HE TAC Community draft 1

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ArhangelusM
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HE TAC Community draft 1

#1 Post by ArhangelusM »

As the name says, the first iteration of the HE book for the 9th age. :mrgreen:

Let the playtesting begin!

http://www.the-ninth-age.com/index.php? ... y-draft-1/


Several disclaimers:

This is still a WIP version, only the first draft that will go through extensive playtesting, so there will be some changes to this version for sure.

The missing magic item allowance for our champions is an oversight and will be dealt with at first opportunity.

All magic items are subject to change.

Path of White magic is subject to change (more so than other things listed here since it has to be agreed upon by Elves of Light (HE), Elves of Nature (WE) and Reptilians (LM)).
Last edited by ArhangelusM on Mon Oct 12, 2015 7:44 am, edited 2 times in total.
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ArhangelusM
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Re: HE TAC Community draft 1

#2 Post by ArhangelusM »

For the lazy:

Hello everyone,

At long last, TAC Community Draft 1! Please visit the following thread for supplying feedback: Soliciting Feedback: TAC Community Draft 1. Do not leave your feedback here.

Regards,

Axiem


Elves of Light

Army Special Rules

Martial Discipline
Models with this special rule test to make Swift Reform, Combat Reform, and Restrain pursuit rolls on three dice, and may discard the highest.

Master of the Winds
If your army includes one or more models with this rule, add an additional +1 to channel attempts. If a model with this rule miscasts a spell, it counts as having rolled one power dice less than it actually did (to a minimum of 2).

Master of the Sword
Models with this rule have the Distracting special rule, which may also be used against Shooting attacks made by models in the unit’s front arc. Models with this rule strike at normal initiative while using great weapons.


Armoury
Shooting Weapons

Giant Bow
This is a Bolt Thrower Artillery Weapon with the following profile: Range 24", Strength 5, Multiple Wounds (D3), Armour Piercing (6).

Moonlight Arrows
When fired from a normal Bow, Moonlight Arrows grants +1 to Wound and Armor Piercing (1) and have the Magical Attacks and the Flaming Attacks special rules.

Other Equipment

Lion Fur. Model on Foot only. Scaly Skin (6+), Scaly Skin (5+) against Shooting attacks. May not be taken by a model with Dragonforged Armour.

Dragonforged Armour
Heavy armour. The wearer has Fireborn and Ward Save (6+). This item cannot be taken by a model that has Lion Fur.


Magic items

White Sword 40 pts
Magic Weapon. Type: Great Weapon. Multiple Wounds (2).

Raider’s Bow 25 pts
Magic Weapon. Type: Longbow . Range 30”, Strength As user +1 , Multiple shots (3).

Armor of Light 25 pts
Magic Armor: Heavy Armor. The bearer and his unit have Ward Save (6+) and the Magic Attacks special rule.

Cloak of the Stars 25 pts
Talisman. Enemy spells cast against the bearer or his unit suffer -3 to their casting value. This can cause the spell to fail.

Radiant Gem 35 pts
Enchanted Item. Bound Spell. Power Level 5. During army selection, pick the Signature Spell of any Battle Path or the Path of White Magic. The Gem contains that spell. Furthermore the bearer has the Channel Special Rule.

Gleaming Robes 45 pts
Enchanted Item. Mage or Archmage only. Wearer has Ethereal special rule, but can still join units. Bearer may not make attacks.

Talisman of the Trickster 10 pts
Enchanted Item. One use only. Use at the start of combat phase. The bearer may re-roll all to-hits and to-wounds rolls until the end of the phase. Wounds caused by the bearer must re-roll all successful saves of any kind. At the end of the phase the wearer suffers 1 wound with no saves of any kind allowed.

Book of the Wizard Tower 40 pts
Arcane Item. Once per magic phase, the bearer can reroll a single power or dispel dice when making casting or dispelling attempt, provided the dice was not a '6'.

Banner of Nullification 75 pts
Standard. Wizards within 6" of the bearer cannot cast spells. Magic Items (other than Banner of Nullification) within 6" have no effects (revert to mundane version of the items).

Banner of Sorcery 50 pts
Standard. The bearer has the Channel Special Rule. Furthermore any friendly mages within 6" add +1 to all Casting rolls.


Army List
LORDS

High Prince 140 pts
M WS BS S T W I A Ld
HIgh Prince 5 7 7 4 3 3 8 4 10

Infantry Base size: 20x20mm
Unit size 1

Special Rules: Martial Discipline, Supernatural Reflexes

Options:
May take Magic Items Up to 100 pts
May take Lion Fur 6 pts
May take Dragonforged Armor 12 pts
May take Heavy Armour 6 pts
May take a Shield 3 pts
May take a Longbow 3 pts
May take a weapon (one choice only)
...Great Weapon 6 pts
...Halberd 3 pts
...Lance 6 pts
...Additional Hand Weapon 3 pts
...Spear3 pts
May take a mount (one choice only)
...Elvish Horse 15 pts
...Griffon 125 pts
...Giant Eagle 40 pts
...Dragon Youngblood 170 pts
...Dragon 250 pts
...Horse Chariot 60 pts

Archmage 175 pts
M WS BS S T W I A Ld
Archmage 5 4 4 3 3 3 5 1 9

Infantry Base size: 20x20mm
Unit size 1

Special Rules: Master of the Winds, Martial Prowess, Supernatural Reflexes

Magic: Level 3 Wizard. Generate spells from Path of White Magic or any of the Battle Magic Paths

Options:
May become a Level 4 wizard 50 pts
May take Magic Items Up to 100 pts
May take a mount (one choice only)
...Elvish Horse 15 pts
...Griffon 100 pts
...Giant Eagle 40 pts
...Dragon Youngblood 170 pts
...Dragon 250 pts

High Warden of the Flame 190 pts
M WS BS S T W I A Ld
HIgh Warden 5 7 6 4 3 3 8 3 9

Infantry Base size: 20x20mm
Unit size 1

Equipment: Halberd, Heavy Armor

Special Rules: Sacred Warden, Martial Prowess, Supernatural Reflexes, Ward Save (4+), Immune to Psychology

Options:
May take Magic Items Up to 100 pts
May take a mount (one choice only)
...Fire Phoenix 150 pts
...Ice Phoenix 200 pts

Sacred Warden: A High Warden of the Flamed and Protectors of the Flame in the same unit have Holy Attacks. When mounted on a Fire or Frost Phoenix, increase the Phoenix’s Ward Save to 4+ and add +1 to all rolls on the Rebirth table.

Master of Paths 210 pts
M WS BS S T W I A Ld
Master of the Paths 5 7 4 4 3 3 7 3 9

InfantryBase size: 25x25mm
Unit size 1

Equipment: Greatsword, Heavy Armor

Special Rules: Master of All Paths, Master of the Sword, Master of the Winds, Martial Discipline, Supernatural Reflexes

Options:
May become a Level 3 wizard 35 pts
May take Magic Items Up to 100 pts

Master of all Paths: The wizard knows the signature spell from each of the eight Paths of Battle Magic, instead of generating spells normally.

HEROES

High Captain 70 pts
M WS BS S T W I A Ld
HIgh Captain 5 6 6 4 3 2 7 3 9

Infantry Base size: 20x20mm
Unit size 1

Special Rules: Martial Discipline, Supernatural Reflexes

Options:
May be the Battle Standard Bearer 25 pts
May take Magic Items Up to 50 pts
May take Lion Fur 4 pts
May take Dragonforged Armor 8 pts
May take Heavy Armour 4 pts
May take a Shield 2 pts
May take a Longbow 2 pts
May take a weapon (one choice only)
...Great Weapon 4 pts
...Halberd 2 pts
...Lance 4 pts
...Additional Hand Weapon 2 pts
...Spear 2 pts
May take a mount (one choice only)
...Elvish Horse 10 pts
...Griffon 150 pts
...Giant Eagle 50 pts
...Horse Chariot 60 pts

Dragon Wizard 250 pts
M WS BS S T W I A Ld
Dragon Wizard 5 4 4 3 3 2 5 1 8

Infantry Base size: 20x20mm
Unit size 1

Equipment: Lance

Mount: Dragon Youngblood

Special Rules: War-Soul, Fiery Adept, Martial Discipline, Supernatural Reflexes

Magic: Level 1 Wizard. Generate spells from Path of Fire

Options:
May become a Level 2 wizard 35 pts
May take Magic Items Up to 50 pts

War-Soul: A Dragonmage always generates the spell Flaming Swords in addition to his normal spells. If the Flaming Sword is rolled while generating, simply reroll the die. May not participate in an Aided DIspel.

Fiery Adept: Damage caused by the Path of Fire attribute Raging Fire inflict D6 Strength 4 Flaming Attacks instead of D3.

Mage 80 pts
M WS BS S T W I A Ld
Mage 5 4 4 3 3 2 5 1 8

Infantry Base size: 20x20mm
Unit size 1

Special Rules: Master of the Winds, Martial Discipline, Supernatural Reflexes

Magic: Level 1 Wizard. Generate spells from Path of White Magic or any of the Battle Magic Paths

Options:
May become a Level 2 wizard 35 pts
May take Magic Items Up to 50 pts
May take a mount (one choice only)
...Elvish Horse 10 pts
...Giant Eagle 50 pts

Coastal Sentinel 70 pts
M WS BS S T W I A Ld
Coastal Sentinel 5 5 6 4 3 2 6 2 8

Infantry Base size: 20x20mm
Unit size 1

Equipment: Light Armor, Bow.

Special Rules: Nautical Discipline, Martial Discipline, Supernatural Reflexes, Quick to Fire, Weapon Master

Options:
May be the Battle Standard Bearer 25pts
May take Magic Items Up to 50 pts
May take Heavy Armour 4 pts
May take a Shield 2 pts
May take a weapon (one choice only)
...Lance 4 pts
...Spear2 pts
May take a mount (one choice only)
...Giant Eagle 50 pts
...Hawk Chariot 65 pts

Nautical Discipline: While mounted, a Coastal Sentinel and any Hawk Chariot in his unit has a 5+ Ward Save and ignores Dangerous Terrain Tests. If a Coastal Sentinel is the Army Battle and on foot, he and his unit can immediately make a combat reform if it is successfully charged immediately after enemy models have been brought into contact.

Queen’s Handmaiden 75 pts
M WS BS S T W I A Ld
Queen’s Handmaiden 5 5 7 4 3 2 6 2 8

Infantry Base size: 20x20mm
Unit size 1

Equipment: Light Armor, Bow, Moonlight Arrows.

Special Rules: Fleet Footed, Multiple Shot (3), Martial Discipline, Supernatural Reflexes

Options:
May be the Battle Standard Bearer 25pts
May take Magic Items Up to 50 pts

Fleet Footed: The Queen's Handmaiden and any Queen's Guards in the same unit have the Quick to Fire Special Rule. If she is the Army Battle standard, she and her unit counts as having the Fast Cavalry Special Rule when fleeing.
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ArhangelusM
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Re: HE TAC Community draft 1

#3 Post by ArhangelusM »

CORE

Elvish Spearmen 70 pts
M WS BS S T W I A Ld
Elvish Spearmen 5 4 4 3 3 1 5 1 8

Infantry Base size: 20x20mm
Unit size: 10

Equipment: Light Armor, Shield, Spear, Bows (Coastal Guard only)

Special Rules: Fight in Extra Rank, Martial Discipline, Supernatural Reflexes, Quick to Fire (Coastal Guard only), Weapon Master (Coastal Guard only)

Options:
May add up to 40 additional models 7 pts / model
May take Heavy Armor 2 pt / model
May be upgraded to Coastal Guard 4 pts / model
...A single unit of Coastal Guard up to 30 may have Ambush 2 pts / model
May upgrade one Elvish Spearmen/Coastal Guard to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts
...- may take a Magic Banner up to 25 pts

Elvish Archers 70 pts
M WS BS S T W I A Ld
Archer 5 4 4 3 3 1 5 1 8

Infantry Base size: 20x20mm
Unit size: 10

Equipment: Bow.

Special Rules: Martial Discipline, Supernatural Reflexes

Options:
May add up to 20 additional models 7 pts / model
May take replace Bows with Longbows 2 pt / model
May take Light Armor 1 pt / model
May upgrade one Archer to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts
...- may take a Magic Banner up to 25 pts

Elvish Heavy Cavalry 100 pts
M WS BS S T W I A Ld
Rider 5 4 4 3 3 1 5 1 8
Elvish Horse 9 3 0 3 3 1 4 1 3

Cavalry Base size: 25x50mm
Unit size: 5

Equipment: Heavy Armor, Lance, Natural Armor

Special Rules: Martial Discipline, Supernatural Reflexes (Rider only)

Options:
May add up to 10 additional models 20 pts / model
May take Shields 3 pt / model
May upgrade one Rider to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts
...- may take a Magic Banner up to 25 pts

Elvish Light Cavalry 80 pts
M WS BS S T W I A Ld
Rider 5 4 4 3 3 1 5 1 8
Elvish Horse 9 3 0 3 3 1 4 1 3

Cavalry Base size: 25x50mm
Unit size: 5

Equipment: Light Armor, Light Lance

Special Rules: Martial Discipline, Supernatural Reflexes (Rider only), Fast Cavalry

Options:
May add up to 5 additional models 16 pts / model
May take Natural Armor 2 pts / model
May take Bows 1 pt / model
May upgrade one Rider to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts

SPECIAL

Sword Masters 70 pts
M WS BS S T W I A Ld
Sword Master 5 6 4 3 3 1 6 2 8

Infantry Base size: 20x20mm
Unit size: 5

Equipment: Great Weapon, Heavy Armor

Special Rules: Masters of the Sword, Martial Discipline, Supernatural Reflexes

Options:
May add up to 25 additional models 14 pts / model
May upgrade one Sword Master to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer10 pts
...- may take a Magic Banner up to 50 pts

Lion Guard 130 pts
M WS BS S T W I A Ld
Lion Guard 5 5 4 4 3 1 5 1 8

Infantry Base size: 20x20mm
Unit size: 10

Equipment: Great Weapon, Heavy Armor, Lion Fur

Special Rules: Monster Hunters, Martial Discipline, Swiftstride, Supernatural Reflexes, Bodyguard (General)

Options:
May add up to 20 additional models 13 pts / model
May upgrade one Lion Guard to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts
...- may take a Magic Banner up to 50 pts

Monster Hunters: Models with this rule have the Multiple Wounds (2) special rule against Monstrous Cavalry and Monstrous Beasts.

Protectors of the Flame 150 pts
M WS BS S T W I A Ld
Protector 5 5 4 3 3 1 6 1 9

Infantry Base size: 20x20mm
Unit size: 10

Equipment: Halberd, Heavy Armor

Special Rules: Fight in Extra Ranks, Immune to Psychology, Martial Discipline, Supernatural Reflexes, Ward Save (4+)

Options:
May add up to 20 additional models 15 pts / model
May upgrade one Protector to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts
...- may take a Magic Banner up to 50 pts

Knights of the Dragon Realm 160 pts
M WS BS S T W I A Ld
Knight 5 5 4 4 3 1 6 2 9
Elvish Horse 9 3 0 3 3 1 4 1 3

Cavalry Base size: 25x50mm
Unit size: 5

Equipment: Dragonforged Armor, Shield, Lance, Natural Armor

Special Rules: Martial Discipline, Supernatural Reflexes (Knight only)

Options:
May add up to 10 additional models 32 pts / model
May upgrade one Knight to each of the following:
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts
...- may take a Magic Banner up to 75 pts

Shadow Watchers 65 pts
M WS BS S T W I A Ld
Shadow Watcher 5 5 5 3 3 1 5 1 8

Infantry Base size: 20x20mm
Unit size: 5

Equipment: Bow, Additional Hand Weapon, Light Armor

Special Rules: Martial Prowess, Poisoned Attacks, Supernatural Reflexes, Skirmishers, Scout

Options:
May add up to 10 additional models 13 pts / model
May upgrade one Shadow Watcher to the following:
...Champion 10 pts

Horse Chariot 60 pts
M WS BS S T W I A Ld
Crew (2) - 4 4 3 - - 5 1 8
Elvish Horse (2) 9 3 - 3 - - 4 1 -
Chariot - - - 5 4 4 - - -

Chariot Base size: 50x100mm
Unit size: 1
Equipment: Light Lance, Longbow, Heavy Armour

Special Rules: Martial Discipline, Supernatural Reflexes (Crew only), Free Reform

Options:
May add up to 3 additional models 60 pts / model
May add Vanguard to the unit 10 pts / model

Lion Chariot 90 pts
M WS BS S T W I A Ld
Crew (2) - 5 4 4 - - 5 1 8
Lion (2) 8 5 - 5 - - 4 2 -
Chariot - - - 5 4 4 - - -

Chariot Base size: 50x100mm
Unit size: 1
Equipment: Great Weapon, Heavy Armour, Natural Armor, Scythes

Special Rules: Martial Discipline, Supernatural Reflexes (Crew only), Stubborn

Hawk Chariot 65 pts
M WS BS S T W I A Ld
Crew (2) - 4 4 3 - - 5 1 8
Hawk (1) 2 5 - 4 - - 4 2 -
Chariot - - - 4 4 4 - - -

Chariot Base size: 50x100mm
Unit size: 1-3
Equipment: Light Lance (Crew only), Longbow (Crew only), Light Armour

Special Rules: Martial Discipline, Skirmishers, Quick to Fire, Supernatural Reflexes (Crew only), Fly (9)

Options:
May add a Giant Bow 25 pts / model
May add a third Crew 10 pts / model

Coast Guard Reaper 55 pts
M WS BS S T W I A Ld
Crew (2) - 4 4 3 - - 5 1 8
Machine - - - 5 4 4 - - -

War Machine Base size: 60 mm round
Unit size: 1
Equipment: Elvish Bolt Thrower, Light Armour

Special Rules: Martial Discipline, Supernatural Reflexes (Crew only)

Options:
May purchase Repeating Shot 20 pts

Elvish Bolt Thrower: Bolt Thrower Artillery Weapon with the following profile: Range 48", Strength 6, Multiple Wounds (D3), Armour Piercing (6). If the Repeating Shot option is purchased, may also fire as Volley Gun Artillery Weapon with the following profile: Range 48", Strength 4, Armour Piercing (1), Multiple Shots (6).
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ArhangelusM
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Re: HE TAC Community draft 1

#4 Post by ArhangelusM »

RARE

Ice Phoenix 200 pts
M WS BS S T W I A Ld
Ice Phoenix 2 5 0 5 5 5 3 5 8

Monster Base size: 50x100mm
Unit size: 1

Special Rules: Fly (8), Ward Save (5+), Scaly Skin (5+), Magical Attacks, Chill Aura

Chill Aura: Enemy units in base contact with one or more models with this rule has -3 Initiative and -1 Strength (to a minimum of 1).

Fire Phoenix 150 pts
M WS BS S T W I A Ld
Fire Phoenix 2 5 0 5 5 5 4 3 8

Monster Base size: 50x100mm
Unit size: 1

Special Rules: Fly (9), Ward Save (5+), Magical Attacks, Fireborn, Flaming Attacks, Flame Swoop, Rebirth

Flame Swoop: During the Remaining Moves sub-phase models with this rule can Burn a unengaged enemy unit. Nominate one unit which the model moved over this turn. This unit suffers D6 hits, plus additional D3 hits for each rank the unit has. These hits are Strength 4 with Flaming Attacks and shooting attacks.


Rebirth: When a model with this rule is removed as a casualty, place a marker centered on the final position of the model.
At the start of each of your remaining moves sub-phases, roll a D6 for each marker.
1: Dead Embers: Remove the marker
2-3: Dying Flames: Marker remains, but subtract 1 from your next Rebirth roll
4-5: Kindled Embers: Marker remains, but add 1 to your next Rebirth roll
6: Phoenix Reborn: Place a summoned Flame Phoenix within 3" from the marker and remove the marker. If you cannot place the model, treat the result as a 1.

Giant Eagle 50 pts
M WS BS S T W I A Ld
Giant Eagle 2 5 0 4 4 3 4 2 8

Monstrous BeastBase size: 50x50mm
Unit size: 1

Special Rules: Fly (9)

Options:
May take Supernatural Reflexes 10 pts
May take Armor Piercing (1) 5 pt

Queen’s Guard 65 pts
M WS BS S T W I A Ld
Queen’s Guard 5 5 5 3 3 1 5 1 8

Infantry Base size: 20x20mm
Unit size: 5

Equipment: Bow, Light Armor

Special Rules: Moonlight Arrows, Martial Prowess, Supernatural Reflexes

Options:
May add up to 15 additional models 13 pts / model
May purchase Spears 1 pt / model
May Skirmish 2 pts / model
May upgrade one Queen’s Guard to each of the following (Musician and Standard Bearer cannot be taken if Skirmish):
...Champion 10 pts
...Musician 10 pts
...Standard Bearer 10 pts

MOUNTS
The Mounts section is for character mounts. Non-character mounts follow the rules given under their respective entries.

Elvish Horse
M WS BS S T W I A Ld
Elvish Horse 9 3 0 3 3 1 4 1 3

War Beast Base size: 25x50mm

Options:
May take Natural Armor 5 pts

Giant Eagle
M WS BS S T W I A Ld
Giant Eagle 2 5 0 4 4 3 4 2 8

Monstrous Beast Base size: 50x50mm

Special Rules: Fly (9)

Options:
May take Armor Piercing (1) 5 pts
May take Supernatural Reflexes 10 pts

Griffon
M WS BS S T W I A Ld
Griffon 6 5 0 5 5 4 5 4 5

Monstrous Beast Base size: 50x50mm
Unit size: 1

Special Rules: Fly (8), Large Target, Fear

Options:
May take Armor Piercing (1) 10 pts
May take Supernatural Reflexes 15 pts

Dragon Youngblood
M WS BS S T W I A Ld
Dragon Youngblood 6 5 1 5 5 5 3 4 9

Monster Base size: 50x100mm

Special Rules: Fly (8), Large Target, Scaly Skin (3+), Breath Weapon (Strength 4 Flaming Attacks)

Dragon
M WS BS S T W I A Ld
Dragon 6 5 1 6 6 6 3 5 9

Monster Base size: 50x100mm
One of a Kind

Special Rules: Fly (8), Large Target, Scaly Skin (3+), Breath Weapon (Strength 4 Flaming Attacks)

Options:
If mounted by a High Prince, the Dragon may be upgraded to Ancient Dragon (100 pt), giving the dragon +1 WS, S, T, W, A
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Re: HE TAC Community draft 1

#5 Post by ArhangelusM »

Please note:

Path of White Magic is still being agreed upon by all the armies who will use it. This is the current draft, based on feedback we have received from the Rules team, along with our and other feedback.

Like everything (perhaps more so), this is subject to heavy change.


Axiem wrote:

Name Casting Value Type Duration Effect

Hand of Glory Attribute Range 12"Augment Instant Any friendly unit gains +1 to WS, BS, I, or M (including Fly values) to a maximum of 10. Each unit may only receive the same bonus once per turn.

0: Soul Quench 9+/13+ Range 24" Hex, Missile, Damage Instant Target suffers 2D6/3D6 Strength 4 hits.

1: Drain Magic 9+ Range 24"Hex/Augment, Focused Instant All Augments on enemy units or all Hexes on friendly units are removed.

2: Apotheosis 5+10+ Range 12"Augment Instant Target recovers 1. If boosted, model also receives +1 Strength.

3: Walk Between World 9+16+ Range 24"Augment Instant Target makes a 10"/20" Ethereal Magical Move

4: Shield of the White Tower 9+16+ Range 24"Augment Lasts one Turn Target unit gains Ward Save (5+) / All friendly units within 12" gain Ward Save (5+).

5: Arcane Unforging 14+ Range 24"Hex, Direct, Focused,Damage Instant Target suffers 1 hit with Metalshifting. Then a randomly determined magic item carried by the target (ignore 'one use only' items that have already been used) is destroyed.

6: Fiery Convocation 14+19+ Range 24"Hex, Direct,Damage Remains in Play At the end of each magic phase, each model in the target unit suffers a Strength 3/4 hit with Flaming Attacks.
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Swordmaster of Hoeth
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Re: HE TAC Community draft 1

#6 Post by Swordmaster of Hoeth »

Thanks for posting, some people don't have the account on 9th Age forum and you need to be registered in order to see that post.
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Rabidnid wrote:Are you seriously asking someone called Swordmaster of Hoeth why he has more swordmasters than white lions? Really?
sparkytrypod
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Re: HE TAC Community draft 1

#7 Post by sparkytrypod »

hi guys,

looks great,well done!

any updates on white magic?

also, i am not sure of the role of a dragon young blood? costs more than a griffon but not as good, if it was opened up to the high captain it could be interesting maybe?

loving the swordmasters in their current form, i have seen some hassle on the 9th forum though and hope they don't change as they are now only slightly better in defense and slightly worse in attack than 7th. I6 is essential for them not to get steamrolled i think by any other core elf. if the complaints persist the unit size could be lowered a little bit maybe?

all in all, good work guys!
death is lighter than a feather, duty heavier than a mountain

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20phoenix
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Re: HE TAC Community draft 1

#8 Post by 20phoenix »

Now that the local gaming centers 8th edition tournament has had its last hurrah our gaming club are now flipping over to 9th age rules (a couple of ET games as well to finish off an active ET campaign). I'll post some feedback from myself and opponents as we go but you can largely ignore it as I dont know what i'm talking about! :lol:
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