Warhammer Army Project/9th edition
This article is a stub. You can help 1d4chan by expanding it |
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. 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
- 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.
- Swiftstride was rewritten so that it only adds 3d3" movement when a unit with a movement value of 6 or lower charges.
- 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).
- 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): Technically always existed, but now there are things that can deal more than a -1 penalty.
- Ice Attacks: Anyone in b2b with a unit with this rule take -1S and ASL (if in CC) or -1S and -1I (if at range). Thankfully, this doesn't affect the unit itself.
- Ignores Armour Saves: Flat-out ignores armor. It's existed before, but now it's a legit USR
- 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 type 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
- Spells can actually be duplicated...once you've exhausted every available spell for your army. This is especially useful for Orcs & Goblins, who are legendarily starved for spells.
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.
Magic Items
While all armies have their own unique armouries to pick from, this allows them to pick a generic thing that covers all situations.
Magical Weapons
- Dragon Blade: 50 points for doubling successful hits.
- Giant Blade: 45 points adds +3S to a weapon without any penalty. Kickass.
- Sword of Bloodshed: 45 points for a weapon that grants +3 attacks. This makes you a whirlwind of attacks.
- Ogre Blade: The lesser cousin of the Giant Blade, this adds only +2 S, but it's 15 points cheaper.
- Sword of Strife: Budget Sword of Bloodshed, +2 attacks for 30.
- Bone Blade: Get Multiwound (d3) for 30 points.
- Sword of Anti-Heroes: 30 points gives the user +1 to S/A for all opposing characters in b2b with them. A minor benefit for a champion-killer.
- Sword of Swift Slaying: ASF for only 25 points.
- Fencer's Blades: Want to have WS10 for some ungodly reason? You can get two hand weapons to grant it for 25 points.
- Sword of Fortitude: In the event that you want Immunity to Psychology, you can spend 20 points for this.
- Relic Sword: For 20 points, your weapon now always wounds on a 3+ or lower, compensating for low strength or freakish toughness.
- Parrying Blade: You can get a 5++ parry for 20 points if you lack a shield.
- Sword of Striking: 15 points adds +1 to hit.
- Sword of Might: 15 points for +1S.
- Sword of Battle:+1A for 15.
- Blade of Sea Gold: A startling pick, this grants Piercing 3 for only 15 points.
- Berserker Sword: 15 points induces a permanent Frenzy.
- Shrieking Blade: 15 points allows you to add Fear onto a character without it.
- Blade of Slicing: 10 points for Piercing 2.
- Venom Sword: As the name suggests, this gives Poisoned Attacks for 10 points.
- Biting Blade: Baby's first Sea Gold Blade, this only gives Piercing 1 for only 5 points.
- Tormentor Sword: 5 points and you can now spread Stupidity to anyone you hit.
- Warrior Bane: 5 points lets anyone wounded by this blade lose an attack for each wound lost.
Magic Armour
- Armour of Destiny: Heavy plate that grants a 4++ Ward for 50 points.
- Armour of Fortune: 35 points for medium armor that has a 5++ ward save.
- Tricketer's Helm: 35 points gives a 6+ save that forces successful wound rolls to be re-rolled.
- Armour of Resilience: 30 points for +1 T
- Armour of Silvered Steel: You now have a permanent 2+ heavy armour save for 25 points, but it can't have shields improve it.
- Glittering Scales: This light armour forces anyone in close combat with the wearer to take -1 to hit rolls. All for 25 points.
- Shield of Ptolos: 20 points for a 1+ save.
- Gambler's Armour: Shave 15 points off the Armour of Fortune and reduce the Ward to a 6++.
- Spellshield: 15 points gives a shield with Resist Magic 6+.
- Dragonhelm: 10 points for a helmet with a 6+ save and Immunity to fire.
- Enchanted Shield: Double the bonus a shield gives to Armour saves for 10 points.
- Charmed Shield: 5 points for a shield that can negate only one hit on a 2+.
Talismans
- Talisman of Preservation: 45 points for a 4++ ward save.
- Obsidian Lodestone: 30 points to Resist Magic on 4+
- Talisman of Endurance: 30 points grants a 4++ save.
- Obsidian Amulet: 10 points off the Lodestone to Resist on a 5+.
- Dawnstone: 25 points lets you re-roll Armour saves.
- Talisman of Protection: Half the price of the Endurance amulet and get a 6++ Ward.
- Opal Amulet: For 15 points, you get a one-time 4++ Ward.
- Obsidian Trinket: 10 points nets you a 6+ Resist Magic.
- Seed of Rebirth: You get a 6+ Regen for 10 points.
- Dragonbane Gem: 5 points for immunity to fire.
- Lucky Trinket: For 5 points you get to re-roll one save.
Arcane Items (Wizards Only)
- Book of Ashur: For 60 points you get to add +1 to all casting and dispel rolls.
- Feedback Scroll: For 35 points, instead of dispelling, you instead get to roll a number of die equal to the number of die the caster used and instantly wound the caster on a 5+.
- Destroy Magic Scroll: 35 points gives you not only an instant dispelling of a spell (unless the spell had Irresistible Force), but it also gives you the chance to erase the spell you just dispelled from the opponent's list on a 4+.
- Power Scroll: 35 points to let all doubles count as Irresistible Force and miscasts.
- Channeling Staff: For 30 points you add +1 to channel rolls.
- Rod of Power: You can save up to three channeling/dispel die during each magic phase. At the start of any magic phase, you roll a die and if it's more than the number of die in the rod, you add them to the pool - otherwise they go poof.
- Forbidden Rod: Adds +d6 dice to the channeling pool, but you lode d3 wounds.
- Earthing Rod: 25 points to re-roll one miscast.
- Dispel Scroll: Ol' reliable. For 25 points, you get a single item that lets you use 6d6 to dispel a spell.
- Wand of Jet: 20 points adds +1d6 to a single casting roll, which can contribute to Irresistible Force or miscast.
- Power Stone: 20 points to add +2d6 to a casting roll.
- Luckstone: 20 points for a single do-over for a casting or dispel roll.
- Sceptre of Stability: 15 points to add +1d6 to a dispel roll.
- Scroll of Shielding: For 15 points, you can gain Resist Magic 4+ instead of dispelling.
- Loremaster's Tome: 15 points lets you add one more spell from the lores a wizard typically has.
- Wizard's Staff: 10 points adds an additional die to any casting roll.
Enchanted Items
- Fozzrik's Folding Fortress: It's a hefty 100 points to summon a watchtower of your own after deploying your army.
- Wizarding Hat: You can now make a model a level 2 wizard, but now they have Stupidity. For 75 points, you'd be better off with a legit wizard.
- Crown of Command: You now have Stubborn for 40 pts.
- Ruby Ring of Ruin: 35 points gives you a bound PL4 fireball
- Thunder Orb: This is scary. It's a bound PL4 spell that makes it impossible for any flying units to actually fly and instead have to walk anywhere.
- Healing Potion: 30 points gives you a single-use recovery of d6 wounds.
- Arabyan Carpet: 25 points lets your model fly, but now they can't join anyone.
- Terrifying Mask of EEE!: 25 points for Terror, but this will fuck over anyone who uses their Leadership to compensate for the lackluster morale of the troops.
- Potion of Strength: 15 points gives you +3S for one turn
- Potion of Toughness: 15 points gives you +3T for one turn
- Potion of Speed: 15 points gives you +3A for one turn
- The Trickster's Shard: 15 points to force models in b2b with the holder to re-roll ward saves.
- Ironcurse Icon: This little 5 point trinket grants a 6++ Ward against war machines for the bearer and their unit.
Magic Standards (BSBs and Banner Bearers Only)
- Battle Banner: A hefty 70 points, but it adds +d6 to battle resolutions.
- Banner of Might: 55 points lets the unit add +1 to hit on the first turn of combat.
- Wailing Banner: 50 points to give a unit Terror.
- Standard of Shielding: 40 units nets a unit a 6++ ward save.
- Rampager's Standard: 35 points to re-roll charge distances.
- Razor Standard: 30 points adds Armour Piercing 1 to all attacks.
- Dread Banner: Half the price of the Wailing Banner for only Fear.
- Ranger's Standard: 25 points nets you Strider. As in you don't worry about ANY terrain.
- Standard of Arcane Warding: 20 points nets a unit Resist Magic 5+
- War Banner: 20 points for +1 Combat Resolution.
- Banner of Valour: 20 points to never worry about panic ever again.
- Banner of Swiftness: 20 points to add Swiftstride.
- Banner of Courage: 15 points lets a unit re-roll break tests.
- Standard of Discipline: 15 points adds +1 to the unit's Ld, but it bans it from ever benefiting from the general's Inspiring Presence.
- Lichbone Pennant: Half the cost of the Arcane Warding standard for 6+ Resist.
- Banner of Eternal Flame: 10 points for flaming attacks.
- Gleaming Pennant: 5 points lets the unit re-roll one Ld check.
- Banner of Duty: Re-roll rally checks for 5 points.
- Scarecrow Banner: For 5 points you can inspire Fear in flying units. How silly.