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Fantasy Battles

The 9th Age

Dread Elves
Army Rules
Version 1.2.2 - 03 November 2016

Army Special Rules


Armoury
Magical Items
Quick Reference Sheet

Characters
Character Mounts
Core
Raiders
Special
Destroyers
The Menagerie

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


All rules and feedback can be found/given at http://www.the-ninth-age.com/
Recent changes in blue and listed at the end of this document or http://the-ninth-age.com/archive.html
Copyright Creative Commons license: the-ninth-age.com/license.html

Army Special Rules


Killer Instinct
A model part with this special rule may reroll all natural to-wound rolls of 1 in Close Combat.

Armoury
Repeater Crossbow:
Shooting Weapon. Range 24", Strength 3, Armour Piercing (1) , Multiple Shots (2).
Repeater Handbow:
Shooting Weapon. Range 12", Strength 3, Quick to Fire, Multiple Shots (2)

Cults

Cult of Nabh

Cult of Yema

Model parts with the Cult of Nabh gain Hatred, and lose
Killer Instinct if they had it.

Model parts with the Cult of Yema gain Strider and +1


Movement (also affects mounts), and lose Killer Instinct
if they had it.

Cult Rivalry
A model can never belong to more than one Cult. Units containing models belonging to a Cult cannot benefit from Hold
Your Ground or Inspiring Presence from models from the other Cult. Characters belonging to a Cult cannot join units
which contain any model from the other Cult.

Cultist General
If the General belongs to a Cult, the Dread Elves army may not include models from the other Cult. All models taken
from core, except Blades of Nabh, gain the same Cult rule as the armys General (at no additional cost), and all units
(including Character models) that can optionally be upgraded to the same Cult as the General must do so.

Special Rules

Ch M Co R S D M

Magical Items
Magical Weapons
Headsmans Axe (110 pts) - Infantry only
Type: Great Weapon. Attacks with this weapon gain +3
Strength (instead of +2) and Multiple Wounds (2).
Beastmasters Lash (50 pts)
Type: Hand Weapon. The wearer gains +1 Attack when
using this weapon. Attacks made with this weapon are
always made at Strength 5 (regardless of modifiers).
Magical Armour
Crimson Mail (40 pts) - Infantry only
Type: Heavy Armour. For each unsaved wound inflicted
by the wearer in Close Combat, the wearer gains +1 to its
Armour Save (which cannot be improved better than 1+)
for the remainder of the game.
Talismans
Midnight Cloak (100 pts)
The wearer gains a Ward Save (3+) against Ranged
Attacks. The wearer also gains Lethal Strike and Multiple
Wounds (D3) in the first Round of Combat.
Amulet of Spite (70 pts)
If an enemy Wizard within 12" attempted casting a spell
in which two or more Magic Dice rolled a double, the
caster suffers a Miscast. A single casting roll cannot
result in more than one Miscast.
Enchanted Items
Ring of Shadows (80 pts)
The bearer's model and all Infantry models in its unit
count as being in Soft Cover. If one of the models affected
by this item is already in Soft Cover, it counts as being in
Hard Cover instead. Close Combat Attacks made against
the bearers model or any Infantry models in its unit
suffer -1 Weapon Skill (to a minimum of 1).

Arcane Items
Dagger of Moraec (20 pts)
During each friendly Magic Phase, after the Magic Flux
roll, the bearer may inflict D3 wounds onto its unit, with
no saves of any kind allowed. If the bearer does so, all
natural to-wound rolls of '1' from spells cast by the
bearer must be rerolled.
Wandering Familiar (50 pts)
At the start of each friendly Magic Phase you may place a
familiar counter with a 20x20mm base within 6" of the
owner. This familiar acts (and is subject to the same
restrictions) as a model of Standard Height for the
purpose of drawing Lines of Sight. It must be put more
than 1" away from other models and from Impassable
terrain. Once it is placed, the player must declare which
side of the familiar is the front. Whenever the bearer of
this item casts a non-bound spell, it may choose to use
the position of its familiar when drawing Line of Sight,
measuring Range and determining front arc (you must
use all of these or none at all). At the end of the Magic
Phase the familiar is removed.
Magical Standards
Banner of Gar Daecos (90 pts) - Lord of Dread with
Fleet Commander only
Corsairs and Dread Legionnaires in units within 6" of the
bearer gain a +1 to-wound modifier in Close Combat.
Banner of Blood (70 pts)
Any model parts with Killer Instinct in the bearers unit
may reroll failed to-wound rolls of '1' and '2' in Close
Combat.

Army Organisation

Characters
Max 35%

Core
At least 25%

Special Rules

Special
No limit

Raiders
Max 25%

Destroyers
Max 15%

Ch M Co R S D M

The Menagerie
Max 30%

Army List
CHARACTERS (max 35%)
Lords of Dread
single model

WS

BS

Ld

Prince

10

Infantry 20x20mm base

Captain

Infantry 20x20mm base

Armour:

Light Armour

Must become one of the following:


Dread Prince
(260 pts)

Elven Special Rules:

Killer Instinct
Lightning Reflexes
Options:

Captain
(160 pts)
Dread Prince

Captain

pts

pts

May become the Battle Standard Bearer


May take Magical Items
up to 200
May take (one choice only):
Cult of Nabh
40
Cult of Yema
40
Beast Master
80
Fleet Commander
100
May take any of the following:
Heavy Armour
16
Shield
10
May take a Shooting Weapon (one choice only):
Repeater Crossbow
8
Repeater Handbow
4
May take a Close Combat Weapon (one choice only):
Paired Weapons
10
Halberd
16
Great Weapon
20
Lance
30
May take a mount (one choice only):
Elven Horse
80
Raptor
90
Raptor Chariot
100
Pegasus
180
Manticore*
240
Dragon*
520

50
up to 100
20
20
80
80
10
6
8
4
10
16
16
20
60
70
120
140
210

*Manticore and Dragon, count towards The Menagerie, while its rider towards Characters
Fleet Commander
Models with this special rule gain Innate Defence
(5+), but may not take any mount. Enemy units that
break from a combat with a Fleet Commander must
roll an additional D6 for the fleeing distance roll and
discard the highest D6 rolled.
For each Character model with this special rule, a
single unit of Corsairs may be upgraded with
Vanguard.

Special Rules

Beast Master
Friendly units consisting entirely of mounted models or
Monsters that take a Frenzy or a Stupidity Test and are
within 12" of a Beast Master roll one additional D6 and
remove the highest rolled D6.
At the beginning of each Close Combat Phase, one friendly
Monster, Monstrous Cavalry, Chariot or Cavalry unit within
6" of a model with this special rule may gain Hatred for the
remainder of that phase, riders are not affected (note that
Hatred only allows rerolls to hit in the first Round of Combat
and that Ridden Monsters cannot be chosen as targets).

Ch M Co R S D M

Cult Priest 170


single model
M

WS

BS

Ld

Infantry 20x20mm base

Weapon:

Paired Weapons
Elven Special Rules:

Lightning Reflexes
A Cult Priest must take one of the following Cults:
Cult of Nabh

Cult of Yema

Special Rules:

Special Rules:

Cult of Nabh
Devastating Charge

Cult of Yema
Aura of Despair: Enemy units in base contact with one
or more models with this special rule roll an extra D6 for
Leadership Tests, excluding Break Tests, and discard the
lowest D6 rolled.

Options:

pts

Options:

May become the Battle Standard Bearer


May take Magical Items
May take any of the following:
Light Armour
Executioners Blade
(see Executioners special unit)
May take a mount (one choice only):
Manticore
Divine Altar

50
up to 100

May become the Battle Standard Bearer


50
May take Magical Items
up to 100
May take any of the following:
Light Armour
8
Shield
6
Gladiator Weapons
30
(see Dancers of Yema special unit)
May take a mount (one choice only):
Elven Horse
60
Raptor
60
Pegasus
140
Divine Altar
360

8
40

210
360

pts

Avatar of the Gods

Divine Altar

Special Rules:

0-1 Mount per Army


M

WS

BS

Ld

Wagon 5

Avatar

Disciples (3)

Ward Save (4+)


Divine Blessings (see Divine Altar unit)
Fear
Disciples
Elven Special Rules:

Armour:

Killer Instinct
Lightning Reflexes

Mounts Protection (6+)


Light Armour

Special Rules:

Chariot, 60x100mm base

Poisoned Attacks

Wagon
Special Rules:

Impact Hits (+1)


Towering Presence
War Platform

Special Rules

Options:

pts

May take (one choice only):


Light Lance
Paired Weapons

10
20

Ch M Co R S D M

Oracle 200 pts


single model

WS

BS

Ld

Infantry 20x20mm base

Elven Special Rules:

Options:

pts

Killer Instinct
Lightning Reflexes

May add up to 3 Learned Spells


May become Wizard Master
May take Magical Items:
Wizard Apprentice
Wizard Master
May join the Cult of Yema
May take a mount (one choice only):
Elven Horse
Raptor
Pegasus
Manticore* (Wizard Master only) 170
Dragon* (Wizard Master only)

50 / spell
70

Special Rules:

Master of the Dark Arts: If your army includes


one or more models with this rule, add +1 to
Channel Attempts in your
Magic Phase.
Magic:

Wizard Apprentice
Generates spells from Alchemy, Cosmology,
Witchcraft or Divination and knows 1 Learned
Spell from a chosen Path.
If the Oracle belongs to Cult of Yema, spells are
instead generated from Occultism, Cosmology,
Witchcraft or Divination.

Special Rules

up to 100
up to 200
40
40
40
100
600

*Manticore and Dragon, count towards The Menagerie, while


its rider towards Characters.

Ch M Co R S D M

Assassin 160 pts


single model

WS

BS

Ld

Infantry 20x20mm base

Elven Special Rules:

Options:

pts

Killer Instinct
Lightning Reflexes

May take Magical Items (not Magical Armour)


May join the Cult of Nabh
May take Paired Weapons
May become Master Poisoner

up to 100
30
12
see below

Special Rules:

Scout
Armour Piercing (1)
Poisoned Attacks,
Not a Leader
Professional Courtesy: Assassins cannot join
(nor be deployed in) units that contain another
Assassin.
May become one of the following:
Path of Bloody Murder (100 pts)

Path of Silent Death (40 pts)*


Weapon

Special Rules:

Distracting
Ward Save (4+)*
*Can only be used against Close Combat Attacks

Assassin Throwing Weapon:


Range 12". Strength as user, Armour Piercing (1),
Quick to Fire, Multiple Shots (3). These attacks are
affected by the Poisons of Master Poisoner.
*An Assassin with Path of Silent Death additionally
counts towards Raiders.

Master Poisoner: An Assassin may purchase a single Poison. A Poison may only be used with mundane weapons
and is applied to both Ranged and Close Combat Attacks.
Poison
Nightshade (80 pts)

Effect
Attacks made with this Poison are not resolved with wearers Strength, but instead at a
Strength equal to the target's Toughness +1, up to a maximum of Strength 6. If the
Strength would be higher without this rule, ignore it.

Wolfsbane (40 pts)

Attacks made with this Poison gain Lethal Strike and may reroll failed to-wound rolls.

Bloodroot (40 pts)

Attacks made with this Poison gain a +1 to-wound modifier and Multiple Wounds (2,
Characters, Ridden Monsters).

Special Rules

Ch M Co R S D M

CHARACTER MOUNTS
Elven Horse

Raptor
M

WS

BS

Ld

WS

BS

Ld

War Beast, 25x50mm base

War Beast, 25x50mm basse

Mounts Protection (5+)

Mounts Protection (5+)


Stupidity

Options:

pts

If the General is Cult of Yema


May take Light Troops
and Mounts Protection (6+)*
25
Dread Prince, Captain and Cult Priest only.

Raptor Chariot

Pegasus
M

WS

BS

Ld

7[6]
(8[7])*

WS

BS

Ld

Chariot

Crew (2)

Raptor (2)

Chariot, 50x100mm base


Armour:

Mounts Protection (5+)


Heavy Armour

Monstrous Beast, 40x40mm base

Barding*
Mounts Protection (6+)
Fly (8)
Thunderous Charge

Chariot
Special Rules:

Impact Hits (+1)

*Note that the movement penalty from barding affect


both normal and flying movement

Crew
Elven Special Rules:

Killer Instinct
Lightning Reflexes

Manticore

Weapons:

0-2 Mounts per Army

Lance
Repeater Crossbow

This mount counts towards The Menagerie, while its


rider counts towards Characters

Raptors
Special Rules:

WS

BS

Ld

6 (8)

Stupidity

Monstrous Beast, 50x100mm base

Dragon

Mounts Protection (6+)


Fly (8)
Towering Presence
Fear
Lethal Strike
Frenzy

0-1 Mounts per Army


This mount counts towards The Menagerie, while its
rider counts towards Characters
M

WS

BS

Ld

6 (7)

Monster, 50x100mm base

Innate Defence (3+)


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

Special Rules

Ch M Co R S D M

CORE (at least 25%)


Dread Legionnaires 180 pts

15 models, may add up to 35 models 16 pts/model


M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

Light Armour, Shield

May take a Spear


2 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer

Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

pts

Scoring

Corsairs 160 pts

10 models, may add up to 25 models 20 pts/model


M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

Light Armour, Innate Defence (5+)

May take Paired Weapons


2 / model
May take Repeater Handbow*
2 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer
*0-35 Models with Repeater Handbows per Army

Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

Scoring

pts

For each Character model with the Fleet Commander


upgrade:
One unit of Corsairs may gain Vanguard**
2 / model
**Fleet Commanders and Assassins joined to this unit gain
Vanguard

Special Rules

Ch M Co R S D M

Blades of Nabh 260 pts

10 models, may add up to 20 models 24 pts/model


M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

Paired Weapons

May upgrade one model to each of the following:


Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer

Elven Special Rules:

Lightning Reflexes
Special Rules:

pts

Cult of Nabh
Poisoned Attacks
Frenzy
Scoring

Repeater Auxiliaries 200 pts

10 models, may add up to 20 models 20 pts/model


This unit is counted both towards Core and Raiders
M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

Repeater Crossbow

May take a Shield


2 / model
May upgrade one model to each of the following:
Champion
20
Musician
20
Standard Bearer
20
- may become the Veteran Standard Bearer

Armour:

Light Armour
Elven Special Rules:

Killer Instinct
Lightning Reflexes

pts

Special Rules:

Scoring

Special Rules

10

Ch M Co R S D M

Dark Raiders 170 pts

0-4 Units per Army

5 models, may add up to 10 models 30 pts/model


This unit is counted both towards Core and Raiders
M

WS

BS

Ld

Rider

Elven Horse

Cavalry 25x50mm base

Armour:

Options:

pts

Mounts Protection (6+)


Light Armour

May take a Repeater Crossbow


May take a Shield
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer

6 / model
6 / model

Rider
Elven Special Rules:

Killer Instinct
Lightning Reflexes

20
20
20

Weapons:

Light Lance
Elven Horse
Special Rules:

Fast Cavalry

RAIDERS (max 25%)


Raven Cloaks 170 pts

0-3 Units per Army

5 models, may add up to 5 models 32 pts / model


M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

pts

Repeater Crossbow

May take one of the following:


Great Weapon
Paired Weapons
May upgrade one model to a Champion

4 / model
2 / model
20

Armour:

Light Armour
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

Scout
Skirmishers

Special Rules

11

Ch M Co R S D M

SPECIAL (no limit)


Tower Guard 240 pts

10 models, may add up to 20 models 28 pts/model


M

WS

BS

Ld

Infantry 20x20mm base

Weapons:

Options:

pts

Halberd

May upgrade one model to each of the following:


Champion
- may take a Magical Weapon
Musician
Standard Bearer
- may take a Magical Standard

20
up to 50
20
20
up to 100

Armour:

Heavy Armour
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

Immune to Psychology
Bodyguard
Armour Piercing (1)
Scoring

Dread Knights 260 pts

5 models, may add up to 7 models 52 pts/model


M

WS

BS

Ld

Rider

Raptor

0-4 Units per Army

Cavalry 25x50mm base

Armour:

Options:

pts

Mounts Protection (5+)


Heavy Armour
Shield

May upgrade one model to each of the following:


Champion
Musician
Standard Bearer
- may take a Magical Standard

20
20
20
up to 100

Rider
Weapons:

Lance
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

Scoring
Raptors
Special Rules:

Stupidity

Special Rules

12

Ch M Co R S D M

Raptor Chariot 190 pts

0-4 Units per Army

single model
M

WS

BS

Ld

Chariot

Crew (2)

Raptors (2)

Chariot 50x100mm base

Armour:

Mounts Protection (5+)


Heavy Armour
Chariot
Special Rules:

Impact Hits (+1)


Crew
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Weapons:

Lance
Repeater Crossbow
Raptors
Special Rules:

Stupidity

Harpies 130 pts

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


M

WS

BS

Ld

5 (10)

0-3 Units per Army

Infantry 20x20mm base

Special Rules:

Fly (10)
Insignificant
Skirmishers

Special Rules

13

Ch M Co R S D M

Executioners 240 pts

10 models, may add up to 20 models 26 pts/model


M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

pts

Heavy Armour

May upgrade one model to each of the following:


Champion
Musician
Standard Bearer
- may take a Magical Standard

20
20
20
up to 100

Elven Special Rules:

Lightning Reflexes
Special Rules:

Cult of Nabh
Scoring
Weapons:

Executioners Blade:
Great Weapon. Attacks made with this weapon gain Lethal Strike and Multiple Wounds (2, Infantry, War Beast,
Cavalry).

Dancers of Yema 200 pts

10 models, may add up to 20 models 22 pts / model


M

WS

BS

Ld

Infantry 20x20mm base

Armour:

Options:

Light Armour, Shield

Max. one unit may gain Skirmish


and lose Scoring (max 15 models)
May upgrade one model to each of the following:
Champion
Musician
Standard Bearer
- may take a Magical Standard

Elven Special Rules:

Lightning Reflexes
Special Rules:

Cult of Yema
Scoring
Ward Save (4+)*
*Can only be used against Close Combat Attacks.

pts

2 / model
20
20
20
up to 100

Weapons:

Gladiator Weapons:
Close Combat Weapon. The bearer gains Weapon Master. This weapon may be used as Hand Weapon & Shield, Flail,
Paired Weapons, Spear & Shield, Great Weapon or Halberd.

Special Rules

14

Ch M Co R S D M

Medusa 130 pts

0-3 Units per Army

Single Model

WS

BS

Ld

Special Rules:

Monstrous Infantry 40x40mm base

Options:

pts

Cult of Yema
May take a weapon (one choice only):
Distracting
Halberd
Swiftstride
Spear
Fear
Paired Weapons
Petrifying Stare: Nominate one normal Close
Combat Attack from a model part with this special
rule before rolling to hit. This attack gains Strength
4 with Armour Piercing (6). When rolling to wound
with this attack, use the opponents Initiative
instead of the opponents Toughness. This cannot
be done as a Supporting Attack.

Dark Acolytes 240 pts

0-2 Units per Army

5 models, may add up to 5 models 48 pts/model


M

WS

BS

Ld

Rider

Elven Horse

14
10
10

Cavalry 25x50mm base

Armour:

Options:

pts

Mounts Protection (6+)

May join the Cult of Yema


May upgrade one model to a Champion

6 / model
120

Rider
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

Magic:

Wizard Conclave Altered Sight and Ice and Fire (Cosmology)


If the unit has joined the Cult of Yema, they instead have
Wizard Conclave: Breath of Corruption and The Grave Calls
(Occultism)

Ward Save (4+)


Poisoned Attacks
Elven Horse
Special Rules:

Light Troops

Special Rules

15

Ch M Co R S D M

Divine Altar 340 pts

0-1 Units per Army

single model
M

WS

BS

Ld

Wagon

Avatar of the Gods

Disciples (3)

Chariot 60x100mm base

Armour:

Options:

pts

Mounts Protection (6+)


Light Armour

May take (one choice only):


Light Lance
Paired Weapons

10
20

Wagon
Special Rules:

Impact Hits (+1)


Towering Presence
War Platform
Avatar of the Gods
Special Rules:

Ward Save (4+)


Divine Blessings *
Fear
Disciples
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Special Rules:

Poisoned Attacks
*Divine Blessings:
At the beginning of each friendly Player Turn and before the battle (after moving Vanguarding units), choose one of the
following effects. Effects lasts until the start of your next Player Turn.
All friendly units within 12" of the Divine Altar gain Lethal Strike. Any Close Combat Attacks that already had
Lethal Strike must reroll failed rolls to wound. Mounts are unaffected.
All friendly units within 12" of the Divine Altar gain a Ward Save (5+) against Wounds caused by Artillery
Weapons. If the opponent has the first Player Turn, apply this effect just before moving Vanguarding units.
Nominate an enemy unit on the battlefield. All Friendly units within 12" of the Divine Altar may reroll failed
rolls when determining the Charge Range against the nominated unit.
Other models with Towering Presence cannot benefit from Divine Blessings. A single unit cannot be affected by more
than one Divine Blessing at any time. If under the influence of more than one, only apply the most recently used one.

Special Rules

16

Ch M Co R S D M

DESTROYERS (max 15%)


Hunting Chariot 250 pts
single model
M

WS

BS

Ld

Chariot

Crew (2)

Elven Horses (2)

Chariot 50x100mm base

Armour:

Mounts Protection (5+)


Light Armour
Chariot
Special Rules:

Impact Hits (+1)


Weapons:

Harpoon Launcher*
Crew
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Weapons:

Light Lance
Repeater Crossbow
*Harpoon Launcher:
Shooting Weapon with Range 24", Strength 7,
Reload!, Quick to Fire and Multiple Wounds (D3).

Special Rules

17

Ch M Co R S D M

Dread Reaper 180 pts

0-3 Units per Army

single model
M

WS

BS

Ld

Bolt Thrower

Crew (2)

War Machine 60mm round base

Armour:

Light Armour
Crew
Elven Special Rules:

Killer Instinct
Lightning Reflexes
Bolt Thrower
Artillery Weapon:

Elven Bolt Thrower:


This weapon can be fired in two ways:
- As a Bolt Thrower Artillery Weapon with
Range 48", Strength 3[6], [Multiple Wounds (D3)],
Armour Piercing (6)

Special Rules

- As a Volley Gun (6) Artillery Weapon with:


Range 48", Strength 4, Armour Piercing (1),

18

Ch M Co R S D M

THE MENAGERIE (max 30%)


Kraken 360 pts

0-3 Units per Army

single model

WS

BS

Ld

Monster 50x100mm base

Armour:

Innate Defence (4+)


Special Rules:

Poisoned Attacks
Multiple Wounds (D3)
Strider (Water)
Distracting
Hard Target

Hydra 440 pts

0-3 Units per Army

single model

WS

BS

Ld

Monster 50x100mm base

Armour:

Innate Defence (4+)


Special Rules:

Regeneration (4+)
Breath Weapon (Strength 4, Flaming Attacks)

Special Rules

19

Ch M Co R S D M

Quick Reference Sheet


CHARACTERS

Ld

CAVALRY

Dread Prince

10

Dark Raider

Captain

Cult Priest

Elven Horse

Dread Knight

Oracle

Raptor

Assassin

WS BS

WS BS

Ld

Dark Acolyte

Elven Horse

INFANTRY
Dread Legionnaire

CHARIOTS

Repeater Auxiliary

Raptor Chariot

Corsair

- Crew (2)

Blade of Nabh

- Raptor (2)

Divine Altar

- Avatar of the Gods (1)

Dancer of Yema
Harpy

5(10)

Tower Guard

- Disciples (3)

Executioner

Hunting Chariot

Raven Cloak

- Crew (2)

- Elven Horse (2)

Kraken

Hydra

6(7)

Dread Reaper

- Crew (2)

MONSTROUS INFANTRY
Medusa

WAR BEASTS
Elven Horse

Raptor

MONSTERS

Dragon
WAR MACHINES

MONSTROUS BEASTS
Pegasus
Manticore

7(8)

Range

Multiple Shots

Multiple Wounds

Armour Piercing

- common -

SPECIAL SHOOTING WEAPON


Repeater Crossbow

24"

- common -

Repeater Handbow

12"

Elven Bolt Thrower


(1)

Bolt Thrower

48"

3[6]

[D3]

Elven Bolt Thrower


(1)

Volley Gun (6)

48"

24"

D3

Dread Reaper

Hunting Chariot

Harpoon Thrower

Special Rules

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Change Log
Army Organisation added (new categories)
Army Special Rules:
-Alpha Predator Removed
-Beast Master: No longer allows a kraken to
be taken as a special unit choice. (Otherwise
the same)
Magical Items:
Magic items no longer have split costs.
-Headsman's Axe: 55 points
-Beastmaster's Lash: no longer alters the
WS of wounded targets. (Now only provides
+1A and S=5). 25 points
-Amulet of Spite: "power dice" is now
"magic dice"
-Dagger of Moraec: 10 points, new ability
(d3 wounds with no save to own unit for
reroll 1s to wound on all spells cast this
magic phase)
-Wandering Familiar: added "considered to
be standard height"
-Banner of Gar Daecos: 45 points
Army Organization: New Categories
Characters 35%
Core 25%
Raiders 25%
Destroyers 15%
The Menagerie 30%
Army List - Characters
Dread Prince
-Dread Prince and Captain are now one unit
entry with two levels with no limit on
number
-Captain increased to W3
-Points: Dread Prince 130 (-10), Captain 80
(+5)
-Mount Option Points changed (DP/Cap):
--Elven Steed 40/30 (+20/+15)
--Raptor 45/35 (+10/+10)
--Raptor Chariot 50/60 (+10/-5)
--Pegasus 90/70 (+30/+10)
--Manticore 120/105 (+15/-30)
--Dragon 285/-- (+35)
Cult Priest
-85 points (+5)
-W3
-Executioner's Blade (Nabh): 20 (+5)
-Mount Option Points changed:
--Elven Horse (Yema) 30 (+15)
--Raptor (Yema) 30 (+10)
--Pegasus (Yema) 70 (+15)
--Manticore (Nabh) 105 (-5)
--Divine Altar (both) 180/180 (-20/-35)

Special Rules

Divine Altar (Mount)


-Both Nabh and Yema use the same Altar
rules - the altar model parts do not have
cult alignment
-Movement reduced to 5
-Has 3 Disciples (WS4 BS4 S3 I5 A1 Ld8)
-Has an Avatar (WS5 S5 I5 A4 Ld8)
-Special Rules reorganized
--Wagon special rules: War Platform,
Impact Hits (+1)
--Avatar of the Gods special rules: Ward
Save 4+, Divine Blessings, Towering
Presence (replaces Large Target)
--Disciples rules: hand weapons, Killer
Instinct, Lightning Reflexes, 4+ ward save,
and Poisoned Attacks
-Split cost - Mount counts towards Alpha
Predator category and not towards
Character category.
-Loses Fear and all unmentioned
faction-specific rules

Army List - Character Mount


Elven Horse
-5+ Mount's Protection
-Light troops option for select Yema
characters also reduces Mount's Protection
to 6+ (same cost, same character types
allowed)

Exalted Oracle no longer exists.

Dragon
-Loses alpha predator option
-0-1 choice
-Mount counts towards Alpha Predator
category and not towards Character
category.

Oracle
-100 points (+30)
-W3 Ld9
-1 learned spell, may purchase up to 3 more
learned spells @ 25p/spell
-Knows spells Alchemy, Cosmology,
Witchcraft, or Divination. (Yema wizards
lose Alchemy and gain access to Occultism)
-May become a Wizard Master for 35 points
(gains 100p magic item allowance)
-Mount Option Points changed
--Elven Horse 20 (+5)
--Pegasus 50 (+15)
--Manticore (Wizard Master Only) 85 (-50
from Exalted Oracle)
--Dragon (Wizard Master Only) 300 (same
as old Exalted Oracle)
Assassin
-80 points (+5)
-W3
-Loses Hidden
-Master Poisoner may now only purchase a
single poison
-Path of Bloody Murder now costs 50 points
- automatically gains distracting and 4+ CC
Ward save
-Path of Silent Death assassins count their
points towards both Characters and Raiders
categories

21

Pegasus
-Barding and Thunderous Charge
automatically included at no additional cost
Manticore
-Towering Presence replaces Large Target
-gains Mount's Protection 6+
-loses Multiple Wounds (d3) and Alpha
Predator upgrade
-0-2 choice
-Mount counts towards Alpha Predator
category and not towards Character
category.

Army List - Core


Dread Legionnaires
-Gains Scoring special rule
-Loses heavy armor option
-No duplication limit
Corsairs
-Gains Scoring special rule
-no duplication limit
-Units with handbows also count towards
Raiders category in addition to Core
Blades of Nabh
-Gains Scoring special rule
-no duplication limit
Repeater Auxiliaries
-100 points for 10 (-10) (still up to 20 at
10ppm)
-Gains Scoring special rule
-no duplication limit
-Counts toward Raiders and Core categories
Dark Raiders
-0-4 choice
-Counts toward Raiders and Core categories
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Version 1.2.0
Changes marked with blue colour coding
Army List: Raiders
Raven Cloaks
-85 points for 5 (+5) (still up to 5 at 16ppm)
-gain Light Armor
-lose option for poisoned attacks in cc
Special
Tower Guard
-120 points for 10 (+10), up to 20 at 14ppm
(-1ppm)
-Gains Scoring special rule
-WS6
-lose Dread Guardian option
-no duplication limit

Dread Knights
-Gains Scoring special rule
-0-4 choice
-lose magic weapon option on champion
Raptor Chariot
-95 points (-5)
-0-4 choice
Harpies
-0-3 choice
Executioners
-Up to 20 models at 13ppm (-2ppm) (Still
120 points for 10)
-Gains Scoring special rule
-No duplication limit
Dancers of Yema
-100 points for 10 (+10), up to 20 models at
11ppm (-3ppm)
-Gains Scoring special rule
-No duplication limit
-Skirmish option now costs 1ppm (-1ppm)
Medusa
-65 points (-5)
-0-3 choice

Divine Altar
-170 points
-0-1 choice
-see character mount version - all those
changes apply here too
-weapon options: paired weapons (10
points) or light lances (5 points)
-New Divine Blessings:
--all friendly units within 12" gain lethal
strike. If already had LS, gain reroll failed
to-wounds. Mounts unaffected.
--all friendly units with 12" gain 5++ vs.
artillery
--Nominate an enemy unit. All friendly units
within 12" may reroll failed charge rolls
against the nominated units.

Version 1.2.1
Changes marked with blue colour coding
Dark acolytes, removed banner icon (they
are not scoring)
Raven cloaks light armour
Divine altar fear
Corsairs vanguard
Version 1.2.2
Color coding and strike through text
removed
Divine altar, clarification
Destroyer category, new icon

Destroyers
Hunting Chariot
-125 points (+35)
-Automatically equipped with Harpoon
Launcher
Dread Reaper
-90 points (+30)
-0-3 choice
-Both Single and Multi-shot options
included
-Both firing options altered to fit current
artillery rules
The Menagerie
Kraken
-180 points (+15)
-Ld8
-WS5
-loses alpha predator option
-0-3 choice
Hydra
-220 points (+40)
-Breath Weapon automatically included
-Ld 8
-WS5
-loses alpha predator option
-0-3 choice

Dark Acolytes
-0-2 choice
-Wizard Conclave champion gets Altered
Sight and Fire and Ice (Cosmology). Yema
instead gets Breath of Corruption and The
Grave Calls (Occultism)

Special Rules

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