacks or models (or parts of them) with this Special Rule are multiplied into the value
given in brackets (X). If the value is a Dice (such as Multiple Wounds (D3)), roll one such Dice for each unsaved
wound with this Special Rule. The amount of wounds that the attack is multiplied into can never be higher than the
Wounds Characteristics of the Target (excluding already suffered wounds previously in the battle). For example, if a
Multiple Wounds (D6) attack wounds a Troll (W:3) and rolls a 5 for the amour of wounds, this is reduced to 3
wounds.
If (Ordnance) is stated as the value in brackets, this counts as Multiple Wounds (D3+1) normally, but against
targets with the Fly Special Rule this is increased to Multiple Wounds (D3+2).
Not a Leader
Models with this rule can never be the General.
Pathmaster
Wizards with this Special Rule do not randomly select spells as usual. Instead, they can freely choose their spells
from the Path stated in brackets (but still cannot duplicate non-Signature spells)
Poisoned Attacks
If an attack or model (or part of it) with this Special Rule rolls an unmodified 6 To Hit, it automatically wound with
no To Wound roll needed. Models (or parts of them) with this Special Rule have Poisoned Attacks both in Shooting
and Close Combat (unless stated otherwise). Shooting attacks that need a 7+ To Hit (or more) can never benefit
from Poisoned Attacks.
Quick to Fire
Shooting Weapons or models (or parts of them) with this Special Rule dont suffer the -1 penalty for Moving and
Shooting and can always Stand and Shoot regardless of the distance to the target.

42

Random Movement (X)


Units with this Special Rule cannot move in the Remaining Moves sub-phase. Instead, they move in the Compulsory
Movements subphase using the rules below. Models with this Special Rule always charge, flee, pursue and overrun
the distance stated in brackets.
During the Compulsory Movements sub-phase, units with this Special Rule move using the rules for pursuing units,
except that they can freely choose which direction to rotate towards before rolling the Pursuit Distance, and cannot
move off the table edge.
If a unit with this Special Rule is garrisoning a building, it must leave it by placing the unit 1 away from the building
(or as close as possible) during the Compulsory Movements sub-phase and then moving using the normal rules for
Random Movement (it may not charge in the same turn, if it would, it stops 1 before the enemy unit instead).
Characters with the Random Movement can only join units with the same Special Rule (by moving into contact with
it during the compulsory moves sub-phase), and units with this rule can only be joined by Random Movement
Characters. If a unit has several sets of Random Movement, use the lowest one.
Regeneration (X)
Regeneration is a special save, taken after failed Armour Saves. The value of the save will be stated in brackets.
Regeneration saves cannot be taken alongside Ward Saves (if a model has both, it must chose which one to use)
and cannot be taken against Flaming Attacks.
Random Attacks (X)
Each time a model (or part of it) with this Special Rule has to attack in Close Combat, it will have a number of
Attacks equal to the value in brackets, disregarding its Attacks Characteristic (and any modifier to it). For example a
model with Random Attacks (D3+2) can have between 3 and 5 Attacks.
Requires Two Hands
A model wielding a Weapon with this Special Rule cannot simultaneously wield a Shield.
Scout
When deploying an army which includes units with this Special Rule, deploy the army as normal with the exception
that units with Scout doesnt have to be deployed (no declaration is needed, just dont deploy the units). After you
are finished deploying, any units with Scout that was not deployed are scouting. These units are set-up after all
other non-scouting units have been deployed. They can either be deployed in your deployment zone using the
normal rules, or they can be deployed outside the deployment zone, but must be more than 12 away from any
enemy units. Scouting units deployed outside their deployment zone may not declare charges in the first player
turn (if their side has the first turn). If both players have scouting units, alternate deploying one units at a time
(randomizing who goes first).
Slow to Fire
A model (or part of it) or a Shooting Weapon with this Special Rule can never Stand and Shoot
Stomp (X)
A model (or part of it) with this Special Rule can make a special Close Combat Attack at Initiative 0 against a single
enemy unit in base contact, provided that the target unit is of Infantry, War Beast or Swarm Troop Type. This attack
deals a number of hits equal to the value stated within brackets (X), which automatically hit and have a Strength
equal to the models own Strength. Stomps never benefit from any Equipment or Special Rule the model has.
Strider
Models with this Special Rule may ignore any movement effect caused by terrain (except Impassable Terrain and
Buildings) and never lose their Steadfast or Rank Bonus due to terrain. Sometimes this Special Rule is only linked to
a specific terrain, stated in brackets. When this is the case, the strider rule effect is only applied in relation to the
specified terrain type

43

Stubborn
A unit with at least one model with this Special Rule ignores any Combat Score penalties to its Leadership when
taking Break Tests or Combat Reform Leadership Tests.
Stupidity
At the start of your turn, each of your units with one or more models (or a part of them) with this Special Rule must
take a Leadership test. If the test is failed, the unit must move D6 directly forward (stopping 1 before Impassible
Terrain or units) in the compulsory moves sub-phase and may not perform any further voluntary action this player
turn (such as charging, moving, shooting, casting spells and so on). Furthermore, all models with the Stupidity
Special Rule are also Immune to Psychology.
Skirmishers
Models with this Special Rule always also have the Free Reform Special Rule. Shooting at units with the Skirmishers
Special Rule rule suffers a -1 to hit penalty.
Skirmishing models are not placed in base to base contact with each other. Instead, models are placed with a
distance between them. Other than this empty space between models, they follow the normal rules for forming
units (they still have front, flanks, rear, etc). Only non-mounted characters can join units with the Skirmishers
Special Rule, and unless they have the exact same base size they are always considered Mismatching for placement
within the unit. When joined to a Skirmishers unit, the character gains the Skirmishers Special Rule for as long as he
is with the unit.
If a skirmishing unit declares a charge, or a charge reaction other than flee, they immediately contract their loose
formation into a normal formation. When doing this, the model closest to the charged or charging unit must not
change position. Skirmishers regain their loose formation if they are not engaged in combat at the beginning of any
Movement Phase (of any player).
Supernatural Reflexes
If a model (or part of it) with this Special Rule would be striking at initiative 0, it strikes at his own unmodified
Initiative instead (such as Great Weapons or the Acquiescence spell). Otherwise, the models Close Combat Attacks
have +1 To Hit.
Swiftstride
When a unit composed entirely of models with this Special Rule rolls Charge Range, Flee Distance and Pursuit
Distance, it rolls an additional D6 (normally 3D6) and discards the lowest dice.
Terror
When a unit with one or more models with this Special Rule declares a Charge, its target must take a Terror
Leadership Test. If the test is failed, the target of the charge must declare a Flee! reaction if able to do so.
Furthermore, all models with Terror also cause Fear.
Toxic Attacks
Attacks or models (or parts of them) with this Special Rule are always Strength 3 and Armour Piercing (6). Toxic
Attacks have a -1 To Wound modifier against models (or parts of them) with either the Mark of the Dark Gods
(Pestilence) or the Plague Cut Special Rule.
Unbreakable
Units with this Special Rule automatically pass any Break Tests. Furthermore, models with this Special Rule are also
Immune to Psychology. Characters with the Unbreakable Special Rule can only join Unbreakable units. Unbreakable
units can only be joined by Unbreakable Characters.
Undead
Units with this Special Rule have the Unstable and Immune to Psychology Special Rules. Units with Undead Special
Rule cannot march unless they start the move within the General's Inspiring Presence range. The only charge
reaction an Undead unit can make is Hold.

44

Unstable
Units with this Special Rule automatically pass all Break Tests. When a unit with this Special Rule loses a combat, it
suffers a wound (without saves allowed) for each point of Combat Score by which it lost the combat. The wounds
are distributed in the following order:
1. R&F models
2. Champion
3. Other characters (distributed by the owner of the unit, as evenly as possible)
Unwieldy
A model (or part of it) or a Shooting Weapon with this Special Rule suffer an additional -1 to hit (for a total of -2) for
moving and shooting.
Vanguard
After deployment (inducing scouts), units composed entirely of models with this Special Rule may perform a 12"
move. The move is performed as if in the Remaining Moves sub-phase, including any actions and restrictions the
unit would normally have in the remaining moves sub-phase (such as wheeling, reforming, joining units, leaving
units and so on). The 12" distance is used instead of the unit's Movement Characteristic and no march moves are
allowed. This move cannot be used to move within 12" of enemy units. Units that have moved in this way may not
declare charges in the first player turn (if their side has the first turn). If both players have units with Vanguard,
alternate moving units one at a time (randomizing who goes first).
Volley Fire
A model (or part of it) or a Shooting Weapon with this Special Rule ignores intervening models for Cover purposes
when shooting (although they dont ignore Terrain and must still be able to draw Line of Sight to their target).
Furthermore, unless making a stand and shoot charge reaction, if the unit hasnt moved in the last Movement
Phase, all models with a Volley Fire Shooting Weapon may shot (even if they are further back than the usual first
two ranks allowed to shoot).
War Platform
Models with this Special Rule may join units as if they were characters (even if they are not Characters and even if
they are Large Targets). When joined to units with 5 or more models they may march even though their Troop Type
would normally forbid it, such as for Chariots. When joined to a unit, they must always be placed in centre of the
front rank (possibly pushing back models with the First in Rank rule). If the model cannot be placed in the centre of
the the front rank (such as due to mismatching bases or too narrow width of front rank), the model cannot join the
unit. This means that a War Plattform can never join a unit with Mismatching bases.
Ward Save (X)
Ward Saves are special saves, taken after failed Armour Saves. The value of the save will be stated in brackets. Ward
saves cannot be taken alongside Regeneration Saves (if a model has both, it must chose which one to use).
Weapon Masters
At the beginning of each round of combat, models with this Special Rule may choose which weapon it fights with,
this includes selecting Hand Weapon even if they have other weapons. If armed with a Magic Weapon the model
must still use it.
Wizard Conclave (level X: spells)
Champions of a unit with the Wizard Conclave Special Rule receive +1 Wound in addition to the normal
characteristics increases associated with being a Champion, and are Wizards of the wizard level given within
brackets. This champion knows predetermined spells, which are defined within the brackets. For example, a
champion of a Wizard Conclave (level 1, Blue Fire, Pink Fire) would be a level 1 wizard two predetermined spells
(Blue Fire and Pink Fire). The champion has a +1 to cast for each 5 models (excluding other characters) in the unit
above their minimum starting unit size, up to a maximum of +4 (including bonus from their wizard level).

45

MUNDANE EQUIPMENT
COMBAT WEAPONS

Weapons listed in this section are used in Close Combat and can confer various benefits and penalties. The rules for
these weapons only apply to the attacks made with the weapon (they dont apply to special attacks such as
Stomps). When a model has more than one combat weapon, it must chose which to use at the start of each
combat, and must continue using the same weapon for the duration of the combat. All the R&F models in a unit
must choose the same Combat Weapon.
Hand Weapon. All models are armed with a Hand Weapon. Hand Weapons cannot be lost, destroyed, or nullified.
If a model has any weapon other than a Hand Weapon, it cannot chose to use the Hand Weapon (unless specifically
stated). Hand weapons can be used alongside a Shield to get the Parry rule.
Parry can only be used if on foot, against attacks from the front. Attacks allocated at a model with parry suffer a -1
penalty when rolling To Hit, which cannot be combined with any other negative to hit modifiers.
Flail. Requires Two Hands. +2 Strength. Close Combat Attacks allocated at a model with Flail has a +1 bonus when
rolling To Hit.
Great Weapon. Requires Two Hands. +2 Strength. Strikes at initiative 0.
Halberd. Requires Two Hands. +1 Strength.
Additional Hand Weapon. Requires Two Hands. +1 Attack and +1 Initiative. Mounted models cannot use
Additional Hand Weapons.
Lance. +2 Strength when charging. Light Lances instead give only +1 Strength when charging. Models in foot
cannot use Lances nor Light Lances.
Spear. Fight in Extra Ranks. Killing Blow against Cavalry, Monstrous Cavalry and Chariots engaged in the front.
Mounted models cannot use Spears.

SHOOTING WEAPONS

Weapons listed in this section are used in the Shooting Phase. Each model can normally only use one Shooting
Weapon per phase even if it has several, and the all the rank and file models in a unit must use the same Ranged
Weapon. Each ranged weapon has a maximum range, a Strength value, and can have one or more Special Rules.
Special Rules listed on a Ranged Weapon only apply to the shooting attacks made with that weapon.
Short Bow. Range 18. Strength 3. Volley fire.
Bow. Range 24. Strength 3. Volley fire.
Long Bow. Range 30. Strength 3. Volley fire.
Crossbow. Range 30. Strength 4. Unwieldy.
Handgun. Range 24. Strength 4. Unwieldy. Armour Piercing (1).
Pistol. Range 12. Strength 4. Quick to Fire. Armour Piercing (1).
Counts as Additional Hand Weapon in close combat.

46

Brace of Pistols. Range 12. Strength 4. Quick to Fire. Armour Piercing (1). Multiple Shots (2)
Counts as additional hand weapon in close combat.
Throwing Weapon. Range 12. Strength 3. Quick to Fire. Multiple Shots (2).

ARTILLERY WEAPONS
Weapons listed in this section are special kinds of Shooting Weapons. These weapons are sometimes mounted on
War Machine Troop Type models, but on other occasions can be mounted on Chariots, carried by Monsters or
contained within Magic Items. Artillery Weapons are Shooting Weapons, and always have the Slow to Fire Special
Rule. Artillery Weapons have different profiles for Range, Strength and Special Rules, that you will find in its own
rules. A shooting attack from an Artillery Weapon is not resolved like other normal shooting attacks, but instead
use the rules below to determine the hits they cause.
Catapult
Place a Template of the size given in the Weapons profile, with its centre over an enemy model within Line of Sight
and Range. No part of the Template can be placed over friendly models or units engaged in combat. Then Scatter
the Template D6*2 to determine the final position of the Template. If a natural 6 is rolled for the distance the
Template is moved (before multiplication by 2) the Catapult has misfired: The shot is discarded and the Catapult
must roll on the Misfire Table.
The centre of the template can also be placed outside Line of Sight, if so, the template does not stay in place if a
Hit is rolled, instead reduce the distance the template is moved with the shooting models Ballistic Skill (move the
template in a random direction).
Once the final position if the template is determined, all models under the template are hit, using the Strength and
Special Rules given by the Weapons profile. Some Stone Throwers have a higher Strength and/or additional Special
Rules stated in square brackets (such as Strength 3[9]), the square bracketed part only affect a single model under
the centre of the template.
Flame Thrower
Place a 3 Template with its centre within Line of Sight and range. Then move the template D6 straight away from
the Flame Thrower (centre of model to centre of template). If a 6 was rolled the Flame Thrower has misfired: The
shot is discarded, and the Flame Thrower must roll on the Misfire table with a -1 modifier. Otherwise, all models
touched by the template during this D6 move forward are hit, using the Strength and Special Rules given by the
Weapons profile. Any unit that could potentially be hit by the template (i.e. under the templates initial position
and 6 forward) are considered potential targets for the attack (and thus cannot be friendly units or be engaged in
combat).
Bolt Thrower
Bolt throwers follow the normal rules for shooting except that they can penetrate their targets ranks (or files),
causing additional hits. Determine the maximum number of possible hits by measuring in which of the Targets arcs
the Bolt Thrower is. If it is the Front or Rear arc, the maximum number of hits if equal to the number of ranks in
target unit. If the Bolt thrower is in either flank, the maximum number of hits is equal to the number of files in
target unit. If the bolt thrower hits its target, roll to wound and saves as normal. If a model is removed as a casualty,
the bolt penetrates the rank and causes another hit on the target with a -1 modifier to the Strength. keep adding
hits as long as a model is removed as a casualty and each time adding another -1 modifier to the strength (to a
minimum of 1). No more hits than the maximum number of hits can be made (i.e. initial number of ranks or
files).

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Cannon
Choose a point within line of sight and range on target units base. Then Scatter the point D6 to determine the
landing point of the cannonball. If the cannon did not move in its last movement phase, reduce the distance
scattered by the cannons Ballistic Skill (to a minimum of 0). If a natural 1 is rolled for the distance the point is
moved the Cannon has misfired: The shot is discarded and the Cannon must roll on the Misfire table.
If the canon did not misfire, draw a Line Template from the landing point of the cannonball and D6 straight away
from the Cannon (from centre of model). All model under this line template and within line of sight of the cannon
can potentially be hit. The model under the cannons initial landing point suffers a hit with the Strength and Special
Rules given in the cannons profile, other models under the line template may suffer a hit with the same rules,
except that the strength is halved. Starting with the model that is first hit (i.e. closest to the landing point of the
cannonball), roll to wound and save. If the model is removed as a casualty, continue rolling to wound against the
next model, and so on. If a model survives the hit, the cannon ball stops and no more models are hit.
Volley Gun
Volley Guns follow the normal rules for shooting with the following exceptions: All Volley Guns has the Multiple
Shot Special Rule, which they never suffer to hit penalties from. If the number of shots is a predetermined number
(such as Multiple Shots (6)) the Volley Gun cannot misfire. However, if the number of shots is randomized (such as
the Multiple Shots (2D6)), the Volley Gun can misfire. If one unmodified 1 (after rerolls) is rolled when rolling for
the number of shots, the Volley Gun has a -1 to hit modifier for this attack. If you roll two or more unmodified 1
(after rerolls) when rolling for the number of shots, the Volley Gun Misfired: All shot are discarded and the Volley
Gun must roll on the Misfire table.
Misfire Table
When an Artillery Weapon misfires, roll a D6 and consult the table below:
0
(or less)

All models with D6 of the misfiring model suffer a Strength 5 hit. The shooting model is
then destroyed. Remove it as a casualty.

1-2

The Artillery Weapon is destroyed and may not be used again for the rest of the game.

3-4

The Artillery Weapon may not be fired in its next Player Turn.

5+

The shooting model suffers a Wound with no Saves allowed.

ARMOUR
A model's Armour Save is determined by its Armour (and possibly Special Rules and spells). Combine all Armour a
model has to form a combined Armour Save. Each piece of armour adds +1 (or more) to the Saving Throw, up to a
total maximum of +6. If the Armour Saving Throw, including modifiers, equals 7 or more, the Saving Throw is
successful. An unmodified roll of '1' is always a failure.
There are 5 different types of Armour:
Suit of Armour
A model can only wear a single Suit of Armour
- Light Armour (LA): +1
- Heavy Armour (HA): +2
- Plate Armour (PA): +3
Shields
A model can only carry one Shield. In close combat, a model cannot use a Shield alongside a weapon with the Twohanded Special Rule.
- Shield: +1

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Mounts
- Model is mounted on Warbeast: +1. No matter how many mounts a model has, it still only gains this bonus once.
Remember that mounted Monstrous Beasts and Monsters dont give this +1 Armour Save
- Barding: +1. Barding also gives the mount -1 Movement
- Natural Armour: +1
Scaly Skin
A model can only have one instance of Scaly Skin, use the best available Scaly Skin.
- Scaly Skin (6+): +1
- Scaly Skin (5+): +2
- Scaly Skin (4+): +3
and so on
Other
Special equipment and magic items (such as Helms), Special Rules, certain spells, and other rules can further alter a
model's Armour Save (up to a total maximum of +6).
For example, if a model has a light armour (+1), shield (+1), helm (+1) and is mounted on a steed (+1) with barding
(+1), it has a total of +5 to its Armour Saving Throws, meaning a score of 2+ will equal 7 or more (and thus being a
successful Saving Throw). Normally such Armour Save would be referred to as a 2+ Armour Save. Note that with a
total of +6 to Armour Save, no model can ever have a better save than 1+ (and even with this, an unmodified score
of '1' will always be a failed armour saving throw).

49

CHARACTERS
Unless specifically noted otherwise, any model bought as part of the Heroes or Lords section is a character.
Champions are characters (with some exceptions, see Command Group).

LONE CHARACTERS
All characters can operate as a unit consisting of just a single model. In this case, follow the normal rules for units.

COMBINED UNITS
Joining a Unit
Characters can operate as part of other units, by joining them. This can be done either by deploying the character
in the unit or by moving into contact with the unit during the Remaining Moves sub-phase. Units that are engaged
in combat or fleeing cannot be joined. Note that characters can join other characters, forming a unit of only
characters.
When a character joins a unit, it is immediately moved to a legal position (see First in Rank rule), possibly moving
other models backwards. When choosing a character's position within a unit, a character can freely choose any
legal position it could have reached with its move (moving through the unit it joins), possibly replacing other
models with the First in Rank rule (move displaced First in Rank as little as possible in order to keep all models in
legal positions). If the character does not have enough move to reach its desired position, it moves the shortest
distance possible (from its starting position), in order to reach a legal position, and can only displace models
without the First in Rank rule. When a character joins a unit with just a single rank, the owner can choose to either
displace a model to the second rank, or to expand the units width and place the displaced model at either side of
the front rank.
If a unit is joined by a character, it cannot move further in the same Remaining Moves sub-phase. Characters joining
a unit does not affect if the unit counts as moving or not (for shooting etc). The character itself still counts as having
moved however.
Once joined to the unit, the character is considered a part of the unit for all rules purposes.
Combined Unit wiped out
If a Combined Unit has all its R&F models (and champion) killed, leaving one or more characters, the remaining
characters keep forming a unit (which is still considered to be the same unit).
Leaving a Combined Unit
A Character can leave the Combined Unit in the Remaining Moves sub-phase if it is able to move (it isnt engaged in
combat, hasnt already moved, isnt fleeing, etc). Roll a combined March Test for the whole unit before moving any
model if necessary. Characters leaving a unit does not affect if the unit counts as moving or not (for shooting etc).
When leaving its unit, a character can move through this unit, and can thus exit the unit from any point (and may
use flying move if it has one). The character counts as a part of the unit until it has physically left the unit, which
means that it will benefit from Movement alterations during the move to leave the unit. If the character does not
have enough movement to be placed at least 1" away from the unit, it cannot leave the unit.

50

A Character can also leave a Combined Unit by charging out of it. To do this, declare a charge with a character in
the Combined Unit (during the declare charges sub-phase as normal). If this is done, the unit itself (including other
characters in the unit) cannot declare charges in the same player turn. Stand and Shoot charge reactions declared
at a character charging out of a unit are all distributed on the character. When charging out of a unit, the character
uses its own movement (may even use a flying move if it has one), and is affected by Movement alterations
affecting the unit during the charge move. If the charge is successful, move the character out of the unit and charge
as normal. If the charge is not successful, the character makes a Failed Charge move out of the unit. If the Failed
Charge move is too short to place the character outside 1" of the Combined Unit, the character remains in the unit
and the Combined Unit is treated as if it had failed a charge.
Attacks at Combined Units
When an Attack hits a Combined unit, there are three possibilities for distributing hits:
All characters are of the same Troop Type as the unit and there are 5 or more R&F models in the unit: All
hits are distributed onto R&F models, characters cannot suffers any hits.
Some characters are of different Troop Type than the unit, and there are 5 or more R&F models in the unit:
The player making the attack distributes hits at either R&F models or characters with other Troop Type
than the unit. Hits must be distributed as equally as possible, meaning no model can take a second hit
until all models has taken a single hit, and so on. Characters of the same Troops Type as the unit are
ignored and cannot have hits allocated to them.
There are less than 5 R&F models in the unit: The player making the attack distributes hits at either R&F
models or characters. Hits must be distributed as equally as possible, meaning no model can take a second
hit until all models has taken a single hit, and so on.
Templates hitting Combined Units
When a template hits a Character in a unit, if the character has the same Troop Type as the unit and there are 5 or
more R&F models in the unit, the hit is transferred to a R&F model. If there are fewer than 5 R&F models, or the
character under the template does not have the same Troop Type as the unit, the characters suffers the hit as
normal.

FIRST IN RANK
Models with this rule must always be placed far as forward as possible in their unit. Normally this means they must
be placed in the first rank, but if the first rank is full of other models with the First in Rank rule, they are placed in
the second rank instead. If this rank is also full of models with the First in Rank rule, they are placed in the 3rd rank,
and so on.
If a model with First in Rank does not have the same base size as the unit it is in, but its base is the same size as two
or more of the unit's bases (a Matching base, such as 40x40mm base in a 20x20mm unit), the Character is placed
in the unit as normal, displacing the necessary amount of models. The front of the base should be as far forward as
possible (as per First in Rank rule). The model is considered to be in all ranks its base occupies for the purposes of
calculating Full Ranks. For calculating the number of models in the unit's ranks (such as for Full Ranks or Horde
Formation), the large base counts as the number of model it replaces.
If however a model with the First in Rank rule doesnt have a Matching base (such as 50x50mm base inside a
20x20mm unit), the base is Mismatching, and the character is 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 in the front rank of the unit, but are ignored when counting the number of models in each
rank (such as for Full Ranks or Horde Formation).
When moving a unit that includes models with the First in Rank special rule, these models can be reorganized into
a new position (still as far forwards as possible) as part of the move. This can be done as a part of an Advance
move, March, Wheel or Reform move, and counts towards the movement allowance of the unit (measure a
character's starting to ending position to determine how far it has moved).

51

If a model with the First in Rank special rule leaves a unit or is removed as a casualty, the gap it leaves must be
filled with models from other ranks, possibly moving models with First in Rank special rule up, if this means they
are moved to more forward positions. If more than one model with the First in Rank special rule could move
forward, the owner of the models decides which model is moved forward. If all models with the First in Rank
special rule already as far forward as possible, fill in any empty gaps with R&F models from back ranks.
Sometimes First in Rank models must be redistributed in order for all such models to be as far forward as possible,
when this happens move as few models as possible in order to always have all models with the First in Rank special
rule as forward as possible.

Figure 8
Character C1 is mismatching and placed next to the unit.
Characters C2 and C3 are matching and placed inside the unit, as far
forward as possible. This unit is considered to have 4 Full Ranks (C 1
does not count, but C2 counts as 2 models wide).
When character C4 joins the unit, the musician must be moved to the
side in order to have all First in Rank models as far forward as possible.

CHALLENGES
Issue a Challenge
Characters engaged in a combat may issue a Challenge. At the start of each Combat Round, active player may
nominate one of his or her Characters and issue a Challenge. If no Challenge was issued, the reactive player may
nominate one of his or her Characters and issue a Challenge.
Accept/Refuse?
If a Challenge was issued, the opposing player may now choose one of his/her own engaged characters in the same
combat to Accept the Challenge and fight the character that issued the Challenge.
If the Challenge isnt accepted, the player issuing the Challenge nominates one of his or her opponent's nonchampion Characters (if there is any): This models Leadership is reduced to 0 until the end of the turn in which the
combat ends (or until the character accepts or issues a challenge) it cannot make any Close Combat Attacks during
this Combat Round, and if it is a BSB, it loses the Hold Your Ground! rule and doesnt add +1 to its side's Combat
Score during this Close Combat Phase.

52

Fighting a Challenge
If the Challenge was accepted, the character issuing the challenge and the character that answered the challenge
count as being in base contact with each other (even if their bases are not physically touching each other) and must
allocate all their attacks towards each other. Special attacks made towards units (such as Stomps, Breath Weapons,
Impact Hits, Grinding Attacks) are always allocated to the opposing character (in the case of Stomps, the opposing
character must be of a stompable Troop Type, otherwise the Stomp attacks are lost), No other models can allocate
attacks at either of these models and attacks/hits can never be allocated onto a character in a challenge. If a
character with more than one Initiative value (such as a rider and its mount or a model with Stomp) kills its
opponent before it has made all of its attacks, any of the remaining attacks can be directed at the killed model (as if
it was still alive and in base contact) in order to get Overkill bonus.
If one of the models is killed, the challenge is considered over at the end of the phase. If neither model is killed
before the next Round of Combat, the challenge continues. No other challenges can be issued in the same combat
until one of the models is killed.
Overkill
Remember that during a Challenge, any excess wounds caused count towards the Combat Score (up to +3)

THE GENERAL
Selecting the general
All armies must have a General to lead them. This must be the character with the highest Leadership in your army
able to be the General. This cannot be the Battle Standard Bearer. If two (or more) characters are tied for highest
Leadership, you are free to choose which character is your general, but you must note it in your Army List.
Inspiring presence
A non-fleeing model with this rule gives his Leadership to all friendly units within 12. Units which receive Inspiring
Presence can use the Leadership of the General instead of their own, if they wish to do so.

THE BATTLE STANDARD BEARER


Some characters can be upgraded to be the Battle Standard Bearer (as noted in their armybook). An army may only
include a single Battle Standard Bearer.
Hold Your Ground
A non-fleeing model with this rule gives reroll failed Leadership tests to all friendly units within 12. These units
receive reroll failed Leadership tests from the model with Hold Your Ground, and may use it to reroll any failed
Leadership tests.
Magic Banner
If a Battle Standard Bearer has options for magic items, it is allowed to purchase a Magic Banner. This Magic Banner
can either be taken as part of the models magic items point limit, or it can be taken without any cost limitations (so
it could exceed the usual 50 points allowance for a hero choice), in this case the model cannot take any other magic
items.
Their Flag is Down
When a Battle Standard Bearer is removed as a casualty while engaged in Combat, the Battle Standard is
considered captured by the opponent. When a Battle Standard Bearer breaks from combat, the Battle Standard is
lost (along with any magical banner) and the model bearing it loses all the effects of the Battle Standard, which is
considered captured by the opponent.

53

COMMAND GROUPS
Some units can buy command group models: Champion, Musician and/or Standard Bearer. These are an upgrade to
a R&F model, which becomes a command group model. All of them have the First in Rank rule.

COMMAND GROUP AND CASUALTIES


Musicians and Standard bearers are R&F models, and therefore wounds dealt to them are removed from the back
of the unit as usual. If the Musician/Standard Bearer are to be removed as a casualty due to his position within the
unit (such as when on the edge of a single line unit), remove the Musician/Standard Bearer and then replace
another R&F model with the Musician/Standard Bearer. Champions can be targeted in the same way as other
characters, however, if enough wounds are suffered by R&F models in order to wipe them out, any remaining
wounds suffered are allocated at the champion (even if he is fighting in a challenge).

MUSICIANS
Swift Reform
A unit with a musician can make a Swift Reform by taking a Leadership test: If the test is failed, the unit makes a
normal Reform, but if it is passed, the unit can make an Advance move and Shoot in the Shooting Phase after doing
the Swift Reform.
Onwards
If a combat results in a tie the side with a musician wins. If both sides have musicians neither side wins. If a break
test is caused this way no LD modifier for losing the combat is applied.
Regroup
A fleeing unit with a musician has +1 Ld when taking its Rally test.

STANDARD BEARERS
Combat Bonus
A side with one or more Standard Bearers adds +1 to its Combat Score.
Captured Standard
When a standard bearer is removed as a casualty while engaged in Combat, the Standard is considered captured by
the opponent. When a standard bearer breaks from combat, replace the model with a normal non-command group
R&F model, the standard is captured by the opponent.

CHAMPIONS
First Among Equals
All champions have +1 Attack, +1 Ballistic Skill and +1 Weapon Skill to their Characteristics Profile. A champion must
deploy with his unit, can never leave it, and cannot be the armys General.
Ordering the Charge
When a unit with a Champion rolls for Charge Range, no matter what they roll for their Charge Range, they always
counts as rolling at least 4.

54

TERRAIN
TERRAIN KEYWORDS
Dangerous Terrain
When a model marches, charges (excluding failed charges), flees, pursuits or overruns through, into, or out of a
terrain which is Dangerous Terrain, it must take a Dangerous Terrain test: Roll a D6. Models with a Monstrous Troop
Type roll two D6 instead, while Chariots, Monsters and Ridden Monsters roll four D6s. For each 1 rolled, the
model takes a Wound with Armour Piercing (6)
A model never takes more than one Dangerous Terrain test for the same piece of terrain during a single move, but
it might have to take several Dangerous Terrain tests caused by different pieces of terrain or abilities.
Obscuring Terrain
Line of Sight cannot be drawn through Obscuring Terrain. Some Obscuring Terrain allows models to move in or on
them (such as hills), Line of Sight can be drawn into or out of (but never through) such terrain pieces.
If Obscuring Terrain obscures a target, it is considered within hard terrain.
Soft / Hard Terrain
Shooting models drawing line of sight through Soft/Hard Terrain suffers from Soft/Hard Cover to hit penalties if half
or more of target's footprint is obscured, see shooting section. However, models always ignore whatever Terrain
they are in for this purpose (So a unit shooting from a Forest doesnt suffer Soft Cover for shooting through that
Forest)

OPEN TERRAIN
Open Terrain doesnt normally have any effect upon Line of Sight, Cover modifiers or Movement. All parts of the
board not covered by any other kind of terrain are considered Open Terrain.

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

FIELDS
Cover: Fields are Soft Terrain for any unit with the majority of their footprint inside, except Large Targets.
Movement: Fields are Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots
Easy to blaze: Any unit with majority of its footprint in a Field counts as Flammable. In addition, models with
Flaming Attacks (of any kind) treat Fields as pieces of Dangerous Terrain

55

HILLS
Line of Sight: Hills are Obscuring Terrain.
Cover: Hills are soft terrain if any part of the target is on the hill. They are Hard Terrain instead if no part of the
target is on the hill.
Elevated position: Models with more than half of its base on a hill are considered to be of large height.
Charging downhill: Units initiating a charge move with half or more of its footprint on a hill and ending the charge
move with half or more of its footprint no longer on the hill receive a +1 to its combat score in the next round of
combat.

FORESTS

Cover: Forests are Soft Terrain.


Movement: Forests are Dangerous Terrain for Cavalry, Monstrous Cavalry, Chariots and units making a Flying
Movement.
Steadfast: Units with majority of their footprint in a forest can never be steadfast. Skirmishers and lone infantry
characters with majority of their footprint in a forest are stubborn.

RUINS
Cover: Ruins are Hard Terrain for any unit with the majority of its footprint inside, except Large Targets.
Movement: Ruins are Dangerous Terrain for any unit except skirmishers. Cavalry, Monstrous Cavalry and Chariots
fail Dangerous Terrain tests in Ruins with a 1 or a 2.

WATER
Movement: Units may not march in, through, or out of Water terrain. Water Terrain is Dangerous Terrain for
Cavalry, Monstrous Cavalry and Chariots.
Disordered for combat: A rank of models that is partially inside a Water feature can never count as a Full Rank. If
the majority of a unit is inside a Water feature, the unit counts as having 0 Full Ranks. Disordered for combat does
not affect a unit with the Strider or Strider (Water) Special Rule.

WALL
Cover: A Wall is Hard Cover for any model shooting at a model or unit that has the majority of its front of base
defending the wall. If the shooter is in the flank or rear, use the corresponding file or the last rank as the first rank
instead.
Movement: A Wall is Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots.
Combat: Models defending a wall (see below) are hit at -1 in Close Combat by units charging them in the same
facing that the wall is, but for the first round of combat of the charging unit only.
Defending a Wall: In order to defend a wall, a model must be aligned and in base contact with it.

56

BUILDINGS
Line of Sight: Buildings are Obscuring Terrain.
Cover: Buildings are Hard Terrain.
Entering a building: Units comprised entirely of Infantry, Monstrous Infantry, Warbeasts, Monstrous Beasts and
Swarms may enter an empty building by getting into base contact with it in the Remaining Moves sub-phase. The
entire unit enters the building and no model in the unit may move more than three times its M attribute while
doing so (measure from the models starting position to the closest point of the building).
Leaving a building: A unit in a building may abandon it in the Remaining Moves sub-phase, but cannot do so in
the same turn it enters that building. The unit is deployed with its back rank touching the building and all models
within twice their M attribute from the building. The unit may not move anymore in this phase. Units in a building
cannot declare charges. Buildings can also be left due to a failed Panic test.
Shooting from a building: Units shooting from a building count as Large Targets. No more than 15 models (5 in
the case of Monstrous models) may shoot from a building.
Rest of movements: For any unit which is not entering, leaving, or assaulting a building, buildings are treated
exactly as impassable terrain.
Assaulting a building: Declaring and resolving charges against a unit in a building, is done in the same way as
against a War Machine, including that the charged unit cannot Flee as a charge reaction. Mounts (of any kind) may
not fight in the ensuing combat, and any fighting model will not benefit from Impact Hits, Lances or mounted,
natural armour or barding Armour Saves. Up to 10 models can fight from each side (Monstrous Cavalry, Monstrous
Infantry and Monstrous Beasts count as 3, while Monsters and Ridden Monsters count as 6), which are selected at
the start of the combat round, first by the assaulting player and then by the defending player. Each model can
allocate its attacks to any enemy model that was selected before (to whom it will count as in base contact). After
the combat ends, calculate Combat Score as usual, except that the unit in the building counts as having no ranks for
Combat Score or Steadfast purposes, and Banners (both Standards and Army Banners) only count if the model was
part of the initial fighting party chosen. After the combat is resolved, there can be several situations:

57

If the assaulting unit won, but the defenders didnt break, the assaulting unit can choose to reform and be
nudged back 1 from the building, or keep assaulting the building, in which case both units will count as
engaged and the assault will go on in the next Close Combat phase.

If the assaulting unit won, and the defenders broke or were annihilated, the assaulting unit can chose to
enter the building (if able) or be nudged back 1 and reform. It may not pursue or overrun.

If the defender unit won, the assaulting unit must pass a Break Test as usual or flee from the combat. The
garrisoning unit may not pursue. If the Break Test is passed, the assaulting unit can attempt to Combat
Reform under the usual rules for units on the losing side of a combat. After that, the assaulting unit is
nudged back 1 from the building and the units are no longer engaged.

SCORING AND VICTORY CONDITIONS


At the end of each game add up your Victory Points (VP) according to the rules below:
Dead or fled: For each enemy unit killed or which has fled the battlefield, you gain a number of VP equal
to its value in points
Scared: For each enemy unit fleeing on the battlefield at the end of the game, you gain a number of VP
equal to half its value in points (rounding up)
Decimated: For each enemy unit at or below 25% of its starting wounds count at the end of the game, you
gain a number of VP equal to half its value in points (rounding up). Characters are counted separately from
units they have joined, but Ridden Monsters count as a single unit composed by two parts: Ridder and
Monster
Their King is Dead: If the enemy General was killed or has fled the battlefield, you gain 100 VP
Their Flag is Down: If the enemy BSB was killed in combat or broke from combat, you gain 100 VP
Seized standards: For each enemy units standard model killed in combat or which broken from combat,
you gain 50 VP
Additionally, there are three secondary objectives that can grant extra VP. Before picking deployment zones, you
can agree with your opponent on which additional objective or objectives to play (if any at all), or roll a D6 and
consult the table below:
1-2: Hold the Ground. The player with the most Scoring units within 6 of the centre of the board at the end of
the game gains an extra 10% of the games size in VPs.
3-4: Breakthrough. A player with one or more Scoring units in his opponent's deployment zone at the end of the
game gains an extra 10% of the games size in VPs. Ambushers which entered the battlefield on game turn 4 or later
dont count for this purpose.
5-6: Secure Target. After determining who deploys where, starting with the player that picked deployment zone,
each player places one marker each. Markers must be placed more than 12" away from your deployment zone and
24" away from the other marker. At the end of the game, the player controlling the most markers gains an extra
10% of the games size in VPs. Markers are controlled by the player having the most Scoring units within 6" of the
marker.
Scoring Units
Scoring units are used for capturing secondary objectives. All units with a Standard Bearer (including Battle
Standard Bearer) are Scoring Units, unless the unit (or any model in the unit) has the Free Reform Special Rule.
Units consisting solely of characters can never be Scoring.
Once all VP are added, compare both VP scores
If the difference between them is less than 5% of the game size in VP, the game is a Draw
If the difference is between 5% and 20%, it is a Minor Win for the player who scored higher
If the difference is between 20% and 60%, it is a Major Win instead
If the difference is more than 60% of the game size, the game is a Massacre
This can also be noted down numerically as 0 (for a Draw), 1 (Minor Win), 2 (Major Win) and 3 (Massacre), having
the same numbers in negative for the losing player.

58

MAGIC ITEMS
RESTRICTIONS
No model can have more than one Magic Item of the same type (Magic Weapons, Magic Armour, Talismans,
Enchanted Items, Arcane Items, Magic Standards). Furthermore, each type of Magic Items can have additional
restrictions associated with it.
Points Cost
Most magic items has a points cost given after its name. Some magic items have two point costs instead (eg.: Giant
Sword (60 pt / 50 pt) ). The first value has to be paid if the model selecting it is a Lord choice, and the second if the
model is a Hero choice.
Magic Items and and Mounted Models
Magic Items often referred to their wearer or bearer. These mean the same thing and refer to the choice that
the item was bought to, excluding its mount. Other items affect the model or the wearers model, these refer
to the the entire model of the choice that bought the item, including its mount. Finally a third group of items refer
to unit, these items affect the entire unit of the model (including mounts).
One Use Only
This Items can only be used once. Once they are used, they count as eliminated for all gaming purposes.
Magic Weapons
All Magic Weapons have a type, their mundane counterpart. They follow all rules from this mundane weapon in
addition to the rules stated on their description (including restrictions for whom can carry a type weapon, such as
lance could not be carried by a model on foot). If a Magic Weapon is ever destroyed it reverts to its mundane type.
A model that has a Magic Weapon (including magical hand weapons) must use it, even if it is armed with more
than one weapon. A Magic Hand Weapon cannot be used to Parry.
Magic Armour
Most Magic Armour have a type, their mundane counterpart. They follow all rules from this mundane armour in
addition to the rules stated on their description. If a Magic Armour is ever destroyed it reverts to its mundane type.
If model has an armour of the same type as his Magic Armour, the Magic Armour replaces it (for example, if a
model has heavy armour and buys a magic light Armour, the mundane heavy armour is lost). A Magic Shield cannot
be used alongside a Hand Weapon to Parry. Magic Armour cannot be taken by wizards, unless the wizard has
mundane armour (or the option to buy it).
Arcane Items
Arcane Items can only be taken by wizards.
Magic Standards
Only standard bearers can bear Magic Standards usually either a Units Standard Bearer or the Army Battle
Standard Bearer.
Common Magic Items
Magic Items listed below are considered Common Magic Items and are available to all models/units whom have
option to buy Magic Items. These are often in addition to a list of race specific Magic Items.

59

MAGIC WEAPONS

60

Giant Sword (60 pt / 50 pt)


Type: Hand weapon. Attacks made with this weapon are are at +3 strength.

Blade of Strife (45 pt)


Type: Hand weapon. Wearer has +3 Attack.

Ogre Sword (40 pt)


Type: Hand weapon. Attacks made with this weapon are are at +2 strength.

Skull Splitter (40 pt)


Type: Shooting Weapon (Throwing Weapon). Range 24, Strength 4, Multiple Shots (4), Armour Piercing
(1), always hits on 4+.

Obsidian Sword (35 pt)


Type: Hand weapon. Attacks made with this weapon have Armour Piercing (6).

Fencer's Swords (35 pt)


Type: Two hand weapons. Wearer has Weapon Skill 10.

Axe of Battle (35 pt)


Type: Hand weapon. Wearer has +2 Attack.

Kingslayer (30 pt)


Type: Hand weapon. Wearer has +1 Strength and +1 Attack for each enemy non-champion character in
base contact with wearer's unit (bonus is calculated and in effect at the initiative step where the attacks
are made).

Sword of Haste (25 pt)


Type: Hand weapon. Wearer has at Initiative 10. Attacks with this weapon always wound on a score of 4+
(at worst).

Beast-Bane Halberd (20 pt)


Type: Halberd. Attacks made with this weapon have the multiple wounds (2) Special Rule against
Monsters, Ridden Monsters, Monstrous Cavalry, Monstrous Infantry, Monstrous Beasts and Chariots.

Fleshrender (20 pt)


Type: Great weapon. Attacks made with this weapon have Armour Piercing (1)

Blessed Sword (20 pt)


Type: Hand weapon. Attacks made with this weapon have Holy Attacks and may reroll failed To Wound
rolls.

Sword of Strength (15 pt)


Type: Hand weapon. Attacks made with this weapon are are at +1 strength.

Sword of Bashing (15 pt)


Type: Hand weapon. Attacks made with this weapon are at +1 to hit.

Flame Lance (10 pt)


Type: Lance. Attacks made with this weapon have Flaming Attacks.

Screaming Swords - models on foot only (10 pt)


Type: Additional Hand Weapon. Wearer causes Fear.

Razor Blade (5 pt)


Type: Hand weapon. Attacks made with this weapon have Armour Piercing (1).

MAGIC ARMOUR

61

Force Shield (80 pt)


Type: Shield. Wearers model has a Ward Save (5+) against Ranged Attacks.

Armour of Destiny (50 pt)


Type: Heavy Armour. Wearer has a Ward Save (4+).

Bluffer's Helm (30 pt)


Type: None (6+ Armour Save). Successful to wound rolls against the wearer must be rerolled.

Armour of Fortune (30 pt)


Type: Heavy Armour. Wearer has a Ward Save (5+).

Mithril Mail - models on foot only (30 pt)


Type: Heavy Armour (2+ Armour Save). This Armour Save cannot be combined with Scaly Skin or Shields.

Glittering Cuirass (30 pt)


Type: Heavy Armour (5+). Close Combat Attacks allocated at the wearer suffer a -1 penalty when rolling To
Hit

Bronze Breastplate (25 pt)


Type: Heavy Armour. One use only. Whenever the wearers model receives a hit, the item can be activated.
For the duration of the phase, the wearers model has 1+ Armour Save.

Dragon Mantle - models on foot only (25 pt)


Wearer has Scaly Skin (5+).

Gambler's Armour (15 pt)


Type: Heavy Armour. Wearer has a Ward Save (6+).

Dragonscale Helm (10 pt)


Type: None (6+ Armour Save). Wearer has the Fireborn Special Rule.

Hardened Shield (5 pt)


Type: Shield. Adds a further +1 to wearers Armour Save (for a total of +2).

Lucky Shield (5 pt)


Type: Shield. Discount the first hit the wearers model suffers while wielding the shield.

TALISMANS

62

Talisman of Supreme Shielding (50 pt)


Wearer has Ward Save (4+).

Sprout of Rebirth (50 pt)


Wearer has regeneration (4+)

Obsidian Nullstone (45 pt)


Wearer has Magic Resistance (3).

Dusk Stone (30 pt)


Wearers model may re-roll failed Armour Saves.

Obsidian Rock (30 pt)


Wearer has Magic Resistance (2).

Talisman of Greater Shielding (30 pt)


Wearer has Ward Save (5+).

Gemstone Amulet (15 pt)


One use only. May be activated when wearers model fails an Armour Save (or doesnt get an Armour
Save). Wearer has a Ward Save (4+) against this wound.

Talisman of Lesser Shielding (5 pt)


Wearer has Ward Save (6+).

Obsidian Pebble (10 pt)


Wearer has Magic Resistance (1).

Lucky Charm (5 pt)


One use only. May be activated when wearers model fails an Armour Save. Wearer may reroll the failed
Armour Save.

Gem of Dragonfire (5 pt)


Wearer has Fireborn Special Rule.

ENCHANTED ITEMS

63

Flying Carpet - models on foot only (50 pt)


The wearer has the Fly(10) Special Rule.

Wizards Hood (45 pt)


The wearer has Stupidity. If the wearer didnt have any Wizard levels, it becomes a Level 1 Wizard. Instead
of selecting a Path as usual, the wearer uses a randomly chosen Battle Magic Path at the start of each
battle.

Crystal Ball (35 pt)


Wearer has the Supernatural Reflexes Special Rule.

Crown of Dominion (30 pt)


One use only. May be activated at the start of any round of combat. For the duration of the phase, the
wearer has Stubborn.

Red Ring of Ruin (25 pt)


Bound Spell, Power Level 3. Contains the spell Fireball (Path of Fire).

Strength Potion (20 pt)


One use only. May be activated at the start of any phase. For the duration of the player turn, the wearer
has +2 Strength.

Divine Icon (15 pt)


Wearers model has Holy Attacks.

Speed Potion (5 pt)


One use only. May be activated at the start of any phase. For the duration of the player turn, the wearer
has +3 Initiative.

Charm of Cursed Iron (20 pt)


The Wearer and his unit has Ward Save (5+) against wounds caused by Artillery Weapons.

Gem of Fortune (25 pt)


Successful to wound rolls of 6 from ranged attacks against the wearers unit must be rerolled.

ARCANE ITEMS

64

Book of Arcane Power (70 pt / 50 pt)


The wearer receives a +1 casting modifier to casting and dispelling roll.

Essence of a Free Mind (100 pt / 50 pt)


The wearer does not have to declare which Path he uses on the army list. He may choose any of the
available Paths before generating spells (normal restrictions for the wizard still applies).

Book of a Thousand Incantations (50 pt)


The wearer gains the Pathmaster Special Rule.

Backlash Scroll (55 pt)


One use only. Instead of making a dispel roll, you can use the scroll. After the spell effect has been
resolved (and Path attribute), unless the spell was cast with Overwhelming Power, the caster must roll on
the miscast table.

Sceptre of Power (20 pt / 15 pt)


One use only. The wearer may reroll a single power dice rolled during a casting roll.

Wand of Tranquility (20 pt / 15 pt)


One use only. The wearer may reroll a single dispel dice rolled during a dispel roll.

Binding Scroll (20 pt)


One use only. Instead of making a dispel roll, you can use the scroll. The wizard casting the spell cannot
cast the same spell during the next game turn.

Earthing Wand (25 pt / 15 pt)


One use only. The bearer can choose to use this item to reroll on the miscast table.

Dispel Scroll (35 pt)


One use only. Instead of making a dispel roll, you can use the scroll. The spell is automatically Dispelled.

Shielding Scroll (15 pt)


One use only. Instead of making a dispel roll, you can use the scroll. All models affected by the spell has a
4+ ward save against the spell.

Wand of Stability (15 pt / 10 pt)


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

MAGICAL BANNERS

65

Banner of Razors (45 pt)


The unit has the Armour Piercing(1) Special Rule.

Icon of Prosaic Days (40 pt)


A unit with this banner can make dispel attempts as if it were a level 2 wizard (including Aided Dispel).

Standard of Alternate Realities (25 pt)


All of the unit's close combat attacks with Magical Attacks loses this Special Rule, and all close combat
attacks without Magical Attacks gains this Special Rule

Warden's Standard (30 pt)


The unit has the Strider and Swiftstride Special Rules

Banner of Discipline (25 pt)


Bearers unit has +1 Ld

War Standard (15 pt)


Bearers unit adds +1 to the Combat Score of any combat they are involved in.

Holy Icon (15 pt)


Bearers unit has the Holy Attacks, but must reroll successful Ward Saves themselves.

Banner of Speed (15 pt)


Bearers unit has +1 Movement.

Icon of the Relentless Company - Infantry models only (15 pt)


one use only. Activate at the start of any of your Remaining Moves Sub-phases. Bearers unit can triple its
M when marching this turn (up to a maximum of 15).

Banner of Fire (10 pt)


Bearers Unit has Flaming Attacks.

Gleaming Icon (5 pt)


One use only. Must be activated the first time the bearers unit fails a Leadership test. The unit may reroll
the failed test.

Banner of Courage (5 pt)


Bearers unit automatically passes Terror tests and are immune to the effects of Fear.

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