Sounding The Bell

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  • At the beginning of each friendly Player Turn, the owning player may choose to roll 1D6 or 2D6 and apply the effects from the table below. All affected units within the range (when rolling on the table) gain the bonuses from the table until the end of the next Player Turn.

    If a double comes up when rolling, all units in base contact with the Doom Bell suffers D6 Strength 4 hits with Armour Piercing (6).
    At the beginning of each friendly Player Turn, the owning player may choose to roll 1D6 or 2D6 and apply the effects from the table below. All affected units within the range (when rolling on the table) gain the bonuses from the table until the end of the next Player Turn.

    If a double comes up when rolling, all units in base contact with the Doom Bell suffers D6 Strength 4 hits with Armour Piercing (6).


    1No effect.
    2-4All friendly units within 12” of the Doom Bell
    gain Lightning Reflexes. Models that already
    had Lightning Reflexes gain +1 Attack instead.
    5-6All friendly units within 12” of the Doom Bell
    may reroll Charge Ranges, Pursuits, Overruns
    and Random Movement rolls.
    7-8All friendly units within 12” of the Doom Bell
    gain Frenzy. Models that already had Frenzy
    may reroll tohit rolls while Engaged in
    Combat instead.
    9-10All friendly units within 12” of the Doom Bell
    gain Distracting and Hard Target.
    11-12When rolling for Magic Flux in the following
    friendly Magic Phase, roll an additional D6 and
    discard the lowest D6 rolled.

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