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Fantasy Battles

The 9​ Age
th​

Empire of Sonnstahl
Army Rules
Version 0.11.1 Beta

Special Rules Lords


Armoury Heroes
Magical Items Core
Quick Reference Special
Sheet Rare
Change Log Mounts

Fantasy Battles: The 9th Age is a community-made miniatures wargame.


All relevant rules, as well as feedback and suggestions, can be found/given here:
http://www.the-ninth-age.com/

Rules changes between versions are colour coded in ​


green. ​
See change log at end of document.
Special Rules
Blessings
Characters with this rule have Hatred and grants this bonus to any unit they join. The character may cast three different
type of Bound Spells (Power Level 3) with the keyword Augment. These Bound Spells automatically target the caster's
unit and last one turn.

Volund’s Blessing Target unit may Reroll failed rolls to wound in close combat.

Sunna’s Blessing Target unit gains Flaming Attacks. Any enemy unit in base contact with the target
takes D6 Strength 4 Flaming Attacks hits.

Ullor’s Blessing Target unit gain a Ward Save (5+) against Close Combat attacks.

Zealot
A character with this special rule may join units of Flagellants and gains Unbreakable while it remains in the unit.

Parent Units And Support Units


Certain units in this Army Book are designated as either Parent Units or Support Units. Support Units are considered
Insignificant to Parent Units and may perform Supporting Actions.

Supporting Actions
Whenever a Parent Unit is the target of a charge, or successfully declare a charge, a Support Unit within 6” of the Parent
Unit may perform one of the following actions:

1. The Support Unit may Stand and Shoot as if it were the target of the charge, applying all usual restrictions for a
Stand and Shoot reaction.

2. The Support Unit may declare a Charge upon an enemy unit which has successfully Charged a Parent Unit,
applying all usual restrictions for Charging. This counter-charge is completed during your opponent's turn,
after all charge movements have been finalized, but before the Compulsory Movement Sub-phase.

3. The Support Unit may declare a charge against the same unit that the Parent Unit has declared a charge against.
At the end of the ​
round of ​
combat​
,​
when calculating the Combat Resolution, both units may ​ combine their rank
bonus (following all normal restrictions), up to maximum of +6.

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Orders
Lord-level Characters with this special rule may give a single Order to a friendly Parent or Support Unit within a 6”,
whilst Hero-level Characters may only give a single Order to a Parent or Support Unit it has joined​
. Orders are given at
the start of each friendly player turn. Each order has the following effect:

On The Double! The target unit gains +2 Movement but cannot declare a charge this turn.

Steady Men! The target unit may roll an additional D6 when taking Leadership Tests and discard the
highest roll. A unit that receives this Order and passes a Rally test may act in the same turn
but counts as having moved, which means the unit receives a shooting penalty, cannot March
and cannot declare charges.

Ready! Aim! Fire! The target unit gains +1 to hit with shooting attacks

Brace For Impact! The target unit gains Fight In Extra Rank but cannot declare charges

The effect of Orders applies immediately to the target unit and lasts one turn. A unit cannot receive the same order
more than once during the same turn.

Armoury
Repeater Gun
Shooting Weapon. Range 24”, Strength 4, Armour Piercing (1), Multiple shots (3), Unwieldy.

Long Rifle
Shooting Weapon. Range 48”, ​
Strength 5​
, Armour Piercing (1), Move or Fire, Multiple Wounds (D3), adds +1 to hit when
shooting.

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Magical Items
Magical Weapons Talismans
The Sonnstahl ​
(85 pts) The Winter Cloak ​(50 pts)
Type: Hand weapon. Attacks made with this weapon The bearer gains Distracting, Fireborn and Ward Save
wounds automatically and have Armour Piercing (6). (5+).

Hammer of Witches​ ​​
(35 pts)
Type: Hand weapon. ​Attacks made with this weapons has Enchanted Items
Lighting reflexes and +1 Strength. Locket of Sunna ​ (30 pts)
The bearer automatically swaps the characteristic values
Star Mace ​(30 pts) of Strength, Toughness, Initiative and Attack on his
Type: Great weapon. The bearer gains Crush Attack. profile with those of his opponent when fighting in a
challenge. Use the unmodified value. ​ The exchanged
Magical Armour values are never swapping with the mount of the enemy
Blessed Armour of Frederick the Great ​ (35 pts) – model.
models on foot only
Type: Plate Armour. The wearer has a 1+ armour save.
Magical Standards
The Black Helm ​ (15 pts) Banner of the Stallion ​ (25 pts)
Type: None (6+ armour save). The wearer causes Fear. The bearer’s unit ignores the movement penalty for
Barding and ​ may reroll results of 1 when charging,
Armour of Volund ​ (25 pts) fleeing, ​
pursuing ​
or performing an overrun move.
Type: Plate armour. ​ Attacks against the wearer with
Lethal Strike loses this special rule​
. Banner of Unity ​ (​
25​pts) - Infantry only
The bearer's unit ​ cannot be disrupted from being
flanked. Notice it can be disrupted by the rear.

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Army List
LORDS

Marshal 90 pts
single model
M WS BS S T W I A Ld

4 5 5 4 4 3 5 3 9 Infantry 20x20mm base


Armour: Options: pts
Plate Armour May take Magical Items Up to 100
May take a Shield 3
Special rules: May take a weapon (once choice only)
Orders Additional Hand Weapon 3
Great Weapon 4
Halberd 4
Lance 6
May take a Pistol 6
May ride a mount (one choice only):
Horse 20
Pegasus 60
Great Griffon 130
Dragon (Imperial Prince only) 250

May upgrade to one of the following (One of a Kind each):

Seasoned General ​
(10 pts) Great Tactician​
(30 pts) Imperial Prince ​
(100 pts)

A Seasoned General gains +1 A Great Tactician may give two An Imperial Prince gains +1
Weapon Skill. If a Seasoned General orders per turn instead of one and Leadership and is equipped with the
is included in the army, one unit of these two orders may each target a Sonnstahl. An Imperial Prince may
Heavy Infantry may be upgraded to different unit. If a Great Tactician is not purchase any other Magical
Veterans. Additionally, one unit of the General of the army then he may Weapon.
Light Infantry may be upgraded to give Orders ​
to any Parent or Support
Veterans. unit within the range of his Inspiring
Presence. A Marshal who is
upgraded to Great Tactician ​ may ​be
the General of the army even if they
are not the character with the
highest Leadership value.

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Knight Commander ​
135 pts
single model
M WS BS S T W I A Ld

Commander 4 6 3 4 4 3 6 4 9
Horse 8 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Armour: Options: pts
Plate Armour May take Magical Items up to 100
May take a Shield 3
Mount: May take a weapon (one choice only)
Horse with Barding and Mount’s Protection (6+) Halberd 10
Great Weapon 10
Lance 15
May replace Horse and its Barding with
Young Griffon 35

Legendary Warrior​: A Knight Commander is Immune to Psychology and confers this effect to any unit he joins. If a
Knight Commander is included in the army, one unit of Electoral Cavalry may be upgraded to Imperial Cavalry.

Archwizard ​
175 ​
pts
single model
M WS BS S T W I A Ld

4 3 3 3 4 3 3 1 8 Infantry 20x20mm base


Magic: Options: pts
Level 3 Wizard Master​ . Generates spells from one May take Magical Items up to 100
of the Battle Magic Paths. May become Wizard Level 4 35
May take a mount (one choice only):
Horse 20
Pegasus 40
Arcane Engine 130

Great Griffon (Path of Wilderness only) 130

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Prelate ​
85 pts
single model
M WS BS S T W I A Ld

4 4 3 4 4 3 4 2 9 Infantry 20x20mm base


Armour: Options: pts
Heavy Armour May take Magical Items up to 100
May take a Shield 3
Special Rules: May take a weapon (one choice only)
Blessings, Channel, ​
Divine Attacks​
,​
Zealot Additional Hand Weapon 3
Flail 3
Great Weapon 6
May ride a mount (one choice only)
Horse 20
Altar of Battle 150
Supreme Pontiff​ : A Prelate may add +1 to the casting attempts of any Bound Spell from the Blessing special rule
which did not result in two or more 6. ​
If a Prelate is included in the army, units of Flagellants may upgrade their unit
champion to Lay Preacher.

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HEROES
Captain 60 pts
single model
M WS BS S T W I A Ld

4 5 5 4 4 2 5 3 8 Infantry 20x20mm base


Armour: Options: pts
Heavy Armour May be the Battle Standard Bearer 25
May take Magical Items up to 50
Special Rules: May take any of the following
Orders Shield 2
Plate Armour 10
May take a Weapon
Additional Hand Weapon 3
Great Weapon 4
Halberd 4
Lance 6
Pistol 6
May take a mount (one choice only):
Horse 15
Pegasus 55

Artificer 50 pts
single model
M WS BS S T W I A Ld

4 3 4 3 3 2 3 1 7 Infantry 20x20mm base


Armour: Options: pts
Heavy Armour May take Magical Items up to 25
May take a weapon (one choice only)
Special Rules: Pistol 4
Engineer Handgun 6
Brace of pistols 8
Repeater Gun 10
Long Rifle 15
May ride a Horse 10
May become a Master Artificer 25

Master Artificer​
: The Engineer may give the order
Ready! Aim! Fire! ​
to a Parent Unit or Support Unit
it has joined.

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Wizard ​
65​
pts
single model
M WS BS S T W I A Ld

4 3 3 3 3 2 3 1 7 Infantry 20x20mm base


Magic: Options: pts
Level 1 Wizard Apprentice​ . Generates spells from May take Magical Items Up to 50
one of the Battle Magic Paths. May become a Level 2 Wizard 25
May ride a Horse 10

Preacher ​
65 pts
single model
M WS BS S T W I A Ld

4 4 4 4 4 2 4 2 8 Infantry 20x20mm base


Armour: Options: pts
Heavy Armour May take Magical Items Up to 50
May take a Shield 2
Special Rules: May take a weapon (one choice only)
Blessings, Channel, ​
Divine Attacks​
,​
Zealot Additional Hand Weapon 3
Flail 3
Great Weapon 6
May ride a Horse 15

Inquisitor ​
55 pts
single model
M WS BS S T W I A Ld

4 5 4 4 4 2 4 2 8 Infantry 20x20mm base


Armour: Options: pts
Heavy Armour May take Magical Items up to 50
May take a Shield 2
Special Rules: May take Plate Armour 15
Immune to Psychology, Not a Leader, Lethal Strike, May take a weapon
Multiple Wounds (D3), Magic Resistance (2) Brace of Pistols 5
Great Weapon 6
Crossbow 5
May ride Horse 15
- May gain Free Reform 15
Nobody Expects…: ​
The Inquisitor may choose one of the following specialization at the start of the game:
Witch Hunter Daemon Hunter Vampire Hunter
A Witch Hunter causes enemy spells A Daemon Hunter has ​
Divine A Vampire Hunter gains Flaming
targeting the character or his unit to Attacks. Attacks and Magical Attacks.
receive a -1 penalty to their Casting
rolls. Spells with the Aura keyword
are not affected.

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CORE
Light Infantry ​
80 pts
10​
models, may add up ​
10​
models 7 pts / model
M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7 Infantry 20x20mm base


Weapons: Options: pts
Crossbow May replace Crossbow with Handgun free
May upgrade one model to each of the following:
Special Rules: Champion 10
Support Unit - may replace Handgun with:
Long Rifle 10
Repeater Gun 10
Musician 10
Standard Bearer 10

If the army has a ​


Seasoned General​ :
One unit of Heavy Infantry of Light Infantry
may be upgraded to Veterans: 2 / model

Veterans:​
models get +1 Ballistic Skill and gain Light
Armour

Heavy Infantry ​
50 pts
10​
models, may add up ​
50​
models 5 pts / model
M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 7 Infantry 20x20mm base


Armour: Options: pts
Light Armour and Shield May take a weapon (one choice only)
Spear free
Special Rules: Halberd 1 / model
Support Unit (Only units of 20 or less models) May upgrade one model to each of the following:
Parent Unit (Only units of 21 or more models) Champion 10
Musician 10
Standard Bearer 10
- May become the Veteran Standard Bearer*
*A Veteran Standard Bearer is One of a Kind and may take a
Magical Standard worth up to 25 pts.
If the army has a ​
Seasoned General​ :
One unit of Heavy Infantry of Light Infantry
may be upgraded to Veterans: 1 / model

Veterans: ​
models get +1 Weapon Skill and +1 Initiative

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State Militia 40 pts
5​
models, may add up ​
50​
models 4 pts / model
M WS BS S T W I A Ld

4 3 3 3 3 1 3 1 6 Infantry 20x20mm base


Weapons: Options: pts
Additional Hand Weapon All models may replace Additional Hand Weapon
with Bow 2 / model
Special Rules: with Pistol 2 / model
Support Unit (Only units of 20 or less models), May upgrade one model to each of the following:
Skirmishers (when 15 or less models). Champion 10
Musician 10
Standard Bearer 10

Electoral Cavalry ​
90 pts
5​
models, may add up ​
10​
models 18 pts / model
M WS BS S T W I A Ld

Rider 4 3 3 3 3 1 3 1 8
Horse 8 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Weapons: Options: pts
Great Weapon May replace Great Weapon with Lance 1 / model
May take Shields 1 / model
Armour: May upgrade one model to each of the following:
Mount’s Protection (6+), Plate Armour and Barding Champion 10
Musician 10
Standard Bearer 10
- May become the Veteran Standard Bearer

If army have a ​
Knight Commander​ :
One unit may be upgraded to Imperial Cavalry 4 / model

Imperial Cavalry: ​Riders gain +1 Weapon Skill and +1


Strength on their characteristic profile.

If upgraded, may replace Great Weapon with


Cavalry Hammers​ (count as ​
​ ​
Halberds) 1 / model

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SPECIAL
Imperial Guard ​
90 pts
10​
models, may add up ​
30​
models 9 pts / model
M WS BS S T W I A Ld

4 4 3 4 3 1 3 1 8 Infantry 20x20mm base


Weapons: Options: pts
Hand Weapon and Shield May replace ​
Shield ​
with
Great Weapon 1 / model
Armour: May upgrade one model to each of the following:
Plate Armour Champion 10
Musician 10
Special Rules
Bodyguard, Parent Unit Standard Bearer 10
- may take a Magical Standard up to 50

Imperial Rangers ​
50 pts
5 models, may add up ​
5​
models 10 pts / mode
M WS BS S T W I A Ld

4 3 4 3 3 1 3 1 7 Infantry 20x20mm base


Weapons: Options: pts
Bow May upgrade one model to a Champion 10

Special Rules:
Multiple Shots (2), Scout, Skirmishers

Knightly Orders ​
145 pts
5​
models, may add up ​
7​
models 26 pts / model
M WS BS S T W I A Ld

Rider 4 4 3 4 3 1 4 2 8
Horse 8 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Weapons: Options: pts
Lance May replace Lance and Shield with
Cavalry Hammers (count as Halberd) free
Armour: May upgrade one model to each of the following:
Mount’s Protection (6+), Plate Armour, shield Champion 10
and Barding Musician 10
Standard Bearer 10
Special rules:
- may take a Magical Standard up to 50
Bodyguard (Knight Commander, General)

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Reiters ​
75 pts
5​
models, may add up ​
10​
models 15 pts / model
M WS BS S T W I A Ld

Rider 4 3 4 3 3 1 3 1 7
Horse 8 3 - 3 3 1 3 1 3 Cavalry 25x50mm base
Weapons: Options: pts
Pistol May take Heavy Armour 2 / model
May replace Pistol with
Armour: Light Lance and ​shield 1 / model
Mount’s Protection (6+), Light Armour Brace of Pistols 2 / model
Repeater Gun 3 / model
Special rules:
May upgrade one model to each of the following:
Fast Cavalry
Champion 10
- may take:
Repeater Gun 10
Musician 10
Fire on Impact!
In the first Round of Combat after Charging, a model with this rule may perform ​ additional attacks​
; 1 attack if
equipped with a Pistol or 2 attacks if equipped with a Brace of Pistols. These attacks are resolved at Initiative (10),
Strength 4 and benefit from Armour Piercing (1).

Flagellants ​
100​
pts
10​
models, may add up ​
30​
models 9 pts / model
M WS BS S T W I A Ld

4 3 3 3 4 1 3 1 6 Infantry 20x20mm base


Weapons: Options: pts
Flail May upgrade one model to a Champion 10

Special Rules:
Unbreakable

Fanatical: ​
Models with this rule benefit from
Frenzy and may never lose it.

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Arcane Engine ​
130​
pts
single model
M WS BS S T W I A Ld

Arcane Engine - - - 5 5 5 - - -
Crew (2) 4 3 3 3 - - 3 1 7
Horse (2) 8 3 - 3 - - 3 1 3 Chariot 50x100mm base
Armour:
Heavy Armour

Special Rules:
Channel, Large Target
An Arcane Altar must​

take one of the following upgrades:
Arcane Shield ​
(free) Foreseeing ​
(free)

An Arcane Engine with Arcane Shield grants ​ Hard An Arcane Engine with Foreseeing grants Lighting
Target to every friendly unit within 6”. The Engine may Reflexes to every friendly unit within 6”, excluding
Shield of Protection ​
cast ​ from the Path of Light as a mounts. The Engine may cast ​ Thunderbolt ​from the
bound spell (power level 3). Path of Heavens as a bound spell (power level 4).

Light Artillery
single model
M WS BS S T W I A Ld

Machine - - - - 7 3 - - -
Crew (3) 4 3 3 3 3 - 3 1 7 Warmachine 60mm round base

Must take one of the following:


Rocket Battery ​
(130 pts) Mortar ​
(60 pts)

This is a ​
Catapult (3”) Artillery Weapon​ with This is a ​
Catapult (5”) Artillery Weapon​with
Range 36”. This war machine never subtract the BS of Range 12-48", Strength 2, Armour Piercing (1).
the crew for the shooting outside line of sight. Instead of
hitting models under the template as normal, any unit
under the template suffers D6 hits with Strength 5 and
Armour Piercing (1), Multiple Wounds (D3) and Flaming
Attacks special rules.

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RARE

Knights of the Sun Griffon ​


150 pts
3​
models, may add up ​
4​
models 52 pts / model
M WS BS S T W I A Ld

Rider 4 4 3 4 3 1 4 1 8
Young Griffon 7 4 - 5 4 3 4 3 7 Monstrous Cavalry 50x75mm base
Weapons: Options: pts
Halberd May replace Halberd with Lance and Shield 5 /model
May upgrade one Model to each of the following:
Armour: Champion 10
Mount’s Protection (6+), Plate Armour Musician 10
Standard Bearer 10
Special rules:
Armour Piercing (1) (mount only), Fear - may take a Magical Standard up to 50

Heavy Artillery
single model
M WS BS S T W I A Ld

Machine - - - - 7 3 - - -
Crew (3) 4 3 3 3 3 - 3 1 7 Warmachine 60mm round base

Must take one of the following:


Volley Gun ​
(​
125​
pts) Cannon ​
(100 pts)

This is a ​
Volley Gun Artillery Weapon​ with This weapon can be fired in two ways:
Range 24", Strength 5, Armour Piercing (1), Multiple - As a ​
Cannon (D6) Artillery Weapon​ with
Shots (3D6*2) Range 72”, Strength 10, Armour Piercing (2), Multiple
Wounds (Ordnance)

- As a ​
Volley Gun Artillery Weapon​ with
Range 12", Strength 4, Armour Piercing (3), Multiple
Shots (2D6).

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Steam Tank ​
300 pts (one of a kind)
single model
M WS BS S T W I A Ld

Steampanzer * - - 6 6 10 - - -
Crew (1) - 3 3 3 - - 3 1 7 Chariot 50x100mm base
Weapons:
Repeater Gun

Steam Powered Cannon:


This is a ​
Cannon (D6) Artillery Weapon​ with
Range: see below, Strength 7, Armour Piercing (2), Multiple Wounds (D3)

Armour:
Innate Defence (1+)

Special Rules:
Random Movement (*), Large Target, Unbreakable, Breath Weapon (Strength 3, Armour Piercing (1)), Terror

Steel Behemoth: ​
A Steel Tank always count as stationary for shooting purposes. A Steel Tank can never Pursue or
Overrun.

Steam Engine: ​ The Steel Tank’s current number of wounds dictates the value of its Movement, its number of
Grinding Attacks and the range of its Steam Powered Cannon. A Steam tank may choose not to move.

Current number of wounds Movement Grinding Attack Cannon Range

8-10 wounds 1D6, 2D6 or 3D6 3D3 42”

4-7 wounds 1D6 or 2D6 2D3 30”

1-3 wounds 1D6 1D3 18”

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MOUNTS
This section show the profile entries of mount options for characters. Models of the same name but which are not
character mounts must follow the rules given under their respective entries.

Horse
M WS BS S T W I A Ld

8 3 - 3 3 1 3 1 3 War Beast 25x50mm base


Armour: Options: pts
Mount’s Protection (6+) May take Barding 15

Pegasus
M WS BS S T W I A Ld

7 4 - 4 4 3 4 2 6 Monstrous Beast 40x40mm base


Armour:
Mount’s Protection (6+)

Special Rules:
Fly (8)

Young Griffon
M WS BS S T W I A Ld

7 4 - 5 4 3 4 3 7 Monstrous Beast 50x75mm base


Armour:
Mount’s Protection (6+)

Special Rules
Armour Piercing (1), Fear

Great Griffon
M WS BS S T W I A Ld

7 5 - 6 5 4 5 4 7 Monstrous Beast 50x100mm base


Special Rules
Fear, Fly (8), Large Target

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Altar of Battle ​
(one of a kind)
M WS BS S T W I A Ld

Altar of Battle - - - 5 5 5 - - -
Horses (2) 8 3 - 3 - - 3 1 - Chariot 50x100mm base
Special Rules
Large Target, Ward Save (4+), Stubborn

Holy Relic: ​The Altar of Battle grants Hatred to all friendly units within 6”, excluding mounts, and allows affected
models to cast Blessings on units within 6”away. A High Cleric that rides an Altar of Battle may cast Banishment from
the Path of Light as a bound spell (power level 4).

Dragon ​
(One of a Kind)
M WS BS S T W I A Ld

6 5 - 6 6 6 3 5 9 Monster 50x100mm base


Armour:
Innate Defence (3+)

Special Rules:
Breath Weapon (Strength 4 Flaming Attacks), Fly (7)

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Quick Reference Sheet
L - Lords, H - Heroes, C - Core, S - Special, R - Rare, M - Mounts only

CHARACTERS M WS BS S T W I A Ld CAVALRY M WS BS S T W I A Ld
L Marshal​
l 4 5 5 4 4 4 5 3 9 C Electoral Cavalry 4 3 3 3 3 1 3 1 8
Knight Commander 4 6 3 4 4 3 6 4 9 - Horse 8 3 - 3 3 1 3 1 3
Archwizard 4 3 3 3 4 3 3 1 8 S Knightly Order 4 4 3 3 3 1 3 1 8
Prelate 4 4 3 4 4 3 4 2 9 - Horse 8 3 - 3 3 1 3 1 3
H Captain 4 5 5 4 4 2 5 3 8 Reiter 4 3 4 3 3 1 3 1 7
Artificier 4 3 4 3 3 2 3 1 7 - Horse 8 3 - 3 3 1 3 1 3
Wizard 4 3 3 3 3 2 3 1 7
Preacher 4 4 4 4 4 2 4 2 8 MONSTROUS CAVALRY

Inquisitor 4 4 4 4 4 2 4 2 8 R Knight of the Sun 4 4 3 4 3 1 4 1 8


- Young Griffon 7 4 - 5 4 3 4 3 7
INFANTRY
C Light Infantry 4 3 3 3 3 1 3 1 7 CHARIOTS

Heavy Infantry 4 3 3 3 3 1 3 1 7 S Arcane Engine - - - 5 5 5 - - -

State Militia 4 3 3 3 3 1 3 1 6 - Crew (2) 4 3 3 3 - - 3 1 7

S Imperial Guard 4 4 3 3 3 1 3 1 8 - Horse (2) 8 3 - 3 3 1 3 1 3

Imperial Ranger 4 3 4 3 3 1 3 1 7 R Steam Tank * - - 6 6 10 - - -

Flagellant 4 3 3 3 3 1 3 1 6 - Crew (1) 4 3 3 3 - - 3 1 7


M Altar of Battle - - - 5 5 5 - - -
WAR BEASTS - Horse (2) 8 3 - 3 3 1 3 1 3
M Horse 8 3 - 3 3 1 3 1 3
WAR MACHINES
MONSTROUS BEASTS R Light Artillery - - - - 7 3 - - -
M Pegasus 7 4 - 4 4 3 4 2 6 - Crew (3) 4 3 3 3 3 - 3 1 7
Young Griffon 7 4 - 5 4 3 4 3 7 S Heavy Artillery - - - - 7 3 - - -
Great Griffon 6 5 - 6 5 4 5 4 5 - Crew (3) 4 3 3 3 3 - 3 1 7

MONSTERS
M Dragon 6 5 - 6 6 6 3 5 9

ARTILLERY WEAPON Range S Multiple Shots Multiple Wounds Armour Piercing


Light Artillery Rocket Battery Catapult (3”) 36 3(5) (D3)​
(Flaming Attack) (1)
Mortar Catapult (5”) 12-48 2(6) - (D3) 1
Heavy Artillery Volley Gun Volley Gun 24 5 3D6*2 - 1
Cannon (1) Cannon (D6”) 72 10 (Ordnance) 2
Cannon (2) Volley Gun 12 4 2D6 3
Steampanzer Steam Cannon Cannon (D6”) * 7 - D3 2

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CHANGE LOG
released version 0.9.0 beta

V0.9.1
Steam tank crew strength
Imperial Beast Riders troop type
warmachine base sizes
Field Marshal
engineer points
orders
Fire on Impact!
Templar Knights, points

v0.9.2
Great Tactician points cost typo

v0.9.3
imperial guard strength (typo)
formalized writing style

v0.10.0
Light Infantry Veterans lose +1 I and gain Light Armour
Fire on Impact! rule clarified.
Captain given light Armour by default
Captain base cost reduced.
Templar Knights given Bodyguard “General”
Heavy Infantry Parent/Support unit changed
Milita lose Support Unit by default. Gain it when 20 or fewer models.
General’s ability to take Heavy Armour removed.
Core unit and magic banners

v0.10.1
Frost’s Blessing (typo)
Mortar/Rocket Battery merged and moved to Special
Cannon/Volley Gun merged
Fire on Impact! rule clarified.
Rocket Battery cost.
Mortar cost.
Marshal upgrades reworded for clarified.
Knights of the Sun Griffon max unit size.
State Militia being Skirmishers by default if 15 or less.
Inquisitor rules updated to new BRB (Lethal Strike).
Volleygun cost
Armour of Volund (new rules)
Arcane Engine (cost)
Captain base cost, comes with heavy armour, plate armour cost changed
Master Artificer rule updated (miscommunication)

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v0.11.0
Flagellants
Reiters
Zealot special rule
Banner of Unity (new rules)
Master Tactician (clarified)
Arcane Engine
Great Griffon as mount of Archwizard with Lore of Wilderness
Imperial Guard
Great Griffon cost
streamlining mundane weapon cost
orders
parent unit rules
imperial guard
long rifle s5
inquisitor weapon options
reiter champion
Armour of Volund clarification
Renamed Magic Items, Weapons, Armour and Standards to Magical
Renamed Blurry to Hard Target
Renamed Holy Attacks to Divine Attacks

v0.11.1
Supporting action 3, clarification

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