- You no longer need to pass a Ld in order to redirect charges.
- Broken Concentration: If the total of the natural dice scores is 1 or 2, not only is the spell not cast, but the Wizard breaks their concentration and is unable to cast spells for the rest of the Magic phase (meaning you can still cast spells even if you otherwise fail your casting attempt).
- If you roll high enough so that the casting value of the boosted version of the spell is reached, you may choose whether you want to cast the standard or boosted version of the spell.
- Removed large target bonus for shooting US40+.
- Unit Strength 10 or more is required to cause Panic on friendly units.
- Clarified that Always Strikes First/Last are influenced by Initiative bonuses.
- Dodge cannot be used if the model is subject to ASL.
- Feigned Flight: A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction do not cause Panic from fleeing through friendly units and automatically rally in its next Compulsory Movement Phase.
- Hover moved to under the Fly special rule.
- Ice attack ASL take affect same turn, until start of next turn.
- Impact Hits: Clarified that Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. If a unit contains more than one model that inflicts a random amount of Impact Hits (such as D6), always roll separately for each model. Impact Hits hit a unit in base contact and are randomised as Automatic Hits (thus avoiding a situation where you can target character model with higher Unit Strength than the unit they are in).
- Lightning Attacks do not get +1 to Wound.
- Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire).
- Random Attacks: If a unit contains more than one model with this special rule, always roll separately for each model.
- Regeneration stacks to 4+.
- Skirmishers follow the rules for Feigned Flight.
- Sentient rule removed.
- Strength Bonus: Models with this special rule gain a Strength bonus to all their close combat attacks (including Impact Hits and Stomps) equal to the number in the brackets in the first round of each new close combat they are involved in. Note that any attack made with a weapon that gives Strength Bonus only applies to attacks made with the weapon itself. This rule is cumulative with other sources of Strength Bonus.
- Towering renamed Large Target.
- Warbeasts may be mounted on 20mm bases.
- When moving, the chariot model always uses the Movement characteristic of the beasts, although as the beasts are encumbered by the chariot chassis, a chariot suffer -1 to its Movement value, and can only manoeuvre using wheeling.
- Many Chariots have an armour save detailed in their army list entry, which is combined with any armour the crew might have.
- Shrines: When moving, the shrine model always uses the Movement characteristic of the models pulling or carrying it (rather than the slowest M). Some Shrines have an armour save detailed in their army list entry, which is combined with any armour the crew might have.
- Blowpipes are S1, have quick to fire.
- Musicians allow re-rolling Rally tests instead if +1 modifier.
- Swift Reform no longer requires passing a Ld test.
- Make way is back. Note that Make Way can only be used to move the character to another position in the front rank; it cannot be used to move the character to a rank in the flank or rear.
- Monster Mounts: Armour saves are combined as normal between rider and mount, but due to the size of the monster, any armour saves taken always fails on a 1 and 2 rather than a 1.
- All units can use the Inspiring Presence and Hold Your Ground rules.
- A war machine's Wounds are always considered to be equal to the number of remaining Wounds on the crew models.
- Increased casting values for spells that are lightning attacks in lore of heavens.
- Added diagrams from the 8th ed BRB to give clearer examples.
Sunday, 24 November 2019
Warhammer 9th Edition 1.7 out now!
A fairly large update, this update changes the following:
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Can someone recommend me good Empire próxies?
ReplyDeleteHey mathias, liking this update a lot. But whats up with blow pipes, strenght 1? If you didnt like them you could have just removed them entirely... Not that they were strong to begin with
ReplyDeleteS1 is the same as in mordheim, makes sense since it's not really the dart that kills you. With poison you always wound on a 5+, and at 2 shots each with quick to fire, they can be rather useful against high toughness enemies.
DeleteExcellent ruleset. Scattering cannons is my only reservation. I feel like there's an easier solution for cannons. Increase wounds on monsters, or decrease random damage to d3+1 or something. Everything else is truly great though IMO.
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ReplyDeleteGood update! By the way, do you have any plan of adding Khuresh as a playable faction, with a mix of Cathayan-style Imperial Infantry, War Elepehants,as well as hidden guerrilas supported by Ally of Convenience Blood Naga?
ReplyDeleteI think I may have found an error.
ReplyDeleteOn page 23, under Charge rules, the text states, "A unit's charge range is equal to its Movement value plus 2D6 (where you pick the highest score rolled)."
But then in the diagram picture on that same page, it shows a unit rolling a 1 and a 5 and then combining the two rolls into one to get a bonus of 6, instead of just taking the 5 and ignoring the 1.
Hello.
ReplyDeleteIn WoCh army book (9th ed) Dragon Ogres both types have Sentient special rule, but wha exactly is that rule? Search feature can't find it in WoCh Army Book nor Rulebook?