Official Map Pack: 2 Edition, Version 2.0 .1 January 10, 2019
Official Map Pack: 2 Edition, Version 2.0 .1 January 10, 2019
The following 16 maps are meant to be used for games with either randomised or predefined Deployment Types. If you
use predefined deployment for your games, the following maps should be used with the mentioned Deployment Type:
Map 4 - Counterthrust
Map 5 - Marching Columns
Map 6 - Refused Flank
Map 7 - Encircle
Map 8 - Dawn Assault
All 16 maps Terrain Features from the Terrain Supplement “Lands of The 9th Age”. In addition to the generic
Terrain Features found in the Rulebook these extra Terrain Features are:
We recommend using these Terrain Features as described in the “Lands of The 9th Age”. Players and
tournamentorganiers can of course decide to use the corresponding generic Terrain Features from the Rulebook. The
design of the maps ensures there will not be any significant loss in gaming experience in either case.
The Terrain Features from the Terrain Supplement are marked with a red frame and their corresponding name
in red letters on each map.
OFFICIAL T9A MAP PACK
Map 1 - Frontline Clash
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
The Swarm At the start of each Shooting Phase, units within 3" of one or more Massive Insect Mounds
suffer 2D3 hits with Strength 1 and Armour Penetration 0.
Any unit losing one or more Health Points from this attack suffers -1 to hit with its Shooting
Attacks during this phase.
OFFICIAL T9A MAP PACK
Map 2 - Frontline Clash
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Mountain of Slaughter
Types See Shared Rules for Hills.
Death's Domain At the start of each Player Turn, each of the Active Player's non-Fleeing units in contact with a
Mountain of Slaughter must take a Discipline Test with a -1 modifier (in addition to any other
Discipline modifiers the unit may be subject to). If more than half of a unit’s models are
Fearless, the unit automatically passes this test. If the test is failed, the models in the unit
become Shaken, and Close Combat Attacks made by models in the unit suffer -1 to hit, while
Close Combat Attacks allocated towards models in the unit gain +1 to hit. Models that are
immune to the effects of Fear are immune to these effects.
The effects last until the end of the Player Turn.
Corral of Wagons
Types Corrals of Wagons are Covering Terrain for models behind them while Defending the Wall,
and Dangerous Terrain (2) for Constructs.
Moving the Once per Movement Phase, immediately before performing an Advance or March Move with a
Wagons unit Defending this Wall, you may choose to move the Corral of Wagons. If so, move the Corral
of Wagons up to 5" in a straight line. It may rotate around any point during this move, but no
part of the Corral of Wagons may end the move farther away from its starting position than 5".
It cannot move into contact with other Terrain Features, nor with units other than the one
Defending it. Next move the unit that was Defending the Wall. It must end its move still
Defending the Wall. If this is not possible, return the Corral of Wagons to its original position
(the unit Defending it may still move as normal).
OFFICIAL T9A MAP PACK
Map 3 - Frontline Clash
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Tall Wall
Types Tall Walls are Opaque Terrain for models without Towering Presence, and Covering Terrain
for models with Towering Presence.
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Burial Mound
Types See Shared Rules for Hills.
Will of the Ancient During step 3 of the Magic Phase Sequence (during Siphon the Veil), if the Active Player has
one or more units with more than half of their models with the centre of their base on a Burial
Mound, the Active Player may add 1 additional Veil Token to their Veil Token pool.
In addition, spells with type Hex that target one or more units with more than half of their
models Elevated on an Burial Mound gain a +1 modifier to their casting rolls.
OFFICIAL T9A MAP PACK
Map 5 - Marching Columns
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Brushwood
Types See Shared Rules for Forests.
Difficult to Models that are inside a Brushwood at the start of a phase suffer -1” Advance Rate and -2”
Transverse March Rate for the duration of that phase.
OFFICIAL T9A MAP PACK
Map 6 - Refused Flank
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Cleansing Waters
Types Cleansing Waters are Dangerous Terrain (1) for Standard Height models on foot.
Soothing Soak When the Centre of a unit is in contact with Cleansing Waters, the unit loses Flammable for the
rest of the game if it had it (note that this does not prevent the unit from gaining Flammable
from other sources).
OFFICIAL T9A MAP PACK
Map 7 - Encircle
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Jungle
Types Jungles are Opaque Terrain.
Jungles are Covering Terrain for units inside and/or behind them, and Dangerous Terrain (1)
for Cavalry, Constructs, and units making a Flying Movement.
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Corral of Wagons
Types Corrals of Wagons are Covering Terrain for models behind them while Defending the Wall,
and Dangerous Terrain (2) for Constructs.
Moving the Once per Movement Phase, immediately before performing an Advance or March Move with a
Wagons unit Defending this Wall, you may choose to move the Corral of Wagons. If so, move the Corral
of Wagons up to 5" in a straight line. It may rotate around any point during this move, but no
part of the Corral of Wagons may end the move farther away from its starting position than 5".
It cannot move into contact with other Terrain Features, nor with units other than the one
Defending it. Next move the unit that was Defending the Wall. It must end its move still
Defending the Wall. If this is not possible, return the Corral of Wagons to its original position
(the unit Defending it may still move as normal).
OFFICIAL T9A MAP PACK
Map 9 - Frontline Clash
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Oil Slick
Types Water is Dangerous Terrain (1) for Standard Height models on foot.
Ignited Oil Slicks (see Ignite below) are Covering Terrain for units behind them.
Cover Ignited Oil Slicks (see Ignite below) contribute to Soft Cover.
Ignite If a unit that is in contact with an Oil Slick suffers hits from Ranged Attacks that are Flaming
Attacks, the Oil Slick counts as Ignited until the end of the game.
A unit that ends its movement in contact with an Ignited Oil Slick suffers a hit with Area Attack
(4×4), Strength 4, Armour Penetration 0, and Flaming Attacks.
OFFICIAL T9A MAP PACK
Map 10 - Frontline Clash
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Corral of Wagons
Types Corrals of Wagons are Covering Terrain for models behind them while Defending the Wall,
and Dangerous Terrain (2) for Constructs.
Moving the Once per Movement Phase, immediately before performing an Advance or March Move with a
Wagons unit Defending this Wall, you may choose to move the Corral of Wagons. If so, move the Corral
of Wagons up to 5" in a straight line. It may rotate around any point during this move, but no
part of the Corral of Wagons may end the move farther away from its starting position than 5".
It cannot move into contact with other Terrain Features, nor with units other than the one
Defending it. Next move the unit that was Defending the Wall. It must end its move still
Defending the Wall. If this is not possible, return the Corral of Wagons to its original position
(the unit Defending it may still move as normal).
Meadow
Types Meadows are Covering Terrain for units inside them.
Cover Meadows contribute to Soft Cover, except for models with Towering Presence.
Uneven Ground Units in contact with a Meadow suffer -1” Advance Rate for their Charge Range rolls.
OFFICIAL T9A MAP PACK
Map 11 - Frontline Clash
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Beast Lair
Types See Shared Rules for Ruins.
The Beast Within At the start of your Player Turn, roll a D6 for each of your units in contact with a Beast Lair. On
a roll of ‘1’ or ‘2’, the unit suffers D3+1 hits with Strength 5 and Armour Penetration 2.
OFFICIAL T9A MAP PACK
Map 12 - Counterthrust
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Burial Mound
Types See Shared Rules for Hills.
Will of the Ancient During step 3 of the Magic Phase Sequence (during Siphon the Veil), if the Active Player has
one or more units with more than half of their models with the centre of their base on a Burial
Mound, the Active Player may add 1 additional Veil Token to their Veil Token pool.
In addition, spells with type Hex that target one or more units with more than half of their
models Elevated on an Burial Mound gain a +1 modifier to their casting rolls.
Tall Wall
Types Tall Walls are Opaque Terrain for models without Towering Presence, and Covering Terrain
for models with Towering Presence.
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Smoldering Outpost
Ash Cloud A unit that ends its movement in contact with a Smoldering Outpost suffers a hit with Area
Attack (4×4), Strength 2, Armour Penetration 0, and Flaming Attacks.
OFFICIAL T9A MAP PACK
Map 14 - Refused Flank
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Brushwood
Types See Shared Rules for Forests.
Difficult to Models that are inside a Brushwood at the start of a phase suffer -1” Advance Rate and -2”
Transverse March Rate for the duration of that phase.
OFFICIAL T9A MAP PACK
Map 15 - Encircle
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Monolith
Looming Presence Units within 6” of a Monolith suffer -1 Discipline when taking Panic Tests.
OFFICIAL T9A MAP PACK
Map 16 - Dawn Assault
Walls
Forests
Water
Terrain
Fields
Hills
Ruins
Impassable
Terrain
Tall Wall
Types Tall Walls are Opaque Terrain for models without Towering Presence, and Covering Terrain
for models with Towering Presence.
Meadow
Types Meadows are Covering Terrain for units inside them.
Cover Meadows contribute to Soft Cover, except for models with Towering Presence.
Uneven Ground Units in contact with a Meadow suffer -1” Advance Rate for their Charge Range rolls.