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Fantasy Battles

th
The 9
Age

Empire of Sonnstahl
Army Rules
Version 0.11.1 Beta

Special Rules
Armoury
Magical Items
Quick Reference
Sheet
Change Log

Lords
Heroes
Core
Special
Rare
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.
Volunds Blessing
Sunnas Blessing

Ullors Blessing

Target unit may Reroll failed rolls to wound in close combat.


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

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!
Steady Men!

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

Magical Items
Magical Weapons
The Sonnstahl
(85 pts)
Type: Hand weapon. Attacks made with this weapon
wounds automatically and have Armour Piercing (6).

Talismans
The Winter Cloak
(50 pts)
The bearer gains Distracting, Fireborn and Ward Save
(5+).

Hammer of Witches

(35 pts)

Type: Hand weapon.


Attacks made with this weapons has
Lighting reflexes and +1 Strength.

Enchanted Items
Locket of Sunna
(30 pts)
The bearer automatically swaps the characteristic values
of Strength, Toughness, Initiative and Attack on his
profile with those of his opponent when fighting in a
challenge. Use the unmodified value.
The exchanged
values are never swapping with the mount of the enemy
model.

Star Mace
(30 pts)
Type: Great weapon. The bearer gains Crush Attack.
Magical Armour
Blessed Armour of Frederick the Great
(35 pts)
models on foot only
Type: Plate Armour. The wearer has a 1+ armour save.

Magical Standards
Banner of the Stallion
(25 pts)
The bearers unit ignores the movement penalty for
Barding and
may reroll results of 1 when charging,
fleeing,
pursuing
or performing an overrun move.

The Black Helm


(15 pts)
Type: None (6+ armour save). The wearer causes Fear.
Armour of Volund
(25 pts)
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.

Army List
LORDS
Marshal 90 pts
single model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Plate Armour

May take Magical Items


May take a Shield
May take a weapon (once choice only)
Additional Hand Weapon
Great Weapon
Halberd
Lance
May take a Pistol
May ride a mount (one choice only):
Horse
Pegasus
Great Griffon
Dragon (Imperial Prince only)

Up to 100
3

Special rules:

Orders

3
4
4
6
6
20
60
130
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


Weapon Skill. If a Seasoned General
is included in the army, one unit of
Heavy Infantry may be upgraded to
Veterans. Additionally, one unit of
Light Infantry may be upgraded to
Veterans.

A Great Tactician may give two


orders per turn instead of one and
these two orders may each target a
different unit. If a Great Tactician is
the General of the army then he may
give Orders
to any Parent or Support
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.

An Imperial Prince gains +1


Leadership and is equipped with the
Sonnstahl. An Imperial Prince may
not purchase any other Magical
Weapon.

Knight Commander
135 pts
single model

WS

BS

Ld

Commander

Horse

Cavalry 25x50mm base

Armour:

Options:

pts

Plate Armour

May take Magical Items


May take a Shield
May take a weapon (one choice only)
Halberd
Great Weapon
Lance
May replace Horse and its Barding with
Young Griffon

up to 100
3

Mount:

Horse with Barding and Mounts Protection (6+)

10
10
15
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

Magic:

WS

BS

Ld

Infantry 20x20mm base

Options:

Level 3 Wizard Master


. Generates spells from one May take Magical Items
of the Battle Magic Paths.
May become Wizard Level 4
May take a mount (one choice only):
Horse
Pegasus
Arcane Engine
Great Griffon (Path of Wilderness only)

pts

up to 100
35
20
40
130
130

Prelate
85 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May take Magical Items


May take a Shield
May take a weapon (one choice only)
Additional Hand Weapon
Flail
Great Weapon
May ride a mount (one choice only)
Horse
Altar of Battle

up to 100
3

Special Rules:

Blessings, Channel,
Divine Attacks
,
Zealot

3
3
6
20
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.

HEROES
Captain 60 pts
single model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May be the Battle Standard Bearer


May take Magical Items
May take any of the following
Shield
Plate Armour
May take a Weapon
Additional Hand Weapon
Great Weapon
Halberd
Lance
Pistol
May take a mount (one choice only):
Horse
Pegasus

25
up to 50

Special Rules:

Orders

2
10
3
4
4
6
6
15
55

Artificer 50 pts
single model
M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May take Magical Items


May take a weapon (one choice only)
Pistol
Handgun
Brace of pistols
Repeater Gun
Long Rifle
May ride a Horse
May become a Master Artificer

up to 25

Special Rules:

Engineer

4
6
8
10
15
10
25

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

Wizard
65
pts
single model

WS

BS

Ld

Magic:

Infantry 20x20mm base

Options:

pts

Level 1 Wizard Apprentice


. Generates spells from May take Magical Items
one of the Battle Magic Paths.
May become a Level 2 Wizard
May ride a Horse

Up to 50
25
10

Preacher
65 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May take Magical Items


May take a Shield
May take a weapon (one choice only)
Additional Hand Weapon
Flail
Great Weapon
May ride a Horse

Up to 50
2

Special Rules:

Blessings, Channel,
Divine Attacks
,
Zealot

3
3
6
15

Inquisitor
55 pts
single model

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May take Magical Items


May take a Shield
May take Plate Armour
May take a weapon
Brace of Pistols
Great Weapon
Crossbow
May ride Horse
- May gain Free Reform

up to 50
2
15

Special Rules:

Immune to Psychology, Not a Leader, Lethal Strike,


Multiple Wounds (D3), Magic Resistance (2)

5
6
5
15
15

Nobody Expects:
The Inquisitor may choose one of the following specialization at the start of the game:
Witch Hunter
A Witch Hunter causes enemy spells
targeting the character or his unit to
receive a -1 penalty to their Casting
rolls. Spells with the Aura keyword
are not affected.

Daemon Hunter
A Daemon Hunter has
Divine
Attacks.

Vampire Hunter
A Vampire Hunter gains Flaming
Attacks and Magical Attacks.

CORE
Light Infantry
80 pts

10
models, may add up
10
models 7 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

pts

Crossbow

May replace Crossbow with Handgun


May upgrade one model to each of the following:
Champion
- may replace Handgun with:
Long Rifle
Repeater Gun
Musician
Standard Bearer

free

Special Rules:

Support Unit

If the army has a


Seasoned General
:
One unit of Heavy Infantry of Light Infantry
may be upgraded to Veterans:

10
10
10
10
10

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

Ld

Infantry 20x20mm base

Armour:

Options:

Light Armour and Shield

May take a weapon (one choice only)


Spear
free
Halberd
1 / model
May upgrade one model to each of the following:
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

Special Rules:

Support Unit (Only units of 20 or less models)


Parent Unit (Only units of 21 or more models)

pts

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

10

State Militia 40 pts


5
models, may add up
50
models 4 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

Additional Hand Weapon

All models may replace Additional Hand Weapon


with Bow
with Pistol
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

Special Rules:

Support Unit (Only units of 20 or less models),


Skirmishers (when 15 or less models).

pts

2 / model
2 / model
10
10
10

Electoral Cavalry
90 pts

5
models, may add up
10
models 18 pts / model
M

WS

BS

Ld

Rider

Horse

Cavalry 25x50mm base

Weapons:

Options:

Great Weapon

May replace Great Weapon with Lance


1 / model
May take Shields
1 / model
May upgrade one model to each of the following:
Champion
10
Musician
10
Standard Bearer
10
- May become the Veteran Standard Bearer

Armour:

Mounts Protection (6+), Plate Armour and Barding

If army have a
Knight Commander
:
One unit may be upgraded to Imperial Cavalry

pts

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)

11

1 / model

SPECIAL
Imperial Guard
90 pts

10
models, may add up
30
models 9 pts / model
M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

Hand Weapon and Shield

May replace
Shield
with
Great Weapon
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

Armour:

Plate Armour
Special Rules

Bodyguard, Parent Unit

pts

1 / model
10
10
10
up to 50

Imperial Rangers
50 pts

5 models, may add up


5
models 10 pts / mode
M

WS

BS

Ld

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

Ld

Rider 4

Horse 8

Cavalry 25x50mm base

Weapons:

Options:

Lance

May replace Lance and Shield with


Cavalry Hammers (count as Halberd)
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

Armour:

Mounts Protection (6+), Plate Armour, shield


and Barding
Special rules:

Bodyguard (Knight Commander, General)

12

pts

free
10
10
10
up to 50

Reiters
75 pts

5
models, may add up
10
models 15 pts / model
M

WS

BS

Ld

Rider 4

Horse 8

Cavalry 25x50mm base

Weapons:

Options:

pts

Pistol

May take Heavy Armour


May replace Pistol with
Light Lance and
shield
Brace of Pistols
Repeater Gun
May upgrade one model to each of the following:
Champion
- may take:
Repeater Gun
Musician

2 / model

Armour:

Mounts Protection (6+), Light Armour


Special rules:

Fast Cavalry

1 / model
2 / model
3 / model
10
10
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

Ld

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.

13

Arcane Engine
130
pts
single model

WS

BS

Ld

Crew (2) 4

Horse (2) 8

Arcane Engine

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
Target to every friendly unit within 6. The Engine may
cast
Shield of Protection
from the Path of Light as a
bound spell (power level 3).

An Arcane Engine with Foreseeing grants Lighting


Reflexes to every friendly unit within 6, excluding
mounts. The Engine may cast
Thunderbolt
from the
Path of Heavens as a bound spell (power level 4).

Light Artillery
single model
M

WS

BS

Ld

Machine

Crew (3)

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
Range 36. This war machine never subtract the BS of
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.

This is a
Catapult (5) Artillery Weapon
with
Range 12-48", Strength 2, Armour Piercing (1).

14

RARE
Knights of the Sun Griffon
150 pts
3
models, may add up
4
models 52 pts / model
M

WS

BS

Ld

Rider 4

Young Griffon 7

Monstrous Cavalry 50x75mm base

Weapons:

Options:

pts

Halberd

May replace Halberd with Lance and Shield


May upgrade one Model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

5 /model

Armour:

Mounts Protection (6+), Plate Armour


Special rules:

Armour Piercing (1) (mount only), Fear

10
10
10
up to 50

Heavy Artillery
single model
M

WS

BS

Ld

Machine

Crew (3)

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
Range 24", Strength 5, Armour Piercing (1), Multiple
Shots (3D6*2)

This weapon can be fired in two ways:


- As a
Cannon (D6) Artillery Weapon
with
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).

15

300 pts (one of a kind)

Steam Tank
single model
M

WS

BS

Ld

Steampanzer

10

Crew (1)

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 Tanks 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

16

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

Ld

War Beast 25x50mm base

Armour:

Options:

pts

Mounts Protection (6+)

May take Barding

15

Pegasus
M

WS

BS

Ld

Monstrous Beast 40x40mm base

Armour:

Mounts Protection (6+)


Special Rules:

Fly (8)

Young Griffon
M

WS

BS

Ld

Monstrous Beast 50x75mm base

Armour:

Mounts Protection (6+)


Special Rules

Armour Piercing (1), Fear

Great Griffon
M

WS

BS

Ld

Special Rules

Fear, Fly (8), Large Target

17

Monstrous Beast 50x100mm base

Altar of Battle
(one of a kind)
M

WS

BS

Ld

Horses (2) 8

Altar of Battle

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 6away. 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

Ld

Armour:

Innate Defence (3+)


Special Rules:

Breath Weapon (Strength 4 Flaming Attacks), Fly (7)

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Monster 50x100mm base

Quick Reference Sheet


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

CHARACTERS

Marshal
l

Knight Commander

Archwizard
Prelate
Captain

WS BS

CAVALRY

Electoral Cavalry

- Horse

Knightly Order

9
8

Ld

Artificier

Wizard

Preacher

Inquisitor

WS BS

Ld

- Horse

Reiter

- Horse

MONSTROUS CAVALRY
R

Knight of the Sun

- Young Griffon

Arcane Engine

INFANTRY
C

CHARIOTS

Light Infantry

Heavy Infantry

State Militia

- Crew (2)

Imperial Guard

- Horse (2)

Imperial Ranger

Steam Tank

10

Flagellant

- Crew (1)

Altar of Battle

- Horse (2)

Light Artillery

- Crew (3)

Heavy Artillery

- Crew (3)

M
WAR BEASTS
M

Horse

3
WAR MACHINES

MONSTROUS BEASTS
M

Pegasus

Young Griffon

Great Griffon

MONSTERS
M

Dragon

ARTILLERY WEAPON
Light Artillery

Heavy Artillery

Steampanzer

Range

Multiple Shots

Multiple Wounds

Armour Piercing

Rocket Battery

Catapult (3)

36

3(5)

(D3)
(Flaming Attack)

(1)

Mortar

Catapult (5)

12-48

2(6)

(D3)

Volley Gun

Volley Gun

24

3D6*2

Cannon (1)

Cannon (D6)

72

10

(Ordnance)

Cannon (2)

Volley Gun

12

2D6

Cannon (D6)

Steam Cannon

19

3
D3

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.
Generals ability to take Heavy Armour removed.
Core unit and magic banners
v0.10.1
Frosts 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)

20

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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