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===Characters=== '''Vermin Daemon''' A true beast. 8s in Def/Off skill, 6s in HP, Res, Str, 5 Attacks, and not to mention 9 agility and 10 (10!!!!) AP. They have a built-in 5+/5++ (4++ vs magic attacks). On top of this, it is supernal, fearless, and a wizard master in Divination that has +3" range and knows 5 spells. What a beast, I thought this was the wee rat trash army. Well, he has his downsides, first of all, he costs 850 points, second, he can't hide in any units and will have to be out on his own without cover. So he is scary but pays for that by being vulnerable to shooting. '''Tyrant''' Essentially a rat EoS marshal that's a bit faster. Really the only reason to take him is for that 7 discipline to pump to 10 with safety in numbers. He does have a decent number of attacks, kit him out to chunk R&F troops, don't trip about duels or anything, he can avoid them with no penalty and by the end of it you'll still (hopefully) have ablative wounds around your tyrant. '''Chief''' A decent character for his price. You will be taking one as BSB, which is required in this army unless you took the Daemon. You can upgrade him to be very fast for a small chunk of points. '''Magister''' Seems a bit expensive until you notice he's an adept by default. If you're brave take the dark shards on a wizard master and see how many Wrath of God tokens you can have on the table at once. He can, of course, ride the DOOM BELL (see entry) which is great. '''Rakachit Machinist''' This guy is your combat monster. This mainly comes from his mechanical limbs, which allows him to throw dice everywhere (1d6 shots ranged, 2d6 hits in melee). You can take a shooting weapon on him, which you should. The Gas Globes depend on the army you're fighting, but watch out for the short-range. The ratlock pistol is the best all-around choice, 2 shots, and paired weapons in melee. The Jezail is up to you, he has better to-hit than the unit, but watch out for him hitting himself with it occasionally. '''Sicarra Assassin''' One scary boy. No armor but Aegis 4+, 5 attacks in melee with poisoned attacks and multiple wounds (d3 vs characters). They are expensive, but one of these in the right place can discourage your enemy from even coming near. The multiple wounds also apply to his ranged weapons, so feel free to pick on a monster mounted character. '''Plague Patriarch''' Can only be a wizard adept, but gets to pick whatever spell you want. He is a bit of a fightier wizard but does not have the defenses available to your fighty people. Take a buff daddy if you want one, Plague Pendulum is fun. ====Character Mounts==== '''Vermin Guard Litter''' A great defensive boost, more attacks, a boost to commanding presence, and it is still standard infantry so it can hide in units. A great mount choice and a steal at 75 points. '''Vermin Hulk Bodyguard''' More attacks and health but less armor and the only unit you can hide in are vermin hulks, which isn't a bad choice and if you want a unit of those roaming around you might as well have a chief roll with them. '''Monstrous Rat''' One fast boy that you won't be able to hide anywhere but give you a fortitude 4+, great attacks, and a breath weapon with toxic attacks. Don't put your general on one, but a chief missile will be hard to put down and can do some work. '''Plague Pendulum''' A melee monster. Adds 8 attacks with battle focus and hatred and give your plague daddy +2 armor and an aegis 4+. It comes with impact hits 1d6+2 and grind attacks 1d6+2 that can only be dumped to its front facing, but that should rarely be a problem. You can only roll with Plague Brotherhood, but that would be where you want him anyways. Occultism is a good lore for this monster, get Pentagram of Pain for some dakka and self sustain, Hand of Glory will make this monster stupid tanky as well as boosting the survivability of his unit. '''Doom Bell''' A magic blaster. It tanks up your magister like the pendulum, but also adds Channel 2, increased range, and a solid debuff to enemies. Above the masses increases the range of the magister's spells by 3", changes his front arc to be all around, 360 degrees, and can blast spells while his bell is in combat, sadly the way callous works he can't blast the unit he is in combat with. The bell itself gives a -1 to off/def skill to enemies within 18", at the start of your magic phase you can pump it to -2, but if you roll a 1 on the d6 test the bell breaks and damages everyone in base contact. More entertaining than actually bad, get it into contact and start ringing, only good things will happen. Has to roll with rats-at-arms or vermin guard, rats are better if you're on a budget and just need bodies, vermin guard can actually kill things.
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