Saturday 31 August 2019

Warhammer 9th Ed 1.62 out now!

This update changes the following:

  • Clarified that fight in extra ranks stacks.
  • Lifted restriction for duplicate special units by 1 per 1000 pts.
  • For every Core unit with the Expendable special rule in your army, you are required to include at least one other Core Unit without the Expendable rule. This is added to the Choosing Your Army chapter rather than the Special Rules section. They otherwise counts towards minimum Core now.
  • Fixed bug with champions still mentioned as being allowed to issue challenges.
  • Fixed bug with war machines being mentioned fleeing from Panic.
  • Clarified that all shrines can join Infantry units.

Thursday 22 August 2019

Warhammer Araby 9th Ed 1.22 out now!

This update changes the following:

  • New Special Character: Ottokar Mehmed Agha (lore written by Stefan Wolf)
  • Janissaries do not have shields by default, cost 6 pts. Can buy shield in addition to other equipment options.
  • Janissaries may wear light or medium armour, regardless of weapon options. Removed heavy armour, which is not that lore-friendly for Araby anyway.
  • Mamelukes may not wear heavy armour.
  • Emirs may not wear heavy armour.
  • Fixed bug with Sipahi, Desert Riders and Camel Rider champions not having 2A in the Army List and Summary.
  • Barding cost 1 pt/model for mamelukes, 3 pts for characters.

Wednesday 21 August 2019

Rules Changes from 8th Ed to 9th Ed

This a list of all the rules changes from the 8th Edition Rulebook to the current version of 9th Edition (2.2), to make it easier to keep track of all changes and make it easier for people wanting to move from 8th Edition to 9th Edition. It it still recommended you look up the complete rule in question, as this list only contains an abridged version of each rule change. Also note that the 9th Edition book contains all the official erratas from 8th Edition, as well as fixing several other loopholes previously present in the game.


Basic Rules:

  • Sequencing: When two or more rules happens at the same time, resolve both rules at the same time whenever possible.
  • Templates: Added a straight line (length varies depending on the rule, the line itself can only ever cover one model in width).  
  • Characteristics of Zero: If any model has a Movement value of 0, it cannot move at all for any reason, unless it has some special rule that allows it to move another way. 
  • Leadership tests: Psychology tests added.
  • Forming Units: A unit may not have more complete ranks than they have files, e.g. if the unit is 5 models wide, it may at most have 5 complete ranks. The exception to this is if the unit is too wide to pass in between terrain or units; in these situations, the unit may temporary reform into a formation with more ranks than files for as long as it takes to pass the terrain or unit.
  • Unit Strength (US) added. This is used to determine the overall size and power of each model for purposes like ranks, charging, flanking and so on.
  • Line of Sight: For one model to have line of sight to another, you must be able to trace an unblocked line from the front arc of its base to the base of the target. However, models with a higher Line of Sight value can see and be seen behind models or terrain with a lower Line of Sight value.

Fighting a Battle:

  • The Battlefield: Included suggested rules for how to place terrain.
  • Deployment: All units costing less than 50 points must be placed at the same time. The same applies to all Characters, which must be placed after all your other units have been deployed.

Movement:

  • 1" Apart: You may pivot on the spot with your unit, as long as it does not end its movement within 1" of a unit or impassable terrain. If pivoting would cause you to come into base contact with another unit or impassable terrain, you must move your model back so that it is still 1" away from these after your pivot.
  • Redirecting the Charge: If the target unit declares a Flee reaction, or gets destroyed for any reason, you may try to redirect its charge. If this second unit also flees, you can instead choose to default back to charging the original fleeing unit.
  • Calculating Charge Range: A unit's charge range is the sum of its Move value and a 2D6 roll (where you pick the highest score rolled) in inches. With the unit's charge range established, measure the distance between the charging unit and its target unit at their closest points in an uninterrupted line between them.
  • Aligning to the Enemy: The only exception to the charger aligning to the target is if a unit with less than Unit Strength 5 is charged by a unit with Unit Strength 10 or more. In this case, the charged unit will align to the charging unit, rather than the other way around.
  • Charging a Fleeing Enemy: The fleeing unit suffers two Wounds with no saves of any kind allowed for each point of Unit Strength the charging unit has. If any models survive, the charging unit then stops 1" behind the remains of the unit.
  • Redirecting the Charge: Redirecting no longer requires passing a Leadership test. If multiple units wants to redirect from the same target, the controlling player chooses in which order to move their charging units.
  • Moving Fleeing Units: If the unit flees through a non-fleeing enemy unit, it will suffer one automatic Wound for each point of Unit Strength that the enemy unit(s) has, with no saves of any kind allowed.
  • Rally Fleeing Units: If the fleeing unit has been reduced in size to a quarter (25%) or less of the number of models with which it began the game, it's Leadership value is halved.

Magic:

  • Choosing Spells: To determine the Wizard's spells, consult the chosen lore and choose the spells you want for your Wizard. The spell that can be chosen depend on the Level of your wizard. Spells may be taken in duplicates if all other spells from that lore are already taken.
  • Signature Spells: Regardless of a Wizard's Level, they always know the Signature spell of a lore in addition to any other spells they have chosen – even if another Wizard in the same army already knows the Signature spell. If a Wizard can take spells from multiple lores, they may at most have two different Signature Spells in total. Note that Wizards that do not get to choose their spells, either due to knowing only a few specific spells or having them as Bound Spells, do not get the Signature spell from the Lore(s) they are using.
  • Roll for the Winds of Magic: The number of dice is increased for each 2000 points you increase the game size with after 2000 points, so at 4000 points you roll 4D6, at 6000 points you roll 6D6 and so on.
  • The Power Pool: Removed limit of 12 dice in the pool.
  • Channelling Power Dice: The casting player rolls a D6 for each Wizard level in their army. For each result of 5 or 6, the Wizard generate another power dice.
  • Channelling Dispel Dice: Roll a D6 for each Wizard level in their army. For each roll of a 6, add an extra dispel dice to the pool. 
  • Spell Types: Magical vortex spells may not be used in such a way that they affect friendly models or enemies in close combat when initially cast. Remains in Play spells can only be ended at the start of any Magic phase, not any time.
  • Choose Number of Power Dice: The number of dice each Wizard can use to cast each spell is determined by their Wizard Level+2.
  • Casting Value: For a spell to be cast, the total of the dice rolled, added to the Wizard's level divided by half, must equal or beat the spell's casting value. You may never have more than a 5+ bonus to cast/dispel in total.
  • Boosted Spells: If you roll high enough so that the casting value of the boosted version of the spell is reached, you may choose whether you want to cast the standard or boosted version of the spell.
  • Broken Concentration: If the total of the natural dice scores is 1 or 2, not only is the spell not cast, but the Wizard breaks their concentration and is unable to cast/dispel spells for the rest of the Magic phase. You may still cast spells if the spell otherwise just fails to reach the casting value.
  • Irresistible Force replaced with Ultimate Power: For every natural 6 rolled when casting a spell, you automatically have to roll an additional 'free' power dice to boost the casting value even further.
  • Miscasts: If two or more unmodified 1's are rolled when casting a spell, it has been Miscast. Add the total number of dice used to cast the spell to the number rolled on the D6 and consult the Miscast table. Extended Miscast Table with plenty of new results.
  • Dispel Value: For a dispel to succeed, the total of the dice rolled, added to the Wizard's level divided by half, must equal or beat the spell's casting result.
  • Ultimate Power: For every natural 6 rolled when casting/dispelling a spell, you automatically have to roll an additional 'free' power dice to boost the casting/dispel value even further. Note that any 6's rolled on these additional dice do not count towards Ultimate Power.
  • Duplicate Spells: For whatever reason, a single unit may never be targeted by the same remains in play spell or spell that lasts more than one player turn more than once per Magic phase.
  • Casting Bound Spells: Whenever you attempt to cast a Bound Spell from a Magic Item (but not 'innate' Bound Spells), you may add one free Power dice to the casting roll.


Shooting:  

  • Shooting into Combat: If a unit is within 4" of an unengaged arc of an enemy unit in close combat, it may attempt to fire at them. For each '1' rolled when rolling to Hit, a missile manages to go awry and hit the friendly unit instead. You are only allowed to fire into combat if the target is at Unit Strength 5 or more.
  • Firing at Long Range penalty removed.
  • Cover: If the majority of the models in the target unit are within Line of Sight, but behind models from another unit (friend or enemy) or terrain with half or more as high Unit Strength as them, then an additional To Hit modifier is applied. This works the other way around as well, so a model with a Line of Sight value of 3 will ignore the cover otherwise gained by a model with a Line of Sight value of 2 behind a model with a Line of Sight value of 1.
  • Ward Saves: May be combined with other types of Ward saves. No model may have a Ward save better than 4+ by combining multiple Ward saves.

Close Combat: 

  • Who can Strike: You may always direct attacks against normal rank and file models, as long as the model is in base contact with any model of the enemy unit (including characters and command group models). If a model has more than one Attack and find itself in base contact with two or more enemies with different characteristic profiles, it must choose which one to attack when its turn to strike comes (before any dice are rolled)
  • Horde rule removed.
  • Striking Order: Models that charged the same turn add +1 to their Initiative.
  • Roll to Hit: Models with more than twice the WS of their opponent will hit on a 2+.
  • Charge!: If your unit charged this turn, it receives +1 combat result. This is cumulative with several units charging the same target at once.
  • Extra Ranks: Rank Bonus is cumulative with several units engaged in the same close combat, calculating ranks for each unit, as long as they are engaged in different arcs of the enemy unit. 
  • Disruption: A unit does not receive combat result points for extra ranks and cannot be Steadfast as long as it is disrupted. A unit is disrupted if an enemy is attacking it in the flank or rear, and that enemy unit has Unit Strength 10 or more.
  • Outnumber: If your unit has more Unit Strength of your enemy, add +1 to the combat result.
  • Standard: Standard Bearer bonus is cumulative with several units engaged in the same close combat, each with their own standard bearer.
  • Flank Attack: If an enemy unit is engaged in both flanks, you receive +2 to the combat result.
  • High Ground: If you are charging or fighting from a higher position than your enemy, for example, your troops are occupying the crest of a hill or charged down from it the same turn, you receive +1 combat result.
  • Overkill: If a character fighting in a challenge kills their opponent and scores more wounds than their enemy has remaining, then each excess wound scores +1 combat result, up to a maximum of +3.
  • Steadfast: Steadfast units always take Break tests on their own Leadership characteristic (unless their normal modified Leadership would normally be higher from another source). 
  • Insane Courage removed.
  • Pursuing a Fleeing Enemy: The fleeing unit suffers two Wounds with no saves of any kind allowed for each point of Unit Strength the charging unit has, just as when charging a fleeing enemy.
  • Overrun: If you charge an enemy and they are wiped out before the Close Combat phase (by a spell or template weapon for instance), you can choose to either Overrun or Reform From Victory (unless the unit has made any other moves this turn outside of the Movement phase).
  • Multiple Combats and Break Tests: In a combat involving multiple units, you will first need to calculate the total combat resolution score for all units involved on both sides to determine the overall winner of that round of combat. After this, the Break test modifier for each unit on the losing side is to be calculated separately and compared to the combined combat resolution score of only the enemy units they are in base contact with, not any other friendly units involved in the combat. Units on the losing side whose combat resolution score is equal to or higher than the combined resolution score of all the enemy units they are in base contact with do not need to take any break test, but instead counts as fighting to a draw. In addition, no unit on the losing side will suffer a negative modifier greater than the overall loss of their side, even if that unit itself might have a much lower combat resolution score than the units they are in base contact with.


Panic: 

  • If a unit that started the phase with Unit Strength 10 or more is destroyed for any reason, all friendly units within 6" must immediately test for panic. 
  • If a unit that started the phase with Unit Strength 10 or more breaks from close combat, all friendly units within 6" must immediately test for panic.


Special Rules:  

  • Always Strikes First: if the model's Initiative is higher than their enemy's, they can re-roll failed To Hit rolls when striking in close combat 
  • Always Strikes Last: if the model's Initiative is lower than their enemy's, they must re-roll successful To Hit rolls when striking in close combat.
  • Ambushers: A unit with the Ambushers rule can choose to not deploy at the start of the battle. For every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable and that does not deploy using the Ambushers rule.
  • Animated Construct special rule added. Animated Constructs have the Unbreakable and Immunity (Poisoned Attacks) special rules. However, they may not march.
  • Armour Piercing: Armour Piercing is cumulative with other sources of Armour Piercing. Added Ignores Armour saves. If a model has this rule, no armour saves may be taken at all, unless otherwise noted.
  • Breath Weapons: Breath Weapon Attacks are measured from any point of the model's front arc, not the mouth of the model. A model with a Breath Weapon can use it to make a special attack once per shooting or close combat phase. After it has been used the first time, you must roll a 4+ each time before attempting to use it again In close combat, you can choose between attacking normally and using the Breath Weapon. Breath Weapon attacks in close combat cannot hit any single model more than once.
  • Dodge added. Models with this rule gain a Ward save (*) against attacks in its front arc (including templates). This cannot be used against Magical Attacks that Hit automatically or that have the Always Strikes First special rule, nor can it be used by mounted models, unless specified.
  • Ethereal models have a 2+ Ward Save against mundane attacks. However, they only have a 5+ Ward save against magical attacks. 
  • Expendable rule added. Models with this special rule do not cause Panic to friendly units that are not Expendable themselves. No character may join a unit with this rule.
  • Fast Cavalry: Unless it charges, a Fast Cavalry unit is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. A unit of Fast Cavalry armed with missile weapons can choose Fire and Flee as a charge reaction. A character model that joins a unit of Fast Cavalry gains the Fast Cavalry special rule as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them. Cavalry with a close combat armour save better than 4+ cannot use the Fast Cavalry special rule. A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase.
  • Fear: A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2.
  • Fight in Extra Ranks: works in turns in which the model charges. This rule is cumulative with other sources of Fight in Extra Ranks.
  • Flaming, Ice, Lightning or Poisoned Attacks work with magic weapons.
  • Fly: Fly is now Fly (*) with the Fly move being the number in the brackets rather than a 10" move. Flyers only have Swiftstride when charging. Removed Hover. Clarified that any equipment or special rules that affect the model's regular Movement will also affect its Fly move, unless specified. 
  • Flammable: If a model with the Flammable rule is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled. They do not suffer double wounds from Flaming Attacks.
  • A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a Leadership modifier equal to the result they won the combat against that unit by. They are no longer forced to overrun. 
  • Hatred: Models with Hatred must re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
  • Hidden special rule added (this works the same for all kinds of Assassins).
  • Ice Attacks added. Models with the Ice Attacks special rule cause all enemy models in base contact with them to be subject to the Always Strikes Last special rule.
  • Immunity (*) added, replaces Immune to Psychology and covers all immunities like Flaming, Poison, Killing Blow, Fear Panic, etc. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Immunity (Psychology) allows units to automatically pass Psychology tests. Models with Immunity (Psychology) may flee from charges.
  • Impact Hits: Unless specified, any special rules that apply to the model’s normal attacks do not apply to its Impact Hits.  
  • Killing Blow: Against Monstrous Infantry, Monstrous Cavalry and Monsters, a successful Killing Blow only inflicts one Wound which Ignores Armour saves. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
  • Large Target: Models with this special rule have a Line of Sight value equal to the number in the bracket. This replaces the normal Line of Sight value normally assigned for their Troop Type.
  • Lightning Attacks added. Lightning Attacks have the Ignores Armour saves special rule against all armour types except Natural Armour.
  • Loremaster: A Wizard with the Loremaster special rule knows all the available spells from their chosen lore (limited by their Wizard level as normal). 
  • Magical Attacks added, describes what effects are magical etc.
  • Magic Resistance: A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after the Magic Resistance special rule. Magic Resistance works against all spells, including ones that does not allow save. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3).
  • Monsters and Handlers special rule has been replaced with Mixed Unit
  • Move or Fire: Mounted models with Move or Fire weapons may still move and fire, but they may not March if they do so, unless specified.
  • Multiple Shots: All models in a unit (excluding characters) must fire either single or Multiple Shots.
  • Poisoned Attacks: A model with the Poisoned Attacks special rule gets a +1 modifier to any To Wound rolls.  
  • Quick To Fire: Quick to Fire weapons may be used one per turn when declaring a charge, if the models firing is within their missile weapon's maximum range before making their charge move.
  • Random Attacks: If a unit contains more than one model with this special rule, always roll separately for each model.
  • Scaly Skin renamed to Natural Armour
  • Sea Creature replaced with Aquatic.
  • Skirmishers: Skirmishers (except models with the Fly special rule) have the Vanguard deployment special rule. If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. Unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. Skirmishers follow the rules for Feigned Flight. Skirmishers can disrupt as normal units. A character model that joins a unit of Skirmishers gains the Skirmisher special rule as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
  • Sniper: Removed mention of Champions. You can use Multiple Shots with Sniper. 
  • Stomp: Clarified that unless specified, any special rules that apply to the model’s normal attacks do not apply to its Stomps. A Stomp has the Always Strikes Last special rule, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits. Stomps can be used after Breath Weapons. Thunderstomp removed.
  • Strength Bonus (*) added. Models with this special rule gain a Strength bonus equal to the number in the brackets in the first round of each new close combat they are involved in. 
  • Strider: Models with the Strider rule treat that piece of terrain as open ground for the purposes of Movement.
  • Stubborn: If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted. 
  • Stupidity: Models are not Immune to Psychology by default. If the test is failed, it moves directly forwards using the Random Movement (D6) special rule. Until they pass the Stupidity test again, models that have failed their Stupidity test have the Immunity (Psychology) and Random Movement (D6) special rule.
  • Swiftstride: Models with <M7 roll 2D6 when charging, pursuing and fleeing. Models with >M7 roll 3D6 and discard the lowest result when charging, pursuing and fleeing.
  • Terror: If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. 
  • Unbreakable: Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable
  • Unstable: If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
  • Vanguard: After both sides have deployed all their other forces, units with the Vanguard special rule can immediately make a move up to 6" (12" in case they move using the Swiftstride special rule). A Vanguard move does not count as moving for the purpose of shooting in the first turn. If a character is deployed as part of a unit with the Vanguard special rule, that unit can still make its Vanguard move if the character in question has the Vanguard special rule or is a model on foot.
  • Volley Fire: Weapons with this rule allow the unit to fire with all ranks within range in the Shooting Phase as long as at least one model in the unit can draw Line of Sight to the target. However, if they do so, they suffer -1 To Hit. Volley Fire cannot be used if the target is within half the weapon's maximum range.

Troop Types:  

  • Models and Base Size: Each Troop Type has different approved base sizes.
  • Monstrous Infantry: No longer have Stomp. Have Swiftstride.
  • Cavalry: Cavalry have the Impact Hits (1) special rule. Any equipment or magic items the model might have only apply to the rider, not the mount. When attacking a Cavalry model, always use the highest Weapon Skill, Toughness and Wounds value available from either the rider or the mount. Models no longer receive an armour save for being mounted. A cavalry model can make one supporting attack from the rider, and one from the mount.
  • In some cases, you may find Cavalry models that do not have a split profile. In this case, treat the model as single entity that may make up to two supporting attacks. The model also counts as mounted for the purpose of using certain weapons, as described in the Weapons and Armour chapter, but counts as a model on foot for the purposes of using Parry."
  • Monstrous cavalry model can make one supporting attack from the rider, and the mount can make as many supporting attacks as are on its profile, up to a maximum of three.
  • Swarms: Have the Expendable special rule. They are considered to be Unit Strength 0 for the purpose of Line of Sight, and other models can fire through them at targets behind them with no To Hit penalty. Any Swarm base that is hit by a template attack suffer D6 hits rather than 1.
  • Warbeasts: Have the Expendable and Vanguard special rules.
  • Monstrous Beasts: No longer have Stomp.
  • Monsters: Have Swiftstride. Added rules for Ridden Monsters & Split Profile. The crew can fire in 360 degrees around them, rather than only firing at targets within their front arc.
  • Chariots: Included rules for chariot ranks. The crew can fire in 360 degrees around them, rather than only firing at targets within their front arc. When moving, the chariot model always uses its own Movement characteristic. However, they may not pivot on the spot like other lone models without Reforming. Many Chariots have an armour save detailed in their army list entry, which is combined with any armour the crew might have. Chariots in the second rank add +D3 Impact Hits to the chariots in the first rank.
  • Shrines (Sh) added a unit type, replaces Unique Units.

Weapons and Armour:  

  • Hand Weapon: If a model is armed with another weapon besides their hand weapon, they must use this at all times, unless specified. This also applies to models armed with shields.
  • Parry moved to special rules. Parry cannot be used against attacks that are made at +3 Strength over the model's own Strength value. Frenzied models may Parry.
  • Morning stars removed.
  • Halberd renamed to Polearm
  • Great weapons: Add +1 Strength, have the Strength Bonus (1) special rule. Gives -2 Initiative instead of Always Strikes Last. 
  • Spears: Have Strength Bonus (1) and +1 Initiative in turns the model is charged to its front. Strength Bonus only applies against WB, Ca, MI, MB, MC, Ch and Mo.
  • Pikes added: Have Strength Bonus (1) and +3 Initiative in turns the model is charged to its front. Strength Bonus only applies against WB, Ca, MI, MB, MC, Ch and Mo. Have Fight in Extra Ranks (3).
  • Spears (Mounted): Have +1 Initiative in turns that the model charges, and only against the unit they charged.  
  • Lances (Mounted): Have +2 Initiative in turns that the model charges, and only against the unit they charged.   
  • Two/additional hand weapons: Have the Parry (6+) rule.
  • Shortbow/Bow/Longbow: Have the Multiple Shots (2) special rule. Only applies in turns the model has not moved, and cannot be used to Stand and Shoot.
  • Repeater crossbows removed.
  • Blowpipe added: Range 12", Strength 1, Multiple Shots (2), Quick to Fire, Poisoned Attacks.
  • Javelin: Have Armour Piercing (1).
  • Throwing Weapon: Have Multiple Shots (2).
  • Sling: Have Armour Piercing (1).
  • Medium armour added: Gives 5+ armour save.
  • Heavy armour: Gives 4+ armour save.
  • Shields: Infantry armed with shields get an additional +1 to their armour save against missile attacks to their front. No Troop Type gains any armour saves from shields against missile attacks to their rear.
  • Bucklers added: Gives Parry (6+), 6+ armour save in combat.

Command Groups:

  • When no rank-and-file models remain, the controlling player chooses the order in which the command group models are removed. 
  • Champions: A champion cannot be targeted by enemy attacks. Champions can no longer issue challenges. A unit that is accompanied by a champion may re-roll failed rolls to march, redirect charges, reform and restrain from pursuit.
  • Standard Bearers: Removed Last Stand.
  • Musicians allow re-rolling Rally tests instead of +1 modifier. Fast Cavalry automatically rally.
  • Swift Reform: A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model. No longer requires a Leadership test. 

Characters:

  • Lone Characters that are Infantry follow the rules for Skirmishers. Lone Characters that are Cavalry follow the rules for Fast Cavalry.
  • What Unit Can I Join: A character is not allowed to join a unit made up of a Troop Type with a higher Unit Strength then his own Troop Type, unless specified. A character cannot join a unit of flyers (unless they are also a flyer of the same Troop Type) or a unit of chariots (unless they are also mounted on a chariot)
  • Position in the Unit: Rank-and-file models (including the command group) are moved to the second rank to make room for the characters. If there is no more room in the front rank, the characters may not join the unit until the unit reforms to make it wide enough.
  • Make Way can only be used to move the character to another position in the front rank; it cannot be used to move the character to a rank in the flank or rear.
  • Combined Units - Shooting: If the character has a different troop type with a higher Unit Strength than the rest of the unit, it possible to target that model separately from the rest of the unit. If so, roll a D6 for each successful Hit on the character; on a 4+, that Hit is allocated to the unit it is with instead. This applies even if the unit can only draw Line of Sight to the character, but not the unit they are with.
  • Look Out Sir!: Look Out Sir! happens automatically, and no roll is required, nor is this considered as a "save" for rules purposes. This only applies to characters in units.
  • Fighting a Challenge: The two characters must direct all of their attacks (except Breath Weapons, Impact Hits and Stomps – these are directed at the unit as normal) against each other.
  • Character Mounts: A chariot/monster mount follows all the rules for Cavalry in regard to Split Profile. If a chariot includes any crew in addition to the character, their armour saves are ignored when calculating the overall armour save of the model – only the character's own armour save is used.
  • Inspiring Presence: If a unit is Steadfast, it may use the Leadership of the General for Break tests if it is higher than their own Leadership after applying all negative modifiers from combat resolution. Otherwise, they will use their own Leadership.
  • Hold Your Ground: Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests

War Machines:

  • Shooting with War Machines: Unlike other lone models, pivoting the war machine during the Movement phase counts as moving for war machines, and thus they cannot fire in turns they do so. Before you fire the war machine, pivot it to face your chosen target in the Shooting phase so the war machine faces it directly in a straight line – note that the target must be within the war machine's forward arc as normal.
  • War Machines in Close Combat: Enemies charging a War Machine lose all charge bonuses (including bonus from special rules). At the start of the Close Combat phase, before any blows are struck, the player whose unit(s) are attacking the war machine must choose models worth up to Unit Strength 6 who will fight in the combat.
  • Bolt Throwers: Bolt Throwers have Armour Piercing (1) rather than ignoring armour saves. 
  • Cannons: Cannons must target a model or building. Cannons no longer roll an artillery dice to extend range, but scatter half an artillery dice instead. If a Hit is rolled, the cannon ball lands on target (i.e. where you place the marker). Cannons have a minimum range of 12". Normal Cannons inflicts D6 Wounds only if the cannon ball lands directly on a model (that is, where the marker is placed after the first artillery and scatter dice are rolled), models hit by the bounce only suffer D3 Wounds. Great Cannons inflicts D6 Wounds on both direct hits and the bounce. Obstacles no longer stop cannon balls. Grapeshot now fires an artillery dice + D6 shots.
  • Stone Throwers are now Strength 4 by default. Must target a model or building.

Battlefield Terrain:

  • Mysterious Terrain: Removed Mysterious Terrain; instead you will have multiple types of Forests, Rivers, Hills etc to choose between rather than rolling for them.
  • Impassable Terrain: For Line of Sight purposes, impassable terrain over 5" in height counts as Unit Strength 10.
  • Hills: For Line of Sight purposes, a hill counts as Unit Strength 3 for each 'level' it has. Models standing on top of a hill level add +3 to their Unit Strength for Line of Sight purposes.
  • Forests: For Line of Sight purposes, a forest up to 5" in height counts as Unit Strength 5. Forests taller than 5" counts as Unit Strength 10. Models in or behind forests cannot see or be seen through it if there is more than 5" of forest between them and the enemy. If it is less than 5", they can see and be seen through it for all purposes, as long as you can draw a Line of Sight to them as normal. A unit with the majority of its models fighting in a forest can never gain rank bonus. Added Ancient Forest: Any unit at least partially within the Ancient Forest suffer a -1 penalty to their Movement value.
  • Rivers: A unit at least partially in a river can never gain rank bonus. Raging Torrent no longer gives Initiative bonues. Instead models fail their Dangerous Terrain test on a 1-2. 
  • Marshland: If a unit is at least partially within marshland, it suffers a -1 penalty to its Movement value.
  • Obstacles: For Line of Sight purposes, an obstacle counts as Unit Strength 0. Models attacking a unit behind an obstacle lose all charging bonuses.
  • Mystical Monuments: Arcane Ruins: Any wizard within 6" of an arcane ruin may re-roll failed attempts to channel power and dispel dice.
  • Buildings: For Line of Sight purposes, a building counts as Unit Strength 5 for each floor it has. Models add +5 to their Unit Strength for Line of Sight purposes for every floor they are on above the first one. Only infantry, war beasts and swarms can garrison a building. No single model can suffer more than one hit from any template weapon while in a building. 
  • Assaulting a Building: Added Sally Forth!: In case the attacking unit chooses to not attack the building after a failed assault, the defending unit may instead choose to sally forth (Frenzied units must pass a Leadership to restrain). This is treated just like assaulting a building, excepting that the now-defending unit is not automatically considered steadfast and will flee as normal if they fail their break test. The unit sallying forth cannot pursue as the assaulting models instead rejoins the rest of the unit in the building.

Choosing Your Army:

  • The General: If your army includes one or more Lord choices, than one of the Lords must be chosen to be the Army General. You no longer need to have the character with the highest Ld be your general.
  • Minimum Three Units: An army must always include at least one Core, Special or Rare unit per 500 points and above played in addition to any Lords and Heroes.
  • Core Units: For every Core unit with the Expendable special rule in your army, you are required to include at least one other Core Unit without the Expendable rule. They otherwise counts towards minimum Core now.
  • Lords & Heroes: You can spend up to 25% of your points on Lords and/or 35% on Heroes, but no more than 35% in total over both categories.
  • Duplicate Choices: Are based on the size of the battle played. If a character has a Monster, Chariot, Shrine or War Machine mount that is available as a Special or Rare choice, then these will also count towards the limit of duplicate choices.

 Allied Armies:

  • If both players agree, you could choose to pick your force from two different armies. Ideally this should be done by both sides so that each player is given an equal chance to build an allied force. Regardless of the number of players, each army must have their own General and Battle Standard Bearer. 
  • Trusted Allies: Trusted allies can use an allied Inspiring Presence or Hold Your Ground! special rule, but only if they are from the same faction.
  • Suspicious Allies: Are not counted as 'friendly' units from the point of view of targeting spells.

Victory Conditions:

  • Added a Victory Points chart for calculating Victory Points in percentages rather than the limited "100 pts difference" of 8th ed.
  • Decimated: Each enemy unit that has half or less of their starting Unit Strength left at the end of the battle is worth a number of victory points equal to 50% of the number of points it cost to include the unit in the army.
  • Broken: Each enemy unit that has more than half of their starting Unit Strength left and that is fleeing but is still on the table at the end of the battle is worth a number of victory points equal to 50% of the number of points it cost to include the unit in the army.
  • Shattered: Each enemy unit that has half or less of their starting Unit Strength left and that is also fleeing but is still on the table at the end of the battle is worth a number of victory points equal to 75% of the number of points it cost to include the unit in the army.
  • Seized Standards: You score an additional 25 victory points for every enemy standard bearer that was removed as a result of a successful pursuit move or slain in combat.


Scenarios:

  • Battleline has a 6" "deadzone" on the sides of the deployment zone which means you cannot deploy in the corners like before.
  • Watch Tower: The watchtower is controlled by calculating the amount of Unit Strength of all units within 6" of it that are not fleeing on each side. Any unit garrisoning Watchtower counts as double their Unit Strength (to a maximum of +20) for this purpose. The side with the highest Unit Strength is the winner. In the unlikely event that neither player can claim to control the watchtower, use victory points to determine the winner of the battle. 


Lores of Magic:

  • Casting value for extra range on boosted spells depends on range. Spells that increase the range from 12" to 24" adds +4 to cast. Spells that increase the range from 18" to 36" adds +3 to cast. Spells that increase the range from 24" to 48" adds +2 to cast.
  • Flaming Sword of Rhuin, Enchanted Blades of Aiban and Okkam's Mindrazor do not apply to mounts.
  • Kindleflame causes +D6 Hits rather than +D3 to cast.
  • Fireball: Strongest version of Fireball now cast on 15+.
  • Cascading Fire-Cloak has a range of 12", no longer limited to just cast on the Wizard. Added boosted version with 24" range.
  • Piercing Bolts of Burning affect incomplete ranks. 
  • Flame Storm: Place the small round template anywhere within 18" of the Wizard – it then moves D6" in a random direction determined by the scatter dice. All models touched by the template from its starting point to its end point suffer a Strength 4 hit. Boosted version cast on 26+. 
  • Metallic Attraction (new Lore Attribute): The casting value for a Lore of Metal spell is lowered by 1 if the majority of the models in the target unit have a close combat armour save of 4+ to 6+, or lowered by 2 to if the majority have a close combat armour save of 1+ to 3+ (excluding Natural Armour).
  • Searing Doom: Causes D6 hits with the Ignores Armour saves and Flaming Attacks special rules. The To Wound score is equal to the unmodified close combat armour save of the target (excluding Natural Armour)
  • Plague of Rust: Does not affect Natural Armour. 
  • Glittering Robe: Boosted version increases range to 24" (for one unit) rather than all units within 12", 12+ to cast.
  • Gehenna's Golden Hounds: Ignores Look Out sir, is resolved at Strength 5.
  • Transmutation of Lead: The target suffers a -1 penalty to Hit in close combat and with missile weapons, -1 Initiative and -1 to its armour saves until the start of the caster's next Magic phase. 
  • Final Transmutation: Roll a D6 for every model in the target unit – on a 5+ they suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration.
  • Regrowth: Cating value lowered to 9+.
  • Dwellers Below: Every model in the target unit must pass a Strength test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration.
  • The Flock of Doom: Causes 3D6 Strength 2 hits, 6+ to cast.
  • Pann's Impenetrable Pelt: Boosted version of has a 24" range rather than aura effect. 
  • The Curse of Anraheir has a range of 24", cast on 9+. Boosted version has a range of 48".  
  • Savage Beast of Horros: Boosted version has 24" range rather than aura effect. 
  • Transformation of Khadon: Cast on 13+, can only change into one profile for simplicity. The Monster profile from Transformation of Khadon now has WS6, S6, T6, W6, Fly (7). Wounds suffered between transformations are not carried over. Is no longer remains in play (so cannot be dispelled once cast).
  • Earth Blood: The Wizard can choose to target one unit within 12". If they do so, the target gains Regeneration (6+) instead of Regeneration (5+).
  • Awakening of Wood: If the target is within 3" a forest, the number of hits is increased to 2D6.
  • Throne of Vines only ignores Miscasts on a 4+. It makes Awakening of Wood S5 instead of S6. Flesh to Stone is +3T rather than +4. Adds +1 to the Regeneration save of Earth Blood. 
  • Fate Manipulation (new Lore Attribute): When a spell from the Lore of Heavens is successfully cast, roll a D6; on a 4+, the Wizard can re-roll one dice to either change the casting result or the number of Hits inflicted by a spell when casting further spells for the remainder of this Magic phase. 
  • Iceshard Blizzard: The target suffers a -1 to their Weapon Skill, Ballistics Skill and Leadership until the start of the caster's next Magic phase. This is an Ice Attack.
  • Windblast pushes the unit 2D3 rather than D3+1. Boosted version is 2D6 rather than D6+2.
  • Urannon's Thunderbolt and Chain Lightning are Lightning Attacks, increased casting value.
  • Focus of Will: (new Lore Attribute) When a Wizard attempts to cast a spell from the Lore of Light, they may choose to take a Leadership test using their own Leadership value. If passed, they add +1 to the casting result. If failed, they instead suffer -1 to the casting result. Old attribute included for previously affected spells.
  • Shem's Burning Gaze: Boosted version 12+ to cast. 
  • The Speed of Light: The target unit has the Always Strikes First special rule until the start of the caster's next Magic phase. 
  • Light of Battle: Boosted version has 24" range rather than aura effect.
  • Birona's Timewarp has 18" range, cast on 14+. Boosted version has 36" range rather than aura effect.
  • Smoke and Mirrors: After a spell from the Lore of Shadow is successfully cast and resolved, the casting Wizard can choose to immediately make a move (but not march) using the Fly special rule as if it were the Remaining Moves sub-phase, even if they are in close combat.
  • Melkoth's Mystifying Miasma has a range of 24".
  • Steed of Shadows: Can only be cast on Infantry characters. In addition, the target will counts as being Ethereal for the purpose of resolving missile attacks against it until the start of the caster's next Magic phase.
  • Penumbral Pendulum: Extend a straight line, 24" in length, directly away from the caster. 
  • Pit of Shades: All models underneath the template must pass an Initiative test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. Boosted version causes D6 Wounds. 
  • Life Leeching: For each 6 rolled on these additional dice, the Wizard immediately adds a dice to their army's power pool.
  • Caress of Laniph: Boosted version cast on 9+.
  • Aspect of the Dreadknight causes Terror on models that already have Fear. 
  • Soulblight is 10+ to cast 18" range. Boosted version of has 36" range rather than aura effect.
  • The Purple Sun: Any model touched by the template must pass an Initiative test or suffer a Wound using the Multiple Wounds (D3) and Ignores Armour Saves special rules as well as ignoring Regeneration. Boosted version causes D6 Wounds.

Magic Items:

  • Magic Weapons: Unless otherwise stated, a magic weapon is treated as a hand weapon (replacing the model's regular hand weapon), and follows the rules for such. Can use Parry with shields and additional hand weapon. Paired Weapon is replaced with additional hand weapon/two hand weapons. In order for a model to be able to choose a particular piece of weapon (such as great weapon or a polearm) they must be able to pick this as a mundane option or have it be part of their default equipment.
  • Magic Armour: In order for a model to be able to choose a particular piece of armour (such as heavy armour or a shield) they must be able to pick this (or another armour that gives a better save value) as a mundane option or have it be part of their default equipment. Magic armours that are not specified as suits or shields (such as helmets, gauntlets and so on) can always be worn by models that are allowed to wear any non-magical armour.
  • Wizards can take up to two Arcane Items. If they do, one of the items must be marked as "One use only".
  • Dragon Blade added: Any successful To Hit rolls in close combat with this sword are multiplied into 2 Hits.
  • Giant Blade 45 pts.
  • Sword of Bloodshed 45 pts.
  • Ogre Blade 30 pts.
  • Sword of Strife 30 pts.
  • Fencer's Blades 25 pts.
  • Spellthieving Sword removed.
  • Sword of Battle 15 pts.
  • Berserker Sword 10 pts.
  • Shrieking Blade 15 pts.
  • Blade of Sea Gold added: A character using this blade gains the Armour Piercing (3) special rule. 15 pts.
  • Obsidian Blade 25 pts.
  • Bone Blade added: Attacks made with the Bone Blade have the Multiple Wounds (D3) special rule. 20 pts.
  • Relic Sword: Attacks made with the Relic Sword will always wound on a 3+, unless they would normally need a lower result. 20 pts.
  • Sword of Fortitude added: The character, and any unit they are with, gains the Immunity (Psychology) special rule.
  • Parrying Blade added: The character wielding this blade gains the Parry (5+) special rule.
  • Sword of Might 15 pts.
  • Blade of Slicing added: A character using this blade gains the Armour Piercing (2) special rule. 10 pts.
  • Venom Sword added: Attacks made with the Venom Sword have the Poisoned Attacks special rule.
  • Biting Blade 10 pts.
  • Armour of Fortune is a medium armour.
  • Trickster's Helm can only be taken by model on foot. Costs 30 pts.
  • Helm of Discord 20 pts.
  • Shield of Ptolos 20 pts.
  • Dragonhelm: The wearer has the Immunity (Flaming Attacks) special rule.
  • Gambler's Armour is a light armour.
  • Enchanted Shield 10 pts.
  • Obsidian Lodestone 30 pts.
  • Obsidian Amulet 20 pts.
  • Obsidian Trinket 10 pts.
  • Opal Amulet 15 pts, works on a 2+.
  • Lucky Trinket can be used to re-roll an armour save or Ward save.
  • Book of Ashur: The model gains the Loremaster special rule, costs 20 pts.
  • Feedback Scroll 35 pts.
  • Siverjir's Hex Scroll 35 pts.
  • Forbidden Rod only inflicts 1W on the bearer, costs 15 pts.
  • Trickster's Shard takes effect on a 4+ rather than a 5+. 20 pts.
  • Channelling Staff 40 pts.
  • Earthing Rod 15 pts.
  • Scroll of Shielding costs 10 pts.
  • Wand of Jet: The bearer gains a +1 bonus to the result of their spell casting attempts. Costs 20 pts.
  • Sceptre of Stability: The bearer gains a +1 bonus to the result of their spell dispelling attempts. Costs 20 pts.
  • Dispel Scroll is no longer an auto-dispel, instead you get 6 dispel dice to use for that dispel roll, can now be used on remains in play spells.
  • Wizard's Staff added: The Wizard's Staff allows the bearer to use one more dice than they are normally allowed to when casting a spell.
  • Luckstone added: One use only. Once per battle, the bearer can re-roll all of the dice rolled to cast or dispel a spell. This can effectively cancel a miscast result, and cause Ultimate Power or a miscast. 10 pts. 
  • Power Stone adds +D3 dice, costs 10 pts.
  • Power Scroll 15 pts. During that casting attempt, any roll of a double (except 1's) counts as a 6 for the purpose of resolving Ultimate Power.
  • Scroll of Leeching 25 pts.
  • Power Familiar added: The Familiar adds one Power Dice in each of your Magic phases. Only the owner may use this power dice. Cost 20 pts.
  • Spell Familiar added: The Wizard knows one additional spell from those normally allowed to them. Cost 10 pts.
  • Gem of Taranto added: One use only. The Gem of Taranto can be used whenever you successfully dispel an enemy spell cast from any of the eight Lores of Battle Magic. The bearer of the Gem will be able to cast the spell themselves (limited by their Wizard level as normal) for the remainder of the game. Cost 10 pts.
  • Mystic Maze added: One use only. The Mystic Maze may be used against any enemy spell that directly targets any friendly unit. Roll 3D6 measured from the centre of the unit; this is the distance the spell scatters in a random direction. Should the spell end up on another unit, this unit will become the target of the spell; otherwise the spell has no effect. Cost 20 pts.
  • Hypnotic Eye Scroll added: One use only. The Hypnotic Eye Scroll can be used whenever an enemy wizard successfully casts a spell instead of attempting to dispel. The casting wizard must pass a Leadership test; if failed, you may choose the target of the spell just as if you had cast the spell yourself. If no target can be chosen, the spell has no effect. Note that the spell is still cast from the original Wizard as normal. Cost 15 pts.
  • Wizarding Hat 75 pts.
  • Crown of Command 40 pts.
  • Ruby Ring of Ruin 35 pts.
  • Arabyan Carpet 25 pts. Can only be used by Infantry on foot.
  • Healing Potion only heals D3 Wounds, no effect on mounts, 25 pts.
  • Potion of Strength, Toughness and Speed give +D3 to stats, 10 pts.
  • Orb of Thunder added. Bound Spell, Power Level 4. Remains in play. The Orb of Thunder contains a hex spell that effects all models with the Fly special rule. When cast, no models may use their Fly special rule and must move on the ground at their normal Movement rate.
  • The Other Trickster's Shard: The bearer, and all units in base contact with them (friend and foe) must re-roll successful ward saves. 25 pts. 
  • Boots of Flight added: Model on foot only. The Boots of Flight gives the wearer Movement 10 as well as the Strider and Swiftstride special rules. Cost 20 pts.
  • Warrior Familiar added: The model gains an additional Strength 3 Attack. This does not benefit from any magic weapon used by the character. You may still take another Enchanted Item in addition to the Warrior Familiar, and it also does not count against the maximum points limit of magic items normally allowed for the character. Cost 5 pts.
  • Battle Banner added: A unit with this magic standard adds +D6 to combat resolution, rolled each time it is used.
  • Banner of Defiance added: A unit with this standard gains the Stubborn special rule. Cost 50 pts.
  • Banner of Might added. A unit with this magic standard causes Terror in its enemies.
  • Rampager's Standard 35 pts.
  • Razor Standard 30 pts.
  • Standard of Shielding added: A unit with this magic standard gains a Ward save (6+) against missile attacks.
  • Dread Banner added: A unit with this magic standard causes Fear.
  • Standard of Arcane Warding added: A unit with this magic standard gains the Magic Resistance (2) special rule.
  • Ranger's Standard 25 pts.
  • War Banner 20 pts.
  • Banner of Valour added: A unit with this magic standard gains the Immunity (Panic) special rule.
  • Banner of Swiftness: A unit with this magic standard gains the Swiftstride special rule. 20 pts.
  • Banner of Courage added: A unit with this magic standard re-roll failed Break tests.
  • Lichebone Pennant 10 pts.
  • Banner of Duty added: A unit with this magic standard gains +1 to their Leadership when taking Rally tests.