Sunday, 18 January 2026

Warhammer: Vampire Counts 1.72 out now!

Just a small update here, mostly fixing some bugs and minor balance changes. There are a few larger ones regarding some core units, so let's go through those in detail.

Glooms have been removed, instead Spirit Hosts have been made into Core Units. The book just had too many similar Ethereal units, and with Wraithwisps already being a Special Unit, the iconic Spirit Hosts just did not stand out enough by comparison. Likewise, it was not much of a point in having both Glooms and Spirit Hosts in the Core section either, so I decided to cut the former - Glooms can be proxied as Spirit Hosts anyway.

Another change is that of the Fell Bats, which are no longer undead. The lore for the Fell Bats has been really inconsistent in this regard, with them sometimes being described as being a living species of giant bat that must be lured with food, sometimes being clearly undead, and sometimes even "part alive and part undead", which really feels like the authors just gave up on trying to make it work. Instead, I've chosen to go the lore that describes them as alive, which both makes them on par with the Bat Swarms, explains their high-ish stats and gives them a different role to the Dire Wolves now that they can march and flee.

Lastly, I've had a closer look at the Dire Wolves and noticed both how inconsistent and frankly overpowered they were for their points. For starters, I've removed Slavering Charge, which is a rule that no other wolves in the game have. Secondly, I've lowered their WS/I to 2 like other undead - there's frankly no logical reason why undead wolves somehow retain the same WS/I while undead humans and horses don't. This puts them on par with Skeleton Horsemen for their cost - the old version gave Dire Wolves +1 M, WS, I and Mighty Blow, whereas the benefits of the Horsemen were +1A, 6+ save, half a fast cavalry rule and US2 while costing 2 points more. In short; with the old profile, Dire Wolves should have costed 8-9 pts, not 6.

The rest of the changes are mostly related to Vampiric Powers and Magic Items, with a few new additions for the latter.

Next up: Dogs of War

 

Patch Notes:

  • The Red Thirst: On a 5+, the Vampire recovers a single Wound, up to their starting value (excluding additional Wounds from mounts).
  • A Death Shriek is a special attack that can be used against a single unit in the Shooting phase, even if the model has marched, charged, or the target is engaged in close combat.
  • Master of the Dead works on Skeleton Archers.
  • Master of the Black Arts costs 15 pts.
  • Beguile: At the beginning of the Close Combat round, all units in base contact with the model must take a Leadership test with a -3 modifier. If the test is failed, the Vampire can only be Hit on 6's this turn.
  • New Magic Items: Stave Of Suffering, Mirror Of Echoing Failures, Brazier Of Nagashizzar, Talisman Of The Nadir
  • Reaper of Sorrows: All attacks with this weapon automatically Wound with no saves allowed. Costs 15 pts.
  • Armour of Bone: This armour may be taken by Necromancers despite them normally not being allowed to take armour.
  • Cloak of the Waxing Moon: The wearer of this item can only be Hit on To Hit rolls of natural 6's. Costs 15 pts.
  • Blasphemous Tome is an Arcane Item, not an upgrade for the Mortis Engine. The bearer of this item gains a +2 casting bonus when using the Lore of Necromancy. However, if they Miscast, they must roll on additional D6 on the Miscast table and discard the lowest result. Costs 30 pts.
  • Blood River Chalice costs 15 pts.
  • Liche Lords cause Terror, costs 290 pts. Mortis Engine costs 200 pts.
  • Cairn Wraiths have Ignores Armour Saves. Chill Grasp causes D3 Wounds. Cost 60 pts.
  • Removed Glooms.
  • Dire Wolves have WS2, I2, do not have Slavering Charge.
  • Fell Bats are not Undead.
  • Spirit Hosts are Core Units.
  • Black Coach does not have Chill Grasp.
  • 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 from both players for each Black Coach on the battlefield.
  • Scrying Pool is an Enchanted Item.
  • Completely Enthralled: Every model in the enemy unit makes a single close combat attack, resolved against its own unit. Roll To Hit, To Wound and take saves as normal. The caster may choose which of the unit's weapons is used for these attacks. Parry or Dodge save does not apply, and neither do any special rules that only applies in the first round of close combat. Affected units may not otherwise shoot or attack this turn.
  • If Lady Olynder is your Army General, Spirit Hosts are no longer Expendable.
  • If Kurdoss Valentian is your Army General, you may take Wraithwisps as Core Units instead of Special Units. 

Thursday, 8 January 2026

Warhammer: Wood Elves 1.62 out now!

A smaller update here, mostly focused on fixing a bunch of bugs from the previous version. As for new things, the Lore of Athel Loren has seen some changes with spells from AoS getting replaced with new spells from TOW, making it more aligned with classic WHFB. There's also a bunch of new magic items from TOW included.

As for new units, Spite Swarms are a new core option, meaning you now have some actual use of all those extra spite models from the 6th ed plastic kits! The Treeman has been downgraded to a Monstrous Creature in the Special section which better fits the 5th and 6th ed models, and the old Treeman Rare unit has seen a boost to a Treelord with more T and W. 

Lastly, Treekin has seen a nerf to T4 which makes the T values for all the Tree-like Forest Spirits scale better, and is also better suited to the rather spindly models as well. However, they have seen both a price drop and gotten weapons options that allow players to proxy them using the Kurnoth Hunters from AoS. The Sylvan Hunters unit has therefore been removed from the Rare section - it was nearly identical in stats to the Treekin anyway, only with +1WS and -1T - despite them actually being bigger models (which was not very consistent or logical). So while the Treekin are a bit squishier now, you have more options to kit them out without taking up a Rare choice.

Next up: Vampire Counts! 

 

Patch Notes:

  • Note that a model can only have one kind of Enchanted Arrows.
  • Replaced The Reaping, Metamorphosis and Unleash Spites with Spiteful Torrent, Durthu's Wrath and Sapping Blight. 
  • Added multiple new magic items.
  • Treelord Ancient has S6, costs 250 pts.
  • New Core Unit: Spite Swarms
  • Fixed bug with Warhawk Riders missing Fast Cavalry.
  • Treekin have I3 and T4, costs 45 pts. Can take great weapons, polearms or greatbows.
  • New Special Unit: Treeman (Monstrous Creature)
  • Waywatchers are Unit Size 5+ and Skirmishers (bug fix).
  • Removed Sylvan Hunters.
  • Old Treeman renamed to Treelords. Have S6, W6, A6. Costs 260 pts.
  • Removed Thalandor Doomstar. Moved his items to the Magic Item section.
  • Araloth has the Spear of Talsyn: This weapon has the Armour Piercing (1) special rule.
  • Araloth may take 75 pts of magic items.
  • Updated Skaryn the Eye Thief and Skaw's falcons to be on par with Aldebrand's Hawk.
  • Araloth costs 190 pts.
  • The Lady of Vines may not take spites/magic items. 

Saturday, 3 January 2026

Warhammer: High Elves 1.61 out now!

The main changes for this update have been to the Lore of High Magic, which is now much more Asur-flavoured with the spells getting their names from 6th and 7th ed back, rather than the generic games GW gave them in 8th ed so they would also work for Lizardmen and Wood Elves. It has also seen several balance changes overall, mainly the new Glamour of Teclis spell replacing Corporeal Unmaking.

Other than re-balancing the spells a bit, the second biggest changes is that of the Elven Honours, which have been tweaked seen some heavy price drops overall. Anointed of Asuryan and Lothern Sea Helm are now Honours instead of separate character choices, which felt pretty straight-forward given that they would have had the same stats as a Prince/Highborn anyway. Elven Honours also no longer count towards the Magic Item limit.  

Lastly, Storm Weavers are a new Lord choice, and both them and Mist Weavers are now Priests of Mathlann rather than Wizards, giving them prayers instead of regular spells.

Next up: Wood Elves!

 

Patch Notes:

  • Swordmaster: Models with this special rule ignore Initiative penalties from great weapons and gain the Dodge (6+) special rule against non-magical missile attacks with Strength 3 or below (except templates).
  • Renamed many High Magic spells to their original High Elf names.
  • Drain magic is 6+ to cast.
  • Coruscation of Finreir is a Lvl 3 spell and 8+ to cast, Fortune is Fickle is a Lvl 1 spell. Courage of Aenarion is a Lvl 2 spell.
  • Removed Corporeal Unmaking. Replaced by Glamour of Teclis.
  • Glamour of Teclis is a hex spell with a range of 24". While the spell is in play, the target unit must pass a Leadership test while rolling one additional dice (discarding the lowest result) at the start of each of their Movement phases. If the test is failed, the casting player may choose to move the unit instead.
  • Vaul's unmaking automatically destroys the magic item.
  • Tempest does not affect units that do not use Ballistic Skill to fire.
  • Elven Honours no longer count towards the Magic Item limit.
  • Anointed of Asuryan and Lothern Sea Helms are Elven Honours, not separate character choices.
  • Shadow Stalker can use magical bows.
  • Bladelord costs 10 pts.
  • Tiranoc Chariot Master costs 5 pts. The model may roll an additional D6 for their Impact Hits and pick the highest result. In addition, they may re-roll failed Dangerous Terrain tests.
  • Guardian of Yvresse: If this model is in a unit of Sentinels or Wardens, that unit gains the Fight in Extra Ranks (1) special rule. Costs 10 pts.
  • Ellyrian Outrider: The model and any unit of Ellyrian Reavers they join may re-roll 1's for their flee, pursuit and charge distances. Costs 5 pts.
  • The bearer of Moranion's Wayshard and one friendly Infantry unit they must deploy with has the Ambushers special rule. Instead of arriving as Reinforcements, they may choose to deploy in any non-impassable terrain feature in the turn they arrive. Costs 35 pts.
  • Standard of Balance costs 30 pts.
  • New Magic Items: Amulet Of The Tempest, Banner Of Resilience, Banner Of Lothern, Banner Of Confidence
  • Noble renamed to Highborn.
  • New Lord: Storm Weaver.
  • Mist Weavers are Priests of Mathlann, have Prayers instead of spells.
  • Rangers may take bows, great weapons and be upgraded to skirmishers.
  • War Lions are M9, S4, have Mighty Blow (1).
  • Eagle Claw Bolt Thrower may take medium armour.
  • Phoenix Guard have Immunity (Psychology), do not cause Fear.
  • Drakemasters cannot be taken in units.
  • Fixed bug with Attuned to Magic making it unable to roll the worst result. Removed the +1 Initiative result.
  • Eltharion the Grim costs 335 pts. Has Guardian of Yvresse.
  • Eltharion the Blind costs 245 pts.
  • The White Sword is a great weapon.
  • Way of the Swooping Eagle: Eltharion may re-roll failed To Wound rolls and gains the Killing Blow special rule.
  • Alith Anar has the Shadow Stalker special rule.
  • Belannaer the Wise may take light armour.
  • Aislinn has Mask of the Merlord, costs 190 pts. May take 75 pts of magic items.
  • Korhil has Mighty Blow (1), costs 180 pts.
  • Caradryan costs 180 pts.
  • New Hero: Ishaya Vess. 

Wednesday, 31 December 2025

Warhammer - Orcs & Goblins 1.61 out now!

A fairly large update with a lot of changes here, so let's go through the most important ones. 

Tusker Charge has seen a nerf to Mighty Blow 1 instead of 2, making it a bit less over the top which was a concern raised by some when Boar Boyz moved to core, and also in line with TOW. 

Warchanters can now be Savage Orcs, offering a new option there. They now follow the rules for other "priests" meaning they need to pass a Ld test for the effect to come into play.

Crossbows have been removed from the Arrer Boyz - while it was a historical option in 4-5th ed, I agree with the critics that it feels "un-Orcy" to have them be commonly available, and not really in line with current lore. Therefore it's now limited to Ruglud again, so people can still field their models that way.

Forest Goblins have seen a nerf after complaints about poison being too good on them - they no longer have access to regular poison as a result, but can now take the Spider Banner for 25 pts in any regular unit of them - without double poison stacking.

Netters have been nerfed and limited so their effectiveness now depends on the size of your unit, which reduces the amount of attacks they stop, while being cheaper overall.

Goblins also now pay regular prices for their great weapons and polearms, increasing their total cost by up to 25% to reduce spam, which was another concern. They can no longer take regular bows which was requested by a large number of people.

Black Orcs have a new equipment system which allows them to take two options without paying full price for them. They cannot take three or four options as before to balance it out, but this puts them closer back to their previous version, addressing feedback about them being overcosted otherwise.

Common Goblins now have access to Monstrous Cavalry in the form of Dire Wolf Riders, allowing players to field the new Snarlfang Cavalry models in their army. 

Lastly, I've decided to cull several the Orc special characters - most of these were just Warbosses with unique magic items or one special rule at best - their items have been moved to the magic item pool, allowing you to still build them if you wish - just without the clutter of having them taking up space in the special character section.

Next up: High Elves!



Patch Notes: 

  • In the turn a Waaagh! is called, every combat involving friendly Orc units within 12" of the General adds +1 to its combat resolution for the rest of the player turn. In addition, every friendly unit within 12" of the Army General adds their rank bonus to the result rolled on the Animosity table.
  • "I've Forgot!" The Wizard permanently reduces his Wizard Level by 1 and may not cast any further spells this phase.
  • Replaced Mighty Blow on Boars with Tusker Charge: Mounts with this special rule have the Mighty Blow (1) special rule in any turn that they charge.
  • Foot of Gork scatters D3".
  • Acidic Bile scatters D3".
  • New Magic Items: Rotting Dankhold Spores, Crunchy Shinies, Glareface’s Grin, Moonhoned Shiv, Moonstone Medallion
  • The wearer of the Magical Warpaint may re-roll failed Ward saves from their Warpaint. Costs 5 pts.
  • Removed Guff's Flag.
  • Nogg's Banner of Butchery costs 10 pts.
  • Da Angry Ladz Flag costs 25 pts.
  • Gork's Waaagh! Banner costs 25 pts.
  • Warchanters do not have armour by default, may be upgraded to Savage Orcs.
  • Warbeats: A Warchanter knows the three Warbeats listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Warbeat is answered and take immediate effect. Each Warbeat lasts until the start of your next turn. A friendly unit can only be under the effect of one Warbeat at a time.
  • Orc Boyz are Unit Size 15+.
  • Removed crossbows from Arrer Boyz.
  • Boar Boyz cost 14 pts.
  • Forest Goblin: The model gains the Forest Strider special rule. Do not have Poisoned Attacks. Is a free upgrade.
  • Goblins cannot take bows.
  • Increased cost of polearms and great weapons on Goblins.
  • May upgrade one Goblin Git to a Netter for every 5 models in the unit. Roll a D6 for each Netter in your unit; for every 4+, an enemy model has become entangled. Costs 3 pts for each Netter. Netters are always the last models to be removed as casualties (excluding any Command Group models); the nets are picked up by other Night Goblins in the unit should they be slain.
  • If the Fanatic ever ends its move over a unit, place it 1" beyond the unit in the direction it was moving. If this is also over a unit it should be placed 1" beyond that unit, repeating the process until it is no longer touching any models. When this happens, units between where the Fanatic ended its move do not take any damage.
  • Wolf Riders cost 9 pts.
  • Giant Spiders have Natural Armour (6+).
  • Additional hand weapons/great weapons cost 2 pts each for Big 'Uns/Black Orcs.
  • Big 'Un Boar Boyz cost 17 pts.
  • Boar Chariot costs 75 pts.
  • Black Orcs cost 15 pts. May take one equipment option for free/discounted, may take a second option discounted. May not take more than two options total.
  • Nasty Skulkers may take throwing weapons.
  • New Special Unit: Dire Wolf Riders
  • Wolf Chariots have W4, costs 60 pts.
  • Spear Chukka costs 30 pts. Fixed bug with Spear Chukka missing Slipshod.
  • Rock Lobba costs 80 pts.
  • Gigantic Spider Riders cost 35 pts.
  • Trolls pay 6 pts for great weapons.
  • Gore-gruntas cost 53 pts.
  • Maw-grunta costs 225 pts.
  • Orc Bullies cost 10 pts.
  • Giants/Bonegrinder Giants have Natural Armour (6+). Costs 180/385 pts. May take Warpaint.
  • Jump Up and Down: Otherwise, it will instead use the Stomp (2D6) special rule this turn instead of its normal Stomp.
  • Idol of Gork: Friendly Orcs and Goblins that start the turn within 6" of the Idol can re-roll failed charge distance rolls.
  • Gorbad Ironclaw has heavy armour, costs 340 pts.
  • Da Immortals have Hatred, costs 16 pts.
  • Grimgor's 'Ardboyz: If your army includes Grimgor, the restriction on duplicate units for Black Orcs is halved (rounding up).
  • Snagla Grobspit costs 80 pts.
  • The Deff Creepers: In addition, they cause Fear on any turn that they charge.
  • Removed Grotfang Skab, Gordrakk, Morglum Necksnapper, Gorfang Rotgut. Moved their Magic Items to the item pool.

Tuesday, 30 December 2025

Warhammer - Warriors of Chaos 1.62 out now!

This ended up being much more than just a planned hot fix for 1.61 - instead I ended up redesigning the whole Eye of the Gods special rule to make it better balanced, avoiding such things as Spawndom, Daemon Prince ascension and crazy characteristics stacking. It now gives you access to a random tier level of Mutations & Powers (now called Gifts of the Gods like in 7th ed) depending on your roll, and you then pick one Gift of your choice from that tier level. This also means that most of the results on the old Eye of the Gods table are now purchasable as Gifts for your characters instead of just random rewards. The reason for this was because technically the old Mutations & Powers are also gifts from the Chaos Gods, hence it made little sense to have two completely different sections for them.

Will of Chaos is also changed to give you the Cold-blooded rule when taking Panic tests, making it stack together with the re-roll from the Battle Standard. Mark of Slaanesh has been buffed by allowing them to re-roll the lowest dice instead of just 1's. Lastly, Call to Glory is now a bound spell for the Warshrine, being replaced by Veil of Gloom in the Lore of Chaos.

 

Patch Notes:

  • Will of Chaos: Models with this special rule have the Cold-blooded special rule when taking Panic tests.
  • A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule and a 6+ Ward save. Wizards with the Daemon of Tzeentch upgrade can also re-roll channelling results of 1.
  • Models with the Mark of Slaanesh have the Immunity (Psychology) special rule and may re-roll the lowest dice on their charge and pursuit distances.
  • Reworked Eye of the Gods to a D6 roll with only 6 results. Each result allows the player to pick one choice from the Gifts of the Gods section between 5-30 points. A model can have several Gifts of the Gods, but can only have each Gift once. If a Gift cannot be applied, the roll has no effect.
  • Moved most options from the Eye of the Gods table to the Gifts of the Gods section.
  • No model may choose more than three Gifts of the Gods (excluding results from the Eye of the Gods rolls).
  • Replaced Call to Glory with Veil of Gloom: Veil of Gloom is an augment spell with a range of 18". The target unit gains a 5+ Ward save against missile attacks until the start of your next Magic phase.
  • Fixed bug with Fold Reality causing D6 Wounds.
  • Enchanted Aura: Enemy models in base contact with the character are subject to the Always Strikes Last special rule. Costs 20 pts.
  • Helm of the Oppressor: All enemy units in base contact the wearer of this helmet must roll an additional D6 when taking Leadership tests and discard the lowest result.
  • Chaos Daemonsword: However, every To Wound roll of a 1 made by this character in close combat is resolved against themselves.
  • Removed Rod of Torment.
  • Reworked the results of the Chalice of Chaos.
  • Chosen of the Dark Gods: Models with this special rule may re-roll 1's To Hit and To Wound in close combat.
  • Giver of Glory: If a friendly model or unit is within 12" of one or more Warshrines when they roll on the Eye of the Gods table, you may re-roll the result. In addition, the Warshrine has an innate Bound Spell, Power Level 3. Remains in Play. This is an augment spell with a range of 12". Choose one Leader; while the spell is in effect, that model gains +1 Weapon Skill, Strength, Toughness, Wounds, Initiative, Attacks and Leadership and is treated as a Character in all aspects, though they may not leave their unit.
  • Favour of Slaanesh: The unit gains the Unbreakable special rule.
  • Light armour for War Mammoth costs 15 pts.
  • Rot Beasts are not Daemons.
  • Consort of the Blood God: If Valkia the Bloody is required to roll on the Eye of the Gods table, do not roll any dice. Instead, she always gains +1 Strength.
  • Wrath of Khorne: Arbaal must always issue and accept challenges. In addition, if Arbaal flees for any reason but is not killed, he will be turned into Spawn of Khorne. Make the flee move with Arbaal as normal, and then replace the model with a Spawn of Khorne, facing the same direction.
  • If Sigvald the Magnificent is required to roll on the Eye of the Gods table, do not roll any dice. Instead, he always gains +1 Attack.
  • Throgg has normal Regeneration. 

Saturday, 27 December 2025

Warhammer - Warriors of Chaos 1.61 out now!

A bit of a larger update here, but nothing too controversial I think. The Mark of Slaanesh has seen a change to swap Stubborn for improved charge and pursuit ranges, thus making Slaanesh models a bit faster.

I've also renamed a lot of units to get away from everything being called "Chaos X" which is really superfluous and generic. The new names are pretty much all based on GW lore; either used in novels, video games or WFRP.

There have been quite a few tweaks to the various Monstrous Cavalry units, with Daemonic Steeds and Juggernauts both losing a point of Strength, and the former plus Rot Beasts gaining +1 Attack. Both Varanguard and Skullcrushers have also seen points increases to account for their large amounts of armours.  

Lastly, this update sees the inclusion of two new Special Characters: Frydaal and Styrkaar.

Next up: Orcs & Goblins!

 

Patch Notes:

  • Mark of Slaanesh: Models with the Mark of Slaanesh have the Immunity (Psychology) special rule and may re-roll 1's on their charge and pursuit distances. 
  • Reworked cost of Mark of Chaos for many units.
  • Updated Daemonic rules to be on par with Daemons of Chaos.
  • Fold Reality recovers/loses D3+1 Wounds.
  • 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.
  • Added multiple new Mutations & Powers.
  • Added multiple new Magic Items.
  • Fixed bug with Unspeakable Foulness.
  • Armour of Morrslieb costs 35 pts.
  • Crimson Armour of Dargan costs 30 pts.
  • Idolatrous Plackart costs 25 pts.
  • Foetid Shroud costs 20 pts.
  • Banner of the Demagogue costs 50 pts.
  • Warp Mirror: All bonuses that are not from Magic Items, spells or mounts that occur in the first round of close combat (such as Charge Bonus, Mighty Blow, Devastating Charge, Impact Hits etc.) are given to the opposite side for both the bearer of this item and any unit they are with as well as any enemy unit in base contact with the bearer.
  • Chaos Lord renamed to Warlord.
  • Exalted Hero renamed to Exalted Champion.
  • Wizards may take Lore of Beasts and Heavens.
  • Chaos Sorcerer Lord renamed to Soulflayer.
  • Chaos Sorcerer renamed to Maledictor.
  • Fixed bug with base size for Daemon Prince.
  • Chaos Steed renamed to Warsteed.
  • Daemonic Mount renamed to Daemonic Steed. Have S4, A3.
  • Chaos Knights renamed to Doom Knights.
  • Chaos Chariot renamed to War Chariot. Removed Gorebeast Chariot, Gorebeast is an upgrade to the regular chariot. Added options for great weapons and flails.
  • Additional hand weapons for Warriors/Chosen cost 1.5 pts.
  • Marauders are Unit Size 15+.
  • Forsaken have medium armour, cost 14 pts.
  • Warhounds are M8, costs 7 pts. Are Unit Size 10+.
  • Trolls pay 6 pts for great weapons.
  • Fixed bug with Varanguard base sizes. They do not have Devastating Charge. Costs 70 pts. Reduced cost of Ensorcelled Weapons.
  • Dragon Ogres are Loners.
  • Doomfire is a Flaming Attack.
  • Giant Spined Chaos Beasts renamed to Giant Spinehound.
  • If a misfire is rolled, the Warpfire Dragon suffers a Wound with no saves allowed.
  • War Mammoth may take light armour.
  • Juggernauts are S4.
  • Skullcrushers cost 80 pts.
  • Rot Knights are Unit Size 3+.
  • Rot Beasts are Daemons. Have A3.
  • Death Heads have 6" range. Cost 5 pts.
  • Slickblade Seekers are Monstrous Cavalry, unit size 3+.
  • New Special Character: Frydaal the Chainmaker
  • Atarus costs 195 pts.
  • Wulfrik the Wanderer counts as a Marauder Chieftain for the purpose of taking Marauder Champions.
  • Marakarr Blood-Sky is a Hero, costs 155 pts. 
  • Lokjar Bjoergir counts as a Marauder Chieftain for the purpose of taking Marauder Champions.
  • Throgg is a Loner, Monstrous Infantry (bug fix)
  • Tamurkhan is Stubborn.
  • The Mirror Guard: If your army includes Sigvald the Magnificent, one unit of Chaos Chosen with the Mark of Slaanesh may be upgraded to be the Mirror Guard for +1 point per model. This unit must be armed with hand weapon and shields, and may re-roll failed Parry saves.
  • Galrauch does not have a 6+ ward save, costs 500 pts.
  • Scyla Anfingrimm is a Monstrous Creature, costs 145 pts.
  • New Special Character: Styrkaar of the Sortsvinaer 

Monday, 22 December 2025

Warhammer - Skaven 1.91 out now!

Another fairly small update here. The lore attributes have been changed to be more effective against enemy targets, but cannot stack for balance reasons. Likewise, I've done a bit of tinkering with the spell levels and effects.

Plague Priests have been separated into fighter and caster characters like they are in the Lustria campaign, instead of being hybrids. Skrolk can still cast spells though the Liber Bubonicus (which fits his lore as well), but otherwise Nurglitch is now the dedicated caster special character for Pestilens.

As for new things; the Brood Terror (really wish GW could have been more creative with the name...) from AoS adds another rare choice, and you have two new special characters from AoS as well. 

Hope you enjoy the update, and thanks for your continued support! Next up: Warriors of Chaos!

 

Patch notes: 

  • Clan Enmity: Characters from one of these Clans may not join a unit containing models from another Clan.
  • Ratling Pistols have Rapid Fire.
  • If one or more spells from the Lore of Ruin affects an enemy unit, the target suffers -1 to their Leadership (to a minimum of 1) until the start of the caster's next magic phase.
  • If one or more spells from the Lore of Plague affects an enemy unit, the target suffers -1 to their Weapon Skill and Initiative (to a minimum of 1) until the start of the caster's next magic phase.
  • If one or more spells from the Lore of Stealth affects an enemy unit, the target suffers a -1 penalty to their armour saves until the start of the caster's next magic phase.
  • Warpstorm affects enemy units on a 3+.
  • Cloud of Corruption is a lvl 4 spell, 12+ to cast.
  • Wither is a lvl 3 spell, 11+ to cast.
  • The Brass Orb does not ignore Regeneration, does not centre on the bearer if a 1 is rolled. Place the small round template with its centre anywhere within range. If the attacks hits, resolve the damage as normal. If the attack misses, the template scatters D6".
  • Staff of Rightful Supremacy costs 20 pts.
  • New Magic Items: Icon Of Great-Total Supremacy, Warpstone Innards
  • Renamed Warlords/Chieftains to Clawlords/Clawleaders.
  • Plaguelords/Plague Priests/Lord Skrolk are not Wizards. Cost 105/60/250 pts.
  • New Lord: Plague Pontifex (level 3 Wizard)
  • New Hero: Festering Chantor (level 1-2 Wizard)
  • War-litter gives Inspiring Presence (6), costs 30 pts.
  • Clarified that Plague Furnace Wrecker Attack is S5. Fixed bug with incorrect number of Crew.
  • Bug fix: If your Army General is a Clan Moulder Character, the requirement to take Clanrats does not apply.
  • Giant Rats are Unit Size 10+.
  • Wolf Rats have M9, costs 8 pts. 
  • Bloated Mutants: The unit gains +1 Toughness but suffer -1 to their Movement and Initiative. Cost 1 pt.
  • Doomflayer has Impact Hits (D3).
  • Grind Attack: The Doomwheel has the Stomp (D6) special rule like a Monster in any turn it does not charge, but only against units to its front.
  • New Rare Unit: Brood Terror
  • New Special Character: Krittok Foulblade, Clawlord of Clan Verminus
  • New Special Character: Vizzik Skour, Prophet of the Horned Rat
  • Spinetail has medium armour.
  • Warp Fleas: All enemy models in base contact with Morbus suffer a -1 To Hit penalty in close combat.