Warhammer Army Project/9th edition

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Warhammer Army Project, 9th Edition Tactica

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. As of now: I'll be using the most current Albion Armybook he has as of mid-2016. If anyone wishes to actually update this page and the items that need it, later on, go ahead.

this page is devoted to the changes between 8th edition and 9th edition.

Notable differences between Editions

  • Witchfire no longer exists - While what would be normal Witchfire is now Direct Damage, which covers any template spells and don't require LoS, while Focussed Witchfire are now called Magic Missiles, which require LoS and the caster to not be in close combat to work.
  • Weapons of a high enough strength (Usually above S4) can actually impact armour saves. Finally, Ogres and Orcs can smash up suits of armor with their big weapons and freakish muscles.
  • New Rules
    • 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): Now that weapons can punch armour after a certain strength, this allows models with less strength to punch through harder plate.
    • Ice Attacks: Anyone hit by a unit with this rule take -1S and ASL (if in CC) or -1S and -1I (if at range).
    • Ignores Armour Saves: Flat-out ignores armor.
    • Lightning Attacks: Models with this rule gain +1 to-hit and 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 (so as to mitigate musical wound nonsense).
    • Strength Bonus (X): Adds a bonus to the unit's S on the first round of any close combat.
    • Sentient: Allows a model to use Inspiring Presence or Hold Your Ground even when the model normally wouldn't.
    • Towering: Essentially 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
    • 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
    • War Beasts have Swiftstride and a unit strength of 1
    • Monstrous Beasts have Fear, Impact Hits (1), 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
    • Chariots have Impact Hits (d6) and Swiftstride as well as a unit strength equal to their wound count
    • 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

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.

=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 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 nest 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 multishot (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.
    • Crossbow Pistol: The range is shortened to 15", but it's now Quick to Fire.
  • 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. Using Both hands adds +1 attack, while a Brace gives multishot (2), which is effectively the same.
  • Javelin: 12" at S:U, but they have Quick to Fire, Piercing 1, and volley.
  • Thrown Weapon: Smaller thrown weapons like daggers or shurikens. 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 in exchange for multishot.
  • Sling: Take a shortbow, and replace the volley fire with Piercing 1.
  • 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.
  • Cannon: 48" S10 shot that deals 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 and a number of shots equal to the artillery dice. 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 S9 damage on whoever's directly in the middle of the template, S3 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 +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.