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The 9th Age/Tactics/The Vermin Swarm
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==Army Rules== '''Safety in Numbers''' Units comprised entirely of units with this rule add their full ranks after the first to their discipline score but with a maximum bonus of +3 and a hard cap of 10. This does not modify the discipline distributed by commanding presence but units that receive a discipline boost from commanding presence can modify it with their own ranks. This is what gives your units any staying power, be sure your blocks are bricked up and deep. '''Callous''' Models with this rule can shoot or use the H spell into combats as long as the friendly unit engaged with the target is of standard height. All units engaged are ignored for cover but not for line of sight. So it's easier to mow down a unit bogged with your bricks, but successful hits are randomized (3-6 hit enemy, 1-2 hit allies). This randomization is the same regardless of how many friendly units are engaged. Laugh as your enemy heavy cavalry sits stuck with your slaves and you mow them down with gas globes. '''State of Trance (x)''' The model's unit gains fearless, a great boon for your low discipline army, but models with this rule must be deployed in and can only join units listed in the (x). Creates some minimum units you have to take, but you have the points to nut up the infantry. '''Brood's Courage (x)''' A unit with this rule may use the full ranks of units listed in (x) for purposes of safety in numbers. '''Tag-Along''' When a model with this rule is within 3" of a friendly non-fleeing Rat-at-Arms or Vermin Guard model this model gains Aegis 4+ vs shooting attacks. '''Honourless''' Characters with this rule cannot be chosen by the opponent as the model that refuses the duel. '''Dark Shards''' One use only, use during a casting attempt. When a wizard casts a spell you can use 1 dark shard with it, penalize enemy dispel attempts by 1d3. If a natural 1 is rolled on that d3 the wizard using the shard also takes one hit with toxic attacks. '''Lightning Attack''' If an entirely flying unit takes any hits (not wounds) from attacks with this rule they take an additional 1d6 hits at str 4 AP 1 at the end of the phase. ===Armory=== '''Plague Flail''' Attacks with this weapon gain +2 str/AP and -1 defensive skill. At initiative step 10 each model with this weapon that can attack chunk out 1 hit with toxic attacks. '''Meat Grinder''' This weapon gives the wielder Impact Hits 2d6 and Grind Attacks 2d6. Str 4 and AP 2 for all hits. Models with this are scary on the charge and can grind through combats after. '''Sling''' Str 3 AP 0 shooting attack with quick to fire and decent range. Not as good as any other race's shooting, but you have volume on them. '''Gas Globes''' Only 8" range, but quick-to-fire, accurate, AP 10, and wounds on an unmodified 4+. You can run up and fire them for a decent threat range and everything should be scared of these. '''Ratlock Pistols''' Short range, 2 shots, Str 5 and AP 3. This weapon is great. Also quick to fire makes its threat range relatively large and magical attacks allows it to threaten otherwise safe models. In melee it gives the model paired weapons. '''Jezail''' Stupid long ranged weapon. 36", over the 30" of crossbows and longbows of other armies. It is accurate all the way out and at str 6 AP 4. This weapon is better than some war machines. The only downside is that on a to-hit roll of 1 the wielding model takes a hit with toxic attacks. '''Rotary Gun''' only 18" range, but quick to fire gives you a decent threat range. A stupid number of shots. (2d6)x2 or (3d6)x2 shots, your choice. Sure it's only str 4 AP 1, but that is a stupid number of shots. You can kill anything by just forcing saves. '''Globe Launcher''' (2d6)x2 shots at 18" with toxic attacks. Less attacks than the rotary gun but can more consistently wound on high armor targets. If an unengaged rat-at-arms or vermin guard unit is within 3" you can draw line of sight from them instead, allowing you to shoot through obscuring terrain. '''Naphtha Launcher''' only 2d6 shots, but with multiple wounds (d3) and ignores to-hit modifiers from cover and hard target. '''Tail Weapon''' When used with a paired weapon the model gains +1 attack. ===Hereditary Spell=== '''The Awakened Swarm''' 2d6 hits at str 4 AP 2. Not the best blaster spell, but you can fire it into combats using Callous.
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