the-ninth-age_rules_0-6-2.pdf

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Fantasy Battles Fantasy Battles The 9 The 9 th th  Age Age Rulebook Rulebook Version 0.6.2 Beta A collaboraon between creators of Swedish Comp System & EC Army Composion !"#$%C!$" '(A ! S )B* + ( A,E - C($$S! ", $# A#/ SE !", A ,A/E A"% %E1$/E" #E,A/E SEE"CE C($$SE %E1$/E" E C($$S E SEC$"%A # $B3EC !VES !C4 %E1$/E" 5$"ES ,E"E#AE SE1 1S %E1$!", )$#CES ,E"E#A1 #!"C!1ES AC!VE A"% #EAC!VE 1AE# . SEE"C!", %!CE SCAE# E/1AES C(A#ACE#! S!CS #$)!1E A"% ESS 1! "E $) S! ,( A"% /$%E1 S (E!,( #EC$VE# '$"%S A"% #A!SE '$"%S "!  S A"% )$#/A!$"S BASES A"% BASE C$"AC /$%E1S A"% ni tS #A"47 A"%7)!1E 8# & ) 9 )1 1 #A"4S ($#%E )$#/A!$" )$$#!" CE"#E $) nit nit )AC!", A"% A#CS S//$"E% nit S :; nit SAC!", B$A#% E%,E (E #" ,A/E #" 1AE# #" /$VE/E" (ASE :

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Fantasy BattlesFantasy Battles

The 9The 9thth AgeAgeRulebookRulebook

Version 0.6.2 Beta

A collaboraon between creators of 

Swedish Comp System &

EC Army Composion

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INTRODUCTION'(A !S )B* +( A,E-

)antasy Ba<les* he +th A=e 8)B* +th A=e9> is a comm?nity7made war=ame> with no es to any company. he =ame

represents two clashin= armies> represented by ade@?ate models. Each side is ?s?ally controlled by a player>

altho?=h in some occasions there can be more than one player per side> s?ch as in the case of an Alliance. he

=ame normally taes place on a board of by 6 feet> altho?=h for smaller and bi==er ba<les this sie can be

adapted. Both sides deploy their armies and tae alternan= t?rns to haDe their models act. Acons are oen ed

to a chance of s?ccess> for which dice are ?sed. %?rin= each player t?rn> a player can control his army oDer the consec?De phases of the =ame* /oDement> /a=ic> Shoon= and Close Combat. Aer the =ame ends> a Dictor is

determined 8or it mi=ht end in a draw9.

All releDant r?les> as well as feedbac and s?==esons> can be fo?ndF=iDen here*

h<p *FF www .the 7 ninth 7 a=e .com F

o mae the transion easier for old players> we haDe colo?r coded the most releDant chan=es 8from Gth edion9 in

bl?e.

H

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#?les Chan=es between Dersions 8not from alpha Dersion9 are colo?r coded in =reen> see chan=e lo= at end of

doc?ment .

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CHOOSING YOUR ARMY'hen composin= yo?r army> some r?les m?st be followed to ens?re that the res?lt is a coherent force. Armies can

be taen from any )antasy Ba<les* +th A=e Army Boos. s?ally the army 8which nits> opons etc yo? tae in yo?r

army9 is wri<en down on a piece of paper> called an Army 1ist.

Army list entries are diDided into the followin= cate=ories*

● 1ords and (eroes. A maIim?m of J0K of the oints of yo?r army may be 1ord and (ero characters

8combined9> and a maIim?m of HJK of the oints of yo?r army may be 1ord Characters. )?rthermore> the

same (ero or 1ord choice cannot be taen more than H mes> re=ardless of diLerences in mo?nts>

e@?ipment> or Special #?les.

● Core. Bein= the bacbone of the army> Core nits m?st compose at least 2JK of yo?r army oints. Core

nits are common eno?=h for yo? to be able to tae each diLerent Core nit ?p to mes.

● Special. Special nits are typical of the army> altho?=h not so m?ch as to be part of its Core secon. Each

Special nit can be taen ?p to H mes in the same army.

● #are. #are nits are diMc?lt to enlist> and therefore yo?r army cannot spend more than 2JK of its army

oints on #are nits. )?rthermore> each #are nit can be taen ?p to 2 mes in the same army.

Aside from this> there are other re@?irements that yo? m?st pay a<enon to when b?ildin= yo?r army*● he sie of a ba<le is determined by the oints limit on the armies. Each nit yo? add to yo?r army list has

a oints Dal?e. 'hen addin= ?p the oints Dal?e of all yo?r nits> this total can neDer eIceed the

determined oints limit. Somemes> it is not possible to reach the eIact a=reed ?pon points limit> and yo?

are therefore allowed to be sli=htly below the limit 8b?t not by more than 20 oints9.

● EDery army m?st nominate one of its characters as the ,eneral. his implies that the army m?st incl?de

at least one character who is able to be the ,eneral of the army.  )?rthermore> eDery army m?st contain a 

minim?m of nits 8eIcl?din= characters9. All nits with the 'ar /achine troop type co?nt as a sin=le

nit for this p?rpose.

● An army may incl?de a Ba<le Standard Bearer> b?t may neDer haDe more than one.

● here are some $ne of a 4ind nits or characters. A $ne of a 4ind nit or character can only be taen

once per army> re=ardless of whether it is otherwise Core> Special> #are> (ero or 1ord. !ts oints sll co?nt

towards the releDant cate=ory.

● Somemes> the armies that clash on the ba<leNeld are m?ch bi==er than ?s?al. Armies of 000 oints ormore are considered ,rand Armies. All limits for the n?mber of repeated nits and characters are

do?bled for this ind of army. his incl?des 8non7character9 $ne of a 4ind nits> which can be taen ?p to

2 mes in a ,rand Army.

● Somemes> the armies that clash on the ba<leNeld are m?ch smaller than ?s?al. Armies of less than :J00

oints are considered 'arbands. All limits for the n?mber of repeated nits and characters and all

maIim?m nit sies are halDed 8ro?ndin= ?p9 for this ind of army )?rthermore> the minim?m n?mber of

nits yo? m?st tae is decreased to H.

● Some nits haDe a special repeon allowance. hey may be taen more mes than their cate=ory

wo?ld normally allow. !n s?ch cases> the re=?lar limits chan=e to the releDant limit stated.

J

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SETTING UP A GAME AND DEPLOYMENT!n order to play a =ame of )antasy Ba<les* +th A=e> yo? will Nrst and foremost need to Nnd a s?itable opponent and

a=ree on the terms of the =ame> s?ch as =ame sie and whether yo? will be ?sin= any addional r?les. Both sides

will compose an army ?sin= the r?les from the OChoosin= yo?r Army; secon aboDe.

he =ame is played on a P2; wide and G; deep ba<leNeld area when ?sin= the standard army sie 8:J007000

points9. )or smaller ba<les 8inDolDin= 'arbands9> we recommend a H6; wide and G; deep sie> and for bi==er

=ames 8inDolDin= ,rand Armies9> the sie sho?ld depend on how m?ch bi==er the armies are. EDen tho?=h some

ba<les can tae place on a completely open ba<leNeld> ?s?ally the ba<leNeld has a a few errain pieces placed

?pon it.

he players can freely a=ree on the sie> type and n?mber of errain pieces to be placed> as well as their posions.

!f yo? cannot reach an a=reement howeDer> ?se the r?les proDided below to set ?p the ba<leNeld for yo?r =ame.

● %iDide the =amin= board into secons of 2; I 2;.

● lace the followin= errain pieces in the centre of a randomly decided secon 8maI : piece in each

secon9* $ne B?ildin= or !mpassable errain 8randomly decide which of the two9> one (ill> one )orest.

hen moDe each errain piece 2%6; in a random direcon.

● hen> add 2%H addional pieces of errain> followin= the r?les aboDe to determine their posion> and rolla %6 and cons?lt the table below to determine the type of each of the addional terrain pieces.

1: Hill 2: Forest 3: Field 4: Water 5: Wall 6: Ruin

● All errain m?st be at least 6; away from any other terrain* /oDe the pieces as li<le as possible from their

rolled posion to meet this criterion. !f it is not possible to place the errain piece more than 6; away from

any other errain> discard the problemac piece

● #ecommended errain piece sies are between 6; I G; and 6; I :0;> eIcept for 'alls> which are :; I :0;.

#E,A/E SEE"CE

Before the =ame can be=in> some preparaons haDe to be made.

1. Show yo?r opponent yo?r army list

2. Choose deployment type

3. Choose secondary obQecDes

4. #andomie who pics deployment one

5. ,enerate spells> starn= with the player who piced deployment one

6. #emainin= Rbefore the =ameR r?les and abilies

7. %eploy forces

8. %eploy sco?ts

9. /oDe Dan=?ard

10. #oll for Nrst t?rn

6

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C($$SE %E1$/E" E

Either both players can a=ree on which deployment type to ?se> or yo? can randomie by rollin= a %6*

:7H* Classic. he able is diDided into two halDes by drawin= a strai=ht line thro?=h the centre of the board>

parallel to the tables lon= ed=es. %eployment ones are more than :2R away from this line.

7J* %ia=onal. he able is diDided into two halDes by drawin= a strai=ht line from one corner> thro?=h the centre

of the table> to the opposite corner 8whoeDer chooses deployment one decides which corners to ?se9.

%eployment ones are more than +; away from this line.6* )lan A<ac. he able is diDided into two halDes by drawin= a strai=ht line thro?=h the centre of the board>

parallel to the tables lon= ed=es. he player choosin= deployment one decides if heFshe wants to be the a<acer

or the defender. he a<acer may deploy more than +R from the central line if within of the tables len=th from

either table ed=e 8:GR on a P2; table9> and more than :JR from the central line elsewhere. he defender does the

opposite* more than +R from the table ed=e if within of the tables len=th from short table ed=e> and more than

:JR from central line elsewhere.

)i=?re :

Vis?alisaon of the three diLerent deployment types.

C($$SE SEC$"%A# $B3EC! ES

Either both players can a=ree on which secondary obQecDe to ?se> or yo? can randomie it by rollin= a %6*:72* (old the ,ro?nd

H7* Breathro?=h

J76* Sec?re ar=et

See Victory Condion secon for the r?les re=ardin= secondary obQecDes.

!C4 %E1$/E" 5$"ES

#andomie which player chooses deployment one 8for eIample> roll a %6> on T the player who rolled the dice

chooses9. his player pics one of the lon= board ed=es 8and chooses corners or who is a<acerFdefender if the

%ia=onal or )lan A<ac deployments are bein= ?sed9.

P

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,E"E#AE SE11S

Starn= with the player that piced deployment one> each player =enerates spells for all hisFher wiards. o do

this> pic a wiard and cons?lt the chosen /a=ic ath 8which one the wiards ?ses sho?ld be noted on the army

list9. All /a=ic aths can be fo?nd in )antasy Ba<les* he +th A=eU aths of /a=ic. here are spells n?mbered 0

thro?=h 6. #oll a %6 for each spell the wiard has 8normally the same n?mber as its 'iard 1eDel9 to see which

spells the wiard can ?se in this ba<le. !f a : is rolled> the wiard nows spell n?mber :> and so on. !f a d?plicate

spell is rolled 8either beca?se another wiard in the same army has already rolled the spell or beca?se the samewiard rolled a do?ble9> the wiard m?st replace the d?plicated res?lt with freely chosen other spell from the same

ath that has not already been rolled. !.e. two wiards in the same army cannot =enerate the same spell> and no

wiard can now a sin=le spell more than once. 8!f yo? are ?nable to replace the d?plicate spell with an ?nocc?pied

spell> the spell is lost9. )?rthermore> the wiard may eIchan=e one of his spells for the si=nat?re spell of that /a=ic

ath 8labelled as spell n?mber 09. his spell can be chosen eDen if other wiards haDe the same spell.

Spells that are not =enerated ?sin= these r?les 8s?ch as spells belon=in= to wiards with predetermined spells or

bo?nd spells9 are i=nored for the p?rpose of d?plican= spells. A player can haDe more than one s?ch spell in the

same army.

%E1$!", )$#CES

he player that did not choose deployment one chooses which player starts deployin=. he players then alternatetain= t?rns in deployin= their nits 8f?lly inside their own deployment one9. $n each of hisFher t?rns> a player

m?st deploy at least one nit> b?t can choose to deploy any n?mber of nits. All nits with the 'ar /achine

roop ype always co?nt as a sin=le nit d?rin= the deployment phase. he same =oes for all Characters.  'hen one

player has deployed all of hisFher nits 8eIcl?din= nits that are not deployed ?sin= the normal r?les> s?ch as

sco?n= or amb?shin= nits9> the player m?st anno?nce if heFshe will try to =o Nrst or second. "ow the other

player deploys all of hisFher remainin= nits. Co?nt how many nits are deployed in this step 8aer the Nrst player

is Nnished deployin=9. All 'ar /achines and Characters sll only co?nt as one nit each. his is the Ondeployed

nit "?mber;. Aer this> deploy sco?n= nits 8see Sco?t Special #?le9 and then moDe Dan=?ardin= nits 8see

Van=?ard Special #?le9. 'hen this is done> both players roll a %6 and the player that Nnished deployin= Nrst adds

the Ondeployed nit "?mber; score to hisFher dice roll.

- !f the player who Nnished deployin= Nrst =ets a hi=her res?lt> heFshe m?st =o Nrst or second 8accordin= to

what was anno?nced preDio?sly9.

- !f the score is a e or the player who Nnished deployin= second wins> heFshe can now choose which playerhas the Nrst t?rn.

G

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GENERAL PRINCIPLESAC! E A"% #EAC! E 1AE#. SEE"C!",

he acDe player is the player whose t?rn it c?rrently is.

he reacDe player is the player whose t?rn it c?rrently is not.

'heneDer two 8or more9 abilies happen at the same me> the acDe player m?st declare the ?sa=e of hisFherability before the reacDe player. $nce both players haDe declared the ?sa=e of abilies> the eLects of the abilies  

are resolDed> starn= with the acDe player. )or eIample> if both players haDe abilies that may be acDated at the

be=innin= of the ma=ic phase> the player whose ma=ic phase it is m?st choose Nrst if heFshe is ?sin= hisFher

abilies or not. hen the reacDe player can choose if heFshe is ?sin= hisFher abilies or not. Aer this> the eLects

of the abilies from both sides resolDe> starn= with the acDe players abilies.

%!CE

!n )B* +th A=e> dice are oen ?sed to determine random o?tcomes. he most common type ?sed is the siI7sided

dice> named R%6R>with a ran=e from : to 6. he eLects of a dice roll is oen dependin= on whether the dice rolls

e@?al to or hi=her than a set Dal?e 8s?ch as a dice roll that is s?ccessf?l if the dice rolls H or hi=her9. his is oen

referred to as a OHT; 8or T> 2T> 6T etc9. Somemes>yo? are called ?pon to roll more than one of these dice at the

same me. his is represented by a n?mber before the type of dice rolled> s?ch as OH%6;> which means to roll H siI7sided dice and add the res?lts to=ether. $n other occasions> a dice roll may be modiNed by addin= a n?mber to it or

s?btracn= a n?mber from it> s?ch as %6T:. !n s?ch cases> simply add or s?btract the releDant @?anty toFfrom the

res?lt of the roll. 1astly> some eLects in the =ame call for rerollin= certain dice> s?ch as Ofailed o 'o?nd rolls;> or

O'ard SaDe res?lts of :;. 'hen yo? enco?nter s?ch sit?aons> reroll the releDant dice. A rerolled dice can neDer

be rerolled a=ain> no ma<er the so?rce or eLect> and m?st always be accepted.

he =ame somemes calls for a %H> which is the same as a %6 b?t halDin= the res?lt 8and ro?ndin= ?p9> so that the

res?lt can end ?p bein=:> 2 or H.

here is another special dice> called the Sca<er %ice. !t is a siI7sided dice with two

of the sides mared withR(itR and the remainin= fo?r sides feat?rin= an arrow

poinn= in a certain direcon. !f yo? dont haDe access to s?ch special dice> a

Sca<er %ice can be perfectly represented by a standard %6. !f the W: symbol of thedice is on the top or bo<om side 8W6 is on the top when W: is on the bo<om on a

standard %69> this represents a O(it;. !f the W: symbol is not on the top or bo<om

side> this symbol mars a randomly chosen direcon.

)i=?re 2. wo diLerent ways of 

represenn= a Sca<er %ice.

SCAE#

'hen yo? are called ?pon to Sca<er an obQect 8for eIample OSca<er a template

%6;;9> roll the Sca<er %ice 8and other dice for distance> if necessary9. !f a O(it;

symbol is rolled> do not moDe the obQect. !f an arrow is rolled> moDe the obQect in that direcon the n?mber of

inches indicated by the r?le in @?eson.

"ote that this is not the same thin= as randomiin= a direcon. !n s?ch cases> roll the Sca<er %ice. !f a (it is rolled>

reroll the Sca<er %ice ?nl an arrow is rolled 8in this case yo? are for once allowed to reroll an already rerolled

dice9. Some Sca<er %ice feat?re a small Arrow within the O(it; symbol. !f that is the case> do not reroll O(it;

symbols> b?t instead ?se the small arrow to indicate the direcon.

+

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E/1AES

emplates are normally ?sed to determine area eLects. here are seDeral diLerent types and sies of emplates he

most commonly ?sed emplates are H; and J; emplates. hese are dis7shaped emplates with a H; and

J;diameter> respecDely. $ther> less commonly ?sed> emplates incl?de the :; ro?nd emplate 8called :; template9

and 1ine emplate 8?sed for cannons and some spells9. 'hen determinin= how many models are beneath 8or

to?ched by9 the emplate> hold the appropriate emplate oDer the tar=et to see which models bases are directly

?nderneath it. "ote that if any part part of a models base> howeDer small that part is> is beneath a emplate> thatmodel co?nts as bein= ?nder the emplate. "ote also that the model bases are based on the metric system> while

the emplate sies are ?s?ally based on inches. his means> for eIample> that a H; template is capable of to?chin=

the bases of J lined ?p models with 2Jmm bases 8H; X P.62cm9.

C(A#ACE#!S!CS #$)!1E A"% ESS

Each model has a Characteriscs roNle> which contains + diLerent Characteriscs* /oDement 8/9> 'eapon Sill

8'S9> Ballisc Sill 8BS9> Stren=th 8S9> o?=hness 89> 'o?nds 8'9> !niaDe 8!9> A<acs 8A9> 1eadership 81d9. All

Characteriscs haDe a n?mber Dal?e between 0 and :0 and can neDer =o o?tside this ran=e.  'hen a characterisc

is 0> it can also be labelled as a dash 8O7;9.

A model with /0 cannot moDe.

A model with 'S0 is a?tomacally hit in close combat and can only hit in close combat on rolls of 6.

A model with BS0 cannot ?se shoon= weapons.A model with an ?nmodiNed A0 can neDer mae normal close combat a<acs.

A model with its 'o?nds red?ced to 0 is remoDed as a cas?alty

nmodiNed Characteriscs

Somemes a models nmodiNed Characteriscs are called ?pon. his is the Dal?e the model has in a certain

Characterisc when i=norin= all e@?ipment> spells and r?les aLecn= that Characterisc. Characterisc chan=es

made when b?ildin= the army 8s?ch as ?p=radin= a model to a WDeteran> thereby =iDin= it T: Stren=th9 are taen

into acco?nt> and are considered part of the models nmodiNed Characterisc.

Characterisc ests can be called ?pon d?rin= the =ame. 'hen a model m?st tae a Characterisc est> roll a %6.

!f the res?lt is a 6> or if the res?lt is hi=her than the models releDant Characterisc> the test is failed. $therwise>

the test is passed. his means that models that haDe a Characterisc with a Dal?e of 0 will a?tomacally fail

Characterisc ests tar=en= that Characterisc.

'hen a model with more than one Dal?e in a Characterisc 8s?ch as a dra=on and its rider9 is called ?pon to tae a

Characterisc est> tae a sin=le test for the combined model> ?sin= the hi=hest Characterisc aDailable. 'hen a

nit as a whole taes a Characteriscs est> ?se the hi=hest Dal?e.

1eadership ests are a bit diLerent> beca?se in order to tae them> yo? m?st roll 2%6. !f the res?lt is hi=her than

the models 1d Characterisc> the test is failed. $therwise> the 1d est is passed. here are many diLerent inds of

1eadership ests> s?ch as anic ests and Brea ests> which can haDe addional r?les and modiNcaons. hey are

eIplained in their own releDant secons of the r?les> b?t are all sll diLerent inds of 1eadership ests.

%!SA"CES

he meas?rin= nit in )B* +th A=e> is the inch 8R9. All distances and ran=es are indicated and meas?red in inches. odetermine the distance between two points on the ba<leNeld 8or two nits> or any other elements9> yo? m?st

always meas?re from the closest points> eDen if the line of meas?rin= =oes thro?=h any ind of interDenin= or

obstr?cn= element. !=nore these for the p?rposes of meas?rement.

layers are always allowed to meas?re any distance at any me.

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1!"E $) S!,( A"% /$%E1S (E!,(S

A model can trace a 1ine of Si=ht to its tar=et 8a point or nit9 if yo? can eItend a strai=ht line from the front of its

base directly to its tar=et> witho?t =oin= o?tside of the nits front arc> and witho?t bein= interr?pted by $bsc?rin=

errain or by the base of a model which has  lar=er hei=ht than both the nit and its tar=et. /odels in bac rans

always draw 1ine of Si=ht as if they were in the front ran> in the same Nle8s9 they are in. A nit is considered to

haDe a 1ine of Si=ht to a tar=et if one or more models in the nit has 1ine of Si=ht.  /odels in a nit neDer bloc 1ine

of Si=ht to other models in the same nit.

/odels are diDided into the followin= three hei=hts*

1. Small* /odels with the nit types* 'ar /achine> !nfantry> 'ar Beast> Swarm.

2. /edi?m* /odels with the nit types* CaDalry> /onstro?s !nfantry> /onstro?s Beast> /onstro?s CaDalry>

/onster> Chariot.

3. 1ar=e* /odels with the 1ar=e ar=et Special #?le 8re=ardless of their nit type9 and all models with a

maQority of its base on a (ill.

#EC$ E# '$"%S A"% #A!SE '$"%S

Some spells or abilies can #ecoDer 'o?nds lost earlier in the ba<le. he amo?nt of 'o?nds recoDered are noted

in the ability 8#ecoDer YZ[ 'o?nds9. !f a nit contains m?lple models> each model m?st recoDer all its lost 'o?nds

before another model can recoDer any 'o?nds. A Character inside a nitnit neDer recoDers 'o?nds from abilies

that allow the nit the Character is in to #ecoDer 'o?nds. Characters only recoDer wo?nds when they are the onlytar=et of an ability or spell9. #ecoDerin= 'o?nds can neDer brin= dead models bac> and cannot 8?nless noted

otherwise9 increase a models 'o?nds aboDe its starn= Dal?e.8Any eIcess #ecoDered 'o?nds are lost9.

#aise 'o?nds ?ses the r?les for #ecoDer 'o?nds with the eIcepon that #aise 'o?nds can brin= dead models

bac. )irst> recoDer all lost 'o?nds on models in the nit 8eIcept on Characters9> then brin= models bac in the

followin= order* champion> standard bearer> m?sician> ran7and7Nle. Each raised model m?st be recoDered to its f?ll

amo?nt of 'o?nds before another model can be raised. his cannot 8?nless stated otherwise9 raise a nits

n?mber aboDe its starn= n?mber. 8Any eIcess #aised 'o?nds are lost9.

::

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UNITS AND FORMATIONS

BASES A"% BASE C$"AC

All models are placed on top of bases. he eItent of the model is considered to be its base. Base sies are =iDen as

two meas?rements in millimetres* front7width I side7len=th. 8)or eIample> the normal caDalry base is 2JIJ0mm9. !nsome rare cases models haDe ro?nd bases. !n these cases> only as sin=le meas?rement is =iDen* the diameter of the

base. 8)or eIample> a standard 'ar /achine base is a ro?nd 60mm base9.

wo models are considered to be in base contact with each other if their bases are to?chin= one another> incl?din=

corner to corner contact.

/$%E1S A"% "!S

/odels represent o?r N=hn= warriors> monsters and spellcasters. EDerythin= that is standin= on the same base is

considered the same model 8i.e. a dra=on and its rider> or a cannon and its three crewmen> are considered a sin=le

model9. Some models haDe a Combined roNle for their diLerent parts 8s?ch as a ni=ht and its horse9. 'heneDer a

r?le aLects s?ch models> all parts of the model are aLected.

All models are part of a nit. A nit is either a =ro?p of models deployed in a formaon consisn= of rans 8alon=

the width of the nit9 and Nles 8alon= the len=th of the nit9 or a sin=le model operan= on its own. 'heneDer a

r?le> ability> spell and so on aLects a nit> all models in the nit are aLected.

'hen formin= a nit> all models in the nit m?st be perfectly ali=ned in base contact with each other and face the

same direcon. All rans 8eIcept the last one9 m?st always haDe the same width. he last ran can be shorter than

the other ransU if so> this is called an incomplete rear ran.

#A"47A"%7)!1E 8#&)9

"ormal models in a nit are called #an7and7)ile models 8#&)9. Characters 8and Champions9 are not #&) models>

b?t all other models are.

 

)11 #A"4S

A f?ll ran is any ran which is at least J models wide. Some nits 8s?ch as monstro?s infantry9 re@?ire less than J

models to form a f?ll ran> see roop ypes secon.

($#%E )$#/A!$"

nits in rans of :0 or more models 86 or more in the case of /onstro?s #ans9 are considered to be in (orde

formaon.

)$$#!"

A nits )ootprint is the area occ?pied by the combined bases of all the models in a nit.

CE"#E $) "!

A nits centre is deNned by drawin= an ima=inary rectan=le aro?nd the o?ter ed=es of the nits footprint. he

Centre of this boI is considered to be the centre of the nit.

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"! )AC!", A"% A#CS

A nit has arcs* front> rear> and two \ans. Each arc is determined by eItendin= a strai=ht line from the corners of 

the nits bases> in a :HJ] an=le from the nits front 8for the front arc9> rear 8for the rear arc9 or \ans 8for the

\an arcs9> see N=?re H. nits on ro?nd bases dont haDe arcs 8they can draw 1ine of Si=ht from any point on their

bases> in any direcon9.

)i=?re H.his &nit has H rans and    Nles. he base on the side is a

character with a mismatchin= base that has Qoined the &nit. 

he last ran is incomplete and only containsH models.he

&nits footprint is the area occ?pied by the bases of all the

models within the &nit 8the =reen area9. he Centre of the

&nit is the centre of the rectan=le drawn aro?nd its o?ter

ed=es 8mared with a red I9. he front> side and rear arcs are

deNned by ?sin= a :HJ] an=le from the &nits ed=es.

S//$"E% "!S

S?mmoned nits are nits created d?rin= the =ame. All models in a newly S?mmoned nit m?st be deployed

within the ran=e of the spell or ability> and at least :R away from other nits and from !mpassable errain. !f the

whole nit cannot be deployed> then no models can be deployed. $nce s?mmoned> the newly created nit

operates as a normal nit on the spellcasters side. S?mmoned nits do not award V to the opponent when they

are destroyed.

 

:; "! SAC!",

nits m?st eep at least a :; distance between them> and to !mpassable errain. his applies to both friendly nits

and enemy nits. %?rin= the co?rse of a moDe> the re@?ired distance is decreased to ^;> b?t at the end of the

moDe> the nit m?st once a=ain eep a :; distance to all other nits and to !mpassable errain. !f this is not the

case> bactrac the moDe ?nl the :; distance is ept.

Some special moDes are allowed to brea the :; nit Spacin= r?le 8for eIample char=e moDes9.  'heneDer a nit

Nnds itself closer than :; to another nit or to !mpassable errain> it i=nores the :; nit Spacin= r?le with re=ards

to that nitnitF!mpassable errain piece for as lon= as it remains closer than :;. 8!t may sll not moDe into base

contact with an enemy nit that it has not char=ed9.

B$A#% E%,E

he board ed=e represents the bo?ndaries of the =ame. /odels can be temporarily o?tside the board ed=e>  as lon=

as no more than J0K of the models footprint is o?tside the board> and their moDe does not end with any part of

the model o?tside the board. emplates 8and the lie9 can be parally o?tside the board and sll aLect models with

the parts of the emplate that are sll on the board.

:H

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THE TURN

,A/E #"

)B* +th A=e is a t?rn based =ame. A standard =ame last for 6 ,ame ?rns. $ne player has the Nrst t?rn 8called a

layer ?rn9> in which heFshe moDes and a<acs with hisFher models. Aer this> the other player has hisFher Nrstlayer ?rn .'hen this comes to an end> ,ame ?rn : is completed. !n ,ame ?rn 2> the Nrst player now has

hisFher second layer ?rn. And so on> ?nl both players haDe completed 6 layer ?rns.his  mars the end of the

=ame.

1AE# #"

Each layer ?rn is diDided into fo?r hases> performed in the followin= order*

1. /oDement hase

2. /a=ic hase

3. Shoon= hase

4. Close Combat hase

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MOVEMENT PHASE!n the /oDement hase yo? haDe a chance to moDe yo?r nits on the ba<leNeld.

/$ E/E" (ASE SEE"CE

he /oDement hase is diDided into the followin= steps. Apply the list chronolo=ically from : to 6.

1. Start of the /oDement hase 8and Start of ?rn9.2. %eclare Char=es

3. /oDe Char=es

4. Comp?lsory /oDes s?b7phase

5. #emainin= /oDes s?b7phase

6. End of /oDement hase

%EC1A#E C(A#,ES

!f yo? want any of yo?r nits to en=a=e an enemy nit in Close Combat> yo? m?st declare which of yo?r nits will

a<empt to char=e which enemy nits> one at a me. Each me the acDe player declares a char=e> the reacDe

player m?st declare the char=ed nits Char=e #eacon.

Char=es can only be declared at tar=ets that are in the char=in= nits 1ine of Si=ht and that the char=in= nit has a

chance of complen= the char=e a=ainst. his means that the tar=et nit m?st be within the char=ers potenal

char=e ran=e and there m?st be eno?=h room to moDe the char=er into base contact with its tar=et. 'hen

considerin= if a char=e is possible> do not tae potenal )lee char=e reacons into acco?nt 8not eDen mandatory

ones9> b?t do tae already declared char=es into acco?nt 8since char=in= models mi=ht haDe a chance to moDe o?t

of the way9.

C(A#,E #EAC!$"S

A nit that has a char=e declared a=ainst it m?st now declare its Char=e #eacon. here are three diLerent char=e

reacons* O(old;> OStand and Shoot; and O)lee;.

(old

A (old reacon means that the nit does nothin=. A nit en=a=ed in Close Combat can only choose a (old

reacon.

Stand and Shoot

A Stand and Shoot reacon may be taen if the char=ed nit has Shoon= 'eapons> the char=in= enemy is in their

)ront Arc and the char=in= nit is f?rther away than its /oDement Dal?e 8?sin= the lowest Dal?e in the nit if it has

more than one9. he char=ed nit immediately performs a shoon= a<ac as if in the Shoon= hase> eDen if the

enemy is beyond the weapons maIim?m ran=e. 8#emember to apply any applicable modiNer> lie 1on= #an=e and

Stand and Shoot9. A nit can only choose this Char=e #eacon once per t?rn> eDen if it is char=ed m?lple mes.

)lee

he char=ed nit immediately \ees directly away from the char=in= enemy 8in the direcon of a line drawn from

the Centre of the char=in= nit thro?=h the Centre of the char=ed nit9. 'hen a nit declares a )lee char=e#eacon> any nits that had declared a char=e towards this nit may immediately a<empt to #edirect their

Char=e. An already \eein= nit that is char=ed m?st choose this reacon.

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#edirecn= a Char=e

'hen a nit chooses the )lee Char=e #eacon the char=er may try to #edirect the Char=e. !f so> roll a 1eadership

test. !f failed> the nit will try to complete the char=e towards the nit that \ed. !f passed> the nit can

immediately declare a new char=e towards another Diable tar=et nit> which may choose their char=e reacon as

normal. !f more than one nit had declared a char=e a=ainst the \eein= nit> each nit may try to redirect its

char=e 8in an order chosen by acDe player9. A nit can only redirect a char=e once per t?rn.  (oweDer> if the nit

that the char=e is #edirected towards also \ees 8i.e. two nits char=ed by the same nit both \ee9> then the char=e

can be completed towards any of the \eein= nits 8declare which one before rollin= Char=e #an=e9.

/$ E C(A#,ES

$nce all char=es and char=e reacons haDe been declared> char=ers will try to moDe into combat. Choose a nit

that has declared a char=e in this phase and roll its Char=e #an=e.

Char=e #an=e

A nits Char=e #an=e is normally 2%6> pl?s the nits /oDement Characterisc. !f this is e@?al to or  hi=her than

the distance 8in inches9 between the char=er and its intended tar=et> the Char=e #an=e is s?Mcient and the char=er

can proceed to mae a Char=e /oDe 8proDided it has eno?=h space9. !f the Char=e #an=e is less than the distance

8or there is no space to complete the char=e9> the char=e has failed and the char=er performs a )ailed Char=e moDe.

Char=e /oDeA Char=e /oDe is a moDe with the intent to moDe into base contact with the enemy nit> a=ainst which the

char=in= nit declared its char=e. he followin= r?les are applied to a Char=e /oDe*

- he nit can moDe forward an ?nlimited distance.

- A sin=le wheel can be performed d?rin= the moDe. his wheel can be no more than +0].

- he enemy nit m?st be contacted by the front of the char=in= nit  in the )acin= of the char=ed nit

where the maQority of the char=in= nits fronta=e was when the char=e was declared .

- he char=in= nit i=nores the :; nit spacin= r?le. 8!t can sll only moDe into base contact with an enemy

a=ainst which it declared a char=e9.

Ali=n

!f the char=er mana=es to moDe into base contact> the nits m?st now be ali=ned towards each other> in s?ch away

that their enre )acin=s are in contact with each other. #otate the char=in= nit aro?nd the point at which it

contacted the enemy. !f this will not brin= the two nits into f?ll contact 8beca?se of other blocin= nits orterrain9> rotate the enemy nit instead if this will achieDe the contact between them or do a combinaon of the

two> rotan= the enemy nit as li<le as possible . he enemy nit can neDer be rotated if it is already En=a=ed in

Combat. Ali=n moDes i=nore the :; nit spacin= r?le.

/aIimiin= Contact

Char=e moDes m?st be made so that the n?mber of models 8on both sides9 in base contact with an enemy model is

maIimied> prioriin= preDio?sly nen=a=ed models 8i.e. not already in base contact with an enemy9 oDer already

En=a=ed models wheneDer possible. Somemes> this re@?irement comes into con\ict with rotan= the enemy nit

as li<le as possible when ali=nin=. 'hen this is the case> priorie not rotan= the enemy at all. !f this is not

possible> priorie maIimiin= models in base contact instead.

Char=e )leein= nit

'hen char=in= a \eein= nit> follow the same r?les as for a normal Char=e /oDe> eIcept that the char=in= nit can

moDe into contact with any )acin= of its tar=et> no Ali=n moDe is made and no maIimiin= of base to base contact is

taen into consideraon. $nce the char=er reaches base contact with the \eein= tar=et> the \eein= nit is remoDed

as a cas?alty. he char=in= nit can tae a 1eadership est. !f the test it passed> the nit  may perform a ost

Combat iDot manoe?Dre.

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/?lple Char=es

!f more than one nit has declared a char=e a=ainst a sin=le enemy nit> char=es are moDed in a sli=htly diLerent

manner. #oll Char=e #an=e for all the nits char=in= that same nit before moDin= any of them. $nce it has been

established which nits will reach its tar=et> moDe the char=in= nits 8andFor the failed char=es9 in any order yo?

wish. 'hen maIimiin= the n?mber of models in base contact> tae into consideraon the total combined n?mber

of models in base contact from all nits that s?ccessf?lly completed the char=e> prioriin= =e_n= as many nits

into combat as possible oDer /aIimiin= Contact.

!mpossible Char=e

'hen moDin= the char=es> this somemes res?lts in a sit?aon where nits bloc each other from reachin=

combat 8or there is not eno?=h space to Nt all char=ers9. 'hen this happens> the nits that can no lon=er mae it

into combat mae a )ailed Char=e moDe.

Bloced

o preDent certain ab?siDe sit?aons where a nit cannot char=e an enemy nit well within Char=e #an=e and 1ine

of Si=ht d?e to a conDol?ted posionin= of the enemy nits> the followin= r?les are applied. !f a nit is ?nable to

complete a char=e> solely d?e to ?nen=a=ed enemy nits that it co?ld not char=e normally> it can mae a special

char=e moDe* /oDe the nit strai=ht forward ?p to its Char=e #an=e. !f this brin=s it into contact with the enemy>

the enemy is char=ed. !nstead of doin= the normal ali=nin=> the enemy performs a Combat #eform in order to brin=

the nits ali=ned towards each other. 8#eform in s?ch a way that the correct facin= is t?rned towards the enemy.9

)ailed Char=e

!f a nit does not roll a s?Mcient Char=e #an=e> or is ?nable to complete the Char=e for other reasons> it performs

a )ailed Char=e /oDe instead. he hi=hest %6 rolled when rollin= Char=e #an=e is the moDe distance 8in inches9.

'heel the nit so that a forward moDement will moDe the centre of the nit towards the centre of its intended

tar=et> and then moDe forward. "ote that this is not a Char=e /oDe and th?s the :; nit Spacin= r?le is not

i=nored. !f the char=ed nit was destroyed before moDin= the char=er> mar the Nnal centre of the nit and moDe

towards that point. A nit that has failed a Char=e cannot moDe f?rther this moDement phase and cannot shoot in

the s?bse@?ent shoon= phase.

)i=?re  

he maQority of the char=in= &nits fronta=e is in the enemys front arc> so the char=in= &nit m?st contact the front

facin= 8needed char=e ran=e is 2;9. !t moDes forward and then wheels into base contact. Ali=n moDe is then

performed by rotan= the char=ed &nit aro?nd the point of contact.

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C$/1S$# /$ ES SB7(ASE

!n the Comp?lsory /oDes s?b7phase> models that do not haDe a choice concernin= whether to moDe or not 8s?ch

as )leein= nits> nits with #andom /oDement or nits that haDe failed a St?pidity test9 m?st moDe.

)irst> roll #ally tests for all \eein= nits 8and mae the appropriate moDes aer the tests passed or failed9> then

moDe yo?r non7\eein= nits that moDe in the comp?lsory moDes s?b7phase> in any order.

#ally ests

At the start of the Comp?lsory /oDes s?b7phase> all \eein= nits tae a 1eadership test 8in an order chosen by the

acDe player9. Any nit that passes its test is no lon=er considered \eein= and may  immediately perform a #eform.

A nit that has rallied cannot moDe f?rther this moDement phase and cannot shoot in the s?bse@?ent shoon=

phase. !f the test is failed> the nit immediately performs a )lee /oDe.

)lee /oDes

o perform a )lee /oDe> roll the )lee %istance> which is normally 2%6;. /oDe the \eein= nit this distance strai=ht

forward> i=norin= all obstr?cons. !f this moDe sho?ld mae the \eein= nit end its moDe within :; of another nit

or !mpassable errain> eItend the )lee %istance with the minim?m distance needed for the nit to =et clear of all

s?ch obstr?cons. !f \eein= models moDe thro?=h enemy models or !mpassable errain> they m?st tae a

%an=ero?s errain test> which is failed on a roll of :7H. !f the )lee /oDe taes the \eein= nit into contact with 8or

beyond9 the Board Ed=e> the nit is destroyed. #emoDe the nits as a cas?alty as soon as it to?ches the Board Ed=e

8possibly ca?sin= panic tests to nearby nits9. "ote that )lee /oDes are oen preceded by a piDot. !f this is thecase> this piDot follows the same r?les as the )lee /oDe. )lee /oDes i=nore all obstr?cons.

#E/A!"!", /$ ES SB7(ASE

!n the #emainin= /oDes s?b7phase> nits that haDent moDed yet will =et a chance to do so. Apply this list

chronolo=ically from : to .

1. Start of the #emainin= /oDes s?b7phase hase. #einforcements arriDe.

2. Choose a nit to moDe and a type of moDe 8AdDance> /arch> #eform9> then moDe it.

3. #epeat step 2> each me choosin= a new nit that has not yet moDed in the /oDement hase.

4. $nce all nits that can 8and want to9 moDe haDe done so> the #emainin= /oDes s?b7phase ends.

A% A"CE /$ E

'hen performin= an AdDance /oDe> a nit can moDe forward> bacwards or to either side 8sidestep9. (oweDer> it

cannot moDe in more than one of these direcons d?rin= an AdDance /oDe. nits consisn= of a sin=le model can

always perform any n?mber of iDots d?rin= an AdDance /oDe.

)orward* he nit moDes forwards a distance ?p to its /oDement Characteriscs 8in inches9. %?rin= a forward

AdDance /oDe> a nit may perform any n?mber of 'heel /anoe?Dres.

Bacwards* he nit moDes bacwards a distance ?p to half its /oDement Character 8in inches9.

Sidestep * he nit moDes to either side a distance ?p to half its /oDement Character 8in inches9.

/A#C( /$ E

'hen performin= a /arch /oDe> the nit can only moDe forward> ?p to twice its /oDement Characterisc 8in

inches9. %?rin= a /arch /oDe a nit may perform any n?mber of 'heel /anoe?Dres.!f there are enemy nits within G; of a nit that wishes to perform a /arch /oDe 8before the nit is act?ally

moDed9> the nit m?st tae a /arch est. ae a 1eadership test. !f the test is passed> the nit may proceed with its

/arch /oDe as normal. !f the tests is failed> the nit will sll mae a /arch /oDe> howeDer> it can only moDe ?p to

its /oDement Characterisc 8in inches9. A nit that has /arched cannot shoot in the Shoon= hase. nits

consisn= of a sin=le model can always perform any n?mber of iDots d?rin= a  /arch /oDe

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#E)$#/

/ar the Centre of the nit. #emoDe the nit from the ba<leNeld> and then place it bac on the ba<leNeld in any

le=al formaon 8abidin= the :; nit Spacin= r?le9 with its Centre in the same place as before. Aer the #eform> no

sin=le model can be f?rther away from its starn= posion 8before the reform9 than twice its /oDement

Characterisc. A nit that has #eformed cannot shoot in the Shoon= hase.

! $S A"% '(EE1S

'hen a nit iDots 8a moDe mostly ?sed by sin=le model nits9> mar the Centre of the nit. #emoDe the nit from

the ba<leNeld> and then place it bac on the ba<leNeld a=ain facin= any direcon with its Centre in the same place

as before 8abidin= the :; nit Spacin= r?le> as normal9.

'hen a nit 'heels> rotate the nit aro?nd either of its front corners. /eas?re the distance moDed by the nit by

?sin= the distance coDered by the o?termost models o?ter ed=e. 'hen one or more wheels are made as part of a

moDe> no model in the nit can moDe more than its /oDement Dal?e in inches 8or more than twice its /oDement

Dal?e d?rin= a /arch9 from its starn= posion. 8!f the moDe was made as part of a Swi #eform> this distance is

meas?red from the posion aer the reform9.

)i=?re J 

Both the red and the =reen &nit haDe /oDement J.

he =reen &nit maes two wheels d?rin= a march

moDe. his &nit co?nts as moDin= :0;8since yo?

meas?re distances from the o?termost models o?ter

ed=e9.

he red &nit maes a sin=le wheel d?rin= its march

moDe. (oweDer> eDen tho?=h the o?ter model has

only moDed :0;> there are models in the &nit that

haDe moDed more than :0;> main= this moDe ille=al.

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MAGIC PHASE!n the ma=ic phase> yo?r wiards can cast spells and yo?r opponent can try to dispel those spells.

'!5A#%S

/odels that can cast 8non7bo?nd9 spells are referred to as 'iards. All 'iards haDe a 'iard 1eDel to represent

their mastery of the ma=ical arts. A models 'iard 1eDel dictates its bon?s for casn= and dispellin= 8a leDel :'iard adds T: to its casn= rolls> a leDel 'iard adds T to its casn= rolls etc9 as well as the n?mber of spells it

nows. !f a 'iard loses 'iard 1eDels> its bon?s to cast will be aLected> and it loses one spell for each leDel lost

8?nless stated otherwise> the lost spell is randomly chosen9. !f a 'iards 'iard 1eDel drops below :> it will be a

leDel 0 'iard. 1eDel 0 'iards are sll 'iards in all re=ards. All 'iards haDe the Channel Special #?le.

SE11S

Spells can be cast d?rin= the /a=ic hase. he spells a wiard nows are ?s?ally randomied before the =ame>

?sin= the r?les =iDen ?nder ,enerate Spells. /ost spells are parts of a ath of /a=ic> described ?nder aths of

/a=ic. Each of yo?r 'iards has to choose an aDailable ath to =enerate spells from. his choice has to be wri<en

down in yo?r army list. All spells are deNned by the followin= J properes*

"ame

his is the "ame of the spell. se this to state which spell yo? intend to cast.

Casn= al?e

he Casn= Val?e is the minim?m Dal?e yo? need to reach to s?ccessf?lly cast the spell. Spells may haDe diLerent

casn= Dal?es aDailable. he hi=her casn= Dal?e8s9 are referred to as boosted Dersions of the spell. Somemes>

ran=e andFor tar=et restricons are modiNed for the boosted Dersions 8=iDin= the spell a lon=er ran=e> for eIample9>

while other mes> the eLect of the spell can chan=e. he chan=es in the boosted Dersion are mared on each

indiDid?al spell. %eclare if yo? are tryin= to cast a boosted Dersion 8and which one> if the spell has more than one9

before rollin= any dice. !f no declaraon is made> the lowest aDailable casn= Dal?e for the chosen tar=et is

ass?med to be ?sed.

ype

A spells ype describes how the spells tar=ets haDe to be chosen. A spell can haDe more than one type. !f so> apply

all tar=en= restricons at the same me. 8)or eIample> if a spell has the types O#an=e :2;;> O(eI;> and O%irect;>the tar=ets m?st be within :2;> be enemy nits and be in the casters front arc9. nless stated otherwise> a spell

can only haDe one tar=et.

%?raon

A spells %?raon determines how lon= the eLects of the spell are applied.

ELect

he ELect of a spell deNnes what happens 8?s?ally to the tar=et of the spell9 when the spell is s?ccessf?lly cast 8and

not dispelled9.

SE11 ESA spells ype describes which tar=et8s9 can be chosen for the spell. nless stated otherwise> the tar=et m?st be a

sin=le nit.

A?=ment

Spells with the OA?=ment; type may only choose friendly nits 8or models if foc?sed9 as tar=ets.

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A?ra

A?ras are Oarea of eLect; spells. 'hen casn= an A?ra spell> all otherwise le=al and possible tar=ets 8accordin= to

the rest of the Spell ypes9 haDe to be chosen as tar=ets of the a?ra spell 8for eIample> a spell with OA?ra;>

OA?=ment; and O#an=e :2;; tar=ets all friendly nits within :2;9.

Caster

Spells with the tar=et restricon OCaster; tar=et only the model casn= the spell.

Casters nit

Spells with the tar=et restricon OCasters nit ; only tar=et the Casters nit.

Character only

Spells with the tar=et restricon OCharacter only; may only choose character models 8incl?din= their mo?nts9 as

tar=ets.

%ama=e

Spells with the tar=et restricon O%ama=e; may only choose tar=ets not c?rrently En=a=ed in Close Combat.

%irect

Spells with the tar=et restricon O%irect; may only choose tar=ets which are in the Casters front arc.

)oc?sed

'ith a O)oc?sed; spell> only sin=le models can be chosen as tar=ets 8incl?din= a Character inside a nit9.

(eI

Spells with the tar=et restricon O(eI; may only choose enemy nits 8or models if )oc?sed9 as tar=ets.

,ro?nd

Spells with the tar=et restricon O,ro?nd; dont tar=et nits or models. !nstead> a O,ro?nd; spells tar=et is a point

on the ba<leNeld> chosen by the casn= player.

1ine emplate

o resolDe a O1ine emplate; spell> draw a strai=ht line from the Centre of the front of the casters base to the

tar=et. All models ?nderneath this line are aLected by the spell. "ote that this line is a emplate.

/issile

Spells with the tar=et restricon O/issile; may only choose tar=ets within the Casters 1ine of Si=ht. (oweDer> a

/issile spell cannot be cast if the Caster 8or its nit9 is en=a=ed in Close Combat.

#an=e Z;

Spells ?s?ally haDe a maIim?m ran=e> indicated with O#an=e Z;O. $nly tar=ets within the =iDen distance can be

chosen.

  orteI 8#an=e Z;> emplate ;9

o resolDe a OVorteI; spell> place a emplate of the speciNed sie in base contact with the Caster> with the Centre of 

the emplate within the Casters front arc> and then roll a %6*

● !f :7J is rolled* m?lply the res?lt by the Dal?e of the VorteIs #an=e 8in bracets9> this is the distance the

template moDes towards the chosen tar=et 8which is always a point on the board> since all VorteI spells

are also O,ro?nd; Spells9.

● !f a 6 is rolled* Center the template oDer the caster and moDe it %6R in a random direcon.

All models ?nder the path of the template 8from starn= to Nnishin= posion9 are aLected by the spell.  $nce it has

reached its Nnal posion> the template is remoDed from play and the spell ends a?tomacally.

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niDersal

Spells with the tar=et restricon OniDersal; may choose both friendly and enemy nits 8or models if O)oc?sed;9 as

tar=ets.

SE11 %#A!$"

A spells %?raon speciNes how lon= the eLects of the spell are applied. A spells %?raon can either be O!nstant;>O1asts one ?rn;> Oermanent; or O#emains in lay 8#i9; as described below*

!nstant

!f a spell is mared as O!nstant; the eLect of the spell has no lasn= %?raon 7 eLects are applied once> aerwards

the spell ends a?tomacally.

1asts $ne ?rn

!f a spell is mared as O1asts $ne ?rn;> the eLect of the spell lasts ?nl the start of the Casters neIt /a=ic hase. !f 

an aLected nit is diDided into seDeral nits 8the most common eIample is that a Character leaDes its nit9> each of 

the nits formed this way eeps bein= aLected by the spells eLects.

ermanent

!f a spell is mared as Oermanent;> the eLect of the spell lasts ?nl the end of the =ame or ?nl a desi=nated

endin= condion 8as detailed in the spells eLect9 is met. ermanent spells can neDer be remoDed by any other

means than the way described in the spell. !f an aLected nit is diDided into seDeral nits 8the most common

eIample is that a Character leaDes its nit9> each of the nits formed this way eeps bein= aLected by the spells

eLects.

#emains in lay 8#i9

!f a spell is mared as O#emains in lay;> the eLect of the spell remains in play 8abbreDiaon* #i9 ?nl the spell is

dispelled or the Caster is slain. !f an aLected nit is diDided into seDeral nits 8the most common eIample is that a

Character leaDes its nit9> each of the nits formed this way eeps bein= aLected by the spells eLects.  A player can

dispel #i spells d?rin= the /a=ic hase> at a me deNned by the /a=ic hase Se@?ence. A Caster can

a?tomacally dispel his own acDe #i spells witho?t ?sin= any ma=ic dice> while an opposin= Caster m?st mae a

dispel a<empt. o s?ccessf?lly dispel an opposin= #emains in lay spell> the dispel a<empt m?st be e@?al to or

=reater than the lowest re@?ired casn= Dal?e of the spell 8i=norin= casn= Dal?es of boosted Dersions9. nl the

#emains in lay spell has ended> the spell cannot be cast a=ain by the same Caster. !f the Caster of the spell is slain>the spells eLects are a?tomacally dispelled at the Nrst possible moment the spell co?ld normally haDe been

dispelled 8see /a=ic hase Se@?ence9.

/A,!C (ASE SEE"CE

Each ma=ic phase is diDided into the followin= s?b7phases. Apply the list chronolo=ically from : to 6.

1. Start of the /a=ic hase. #oll for 'inds of /a=ic and Channelin=.

2. he #eacDe player may dispel #emains in lay spells that were cast in another m/a=ic hase.

3. he AcDe player may dispel #emains in lay spells that were cast in another /a=ic hase.

4. he AcDe player may a<empt to cast a spell 8See Spell Casn= Se@?ence9.

5. #otate steps 27J of the Se@?ence ?nl neither player performed an acon d?rin= step 27J. Each me an

acon is performed> =o bac to step 2> aer Nnishin= steps 27J.6. /a=ic hase post7phase. End of phase tri==ered abilies resolDe.

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/A,!C %!CE* '!"%S $) /A,!C A"% C(A""E1!",

!n the /a=ic hase> spells are cast and dispelled by ?sin= /a=ic %ice. he AcDe player has ower %iceU the

#eacDe player has %ispel %ice. Both ower and %ispel %ice are referred to as /a=ic %ice. hese dice are ept in a

pool of dice> from which a n?mber of dice can be ?sed to either cast or dispel spells. "o more than :2 /a=ic %ice

can eDer be ?sed by a sin=le player d?rin= a sin=le /a=ic hase. )?rthermore> no more than 2 /a=ic %ice can be

=enerated on top of those =enerated by the 'inds of /a=ic> in a sin=le /a=ic hase.

At the start of the /a=ic hase> the AcDe player maes a 'inds of /a=ic roll with 2%6. he ower %ice pool is

e@?al to the total 'inds of /a=ic roll> while the %ispel %ice pool is e@?al to the hi=hest %6 8of the rolled 2%69.

!mmediately aer the 'inds of /a=ic roll> the AcDe and the #eacDe player can each mae a sin=le Channel

a<empt. A Channel a<empt is resolDed by rollin= a %6. Add T: to the res?lt of this roll for each model with the

Channel Special #?le in yo?r army. !f the res?lt is a 6 or hi=her> the player may add one /a=ic %ice to hisFher pool.

An ?nmodiNed roll of : is an a?tomac fail?re.

SE11 CAS!", SEE"CE

Each of yo?r wiards 8or models with bo?nd spells9 may a<empt to cast each of its spells ?p to one me per /a=ic

hase. !f a spell is cast> the #eacDe player may mae a sin=le dispel a<empt to n?llify the spell that was Q?st cast. !f 

no s?ccessf?l dispel a<empt was made> or the #eacDe player did not want to dispel the spell> the spells eLectsare applied Nrst> then the ath a<rib?te is resolDed.

he followin= proced?re has to be followed> if a casn= a<empt is made*

1. he AcDe player declares which 'iard is casn= which spell with how many ower %ice. !f applicable>

also declare which Dersion of the spell is ?sed and what its tar=ets 8and a<rib?tes tar=ets9 are. A minim?m

of : and no more than J dice can be ?sed.

2. he AcDe player rolls that many ower %ice 8from the ower %ice pool> proDided heFshe has eno?=h

dice9. Add the res?lts of the rolled dice and any casn= modiNers to=ether to =et the total casn= roll.

3. he casn= a<empt is s?ccessf?l if the total casn= roll is e@?al to or hi=her than the spells Casn= Val?e.

$therwise> the casn= a<empt fails and the caster s?Lers from 1ost )oc?s 7 sip to step G.

4. he #eacDe player may choose to mae a dispel a<empt. !f so> heFshe declares which 8if any9 of hisFher

'iards 8and Aidin= 'iards9 will a<empt to dispel the spell and how many %ispel %ice it will ?se. A

minim?m of : dice m?st be ?sed. "ote that a dispel a<empt may be a<empted eDen witho?t haDin= a

wiard. !f no dispel a<empt is made> sip to step 6.

5. he #eacDe player rolls that many %ispel %ice 8from the %ispel %ice pool> proDided heFshe has eno?=h

dice9. Add the res?lts of the rolled dice and any dispel modiNers to=ether to =et the total dispel roll. he

dispel a<empt is s?ccessf?l if the total dispel roll is e@?al to or hi=her than the total casn= roll. !f so> sip

to step G. !f the total dispel roll is lower than the total casn= roll> the dispel a<empt failed. he dispellin=

wiard s?Lers from 1ost )oc?s. roceed to step 6.

6. Apply the spells eLects. hen apply the ath a<rib?tes eLects.

7. !f the spell was cast with $Derwhelmin= ower> apply the eLects of the /iscast.

8. he casn= a<empt is Nnished. ,o bac to step in the /a=ic hase Se@?ence.

"$ E"$,( $'E#

'hen rollin= casn= or dispel rolls with a sin=le /a=ic %ice> a res?lt of : or 2 on the /a=ic %ice is always a failedcasn= or dispel a<empt> re=ardless of any modiNers.

1$S )$CS

A wiard who s?Lers from 1ost )oc?s cannot add any bon?s 8s?ch as 'iard 1eDel> $Derwhelmin= ower> Aided

%ispel etc9 to f?rther casn= or dispel rolls this /a=ic hase.

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$ E#'(E1/!", $'E#

'hen casn= or dispellin= a spell and two 8or more9 /a=ic %ice roll W6 8?nmodiNed9> the casn=Fdispel a<empt is

performed with $Derwhelmin= ower. 'hen this happens> immediately add %HT% casn=Fdispel modiNer to the

total roll> where % is the n?mber of /a=ic %ice ?sed to castFdispel the spell. !f a casn= roll is performed with

$Derwhelmin= ower and the spell is not dispelled> the casn= 'iard also s?Lers a /iscast.

/!SCAS

#oll 2%6 and apply the table below. he Stren=th of any hit ca?sed by a /iscast is e@?al to the ower %ice ?sed8%9 T2> and all s?ch hits haDe Armo?r iercin= 8:9. he miscasn= wiard cannot tae saDes of any ind a=ainst

/iscasts eLects. Aerwards> remoDe % dice from the ower ool.

27 Centre the JR template oDer the caster. Each model to?ched by the template taes a hit. hen*

!f  J power dice were ?sed> the caster is remoDed from the =ame.

!f   power dice were ?sed> roll a %6. $n :7H the caster is remoDed from the =ame.

J76 Centre the HR template oDer the caster. Each model to?ched by the template taes a hit. he caster m?st tae one

hit.

P he casters nit s?Lers % hits distrib?ted lie shoon=> eIcept the caster itself cannot receiDe more than : hit.

G7+ he caster and each friendly wiard taes a hit.

:07:2 he casters 'iard leDel is red?ced by %72> he loses one spell for each leDel lost 8starn= with the miscast spell>

randomiin= the rest9.

A!%E% %!SE1

'hen a wiard dispels a spell> for each other wiard aidin= to the dispel> the dispellin= 'iard increases the

dispellin= modiNer from his wiard leDel by T:> ?p to a maIim?m of wiard leDel .

A( A#!BES

ath a<rib?tes are special spells that cannot be cast independently. !nstead> they are always cast a?tomacally

8proDided there are any aDailable tar=ets9 each me another spell from the same ath has been s?ccessf?lly cast

8and not dispelled9 and this spells eLect has been resolDed. A<rib?tes cannot be dispelled. ath a<rib?tes do nothaDe a casn= Dal?e> instead the casn= Dal?e is replaced with a<rib?te to mar that the spell in @?eson is the

ath a<rib?te.

B$"% SE11S

Some spells are deNned as bo?nd spells. Bo?nd spells can be cast by models or nits which are not wiards.

ossessin= a bo?nd spell does not mae a model a wiard. Bo?nd spells can neDer be ?sed to cast boosted Dersions

of spells. Casn= a bo?nd spell follows the same r?les as casn= a re=?lar spell with the eIcepon that no casn=

modiNers can eDer be added to the casn= roll 8s?ch as wiard leDels9 and that the caster of a bo?nd spell neDer

s?Lers from lost foc?s. o s?ccessf?lly cast a bo?nd spell> the casn= roll m?st be e@?al to or hi=her than the spells

power leDel. he power leDel is essenally the spells casn= Dal?e 7 if a spell has both> a power leDel and a re=?lar

casn= Dal?e> the power leDel taes precedence. !f an $Derwhelmin= ower is rolled when casn= a bo?nd spell> do

not apply the normal miscast table. !f the bo?nd spell was cast with H or less ower %ice> nothin= happens 8 the

spell is sll cast9. if it was cast with or more ower %ice> the spells is lost and cannot be ?sed a=ain this =ame.

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/A,!CA1 /$ E

All moDes made d?rin= the ma=ic phase is a ma=ical moDe. he moDe is performed as if in the remainin= moDes

s?b7phase> meanin= i follows the same r?les and restricons as if this was a new remainin= moDes s?b7phase 8for

eIample \eein= nits or nits in combat cannot moDe9> and acons the nit co?ld normally do in the remainin=

moDes s?b7phase can be made 8s?ch as wheelin=> reformin=> Qoinin= nits> leaDin= nits and so on9> eIcept that

nit cannot march. /a=ical moDement always has a =iDen limit 8for eIample> Rtar=et may mae a :2R ma=ical

moDeR9* his distance is ?sed instead of the tar=ets /oDement Characterisc 8remember no marchin= is allowed9.!f a nit has already done a /a=ical /oDe in this ma=ic phase> it cannot moDe a=ain.

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SHOOTING PHASE!n the shoon= phase> models armed with shoon= a<acs =et a chance to ?se them.

S($$!", (ASE SEE"CE

he Shoon= hase is diDided into the followin= steps. Apply the list chronolo=ically from :7.1. Start of Shoon= hase.

2. Choose nit to shoot with and shoot with it 8see shoon= with an nit9.

3. #epeat step 27H. Each me choosin= a new nit that has not already Nred this phase.

4. $nce all nits that can 8and want to9 shoot haDe done so> the shoon= phase ends.

S($$!", '!( A nit

Each nit 8with a Shoon= 'eapon9 can shoot once per shoon= phase. nits )leein=> En=a=ed in Combat> or

which haDe /arched> #eformed> #allied> or %eclared a Char=e in their preDio?s /oDement hase cannot shot.

'hen a nit shoots> Nrst nominate a tar=et within the shoon= nits 1ine of Si=ht. his tar=et cannot be en=a=ed

in combat. All models in the same nit m?st shoot at the same tar=et and only models in the :st and 2nd ran mayNre. !f the models in the nit has more than one type of missile weapon> declare which weapon is ?sed. All ran

and Nle models m?st ?se the same type of weapon> champions and characters are free to ?se other types of missile

weapons of they wish. Any model in the nit is free to choose to not shoot.

Chec 1ine of Si=ht for each model 8remember that 1ine of Si=ht is always drawn from the front9. /odels that do

not haDe 1ine of Si=ht to the tar=eted nit cannot shoot. /eas?re ran=e for each posion each indiDid?al model.

his is /eas?red from the act?al posion each shoon= model> to the closest point of the tar=eted nit 8eDen of

this point is not within 1ine of Si=ht9. /odels that are f?rther away from the tar=et than the ran=e of their weapon

cannot shoot. $nce it has been established which model can shoot> roll to hit with each model 8as described

below9.

S($$!", $ (! #$11S

'hen rollin= to hit with shoon= a<acs> ?se the Ballisc Sill of the shoon= model. !f the model has more than

one proNle 8s?ch as ni=ht ridin= a horse9> ?se the part of model that is act?ally doin= the shoon= a<ac. he

owner of the nit rolls a %6. !f this dice res?lts in a score e@?al to or hi=her than P min?s the BS of the shoon=

model> the a<ac hits its tar=et. !.e.*

BS:* 6T to hit

BS2* JT to hit

BSH* T to hit

BS* HT to hit

And so on.

!f one or more hits are scored> follow the proced?re described ?nder A<acs and %ama=e.

$ (! /$%!)!E#S

/ost shoon= a<ac may s?Ler one or more to hit modiNers on their to hit rolls. Simple add all to hit modiNers to

the res?lt of the dice when rollin= to hit rolls. he list below are the =eneral to hit modiNers> spells and abilies can

add addional to hit modiNers on top of these. !f to hit modiNers alters a to hit roll to PT> GT or +T> roll to hit as

follows*

PT* #oll 6T followed by T

GT* #oll 6T followed by JT

+T* #oll 6T followed by 6T

:0T* !mpossible to hit

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1on= #an=e 7: to hit

!f the tar=et is f?rther away than half of the weapons ran=e> the shoon= model receiDes a 7: to hit modiNer.

#emember that yo? meas?re ran=e for each shoon= model indiDid?ally.

/oDin= and Shoon= 7: to hit

!t the nit has moDed in this layer ?rn> all models in the nit receiDes a 7: to hit modiNer.

Stand and Shoot 7: to hit

Shoon= A<acs made as part of a Stand and Shoot Char=e #eacon receiDe a 7: to hit modiNer.

CoDer 7: or 72 to hit

CoDer is determined indiDid?ally for each model in a nit that is shoon=. here are two types of coDer* So and

(ard CoDer. !n both cases> coDer is wored o?t ?sin= the 1ine of Si=ht of the shoon= model. %raw 1ine of Si=ht

from a chosen point on the front of the shoon= models base 8for coDer p?rposes> this can be drawn o?tside front

arc9. !f this line is interr?pted by models or terrain> the shoon= model may s?Ler to hit penales dependin= on

what types of modelsFterrain the 1ine of Si=ht is interr?pted by. /odels always i=nores their own nit for coDer

p?rposes.

A#,E BE(!"% S$) C$ E#

A model s?Lerin= So CoDer receiDes a 7: to hit shoon= penalty. So CoDer applies when half or more of tar=ets

footprint is obsc?red by one or more of the followin=*● So errain.

● (ard errain.

● /odels 8of any sie9. 'hen shoon= with or at models of 1ar=e hei=ht> i=nore models of Small hei=ht for

the p?rpose of So CoDer.

A#,E BE(!"% (A#% C$ E#

A model s?Lerin= (ard CoDer receiDes a 7: to hit shoon= penalty. A model s?Lerin= (ard CoDer always also s?Ler

from So CoDer> and th?s receiDes a total of 72 to hit penalty in total.  (ard CoDer applies if half or more of tar=ets

footprint is obsc?red by one or more of the followin=*

● (ard errain

● /odels of the same or lar=er hei=ht than either the shoon= model or its tar=et

2P

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CLOSE COMBAT PHASE!n the close combat phase> both yo?rs and yo?r opponents models that are en=a=ed in combat can strie.

C1$SE C$/BA (ASE SEE"CE

Each Close Combat hase is diDided into the followin= steps. Apply the list chronolo=ically from :7J.1. Start of Close Combat hase. Apply any O"o 1on=er En=a=ed;.

2. Choose a combat to N=ht in.

3. )i=ht a ro?nd of combat.

4. #epeat step 27. Each me choosin= a new combat that has not already been fo?=ht this phase.

5. $nce all nits that are en=a=ed in combat has fo?=ht> the close combat phase ends.

A combat is deNned as a =ro?p of opposin= nits all connected thro?=h base contact. "ormally this wo?ld be two

nits pi<ed a=ainst each other> b?t co?ld also be seDeral nits a=ainst one nit or a lon= chain of nits from both

sides. Complete all acons in the #o?nd of Combat Se@?ence of all nits inDolDed in the chosen combat before

moDin= on the the neIt combat.

nits are considered En=a=ed in Combat if one or more models in the nit is in base contact with an enemy nit.

!f a nit is En=a=ed in Combat> all models in the nit are also En=a=ed in Combat.

"$ 1$",E# E",A,E%

A nit that was En=a=ed in Combat preDio?sly> b?t had all of its opponents moDed or remoDed between the

preDio?s moDement phase and this close combat phase 8and base contact co?ld not be maintained thro?=h

n?d=in= followin= the instr?cons ?nder $?t of Combat9 follows the r?les for "o /ore )oes> nit may do a ost

Combat iDot 8or $Derr?n if it Q?st char=ed9 before any combats are fo?=ht. his cannot be done if the nit has

moDed since the opposin= nits was remoDed 8s?ch as with a /a=ical /oDe9.

#$"% $) C$/BA SEE"CE

Each Combat #o?nd is diDided into the followin= steps. Apply the list chronolo=ically from :7+.

1. Choose 'eapon 8see E@?ipment secon9

2. !ss?e and Accept Challen=es

3. #oll a<acs 8in iniaDe order9

a. Allocate a<acs

 b. #oll to hit> to wo?nd> saDes> and remoDe cas?ales

c. /oDe to neIt !nitaDe step

4. Calc?late which side wins the #o?nd of Combat. 1oser8s9 rolls brea test

5. #estrain or ?rs?e-

6. #oll \ee distance and moDe )leein= nits

7. #oll p?rs?e distance and moDe ?rs?in= nits

8. ost Combat iDots

9. Combat #eforms

10. End of Combat #o?nd. roceed to neIt combat

Combats are fo?=ht in a strict striin= order> starn= with the a<acs that haDe !niaDe :0 and then worin= from

hi=hest to lowest iniaDe. At each iniaDe step all a<acs that haDe the same !niaDe strie sim?ltaneo?sly.

nder normal circ?mstances> a models stries at the iniaDe =iDen on his proNle. Some a<acs howeDer are made

at a diLerent iniaDe step than the models own iniaDe 8s?ch as a chariots impact hits which are !niaDe :09.

)or models with more than one proNle 8s?ch as a ni=ht and its mo?nt9> each part of the model stries as its own

iniaDe.

2G

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'($ CA" S#!4E

/odels in base contact with an enemy 8when its their t?rn to a<ac9 can a<ac. !n each players close combat

phase> models from both sides will a<ac.

S?pporn= A<acs

/odels in the 2nd ran can mae S?pporn= A<acs oDer models in the Nrst ran. S?pporn= a<acs can only be

made a=ainst enemies in the front> and a model can only mae one sin=le a<ac when main= s?pporn= a<acs. 

(orde )ormaon

/odels in nits deployed in (orde )ormaon 8see nits and )ormaons9 =ains the )i=ht in EItra #an special r?le.

!ncomplete rans> N=hn= oDer =aps

Somemes incomplete rans or characters with /ismatchin= footprint will ca?se empty =aps in the N=ht. !f two

nits are in base contact> models in these nits are allowed to a<ac oDer empty =aps 8not oDer other nits or

impassable terrain9. hese models are considered to be in base contact with each other.

)i=?re 6 

All models in the two red &nits can N=ht. /odels are

considered to be in base contact oDer the empty =aps./odels mared with a bri=hter shade of red are considered 

to be in base contact with an enemy> models mared with a 

darer shade of red are allowed to mae s?pporn=

a<acs. "ote that the bo<om &nit is in horde formaon

and th?s both the 2nd and the Hrd ran can mae

s?pporn= a<acs.

 

A11$CA!", AAC4S A"% #$11!", $ (!At each !niaDe step> before any a<acs are rolled> a<acs that are to be rolled m?st be allocated to enemy

models. !f a model is in base contact with more than one model> it can choose which model it will a<ac. he

n?mber of a<acs a model can mae is e@?al to its A<acs Characteriscs. E@?ipment> Special #?les> Spells etc can

f?rther increase 8or decrease this9. !f it has more than one a<ac> it can diDide these as it wishes between tar=ets in

base contact. !f a model is main= s?pporn= a<acs> it can allocate its a<ac as if it was in the front of the nit 8in

the same Nle9. !f a model co?ld both strie at models in base contact or mae s?pporn= a<acs> it m?st allocate its

a<acs towards models in base contact if able to. Allocate all a<acs at a =iDen iniaDe step before rollin= any o

(it rolls.

!f an #&) model can allocate its a<ac towards a model in a nit> it may always choose to allocate any n?mber of

its a<acs towards #&) models instead 8in the same nit as its inial tar=et9. !.e. #&) models are not limited to

only striin= models in base contact and can always a<ac other #&) models. !f there are #&) models of more than

one roop ype> this type of a<acs are allocated towards the most n?mero?s type 8if e@?al a<acin= playerchooses9. "ote that this does not apply to characters> who can only allocate a<acs towards models in base

contact.

2+

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o mae a o (it roll> roll a %6 for each a<ac> and compare the 'eapon Sill of the model main= the a<acs to

the 'eapon Sill of the model at which the a<ac was allocated towards 8the defender9.

- !f the defender has lower 'eapon Sill than the a<acerU the a<ac hits on  HT

- !f the defender has e@?al to or hi=her 'S than the a<acer 8?p to twice9U the a<ac hits on  T

- !f the defender has a 'eapon Sill more than twice that of the a<acerU the a<ac hits on JT

o hit modiNers 8s?ch as arry9 can alter this o (it roll. nless speciNed otherwise> a to hit modiNer applies to bothshoon= and close combat o (it rolls. Close combat o (it rolls always fail on a nat?ral W: to hit are always

s?ccessf?l on a nat?ral W6.

)or eIample> a model with 'SH> A2 and e@?ipped with addional hand weapon 8T: a<ac9 wo?ld haDe H a<acs in

total. (e allocates 2 of these a<acs towards a model with 'S2 8these wo?ld hit on HT9 and : on a model with 'SP

8this wo?ld hit on JT9. !f one or more hits are scored> follow the proced?re described ?nder A<acs and %ama=e.

%#$!", $ $) C$/BA

'hen remoDin= cas?ales 8or moDin= models for other reasons9> somemes nits drop o?t of base contact with

their foe. 'hen this happens> nits are n?d=ed into combat ?sin= the followin= proced?re*

1. he nit that is =oin= to drop o?t of close combat not s?Lerin= cas?ales are moDed forward> bacwards

or to either side 8or a combinaon of two direcons9. /oDe the nit the minim?m amo?nt needed toeep the nits in base contact.

2. !f this will not brin= the nits bac into contact> instead the nit s?Lerin= cas?ales is moDed forward>

bacwards or to either side 8or a combinaon of two direcons9. /oDe the nit the minim?m amo?nt

needed to eep the nits in base contact.

nits that are in base contact with other enemy nits can neDer be n?d=ed in this way. "?d=ed nits cannot moDe

thro?=h other nits or impassable terrain> b?t they are allowed to moDe within :; of other nits in the same

combat. "?d=e moDes cannot be ?sed to chan=e what facin= the any nit is N=hn= in 8meanin= if the nit was

a<aced in the \an before the n?d=e moDe> this m?st sll be tr?e aer the n?d=e moDe9. !f seDeral nits drop o?t

of combat at the same me> moDe them in the order that allows the maIim?m n?mber of nits to stay in combat>

if e@?al> acDe player decides the order.

!f n?d=in= either nit does not mana=e to brin= the nits bac into contact with each other> the nit drops from

close combat. Any nits no lon=er en=a=ed in combat follow the r?les for "o /ore )oes.

!f base contact was lost d?e to nits deliberately moDin= o?t of combat 8some spells allows nits to moDe o?t of

combats9> do not n?d=e the nits bac to=ether> instead follow the r?les for "o /ore )oes.

'!""!", A #$"% $) C$/BA

$nce all models iniaDe steps haDe passed 8i.e. all models has had a chance to a<ac9> the winner of this #o?nd

of Combat is determined by calc?lan= each sides Combat Score> the winner is whomeDer has the hi=hest Combat

Score. o calc?late Combat Score> simply add ?p all Combat Score bon?ses. he side that has the hi=her Combat

Score wins the combat> the side that has the lower Combat Score loses the combat. !f there is a e> both sides are

treated as the winner.

Ca?sed 'o?nds T: for each wo?nd

Each player adds ?p all ?nsaDed wo?nds ca?sed to enemy nits en=a=ed in the same combat 8or those that wereen=a=ed in the combat b?t dropped o?t or were completely illed9> in this ro?nd of combat.

$Derill  T: for each wo?nd 8maIim?m TH9

!n a challen=e> eIcess wo?nds ca?sed aer the opponent is illed are co?nted towards yo?r Combat Score. A

maIim?m of  TH can be added to yo?r Combat Score d?e to oDerill. "ote that eIcess wo?nds are only co?nted

when in a challen=e> in all other sit?aons eIcess wo?nds are simply lost.

H0

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Char=e T: or T2

!f this is the Nrst ro?nd of combat since a nit chan=ed into this combat> the char=ers side receiDe T: to its Combat

Score. !f this char=e was iniated with half or more of its footprint on a hill and ended with half or more of its

footprint no lon=er on the hill> yo? receiDe T2 to yo?r Combat Score instead. Each side can only co?nt this bon?s

from one nit.

#an Bon?s T: for each ran 8maIim?m TH9

Each side adds T: to its Combat Score for each )?ll #an aer the :st in a sin=le nit> ?p to a maIim?m of TH. $nly

co?nt this for a sin=le nit per side 8?se the nit that =iDes the lar=est #an Bon?s9.

Standard  T:

Each side adds T: to its Combat Score if they haDe one or more Standard Bearers en=a=ed in the combat.

Ba<le Standard T:

Each side adds T: to its Combat Score if they haDe one or more Ba<le Standard Bearers in the combat.

)lan T: or T2

Each side adds T: to its Combat Score if they haDe nits N=hn= an enemy in the enemys \an.  !f at least one of

these nits has one or more )?ll #ans> add T2 instead.

 

#ear T2 or THEach side adds T2 to its Combat Score if they haDe nits N=hn= an enemy in the enemys rear.  !f at least one of

these nits has one or more )?ll #ans> add TH instead.

B#EA4 ES

Each nit on the side losin= the combat m?st tae a Brea est 8in an order chosen by the losin= player9. A Brea

est is a 1eadership test> with a ne=aDe modiNer e@?al to the Combat Score diLerence 8i.e. if the Combat Score

was 6 to H> it will haDe a 7H modiNer9. !f the test is failed> the nit Breas and )lees.

Steadfast

Any nits that has more )?ll #ans than any of the enemy nits en=a=ed in the same combat  i=nores 1eadership

modiNers from the Combat Score diLerence.

%isr?pted

!f a nit is en=a=ed in combat with an enemy nit with at least 2 )?ll #ans and this enemy is in the nits \an or

rear> the nit cannot ?se the Steadfast r?le.

"o /ore )oes

Somemes a nit ills all enemy nits in base contact and Nnds itself no lon=er en=a=ed in combat 8so they cannot

proDide Combat Score bon?ses s?ch as Standards or )lan9. hese nits always co?nt as winnin= the combat> and

can either mae an $Derr?n 8if applicable9 or a ost Combat iDot.

%EC1A#!", #S!S A"% $ E##"S

Before moDin= broen nits> nits that are in base contact with the broen nit8s9 may declare a ?rs?it on a sin=le

broen nit. o p?rs?it a broen enemy> the nit cannot be en=a=ed with any non7broen enemy nits. nits can

elect to not p?rs?it> b?t m?st pass a 1eadership test to do so> if the test is failed the nit m?st ?rs?e. !f the test is

passed> the nit may do a ost Combat iDot* !t may iDot aro?nd its centre and may reor=anie models with )irst

in #an r?le 8m?st sll be in le=al posions9. his moDe is made aer p?rs?in= and \eein= nits haDe been moDed.

A nit that fo?=ht its Nrst ro?nd of combat since it char=ed into the combat> and that wiped o?t all nits in base

contact with it 8incl?din= nits bein= remoDed from play as a res?lt of nstable or similar9> can mae a special

?rs?it moDe called $Derr?n. hese follow the r?les for /oDin= ?rs?in= nits> eIcept that the direcon of the

p?rs?e moDe is always strai=ht forward.

H:

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#$11 )1EE %!SA"CE A"% /$ E )1EE!", nitS

Broen nits now rolls 2%6 for the \ee distance. he )leein= nit will \ee directly away from the enemy nit in

base contact with the most )?ll #ans. !f there is a e for which nit has the most rans> the player not \eein=

chooses which of these nits the \i=ht will be away from. $nce it has been established from which nit the \i=ht

be away from> piDot the \eein= nit so that it is facin= directly away from this nit 8meas?re centre of nit to

centre of nit9 and moDe the nit directly forward the \ee distance rolled earlier> ?sin= the r?les for )leein= /oDes

8eIcept that nits in en=a=ed in the same combat do not ca?se %an=ero?s errain tests9. 4eep the )lee %istancenoted neIt to the nit since it will be needed to determine if the p?rs?ers catch the \eein= nit. !f seDeral nits are

\eein= from the same combat> nits moDe in the same order as their \eein= distance was rolled 8ownin= player

chooses which order he or she rolls \eein= distance9.

#$11 #S! %!SA"CE A"% /$ E #S!", nitS

$nce the Nnal posion of all )leein= Broen nits haDe been determined> each nit that has declared a ?rs?it now

rolls 2%6 for their ?rs?it %istance. !f any ?rs?in= nit rolls an e@?al or hi=her ?rs?it %istance than the )lee

%istance of its tar=et> the tar=et is destroyed> remoDe the nit from the =ame> no saDes or Special #?les can saDe it>

b?t eep trac of where the centre of said nit was.

he ?rs?in= nit rotates aro?nd its centre 8by the shortest ro?te9 to face towards the centre of the p?rs?ed nit

8or the point where the nit was> if it has been destroyed9. his rotaon i=nores obstr?con 8can moDe thro?=hmodels and terrain9.

● (oweDer> if this rotaon maes the front of the ?rs?in= nit end oDer an enemy nit> it char=es it. lace

the nit with its front in base contact with its tar=et 8in the correct arc and maIimiin= the n?mber of

en=a=ed models as ?s?al9. !f there is not eno?=h room the place the nit> treat the nit as impassable

terrain 8see below9.

● !f the rotaon does not mae the front end oDer an enemy nit> and this rotaon instead maes the front

of the ?rs?in= nit end oDer a friendly nit or !mpassable terrain> the nit rotates so that it faces as close

as possible towards the p?rs?ed nit> stoppin= :; away from the obstr?con and then Nnishes its p?rs?it

moDement.

● !f neither of aboDe> the nit i=nores any obstr?con while rotan=> and then moDes the ?rs?it %istance

directly forward. !f while moDin=> the ?rs?in= nit wont be able to clear an obstr?con i=nored d?rin=

the inial piDot 8incl?din= :R distance ?nless char=in=9> follow the normal proced?re for for :R nit

spacin=> i.e. bactrac the moDe to the nits latest le=al posion where it was :R away from other nits8?s?ally this means that the nit doesnt moDe and rotates as close as possible instead9.

!f this ?rs?it moDement wo?ld brin= the nit into contact with an enemy nit> it a?tomacally declares a Char=e

on said nit ?sin= its ?rs?it %istance #oll as the Char=e #oll> and otherwise follow all r?les for Char=es eIcept that

no char=e reacons are allowed. !f this creates a new Combat> it will be resolDed in the neIt layer ?rn 8with the

char=in= nit sll co?nn= as char=in=9> howeDer if the nit Qoins an on=oin= combat that hasnt been fo?=ht this

t?rn yet> it will haDe a chance to N=ht a=ain this t?rn.

!f the ?rs?in= nit doesnt declare a char=e this way> it moDes directly forwards 8followin= the normal :R nit

spacin= r?les9. !f a p?rs?in= nit moDin= this way to?ches the board ed=e> it will =o o?t oL the table and will come

bac to the board d?rin= the controllers neIt #emainin= /oDes s?b7phase> ?sin= the r?les for arriDin= Amb?shers>

eIcept that they m?st be placed with their bac ran 8?nchan=ed formaon9 centred on the point at which they

contacted the Board Ed=e 8or as close as possible9.

!f seDeral nits are p?rs?in= from the same combat> nits moDe in the same order as their p?rs?in= distance was

rolled 8acDe player chooses which players rolls for hisFher p?rs?in= nits Nrst> and each player chooses the order

of hisFher own nits9.

H2

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)i=?re P 

!n all eIamples> red &nit is in =reen &nits

\an. ,reen &nit wins combat> red &nit breas 

and \ees> =reen &nit p?rs?es.

1. !n the Nrst eIample> there are no

obstr?cons> =reen &nit rotates

towards red &nit and moDes forward.

2. !n the second eIample> =reen &nits

rotaon maes its front end oDer an

enemy &nit 8pin9. his maes the

=reen &nit char=e the pin &nit> place 

=reen &nit in base contact.

3. !n the Hrd eIample> =reen &nits

rotaon maes its front end oDer a

friendly &nit. !n this case the rotaon

is stopped :; away from the friendly

&nit.

4. !n the fo?rth eIample> =reen &nits

rotaon maes it end oDer a &nit

8co?ld be either friendly or enemy9.

(oweDer> in this case the front of the

p?rs?in= &nit is clear> th?s it will

moDe forward.

HH

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C$/BA #E)$#/

Aer all \eein= and p?rs?in= has been rolled and moDed> if there are sll nits le en=a=ed in the combat> each of

these nits may try to perform a combat reform. nits en=a=ed in more than one facin= 8s?ch as front and \an9

can neDer perform a combat reform. nits on the losin= side of the combat m?st pass a 1eadership test to combat

reform> with a 1eadership e@?al to what wo?ld haDe been ?sed for a Brea est 8i.e. apply combat score diLerence

?nless steadfast9.

!f both players want to perform combat reforms> acDe player chooses which player =oes Nrst. his player complete

all combat reforms with all his or her nits 8one at a me in any order9> before the other player can reform any of

his or her nits.

'hen a nit performs a combat reform> remoDe the nit from the ba<leNeld> and then place it bac on the

ba<leNeld in a le=al formaon> into base contact with the enemy nit8s9 it was N=hn= before> and in the same

facin=. o? may i=nore the :; nit Spacin= r?le for nits inDolDed in the same combat 8b?t cannot moDe into base

contact with nits that yo? were not in base contact with preDio?sly9.

At the end of each Combat #eform> yo? m?st haDe at least as many models in base contact with an enemy as yo?

had before the #eform. Any Character or Champion models that were in base contact with an enemy m?st be ept

in base contact 8altho?=h it can be with a diLerent enemy model9 . )?rthermore at the end of all yo?r Combat

#eforms> the eIact same enemy models that were base contact with opposin= models before the Combat #eformm?st sll be in base contact aer the reforms 8b?t they may be en=a=ed with diLerent models or eDen nits9.

H

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ATTACKS AND DAMAGEA<acs are diDided into the followin= cate=ories*

Close Combat A<acs

Any a<ac made at nits in base contact with the a<acers nit> in the close combat phase 8or as if in the closecombat phase9 are Close Combat A<acs.

#an=ed A<acs

All a<acs that are not Close Combat A<acs are #an=ed A<acs. "ote that /iscasts are ran=ed a<acs.

Shoon= A<acs

All a<acs made in the Shoon= hase are Shoon= A<acs. "ote that most Shoon= A<acs are also #an=ed

A<acs.

AAC4 SEE"CE

'heneDer an a<ac hits a model> ?se the followin= se@?ence*

:. %istrib?te hits2. #oll to wo?nd> if s?ccessf?l> proceed

H. #oll armo?r saDin= throws> if failed> proceed

. #oll special saDin= throws> if failed> proceed

J. #emoDe wo?nds or cas?ales

6. Chec panic

Complete each step for all a<acs happenin= sim?ltaneo?sly 8s?ch as the all shoon= a<acs from a sin=le nit or

all close combat a<acs at a =iDen !niaDe step9 before moDin= on to the neIt step.

%!S#!BE (!S

#an=ed a<acs and a<acs tar=en= a nits as a whole> are ?nder normal circ?mstances not distrib?ted and are

considered to hit #&) models. 'hen characters are Qoined to nits this can chan=e> as described in the charactersecon. 'hen this happens and ran=ed a<acs are to be distrib?ted> the player main= the a<ac choses which

models taes the hits. hese hits m?st be distrib?ted as e@?ally as possible> meanin= each model m?st be hit once

before a model can be hit twice> and so on.

"ormal close combats are not distrib?ted b?t instead allocated before to hit rolls are made> in this case> do not

redistrib?te the hits at this sta=e. Close combat a<acs that are made towards the nit as a whole 8s?ch as Stomps

and !mpact (its9 are distrib?ted.

HJ

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$ '$"% #$11S

!f the a<ac has a Stren=th Dal?e> the a<ac m?st s?ccessf?lly wo?nd the tar=et to haDe a chance to harm it.

Compare the Stren=th of the a<ac with the o?=hness characterisc of the tar=et. An a<ac with Stren=th 0

cannot wo?nd. $therwise> a roll of 6 will always s?cceed and a roll of : will always fail. he player that in\icted

the hit maes a o 'o?nd roll for each a<ac that hit the tar=et. !f the a<ac does not haDe a Stren=th Dal?e> follow

the r?les =iDen ?nder the a<ac.

#oll a %6 for each hit. o Nnd o?t what score is needed to s?ccessf?lly wo?nd the tar=et> cross7reference the

stren=th 8S9 of the a<ac Ders?s the o?=hness 89 of the tar=et*

  S*: S*2 S*H S* S*J S*6 S*P S*G S*+ S*:0

*: T HT 2T 2T 2T 2T 2T 2T 2T 2T

*2 JT T HT 2T 2T 2T 2T 2T 2T 2T

*H 6T JT T HT 2T 2T 2T 2T 2T 2T

* 6T 6T JT T HT 2T 2T 2T 2T 2T

*J 6T 6T 6T JT T HT 2T 2T 2T 2T

*6 6T 6T 6T 6T JT T HT 2T 2T 2T

*P 6T 6T 6T 6T 6T JT T HT 2T 2T

*G 6T 6T 6T 6T 6T 6T JT T HT 2T

*+ 6T 6T 6T 6T 6T 6T 6T JT T HT

*:0 6T 6T 6T 6T 6T 6T 6T 6T JT T

A#/$# SA ES A"% A#/$# SA E /$%!)!E#S

!f one or more wo?nds are scored> the player whose nit is bein= a<aced now has a chance to saDe it. #oll a %6 foreach s?ccessf?l wo?nd> called an OArmo?r SaDin= hrow; and compare it with the models Armo?r SaDe 8see the

E@?ipment secon9.

!f the Stren=th of the a<ac is hi=her than H> this a<ac will modify the Armo?r SaDin= hrow with a ne=aDe

n?mber> 7: for each point of Stren=th aboDe H. i.e.

Stren=th :7H J 6 P G + :0

/odiNer none 7: 72 7H 7 7J 76 76

Special #?les and abilies mi=ht f?rther modify Armo?r SaDe rolls 8s?ch as Armo?r iercin=9.

H6

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#E,E"E#A!$" A"% 'A#% SA ES

!f a wo?nd was not saDed by a models Armo?r SaDe> the a<aced model now has a Nnal chance to disco?nt to

wo?nd> by rollin= its #e=eneraon or 'ard SaDe 8if he has one9. #e=eneraon and 'ard SaDes wors similarly to

Armo?r SaDes> eIcept that they cannot be modiNed or combined. A #e=eneraon and 'ard SaDe is always =iDen

with the minim?m score need to be rolled on a %6 to disco?nt the wo?nd within bracets 8for eIample> a 'ard

SaDe 8T9 means the wo?nd is disco?nted on a roll of or more9.

#oll one saDin= throw for each wo?nd that was not saDed by the models Armo?r SaDe.!f a model has more than one #e=eneraon andFor 'ard SaDe> choose which to ?se before rollin= the saDin= throw.

$nly a sin=le #e=eneraon andFor 'ard SaDe can be ?sed a=ainst a sin=le a<ac.

'ard SaDes and #e=eneraon both wor the same way> b?t some spells or Special #?les will aLect one type of saDe

b?t not the other.

#E/$ !", '$"%S

)or each failed special saDin= hrow 8or Armo?r SaDin= hrow if the a<aced model had no special saDe9> the

a<aced model loses a wo?nd.

"on7#&) models

!f the a<ac was distrib?ted or allocated to a non #&) model> the a<aced model loses one wo?nd for each failedsaDe. !f the model reaches 0 wo?nds> the model is dead> remoDe it as a cas?alty. 4eep trac of models that are

wo?nded> b?t not eno?=h to reach 0 wo?nds 8placin= Owo?nd marers; neIt to wo?nded models wors Nne9.

hese lost wo?nds are taen into acco?nt for f?t?re a<acs.

Any eIcess wo?nds are lost.

#&) models

#&) models in the same nit shares a common wo?nd pool. !f the a<ac was allocated to a #&) model> the

combined #&) wo?nd pool loses one wo?nd for each failed saDe. !f the #&) models haDe : wo?nd each> remoDe

one #&) model for each wo?nd s?Lered.

!f the #&) models haDe more than one wo?nd each> remoDe whole #&) models wheneDer possible. 4eep trac of

models that are wo?nded> b?t not eno?=h to reach 0 wo?nds. hese lost wo?nds are taen into acco?nt for f?t?re

a<acs. )or eIample> a nit of :0 rolls 8H wo?nds each9 s?Lers P wo?nds. #emoDe two whole models 86 wo?nds9>leaDin= : wo?nd which is ept trac oL. 1ater this nit s?Lers 2 wo?nds> which is eno?=h to ill a sin=le troll since

one wo?nd was ept from the preDio?s a<ac.

!f the nit is wiped o?t> any eIcess wo?nds are lost.

!f a nit consists of #&) models with diLerent troop types> each type of #&) model has its own combined wo?nd

pool. Somemes one or a few #&) models =ains Special #?les> stats increases> abilies etc 8normally d?e to spells

or ma=ic items9> or they come with diLerent e@?ipment. S?ch diLerences are i=nored when remoDin= cas?ales>

which are normally remoDed from rear ran eDen if a model in the rear has some Special #?le or e@?ipment 8i.e.

only diLerences d?e to roop ype ca?se #&) models to haDe separate wo?nd pools9.

HP

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#E/$ !", CASA1!ES

#emoDin= cas?ales from a nit is done sli=htly diLerently dependin= on if the nit is en=a=ed in combat or not.

nits "$ en=a=ed in close combat

#&) cas?ales are remoDed from the rear ran. !f the nit is in a sin=le ran> remoDe models as e@?ally as possible

from both ed=es of the nit. !f a non7#&) model is standin= in a posion that wo?ld normally be remoDed as a

cas?alty> remoDe the neIt eli=ible #&) model and sh?`e the non7#&) model8s9 inwards. "ote that there@?irement for remoDin= cas?ales e@?ally from both sides of a sin=le ran nit only applies to each batch of

sim?ltaneo?s a<acs.

"on #&) cas?ales are remoDed from their posions within the nit directly. #&) models are then moDed to Nll in

empty spots by models followin= the same =?idelines as for cas?alty remoDal 8from rear rans and e@?ally from

both sides if a sin=le ran nit9.

nits en=a=ed in close combat

#&) cas?ales are remoDed from the rear ran. #emoDe cas?ales from the rear so that the n?mber of models in

base contact is maIimied. !f the nit is in a sin=le ran>  remoDe cas?ales from either side of the nit> so that the

n?mber of nits 8hi=hest priority9 and n?mber of models 8lowest priority9 in base contact is maIimied . !f possible>

remoDe models as e@?ally as possible from both ed=es of the nit 8or as close to e@?ally as possible while sll

maIimiin= the n?mber of nits and models in base contact9.!f a non7#&) model are standin= in a posion that wo?ld normally be remoDed as a cas?alty> remoDe the neIt

eli=ible #&) model and sh?`e the non7#&) model8s9 inwards. "ote that the re@?irement for remoDin= cas?ales

e@?ally from both sides of a sin=le ran nit only applies to each batch of sim?ltaneo?s a<acs.

"on #&) cas?ales are remoDed from their posions within the nit directly. #&) models are then moDed to Nll in

empty spots by models followin= the same =?idelines as for cas?alty remoDal 8from rear rans and maIimiin=

n?mber of models in base contact9.

A"!C

anic tests are 1eadership ests taen immediately aer any of the sit?aons below happen*

● A friendly nit is destroyed within 6R 8incl?din= \eein= oL the board9

● A friendly nit Breas from combat within 6R

● A friendly nit \ees thro?=h the nit

● he nit s?Lers> in a sin=le phase> cas?ales e@?al to or =reater than 2JK of the n?mber of models that it

had at the start of the phase 8R(eaDy Cas?alesR9

● $ther r?le in the =ame forces the nit to tae a panic test.

nits failin= a anic test ?s?ally \ee from the closest enemy model>  eIcept if the anic test was forced by an enemy

r?le or spell> or ca?sed by (eaDy Cas?ales from a sin=le enemy nit. !n this case the nit m?st \ee directly away

8centre of nit to centre of nit9 from the enemy nit that ca?sed the anic test. nits are !mm?ne to anic while

En=a=ed in Combat and when )leein=. A nit which passes a anic est doesnt need to tae any more anic ests

for the remainder of the hase

HG

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TROOP TYPESAll models haDe a roop ype> each of which can haDe a n?mber of r?les associated with it> described below> and

other r?les may also depend on the models or nits roop ype. A nits roop ype is considered to be the same

as the maQority of its #&) models and champions 8opponent decides if e@?al9. !f a nit consists of only characters>

?se the roop ype that is in maQority 8opponent decides if e@?al9. "ote that the roop ype of indiDid?ally models

does not haDe to be the same as the nits roop ype.

Certain spells are r?les can aLect mo?nted models or models on foot diLerently. )or all p?rposes> Swarms> !nfantry>

/onstro?s !nfantry> 'ar Beasts> /onstro?s Beasts> /onsters and 'ar /achines are considered models  on foot> 

?nless they tae as a mo?nt 8s?ch as a palan@?in9> in which case they are considered mo?nted . CaDalry> /onstro?s

CaDalry> #idden /onsters and Chariots are considered mo?nted models.

/odels of a certain roop ype always haDe the r?les and Special #?les associated with the roop ype*

● !nfantry* "o addional r?les

● /onstro?s !nfantry* /onstro?s S?pport> /onstro?s #ans> Stomp 8:9

●CaDalry* Swistride> Combined roNle> CaDalry S?pport> /o?nts protecon

● /onstro?s CaDalry* Swistride> Combined roNle> CaDalry S?pport> /onstro?s S?pport> /onstro?s

#ans> Stomp 8:9

●'ar Beast* Swistride> /o?nts protecon>

● /onstro?s Beasts*  Swistride> /o?nts protecon> /onstro?s S?pport> /onstro?s #ans> Stomp 8:9

● Swarm* Sirmishers> nbreaable> nstable

● /onster* /onsters #ans> Stomp 8%69> 1ar=e ar=et> error

● #idden /onster* /onsters #ans> Stomp 8%69> #idden /onsters roNle> 1ar=e ar=et> error

●Chariot* !mpact (its 8%69> Swistride> Combined roNle> CaDalry s?pport>  /onstro?s #ans> /o?nts

rotecon> Chariots cannot march

● 'ar /achine* 'ar /achines roNle> Slow to )ire> /oDe or )ire

'hen a model is mo?nted> it troop types chan=es>

● A model mo?nted on a 'arbeast becomes CaDalry

● A model mo?nted on a /onstro?s Beast becomes /onstro?s CaDalry

● A model mo?nted on a /onster becomes #idden /onster● A model mo?nted on any other roop ype becomes whateDer roop ype its mo?nt is  8b?t co?nts as a

mo?nted model instead of on foot9. !n this case> the model =ains the Combined roNle and /o?nts

protecon r?les.

Combined roNle* /odels with this r?le haDe separated proNles for each of its parts 8s?ch as a rider and its

mo?nt9. 'hen a<acin=> each part of the combined proNle ?se their own Characteriscs. 'hen bein= a<aced> ?se

the 'S and SaDes of the rider> and the hi=hest  and ' characterisc aDailable. Always ?se the / of the mo?nt or

p?llin= beast and the 1d of the rider8s9. Each part of a model with a Combined roNle can mae a shoon= a<ac in

the same phase> b?t m?st chose the same tar=et. A crew member or rider can choose to shoot a weapon worn by

the chariot instead of his own weapon. 'hen the model reaches ero wo?nds> remoDe all parts of the combined

model as a cas?alty.

#idden /onsters roNle* /odels with this r?le follow all r?les for Combined roNle> eIcept that when bein=a<aced> a<acs are resolDed always a=ainst the /onster> so ?se the 'S> > ' and SaDes of the /onster 8this

means that any armo?r e@?ipment worn by the rider or his 'ardF#e=eneraon saDe haDe no eLect9.  #idden

/onsters may only haDe Scaly Sin armo?r type. Any other ind of armo?r e@?ipment is i=nored.

CaDalry s?pport* /o?nts and p?llin= beasts cannot mae s?pport a<acs.

/onstro?s S?pport* /odels with this Special #?le may mae ?p to H S?pport A<acs instead of :. "ote that

mo?nts and p?llin= beasts may sll not mae S?pport A<acs.

H+

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/onstro?s #ans* !f a nits roop ype has this r?le> the nit only needs to be H models wide to form )?ll #ans>

and 6 models wide to form a (orde )ormaon.

/o?nts protecon* /odels with this r?le haDe T: to their riders Armo?r SaDe as described on the E@?ipment

secon

/onsters #ans* A nit with this r?le only needs to be : model wide to form a )?ll #an.

'ar /achines roNle* 'ar /achines haDe separate proNles for the machine and its crew members. se the

machines 'o?nd characterisc. se the machines o?=hness a=ainst ran=ed a<acs. se the crews

Characteriscs for all other p?rposes. 'ar /achines a?tomacally fails any characterisc test eIcept 1d tests. 'ar

/achines cannot march or declare char=es. !f a 'ar /achine fails a panic test> instead of \eein=> it cannot shoot in

its neIt Shoon= hase. !f it fails a Brea est> it is destroyed. 'hen the model reaches ero wo?nds> remoDe all

parts of the combined model as a cas?alty. Characters can neDer Qoin nits of 'ar /achines.

'hen a nits char=es a war machine> follow the same r?les as for normal Char=e /oDes> eIcept that the char=in=

nit can moDe into base contact anywhere 8since all war machines haDe ro?nd bases and th?s dont haDe facin=s9.

'ar machines> and nits in en=a=ed in combat with them> cannot mae combat reforms. 'hen N=hn= a war

machine in combat do not allocate a<acs as normal. !nstead> at the start of the ro?nd of combat> choose ?p to 6

models that are not in base contact with other enemies. hese models can a<ac the 'ar /achine as if they were

in base contact> b?t no other a<ac can be directed at it nor can the 'ar /achine a<ac models o?tside thechosen party. Cas?ales amon= the chosen models are remoDed from the bac of the nit as normal> so if some

ran and Nle models die before they =et to strie> this wont red?ce the chosen party sie.

0

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SPECIAL RULESSpecial #?les are eItra abilies that are applied to models 8which Special #?les a model has will be stated alon= its

proNle9. nless noted otherwise> eLects of the same Special #?le are not c?m?laDe. Somemes a Special #?le

only aLects one part of a model 8s?ch as rider $# mo?nt9. 'hen this is the case> it will be clearly stated in bracets

8s?ch as (atred 8rider only9. 'hen this is the case> only the part of the models that has the Special #?le will beneNt

from that parc?lar Special #?le. !f nothin= is menoned> the Special #?le will aLect the whole model and all of its

parts. (oweDer> special r?les that can aLect only a parts of a model 8oen denoted by the Oor parts of model;

phrase9 are not transferred between a rider and its mo?nt 8or Dice Dersa9> and only aLect the part of the model that

has the r?le. "ote that spells neDer beneNt from the Special #?les that the casn= model may haDe .

Amb?sh

'hen deployin= an army which incl?des nits with the Amb?sh Special #?le> deploy the army as normal with the

eIcepon that nits with Amb?sh doesnt haDe to be deployed 8no declaraon is needed> Q?st dont deploy the

nits9. Aer yo? are Nnished deployin=> any nits with Amb?sh that was not deployed are amb?shin=. Starn=

from ?rn 2> roll a dice at the start of each of yo?r #emainin= /oDes s?b7phase for each amb?shin= nit. !f HT is

rolled> the amb?shin= nit enters the ba<leNeld from any table ed=e. lace the arriDin= nit with its bac ran

\?sh a=ainst the Board Ed=e. hey are free to moDe in the #emainin= /oDes s?b7phase> eIcept that they may not

/arch /oDe> and m?st end their moDe no more than twice their /oDement Dal?e 8in inches9 from the Board Ed=e.

!f an amb?shin= nit does not roll HT to enter the board before the =ame ends> the nit co?nts as dead.

Armo?r iercin= 8Z9

Close Combat A<acs done by models 8or parts of them9 with this Special #?le impose a  7Z penalty on enemy

Armo?r SaDes taen a=ainst them. 'hen a 'eapon> spell or special a<ac has this Special #?le> the r?le only

applies to A<acs made with that 'eapon> the Spell or the special a<ac. !f a model has more than one instance of 

the Armo?r iercin= Special #?le> do not add the Z7Dal?es to=ether> instead ?se the hi=hest Dal?e aDailable to the

a<ac.

Body=?ard 8Z9

his nit is St?bborn as lon= as it has a non7champion character is Qoined to it. Somemes this will only wor with

certain characters> when this is the case> the releDant characters will be stated in bracets. nits with the nstable

Special #?le and Body ,?ard 8and releDant characters Qoined to it9 that loses combat halDes the n?mber of wo?nds

ca?sed by nstable.

Breath 'eapon 8Z9

Breath 'eapons can be ?sed once d?rin= the =ame> either as a close combat or a shoon= a<ac*

● As a shoon= a<ac 8normally in the shoon= phase9. Choose a tar=et ?sin= the normal r?les for shoon=

a<acs. he a<ac has ran=e 6;. his a<ac can be ?sed eDen if the model has marched.

● As a close combat a<ac 8normally in the combat phase9 . he a<ac is made at the models 8or part of it9

!niaDe. %eclare that yo? are ?sin= the Breath 'eapon when allocan= a<acs> and choose a nit in

base contact to a<ac.

Both as a shoon= or a close combat a<ac> the Breath 'eapon ca?ses 2%6 a?tomac hits on its tar=et . he

Stren=th and Special #?les 8if any9 of these hits are =iDen within bracets 8s?ch as OBreath 'eapon 8Stren=th >

)lamin= A<acs9;9. Breath 'eapons neDer beneNt from any E@?ipment or Special #?les the model main= the

a<ac has.

Channel

Each model with this Special #?le adds T: to his sides Channel rolls. All 'iards haDe this Special #?le.

Cr?sh A<ac

A model 8or part of it9 with this r?le can eIchan=e all of its normal close combat a<acs for a sin=le special a<ac>

which cannot be made as a s?pporn= a<ac> is resolDed at !niaDe 0> has Stren=th :0 and /?lple 'o?nds

8$rdnance9. he model can sll mae special a<acs lie Stomps or !mpact (its.

:

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%aemonic

/odels 8or parts of them9 with this Special #?le haDe /a=ical A<acs> !mm?ne to sycholo=y and 'ard SaDe 8JT9.

$nly characters with %aemonic Special #?le can Qoin a %aemonic nit. Similarly> %aemonic characters can only Qoin

%aemonic nits.

%eDastan= Char=e

!n the Nrst ro?nd of a combat in which they char=ed> models 8or parts of them9 with this Special #?le haDe T:

A<ac.

En=ineer

A model with this Special #?le allow a 'ar /achine within H; to ?se the En=ineers BS instead of its own and reroll

any rolls on the /isNre able 8if there are seDeral 'ar /achines within H;> declare which one will receiDe the

En=ineers beneNts before Nrin= it9. Addionally> if the 'ar /achine has an Arllery 'eapon of the types listed

below> it has an addional eLect beneNt> it may reroll*

● Stone hrowers* he Sca<er %ice.

● )lame Cannon* he %6 roll for the distance the template moDes> ?nless it is a W6

Ethereal

/odels with this Special #?le treat all errain as $pen errain for /oDement p?rposes> b?t cannot end their

moDement inside 8or within :;9 of !mpassable errain. )?rthermore> models 8or part of them9 with this Special #?le

always haDe /a=ical A<acs and haDe a 2T 'ard SaDe which cannot be ?sed a=ainst a<acs with the /a=ical

A<acs Special #?le. Characters cannot Qoin Ethereal nits.

)ast CaDalry

/odels with the )ast CaDalry Special #?le also haDe the )ree #eform and Van=?ard Special #?les.

!f a nit consisn= solely of models with the )ast CaDalry Special #?le  Dol?ntarily declares char=e reacon )lee 8i.e.

not when already \eein= or as a res?lt of a failed error test9> and then s?bse@?ently rallies in the followin= player

t?rn> the nit is free to moDe 8b?t not char=e9 and shoot 8b?t sll co?nts as moDin=9.

)ear

All enemy nits in base contact with one or more models with this Special #?le s?Lers a 7: 1d modiNer. /odels

that are !mm?ne to sycholo=y or that haDe )ear themselDes are imm?ne to the eLects of )ear.  At the start of each

combat ro?nd> nits in base contact with one or more enemy models with the )ear Special #?le m?st tae a

1eadership test. !f this test is failed> models in the nit will haDe their 'S red?ced to :.

)i=ht in EItra #an

/odels with this Special #?le can mae S?pporn= A<acs in an addional #an 8So normally> models in the Hrd

ran with this Special #?le will be able to mae S?pporn= A<acs9. his r?le is c?m?laDe> allowin= an addional

ran to mae S?pporn= A<acs for each instance of this Special #?le.

)ireborn

/odels 8or parts of them9 with this Special #?le haDe a 2T 'ard SaDe a=ainst )lamin= A<acs.

)lamin= A<acs

A<acs or models 8or parts of them9 with this Special #?le dont normally haDe any special eLect. (oweDer they

interact with other r?les 8s?ch as )lammable or #e=eneraon9

)lammable

A<acs with )lamin= A<acs reroll failed o 'o?nd rolls a=ainst models with this Special #?le. nits in a b?ildin=

are always )lammable.

2

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)ree #eform

nits composed enrely of models with this Special #?le are allowed to mae any n?mber of #eforms when

moDin= in the #emainin= /oDes s?b7phase> and may sll adDance or march moDe and shoot. "o model may moDe

more than their moDement allowance 8or twice that m?ch if marchin=9> from their starn= posion to their Nnal

posion> aro?nd any obstr?cons 8incl?din= the :; r?le9. !f the model did any acon d?rin= the moDement 8s?ch as

releasin= %oom wirlers or a<acin= an enemy with Slashin= a<acs9> then the distance moDed is co?nted from

their starn= posion to the place in which they performed an acon to their Nnal posion. /odels with the )ree

#eform Special #?le can shoot eDen if they marched or reformed. !f at least half of the models in a ?nit has the )ree

#eform Special #?le> it always co?nts as haDin= 0 )?ll #ans.

)reny

/odels 8or part of them9 with )reny haDe T: A<ac and are !mm?ne to sycholo=y. At the start of yo?r t?rn> each

of yo? nits with one or more models 8or a part of them9 with this Special #?le m?st tae a 1eadership test. !f the

test is failed> the nit m?st declare a char=e a=ainst the closest Diable enemy nit> if there is one 8note that

characters are neDer forced to char=e o?t of ?nits9. )?rthermore> nits with one or more models 8or a part of

them9 with )reny m?st always p?rs?e and oDerr?n wheneDer possible. !f a model with )reny 8or a part of it9 is

eDer on the losin= side of a combat> they immediately lose this Special #?le.

)ly 8Z9

nits composed enrely of models with this Special #?le can mae )lyin= /oDements while /oDin= Char=ers and

doin= #emainin= /oDes. 'hen a nit maes a )lyin= /oDement>  it co?nts its /oDement Characteriscs as theDal?e =iDen in bracets 8Z9 and can moDe oDer nits and errain> altho?=h they cannot end their moDement inside

or within :; of them 8?nless char=in=9. nits ?sin= )lyin= /oDement i=nores any errain or nits they \y oDer from

starn= to endin= posion> b?t they are sll aLected by the eLects of the terrain from which they tae of and in

which they land. )lyin= /oDement can be ?sed to march.  /odels with the )ly Special #?le always haDe the

Swistride and )ree #eform Special #?les.

,rindin= A<acs 8Z9

A model 8or part of it9 with this Special #?le can mae a special Close Combat A<ac at its own !niaDe a=ainst a

sin=le enemy nit in base contact. his a<ac deals a n?mber of hits e@?al to the Dal?e stated within bracets 8Z9>

which a?tomacally hit and haDe a Stren=th e@?al to the models own Stren=th. ,rindin= A<acs neDer beneNt

from any E@?ipment or Special #?le the model has. !f a model has both ,rindin= A<acs and !mpact (its> it may

only ?se one of these r?le in the same combat phase.

(atred

/odels 8or parts of them9 with this Special #?le may reroll failed o (it rolls d?rin= the Nrst ro?nd of a combat.  !f a

model receiDe this Special #?le d?rin= an on=oin= combat 8for instance d?e to a spell9> the model may reroll failed

o (it rolls in the ?pcomin= ro?nd of combat instead. Somemes this r?le only wors a=ainst certain enemies>

which are stated in bracets. )or eIample> O(atred 8Armyboo* Empire of /en9; means that (atred applies when

a<acin= models bo?=ht from the Empire of /en Armyboo.

(ellNre

Any nit who s?Lers one or more 'o?nds from an a<ac with this r?le d?rin= a sin=le phase> m?st tae a

o?=hness7test at the end of that phase. !f the test is failed the nit s?Lers an addional %H wo?nds with Armo?r

iercin= 869. !f the test is passed> the nit =ains #e=eneraon 86T9 and a T: 8to a maIim?m of HT9 to any other

#e=eneraon saDes it had before 8if any9.

(oly A<acs

S?ccessf?l 'ard SaDes taen a=ainst a<acs with this Special #?le or a=ainst a<acs made by models 8or parts of

them9 with this Special #?le m?st be rerolled.

!mm?ne to sycholo=y

!f half or more of a nits models are !mm?ne to sycholo=y> the nit a?tomacally passes anic tests and cannot

declare a )lee reacon 8?nless \eein=9. /odels that are !mm?ne to sycholo=y are imm?ne to the eLects of )ear.

H

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!mpact (its 8Z9

!n the Nrst ro?nd of a combat in which they char=ed> models 8or parts of them9 with this Special #?le can mae a

special Close Combat A<ac at !niaDe :0 a=ainst a sin=le enemy nit in base contact. his a<ac deals a n?mber

of hits e@?al to the Dal?e stated within bracets 8Z9> which a?tomacally hit and haDe a Stren=th e@?al to the

models own Stren=th. !mpact (its neDer beneNt from any E@?ipment or Special #?le the model has. /odels with

Scythes add T: to the n?mber of !mpact (its it maes. !f a model has both ,rindin= A<acs and !mpact (its> it may

only ?se one of these r?le in the same combat phase.

!nsi=niNcant

nits consisn= enrely of models with this Special #?le do not ca?se anic tests in nits witho?t this Special #?le.

$nly !nsi=niNcant Characters can Qoin !nsi=niNcant nits.

4illin= Blow

!f an a<ac or model 8or part of it9 with this Special #?le rolls an ?nmodiNed 6 to wo?nd> this wo?nd has Armo?r

iercin= 869 and #e=eneraon saDes cannot be taen a=ainst it. nless otherwise speciNed> a model with the 4illin=

Blow Special #?le only applies it to its close combat a<acs.

1ar=e ar=et

A 1ar=e ar=et can neDer be Qoined or Qoin a nit 8?nless it is a 'ar laorm9 . A 1ar=e ar=et increases its (old o?r

,ro?nd or !nspirin= resence ran=e by 6;. "ote that the 1ar=e ar=et Special #?le also aLects the (ei=ht of the

model.

1i=htnin= A<ac

nits with the )ly Special #?le who s?Ler one or more hits with this Special #?le d?rin= a sin=le phase s?Ler an

addional %6 Stren=th hits at the end of that phase.

/a=ic #esistance 8Z9

All models in a nit with one or more models with /a=ic #esistance adds the Dal?e within bracets 8Z9 to any 'ard

SaDe rolls 8?sin= the same r?les as for addin= Armo?r SaDes9 when rollin= 'ard SaDes a=ainst wo?nds ca?sed by

spell eLects. #emember that /a=ic #esistance> lie most Special #?les> is not c?m?laDe.

/a=ical A<ac

A<acs or models 8or parts of them9 with this Special #?le dont normally haDe any special eLect. (oweDer they

interact with other r?les 8s?ch as Ethereal9. /odels with this Special #?le apply it to all its a<acs> incl?din=Stomps> !mpact (its and Breath A<acs 8?nless otherwise stated9. All dama=e from Spells> /iscast hits and /a=ic

!tems ca?se /a=ical A<acs.

/ar of the %ar ,ods 8Z9

here are diLerent /ars of  the %ar ,ods> each one with a diLerent eLect> eIplained below. 'hich mar has a

model has is stated in bracets. /odels with a /ar of the %ar ,ods other than nbo?nd cannot Qoin nits with

one or more models with a /ar of the %ar ,ods other than the same as themselDes or nbo?nd. /odels who

choose a /ar of the %ar ,ods as an opon m?st specify which mar they haDe on the army list.

● nbo?nd. /odels with the /ar of the %ar ,ods 8nbo?nd9 may reroll failed anic tests

●eslence. Enemy nits in base contact with one more models 8or parts of them9 with /ar of the %ar

,ods 8eslence9 haDe 7: 'eapon Sill 8to a minim?m of :9. oIic A<acs are at 7: to wo?nd a=ainst

models 8or parts of them9 with /ar of the %ar ,ods 8eslence9

●1?st. /odels 8or parts of them9 with the /ar of the %ar ,ods 81?st9 haDe Armo?r iercin= 8:9

● Chan=e . 'hen Shoon=> or at the start of each combat> models 8or parts of them9 with the /ar of the

%ar ,ods 8Chan=e9 can choose one of the followin= Special #?les to apply for their Shoon= a<acs that

phase or Close Combat A<acs done d?rin= that combat* )lamin= A<acs> /a=ical A<acs or (ellNre.

● 'rath. /odels 8or parts of them9 with the /ar of the %ar ,ods 8'rath9 haDe T: Stren=th on their

a<acs for the Nrst ro?nd of combat. )?rthermore> a nit with one or more models with this mar m?st

always ?rs?e 8if able9> b?t are not forced to oDerr?n. 'iards cannot ?se> haDe> or =ain this /ar in any

way.

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/etalshiin=

A<acs or models 8or parts of them9 with this Special #?le dont roll o 'o?nd as normal. !nstead> they always

wo?nd on a roll e@?al to or =reater than the tar=ets Armo?r SaDe.  An ?nmodiNed 6 always wo?nds and an

?nmodiNed W: always fails to wo?nd. his a<acs haDe Armo?r iercin= 869 and )lamin= A<acs

/oDe or )ire

Shoon= 'eapons or models 8or parts of them9 with this Special #?le may not shoot if they moDed in this player

t?rn.

/?lple Shots 8Z9

Shoon= 'eapons or /odels 8or parts of them9 with this Special #?le may choose to Nre m?lple mes instead of

a sin=le me> in each Shoon= hase. (ow many mes they can shoot is stated in bracets> altho?=h ?sin= this

Special #?le imposes a 7: to hit modiNer on all shots Nred. All #&) models in a sin=le nit m?st ?se the /?lple

Shots r?le if at least one of them ?ses this r?le.

/?lple 'o?nds 8Z9

nsaDed wo?nds ca?sed by a<acs or models 8or parts of them9 with this Special #?le are m?lplied into the Dal?e

=iDen in bracets 8Z9. !f the Dal?e is a %ice 8s?ch as O/?lple 'o?nds 8%H9;9> roll one s?ch %ice for each ?nsaDed

wo?nd with this Special #?le. he amo?nt of wo?nds that the a<ac is m?lplied into can neDer be hi=her than the

'o?nds Characteriscs of the ar=et 8eIcl?din= already s?Lered wo?nds preDio?sly in the ba<le9. )or eIample> if a

/?lple 'o?nds 8%69 a<ac wo?nds a roll 8'*H9 and rolls a WJ for the amo?r of wo?nds> this is red?ced to Hwo?nds.

!f  8$rdnance9 is stated as the Dal?e in bracets> this co?nts as /?lple 'o?nds 8%HT:9 normally> b?t a=ainst

tar=ets with the )ly Special #?le this is increased to /?lple 'o?nds 8%HT29.

"ot a 1eader

/odels with this r?le can neDer be the ,eneral.

athmaster

'iards with this Special #?le do not randomly select spells as ?s?al. !nstead> they can freely choose their spells 

from the ath stated in bracets 8b?t sll cannot d?plicate non7Si=nat?re spells9

oisoned A<acs

!f an a<ac or model 8or part of it9 with this Special #?le rolls an ?nmodiNed W6 o (it> it a?tomacally wo?nd with

no o 'o?nd roll needed. /odels 8or parts of them9 with this Special #?le haDe oisoned A<acs both in Shoon=

and Close Combat 8?nless stated otherwise9. Shoon= a<acs that need a PT o (it 8or more9 can neDer beneNt

from oisoned A<acs.

?ic to )ire

Shoon= 'eapons or models 8or parts of them9 with this Special #?le dont s?Ler the 7: penalty for /oDin= and

Shoon= and can always Stand and Shoot re=ardless of the distance to the tar=et.

J

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#andom /oDement 8Z9

nits with this Special #?le cannot moDe in the #emainin= /oDes s?b7phase. !nstead> they moDe in the Comp?lsory

/oDements s?bphase ?sin= the r?les below. /odels with this Special #?le always char=e> \ee> p?rs?e and oDerr?n

the distance stated in bracets.

%?rin= the Comp?lsory /oDements s?b7phase> nits with this Special #?le moDe ?sin= the r?les for p?rs?in= nits>

eIcept that they can freely choose which direcon to rotate towards before rollin= the ?rs?it %istance> and cannot

moDe oL the table ed=e.

!f a nit with this Special #?le is =arrisonin= a b?ildin=> it m?st leaDe it by placin= the nit :; away from the

b?ildin= 8or as close as possible9 d?rin= the Comp?lsory /oDements s?b7phase and then moDin= ?sin= the normal

r?les for #andom /oDement 8it may not char=e in the same t?rn> if it wo?ld> it stops :; before the enemy nit

instead9. Characters with the #andom /oDement can only Qoin nits with the same Special #?le 8by moDin= into

contact with it d?rin= the comp?lsory moDes s?b7phase9> and nits with this r?le can only be Qoined by #andom

/oDement Characters. !f a nit has seDeral sets of #andom /oDement> ?se the lowest one.

#andom A<acs 8Z9

Each me a model 8or part of it9 with this Special #?le has to a<ac in Close Combat> it will haDe a n?mber of

A<acs e@?al to the Dal?e in bracets> disre=ardin= its A<acs Characterisc 8and any modiNer to it9. )or eIample a

model with #andom A<acs 8%HT29 can haDe between H and J A<acs.

#e=eneraon 8Z9

#e=eneraon is a special saDe> taen aer failed Armo?r SaDes. he Dal?e of the saDe will be stated in bracets.

#e=eneraon saDes cannot be taen alon=side 'ard SaDes 8if a model has both> it m?st chose which one to ?se9

and cannot be taen a=ainst )lamin= A<acs.

#e@?ires wo (ands

A model wieldin= a 'eapon with this Special #?le cannot sim?ltaneo?sly wield a Shield.

Sco?t

'hen deployin= an army which incl?des nits with this Special #?le> deploy the army as normal with the eIcepon

that nits with Sco?t doesnt haDe to be deployed 8no declaraon is needed> Q?st dont deploy the nits9. Aer yo?

are Nnished deployin=> any nits with Sco?t that was not deployed are sco?n=. hese nits are set7?p aer all

other non7sco?n= nits haDe been deployed. hey can either be deployed in yo?r deployment one ?sin= thenormal r?les> or they can be deployed o?tside the deployment one> b?t m?st be more than :2; away from any

enemy nits. Sco?n= nits deployed o?tside their deployment one may not declare char=es in the Nrst player

t?rn 8if their side has the Nrst t?rn9. !f both players haDe sco?n= nits> alternate deployin= one nits at a me

8randomiin= who =oes Nrst9.

Slow to )ire

A model 8or part of it9 or a Shoon= 'eapon with this Special #?le can neDer Stand and Shoot

Stomp 8Z9

A model 8or part of it9 with this Special #?le can mae a special Close Combat A<ac at !niaDe 0 a=ainst a sin=le

enemy nit in base contact> proDided that the tar=et nit is of !nfantry> 'ar Beast or Swarm roop ype. his a<ac

deals a n?mber of hits e@?al to the Dal?e stated within bracets 8Z9> which a?tomacally hit and haDe a Stren=th

e@?al to the models own Stren=th. Stomps neDer beneNt from any E@?ipment or Special #?le the model has.

Strider

/odels with this Special #?le may i=nore any moDement eLect ca?sed by terrain 8eIcept !mpassable errain and

B?ildin=s9 and neDer lose their Steadfast or #an Bon?s d?e to terrain . Somemes this Special #?le is only lined to

a speciNc terrain> stated in bracets. 'hen this is the case> the strider r?le eLect is only applied in relaon to the

speciNed terrain type.

6

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St?bborn

A nit with at least one model with this Special #?le i=nores any Combat Score penales to its 1eadership when

tain= Brea ests or Combat #eform 1eadership ests.

St?pidity

At the start of yo?r t?rn> each of yo?r nits with one or more models 8or a part of them9 with this Special #?le

m?st tae a 1eadership test. !f the test is failed> the nit m?st moDe %6; directly forward 8stoppin= :; before

!mpassible errain or nits9 in the comp?lsory moDes s?b7phase and may not perform any f?rther Dol?ntary acon

this player t?rn 8s?ch as char=in=> moDin=> shoon=> casn= spells and so on9. )?rthermore> all models with the

St?pidity Special #?le are also !mm?ne to sycholo=y.

Sirmishers

/odels with this Special #?le always also haDe the )ree #eform Special #?le. Shoon= at nits with the Sirmishers

Special #?le r?le s?Lers a 7: to hit penalty.

Sirmishin= models are not placed in base to base contact with each other. !nstead> models are placed with  a ^;

distance between them. $ther than this empty space between models> they follow the normal r?les for formin=

nits 8they sll haDe front> \ans> rear> etc9. $nly non7mo?nted characters can Qoin nits with the Sirmishers

Special #?le> and ?nless they haDe the eIact same base sie they are always considered /ismatchin= for placement

within the nit. 'hen Qoined to a Sirmishers nit> the character =ains the Sirmishers Special #?le for as lon= as

he is with the nit.

!f a sirmishin= nit declares a char=e> or a char=e reacon other than \ee> they immediately contract their loose

formaon into a normal formaon. 'hen doin= this> the model closest to the char=ed or char=in= nit m?st not

chan=e posion. Sirmishers re=ain their loose formaon if they are not en=a=ed in combat at the be=innin= of any

/oDement hase 8of any player9. 4eep the centre of the front ran staonary. !f there are not eno?=h room for the

nit to re=ain loose formaon> eep the nit in =ht formaon ?nl the Nrst point where there is eno?=h room.

S?pernat?ral #e\eIes

he model 8or part of it9 haDe T: o (it with its Close Combat A<acs. his does not apply if the model 8or part of

it9 wo?ld be striin= at iniaDe 0 8s?ch as ,reat 'eapons or the Ac@?iescence spell9. !f this is the case> it stries at

its own !niaDe instead.

Swistride

'hen a nit composed enrely of models with this Special #?le rolls Char=e #an=e> )lee %istance> ?rs?it %istance

or $Derr?n distance> it rolls an addional %6 8normally this wo?ld lead to rollin= H%69 and discards the lowest dice.

error

'hen a nit with one or more models with this Special #?le declares a Char=e> its tar=et m?st tae a error

1eadership est. !f the test is failed> the tar=et of the char=e m?st declare a )lee reacon if able to do so.

)?rthermore> all models with error also ca?se )ear > and a?tomacally passes error tests.

oIic A<acs

A<acs or models 8or parts of them9 with this Special #?le are always Stren=th H and Armo?r iercin= 869. oIic

A<acs haDe a 7: o 'o?nd modiNer a=ainst models 8or parts of them9 with either the /ar of the %ar ,ods

8eslence9 or the la=?e C?lt Special #?le.

nbreaable

nits with this Special #?le a?tomacally pass any Brea ests. )?rthermore> models with this Special #?le are also

!mm?ne to sycholo=y. Characters with the nbreaable Special #?le can only Qoin nbreaable nits. nbreaable

nits can only be Qoined by nbreaable Characters.

ndead

nits with this Special #?le haDe the nstable and !mm?ne to sycholo=y Special #?les. nits with ndead Special

#?le cannot march ?nless they start the moDe within the ,enerals !nspirin= resence ran=e. he only char=e

reacon an ndead nit can mae is (old.

P

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nstable

nits with this Special #?le a?tomacally pass all Brea ests. 'hen a nit with this Special #?le loses a combat> it

s?Lers a wo?nd 8witho?t saDes allowed9 for each point of Combat Score by which it lost the combat. he wo?nds

are distrib?ted in the followin= order*

:. #&) models

2. Champion

H. $ther characters 8distrib?ted by the owner of the nit> as eDenly as possible9

nwieldy

A model 8or part of it9 or a Shoon= 'eapon with this Special #?le s?Ler an addional 7: to hit 8for a total of 729 for

moDin= and shoon=.

  an=?ard

Aer deployment 8ind?cin= sco?ts9> nits composed enrely of models with this Special #?le may perform a :2R

moDe. he moDe is performed as if in the #emainin= /oDes s?b7phase> incl?din= any acons and restricons the

nit wo?ld normally haDe in the remainin= moDes s?b7phase 8s?ch as wheelin=> reformin=> Qoinin= nits> leaDin=

nits and so on9. he :2R distance is ?sed instead of the nits /oDement Characterisc and no march moDes are

allowed. his moDe cannot be ?sed to moDe within :2R of enemy nits. nits that haDe moDed in this way may not

declare char=es in the Nrst player t?rn 8if their side has the Nrst t?rn9. !f both players haDe nits with Van=?ard>

alternate moDin= nits one at a me 8randomiin= who =oes Nrst9.

  olley )ire

A model 8or part of it9 or a Shoon= 'eapon with this Special #?le i=nores interDenin= models for CoDer p?rposes

when shoon= 8altho?=h they dont i=nore errain and m?st sll be able to draw 1ine of Si=ht to their tar=et9.

)?rthermore> ?nless main= a stand and shoot char=e reacon> if the nit hasnt moDed in the last /oDement

hase> all models with a Volley )ire Shoon= 'eapon may shot 8eDen if they are f?rther bac than the ?s?al Nrst

two rans allowed to shoot9.

'ar laorm

/odels with this Special #?le may Qoin nits as if they were characters 8eDen if they are not Characters and eDen if

they are 1ar=e ar=ets9. 'hen Qoined to nits with J or more models they may march eDen tho?=h their roop ype

wo?ld normally forbid it> s?ch as for Chariots. 'hen Qoined to a nit> they m?st always be placed in centre of the

front ran 8possibly p?shin= bac models with the )irst in #an r?le9. !f the model cannot be placed in the centre of

the the front ran 8s?ch as d?e to mismatchin= bases or too narrow width of front ran9> the model cannot Qoin thenit. his means that a 'ar laorm can neDer Qoin a nit with /ismatchin= bases.

'ard SaDe 8Z9

'ard SaDes are special saDes> taen aer failed Armo?r SaDes. he Dal?e of the saDe will be stated in bracets. 'ard

saDes cannot be taen alon=side #e=eneraon SaDes 8if a model has both> it m?st chose which one to ?se9.

'eapon /asters

At the be=innin= of each ro?nd of combat> models with this Special #?le may choose which weapon it N=hts with>

this incl?des selecn= (and 'eapon eDen if they haDe other weapons. !f armed with a /a=ic 'eapon the model

m?st sll ?se it.

'iard ConclaDe 8leDel Z* spells9

Champions of a nit with the 'iard ConclaDe Special #?le receiDe T: 'o?nd in addion to the normal

characteriscs increases associated with bein= a Champion> and are 'iards of the wiard leDel =iDen within

bracets. his champion nows predetermined spells> which are deNned within the bracets. )or eIample> a

champion of a 'iard ConclaDe 8leDel :> Bl?e )ire> in )ire9 wo?ld be a leDel : wiard two predetermined spells

8Bl?e )ire and in )ire9. he champion has a T: to cast for each J models 8eIcl?din= other characters9 in the nit

aboDe their minim?m starn= nit sie> ?p to a maIim?m of T 8incl?din= bon?s from their wiard leDel9.

 

G

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MUNDANE EQUIPMENTC$/BA 'EA$"S

'eapons listed in this secon are ?sed in Close Combat and can confer Dario?s beneNts and penales. he r?les for

these weapons only apply to the a<acs made with the weapon 8they dont apply to special a<acs s?ch as

Stomps9. 'hen a model has more than one combat weapon> it m?st chose which to ?se at the start of each

combat> and m?st conn?e ?sin= the same weapon for the d?raon of the combat. All the #&) models in a nitm?st choose the same Combat 'eapon. nless noted otherwise> mo?nts neDer beneNt from weapons.

(and 'eapon. All models are armed with a (and 'eapon. (and 'eapons cannot be lost> destroyed> or n?lliNed.

!f a model has any weapon other than a (and 'eapon> it cannot chose to ?se the (and 'eapon 8?nless speciNcally

stated9. (and weapons can be ?sed alon=side a Shield to =et the arry r?le.

arry can only be ?sed if on foot> a=ainst Close Combat A<acs from the front. A<acs allocated at a model with

parry s?Ler a 7: penalty when rollin= o (it> which cannot be combined with any other ne=aDe to hit modiNers  

8s?ch as the spell Bliard9.

)lail. #e@?ires wo (ands. T2 Stren=th. Close Combat A<acs allocated at a model with )lail has a T: bon?s when

rollin= o (it.

,reat 'eapon. #e@?ires wo (ands. T2 Stren=th. Stries at iniaDe 0.

(alberd. #e@?ires wo (ands. T: Stren=th.

Addional (and 'eapon . #e@?ires wo (ands. T: A<ac and T: !niaDe. /o?nted models cannot ?se

Addional (and 'eapons.

1ance. T2 Stren=th when char=in=. 1i=ht 1ances instead =iDe only T: Stren=th when char=in=. /odels in foot

cannot ?se 1ances nor 1i=ht 1ances.

Spear. )i=ht in EItra #ans. 4illin= Blow a=ainst CaDalry> /onstro?s CaDalry and Chariots en=a=ed in the front . 

/o?nted models cannot ?se Spears.

S($$!", 'EA$"S'eapons listed in this secon are ?sed in the Shoon= hase. Each model can normally only ?se one Shoon=

'eapon per phase eDen if it has seDeral> and the all the ran and Nle models in a nit m?st ?se the same #an=ed

'eapon. Each ran=ed weapon has a maIim?m ran=e> a Stren=th Dal?e> and can haDe one or more Special #?les.

Special #?les listed on a #an=ed 'eapon only apply to the shoon= a<acs made with that weapon.

Short Bow. #an=e :G;. Stren=th H. Volley Nre.

Bow . #an=e 2;. Stren=th H. Volley Nre.

1on= Bow. #an=e H0;. Stren=th H. Volley Nre.

Crossbow. #an=e H0;. Stren=th . nwieldy.

(and=?n. #an=e 2;. Stren=th . nwieldy. Armo?r iercin= 8:9.

istol. #an=e :2;. Stren=th . ?ic to )ire. Armo?r iercin= 8:9.

Co?nts as Addional (and 'eapon in close combat.

Brace of istols. #an=e :2;. Stren=th . ?ic to )ire. Armo?r iercin= 8:9. /?lple Shots 829

Co?nts as addional hand weapon in close combat.

hrowin= 'eapon. #an=e :2;. Stren=th H. ?ic to )ire. /?lple Shots 829.

+

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A#!11E# 'EA$"S

'eapons listed in this secon are special inds of Shoon= 'eapons. hese weapons are somemes mo?nted on

'ar /achine roop ype models> b?t on other occasions can be mo?nted on Chariots> carried by /onsters or

contained within /a=ic !tems. Arllery 'eapons are Shoon= 'eapons> and always haDe the Slow to )ire Special

#?le. Arllery 'eapons haDe diLerent proNles for #an=e> Stren=th and Special #?les> that yo? will Nnd in its own

r?les. A shoon= a<ac from an Arllery 'eapon is not resolDed lie other normal shoon= a<acs> b?t instead

?se the r?les below to determine the hits they ca?se.

Catap?lt

lace a emplate of the sie =iDen in the 'eapons proNle> with its centre oDer an enemy model within 1ine of Si=ht

and #an=e. "o part of the emplate can be placed oDer friendly models or nits en=a=ed in combat.  hen Sca<er

the emplate %62; to determine the Nnal posion of the emplate . !f a nat?ral W6 is rolled for the distance the

emplate is moDed 8before m?lplicaon by 29 the Catap?lt has misNred* he shot is discarded and the Catap?lt

m?st roll on the /isNre able.

he centre of the template can also be placed o?tside 1ine of Si=ht> if so> the template does not stay in place if a

W(it is rolled> instead red?ce the distance the template is moDed with the shoon= models Ballisc Sill 8moDe the

template in a random direcon9.

$nce the Nnal posion if the template is determined> all models ?nder the template are hit> ?sin= the Stren=th andSpecial #?les =iDen by the 'eapons proNle. Some Stone hrowers haDe a hi=her Stren=th andFor addional Special

#?les stated in s@?are bracets 8s?ch as Stren=th HY+[9>  the s@?are braceted part only aLect a sin=le model ?nder

the centre of the template.

)lame hrower

lace a H; emplate with its centre within 1ine of Si=ht and ran=e. hen moDe the template %6; strai=ht away from

the )lame hrower 8centre of model to centre of template9. !f a W6 was rolled the )lame hrower has misNred* he

shot is discarded> and the )lame hrower m?st roll on the /isNre table with a 7: modiNer. $therwise> all models

to?ched by the template d?rin= this %6; moDe forward are hit> ?sin= the Stren=th and Special #?les =iDen by the

'eapons proNle. Any nit that co?ld potenally be hit by the template 8i.e. ?nder the templates inial posion

and 6; forward9 are considered potenal tar=ets for the a<ac 8and th?s cannot be friendly nits or be en=a=ed in

combat9.

Bolt hrower

Bolt throwers follow the normal r?les for shoon= eIcept that they can penetrate their tar=ets rans 8or Nles9>

ca?sin= addional hits. %etermine the maIim?m n?mber of possible hits by meas?rin= in which of the ar=ets arcs

the Bolt hrower is. !f it is the )ront or #ear arc> the maIim?m n?mber of hits if e@?al to the n?mber of rans in

tar=et nit. !f the Bolt thrower is in either \an> the maIim?m n?mber of hits is e@?al to the n?mber of Nles in

tar=et nit. !f the bolt thrower hits its tar=et> roll to wo?nd and saDes as normal. !f a model is remoDed as a

cas?alty> the bolt penetrates the ran and ca?ses another hit on the tar=et with a 7: modiNer to the Stren=th. eep

addin= hits as lon= as a model is remoDed as a cas?alty and each me addin= another 7: modiNer to the stren=th

8to a minim?m of :9. "o more hits than the OmaIim?m n?mber of hits; can be made 8i.e. inial n?mber of rans or

Nles9.

J0

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Cannon

Choose a point within line of si=ht and ran=e on tar=et nits base. hen randomie a direcon and moDe the point

%6T:; to determine the landin= point of the cannonball. !f a (it was rolled on the Sca<er %ice> andFor the cannon

did not moDe in this player t?rnU red?ce the distance yo? moDe the landin= point by the cannons Ballisc Sill 8to a

minim?m of 0;9. !f a nat?ral 6 is rolled for the distance the point is moDed> the Cannon has misNred* he shot is

discarded and the Cannon m?st roll on the /isNre table.

!f the canon did not misNre> draw a 1ine emplate from the landin= point of the cannonball and %6; strai=ht away

from the Cannon 8from centre of model9. All model ?nder this line template  and within line of si=ht of the cannon

can potenally be hit. he model ?nder the cannons inial landin= point s?Lers a hit with the Stren=th and Special

#?les =iDen in the cannons proNle> other models ?nder the line template may s?Ler a hit with the same r?les>

eIcept that the stren=th is halDed. Starn= with the model that is Nrst hit 8i.e. closest to the landin= point of the

cannonball9> roll to wo?nd and saDe. !f the model is remoDed as a cas?alty> conn?e rollin= to wo?nd a=ainst the

neIt model> and so on. !f a model s?rDiDes the hit> the cannon ball stops and no more models are hit.

  olley ,?n

Volley ,?ns follow the normal r?les for shoon= with the followin= eIcepons* All Volley ,?ns has the /?lple

Shot Special #?le> which they neDer s?Ler to hit penales from. !f the n?mber of shots is a predetermined n?mber

8s?ch as /?lple Shots 8699 the Volley ,?n cannot misNre. (oweDer> if the n?mber of shots is randomied 8s?ch as

the /?lple Shots 82%699> the Volley ,?n can misNre. !f one ?nmodiNed W: 8aer rerolls9 is rolled when rollin= for

the n?mber of shots> the Volley ,?n has a 7: to hit modiNer for this a<ac. !f yo? roll two or more ?nmodiNed W:8aer rerolls9 when rollin= for the n?mber of shots> the Volley ,?n /isNred* All shot are discarded and the Volley

,?n m?st roll on the /isNre table.

/isNre able

'hen an Arllery 'eapon misNres> roll a %6 and cons?lt the table below*

0(or less)

All models with D6 o! the mis!irin" model su!!er a #tren"th 5 hit$ %he shootin" model isthen destro&ed$ Remo'e it as a asualt&$

12 %he Artiller& Wea*on is destro&ed and ma& not +e used a"ain !or the rest o! the "ame$

34 %he Artiller& Wea*on ma& not +e !ired in its ne,t -la&er %urn$

5. %he shootin" model su!!ers a Wound with no #a'es allowed$

A#/$#

A models Armo?r SaDe is determined by its Armo?r 8and possibly Special #?les and spells9. Combine all Armo?r a

model has to form a combined Armo?r SaDe. Each piece of armo?r adds T: 8or more9 to the SaDin= hrow> ?p to a

total maIim?m of T6. !f the Armo?r SaDin= hrow> incl?din= modiNers> e@?als P or more> the SaDin= hrow is

s?ccessf?l. An ?nmodiNed roll of : is always a fail?re.

here are J diLerent types of Armo?r.

S?it of Armo?r

A model can only wear a sin=le S?it of Armo?r7 1i=ht Armo?r 81A9* T:

7 (eaDy Armo?r 8(A9* T2

7 late Armo?r 8A9* TH

Shields

A model can only carry one Shield. !n close combat> a model cannot ?se a Shield alon=side a weapon with the wo7

handed Special #?le.

7 Shield* T:

J:

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/o?nts

7 /odel is mo?nted on 'arbeast> !nfantry> /onstro?s !nfantry or Chariot* T:. "o ma<er how many mo?nts a

model has> it sll only =ains this bon?s once. #emember that mo?nted /onstro?s Beasts and /onsters dont =iDe

this T: Armo?r SaDe

7 Bardin=* T:. Bardin= also =iDes the mo?nt 7: /oDement

7 "at?ral Armo?r* T:

Scaly Sin

A model can only haDe one instance of Scaly Sin> ?se the best aDailable Scaly Sin.

7 Scaly Sin 86T9* T:

7 Scaly Sin 8JT9* T2

7 Scaly Sin 8T9* TH

and so on

$ther

Special e@?ipment and ma=ic items 8s?ch as (elms9> Special #?les> certain spells> and other r?les can f?rther alter a

models Armo?r SaDe 8?p to a total maIim?m of T69.

)or eIample> if a model has a li=ht armo?r 8T:9> shield 8T:9> helm 8T:9 and is mo?nted on a steed 8T:9 with bardin=

8T:9> it has a total of TJ to its Armo?r SaDin= hrows> meanin= a score of 2T will e@?al P or more 8and th?s bein= as?ccessf?l SaDin= hrow9. "ormally s?ch Armo?r SaDe wo?ld be referred to as a 2T Armo?r SaDe. "ote that with a

total of T6 to Armo?r SaDe> no model can eDer haDe a be<er saDe than :T 8and eDen with this> an ?nmodiNed score

of : will always be a failed armo?r saDin= throw9.

J2

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CHARACTERSnless speciNcally noted otherwise> any model bo?=ht as part of the (eroes or 1ords secon is a character.  

Champions are characters 8with some eIcepons> see Command ,ro?p9.

1$"E C(A#ACE#S

All characters can operate as a nit consisn= of Q?st a sin=le model. !n this case> follow the normal r?les for nits.

C$/B!"E% nitS

3oinin= a nit

Characters can operate as part of other nits> by Qoinin= them. his can be done either by deployin= the character

in the nit or by moDin= into contact with the nit d?rin= the #emainin= /oDes s?b7phase. nits that are en=a=ed

in combat or \eein= cannot be Qoined. "ote that characters can Qoin other characters> formin= a nit of only

characters.

'hen a character Qoins a nit> it is immediately moDed to a le=al posion 8see )irst in #an r?le9> possibly moDin=

other models bacwards. 'hen choosin= a characters posion within a nit> a character can freely choose any

le=al posion it co?ld haDe reached with its moDe 8moDin= thro?=h the nit it Qoins9> possibly replacin= other

models with the )irst in #an r?le 8moDe displaced )irst in #an as li<le as possible in order to eep all models in

le=al posions9. !f the character does not haDe eno?=h moDe to reach its desired posion> it moDes the shortest

distance possible 8from its starn= posion9> in order to reach a le=al posion> and can only displace models

witho?t the )irst in #an r?le. 'hen a character Qoins a nit with Q?st a sin=le ran> the owner can choose to either

displace a model to the second ran> or to eIpand the nits width and place the displaced model at either side of

the front ran.

!f a nit is Qoined by a character> it cannot moDe f?rther in the same #emainin= /oDes s?b7phase. Characters

 Qoinin= a nit does not aLect if the nit co?nts as moDin= or not 8for shoon= etc9. he character itself sll co?nts

as haDin= moDed howeDer.

$nce Qoined to the nit> the character is considered a part of the nit for all r?les p?rposes.

Combined nit wiped o?t

!f a Combined nit has all its #&) models 8and champion9 illed> leaDin= one or more characters> the remainin=

characters eep formin= a nit 8which is sll considered to be the same nit9.

1eaDin= a Combined nit

A Character can leaDe the Combined nit in the #emainin= /oDes s?b7phase if it is able to moDe 8it isnt en=a=ed in

combat> hasnt already moDed> isnt \eein=> etc9. #oll a combined /arch est for the whole nit before moDin= any

model if necessary. Characters leaDin= a nit does not aLect if the nit co?nts as moDin= or not 8for shoon= etc9.

'hen leaDin= its nit> a character can moDe thro?=h this nit> and can th?s eIit the nit from any point 8and may

?se \yin= moDe if it has one9. he character co?nts as a part of the nit ?nl it has physically le the nit> which

means that it will beneNt from /oDement alteraons d?rin= the moDe to leaDe the nit. !f the character does not

haDe eno?=h moDement to be placed at least :R away from the nit> it cannot leaDe the nit.

JH

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A Character can also leaDe a Combined nit by char=in= o?t of it. o do this> declare a char=e with a character in

the Combined nit 8d?rin= the declare char=es s?b7phase as normal9. !f this is done> the nit itself 8incl?din= other

characters in the nit9 cannot declare char=es in the same player t?rn.  Stand and Shoot char=e reacons declared

at a character char=in= o?t of a nit are all distrib?ted on the character . 'hen char=in= o?t of a nit> the character

?ses its own moDement 8may eDen ?se a \yin= moDe if it has one9> and is aLected by /oDement alteraons

aLecn= the nit d?rin= the char=e moDe. !f the char=e is s?ccessf?l> moDe the character o?t of the nit and

char=e as normal. !f the char=e is not s?ccessf?l> the character maes a )ailed Char=e moDe o?t of the nit. !f the

)ailed Char=e moDe is too short to place the character o?tside :R of the Combined nit> the character remains in

the nit and the Combined nit is treated as if it had failed a char=e.

A<acs at Combined nits

'hen an A<ac hits a Combined nit> there are three possibilies for distrib?n= hits*

● All characters are of the same roop ype as the nit and there are J or more #&) models in the nit* All

hits are distrib?ted onto #&) models> characters cannot s?Lers any hits.

● Some characters are of diLerent roop ype than the nit> and there are J or more #&) models in the

nit* he player main= the a<ac distrib?tes hits at either #&) models or characters with other roop

ype than the nit. (its m?st be distrib?ted as e@?ally as possible> meanin= no model can tae a second

hit ?nl all models has taen a sin=le hit> and so on. Characters of the same roops ype as the nit are

i=nored and cannot haDe hits allocated to them.

● here are less than J #&) models in the nit* he player main= the a<ac distrib?tes hits at either #&)

models or characters. (its m?st be distrib?ted as e@?ally as possible> meanin= no model can tae a second

hit ?nl all models has taen a sin=le hit> and so on.

emplates hi_n= Combined nits

'hen a template hits a Character in a nit> if the character has the same roop ype as the nit and there are J or

more #&) models in the nit> the hit is transferred to a #&) model. !f there are fewer than J #&) models> or the

character ?nder the template does not haDe the same roop ype as the nit> the characters s?Lers the hit as

normal.

)!#S !" #A"4

All Characters and Command ,ro?p models haDe the )irst in #an r?le. /odels with this r?le m?st always be

placed far as forward as possible in their nit. "ormally this means they m?st be placed in the Nrst ran> b?t if theNrst ran is f?ll of other models with the )irst in #an r?le> they are placed in the second ran instead. !f this ran is

also f?ll of models with the )irst in #an r?le> they are placed in the Hrd ran> and so on.

!f a model with )irst in #an does not haDe the same base sie as the nit it is in> b?t its base is the same sie as

two or more of the nits bases 8a /atchin= base> s?ch as 0I0mm base in a 20I20mm nit9> the Character is

placed in the nit as normal> displacin= the necessary amo?nt of models. he front of the base sho?ld be as far

forward as possible 8as per )irst in #an r?le9. he model is considered to be in all rans its base occ?pies for the

p?rposes of calc?lan= )?ll #ans. )or calc?lan= the n?mber of models in the nits rans 8s?ch as for )?ll #ans

or (orde )ormaon9> the lar=e base co?nts as the n?mber of model it replaces.

!f howeDer a model with the )irst in #an r?le doesnt haDe a /atchin= base 8s?ch as J0IJ0mm base inside a

20I20mm nit9> the base is /ismatchin=> and the character is placed in base contact to the side of the nit>

ali=ned with its front. $nly two /ismatchin= bases can be Qoined to a sin=le nit 8one at each side9. hese models

are considered to be in the front ran of the nit> b?t are i=nored when co?nn= the n?mber of models in each

ran 8s?ch as for )?ll #ans or (orde )ormaon9.

'hen moDin= a nit that incl?des models with the )irst in #an special r?le> these models can be reor=anied into

a new posion 8sll as far forwards as possible9 as part of the moDe. his can be done as a part of an AdDance

moDe> /arch> 'heel or #eform moDe> and co?nts towards the moDement allowance of the nit 8meas?re a

characters starn= to endin= posion to determine how far it has moDed9.

J

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!f a model with the )irst in #an special r?le leaDes a nit or is remoDed as a cas?alty> the =ap it leaDes m?st be

Nlled with models from other rans> possibly moDin= models with )irst in #an special r?le ?p> if this means they

are moDed to more forward posions. !f more than one model with the )irst in #an special r?le co?ld moDe

forward> the owner of the models decides which model is moDed forward. !f all models with the )irst in #an

special r?le already as far forward as possible> Nll in any empty =aps with #&) models from bac rans.

Somemes )irst in #an models m?st be redistrib?ted in order for all s?ch models to be as far forward as possible>

when this happens moDe as few models as possible in order to always haDe all models with the )irst in #an special

r?le as forward as possible.

)i=?re G 

Character C : is mismatchin= and placed neIt to the &nit.

Characters C 2  and C H  are matchin= and placed inside the &nit> as far

forward as possible. his &nit is considered to haDe )?ll #ans 8C : does

not co?nt> b?t C 2  co?nts as 2 models wide9.

'hen character C   Qoins the &nit> the m?sician m?st be moDed to the side

in order to haDe all )irst in #an models as far forward as possible.

C(A11E",ES

!ss?e a Challen=e

Characters en=a=ed in a combat may iss?e a Challen=e. At the start of each Combat #o?nd> acDe player may

nominate one of his or her Characters and iss?e a Challen=e. !f no Challen=e was iss?ed> the reacDe player may

nominate one of his or her Characters and iss?e a Challen=e.

AcceptF#ef?se-

!f a Challen=e was iss?ed> the opposin= player may now choose one of hisFher own en=a=ed characters in the same

combat to Accept the Challen=e and N=ht the character that iss?ed the Challen=e.

!f the Challen=e isnt accepted> the player iss?in= the Challen=e nominates one of his or her opponents non7

champion Characters 8if there is any9* his models 1eadership is red?ced to 0 ?nl the end of the t?rn in which the

combat ends 8or ?nl the character accepts or iss?es a challen=e9 it cannot mae any Close Combat A<acs d?rin=

this Combat #o?nd> and if it is a BSB> it loses the (old o?r ,ro?nd r?le and doesnt add T: to its sides Combat

Score d?rin= this Close Combat hase.

JJ

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)i=hn= a Challen=e

!f the Challen=e was accepted> the character iss?in= the challen=e and the character that answered the challen=e 

co?nt as bein= in base contact with each other 8eDen if their bases are not physically to?chin= each other9  and m?st

allocate all their a<acs towards each other. Special a<acs made towards nits 8s?ch as Stomps> Breath 'eapons>

!mpact (its> ,rindin= A<acs9 are always allocated to the opposin= character 8in the case of Stomps> the opposin=

character m?st be of a stompable roop ype> otherwise the Stomp a<acs are lost9> "o other models can allocate

a<acs at either of these models and a<acsFhits can neDer be allocated onto a character in a challen=e. !f a

character with more than one !niaDe Dal?e 8s?ch as a rider and its mo?nt or a model with Stomp9 ills its

opponent before it has made all of its a<acs>  any of the remainin= a<acs can be directed at the illed model 8as if 

it was sll aliDe and in base contact9 in order to =et $Derill bon?s.

!f one of the models is illed> the challen=e is considered oDer at the end of the phase. !f neither model is illed

before the neIt #o?nd of Combat> the challen=e conn?es. "o other challen=es can be iss?ed in the same combat

?nl one of the models is illed.

$Derill

#emember that d?rin= a Challen=e> any eIcess wo?nds ca?sed co?nt towards the Combat Score 8?p to  TH9

(E ,E"E#A1

Selecn= the =eneral

All armies m?st haDe a ,eneral to lead them. his m?st be the character with the hi=hest 1eadership in yo?r army

able to be the ,eneral. his cannot be the Ba<le Standard Bearer. !f two 8or more9 characters are ed for hi=hest

1eadership> yo? are free to choose which character is yo?r =eneral>  b?t yo? m?st note it in yo?r Army 1ist .

!nspirin= presence

A non7\eein= model with this r?le =iDes his 1eadership to all friendly nits within :2;. nits which receiDe !nspirin=

resence can ?se the 1eadership of the ,eneral instead of their own> if they wish to do so.

(E BA1E SA"%A#% BEA#E#

Some characters can be ?p=raded to be the Ba<le Standard Bearer 8as noted in their armyboo9. An army may only

incl?de a sin=le Ba<le Standard Bearer.

(old o?r ,ro?nd

A non7\eein= model with this r?le =iDes reroll failed 1eadership tests to all friendly nits within :2;. hese nits

receiDe reroll failed 1eadership tests from the model with (old o?r ,ro?nd> and  may ?se it to reroll any failed

1eadership tests.

/a=ic Banner

!f a Ba<le Standard Bearer has opons for ma=ic items> it is allowed to p?rchase a /a=ic Banner. his /a=ic Banner

can either be taen as part of the models ma=ic items point limit> or it can be taen witho?t any cost limitaons 8so

it co?ld eIceed the ?s?al J0 points allowance for a hero choice9> in this case the model cannot tae any other ma=ic

items.

heir )la= is %own

'hen a Ba<le Standard Bearer is remoDed as a cas?alty while en=a=ed in Combat> the Ba<le Standard is

considered capt?red by the opponent. 'hen a Ba<le Standard Bearer breas from combat> the Ba<le Standard is

lost 8alon= with any ma=ical banner9 and the model bearin= it loses all the eLects of the Ba<le Standard> which is

considered capt?red by the opponent.

J6

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COMMAND GROUPSSome nits can b?y command =ro?p models* Champion> /?sician andFor Standard Bearer. hese are an ?p=rade

to a #&) model> which becomes a command =ro?p model. All of them haDe the )irst in #an r?le.

C$//A"% ,#$ A"% CASA1!ES

/?sicians and Standard bearers are #&) models> and therefore wo?nds dealt to them are remoDed from the bac

of the nit as ?s?al. !f the /?sicianFStandard Bearer are to be remoDed as a cas?alty d?e to his posion within the

nit 8s?ch as when on the ed=e of a sin=le line nit9> remoDe the /?sicianFStandard Bearer and then replace

another #&) model with the /?sicianFStandard Bearer. Champions can be tar=eted in the same way as other

characters> howeDer> if eno?=h wo?nds are s?Lered by #&) models in order to wipe them o?t> any remainin=

wo?nds s?Lered are allocated at the champion 8eDen if he is N=hn= in a challen=e9.

/S!C!A"S

Swi #eform

A nit with a m?sician can mae a Swi #eform by tain= a 1eadership test* !f the test is failed> the nit maes a

normal #eform. !f the test is passed> the nit maes a #eform with the followin= eIcepons*

7 he nit is not prohibited from shoon=.

7 he nit can perform an adDance manoe?Dre aer the reform.

$nwards

!f a combat res?lts in a e the side with a m?sician wins. !f both sides haDe m?sicians neither side wins. !f a brea

test is ca?sed this way no 1% modiNer for losin= the combat is applied.

#e=ro?p

A \eein= nit with a m?sician has T: 1d when tain= its #ally test.

SA"%A#% BEA#E#S

Combat Bon?s

A side with one or more Standard Bearers adds T: to its Combat Score.

Capt?red Standard

'hen a standard bearer is remoDed as a cas?alty while en=a=ed in Combat> the Standard is considered capt?red by

the opponent. 'hen a standard bearer breas from combat>  replace the model with a normal non7command =ro?p

#&) model> the standard is capt?red by the opponent.

C(A/!$"S

)irst Amon= E@?als

All champions haDe T: A<ac> T: Ballisc Sill and T: 'eapon Sill to their Characteriscs roNle 8if this is a model

with more than one proNle> the characterisc increases only aLect a sin=le rider or crew member9 . A champion

m?st deploy with his nit> can neDer leaDe it> and cannot be the armys ,eneral.

$rderin= the Char=e

'hen a nit with a Champion rolls for Char=e #an=e> no ma<er what they roll for their Char=e #an=e> they always

co?nts as rollin= at least W.

JP

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TERRAIN

E##A!" 4E'$#%S

%an=ero?s errain

'hen a model marches> char=es 8eIcl?din= failed char=es9> \ees> p?rs?its or oDerr?ns thro?=h> into> or o?t of aterrain which is %an=ero?s errain> it m?st tae a %an=ero?s errain test* #oll a %6.  /odels with a /onstro?s roop

ype roll two %6 instead> while Chariots> /onsters and #idden /onsters roll fo?r %6s.  )or each W: rolled> the model

taes a 'o?nd with Armo?r iercin= 869

A model neDer taes more than one %an=ero?s errain test for the same piece of terrain d?rin= a sin=le moDe> b?t

it mi=ht haDe to tae seDeral %an=ero?s errain tests ca?sed by diLerent pieces of terrain or abilies.

$bsc?rin= errain

1ine of Si=ht cannot be drawn thro?=h $bsc?rin= errain. Some $bsc?rin= errain allows models to moDe in or on

them 8s?ch as hills9> 1ine of Si=ht can be drawn into or o?t of 8b?t neDer thro?=h9 s?ch terrain pieces.

!f $bsc?rin= errain obsc?res a tar=et> it is considered within hard terrain.

So F (ard errainShoon= models drawin= line of si=ht thro?=h SoF(ard errain s?Lers from SoF(ard CoDer to hit penales if half 

or more of tar=ets footprint is obsc?red> see shoon= secon. (oweDer> models always i=nore whateDer errain

they are in for this p?rpose 8So a nit shoon= from a )orest doesnt s?Ler So CoDer for shoon= thro?=h that

)orest9

$E" E##A!"

$pen errain doesnt normally haDe any eLect ?pon 1ine of Si=ht> CoDer modiNers or /oDement. All parts of the

board not coDered by any other ind of terrain are considered $pen errain.

!/ASSAB1E E##A!"

1ine of Si=ht* !mpassable errain is $bsc?rin= errain.

CoDer* !mpassable terrain is (ard errain.

/oDement* /odels cannot moDe into or thro?=h impassable terrain. nless main= a char=e moDe> models can

not moDe within :R of impassable terrain. !f a char=e moDe has bro?=ht a model within :R of impassable terrain>

the model 8and his nit9 is allowed to stay within :R ?nl they moDe o?tside :R.

)!E1%S

CoDer* )ields are So errain for any nit with the maQority of their footprint inside> eIcept 1ar=e ar=ets.

/oDement* )ields are %an=ero?s errain for CaDalry> /onstro?s CaDalry and Chariots

Easy to blae*  Any nit with maQority of its footprint in a )ield co?nts as )lammable. !n addion> models with

)lamin= A<acs 8of any ind9 treat )ields as pieces of %an=ero?s errain

JG

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(!11S

1ine of Si=ht* (ills are $bsc?rin= errain.

CoDer* (ills are (ard errain for any ?nit completely oL the (ill. A ?nit parally on the (ill co?nts the (ill as So

errain if more than half of its footprint is obsc?red to the shooters 1ine of Si=ht.

EleDated posion* /odels with more than half of its base on a hill are considered to be of lar=e hei=ht for line of

si=ht p?rposes.

Char=in= downhill* nits inian= a char=e moDe with half or more of its footprint on a hill and endin= the char=emoDe with half or more of its footprint no lon=er on the hill receiDe a T: to its combat score in the neIt ro?nd of

combat.

)$#ESS

CoDer* )orests are So errain.

/oDement* )orests are %an=ero?s errain for CaDalry> /onstro?s CaDalry> Chariots and nits main= a )lyin=

/oDement.

Steadfast*  nits with maQority of their footprint in a forest can neDer be steadfast. Sirmishers and lone infantry

characters with maQority of their footprint in a forest are st?bborn.

#!"S

CoDer* #?ins are (ard errain for any nit with the maQority of its footprint inside> eIcept 1ar=e ar=ets.

/oDement* #?ins are %an=ero?s errain for any nit eIcept sirmishers. CaDalry> /onstro?s CaDalry and Chariots

fail %an=ero?s errain tests in #?ins with a : or a 2.

'AE#

/oDement* nits may not march in> thro?=h> or o?t of 'ater terrain. 'ater errain is %an=ero?s errain for

CaDalry> /onstro?s CaDalry and Chariots.

%isordered for combat*  A ran of models that is parally inside a 'ater feat?re can neDer co?nt as a )?ll #an. !f

the maQority of a nit is inside a 'ater feat?re> the nit co?nts as haDin= 0 )?ll #ans. %isordered for combat does

not aLect a nit with the Strider or Strider 8'ater9 Special #?le.

'A11

CoDer* A 'all is (ard CoDer for any model shoon= at a model or nit that has the maQority of its front of base

defendin= the wall. !f the shooter is in the \an or rear> ?se the correspondin= Nle or the last ran as the Nrst ran

instead.

/oDement* A 'all is %an=ero?s errain for CaDalry> /onstro?s CaDalry and Chariots.

Combat* /odels defendin= a wall 8see below9 are hit at 7: in Close Combat by nits char=in= them in the same

facin= that the wall is> b?t for the Nrst ro?nd of combat of the char=in= nit only.

%efendin= a 'all* !n order to defend a wall> a model m?st be ali=ned and in base contact with it.

J+

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B!1%!",S

1ine of Si=ht* B?ildin=s are $bsc?rin= errain.

CoDer* B?ildin=s are (ard errain.

Enterin= a b?ildin=* nits comprised enrely of !nfantry> /onstro?s !nfantry> 'arbeasts> /onstro?s Beasts and

Swarms may enter an empty b?ildin= by =e_n= into base contact with it in the #emainin= /oDes s?b7phase. he

enre nit enters the b?ildin= and no model in the nit may moDe more than three mes its / a<rib?te whiledoin= so 8meas?re from the models starn= posion to the closest point of the b?ildin=9. 'hen inside the

b?ildin=> ran=e to and from models in the nit is meas?red to the ed=es of the b?ildin=.

1eaDin= a b?ildin=* A nit in a b?ildin= may abandon it in the #emainin= /oDes s?b7phase> b?t cannot do so in

the same t?rn it enters that b?ildin=. he nit is deployed with its bac ran to?chin= the b?ildin= and all models

within twice their / a<rib?te from the b?ildin=. he nit may not moDe anymore in this phase. nits in a b?ildin=

cannot declare char=es. B?ildin=s can also be le d?e to a failed anic test.

Shoon= from a b?ildin=* nits shoon= from a b?ildin= co?nt as 1ar=e (ei=ht. "o more than :J models 8J in the

case of /onstro?s models9 may shoot from a b?ildin=.

Shoon= at a nit in a b?ildin=*  B?ildin=s are (ard errain for any nit inside the b?ildin=. !f a template to?ches

the b?ildin=> nits inside s?Lers %6 hits instead of the normal eLects 8?se the hi=her stren=th if more than one9.

#est of moDements* )or any nit which is not enterin=> leaDin=> or assa?ln= a b?ildin=> b?ildin=s are treatedeIactly as impassable terrain.

Assa?ln= a b?ildin=* %eclarin= and resolDin= char=es a=ainst a nit in a b?ildin=> is done in the same way as

a=ainst a 'ar /achine> incl?din= that the char=ed nit cannot )lee as a char=e reacon. /o?nts 8of any ind9 may

not N=ht in the ens?in= combat> and any N=hn= model will not beneNt from !mpact (its> 1ances or mo?nted>

nat?ral armo?r or bardin= Armo?r SaDes. p to :0 models can N=ht from each side 8/onstro?s CaDalry> /onstro?s

!nfantry and /onstro?s Beasts co?nt as H> while /onsters and #idden /onsters co?nt as 69> which are selected at

the start of the combat ro?nd> Nrst by the assa?ln= player and then by the defendin= player. Each model can

allocate its a<acs to any enemy model that was selected before 8to whom it will co?nt as in base contact9. Aer

the combat ends> calc?late Combat Score as ?s?al> eIcept that the nit in the b?ildin= co?nts as haDin= no rans

for Combat Score or Steadfast p?rposes> and Banners 8both Standards and Army Banners9 only co?nt if the model

was part of the inial N=hn= party chosen. Aer the combat is resolDed> there can be seDeral sit?aons*

● !f the assa?ln= nit won> b?t the defenders didnt brea> the assa?ln= nit can choose to reform and be

n?d=ed bac :; from the b?ildin=> or eep assa?ln= the b?ildin=> in which case both nits will co?nt as

en=a=ed and the assa?lt will =o on in the neIt Close Combat phase.

● !f the assa?ln= nit won> and the defenders broe or were annihilated> the assa?ln= nit can ch oose to

enter the b?ildin= 8if able9 or be n?d=ed bac :; and reform. !t may not p?rs?e or oDerr?n.

● !f the defender nit won> the assa?ln= nit m?st pass a Brea est as ?s?al or \ee from the combat. he

=arrisonin= nit may not p?rs?e. !f the Brea est is passed> the assa?ln= nit can a<empt to Combat

#eform ?nder the ?s?al r?les for nits on the losin= side of a combat. Aer that> the assa?ln= nit is

n?d=ed bac :; from the b?ildin= and the nits are no lon=er en=a=ed.

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SCORING AND VICTORY CONDITIONS

At the end of each =ame add ?p yo?r Victory oints 8V9 accordin= to the r?les below*

● %ead or \ed* )or each enemy nit illed or which has \ed the ba<leNeld> yo? =ain a n?mber of V e@?al

to its Dal?e in points● Scared* )or each enemy nit \eein= on the ba<leNeld at the end of the =ame> yo? =ain a n?mber of V

e@?al to half its Dal?e in points 8ro?ndin= ?p9

● %ecimated* )or each enemy nit at or below 2JK of its starn= wo?nds co?nt at the end of the =ame> yo?

=ain a n?mber of V e@?al to half its Dal?e in points 8ro?ndin= ?p9. Characters are co?nted separately from

nits they haDe Qoined.

● heir 4in= is %ead* !f the enemy ,eneral was illed or has \ed the ba<leNeld> yo? =ain :00 V

● heir )la= is %own* !f the enemy BSB was illed in combat or broe from combat> yo? =ain :00 V

● Seied standards* )or each enemy nits standard model illed in combat or which broen from combat>

yo? =ain J0 V

Addionally> there are three secondary obQecDes that can =rant eItra V. Before picin= deployment ones> yo?

can a=ree with yo?r opponent on which addional obQecDe or obQecDes to play 8if any at all9> or roll a %6 and

cons?lt the table below*

:72* (old the ,ro?nd. he player with the most Scorin= nits within 6; of the centre of the board at the end of

the =ame =ains an eItra :0K of the =ames sie in Vs.

H7* Breathro?=h. A player with one or more Scorin= nits in his opponents deployment one at the end of the

=ame =ains an eItra :0K of the =ames sie in Vs. Amb?shers which entered the ba<leNeld on =ame t?rn or later

dont co?nt for this p?rpose.

J76* Sec?re ar=et. Aer determinin= who deploys where> starn= with the player that piced deployment one>

each player places one marer each. /arers m?st be placed more than :2R away from yo?r deployment one and

2R away from the other marer. At the end of the =ame> the player controllin= the most marers =ains an eItra

:0K of the =ames sie in Vs. /arers are controlled by the player haDin= the most Scorin= nits within 6R of the

marer.

Scorin= nits

Scorin= nits are ?sed for capt?rin= secondary obQecDes. All nits with a Standard Bearer 8incl?din= Ba<le

Standard Bearer9 are Scorin= nits> ?nless the nit 8or any model in the nit9 has the )ree #eform Special #?le.

nits consisn= solely of characters can neDer be Scorin=.

$nce all V are added> compare both V scores

● !f the diLerence between them is less than JK of the =ame sie in V> the =ame is a %raw

● !f the diLerence is between JK and 20K> it is a /inor 'in for the player who scored hi=her

● !f the diLerence is between 20K and 60K> it is a /aQor 'in instead

● !f the diLerence is more than 60K of the =ame sie> the =ame is a /assacre

his can also be noted down n?merically as 0 8for a %raw9> : 8/inor 'in9> 2 8/aQor 'in9 and H 8/assacre9> haDin=the same n?mbers in ne=aDe for the losin= player.

6:

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MAGIC ITEMS

#ES#!C!$"S

All ma=ic items are $ne of a 4ind> which means no item can be d?plicated within an army. "o model can haDe more

than one /a=ic !tem of the same type 8/a=ic 'eapons> /a=ic Armo?r> alismans> Enchanted !tems> Arcane !tems>

/a=ic Standards9. )?rthermore> each type of /a=ic !tems can haDe addional restricons associated with it.

oints Cost

/ost ma=ic items has a points cost =iDen aer its name. Some ma=ic items haDe two point costs instead 8e=.* ,iant

Sword 860 pt F J0 pt9 9. he Nrst Dal?e has to be paid if the model selecn= it is a 1ord choice> and the second if the

model is a (ero choice.

/a=ic !tems and and /o?nted /odels

/a=ic !tems oen refer to their Owearer; or Obearer;. hese mean the same thin= and refer to the choice that the

item was bo?=ht to> eIcl?din= its mo?nt. $ther items aLect the Omodel; or the Owearers model;> these refer to

the the enre model of the choice that bo?=ht the item> incl?din= its mo?nt. )inally a third =ro?p of items refer to

Onit;> these items aLect the enre nit of the model 8incl?din= mo?nts9.

$ne se $nly

his !tems can only be ?sed once. $nce they are ?sed> they co?nt as eliminated for all =amin= p?rposes.

/a=ic 'eapons

All /a=ic 'eapons haDe a type> their m?ndane co?nterpart. hey follow all r?les from this m?ndane weapon in

addion to the r?les stated on their descripon 8incl?din= restricons for whom can carry a type weapon> s?ch as

lance co?ld not be carried by a model on foot9. !f a /a=ic 'eapon is eDer destroyed it reDerts to its m?ndane type.

A model that has a /a=ic 'eapon 8incl?din= ma=ical hand weapons9 m?st ?se it> eDen if it is armed with more

than one weapon. A /a=ic (and 'eapon cannot be ?sed to arry.

/a=ic Armo?r

/ost /a=ic Armo?r haDe a type> their m?ndane co?nterpart. hey follow all r?les from this m?ndane armo?r in

addion to the r?les stated on their descripon. !f a /a=ic Armo?r is eDer destroyed it reDerts to its m?ndane type.

!f model has an armo?r of the same type as his /a=ic Armo?r> the /a=ic Armo?r replaces it 8for eIample> if a

model has heaDy armo?r and b?ys a ma=ic li=ht Armo?r> the m?ndane heaDy armo?r is lost9. A /a=ic Shield cannot

be ?sed alon=side a (and 'eapon to arry. /a=ic Armo?r cannot be taen by wiards> ?nless the wiard has

m?ndane armo?r 8or the opon to b?y it9.

Arcane !tems

Arcane !tems can only be taen by wiards.

/a=ic Standards

$nly standard bearers can bear /a=ic Standards ?s?ally either a nits Standard Bearer or the Army Ba<le

Standard Bearer.

Common /a=ic !tems

/a=ic !tems listed below are considered OCommon /a=ic !tems; and are aDailable to all modelsFnits whom haDe

opon to b?y /a=ic !tems. hese are oen in addion to a list of race speciNc /a=ic !tems.

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/A,!C 'EA$"S

○ ,iant Sword 860 pt F J0 pt9

ype* (and weapon. A<acs made with this weapon are at TH stren=th.

○ Blade of Strife 8J pt9

ype* (and weapon. 'earer has TH A<ac.

○ $=re Sword 80 pt9

ype* (and weapon. A<acs made with this weapon are at T2 stren=th.

○S?ll Spli<er  80 pt9

ype* Shoon= 'eapon 8hrowin= 'eapon9. #an=e 2;> Stren=th > /?lple Shots 89> Armo?r iercin=

8:9> always hits on T.

○$bsidian Sword 8HJ pt9

ype* (and weapon. A<acs made with this weapon haDe Armo?r iercin= 869.

○)encers Swords 8HJ pt9 7 models on foot only

ype* wo hand weapons. 'earer has 'eapon Sill :0.

○AIe of Ba<le  8HJ pt9ype* (and weapon. 'earer has T2 A<ac.

○ 4in=slayer  8H0 pt9

ype* (and weapon. 'earer has T: Stren=th and T: A<ac for each enemy non7champion character in

base contact with wearers nit 8bon?s is calc?lated and in eLect at the iniaDe step where the a<acs

are made9.

○Sword of (aste  82J pt9

ype* (and weapon. 'earer has at !niaDe :0. A<acs with this weapon always wo?nd on a score of T

8at worst9.

○ Beast7Bane (alberd 820 pt9

ype* (alberd. A<acs made with this weapon haDe the m?lple wo?nds 829 Special #?le a=ainst

/onsters> #idden /onsters> /onstro?s CaDalry> /onstro?s !nfantry> /onstro?s Beasts and Chariots.

○ )leshrender 820 pt9

ype* ,reat weapon. A<acs made with this weapon haDe Armo?r iercin= 8:9

○ Blessed Sword 820 pt9

ype* (and weapon. A<acs made with this weapon haDe (oly A<acs and may reroll failed o 'o?nd

rolls.

○ Sword of Stren=th 8:J pt9

ype* (and weapon. A<acs made with this weapon are at T: stren=th.

○ Sword of Bashin=  8:J pt9

ype* (and weapon. A<acs made with this weapon are at T: to hit.

○)lame 1ance 8:0 pt9

ype* 1ance. A<acs made with this weapon haDe )lamin= A<acs.

○Screamin= Swords 7 models on foot only 8:0 pt9

ype* Addional (and 'eapon. 'earer ca?ses )ear.

○ #aor Blade 8J pt9

ype* (and weapon. A<acs made with this weapon haDe Armo?r iercin= 8:9.

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/A,!C A#/$#

○)orce Shield 8G0 pt9

ype* Shield. 'earers model has a 'ard SaDe 8JT9 a=ainst #an=ed A<acs.

○Armo?r of %esny 8J0 pt9

ype* (eaDy Armo?r. 'earer has a 'ard SaDe 8T9.

○Bl?Lers (elm 8H0 pt9

ype* "one 86T Armo?r SaDe9. S?ccessf?l to wo?nd rolls a=ainst the wearer m?st be rerolled.

○Armo?r of )ort?ne 8H0 pt9

ype* (eaDy Armo?r. 'earer has a 'ard SaDe 8JT9.

○/ithril /ail 7 models on foot only 8H0 pt9

ype* (eaDy Armo?r 82T Armo?r SaDe9. his Armo?r SaDe cannot be combined with Scaly Sin or Shields.

 

○,li<erin= C?irass 8H0 pt9

ype* (eaDy Armo?r 8JT9. Close Combat A<acs allocated at the wearer s?Ler a 7: penalty when rollin= o

(it

○ Brone Breastplate 82J pt9

ype* (eaDy Armo?r. $ne ?se only. 'heneDer the wearers model receiDes a hit> the item can be acDated.

)or the d?raon of the phase> the wearers model has :T Armo?r SaDe.

○ %ra=on /antle 7 models on foot only 82J pt9

'earer has Scaly Sin 8JT9.

○ ,amblers Armo?r 8:J pt9

ype* (eaDy Armo?r. 'earer has a 'ard SaDe 86T9.

○ %ra=onscale (elm 8:0 pt9

ype* "one 86T Armo?r SaDe9. 'earer has the )ireborn Special #?le.

○ (ardened Shield 8J pt9

ype* Shield. Adds a f?rther T: to wearers Armo?r SaDe 8for a total of T29.

○ 1?cy Shield 8J pt9

ype* Shield. %isco?nt the Nrst hit the wearers model s?Lers while wieldin= the shield.

A1!S/A"S

○ alisman of S?preme Shieldin= 8J0 pt9

'earer has 'ard SaDe 8T9.

○ Spro?t of #ebirth 8J0 pt9

'earer has re=eneraon 8T9

○ $bsidian "?llstone 8J pt9

'earer has /a=ic #esistance 8H9.

○ %?s Stone 8H0 pt9

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'earers model may re7roll failed Armo?r SaDes.

○ $bsidian #oc 8H0 pt9

'earer has /a=ic #esistance 829.

○ alisman of ,reater Shieldin=  8H0 pt9

'earer has 'ard SaDe 8JT9.

○ ,emstone Am?let 8:J pt9

$ne ?se only. /ay be acDated when wearers model fails an Armo?r SaDe 8or doesnt =et an Armo?r

SaDe9. 'earer has a 'ard SaDe 8T9 a=ainst this wo?nd.

○ alisman of 1esser Shieldin=  8J pt9

'earer has 'ard SaDe 86T9.

○ $bsidian ebble 8:0 pt9

'earer has /a=ic #esistance 8:9.

○ 1?cy Charm 8J pt9

$ne ?se only. /ay be acDated when wearers model fails an Armo?r SaDe. 'earer may reroll the failedArmo?r SaDe.

○ ,em of %ra=onNre 8J pt9

'earer has )ireborn Special #?le.

6J

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E"C(A"E% !E/S

○ )lyin= Carpet 7 models on foot only 8J0 pt9

he wearer has the )ly8:09 Special #?le.

○ 'iards (ood 8J pt9

he wearer has St?pidity. !f the wearer didnt haDe any 'iard leDels> it becomes a 1eDel : 'iard. !nsteadof selecn= a ath as ?s?al> the wearer ?ses a randomly chosen Ba<le /a=ic ath at the start of each

ba<le.

○ Crystal Ball 8HJ pt9

'earer has the S?pernat?ral #e\eIes Special #?le.

○ Crown of %ominion 8H0 pt9

$ne ?se only. /ay be acDated at the start of any ro?nd of combat. )or the d?raon of the phase> the

wearer has St?bborn.

○#ed #in= of #?in  82J pt9

Bo?nd Spell> ower 1eDel H. Contains the spell )ireball 8ath of )ire9.

○ Stren=th oon 820 pt9

$ne ?se only. /ay be acDated at the start of any phase. )or the d?raon of the player t?rn> the wearer

has T2 Stren=th.

○%iDine !con 8:J pt9

'earers model has (oly A<acs.

○Speed oon 8J pt9

$ne ?se only. /ay be acDated at the start of any phase. )or the d?raon of the player t?rn> the wearer

has TH !niaDe.

○Charm of C?rsed !ron 820 pt9he 'earer and his nit has 'ard SaDe 8JT9 a=ainst wo?nds ca?sed by Arllery 'eapons.

○ ,em of )ort?ne 82J pt9

S?ccessf?l to wo?nd rolls of W6 from ran=ed a<acs a=ainst the wearers nit m?st be rerolled.

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A#CA"E !E/S

○ Boo of Arcane ower 8P0 pt F J0 pt9

he wearer receiDes a T: casn= modiNer to casn= and dispellin= roll.

○ Essence of a )ree /ind  8:00 pt F J0 pt9

he wearer does not haDe to declare which ath he ?ses on the army list. (e may choose any of theaDailable aths before =eneran= spells 8normal restricons for the wiard sll applies9.

○ Boo of a ho?sand !ncantaons  8J0 pt9

he wearer =ains the athmaster Special #?le.

○ Baclash Scroll 8JJ pt9

$ne ?se only. !nstead of main= a dispel roll> yo? can ?se the scroll. Aer the spell eLect has been

resolDed 8and ath a<rib?te9> ?nless the spell was cast with $Derwhelmin= ower> the caster m?st roll on

the miscast table. his item has no eLect on Bo?nd Spells and spells cast with : power dice.

○Sceptre of ower 820 pt F :J pt9

$ne ?se only. he wearer may reroll a sin=le power dice rolled d?rin= a casn= roll.

○'and of ran@?ility 820 pt F :J pt9

$ne ?se only. he wearer may reroll a sin=le dispel dice rolled d?rin= a dispel roll.

○Bindin= Scroll 820 pt9

$ne ?se only. !nstead of main= a dispel roll> yo? can ?se the scroll. he wiard casn= the spell cannot

cast the same spell d?rin= the neIt =ame t?rn.

○ Earthin= 'and 82J pt F :J pt9

$ne ?se only. he bearer can choose to ?se this item to reroll on the miscast table.

○ %ispel Scroll 8HJ pt9

$ne ?se only. !nstead of main= a dispel roll> yo? can ?se the scroll. he spell is a?tomacally %ispelled.

○ Shieldin= Scroll 8:J pt9

$ne ?se only. !nstead of main= a dispel roll> yo? can ?se the scroll. All models aLected by the spell has a

T ward saDe a=ainst the spell.

○ 'and of Stability  8:J pt F :0 pt9

$ne ?se only. he bearer may increase one sin=le of its dispel rolls with a T:%6 modiNer 8note that this is

not a dispel dice9 and i=nore the not eno?=h power r?le.

6P

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/A,!CA1 BA""E#S

○ Banner of #aors 8J pt9

he nit has the Armo?r iercin=8:9 Special #?le.

○ !con of rosaic %ays 80 pt9

A nit with this banner can mae dispel a<empts as if it were a leDel 2 wiard 8incl?din= Aided %ispel9.

○ Standard of Alternate #ealies 82J pt9

All of the nits close combat a<acs with /a=ical A<acs loses this Special #?le> and all close combat

a<acs witho?t /a=ical A<acs =ains this Special #?le

○ 'ardens Standard 8H0 pt9

he nit has the Strider and Swistride Special #?les

○ Banner of %iscipline 82J pt9

Bearers nit has T: 1d

○ 'ar Standard 8:J pt9

Bearers nit adds T: to the Combat Score of any combat they are inDolDed in.

○ (oly !con 8:J pt9

Bearers nit has the (oly A<acs> b?t m?st reroll s?ccessf?l 'ard SaDes themselDes.

○ Banner of Speed 8:J pt9

Bearers nit has T: /oDement.

○ !con of the #elentless Company  7 !nfantry models only 8:J pt9

one ?se only. AcDate at the start of any of yo?r #emainin= /oDes S?b7phases. Bearers nit can triple its

/ when marchin= this t?rn 8?p to a maIim?m of :J;9.

○Banner of )ire 8:0 pt9Bearers nit has )lamin= A<acs.

○ ,leamin= !con 8J pt9

$ne ?se only. /?st be acDated the Nrst me the bearers nit fails a 1eadership test. he nit may reroll

the failed test.

○ Banner of Co?ra=e  8J pt9

Bearers nit a?tomacally passes error tests and is imm?ne to the eLects of )ear.

6G

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CHANGE LOGD0.J.:*

,reat weapons T2 stren=th

D0.J.2*

roop types* Chariots =iDen mo?nts protecon

D0.J.H*

Spellin= and =rammar

Cr?sh a<ac> m?lple wo?nds

D0.J.*

Spellin= and =rammar

Cannons* randomie direcon> not sca<er. pdate in moDin= and shoon= cannons

roop types* what is a R/o?nted modelR.

roop types* #idden /onsters may only haDe Scaly Sin armo?r type. Any other ind of armo?r is i=nored

E@?ipment* /o?nts neDer beneNt from weapons. added chariot to mo?nts saDe

Sirmishers* (ow to re=ain their loose formaon aer a combat

Char=e /oDes* /aIimiin= Contact Ds ali=n moDe priority

error* error is imm?ne to terror.(ills* clariNcaon for soFhard coDer

B?ildin=s* Shoon= at a nit in a b?ildin=

Bo?nd spells

'and of stability

D0.J.J*

/ar of 'rath

D0.6.0

Cleared ?p deployment wordin=

Cleared ?p winds of ma=ic wordin=

/a=ic resistance

roop type str?ct?re and format/o?nted infantry 8palan@?ins9 =et combined proNle r?le

Special r?les T spell interacon clariNed

Breath weapon

/ar of the =ods> part abo?t mo?nts remoDed

/oDe or Nre

arry

Cannon> now misNred on 6> same as all other war machines

Swi reform

)irst amon=st e@?al

/a=ic items are one of a ind

Baclash scroll

S?pernat?ral re\eIes

)ear

D0.6.:

%eployment> who starts deployin=

D0.6.2

,rammar and spellin= 8by reDiew team> :FH of doc?ment comletated9

/a=ic resistance

roop types> mo?nts protecon

)encers swords

6+

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Characteriscs tests for combined ?nits

Armo?r and mo?nted infantry 8for palan@?ins etc9

1ine of si=ht 8all monsters are lar=e tar=ers9

Allocan= a<acs a=ainst miIed ?nits

special r?les* special r?les that can aLect parts of models are not transferred between a rider and its mo?nt

free reform and 0 rans

freny

Nrst in ran

(ills and coDer> clariNcaon

%eclare Char=es

lacin= errain

=enerate spells