T9A-SC Optional Rules 0-9-98
T9A-SC Optional Rules 0-9-98
T9A-SC Optional Rules 0-9-98
Skirmish Campaigns
Optional Rules
Version 0.9.98 beta
Change Log
How to use this document
This document optional rules that can be used in addition to the standard rules of The 9th Age: Skirmish Campaigns.
Each section is dedicated to a set of rules which can be added to standard games to spice things up and makes it more
interesting. Each section can be used independently and contains all of what is needed to use those rules.
Deployment Phase
During the deployment phase, all players must deploy a Camp Marker. The Camp Marker is deployed as if it were a
model in the Warband, with the exception that it has to be deployed within 3" of a model in the Warband. The Camp
Marker cannot move in any way, it cannot take any action, cannot be destroyed or harmed and cannot be targeted by
anything. It is also ignored by all other other models during the Movement.
Recovery Phase
Camp Markers are Small Objective Markers.
Exploration Phase
At the end of the Exploration Phase, apply the following:
● If your Camp Marker is controlled by an enemy model, you lose 1 pt.
● For each controlled Camp Marker belonging to an enemy with a higher Warband Rating than your own, you
gain 5 pts.
3 Models
3.5 Model Classi ication
All models have a Height and a Type, de ined in their model entry.
3.5.1 Height
There are two Heights, with the following rules:
Standard Large
All Alone 2 3
Number of enemy models needed in
base contact for the model to be
affected by All Alone.
Dangerous Terrain 1 2
Number of D6 rolled when
performing Dangerous Terrain Tests
8 Recovery Phase
8.4 Model's Recovery
During Model’s Recovery, each of your models are able to recover Health Points and improve their Health State. Go
through all your models on the table and apply the following list chronologically from 1 to 5.
2 The Active Player chooses a model and declares a Charge against a chosen target.
3 The Active Player plots the Charge Move that will be used to reach the target. Before moving on,
con irm with the player controlling the target model upon the distance required to reach the target.
4 The player controlling the target model declares and resolves their Charge Reaction.
5 Repeat steps 2-4 of this sequence until all models that wish to Declare a Charge have done so.
6 The Active Player chooses a model that declared a Charge, then rolls for Charge Range, and moves
the charging model.
7 Repeat step 6 of this sequence until all models that Declared a Charge have moved.
8 End of Charge Phase.
Hold
A Hold Charge Reaction means that the model does nothing.
Models Locked in Combat can only choose to declare the Hold Charge Reaction.
Flee
A Flee Charge Reaction means that the Charged model changes its Health State to Fleeing. The leeing model then
makes a Flee Move in a direction chosen by the controlling player. After a model completes this Flee Move, every
model that declared a Charge against this model must immediately perform one of the following:
● Attempt to Redirect the Charge. Take a Discipline Test, if passed, the model may immediately declare a new
Charge against another viable target model within Line of Sight, which may choose their Charge Reaction as
normal. If more than one model declared a Charge against the Fleeing unit, each may attempt to Redirect the
Charge in any order chosen by the Active Player.
Units can only attempt to Redirect a Charge once per Player Turn. If a model Redirects a Charge and the
second target also Flees, the Charging unit may opt to Charge either target, adjusting the plotted charge as
described in the second option below.
If the Discipline Test to redirect the charge is failed, the second option below is performed.
● Adjust the plotted Charge Move against the leeing model. Repeat step 3 of the Charge Phase sequence against
the target, even though a successful charge may now be impossible, before moving on to step 5.
If the Fleeing model comes into contact with any model that declared a Charge against it in this phase (regardless
whether the enemy model Redirected its Charge), the Fleeing model is taken Out of Action.
Models already Fleeing when Charged can only choose to declare a Flee Charge Reaction.
Melee Phase
13.2 Round of Combat Sequence
Each Combat Round is divided into the following steps.
5 Roll All Alone Tests for models in the combat and perform all related Flee Moves
● Fleeing
A model that is Fleeing:
○ Has its Agility set to 1 for as long as it is Fleeing.
○ Cannot perform any Voluntary Actions and cannot perform any Melee Attacks.
○ During the Remaining Moves sub-phase Fleeing models make a special kind of Erratic Move called
a Flee Move.
○ Cannot take Dodge Saves.
○ Loses Scoring for as long as it is Fleeing.
17 Model Rules
Fearless
Models that are Fearless are immune to the effects of Fear and cannot declare a Flee Charge Reaction, unless already
Fleeing.
Supernal
The model gains Fearless, Feel no Pain and Magical Attacks. Models with Supernal ignore step 1 of Model’s
Recovery in the Recovery Phase (i.e. they do not Recover Health Points during that phase). When a model with
Supernal fails an All Alone Test, it does not Flee, but instead it loses one Health Point
Unbreakable
The model gains Fearless. The model automatically passes all All Alone Tests. The irst time your Warband fails its
Rout Check in each battle (voluntarily or involuntarily), you may choose to let all your models with Unbreakable to
remain in the battle. These models are not Removed from Table with the rest of the warband and will continue
ighting as normal. They must test for Routing as normal in following turns.
Undead
The model gains Fearless, Feel no Pain and Fear (0). Models with Undead cannot perform March Moves, unless
they start the March Move within the range of a friendly model’s Commanding Presence. Models with Undead do not
take a All Alone Tests when losing a Round of Combat, but instead they lose one Health Point
Events
Events provided momentary effects to the battle. Some are resolved instantly and provide no lasting effect, others can
last for the remainder of the game.
Encounters
All encounters include models being placed on the table and taking part in the game. These models are controlled by
the game itself and take their actions during an additional player turn that from now on takes place before the active
player’s player turn.
The models follow all the normal rules of the game, with the following exceptions.
Place a Wretched One on the table, following the normal rules for placing encountered models.
12 2 4 0 Fortitude (5+)
Offensive Att Off Str AP Agi
D6+1 4 4 0 1
Wild: Universal Rule
In its irst Movement Phase, the model makes a 3D6” Direct Move with the center of the table as its target. In all of its
following Movement Phases it makes 3D6” Erratic Moves in a random direction.
Worthy Foe: Universal Rule
A model that takes a model with Worthy Foe Out of Action gains +3 Experience in the following Experience Phase,
instead of the usual +1.
Place D3 Rat Swarms on the table, following the normal rules for placing encountered models.
5* 3 2 0 4
Numerous: Universal Rule
The model can never be Knocked Down or Stunned, and can never Recover wounds. For every 3 Hit Points the Rat
Swarm loses, it’s Attack characteristic is reduced by 1.
Passing Through: Universal Rule
When this group of models enters play, their target is de ined as the corner of the table which is furthest away from
them. Any model with Passing Through that reaches the target is Removed from Table. In any Remaining Moves
sub-phase in which a model with Passing Through did not declare a Frenzy Charge and is not Locked in Combat, it
will perform a Direct Move towards its intended target.
13 Fire! - Event
Suddenly, a building bursts into lames, ignited by smouldering embers from a ire thought extinguished long ago.
14 Possessed! - Event
A warrior is suddenly possessed by a supernal from beyond the Veil. Such a being provides strength to a host of strong will, but
confusion and terror to others.
Randomly determine a Warband with models on the table and randomly determine one of those models that is not
Fearless. That model gains the following:
● Fearless
● Supernal
● Stupidity
● +1 Attack Value
● +1 Strength
● +1 Armour Penetration
● +1 Agility
The effects last until the end of the game. During the following Warband Phase, the model must take a Discipline Test,
if failed, the model is Delayed.
5” 10” 9 Knives in the Dark, Right for the Job, Showing Who’s Boss
Defensive HP Def Res Arm
* 7 3 0 Dodge (4+)
Offensive Att Off Str AP Agi BS
0-19 6 1 3 1
20-29 8 2 3 2
30-39 10 3 4 3
40+ 12 4 4 4
Place D3+1 Succubi on the table, following the normal rules for placing encountered models.
5” 10” 7 Fearless, Call of the Veil, Fear (0), Frenzy, Out to Kill, Supernal
Defensive HP Def Res Arm
6 4 3 0 Aegis (5+)
Offensive Att Off Str AP Agi
3 4 3 1 5 Talon Scythes
Call of the Veil: Universal Rule
At the start of each of its turns except the irst one, roll a D6. On the roll of a ‘1’ the model is Removed from Table.
Out to Kill: Universal Rule
In any Remaining Moves sub-phase in which this model did not declare a Charge due to Frenzy and is not Locked in
Combat, it will perform a Direct Move with the current closest model as its target.
Talon Scythes: Close Combat Weapon
Attacks made with Talon Scythes ignore Parry and, if allocated towards Standard or Large Infantry, gain a +1 to-hit
modi ier.
Roll 2D6 and multiply the result by 2. Until the end of the Game Turn, models cannot draw Line of Sight to anything
that is further away than the resulting value in inches.
Roll again at the start of every following Game Turn and apply it to the end of the Game Turn.
Place a Restless Phantom on the table, following the normal rules for placing encountered models.
1 3 3 1 4
Aura of Despair: Universal Rule
Models within 8” of the Restless Phantom suffers -1 Discipline. Any model within 8” at the Start of its Movement
Phase must take a Discipline Test. If failed, the model immediately performs a 2D6” Erratic Move directly away from
the Restless Phantom. Models that are Locked in Combat or are Fearless automatically pass this test.
Gliding Through: Universal Rule
When this model enters play, its target is de ined as the corner of the table which it’s the furthest away from. If the
model ever reaches its target, it is Removed from Table. In any Remaining Moves sub-phase in which this model is
not Locked in Combat, it will perform a Direct Move towards its target.
Randomly choose a healthy warband member that can gain experience. This model immediately inds a Clue Marker,
place it in base contact with the model.
Clue Markers
Clue Markers are Small Objective Markers.
Heroes and Hirelings that control at least one Wonder Marker at the end of the Game-Sequence
gain +1 Experience during the following Experience Phase.
Henchmen Groups were half or more models control at least one Wonder Marker at the end of the
Game-Sequence gain +1 Experience during the following Experience Phase.
The active player picks a spot anywhere on the battle ield. The area within 6" of that spot is Dangerous Terrain. This
effect lasts D3 game turn including the current one.
Randomly determine a Warband with models on the table and randomly determine one of those models that is
within 4" of a building or wall and roll a D6 on the following chart. If the model knows any Academic Skills, add a +2
modi ier to the roll.
D6 Result Effect
1 Reading the writing accidentally sets off a curse on the reader. The model suffers a -1 penalty to the following
characteristics for the rest of the Game Sequence: Movement (to a minimum of 2), Offensive Skill,
Defensive Skill, Ballistic Skill and Agility.
2 Impossible to decipher. No effect.
3 The writing points to a secret passage inside the building. The controlling player may choose to let the model be
Removed from Table. If so, it may be placed back on the table, inside any Building, at the end of the
controlling player next Player Turn.
4-5 The writhing tells of the remains of some booty nearby. If the model is not taken Out of Action before the end of
the game, add 2D6 points to the Warband Treasury.
6 The writings are a map of the area. During the next Pre Battle Sequence, the model’s Warband counts its
Warband Rating as 50 lower. If a Common Scenario is used, the controlling player may modify the roll to
determine which by ±1 (after the roll is made).
7+ It describes a mystical spell! The model permanently learns the spell Altered Sight (Cosmology) but can only
cast it if it is a Wizard or if it has the Arcane Lore Skill.
Place 2D6 Rogue Skeletons on the table, following the normal rules for placing encountered models.
1 2 3 0 2 Sword
Turn to Ash: Universal Rule
The Rogue Skeletons never Recover Hit Points during their Recovery Phase. In addition, at the start of each of the
Skeletons’ turns after the irst, each Skeleton must take a Discipline test. Any model that fails its test is Removed
from Table.
Passing Through: Universal Rule
When this group of models enters play, their target is de ined as the corner of the table which is furthest away from
them. Any model that reaches the target is Removed from Table. In any Remaining Moves sub-phase in which a
model from the group did not declare a Charge due to the Frenzy special rule and is not Locked in Combat, it will
perform a Direct Move.
Place 2D3 Wild Dogs on the table, following the normal rules for placing encountered models.
6 3 3 0
Offensive Att Off Str AP Agi
D3 Result Hireling
1 Longhorn Turncoat
2 Pit Brawler
3 Ogre Bodyguard
The selected Hireling immediately joins the Warband with the lowest Warband Rating that it can be a part of (with
regards to Alignments and restrictions on the Hireling, Hatred etc.), randomise if tied.
The model is placed on the table using the rules for encountered models but is after that treated as part of the
Warband it joined, and is controlled by the same player. It may not make a March Move in its irst turn.
The Hireling remains in the Warband as if it was recruited as any other model, and will demand Upkeep as any other
model. Notice that each of these 3 possible Hirelings have rules governing what happens if you refuse to pay Upkeep.
All models within 1” of an Edge must immediately take a Strength or Agility test (whichever is lowest). If the test is
failed, the model will Fall off that Edge.
Place a Bloat Fly on the table, following the normal rules for placing encountered models.
2 3 4 2 1 Acid Blood
Call of the Veil: Universal Rule
At the start of each of its turns except the irst one, roll a D6. On the roll of a ‘1’ the model is Removed from Table.
Passing Through: Universal Rule
When this model enters play, their target is de ined as the corner of the table which is furthest away from them. Any
model that reaches the target is Removed from Table. In any Remaining Moves sub-phase in which the model did not
declare a Charge due to Frenzy and is not Locked in Combat, it will perform a Direct Move towards its target.
Acid Blood: Close Combat Weapon
For each Fortitude Save the model fails against Melee Attacks, the model that caused the wounding hit immediately
suffers 1 hit with Toxic Attacks, before any casualties are removed, distributed onto the model’s Health Pool.
Worthy Foe: Universal Rule
A model that takes a model with Worthy Foe Out of Action gains +3 Experience in the following Experience Phase,
instead of the usual +1.
All models suffer a -1 penalty to their Agility. All Shooting Attacks suffer a -1 to-hit mod ier. This effect lasts for the
rest of the game.
For the rest of the game. whenever a model takes another model Out of Action with a Melee Attack, that model must
take a Strength test. If failed, the model becomes Knocked Down.
43 Sniper - Encounter
From high above, a lonely igure starts laying down ire on all those around him.
Place a Sniper at the highest point of the table that can be accessed by a normal Standard Infantry model.
4” 8” 8 Laying it Down
Defensive HP Def Res Arm
9 3 3 0 Hard Target
Offensive Att Off Str AP Agi BS
1 Blowpipe
2 Composite Bow
3 Sylvan Longbow
4 Crossbow
5 Handgun
6 Hunting Ri le
In its Shooting Phase, the Sniper will ire its irst Shot at the closest model that is not Knocked Down or Stunned. If it
has a second shot, it will ire it at the second closest model that is not Knocked Down or Stunned.
D6 Result Effect
1 Purple lightning begins to strike the ground in search of a victim, attracted to large amounts of metal.
The model with the best armour save on the table (randomize which if there is a tie) suffers a single hit
with Strength 5 and Armour Penetration 10. This process is repeated at the start of the next Game Turn.
2 Fish suddenly fall out of the sky to pelt the area!
The Advance Rate and March Rate of all models is halved until the beginning of the active player’s next turn.
3 Meteorite dust has mixed with the water vapour in the area and produced the strange looking clouds from which a
tainted rain begins to fall. The rain burns lesh and eats into stone and metal.
At the end of the active player’s next player turn, any models that are not standing directly below an Upper
Level suffer a single hit with Strength 2 and Armour Penetration 1.
4 The area is looded with magic from the Immortal Realm!
All models must immediately pass a Resilience Test or become Dazed until the end of the active player’s
next turn.
Until the end of the game, all Wizards roll an additional D6 on their Casting Attempts.
5 A rumbling is heard from overhead, as thunder erupts from the strange clouds. The thunderclaps become more intense
and the heavy pulses of air bring warriors to their knees as if they had been hit by cannonballs of solid air.
D6 randomly selected models on the table are Knocked Down. If any of these models were Engaged in Close
Combat, all other models in that combat are also Knocked Down.
6 Tendrils of smoke drift down from the clouds, winding around the heads of members of each warband, as rival storm
gods choose their champions.
Randomly select one Hero from each warband. These models gain Frenzy (against Heroes selected by this
Event) until the end of the game.
From now on, at the start of each Movement Phase, randomly determine a model from the active player’s Warband
that is still on the table. This model has to take an Agility test. If failed, the model suffers a hit with Strength 3 and
Armour Penetration 1. The model also suffers -2 Advance Rate and -4 March Rate until the end of the player turn.
46 Sinkhole - Event
An enormous mouth suddenly opens up under the feet of a warrior.
Randomly a model on Ground Level. That model must take an Agility test. If failed the model is Removed from Table.
If a natural ‘6’ is rolled, the model is taken Out of Action instead.
Place a Deranged Mother Superior on the table, following the normal rules for placing encountered models.
1 4 3 0 4 Sharpened Whip
Loot: Universal Rule
If the Matriarch is taken Out of Action, place a Loot Marker where she stood. The Loot Marker is a Small Objective
Marker.
During the Exploration Phase, the player controlling the Loot Marker adds 2D6 pts to the Warband’s Treasury and the
following items to the Warband’s Stockpile: Sharpened Whip, Heavy Armour, Helmet, Shield, Blessed Water Vial,
Holy Relic.
Out to Kill: Universal Rule
In any Remaining Moves sub-phase in which this model did not declare a Charge due to Frenzy and is not Locked in
Combat, it will perform a Direct Move with the current closest model as its target.
Wild Faith: Universal Rule
During its Magic Phase, the model must attempt to cast the Boosted version of either The Blazing Sword (Faith of
Sunna) or Gleaming Armour (Faith of Sunna). Randomly select which.
Randomly determine a Building which has at least one model inside of it. All models inside that building must take a
Discipline test.If failed, the model immediately performs a 2D6” Erratic Move towards the closest Board Edge Models
that are Fearless automatically pass the Discipline Test.
For the rest of the game, any model without Fearless making a Maneuver that would bring it Inside this Building must
take a Discipline test. If failed, the model stops right outside of the Building and may move no further in this phase.
Place D6+2 Plague Victims on the table, following the normal rules for placing encountered models.
2 1 3 0 Hard Target
Offensive Att Off Str AP Agi
1 1 2 0 3
Contagious: Universal Rule
Any model that ends a Close Combat phase in Base Contact with Contagious model gains Contagious
At the Start of the Injury Phase, models with Contagious must roll a D6 on the chart below:
D6 Result Effect
1 Major Symptoms
The model must roll D3 times on the appropriate Injury Chart, treating any results of
‘Robbed’, ‘Bitter Enmity’, ‘Captured’ and ‘Sold to the Pits’ as ‘Full Recovery’.
2-5 Minor Symptoms
At the end of the following Warband Phase, the model is Delayed.
6 No Symptoms
No effect.
Meek: Universal Rule
Heroes and Hirelings do not gain Experience from taking a Plague Victim Out of Action.
When choosing targets for Shooting Attacks, Plague Victims can be ignored just as if they were Knocked Down.
Players can always choose not to attack Plague Victims with their models in Close Combat.
If no attacks are directed at Plague Victims in any combat involving only Plague Victims and models from a single
player or Alliance, all those Plague Victims are Removed from Table at the end of the player turn. During the next
Experience phase, all Heros and Hirelings in that combat gain +2 Experience for each Plague Victim removed and all
Henchmen Groups with at least one model in that combat gain +1 Experience for each Plague Victim removed. Notice
however that all models in Base Contact with a Plague Victim will suffer from the effects of the Contagious (see
above).
Seeking Help: Universal Rule
At the start of its player turn, the Target of each Plague Victim is set to the closest model of Human race. If there are
none, use the closest model of Dwarf or Elf race. If there are non, use the closest model of any race.
In any Remaining Moves sub-phase in which a Plague Victim is not Fleeing and it did not declare a Charge due to
Frenzy and is not Locked in Combat, it will perform a Direct Move.
If a Plague Victim is ever taken Out of Action by another model, all other Plague Victim that could draw Line of Sight
to it will start Fleeing and make a Flee Move directly away from the model that killed the Plague Victim.
Randomly determine a model from the active player’s Warband that is still on the table. This model has to take an
Agility test. If failed, the model takes a Strength 3 hit. Unless taken Out of Action by this, the model is Removed from
Table and the controlling player may roll a D6 on the chart below and add the resulting item to the Warband’s
Stockpile.
D6 Result Item
2 Lantern
3 Bloodroot Coating
4 Lucky Charm
5 Potion of Speed
If the model is equipped with a Rope & Hook, the player whose Warband has the lowest Warband rating must place
the model back on the table at the end of the same Game Turn. The model must be placed at Ground Level anywhere
at least 12” away from all enemy models.
Place D3+1 Flagellants on the table, following the normal rules for placing encountered models.
6 3 4 0
Offensive Att Off Str AP Agi
2 3 3 0 3 Flail
Passing Through: Universal Rule
When this group of models enters play, their target is de ined as the corner of the table which is furthest away from
them. Any model that reaches the target is Removed from Table. In any Remaining Moves sub-phase in which a
model from the group did not declare a Charge due to Frenzy and is not Locked in Combat, it will perform a Direct
Move.
The model currently at the highest position above Ground Level encounters a Scribe. Apply the effect of the irst true
statement in the list below.
Statement Effect
The model does not have access to Academic Skills The model gains access to Academic Skills.
The model is a Wizard Roll a D6. The model gains the Skill corresponding to the
result below, rerolling repeatedly if the model has already
has the Skill.
D6 Result Effect
1 Magical Aptitude
2-3 Scribe
6 Mind Focus
The model is the Leader The model gains the Tactician Skill. If the model already has
it, apply the effect below.
61 Peddler - Event
The warband that takes control over the area sees a peddler wandering through the ruins. This travelling merchant keeps his
entire stock on his back and offers to sell part of it to the warband.
In the Trading Phase, the winning warband may buy a single of each of the following items at half their Cost and
Rarity on the Local Market:
Hammer, Sword, Axe, Helmet, Crossbow, Pistol, Duelling Pistol, Rope & Hook, Bloodroot or Wolfsbane Coating,
Lucky Charm, Blessed Water, Hunting Arrows, Healing Herbs, Holy Relic, Lantern and City Map.
Randomly determine a Building. Immediately and at the start of each following Game Turn, all models within 8" of
the Building suffer a single hit with Strength 1 and Armour Penetration 10. Models hit also suffer a −1 to-hit modi ier
on its Shooting Attacks and Close Combat Attacks until the end of the Game Turn.
The active player must randomly select a model from their warband. The model must be on Ground Level and may
not have Never Learns. Roll a D6 and consult the following chart:
D6 Result Effect
1 The city chooses to reveal its true visage to the warrior, unveiling the monstrous intelligence that lurks behind the
facade of simple ruins and rubble. The warrior’s mind is overwhelmed by the enormity of the impression and he
stumbles away in stark terror.
For the remainder of the game, the model cannot enter Building and all enemy models count as causing
Fear (1).
2 The water re lects back nightmare images of his own demise, illing him with fear for his own safety.
For the remainder of the game, for the purpose of All Alone, the model counts all friendly models as
enemy models.
4 A faint image of his personal god appears, that ills him with frenzy.
For the remainder of the game, the model must reroll any failed Discipline tests.
5 The warrior peers into the depths of his own mind, unlocking untapped abilities. He can detect enemies with
uncanny precision.
The mode permanently gains the See in Shadows Skill (see Assassin Skills).
6 A slender arm reaches out from the pool, leaving no ripples in the smooth liquid, and pale ingers touch the
warrior’s chest. The soft caress causes a faint glow, which spreads throughout his body. Though it quickly dims
away, a strong feeling of strength and vitality is left behind.
The model gains the Aegis (2+) special rule until it passes an Aegis save.
64 Earthquake - Event
The ground shakes, making ighting a challenge for each and everyone.
All models suffer a -2 penalty to their Agility, Ballistic Skill and Offensive Skill. All models also treat all Terrain
(including open ground) as Dangerous Terrain. This effect lasts D3 game turns including the current one.
Place a Great Spider on the table, following the normal rules for placing encountered models.
7” 10” 7 Frenzy, Fear (0), Passing Through, Strider (Forest, Tree), Worthy
Foe
Defensive HP Def Res Arm
12 3 4 3 Weakspots
Offensive Att Off Str AP Agi
3 3 4 1 4 Poison Attacks
Passing Through: Universal Rule
When this group of models enters play, their target is de ined as the corner of the table which is furthest away from
them. Any model that reaches the target is Removed from Table. In any Remaining Moves sub-phase in which a
model from the group did not declare a Charge due to Frenzy and is not Locked in Combat, it will perform a Direct
Move.
Loot: Universal Rule
If the Matriarch is taken Out of Action, place a Loot Marker where she stood. The Loot Marker is a Small Objective
Marker.
During the Exploration Phase, the player controlling the Loot Marker adds 3 doses of Bloodroot Coating to its
Stockpile.
Weakspots: Universal Rule
Any attack against the Great Spider will cause Critical Wounds on successful to wound rolls of 5+.
Worthy Foe: Universal Rule
A model that takes a model with Worthy Foe Out of Action gains +3 Experience in the following Experience Phase,
instead of the usual +1.
All Wall Surfaces count as Ladders for the purpose of Climbing. During Tactical Manoeuvres, all models can move
freely over Obstacles, Wall Surfaces and gaps up to 2” large (instead of the usual 1”). All models must reroll failed
Agility Tests part of Dow Jumping Tests and Gap Jumping Tests. These effects last for D3+1 Game Turns, including
this one.