The 9th Age: Difference between revisions
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==Changes Between 8th Edition And The 9th Age== | ==Changes Between 8th Edition And The 9th Age== | ||
* | * Anytime part of a model has a separate profile or is otherwise unique such as Crew for War Machines, it is referred to as a "Model Part". | ||
* The final Rank in a Unit cam have empty spaces as long as it is aligned with the other Ranks. | |||
* If two effects happen simultaneously, the player who's turn it is must choose first. Players who have multiple simultaneous effects choose what order they happen in. For example, rules that take place at the start of the Magic Phase. | |||
* An ordinary D6 may be used as a Scatter Dice. 1 and 6 are Hits, and any other result is an arrow pointing the direction the 1 side is facing. | |||
* Models are grouped into Height based on what type of model they are. Small is Infantry, War Beasts, Swarms, and War Machines. Medium is Cavalry, Monstrous Infantry, Monstrous Cavalry, and Chariots. Large models are specifically designated as Large Target in their rules. | |||
* Line of Sight is anything in a model's front arc not behind Obscuring Terrain or a model that is larger than both target and the observing model. For example a Small model can see a Large model even if there is a Medium model between them, but a Small model cannot see another Small model if a Medium or Large model is between them. Models in the same Unit do not block each other, regardless of their sizes. | |||
* Models can move within 1/2 inch of anything, but must still try to end their turn at least more than 1 inch from all other models not in Close Combat with them and all Impassible Terrain. In circumstances where there is no option or a rule allows it then models may come within a shorter distance to friendly Units or terrain, but base contact between enemies can only occur if a Charge put them into Close Combat. | |||
* Models with 0 Toughness take a Wound on a 2+. | |||
* When multiple Leadership values are available for the same Unit, players may choose which to use for a test. | |||
* Number modifiers are applied in the following order: first, borrowed modifiers such as Inspiring Presence or modifiers set to a certain value as a result of something such as a failed Fear Test. Second, multiplications such as halved or doubled stats, fractions always rounded up unless otherwise indicated. Finally, addition or subtraction such as gaining a +1 or -3. | |||
* Some models have decimal point values. This is rounded up when determining the total point value of a Unit. Some upgrades have two values listed. The first is the upgrade cost on a Lord, the second on a Hero. | |||
* Core Units can only be duplicated a maximum of four times. Heroes can be a maximum of 50% of your army points, with a maximum of three of the same model. Lords can be a maximum of 35% of your army points, with a maximum of three of the same model. | |||
* Some armies have rules which allow a model normally in one category to be taken in another, in which case they still count as duplicates from their original category but count their points as their new category. For example if a rule enables you to take Special category chariots as Core, you can still only have a maximum of three chariot Units but the Core chariots count towards your Core points while the Special ones count towards your Special points. | |||
* All armies must have a minimum of four Units, regardless of points level. Characters do not count towards the minimum, and all War Machine models you field only count as a single Unit towards this minimum. | |||
* Models or upgrades marked "Once Per Army" may only be taken once per army. Models or upgrades marked "One Of A Kind" can only be taken once per army unless playing at the Grand Army (4000+ points) size at which point they can be taken twice per army. | |||
* Optional rules for a game type where magic items and upgrades are kept secret until used and revealed. | |||
* Rules for generic battlefields and deployment positions determined by dicerolls if desired. One of these is Flank Attack, where one player has a longer deployment zone on the sides while the other player has a longer deployment zone in the middle. | |||
* Rules for secondary objectives which award additional Victory Points. These are Hold the Ground (control the middle of the battlefield), Breakthrough (control the other side of the board), and Secure Target (both players mark a point on the board and both players try to control both points). | |||
* Spells are grouped into Paths (Lores by another name) and each Path has six spells. Wizards roll a dice for each Wizard Level they have (some Wizards can take additional spells beyond their level), and knows a spell of the dice result. No numbered spell in your army can be known more than once. Signature spells, marked with a 0, can be learned by any and all of your Wizards by using one of their spell slots. If you roll a duplicate spell for any Wizard, you may instead specifically choose a spell that has not yet been taken. If all spells are already selected for that Path, only Signature spells may be taken with additional spell slots being lost. | |||
==External Links== | ==External Links== |
Revision as of 03:29, 29 March 2016
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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, athough 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 bets to ensure mimimum 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 favored interpretation.
Changes Between 8th Edition And The 9th Age
- Anytime part of a model has a separate profile or is otherwise unique such as Crew for War Machines, it is referred to as a "Model Part".
- The final Rank in a Unit cam have empty spaces as long as it is aligned with the other Ranks.
- If two effects happen simultaneously, the player who's turn it is must choose first. Players who have multiple simultaneous effects choose what order they happen in. For example, rules that take place at the start of the Magic Phase.
- An ordinary D6 may be used as a Scatter Dice. 1 and 6 are Hits, and any other result is an arrow pointing the direction the 1 side is facing.
- Models are grouped into Height based on what type of model they are. Small is Infantry, War Beasts, Swarms, and War Machines. Medium is Cavalry, Monstrous Infantry, Monstrous Cavalry, and Chariots. Large models are specifically designated as Large Target in their rules.
- Line of Sight is anything in a model's front arc not behind Obscuring Terrain or a model that is larger than both target and the observing model. For example a Small model can see a Large model even if there is a Medium model between them, but a Small model cannot see another Small model if a Medium or Large model is between them. Models in the same Unit do not block each other, regardless of their sizes.
- Models can move within 1/2 inch of anything, but must still try to end their turn at least more than 1 inch from all other models not in Close Combat with them and all Impassible Terrain. In circumstances where there is no option or a rule allows it then models may come within a shorter distance to friendly Units or terrain, but base contact between enemies can only occur if a Charge put them into Close Combat.
- Models with 0 Toughness take a Wound on a 2+.
- When multiple Leadership values are available for the same Unit, players may choose which to use for a test.
- Number modifiers are applied in the following order: first, borrowed modifiers such as Inspiring Presence or modifiers set to a certain value as a result of something such as a failed Fear Test. Second, multiplications such as halved or doubled stats, fractions always rounded up unless otherwise indicated. Finally, addition or subtraction such as gaining a +1 or -3.
- Some models have decimal point values. This is rounded up when determining the total point value of a Unit. Some upgrades have two values listed. The first is the upgrade cost on a Lord, the second on a Hero.
- Core Units can only be duplicated a maximum of four times. Heroes can be a maximum of 50% of your army points, with a maximum of three of the same model. Lords can be a maximum of 35% of your army points, with a maximum of three of the same model.
- Some armies have rules which allow a model normally in one category to be taken in another, in which case they still count as duplicates from their original category but count their points as their new category. For example if a rule enables you to take Special category chariots as Core, you can still only have a maximum of three chariot Units but the Core chariots count towards your Core points while the Special ones count towards your Special points.
- All armies must have a minimum of four Units, regardless of points level. Characters do not count towards the minimum, and all War Machine models you field only count as a single Unit towards this minimum.
- Models or upgrades marked "Once Per Army" may only be taken once per army. Models or upgrades marked "One Of A Kind" can only be taken once per army unless playing at the Grand Army (4000+ points) size at which point they can be taken twice per army.
- Optional rules for a game type where magic items and upgrades are kept secret until used and revealed.
- Rules for generic battlefields and deployment positions determined by dicerolls if desired. One of these is Flank Attack, where one player has a longer deployment zone on the sides while the other player has a longer deployment zone in the middle.
- Rules for secondary objectives which award additional Victory Points. These are Hold the Ground (control the middle of the battlefield), Breakthrough (control the other side of the board), and Secure Target (both players mark a point on the board and both players try to control both points).
- Spells are grouped into Paths (Lores by another name) and each Path has six spells. Wizards roll a dice for each Wizard Level they have (some Wizards can take additional spells beyond their level), and knows a spell of the dice result. No numbered spell in your army can be known more than once. Signature spells, marked with a 0, can be learned by any and all of your Wizards by using one of their spell slots. If you roll a duplicate spell for any Wizard, you may instead specifically choose a spell that has not yet been taken. If all spells are already selected for that Path, only Signature spells may be taken with additional spell slots being lost.