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.

Saturday, 15 March 2025

Showcase Gallery: Orcs & Goblins

Orcs & Goblins were my third Warhammer army, though my collection really only started as a result of me getting the 6th edition starter set for the rulebook and Empire troops, so the Orcs were really just an added bonus. Not too long after, a friend got the Battle for Skull Pass as a start for his Dwarf army, and we ended up splitting the contents so I got the Goblin half. I then got a few models here and there to flesh it out a bit more. Unfortunately, I ended up selling the whole army apart from Grimgor a few years later to make some money and space to start a Dogs of War army instead. 

However, at the end of 2022 I decided to start collecting greenskins again. Avatars of War had recently released STL's for common Orcs and Goblins, so I decided to make my army out of these, with characters mainly from Games-Workshop. So I did, and painted it all up during 2023. Sadly, the Avatars of War sculpts - while nice on their own - did not quite give me the nostalgia feelings of the original Games-Workshop models, and when Orcs & Goblins were released in 2024 and GW announced they would increase their prices in Sweden by close to 20%, I decided to order over 200 greenskin models before the price increase. This in turn meant that I now in effect had twice the number of greenskins, but the same amount of display space, so I decided to part with the Avatars of War models which I ended up selling on ebay. I did not recoup my costs, but it was not a huge loss either fortunately - and at least I had fun painting them for the most part.

Of course this meant I had a whole new Orcs & Goblins army to paint, which I started in late December and finished in the middle of February, so it took a bit less than 2 months all in all. This army is all GW apart from a few Avatars of War characters in metal which I decided to keep. It's all common Orcs and Goblins plus a unit of Black Orcs; I've always preferred the "regular" greenskins over the sub-species. Would have liked to include some chariots and Trolls as well, but since I only have two shelves of display space available for this army, this is what I have.

Army top-view
Army front-view

Azhag the Slaughterer

Orc Warboss on Wyvern

Warboss (7th Edition), Gorbad Ironclaw, Warboss (Avatars of War)

Grimlok & Gazbag (Warhammer Online Limited Edition), Warboss (Avatars of War), Warboss (Games Day), Warboss (Forge World)

Badruk 'Eadsplitta (Games Day), Borgut Facebeater, Grimgor Ironhide, Black Orc Boss (Forge World)

Orc Shamans (6th edition, 7th edition, Limited Edition, Avatars of War)

Grom the Paunch (Avatars of War), Nasty Skulkers

Goblin Bosses (Avatars of War), GW (7th Edition)

Goblin Bosses on Giant Wolves

Goblin Shamans (6th Edition, 7th Edition, 8th Edition)
Orc Boys with additional hand weapons Battle Standard Bearer (7th Edition)
Orc Boyz with shields, Battle Standard Bearer (6th Edition)
Orc Boyz with spears & shields, Battle Standard Bearer (Forge World)

Orc Arrer Boys

Orc Boar Boyz with spears (7th Edition)

Black Orcs (7th edition), Black Orc Warboss (7th Edition), Ironskull's Boyz (Warhammer Underworlds)

Goblins with spears
Goblins with spears
Goblins with shortbows
Goblins Wolf Riders with spears
Goblin Spear Chukka
Goblin Rock Lobba
Goblin Doom Diver

Idol of Gork

Monday, 10 March 2025

Warhammer - Vampire Counts 1.7 out now!

This ended up being a much larger patch than I had initially planned, but hopefully it will be worth it. There are not that many huge changes but rather many small ones, mainly tweaking the cost and rules for some magic items and Vampiric Powers, and a few buffs for the Lore of Necromancy. Enjoy, and many thanks to my Patreon supporters as always!

 

Patch notes:

  • Characters belonging to one Bloodline may not join units belonging to another Bloodline, nor may two characters from different Bloodlines join the same unit.
  • The Red Thirst: Roll a D6 at the end of each Close Combat phase in which one or more models was slain by a Vampire with this special rule. For each 5+ rolled, the Vampire recovers a single Wound lost earlier in the battle.
  • Deathly Cabal is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target gains a 5+ Ward save against non-magical attacks and the Terror special rule.
  • Skeleton Horsemen do not have light lances by default. Cost 8 pts. Can replace shields with bows for free. Light armour cost 1 pt.
  • Crypt Ghouls may upgrade to skirmishers for free.
  • Sylvanian levy may not take shields.
  • Dire Wolves are Unit Size 10+.
  • Heavy armour for Grave Guard cost 1.5 pts.
  • Varghulfs and Mournguls are Special Units.
  • Skeleton Catapult crew may take light armour.
  • Master of the Black Arts: A player using a model with the Master of the Black Arts power can re-roll the result when it is determining the strength of the Winds of Magic in each of your Magic phases. Costs 25 pts.
  • Blood Knights costs 36 points.
  • Increased cost of polearms and shields for skeleton warriors.
  • Increased the cost of great weapons.
  • Invocation of Nehek: Core Units gain 2D6 Wounds; Special Units (except Cavalry) gain D6 Wounds. Characters, Special Units that are Cavalry and Rare Units regain D3 Wounds per successful casting.
  • When a spell from the Lore of Necromancy is successfully cast, one Undead unit within 6" of the caster regains 1 Wound (Core Units regain D3 Wounds) following the rules for Invocation of Nehek.
  • Fixed bug with Wight Kings having option for Nightmare instead of Skeleton Steed.
  • Fixed bug with Neferata missing Shadowblood. Is now an innate bound spell.
  • Belladamma Volga's unique spells are innate bound spells.
  • Blood Knights can take a Magic Standard up to 75 pts.
  • Kurdoss Valentian has a Line of Sight value of 2 and a Unit Strength of 3.
  • Ushoran is a Monstrous Creature. Costs 560 pts.
  • Cado Ezechiar is a Lahmian.
  • Blood Knights are no longer Blood Dragons.
  • Wellspring of Dark Magic costs 50 pts.
  • Dark Acolyte: The model adds +1 to the number of Wounds healed (Core Units regain +D3 Wounds) whenever it successfully casts Invocation of Nehek.
  • Warrior Pride: The model can re-roll failed armour save results of 1. Cost 20 pts.
  • Hunter in the Dark is a generic Vampire Power.
  • Domination: All enemy units in base contact with this model suffer -1 to their Weapon Skill.
  • Frostblade: The wielder gains the Ice Attacks and Multiple Wounds (D6) special rules. Costs 60 pts.
  • Reaper of Sorrows: All attacks with this weapon automatically Wound and have the Ignores Armour saves special rule. Costs 25 pts.
  • The Flayed Hauberk: Model on foot only. Heavy armour. This item gives the wearer a 1+ armour save that cannot be improved by any means.
  • Armour of Night is Von Carstein model on foot only.
  • Nightshroud is Infantry or Cavalry only.
  • Cloak of the Waxing Moon costs 20 pts.
  • Gem of Blood ignores all saves.
  • The Dermal Robe costs 70 pts.
  • Sceptre De Noirot: The bearer of this item may re-roll one dice of their choice when determining the number of Zombies or Skeletons raised with the Invocation of Nehek and Raise Dead spells from the Lore of Necromancy.
  • Staff of Damnation costs 35 pts.
  • The Book of Arkan costs 35 pts. Is power level 3.
  • Amulet of Screams costs 20 pts.
  • Midnight Tome costs 20 pts.
  • Dreadbolt Ring: For each unsaved Wound the bearer of this item inflicts in close combat, one enemy unit in base contact suffer D3 Strength 3 Attacks with the Flaming Attacks special rule after they have resolved their normal attacks.
  • Casket of the Ages: If the Wound is not saved, the victim must pass a Toughness test or suffer an additional Wound with no saves allowed.
  • Saccharine Goblet: For each of their Attacks that does not inflict an unsaved Wound, they must pass a Toughness test or suffer one Wound with no saves allowed at the end of the combat (before Break tests are taken).
  • Grave-sand Shard: Once used, it automatically restores Wounds to any unit they are with following the rules for Invocation of Nehek from the Lore of Necromancy.
  • Billious Decanter: Ghoul or Strigoi only. The bearer gains the Frenzy special rule and +1 Attack for the remainder of the game. However, they will automatically fail any Berserk Rage tests and must always Pursue.
  • Shard of Night is an Enchanted Item: Vampire only. One use only. This item may be used at the start of any round of Close Combat. When it is, the bearer suffers 1 Wound with no saves allowed. In exchange, they gain +2 Strength for the duration of this round of close combat. Costs 5 pts.
  • Flayed Pennant is Strigoi or Ghoul only.
  • Royal Standard of Strigos is Strigoi or Ghoul only.
  • New Magic Standard: Infernal Standard. Wight King with Battle Standard only. The model carrying this standard increases the range of the Battle Standard to 18". Costs 25 pts.
  • New Magic Standard: Icon Of Vengeance: Any Undead model in the unit carrying this standard that is slain in close combat may immediately make an additional Attack, even if they have already attacked this turn. Costs 20 pts.
  • Banner of Hellfire: Bound Spell, power level 3. This banner contains the Flaming Sword of Rhuin spell from the Lore of Fire. It can only be cast on the unit carrying this standard. Costs 25 pts.
  • Clarified that multiple banners only affect Undead and which units can carry them.
  • A Strigany Mystic may only join units of Strigany or Ghouls.
  • Zombies have WS1, costs 2.5 points.
  • The Newly Dead: Zombie units suffer D3 more casualties than normal due to being Unstable.
  • Corpse Carts costs 100 pts. The Restless Dead have WS1.
  • Shrieking Charge: In any turn that a unit of Morbheg Knights successfully charge an enemy unit, roll 2D6 and add 1 for each Nightshrieker in the unit. For each point by which the result exceeds the target unit's Leadership, the target unit suffers 1 Wound which Ignores Armour Saves. Shrieking Charge is a non-physical attack and Wounds suffered from it are distributed as if from shooting. This has no effect on Animated Constructs.
  • Necrofex Colossus does not have Magical Attacks.
  • Black Coach has Magical Attacks.
  • Evocation of Death: Immediately after the total number of power dice is determined in each player's turn, you may discard one dice from the magic pool for each Black Coach on the battlefield. Each discarded dice increases that Black Coach's abilities for the rest of the game.
  • Spirit Horde has Magical Attacks.
  • Scrying Pool: Bound Spell, power level 3. This is an augment spell that targets the Coven Throne. All crew (including any characters mounted on it) may re-roll all failed To Hit and To Wound rolls for the remainder of the turn.
  • Battle of Wills: Included rules for artillery weapons that do not roll to hit.
  • The Devils of Swartzhafen: If Mannfred von Carstein is included in your army, you may upgrade one unit of Vargheists to the Devils of Swartzhafen for +5 points per model. This unit has the Scouts and Terror special rules.
  • The Chillgheists: If Reikenor is included in your army, you may upgrade one unit of Hexwraiths to the Chillgheists for +1 point per model. This unit has the Ice Attacks special rule. In addition, enemy units in base contact with them roll one dice less than normal for their flee distance.
  • The Konigstein Stalkers: If Helman Ghorst is included in your army, you may upgrade one unit of Skeleton Warriors to the Konigstein Stalkers for +1 point per model. This unit has the Poisoned Attacks special rule.
  • Drakenhof Guard: If Mannfred von Carstein is included in your army, you may upgrade one unit of Grave Guard to the Drakenhof Guard for +1 point per model. This unit ignores casualties caused by being Unstable.
  • If I Cannot Rule, None Shall Rule! The enemy Army General cannot make use of their Inspiring Presence rule while they are within 12" of Kurdoss Valentian.
  • Removed Ring of the Night from general magic items. Moved its effect to Konrad von Carstein.
  • Lady Annika has the Loner and Scouts special rules.
  • Ouboroth has Poisoned Attacks. Sekhar costs 190 pts.
  • The Direpack: If Belladamma Volga is included in your army, you may upgrade one unit of Dire Wolves to the Direpack for +1 point per model. This unit has the Multiple Wounds (2) special rule.
  • When a spell from the Lore of Necromancy is successfully cast, all Undead units within 6" of the caster regains 1 Wound (Core Units regain D3 Wounds) following the rules for Invocation of Nehek.
  • Beguile: At the beginning of the Close Combat round, after challenges have been issued and/or accepted, select a model in base contact with the Vampire. That model must take a Leadership test with a -3 modifier; if the test is failed, the Vampire may re-roll failed To Wound rolls against that model that phase.
  • Fear Incarnate and Flying Horror can be taking by all Bloodlines.
  • Honour or Death: After issuing or accepting a challenge with a model with this power, the enemy character must take a Leadership test. If failed, the enemy model will automatically refuse the challenge following the normal rules.

Sunday, 23 February 2025

Warhammer - Pirates of Sartosa 1.3 (beta) out now!

Arrrgh me hearties! This ended up being a pretty large overhaul, with mainly buffs to the army. The army overall has seen a lot of points drops for nearly all infantry units, and Dirty Fighting is now much more potent since it offers a guaranteed bonus in the first round of combat rather than a variable bonus on a 4+. The Lore of the Deep has been expanded with 6 more spells, and the magic item selection has gone from 10 to 46 items. Most infantry units have seen an expansion in the amount of weapon options they can choose from as well. There are also some new units in the form of Priests of Stromfels, Ogre Scallywags, Mortars and Sea Elementals.

On the chopping block are the Sea Serpent Riders which did not really fit in lore-wise as Sea Serpents are gigantic sea creatures that have no business being on land, let along being ridden. I've also removed the Wokou Raiders which were superfluous and did not logistically really fit either - the ambush role has been moved to the Pilot upgrade instead. The Dwarfs are no longer Slayers by default (but can be through Long Drong Slayer who has seen a return to the army), but they now offer a cheaper still fairly reliable special unit with improved pistols and handguns due to the Dwarf-crafted special rule. Lastly I've removed the triple-barrel cannon upgrade from the Hellhammer since it was just a detrimental change that did not really do anything that Carronades and the Hellhammer itself already did. Overall, the book should be in quite a bit stronger state than before!

That concludes updating all armies into the new "rules-only" format - it took well over one and a half years, but it's done! I'll be posting the upcoming roadmap for future updates on my Patreon in a separate post. Speaking of, many thanks to you who have been supporting me thus far, ensuring I can keep on hobbying!

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 Patch Notes:

  • Dirty Fighting: All models with this special rule gain +1 To Hit in the first round of close combat.
  • Swivel Guns are Ponderous, not Move or Fire.
  • Updated Lore of the Deep with 6 new spells and rebalanced spells.
  • Added dozens of new Magic Items.
  • Pirate Lords/Captains do not have Booming Voice. Cost 90/50 pts. May take polearms.
  • Sorcerers have Dirty Fighting.
  • Increased cost of great weapons.
  • A unit with a Bosun gains the Cold-Blooded special rule. Costs 20 pts.
  • A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with blunderbusses, handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.
  • Navigator renamed to Pilot. A unit with a Pilot gains the Ambushers special rule.
  • First Mate renamed to Quartermaster.
  • New Hero: Priest of Stromfels.
  • Pirate Crew renamed to Deckhands. Have bucklers by default, cost 3,5 pts. Cannot take pistols. May take spears.
  • Deck Gunners have pistols by default, cost 7 pts.
  • Buccaneers cost 5 pts. Do not have the Swashbuckler rule.
  • Harpooners can take bucklers.
  • Harpoon Launchers are Ponderous, not Move or Fire.
  • Swabbies may take bucklers. Cost 2 pts. Follow the rules for Mixed Units. You must include one Press Ganger for every 20 Swabbies in the unit.
  • Mates renamed to Seadogs. Have S4. Does not have Almost Loyal. Cost 7 pts. Can take polearms.
  • Festooned with Pistols: In close combat, all attacks made by Powder Monkeys are resolved at Strength 4 with the Armour Piercing (1) special rule in the first round of close combat. These attacks do not benefit from any bonuses that normally only affect close combat attacks.
  • Grog Lubbers are Skirmishers. Have Dirty Fighting. May take bucklers or additional hand weapons. Reworked the Hard Stuff table so it's less debilitating.
  • Removed Wokou Raiders.
  • Dwarf Sea Dogs renamed to Privateers. Are not Unbreakable, cost 6 pts. May take bucklers, handguns, polearms and spears. Have Dwarf-crafted special rule.
  • Orc Freebooterz may take spears, polearms and great weapons.
  • New Special Unit: Ogre Scallywags
  • Sons of Stromfels renamed to Weresharks. Have Natural Armour (5+). Cost 48 pts.
  • Swivel Gunners renamed to Deck Gunners. Can take Harpoon Launchers or Volley Guns.
  • Deck Cannon renamed to Carronade. Chain/Heat Shot costs 10/5 pts. May take extra crew.
  • New Special Unit: Mortar
  • Removed Sea Serpent Riders.
  • New Rare Unit: Sea Elemental
  • Dark Maidens cannot take a Leader. Sea Spirit: A model with this special rule has a 5+ Ward save which becomes a 6+ Ward save against Magical Attacks. Cost 47 pts.
  • Flying Gallery renamed to Airskiff.
  • Sea Giants have Natural Armour (5+).
  • Hell-Hammer Cannons cannot take upgrades. Have 5 crew. Is no longer Cumbersome.
  • Ironfist Mortar is a separate unit. Costs 150 pts.
  • Removed triple-barrel cannon.
  • Pirate Princess: Carmen has the Inspiring Presence (6) special rule. In addition, all friendly units within her Inspiring Presence range may re-roll failed Panic tests.
  • Jaego Roth costs 185 pts.
  • Aranessa Saltspite costs 230 pts.
  • Giacchino de Falco is a Hero, costs 100 pts. Reworked his table with new results and classic/proper pirate lingo instead of the previous Jack Sparrow references.
  • Wilhelm Schwarz does not have a Swivel Gun. Has two hand weapons instead of hook iron fist. Costs 75 pts. May take 50 pts of magic items.
  • Fleur & Estella cost 60 pts each. May take 25 pts of magic items each. They may not be the Army General. Fleur & Estella must deploy together and fight as a single unit, though they may join other units as normal. Estella does not have a pistol. Fleur has the Festooned with Pistols (see Powder Monkeys) and Rapid Fire special rules. Estella has WS6.
  • New Special Character: Long Drong Slayer
  • Krusher the Anchorman does not have pistols by default. Does not have light armour or Giant Parrot. Costs 150 pts. May take 25 pts of magic items.
  • Removed Doc Exmelin.

Saturday, 8 February 2025

Warhammer - Zombie Pirates 1.5 out now!

Patch Notes:

  • Increased Ballistic Skill of all Zombies to 3.
  • Waterlogged weapons hit themselves on a 1-3 instead of a 1-2.
  • Press-ganger's Cutlass only affects Undead.
  • Raise Dead is a summoning spell with a range of 18" that brings a unit of Zombie Deckhands with bucklers into play.
  • Added profile for Spirit Hosts in Winds of Undeath.
  • Deathly Cabal is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target gains a 5+ Ward save against non-magical attacks and the Terror special rule.
  • Kraken's Pull does not affect Movement, 12+ to cast.
  • Vorpal Maelstrom: In addition, any surviving models will have their Movement value lowered by half until the start of the caster's next Magic Phase.
  • New Magic Item: Standard of the Spiteful Shot: All Zombies in the unit carrying this standard ignores all To Hit modifiers. 25 points
  • Zombie Gunners cost 6 pts. Brace of pistols cost 2 pts.
  • Deck Gunners cost 12 pts.
  • Fixed bug with Depth Guard being Undead.
  • Damned Knights cost 12 pts.
  • Von Zeich's Last Ingot: Talisman. This item allows Vangheist to re-roll failed Ward saves against Magical Attacks.
  • Red Henri costs 90 pts.
  • Mortars cost 95 pts.
  • Carronades costs 80 pts.
  • Added additional missile options to Gunnery Wights.

Monday, 27 January 2025

Warhammer - Zombie Pirates 1.5 (beta) out now!

Took quite a while longer than I had planned (I blame the winter darkness of January for my lack of energy), but hopefully you'll find it worth the wait! I had initially planned to just make this a quick transfer into the new format, but it ended up a lot bigger than that. There are new Vampiric Powers, new spells for Lore of the Deep, new heroes and new Special Characters - as well as several new upgrades available to multiple units.

Several magic items currently in the Sartosa book has been moved here, where they originally belonged (back when I had no plans to make a Zombie Pirate book). No need to fret though as Sartosa will be receiving new items to compensate for it in their upcoming update. Other than that one major change is that the Zombie Pirate rule has been removed - instead the Zombies have been given BS2 to make up for it. In addition, they are now around three times less likely to shoot themselves which had shown to be a bit of an issue.

Anyway, hope you'll enjoy this update, and a huge thanks as always to my Patreons for your continued support! Next up will be Pirates of Sartosa, which should also be a fairly big overhaul. Expect it before the end of February at least!

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Patch Notes:

  • Removed Zombie Pirate rule. Zombies have BS2.
  • Waterlogged Weapons: Models with this special rule must roll a D6 for every To Hit roll of 1 with missile weapons that they make. On a 1-2, resolve the Hit against the model itself. Artillery weapons deduct 1 from the result rolled on the Blackpowder Misfire Chart.
  • Reworked Lore of the Deep, adding 6 additional spells and rebalancing the old spells.
  • Added multiple new Magic Items.
  • Added multiple new Vampiric Powers.
  • Swivel Guns and Volley Guns are Ponderous. Volley Guns have Rapid Fire.
  • Syreens are Heroes.
  • Syreen's Call: At the beginning of each enemy Movement phase, all enemy units that are within 12" and have Line of Sight to the Syreen must pass a Leadership test or move directly towards her using the Random Movement (2D6) this turn, as well as suffer -1 to their Leadership until the start of their next Movement phase.
  • New Hero: Pirate Warlock. A Pirate Warlock is a Wizard who uses spells from the Lore of Fire, Metal, Heavens, Shadows, Death, Necromancy or Deep.
  • Deckhands and Gunners may take Magic Standards up top 25 pts.
  • Deckhands cost 3,5 pts. Polearms for Deckhands cost 1.5 pts.
  • Scurvy Dogs are Unit Size 10+.
  • Deck Droppers may take a brace of pistols. Cost 17 pts.
  • Added 4 different upgrades to Animated Hulks.
  • Gunner Mob upgrade costs 10 pts.
  • Carronades and Mortars may take additional crew.
  • Queen Bess is no longer Cumbersome.
  • Necrofex Colossus may take the same upgrades as in the Vampire Counts book.
  • Luthor Harkon may take Magic Items up to a total of 25 pts. Has Curse of the Revenant, Transfix, Unbending Willpower and Hornswaggle Powers. Costs 320 pts.
  • Reworked Luthor's Split Personality table. Luthor Harkon must be the Army General.
  • Count Noctilus may take Magic Items up to a total of 75 pts. Has Fear Incarnate. Has the The Stone of Schwartzhafen magic item. Costs 315 pts.
  • The Bloody Reaver Deck Guard: If Count Noctilus is your Army General, you may upgrade one unit of Depth Guard to The Bloody Reaver Deck Guard for a cost of +2 points per model. This unit has the Hatred special rule.
  • Count Noctilus may not take Depth Guard as a Special Unit.
  • Cylostra Direfin is a Lord choice. Is a Lvl 3 Wizard. Costs 260 pts.
  • Song of Enthrallment: At the beginning of each enemy Movement phase, all enemy units that are within 18" and have Line of Sight to Cylostra Direfin must pass a Leadership test or move directly towards her using the Random Movement (2D6) this turn, as well as suffer -2 to their Leadership until the start of their next Movement phase.
  • The Bordeleaux Flabellum: Arcane Item. This item allows Cylostra to roll one additional dice when channelling Power and Dispel dice. In addition, if Cylostra rolls a Miscast, she may re-roll the result on the Miscast table.
  • Ghosts of the Past: If Cylostra Direfin is in your army, you may include an Infantry (Undead) unit of 10+ Damned Knights as a Special Unit. This unit has the Ethereal and Undead special rule, and are armed with hand weapon, shield and heavy armour.
  • Vangheist has the Terror special rule. Has The Traitor's Shot, Von Zeich's Last Ingot and The Liber Malefic Nautica magic items. Costs 170 pts.
  • Skretch Half-Dead has the Warp-cage Heart magic item. Cost 85 pts.
  • New Special Character: The Brine Wife
  • New Special Character: Captain Drekla
  • New Special Character: Black Jens