As has been the tradition over the last years, this year is no different with a new update for 9th edition. Despite the long following list of changes, a lot of them are just minor rewordings and clarifications. In order to make it clearer, I have listed the changes in italics and the rule itself in bold. A lot of work has gone into this update (as usual), so I hope most of the changes are to your liking.
This update contains the following changes:
- Replaced
"Uncovered Situations" with "The Most Important Rule".
- Line of
Sight: Added
"For more information about the different Line of Sight values, see the
Troop Types chapter for models, and Battlefield Terrain chapter for
terrain." Example: A model with Line of Sight value 2 can see and be seen
behind a model with Line of Sight value 1, but cannot see or be seen behind a
model with Line of Sight Value 3.
- Removed
"If these abilities are not equal in power however, you may re-roll the
re-roll once in order for both abilities to have an effect" from re-rolls.
- 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.
- Templates: Added a straight line (length
varies depending on the rule, the line itself can only ever cover one model in
width).
- If a model is
hit by multiple templates at the same time, resolve each template one at a time
in an order chosen by the controlling player.
- 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.
- Added a
subheading for Psychology tests under Leadership tests.
- Redirecting
a Charge now
requires a Leadership tests.
- Flank
and Rear Charges: In
case the charged unit's position were to change as a result of a charge
reaction, check to see which arc the charging unit is in before moving the unit
accordingly.
- Move
Pursuers: Note
that pursuers make this move even if the fleeing unit was caught or otherwise
destroyed for any reason, as described earlier.
- Direct
Damage Spells: When
targeting a unit with a small or large round template, the hole in the
centre must be placed over an enemy model.
- Magical
Vortexes: They
may not be used in such a way that they affect any friendly models or models
engaged in close combat when initially
cast.
- Remember
that, unless specified otherwise, each Wizard can only attempt to cast each
spell only once per turn.
- Removed
Short Range bonus.
- Ward
Saves: A
model that has a two 6+ Ward saves and a 5+ Ward save will be limited to a 4+ Ward
save, though you may choose which Ward saves are used in any given situation.
Note that does not stop single Ward saves from being used, such as a model
having a listed 2+ or 3+ Ward save; the above limitation only applies to combining
Ward saves.
- Some models may
be allowed to re-roll a Ward save from a specific source. In that case, the
re-roll will only apply to that specific Ward save, and not the model's total
Ward save.
- Added
Close Combat Summary.
- Taking
a Break test: Note
that in case the penalty to the losing unit's Leadership is equal to or greater
than their modified Leadership value, no test is taken and the unit will
automatically break and flee from combat.
- Special
Rules: However,
unless otherwise stated, a model gains no additional benefit from having the
same special rule multiple times. This also applies to unique special rules
in the various Warhammer Armies books that might contain special rules that are
normally cumulative.
- Ambushers: In addition, 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 (described later in this chapter)
and that does not deploy using the Ambushers rule.
- Ethereal models have a 2+ Ward Save
against mundane attacks. However, they only have a 5+ Ward save against
magical attacks.
- An Expendable
character may not
join a unit that is not Expendable.
- A unit
of Fast Cavalry or Skirmishers 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 (unless it is forced to Flee again from
another source).
- Units
containing one or more models with an unmodified close combat armour save
better than 4+ cannot use the Fast Cavalry special rule.
- Fear: If the majority of the models in a unit
cause Fear, they also gain the Immunity (Fear) special rule (described later),
and thus the Combat Resolution bonus of their Fear-causing enemies is
ignored for that unit.
- Flaming
Attacks: Any
Panic test taken by any of these Troop Types from a Flaming Attack
suffer -1 to their Leadership when taking the test.
- Flaming, Ice, Lightning or Poisoned
Attacks work with magic weapons.
- Flying models follow the rules for
Skirmishers. However, they cannot use Feigned Flight, and if they have a
Unit Strength above 2 and/or a close combat armour save better than 4+, they
cannot use the Vanguard special rule.
- 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.
- Models
with Immunity (Psychology) may flee from charges. Unbreakable
units may not (including units with Feigned Flight).
- Killing
Blow: Against other troop
types, a successful Killing Blow only inflicts one Wound which Ignores
Armour saves and Regeneration.
- Mixed
Unit: The handler(s) must be deployed in the rear rank(s)
of the unit, as centrally as possible. Any
special rules that the unit might have do not apply to the Handlers unless
specified. Note that if the unit is Expendable, this also applies to the
Handlers.
- Each
wound inflicted by an attack with the Multiple Wounds special rule
(after saves) is multiplied into more than one wound.
- If a model
is granted two sets of Multiple Wounds (like D3 and D6), use only the
highest set before rolling.
- Skirmishers;
Skirmish Formation: All
Skirmishers in a unit do not count as blocking each other’s Line of Sight (note
that they still count as blocking Line of Sight for other units). Removed
second paragraph of Skirmish Formation.
- Reworked
distance that models with Swiftstride and Pursue/Flee. Models with
<M7 roll 2D6. Models with >M7 roll 3D6 and discard the lowest
result. Removed
"Swiftstride has no effect on models using a Movement value lower than
4".
- Vanguard: Units containing only models
with the Vanguard special rule can immediately make a move up to 6"
(12" in case they move using the Swiftstride special rule).
- Note
that Volley Fire cannot be used as Stand & Shoot charge
reaction.
- Cavalry,
Split Profile: Added:
" 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." Removed
"In the case of Regeneration saves, use only the highest value" from split
profile.
- When
attacking a Cavalry model, always use the highest Weapon Skill, Toughness
and Wounds value from either the rider or the mount.
- A cavalry
model can make one supporting attack from the rider, and one from the mount.
- A 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.
- Monstrous
Cavalry
without a split profile can make up to four supporting attacks.
- War Beasts have the Vanguard special rule.
- War
Machines, Split Profile: You
always use the Movement, Weapon Skill, Ballistic Skill, Strength, Wounds,
Initiative, Attacks and Leadership of the crew. Added "Once all the
crew are slain, the war machine is removed as a casualty". "Removed
"A war machine's Wounds are always considered to be equal to the number
of remaining Wounds on the crew models (which is stated in the war machine's
entry) - the Wounds value on its profile is included only out of
completeness". Wounds will be removed from all war machines in all
army books.
- Removed
Full Plate Armour. (3+ save armours are still available in multiple army books but in a more limited form than before).
- Shooting
at War Machines: Added
"In case the crew of the war machine is made up of models with different
profiles, such as a character or other unique crew model; allocate the hits
between the crew as you would for shooting at characters in a unit".
- Cannons: When you have chosen your target, place a small marker over
your target as a reminder of where the shot is intended to land.
- Fire
Throwers: If the
fire thrower has a number listed under "range" in its profile, place
the narrow end anywhere within that range.
- Fire
Throwers: The
template cannot be placed over friendly models, enemy models from a unit that
is engaged in combat, or in such a way that the template might hit a friendly unit
as the crew refuse to deliberately target their allies.
- Added
new heading for Command Groups and Casualties which clarifies how
casualties are removed. When no rank-and-file models remain, the controlling
player chooses the order in which the command group models are removed.
- Clarified
Champion's "Follow Me!". It now includes re-rolling Ld tests
for redirecting charges,
- Musician: Fast Cavalry and Skirmishers that has
fled using Feigned Flight automatically rallies.
- Lone Characters that are Infantry follow the rules for Skirmishers.
Lone Characters that are Cavalry follow the rules for Fast Cavalry.
- Characters
and Shooting: If
there are fewer than five rank-and-file models left in the unit before
resolving the hits, there is a chance that any characters in the unit could
be hit.
- Refusing
a Challenge: The
character may return to the front rank in the next round of combat if you wish,
or stay in the rear rank until the unit reforms.
- Assaulting
a Building, Fighting the Assault: It's
hard to maintain the impetus of a charge in a confined area, so models
assaulting or defending a building lose all charging bonuses.
- Assaulting
a Building: At the
start of the Close Combat phase, before any blows are struck, both players must
choose Unit Strength 10 worth of models (with a minimum of 1 model regardless
of Unit Strength) from their unit to form the courageous assault party that
will fight in the assault (if the unit numbers less than Unit Strength 10,
there is no choice!).
- 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.
- Duplicate
Choices: Added example:
if you play a 2500 points game; you may choose three of the same special
unit in your army, but only one of each rare unit. At 3000 points, you may
choose up to four of the same special unit, and two of the same rare unit.
- 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.
- Casting
value for extra range on boosted spells increased depending 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.
- Lore of
Fire, 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: 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: The To Wound score is equal to the
unmodified close combat armour save of the target.
- Glittering Robe: The
target unit gains +2 to its armour save.
- 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: "First any slain command groups
models are resurrected in an order of your choosing, displacing rank-and-file
models as required." Removed "If the unit already has more than
one rank, models can only be added to the rear rank.". Added "Any
models that are resurrected retain any rules and/or bonuses the unit has gained
or lost this turn."
- 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.
- Transformation
of Kadon: Whilst
transformed, the Wizard cannot channel, cast or dispel spells.
- 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.
- 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.
- Unlike
other magic items; Wizards can take up to two Arcane Items. If they do, one of
the items must be marked as "One use only".
- Dragon
Blade costs 70 pts.
- Berserker
Sword costs 10
pts.
- Trickster’s
Helm is Model on foot only. Costs 30 pts.
- Gambler's
Armour is a light
armour.
- The
Opal Amulet
bestows a Ward save (2+) against the first unsaved wound suffered by the
bearer.
- Channelling
Staff costs 40
pts.
- Gem of
Taranto: The
bearer of the Gem will be able to cast the spell themselves (limited by
their Wizard level as normal).
- Arabyan
Carpet has
Fly (10).