Wednesday, 30 July 2025

Warhammer - The Empire 1.7 out now!

This update is essentially a double-feature since what was intended to just be an update for Cult of Ulric ended being one for the Empire as well. In short - the two have been merged into a single army list. The reason for this is because there was so much overlap between them that they are better off just being a set of "side-rules" rather than a stand-alone list. This means that both the Empire and the Cult of Ulric now have a bigger amount of options available to them compared to the old version.

The Cult of Ulric now works in that you can choose your army to be a Cult of Ulric list, which opens up new options (Ulricans) while closing off others (Sigmarites). So it's pretty much a zero-sum game which one you choose. For the Cult of Ulric, there are two removals in terms of units compared to the old list. The first is the Brotherhood of the Axe (since Teutogen Guard are now an upgrade limited to Ar-Ulric, and upgrading the upgrade is bit much). Besides, White Wolves will be fieldable on foot as a normal special unit, and they can already be upgraded with full plate and inner circle anyway. The second is the Children of Ulric - the lore just does not really support them being part of the army. If anyone wants to still field them, I suggest they either keep the old version, or just import the Ulfwerenar from the Norsca list.

As for the main Empire list, it's mainly a collection of minor tweaks and points costs adjustments. The biggest change is that of the Steam Tank. Instead of only working in your turn, it now generates Steam Points in both players' turn, and can generate up to 6 of them. It also gains a bonus to charging meaning it's harder to avoid it, and it has a more lenient mishap table that won't debilitate it as much. Lastly, it can even pursue in combat. It has seen a nerf in that it causes less impact hits on the charge and stomps like a Monster, but is overall much more versatile than before.

Hope you enjoy the update, and many thanks to my Patreons for your support as always!
 

The Empire Patch Notes:

  • Knights of the White Wolf may be fielded as Infantry or Monstrous Cavalry. Monstrous Cavalry ride Winter Wolves and may only be fielded in a Cult of Ulric army.
  • Knights of the Blazing Sun must take shields.
  • Added multiple new magic items from the Old World, Warhammer Quest and WFRP.
  • Removed Cold Iron Blade.
  • Sword of Sigismund costs 25 pts.
  • Removed Griffon Claw.
  • Sword of Righteous Steel costs 15 pts.
  • Mace of Helsturm have Flaming Attacks by default. Arch Lector only. Great weapon. The wielder of this weapon gains the Flaming Attacks special rule. In addition, each natural roll of 6 to hit causes that attack to be resolved at Strength 10 and with the Multiple Wounds (D3) special rule. Costs 25 pts.
  • Removed Blessed Sword.
  • The Armour of Meteoric Iron is a heavy armour.
  • The Gilded Armour moved to the Magic Armour section.
  • Aldred’s Casket of Sorcery only works on spells up to Level 2 (excluding Signature spells).
  • Blessed Silver Hammer: One use only. This item can be used at the start of any round of close combat. All enemy models in base contact with the bearer suffer a Strength 4 hit. Daemons, Undead and Vampires suffer a Strength 5 hit instead.
  • Von Mecklenburg's Enchanted Shot costs 10 pts.
  • Sheen of Truesilver works against MI and MB as well.
  • The Silver Horn contains an augment spell that targets all friendly units within 12". The target units gain the Immunity (Psychology) special rule until the start of your next Magic phase. Costs 25 pts.
  • The Imperial Banner costs 55 pts.
  • Flag of the Conqueror costs 40 pts.
  • The unit carrying the Banner of Sigismund gains the Stubborn special rule and may re-roll failed Break tests. Costs 35 points.
  • Removed Black Skull of the Caliph.
  • Generals/Captains may take crossbows and repeater handguns/pistols.
  • Wizard Lord renamed to Battle Wizard Lord.
  • Arch Lectors have WS5, I5 and A3, costs 135 pts.
  • Shield of Faith: The model and any unit they are with gain a 5+ Ward save in close combat until the start your next turn.
  • Witch Hunters may take handguns.
  • Pigeon bombs have a range of 24", cost 15 pts.
  • Demigryphs have Mighty Blow (1), do not have barding by default. Cost 58 pts.
  • Halberdiers are Unit Size 15+.
  • Spearmen are Unit Size 20+.
  • Swordsmen are Unit Size 15+.
  • Free Company Militia have hand weapons by default. Costs 2.5 pts. You may not have more units of Free Company Militia than you have units with the State Troops special rule.
  • Demilancers may take pistols.
  • New Core Unit: Roadwardens
  • New Core Unit: Hunting Hounds. They are not Fast Cavalry or Forest Striders. Are Unit Size 10+.
  • Greatswords cost 10 pts.
  • Leaders for Greatswords and Foot Knights may take a pistol.
  • Sisters of Sigmar may include an Augur: An Augur counts as being part of the unit's Command Group. A unit with an Augur may re-roll 1's To Hit and To Wound in close combat.
  • Imperial Dwarfs have Dwarf-crafted: Models with this special rule re-roll 1's when rolling To Hit with missile weapons. Crossbows and handguns cost 6 pts.
  • Ogre pistols cost 6 pts.
  • Additional crew for war machines cost 5 pts.
  • Demigryph Knights do not have barding by default, cost 60 pts. Barding costs 6 pts.
  • Steam Tanks have Immunity (Poisoned Attacks), Obstacle Strider and Unbreakable.
  • The Steam Engine can be used at the start of each player's turn, not only the owning player's.
  • Steam Cannons can fire within the model's front arc as normal.
  • The Steam Tank generates Steam Points in both players' turns.
  • The Steam Tank can generate up to 6 Steam Points per turn.
  • Reworked the Mishap table so that the worse results are rarer, and the results themselves are not as disabling.
  • It gains +D6 Movement when charging. If the charge fails, it moves D3" for every Steam Point used. It does not gain additional Impact Hits based on the number of Steam Points used. 
  • If the Steam Tank is in close combat with an enemy unit to its front, it can expend Steam Points in the Steam Engine to inflict D3 Stomps like a Monster on that unit for each Steam Point expended in this way. 
  • If the Steam Tank chooses to overrun or pursue a fleeing enemy, it moves D3" for every Steam Point expended in the close combat phase this round. It otherwise automatically restrains.
  • Sigmar’s Hammer inflicts 2D6 Impact Hits. It causes D3 Stomps like other tanks. It can use up to 4 Steam Points in each Movement or Close Combat phase.
  • Balthasar Gelt is on foot by default, costs 320 pts. Quicksilver has the Swift as the Wind upgrade.
  • Thyrus Gormann is on foot by default, costs 325 pts.
  • Volkmar the Grim has I5, A3. Has medium armour. Costs 205 pts.
  • Aldebrand's Hawk has a range of 24".
  • Aldebrand has Shrewd Tactician: After finishing deployment, but before Vanguard movement is made, you may choose redeploy up to D3 of your units to a new position up to 6" away from their original position.
  • Aldebrand costs 200 pts.
  • New Special Character: General Hans von Löwenhacke
  • New Special Character: Harald Gemunsen, Grand Master of the Knights Panther
  • Magnus the Pious does not have Magic Items by default, can take 50 pts of items.
  • The Amber Bow has the Ignores Armour Saves special rules against Monstrous Creatures and Monsters.
  • Monster Hunter: Models with this special rule re-roll all failed To Wound rolls against Monstrous Creatures and Monsters.
  • Luthor Huss has the Hammer of Ensorcelled Iron: Magic Weapon. Great weapon. This weapon allows the wielder to re-roll failed rolls To Wound. Costs 180 pts.
  • Valten may only take a mount if armed with Ghal Maraz.
  • Ludwig has Killing Blow, costs 170 pts.
  • The Sword of Justice gives the wielder +1 Attack. In addition, nominate one enemy character or monster at the beginning of the game. Attacks with the Sword of Justice gains +1 To Hit and can re-roll failed To Wound rolls in close combat when attacking the nominated model.


Cult of Ulric Patch Notes:

  • You may choose to field your army as the Cult of Ulric. If you do, your Army General must have the Crush the Weak special rule. A Cult of Ulric army may not take magic items marked "Sigmarite only" or include Sisters of Sigmar. 
  • Crush the Weak: The models have the Hatred special rule against enemy models with a lower Weapon Skill, Strength, Toughness or Leadership characteristic than they have.
  • Storm Hammer follows the rules for cavalry hammers.
  • New Magic Item: Armour of the Knight Eternal
  • New Magic Item: Helm of the Skavenslayer
  • New Magic Item: Horn of the White Wolf
  • Removed Seneschals
  • Priests of Ulric replaces Arch Lectors/Priests of Sigmar.
  • The War Altar of Ulric replaces the War Altar of Sigmar. Costs 150 pts. May not take Winter Wolves drawing it.
  • Warriors of Ulric are an upgrade to Free Company Militia. Have WS4. May take a magic standard up to 25 pts.
  • Wolf Kin replaces Flagellants. Have Crush the Weak and Frenzy instead of Hatred.
  • Winter Wolves replace Demigryphs.
  • Removed Brotherhood of the Axe
  • Removed Children of Ulric
  • Boris Todbringer has the Crush the Weak special rule.
  • The Swords of Ulric: If Boris Todbringer is included in your army, you may upgrade one unit of Swordsmen to the Swords of Ulric for +1 point per model. This unit gains the Frenzy special rule in the first round of close combat as well as the Crush the Weak and Hatred (Beastmen) special rules.
  • The Teutogen Guard: If Emil Valgeir is included in your army, you may upgrade one unit of Imperial Foot Knigths with the Knights of the White Wolf upgrade to the Teutogen Guard for +1 point per model. This unit gains the Immunity (Flaming Attacks) and Stubborn special rules.
  • If Emil Valgeir is included in your army, he must be the Army General, and your army must be a Cult of Ulric.
  • Removed Rein Volkhard, Heinrich von Torlichhelm and Vorn Thugenheim since they can be built through regular characters.

Sunday, 13 July 2025

Warhammer - Amazons 1.5 out now!

This is another fairly hefty update in terms of changes, mostly buffing the army. First up, Guerilla Tactics (now Warfare) has been divided up into three sub-rules. Serpent's Strike (based on the Savage Fury rules from Amazons in Mordheim) gives them Devastating charge, giving you more of an incentive to get the charge with them, and gives an additional bonus for flanking.

Predator's Feint is the new version of the old rule - this allows you to "flee" without having to pass a break test first, meaning you can get out of combats more easily. This has been balanced by allowing the enemy to pursue as normal, but Amazons also gain a bonus to their flee rolls to make them more adapt at running away voluntarily. Essentially, it's a "get the hell out of dodge" card you can pull when you find your chances of survival better by legging it instead of staying stuck in a combat you cannot win - and can be used to set up charge traps against the pursuing enemy unit.

Lastly is Hunter's Step - allowing you to shoot, and then move backwards after. This allows the Amazons to move out of range of enemy missile fire or charge range, which helps offset their lack of armour.

Other large changes to the army are regarding their High Age Artefacts - these are all AP(2) now making them better against armour than handguns and pistols. I've also moved them around a bit so the Piranha Warriors are dedicated short range skirmishers, while the eagle warriors can form a long range defensive unit. 

Amulets of the Moon have been changed as well - they no longer offer a ward save, but instead work in combat, giving the Amazons some needed protection there. A new defensive item for them is Enchanted Charms (also from Mordheim) which gives them a 6+ ward save and Magic Resistance (1).

On the subject of magic; I've decided to remove the Lore of the Serpents - this was originally called "Amazon Rituals" in Mordheim, and was then turned into a magic lore in 6th ed with the same spells. The issue with it, apart from only having 7 spells, is that it has no actual theme per say and is just a random mix of various jungle/wind spells, which is already mostly covered by the Winds of Magic in the Main Rulebook. Instead, I've chosen to give the Amazons access to all the Winds of Magic - which makes sense considering they were the servants of the Old Ones, and none of the lore would really feel out of place for them either. So while they lose their own lore, they have instead gained access to twice as many lores from the main rulebook - I'd call that an overall win.

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

 

Patch notes:

  • Renamed Garland Warfare to Sacrificial Hunt.
  • Guerrilla Warfare: The following applies to models with this special rule:
  • Serpent's Strike: Models with this rule gain the Devastating Charge special rule. In any turn in which they successfully charge an enemy unit in the flank or rear, they may re-roll 1's To Hit and To Wound.
  • Predator's Feint: In the first round of close combat in which a unit with this special rule does not win the combat or the enemy passes their Break test, it may choose to disengage from combat instead of taking a Break test or making a combat reform. Units affected by Frenzy cannot attempt to disengage from combat. If the unit chooses to disengage, it makes a Flee move as if it had broken from combat. However, this does not cause Panic for breaking within 6" of friendly units. The enemy unit may only choose to pursue if they won the combat. In addition, whenever a unit with this rule chooses Flee as a charge reaction or to disengage from combat, it gains +1 to its Flee distance.
  • Hunter's Step: Unless it charged, marched or fled during the Movement phase of its turn, a unit with the Fast Cavalry or Skirmishers special rules armed with missile weapons may move up to its Movement value directly backwards after resolving its missile attacks in its Shooting phase.
  • New Army Special Rule: Enchanted Charms: A model with Enchanted Charms has a 6+ Ward save and the Magic Resistance (1) special rule.
  • Claws of the Old Ones, Sun Gauntlets and Sunstaffs are Armour Piercing (2). 
  • Sun Gauntlets do not give +1 Attack.
  • All missile and close combat attacks targeting a model with an Amulet of the Moon suffer -1 to Hit. Increased the cost for characters.
  • Removed Lore of the Serpents. Serpent Priestesses can choose spells from any Wind of Magic.
  • Stunning Rod replaced by Moonblade.
  • New Magic Item: Death Whistle: Any enemy unit that is charged by the bearer of this item must take a Terror test.
  • Increased the cost of great weapons.
  • Spears for Amazon Warriors cost 0.5 pts. They are Unit Size 15+.
  • Amazon Archers are a separate unit.
  • Skirmishers pay 1 pt for slings and blowpipes.
  • Huntresses do not have shields by default cost 12 pts. Shortbows are free.
  • Piranha Warriors can take Sun Gauntlets, not Sunstaffs. Removed Koka. May take Enchanted Charms.
  • Eagle Warriors have Immunity (Psychology) and BS4, costs 8 pts. Can replace spears with Sunstaffs, cannot take Sun Gauntlets. May take Enchanted Charms.
  • Jaguar Warriors have A1 and Mighty Blow (1), costs 8 pts. Cannot take additional hand weapon, can take paired Claws of the Old Ones. May take Enchanted Charms.
  • Renamed Jungle Stalkers to Python Warriors. Have Ld8, costs 12 pts. May take Amulets of the Moon and Enchanted Charms.
  • Shortbows for Culchan Riders is free. May take Amulets of the Moon and Enchanted Charms.
  • Cold One Riders may not take Claws of the Old Ones. May take light armour, Koka and Enchanted Charms.
  • Stegadon has Giant Bow by default. Added upgrades from the Lizardmen book.