The 9th Age: Difference between revisions

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===Army Rules===
===Army Rules===
* The army must have a Master, who is by default your General at the start of the game (formerly had to be a Wizard in the Lore of Vampires). Masters taking over after the death of the first General must still be Wizards in the Lore of Necromancy
* The army must have a Master, who is by default your General at the start of the game (formerly had to be a Wizard in the Lore of Vampires). Masters taking over after the death of the first General must still be Wizards in the Lore of Necromancy.
* Models now have an "Invocation" stat which indicates how many Wounds are regained with the Invocation of the Undead and Arise Undead spells from the Lore of Necromancy. Only models with the Awaken rule add models above the unit's starting size (no more than twice the starting size at the beginning of the game) by recovering Wounds, with the type of model they can Awaken being indicated
* Models now have an "Invocation" stat which indicates how many Wounds are regained with the Invocation of the Undead and Arise Undead spells from the Lore of Necromancy. Only models with the Awaken rule add models above the unit's starting size (no more than twice the starting size at the beginning of the game) by recovering Wounds, with the type of model they can Awaken being indicated.
* All models are Undead, only models with Ashes To Ashes begin taking Wound damage due to the death of the army Master
* All models are Undead, but only models with Ashes To Ashes begin taking Wound damage due to the death of the army Master.
*Vampiric and Red Thirst have been rolled into one, and the roll for the latter is now variable instead of a fixed 6+ (though most units and characters still have Vampiric 6+). If a unit has this special rule a single roll is made if at least one model caused one or more unsaved Wounds, and Wounds recovered via this special rule can raise dead models
* Vampiric and Red Thirst have been rolled into one, and the roll for the latter is now variable instead of a fixed 6+ (though most units and characters still have Vampiric 6+). If a rank and file Unit has this special rule, a single roll is made if at least one model caused one or more unsaved Wounds, and Wounds recovered via this special rule can raise dead models. Models with Large Target have a -2 modifier to the roll.
*Hexwraiths' Spectral Hunters and Soulstriders have also been merged in the new rule Reaper, which is no longer unique. It now allows models to pass through terrain as well as units, and the sweeping attacks are made at the model's normal Strength and benefit from any close combat attack special rule instead of having Magical Attacks and Flaming Attacks by default
* Hexwraiths' Spectral Hunters and Soulstriders have also been merged in the new rule Reaper, which is no longer unique. It now allows models to pass through terrain as well as units, and the sweeping attacks are made at the model's normal Strength and benefit from any close combat attack special rule instead of having Magical Attacks and Flaming Attacks by default.
*All mounts that had it, both for characters and for units, gain proper Ethereal instead of Spectral Steeds
* All mounts that had it, both for characters and for units, gain proper Ethereal instead of Spectral Steeds.


===Equipment===
===Equipment===
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===Lords===
===Lords===
* Vampire Count (Vampire Lord)
* Vampire Count (Vampire Lord)
**Cost reduced from 220 to 205
** Cost reduced from 220 to 205
**Has Fear, Vampiric 6+ and Awaken (Zombies)
** Gained Fear, Vampiric 6+, and Awaken (Zombies)
**Can only take two additional wizard levels, 25 pts for level 2 or 90 pts for level 3
** Can only take two additional Wizard Levels, 25 pts for Level 2 (10 points cheaper) or 90 pts for Level 3 (20 points more expensive)
**Cost of equipment increased across the board and new options added: shield for 5 pts, light armor 5 pts, heavy armor 10 pts, paired weapons 10 pts, halberd 15 pts, lance or great weapon 20 pts
** Can take Light Armor for 5 points, Heavy Armor for 10 points (4 points more expensive), Shield for 5 points (2 points more expensive)
**Like other characters, can no long mount a Nightmare or Hellsteed. New mount costs: Skeletal Steed 20 pts, Spectral Steed 55 pts, Monstrous Revenant 90 pts, Court of the Damned 140 pts, Shrieking Horror 245 pts (Strigoi bloodline only), Zombie Dragon 270 pts
** Can only take ONE additional weapon; Paired Weapons for 10 points (1 point more expensive), Halberd for 15 points, Great Weapon for 20 points (10 points more expensive), or a Lance for 20 points (10 points more expensive)
** Can take a Skeletal Steed (Barded Nightmare) for 20 points (4 points cheaper), Spectral Steed (Hellsteed) for 55 points (25 points more expensive), Monstrous Revenant (Abyssal Horror) for 90 points (30 points cheaper), Court of the Damned (Coven Throne) for 140 points (90 points cheaper), Shrieking Horror (Terrorgheist) for 245 points (formerly only the mount of Strigoi Ghoul Kings; 20 points more expensive, may only be taken by an army of the Strigoi Bloodline), or Zombie Dragon for 270 points (25 points more expensive)


* Necromancer Lord (Master Necromancer)
* Necromancer Lord (Master Necromancer)
**Cost increased from 165 to 170
** Cost increased from 165 to 170
**Has Awaken (Zombies and Skeletons)
** Gained Awaken (Zombies and Skeletons), replaced Master of the Dead option
**Can take the Lore of Fire
** Can take the Lore of Fire
**Cost for level 4 decreased to 30 pts
** Wizard Level 4 reduced by 5 points
**Can no longer take Master of the Dead (since Awaken made it redundant)
** Can no longer take a Hellsteed. Can take a Skeletal Steed (Barded Nightmare) for 20 points, a Cadaver Wagon (Corpse Cart) for 50 points (40 points cheaper), or a Monstrous Revanant (Abyssal Horror) for 90 points (30 points cheaper)
**Can mount a Skeletal Steed for 20 pts, a Cadaver Wagon for 50 pts or a Monstrous Revenant for 90 pts


===Heroes===
===Heroes===
* Vampire Courtier (Vampire)
* Vampire Courtier (Vampire)
**Cost reduced from 105 to 75
** Cost reduced from 105 to 75
**Has Fear, Vampiric 6+ and Awaken (Zombies)
** Have one more point of Leadership
**No longer a wizard by default, can become take 1 level for 30 pts or 2 for 55 pts (thus the cost to become a level 2 wizard has been effectively reduced to 25 points)
** Gained Fear, Vampiric 6+, and Awaken (Zombies)
**Same equipment options as Vampire Count, but with great weapon reduced to 10 pts and lance to 15 pts
** No longer a Wizard by default, can be upgraded to a Level 1 Wizard for 30 points or a Level 2 Wizard for 55 points (making becoming a Level 2 Wizard 25 points cheaper than 8th edition Warhammer after accounting for the reduction in points for the model itself)
**Can mount a Skeletal Steed for 15 pts, Spectral Steed for 50 pts or Monstrous Revenant for 110 pts
** Can take Light Armor for 5 points, Heavy Armor for 10 points (6 points more expensive), Shield for 5 points (3 points more expensive)
** Can only take ONE additional weapon; Paired Weapons for 5 points (2 points more expensive), Halberd for 10 points, Great Weapon for 10 points (2 points more expensive), or a Lance for 15 points (7 points more expensive)
** Can take a Skeletal Steed (Barded Nightmare) for 15 points (1 point cheaper), Spectral Steed (Hellsteed) for 55 points (25 points more expensive), Monstrous Revenant (Abyssal Horror) for 110 points, or a Court of the Damned (Coven Throne) for 140 points (90 points cheaper)


* Necromancer
* Necromancer
**Has Awaken (Zombies and Skeletons)
** Gained Awaken (Zombies and Skeletons), replaced Master of the Dead option
**Can take the Lore of Fire
** Can take the Lore of Fire
**Cost for level 2 decreased to 25 pts
** Level 2 Wizard upgrade cost reduced from 35 points to 25 points
**Can no longer take Master of the Dead (since Awaken made it redundant)
** Can take a Skeletal Steed (Nightmare) for 15 points, or a Cadaver Wagon (Corpse Cart) for 50 points (40 points cheaper)
**Can mount a Skeletal Steed for 20 pts or a Cadaver Wagon for 50 pts


* Barrow King (Wight King)
* Barrow King (Wight King)
**Cost decreased from 85 to 80
** Cost decreased from 85 to 80
**+1 WS
** Gained 1 point of Weapon Skill
**Has Not A Leader
** Gained Not A Leader, Magical Attacks, and Multiple Wounds (2, Infantry, War Beasts, Cavalry)
**Traded Killing Blow for Lethal Blow, Magical Attacks and Multiple Wounds (2, Infantry, War Beasts, Cavalry)
** Has a Shield for free
**Gets a shield for free
** Can only take ONE additional weapon; Paired Weapons for 3 points (1 point more expensive), Halberd for 4 points, Great Weapon for 6 points (1 point more expensive), or a Lance for 6 points (1 point more expensive)
**Cost of all weapon options increased by 1 point, can now also take a halberd for 4 pts
** May take a Skeletal Steed (Barded Nightmare) for 15 points (3 points more expensive)
**Cost of Skeletal Steed increased to 15 pts
** May take Unliving Shield (enemies that can deal Close Combat Attacks at a model with this rule and/or a Necromancer or Necromancer Lord cannot allocate those attacks towards the Necromancers; models with Vampiric in the same Unit cause this effect to stop working) for 20 points
**Can take Unliving Shield for 20 pts, preventing enemies from assigning close combat attacks to Necromancers or Necromancer Lords in the same unit as long as he's still alive


* Fell Wraith (Cairn Wraith, Banshee)
* Fell Wraith (Cairn Wraith/Banshee)
**Cost reduced from 60 to 55 and from 95 to 85 respectively
** Cost reduced from 60 to 55 and from 95 to 85 respectively
**Both versions gain Reaper
** Both versions gained Reaper
**Fell Wraith has +1 WS, trades Chill Grasp for Armor Piercing (6) and no longer has a great weapon by default
** Fell Wraith has one more point of Weapon Skill
**Fell Wraith can gain his great weapon back for 10 pts, take a single magical weapon worth up to 50 pts and/or ride A Skeletal Steed with Light Troops for 20 pts
** Fell Wraith Lost Chill Grasp for Armor Piercing (6)
**Banshee's Howl now causes d6+2 automatic S4 hits with Magical Attacks, and can also be used in the Combat Phase to replace all the model's attacks with d3+1 automatic hits with the same profile.
** Fell Wraith may take a Magic Weapon up to 50 points in value, and may take a Great Weapon for 10 points (previously free)
** Fell Wraith may join a Unit of Light Troops while mounted on a Skeletal Steed (Barded Nightmare) for 20 points
** Banshee's Howl has been replaced by Wail of Woe (as a Special Shooting Attack in the Shooting Phase which deals Multiple Shots (D6+2) automatic S4 Hits with Magical Attacks following Shooting rules for target selection within 8 inches of range regardless of whether it Marched, and can also be used in the Combat Phase as a Special Close Combat Attack to replace all the model's attacks with D3+1 automatic Magical Attacks Hits against a Unit in Base Contact at the Banshee's Initiative)


===Mounts===
===Mounts===
* Skeletal Steed
* Skeletal Steed (Skeletal Steed/Nightmare)
**Effectively replaced the Nightmare as the 'basic' mount option for the army
** Has Ethereal instead of Spectral Steed, has Mount's Protection (6+)
**Has Ethereal instead of Spectral Steed
** Can up Mount's Protection to 5+ for 15 points
**Can up Mount's Protection to 5+ for 15 pts


* Spectral Steed (Hellsteed)
* Spectral Steed (Hellsteed)
**-1 S, -1 T and Ethereal to put it in line with the Skeletal Steed
** Gained Ethereal, Mount's Protection (6+)
** Lost one point of Strength and Toughness


* Monstrous Revenant (Abyssal Horror)
* Monstrous Revenant (Abyssal Horror)
**Unit type changed from Monster to Monstrous Beast
** Unit type changed from Monster to Monstrous Beast
**+1 A
**+1 A
**Terror downgraded to Fear, no longer has Fly by default
**Terror downgraded to Fear, no longer has Fly by default

Revision as of 04:51, 16 June 2016

This article is a stub. You can help 1d4chan by expanding it

The 9th Age is a community project created in response to the Skub (a fairly major understatement) that came about from End Times and Age of Sigmar in Warhammer Fantasy.

The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case Games Workshop decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them.

The game is in a constant state of production, with dedicated rules creation and balance being an ongoing effort that sees every army tweaked when a new faction is added to best ensure minimum power creep or overpowering.

Lore is being carefully written to represent each faction at various points in Warhammer history, so any version of the lore you prefer is represented. In addition, all lore is presented as an account so fans can disregard anything they dislike and count their own favoured interpretation.

NOTE: THIS PAGE IS UNDER CONSTRUCTION UNTIL FURTHER NOTICE, THE FOLLOWING IS IN VARYING STAGES OF COMPLETION.

Tool Changes

Click "Expand" so see the complete list of changes to dice and templates.

Army Building Changes

Click "Expand" so see the complete list of changes to creating army lists.

Core Rules Changes

Click "Expand" so see the complete list of core rule changes.

Magic Changes

Click "Expand" so see the summary of magic changes

Model Types, Abilities/Troop Type Rules, Special Rules, And Weapons

Click "Expand" so see the complete list of changes to model types, troops, and weapons.

Terrain

Click "Expand" so see the complete list of changes to terrain rules.

Army Change Summaries

Currently there are no named characters in The 9th Age. Some, like Lord Skrolk or High Queen Khalida who had rules that affect other models have had their rules integrated directly into the army (Skrolk making Plague Monks into Core options is default for the army for example, and Khalida's arrow buff is now contained within a magic item upgrade). Some The End Times models like Morghasts have rules, others like Nagash do not.

Note that these things may come at a later date.

Beast Herds (Beastmen)

Click "Expand" so see a summarized version of the changes to the Beastmen.

Daemon Legions (Daemons of Chaos)

Click "Expand" so see a summarized version of the changes to the Daemons of Chaos.

Dread Elves (Dark Elves)

Click "Expand" so see a summarized version of the changes to the Dark Elves.

Dwarven Holds (Dwarfs)

Click "Expand" so see a summarized version of the changes to the Dwarfs.

Empire Of Sonnstahl (The Empire)

Click "Expand" so see a summarized version of the changes to the Empire.

Higborn Elves (High Elves)

Click "Expand" so see a summarized version of the changes to the Beastmen.

Infernal Dwarves (Chaos Dwarfs)

Click "Expand" so see a summarized version of the changes to the Chaos Dwarfs.

Kingdom Of Equitaine (Bretonnia)

Click "Expand" so see a summarized version of the changes to the Bretonnians.

Ogre Khans (Ogre Kingdoms)

Click "Expand" so see a summarized version of the changes to the Ogre Kingdoms.

Orcs and Goblins (Orcs & Goblins)

Click "Expand" so see a summarized version of the changes to the Orcs & Goblins.

Saurian Ancients (Lizardmen)

Click "Expand" so see a summarized version of the changes to the Lizardmen.

Sylvan Elves (Wood Elves)

Click "Expand" so see a summarized version of the changes to the Wood Elves.

The Vermin Swarm (Skaven)

Click "Expand" so see a summarized version of the changes to the Skaven.

Undying Dynasties (Tomb Kings)

Click "Expand" so see a summarized version of the changes to the Tomb Kings.

Vampire Covenant (Vampire Counts)

Click "Expand" so see a summarized version of the changes to the Vampire Counts.

Warriors of the Dark Gods (Warriors of Chaos)

Click "Expand" so see a summarized version of the changes to the Warriors of Chaos.

Oceanborn

Technically an April Fool's joke, Oceanborn are not based on any specific army although some fans enjoyed the concept. Click "Expand" so see a summarized version of the Oceanborn army.

Lore Changes

Note that all lore is intentionally written from an in-universe perspective and by other factions, allowing free disregard of anything not liked by players. All lore is presented to an alternative to Warhammer lore if desired, and is not the mandatory setting.

Undying Dynasties (Tomb Kings)

Click "Expand" so see a summarized version of the changes to Tomb Kings lore.

Gallery