Wednesday, 30 July 2025

Warhammer - The Empire 1.7 out now!

This update is essentially a double-feature since what was intended to just be an update for Cult of Ulric ended being one for the Empire as well. In short - the two have been merged into a single army list. The reason for this is because there was so much overlap between them that they are better off just being a set of "side-rules" rather than a stand-alone list. This means that both the Empire and the Cult of Ulric now have a bigger amount of options available to them compared to the old version.

The Cult of Ulric now works in that you can choose your army to be a Cult of Ulric list, which opens up new options (Ulricans) while closing off others (Sigmarites). So it's pretty much a zero-sum game which one you choose. For the Cult of Ulric, there are two removals in terms of units compared to the old list. The first is the Brotherhood of the Axe (since Teutogen Guard are now an upgrade limited to Ar-Ulric, and upgrading the upgrade is bit much). Besides, White Wolves will be fieldable on foot as a normal special unit, and they can already be upgraded with full plate and inner circle anyway. The second is the Children of Ulric - the lore just does not really support them being part of the army. If anyone wants to still field them, I suggest they either keep the old version, or just import the Ulfwerenar from the Norsca list.

As for the main Empire list, it's mainly a collection of minor tweaks and points costs adjustments. The biggest change is that of the Steam Tank. Instead of only working in your turn, it now generates Steam Points in both players' turn, and can generate up to 6 of them. It also gains a bonus to charging meaning it's harder to avoid it, and it has a more lenient mishap table that won't debilitate it as much. Lastly, it can even pursue in combat. It has seen a nerf in that it causes less impact hits on the charge and stomps like a Monster, but is overall much more versatile than before.

Hope you enjoy the update, and many thanks to my Patreons for your support as always!
 

The Empire Patch Notes:

  • Knights of the White Wolf may be fielded as Infantry or Monstrous Cavalry. Monstrous Cavalry ride Winter Wolves and may only be fielded in a Cult of Ulric army.
  • Knights of the Blazing Sun must take shields.
  • Added multiple new magic items from the Old World, Warhammer Quest and WFRP.
  • Removed Cold Iron Blade.
  • Sword of Sigismund costs 25 pts.
  • Removed Griffon Claw.
  • Sword of Righteous Steel costs 15 pts.
  • Mace of Helsturm have Flaming Attacks by default. Arch Lector only. Great weapon. The wielder of this weapon gains the Flaming Attacks special rule. In addition, each natural roll of 6 to hit causes that attack to be resolved at Strength 10 and with the Multiple Wounds (D3) special rule. Costs 25 pts.
  • Removed Blessed Sword.
  • The Armour of Meteoric Iron is a heavy armour.
  • The Gilded Armour moved to the Magic Armour section.
  • Aldred’s Casket of Sorcery only works on spells up to Level 2 (excluding Signature spells).
  • Blessed Silver Hammer: One use only. This item can be used at the start of any round of close combat. All enemy models in base contact with the bearer suffer a Strength 4 hit. Daemons, Undead and Vampires suffer a Strength 5 hit instead.
  • Von Mecklenburg's Enchanted Shot costs 10 pts.
  • Sheen of Truesilver works against MI and MB as well.
  • The Silver Horn contains an augment spell that targets all friendly units within 12". The target units gain the Immunity (Psychology) special rule until the start of your next Magic phase. Costs 25 pts.
  • The Imperial Banner costs 55 pts.
  • Flag of the Conqueror costs 40 pts.
  • The unit carrying the Banner of Sigismund gains the Stubborn special rule and may re-roll failed Break tests. Costs 35 points.
  • Removed Black Skull of the Caliph.
  • Generals/Captains may take crossbows and repeater handguns/pistols.
  • Wizard Lord renamed to Battle Wizard Lord.
  • Arch Lectors have WS5, I5 and A3, costs 135 pts.
  • Shield of Faith: The model and any unit they are with gain a 5+ Ward save in close combat until the start your next turn.
  • Witch Hunters may take handguns.
  • Pigeon bombs have a range of 24", cost 15 pts.
  • Demigryphs have Mighty Blow (1), do not have barding by default. Cost 58 pts.
  • Halberdiers are Unit Size 15+.
  • Spearmen are Unit Size 20+.
  • Swordsmen are Unit Size 15+.
  • Free Company Militia have hand weapons by default. Costs 2.5 pts. You may not have more units of Free Company Militia than you have units with the State Troops special rule.
  • Demilancers may take pistols.
  • New Core Unit: Roadwardens
  • New Core Unit: Hunting Hounds. They are not Fast Cavalry or Forest Striders. Are Unit Size 10+.
  • Greatswords cost 10 pts.
  • Leaders for Greatswords and Foot Knights may take a pistol.
  • Sisters of Sigmar may include an Augur: An Augur counts as being part of the unit's Command Group. A unit with an Augur may re-roll 1's To Hit and To Wound in close combat.
  • Imperial Dwarfs have Dwarf-crafted: Models with this special rule re-roll 1's when rolling To Hit with missile weapons. Crossbows and handguns cost 6 pts.
  • Ogre pistols cost 6 pts.
  • Additional crew for war machines cost 5 pts.
  • Demigryph Knights do not have barding by default, cost 60 pts. Barding costs 6 pts.
  • Steam Tanks have Immunity (Poisoned Attacks), Obstacle Strider and Unbreakable.
  • The Steam Engine can be used at the start of each player's turn, not only the owning player's.
  • Steam Cannons can fire within the model's front arc as normal.
  • The Steam Tank generates Steam Points in both players' turns.
  • The Steam Tank can generate up to 6 Steam Points per turn.
  • Reworked the Mishap table so that the worse results are rarer, and the results themselves are not as disabling.
  • It gains +D6 Movement when charging. If the charge fails, it moves D3" for every Steam Point used. It does not gain additional Impact Hits based on the number of Steam Points used. 
  • If the Steam Tank is in close combat with an enemy unit to its front, it can expend Steam Points in the Steam Engine to inflict D3 Stomps like a Monster on that unit for each Steam Point expended in this way. 
  • If the Steam Tank chooses to overrun or pursue a fleeing enemy, it moves D3" for every Steam Point expended in the close combat phase this round. It otherwise automatically restrains.
  • Sigmar’s Hammer inflicts 2D6 Impact Hits. It causes D3 Stomps like other tanks. It can use up to 4 Steam Points in each Movement or Close Combat phase.
  • Balthasar Gelt is on foot by default, costs 320 pts. Quicksilver has the Swift as the Wind upgrade.
  • Thyrus Gormann is on foot by default, costs 325 pts.
  • Volkmar the Grim has I5, A3. Has medium armour. Costs 205 pts.
  • Aldebrand's Hawk has a range of 24".
  • Aldebrand has Shrewd Tactician: After finishing deployment, but before Vanguard movement is made, you may choose redeploy up to D3 of your units to a new position up to 6" away from their original position.
  • Aldebrand costs 200 pts.
  • New Special Character: General Hans von Löwenhacke
  • New Special Character: Harald Gemunsen, Grand Master of the Knights Panther
  • Magnus the Pious does not have Magic Items by default, can take 50 pts of items.
  • The Amber Bow has the Ignores Armour Saves special rules against Monstrous Creatures and Monsters.
  • Monster Hunter: Models with this special rule re-roll all failed To Wound rolls against Monstrous Creatures and Monsters.
  • Luthor Huss has the Hammer of Ensorcelled Iron: Magic Weapon. Great weapon. This weapon allows the wielder to re-roll failed rolls To Wound. Costs 180 pts.
  • Valten may only take a mount if armed with Ghal Maraz.
  • Ludwig has Killing Blow, costs 170 pts.
  • The Sword of Justice gives the wielder +1 Attack. In addition, nominate one enemy character or monster at the beginning of the game. Attacks with the Sword of Justice gains +1 To Hit and can re-roll failed To Wound rolls in close combat when attacking the nominated model.


Cult of Ulric Patch Notes:

  • You may choose to field your army as the Cult of Ulric. If you do, your Army General must have the Crush the Weak special rule. A Cult of Ulric army may not take magic items marked "Sigmarite only" or include Sisters of Sigmar. 
  • Crush the Weak: The models have the Hatred special rule against enemy models with a lower Weapon Skill, Strength, Toughness or Leadership characteristic than they have.
  • Storm Hammer follows the rules for cavalry hammers.
  • New Magic Item: Armour of the Knight Eternal
  • New Magic Item: Helm of the Skavenslayer
  • New Magic Item: Horn of the White Wolf
  • Removed Seneschals
  • Priests of Ulric replaces Arch Lectors/Priests of Sigmar.
  • The War Altar of Ulric replaces the War Altar of Sigmar. Costs 150 pts. May not take Winter Wolves drawing it.
  • Warriors of Ulric are an upgrade to Free Company Militia. Have WS4. May take a magic standard up to 25 pts.
  • Wolf Kin replaces Flagellants. Have Crush the Weak and Frenzy instead of Hatred.
  • Winter Wolves replace Demigryphs.
  • Removed Brotherhood of the Axe
  • Removed Children of Ulric
  • Boris Todbringer has the Crush the Weak special rule.
  • The Swords of Ulric: If Boris Todbringer is included in your army, you may upgrade one unit of Swordsmen to the Swords of Ulric for +1 point per model. This unit gains the Frenzy special rule in the first round of close combat as well as the Crush the Weak and Hatred (Beastmen) special rules.
  • The Teutogen Guard: If Emil Valgeir is included in your army, you may upgrade one unit of Imperial Foot Knigths with the Knights of the White Wolf upgrade to the Teutogen Guard for +1 point per model. This unit gains the Immunity (Flaming Attacks) and Stubborn special rules.
  • If Emil Valgeir is included in your army, he must be the Army General, and your army must be a Cult of Ulric.
  • Removed Rein Volkhard, Heinrich von Torlichhelm and Vorn Thugenheim since they can be built through regular characters.

Sunday, 13 July 2025

Warhammer - Amazons 1.5 out now!

This is another fairly hefty update in terms of changes, mostly buffing the army. First up, Guerilla Tactics (now Warfare) has been divided up into three sub-rules. Serpent's Strike (based on the Savage Fury rules from Amazons in Mordheim) gives them Devastating charge, giving you more of an incentive to get the charge with them, and gives an additional bonus for flanking.

Predator's Feint is the new version of the old rule - this allows you to "flee" without having to pass a break test first, meaning you can get out of combats more easily. This has been balanced by allowing the enemy to pursue as normal, but Amazons also gain a bonus to their flee rolls to make them more adapt at running away voluntarily. Essentially, it's a "get the hell out of dodge" card you can pull when you find your chances of survival better by legging it instead of staying stuck in a combat you cannot win - and can be used to set up charge traps against the pursuing enemy unit.

Lastly is Hunter's Step - allowing you to shoot, and then move backwards after. This allows the Amazons to move out of range of enemy missile fire or charge range, which helps offset their lack of armour.

Other large changes to the army are regarding their High Age Artefacts - these are all AP(2) now making them better against armour than handguns and pistols. I've also moved them around a bit so the Piranha Warriors are dedicated short range skirmishers, while the eagle warriors can form a long range defensive unit. 

Amulets of the Moon have been changed as well - they no longer offer a ward save, but instead work in combat, giving the Amazons some needed protection there. A new defensive item for them is Enchanted Charms (also from Mordheim) which gives them a 6+ ward save and Magic Resistance (1).

On the subject of magic; I've decided to remove the Lore of the Serpents - this was originally called "Amazon Rituals" in Mordheim, and was then turned into a magic lore in 6th ed with the same spells. The issue with it, apart from only having 7 spells, is that it has no actual theme per say and is just a random mix of various jungle/wind spells, which is already mostly covered by the Winds of Magic in the Main Rulebook. Instead, I've chosen to give the Amazons access to all the Winds of Magic - which makes sense considering they were the servants of the Old Ones, and none of the lore would really feel out of place for them either. So while they lose their own lore, they have instead gained access to twice as many lores from the main rulebook - I'd call that an overall win.

Anyway, hope you enjoy the update, and many thanks to my Patreons for your support!

 

Patch notes:

  • Renamed Garland Warfare to Sacrificial Hunt.
  • Guerrilla Warfare: The following applies to models with this special rule:
  • Serpent's Strike: Models with this rule gain the Devastating Charge special rule. In any turn in which they successfully charge an enemy unit in the flank or rear, they may re-roll 1's To Hit and To Wound.
  • Predator's Feint: In the first round of close combat in which a unit with this special rule does not win the combat or the enemy passes their Break test, it may choose to disengage from combat instead of taking a Break test or making a combat reform. Units affected by Frenzy cannot attempt to disengage from combat. If the unit chooses to disengage, it makes a Flee move as if it had broken from combat. However, this does not cause Panic for breaking within 6" of friendly units. The enemy unit may only choose to pursue if they won the combat. In addition, whenever a unit with this rule chooses Flee as a charge reaction or to disengage from combat, it gains +1 to its Flee distance.
  • Hunter's Step: Unless it charged, marched or fled during the Movement phase of its turn, a unit with the Fast Cavalry or Skirmishers special rules armed with missile weapons may move up to its Movement value directly backwards after resolving its missile attacks in its Shooting phase.
  • New Army Special Rule: Enchanted Charms: A model with Enchanted Charms has a 6+ Ward save and the Magic Resistance (1) special rule.
  • Claws of the Old Ones, Sun Gauntlets and Sunstaffs are Armour Piercing (2). 
  • Sun Gauntlets do not give +1 Attack.
  • All missile and close combat attacks targeting a model with an Amulet of the Moon suffer -1 to Hit. Increased the cost for characters.
  • Removed Lore of the Serpents. Serpent Priestesses can choose spells from any Wind of Magic.
  • Stunning Rod replaced by Moonblade.
  • New Magic Item: Death Whistle: Any enemy unit that is charged by the bearer of this item must take a Terror test.
  • Increased the cost of great weapons.
  • Spears for Amazon Warriors cost 0.5 pts. They are Unit Size 15+.
  • Amazon Archers are a separate unit.
  • Skirmishers pay 1 pt for slings and blowpipes.
  • Huntresses do not have shields by default cost 12 pts. Shortbows are free.
  • Piranha Warriors can take Sun Gauntlets, not Sunstaffs. Removed Koka. May take Enchanted Charms.
  • Eagle Warriors have Immunity (Psychology) and BS4, costs 8 pts. Can replace spears with Sunstaffs, cannot take Sun Gauntlets. May take Enchanted Charms.
  • Jaguar Warriors have A1 and Mighty Blow (1), costs 8 pts. Cannot take additional hand weapon, can take paired Claws of the Old Ones. May take Enchanted Charms.
  • Renamed Jungle Stalkers to Python Warriors. Have Ld8, costs 12 pts. May take Amulets of the Moon and Enchanted Charms.
  • Shortbows for Culchan Riders is free. May take Amulets of the Moon and Enchanted Charms.
  • Cold One Riders may not take Claws of the Old Ones. May take light armour, Koka and Enchanted Charms.
  • Stegadon has Giant Bow by default. Added upgrades from the Lizardmen book.

Monday, 30 June 2025

Warhammer - Halflings 1.2 out now!

As mentioned on Patreon, this was intended to be a very small update, which it ended up being for once! Just a few bug fixes and a few balance tweaks overall, since Halflings already received a bunch of new Magic Items in their last update. The main change, as promised, is a brand new layout that makes the book quite a bit easier to read. Thanks to my Patreons for your continued support!

Patch notes: 

  • Increased cost of great weapons.
  • Olorin The Grey's Knickknack is power level 5.
  • Cloak of Illusion is power level 4.
  • Jade Sickle is power level 5.
  • Darcie's Magical Thingimabob is power level 3.
  • Moot Elders, Hisme Stoutheart and Nicholas Warfoot have BS7 and I8.
  • Master Thieves may take bucklers, not shields.
  • Flails for Rabble costs 2 pts.
  • Shields for spearmen costs 1 pt.
  • Militia Swordsmen cost 4 pts. Are Unit Size 15+.
  • Shortbows for Hobilars cost 1 pt.
  • Deputies pay 2 pts for polearms, 1 pt for shields. Are Unit Size 15+.
  • Housewives are Unit Size 15+.
  • Gamekeepers have WS2.
  • Increased cost of missile weapons for Thieves.
  • Swan Riders may take a Magic Standard.
  • Added Ogre Charge and Natural Armour (6+) to Ogres.
  • Moot Ogres cannot take polearms. Cost 27 pts.

Thursday, 26 June 2025

Warhammer - Araby 1.7 out now!

This ended up being a bit of a bigger update than initially planned. Not a huge amount of large changes, but plenty of tweaks. Among the larger changes are the removal of the Lore of the Desert. This was due to several reasons - it was never an official lore, but rather just a few spells from Warmaster, and "desert" is a bit lacking in terms of a theme for a whole spell lore anyway, with several of the existing spells not really being desert-themed to begin with. However, some of the more unique spells have instead been moved to the Sandglass unit, so they are not gone completely.

A new addition to the army is the Cleric of the One, which is essentially a Warrior Priest. This replaces the Holy Man which opens up for taking him in more units. Likewise, the Dibbukim has been removed. The "religious fanatic"-role has instead been given to the Dervishes which now functions more like a regular unit, specializing in dealing lots of attacks, especially on the charge. Lastly, War Elephants have been degraded to Monstrous Creatures, but they are now cheaper and can be taken in units up to 3 models.

There have also been a few name changes for some characters and units to make them more fitting to the Araby setting. Overall, this update makes Araby a bit stronger than before, but not to a huge extent. Hope you enjoy it, and as always; a huge thank you to my Patreons! 

Patch notes:

  • Zealotry: Models with this rule counts as having one rank more than they actually have when determining if they are Steadfast. In addition, they have the Cold-blooded special rule for any Break tests taken in the first round of combat.
  • Increased the cost of great weapons.
  • Removed Lore of the Desert.
  • Added multiple new magic items, and reworked/removed a few old ones.
  • Emirs and Sheiks do not have light armour by default. May take heavy armour.
  • Renamed Sorcerer Lord to Magus.
  • Renamed Sorcerer to Sahir.
  • Hashishin pay 10 pts for poisoned attacks.
  • New Hero: Cleric of the One
  • Scare Horses: Models with this special rule has the Fear special rule when fighting Equines.
  • Light armour for Warriors cost 0.5 pts. They are Unit Size 15+.
  • Removed Holy Man & Dibbukim.
  • Archers renamed to Bowmen.
  • Tribal Skirmishers pay 1 pt for slings.
  • Archers pay 1 pt for shields.
  • Additional hand weapons for Corsairs cost 0.5 pts.
  • Corsairs may be upgraded to Ambushers.
  • Slavers: Whenever a unit containing at least 5 models with this special rule breaks an enemy unit in close combat and pursues them, the fleeing unit must re-roll the highest result on their flee roll.
  • Slavemaster follow the rules for Handlers, not Leaders.
  • You must include one Slavemaster for every 20 Slaves in the unit.
  • Palace Guard cost 12 pts.
  • Mamelukes are Fast Cavalry. May take heavy armour for 2 pts. Barding costs 2 pts.
  • Reduced cost of Janissary armour by 0.5 pts.
  • Bladedancers may take Poisoned Attacks. Reworked/renamed their dances.
  • Kiss of the Scorpion: The Bladedancers gain the Killing Blow special rule. 
  • Serpent's Embrace: The Bladedancers gain +1 To Hit.
  • Veil of Seduction: Enemies suffer -1 To Hit the Bladedancers in close combat.
  • Dervishes no longer have Poisoned Attacks or can move through units. They have A1, Frenzy and Impact Hits (1). Cost 12 pts. May take a Leader.
  • Naphtha bombs are Quick To Fire.
  • Jezzails are Ponderous instead of Move or Fire.
  • Carpet Riders are Unit Size 5+.
  • War Elephant is a Monstrous Creature. Has T5, costs 125 pts. May take bows and up to 2 extra crew.
  • Cannons may take one extra crew.
  • Monster Bombards may move after deployment.
  • Sandglass of Time renamed to Qamar Sandglass. It's no longer Stubborn, have a Ward save or give Magic Resistance. Costs 125 pts. Replaced the existing spells with the following:
  • Mirage: Innate bound spell (power level 5). Remains in Play. Mirage is a hex spell with a range of 24". Place a marker within 24" and Line of Sight of the target. While the spell is in effect, the target must turn and move directly towards the marker as fast as possible in the Movement phase. The spell is immediately dispelled if the target reaches the marker, has lost Line of Sight to it at the start of their Movement phase or becomes engaged in close combat.
  • Sandstorm: Innate bound spell (power level 5). Sandstorm is an augment spell that is cast on the Sandglass itself. Until the start of your next Magic phase, all units (friend and foe) within 12" cannot use missile weapons or the Fly special rule, and no Line of Sight can be drawn to or from units within range. In addition, enemy units within range cannot March.
  • Shifting Sands: Innate bound spell (power level 5). Shifting Sands is a hex spell with a range of 24". Until the start of your next Magic phase, all models in the target unit halve all their movement and must take a Dangerous Terrain test whenever they move.
  • Well of Endless Dunes: For each friendly Qamar Sandglass on the battlefield at the start of your magic phase, add 1 dice to your power pool.
  • Khalil al-Zahir costs 285 pts. 
  • Scriptures of the Prophet: Enchanted Item. This item gives the bearer the Battle Prayers of The One (see Clerics of the One) special rule. However, each Battle Prayer can target any friendly unit with the Zealotry special rule within 12" rather than just the bearer's unit.
  • Renamed Salâh ad-DĂ®n's sword to Zulfiqar.
  • Ottokar Mehmed Agha renamed to just Mehmed Agha.
  • Renamed Sindibadu to Sindabad.
  • The First Division: Mehmed Agha must be accompanied by a unit of Janissaries. This unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Mehmed Agha may never choose to leave this unit. 

Monday, 23 June 2025

Warhammer - Daemons of Chaos 1.71 out now!

This ended up being a very large "hot fix", but that was expected since the previous release was more or less a beta, as mentioned. The major changes here mainly the removal of Loci, with the effects being moved to Magic Standards instead (and with a points decrease to boot). This means you can no longer stack bonuses from both standard and Loci (unless you make your herald a BSB), but it also means that the Loci bonuses are tied to the unit instead of a character and thus harder to remove. I have also increased the magic banner allowance for all core units to 50 pts, thus allowing them a much wider range of banner options. Loci effects have also been given to the Blood Throne and Exalted Seeker Chariot for no additional cost.

Other than that, you also have quite a bit of adjustments to existing magic items, and several characters and units have seen some points decreases. Overall, this should put Daemons in a bit of a better spot than before.

Patch Notes: 

  • A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule and a 6+ Ward save.
  • Summoned from Beyond: If the marker is under a unit or impassable terrain, place it next to the closest edge of the unit/terrain.
  • Adjusted the Strength and scatter distances in Reigns of Chaos.
  • Removed Loci, turned most of them into Magic Standards instead.
  • Grandfather Nurgle's Circle of Life: For each unsaved Wound caused, one friendly unit within 6" of the caster instantly recovers 1 Wounds' worth of models slain earlier in the battle, just like a summoning spell.
  • Removed Massive Stature.
  • Extreme Contagion: All enemy units within 6" of the Daemon at the start of any close combat phase suffer D6 Hits that Wound on a 5+ and Ignores Armour saves. This has no effect on Daemons of Nurgle.
  • Invigorated by Pain: The Daemon gains +1 Attack for each unsaved Wound they have lost on their starting profile.
  • Harvester of Skulls costs 20 pts.
  • The Eternal Blade is Daemon Prince only. Costs 40 pts.
  • Deathdealer costs 10 pts.
  • Ar'gath: The wielder of this weapon always automatically Hits enemy characters.
  • Plague Flail costs 10 pts.
  • Nurgle’s Nail costs 20 pts.
  • Tome Of A Thousand Poxes: The bearer of this item gains a +1 casting bonus. This bonus increases by +1 for each subsequent spell successfully cast by the bearer on the same target during the current Magic phase.
  • Icon of Eternal Virulence: Each unsaved Wound caused by the unit carrying this standard when rolling a natural 6 on the To Wound roll add an extra point of Combat Resolution in the first round of close combat. In the second round of close combat it takes effect on To Wound rolls of 5+, and in the third round of close combat on To Wounds rolls of 4+, and so on. The effect resets if the unit leaves combat. Costs 20 pts.
  • Standard of Seeping Decay: If any model in the unit carrying this standard rolls a natural 6 To Hit in close combat, the target immediately suffers an additional automatic hit resolved at Strength 4. Costs 25 pts.
  • Standard of Fecundity: This model, and all models in their unit, have the Regeneration (6+) special rule. Costs 25 pts.
  • Standard of Eternal Wrath: The unit carrying this standard gains the Hatred special rule. Costs 25 pts.
  • Standard of Beguilement: Any enemy unit in base contact with the unit carrying this standard gains the Always Strikes Last special rule. Costs 35 pts.
  • Standard Of Twisted Grace: The unit carrying this standard gains the Vanguard special rule, and automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not Leadership tests). Costs 25 pts. 
  • Standard of Conjuration: Any spells cast by the unit carrying this standard are resolved at +1 Strength. Costs 35 pts
  • Standard of Transmogrification: When a model with the Split special rule in the unit carrying this standard is slain, you may re-roll dice results of 1-3 to see if it turns into two Blue Horrors. Costs 10 points.
  • Reduced the cost of Greater Daemons to 400 points.
  • Gaunt Summoner and Changecaster have BS4.
  • Summon Daemons: Innate Bound spell (power level 8). Summon Daemons is a summoning spell with a range of 18" that can target units of Pink Horrors, Brimstone Horrors, Screamers or Flamers. The target unit immediately gains D6 Wounds worth of models.
  • All Daemon Core units can take 50 pts of Magic Standards instead of 25 pts.
  • Whirling Destroyers: The unit receives an additional +1 casting bonus for every 5 five Pink Horrors in the unit, to a maximum of +3. If the unit has 15+ Pink Horrors, it counts as a Level 2 Wizard and gains access to the Pink Fire of Tzeentch spell from the Lore of Tzeentch. 
  • Totem of Endless Bloodletting: Any Daemon of Khorne unit within 6" of a Bloodmaster on a Blood Throne gain the Frenzy special rule.
  • Totem of Endless Pleasure: Any Daemon of Slaanesh unit within 6" of an Exalted Chariot gains the Always Strikes First special rule.
  • Bloodletters cost 13 pts.
  • Daemonettes cost 12 pts.
  • Nurglings costs 50 pts.
  • Skarbrand costs 480 pts.
  • Ku'gath Plaguefather costs 480 pts.
  • Rotigus costs 570 pts.
  • N'Kari costs 625 pts.
  • Shalaxi Helbane costs 525 pts.
  • Kairos Fateweaver costs 415 pts.
  • Amon 'Chakai costs 570 pts.
  • Daemonic Aura: Amon 'Chakai and all friendly units within 6" gain +1 to their Ward saves (to a maximum of 3+) against non-Magical Attacks.
  • Willing Prey: Enemy units in base contact with N'Kari suffer -1 to their Weapon Skill.
  • Removed Fleeting Dance of Death.
  • Skulltaker does not have a Locus, costs 175 pts.
  • Karanak does not have a Locus, costs 125 pts.
  • Flesh Hounds and Karanak have Magic Resistance (2) naturally instead of through items.
  • Epidemius does not have a Locus, costs 185 pts.
  • Horticulous does not have a Locus, costs 235 pts.
  • Beast Handler: Friendly Beasts of Nurgle within 12" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.
  • In Death There is Life: All friendly Daemons of Nurgle get the Regeneration (6+) special rule while they are within 6" of Horticulous Slimux.
  • The Changeling does not have a Locus, costs 130 pts.
  • The Hellforged Host: This unit has the Armour Piercing (1) special rule and may re-roll To Wound rolls of 1. 

Monday, 9 June 2025

Warhammer - Daemons of Chaos 1.7 out now!

Sorry for the long wait folks, life/baby got in the way again; and I had 20 full pages of feedback notes to go through. There are a lot of changes here, and some I'm sure will be controversial - so consider this somewhat of a beta since I'm sure there will be another update following this one pretty soon. 

First up though, you will notice the layout is completely different; it's now no longer sorted by god but rather by category only, meaning that there are a lot fewer headings to sort through. So while it makes it a bit fiddlier to create a mono-god list, it's now easier to make a mixed list, and less of a headache to read the table of contents.

As for the rules changes themselves; the biggest one is a slight nerf to their ward save. In 7th edition they had a 5+ save which was negated by magical attacks; in 8th edition they got a 5+ ward no matter what. I've chosen to give them an in-between - a 5+ ward that becomes a 6+ ward against magical attacks. This means they work more like they do in the lore, and gives their opponent a bit more counter-play. 

However, on the plus side, they now have a new army special rule: Summoned from Beyond - this allows the unit to appear anywhere on the table following the rules for Ambushers, similar to Dwarf Miners and Tomb Kings units. This allows Daemon Core units to arrive anywhere on the battlefield, adding more versatile gameplay into the mix.

A third major change is the return of the Reign of Chaos table - sort of. Rather than being a random effect, it's now tied to the Daemonic Alignment of your general. This incentivizes sticking to a mono-god army a bit more, and punishes mixing daemons that hate each other. This probably won't have a huge effect on the battle, but is mainly meant to offset the detriment of not being able to use the general's Inspiring Presence rule for Daemons of other alignments.

A forth larger change is that of magic items - you can now take multiples of the same gift in your army, and the army can also take magic items from the common rulebook, just like other armies, opening a lot more combinations for your characters.

Other than that; you have the usual changes to magic items and daemonic gifts intended to improve the balance between them; as well as a few new toys to play with. Overall the goal has not been to make the army stronger, but just to balance them out a bit better and offer some new tools. Hope you enjoy the changes overall, and many thanks to my Patreons for your continued support!

 
Patch Notes:

  • Daemonic: Models that are not mounts have a 5+ Ward save which gets reduced to a 6+ Ward save against Magical Attacks. 
  • Clarified that Magical Attacks apply to mounts. 
  • Daemons that do not have a Daemonic Alignment are not subject to Daemonic Animosity, but they may only join units that also do not have a Daemonic Alignment.
  • Daemonic Instability replaces Unstable where applicable.
  • New Army Special rule: Summoned from Beyond
  • Daemon of Nurgle: A Daemon of Nurgle has the Hatred (Daemons of Tzeentch) and Poisoned Attacks special rules. Enemy models in base contact suffer -1 to their Weapon Skill.
  • Daemon of Tzeentch: A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule and may re-roll failed Ward saves.
  • Daemon of Slaanesh: A Daemon of Slaanesh has the Hatred (Daemons of Khorne) and Armour Piercing (1) special rules. For every regular Attack that causes an unsaved Wound, the model may may an additional Attack. These additional Attacks cannot generate further attacks.
  • New Army Special Rule: Reign of Chaos
  • Updated Magic Lores to be on par with Warriors of Chaos, including the Lore of Chaos.
  • Fold Reality recovers/loses D3+1 Wounds. 
  • Each Gift may only be taken once per character, but more than one character may take the same Gift.
  • Daemons may take common Magic Items, not just Weapons.
  • Khorne Daemons may only take 50/100 pts of items.
  • Massive Stature: The Daemon gains +1 Wound. Costs 20 pts.
  • Diabolic Splendour: The Daemon may re-roll 1's when taking Ward saves.
  • Daemon Prince is a Monstrous Creature, costs 250 pts. Have the Chaos Armour special rule: Models with this special rule add +1 to their armour saves if they wear light, medium or heavy armour.
  • The Chromatic Tome costs 15 pts.
  • Tome Of A Thousand Poxes: The bearer gains one additional spell and a +1 casting bonus. Costs 30 pts.
  • New Magic Item: Doomsday Bell
  • New Magic Item: Bileblade
  • New Magic Item: Abhorrent Lodestone
  • Bringer of the Swarm has a range of 12". The unit has the same Daemonic Alignment as the character.
  • Radiance of Dark Glory affects all friendly units.
  • Crushing Mass costs 20 pts.
  • Dark Insanity costs 30 pts.
  • Twin Heads costs 40 pts.
  • Power Vortex: Once per Magic phase, the Daemon may add an additional 'free' Power dice to the casting attempt. This can cause Ultimate Power as normal, and can cause the Daemon to roll more dice than normally allowed.
  • Aspect of Tzeentch costs 40 pts.
  • All-seeing eye costs 10 pts.
  • The Portalglyph: All friendly units attempting to deploy using the Summoned from Beyond special rule within 12" bearer of this item may re-roll the dice to determine if they arrive this turn.
  • Great Standard of Sundering: All enemy Wizards targeting friendly units within 12" of this standard suffer a -1 casting penalty, and will miscast on the roll of  both double 1's and 2's.
  • Banner of Infernal Flame costs 25 pts.
  • Blade of Blood: Attacks made with the Blade of Blood are resolved at +1 Strength and may re-roll failed rolls To Wound. Costs 25 pts.
  • Harvester of Skulls: This weapon makes the model's Killing Blow special rule take effect on a 4+. Costs 25 pts.
  • Crimson Soulstone costs 5 pts.
  • Staff of Change affects all multiple-Wound models. Costs 25 pts.
  • Pyrofyre Stave: The wielder of this weapon gains the Flaming Attacks special rule, and may re-roll any To Wound rolls of 1 when casting magic missiles. Costs 15 pts. Previous affect remain.
  • Daemonic Robes: The Daemon can never be wounded on better than a 4+. Costs 25 pts.
  • Plague Flail: This weapon gives the wielder the Mighty Blow (1) special rule. Any model that suffers one or more unsaved Wounds from the Plague Flail must immediately pass a Toughness test or suffer another Wound with the Ignores Armour Saves special rule. Costs 15 pts.
  • Nurgle’s Nail: The wielder of this weapon will automatically Wound on the to Hit roll of a 5+. At the end of each round of close combat, roll 2D6 for each enemy model that has suffered one or more unsaved Wounds from this weapon. If the result is exactly 7, that model is slain with no saves of any kind allowed.
  • Standard of Seeping Decay: The unit carrying the Standard of Seeping Decay re-roll failed To Wound rolls of 1.
  • Witstealer Sword is unique to N'Kari.
  • Mask of Spiteful Beauty costs 20 pts.
  • Girdle of the Realm Racer gives Fly (10).
  • Banner of Change is a hex spell.
  • Aura of Fury is a Daemonic Gift, costs 50 pts.
  • Relentless Hunter and Hellfire are Daemonic Gifts.
  • Barrage of Knowledge is a Daemonic Gift: All enemy Wizards within 18" of the Daemon suffer a -1 casting penalty. Costs 25 pts.
  • Extreme Contagion is a Daemonic Gift, costs 30 pts.
  • Sensual Barrage is a Daemonic Gift, costs 50 pts. All enemy units within 6" of the Daemon are subject to the Always Strikes Last special rule. This has no effect on Daemons of Slaanesh.
  • Locus of Virulence: This model, and all models in his unit, may re-roll failed rolls To Wound. 
  • Locus of Fury costs 30 pts.
  • Locus of Wrath costs 30 pts.
  • Locus of Virulence costs 30 pts.
  • Locus of Fecundity costs 30 pts.
  • Locus of Contagion costs 30 pts.
  • Locus of Beguilement costs 30 pts.
  • Locus of Swiftness costs 35 pts.
  • Locus of Grace costs 15 pts.
  • Locus of Change costs 15 pts.
  • Locus of Transmogrification costs 15 pts.
  • Locus of Conjuration costs 25 pts.
  • Exalted Daemons have Chaos Armour.
  • Keeper of Secrets may take bucklers, not shields.
  • Exalted Flamers are Special Units and Monstrous Infantry.
  • Bloodmasters and Bloodletters make take great weapons.
  • Poxbringer has WS6.
  • Viceleader costs 95 pts.
  • Bloodletters cost 14 pts.
  • Plaguebearers (including Pox Riders, and Plague Drones) have WS4, costs 13 pts.
  • Daemonettes cost 13 pts.
  • Pink Horrors cost 14 pts.
  • Pink Horrors and Brimstone Horrors have Lesser Flames of Tzeentch (Range 12", Strength 3, Flaming Attacks, Multiple Shots (2), Quick to Fire).
  • Pink Horrors: The unit receives an additional +1 casting bonus for every 5 five models in the unit, to a maximum of +3. If the unit has 20+ models with this special rule, it counts as a Level 2 Wizard and gains access to the Pink Fire of Tzeentch spell from the Lore of Tzeentch.
  • All Flames of Tzeentch are Quick to Fire.
  • Blue Horror crew for Burning Chariot costs 12 pts.
  • Bloodletters have BS3.
  • Brutes cost 40 pts.
  • Soul Grinders have WS/BS 4 and A5. Costs 275 pts. 
  • Blood and Plague Chariots may take standards.
  • Gaunt Summoners cost 240 pts. Removed Warptongue blade.
  • Screamers have Multiple Wounds (2).
  • Brimstone Horrors are Infantry. They have a Line of Sight value of 0.
  • Slashing Attack: If a unit of Screamers moves over one or more unengaged enemy units in the Remaining Moves sub-phase, each of those units suffer one Strength 4 Hit per Screamer, distributed as shooting attacks.
  • Burning Chariot costs 120 pts.
  • Plague Chariot costs 130 pts.
  • Death Heads cost 5 pts.
  • Seekers cost 20 pts.
  • Soulscent: If a Hellflayer causes one or more unsaved Wounds with its Impact Hits, all crew members receive a number of bonus Attacks equal to the number of unsaved Wounds caused. This bonus lasts until the end of the turn.
  • You may take 1-2 Hellflayers as a single Rare choice.
  • Be'lakor uses the Lore of Shadow instead of his own spells. He is a Monstrous Creature.
  • Mazarall the Butcher is a Monstrous Creature.
  • Azazel is a Monstrous Creature.
  • Syll'Esske is a Monstrous Creature.
  • Masque of Slaanesh has Unnatural Reflexes: The Masque of Slaanesh has the Dodge (6+) special rule, and may re-roll failed Dodge saves. This replaces the 3+ ward save.
  • The Hellforged Host: If Skarbrand is included in your army, you may upgrade one unit of Bloodletters to the Hellforged Host for a cost of +1 point per model. This unit has the Armour Piercing (6+) special rule.
  • Festering Stooges: If Ku'gath Plaguefather is included in your army, you may upgrade one unit of Plaguebearers to the Festering Stooges for a cost of +1 point per model. This unit has the Regeneration (6+) special rule. 
  • Bringers of Beguilement: If N'Kari is included in your army, you may upgrade one unit of Daemonettes to the Bringers of Beguilement for a cost of +1 point per model. All models in this unit have +1 Movement and may re-roll failed charge and pursuit distances.
  • The Blazing Squealers: If Kairos Fateweaver is included in your army, you may upgrade one unit of Pink Horrors to the Blazing Squealers for a cost of +2 points per model. The Lesser Flames of Tzeentch from this unit are resolved at Strength 4 instead of Strength 3.
  • Hounds of the Blood Hunt: If Karanak is included in your army, you may upgrade one unit of Flesh Hounds to the Hounds of the Blood Hunt Host for a cost of +2 points per model. For every unsaved Wound caused by this unit in close combat, they regain 1 Wound's worth of models, just like a summoning spell.
  • Karanak costs 150 pts.
  • Scaarac costs 325 pts.
  • Scrolls of Sorcery roll 2D6.
  • The Changeling costs 145 pts.
  • Horticulous costs 260 pts.
  • N'Kari has the Siren Song gift and Hatred (High Elves), costs 655 pts.
  • Syll'Esske has a Line of Sight value of 4 and a Unit Strength of 5.
  • Dexcessa and Syness are Monstrous Creatures. Costs 390/480 pts.
  • Redolence of Violence: During any turn in which Dexcessa makes a successful charge, all friendly Daemon of Slaanesh unit within 12" gain +1 Attack for the duration of this turn.
  • Whispers of Doubt: Innate Bound Spell, power level 3. Whispers of Doubt is a hex spell with a range of 24". The target unit must take a Leadership test using an additional D6; if failed, all close combat attacks targeting that unit gain +1 To Hit until the start of your next Magic phase. 

Sunday, 20 April 2025

Warhammer - Chaos Dwarfs 1.7 out now!

Apologies for the long wait on this update - life literally got in the way! For those of you not active on the Discord server; I became a father right at the end of February, which to little surprise has put a bit of a spanner in the works regarding the amount of free time I have available for anything hobby-related for the time being. I've also been forced to spend a lot of time doing the bookkeeping for my wife's company which took way longer than I had expected since I had to learn accounting from scratch. However, now that that's done and once my son starts sleeping more regularly during nighttime, I will hopefully have a bit more time to spend on the books.

Anyway, to the update at hand: Not a huge amount large of changes rules-wise, but plenty of smaller tweaks. The layout is brand new and much improved which is the most obvious change. However, the main new thing for the Chaos Dwarfs is the addition of new magic items! Normally I try to stick to only official GW items for the official armies, but Chaos Dwarfs were really lacking in terms of weapons, armour and talismans, which this update has remedied. I expect there to be a few bugs due to the new layout as well some minor tweaks to the items, so you can expect a hot fix within 1-2 weeks most likely.

Thanks to my Patreon supporters for your patience and continued support!

Patch notes:

  • Sorcerers and Daemonsmiths have light armour by default, can upgrade to medium or heavy armour.
  • Blackshard Armour: Models with this special rule add +1 to their armour saves if they wear light, medium or heavy armour.
  • Added multiple new magic weapons, armours and talismans.
  • Dweomer Leach Orb cost 40 pts.
  • Blackshard Armour is available for Sorcerers, Overlords, Overseers, Daemonsmiths, Infernal Guard and Immortals.
  • Sorcerer-Prophet/Sorcerer-Priests have 2/1 Attacks.
  • Sorcerer-Prophet costs 210 pts. No armour by default.
  • Overlords, Overseers and Daemonsmiths may take fireglaives.
  • Overlord costs 140 pts.
  • Overseer costs 70 pts.
  • Sorcerer-Priest costs 80pts. No armour by default.
  • Daemonsmith costs 60pts. Light armour by default. Can take medium armour.
  • Adjusted cost of armour for most characters.
  • Altar of Hashut costs 100 pts. Altar Guards have great weapons and heavy armour.
  • Inferno gun has Rapid Fire.
  • Juggernaut Siege Tower is not Hit automatically in close combat.
  • Inferno Guns, Bazukas and Earthshaker Mortars are one unit choice called Devastators. You may take 1-2 as a single special choice.
  • Orc & Goblin Slaves cannot take light armour. Do not have shields by default. Orcs cost 5 pts, Goblins cost 2 pts.
  • Orc Slaves can take great weapons.
  • Goblin slaves cannot take shortbows.
  • Increased the cost of great weapons.
  • Daemons have a 5+ Ward save which gets reduced to a 6+ Ward save against non-magical attacks.
  • Thzzzz: All Wizards within 24" must immediately pass a Leadership test or roll 2D6 on the Miscast table.
  • Warriors are Unit Size 15+.
  • Heavy armour for Warriors cost 1.5 pts.
  • Shortbows/bows for Wolf Raiders cost 1/2 pts. Shields cost 0.5 pts.
  • Orc Slaves are Unit Size 15+.
  • Shields for Goblin slaves cost 1 pt.
  • Removed Ironsworn as a regular upgrade, are now a "Regiment of Renown".
  • Black Orcs have medium armour by default, cost 12 pts. Have Armed to da Teef special rule. Additional hand weapons cost 2 pts, great weapons cost 2 pts.
  • Ogre Slaves have Ogre Charge instead of Impact Hits. May not take light armour.
  • Grind Attack: The Iron Daemon has the Stomp (D6) special rule, which also works against models with a Line of Sight value of 2.
  • Skullcracker: The Iron Daemon gains the Impact Hits (2D6) and Stomp (2D6) special rules. In addition, its Stomp works against all models.
  • Demolition Rockets have S4(8) and Multiple Wounds (D3).
  • Siege Giant has Natural Armour 6+, cost 200 pts.
  • Colossus has Immunity (Poisoned Attacks).
  • Removed Smash with Pick from the Little Things chart.
  • Hashut's Dark Ravagers: If Shar'tor the Executioner is included in your army, you may upgrade one unit of Bull Centaur Renders to Hashut's Dark Ravagers for a cost of +5 points per model. This unit has the Devastating Charge special rule. It must be equipped with additional hand weapons and also carry throwing axes.
  • The Blazing Beards of Bazherak: If Zhatan the Black is included in your army, you may upgrade one unit of Warriors to The Blazing Beards of Bazherak for a cost of +1.5 points per model. This unit has the Flaming Attacks and Frenzy special rules.
  • The Ironsworn: If Drazhoath the Ashen is included in your army, you may upgrade one unit of Infernal Guard to the Ironsworn for a cost of +3 points per model. This unit has +1 Strength and the Magical Attacks special rule. The unit must be equipped with hand weapons and shields.