Friday 3 May 2019

Warhammer 9th Ed 1.5 out now!

This is another fairly hefty update for 9th ed, and the last one planned for a while (barring any important hotfixes). The plan is to keep the main rules as is for at least a few months, ideally at least until I have finished updating all army books (which I would estimate to take around 6 months or so). After that updates will be posted as needed.

This update changes the following:

  • You may not deploy the whole army as Ambushers, a minimum of 3 units per 1000 pts played must deploy as normal.
  • Your army must include 3 units per 1000 pts played, rather than 3 units in total.
  • Breath weapons can be used every turn. In close combat, you can choose between attacking normally and using the Breath Weapon. After it has been used the first time, you must roll a 4+ each time before attempting to use it again (this way, you do not need to remember if you rolled a 4+ the previous round or not to avoid abuse, and it also means you cannot rely on it too much). 
  • Clarified Quick to Fire when charging.
  • Grapeshot now fires an artillery dice + D6 shots.
  • Cannons no longer roll an artillery dice to extend range, but scatter half an artillery dice instead. If a Hit is rolled, the cannon ball lands on target (i.e. where you place the marker). Cannons have a minimum range of 12".
  • Stone Throwers are now S4 by default.
  • Regen works like an additional save (as in 7th ed), but any wounds inflicted count towards combat resolution, regardless of the wound being saved or not.
  • Added Dodge rule. Models with this rule gain the Ward save (*) against attacks in its front arc (including templates). This cannot be used against attacks that Hit automatically or that have the Always Strikes First special rule, nor can it be used by mounted models, unless specified. 
  •  Animated Constructs automatically pass all Leadership tests (will be an exception for Undead Crumbling).
  • All units except for Skirmishing Infantry and lone characters on foot suffer -1 penalty to their Movement characteristic in any turn they move through a forest.
  • Strongest version of Fireball now cast on 15+.
  • The casting value needed for a Lore of Metal spell is lowered by -1 if the majority of the models in the target unit has light or medium armour, or -2 to if the majority have heavy or full plate armour.
  • Gehenna's Golden Hounds ignores Look Out sir. 
  • Regrowth is 9+ to cast.
  • The Flock of Doom inflicts 3D6 hits, 6+ to cast.
  • The Monster profile from Transformation of Khadon now has WS6, S6, T6, W6. Wounds suffered between transformations are not carried over.
  • Lore of Heavens Lore Attribute changed to Fate Manipulation: When a spell from the Lore of Heavens is successfully cast, roll a D6; on a 4+, the Wizard can re-roll one dice to either change the casting result or the number of Hits inflicted by a spell when casting further spells for the remainder of this Magic phase.
  • Iceshard Blizzard gives -1 to WS, BS and Ld.
  • Shem's Burning Gaze boosted version 12+ to cast.
  • The Speed of Light gives the target the Always Strikes First special rule rather than WS10 and I10.
  • Smoke and Mirrors allow the Wizard to make a Fly move up to 12" rather than swapping places with a character.
  • Steed of Shadows can only be cast on Infantry characters. In addition, the target will counts as being Ethereal for the purpose of resolving missile attacks against it until the start of the caster's next Magic phase. 
  • Penumbral Pendulum has a fixed range of 24".
  • You can now take duplicate spells easier; but you may not cast them more than one per magic phase.
  • A unit cannot be affected the same spell more than once at any one time (see Duplicate Spells under spell resolution).
  • Skirmishers close ranks after the charge move has been completed, not before.
  • Added examples of Psychology tests that Immunity (Psychology) ignores.

12 comments:

  1. I like the dodge rule, but things that give automatic hits like impact hits and stomps are exactly the things you would instinctively try to dodge. I think you would try to dodge from an oncoming train or a giant stomping foot and likey succeeed better, than trusting a flimsy magic amulet to let it pass harmlessly through your body in magical mysterious ways;)

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    1. I suppose that would make sense. Could make it so you cannot dodge magical attacks that auto-hit (like spells) then, should solve that issue.

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  2. Good changes overall. I can't access the document at work, so I was wondering if you have specified whether or not a character's armour is considered for the lore of metal attribute when casting golden hounds. Or would you still have to consider the whole unit, even though they are not actually being targeted.

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    1. The lore attribute is based on the majority of models in the unit, so the second solution is the correct one. The character is part of the unit, after all.

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  3. -Little iffy about making Breath Weapons have multiple uses. You'll have to change all Breath Weapon points costs. It's also questionable why something can breath fire all day at some times while at other times can only spew flames once.
    -I really did prefer the original Smoke and Mirrors ability to ambush wizard hunters with other characters.
    -Just have it that Animated Constructs have both Unbreakable and Unstable. Their leadership in terms of tactics is really dependent on the fantasy equivalent of their AI so having to take Leadership tests to reform, restrain pursuit and such makes sense.

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    1. - Current breath weapons are not really worth the points as is, so there's not much need to change the points costs. Making them work on a 4+ is so that you cannot just fly around and spam dragon fire all round with 100% reliability. Surely you too can run out of breath, maybe some Dragons need to give up smoking ;)
      - Issue was that it was too inconsistent. It will be updates so you can move your wizard out of combat. The new version also means you can cast a spell, teleport to a new position and then throw down a pendulum right down an enemy flank, so overall it will be more useful now I'd think.
      - All animated constructs are not unstable though (like Rune Guardians). Not completely sure I agree on the last part; have their ever been a case in the lore of skeletons not following order to the letter when it comes to maneuvering? Restraining from pursuit is a psychology test though (essentially overcoming the surge of adrenaline or bloodthirst), so skeletons being forced to pursue does not really make sense (IIRC, they did not need to do that in 6th or 7th either when you were ItP).

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    2. Hello ,
      where can you find a list of animated constructs?
      because the runes guardians you mention do not have the rule animated constructs.

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    3. It's a pretty new special rule, it has not been implemented in any army book book yet, but will apply to Undead, Rune Guardian, etc.

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  4. Oh didn't know there's two type of anim constructs. Bit confusing having same special rule name with the TK one. I first thought why Roland even suggested them having Unstable rule :D

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    1. Yeah, the Tomb Kings version will be revised so it's less confusing.

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  5. Im not sure about the cannon changes. They were not overwhelmingly amazing before with the model under the point sustaining d6 only, but we'll see.

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    1. They were a bit too easy to snipe with before, but I'm open to feedback :)

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