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https://www.dropbox.com/s/st21bf2ufohj8nm/9th%20Age%20NAC%20edition%20draft%201.odt?dl=0NAC – North American Composition
9th Age NAC edition rules
To be used with Warhammer Fantasy 8th edition rulebook.
Sections in red are describing the rules as it is intended to be used. This can be used to resolve any disputes or consistences in rules and/or the reasoning behind the change. Writing a “lawyer proof” rules set is actually quite time consuming to get the exact wording and since this is done for free its just not feasible to do that. Rules as intended section should give players reasoning behind the rule and allow you to make on the spot decisions.
P.13 1” Apart
Change to:
A unit can move within 1” of other units but it cannot end its move within 1” of another unit.
There is a need for clarity but it is subjective to the situation.
P. 24 Rally Fleeing Units 5th paragraph, 2nd sentance
Units that are 25% or less need double 1's to rally.
Apparently there are 2 sections in the rulebook that give contradictory info this page is correct, the other section is in a margin somewhere.
P. 30 Channelling power and dispel dice
A model that generates power or dispel dice rolls a D6 for each wizard level. And generates a power/dispel dice for each roll of 6.
Level 4 rolls 4 dice
Level 3 rolls 3 dice
Level 2 rolls 2 dice
Level 1 rolls 1 dice
Level 0 or a special ability to generate dice will roll only 1 dice.
The magic phase can suffer greatly when winds of magic rolls are 2 or 3. The change in channelling is to make the magic phase more consistent.
P. 48 – 49 Supporting Attacks
Replace 4th paragraph with:
Combat is a swirling melee with foes striking whoever they can when they get an opportunity to do so. Supporting attacks represent this and therefore can be made against models in base contact with the front rank model that is being fought 'through'. Or can be made against the enemy unit.
This is intended to represent the swirling melee of combat. Having only characters that can be targeted in front protecting the rank and file like a wall is unrealistic. In battle the front lines are typically hectic and not really a line at all, opponents are intermingled, they can run too far in, they can get hooked and dragged to the back ranks and finished off, etc... Having characters fighting in the front while the back ranks stand around cheering is what challenges are intended for.
P. 48 Who can Strike
Combat is a swirling melee and the front rank represents the soldiers who are always in the thick of it. Because of movement mechanics and just for general clarity we do not typically take models out of formation even though these guys would be moving around and attacking where needed.
A unit's front rank up to 5 models may always strike with their attacks even if the enemy frontage does not touch them and are counted as supporting attacks.
Example: a character or conga line gets into combat and effectively reduces the enemy attacks. In reality the enemy soldiers would just surround this unit.
.....i would like alot of feedback on this. My wording is poor but I think I get the point across.
It might just be simpler to say a unit must form a rank of 5 when possible. That counters conga lines. But it does not counter 20mm size characters who can dish out many attacks while only receiving 2-3models wide worth of attacks.
P. 53 Extra Ranks
The maximum bonus is now changed to +4
This is to increase static combat res.
P. 53, 59, 507(reference chart **) Flank Attack
Remember to read page 507 ** on the reference chart “can only be claimed once per facing, per unit). This means that if both flanks are engaged then you will get +2 total. The main section of the rulebook does not clarify this and on page 59 make it sound like you only ever get +1.
Just a clarification oversight. Engaging an enemy unit on both flanks is very difficult too on the tabletop so if a player can do this then they should get the bonus.
P. 53 The High Ground
Add:
You get +1 combat result if you are clearly on top of a hill or a similar higher ground terrain and your opponent is clearly on the lower ground.
This is just logic. If you hold the high ground your in a better position.
P. 54 Steadfast
A disrupted unit negates steadfast. Monsters are able to disrupt as well. But not Chariots.
This adds a significant amount of strategy to the game. You can still have hard to break units but you must protect their flanks. It also enhances units that are innately stubborn.
P. 61 No more foes
The unit gets to reform.
This is just a logic correction. When units win combat and are no longer engaged they get to reform. Gameplay wise it keeps the game moving instead of having your unit sit around for 1 turn. And its in line with reforming from after you won a combat.
Special Rules
P. 66 Always Strikes First 2nd paragraph
Units with ASF get to re-roll their attacks every combat if their initiative beats who they are fighting against. If both combatants have ASF then they cancel each other and you resolve initiative order normally.
This keeps the feel of what always strikes first does for the armies that utilize it. Requiring a model to beat initiative instead of simply match it creates a strategic and tactical shift in how a general use the units in his army. This also allows other armies the ability to actually counter this special rule by perhaps using elite units in their army that match initiative or use other methods such as spells to affect initiative.
P. 70
Fly and Flying Cavalry.
Characters that have the fly special rule may join units of flying cavalry.
So a Bretonnian lord on a pegasus can now join his Pegasus knights.
Honestly I don't even want to bother re-wording this section because GW made it so overly complicated. Just go with logic on this one, if your on a Pegasus you can join a unit of Pegasi and count as the same type for targeting and such.. Then apply this to any other similar situation.
P. 72 Magic Resistance
Magic resist will give a special save against spells that disallow saves of any kind.
Example: Dwellers below from lore of life does a characteristic test and doesn't allows saves of any kind. This still negates ward saves but because Magic Resist is intended to counter magical effects, you will get a Magic Resist save according to the appropriate MR(1, 2, 3) value
This makes sense fluff. It does buff deathstars but other rules are being changed to shift how deathstar builds operate.
P. 72 Killing Blow
If a model with the Killing Blow special rule (or an attack with this Special Rule) rolls an unmodified '6' to wound with an attack, this attack ignores armour save. Furthermore, if the target is Infantry, Cavalry or War Beast, the attack has the Multiple Wounds(D3) special rule. Unless otherwise specified, a model with the Killing Blow special rule only applies it to its close combat attacks
Heroic Kill Blow
This special rule works exactly as Killing Blow with the exception that an unmodified '6' to wound with an attack provides the attack the Multiple Wounds(10) special rule (regardless of the target’s troop type).
P. 76 Strider
Models with this Special Rule may ignore any movement effect caused by terrain (except Impassable Terrain and Buildings) and never lose their Steadfast or Rank Bonus due to terrain. Sometimes this Special Rule is only linked to a specific terrain, stated in brackets. When this is the case, the strider rule effect is only applied in relation to the specified terrain type
P. 74 Random movement
If the models pivot would make it touch an enemy unit then will counts as charging. Close the door as required.
This is included because some people have gotten confused about when a random mover makes contact with an enemy.
P. 79 Ambushers
A unit with Ambushers may chose to deploy normally.
P. 83 Monster Cavalry
Monstrous Cavalry also use the highest toughness characteristic as well as wounds.
P. 85 Monsters:
All monsters get a 6+ ward save.
This is mainly a 'feel' change for monsters. They are supposed to be big, powerful, hard to kill but on the tabletop they don't feel that way. The 6+ save isn't very reliable but should save the odd wound here or there.
This is also a small change to the overall rules which when combined with how cannons wound and points adjustments should make monsters more viable.
Weapons
P. 89 Close combat weapon
Change to: a model equipped with various types of weapons must chose what weapon to use as the start of close combat. The model must continue to use this weapon and may not switch until combat is over or their weapon has been destroyed.
P. 90-91
Spear(foot): add +1 to hit
Spears are actually a very good weapon on the battlefield, they are easy to wield and give extra range. Historically this was the infantry weapon of choice.
P. 107 The General
Inspiring presence
Add: When a general is slain, each friendly unengaged unit within its inspiring presence range must take an immediate panic check.
This is a balance tweak since the generals inspiring presence rule is quite powerful it should have some kind of negative. And it encourages the proper selection of a general rather than just taking a naked level 2 wizard to lead your force.
Warmachines
Black powder missfire chart:
Change Destroyed! - the warmachine takes 1 wound, no armour saves allowed, and cannot fire this turn or the next.
Stone thrower missfire chart:
Change Destroyed! - the warmachine takes 2 wounds, no armour saves allowed, and cannot fire this turn or the next.
Cannon:
Change Multiple Wounds(D6) to Multiple Wounds(D3+1)
After much debate and thinking this seems to be the most simplest change. Its nerfs the damage of a cannon but it ups their minimum damage. To balance this nerf, since a cannon doesn't do as much damage it will no longer blow up and giver free victory points. When cannons were designed for this game they were supposed to be high risk/high reward.
p. 127
Buildings and shooting
A building can shoot 5 models per level(same as in the rulebook)
If a building has a parapet or other similar defense than that level is consider to allow 10 models to shoot.
Example: the citadel watchtower has 3 levels. The first 2 just have some windows while the top is a defensive parapet. So the number of models that can shoot per level would be 5/5/10 for a total of 20 shots.
Building garrison limit.
Each building can hold up to 10models per level.
Example: the citadel watchtower has 3 levels so the number of models that can occupy the building are 10/10/10 for a total of 30models.
Players should go over the battlefield terrain and discuss how the various types of terrrain functions. When it comes to buildigns its important to discuss how big it is and what it can hold because while something like a small shack is technically a building it is not the same as a guard tower designed to withstand an assault.
Assaulting a building
Charge reactions: A garrison unit may stand and shoot even if the assaulting unit is within its minimum movement
If the assaulting unit loses combat they are nudged 1” away and may reform.
If the defending unit loses combat but does not break then the assaulting unit will continue the fight and combat ensues in the following combat.
A garrisoned unit is considered steadfast for the first round of combat only.
If an assaulting unit has flaming attacks then the defending unit suffers -1 leadership.
Also remember that flaming attacks re-roll wounds vs models in a building as described on page 69.
Everyone agrees that the current building rules are somewhat wonky. A fortified defensive position is typically difficult to take and the rules do represent that. Changing steadfast to only the first round of combat is more of a mechanic change in order to keep the game flowing.
If one were to do a seige type game, some buildings in a siege scenario should have tougher rules.
Fighting a warhammer Battle
Scenarios like blood & glory and watchtower are key in list balancing. If all you do is play battleline it is very easy to min/max lists. The core rules and units are balanced points wise for general gameplay. The scenarios is what is used to make various units useful and have different roles depending on the situation.
Having various scenarios is key to keeping the game interesting and fresh. It encourages tactics and thinking which is really where the competition is.
P. 141 Random Victory conditions for each scenario.
After you have chosen what type of pitched battle to play. You may add Further victory conditions using the following chart:
D6 Extra Victory conditions
1 no extra conditions
2 Add d6+1 objective markers on the battlefield worth 50pts each
3 Add d3 watchtowers to the battlefield worth 100pts each
4 Breaking fortitude first gives 150pts, breaking it second gives 50pts
5 Controlling table quarters gives 100 victory points.
6 You get 50pts for killing Hero level characters and 100pts for Lord level characteres.
I basically borrowed these ideas from various editions of fantasy and 40k. They outline the rules for how to place the objectives and what units can hold objectives and such. We can add those rules later.
Remember that on page 382 of the BRB there are more scenarios to play with.
I intend this chart to be an easy way to give some variety to the scenarios as across the warhammer community there is a clamouring for well written scenarios and to have ones with objectives.
P. 142 The Battlefield.
Sometimes you may not have time to use the random terrain chart or perhaps are setting up a theme board. For every battlefield we do recommend that you have at least 1 building, 1 forest, and 2 obstacles for balance purposes