The 9th Age: Difference between revisions

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Still a WIP
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* All attacks that target whole Units only hit Rank and File models unless otherwise indicated. If a Defending Unit is made of mixed models which don't share the same characteristic values or special rules, the models which outnumber the others count as the stats for every model in the entire Unit. In the case of a tie, the Attacker chooses.  
* All attacks that target whole Units only hit Rank and File models unless otherwise indicated. If a Defending Unit is made of mixed models which don't share the same characteristic values or special rules, the models which outnumber the others count as the stats for every model in the entire Unit. In the case of a tie, the Attacker chooses.  
* When removing casualties, the priority goes towards first having the most Units still in base contact, then the most models.  
* When removing casualties, the priority goes towards first having the most Units still in base contact, then the most models.  
* Terror and spells both cause Units that fail Panic Tests to turn around and Flee in the exact opposite direction away from the source.
 
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=Model Types, Abilities/Troop Type Rules, And Weapons=
=Model Types, Abilities/Troop Type Rules, And Weapons=
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" so see the complete list of changes to model types, troops, and weapons.
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" so see the complete list of changes to model types, troops, and weapons.
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==Model Types==
==Model Types==
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* Volley Gun: Volley Guns follow the normal rules for shooting with the following exceptions: all Volley Guns have the Multiple Shots special rule, from which they never suffer to­hit penalties. If the number of shots is a predetermined number (such as Multiple Shots (6)), the Volley Gun cannot misfire. However, if the number of shots is randomized (such as Multiple Shots (2D6)), the Volley Gun can misfire. If one natural '6 ' (after rerolls) is rolled when rolling for the number of shots, the Volley Gun has a ­1 to hit modifier for this attack. If you roll two or more unmodified '6 ' (after rerolls) when rolling for the number of shots, the Volley Gun misfired: all shots are discarded and the Volley Gun must roll on the Misfire Table.
* Volley Gun: Volley Guns follow the normal rules for shooting with the following exceptions: all Volley Guns have the Multiple Shots special rule, from which they never suffer to­hit penalties. If the number of shots is a predetermined number (such as Multiple Shots (6)), the Volley Gun cannot misfire. However, if the number of shots is randomized (such as Multiple Shots (2D6)), the Volley Gun can misfire. If one natural '6 ' (after rerolls) is rolled when rolling for the number of shots, the Volley Gun has a ­1 to hit modifier for this attack. If you roll two or more unmodified '6 ' (after rerolls) when rolling for the number of shots, the Volley Gun misfired: all shots are discarded and the Volley Gun must roll on the Misfire Table.
* All artillery shares a single Misfire table.  
* All artillery shares a single Misfire table.  
* If a Character Charges out of a Unit and the enemy declares Stand and Shoot, it takes ALL of the shooting.
* Make Way: Step 3 of the Round of Combat sequence, any Characters in the Front Rank who are not in base contact with enemy models can be moved to the Front Rank as long as they do not displace another Characters and are not on an mismatching base size.
* Choice of General MUST be indicated in the Army List.
* Models do not have to use Inspiring Presence for their own Leadership if the player does not want them to.
* Models do not have to use Hold Your Ground if the player does not want them to.
* When Battle Standard Bearers break from Combat, the Battle Standard is lost with the Magic Standard and Hold Your Ground rule, and model loses all effects as if the Standard was captured.
* Models that refuse a Challenge have their Leadership changed to 0 and the effect of Stubborn is lost by it and its Unit until Combat ends or the Character accepts/issues a Challenge, they cannot make any more Close Combat Attacks, and if a Battle Standard Bearer the Hold Your Ground rule is lost and the +1 Combat Resolution bonus is lost until the end of the Combat Round. During a Challenge models count as having Base Contact with each other, although they do not have to physically be moved to make it so. After a model dies in a Challenge all remaining Attacks may be directed towards it for an Overkill bonus.
* If a Unit causes a Break Test in an enemy Unit and wins the tie by having a Musician, the losing Unit loses its Leadership Modifier for the Break Test and Combat Reform Tests.
* When a Standard is Captured, the model is replaced with a Rank and File model. Some Standard Bearers can be upgraded to Veteran Standard Bearers, who can carry a Magic Standard up to 25 points in value. Veteran Standard Bearers have the One Of A Kind rule.
* All Unit Champions gain +1 Attack, +1 Weapon Skill, and +1 Ballistic Skill. When a Unit with a Champion rolls for a Charge, it will go at least a minimum of 4 inches regardless of any lower roll if that would make the Charge successful. If the Charge is still a failure, use the die results.
[[File:9th Misfire.png|center|550px]]
[[File:9th Misfire.png|center|550px]]


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* Mount's Protection: Models use the best available defense, once. If the Mount has a 6+, the rider has +1 Armor. If the Mount's Protection is 5+ the rider gains +2 Armor.  
* Mount's Protection: Models use the best available defense, once. If the Mount has a 6+, the rider has +1 Armor. If the Mount's Protection is 5+ the rider gains +2 Armor.  
* Innate Defense: Models use the best available defense, once. If the model has 6+, it gets +1 Armor; as the defense number goes lower, the Armor increases by the same amount.  
* Innate Defense: Models use the best available defense, once. If the model has 6+, it gets +1 Armor; as the defense number goes lower, the Armor increases by the same amount.  
* Characters may be a Unit of 1. When a Character joins a Unit, they will always be in the Front Rank although where in the Front Rank is up to the controlling player. They can displace models with the Front Rank rule to make that happen. If their Move wasn't far enough to reach the Front Rank but could still reach the Unit, they take the Front Rank that requires the least amount of extra distance. If a Character joins a Unit with only a single Rank they can displace a model to the second Rank or  
* All Characters and Command models have the Front Rank rule. If the Front Rank is full, models go into the next available Rank that does not have Front Rank models already. Front Rank models must remain in the front even through reorganization. When Front Rank models are killed, they are replaced with models from the other Ranks with others with the Front Rank rule having priority. If multiple models qualify to move up a Rank, the controlling player decides which do.
* Characters may be a Unit of 1. When a Character joins a Unit, they will always be in the Front Rank although where in the Front Rank is up to the controlling player. They can displace models with the Front Rank rule to make that happen. If their Move wasn't far enough to reach the Front Rank but could still reach the Unit, they take the Front Rank that requires the least amount of extra distance. If a Character joins a Unit with only a single Rank they can displace a model to the second Rank or join the front rank. Characters hit by templates in a Unit with more than 5 Rank and File models of the same type have one of the Rank and File models take the effects instead.
* Terror and spells both cause Units that fail Panic Tests to turn around and Flee in the exact opposite direction away from the source.
==Weapons==
==Weapons==
* Parry: Close Combat To Hit rolls from the front better than 4+ (before modifiers are applied) cannot score successful hits.  
* Parry: Close Combat To Hit rolls from the front better than 4+ (before modifiers are applied) cannot score successful hits.  
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* Handgun: Unwieldy.  
* Handgun: Unwieldy.  
* Throwing Weapons: 12 inch range, has the same Strength as the user, Quick To Fire, Multiple Shots (2).
* Throwing Weapons: 12 inch range, has the same Strength as the user, Quick To Fire, Multiple Shots (2).
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=Terrain=
<div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" so see the complete list of changes to terrain rules.
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* When models fail a Charge through Dangerous Terrain, they do not have to make a Dangerous Terrain Test. Ordinary models make a d6 roll for Dangerous Terrain, Monstrous models roll 2d6, and Chariots, Monsters, and Ridden Monsters all roll 4d6. Some Dangerous terrain has a number, such as Dangerous Terrain (4). This indicates what number the dice have to be higher than to avoid taking Wounds in failed Dangerous Terrain Tests.
* Models always ignore the terrain they are inside of when determining Cover.
* Hills: Obscuring Terrain, a Unit partially on a Hill has Soft Cover while being completely off of a Hill provides Hard Cover, models with more than half of their base on a Hill have Large Height for Line of Sight and Cover.
* Water: A Rank of models that is at least partially in a Water feature does not count as being a full Rank. If more than half of the Unit is in a Water feature, the Unit counts as having no full Ranks. A Unit with Strider or Strider (Water) ignores the rules for Water.
* Walls: A model can only defend a Wall if it is in aligned and in base contact with it.
* Buildings: Models can enter Buildings by getting into Base Contact by the end of the Remaining Moves sub-phase. No model in the Unit can move more than three times its Movement from start position to the building itself while the Unit enters. Models inside Buildings gain the Flammable rule. No more than 15 models, unless they are Monstrous in which no more than 5, may Shoot from inside a building. Units fighting Combat inside Buildings count as having no Ranks for Combat Resolution or Steadfast, and both Standards and Battle Standards only count if the model carrying them was part of the group involved in the Combat. If the Combat is a draw or the attacker won and the attacker is not engaged with any Units outside the building, the attacker may perform a Post-Combat Pivot instead of continuing to attack the building occupants as long as it ends within 1 inch of the Building. If the attacker destroyed the defenders inside or they failed a Break Test and it is not engaged with any Units outside the building, the attacker may either perform a Post-Combat Pivot within 1 inch of the Building; if an enemy not inside the Building that it was engaged with Broke it may pursue them instead of continuing to attack the occupants of the Building. If an attacking Unit fails their Break Test, the building occupants cannot pursue and the attacking Unit while it and any Units it is engaged with are moved 1 inch away from the Building and all Combat participants count as being no longer engaged.
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Revision as of 06:11, 1 May 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.

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, 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

Lore Changes

Gallery