Thursday, 17 November 2016

Regarding future updates

Update 14/1: Finally finished compiling all my various Warhammer sources now (probably around 2000 pages in total, not including the army books!). This means I will be able to start working on the Kingdoms of Ind list again now, which will be released later this month.

Update 9/12: Finished with transcribing all White Dwarfs, thanks to everyone involved! I'm now currently in the process of doing the same with all the Citadel Journals and then the Campaign books. These should go a lot quicker though, so I'm currently keeping the planned schedule!

Just a heads-up that there will be a while without any new updates coming out. The reason for this is because I'm currently working on transcribing the contents of all relevant White Dwarf articles into Word format, which will take some time. After that I will also need to go through various campaign books and collector's guides and gather more background and art so I'm not missing any sources. I would expect all of this to take around a month or so, but with Christmas coming pretty soon, it could be a bit longer. I think I should be able to come out with some more updates around January.

In case any of you readers are interested in helping me transcribing the articles to make it go faster, feel free to send me an email regarding what army's articles you'd feel like working on and I can send you the files you need. Work will consist of editing out spelling errors due to OCR mistakes and divide the text into proper paragraphs (using the original White Dwarf article for help). The more help I get, the sooner I can start getting new updates out.

Here's a list of current transcription progress of the various armies, including those that you readers have stepped in to help with so far:
  • Beastmen - finished.
  • Bretonnia - finished.
  • Chaos Dwarfs - finished.
  • Daemons of Chaos - finished.  
  • Dark Elves - finished.  
  • Dwarfs - finished.
  • Empire - finished. 
  • High Elves - finished.
  • Lizardmen - finished. 
  • Orcs & Goblins - finished. 
  • Ogre Kingdoms - finished.
  • Skaven - finished. 
  • Tomb Kings - finished.  
  • Vampire Counts - finished. 
  • Warriors of Chaos - finished. 
  • Wood Elves - finished.

Tuesday, 8 November 2016

Spanish-to-English translator needed!

I'm in need of translation of an article about Anakondas's Amazons from Spanish White Dwarf 58, it's 3 pages in total. If you are interested, feel free to send me an email through the "contact" form to the right of the page. Thanks!

Wednesday, 26 October 2016

New Hobgoblin update and 9th ed version out now!

This update changes the following:

  • Kheshig have the Vanguard rule.
  • Rhinox have a 5+ save.
  • Giants are ItP.

Tuesday, 25 October 2016

New Halfling update and 9th ed version out now!

This update changes the following:

  • Short bows replaces bows completely (fits better with their size and fluff).
  • Removed Forest Strider from the army list (were already gone from the bestiary).
  • Lords of the Harvest 7 pts.
  • Moot Ogres does not have LA by default, 27 pts. Ogre Charge works like RH: OK.
  • Additional fluff added to halflings in the empire.

Monday, 24 October 2016

New Estalia update and 9th Ed version out now!

This update changes the following:
  • Estalian Steel removed (seeing as neither Dwarfs nor Elves have it, it does not really fit that human smiths would be able to make better weapons).
  • Pikes work the same as 9th ed (for 8th ed).
  • Pikemen may now have halberds.
  • Removed griffon upgrades.
  • Cheaper Aventuros.
  • Cheaper Rodeleros.
  • Sisters of Fury can no longer take javelins.
  • Sisters of Fury, Royal Guard and Black Watchmen have US 10+.
  • Juan Federico is now mounted by default. 
  • Some additional fluff for pikemen, rodeleros and genitors.

Sunday, 23 October 2016

New Dogs of War and Regiments of Renown update out now!

This update changes the following for DoW:

  • Light crossbows removed, replaced by normal crossbows (which fits better historically and with the models available).
  • Best money can buy no longer give AP, capped at 4+/3+ for infantry (so can never be better than full plate).
  • Added racial distrust to all non-humans except halflings.
  • Removed ASF from assassins, 60 pts.
  • Maneaters and Rhinox riders have the same profile as RH: Ogre Kingdoms.
  • Crossbowmen with handguns counts as special choices.
  • Gave Halflings short and nimble special rule instead of forest strider.
  • Several bugs fixed.

RoR changes:

  • Manann's Blades added.
  • Birdmen have normal crossbows. 
  • Amazons no longer have light armour.
  • Asarnil have Martial Prowess instead of ASF. 
  • Fighting Cocks have short bows, 8 pts/model.
  • Manflayers no have ASF or AP for their crossbows.
  • Wolfboyz no longer ignore penalties for stand and shoot.

On top of this, I am also planning on updating the RoR's that was included in various Citadel Journals over the years, along with other fan-made RoR's. The reason I'm not including them in this book is because they did not have any official models made for them, and are as such not as recognizable to the players. Hence they will get their own small document similar to how I have made the currently fan-made RoR's available. This will be later down the pipeline though, as I want to focus on the main books first.

Wednesday, 21 September 2016

Old-school Bretonnian units

Updated: Thanks for the feedback everyone! I will include the Brigands in the book since this was a unit most were fine with, and then I might make some expansion rules for the other units that people will be able to use in case they feel like it.

While perusing older White Dwarfs and army books, I've come upon some interesting things for Bretonnia that used to be part of their list back in 3rd edition, but was later dropped. These were mainly units that would fit well into a historical Hundred Years Army, but are debatable as whether or not they would fit in a Bretonnian fantasy army (Foot Knights and Peasant Levy are already included). As such, a debate is what I would like to have! I'd like your opinion on which (if any) of these units you would like to see included in the Bretonnian book:

  • Brigands - Bretonnia's version of Free Company, armed with light armour and a choice of crossbows, shields, halberds and great weapons. These would be a special unit, and would not have the Peasant's Duty. Stats are the same as men-at-arms.
  • Ballista - a basic bolt thrower.
  • Onager/Mangonel - basic stone thrower (so lower strength than the Trebuchet, but can turn and move)
  • Bombard (HERESY!) - a basic, unreliable cannon, that might not be allowed to pivot or move.

Right now, I'm personally considering at least the Brigands since that would allow you to have both crossbowmen (which, I checked, are actually never mentioned as outlawed in Bretonnia), peasant swordsmen, and peasants with great weapons. It also solves Bretonnia's no-mercenary issue (since historically, mercenaries were used a lot during the Hundred Years War) without necessarily breaking their policy on sellswords.

A Ballista likewise could work and give them some more varied fire power while still keeping them different from the Empire, though bolt throwers could be considered very taboo in Bretonnia since it was one that killed Gilles...

Onagers/Mangonels fit in the same way as the Trebuchet since they were all used at this time historically, but then again, do Bretonnia need another stone thrower?

The Bombard (again, HERESY!) is probably the one that would be most sore in people's eyes, since Bretonnians seems to universally abhor gunpowder. Still, it would give them something new, and fits historically speaking, though only just (I'd estimate Bretonnia to be based around 1300's France, Bombard saw battle in 1346 at Crecy).

So, what are your thoughts? Should any of these be included?

Wednesday, 14 September 2016

Dogs of War update out now!

Been a bit slow with updates of late due to work and Witcher 3, but I should be able to finish some more updates during my vacation this month and the next (still have to finish the latest Dragon Age though!). I have also been working a lot with compiling material from all the older army books as well as ~300 White Dwarfs to make sure I don't miss out on any interesting stuff.

Anyway, the Dogs of War update contains the following:

  • Removed war hammers (technically other armies use them too without any additional special rules).
  • Made pikes the same as Estalia and 9th ed.
  • Added full plate armour options to captains, freelancers and paymaster's bodyguard (since full plate where pretty well available during 1450's Italy and is worn by several RoR's already).
  • Lifted Sellsword Veteran restriction a bit.
  • Added more background to Giants.
  • Added Leitpold the Black. 
  • Lorenzo Lupo has light armour.
  • Assassins no longer have light armour.
  • Goldseeker have light armour by default, can upgrade to full plate.
  • Goldseeker has T5 (bug in previous version).
  • Duellists are Unit size 10+.
  • Giants are ItP.
  • New short story added.

Sunday, 7 August 2016

Cult of Ulric update out now!

Updated 4/9

This update changes the following:

  • Children of Ulric are now WB, same as Ulfwerenar.
  • White Cloak of Ulric replaces Cloak of Anraheir.
  • Teutogen Guard and Seneschals have white wolf cloaks.
  • Wolf-kin moved to special, have Hatred.
  • Winter Wolves moved to rare, added more background.

Chaos Dwarf update out now!

This update changes the following, and updates the book to 9th ed:

  • Resolute removed.
  • Shieldwall added.
  • Relentless allow marching 3xM.
  • Acolytes gain magical attacks.
  • You may not have more Infernal Guard units than you have units of Chaos Dwarf Warriors.
  • Infernal Guard may have great weapons.
  • Tau'ruks have A4. 
  • Re-added Blood of Hashut, Naptha Bombs and Dark-forged weapons to Daemonsmiths.
  • Devastators may take Bazukas/Inferno Guns.  
  • Spear Chuckas have slipshod rule.
  • Black Hammer of Hashut removed from Magic Items, only Zhatan may use it.
  • Plenty of new fluff blurbs and a short story.
  • Improved quality pictures from Tamurkhan.

Thursday, 14 July 2016

Wanted: White Dwarf articles

Update: I now have all the articles needed from the issues below. Thanks to everyone who helped out!

As part of the effort of including as much as possible from the old Warhammer World, I have been trying hunt down the missing issues of White Dwarf that I currently do not have in either paperback or PDF format, but unfortunately, buying each copy on ebay and having it to shipped to sweden will in many cases set me back $15 per issue. So if any of you guys are in possession of the following White Dwarfs and is able to scan/photo the articles needed so I can use the material for the upcoming books, it would be highly appreciated. All the issue numbers below is the UK version, the US number is the same as UK minus 1.

  • White Dwarf #250 - article on WFB 6th Ed, especially any short stories.
  • White Dwarf #251 - article on Orcs and Goblins.
  • White Dwarf #252 - article on the Empire.
  • White Dwarf #253 - article on Dwarfs.
  • White Dwarf #255 - article on siege and Dwarfs.
  • White Dwarf #270 - article on Hordes of Chaos.
  • White Dwarf #271 - article on Archaon and Haargroth.
  • White Dwarf #342 - article on Daemons.
  • White Dwarf #353 - article on the Empire.
  • White Dwarf #362 - article on Beastmen.
  • White Dwarf #368 - article on Island of Blood.
  • White Dwarf #372 - article on Skaven.

If you can/want to contribute, feel free to drop an email through the "Contact" box on the right of the page, that way I can send a reply that you can attach any pictures to.

Tuesday, 12 July 2016

Cathay 8th and 9th ed updated out now!

Updated 19/7

A bit later than planned (been busy with work and my new GPU), but here it is, none the less. There might still be some bugs in the 9th ed version due to a sync error with an earlier version, but I've tried to fix all I've found. The Chaos Dwarf update is dependant on some new pictures from Tamurkhan that a friend is getting for me, so it will either be a bit delayed, or I will work on the Cult of Ulric update in the meantime.

  • Lore of Ying and Yan are separate lores with access to boosted versions of their spells. Wizards still get access to both lores as before.
  • Fixed multiple grammar and layout issues in the background section.

Thursday, 23 June 2016

Albion, Amazons and Araby 9th Ed and 8th ed update out now!

Updated  6/7

Some smaller updates here, changing the following apart from adding a 9th ed version. The plan is add 9th ed updates in 3's. Do not expect any larger changes in these updates, right now I'm working mainly on having the 9th ed versions out so I can get to working on the full versions of the official books.


  • Cheaper characters, does not have LA by default. 
  • Cheaper fen-beast upgrades.
  • Access to Lore of Light.
  • Wizards have weapon options.
  • Oathsworn are stubborn.


  • Coatl and Medusa removed. Coatl fits better in the LM book, and Medusa are already in the DE book.
  • Koka-kalim moved to special.
  • Terradon Riders moved to rare, 2W.
  • Cheaper special characters. 
  • Jaguar Warriors ambush for free.
  • Jungle Stalkers 12 pts.
  • Cavalry have short bows.
  • Culchan Riders 16 pts.
  • Cold Ones have A2, Cold One Riders 19 pts, spears are an upgrade.
  • Boosted the Lore of the Serpent spells.


  • Nerfed Sandglass of Time spell.
  • Cheaper artefacts of the creed.
  • Hashishin does not ward saves by default.
  • War Elephants does not have natural armour (lacking both scales and thick fur).
  • Mamelukes have spears by default.

Friday, 17 June 2016

Warhammer 9th Ed 1.051 out now!

This update changes the following:

  • Sw, WB, MB and Mo without riders or handlers may not use Hold Your Ground! or Inspiring Presence.
  • Always Strikes First and Last returns, but will be limited to spells and magical abilities unlike the much more common ASF of 8th ed. ASF only gain re-rolls if the Initiative is higher than the foe, and ASL vs ASL strike in Initiative order. This makes it easier than having to rewrite everything as "strike at initiative 1/10" and "re-roll failed rolls to hit" for characters that would otherwise lose it (since striking initiative 10 for units with I6 or higher is pretty redundant in most situations).
  • Stomp returns for Mo, Impact Hits will only apply to those Mo that actually uses their bulk to charge into enemy formations.
  • Chart added for better balancing different sized battles in regards to multiple choices.
  • Briona's Timewarp give ASF.
  • Sword of Swift Slaying gives ASF.

So now I have 15 different army lists I need to update during the weekend...

Edit: all 9th ed books should now be updated with correct ASF/ASL/Impact Hits.

Sunday, 12 June 2016

Beastmen 8th and 9th Ed updates out now!

Updated 16/6

This update changes the following:

  • New unit: Ramhorn (large monster covered in shields and spikes with beastmen on top, like a Stegadon).
  • New unit: Hag Trees (based on an old White Dwarf article)
  • New unit: Cockatrice (from Storm of Magic)
  • Gors back to WS4 by popular demand, have shields by default, 8 pts.
  • Bestigors have halberds, may swap for GW's for 1 pt.
  • "Ambush on the Elsterweld Road" short story added.

I did not add mutants or Gaves, since the background mentions them often becoming Ungors or Gors. Background for the Ramhorn and Hag Tree was written by Stefan Wolf, who co-wrote Pirates of Sartosa with me. Many thanks!

Monday, 6 June 2016

New Bretonnia update out now!

Quick balance update based on feedback:

  • Nerfed Armand to not give negative Ld to enemy units. In 8th ed, enemy units test at their unmodified Ld (so no Steadfast with General's Ld).
  • Nerfed Tristan to give +1 to Ward save rather than 4+ ward against all strength.
  • Nerfed Knightly Temper to only give attacks after saves, 25 pts.
  • Some new-ish fluff blurbs.
  • Morning stars removed from 9th ed.

Saturday, 4 June 2016

Skaven 8th and 9th ed updates out now!

Updated 6/6

Took a bit longer than planned since I had to do quite a lot of layout changes, as well as working on both the Beastmen and Albion books (which will also be updated soon). This update changes the following:

  • Verminlord variants from End Times added.
  • Skreech Verminking added.
  • More background for Master Moulders, Rat Ogres and Assassins, as well as short stories for the greater clans.
  • Hell Pit Abomination now goes berserk on roll of 13 rather than doubles.
  • Warlock Engineers cannot use the Curse of the Horned Rat.
  • Ratling Gun rolls dice like 7th ed. 
  • Fell Blade can only be taken by Warlords.
  • Standard 9th ed changes for the 9th ed version (can be found under the new "9th ed books" tab).

Thursday, 19 May 2016

Bretonnia 9th Ed and 8th ed update out now!

This update changes the following:

  • New Hero: Faceless replaces Yeoman Serjeant. 
  • Lords and Paladin no longer has to be mounted (but shame on you if you don't!).
  • Grail Knights 38 pts.
  • Priestess of Shallya has A0.
  • Foot Knights 10 pts, free morning stars.
  • Bowmen does not have stakes by default.
  • Men-at-Arms have spears by default, can add shields or replace spears with halberds.
  • Hippogryph Knights 75 pts, can take barding. 
  • 8th Ed: Lance Formation does not use supporting attacks, meaning you will lose 2-3A on the charge.
  • 9th Ed: Devastating charge only applies to models in the front rank as per normal rules. This means that a unit of 9 knights will have a total of 10A when charging, rather than 14A in 8th ed. This means a price drop of 1 pt for all mounted knights. 
  • Lots of added/re-purposed background for many units.

Tuesday, 17 May 2016

Ravening Hordes: Daemons of Chaos out now!

Updated 18/5

So the Daemon book is bringing in lots of new stuff. The core section is getting a lot of company as many special units are moving there, and the special section is getting nothing less than 7 new units. Now each god have their own MC, Ch and MB in the special section (and Tzeentch gets Flamers there too, since they have to be somewhere!). Daemonic Gifts are back to the 7th ed system. The 8th ed system was too random and the majority of gifts were much worse than the 25/50/75 pts you paid for it. I will probably add back a magic banner to each god in the full version as well.

And with that, the last Ravening Hordes list is out, meaning I can now focus on updating the rest of the 8th ed books to 9th ed (should be pretty quick) and then finally get around to working on releasing the full books for each official army.

Download 8th Ed

Download 9th Ed

  • More expensive Heralds, Locus included by default.
  • Flesh Hounds moved to core 1W, 21 pts.
  • Nurglings moved to core.
  • Seekers moved to core, 22 pts.
  • Screamers moved to core, 2A, no Multiple Wounds attack, 32 pts.
  • Furies moved to core, 16 pts. Can no longer take "Daemon of..." making them the only generic daemons in the army.
  • Bloodcrushers 60 pts. 
  • Flamers 32 pts.
  • Skullcannon 240 pts.
  • Burning chariot moved to special.
  • New Special unit: Pox Riders of Nurgle.
  • New Special unit: Pleasureseekers of Slaanesh.
  • New Special unit: Changebringers of Tzeentch.
  • New Special unit: Blood Chariot of Khorne.
  • New Special unit: Plague Cart of Nurgle.
  • New Special unit: Bloodbeast of Khorne.
  • New Special unit: Firewyrm of Tzeentch.
  • New Rare unit: Exalted Flamer. Can take Burning chariot as a mount.
  • Exalted chariot upgrade to Seeker chariot (why did Slaanesh have 3 types of chariots anyway?)
  • Soul Grinder removed (seriously, what was that 40k model doing there?!). If people want to keep using it, I will make some separate rules for download later.
  • Removed Hell-forged Artefacts, each god now has 3 normal magic items to choose from. 
  • Changed Locus to the same as the 7th ed version. Several were quite superfluous, especially since a unit can only be effected by one of them anyway.

Saturday, 14 May 2016

Warhammer 9th Ed 1.044 out now!

This update changes the following:

  • All characters that join a unit must be able to fit in the front rank next to command groups (except Bretonnia ofc). This is to prevent character walls and force players to divide their characters more evenly (or at least have a really wide unit that can be charged by multiple units). No longer can you hide your wizards behind a bunch of other characters.
  • Ruby Ring of Ruin 35 pts.
  • Clarified that Innate Bound Spells does not get free power dice (such as Warrior Priest prayers).
  • Strength Bonus/Charge Bonus (*) special rule added. Strength Bonus = extra strength first round of combat. Charge Bonus = extra strength when charging. Rather than having a bunch of different special rules and exceptions for flails, choppas, lances, Juggernauts, War Boars and so forth, they all use these rules instead.
  • Fight in Extra Ranks allow MI to fight with up to 3A.

Thursday, 12 May 2016

Ravening Hordes: Warriors of Chaos out now!

Updated 15/5

A bit later than planned, mainly due to the insane number of units WoC have (which is rather ironic considering how few Mortal units they had back in 6th ed!). I've done quite a lot of reorganizing in the army list, with chariots and Knights all being core units (like 6th ed) and MC has been moved to special (like several other armies have). Likewise, all monsters have moved to rare. WoC now sports a total of 8 core units, 13 special units and 8 rare units!

Download 8th Ed

Download 9th Ed

  • Chaos Lords 180 pts.
  • Daemon Prince 250 pts.
  • New Hero: Marauder Chieftain
  • Chaos Warriors I4, 15 pts (meaning that Elves are still faster, as they should be, and keeps GW's from being too good in 9th ed).
  • Marauders I3, 4 pts, cheaper GW's and flails. May take javelins/throwing axes.
  • Marauder Horsemen I3, have shields by default, 13 pts. May take bows to make Hung cavalry.
  • Forsaken are Skirmishers have have HA, 15 pts.
  • Chaos Chariot and Gorebeast chariot merged into one Core choice.
  • Chaos Knights moved to Core, 32 pts. No longer cause Fear.
  • New Unit: Cultists.
  • Chosen 17 pts. Only rolls 2D6 on the EotG table.
  • Skullreapers/Wrathmongers added. Have 2W.
  • Putrid Blightkings added.
  • Skullcrushers moved to special, 68 pts.
  • Rot Knights added.
  • New Unit: Soulflayers
  • Flayerkin added.
  • Chaos Trolls can take Marks, 40 pts.
  • Dragon Ogres 53 pts.
  • Great Spined Beast added.
  • Chaos War Mammoth added.
  • Chaos Spawn moved to special, move 3D6.
  • Chimera moved to Rare, 200 pts, no random attacks. 
  • Dragon Ogre Shaggoth 225 pts. 
  • Chaos Giant 175 pts.
  • Slaughterbrute +1A, no longer have Extra Claws, 220 pts. 
  • Boosted the lore of Tzeentch Strength for spells, replaced warpflame with flaming attacks like 7th ed.
  • Daemon Prince can choose LA or HA, not chaos armour.
  • Sorcerers can choose LA, HA or FPA.

Gallery update: Araby

Been a really long time since I posted an update for my personal armies, mainly due to being rather lazy about picking up the camera. Hence, I decided to finish painting the entire army (save for one unit which I'm planning on replacing) and take all pictures at the same time. Because of this the pictures does not have the standard white background since I just took the pictures directly in the cabinet (the prospect of having to arrange all ~7000 miniatures again is a rather daunting one). But on the plus side, I've figured out white balancing, ISO, exposure, lightning, timer settings and picture recolouring so the pictures does not suck this time! I hope you enjoy my mediocre painting skills!

I've added the miniature maker in the brackets of each photo. If you have any questions about a specific miniature, just let me know in the comments.

Army shot 1

Army shot 2

Characters (mix of Hell Dorado, Reaper, Dark Sword, LotR, Gripping Beast)

Janissaries (Assault Group)

Mamelukes (front unit from Footsore, back unit from Black Tree)

Roc, Basilica Cannon, Corsair (Reaper, Assault Group, Black Tree)

War Elephant, Vizier and Sheik on Flying Carpet, Bladedancers (Vendel, Black Tree, Hell Dorado, Reaper)

Swordsmen with Imam and Dibbukim (Black Tree, Gripping Beast, Hell Dorado)

Spearmen with Imam and Dibbukim (Black Tree, Reaper, Hell Dorado)

Sultan's Guard with Sultan (Black Tree, Perry, Hell Dorado)

Bowmen (Black Tree)

Desert Riders with spears (Black Tree)

Desert Riders with bows (Black Tree). Nomad Hunters in the back (Hell Dorado).

Camel Riders (Black Tree)

Flying Carpet Riders (Black Tree)

Naffatun (Perry, Hell Dorado)

Sunday, 8 May 2016

New: forum for army book discussion

Seeing as this had been a request from some of you guys, I've put together a Google group that can be used to discus any rules questions, tactics or general hobby stuff related to WAP. I might be doing some light moderating (namely deleting spam) but other than that, it's going to be pretty open-ended to the users. Depending on how big it might get, I'll see about adding different sections to make it more like a forum.

WAP Google group

Oh, and RH: WoC should be out early next week.

Wednesday, 27 April 2016

Ravening Hordes: Ogre Kingdoms out now!

Updated 5/5

The Ogre Kingdoms book is one I had a lot of requests for, and with that in mind, this update might look a little disappointing to some. However, more changes are likely to be implemented in the full version. This book streamlines some rules and nerfs some of the really powerful units, while at the same time buffing the underused ones (Yhetees and Gorgers, looking at you!). Apart from that, you will find that the Big Names are much cheaper now (though since you can only take one unlike Vampiric Powers, they still count towards magic item allowance). Magic Items should also be a lot more worth taking now.

Download 8th Ed

Download 9th Ed

  • Ogre Charge does not gain bonuses for charging more than 10".
  • Ironfist can be used as an AHW or shield in close combat.
  • More expensive Heroes.
  • Bulls have LA as an option, 27 pts.
  • Ironguts have HA as an option, 38 pts.
  • Gnoblar Trappers are a separate unit.
  • New unit: Ice Mammoth.
  • New Hero: Gnoblar Head Honcho.
  • New unit: Grimhorn Rhinox Riders.
  • Mournfang A3.
  • Maneaters BS3, 45 pts.
  • Sabretusks A2, can take SoM upgrades. 18 pts.
  • Gorger 55 pts.
  • Yhetees 41 pts, have 2HW's.
  • Ironblaster T5. 
  • Scraplauncher 125 pts.
  • Leadbelchers moved to Core, 40 pts.
  • Cheaper Big Names.
  • Mastodon Armour replaces Rock Eye.
  • Cheaper magic items.
  • Firebellies Fire Breath nerfed to S3.
  • Giant now Slavegiant (no Stubborn). Will get Slavegiant attacks in the full version.

Friday, 22 April 2016

Ravening Hordes: Vampire Counts out now!

Updated 5/5

The VC update is a bit of a regression in some ways, with the core units working more similar to earlier editions. I've also added back the original bloodlines with their separate powers for more fluffy army list building. Other than that, the VC book is very solid, so the amount of tweeks have been quite limited in this release.

  • Vampires split into 5 different character choices, each based on their own Bloodline with different stats, equipment and mounts.
  • Proper Bloodline powers brought back, more might be included in the final release.
  • More expensive Vampires.
  • Wight King 55 pts, T4.
  • Skeleton Warriors may take bows and halberds. Does not have LA by default.
  • Zombies have Fight in Extra Ranks in 9th ed (representing them shambling over one another).
  • Crypt Ghouls may Skirmish. Are WS2, 8 pts.
  • Black Knights have lances by default, cheaper barding. No longer have spectral steeds.
  • Hexwraiths no longer have Spectral Hunters and cannot move through enemies (forcing your to charge as normal if you want to cause some damage). 27 pts.
  • Black Coach T6, 5+ save.
  • Blood Knights no longer have Frenzy, 45 pts.
  • New unit: Mourngul
  • New unit: Corpse Giant
  • Cairn Wraiths and Tomb Banshees are no longer character choices. 
  • Dire Wolves no longer have slavering charge. 
  • Fell Bats' "Cloud of Horror" removed.
  • Tomb Blade added to magic items

Friday, 15 April 2016

Ravening Hordes: Tomb Kings out now!

Updated 19/4.

Well, this should be a real treat for you TK players! TK will now play on about the same level as VC and gain the ability to march with the help of characters, and no longer crumble to dust as long as you have wizards remaining! This is balanced out with you crumbling again if your new Hierophant is killed however. VC will get a similar (but not identical) treatment. On top of this, plenty of units have seen substantial price drops.

Download 8th Ed

Download 9th Ed

  • Nehekharan Undead replaced with normal Undead. Units can march when joined by Tomb Kings/Princes. 
  • If the Hierophant is killed another Liche Priest can take over as the Hierophant.
  • Spears are free for Skeleton Warriors.
  • Tomb Swarms moved to Core.
  • New Unit: Khemric Titan.
  • Skeleton Horsemen may take barding, are fast cavalry by default and have WS3. 13 pts.
  • Skeleton Horse Archers no longer scout. 13 pts.
  • Charioteers have A1. 50 pts.
  • Tomb Guard halberds 1 pt.
  • Necropolis Knights have A1, no longer have Stone Hide, but LA instead. 50 pts. May not have EBtS. May take magic banner.
  • Carrion have A2, may Scout (which offsets their normal lack of march). 22 pts.
  • Khemrian Warsphinx moved to rare, T7. No longer have Thundercrush. 200 pts.
  • Necrosphinx T7, have HKB instead of decapitating strike.
  • Ushabti no longer have standard bearer/musician options. Great Bow nerfed to S5. 36 pts, have to buy weapons.
  • Sepulchral Stalkers 45 pts.
  • Tomb Scorpion 70 pts.
  • Screaming Skull Catapult moved to special. 100 pts. Skulls of the Foe 20 pts.
  • Tomb King/Prince -1W. May be mounted on skeletal steeds.
  • Casket of Souls 150 pts, have T7, 4+ ward save. 
  • Flail of Skulls and Crown of Kings added. 
  • Cheaper magic items.

Thursday, 14 April 2016

Warhammer 9th Ed 1.041 out now!

Small update here, changing the following:

  • Vanguard is 6" for Infantry.
  • Removed Wide Frontage bonus, the rule of no more ranks than files is enough.
  • Limited Outnumber to +1 for twice or more US.
  • Added "Legendary Army" for 5000+ pts battles.
  • Bound Spells within Magic Items add 1 free power dice when casting. This will increase the price and power level for some items.

An issue was brought to my attention with elite infantry suffering greatly against "hordes" due them starting with +8 combat res. in some situations (3 ranks, 3 outnumber, 1 wide frontage, 1 banner). This has been brought down to a little bit more sensible +5, just like 7th ed. You will still benefit from big units due to having Steadfast and Step Up, but it gives elite infantry a little bit more of a boost since they lost supporting attacks in 9th ed.

Posted an update with some bug fixes and a change to Bound Spells. An issue with buying magic items with bound spells is that you often pay 30-45 pts for what is just an extra spell with a low casting value (when a spell is normally 15 pts). With this change, bound items are closer to 7th ed, but unlike the automatic bound spell spam from that time, you simply have a better chance of getting them off, and actually increases your magic power rather than just giving you more spells to choose between.

Tuesday, 12 April 2016

Ravening Hordes: Lizardmen out now!

Updated 15/4

The Lizardmen book has seen some changes as far as army organisation goes. All monsters are now rare choices, and MB's have been moved to special. Skinks are getting nerfed by having to purchase poison for javelins, and blowpipes are only S2. Thunder Lizards are not being added since the Dread Saurian takes that role. Sacred Spawnings, more disciplines and Lore of Geomancy will be added in the full release.

Download 8th Ed 

Download 9th Ed 

  • Skinks may take short bows.
  • Jungle Swarms moved to core, no longer have "they're everywhere!".
  • New Unit: Coatl.
  • New Unit: Dread Saurian.
  • Kroxigor have 5+ scaly skin, 47 pts.
  • Blowpipes are strength 2.
  • Javelins no longer poisoned by default.
  • Temple Guard 17 pts.
  • Cold One Riders have spears by default, 28 pts, may take magic banner.
  • Chameleon Skinks 11 pts.
  • Bastiladon S5, T6, W5, Stubborn, moved to rare.
  • Ripperdactyl riders have WS3, no longer have Toad Rage. 
  • Ancient Stegadon removed, Stegadon moved to rare, have all options, no stubborn.
  • Troglodon is now a character mount for Skinks.
  • Razordons/Salamanders moved to special, shares the same choice in the army list. 
  • Horned One added as Skink Chief mount. 
  • Cheaper magic items. 
  • Carnosaur 175 pts.
  • Scar-Veterans may not take Carnosaurs.
  • More expensive Oldbloods and Scar-Veterans.
  • Cheaper Skink Characters.

Monday, 4 April 2016

Ravening Hordes: Orcs & Goblins out now!

Updated 12/4

Another list that does not change too much, since the basics was pretty stable (as much as an O&G army can be considered "stable" at least!). I've done away with some superfluous rules, changed the pricing a bit (goblins get a bit more bang for their buck, Orc characters are more expensive, monsters are cheaper). The main changes here are the new-ish units added to the rare section, giving you a total of 6 Monsters to choose between! These have also been tweaked a bit from the Forge World versions to be more balanced.

Download 8th Ed

Download 9th Ed

  • New Unit: Rogue Idol of Gork (or possibly Mork).
  • New Unit: Giant River Troll Hag
  • New Unit: Colossal Squig
  • New Unit: Night Goblin Squig Gobba
  • New Unit: Forest Goblins
  • Snotlings moved to core, 25 pts.
  • Wolf Riders have spears and shield by default, 12 pts.
  • Goblins have shields by default.
  • Night Goblins 2,5 pts.
  • Stone/River Trolls are an upgrade to normal Trolls. Basic Trolls 40 pts.
  • Rock Lobber moved to Special.
  • Extra Boingy removed, since it will practically never see play.
  • Nasty Skulkers no longer have ASF or AP.
  • Doom Divers no longer ignores armour saves, 75 pts.
  • Venom Surge removed, slows down the game with little benefit.
  • Mangler Squigs does not count as being in soft cover.
  • Orc bosses can take heavy armour.
  • Collar of Zorga and Horn of Urgok added.
  • Cheaper magic items.
  • More expensive Orc bosses and Shamans.
  • Night Goblins may wear LA (as can be seen at the bottom of their robes).
  • Goblin Boss characters have LA by default.
  • Arachnarok Spider 260 pts. 
  • Mangler Squigs 70 pts.
  • Black Orcs 13 pts.
  • Orc Boar Boyz have spears and shields by default, 20 pts. 
  • Fanatics are no longer Armour Piercing.

Tuesday, 29 March 2016

Ravening Hordes: Dwarfs out now!

Updated 4/1 with bug fixes and tweaks.

A bit later than planned, blame Easter and my girlfriend (but don't tell her that!) if you must! The Dwarf list does not contain too many changes compared to the official book, which was mostly solid. The biggest changes consist of their army-wide rules, as well as moving gyrocopters to rare to avoid the spam that became prevalent in 8th ed. As a whole, the book might be a little bit weaker than before, but it's also a lot easier to actually get your Dwarfs into combat now. The book also include 4 new units, including some that have been highly requested for years (no, not Bear Riders, those belong to Kislev!).

Download 8th Ed

Download 9th Ed

  • Ancestral Grudge no longer includes a roll - they simply hate O&G and Skaven. Army-wide Hatred against everyone was just too much.
  • Resolute removed.
  • Relentless now allows Dwarfs to march 3x their M value.
  • Dwarf-crafted special rule removed, did not make a lot of sense to begin with since the penalty for Stand and Fire is due to the enemy barring down on you at full speed, not because your weapon is superior.
  • Dwarf handgun added, ignores penalties at long range.
  • Magic Item allowance nerfed to 50/100 pts like other armies.
  • Anvil of Doom 120 pts. 
  • Dwarfs have LA by default.
  • Slayer characters can now take Talismanic Runes.
  • Engineer have LA.
  • Runelords/Runesmith gain +4/+2 to dispel, making runelords more worth taking. Also increased by 40/20 pts.
  • You may not have more units of Longbeards than Warriors.
  • Hammerers 15 pts. Removed Bodyguard.
  • Rangers moved to Special, can skirmish. No longer has crossbows or throwing axes by deafuault.
  • Gyrocopter moved to Rare, 90 pts. Can no longer Vanguard.
  • Gyrobomber is an upgrade to Gyrocopters.
  • Ironbreakers nerfed to Ld9.
  • Irondrakes no longer have Ward saves.
  • Longbeards no longer Immune to Psychology, Immune to Panic instead.
  • Flame Cannon has a range of 12" rather than an unnecessary special rule.
  • New unit: Grudgebringer (steam driven Mo)
  • New Unit: Deathroller (from bloodbowl)
  • New unit: Thunderbarge (Zeppelin)
  • New unit: Doomseeker (skirmishing Slayers from SoC)
  • Cost adjustment for Runes and magic items, Sceptre of Norgrim added. More runes from previous editions are likely to be added in the full book release.

Friday, 25 March 2016

Warhammer 9th Ed 1.03 out now!

Another smaller update, changing the following:
  • Killing Blow ignores armour saves against targets it cannot instantly kill.
  • A unit that successfully charge/pursue down a fleeing enemy unit inflict 1W with no saves allowed for each point of US the pursuing unit has. It then stops 1" behind the fleeing unit (if any models survive). If it completely destroys the enemy unit, it may reform as normal.
  • Skirmishers now have the Vanguard special rule.
  • Sword of Anti-heroes added.
  • Trickster's Shard removed.

Another thing that came up in a previous suggestion was GW's giving -1WS rather than losing Initiative, making it a serious penalty that can effect both the requirement to hit and to be hit, rather than just fighting after other models (which does not have much of an effect as long as there is a model in the second rank to step up). What is your general opinion on this suggested change?

Edit: Sounds pretty unanimous: GW's should stay the same, so they will. Thanks for your input!

Sunday, 20 March 2016

Ravening Hordes: Wood Elves out now!

Updated 24/3 with bug fixes and suggestions mentioned in the comments.

When the 8th ed Wood Elf finally came out, I was less than impressed with quite a few of the changes to their rules background. Rather than being a third distinctive Elf army with their own rules and magic, GW decided to simply make them a mish-mash of HE and DE. WE got both their Prowess rules while in a forest, and access to both High and Dark Magic while losing their own lore. While I can see the reasoning behind this, it really detracted from their uniqueness and made them feel like the "neutral" Elves in-between the Good and the Evil Elves, rather than their own thing. This was especially nagging since the Wood Elves have never been Dark Elves (since the Sundering occurred after the Wood Elves had already settled in Athel Loren), hence them using Dark Magic and having murderous prowess in the forest just feels tacked on. So with that in mind, this update brings them back to their roots (pun sort-of intended).

Download 8th Ed 

Download 9th Ed 

  • ASF removed. 
  • Lore of Athel Loren back, with a new spell and lore attribute (both based on Storm of Magic). 
  • WE mages lose access to fire, metal, heavens, death, high and dark magic.
  • Marksman Prowess replaces Forest Stalker, allow re-rolling 1's To Hit with missile weapons.
  • Blackbriar Javelin no longer armour piercing, gain quick to fire.
  • Asrai spears removed (why would their spears be armour piercing, when other elven spears are not?)
  • Arrow of Kurnous removed (abstract rule with no purpose, that also makes no sense. They suddenly forget to pick out characters after this first shot?)
  • Glade Riders are no longer ambushers by default (why would they be, they are missile cavalry!). Can take LA and shields (if people are using the old models).
  • War Hawks are no longer Armour Piercing or have the KB rule (makes no sense since eagles or griffons don't have these rules), 2W each, 38 pts.
  • War Dancers nerfed to 4+ Ward save.
  • Sisters of the Thorn moved to rare.
  • Wild Riders ride Elven Steeds by default, can upgrade to Steed of Kurnous. Only Riders are frenzied.
  • New special unit: Meadow Chariots (from 4th ed).
  • New special unit: Alter Kin (MB, shapeshifting elves)
  • New core unit: Spite Swarm. Upgrades for these will be included in the full release.
  • New hero: Beastmaster.
  • Treeman Ancient limited to Lvl 2 Wizard. 
  • Shadowdancer can take 50 pts of magic items. 
  • Unicorns are WB, not MB.
  • Moonfire, Starfire, Swiftshiver arrows are removed (the latter because Waywatchers already have it by default).
  • Waywatchers may now take enchanted arrows.
  • Eternal Guard weapons added, shields free. 
  • Acorns of Ages moved to Ariel, Rhymer's Harp added. Cheaper magic items in general.
  • Branchwraith no longer a Wizard by default, 65 pts.

Saturday, 12 March 2016

Ravening Hordes - Dark Elves out now!

One day earlier than planned! The Dark Elf list features a few more changes compared to the High Elf one, including 3 completely new units. In general, more units have gone down in price (mainly because DE had a lot more units that were frankly not worth taking) and more of them have switched sections. City Guard are most likely to be included in the full release of the book.

8th Ed Changes:

  • ASF removed.
  • Fleetmaster special rule changed to allow ambushers and re-roll failed pursuit rolls.
  • Doomfire Warlocks nerfed to S3.
  • Sisters of Slaughter moved to special.
  • War Hydra moved to rare, have normal regen, 175 pts.
  • Kharibdyss S6, T6. Feast of Bones works on all attacks as long as you hit.
  • Manticore Frenzy by default, 125 pts.
  • Dark Pegasus replaces Impale with Impact Hits (1).
  • Dark Steed can take barding, no longer Fast cavalry by default.
  • Reaper Bolt Thrower moved to special.
  • New Hero: Disciple of Khaine  (DE warrior priest, gains bonuses from causing wounds).
  • New MB: Arachne (half spider, half dark elf).
  • New Mo: Avatar of Khaine (mentioned in 8th ed BRB).
  • Beastmaster moved to hero.
  • Witch Elves moved to special, can take LA.
  • Cheaper Dreadspears and Bleakswords.
  • Sea Dragon cloak only protects against missile attacks.
  • Black Guard moved to Rare (and should now be worth taking since ASF is gone)
  • Re-tooled Magic Items, Executioner's Axe replaces Gem of Spite.
  • Cheaper chariots.
  • Cheaper Harpies, can now take a champion.
  • Champions can no longer take magic items (same for HE).
  • Cheaper Cold One knights.
  • Cheaper Shades.
  • Cheaper Medusa.
  • Cheaper Bloodwrack shrine.
  • Cheaper Corsairs.
  • Cheaper Masters and Dreadlords.
  • Sorceresses can only use Fire, Shadows, Death or Dark Magic (being the evil SoB that they are, DE with Lore of Life is just wrong).

Tuesday, 8 March 2016

Warhammer 9th Ed 1.02 out now!

Small update here, changing the following:
  • Strider counts terrain as open ground, rather than ignore dangerous terrain. This allows you to march through forests.
  • Monsters and chariots taken as mounts that are also available as rare or special choices counts towards the special or rare limit of duplicate choices.
  • Characters on chariots or flying monstrous mounts may join units of chariots or flying monstrous mounts.

Sunday, 6 March 2016

Ravening Hordes - High Elves out now!

Updated 10/3 with bug fixes.

As promised, the next Ravening Hordes book! The High Elf book was mostly solid, so the amount of changes is rather low compared to the Empire book. The main change is the removal of ASF and retooling of Martial Prowess, meaning your characters will now benefit from it similarly to the DE book, and it also partially covers the loss of re-rolls from ASF. In general the book is somewhat weaker than before, with only a few units going down in price with some going up and most losing some damage output. Nothing major that will unbalance the whole army though.

For the 9th Ed book, you will have more expensive troops, but most will also have better armour saves with medium armour for spearmen, and heavy armour (4+) for the elites. In addition, their missile attacks have gotten a boost due to their Multiple Shots from bows.

Next week: Dark Elves!

8th Edition update:

  • ASF removed
  • Martial Prowess = re-roll 1's To Hit.
  • Elven bows added. 
  • Dragon armour does not grant ward saves.
  • Shadow Armour, Star Lance, Armour of Caledor removed (moved to special characters).
  • World Dragon banner nerfed to spells only.
  • Anointed of Asuryan moved to Heroes, does not grant Ward saves.
  • Warriors (shields, 2HW's) added. 
  • Spearmen, Sea Guard, Reavers can have heavy armour (8th ed).
  • Silver Helms have shields by default.
  • White Lions have LA by default.
  • Swordmasters 14 pts (8th ed).
  • Cheaper Shadow Warriors.
  • Cheaper Lion chariots. 
  • Cheaper Dragon Princes.
  • Phoenix Guard moved to rare.
  • Bolt Throwers moved to special.
  • Skycutter moved to rare.
  • Frostheart Phoenix is an upgrade to Flamespyre Phoenix. Blizzard Aura only effects models in base contact.
  • Merwyrm added.
  • Handmaidens of the Everqueen made a rare unit.

Download 8th Ed 

Download 9th Ed

Monday, 29 February 2016

Ravening Hordes: Empire out now!

The first of the Ravening Hordes lists contain the army list itself, as well as all unique army rules collected together with magic items and magic lores, essentially all you need to play the game. They will not contain any special characters and most of the new units, which will have to wait until the full book is out. The Empire book contains several "new" old units, with more coming in the finished book and following expansion.

I'm going to try and finish one Ravening Hordes book every week in the coming months, so you can get playing with your old armies as soon as possible. After all official books have gotten their updates, I will update all my previous books to 9th ed, but they should be very much playable as is already.

This includes rules for both 8th and 9th ed, and as you can see, the difference in the army lists is very small between the two for maximum compatibility.

Hope you enjoy it! Next week: High Elves!

Monday, 15 February 2016

Warhammer: 9th Edition Beta out now!

Updated to 1.01 February 19th.

Finally finished the beta version! It might look a little bare-bones and unfinished at the moment as there's still quite a lot of things left to be finished in regards to the layout, diagrams, artwork etc, but I will hold that off while I gather some feedback for the rules themselves, and can work on the army books in the meantime. For now, please refer to the 8th ed books in case you need a graphic representation of the various diagrams. As far as the rules text is concerned, this should be pretty much complete, except any future update content of course. I plan to add rules for both campaigns, sieges and more scenarios later on as well.

9th Edition is somewhat of a "Best of" collection of Warhammer rules, using a mixture of 6th, 7th and 8th edition all in one, as well as several additions. These rules will not make everybody happy, and that's fine, satisfying every single player would be impossible. I therefore leave it to the community to pick and choose the rules changes they like, and ignore the rules changes they do not like. I aim to have all 8th Edition books be compatible with 9th Edition as much as possible, so there will not be a need to change everything in all of them as well.

This book focuses solely on the rules of the game. For simplicity's sake, I have mainly used the rules as written in the 8th ed book and simply rewritten the rules changes. I do suggest both new and old gamers to read through everything carefully, as there are quite a lot of small tweaks that might otherwise be overlooked if you just assumed everything works the same as 8th Edition.

I've added nearly all things from the official errata and the FAQ, and I've added several small tweaks here and there that removes a lot of straight up cheesy tactics like conga lines, corner-to-corner charges, rail-roading, double flee etc. This means that a lot of old tactics will be invalidated, just as they should.

In general, the game will allow for the use of more smaller units, similar to 6th ed, while still keeping the infantry in the fighting with steadfast. Flanking and manoeuvring is now much more important, war machines need to be positioned more carefully, and basic missile weapons have gotten a needed boost. Monster Lords are more resilient but not overly so, and spear-armed basic infantry will be more useful compared to great weapon wielding elites. Panic will be a lot more important factor to the game, making ItP units more useful, as is keeping your leadership high due to no re-roll from the BSB.

In short, I think you will find the game will be a more about tactics and less about exploiting the game mechanics. Of course, there might still be a holes that needs plugging, which is why I hope you guys will playtest the crap out of these rules and let me know how they work out for you.

I'm going to get to work on making the Ravening Hordes lists soon as well, so you can start using them as quickly as possible.

Warhammer Download
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Below you can see most of the changes, there are some minor ones besides that I have probably forgot to list here. Some of these changes are not yet uploaded.

Basic Rules:

  • For one model to have line of sight to another, you must be able to trace an unblocked line from its base to the base of the target. 
  • A unit may never have more ranks than it has files, i.e a unit must be at least as wide as it is deep (no more conga lines, enforces frontage rather than columns.
  • Unit Strength (US) is back, affects several factors such as aligning, steadfast, panic and so on. 
  • Max 2 duplicate special choices, no duplicate rare choices in less than 3000 pts. Certain characters are likely to lift that restriction to allow making themed lists.


  • Charges cannot be completed unless you can get at least half the models in the front rank into base contact with the enemy (avoids corner-to-corner charges). The exception to this is if the enemy unit have too few models in the arc you are attempting to charge for this to be possible, in which case you may charge as normal.
  • Charge distance is 2D3+M" for infantry, 2D6+M" for cavalry (still measured from closest point with free "close the gap").
  • Units with less than US5 align to the charger rather than the other way round (removes lone models from directing the entire flow of battle).
  • Units that fail to roll high enough to reach their charge target may still complete their charge against another unit as long as they roll high enough to move into a new unit in a straight line ahead (makes double-flees less abusive).
  • Units may turn/pivot on the spot within 1" of an enemy unit, as long as they won't end their movement within 1" of an enemy unit. You may also nudge your unit so this is not the case (removes rail-roading of units like Abomination and Steam Tanks).


  • Wizards roll D6 for each wizard level, 4+ to channel extra dice. Wizard level divided by half for dispel dice.
  • Wizards choose spells instead of rolling for them. Spell level availability = wizard level + 2.
  • The number of power dice allowed when casting = wizard level + 2.
  • Miscast is based on number of dice rolled. Miscast result = D6 + number of dice used, the higher score, the worse result. 
  • Wizards do not get bonuses to cast/dispel based on wizard level (makes lower-level wizards more playable).


  •  Long range penalty removed, +1 To Hit on short range (4" or less)

Close Combat: 

  • Supporting attacks and horde is gone, making spears and additional hand weapons more useful, and nerfs halberds and great weapons.
  • Models with more than twice the WS of their opponent will hit on a 2+.
  • Rank and file models may always be targeted, even if only characters are in direct base contact (removes character walls).
  • Steadfast does not work when disrupted, requires US10+. It's based on the unit's unmodified Leadership value (so no more Goblins or Slaves being steadfast on Ld 9/10, and makes placing several close combat characters spread out over multiple units more important).
  • Outnumber is back, gives additional bonuses the more you outnumber your foe.
  • Flank attack can be gained twice, one for each flank.
  • Rank bonus is combined for each unit involved, as long as they are fighting in different arcs.
  • Units with wider frontage gets CR bonus (basic replacement for lapping around, and means having bigger bases is not always negative in combat).
  • In combats involving multiple units, the Break test modifier for each unit involved must be calculated separately based only on the enemy units they are in base contact with (this will be described in more detail in an upcoming diagram). This means that if you choose to charge a unit in the flank while that unit is already engaged to its front and your two units lose the combat, the flanking unit will only suffer a Leadership penalty based on its combat result vs that of the flanked unit for example. This means that you will no longer suffer a Leadership penalty to your main unit due to the smaller flanking unit taking too many casualties (though it could still cause you to lose the combat as normal), and Unstable units will no longer crumble based on the performance of a weaker unit.

Troop Types:  

  • Cavalry/MC/Mo uses the highest number of W and T value available. They also cause impact hits (D6 for Mo). No longer receives AS for being mounted.
  • Monsters work like MC (means you won't require separate on foot models in case mount dies, is easier to keep track of, and makes Lords on Monsters more resilient).
  • Shrines (Sh) added a unit type, replaces Unique Units.

Special Rules:  

  • Always Strikes First and Always Strikes Last removed, replaced with Init. bonus/penalty.
  • Ambushers may choose to deploy as normal.
  • Devastating Charge does not apply to mounts unless specified. 
  • Ward saves capped at 4+, can be combined with other ward saves.
  • Expendable rule added (for slaves and the like).
  • Immunity (*) added, replaces ItP and covers all immunities like Flaming , Poison, KB, Fear etc.
  • Regeneration more similar to 6th ed, cannot be used if slain (units can regen while some members are still alive). Can be combined with Ward saves.
  • Hatred must re-roll successful rolls to restrain from pursuit.
  • Fast Cavalry can make one free reform while moving. Characters with lower than 5+ AS can join. FC can't have better than 5+ AS.
  • Fear gives -1 to Ld, Terror -2.
  • Monsters and handlers include Monster Reaction chart, rather than ridden monsters.
  • Stomp removed (replaced by Impact Hits).
  • Magic Resistance works against all spells, including ones that does not allow saves. 
  • Volley Fire allows all models to fire with a -1 To Hit penalty. 
  • Frenzied units do not need to test to restrain from charges, but must instead move towards closest enemy within LoS (means less failed charges, and makes screening Frenzied units more important).

Weapons and Armour:  

  • All bows and slings can fire Multiple Shots (2) if the unit does not move. Does not work with stand and shoot.
  • Slings have AP rule.
  • Morning stars counts as hand weapons for simplicity (since there are no units that only uses morning stars anyway).
  • Great weapons -2 Initiative instead of ASL.
  • Bucklers added (tower shield would have no drawbacks for spear armed infantry, and limit model availability) 
  • Pikes added.
  • Pikes and spears give Initiative bonuses when charged.
  • Spears and lances give Initiative bonuses when charging.
  • Medium armour (5+) and full plate armour (3+) added. Most units with heavy armour will have it replaced with medium armour, heavy cavalry will have heavy armour (4+) which makes their save the same as before in total. Elves and Dwarfs will have a mix of medium and heavy armour. Fast and medium cavalry will have lower AS in general, but will get cheaper in return.

Command Groups:

  • Champions can no longer make challenges or be attacked separately, allows re-rolling failed reforms, redirects, marching instead.
  • Swift Reform does not allow decreasing/increasing ranks (avoiding slingshot tactics).
  • "Look Out, Sir!" works against all templates, including spells. Can only be used on one character per missile attack (deters Deathstars with multiple characters, which is now much more risky).


  • BSB only allow re-rolling break tests. 

War Machines:

  • War Machines have a front arc like normal units, pivoting outside it counts as movement.
  • Normal Cannons cause D6 W on impact, D3 W on bounce.
  • Cannon balls scatter D3" before bounce, "Hit" = no scatter.
  • Bolt Throwers does not ignore armour saves, have AP instead.

Magic Items:

  • Magic weapons can use Parry with shields and additional hand weapon.
  • Paired Weapon is replaced with additional hand weapon/two hand weapons.
  • Magic Armour can only be taken if the character can take the same type of armour as a mundane option.
  • Several new items added, some are removed. 


Lores of Magic:

  • Transformation of Khadon cast on 13+, can only change into one profile for simplicity.

I hope you guys will enjoy most of the changes, and as usual, let me know of any bugs, unclear rules, things you feel should be changed and so on.