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 (2.3), 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:

  • 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.
  • Sequencing: When two or more rules happens at the same time, resolve both rules at the same time whenever possible.
  • Take-Backs & Forgotten Rules added.
  • The Most Important Rule added.

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: A unit is not allowed to end their move closer than 1" to another unit, friend or foe, or impassable terrain. 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.
  • Reinforcements may march in the turn they enter the battlefield.

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.
  • Area of Effect spells only work while the unit is within range of the caster.
  • Losing Wizard Levels: If a Wizard loses one or more Wizard levels, they instantly forget a single spell for each Wizard level lost, starting with their highest-level spells. If they know multiple spells of the same spell level, randomly choose which spell is lost.
  • Roll for the Winds of Magic: At the start of each Magic phase, the casting player determines the strength of the Winds of Magic by rolling 2D3 per 1000 points played. The dispelling player gets a number of dispel dice equal to the top half of the roll of the Winds of Magic dice. For example, if the Winds of Magic dice are rolled at and show a 1, 2, 2 and a 3, the casting player will get 8 power dice (the total of the 4 dice) and the dispelling player will get 5 dispel dice (the highest result of 2 dice).
  • The Power Pool: Removed limit of 12 dice in the pool.
  • Channelling Dice: Roll a D6 for each Wizard Level in your army. For each roll of a 5+, add another power or dispel dice to the power or dispel pool.
  • Spell Types: Added Conveyance and Summoning spells. 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 right before the end 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/Overcast Spells: If a player wishes to cast the overcast version of a spell, this needs to be stated before rolling the dice. Otherwise, a Wizard is assumed to be casting the standard version of the spell.
  • Removed Not Enough Power.
  • Broken Concentration: If a spell is attempted to be cast using a single power dice from the Power Pool and that dice roll is a 1 or 2, not only is the spell not cast, but the Wizard is unable to cast spells for the rest of the Magic phase. If a spell is attempted to be dispelled using a single dispel dice from the Dispel Pool and that dice roll is a 1 or 2, not only is the spell not dispelled, but the Wizard is unable to dispel spells for the rest of the Magic phase.
  • 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. You may use a maximum of two dice when casting bounds spells from items (including the free dice mentioned above), and three dice when casting innate bound spells.


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.
  • Added rules for improved hitting chances with Ballistic Skill of 6+
  • 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) 
  • Supporting Attacks: If the front rank model is in base contact with two or more enemies with different profiles, the attacking player can only direct the supporting attacks against normal rank and file models in the unit. This means they cannot target specific models like characters, handlers or other unique models, unless those are the only options available.
  • 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 one or more enemy units are attacking it in the flank or rear, and those enemy units have a combined Unit Strength equal to half or more of that unit.
  • 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: If a defeated unit has a higher number of complete ranks than all individual enemy units in base contact, it takes its Break test on its unmodified Leadership (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. At the start of the Remaining Moves sub-phase of Turn 2 the controlling player rolls a D6 for each of their units of Ambushers. On a 3+, the unit arrives. If the unit does not arrive on Turn 2, roll another D6 at the start of the Remaining Moves sub-phase of Turn 3. On a 2+, the unit arrives. If the unit does not arrive on Turn 3, it will automatically arrive at the start of the Remaining Moves sub-phase of turn 4.
  • Animated Construct special rule added. Animated Constructs have the Unbreakable special rule. 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.
  • Cold-blooded added: Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest result.
  • 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.
  • 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. Flying units containing two or more models follow the following rules for Skirmishers: Skirmish Formation, Skirmishers & Charging, Free Reform, Light Troops. Flyers may use their Fly Move when fleeing/pursuing.
  • Frenzy: 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.
  • 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. If a model has the Hatred special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it may re-roll failed To Hit rolls in every turn against that foe, not just the first.
  • Hidden special rule added (this works the same for all kinds of Assassins).
  • Hold Your Ground is a special rule. This rule is cumulative with other sources of Hold Your Ground. If the model has a Line of Sight value of 4 or more, then the range of their Inspiring Presence rule is increased by 6. Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests.
  • 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. 
  • Removed Ignores Cover.
  • 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. Models with Immunity (Killing Blow) treat Heroic Killing Blow as normal Killing Blow.
  • Impact Hits: Unless specified, any special rules that apply to the model’s normal attacks do not apply to its Impact Hits.  
  • Inspiring Presence is a special rule. This rule is cumulative with other sources of Inspiring Presence. If the model has a Line of Sight value of 4 or more, then the range of their Inspiring Presence rule is increased by 6. 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.
  • 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 removed.
  • Lightning Attacks added. Lightning Attacks have the Ignores Armour saves special rule against all armour types except Natural Armour.
  • Loner added: A Character with this special rule cannot be your Army General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a Character without this special rule.
  • 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: Enemy spells directly targeting a model (not including templates that are placed on top of it) with Magic Resistance suffers a casting penalty equal to the number shown in brackets after the Magic Resistance special rule. So, Magic Resistance (1) would give a -1 penalty to the casting roll, Magic Resistance (2) would give a -2 penalty to the casting roll, and Magic Resistance (3) would give a -3 penalty to the casting roll, and so on. 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.  
  • Ponderous added: Weapons with this special rule suffer an additional -1 To Hit penalty if they move and shoot in the same turn. 
  • 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.
  • Rapid Fire added: Models or weapons with this special rule do not suffer the usual -1 To Hit penalty for firing Multiple Shots.
  • 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: A Stomp has the Always Strikes Last special rule and inflicts a number of automatic hits as indicated in the brackets. These are resolved at the model's Strength against a single enemy unit that consists of models with a Line of Sight value of 1 or less. If the model is a Monster, it may also Stomp models with a Line of Sight value of 2 or less.
  • Mighty Blow (*) 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. If a unit would gain Mighty Blow in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
  • 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 Psychology 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 rather than just the first two. However, if they do so, all models in the third and subsequent ranks suffer -1 To Hit. A unit cannot Volley Fire if the target is within half the weapon's maximum range.
  • Weapon Team added: If a model with this special rule is hit by a missile attack and is within 3" of a friendly unit consisting of five or more rank and file models of the same troop type within 3", roll a D6. On a roll of 4+, the hit is transferred to a model in the friendly unit (if there is more than one eligible unit within 3", the controlling player can decide which). Otherwise, the hit is resolved against the Weapon Team as normal.

Troop Types:  

  • Models and Base Size: Each Troop Type has different approved base sizes.
  • Large Infantry added. Large Infantry only require 4 models for a complete rank, and may make up to two supporting attacks.
  • Monstrous Infantry: May make up to 2 Supporting Attacks. 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. Added in rules for Ranks and Supporting Attacks. Swarms require to be 3 wide, and may make up to 5 supporting attacks.
  • Warbeasts: Have the Expendable and Vanguard special rules.
  • Monstrous Beasts: May make up to 2 Supporting Attacks. No longer have Stomp.
  • Monstrous Creature added. Monstrous Creatures have Stomp (D3), Swiftstride, Terror.
  • Monsters: Have Swiftstride. Ridden Monsters follow all the Split Profile rules for Cavalry. However, they may only combine armour saves to a total of 2+ instead of the normal 1+. 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. Have +1 Initiative.
  • Great weapons: Add +1 Strength, have the Strength Bonus (1) special rule. Gives -2 Initiative instead of Always Strikes Last. 
  • Spears: Have +1 Initiative, Mighty Blow (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 +1 Initiative, Mighty Blow (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).
  • Spear (mounted) renamed to Light Lance: Have +1 Initiative in turns that the model charges, and only against the unit they charged.  
  • Lance renamed to Heavy Lance: 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.
  • Warbow added.
  • Greatbow added.
  • Crossbows are Ponderous. 
  • Handguns are Ponderous. 
  • Blunderbuss added.
  • Repeater crossbows removed.
  • Blowpipe added: Range 12", Strength 1, Multiple Shots (2), Quick to Fire, Poisoned Attacks, Rapid Fire.
  • 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: Models on foot 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. Models on foot 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.

Command Groups:

  • When no rank-and-file models remain, the controlling player chooses the order in which the command group models are removed. 
  • Champions renamed to Leaders: A Leader cannot be targeted by enemy attacks. Leaders can no longer issue challenges. A unit that is accompanied by a Leader 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

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.
  • Leaving a Unit: If the Character itself cannot move, the unit may choose to leave them behind. Mark the spot where the character is and move the unit as normal, then place the character back in that spot. If the unit cannot move far ahead of the character model for any reason, it cannot leave the character behind.
  • 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. 
  • Refusing a Challenge: If no enemy Character steps forward to meet the challenge, one of them may be chosen to retire. Furthermore, the model's Leadership cannot be used for any Leadership tests that take place that turn, nor can any other bonuses from special rules or magic items.
  • 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.

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. Bolts from Bolt Throwers do not stop if they fail to kill a model.
  • Repeater Bolt Throwers added.
  • 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. Shots from Cannons do not stop if they fail to kill a model.
  • Stone Throwers are now Strength 4(8) and Multiple Wounds (D3) by default. Must target a model or building.
  • Organ Guns, Mortars and Rocket Launchers added.

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: Added rules for the following terrain pieces: Bad Moon Loonshrine, Feculent Gnarlmaw, Herdstone, Gnawhole, Balewind Vortex, Dreadfire Portal, Dreadstone Blight, Eternity Stair, Garden of Morr, Magewrath Throne.
  • Buildings: A building has a Line of Sight value of 4 for each floor it has. Models add +4 to their Line of Sight value 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: You no longer need to have the character with the highest Ld be your general.
  • Battle Standard Bearer: Unless specified, the Battle Standard Bearer may not be the Army 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. 
  • Spells are chosen after you know which army you will be facing, but before rolling to choose sides to deploy on.
  • 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:

  • Removed Boosted Spells.
  • Rebalanced casting values, range, damage and effects of nearly all spells.
  • Added 6 additional spells to each lore.

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.
  • Wizard Lords can take up to two Arcane Items. If they do, one of the items must be marked as "One use only".
  • Added multiple new Magic Items and revised the points costs of nearly all of them.

11 comments:

  1. Thanks for all this. It's really re-sparked my love ov the game.

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  2. Yes, thank you for saving the Old World! :)

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  3. thanks for all your work and effort!
    i miss the old world and ranks&flanks

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  4. Thanks for your work!
    We played the last time years ago and were horrified what GW did with AoS! With your work we can combine the beautiful new and old models and experience great battles with super rules!
    Thanks a lot for this!

    Sorry for the bad English. I am German and not that sure of English, so I used Google Translate.

    It's still hard work translating all the rules here for us. But we like to do that so that we can experience slaughter in the old world again. Thank you.

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  5. Hello there! I love the game it's really great you did a great job but I have a question about Cannons.

    In the manual, in the "choose a target" section it reads:
    "your target does not have to be an enemy model;it can be a point on the ground if you wish."

    Say that I'm shooting a unit of bretonnianan knights. When choosing the target, am I allowed to choose a point such as the base of the unit, in such a way that if I roll a hit on the artillery dice I could hit 4 models all together? Say for example the far angle of the base of a unit? Or does the "hit" on a cannon ball just allow you to only hit one model?
    Thanks!

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    Replies
    1. Hi, you are using an older version of the rulebook; the latest version have you needing to choose a target. The "hit" only decides where the cannon ball lands before scattering, so it can kill as many of models as it bounces over, just like in previous editions.

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    2. I understand yes I've now just opened the patch 1.9 and looked for cannons since you mentioned that and I see that it has been changed, thank you for that.

      Just out of curiosity, according to the previous rules, was it allowed to place the target in a way that a hit would hit 4 models just because I was choosing a section of the base where the 4 bases touch? or was it still gonna just hit one model and that was that? It has become a kind of personal matter now for me and this other player xD Thanks again for your time!

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    3. Yes, you could still hit 4 models with one shot, as long as you rolled high enough for bounce to go through all models.

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  6. so wait, does armour of silvered steel still exist in this

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