Saturday, 6 December 2025

Warhammer - Bretonnia 1.61 out now!

This is another controversial update, because it's an overall nerf and regression of the army in some ways - but seeing as Bretonnia is widely considered to be one of the strongest armies in the game, it's probably not unwarranted.

The first big point is the Lore of the Lady, which has seen 4 spells removed. Summoning the Fay is iffy due to the Fay canonically being the Wood Elves, the Curse of the Lady is really supposed to be the name for Spiteful Glance, Sacred Lightning is a non-canon spell better suited to Lore of Heavens, and Burning Gaze is literally a Lore of Light spell. As such, the spell lore now instead only have spells fitting the theme of the Lady and Knights, tightening up the design overall.

Truffle Hounds are also gone, being a unit upgrade that has gone through many iterations without really ever working well. They were also never really a fitting combat unit, and were only included because they had an entry in WFRP and because the Men-at-Arms sprue including models for them. However, I've instead included Hunting Hounds as an upgrade to the Squires in special. Hunting Hounds are not something that would be commonly seen in Bretonnia's armies, hence making them a special choice upgrade felt like the best way to balance it out. This also means that Squires stand out a bit more to the Herrimaults, which otherwise had a very similar role.

In the rare section, I've deleted two units: The Spirits of the Fay and the Sacrosanctum. The former is really only based on a short lore-snippet from the 8th ed rulebook talking about "legends of fey spirits appearing from forests, lakes and other natural places to aid the Bretonnians - otherworldly guardians, ghostly bowmen from ages past, the souls of long-lost knights, and even the translucent spirits of the land itself", which means it's not really a normally occurring phenomenon. If anything, it makes the Green Knight feel less special if Bretonnia have a bunch of ghost knights appearing each battle, and Battle Pilgrims already fill the anvil role.

As for the Sacrosanctum, it's completely non-canon, and does not really fit with Bretonnia very well in my opinion - they already have the Grail Reliquae filling the shrine role, and from a gameplay perspective, it was not great either: the +1 Ward save stacking with the Lore of the Lady was not good for balance, Radiant Light is just a generic Light spell, and Renewed Valour giving the Blessing back took away the consequences of playing "cowardly".

For the few players who have models for these units; I'd recommend just keep using the old rules for them, use the Sacrosanctum as a baggage train, or the Spirits as Spirit Hosts or similar. I'm aware the majority of people on Discord who were vocal about the removals might be disappointed, but there's just no way of pleasing everyone, and I'm choosing to tighten up the rules from both a lore and gameplay perspective here.

I hope most of the other changes are appreciated though, and thanks as always for your continued support!


Patch notes: 

  • Lance Formation: When casting a direct damage or magical vortex spell that originates from the Wizard's base, draw this spell from the base of the model in front of the Wizard instead.
  • The Army General no longer has to have a Vow.
  • Models with the Grail Vow gain +1 Weapon Skill and Attacks (if taken as an upgrade), as well as the Immunity (Psychology) and Magical Attacks special rules. Increased cost accordingly.
  • Removed Summoning the Fay, the Curse of the Lady (the name is now used for the Spiteful Glance spell), Sacred Lightning and Burning Gaze.
  • The Lady's Gift is the Signature spell. Steed of the Lady is a Lvl 2 spell. The Lady's Virtue of Valour renamed to Chivalric Onslaught.
  • Gromril Great Helm is infantry or cavalry only.
  • Sirenne's Locket costs 65 pts.
  • Banner of Defence: The unit carrying this standard may re-roll failed Ward saves from the Blessing of the Lady against missile attacks.
  • New Magic Item: The Grail Banner
  • Renamed Lords to Barons.
  • Men-at-Arms are Unit Size 15+.
  • Bidowers are Unit Size 10+. Slings are free.
  • Peasant mob may take shields with spears. May take polearms. Removed Truffle Hounds.
  • Fixed bug with Pegasus Knights and Hippogryph Knights missing heavy lances and Fly (8/9).
  • Hunting Hounds: Hunting Hounds are War Beasts (Canine). A unit of Squires with Hunting Hounds follows the rules for Mixed Units, with the Squires being the handlers. You may include up to two Hunting Hounds per Squire in the unit.
  • Battle Pilgrim light armour costs 0.5 pts.
  • Brigands cost 6 pts. Ambushers cost 1 pt.
  • Removed Spirits of the Fay.
  • Removed Sacrosanctum.
  • Bombard costs 90 pts.
  • The Beastslayers of Bastonne: If Bohemond the Beastslayer is included in your army, you may upgrade one unit of Foot Knights to the Beastslayers of Bastonne for a cost of +1 point per model. This unit gains the Multiple Wounds (2) special rule. The unit must be equipped with polearms.
  • The Companions of Quenelles: If Tancred II is included in your army, you may upgrade one unit of Knights of the Realm to the Companions of Quenelles for a cost of +1 point per model. This unit gains the Immunity (Psychology) special rule and a 5+ Ward save against Flaming Attacks.
  • The Girdle gives Morgiana the Fay a 5+ Ward save.
  • Suliman may never be the Army General.

Friday, 5 December 2025

Warhammer - Grand Cathay 1.71 out now!

A bit bigger than a typical hot fix, this update changes Cathay's army special rule a lot. Nearly all units now have Will of the Dragon, and it works the same as in TOW. This means that the characters that previously had it has gone down in price.

I've also revised the Yin/Yang aligned lores a bit so they follow the official lore from TWW, which was apparently discussed in some Youtube interviews. As a result, the special characters have returned to their previous magic lores. 

 

Patch notes:

  • Will of the Dragons now applies to all units with Yin/Yang: A unit with this special rule may re-roll failed Panic tests caused by friendly units breaking from combat or getting destroyed within 6" of them, or when it is fled through by a friendly unit.
  • Nuku Cho’s Crossbow has Rapid Fire.
  • Staff of Wu Xing costs 25 pts.
  • Clockwork Compass: Once used, all Remains in Play spells within 24" of the bearer that are currently in play are automatically dispelled, and the effects of all other spells within 24" of the bearer immediately come to an end. 
  • Seal Of Xing Po: The bearer of this item may choose spells from both the Lore of Yin and Yang in addition to the spells from their other lore. Costs 5 pts.
  • Scrolls of Astromancy cost 35 pts.
  • The Great Celestial Banner gives a 5+ ward save.
  • Lore of Beasts is Yin-aligned, Lore of Heavens is Yang-aligned.
  • Dragon-Blooded Shugengan costs 245 pts.
  • Dragon Descendant costs 365 pts.
  • A Dragon Descendant/Miao Ying/Zhao Ming/Yuan Bao must always be the Army General. 
  • Dragon Descendant may not take spears.
  • Magistrates may take light armour.
  • Jade Warriors cost 3.5 pts.
  • Gunpowder bombs: However, if a 1 is rolled when rolling To Hit, the model suffers a single Strength 4 Armour Piercing (1) Hit itself instead.
  • Fixed bug with missing S value for Skylantern/Sky-junk.
  • Onyx Crowmen may take Leaders.
  • Grand Cannon has Thunderous Impact: Place the small round template with the centre where the cannon ball lands before the bounce. All models touched by the template that are not struck by the cannon ball suffer a Strength 3 Hit. Costs 150 pts.
  • Wu Xing War Compass is an Arcane Item.
  • Miao Ying is a Level 4 Wizard who uses spells from the Lore of Life. Costs 530 pts.
  • Zhao Ming is a Level 4 Wizard who uses spells from Lore of Metal. Costs 480 pts.
  • Yuan Bo is a Level 4 Wizard who uses spells from the Lore of Heavens and the Lore of Light. Costs 460 pts.
  • Fixed bug with Liu Yun having I5 instead of I6.
  • Hua Gongzhu has a Celestial blade. Costs 200 pts. 

Saturday, 29 November 2025

Warhammer - Grand Cathay 1.7 out now!

This is another really big update overall, hence the longer than expected time it took to finish it (not helped by a few weeks of sleep deprivation on my part, but that's all good now). It features a lot of new magic items, upgrades and unit changes overall - but nothing too controversial I hope.

I've overall included most of the rules from Grand Cathay in TOW, while keeping some things from TWW3 that I felt was better designed. I've trimmed a few options and units down for gameplay reasons, which I'll go over next.

For starters, the Lore of Yin and Yang no longer have signature spells, but are instead supplementary lores that can be taken in addition to the Wizard's chosen magic lore. The spells are now numbered level 1-4 depending on their casting value - in case the wizard would lose wizard levels during the game or other oddball reasons. Each Wind of Magic has been divided into either Yin or Yang alignment based on Chinese cosmology, meaning Yin and Yang Wizards have access to 4 Winds of Magic each. Astromancers and Alchemists are now limited to Metal and Heavens, respectively.

As for the units, I've made quite a few changes, so let's go over the biggest ones. Javelinmen are gone, but Hill Tribesmen can skirmish now to fill the same role. Iron Hail Gunners are a Core unit that can also take regular handguns, instead of it being a Jade Warrior weapon. The Hand Mortar has been removed - there are no models for that I'm aware of anyway, and it made it artillery spam a bit too easy. Heavy chariots have been folded into the War Chariot entry. Lastly, both the Flying Crow and Catapult have been removed - the Fire Rain Rocket fills the same role with dual firing modes now. Overall, Cathay now has more limited options for war machines in the special section, but they still have access to both normal cannons and bolt throwers. 

Lastly, I've reworked the spell lores for the three Dragon sibling Special Characters - rather than keeping their magic lores from TWW, Miao Ying uses Heavens, Shadow and Yin; Zhao Ming uses Fire, Metal and Yang; and Yuan Bao uses Heavens, Life, Yin and Yang. Essentially, magic lores better suited to their background and alignment.

Overall, the book should be a bit tighter design-wise now, but still have about the same amount of options as the previous version. Hope you enjoy the update, and many thanks for your continued support!

Next up: Bretonnia, which should be a much quicker update.

 

Patch notes:

  • Harmony: Unless specified, models armed with missile weapons counts as Yin, and models armed with only close combat weapons counts as Yang.
  • New Army Special Rule: Celestial Forged Armour. Models with this special rule gains a 6+ Ward save. This rule applies to Celestial Generals/Captains, Longma Riders, Shugengan and Dragon Descendants (including special characters). Increased price accordingly.
  • New Army Special Rule: Will of the Dragons: Friendly units within 6" of a model with this special rule may re-roll failed Panic tests. This replaces Inspiring Presence (6) for characters.
  • New weapons for characters: Celestial blades, Fire Dragon Pistol, Fire Dragon Bombs.
  • Three-eyed guns have Rapid Fire.
  • Crane Guns ignores ponderous if mounted on a Chariot.
  • Removed Signature Spells from the lore of Yin and Yang (since these are not canon).
  • Constellation of the Dragon scatter D3". 13+ to cast.
  • Ancestral Warriors is a direct damage spell with a range of 18". The target unit suffers 5D6 Attacks with Weapon Skill 4 and Strength Hits 4, resolved as close combat attacks. Is 13+ to cast.
  • Crystal Of Kunlan: The bearer of this item gains a 5+ Ward save. In addition, for each successful Ward save they make in close combat, the enemy that struck the blow all immediately suffer a Strength 3 Hit with the Flaming Attacks special rule. Costs 35 points.
  • Shield of Nan-Gau: The bearer gains a +2 armour save against all attacks to their front in the first round of close combat. Costs 10 pts.
  • Scrolls of Astromancy: Astromancer only. The bearer can re-roll all of the dice rolled to cast or dispel a spell once per Magic phase. Costs 40 pts.
  • Fan of the Magister: The bearer of this item allows friendly units to re-roll failed Leadership tests when attempting to use the Tactician special rule. 
  • Astromancer’s Spyglass: In addition, all enemy units within 30" must reveal all Hidden models and magic items they might have.
  • Flag of Great Cathay: In addition, friendly units within 18" count as being in Harmony if within 6" of eligible Yin/Yang units rather than 3". Costs 55 pts.
  • Added dozens of magic items from The Old World.
  • Characters can take bows. Increased cost of missile weapons.
  • Celestial Generals/Captains have Celestial Forged Armour. Costs 110/65 pts.
  • A Dragon-Blooded Shugengan/Dragon Descendant must be chosen to be aligned with either Yin or Yang. A Yin Wizard chooses spells from one of the following Lores of Magic: Death, Heavens, Metal, Shadow. A Yang Wizard chooses spells from one of the following Lores of Magic: Beasts, Fire, Light, Life
  • In addition to their chosen lore, a Dragon-Blooded Shugengan/Dragon Descendant may also replace any number of spells from that lore with spells from either Yin or Yang depending on their alignment.
  • Dragon-Blooded Shugengan may take the same weapons as Celestial Generals.
  • Dragon-Blooded Shugengan may ride Celestial Lions and Great Moon Birds.
  • Dragon Descendant: If they are in a unit when turning into their Dragon Form, they must immediately leave it and be placed within 1" of that unit, facing the same direction. If they are engaged in combat, they must remain in base contact with the enemy unit if possible.
  • New Mount: Great Spirit Longma
  • Harmony of Stone & Steel: A Gate Master and any unit they join gain the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges and Restrain from Pursuit.
  • Magistrates have Inspiring Presence (6). Costs 85/50 pts.
  • Tactician: One friendly Human unit with the Yin and/or Yang special rule within 12" may be given one of the following bonuses at the start of each of your turns by passing a Leadership test. 
  • Magistrates may be mounted on Sky Lanterns.
  • Alchemists/Astromancers do not have the Yin/Yang special rule. Do not have access to Fire/Light. Do not have Mastery of the Elemental Winds. May take light armour.
  • Separated Peasant Militia and Jade Warriors into combat and missile units. 
  • Peasant Militia may take pikes. Increased the cost of weapon options. 
  • Peasant Archers are Unit Size 10+.
  • Removed Peasant Javelinmen.
  • Jade Warriors are Unit Size 15+. Cannot take handguns.
  • Spears for Jade Warriors cost 0.5 pts
  • Jade Horsemen may take Three-eyed guns.
  • Hill Tribes have LD6, are not ambushers by default. Cost 2.5 pts. Can be upgraded to ambushers or skirmishers.
  • Monkey Warrior blowpipes cost 3 pts.
  • Repeater Crossbows and Dragon Crossbows have Rapid Fire.
  • Repeater Crossbows costs 4 pts.
  • Dragon Crossbows are S3, range 24". Costs 4 pts to swap to from polearms. 
  • Celestial Dragon Guard heavy armour costs 1.5 pts.
  • Celestial Dragon Lancers cannot take Three-eyed guns.
  • Iron Hail Gunners are a Core Unit, cost 9 pts. May take handguns. Three-eyed guns cost 3 pts.
  • Field Engineers renamed to Grenadiers.
  • Fire bombs renamed to gunpowder bombs, do not have flaming attacks.
  • Removed Hand Mortar. You may take 1-2 Flamethrowers as a single special choice. They have W1, cost 20 pts.
  • Sky Lanterns have W5, cost 90 pts. May take Sky bombs. May replace crane guns with blunderbusses and gunpowder bombs.
  • Heavenly Beacon: Friendly units within 12" of a Sky Lantern/Sky junk gain +1 Leadership when making Rally tests. 
  • Sky Lantern/Sky junk have Fly (6).
  • Removed Heavy Chariots - extra crew and warhorses are options for War Chariots.
  • War Chariots may take standard bearers.
  • Mercenary Ogres have Natural Armour 6+, light armour and Ogre Charge, cost 30 pts.
  • Terracotta Warrior polearms cost 2 pts. 
  • Removed Traction Catapult and Flying Crow.
  • Longma Riders have Celestial Forged Armour, costs 48 pts.
  • Grand Cannons and Fire Rain Rockets may have Ogre Loaders.
  • Ogre Loader: An Ogre Loader has the Fear and Natural Armour (6+) special rule. In addition, it increases the Unit Strength of the war machine by 3 rather than 1 and gives them Line of Sight (2).
  • Fire Rain Rocket fires like rocket launchers, can either fire using large or small template with different Strength. 
  • Celestial Comet scatters D3".
  • Sky-junk have W7, cost 150 pts.
  • Terracotta Sentinels have Regeneration (6+), can be upgraded to Jade, Obsidian, Granite or Warpstone Sentinels. Costs 220 pts.
  • The Storm Dragon's Fury: Innate Bound spell (power level 4). The Storm Dragon's Fury is a magic missile with a range of 24" that causes 2D3 Strength 5 Hits with the Lightning Attacks special rule. 
  • Miao Ying costs 550 pts. Has Celestial Forged Armour, Hatred (Daemons of Chaos, Warriors of Chaos) and Stubborn.
  • Miao Ying is a Level 4 Wizard who uses spells from Lore of Heavens and Shadow. In addition, she may also replace any number of spells from that lore with spells from the Lore of Yin.
  • Zhao Ming costs 200 pts. Has Celestial Forged Armour. The Burning Vambraces gives the wearer +1 Toughness.
  • Zhao Ming is a Level 4 Wizard who uses spells from Lore of Fire and Metal. In addition, he may also replace any number of spells from that lore with spells from the Lore of Yang.
  • Yuan Bo has Celestial Forged Armour. Costs 480 pts.
  • Yuan Bo is a Level 4 Wizard who uses spells from the Lore of Heavens and the Lore of Life. In addition, he may also replace any number of spells from those lores with spells from the Lore of Yin and/or Yang.
  • Tian Shi may take light armour and mounts.
  • Zhuge Yi has same stats as Lord Magister and Inspiring Presence (6). 

Wednesday, 12 November 2025

Warhammer - Lizardmen 1.64 out now!

This is mostly a hot fix for the last update, but it contains a few larger changes, so I'm making a proper post for it.

First up, a few clarifications: I originally said that High Magic had been a High Elf-unique lore up until 8th ed - this was not quite true; turns out Lizardmen could use High Magic back in 5th ed. That said, even then it had several spells connected directly to Teclis and Finreir - so it was obviously meant to be High Elf magic primarily. Also, the High Elf Player's Guide from WFRP 4th ed makes it clear that "modern" High Magic was developed by the High Elves, and therefore not something the Lizardmen would actually use.

Secondly, I said that GW did not include spawn-kin back in 7th ed - they only removed it from 6th ed and TOW. The fact still remains that it's a very clunky rule. However, I might consider making Skinks an option to the Kroxigor entry in the future to allow them to make a Mixed Unit with fewer needed exceptions.

As for the last large change; I've reverted Skinks to Toughness 2 by vote of popular demand. Realistically they would be better suited to be Toughness 2.5, but since half numbers are not a thing, that's not really an option. I've also dropped the Skink Skirmishers and Chameleon Skinks to be 1 point cheaper than 1.63, so they are 1 pt more expensive than the 1.62 version still. The math does not really support it, so this is only done due to feedback of them feeling overtuned by many people. Lastly, I'm removed the shortbows from the Skink Skirmishers - they have always been depicted as a ranked unit with full command, and shortbows make for poor skirmish weapons due to the unit being intended to move and fire. Shortbows remain an option for the Cohort as before.

 

Patch notes:

  • Gravitic Redirection is 12+ to cast, Lvl 4 spell. Roll a D6 for each model in the target unit; for each result of 4+, they suffer a Wound which Ignores Armour Saves.
  • Assault of Stone is a Lvl 3 spell.
  • Focus of Mystery and Deep Contemplations cannot be combined.
  • A Temple Guard Palanquin adds +4 Unit Strength to the model.
  • Reverted Skinks to T2, adjusted points to previous level.
  • Chameleon Stalker costs 45 pts.
  • Moved Skirmish Screen to the Skinks Skirmishers entry: Friendly units of Kroxigors can move through friendly units of Skink Skirmishers as if they were Open Terrain (note that they must end their Movement at least 1" apart as normal). If the Kroxigors make a move that would result in it ending on top of a unit of Skink Skirmishers, simply move the Skink Skirmishers aside by the smallest amount possible to make room for the Kroxigors.
  • Skink Skirmishers cost 7 pts. Cannot take shortbows.
  • Chameleon Skinks cost 10 pts.
  • Razordons are not Quick to Fire.
  • Instinctive Defence: If charged, a Razordon must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, the Razordon can re-roll the artillery dice. In addition, it gains the Quick to Fire special rule and do not suffer To Hit penalties for Stand and Shoot.
  • Howdah option for Dread Saurian does not come with Jungle Poisons (bug fix). Costs 50 pts.
  • Mazdamundi has Focus of Mystery.
  • Lord Kroak may use up to 6 Power Dice per casting attempt.
  • The Spirit of Lord Kroak: Lord Kroak's Wizard level can never be reduced from Level 4.
  • Golden Blowpipe of P'Toohee has Multiple Wounds (D3), Quick to Fire & Rapid Fire.
  • If an enemy unit would move through Oxyotl, simply move Oxyotl aside by the smallest amount possible to make room for the enemy unit.

Sunday, 9 November 2025

Warhammer - Lizardmen 1.63 out now!

Thanks for your patience with this update folks – as I mentioned on the Discord at the end of September, I've been pretty sick for the past two months – got hit with a case of a really bad cold and stress-induced panic attacks on top. Turns out trying to juggle work, baby and Warhammer rules at the same time while being ill was a bad idea! Fortunately I am pretty much recovered by now and back to normal.

Anyway, on to the Lizardmen update: I had expected this to be a pretty quick affair before I received  another 15 pages of feedback to go through, which took quite a while to research. Full disclosure – this is a controversial update, and I'm sure there will be people who will absolutely hate it.

First up – I've decided to remove High Magic. I wanted to do this last year when I introduced the Lore of Geomancy as the Lizardmen unique lore, but was persuaded to keep it then. However, I feel the game is better without it for them – for starters, High Magic has been a High Elf unique lore up until 8th edition, when GW decided to put it in both the Lizardmen and Wood Elf books. I decided to remove it and Dark Magic from Wood Elves, and instead give them back Lore of Athel Loren – very few people took issue with that. In the case of the Lizardmen, they have already received Geomancy last year, so consider this a delayed replacement. 

Furthermore, the High Magic spells were designed and named around High Elves - not the Slann. This also ensures that the Elf books and Lizardmen all have one unique lore each, rather than High Elves being the worst one off in that regard. However, I've included the Contemplations lore attribute as a new Discipline, and updated Wandering Deliberations to allow the Slann to pick from all lores at once – essentially emulating the essence of High Magic, so it's not a complete loss in that department.

Secondly, I've removed the Spawn-kin special rule, which I also wanted to do last year. I know "everyone" wanted to keep it, but the rule just does not work (much like City Guard for Dark Elves, which was removed for the same reason). GW tried it in 5th ed, removed it in 6th and 7th ed, brought it back for 8th ed – and then removed it again for TOW. Neither I nor anyone else have been able to suggest a way to make it work that does not require adding even more exceptions and essentially breaking it further from the main rules – not to mention it just generally allowing you to put a Special Unit in Core without restrictions. So, until such a time where the rule could be put back in a functional way without breaking the game, consider it gone. However, I have included the Skirmish Screen special rule from 6th/TOW as somewhat of a replacement – so again, not a complete loss.

Thirdly, I've decided to bump the Skinks to Toughness 3. Yes, they have always been Toughness 2 since 5th ed – but it also makes them non-functional as a close combat unit. At Toughness 3, they will be able to play on the same field as Goblins and the like, rather than being as easy to wound as a Jungle Swarm. It also puts them on par with other Infantry in general stat-wise – almost everything is at least S/T3. This also meant a sizeable points increase for Skink Skirmishers and Chameleons, which several people felt were too cheap.

Fourth, I've removed a total of four special characters. None of them have any particularly interesting rules or items, or fill a unique role. Only Inxi-Huinzi even had an official model, and he had neither unique rules nor magic items. Thus, they are removed from the game, but you can pretty much emulate them with generic character choices if you wish.

The rest of the update on the other hand, is mostly buffs and fixes. Saurus Warriors and Temple Guard cost a bit more so they actually pay for their Cold-blooded rule now, and are more on par with other elite infantry. 

Hope you enjoy most of the update, and thanks to my Patreons for your continued support! Next update will be Grand Cathay, which will feature quite a bit of changes now that they are officially out in TOW. I've already done most of the work there, so it will likely be out in around a week or two.

 
Patch notes:

  • Every time a spell from the Lore of Geomancy is successfully cast on an enemy unit or a unit suffers one or more unsaved Wounds from it, that unit suffers -1 to its Movement value until the start of the caster's next Magic phase. 
  • Replaced Part the Waters with Gravitic Redirection. Gravitic Redirection is a direct damage spell with a range of 12". All models in the target unit suffers a Wound on the roll of a 4+ which Ignores Armour Saves.
  • Entomb: While the spell is in effect, the target cannot move, shoot or be damaged in any way.
  • Assault of Stone scatters D3".
  • The Great Leveller does not affect the caster.
  • Removed Lore of High Magic.
  • Contemplations is a Disciple of the Old Ones.
  • Wandering Deliberations: The Slann Mage-Priest may choose their spells from a combination of any of the eight Winds of Magic in the Warhammer rulebook. Costs 25 pts.
  • Transcendent Healing costs 20 pts.
  • Reservoir of Eldritch Energy costs 10 pts.
  • Removed limitation on characters not being allowed to join units without the same Blessed Spawnings.
  • Tepok: Models with this Blessed Spawning have the Magic Resistance (2) special rule.
  • New Magic Item: Shield of Chaqua
  • Coronal Shield: All close combat attacks directed against the bearer of this shield must re-roll successful rolls To Hit.
  • Zoetic Dial costs 20 pts.
  • Crystaline Skull: Each time the bearer of this item successfully casts a spell, add +1 Power Dice to the pool (to a maximum of 3 per Magic Phase).
  • Rod of the Storm is power level 5.
  • The Tetragon of Tectonic Displacement is power level 5.
  • Prism of Amyntok is power level 5.
  • The Horn of Kygor costs 25 pts.
  • Blood Statuette of Spite is no longer one use only, has range 12", costs 35 pts.
  • Curse-Charm of Tepok costs 15 pts.
  • Huanchi's Blessed Totem is power level 5.
  • Wardrum of Xahutec: All friendly units within 12" of the bearer of this item do not need to pass a Leadership test in order to march, regardless of the proximity of enemy units. In addition, they gain +1 Leadership when attempting to Rally.
  • Increased the cost of great weapons.
  • Increased cost of armour for characters.
  • Increased Toughness of all Skinks by 1.
  • Adjusted the cost of Skink Chief missile weapons.
  • Skink High Chief costs 80 pts.
  • Skink Chief costs 45 pts.
  • Skink High Priest costs 165 pts.
  • Skink Priest costs 65 pts.
  • A Skink High Chief mounted on a Stegadon does not add their default Natural Armour save to the model's overall save.
  • Skink Attendant is an optional upgrade. They increase the Unit Strength of the model by 1.
  • A Slann carrying the Battle Standard may still be the Army General.
  • Added Temple Guard Palanquin as a mount option for Slann.
  • Kroxigor Ancients can take war gauntlets. Have Natural Armour (3+). Costs 170 pts.
  • Saurus Warriors cost 13 pts. Spears cost 1 pt.
  • Skink Cohorts cannot take Kroxigors. Costs 4 pts.
  • Skink Skirmishers cost 8 pts. Slings are free.
  • Temple Guard costs 18 pts.
  • A Slann who is in base contact with a model with the Guardians special rule is considered to be the same Troop Type as them for the purpose of resolving missile attacks.
  • Kroxigors have Natural Armour (4+).
  • Skirmish Screen: Kroxigors can move through friendly units of Skinks that are in Skirmish formation as if they were Open Terrain (note that they must end their Movement at least 1" apart as normal).
  • Chameleon Skinks cost 11 pts. Slings are free.
  • Terradon Riders cost 22 pts.
  • Ripperdactyl Riders cost 30 pts.
  • When fighting in close combat against a unit with a blot toad marker, Ripperdactyls gain another level of Frenzy and the Hatred special rule.
  • Salamanders cost 70 pts.
  • Shoot Barbs has Rapid Fire.
  • Instinctive Defence: If charged, a Razordon must Stand and Shoot if it is able to do so. However, when calculating the number of shots fired, the Razordon can re-roll the artillery dice.
  • Solar Engine is an Arcane Item, not an innate bound spell.
  • Arcanadon has Movement 6, costs 210 pts.
  • Power of the Ancients: Arcane Item. This item contains a Bound Spell (power level 5). This is a direct damage spell with a range of 24". Place the small round template anywhere within 24" of the Arcanadon – it then scatters D3". All models under the template suffer a Strength 4 hit with the Flaming Attacks special rule.
  • Added Howdah upgrade: The Dread Saurian is ridden by 6 Skinks (Lizardmen) who are equipped with blowpipes and have the Jungle Poisons and Natural Armour (6+) special rules.
  • Lord Mazdamundi has Natural Armour (3+).
  • Lord Kroak has Arcane Might. Costs 500 pts.
  • Supreme Shield of the Old Ones: Lord Kroak has a 3+ Ward Save.
  • Standard of the Sacred Serpent: Magic Standard. All enemy units in base contact with Lord Kroak or his unit takes D6 Strength 3 hits at the start of your Shooting phase.
  • Shield of Sotek: Tehenhauin has a 5+ Ward save.
  • Prophet of Sotek: In addition, Skink Cohorts with this upgrade may replace their shields with great weapons for +2 points per model. 
  • Minor Shield of the Old Ones: Tetto'eko has a 5+ Ward Save. Costs 230 pts.
  • Tehenhauin costs 325 pts.
  • Tiktaq'to costs 145 pts.
  • Itzi-Bitzi costs 90 pts.
  • Oxyotl has the Jungle Poisons special rule. May take Magic Items up to a total of 25 pts. Costs 100 pts.
  • The Golden Blowpipe of P'Toohee has range 18".
  • Master Predator: If Oxyotl remained stationary in his preceding Movement phase, enemies cannot draw Line of Sight to him unless they are within 6", and all shots made from the Golden Blowpipe of P'Toohee may re-roll failed To Wound rolls.
  • Removed Lotl-Botl.
  • Removed Inxi-Huinzi.
  • Removed Itzi-Bitzi. Moved his magic items to the army pool.
  • Removed Ten-Zlati. 

Sunday, 28 September 2025

Warhammer - Kingdoms of Ind 1.2 out now!

This is a medium-sized update, adding a lot of magic items and a new graphic layout, but not so much else. The rest are mainly smaller tweaks to the unit in terms of equipment and points costs, but let's go on the largest changes.

Deva now follow the same rules as forest spirits and daemons regarding their ward save, so things are consistent there. Speaking of the Devas, the Lore of the Deva has been reworked into Prayers for the new Sadhu priest. The lore itself did not have a theme beyond Hindu gods, with spells already available in the Winds of Magic, and since god-magic has for the most part been moved to Priests, it just makes sense for Ind to follow suit. However, Ind's Mantriks instead have access to all Winds of Magic, making them a lot more versatile than before.

You will also notice that Ind's troops have bucklers rather than shields by default, representing the smaller dhal shield. They can still upgrade to regular shields, however. I have also renamed quite a few units to more fitting or flavourful names.

Lastly, War Elephants are now Monstrous Creatures like in Araby, but with one Wound less. The Royal Elephant has therefore been removed from the Rare section since it would be almost identical to the regular War Elephant. However, it still remains as a Character mount for Maharajahs, albeit as a Monstrous Creature rather than a Monster.

And with that, all army books are finally updated to the new and improved format and have a full selection of magic items! From now on, each upcoming update will mostly be focused on smaller balance changes and bug fixes with me going over the community reports, so you should be able to expect 1-2 updates every single week until the wave is done, after I will start on the next main rulebook update. Many thanks to my Patreons as always, and don't forget to update your votes! Next up, Lizardmen!


Patch notes: 

  • Deva: Models with this special rule have the Fear, Magical Attacks and Unstable special rules (including mounts). In addition, models that are not mounts have a 5+ Ward save which gets reduced to a 6+ Ward save against Magical Attacks.
  • Removed Lore of the Devas
  • Added dozens of new magic items.
  • Removed Guardian Amulet (already present in Dogs of War).
  • Maharajahs and Rajahs do not have light armour by default.
  • Rajahs may ride War Elephants.
  • Mantriks can use any Wind of Magic. May be mounted on warhorses.
  • New Hero: Sadhu
  • Beastmasters are Loners. Removed Panthers. Tigers have M9, WS4, S4, Mighty Blow (1). Cost 20 pts.
  • Bengal Tigers have M9, S4, Mighty Blow (1) instead of Devastating Charge.
  • Rajputs renamed to Warriors. Are Unit Size 15+. Have bucklers by default, cost 3.5 pts. Spears and light armour cost 0.5 pts.
  • Archers may take bucklers.
  • Urumi Swordsmen bucklers cost 0,5 pts.
  • Skirmishers may take bucklers and bows. Increased cost of javelins and slings.
  • Pindari have bucklers by default. Cannot take light armour.
  • Camel Riders renamed to Sowars. Have bucklers by default. Scare Horses: Models with this special rule has the Fear special rule when fighting Equines.
  • Mansabdars renamed to Rajputs. Have bucklers by default. Are Fast Cavalry. Cost 15 pts.
  • Snake Charmers cost 5 pts.
  • Maiden Guard are Unit Size 15+, have hand weapons and bucklers by default, cost 7 pts.
  • Holy Warriors renamed to Eternals. Have Magical Attacks.
  • Sepoys are a Core unit.
  • Camel Gunners renamed to Zamburaks. Have Ponderous, not Move or Fire.
  • Royal Chariot have 2 crew by default. Have bows instead of longbows, can take light armour.
  • Bengal Riders cost 36 pts. Great weapons cost 3 pts. Have Loner.
  • War Elephants are Monstrous Creatures, cost 100 pts. Unit Size 1-3. Have 3 crew, Impact Hits (D3). Can take giant bows and small cannons (jingals). Jingals are S6, Armour Piercing (1). Do not fire like cannons. Can take light armour and/or barding, not armour plates.
  • Rakshashas, Vanaras, Garudas, Ganeshas, Nagas have the Loner special rule.
  • Rakshasha great weapons cost 2 pts.
  • Vanaras may take musicians. Blowpipes cost 3 pts.
  • Ganesha great weapons cost 9 pts.
  • Nagas may take warbows for 7 pts.
  • Yakshas are a Rare unit.
  • Great Cannons and War Rockets may take an additional crew.
  • Removed Royal Elephant from Rare, is a Monstrous Creature Mount for Maharajahs.
  • Yali has Natural Armour (5+), cost 185 pts.
  • Shesha has BS3, Spit Poison by default, cost 210 pts. Spit Poison has Rapid Fire.
  • Karishna is a Level 2 Wizard who uses spells from the Lore of Light.
  • Mhogli is a Loner.
  • Parashuruma has Pinaka: Longbow. Shots fired from this bow hit automatically and ignore Dodge saves. Costs 190 pps. 

Thursday, 11 September 2025

Warhammer - Hobgoblins 1.2 out now!

Not a huge update in terms of content, but it does contain three major changes. Firstly, Hobgoblins can now pull a "Hiiyaaarrghh!" similar to a WAAAGH!, which boosts their charge distance for one turn.

Secondly is the addition of Cunning Retreat for their fast cavalry, which allows them to flee from incoming missile fire, thus increasing their resilience against enemy shooting at the cost of movement. This should have a pretty large effect on how they play on the table - hopefully for the better!

Lastly, their magic system now follows that of other Greenskins with the Lore of da Hiiyaaarrghh! (Little Waaaagh!) replacing their old spell lores, as mentioned in Tribes and Tribulations from WFRP. The Lore of da Little Waaagh! is also a good fit for them since it has a lot of "sneaky" spells fitting their playstyle, and this makes them on par with common Goblins magic-wise. I chose not to include the Lore of da Big Waaagh! as it's too geared towards brute strength and Orcs, whereas Hobgoblins are a Goblin sub-type. 

Hope you enjoy the update, and many thanks to my Patreons for your support as always! Next up will be Ind, which will be a bit of a larger update, adding a lot of new magic items and tweaking some existing parts of the army list. That one should be out in around 2-3 weeks.

  

Patch Notes:

  • New Army Special Rule: Hiiyaaarrghh!: If a model with this special rule is your Army General, then once per game he may call a Hiiyaaarrghh! The Hiiyaaarrghh! may only be called if the model first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Hiiyaaarrghh! is called, every friendly Hobgoblin unit within 12" add +D3" to their charge move this turn. The Army General himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of the Army General add their rank bonus to the result rolled on the Treacherous Gits table.
  • New Army Special Rule: Cunning Retreat: When an enemy unit declares to fire at a unit with this special rule in their Shooting phase, it may choose to make a Feigned Flight move directly away from the enemy unit shooting at it. Once the unit has completed its move, the enemy unit may continue with its shooting as declared (provided they are still in range).
  • Added Lore of da Hiiyaaarrghh (Little Waaagh!)
  • Shamans cannot use Winds of Magic.
  • Laughing Skull Banner has 12" range.
  • Removed Dey Ain't Righ' in da 'Ead.
  • Dire Wolves are S4, have Mighty Blow (1). May take barding.
  • Increased cost of shortbows and bows for Wolf Raiders and Kheshig. 
  • Hobhounds are Unit Size 10+. Increased the cost of handlers.
  • Kheshig have S4 instead of Mighty Blow, cost 17 pts.
  • Wolf Chariots have W4, costs 60 pts. Does not have shortbows by default. May take scythes. May be upgraded to a standard bearer.
  • You may take 1-2 Bolt Throwas as a single Special choice.
  • Dire Wolf Riders cost 48 pts.
  • War Wagon does not have AP(1) or shortbows by default, cost 85 pts.
  • Giants have Natural Armour (6+), costs 180 pts.
  • Ghazak Khan has a bow.
  • Summon Dread Maw is a Bound Spell, Power Level 5.