the ninth age empire of sonnstahl 0 10 1

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Fantasy Battles The 9 th Age Empire of Sonnstahl Army Rules Version 0.10.1 Beta Special Rules Armoury Magic 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.

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Page 1: The Ninth Age Empire of Sonnstahl 0 10 1

Fantasy Battles The 9th Age

Empire of Sonnstahl Army Rules

Version 0.10.1 Beta

Special Rules Armoury Magic 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.

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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.

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

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

Frost’s Blessing The target unit gains Fight In Extra Rank but cannot declare charges. Target unit gain a Ward Save (5+) against Close Combat attacks.

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.

Orders Characters with this rule who have joined a Support Unit or Parent Unit may give their unit an Order at the beginning 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.

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Armoury

Repeater Gun Shooting Weapon. Range 24”, Strength 4, Armour Piercing (1), Multiple shots (3), Unwieldy. Long Rifle Shooting Weapon. Range 48”, Strength 4, Armour Piercing (1), Move or Fire, Multiple Wounds (D3), adds +1 to hit when shooting.

Magic Items Magic Weapons The Sonnsthal (85 pts) Type: Hand weapon. Hits made with this weapon wounds automatically and have Armour Piercing (6). Witch Hammer (35 pts) Type: Hand weapon. The bearer gains Lighting reflexes and +1 Strength. Star Mace (30 pts) Type: Great weapon. The bearer gains Crush Attack.

Magic Armour Blessed Armour of Frederic the Great (35 pts) – models on foot only Type: Plate Armour. The wearer gains a 1+ armour save. The Black Helm (15 pts) Type: None (6+ armour save). The wearer causes Fear. Armour of Volund (25 pts) Type: Plate armour. The wearer is immune to the Lethal Strike special rule.

Talismans The Winter Cloak (50 pts) The bearer gains Distracting, Fireborn and Ward Save (5+). 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. Magic Banners Banner of the Stallion (25 pts) The bearer’s unit ignores the movement penalty for Barding and may reroll results of 1 when charging, fleeing or performing an overrun move. Banner of Unity (50 pts) - Infantry only The bearer's unit may claim a Combat Score bonus for Full Ranks up to +5 instead of the normal +3. The bearer’s unit cannot overrun or perform pursuit moves and may not flee as a charge's reaction unless when failing a Terror test.

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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:

Plate Armour Special rules:

Orders

Options: pts May take Magic Items Up to 100 May take a Shield 3 May take a weapon (once choice only)

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 140 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 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. These orders may target two different units. If a Great Tactician is the General of the army he may give Orders to any unit within the range of his Inspiring Presence. A Great Tactician could be the General of the army even if he is not the character with the highest value of Leadership.

An Imperial Prince gains +1 Leadership, is equipped with the Sonnsthal. An Imperial Prince may not purchase any other magic weapon.

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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:

Plate Armour Mount: Horse with Barding and Mount’s Protection (6+)

Options: pts May take Magic Items up to 100 May take a Shield 3 May take a weapon (one choice only)

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 150 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:

Wizard Level 3. Generates spells from one of the Battle Magic Paths.

Options: pts May take Magic Items up to 100 May become Wizard Level 4 60 May take a mount (one choice only):

Horse 20 Pegasus 40 Arcane Engine 140

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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:

Heavy Armour Special Rules:

Blessings, Channel, Holy Attacks,

Options: pts

May take Magic Items up to 100 May take a Shield 3 May take a weapon (one choice only)

Additional Hand Weapon 2 Flail 2 Great Weapon 5

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 ofFlagellants 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:

Heavy Armour Special Rules:

Orders

Options: pts May be the Battle Standard Bearer 25 May take Magic Items up to 50 May take any of the following

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:

Heavy Armour

Special Rules:

Engineer

Options: pts May take Magic Items up to 25 May take a weapon: (one choice only)

Pistol 4 Handgun 6 Brace of pistols 8 Repeater Gun 10 Long Rifle 15

May ride a Horse 10 May become a Master Artificer (One of a Kind) 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 60 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:

Wizard Level 1. Generates spells from one of the Battle Magic Paths.

Options: pts May take magic items Up to 50 May become a Level 2 Wizard 30 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:

Heavy Armour

Special Rules:

Blessings, Channel, Holy Attacks

Options: pts May take Magic Items Up to 50 May take a Shield 2 May take a weapon (one choice only)

Additional Hand Weapon 2 Flail 2 Great Weapon 5

May ride a Horse 15

Inquisitor 60 pts single model

M WS BS S T W I A Ld

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

Weapon:

Pistol Armour:

Heavy Armour Special Rules:

Immune to Psychology, Not a Leader, Lethal Strike, Multiple Wounds (D3), Magic Resistance (2)

Options: pts May take Magic Items up to 50 May take a Shield 2 May take Plate Armour 15 May take a weapon

Great Weapon 5 Crossbow 5 Brace of Pistols free

May ride Horse 15 - May have Free Reform 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 gains Holy Attacks.

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

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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

Weapon:

Crossbow

Special Rules:

Support Unit

Options: pts May replace Crossbow with Handgun free May upgrade one model to each of the following: Champion 10

- 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:

Light Armour and Shield

Special Rules:

Support Unit (Only units of 20 or less models) Parent Unit (Only units of 21 or more models)

Options: pts 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 take a Veteran* Magic Standard up to 25 * Veteran Magic Standard is One of a Kind 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

Weapon:

Additional Hand Weapon

Special Rules:

Support Unit (Only units of 20 or less models), Skirmishers (when 15 or less models).

Options: pts

All models may replace Additional Hand Weapon with Bow 2 / model with Pistol 2 / model

May take Skirmisher (15 models or less) 1 / model May upgrade one model to each of the following: 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

Weapon:

Great Weapon

Armour:

Mount’s Protection (6+), Plate Armour and Barding

Options: pts 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 take a Veteran Magic Standard up to 25 If army have a Knight Commander: One unit may be upgraded to Imperial Cavalry 4 / model If upgraded, may replace Great Weapon with

Cavalry Hammers (count as Halberds) 1 / model

Imperial Cavalry: Riders gain +1 Weapon Skill and +1 Strength on their characteristic profile.

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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

Weapon:

Great Weapon Armour:

Plate Armour

Special Rules

Bodyguard, Parent Unit

Options: pts

May replace Great Weapon with Hand Weapon and Shield 1 / model

May upgrade one model to each of the following: Champion 10 Musician 10 Standard Bearer 10

- may take a magic banner 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

Weapon:

Bow Special Rules:

Multiple Shots (2), Scout, Skirmishers

Options: pts May upgrade one model to a Champion 10

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

Weapon:

Lance

Armour:

Mount’s Protection (6+), Plate Armour, shield and Barding Special rules:

Bodyguard (Knight Commander, General)

Options: pts May replace Lance and Shield with

Cavalry Hammers (count as Halberd) free May upgrade one model to each of the following:

Champion 10 Musician 10 Standard Bearer 10 - may take a Magic Banner up to 50

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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

Weapon:

Pistol Armour:

Mount’s Protection (6+), Light Armour Special rules:

Fast Cavalry

Options: pts May take Heavy Armour 2 / model May replace Pistol with

Light Lance and Pistol 1 / model Brace of Pistols 2 / model Repeater Gun 3 / model

May upgrade one model to each of the following: Champion 10 Musician 10

Fire on Impact! In the first Round of Combat after Charging, a model with this rule may perform an additional attack if equipped with a Pistol or 2 additional attacks if equipped with a Brace of Pistols. These attacks are resolved at Initiative (10), Strength 4 and benefit from Armor Piercing (1). Strength bonuses from equipment may still be applied to these attacks.

Flagellants 90 pts

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

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

Weapon:

Flail Special Rules:

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

Options: pts May upgrade one model to a Champion 10 If army have a Prelate: The champion may be upgraded to

Lay Preacher 25

Lay Preacher: The champion gains Blessings special rule and may cast Bound Spells as though as if is was a character.

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Arcane Engine 140 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) An Arcane Engine with Arcane Shield grants theBlurry special rule to every friendly units within 6”. The Engine may cast Shield of Protection from the Path of Light as a bound spell (power level 3).

Foreseeing (free) An Arcane Engine with Foreseeing grants Lighting Reflexes to every friendly model 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 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)

This is a Catapult Artillery Weapon with Range 36", 3" Template. 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.

Mortar (60 pts) This is a Catapult Artillery Weapon with Range 12-48", 5" Template, Strength 2, Armour Piercing (1).

RARE

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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

Weapon:

Halberd

Armour:

Mount’s Protection (6+), Plate Armour

Special rules:

Armour Piercing (1) (mount only), Fear

Options: pts May replace Halberd with Lance and Shield 5 /model May upgrade one Model to each of the following: Champion 10 Musician 10 Standard Bearer 10 - may take a Magic Banner 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 (130 pts)

This is a Volley Gun Artillery Weapon with Range 24", Strength 5, Armour Piercing (1), Multiple Shots (3D6*2)

Cannon (100 pts)

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).

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Page 15: The Ninth Age Empire of Sonnstahl 0 10 1

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: Mount’s Protection (6+)

Options: pts 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

6 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

L Marshall 4 5 5 4 4 4 5 3 9

Knight Commander 4 6 3 4 4 3 6 4 9

Archwizard 4 3 3 3 4 3 3 1 8

Prelate 4 4 3 4 4 3 4 2 9

H Captain 4 5 5 4 4 2 5 3 8

Artificier 4 3 4 3 3 2 3 1 7

Wizard 4 3 3 3 3 2 3 1 7

Preacher 4 4 4 4 4 2 4 2 8

Inquisitor 4 4 4 4 4 2 4 2 8

INFANTRY

C Light Infantry 4 3 3 3 3 1 3 1 7

Heavy Infantry 4 3 3 3 3 1 3 1 7

State Militia 4 3 3 3 3 1 3 1 6

S Imperial Guard 4 4 3 3 3 1 3 1 8

Imperial Ranger 4 3 4 3 3 1 3 1 7

Flagellant 4 3 3 3 3 1 3 1 6

WAR BEASTS

M Horse 8 3 - 3 3 1 3 1 3

MONSTROUS BEASTS

M Pegasus 7 4 - 4 4 3 4 2 6

Young Griffon 7 4 - 5 4 3 4 3 7

Great Griffon 6 5 - 6 5 4 5 4 5

MONSTERS

M Dragon 6 5 - 6 6 6 3 5 9

CAVALRY M WS BS S T W I A Ld

C Electoral Cavalry 4 3 3 3 3 1 3 1 8

- Horse 8 3 - 3 3 1 3 1 3

S Knightly Order 4 4 3 3 3 1 3 1 8

- Horse 8 3 - 3 3 1 3 1 3

Reiter 4 3 4 3 3 1 3 1 7

- Horse 8 3 - 3 3 1 3 1 3

MONSTROUS CAVALRY

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

- Young Griffon 7 4 - 5 4 3 4 3 7

CHARIOTS

S Arcane Engine - - - 5 5 5 - - -

- Crew (2) 4 3 3 3 - - 3 1 7

- Horse (2) 8 3 - 3 3 1 3 1 3

R Steam Tank * - - 6 6 10 - - -

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

M Altar of Battle - - - 5 5 5 - - -

- Horse (2) 8 3 - 3 3 1 3 1 3

WAR MACHINES

R Light Artillery - - - - 7 3 - - -

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

S Heavy Artillery - - - - 7 3 - - -

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

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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