The 9th Age: Difference between revisions

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* Special Attacks do not benefit from weapons unless otherwise indicated, and do not benefit from other Special Rules that modify Close Combat or Shooting including those that provide Characteristics increases. All other effects affect the attack (for example, a Great Weapon or Thunderous Charge will not benefit a Stomp attack but a Potion of Strength will).
* Special Attacks do not benefit from weapons unless otherwise indicated, and do not benefit from other Special Rules that modify Close Combat or Shooting including those that provide Characteristics increases. All other effects affect the attack (for example, a Great Weapon or Thunderous Charge will not benefit a Stomp attack but a Potion of Strength will).
==Special Rules==
==Special Rules==
*  
* Ambush: After choosing Deployment Zones but before anything is deployed, players choose which of their models with Ambush will use it, starting with the player who chose the Deployment Zones. Ambushing Characters may be deployed inside Ambushing Units they could normally join so long as it is declared during the Ambush choosing. Only one dice is rolled for the entire Unit and any Characters in it.
* Armor Piercing: Armor Piercing is listed as "Armor Piercing (x)" with x being the penalty to the opponent's Armor Save.  If it is listed as "Armor Piercing (+x)", the value can stack with other Armor Piercing.
* Bodyguard: Bodyguard is now sometimes listed as "Bodyguard (x)", the x indicating what models and the number that can benefit from the ability.
* Breath Weapon: As a Ranged Attack it has a 6 inch range and can be used as a Stand And Shoot reaction. In both shooting and Close Combat, Breath Weapons deal 2D6 Automatic Hits to the Target.
* Channel: All Wizards have Channel. Every Channel adds +1 to Channel rolls.
* Crush Attack: Replaces Thundercrush Attack.
* Distracting: Replaces Alluring.
* Divine Attacks: Replaces
* Engineer: Models with Engineer that are not engaged in Close Combat allow one Warmachine within 3 inches before firing to use the Engineer's Ballistic Skill instead of its own and reroll on the Misfire table once per turn. In addition, Catapults may reroll the Scatter Dice andFlame Throwers may reroll for template movement unless the first result is a 6. 
* Fast Cavalry: Fast Cavalry are Light Troops, and may still Move And Shoot even if they usedFlee as a Charge Reaction.
* Fear: All enemy Units in Base Contact with a model with Fear have -1 Leadership.
* Fireborn: Replaces
* Flammable: Flaming Attacks made against Flammable models that fail To Wound rolls are rerolled.
* Fly: Fly is now listed as "Fly (x)", the x being the distance travelled instead of a Movement score. Modifiers to Ground Movement are applied to the x score as well. Models with Fly also have Swiftstride and Light Troops.
* Grinding Attacks: Replaces
* Hard Target: Replaces
* Hellfire: Replaces
* Hidden: Replaces
* Impact Hits: Every Full Rank after the First Rank that is entirely comprised of models with Impact Hits provides +1 Strength to every Impact Hit caused by the Unit. Models with Impact Hits and Grinding Hits must choose which to use per Combat Round. If it is listed as "Impact Hits (+x)", the value can stack with other Impact Hits.
* Insignificant: Replaces
* Large Target: Large Targets have Large Height. Large Targets can never join or be joined by a Unit unless it is a War Platform.
* Lethal Strike: Replaces Killing Blow. On an Unmodified 6 To Wound result, it has Armor Piercing (6) and ignores Regeneration Saves.
* Light Troops: Replaces Fast Cavalry. If at least half the models in a Unit have Light Troops, it counts as having no Full Ranks.
* Lightning Attack: Replaces
* Lightning Reflexes: Replaces
* Magical Attacks: Applies to all attacks including Special Attacks unless stated otherwise.
* Metalshifting: Unmodified rolls of 6 always Wound.
* Multiple Wounds:
* Not A Leader:
* Otherworldly:
* Random Movement:
* Regeneration:
* Reload!:
* Scout:
* Skirmishers
* Stomp:
* Strider:
* Sweeping Attack:
* Thunderous Charge:
* Toxic Attacks:
* Undead:
* Unstable:
* Unwieldy:
* Vanguard:
* Volley Fire:
* War Platform:
* Weapon Master:
* Wizard Conclave:
 
==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.  

Revision as of 21:36, 11 August 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.

What Warhammer Fantasy fans imagine 9th to be.

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