Reference Handbook: 3 Edition - Released - 3.0.3.1 8 of January, 2026
Reference Handbook: 3 Edition - Released - 3.0.3.1 8 of January, 2026
1
8th of January, 2026
Reference Handbook
HEROES OF AVRAS
Before you lay the names of those who have given their blood, sweat, and lives for the
Glory of the Great City. Know their names and honour their Sacrifices.
Praise be to Sunna
Part 2
The 9th Age: Fantasy Battles
PRODUCTION TEAM
Part 3
The 9th Age: Fantasy Battles
Special Thanks
The project would like to extend our gratitude and thanks to all those who have worked on the game, and all those
who help keep the project running. Translators, Admin’s, Moderators, the ACS Teams, Tournament Organizers, and
so many more.
A special ‘Thank You!’ to the people helping The 9th Age financially in tough times.
It is the passion and dedication of the countless thousands who play and contribute to the project that allowed this
book to be published.
Thank You
Part 4
The 9th Age: Fantasy Battles
Introduction
For all the rules, feedback, and suggestions, please visit Rules Documents
our webpage: [Link]. The rules presented
in this book are considered the Core Rules of T9A and Illustrated Rulebook
are used in all T9A games. The Illustrated Rulebook contains a streamlined ver-
Licence: Copyright Creative Commons sion of the main rules needed for playing the game,
alongside art, miniature images and lore.
Rules representation Appendices
In order to keep rules clear and tidy, the following text Appendices are an integral component of the core rules,
formatting is used: and are used in most games. There are two appendices
to the Illustrated Rulebook:
Designer notes: Text in a grey box denotes designer
notes. In these are the designers giving some insights • Illustrated Rulebook – Appendix I: Model Rules
into intent behind rules, alternate ways to play the – Additional and unique rules that specific models
game, or shortcuts to speed things up. possess.
• Illustrated Rulebook – Appendix II: Arcane Com-
pendium – The compendium contains spells from
• CAPITALIZATION is used for words/phrases that are
the ten different Paths of Magic, along with the com-
defined in this book, such as ‘Round of Combat’, un-
mon Magic Items and special Leadership Skills.
less they are common words with no elaborate game
definition like ‘model’ or ‘unit’, but ‘Combat’ is since Season Pack
it is not used like the common British term. This document includes additional Deployment Types,
• Bold font or text is used to highlight specific words. maps, Primary and Secondary Objectives, catering to-
It is also used in Army Books to emphasise Model wards more advanced games.
Rules specified in the same unit entry. Reference Handbook
• Italic font marks reminders, examples, clarifications, This handbook includes all rules from the Illustrated
and other content that are not direct rules. Rulebook, plus Appendix I: Model Rules and Ap-
• Grey-coloured text is used for figure and table cap- pendix II: Arcane Compendium documents.
tions, item restrictions, repetitive content, and Prop- Additionally, it includes extended rules text to cover for
erties, which is a special type of keyword that doesn’t intricate and complex battlefield situations. We recom-
transfer any direct rules. mend that players who prefer to understand complex
situations in advance and fully grasp the nuances of all
• Hyperlinks can be found in the electronic version of rule interactions turn directly to this document.
this document, and the page footer includes hyper- For new players and those who prefer to deal with in-
links to key sections. tricate scenarios as they arise, we suggest starting with
• Pink text is unique to the Reference Handbook . the Illustrated Rulebook and only consulting the Refer-
This Handbook covers corner-cases and specific cir- ence Handbook when specific situations occur that are
cumstances that are not expected to be relevant in not fully covered in the Illustrated Rulebook.
the majority of games. Army Books
The Handbook is a copy of the Illustrated Rulebook
The rules for the different armies are found in Army
with additional sections added to cover these corner-
Books. Within these, you will find army composition
cases.
rules, unit and model rules, characteristics, and so on.
Supplements
Supplements are optional add-ons to the game that
require an agreement with the opponent before using.
Part 5
Introduction The 9th Age: Fantasy Battles
Contents
Introduction 5 Casting and Dispelling Spells . . . . . . . . . . 26
Casting Multiple Instances of the Same Spell . 26
Bound Spells . . . . . . . . . . . . . . . . . . . . 27
The Flow of the Game 9 Miscast Table 27
Shooting Phase 29
Battle Preparations 10
Choose a unit and a target 29
Pre-game Planning 11 Who can shoot? 29
Decide Army Size . . . . . . . . . . . . . . . . . 11 Shots and Aim 29
Build an Army . . . . . . . . . . . . . . . . . . . 11 To-Hit Modifiers . . . . . . . . . . . . . . . . . 30
Community Tools . . . . . . . . . . . . . . . . . 13 Cover . . . . . . . . . . . . . . . . . . . . . . . . 30
Initial Preparations 13
Share Army Lists . . . . . . . . . . . . . . . . . 13
Build the Battlefield . . . . . . . . . . . . . . . 13 Rally Phase 31
Determine Primary Conditions . . . . . . . . . 14
Determine Deployment Type . . . . . . . . . . 14 Rally Test 31
Battle setup 15
Roll-off for Attacker or Defender . . . . . . . . 15
Selecting the Deployment Zone . . . . . . . . . 15 Melee Phase 32
Defender’s Pre-game Selections . . . . . . . . 15
Attacker’s Pre-game Selections . . . . . . . . . 15 Preparations for Combat 33
Deploy Units . . . . . . . . . . . . . . . . . . . . 15 Remove Shaken units . . . . . . . . . . . . . . 33
Perform Vanguard Moves . . . . . . . . . . . . 15 Freeze Unit Boundaries . . . . . . . . . . . . . 33
Combat Set-Up 33
Check Combat Formations . . . . . . . . . . . 33
Charge Phase 16 Calculate Static Combat Score . . . . . . . . . . 34
Choose Equipment and Abilities . . . . . . . . 34
Declaring Charges 16 Perform Melee Attacks 34
Charge Reactions . . . . . . . . . . . . . . . . . 16 Determine Agility Order . . . . . . . . . . . . . 34
Charge Redirections . . . . . . . . . . . . . . . 17 Allocating Attacks . . . . . . . . . . . . . . . . . 34
Charge Moves 17 Resolve Attacks . . . . . . . . . . . . . . . . . . 35
Charge Range . . . . . . . . . . . . . . . . . . . 17 Determine the Winner 35
Charge Move . . . . . . . . . . . . . . . . . . . . 18 Casualty-based Combat Score . . . . . . . . . . 35
Unaligned Charges . . . . . . . . . . . . . . . . 19 Calculate Final Combat Score . . . . . . . . . . 35
Combined Charges . . . . . . . . . . . . . . . . 19 Take Break Tests 36
Blocked Path . . . . . . . . . . . . . . . . . . . 19 Determine who Flees and who
Failed Charge Move 20 Pursues . . . . . . . . . . . . . . . .
36 . . .
Engaged in Combat 20 Unfreeze Unit Boundaries . . . . . . . . .
37 . . .
Move Broken Units . . . . . . . . . . . . .
37 . . .
Move Pursuing Units . . . . . . . . . . . .
37 . . .
Movement Phase 21 Pursue Moves . . . . . . . . . . . . . . . .
37 . . .
Post Combat 40
Manoeuvres Types 21 Post-Combat Pivots . . . . . . . . . . . . . . . . 40
Pivot . . . . . . . . . . . . . . . . . . . . . . . . 21 Combat Reforms . . . . . . . . . . . . . . . . . 40
Snaking Forward Move . . . . . . . . . . . . . . 21
Move Manoeuvres 23
Advance Move . . . . . . . . . . . . . . . . . . . 23 After the Game 41
March Move . . . . . . . . . . . . . . . . . . . . 24
Reform Move . . . . . . . . . . . . . . . . . . . 24 Battle Points 41
Part 6
Introduction The 9th Age: Fantasy Battles
Model Height 47 Terrain 59
Line of Sight 47
Terrain Rules 59
Properties 48
Open Terrain . . . . . . . . . . . . . . . . . . . 59
Duration of Effects 48 Covering Terrain (X, Height Y) . . . . . . . . . 59
Modifiers 48 Dangerous Terrain (X+, Y) . . . . . . . . . . . . 59
Definition of a ‘Move’ 49 Disruptive Terrain . . . . . . . . . . . . . . . . 59
Contact between Objects 49 Opaque Terrain . . . . . . . . . . . . . . . . . . 59
Battlefield Edge 49 Terrain Features 60
Fields . . . . . . . . . . . . . . . . . . . . . . . . 60
Forest . . . . . . . . . . . . . . . . . . . . . . . . 60
Hills . . . . . . . . . . . . . . . . . . . . . . . . . 60
Attacks 50 Impassable Terrain . . . . . . . . . . . . . . . . 60
Attacks 50 Ruins . . . . . . . . . . . . . . . . . . . . . . . . 60
Walls . . . . . . . . . . . . . . . . . . . . . . . . 60
Attack Sequence 50 Water Terrain . . . . . . . . . . . . . . . . . . . 60
Allocating Attacks . . . . . . . . . . . . . . . . . 50
Determining the Number of Hits . . . . . . . . 50
To-Wound Rolls . . . . . . . . . . . . . . . . . . 50 Model Rules 61
Saves 51
Armour Saves . . . . . . . . . . . . . . . . . . . 51 Duplicate Model Rules 61
Special Saves . . . . . . . . . . . . . . . . . . . 51 Model Rules and Units 61
Losing Health Points Subtypes and Keywords 61
and Casualties 51 List of Model Rules 64
Health Pools . . . . . . . . . . . . . . . . . . . . 52
Casualties . . . . . . . . . . . . . . . . . . . . . 52 Melee Weapons 72
Losing the Last Health Point . . . . . . . . . . 52 Shooting Weapons 73
Casualties when Engaged . . . . . . . . . . . . 52 Attack Attributes 74
Part 7
Introduction The 9th Age: Fantasy Battles
Changelog 99 Core Rule Changes . . . . . . . . . . . . . . . . 99
Model Rule Changes . . . . . . . . . . . . . . . 100
8th of January 2026 - Version: [Link] 99 Path Changes . . . . . . . . . . . . . . . . . . . 100
24th of December 2025 - Version: 3.0.3 - Beta 99 Item Changes . . . . . . . . . . . . . . . . . . . 100
Various Miscellaneous Changes . . . . . . . . . 99 Errata Implementation and Season Pack Fixes 101
Part 8
Introduction The 9th Age: Fantasy Battles
The Flow of the Game
This game is divided into three main sections, Your First Game
performed in order.
Is this your first game? Let’s get you started. First, pre-
Battle Preparations. Before a game, certain pare your battlefield: a large flat surface with model
preparations are needed. terrain on – a pile of books can be a hill, a mug can be
1 The players need to put together their armies, a rock, a mouse pad can be a lake, and so on. Then,
prepare the battlefield, agree on Victory Condi- challenge a friend to a game where you both command
tions and Deploy their armies. your own miniature army.
Game Turns. The 9th Age is a turn-based game For a trial run without the commitment of time and
played over six Game Turns. resources, we offer downloadable paper cutouts on the
Each Game Turn consists of two Player Turns. T9A website (Essence of War).
These are made up of a series of Phases:
a. Charge Phase
2 b. Movement Phase
c. Magic Phase
d. Shooting Phase
e. Rally Phase
f. Melee Phase
After the Game. After both players have played
their six Player Turns, it is time to tally up the
3 Victory Points and check who managed to com-
plete the Primary and Secondary Objectives to
determine who is the winner of the game.
Active & Reactive Player
The ‘Active Player’ is the one currently taking their
Player Turn, and the ‘Reactive Player’ is the one whose
Player Turn is not currently happening.
Part 9
The Flow of the Game The 9th Age: Fantasy Battles
Battle Preparations
When preparing to play a game of The 9th Age: Fantasy Battles, players follow a series of steps:
1. Pre-game Planning usually done before players arrive to the gaming table
(a) Decide Army Size, which determines the scale of the game. This can be done by the players agreeing
on an Army Size, or an outside source such as campaign rules or a tournament organiser dictating this.
(b) Build an Army. Each player creates an Army List from one of the Army Books.
(c) Community Tools details of gaming aids, in particular the digital army builder New Recruit.
2. Initial Preparations these are sometimes done before arrival (typical in a tournament setting).
(a) Share Army Lists with your opponent, revealing the units and options you will be using during the
game.
(b) Build the Battlefield by setting up terrain and scenery to create an engaging and challenging environ-
ment for the battle.
(c) Determine Deployment Type – this defines where on the Battlefield the armies can start.
(d) Determine and Setup Victory Conditions which defines the primary goal for the battle.
3. Battle Setup (these actions are done at the gaming table by both players together)
(a) Roll-off for Attacker and Defender: the players each roll a dice, the winner decides which player is
going to be the Defender; the other will be the Attacker.
(b) Determine Secondary Objectives if Secondary Objectives are used, determine these now.
(c) Defenders ‘Pre-Game Selections’ the Defender selects a Deployment Zone, and performs all their
‘Pre-Game Selections’.
Common selections include targets for Secondary Objectives and Spell Swaps.
(d) Attackers ‘Pre-Game Selections’ the Attacker performs all their ‘Pre-Game Selections’.
Common choices include targets for Secondary Objectives and Spell Swaps.
(e) Deploy units: both players place their units, starting with the Attacker, entirely within their Deploy-
ment Zones.
(f) Vanguard Units the Defender gives Vanguard (3 Mob) to one of their units and performs the first
Vanguard Move with this unit.
Part 10
Battle Preparations The 9th Age: Fantasy Battles
1 Pre-game Planning
1.A Decide Army Size
Before building an army, players need to agree on the scale of the battle, which corresponds to the chosen ‘Army Size’.
Armies are then built so that the combined point costs of all their units does not exceed the designated Army Size,
and is no less than than 50 points below that limit.
Army Size also determines the rules for army composition.
Points Cost
The Points Cost, often shortened ‘pts’, is a measure of the power of a unit or upgrade. We use points to ensure that
two armies with a similar total Points Cost facing each other provide for a fair, balanced game experience.
Every unit has a Points Cost, which is determined by adding its base cost with the cost of additional models added to
it, as well as the cost of every additional option selected for that unit.
1.B Build an Army
As the player, it is your duty to command your army on the battlefield, but first you will have to pick one of the
different factions available to you. Each Army Book contains a description of the different units that are available to
its faction, as well as their Characteristics and special rules.
To build your army, you must write an ‘Army List’, which details the selection of units, spells and options you want to
use, along with their Points Cost. Every unit, weapon, upgrade, and Magic Item has a specific Points Cost, which is
used to balance the game and ensure fair play between the players.
Army Books
The rules for playing the various factions are detailed in the Army Books and supplement Army Books (remember
that using a supplement requires the agreement of your opponent or event organiser).
Unit Entries
Each entry in an Army Book belongs to a specific ‘Army Category’, represented by one or several specific icons in the
Army Book. Each Army Category has its own Points Cost limit, as defined in the Army Book, determining how many
Army Points a player can allocate to that particular category.
This allows players to create a balanced and strategic army composition for their games.
Part 11
Battle Preparations The 9th Age: Fantasy Battles
Army Category. For example, giving a unit Shooting • Uncommon: these items are limited to a maximum
Weapons might make it also count towards the ‘Ranged of 1 per 1500 Army Points (rounding fractions up).
Support’ Army Category. For example, at 4000 Army Points, Uncommon items
This is marked by a small icon of the additional Army are restricted to ‘Max. 3/army’).
Category, displayed underneath the original Army Cat- This is the least restrictive limit generally used on
egory icon(s), together with the conditions for counting magical items and unusual mounts.
towards this additional Army Category. • Rare: these items are limited to a maximum of 1 per
Splitting Point Cost between Army Categories 2500 Army Points (rounding fractions up).
In a few cases, a unit’s Points Cost can be split between For example, at 4000 Army Points, Rare items are re-
different Army Categories, where the Points Cost for stricted to ‘Max. 2/army’).
some particular option is additionally counted towards Monsters, elite knights and powerful war machines
a different Army Category than the unit. This is marked usually follow this limit.
in the unit entry by a split icon, with the two halves • Extraordinary: these items are limited to a max-
representing the two Army Categories the unit counts imum of 1 per 5000 Army Points (rounding fractions
towards. up).
For example, a 250 pts Elf Character, counted towards For example, at 4000 Army Points, Extraordinary
the ‘Characters’ Army Category, decides to ride a 500 pts items are restricted to ‘Max. 1/army’).
Dragon, which is an option marked to count additionally Army defining entries generally follow this limit,
towards ‘Beasts and Monsters’. In this case, the player such as magical altars, faction unique upgrades and
must count the entire unit’s Points Cost (250 + 500 = the most ancient of dragons.
750 pts) towards ‘Characters’, and the Dragon’s Points • Legendary: these items can only ever be taken once
Cost (500 pts) towards ‘Beasts and Monsters’. Of course, per army.
only 750 pts are added towards the army’s total limit. Most magic items, the Battle Standard Bearer and
Rarity – Restrictions for Units and Items the General follow this limit.
All units and some options in the army have a limit on • Max. X combined items per army: some combina-
the number of times, that they can be included in the tions of items may be restricted in combination. In
army. these cases this will be detailed in the Army Organ-
isation part of the Army Book.
• Maximum Points Cost: unless mentioned other- This is usually units that can have a Character moun-
wise a unit can cost no more that 600 Army Points. ted on them, or it is a unit with a shooting and melee
Some Unit Entries have a different maximum Points variant.
Cost, this replaces the general limit.
• Max. X items per unit: some items have a maximum
For example, a unit with ‘(max. 800 pts)’ listed next
limitation allowed per unit. This means you can
to its unit size limits can cost up to 800 points instead
choose to include up to X instances of these items
of 600.
(mounts, upgrades, etc.) for each unit.
• Max. X items per army: some items have a num- If a single model part has multiple items that count
ber of ‘Max. X’ allowed per army. Eg. ‘Max. 20 bows’, against the same limit, it only counts once against
‘Max. 4 models’. This means you can only include a this limit using the highest ratio.
maximum of X instances of each of these items in your 1.B.a Spell Selection
army.
Models that can cast spells of any kind are ‘Casters’.
• Regular: these Unit Entries are limited to a max- Casters able to cast Learned Spells are also ‘Wizards’.
imum of 1 per 500 Army Points (rounding fractions
up). If a Caster has a choice between spells, or knows any
For example, at 4000 Army Points, Regular Unit Learned Spells, the chosen spells must be written on
Entries are restricted to ‘Max. 8/army’). the Army List.
Generally units taken from the ‘Core’ Army Category Casters know different numbers of spells, and select
are Regular. them as described in their unit entries, except for Wiz-
• Ordinary: these Unit Entries are limited to a max- ards, who all follow the same general rules for selecting
imum of 1 per 750 Army Points (rounding fractions their Learned Spells:
up).
For example, at 4000 Army Points, Ordinary Unit Each of the following Wizard types must choose a
Entries are restricted to ‘Max. 6/army’). Path of Magic to select spells from.
• Common: these items are limited to a maximum of Which Paths it has access to is specified under each
1 per 1000 Army Points (rounding fractions up). Wizard’s unit entry.
For example, at 4000 Army Points, Common items are The chosen Path of Magic must be written on the Army
restricted to ‘Max. 4/army’). List.
This is the default limit for all Unit Entries.
Wizards know and select a different number of Learned
Spells depending on their type:
Part 12
Battle Preparations The 9th Age: Fantasy Battles
• Wizard Apprentice: 1 spell, that is the Apprentice 2 Initial Preparations
Spell (#1).
• Wizard Adept: 3 spells chosen from Apprentice 2.A Share Army Lists
Spell and Adept Spells (#1 – #4). After deciding on the scale of the game and writing
their Army Lists, the next step is to share Army Lists
• Wizard Master: 5 spells chosen from Apprentice
and all relevant information about the upcoming game.
Spell, Adept Spells, and Master Spells (#1 – #6).
Designer notes: Sharing Army Lists before the game
The only kind of Wizard that does not select a Path is starts allows both players to look up the rules that
a Wizard Conclave (X). It instead select spells from apply to the units to be involved in the game, so that
the list specified in its Unit Entry. If it is either of the they understand how those will function and can plan
following types, then the Wizard does not select a Path their strategy accordingly, avoiding any unpleasant
of Magic: surprises, and minimising the time spent reading rules
• Wizard Conclave (X): X spells from the list of while playing.
Learned Spells specified under its unit entry.
• Protean Magic (X): X Apprentice Spells, chosen 2.B Build the Battlefield
from any Path of Magic it has access to. While the game is playable on a wide variety of Battle-
During ‘Pre-Game Selections’, Casters may Swap Spells. fields of all dimensions, we recommend that the follow-
For details, see ‘3.2 “Pre-Game Selections”’. ing sizes are adhered to.
This provides a good balance between having enough
Designer notes: To save time and space on Army room to manoeuvre your troops, and not having so
List writing, we recommend that the Wizard level of a much room that hardly any engagements happen.
model is followed by the Path name with the numbers
of the selected spells in brackets.
For example, ‘Wizard Adept, Alchemy (2, 3, 4)’.
Part 13
Battle Preparations The 9th Age: Fantasy Battles
• Battlefield Size: the game is played on a rectangular you need to fit all the units. See the table beside
Battlefield, with two main dimensions: for recommendations.
– Short Battlefield Edge: the main direction along • Terrain placement: the terrain on the Battlefield
which the two opposing armies face each other. is essential for adding depth and strategic elements
We recommend this to be 48″ (roughly 120 cm), to the game. It can represent various features, from
regardless of Army Size. simple objects to more significant landmarks.
– Long Battlefield Edge: in most Deployment Players have the flexibility to determine the size,
Types, the long Battlefield Edge is the side along type, and number of Terrain Features, as well as their
which the units of each army is lined up. The big- placement.
ger the armies are, the longer the Battlefield Edge Prebuilt Battlefield maps are available in the Season
Pack.
Part 14
Battle Preparations The 9th Age: Fantasy Battles
3 Battle setup joined to a unit must be Deployed inside and simultan-
eously with that unit.
3.A Roll-off for Attacker or Defender
Once a player has Deployed their entire army,
After determining Deployment Type and Victory Con-
that player immediately chooses who has the first
ditions, both players roll a D6 (a usual 6-sided dice,
Player Turn.
see ‘Dice’ in the ‘Definitions and Terminology’ chapter),
rolling again until one player rolls higher.
Note: this ‘entire army’ criteria does not include units
The player who rolls the highest, decides which player
that can, and choose to, be Deployed later during the
will be the Defender; the other player will be the At-
game (such as units entirely with Ambush or Hidden).
tacker.
Designer notes: Since finishing Deployment first al-
3.B Selecting the Deployment Zone lows you to choose which player has the first Player
3.C Defender’s Pre-game Selections Turn, a common practice is to Deploy your entire army
The Defender chooses a Deployment Zone. the first chance you get.
This determines which side of the battlefield each army Once your are more comfortable with the game, you
will start the game. will start weighing the strategic benefits from know-
The Defender then performs all their ‘“Pre-Game ing where the opponent’s troops are Deployed against
Selections”’ the advantage of choosing who has the first Player
Turn.
3.D Attacker’s Pre-game Selections
The Attacker performs all their own ‘Pre-Game Rules and Abilities of Undeployed Units
Selections’. Until being Deployed, units cannot perform any actions
at all, and all their Magic Items, rules, and abilities not
Spell Swapping related to their Deployment are ignored, unless expli-
citly stated otherwise.
A common Pre-game Selection is for Casters to Swap
Spells, using these following rules: Undeployable Units
In the unlikely event that a unit cannot be Deployed
1. Hereditary Swap: every Wizard may replace one during the Deployment Phase for whatever reason (e.g.
of its Learned Spells with the Hereditary Spell from if there is not enough space in the player’s Deployment
its Army Book. Zone), it is removed as a casualty, unless specifically
2. Universal Swap: a single Caster in your Army List stated otherwise.
may replace one of its chosen spells with another 3.F Perform Vanguard Moves
spell it could have chosen instead. Now units entirely with Vanguard can make their Van-
This does not let a Caster change the Path of Magic guard Move.
initially chosen during Spell Selection as part of Pre- First, the Defender selects one of their Deployed
game Planning, if the Caster did not select a Path of units containing no Characters: that unit gains Van-
Magic, then this is not relevant. guard (3 Mob), and must be the first unit to perform a
Vanguard Move.
3.E Deploy Units (Note: a unit that already has Vanguard can still be
Starting with the Attacker, players then take turns De- selected: the effects are just not cumulative.
ploying their units fully inside their own Deployment If no such unit can be selected, the Defender may select
Zone. any unit with Vanguard to perform the first Vanguard
Move).
All units must follow the Unit Spacing rule (defined in Then, the players alternate moving their units entierly
the ‘Definitions and Terminology’ chapter). with Vanguard one by one, until all units that can and
On each of their Deployment Turns, a player can Deploy want to make a Vanguard Move have done so.
any number of units, and must Deploy at least one unit.
Remember that per the Vanguard rule, no model can
Any Attachable Model that wishes to begin the game move further than 12″, or end within 6″ of an enemy unit.
See ‘Model Rules’ for further details.
Part 15
Battle Preparations The 9th Age: Fantasy Battles
Charge Phase
In the Charge Phase, your forces will take the initiative, breaking from their ordered
manoeuvres to run headlong across the field, with the single purpose of meeting the enemy in
Combat. But such Charges are not so simple as they seem; eager troops can hesitate and stumble
as the reality of battle approaches, or they might find their target is too far away, allowing the
opponent to draw them out of position or rake them with fire before they can reach their ranks.
The Charge Phase is an opportunity for the Active Only consider effects affecting the Charging Unit’s
Player to move their units into Combat with enemy Charge Range that are present when the Charge is
units by Declaring Charges. declared.
It is the primary method of engaging in Close Combat. When determining if there is enough room for the Char-
ging Unit, take into account already declared Charges,
The Charge Phase is divided into the following steps:
including Initial Align Moves of Charging Units.
1 Start of the Charge Phase (and Player Turn) Do not consider Flee! Charge Reactions, or potential
casualties inflicted on the units.
Declare Charges Once a Charge is declared, the unit is considered to be
a The Active Player chooses one of their units, ‘Charging’ until one of the following occurs:
and Declares a Charge towards an enemy
unit. • It has finished its First Round of Combat after making
a Charge Move.
2 b The Reactive Player declares and resolves
the target’s Charge Reaction. • It performs a Failed Charge Move.
c Repeat steps (a) and (b) with your units, one • It is not Engaged in Combat.
at a time, until all of your units that can and 1.A Charge Reactions
wish to Declare a Charge have done so.
When a unit has a Charge declared against it, it must
Moves Charges immediately perform a ‘Charge Reaction’.
a The Active Player chooses a unit that has De- The owner of the charged unit declares which Charge
clared a Charge, and rolls its Charge Range Reaction it chooses and resolve the effects immediately.
roll. There are two Charge Reactions:
If multiple units are charging the same tar-
• Hold! This is the default Charge Reaction.
get, make a separate Charge Range roll for
3 Choosing the ‘Hold!’ Charge Reaction means the unit
every unit Charging the same target.
stands its ground and takes no further action.
b Perform the Charge Move or Failed Charge
• Flee! A unit can select this Charge Reaction only
Move with the unit(s) you just rolled Charge
once per Phase, and only if not already Engaged in
Range for.
Combat.
c Repeat step 3 for all units that have Declared The unit is pivoted to face directly away from the
a Charge this Phase. Centre of the Charging Unit; it then performs a Flee
4 End of the Charge Phase. Move (see the ‘Psychology’ chapter).
– If this Flee Move brings the fleeing unit into con-
1 Declaring Charges tact with a unit that has Declared a Charge against
it this Phase, the fleeing unit is immediately re-
To Declare a Charge, select one of your units that has
moved as a casualty.
not already Declared a Charge this Phase, and that is
not Engaged in Combat or Shaken. – Remember that Flee Moves due to the ‘Flee!’ Charge
Declare which enemy unit it will try to Charge, that Reaction, do not cause Panic Tests in friendly units
fulfil all the following conditions: that the Fleeing unit moves through since they are
voluntary.
• The enemy unit must be in Line of Sight* of the Char- This does not apply if forced to Flee! due to being
ging Unit. charged by a unit containing Terror.
• It must be possible to complete the Charge towards
the enemy unit.
I.e. the enemy unit must be within the Charging Unit’s
maximum potential Charge Range, and there must be
enough room to move the Charging Unit into Contact*.
*‘Line of Sight’ and ‘Contact’ are both defined in the
‘Definitions and Terminology’ chapter.
Part 16
Charge Phase The 9th Age: Fantasy Battles
1.B Charge Redirections Each unit that Declared a Charge in this Phase now rolls
If a charged unit has chosen the ‘Flee!’ Charge Reaction, its Charge Range and, if successful, performs a Charge
after its Flee Move has been completed, the unit(s) that Move.
Declared a Charge towards it may attempt to Redirect Roll and move units one by one.
their Charge. 2.A Charge Range
To do so, each unit that has Declared a Charge towards
Roll D6+4 and add the unit’s Charge Speed (see ‘Char-
the unit that fled may take a Command Test; a ‘Redirect
acteristic Profiles’ in the ‘Definitions and Terminology’
Test’ (see the ‘Psychology’ chapter).
chapter).
If the test is passed, the unit may immediately Declare
a new Charge towards another unit (following all the • If the Charge Range is equal to or greater than the
usual restrictions for Declaring Charges). distance between the Charging Unit and its inten-
Each unit may only attempt to Redirect a Charge ded target (in inches), and if there is enough space
once per Phase. to complete the Charge Move (including the Initial
Align Move), then the Charge is successful and the
2 Charge Moves Charging Unit performs a Charge Move.
After all Charges and Charge Reactions have been de- • Otherwise, the Charge is failed: the Charging Unit
clared and resolved, Charging Units will attempt to performs a Failed Charge Move.
move into Combat.
Designer notes: Some players prefer to know their odds when Declaring Charges.
Below are the probabilities for the most common cases.
Part 17
Charge Phase The 9th Age: Fantasy Battles
2.B Charge Move that the Charging Unit can satisfy the following condi-
A Charge Move is divided into two sub-moves: first a tions as best as possible, in decreasing order of priority:
‘Snaking Forward Move’ to get into contact with the 1. The initial point of contact* on the target unit, be-
target unit, then an ‘Align Move’. fore the Align Move, must remain in contact* after
Start with establishing in what Arc of the target unit, the Align Move.
that the centre of the Charging Unit’s Front Facing is Note that the Charging model that initially made con-
located in (see figure above). tact is not required to remain in contact*.
The Facing that corresponds to this Arc is the ‘Target • If there is no single initial point of contact*, e.g.
Facing’. because the initial contact* is made along a line,
See Definitions and Terminology chapter for definitions the Charging Unit decides where the initial point
of Arcs and Facings. of contact* is, among the possible points of initial
contact*.
A Charge Move is performed using a single Snaking This choice must be made such that the condi-
Forward Move (see Movement Phase chapter for details), tions below are satisfied as best as possible.
with an unlimited distance.
During this move, the Charging Unit must move into 2. The Charging Unit is fully aligned with its Front Fa-
contact with its intended target - The Charging Unit’s cing flush against the Target Facing.
Front Facing against the Target Facing.
• If this is not possible, apply the rules for Unaligned
Charge Moves are allowed to end the move within 1” of Charges (see below).
Impassable Terrain or other units, but are not allowed
to move into contact with any enemy unit, other than 3. The number of models in the target unit that are
the target of the Charge. in contact* with an enemy unit must be maximised.
This includes Fighting Over Gaps.
Once the Charging Unit touches its Target Facing, it per-
forms an Align Move. 4. The number of models in the Charging Unit that
This is done by picking up the Charging Unit and pla- are in contact* must be maximised. This includes
cing it back on the Battlefield aligned with the target Fighting Over Gaps.
unit, in a way that keeps the initial point of contact on
If it is unavoidable to break one or more of the above
the charged unit still in contact, while maximising the
conditions, prioritise maintaining the higher priority
number of models in contact.
conditions, even if it means breaking a greater number
Apply the following rules when performing Align of conditions in total.
Moves. As long as all the above conditions are satisfied to the
The entire Charge Move must be made in such a way best extent possible, the Charging Unit is free to choose
how it performs the Align Move.
Part 18
Charge Phase The 9th Age: Fantasy Battles
2.C Unaligned Charges 3. Move the units, one by one, following the normal
If the Charging Unit cannot perform the Initial Align Charge Move rules with the following exceptions:
Move so that it is both fully aligned with the enemy, and (a) Never apply the rules for Unaligned Charges or
the initial point of contact* remains in contact (Align Blocked Path.
Move conditions 1 and 2), the following rules are used If it is not possible to place the Charging Unit
instead: fully aligned with the enemy, the Charge is not
The Charge Move and Align Move(s) must be made possible.
in such a way that the initial point of contact on the
charged unit, before the Initial Align Move, remains in (b) Each individual unit is not required to maximize
contact after the Initial Align Move, and such that, at the number of models in contact (conditions 3
the end of both Align Moves, the Charging Unit’s Front and 4).
Facing does not cross over the projected line running The conditions are instead applied at the end of
parallel with the Target Facing. all the Charge Moves.
Corresponding to the area marked in red in step 1 of This means that the total number of models
Figure 2. from both sides are maximised after all successful
Charges have been resolved.
After making sure that the Charge will be possible
without breaking the above condition, the Charging (c) In situations where not all the Charging Units
Unit must satisfy the conditions below as best as pos- can complete their Charge Move, e.g. due to other
sible, in decreasing order of priority: units blocking the path, such units will instead
perform a Failed Charge Move.
1. The initial point of contact on the charged unit, be-
fore the Initial Align Move, must remain in contact* 2.E Blocked Path
after the Initial Align Move. To prevent abusive situations where a unit cannot Charge
Note that the Charging model that initially made con- a nearby unit due to convoluted positioning of enemy
tact is not required to remain in contact. units, the following rules are applied.
2. Minimise the angle between the Front Facing of the Blocked Path can only be applied against enemy units
Charging Unit and the Target Facing. that fullfil all of the following criteria:
3. The number of models in the target unit that are in 1. The enemy unit is directly in front of your unit.
contact* (taking into account those ‘Fighting Over This means that the first obstacle (other unit or Im-
Gaps’) with enemy units must be maximised. passable Terrain) that a straight Forward Move of
your unit would hit is an enemy unit.
4. The number of models in the Charging Unit that are
in contact* (taking into account those ‘Fighting Over 2. Your unit would be unable to perform a Charge Move
Gaps’) with enemy units must be maximised. to get into contact with the Target Facing of the en-
emy unit.
*‘Contact’ here is referring to ‘contact between Unit
Boundaries, including Fighting Over Gaps’. 3. The Charge is not made impossible due to friendly
After performing the Initial Align Move with the Char- units Engaged with the Target Facing of the enemy
ging Unit, the charged unit performs a Special Align unit. (i.e. Blocked Path is not applicable if the Charge
Move. A unit that is Engaged can never perform a Spe- is made impossible due to your own units being En-
cial Align Move. gaged with the Target Facing)
It is picked up and rotated around the point of contact,
such that the angle between the Charging Unit’s Front In this situation, your unit may Declare a Charge to-
Facing and the Target Facing is minimised, possibly and wards the enemy unit, and if the enemy does not Flee,
ideally fully aligning the units with each other. use the Facing that is adjacent to the Target Facing and
closest to your Charging Unit (and perform a Charge
Note: Any units not fully aligned must Combat Reform Move as normal towards this new Target Facing).
whenever possible. See Melee Phase chapter for details.
2.D Combined Charges
When more than one unit has Declared a Charge to-
wards the same enemy unit, the Charging units are
moved in a slightly different order.
1. Roll Charge Range for each unit Charging that same
target before moving any of them.
Part 19
Charge Phase The 9th Age: Fantasy Battles
3 Failed Charge Move d. The unit is about to come into contact with an-
other unit or Impassable Terrain.
A Failed Charge Move occurs when a unit cannot com- Stop just before moving into contact.
plete its Charge (e.g., due to an insufficient Charge Range,
or due to obstacles making it impossible to complete the • Concluding Forward move until one of the follow-
Charge Move). ing occurs:
The Failed Charge Distance is always 4″. a. The unit has moved a total distance (Wheel + For-
ward Move) equal to the Failed Charge Distance
If a unit suffers casualties during the Charge Move and (4″).
therefore no longer can complete the Charge, the unit
is also considered to have failed its Charge. b. The unit is about to come into contact with an-
The unit’s movement is then backtracked to the pos- other unit or Impassable Terrain. Stop just before
ition it had when declaring the Charge Move, then it moving into contact.
performs a Failed Charge Move. A unit that has performed a Failed Charge Move cannot
A Failed Charge Move is done by performing a Snaking perform any Move Manoeuvres in the same Player
Forward Move (see Manoeuvre Types in the Movement Turn, and it cannot shoot in the next Shooting Phase.
Phase chapter) with the following adjustments: If the target was removed as a casualty, perform the
Failed Charge Move towards the last position of the
• Initial Forward move is always 0″. centre of the Target Facing.
(i.e. a Failed Charge Move starts with a Wheel.)
• Wheel towards the intended target until one of the Failed Charge Moves are allowed to end the move
following occurs: within 1″ of Impassable Terrain or other units, but are
a. The unit is facing the direction where a forward not allowed to move into contact.
move would bring the centre of the Charging Unit
straight towards the centre of the Target Facing, 4 Engaged in Combat
b. The Wheel is 90 degrees. Once a unit completes a Charge Move, the Charging
Unit and the target unit are Engaged in Combat, and
c. The Wheeled distance is equal to the Failed remain Engaged in Combat as long as, at least their
Charge Distance. Unit Boundaries, are in contact with an enemy Unit
Boundary.
Part 20
Charge Phase The 9th Age: Fantasy Battles
Movement Phase
Positioning your forces well is the cornerstone of effective military strategy. The Move-
ment Phase is a crucial opportunity to redeploy each of your units to the place where
it can do the most good, setting up your attacks, bombardments, feints and cunning ploys to pay
off in subsequent phases and turns. Troops in military formation must learn a range of orderly
manoeuvres to accomplish such movements as efficiently as possible.
In the Movement Phase, you can move your units one tance is the distance the unit moves forward.
by one in any order. Choose a unit and perform a Move • The distance used for the Wheel (step 2) is the dis-
Manoeuvre. Repeat this for all your eligible and willing tance the outer front corner is moving in the unit’s
units. straight forward direction (see Figure 3).
There are certain restrictions on which units can be
moved during the Movement Phase. This total cannot exceed the maximum Snaking For-
The following units are not allowed to move: ward Move distance, determined by the Move Man-
oeuvre performed.
• Units that attempted to Charge in the current Player At the start of every Snaking Forward Move, before
Turn. moving the unit at all, the unit is collapsed into a line -
• Units that are Engaged in Combat. its Front Facing.
• Units that are Shaken. Every part of the unit behind this line moves straight
forward until they meet the Front Facing.
• Units that have arrived on the Battlefield using
The unit then moves forward as this single line.
Ambush during the current Player Turn.
Note that the models still have a width (but no depth),
equal to the width of their base; and that this move can
1 Manoeuvres Types cause Dangerous Terrain Tests, if used during a move
Manoeuvre Types are different actions that can be type that triggers Dangerous Terrain Tests, such as a
made as part of other moves. Charge or March Moves.
For example, a ‘Snaking Forward Move’ is used during When the unit reaches its final position at the end of all
Charge, Advance and March Moves, while ‘Pivots’ are Snaking Forward Moves, it expands to regain its depth
made during Advance Moves and Post-Combat Pivots. again. This is done by having the rear parts of the unit
move straight back from the Front Facing, until they
1.A Pivot
reach their original position within the unit formation
When performing a Pivot, first mark the Centre of the and/or a Viable Formation is achieved.
unit. Then temporarily remove the unit from the Bat-
tlefield, and place it back facing any direction, while Most Snaking Forward Moves have a limit to the dis-
keeping its Centre in the same position as before. tance the unit can move.
Models may be repositioned within the unit, as long as Add the distance used for each action to a total.
the number of files does not change. This total cannot exceed the maximum Snaking For-
No single model can be moved further than twice its ward Move distance.
Mobility (see ‘Characteristic Profiles’ in the ‘Definitions For Forward Moves (steps 1 and 3), the moved distance
and Terminology’ chapter) from its starting to its end- is the distance the unit moves forward.
ing position. The distance used for the Wheel (step 2) is the distance
Check by measuring the direct path of the centre of the outer front corner is moving in the unit’s straight
each model’s base. forward direction (see Figure 3).
Only consider the unit’s Front Facing during the
1.B Snaking Forward Move entire Manoeuvre (e.g. for the Unit Spacing rule) until
A ‘Snaking Forward Move’ is broken down into three after the Manoeuvre is completed, where the whole
optional actions, which are carried out in this order: Unit Boundary is again taken into account (i.e. the unit
Initial Forward Move: the unit moves straight must abide by the Unit Spacing rule at its final position).
1
forward.
If the Snaking Forward Move is made as part of a
Wheel: the unit is rotated forward around one Charge Move, the Manoeuvre also includes the Initial
2
of its front corners, up to 90 degrees. Align Move (i.e. only consider the Front Facing until
Concluding Forward Move: the unit moves after the Initial Align Move has been completed).
3
straight forward.
Most Snaking Forward Moves have a limit to the dis-
tance the unit can move.
To determine the distance moved, add the distance
used for each action to a total:
• For Forward Moves (steps 1 and 3), the moved dis-
Part 21
Movement Phase The 9th Age: Fantasy Battles
Figure 3: Snaking Forward Move
A B
Part 22
Movement Phase The 9th Age: Fantasy Battles
2 Move Manoeuvres Valid Final Position
For the final position of the unit to be considered valid,
There are three different Move Manoeuvres.
regardless of which Move Manoeuvre was performed,
When a unit moves in the Movement Phase, it must
the following condition must be met.
select which Move Manoeuvre it will perform:
If not, the Move Manoeuvre cannot be performed.
• Advance Move
• Each corner of the unit’s end position must be within
• March Move twice its Mobility value (2×Mob inches) of at least
• Reform Move one corner’s starting position.
Note that this does not mean that each corner must
Remember that since you are allowed to perform any
be within 2×Mob inches of its own starting position.
measurements at any time, it is possible to test a Move
Manoeuvre, realise it was not a great idea, and then For simplicity, measure the corner that is furthest away
immediately backtrack and perform a different Move from the starting position, and check by measuring its
Manoeuvre, unless random events or decisions by the op- distance to the starting position of the closest corner.
ponent have happened that could influence the decision.
It is also customary to mark the starting position, so that
backtracking can be done accurately.
Part 23
Movement Phase The 9th Age: Fantasy Battles
2.B March Move Designer notes: Simplified Reform Move
When performing a March Move, execute the following In practice, for the vast majority of Reform and
actions in the order given below: Advance Moves, there is no need to consider the
movements of individual models.
Snaking Forward Move (2×Mob): the unit The upper image shows the technical way to perform
may do any number of Snaking Forward Moves, a Reform Move: moving models one by one (grey
with a total distance up to twice its Mobility (in dotted lines), and measuring distance the centre of
inches). each model moved (black dotted line).
1
While performing these Snaking Forward The lower image show a simplified method to
Moves, the direction the unit is facing must stay perform a Reform Move: move the unit as a whole,
within 90 degrees (in either direction) from the potentially readjusting formation by adding or
direction it was facing before the March Move. removing files. Measure the distance moved by the
Reorder: models may be repositioned within Centre of the unit, while making sure that no single
2 the unit, as long as the number of files does not model moves further than twice its Mobility (this
change. can typically be checked by measuring the distance
travelled by the models that have moved the furthest).
2.C Reform Move
To do a Reform Move, pick the unit up from the battle-
field and put it back with the following restrictions:
• The Centre of the unit cannot travel further than half
the unit’s Mobility (in inches).
• The formation of the unit may change, but the num-
ber of Files cannot change by more than ±1 2.
Note: Generally no unit can voluntarily have more
ranks than files, see ‘Models and Units’ in the ‘Defini-
tions and Terminology’ chapter).
• Each model is considered to have moved from its
starting position to its end position, around Obstruc-
tions where needed; no single model can move fur-
ther than twice its Mobility.
When measuring each model’s move, it is considered Figure 6: Example of Reform Move
to move independently of its unit.
While moving:
• Models are treated as their own unit following the
Unit Spacing rule.
• Can ignore other models from the same unit, but not
from other units.
• Cannot move further than twice its Mobility (in
inches).
To move a model you:
1. Pivot the model
Part 24
Movement Phase The 9th Age: Fantasy Battles
Magic Phase
In the Magic Phase, your Wizards will summon the magic swirling across the battlefield and
use it to cast spells that blast the enemy or bolster your own forces – while your opponent tries to
stop you.
The Magic Phase is divided into the following steps: of the Flux Cards from the Active Player’s deck. This
card determines how many starting Magic Dice both
1 Draw Flux Card players receive in this Magic Phase. Once a Flux Card
2 Siphon the Veil has been drawn, it is discarded from the deck.
3 Store Magic Dice The remaining Flux Cards in both decks are open in-
formation to both players.
4 Apply Excess Magic
Casting and Dispelling Spells: the Active Player 2 Siphon the Veil
5 attempts to cast a spell with one of their models; The Active Player gains additional Magic Dice from the
the Reactive Player may attempt to Dispel it. following sources:
Repeat step 5 for each spell you want to cast, or • One free additional Magic Dice.
until out of Magic Dice. • Magic Dice from models with Channel.
• Magic Dice stored from the previous phase (see ‘Stor-
1 Magic Dice and Flux Cards ing Magic’).
In the Magic Phase, players use Magic Dice for casting
and dispelling spells. Each player receives a number Note: each non-Shaken model with Channel (X) adds
of Magic Dice that can be used for the duration of this X Magic Dice. The most common source of Channel are
Magic Phase. Once a Magic Dice is used, it is discarded. Wizards:
At the end of the phase, any unused Magic Dice are • Wizard Adepts have Channel (1).
discarded (except if stored, see ‘Storing Magic’ below.). • Wizard Masters have Channel (2).
Flux Cards • Wizard Conclaves have Channel (1), unless it is a
Each player has a deck consisting of the 8 Flux Cards Wizard Conclave (1).
selected from the list of 16 cards below. Which cards
are used depends on the Army Size. 3 Storing Magic
For example, when playing at ‘Field Armies’ Army Size,
After ‘Siphon the Veil’ and before ‘Excess Magic’, the
use Flux Cards V–XII. Flux Cards for printing can be found
Active Player may discard one Magic Dice.
in the Arcane Compendium.
If so, they gain one Magic Dice during the ‘Siphon the
During step 1 of the Magic Phase, randomly draw one
Veil’ step of their next Magic Phase.
Part 25
Magic Phase The 9th Age: Fantasy Battles
4 Excess Magic Dispelling Roll - Reactive Player
After both ‘Siphon the Veil’ and ‘Storing Magic’, if a Spend Magic Dice to dispel: the Reactive
player has more than twice the number of Magic Dice Player may try to dispel the spell. If not, go dir-
in his pool than the number gained from the Flux Card, ectly to step 6. If the Reactive Player chooses to
the player must discard each Magic Dice over this limit. 4 try to dispel, they declare how many Magic Dice
For example, Flux Card XI grants 6 Magic Dice: it sets are spent on the Dispelling Roll. Note: there are
the Excess Magic limit to a maximum of 12 Magic Dice. no limits to how many or how few Magic Dice the
Reactive Player may use for this.
5 Spells
Dispelling Roll: roll the Magic Dice used for
Spells are divided into two broad categories: the Dispelling Roll, and add the results together.
• Learned Spells: the most common type, these are If the total is equal to or above the Casting Roll,
cast using the full power of the magic flowing from the dispel is successful: proceed to step 7. Oth-
beyond the Veil. erwise, the Dispelling Roll failed: proceed to
5
• Bound Spells: ‘bound’ into an object or creature, step 6.
they are more stable than Learned spells, since their • Fizzle: if one or more ‘1’ was rolled, and the
use requires only a minimum quantity of ambient Dispelling Roll was not successful, each dice
magic. These are cast by all manner of creatures, as that rolled a ‘1’ is added back to the Magic
well as some Wizards. Dice pool.
Most spells belong to a specific Path of Magic (see the Resolving the spell effect
Arcane Compendium), or are a Hereditary Spell unique
Apply Spell effects: if the Casting Roll was suc-
to each Army Book.
cessful, and the spell was not dispelled, it is suc-
5.A Casting and Dispelling Spells cessfully cast. Apply the spell effects.
Each of the Active Player’s models with one or more Spell effects are never affected by any effects af-
spells can attempt to cast each spell up to once per Ma- 6 fecting the Caster, including Magic Items, Model
gic Phase. (Remember that Shaken models cannot cast Rules, other spell effects, or similar abilities, un-
spells.) The sequence for casting a spell is as follows: less specifically stated otherwise.
Removing the Caster of a spell as a casualty does
Casting Roll – Active Player not affect the spells duration.
Caster and target: declare which model is cast- Next casting attempt: afterward, the Act-
ing what spell, and choose a target (or targets) 7 ive Player may attempt to cast other spells,
1
for the spell (for details, see ‘Spell Types’ in the provided they have enough Magic Dice left.
Arcane Compendium).
5.B Casting Multiple Instances of the
Spend Magic Dice to cast: declare how many Same Spell
Magic Dice are spent on the Casting Roll (at least
2 Each Caster may only try to cast each of its Learned
2 Magic Dice must be used, and at most 5 Magic
Spells once per Magic Phase, and may try to cast a
Dice can be used).
Bound Spell once for every instance of that spell it has.
Roll Dice: roll the Magic Dice used for the Cast- If multiple Casters know the same spell, all of them may
ing Roll, and add the results together. If the total try to cast their instance(s) of the spell.
is equal to or above the spell’s Casting Value, the When attempting to cast a Learned Spell when a cast-
casting is successful. Otherwise, the Casting ing attempt (successful or not) has already been made
Roll failed: go directly to step 7. for another instance of the same spell (either Bound
• Fizzle: if one or more ‘1’ was rolled, and the or Learned), then the Casting Roll is reduced by −3,
Casting Roll was not successful, each dice that and by another −3 for each additional attempt in the
3 rolled a ‘1’ is added back to the Magic Dice same phase. For example, if two casting attempts have
pool. already been made for different instances of the same
• Miscast: if three or more Magic Dice – or two spell, any third attempt to cast it will suffer a −6 penalty
Magic Dice if using only two dice – used for to its Casting Roll.
the Casting Roll gave an identical result, and If the additional casting attempt is made for a Bound
the Casting Roll is successful, and the spell is Spell version of the same spell, the Casting Roll is only
not dispelled, a Miscast occurs. Consult the reduced by −1, instead of by −3, for each previous cast-
Miscast Table for further instructions. ing attempt for a version of the same spell.
Remember that Replicable Spells ignore this penalty to
multiple casting attempts.
Part 26
Magic Phase The 9th Age: Fantasy Battles
5.C Bound Spells 6 Miscast Table
Casting and dispelling Bound Spells follow the normal
A Miscast occurs if the following conditions are met
procedure for casting a Learned Spell, with the follow-
while casting a Learned Spell: A Casting Roll for a
ing exceptions:
Learned Spell can result in a Miscast if the following
• Bound Spells have their own Casting Values, defined conditions are all met:
in the brackets following ‘Bound Spell’.
A. The Casting Value is met
• When trying to cast a Bound Spell, one Magic Dice is
a D6, the rest are D3. For example, if casting a Bound B. The spell is successfully cast and is not dispelled,
Spell using 3 Magic Dice, roll 1D6 and 2D3. and
• A rolled D3 can never Fizzle.
C. Three-of-a-Kind: three or more Magic Dice show
• Bound Spells can never Miscast. the same result.
When casting a Bound Spell version of a spell for which or Two-of-a-Kind: the roll includes three or more
a casting attempt was already made in the same Magic Magic Dice that rolled the same result. If the Casting
Phase, the Casting Roll is decreased only by −1 (instead Attempt was made with only two Magic Dice, then it
of by −3). is sufficient for both of them to roll the same result.
Note: when attempting to cast a Learned Spell version of The effect of the Miscast depends on the total sum of
a Bound Spell for which a casting attempt was already the Casting Roll (including potential modifiers). Apply
made in the same Magic Phase, the Casting Roll is still the effects that correspond to the total rolled. The ef-
decreased by −3, as usual. This penalty is ignored if the fect of a Miscasts depends on the Casting Roll.
spell is Replicable. Apply all results equal to and below the Casting Roll
(including modifiers) from the Miscast Table.
Designer notes: Bound Spells are designed to offer Resolve the effects one at a time, starting from the top.
low-resource and low-risk casting opportunities to
the players. They typically require fewer dice for cast-
ing and never cause Miscasts. However, they are also
easier to dispel. As a result, Bound Spells are the per-
fect tool when the opponent is out of Magic Dice for
dispelling.
When casting Bound Spells, it is important to clearly
differentiate the D6s and the D3s. Announce to the
opponent how you roll your dice, and either roll them
separately, use differently coloured dice, or use dedic-
ated D3-only dice.
Part 27
Magic Phase The 9th Age: Fantasy Battles
Roll Miscast Table effect
Resolve one effect at a time, starting from the top.
All Weaken the Veil
Your opponent gains 2 Magic Dice.
Any further Miscast this Player Turn counts as having a Casting Roll with a value of +5.
This effect is cumulative.
10+ Witchfire
The Caster’s unit suffers a number of hits equal to twice the number of (Magical Dice used), with Str 3, AP 2,
and Magical Attacks.
15+ Magical Mishap
Controlled by the opponent, the Caster casts the Apprentice Spell (#1) from the Path* of the Miscast spell,
with the following changes:
• Treat the miscasting model as if it was owned by the Reactive Player (i.e. the opponent chooses the target,
makes relevant choices for the spell, any spell with the Augment Type can target the opponent’s models, and so
on.)
• Ignore any Range and Line of Sight restrictions✠ .
• The spell is immediately successfully cast, and cannot be dispelled.
• It does not count as a “Casting Attempt”, nor as a “Successful Casting”.
*If the Miscast spell is not from a Path of Magic, use instead the Path that the Miscasting model currently knows the highest number of
Learned Spells fro (in case of a tie, pick one at random). If the model knows no Learned Spells belonging to any Path of Magic, ignore
Magical Mishap and apply Amnesia instead.
✠
If there is no viable target, Magical Mishap has no effect.
20+ Amnesia
The Caster cannot cast this spell again. Duration: Permanent.
25+ Breach in the Veil
All units within 3″ of the Caster suffer the effect of Witchfire.
After resolving this effect, the Caster is removed as a casualty.
All units within 12″ of the Caster must immediately take a Dangerous Terrain Test.
The Caster is then removed as a casualty.
Part 28
Magic Phase The 9th Age: Fantasy Battles
Shooting Phase
There are many kinds of ‘shooting’ used by the armies of the 9th Age, from bows, guns
and thrown weapons to arcane devices and grand artillery machines. With the exception
of magical spells, the Shooting Phase is your chance to unleash all of your ranged attacks at the
foe, thinning their forces without the risks of close melee. But of course the enemy may not make
it easy, taking cover behind any battlefield shelter they can find to foil your attempts at a clear shot.
The Shooting Phase consists of the following steps: 2 Who can shoot?
Choose one of your units and perform a Shoot- Normally, only models in the first and second rank can
1
ing Attack with it. shoot.
Select the target of the attack and which models If different models in the unit have different types of
in the unit will shoot. Each model must have Shooting Attacks, declare which one is used for each
2 model. Each model can use their own Shooting Attacks.
Line of Sight to at least one model in the Target
unit and be within its effective range. Determine which models in the Shooting unit can
3 Resolve the Shooting Attack. shoot:
Repeat steps 1 to 3 with a different unit that has • The model must be able to draw Line of Sight to at
4 not yet performed a Shooting Attack during this least one model in the Target unit.
phase, if desired. • The model must have the target Health Pool within
the Range of its Shooting Attack: measure this from
When all units that can and want to shoot have done
each model in the unit to the closest point of the Tar-
so, the Shooting Phase ends.
get unit’s Boundary.
Models that are outside their weapon’s Range cannot
1 Choose a unit and a target shoot.
During the Shooting Phase, units containing Shooting • All models in the Shooting unit must shoot at the
Weapons or relevant Model Rules can perform Shoot- same Target unit, but may, when possible, allocate
ing Attacks. their attacks towards different Health Pools within
Select a friendly unit as the Shooting unit and an enemy the targeted unit (see ‘Allocating Attacks’ for rules on
unit as the Target unit (for further details, see ‘Allocating when Attachable Models joined to units may be chosen
Attacks’ in the ‘Attacks’ chapter). as the target).
• Shooting unit: to be eligible to shoot, a unit must not: • Any model part in the unit can choose not to shoot.
– Be Shaken,
– Be Engaged in Combat, 3 Shots and Aim
– Have performed a Failed Charge Move this Player Once the models that will shoot are established, they
Turn, each make as many shots as indicated in their weapon’s
– Have made a March Move this Player Turn (unless profile. Roll to hit by rolling a D6 for each shot and
it has March and Shoot), or compare its result to the weapon’s Aim (written in
brackets after the weapon’s name). For example, a
– Already used its Shooting Attack this Player Turn.
dwarf warrior has Throwing Weapons (5+) with Shots 2.
• Target unit: to be eligible to be shot at, a unit must: When this model shoots, roll two D6: each roll of 5+ is a
– Be within the Shooting unit’s Line of Sight, and successful hit.
– Not be Engaged in Combat.
Target Facing For each hit, follow the Attack Sequence to determine
the damage (see the ‘Attacks’ chapter).
When checking Line of Sight from a Shooting model to
the target, also simultaneously check which Facing is
the Target Facing.
This is done by establishing in which Arc of the Target
unit the centre of the Front Facing of the Shooting unit’s
is located in: the corresponding Facing is referred to
as ‘Target Facing’ (i.e. it is determined in the same way
as for Charging).
Part 29
Shooting Phase The 9th Age: Fantasy Battles
3.A To-Hit Modifiers that contribute to Hard Cover, apply instead the rules
The to-hit roll of a Shooting Attack can be modified, for Hard Cover.
affecting the chance of scoring a successful hit. If the
modifier brings the needed score to 7+ or beyond, the
attack cannot hit, and a roll of ‘1’ is always considered
a miss.
Apply the following modifiers to the to-hit roll:
• Long Range (−1): if the target is more than half the
weapon’s maximum Range away from the Shooting
model, apply a −1 to-hit modifier.
– Accurate: if the Shooting model part or its
weapon has Accurate, ignore the modifier for
‘Long Range’.
• Moving and Shooting (−1): if the Shooting model’s
unit has performed a Move Manoeuvre (Advance,
March or Reform*) in this Player Turn, apply a −1
to-hit modifier.
– Quick to Fire: if the Shooting model part or its
weapon has Quick to Fire, it does not suffer the
normal −1 to-hit penalty for ‘Moving and Shooting’.
– *Only model parts with March and Shoot (or using
a weapon with that rule) can shoot after having
Marched in the same Player Turn. If they do, the −1
to-hit modifier for ‘Moving and Shooting’ applies.
– Unwieldy (−X): if the Shooting model part or its
weapon has Unwieldy and has performed a Move Figure 7: Example of Cover in the Terrain Feature.
Manoeuvre during the same Player Turn, apply an The centre of the blue unit’s Front Facing is located in
additional −X to-hit modifier. the red unit’s Flank Arc: the Flank Facing is the Target
• Cover: the target could benefit from either Soft Facing.
Cover or Hard Cover: Two of three of the drawn lines pass through a Forest:
the red unit benefits from Soft Cover.
– Soft Cover (−1): if the target benefits from Soft
Cover, apply a −1 to-hit modifier.
– Hard Cover (−2): if the target benefits from Hard Obstructions that Contribute to Cover
Cover, apply a −2 to-hit modifier. There are two types of Cover: Soft and Hard. The most
• Hard Target (X): if the Target unit has Hard Target, common reason for applying Cover is the target being
apply a −X to-hit modifier. obscured by Terrain or other models, or the target be-
ing inside a Terrain Feature.
*See ‘Model Rules’ for the full rules. The following Obstructions contribute to Cover:
3.B Cover
Soft Cover Hard Cover
For each model that is shooting, check if the target be-
nefits from Cover by drawing three straight lines from • Terrain that is Cover- • Terrain that is
the Shooting model to the target. ing Terrain* and that Opaque Terrain
These lines all start from the same point on the Shoot- contributes to Soft • Terrain that is Cover-
ing model’s base, as was used checking Line of Sight to Cover✠ . ing Terrain* and that
the target. • Models that have contributes to Hard
• One line is drawn to the right corner of the Target equal or larger Cover.
Facing. Height than either • Models that have
the shooter or the equal or larger Height
• One line is drawn to the left corner of the Target Fa-
target✠ . than both the shooter
cing.
and the target.✠
• One line is drawn to the centre of the Target Facing.
If two or more of these lines pass through Obstructions
*See the ‘Terrain’ chapter for details.
that contribute to Cover (both Soft or Hard), the target ✠
Note that models that have a smaller Height than both
benefits from Soft Cover.
the shooter and the target do not contribute to Cover.
If at least two of these lines pass through Obstructions
Part 30
Shooting Phase The 9th Age: Fantasy Battles
Rally Phase
1 Rally Test
During the Rally Phase, the Active Player’s Shaken
units must take a Command Test, called a ‘Rally Test’.
Roll tests one by one in any order.
Units Engaged in Combat cannot take Rally Tests.
• If the Rally Test is passed, the unit stops being
Shaken and may immediately make a Pivot (see the
‘Movement Phase’ chapter).
• If the Rally Test is failed, the unit Pivots to face dir-
ectly away from the centre of the closest non-Shaken
enemy unit, and then performs a Flee Move (see the
‘Psychology’ chapter).
Remember that if a unit initiates a Flee Move whilst
Decimated, it is removed as a casualty.
Remember that if any Decimated unit that performs a
Flee Move is removed as casualty.
Part 31
Rally Phase The 9th Age: Fantasy Battles
Melee Phase
Some say that battles are won or lost by preparation or sound strategies, but ultimately
every fight will come down to the clash of weapons in close quarters. The Melee Phase is the
time for your forces to put their mettle to the test, once they have met the enemy in Combat, and
discover whether their strength – and a touch of divine fortune – can bring them the victory. And
perhaps more important, whether the defeated side can continue to fight on. This is also when your
leaders and champions will meet in single Combat with their counterparts, fighting great duels that
will live in legend.
During the Melee Phase, all Engaged units will attack Enemy Wiped
each other: each group of interlocked units in contact Sometimes a unit that was previously Engaged in Com-
with each other is called a ‘Combat’. bat had all its opponents removed before the start of
Each Combat goes through a Round of Combat, one the next Melee Phase.
Combat after another. Such units follow the rules for ‘No More Foes’.
The Melee Phase is carried out using the following se- If the unit has not moved since the enemy units were
quence: removed (e.g. with a Magical Move), it may perform a
Post-Combat Pivot, or an the unit was considered Char-
Enemy Wiped. If a unit’s opponents have been ging immediately before removing the enemy unit.
removed outside the Melee Phase, the unit may
I Combat
perform a Post-Combat Pivot or an Overrun (if
it was Charging). Each Combat is fought between a group of units that
are in contact with each other. Most often, it involves
Round of Combat. Each Combat is resolved in only two opposing units Facing off, but it can also in-
an order chosen by the Active Player. clude multiple units against a single enemy unit, or a
For each Combat, follow this sequence: series of units from both sides all linked together.
1. Preparations for Combat
(a) Remove Shaken units The Active Player chooses one such Combat to fight in
(b) Freeze Unit Boundaries a Round of Combat (which means all actions connected
2. Combat Set-Up to a Round of Combat must be resolved with all Engaged
(a) Check Combat Formations units).
(b) Static Combat Score
Then the Active Player chooses a new Combat that
(c) Combat Selections Choose Equipment has not been fought in this Melee Phase, to fight a
and Abilities Round of Combat.
3. Perform Melee Attacks Continue choosing and resolving Combats until all of
(a) Determine Agility Order them has been fought.
(b) Allocating Attacks
II
(c) Resolve Attacks First Round of Combat During the First Round of
Combat, specific rules come into play.
4. Determine the Winner
A unit’s First Round of Combat occurs in two situations:
(a) Casualty-based Combat Score
(b) Final Combat Score • The First Round of Combat it fights after successfully
Charging an enemy unit.
(c) Take Break Tests
• The First Round of Combat after it has been success-
5. Breaking and Pursuing
fully charged by an enemy unit, whereas it was not
(a) Determine who Flees and who Pursues
already Engaged in Combat.
(b) Unfreeze Unit Boundaries
(c) Move Fleeing Units Combined Combats Any Combat that involves more
(d) Move Pursuing Units than two units is called a ‘Combined Combat’.
6. Post Combat
(a) Perform Post-Combat Pivots
(b) Perform Combat Reforms
Repeat steps II for each Combat: choose a Com-
bat and complete all actions in the Round of
III
Combat Sequence for each unit in that Combat,
before moving on to resolve the next Combat.
Once all Combats have been resolved, the Melee
IV
Phase ends.
Part 32
Melee Phase The 9th Age: Fantasy Battles
1 Preparations for Combat 2 Combat Set-Up
1.A Remove Shaken units 2.A Check Combat Formations
Remove all models in Engaged units that are Shaken Steady
as casualties. A unit is Steady if it has more Proper Ranks than each
Remember that units Engaged in Combat do not take individual enemy unit Engaged in contact with it.
Panic Tests. If, at the end of a Round of Combat, the unit is Steady
Therefore, the most common way for a Shaken unit to and was on the losing side, Discipline modifiers from
find itself in Combat, is if it gets charged when it was the Combat Score difference are set to a minimum of
already Shaken. −2 (i.e. cannot be a smaller number than −2).
1.B Freeze Unit Boundaries Solid
When resolving a Round of Combat, the Unit Bound- A unit is Solid if its number of Proper Ranks is at least:
aries of the Engaged units are not updated, but retain
• 4 – for units of Height 0-1.
their sizes and positions.
Furthermore, the placement of models in those units is • 3 – for units of Height 2.
also not changed (e.g. to ensure viable formation when • 2 – for units of Height 3-5.
casualties are suffered).
If a Height 1 unit is Solid at the start of a Round of
When calculating the number of ranks, files, or Proper Combat, then all Height 1 models in the unit gain Press
Ranks a unit has (this is primality relevant for Steady of Ranks (+1 to wound, max. 3+) until the end of the
and Solid, empty gaps in the unit formation (e.g. due Round of Combat.
to a dead Attachable Model) are considered to be filled Steadfast
in by models from back ranks, in the same way you If, at the end of a Round of Combat, the unit is both
would normally fill empty gaps (see the ‘Definitions and Steady and Solid, it is said to be Steadfast: modifiers
Terminology’ chapter for details). to the unit’s Discipline from the Combat Score differ-
Note that models are not physically moved at this stage. ence are ignored when rolling Break Tests.
Unit Boundaries remain Frozen until just before Broken Surrounded
units perform their Flee Moves or when the unit whose A unit is considered Surrounded when it has enemies
boundary it is, is removed as a casualty. Engaged with either its Flank and/or Rear Facing.
Note that the number of Proper Ranks can still be re- A Surrounded unit counts as having X fewer Proper
duced for Steady or Solid purposes if models get re- Ranks, where ‘X’ is the combined number of Proper
moved during Combat. Ranks of all the enemy units Engaged on its Flank
and/or Rear.
Designer notes: Unit Boundaries and models’ posi-
tions are Frozen in place, in order to prevent the need If multiple units in the same Combat are Surrounded,
to do any finicky movement and repositions in messy first apply Surrounded from units that are themselves
situations, at a time where players should be focusing not Surrounded. Then apply Surrounded from units
on rolling their attacks. that are Surrounded.
The Active Player chooses the order in which to per-
form each of these steps.
The primary effects of this are on the amount of Combat
Score the unit will get for Proper Ranks (ie. Rank Bonus),
and whether the unit and its enemies are Steady and/or
Solid.
Note that a unit that has 0 Proper Ranks would be unaf-
fected by this reduction.
Part 33
Melee Phase The 9th Age: Fantasy Battles
2.B Calculate Static Combat Score 1. An Enchanted Weapon
The goal of a Round of Combat is to annihilate or rout
2. Any weapon that is neither a Hand Weapon, nor an
the enemy, the latter is done through winning the
Innate Weapon
Round of Combat, by having your units accumulate a
higher total ‘Combat Score’ than the opponent’s units. 3. A Hand Weapon
The Combat Score is calculated at two different steps:
4. An Innate Weapon
1. First in step 2 of the Round of Combat Sequence
(‘Combat Set-Up’), where Static Combat Score bo- *A model part with Weapon Master may choose what
nuses are added up and marked down. Melee Weapon to use in each Round of Combat, and only
needs to conform to the Priority #1 hereabove.
2. After all attacks have been made, at step 4 of the
Round of Combat Sequence (‘Determine the Win- 3 Perform Melee Attacks
ner’), Casualty-based Combat Score bonuses are ad-
ded to calculate the final Combat Score. 3.A Determine Agility Order
The Static Combat Score bonuses are: The order in which Melee Attacks are performed is de-
termined before any attacks take place.
• Charge: +1 This order is known as the ‘Agility Order’ and is based
Each side with one or more Charging units adds +1 on the Agility of the attacking model parts.
to their Combat Score. The highest Agility attacks are resolved first, followed
• Fighting on the Flanks or the Rear: +2 / each by lower Agility attacks.
Flank or Rear Once the Agility Order is determined, it remains so for
If a side has units fighting the enemy in their Flank or the entire Round of Combat.
Rear, it adds +2 to its Combat Score for each different Charging Momentum
Flank or Rear Facing of each enemy unit it has units Charging models gain +1 Agility.
Engaged on.
• Rank Bonus: +1 / Proper Rank (up to +4)
3.B Allocating Attacks
Each side adds to its Combat Score the number of When allocating Melee Attacks, each attack must
Proper Ranks of its unit that has the most Proper choose a target. All attacks of the given Agility Step
Ranks, up to a maximum of +4. Note that the Rank must be allocated before determining the number of
Bonus of a unit can be reduced if it is Surrounded. hits.
See ‘Models and Units’ in the ‘Definitions and Termin- Viable targets are:
ology’ chapter for the definition of ‘Proper Rank’. • Rank-and-File models in any unit whose Unit
• Standard Bearer: +1 / Standard Bearer Boundary (see ‘Definitions and Terminology’ chapter)
Each side adds +1 to its Combat Score for each units the attacker is in contact with.
with a Standard Bearer Engaged in the Combat. • Any Attachable Model that the attacker is in contact
• Other Modifiers with.
Additional modifiers can be added to each side’s
If a model is making Supporting Attacks, it can allocate
Combat Score (such as +1 if the Battle Standard
its attacks as if it was located in the Front Rank of the
Bearer is Engaged in the Combat).
unit, in the same file.
Designer notes: Combats can be messy and time- 3.B.a Which Models can Attack
consuming to resolve. To simplify the process, we re- During the Melee Phase, models that are in contact with
commend placing special dice or markers next to the an enemy Unit Boundary when their designated Agility
units to track the Static Combat Score. Step is reached must attack.
Except if they have been removed as a casualty.
2.C Choose Equipment and Abilities Restricted Attacks
Many models have choices that are determined in this The rules for Restricted Attacks are used for Standard
step of the Round of Combat Sequence. Melee Attacks in two circumstances:
Common ones: Make Way for Characters, Activate items
• Supporting Attacks: models in the second rank can
and abilities and choose weapon.
use Standard Melee Attacks against enemies across
If both players have choices to do in this step, the Active
models in the first rank, directly in front of them
Player first makes and executes all their choices, then
(i.e. only against models Engaged with the Front Fa-
the Reactive Player makes and executes all their own
cing of their unit).
choices.
Choose Melee Weapon • Flank and Rear: Restricted Attacks apply when a
model allocates Standard Melee Attacks towards an
Model parts armed with multiple weapons must choose
enemy that is Engaged with its Flank or Rear Facing.
which weapon to use in their First Round of Combat,
with the following priority order*:
Part 34
Melee Phase The 9th Age: Fantasy Battles
When a model intends to allocate any of its Standard 3.C Resolve Attacks
Melee Attacks as Restricted Attacks, the total Standard Resolve Melee Attacks from models in the Combat, in
Melee Attacks its combined model parts can make is descending Agility Order.
never greater than its Height. For each attack, follow the Attack Sequence as defined
If the model has multiple model parts (see Models and in the ‘Attacks’ chapter.
Units in the ‘Definitions and Terminology’ chapter), its This includes models from both sides involved in the
owner may decide which attacks from what model Combat.
parts are used, as long as the total number of attacks 3.C.a Standard Melee Attacks
for the combined model does not exceed its Height.
For example, a Height 2 model consisting of a Knight The most common type of attack in the Melee Phase is
(Att 2) on a Horse (Att 1) is making Supporting Attacks. the Standard Melee Attack, which all models can per-
This model can only perform 2 Standard Melee Attacks, form provided they have an Attack Value on their pro-
and choose to first perform 1 attack with the Knight, and file (see ‘Characteristic Profiles’ in the ‘Definitions and
then at a lower Agility Step, 1 attack with the Horse. Terminology’ chapter).
To resolve these attacks, roll a number of D6 equal to
Fighting Over Gaps the Attack Value of the attacking model part. This is
Models are considered to be in contact with each other called a ‘to-hit’ roll.
across gaps.
This can happen if there are gaps in a unit formation, Compare the attacking model part’s Offensive Skill with
or if units are not perfectly aligned with each other. the target model’s Defensive Skill and check the table
To check if they are in contact, extend their bases in the below to know which result is needed on the dice roll
direction of the Facing the unit is Engaged in. to score a successful hit.
If this contacts an enemy model on the Facing it is En- A roll of ‘1’ is always a failure, and a roll of ‘6’ is always
gaged with, both models are considered to be in contact a success.
with each other. Both tables present the same relation, visualised in
The base cannot be extended past Impassable Terrain different ways.
or a Unit Boundary belonging to a different unit.
See images below for examples. Result
Offensive Skill –
needed
Defensive Skill
to hit
4 or more 2+
1 to 3 3+
−3 to 0 4+
−4 or less 5+
Figure 8: Fighting over Gaps. Once you have determined the number of hits, fol-
low the Attack Sequence (described in the ‘Attacks’
– Left panel: Gaps in the unit formation. Models from
chapter), using the Strength, Armour Penetration, and
the blue and red units are considered to be in contact
on the profile of the attacking model part, potentially
over the gap indicated by the arrows a, b, and c.
modified by things like weapons, spells and Model
– Right panel: Imperfectly aligned units. The units are
Rules.
not perfectly aligned, but blue and red units are still
considered to be in contact over the gap indicated by
the arrows d and e.
4 Determine the Winner Health Points losses incurred by those units before
being wiped out).
4.A Casualty-based Combat Score This includes Shaken units that were removed at the
Once all Agility Steps have been resolved, i.e. all models start of the Round of Combat; however, Shaken units
have had a chance to attack, the Casualty-based Com- only contribute with +1 for being wiped, no Health
bat Score is calculated. Point losses are taken into account.
The Casualty-based Combat Score bonuses are:
4.B Calculate Final Combat Score
• Health Point losses caused on enemy units: +1 / Determine which side won this Round of Combat.
Health Point This is done by adding the Casualty-based Combat
Add up the number of Health Points lost by your op- Score bonuses to the previously calculated Static Com-
ponent’s units during the Round of Combat. bat Score bonuses
• Wiped enemy unit: +1 / unit The side with the higher Combat Score wins, while the
Add +1 for each enemy unit where all the unit’s mod- side with the lower Combat Score loses.
els were removed as casualties (in addition to the In case of a tie, both sides are considered winners.
Part 35
Melee Phase The 9th Age: Fantasy Battles
A unit that is no longer in contact with any enemy units 5.A Determine who Flees and who
always counts as having won the Round of Combat. Pursues
If any unit failed its Break Test or was wiped out during
5 Take Break Tests the Combat, follow the steps below in order:
After Calculating the Final Combat Score, each unit on Determine Flee Direction: each Broken unit
the side that lost the Round of Combat must take a (i.e. any unit that failed its Break Test) will Flee
Break Test, in an order chosen by the player who lost away from an enemy unit it is in contact with.
the Round of Combat. 1
If there are more than one unit to Flee away
A Break Test is a Courage Test with a negative modifier from, the owner of those enemy units chooses
equal to the difference in Combat Scores. which is used to establish the Flee direction.
For example, if the Combat Score was 6 to 3, the units on
the losing side take their Break Tests with a −3 modifier. Roll Flee Distance: typically, this is a roll of
1d6+4. 2D6.
2
Note that rules such as Steady, Solid, Bodyguard and Place the resulting dice next to the unit, but do
Stubborn can have an impact on what the Discipline not move the unit yet.
modifier ends up as. Determine which units will Pursue: each unit
• If the Break Test is passed, the unit remains Engaged in contact with one or more Broken enemy units,
in the Combat. and no non-Broken enemy units, may choose to
Pursue. Declare which unit is Pursuing which
• If the Break Test is failed, the unit is ‘Broken’, and
Broken unit.
will now attempt to Flee from the Combat.
1. A unit that was Charging in the previous
3
Round of Combat and is now no longer in
contact with any enemy unit (usually, be-
cause all of them have been wiped out) may
choose to perform a special type of Pursuit
called an ‘Overrun’.
An Overrun is always straight forward.
Roll Pursue Distance: typically, this is a roll of
1d6+4. 2D6.
4
Place the resulting dice next to the unit, but do
not move the unit yet.
Remove caught Broken units: compare the
Flee Distance of each Broken unit with the Pur-
sue Distances of any unit that Declared a Pursuit
towards it.
5
If the Flee Distance is greater than all Pursue
Distances, the Broken unit managed to get away.
Otherwise, the unit was caught and is removed
as a casualty.
Part 36
Melee Phase The 9th Age: Fantasy Battles
5.B Unfreeze Unit Boundaries 5.C Move Broken Units
The Unit Boundaries of any remaining units are un- Each Broken unit that was not caught is now Shaken
frozen, and the models within the unit are rearranged and will Flee from the Combat.
to reform a valid formation. Move the units one by one in the order chosen by their
See ‘Maintaining a Viable Formation’ for details. owner.
First, Pivot the unit so that its Rear Facing is parallel
Nudge units to maintain contact with its Facing that was Engaged with the enemy unit
After unfreezing Unit Boundaries and rearranging mod- it is Fleeing away from, by Pivoting either exactly 0, 90,
els within the unit to maintain valid formations, any or 180 degrees.
unit that was Engaged in Combat just before this, but Then, the Broken unit performs a Flee Move straight
lost contact due to updated Unit Boundaries, is nudged forward by the previously rolled Flee Distance (see the
back into contact. ‘Psychology’ chapter for Flee Move rules).
This does not apply to units that are about to Flee, nor 5.D Move Pursuing Units
units that are about to Pursue. Move each unit that declared a Pursuit one by one in
Move units one at a time, in the order described below, the order chosen by their owner. First, Pivot the unit
until all units have either attempted to maintain contact so that it is Facing the same direction as the Broken
and failed, or are back in contact with the enemy. unit it is Pursuing.
• Move the Active Player’s units first. Then, move the unit straight forward by a distance
• Move all units on each side, in the order that allows equal to the previously rolled Pursue Distance.
the most units to remain in Combat.
A unit that is performing an Overrun always moves
• If different ways of proceeding bring about the same straight forward without Pivoting.
amount of units remaining in Combat, each owner de- If there are Pursuing units on both sides, the Active
cides in which order their own units will be nudged. Player moves all their units first, then the Reactive
Nudge each unit to maintain contact with the unit(s) it Player moves their units.
was in contact with before updating Unit Boundaries, If the Pursue Move would bring the Pursuing unit in
following the rules below: contact with an obstacle, such as an enemy unit, the
• If the unit is in contact with an enemy, it is not Battlefield Edge or an Obstruction, specific rules ap-
nudged. ply. * During a Pursue Move, the following objects are
• The unit cannot be nudged through units or Impass- considered to be ‘Obstructions’:
able Terrain. • Impassable Terrain Feature
• The unit cannot be nudged into contact with any new • Friendly units that were not part of the same Combat
enemy unit, but can end this move within 1″ of other • Enemy units that Fled from the Combat involving the
units and Impassable Terrain. Pursuing unit
• The unit must be moved by the minimum distance
required to maintain contact. 5.E Pursue Moves
• The unit must be moved in a straight line: either dir- Before moving any unit, check:
ectly forwards, directly backwards, sideways, or in a • Which Pursuing unit would be led to a Charge due to
combination of two of these directions. its Pursue Move, ignoring other Pursuing units.
• The unit cannot change which of its Facings are in • Which Arc the centre of the Pursuing unit’s Front
contact with enemies. Facing is located in, For each enemy unit that might
If these rules do not allow the unit to maintain con- be Charged as part of the Pursue Move: if the Pursue
tact, do not move the unit at all. Units that lose contact Move will lead to a Charge, it will be in the Facing
follow the rules for ‘No More Foes’. determined at this point.
If, as a result of updating Unit Boundaries, two or more The Charging units will be moved first.
separate groups of opposing units have been created, The order must be chosen, so that the number of units
subgroup will be treated as a separate Combat from that successfully completes a Charge is as high as pos-
now on. sible.
The remaining Pursuing units will be moved after-
No More Foes
wards, in an order chosen by their owner.
When a unit is unable to be nudged back into contact
1. Pivot
with enemies it previously was in contact with (includ-
ing due to those enemy units no longer being on the The Pursuing unit Pivots so that it is Facing the same
Battlefield, e.g. because they have been removed as casu- direction as the pursued unit or, if that unit was re-
alties, during or outside the Round of Combat, such that moved as a casualty, the direction the pursued unit
it finds itself no longer Engaged in Combat. would have had, if not removed as a casualty.
It may perform a Post-Combat Pivot, or if it was Char- Ignore the Unit Spacing rule during this Pivot.
ging, an Overrun. After the Pivot, one of the four situations will arise. If
Part 37
Melee Phase The 9th Age: Fantasy Battles
more than one is applicable, only apply the uppermost The Unit Spacing rule is ignored when doing this check
one: and for all movement during Forward Ahead.
A. Enemy unit: if, after the Pivot, the Front Facing of A. Enemy unit: if the first Obstacle would be the
the Pursuing unit would be in contact with the Unit Unit Boundary of an enemy unit that did not Flee
Boundary of an enemy unit that did not Flee from from the same Combat, the Pursuing unit Declares a
the same Combat, it Declares a Charge towards that Charge towards that unit, using its Pursue Distance
unit, which cannot perform any Charge Reactions. roll as its Charge Range.
(If there is more than one possible target, the Pivot- If there is more than one possible target, the Pursu-
ing unit chooses which unit to Charge.) ing unit chooses which one to Charge.
To perform the Charge Move, remove the Pursuing The charged unit may not perform any Charge Re-
unit from the Battlefield, then place it back following actions.
the rules below: The Pursuing unit immediately performs a Charge
Move towards the previously determined Target Fa-
• It cannot change formation.
cing, following all the normal Charge Move rules
• Its Front Facing must be in contact with the en- including: Align Moves, ‘Unaligned Charge’ and
emy unit’s Target Facing (determined before the ‘Blocked Path’ if applicable.
Pivot). If the Charge cannot be completed, the unit does not
• The centre of the Pursuing unit must move as perform a Failed Charge Move, but treats the enemy
short a distance as possible from its position be- unit as an Obstruction instead.
fore the Pivot, while still allowing a valid position If the Pursuing unit joins a Combat that has already
following the Unit Spacing Rule after the Initial been fought or was created during this Melee Phase,
Align Move. it will be resolved in the next Melee Phase, with the
Charging unit still counting as Charging.
Afterwards, perform the Initial Align Move (see
If the Pursuing unit instead joins a Combat that was
the ‘Charge Phase’ chapter; in case of an Unaligned
not created and has not been fought yet during the
Charge, only perform the ‘Initial’ Align Move, not the
same Melee Phase, it will then fight again and can
‘Special’ Align Move).
Pursue again this Phase.
If there is not enough room to place the Pursuing
unit in contact, treat the enemy unit as an Obstruc- B. Battlefield Edge: if the first Obstacle would be the
tion instead. Battlefield Edge, move the unit straight forward un-
til it touches the Battlefield Edge, then immediately
B. Battlefield Edge: if, after the Pivot, the Front Fa-
perform a Post-Combat Pivot.
cing of the Pursuing unit would be in contact with
(or outside) the Battlefield Edge, the unit instead C. Obstruction: if the first Obstacle would be an Ob-
performs a Post-Combat Pivot, and then moves no struction, move the unit straight forward until just
further (i.e. ignore step 2.: ‘Forward Ahead’). before it enters into contact with the Obstruction.
If it is not possible to perform this Post-Combat Pivot
in a way that puts the unit in a valid end position, D. Free to move: if the Front Facing of the Pursuing
treat the Battlefield Edge as an Obstruction instead. unit would not come in contact with any Obstacle,
move it straight forward by its Pursue Distance.
C. Obstruction: if, after the Pivot, the Front Facing
of the Pursuing unit would be in contact with an
3. Valid Position?
Obstruction, the unit instead Pivots so that it faces
a direction as close as possible towards the same At the end of the Pursue Move, check if the unit is in a
direction that the Pursued unit is Facing (or would valid position following the Unit Spacing rule.
be Facing, if it was removed as a casualty), while It cannot be in contact with any enemy unit it did not
following the Unit Spacing rule. Declare a Charge towards, but can be within 0.5″ of Im-
passable Terrain or other units (such as friendly units
The unit then moves no further. that were part of the same Combat).
If the unit is not in a valid position, at the end of the
D. Free to move: if, after the Pivot, the Front Facing move, backtrack it to its last valid position where it
of the Pursuing unit is not in contact with any other follows the Unit Spacing rule.
unit, Battlefield Edge nor Obstruction, proceed to
step 2: ‘Forward Ahead’.
2. Forward Ahead
Without moving the Pursuing unit, check what the first
Obstacle, would be, within the rectangle formed by ex-
tending its Front Facing directly ahead of the unit a
distance equal to the rolled Pursue Distance.
If more than one of these situations is applicable, apply
only the uppermost one.
Part 38
Melee Phase The 9th Age: Fantasy Battles
Figure 9: Example of two units Pursuing into the
same enemy unit.
a) Unit D loses the Combat, Breaks, and Flees 7″. The
owner of the winning units chooses to roll for unit A’s
Pursue Distance first: 6″, which is not enough to
catch the Fleeing unit. Unit B’s Pursue Distance is 7″,
which is equal to or higher than unit D’s Flee Dis-
tance: the Fleeing unit is immediately removed as a
casualty. Unit C’s Pursue Distance is 5″.
b) When checking which units will Charge an enemy
unit during their Pursuit, before moving any Pur-
suing unit, it turns out that both unit A and unit B
will Charge unit E: both units thus declare a Charge
against unit E. Unit C will not Charge any enemy units.
c) Now units A and B perform their Pursue Moves
first. During this move, they can move through one
another ignoring the Unit Spacing rule. Otherwise,
they move using the normal rules for Charge Moves
(ie. one Wheel allowed, Maximising Contact, etc.). In
order to maximise the number of models and units
in contact, unit A aligns its Front Facing with unit E’s,
while unit B moves into corner to corner contact with
unit E. Afterwards, unit C Pivots and moves its Pur-
sue Distance straight forward.
Part 39
Melee Phase The 9th Age: Fantasy Battles
6 Post Combat a Combat Reforms, the Active Player chooses which
player performs all of their Combat Reforms first; each
6.A Post-Combat Pivots player chooses in which order to perform their own
Any unit that was Engaged during this Round of Com- units’ Combat Reforms.
bat, but no longer is, and that did not perform a Pursue When performing a Combat Reform, remove the unit
Move, can now perform a Post-Combat Pivot using the from the Battlefield and place it back into contact with
rules for a Pivot Manoeuvre. the enemy unit(s), following the rules below:
(see the ‘Movement Phase’ chapter.)
1. The unit can be placed in any viable formation,
A unit that performs a Post-Combat Pivot, whatever
provided its number of files does not change by
its reason, cannot Declare any Charges in the Charge
more than ±1 2 .
Phase of the next Player Turn. (If the next Player Turn is
your opponent’s, the unit can Declare Charges as normal 2. At least as many models from both the reforming
in your next Player Turn). unit, and all units it was in contact with before the
6.B Combat Reforms Combat Reform, must still be in contact with oppos-
ing models as before, but they do not have to be the
After all Fleeing and Pursuing units have been moved,
same models.
any unit that is still Engaged in the Combat may at-
tempt to perform a ‘Combat Reform’, with the following 3. Any Attachable Model, from either side, that was in
restrictions: contact with an enemy before the Combat Reform
• A unit Engaged on more than one of its Facings can must remain in contact after the Combat Reform.
never make a Combat Reform. 4. The unit can not move into contact with enemy units
• Any unit on the losing side of the Round of Combat, it was not in contact with before the Combat Reform.
as well as any unit Engaged on its Flank or Rear Fa-
cing, must pass a Command Test to be able to Combat 5. The unit must maintain contact with the same en-
Reform. emy units as before the Combat Reform, and with
the same Facings of those enemy units.
First, the Active Player declares which of their units will
attempt to perform a Combat Reform, taking Command 6. After having made its Combat Reform, the unit must
Test where needed. Then the Reactive Player declares be perfectly aligned against the enemy Facing it is
which of their units will attempt to perform a Combat Engaged with.
Reform, taking Command Test where needed.
If multiple units are performing Combat Reforms, then
Any units that are not perfectly aligned with the Target
the requirements mentioned above must be fulfilled
Facing of an enemy they are Engaged with at the time
at the end of all Combat Reforms by the first player,
of declaring which units will attempt a Combat Reform,
and then again at the end of all Combat Reforms by the
must attempt to do so, following the usual rules for
second player, rather than after each individual unit
Combat Reforms.
has made its own Combat Reform.
Once it has been established which units will perform
Part 40
Melee Phase The 9th Age: Fantasy Battles
After the Game
When the game ends, it is time to determine the winner. Do this by calculating Victory Points (VP)
based on the following rules. You might also use custom rules for deciding a winner, if agreed upon by both
players.
Part 41
After the Game The 9th Age: Fantasy Battles
Definitions and Terminology
Part 42
Definitions and Terminology The 9th Age: Fantasy Battles
2 Dice 3 Models and Units
This game uses six-sided dice for determining random In The 9th Age: Fantasy Battles, miniatures embody
outcomes. These dice are referred to as a ‘D6’. epic warriors, fierce monsters, and powerful spellcasters.
The following different types dice rolls are used in the Most warriors combine to form disciplined regiments
game: called units, and several such units form the foundation
• Specific Value: when the result depends on whether of your army.
the rolled value meets a specific value, this is noted Model
with single quotation marks around the value, such A single gaming piece, placed on a base.
as ‘1’. Each model has its own profile, which consists of vari-
• Higher or Equal to: when the result depends on ous characteristics values, model rules, and equipment.
rolling equal to or higher than a specific target, this The profile reflects the capabilities of the model.
is written with a ‘plus’ sign, such as 3+, meaning ‘3 Rank-and-File model
or higher’. Normal models in a unit.
• Multiple Dice: sometimes multiple dice are rolled All models, except Attachable Models (such as all Char-
together and, unless stated otherwise, their results acters), are referred to as Rank-and-File models.
are added together. This is indicated by a number Base
preceding the dice type, such as 3D6, meaning ‘roll The platform on which a model rests.
three dice and add their results together’ (for an end Bases are square or rectangular, and represent the area
result of 3 to 18). of the battlefield occupied by the model. In the game
• Modified Dice Rolls: dice rolls can be modified in rules, the base is the only physical aspect of the model
the following ways: that matters.
– Adding a number, e.g. D6+2 Bases are measured in [front-width × side-length], e.g.,
– Subtracting a number, e.g. D6-2 25×50 mm for most horse riders.
Unit
– Multiplying with a number, e.g. D6×2
A group of one or more models that operate as a single
• Maximised and Minimised Roll: for each instance
entity, arranged in a rectangular formation. Models in a
of Maximised or Minimised, roll an additional dice,
unit move and fight together, coordinating their actions
and discard the lowest or highest rolled dice before
on the battlefield.
applying modifiers or adding any results.
– Maximised: for each instance of Maximised, add When forming a unit of multiple models, the following
a dice to the roll, and discard the dice that rolled conditions must be met to form a viable formation:
the lowest result. • The models are placed in a tight rectangular (or
– Minimised: for each instance of Minimised, add square) formation, facing the same direction.
a dice to the roll, and discard the dice that rolled • The unit cannot voluntarily have more ranks than
the highest result. files, unless the unit is wide enough to have a Proper
– Both: if both Maximised and Minimised are ap- Rank.
plied to the same roll, each instance of one cancels – For units that are always considered to have
out an instance of the other. 0 Proper Ranks, such as units entirely with Light
• Rerolling Dice: certain effects allow for rerolling Troops, apply this rule as if they could form Proper
specific dice once. Ranks (e.g. a Height 1 unit entirely with Light
This means picking up the dice that meet the reroll Troops cannot have more ranks than files, unless it
criteria and rolling them again, with the second res- is at least five models wide).
ult being final (i.e. a rerolled dice can never be rerolled – Joining a unit with a Character or other Attachable
again). model is a voluntary action.
• Rolling a D3: a ‘D3’ is a three-sided dice that will
yield a result between 1 and 3. This can be simulated
by halving the result of a D6 roll, rounding up (ie. ‘1’
and ‘2’ on a D6 count as 1; ‘3’ and ‘4’ on a D6 count as
2; ‘5’ and ‘6’ on a D6 count as 3).
Part 43
Definitions and Terminology The 9th Age: Fantasy Battles
• The models are perfectly aligned and in contact with Unit Boundary
each other. The Unit Boundary is an imaginary rectangle encom-
• The width of the unit is determined by its first front- passing the outer edges of a unit.
most rank. No models may extend past this width. A unit can never be inside the Boundary of another
• Models not in the first rank must be positioned so unit, unless they are explicitly allowed to temporarily
that another model is directly in front of them, ensur- be overlapping.
ing the entire front edge of their bases are in contact (Unit Boundaries can be represented by using unit trays
with the models in front of them. of the right dimensions.)
• All ranks within a unit must have the same width, Unit’s centre
except for the rear rank, which can be narrower. A unit’s centre is the centre of its Unit Boundary.
• It is acceptable for the rear rank to have gaps, as long Facings
as the models are aligned with those in the other A unit or a model has four Facings, that correspond to
ranks. the edges of the Unit Boundary or the model’s base: a
• An ‘Incomplete Rank’ refers to a rank with one or Front, a Rear, and two Flanks.
more missing models. Arcs
A unit’s Arcs correspond to the area in front of the four
When a rule, ability, spell, or any other effect affects a
Facings, divided by a straight line extending from the
unit, all models of the unit are affected, unless explicitly
corners of the Unit Boundary at a 135° angle from the
stated otherwise.
unit’s Facings.
Part 44
Definitions and Terminology The 9th Age: Fantasy Battles
Proper Ranks 4 Unit Spacing
The number of models required to form a Proper Rank
Normally, units must maintain a distance of more
depends on the unit’s Height:
than 1″ from Impassable Terrain and other units both
• 5 models for Height 0-2. friends and enemies.
• 3 models for Height 3-4. During ongoing moves, the Unit Spacing requirement
is lowered to outside 0.5″.
• 1 model for Height 5.
At the end a move a unit must be outside 1″ again.
Ranks and Files This means that units are allowed to come within 1″, but
Lines of models in the same unit that are side by side still outside 0.5″ of other units and Impassable Terrain
are called ‘ranks’. during their moves.
Lines of models that are directly in front of and behind A unit can still not come into contact, overlap with their
each other are called ‘files’. bases, or voluntarily end a move within 1″ of either
Model Parts Impassable Terrain or other units.
Some models have multiple lines of Offensive Profiles. The following moves are an exception to this::
Each line represents a different ‘model part’. Uncontrolled Move: Charge Moves, Failed Charge
For example, a cavalry model consists of two model parts: Moves, Flee Moves, Pursue Moves, Nudge to Maintain
a rider and its mount. Contact,Combat Reform Moves, and when explicitly
If a rule, ability, spell, or effect affects a model, then all stated otherwise.
its model parts are affected, unless stated otherwise.
During attacks or shooting, each model part uses its own During an Uncontrolled Move a unit is allowed to move,
characteristics and weapons. and end within 0.5″ of other units and Impassable
Terrain, but cannot overlap with their bases, unless
3.A Maintaining a Viable Formation explicitly stated otherwise, such as it is in Pivot at the
Whenever there are gaps in the formation of a unit, or beginning of a Pursuit.
incomplete ranks other than in the rear rank of a unit, If a unit ends a move within 1″ of one or more units or
the unit’s formation must be reformed into a viable Impassable Terrain it may remain within 1″ including
formation. within 0.5″ of those units and Impassible Terrain, until
Note: Except during a Round of Combat where Unit it is outside 1″ again.
Boundaries and model placement in units are frozen. Temporarily removing a unit from the battlefield, such
In this case, only follow the rules below when these are as during a Reform or Pivot, does not count as mov-
unfrozen. ing outside 1″, unless it is further away than 1″ when
When redistributing models to fill gaps and incomplete placed back.
ranks in the unit’s formation, do so in the following
priority order:
1. Move models from the rear rank. If a unit is ever forced to end a move in a invalid posi-
tion, as determined by the type of move, or overlapping
2. Move models from ranks other than the front rank. with a Unit Boundary or Impassible Terrain, backtrack
the unit to its last valid position.
3. Move models from the front rank.
Avoid changing the number of files in the unit. If this
is impossible (such as for a unit that only has a single
rank), fill gaps by sliding all models from one side of
the gap towards the other side.
Maintaining a Viable Formation in Combat
During a Round of Combat, the Unit Boundaries of all
involved units are frozen, and models are not moved
around inside the unit, not even to fill empty gaps in-
side their unit’s formation.
This applies from the start of each Round of Combat,
until just before moving Fleeing and Pursuing units.
(See the ‘Melee Phase’ chapter for details).
When determining the number of ranks or files a unit
has, gaps are considered filled by models in back ranks
as normal, potentially reducing the actual number of
ranks or files.
Part 45
Definitions and Terminology The 9th Age: Fantasy Battles
5 Characteristic Profiles
Each unit entry contains three Characteristic Profiles: Global, Defensive, and Offensive. A higher value of a given
Characteristic indicates that a model is more accomplished in that Characteristic. These values are used for various
game mechanics like moving units and attacking with models. Some model parts may not have specific values for
certain Characteristics, such as the chassis of a chariot without Offensive Skill. These Characteristics are considered
to be 0, and cannot be modified in any way.
Global Characteristics
Each model has three Global Characteristics. These Characteristics are common for all model parts on the same base
(i.e. the whole model) and, in most situations, also shared for combined units.
Offensive Characteristics
If a model has more than one model part, each model part has its own set of Offensive Characteristics. Each model
part has five Offensive Characteristics:
Random Characteristics
Some model parts have random values for one or more Characteristics, such as ‘Attack Value D6+1’.
Roll for the value each time immediately before it is used.
In the case of an Offensive Characteristic, the rolled value is used for all simultaneous attacks from that model part.
When several model parts in the same unit have a random value for a Characteristic, roll separately for each model
part.
Part 46
Definitions and Terminology The 9th Age: Fantasy Battles
6 Model Height
In the game, each model is assigned a ‘Height’, which is represented by a number ranging from 0 to 5.
The higher the number, the larger the model’s vertical size is. This is important for Line of Sight purposes, but also
affects the model’s ability to form Proper Ranks, how many Restricted Attacks it can perform, and how many dice it
rolls for its Dangerous Terrain Tests.
Height 0 1 2 3 4 5
Required width to form a Proper Rank 5 models 5 models 5 models 3 models 3 models 1 model
Number of Proper Ranks needed to be Solid 4 4 3 2 2 2
Number of Standard Melee Attacks that can be
3 attacks 1 attack 2 attacks 3 attacks 4 attacks 5 attacks
done as Restricted Attacks
Number of dice rolled for Dangerous Terrain
0 D6 1 D6 2 D6 3 D6 4 D6 5 D6
Tests
Some rules may reference a unit’s Height or a Unit Boundary’s Height, such as for determining the number of models
needed to form a Proper Ranks in units composed of models of different Heights.
In such cases, the unit’s Height is determined by the largest group of models with the same Height.
In situations where there is a tie, use the smallest Height.
Part 47
Definitions and Terminology The 9th Age: Fantasy Battles
8 Properties Simultaneous Effects
Units, attacks and spells can have key words called When multiple effects occur at the same time, the Act-
‘Properties’ attached to them. Properties describe the ive Player resolves their effects first.
unit’s origin, allegiance, elemental effects, equipment, Each player decides the order in which they resolve
or other defining attributes. Properties can always be their own simultaneous effects.
identified by their names being displayed in grey and
italics.
10 Modifiers
Properties are rules that do not possess any innate or Modifiers can affect the values of Characteristics, dice
direct effects. Instead, Properties are only used as trig- rolls, or other numerical values in the game. They can
gers for other rules. For example, a rule might restrict set values, add or subtract from them, multiply or di-
Characters from joining a unit unless it possesses the vide them, and are applied in the following order:
right ‘Clan’ Property.
1. A Value Set to a Fixed Number: when a value or a
roll is set to a specific number, replace the original
9 Duration of Effects value or roll with that number. When a value is set
Certain abilities may provide time-limited additional to ‘at least a number’, do not set the value if it would
effects to models. Generally such effects immediately result in a reduction to the value.
cease to work when a model is removed.
The following key-words are used to denote the dura- 2. Multiplication and Division: values or rolls can be
tions of such effects. multiplied or divided by a given number.
• Instant: the effects are applied once, then immedi- 3. Addition and Subtraction: values or rolls can be
ately end. modified by adding or subtracting a given number
• Round of Combat: the effects last until the end of to or from them.
the Round of Combat in which they were applied.
• One Phase: the effects last until the end of the Phase a. If a limit is defined in the rule, apply the modific-
in which they were applied. ation after other operations that do not define a
• End of Combat: the effects last until the model is limit, and only up to that limit. For example, if a
Unengaged. Charging model is in contact with a Wall and rolls
• End of Turn: the effects last until the end of the to hit towards an opponent with Distracting (1),
Player Turn in which they were applied. first apply the −1 from being in contact with a
Wall, then apply the −1 from Distracting, unless
• One Turn: the effects last until the start of the next the model already hits on 5+.
same Phase as when the effects were applied, of the
same player (e.g if the effects were applied during the b. Difficulties (ie., things in the form of ‘X+’) can also
Magic Phase of Player A, then they end at the start of be modified by addition or subtraction. To work
the next Magic Phase of Player A.) out how a modifier applies to a difficulty of ‘X+’
• Permanent: the effects last until the end of the game, we use the following formula: [difficulty score] –
or until a specific condition is met as described in [modifier] = [new difficulty score]. For example,
the effect. an attack wounding on 4+ with a +1 to-wound
Permanent effects do not end when if the model ap- modifier, now wounds on 3+.
plying the effect is removed as a casualty.
4. Always and Never: some rolls always or never suc-
• One use only: these effects can only be used once ceed or fail on certain results, whereas some Char-
per game. Each One use only effect will describe acteristics always or never have a certain value or
when it can be used (or ‘activated’). range of values.
Extended Effects and Combined Units
5. Restrictions: after applying all modifications, cer-
It can happen that a unit affected by effects with an ex-
tain limits apply to some Characteristics:
tended duration (such as ‘One Turn’ or ‘Permanent’) be-
comes divided into multiple units – the most common (a) Use only whole numbers: round any fractions
example of this is when an Attachable Model leaves the up.
unit that it was joined to.
When this happens, the effects keep applying to each of (b) No Characteristics can be below 0, not even tem-
those elements for the given duration. See Attachable porarily. Set any value below 0 to 0.
Models chapter for Continuous effects.
(c) Armour can never be higher than 6, not even
An Attachable Model who joins a unit affected by an
temporary.
effect, or a unit that is joined by an Attachable Model af-
fected by an effect, do not become affected themselves. (d) Discipline and Agility can never be higher
than 10, not even temporary.
Part 48
Definitions and Terminology The 9th Age: Fantasy Battles
(e) A Melee Attack always hits on a ‘6’, and always Contact between Models and Units
fails on a ‘1’. • Two or more units are in contact if their Unit Bound-
aries touch each other (including corner to corner
6. Global and Defensive: when a modifier is refer-
contact).
encing a specific model part, but influences Global
and/or Defensive Characteristics, apply those modi- • Two or more models are in contact if their bases
fiers only once for the whole model. touch each other (including corner to corner con-
tact, and including across empty gaps in a unit, see
When multiple modifiers have the same priority step, below).
apply them in the order that results in the lowest value,
• A model is in contact with a unit if it is in contact with
or the lowest chance of success.
that Unit’s Boundary.
11 Definition of a ‘Move’ Contact between Models across Gaps
Incomplete ranks or Characters with Mismatching Base
Some rules may be triggered by a unit performing a
may cause gaps between opposing models whose units
‘Move’, which is one of the following actions:
are in contact. Two opposing models are considered to
• Move Manoeuvres (Advance Move, March Move, Re- be in contact with each other across such gaps if you
form Move) and any rule that refers to any of these, can draw a straight line:
such as Vanguard Moves and Magical Moves.
• from one model to the other (including corner to
• Charge Move (including the Align Move) and Failed corner),
Charge Move.
• that is perpendicular to both units’ Engaged Facings.
• Flee Move and Pursue Move (including Overrun, and
Random Movement). A model is considered not to be in contact across a gap
if its entire Facing that is opposite the enemy model is
• Combat Reform and Post-combat Pivot.
itself in contact with a friendly model.
12 Contact between Objects 13 Battlefield Edge
Two objects, such as bases, Unit Boundaries, Terrain
The Battlefield Edge represents the boundaries of the
Features, and so on, are considered to be in contact if:
game.
• They touch one another: A unit is allowed to temporarily and partially move
– Along a line (e.g. two rectangular bases contacting off the Battlefield during a Movement Manoeuvre or
each other along their front). Charge Move, with the following restrictions:
– At a single point (e.g. corner to corner contact • The unit’s Front Facing must remain entirely on the
between units). board at all times, except during Align Moves where
• One object is overlapping another. An object is con- it just needs to end entirely on the board.
sidered to be inside another if it is either partially or • The unit must finish any movement with its Unit
fully inside that other object. Boundary entirely on the Battlefield.
Part 49
Definitions and Terminology The 9th Age: Fantasy Battles
Attacks
Each attempt to kill an enemy first requires you to land a blow, and second, for the blow
to prove harmful. And of course, it must not be blocked by armour or other defences.
Complete each step for all simultaneous attacks, such 2.B Determining the Number of Hits
as all Shooting Attacks from a single unit or all Melee Some attacks require a to-hit roll, while other attacks
Attacks at a specific Agility Step, before proceeding to hit automatically, inflicting a fixed or random number
the next step. of hits.
The rules for how attacks hit are described for each at-
2.A Allocating Attacks tack. The most common type of to-hit rolls can be found
In the Attack Sequence, the first step is to determine in the ‘Shooting Phase’ and ‘Melee Phase’ chapters.
the target: select a unit to attack, and which models Whenever an effect inflicts a random number of hits on
in the unit to target. This works slightly different for more than one unit, roll for the number of hits separ-
Ranged Attacks than for Melee Attacks. ately for each unit, unless specifically stated otherwise.
For Melee Attacks, if several attacks (such as from 2.C To-Wound Rolls
model parts in the same unit) attack simultaneously,
Once you have hit your target, you must wound it in
each attack may be allocated towards a different target:
order to potentially cause harm.
Part 50
Attacks The 9th Age: Fantasy Battles
To determine if a hit successfully wounds the target, Arm – AP Armour Save Roll
roll a D6 for each hit.
The required roll to wound depends on the difference 5 or above 2+
between the attack’s Strength and the defender’s Resi- 4 3+
lience, as indicated in the table below.
A roll of ‘6’ always succeeds, while a roll of ‘1’ always 3 4+
fails. 2 5+
The attacker rolls for each hit to determine if it wounds
the target. A successful to-wound roll results in a 1 6+
wound.
0 Cannot be passed
If the attack does not have a Strength, refer to the spe-
cific rules provided for that particular attack. For example, ‘Armour 3’, means that ‘6’, ‘5’, and ‘4’ would
be successful Armour Save rolls. If the model is attacked
Difference Required roll to by Armour Penetration 1, its Armour is reduced to Ar-
Str - Res wound mour 2, which now means that ‘6’ and ‘5’ are successful
2 or more 2+ Armour Save rolls.
Combined Armour
1 3+
Each model has a base Armour value in its profile, and
0 4+ some models may have additional equipment, rules, or
be under the effect of spells that modify their Armour
−1 5+
values.
−2 or less 6+ Different sources of Armour can be combined, adding
up to the total combined Armour.
3 Saves
For example, a model with a base Armour of 3 that
When wounds are inflicted on a unit, there are two
is under the effect of a spell that grants +1 Armour, has
types of saves that the defender can make to poten-
a combined Armour of 4. When wounded by an attack
tially negate the damage: Armour Saves and Special
with Armour Penetration 1, the needed Armour Save roll
Saves.
would be ‘4’, ‘5’, or ‘6’ (or 4+).
When taking saves, the owner of the attacked model
rolls a D6 and compares it with the needed score to 3.B Special Saves
pass the save. If a wound is not saved by the Armour Save, the de-
See the details below for how to pass Armour Saves fender may negate the attack, even an Unmodifiable
and Special Saves. one, with its Special Save, if it has one. Special Saves
If successful, the wound is ignored. First roll Armour work like Armour Saves, except they are unaffected by
Save, and then, if this is not passed, roll the Special Save Armour Penetration.
(provided the model has one). A natural roll of ‘1’ or ‘2’ is always a failure.
If the Special Save is failed, or the model does not have
a Special Save, a wound is inflicted. Proceed to ‘Losing There are two types of Special Saves: Aegis and
Health Points and Casualties’. Regeneration, each explained in detail in the ‘Model
3.A Armour Saves Rules’ section.
A model is only allowed to roll one Special Save roll for
The defender rolls Armour Saves by rolling a D6 for
each attack.
each wound, and comparing the result with the model’s
Armour Value, reduced by the Attack’s Armour Penet-
ration.
4 Losing Health Points
The modified Armour value describes the number of
and Casualties
sides on a D6, counting down from the highest value, When a model suffers an unsaved wound, it immedi-
that will result in a successful roll see the tables below. ately loses a Health Point, which can result in models
If the Armour Save is successful, the wound is ignored. being removed as casualties.
A roll of ‘1’ is always a failure. Sometimes rules state to a model or unit ‘loses X Health
Points’. This is to be considered identical with ‘suffers
X hits that wound automatically and allow no saves of
any type’.
When a specific model in a unit ‘loses X HP’, the HP
losses must be allocated onto that model.
When a unit loses X HP due to its own rule or the rule of
its army (such as Supernal or Unstable), all HP losses
are assigned and rolled out by its owner.
Part 51
Attacks The 9th Age: Fantasy Battles
4.A Health Pools Pool and redistribute the models in the unit into a vi-
Health Points are organised into Health Pools. able formation (see ‘Maintaining a Viable Formation’
A unit’s Rank-and-File models form a collective Health in the ‘Definitions and Terminology’ chapter).
Pool, while any other models joined to the unit each If the removal of casualties would lead to a non-viable
have their own separate Health Pool. unit formation, such as gaps being created in ranks
4.B Casualties other than the last, follow the procedure described un-
Each unsaved wound reduces the Health Pool by der ‘Maintaining a Viable Formation’, in the ‘Definitions
1 Health Point. and Terminology’ chapter.
• If the models in the attacked Heath Pool have 4.C Losing the Last Health Point
1 Health Point each, remove one model for each When a model loses its last Health Point, it is removed
Health Point lost. as a casualty.
• If the models have more than 1 Health Point each, re- When the last model from a unit loses its last Health
move entire models whenever possible. Keep track Point, the unit is removed as a casualty.
of any lost Health Points that are not enough to re-
move a whole model, as they will be taken into ac- Certain effects are triggered by models being removed
count for future attacks. as a casualty, while others are set off by models ‘losing
For example, a unit of 10 Trolls (3 Health Points their last Health Point’ or ‘reaching 0 Health Points’.
each) loses 7 Health Points: remove two whole models ‘Losing the last Health Point’ does not apply to situ-
(6 Health Points), leaving 1 lost Health Point, which ations in which a model is directly removed as a casu-
is kept track of. Later, this unit loses 2 Health Points, alty, without actually losing any Health Points (such as
which is enough to remove a single Troll, since 1 Health units leaving the Battlefield while doing a Flee Move,
Point was lost from the previous attack. or being removed as a casualty after Breaking from
Combat).
When there are more Health Point losses than there
are Health Points in a Health Pool, the excess losses Whenever a model that applies any effect to other
are ignored. In situations where simultaneous attacks elements in the game is removed as a casualty, unless
from different model parts, models, or units cause ex- specifically stated otherwise, that effect ends immedi-
cess Health Point losses, the owner of the attacking ately.
models decides which attacks caused the excess losses This also applies to effects that have a specified dur-
(if relevant). ation, such as activated effects with Duration: One
When enough Health Points are lost to remove models, Turn.
do so from as far back in the unit as possible.
In certain situations, additional nuances for casualty re- 4.D Casualties when Engaged
moval are needed. In such cases, follow the procedure When an Engaged unit suffers Casualties outside the
below: Melee Phase, apply the following rules:
• Remove models from as far back in the unit as pos- • When casualties would be removed from the first
sible. rank, instead of removing models equally from both
• Remove models one by one, in any chosen order. sides of the unit, remove models from the side that
avoids making Engaged units lose Contact with each
• When casualties are removed from the first rank, re- other.
move models equally from both sides of the unit, one
by one. • If unavoidable, prioritize creating gaps where as
This applies only to each batch of simultaneous many units as possible can be nudged back into con-
losses. tact.
• If a model of a different Health Pool is in a position • If gaps are created between units, follow the rules un-
that would normally be removed as a casualty, re- der ‘Nudge Units to Maintain Contact’ (see the ‘Melee
move the next eligible model of the attacked Health Phase’ chapter).
Part 52
Attacks The 9th Age: Fantasy Battles
Psychology
Every commander must face the reality that their troops might not always obey their orders.
Soldiers who lack proper military training and discipline may not be able to execute more complex
field operations satisfactorily. And when you ask even the hardiest warrior to face monstrous terrors,
or stand firm when their comrades perish and flee, you should be prepared for the eventuality that
their resolve may falter.
In The 9th Age: Fantasy Battles, there are two types 2.A Panic Tests
of Psychology Tests that represent a warrior’s mental A Panic test is a type of Courage Test taken in certain
state and ability to follow orders: situations, such as:
‘Command’ and ‘Courage’.
When a unit must perform a Command or Courage Test, • A friendly Shaken unit performs a Flee Move through
roll 2D6 and compare the result with the unit’s Discip- the unit.
line (see ‘Characteristic Profiles’ in the ‘Definitions and – A Flee Move that is the direct consequence of a
Terminology’ chapter). voluntary decision does not cause a Panic Test to
If the result is equal to or lower than the Discipline friendly units.
value, the test is passed. Otherwise, it is failed. This includes Flee Moves following a Flee! Charge Re-
action (unless that reaction was caused by a failed
1 Command Tests Panic Test due to being Charged by a model with
Command Tests represent a warrior’s ability to per- Terror, in which case it was not voluntary), and vol-
form orderly battlefield manoeuvres and rally after a untary Breaking from Combat with a unit entirely
rout has begun. with Feigned Flight.
Common situations where Command Tests are taken Note that a Flee Move due to a failed Rally Test is
are: not a voluntary Flee Move, even if it initially was.
– Take the test after completing the Flee Move.
• When attempting to Redirect a Charge.
Remember that this can only be attempted once per • The unit suffered enough Health Point losses in a
Phase per unit. single phase from Ranged Attacks originating from
enemy models to fulfil both the following criteria:
• When attempting to perform a Combat Reform while
on the losing side, and/or when Engaged on the – The unit suffered at least 3 Health Points losses,
Flank or Rear. and
• When taking a Rally Test. See the ‘Rally Phase’ chapter – The unit suffered an amount of Health Points
for details. losses at least equal to 25% of the number of HP
the unit had at the start of the Phase.
Common Model Rules that affect Command Tests are: Take the Panic Test immediately after possible casu-
Commanding Presence, Disciplined, Mindless, and alties have been removed. Ignore Health Point losses
Unruly (see ‘Model Rules’ for details). suffered while Engaged in Combat.
2 Courage Tests • An enemy unit containing Terror declares a Charge
against the unit in the Charge Phase.
Courage Tests represent a warrior’s ability to hold their
position in the face of adversity. There are two primary Units do not take Panic Tests if:
types of Courage Tests: • They are Engaged in Combat, or
• Panic Tests: those tests are taken immediately when • They are already Shaken, or
triggered by some circumstances. • They already passed a Panic Test during the same
A unit that fails a Panic Test becomes Shaken. phase.
• Break Tests: taken by units on the losing side of a
If a unit fails a Panic test, it immediately becomes
Combat (see the ‘Melee Phase’ chapter for details).
Shaken.
Common Model Rules that affect Courage Tests are: Note: this does not mean that the unit performs a Flee
Beacon of Courage and Commanding Presence (see Move.
‘Model Rules’ for details).
Part 53
Psychology The 9th Age: Fantasy Battles
3 Psychology States 4 Flee Move
Units may suffer from various psychological states, A Flee Move is a specific type of move performed in
which can limit their actions. certain situations.
It is recommended to use markers to indicate the cur- Common instances are: failing a Rally Test, choos-
rent state of each unit. ing to Flee! as a Charge Reaction or failing a Break
Note that units can be in multiple states simultaneously. Test (without being caught by any Pursuing enemy
unit). When making a Flee Move, follow these steps:
3.A Decimated
1 Roll the Flee Distance (normally this is 1D6+4″).
A model is ‘Decimated’ when its original* unit’s cur-
rent Health Points is 25% or less of its starting Health Each Flee Move starts by Pivoting the unit to
Points, as listed in the Army List. face a certain direction, determined as such:
Decimated models are removed as casualties just be- a. Failed Rally Test: Pivot the unit to face dir-
fore they would perform a Flee Move. ectly away from the closest non-Shaken en-
* By ‘original unit’, it is meant the unit as listed on the emy unit.
Army List. The direction is specified by a line from
This means that the Rank-and-File part of a Combined Centre of unit to Centre of unit. If there are
Unit might be considered Decimated while an Attach- multiple enemy units at equal distances, the
able Model joined to the unit is not, or vice versa. opponent chooses which one of its units will
In this case, remove only Decimated models from the be used to determine the direction of the Flee
unit before performing a Flee Move, and leave models Move.
that are not Decimated on the Battlefield. 2
b. Flee! Charge Reaction and failed Terror
3.B Shaken Tests: Pivot the unit to face directly away
from the Charging enemy unit.
When a unit fails a Panic Test, a Break Test, or chooses
The direction is specified by a line from
the Flee! Charge Reaction, it becomes Shaken.
Centre of unit to Centre of unit.
A Shaken unit is unable to perform voluntary actions.
This includes declaring Charges, moving in any way c. Failed Break Test: Pivot the Shaken unit
other than a Flee Move, shooting, generating Magic so that its Rear Facing is parallel with the
Dice, casting spells, or activating Magic Items that re- Facing of the enemy it was Engaged with.
quire a voluntary activation. If multiple units are eligible, the opponent
There is one exception: the unit may still choose to chooses which of their units will be used to
Flee! or Hold! as a Charge Reaction. determine the direction of the Flee Move.
Remember that if unit is Shaken, it temporarily stops Move the Shaken unit straight forward by the
being Scoring. This lasts until it is no longer Shaken. 3
distance rolled.
A Shaken unit that finds itself Engaged in Combat A Flee Move, including the initial Pivot, ignores
is removed as casualty at step 1 of the Round of the Unit Spacing rule, and can move through
Combat Sequence. any Obstructions.
The move still cannot end with the Fleeing unit
Designer notes: In order to remember which units
overlapping any other unit or Impassable Ter-
are Shaken, we recommend that Shaken units are
rain: continue the move in a straight line until
clearly marked. This can either be done with specific
the unit can be placed on the battlefield without
markers or tokens to indicate a unit is Shaken, or
overlapping any Obstructions.
if you do not have such markers, a commonly used 4 Remember that the unit ignores the Unit Spacing
method for marking Shaken units is to take one model
rule, which means it can be placed within 1″ of
from the front rank of the Shaken unit, and put it ly-
other units or Impassable Terrain.
ing face down next to the unit.
a. If the Fleeing unit moves through any
friendly unit, this unit must take a Panic Test.
b. If the Fleeing unit moves through any enemy
unit or Impassable Terrain, treat these as
Dangerous Terrain (4+).
If the Flee Move brings the unit into contact with
the Table Edge, or with an enemy unit that has
5
declared a Charge against it during the same
phase, the unit is removed as a casualty.
Part 54
Psychology The 9th Age: Fantasy Battles
Magical Effects
1 Magical Move complete, or form a new Rear Rank if the current one
is complete.
Some spells or abilities allow a unit to perform a In units with only one rank, a raised model can either
Magical Move. be placed in the Front Rank, or the player can declare
This move is performed as if it were the Movement the Front Rank complete and create a new rank behind
Phase, following the same rules and restrictions: the it (remember that a unit cannot voluntarily have more
unit can perform a Move Manoeuvre. ranks than files, unless it is wide enough to have a Proper
Characters and other Attachable Models can join or Rank).
leave units. Any model that cannot be placed in a valid position,
Restrictions that apply during the Movement Phase (e.g. following the Unit Spacing rule, is lost.
units that are Shaken or Engaged in Combat cannot Any used ‘One use only’ effects or destroyed equipment
perform a Move Manoeuvre) still apply. are not regained.
The distance that the Magical Move can be performed Raised models are subject to the same ongoing effects
is specified in the spell or ability. as their unit.
The target’s Mobility is changed to always equal to the
distance of the Magical Move, for the duration of the
move. 4 Summoned Units
For example, an effect could be: ‘The target may perform
a 6″ Magical Move’. This means the target can perform Summoned units are units that are created during the
any normal Move Manoeuvre as if its Mobility was 6″, game.
including marching 12″. When Summoning a unit, all its models must be De-
A unit can only perform a single Magical Move per ployed within the specified Range of the ability.
Phase. If the unit is summoned as a result of a spell with Type:
‘Ground’, at least one model must be placed on the tar-
2 Recover Health Points geted point, and all models must be within the spell’s
Some spells or abilities allow units and models Recover Range.
Health Points lost during the battle. Summoned models must be placed following the Unit
The amount of Health Points that can be Recovered is Spacing rule. If the whole unit cannot be Deployed,
specified in the ability. then no model can be Deployed.
Recovering Health Points cannot bring back models Once summoned, the newly created unit operates as a
that have been removed as casualties, and cannot in- normal unit controlled by the side that Summoned it.
crease a model’s Health Points above its starting value Summoned units do not award Victory Points to the
(any excess Health Points are lost). opponent when they are removed as a casualty.
Attachable Models inside a combined unit cannot Re-
cover Health Points from spells or abilities that allow
a unit to Recover Health Points. Such models can only
Recover Health Points when it is specified that they
may.
Part 55
Magical Effects The 9th Age: Fantasy Battles
Characters
A Character is a significant and unique indi- 4 Character Mounts
vidual in the army, often possessing special abilities,
skills, or powers that set them apart from regular When a Character selects a mount from the options
troops. Characters are a special type of models that are available to it, the following rules apply to the com-
recruited from the ‘Characters’ Army Category of an bined model of a rider and its mount:
Army Book. • Height and Base: use the Mount’s Height and base.
• Offence Characteristics: the rider and the mount
Unless stated otherwise, Characters follow the rules each use their own Offensive Characteristics,
for Attachable Models, which means they can join Weapons and Attack Attributes.
other units.
• Defence and Global Characteristics: the combined
1 Make Way model has a single set of Global and Defensive Char-
acteristics and Model Rules.
It can happen that a Character’s unit is Engaged in Com-
– Generally, the values from the mount’s profile are
bat, while that Character is not itself in contact with
used.
any enemy model. When this happens, the Character
Modifiers to the rider’s Characteristics have no
may be eligible for a Make Way move.
impact on the Global and Defence Characteristics
of the mount, unless specifically mentioned other-
To be able to perform a Make Way move, the Character:
wise, or in of the following:
• Must be in the first rank of its unit. If a value in the mount’s profile is indicated as ‘C’,
*
• Must not be in contact with any enemy models. the corresponding value from the Character’s
• Must not have a Mismatching Base. profile is used instead, including any modifiers
to it.
�Make Way moves are performed when Choosing
* If a value is written as ‘C+X’, increase the Charac-
Equipment and Abilities.
ter’s value by X, and use that value as the whole
The Character switches positions with a Rank-and-File
model’s.
model (or models) in its unit that is in contact with an
enemy. * If a value is written as ‘C–X’, decrease the Charac-
The Character must end up in a valid position. ter’s value by X, and use that value as the whole
Normally this means that the Character can only swap model´s.
positions with models in the Front rank. – For example, a Character with ‘Arm 2’ is using a
Shield (+1 Arm) while mounted on a Dragon with
2 General ‘Arm 4’: the combined model’s Armour value is still
An army may include a General. only 4 (the Dragon’s).
This upgrade is Legendary. If the same Character is instead mounted on a War-
The General gains Commanding Presence (see ‘Model horse with ‘Arm C+2’, the model’s Armour value is 5
Rules’). (2+1+2).
3 Battle Standard Bearer • Model Rules: Model Rules also follow the principles
described above, with the following specifications:
An army may include a Battle Standard Bearer.
This upgrade is Legendary. – Attack Attributes and Weapons are applied only
A Battle Standard Bearer gives +1 Combat Resolution to to the specific model part that has those rules.
its side in combat, and gains Beacon of Courage (12″) – Other Model Rules are applied to the combined
(see ‘Model Rules’). model as a whole.
If the model has the option to buy Magic Items, it is – For example, a Character with Distracting and
allowed to buy a Banner Enchantment. Lethal Strike is mounted on a Warhorse.
The horse cannot benefit from Lethal Strike: since
it is an Attack Attribute, it applies only to attacks
from a single model part, the Character itself.
However, Distracting is neither an Attack Attribute
nor a Weapon, and is therefore applied to the entire
combined model.
Part 56
Characters The 9th Age: Fantasy Battles
Attachable Models
Attachable Models are models that have the flexibility to ‘join’ other units as well as to operate by
themselves. The most common type of Attachable Models are Characters. All Characters are Attachable
Models, unless mentioned otherwise. In addition to Characters, a few other models may be defined as Attachable,
such as those with the Model Rule War Platform.
Part 57
Attachable Models The 9th Age: Fantasy Battles
ing Bases, one on each side. 2.D Leaving a Combined Unit
These models are considered to be only in the Front Attachable Models can leave a combined unit with a
rank, and are not counted when determining the num- Move Manoeuvre, or by Charging out of it, assuming
ber of models in each rank for Proper Ranks. They form they are able to move freely.
a separate file of one model each. This means Attachable Models can not leave units while
Engaged in Combat, if their unit has already moved, or
if they are Shaken.
Continuous effects (i.e. all effects without a specified
duration, such as most Banner Enchantments) continue
to affect all parts of the previously Combined Unit.
Figure 13: Matching and Mismatching Bases. Duration: One Phase.
a) A Character on a Mismatching Base is placed 2.D.a Move Manoeuvres out of a Unit
next to the unit. Characters on Matching Bases To leave a unit, move the Attachable Model out of the
are placed inside the unit, as far forwards as unit using a Move Manoeuvre. Attachable Models ig-
possible. This unit is considered to have 6 files nore the Unit Spacing rule with regards to the unit they
and 4 ranks. are leaving.
b) When an Attachable Model joins the unit, The unit that is left behind is not considered to have
the small Attachable Model in the second rank moved, and is free to perform its own move later in the
must be moved to the side in order to have all Phase.
Attachable Models as far forwards as possible. 2.D.b Charging out of a Unit
An Attachable Model in a Combined Unit may Declare
a Charge on its own during the Charge Phase, i.e. Char-
2.C.c Units Made of Only Attachable Models ging out of the unit and leaving the unit behind.
For Combined Units consisting entirely of Attachable When doing this, apply the following rules:
Models, Matching or Mismatching Bases are determ- • Use the position of the Combined Unit for determ-
ined differently since there are no Rank-and-File mod- ining which Facing of the enemy unit the Charge is
els. In such a case, the owner of the unit decides, when Declared towards, and for determining the Flee dir-
the unit is first formed, which model’s base to use in ection if the Charged unit performs a Flee! Charge
place of Rank-and-File models. Models with the same Reaction.
base, or bases that are a multiple of it, are then con-
sidered Matching. • Use the Attachable Model for determining Line of
If the chosen model leaves the unit or is removed as a Sight and distance to the enemy unit.
casualty, a new model must be chosen as reference for • Attachable Models ignore the Unit Spacing rule with
Matching/Mismatching Bases. If possible, this choice regards to the unit they are leaving.
must be made so that as few models as possible change • The unit itself (including other Attachable Models in
their status regarding Matching or Mismatching (nor- the unit) cannot Declare Charges in the same Player
mally this means choosing a model with the same base Turn.
as the model that left the unit). • If the Charge is successful, move the Attachable
Model out of the unit by Charging as normal.
2.C.d Rank-and-File Models in a Combined If there is not enough room to physically move the
Unit Wiped Out model out of the unit, the Charge cannot be Declared.
When all the Rank-and-File models in a combined unit • If the Charge is not successful, the Attachable Model
are wiped out, but there are still Attachable Models left, makes a Failed Charge Move out of the unit.
they form a smaller combined unit. This smaller unit If the Failed Charge Move is too short to place the
is treated as the same unit for effects and Panic Tests. Attachable Model outside 1″ of the Combined Unit,
the Attachable Model remains in the Combined Unit,
and the entire Combined Unit performs the Failed
Charge Move instead.
• Once the Attachable Model Declares a Charge, it is
treated as a separate unit. This means that the model
uses its own Charge Speed.
Part 58
Attachable Models The 9th Age: Fantasy Battles
Terrain
Each battlefield is unique, with opportunities and challenges presented by the lie of the land.
The ability to use both geographical features and man-made structures to your advantage can make
all the difference. Some landscapes can be so treacherous that your forces may even perish if they
lack sufficient caution.
1 Terrain Rules
Terrain represents distinct areas on the battlefield that The number of dice the unit must roll is equal to half
introduce additional rules that affect models within or the number of models in it (rounding fractions up),
interacting with it. These areas are typically represen- multiplied by the models’ Height. If a value is given
ted by modelled terrain that are placed on the board. for ‘Y’, only models fulfilling these criteria take the
The most common Terrain Features in the game are Dangerous Terrain Test.
explained below. For example, a unit of 19 Height 1 Dwarven Warriors
In addition, rules for more Terrain Features can be would roll 10 dice (19÷2 –> 10, ×1), while a unit of a
found in the Season Pack. single Height 5 Dragon would roll 5 dice (1÷2 –> 1, ×5).
1.A Open Terrain If one of the above-mentioned moves was performed
Open Terrain normally does not have any effect on Line by a Unit that has been in contact with several Terrain
of Sight, Cover, or movement. All parts of the board Features that are Dangerous Terrain, every Health Pool
that are not covered by any kind of Terrain Features it contains must make a Dangerous Terrain Test for
are Open Terrain. each Terrain Feature with Dangerous Terrain it has
been in contact with, one at a time, removing any cas-
1.B Covering Terrain (X, Height Y) ualties caused by the first test before calculating the
Covering Terrain contributes to Cover when drawing number of dice that must be rolled for the next test.
Line of Sight through it. If a type of model is indicated in the brackets (‘Y’), any
The bracket (X) indicates whether the terrain contrib- model not fulfilling this criteria is considered Height 0
utes to Soft Cover or Hard Cover. for Dangerous Terrain Test purposes.
Certain Terrain Features (such as Fields and Ruins)
• Only Health Pools that have actually been in contact
only count as Covering Terrain for units in contact with
with a Dangerous Terrain Feature need to roll any
them.
Dangerous Terrain Test.
Ignore any Terrain Feature the shooter itself is located
in for Cover purposes. • Calculate the number of Dangerous Terrain Tests
Covering Terrain always has a bracket (Height Y) as- to roll for each Health Pool that has been in contact
sociated with it that corresponds to the largest Height with the Terrain Feature, and roll the tests separately.
where this Terrain Feature can contribute to Cover. The damage from each test is allocated towards the
For example, Fields are Covering Terrain (Height 3), Health Pool that the test was rolled for.
which means that anything with Height 4-5 cannot claim For example, a unit of 10 Orc Warriors (Rank-and-File
Soft Cover from Line of Sight drawn through a Field they models, Height 1 ) is joined by two Orc Characters on
are in contact with. Grunter (Height 2). If the unit moves through Dangerous
Sometimes terrain will have “Covering terrain (X) for Terrain in such a way that one of the Characters never
units in contact”. This rule is meant to represent ter- touches the Terrain Feature, the Dangerous Terrain Tests
rain that can be used for Cover, but is not tall enough are rolled in the following way: 5 dice for the Rank-and-
to always provide it. Therefore, a unit needs to be close File Health Pool (10÷2, ×1), 2 dice for the one Character
enough to benefit from it. that came in contact with the Terrain Feature (1÷2 –> 1,
1.C Dangerous Terrain (X+, Y) ×2), and no test for the other Character.
A unit must take a Dangerous Terrain Test at the end 1.D Disruptive Terrain
of its move if it has been in contact with a Dangerous Units in contact with a Disruptive Terrain cannot claim
Terrain during one the following moves: Charge Move, Combat Score bonus from their number of Proper
Failed Charge Move, March Move, Flee Move, or Pursue Ranks (i.e. ‘Rank Bonus’).
Move.
Dangerous Terrain Tests are performed by rolling a 1.E Opaque Terrain
number of D6. Line of Sight cannot be drawn through Opaque Terrain,
For each roll of X+, the unit suffers a hit that wounds but can be drawn into or out of it note that this means
automatically with always AP 10. the Terrain Feature contributes to Hard Cover.
(Note: Special Saves can still be taken, and this is not an Models always ignore Opaque Terrain they are inside
attack). for drawing Line of Sight.
Part 59
Terrain The 9th Age: Fantasy Battles
2 Terrain Features
A Terrain Feature is a topographical area on the Battlefield that may be a mixture of Dangerous, Opaque, or Covering
Terrain and may possess its own set of additional rules. Most Terrain Features follow the corresponding rules:
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Terrain The 9th Age: Fantasy Battles
Model Rules
Model Rules are rules that apply to individual models or specific parts of models, as de-
scribed in their unit entry.
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Model Rules The 9th Age: Fantasy Battles
Weapons
‘Weapons’ is a subcategory of Model Rules.
Just as with Attack Attributes, a Weapon can only be used by the specific model part with the rule.
There are two types of weapons:
• Melee Weapon: a model part can only use a single Melee Weapon at a time, and only when Engaged in Combat.
If a model part is equipped with multiple Melee Weapons, the weapon it uses is determined in the First Round of
Combat, with the following priority order:
1. An Enchanted Weapon
2. Any weapon that is neither a Hand Weapon, nor an Innate Weapon
3. A Hand Weapon
4. An Innate Weapon
This choice is then kept until the model is no longer Engaged in Combat.
– If the Melee Weapon confers any modifier to Offensive Characteristics, as well as Attack Attributes, those effects
are applied only to the model part’s Standard Melee Attacks.
– If the Melee Weapon confers any modifier to Global or Defensive Characteristics (Charge Speed, Mobility, Courage,
Defensive Skill, Hit Points, Resilience, and Armour), as well as Model Rules that are not Attack Attributes, those
effects are applied to the whole model (or model part, see rules for Character Mounts for details when and how
the Characteristics of mounts are affected) at all times, except while using a different Melee Weapon.
– If the Melee Weapon confers any variable modifier (such as those based on a dice roll), the value of that modifier
is determined at the start of the Agility Step in which the weapon is used.
• Shooting Weapons: Shooting Weapons are used for making Shooting Attacks.
Each model part can only use one Shooting Weapon per phase.
A Shooting Weapon generally has an Aim value, shown in brackets after the name of the weapon. The rules for
each Shooting Weapon define its maximum Range, the number of Shots fired per attack, its attacks’ Strength and
Armour Penetration, as well as any potential Attack Attributes applied to them.
Keywords
Model Rules include keywords to help define their effects.
These keywords can be used directly within the Rulebook, and always apply to rules that have that keyword.
Alternatively, keywords can be specified for individual rules on specific models, spells, or weapons. In this case, this
is indicated within brackets following the name of the rule.
List of Model Rule keywords:
• Cumulative: effects from multiple instances of a Model Rule with the ‘Cumulative’ keyword are combined and
add up.
• Distance Modifiers: written as a number followed by the ″ symbol. Any distance in the Model Rule description is
replaced by that number.
For example, Vanguard (3 Mob Mob) means that the model can perform a Vanguard move, but its Mobility is set
to 3 instead of the normal 6.
• Shooting or Melee & Shooting: an Attack Attribute with the keyword ‘Shooting’ only affects attacks that the
model part makes with Shooting Weapons, while an Attack Attribute with the keyword ‘Melee & Shooting’ affects
both Melee Attacks and Shooting Attacks made by the model part.
– Remember that the default if none of these keywords are used is that Attack Attributes only affect Melee Attacks.
For example, by default, Poison Attacks only affect Melee Attacks. However, if a model part has Poison At-
tacks (Shooting), this means the Poison Attacks Model Rule only applies to attacks made with that model part’s
Shooting Weapons, unless it also has Poison Attacks or Poison Attacks (Melee & Shooting).
• Special Attacks: a model part with such a rule can make a special Melee Attack (which is not a Standard Melee
Attack) that hits automatically.
Since it is not a Standard Melee Attack, this attack can usually not be made as a Supporting Attack and does not
suffer from Restricted Attacks (see the ‘Melee Phase’ chapter).
Special Attacks cannot be allocated towards Attachable Models that could not be the target of a Ranged Attack (see
the ‘Attacks’ chapter).
• Towards X: the Attack Attribute only applies if the attack is allocated to a specific type of enemy model or an
enemy model that has certain rules or Properties.
The conditions are given as ‘X’. If more than one type of enemy is relevant, those types are separated by the word
‘or’. If multiple conditions must be fulfilled simultaneously, then they are separated by the word ‘and’.
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Model Rules The 9th Age: Fantasy Battles
For example, Multiple Wounds (2, towards Height 4 and Beast, or Height 5) means that the rule Multiple Wounds
is applied only when the attack is allocated either to a model that is both Height 4 and has the Property Beast, or to a
model that is of Height 5, regardless of whether the model has the Property Beast.
• Against X: the Model Rule only applies when the model is attacked by a certain type of model or by a model or
attack with certain rules or Properties.
For example, Hard Target (against Lethal Strike) means that the rule Hard Target applies only when the model is
attacked by an attack with the Attribute Lethal Strike. See the rules under ‘Towards X’ for how to interpret the
words ‘or’ and ‘and’.
• Unique Keywords: in addition to the standard Model Rule keywords defined above, certain Model Rules have
unique keywords. These are defined in their respective rules.
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Model Rules The 9th Age: Fantasy Battles
4 List of Model Rules
Aegis
Aegis is a Special Save, with a value indicated in brackets (‘X’).
If ‘X’ is given as a modifier and with a maximum value (e.g. ‘+2’), the model gains this as a modifier to all its Aegis
Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have Aegis, it instead
gains Aegis (7 − X+). For example, a model without Aegis that gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with Divine Attacks.
Afflict (X)
Units in contact with one or more enemy models with Afflict (X), suffer the effects given by ‘X’.
A unit can only be affected by one instance of Afflict (X) with an identical ‘X’ value at a time.
If the brackets from two instances of Afflict are not identical (i.e., they have a different ‘X’), then they are considered
different rules: apply the effects of both.
Ambush (X)
Any unit entirely with Ambush may choose to not be Deployed normally, but to be placed in Ambush by simply
not being placed on the Battlefield during Deployment. A unit placed in Ambush will arrive on the Battlefield later
during the game.
From your Player Turn 2 and onwards, roll a D6 for each unit placed in Ambush at the start of the Movement Phase:
every unit that rolls a 3+ will arrive on the Battlefield if possible.
During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives on the Battlefield, choose a point as specified by ‘X’. If no suitable point is available where the
unit can be placed on the Battlefield, the unit cannot arrive on the Battlefield this turn.
Deploy each unit arriving on the Battlefield with at least three of its four corners within 6″ from the chosen point in
any valid formation following the Unit Spacing rule.
There must be no other units or Impassable Terrain directly located between any point on the Unit Boundary and
the chosen point. See the figure below for examples.
Ambushing units count as having performed an Advance Move when they arrive on the Battlefield, and cannot
perform any Move in the same Phase.
If an Ambushing unit does not arrive on the Battlefield by the end of the game, it is removed as a casualty.
An Attachable Model placed in Ambush can be Deployed joined to a unit placed in Ambush with the same ‘X’ value,
following the usual restrictions. It may choose a unit to be joined to during each of your Player Turns, before rolling
to see if your Ambushing units arrive on the Battlefield.
Make a single dice roll for the Combined Unit.
Note: Attached has no effect on this; the choice of a unit to be Deployed in Ambush in may change each turn.
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Model Rules The 9th Age: Fantasy Battles
Attached
This model must be Deployed inside a unit containing a Rank-and-File model, and cannot voluntarily leave its unit.
Beacon of Courage (X″)
Friendly models in units within X″ of a non-Shaken model with Beacon of Courage benefit from Courageous.
Courageous: a unit containing Courageous must reroll failed Courage Tests.
Bodyguard (X)
While a Character is joined to a unit containing Bodyguard and the Character fulfills at least one of the requirements
defined by ‘X’ that Character benefits from Stubborn.
In addition, if the unit it is joined to has at least one Proper Rank, the unit is considered to be Steadfast for the
purposes of Break Tests.
Note: units entirely with Unstable do not take Break Tests.
Captain
A unit containing Captain gains the following additional rules:
• If the unit has a Standard Bearer, it is considered to be within range of its Battle Standard Bearer’s* Beacon of
Courage rule.
• If the unit has a Musician, it is considered to be within range of its General’s* Commanding Presence rule.
A unit can only contain a single Attachable Model with Captain.
*Provided such a model is on the Battlefield at all.
Channel (X) – Cumulative
A model with Channel may add X Magic Dice during the Siphon the Veil step of its Magic Phase.
Note: Shaken models may not use this rule.
Commanding Presence (X)
Friendly models in units within 12″ of a non-Shaken model with Commanding Presence set their Discipline to that
model’s Discipline: apply any modifiers to the Discipline of the model with Commanding Presence first, then set
any affected models’ Discipline to that modified value (note: ignore this rule if the model’s original value is higher).
If any rules, properties, unit names, etc. are mentioned in brackets (‘X’), it means that only units possessing these
qualities can benefit from the model’s Commanding Presence.
Courageous
A unit containing Courageous must reroll failed Courage Tests.
Disciplined
Command Tests taken by a unit containing Disciplined gain Minimised.
Distracting – Cumulative
Melee Attacks allocated against a Health Pool with Distracting suffer −1 to hit.
Ignore Distracting if the final to hit chance would be worse than 5+.
Dying Blow
When a model with Dying Blow is about to be removed as a casualty during any Agility Step of a Round of Combat it
is fighting, remove it instead at the end of Agility Step 0.
Emplacement
Units entirely with Emplacement cannot Declare Charges, perform March Moves or Pursue Moves (including as
part of a Random Movement), or choose the Flee! Charge Reaction. If a unit entirely with Emplacement is about to
perform a Flee Move, it is instead removed as a casualty.
The model cannot shoot in the same Player Turn that it has performed a Move Manoeuvre.
Units entirely with Emplacement can draw Line of Sight in any direction from any points on their base (i.e. they are
not limited by their Front Facing or Front Arc).
When determining facing it is shooting towards, measure from the centre of model with Emplacement´s base,
instead of its Front Facing.
Engineer (X)
Once during each Shooting Phase, a non-Shaken and Unengaged model with Engineer can select a friendly model
with ‘X’ in a unit within 6″: the chosen model gains +1 to hit with Shooting Attacks, to a maximum of 3+.
No model can be affected by more than one instance of this effect simultaneously.
The use of this rule must be declared before shooting with the chosen model.
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Model Rules The 9th Age: Fantasy Battles
Exclusive (X) – Cumulative
This rule limits which units an Attachable Model is allowed to join.
• Attachable Models with Exclusive (X) can only join units containing ‘X’.
• Non-Attachable Models with Exclusive (X) can only be joined by Attachable Models with ‘X’.
• If a unit has multiple instances of Exclusive, all criteria must be fulfilled together.
The specific criteria for ‘X’ can be unit names, Model Rules, Properties, upgrades, etc.
If a model has both Exclusive and Attached, apply all requirements from both rules (remember that a model that
cannot be Deployed is considered a casualty).
Fearless
A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction (unless it is
already Shaken, or the entire unit has Feigned Flight).
In addition it ignores the effects of Horror.
Feigned Flight
A unit entirely with Feigned Flight in contact with an enemy unit may choose to voluntarily become ”Broken” at the
start of step 4.C of a Round of Combat (Take Break Tests), if so, the unit is considered to have failed a Break Test and is
ignored for the rest of step 4.C. If the unit was on the winning side of the Round of Combat, the enemy cannot Pursue.
Note: This means units with Supernal or Unstable suffer no Health Point loss if they voluntarily become ’Broken’.
A unit entirely with Feigned Flight automatically passes any Rally Test it takes after voluntarily becoming Shaken.
In addition, models with Fearless and Feigned Flight ignore Fearless for the purposes of choosing ’Flee!’ as a
Charge reaction. I.e. if every model with Fearless in a (combined) unit has Feigned Flight, the unit can ’Flee!’.
Fly
Units entirely with Fly ignore Terrain Features, Open Terrain and other units during Move Manoeuvres and Charge
Moves.
The unit must follow the Unit Spacing rule at the end of any of its moves, and Terrain Features and Open Terrain
from which the model starts or ends its move still affect it.
The charged unit is not ignored during a Charge Move, and there must be room for the unit’s Front Facing to be
placed in contact with the charged unit before the initial Align Move.
Frenzy
Units containing Frenzy must always choose to Pursue (including Overrun) when able to.
Ghost Step
A unit entirely with Ghost Step ignores Terrain Features and Open Terrain when moving.
The unit must follow the Unit Spacing rule at the end of its move.
A Health Pool with Ghost Step never fulfils the criteria for which models must take Dangerous Terrain Tests due to
Terrain Features (but still needs to take Dangerous Terrain Tests from other sources than Terrain Features, such as
when making a Flee Move through an enemy unit).
If the unit ends a move inside Impassable Terrain, backtrack the move to the unit’s last valid position, unless as part
of a Flee Move, in which case the standard Flee Moves rules apply.
Hard Target (X) – Cumulative
Shooting Attacks allocated against a Health Pool with Hard Target suffer −X to hit.
Hidden
The model is not Deployed as normal.
Instead, at the start of any Player Turn, it may choose a friendly Rank-and-File model, which satisfy the following
criteria:
• The model with Hidden could normally have joined the unit.
• The model with Hidden has an identical base size and Height as the Rank-and-File models in the unit.
• The unit is not Shaken and is not a Summoned unit but it can be Engaged in Combat.
After choosing an eligible unit, follow these steps:
• Remove a Rank-and-File model, with the same base size as the model with Hidden, from the front rank of the
chosen unit as a casualty.
• Deploy the model with Hidden where the removed model was positioned.
Note: Attachable models with Hidden can still be Deployed using the Hidden rules.
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Model Rules The 9th Age: Fantasy Battles
Hit and Run
A unit entirely with Hit and Run in contact with an enemy unit may choose to voluntarily become “Broken” at the
start of ‘Take Break Tests’ (step 4.C of a Round of Combat). In that case, the unit is considered to have failed a Break
Test and is ignored for the rest of step 4.C.
If the unit was on the winning side of the Round of Combat, the enemy cannot Pursue.
Note: this means units with Supernal or Unstable suffer no Health Point loss if they voluntarily become “Broken”.
Horror
Flee Moves from enemy units made in the following situations gain two instances of Minimised:
• Flee! Charge Reactions declared when Charged by a unit containing Horror (Flee! Charge Reactions declared when
later Charged by other units are unaffected).
• Breaking from Combat while in contact with one or more units containing Horror.
Remember that units containing Fearless are unaffected by this rule.
Immune (X)
Attacks with the Attack Attributes or Properties stated in brackets (‘X’) allocated against a model with Immune (X)
lose those Attack Attributes or Properties.
Insignificant
Units entirely with Insignificant do not cause Panic Tests on units not containing Insignificant when making Flee
Moves through them.
Light Troops
A unit entirely with Light Troops can perform Reform Move Manoeuvres up to twice its Mobility (instead of the
normal half Mobility).
• If, while doing a Reform Move Manoeuvre, its centre moves further than its Mobility, the move is considered a
March Move for the purpose of rules triggered due to Marching (e.g. Dangerous Terrain Test and, if Undead, being
restricted from performing a March Move, etc.).
For the purpose of shooting, this is still a Reform Move. I.e. the unit can shoot if moving further than its Mobility
Note: this rule has no effect on other Move Manoeuvres, including March Moves
• If the Reform Move is started within 3″ of a non-Shaken enemy unit containing a Musician, the Reform Move is
instead limited to its Mobility. Note that the unit with Light Troops can still perform a regular March Move.
A unit containing Light Troops is always considered to have zero Proper Ranks; ignore Attachable Models with
Light Troops joined to a unit for this purpose, unless the unit consists of only Attachable Models.
Magic Resistance (X)
Whenever an enemy spell targets one or more friendly units containing Magic Resistance:
• Identify the highest Magic Resistance value across all targeted friendly units
• Reduce the Casting Roll by this value
Mindless
A unit entirely with this rule automatically passes its Command Tests for Combat Reform, and automatically fails its
Command Tests for Redirecting Charges.
Musician
Musician is a unit-wide upgrade, normally represented by the presence of a regimental musician.
When performing a Reform Move or a Combat Reform, a unit containing a Musician may change the number of its
files by ±5 rather than the normal ±1.
In addition, units containing Musician benefit from a +1 Discipline modifier when taking Command Tests.
When performing a Reform Move or Combat Reform, a unit containing a Musician may change the number of its
files by ±4 rather than the normal ± 2.
Remember that Musician also interacts with the ability of Light Troops to make Reform Moves.
Parry
Against Melee Attacks made by an attacker Engaged in the models Front Facing, the Defensive Skill of a model with
Parry is always at least equal to the Offensive Skill of the attacker.
Remember that since Parry provides a modifier to a Defensive Characteristic, its effects do not apply to a Character on
a mount that has its own Defensive Skill.
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Model Rules The 9th Age: Fantasy Battles
Random Movement (X″)
Units entirely with Random Movement do not follow normal rules for Charging, Move Manoeuvres, Pursue Moves
or Flee Moves.
Instead, apply the following:
• During the Charge Phase, the model cannot Declare any Charges.
• At any time the model would perform a Move Manoeuvre, the unit performs a Pursue Move instead (see the ‘Melee
Phase’ chapter), with the following exceptions:
– It must move in the Movement Phase if allowed to do so, and it must do so before any units without Random
Movement have performed their Move Manoeuvres.
– It moves the distance stated in brackets (‘X’).
– It can choose which direction it will move in (the owning player must choose which direction before rolling the
Pursuit Distance).
– It does not take Dangerous Terrain Tests, unless Charging.
– It treats the Battlefield Edge as Impassable Terrain.
– That move counts as an Advance Move for the purpose of Moving and Shooting.
• The model’s Pursue and Flee Moves use the distance stated in brackets (‘X’), instead of the normal distance.
• Cannot Perform any Magical Moves nor use Vanguard
Whenever a rule requires the Mobility or Charge Speed of the model, use the potential maximum value of ‘X’ (eg. if ‘X’
is ‘2D6″’, then consider the Mobility and Charge Speed to be equal to 12″).
It also means that effects that modify its Pursue Distance, such as Maximised and Minimised, also affect its moves.
Regeneration (X)
Regeneration is a Special Save, with a value indicated in brackets (‘X’).
If ‘X’ is given as a modifier and with a maximum value (e.g. ‘+2’), the model gains this as a modifier to all its
Regeneration Special Save rolls, which can never be increased to rolls better than 3+. If the model does not have
Regeneration, it instead gains Regeneration (7 − X+). For example, a model without Regeneration that gains
Regeneration (+2) will gain Regeneration (5+).
Note that Regeneration Saves cannot be taken against attacks with Flaming Attacks, nor against attacks with Lethal
Strike that roll a ‘6’ to wound.
Resistance
Attacks allocated against the model’s Health Pool must reroll successful to-wound rolls.
If Resistance is associated with an Attack Attribute, Property or Rule in brackets (‘X’), then it only applies against
attacks with that Attack Attribute or made by a model with that Property or Rule.
Resolute
A unit containing Resolute and that has at least one Proper Rank is considered to have one additional Proper Rank
when Engaged in Combat.
Note: this is applied before applying the effects of Surrounded.
If the value in brackets (‘X’) includes a ‘+’, it can be added to another instance of Resolute in the unit.
Scout
Units entirely with Scout are not required to be Deployed inside their Deployment Zone: instead, they can be
Deployed anywhere on the Battlefield, at least 12″ away from the opponent’s Deployment Zone.
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the
first Game Turn.
Shield
A model with Shield is considered to be using a Shield at all times, except during the Melee Phase if it is using a
Two-Handed Melee Weapon.
A model using a Shield gains +1 Arm.
In addition, any Height 1-3 model using a Hand Weapon while ‘using a Shield’ gains Parry.
Note: Shield provides no benefit against Melee Attacks when using a Two-Handed Melee Weapon .
Remember that since Shield (and parry) provide modifiers to Defensive Characteristics, their effects do not apply to a
Character on a mount that has its own Defensive Skill or Armour.
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Model Rules The 9th Age: Fantasy Battles
Skirmisher
Units containing Skirmisher adopt a unique formation, called a ‘Skirmish Formation’. Instead of being in contact
with each other, these models are placed 12.5 mm apart from each other (roughly half an inch, see the figure below).
These gaps between the models are considered part of the unit for Cover and Line of Sight purposes, and have the
same Height as the unit.
Other than this gap between models, units with Skirmisher follow the normal rules for forming units and therefore
have a Front, two Flanks, and a Rear Facing, can perform Supporting Attacks, and so on.
Units in Skirmish Formation can only be joined by Attachable Models that have the same Height as the unit.
Unless an Attachable Model has the exact same base size as all Rank-and-File models in the unit, it is considered
Mismatched for the purpose of placement within the unit.
The unit ceases to be in Skirmish Formation when all models with Skirmisher have been removed. When this
happens, contract their Skirmish Formation into a normal formation when returning the unit into a valid formation,
without moving the centre of the first rank. If Engaged in Combat, nudge any unit as normal to maintain contact.
See figure 15 for an illustration of this rule.
Solitary
Units containing Solitary can never join other units, and can never be joined by other models.
Standard Bearer
Standard Bearer is a unit-wide upgrade, normally represented by the presence of a model carrying the unit standard,
icon, military insignia, totem, or other similar symbol.
A unit containing a Standard Bearer adds +1 to the Combat Score of its side.
Stand Behind
Attachable Models with Stand Behind are not required to have their Front Facing as far forward as possible within
their unit this generally means that the model can be positioned anywhere within its unit.
This rule cannot be used while the model has a Mismatching base to its unit.
Strider
If Strider is associated with a specific type of Terrain, which would be indicated in brackets (‘X’). In such cases,
Strider only affects the unit’s interaction with this Terrain Feature.
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
• They cannot ignore any rule affecting Line of Sight or Cover.
• They cannot ignore any rule associated with Weakness.
• They cannot ignore the Impassable rule of Impassable Terrain.
A Health Pool with Strider never fulfils the criteria for which models must take Dangerous Terrain Tests due to the
associated Terrain Feature (but still needs to take Dangerous Terrain Tests from other sources, such as Terrain Features
not associated with its Strider rule, or when making a Flee Move through an enemy unit).
In addition, if the unit contains a Rank-and-File model with Strider, it ignores the Disruptive rule of any Terrain
Feature associated to its Strider rule.
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Stubborn
When a unit containing Stubborn loses a Round of Combat, halve the penalty to its Discipline from the Combat Score
difference, rounding fractions up (i.e. towards a larger modifier).
If the unit is also Steady, the modifier is first set to no smaller than −2 (following the Steady rules), and then halved,
rounding up, to −1.
If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more
Health Point losses).
Supernal
When a unit entirely with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers a
number of Health Point losses equal to the amount by which the combat was lost (with no saves of any kind allowed).
These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses
are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner
towards Attachable Models, as evenly as possible.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only
be joined by Attachable Models with Supernal.
Swiftstride
Rolls for Charge Range, Flee Distance and Pursue Distance by units entirely with Swiftstride gain Maximised.
Terror
When a unit containing Terror declares a Charge in the Charge Phase, the target must take a Panic Test. If the test is
failed, the unit must choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat, etc.).
Note that this Flee Move is not voluntary: friendly units may therefore be required to take a Panic Test when moving
through them.
Units containing Terror are themselves immune to the effects of Terror.
Undead
Units containing Undead can perform March Moves only if they benefit from a friendly model’s Commanding
Presence. For this purpose, any Reform Move exceeding a unit’s Mobility count as a March Move.
Moreover, models with Undead have an additional characteristic called ‘Resurrect (Rsr)’ on their statline, which can
interact with some other game effects.
Unruly
Command Tests taken by a unit containing this rule gain Maximised.
Unstable
Whenever a unit entirely with Unstable would take a Break Test, it suffers instead a number of Health Point losses
equal to the amount by which the Combat was lost (with no saves of any kind allowed).
These Health Point losses are first allocated towards Rank-and-File models, and once enough Health Points losses
are suffered to remove all Rank-and-File models, any remaining Health Point losses are allocated by the owner
towards Attachable Models, as evenly as possible.
Those Health Point losses can be reduced in the following ways:
1. If the unit contains Stubborn, the Health Point losses are halved, rounding fractions up.
2. If the unit is affected by Beacon of Courage, the Health Point losses are reduced by 1.
3. If the unit is Steady while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
4. If the unit is Solid while affected by Beacon of Courage, the Health Point losses are reduced by an additional 1.
I.e. a unit that is affected by Beacon of Courage while also being Steadfast both Steady and solid reduces its Health
Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only
be joined by Attachable Models with Unstable.
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Model Rules The 9th Age: Fantasy Battles
Vanguard
After Deployment, units entirely with Vanguard may perform a pre-game Move Manoeuvre (Reform, Advance, or
March Move), called a ‘Vanguard Move’, with the following exceptions:
• If a value ‘X’ is given, the units Mobility is always X during the Vanguard Move.
• No model can move further than 12″ during the Vanguard Move, regardless of its Mobility.
• The unit cannot end the Vanguard Move within 6″ of an enemy unit.
• Attachable Models cannot leave a unit as part of the Vanguard Move.
If both players have units entirely with Vanguard, they alternate moving their units one by one, starting with the
unit the Defender has given Vanguard (3 Mob).
A unit that starts the game outside its own Deployment Zone cannot declare a Charge in the first Player Turn of the
first Game Turn.
War Platform
The model follows the rules for Attachable Models, with the following exceptions:
• It can never perform Make Way moves (not even if it is also a Character).
• For the purpose of allocating Ranged Attacks onto a unit with a War Platform joined to it, the model with
War Platform is considered to be of the same Height as the Rank-and-File models in its unit (if there are no
Rank-and-File models in the unit, ignore this rule).
• Any given unit can never contain more than a single model with War Platform at a time.
When the model is joined to a unit, its Mobility and Charge Speed is set to that of its unit, with the following
exceptions:
• If there are no Rank-and-File models from the unit in contact with the War Platform’s flank Facings (right and left
side), the model must use its own Mobility and Charge Speed instead. Meaning that, if slower than the unit, the
unit’s Mobility and Charge Speed are set to those of the War Platform.
• The War Platform cannot use the unit’s Mobility and Charge Speed values when leaving the unit (including
Charging out of it). Instead, it uses its own Mobility and Charge Speed.
Weakness
Attacks allocated against the model’s Health Pool must reroll failed to-wound rolls.
If Weakness is associated with an Attack Attribute, Property or Rule, which would be indicated in brackets (‘X’), it
only applies against attacks with the indicated Attack Attribute or made by a model with the indicated Property or
Rule.
Wizard Adept
The model becomes a Wizard, gains Channel (1), and knows 3 different Learned Spells, chosen from the Apprentice
Spell and the Adept Spells (#1 – #4) of the Magic Path it has chosen.
It may Swap Spells during ‘Pre-Game Selections’. See the ‘Battle Preparation’ chapter for details.
Wizard Apprentice
The model becomes a Wizard, knows 1 Learned Spell, which is the Apprentice Spell (#1) of the Path it has chosen.
It may Swap Spells during ‘Pre-Game Selections’. See the ‘Battle Preparation’ chapter for details.
Wizard Conclave (X)
The unit knows X different Learned Spells, chosen from the list of available spells in its unit entry, is a Wizard and,
if ‘X’ is 2 or more, it also gains Channel (1).
The unit may only do a Hereditary Swap if it could have picked the Hereditary Spell during Spell Selection (as part of
Pre-game Planning), however it is still eligible for a Universal Swap. See Battle Preparation chapter for details.
Even though the spells are known to the whole unit, only one model is a Caster: every time you cast the spell, just
before choosing the targets, select one Rank-and-File model as the Caster for this spell.
If a Wizard Conclave suffers a Miscast, treat the entire unit as the Caster.
For the purpose of Primary and Secondary Objectives treat the entire unit as a Caster.
Wizard Master
The model becomes a Wizard, gains Channel (2) and knows 5 different Learned Spells, chosen from the Apprentice
Spell, the Adept, and Master Spells (#1 – #6) of the Magic Path it has chosen.
It may Swap Spells during ‘Pre-Game Selections’. See the ‘Battle Preparation’ chapter for details.
Part 71
Model Rules The 9th Age: Fantasy Battles
5 Melee Weapons
Name Characteristics Modifiers Model Rules
Innate Weapons
When Choosing Equipment and
All model parts with Beast, Construct, or
Abilities, a model part can only
Mount come equipped with Innate Weapons –
choose Innate Weapons if it has
as their default equipment and cannot lose
no other options.
them.
Part 72
Model Rules The 9th Age: Fantasy Battles
6 Shooting Weapons
Name Range Shots Str AP Model Rules
Bow 24″ 1 3 0 Shoot in Extra Rank.
Longbow 30″ 1 3 0 Shoot in Extra Rank.
Crossbow 30″ 1 4 1 Unwieldy (1).
Handgun 24″ 1 4 2 Unwieldy (1).
Pistol 12″ 1 4 2 Quick to Fire, Stand and Shoot.
Throwing as as
8″ 2 Accurate, Quick to Fire, Stand and Shoot.
Weapons user user
One use only. Automatic Hits, March and Shoot,
Breath
8″ 2D6 X X Unmodifiable. The Strength, Armour Penetration, and
Attack (X)
additional Attack Attributes are defined in brackets (‘X’).
Part 73
Model Rules The 9th Age: Fantasy Battles
7 Attack Attributes
Accurate – Shooting
An attack with Accurate does not suffer the −1 to-hit modifier for shooting at ‘Long Range’.
Area Attack (X × Y)
Before making a Shooting Attack with Area Attack, determine the attack’s Target Facing using the same rules as for
Cover.
• If the attack hits in the Front or Rear: select up to Y different ranks of the target.
• If the attack hits in the Flank: select up to Y different files of the target.
For each rank or file chosen this way, the unit takes X hits, up to a maximum equal to the number of models in that
rank or file.
An Area Attack can not cause more hits than the total models in the unit, and no single model can suffer more than
one hit from each Area Attack.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after
the attack has hit).
Figure 16 illustrates different variations of Area Attack.
Artillery – Shooting
An attack with Artillery ignores to-hit modifiers from Cover.
In addition, it gains +1 to-hit when shooting at units that contain Solid, have Height 5, or both.
Automatic Hits
An attack with Automatic Hits does not roll to hit, but always hits automatically.
This rule is shortened to ‘Auto’ when used as a weapon’s Aim.
Part 74
Model Rules The 9th Age: Fantasy Battles
Crush Attack
When a model part with Crush Attack allocates its attacks in Combat, it may choose to exchange all of its Standard
Melee Attacks for a single Standard Melee Attack, which has its Strength and Armour Penetration both set to 10 and
gains Multiple Wounds (D3). This cannot be done as a Restricted Attack.
Devastating Charge – Cumulative
A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Rules and
Characteristic modifiers stated in brackets.
For example, a model part with Devastating Charge (+1 Str) gains +1 Str when Charging.
Direct Hit (X) – Shooting
When an attack with Direct Hit hits, after determining the number of hits (e.g. in the case of Area Attack), a single
hit, chosen by the attacker, gains the Rules and Characteristic modifiers stated in brackets.
If a Strength and/or Armour Penetration is given directly, set the attack’s Strength and/or Armour Penetration to
that value (for example, Direct Hit (Str 10, AP 6) means one hit from that attack has its Strength set to 10 and its
Armour Penetration set to 6.
Divine Attacks
Aegis Saves cannot be taken against Divine Attacks.
Elven Finesse
A model part with this Attack Attribute attacking with a Great Weapon strikes at −1 Agility instead of always at
Agility 0.
Extra Support (X) – Cumulative
A model part with Extra Support replaces the limit on the maximum number of attacks the model can do as Restricted
Attacks with the value in brackets (‘X’) or, if it includes a ‘+’, increases that limit with +X.
Fight in Extra Rank – Cumulative
A model part with Fight in Extra Rank, or using a weapon with Fight in Extra Rank, can make Supporting Attacks
from one additional rank.
First Strike
During its First Round of Combat, any model part with First Strike, or using a weapon with First Strike, gains the
Rules and Characteristic modifiers stated in brackets.
For example, a model part with First Strike (+1 Str) gains +1 Str in its First Round of Combat.
Flaming Attacks
Regeneration Saves cannot be taken against Flaming Attacks.
Fury
If the attack hits with a to-hit roll of ‘6’, it causes one additional hit (usually this means it causes two hits instead of
one). This additional hit is allocated towards the same target.
Grind Attack (X hits, Y) – Special Attack
A model part with a Grind Attack can make a Special Attack which is resolved at the model part’s Agility, and inflicts
X hits, using the model part’s Strength, Armour Penetration, and Attack Attributes, but not Weapons.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after
the attack has hit).
Hand-and-a-Half
The model part ignores Two-Handed, and its weapons count as a Hand Weapon for the purpose of Shield (while
keeping other rules and modifiers).
Hatred
An attack with Hatred must reroll failed to-hit rolls.
Impact Hits (X hits, Y) – Special Attack
If Charging, the model part can make a Special Attack which is resolved at Agility Step 10, and inflicts X hits, using
the model part’s Strength, Armour Penetration, and Attack Attributes, but not Weapons.
Remember that attacks multiplied into several hits are allocated after establishing how many hits are scored (i.e. after
the attack has hit).
If more than one model part of a combined model has Impact Hits, only a single model part (chosen by the model’s
owner) can perform its Impact Hits in a Round of Combat.
Lethal Strike
If an attack with Lethal Strike wounds with a to-wound roll of ‘6’, its Armour Penetration is always 10, and
Regeneration Saves cannot be taken against it.
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Model Rules The 9th Age: Fantasy Battles
Lightning Attacks
Lightning Attacks must reroll failed to-wound rolls towards models without Metal Armour.
Magical Attacks
This Attack Attribute does not confer any direct effects, but instead interacts with other rules, such as Aegis (X, against
Magical Attacks).
March and Shoot – Shooting
Performing a March Move in the same Player Turn does not prevent shooting with attacks or model parts that have
March and Shoot. (The the attack can still suffer −1 to hit for ‘Moving and Shooting’).
Multiple Wounds (X)
Health Point losses caused by the attack are multiplied into the value given in brackets (‘X’). If the value is a dice, roll
one dice for each unsaved wound from an attack with Multiple Wounds.
The number of Health Point losses that the attack is multiplied into can never be higher than the Health Points
Characteristic of the target (excluding Health Points lost previously in the battle).
For example, if an attack with Multiple Wounds (D6) wounds a unit of Trolls (HP 3) and rolls a ‘5’ for the multiplier, the
number of Health Points lost is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in
battle.
Poison Attacks – Cumulative
Whenever an attack with Poison Attacks hits with a to-hit roll of ‘6’, it wounds automatically (no to-wound roll
needed).
If the attack has two or more instances of Poison Attacks, it wounds automatically on a successful to-hit roll of ‘5’
or ‘6’ instead.
If the attack is turned into more than one hit (e.g. a hit with Area Attack or Fury), only a single hit, chosen by the
attacker, wounds automatically. All other hits must roll to wound as normal.
Press of Ranks
An attack with Press of Ranks gains +1 to wound, to a maximum of 3+.
Psychic Attacks
When rolling to wound with a Psychic Attack, replace the target’s Resilience with its Discipline.
Quick to Fire – Shooting
An attack with Quick to Fire does not suffer the −1 to-hit modifier for ‘Moving and Shooting’.
Rage
Whenever the model loses a Health Point, it gains +1 Att.
Whenever it Recovers or Raises a Health Point, it suffers −1 Att
Shoot in Extra Rank – Shooting, Cumulative
A model part with Shoot in Extra Rank may use Shooting Attacks from one additional rank.
Normally, this means that it will be able to make Shooting Attacks from the third rank.
Stand and Shoot – Shooting
A model part with Stand and Shoot may perform an out of sequence Shooting Attack, when an enemy unit successfully
performs a Charge Move that brings it in contact with the model part’s unit, if the following conditions are met:
• The model part’s unit is not Engaged in Combat with any other units.
Note: this means that during a Combined Charge, only the first Charging Unit moved can be targeted, except if the
Charging Unit is removed at the end of its move. As long as the Charging Unit is removed at the end of its move, there
is no limit on the amount of times a unit can Stand and Shoot.
• The enemy unit Charges the model part’s unit in its Front Facing.
• The enemy unit started the Charge further away than its Charge Speed (using the lowest Charge Speed in the unit
• The Charge was not done as part of a Pursue Move.
This is a Shooting Attack that does not require Line of Sight, can be done even if the enemy unit is not in the shooter’s
Front Arc, and is always resolved against the target unit’s (i.e., the Charging unit’s) Front Facing.
Stomp Attack (X hits, Y) – Special Attack
A model part with Stomp Attack can make a Special Attack which is resolved at Agility Step 0, can only be allocated
towards a Health Pool of Height 0–1, and inflicts X hits, using the model part’s Strength, Armour Penetration and
Attack Attributes, but not Weapons.
If more than one model part of a combined model has Stomp Attack, only a single model part (chosen by the model’s
owner) can perform its Stomp Attack in each Round of Combat.
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Model Rules The 9th Age: Fantasy Battles
Sweeping Attack (X hits, Y)
When a model with Sweeping Attack is within 1″ of an Unengaged enemy unit during a Move Manoeuvre (even
temporarily), the model’s unit may perform a Sweeping Attack against that enemy unit. This can only be used once
per friendly Player Turn.
Resolve the Sweeping Attack when the Move Manoeuvre is completed. The attack hits automatically, and counts as
a Ranged Attack.
Each model part in the unit with Sweeping Attack must use it towards the same enemy unit. The attack causes
X hits, resolved with the model part’s Strength, Armour Penetration and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (‘Y’), these are
used instead. In this case, the Sweeping Attack is Unmodifiable.
Toxic Attacks
An attack with Toxic Attack always has Strength 3, Armour Penetration 10, and Unmodifiable.
Two-Handed
A model part using a Two-Handed Melee Weapon cannot simultaneously use a Shield against Melee Attacks (unless
it has Hand-and-a-Half).
Unmodifiable
Attacks and Attack Attributes with Unmodifiable are never affected by spells, Magic Items or other Model Rules
from friendly models, unless explicitly stated otherwise.
Unwieldy (X)
If the model performed a Move Manoeuvre in the current Player Turn, any attacks it makes that have Unwieldy
suffer −X to hit. This modifier can be combined with the −1 to-hit modifier from ‘Moving and Shooting’.
Weapon Master
The model part may choose what Melee Weapon to use in each Round of Combat, instead of only in the First Round
of Combat.
In addition, it may choose to use a Hand Weapon or Innate Weapons even if it has other Melee Weapons. If armed
with an Enchanted Weapon, it must still use it. (i. e. it only needs to conform to the Priority 1 of weapon choice).
All Rank-and-File models in a unit still need to choose the same weapon.
Zeal
An attack with Zeal must reroll failed to-wound rolls.
Part 77
Model Rules The 9th Age: Fantasy Battles
Leadership Skills
Larger Bases
In an army with Larger Bases, models can use different base sizes from those listed in their unit entries. This is to
allow people with models on slightly larger bases to play The 9th Age.
Each Unit using this option must have the new base size noted on the Army List, and all models in a unit must have
the same base size.
The Base Sizes must be:
• 100% – 125% of the original width
• 100% – 150% of the original depth
• Both width and depth must be divisible by 5 mm
In addition, Attachable models with increased Base Sizes can only join Units with the same percentage increase(s) to
their Base Sizes.
If the models with increased Base Size make up 25% or less of the total model count, the army suffers a penalty of
-200 Victory Points at the end of the game (to a minimum of 0). Armies with more than 25% (or none at all) do not
suffer this penalty.
Note: The purpose of this rule is to allow people to use models from different game systems to test out T9A or to use
their particularly imposing models legally
Part 78
Leadership Skills The 9th Age: Fantasy Battles
Magic Items
Magic Items are upgrades that players can add to certain models or units (typically Characters
and units with a Standard Bearer) when building their armies. Magic Items enhance the mundane
equipment of the models. Note that models with several model parts can only purchase upgrades
for the model part with a Magic Item allowance. Magic Items are divided into three classes:
• Common: rules and Point Cost for these are found below; common magic items are available to
models of any Army Book that has access to Magic Items.
• Shared: rules are found below, but not Point Cost; these are only available to models belonging to
an Army Book where the Shared Magic Items is listed, alongside its points.
• Army-Specific: rules and point cost are given in the Army Books, and are only available to that
specific Army Book.
1 Properties of Magic Items
The following terms are common keywords used to describe Magic Items:
• Category: each Magic Item belongs to a single Category, listed below. No model or unit can select more than one
Magic Item from each Category.
• Dominant: a model can only have one Dominant Magic Item, no matter its Category.
• Legendary: all Magic Items are Legendary, unless stated otherwise.
2 Who is affected ?
Unless specifically mentioned otherwise:
• Global and Defensive Characteristic modifiers are applied only to the model part taking the Magic Item (and not to
other model parts such as mounts)*.
• Model Rules that are not Attack Attributes are applied to the combined model as a whole.
• Offensive Characteristic modifiers and Attack Attributes are applied only to the model part bearing or wearing the
item.
– Rules and modifiers from a Weapon Enchantment are only applied to the Standard Melee Attacks made with
the Enchanted Weapon.
Exceptions to the above may be noted in the item’s description, using terminology such as:
• The bearer, wearer, or wielder - these terms mean the same thing for rules purposes and refer to the model part
the Magic Item was bought for, and therefore generally do not affect mounts.
• The bearer’s model, wearer’s model, or wielder’s model - these terms refer to all model parts of the model the
Magic Item was bought for, including their mounts.
• The bearer’s unit, wearer’s unit, or wielder’s unit - these terms refer to all model parts in the same unit as the
model the Magic Item was bought for, including mounts and the model itself.
*Characters on mounts with fixed Global or Defensive Characteristics values (i.e. any value that is not ‘C’ or ‘C+X’) do not
benefit from modifiers to those Characteristics.
See the ‘Character Mounts’ section of the ‘Characters’ chapter for examples of interactions with mounts.
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Magic Items The 9th Age: Fantasy Battles
3 List of Common and Shared Magic Items
Magic Items fall into one of the following categories.
3.A Weapon Enchantments
Weapon Enchantments are upgrades that enhance weapons. A weapon on which a Weapon Enchantment is applied
becomes an Enchanted Weapon. The Army List must indicate which weapon that the model is equipped with is an
Enchanted Weapon (reminder: models are equipped with a Hand Weapon by default).
Each Weapon Enchantment can only enchant particular weapon types (e.g. Great Weapon) or a category of weapons
(e.g. Melee Weapon).
The following rules apply to all Enchanted Weapons, unless specifically mentioned otherwise:
• If a model is equipped with an Enchanted Weapon it must use it in Combat whenever possible.
• All attacks made with the Enchanted Weapon gain Magical Attacks.
• The Enchanted Weapon follows the rules for both its original weapon type and the Weapon Enchantment.
• See the rules for weapons (Model Rules) for details on when to apply modifiers and additional rules.
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Magic Items The 9th Age: Fantasy Battles
3.B Armour Enchantments
These upgrades apply to pieces of armour carried by a model, and can in general be taken by any model. That model
is then considered as wearing an Enchanted Armour.
If an Armour Enchantment is restricted to models with a minimum Armour value, for this purpose only consider the
model’s part unmodified base Armour value (excluding mounts), the number written on its profile in the Army Book.
The following rules apply to all Armour Enchantments, unless specifically mentioned otherwise:
• Characteristics modifiers, Model Rules, and all other rules associated with Armour Enchantments are generally
only applied to the model part wearing the Enchanted Armour, and do not affect other model parts such as mounts.
This includes modifiers to Global and Defensive Characteristics.
However, note that certain Model Rules, particularly Model Rules that are neither an Attack Attribute nor a weapon,
are always applied to the combined model (and not only to individual model parts).
For example the Basalt Infusion provides +1 Arm and Aegis. ‘+1 Arm’ is a Characteristic modifier, and is thus only
applied to the Character wearing the Enchanted Armour.
If this Character rides a mount that has its own Armour value, the Armour modifier from Basalt Infusion has no effect
on the combined model.
However, Aegis is a Global Model Rule, which means it is not applied to an individual model part, but to the whole
combined model.
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Magic Items The 9th Age: Fantasy Battles
3.C Shield Enchantments
Shield Enchantments are upgrades that apply to Shields. An Enchanted Shield follows the rules for both the original
Shield and the Shield Enchantment.
The following rules apply to all Shield Enchantments, unless specifically mentioned otherwise:
• The effect of a Shield Enchantment only applies when the bearer of the Enchanted Shield is Using a Shield Shield
(remember that a model part cannot use a Shield to protect against Melee Attacks when it is using a Two-Handed
weapon in Combat).
• Characteristic modifiers, Model Rules, and all other rules associated with Shield Enchantments follow the same
rules as for Armour Enchantments.
Part 82
Magic Items The 9th Age: Fantasy Battles
3.D Artefacts
Artefacts are unique and powerful items that can have various effects. No additional rules apply to Artefacts.
Part 83
Magic Items The 9th Age: Fantasy Battles
3.E Potions and Scrolls
Potions and Scrolls are Magic Items that provide temporary effects when consumed by a model.
The following rules apply to all Potions and Scrolls, unless specifically mentioned otherwise:
• Potions and Scrolls can be activated at the start of any phase, or when Choosing Equipment and Abilities in a
Round of Combat.
• Their effects (including Characteristic modifiers and Attack Attributes) are only applied to the model part taking
the Magic Item, and do not affect other model parts such as mounts.
Part 84
Magic Items The 9th Age: Fantasy Battles
3.F Banner Enchantments
Banner Enchantments are upgrades for Battle Standard Bearer and units containing a Standard Bearer, assuming
these units have access to Magic Items (as indicated in their unit entry).
Part 85
Magic Items The 9th Age: Fantasy Battles
Spells
Most spells belong to a specific Path of Magic. All spells have the following attributes:
Part 86
Spells The 9th Age: Fantasy Battles
Paths of Magic
Spells are cast during the Magic Phase. Most spells belong to a specific Path of Magic.
Alchemy 88
Cosmology 89
Divination 90
Druidism 91
Evocation 92
Occultism 93
Pyromancy 94
Shamanism 95
Thaumaturgy 96
Witchcraft 97
Part 87
Paths of Magic The 9th Age: Fantasy Battles
1 Alchemy
The target suffers 1 hit with Str 3, The target suffers 2D3+1 hits with AP 4,
AP 10, Area Attack (1×5), Direct Flaming Attacks, Magical Attacks,
Hit (Str 6, Multiple Wounds (D3)), and Zeal (against Metal Armour).
These hits always wound on 4+.
and Magical Attacks.
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Paths of Magic The 9th Age: Fantasy Battles
2 Cosmology
Duality:
All Cosmology spells are divided into two versions, representing opposing aspects:
Cosmos and Chaos .
When casting a Cosmology spell, always declare which version of the spell you are using, and substitute the square
brackets ([𝛼]) with the content listed in the table at the bottom of each Spell Card corresponding to the chosen
version (Cosmos or Chaos).
8+ Range 18″ One Turn 6+ Range 18″ One Turn 8+ Range 18″ One Turn
Replicable Universal Universal
Universal Effect Effect
Effect The target’s Charge Speed and Mobility The target’s Melee Attacks to-
The target’s Offensive Skill is modified are set to [𝛼]. wound rolls are modified by [𝛼]
by [𝛼]. and gain Magical Attacks.
[𝛼]: 8″
No model can be affected by more
than one instance of each ver- [𝛼]: +1
sion of this spell simultaneously. [𝛼]: 4″
[𝛼]: −1
[𝛼]: +3
[𝛼]: −3
9+ Damage Instant 11+ Range 18″ One Turn 10+ Damage Instant
Hex Universal Hex
Missile Missile
Effect
Range 24″ Range 24″
Melee Attacks [𝛼] the target can
Effect never hit nor wound on better than 4+. Effect
The target suffers 2D6 hits with Str 4, All hits are resolved with Str 6, AP 2, Lightning
AP 0, and Magical Attacks. Successful [𝛼] [𝛼]: allocated against Attacks and Magical Attacks. The target suffers
against wounds caused by this spell must 3 hits. Before removing casualties, apply [𝛼]
be rerolled.
[𝛼]: allocated by [𝛼]: The target suffers 1 additional hit
[𝛼]: Regeneration and Aegis saves
[𝛼]: Select a new Unengaged enemy unit
[𝛼]: Armour Saves within 6″ of the target: it suffers 2 hits.
Before removing casualties, select a
3rd Unengaged enemy unit within 6″
of the 2nd unit: it suffers 1 hit.
Part 89
Paths of Magic The 9th Age: Fantasy Battles
3 Divination
The target suffers a number of hits Game Turn number. Mark a Health Pool in the target unit, which
has to be Rank-and-File if possible. Place
equal to the number of Magic Dice on one “Doom” Token on the marked Health
this turn’s Flux Card. Pool, and one at the start of each friendly
Those hits are resolved with Str 4, AP 2, Magic Phase.
At the end of any friendly Magic Phase, if
and Magical Attacks. the target is Unengaged, the Caster may end
the spell. If so, remove all corresponding
Doom Tokens: for each removed token, the
marked Health Pool suffers 3 hits with Str 6,
AP 3, and Magical Attacks.
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Paths of Magic The 9th Age: Fantasy Battles
4 Druidism
10+ Augment One Turn 9+ Augment One Turn 10+ Hex One Turn
Range 18″* Range 18″* Range 18″*
*Alternatively, the Range can be set to 6″ and be *Alternatively, the Range can be set to 6″ and be *Alternatively, the Range can be set to 6″ and be
measured from an Impassable Terrain Feature. measured from a Field. measured from a Field Hill.
The target gains +1 Res. The target gains Parry. The target must immediately take a
In addition, Melee Attacks allocated For each Standard Melee Attack alloc- Dangerous Terrain (6+) Test, and
against it never wound on better ated against the model that rolls a ‘6’ to treats Open Terrain as Dangerous Ter-
than 4+. hit, the attacking model’s Health Pool rain (6+).
suffers one hit at the same Agility Step, In addition, the target suffers −1 to-hit
with Str 4, AP 2, and Unmodifiable. with its Melee Attacks.
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Paths of Magic The 9th Age: Fantasy Battles
5 Evocation
Effect The target gains Dying Blow and Ghost The target gains Distracting (1) and
The target suffers −1 Res. Step. Horror.
In addition, it may immediately per-
No model can be affected by more than form a 5″ Magical Move (4 Mob).
one instance of this spell simultan-
eously.
Select one or two models in the target least Str 4 and AP 3, and gain Magical The target suffer 2D3+1 hits with Str 9,
unit. Attacks. AP 10, Magical Attacks and Psychic
Each selected model suffers a single hit Attacks.
that wounds automatically, with AP 10
and Magical Attacks.
Part 92
Paths of Magic The 9th Age: Fantasy Battles
6 Occultism
The Sacrifice: Before casting any Occultism spell, the Caster may select a friendly unit within 18″: this unit loses a
number of Health Points equal to 9 − its unmodified Discipline, to a minimum of 1. No unit can be chosen more than
once per Magic Phase. If The Sacrifice was performed, the Range of the spell is increased by +6″.
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Paths of Magic The 9th Age: Fantasy Battles
7 Pyromancy
The target suffers 5D3 hits with Str 4, always Str 4 and AP 0, and gain The target suffers 1 hit with Str 3, AP 0,
AP 0, Flaming Attacks and Magical Automatic Hits, Flaming Attacks, and Area Attack (5×5), Direct Hit (Str 6,
Attacks. Magical Attacks. AP 2, Multiple Wounds (2)), Flaming
Attacks, and Magical Attacks.
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Paths of Magic The 9th Age: Fantasy Battles
8 Shamanism
9+ Damage One Turn 5+ Range 18″ One Turn 8+ Augment One Turn
Hex Universal Range 18″
Missile
Effect
Range 36″ Effect
Replicable The target gains Fearless, Frenzy, The target gains +1 Str and +1 AP.
Fury, and Unruly. In addition, the tar-
Effect
get can never be wounded on better
Immediately when the spell is cast, than 3+.
the target suffers 5D6 hits with AP 0
and Magical Attacks, and that always
wound on 6+.
In addition, it suffers −1 to hit with
Shooting Attacks.
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Paths of Magic The 9th Age: Fantasy Battles
9 Thaumaturgy
Divine Intervention: During casting of a of a Thaumaturgy spell ‘Spell Effect’ (5.A Casting Spells - 6), first roll a D6
and apply the corresponding effect (if any) either 1D6 or 2D6:
• every dice rolls a‘5’ or ‘6’: apply the ‘Blessing’ effect (marked with a ‘✠’).
• every dice rolls a‘1’: apply the ‘Admonition’ effect (marked with a ‘×’).
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Paths of Magic The 9th Age: Fantasy Battles
10 Witchcraft
8+ Hex One Turn 5+ Augment* One Turn 9+ Range 18″ One Turn
Range 24″ Range 24″ Universal
Replicable *Can only target units of Height 0-3.
Effect
Effect Effect
Choose which effect to apply when cast-
The next two hits the target would suf- ing the spell:
Each Range Attack made by the target that fer are ignored. • The target gains Random Move-
If the target is hit by several simultan- ment (2D6″).
fails its to-hit roll is instead allocated to-
wards the attacking model’s Health Pool eous hits, the owner of the unit chooses • The target gains Random Move-
with Automatic Hits. which hits to ignore. (Hits that are mul- ment (3D6″).
Each Standard Melee Attack made by the tiplied into several hits e.g. due to Fury
target that results in a to-hit roll of ‘1’ to hit, or Area Attack) are ignored after multi-
is instead allocated towards the attacking plication.
model’s Health Pool with Automatic Hits.
8+ Augment One Turn 11+ Hex One Turn 11+ Hex One Turn
Range 18″ Range 24″ Range 24″
The target gains Hard Target (1). The target cannot draw Line of Sight to The target gains Weakness (Ranged
In addition, it may immediately per- a target more than 12″ away from it. Attacks).
form a Magical Move (6 Mob).
Part 97
Paths of Magic The 9th Age: Fantasy Battles
Totemic Beast Base 40×40 mm
Single model Height 3
4 3 5 0
Offensive Att Off Str AP Agi Attack Attributes, Weapons and Properties
Part 98
Paths of Magic The 9th Age: Fantasy Battles
Changelog
1 8th of January 2026 - Version: [Link]
• Battle Preparations: Rule that will have no effect on anyones games, since NewRecruit was counting like this
already:
If a single model part has multiple items that count against the same limit, it only counts once against this limit using
the highest ratio.
• Battle Preperations: Table removed.
• Model Rules - Beacon of Courage: This is the correct name for Rally Around the Flag/Inspire Courage.
Range for this rule has also been added to the BSB, yes it is 12″
• Fountain of Youth: Clarification
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• Flee- and Pursuit Distance: 1d6+4 to align with Charges.
• Height 0: Restricted attacks increased from 0 to 3
Laurens comment: This might be implemented as as Extra Support 3 to all swarms instead upon full release.
• Modifiers: Clarification of Global and Defensive Modifiers on Model Parts.
• Panic: Voluntary Flee move now causes Panic Tests.
• Terrain: clarification
• Spells: clarification
2.C Model Rule Changes
• Towards and Against rewording towards part removed
• Courageous: added
• Rally Around the Flag: renamed to Beacon of Courage
• Musician: Formation can now be changed by 5 instead of 4.
• Musician: No longer affects Light Troops.
• Musician: Gives +1 on Command Tests.
• Feigned Flight: Split into 2 rules.
• Hit and Run: added
• Light Troops: No longer affected by Musician.
• Protean Mage: Rule removed, as this was just a specific kind of Wizard Conclave.
• Resolute: No longer stacks, exception still exists for Rune of the Hold and Fleet Officer.
• Vanguard: < ” > changed to < Mob >
• Artillery: clarification
2.D Path Changes
Lots of things here, see illustrated version.
2.E Item Changes
• Potion and Scrolls: Clarification on durations for all. Default duration removed.
• Potion and Scrolls: Added ‘One use only’ into the specific entries, as we do not like nesting.
• Sheltering Standard: AP limit changed to 3, and restrictions updated.
• Sheltering Standard: 30 ↘ 20
• Essence of a Free Mind: removed
• Scroll of a Free Mind: added
• Binding Scroll: clarification
• Rod of Battle: rework so effect is not changed.
• Talisman of the Void: Channel limit 3 reduced to 2.
• Talisman of the Void: 50 ↗ 65
• Vorpal Binding: 70 ↘ 50
• King Slayer: 40 ↘ 35
• Touch of Greatness: 30 ↗ 50
• Destiny’s Call: 70 ↗ 90
• Basalt Infusion: 40 ↘ 35
• Magical Heirloom: 45 ↘ 35
• Crown of the Wizard King: 40 ↘ 25
• Mimic Cloak: 40 ↗ 60
• Potion of Power Preservation: 45 ↘ 30
• Dragon’s Brew: 40 ↘ 35
• Potion of Swiftness: 20 ↘ 10
• Stalker’s Standard: 40 ↗ 70
• Flaming Standard: 25 ↗ 40
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3 Errata Implementation and Season Pack Fixes
Green text added. This is for rewordings that does not change the rules, but is pure grammatical changes or updates
to introduction text.
• Credits: Joaquín ’Joakker’ León added
Legends of the 9th Age would not have been released for some time yet without your timely resurfacing - Laurens
• Credits: updated
• Destroyed in Combat: removed
• Primary Objective - Spoils of War changed to Hold the Centre
• Magic Phase - Casting Chances corrected, not coloured due to layout not bothering
• Melee Chapter now in correct order
• Unit Spacing: clarification
• Pursue Moves: minor Unit Spacing clarification
• Combat Reforms: minor Unit Spacing clarification.
The removed rule is not shown, as there is not space for it and the new one.
• The mix of Table Edge and Battlefield Edge is streamlined to Battlefield Edge
• Battleline Hero: removed
• Recruiting Officer: removed
• Innovative Leader: removed
• Larger Base Sizes: added
• General: added
• Bodyguard (): rewording
• Beacon of Courage: clarification
• Magic Resistance: rewording
• Weapon Master: rewording
• Mimic Cloak: clarification according to errata
• Warding of Unity: Height typo corrected.
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