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Army Rules

Universal Rules

Safety in Numbers

Non-Fleeing units comprised entirely of models with Safety in Numbers add their number of Full Ranks after the first one to their Discipline value, up to a maximum of +3 and never above 10. Safety in Numbers cannot be used to modify the Discipline that is distributed by models with Commanding Presence (but the received Commanding Presence can be modified by Safety in Numbers). Furthermore, units comprised entirely of models with Safety in Numbers gain +1" to their Flee Distance rolls.

Callous

The model is allowed to use Shooting Attacks and The Awakened Swarm (Hereditary Spell) against enemy units that are Engaged in Combat with friendly units, as long as all friendly units Engaged in the Combat are of Standard Height. All units Engaged in this Combat are ignored for Cover purposes (but not for drawing Line of Sight). When a model with this rule targets an enemy unit Engaged in Combat with a Shooting Attack or with The Awakened Swarm, roll to hit as normal against the intended target. Each hit must then be randomised to see which unit it hits. Roll a D6 for each hit. On 3+ it hits the intended target; otherwise it hits a friendly unit Engaged in that Combat. If there are several friendly units involved in the combat, randomise which one is hit.

State of Trance (X)

The model's unit gains Fearless. The model must be deployed in, and can only join, a unit that includes at least one model from one of the unit entries stated in brackets (X). The model can never voluntarily leave its unit.

Brood's Courage (X)

A unit with more than half of its models with Brood's Courage (X) within 6" of a unit that includes at least one model from one of the unit entries stated in brackets (X) may use the Full Ranks of this unit for the purpose of calculating the Discipline modifier it gains from Safety in Numbers.

Tag–Along

If the model is within 3" of a friendly non-Fleeing unit with at least one Rat-at-Arms or Vermin Guard model, it gains Aegis (4+, against Ranged Attacks).

Honourless

A Character with Honourless cannot be chosen by the enemy as the model that refuses a Duel.

Dark Shards

One use only. A model can use each of its Dark Shards once per game. Declare usage just before the model rolls to cast a non-Bound Spell. Any Dispel Attempt made against this Casting Attempt suffers −D3 to the dispel roll (roll this dice as soon as the Dark Shard is used). If a natural '1' is rolled for this D3, the model using the Dark Shards suffers 1 hit with Toxic Attacks. This is an exception to the Casting and Dispelling Modifier rules (i.e. it is allowed to modify the dispel roll by more than −2).

Army Weapons

Plague Flail: Close Combat Weapon

Attacks made with a Plague Flail gain +2 Strength and +2 Armour Penetration. Unless using another weapon, the wielder of a Plague Flail suffers −1 Defensive Skill.

In addition, at Initiative Step 10 (regardless of the wielder's Agility) the wielder must choose an enemy unit that it could normally allocate Close Combat Attacks towards (including Supporting Attacks). The chosen enemy unit suffers a hit with Toxic Attacks. This hit is considered to be a Special Attack.

This weapon cannot be enchanted with Weapon Enchantments from the Common Special Item section.

Meat Grinder: Close Combat Weapon.

When using this weapon, the wielder gains Impact Hits (2D6) and Grind Attacks (2D6). These Impact Hits and Grind Attacks are resolved with Strength 4 and Armour Penetration 2.

Sling: Shooting Weapon.

Range 18", Shots 1, Str 3, AP 0, Quick to Fire.

Gas Globes: Shooting Weapon.

Range 8", Shots 1, AP 10, Quick to Fire, Accurate, Magical Attacks. Hits from this weapon ignore the target's Resilience and are instead set to wound on 4+.

Ratlock Pistols: Shooting Weapon.

Range 12", Shots 2, Str 5, AP 3, Quick to Fire, Magical Attacks. The wielder counts as being equipped with Paired Weapons

Jezail: Shooting Weapon.

Range 36", Shots 1, Str 6, AP 4, Unwieldy, Magical Attacks, Accurate. If rolling a natural '1' to hit, the bearer suffers 1 hit with Toxic Attacks.

Rotary Gun: Volley Gun Artillery Weapon. 0-3 Weapons per Army

Range 18", Shots (2D6)*2 or Shots (3D6)*2 (the owner chooses which to use), Str 4, AP 1, Magical Attacks, Quick to Fire.

Globe Launcher: Volley Gun Artillery Weapon. 0-3 Weapons per Army

Range 18", Shots (2D6)*2, Toxic Attacks, Magical Attacks, Volley Fire, Quick to Fire

If a Standard Height model equipped with a Globe Launcher is within 3" of a unit with at least one Rat-at-Arms or Vermin Guard model when shooting, it may draw Line of Sight to the target as if this unit was shooting instead of itself (i.e. the unit cannot be Fleeing, Shaken, or Engaged). The target must still be within range and in the Front Arc of the model shooting with the Globe Launcher.

Naphtha Launcher: Volley Gun Artillery Weapon. 0-3 Weapons per Army.

Range 18", Shots 2D6, Str 5, AP 1, Multiple Wounds (D3), Flaming Attacks, Magical Attacks, Quick to Fire. This weapon ignores to-hit modifiers from Cover and Hard Target (X).

Army Attack Attributes

Tail Weapon: : Close Combat.

When attacking with Paired Weapons, the model part gains +1 Attack Value.

Lightning Attack

At the end of a phase in which a unit that consists entirely of models with Fly has suffered one or more hits from attacks with Lightning Attack, the unit suffers an additional D6 hits with Strength 4 and Armour Penetration 1.

Hereditary Spell

H The Awakened Swarm

Casting Value
{7+}
{10+}
Range
{12"}
{24"}
Type
Hex
Direct
Damage
Duration
Instant
Effect
The target suffers 2D6 hits with Strength 4, Armour Penetration 2, and Magical Attacks.

Special Items

Weapon Enchantments

Secrets of the Doom Blade
(200 pts)
- Standard Height Tyrants only
Hand Weapon enchantment
Attacks made with this weapon have their Strength set to 10 and Armour Penetration set to 10, gain Multiple Wounds (D6), and become Magical Attacks and Divine Attacks. At the end of each friendly Player Turn, the wielder suffers 1 hit with Toxic Attacks (which counts as a Melee Attack).
Swarm Master
(35 pts)
Paired Weapons enchantment
The wielder always has Attack Value 3D6 when using this weapon. Attacks made with this weapon always have Strength 3, always have Armour Penetration 1 and become Magical Attacks.
Darkstone Shot
(30 pts)
Jezail or Ratlock Pistols enchantment.
The weapon gains +1 Shots. Shooting Attacks made with this weapon that roll a natural '6' to wound gain Multiple Wounds (D3).

Armour Enchantments

Putrid Protection
(60 pts)
Light Armour enchantment
The wearer gains +2 Armour. For each successful Armour Save made by the wearer against Melee Attacks, the model that caused the wounding hit suffers 1 hit with Toxic Attacks. This is considered a Special Attack.
Net of Deception
(40 pts)
Shield enchantment.
While using this Shield, the wielder gains Distracting and at the end of step 2 of the Round of Combat Sequence (right after Choose Weapons), nominate one enemy model part in base contact with the user of the Shield. For the duration of this Round of Combat, the nominated model part suffers −1 Attack Value.
Seal of House Underminer
(35 pts)
Heavy Armour enchantment.
The owner's army gains a +1 modifier for the roll for determining who picks the Deployment Zone. Immediately after Deployment Zones are picked, choose a Terrain Feature with its centre in your half of the Battlefield. Unless the chosen Terrain Feature is Impassable Terrain, it becomes Dangerous Terrain (2).

Artefacts

Multifocal Eyepiece
(45 pts)
Rakachit Machinists only
At the start of each friendly Shooting Phase, you may choose a Weapon Team within 3" of the bearer. For the duration of the phase, Shooting Attacks made by this Weapon Team gain +1 to hit.
Second Awakening
(50 pts)
When the bearer casts a spell of type Damage for which dice are used to determine the number of hits this spell inflicts, you may choose to reroll those dice. If so, all dice must be rerolled.
Crown of Succession
(45 pts)
- Cannot be taken by models with Not a Leader
When the army's General is removed as a casualty, the bearer gains Commanding Presence.
Focusing Stone
(40 pts)
- Wizards only
Whenever a friendly unit within 24" of the bearer inflicts one or more hits in a friendly Magic or Shooting Phase, the owner may discard Veil Tokens from its Veil Token pool before rolling to wound. For every discarded Veil Token, one of the hits gains +1 to wound. If there are more hits than discarded Veil Tokens, declare which hits gain the modifier before rolling any dice. Each hit can only be affected once.
Sceptre of Vermin Valour
(35 pts)
- Infantry models only.
The bearer gains Stand Behind.
Scurrying Veil
(30 pts)
- Standard Height models only
Heavy Armour enchantment.
The bearer gains Tiny (see Rat Swarms), and its March Rate is set to 20".
Lightning Rod
(100 pts)
- Battle Standard Bearer and Vermin Guard only
One use only. May be activated at the start of the opponent's Player Turn. During this Player Turn, all friendly units gain Hard Target (1). No Flying Movement may be performed.
Aquila of Ruin
(55 pts)
- Rats-at-Arms only
If the bearer's unit is composed entirely of Infantry models, it increases the maximum of its Rank Bonus by +2, which cannot be increased by any other means (this means the unit can add up to +5 for Full Ranks to its Combat Score).
Banner of the Endless Swarm
(50 pts)
0-3 per Army.
If a unit with one or more Banners of the Endless Swarm has more Full Ranks than each of the enemy units Engaged in the same Combat, it gains Fight in Extra Rank. If the unit has more than twice the number of Full Ranks than each of the enemy units Engaged in the same Combat, it gains an additional instance of Fight in Extra Rank. Check how many Full Ranks the units have and apply the effects at each Initiative Step.

Army Organization

Characters

Max 40%

Core

At least 25%

Special

No limit

Tunnel Gunners

Max 30%

Built and Bred

Max 30%

CHARACTERS (max 40%)

Vermin Daemon

820 pts

single model

0-1 Units per Army

Height: Gigantic

Type: Beast

Base: 75×50mm

Global

Adv

8"

Mar

16"

Dis

9

Model Rules

Supernal, Fearless, Callous, Wizard Master, Schemer

Defensive

HP

6

Def

8

Res

6

Arm

2

Aegis (5+), Aegis (4+, against Magical Attacks)

Offensive

Vermin Daemon

Att

5

Off

8

Str

6

AP

10

Agi

9
Schemer:
Universal Rule.

Spells cast by the model gain +3" range. The model knows one additional spell, and selects its spells from Divination and the Hereditary Spell of its army. If a Vermin Daemon is part of the army, the Tunnel Gunners Category is reduced to "Max 25%".

Tyrant

160 pts

single model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

7

Model Rules

Safety in Numbers, Callous, Honourless

Defensive

HP

3

Def

6

Res

4

Arm

0

Protection

Light Armour

Offensive

Tyrant

Att

4

Off

6

Str

4

AP

1

Agi

7
Options:
May take Special Items
up to 200
May take any of the following:
Shield
5 pts
Heavy Armour
15 pts
May take a weapon (one choice only):
Ratlock Pistols (3+)
10 pts
Paired Weapons and Tail Weapon
20 pts
Great Weapon
20 pts
Halberd
20 pts
May take a mount (one choice only):
Vermin Guard Litter
75 pts
Vermin Hulk Bodyguard
95 pts
Monstrous Rat
185 pts

Chief

110 pts

single model

0-4 Units per
army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

6

Model Rules

Safety in Numbers, Callous, Honourless

Defensive

HP

3

Def

5

Res

4

Arm

0

Protection

Light Armour

Offensive

Chief

Att

3

Off

5

Str

4

AP

1

Agi

6
Fetthis Broodmaster:
Universal Rule.

The Chief has its Advance Rate set to 7", its March Rate set to 14", and gains Swiftstride

Options:
May
be the Battle Standard Bearer
50
take Special Items
up to 100
be upgraded to Fetthis Broodmaster
25 pts
May take any of the following:
Shield
5 pts
Heavy Armour
10 pts
May take a weapon (one choice only):
Ratlock Pistols (3+)
10 pts
Paired Weapons and Tail Weapon
10 pts
Great Weapon
10 pts
Halberd
10 pts
May take a mount (one choice only):
Vermin Hulk Bodyguard
85 pts
Monstrous Rat
210 pts

Magister

200 pts

single model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

6

Model Rules

Safety in Numbers, Honourless, Wizard Adept, Callous

Defensive

HP

3

Def

3

Res

3

Arm

0

Offensive

Magister

Att

1

Off

3

Str

3

AP

0

Agi

4

Must select spells from (choose one):

Witchcraft

Thaumaturgy

Options:
May become Wizard Master
150 pts
May take 3 Dark Shards
30 pts
May take Special Items
up to 100 pts
If Wizard Master
up to 200 pts
May take Light Armour
5 pts
May take a Doom Bell (Wizard Master only)
360 pts

Rakachit Machinist

170 pts

single model

0-2 Units per
army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Callous, Honourless

Defensive

HP

3

Def

4

Res

4

Arm

1

Heavy Armour

Offensive

Rakachit Machinist

Att

2

Off

4

Str

5

AP

2

Agi

4
Magical Attacks, Mechanical Limbs
Mechanical Limbs:
Special Attack.

A Rakachit Machinist may use one of the following attacks once per Player Turn. If used as a Shooting Attack, the attack may be used in addition to using a Shooting Weapon, provided both Shooting Attacks target the same unit.

  • Lightning Coil: Shooting Attack. Range 18", Shots D6, Str 2, AP 3. This attack hits automatically.
  • Naphtha Thrower: Breath Attack (Str 3, AP 0, Flaming Attacks). This Breath Attack is not limited to being used only once per game
Options:
May take Special Items
up to 100 pts
May take a Shooting Weapon (one choice only):
Gas Globes (3+)
10 pts
Ratlock Pistols (3+)
10 pts
Jezail (3+)
25 pts

Sicarra Assassin

280 pts

single model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

6"

Mar

12"

Dis

7

Model Rules

Safety in Numbers, Callous, Not A Leader, Honourless, Professional Courtesy

Defensive

HP

3

Def

6

Res

4

Arm

0

Aegis (4+)

Offensive

Sicarra Assassin

Att

3

Off

6

Str

4

AP

4

Agi

8

Paired Weapons, Throwing Weapons (3+), Tail Weapon, Lightning Reflexes, Poison Attacks, Multiple Wounds (D3, against Characters)*

*Affects only attacks made with Close Combat and Shooting Weapons that are not enchanted

Professional Courtesy:
Universal Rule.

Sicarra Assassins cannot join or be deployed in units that contain another Sicarra Assassin. Sicarra Assassins may perform Make Way moves even when they are in base contact with an enemy model.

Options:
May take Special Items
up to 100 pts
May replace Throwing Weapons with a Sling (2+)
free
May take any of the following:
Lethal Strike
15 pts
Scout, Ambush, and Vanguard
30 pts

Plague Patriarch

155 pts

single model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

6

Model Rules

Safety in Numbers, Honourless, Frenzy, Fearless, Callous, Wizard Apprentice, Putrid Scholar

Defensive

HP

3

Def

4

Res

5

Arm

0

Offensive

Plague Patriarch

Att

3

Off

5

Str

4

AP

1

Agi

4

Hatred, Battle Focus

Must select spells from Occultism

Putrid Scholar:
Universal Rule.

The model selects its spells from all Learned Spells of its chosen Path and the Hereditary Spell of its army. This overrides the normal Spell Selection rules connected to being a Wizard Apprentice or Adept.

Options:
May take Special Items
up to 100 pts
May take Light Armour
5 pts
May take a Close Combat Weapon (one choice only):
Paired Weapons
5 pts
Plague Flail
20 pts
May take a Plague Pendulum
410 pts
May become Wizard Adept
75 pts
May take 3 Dark Shards
30 pts

Character Mounts

Vermin Guard Litter

Height: Standard

Type: Infantry

Base: 40×40mm

Global

Adv

5"

Mar

10"

Dis

C

Model Rules

Herding the Swarm

Defensive

HP

C

Def

C

Res

C

Arm

C+2

Offensive

Vermin Guard Litter

Att

4

Off

4

Str

4

AP

1

Agi

5

Harnessed
Herding the Swarm:
Universal Rule.

The model increases the range of its Commanding Presence (if available) by 6".

Vermin Hulk Bodyguard

Height: Large

Type: Infantry

Base: 40×40mm

Global

Adv

6"

Mar

12"

Dis

C

Model Rules

Defensive

HP

4

Def

C

Res

5

Arm

C+1

Offensive

Vermin Hulk

Att

4

Off

4

Str

5

AP

2

Agi

4

Harnessed, Battle Focus

Monstrous Rat

This mount and its rider count towards Characters. Additionally, this mount counts towards Built and Bred.

Height: Large

Type: Cavalry

Base: 50×100mm

Global

Adv

7"

Mar

14"

Dis

C

Model Rules

Fear, Towering Presence, Fearless

Defensive

HP

4

Def

C

Res

5

Arm

C
Fortitude (4+)

Offensive

Monstrous Rat

Att

5

Off

4

Str

5

AP

2

Agi

4

Harnessed, Breath Attack (Toxic Attacks)

Plague Pendulum

0-1 Mounts per Army

This mount and its rider count towards Characters. Additionally, this mount counts towards Built and Bred.

Height: Large

Type: Construct

Base: 60×100mm

Global

Adv

5"

Mar

10"

Dis

C

Model Rules

Frenzy, Fearless, Stubborn, Towering Presence, State of Trance (Plague Brotherhood), War Platform, Fear

Defensive

HP

5

Def

C

Res

5

Arm

C+2
Aegis (4+)

Offensive

Crew (4)

Att

1

Off

3

Str

3

AP

0

Agi

3

Battle Focus, Hatred, Paired Weapons

Chassis

Att

-

Off

-

Str

5

AP

2

Agi

3

Inanimate, Grind Attacks (D6+2), Pendulum

Ram

Att

-

Off

-

Str

6

AP

3

Agi

-

Harnessed, Impact Hits (D6+2)
Pendulum:
Attack Attribute - Close Combat.

The model part can only use its Grind Attacks against enemy units Engaged in the model's Front Facing.

Doom Bell

Mount

0-1 Mounts per Army

Height: Large

Type: Construct

Base: 60×100mm

Global

Adv

5"

Mar

10"

Dis

C

Model Rules

Towering Presence, Fear, Terror, War Platform, State of Trance (Rats-at-Arms, Vermin Guard), Channel (2), Above the Masses, Sounding The Bell

Defensive

HP

5

Def

C

Res

5

Arm

C+2
Aegis (4+)

Offensive

Vermin Hulk

Att

4

Off

4

Str

5

AP

2

Agi

4

Battle Focus, Harnessed
Above the Masses:
Universal Rule.

When a Magister riding the Doom Bell chooses targets for spells with type Direct, it ignores the restriction of only choosing targets in its Front Arc. When a Magister riding the Doom Bell chooses targets for spells with type Missile, it can draw Line of Sight at 360° from any point of the Doom Bell's base, and may cast Missile spells even when Engaged in Combat. All non-Bound Spells cast by the Magister gain +3" range.

Sounding The Bell:
Universal Rule.

All enemy units within 18" of one or more models with this Universal Rule suffer -1 Offensive Skill and -1 Defensive Skill. At the start of your Magic Phase, you may choose to roll a D6. On a 2+, the Offensive and Defensive Skill modifiers are increased to -2 each, until the start of your next Magic Phase. If a '1' is rolled, the Doom Bell loses Sounding The Bell until the end of your next Movement Phase, and all units (friend and foe) in base contact with the Doom Bell suffer D6 hits with Strength 4 and Armour Penetration 2.

core (at least 25%)

Rats-at-Arms

220 pts

25 models, may add up to 35 additional models for 7 pts/model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Scoring

Defensive

HP

1

Def

3

Res

3

Arm

0
Light Armour, Shield

Offensive

Rat-at-Arms

Att

1

Off

3

Str

3

AP

0

Agi

4
Options:
May take a Spear
1 pt / model
May upgrade one model to each of the following:
Champion
20 pts
Musician
20 pts
Standard Bearer
20 pts
Stander Bearer may take a Banner Enchantment

Vermin Guard

250 pts

20 models, may add up to 30 additional models for 16 pts/model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Scoring

Defensive

HP

1

Def

4

Res

3

Arm

0
Heavy Armour, Shield

Offensive

Vermin Guard

Att

1

Off

4

Str

3

AP

0

Agi

5
Halberd, Fight in Extra Rank
Options:
May upgrade one model to each of the following:
Champion
20 pts
Musician
20 pts
Standard Bearer
20 pts
Stander Bearer may take a Banner Enchantment

Plague Brotherhood

205 pts

20 models, may add up to 30 additional models for 10 pts/model

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Scoring, Frenzy, Fearless

Defensive

HP

1

Def

2

Res

4

Arm

0

Offensive

Plague Brother

Att

1

Off

3

Str

3

AP

0

Agi

3
Hatred, Battle Focus, Paired Weapons
Options:
May upgrade one model to each of the following:
Champion
20 pts
Musician
20 pts
Standard Bearer
20 pts
Stander Bearer may take a Banner Enchantment

Slaves

145 pts

30 models, may add up to 30 additional models for 4 pts/model

0-­4 Units per Army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

2

Model Rules

Safety in Numbers, Insignificant, Disposable

Defensive

HP

1

Def

2

Res

3

Arm

0

Offensive

Slave

Att

1

Off

2

Str

3

AP

0

Agi

4
Disposable:
Universal Rule.

Units with this rule that Break from Combat are immediately destroyed.

When checking if an enemy unit is Steadfast, your Slave units count as having 0 Full Ranks, unless the Slave unit is Engaged in the enemy unit’s Flank or Rear Facing.

When shooting into a combat where the only Engaged friendly models are Slaves, the Shooting Attack gains +2 to hit and -1 to the rolls for randomising which unit is hit with Callous.

Options:
May upgrade one model to a Musician
20 pts

Footpads

120 pts

10 models, may add up to 20 additional models for 9 pts/model

0-4 Units per Army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Callous, Scoring

Defensive

HP

1

Def

3

Res

3

Arm

0

Offensive

Footpad

Att

1

Off

3

Str

3

AP

0

Agi

4
Sling (3+)
Options:
May take Vanguard
30 pts
0-15 Models per Unit
May take Paired Weapons
1 pt / model
May upgrade one model to each of the following:
Champion
20 pts
Musician
20 pts
Standard Bearer
20 pts
Stander Bearer may take a Banner Enchantment

special (no limit)

Giant Rats

80 pts

10 models, may add up to 50 additional models for 6 pts/model

0-4 Units per Army

Height: Standard

Type: Infantry

Base: 20×20mm

Giant Rats consisting of 20 or more models count towards Core instead of Special

Global

Adv

7"

Mar

14"

Dis

5

Model Rules

Safety in Numbers, Swiftstride, Swift Reform

Defensive

HP

1

Def

3

Res

3

Arm

0

Offensive

Giant Rat

Att

1

Off

3

Str

3

AP

0

Agi

4
Fight in Extra Rank

Plague Disciples

170 pts

8 models, may add up to 7 additional models for 17 pts/model

0-3 Units per Army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Light Troops, Frenzy, Fearless, Brood's Courage (Plague Brotherhood)

Defensive

HP

1

Def

2

Res

4

Arm

0
Hard Target (1)

Offensive

Plague Disciple

Att

1

Off

3

Str

3

AP

0

Agi

4
Plague Flail, Hatred, Battle Focus
Options:
Champion
20 pts

Vermin Hulks

295 pts

4 models, may add up to 8 additional models for 75 pts/model

0-3 Units per Army

Height: Large

Type: Infantry

Base: 40×40mm

Global

Adv

6"

Mar

12"

Dis

6

Model Rules

Safety in Numbers, Fearless, Scoring, Callous, Swift Reform

Defensive

HP

3

Def

2

Res

5

Arm

1

Offensive

Vermin Hulk

Att

3

Off

3

Str

5

AP

2

Agi

4
Battle Focus
Options:
May be upgraded to Thunder Hulks
15 pts / model
Champion
20 pts
Thunder Hulks

The model gains Heavy Armour and changes its base size to 50×50mm.

Options:
A Champion may take (one choice only):
Naphtha Launcher (4+)
140 pts
Rotary Gun (4+)
110 pts
Globe Launcher (4+)
110 pts
Meat Grinder
110 pts

Rat Swarms

90 pts

2 models, may add up to 8 additional models for 30 pts/model

0-3 Units per Army

Height: Standard

Type: Beast

Base: 40×40mm

Global

Adv

6"

Mar

12"

Dis

7

Model Rules

Insignificant, Skirmisher, Light Troops, Unstable, Fearless, Tiny

Defensive

HP

5

Def

3

Res

2

Arm

0
Hard Target (1)

Offensive

Rat Swarm

Att

5

Off

3

Str

2

AP

0

Agi

4
Tiny:
Universal Rule.

The model ignores friendly units when moving in the Charge and Movement Phase, but must follow the Unit Spacing rule at the end of the move.

Meat Grinder

150 pts

single model

0-2 Units per Army

Height: Standard

Type: Infantry

Base: 40×40mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Insignificant, Callous, War Platform, Not a Leader, Brood's Courage (Rats-at-Arms, Vermin Guard), Tag-Along, One with the Swarm

Defensive

HP

2

Def

3

Res

3

Arm

3
Heavy Armour

Offensive

Rat Swarm

Att

2

Off

3

Str

3

AP

0

Agi

4
Meat Grinder
One with the Swarm:
Universal Rule.

The model can only join units of Rats-at-Arms, and loses Insignificant while joined to such units.

Gutter Blades

145 pts

5 models, may add up to 5 additional models for 25 pts/model

0-3 Units per Army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

6"

Mar

12"

Dis

7

Model Rules

Safety in Numbers, Callous, Skirmisher, Light Troops, Vanguard

Defensive

HP

1

Def

4

Res

3

Arm

0
Hard Target (1)

Offensive

Gutter Blade

Att

1

Off

4

Str

3

AP

0

Agi

5
Paired Weapons, Throwing Weapons (4+), Poison Attacks
Options:
May take Scout and Ambush
5 pts / model
May replace Throwing Weapons with Sling (3+)
free
May take Scout and Ambush
20 pts

tunnel gunners (max 30%)

Weapon Team

150 pts

single model

0-3 Units per Army

Height: Standard

Type: Infantry

Base: 25×50mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Callous, Insignificant, Brood's Courage (Rats-at-Arms, Vermin Guard), Tag-Along, Scorched Fur

Defensive

HP

2

Def

3

Res

3

Arm

0
Heavy Armour

Offensive

Weapon Team

Att

2

Off

3

Str

3

AP

0

Agi

4
Scorched Fur:
Universal Rule.

When the model rolls Breakdown on the Misfire Table it is removed as a casualty.

Options:
Must take a single Shooting Weapon:
Naphtha Launcher (4+)
25 pts
Rotary Gun (4+)
free
Globe Launcher (4+)
free

Jezails

110 pts

3 models, may add up to 3 additional models for 40 pts/model

0-3 Units per Army

Height: Standard

Type: Infantry

Base: 25×50mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Callous

Defensive

HP

2

Def

3

Res

3

Arm

0
Pavise

Offensive

Jezail

Att

2

Off

3

Str

3

AP

0

Agi

4
Jezail (4+)
Pavise:
Armour.

The model gains +3 Armour against Ranged Attacks.

Grenadiers

185 pts

8 models, may add up to 7 additional models for 21 pts/model

0-3 Units per Army

Height: Standard

Type: Infantry

Base: 20×20mm

Global

Adv

5"

Mar

10"

Dis

5

Model Rules

Safety in Numbers, Callous, Skirmisher, Light Troops

Defensive

HP

1

Def

3

Res

3

Arm

0
Heavy Armour, Hard Target (1)

Offensive

Jezail

Att

1

Off

3

Str

3

AP

0

Agi

4
Gas Globes (4+), Volley Fire

Verminous Artillery -

single model

0-2 Units per Army

Height: Large

Type: Construct

Base: 75mm round

Global

Adv

5"

Mar

5"

Dis

5

Model Rules

War Machine

Defensive

HP

5

Def

1

Res

4

Arm

0

Offensive

[Catapult Crew]

Att

3

Off

3

Str

3

AP

0

Agi

3
Plague Catapult (4+), Hatred, Battle Focus, Move or Fire

Offensive

[Cannon Crew]

Att

3

Off

3

Str

3

AP

0

Agi

4
Lightning Cannon (4+), Move or Fire
Must take one Artillery Weapon and gain the corresponding crew:
Plague Catapult
(170 pts)

Use Catapult Crew

The model gains Frenzy and Fearless

Catapult (4×4) Artillery Weapon

Range 12-48", Shots 1, Toxic Attacks, Magical Attacks.

Lightning Cannon
(265 pts)

Use Cannon Crew

The model gains Frenzy and Fearless

Cannon Artillery Weapon

Range 48", Shots 1, Str 7, AP 10, Accurate, Magical Attacks, Lightning Attacks, Multiple Wounds (D3+1, Clipped Wings).

Before rolling to hit, the Lightning Cannon may be supercharged. If supercharged, the weapon's Strength is set to 10 and its Range is set to 18" for the duration of the phase. After the shot has been resolved, roll a D6. On a roll of '1' or '2', the Lightning Cannon cannot be supercharged again this game.

Dreadmill

305 pts

single model

0-2 Units per Army

Height: Large

Type: Construct

Base: 50×100mm

Global

Adv

8"

Mar

8"

Dis

7

Model Rules

Safety in Numbers, Fearless, Swiftstride

Defensive

HP

5

Def

3

Res

5

Arm

3
Pavise

Offensive

Dreadmill

Att

-

Off

-

Str

5

AP

2

Agi

4
Electric Discharge, Grind Attacks (D3), Impact Hits (D3), Inanimate
Electric Discharge:
Special Attack.

Model parts with this Special Attack can use it as a Shooting Attack and as a Special Attack in close combat.

  • As a Shooting Attack: Choose a target using the normal rules for Shooting Attacks. The Shooting Attack has Range 18", Shots 3, Reload!, Accurate, Quick to Fire, and Aim (4+).
  • As a Special Attack when Engaged in Combat: The Melee Attack is made at the model part's Initiative Step. Choose a single enemy unit in base contact and roll three D6 (these rolls are not considered to-hit rolls). For each roll of 3+ the target suffers a hit from the Electric Discharge.

Hits from the Electric Discharge are resolved with Strength 5, Armour Penetration 10, Multiple Wounds (D3), Lightning Attacks, and Magical Attacks.

Before using the Electric Discharge, the Dreadmill may be supercharged. If supercharged, the attacks from the Electric Discharge are set to Strength 6 and their Range is set to 12" for the duration of the phase. After the Electric Discharge has been resolved, roll a D6. On a roll of '1' or '2', the Dreadmill cannot be supercharged again this game.

built and bred (max 30%)

Abomination

375 pts

single model

0-2 Units per Army

Height: Gigantic

Type: Beast

Base: 60×100mm

Global

Adv

3D6

Mar

-

Dis

8

Model Rules

Fearless, Stubborn, Random Movement (3D6)

Defensive

HP

6

Def

3

Res

5

Arm

0
Fortitude (4+)

Offensive

Abomination

Att

3D6

Off

3

Str

6

AP

3

Agi

4