The 9th Age: Difference between revisions

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* 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 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).  
* 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.
* Players decide at the start of the battle which one of them chooses which deployment zone they begin the game in. The other player is the one who actually deploys first. Players take turns deploying at least one Unit (but as many as they want on that same turn) until all of their models (barring those with special deployment rules such as Ambushing) have been placed. All War Machines and all solo Characters are deployed at once as if a single Unit. The player who finishes deploying first decides if they want to go first or second, and both players roll a D6 with the player who finished first adding the number their opponent's then undeployed Units to their roll. The player with the higher result goes first if the player who finished deploying first wanted to, or second if they wanted to go second. If a tie, the player who took longer to deploy chooses who goes first and second.  
* Players decide at the start of the battle which one of them chooses which deployment zone they begin the game in. The other player is the one who actually deploys first. Players take turns deploying at least one Unit (but as many as they want on that same turn) until all of their models (barring those with special deployment rules such as Ambushing) have been placed. All War Machines and all solo Characters are deployed at once as if a single Unit. The player who finishes deploying first decides if they want to go first or second, and both players roll a D6 with the player who finished first adding the number their opponent's then undeployed Units to their roll. The player with the higher result goes first if the player who finished deploying first wanted to, or second if they wanted to go second. If a tie, the player who took longer to deploy chooses who goes first and second.  
* Stand And Shoot can be used as a Charge Reaction even if the Charging Unit is outside their maximum range.  
* Stand And Shoot can be used as a Charge Reaction even if the Charging Unit is outside their maximum range.  
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=Magic Changes=
=Magic Changes=
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" so see the summary of magic changes
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* 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.
* Wizards who are Level 1 or 2 are called "Apprentice Wizards" and add +1 to both Casting and Dispel rolls. Level 3 and 4 are Wizard Masters, who add +2 to Casting and Dispel rolls. All total casting or Dispel modifiers cannot exceed +3 unless a rule otherwise indicates or the spell is cast with Overwhelming Power.
* Augments only target friendly Units. Auras are spells that affect all models the spell specifies within a radius. Damage spells can only be cast on enemies not currently in Close Combat. Direct spells can only be used in the caster's Front Arc. Focused spells only affect individual models or Model Parts. Hexes only target enemy Units. Ground spells use templates. Permanent spells remain until the end of the game unless the spell indicates otherwise.
* Spells that use a line to figure out who is affected apply to all enemies under the line, and the line counts as a template.
* Vortex spells begin at the caster and move a D6 roll multiplied by the spell range value towards the chosen target location. Once the spell reaches the chosen destination it is removed from play and the spell ends.
* If a spell is cast on a Unit which then breaks into smaller Units, the spell continues affecting all models part of the original Unit when the spell was cast. Models that later join an affected Unit are not affected by the spell. If any model affected by the same spell Dispels it, all affected models have the spell Dispelled. If the original caster of the spell dies, the spell is removed as if it had been automatically dispelled in the next Dispel Phase.
* Winds of Magic is now "Magic Flux".
* No player may ever use more than 12 Magic Dice in the same turn. No player may ever gain more than 2 Magic Dice per turn outside of Magic Flux. No player may use more than 5 dice to cast any spell.
* To Channel Power Dice, roll D6 and add 1 for every non-Fleeing model with the Channel special rule. If the result is seven or more, add one extra Power Dice.
* Both players can attempt to Dispel Remains In Play spells during either player's Magic Phase, with the player who's turn it is currently not having the first chance. Remains In Play spells have to have been in play since the preceding Magic Phase before they can be dispelled. The Wizard who cast a spell can instantly Dispel it, while opposing players must use a Dispel roll. Dispel rolls are made using the same dice pool used to cast spells.
* Spells that affect Attributes must have which ones selected declared before casting.
* Wizards affected by Lost Focus cannot add bonus modifiers to their magic. They still suffer negative effects and modifiers.
* Spells automatically fail on a casting roll using a single power dice that results in a result of 1 or 2.
* Any magic roll with two or more natural 6 rolls is an Overwhelming Power result, which adds the total number of dice used to cast the spell and a D3 result to the result.
* No Miscast occurs if the enemy Dispels a spell during the casting.
* Miscasts are resolved by rolling D6 and consulting a table. All hits caused by a Miscast are Magic Attacks resolved at a Strength equal the total power dice used to cast the spell +2 with Armor Piercing (1). The Wizard who cast the spell cannot make saves of any kind against the damage, and the player's Dice Pool has a number of dice equal to the amount used to cast the spell removed.


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=Army Change Summaries=
=Army Change Summaries=



Revision as of 20:28, 1 April 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, 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.

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

Army Change Summaries

Lore Changes