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==Major Changes== NOTE: The 9th Age Team keeps a very good record of change logs, look at the back of any document and you will see the changes compared to the previous version summarized and color-coded. ===8e to T9A=== 1.0 designed to be Warhammer Fantasy with all of the Tournament common sense balancing incorporated, as well as many of the long-running gripes resolved. Close as possible to 8e. * Battle Standard Bearers can take Magic Items, and have a total Magic Item allowance that any Magic Banner fits into. A BSB can take a Magic Banner of any point value, but it also sucks up your Magic Item allotment. For example taking a 100 point Banner will prevent the BSB from having any magic gear, taking a 100 point Magic Armor won't let you take a Magic Banner. If a theoretical 150 point Banner makes it into the game your BSB can still take it even though they have a 100 point limit on their magic items, but you won't be able to take anything else magic on top of it. * Units now have two point values; the value of taking the bare minimum models of a Unit, and a number of points per additional model. This isn't always equivalent. For example an entry may be 100 points for 25 models but each additional model, to a maximum of 40 total per Unit, may cost 6 points each rather than 4. This is sometimes higher and sometimes lower. * Riders and Mounts share profiles, sort of like The End Times special characters. The book lays out when you mount a character on something on which model part attributes to use in certain situations (like using Toughness of the Mount when being attacked, or the Initiative of the rider on the offense) but as far as an opponent targeting goes the entire kit is treated as a single target (so no shooting a horse out from under a rider, no shooting a rider off a horse, the whole thing just dies). This is called a Combined Profile. * Characters and Command all have the First In Rank rule, but you can divide them as you will rather than in a specific order. This is important because in 8e Characters joining a Unit would only have to reach the back of a horde and somehow teleport a full turns worth of Movement in order to reach the front of the Unit to join it, whereas now there are more places it can go and thus less distance it somehow travels (gets crowd-surfed?) in less than a second. * In Deployment, both characters roll a die. The one who rolls higher chooses which one of the players chooses deployment sides. The other player chooses who starts to deploy first, and players can deploy as many Units as they want before allowing the other player to deploy Units. Whoever gets all their Units on the board first (other than those which deploy after this step) gets a bonus for however many Units their opponent hasn't deployed on a die roll to see who goes first (so if you put down your entire army at once, you automatically go first since your bonus goes beyond what your opponent can roll). This gives a tremendous strategic importance on deployment, allowing you to sacrifice whatever steps don't matter to you (which side of the board you start on, countering what your opponent deploys, and having the first turn) for what you do want. * Rather than True Line Of Sight, models have a line of sight based on the type of Terrain between them and model size based on what kind of model it is, rather than just which model is physically taller (which was punishing for players who wanted to do fancy basing for their models or just use things like taller characters, or had random advantages when custom terrain was used). * Units can March into Buildings. But no model can go more than triple their Movement to get into a building (so a long "bus" formation where most of the Unit can get into the building don't teleport those in the end into it). * "Move Or Fire" has been replaced by Unwieldy, which adds an additional -1 To Hit if models move that turn. * Volley Fire ignores Cover provided by other Units, and the entire Unit can shoot rather than just the first two Ranks. * "Look Out Sir!" is removed. If there is at least five Rank & File of the same Troop Type, they automatically get hit. * Cannons use Ballistic Skill To Hit, then it becomes a line template. Do Ordinance Wounds, which is D3+1 (+1 additional if Target is Flying) instead of D6. Templates hit whatever they hit rather than just 1 model per Rank and File. * Flame Template is removed, whatever used it causes 2D6 Hits instead. * Spells in general are less powerful individually and won't automatically win or lose a game, less bonuses to casting, less Magic Dice obtained per turn, limit 5 Magic Dice to cast a spell, Overwhelming Power is not automatically cast or dispelled, Miscast is based on how many Magic Dice used to cast the spell. * Units with a Champion always get a minimum of a 4 result on the Charge. * If a Unit Flees a Charge, and its redirected into a second Unit that also Flees, in 8e both would count as a failed Charge; in T9A, the Charging player may default to a successful Charge against the first. * The Make Way rule lets a Character get into the front Rank to get into Combat, like in 8e, but ONLY into the front Rank unlike 8e. This means getting a Flank Charge won't put a blender lord into you until they perform a Combat Reform. * Rank and File models always target Rank and File models, whereas in 8e some armies could fill the front Rank full of Characters which prevented the Rank and File from being able to attack the Unit. * Always Strikes First replaced by Lightning Reflexes, which provides a +1 To Hit rather than a To Hit reroll. * Killing Blow replaced by Lethal Strike, so instead of automatically killing on a roll of a 6 the attack just ignores Armor Save and Regeneration rolls. * Models are not moved to be in a Challenge. You only get a maximum of 3 Overkill. Characters who refuse a Challenge do not move and cannot attack or use their Leadership benefits (like Hold Your Ground and +1 Combat Resolution, or BSB benefits if they were a BSB), and can still be attacked; in 8e a way to protect weak characters like Wizards was having them refuse a challenge and move to the back. * No Insane Courage, automatic Break instead. * Standard Bearers don't die automatically if they Break, they just lose their Standard. * No Post-Combat Reforms, only Pivots. * No army-wide Fear (like Undead and Daemons had). * Fear causes -1 Leadership to any models in Base Contact. * Fear-causing models take Terror Tests if Charged by Terror-causing models. In Close Combat, Fear-causing models do not take Terror Tests. * Parry means you cannot be hit by a 4+ To Hit, whereas in 8e it was a 6+ Ward Save. * Spears provide Armor Piercing 1, Fight In Extra Ranks if you didn't Charge with them, and gives Lethal Strike against Cavalry, Monstrous Cavalry, and Chariots from the front Rank. * Flails have +2 Strength as in 8e, but your opponent gets +1 To Hit against models with them. * Paired Weapons have +1 Attack as in 8e, but also +1 Initiative. * Units Fleeing with 25% of their starting number or less Rally on half their Leadership rounded up, rather than 2 in 8e. * Flammable models being attacked by Flaming Attacks allows a reroll To Wound rather than causing double Wounds. * Flaming Attacks ignore Regeneration just for that specific attack rather than removing it for the entire phase. * Redirectors are no longer a possibility. Situations where one Unit creates a situation where neither can be made Base Contact with require the Units to be moved as little as possible for that to occur. * [[Meme|Nagash removed.]] ===1.0 To 1.1=== * Minor bugfixes, rule clarifications. * [[Meme|Nagash removed.]] ===1.1 To 1.2 & 1.3=== Designed to move away from Warhammer Fantasy, incorporating some things from older Warhammer Fantasy editions but also moving slightly away from it for legal reasons. Team reports they want as few major changes as possible, and packed most of them into this update. Because of the loss of some customizations and heavily botched magic, many wargamers called this edition and later ones '''The Nerfed Age'''. It became one of the reasons why the game got banhammered from Adepticon. Massive [[rage]] followed with insiders and youtubers like Lord Tremendous leaving the community. * Every army now has its own minimum amount of Core required, rather than a universal core tax. Armies also have different limits on the other categories. * Rare has been removed as a category in all armies. It has been replaced by army-specific categories. * Lords and Heroes are now just Characters. * Standard game size has increased from 2500 points to 4500 points. Skirmish games are below 3000 points, large scale games are 8000 points or higher. Models have has point increases to reflect this, most proportionally although some are cheaper or stronger as a nerf or buff for balancing reasons. * Many Lord and Hero versions of the same basic model are a single option, you upgrade a standard version and based on how many points you have invested in it the model is now either equivalent to the Lord or Hero version. * Models may now count as being part of more than one category, counting towards the limit or minimum of all applicable categories. * Models now have a model footprint called a Boundary Rectangle, meaning that incomplete Ranks still count as a full Rank for the purpose of determining if a model is visible, in Terrain, and can be in Close Combat. * Line Of Sight is only a property of the front facing of the Unit, and every individual model has their own Line Of Sight meaning there are circumstances where part of a Unit can shoot and part will not. * Models can temporarily move 25% off the table as long as they end their Movement entirely back on it. * Overwhelming Power adds an extra Magic Die, removed from the Magic Pool of the casting player, which is allowed to exceed the 5 Die limit. * Miscasts are determined by rolling D3+1, doubling the result, multiplying it by the number of Magic Dice used in the casting (minus the bonus Overwhelming Power one) and taking cumulative negative effects based on the result. * Captured Standards can be Raised, all models Raised go into the back Rank unless they have the Front Rank rule. * Vortex Spells removed. * Round templates removed because of some WAAC's fee-feehs. * Learning Spells is different from becoming a higher level Wizard. Both cost points independent of each other. * [[Meme|Nagash removed.]] === 1.3 To 2.0 === * Weapon Skill is separated in Offensive and Defensive Skill. * Armour modifiers through Strength removed. * Instead of rolling for Spells, you choose which you want that is available. * Magic phase is overhauled. * A shit ton of small changes and edits. * All units now have a maximum amount of times it can be included in a army. * Units can no longer move temporarily outside the Board Edge. * General does not need to have the highest leadership * Units freshly rallied are now Shaken (new status, see later). * Removed rules within rules (Example: units with Terror new don't inherently have Fear but is now stated to have it on its unit card) * [[Meme|Nagash removed.]]
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