the 9th age fantasy battles

21
The 9 th Age Fantasy Battles The Vermin Swarm Army Book 2nd Edition, beta version 0.204.2 - 28 th May 2018 Army Model Rules Hereditary Spell Special Equipment Quick Reference Sheet Characters Core Special Tunnel Gunners Built and Bred Fantasy Battles: The 9th Age is a community-made miniatures wargame. All rules and feedback can be found/given at http://www.the-ninth-age.com/ Recent changes in blue or green and listed at the end of this document or at http://the-ninth-age.com/archive.html Copyright Creative Commons license: the-ninth-age.com/license.html

Upload: others

Post on 18-May-2022

7 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: The 9th Age Fantasy Battles

 

The 9 th  Age Fantasy Battles 

 

 The Vermin Swarm 

Army Book 2nd Edition, beta version 0.204.2 - 28 th May 2018 

 

Army Model Rules Hereditary Spell 

Special Equipment Quick Reference Sheet 

 

  Characters Core Special Tunnel Gunners Built and Bred  

   

 

Fantasy Battles: The 9th Age is a community-made miniatures wargame.  All rules and feedback can be found/given at http://www.the-ninth-age.com/ Recent changes in blue or green and listed at the end of this document or at http://the-ninth-age.com/archive.html   Copyright Creative Commons license: the-ninth-age.com/license.html 

 

Page 2: The 9th Age Fantasy Battles

 

Army Model Rules 

Universal Rules Safety in Numbers Non-fleeing units comprised entirely of models with Safety in Numbers add their number of Full Ranks after the first                                     one to their Discipline, up to a maximum of +3 and never above 10. Safety in Numbers cannot be used to modify the                                             Discipline that is distributed by models with Commanding Presence (but the received Commanding Presence can be                               modified by Safety in Numbers). Furthermore, units comprised entirely of models with Safety in Numbers gain +1” to                                   their Flee Distance rolls.  

Callous The model is allowed to use Shooting Attacks and The Awakened Swarm (Hereditary Spell) against enemy units that                                   are Engaged in Combat with friendly units, as long as all friendly units Engaged in the Combat are of Standard Size.                                          All units Engaged in this Combat are ignored for Cover purposes. When a model with this rule targets an enemy unit                                         Engaged in Combat with a Shooting Attack or with The Awakened Swarm , roll to hit as normal against the intended                                       target. Each hit must then be randomised to see which unit it hits. Roll a D6 for each hit. On 3+ it hits the intended                                                 target; otherwise it hits a friendly unit Engaged in that Combat. If there are several friendly units involved in the                                       Combat, randomise which one is hit.   

State of Trance (X) The model’s unit gains Fearless . The model must be deployed in, and can only join, units that include at least one                                         model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.  

Brood’s Courage (X) When the model is within 6” of a unit that includes at least one model from one of the unit entries stated in brackets                                               (X), it may use the Full Ranks of this unit for the purpose of calculating the Discipline modifier it gains from Safety in                                             Numbers.  

Tag­Along If the model is within 3" of a non-fleeing unit with at least one Rat-at-Arms or Vermin Guard model, it gains Aegis (4+,                                             against Ranged Attacks).  

Honourless A Character with Honourless cannot be chosen by the enemy as the model that refuses a Duel.   

Dark Shards One use only. A model can use each of its Dark Shards once per game. Declare usage just before the model is rolling a                                               casting roll for a non-Bound Spell. Any Dispel Attempt made against this spell suffers -D3 to its dispel roll (roll this                                         dice directly when using the Dark Shard). If a natural ‘1’ is rolled for this D3, the model using the Dark Shards suffers                                             1 hit with Toxic Attacks. This is an exception to the Casting and Dispelling Modifier rule (i.e. it is allowed to modify                                           the dispel roll by more than -2).   

Handlers The unit may perform Swift Reforms as if it had a Musician. 

Weapons Plague Flail :  Close Combat Weapon. Attacks made with a Plague Flail gain +2 Strength and +2 Armour Penetration. Unless using another weapon, the                                   wielder of a Plague Flail suffers -1 Defensive Skill.  In addition, the wielder gains Grind Attacks (1). This Grind Attack can be made as a Supporting Attack, is resolved at                                         Initiative Step 10 (regardless of the wielder’s Agility), and has Toxic Attacks. This weapon cannot be enchanted with Weapon Enchantments from the Common Special Equipment.  Meat Grinder :  Close Combat Weapon. When using this weapon, the wielder gains Impact Hits (2D6) and Grind Attacks (2D6). These Impact Hits and Grind                                     Attacks are resolved with Strength 4 and Armour Penetration 2. 

Model Rules 2 Ch Co S TG B&B 

Page 3: The 9th Age Fantasy Battles

 

 Sling : Shooting Weapon. Range 18", Shots 1, Str 3, AP 0, Quick to Fire.  Gas Globes : Shooting Weapon. Range 8", Shots 1, AP 10, Quick to Fire, Accurate, Magical Attacks. Hits from this weapon ignore the target's Resilience                                       and are instead set  to wound on 4+.  Ratlock Pistols : Shooting Weapon. Range 12", Shots 2, Str 5, AP 3, Quick to Fire, Magical Attacks. The wielder counts as being equipped with Paired Weapons.  Jezail : Shooting Weapon. Range 36", Shots 1, Str 6, AP 4, Unwieldy, Magical Attacks, Accurate. If rolling a natural ‘1’ to hit, the bearer suffers 1 hit with Toxic Attacks.  Rotary Gun : Volley Gun Artillery Weapon. 0-3 Weapons per Army. Range 18", Shots (2D6)*2 or Shots (3D6)*2 (the owner chooses which to use), Str 4, AP 1, Magical Attacks, Quick to                                         Fire.  Globe Launcher : Volley Gun Artillery Weapon. 0-3 Weapons per Army. Range 18", Shots (2D6)*2, Toxic Attacks, Magical Attacks, Volley Fire, Quick to Fire.  If a Standard Size model equipped with a Globe Launcher is within 3" of a unit with at least one Rat-at-Arms or                                           Vermin Guard model when shooting, it may draw Line of Sight to the target as if this unit was shooting instead of                                           itself (i.e. the unit cannot be Fleeing, Shaken, or Engaged). The target must still be within range and in the Front Arc                                           of the model shooting with the Globe Launcher.  Naphtha Launcher : Volley Gun Artillery Weapon. 0-3 Weapons per Army. Range 18", Shot s 2D6, Str 5, AP 1, Multiple Wounds (D3), Flaming Attacks , Magical Attacks , Quick to Fire. This weapon ignores to-hit modifiers from Cover and Hard Target .  

Attack Attributes Tail Weapon :  Close Combat. When attacking with Paired Weapons, the model part gains +1 Attack Value.   Lightning Attack : Close Combat and Attacks & Weapons. At the end of a phase in which a unit that consists entirely of models with Fly has suffered one or more hits from                                               attacks with Lightning Attack, the unit suffers an additional D6 hits with Strength 4 and Armour Penetration 1.  

Hereditary Spell   Casting Value  Range  Type  Duration  Effect 

H  The Awakened Swarm   The target suffers 2D6 hits with Strength 4, Armour Penetration 2, and Magical Attacks.  

⟨7+⟩ {10+} 

⟨12”⟩ {24”} 

Hex, Direct, 

Damage Instant 

   

Model Rules 3 Ch Co S TG B&B 

Page 4: The 9th Age Fantasy Battles

 

Special Equipment Weapon Enchantments Secrets of the Doom Blade (200 pts) - Standard Size                   Tyrants only. Hand Weapon enchantment. Attacks made with this weapon have their Strength set                 to 10 and Armour Penetration set to 10, gain Multiple                   Wounds (D6), Magical Attacks, and Divine Attacks. At               the end of each friendly Player Turn, the wielder suffers                   1 hit with Toxic Attacks (which counts as a Melee                   Attack).  

Swarm Master  (35 pts) Paired Weapons enchantment. The wielder always has Attack Value 3D6 when using                 this weapon. Attacks made with this weapon always               have Strength 3, always have Armour Penetration 1 and                 gain Magical Attacks.  

Darkstone Shot  (30 pts) Jezail or Ratlock Pistols enchantment. The weapon gains +1 Shots. Shooting Attacks made               with this weapon that roll a natural '6' to wound gain                     Multiple Wounds (D3).

 Armour Enchantments Putrid Protection  (60 pts) Light Armour enchantment. The wearer gains +2 Armour. For each successful               Armour Save made by the wearer against Melee Attacks,                 the Health Pool which the model that caused the                 wounding hit is part of suffers 1 hit with Toxic Attacks.                     This is considered a Special Attack.  

Net of Deception  (40 pts)  Shield enchantment. While using this Shield, the wielder gains Distracting               and at the end of step 2 of the Round of Combat                       Sequence (right after Choose Weapons), nominate one             enemy model part in base contact with the user of the                     Shield. For the duration of this Round of Combat, the                   nominated model part suffers -1 Attack Value.  

Seal of House Underminer  (35 pts) Heavy Armour enchantment. The owning player’s army gains a +1 modifier for the                   roll for determining who picks the Deployment Zone.               Directly after Deployment Zones are picked, choose a               Terrain Feature with its center on your half of the                   Battlefield. Unless the chosen Terrain Feature is             Impassable Terrain, it becomes Dangerous Terrain (2).   Artefacts Multifocal Eyepiece (45 pts) ­ Rakachit Machinists             only. At the start of each friendly Shooting Phase, you may                   choose a Weapon Team within 3" of the bearer. For the                     duration of the phase, Shooting Attacks made by this                 Weapon Team gain +1 to hit. 

Second Awakening  (45 pts) When the bearer casts a spell of Type Damage for which                     dice are used to determine the number of hits this spell                     inflicts, you may choose to reroll these dice. If so, all                     dice must be rerolled.   

Crown of Succession (45 pts) - Cannot be taken by                   models with Not a Leader. When the army’s General is removed as a casualty, the                   bearer gains Commanding Presence.  

Scurrying Veil  (35 pts) - Standard Size models only. The bearer gains Tiny (see Rat Swarms), and its March                   Rate is set  to 20”.  

Sceptre of Vermin Valour (35 pts) - Infantry models                 only. The bearer gains Stand Behind.   

Focusing Stone  (40 pts) - Wizards only. During a friendly Magic Phase or Shooting Phase, when                 a friendly model in a unit within 24” of the bearer                     inflicts a hit, before rolling to wound, the owning player                   may discard a single Veil Token from its Veil Token pool.                     If so, the hit gains +1 to wound. If there is more than                         one hit, declare which hit gains the modifier before                 rolling any dice. 

 Banner Enchantments Lightning Rod (100 pts) - Battle Standard Bearer and                 Vermin Guard only. One use only. May be activated at the start of the                     opponent’s Player Turn. During this Player Turn all               friendly units gain Hard Target. No Flying Movement               may take place.  

Banner of the Endless Swarm  (50 pts) 0-3 per Army. If a unit with one or more Banners of the Endless                     Swarm has more Full Ranks than each of the enemy                   units Engaged in the same Combat, it gains Fight in                   Extra Rank. If the unit has more than twice the number                     of Full Ranks than each of the enemy units Engaged in                     the same Combat, it gains an additional instance of                 Fight in Extra Rank. Check how many Full Ranks the                   units have and apply the effects at each Initiative Step.  

Aquila of Ruin  (55 pts) - Rats-at-Arms only. If the bearer’s unit is composed entirely of Infantry                 models, it increases the maximum of its Rank Bonus by                   +2, which cannot be increased by any other means (this                   means the unit can add up to 5 Full Ranks to its Combat                         Score). 

Model Rules 4 Ch Co S TG B&B 

Page 5: The 9th Age Fantasy Battles

 

Army Organisation 

         Characters Max 40% 

Core At least 25% 

Special No limit 

Tunnel Gunners Max 30% 

Built and Bred Max 30% 

 

Army List 

CHARACTERS  (max 40%) 

 Vermin Daemon   800 pts  single model 

0­1 Units per Army 

Size: Gigantic Type: Beast Base: 75x50mm 

This unit counts both towards Characters and Built and Bred. 

Global  Adv  Mar  Dis      Model Rules 

  8”  16”  9      Supernal, Callous, Wizard Master, Schemer 

Defensive  HP  Def  Res  Arm     

  6  8  6  2    Aegis (5+), Aegis (4+, against Magical Attacks) 

Offensive  Att  Off  Str  AP  Agi   

Vermin Daemon  5  8  6  10  9    

Schemer : Universal Rule.  Spells cast by the model gain +3" Range. The model knows one additional spell, and selects spells from                                   Divination (and Hereditary Spell). If a Vermin Daemon is included in the army, the Tunnel Gunners                               category is reduced to 25%. 

 

 

    

Model Rules 5 Ch Co S TG B&B 

Page 6: The 9th Age Fantasy Battles

 

 Tyrant   160 pts single model 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  7      Safety in Numbers, Callous, Honourless 

Defensive  HP  Def  Res  Arm     

  3  6  4  0    Light Armour 

Offensive  Att  Off  Str  AP  Agi   

Tyrant  4  6  4  1  7    

  Options: pts 

May take Special Equipment  up to 200 May take any of the following: 

Shield  5   Heavy Armour  15 May take a weapon (one choice only): 

Ratlock Pistols (3+) 10  Paired Weapons and Tail Weapon  20  Great Weapon 20  Halberd 20  

May take a mount (one choice only): Vermin Guard Litter 75 Vermin Hulk Bodyguard  95  Monstrous Rat  200 

 

 Chief   110 pts  single model 

0­4 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  6      Safety in Numbers, Callous, Honourless 

Defensive  HP  Def  Res  Arm     

  3  5  4  0    Light Armour 

Offensive  Att  Off  Str  AP  Agi   

Chief  3  5  4  1  6    

 

Fetthis Broodmaster:  Universal Rule. The Chief has its Advance Rate set to 7”, its                   March Rate set  to 14”, and gains Swiftstride. 

 

Options: pts 

May be the Battle Standard Bearer  50 May take Special Equipment  up to 100 May take any of the following: 

Shield  5   Heavy Armour  10 May take a weapon (one choice only): 

Ratlock Pistols (3+) 10  Paired Weapons and Tail Weapon  10 Great Weapon 10 Halberd 10 

May take a mount (one choice only): Vermin Hulk Bodyguard  85 Monstrous Rat  240 

May be upgraded to Fetthis Broodmaster  25 

Model Rules 6 Ch Co S TG B&B 

Page 7: The 9th Age Fantasy Battles

 

 

 Magister   200 pts  single model 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  6      Safety in Numbers, Honourless, Wizard Adept, Callous 

Defensive  HP  Def  Res  Arm     

  3  3  3  0     

Offensive  Att  Off  Str  AP  Agi   

Magister  1  3  3  0  4    

Must  select spells from (choose one): 

 Witchcraft  

 Thaumaturgy  

 

Options: pts May become Wizard Master  150 May take 3 Dark Shards  30 May take Special Equipment   up to 100  

If Wizard Master   up to 200 May take Light Armour 5 May take a Doom Bell (Wizard Master only)  360 

   

 Rakachit Machinist   185 pts single model 

0­2 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Callous, Honourless 

Defensive  HP  Def  Res  Arm     

  3  4  4  1    Heavy Armour 

Offensive  Att  Off  Str  AP  Agi   

Rakachit Machinist  2  4  5  2  4  Magical Attacks, Mechanical Limbs  

Mechanical Limbs:  Special Attack. A Rakachit Machinist may use a single of the                 following attacks once per Player Turn. If used as                 a Shooting Attack, the attack may be used in                 addition to using a Shooting Weapon, provided             both Shooting Attacks target the same unit. 

● Lightning Coil : Shooting Attack. Range         18”, Shots D6, Str 2, AP 3. This attack                 hits automatically.  

● Naphtha Thrower : Breath Attack (Str         3, AP 0, Flaming Attacks). This Breath             Attack is not limited to being used only               once per game. 

Options: pts 

May take Special Equipment  up to 100 May take a weapon (one choice only): 

Gas Globes (3+) 10 Ratlock Pistols (3+) 10 Jezail (3+) 25 

    

Model Rules 7 Ch Co S TG B&B 

Page 8: The 9th Age Fantasy Battles

 

 Sicarra Assassin   300 pts  single model 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  6”  12”  7      Safety in Numbers, Callous, Not A Leader, Honourless, Professional Courtesy 

Defensive  HP  Def  Res  Arm     

  3  6  4  0    Aegis (4+) 

Offensive  Att  Off  Str  AP  Agi   

Sicarra Assassin  3  6  4  4  8  Paired Weapons, Throwing Weapons (3+), Tail Weapon, Lightning Reflexes, Poison Attacks, Multiple Wounds (D3, against Characters)* 

*Affects only attacks made with Close Combat and Shooting Weapons that are not enchanted.  

Professional Courtesy:  Universal Rule.  Sicarra Assassins cannot join (or be deployed in)               units that contain another Sicarra Assassin.           Sicarra Assassins may perform Make Way moves             even when they are in base contact with an                 enemy model. 

Options: pts 

May take Special Equipment  up to 100 May replace Throwing Weapons with a Sling (2+) free May take any of the following: 

Lethal Strike 15  Scout, Ambush, and Vanguard 35 

    

Model Rules 8 Ch Co S TG B&B 

Page 9: The 9th Age Fantasy Battles

 

 Plague Patriarch   155 pts   single model 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  6      Safety in Numbers, Honourless, Frenzy, Callous, Wizard Apprentice, Putrid Scholar 

Defensive  HP  Def  Res  Arm     

  3  4  5  0     

Offensive  Att  Off  Str  AP  Agi   

Plague Patriarch   3  5  4  1  4  Hatred, Battle Focus  

Must  select spells from Occultism. 

  Putrid Scholar:  Universal Rule. The model can select its spells from all Learned                 Spells of its chosen Path and the Hereditary Spell of                   its army. This overrides the normal Spell Selection               rules connected to being a Wizard Apprentice or               Adept. 

Options: pts 

May take Special Equipment up to 100  May take Light Armour 5 May take a Close Combat Weapon (one choice only): 

Paired Weapons  5 Plague Flail  20 

May take a Plague Pendulum  410 May become Wizard Adept 75   May take 3 Dark Shards  30 

    

Model Rules 9 Ch Co S TG B&B 

Page 10: The 9th Age Fantasy Battles

 

CHARACTER MOUNTS 

 

Vermin Guard Litter  Standard, Infantry 40x40mm 

Global  Adv  Mar  Dis       Model Rules  

Herding the Swarm 

  5”  10”  C     

Defensive  HP  Def  Res  Arm    

   C  C  C  C+2 

Offensive  Att  Off  Str  AP  Agi     

Harnessed Vermin Guard  4  4  4  1  5 

Herding the Swarm:  Universal Rule. The model increases the range of its   Commanding Presence (if available) by 6".   

Vermin Hulk Bodyguard Large, Infantry 40x40mm 

Global  Adv  Mar  Dis       Model Rules 

  6”  12”  C     

Defensive  HP  Def  Res  Arm    

   4  C  5  C+1 

Offensive  Att  Off  Str  AP  Agi    

Harnessed, Battle Focus Vermin Hulk  4  4  5  2  4 

 

 

 Monstrous Rat  

This mount and its rider count towards Characters. Additionally, this mount counts towards Built and Bred. 

 Large, Cavalry 50x100mm 

Global  Adv  Mar  Dis       Model Rules 

Fear, Towering Presence, Fearless   7”  14”  C     

Defensive  HP  Def  Res  Arm    

Fortitude (4+)   4  C  5    C 

Offensive  Att  Off  Str  AP  Agi   Harnessed, Breath Attack (Toxic Attacks) Monstrous Rat  5  4  5  2  4 

  

   

 

 Plague Pendulum 0-1 Mounts per Army 

This mount and its rider count towards Characters.  Additionally, this mount counts towards Built and Bred. 

 Large, Construct 60x100mm 

Global  Adv  Mar  Dis       Model Rules 

Frenzy, Stubborn, Towering Presence,  State of Trance (Plague Brotherhood), War Platform, Fear 

  5”  10”  C     

Defensive  HP  Def  Res  Arm   

 Aegis (4+)   5  C  5  C+2 

Offensive  Att  Off  Str  AP  Agi   Battle Focus, Hatred, Paired Weapons Crew (4)  1  3  3  0  3 

Chassis      5  2  3  Inanimate, Grind Attacks (D6+2), Pendulum 

Ram      6  3    Inanimate, Harnessed, Impact Hits (D6+2) 

Pendulum:  Attack Attribute - Close Combat. The model part can only use its Grind Attacks against                   enemy units Engaged in the model’s Front Facing.  

    

Model Rules 10 Ch Co S TG B&B 

Page 11: The 9th Age Fantasy Battles

 

 Doom Bell   Mount 

0­1 Mounts per Army 

Size: Large Type: Construct Base: 60x100mm 

This mount and its rider count towards Characters. Additionally, this mount counts towards Built and Bred. 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  C      Towering Presence, Terror, War Platform, State of Trance (Rats-at-Arms, Vermin Guard), Channel (2), Above the Masses, Sounding The Bell 

Defensive  HP  Def  Res  Arm     

  5  C  5  C+2  Aegis (4+) 

Offensive  Att  Off  Str  AP  Agi   

Vermin Hulk  4  4  5  2  4  Battle Focus, Harnessed  

Above the Masses : Universal Rule. When a Magister riding the Doom Bell chooses targets for spells with Type Direct, it ignores the restriction of only                                       choosing targets in its Front Arc. When a Magister riding the Doom Bell chooses targets for spells with Type Missile, it                                         can draw Line of Sight at 360 o from any point of the Doom Bell’s base, and may cast Missile spells even when Engaged                                             in Combat. All non-Bound Spells cast by the Magister gain +3” Range.  Sounding The Bell : Universal Rule. All enemy units within 18” of one or more models with this Universal Rule suffer -1 Offensive Skill and -1 Defensive                                         Skill. At the start of your Magic Phase, you may choose to roll a D6. On a 2+, the Offensive and Defensive Skill                                             modifiers are increased to -2 each, until the start of your next Magic Phase. If a '1' is rolled, the Doom Bell loses                                             Sounding The Bell until the end of your next Movement Phase, and all units (friend and foe) in base contact with the                                           Doom Bell suffer D6 hits with Strength 4 and Armour Penetration 2. 

   

Model Rules 11 Ch Co S TG B&B 

Page 12: The 9th Age Fantasy Battles

 

CORE  (at least 25%) 

 

Rats­at­Arms   220 pts   25  models, may add up to 35  additional models for 8 pts/model   

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10  5      Safety in Numbers, Scoring 

Defensive  HP  Def  Res  Arm     

  1  3  3  0    Light Armour, Shield 

Offensive  Att  Off  Str  AP  Agi   

Rat-at-Arms  1  3  3  0  4    

  Options: pts 

May take a Spear  1 / model May upgrade one model to each of the following: 

Champion  20 Musician  20 Standard Bearer  20  - may take a Banner Enchantment  

 

 

Vermin Guard   250 pts 20  models, may add up to 30  additional models for 17 pts/model   

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Scoring 

Defensive  HP  Def  Res  Arm     

  1  4  3  0    Heavy Armour, Shield 

Offensive  Att  Off  Str  AP  Agi   

Vermin Guard  1  4  3  0  5  Halberd, Fight in Extra Rank  

  Options: pts 

May upgrade one model to each of the following: Champion  20 Musician  20 Standard Bearer  20 - may take a Banner Enchantment  

    

Model Rules 12 Ch Co S TG B&B 

Page 13: The 9th Age Fantasy Battles

 

 

Plague Brotherhood   205 pts 20  models, may add up to 30  additional models for 11 pts/model   

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Scoring, Frenzy 

Defensive  HP  Def  Res  Arm     

  1  2  4  0     

Offensive  Att  Off  Str  AP  Agi   

Plague Brother  1  3  3  0  3  Hatred, Battle Focus, Paired Weapons  

  Options: pts 

May upgrade one model to each of the following: Champion  20  Musician  20 Standard Bearer  20 - may take a Banner Enchantment  

 

 

Slaves   150 pts   30  models, may add up to 30  additional models for 4 pts/model 

0­4 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  2      Safety in Numbers, Insignificant, Disposable 

Defensive  HP  Def  Res  Arm     

  1  2  3  0     

Offensive  Att  Off  Str  AP  Agi   

Slave  1  2  3  0  4    

Disposable:  Universal Rule . Units with this rule that Break from combat are                 immediately destroyed.  When checking if an enemy unit is Steadfast,               your Slave units count as having 0 Full Ranks,                 unless the Slave unit is Engaged in the enemy                 unit’s Flank or Rear Facing.  When shooting into combat where the only             Engaged friendly models are Slaves, the Shooting             Attack gains +2 to hit and -1 to rolls for                   randomising which unit is hit with Callous. 

Options: pts 

May upgrade one model to a Musician  20  

    

Model Rules 13 Ch Co S TG B&B 

Page 14: The 9th Age Fantasy Battles

 

 

Footpads   120 pts  10  models, may add up to 20  additional models for 10 pts/model 

 

0­4 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  6”  12”  6      Safety in Numbers, Callous, Scoring 

Defensive  HP  Def  Res  Arm     

  1  3  3  0     

Offensive  Att  Off  Str  AP  Agi   

Footpad  1  3  3  0  4  Sling (3+)  

  Options: pts 

May take Vanguard (max 15 Models) 30 May take Paired Weapons  1 / model May upgrade one model to each of the following: 

Champion  20 Musician   20 Standard Bearer 20  - may take a Banner Enchantment  

    

Model Rules 14 Ch Co S TG B&B 

Page 15: The 9th Age Fantasy Battles

 

SPECIAL  (no limit)  

 Giant Rats   80 pts  10  models, may add up to 50  additional models for 6 pts/model 

 0­4 Units per 

Army 

Size: Standard Type: Infantry Base: 20x20mm 

Giant Rats consisting of 20 or more models count towards Core. 

Global  Adv  Mar  Dis      Model Rules 

  7”  14”  5      Safety in Numbers, Swiftstride, Handlers 

Defensive  HP  Def  Res  Arm     

  1  3  3  0     

Offensive  Att  Off  Str  AP  Agi   

Giant Rat   1  3  3  0  4  Fight in Extra Rank 

   

 Plague Disciples   170 pts  8  models, may add up to 7  additional models for 17 pts/model 

0­3 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Light Troops, Frenzy, Brood’s Courage (Plague Brotherhood) 

Defensive  HP  Def  Res  Arm     

  1  2  4  0    Hard Target 

Offensive  Att  Off  Str  AP  Agi   

Plague Disciple  1  3  3  0  4  Plague Flail, Hatred, Battle Focus  

  Options: pts 

May upgrade one model to a Champion   20 

    

Model Rules 15 Ch Co S TG B&B 

Page 16: The 9th Age Fantasy Battles

 

 Vermin Hulks   295 pts 4  models, may add up to 8  additional models for 75 pts/model 

 0­3 Units per 

Army 

Size: Large Type: Infantry Base: 40x40mm 

 

Global  Adv  Mar  Dis      Model Rules 

  6”  12”  6      Safety in Numbers, Fearless, Scoring, Callous, Handlers 

Defensive  HP  Def  Res  Arm     

  3  2  5  1     

Offensive  Att  Off  Str  AP  Agi   

Vermin Hulk  3  3  5  2  4  Battle Focus  

Thunder Hulks The model gains Heavy Armour and changes its base to 50x50mm.   Options: pts A Champion may take (one choice only): 

Naphtha Launcher (4+) 140Rotary Gun (4+) 110 Globe Launcher (4+)  110 Meat Grinder  110 

Options: pts May be upgraded to Thunder Hulks 15 / model May upgrade one model to a Champion  20 

  

 Rat Swarms   90 pts 2  models, may add up to 8  additional models for 30 pts/model 

0­3 Units per Army 

Size: Standard Type: Beast Base: 40x40mm 

 

Global  Adv  Mar  Dis      Model Rules 

  6”  12”  10      Safety in Numbers, Insignificant, Skirmisher, Unstable, Tiny 

Defensive  HP  Def  Res  Arm     

  5  3  2  0     

Offensive  Att  Off  Str  AP  Agi   

Rat Swarm    5  3  2  0  4    

Tiny:  Universal Rule. The model ignores friendly units when moving in the Charge and Movement Phases, but must follow the Unit Spacing                                     rule at the end of the move, unless charging, where the normal exceptions to the Unit Spacing rule apply.     

Model Rules 16 Ch Co S TG B&B 

Page 17: The 9th Age Fantasy Battles

 

 Meat Grinder   150 pts single model 

0­2 Units per Army 

Size: Standard Type: Infantry Base: 40x40mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Insignificant, Callous, War Platform, Brood’s Courage (Rats-at-Arms, Vermin Guard), Tag-Along, One with the Swarm 

Defensive  HP  Def  Res  Arm     

  2  3  3  3    Heavy Armour 

Offensive  Att  Off  Str  AP  Agi   

Meat Grinder    2  3  3  0  4  Meat Grinder  

One with the Swarm:  Universal Rule. The model can only join units of Rats-at-Arms, and loses Insignificant while joined to such units.   

 Gutter Blades   155 pts 5  models, may add up to 5  additional models for 25 pts/model 

0­3 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  6”  12”  7      Safety in Numbers, Callous, Skirmisher, Vanguard 

Defensive  HP  Def  Res  Arm     

  1  4  3  0     

Offensive  Att  Off  Str  AP  Agi   

Gutter Blade  1  4  3  0  5  Paired Weapons, Throwing Weapons (4+), Poison Attacks  

  Options: pts 

May take Scout and Ambush  5 / model May replace Throwing Weapons with Sling (3+)  free May upgrade one model to a Champion  20 

               

Model Rules 17 Ch Co S TG B&B 

Page 18: The 9th Age Fantasy Battles

 

TUNNEL GUNNERS  (max 30%) 

 Weapon Team   150 pts  single model 

0­3 Units per Army 

Size: Standard Type: Infantry Base: 25x50mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Callous, Insignificant, Brood’s Courage (Rats-at-Arms, Vermin Guard), Tag-Along, Scorched Fur 

Defensive  HP  Def  Res  Arm     

  2  3  3  0    Heavy Armour 

Offensive  Att  Off  Str  AP  Agi   

Weapon Team  2  3  3  0  4    

Scorched Fur:  Universal Rule. When the model rolls Breakdown on the Misfire               Table it is removed as a casualty. 

Options: pts 

Must  take a single weapon: Naphtha Launcher (4+) 35 Rotary Gun (4+) free Globe Launcher (4+)  free 

 

 Jezails   110 pts  3  models, may add up to 3  additional models for 40 pts/model 

0­3 Units per Army 

Size: Standard Type: Infantry Base: 25x50mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Callous 

Defensive  HP  Def  Res  Arm     

  2  3  3  0    Pavise 

Offensive  Att  Off  Str  AP  Agi   

Jezail   2  3  3  0  4  Jezail (4+)  

Pavise:  Armour. The model gains +3 Armour against Ranged Attacks.  

 Grenadiers   195 pts  8  models, may add up to 7  additional models for 22 pts/model 

0­3 Units per Army 

Size: Standard Type: Infantry Base: 20x20mm 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  10”  5      Safety in Numbers, Callous, Skirmisher 

Defensive  HP  Def  Res  Arm     

  1  3  3  0    Heavy Armour 

Offensive  Att  Off  Str  AP  Agi   

Grenadier  1  3  3  0  4  Gas Globes (4+), Volley Fire 

    

Model Rules 18 Ch Co S TG B&B 

Page 19: The 9th Age Fantasy Battles

 

 Verminous Artillery  -  single model 

0­2 Units per Army 

Size: Large Type: Construct Base: 75mm round 

 

Global  Adv  Mar  Dis      Model Rules 

  5”  5”  5      Safety in Numbers, War Machine 

Defensive  HP  Def  Res  Arm     

  5  1  4  0     

Offensive  Att  Off  Str  AP  Agi   

[Catapult Crew]  3  3  3  0  3  Plague Catapult (4+) , Hatred, Battle Focus 

[Cannon Crew]  3  3  3  0  4  Lightning Cannon (4+)  

Must  take one Artillery Weapon and gain the corresponding crew: Plague Catapult  (170 pts) 

Use Catapult Crew. The model gains Frenzy. 

Catapult (4) Artillery Weapon  Range 12-48", Shots 1, Toxic Attacks, Magical Attacks. 

Lightning Cannon  (275 pts) Use Cannon Crew. 

Cannon Artillery Weapon  Range 48", Shots 1, Str 7, AP 10, Accurate, Magical                   Attacks, Lightning Attacks, [Multiple Wounds (D3+1,           Clipped Wings)]. The weapon loses Penetrating. Before rolling to hit, the Lightning Cannon may be                 supercharged. If supercharged, the weapon’s Strength is             set to 10 and its Range is set to 18" for the duration of                           the phase. After the shot has been resolved, roll a D6.                     On a roll of '1' or ‘2’, the Lightning Cannon cannot be                       supercharged again this game. 

    

Model Rules 19 Ch Co S TG B&B 

Page 20: The 9th Age Fantasy Battles

 

 Dreadmill   290 pts single model 

0­2 Units per Army 

Size: Large Type: Construct Base: 50x100mm 

 

Global  Adv  Mar  Dis      Model Rules 

  8”  8”  7      Safety in Numbers, Fearless, Swiftstride 

Defensive  HP  Def  Res  Arm     

  5  3  5  3     

Offensive  Att  Off  Str  AP  Agi   

Dreadmill      5  2  4  Electric Discharge ,   Grind Attacks (D3), Impact Hits (D3), Inanimate 

Electric Discharge : Special Attack. Model parts with this Special Attack can use it as a Shooting Attack and as a Special Attack in Close Combat. 

- As a Shooting Attack: Choose a target using the normal rules for Shooting Attacks. The Shooting Attack has                                   Range 18”, Shots 3, Reload!, Accurate, Quick to Fire, and Aim (4+). 

- As a Special Attack in Close Combat: The attack is made at the model part's Initiative Step. Choose a single                                       unit in base contact as the target of 3 Melee Attacks. These Melee Attacks always  hit on 3+. 

Hits from Electric Discharge are resolved with Strength 5, Armour Penetration 10, Multiple Wounds (D3), Lightning                               Attacks, and Magical Attacks. Before rolling to hit, the Dreadmill may be supercharged. If supercharged, the attacks from Electric Discharge are set                                   to Strength 6 and their Range is set to 12” for the duration of the phase. After the Electric Discharge has been                                           resolved, roll a D6. On a roll of ‘1’ or ‘2’, the Dreadmill cannot be supercharged again this game.       

BUILT AND BRED  (max 30%)  

 Abomination   390 pts single model 

0­2 Units per Army 

Size: Gigantic Type: Beast Base: 60x100mm 

 

Global  Adv  Mar  Dis      Model Rules 

  3D6  ­  8      Safety in Numbers, Fearless, Stubborn, Random Movement             (3D6) 

Defensive  HP  Def  Res  Arm     

  6  3  5  0    Fortitude (4+) 

Offensive  Att  Off  Str  AP  Agi   

Abomination  3D6  3  6  3  4   

    

Model Rules 20 Ch Co S TG B&B 

Page 21: The 9th Age Fantasy Battles

 

Change log  0.204.2 Strikethrough text removed Colour-coding removed Previous change log contents moved to archive 

Model Rules 21 Ch Co S TG B&B