Friday, 6 March 2020

Warhammer: Orcs and Goblins 9th Ed 1.2 out now!

Updated to 1.22:
  • Fear Elves: Models with this special rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves rule as causing Fear against them.
  • Netters: Roll a D3 for each rank of 5 or more models in your unit; the result is the number of enemy models in a fighting rank has become entangled (distributed as hits from shooting). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle their own unit instead. Clarified that Netters are equipped and may fight like the rest of the unit. Cost 1 point per model (for the whole unit).
  • Troll Hag's Smother: The target suffer D3 Wounds which Ignores Armour saves. This has no effect on Animated Constructs.
  • Squig Hunters may take a champion. If the unit includes Nets the unit follows the rules for Netters (see Night Goblins). If the unit includes Clubs all models fight with +1 Strength in close combat. If the unit includes Prodders all models gain the Fight in Extra Ranks (1) special rule.
  • Fixed bug with Squig Herders being possible to field in unlimited numbers. Each Squig Herder now costs 3 points per model. Squigs cost 8 pts.

Updated to 1.21:
  • Fear Elves: Models with this special rule treat models with the Elven Grace special rule as causing Fear against them.
  • Added separate profile for Big Stabba. Clarified that they are otherwise equipped like the rest of the unit.
  • Gore-Gruntas do not have spears by default, cost 56 pts. 
  • Goblin Wolf Chariots may add an additional Giant Wolf and crew member.
  • All Netters must be placed into the first two ranks of the unit, but are otherwise equipped like the rest of the unit.
  • Clarified that Hatred (Dwarfs) only apply to the Herders, not the Squigs.
  • Trolls cost 37 pts, upgrades to Stone- or River Troll costs 8 pts.
  • Mither Result: Neither the Troll Hag nor the target actually fight if they have not already done so this round. The Troll Hag automatically wins the combat by 2 points or more. This result has no effect against Animated Constructs.
  • Giant Yell and Bawl attack: The Giant (not it's whole side) automatically wins the combat.
  • Fixed a few remaining bugs. 

This update changes/fixes the following:
  • Fixed bugs with units missing their race type.
  • If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base Strength on his unit.
  • Gore-gruntas have the Duff Up da Big Thing special rule. Do not cause Impact Hits (D3) (the tusker charge rule is plenty enough damage-wise). Cost 58 pts.
  • A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit. Each Big Stabba model has the Impact Hits (D3) special rule. Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain. The unit may upgrade two Savage Orcs to a Big Stabba for every 10 models.
  • Added back spears to goblin wolf chariots, so they have both weapons.
  • Netters: On a roll of 2-6 an enemy model in a fighting rank has become entangled (distributed as hits from shooting). If a 1 is rolled, the Netters have instead managed to cast the nets amongst their own ranks, and entangle their own unit instead. A model that has been entangled suffers a -1 penalty to their Attacks (this applies to both the rider and the mount) until the end of the close combat round. Netters are always the last models to be removed as casualties; the nets are picked up by other Night Goblins in the unit (excluding any Command Group models) should they be slain.
  • Magic Mushrooms are optional.
  • Twackwheezer Puffshrooms replace the Fanatic's normal Strength 5 Hits. All models Hit must pass a Toughness test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs.
  • Sneaky Snufflers have Immunity (Psychology). Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. The follow the split profile rules for Cavalry.
  • Squig Hoppers may take spears and light armour, may upgrade one squig hopper to a champion.
  • A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has the Loremaster (Spells of da Spider God) special rule.
  • Improved Troll Hag's attacks for Smother, Mother, Mither, Grind its Bones and Pick up and…
  • Giant's Hurl attack auto-kills enemy.
  • The Facebeater special rule: The target is reduced to Weapon Skill 1 rather than suffer -5 WS.
  • Da Black Gobbo has the Surprise! Special rule.
  • Nikkit! Nikkit! Has a 12+ casting value. The target suffers D3 Strength 4 Hits which Ignores Armour Saves. If the target has one or more magic items, randomly select one of them – that item is stolen on the roll of 3+.
  • Squig Lure: The target units may add an additional D6" to any non-flee Move they make.
  • Removed "and compare the Unit Strength between this unit and the target unit" from Great Green Spite spell.
  • Fixed several more bugs with inconsistencies between bestiary and army list.

4 comments:

  1. I think Da Black Gobbo should have Scout as well. I understand the lack of puffballs because he can give it to massive goblin hordes but putting him among Nasty Skulkers should be an option, especially if you have something else as your General like a Warboss who has higher leadership.

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  2. I like that your refining the books. I do hope you're doing okay in the pandemic. By the way, I am curious about something. There was a region I don't recall mentioned in the other books: The Hinterlands of Khuresh. Any plans for that region? I do recall reading mentions of snakemen there.

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  3. Thanks for all the work you do, however, I think the Forest Goblin ability to re-roll a dice per spell is unfair. It makes miscasts almost impossible and when they are mounted on an arachnarok spider with a 4+ ward save they are incredibly difficult to kill. The book of hoeth is 60 pts for the same ability (+ dispel) and makes it so a wizard can't also get a 4+ ward save with it

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