Monday, 2 December 2024

Warhammer - Norsca 1.2 (beta) out now!

As I mentioned on Patreon, this is not a huge update, mainly focused on adding more magic items as well as a few minor tweaks here and there. Reavers are now Skirmishers so there is a more of a tangible difference between them and the Marauders, Huscarls have increased Weapon Skill, and Shieldmaidens have an improved Parry which works with spears. More units have access to throwing weapons and javelins, and several infantry melee units have gone down in price. Overall, the army plays very much like its previous version, but it should be a bit stronger overall. Thanks to my Patreons for your continued support as always!

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Patch Notes:

  • Increased cost of great weapons.
  • Added dozens of new Magic Items.
  • Kings/Jarls may take javelins. They do not have armour by default. Kings cost 100 pts. Have BS5.
  • Vikti/Seers may ride Warhorses. They have Blood Rage, Counter-Charge.
  • Skald: A Skald counts as a Musician, and may not be the Army General. A Skald knows the three songs listed below. He may choose to use one of them at the start of each round of close combat.
  • The Ballad of Three Heroes: All models in the unit gain +1 Attack for the duration of this turn.
  • The Tale of Beowulf: All models in the unit gain the Stubborn special rule for the duration of this turn. If the unit is already Stubborn, it gains Unbreakable instead.
  • The War Chant of Hunlaf: All models in the unit gain +1 To Wound in close combat for the duration of this turn.
  • Skalds may take warhorses and javelins.
  • Beastmasters may take spears or javelins.
  • Valkyries have Blood Rage. Cost 50 pts.
  • Ulfjarls, Ulfwerenar and Skin Wolves are Infantry/Monstrous Infantry. Have Swiftstride.
  • Bondsmen cost 4 pts.
  • Marauders have shields by default. Cannot take shields and great weapons. May take additional hand weapons. Cost 5 pts.
  • Reavers are Skirmishers.
  • Thralls have hand weapons by default, cost 2 pts.
  • You may not take more units of Horsemen than you have units of Bondsmen or Marauders.
  • Huscarls have WS5, cost 11 pts. May take throwing axes.
  • Shieldmaidens may take spears or javelins. Have the Parry (6+) special rule instead of re-rolling Parry saves. Cost 6 pts.
  • Hunters have Ld7.
  • War Wolf Chariots cost 85 pts, do not have scythes by default. Cannot take shields. May take a standard.
  • Ice Wolves have Natural Armour (6+). Cost 40 pts.
  • Werebeasts are Monstrous Creatures, cost 150 pts. Have Natural Armour (6+). Scaly Hide cost 5 pts.
  • Snow Trolls are a Special Unit. Cost 47 pts. Do not have Armour Piercing. Can take two hand weapons or great weapons.
  • Frost Breath: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit with the Ice Attacks and Ignores Armour Saves special rules after resolving all their normal Attacks. This counts as a non-physical missile attack. This cannot be used with supporting attacks.
  • Frost Giants have Natural Armour (6+), costs 180 pts. Increased cost of armour.
  • Cursed Ettin have Natural Armour (6+), costs 185 pts.
  • New Special Character: Beorg Bearstruck

Saturday, 16 November 2024

Warhammer - Dogs of War 1.5 out now!

Patch notes:

  • Hireling Wizards may take Battle Magic.
  • Manann's Blade cost 6 pts, have WS4 and I4.
  • Net Fighters: At the start of each round of close combat, a unit containing nets must attempt to entangle one of the units they are fighting in their front arc. Roll a D6 for each model with nets in your unit; for every 4+, an enemy model has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). A model that has been entangled suffers a -1 penalty to their Attacks (this does not apply to mounts) until the end of the close combat round.
  • Sinister Contract: When the bearer and any unit they join fail the first Break test during the game, instead treat them as having the Unstable special rule until the end of the turn. Costs 20 pts.
  • Removed Banner of Blind Greed.
  • Pennant of Loyalty costs 5 pts.
  • Elves do not have light armour by default, cost 6 pts. May not take shields with additional hand weapons.
  • Ogres pay 3 pts for Quirks.
  • Crossbowmen cannot take medium armour.
  • Norsemen can take throwing axes.
  • Battle Magic Lore Attribute: Volatile Wizardry: Whenever a Wizard successfully casts a spell from this lore, they gain a +1 casting bonus to their next spell casting attempt this Magic phase. This bonus is cumulative. However, if they Miscast, they must add this casting bonus to the result rolled on the Miscast table.
  • Hammerhand causes 2D6 hits. 5+ to cast.
  • Sword of Rezhebel can be cast on any friendly character within 18". 7+ to cast.
  • Dread of Aramar is 6+ to cast.
  • Hands of Karkora: Until the start of the caster's next Magic phase, all close combat attacks targeting the unit will always Hit on a 3+ or better, and all models in the unit can only Hit on a 4+ or worse themselves.
  • Crimson Bands: Removed "(to a minimum of 1)".
  • The Republican Guard counts as Veteran Pikemen.
  • The Manflayers are a Rare Unit. Have WS5 and BS5.
  • Tichi-Huichi's Raiders are a Rare Unit.
  • The Fighting Cocks are a Rare Unit.
  • The Bearmen of Urslo are a Rare Unit.
  • Anakonda's Amazons are a Special Unit.
  • Slayer Pirates are a Rare Unit.
  • Gladiators have a unit Size of 5-15. Nets & spears cost 4 pts.
  • Commander of the Black Wolves: Ghazak Khan may be the Army General despite not being Human. If Ghazak Khan is your Army General, you may take units of Hobgoblins and Orcs as Core Units instead of Special Units.
  • Giantkin Helmet is mercenary captain or mercenary general only.
  • Clarified that diplomat can make a Rare unit Special.

Saturday, 9 November 2024

Warhammer - Dogs of War 1.5 (beta) out now!

Well that certainly ended up taking longer than I had planned for, but it was a much needed break from the previous months of pumping out 1-2 books every week. This is one of the largest of the new army books, clocking in at 80 pages total, mainly due to the very large number of Special Characters in it. That in turn is the result of all Regiments of Renown now being a Special Character (the regiment's captain) who can bring a special upgraded version of an existing unit from the book, similar to many other armies. This in turn means that you can now equip most of these characters with Magic Items of your choice, meaning they won't just be liabilities that die immediately or are unable to cause any major damage.

For the time being, these Regiments of Renown characters are limited to only Dogs of War armies, with the exception of those characters that are already featured as Special Characters in their respective army books. I have not as of yet decided whether to bring back the For Hire table for all these characters, or if it's better to have players use the Allies rules for Dogs of War.

As for other large changes with this update, Nicodemus' Hedge Magic has been expanded into a Lore of Battle Magic. This lore does not have a Lore Attribute, and is limited to Level 3 spells as of now. This is mainly due to it representing Hedge Magic, which is less powerful than the eight Winds of Magic. This lore focuses mainly on augments, hexes and conveyance spells to improve your chances in combat. In short, it's more focused on tactics than blasting the enemy into pieces.

Another large change is that of the Quirks of Character. For starters it has been expanded greatly to over two dozen, which gives you a lot more choices on how to build your army. You can now also give each unit up to two Quirks to make them a lot more elite, though at the cost of them going up a rarity tier to compensate for it. Lastly, most of your Core Units can be upgraded to Veterans, giving them better WS and access to better Magic Standards while going up a rarity slot.

Lastly, the Paymaster can now go in the second rank of his bodyguard for some very improved protection, thus taking him out of the worst fighting and decreasing the chance of causing Panic throughout your army.

Overall, this update is focused a lot on adding more player choice, while trying to keep the internal balance intact. Anyway, hope your enjoy the update, and a huge thank you to my Patreons for your continued support and patience with this update!

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Patch Notes:

  • Updated all units so they are more consistent with the other army books that contain the same units.
  • Stand Fast! The unit have the Cold-Blooded special rule on their next Rally test.
  • Lords may take up to 3 Quirks of Character. Heroes, Core and Special units may take up to 2 Quirks of Character. Core Units that take more than one Quirk of Character count as Special units, and Special Units counts as Rare Units.
  • New Magic Lore: Battle Magic
  • Added over a dozen new Quirks of Character.
  • Added dozens of new Magic Items.
  • Increased cost of great weapons.
  • Removed Merchant Price (it's possible to upgrade to better armour through a Quirk of Character instead).
  • Paymasters cannot take Warhorses. May be mounted on a Pay Chest or a Pay Cart.
  • If the Paymaster is slain, all friendly units suffer -1 to their Leadership for the remainder of the game.
  • Assassins can take light armour. Cannot take Killing Blow or Poisoned Attacks outside of Quirks. Costs 85 pts.
  • New Hero: Halfling Mercenary Captain
  • New mount: Pay Cart
  • Removed Forest Strider special rule from all Halflings.
  • Veteran is no longer a Quirk. Can be taken by Pikemen, Sellswords and Stradiots. The unit will count as a Special Unit instead of a Core Unit, and may take a Magic Standard worth up to 50 points.
  • Pikemen do not have light armour by default, cost 5 pts. Can take bucklers.
  • Crossbowmen can take medium armour.
  • Sellswords may take shields unless armed with two hand weapons, flails, great weapons or bows. Each unit of Sellswords must pick at least one weapon option and/or shields.
  • Duellists may take oriental longswords.
  • Stradiots may take bows or javelins.
  • Freelancers are now a Special Unit. Barding costs 1.5 pts. Quirks of Character costs 2 pts.
  • Gladiators cost 9 pts. Do not have light armour by default. Reduced the cost of shields and additional hand weapons.
  • Paymaster’s Bodyguard have medium armour by default. Can take shields.
  • When a Paymaster (including any Money Lender and/or Paychest it might have) joins a unit whose front rank contains five or more models with the Bodyguard special rule, they may be placed in the second rank, rather than the first. If the unit's front rank is ever reduced to four or fewer models with the Bodyguard special rule, the Paymaster must immediately move to the front rank (displacing rank and file models if necessary).
  • Norse Marauders may take spears. Do not have light armour by default. Have Counter-Charge. Can take fur cloaks. Cost 6 pts.
  • Mercenary Elves are a Special Unit. May only be Skirmishers if they are armed with missile weapons. May take additional hand weapons.
  • Ogres can take ironfists.
  • Orcs can take great weapons or polearms.
  • Scorpions are no longer taken in units. You may take 1-3 Scorpions as a single Special choice.
  • New Rare Unit: Marienburg Land Ship.
  • Lucrezzia Belladonna, Marco Colombo and Morgan Bernhardt may take 50 pts of magic items.
  • Marco Colombo does not have a crossbow by default and does not have the Sniper special rule, cost 165 pts.
  • All Regiments of Renown are now Special Characters with a unique unit. All previous Captains without Magic Items can now take Magic Items up to 50 pts.
  • Bearmen have fur cloaks.
  • Cursed Company does not have armour, cost 4 pts.
  • Hengus does not let the Giants of Albion re-roll leadership tests. Hengus cost 130 pts.

Tuesday, 15 October 2024

About the Warhammer Armies Project

Origins and History

The Warhammer Armies Project is a hobby project of mine that I do in my spare time. It originally started in early 2010 when I worked on a collaborative forum project for an updated Dogs of War army book for 7th edition. This then expanded to other army books with Araby, Kislev, Cathay, Nippon, Norsca, Albion and Amazons released in the first year, and was followed by Halflings, Hobgoblins, Kingdoms of Ind and Pirates of Sartosa. After this I also decided to update Chaos Dwarfs and Bretonnia to 8th edition since Games-Workshop never did. Hence the name "Warhammer Armies Project" – it was a project to create army books for Warhammer, nothing more.

In 2015, Games-Workshop ended the Warhammer World by literally blowing it up in the End Times. At that point I did not play Warhammer Fantasy very actively myself (having previously been playing almost every week), but I still loved the setting and enjoyed compiling all rules, lore and art I could find into one large tome for people to read and play as they wished. As a result, I decided to update the main rules of 8th edition into a 9th edition, fixing the most glaring issues I had with the game and create the game I would have wanted to play myself. A lot of people saddened by the loss of the Warhammer World clearly had the same feeling, and the Warhammer Armies Project grew from just a collection of fan-made army books for 8th edition into a whole new game, actively updated for many years.

In 2023 Games-Workshop requested that I was to remove all official lore and art from the books, so I did. Since then, I've been actively working at updating the books in a rules-only format. While the loss of art and lore is a bit disappointing, this has meant that I've been able to get updates out at a much faster rate, which results in bugs and balance issues being adjusted much quicker than before. Realistically, it would not have been possible to keep updating the older books forever anyway as real life is taking up more and more time, so it might have been for the best anyway.

Rules Design

The Warhammer Armies Project started out making army books complete with lore and art for those factions never really explored in much detail by Games-Workshop. As a bit of an amateur history buff, I decided to base these armies on the real-world nations that they were clearly inspired by, along with what little material Games-Workshop had written for them. This in turn led to armies that were mostly historical in nature, with bits of regional fantasy and mythology sprinkled in. When making these books, I also attempted to include nearly all suitable historical options used by their real-life counterparts to let players build their armies from that. The main idea has always been to have pseudo-historical armies with fantasy elements rather than fantasy armies with some historical elements.

When I started to update the "official" Warhammer armies, I went through all editions of the game in an attempt to include everything that I felt fitting into the army books. This meant that regardless of if you had models from 3rd edition or the End Times (or even Age of Sigmar in some instances), you would be able to field your models in the Warhammer Armies Project. The books have not been created to make the most balanced game system it could be, but rather be the most comprehensive - and then balanced from there.

An important factor is WYSIWYG ("what you see is what you get") - this means that the equipment on the models should correspond with their equipment in-game. This has been an integral part of Games-Workshop's games for many years, and it's still something I like to adhere to. As a result, I expanded the armour selection with medium armour as an in-between between models with just a breastplate and full armour, and included several new weapon types to boot. Whenever I create rules for a unit, I look at the official historical models from Games-Workshop, fitting third party models, lore as well as art and try to ensure the unit can choose equipment that matches that. A few concessions are made to ensure the models still fit with the more modern lore; hence a few units and weapon options that would not fit their modern versions, or that would be mechanically redundant, have been left out.

Another thing is consistency, and having the rules and units follow a systematic pattern. This means that if a rule or unit works a certain way, you can expect the same principles to apply to similar versions of it between all books in a logical fashion. This in turn makes it easier to understand why a certain mechanic behaves the way it does, rather than having a ton of exceptions everywhere. For the same reason, I try to streamline the rules where possible, and dislike including special rules just for the sake for having special rules. Instead, special rules are included in order to give a unit a specific role when needed, and/or to keep consistency with other similar units.

When it comes to the main rules, I was never particularly enamored with a lot of the 8th edition rules, particularly due to long charge ranges, steadfast, overpowered magic, weak shooting and monsters galore. As such, I attempted to remedy these things with the Warhammer Armies Project 9th edition. As a result, infantry charges are slowed down, steadfast has become more limited, magic has been toned down with less powerful spells, shooting has been made more viable and monsters are rarer. Overall, this has resulted in a game that places more focus on careful maneuvering and flanking rather than just building the biggest unit possible and attempt to steamroll the opposition, or throwing all available dice into a single game-ending spell.

The Future

I plan on supporting the Warhammer Armies Project in whatever capacity I can, so people who want to can enjoy the game for many more years to come. You can look forward to many smaller updates in the future to fix bugs, address balance issues and probably some more units and items. Time willing, I'm also planning on adding expansions to give even more options to players in the years to come.

Thanks for reading.

Sunday, 29 September 2024

Warhammer - The Empire 1.6 out now!

Patch notes:

  • Fixed bug with Inner Circle Knights missing +1 Initiative.
  • Valten does not have Chosen of Sigmar (already a rule that Luthor Huss has).
  • Increased cost of missile weapons for Imperial Captain.
  • Steam Gun has Armour Piercing (1).
  • Helm of the Skavenslayer moved to Cult of Ulric.
  • Removed von Kragsburg Guard.
  • Knights of the Black Lynx: If Marius Leitdorf is included in your army, you may upgrade one unit of Imperial Foot Knights to Knights of the Black Lynx for +1 point per model. This unit must take polearms and has the Ambushers special rule.
  • Fireloques of Ferlangen ignore To Hit penalties for Stand & Shoot.
  • Reiksguard Knights do not need to be upgraded to Inner Circle. Removed limitation on requiring Karl Franz or Kurt Helborg to take more than 1 unit.
  • If Kurt Helborg is included in your army, your must upgrade one unit of Reiksguard Knights to Inner Circle Knights. Kurt Helborg must join this unit, and may never leave it. The unit may re-roll failed Break tests for as long as he remains in it.
  • Altdorf Company of Honor: If Karl Franz is included in your army, you may upgrade one unit of Halberdiers to the Altdorf Company of Honor for +1 point per model. This unit has +1 Weapon Skill and +1 Initiative.
  • The Carroburg Greatswords: If Karl Franz is included in your army, you may upgrade one unit of Greatswords to Carroburg Greatswords for +0.5 point per model. This unit may re-roll failed Break tests.
  • Imperial Knights have heavy lances by default, can take shields separately. Cost 18 pts. Great weapons are a free replacement.
  • Demigryph Knights have polearms and shields by default, cost 68 pts.
  • Demigryph Knights may be upgraded to a Knightly Order.
  • Chapter Masters may ride Demigryphs.
  • Grand Masters and Chapter Masters can take additional hand weapons or flails.
  • Grand Masters and Chapter Masters must either be armed with a hand weapon or the same equipment as the rest of their unit.
  • Knights Griffon: The unit may attempt to use a Swift Reform at the start of the turn instead of the Remaining Moves sub-phase. However, they will halve their Charge distance that turn if they do so.
  • Knights of the Everlasting Light: The models may re-roll failed armour saves in close combat. However, they must re-roll successful armour saves from missile attacks and successful Dangerous Terrain tests.
  • Added Sanctified Silver Bullets and Eichelbaum's Scroll to Magic Items.
  • Icon of Magnus costs 15 pts.
  • Steam Engine: Declare how many Steam Points you will expend in the Steam Engine before you attempt to move it.
  • Holy Fervour: All friendly Human units benefit from the rider's Righteous Fury special rule whilst within 6" of the War Altar of Sigmar.
  • Doomfire Ring is power level 6.
  • Mixed Weaponry: Unless they are armed with handguns, the crew of a War Wagon are each equipped with one of the following experimental weapons: ball & chain, blunderbuss, Hochland long rifle, hook halberd, man catcher, repeater handgun. You may not take multiples of the same weapon.
  • Pistoliers cannot take light lances and shields.
  • New Core Unit: Demilancers
  • All Imperial Knights and Foot Knights make take full plate armour for 3 pts.
  • Inner Circle upgrade costs 2 pts.
  • For every Grand Master or Chapter Master that is included in your army, you may may upgrade one unit to Inner Circle Knights. In addition, you may take one unit of Imperial Knights (unless they have full plate armour or are Inner Circle Knights) as a Core Unit instead of a Special Unit.
  • War Wagons do not have light armour by default, costs 100 pts. Light armour costs 15 pts.
  • War Wagons have experimental weapons by default. Handguns cost 10 pts.
  • War Wagons may replace 3 crew and handguns with a Mortar for 40 pts.
  • If Karl Franz suffers a Hit (before armour saves are taken) and Ludwig Schwarzhelm is in the same unit, roll a D6.
  • Pistoliers cost 18 pts.
  • Repeater handguns and repeater pistols have Rapid Fire.
  • You may take 1-2 War Wagons a single Rare choice.
  • Free Company Militia may be upgraded to Skirmishers.
  • Halberdier, Spearmen and Swordmen Leaders may take pistols.

Monday, 23 September 2024

Warhammer - The Empire 1.6 (beta) out now!

Another large update, this version contains quite a number of changes. The biggest one arguably pertain to the Knightly Orders, which have been streamlined to 12 from nearly 30. The reason for this, apart from the fact that having 30 upgrades for a single unit being a bit much, was that many Knightly Orders did not really have anything in their lore that would make them different on the table, and many of them had the same or very similar rules. As a result, the remaining 12 are more standout in terms of rules, while still retaining the classic knight concept. 

You also have access to a Chapter Master hero for the knights. The knights themselves have been given a limitation - they are now a Special Unit unless you take Chapter Master or Grand Master, meaning theming is a bit more important. Inner Circle Knights have the same limitation, making them unavailable unless you bring the right character. On the other hand, you now have access to regular foot knights other than the Reiksguard, giving you more options. Lastly, Demigryph Knights have seen a long-request overall nerf with a drop to Strength 4 as well as coming without weapons or shields by default. They are likely to go up in price even more in the future when points costs for cavalry in general is getting revised to improve balance between them and infantry.

As for new things, you now have the option for a Witch Hunter General, and you can also upgrade Free Company to a Witch Hunter retinue. You can also take smaller Griffons, thus keeping the older models viable. Apart from that, you will find that a lot of units have new equipment options, like Pistoliers, Dwarfs, Ogres and Sisters of Sigmar.

Anyway, hope you enjoy the update, and many thanks to my Patreon supporters as always!

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Patch notes:

  • Hold the Line: If a model with this special rule is in a unit with the State Troops special rule, the unit has the Cold-blooded special rule when taking Break tests.
  • If an enemy unit declares a charge against a State Troop unit, and that unit does not flee as a charge reaction, then all unengaged State Troop units within 3" can make either a Support Fire or a Counter Charge action by passing a Leadership test (which can be re-rolled if the unit has a Leader).
  • New weapon: Cavalry Hammer
  • Battle Prayers Of Sigmar: A model with this special rule knows the three Battle Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the prayer is answered and take immediate effect. A friendly unit can only be under the effect of one Battle Prayer at a time.
  • Hammer of Sigmar: The model and any unit they are with re-roll failed To Wound rolls in close combat until the start your next turn.
  • Shield of Faith: The model and any unit they are with gain a 6+ Ward save in close combat until the start your next turn.
  • Soulfire: The model and any unit they are with gain the Flaming and Magical Attacks special rules until the start your next turn. In addition, when cast, all enemy models in base contact with the Warrior Priest suffer a Strength 4 hit. Models with the Daemons, Undead and Vampires suffer a Strength 5 hit instead.
  • Grenade launching blunderbusses is Ponderous, not Slow to Fire.
  • Increased the cost of great weapons.
  • Runefang costs 60 pts. Reduced cost of characters with it by 10 pts.
  • Mace of Helstrum costs 20 pts.
  • Imperial Banner costs 65 pts.
  • Sword of Righteous Steel costs 20 pts.
  • Shield of the Medusa costs 10 pts.
  • Blessed Silver Hammer costs 20 pts.
  • Skull Charm costs 15 pts.
  • Chalice of Fate costs 35 pts.
  • Doomfire Ring is Power Level 7, costs 35 pts.
  • Added some new magic items.
  • Removed Arabyan Windglass (this will be moved to Araby)
  • Removed Cold Iron Blade (this will be moved to Dogs of War)
  • General of the Empire renamed to Imperial General.
  • Captain of the Empire renamed to Imperial Captain.
  • New Lord: Witch Hunter General.
  • Witch Hunter Retinue: For every Witch Hunter General/Captain in your army, you may upgrade one unit of Free Company Militia to a Witch Hunter Retinue for +1 point per model. The unit gains +1 Leadership, as well as the Hatred (Chaos, Undead, Wizards) and Tools of Judgement special rules.
  • New Hero: Chapter Master
  • Grand Master is Infantry, costs 145 pts.
  • Grand Masters and Chapter Masters must join a unit of knights, and may not leave it.
  • Imperial Griffons have Natural Armour (6+).
  • New Mount: Griffon
  • Imperial Griffon may take barding.
  • War Altar of Sigmar has barding. Horn of Sigismund costs 25 pts.
  • Demigryphs have S4.
  • Warriors Priests, Arch Lectors and Sisters of Sigmar have Magic Resistance instead of Divine Power.
  • Arch Lectors cost 120 pts, have Magic Resistance 2.
  • Warrior Priests costs 95 pts.
  • Witch Hunters may take additional hand weapon.
  • Tools of Judgement: When attacking Daemons, Undead, Vampires or Wizards in close combat, a Witch Hunter has the Magical Attacks special rule and re-rolls failed rolls To Wound.
  • Reduced armour costs for State Troops.
  • Spearmen costs 3.5 pts.
  • Hochland long rifle for Leader costs 10 pts.
  • Free Company may take bucklers.
  • Added in options for 12 different Knightly Orders.
  • Knightly Orders renamed to Imperial Knights. Are a Special Unit. Do not have heavy lances or shields by default. Cost 16 pts.
  • For every Grand Master or Chapter Master that is included in your army, you may may upgrade one unit to Inner Circle Knights. In addition, you may take one unit of Imperial Knights (except Inner Circle Knights) as a Core Unit instead of a Special Unit.
  • Reiksguard Foot Knights are now Imperial Foot Knights. Have S3 and heavy armour. Cost 10 pts.
  • Removed Reiksguard Knights as a separate unit.
  • Pistoliers may take light lances & shields.
  • Greatswords cost 9 pts. Reduced the cost of heavy armour to 2.5 pts.
  • Huntsmen may take longbows.
  • Flagellants cost 6 pts, can take either additional hand weapons or flails for extra cost.
  • Fanatical Zeal: Arch Lectors and Warrior Priests of Sigmar may join units of Flagellants despite being them being Unbreakable. If they do so, they also become Unbreakable as long as there are any Flagellants remaining.
  • Imperial Dwarfs, Halflings and Ogres have the Loner special rule. Can take a Magic Standard up to 25 pts.
  • Imperial Dwarfs may take medium armour. Do not have light armour by default, cost 5 pts. Can only take shields with hand weapons, spears or polearms.
  • Removed Forest Strider special rule from Halflings. Cannot take shield with shortbows.
  • Imperial Ogres can take bucklers. Only have hand weapons by default. Cost 27 pts. Can take Ogre handguns. Have BS3, Natural Armour (6+).
  • Reduced cost of bucklers and light armour for Sisters of Sigmar. May take medium armour, two hand weapons, shields or great weapons. May take full command (including magic standards).
  • Faith in Sigmar: Any model in the unit gains +1 to their Leadership when attempting to use Battle Prayers of Sigmar for every 5 Sisters of Sigmar in the unit. In addition, if a unit of Sister of Sigmar is joined by a model with the Righteous Fury special rule, their Hatred special rule applies in every round of close combat.
  • Demigryph knights do not have any weapons by default.
  • War Wagons have handguns by default, can take two additional crew.
  • Separated Hurricanum and Luminark into two separate units. Have barding.
  • Luminark of Hysh gives dispel dice, not power dice.
  • Storm of Shemtek scatters D3".
  • Hochland long rifle costs 10 pts for Steam Tank.
  • Steam Tanks do not have Random Movement. For each Steam Point you chose to expend, the Steam Tank's Movement increases by 4". It does not gain any additional Movement when charging.
  • Old Reliable replaces the steam cannon with an Organ Gun.
  • Sigmar's Hammer may re-roll 1's when taking armour saves.
  • The von Zeppel does not lose the steam cannon.
  • All Steam Tank variants cost 250 pts.
  • Reduced cost of Ghal Maraz by 15 pts.
  • Volkmar the Grim has Magic Resistance (2), costs 195 pts.
  • Marius, Aldebrand, Magnus, Markus and Jubal may take 25 pts of magic items.
  • Marius, Aldebrand, Magnus, Valmir are not mounted by default. Decreased priced accordingly.
  • Valmir von Raukov may take a shield.
  • Hammer of the East: Valmir von Raukov and any unit he joins has the Stubborn special rule in the first round of Close Combat.
  • Von Kragsburg Guard: If Marius Leitdorf is included in your army, you may upgrade one unit of Halberdiers to von Kragsburg Guard for +1 pt per model. This unit has +1 Weapon Skill.
  • Hergig Jaegerkorps: If Aldebrand Ludenhof is included in your army, you may upgrade one unit of Huntsmen to Hergig Jaegerkorps for +3 pts per model. This unit is armed with Hochland Long Rifles (without the Sniper special rule) instead of bows.
  • Magnus the Pious has Inspiring Presence (6) instead of Leader of Men.
  • Ludwig Schwarzhelm is Infantry by default, costs 150 pts.
  • Luthor Huss costs 175 pts.
  • Elspeth von Draken is not mounted by default, costs 265 pts. May be mounted on a Warhorse or Dragon.
  • Theodore Bruckner is Hero, has Ld8. Costs 190 pts. Reaper has S5, costs 135 pts.
  • Jubal Falk does not have Master of Ballistics or 'Stand Back, Sir!'. Costs 60 pts.
  • The Nuln Ironsides: Jubal Falk must be accompanied by a unit of Handgunners chosen from the army list at a cost of 10 points per model. This unit has medium armour and may re-roll 1's To Hit with missile attacks. The unit must be given a Standard Bearer and Musician. Jubal Falk is the unit's Leader and may never choose to leave this unit.
  • New Special Character: Johann van Hal & Wilhelm Hasburg
  • New Special Character: Gotrek & Felix
  • Removed Mandred Skavenslayer.
  • Removed Boris Todbringer.
  • Removed Hubert Valentour.
  • Removed Rutger Wolfrick.
  • Removed Brother Valdemar.

Saturday, 14 September 2024

Warhammer - Ogre Kingdoms 1.6 (beta) out now!

This ended up being a fairly large update, with changes to most units. Ogre Charge now increases the change of breaking the enemy on the charge to make up for the Ogres lack of ranks, and all Ogres have been given Natural Armour (6+) to account for their thick skin and strong abdominal muscles that protect them. This was a concession to make the army more balanced, and you can expect Natural Armour to become more prevalent for many beasts and monsters that currently lack any sort of armour. Gut-plates are finally a thing, replacing the light armour of most units. This only gives a save against attacks to the models front, but combined with the natural armour, they are going to be more armoured overall.

The Lore of the Great Maw has seen a lot of buffs, with longer range on all augment spells as well as lowered casting values. 6 new spells have been added as usual, mostly focused on augmenting the ogres in combat. With their fairly low casting values, this makes the Lore of the Great Maw fairly similar to the 6th edition version.

As for new things, Ogres now have a lot of new Magic Items, probably doubling their previous amount. Several items have also been moved from special characters to the Magic Item pool for the army. You also have a new Hero in the form of the Gnoblar Honcho to give your Gnoblars a small boost in combat.

Hope you enjoy the update, and as always - a huge thanks to my Patreon supporters!

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Patch notes:

  • Ogre Charge: In addition, they count as having one more rank than their actual number for the purpose of determining Steadfast in any turn that they charge.
  • All Ogres have Natural Armour (6+). Increased cost on all models accordingly.
  • New equipment: Gut-plate: Models with gutplates gain a 6+ armour save against attacks to the model's front.
  • Gut-plates replace light armour for all Ogres. Models with medium armour now have light armour. This means Ogre characters can take magical gut plates plus light armour, giving them an overall higher armour save than before.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Great Maw. Increased range and lowered casting value of most existing spells.
  • Added dozens of new Magic Items.
  • Vessel of the Gulping God: A Slaughtermaster with a Great Mawpot gains a 4+ Ward save as well as the Inspiring Presence (6) and Stubborn special rules. In addition, he gains a +1 casting bonus and add +6" to the range of his spells. Finally, his troop type changes to War Machine and he counts as being part of the crew. The Slaughtermaster can never choose to leave the Great Mawpot during the game. If the Slaughtermaster is killed, the Great Mawpot is also removed as a casualty.
  • Battlebroth: Whenever the Slaughtermaster (with a Great Mawpot) casts an augment spell, the target unit regains 1 Wound's worth of models, just like a Summoning spell.
  • Great Mawpot does not have the Hunger of the Great Maw spell.
  • Harpoon Launcher for Hunters cost 10 pts.
  • Hunters may not be mounted on Thundertusks.
  • Tyrants cost 215 pts.
  • Slaughtermasters cost 255 pts.
  • Bruisers cost 135 pts.
  • Butchers cost 110 pts.
  • Hunters cost 130 pts.
  • Firebellies cost 130 pts.
  • A Hunter mounted on a Stonehorn has Unit Strength 14 and a Line of Sight value of 6.
  • Yhetee Rimespeaker has Ld8.
  • Yhetee Rimespeaker has Everwinter Prayers: A model with this special rule knows the three Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Prayers is answered and take immediate effect.
  • Call of the Blizzard: All missile fire targeting the Rimespeaker and their unit suffer -1 to Hit until the start of your next turn.
  • Keening Gale: The Rimespeaker and their unit gains +3 Movement until the start of your next turn.
  • Pulverising Hailstorm: All enemy units in base contact with the Rimespeaker suffer D6 Strength 4 Hits.
  • New Hero: Gnoblar Honcho
  • A model mounted on a Mournfang has a Unit Strength and Line of Sight value of 4.
  • Rhinox renamed to Grimhorn Rhinox. Are a Monstrous Creature, A4. A model mounted on a Grimhorn Rhinox has a Unit Strength and Line of Sight value of 5.
  • Chariots are pulled by Young Rhinox.
  • Ogre Bulls cost 29 pts.
  • Ironguts cost 43 pts.
  • Down to the Ironguts: If a friendly unit of Ogres within 6" of an Irongut unit breaks from combat, the Ironguts may re-roll 1's when rolling To Hit and To Wound in close combat this turn.
  • Gnoblar Fighters may take shields.
  • Leadbelchers cost 42 pts.
  • Mournfang Cavalry costs 68 pts.
  • Gorgers have W3, cost 43 pts. Have Unit Size 1-5. May take a Leader. Are skirmishers. Can take additional hand weapons or great weapons.
  • Maneaters cost 43 pts. They now pay for each special rule individually instead of just picking one.
  • Sabretusks have Natural Armour (6+), costs 19 pts. May only choose one upgrade. Killing Blow costs 1 pt.
  • Rhinox War Chariot costs 140 pts.
  • Grimhorn Rhinox Riders are Monstrous Creatures. Unit Size 2+. Cost 110 pts. Grimhorn Rhinoxs have a Unit Strength and Line of Sight value of 5. May take additional hand weapons.
  • Ironblaster costs 190 pts.
  • Cannon of the Sky-titans has range 48".
  • Stonehorn Rider has a light lance, not a chaintrap. Can replace light lance with a Blood Vulture.
  • Stonehorn costs 260 pts.
  • Thundertusk costs 260 pts.
  • Removed Smooth Ride special rule.
  • Slave Giant has Natural Armour (6+), costs 155 pts.
  • Throttle with Chain: Both the Slave Giant and the target roll a D6 and add their respective Strength values. If the Slave Giant's roll is higher than the target's, the target suffers D6 Wounds which Ignore Armour Saves. If the Slave Giant's roll is 1 during the roll-off, they cannot attack at all in the following round of the same combat.
  • Greasus Goldtooth costs 370 pts.
  • Ghark Ironskin may take 75 pts of magic items. Costs 385 pts.
  • Skrag the Slaughterer costs 460 pts.
  • Groth Onefinger does not have magic items by default. Costs 360 pts.
  • Morg Magmaborn costs 340 pts.
  • Golgfag Maneater does not have Easy Come, Easy Go. Has light armour and gut-plate. May take 50 pts of magic items. Has Immunity (Psychology). Costs 155 pts.
  • Golgfag's Maneaters: Golgfag Maneater must be accompanied by a unit of Maneaters chosen from the army list as normal. This unit must be given a full command. Skaff is the unit's Standard Bearer. Golgfag is the unit's Leader and may never choose to leave this unit.
  • Bragg the Gutsman may take 25 pts of magic items. Costs 150 pts.
  • Braugh Slavelord has a 6+ save from his gut-plate.
  • Jhared the Red does not have magic items by default. Costs 160 pts.

Warhammer - High Elves 1.6 out now!

Patch notes:

  • Fixed multiple minor bugs.
  • Valour of Ages: Models with this special rule re-roll all failed Panic tests caused by Dark Elves.
  • Pure of Heart: When fighting against Dark Elves in close combat, they gain Immunity (Psychology).
  • Attuned to Magic: After rolling for the Winds of Magics each turn, divide the result by the number of 1000 points played (so at 2000 or more points, divide the result by 2; at 3000 or more points, divide the result by 3; and so on). Then consult the table below to see what effect it will have until the start of the next Magic phase.
  • Eltharion the Grim is an Infantry model by default, costs 350 pts.
  • The Storm Riders: This unit has the Hatred special rule, and causes Fear in all Dark Elves.
  • Spear Of The Shores cost 40 pts.
  • Sword of Victory cost 35 pts.
  • Dragonblade Lance: Hits are resolved as that from a Bolt Thrower, except the Strength does not decrease for each rank.
  • Golden Shield is Infantry or Cavalry only.
  • Helm of Fortune is Infantry or Cavalry only.
  • Shadow Armour: The wearer gains the Strider special rule. In addition, no enemies can draw Line of Sight to them unless they are within 6".
  • The bearer of the Shield of the Merwyrm gains a 6+ armour save and the Parry (6+) special rule. Costs 20 pts.
  • Mask of the Merlord: In addition, the wearer and any unit they join gains the River Strider special rule and counts as being in soft cover while in any river. Costs 10 pts.
  • Vambraces of Defence is Infantry or Cavalry only.
  • The Golden Crown of Atrazar gives the bearer a 4+ Ward save and the Stupidity special rule. In addition, at the start of each of your turns, they suffer -1 to their Leadership. Costs 25 pts.
  • Phoenix Stone is Infantry or Cavalry only.
  • Talisman of Blinding Light: All enemy units in base contact with the bearer suffer -1 to their Weapon Skill in the first round of close combat.
  • Trickster's Pendant costs 30 pts.
  • The Banner of Sorcery adds +1 Power dice to your power pool in each of your own Magic phases. Costs 30 pts.
  • Clarified Illusory Assault.
  • Dragon Mages have Sunstaff: Arcane Item. A Sunstaff contains Bound Spell, Power Level 5. This spell can be cast on the Wizard themselves. Until the start of their next Magic phase, the Wizard gains +1 Attack, +3 Strength, the Flaming Attacks special rule and always Hits on the roll of a 2+ in close combat.
  • Pendant of Vengeance: When fighting Dwarfs, the bearer may force a successful Leadership test while using an Anvil of Doom or Rune Lore to be rerolled.
  • Sky Arrow Of Naloer cannot be used with Sniper.
  • Sigil of Asuryan costs 55 pts.
  • Added Althran Stormrider. He has the Armour of Protection (5+ ward). Removed Armour of Protection from the magic item pool. Removed Potion of Foolhardiness from Althran. Costs 210. May take 50 pts of magic items.
  • Annulian Crystal costs 55 pts.
  • Ring of Corin costs 35 pts, is power level 7.
  • Vortex Shard removes D3 dice, costs 20 pts.
  • Radiant Gem of Hoeth costs 35 pts.
  • Talisman of Blinding Light costs 15 pts.

Tuesday, 10 September 2024

Warhammer - High Elves 1.6 (beta) out now!

Another quick update as planned! Nothing too major, mostly just minor tweaks and some additions. The main new thing is the addition of Elven Honours from 6th edition and The Old World, meaning you can build characters for each of the different regions of Ulthuan now, rather than just the existing support characters. High Magic now mirrors that of the Lizardmen book (but with its unique Lore Attribute), and Mist Magic has been reworked a bit. 

As for new things, the Handmaiden is back as a hero, with the unit now essentially being an upgrade for the Sisters of Avelorn instead, which are now a Rare unit. You also have access to War Lions in Special, and last but definitely not least - Drakemasters, as seen in 3rd and 6th edition! This is by far the biggest "monstrous cavalry" - so big that they are monstrous creatures instead. Costing a whooping 175 pts, you are not likely to take more than 1-2 in most games - which is probably for the best.

Other new additions are essentially Regiments of Renown that are upgrades which you gain access to through certain special characters. As for the latter, six of them have been removed, but their magic items have been added to the magic item pool instead, allowing you build these characters yourself for the most part.

Hope you enjoy the update as usual, and many thanks for your continued support as always!

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Patch notes:

  • Elven Grace works for mounted models.
  • Lion Cloak: The bearer gains the Natural Armour (6+) special rule against missile attacks.
  • Dragon Armour gives a 3+ save.
  • Added 6 new spells to High Magic and reworked existing spells.
  • New section: Elven Honours.
  • Added several new Magic Items.
  • Princes and Nobles have light armour by default. They may not take Lion Chariots, Lion Cloaks, Dragon Armour, Sun Dragons or Star Dragons without the appropriate Honour.
  • Loremaster of Hoeth is a Level 3 Wizard. Cost 250 pts.
  • Nobles cost 55 pts.
  • Anointed of Asuryan costs 145 pts. Flamespyre Phoenix mount costs 210 pts.
  • Sea Helm may be Battle Standard Bearer.
  • Mistweaver cannot upgrade to Lvl 2. Adjusted wording and casting values on Mist spells.
  • Increased cost of Ithilmar barding.
  • Sun Dragons are limited to Dragon Mages.
  • Griffon is a Monstrous Creature.
  • Handmaiden of the Everqueen is a Hero, not a rare unit.
  • Spearmen do not have Fight in Extra Ranks (1) (can be taken as a Honour instead). Cost 10 pts.
  • Medium armour for archers cost 1.5 pts.
  • Warriors have medium armour by default, cost 9 pts. Cannot take two hand weapons or skirmish.
  • New Core Unit: Rangers
  • Silver helms have optional barding, cost 18 pts by default. Increased the cost of heavy armour.
  • Reaver Knights have light lances by default, cost 15 pts.
  • Removed Woodsman's Axe.
  • White Lions have Multiple Wounds (2), Ld8.
  • Dragon Princes cost 30 pts.
  • Shadow Warriors have WS5 and Elven bows. May take Elven longbows. May not take shields. May not take standard bearer or musician. Have the Loner special rule.
  • Sisters of Averlorn is a Rare Unit. May be taken as a Special Unit if Alarielle is in the army. May take spears and full command.
  • Tiranoc and Lion Chariots can be upgraded to standard bearers.
  • Lion Chariot costs 100 pts.
  • New Special Unit: War Lions
  • Phoenix Guard may take a Magic Standard worth up to 75 pts. Have Elven Grace.
  • Phoenix Guard may be taken as a Special Unit if Finubar is the Army General.
  • Lothern Skycutter costs 80 pts.
  • Eagle Eye Bolt Thrower has a range of 36".
  • Attuned to Magic: A model with this special rule has a 5+ Ward save and the Magical Attacks special rule. At the start of each Magic phase, roll a D6 and consult the table to see what effect it will have until the start of the next Magic phase.
  • Flamespyre Phoenix has A4, costs 240 pts.
  • Frostheart Phoenix has A3, costs 245 pts.
  • Added 4 new upgrades to the Phoenixes.
  • New Rare Unit: Drakemasters
  • Finubar and any unit of White Lions of Chrace that he joins are Unbreakable.
  • If Alarielle is with a unit of Sisters of Averlorn, the whole unit gains the Stubborn special rule.
  • Eltharion the Grim has an Elven bow.
  • If Eltharion the Grim is your Army General, you may upgrade one unit of Sentinels to Silverin Guard for a cost of +2 points per model. This unit has heavy armour and the Magic Resistance (1) special rule.
  • Eltharion the Blind has Killing Blow.
  • Alith Anar has the Loner special rule.
  • The Grey: If Alith Anar is included in your army, you may upgrade one unit of Shadow Warriors to The Grey for a cost of +1 point per model. If this unit is wholly within a terrain feature, enemies cannot draw Line of Sight to them unless they are within 12".
  • Imrik has A5, costs 590 pts.
  • The Fireborn: If Imrik is your Army General, you may upgrade one unit of Dragon Princes of Caledor to The Fireborn for a cost of +2 points per model. This unit has the Flaming Attacks and Multiple Wounds (2) special rules.
  • Sea Lord Aislinn does not have any Magic Items. Can pick items up to 100 pts. Has WS7, BS6, I7. Costs 180 pts.
  • The Storm Riders: If Sea Lord Aislinn is your Army General, you may upgrade one unit of Lothern Sea Guard to Storm Riders for a cost of +1 point per model. This unit has the Vanguard special rule, and caused Fear into all Dark Elves.
  • Korhil have the previous Woodsman's Axe abilities and Multiple Wounds (2). Cost 175 pts.
  • The Puremane Company: Unless Korhil is mounted on a Lion Chariot of Chrace, he must be accompanied by a unit of White Lions of Chrace chosen from the army list as normal. This unit has the Immunity (Fear) special rule. Korhil may never choose to leave this unit.
  • Caradryan has Blessings of Asuryan, costs 200 pts.
  • Keepers of the Flame: Unless Caradryan is mounted on Ashtari, he must be accompanied by a unit of Phoenix Guard chosen from the army list as normal. This unit has the Magical Attacks special rule. Caradryan may never choose to leave this unit.
  • Ashtari has A4, costs 260 pts.
  • Removed Althran.
  • Removed Selafyn.
  • Removed Salendor.
  • Removed Liandra Athinol.
  • Removed Thaindal.
  • Removed Hallar.

Saturday, 7 September 2024

Warhammer - Beastmen 1.7 (beta) out now!

Well, I did say it was going to be a quick update, and quick it was! As mentioned, not a ton of changes overall. Some new characters (finally allowing you to take Centigor and Ungor heroes) and a new unit in the form of Balewolves. The spells have been greatly expanded with the spells from Warriors of Chaos, as has the Lore of the Wild. There's also quite a lot of new magic items added. Apart from that it's mostly just some tweaks and new options, as well as added consistency from Warriors of Chaos.

Hope you enjoy the update, and thanks for your continued support!

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Patch notes:

  • Beastmen characters are divided into Gors, Ungors, Centigors and Minotaurs. Character may only join units of the same Breed as themselves. In addition, Ungors do not cause Panic in any of the other Breeds above.
  • Thunderous Charge: Models with this special rule has the Mighty Blow (2) special rule in turns when it charges.
  • Mark of Nurgle does not cause an Initiative penalty. Increased the cost for several units.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Wild, Tzeentch, Nurgle and Slaanesh. Reworked some of the existing spells.
  • New Magic Lore: Lore of Chaos
  • Added a few new Gifts of Chaos.
  • Added multiple new Magic Items.
  • Jagged Dagger is a Magic Weapon.
  • Shard Of The Herd Stone: One use only. This item may be used at the start of any of your Magic phases. When used, place a Herdstone (see Mystical Monuments in the Warhammer Rulebook), no more than 3" in diameter, within 6" of the Wizard. Beastmen units within 6" of a Herdstone have the Armour Piercing (1) special rule. Each friendly Beastman Wizard within 12" of the herdstone generates an additional power dice. Costs 50 points.
  • The unit carrying the Banner of Outrage roll an additional D6 for Primal Fury tests and discard one dice of your choice. However, all enemy units gain the Hatred special rule against the unit.
  • Tweaked the cost and effects of multiple other magic items.
  • Beastlords and Wargors may take javelins.
  • Removed Slaughterer's Call.
  • New Hero: Warhoof
  • New Hero: Halfhorn
  • Gors do not have shields by default, cost 7 pts. May take polearms and great weapons.
  • Spears for Ungors cost 0.5 pts.
  • Tuskgors are S3, have Thunderous Charge.
  • Chariots may be upgraded to standard bearers.
  • Centigors have bucklers by default, can upgrade to shields.
  • New Special Unit: Balewolves
  • Razorgors have S4.
  • Razorgor Chariot costs 100 pts.
  • Harpies may take a Leader.
  • Chaos Trolls cost 46 pts.
  • Troll Vomit: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit which Ignores Armour Saves after resolving all their normal Attacks. This cannot be used with supporting attacks.
  • Dragon Ogres are Loners.
  • Cockatrice is a Monstrous Creature, has W4. Costs 165 pts.
  • Petrifying Gaze does not suffer any To Hit penalties.
  • Manticore is a Monstrous Creature, is a Special Unit.
  • Ghostsight: The Cygor may re-roll any failed To Hit when fighting Undead, Wizards, models with Magical Attacks, Ward saves (excluding Dodge and Parry) or any sort of magic item.
  • Hurl Attack: If the target unit contains one or more models mentioned in Ghostsight, you may re-roll the scatter dice.
  • Cygors have A4.
  • Regenerative Snacking: For every model killed in close combat by the Hag Tree, roll a D6. On a 4+, the Hag Tree regains one wound previously lost in battle.
  • The Cloak of the Beastlord gives Gorthor a Ward save equal to the Strength of the attack that hit him, to a minimum of 6+.
  • Taurox has the Natural Armour (2+) special rule and light armour.
  • The Sons of Ghorros: Ghorros must be accompanied by a unit of Centigors chosen from the army list at a cost of +1 point per model.
  • Moonclaw is a Loner.

Wednesday, 4 September 2024

Warhammer - Skaven 1.9 (beta) out now!

Quite a few changes here, but nothing too major. First up; there will be more units added in a few weeks when the Age of Sigmar Battletome for Skaven is released, so you can look forward to some more stuff then! 

As for some of the bigger changes with this update, Life is Cheap is now an army special rule like in 6th ed, meaning you are free to blast into combat regardless of what units are involved rather than just Skavenslaves. 

The other major change is weapon teams, who are now stand-alone Special units. This means you have to invest more points for regular troops in core, but your weapon teams are no longer limited by the amount of infantry units you have. In order to keep gunlines in check though, there is a limit on how many duplicate weapon teams with missile weapons you can take. 

Lastly, Stormfiends are now Monstrous Creatures as better suitable for their size, and are not taken in units. This means they are individually more powerful, but are not as overwhelming to deal with as they were previously in units, making them more of a support unit than elite shock troops.

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

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 Patch Notes:

  • All Skaven models can voluntarily target ranged attacks (including templates) at enemy units engaged in close combat with other friendly units even if they are further than 4" away. However, if they do so, they will hit their own troops on To Hit rolls of both 1's and 2's rather than just 1's.
  • Anytime a weapon that uses Unstable Ammunition scores a result of 1 on its roll To Hit, roll another dice. On a following roll of 1-2 the gun misfires and the shooter suffer the hit themselves.
  • New Weapon: Ratling Pistol
  • New Weapon: Warpvolt Obliterator
  • New Mount: Gnaw-beast
  • Grey Seers have no Warpstone Tokens by default. Cost 200 pts. Can take up to 5.
  • Deafening Peals includes Shrines.
  • Daemonic: A Verminlord has the Magical Attacks and Unbreakable special rules. In addition, they have a 5+ Ward save which gets reduced to a 6+ Ward save against Magical Attacks. However, if a Verminlord loses a round of close combat it must take a Daemonic Instability test. This works like a normal Break test, except that for every point it fails the test by, it suffers one additional Wound with no saves allowed. The Daemonic Instability test can use Inspiring Presence and/or Hold Your Ground as normal.
  • To throw the Scry-orb, place the small round template with its centre anywhere within 12" and line of sight of the Verminlord Warpseer – it scatters D3".
  • Warlock Masters/Engineers may take up to 3/1 Warpstone Tokens.
  • Added multiple new spells to the Magic Lores.
  • Added multiple new Magic Items. Tweaked the rules and costs on several existing items.
  • Moved some Wargear to Magic Items. Wargear no longer counts towards Magic Item allowance. Limited the amount that can be taken by a single character.
  • Assassins may take slings.
  • Plague Priests may not take mounts.
  • Spears for Clanrats cost 0.5 pts.
  • Stormvermin Leader may take a Warplock Pistol.
  • Weapon Teams are now Special Units. Each Warpfire Thrower, Ratling Gun, Warpvolt Scourger and Poisoned Wind Mortar counts as the same Special choice for the purpose of taking duplicate units. Reworked the results on the misfire charts slightly.
  • Warp-grinders must deploy with any friendly Infantry unit.
  • New Unit: Warpvolt Scourgers
  • Skavenslaves pay 2 pts for polearms and slings.
  • The unit must include one Pawleader for every 20 Skavenslaves. Cost 15 pts.
  • Night Runners are Skirmishers by default. Can replace throwing weapons with slings for 2 pts.
  • Giant Rats have Unit Size 10+.
  • Plague Disciples: A unit of Plague Censer Bearers within 3" of a friendly units of Plague Monks may use the "Look Out, Sir" rule as if they were characters. In addition, if the Plague Censer Bearers are within 6" of a Plague Furnace they have the Stubborn special rule.
  • Wolf Rats have the Scurry Away special rule.
  • Poisoned Wind Globadiers do not have light armour by default. Cost 8 pts.
  • Warplock Jezzails cannot take a champion.
  • Ratling Gun is Ponderous. Costs 55 pts.
  • Poisoned Wind Mortar does not have Move or Fire. If the unit moves and fires in the same turn, the shot will always be fired indirectly.
  • Doom-flayers are Chariots.
  • Stormfiends are Monstrous Creatures, single model units. Cost 70 pts. Have light armour by default. Models with close combat weapons may upgrade to medium armour. You may take 1-2 Stormfiends as a single Rare choice. Grinderfists cost 20 pts.
  • Too Horrible to Die is not affected by Flaming Attacks.
  • Skryre Claws upgrade for Brood Horror costs 5 pts.
  • New Rare Unit: Ratling Warpblaster
  • Thanquol has 5 Warpstone Tokens.
  • Tretch Craventail has light armour.

Monday, 26 August 2024

Warhammer 9th Edition 2.31 out now!

This is just a smaller patch, mainly adding a few clarifications, fixing some minor bugs, tightening up some of the text and adding in some more special rules stacking that was otherwise specified in each army book already. The main rulebook should now be mostly bug-free and not be in need of any major revisions for the remainder of the year at least.

 

Patch notes:

  • If a model has the Hatred special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it may re-roll failed To Hit rolls in every turn against that foe, not just the first. However, they must always pursue, with no chance to restrain.
  • Spears/Pikes: In turns in which the model is charged to its front, it receives an additional +1 to its Initiative.
  • Polearms give +1 Initiative.
  • Conflagration of Doom is 12+ to cast.
  • If a model has the Frenzy special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it gains +1 Attack. However, they must always pursue, with no chance to restrain.
  • If a model has the Poisoned Attacks special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it automatically Wounds on a To Hit roll of 6 in addition to its original effect.
  • If a character is allowed to join a Mixed Unit, they may choose if they want to be placed in the front or rear rank.
  • The Enfeebling Foe and The Withering are remains in play spells.
  • Flying units containing two or more models follow the following rules for Skirmishers: Skirmish Formation, Skirmishers & Charging, Free Reform, Fire on the March, Light Troops.
  • All spells that use the small template scatter D3" instead of D6".
  • If any model has a Weapon Skill of 0 then it is unable to attack with its normal attacks or defend itself in close combat, and any blows struck against it will therefore automatically hit. A model with Ballistic Skill 0 cannot use any missile weapons that require To Hit.
  • "Look Out, Sir!" cannot be used if there are less than five rank-and-file models (including command group) left in the unit. This only applies to characters with the same troop type and/or Unit Strength as the unit.
  • Meteoric Ironclad gives a 4+ ward, 15+ to cast.
  • If a model has the Killing Blow special rule from two or more different sources (such as a combination of different special rules, spells or magic items), its effect will take place on the To Wound roll of a 5+ rather than a 6.
  • Unless otherwise stated, a character cannot join a unit of Monstrous Creatures. Similarly, a character that is itself a Monstrous Creature cannot join other units.
  • Any effect that would modify the model's Characteristics affect both the rider and mount, unless specified.
  • Removed base sizes from the Troop Types chapter since this is already listed in each army book.

Saturday, 24 August 2024

Warhammer - Bretonnia 1.6 (beta) out now!

As mention on Patreon, this ended up being a very quick update! I've not done a ton of changes since the book was in a pretty good place overall. Some of the bigger changes include removing the Templar Crusader which has been replaced by the Crusader's Vow. I've also removed the Mangonel since it was just a worse version of the Trebuchet which it could be proxied as anyway. I've also removed some of the less interesting special characters whose items and abilities have mostly been moved to the regular Bretonnian Magic Items so they can be built from regular Paladins if one wishes to.

As for new things, I've included a new Peasant Hero (Sergeant-At-Arms), a unit of Bidowers which isa skirmish unit with javelins or slings, made the Royal Pegasus a Monstrous Beast better fitting the new model, and two new Special Characters from the Old World (with Èlise now having her name spelled correctly). You also have a greatly expanded Lore of the Lady, lots of new magic items, and several new equipment options for several units. Hope you enjoy the updated, and many thanks for your support to both new and recurring Patreons!

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Patch Notes:

  • Lance Formation no longer receive a bonus to their Unit Strength on the charge.
  • Models with the Knight's Vow have Immunity (Panic) caused by friendly models without a Chivalrous Vow.
  • Added The Crusader's Vow: Models with the Crusader's Vow have Immunity (Panic) caused by friendly models without a Chivalrous Vow and may re-roll failed Panic tests. In addition, they may only join units with the Knight's Vow or the Crusader's Vow. Furthermore, a character with the Crusader Vow allows any unit they join to roll an additional D6 for their charge distance roll and discard the lowest result.
  • Added 4 new spells to the Lore of the Lady, and reworked the existing spells.
  • Added over a dozen new Magic Items.
  • Added 3 new Virtues.
  • Increased the cost of great weapons.
  • Prophetess of the Lady has Magic Resistance (1).
  • Removed Templar Crusader.
  • New Hero: Sergeant-At-Arms. You may upgrade one unit of Men-at-Arms with medium armour for +1 point/model for each Sergeant-At-Arms in your army.
  • Faceless costs 40 pts. May not take magic items. Does not have light armour by default. Has the Loner special rule.
  • Priestess of Shallya has Magic Resistance (1), do not channel dispel dice. Costs 75 pts.
  • Prayers of Shallya: A model with this special rule know the three Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the prayer is answered and take immediate effect. Each prayer lasts until the start of your next turn. A friendly unit can only be under the effect of one Prayer at a time.
  • Compassionate Mind: The Priestess' unit (but not herself) gains the Immunity (Psychology) special rule.
  • New Mount: Pegasus. Added upgrade options.
  • Royal Pegasus is a Monstrous Beast
  • Royal Hippogryph is a Monstrous Creature
  • Knights Errant, Knights of the Realm, Foot Knights, Pegasus Knights and Hippogryph Knights may take the Crusader's Vow.
  • Men-at-Arms may include a Grail Monk: A Grail Monk counts as being part of the unit's Command Group. A unit with a Grail Monk has the Stubborn special rule.
  • Men-at-Arms may not take medium armour with a Sergeant-At-Arms.
  • Truffle Hounds are an upgrade for Peasant Mob. You may take one include one Truffle Hound for every 10 models in the unit.
  • Peasant Mob can take polearms. Cannot take shields, slings or throwing weapons.
  • New Core Unit: Bidowers
  • Foot Knights may take spears.
  • Squires can take light armour and/or bucklers.
  • Battle Pilgrims and Herrimaults have the Loner special rule.
  • Battle Pilgrim & Herrimaults may take light armour.
  • Brigands can upgrade to Ambushers (unless armed with missile weapons).
  • Grail Knights may take a Magic Standard worth up to 75 pts.
  • Spirits of the Fay are not Animated Constructs, cost 15 pts.
  • Wall Warden costs 10 pts.
  • Ballista has BS3, costs 30 pts.
  • Removed Mangonel.
  • Field Trebuchet and Bombards may move like normal war machines.
  • Bombards are Great Cannons, S10. Costs 100 pts.
  • New Special Character: Sir Cecil Gastonne, The Wyrm Slayer
  • New Special Character: Lady Élise Duchard
  • The Chalice of Potions: Arcane Item. At the start of your Magic phase, you may roll a D3. The number refers to the number of Power dice you may add to your army pool. However, if a natural 6 is rolled, the Chalice cannot be used again for the remainder of the game.
  • Toad Familiar: Arcane Item. The Toad Familiar gives Morgiana a +1 Casting bonus.
  • Morgiana le Fay has Magic Resistance (1), costs 430 pts. Silvaron costs 42 pts.
  • The Green Knight does not have barding, costs 240 pts.
  • Repanse de Lyonesse may take a heavy lance and shield.
  • Jules the Jester: Jules is an Infantry model armed with a hand weapon. Jules must deploy within 6" of Tristan at the start of the game but may move freely after this. He has the Dodge (2+) and The Peasant’s Duty special rule. In addition, all enemy units within 6" of Jules suffer a -1 penalty to Hit rolls in close combat.
  • Valorous Ballads: Tristan knows the three songs listed below. He may choose to use one of them at the start of each round of close combat.
  • Tristan may take Magic Items up to a total of 25 pts.
  • Odo of Outremer does not have the Gauntlet of the Duel. Has The Crusader's Vow. Costs 130 pts. May take 25 pts of magic items.
  • Amalric of Gaudaron is dismounted by default. Costs 160 pts.
  • The Hermit Knight costs 160 pts. The Flask of Sangdragon is one use only.
  • The Black Arrow has S10 and Killing Blow, does not Wound automatically.
  • Bertrand costs 90 pts. Bertrand must be accompanied by a unit of Herrimaults chosen from the army list at a cost of 9 points per model. This unit has +1 Ballistic Skill. Little Hugo and Gui the Great are part of the unit's Command Group and must be upgraded at no additional cost. Bertrand is the unit's Leader and may never choose to leave this unit.
  • Removed Amalric of Gaudaron, Jasperre the Fair, The Knight of the Perilous Lance, Roland the Marshal, Reynard the Hunter, Armand of Aquitaine. Their items are available in the army pool of items instead.

Wednesday, 21 August 2024

Warhammer - Tomb Kings 1.6 (beta) out now!

Well this certainly went quicker than I had initially planned for! There is not a huge amount of changes, mostly just refinements of the existing rules. The spells have been reworked quite a bit to be better balanced, and you have a lot more options than before. Gone is the previous healing-spam which a lot of people felt was over the top, and the amount of wounds restored are better balanced per unit now. As you can no longer cast the Desert Wind to move multiple units, the Hierophant has a 6" march aura instead to make up for it. There's also a lot more magic items made available for your characters, giving you a ton of new builds.

As for new units, you have two new mount options for your characters, and a new core unit of skirmishers armed with javelins or slings for added versatility. In special you have Mummies (a blast from the past) and Tomb Guard Chariots for some extra punch. Lastly, the Casket of Souls has seen a large rework - rather than just being a dice generator/absorbed it now functions like an actual artillery piece which means you will get to see a lot more face-melting than before! 

Hope you enjoy this update, and many thanks for your continued support!

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Patch Notes:

  • Undead may make march moves if they are within 6" of the Hierophant or are joined by a character with the My Will Be Done special rule.
  • Added 6 additional spells to the Lore of Nehekhara and reworked the old spells.
  • Added around two dozen new Magic Items and reworked some of the existing ones.
  • Increased cost of great weapons.
  • Stone Shaper: Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6 +) special rule and suffer 1 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant.
  • Skeletal Steed mounts may take barding.
  • New Mount: Necroserpent
  • New Mount: Necrolith Bone Dragon
  • New Core Unit: Skeleton Skirmishers
  • Skeleton Horse Archers costs 10 pts.
  • Skeleton Chariots have W4. Do not have light armour by default. Cost 50 pts. Can take 25 pts of magic banner.
  • New Special Unit: Tomb Guard Chariots
  • New Special Unit: Mummies
  • Necropolis Knight are a Rare Unit. Increased cost of shields. May no longer be Entombed Beneath the Sands.
  • Increased cost of greatbows for Ushabti.
  • Tomb Scorpions have W3, costs 60 pts. Cannot be taken in units.
  • Bastethi are Level 1 Wizards, but can choose spells.
  • Ammut is Undead. Feast of Souls: When the Ammut causes an unsaved Wound, it regains one Wound lost earlier in the battle.
  • Screaming Skull Catapult and Bone Throwers do not have light armour by default.
  • Necrolith Colossus has two hand weapons by default. Has BS3. Costs 210 pts. Can take shield.
  • Spirit Conduit: Friendly Wizards within 12" of one or more Hierotitans gains a +1 Casting bonus.
  • Hierotitan's equipment are now Magic Items.
  • Khemric Titan has WS3.
  • Covenant of Power: You may add 1 Power dice to your pool for each Casket of Souls in your army.
  • Vortex of Souls: The Casket of Souls can use one of the following abilities at the start of your Shooting phase as long as the Keeper of the Casket model is alive, and the Casket of Souls has not moved this turn.
  • Light of Death: Light of Death has a range of 36". One enemy unit with Line of Sight to the Casket must take a Leadership test on an additional D6, discarding the lowest result. For each point the test is failed by, it suffers an automatic Wound which Ignores Armour Saves. Once the Leadership test has been resolved, roll a D6: on a 3+, choose another enemy unit with Line of Sight of the Casket that is within 6" of the initial target, which also suffers the effects of the Light of Death. Keep rolling for further victims (each with Line of Sight to the Casket and within 6" of the last target struck), until the roll is failed or there are no more viable targets. A unit can only be the target of Light of Death once per Shooting phase.
  • Light of Protection: Until the start of your next Shooting phase, all friendly units within 12" gain a 6+ Ward save, and enemy units suffer -1 To Hit against them.
  • Crown of Nehekhara has a 6" range.
  • Khalida may ride a Necroserpent. May take 50 pts of magic items. Costs 270 pts.
  • Grand Hierophant of Khemri: When using The Restless Dead Lore Attribute, Khatep restores 2D6 Wounds for Core Units (except Chariots), D6 Wounds for Special Units, Chariots and Monstrous Cavalry and D3 Wounds for Rare Units. Khatep can take the same Mounts as a Liche High Priest.
  • Arkhan the Black uses spells from Lore of Death or Nehekhara.
  • Removed King Phar and Amanhotep the Intolerant.
  • Tutankhanut may take 50 pts of magic items, does not have magic items by default. Costs 105 pts.
  • Nekaph have the The Flail of Skulls instead of his old magic items. Can take 25 pts of magic items. May ride a Necroserpent. Costs 110 pts.
  • Ramhotep can take 50 pts of magic items.
  • Master Artisan: At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beast or Monster. The models in this unit gain the Natural Armour (6+) special rule for the rest of the battle.
  • Apophas may join units of Tomb Swarms and will benefit from "Look Out, Sir" while in such a unit.
  • Swarming Mass: Apophas has a Strength 1 Breath Weapon with the Poisoned Attacks special rule.
  • The Stone Host of Quatar: This does not change the amount of Wounds restored from The Restless Dead Lore Attribute for the affected units – use the original values for all units.

Tuesday, 20 August 2024

Warhammer - Warriors of Chaos 1.6 out now!

Patch Notes:

  • Fixed a multitude of smaller bugs.
  • Damned by Chaos Dark Apotheosis now gives the model the "Spawn/Daemon of" upgrade if the model had a Mark prior to rolling either result. Any mundane equipment is removed.
  • Removed Collar of Khorne.
  • Rot Knights have shields.
  • Removed Skullgrinder
  • Aethersword costs 20 pts.
  • Soul Cleaver costs 5 pts.
  • Armour of Morrslieb costs 45 pts.
  • Idolatrous Plackart costs 35 pts.
  • Scaled Skin costs 10 pts.
  • Bane Spear costs 30 pts.
  • Blade of Endless Bloodshed costs 30 pts.
  • Mark of the Destroyer costs 50 pts.
  • Glaive of Putrefaction only works against Characters, Monstrous Creatures or Monsters. Costs 15 pts.
  • Removed Necrotic Phylactery.
  • All units in base contact with the unit carrying the Festering Shroud must re-roll successful rolls To Wound. Costs 40 pts.
  • Slaanesh's Blade costs 35 pts.
  • If an enemy Character, Monstrous Creature or Monster takes an unsaved wound from the Whip of Subversion and that model has not yet made its attacks for that round, then you may force it to allocate its attacks upon itself or other models from its own side.
  • Jewel of Denial costs 35 pts.
  • Beguiling Gem: At the start of each round of close combat, all enemy models in base contact with the wielder must pass a Psychology test or lose 1 Attack.
  • Breathtaker: Each time an enemy Character, Monstrous Creature or Monster is Hit by this weapon, they suffer -1 Attack for the duration of this round of close combat. Costs 10 pts.
  • Pendant of Slaanesh: Does not affect break tests. Costs 5 pts.
  • Ambition's End costs 10 pts.
  • Paradoxical Shield works on mounted models.
  • Crystal Pendant: Infantry or Cavalry only. Costs 25 pts.
  • Blood of Tzeentch costs 10 pts.
  • Fearsome Aura costs 30 pts.
  • Unspeakable Foulness: Any models that are Hit must take a Toughness test of suffer a Wound with the Multiple Wounds (D3) and Ignores Armour saves special rules.
  • Desecrator Gauntlets: Increased range to 12".
  • Helm Of Eldritch Command is a Magic Armour.
  • Axe of Khorne costs 25 pts.
  • Blades of Putrification has a range of 18".
  • Plague Squall: If a misfire is rolled, the caster suffers 1 Wound which Ignores Armour Saves.
  • Pavane of Slaanesh: If successfully cast, the target must pass a Leadership test on their own unmodified Leadership.
  • Bliss in Torment: Whenever a Wizard successfully cast a spell from the Lore of Slaanesh on an enemy unit, the target suffers D6 Strength 3 Hits after resolving all effects of the spell.
  • Terrifying Appearance costs 25 pts.
  • Bestial Visage costs 15 pts.
  • Distendable Maw: If this test is failed, the victim suffers D3 Wounds with no saves allowed. Costs 10 pts.
  • Dragon Ogre Shaggoth has Impact Hits (D3)
  • Kholek has Storm Call and Impact Hits (D6), costs 475 pts.
  • Fixed bug with incorrect stats for Abraxia.
  • Soul Hunters: When a unit of Hellstriders of Slaanesh wins a round of close combat, they gain a bonus special rule for the remainder of that combat. Fuelled by Pain: The unit gains +1 Attack.
  • Slickblade Seekers costs 40 pts. Have S4. May replace polearms & Killing Blow with bows (with Poisoned Attacks) and the Quick to Fire special rule. Are Unit Size 5+. Cannot take Standard or Musician.
  • Skull-Helm of Khorne costs 25 pts.
  • Helm of the Oppressor costs 35 pts.
  • Blasphemous Icon: Enemy units in base contact with this standard must roll an additional dice when taking Leadership tests and discard the lowest result. Costs 30 pts.
  • Diabolic Splendour costs 30 pts.
  • Banner Of The Demagogue costs 40 pts.
  • Fractured Clasp costs 35 pts.
  • Shield of Fate: The target may re-roll armour and Ward save rolls of 1 until the start of the caster’s next Magic phase. 8+ to cast.
  • Daemon Prince can take Magic Items, not just Magic Weapons.
  • Daemonic Instability: A Daemon Prince is Unbreakable. However, if it loses a round of close 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. The Daemonic Instability test can use Inspiring Presence and/or Hold Your Ground as normal.
  • Warlord of the First Circle: Friendly units of Varanguard wihin 12" of Abraxia may re-roll failed Leadership tests. In addition, you may take one unit of Varanguard as a Special Unit instead of a Rare Unit.
  • Thzzzz: All Wizards within 24" must immediately pass a Leadership test or roll 2D6 on the Miscast table.
  • Removed Baron Ungorr, Kordel Shorgaar and Plaguestrangler Vilestench. Most of their items have been moved to the magic items section.

Wednesday, 14 August 2024

Warhammer - Warriors of Chaos 1.6 (beta) out now!

Phew, this was certainly a handful - clocking in at 102 pages, this is by far the longest book, almost 20 pages longer than Orcs & Goblins which held the #1 spot until now. For ease of navigation, I've listed all the "generic" units first followed by the "marked" units and lastly special characters, in the same order. This makes it easier to make an Undivided list without needing to scroll through twenty-something pages of Marked units.

As for the changes themselves, it's mostly new additions. You have a whole new Lore of Chaos to play around with for Undivided Wizards, and all the other spell lores have nearly doubled in size - giving you lots of new choices for spells that should make each lore a lot more interesting than before. There is also a whole lot of new Magic Items, both for Undivided and each god. For ease of navigation, the god-specific items are listed separately.

When it comes to new units, there are lots of new things to play around with! New Heroes, new Mounts, new Monstrous Cavalry and a bunch of new Monstrous Creatures and Monsters! I've also added two new Special Characters, while removing five of them - namely the ones that were just generic Chaos Lords with Magic Items that were originally available to all Characters. Those items are now back in the "army pool" so you can still build these characters if you wish.

Anyway, hope you enjoy this update, and many many thanks to my Patreons for your continued support as always!


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  • Daemonic: Models that are not mounts have a 5+ Ward save which gets reduced to a 6+ Ward save against non-magical attacks. Do not have Immunity (Poisoned Attacks).
  • Mark of Nurgle does not suffer Init penalties. Increased the cost of many units.
  • New Magic Lore: Lore of Chaos
  • Added 6 new spells to each magic lore, reworked most of the old spells.
  • Added dozens of new magic items.
  • Daemon Prince is a Monstrous Creature, costs 250 pts. Daemon Prince of Khorne may take up to 100 pts of items.
  • Exalted Heroes may not ride Manticore.
  • Marauder Chieftains may be BSB. Can take bows, shortbows, javelins or throwing axes.
  • Bloodfuelled Prayers: A model with this special rule knows the three Bloodfuelled Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the prayer is answered and takes immediate effect.
  • Blood Bind: The Slaughterpriest and their unit add +D6 to their charge range this turn.
  • Blood Boil: One enemy unit in base contact suffers D3 Strength 5 Hits which Ignores Armour saves.
  • Bloodhex: All enemy units in base contact with the Slaughterpriest suffer -1 to their Strength (to a minimum of 1) until the start of your next turn.
  • Slaughterpriests costs 145 points.
  • New Hero: Skullgrinder
  • New Mount: Karkadrak
  • New Mount: Rot Beast
  • New Mount: Rot Fly
  • New Mount: Serpent of Slaanesh
  • Increased cost of great weapons.
  • Chaos Warriors may only take shields with hand weapons or polearms.
  • You may upgrade one unit of Marauders or Marauder Horsemen to Marauder Champions for every Marauder Chieftain in your army.
  • Marauders may take spears.
  • Marauder Hunters cost 7 pts. Javelins/shortbows are free. Can take normal bows. Can only take shields with javelins.
  • Cultists may not take light armour or throwing weapons.
  • Chosen can take Ensorcelled weapons.
  • Chaos Knights have hand weapons by default, cost 30 pts. Can take light lances. Ensorcelled weapons cost the same as heavy lances. Chaos Armour costs 4 pts.
  • Chariots may take standard bearers. Increased cost of Chaos Armour.
  • Skin Wolves may take a Leader. Increased cost of Marks.
  • Increased cost of Marks and great weapons on Chaos Ogres. May take bucklers and Magic Standard. Cost 27 pts.
  • Troll Vomit: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit which Ignores Armour Saves after resolving all their normal Attacks. This cannot be used with supporting attacks.
  • Chaos Ogres can take Magic Standards.
  • Chaos Trolls cost 46 pts. Reduced cost of light armour.
  • Dragon Ogres are a Rare Unit. May take medium armour.
  • Storm Rage: Dragon Ogres have the Immunity (Lightning Attacks) special rule. In addition, if they are hit with a Lightning Attack, they immediately gain the Frenzy special rule.
  • You may take one unit of Dragon Ogres as a Special Unit instead of a Rare Unit for every Dragon Ogre Shaggoth in your army.
  • Varanguard have light lances by default, cost 68pts. May take a Magic Standard up to 75 pts. Increased costs of Marks.
  • Putrid Blightkings may not be upgraded to Skirmishers.
  • Skullcrushers have light lances by default, cost 75 pts.
  • A unit of Fatemasters is a Level 1 Wizard that can use spells from the Lore of Tzeentch.
  • Favour of the Ruinous Powers requires taking a Leadership test instead of being a bound spell. Have a range of 6".
  • Dragon Ogre Shaggoth have the Storm Call special rule: Innate Bound Spell, power level 5. Storm Call is a direct damage spell that targets all units within a 6" radius (friend or foe). The target units suffer D3 Strength 4 Hits with the Lightning Attacks special rule. Costs 235 pts.
  • Slaughterbrutes has Mark of Khorne, costs 220 pts.
  • Mutalith Vortex Beast has Mark of Tzeentch, costs 255 pts.
  • Aura of Mutation: At the start of each of your Magic phases, roll a D6 for each unit within 6" (friend or foe), and consult the table below to discover how many Toughness tests the target must take. Gift of Mutations affects Movement instead of Initiative. Maelstrom of Change scatters D3".
  • New Special Unit: Fomoroid Crusher
  • New Special Unit: Wilderfiend
  • New Special Unit: Mindstealer Sphiranx
  • New Rare Unit: Warpfire Dragon
  • New Rare Unit: Rot Knights
  • New Rare Unit: Toad Dragon
  • New Rare Unit: Slickblade Seekers
  • New Special Character: Abraxia, Spear of the Everchosen
  • New Special Character: Marakarr Blood-Sky
  • Vardek Crom may take 50 pts of magic items.
  • Wulfrik the Wanderer has the Sword of Torgald.
  • Atarus may take 50 pts of magic items.
  • If Kholek Suneater in in your army, you may take units of Dragon Ogres as Special Units instead of Rare Units.
  • Skarr Bloodwrath has light armour.
  • Removed Hrothgar Daemonaxe.
  • Removed Haargroth.
  • Tamurkhan is not mounted by default.
  • The Glottkin do not gain extra attacks from Otto Glott, costs 850 pts.
  • Gutrot Spume may take 50 pts of magic items.
  • Kayzk the Befouled have the Sword of Filth and Icon of Decay. Costs 315 pts.
  • Valnir the Reaper is a Hero. Costs 235 pts.
  • Removed Feytor the Tainted.
  • Plaguestrangler Vilestench may take 50 pts of magic items.
  • Removed Styrkaar.
  • Removed Melekh.

Sunday, 28 July 2024

Warhammer Dark Elves 1.7 out now!

Patch notes:

  • Fixed bug with Supreme Sorceress missing Manticore option.
  • Fixed bug with Death Hag missing Cauldron of Blood option.
  • Show no Weakness: Each unsaved Wound caused by a Fleetmaster counts as two Wounds when calculating combat resolution. In addition, a Fleetmaster must always accept challenges. While fighting challenges, the Fleetmaster may re-roll all failed rolls To Hit.
  • Crossbows for Dark Riders cost 5 pts.
  • Shadowstalkers are Loners.
  • Melusai Ironscale is Large Infantry, have medium armour and natural armour 6+.
  • Hand of Khaine Gift: All enemy units in base contact suffer a -1 penalty to their Weapon Skill and Initiative.
  • Bloodwrack Shrine has Natural Armour (6+) and polearms.
  • Melusai have Hatred (High Elves) instead of Slaanesh.
  • Reduced the cost of some Hydra upgrades.
  • Shades may not take 2HW, standards or musician.
  • Shadowstalkers may replace throwing weapons with handbows.
  • Enchanting Beauty: All models suffer -1 To Hit against Morathi in close combat.
  • Fixed a multitude of smaller bugs.
  • Heartrender and the Darksword: Magic Weapon. Light lance. Hits from this weapon have the Killing Blow special rule in the turn Morathi charges. In addition, a Monstrous Creature, Monster or character that suffers one or more Hits reduces its Attacks, Strength and Toughness characteristics by one (to a minimum of 1) for each unsaved Wound for the remainder of the close combat phase.
  • Rending Stars are S5.
  • Removed Bloodbane Venom.
  • Removed Rune of Dhar.
  • A model with Manbane will always automatically Wound. Costs 15 pts.
  • Cry of War: All enemy units in base contact with the wearer suffer -1 To Hit in the first round of close combat. This has no effect on models with Immunity (Psychology). Costs 25 pts.
  • Black Lotus: Each unsaved Wound caused in Close Combat counts as two for the purpose of combat resolution. Costs 25 pts.
  • Khainite Pendant. The model may attempt to use two Blood Rites this turn. Costs 10 pts.
  • Executioner's Axe costs 45 pts.
  • Hydra Blade costs 20 pts.
  • Chillblade costs 50 pts.
  • Heartseeker costs 15 pts.
  • Shadracar's Fang costs 20 pts.
  • Draich of Dark Power costs 20 pts.
  • Dagger of Hotek costs 10 pts.
  • Lifetaker ignores all To Hit modifiers.
  • Shadesilver costs 20 pts.
  • Shade Claw: The wielder of this weapon gains the Ignores Armour saves special rule. In addition, no Parry saves may be taken against it. Costs 30 pts.
  • The model can choose to use the Web of Shadows in addition to their normal attacks.
  • Soulrender costs 15 pts.
  • Rubric of Dark Dimensions: The target models must pass a Strength test for each Wound on their profile or suffer a Wound which Ignores Armour Saves.
  • The wearer of the Cloak of Dark Souls gains the Hidden and Scouts special rule. Costs 10 pts.
  • Gem of Nightmares costs 5 pts.
  • Pearl of Infinite Bleakness: In addition, any enemy unit in base contact with the bearer suffer -1 to their Leadership. This has no effect on models with Immunity (Psychology). Cost 30 pts.
  • Armour of Living Death costs 35 pts. Does not have any additional penalty for being on a Cold One.
  • Cloak of Hag Graef costs 25 pts.
  • Whenever the bearer suffers a miscast, the Gem of Spite inflicts a single Strength 6 hit on every enemy Wizard within 18". Costs 15 pts.
  • Sacrificial Dagger works on a 2+.
  • Wand of the Kharaidon: When casting the Doombolt spell from the Lore of Dark Magic, you may re-roll the number of Hits caused. Cost 15 pts.
  • Black Staff: Whenever the bearer casts a spell, they may add an additional free power dice to the result after rolling the dice. However, if this extra dice rolls a 1, the Wizard suffers 1 Wound which Ignores Armour Saves.
  • In addition, each time the bearer of the Black Amulet makes a successful Ward save in close combat, the Black Amulet inflicts one Wound which Ignores Armour saves on the opponent that struck the blow.
  • Ring of Hotek has a 12" range.
  • The Crown of Black Iron gives the bearer a 5+ Ward save, +1 Leadership and the Magic Resistance (1) special rule. Costs 50 pts.
  • Soul Shadows Standard costs 10 pts.
  • Banner of Murder: The unit carrying this standard adds an additional D6" to their charge range. Costs 25 pts.
  • Standard of Har Ganeth costs 25 pts.
  • Beast Armour of Clar Karond: Magic Armour. Heavy armour. This armour allows Rakarth to re-roll failed armour saves.
  • Crone Hellebron costs 280 pts.
  • Kouran Darkhand costs 140 pts.
  • Removed Daring Leap.
  • Murderous Swashbuckler: If Lokhir makes a successful Parry save, he may immediately make an additional Attack back against the model that struck the blow.
  • Crimson Shard costs 10 pts.
  • Crystal of Midnight: Nominate another enemy Wizard within 12" at the start of any Dark Elves turn. The Wizard must pass a Leadership test on 3D6 or lose one randomly determined spell for the rest of the battle. Costs 20 pts. Is no longer one use only.
  • Manbane, Black Lotus and Dark Venom are Khainite Assassin only.
  • The wearer of the Cloak of Twilight has a Ward save (2+) against Wounds caused by enemy shooting attacks and spells. Model on foot only. Costs 15 pts. Is a Talisman.
  • Corsairs and Sisters of Slaughter pay 1 pt for Skirmish upgrade.

Monday, 15 July 2024

Warhammer Dark Elves 1.7 (beta) out now!

This ended up both a quicker and larger update than I had planned! While it is light on new units, it does contain quite a bit of changes to the existing rules. The biggest one is arguably the change to the repeater crossbow - in editions past it's main advantage was that it could outshoot nearly every other weapon in terms of shots, but with regular bows also having that ability now, it's looking a lot less special. In order to separate it from regular bows a bit more, make it consistent with other similar repeater weapons and really get the "fill the sky with a rain of bolts" feel; I've changed it accordingly. It now fires 3 shots instead of 2 and also do not suffer -1 to Hit for doing so, meaning it will now score a lot more hits than before. In order to balance this out, it's reduced to Strength 2 (which fits with it shooting smaller bolts quickly compared to a bow or normal crossbow) and is no longer armour piercing. On the whole, it will be on par with the old version in terms of damage output, except that it is slightly better against Toughness 3 and low armour, and slightly worse against Toughness 4 and heavier armour. If you choose to move and shoot, it's better in almost every way compared to the old crossbow.

Most of the other changes are fairly minor, but should help out to better balance the various units in the army. Hope you enjoy most of the changes, and as always, many thanks to my Patreon supporters!

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Patch notes:

  • Elven Grace can be used by mounted models. Increased the cost of cavalry.
  • Eternal Hatred: Models with this special rule have the Hatred special rule in addition to Hatred (High Elves).
  • Repeater Crossbows renamed to Deathrain Crosssbows. Have S2, Multiple Shots (3), Rapid Fire. Are no longer armour piercing.
  • Repeater handbows have S2, Multiple Shots (3), Rapid Fire.
  • Added 6 new spells to Dark Magic, and rebalanced the old ones.
  • Added over a dozen new Magic Items and Gifts of Khaine.
  • Dreadlords and Masters have light armour by default.
  • Hag Queens and Death Hags have hand weapon by default, can choose additional hand weapon or polearm.
  • Sorceresses may use all Winds of Magic.
  • Beastmasters may take light armour.
  • Disciples of Khaine may take Gifts of Khaine. Have Blessing of Khaine special rule. Cost 100 pts.
  • Blood Rites require Ld tests, are not bound spells. Reworked the effects of all Blood Rites.
  • Assassins and Melusai Ironscale may take Magic Items.
  • High Gladiatrix may take bucklers instead of shields. May take polearm. Have Killing Blow instead of Killing Stroke. Costs 145 pts.
  • Manticore's Iron-hard skin gives a 5+ save.
  • Removed City Guard.
  • Repeater handbows costs 2 pts for Corsairs.
  • Corsairs have Slavers: Whenever a unit containing at least 5 models with this special rule breaks an enemy unit in close combat and pursues them, the fleeing unit must re-roll the highest result on their flee roll.
  • Dark Riders: Decreased cost of shields. Increased cost of crossbows.
  • Decreased cost of light armour for Witch Elves.
  • Sister of Slaughters have bucklers, not shields.
  • Dance of Death: Models with this special rule have the Dodge (5+) special rule in close combat and can re-roll failed Dodge saves. In addition, at the start of each round of close combat, each unit with this special rule chooses one enemy unit in base contact. That unit gains no Rank Bonus and cannot make Parry saves this turn.
  • The Trial of Blades: Models with this rule receive +1 To Hit and To Wound if at least one enemy model in base contact with the unit has a Weapon Skill characteristic of 5+ and/or a Strength characteristic of 4+.
  • Executioners costs 15 pts.
  • Shades may take a Magic Standard. Cannot take great weapons.
  • Khinerai have Fight and Flight: In any close combat phase in which a unit with this special rule does not break or break their enemy, it may choose to disengage from combat instead of doing a combat reform (if the unit lost the combat they must pass a Leadership test just like when attempting to Reform from Defeat). If the unit manages to disengage from combat, the unit will make a Flee move as if it had broken from combat. This Flee move follows the rules for Feigned Flight. After finishing its move, the unit rallies automatically. The enemy unit is not allowed to Pursue, but may make a Combat Reform as normal.
  • If a Monstrous Creature or Monster is Hit by this weapon but survives, it must immediately turn and move D6" towards the Scourgerunner Chariot, stopping within 1" of other units or impassable terrain. In its following turn, the target may choose to either suffer 1 Wound with no saves allowed or be forced to keep moving D6" towards the Scourgerunner Chariot instead of moving normally.
  • Melusai have Heartshard Glaives: Polearm. All attacks made with this weapon have the Magical Attacks and Killing Blow special rules.
  • Melusai have medium armour by default. Can replace Heartshard Glaives with light armour and Heartseeker bows for +2 pts. Have Natural Armour (6+), Vanguard, BS5, S3. Costs 28 pts.
  • Khinerai have normal shields, costs 15 pts.
  • Medusa have Natural Armour (6+). Have a polearm instead of spear. Costs 60 pts. Stare has Multiple Shots (5).
  • Black Guard may take a Magic Standard up to 75 pts.
  • New Rare Unit: Shadowstalkers
  • Bloodwrack Shrine costs 140 pts. Aura of Agony: Enemy units within 6" suffer a -2 penalty to their Weapon Skill and Initiative and Leadership.
  • A unit of Doomfire Warlocks is a Level 1 Wizard that can use spells from the Lore of Shadow, Death or Dark Magic.
  • Doomfire Warlocks barding is free. Have a regular 4+ ward.
  • Added multiple upgrades to the War Hydra.
  • Kharibdyss has the Multiple Wounds (D3) special rule.
  • Feast of Bones: Roll a D6 for each unsaved Wound caused by this model. On the roll of a 6+, the Kharibdyss regains 1 Wound lost previously during the game.
  • Avatar of Khaine have a 5+ Ward save. Costs 250 points.
  • Idol of Worship: All friendly Dark Elves within 12" of an Avatar of Khaine gain +1 Leadership.
  • Malekith costs 495 pts.
  • Crone Hellebron has light armour.
  • Rakarth is a Lord choice, costs 445 pts.
  • Lokhir Fellheart has Regeneration (6+), costs 150 pts.
  • New Special Character: Krethusa the Croneseer
  • New Special Character: Mengil Manhide