Sunday, 31 December 2023

Halflings 1.1 beta out now!

A lot of changes in this one! Insatiable Appetite has been removed as it was a very time-consuming ability that required a bunch of tokens to keep track off for each unit; a new form of this ability can instead be given to individual units through the use of Chuck Wagons.

I've also removed multiple superfluous units that either did not add much or was pretty much entirely lacking in terms of models. Instead I've gone for trying to have each unit have a bit more of a defined role, while still allowing people to keep using most of their models in other units.

A very big change is the removal Wizards, which is not supported in the lore canonically. Instead, Halfling characters can take two Talismans and/or Enchanted Items which gives them better survivability and access to Bound Spell items. I have also included a lot new magic items (mostly from my old 8th edition book, but also some for the homebrew list on our Discord and some made by our moderator Marppuli), and tightened up a lot of the previous special rules. I'm open to including even more magic items created by the community in the final version.

Huge thanks to my supporters, especially around Christmas time when expenses are typically higher than normal. It's very much appreciated and the main way I can support my hobby nowadays!

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This update changes the following:

  • Removed Insatiable Appetite as an army special rule.
  • New Army Special rule: Homesteaders: Units with this special rule are Stubborn so long as they are partially within their Deployment Zone.
  • New Army Special Rule: Piggyback Riders: Models with this upgrade gains the Fight in Extra Ranks (1) special rule.
  • New Army Special Rule: Trinkets: Models with this special rule may take up two Talismans or Enchanted Items rather than just one of each.
  • New Army Special Rule: Natural Resistance: When a Halfling army attempts to dispel, they have a +2 bonus to all dispel attempts. Note that, if the Halflings are fighting alongside a Wizard for whatever reason, this bonus is lost.
  • Renamed Short & Nimble to Bob & Weave.
  • Elder renamed to Moot Elder.
  • New Mount: Ogre Bodyguard.
  • Removed Enchanters.
  • "It’s Lunch Time" renamed to Special Spices. Only affects the unit the Master Chef joins, but is a guaranteed effect.
  • Master Chefs cost 50 pts. May be mounted on a Chuck Wagon.
  • Master Thief has Dodge (5+). Costs 70 pts. Have M4.
  • All Halfling mounts now go under the umbrella term Farm Animal to allow players more leeway in what they want to use as a mount.
  • Militia renamed to Rabble. Have throwing weapons by default. Can take flails.
  • New Core Unit: Militia Spearmen.
  • New Core Unit: Militia Swordsmen.
  • New Core Unit: Militia Archers.
  • Vigilante Guard renamed to Deputies. Are a special unit.
  • Hobilars no longer have the Oomph! Special rule. Have shields by default. Cost 10 pts. May take light armour. Are riding Farm Animals.
  • Fieldwardens cannot take additional hand weapons. Cost 7 pts.
  • Rangers renamed to Gamekeepers. Have BS5. Cost 9 pts.
  • Housewives have WS2 and Hatred special rule. Cost 5 pts. Does not have Women’s Wrath or Washing Line upgrades. Cannot take additional hand weapons or great weapons.
  • Thieves are Ambushers, not Scouts. May take shortbows or slings. Have Dodge (6+). Cost 8 pts. Have M4.
  • Removed Pantry Guard.
  • Chuck Wagons are a separate Special unit that gives out bonus similar to Insatiable Appetite to nearby units. Is pulled by 2 Farm Animals. Does not give Hold Your Ground. Cost 60 pts.
  • Removed Lords of the Harvest.
  • Removed Hound Riders.
  • Removed Ram Riders.
  • Swan Riders do not have devastating charge or hatred. Only have hand weapons by default. Can take spears, shields, light armour and/or shortbows. Have Fly (9). Cost 15 pts.
  • Removed Sheep Dogs.
  • Shearers renamed to Reapers, no throwing weapons, drawn by two Farm Animals. Armour save (6+). Costs 45 pts.
  • Reapers renamed to Shearers, no throwing weapons, drawn by two Farm Animals. Armour save (6+). Costs 75 pts.
  • Moot Ogres are a Special Unit. May take polearms.
  • Bee Swarms replaced by Beekeepers armed with Bee Hives. Bee Hives have a range of 6" and the Quick to Fire special rule. Each Bee Hive that hit inflicts 3D6 Strength 1 hits. If the target unit is Hit, it must then take a Panic test at the end of the Shooting phase.
  • New Rare Unit: Fireworks Cart.
  • New Rare Unit: Treemen.
  • Halftank has a profile for crew with Weapon Skill. Has Animated Construct, Fear and Random Movement (3D6).
  • General rebalancing and improved wording of the special rules for the special characters.

Sunday, 10 December 2023

Amazons 1.4 out now!

 This update changes the following:

  • Statue of Sotek: All enemy Skink units in base contact with the bearer are subject to the Always Strikes Last and Hatred special rules.
  • Pterossus renamed to Great Wyrm.
  • Cold One Riders do not have spears by default.
  • Swamp Python does not have Poisoned Attacks. Cost 210 pts.
  • Star Sword costs 60 pts.
  • Ancient Sentinels have Magic Resistance (2), costs 50 pts.
  • Pendant of the Old Ones: Enchanted Item. Unless the model has charged or is fleeing, they may teleport anywhere on the battlefield (facing any direction) in the Remaining Moves sub-phase, but they may not be placed within 1" of enemy models.
  • Sunstaffs for Piranha Warriors and Serpent Guard cost 5 pts.
  • Jaguars have Strength 3, Strength Bonus (1).
  • Huntresses and Beastmistress have I3.
  • Culchan have A1.
  • Culchan Riders cost 17 pts, have Ld8. Javelins cost 2 pts, shortbows 1 pt.
  • Lysippe costs 130 pts. Blackfang has Strength Bonus (1).
  • Bright Staff costs 30 pts.
  • Fixed bug with Cold One Riders missing options for Amulets of the Moon.
  • Matriarch and Mistress do not have light armour by default. Light armour and shields cost 2 pts for Mistress.
  • Shield of Feather Iron: All enemy units in base contact with the bearer are subject to the Always Strikes Last special rule.
  • Serpent Guard have BS4.
  • Snake Swarms cost 30 pts, have M5, Ld3, Aquatic, Cold-Blooded.

Sunday, 26 November 2023

Amazons 1.4 (beta) out now!

Another update fairly long in the making, Amazons have now received quite a few new toys to play with! This includes monstrous units, more magic items (many thanks to Marppuli on our Discord server for helping out to create many of them!) and combat drugs to give them more hitting power, while their High Age artifacts are a bit more limited and weaker and penetrating armour to balance it out better. Both Piranha and Eagle Warriors have been moved to the special section being elite units, and replace the Koka-kalim both in lore and rules. Hope you enjoy it, and thanks to my Patreons as usual!

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This update changes the following:

  • New army special rule: Koka. Models with this upgrade gain the Frenzy special rule, and they do not lose Frenzy by losing a round of combat.
  • New Mount: Stegadon
  • New Mount: Pterossus
  • New Core Unit: Skirmishers.
  • New Core Unit: Snake Swarms
  • New Rare Unit: Bolt Thrower
  • New Rare Unit: Stegadon
  • New Rare Unit: Ancient Sentinels
  • New Rare Unit: Amaxon Swamp Python
  • Lots of new magic items.
  • Sunstaffs, Sun Gauntlets and Claws of the Old Ones only have AP(1), but are cheaper.
  • Skypiercer is a bow.
  • Serpent Priestess renamed to Serpent High Priestess.
  • Priestess renamed to Serpent Priestess.
  • Culchans have M8, A2 and Armour Piercing (1).
  • Jaguars have Strength Bonus (1).
  • Amazon Warriors may not take slings.
  • Removed Koka-kalim.
  • Piranha Warriors are a Special Unit. Have BS4 and Ld8. May swap Javelins for Sun Staffs. Cannot Ambush. Cost 8 pts. Can take Combat Drugs. Can take standard bearers.
  • Eagle Warriors are a Special Unit. Have spears and shields by default. Have Ld8, cost 7 pts. Can take Sun Gauntlets. Can take Combat Drugs.
  • Jaguar Warriors do not have Immunity (Psychology), have Ambushers instead. May not take light armour. Cost 7 pts. Can take Combat Drugs.
  • Huntresses cost 14 pts, have shields by default.
  • Totem Guardians renamed to Serpent Guard. Are a Rare Unit. May take Sun Gauntlets in addition to their polearms.
  • Jungle Stalkers can take additional hand weapons. May not take Amulets of the Moon.
  • Culchan Riders cost 15 pts.
  • Terradon Riders has the Fast Cavalry special rule. Are a Special Unit. Do not have javelins by default. May take spears, javelins or short bows. May take shields. Have WS3. Cost 27 pts.
  • Musicians for fast cavalry cost 10 pts.
  • Gorols are a Special Unit.
  • Avatar of Rigg's Blood ability gives Hatred, not Frenzy.
  • Thalestris may take a shield.
  • Melandra Hawkeye has Dodge (5+), cost 125 pts. Her pendant allows the wearer to teleport anywhere on the battlefield (facing any direction) at the start of your Movement phase, but she may not be placed within 1" of enemy models.

Saturday, 28 October 2023

Cult of Ulric 1.1 (beta) out now!

This ended up being a pretty quick update since I did not have to do a lot of rules-changes overall and is mostly a patch to fix some previous bugs, though it still took nearly all my free time over the last 3 days to finish it. There are a few new units to play around with though along with some additional magic items. Thanks to my Patreons as usual!

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Changelog:

  • All Empire rules and units available to the Cult of Ulric are included in the army list, so there is no need to reference Warhammer: Empire.
  • White Wolf Hammers gives +1 Strength and have the Armour Piercing (1) and Requires Two Hands special rules.
  • New Magic Items: Heart of Middenheim, Cloak of Anraheir, Fauschlag Ring, Banner of Middenheim, Banner of Ulric, The Knights Panther Battle Standard.
  • Talismans of Ulric are now regular magic items.
  • Midden Marshals have WS6, I6, A4. Cost 100 pts.
  • New Lord: Wizard Lord
  • New Lord: High Priest of Ulric
  • New Mount: Winter Wolf
  • New Mount: War Altar of Ulric
  • New Core Unit: Demilancers
  • Middenheim Militia replaces Free Company Militia. Cannot take crossbows or pistols.
  • Strength in Faith, Faith in Strength is limited to Ar-Ulric.
  • Warrior Priests of Ulric have White Wolf Cloaks and can ride Winter Wolves.
  • Seneschals can ride Winter Wolves.
  • Warriors of Ulric and Wolf-Kin can take bucklers, not shields.
  • Hunting Hounds are a Core Unit.
  • Knights of the White Wolf have heavy armour, cost 20 pts.
  • Removed Sons of Ulric.
  • Teutogen Guard have heavy armour. Cost 12 pts.
  • Brotherhood of the Axe is a Rare unit. Have S4 and full plate armour.
  • Knights Panther are a Special unit, have heavy armour, cost 20 pts. Inner Circle Knights are a Rare Unit.
  • Children of Ulric are Infantry with the Swiftstride rule. May be upgraded to Skirmishers. Unit size 5+. Are Special Units.
  • Huntsmen are Special Units.
  • Boris Todbringer does not have Crush the Weak.
  • Blitzbeil has Ice Attacks. Ar-Ulric may not take any additional Magic items.
  • Rein Volkhard costs 155 pts. May be mounted on a Winter Wolf.
  • Heinrich von Torlichhelm may take a lance.
  • Vorn Thugenheim does not have Inspiring Presence.
  • Storm Hammer: Models Hit in the turn the wielder charges may not attack that turn. Costs 25 pts.
  • Wolf Helm of the Teutogens cost 15 pts.

Kingdoms of Ind 1.1 out now!

This update changes the following:
  • Ganeshas have A3, Natural Armour (5+). Cost 39 pts.
  • Warriors renamed to Rajputs.
  • Rajputs can take spears and shields together (bug fix).
  • War Elephants may replace longbows with handguns. Spikechains give Impact Hits (D6+1).
  • Vanaras have A1, cost 6 pts.
  • Garudas cannot take two hand weapons.
  • Noble Cavalry renamed to Mansabdars.
  • Raider Cavalry renamed to Pindari Horsemen.
  • Pindari Cavalry and Camel Riders may replace shields with shortbows.
  • Fixed bug with incorrect spell levels for Mantrik.
  • Maharajahs and Rajahs can take longbows instead of bows.
  • Fixed bug with Ganeshas and Nagas having Unit Size 10+ instead of 3+.
  • Temple Chariots make any unit joined by them Unbreakable.
  • War Elephants may take great bows.

Wednesday, 25 October 2023

Kingdoms of Ind 1.1 (beta) out now!

After 6 or so years, Ind has finally received a new update! This too ended up quite a bit bigger than I had planned, with a lot of new units, some removed units and some repurposed units. The army has received several new units based on Mughal India while shifting the names to better fit any period of Indian history. They have also had several old Deva units changed to beastmen which better fits the canon GW lore, and have also received several new monsters based on Hindu mythology. Hope you enjoy the update, and many thanks to my Patreons for their support!

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This update changes the following:

  • New army special rule: Karma
  • Removed Caste System.
  • Removed Pata (replaced by two hand weapons)
  • Removed Chakram (replaced by throwing weapons).
  • All models with the Deva special rule have the Fear, Immunity (Psychology), Magical Attacks, Ward save (5+) and Unstable special rules. Deva do not take instability tests.
  • Weapons of the Devas can now be taken by all characters. Reworked pretty much all of them to be weaker but cheaper.
  • Reworked the Lore of the Devas with new Lore Attribute and new spells based on the major gods of Hinduism.
  • Throne Bearers do not add +1 armour save to the character has Unit Strength 4, Large Target (2). Costs 10 pts.
  • Guru is now called Mantrik. Does not have the Spiritual Leader special rule. Are part of the Noble Caste. Costs 165/65 pts.
  • Removed the Unswerving Loyalty special rule. Maharajah costs 90 pts, Rajah 50 pts.
  • Vishkanyas have the Dodge (5+) special rule and throwing weapons, costs 95 pts.
  • Beastmaster: The animals themselves do not award any Victory Points. May take throwing weapons. Removed the Unleash the Beasts special rule. Costs 30 pts.
  • Greater Devas may take Magic Items up to 100 pts. Do not have the Creator, Preserver or Destroyer special rules, instead have one additional spell from the Lore of the Devas.
  • Rajputs renamed to Indan Warriors. Have shields by default. Costs 4 pts. Can take spears. Make not take throwing weapons.
  • Most units can take Magic Standards.
  • Archers, Royal Chariots and War Elephants have longbows.
  • Archers cost 7 pts.
  • Urimi Swords add +2 Attacks. Urumi swordsmen may take bucklers. Urumi Swordsmen are Skirmishers, cannot take standard bearers or musicians. Cost 5 pts/model.
  • New Core Unit: Skirmishers. Can be armed with javelins, slings or throwing weapons.
  • Pindari Cavalry renamed to Raider Cavalry. May take light armour.
  • Zamindar Horsemen renamed to Noble Cavalry. Barding costs 1 pt.
  • Renamed Fakir to Snake Charmer. You must include one Snake Charmer for every 2 Snake Swarms at no additional cost. Each Snake Charmer can only control 2 Snake Swarms each. If a Snake Charmer is killed, the Snake Swarms he controlled are automatically removed as casualties as soon as the unit is out of close combat.
  • New Core Unit: Camel Riders.
  • Maiden Guard may not take additional hand weapons. Cost 8 pts.
  • Holy Warriors have Magic Resistance (1) and medium armour.
  • Shaturnals are S5. Camel Gunners cost 15 pts.
  • Royal Chariots may take up to 5 crew. Can swap bows for javelins. Have a 6+ save by default.
  • War Elephants may take up to 3 extra Mahouts.
  • Bengal Riders may take additional hand weapons.
  • Rakshashas may take great weapons.
  • Vanaras have Dodge (6+) and Obstacle Strider, I4, costs 7 pts. Blowpipes are optional.
  • Garudas, Ganeshas and Naga are Beastmen, not Deva.
  • Garudas may take additional hand weapons or bows. Have WS3, BS3, I4. Cost 12 pts.
  • Ganeshas has I2, cost 36 pts. They are now a Special Unit.
  • Maruts have medium armour and Lightning Attacks, costs 14 pts.
  • Nagas cost 43 pts. They are now a Special Unit.
  • New Special Unit: Sepoys.
  • New Special Unit: Yakshas.
  • New Rare Unit: Great Cannon
  • New Rare Unit: War Rocket
  • New Rare Unit: Temple Chariot
  • New Rare Unit: Vimana Chariot
  • New Rare Unit: Makara
  • New Rare Unit: Yali
  • New Rare Unit: Shesha
  • Removed Thugees.
  • Removed Peasant Levies.
  • Removed Basilisk.
  • Darahma may ride a Chariot. Costs 300 pts.
  • Karishna may ride a Chariot. Costs 290 pts.
  • Urjana costs 160 pts.

Sunday, 15 October 2023

Daemons of Chaos 1.6 out now!

This update changes the following:

  • Removed the Reign of Chaos rule.
  • Changed the Lore Attribute for all Chaos lores to be able to target any friendly unit for that god. For each result of 5+, add 1 Wound's worth of models to the unit.
  • Removed Unnatural Swiftness from Undivided Gifts (already a Slaanesh gift).
  • Impenetrable Hide only gives +1T, costs 20 pts.
  • Awesome Strength also gives +1S, costs 15 pts.
  • Unbreakable Skin: The Daemon gains the Natural Armour (5+) special rule. Costs 15 pts.
  • Unholy Flurry only gives +1 Attack, costs 15 pts.
  • Diabolic Splendour: The Daemon may re-roll failed Ward saves from the Daemonic special rule.
  • The Endless Gift gives Regeneration (6+), costs 10 pts.
  • Added points costs to new Tzeentch items.
  • Removed "If a Daemonic unit somehow has the Unbreakable special rule, it takes no Daemonic Instability test."
  • Brimstone Horrors have BS3. They are on 25x25 mm bases.
  • Acquiescence boosted version is cast on 11+.
  • Symphoniac: At the beginning of each round of close combat, all enemy models in base contact with the Daemon must pass a Toughness test or suffer 1 Wound which Ignores Armour saves. Costs 20 pts.
  • Fixed a multitude of bugs.

Tuesday, 3 October 2023

Daemons of Chaos 1.6 (beta) out now!

That took a bit longer than planned, which is hardly a surprise to people that have been following the pretty long discussions on the Discord server! This ended up being a much larger update than just adding a few new units, with changes to their army special rules and the inclusion of a ton of new Magic Items, Daemonic Gifts and new units. I have also sorted the army list by God allegiance rather than just unit type to make it easier for mono-god players to find their units. This list also includes all magic items and special characters that were previously in the expansions. Anyway, hope you enjoy the rules so far, and huge thanks to the Patreon supporters who inspire me to keep me going!

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This update changes the following:

  • Daemonic Instability: Daemonic units are Unbreakable. However, when a unit of Daemons loses a combat it must take a Daemonic Instability test. This works like a normal Break test, except that for every point they fail the test by, the unit suffers one additional Wound with no saves allowed. Removed results of double 1 and double 6.
  • Added Daemonic Animosity army special rule. If there is a Daemonic unit within 6" of another Daemonic unit belonging to a different God those units suffer a -1 Leadership penalty. However, Daemons of Khorne and Slaanesh, or Tzeentch and Nurgle, respectively, suffer a -2 penalty to their Leadership if within 6" of each other instead.
  • Reworked Reign of Chaos table to only have 6 results, no longer tied to the Winds of Magic roll. 1 and 6 is a buff/nerf to their Daemonic Instability. 2-5 can only target a single unit on each side, but does so automatically.
  • Added a ton of new Magic Items and Powers from Age of Sigmar and 8th edition (they now have around twice as many).
  • Enemy units in base contact with a Daemon of Nurgle suffer a -1 penalty to their Weapon Skill.
  • Daemon of Slaanesh gives AP(1). Each To Hit roll of 6 generates an additional Attack. These additional Attacks cannot generate further attacks.
  • New Hero: Exalted Daemon
  • New Hero: Sloppity Bilepiper
  • New Hero: Spoilpox Scrivener
  • New Core Unit: Brimstone Horrors
  • New Core Unit: Imp Swarm
  • New Special Unit: Daemon Brutes
  • New Special Unit: Pleasureseekers
  • New Special Unit: Blood Chariot
  • New Special Unit: Plague Chariot
  • New Rare Unit: Changebringers
  • Awesome Strength costs 30 pts, adds +2S. Is an undivided gift.
  • Massive Stature: Monstrous Infantry only. The Daemon becomes a Monster. In addition, it gains +1 Wound. Costs 45 pts.
  • Skull Totem: The unit carrying the Skull Totem gain +2 Movement to any March moves it makes and do not need to test to be able to March due to nearby enemies. Costs 15 pts.
  • Battlemaster costs 20 pts.
  • Awesome Strength  for Khorne renamed to Massive Might: The Daemon may re-roll failed rolls To Wound in close combat. Cost 20 pts.
  • Etherblade costs 25 pts.
  • Each Gift may only be taken once per army.
  • Herald of Khorne is now called Bloodmaster.
  • Herald of Tzeentch is now called Changecaster.
  • Herald of Nurgle is now called Poxbringer.
  • Herald of Slaanesh is now called Viceleader.
  • Great Standard of Sundering: All enemy Wizards within 12" of this banner suffer a -2 penalty to cast spells, and will miscast on the roll of a double 1's and 2's.
  • Chaos Furies have Ld6. Furies may be upgraded to God-aligned Daemons.
  • Bloodthirsters may take Daemonic Gifts up to 150 pts.
  • Bloodmasters may wear light armour.
  • Bloodmasters may take Daemonic Gifts up to 75 pts (50 pts if BSB).
  • Bloodletters cost 13 pts.
  • Exalted Flamers and Flamers have the Strider special rule.
  • Additional hand weapon for Great Unclean one costs 20 pts.
  • Beasts of Nurgle have D6+1 Attacks, costs 60 pts.
  • Shield for Keeper of Secrets costs 20 pts.
  • Infernal Enrapturess is a Hero, costs 135 pts. Has WS6, W2, I6, A3.
  • Fiends of Slaanesh may take a champion.
  • Soporific Musk affects units rather than models.
  • Exalted Seeker Chariots are a Rare choice. Causes 3D6 Impact Hits. Cost 210 pts.
  • Hellflayers cause 2D6 Impact Hits. Cost 120 pts.
  • Contorted Epitome can cast Acquiescence on a 5+ instead of 3+.
  • Skaarac's Undying Hate only affects models in base contact. Burning Blood is Strength 4.
  • Dark Halo: Azazel may re-roll failed Ward saves.
  • Skulltaker has light armour.
  • Epidemius Tally of Pestilence only affects his own units. Costs 150 pts.
  • A Palanquin adds +3 Unit Strength to the rider.
  • Nurglings have Large Target (1).
  • Syll'Esske has Large Target (3).
  • Bloodbeasts have T4, cost 55 pts.
  • In the event of a Pink Horror unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds which Ignores Armour saves.
  • Contorted Epitome has T4.
  • Poxbringers and Viceleaders may be upgraded to Level 2 Wizards.

Saturday, 9 September 2023

Grand Cathay 1.5 out now!

Updated to 1.52:

  • Removed remnants of Celestial Blades.
  • Close Support does not allow the model to stand and shoot.
  • Multiples of the Stinging Scorpion Stratagem on the same unit have no additional effect.
  • Multiples of the All-seeing Eagle Stratagem have no additional effect.
  • Multiples of Impregnable Tortoise Stratagem on the same unit have no additional effect.
  • Hua Gongzhu costs 195 pts.
  • Zhuge Yi can now take mounts like a Lord Strategists. He can take up to 75 pts of Stratagems.
  • Boosted version of Talons of Night is 15+ to cast.
  • Imperial Captain is now called Celestial Captain.
  • Onyx Crowmen have the Scouts special rule.

 



This update changes the following:

  • Repeater Crossbows ignore To Hit penalties from firing Multiple Shots.
  • Longma Riders have WS5, S4, A2. Cost 45 pts.
  • Added back Zhao Bei, he is now called Liu Yun. Does not have Warhorse by default, cost 190 pts.
  • Renamed Mangonel to Traction Catapult, since Mangonel is already used in the Bretonnia book.
  • Removed Siege Crossbow, Stormhurler Crossbows can now choose to fire single or multiple bolts. Costs 40 pts.
  • Guan Bu renamed to Guan Fei.
  • Onyx Crowmen have the Yin special rule.
  • Fire Rain Rocket fires Artillery Dice x3 shots, costs 100 pts.
  • Renamed Peasant Bowmen to Peasant Archers.
  • Renamed Peasant Infantry to Peasant Militia.
  • Renamed Jade Bowmen to Jade Archers.
  • Celestial Generals have WS6, S4, T4, I6, A4, Ld9. Cost 95 pts.
  • Sky Lanterns have 5 crew, costs 60 pts. Sky Lanterns have a Unit Strength of 5. Magistrates only replace one of the crew.
  • Iron Hail Guns fire Multiple Shots (3).
  • Three-eyed guns are Move or Fire. Can only be taken by Iron Hail Gunners.
  • Iron Hail Gunners are Unit Size 10+.
  • Fixed bug with Monkey Warriors having A3 and costing 3 pts, they have A2 and cost 6 pts.
  • Removed Fire Lances from Jade Horsemen.
  • Celestial Dragon Lancers may take flails.
  • Removed Celestial Blades.
  • Celestial Dragon Guard can replace polearms with great weapons.
  • Increased cost of weapon choices for Dragon Descendant.
  • Ancestor's Courage is cast on a 5+.
  • Fixed bug with Jade Shield making the unit immune to targeted spells.
  • Ancestral Warriors have the Ethereal, Fear and Unstable special rules. They do not have any equipment.
  • Guardian Lions have S5, T6,m W5, A4. Cost 200 pts.
  • Missile Mirror: Attacks that uses templates are not affected.
  • Zhangu War Drum has Yin & Yang.
  • Dragon Crossbows have range 30, Strength 4, Move or Fire, Multiple Shots (2). Costs 15 pts.
  • Phoenix renamed to Vermillion Warbird, is a MB with S4, T4, W3, A3, Ld7. Has Fly (9). Emberstorm has a 12" range and Strength 4. Does not have Fiery Rebirth. Cost 100 pts.
  • Jade Archers have light armour by default, cost 7 pts.
  • Imperial Captains can choose normal War Chariots by default.
  • War Chariots may replace spears with polearms and/or crossbows for 5 pts. Make take scythes for 5 pts.
  • Fixed bug with Astromancer missing Lore of Light.
  • Removed War Wagon.
  • Removed Shadowblades.

Saturday, 2 September 2023

Grand Cathay 1.5 (beta) out now!

Well that update sure took a while longer than planned! It ended up being nearly 50 pages long with a ton of stuff being redone more or less from scratch, so it ended up a bigger project than both the Kislev and Estalia updates, but I think the end result is pretty good (albeit a bit buggy at present I'm sure). The new version contains everything from Grand Cathay in Total War: Warhammer III (and yes, they are apparently called Grand Cathay now officially), as well as a slew of historical units and options as before, giving Cathay a very large roster overall and a ton of options!

I need to go through and proofread everything a few times, but figured you guys want to have a crack at the beta rules as quickly as possible, so here is the list of patch notes in their entirety (a video going over the changes will be out in maybe a week or so once most bugs are fixed). Hope you enjoy it!

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  • Harmony: Grand Cathay's units are divided into two categories, Yin and Yang. When a Yin unit is within 3" of non-fleeing Yang units with a combined Unit Strength 10 or more, they may re-roll 1's To Hit with missile weapons. When a Yang unit is within 3" of non-fleeing Yin units with a combined Unit Strength 10 or more, the Yang unit may re-roll 1's To Wound in close combat.
  • Mastery of the Elemental Winds: Models with this special rule gain +1 to cast spells if there is one or more friendly non-fleeing models with this special rule within 12".
  • Repeater Crossbows have S2. Adjusted points cost accordingly.
  • New Magic Lore: Lore of Yin
  • New Magic Lore: Lore of Yang
  • Added dozens of magic items from Total War. Removed old magic items.
  • Repeater crossbows have S2, cost 3 pts instead of 5.
  • Generals renamed to Celestial Generals, have increased stats.
  • New Lord: Dragon Descendant
  • New Lord: Lord Magistrate. Strategist renamed to Magistrate.
  • Wu Jen Lord renamed to Dragon-blooded Shugengan. These use the Lore of Yin or Yang and have increased stats.
  • Wu Jen split into Alchemists and Astromancers. They use either Lore of Metal, Fire, Heavens or Light.
  • Qilin renamed to Jade Longma.
  • New Mount: Sky Lantern.
  • New Mount: Wu Xing War Compass.
  • New Special Unit: Iron Hail Gunners.
  • New Special Unit: Crane Gunners.
  • Wu Xia has Dodge (5+), costs 120 points. May wear light armour. May not be the army general.
  • Imperial Levy renamed to Peasant Infantry.
  • Imperial Levy Bowmen renamed to Peasant Bowmen.
  • Imperial Infantry renamed to Jade Warriors.
  • Imperial Bowmen renamed to Jade Bowmen.
  • Imperial Cavalry renamed to Jade Horsemen. Can take medium armour, spears, shields, flails, polearms.
  • Peasant units are Expendable and have BS3.
  • Peasant Bowmen cannot take javelins.
  • New Core Unit: Peasant Horsemen.
  • New Core Unit: Peasant Horse Archers.
  • New Core Unit: Peasant Javelinmen.
  • New Core Unit: Jade Horse Archers.
  • Dragon Cavalry renamed to Celestial Dragon Lancers, is now a Special Unit with Stubborn and different weapon options.
  • Removed Steppe Nomads.
  • Hill Tribesmen do not have shields by default.
  • Monkey Warriors may take additional hand weapons.
  • Imperial Guard renamed to Celestial Dragon Guard. May take shields and upgrade to heavy armour. May replace polearms with celestial blades.
  • Removed Dragonblades.
  • New Special Unit: Celestial Dragon Crossbowmen.
  • New Special Unit: Onyx Crowmen.
  • New Special Unit. Sky Lantern.
  • Celestial Dragon Monks may take additional hand weapons or polearms.
  • Mercenary Ogres may take bucklers.
  • Elite War Chariot renamed to Heavy War Chariot.
  • Temple Dogs & Terracotta Warriors do not have Immunity (Flaming Attacks) or Magic Resistance.
  • Terracotta Warriors cost 3 pts. Are unit size 20+.
  • Temple Dogs have Impact Hits (1).
  • Field Engineers are unit size 5-10. Have either fire bombs or sky rockets. Do not have the Close Support special rule.
  • Dragon's Breath renamed to Flamethrower. Is a stand-alone unit. Have W2, A2.
  • Hand Mortar is a stand-alone unit. Have W2, A2.
  • War Machine crew have no armour by default, can upgrade to light or medium armour.
  • Catapult renamed to Mangonel.
  • Dragon Cannons are now Special Units. Do not fire exploding ammunition.
  • Fire Rockets renamed to Fire Rain Rockets.
  • Brass Titan renamed to Terracotta Sentinel. Does not have Magic Resistance or Clean Sweep. Has heavy armour and polearm. Costs 200 pts.
  • New Rare Unit: Longma Riders
  • New Rare Unit: Sky-junk
  • New Rare Unit: Zhangu War Drum (replaces the War Drum Platform)
  • New Rare Unit: Jet/Jade Lion
  • Removed Celestial Dragon.
  • New Special Character: Miao Ying
  • New Special Character: Zhao Ming
  • New Special Character: Yuan Bo
  • Removed Pu-Yi.
  • Removed Zhao Bei.
  • Removed Dalan-Tai
  • Guan Bu must be accompanied by a unit of Celestial Dragon Guard or Celestial Dragon Lancers.

Saturday, 12 August 2023

Estalia 1.1 out now!

Updated to 1.15 15/8.

This update changes the following:

  • Fixed bug with Santiago de Vivar missing his Weapon Skill.
  • Conquistadors may fire even while marching.
  • Tercios cannot upgrade to medium armour or shields.
  • All models in the Tercio's front rank fight using hand weapons and bucklers. The remaining models fight using pikes/polearms. All close combat attacks against the unit's front are resolved against the models armed with hand weapon and bucklers/shields.
  • Clarified firing arcs of the Tercio. This means that models in the front arc can fire forward, models in the left flank fire to the left, models in the right flank fire to right and models in the rear rank fire to the rear.
  • Clarified that Tercios do not suffer penalties to their rank bonus to their front.
  • Fixed bug with Marines having access to 50 pts of magic banner instead of 25 pts.
  • Falconets may not fire Grape Shot.
  • Sanctuary works against all enemy units.
  • Any Battle Prayers cast from the Altar of Myrmidia target all friendly units within 6" of the Altar.
  • Any Battle Prayers cast by Isabella can target any friendly unit within 12" rather than just the unit she is with.
  • Clarified that Isabella has Fly (10).
  • Commanders, Captains and Diestro may take brace of pistols.
  • Fixed bug with War Dogs having shields.
  • Fixed bug with Altar of Myrmidia pulled by Aurochs missing Strength Bonus (1).
  • Face Me, You Coward! A Diestro must always issue and accept Challenges. Enemy characters must pass a Leadership test if they want to decline the challenge. While in a challenge, the Diestro may re-roll failed rolls To Hit and To Wound.
  • Quick Strikes: The Diestro gains +D3 Attacks.
  • Diestro costs 100 pts.
  • Alonso Diaz de Mirajo cost 130 pts.
  • Fire & Advance: All models in the front rank of a unit with this special rule ignore the Move or Fire special rule as long as there is another model with this special rule directly behind them in the second rank.
  • Fixed bug with Mountain Bandits missing Scouts.
  • Ricardo Lupe may take Inquisitorial Powers up to a total of 50 points.
  • Fixed bug with Captain having incorrect A and Ld stats.
  • Added optional barding to Grand Commander's Aurochs and Griffon.
  • Magus may take a Warhorse with optional barding.
  • Reworked Inquisitorial Powers, instead of Bound Spells they are now one use only items that cannot be dispelled. Changed points costs accordingly.

Thursday, 27 July 2023

Next Army: Cathay! Vote for the next one!

After a really tight race, Cathay has come out on top with 17% of the votes ahead of Lizardmen and Kingdoms of Ind. You can expect a lot of new options, units, characters, spells and magic items from Total War: Warhammer III, so it will be a fairly hefty update in that regard!

For the next army poll, I'm limiting the options a bit further to the most popular options from last time. However, I'm also throwing in a dark horse in the form of the Legions of Nagash (which will be mainly based around the Ossiarch Bonereapers range from AoS) since I know quite a lot of people have been looking forward to me working on it.

 If you want to be able to vote on the next army, go ahead and join me on Patreon!

Estalia 1.1 (beta) out now!

Estalia is finished, at least in a beta format. I've also gone through the book myself a bit better than Kislev to fix some bugs ahead of release (you can bet I've still missed plenty). I'm planning on keeping it in a beta stage a bit longer than Kislev to avoid needing to do multiple hotfixes, so expect the 1.1 full version to maybe take 2 weeks while I gather feedback and fix the remaining bugs.

Unfortunately I don't have a list of patch notes for this one due to the time it's been since I started working on it several years ago; several of my previous patch notes for it were outdated by the time I started working on Estalia in the new format anyway. I'm planning on doing a video overview of the army once I get back from my trip abroad, but I figured you guys would probably want access to the rules sooner rather than later which I why I'm releasing it now. Hope you guys enjoy it!

DOWNLOAD 

Wednesday, 19 July 2023

Next army: Estalia! Vote for the army you want after that!

As I mentioned on our Discord and Patreon; Estalia is the next army to be updated, as voted on by the Patreon supporters. Work has already begun and I'm expecting it to be released in the first half of August (due to me traveling abroad and thus having less time to work on it).

In the meantime, Patreon supporters can now vote on the next army after that, which includes options for other armies that have not received an update for several years. Head on over to Patreon if you want to be part of the voting process!

Sunday, 16 July 2023

Kislev 1.1 (full version) out now!

Updated to 1.14; more bug fixes.

Fixing bugs and such sure go faster when I don't have to deal with 100+ pages of lore and graphic layout! This update changes the following:

  • Removed the Ghal Maraz symbol from the cover; apparently this is from the "Age of Sigmar" Black Library book and not an unofficial vector like I thought.
  • Added table of contents.
  • Added a reference sheet in the back with Troop Type, Unit Strength, Line of Sight Value and Base Sizes. 
  • Upscaled the page background. 
  • Renamed Hates Chaos to Hatred (Chaos). This will be clarified further with keywords in the Main Rulebook and future army books. Play it as before until then.
  • Buffed Glorious Charge: If successful, the unit will make a flee move away from the enemy in a direction of your choice, as long as they do not flee through any units, in which case they must stop within 1". If this move would take the unit off the battlefield, treat this as the unit having pursued off the table.
  • Fixed bug with Ice Witches and Hag Mothers not being able to upgrade to Lvl 4 Wizards.
  • City Guard may replace shields with pistols for 2 points per model.
  • Clarified Fly value for Form of the Frostfiend.
  • The Rime Blade costs 35 pts.
  • Gust of True Flight adds +12" range.
  • War Bear Riders are Unit Size 3+.
  • Heavy War Sleds cost 110 pts.
  • Included Chicken-Legged Hut under Special Rules. It is a Monster with the Animated Construct special rule.
  • War Wagons have a Unit Strength of 10.
  • Tzar Cannon is a Large Target (4). It has a Unit Strength of 8. Tzar Cannon is Move or Fire. Clarified that misfires results in it rolling on the Black Powder Misfire Chart. Costs 150 pts.
  • Banner of Praag: The unit carrying this banner gains the Immunity (Psychology) and Stubborn special rules once it is below Unit Strength 10. If the unit is already Stubborn, it becomes Unbreakable instead once it is below Unit Strength 10.
  • Ice Guard have Steady in the Ranks.
  • Elemental Bear has Elemental Breath: Strength 4 Breath Weapon with the Ice Attacks special rule. Cost 225 pts.
  • Clarified that Tzarina Katarin and Miska replaces the crew on their War Sleds.
  • Clarified that Form of the Frostfiend and Form of the Ancient Widow requires the model to be placed on a 40x40mm base.
  • Clarified that By Our Blood only gives Unbreakable in the first round of combat for Stubborn units.
  • Fixed bug with Patriarch, Kreml Guard, Boris Ursus, and Kostaltyn not having the By Our Blood special rule.
  • Kossars may take spears for 1 pt/model. Weapon options are no longer mandatory. 
  • Boyar & Ataman may upgrade to heavy armour.

Friday, 14 July 2023

Warhammer Kislev 1.1 (beta) out now!

After 6 long years, Kislev finally has a new rules update out! This is the first book in the format, clocking in at 36 pages in total. It contains all units, magic items and special characters and is in a much more print-friendly format compared to the full books. It contains a brand new layout with all the unit's rules on a single pages which makes it a lot easier to navigate. Normally I fill out a whole page of rules changes, but I honestly forgot to keep notes of it... however, I did instead record a video (which is already a bit outdated) going through the whole book and explaining the changes and my thoughts behind it.

Hope you enjoy it! If you do, and you want to support me and be able to vote on the next book that I work on, please consider joining my Patreon. I'm planning on having any remaining bug/balance fixes out in maybe a week or so based on feedback.

DOWNLOAD

Sunday, 9 July 2023

Warhammer Armies Project: The Return of the Rules

After over a week of "WAP is now dead" I decided to see how much work it would require to at least get the Kislev update out in rules-form; and it does look like it will be fairly manageable. It still requires many hours of work, but not nearly on the same level as the old book versions did. As such, I've decided to start transferring all army books into the new "rules-only" system, starting with Kislev. This will likely result in PDF's of around 50 pages in length or so for the larger armies and will contain all units, stats, magic items, special characters and lores of magic. I'm aiming towards getting one book update out every 1-2 weeks which should be manageable. The main rulebook will likely need to wait until I've gotten at least most of the armies out since that will take a lot longer.

As well as this; I've decided to launch my own Patreon for those who want to support me there, in tiers of $1, 3, 5 and 10. I'm not paywalling anything like the Discord or the downloads, but Patreons will be able to vote on the order in which I update the books. Do bear in mind that I will not make changes to the rules regardless of monetary support; the last thing I want is for the game to be "pay to win".

For those interested in supporting me; you can do so here: Patreon 

WAP is back, baby!

Friday, 30 June 2023

Notice from GW and the future of the Warhammer Armies Project

Since the demise of Warhammer Fantasy Battle (WFB) in 2015, the purpose of the Warhammer Armies Project has been to keep the game going and be freely accessible as a repository for all the old Warhammer lore in as close to its original form as possible, so anyone interested could enjoy it even after Games-Workshop (GW) had stopped selling the books. However, as GW still retains the intellectual property rights to the material, this would always be at their mercy for however long they would tolerate it.
 
As I posted on our Discord server two days ago, I've recently been contacted by Games-Workshop regarding using their text and artwork in the majority of the Warhammer Armies Project publications, and they have requested me to remove all instances which infringes in their intellectual property. I don't begrudge them for doing so, even if I would obviously have preferred to be allowed to keep the books up as is. I also want to point out that GW has been very polite about the whole thing, and in no way threatening. I also appreciate that I have been able to keep the project going for this many years and keep the interest for WFB alive during that time.
 
What this means is that starting today; all the download links to the books are no longer available on this website anymore and I will not be able to keep working on the books in their current format. This also applies to the non-GW army books as most of them contain some amount of GW lore and/or art; and the few that do not are not really worth to keep up by themselves as part of a now very incomplete collection. 
 
However, the current web version of the game is still active as it does not really contain any lore apart from some snippets and the rules themselves. I am also considering reworking all books into a "rules-only" system with PDF's similar to the Ravening Hordes style list from early 6th edition, where you would have access to all the rules and could still play the game. Unit and character names would also remain unchanged. 
 
However, with the onset of the Old World likely getting fairly close to release, any such rework will have to wait until then. The reason is pretty simple; an officially supported WFB by GW is much more likely to see play, and I imagine a large part of the community will move over to it. As such, I don't want to waste my time reworking and rewriting everything only for it to be superseded a few months later. If the Old World rules turn out to be good - great, then we can all play that, and I will consider to make expanded rules for it (but without the lore most likely). If the Old World turns out not so great - I will likely keep supporting 9th edition.
 
Note that I do not want to make any promises I cannot keep - I've been working on the Warhammer Armies Project for over 13 years now, and I'm not a student with a ton of free time anymore. I'm married, have a full time job and a lot of miniatures to paint. As such, I cannot say for certain what the future will be for the Warhammer Armies Project, only that I will do my best to support it as well as I can make the time for it.
 
So for the foreseeable future, this website will be limited to just being a hobby blog of my personal armies along with the link to the current web version of the 9th Edition rules and a few hobby-related downloads. But regardless of what happens to the Warhammer Armies Project later on, it's been a fun (if sometimes frustrating) ride, and those of you who still have the army books can of course use them to keep playing the game and share it with your friends. 
 
I also want to wholeheartedly thank everyone that has been along for the journey and offered feedback, reported bugs and proofread the books to help me fix the many mistakes I made; I would not have been able to do it all without you. And special thanks to the mod team on our Discord server for making Lores of Magic cards, the web version of the books, files for Battlescribe and generally keeping the server peaceful and organized.
 
Can't think of a good ending for this post, so I'll just say: keep enjoying Warhammer in whatever form makes you happy, and paint your minis!

Tuesday, 30 May 2023

Sunday, 21 May 2023

Showcase Gallery: Sisters of Battle / Adepta Sororitas

This is my Sisters of Battle army, the only one I have for Warhammer 40.000 since I sold my Imperial Guard around 2009. 40k has never interested me as much as Warhammer Fantasy, but the Sisters of Battle have always been an army that I liked. Even so, I did not actually plan on collecting this army, but it was rather the result of me walking into a local shop where an ex-colleague of mine turned out to be the store owner, who kindly offered me a discount. It did not take long for me to start buying Sisters of Battle after that, and within a couple of months, I ended up buying pretty much the whole range which I immedately started painting in the classic Order of the Martyred Lady colour scheme.


Army Shot


Saint Celestine with Geminae


Morvenn Vahl


Junith Eruita, the Blazing Heart


Aestred Thurga, Reliquant at Arms & Agathae Dolan


Ephrael Stern


The Triumph of Saint Katherine


Canoness, Canoness Veridyan, Canoness


Palatine, Imagnifier, Sister Superior Amalia Novena


Dialogus, Hospitaller, Sister Dogmata


Callidus Assassin, Inquisitor Greyfax


Sister Novitiates (autoguns)


Sister Novitiates (autopistols & melee weapons)


Battle Sisters (heavy flamer)


Battle Sisters (flamer & storm bolter)


Dominions & Tariana Palos


Retributors


Sisters Repentia


Celestians (heavy bolter)


Celestian Sacresants (hallowed maces)


Celestian Sacresants (anointed halberds)


Seraphim (bolt pistols)


Zephyrim


Paragon Warsuits


Mortifiers


Rhino


Immolator (heavy flamers)


Exorcist (missile launcher)


Castigator (battle cannon)


Showcase Gallery: Warriors of Chaos

Here is my Warriors of Chaos army which I started and finished in 2022. Chaos has honestly never been an army that interested me all that much, but I like the idea of a horde of Warriors and Marauders without all the mutated creatures - essentially collecting them as just another human army. 

So when the current Slaves to Darkness models leaked in 2022 I figured the old Warriors and Knights would go out of production soon (which they did), and so I decided that if I ever wanted to collect a Warriors of Chaos army, now was the time. 

I proceeded to stock up on everything I wanted and then got to painting them a few months later. I went with a pretty simple paint scheme for Chaos Undivided with a dark metallic armour, dark grey and scarlet red on wasteland bases which matched the look from the art fairly well.


Army Shot


Archon on foot, Archaon on Dorghar, Kordel Shorgaar


Wulfrik the Wanderer, Harald Hammerstorm, Crom the Conqueror


Exalted Champion (AoS), Chaos Lord (8th Ed), Exalted Champion (6th Ed), Exalted Champion (Games Day 2009)


Exalted Champions (Khagra's Ravagers from AoS), Chaos Lord (Avatars of War)


Chaos Lord on Daemonic Steed (AoS)


Chaos Lord on Manticore (Avatars of War)


Chaos Sorcerer (AoS), Sayl the Faithless, Chaos Sorcerer (8th Ed)


Marauder Chieftains (Avatars of War)


Marauders with shields, champion is from Chaos Roadshow 2002


Marauders with flails, champion from Avatars of War


Elite Marauders (Avatars of War)


Marauder Hunters


Marauder Horsemen (6th Ed)


Marauder Horsemen (7th Ed)


Chaos Warriors with shields (6th Ed)


Chaos Warriors with two hand weapons (6th Ed)


Chaos Warriors with shields (AoS)


Chaos Chosen (7th Ed)


Chaos Chosen (AoS)


Chaos Chariots (8th Ed)


Chaos Knights (7th Ed)


Varanguard/Chaos Knights (AoS)