Rules
pre alpha version
Full version can be found here
http://www.the-ninth-age.com/news/
A collaboration between creators of
Swedish Comp System &
ETC Army Composition
SCORING AND VICTORY CONDITIONS
The 9th Age is an rules update for the 8th edition of warhammer fantasy battles, intended to be considered a new version of the game, the 9th version. It is written by a group of players, and thus not supported by GW. Feedback and suggestions are much welcomed, and should be given here:
http://warhammer.org.uk/phpBB/viewforum.php?f=98
To use this document, you need the 8th edition rulebook along with FAQs and erratas (we recommend using the ETC FAQ to complement the official faqs). Sections in FAQs corresponding to updated rules found here should be ignored.
In this document you will find both new and updated rules, replacing both the general rules as well as army specific rules. Before each chapter, a short description will tell you how to apply the chapter in relation to the 8th edition rulebook.
To make the transition easier for old players, we have colour coded the most relevant changes (from 8th edition) in blue.
Replace/add the following sections to General Principles chapter of the rulebook. Keep all sections in the rulebook not mentioned here.
The active player is the player whose turn it currently is.
The reactive player is the player whose turn it currently is not.
Whenever two (or more) abilities happen at the same time, the active player must declare the usage of his triggered ability before the reactive player. Once both players have declared the usage of abilities, the effects of the abilities resolve, starting active player.
For example, if both players have an ability that may be activated at the beginning of the magic phase, the player whose magic phase it is must choose if he is using his ability or not first. Then the reactive player can choose if he is using his ability or not. After this, the effects of both ability resolve, starting with the active player's abilities.
A model can trace line of sight to its target (point or unit) if you can extend a straight line from the front of its base directly to its target, without going out of the unit's front arc, and without being interrupted by blocking terrain or by the base of a model which has larger height than both the unit and its target. Models in back ranks always draw Line of Sight as if they were in the front rank, in the same file(s) they are in.
A unit is considered to have a Line of Sight to a target if one or more models in the unit has Line of Sight.
Models are divided into the following four heights:
A unit has 4 arcs: front, rear, and two flanks. Each arc is determined by extending a straight line from the corners of the unit's bases, in a 135° angle with the unit's front (for the front arc), rear (for the rear arc) or flanks (for the flank arcs), see figure 1. Units on round bases don't have arcs (they can draw Line of Sight from any point on their base in any direction).
In warhammer, 'models' are used to represent warriors fighting a battle. Everything on the same base is considered the same model (I.E. a dragon and its rider, or a cannon and its three crewmen are both considered a single model). Some models are comprised of more than one part, such as a knight and its horse or a warmachine and its crew. Whenever a rule, ability, spell (and so on) affects such models, all parts of the model are affected.
If the different parts of the same model can be hit separately (such as for a dragon and its rider), this is model is known as a multi-part-model. Unless noted otherwise, multi-part-models are treated as a single model.
All models are part of a unit. Units are either a group of models (arranged as described under 'forming a unit') or they are single models operating on their own. Whenever a rule, ability, spell (and so on) affects a 'unit', all models of the unit are affected.
Some spells or abilities can recover wounds lost earlier in the battle. The amount of wounds recovered are noted in the ability (Recover [X] Wounds). If a unit containing multiple models, each model must recover all lost wounds before another model can recover wounds. Characters inside units never recover wounds from an ability recovering wounds to his unit (characters only recovers wounds when they are the only target of the ability/spell). Recovering wounds can never bring dead models back, and cannot (unless noted otherwise) increase a model’s wound above his starting number (any access wounds are lost).
Some spells or abilities can raise wounds. Use the rules for Recover Wounds with the following exceptions. Raising wounds can bring dead models back. First recover all lost wounds on models in the unit (except characters), then bring models back in the following order, champion, standard bearer, musician, rank-and-file. Each raised model must be recovered to his starting wounds before another model can be raised. This cannot (unless noted otherwise) raise a unit’s number above its starting number (any access wounds are lost).
Summoned Units are units created during the game as a result of a Spell or an Ability. All models of a newly summoned unit must deployed within the range of the spell/ability, and at least 1" away from other units and impassable terrain. If the (whole) unit cannot be deployed, then no models can be deployed (you may still apply the lore attribute if applicable).
Once summoned, the newly created units operate as a normal unit on the caster's side. Unless noted otherwise, summoned units are not worth any victory points.
The following chapter completely replaces the Magic section (pages 28-37) in the rulebook.
Models (or in rare cases units) that can cast (non-bound) spells are referred to as wizards. All wizards have a wizard level to represent their mastery of the magical arts. A level 1 wizards is a novice while a level 4 wizard is an experienced master. A model's wizard level dictates his bonus for casting and dispelling (a level 1 wizard adds +1 to his casting rolls, a level 4 wizards adds +4 to his casting rolls etc) as well as the number of spells he knows. If a wizard loses wizard levels, his bonus to cast will be affected. Unless noted otherwise, his number of spells will not be affected. If his wizard level drops below 1, he will be a level 0 wizard. Level 0 wizards are still wizards in all regards (can still cast spells, can still channel, are still able to use arcane items etc).
Spells are abilities that can be cast during the magic phase. A wizard (usually) knows an amount of spells equal to his wizard level. These are randomized before the game using the rules given under spell generation. Most spells are parts of a lore of magic, described under Lores of Magic. Each of your wizards has to choose an available lore to generate spells from. This choice has to be written down in your army list.
All spells are defined by using the following 5 properties:
Name
This a the name of the spell. Use this to describe which spell you intend to cast.
Casting Value
This is the least required casting value you need to successfully cast the spell. Spells may have different casting values available - this shows that the spell can be cast at different levels. The higher casting value(s) are referred to as the 'boosted' version of the spell. Sometimes range and/or target restrictions are modified for the boosted version (giving the spell longer range for example), while other times the effect of the spell can change. The changes of the boosted spell are marked on each individual spell. Declare if you are trying to cast a boosted version (and which one if the spell has more than one) before rolling any dice. If no declaration is made, the lowest available casting value for the chosen target is assumed to be used.
Type
A spell's type describes how the spell's targets have to be chosen. A spell can have more than one type, if so, apply all targeting restriction at the same time (for example, if a spell has the types, Range 12”, Hex, and Direct, targets must be within 12”, be an enemy unit and be in the caster’s front arc).
Duration
A spell's duration determines how long the effects of the spell are applied.
Effect
The effect of a spell defines what happens (usually to the target of the spell) when the spell is successfully cast (and not dispelled).
SPELL TYPES
Augment
An Augment spell may only choose friendly units/models as targets.
Aura
Auras are area of effect spells. When casting an Aura spell all otherwise legal and possible targets (please note further target restrictions) within the spell’s casting range have to be chosen as targets of the aura spell (for example, a spell with types Aura, Augment and Range 12” always targets all friendly units within 12”).
Caster
Spells with the target restriction “Caster” target only the model casting the spell.
Caster’s Unit
Spells with the target restriction “Caster’s Unit ” only target the caster's own unit (or the caster himself if he is on his own).
Character only
Spells with the target restriction “Character only” may only choose character models as targets.
Damage
Spells with the target restriction “Damage” may only choose targets which are not engaged in close combat.
Direct
Spells with the target restriction “Direct” may only choose targets which are in the caster's front arc.
Focused
With a “Focused” spell only single models can be chosen as targets. This can be either be a unit which consists out of a single model or a single model inside a unit (including characters). If the target is a multi-part model, only one of the parts is targeted.
Hex
Spells with the target restriction “Hex” may only choose enemy units or models as targets.
Ground
Spells with the target restriction “Ground” don’t target units or models. The spells target is a point on the battlefield chosen by the casting player.
Line Template
To resolve a “Line Template” spell draw a straight line from the centre of the front of the caster's base to the target. All models under this line are affected by the spell. Note that this line is a template and thus Look Out Sir! may be used against damage effects.
Missile
Spells with the target restriction “Missile” may only choose targets in the caster's Line of Sight. A Missile spell cannot be cast if the caster (or his unit) is engaged in close combat though.
Range X”
Spells usually have a maximum range indicated with “Range X”“. Only targets within the given distance can be chosen.
Vortex (Range Y”)
To resolve a “Vortex” spell, use the following procedure:
Nominate a target as normal when casting the spell (usually a point on the ground for a Vortex). If the spell is not dispelled, place a template (of a size specified in the spell’s effect) in base contact with the caster with the centre of the template within the casters front arc. The caster then rolls an artillery dice:
All models under the path of the template (from starting to finishing position) are affected by the spell. Once reached its final position the template is removed from play and the spell ends automatically.
[Unit type] only
There are many different versions of this target restriction, such as 'infantry only', 'monstrous cavalry only' etc. - only units of the stated unit type can be chosen as targets.
SPELL DURATION
A spell's duration specifies how long the effects of the spell are applied. A spells duration can either be “Instant”, “Temporary”, “Permanent” or “Remains in Play (RiP)” as described below:
Instant
If a spell is marked as “Instant” the effect of the spell has no lasting duration - effects are applied once, afterwards the spell ends automatically.
Temporary
If a spell is marked as “Temporary” the effect of the spell lasts until the start of the caster's next magic phase. If an affected unit is divided into several units (most common example being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects.
Permanent
If a spell is marked as “Permanent” the effect of the spell lasts until the end of the game or until a designated ending condition (as detailed in the spell's effect) is met. Permanent spells can never be removed by any other means than the way described in the spell. If an affected unit is divided into several units (most common example being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects.
Remains in Play (RiP)
If a spell is marked as “Remains in Play” the effect of the spell remains in play (abbreviation: 'RiP') until the spell is dispelled or the caster is slain. If an affected unit is divided into several units (most common example being a character leaving his unit), each of the units formed this way keeps being affected by the spell's effects. A player can dispel RiP spells during the magic phase, at a time defined by the magic phase sequence. A caster can automatically dispel his own active RiP spells without using any magic dice, while an opposing caster must make a dispel attempt. To successfully dispel an opposing Remains in Play spell, the dispel attempt must be equal to or greater than the lowest required casting value of the spell (ignoring casting values of boosted versions). Until the Remains in Play spell has ended, the spell cannot be cast again by the same caster. If the caster of the spell is slain, the spell’s effects are automatically dispelled at the first possible moment the spell could normally have been dispelled (see magic phase sequence).
Each magic phase is divided into the following sub-phases. Apply the list chronologically from 1-8.
If required: The active player announces which version of the spell (boosted or regular) he is attempting to cast and which part of a multi part model he is targeting
In the magic phase, spells are cast and dispelled by using magic dice. The active player has power dice, the reactive player dispel dice. Both power and dispel dice are referred to as magic dice. These dice are kept in a pool of dice, from which a number of dice can be used to either cast or dispel spells, as described below.
No more than 12 magic dice can ever be used by a single player during a single magic phase.
WINDS OF MAGIC
For example, if a Wind of Magic roll is 2 and 5, the power dice pool will contain out of 7 dice (2+5), the dispel dice pool will contain out of 5 dice. The maximum number of additional dice generated by magic items/abilities or channeling on top if these dice is 3 (5/2 = 2.5, which is rounded up to 3).
CHANNELLING
All wizards have channelling. Some non-wizard units have channeling, if so, this is clearly marked under their special rules. Roll a D6 for each unit with channelling, add one magic dice to your power of dispel dice pool for each 6+ rolled this way. Note that the maximum amount of additional dice this way is limited (as described above).
The active player may attempt to cast spells during the magic phase, with one or more of his wizards or units with bound spells.
Each of your wizards (or units with bound spells) may attempt to cast each of his spell up to one time per magic phase. If a spell is cast, the reactive player may make a single dispel attempt to nullify the spell that was just cast. If no successful dispel attempt was made or the reactive player did not want to dispel the spell, the spell’s effects are applied first, afterwards the lore attribute is resolved.
The following procedure has to be followed, if a casting attempts is made:
When rolling casting or dispelling rolls, an unmodified total sum of 1 or 2 on the magic dice is always a failed casting or dispelling attempt, regardless of any applicable modifiers.
If a casting or dispelling roll is not successful, the wizard (and all aiding wizards) suffers from lost focus. A wizard which suffers from lost focus cannot add any casting bonus (such as wizard level, Overwhelming Power, Magic Items and so on) to further casting or dispelling attempts this phase.
When casting a spell and two (or more) magic dice result in (unmodified) '6', the casting attempt is made with overwhelming power. When a casting roll results in an overwhelming power, immediately add D3+PDU to the total casting roll, where PDU is the number of Power Dice used to cast the spell.
If a casting roll is made with overwhelming power (and the spell was not dispelled), the casting wizard also suffers a miscast (after spell effects and lore attribute have resolved).
Roll 2D6 and apply the table below. Apply the result in this table according to the number of Power Dice used (PDU) for the casting roll resulting in a miscast.
2-4
Centre the 5" template over the caster. Each model touched by the template takes a hit with strength equal to PDU+2 (no armour saves allowed). The caster may neither use Look out Sir! nor saves of any kind.
If 4 or 5 power dice were used, the caster is removed from the game (no saves of any kind allowed).
If 3 or less power dice were used, remove PDU power dice from the power pool.
5-6
Centre the 3" template over the caster. Each model touched by the template takes a hit with strength equal to PDU+2 (no armour saves allowed). The caster may neither use Look out Sir! nor saves of any kind .
Remove PDU power dice from the power pool
7
The caster's unit suffers PDU hits with strength equal to PDU+2 - the hits are distributed like shooting. The caster itself cannot receive more than 1 hit. The caster cannot use saves of any kind against a wound caused by this miscast. Remove PDU power dice from the power pool
8-9
The caster and each friendly model or unit that can channel takes a hit with strength equal to PDU+2, with no saves (of any kind) allowed.
Remove PDU dice from the power pool.
10-12
The caster's Wizard level is reduced by PDU-2, he loses one spell for each level lost (starting with the miscast spell, randomizing the rest).
Remove PDU power dice from the power pool
When a wizard dispels a spell, other wizards characters in the same army can aid the dispel attempt. For each other wizard in the army, the dispelling Wizard increases his wizard level by +1, up to a maximum of wizard level 4.
Lore attributes are special spells that cannot be cast independently. Instead, they are always cast automatically (provided there are legal targets) each time another spell from the same lore has been cast and this spell’s effect has been resolved. Lore attributes do not have a casting value, instead the casting value is replaced with 'attribute' to mark that the spell in question is the lore attribute.
Some spells are defined as bound spells. Bound spells can be cast by models or units which are not wizards. Possessing a bound spell does not make a model a wizard.
Casting a bound spell follows the same rules as casting a regular spell with the exception that no casting modifiers can ever be added to the casting roll (like wizard levels) and that the caster of a bound spell never suffers from lost focus.
To successfully cast a bound spell, the casting roll must be equal to or higher than the spell's power level. The power level is essentially the spells casting value - if a spell has both, a power level and a regular casting value, the power level takes precedence.
Bound spells can never be used to cast boosted versions of spells.
If an Overwhelming Power is rolled when casting a bound spell, do not apply the normal miscast table. If the bound spell was contained in a magic item the spell is lost. If the bound spell was not contained in a magic item (and is therefore an innate bound spell) the spell is only lost if 4 or more dice were used to cast this spell.
All moves made during the magic phase is a magical move. The move is perform as if in the remaining moves sub-phase, including performing any actions the unit would normally be able to do in the remaining moves sub-phase (such as wheeling, reforming, joining units, leaving units and so on). Magical movement always has a given limit (for example, 'target may make a 10" move'), this distance can always be moved even if the target has less Movement than the given distance and no marching is required (you are free to move shorter than the given distance, but always counts as moving even if moving 0”). If the unit cannot move for some reason (such as locked in combat), it may not move. If the unit performs an action that makes it unable to move further (such as reforming), the unit may not move further. All dangerous terrain tests taken during magical movement are automatically passed.
Replace/add the following sections to the Shooting chapter of the rulebook. Keep all sections in the rulebook not mentioned here.
Cover is a to hit modifier for shooting applied to the shooting model. It is determined individually for each model in a unit that is shooting. There are two types of cover: Soft Cover and Hard Cover. In both cases, cover is worked out using the Line of Sight of the shooting model. Draw Line of Sight from a chosen point on front of the shooting model's base (for cover purposes, this can be drawn outside front arc). If this line is interrupted by models or terrain, the shooting model suffers to hit penalties depending on what types of models/terrain the Line of Sight is interrupted by. Models always ignores their own unit for cover purposes.
TARGET BEHIND SOFT COVER
A model suffering Soft Cover receives a -1 to hit shooting penalty. Soft Cover applies when half or more of target's footprint is obscured by one or more of the following:
When shooting with or at models of Medium or Large height, ignore models of size category two or less for the purpose of Soft Cover.
TARGET BEHIND HARD COVER
A model suffering Hard Cover receives a -1 to hit shooting penalty. A model suffering Hard Cover always also suffer from Soft Cover, and thus receives a total of -2 to hit penalty in total. Hard Cover applies if half or more of target's footprint is obscured by one or more of the following:
Replace/add the following sections to the Special Rules chapter of the rulebook. Keep all sections in the rulebook not mentioned here. Special rules from armybooks mentioned here (such as marks of chaos and bloodgreed) replace the rules given in the relevant armybooks.
Killing Blow
If a model with the Killing Blow special rule (or an attack with this Special Rule) rolls an unmodified '6' to wound with an attack, this attack ignores armour save. Furthermore, if the target is Infantry, Cavalry or War Beast, the attack has the Multiple Wounds (D3) special rule. Unless otherwise specified, a model with the Killing Blow special rule only applies it to its close combat attacks.
Heroic Killing Blow
This special rule works exactly as Killing Blow with the exception that an unmodified '6' to wound with an attack provides the attack the Multiple Wounds (10) special rule (regardless of the target’s troop type).
Lightning Attack
Units with the Fly Special Rule who suffer one or more Lightning Attack hits during a single phase suffer additional D6 Strength 4 hits at the end of that phase.
Metalshifting
Models with Metalshifting (or an attack with this Special Rule) do not roll to wound as normal. Instead, they always wound on a value equal to or greater than the target’s armor save. An unmodified '6' always wounds and an unmodified ‘1’ always fails to wound. No armor saves can be taken against Metalshifting wounds. Furthermore, Metalshifting attacks are Flaming Attacks
Toxic
Models with Toxic (or an attack with this Special Rule) do not roll to wound as normal. Instead, they always wound on a value greater than the target’s toughness. An unmodified '6' always wounds and an unmodified ‘1’ always fails to wound. No armor saves can be taken against Toxic wounds. When wounding with a Toxic attack against models with Mark of Nurgle or Clan Pestilens, a -1 To Wound is applied.
Fireborn
Models with this Special Rule have a 2+ Ward Save against Flaming Attacks.
Magical Attack
Models with Magical Attacks (or an attack with this Special Rule) don’t normally have any special effect. However they interact with other rules (such as Ethereal). Models with this Special Rule make Magical Stomps, Impact Hits and Breath Attacks, unless otherwise stated. All Spells, Miscast hits and Magic Items cause Magical Attacks.
Strider
Models with this Special Rule may ignore any movement effect caused by terrain (except Impassable Terrain and Buildings) and never lose their Steadfast or Rank Bonus due to terrain. Sometimes this Special Rule is only linked to a specific terrain, stated in brackets. When this is the case, the strider rule effect is only applied in relation to the specified terrain type
Bloodgreed
Models with this Special Rule winning a combat round immediately receive the Frenzy Special Rule. If the model was already Frenzied, it gains +1A instead each time it wins a combat round. This extra attacks are lost if the model losses Frenzy.
Wizard Conclave
A unit with the wizard conclave special rule is considered a single wizard in all regards with the following exceptions. Before casting a spell, nominate one model in the front rank to measure range and line of sight from. They have +1 to cast for each 5 models above their minimum starting unit size, up to a maximum of +4 (including bonus from their wizard level). When casting a spell with Overwhelming Power follow all the normal rules but don't apply the normal miscast table, instead the unit suffers one hit for each model in the unit with a strength equal to the number of power dice used to cast the spell. Additionally, if 4 or 5 Power Dice were used, the unit cannot cast the spell again for the rest of the game. Wizard Conclave units cannot use the Aided Dispel rule (neither when they dispel nor when other wizard dispels).
Fast Cavalry
Models with Fast Cavalry special rule always also have the Light Troops and Vanguard special rule.
If a unit consisting of only models with Fast Cavalry special rule voluntarily declares charge reaction Flee (i.e. not when automatically fleeing or as a result of a failed Terror test), and then subsequently rallies in the following player turn, the unit is free to move (not charge) and shoot (counts as moving).
Skirmishers
Models with Skirmisher special rule always also have the Light Troops special rule.
Skirmishing units are not placed in base to base contact with each other. Instead, models are placed with a ½” distance between them. Other than this empty space between models, follow the normal rules for forming units (they still have front, flanks, rear etc).
Shooting at units with the skirmishing special rule suffers a -1 to hit penalty.
If a skirmishing unit declares a charge, or a charge reaction other than flee, they immediately contract their loose formation into a normal formation (without the ½” distance between models). When doing this, the model closest to the charged or charging unit must not change position.
Only non-mounted characters can join units with the skirmish special rule. When doing so, the character gains the skirmish special rule for as long as he is with the unit.
Light Troops
Unit composed entirely of models with the Light Troop special rule are allowed to make any number of reforms during their movement on the remaining moves sub-phase and still move or march. No model may move more than their movement allowance (or twice that much if marching), measured from their starting position to their final position, around any obstructions (including the 1”). If the model did any action during the movement (such as releasing fanatics or attacking an enemy), then the distance moved is counted from their starting position to the place in which they performed an action to their final position. Models with Light Troop special rule can shoot with missile weapons even if they have march or reformed in the same turn (still counts as moving). Light Troops always counts as having zero ranks.
Mark of Chaos
There are different Marks of Chaos, each one with a different effect, explained below. Which mark has each model will be stated in brackets. Models with a Mark of Chaos other than Undivided cannot join units with one or more models with a Mark of Chaos other than the same as themselves or Undivided. Models who choose a Mark of Chaos as an option must specify which mark they have on the army list.
Ambush
A unit with the Ambush special rule may elect not to be deployed normally. After all units have been deployed, any units with Ambush that was not deployed are said to be ambushing. Starting from turn 2, roll a dice at the start of your remaining moves sub-phase for each ambushing unit. If 3+, the ambushing unit enter the battlefield from any table edge, using the rules for reinforcements. If an ambushing unit does not roll 3+ to enter the board before the game ends, the unit counts as dead.
Scout
A unit with the Scout special rule may elect not to be deployed normally. After all units have been deployed, any units with Scout that was not deployed are said to be scouting. Scouting units are set-up after all non-scouting units have been deployed. They can either be deployed in your deployment zone using the normal rules, or they can be deployed outside the deployment zone, but must be more than 12” away from any enemy units. Scouting units deployed outside their deployment zone may not declare chagres in the first player turn. If both players have scouting units, alternate deploying units (roll off for who goes first)
Replace/add the following sections to the Weapons chapter of the rulebook. Keep all sections in the rulebook not mentioned here. 
        - Note from authors: Some models might lose/gain access to certain of the reworked weapons
Weapons listed in this section are used in Close Combat and can confer various benefits and penalties. The rules for this weapons only apply to the attacks made with the weapon (they don’t apply to Stomps, Breath Weapons, or other special attacks). When a model has more than one combat weapon available, it must chose which one to use at the start of each combat, and must continue using the same weapon for the duration of the combat. All the rank and file models in a unit must chose the same Combat Weapon.
Hand Weapon. All models are armed with a Hand Weapon, even if their profile doesn’t state so. Hand Weapons cannot be lost, destroyed, or nullified in any way. Hand weapons don’t confer any benefit normally, but can be used alongside a Shield to get a Parry Save. A Parry Save is a 5+ Ward Save that can only be used in close combat. Parry saves cannot be taken against attacks from the flank, rear, Impact Hits, Stomps or Breath Weapons. Models with the Frenzy Special Rule cannot benefit from Parry Saves. If a model has any weapon other than a Hand Weapon, it cannot chose to use the Hand Weapon (unless specifically stated).
Flail. Requires Two Hands. +2 Strength for the first round of combat. Morning Stars are considered Flails.
Great Weapon. Requires Two Hands. Always Strikes Last. +2 Strength
Halberd. Requires Two Hands. +1 Strength.
Additional Hand Weapon/Two Hand Weapons. Requires Two Hands. +1 Attack. Mounted models cannot use Additional Hand Weapons.
Lance. +2 Strength when charging. Models with Light Troops special rule only receive +1 Strength when charging. Unmounted models cannot use Lances.
Spear. Fight in Extra Ranks. Killing Blow against Cavalry, Monstrous Cavalry and Chariots engaged in the front. Spears wielded by mounted models uses the rules for Lances.
Weapons listed in this section are used in the Shooting Phase. Each model can normally only use one Ranged Weapon per phase even if it has several, and the all the rank and file models in a unit must use the same Ranged Weapon. Each ranged weapon has a maximum range, a Strength value, and can have one or more Special Rules. Special Rules listed on a Ranged Weapon only apply to the shooting attacks made with that weapon.
Short Bow. Range 18”. Volley fire. Strength 3
Bow. Range 24”. Volley fire. Strength 3
Long Bow. Range 30”. Volley fire. Strength 3
Crossbow. Range 30”. Move or Fire. Strength 4
Handgun. Range 24”. Move or Fire. Armour Piercing. Strength 4
Pistol. Range 12”. Quick to Fire. Armour Piercing. Strength 4. Counts as additional hand weapon in close combat.
Brace of Pistols. Range 12”. Quick to Fire. Armour Piercing. Multiple Shots (2). Strength 4. Counts as additional hand weapon in close combat.
Sling. Range 18”. Multiple Shots (2). Strength 3
Javelin. Range 12”. Quick to Fire. Strength as user
Throwing Weapon. Range 6”. Quick to Fire. Strength as user
Throwing Axes. Range 6”. Quick to Fire. Strength as user + 1
Replace/add the following sections to the Terrain chapter of the rulebook. Keep all sections in the rulebook not mentioned here.
BLOCKING TERRAIN
Line of Sight cannot be drawn through blocking terrain. Some blocking terrain allows models to move in or on them (such as hills), Line of Sight can be drawn into or out of (but never through) such terrain pieces.
If blocking terrain obscures a target, it is considered within hard terrain.
SOFT TERRAIN
Shooting models drawing line of sight through Soft Terrain suffers from Soft Cover to hit penalties if half or more of target's footprint is obscured, see shooting section.
HARD TERRAIN
Shooting models drawing line of sight through Hard Terrain suffers from Hard Cover (and Soft Cover) to hit penalties if half or more of target's footprint is obscured, see shooting section.
Line of Sight: Impassable terrains are blocking terrain.
Cover: Impassable terrain are hard terrain.
Movement: Models cannot move into or through impassable terrain. Unless making a charge move, models can not move within 1" of impassable terrain. If a charge move has brought a model within 1" of impassable terrain, the model (and his unit) is allowed to stay within 1" until they move outside 1".
Line of Sight: Hills are blocking terrain.
Cover: If shooting at a target that is obscured by a hill, the hill is considered soft terrain for model obscured from the shooter if any part of the target (or his unit) is on the hill, and hard terrain if no part of the target (or his unit) is on the hill.
Elevated position: Models with more than half of its base on a hill are considered large height.
Charging downhill: Models initiating a charge move with half or more of its footprint on a hill and ending the charge move with half or more of its footprint no longer on the hill receive a +1 combat resolution bonus during the same player turn.
Cover: Forests are soft terrain.
Movement: Forests are Dangerous Terrain for Cavalry, Monstrous Cavalry, Chariots and units using the Fly Special Rule
Steadfast: Units with majority of their footprint in a forest can never be steadfast unless they are stubborn, skirmishers or lone infantry characters. Skirmishers and lone infantry characters with majority of their footprint in a forest are stubborn.
Line of Sight: Buildings are blocking terrain.
Cover: Buildings are hard terrain.
Entering a building: Units comprised entirely of Infantry, Monstrous Infantry, Warbeasts, Monstrous Beasts and Swarms may enter an empty building by getting into base contact with it in the Remaining Moves sub-phase. All the unit enters the building and no model in the unit may move more than three times its M attribute while doing so (measure from the model’s starting position to the closest point of the building).
Leaving a building: Units in a building may abandon it in the Remaining Moves sub-phase, but cannot do so in the same turn it enters the building. The unit is deployed with its back rank touching the building and all models within twice their M attribute from the building. The unit may not move anymore in this phase.
Shooting from a building: Units shooting from a building count as Large Targets. No more than 15 models (5 in the case of Monstrous models) may shoot from a building.
Rest of movements: For any unit which is not entering, leaving, or assaulting a building, buildings are treated exactly as impassable terrain.
Assaulting a building: Declaring and resolving charges against a unit in a building, is done in the same way as against a Warmachine, including that the charged unit cannot Flee! as a charge reaction. Mounts (of any kind) may not fight in the ensuing combat, and any fighting model will not benefit from Impact Hits, mounted or barding armour saves, Lances or Spears. Up to 10 models can fight from each side (Monstrous models count as 3, and Monsters count as 6), which are selected at the start of the combat round, first by the assaulting player and then by the defending. Each model can allocate its attacks to any enemy model in the fray (to whom it will count as in base contact), provided that no more than 5 models allocate their attacks against a single enemy model. After the combat ends, calculate Combat Resolution as usual, except that the unit in the building counts as having no ranks for Combat Resolution or Steadfast purposes, and Banners (both Standards and Army Banners) only count if the model was part of the initial fighting party chosen. After the combat is resolved, there can be several situations
Cover: Fields are Soft Terrain for any unit with majority of their footprint inside, except Large Targets.
Movement: Fields are Dangerous Terrain for Cavalry, Monstrous Cavalry, Chariots and units using the Fly Special Rule
Easy to blaze: Any unit with majority of its footprint in a Field counts as Flammable
Cover: Ruins are Hard Terrain for any unit with majority of their footprint inside, except Large Targets.
Movement: Ruins are Dangerous Terrain for any unit except skirmishers. Cavalry, Monstrous Cavalry and Chariots fail Dangerous Terrain tests in Ruins with a 1 or a 2.
Cover: None
Movement: Units may not march in, through, or out of Water terrain.
Disordered for combat: Units inside a Water feature (even if only partially) may never be Steadfast (unless stubborn) nor claim any Rank bonus.
Cover: A Wall is Hard Cover for any model which has the majority of its front of base defending the wall. If the shooter is in the flank or rear, use the corresponding file or the last rank as the first rank instead.
Movement: A Wall is Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots.
Combat: Models defending a wall (see below) are hit at -1 in Close Combat by units charging them in the same facing that the wall is, for the first round of combat of the charging unit.
Defending a Wall: In order to defend a wall, a model must be aligned and in base contact with it.
Replace the section Victory Conditions under Fighting a Warhammer Battle (including subsections).
Notwithstanding Scenarios (note from Authors, scenarios will be released in later version of the 9th age), at the end of each game add up your Victory Points (VP) according to the rules below:
The following chapter completely replaces the Choosing Your Army section (pages 132-135) in the rulebook.
When composing your army, some rules must be followed to ensure that the result is a coherent force. Armies can be taken from any Warhammer: Armies book and from the Legion of Azgorh Army List from the Thamurkan Book by Forgeworld, with the modifications that appear on the Army section at the end of this document.
Army list entries are divided into the following categories:
Aside from this, there are other requirements that you must pay attention to when building your army
-Note from authors, 450 points limit will be removed once all armies have been updated
In this section all magic lores, both the 8 common lores known as 'battle magic' and the race specific lores are updated. These rules replace pages 164-171 in the rulebook, as well as all lores rules in army books.
Each lore consists of 7-9 separate spells. One of these spells is the lore Attribute, marked with ‘attribute’ under casting value. The other spells are numbered 0-6. Spell 0 is the signature spell (wizards can always choose to swap one spell for this spell when randomizing spells, and more than one wizard can know this spell). Some spells have more than one casting value. The higher casting value(s) is the 'boosted' version of the spell. Sometimes range and/or limits are increased for the boosted version (giving the spell longer range for example), while other times the spell’s effect can change. Which parts of the spell (target restrictions, type, effects etc) changes when cast as boosted version and which parts stay the same is marked by using colour coding, red text are applied to the non-boosted version, blue (bold) text is applied to boosted version and black text are applied to both versions. In same rare cases a second boosted version is available, this is marked with brown text.
-Note from authors, the 8 Battle Lores found in the rulebook have been updated, as well as the Lore of Plague, Ruin, Wild, Maw, Hashut. The rest of the Lores have suffered only minor modification to streamline their effects, signatures, and keywords to the 9th edition standard.
| Name | Casting value | Type | Duration | Effect | 
| The Beast Within | Attribute | Range 18” Focused, Augment | Temporary | Target has +1 Strength or +1 Attack. (choose which when the the attribute is cast) | 
| 0: Wyssan’s Wildform | 10+ 13+ | Range 12” Range 24” Augment | Temporary | Target has +1 Strength and +1 Toughness. | 
| 1: The Flock of Doom | 7+ 9+ | Range 24” Range 48” Hex, Missile, Damage | Instant | Target suffers 2D6 Strength 3 hits. | 
| 2: Inner Rage | 5+ 10+ | Caster’s unit Range 12” | Temporary | Target has Frenzy. | 
| 3: The Amber Spear | 9+ 15+ | Range 24” Hex, Missile, Damage | Instant | Target suffers 1 strength 6/10 hit with multiple wound (D3/D6), no armour saves allowed. Penetrates ranks like bolt throwers. | 
| 4: The Wolf Hunts | 9+ 12+ | Range 18” Range 36” Augment | Permanent | Target has +1 Movement and Swiftstride. | 
| 5: The Curse of Anraheir | 10+ 13+ | Range 36” Range 72” Hex | Temporary | Target has -1 to hit (shooting and close combat), and treat all terrain (including open ground) as dangerous terrain, and fails dangerous terrain tests on 1 and 2. | 
| 6: Transformation of Kadon | 12+ 15+ | Caster Range 12” Augment, Focused, Hex | Temporary | Target get one of following effects (choose one when spell is cast): Aspect of Hydra: +2 Attack and Regeneration Aspect of Chimera: +3 Strength, 4+ Scaly Skin Aspect of Manticore: +4 Initiative, Killing Blow Aspect of Dragon: +3 Weapon Skill, Strength 4 Flaming Breath Weapon | 
| Name | Casting value | Type | Duration | Effect | 
| Life Drain | Attribute | Range 12” Hex | Instant | Target suffers 1 wound with no armour save allowed. If a wound is dealt, the caster recovers 1 wound. | 
| 0: Touch of the Reaper | 9+ | Range 18” Focused, Hex | Instant/ Temporary | Target suffers 1 wound with no armour save allowed. If a wound is dealt, target suffers -1 to Leadership and Movement. | 
| 1: The Caress of Laniph | 7+ 10+ | Range 12+ Range 24” focused, Hex, Direct, Damage | Instant | Target suffers a number of hits equal to 2D6 - target’s Strength. These hits wound on 4+ with no armour saves allowed. | 
| 2: Spirit Leech | 8+ 11+ | Range 12” Range 24” focused,Hex, Direct, Damage | Instant | Both caster and target roll 1D6 and add their current Ld. If the caster’s total is higher, the target suffers a number of wounds with no armour save equal to the difference between their respective total. | 
| 3: Soulblight | 7+ 11+ | Range 24” Hex | Temporary | Target has -1 Strength (and -1 Toughness). | 
| 4: Doom and Darkness | 10+ 13+ | Range 24” Hex | Remains in Play | Target has -2/-3 Leadership. | 
| 5: The Dreadknight | 11+ 15+ | Range 18” Augment | Temporary | Target has Killing Blow/Heroic Killing Blow and is Immune to Psychology. | 
| 6: Purple sun of Xereus | 15+ | Vortex (3”) Ground, Direct | Instant | 1” template. Models touched by the template must pass an Initiative-test (where rolls of 1 and 2 always counts as successful tests, except for models that auto-fail Initiative tests) or suffer a wound with Multiple Wounds (10) special rule. No Armour or Regeneration saves are allowed. | 
| Name | Casting value | Type | Duration | Effect | 
| Raging Fire | Attribute | Range 24” Hex, Direct, Damage | Instant | Target suffers D3 strength 4 flaming hits. | 
| 0: Fireball | 5+ 10+ 15+ | Range 24” Range 36” Range 48” Hex, Missile, Damage | Instant | Target suffers 1D6/2D6/3D6 strength 4 flaming hits. | 
| 1: Cascading Fire | 8+ 11+ | Range 18” Range 36” Hex | Remains in play | At the End of each magic phase, target suffers D6 strength 4 Flaming hits. | 
| 2: Flaming Sword | 8+ 14+ | Range 24” Range 12” aura Augment | Temporary | Target’s close combat and shooting attacks has +1 to wound, Magical Attacks and Flaming Attacks. | 
| 3: Burning Head | 10+ 13+ | Range 18” Range 36” Ground, Direct, Line template | Instant | Each model under template suffers 1 Strength 4 Flaming hit. Enemy units touched by the template must take a panic test as if they lost 25% of the unit. | 
| 4: Piercing Bolts of Burning | 10+ 13+ | Range 24” Range 48” Hex, Direct, Damage | Instant | Target suffers 1/1D3 strength 4 flaming hits for each rank or each file (caster's choice) in target unit. | 
| 5: Fulminating Flame Cage | 11+ 14+ | Range 24” Range 48” Hex | Remains in play | Target suffers D6 strength 4 flaming hits. At the end of the combat and movement phase, if any model in the unit has moved in any way, each model in the unit suffers a S4 flaming hit. | 
| 6: Smouldering Ember | 12+ 15+ | Range 24” Range 48” Augment | Temporary | Target has +1 Toughness, 5+ ward save and the Fireborn special rule. | 
| Name | Casting value | Type | Duration | Effect | 
| Second Sign of Amul | Attribute | Special | Special | Active player is allowed to reroll a single dice this magic phase, either a Power dice, a dice for number of hits or a to wound roll. | 
| 0: Iceshard Blizzard | 7+ 10+ | Range 24” Range 48” Hex | Temporary | Target has a -1 to hit penalty and -1 Leadership. Shooting attacks that do not use Ballistic skill must roll 4+ on a D6 before shooting, or the shot(s) is lost. | 
| 1: Wind Blast | 7+ | Range 18” Hex | Temporary | Target unit cannot march, and roll one less D6 than normal for charge range. | 
| 2: Urannon’s Thunderbold | 9+ 12+ | Range 24” Range 48” Hex, Missile, Damage | Instant | Target suffers 1D6 strength 6 lightning hits. | 
| 3: Harmonic Convergence | 11+ 14+ | Range 24” Range 48” Augment | Temporary | Target may re-roll failed to-hit, to-wound OR armour saves. Declare which when casting the spell. | 
| 4: Curse of the Midnight Wind | 11+ 14+ | Range 24” Range 48” Hex | Temporary | Target must re-roll successful to-hit, to-wound OR armour saves. Declare which when casting the spell. | 
| 5: Chain Lightning | 14+ | Range 24” Hex, Direct, Damage | Instant | Roll a dice, on 3+ choose an additional target within 6” of the target. No unit can be targeted twice. Continue to roll this until you roll a 1 or 2. Always choose new targets within 6” from the previous target. Each target suffers 1D6 strength 6 lightning hits. | 
| 6: Comet of Cassandora | 14+ 17+ | Ground | Permanent | Put a counter anywhere on the table. At the end of each subsequent magic phase, roll a dice, if 1-3 is rolled add another counter to the same spot. If 4-6 is rolled the comet arrives. The caster can choose when the comet arrives by secretly writing down in which player turn the comet will arrive (cannot be the current player turn). At the end of the magic phase in the given player turn the comment arrives. Put an additional counter on the spot at the end of each magic phase in which the comet does not arrive. Once the comet arrives, all units within (2D6+X)” suffer 2D6 strength (4+X) hits. Where X is equal to the number of counters. Then remove all counters, the spell has ended. | 
| Name | Casting value | Type | Duration | Effect | 
| Lifebloom | Attribute | Range 12” Focused, Augment | Instant | Target recovers 1 wound. | 
| 0: Earth Blood | 8+ 12+ | Caster’s unit Range 12” Augment | Temporary | Target has Regeneration (5+). | 
| 1: Master of Stone | 7+ 12+ | Range 18” Hex, Direct, Damage | Instant | Range and line of sight for this spell can be measured from the caster or any Impassable terrain or Hill on the table. Target suffers 1D6/2D6 strength 4 hits. | 
| 2: Throne of Vines | 8+ | Caster | Remains in Play | If the caster miscast spells other than Throne of Vines, he counts as rolling one power dice less than he actually did. If Throne of Vines is in play when the following spells are cast by the caster, replace the following: Earth Blood: ’Regeneration (5+)’ with ’Regeneration (4+)’. Master of Stone: ’Strength 4’ with ’Strength 5’. Flesh to Stone: ’+2 Toughness’ with ’+4 Toughness’. Regrowth: ’D3+1 wounds’ with ’D6+1 wounds’ | 
| 3: Flesh to Stone | 12+ | Range 24” Augment | Temporary | Target has +2 toughness. | 
| 4: Regrowth | 13+ 18+ | Range 24” Range 48” Augment | Remains in Play | Raise D3+1 wounds in target unit at the end of each of caster’s magic phases. Units of height 3 or more halve the number of Raised wounds (rounding fractions up). | 
| 5: Spirits of the Wood | 10+ 14+ | Range 12” Augment, Hex | Temporary | Range and line of sight for this spell can be measured from the caster or any Forest on the table. All models in target unit is considered to be within a Forest. | 
| 6: The Dwellers Below | 16+ 19+ | Range 12” Range 24” Hex, Direct, Damage | Instant | Each model in target unit must pass a strength test (in an order chosen by the owner of the unit). Ignore the first failed test. Each model that fails its test is removed as a casualty, no saves (of any kind) allowed. | 
| Name | Casting value | Type | Duration | Effect | 
| Guardian Light | Attribute | Range 24" Augment | Temporary | For each wizard with spells from Lore of Light within 12”, you may choose an additional target for this spell. Each target gains +1 Ld (to maximum of 10). No more than +2 Ld bonus can be stacked from Guardian Light | 
| 0: Shem’s Burning Gaze | 5+ 15+ | Range 24” Range 48” | Instant | Target suffers 1D6 strength 4/6 Flaming hits. Against Undead or Daemonic units, target suffers an additional D6 strength 4/6 Flaming hits. | 
| 1: Pha’s Protection | 7+ 11+ | Range 24” Range 12” Aura, Augment | Temporary | Enemies suffers -1 to hit penalty against the target. If shooting attacks that do not roll to hit target the unit, on 4+ the shot is lost. | 
| 2: Battle Tactics | 8+ | Range 24” Augment | Instant/ Temporary | Target instantly Reforms or Combat Reforms. Target has +2 bonus to Combat Resolution. | 
| 3: The Speed of Light | 9+ 13+ | Range 24” Range 12” aura Augment | Temporary | Target has Weapon Skill 10 and Initiative 10. | 
| 4: Net of Amyntok | 10+ 13+ | Range 24” Range 48” Hex | Temporary | Roll dice at start of each phase, on 5+ the target cannot perform the following actions: Movement phase: Declare charges, March, Reform Magic phase: Cast spells Shooting phase: Shoot Combat phase: Pursue, Overrun, If breaking from combat always rolls 1+1 on flee distance. | 
| 5: Birona’s Timewarp | 12+ 16+ | Range 12” Aura, Augment | Temporary | Target has +1 Attacks, Always Strike First and doubles its Movement (to a maximum of 10). | 
| 6: Banishment | 11+ 14+ | Range 24” Hex, Missile, Damage | Instant | Target suffers 2D6 strength 4 hits. For each wizard with spells from Lore of Light within 12”, add +1 to-wound/Strength. Successful ward saves must be re-rolled. Against Undead or Daemonic units, target suffers an additional D6 hits with the same rules. | 
| Name | Casting value | Type | Duration | Effect | 
| Commandment of Iron | Attribute | Range 12” Augment | Temporary | Target has +1 armour save. | 
| 0: Searing Doom | 10+ 18+ | Range 24” Hex, Missile, Damage | Instant | Target suffers 1D6/2D6 Metalshiftning hits. | 
| 1: Bane of Forged Steel | 8+ 11+ | Range 24” Range 48” Hex | Temporary | Models in target unit cannot receive strength bonus from mundane close combat weapons (weapons that are not magic weapons). Mundane shooting weapons worn by target unit have -1 strength. | 
| 2: Enchanted Blades | 8+ 11+ | Range 18” Range 36” Augment | Temporary | Target has +1 to hit modifier with all of its attacks. All target’s attacks (including ranged) gain Magical Attacks and Armour Piercing. Any attack which already had Armour Piercing imposes a further -1 penalty on Armour Saves on any wound inflicted. | 
| 3: Glittering Robe | 8+ 11+ | Range 24” Range 48” Augment | Temporary | Target has +1 armour save. Enemies have -1 to hit against the unit. | 
| 4: Gehenna's Golden Hounds | 8+ 11+ | Range 12” Range 24” Hex, Direct, Damage, Focused | Instant | Target suffers 1D6 Metalshiftning hits. Models inside units are allowed to take look our sir against these hits (provided normal requirements for look out sir rolls are met). | 
| 5: Plague of Rust | 8+ 11+ | Range 24” Range 48” Hex | Permanent | Target has -1 armour save. | 
| 6: Final Transmutation | 16+ 19+ | Range 12” Range 24” Hex, Direct, Damage | Instant/ Temporary | Owner of target unit rolls a D6 for each model in target unit (in an order chosen by the owner of the unit). Ignore the first rolled 5+. Remove every model that rolled 5+, no saves allowed. Enemy units within 12” of the target have Stupidity. | 
| Name | Casting value | Spell type | Duration | Effect | 
| Steed of Shadows | Attribute | Range 12” Focused, Augment, Character only | Instant | Target may perform a 10” Flying Magical Move. | 
| 0: Melkoth’s Mystifying Miasma | 5+ 10+ | Range 48” Hex | Temporary | The target has -D3 to either/all of WS, BS, M or/and I (to a minimum of 1). | 
| 1: Orb of Blackness | 6+ 9+ | Range 24” Range 48” | Temporary | Place a 3” template within range, at least 1” from units. This template is considered to be a piece of blocking terrain, hard terrain and dangerous terrain (for all models). | 
| 2: Turn to Smoke | 12+ | Range 12” Augment | Temporary | Target is Ethereal and cannot make any kind of shooting or close combat attacks. | 
| 3: Unseen Lurker | 12+ 15+ | Range 12” Range 24” Augment | Instant | Target may perform a 8” Flying Magical Move. At the end of the move the target is allowed a free reform. | 
| 4: The Withering | 13+ 16+ | Range 18” Range 36” Hex | Remains in Play | Target has -D3 Toughness (to a minimum of 1). | 
| 5: Pit of Shades | 13+ | Range 24” Hex, Direct, Damage | Instant | Place 3” template with centre over target unit and within Range. Scatter the template 1D6”. All models under template must pass an Initiative-test or suffer 1 wound with Multiple Wounds (D3+2) that ignores armour and Regeneration saves. | 
| 6: Okkam’s Mindrazor | 16+ 19+ | Range 18” Range 36” Augment | Temporary | Target’s close combat attacks wounds automatically (no to wound rolls needed). | 
| Name | Casting value | Spell type | Duration | Effect | 
| Spiteful Conjuration | Attribute | Caster's unit | Permanent | Place a Vengeance counter on target. Whenever the target inflicts a wound (before it is saved), it can choose to remove a Vengeance counter and cause an additional wound with the same Strength and Special Rules. Saves can be rolled as normal. | 
| 0: Power of Darkness | 8+ | Caster’s unit | Instant/ Temporary | Add D3 power dice to your power pool. If 3 dice are added, the caster suffers 1 wound with no armour save. Target has +1 strength. | 
| 0: Doombolt | 13+ 19+ | Range 18” Hex, Missile, Damage | Instant | Target suffers 2D6/3D6 strength 5 hits. | 
| 1: Chillwind | 5+ 8+ | Range 24” Hex, Missile,Damage | Instant/ Temporary | Target suffers 2D6 strength 2/3 hits. If one or more unsaved wounds are inflicted, target has -1 BS. | 
| 2: Word of Pain | 9+ 12+ | Range 24” Hex | Temporary | Target has -D3 Ballistic Skill, Weapon Skill, Strength and Initiative (to a minimum of 1). | 
| 3: Bladewind | 9+ | Range 24” Hex, Direct, Damage | Instant | Each model in target unit takes a Weapon skill test. Each model that fails its test suffers a strength 4 hit with Armour Piercing. | 
| 4: Shroud of Despair | 10+ | Range 12” Hex, Aura | Temporary | Targets cannot receive Hold Your Ground! or Inspiring Presence. If any target of the spell fails an Ld-test (for any reason), all targets of this spell have -1 Ld. | 
| 5: Soul Stealer | 11+ 14+ | Range 18” Range 24” Hex, Direct, Damage | Instant | Place 3” template with centre over target unit and within Range. Scatter the template 1D6”. All models under template suffers 1 strength 2/3 hit with no armour saves allowed. | 
| 6: Arnzipal’s Black Horror | 15+ | Vortex (caster’s level”), Ground | Instant | 3” template. Models touched by the template must pass a Strength test or suffer a wound with Multiple Wounds (10) which ignores armour saves. | 
| Name | Casting value | Type | Duration | Effect | 
| Ancient Protection | Attribute | Caster | Permanent | Place a protection counter on the caster. Before a model in caster’s unit would roll a ward save (even if the model has no ward save), remove a protection counter and disregard the wound. | 
| 0: Soul Quench | 9+ 17+ | Range 18” Hex, Missile, Damage | Instant | Target suffers 2D6/4D6 strength 4 hits. | 
| 0: Drain Magic | 7+ 14+ | Range 18” Aura | Instant | All spell effects with Temporary or Remains in Play duration, affecting the target immediately ends. | 
| 1: Apotheosis | 5+ 10+ | Range 18” Augment | Instant/ Temporary | The target recovers 1/D3 wounds. The target causes Fear. | 
| 2: Hand of Glory | 5+ 10+ | Range 18” Augment | Temporary | The target has +D3 to either/all of WS, BS, M or/and I. | 
| 3: Walk Between Worlds | 8+ 16+ | Range 24” Augment | Special | The target has the Etheral special rule until end of phase. The target may perform a 10”/20” magical move. | 
| 4: Tempest | 12+ | Range 36” Hex, Direct, Damage | Instant/ Temporary | Place 5” template with centre over target unit and within Range. Scatter the template 1D6”. All models under template suffer 1 strength 3 hit. Units hit by the template has -1 ballistic skill, and must roll 4+ to use shooting weapons not requiring to hit rolls. | 
| 5: Arcane Unforging | 13+ | Range 18” Hex, Direct, Focused, Damage | Instant | Target suffers 1 Metalshifting hit. Roll a D6, on 2+, a randomized magic items is destroyed (ignore used one use only items). | 
| 6: Fiery Convocation | 16+ 18+ | Range 24” Hex, Direct, Damage | Remains in Play | At the end of each magic phase, each model in target unit suffers a strength 3/4 Flaming hit. | 
| Name | Casting value | Type | Duration | Effect | 
| Killing Fire | Attribute | Range 18” Hex | Temporary | Flaming attacks have +1 to hit against the target (multiples of this attribute on the same target has no additional effect). | 
| 0: Breath of Hatred | 7+ 12+ | Range 12” Augment, Aura | Temporary | Target may re-roll failed to hit rolls in close combat. | 
| 1: Burning Wrath | 6+ 12+ | Range 12” Hex, Missile, Damage | Instant | Target suffers 1D6/2D6 strength 6 hits. | 
| 2: Dark Subjugation | 8+ | Range 24” Hex | Permanent | Target has -1 Leadership. | 
| 3: Curse of Hashut | 10+ | Range 18” Focused, Hex, Direct, Damage | Instant | Target suffers a number of hits equal to 2D6 - target’s Toughness. These hits wound on 4+ with no armour saves allowed. | 
| 4: Ashstorm | 10+ 13+ | Range 24” Range 48” Hex | Temporary | Target has -1 to hit in close combat, -2 to hit with shooting. Unit cannot move more than 12” in the remaining moves sub-phase. All spells target knows has its range decreased to maximum to 18” (no change if range is lower than 18”) | 
| 5: Hell Hammer | 10+ 13+ | Range 3D6” Range 6D6” Directed, Ground, Line Template | Instant | Models under the template suffer a Strength 6 hit with multiple wounds (D3). | 
| 6: Flames of Azgorh | 15+ 18+ | Range 36” Hex, Missile, Damage | Instant | Place 3” template with centre over target unit and within Range. Scatter the template 1D6”. All models under template suffer a Strength 5/7 Flaming hit with Multiple Wounds (D6). | 
| Name | Casting value | Type | Duration | Effect | 
| The Restless Dead | Attribute | Special | Instant | This spell always target the same target(s) as the spell triggering the attribute targeted. If friendly undead unit; Raise D3+1 wounds Undead Constructs only raises 1 wounds. If enemy unit; Target suffers D3+1 Strength 1 hits with no armour save. | 
| 0: Khsar’s Incantation of the Desert Wind | 8+ 12+ | Range 24” Range 12” Aura, Augment | Instant | Target may perform a X” Magical Move, where X is equal to the unit's Movement allowance. | 
| 1: Djaf’s Incantation of Cursed Blades | 7+ 11+ | Range 24” Range 12” Aura, Augment | Temporary | Target has Killing Blow Special Rule. If target already had it, then target may re-roll any of its to wound rolls in close combat. | 
| 2: Neru’s Incantation of Protection | 9+ 13+ | Range 24” Range 12” Aura, Augment | Temporary | Target has 5+ Ward Save. | 
| 3: Ptra’s Incantation of Righteous Smiting | 10+ 14+ | Range 24” Range 12” Aura, Augment | Temporary | Target has +1 Attack. All bows or great bows in target unit get Multiple Shot (2). | 
| 4: Usirian’s Incantation of Vengeance | 10+ 13+ | Range 24” Range 12” Aura, Hex | Temporary | Target has -D3 Move (to a minimum of 1) and treat all terrain (including open ground) as dangerous terrain, and fails dangerous terrain tests on 1 and 2. | 
| 5: Usekhp’s Incantation of Desiccation | 11+ | Range 24” Hex | Temporary | Target has -1 Strength and Toughness (to a minimum of 1). | 
| 6: Sakhmet’s Incantation of the Skullstorm | 14+ 18+ | Vortex (caster’s level), Ground | Instant | 3” template. Models touched by the template suffers a strength 4/5 hit. Any units suffering at least 1 casualty must take a panic test (as if they lost 25% of the unit) with -1 Leadership. | 
| Name | Casting value | Type | Duration | Effect | 
| Winds of Change | Attribute | Hex | Instant | Add a dice to the power pool for each ‘6’ that was rolled when casting the last spell. | 
| 0: Blue Fire | 5+ 8+ | Range 24” Range 48” Hex, Missile, Damage | Instant | Target suffers D6 hits with Strength D6 and the Warpflame Special Rule. | 
| 1: Treason | 7+ | Range 24” Hex | Temporary | Target cannot use Hold your Ground! or Inspiring Presence. | 
| 2: Pink Fire | 8+ 11+ | Caster Range 12” Focused, Augment, Character only | Instant | Target can immediately make a Breath Weapon attack with Strength D6 and Warpflame Special Rule. | 
| 3: Bolt of Change | 8+ | Range 24” Hex, Missile, Damage | Instant | Target suffers a Strength D6+4 hit with Multiple Wounds (D3) and Warpflame Special rules, which penetrates ranks as a Bolt Thrower and ignores armour saves. | 
| 4: Glean Magic | 8+ | Range 18” Hex, Direct, Damage, Focused | Instant | Target and caster roll-off and add their wizard levels. If caster wins, the target suffers a S3 hit with the Warpflame special rule, loses a wizard level (if it has any) and a randomly selected spell (including Bound Spells, if it has any). | 
| 5: Firestorm | 11+ | Range 36” Hex, Direct, Damage | Instant | Place 3” template with centre over target unit and within Range. Scatter the template 1D6”. All models under template take a strength D6 hit (roll once for the whole spell) with the Warpflame Special Rule. | 
| 6: Gateway | 16+ | Range 24” Hex, Direct, Damage | Instant | Target takes 2D6 hits with Strength 2D6 and the Warpflame Special Rule. If 11 or 12 is rolled for Strength, treat it as Strength 10 and add an additional D6 hits. | 
| Name | Casting value | Type | Duration | Effect | 
| Bloated with disease | Attribute | Caster | Permanent | Put a Nurgle counter on the target. For each 4 Nurgle counters, target has +1 toughness. | 
| 0: Steam of Corruption | 7+ 10+ | Caster Range 12” Focused, Augment, Character only | Instant | Target can immediately make a Breath Weapon attack with the Toxic Special Rule. | 
| 1: Miasma of Pestilence | 5+ 10+ | Range 18” Augment | Temporary | Enemy units in base contact with the target have -1/-D3 Weapon Skill and Initiative (to a minimum of 1). | 
| 2: Blades of Putrefaction | 12+ | Range 12” Augment | Temporary | Target has Poisoned Attacks Special Rule. If target already had it, then the target’s attacks wound automatically on a natural ‘5’ as well as ‘6’. | 
| 3: Curse of the Leper | 10+ 13+ | Range 18” Range 36” | Temporary | Target’s Toughness is increased or decreased (caster’s choice) by D3. | 
| 4: Rancid Visitations | 10+ | Range 18” Hex, Missile, Damage | Instant | Target takes D6 S5 hits. After hits are resolved, target must pass a Toughness test or suffer an additional D6 S5 hits. Keep testing until the target successfully passes a Toughness test or is destroyed. | 
| 5: Fleshy Abundance | 11+ 18+ | Range 18” Range 12” Aura, Augment | Temporary | Target has Regeneration (5+) Special Rule. If target already had it, then it has +1 to its regeneration rolls. | 
| 6: Plague Wind | 15+ | Vortex (caster’s level”), Ground | Instant | 3” template. Models touched by the template must pass an Toughness test or suffer a wound with Multiple Wounds (10) which ignores armour saves. | 
| Name | Casting value | Type | Duration | Effect | 
| Bliss in Torment | Attribute | Range 12” Augment, Focused, Character only | Temporary | Target has +3 Initiative and +1 Attack. | 
| 0: Lash | 6+ | Range 24” Ground, Direct, Line template | Instant | Each model under the template suffers a Strength 4 hit with Armour Piercing. | 
| 1: Acquiescence | 6+ 9+ | Range 24” Range 48” | Temporary | Target has Always Strikes Last and Random Movement (D6) | 
| 2: Pavane | 7+ 10+ | Range 24” Range 48” Focused, Hex, Direct, Damage | Instant | Target must pass a Leadership test with using an additional dice (normally 3D6) or suffer a wound with no saves allowed. | 
| 3: Hysterical Frenzy | 8+ | Range 24” | Remains in Play | Target has Frenzy. If target already had it, then it gains +1 Attack until it loses Frenzy. At the end of each magic phase, the target suffers D6 Strength 3 hits. | 
| 4: Slicing Shards | 10+ | Range 24” Hex, Missile, Damage | Instant | Target takes D6 S4 hits with Armour Piercing. After hits are resolved, target must pass a Leadership test with no rerolls allowed or suffer an additional D6 hits. Keep testing until the target successfully passes a Leadership test or is destroyed. | 
| 5: Phantasmagoria | 9+ 15+ | Range 12” Range 18” Aura, Hex | Temporary | Whenever target takes a Leadership test, it rolls and additional dice and discards the lowest dice. | 
| 6: Cacophonic Choir | 12+ 17+ | Range 12” Range 18” Hex | Instant/ Temporary | Target suffers 2D6 hits that wound on 4+ and ignores armour saves. Target has Always Strikes Last and Random Movement (D6). | 
| Name | Casting value | Type | Duration | Effect | 
| Bloodgruel | Attribute | Caster | Instant | Target recovers 1 wound. This can increase wounds up to twice starting number. | 
| 0: Tooth- cracker | 8+ 12+ | Range 18” Range 12” Aura, Augment | Temporary | Target has +1 Toughness. | 
| 1: Spine- marrow | 4+ 7+ | Range 24” Range 48” | Temporary | Target has Stupidity | 
| 2: Bullgorger | 7+ 11+ | Range 18” Range 12” Aura, Augment | Temporary | Target has +1 Strength. | 
| 3: Bonecrusher | 8+ 12+ | Range 24” Hex, Missile, Damage | Instant | Target suffers 2D6 strength 2/3 hits with no armour saves allowed. | 
| 4: Brain- gobbler | 8+ 11+ | Range 36” Range 72” Hex | Instant | Target must take panic test. If target is engaged, it must take a fear test instead. | 
| 5: Trollguts | 9+ 12+ | Range 12” Augment | Temporary | Target has Regeneration (5+/4+) | 
| 6: The Maw | 15+ | Range 18” Hex, Direct, Damage | Instant | Target suffers 2D6 strength 3 hits with Multiple Wound (D3). Substitute target’s Toughness for its Strength when rolling to wound with these hits. No saves are allowed against wounds caused by the Maw. | 
| Name | Casting value | Type | Duration | Effect | 
| Bestial Surge | Attribute | Range 12” Augment | Instant | Target may perform a D6” Magical Move. | 
| 0: Savage Ferocity | 9+ 12+ | Range 12” Range 24” Augment | Temporary | Target has Frenzy, Hatred and +1 Strength. | 
| 1: Viletide | 6+ 9+ | Range 24” Range 48” Hex, Missile, Damage | Instant | Target suffers 5D6 strength 1 hits. | 
| 2: Devolve | 8+ 11+ | Range 24” Range 48” Hex, Direct, Damage | Instant | Target takes a panic test, and cannot use Inspiring presence for the test. | 
| 3: Traitor-kin | 11+ | Range 12”, Focused, Aura, Hex | Instant | Affects Cavalry, Monstrous Cavalry, Chariots and ridden Monster only. Affected models (rider in case of ridden monsters or chariots) suffers a number of hits equal to the attacks characteristic of the mount (or mounts), with the strength of the mount (use the highest if more than one mount). Armour save bonus from mounted or barding cannot be used against these hits. | 
| 4: Dark Rain | 11+ | Range 24” Hex | Temporary | Target cannot use shooting attacks nor use flying movement. | 
| 5: Mantle of Ghorok | 11+ 14+ | Range 12” Range 24” Augment | Temporary | All successful shooting and close combat hits directed at target unit must be re-rolled. | 
| 6: Savage Dominion | 16+ | Ground | Instant/ Permanent | Place a Summoned Giant (any mark of chaos), Ghorgon, Cygor or Jabberslyth within 6” from any table edge. While the monster is alive this spell cannot be cast again (The spell ends if the monster is slain). | 
| Name | Casting value | Type | Duration | Effect | 
| The Curse of Undeath | Attribute | Range 12” | Instant | Target recovers 1 wound. | 
| 0: Invocation of Nehek | 6+ 12+ 15+ | Range 6” Range 12” Range 18” Augment, Aura | Instant | Target with Undead special rule Raise X+1 wounds, where X is caster’s wizard level. If target is infantry, raise X+D6 wounds instead. Units/models (ignoring characters) with Vampiric, Ethereal, Undead Construct or Large target special rule never raises more than 1 wound per casting of this spell. | 
| 1: Hellish Vigour | 7+ 11+ | Range 12” Range 12” Aura, Augment | Temporary | Target may reroll failed to wound rolls. | 
| 2: Vanhel’s Dance Macabre | 8+ 13+ | Range 12” Range 12” Aura, Augment | Instant/ Temporary | Target may instantly perform a 8” Magical Move. Target may reroll failed to hit rolls. | 
| 3: Gaze of Nagash | 9+ 12+ | Range 24” Range 48” Hex, Missile, Damage | Instant | Target suffers 2D6 strength 4 hits. | 
| 4: Raise Dead | 9+ 12+ | Range 18” Ground | Instant | Place a summon unit consisting of 2d6+3 Zombies/Skeleton warriors (any allowed equipment, but no command model) with at least one model on target point on the board. | 
| 5: Curse of the Years | 11+ | Range 18” Hex, Direct, Damage | Remains in Play | At the end of each magic phase, each model in target unit suffers a hit, that wounds on 6+ and ignores Armour Saves. These hits have +1 to wound for each player turn that has passed since the spell was cast. | 
| 6: Wind of Death | 14+ 18+ | Vortex (3”), Ground | Instant | 3” template. Models touched by the template suffers a strength 3/4 hit that ignores armour saves. | 
| Name | Casting value | Type | Duration | Effect | 
| Power of da Waaagh! | Attribute | Range 24” Augment | Temporary | Target can re-roll animosity and Leadership tests. Only units with the Animosity special rule can be affected by this spell. | 
| 0: Gaze of Mork | 7+ 10+ | Range 3D6” Range 6D6” Directed, Ground, Line Template | Instant | After dispel attempts, roll range then choose the target. All models under the template suffers 1 Strength 4 hit. | 
| 1: Brain Bursta | 6+ 9+ | Range 18” Range 36” Hex, Focused, Missile, Damage | Instant | Target suffers 1 strength 5 hit. | 
| 2: Fists of Gork | 7+ | Caster | Remains in Play | Target has +3 Strength, +3 Attacks and Magical Attacks. | 
| 3: The Hand of Gork | 9+ 14+ | Range 24” Augment | Temporary | Target is may pivot (ignoring any obstructions), perform a 3D6”/5D6” Flying Magical Move (roll range before pivoting) and then at the end of the move, pivot again (ignoring any obstructions). Final position of the unit cannot be within 1” of other units or impassable terrain. | 
| 4: 'Eadbutt | 7+ 12+ | Range 4D6” Range 8D6” Hex, Focused, Direct, Damage | Instant | After dispel attempts, roll range then declare the target. If the target is a Wizard, it suffers 1 strength 4 hit that ignores armour saves and has Multiple Wounds (D3). | 
| 5: 'Ere We Go | 11+ | Range 2D6” Augment | Temporary | Roll range and choose targets after dispel attempts. All Orcs (including Savage Orcs and Black Orcs) in target unit unit may re-roll failed to hit roll in close combat. | 
| 6: Foot of Gork | 15+ 18+ | Range 36” Hex, Direct, Damage | Instant | Place 3” template with centre over target unit and within Range. Scatter the template 1D6”. All models under template suffers 1 strength 6/8 hit with Multiple Wounds (D3). | 
| Name | Casting value | Type | Duration | Effect | 
| Sneaky Stealin | Attribute | Special | Instant | Roll a D6. On 5+, remove one Dispel Dice from the dispel pool and add one Power Dice to the power pool. | 
| 0: Vindictive Glare | 5+ 10+ | Range 24” Hex, Missile, Damage | Instant | Target suffers 2D6/3D6 strength 3 hits. | 
| 1: Sneaky Stabbin’ | 6+ 9+ | Range 12” Range 24” Augment | Temporary | Target has Armour Piercing special rule. If target attacks a unit in its flank or rear, target may reroll failed to hit and to wound rolls. | 
| 2: Gift of the Spider-god | 8+ 11+ | Range 12” Range 24” Augment | Temporary | Target has Poisoned Attacks Special Rule. If target already had it, then the target’s attacks wound automatically on a natural ‘5’ as well as ‘6’. | 
| 3: Itchy Nuisance | 8+ | Range 24” Hex | Temporary | Target has -D6 Movement and Initiative (to a minimum of 1). | 
| 4: Gork’ll Fix It | 8+ | Range 24” Hex | Temporary | Target must reroll to hit, to wound and armour save rolls of ‘6’. | 
| 5: Night Shroud | 9+ 15+ | Caster’s unit Range 12” Aura Augment | Temporary | Enemies has -1 to hit in close combat and -2 to with shooting, against the unit. All models in units successfully charging the target must take a dangerous terrain test. | 
| 6: Curse of the da Bad Moon | 14+ | Vortex (2”), Ground | Instant/ Temporary | 5” template. Each models touched by the template suffers a Strength 3 hit, with no armour saves allowed. Ay units touched by the template has -1 Weapon Skill. | 
| Name | Casting value | Type | Duration | Effect | 
| Infection | Attribute | Range 18” | Permanent | Place a Plague counter on the target. Toxic attacks against a friendly unit with one or more Plague counter receive -1 to wound. Against enemy units, they receive a +1 to wound instead. | 
| 0: Blessed with Filth | 7+ 10+ | Range 12” Range 24” Augment | Temporary | Target has Poisoned Attacks Special Rule. If target already had it, then the target’s attacks wound automatically on a natural ‘5’ as well as ‘6’. | 
| 1: Pestilence Breath | 5+ | Caster Range 12” Focused, Augment, Character only | Instant | Target can immediately make a Breath Weapon attack with the Toxic Special Rule. | 
| 2: Rot and Decay | 6+ 11+ | Range 48” Range 24” Aura, Hex | Temporary | Target has Always Strike Last and -1 Movement Allowance. | 
| 3: Vermin- tide | 9+ 12+ | Vortex (3”) Vortex(4”) Ground | Instant | 5” template. Units touched by the template suffers 3D6 strength 2 hits. | 
| 4: Cloud of Corruption | 10+ 16+ | Range 12” Aura | Instant | Target(s) suffer 1D6/2D6 Toxic hits. This spell targets both friendly and enemy units. | 
| 5: Dreaded 13th: Curse of the Horned Rat | 12+ | Range 24” Hex, Direct, Damage, Infantry Only | Instant | Unit suffers 1D6 wounds. For each plague counter on target unit, it suffers 1 additional D3 wounds. No saves (of any kind) are allowed against wounds caused by the Curse of the Horned Rat. | 
| 6: Plague | 13+ | Range 18” Hex, Direct, Damage | Remains in Play | Each model in target unit suffers a hit with Toxic special rule. At the end of each subsequent magic phase, if Plague is still in play, it targets a new unit within 12” from it’s last target. Apply all effects of the spell to this new target. If no new targets are within range, the spell ends. | 
| Name | Casting value | Type | Duration | Effect | 
| Warp Charge | Attribute | Caster | Special | Target adds +2 to his next Power Dice channel attempt. | 
| 0: Warp Lightning | 6+ 9+ | Range 24” Range 48” Hex, Missile, Damage | Instant | Target suffers 1D6 strength 5 Lighting hits. If a ’1’ is rolled, the caster suffers 1 strength 5 hit instead the target. | 
| 1: Skitter- leap | 5+ | Range 12” Focused, Augment, Characters only | Instant | Target may perform a 72” Flying Magical Move. This move can be used to leave combats. This move is unaffected by rules affecting flying movement. | 
| 2: Howling Vortex | 9+ | Range 36” Hex | Temporary | Target cannot march or use flying movement. It’s shooting attacks have a -2 to hit penalty. | 
| 3: Death Frenzy | 9+ 12+ | Range 12” Range 24” Augment | Permanent | Target unit has Frenzy and has +1 attack. At the end of each of your combat phases, unit suffers D6 wounds with no armour save. Effects lasts until unit loses frenzy. | 
| 4: Abyssal Chasm | 12+ | Range 12” Hex, Direct, Damage | Instant | Up to D6 models are affected (distribute as shooting). Each affected model must pass Initiative-test or suffer D6 wounds with no saves allowed. | 
| 5: Flame Spout | 12+ | Range 18” Ground, Direct | Instant | Place breath template with narrow end within 18” and wide end pointing directly away from the caster. Template cannot be placed so that it touches enemy friendly models or models engaged in close combat. All models under template suffer a strength 4 Flaming hit. | 
| 6: Shock- blades | 15+ | Caster’s unit | Temporary | Target unit’s close combat attacks has Magical Attacks, Lightning Attacks and ignore armour saves. | 
These replace all magic items given on pages 173-177 of the rulebook. Only the actual items are replaced, not the rules for who can use and how to use the different types of magic items.
Type: Hand weapon
Attacks made with this weapon are are at +3 strength.
Type: Hand weapon
Attacks made with this weapon are are at +2 strength.
Type: Hand weapon
Attacks made with this weapon ignore armour saves.
Type: Two hand weapons
User has Weapon Skill 10.
Type: Hand weapon
User has +2 Attack.
Type: Two hand weapons
Wearer has +1 Strength and +1 Attack for each character in base contact with him or his unit. Bonus is calculated and in effect at the initiative step where the the character attacks with the weapon.
Type: Hand weapon
User has Always Strike First
Type: Great weapon
Attacks made with this weapon have Armour Piercing
Type: Hand weapon
Attacks made with this weapon are are at +1 strength.
Type: Hand weapon
User has +1 Attack.
Type: Hand weapon
Attacks made with this weapon are at +1 to hit.
Type: Lance
Attacks made with this weapon have Flaming Attacks.
Type: Hand weapon
Attacks made with this weapon has Armour Piercing.
Type: Hand weapon
User causes Fear.
Type: Heavy Armour. Wearer has a 4+ ward save.
Type: None (6+ armour save). Successful to wound rolls against the wearer must be rerolled.
Type: Heavy Armour. Wearer has a 5+ ward save.
Type: Heavy Armour (2+ armour save). This armour cannot be combined with shields or Scaly skin.
Type: Light Armour. Attacks against the wearer suffer a -1 to hit penalty.
Type: Light Armour. Whenever the wearer receives a hit, the item can be activated. For the duration of the phase, the wearer has 1+ armour save.
Type: Heavy Armour. Wearer has a 6+ ward save.
Type: None (6+ armour save). Wearer has the Fireborn special rule.
Type: Shield (5+ armour save).
Type: Shield. Discount the first hit the model suffers while wielding the shield.
Wearer has 4+ Ward Save.
Wearer has Magic Resistance (3).
Wearer may re-roll failed armour saves.
Wearer has Magic Resistance (2).
Wearer has 5+ Ward Save.
Wearer has a 4+ ward save. After the first time this ward is successful, the item is destroyed.
Wearer has 6+ Ward Save.
Wearer has Magic Resistance (1).
One use only. Wearer may reroll one failed armour save.
Wearer has Fireborn special rule.
The wearer has stupidity and is a Level 2 wizard. Before generating spells, randomize a battle magic lore to generate spells from.
Wearer has Always Strike First.
One use only. May be activated at the start if any round of combat. For the duration of the phase, the wearer has Stubborn
One use only. May be activated at the start of any phase. The wearer Recovers 2 wounds.
Bound Spell, Power Level 3. Contains the spell Fireball (Lore of Fire).
One use only. May be activated at the start of any phase. For the duration of the player turn, the wearer has +3 Strength.
Models in base contact with the wearer must reroll any successful Ward Saves
One use only. May be activated at the start of any phase. For the duration of the player turn, the wearer has +3 Initiative.
The Wearer and his unit has 6+ ward save against wounds caused by shooting attacks with templates.
The Wearer and his unit has 6+ ward save against wounds caused by shooting attacks with Armour Piercing.
The wearer receives a +1 casting modifier to casting and dispelling roll.
The wearer does not have to declare which lore he uses on the army list. He may choose any of the available lores before generating spells (normal restrictions for the wizard still applies).
One use only. Instead of making a dispel roll, you can use the scroll. After the spell effect has been resolved (and lore attribute), the caster must roll on the miscast table.
One use only. The bearer may increase a single casting roll with a +1D6 modifier (note that this is not a power dice).
The bearer may reroll dispel rolls. Use this ability only once per magic phase.
One use only. Instead of making a dispel roll, you can use the scroll. The wizard casting the spell cannot cast the same spell during the next game turn.
One use only. The bearer may reroll what results he get on the miscast table.
One use only. Before making a dispel rolls you can use the Dispel scroll. The wizard adds +12 modifier to his dispel roll in addition to any other bonuses. The caster do not need to use any dispel dices (and ignores not Enough Power) during this dispel roll.
One use only. Can be activated at any time during the magic phase. Add one Power Dice to your dice pool.
One use only. Instead of making a dispel roll, you can use the scroll. All models affected by the spell has a 4+ ward save against the spell.
One use only. The bearer may increase a single dispel roll with a +1D6 modifier (note that this is not a dispel dice) and ignore the not enough power rule.
The bearer may adds +1 to channel rolls.
Unit has Armour Piercing
All of unit's close combat attacks with magical attacks loses this special rule, and all close combat attacks without magical attacks gains this special rule.
Unit has Strider special rule.
Unit has +1 Ld.
A unit with this banner adds +1 to combat resolution
Unit has +1 Movement.
Unit has Flaming Attacks.
One use only. Unit can reroll its first failed Leadership test.
Unit automatically passes Fear and Terror tests.
Virtues. Bretonnian Lord and Paladin can take up to one virtue each. The virtue does not count against the magic items allowance. Replace the following virtues to the list of virtues:
Model has Stubborn.
Army list changes
Magic Items
This item may be activated after Channels are rolled. 2 Power Dice and 1 Dispel Dice are removed from the Power/Dispel pools.
Army list changes
Army list changes
Army list changes
Army list changes
Army list changes
Magic Items
All models in the bearer’s unit have a 3+ Ward Save against Magical Attacks. This Ward Save cannot be improved by Magic Resistance. All Dragons within 12” are Stubborn.
Bearer can reroll one magic dice per casting or dispel attempt, provided that the dice was not a natural ‘6’
Army list changes
Army list changes
Big Names. Tyrants, Hunters and Bruisers can buy up to one Big Name from the list below. The Big Names do not count towards the Magic Items allowance. Substitute all of the Big Names for the ones below:
Bearer has regeneration (4+) and Stupidity.
Bearer has 5+ ward save. Bearer and his unit are Immune to Psychology.
Bearer is a Large Target, has +1 Strength and Stupidity.
Bearer has Scaly Skin (5+).
Bearer has Frenzy and Bloodgreed. As long as bearer is Frenzy, all models in a unit he joins also have Frenzy.
Magic Items
One use only. Activate at the beginning of the opponent’s magic phase. All enemy wizards within 12" suffers D3 strength 4 hits, with no armour saves allowed. Wizards suffering wounds from this cannot cast spells this phase.
The unit (or any model within) cannot be chosen as a target of non-aura spells cast by enemy wizards.
Army list changes
Army list changes
Magic Items
One use only. Activate at the start of any player turn. During this and the next player turn, all shooting attacks receive a -2 penalty to hit, shooting attacks that don’t roll to hit must roll a 4+ or the shot is lost, and no Flying movement may take place.
Army list changes
Army Special Rules
All units with this special rule are Unbreakable, Unstable and cause Fear. Units with Nehekharan Undead are affected by all rules affecting 'Undead' units. In addition, units with Nehekharan Undead special rule cannot make march unless they start the move within 12" from the Hierophant. The only charge reaction a Nehekharan Undead unit can make is Hold.
Models with the undead construct rule have 5+ scaly skin. They suffer one wound less from the unstable rule.
Magic Items
Army List changes
Army List changes
Special Rules
Army List changes
Special Rules
Magic Items
Army List changes