T9A-FB 3ed Appendix 1 v1 ENG
T9A-FB 3ed Appendix 1 v1 ENG
Model Rules
Public Test
August 11, 2024
Contents
Model Rules 2 3.C Keywords . . . . . . . . . . . . . . . . . 2
Part 1
T9A-FB – Appendix I: Model Rules
Model Rules
Model Rules are rules that apply to individual models or specific parts of models, as de-
scribed in their unit entry.
Even though Model Rules are given to individual models, there are some Model Rules that function
on unit level, such as dictating how entire units can move or operate. Model Rules differentiate
between the following cases:
• Units with X: Whenever a Model Rule or Property is referred to as units with the rule, this
means “units where every single model in it has Rule ‘X’ or Property ‘X’”.
• Units containing X: Whenever a Model Rule is referred to as units containing the rule, this
means “units where at least one model in it has Rule ‘X’ or Property ‘X’”.
• Units not containing X: Whenever a Model Rule is referred to as units not containing the rule,
this means “units where no single model in it has Rule ‘X’ or Property ‘X’”.
3.B Weapons
Weapons is a subcategory of Model Rules. Similarly with Attack Attributes, Weapons can only be used by the model
part that has the rule. Model parts with Mount, Beast, or Construct cannot use Weapons, unless specifically stated
otherwise (e.g. a Beast Model Parts with a Weapons directly on its Profile can use this weapon).
There are three types of weapons:
• Melee Weapon: A model part can only use a single Melee Weapon, if the model is equipped with multiple
Melee Weapons, choose which one to use in the first Round of Combat. This choice is then kept until the model
is no longer Engaged in Combat. Melee Weapons are used with the model part’s Standard Melee Attacks.
• Shooting Weapon: Shooting Weapons are used for making Shooting Attacks. Each model part can only use
one Shooting Weapon per phase. A Shooting Weapon typically has an Aim Value, shown in brackets after the
name of the weapon. The rules for the Shooting Weapon will define the weapon’s maximum Range, the number
of Shots fired, and the Strength, Armour Penetration, and potentially Attack Attributes applied to its attacks.
3.C Keywords
Model Rules include keywords to help define their effects. These keywords can be used directly within
the rulebook, which applies to rules that always have that keyword. Alternatively, keywords can be
specified for individual rules on specific models, spells, or weapons. In this case this is done within
brackets following the name of the rule.
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Model Rules T9A-FB – Appendix I: Model Rules
Below follows a list of Model Rule keywords:
• Shooting or Melee & Shooting (Attack Attributes only): An Attack Attribute with the keyword
“Shooting” only affects attacks made with Shooting Weapons, while an Attack Attribute with
the keyword “Melee & Shooting” affects both Melee Attacks and attacks made with Shooting
Weapons.
– Remember that the default if none of these keywords are used is that Attack Attributes
only affect Melee Attacks.
– For example, by default Poison Attacks affect only Melee Attacks. If a model part has
Poison Attacks (Shooting), this means the Poison Attacks rule applies only to attacks
made with that model part’s Shooting Weapons, unless it also has Poison Attacks or
Poison Attacks (Melee & Shooting).
• Cumulative: Effects from multiple instances of a Model Rule with the “Cumulative” keyword
are combined and add up.
• Distance Modifiers: Denoted as a number followed by ″. Any distances in the Model Rule
description is replaced by the number. For example, Vanguard (3″″) means that the model
can perform a Vanguard move, but its Mobility is set to 3″ instead of the normal 6″.
• Towards X: The Attack Attribute only applies if the attack is allocated to a specific type of
enemy model. The conditions are given as X. If more than one type of enemy is relevant they
are separated by “or”. If multiple conditions must be fulfilled, these conditions are separated by
“and”. For example, Multiple Wounds (2, towards Height 4 and Beast, or Height 5, ) means
that Multiple Wounds can be used versus models that are both Height 4 and Beast, as well as
versus models that are Height 5, regardless of if the model has the Beast Property or not.
• Against X: The Model Rule only applies when attacked by a certain type of model or with
certain Rules or Properties. See the rules under “Towards X” for how to interpret “or” and “and”.
For example, Hard Target (against Lethal Strike) means that the model can only use its
Hard Target rule when attacked by an attack with Lethal Strike.
• Unique Keywords: In addition to the standard model rule keywords defined above, certain
Model Rules have unique keywords. These are defined in the respective rules themselves.
Part 3
Model Rules T9A-FB – Appendix I: Model Rules
List of Model Rules
Aegis (X)
Beings of a magical nature are sometimes warded with a protective force; others may gain similar
defences from arcane artefacts, occult guardians, mysterious training or a divine blessing.
Aegis is a Special Save, with a value indicated in brackets (X). If “X” is given as a modifier and with a maximum value
(e.g. “+2”), the model gains this as a modifier to all its Aegis Special Save rolls. A natural roll of ‘1’ or ‘2’ is always a
failure. If the model doesn’t have Aegis, it instead gains a Aegis (7 − X+). For example, a model without Aegis that
gains Aegis (+2) will gain Aegis (5+).
Note that Aegis Saves cannot be taken against attacks with the Divine Attacks Attack Attribute.
Ambush (X)
Masters of stealth may strike when least expected. Their ambush tactics keep foes on edge.
Units with Ambush may choose to not be deployed normally, by simply not placing it on the Battlefield during
Deployment. If so, the unit will arrive at the Battlefield at a later point during the game. From your Player Turn 2
and onwards, roll a D6 for each Ambushing unit at the start of the Movement Phase. Units that roll 3+ will enter the
Battlefield. During your Player Turn 5 and 6, this roll is always considered to have rolled a 3+.
When a unit arrives, pick a point on the Battlefield as specified by (X) if no suitable spot is available, the unit can’t
enter the Battlefield this turn. If the roll is failed, roll again to see if it arrives in the next friendly Player Turn.
• Place the unit fully within 6″ from the chosen point. There must be no other units or Impassable Terrain
directly between any point on the unit’s Boundary and the chosen point. See the figure below for examples.
• Ambushing units count as having performed an Advance Move when they arrive, and thus cannot perform
Move Manoeuvres in the same Phase.
image Figure 14: Deploying Ambushing units In these examples, the unit has Ambush (Table Edge). The unit with
the yellow check mark is placed in a legal position, while the two units with red crosses are not. The left one because
there is an Impassable Terrain Feature between its unit Boundary and the chosen point, and the right one because
parts of the unit are more than 6″ away from the chosen point.
Afflict
Units in contact with one or more enemy models with Afflict (X), suffer the effects given by X. Note that this means
that each unit can only be affected by one instance of each Afflict (X), provided that the X in brackets is identical. If the
brackets from two instances of Afflict confer different effects, i.e. different X, then these are considered different rules
are the effects from both rules are applied.
Attached
This model must be deployed inside a unit containing Rank-and-File models, and it cannot voluntarily leave its unit.
Bodyguard
While a Character is joined to a unit containing Bodyguard, that Character gains Stubborn. Furthermore, a Character
in a unit containing Bodyguard is not limited to Restricted Attacks when not accepting a Duel.
When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or
Character types.
Captain
A unit containing Captain gains the following additions rules.
• If the unit has a Standard Bearer, it is considered to be within range of its Battle Standard Bearer’s* Rally
Around the Flag.
• If the unit has a Musician, it is considered to be within range of its General’s* Commanding Presence.
A unit can only contain a single Attachable Model with Captain, but Captains with Battle Standard Bearer or General
are not counted towards this. *Provided such models are on the Battlefield at all.
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Model Rules T9A-FB – Appendix I: Model Rules
Channel (X)
Arcane specialists learn to guide the ineffable flow of magic into and around the Mortal Realm,
gathering more of the substance to amplify their spells.
During Siphon the Veil, each of the Active Player’s models with Channel adds X Magic Dice to their owner’s Magic
Dice pool.
With an unwavering presence, a general leads their troops with clarity and conviction.
If any friendly unit is within 12″ of the model:
• Its Courage is set to the Courage of the model with Commanding Presence, unless their original value is higher.
• It gains Disciplined, if the model with Commanding Presence has it.
If the model with Commanding Presence is Shaken, this rule cannot be used. If rules, properties or unit names are
mentioned in brackets following this rule (X), it means that only units possessing these qualities can benefit from
the model’s Commanding Presence.
Deafening Clamour
Enemy units within 12″ cannot use Musician.
Disciplined
Command Tests taken by a unit containing Disciplinedare subject to Maximised roll. Note that this rule interacts with
Commanding Presence, see Commanding Presence for details.
Distracting (X)
Melee Attacks allocated against a Health Pool with Distracting suffer −X to hit, up to at worst 5+.
Dying Blow
When a model with Dying Blow is about to be removed during any Agility Step of a Round of Combat it is fighting,
remove it instead as a casualty only at the end of Agility Step 0.
Emplacement
Some parts of an army, normally artillery weapons, entrench themselves in defensible positions
before the battle starts, sacrificing mobility for protection and stability.
Units with Emplacement cannot Declare Charges, perform March Moves or Pursue Moves, or choose the Flee! Charge
Reaction. If a unit with Emplacement is about to perform a Flee Move, it is instead removed as a Casualty. The model
cannot shoot in the same Player Turn that it performed an Advance Move or Reform Move. Units with Emplacement
can draw Line of Sight in any direction and are not limited by their Front Arc.
Engineer (X)
Once during each Shooting Phase, a non-Shaken model with Engineer can select a friendly model with X in a unit
within 6″ of it, and choose one of the following:
• Repair: Roll a D6. If the score is equal or higher than the chosen model’s Resilience, it Recovers 1 HP.
• Calibrate: The chosen model gains Accurate, and for the purpose of rolling to hit using the Artillery rule, all
targets are considered to be of Height 5. Note that the usage of this must be declared before rolling to hit.
Exclusive (X)
This rule limits which Attachable Model is allowed to join what unit.
• Attachable Models with Exclusive (X) can only join units containing X.
• Non-Attachable Models with Exclusive (X) can only be joined by Attachable Models.
• Models with Exclusive without brackets cannot join units or be joined by other models at all.
The specific criteria for X can include unit names, Model Rules, or upgrades.
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Model Rules T9A-FB – Appendix I: Model Rules
Fearless
A unit containing Fearless automatically passes Panic Tests, cannot choose Flee! as a Charge Reaction unless it’s
already Shaken, and ignores the effects of Horror.
Feigned Flight
Agile and elusive, certain warriors excel at hit-and-run tactics, harassing foes before vanishing into
the shadows. Striking swiftly and with precision, they can disappear before the enemy is able to
form a response, often drawing their foes out of position in the attempt to give chase.
At the end of a Combat, before rolling any Break Tests, any unit with Feigned Flight may choose to voluntarily break
from the Combat. If so, the unit is considered to have failed a Break Test. If the unit was on the winning side of the
combat, the enemy cannot Pursue.
In addition, any Rally Tests taken by units with Feigned Flight after voluntarily becoming Shaken (either due to
Charge Reaction Flee! or disengaging from combat), are automatically passed. This cannot be used if the unit has
performed another Flee move before rolling the Rally Test.
Models with Fearless and Feigned Flight are not prevented from choosing Charge Reaction Flee! due to Fearless.
Remember that a voluntary Flee Move does not cause a Panic Test in friendly units that the Fleeing unit moves through.
Fly
Units with Fly ignore Terrain Features and other units during Move Manoeuvres and Charge Moves. The unit must
however follow the Unit Spacing rule at the end of its moves, and Terrain Features from which the model starts or
ends its move still affect it.
During a Charge Move, the charged unit is not ignored, and there must be room for the unit’s Front Facing to be
placed in contact with the charged unit before the Align Move.
Fortitude (X)
From magical, biological, or even stranger sources, some creatures can withstand and recover from
bodily damage. This can even result in the supernatural regeneration of their very flesh.
Fortitude is a Special Save, with a value indicated in brackets (X).
If X is given as a modifier and with a maximum value (e.g. “+2”), the model gains this as a modifier
to all its Fortitude Special Save rolls, which cannot be increased to rolls better than 3+. If the model
doesn’t have Fortitude, it instead gains a Fortitude (7 − X+). For example, a model without Fortitude
that gains Fortitude (+2) will gain Fortitude (5+).
Fortitude Saves cannot be taken against attacks with the Flaming Attacks Attack Attribute, and against attacks with
Lethal Strike that roll a natural ‘6’ to wound.
Frenzy
Driven by primal instincts, some creatures succumb to a ferocious bloodlust, relentlessly pursuing
their prey, heedless of strategic implications.
Units containing Frenzy must always choose to Pursue, when able to.
Ghost Step
A unit with Ghost Step ignores Terrain Features when moving. The unit must however follow the Unit Spacing rule
at the end of its move.
Hidden
The model isn’t deployed as normal. Instead, at the start of any Player Turn, the owner can choose a friendly unit
containing Rank-and-File models, that satisfy the following:
• The model with Hidden could have joined the unit.
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Model Rules T9A-FB – Appendix I: Model Rules
• The model with Hidden has an identical Base Size and Height as the Rank-and-File models in the unit.
• The unit isn’t Shaken, and isn’t a Summoned unit.
After choosing an eligible unit, follow these steps:
• Remove a Rank-and-File model with the same base size as the model with Hidden from the front rank from the
chosen unit as a casualty.
• Deploy the model with Hidden where the removed model was positioned.
Horror
Such is the dismay inspired by certain beings that enemies can be paralysed with fear, freezing their
limbs in place and overwhelming their minds with a primal dread, leaving them at the mercy of
their tormentors.
Flee Moves from enemy units made in the following situations are subject to underlinetwo instances of Minimised
Roll:
• Flee! Charge Reactions declared in reaction to a Charge Declaration from a unit containing this rule. (Flee!
Charge Reactions declared when later charged by other units are unaffected.)
• Breaking from combat while in contact with one or more units containing Horror.
Remember that units containing Fearless are unaffected by this rule.
Immune (X)
Attacks with the Attack Attributes or Properties stated in brackets (X) allocated towards the model with Immune (X)
lose these Attack Attributes or Properties.
Insignificant
Units with Insignificant don’t cause Panic Tests on units not containing Insignificant when making Flee Moves
through them.
Light Troops
Units with Light Troops cannot perform Advance Moves or March Moves, and when they perform Reform Moves, the
centre of the unit can move up to twice the unit’s Mobility (rather than as normal only half Mobility). Depending on
how far the centre of the unit has moved during a Reform Move (the straight path from starting to ending position),
additional rules apply:
• If further than the unit’s Mobility, the move is considered a March Move for the purpose of triggering Dangerous
Terrain tests, and for units such as Undead being restricted from performing March Move. Note that for the
purpose of Shooting, this is still considered a Reform Move.
Units containing Light Troops are always considered to have 0 Proper Ranks. Ignore Attachable Models with Light
Troops joined to a unit for this, unless the unit consists of only Attachable Models.
Some enjoy an innate resistance to the unnatural effects of magic, others are trained to overcome
arcane assaults, and still others use amulets, talismans or other enchanted equipment to ward
against spellcasting in all its forms. The volcanic mineral obsidian, or black glass, can act as a
natural dampener of magic.
When an enemy model casts a spell that targets a unit containing Magic Resistance, the Casting Roll of the spell is
decreased by −X.
Mindless
A unit with Mindless automatically passes its Command tests for Restraining Pursuit and for Combat Reforming, and
automatically fails its Command Tests for Redirecting Charges.
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Musician
Troops operate more effectively with clear coordination. Often this is provided by a regimental
drummer or piper, though units can be directed by other sources too – whether by a necomancer’s
spells or the instinct to follow a pack alpha.
Musician is a unit-wide upgrade, normally represented by the presence of a model as the leader or a regimental
musician. Command Tests taken by units containing Musician are passed on 3+. If a unit contains both Musician and
Unruly, the rules cancel each other out (which normally means Command Tests are passed on 4+).
Not a Hero
The model does not suffer from Restricted Attacks if it Refuses a Duel.
Parry
The Defensive Skill of a model with Parry is always set to at least the Offensive Skill of the attacker. Remember that
since Parry provides a modifier to a Defensive Characteristic, this is not applicable to a Character mounted on a mount
with its own Defensive Characteristic.
It is very difficult to master more than one Path of Magic, but some wizards manage to acquire a
basic understanding of several. Versatile but lacking depth of knowledge, their flexibility on the
ever-changing battlefield can prove invaluable.
The model knows X spells. It doesn’t choose a Path of Magic, instead it can select Apprentice Spells from the Paths
available to it. The choice of spells is written on the Army List. During Pre-game Selections, the model can swap one
spell for the Hereditary Spell in the model’s Armybook.
When all seems lost, the familiar sight of the army’s most sacred emblem can bring back courage to
the desperate. This revered symbol, a rallying point, reminds troops of their cause, inspiring them
to stand firm.When all seems lost, the familiar sight of the army’s most sacred emblem can bring
back courage to the desperate. This revered symbol, a rallying point, reminds troops of their cause,
inspiring them to stand firm.
Models within 12″ of a friendly non-Shaken model with Rally Around the Flag must reroll failed Courage Tests.
Resistance
Attacks allocated against the model’s Health Pool must reroll successful to-wound rolls.
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Scout
Units with Scout are not required to be deployed inside their Deployment Zone. They may be deployed anywhere on
the Battlefield that is at least 12″ away from the opponent’s deployment Zone.
A unit that starts the game outside their own Deployment Zone cannot declare a Charge in the first Player Turn of
the first Game Turn.
Shield
Models with Shield gain +1 Arm. When a model of Height 1-3 uses a Shield alongside a Hand Weapon, the model
gains Parry.
Shield cannot be used versus Melee Attacks when using a Two-Handed Melee Weapon.
Remember that since Shield (and Parry) provide modifiers to Defensive Characteristics, these are not applicable to a
Character mounted on a mount with its own Defensive Characteristics.
Skirmisher
Units containing Skirmisher adopt a skirmish formation when forming a unit. Instead of being in contact with each
other, these models are placed 12.5 mm apart (roughly half an inch, see the figure below). These gaps between the
models are considered part of the unit for Cover purposes, and it has the same Height as the models. Other than this
gap between models, units with Skirmisher follow the normal rules for forming units and therefore have a Front,
two Flanks, and a Rear Facing, can perform Supporting Attacks, and so on.
Units in Skirmish formation can only be joined by Attachable Models that have the same Height as the unit. Unless an
Attachable Model has the exact same base size as all Rank-and-File models in the unit, it is considered Mismatched
for the purpose of placement within the unit.
See figure
Figure X: Skirmish formation. An example of a unit in Skirmish formation with a joined Mismatching Character. All
models are 12.5 mm away from each other. The same unit Engaged in Combat. Only darkened models may attack.
Models with a dashed frame can attack a Character (either C1 or C2). Models with a lighter shade cannot attack at
all.
Stand Behind
Attachable Models with Stand Behind are not required to have their Front Facing as far forward as possible within
their unit. Essentially this means that the model can be positioned anywhere within its unit. This rule cannot be
used while the model has a mismatching base to its unit.
Standard Bearer
Standards, pennants, flags and banners come in all shapes and sizes, but they invariably mark the
pride of the unit, inspiring it to surpass itself.
Standard Bearer is a unit-wide upgrade, normally represented by the presence of a model carrying the unit standard,
icon, military insignia, totem, or other similar symbol. A unit containing a Standard Bearer adds +1 to the Combat
Score of its side.
Strider
Models with Strider may ignore rules associated with Terrain Features, with the following exceptions:
• Any rule affecting Line of Sight or Cover.
• Any rule associated with Weakness.
Occasionally, Strider is associated with a specific type of Terrain, which would be indicated in brackets (X). In such
cases, Strider only affects this particular Terrain Feature.
Stubborn
When a unit containing Stubborn loses a combat, the modifier to the Courage from the Combat Score difference is
halved, rounding fractions up (i.e. towards a larger modifier). Note that if the unit is also Steady, the modifier is first
set to no smaller than −3 following the Steady rules, and then halved, rounding up, to −2.
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If the unit is Unstable, the Health Point losses due to Unstable are halved, rounding fractions up (i.e. towards more
Health Point losses).
Supernal
Supernal is the scholars’ name given to the beings of the Immortal Realm, from the greatest god to
the lowest angel or spirit. Such creatures do not fear the destruction of their mortal forms, for they
are not killed but merely banished back across the Veil.
When a unit with Supernal fails a Break Test, instead of being Broken and subsequently Shaken, it suffers a number
of Health Point losses equal to the amount by which the combat was lost, with no saves of any kind allowed.
Attachable Models with Supernal can only join units containing Supernal, and units containing Supernal can only be
joined by Attachable Models with Supernal.
Swiftstride
Rolls for range on Charge Range, Flee Distance and Pursue Distance by units with Swiftstride are all subject to
Maximised Roll.
Terror
The urge to flee is the most natural fear response for most mortal beings. The sight of something
terrible rushing forwards, spelling death, can scatter seasoned warriors in panic, thinking only of
escape.
When a unit containing Terror declares a Charge, the target must take a Panic Test. If the test is failed, the unit must
choose Flee! as its Charge Reaction if allowed to do so (e.g. not already Engaged in Combat). Note that this Flee Move
is not considered voluntary, and thus friendly units that may be required to take a Panic Test when moving through
them. Units containing Terror are immune to the effects of Terror.
Undead
Reanimated from death’s grasp, undead creatures move with an eerie semblance of life, often under
the control of morbid wizards. Seen as abominations by the living, necromantic constructs can rise
up as often as they’re struck down, implacable and unfeeling. However, at greater distances from
their master, they can become sluggish and incapable of military speed.
Units containing Undead cannot perform March Moves unless the unit is within range of a friendly model’s Com-
manding Presence.
Models with Undead have an additional characteristic called “Resurrect (Rsr)” on their statline. Whenever a Health
Pool with a Resurrect value is about to Raise or Recover a Health Point, it instead Raises or Recovers an amount of
Health Points equal to its Resurrect value.
Unruly
Command Tests taken by a unit containing Unruly are passed on 5+. If a unit contains both Unruly and Musician, the
rules cancel each other out (which normally means Command Tests are passed on 4+).
Unstable
When a unit with Unstable would take a Break Test, instead it suffers a number of Health Point losses equal to the
amount by which the combat was lost, with no saves of any kind allowed.
The Health Point losses can be reduced in the following ways:
1. Remember that if the unit has Stubborn, the Health Point losses are halved, rounding fractions up.
2. If the unit is affected by Rally Around the Flag, reduce the Health Point loss by 1.
3. If the unit is Steady while affected by Rally Around the Flag, reduce the Health Point loss by an additional 1.
4. If the unit is Steadfast while affected by Rally Around the Flag, reduce the Health Point loss by an additional
1.
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I.e. a unit that is affected by Rally Around the Flag while being Steadfast reduces the Health Point losses by a total of 3.
Attachable Models with Unstable can only join units containing Unstable, and units containing Unstable can only be
joined by Attachable Models with Unstable.
Vanguard (X″)
After deployment, units with Vanguard may perform an out of sequence Move Manoeuvre (Reform, Advance, or
March Move), with the following exceptions:
• If an X is given, the unit’s Mobility is set to always X″ during this move.
• No model can move further than 12″ during this move, regardless of its Mobility.
• It cannot move within 6″ of an enemy unit.
• Attachable Models cannot leave a unit as part of this move.
If both players have units with Vanguard, they alternate moving units one by one, starting with the player that
finished deploying first.
A unit that starts the game outside their own Deployment Zone cannot declare a Charge in the first Player Turn of
the first Game Turn.
War Platform
The model follows the rules for Attachable Models, with the following exceptions:
• If can never perform Make Way moves, not even if it is also a Character.
• For the purpose of allocating Ranged Attacks onto a unit with a War Platform joined to it, the model with
War Platform is considered to be the same Height as the largest group of other Rank-and-File models in the
same unit. If there are no other Rank-and-File models in the unit, ignore this rule.
• Only a single model with War Platform can be joined to the same unit.
When the model is joined to a unit, its Mobility and Charge Speed is set to that of its unit, applying the following
restrictions:
• If there are no Rank-and-File models from the unit in contact with the War Platform’s both flank Facings (right
and left side), the model must use its own Mobility and Charge Speed instead Meaning that, if slower than the
unit, the unit’s Mobility and Charge Speed are set to those of the War Platform.
• The War Platform cannot use the unit’s Mobility and Charge Speed values when leaving the unit, including
charging out of it. Instead, it uses its own Mobility and Charge Speed.
Weakness
Attacks allocated against the model’s Health Pool must reroll failed to-wound rolls.
Wizard Adept
Wizards who have honed their magical abilities through years of training possess a deep under-
standing of their chosen Path, and can weave its energies to shape reality.
The model gains Channel (1) and knows 3 spells, chosen from the Apprentice Spell and the Adept Spells (#1 - #4) of
the Path it has selected. Note that the choice of Path and spells are written on the Army List, and that during Pre-game
Selections, the model can swap one spell for the Hereditary Spell in the model’s Armybook.
Wizard Apprentice
Aspiring magic users, in the early stages of their training, may have just begun their journey into
the mystical arts, but many prove more than ready for the rigours of battle.
The model knows 1 spell, which is the Apprentice Spell (#1) of the Path it has selected. Note that the choice of Path
and spells are written on the Army List, and that during Pre-game Selections, the model can swap one spell for the
Hereditary Spell in the model’s Armybook.
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Wizard Conclave (X)
Groups of spellcasters may join in mystic communion to enhance their magical abilities. Through
close collaboration, they become formidable forces on the battlefield.
When deploying the unit, choose one model in the unit with Wizard Conclave as the “Conduit”. This choice can be
changed at the start of your Magic Phase. The Conduit knows X spells, and if X is 2 or larger it also gains Channel (1).
The spells are chosen for the whole unit (i.e. changing Conduit does not change the spells known), are written on the
Army List, and are chosen from the list of available spells listed in the Unit Entry. Note that Wizard Conclaves cannot
swap spells for the Hereditary spell.
Wizard Master
The greatest and rarest mages can reach the wondrous pinnacle of their craft. With unmatched
knowledge and experience, they are capable of truly impressive acts of power.
The model gains Channel (2) and knows 4 spells, chosen from the Apprentice Spell, and the Adept and Master
Spells (#1 - #6) of the Path it has selected. Note that the choice of Path and spells are written on the Army List, and
that during Pre-game Selections, the model can swap one spell for the Hereditary Spell in the model’s Armybook.
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Melee Weapons
Hand Weapon All models come Models using a Hand Weapon alongside a
equipped with a Hand Weapon Shield gain Parry. A model equipped with
–
as their default equipment and another Melee Weapon must use this, and
cannot lose it. cannot use its Hand Weapon.
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Shooting Weapons
Throwing as as
8″ 2 Accurate, Quick to Fire, Stand and Shoot.
Weapons user user
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Attack Attributes
Accurate – Shooting
The attack doesn’t suffer the −1 to-hit modifier for shooting at Long Range.
Area Attack (X x Y)
Before making a Shooting Attack with Area Attack, determine the attack’s Target Facing hits using the same rules as
for Cover.
If the attack hits in the _Front or _Rear: Select up to “Y” different ranks of the target. If the attack hits in the _Flank:
Select up to “Y” different files of the target. For each rank or file chosen this way, the unit takes “X” hits, up to a
maximum equal to the number of models in that rank or file. An Area Attack can’t cause more hits than the total
models in the unit.
If the attack misses, reduce “X” and “Y” by 1 each for every point the hit misses by, and treat it as a hit. If the to-hit
roll was a natural ‘1’, or the either “X” or “Y” is reduced to 0, this is treated as a miss. Otherwise, the attack is treated
as a hit instead, with the updated “X” and “Y” values. For example, if you needed 4+ to hit with Area Attack (4×4) and
rolled 2 to hit, the hit is resolved with Area Attack (2(×)2) instead.
Figure ?? illustrates examples of different variations of Area Attack.
Artillery – Shooting
The attack ignores to-hit modifiers from Cover and Long Range, but suffers −1 to hit when targeting units that have
0 Proper Ranks, including all Light Troops. The attack gains +1 to-hit when shooting at units with enough Proper
Ranks to be considered Steadfast.
Crush Attack
At the model part’s Agility Step, the model part may choose to exchange all of its Standard Melee Attacks for a single
Standard Melee Attack, which has its Str set to 10, its AP set to 10, and gains Multiple Wounds (D3, ). This cannot
be done as a Restricted Attack.
Divine Attacks
Aegis Saves cannot be taken against Divine Attacks.
Elven Finesse
Prioritising graceful styles and benefitting from the training and experience of their long lives, elven
soldiers often demonstrate particularly refined forms of combat. Their fluid movements and precise
strikes grant them a mastery that can appear almost supernatural to their enemies.
Model parts with this Attack Attribute wielding Great Weapons strike at −1 Agility instead of always at Agility 0.
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Model Rules T9A-FB – Appendix I: Model Rules
First Strike
During the First Round of Combat, model parts with First Strike, or using a weapon with First Strike, gains the rules
and Characteristic modifiers stated in brackets. For example, a model part with First Strike (+1 Str) gains +1 Str in the
first round of combat.
Flaming Attacks
Fortitude Saves cannot be taken against Flaming Attacks.
Fury
If the attack hits with a natural to-hit roll of ‘6’, the attack causes one additional hit usually this means it causes two
hits instead of one.
War machines and other battlefield terrors can flatten enemies without resorting to traditional
forms of combat. Using sheer mass or similar unconscious methods, their mere advance can prove
deadly.
The model part can make a Special Melee Attack. Allocate this attack towards a Health Pool in contact with the model,
except that it can not be allocated towards an Attachable Model that could not be the target of a Shooting Attack (see
Attacks chapter).
The attack is resolved with the model part’s Agility, and hits automatically, inflicting X hits, using the model part’s
Strength, Armour Penetration, and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are
used instead. In this case, note that characteristics modifiers and Attack Attributes on the model part itself do not
affect this attack.
Hatred
An attack with Hatred must reroll failed to-hit rolls.
Lethal Strike
An attack with Lethal Strike that wounds with a natural to-wound roll of ‘6’ has its AP always set to 10, and it ignores
Fortitude Saves.
Lightning Attacks
Lightning Attacks must reroll failed to-wound rolls against models with Metal Armour.
Magical Attacks
The Attack Attribute doesn’t confer any direct effects, but instead interacts with other rules, such as Aegis (X, against
Magical Attacks).
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Model Rules T9A-FB – Appendix I: Model Rules
March and Shoot – Shooting
Performing a March Move in the same Player Turn does not prevent shooting with attacks or model parts with March
and Shoot, but the attack suffers −1 to hit for Moving and Shooting.
Rage
Whenever the model loses a Health Point, it gains +1 Attack Value. Whenever it Recovers or Raises a Health Point, it
suffers −1 Attack Value.
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Model Rules T9A-FB – Appendix I: Model Rules
Sweeping Attack (X hits, Y)
When a model with Sweeping Attack is within 1″ of an unengaged enemy unit during a Move Manoeuvre (often
temporarily), the model’s unit may perform a Sweeping Attack against the enemy unit. This can only be used once
per Player Turn. Resolve the Sweeping Attack when the Move Manoeuvre is completed.
The attack hits automatically, and counts as a Ranged Attack. Each model in the unit with Sweeping Attack must use
their Sweeping Attack against the same enemy unit. The Sweeping Attack hits automatically, causing a number of
hits as defined in the brackets (X hits). These hits are resolved with the model part’s Strength, Armour Penetration
and Attack Attributes, but not Weapons.
If values for Strength, Armour Penetration and additional Attack Attributes are defined in the bracket (Y), these are
used instead. In this case, note that characteristics modifiers and Attack Attributes on the model part itself do not
affect this attack.
Toxic Attacks
No armour can protect against the insidious effects of certain corrosive or gaseous substances. There
is a great variety of caustic and debilitating compounds that can be deployed by the many strange
and inventive armies of the Ninth Age.
The attack has its Strength always set to 3 and its Armour Penetration always set to 10.
Two-Handed
A model using a Two-Handed Melee Weapon can not simultaneously use a Shield against Melee Attacks.
Unwieldy (X)
If the model performed a Move Manoeuvre in the same Player Turn, Attacks with Unwieldy suffer −X to Hit. This
modifier can be combined with the −1 to-hit modifier from shooting in the same turn as performing a Reform Move.
Weapon Master
It takes impressive skill to become fully adept in using more than one weapon. Yet some warriors
master the art of wielding diverse weaponry, and employing the most effective tools for any situation.
The model part may choose what Melee Weapon to use at each Round of Combat, rather than only in the first round
of combat. The model part may also choose to use a Hand Weapon even if it has another Melee Weapon. If armed
with an Enchantment Weapon, the model part must still use it.
Zeal
An attack with Zeal must reroll failed to-wound rolls.
Part 18
Model Rules T9A-FB – Appendix I: Model Rules