[Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Warhammer Fantasy Battles -pelin palsta, jossa on tarkoitus keskustella kaikista niistä aiheista, jotka eivät sovellu muihin otsikoihin. Kysymyksiinkin vastataan, mutta käytä kuitenkin ensin hakua.
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Lord of Carcassonne
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja Lord of Carcassonne » Ma 29.08.2016 14:40

Kiitos infosta. Ainakin mun Warhammer New Dawn saa materiaalia tuosta =).
WHFB pelit 8.edikassa.(1.1.2014 alkaen)
Armeija V/T/H
Bretonnia 0/0/0
WH40k pelit (1.1.2014 alkaen)
Tau empire 10W/1T/9L Eldars(Iyanden): 2W/1T/7L CSM 6W/0T/10L Iron hands 6W/0T/3L

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St. Jimmy
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 25.10.2016 19:24

Parit päivitykset tullu:

Dogs of War:
Been a bit slow with updates of late due to work and Witcher 3, but I should be able to finish some more updates during my vacation this month and the next (still have to finish the latest Dragon Age though!). I have also been working a lot with compiling material from all the older army books as well as ~300 White Dwarfs to make sure I don't miss out on any interesting stuff.

Anyway, the Dogs of War update contains the following:
  • Removed war hammers (technically other armies use them too without any additional special rules).
  • Made pikes the same as Estalia and 9th ed.
  • Added full plate armour options to captains, freelancers and paymaster's bodyguard (since full plate where pretty well available during 1450's Italy and is worn by several RoR's already).
  • Lifted Sellsword Veteran restriction a bit.
  • Added more background to Giants.
  • Added Leitpold the Black.
  • Lorenzo Lupo has light armour.
  • Assassins no longer have light armour.
  • Goldseeker have light armour by default, can upgrade to full plate.
  • Goldseeker has T5 (bug in previous version).
  • Duellists are Unit size 10+.
  • Giants are ItP.
  • New short story added.
Myöhempi päivitys tuli RoRin kanssa:
  • Light crossbows removed, replaced by normal crossbows (which fits better historically and with the models available).
  • Best money can buy no longer give AP, capped at 4+/3+ for infantry (so can never be better than full plate).
  • Added racial distrust to all non-humans except halflings.
  • Removed ASF from assassins, 60 pts.
  • Maneaters and Rhinox riders have the same profile as RH: Ogre Kingdoms.
  • Crossbowmen with handguns counts as special choices.
  • Gave Halflings short and nimble special rule instead of forest strider.
  • Several bugs fixed.

Regiments of Renow:
  • Manann's Blades added.
  • Birdmen have normal crossbows.
  • Amazons no longer have light armour.
  • Asarnil have Martial Prowess instead of ASF.
  • Fighting Cocks have short bows, 8 pts/model.
  • Manflayers no have ASF or AP for their crossbows.
  • Wolfboyz no longer ignore penalties for stand and shoot.
On top of this, I am also planning on updating the RoR's that was included in various Citadel Journals over the years, along with other fan-made RoR's. The reason I'm not including them in this book is because they did not have any official models made for them, and are as such not as recognizable to the players. Hence they will get their own small document similar to how I have made the currently fan-made RoR's available. This will be later down the pipeline though, as I want to focus on the main books first.

Estalia:
  • Estalian Steel removed (seeing as neither Dwarfs nor Elves have it, it does not really fit that human smiths would be able to make better weapons).
  • Pikes work the same as 9th ed (for 8th ed).
  • Pikemen may now have halberds.
  • Removed griffon upgrades.
  • Cheaper Aventuros.
  • Cheaper Rodeleros.
  • Sisters of Fury can no longer take javelins.
  • Sisters of Fury, Royal Guard and Black Watchmen have US 10+.
  • Juan Federico is now mounted by default.
  • Some additional fluff for pikemen, rodeleros and genitors.
Halflings:
  • Short bows replaces bows completely (fits better with their size and fluff).
  • Removed Forest Strider from the army list (were already gone from the bestiary).
  • Lords of the Harvest 7 pts.
  • Moot Ogres does not have LA by default, 27 pts. Ogre Charge works like RH: OK.
  • Additional fluff added to halflings in the empire.
/// Tuli vielä tänään pikkupäivitys hobboille:

Hobgoblins:
  • Kheshig have the Vanguard rule.
  • Rhinox have a 5+ save.
  • Giants are ItP.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
Sanoi Santeri Kinnunen levyraadissa.

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St. Jimmy
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 31.01.2017 19:57

Nyt on tullut taas vauhtia ja päivityksiä. Varmaan helmikuun lopussa tai maaliskuun alussa alkaa ilmestymään päivityksiä tutuimmille armeijoille.

Kindoms of Ind
This update changes the following:
  • New Special unit: Camel Gunners - cavalry with S5 handguns.
  • Deva units may use the Ld of Deva characters within 12" (to offset them not being able to use the Ld of the army general or BSB).
  • Vishkanya does not have ASF or ward save.
  • Rajputs can have great weapons, no additional hand weapons. Does not have armour by default.
  • Holy Warriors have light armour.
  • Sowar Horsemen called Zamindar Horsemen, new background, have heavy armour, warrior caste.
  • Maiden Guard have spears and shields by default, no armour by default.
  • Peasant Levy have shields by default.
  • New background for Pindari Cavalry, are now lowborn caste.
  • Multiple spelling issues and name bugs fixed for consistency.

Kislev
Updated 26/4, see comments for more info.

This update changes the following:
  • War Wagons can choose equipment for the crew, default cost is 150 pts.
  • War Bear's Bear Hug only works on In, Ca and WB.
  • Tordimir has a 5+ ward save, 195 pts.
  • Stephan Rasin does not have LA or spear, 100 pts.
  • New short story on Miska's page, removed artwork (since it's really a depiction of Katarin according to Empire at War).
  • New background for Chekist, Boyars, Hag Witches and Kossars.
  • New art for section intros and back cover.
Nippon
This update changes the following:
  • New Special unit: Ozutsu Ashigaru - ashigaru wielding giant matchlocks: 18", S5.
  • Kenjutsu removed - the effect is instead moved to the Katana (which really makes more sense, since Kenjutsu means way of the sword, and the parry move would only really used with a single katana. It also makes Katana Samurai more worthwhile as your defensive "tank" option).
  • Cheaper samurai cavalry, Sumo Warriors, Onna Bushi, Red Devils, Wako Pirates, Warrior Monks.
  • Samurai Warriors no longer have 2HW option.
  • Ronin can take 2HW for free.
  • Great Guard no longer has Imperial Armour or Armour Piercing, 60 pts.
  • Yamabushi can have great weapon, light armour.
  • Shinobi/Sarutori Hanzo no longer have ASF, 75/210 pts.
  • Red Ronin subject to stupidity from his sword, 200 pts.
  • Warrior Monks have LA.
  • Mikoshi have LA, 120 pts.
  • Kirin have Scaly Skin (6+).
  • Some new art.
Norse
This update changes the following:
  • Revised weapon option costs for characters.
  • Increased BS for characters.
  • Ambush for Reavers is free.
  • Ice Drake has 4+ scaly skin.
  • War Mammoth crew follows the rules for elephants, stegadons etc.
  • Norse hunters may not have armour or throwing axes, may have standards and musicians.
  • Frost giants may have light armour, not heavy armour.
  • Reformatted some of the background.
  • New background for Skalds.
  • Some new art.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
Sanoi Santeri Kinnunen levyraadissa.

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St. Jimmy
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 04.07.2017 15:43

Kirjoja tulee pikkuhiljaa lisää. Tässä viimeisen puolen vuoden päivitykset:

Pirates of Sartosa
This update changes the following:
  • Dwarf Sea Dogs have the same special rules as other dwarfs.
  • Norse Reavers have Berserkergang instead of Frenzy.
  • Ironfist Mortars are S4.
  • Pirate crew may have great weapons (boarding axes).
  • Cheaper additional hand weapons and pistols for infantry.
  • Increased BS of Ship's Mates.
  • Changed unit sizes for Buccaneers and Harpooners to 10+.
  • Sea Serpent Riders have 6+ scaly skin.
  • Sea Giant have 6+ scaly skin.
Dogs of War
Very minor update here, changing the following:
  • Norse Marauders have Berserkergang.
  • Added background for Sellswords and Norse.
  • Some new art for Stradiots and bolt throwers.
Chaos Dwarfs
Very minor update, changes the following:
  • Additional background for Sneaky Gitz, Orcs, Goblins and Inferno Guns.
  • Devastators can replace their blunderbusses with crossbows.
Albion
Albion gets another update with some new stuff, having found some interesting things among the Sons of Kronos from Chronopia. As such, this update adds the following:
  • "New" Hero: Wyrd Druid (Druids simply get their own page and background, as opposed to just being on the Truthsayer's page).
  • New Special unit: Viridian Lords (unbreakable, regen infantry).
  • War Fury Ld penalty applies in combat rounds after the first, also affects Stubborn units.
  • Hunters can take warhawks, 1 pt cheaper.
  • Sidhe no longer cause Fear, 1 pt cheaper.
  • Warriors of Danu are skirmishers.
  • Pixies have Hover instead of Fly.
  • Additional fluff for Tribal Warriors, Woad Raiders, youngbloods, hunters, hunting hounds, clansmen cavalry, chariots, oathsworn and swordmaidens.
Expansion Plans
Update: Thanks for the feedback everyone! I don't have time to answer all individually, but I've updated this list with the suggestions I either forgot or that I think I can do justice. Some of the other suggestions will be likely be included in the various army books, and as such they are not featured here.

As this is something that often pops up, I'd like to get some opinions on what expansions you would like to see in the future. Expansions will be smaller releases that will contain some background on the subject, as well as some new units that can either be included in their main army or as a stand-alone force. Currently, I have plans for the following releases, sometime after I finish the main books:
  • Gnoblar Hordes - updated version of the White Dwarf list with more units.
  • Fimir - updated version of my old Fimir book, but with only the essential units and some basic fluff.
  • Champions of Chaos - a compilation of all Chaos special characters (too many to include in the WoC book)
  • Border Princes - smaller army list that allows you to make a combination of Bretonnia/Empire/Dogs of War with some new unique units.
  • Priests of the Old World - rules for priests of all the gods in the Empire.
  • Khorne - rules for including models from Battletome: Bloodbound in Age of Sigmar.
  • Tzeentch - rules for including models from Battletome: Disciples of Tzeentch in Age of Sigmar.
  • Steam Tanks - rules and background for alternative Steam Tank builds.
  • Dark Shadows - a re-release of the background (and maybe rules) from the 6th ed campaign.
  • The New World - a re-release of the background (and maybe rules) from the 6th ed campaign.
  • Storm of Chaos - a re-release of the background and variant army lists from the 6th ed campaign.
  • The Nemesis Crown - a re-release of the background (and maybe rules) from the 7th ed campaign.
  • Skirmish Rules - updated rules and scenarios for Skirmish from 6th ed.
  • Warbands rules - updated rules from 6th ed.
  • Path to Glory - updated rules from 6th ed.
  • Scenario Pack - compilation of all Scenarios published in White Dwarfs and campaign books.
  • Campaign packs - a re-release of the background (and maybe rules) from the 5th ed campaign books Perilous Quest, Grudge of Drong etc.
  • Magic Items - a compilation of magic items from previous editions that did not make it into the 8th ed cut.
  • Army of the Cairns - updated rules of the 6th ed list.
  • Zombie Pirates - updated rules of the 6th ed list.
  • Civil War - rerelease from 8th ed.
  • Sigmar's Blood - rerelease from 8th ed.
  • Hinterlands of Khuresh - smaller list of the race of Blood Nagas (maybe).
  • Mordheim Characters - Warhammer rules for the Dramatis Personae.
  • Warhammer Siege - updated rules from 5th/6th ed.
  • Monstrous Arcanum - compilation of the monsters that does not fit into the various army books.
  • Special Characters - updated rules of the special characters that won't make the 8th ed cut.
  • Stormcast - Warhammer rules for the models from Age of Sigmar (maybe), for people who want to be able to use the models. I'm not going to try and shoehorn them into the Warhammer World, merely make rules to make them compatible with 8th and 9th ed.
  • Ancient Warhammer: Army lists for Nehekhara, Tylos, Remas, Sigmar's Tribes etc.
Anything I missed that you want to see included?
Ogre Kindoms 8th ja 9th versio
Finally got to finish a new book! Clocking in at 136 pages, this version of Ogre Kingdoms adds a ton of new content compared to the 8th ed book, with a bunch of new units. I'd also like to give a big shoutout to Stefan Wolf who once again helped me out a great deal with both rules ideas and background for these new units, thanks a lot!

This update changes the following (compared to the RH list):
  • New Hero unit: Yeti Rimespeaker.
  • New Special unit: Rhinox War Chariot.
  • New Special unit: Gnoblar Skewerslinger.
  • New Special unit: Cragbeasts.
  • New Special Character: Jhared the Red.
  • New Special Character: Braugh Slavelord.
  • New Special Character: Groth Onefinger.
  • New Special Character: Ghark Ironskin.
  • New Special Character: Morg Magmaborn.
  • Greasus 395 pts.
  • Skrag 455 pts.
  • Golgfag 235 pts.
  • Bragg 175 pts.
  • Added Gnoblars upgrades for characters (including the new scalp-gnoblars and name-gnoblars).
  • Added Bicker to Gnoblars.
  • Added "Down to the Ironguts" to Ironguts.
  • Leadbelchers moved back to special, which fits better with their fluff.
  • Gave Ogres back LA by default to represent the gut plate (although they otherwise are unarmoured).
  • Slaughtermasters may take a "Butcher's Cauldron" to aid in spellcasting.
  • Removed Head Honcho (who will be included in the Gnoblar Hordes list instead).
  • Big Names moved to a separate pool, added Daemonkiller.
  • Thundertusks may be taken as mounts for Hunters.
Beastmen
This update contains a total of 16 new pages, and changes the following:
  • New unit: Mutants (as requested).
  • Added Dragon Ogres and Dragon Ogre Shaggoths (as requested).
  • Added more fluff on Gorthor's rampage.
  • Removed Man-bane from Beastlords.
  • Improved Khazrak's "Scourge"-weapon.
  • Plenty of new short stories added throughout.
  • Lots of new "fluff blurbs".
  • Some new art.
  • Some minor bug fixes.
Bretonnia 8th ja 9th
Updated 11/5

This larger update changes the following:
  • 15 additional pages.
  • New special unit: Brigands - Bretonnian mercenaries that can be armed with great weapons, crossbows, and handguns among other things.
  • New rare units: Ballista, Mangonel and Bombard*.
  • New special unit: Squires - simply bringing them back from 5th ed, which allows players to use their old models and bring back their fluff. This will cause some overlap with the Herrimaults, but I made their rules a little different to distinguish them from each other. Squires may not scout, but have the Peasant's duty instead.
  • Mounted Yeomen do not come with spears or bows as default, can choose crossbows (this means they can be used as classic squires/yeomen, hobilars or mounted crossbowmen).
  • Knight's Vow ignore Panic from models without the Knight's Vow, Questing Vow or Grail Vow (so they ignore Panic caused by Brigands and Herrimaults).
  • Foot Knights can take halberds (poleaxes).
  • War Machines may take a wall warden upgrade that allow re-rolling one artillery dice.
  • Pegasus Knights are now Ca, not MC. Royal Pegasus is a WB, not MB.
  • Expanded background for Louen and Fay Enchantress.
  • Reformatted layout and improved graphic design.
  • Lots of added fluff from Knights of the Grail (mainly about Bretonnian society and the Lady of the Lake).
  • Some new short stories.

*After some thought, I figured an "expansion" of only two pages would be rather pointless, and there is no real reason why Bretonnia would not have access to them in the background. Bombards were part of 3rd Ed, Man O' War, Warmaster and are mentioned as existing in L'Anguille castles in WFRP. However, to balance it out so Bretonnia won't become a gunline army, I've put some heavy restrictions on the number of war machines that can be included. This means that Bretonnian players who hate war machines in all forms can just skip those units, whereas people who want the option of more different kinds of firepower can now have that, without spamming those units. Hopefully a solution that almost all players can get behind.

So now you can finally choose to field every Bretonnian model ever made in some form (except the Ribault, though that one was never directly part of their army list). In effect, it's now also possible to make a more "historical" army, without (in my opinion) sacrificing any of the background that makes Bretonnia; Bretonnia.

9th Ed update will be out in a couple of days.

---------------------------------------------------------------------
This contains the same changes as the 8th ed update. Let me know of any transission bugs that might have occured due to having to remake it from the 8th ed version rather than just updating the current 9th ed version.

Also uploaded a new version of the 8th ed book with some minor changes based on feedback from the last update.
Announcing: Chaos Expansion!
As you can see in the Predicted Update Order, I've added four more books after Daemons of Chaos, one for each Chaos God. The idea behind this is that rather than having a very bloated bestiary section for the Warriors of Chaos, their main book will be focused on Chaos Undivided with all their standard main units and general background, and then each god will get their own expansion book with unique units and special characters (and most likely options to include Daemons if you are doing a mono-god army). This will also allow me to incorporate more of the Age of Sigmar models released (with fluff to fit the Old World of course) and really delve into their background, and let me tell you; there is a lot of that, too much to be included in a single book.

Let me know of your thoughts, as well as any particular issues or suggestions you might have for each upcoming book.
Tomb Kings 8th
Clocking in at 140 pages, this is the definitive tome about the Tomb Kings of Nehekhara, containing pretty much every official resource ever written about them. Once again, many thanks to Stefan Wolf who have been helping out with writing background for several of the new units and coming up with some of the new rules.

This book contains the following changes from the Ravening Hordes list:
  • New Special Unit: Bastethi (war beast/wizard unit, from WFRP)
  • New Special Unit: Ammut (MB)
  • New Special Unit: Tomb Barque (flying chariot, mentioned in the 8th ed BRB)
  • New Special Unit: Bone Thrower (bolt thrower, from Warmaster)
  • New Special Character: King Phar (from 6th ed TK)
  • New Special Character: Sehenesmet (from 6th ed WD)
  • New Special Character: Prince Tutankhanut (from 6th ed TK)
  • New Special Character: King Amanhotep (from Dreadfleet)
  • Settra is more expensive, but have regained a lot of magic item power from 6th ed.
  • Khalida now has Regen 4+, costs 290 pts.
  • Katep gives better regen to the unit he join, gains a bonus to raising dead models. His scroll now works like a dispel scroll, 340 pts.
  • Prince Apophas may re-roll his entombed beneath the sands roll.
  • Nekaph has the Blade of Mourning instead of flail of skulls, added vambraces of the sun and amulet of Neru, 160 pts.
  • Ramhotep 100 pts.
  • If the Hierophant is killed, another wizard may attempt to be the new hierophant by passing a Ld test.
  • Added Scorpion Armour to magic items.
  • Necropolis Knights can be emntombed beneath the sands.
  • Removed options for barding.
  • Ushabti no longer have a champion option (like other construct units), can instead take an Ushabti Ancient as a unit upgrade that give a blessing of your choice to the unit.
Tomb Kings 8th ja 9th
Updated 14/6:
  • Fixed correct points value for chariots in 8th ed (48 pts).
  • Fixed correct points value for archers in 9th ed (8 pts).
  • Changed cost of Necrosphinx poison upgrade to 5 pts.

Been a pretty long time coming, but I finally finished the 9th ed version for the Tomb Kings book, along with bug fixes and several changes for the 8th Ed version.

Changelog:
  • Tomb Kings and Princes have +1W again (same as official rules).
  • Carrion 20 pts.
  • Chariots 48 pts.
  • Rare Monsters have same points costs as the official 8th ed book.
  • The restless dead can be used on the same unit several times per turn.
  • Clarified which special characters are Tomb Kings/Princes.
  • Removed scaly skin from Necropolis Knights (since they already had a 3+ save with LA, mounted and undead construct in 8th ed).
  • Necrosphinx have regained normal killing blow.
  • Sphinxes and Khemric Titans are back at T8.
  • Khemric Titan no longer have scaly skin.
  • Khalida has ASF again.
  • Fixed bugs with Sphinxes WS(4) and Necropolis Knights A(2).
  • Added scythes as an option to chariots.
  • Chariot mounts have a 6+ save (5+ for the unit since the crew have LA).
  • Bastethi have ASF.
9th edition rulebook update
Been a while without an update to the main rules as there has not been much requested to change. However, here are some of the suggested updates and bug fixed I have found during playtesting:
  • Shields only work against missile attacks to the unit's front, for infantry the save from shields is increased to 5+.
  • Clarified that Regeneration does not work on wounds caused due to Unstable.
  • Units may reform to have more ranks than files in order to pass between narrow terrain or units.
  • Bug fix: Wizards do not add their Wizard level to their dispel roll.
  • Ridden Monsters use the highest armour save value of either rider or mount, not a combination of both.
  • Renamed halberds to "polearms", which encompass all kinds of halberd-like weapons like Cathayan glaives, Nipponese Naginata, Bretonnia volgues etc. This will be updated in upcoming army books as well.
Just some info about the Update Order
Due to Warhammer: Total War 2 being out later this year which will contain both High Elves, Dark Elves and Lizardmen (and as such, probably some new background that can be added to their books), I will postpone the planned updates for these books (as well as Wood Elves, since I want all Elf books to be released shortly after another) and focus more on the main armies of the Old World for the time being. This means that after the release of Orcs & Goblins (most of the work is done, still has some background stuff to edit), I will focus on the Empire, and then either Dwarfs or Vampire Counts. Chaos will still have to wait as I'm waiting to see what GW has in store for Nurgle and Slaanesh, so I know how much material I have to make an expansion out of.
Predicted Update Order:
  • Orcs & Goblins
  • Empire
  • Knightly Orders
  • Dwarfs
  • Vampire Counts
  • High Elves
  • Dark Elves
  • Wood Elves
  • Lizardmen
  • Skaven
  • Warriors of Chaos
  • Daemons of Chaos
  • Blades of Khorne
  • Disciples of Tzeentch
  • Apostles of Nurgle
  • Devotees of Slaanesh
/Tuli tossa pikkupäivitys sääntikseenkin:
Warhammer 9th Ed 1.053 Out Now
This update changes the following:
  • Fixed bug so Stone Throwers now have correct range, 12-60".
  • Clarified that characters may fire multiple shots in a unit that fire single shots.
  • Clarified that models with the Multiple Shots rule armed with weapons that also have the multiple shots rule (such as bows) only use the highest number of shots, as well as ignore the penalty for firing Multiple Shots. This has no effect on Tomb Kings, but will affect units such as Waywatchers.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
Sanoi Santeri Kinnunen levyraadissa.

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St. Jimmy
Viestit: 327
Liittynyt: La 21.10.2006 22:18
Paikkakunta: Vantaa ja Tampere

Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Pe 08.09.2017 02:10

Tulevaisuudessa kokonaiset kirjat tulee olemaan äänestyksen perusteella 9th editionin ja 8th edikan kirjat tulevat olemaan riisuttuja versioita, kuten Ravening Hordes listat. Täältä voi lukea syyn.


Warhammer 9th Ed 1.06 out now!
Some more changes here mainly meant to streamline some gameplay features a bit more. Some of these features were included in the first version of the 9th Age, and were solid enough that I think they are worth including.
  • Streamlined redirecting charges onto two fleeing enemies to "If this second unit also flees, you can instead choose to default back to charging the original fleeing unit". The original paragraph was unnecessarily convoluted.
  • Wounded Characters with Regeneration may regenerate while fleeing.
  • Parry can be used by Frenzied models, but not against Stomps (streamlines Frenzied models and makes them better with shields, while Stomps work the same as impact hits).
  • Shields no longer gives an additional bonus for infantry against missiles (fun idea, but a bit too fiddly in terms of gameplay. Feel free to houserule it if it's something you liked!).
  • Removed Stand and Fire special rule, now it's simply written under the relevant weapon entries (as it was very fiddly and too similar in name to Stand and Shoot).
  • Stomp causes D6 hits, no Initiative test is taken. This makes it on par with things like Impact Hits and template weapons that works in a similar fashion.
  • Units costing less than 50 points must all deploy at the same time - this solves the issue of players deploying cheap chaff while the opponent must deploy bigger, more expensive units.
  • Infantry and Cavalry may be deployed on 40mm bases (in the case of Blightkings and Pegasi for example).
  • Clarified that Characters may only join a unit if they can fit in the front rank (some leftovers from 8th ed were still in there, confusing things).
  • Units with less than 25% of the unit left rally on half their Ld value, rather than double 1. This gives you a bit of better chance of rallying the remains rather than just blind luck.
  • Removed Insane Courage - while fun for the player who rolls it, it takes away some of the tactics when a superiour force fails to break a unit due to a lucky roll.
  • Overkill nerfed to a maximum of +3.
  • Characters who refuse a challenge cannot attack or use their Ld as before, but is otherwise left in the front rank. This saves the issue of having to fiddle around with moving the models while in combat, and means you cannot attempt to hide your wizards in combat.
  • Units still in combat after a round must always maximise the number of models fighting, which means "shuffling" the smaller unit closer after reforming if necessary.
  • Fixed some layout bugs.
For future updates, I'm also planning on adding diagrams to explain different combat situations more easily, as well as art and further layout improvements to take it out of its beta-like stage.

If there are other things from 9th Age or simply things you think could be streamlined further, let me know in the comments.
Warhammer 9th Ed 1.072 out now!

Updated 16/9:
  • Template weapons can only cause one hit on a single model in a building.
  • Ridden Mo gain +1Unit Strength.
  • Template weapons may not target units in close combat (the risk of hitting your own troops as well as unfair Mo sniping is too great).
Updated 8/9:
  • Fixed bugs with spears getting strength bonus 2.
  • Added strength bonus 1 to pikes.
  • Removed duplicate two hand weapons entry.
  • Stomps cause D3 hits against skirmishers and lone models.
  • Shooting into combat may only be done against units with US5 or more.
Well, the results of the poll are in, and it's pretty clear that the majority want supporting attacks to return! 26% liked the current system of 1 rank fighting, 41% preferred the 8th ed version, and 32% preferred to see a change to some weapons to balance it out. While the most popular option was the 8th ed version, 59% did want another option, and as such, I do think trying to fix the issues that 8th ed had with supporting attacks is the best way to go rather than just bringing them back wholesale.

I personally do not have a problem with supporting attacks per say, the issue with them was only really that it benefitted certain weapons too much, while other were made much worse, especially combined with the Horde rule. As such, this update contains the following changes to attempt to fix this, and more:
  • Supporting attacks are back (Horde is not).
  • Great weapons get +1 Strength and the Strength Bonus (1) special rule, meaning you only get +1 Strength after the first round. This makes great weapons more like shock troops weapons, but are not completly useless like flails after the first round (other alternatives discussed was +1S and AP, no supporting attacks and no strength bonus for supporting attacks, but I think +2 strength the first round is the best way of keeping them close to their original role).
  • Spears get +1 Strength when charged by WB, Ca, MI, MB, MC, Ch, and Mo.
  • Additional hand weapons get the Parry special rule.
  • Javelins get armour piercing instead of multiple shots (2).
  • Throwing axes no longer get multiple shots.
  • Throwing weapons have range 8".
  • Units within 4" of enemy flanks or rear may shoot into combat. Rolls of 1 results in hitting your own unit. This makes skirmishers and fast cavalry with missile weapons more useful after the first turns, when most units are engaged in combat and their use on the battlefield is negligible.
  • Only Unit Strength 5 is required for +1 Charge combat resolution.
  • Removed Charge Bonus special rule, it is now simply Strength Bonus listed as only working when charging under the applicable weapons.
  • Charge Distance is measured to the nearest point that you can draw a straight line to between the units involved (rather than the closest distance period, which means you technically can measure the range between impassable terrain, even of the charging unit would have to wheel around it).
  • Models with multiple attacks must allocate all their attacks towards the same target (just like shooting attacks).
  • Clarified that combat reforms are made after any pursue distance is made (in case of combats involving multiple units)
  • Removed "Look Out sir" roll, as long there are 5 rank and file models, you hit one of these automatically instead. This removes character sniping completely as well as avoiding too see your general die from an unlucky roll.
  • Cannons no longer scatters, but work as in 8th ed. Having playtested it more myself, the scatter rarerly has any effect anyway, and so just slows down the game. With the limitation on only firing in a 45 degree arc as well as only direct hits causing D6 Wounds, Monsters already have a better chance of survival compared to 8th ed.
  • Removed Last Stand rule, banner bearers now flee with their unit and keep their banner (unless killed of course).
  • Seized Standards now also applies to units that dies from a sucessful pursuit move.
  • Volley Fire can be used to Stand and Shoot against Flyers and Large Targets. It gives -1 to saves from cover (e.g. hard cover counts as soft cover, soft cover does nothing). Does not apply to buildings or forests.
  • Characters are limited to 35% of the army. Lords and Heroes may be 25% as before, but no more than 35% in total. This is meant to take the game away from Hero-hammer further and focus more on the units themselves.
  • You may use a maximum of three dice when casting bounds spells (just like level 1 wizards).
  • Fixed bug with frenzy not allowing parry.
  • Fixed bug with Overkill giving +5 CR.
I am planning some possible changes to the magic system with the next update if necessary. Are there anything you think needs to change with the current system in regards to casting values and how casting works?

Warhammer: Orcs & Goblins 8th Ed 1.0 out now!
Clocking in at 216 pages, this is by far my longest book to date (though likely to be beaten by at least the Empire and High Elves when they are finished)! This book comes with plenty of new characters and units, extended information on all Waaaghs!, greenskin society, tribes and a bunch of short stories previously printed in various White Dwarfs throughout the ages. In short, this would be your ultimate tome of everything Orcs and Goblin related in Warhammer.

New features/changes include:
  • New Lord choice: Forest Goblin Warboss.
  • New Lord choice: Forest Goblin Great Shaman.
  • New Hero choice: Forest Goblin Big Boss.
  • New Hero choice: Forest Goblin Shaman.
  • New Hero choice: Orc Warchanter (from AoS)
  • New Special Unit: Goblin Nasty Skulkers (stand-alone skirmish/scout unit).
  • New Unit Upgrade: Goblin Jesters (from Citadel Journal).
  • New Rare unit: Gore-gruntas (from AoS).
  • New Special Character: Gorfang Rotgut (from 5th Ed).
  • New Special Character: Morglum Necksnapper (from 5th Ed).
  • New Special Character: The Black Gobbo (from US GW site).
  • New Special Character: Borgut Facebeater (from Storm of Chaos).
  • New Special Character: Badruk 'Eadsplitta (2000 Games Day model).
  • New Special Character: Bigfeet Bonehead (from Citadel Journal).
  • Characters may only join models of the same type (so you cannot have a Savage Orc or Goblin Warboss leading a unit of common orcs for instance).
  • Great Cave Squigs have S6.
  • Mangler Squigs are no longer Armour Piercing.
  • Improved statline for Colossal Squigs.
  • Nerfed statline and special rules of Squig Gobba to be more on par with Great Cave Squigs.
  • Removed "extra boingy" since it's hardly ever being used.
  • Changed "get 'em" result on Animosity table to only affect units within 3".
  • Gorbad Ironclaw 335 pts, no longer auto-dies when fleeing like normal BSB's.
  • Azhag 460 pts, have Daemon Staff magic item that gives +1 to cast.
  • Grimgor 320 pts, have MR(1) magic item.
  • Wurrzag 330 points.
  • Grom 240 pts.
  • Skarsnik 265 pts.
  • Gitilla 70 pts.
  • Snagla Grobspit 90 pts.
  • Snotlings 15 pts.
As you can see, I've included rules for both Gore-gruntas and Warchanters from Age of Sigmar, as requested. I decided to not include separate rules for Brutes and Mawkrushas as these can already be represented by Big 'Uns and Wyverns. So now Orcs and Goblins have both MC and a support character which adds something new to their roster.
Orcs and Goblins 8th Ed 1.01 out now!
Reckon this update should have been out a month ago, but I've really been focused on the main rules as well as working on the Empire, Dwarfs and Vampire Counts lately. But anyway, this update changes the following:
  • New Rare Unit: Orc Brutes (W2 orcs, a mini-Big Boss unit essentially).
  • New Monster Mount: Maw-Crusher (from AoS).
  • You may take one unit of Big 'Uns for each Orc Warboss of the same type in your army.
  • Fix Skullmucha statline bug.
  • Goblins still Fear Elves with an Orc Bully.
  • Fixed Arachnarok points cost for Shamans.
  • Clarified that Size Matters makes Orcs ignore Panic from Goblins and Snotlings.
  • Snotling Pump Wagon strength bug fixed.
  • Snotlings do not counts towards minimum core.
  • Added smoke bombs to Nasty Skulkers.
This will likely be the last complete army book update for 8th ed. 9th ed version will be released soon.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
Sanoi Santeri Kinnunen levyraadissa.

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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Su 22.10.2017 12:42

Warhammer: Orcs & Goblins 9th Edition 1.01 out now!
Updated: 20/10
  • Nasty Skulkers have I3, A1 and the Surprise! special rule, giving them ASF and AP when attacking in the flank or rear.
  • Forest Goblin Shamans may re-roll failed channelling rolls instead of re-roll power dice when casting.
  • Brutes moved to special, Trolls moved to Rare.

    Well, I did promise it would be done this week, so here it is. It contains a few bug fixes from the 8th Ed as well, with the normal 9th ed changes.

    I plan to finish the Empire book sometime next month as well. I've yet to finish proofreading and adding all the art and fluff blurbs, but other than that it's pretty much finished.
Warhammer 9th Ed 1.073 out now!
This update changes the following:
  • Volley Fire cannot be used if the target is within half the weapon's maximum range.
  • Clarified that a chariot mount follows the rules for ridden monsters in regards to Split Profile.
  • Frenzied models can take a Ld test to restrain from charging again.
  • Fast Cavalry and skirmishers may reform twice duing their move; once before they move, and at the end of their move.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 12.12.2017 01:47

Warhammer: Empire 9th ed 1.0 out now!
Well, it's only taken around 2 years longer than planned, but here it finally is; clocking in at 244 pages it is by far the longest book I've put together (and hopefully will be too!). The book contains the following changes from the Ravening Hordes list:
  • New Special Unit: Sisters of Sigmar
  • New Rare Unit: War Wagon
  • New Special Character: Valten
  • New Special Character: Thyrus Gormann
  • New Special Character: Boris Todbringer
  • New Special Character: Aldebrand Ludenhof
  • New Special Character: Valmir von Raukov
  • New Special Character: Magnus the Pious
  • New Special Character: Elspeth von Draken
  • New Special Character: Theodore Bruckner
  • New Special Character: Jubal Falk
  • Grand Masters require you field at least one unit of Knights.
As well as this release, you will also soon get an update for Knightly Orders just to bring a few things up to par with 9th ed. After this, I will release a small expansion for Steam Tank Variants as well as a few short stories that include them in battle. Later on, I will work on making rules for the Priests of the Old World, such as Taal, Morr, Verena and so on, including background for all the cults in the Empire. As well as this, I plan to make a Colleges of Magic expansion with fleshed out background from WFRP, rules for Arcane Battle Altars from the other colleges, and probably rules for each of the Patriarchs of the different colleges.

8th ed Ravening Hordes version will updated in around 2 weeks.

As usual, let me know of needed bugfixes and various feedback. Hope you enjoy the book!
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja Aarresaari » Ti 12.12.2017 11:46

Käsittämätön määrä työtä tolle kaverille (kavereineen) kyllä maistuu iliman mittään palkkion mahdollisuutta emäyhtiöltä. Arvostan jollain maanisella tavalla ihan hirveästi tuota uskollisuutta vanhan ajan kotihammerin hengelle, varsinkin siitä asti kun 9th age lähti haarautumaan selvästi omaksi jutukseen. Yhtään peliä en oo näillä kirjoilla pelannut, vaikka Dogs of War onkin ollut suunnitelmissa, enkä tiijä mittään oikeasta tasapainosta. Mua tää ajatus silti viehättää ja kaoottiset voimasuhteetkin on helpompi sietää kun yksikköjen nimet on Longbeards ja Greatswords. Oon vähän jäykkä semantikko, mutta tunnepohjanen harrastushan tää on.
Ostan crewejä goblinien sotakoneisiin.

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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 12.12.2017 18:57

Joo on se hieno ja valtava työmäärä mitä Mathias tekee. Periaatteessahan tuolla tulee olemaan melkein koko Warhammer Fantasy koottuna ja vielä ihan järkevän oloisilla säännöillä. Kaikkia tuttuja special charactereita löyty, yksiköitä menneisyydestäkin on tuotu takaisin ja vielä on muutamia uusiakin lisätty, että varmana voi tehdä omanlaisensa listan. White Dwarfit, ja Warhammer Rope on käyty tarkasti läpi lisämateriaalien toivossa. Käytännössähän koko Warhammer Fanatasy maailma tuplaantuu, sillä monet alueet/armeijat mitkä eivät koskaan GW:ltä listaa/kirjaa saaneet, tai niitä ei ylläpidetty, löytyy tästä.

Yksi peli tuli nopeasti pelattua ja aika mukavalta tuntui säännöt. Ampuminen on pirun kovaa, jos vain ampujat pysyvät paikallaan, sillä sillon bowit ainakin saa multiple shots(2) ja yli puolen rangen penalty on poistettu kokonaan säännöistä. Ampuja fast cavalrykaan ei tarvitse enää mennä combatiin vaan voi jäädä 4" päähän selkään ampumaan lähitaistelussa olevaa yksikköä.
20 blokki high elf jouskareita sai aika nätisti 4kpl TK kärryjä alas parissa vuorossa ampumisella. Tosin haltijat menettivät ASF ja re-rollit, nyt re-rollaa vain ykköset.
Taikavuoroakaan ei ihan kokonaan pitäisi pilata mikään huono winds of magic heitto, sillä channel on huomattavasti helpompaa ja bound spellitkin on järkevimpiä tuomansa nopan ansiosta. Taikoihin ei itsessään oo vielä koskettu oikein, niin ne on vielä yhtälailla (epä)tasapainossa kuin 8th editionissa.

Perusteeltaahan 9th edition ei paljoa poikkea 6-8th editionista, mutta on paljon sellasia pieniä muutoksia, joista suurin osa on järkeviä ja tuottaa mielikuvan "näinhän se kuuluisikin olla". Tosin mitään totista turnaus editiota tästä ei varmaan koskaan tule, sillä onhan pohjalla kuitenkin niin vankka Warhammer Fantasy.
Toivottavaa kuitenkin varmana olisi, jos pahimmat juustottelijatkin ottaisivat vähän kiinni kuitenkin tästä ja antaisivat palautetta, jos siellä on joitain pahoja reikiä löytyy.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja Lord of Carcassonne » Ti 12.12.2017 21:53

Musta mathias tekee hyvää työtä ja olen häneltä saanu omaani jonkin verran vaikutteita. Täytyy miehelle nostaa peukkua. Hän on vähän kuin idoli niille jotka tekee myös omaa faba versiota. Mathiaksella, minulla ja muilla on kuitenkin sama tavoite. Pitää warhammer maailma elossa vaikka sen eteen joutuisi itse käyttämään aikaa ja vaivaa. Mäkin tykkään että esineitä, kykyjä, yksiköitä ynm olisi laajasti jokaisella factionilla. Ilman mathiaksen uurastusta niin fabaa olisi vaikea pitää jpkseenkin ihmisten mielissä.
WHFB pelit 8.edikassa.(1.1.2014 alkaen)
Armeija V/T/H
Bretonnia 0/0/0
WH40k pelit (1.1.2014 alkaen)
Tau empire 10W/1T/9L Eldars(Iyanden): 2W/1T/7L CSM 6W/0T/10L Iron hands 6W/0T/3L

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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ma 08.01.2018 01:09

Tein 24 sivuisen mini version 9th editionin säännöistä, kun vähän hankalaa tarkistella netistä niin moni sivuista sääntistä tai tulostella niin monia sivuja. 12kpl A4 papereita kun tulostaa molemmin puolin, niin on jo mukavan kompakti paketti ja ehkä näkee helpommin ison sääntiksen erot 8th edikkaan. Tosin ei luonnollisesti ihan kaikkea löydä, kuten BSB antaa re-roll vain break testeihin ja challenget on vain nykyään charactereille. Ladata sen voi täältä: https://groups.google.com/forum/m/?hl=e ... Zv0uwvWlDg

Empire sai myös pientä fiksailua:

Warhammer: Empire 9th ed 1.11 out now!
Update 4/1:
  • Warrior Priest prayer's do not affect detachments (as detachments do not exist anymore).
  • Witch Hunters do not have light armour by default.
  • Fixed bug in army list where Marksmen have A2 and Preceptors have A1.
This update contains the following changes:
  • Removed Knights Panther, Blazing Sun and White Wolves from the book, these can instead be accessed from the expansion with the correct special rules for their Grandmaster.
  • Removed skirmishers from Sisters of Sigmar, is now optional. Added Immunity (Fear). Nerfed to Ld7 like in Mordheim, champions have WS4. Can only have HW and shield, as befits their models. Will get more options in the Priests of the Old World expansion.
  • Cut off Valtens backstory to after he saved Lachenbad so the story does not interject with Volkmar's current fluff. Valten as the Champion of Sigmar will be made available in Storm of Chaos later.
  • Kurt Helborgs armour can never be made worse than 3+, rather than rerolling saves.
  • Boris Todbringer has a shield, hates Beastmen.
  • Jubal Falk may include the Nuln Ironsides.
  • Magnus the Pious have the Leader of Men and Righteous Fury special rules.
  • Additional power dice from multiple Arcane Battle Altars are cumulative.
  • Greatswords are State Troops.
  • Reiksguard Knights joined by Kurt Helborg may re-roll failed break tests.
  • Witch Hunters can take crossbows.
  • Arch Lector 100 pts.
  • Nerfed Bruckner's amulet.
  • Engineers can have light armour.
  • Flagellants Ld5.
  • Multiple bugs and spelling errors fixed.
8th ed Ravening Hordes will be updated shortly after New Years.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja Lord of Carcassonne » Ma 08.01.2018 11:40

Latasin ton itelle ja otin fyysisen kopion. Luen ton rauhassa.
WHFB pelit 8.edikassa.(1.1.2014 alkaen)
Armeija V/T/H
Bretonnia 0/0/0
WH40k pelit (1.1.2014 alkaen)
Tau empire 10W/1T/9L Eldars(Iyanden): 2W/1T/7L CSM 6W/0T/10L Iron hands 6W/0T/3L

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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 09.01.2018 18:20

Lord of Carcassonne kirjoitti:
Ma 08.01.2018 11:40
Latasin ton itelle ja otin fyysisen kopion. Luen ton rauhassa.
Näköjään uupu ihan kokonaan 2 sivua spessu ruleja... Pdf kasvoi kahdella sivulla (nyt 26 sivua). Periaatteessa tuli 2,5 sivua lisää, mutta vähän välejä muuttelemalla sain ahdettua tiivimmin.
Monster & Handlersin jälkeiset uupuivat kokonaan. Nyt pitäis olla vähän paremmin, sori :D
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja Lord of Carcassonne » Ti 09.01.2018 19:29

Ei hätää. Olikos armeijakirjoista joku pdf versio joka oli mustavalkoinen? Siis jossa ei fluffia ollut mukana.
WHFB pelit 8.edikassa.(1.1.2014 alkaen)
Armeija V/T/H
Bretonnia 0/0/0
WH40k pelit (1.1.2014 alkaen)
Tau empire 10W/1T/9L Eldars(Iyanden): 2W/1T/7L CSM 6W/0T/10L Iron hands 6W/0T/3L

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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » Ti 09.01.2018 20:04

Lord of Carcassonne kirjoitti:
Ti 09.01.2018 19:29
Ei hätää. Olikos armeijakirjoista joku pdf versio joka oli mustavalkoinen? Siis jossa ei fluffia ollut mukana.
Ei oo mitään lyhyempää versioita armeijakirjoista muut kuin ei päivitetyt 9th kirjat jokka on kulkee "ravening hordes" nimellä. Aina kun kokonainen kirja on tullut niin 9th ravening lista on ollut todennäköisesti jo vanhentunut. Kaikissa on kuitenkin aina joku taustaväri.

8th kirjat tulee olemaan tiiviitä "ravening hordes" tyylisiä versioita. Tosin ei GW armeijat ja BoC, Bretit ja Skaven en ole ihan varma. Siitä oli joku aika sitten äänestys kummat pidetään tiiviimpinä ja 8th päätettiin pitää tiiviimpänä. Oli kuulemma tallennustila alkanu loppumaan ja vaikea molempia pitää kokonaisina versioina.

Ite pitää tällä hetkellä vääntää tiiviimpi versio, joka ei sinänsä paha olisi tehdä 8th listan pohjalle.

//Niin ja pari juttua vielä mikä olikin vialla tuossa mun summarys:
III. Take Saving Throws
- The target can now do saving throws. Check the Armour Save and Saving Throw Modifiers from the Saving Throws Charts.
- No more than 2 different kind of saves can be taken.
1. Armour save is taken if available or if possible
2. Ward Save is taken if available or if possible
3. Regeneration save is taken if Armour or Ward save was failed or not taken at all. Regeneration save can't be taken if both Ward and Armour save have already been rolled.
Tuo kohta menee erilailla nykyään kun regeni on muutettu. Eli ihan normisti saa armourit ja wardit ottaa. Sit regeni otetaan vuoron lopussa jos modeli/unit on elossa, jollin voi tulla woundeja takaisin. Eli kaikkia kolmea saa käyttää.

Sit Pursuen Caught homma oli väärin. Mulla luki että Unit tuhoutuu, mutta se olikin että tulee Unit Strenghtin verran woundeja tähän tyliin:
If Pursuit Roll is equal or higher than the Flee Roll, the fleeing unit is Caught. The Caught unit takes pursuing's unit's Unit Strenght amount of wounds (no saves of any kind allowed) and the pursuers stop 1” away from the fleeing unit if any models remain alive. The pursuers can now take Ld test and try to perform Reform.
Ei vaikuttanu mitenkään omaan peliin viimeksi, sillä viime pelissä oli Undeadit vaan vastakkain :P

Näköjään pikku viilaus tullu vielä Empirelle tänään:
Update 9/1:
Greatsword can upgrade to medium or heavy armour, not heavy and full plate armour.
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Re: [Old] Warhammer Armies Project 8th ja 9th edition. Päivitystä ja lisää hyvää 8th ja 9th editioniin.

Viesti Kirjoittaja St. Jimmy » La 17.03.2018 17:00

Siellä mun Summaryssa oli ollu vielä yksi pikkuisojuttu väärin jonka kyllä korjasin 24.1.2018
it is stated that magic level is summing up to cast roll. as I understand for now it does not, so maybe you should change this part.

Sitten mitä tässä on päivittynyt viimeaikoina. Tällä hetkellä päivityksen alla on vain 9th edition kirjat.

Empire Knightly Orders 9th ed 1.02 out now!
Updated 29/1:
  • Fixed Preceptors only having 1A.
  • Added version number.
  • Fixed bug which allowed Reiksgaurd to be upgraded to Inner Circle.
Not a huge update, but it contains the following changes:
  • New layout to match the Empire Army Book.
  • Additional background for Knights of Sigmar's Blood and Knights of the Fiery Heart.
  • Obsidian armour functions like normal full plate.
  • White wolf hammers follow the rules of halberds with armour piercing.
  • Knights Encarmine can negate rank bonuses.
  • Knights of the Sacred Scythe have hand weapons, Hatred (Vampire Counts).
  • Added if the unit takes up a Core, Special or Rare slot (White Wolves and Panther are Core as they are the biggest orders)
  • Cheaper Grand Masters, in accordance with the Empire army book.
Warhammer: Steam Tanks 9th Ed out now!
This small release is 14 pages long and contains the following:
  • Rules and background for Steam Tank variants; Conqueror, von Zeppel, Old Reliable, Sigmar's Hammer and Implaceable.
  • Background stories of battles where the Steam Tanks have played an integral part.
  • Background of famous Steam Tank Commanders.
  • Rules and Background for the Marienburg Land Battle Ship.
This release will only be made for 9th Ed, though the rules can easily be adapted for 8th ed if wanted. Enjoy!
Warhammer: High Elves 9th Ed out now!
Clocking in at 222 pages, this is the second longest book I have finished. It contains pretty much every official source on High Elves ever written, combining both the reign of the Phoenix Kings as well as the full stories of Tyrion, Teclis, Eltharion, Imrik and Alith Anar, along with the Island of Blood and dozens of short stories. I've also extended all the background for the various units, giving them about 2 pages each compared to the half to one page they got in 8th ed, so there's a lot of new stuff to read if you haven't read all the previous books. In short (as usual), this would be your ultimate High Elves tome for Warhammer.
  • New Lord: Lord of Aenarion (from Warhammer Quest).
  • New Hero: Mistweaver (from Warhammer Quest/Storm of Chaos)
  • New Special Character: Sea Lord Aislinn.
  • New Special Character: Selafyn.
  • New Special Character: Imrik.
  • New Special Character: Belannaer the Wise.
  • Tyrion has Curse of Aenarion special rule.
  • Teclis has Curse of Aenarion special rule. Buffed Moon Staff.
  • Eltharion is mounted on Stormwing by default, have spear instead of long bow.
  • Lileath's Blessing now gives +1 to dispel instead.
  • Arch Mages and Nobles may not ride dragons.
  • Mages may not ride chariots.
  • Nobles may not ride Griffons.
  • Anointed of Asuryan cannot be army's general, gives Immunity (Psychology) and allows re-roll of ward save results of 1 to make him useful in Phoenix Guard units. No longer has Magic Resistance.
  • Added Pegasus as a mount (as they had in 4th Ed).
  • Increased cost of Great Eagles for character mounts as they give them +1T.
  • Lothern Sea Helms have medium armour.
  • Skycutter 80 pts for Lothern Sea Helm as they cannot use Naval Disciple when mounted.
  • Dragon Mages may take light armour, not dragon armour.
  • Archers 12 pts/model, may take medium armour.
  • Spearmen may take a Magic Banner instead of Sea Guard.
  • Warriors may skirmish.
  • Ellyrian Reavers renamed to Reaver Knights (as per 4th ed), cost 14 pts, can choose between spear or bows (or both) from the start.
  • Swordmasters 15 pts, have swordmaster rule to ignore Init penalties from great weapons as well as the deflect shots rule from 8th ed.
  • White Lions 15 pts, have Woodsman's axe which is a great weapon with special combat abilties (from 5th ed).
  • Lion Chariot 110 pts.
  • Dragon Princes 28 pts.
  • Shadow Warriors 15 pts.
  • Sisters of Avelorn 17 pts.
  • Phoenix Guard are not immune to psychology.
  • Handmaidens of the Everqueen 21 pts.
  • Standard of Avelorn gives +2 to cast, not +4, cost 10 pts.
  • Frostheart Phoenix 260 pts, have S5 instead of S6.
  • Clarified that Flame Kindled and Wake of Fire are non-physical attacks. Wake of Fire inflicts D6 hits for each unit it passes over, but not not cause hits for additional ranks.
  • The Phoenixes have Immunity (Flaming/Ice Attacks) respectively.
  • Shadow Armour returned to magic items.
  • Banner of the World Dragon gives the unit Magic Resistance (5).
  • Arcane unforging can only be cast on characters.
Warhammer: High Elves 9th 1.01 out now!
This updates changes the following.
  • Added Unicorn mount to mages.
  • Re-added option for Sun and Moon Dragon to Arch Mages (wrongfully remembered that they did have an official option for it in the plastic kit and in 7th ed.)
  • Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.
  • Clarified that chariots have a 4+ save.
  • Removed fast cavalry from Tiranoc Chariots.
  • Removed repeated paragraph about Avelorn.
  • Silver Helms 23 pts.
  • Fixed bug where Star Dragon had T6.
  • Lowered armour upgrade cost of Reaver knights to 1,5 pts per piece.
  • Lowered cost of Great Eagle for Princes and Archmages to 65 pts.
  • Fixed bug with Ld9 in bestiary for Sisters of Avelorn and Tiranoc chariots.
  • Added shield option and full command option to Shadow warriors.
  • Fixed bug with Handmaidens not having Quick to Fire, removed Quick to Fire from Sisters of Avelorn (16 pts).
  • Shadow armour is now a medium armour.
  • Nerfed Curse of Aenarion rule to be a 3+ Ward save. Clarified how it works when taking multiple wounds.
  • Nerfed White Lions' "Lion Claw" ability, gives Heroic Killing Blow in the first round of close combat, does not apply to monsters.
  • Swordmasters have the the Parry (6+) special rule, which also works against shots from all non-magical bows and crossbows fired at the model's front arc.
  • Fixed bug where Dragon Mage's Sun Dragon had T6.
  • Fixed bug with missing Skirmish rule for Shadow Warriors.
  • The War Crown lets Teclis re-roll the result of any spell effects (such as the number of hits inflicted by a magic missile).
  • Teclis has the Potion of Inner Strength Magic item, giving him the stats of a Loremaster for one turn.
  • Aislinn's Master of the Mists special rule adds +D6" to their range, allowing Sea Guard to reach the enemy lines with their bows.
  • Soul Quench upgraded version causes 3D6 hits, casting value 12+.
  • Added version number.
"Miniatyyripelejä pelatessa pitää kuunnella speed metallia."
Sanoi Santeri Kinnunen levyraadissa.

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