Warhammer Army Project/9th edition: Difference between revisions
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*Skirmishers and Light Cavalry that flee from a charge or flee & fire can run through other units without triggering panic. | *Skirmishers and Light Cavalry that flee from a charge or flee & fire can run through other units without triggering panic. | ||
*Armor on Chariots stack with the armor of their riders. | *Armor on Chariots stack with the armor of their riders. | ||
*Wizards cannot dispel a spell where the total of the natural dice scores is 1 or 2 (regardless of modifiers) and they can't dispel for the rest of the turn. | |||
====New Rules==== | ====New Rules==== |
Revision as of 15:47, 12 April 2020
Warhammer Army Project, 9th Edition
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it, later on, go ahead. (The current edition is 1.53).
This page is devoted to the changes between 8th edition and 9th edition and generalized rules.
Notable differences between Editions
- Always Strikes Last now hurts even harder: If the model's initiative is still below that of its opponent before counting ASL, you must re-roll any successful hits that model makes.
- Breath Weapons can be used multiple turns but after the first use, must roll a 4+ to use it for the round.
- Fear is now considerably reworked - No more tests, just a flat -1 to Leadership for fighting them. Which will considerably screw over anyone relying on it to gain an advantage in combat. Terror, similarly, is now a -2 (-1 if the enemy already has Fear) but Terror test are taken as normal.
- Flammable units are now subject to Fear when facing any unit with Flaming Attacks.
- Hordes No more fight in extra rank from Hordes. The whole mechanic was removed.
- Poisoned Attacks has been rewritten so that it adds +1 to Wound rather than auto-wounding on a 6 to hit, making them more reliable.
- Quick to Fire weapons can now oncer per turn be fired before making a charge as long as they don't have Move or Fire if the target's within range, though they take a -1 penalty to hit when doing so.
- Failing Stupidity gives one fringe benefit to the victim: Immunity to Psychology. Granted, this is all stuck with the other restrictions, but it makes sure that a squad suffering from it won't break just from getting shot up in the middle of their sudden movement.
- Regenerate Fire no longer disables regen for the whole unit for the phase. Now only preventing regen on that particular wound. Nerfed from 8e in that, now any wounds saved by this still count towards combat resolution, meaning that one good turn against your Trolls will still mess them up. Additionally.can be taken after ward saves. Lastly, regeneration can not be taken on successful Killing Blows (unless it's a monstrous/monster).
- Move or Fire: now if your mounted, you can shoot your Handguns and crossbows but suffer additional -1 hit penalty. Your unlikely to inflict hurt with 6s, but now repositioning Outriders is less wasteful.
- Swiftstride was rewritten so that it only adds 2d6" movement when a unit with a movement value of 6 or lower charges, while units with higher movement get the classic 3d6 drop the lowest.
- Killing Blow can actually proc against monsters, though this only deals a wound with Ignores Armour.
- Thunderstomp and vanilla Stomp have been effectively merged into one rule, dealing d6 hits on anyone in b2b, though it's lowered to d3 against lone infantry and skirmishers. It's also unable to interact with anything unless explicitly spelled out.
- Armour, in general, has been rewritten in a way that it can add to an existing save, such as Natural Armour or allowing a unit wearing only a shield and no armor in an appreciable way (read, more than just a +1 to an existing save for wearing heavier plate).
- Parry saves have been reworked a bit. Now cavalry can actually benefit from it, and there's also a Dodge Save that acts as an alternative to this save.
- Spells can actually be duplicated...once you've exhausted every available spell for your army. This is especially useful for Orcs & Goblins and Skaven, who are legendarily starved for spells. This won't let you cast cast a spell twice though.
- Those models who can select spells, like as if they are bound spells or from some unique wizard rule, cannot select Signature Spells.
- A callback to older editions, lower-level wizards are now capped on which spells can be picked, which makes duplicating certain spells easier, but will hamper their utility.
- Rolling for Spells is gone. THANK. FUCK.
- All wizards know their lore's signature spell, with is an added bonus for those that can pick their spells. That said, this is not given to those who only cast bound spells or those with a fixed repertoire.
- Some wizards can now pick between two lores, which can open up some really cheese combos on one body, but that makes your wizard all the more a target.
- Irresistible Force has been removed entirely. In its place, any natural 6s you roll when casting/dispelling instead just grants you an additional channeling die to roll on this test. When you crit, this makes you really hit.
- You must have a minimum of 3 units per 1000 pts deployed normally.
- Marching and Restraining from Pursuit do not count as Psychology Tests and are just Ld tests.
- If you destroy a unit before you complete a charge (such as spamming Quick to Fire weapons) or it flees your charge, you can redirect your charge to another unit.
- As of 9.61, it is now impossible to have a unit with a file longer than its rank. Goodbye, bubble-wrapper spearelves. You will be missed.
- Shooting no longer has a range penalty, but it has a bonus against targets 4" away or big targets.
- All shrines can join infantry squads, so now your Hurricanum or Chaos Altar isn't so exposed anymore.
- Skirmishers and Light Cavalry that flee from a charge or flee & fire can run through other units without triggering panic.
- Armor on Chariots stack with the armor of their riders.
- Wizards cannot dispel a spell where the total of the natural dice scores is 1 or 2 (regardless of modifiers) and they can't dispel for the rest of the turn.
New Rules
- Animated Construct: Now available to other models besides Tomb Kings. They remain Unbreakable and Immune to Poisoned Attacks. They can never march and can never use Stand & Shoot against a charge. They're also immune to Frenzy and Hatred, unfortunately.
- Aquatic: Replaces Sea Creature. These models treat water terrain as open ground and thus can march through, hold steadfast, and claim rank bonus while in water. Though they might take danger from specific terrain, they won't worry about the terrain in general. In addition, anyone shooting a unit mostly in water take -1 to hit.
- Armour Piercing (X): Technically always existed, but now there are things that can deal more than a -1 save penalty.
- Ignores Armour Saves: Flat-out ignores armor. It's existed before, but now it's a legit USR
- Dodge (X): A variant of Parry. This save is effective against any attack to their front, including blasts and stomps. The only things that bypass it are ASF (Or being affected by ASF) and magical auto-hits. And that rule that banned Cavalry from using Parry? Now shoved into here.
- Expendable: Units with this rule do not trigger panic tests in other non-expendable models if they break. If taken and is a core unit, a non-Expendable core unit must be taken as well. This is typically found on pathetic chaff units like Skavenslaves and Chaos Cultists, as well as beasts.
- Ice Attacks: Anyone attacked by a unit with this rule takes -1S and ASL. Fortunately, this unit is also immune to others with this rule.
- Lightning Attacks: Models with this rule gain Ignores Armour against models wearing medium armour or heavier.
- Natural Armour: Replaces Scaly Skin. Gives a basic armour save that can stack with regular armour.
- Mixed Unit: Reserved for units where one sort of model is handling another sort of model (Like hounds and handlers). While Leadership is taken using the highest value in the unit, any other attacks or tests are resolved on the base model's stats. Once the Unit Strength hits below 5, there's now a risk for the handlers to get hurt - when they do take damage, all units have to take one wound before being allowed to hit another.
- Strength Bonus (X): Adds a bonus to the unit's Strength on the first round of any close combat. There's also Charge Bonus (X), which does a similar thing, but only on turns where the unit charges.
- Large Target: This model is too huge to benefit from cover so long as the cover obscures less than half the model.
Model Types
- Infantry: have a unit strength of 1
- Monstrous Infantry: have Fear and Swiftstride as well as a unit strength of 3, however they lost stomps
- Cavalry: have Impact Hits (1) on top of Swiftstride and a unit strength of 2
- Monstrous Cavalry: have Fear, Impact Hits (1), and Swiftstride as well as a unit strength of 4
- Swarms: have Expendable, Skirmishers and Unstable and have a unit strength of 3. Models can shoot past them without regard for LoS
- War Beasts: have Swiftstride and Expendable as well as a unit strength of 1
- Monstrous Beasts: have Fear and Swiftstride as well as a unit strength of 3
- Monsters: have Stomp, Swiftstride, Terror, and Towering as well as a unit strength equal to their wound count
- Mounted monsters are confirmed to have an effective max armour save of 3+.
- Chariots: have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count. Specified movement is equal to Beast's -1, and can only do Wheeling Manoeuvers. Armour = entry + crews'.
- Equipping Scythes to a Chariot changes Impact Hits to d6+1.
- War Machines: have a unit strength equal to their wound count
- Shrines: (like the War Altar and Hurricanum) a unit strength equal to their wound count. They are also usually pulled along by an accompanying unit.
Generic Armory
Across the various armies of the Old World, there are things that are pretty much constantly in use no matter who uses them. Swords, axes, shields, these are the things that no army would be without. It should be noted that you can if your unit have multiple weapons that you can only use one for the entire combat, usually a weapon that isn't a hand weapon unless dual-wielding hand weapons or using a shield. You can't change this weapon unless you have rules permitting otherwise.
Melee
- Hand Weapon: Generic CCW.
- Multiple Hand Weapons: Grants a 6++ parry save and a bonus attack, but counts as a two-hander.
- Polearm/Halberd: +1S Two-hander weapon. Use them to dent armor.
- Greatweapon: +1S two-hander with an additional +1 at the first round of combat, but your model suffer -2I (Rather than ASL, thankfully) for the big swinger.
- Flail: Two-hander with SB(2) on the first round. Much stronger on the charge, less so after.
- Spear: Adds an extra rank to attack whenever the model doesn't charge. When non-infantry models charge the front, the model gets +1 to S and I. Cavalry with spears get +1 to S and I when they charge.
- Pike: The next step for spears. +3 ranks, +3 I on a turn they are charged from the front by non-infantry models.
- Lance: Cavalry gets +2 to S and I on the charge.
Ranged
- Shortbow: 18" S3 missile with volley fire and can use Multiple Shots (2) when not moving or using stand and shoot.
- Bow: Now with a range of 24".
- Longbow: 30" range now.
- Crossbow: 30" S4 shots, but you have Move or Fire. Decent for basic armor piercing.
- Handgun: Your basic matchlock. 24" S4 shots with Piercing 1, but it's Move or Fire.
- Pistol: A Handgun with half the range but gets Quick to Fire. used with a hand weapon gives adds +1 attack but Requires Two Hands.
- Brace of Pistols: Two Pistol gives you Multishot (2) and +1 attack, also Requires Two Hands.
- Pistol: A Handgun with half the range but gets Quick to Fire. used with a hand weapon gives adds +1 attack but Requires Two Hands.
- Javelin: 12" at S:U, but they have Quick to Fire, Piercing 1, and volley.
- Thrown Weapon: Smaller thrown weapons like daggers or shurikens. It only has a range of 8", but it has multishot (2) and Quick to Fire.
- Throwing Axes: Now with a very short 6", but it has S+1 instead of multishot.
- Sling: Take a shortbow, and replace the volley fire with Piercing 1.
- Blowpipe: short-range with 12" and S1 with multishot (2) and poison (wounding non-poison immune on +5s).
War Machines
- Bolt Thrower: 48" S6 shots dealing d3 wounds and Pierce 1 for additional pain. It it kills the first target, it hits the one behind at S5, then the one behind at S4 and so on until someone fails to die. No longer Ignores Armour, so a 1+ model gets a 5+ save against it, getting better for every rank.
- Cannon: 48" S10 shot that scatters half an artillery die, dealing d6 wounds on whoever it directly lands on (assuming no mishaps). Then you roll the artillery dice again to see how far it rolls on after landing, hitting anyone else for d3 wounds.
- Great Cannon: A bigger cannon with 60" and always dealing d6 wounds.
- Grapeshot: You can load up a cannon with random scraps, making 12" S5 and Piercing 1 by a number of shots equal to the artillery dice + d6. Pretty much makes it a close-range murder machine.
- Stone Thrower: 12-60" catapult that throws d6 wound attack as a small pieplate. It deals S10 damage on whoever's directly in the middle of the template, S4 to anyone near enough.
- Fire Thrower: A flamer with S5 flaming attacks and ignores cover.
Armour
- Light Armour: Gives a 6+ save or adds +1 to natural armour.
- Medium Armour: Gives a 5+ save or adds +2 to natural armour.
- Heavy Armour: Gives a 4+ save or adds +3 to natural armour.
- Full Plate Armour: Gives a 3+ save or adds +4 to natural armour.
- Shield: Adds the same as Light Armour, but it also adds another +1 to saves against missiles fired at the model's front and a 6++ parry save if used with a hand weapon.
- Buckler: A shield that's now useless for protecting against missiles, but now offers a 5++ parry.
- Barding: Light armor for steeds, with the exchange that it takes -1" from their movement. Charging or Pursuing takes an additional -1".
Warhammer Army Project Tactics Articles | |
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General Tactics | |
Forces of Order | |
Forces of Destruction | |
Unaligned |