Articles by calcathin 2

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  • Here we are again with yet another publication of the Behind the Scenes blog,

    You will quickly notice that this BTS is shorter in length than the previous ones, but also that it comes much shortly after in time. That is because we felt that adding more content to it would require significant more time, and there was some information that we really really wanted to share with you as soon as possible. So we have taken the decision to do an early release: today we will talk to you about the changes to Melee weapons and show you all the Weapon enchantments.

    Let's see a list at the mundane weapons that you will find in the T9A 2nd Edition rulebook
    • Hand Weapon: All models comes equipped with a Hand Weapon as their default equipment. HandWeapons cannot be lost, destroyed or nullified by any means. If a model has any Melee Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield to get the Parry Defensive Trait.
    • Great Weapon Attacks made with a Great Weapon gain +2 Strength, +2 Armour Penetration and always strike at Initiative Step 0 (regardless of wielder’s Agility ). A model using this weapon cannot simultaneously use a Shield against Melee Attacks.
    • Halberd Attacks made with a Halberd gain +1 Strength and +1 Armour Penetration. A model using this weapon cannot simultaneously use a Shield against Melee Attacks
    • Lance Attacks made with a Lance gain Thunderous Charge* (+ 2 Strength, +2 Armour Penetration). Infantry cannot use Lances.
    • Light Lance Attacks made with a Light Lance gain Thunderous Charge (+ 1 Strength, +1 Armour Penetration ). Infantry cannot use Light Lances.
    • Paired weapons: The wielder gains +1 Attack Value when using this weapon. Attacks made with a Paired Weapons gain +1 Offensive Skill and ignore Parry. A model using this weapon cannot simultaneously use a Shield against Melee Attacks .
    • Spear: Attacks with a Spear gain Fight in Extra Ranks and +1 Armour Penetration and if allocated towards a Charging model, an additional +1 Armour Penetration. Close Combat Attacks from model parts wielding a Spear gain +2 Agility in the first Round of Combat provided they are not Charging and are not engaged either in their Flank or Rear. Cavalry, Beasts and Constructs cannot use Spears.
    *Note: Devastating charge and Thunderous Charge have been merged. In 2nd Edition the attributes/rules in brackets will describe bonuses that the unit gains on the charge, such as +1S, +1A, Lethal Strike, etc.
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  • Whaaaaaaaaaaaaaaat's Up, Ninth Agers!!!
    In honor of a certain member's victory over in the US(1)

    It's summer time, and that means cooking up some burned offerings on the old BTS-BBQ.

    In this BTS edition we have a several choice items on the menu:
    • 2.0 Changes: Aim shot attribute
    • 2.0 Changes: Model Classifications (Troop Types)
    • 2.0 Changes: Model/Unit Profile & Layout
    • 2.0 Mock Duel: Sparkly Elf vs. Thug of the Dork Godz

    As you can see, this time we will focus fully on the core rulebook changes. Things are getting more ready and even the magic items and magic phase start to be at a point where we may see some appearances in upcoming BTS publications...who knows :whistling:

    In the previous BTS issues we have covered most of the character profile changes that will be introduced as part of the new rulebook version. Changes that aim to bring more depth of design to the new rulebook rules, which should also help to better represent specific unit flavours in the future redesigns. And today we are bringing you the last update on attributes: Aim Shot.
    [Read More]