• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

9th Age Discussion of OpenHammer (ETC) and Ninth Age (Swedish Comp)

In fact nurgle is now "reroll To Hit rolls of 6" which is still very good, but not OP

Interestingly, it doesn't specify rolling to hit in close combat. So it would seem that Nurgle now applies to shooting as well... making them near immune to poison.

Mark of Khorne no longer confers frenzy... fine by me, I never liked frenzy.

Does the Mark of Tzeentch ward save still stack?
 
Tettoeko just became a much better support mage haha. The lore attribute allow you to reroll a single dice in your magic phase on top of his current special rule. So a Slann can basically get off most spells.

I might do a quick summary of the lores later.
 
Lore of metal is fvcking sick for us now! XD
Attribute = +1 armour save. Boom.
Enchanted Blades = pick any weapon for your unit (GW, halbard, AHW, etc).
Get spell off saurus warriors = 4+ save with halbard.

Overall the lore is the same and what was formerly the attribute is now a special rule.

Also kroxigors with halbard and 3+ save can murder many GW units

Wait.. Doesn't flail give +2S in one round of combat? If that's the case you can give kroxigors a flail and remove a unit of anything GW that round. Although I suppose the halbard would still be better since S6 should be sufficient.
 
The miscasts are real scary tho.

Well both yes and no. This is actually a system of where you can only lose you mage if you roll 5 dice, however I'd suggest them to change miscast 4 to S5. I'd say a big fat template should be enough punishment, but S10 is over the top. I don't mind miscast 5.

With that said tettoeko will make it real easy to avoid all of that.

**edit**

The more I think about the miscast table the more I like it. I still think number 4 is a bit overkill though.
 
Last edited:
I see no mention of a decision on the workings of predatory fighter.
 
Alright here's a quick and brief summary of the lores:

Beast is good. Attribute = +1 A/S on a character within 18". Wyssans wildform is still a thing like most other spells in the lore. However we can now five frenzy to a unit and turn a chariot or monster around. Nifty. The uber spell have been changed. Regular version = buffs the caster with various nice stuff, boosted = buff a character. So hello super buffed oldblood especially because you add the attribute.

Life is almost exactly the same, however you can now place a forest. Attribute is the same.

Light is not good for us anymore. Not in the same way. Attribute haven't been accounted for. The +10 WS/I is still there, signature spell is a buff that gets better every time you cast the signature on the same target (light counsel). They added a damage spell I believe. Banish is the new uber spell. Overall not that interesting for me.

Fire is your go to damage battery. All spells except one deals damage and the attribute is D3 S4 hits. Uber spell is actually useful. One buff = +1 To Hit and flaming magical attacks.

Death is not longer your favorite sniper lore. Attribute = enemy take another wound (ward allowed) and if he lose a wound the casting mage gains one. Purple sun got hit hard with the nerf bat, unlike dwellers. Lots of new thinks in death.

Shadow got hit as well. Attribute = -1 WS/M/I on opponent. A lot of spells for changed in the lore, uber spell = you auto wound, another spell where you can place an impassable terrain piece and nifty stuff like that.

Heaven is exactly the same except attribute. Attribute = reroll one power dice of your choosing. Comet and chainlightning got changed around, but are still good.

Metal is the real winner for us in my opinion. The 8th edition attribute is now a special rule and the new attribute = +1 armour. A new spell allow you to choose any weapon you want so saurus warriors can gain flails or great weapons and still be at armour save 4+, however you don't have the parry. Templeguards can be boosted to 3+/2+ save and so on. In fact you can give rippers a 3+ save and the skinks something interesting like flail. Just for giggles. Most spells are the same although glittering rope is now. +1 scaly skin and -1 To Hit.

High magic appear to be the same, even the attribute.

Overall the magi meta should change. I can see people bringing lvl 1 heaven mages just for the reroll. Death os obviously nerfed. Metal got a healthy bump, same with fire and beast. I think there'll be new go to lores, but the overall playing field appear to be more equal.
 
I see no mention of a decision on the workings of predatory fighter.

This is where we come in. We need to send our list of suggestions for our army. I'm not home in the following days so I won't be able to do it. I'm guessing something along with what @Scalenex have already created should be sufficient.
 
This is the list from Scalenex:

Lizardmen

Predatory Fighter applies to supporting attacks.

Magic Items
Reduce cost of Horn of Kygor by 10 points.
Reduce the cost of the Jaguar Standard by 15 points
Make it clear that the Sacred Stegadon Helm of Itza and Piranha Blade stack

Slann Mage Priests

Add
Focused Ferocity: Predatory Fighter units joined by aSlann may always test to restrain pursuit as if the Slann were a Skink character. This does not apply to other units within six inches of the Slann. If a Slann gains Fear orTerror, the Slann’s unit is considered to possess Fear or Terror. (Slann special characters get this too.)

Note this will make Harrowing Scrutiny reasonable

Raise cost of Becalming Cognition by 5 points
Reduce Cost of Transcendent Healing by 5 points

Saurus Oldblood
Raise base cost by 10 points
Reduce cost of spear to 3 points.
Reduce cost of Carnosaur by 10 points

Saurus Scar Veteran
Raise base cost by 5 points
Reduce cost of spear by 2 points
Reduce cost of Carnosaur by 10 points

Skink Chief
Add
Beast Kinship: A Skink Chief mounted on a Terradon may join a unit of Terradon riders. A Skink Chief mounted on a Ripperdactyl may join a unit of Ripperdactyl riders. Mounted Skink Chiefs may not join any other unit.

Skink Priest
Unchanged

Saurus Warriors
Reduce cost by 0.5 points per model (pinktaco = personally I'd just add magic banner and leave cost as it. 10,5 comes off as odd).
Add “one unit of Saurus Warriors per army may take a magic standard worth up to 25 points).

Skink Cohort
Unchanged

Skink Skirmishers
Reduce the base cost by one point per model
Raise the cost of the Javelins and Shield upgrade from free to 1 point per model

Temple Guard
Unchanged

Jungle Swarms
Reduce cost by 5 points per model

Chameleon Skinks
Reduce cost by 1 point per model

Cold One Riders
Reduce costs of Spear upgrade by 2 points per model
May take a magic banner worth up to 50 points

Kroxigor
Add Standard and Musician options

Terradon Riders
Make optional swap to Fireleech bolas free

Stegadon
Unchanged (pinktaco = add chief can use BS to mount the giant bolt thrower).

Bastiladon
reduce base cost by 15 points
Solar Engine costs 15 points. Ark of Sotek remains free

Ripperdactyl
Raise Ripperdactyl’s base Ld stat by one point

Ancient Stegadon
Unchanged

Salamander Hunting Pack
Unchanged

Razordon Hunting Pack
Add 3 points to the base cost
Ranged attack gains armor piercing

Troglodon
Reduce cost by 40 points

Mazdamundi
Raise Leadership score to 10

Add to rules
Greatest living caster: Mazdamundi is treated as a 5th level caster

Lord Kroak
Add 10 points to the base cost
Kroq-Gar
Reduce base cost by 30 points

Chakax
Reduce base cost by 15 points

Gor-rok
Unchanged

Tetto’eko
Raise Ld by one point
Raise base cost by 30 points

Tik’tak’to
Reduce base cost by 15 points
Change name to something less stupid. Teploq means death from the skies and sounds close enough to the original name

Oxyotl
Add Hates Daemons
 
Purple sun got hit hard with the nerf bat, unlike dwellers

You're right about Purple Sun. Initiative tests rolls of 1 or 2 now automatically pass, the template is only 1" and ward saves can be taken.

Dwellers got nerfed a little bit. Now the most valuable model in the unit being hit by dwellers is guaranteed to survive.
 
Want me to post his list on the swedish 9th age forums (lizardmen section)?

Edit: I dont agree tho with piranah giving stegadon impact hits d3 since its tied to the weapon.
 
I like Scalenex's adjustments, they are not too much for a start. but are also enough, so that some units might see more use. (Besides Chakax, he still needs to be much cheaper).
 
Perhaps these suggestion Scalenex has made, is pretty much the summation of what we, for now, reckon are the rules to adjust for the Lizardmen army book? I mean I think they're decent, perhaps making the point increase of cowboy, come from the Cold one costing more, but those are minor and I haven't really thought it through; just seems like others favour that choice. :)
 
Last edited:
I second this. Hard to explain fluff-wise and seems pretty OP to me...
 
This is the list from Scalenex:

I tinkered with this slightly with relying heavily on the advice from @ASSASSIN_NR_1 (though I didn't agree with everything he said). You can look at what I have here. I also have lists for High Elves, Empire, and Dwarves. Warriors of Chaos coming soon. Only the High Elf list was vetted by Assassin_NR_1.

Feel free to comment and criticize. If you someone wants to send this to the ETC people that's fine, but MY goal is to balance 8th edition better. I think ETC's goal is to create an actual 9th edition. I doubt they would be particularly interested in my humble revisions.
 
Warriors of Chaos coming soon

Simple...

Mark of Tzeentch confers a 5+ ward save which stacks onto wards as currently. So 2++ Lords (re-rolling 1's of course)!

Hellcannon is moved back to toughness 7 and has a movement of 6. And can take a mark!

:angelic::angelic::angelic:

On a more serious note, what are you going to do with the WoC Troglodon (a.k.a. Slaughterbrute)?
 
Back
Top