the ninth age rules 0 1

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Rules Version 0.1 Alpha A collaboration between creators of Swedish Comp System & ETC Army Composition INTRODUCTION WHAT IS THE 9 TH AGE ? HOW TO USE THE DOCUMENT GENERAL PRINCIPLES ACTIVE / REACTIVE PLAYER SEQUENCING LINE OF SIGHT HEIGHT UNIT FACING MODELS AND UNITS RECOVER WOUNDS RAISE WOUNDS SUMMONED UNITS MAGIC WIZARDS SPELLS THE MAGIC PHASE SEQUENCE MAGIC DICE SPELL CASTING SEQUENCE NOT ENOUGH POWER LOST FOCUS OVERWHELMING POWER MISCAST AIDED DISPEL LORE ATTRIBUTE BOUND SPELLS MAGICAL MOVE SHOOTING COVER SPECIAL RULES WEAPONS Combat Weapons Ranged Weapons TERRAIN TERRAIN KEYWORDS IMPASSABLE TERRAIN HILLS FORESTS BUILDINGS FIELDS RUINS WATER WALL SCORING AND VICTORY CONDITIONS CHOOSING YOUR ARMY COMMON MAGIC ITEMS MAGIC WEAPONS MAGIC ARMOUR TALISMANS ENCHANTED ITEMS ARCANE ITEMS MAGICAL BANNERS

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RulesVersion 0.1 Alpha

A collaboration between creators of Swedish Comp System &ETC Army Composition

INTRODUCTIONWHAT IS THE 9 TH AGE ?HOW TO USE THE DOCUMENT

GENERAL PRINCIPLESACTIVE / REACTIVE PLAYERSEQUENCINGLINE OF SIGHTHEIGHTUNIT FACINGMODELS AND UNITSRECOVER WOUNDSRAISE WOUNDSSUMMONED UNITS

MAGICWIZARDSSPELLSTHE MAGIC PHASE SEQUENCEMAGIC DICESPELL CASTING SEQUENCENOT ENOUGH POWERLOST FOCUSOVERWHELMING POWERMISCASTAIDED DISPELLORE ATTRIBUTEBOUND SPELLS

MAGICAL MOVESHOOTING

COVERSPECIAL RULESWEAPONS

Combat WeaponsRanged Weapons

TERRAINTERRAIN KEYWORDSIMPASSABLE TERRAINHILLSFORESTSBUILDINGSFIELDSRUINSWATERWALL

SCORING AND VICTORY CONDITIONSCHOOSING YOUR ARMYCOMMON MAGIC ITEMS

MAGIC WEAPONSMAGIC ARMOURTALISMANSENCHANTED ITEMSARCANE ITEMSMAGICAL BANNERS

INTRODUCTION

WHAT IS THE 9TH AGE?The 9th Age is an rules update for the 8th edition of warhammer fantasy battles, intended to be considered a new version of the game, the 9th version. It is written by a group of players, and thus not supported by GW.

All relevant rules can be found here:http :// www . the - ninth - age . com / news /

Feedback and suggestions are much welcomed, given here:http :// warhammer . org . uk / phpBB / viewforum . php ? f =98

HOW TO USE THE DOCUMENTTo use this document, you need the 8th edition rulebook along with FAQs and erratas (we recommend using the ETC FAQ to complement the official faqs). Sections in FAQs corresponding to updated rules found here should be ignored.

In this document you will find both new and updated rules, replacing both the general rules as well as army specific rules. Before each chapter, a short description will tell you how to apply the chapter in relation to the 8th edition rulebook.

To make the transition easier for old players, we have colour coded the most relevant changes (from 8th edition) in blue.

GENERAL PRINCIPLESReplace/add the following sections to General Principles chapter of the rulebook. Keep all sections in the rulebook not mentioned here.

ACTIVE/REACTIVE PLAYERThe active player is the player whose turn it currently is.The reactive player is the player whose turn it currently is not.

SEQUENCINGWhenever two (or more) abilities happen at the same time, the active player must declare the usage of his triggered ability before the reactive player. Once both players have declared the usage of abilities, the effects of the abilities resolve, starting 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 abilityresolve, starting with the active player's abilities.

LINE OF SIGHTA 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 beinginterrupted by blocking terrain or by the base of a model which has larger height than both the unit and its target. Models in back ranks always draw Line of Sight as if they were in the front rank, in the same file(s) they are in.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.

HEIGHTModels are divided into the following four heights:

1. Tiny: Swarms. 2. Small: Models with the unit types:

Warmachine, Infantry, War Beast.3. Medium: Models with the unit types:

Cavalry, Monstrous Infantry, Monstrous Beast, Monstrous Cavalry, Monster, Chariot, Unique.

4. Large: Models with the Large Target specialrule (regardless of their unit type) and all models with majority of its base on a hill.

UNIT FACINGA 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 withthe unit's front (for the front arc), rear (for the rear arc) or flanks (for the flank arcs), see figure 1.Units on round bases don't have arcs (they can drawLine of Sight from any point on their base in any direction).

Figure 1. Front, side and rear arcs are defined using a 135° angle with the unit's edges. The centre of the unit is marked with a red cross.

MODELS AND UNITSIn warhammer, 'models' are used to represent warriors fighting a battle. Everything on the same base is considered the same model (I.E. a dragon and its rider, or a cannon and its three crewmen are both considered a single model). Some models are comprised of more than one part, such as a knight and its horse or a warmachine and its crew. Whenever a rule, ability, spell (and so on) affects such models, all parts of the model are affected.If the different parts of the same model can be hitseparately (such as for a dragon and its rider), thisis model is known as a multi-part-model. Unless noted otherwise, multi-part-models are treated asa single model.

All models are part of a unit. Units are either a group of models (arranged as described under 'forming a unit') or they are single models operating on their own. Whenever a rule, ability, spell (and so on) affects a 'unit', all models of the unit are affected.

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

the ability/spell). Recovering wounds can never bring dead models back, and cannot (unless noted otherwise) increase a model’s wound above his starting number (any access wounds are lost).

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

SUMMONED UNITSSummoned Units are units created during the game as a result of a Spell or an Ability. All models of a newly summoned unit must deployed within the range of the spell/ability, and at least 1" away fromother units and impassable terrain. If the (whole) unit cannot be deployed, then no models can be deployed (you may still apply the lore attribute if applicable). Once summoned, the newly created units operate as a normal unit on the caster's side. Unless noted otherwise, summoned units are not worth any victory points.

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

WIZARDSModels (or in rare cases units) 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 level 1 wizards is a novice while a level 4 wizard is an experienced master. A model's wizard level dictates his bonus for casting and dispelling (a level 1 wizard adds +1to his casting rolls, a level 4 wizards adds +4 to hiscasting rolls etc) as well as the number of spells he knows. If a wizard loses wizard levels, his bonusto cast will be affected. Unless noted otherwise, his number of spells will not be affected. If his wizard level drops below 1, he will be a level 0 wizard. Level 0 wizards are still wizards in all regards (can still cast spells, can still channel, are still able to use arcane items etc).

SPELLS Spells are abilities that can be cast during the magic phase. A wizard (usually) knows an amount of spells equal to his wizard level. These are randomized before the game using the rules given under spell generation. Most spells are parts of a lore of magic, described under Lores of Magic. Each of your wizards has to choose an available lore to generate spells from. This choice has to be written down in your army list.

All spells are defined by using the following 5 properties:

NameThis a the name of the spell. Use this to describe which spell you intend to cast.

Casting ValueThis is the least required casting value you need tosuccessfully cast the spell. Spells may have different casting values available - this shows that the spell can be cast at different levels. The

higher casting value(s) are referred to as the 'boosted' version 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.

TypeA 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 caster’s front arc).

DurationA spell's duration determines how long the effects of the spell are applied.

EffectThe effect of a spell defines what happens (usually to the target of the spell) when the spell is successfully cast (and not dispelled).

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

AuraAuras are area of effect spells. When casting an Aura spell all otherwise legal and possible targets (please note further target restrictions) within the spell’s casting range have to be chosen as targets ofthe aura spell (for example, a spell with types Aura, Augment and Range 12” always targets all friendly units within 12”).

CasterSpells with the target restriction “Caster” target only the model casting the spell.

Caster’s UnitSpells with the target restriction “Caster’s Unit ” only target the caster's own unit (or the caster himself if he is on his own).

Character onlySpells with the target restriction “Character only” may only choose character models as targets.

DamageSpells with the target restriction “Damage” may only choose targets which are not engaged in closecombat.

DirectSpells with the target restriction “Direct” may only choose targets which are in the caster's front arc.

FocusedWith a “Focused” spell only single models can be chosen as targets. This can be either be a unit which consists out of a single model or a single model inside a unit (including characters). If the target is a multi-part model, only one of the parts is targeted.

HexSpells with the target restriction “Hex” may only choose enemy units or models as targets.

GroundSpells with the target restriction “Ground” don’t target units or models. The spells target is a point on the battlefield chosen by the casting player.

Line TemplateTo resolve a “Line Template” spell draw a straight line from the centre of the front of the caster's base to the target. All models under this line are affected by the spell. Note that this line is a template and thus Look Out Sir! may be used against damage effects.

MissileSpells with the target restriction “Missile” may onlychoose targets in the caster's Line of Sight. A Missilespell 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 Y”)To resolve a “Vortex” spell, use the following procedure:Nominate a target as normal when casting the spell(usually a point on the ground for a Vortex). If the spell is not dispelled, place a template (of a size specified in the spell’s effect) in base contact with the caster with the centre of the template within the casters front arc. The caster then rolls an artillery dice:

● If a number is rolled: Multiply the result by the value of the Vortex’s Range (in brackets), this is the distance the templatemoves towards the chosen target (which always is point on the board).

● If a misfire is rolled: Center the template over the caster, then move the template 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.

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

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

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

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

PermanentIf 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 effectof 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 (mostcommon 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 canautomatically dispel his own active RiP spells without using any magic dice, while an opposing caster must make a dispel attempt. To successfullydispel 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 spell’s effects are automatically dispelled at the first possible

moment the spell could normally have been dispelled (see magic phase sequence).

THE MAGIC PHASE SEQUENCEEach magic phase is divided into the following sub-phases. Apply the list chronologically from 1-8.

1. Magic phase pre-phase. Start of phase triggered abilities resolve.

2. Roll for winds of magic3. Roll for channeling4. Reactive player may dispel Remains in Play

spells that were cast in another magic phase.

5. Active player may dispel Remains in Play spells that were cast in another magic phase.

6. Active player may attempt to cast a spell. If required: The active player announces which version of the spell (boosted or regular) he is attempting to cast and which part of a multi part model he is targeting

a. If the casting attempt was successful the reactive player may attempt to dispel the spell.

b. If the cast spell wasn’t dispelled: Resolve the spell’s effects

c. If the cast spell wasn’t dispelled: Resolve lore attribute

7. Rotate sequence 4-7 until neither player performed an action during step 4-7. Each time an action is performed, go back to step 4 after finishing steps 4-7.

8. Magic phase post-phase. End of phase triggered abilities resolve.

MAGIC DICEIn the magic phase, spells are cast and dispelled byusing magic dice. The active player has power dice,the reactive player dispel dice. Both power and dispel dice are referred to as magic dice. These dice are kept in a pool of dice, from which a number of dice can be used to either cast or dispel spells, as described below.

No more than 12 magic dice can ever be used by a single player during a single magic phase.

WINDS OF MAGIC1. Active player rolls 2D6.2. The power dice pool is equal to the sum of

both D6.3. The dispel dice pool is equal to the highest

D6 rolled.4. On top of these magic dice, some abilities

can add extra magic dice. The maximum number of extra magic dice added per player is half the highest D6 rolled (rounding fractions up). Any excess dice are immediately lost.

5. The active player channels with all his wizards and in addition with all models or units which have the channeling ability.

6. The reactive player channels with all his wizards and in addition with all models or units which have the channeling ability.

For example, if a Wind of Magic roll is 2 and 5, thepower dice pool will contain out of 7 dice (2+5), the dispel dice pool will contain out of 5 dice. Themaximum number of additional dice generated by magic items/abilities or channeling on top if thesedice is 3 (5/2 = 2.5, which is rounded up to 3).

CHANNELLINGAll wizards have channelling. Some non-wizard units have channeling, if so, this is clearly marked under their special rules. Roll a D6 for each unit with channelling, add one magic dice to your power of dispel dice pool for each 6+ rolled this way. Note that the maximum amount of additionaldice this way is limited (as described above).

SPELL CASTING SEQUENCEThe active player may attempt to cast spells during the magic phase, with one or more of his wizards or units with bound spells.

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

the spell’s effects are applied first, afterwards the lore attribute is resolved.The following procedure has to be followed, if a casting attempts is made:

1. The active player declares which wizard is casting which spell. If applicable, also declare which version of the spell is used and what its targets are. Furthermore any targets for the spell’s attribute are declared.

2. The active player declares how many powerdice he will use to attempt to cast the spell. A minimum of 1 dice must be used and no more than 5 dice can be used.

3. The active player rolls that many power dice (from the power pool, provided he hasenough dice).

4. Add the results of the rolled dice together. Add any casting modifiers (such as wizard levels) to this total. This is the casting roll.

5. The cast attempt is successful if the castingroll is equal to or higher than the spell's casting value. If the casting roll is less thanthe casting value, the cast attempt failed, the caster suffers from lost focus, skip to step 15.

6. If the casting attempt was successful the reactive player player may choose to make a dispel attempt. If no dispel attempt is being made, skip to step 11.

7. The reactive player declares which (if any) of his wizards will attempt to dispel the spell and how many dispel dice he will use. A minimum of 1 dice must be used. Note that dispel attempts may be attempted even without having a wizard.

8. The reactive player rolls that many dispel dice (from the dispel pool, provided he has enough dice).

9. Add the results of the rolled dice together. Add any dispel modifiers (such as wizard levels and aided dispels) to this total. This is the dispel roll.

10. The dispel attempt is successful if the dispel roll is equal to or higher than the casting roll. If so, skip to step 15. If the dispel roll is less than the casting roll, the dispel attempt failed, the dispelling wizard

suffers from lost focus. Proceed to step 11.

11. Apply spell's effects.12. The lore attribute is automatically cast, on

the target declared in step 1.13. Apply the lore attribute's effects.14. If the spell was cast with overwhelming

power, apply the effects of the miscast.15. The casting attempts is completed. Go

back to step 4 in the magic phase sequence.

NOT ENOUGH POWERWhen rolling casting or dispelling rolls, an unmodified total sum of 1 or 2 on the magic dice isalways a failed casting or dispelling attempt, regardless of any applicable modifiers.

LOST FOCUSIf a casting or dispelling roll is not successful, the wizard (and all aiding wizards) suffers from lost focus. A wizard which suffers from lost focus cannot add any casting bonus (such as wizard level, Overwhelming Power, Magic Items and so on)to further casting or dispelling attempts this phase.

OVERWHELMING POWERWhen casting a spell and two (or more) magic diceresult in (unmodified) '6', the casting attempt is made with overwhelming power. When a casting roll results in an overwhelming power, immediately add D3+PDU to the total casting roll, where PDU is the number of Power Dice used to cast the spell.

If a casting roll is made with overwhelming power (and the spell was not dispelled), the casting wizard also suffers a miscast (after spell effects and lore attribute have resolved).

MISCASTRoll 2D6 and apply the table below. Apply the resultin this table according to the number of Power Diceused (PDU) for the casting roll resulting in a miscast.

2-4Centre the 5" template over the caster. Each modeltouched by the template takes a hit with strength equal to PDU+2 (no armour saves allowed). The caster may neither use Look out Sir! nor saves of any kind.

If 4 or 5 power dice were used, the caster is removed from the game (no saves of any kind allowed).If 3 or less power dice were used, remove PDU power dice from the power pool.

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

Remove PDU power dice from the power pool

7 The caster's unit suffers PDU hits with strength equal to PDU+2 - the hits are distributed like shooting. The caster itself cannot receive more than 1 hit. The caster cannot use saves of any kindagainst a wound caused by this miscast. Remove PDU power dice from the power pool

8-9The caster and each friendly model or unit that canchannel takes a hit with strength equal to PDU+2, with no saves (of any kind) allowed.

Remove PDU dice from the power pool.

10-12The caster's Wizard level is reduced by PDU-2, he loses one spell for each level lost (starting with themiscast spell, randomizing the rest).

Remove PDU power dice from the power pool

AIDED DISPELWhen a wizard dispels a spell, other wizards characters in the same army can aid the dispel attempt. For each other wizard in the army, the dispelling Wizard increases his wizard level by +1, up to a maximum of wizard level 4.

LORE ATTRIBUTELore attributes are special spells that cannot be cast independently. Instead, they are always cast automatically (provided there are legal targets) each time another spell from the same lore has been cast and this spell’s effect has been resolved. Lore attributes do not have a casting value, instead the casting value is replaced with 'attribute' to mark that the spell in question is the lore attribute.

BOUND SPELLSSome spells are defined as bound spells. Bound spells can be cast by models or units which are notwizards. Possessing a bound spell does not make a model a wizard.

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 castingroll (like 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.

Bound spells can never be used to cast boosted versions of spells.

If an Overwhelming Power is rolled when casting a bound spell, do not apply the normal miscast table.If the bound spell was contained in a magic item the spell is lost. If the bound spell was not contained in a magic item (and is therefore an innate bound spell) the spell is only lost if 4 or more dice were used to cast this spell.

MAGICAL MOVEAll moves made during the magic phase is a magicalmove. The move is perform as if in the remaining moves sub-phase, including performing any actions the unit would normally be able to do 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 10" move'), this distance can always be moved even if the target has less Movement than the given distance and no marching is required (you are free to move shorter than the given distance, but always counts as moving even if moving 0”). If the unit cannot move for some reason (such as locked in combat), it may not move. If the unit performs an action that makes it unable to move further (such as reforming), the unit may not move further. All dangerous terrain tests taken during magical movement are automatically passed.

SHOOTINGReplace/add the following sections to the Shooting chapter of the rulebook. Keep all sections in the rulebook not mentioned here.

COVERCover is a to hit modifier for shooting applied to the shooting model. It is determined individually for each model in a unit that is shooting. There aretwo types of cover: Soft Cover 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 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 suffers tohit 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 COVERA 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 Medium or Large height, ignore models of size category two orless for the purpose of Soft Cover.

TARGET BEHIND HARD COVERA 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 isobscured by one or more of the following:

● Hard Terrain● Models of the same or larger height than

either the shooting model or its target

SPECIAL RULESReplace/add the following sections to the Special Rules chapter of the rulebook. Keep all sections in the rulebook not mentioned here. Special rules from armybooks mentioned here (such as marks of chaos and bloodgreed) replace the rules given in the relevant armybooks.

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

Heroic Killing Blow This special rule works exactly as Killing Blow with the exception that an unmodified '6' to wound withan attack provides the attack the Multiple Wounds (10) special rule (regardless of the target’s troop type).

Lightning AttackUnits with the Fly Special Rule who suffer one or more Lightning Attack hits during a single phase suffer additional D6 Strength 4 hits at the end of that phase.

MetalshiftingModels with Metalshifting (or an attack with this Special Rule) do not roll to wound as normal. Instead, they always wound on a value equal to or greater than the target’s armor save. An unmodified '6' always wounds and an unmodified ‘1’ always fails to wound. No armor saves can be taken against Metalshifting wounds. Furthermore, Metalshifting attacks are Flaming Attacks

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

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

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

Magical AttackModels with Magical Attacks (or an attack with this Special Rule) don’t normally have any special effect. However they interact with other rules (such as Ethereal). Models with this Special Rule make Magical Stomps, Impact Hits and Breath Attacks, unless otherwise stated. All Spells, Miscasthits and Magic Items cause Magical Attacks.

StriderModels 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

BloodgreedModels with this Special Rule winning a combat round immediately receive the Frenzy Special Rule. If the model was already Frenzied, it gains +1A instead each time it wins a combat round. Thisextra attacks are lost if the model losses Frenzy.

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

Overwhelming Power follow all the normal rules but don't apply the normal miscast table, instead the unit suffers one hit for each model in the unit with a strength equal to the number of power dice used to cast the spell. Additionally, if 4 or 5 Power Dice were used, the unit cannot cast the spell again for the rest of the game. Wizard Conclave units cannot use the Aided Dispel rule (neither when they dispel nor when other wizard dispels).

Fast CavalryModels with Fast Cavalry special rule always also have the Light Troops and Vanguard special rule. If a unit consisting of only models with Fast Cavalryspecial rule voluntarily declares charge reaction Flee (i.e. not when automatically fleeing or as a result of a failed Terror test), and then subsequently rallies in the following player turn, the unit is free to move (not charge) and shoot (counts as moving).

SkirmishersModels with Skirmisher special rule always also have the Light Troops special rule.Skirmishing units are not placed in base to base contact with each other. Instead, models are placed with a ½” distance between them. Other than this empty space between models, follow the normal rules for forming units (they still have front, flanks, rear etc). Shooting at units with the skirmishing special rule suffers a -1 to hit penalty. If a skirmishing unit declares a charge, or a charge reaction other than flee, they immediately contract their loose formation into a normal formation (without the ½” distance between models). When doing this, the model closest to thecharged or charging unit must not change position. Only non-mounted characters can join units with the skirmish special rule. When doing so, the character gains the skirmish special rule for as longas he is with the unit.

Light TroopsUnit composed entirely of models with the Light Troop special rule are allowed to make any numberof reforms during their movement on the remainingmoves sub-phase and still move or march. No

model may move more than their movement allowance (or twice that much if marching), measured from their starting position to their final position, around any obstructions (including the 1”). If the model did any action during the movement (such as releasing fanatics or attacking an enemy), then the distance moved is counted from their starting position to the place in which they performed an action to their final position. Models with Light Troop special rule can shoot withmissile weapons even if they have march or reformed in the same turn (still counts as moving). Light Troops always counts as having zero ranks.

Mark of ChaosThere are different Marks of Chaos, each one with a different effect, explained below. Which mark has each model will be stated in brackets. Models with a Mark of Chaos other than Undivided cannot join units with one or more models with a Mark of Chaos other than the same as themselves or Undivided. Models who choose a Mark of Chaos as an option must specify which mark they have on the army list.

● Undivided. Models with the Mark of Chaos (Undivided) can reroll failed Panic tests

● Nurgle. When rolling to hit against a modelwith the Mark of Chaos (Nurgle), any natural roll of ‘6’ must be rerolled.

● Slaanesh. Models with the Mark of Chaos (Slaanesh) have Armour Piercing

● Tzeentch. Models with the Mark of Chaos (Tzeentch) have a 6+ Ward Save and may reroll any natural Ward Save result of ‘1’

● Khorne. Models with the Mark of Chaos (Khorne) have +1 Strength for the first round of any combat they take part in. Wizards cannot use, have, or gain this Markin any way.

AmbushA unit with the Ambush special rule may elect not to be deployed normally. After all units have been deployed, any units with Ambush that was not deployed are said to be ambushing. Starting from turn 2, roll a dice at the start of your remaining moves sub-phase for each ambushing unit. If 3+, the ambushing unit enter the battlefield from any

table edge, using the rules for reinforcements. If an ambushing unit does not roll 3+ to enter the board before the game ends, the unit counts as dead.

ScoutA unit with the Scout special rule may elect not to be deployed normally. After all units have been deployed, any units with Scout that was not deployed are said to be scouting. Scouting units are set-up after all non-scouting units have been deployed. They can either be deployed in your deployment zone using the normal rules, or they can be deployed outside the deployment zone, but must be more than 12” away from any enemy units. Scouting units deployed outside their deployment zone may not declare chagres in the first player turn. If both players have scouting units, alternate deploying units (roll off for who goes first)

WEAPONSReplace/add the following sections to the Weapons chapter of the rulebook. Keep all sections in the rulebook not mentioned here.

- Note from authors: Some models might lose/gain access to certain of the reworked weapons

Combat WeaponsWeapons listed in this section are used in Close Combat and can confer various benefits and penalties. The rules for this weapons only apply to the attacks made with the weapon (they don’t apply to Stomps, Breath Weapons, or other special attacks). When a model has more than one combatweapon available, it must chose which one to use at the start of each combat, and must continue using the same weapon for the duration of the combat. All the rank and file models in a unit must chose the same Combat Weapon.

Hand Weapon. All models are armed with a Hand Weapon, even if their profile doesn’t state so. Hand Weapons cannot be lost, destroyed, or nullified in any way. Hand weapons don’t confer any benefit normally, but can be used alongside a Shield to get a Parry Save. A Parry Save is a 5+ Ward Save that can only be used in close combat. Parry saves cannot be taken against attacks from the flank, rear, Impact Hits, Stomps or Breath Weapons. Models with the Frenzy Special Rule cannot benefit from Parry Saves. If a model has any weapon other than a Hand Weapon, it cannot chose to use the Hand Weapon (unless specifically stated).

Flail. Requires Two Hands. +2 Strength for the first round of combat. Morning Stars are considered Flails.

Great Weapon. Requires Two Hands. Always StrikesLast. +2 Strength

Halberd. Requires Two Hands. +1 Strength.

Additional Hand Weapon/Two Hand Weapons. Requires Two Hands. +1 Attack. Mounted models cannot use Additional Hand Weapons.

Lance. +2 Strength when charging. Models with Light Troops special rule only receive +1 Strength when charging. Unmounted models cannot use Lances.

Spear. Fight in Extra Ranks. Killing Blow against Cavalry, Monstrous Cavalry and Chariots engaged inthe front. Spears wielded by mounted models uses the rules for Lances.

Ranged WeaponsWeapons listed in this section are used in the Shooting Phase. Each model can normally only use one Ranged Weapon per phase even if it has several, and the all the rank and file models in a unit must use the same Ranged Weapon. Each ranged weapon has a maximum range, a Strength value, and can have one or more Special Rules. Special Rules listed on a Ranged Weapon only applyto the shooting attacks made with that weapon.

Short Bow. Range 18”. Volley fire. Strength 3

Bow. Range 24”. Volley fire. Strength 3

Long Bow. Range 30”. Volley fire. Strength 3

Crossbow. Range 30”. Move or Fire. Strength 4

Handgun. Range 24”. Move or Fire. Armour Piercing. Strength 4

Pistol. Range 12”. Quick to Fire. Armour Piercing. Strength 4. Counts as additional hand weapon in close combat.

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

Sling. Range 18”. Multiple Shots (2). Strength 3

Javelin. Range 12”. Quick to Fire. Strength as user

Throwing Weapon. Range 6”. Quick to Fire. Strength as user

Throwing Axes. Range 6”. Quick to Fire. Strength as user + 1

TERRAINReplace/add the following sections to the Terrain chapter of the rulebook. Keep all sections in the rulebook not mentioned here.

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

SOFT TERRAINShooting models drawing line of sight through Soft Terrain suffers from Soft Cover to hit penalties if half or more of target's footprint is obscured, see shooting section.

HARD TERRAINShooting models drawing line of sight through HardTerrain suffers from Hard Cover (and Soft Cover) tohit penalties if half or more of target's footprint is obscured, see shooting section.

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

HILLSLine of Sight: Hills are blocking terrain.Cover: If shooting at a target that is obscured by a hill, the hill is considered soft terrain for model obscured from the shooter if any part of the target

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

FORESTSCover: Forests are soft terrain.Movement: Forests are Dangerous Terrain for Cavalry, Monstrous Cavalry, Chariots and units using the Fly Special RuleSteadfast: Units with majority of their footprint in a forest can never be steadfast unless they are stubborn, skirmishers or lone infantry characters. Skirmishers and lone infantry characters with majority of their footprint in a forest are stubborn.

BUILDINGSLine of Sight: Buildings are blocking terrain.

Cover: Buildings are hard terrain.

Entering a building: Units comprised entirely of

Infantry, Monstrous Infantry, Warbeasts, Monstrous

Beasts and Swarms may enter an empty building by

getting into base contact with it in the Remaining

Moves sub-phase. All the unit enters the building

and no model in the unit may move more than

three times its M attribute while doing so (measure

from the model’s starting position to the closest

point of the building).

Leaving a building: Units in a building may

abandon it in the Remaining Moves sub-phase, but

cannot do so in the same turn it enters the

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.

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 Warmachine, 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, mounted or barding armour

saves, Lances or Spears. Up to 10 models can fight

from each side (Monstrous models count as 3, and

Monsters count as 6), which are selected at the

start of the combat round, first by the assaulting

player and then by the defending. Each model can

allocate its attacks to any enemy model in the fray

(to whom it will count as in base contact),

provided that no more than 5 models allocate their

attacks against a single enemy model. After the

combat ends, calculate Combat Resolution as

usual, except that the unit in the building counts

as having no ranks for Combat Resolution or

Steadfast purposes, and Banners (both Standards

and Army Banners) only count if the model was

part of the initial fighting party chosen. After the

combat is resolved, there can be several

situations:

● If the assaulting unit won, but the

defenders didn’t 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 is nudged back 1”. Both units are no longer engaged.

FIELDSCover: Fields are Soft Terrain for any unit with majority of their footprint inside, except Large Targets. Movement: Fields are Dangerous Terrain for Cavalry, Monstrous Cavalry, Chariots and units usingthe Fly Special RuleEasy to blaze: Any unit with majority of its footprint in a Field counts as Flammable

RUINSCover: Ruins are Hard Terrain for any unit with majority of their footprint inside, except Large Targets. Movement: Ruins are Dangerous Terrain for any unit except skirmishers. Cavalry, Monstrous Cavalryand Chariots fail Dangerous Terrain tests in Ruins with a 1 or a 2.

WATERCover: NoneMovement: Units may not march in, through, or out of Water terrain. Disordered for combat: Units inside a Water feature (even if only partially) may never be Steadfast (unless stubborn) nor claim any Rank bonus.

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

SCORING AND VICTORY CONDITIONSReplace the section Victory Conditions under Fighting a Warhammer Battle (including subsections).

Notwithstanding Scenarios (note from Authors, scenarios will be released in later version of the 9th age), at the end of each game add up your Victory Points (VP) according to the rules below:

● Dead or fled: For each enemy unit killed or which has fled the battlefield, you gain a number of VP equal to its value in points

● Scared: For each enemy unit fleeing on the battlefield at the end of the game, you gain a number of VP equal to half its value in points (rounding up)

● Decimated: For each enemy unit at or below 25% of its starting wound count at the end of the game, you gain a number of VP equal to half its value in points (rounding up). Characters are counted separately from units they have joined, but Ridden Monsters count as a single unit composed by two parts: Ridder and Monster

● Their King is dead: If the enemy General was killed or fled the battlefield, you gain 100 VP● Their flag is down: If the enemy BSB was killed in combat or broke from combat, you gain 100

VP● Seized standards: For each enemy unit’s standard model killed in combat or which broken from

combat, you gain 25 VP

CHOOSING YOUR ARMYThe following chapter completely replaces the Choosing Your Army section (pages 132-135) in the rulebook.

When composing your army, some rules must be followed to ensure that the result is a coherent force. Armies can be taken from any Warhammer: Armies book and from the Legion of Azgorh Army List from the Thamurkan Book by Forgeworld, with the modifications that appear on the Army section at the end of this document.

Army list entries are divided into the following categories:● Characters (Heroes and Lords). A maximum of 50% of the Points of your army may be

characters. Furthermore, the same character choice cannot be taken more than 3 times, regardless of differences in mounts, equipment, or Special Rules

● Core. Being the backbone of the army, Core units must compose at least 25% of your army Points. Core units are common enough so you can take each different Core unit up to 4 times

● Special. Special units are typical of the army, although not so much as to be part of its Core section. Each Special unit can be taken up to 3 times in the same army.

● Rare. Rare units are difficult to enlist, and therefore your army cannot spend more than 25% ofits 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 it’s not possible to reach the exact agreed upon points limit, and you are therefore allowed to be slightly below (no more than 20 pt) the limit.

● Every army must nominate one of its characters as the General. This implies that it must have at least one character who is able to be the General of the army.

● There are some One of a kind units or characters (for example, all special named characters are Unique). Unique units or characters can only be taken once per army, regardless of it beingotherwise Core, Special, Rare, Hero or Lord. Its points still count towards the relevant category

● Units size differ greatly. While there are many rabbles made up of many many models, other elite units have much lower numbers. To represent this, no unit (including any upgrades, command, equipment…) may cost more than 450 points. Characters are not affected by this rule. -Note from authors, 450 points limit will be removed once all armies have been updated

● Sometimes on the battlefield the armies that clash are much bigger than usual. Armies of 4000 points or more are considered Grand Armies. All limits for the number of repeated units and characters are doubled for this kind of armies. This includes (non-character) Unique units, which can be taken up to 2 times in a Grand Army.

● Sometimes on the battlefield the armies that clash are much smaller than usual. Armies of less than 1500 points are considered Warbands. All limits for the number of repeated units and characters are halved (rounding up) for this kind of armies.

● Some units have a special repetition allowance to be taken more times than what their category would otherwise them allow to. In such cases, the regular limits change to the relevant limit stated.

COMMON MAGIC ITEMSThese replace all magic items given on pages 173-177 of the rulebook. Only the actual items are replaced, not the rules for who can use and how to use the different types of magic items.

MAGIC WEAPONS○ Giant Blade 60pts

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

○ Ogre Blade 40ptsType: Hand weaponAttacks made with this weapon are are at +2 strength.

○ Obsidian Blade 40ptsType: Hand weaponAttacks made with this weapon ignore armour saves.

○ Fencer's Blades 35ptsType: Two hand weapons User has Weapon Skill 10.

○ Sword of Strife 35ptsType: Hand weapon User has +2 Attack.

○ Swords of Anti-heroes 30ptsType: Two hand weaponsWearer has +1 Strength and +1 Attack for each character in base contact with him orhis unit. Bonus is calculated and in effect at the initiative step where the the character attacks with the weapon.

○ Sword of Swiftness 25ptsType: Hand weapon User has Always Strike First

○ Soulrender 20ptsType: Great weaponAttacks made with this weapon have Armour Piercing

○ Sword of Might 15ptsType: Hand weaponAttacks made with this weapon are are at +1 strength.

○ Sword of Battle 15ptsType: Hand weapon User has +1 Attack.

○ Sword of Striking 15ptsType: Hand weapon Attacks made with this weapon are at +1 tohit.

○ Fire Pike 10ptsType: LanceAttacks made with this weapon have Flaming Attacks.

○ Biting Blade 5ptsType: Hand weaponAttacks made with this weapon has ArmourPiercing.

○ Shrieking Blade 5ptsType: Hand weaponUser causes Fear.

MAGIC ARMOUR○ Armour of Destiny 50pts

Type: Heavy Armour. Wearer has a 4+ ward save.

○ Trickster's Helm 35ptsType: None (6+ armour save). Successful towound rolls against the wearer must be rerolled.

○ Armour of Fortune 30ptsType: Heavy Armour. Wearer has a 5+ ward save.

○ Armour of Silvered Steel 30pts (models onfoot only)Type: Heavy Armour (2+ armour save). This armour cannot be combined with shields orScaly skin.

○ Glittering Scales 25pts

Type: Light Armour. Attacks against the wearer suffer a -1 to hit penalty.

○ Bronce Harnesk 20ptsType: Light Armour. One use only. Whenever the wearer receives a hit, the item can be activated. For the duration of the phase, the wearer has 1+ armour save.

○ Gambler's Armour 15ptsType: Heavy Armour. Wearer has a 6+ ward save.

○ Dragonhelm 10ptsType: None (6+ armour save). Wearer has the Fireborn special rule.

○ Enchanted Shield 5ptsType: Shield (5+ armour save).

○ Charmed Shield 5ptsType: Shield. Discount the first hit the model suffers while wielding the shield.

TALISMANS○ Talisman of Preservation 50pts

Wearer has 4+ Ward Save.

○ Obsidian Lodestone 45ptsWearer has Magic Resistance (3).

○ Sprout of Rebirth 25ptsWearer has regeneration (5+)

○ Dawnstone 30ptsWearer may re-roll failed armour saves.

○ Obsidian Amulet 30ptsWearer has Magic Resistance (2).

○ Talisman of Endurance 25ptsWearer has 5+ Ward Save.

○ Opal Amulet 20ptsWearer has a 4+ ward save. After the first time this ward is successful, the item is destroyed.

○ Talisman of Protection 10ptsWearer has 6+ Ward Save.

○ Obsidian Trinket 10ptsWearer has Magic Resistance (1).

○ Luck Stone 5ptsOne use only. Wearer may reroll one failed armour save.

○ Dragonbane Gem 5ptsWearer has Fireborn special rule.

ENCHANTED ITEMS○ Wizarding Hat 70pts

The wearer has stupidity and is a Level 2 wizard. Before generating spells, randomize a battle magic lore to generate spells from.

○ Crystal Ball 35ptsWearer has Always Strike First.

○ Crown of Command 30ptsOne use only. May be activated at the startif any round of combat. For the duration ofthe phase, the wearer has Stubborn

○ Healing Potion 30ptsOne use only. May be activated at the startof any phase. The wearer Recovers 2 wounds.

○ Ruby Ring of Rhuin 25ptsBound Spell, Power Level 3. Contains the

spell Fireball (Lore of Fire).

○ Potion of Strength 20ptsOne use only. May be activated at the startof any phase. For the duration of the player turn, the wearer has +2 Strength.

○ The Other Trickster's Shard 15ptsModels in base contact with the wearer must reroll any successful Ward Saves

○ Potion of Speed 5ptsOne use only. May be activated at the startof any phase. For the duration of the player turn, the wearer has +3 Initiative.

○ Ironcurse Icon 5ptsThe Wearer and his unit has 6+ ward save against wounds caused by shooting attacks with templates.

○ Emerald Ring 5ptsThe Wearer and his unit has 6+ ward save against wounds caused by shooting attacks with Armour Piercing.

ARCANE ITEMS○ Book of Ashur 70pts

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

○ Essence of a Free Mind 70ptsThe wearer does not have to declare whichlore he uses on the army list. He may choose any of the available lores before generating spells (normal restrictions for the wizard still applies).

○ Feedback Scroll 50ptsOne use only. Instead of making a dispel roll, you can use the scroll. After the spell effect has been resolved (and lore attribute), the caster must roll on the miscast table.

○ Wand of Jet 45ptsOne use only. The bearer may increase a single casting roll with a +1D6 modifier (note that this is not a power dice).

○ Wand of Tranquility 35ptsThe bearer may reroll dispel rolls. Use this ability only once per magic phase.

○ Binding Scroll 30ptsOne use only. Instead of making a dispel roll, you can use the scroll. The wizard casting the spell cannot cast the same spellduring the next game turn.

○ Earthing Rod 25ptsOne use only. The bearer may reroll what results he get on the miscast table.

○ Dispel scroll 25ptsOne use only. Before making a dispel rolls you can use the Dispel scroll. The wizard adds +12 modifier to his dispel roll in addition to any other bonuses. The caster do not need to use any dispel dices (and ignores not Enough Power) during this dispel roll.

○ Power Stone 20ptsOne use only. Can be activated at any timeduring the magic phase. Add one Power Dice to your dice pool.

○ Scroll of Shielding 15ptsOne use only. Instead of making a dispel roll, you can use the scroll. All models affected by the spell has a 4+ ward save against the spell.

○ Sceptre of Stability 15ptsOne use only. The bearer may increase a single dispel roll with a +1D6 modifier (note that this is not a dispel dice) and ignore the not enough power rule.

○ Channel Staff 10ptsThe bearer may adds +1 to channel rolls.

MAGICAL BANNERS○ Razor Standard 45pts

Unit has Armour Piercing

○ Standard of Alternate Realities 35ptsAll of unit's close combat attacks with magical attacks loses this special rule, and all close combat attacks without magical attacks gains this special rule.

○ Ranger's Standard 30ptsUnit has Strider special rule.

○ Standard of Discipline 25ptsUnit has +1 Ld.

○ War Banner 15ptsA unit with this banner adds +1 to combat resolution

○ Banner of Swiftness 15ptUnit has +1 Movement.

○ Banner of Eternal Flame 10ptsUnit has Flaming Attacks.

○ Gleaming Pennant 5ptsOne use only. Unit can reroll its first failed Leadership test.

○ Lion Standard 5ptsUnit automatically passes Fear and Terror tests.