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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

INTRODUCTION

WHAT IS THE 9TH AGE?

HOW TO USE THE DOCUMENT

GENERAL PRINCIPLES

ACTIVE/REACTIVE PLAYER

SEQUENCING

LINE OF SIGHT

HEIGHT

UNIT FACING

MODELS AND UNITS

RECOVER WOUNDS

RAISE WOUNDS

SUMMONED UNITS

MAGIC

WIZARDS

SPELLS

THE MAGIC PHASE SEQUENCE

MAGIC DICE

SPELL CASTING SEQUENCE

NOT ENOUGH POWER

LOST FOCUS

OVERWHELMING POWER

MISCAST

AIDED DISPEL

LORE ATTRIBUTE

BOUND SPELLS

MAGICAL MOVE

SHOOTING

COVER

SPECIAL RULES

WEAPONS

Combat Weapons

Ranged Weapons

TERRAIN

TERRAIN KEYWORDS

IMPASSABLE TERRAIN

HILLS

FORESTS

BUILDINGS

FIELDS

RUINS

WATER

WALL

SCORING AND VICTORY CONDITIONS

CHOOSING YOUR ARMY

LORES OF MAGIC

Battle Magic: Lore of Beasts

Battle Magic: Lore of Death

Battle Magic: Lore of Fire

Battle Magic: Lore of Heavens

Battle Magic: Lore of Life

Battle Magic: Lore of Light

Battle Magic: Lore of Metal

Battle Magic: Lore of Shadow

Lore of Dark Magic

Lore of High Magic

Lore of Hashut

Lore of Nehekhara

Lore of Tzeentch

Lore of Nurgle

Lore of Slaanesh

Lore of Great Maw

Lore of the Wild

Lore of Vampires

Lore of da Big Waaagh!

Lore of da Little Waaagh!

Lore of Plague

Lore of Ruin

COMMON MAGIC ITEMS

MAGIC WEAPONS

MAGIC ARMOUR

TALISMANS

ENCHANTED ITEMS

ARCANE ITEMS

MAGICAL BANNERS

BRETONNIA

CHAOS DWARFS

DAEMONS OF CHAOS

DARK ELVES

DWARFS

THE EMPIRE

HIGH ELVES

LIZARDMEN

OGRE KINGDOMS

ORCS AND GOBLINS

SKAVEN

TOMB KINGS

VAMPIRE COUNTS

WARRIORS OF CHAOS

WOOD ELVES


INTRODUCTION 

WHAT IS THE 9TH AGE?

The 9th Age is an rules update for the 8th edition of warhammer fantasy battles, intended to be considered a new version of the game, the 9th version. It is written by a group of players, and thus not supported by GW. Feedback and suggestions are much welcomed, and should be given here:

http://warhammer.org.uk/phpBB/viewforum.php?f=98

HOW TO USE THE DOCUMENT

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.


GENERAL PRINCIPLES

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

ACTIVE/REACTIVE PLAYER

The active player is the player whose turn it currently is.

The reactive player is the player whose turn it currently is not.

SEQUENCING

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.

LINE OF SIGHT

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.

HEIGHT

Models are divided into the following four heights:

  1. Tiny: Swarms.
  2. Small: Models with the unit types: Warmachine, Infantry, War Beast.
  3. Medium: Models with the unit types: Cavalry, Monstrous Infantry, Monstrous Beast, Monstrous Cavalry, Monster, Chariot, Unique.
  4. Large: Models with the Large Target special rule (regardless of their unit type) and all models with majority of its base on a hill.

UNIT FACING

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).

arcs.png

MODELS AND UNITS

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.  

RECOVER WOUNDS

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).

RAISE WOUNDS

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

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.


MAGIC

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

WIZARDS

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                          

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).

THE MAGIC PHASE SEQUENCE

Each magic phase is divided into the following sub-phases. Apply the list chronologically from 1-8.

  1. Magic phase pre-phase. Start of phase triggered abilities resolve.
  2. Roll for winds of magic
  3. Roll for channeling
  4. Reactive player may dispel Remains in Play spells that were cast in another magic phase.
  5. Active player may dispel Remains in Play spells that were cast in another magic phase.
  6. Active player may attempt to cast a spell. 

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

  1. If the casting attempt was successful the reactive player may attempt to dispel the spell.
  2. If the cast spell wasn’t dispelled: Resolve the spell’s effects
  3. If the cast spell wasn’t dispelled: Resolve lore attribute
  1. Rotate sequence 4-7 until neither player performed an action during step 4-7. Each time an action is performed, go back to step 4 after finishing steps 4-7.
  2. Magic phase post-phase. End of phase triggered abilities resolve.

MAGIC DICE

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

  1. Active player rolls 2D6.
  2. The power dice pool is equal to the sum of both D6.
  3. The dispel dice pool is equal to the highest D6 rolled.
  4. On top of these magic dice, some abilities can add extra magic dice. The maximum number of extra magic dice added per player is half the highest D6 rolled (rounding fractions up). Any excess dice are immediately lost.
  5. The active player channels with all his wizards and in addition with all models or units which have the channeling ability.
  6. The reactive player channels with all his wizards and in addition with all models or units which have the channeling ability.

For example, if a Wind of Magic roll is 2 and 5, 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).

SPELL CASTING SEQUENCE

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:

  1. The active player declares which wizard is casting which spell. If applicable, also declare which version of the spell is used and what its targets are. Furthermore any targets for the spell’s attribute are declared. 
  2. The active player declares how many power dice he will use to attempt to cast the spell. A minimum of 1 dice must be used and no more than 5 dice can be used.
  3. The active player rolls that many power dice (from the power pool, provided he has enough dice).
  4. Add the results of the rolled dice together. Add any casting modifiers (such as wizard levels) to this total. This is the casting roll.
  5. The cast attempt is successful if the casting roll is equal to or higher than the spell's casting value. If the casting roll is less than the casting value, the cast attempt failed, the caster suffers from lost focus, skip to step 15.
  6. If the casting attempt was successful the reactive player player may choose to make a dispel attempt. If no dispel attempt is being made, skip to step 11.
  7. The reactive player declares which (if any) of his wizards will attempt to dispel the spell and how many dispel dice he will use. A minimum of 1 dice must be used. Note that dispel attempts may be attempted even without having a wizard.
  8. The reactive player rolls that many dispel dice (from the dispel pool, provided he has enough dice).
  9. Add the results of the rolled dice together. Add any dispel modifiers (such as wizard levels and aided dispels) to this total. This is the dispel roll.
  10. The dispel attempt is successful if the dispel roll is equal to or higher than the casting roll. If so, skip to step 15. If the dispel roll is less than the casting roll, the dispel attempt failed, the dispelling wizard suffers from lost focus. Proceed to step 11.
  11. Apply spell's effects.
  12. The lore attribute is automatically cast, on the target declared in step 1.
  13. Apply the lore attribute's effects.
  14. If the spell was cast with overwhelming power, apply the effects of the miscast.
  15. The casting attempts is completed. Go back to step 4 in the magic phase sequence.

NOT ENOUGH POWER

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.

LOST FOCUS

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.     

           

OVERWHELMING POWER

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).

MISCAST

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

AIDED DISPEL

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 ATTRIBUTE

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 spells effect has been resolved. Lore attributes do not have a casting value, instead the casting value is replaced with 'attribute' to mark that the spell in question is the lore attribute.

BOUND SPELLS

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.

MAGICAL MOVE

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.


SHOOTING

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

COVER

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:


SPECIAL RULES

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)


WEAPONS

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

Combat 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.

Ranged Weapons

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


TERRAIN

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

TERRAIN KEYWORDS

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.

IMPASSABLE TERRAIN

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".

HILLS

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.

FORESTS

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.

BUILDINGS

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

FIELDS

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

RUINS

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.

WATER

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.

WALL

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.


SCORING AND VICTORY CONDITIONS

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:


CHOOSING YOUR ARMY

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

LORES OF MAGIC

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.


Battle Magic: Lore of Beasts

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


Battle Magic: Lore of Death

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.


Battle Magic: Lore of Fire

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.


Battle Magic: Lore of Heavens

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.

Battle Magic: Lore of Life

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.


Battle Magic: Lore of Light

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.


Battle Magic: Lore of Metal

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.


Battle Magic: Lore of Shadow

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).


Lore of Dark Magic

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.


Lore of High Magic

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 18Hex, 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.


Lore of Hashut

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).


Lore of Nehekhara

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.


Lore of Tzeentch

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.


Lore of Nurgle

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.


Lore of Slaanesh

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).


Lore of Great Maw

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.


Lore of the Wild

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).


Lore of Vampires

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.


Lore of da Big Waaagh!

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).

Lore of da Little Waaagh!

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.


Lore of Plague

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.


Lore of Ruin

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.


COMMON MAGIC ITEMS

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.

MAGIC WEAPONS

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.

MAGIC ARMOUR

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.

TALISMANS

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.

ENCHANTED ITEMS

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.

ARCANE ITEMS

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.

MAGICAL BANNERS

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.

BRETONNIA

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

CHAOS DWARFS

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

DAEMONS OF CHAOS

Army list changes

DARK ELVES

Army list changes

DWARFS

Army list changes

THE EMPIRE

Army list changes

HIGH ELVES

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

LIZARDMEN

Army list changes

OGRE KINGDOMS

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

ORCS AND GOBLINS

Army list changes

SKAVEN

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

TOMB KINGS

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

VAMPIRE COUNTS

Army List changes

WARRIORS OF CHAOS

Special Rules

Army List changes

WOOD ELVES

Special Rules

Magic Items

Army List changes