Thursday, 8 April 2021

Warhammer 9th Edition 2.0 out now!

Don't be worried by the 2.0 number; it's not a whole new version of the game, just an easier way to keep track of which version you are playing than calling it 1.91. For this update, I have divided the changes into 2 different categories: "changes" and "clarifications" so you can get an easier overlook at was is actually different, and what is actually just made more clear within the existing rules. 

Also note that most of these changes are about rebalancing/tweaking several of the spells so they are more consistent with other lores in terms of range and casting values. So while some of these things might seem like nerfs or buffs, a lot of them are just making the boosted versions of the spells work in a different way, which should limit some extreme results as well as making it much easier to balance the army book lores for upcoming updates.

Lastly, I'm hoping this will be the last main rulebook update for quite a while (last one was over 6 months ago) other than adding some new picture examples to the book. I will still update it as needed, but hopefully that won't be for another year or so.

 

Changes:

  • Remains in Play spells can only be ended at the start of any Magic phase, not any time.
  • If your unit has more Unit Strength of your enemy, add +1 to the combat result. No longer requires double Unit Strength.
  • Breath Weapon Attacks are measured from any point of the model's front arc, not the mouth of the model.
  • A character model that joins a unit of Fast Cavalry gains the Fast Cavalry special rule as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type (explained in the Troop Types chapter) as them.
  • Fear: Units in base contact with one or more models that have the Fear special rule suffer -1 to their Combat Resolution. If the Unit Strength of all Fear-causing models in base contact is double or more, the Combat Resolution penalty is increased to -2.
  • Parry cannot be used against attacks that are made at +3 Strength over the model's own Strength value.
  • Skirmishers can disrupt as normal units.
  • Terror: Terror follows the rules for Fear. Terror does not give an additional Ld penalty.
  • Chariots in the second rank add +D3 Impact Hits to the chariots in the first rank.
  • Arcane Ruins: Any wizard within 6" of an arcane ruin may re-roll failed attempts to channel power and dispel dice.
  • Characters that cannot fit into the front rank of the unit may be placed in the second rank.
  • Cascading Fire-Cloak has a range of 12", no longer limited to just cast on the Wizard. Added boosted version with 24" range.
  • Boosted version of Glittering Robe increases range to 24" (for one unit) rather than all units within 12", 12+ to cast.
  • Boosted version of Pann's Impenetrable Pelt has a 24" range rather than aura effect.
  • The Curse of Anraheir has a range of 24", cast on 9+. Boosted version has a range of 48".
  • Boosted version of Savage Beast of Horros has 24" range rather than aura effect.
  • Transformation of Khadon is no longer remains in play (so cannot be dispelled once cast).
  • Earth Blood: the Wizard can choose to target one unit within 12". If they do so, the target gains Regeneration (6+) instead of Regeneration (5+).
  • Awakening of Wood: If the target is within 3" a forest, the number of hits is increased to 2D6.
  • Throne of Vines only ignores Miscasts on a 4+. It makes Awakening of Wood S5 instead of S6. Flesh to Stone is +3T rather than +4. Adds +1 to the Regeneration save of Earth Blood.
  • Boosted version of Speed of Light is cast on 16+ (bug fix).
  • Boosted version of Light of Battle has 24" range rather than aura effect.
  • Birona's Timewarp has 18" range, cast on 14+. Boosted version has 36" range rather than aura effect.
  • Windblast pushes the unit 2D3 rather than D3+1. Boosted version is 2D6 rather than D6+2.
  • Smoke and Mirrors: The Wizard may not march with their Fly move, is limited to 10".
  • Melkoth's Mystifying Miasma has a range of 24".
  • Boosted version of Caress of Laniph cast on 9+.
  • Soulblight is 10+ to cast 18" range. Boosted version of has 36" range rather than aura effect.



Clarifications:

  • Clarified that units that have 25% or less of its starting models left have their Leadership halved (rounded up).
  • Clarified that a rallied unit can cast spells as normal.
  • You must distribute any duplicate spells out as evenly as possibly between your wizards.
  • Clarified magical attacks and non-physical spells in the magic section.
  • Clarified targeting restrictions further for various spell types.
  • Spell Resolution: Note that if a spell is cast but cannot reach the target for any reason, the spell still counts as being cast, but won't have any effect.
  • Ultimate Power: Note that any 6's rolled on these additional dice counts towards Ultimate Power as well.
  • Duplicate Spells: Note that for whatever reason, a single unit may never be targeted by remains in play spells or spells that lasts more than one player turn more than once per Magic phase.
  • Moved Ward Saves to Saving Throws heading under Shooting chapter.
  • Added example on how to resolve multiple combats and break tests.
  • Added "special rules" under shooting modifiers with examples of the most common ones.
  • Moved Ignores Armour Saves, Dodge, Hover, and Parry to their own special rules headings.
  • Ice Attacks only affect enemy models.
  • Immunity and non-physical attacks: Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
  • Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
  • Added Movement table to Swiftstride rule to get a better overlook of it.
  • Clarified that you need to take a Psychology test in order to try and charge a terror causing unit.
  • Clarified Shrines joining units: Unlike most other units, a shrine may join other units of Infantry (except Skirmishers) following the rules for Characters and Units in the Characters chapter.
  • Clarified that Multiple Shots from Bows cannot be used as a charge reaction.
  • Barding and -1 Movement: Applies to model's Movement characteristics. When charging, pursuing or fleeing, deduct an additional -1 from the result of the distance rolled.
  • Clarified further how targeting works with both cannons and stone throwers.
  • Mentioned chariots under Lone Models and Movement.
  • Characters in challenges may still be affected various special rules and abilities that normally affect models in base contact.
  • Fungus Forest applies to Forest Goblins.
  • Abandoning Buildings: Note that no model may be placed more than double their movement value away from the building.
  • Minimum Units: An army must always include at least one Core, Special or Rare unit per 500 points and above played in addition to any Lords and Heroes. So, at 750 points you need two units, at 1250 points you need three units, at 2500 points you need 5 units and so on.
  • Warrior Familiar does not benefit from any weapon used by the character.
  • Clarified that Kindleflame causes an additional D6 hits on the unit, not per model.
  • Piercing Bolts of Burning: causes D3 Strength 4 hits for each complete rank in the target unit (rather than 5 or more models).
  • Regrowth: Models are added to the front or rear of the unit as you wish as long as the unit keeps a legal formation.

2 comments:

  1. I have to say like a lot of the changes. Cheap Undead who crumble less due to fear + easy outnumber CR Bonus? Yes why not. Do you plan to change Banshees Howl and Therrogheists Shriek too or should this change nerv them a little? And Skirmishers can disrupt, YES thank you :)

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