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th
The 9
Age
Lords
Heroes
Core
Special
Rare
Mounts
Callous
A model with this special rule is allowed to use non-template shooting weapons against an enemy unit in close combat
with friendly units of Infantry, or Swarms, not containing any characters.
When firing at an enemy unit in close combat
with friendly units, roll to hit as normal and then randomize each hit scored. On a 4+ it hits the target, otherwise it hits a
friendly unit in that combat (randomize if several friendly units are involved in the combat).
Honourless
Characters that are
Honourless
do not receive the usual penalties from refusing a challenge.
Greater Clan
Plague Cult
Toxic attacks have -1 to wound against models with this rule.
Volatile
When a model with this rule rolls a misfire, roll a D6 and consult the table below.
1 (or less)
Explosion!
No shots are fired. Scatter the model D6. If it hits any unit in its path the unit takes D6 Strength 5
hits. Remove the model.
2-3
Malfunction
No shots are fired. The model suffers a Wound with no Saves of any kind allowed.
4-5
Overcharged
Pivot the unit towards a random direction and then resolve the shooting attack as normal against
the first unit within line of sight and range, straight in front of the shooting model. Replace
Lightning Cannons
and Dreadmills normal shooting with a Line Template (6D6). Models hit take
a Strength 10 hit with Magical Attacks, Lightning Attacks and
Armour Piercing (6).
6+
Spent
The shooting is resolved as normal
(a Dreadmill will fire 3 shots)
. The Warp Weapon is then
considered broken and cant be used anymore for the rest of the game. If the model is a Warp
Weapon Team, remove it as casualty instead.
Armoury
Close Combat Weapons
Shooting Weapons
Meat Grinder
A model with Meat Grinder has Impact Hits (2D6),
Grinding Attacks (2D6). A
Weapon Team
carrying this
weapon gains Innate Defence (5+).
These Impact hits and Grinding Attacks are resolved at
Strength 4 and have Armour Piercing (1).
Rotary Gun
This is a shooting weapon with Multiple Shots (2d6*2) or
Multiple Shots (3d6*2) to the player choice; Range 24,
Strength 4, Armour Piercing (1), Slow to Fire, Magical
Attacks,
Volatile
. This weapon never suffers To Hit
penalties from Multiple Shots or from moving. If a double
comes up when rolling for number of shots the weapon
misfires.
Plague Flail
Uses rules for Flails, with the following addition:
Models with
Plague Flails
can make a single additional
special attack against a model in base contact. This is
resolved at Initiative 10, hits automatically and has the
Toxic Attacks Special Rule.
Globe Launcher
This is a shooting weapon Multiple Shots (2d6*2); Range
18, Toxic Attacks, Slow to Fire, Magical Attacks, Volley
Fire,
Volatile
. This weapon never suffers To Hit penalties
from Multiple Shots or from moving. If a double comes
up when rolling for number of shots the weapon misfires.
Other Equipment
Naphtha Thrower
This is a shooting weapon Multiple Shot
s (2D6); Range
12, Strength 5, Multiply Wound (D3),
Flaming Attacks
,
Magical Attacks
,
Volatile
,
Slow To Fire
. This weapon
never suffers To Hit penalties from
Multiple Shots or
from moving
. If a double comes up when rolling for
number of shots the weapon misfires.
Tail Weapon
If using mundane weapons the wielder gains +1 Attack.
Dark Shard
One use only. When casting a spell but before rolling
power dice, the caster may decide to use a single
Dark
Shard
which adds a +D3 casting bonus to the spell. If a
natural 1 is rolled on the dice, the caster suffers a hit
with a Strength value equal to the number of Power Dice
used, with no saves of any kind allowed.
Sling
Range 18, Strength 3, Multiple Shots (2).
Gas Globes
Range 12, Quick to Fire, Volley Fire,
always wounds on
Magical Items
Magical Weapons
The Doom Blade
(100 pts) - Infantry only
Type: Hand weapon. Attacks made with this weapon
have Strength 10 and Multiple Wounds (D6), Holy
Attacks. At the end of your turn, the wielder suffers a hit
with the Toxic Attack special rule.
A character with this
weapon gains the Not A Leader special rule.
Enchanted Items
Sceptre of Vermin Valour
(35 pts) - Models on foot only
The character can ignore the First In Rank rule and may
thus be placed in any rank.
Scabbing Potion
(25 pts, 35 pts if Mounted)
One use only. May be activated at the beginning of any of
your phases. The bearer recovers D3 wounds. This item
cant be bought by a
Magister
mounted on The Doom Bell
or
Plague Priest
mounted on a
Plague Pendulum
.
Thunder Shuriken
(45 pts) -
Sicarra Assassin
only
Type: Throwing Weapon. Range 12, Strength (5),
Multiple Shots (3), Multiple Wounds (D3), Quick to Fire.
Implosion Sphere
(40 pts)
One use only. This is a Catapult Artillery Weapon with
the following profile: Range: 8", 3" template, Magical
Attack. Every model hit by the template must pass an
Initiative Test or suffer a wound with Armour Piercing
(6) and Multiples Wounds (Ordnance) with no saves of
any kind allowed. If a misfire is rolled, center the
template on the user instead of rolling on the misfire
table and work out the damage as normal.
Magical Armour
Putrid Plate
(25 pts
, 35 pts if Mounted
)
Type: Plate Armour. For every successful Armour Save
made by the bearer, the unit which caused the wound
suffers a hit with the Toxic Attack Special Rule.
Deceivers Buckler
(25 pts)
Type : Shield. One enemy model in base contact with the
wielder (
owning
players choice), has -1 attack down to a
minimum of 1. The wielder gains Distracting.
Talismans
Armlet of Power
(25 pts)
Contains a bound spell power level (4). Type: Caster,
Duration: lasts one turn. The character doubles his
strength (this cannot modify the strength of a mount).
Magical Standards
The Lightning Rod
(50 pts)
One use only. Activate at the start of an opponents turn.
During this player turn,
all shooting attacks receive a -2
penalty to hit
all friendly units gains the Blurry special
rule.
Shooting attacks that dont roll to hit must roll a 4+
or the attack is lost. No Flying movement may take place.
Army List
LORDS
Vermin Daemon
315
pts
single model
Magic:
WS
BS
Ld
Options:
Level 1 Wizard
Apprentice
.
Generates spells from May have the Not a Leader Special Rule
the Path of Ruin, Disease or Shadows.
May take one of the following:
Grinding Attacks (2D6*)
Special Rules:
*resolved at Strength 3
Otherworldly, Multiple Wounds (D3), Swiftstride,
Lightning Reflexes
Daemonic Instability
Regeneration (4+)
Path Master
May be upgraded to Exalted
May become a
Level 2 Wizard
Apprentice
Level 3 Wizard
Master
Level 4 Wizard
Master
pts
free
30
35
40
5
0
50
25
95
130
Exalted:
Vermin Daemon has +1 Wound, +1 Attack, +1
Movement and uses a 100x60mm base size.
Tyrant
80 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Light Armour
up to 100
5
8
Safety in Numbers,
Honourless
5
10
10
55
45
125
Magister1
75
pts
single model
WS
BS
Ld
Options:
pts
Safety in Numbers,
Honourless
up to 100
10 / Shard
35
Magic:
200
HEROES
Chief
45 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Light Armour
25
10
up to 50
5
2
Safety in Numbers,
Honourless
3
4
4
60
140
Fetthis Broodmaster:
Chief has
+1 Movement and gains
Swiftstride.
Apprentice Magister
6
5
pts
single model
WS
BS
Ld
Options:
pts
Safety in Numbers,
Honourless
25
10 / Shard
up to 50
Magic:
Level 1 Wizard
Apprentice
Strain Master
55 pts
Rakachit Engineer
6
5 pts
single model
WS
BS
Ld
Options:
pts
Safety in Numbers,
Honourless
, Callous
up to 50
10
5
Special Rules:
pts
4
5
10
Ratlock Pistol
:
Range 12, Strength 5, Quick to Fire, Armour
Piercing (1), Magical Attacks.
In Close Combat a Ratlock Pistol count as an Additional Hand
Weapon
that inflicts Magical Attacks
.
Aether Turbine:
The Rakachit Engineer may cast three different type of Bound Spells (Power Level 4) as described
below:
Black
Lightning
Path of
Ruin
Enchanted
Blades
Path of
Alchemy
May only target casters unit. Target has +1 to hit. All targets attacks (including Shooting)
gain the Magical Attacks and Armour Piercing (1) special rules. Any attacks which already
had Armour Piercing gains +1 to its Armour Piercing instead.
Pink Fire
Path of
Change
The caster gains the Breath Weapon (Strength D3+2, Hellfire) special rule.
Sicarra Assassin
100 pts
single model
WS
BS
Ld
Weapons:
Options:
Safety in Numbers,
Honourless, Callous
Special Rules:
pts
Master of Assassins:
The characters Inspiring Presence range is increased to 18 if he is chosen as general.
The
character may only confer his Leadership to
Deathrunners
, Footpads and Gutter Blades
even if he is the general
.
Plague Prophet
70 pts
single model
WS
BS
Ld
Options:
Special Rules:
Hatred
pts
Magic:
CORE
Rats-at-Arms
100 pts
20
models, may add up to
50
models for 5 pts / model
M
WS
BS
Ld
Armour:
Options:
Champion
10
Musician
10
Standard Bearer
10
- May become the Veteran Standard Bearer*
Safety in Numbers
pts
Vermin Guard
70 pts
10
models, may add up to
50
models for 7 pts / model
M
WS
BS
Ld
Weapon:
Options:
Halberd
Armour:
Safety in Numbers
pts
10
Weapon Team
50 pts
single model
WS
BS
Ld
Armour:
Options:
pts
Heavy Armour
Must
take a single weapon:
Rotary Gun
Naphtha Thrower
Globe Launcher
Meat Grinder
free
free
free
free
Insignificant
Tag-Along:
The amounts of Warp Tech Weapon Teams in your army can never exceed your total amount of
Rats-at-Arms and Vermin Guard units. Furthermore if a model with this special rule is within 3" of a non-fleeing
Rats-at-Arms or Vermin Guard unit it counts as being in Hard Cover, and may use the units Leadership for tests.
Slaves
50 pts
20
models, may add up to
30
models for 2 pts / model
M
WS
BS
Ld
Options:
pts
Safety in Numbers
10 pts
Special Rules:
Insignificant
Disposable
:
Units with this rule that break from
combat are immediately destroyed.
Footpads
70 pts
10
models, may add up to
10
models for 7 pts / model
M
WS
BS
Ld
Weapons:
Options:
pts
10
Skirmishers, Vanguard
11
Plague Brotherhood
90 pts
15
models, may add up to
45
models for 7 pts / model
M
WS
BS
Ld
Weapon:
Options:
pts
10
10
10
up to 25
Hatred
Giant Rats
40 pts
10
models, may add up to
40
models for 3 pts / model
M
WS
BS
Ld
Safety in Numbers
Special Rules:
12
SPECIAL
Jezails
90 pts
5
models, may add up to
5
models for 16 pts / model
M
WS
BS
Ld
Armour:
Pavise:
Grants the model a 4+ Armour Save against
ranged attacks
.
Weapon:
Jezail
:
Shooting weapon. Range 36. Strength 6. Armour Piercing (1), Unwieldy, Magical Attacks.
Muskets never suffer To Hit penalties from long range.
Vermin Special Rules:
Grenadiers
75 pts
5
models, may add up to
5
models for 15 pts / model
M
WS
BS
Ld
Weapon:
Gas Globes
Armour:
Heavy Armour
Vermin Special Rules:
Skirmishers
Gutter Blades
55 pts
5
models, may add up to
5
models for 9 pts / model
M
WS
BS
Ld
Weapons:
Options:
Skirmishers, Vanguard
13
pts
3 / model
2 / model
1 / model
2 / model
10
Plague Disciples
60 pts
5
models, may add up to
10
models for 9 pts / model
M
WS
BS
Ld
Weapon:
Options:
pts
Plague Flail
10
Safety in Numbers
Special Rules:
Vermin Hulks
90
pts
3
models, may add up to
9
models for 35 pts / model
M
WS
BS
Ld
Options:
pts
Safety in Numbers
5 / model
5 / model
10
Special Rules:
Immune To Psychology
14
Thunder Hulks
200 pts
3
models, may add up to
3
models for 50 pts / model
M
WS
BS
Ld
Armour:
Plate Armour
Weapons:
Immune to Psychology,
Thunder Hulks
:
In each turn one model in the unit may use one of its weapons. If a misfire is rolled in the shooting
phase, no shots are fired and the unit suffers D3 wounds with no saves of any kind allowed.
Rat Swarm
40 pts
2
models, may add up to
8
models for 15 pts / model
M
WS
BS
Ld
5 10
Safety in Numbers
Special Rules:
Insignificant, Swiftstride
Tiny:
This unit is able to Move and Charge through friendly units, but can never end its movement inside one.
15
RARE
Dreadmill
150 pts
single model
WS
BS
Ld
Chariot
Crew (1)
Armour:
Large Target, Immune to Psychology, Grinding Attacks (D3), Random Movement (3D6), Random Attacks (2D6)
(Pulling beast only), Scythes
Weapon:
Electric Discharge:
Range 12, Strength 10, Multiple Shots (D3), Multiple Wounds (D3), Magical Attacks, Lightning
o
Attacks, Slow to Fire. Shots with Electric Discharge can shoot at 360
and automatically hit. If a natural 6 comes up
when rolling for the number of shots, the attacks are lost and the model must roll on the Volatile Table.
Abomination
210 pts
single model
WS
BS
Ld
Options:
pts
Safety in Numbers
20
Special Rules:
Toxic Retaliation:
For every unsaved wound the
Abomination suffers during the Close Combat Phase, it inflicts
D3 Toxic hits to the unit causing the wound.
16
Lightning Cannon
100 pts
single model
WS
BS
Ld
Crew (3) 5
Cannon
Weapon:
Lightning Cannon:
This is a
Cannon Artillery (D6) Weapon
with
Range 60, Strength 2D6, Armour Piercing (6), Magical Attacks, Lightning Attacks, Multiple Wounds (Ordnance). The
cannonball does not reduce its strength after impact. If a 11 or more is rolled the cannon fires at Strength 10 and the
cannonball is not stopped if it fails to kill a model.
Vermin Special Rules:
Plague Catapult
120 pts
single model
M
WS
BS
Ld
Crew (3) 5
Catapult
Weapons:
Safety in Numbers
Special Rules:
17
MOUNTS
The Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.
Monstrous Rat
M
WS
BS
Ld
Callous
Special Rules:
Fear, Large Target, Regeneration (4+), Breath Weapon (Toxic Attacks), Immune To Panic.
Doom Bell
M
WS
BS
Ld
Chariot
Crew (1)
Chariot 60
x100mm base
Special Rules
Large Target, Magic Resistance (2), Stubborn, Terror, War Platform, Ward Save (4+),
Innate Defence (5+), State of
Trance (Rats-at-Arms, Vermin
Guard)
.
Sounding The Bell:
At the beginning of each of your magic phases, roll 2D6 and choose one of the two effects on the
table below. If a double comes up no effect takes place and the model instead takes a Strength
5
hit with no save of
any kind allowed.
3-5
- or -
6-8
- or -
9-11
- or -
18
WS
BS
Ld
Armour:
Mounts Protection (
5
+)
Special Rules:
WS
BS
Ld
Armour:
Options:
pts
5
5
Plague Pendulum
M
WS
BS
Ld
Crew (4) 5
Chariot
Weapons:
Options:
pts
May take
Cauldron of Blight
20
Special Rules:
19
CHARACTERS
Vermin Daemon
Tyrant
Magister
WS BS
Ld
Chief
Magister
Apprentice
Rakachit Engineer
Sicarra Assassin
Plague Prophet
Rats-At-Arms
Weapon
Team
Slaves
Footpads
Plague Brotherhood
Giant R
ats
Jezails
Grenadier
Gutter Blades
Plague
Disciple
Ld
10
Monstrous
Rat
Abomination
3D6
CHARIOTS
Vermin Dreadmill
- Crew (1)
Vermin Guard
Rat Swarm
WS BS
MONSTERS
R
5
MONSTROUS BEASTS
INFANTRY
C
SWARMS
3D6
- Crew (1)
Plague Pendulum
- Crew (4)
Lightning
Cannon
- Crew (3)
Plague
Catapult
- Crew (3)
Doom Bell
WAR MACHINES
R
MONSTROUS INFANTRY
S
Vermin
Hulks
Thunder Hulks
Vermin
Hulk
Bodyguard
Range
Multiple Shots
Multiple Wounds
Armour Piercing
-common-
Rotary
Gun
24
2D6*2/3D6*2
-common-
Globe Launcher
18
Toxic
2D6*2
-common-
Naphtha Launcher
12
2D6
D3
-common-
Sling
18
Rakachit Engineer
Dark Shard
Pistol
12
Jezail
Teams
Jezail
36
Gas Globes
12
Vermin Dreadmill
-common-
Electric Discharge
12
10
D3
D3
Lightning
Cannon
Lightning
Cannon (D6)
60
2D6
ordnance
Plague
Catapult
Blight Artillery
Catapult (3)
12-48
Toxic
20
CHANGE LOG
version 0.9.0 beta released
v0.9.1
Warp Hole
vermin daemon grinding attack clarification
Grey Apprentice points
Blight Monks, points, unit size, blight infensted removed
v0.9.2
Added Clan Lord Shield pts
Fixed Doombell base size
Vermin Ogre AP clarification
Deathrunner added reckless
Blight Monks added Blight Cult
Vermin Daemon Wizard level option, added Regeneration upgrade, removed Distracting upgrade, Exalted Version
Boosted.
Grey Prophet wizard level option added.
Blight Furnace Cauldron of Blight changed and moved into upgrade option Point Change.
Globadiers +1Ld
Warp Tech Vermin Ogres +1M
v0.10.0
Blight Furnace Cauldron of Blight added as an upgrade.
Grey Prophet Ld reduction.
Strain Master Regeneration removed and decreased from S5 to S4. Points decreased.
Giant Rodents unit type change, Movement change and point change.
Giant Blight Rat special rules change . Added as a mount to Strain Master, Removed from Blight Priest.
Warp Tech Vermin Ogre attacks changed. Meat grinder added to weapons. Regeneration removed. HA replaced with PA.
Points per extra model decreased from 55 to 50.
Vermin Horror Toxic Retaliation points increased and one upgrade removed.
Warp Tech Machinist Breath Weapon, Warp Condensator, Exoskeleton pts increased.
Warp Tech Teams changed into own entry.
Warp Flame Thrower and Noxious Mortar auto hits removed.
Warp Grenades multiply shots replaced with Volley Fire.
Clan Lord Core of The Clan removed.
Clan Lord and Clan Chief Heavy Armour replaced with Light Armour.
Mundane equipment for characters streamlined.
Path of Shadows added to Grey Apprentice
Deathrunner Multiply Wounds upgrade changed to only affect Mundane Weapons.
Frontrunners poison upgrade removed and decreased from I5 to I4.
Musket Teams exchanged HA and Shield for 4+Save vs shooting.
Vermin Ogres removed Regeneration (5+) and decreased from 40 to 35 pts.
Dusk Runners Max size decreased from 12 to 10.
Deathrunner not a leader
v0.10.1
Warpcannon bounce distances added
Quick reference sheet
21
v0.11.0
Warpstorm banner changed from -2 to hit to blurry
Vermin Ogres added Thunderous Charge option
Greater clan removed
Deathrunner sensei changed
The Murderblade added the not a leader special rule
Warpforge armour reduced cost if mounted
War throne changed mounts protection from 6+ to 5+.
New cost for Vermin Daemon and wizard levels.
New cost for Grey Prophet and wizard levels.
New cost for Grey apprentice and wizard levels.
New cost for Blight priest wizard levels.
New enchanted Item Eye of the Storm added.
Blight Furnace: +2 Grinding, Crew Additional Hand weapons added, 5+Innate Defense, Decreased to T5, Lost MR (2),
Replaced Terror for Fear, Decreased 15 points.
Doom Bell: 5+Innate Defense added, Decreased to T5, updated bell table.
Augmented Vermin Ogres thunderous charge and swiftstrider upgrades added.
Musket Teams changed so that the pavise grants armour save for all ranged attacks.
Vermin Ogres dropped starting cost to 90 pts for three models.
Strain Master and Clan Chief merged into one entry.
Machinist changed upgrades for bound spells. Channel and magical attacks.
Streamlining mundane weapon costs for charachers
22