Talk:The 9th Age
Contents
Wood Elves Lore[edit]
I'm not too familiar with their lore, so I won't probably be doing their lore change section. I'd appreciate it if someone else who's experience isn't beginning right now could take a crack at it. --Thannak (talk) 06:13, 25 May 2016 (UTC)
Cut Content[edit]
Preserved in case anyone objects.
Tool Changes[edit]
- Scatter Dice are now called Direction Dice. An ordinary D6 may be used as a Direction Dice. 1 and 6 are Hits, and any other result is an arrow pointing the direction the 1 side is facing unless the result is 1 or 6 (because they would be on top or bottom respectively) in which case the 5 is the direction.
- All models underneath a line template are considered to be hit.
Army Building Changes[edit]
- Warband games are games below 1500 points. Grand Armies are games above 4000 points.
- 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.
- Every army now has its own maximum and minimum limits of Characters and Core. You may have unlimited Special so long as all other requirements (like minimum Core) are fulfilled. Rare has been removed, now there are subcategories like "Ranged Support" and "Beasts & Monsters" which differ by army.
- 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.
- Some models belong to more than one category, such as being both Core and Ranged Support, or Characters and Beasts & Monsters. This can sometimes be as a result of adding an upgrade, like giving ranged weaponsor a mount respectively.
- 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 "One Of A Kind" may only be taken once per army.
- Models marked "0-X Choice" (for example "0-2") ignore rules for duplication and can be taken until the x value. At Warband level games, the x value is half. At Grand Army games, it is doubled. Fractions round up.
Core Rules Changes[edit]
- Any time 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 can have empty spaces as long as it is aligned with the other Ranks. For the purpose of Base Contact, incomplete Ranks are treated as complete and a Unit is still in Close Combat even if there is a gap. This is called the Boundry Rectangle (basically like all Units are on an invisible movement tray). The Boundry Rectangle is used to measure Distance.
- If two effects happen simultaneously and the order matters, the effects controlled by the player whose turn it is happen first. Players who have multiple simultaneous effects choose what order they happen in. For example regarding rules that take place at the start of the Magic Phase: If a choice is involved, like abilities that are chosen to activate, the player whose turn it is must choose whether or not his will be activated before the other player chooses if his own will.
- 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 (no other Arc provides LoS) not behind Obscuring Terrain or a model that is larger than both target and the observing model. For example a Standard model can see a Gigantic model even if there is a Large model between them, but a Standard model cannot see another Standard model if a Large or Gigantic model is between them. Models in the same Unit do not block each other, regardless of their sizes. Every individual model has their own Line Of Sight independant of the rest of their Unit. Models that are Shooting must individually have Line Of Sight to the Unit they're firing at, if they don't have it to at least one model in the Unit then that individual model can't shoot at it.
- Model size factors into providing Cover.
- 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. Units may move up to 25% off the board during their Movement but must end completely on the table.
- 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 on a test-by-test basis.
- 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. If there's multiples of the same kind of modifier, they are applied in this order: modifiers that increase with a maximum value (for example +1 LD to a maximum of 7), other increasing modifiers, decreasing modifiers with a minimum value, and last is other decreasing modifiers. All other modifiers are applied chronologically in order gained.
- Optional rules exist for a game type where magic items and upgrades are kept secret until used and revealed.
- Rules for generic battlefields and deployment types are determined by dice rolls in every game.
- 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), Capture The Flags (after deploying Vanguards but before deciding first player turn, players choose three (or however many there are if less are present) Units with Scoring which must be destroyed, starting with the player who finished deployment first) and Secure Target (each player marks a point on the board, and both players try to control both points).
- 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 he wants to go first or second, and both players roll a D6 with the player who finished first adding the number of his opponent's then-undeployed Units to his roll. The player with the higher result goes first if the player who finished deploying first wanted to, or second if he 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, although at least half the Charging Unit must be in the Frong Arc. This is the only time models can shoot outside their maximum range.
- Units Charge at the lowest Movement score in that Unit.
- If a Unit redirects a Charge at a second Unit due to the first one fleeing and the second Unit also flees, it may then choose to continue Charging either of the two Units but must choose which before rolling to do so.
- If a Unit Charges, it turns the orientation where the maximum number of models in that Unit were in that arc. For example, if an enemy Unit is Charging from the flank of your Unit but most of their models are in your Units Front Arc rather than the side they were Charging from, they orient themselves to fight face to face rather than attacking from the flank.
- When a Charge is successful, the Unit that is Charging moves into parallel base contact. If this is impossible due to Terrain or other Units, the Unit which is Charged moves to make this possible with the Charger moving the most and the Chargee moving the least possible. If the Chargee is already in Close Combat from a previous turn then it cannot move and the Charge fails. If multiple Chargers engage the same Chargee on the same turn, Units are pivoted so the most models are in base contact with the Chargee moving the least.
- Units that Charge a Fleeing Unit may make a post-combat pivot if they pass a Leadership Test.
- Units that destroy an enemy Unit may make an Overrun, a Post-Combat Pivot, or a Reform. A Post-Combat Pivot is a new Maneuver allowing the Unit to turn any direction so long as the center of the Unit remains in the same place. In addition, and models with the Front Rank rule may be reorganized so long as they remain in a legal position. If a Post-Combat Reform is done, models cannot Score by claiming Secondary Objectives this turn or Charge on this turn or the next.
- Enemy Units not currently in Close Combat cannot block a Charge to a different Unit by causing a situation where the Units cannot come into base contact with each other. Models are moved until the two Units are in base contact, with the Chargee and blocking Unit moving as little as possible. Begin positioning with a Combat Reform in the two Units that does not change original facing position of the Charged Unit or its Rank and Files, and if that still isn't enough then the Ranks and Files are changed in any way that does not reduce maximum Base Contact. The exception is if Line of Sight is blocked to the would-be Chargee due to model size of the Unit between them. Always maximize base contact with as little change Rank and Files possible.
- If models are wiped out during Combat to the point that base contact has been eliminated, Combat is resolved unchanged for that turn but after it is finished the Units no longer in Base Contact are no longer in Combat.
- Any source of damage is defined as an Attack.
- Units that have been reduced to >25% of their size since the battle began must make a Leadership test at a 50% penalty, rounded up, or Flee.
- A Unit that flees through an enemy Unit or Dangerous Terrain must take a Dangerous Terrain (3) test.
- Fleeing Units can't make Voluntary Actions (any action you could normally choose not to do) or grant Inspiring Presence.
- Units can move backwards or strafe at half their Movement.
- Models may Pivot by being turned in any direction so long as the center of the Unit remains in the same place.
- When wheeling during Movement, no model can move/March further than its possible total allowed distance (so if a Unit Wheels around terrain and as a whole the Unit only moves its allowed 8 inches except for one model at the end which due to the angles technically would be moving 10 inches, then that move is illegal and cannot be made). If a Swift Reform is involved, distance is measured after said reform.
- To Hit modifiers are added/subtracted from Ballistic Skill when shooting.
- Unless a rule (such as Breaking From Combat or Combat Reforms) otherwise states, models in Close Combat may not move.
- Models who move after becoming un-engaged in Close Combat (such as through Magical Moves) lose their bonus post-Combat Maneuver.
- After Fleeing and Pursuing Units roll for distance moved, the Fleeing models are physically moved then the Pursuing models separately.
- Rank and File Models in base contact with something in an enemy Unit that is not a Rank and File model can still target Rank and File models in the enemy Unit instead. If there is more than one type of Rank and File model in the enemy Unit, the type that outnumbers the others is your alternative target. If there is an equal number of them, the attacking player may choose which is being attacked.
- A maximum of +3 Overkill value is counted in Challenges.
- If Flanking an enemy Unit with a Unit of your own which has at least one full Rank, gain a bonus of +2 to Combat Resolution rather than just +1 from Flanking otherwise.
- If attacking an enemy Unit with a Unit of your own from the Rear which has at least one full Rank, gain a bonus of +3 to Combat Resolution rather than just +2 from Rear attacking otherwise.
- Steadfast causes Leadership modifier difference in Combat Score to be ignored. Units cannot gain Steadfast against Units engaged from the Flank or Rear. Every Standard Bearer involved in Combat adds +1 to Combat Score.
- When a Unit Flees while in Combat with multiple enemy Units with an equal number of Ranks that are not Fleeing, the player who is being fled from chooses which Unit the enemy Flees from. The Fleeing Unit Pivots to face directly away and moves 2d6 distance.
- When a Unit Flees and other Units Pursue, both roll 2d6. If a Pursuit Unit rolls equal or higher, the Fleeing Unit is instantly destroyed. Pursuits that result in creating a new Combat for a Unit that has already fought in a Close Combat that turn are resolved in the next turn. If a Pursuit results in creating a new Combat for a Unit that has not yet fought that turn, it still gets to in the new Combat.
- If both players are making Combat Reforms, the player who's turn it is chooses who goes first. When making a Combat Reform, the amount of models in base contact with the enemy must remain the same. Characters in bade contact must also remain in base contact, although nothing must remain in contact with the same models as they were before. Combat Reforms receive the same modifiers as a Break Test.
- Every Attack that is not made in Close Combat is a Ranged Attack.
- Special Attacks can be made in Close Combat, Movement, or Shooting Phases. Unless otherwise indicated they are never affected by a modifier from Weapons or special rules.
- Any excess Wounds left over to deal after wiping out the rest of a Unit are dealt to the Champion, even if they are in a Challenge. If there is no Champion the excess Wounds are ignored.
- 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. This goes for Wounds in Hit Distribution as well.
- When removing casualties, the priority goes towards first having the most Units still in base contact, then the most models.
- When the game ends, half the points value of each Fleeing Unit is added to the opposing player's Victory Points (rounding up). For every Unit reduced to 25% of its starting Wounds or less (Characters are not counted for this), half of the points value of each Unit is added to the opposing player's Victory Points (rounding up). Every Standard Bearer killed or broken gives +50 Victory Points. Players gain Victory Points for completing any Secondary Objectives used, although Secondary Objectives can only be completed by Units with a Standard Bearer (not the Battle Standard Bearer), do not have any models with the Light Troops rule, are not Fleeing, did not Ambush on turn four or later, and has not performed a Post-Combat Reform in that phase.
- Alternative rules for determining the game winner (seen below).
Magic Changes[edit]
- Spells are grouped into Paths (Lores by another name) and each Path has six spells called "Learned Spells" which are numbered 1-6. No numbered spell in your army can be known more than once. Spells marked with a 0 can be learned by any and all of your Wizards by using one of their spell slots once per Wizard. Spells marked with a "T" (Trait) or "A" (Attribute) are automatically known by any Wizard who knows a Learned Spell in that Path in addition to all others.
- Wizards learn spells based on their profile, not Wizard Level. Wizards who are Level 1 or 2 are called "Wizard Apprentices" 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.
- Dispel Dice and Magic Dice are now just Magic Dice. The Active Player uses them to Cast, the Reactive Player uses them to Dispel.
- 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 use more than 5 dice to cast any spell.
- To Channel Magic 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 Magic 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 (the Reactive player) 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 cast and dispel modifiers to their magic other than Overwhelming Power and Miscasts. They still suffer negative effects and modifiers.
- Spells automatically fail on a casting roll using a single Magic Dice that results in a result of 1 or 2.
- Any Casting 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. If any Power Dice are left unused, one is added to the Overwhelming Power cast that can exceed the 5 Magic Dice limit. All Power Dice added by Overwhelming Power are called MDU.
- No Miscast occurs if the enemy Dispels a spell during the casting.
- Miscasts are resolved by first rolling D3+1 and doubling the result, then multiplying it by how many Magic Dice were used to cast the spell (excluding the MDU) then consulting a table. All effects are suffered cumulatively (for example, a result of 15 causes Witch Fire, Amnesia, and Catastrophic Detonation).
- Bound Spells trigger Path Attributes. Bound Spells cannot receive a modifier from Overwhelming Power. Bound Spells cannot suffer a Miscast. If four or more were used that Bound Spell is lost for the rest of the game. Dispel attempts against the use of a Bound Spell have +1 to the Dispel roll of the other player, exceeding the normal modifier limit.
- Raised models without the Front Rank rule are resurrected into the back of the Unit.
Model Types, Abilities/Troop Type Rules, Special Rules, And Equipment[edit]
Model Types[edit]
- A Unit's Troop Type is the same as the type that represent the largest fraction of the Rank and File models in it. In the case of a tie, the opponent chooses which fraction it is.
- Infantry, War Beasts, Swarms, and War Machines are of Standard Height. Cavalry, Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry, and Chariots are Large Height. Monsters and Ridden Monsters are Gigantic.
- Infantry Characters have the Light Troops rule.
- Chariots have the Monstrous Ranks troop type rule.
- Monsters have Monster Ranks troop type rule. They have the Large Target, Towering Presence, and Terror special rules.
- Ridden Monsters have Monster Ranks troop type rule. They have the Large Target, Towering Presence, and Terror special rules.
- Swarms have the Immune To Psychology special rule.
- War Machines have the Reload! special rule.
- Any model that can ride something becomes the troop type of the mount. They get a Combined Profile. For example War Beasts become Cavalry, Monstrous Beasts become Monstrous Cavalry, and Monsters become Ridden Monsters.
- Chariots consist of Mount parts, Crew parts, and Hull parts.
- When not attacking or shooting, mulipart models use one set of Characteristics. Movement is the Mount, Weapon Skill and Leadership is the highest among the Crew/Rider, Toughness is the highest Toughness available in any part, Wounds are the sum of all parts (remove entire the model as a casualty at 0), Armor Save/Ward Save/Regeneration are the highest available in any part (Barding and Mount Protection increase that value only if a Crew/Rider value is used. For example if the Rider has 5+ Armor and the Mount has 3+, then adding Barding does nothing).
- Attacks against Ridden Monsters are always against the Monster. Monster models always use their Movement, Weapon Skill, Toughness, Wounds (at 0 the entire model is removed), and Armor Save/Ward Save/Regeneration (unless otherwise noted). Ridden Monsters use the Leadership that is the highest available in any part.
- War Machines automatically fail all Characteristic Tests other than Leadership. They cannot Pursue. War Machines and anything in Close Combat with them cannot make Combat Reforms. War Machine facing is ignored, and Charging Unit in base contact with the War Machine does not need to make base contact with Crew. The Toughness and Wounds of the War Machine is used rather than that of the Crew using the Combined Profiles rules. Only six models (other than Chariots, Monstrous Cavalry, Monstrous Infantry, and Monstrous Beasts which count as three models each) may be considered in Base Contact with the War Machine and hit automatically with ordinary Close Combat Attacks with all other models being unable to deal Attacks to that War Machine. War Machines and any Unit in Combat with them can't make Combat Reforms.
- Catapults: Templates scatter D6 multiplied by two (not 2D6, D6x2) from chosen location to determine final position. A roll of natural 6 on the scatter is a misfire that is discarded. Catapults sometimes have numbers in brackets, which only affect a single model in the exact center of the template.
- Flame Thrower: Place a 3” Template with its Centre within Line of Sight and Range. Then move the Template D6” straight away from the Flame Thrower (centre of the model to the centre of the Template). If a '6' was rolled for the distance, the Flame Thrower has misfired: the shot is discarded, and the Flame Thrower must roll on the Misfire Table with a ‐1 modifier. Otherwise, all models touched by the Template during this D6” movement are hit, using the Strength and special rules given by the Weapon's profile. Any unit that could potentially be hit by the Template (i.e. is under the Template's initial position and 5 ” forward) is considered a potential target for the attack (and thus may not be a friendly unit or be Engaged in Combat).
- Bolt Thrower: Determine the maximum number of possible hits by measuring in which of the Target's arcs the Bolt Thrower is. If it is in the Front or Rear arc, the maximum number of hits is equal to the number of ranks in the target unit. If the Bolt Thrower is in either flank arc, the maximum number of hits is equal to the number of files in the target unit. If the Bolt Thrower hits its target, roll to wound and roll for saves as normal. If a model is removed as a casualty, the bolt penetrates the rank (or file) and causes another hit on the target with a 1 Strength modifier. Keep adding hits as long as a model is removed as casualty and each time add another 1 Strength modifier (to a minimum of 1). No more hits than the “maximum number of hits” can be made (i.e. initial number of ranks or files).
- Choose a target unit as normal, and choose a point within Line of Sight on the base of a model in the target unit. Roll to hit as normal. Ignore any tohit modifiers from Hard and Soft Cover, and add +1 to hit if the model under the chosen target point has the Large Target special rule. A failed tohit roll of a Cannon can never be rerolled. If a natural '1' is rolled to hit, the Cannon has misfired: the shot is discarded and the Cannon must roll on the Misfire Table. If a successful hit is scored, draw a Line Template from the chosen point in a direction directly away from the Cannon (from the centre of the model), a number of inches as given in the bracket (X"). This line immediately stops if it touches Impassable Terrain or Walls.
The model under the cannonball's initial landing point suffers a hit with the Strength and special rules given in the Cannon's profile, while the next models under the Line Template may suffer a hit with the same rules, except that the Strength is halved. If a model survives the hit, the cannonball stops and no more models are hit. The second and third hits are at half the base Strength.
- 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.
- 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.
Abilities And Troop Type Rules[edit]
- Monster Ranks: Unit only needs one model wide to be a full Rank.
- 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.
- Towering Presence treats models as Gigantic height.
- 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.
- 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.
- 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[edit]
- 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:
Equipment[edit]
- Parry: Close Combat To Hit rolls from the front better than 4+ (before modifiers are applied) cannot score successful hits.
- Flail: +2 Strength, To Hit rolls against models equipped with Flails have a +1 bonus.
- Great Weapon: Strike at Initiative 0.
- Paired Weapons: Strike at +1 bonus Initiative.
- Lance: War Beast and Monstrous Beast models can use Lances.
- Light Lance: Only grants +1 Strength, War Beast and Monstrous Beast models can use Light Lances.
- Spear: Armor Piercing (1), has Lethal Strike against Cavalry, Monstrous Cavalry, and Chariots if engaged in the front. Cannot be used by Mounted models.
- Bow: Volley Fire.
- Longbow: Volley Fire.
- Crossbow: Unwieldy.
- Handgun: Unwieldy.
- Throwing Weapons: 12 inch range, has the same Strength as the user, Quick To Fire, Multiple Shots (2).
Magic Items with two point values use the first for Lords, and the second for Heroes and Champions. Items affecting the "Model", "Bearer's Model", or "Wearer's Model" affect both Character and Mount unless restricted by the Mount's profile.
Terrain[edit]
- Models are in a type of Cover if more than half of the Unit footprint is covered by it.
- 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.
Easy updates.[edit]
To make the process of updating to new editions more streamlined, I propose every entry get the following.
| Game | Point Cost | Base Size | Movement | Strength | Toughness | Weapon Skill | Ballistic Skill | Wounds | Initiative | Attacks | Leadership |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8e | |||||||||||
| T9A |
--Thannak (talk) 20:19, 5 December 2016 (UTC)
All The Tropes entry on The 9th Age.[edit]
As a head's up, The 9th Age has an entry on All The Tropes, just look up the name there.
For those wondering, it's run by ex-Tropers who broke off from TvTropes' increasingly censorous, SJW-ish and ideologically-laden path.--130.105.217.175 14:08, 24 January 2017 (UTC)
*You mean you made a page for T9A there (same date of creation as your comment and only one contributor in so far). It is good that we get more ways of giving ourselves publicity but please refrain of making it sound like we've got a surge of popularity. * I'm not seeing it for some reason. --Thannak (talk) 23:27, 6 February 2017 (UTC)
Tactics pages[edit]
Are there any tactic pages for 9th age army's?
- Yes where can I find them?
- No Do we want Tactics pages for them or is the game changing to much (especial with the just released beta rules)?
BibiFloris (talk) 15:41, 30 December 2017 (UTC)
Controversy at /tg/[edit]
Should we mention the rather controversal reception on /tg/? On many threads for over a year, I've asked guys from /wfg/ to designated T9A threads & the results seem to be that T9A is somewhat disliked or considered even worse than 8th edition to some. It's not relevant to the game itself but given how we've had parts discussing the reception of ET & AOS on other articles, I can't help but wonder if it should be mentioned here.--Super12345 (talk) 08:37, 8 December 2018 (UTC)
- Go right ahead, anytime somebody wants to mention something happening on /tg/ it's pretty much a shoe-in for the wiki, since that's also what this is a wiki for. To be honest I share their sentiment, to me 9th Age is the sort of mess you can run into when you try to add more complications to an over-complicated ruleset in an attempt to make everything work, instead of ripping the bad parts out they try to spruce them up, and it all just starts falling apart until you need a spreadsheet to see how all the different parts interact with one another and even after that, it's based on 8th edition so the games just end up being less fun in general. Here's one of the most perfect bits that demonstrate my point:
- A Miscast Roll is D3+1 multiplied by the number of Magic Dice Used to cast the spell, excluding additional Magic Dice from Over - whelming Power (this quantity is called “MDU”). Then, apply all relevant results from the Miscast Table to the right. For example, when rolling a 16 on a Miscast, apply the Witch Fire, Amnesia and Catastrophic Detonation effects.
- We could've just made you take D3 wounds, or a test per power dice used (roll all the power dice you just used, if they're all equal or under your Wizard Level you're fine, otherwise take one wound for each one that's over) but no, do some math, write down the amount of bonus dice you used (to be remembered as a different number) and then look up this chart and compare it to your result. The miscast table was always annoying but a 2D6 chart isn't as bad or as obtrusive to the game's flow as this is, especially when the results make the game go by slower when you start applying them, and the phrasing's terrible in many parts: Roll a D6: On 4+,the Wizard cannot cast the Miscast Spell this game anymore. The people making it also seem to be ignorant of what happens in a lot of 8e games, take this tidbit:
- in 8e a way to protect weak characters like Wizards was having them refuse a challenge and move to the back.
- No it wasn't. In 8e the player who laid out the challenge was the one who got to choose which character was sent to the back of the unit, meaning if they wanted to kill a wizard and the other player declined the challenge, then they could just send any character besides the wizard to the back and the wizard would be vulnerable while the unit itself would be weaker for the other character's departure. If there was no character/champion aside from the wizard then there would be no challenge made, the wizard would never offer one and the other player would never make one for the wizard to refuse. The only time this wouldn't come up, is if you were playing Warriors of Chaos (or any other exception which forced you to make challenges all the time), in which case you actually wanted them to refuse the challenge because it's more beneficial for your guys to cause extra wounds on the unit to remove Steadfast as soon as possible than it is to have the unit champion accept the challenge and get your blender lord/champion stuck for one phase only being able to kill one guy.
- Like a lot of people I also couldn't care for the lore. I got attached to the lore of the series because I found it really intriguing, and finding out that this is trying to be Fantasy while also being original just makes it feel like it's a parasite, incorporating a few elements you know and love but then changing around the backstory because they want to make their own universe, but know it's not strong enough to stand on its own two feet. -- Triacom (talk) 11:46, 8 December 2018 (UTC)
5 years 9th Age[edit]
This year it will be the 5th anniversary of The 9th Age. The game went through a lot of changes and events. How do we look back at the project? Is it better now or have wargamers lost confidence in it?
*It is dead as fuck.
- Ok, don't have a social circle that played fantasy or 9th.
- going strong in mainland Europe.
- Unfortunately a reign of terror for those who disagree with the executive board of T9A. People who think otherwise than they think are branded toxic.

