List of Changes from WH 8th Edition to The 9th Age Current Rules?

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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • The last couple of pages in the main rule book are a summary, I'd guess you could see the most obvious changes there. Other than that I don't know about any lists =/.

    Just a tip: Most rules have changed in some way, even if the name is the same. For example if a unit is disrupted in t9a it would still get its rank bonus (as opposed to 8th) but can't use the steadfast rule. (god I hope I did get that right xD)
  • I made this for V0.11.
    Dont think there are many updates if any to 0.99, but it gave me and my group a good start.

    Its the main rule changes between 8th and 9th. Haven't included special rules or some of the more finer details, but it is a solid start into the the new way of playing

    Sorry its lost its color coding pasting from word

    9Th Age Changes

    Determine Who Deploys First

    The player that did not choose the Deployment Zone decides which player deploys first.

    Deploy Units

    The players then take turns to deploy their units (fully inside their own Deployment Zone). On each of their turns, a player must deploy at least one unit, but can choose to deploy any number of units. All units with the War Machine Troop Type count as a single unit during the Deployment Phase. The same goes for all Characters. O nce a player has deployed all of their units (excluding units that are not deployed using the normal rules, such as scouting or ambushing units), that player must announce if they will roll to play first or second.

    Roll For First Turn

    Both players must now roll a D6. The player that finished deploying first adds the “Undeployed Units Number” score totheir dice roll.
    If the player who finished deploying first gets a higher result, they play first or second as was previously announced.
    ‐ If the score is a tie or the player who finished deploying second wins, they can now choose which player has the first turn.

    Unit Spacing

    All units must under normal circumstances be separated by at least 1” from any other units (friends or foes) and from

    Impassable Terrain. A unit may come within ½ ” of these elements during the course of a move but must be kept 1” away once the move ends. C ertain forms of movement are specifically allowed to break this spacing rule, with the best example being a charge which allows a unit to engage enemies in Close Combat. O ther types of moves may allow a unit to come closer than 1” to friendly units or Impassable Terrain but only a charge allows direct contact with enemy units.

    If a unit is allowed to temporarily break the spacing rule for one reason or another and then moves away, the rule automatically begins to apply again.

    Board Edge

    The board edge represents the boundaries of the game. Models can move temporarily outside the board edge on the condition that no more than 50% of the model's Footprint is outside the board and as long as the move does not end with any part of the model outside the board. Templates can be partially outside the board and still affect models with the parts of the Template that are still on the board.

    Redirecting a Charge

    If the situation arises that a unit redirects a charge and the second target also flees, the charging unit may opt to Charge either target, but must declare which before rolling theCharge Range.

    Charge Fleeing Unit

    The charging unit can the take a Leadership Test. If the test it passed, the unit may perform a Post‐Combat Pivot manoeuvre .

    Rally Tests

    Units that are at 25% or less of their starting number (unit size on army list), including joined Characters, must take this Leadership Test at half their Leadership (round fractions up).

    Flee Moves

    If fleeing models move through enemy models or Impassable Terrain, they must take a Dangerous Terrain test, which is failed on a roll of 1‐3.

    Allocating Attacks

    If a R&F model can allocate its attacks against a model in a unit, it may always choose to allocate any number of its attacks against R&F models instead (in the same unit as its initial target), i.e. R&F models are not limited to only striking models in base contact but can always attack the unit as a whole instead. In cases where R&F models in the same unit do not all have the same relevant Characteristics or rules (such as a different Weapon Skill), use the value that the majority of the R&F models have (attacker chooses in case of a tie). T hese attacks are distributed as Shooting Attacks (distribute before rolling to hit). Note that this does not apply to Characters, who can only allocate their attacks against models in base contact.

    Winning a Round of Combat

    Caused Wounds +1 for each Wound
    Overkill +1 for each Wound (maximum +3 )
    Charge +1 (+2 from hill)
    Rank Bonus +1 for each rank (maximum +3)
    Standard +1
    Battle Standard +1
    Flank Bonus +1 or +2 if 1 or more full ranks
    Rear Bonus +2 or +3one or more full ranks


    If a unit is Engaged in Combat with an enemy unit with at least 2 Full Ranks and this enemy is in the unit's flank or rear, the unit cannot use the Steadfast rule.

    Parry: Close Combat Attacks from opponents in the front can never score successful hits on to‐hit rolls of better than 4+, before applying any to hit modifiers. This can only be used by models on foot.

    Characters Joined to Units

    A Character can freely choose any legal position it could have reached with its move (moving through the unit it joins), possibly replacing other models with the Front Rank rule (move the displaced Front Rank model as little as possible in order to keep all models in legal positions). If the Character does not have a sufficient move to reach its desired position, it moves the shortest distance possible (from its starting position), in order to reach a legal position, and can only displace models without the Front Rank rule. When a Character joins a unit with just a single rank, the owner can choose to either displace a model to the second rank, or to expand the unit's width and place the displaced model at either side of the front rank.

    Distributing hits at combined units

    When an Attack hits a combined unit, there are two possibilities for distributing hits:

    Characters are of a different Troop Type Or There are 4 or less R&F models in the unit

    The player making the attack distributes hits onto R&F models and Characters. Hits must be distributed as equally as possible, meaning that no model can take a second hit until all models have taken a single hit, and so on. When a Template hits a Character in a unit, the Character suffers the hit as normal.

    Characters are of the same Troop Type and There are 5 or more R&F models in the unit
    All hits are distributed onto R&F models, Characters cannot suffer any hits.
    When a Template hits a Character in a unit, the hit is transferred to a R&F model.

    Make Way

    At step 3 of the Round of Combat Sequence, any Character placed in the front rank, and not in base contact with an enemy model, may move into contact with an enemy model that is in base contact with the front of the Character’s unit.

    To do this, the Character switches position with another model (or models) in its unit (these models cannot be Characters). Characters with Mismatching bases can never perform a Make Way move.

    Their Flag is Down

    When a Battle Standard Bearer is removed as a casualty while Engaged in Combat, the Battle Standard is considered captured by the opponent. When a Battle Standard Bearer Breaks from Combat, the Battle Standard is lost (along with the Hold your Ground rule and any Magical Standard) and the model bearing it loses all the effects of the Battle Standard, which is considered captured by the opponent .

    Accepting or Refusing a Challenge

    If a Challenge was issued, the opposing player may now choose one of their own Engaged Characters or Champions in the same combat to Accept the Challenge and fight the Character or Champions that issued the Challenge. The model that Accepts the challenge must be in a unit that is in base contact with the model that issued the challenge.

    If a Challenge isn’t accepted this challenge is said to be refused. The player issuing the Challenge now nominates one of their opponent's Characters, if there are any (note that Champions cannot be nominated). This model's Leadership is reduced to 0 and it loses Stubborn until the end of the turn in which the combat ends (or until the Character accepts or issues a Challenge). Also, it cannot make any Close Combat Attacks during this Combat Round, and if it is a Battle Standard Bearer, it loses the Hold Your Ground rule and doesn't add +1 to its side's Combat Score during this Combat Round .

    Fighting a Challenge

    If the Challenge was accepted, the Character or Champion issuing the Challenge and the Character or Champion that answered the Challenge count as being in base contact with each other (even if their bases are not physically touching each other) and must allocate all their attacks towards each other, including special attacks made towards units .
    Any of the remaining attacks, including the riders mount, can be directed at the killed model (as if it was still alive and in base contact) in order to get an Overkill bonus .

    Command Group

    If enough Wounds are suffered by R&F models in order to wipe out the entire unit, any remaining Wounds suffered are allocated at the Champion even if it is fighting in a Challenge.

    Musician: If a Break Test is caused by one side winning through their Musician, no Leadership modifier for losing the combat is applied to the loser’s Break Test and Combat Reform Test (Unstable units are unaffected).

    Standard Bearer: When a Standard Bearer Breaks from combat, replace the model with a normal non‐Command Group R&Fmodel. The Standard is captured by the opponent and is lost for gaming purposes(along with the Combat Bonus rule and any Magical Standard). (the model Survives!)

    Champion: Ordering the Charge When a unit with a Champion rolls for their Charge Range, they always count as rolling at least a ‘4’. If the Charge is still failed, ignore this rule and use the rolled dice to determine the Failed Charge Move.


    Dangerous Terrain

    Models with the Monstrous Troop Type roll two D6 instead, while Chariots, Monsters and Ridden Monsters roll four D6. For each '1' rolled, the model takes a Wound with Armour Piercing (6).


    Soft Terrain: Units with half or more of their Footprint inside a Field benefit from Soft Cover, except Large Targets.

    Dangerous Terrain : Fields are Dangerous Terrain to Cavalry, Monstrous Cavalry and Chariots.

    Easy to Blaze: Units with half or more of their Footprint inside a Field count as Flammable. Models with Flaming Attacks (either on the model or on a weapon) treat Fields as Dangerous Terrain.


    Obscuring Terrain: Hills block Line of Sight .

    Soft Terrain: A unit partially on the Hill counts the Hill as Soft Terrain if the hill obscures half or more of its Footprint from the shooter’s Line of Sight.

    Hard Terrain: A unit completely off the Hill counts the Hill as Hard Terrain if the hill obscures more than half of its Footprint from the shooter’s Line of Sight.

    Elevated position: Models with more than half of their base on a Hill are considered to be of Large Height for Line of Sight and Cover purposes .

    Charging downhill: A unit initiating a Charge Move with half or more of its Footprint on a Hill and ending the Charge

    Move with half or more of its Footprint no longer on the Hill receives +1 to its Combat Score in its next Round ofCombat.


    Movement: Units may not March into, through, or out of Water Terrain. Water Terrain is Dangerous Terrain for Cavalry, Monstrous Cavalry and Chariots.

    Disordered for combat: A rank of models that is at least partially inside a Water feature can never count as a Full Rank. If the majority of a unit is inside a Water feature, the unit counts as having 0 Full Ranks. Disordered for combat does not affect a unit with the Strider or Strider (Water) special rule.

    Take a read, lots of changes!

    Victory points:

    Scared:For each enemy unit that is fleeing on the Battlefield at the end of the game, you gain a number of VP equal to half its point value (rounding up).

    Decimated:For each enemy unit that is at or below 25% of its starting number of Wounds at the end of the game, you gain a number of V P equal to half its point value (rounding up). Characters are counted separately from the units they have joined.

    Seized Standards For each enemy unit's Standard Bearer model killed in combat or broken from combat, you gain 50 VP .

    Who is the Winner?

    Once all the Victory Points are added together, compare the two results.

    ● If the difference in Victory Points is less than 5% of the game’s point size, the game is a Draw .
    ● If the difference is at least 5% and up to 20%, it is a Minor Win for the player who scored higher.
    ● If the difference is more than 20% up to 60%, it is a Major Win instead.
    ● If the difference is more than 60% of the game size, the game is a Massacre .

    This can also be noted numerically as 0 (Draw), 1 (Minor Win), 2 (Major Win) and 3 (Massacre), with the corresponding negative numbers for the losing player.

    Special Attacks (like Stomp or Breath Weapon)

    However, Special Attacks may benefit from other sources of rules (as long as they are not special rules) or characteristics increases, such as spells or Magic Items. For example, a Great Weapon or Thunderous Charge does not increase the Strength of Stomp attacks, but a Potion of Strength or the spell “The Beast Within” does.


    All enemy units in base contact with one or more models with this special rule suffer a ‐1 Leadership modifier. Models that are Immune to Psychology or that have Fear themselves are immune to the effects of Fear. At the start of each Combat Round, units in base contact with one or more enemy models with Fear must take a Leadership Test. If this test is failed, the models in the unit have their Weapon Skill reduced to 1 for the remainder of the Combat Round .

    Magic Phase

    Wizard Apprentices
    Wizards of levels 1 and 2 are called Wizard Apprentices. They add +1 to their casting and dispelling rolls.

    Wizard Masters
    Wizards of levels 3 and 4 are called Wizard Masters. They add +2 to their casting and dispelling rolls.

    Spell Types

    Spells with the “Augment” Type may only choose friendly units (or models inside units if focused) as targets.


    Auras are “area of effect” spells. When casting an Aura spell, all legal and possible targets (according to the rest of the Spell Types) have to be chosen as targets of the aura spell. For example, a spell with “Aura”, “Augment” and “Range 12”” targets all friendly units within 12”.

    Spells with the target restriction “Caster” target only the model casting the spell.

    Caster's Unit
    Spells with the target restriction “Caster's unit ” target only the caster's unit.

    Character only
    Spells with the target restriction “Character only” may only choose Character models (including their mounts) as targets.

    Spells with the target restriction “Damage” may only choose targets not currently Engaged in Combat.

    Spells with the target restriction “Direct” may only choose targets which are in the caster's front arc.

    With a “Focused” spell, only single models can be chosen as targets (including a Character inside a unit). If the target is a model with more than one part (such as a chariot with 2 riders and 2 pulling beasts, or a knight and its mount), only one part may be chosen as the target.

    Spells with the target restriction “Hex” may only choose enemy units (or models inside units if Focused) as targets.

    Spells with the target restriction “Ground” don't target units or models. Instead, a “Ground” spell’s target is a point on the Battlefield, chosen by the casting player.

    Line Template
    To resolve a “Line Template” spell, draw a straight line from the centre of the front of the caster's base to the target. All models underneath this line are affected by the spell. Note that this line is a Template.

    Spells with the target restriction “Missile” may only choose targets within the caster's Line of Sight. A Missile spell cannot be cast if the caster (or its unit) is Engaged in Combat.

    Range X”
    Spells usually have a maximum Range, indicated with “Range X”. Only targets within the given distance can be chosen.

    Vortex (Range X”, Template Y”)
    To resolve a “Vortex” spell, place a Template of the specified size in base contact with the caster, with the Centre of the Template within the caster's front arc, and then roll a D6:

    ● If 1‐5 is rolled: multiply the result by the value of the Vortex's Range (in brackets); this is the distance the Template moves towards the chosen target (which is always a point on the board, since all Vortex spells are also “Ground” Spells) .

    ● If a 6 is rolled: centre the Template over the caster and move it D6" in a random direction.

    All models under the path of the Template (from starting to finishing position) are affected by the spell. Once it has reached its final position, the Template is removed from play and the spell ends automatically.

    Spells with the target restriction “Universal” may choose both friendly and enemy units (or models i nside units if “Focused”) as targets.

    If a spell is marked as “Permanent”, the effect of the spell lasts until the end of the game or until a designated ending condition (as detailed in the spell's effect) is met. Permanent spells can never be removed by any other means than the way described in the spell. If an affected unit is divided into several units (the most common example is that a Character leaves its unit), each of the units formed this way keeps being affected by the spell's effects.

    Remains in Play
    If the caster of the spell is slain, the spell's effects are automatically dispelled at the first possible moment the spell could normally have been dispelled (see Magic Phase Sequence).

    Dispel “Remains in Play” Spells
    Starting with the Reactive Player, each player can try to dispel “Remains in Play” spells. A caster can automatically dispel its own active “Remains in Play” spells without using any Magic Dice, while an opposing caster must make a Dispel Attempt. Dispel Attempts are done using Magic Dice (Power or Dispel) as Dispel Dice and following

    Lost Focus
    A Wizard who suffers from Lost Focus cannot add any bonus (such as Wizard Level, Overwhelming Power etc.) to further casting or dispel rolls this Magic Phase. A Wizard with Lost Focus still suffers from all the negative consequences of an Overwhelming Power, but won’t get the casting/dispel bonus.

    Bound Spells
    Casting a Bound Spell follows the same rules as casting a regular spell (including casting the Path Attribute spell) withthe exception that no casting modifiers can be added to the casting roll and that the caster of a Bound Spell neversuffers from Lost Focus. To successfully cast a Bound Spell, the casting roll must be equal to or higher than the spell'sPower Level.

    Power Level
    The Power Level of a Bound Spell is essentially the spell’s Casting Value. If a spell has both a Power Level and a regularCasting Value, the Power Level takes precedence.

    Overwhelming Power
    A Bound Spell does not get the casting modifier from an Overwhelming Power.

    If an Overwhelming Power is rolled when casting a Bound Spell, do not apply the normal Miscast procedure; instead,apply the following:

    ● If the Bound Spell was cast with 4 or more Power Dice, the Bound Spell is lost and cannot be used again during the game.

    ● Remove a number of Magic Dice from your Dice Pool equal to MDU.

    Dispelling a Bound Spell
    When dispelling a Bound Spell, add a +1 modifier to the Dispel Roll.

    The post was edited 7 times, last by Teafloy: Lots of edits to remove formatting blips ().

  • I'm sure a member of legal will be on this soon! :)

    Essentially there are just too many changes to list. All of the rules are worded differently.

    Army building is quite different.

    Most of the movement phase plays the same but there are nuances where the changes are more apparent, e.g. charges and Stand and Shoot reactions.

    The magic phase plays similar but has been toned down and things have changed more - miscasts and the Spell Paths in particular.

    Shooting plays the same.

    Combat plays the same.

    Other subtle changes have quite a large effect on the game, like many of the less powerful ridden monsters (griffon, hippogriff, etc) have become monstrous cavalry.

    Etc. etc.
    Never argue with Idiots. They drag you down to their level and then beat you with experience.