Saturday, 1 February 2020

Warhammer 9th Edition 1.71 out now!

This update changes the following:
  • Miscast Table's Daemonic Possession: The caster suffers one Strength 10 hit and loses a Wizard level and their highest levelled spell.
  • Clarified that Breath Weapons cannot be used to Stand and Shoot.
  • Clarified that any equipment or special rules that affect the model's regular Movement will also affect its Fly move, unless specified.
  • A Wizard with the Loremaster special rule knows all the available spells from their chosen lore (limited by their Wizard level as normal). 
  • Mounted models with Move or Fire weapons may still move and fire, but they will suffer an additional -1 To Hit if they do so, unless specified.
  • Fixed bug with Random attacks still mentioning rolling once for the whole unit.
  • Clarified that models with the Strider rule treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any Movement penalties or Dangerous Terrain tests otherwise caused by it.
  • If the chariot includes any crew in addition to the character, their armour saves are ignored when calculating the overall armour save of the model – only the character's own armour save is used.
  • Revised rules for Bound by Blood and Trusted Allies.

10 comments:

  1. Hi Mathias,

    I still think the Fragile Alliance rule gives the Forces of Destruction side a huge disadvantage (though understanding it from the point of fluff). Excluding Hobgoblins at this point, if you want to play a "classic" game of Order vs. Destruction it can only be Chaos armies on the dark side - or they have a hard disadvantage on their side before the game even started. For an Order Alliance it isn't even possible to gain this disadvantage. That said, I think the rule should be either deleted, or if you want to keep it be lowered in probability of the downgrade (eg. only on a roll of 1).
    Kind regards,
    Matthias

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    1. It's not only disadvantages to be desperate allies; you treat your allies as expendable, so you are much less worries about panic tests, for one. You are mainly limited in being allowed to cast augment spells on your allies.

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  2. I understand most of the changes but what's with the change to the Move and Fire special rule? If you're mounted, you still have to control the creature you're on and exceptions aren't that present.

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    Replies
    1. That's why you suffer -1 To Hit. You have many mounted weapons on chariots/monsters etc that have more or fire weapons, but that can still move and fire. Using a handgun/crossbow ain't that different. The horse is the one doing the movement itself, so the rider can focus on loading the weapon. There are historical precedents to this as well, but above all, it means these weapons are not borderline useless on fast cavalry.

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    2. Will the penalty persist for units that used to be able to use Move and Fire weapons while moving or will they suffer the penalty as well? What about Move and Fire weapons that do not roll To Hit?

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    3. Many of them will be exceptions to this rule, as they are now. Weapons that do not roll to hit would be uneffected.

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  3. Super nice! Thank you for this wonderful and huge work.
    One basic question: Are forests dangerous terrain for chivalry (wound on 1) and chariots (wound on 1-2) when MARCHING through? Found it unclear.

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    Replies
    1. That's correct, check page 110 on dangerous terrain in the main rulebook.

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  4. Thanks Mathias!
    If you have the time during next update you could add "march" under Forests and Movement p. 112. Currently it says: "...chavalry or chariot model charges, overruns, flees or pursues..."
    Thanks again!

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