Sunday, 24 May 2026

Warhammer: Hobgoblins 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added multiple magic items previously in the Main Rulebook.
  • Removed bows.
  • Great Shamans have WS4, I3, A2, cost 155 pts.
  • Hobhounds cost 6 pts.
  • You may take not 2 Bolt Throwas as a single Special choice.
  • Giant Bow has a range of 28/42", is Cumbersome.
  • Rokkit Launcha costs 80 pts.
  • Summon Dread Maw: Level 4, cast on 12+.
  • Hobgobla Khan costs 225 pts.
  • Removed Oglah Khan (will be moved to RoR expansion).

Saturday, 23 May 2026

Warhammer: Albion 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Bows are replaced with shortbows.
  • Warleaders renamed to Chieftains. Chieftains renamed to Champions.
  • Truthsayers/Wyrd Druids have WS4/3, S3, T3, I3, A2/1, Ld7/8, cost 170/75 pts.
  • Javelins for Warriors and Woad Raiders cost 1 pt. 2 pts for Hearth Guard.
  • War Hounds cost 5 pts, handlers cost 10 pts.
  • Removed requirement to take a Wizard to take Fenbeasts.
  • Half Giant great weapons cost 6 pts.
  • Half Giants/Centaurs are Independent, cost 35/19 pts.
  • Druid Neophytes have Ld7, cost 9 pts.
  • Woad Paint for Giants/Bonegrinders cost 20/35 pts. 
  • Dural Durak costs 285 pts.
  • Morrigan has S3, costs 295 pts.

Friday, 22 May 2026

Warhammer: Norsca 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Blood Rage: Whenever a model with this special rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat and count each of their ranks as double for the purpose of Steadfast. 
  • Replaced bows with shortbows.
  • Skallagrim's Banner costs 30 pts.
  • Jarl/Hersir costs 95/55 pts.
  • Vitki has WS4, T3, I4, A, cost 160 pts.
  • Skalds are not musicians.
  • Beastmaster costs 40 pts.
  • Valkyries do not have equipment by default, can take fur cloak.
  • Bowmen cost 5 pts.
  • You may not take more units of Bowmen than you have units of Bondsmen and/or Marauders.
  • Reavers cost 7 pts.
  • Slings for Thralls cost 1 pt.
  • War Wolves cost 6 pts.
  • Hunters cost 9 pts.
  • Add. hand weapons and shields for Frost Giants cost 10 pts. Armour costs 15/30 pts.
  • War Mammoth light armour costs 30 pts.
  • Removed Beorg Bearstruck (will be moved to RoR expansion).
  • Erik Redaxe costs 265 ps.
  • Flóki 'Lostson'  costs 140 pts.
  • Njal Troelson costs 155 pts.
  • Fenrir Wolfclaw costs 235 pts.
  • Styrmir Rimefrost costs 460 pts.

Thursday, 21 May 2026

Warhammer: Nippon 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • A Katana gives the wielder +1 To Wound, not armour piercing.
  • Smoke Bombs: A unit with Smoke Bombs may use them at the end of any Close Combat phase in which they take part. If they do so, the unit may disengage from combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn. 
  • Dragon Claw Katana costs 45 pts.
  • Divine Slashing Blade costs 20 pts.
  • Drum of Water costs 25 pts.
  • Fan of Command is Daimyo or Taisho only. 
  • Imperial Standard costs 55 pts.
  • Mirumoto's Battle Standard costs 50 pts.
  • Daimyo/Taisho cost 95/55 pts.
  • Master Onmyoji has WS4, T3, I4, A, cost 160 pts.
  • Onmyoji may use Beasts and Metal.
  • Hatamoto costs 40 pts.
  • Yamabushi costs 95 pts.
  • Warrior Monk Cavalry may take longbows or handguns.
  • Komainu Riders have cheaper weapon options.
  • Ozutsu have S6, not armour armour piercing.
  • Oni great weapons cost 6 pts. Have Daemonic Instability instead of Unstable.
  • Blessings of the Kami: Enchanted Item. Bound spells (Level 1, cast on 6+).  Does not give +1 Power Dice to the pool.
  • Armour of Iron Resolve: Magic Armour. Heavy armour. The wearer gains +1 Toughness and a Magical Ward (5+). Tokudaira Ieyasu costs 280 pts.
  • Sanada Naomasa costs 185 pts.
  • Akashi Sho costs 200 pts.
  • Kage Mask: Enchanted Item. This item gives Sarutori Hanzo the Fear special rule. In addition, it contains a Bound Spell (Level 1, cast on 3+). This is an augment spell that Sarutori Hanzo can cast on himself. He may immediately make a Fly move up 10", even if engaged in close combat, as if it were the Remaining Moves sub-phase.

Wednesday, 20 May 2026

Warhammer: Halflings 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • When a Halfling army attempts to dispel, they have a +1 bonus to all dispel attempts. Halflings no longer lose their dispel bonus if a Wizard is included in the army.
  • Added multiple magic items previously in the Main Rulebook.
  • Added the Epic Flail, Horn Of Ribald Tomfoolery and Trailblazer's Hauberk from the Dogs of War book. 
  • Terrance Chubbly's Enchanted Arrows cost 40 pts.
  • Darcie's Magical Thingimabob costs 35 pts.
  • Black Pepper Spray is a Talisman. All enemy models in base contact with the bearer of the black pepper spray must re-roll all successful rolls to Hit in the first round of close combat.
  • Four-Leaf Clover is an Enchanted item.
  • Herbalists have A0.
  • Ogre Bodyguard has A3.
  • Merged Rabble, Swordsmen and Spearmen into one unit with hand weapon by default.
  • Fieldwardens cost 6 pts.
  • Slings for Thieves cost 3 pts.
  • Swan Riders have W2, cost 20 pts.
  • Moot Ogres are Independent, cost 25 pts.
  • Reapers/Shearers may take flails.
  • Fireworks Cart costs 60 pts.
  • You may take 1-2 Hot Pots/ Fireworks Carts/ Shearers as a single Rare choice.
  • Hisme Stoutheart costs 175 pts.
  • Nicholas Warfoot costs 175 pts.
  • Removed Lumpin Croop (will be moved to RoR expansion).

Tuesday, 19 May 2026

Warhammer: Estalia 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added multiple magic items previously in the Main Rulebook.
  • Bows are replaced with shortbows.
  • Pistols of the Duel are S5, do not have an effect in combat. Cost 15 pts.
  • Grand Commander/Captain costs 90/50 pts.
  • Grand Mago has WS4, T3, I4, A2, costs 160 pts.
  • High Priest of Myrmidia has MR(1), costs 130 pts. Priest of Myrmidia costs 90 pts.
  • War Dogs cost 5 pts, Handlers cost 10 pts.
  • Muskets have S5, not armour piercing. Are ponderous.
  • Each Hit with a Grenade is multiplied into D3 Hits. Does not cause misfire damage.
  • Mountain Bandits cost 8 pts.
  • Ogres cost 27 pts. 
  • Ogre pistol has a range of 12/24", S5, not armor piercing.
  • Ogre handgun has a range of 18/36", S6, not armor piercing.
  • Blessed Cuirass: Magic Armour. Heavy armour. The wearer gains the Fly (10) special rule and a Magical Ward (4+), which may be re-rolled.

Monday, 18 May 2026

Warhammer: Araby 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Bows are replaced with shortbows.
  • Magus has WS4, T3, I4, A2, costs 160 pts.
  • Marid does not have Immunity (Ice Attacks).
  • Nomad Scouts have normal handguns, cost 11 pts.
  • Khalil al-Zahir costs 290 pts.
  • Layla bint Suraya costs 130 pts.
  • Mehmed Agha costs 120 pts.
  • The Golden Magus costs 365 pts.
  • Abdul Alhazred costs 160 pts.
  • Khar-mel costs 145 pts.
  • Removed Al Muktar (will be moved to RoR expansion).

Saturday, 16 May 2026

Warhammer: Amazons 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Bows are replaced with shortbows.
  • Crystalline Armour is a light armour, costs 30 pts.
  • Serpent High Priestess has S3, T3, Ld8, costs 160 pts. Priestess has WS3, BS3, S3, I3, Ld7, costs 65 pts.
  • Archers cost 5 pts.
  • Blowpipes are free for skirmishers. Poison upgrade for javelins cost 2 pts.
  • Jaguars cost 7 pts, beastmistress cost 10 pts.
  • Gorol and Ancient Sentinel great weapons cost 6 pts.
  • Giant Bow is Cumbersome, not Poisoned.
  • Lwaxana costs 305 pts.
  • Azura costs 185 pts.
  • Removed Anakonda (will be moved to RoR expansion).

Friday, 15 May 2026

Warhammer: Kislev 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Removed bows.
  • Ice Witches have WS4, I4, A2, Ld8, cost 160 pts.
  • Frost Maiden has Ld7.
  • Hag Mothers have WS4, I4, T3, A2, Ld8, cost 160 pts.
  • Removed Hag rule.
  • Supreme Patriarchs have MR(1), cost 130 pts. Patriarchs cost 90 pts.
  • Rangers/Hunters are not Loners. Have Forest Strider and longbows, cost 10 pts.
  • Medium armour for Druzhina costs 1.5 pts. 
  • Pistols for Winged Lancers/Gryphon Legion costs 2 pts.
  • Barding for Gryphon Legion costs 1 pt.
  • Light armour for Streltsi/Ice Guard cost 0.5 pts. 
  • Chekists cost 13 pts, are not Independent.
  • Brotherhood of the Bear are not Independent, cost 17 pts.. Have Forest Strider, Hill Strider.
  • Kvassnics are not Independent.
  • Reduced cost of missile weapons for war wagons.
  • Kostaltyn has MR(1), costs 170 pts.
  • Wolfbane contains the Urannon's Thunderbolt spell from the Lore of Heavens.
  • Mother Ostankya costs 285 pts.
  • Naryska Leysa costs 180 pts.
  • Tordimir Lubovasyn costs 160 pts.
  • Ulrika Magdova Staghov treats all rivers as Deadly Terrain unless she is mounted.

Thursday, 14 May 2026

Warhammer: Chaos Dwarfs 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated all spells to account for area and aura effects.
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Ash Cloud is a hex aura spell with a range of 18". Until the start of the caster's next Magic phase, all affected units within range suffer -1 To Hit in close combat and with missile attacks, may not march or fly, and must re-roll successful dangerous terrain tests. 
  • Lava Storm is a direct damage area spell with a range of 12". Place D3 small round templates anywhere within range. All models touched by each template suffer a Strength 5 hit with the Flaming Attacks and the Multiple Wounds (D3) special rules. Lvl 4, 14+ to cast.
  • Flames of Azgorh is a direct damage area spell with a range of 12" that uses the large round template. 
  • Removed Shadows of Hashut.
  • Increased cost of most Magic Armour.
  • Removed bows. 
  • If a unit of Daemons 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 Daemon suffers one additional Wound with no saves allowed. The Daemonic Instability test can use Inspiring Presence and/or Hold Your Ground as normal.
  • Blackshard armour no longer gives a +1 bonus to armour.
  • Fireglaives are S5, not armour piercing. Have the Ponderous special rule. Do not gain +1I.
  • Naptha bombs have S4, Ignores Armour Saves. Does not cause multiple hits. Cost 10 pts.
  • New Magic Item: Obsidian Blade. Removed Molten Blade.
  • Sorcerer-Prophets have S3, T4, I3, Ld9, cost 195 pts.
  • Overlords/Overseers cost 125/60 pts.
  • Bull Centaur Taur'ruk costs 140 pts.
  • Great Taurus is a Monstrous Beast, has WS4, S4, T4, W3, A. Mighty Blow (1). Costs 95 pts.
  • Orc Slaves have S4, not Mighty Blow. Cost 6 pts.
  • Slaves, Black Orcs and K’Daai are Independent.
  • Infernal Guard cost 11 pts.
  • Removed Acolytes of Hashut.
  • Bazuka has a range of 12/24”. Costs 25 pts. Inferno Guns have a range of 12/24”, S5, not armour piercing. Earthshaker Mortar costs 40 pts.
  • Black Orcs have A1 and medium armour by default, cost 12 pts.
  • Magma Cannons have a range of 6", cost 100 pts.
  • Deathshrieker Rockets follow the rules for normal rocket launchers.
  • Steam cannonade has a range of 12/24", not armour piercing. Has Rapid Fire.
  • Immortals cost 16 pts.
  • Dreadquake Mortar costs 130 pts. Removed Slow Reload.
  • Doomfire: Any unit that suffers one or more casualties from this weapon must take a Panic test. If the unit suffered Heavy Casualties, it takes the test at -1 Leadership.
  • An Ogre Slave has the Fear and Natural Armour (6+) special rule. In addition, it increases the Unit Strength of the war machine by 3 rather than 1 and gives it Line of Sight (2).
  • Removed Mechanical Giant rule.
  • Kollossus has T7, Hellbound, Armour Piercing (1), Flaming Attacks, costs 250 pts. Can replace bane maces with Immolation Cannons. Replaced the other upgrades with new ones from AoS. Does not have Immunity (Poisoned Attacks).
  • Siege Armour gives the wearer +2 armour save against missile attacks to its front.
  • K'daai Destroyer has normal Frenzy, costs 265 pts.
  • Astragoth Ironhand has WS5, S4, T4, A2, costs 290 pts.
  • Zhatan the Black costs 275 pts.
  • Drazhoath the Ashen has WS5, S3, T4, I3, A2, Ld9, costs 560 pts.
  • Ironsworn have Armour Piercing (1) instead of Mighty Blow. 

Tuesday, 12 May 2026

Warhammer: Vampire Counts 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated all spells to account for area and aura effects.
  • Updated spell level and casting values for all bound spell items.
  • Vampiric models treat all rivers as Deadly Terrain unless they are mounted. 
  • Clarified which spells/items that target undead includes and excludes mounts.
  • Deathly Cabal is a Level 2 spell, 8+ to cast. Until the start of the caster's next Magic phase, the target gains the Magical Ward (6+) and Fear special rules.
  • Raise Dead is a Level 3 spell.
  • Wind of Undeath is a direct damage aura spell with a range of 12". Each unit within range suffer 2D6 Strength 3 Hits which Ignores Armour Saves. Does not summon Spirit Hosts. Cast on 13+.
  • Iron Sinews: The model may re-roll failed To Wound roll.
  • Increased the cost of most magic armours.
  • Armour of Night: This item causes any missile attacks targeted at the wearer or any unit they are with to suffer -1 To Hit.
  • Vampire Lords (except Necrarchs) are not Wizards by default.
  • Von Carstein Lords renamed to Counts, have S6, cost 190 pts. Heroes renamed to Scions.
  • Necrarch Lords renamed to Masters, Heroes renamed to Acolytes, have S4, cost 70 pts.
  • Lahmian Lords cost 175 pts. Lahmian Heroes renamed to Courtesans, have S4, cost 70 pts.
  • Blood Dragon Lords have S6, cost 215 pts. Blood Dragon Heroes renamed to Kastellans, cost 100 pts.
  • Strigoi Lords renamed to Ghoul Kings, have S6, cost 220 pts. Heroes renamed to Ghoul Princes.
  • Master Necromancer has WS4, T3, I4, A2 costs 160 pts.
  • Separated Wight Kings into Kings and Lords. Wight Kings have WS6, S5, W4, A4, cost 140 pts. Wight Lords have WS5, S5, costs 100 pts.
  • Skeleton Archer have shortbows, can take longbows.
  • Crypt Ghoul skirmish upgrade costs 1 pt.
  • Sylvanian Levy can take longbows.
  • Dire Wolves cost 5 pts.
  • Mournguls have a Magical Ward (4+).
  • Lahmian Handmaidens have S4, costs 18 pts. Throwing weapons cost 3 pts. Can take poisoned attacks.
  • Vlad von Carstein has S6, costs 450 pts.
  • Mannfred von Carstein has S6.
  • Removed the Devils of Swartzhafen.
  • Zacharias the Everliving costs 720 pts.
  • Walach Harkon has S6, costs 490 pts. Cannot take a Zombie Dragon.
  • Prince Vhordrai has S6, costs 615 pts.
  • Ushoran has S7, T7, costs 590 pts.
  • Heinrich Kemmler has S3, T3 costs 325 pts. Tomb Blade gives +1S.
  • Dieter Helsnicht has S3, T3, costs 310 pts.
  • Gormayne costs 170 pts. Pronounce Judgement now works on a D6 roll with a table, effects re-roll only 1’s.
  • Removed The Red Duke (Amour of Blood has been moved to the item pool), Dieter Helsnicht (Rod of Flaming Death has been moved to the item pool), Belladamma Volga, Radukar the Wolf, Lady Olynder, Kurdoss Valentian, Ivya Volga, Lady Annika, Kritza, Cado Ezechiar, Reikenor, Awlrach. The AoS models will be brought back in a separate expansion later on.
  • Krell has WS6, S5, W4, costs 235 pts. 

Monday, 11 May 2026

Warhammer: Tomb Kings 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated spell level and casting values for all bound spell items.
  • Units with the Arrows of Asaph special rule ignore all shooting modifiers that are not caused by magic items or spells.
  • Relic of the Desert Sun costs 20 pts.
  • Enkhil's Kanopi: Bound spell (Level 1, cast on 5+). This is a special aura spell with a range of 24". Roll a D6 for every 'remains in play' and active spell that lasts more than one turn within range: on a 2+ that spell is automatically dispelled. For each spell that is ended in this way, add D3 power dice to your power pool. Costs 35 pts.
  • Tapestry Of Conquered Lands costs 30 pts.
  • Icon Of The Sacred Eye costs 30 pts.
  • Tomb Kings cost 155 pts.
  • Tomb Prince has S5, cost 105 pts.
  • Liche High Priest has WS4, T3, I4, A2, cost 160 pts. May take light armour.
  • Bows replaced by shortbows.
  • Removed Skulls of the Foe.
  • Warsphinx and Necrosphinx are T7.
  • Removed Thundercrush Attack.
  • Settra the Imperishable costs 535 pts.
  • Khalida has S5, W4, costs 300 pts.
  • Khatep costs 330 pts.
  • Arkhan the Black has WS5, I4, costs 340 pts.

Sunday, 10 May 2026

Warhammer: Lizardmen 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated spell level and casting values for all bound spell items.
  • Removed Jungle Poisons by default. Reduced cost of all affected weapons accordingly. Units can take Firefly Frog Venom as an upgrade instead for 2 pts per model.
  • Unfathomable Presence costs 10 pts.
  • Removed Venom of the Firefly Frog magic item.
  • Slann Mage-Priests cost 365 pts.
  • Old-bloods/Scar-Veterans have Natural Armour (5+), cost 140/90 pts.
  • High Priest has Ws3, I5, A2, costs 165 pts.
  • A Kroxigor Ancient may never be the Army General.
  • A Chameleon Stalker may never be the Army General. Has Forest Strider.
  • Chameleon Skinks are not Loners/Independent.
  • Aggradons have Natural Armour (5+).
  • Carnosaurs have Natural Armour (4+).
  • Skink Skirmishers cost 5 pts.
  • Temple Guard do not have light armour by default, cost 17 pts.
  • Chameleon Skinks cost 8 pts. Have Forest Strider.
  • Fireleech Bolas have a range of 6/9".
  • Aggradon Riders do not have light armour.
  • Solar Engine is a Bound Spell (Level 1, cast on 6+).
  • Giant Bow does not have Poisoned Attacks.
  • Stegadon costs 195 pts.
  • Burning Alignment: Bound spell (Level 2, cast on 8+). Burning Alignment is a direct damage aura spell with a range of 12".
  • Power of the Ancients: Arcane Item. Bound Spell. This item contains the Fiery Blast spell from the Lore of Fire.
  • Troglodon Oracle have Divining Rod by default instead of javelins.
  • Guardian of the Sacred Places: Level 1, cast on 5+. Guardian of the Sacred Places is a special type of spell which targets a single forest within 12" of the caster. The target immediately moves up to 2D3" in a direction of your choice. A forest cannot move to within 1" of other terrain features.
  • Lord Kroak costs 510 points.
  • Kroq-Gar costs 465 pts.
  • Chakax costs 210 pts.
  • Gor-Rok costs 220 pts.
  • Tehenhauin costs 310 pts.
  • Tetto'eko costs 225 pts.
  • Removed Tichi-Huichi (will be moved to RoR expansion).
  • Golden Blowpipe of P'Toohee has a range of 9/18". Has March & Shoot instead of Rapid Fire.

Friday, 8 May 2026

Warhammer: Grand Cathay 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated all spells to account for area and aura effects.
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Harmony only requires US5 to take effect.
  • A Celestial Blade gives the wielder +1 To Wound, not armour piercing.
  • Crane Guns have a range of 18/36”, S6, not armour piercing, have Move or Fire unless mounted.
  • Three-eyed guns have a range of 9/18”, S5, not armour piercing.
  • Dragon Fire and gunpowder bombs cause D3 hits, cannot misfire.
  • Blossom Wind has a range of 24".
  • Increased cost of most Magic Armour.
  • Scrolls Of Wei-Jin: The bearer of this item gains the Loremaster special rule. However, they may only attempt to cast a number of spells equal to their Wizard level. Costs 20 pts.
  • Banner of the Dragon's Wrath is no longer infantry only.
  • Standard of Nan-Gau: The unit carrying this banner gains 6" to the effective range of their missile weapons.
  • Gelestial General/Captain costs 105/60 pts. Cannot take shields.
  • Dragon-Blooded Shugengan costs 240 pts. Cannot take missile weapons except dragon fire pistols. Can take medium armour.
  • Dragon Descendant costs 340 pts.
  • Grand Alchemist/ Supreme Astromancer has WS4, T3, I4, A2, cost 160 pts.
  • Added Gate Keepers as a weaker version of Gate Masters. Gatemasters cost 70 pts with increased stats. Cannot take additional hand weapons, celestial blades, great weapons or handguns.
  • Harmony of Stone & Steel: A Gate Master and any unit they join gain the Disciplined special rule.
  • Blademasters can take Celestial Blades.
  • Great Spirit Longma has Natural Armour (5+)
  • Peasant/Jade Bowmen have shortbows by default, cost 4/6 pts. Can take longbows. Increased cost of weapon options by 1 pt.
  • Hill Tribesmen/Monkey Warriors are Independent.
  • Hill Tribesmen can be upgraded to both ambushers and skirmishers.
  • Crane Gunners cost 15 pts.
  • Grenadiers may take Leaders.
  • Ogres cost 27 pts.
  • Shortbows/crossbows for Terracotta Warriors cost 1/2 pts.
  • Onyx Crowmen have Expendable, Magical Attacks and Unstable.
  • Sky Bombs are S4, not armour piercing. Scatter D3”, roll of natural 1 = Misfire.
  • Celestial Lion has Mighty Blow (1) and Natural Armour (6+), costs 145 pts.
  • Great Moon Bird has A4, costs 140 pts.
  • Rocket Salvo is not armour piercing.
  • Grand Cannon costs 125 pts.
  • Fire Rain Rocket costs 85 pts. Are special units.
  • War Chariots and War Drums may take medium armour.
  • Terracotta Sentinels have T7, cost 235 pts.
  • Guardian Lions have S6, T7, W6, I1, A5, cost 240 pts.
  • Miao Ying cists 525 pts.
  • Yuan Bi costs 455 pts.
  • Wind Bow has a range of 32/48".
  • Guan Fei does not re-roll failed break tests.
  • Liu Yun, Hua Gongzhu and Guan Fei have Celestial Forged Armour.
  • Grand General: All friendly units with the Yin or Yang special rules within 12" of Liu Yun have the Disciplined special rule.
  • Hua Gongzhu costs 175 pts.
  • Tian Shi costs 335 pts.


Thursday, 7 May 2026

Warhammer: Warriors of Chaos 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Increased the cost of most magic armours.
  • Reduced the cost of Magical Wards from magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated all spells to account for area and aura effects.
  • Updated spell level and casting values for all bound spell items.
  • Chaos Armour: Models with this rule cannot have their armour save reduced below a 6+ save from non-magical Attacks.
  • Daemonic: Models with this rule have the Fear, Magical Attacks, and Magical Ward (5+) special rules.
  • Ensorcelled weapons: Models with this rule gain the Armour Piercing (1) and Magical Attacks special rules when using hand weapons.
  • A Daemon of Slaanesh has the Hatred (Daemons of Khorne) and Armour Piercing (1) special rules. For every close combat Attack that causes an unsaved Wound, the model may may an additional Attack. These additional Attacks cannot generate further attacks.
  • Unless your Army General has the same Mark of Chaos, any Core Unit with Mark of Chaos counts as Special Units, Special Units counts as Rare Units, and Rare Units may not be included.
  • In addition, models with a different Mark of Chaos treat each other as Suspicious Allies. However, models with the Mark of Khorne and Slaanesh, or Tzeentch and Nurgle, treat each other as Desperate Allies, respectively. 
  • Characters without a Mark of Chaos may not join units that have one.
  • Flames of Chaos cost 5 pts.
  • Spelleater Shield costs 30 pts.
  • Warlord costs 165 pts. Exalted Champion has T5. Removed option for spears.
  • Added rules for Aspiring Champions.
  • Reduced cost of Daemon Prince armour.
  • Soulflayers have WS6, I5, costs 210 pts. Maledictors have A1, cost 95 pts.
  • Sorcerers have limited mount options compared to Champions.
  • Warriors have A1, cost 13 pts. Reduced cost of weapon options.
  • Warhounds cost 6 pts.
  • Cultists cost 4 pts.
  • Chosen cost 16 pts. Ensorcelled weapons cost 1.5 pts.
  • Forsaken are Independent, cost 15 pts.
  • Knights have A1, cost 28 pts. Reduced cost of weapon options.
  • Flayerkin are not Scouts, cost 5 pts.
  • Ogres cost 27 pts.
  • Trolls cost 43 pts.
  • Varanguard have ensorcelled weapons by default.
  • Dragon Ogres are Monstrous Beasts.
  • Storm Call: Bound Spell (Level 1, cast on 6+). Storm Call is a direct damage aura spell with a range of 6". The target units suffer D3 Strength 4 Hits with the Lightning Attacks special rule.
  • Warpfire Dragons have Magic Resistance (3), do not have Ward saves against magical attacks or require re-rolling casting results.
  • War Mammoth light armour costs 30 pts.
  • Slaughterpriests cost 140 pts.
  • Skullcrushers have hand weapons by default.
  • Rot Knights do not have shields by default, cost 65 pts.
  • Pusgoyle Blightlords cost 75 pts.
  • Hellstriders cost 22 pts.
  • Insensible to Agony: All successful To Wound rolls against the unit must be re-rolled.
  • Slickblade Seekers cost 50 pts. Shortbows & Poisoned Attacks cost 1 pt.
  • Fatemasters cost 70 pts.
  • Archaon has Magic Resistance (1), costs 570 pts.
  • Abraxia coists 420 pts, have a normal 4+ Magical Ward.
  • Harald Hammerstorm is an Exalted Champion, costs 210 pts.
  • Wulfrik costs 205 pts.
  • Frydaal costs 215 pts.
  • Sayl the Faithless has WS6, I5, costs 295 pts. Nightmaw costs 45 pts.
  • Traitor's Mist: Level 1, cast on 5+. Traitor's Mist is a conveyance spell that targets Sayl himself. Sayl may immediately make a move using the Fly (10) special rule as if it were the Remaining Moves sub-phase, even if engaged in close combat. In addition, any model (friend or foe) in base contact at the start of the move suffers an automatic Strength 3 hit which Ignores Armour saves.
  • Marakarr Blood-Sky costs 180 pts.
  • Arbaal is an Exalted Champion, costs 280 pts.
  • Khorgos Khul costs 375 pts.
  • Vorgaroth has WS7, A4, costs 770 pts.
  • Scyla Anfingrimm costs 140 pts.
  • Glottkin cost 820 pts. Ethrac Glott has WS6, A2.
  • Bloab Rotspawned has WS6, I5, costs 460 pts.
  • Crippling Famishment has a range of 24".
  • Styrkaar costs 220 pts.
  • Vilitch the Curseling has WS6, T5, costs 385 pts.
  • New Special Character: Gelgus Pust

Tuesday, 5 May 2026

Warhammer: Daemons of Chaos 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Gift of Chaos is a direct damage aura spell with a range of 12". Each target suffers D6 Strength 3 Hits.
  • Rot, Glorious Rot is a direct damage aura spell with a range of 18". 
  • Chaos Armour: Models with this rule cannot have their armour save reduced below a 6+ save from non-magical Attacks.
  • Reduced cost of Daemon Prince and Exalted Daemon armour.
  • Lesser Flames of Tzeentch have a range of 12/18".
  • Flames of Tzeentch have a range of 12/18", are Rapid Fire.
  • Blue Fire has a range of 12/18”.
  • Exalted Flames of Tzeentch have a range of 16/24", are Rapid Fire.
  • Burning Chariot uses rules for Exalted Fire of Tzeentch, not Exalted Flames of Tzeentch.
  • Death Heads have a range of 6/9".
  • Contorted Epitome does not have the Acquiescence spell, costs 165 pts.
  • Skulltaker costs 170 pts.
  • Gnarlrod of Nurgle: Arcane Item. Bound Spell (Level 3, cast on 9+). 
  • Staff of Slaanesh: Arcane Item. Bound Spell (Level 3, cast on 10+). 
  • Whispers of Doubt: Level 1, cast on 5+. 
  • Be'lakor costs 515 pts.
  • Scrolls of Sorcery: Arcane Item. Relic. Bound Spell.  

Monday, 4 May 2026

Warhammer: Beastmen 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Gift of Chaos is a direct damage aura spell with a range of 12". Each target suffers D6 Strength 3 Hits.
  • Rot, Glorious Rot is a direct damage aura spell with a range of 18". 
  • Removed Chaos Armour.
  • Increased cost of most Magic Armour.
  • Reduced the cost of Magical Wards from magic items.
  • Staff of Darkoth costs 35 pts.
  • Pelt of the Dark Young costs 10 pts.
  • Beastlords have S4, costs 125 pts.
  • Great Bray-Shamans have S3, T4, costs 180 pts.
  • Doombulls/Gorebulls have A6/5, cost 240/180 pts. Gorebulls have S6.
  • Warhoofs have S4, T5, cost 120 pts.
  • Gor herds cannot take great weapons and polearms. Have shields by default, cost 8 pts.
  • Gor Raiders cost 9 pts.
  • Ungor Raiders cost 5 pts.
  • Warhounds cost 6 pts.
  • Harpies are Independent, cost 11 pts.
  • Khazrak One-Eye costs 235 pts.
  • Malagor costs 320 pts.
  • Kralmaw costs 295 pts.
  • Taurox has a 2+ armour save, costs 325 pts.

Sunday, 3 May 2026

Warhammer: Bretonnia 3.0 out now!

Patch Notes: 

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Lance Formation: On a turn that a unit in Lance Formation makes a successful charge, all models with this special rule gain the Fight in Extra Ranks (1) special rule, and every rider that gets to fight can make up to 2 Supporting Attacks rather than 1. In addition, they count each of their ranks as double for the purpose of determining whether they are Steadfast in turns that they charge.
  • Virtue Of Knightly Ardour: The Knight and unit he is with may choose to Counter-charge as long they distance between them and the enemy is less than the Movement value of the enemy unit, and even if they failed their charge the previous turn. Cost 15 pts.
  • New Magic Item: Dragon Slaying Sword: Great weapon. The wielder gains the Multiple Wounds (D6) special rule against Draconids.
  • Increased cost of most Magic Armour.
  • Barons cost 100 pts.
  • Prophetess has WS4, I4, A2, costs 170 pts. Damsel costs 75 pts.
  • Priestess of Shallya costs 70 pts.
  • Impale: A Unicorn gains the Mighty Blow (1) special rule in any turn that it charges.
  • Faceless and Herrimaults are Independent. cost 7 pts.
  • Men-at-Arms cost 3 pts.
  • Brigands are Independent, do not have Peasant's Duty, cost 5 pts. Crossbows and handguns cost 2 pts.
  • Yeomen can take shortbows for 1 pt, crossbows for 2 pts.
  • Impetuous: A unit containing one or more models with this special rule follow the rules for Berserk Rage from Frenzy. 
  • Hippogryph Knights are Unit Size 3-6.
  • Morgiana the Fay has A2, costs 420 pts.
  • Élise Duchard costs 295 pts.  

Thursday, 30 April 2026

Warhammer: Skaven 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated all spells to account for area and aura effects.
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Warpstone Tokens are common magic items.
  • Weeping Blades are common magic items.
  • Warpstone Stars are common magic items.
  • Foulhide gives Regeneration (5+).
  • Amulet of Darkness costs 15 pts.
  • Warpscale Pendant costs 10 pts. Is a common item.
  • Grey Seers have WS4, T3, A2, cost 190 pts.
  • Chieftains may be mounted on everything besides Brood Horrors.
  • Sorcerer Lords have T3, I6, A2, costs 160 pts. Sorcerers have WS4, costs 65 pts.
  • A Plague Priest is a Level 1 Wizard. A Plaguelord is a Level 2 Wizard. Cost 90/165 pts. Removed Pontifex/Chantor. Removed Bringer of the Word.
  • Plague Priests may be mounted on Great Pox Rat.
  • Warlock Masters have WS4, T3, I5, A2, costs 150 pts. Do not have light armour by default.
  • Night Runners start with one hand weapon, cost 4 pts. May have Poisoned Attacks.
  • Gutter Runners start with one hand weapon, cost 8 pts. Poison cost 1 pt.
  • Rat Swarms can be upgraded to Plague Rats. Deleted the latter as a unit.
  • Wolf Rats cost 7 pts.
  • You must include 1 Packmaster for every 3 Rat Ogres in the unit.
  • Warpfire Throwers are S4, Armour Piercing (1). Cost 50 pts.
  • Each Hit from a poisoned wind globe is multiplied into D3 Hits. Globadiers cost 10 pts.
  • Warplock Jezzails are Ponderous. May not take Warlock Optics.
  • Warpfire Projectors are S4, Armour Piercing (1). Cost 50 pts.
  • Warpblasters have a range of 15/30".
  • Thanquol does not have Warpstone Tokens by default, costs 255 pts.
  • Thanquol can be taken without Boneripper.
  • Queek Headtaker costs 220 pts.
  • Tretch Craventail costs 105
  • Nurglitch costs 410 pts.
  • Lord Skrolk costs 320 pts.
  • Ikit Claw has S4, costs 320 pts.
  • Klawmunkast has T3, costs 150 pts.

Wednesday, 29 April 2026

Warhammer: Ogre Kingdoms 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • An Oriental Longsword gives the wielder +1 To Wound, not armour piercing.
  • Ogre pistols have a range of 12/24", S5, not armour piercing.
  • Chaintrap has a range of 6/9".
  • Harpoon launcher has a range of 28/42".
  • Great throwing spear follows the rules for javelins.
  • Mage-swallower: The character gains the Magical Attacks special rule. Costs 5 pts.
  • Reworked Gnoblar Thiefstone table. Costs 30 pts.
  • Red Stone costs 20 pts.
  • Bangstick is Bound Spell (Level 3, cast on 8+).
  • Tyrants have I5, A6, costs 235 pts.
  • Bruisers have I4, A5, costs 235 pts.
  • Slaughtermasters have T4, costs 235 pts.
  • Hunters have A4, costs 145 pts.
  • Leadbelcher Guns have a range of 12/24", S5, not armour piercing.
  • Ironblasters have a range of 12-72".
  • Greasus Goldtooth costs 365 pts.
  • Ghark Ironskin costs 400 pts.
  • Skrag the Slaughterer has T5, costs 440 pts.
  • Groth Onefinger costs 340 pts.
  • Morg Magmaborn costs 320 pts.
  • Bragg the Gutsman costs 170 pts.
  • Braugh Slavelord costs 215 pts.
  • Removed Golgfag (will be moved to a RoR expansion).

Tuesday, 28 April 2026

Warhammer: Dogs of War 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • An Oriental Longsword gives the wielder +1 To Wound, not armour piercing.
  • Replaced bows with shortbows.
  • Removed dwarf-crafted, added Dwarfen crossbows and pistols.
  • Ogre pistols are S5, not armour piercing.
  • Characters may take up to two Quirks of Characters each.
  • Priced Quirks individually for units.
  • Veteran (+1WS) is a Quirk, not an upgrade. Pikemen, Sellswords and Stradiots only. This Quirk may be taken once per full 1000 points in your army.
  • Wealthy is model with light or medium armour only. 
  • Deft Hands renamed to Steady Aim: The model does not suffer the normal To Hit penalty for moving & shooting.
  • Drillmaster renamed to Drilled: The model gains the Disciplined special rule. Cost 5 pts for characters.
  • Crushing Blow renamed to Hard Hitter.
  • New Quirk: Markman - The model does not suffer penalties for shooting at long range.
  • Quick Shot renamed to Quick Draw.
  • New Quirk: Precision Striker - The model gains the Armour Piercing (1) special rule.
  • Removed Cunning.
  • Added multiple new Magic Items previously available in the Main Rulebook.
  • Increased cost of most Magic Armour.
  • Shield of Stubborn Refusal: The bearer is always Steadfast in the first round of combat. Costs 15 pts. 
  • The White Sistrum: The bearer gains +1 Power Dice at the start of your Magic Phases. In addition, all enemy units within 6" suffer -1 to their Leadership.
  • Staff of Quietude: Bound Spell (Level 2, cast on 7 +). This is an aura spell with a range of 24". If successfully cast, all Remains in Play spells and spells that last more than one turn are immediately dispelled and cease to have any effect.
  • The Crucible Of Horrors is a Bound Spell (Level 3, cast on 9+). Cost 35 points.
  • Rockcharmer's Flute is a Bound Spell (Level 3, cast on 8+).
  • Ring of Life: Bound Spell (Level 1, cast on 5+). 
  • Ensign Of The Reman Legion only adds Fight in Extra Ranks, cost 15 pts.
  • Banner Of Monte Castello: The unit carrying this standard gains the Cold-blooded special rule
  • Eagle Banner costs 15 pts.
  • Removed the Epic Flail, Horn Of Ribald Tomfoolery and Trailblazer's Hauberk (will be moved to Halflings).    
  • Mercenary Generals/Captains cannot take flails.
  • Hireling Wizard Lords have WS4, T3, I4, A2, cost 160 pts.
  • Dwarf Captains cost 60 pts.
  • Orc Captains have S5, not Mighty Blow, cost 70 pts. Cannot take spears.
  • Ogre Captains have gut-plates by default, cannot take medium armour.
  • Hobgoblin Captains cannot take polearms, spears or great weapons.
  • Blood Rage: Whenever a model with this special rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat and count each of their ranks as double for the purpose of Steadfast.
  • Dwarf crossbows have longer effective range.
  • Orcs have S4, not Mighty Blow, cost 6 pts.
  • Maneaters can take Quirks of Characters instead of separate upgrades.
  • Culverin renamed to chase gun.
  • Lucrezzia Belladonna has A2, costs 300 pts.
  • Marco Colombo costs 160 pts.
  • Lietpold the Black costs 215 pts.
  • Ghazak Khan costs 205 pts.
  • Removed Morgan Bernhardt - his sword has been moved to the Magic Item pool.
  • Removed all previous "Regiments of Renown" – they will be moved to a separate expansion and will be accessible to other armies.

Monday, 27 April 2026

Warhammer: Empire 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Renamed Counter Charge to Support Charge.
  • Removed full plate armour.
  • Grenade launching blunderbuss is S4, not Ponderous. Each Hit from a grenade launching blunderbuss is multiplied into D6 Hits.
  • Repeater pistols, Repeater handguns and long rifles are S5, not armour piercing.
  • Repeater pistols do not add extra attacks in combat.
  • Black Guard of Morr upgrade is free.
  • Knight Griffon has the Disciplined special rule instead of reforming.
  • Knights Encarmine: The models may re-roll 1's To Hit and failed Parry saves.
  • Removed the Sword of Power.
  • Increased cost of most Magic Armour.
  • The Silver Horn costs 35 pts.
  • Imperial Banner: The bearer of this standard gains the Hold Your Ground (6) special rule. In addition, all friendly units within the bearers Hold Your Ground range gain the Disciplined special rule.
  • Banner of the Knights Panther: A unit with this standard gains the Unbreakable special rule. Costs 40 pts.
  • New Magic Items: Rod Of Power, Fozzrik's Folding Fortress, Orb Of Thunder, Banner Of Duty, Banner Of Valour, Standard Of Arcane Warding, Wizard's Staff.
  • Cloak Of Anraheir costs 20 pts.
  • Generals/Captains cost 95/55 pts.
  • Wizards may take light armour.
  • Battle Wizard Lord has WS4, T3, I4, A2, cost 160 pts.
  • Grand/Chapter Masters cost 110/70 pts.
  • Arch Lectors/Warrior Priests cost 115/85 pts. 
  • Arch Lectors have Magic Resistance (1).
  • Witch Hunter Generals/Captain cost 80/35 pts, have Magic Resistance (1).
  • Archers have longbows, cost 7 pts.
  • Militia may take longbows instead of bows, cost 4 pts. Pistols cost 3 pts. 
  • Pistoliers cost 17 pts.
  • Hunting Hounds cost 5 pts. Hunt Master cost 25 pts.
  • Huntsmen have longbows and Forest Strider, cost 10 pts.
  • Outriders cost 22 pts. Barding and Hochland long rifle is free.
  • Skirmish upgrade for Sisters of Sigmar cost 1 pt.
  • Halflings, Dwarfs and Ogres are Independent. 
  • Ogres cost 25 pts.
  • Ogre pistols have a range of 12/24", S5, not armour piercing.
  • Ogre handguns have a range of 24/48", S5, not armour piercing.
  • Demigryph Knights have heavy armour, cost 50 pts.
  • Helblaster Volley Gun has the Multiple Shots (Artillery Dice+D3) rule. Otherwise uses the normal profile for Organ guns, but may fire 3 times per turn.
  • Solheim's Bolt of Illumination: Arcane Item. Bound Spell (Level 4, cast on 11+).
  • Storm of Shemtek: Arcane Item. Bound Spell (Level 4, cast on 10+).
  • Meteor Strike: All other models hit by the template suffer a Strength 4 hit. 
  • Steam Tanks have T7, 2+ armour save.
  • Karl Franz costs 300 points.
  • Kurt Helborg costs 290 pts.
  • Al-kahest has a range of 6/9".
  • Volkmar the Grim costs 190 pts.
  • Balthasar Gelt costs 310 pts.
  • Thyrus Gormann has light armour, costs 325 pts.
  • Boris Todbringer has heavy armour, costs 260 pts.
  • Elspeth von Draken has WS4, T3, costs 255 pts.
  • Aldebrand Ludenhof has heavy armour, costs 190 pts.
  • Hans von Löwenhacke has heavy armour, costs 255 pts.
  • Harald Gemunsen has heavy armour, costs 175 pts.
  • Luthor Huss costs 165 pts.
  • Emil Valgeir has Magic Resistance (1), costs 260 pts.
  • Ludwig Schwarzhelm has heavy armour, costs 160 pts.
  • Theodore Bruckner has heavy armour, costs 180pts.
  • Magnus the Pious costs 160 points.
  • Luthor Huss costs 165 pts.
  • Ghal Maraz & Armour of the Heldenhammer costs 85 pts.
  • Blessed Water is not one use only.
  • Removed Gotrek/Felix and Johann van Hal (will be moved to RoR expansion)

Sunday, 26 April 2026

Warhammer: Orcs & Goblins 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Warpaint replaced with Magical Ward (6+).
  • Increased cost of most Magic Armour.
  • Reduced the cost of Magical Wards from most magic items.
  • Removed Evil Sun Armour.
  • Lucky Shrunken Head: Any unit joined by the bearer of the Lucky Shrunken head may re-roll 1's when taking Magical Ward saves.
  • Sparkly Wizard Finda: The bearer of the Sparkly Wizard Finda has the Hatred (Wizards) and Magic Resistance (3) special rules. Costs 15 pts.
  • Removal Magical Warpaint item.
  • Glowing' Tattoos: The bearer of this item may re-roll failed Magical Ward save rolls.
  • Orc Warbosses/Big Bosses do not have Mighty Blow, cost 115/70 pts. Big Bosses are S5. Black Orc Bosses do not gain +1 Attack.
  • Orc Shamans have S/T4, do not have Mighty Blow. Weirdnobs have WS4, I3, A2. Orc Shamans cost 190/80 pts.
  • Warchanters do not have Mighty Blow, have S/T5, costs 100 pts.
  • Oddnobs have WS3, I3, A2, costs 160 pts.
  • Orc Boys have S4, do not have Mighty Blow, cost 6 pts.
  • Orc Boar Boys have S4, do not have Mighty Blow, cost 15 pts.
  • Arrer Boys have S4, do not have Mighty Blow. Have longbows, cost 9 pts.
  • Little Big 'Uns: For each Goblin Warboss in your army, you may upgrade one unit of Goblin Gitz of the same sub-species to Little Big 'Uns. Little Big 'Uns gain +1 Weapon Skill and the Mighty Blow (1) special rule. In addition, they count as Special Units.
  • Great weapons and polearms are Big 'Uns only.
  • Squigs are not loners (already limited by Random Movement) and do not Vanguard.
  • Cave Squigs cost 7 pts, herders cost 8 pts. 
  • Squig Hunters cost 5 pts. 
  • Black Orcs have A1 and medium armour by default, cost 13 pts.
  • Rogue Idol costs 240 pts.
  • Grimgor Ironhide has a 2+ save, costs 310 pts.
  • Ogdruz Swampdigga has T4, not Mighty Blow, costs 235 pts.
  • Wurrzag has T4, not Mighty Blow, costs 310 pts.
  • Removed Ruglud.
  • Borgut Facebeater costs 175 pts.
  • Badruk 'Eadsplitta costs 140 pts.
  • Skitgit costs 145 pts.
  • Skragrott has T3, A2, costs 310 pts. 

Saturday, 25 April 2026

Warhammer Wood Elves 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Elven bows are now shortbows.
  • Enchanted Arrows do not have Magical Attacks.
  • Shooting attacks made with Moonfire Shot have the Flaming Attacks and Magical Attacks special rule.
  • Shooting attacks made with Swiftshiver Shards allow the model to fire Multiple Shots even when moving (in case of longbows) or marching (in case of shortbows) that turn. 
  • Unless used with a shield in combat or when using the Mighty Blow (1) special rule from the weapon, a model armed with a saerath gains +1 Attack.
  • Spellweavers have WS5, I6, A2, costs 195 pts.
  • New Character: Grove Guardian
  • Shadowdancers cost 100 pts.
  • Strangeroots have a range of 6/12".
  • Merged Branchwraiths and Branchwyches into one character slot.
  • Deepwood Scouts cost 12 pts.
  • Glade Riders do not have equipment by default, cost 13 pts. Light armour cost 1.5 pts.
  • Wild Rider light armour cost 1.5 pts.
  • Orion cost 420 pts.
  • Araloth costs 185 pts.
  • Wychwethyl costs 110 pts.
  • Skaw costs 80 pts.
  • Hawk’s Talon has a range of 30/42". 

Friday, 24 April 2026

Warhammer High Elves 3.0 out now!

Patch Notes: 

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Increased cost of most Magic Armour.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Blood of Caledor gives Devastating Charge instead of +1A, cots 35 pts.
  • Bow of Averlorn is a longbow.
  • Elven bows are now elven shortbows.
  • Reaver Bow is a shortbow, range 20/30", March & Shoot.
  • Amulet of Fire costs 5 pts.
  • The Seerstaff of Saphery gives the bearer the Loremaster special rule. Costs 30 pts.
  • New Magic Item: Battle Banner
  • Renamed Highborn to Noble.
  • Arch Mages have WS5, I6, A2. Cost 195 pts.
  • Mages may take light armour.
  • Lord of Aenarion costs 175 pts. Can choose armour level.
  • Loremaster costs 220 pts. Can choose armour level.
  • Unicorns cost 25 pts.
  • Sea Guard have shortbows.
  • Rangers can take shortbows for 4 pts.
  • Reavers can take shortbows for 3 pts.
  • Shadow Warriors have shortbows, cost 15 pts.
  • Dragon Princes have Devastating Charge, A1, cost 28 pts.
  • War Lions are Unit Size 5-15.
  • Sisters of Avelorn costs 19 pts.
  • Flamespyre Phoenix costs 235 pts.
  • The Dragon Armour of Aenarion grants Tyrion a 2+ armour save as well as the Immunity (Flaming Attacks) and Magical Ward (4+) special rule.
  • Teclis has light armour.
  • Phoenix King: Finubar has a 4+ invulnerable save, costs 365 pts.
  • Alarielle has WS5, A2, costs 400 pts. The Shieldstone of Isha grants Alarielle the Radiant and her unit the Magical Ward (5+) special rule.
  • Eltharion costs 330 pts.
  • Alith Anar costs 265 pts.
  • Imrik costs 600 pts. Has Blood of Caledor, A4.
  • Althran Stormrider costs 200 pts.
  • Master of the Mists: If Sea Lord Aislinn is in your army, all friendly units of Lothern Sea Guard may deploy using the Vanguard special rule. In addition, immediately after both armies have been fully deployed (including Scouts), each unit of Lothern Sea Guards and Eagle Claw Bolt Throwers in your army gets to fire as if it was the Shooting phase. 

Tuesday, 21 April 2026

Warhammer Dark Elves 3.0 out now!

This update sees the inclusion of a new unit: Blood Hags, elite Witch Elves armed with polarms, throwing weapons and medium armour. Conversely, regular Witch Elves are now a Core Unit like in 8th ed, without the requirement of a Death Hag. Statswise, they are on par with other core, and their offensive bonuses are offset by their lack of armour.

Next up: High Elves! 

 

Patch Notes:

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Deathrain crossbows have a range of 16/24".
  • Repeater handbows have a range of 8/12".
  • Oblivion targets unit in close combat.
  • Rending stars have a range of 6/9".
  • Black Lotus costs 20 pts.
  • Attacks made with the Sword of Ruin have the Ignores Armour Saves special rule. 
  • Attacks made with Soulrender have the Armour Piercing (1) special rule. Costs 20 pts.
  • Increased cost of most Magic Armour.
  • The Armour of Darkness gives the wearer a 3+ armour save and the Immunity (Armour Piercing) special rule.
  • Crown of Black Iron costs 45 pts.
  • Cloak of Twilight: Enemy units cannot charge or target the bearer with missile attacks or spells if they are more than 12" away from them. Within 12", they can only be charged or targeted by first rolling a 4+. If the test is failed, the unit may choose a new target as normal. Costs 30 pts.
  • The model carrying the Null Talisman, and any unit they are with, gains a +3 dispel bonus against enemy spells targeting them directly.
  • Rubric Of Dark Dimensions costs 35 pts. Bound spell (Level 2, cast on 7+).
  • Decanter of Egos: All friendly units within 6" of the bearer gain +1 to their Movement characteristic. Costs 30 pts.
  • Gem of Nightmares causes Terror, cost 10 pts.
  • The Banner of Nagarythe costs 75 pts.
  • New Magic Item: Dread Banner.
  • Sorceresses may take light armour.
  • Fleetmasters do not have equipment by default. Cost 70 pts.
  • A High Gladiatrix may never be the Army General.
  • A Melusai Ironscale may never be the Army General.
  • Melusai Ironscale costs 180 pts.
  • Deathrain Crossbows cost 3 pts for Dark Riders.
  • Witch Elves are Core Units.
  • Harpies are Independent, cost 11 pts.
  • New Special Unit: Blood Hags.
  • Cold Ones Knights cannot take barding.
  • Shades are Independent, costs 15 pts.
  • Ravager Harpoon has a range of 24/36”.
  • Melusai cost 26 pts, have light armour by default.
  • Heartseeker Bows are longbows. Are a free upgrade.
  • Cauldron of Blood costs 130 pts.
  • Bloodwrack Medusae are Independent, cost 55 pts.
  • Spit Fire has a range of 8/12”.
  • Avatar of Khaine has T7, costs 265 pts.
  • Morathi costs 335 pts.
  • Krethusa knows the knows the Flock of Doom spell from the Lore of Beasts in addition to her other spells.
  • Tullaris has Frenzy, costs 130 pts.
  • Removed Mengil. 

Monday, 20 April 2026

Warhammer Dwarfs 3.0 out now!

Dwarfs are up first for 3.0, in a pretty small update overall. The biggest change is that of the Organ Gun and Flame Cannon - the former now fire more shots without AP(1) and works like in the main rulebook, and the flame cannon has taken a nerf to range 6" rather than 12", but is also 40 points cheaper, making it more in line with the other war machines in terms of power.

Next up: Dark Elves! 

 

Patch Notes:

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Increased cost of close combat weapons and shields for characters.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Removed Dwarf-crafted, added rules for dwarfen handguns, crossbows and pistols. Each weapon has increased effective range by 3-6".
  • A model wearing armour engraved with the Master Rune of Adamant can only be wounded on natural To Wound rolls of 6. Can be combined with other armour runes.
  • Armour engraved with the Master Rune of Gromril ignores any negative modifiers to its armour save. This rune cannot be combined with any other armour runes. Costs 30 pts.
  • Rune of Stone costs 10 pts.
  • Rune of Forging is not cannon only.
  • Rune of Accuracy costs 25 pts.
  • Renamed High Thane to King.
  • King/Thanes cost 125/65 pts.
  • Runelords/Runesmiths cost 150/90 pts. Have Magic Resistance (2). Runelords have A3.
  • Miners cost 11 pts.
  • Blasting charges have a range of 6/9".
  • Cinderblast bombs have a range of 6/9". Are S5. Each Hit from a cinderblast bomb is multiplied into D3 Hits. Does not use a template. Costs 5 pts.
  • Drakeguns have a range of 9/18".
  • Drakefire Pistols have a range of 6/12".
  • Trollhammer Torpedoes have a range of 12/24"
  • Brimstone Guns have a range of 9/18", have March & Shoot.
  • Clatterguns have a range of 12/24", have March & Shoot.
  • Doomseekers are Unit Size 3-6.
  • Organ Guns use the same profile as the Main Rulebook, costs 100 pts.
  • Flame Cannons have a range of 6", cost 100 pts.
  • Grudgebreaker has T7, 2+ armour save. Costs 200 pts (bug fix).
  • Thorek Ironbrow has A3, cost 310 pts.
  • Removed Long Drong Slayer and Malakai. 

Sunday, 19 April 2026

Warhammer 9th Edition 3.0 out now!

Not a huge number of changes from the beta to the full version, mainly due to there not being that many bugs and such that required fixing. As before, let’s go through the major changes.

Wizards now choose spells like in the 2.2 version of the rules; that is, one spell per spell level plus the signature spell. This means each Wizard Level unlocks a set of 3 spells to choose one spell from, rather than level 1 wizards picking 2/3 spells by default, which screwed up the progression system. To compensate for it, Wizards are now allowed to use an additional dice per spell casting roll – again, just like in 2.2.

Rank bonus has been limited to +2 ranks for charging units, representing them partially breaking formation when they rush forward. This was done to give a bit of an edge to larger units choosing Hold as a charge reaction. The +1 bonus to steadfast unfortunately served no purpose for large or stubborn units that would be steadfast anyway, meaning these units always benefited from counter-charging. Now, units with 3+ ranks benefit more from holding against charges compared to just counter-charging, since they don’t lose combat resolution from it. Likewise, smaller units of shock troops are incentivized to keep counter-charging since they would most likely not have enough ranks for +3 bonus anyway.

Loner and Uncommanded are now a single special rule called Independent - they practically apply to all units anyway. Loner units would typically operate outside of the general command structure to begin with, so it only fits.

Ponderous weapons suffer an additional -1 to Hit when using Stand and Shoot, representing these weapons being slower to load, and keeps them better balanced with the increases in range and strength they have received.

Fast Cavalry and Skirmishers can now perform more manoeuvres with movement penalties, rather than being limited to turning.

For missile weapons, there are a few changes to their Strength values. Longbows are S3 as before to avoid issues with things like Orc Arrer Boyz becoming too good. Blowpipes have been nerfed to S2 after feedback. Handguns, pistols and blunderbusses have all gained +1S, but lost armour piercing. This makes them deadlier overall, which is offset by their short effective range and additional stand and shoot penalty. Organ guns meanwhile, have lost a bit of range and armour piercing, but instead fire 3D6 shots instead of D6. Lastly, javelins have been toned down a bit in range to 10/15" – 18" just felt a bit too much for what is supposed to be a fairly short range weapon.

There are a few more magic items that have been moved to the various army books, and there are now common magic items that may be taken in multiples in each army, just like in TOW. Arcane items on the other hand, are split into staffs, charms and relic, and each wizard may pick one of each – giving them a lot more options than before and allow you to tailor more interesting wizard builds. Magic Armour is generally more expensive, and Magical Wards are cheaper.

With that, the main rules should be complete for a good while, apart from potential minor bug fixes. Next up will be a large wave of army list updates, starting with the official ones, which I'll go through in more detail in another post. Thanks to my Patreons for your ongoing support!


Patch Notes:

  • Separated wheeling from manoeuvres.
  • A unit that reforms may not fire missile weapons in the Shooting phase.
  • Note that a unit that is already engaged in close combat is not allowed to make a charge reaction.
  • Each Wizard may choose a number of spells equal to their level.
  • The number of dice each Wizard can use to cast each spell is equal to their Wizard Level plus 2.
  • Added rules for units that have “innate” bound spells.
  • Bound spells do not benefit from any casting bonuses or penalties the model might have.
  • A minimum of five models in each rank or file may always attack, as long as the unit is in base contact with any model of the enemy unit in that arc.
  • Units that have charged the same turn are limited to a maximum of +2 rank bonus.
  • Units that choose Hold no longer get a bonus to Steadfast.
  • If a model with the Killing Blow special rule rolls a 6 To Wound, they automatically slay their opponent – regardless of Toughness or the number of Wounds on the victim's profile.
  • Merged Loner and Uncommanded into Independent. Note that Characters, ridden models and Mixed Units that still have their Handlers ignore this special rule, unless specified.
  • If a model has the Poisoned Attacks special rule from two or more different sources (such as a combination of different special rules, spells or magic items), it may also re-roll failed To Wound rolls.
  • Ponderous: Weapons with this rule suffer an additional -1 To Hit penalty if they move and shoot in the same turn, and when choosing Stand & Shoot as a charge reaction.
  • Random Movement: A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule. If a character in the unit has a different Random Movement value, use the slowest for the entire unit.
  • Quick Shot: Quick Shot may be used once per turn when declaring a charge, immediately after rolling for your charge distance. If the charging unit has enough Movement to enter the maximum range of its missile weapons, resolve the shooting attacks for each weapon as if the charging unit had just entered that weapon’s range.
  • Fast Cavalry/ Skirmishers may turn without losing any movement, redress the ranks for a quarter of their movement and reform for half their movement. In addition, they may perform two manoeuvres during their move (even while marching), and still shoot after reforming.
  • Profiles that only have one range listed ignore penalties for long range.
  • Spears/pikes only receive their bonuses if you choose Hold or Stand & Shoot as a charge reaction.
  • Longbows are S3.
  • Javelins have a range of 10/15".
  • Blowpipes are S2.
  • Handguns and pistols are S5, blunderbusses S4. None have Armour Piercing. 
  • Grapeshot is not Armour Piercing.
  • Fire throwers are S4 by default.
  • Organ Guns have a range of 12/24", Multiple Shots (Artillery Dice + 3D6). Not Armour Piercing.
  • A character cannot join a unit of Monstrous Creatures (unless they are also a Monstrous Creature).
  • Added rules for Deadly Terrain: Models moving through deadly terrain must take always dangerous terrain tests, even when making normal moves. When a model marches, charges, flees, overruns or pursues into or through an area of deadly terrain, it fails the test on a roll of 1-2 rather than 1. Cavalry, Monstrous Cavalry, Chariots and Shrines treat what is normally dangerous terrain as being deadly terrain.
  • Added rules for rolling hills. Rolling hills counts as open ground.
  • Any magic item marked with an asterisk (*) is considered to be common, and thus can be taken in multiples in your army.
  • Scroll of Shielding: This item can be used when an enemy attempts to cast a spell targeting one of your units within dispel range.
  • Removed Dragon Slaying Sword (will be moved to Bretonnia with a different effect).
  • Removed Obsidian Blade (will be moved to Chaos Dwarfs).
  • Renamed Bone Blade to Ogre Blade.
  • Renamed Ogre Blade to Sword of Power.
  • Armour of Destiny costs 60 pts.
  • Armour of Resilience costs 40 pts.
  • Armour of Silvered Steel costs 40 pts.
  • Removed Shield of Ptolos (will be moved to Dogs of War).
  • Talisman of Preservation costs 40 pts.
  • Talisman of Endurance costs 25 pts.
  • Talisman of Protection costs 10 pts.
  • Arcane Items are split into Staffs, Charms and Relics. A Wizard may not take more than one item from the same category, but can otherwise take up to 3 arcane items.
  • Wand of Jet is now Wand of Onyx and vice versa.
  • Forbidden Rod cost 20 pts.
  • Removed Wizard's Staff (will be moved to Empire).
  • Lichbone Pennant is back.
  • Curse of Anraheir: Models already in dangerous terrain counts as moving through deadly terrain.
  • Savage Beast of Horros: If a Character is mounted, you must choose if the rider or the mount is affected by the spell. For other ridden Monsters, the riders are never affected. 

Wednesday, 25 March 2026

Warhammer 9th Edition 3.0 (beta) out now!

A very large update here around 1.5 years in the making, with it even jumping from 2.X to 3.0 – admittedly I should perhaps have done that with the jump from 2.2 to 2.3 as well, but whereas that update was mainly focused on reworking the magic system, this update is a bit more all encompassing. Let’s go through the main changes one by one.

For starters, I've included rules for turning and redressing the ranks from other Warhammer editions, which replaces the current swift reform and adds more options besides wheeling and reforming.

Stand & Shoot now only works if the charging unit comes within maximum range of the weapon. This solves the issue of throwing weapons potentially reaching enemies 2-3 times beyond its max range. Only enemy units that fail their charge need to take panic tests from Heavy Casualties. Stand & Shoot is now limited to the minimum charge range rather than base movement, making it a bit more difficult to use it against fast troops.

Counter-charge has been added as a new charge reaction, finally seeing an end to cavalry stand-offs. This works similarly to TOW, with the charged unit required to pass both a Leadership test and be far enough away from the charging unit to be able to counter-charge, as well as not allowing units that failed their charge the previous turn to attempt it. This makes cavalry even more likely to get the charge, but they have lost a lot of damage output to compensate for it.

Hold now has been given an added benefit in that units charged to their front gain +1 ranks for the purpose of steadfast, meaning that defensive units are more likely to want to hold than counter-charge and risk putting themselves in a bad position. This is mainly a buff for infantry blocks which are now more likely to stay put.

I've added rules for aura and area spells to Spell Types, better explaining how such spells work without requiring this to be repeated in every spell description.

Direct damage no longer limits you to the front arc, meaning that several damage spells that are currently hexes can now be changed into proper direct damage instead. It overall offers direct damage more versatility and sets them apart from magic missiles more, and is more in line with most other spell types.

Wizards now have a range limit of 24” in order to dispel, similar to TOW. This makes positioning more important, and solves the problem of one Wizard stacking dispel bonuses that cover the whole table, unlike casting bonuses that only apply to the wizard casting it. You can still dispel any spell using dispel dice as normal - the limitation only means you no longer automatically get all the dispel bonuses from the Wizard regardless of distance.

Innate bound spells have been removed since priests now use Ld for their prayers, and the various units in the game with bound spells now have them be part of magic items instead. All bound spells will be given a spell level, meaning you will be able to use more than 2 dice for them. This also means that the spells can be given proper casting values instead of being limited to power level 5, which made them poorly balanced.

Shooting has been given a new (old) modifier - long range. Long range gives a -1 penalty to Hit, and is separate for each weapon, rather than just "half range" like in 8th ed. Long range will mostly affect long range weapons in the first turn, which is when they have had the biggest impact hits before combat starts. Units that stand & shoot do not suffer an additional -1 To Hit if they shoot while the enemy is at long range since they have more time to aim then.

The To Wound table has been reworked more similarly to 6th, 7th and TOW, where weak attacks will struggle to wound much higher Toughness. Whereas in the past wounding everything on 6’s meant spamming lots of low S attacks would actually inflict more wounds than fewer medium strength attacks, that is no longer the case. This means things like Giants and the like no longer take huge amounts of damage from certain spells, swarms, blowpipes and repeater crossbows – none of which are intended to be anti-monster weapons to begin with. The new table instead requires you to roll a 6, followed by a 2-6 depending on the S/T difference.

Armour saves have been limited to 2+, rather than 1+. This makes it easier to deal with heavy cavalry, especially Monstrous Cavalry which are currently considered overpowered. What this means is that things like full plate, chaos armour etc, will simply counts as heavy armour. Gromril armour will remain as is since Dwarfs cannot be mounted anyway.

Ward saves have been renamed to Invulnerable saves like in 40k. The reason for this is that back in the day, essentially all Ward saves were magical in natural, whereas later editions then expanded this with Parry, Dodge and Regeneration, but still kept the term “Ward save”. Magical Wards are now called just that, with “Invulnerable Saves” being the umbrella term. This removes the need to have unique special rules for every model with a Magical Ward, and fixes certain item interactions and rules that are only intended to affect Magical Wards.

Combat has also seen a change by allowing a minimum of 5 models to always strike, even if they are not all in base contact. This resolves issues with certain models having larger or smaller base sizes, reduces the amount of base-to-base measuring required, and avoids multi-charges doing very little.

Cold-blooded has been split into Disciplined – the former now only applies to Psychology tests and Break tests, whereas the latter applies to other Ld tests. It means Cold-blooded is useful to avoid fleeing, and Disciplined makes the model more likely to follow orders.

Ethereal models now have a 3+ Magical Ward, instead of a 2+/5+ depending on the source of the attack. Magical Attacks instead now inflict a -1 penalty to all Magical Wards, making it more effective against them by default while reducing the power gap. This also makes magical attacks in general more useful since it can be used to combat monster characters with good ward saves, and makes magic hand weapons more useful compared to just picking a mundane great weapon.

Magic Resistance now inflicts a casting penalty rather than a dispel bonus, and only affects the model rather than the whole unit. It now also affects aura and area spells. Many items that give MR will have it affect the whole unit, so the effect will work as is – the change is mainly to solve issues with stacking due to edge cases. For other items and characters, they will go down in cost.

Fear and Stubborn now stack, with Fear becoming Terror while Stubborn x2 allows re-rolling break tests. Poison stacking now adds +2 To Wound instead of auto-wounding on 6’s – making it a bit simpler – and leaves the secondary effect to be used for spell and magic item effects instead.

March & Shoot is a new special rule that applies to certain weapons like shortbows and other short range weapons, rather than being part of the skirmishers/fast cavalry rules. This gives them more of a unique role for mobile troops, whereas fast cavalry with longer range weapons have to choose between marching or shooting.

Parry can be used by mounted troops now, making sword and shield cavalry a bit more useful.

Quick to Fire has been renamed to Quick Shot. This no longer ignores movement penalties if the model also marches, making it a bit more balanced overall and means marching is no longer a no-brainer choice for missile troops.

Stomps on Monsters now works against LoS3, meaning they can stomp Monstrous Cavalry. This also buffs Steam Tanks and similar grinding attacks.

Strider now ignores combat penalties from terrain, making it a lot more useful for the units that have it, rather than just ignore certain types of movement penalties.

Uncommanded is a new special rule that applies to war beasts, monstrous beasts, swarms, monstrous creatures, monsters and various "mercenary" units. It means that these units cannot use Inspiring Presence or Hold Your Ground, making them more unreliable in that regard. This works similarly to the Levies rule from TOW.

Volley fire no longer gives -1 To Hit, but is limited to only being usable at long range. It also no longer applies to javelins, but has been given to slings – better representing how these weapon were actually used and avoids weird edge cases when using Quick Shot.

Skirmishers have seen a lot of changes overall. You can no longer fire in more than two ranks to avoid missile spam, but by contrast they are now more effective in combat since they can now gain rank bonus and be steadfast as normal after the first round of combat. Skirmishers will henceforth always be a paid upgrade, rather than sometimes being free for close combat units. This also solves the issue where a unit might not be skirmishing by default which can make it confusing to keep track of which unit would be eligible for rank bonus/steadfast after they have been engaged in combat for a while. Skirmishers can now also fire & flee like Fast Cavalry, sacrificing D6 Movement to do so, making it a bit of a gamble. There are now also rules that limits heavily armoured characters from utilizing the skirmisher rules. 

Vanguard has been completely redesigned - rather than being an extra move after deployment, it now allows you to deploy further ahead instead - making skirmish screens more useful since they no longer force your battleline troops to deploy further back. Vanguard models can deploy ahead a distance equal to their Movement, scaling better than the old 6/12". The Fly rules have also been cleaned up a bit to clarify how vanguard and movement is affected.

For troop types, I’ve removed the Large Infantry type - it only affected a small number of units, and since these troops are allowed to use 30mm bases now and are also allowed to attack with 5 models regardless of how many are in contact, there simply is not much of a need for it to remain.

In an effort to scale down the dominance of mounted troops, Impact Hits from Cavalry and Monstrous Cavalry have been removed from their troop types, and mounts are not allowed to make supporting attacks. Likewise, Centaur-like creatures are limited to 1 supporting attack. Monstrous Infantry and Monstrous Beasts may now make three supporting attacks again. It's not a perfect system, but it puts things back to the level of 8th ed pretty much.

Swarms are no longer skirmishers – instead they just have vanguard. The skirmish rules were never really a good fit for them since it was meant to represent light troops using hit and run tactics, not separate "islands" of creatures. As a normal ranked unit, Swarms now act like the mass of creatures they are meant to represent.

Spears now only benefit from Mighty Blow if used two-handed, similarly to pikes. This is to help out spearmen that do not have shields, making it a choice whether to prioritize offense or defense. 

For missile weapons there are a lot of changes, mainly due to the addition of effective range and long range. All missile weapons now have more realistic effective and maximum ranges overall, without really becoming more powerful due to the long range penalty and march & fire limitation.

Bows have been removed, instead you have just shortbows and longbows, and their range has been increased to 24" and 36" respectively. Shortbows can march & fire and fire multiple shots while moving, making them much more mobile, and longbows have the same Strength as the user, replacing the need for the warbow. This ensures each bow has a unique role, rather than having each bow be identical with incremental increases in range. Greatbows likewise have a range of 42" and the same S as the user +1.

Slings have been increased to a more realistic 30" range, but no longer shoot Multiple Shots – slings are slower to fire than bows, and since it's mainly a skirmishing weapon, requiring to stand still to get Multiple Shots meant the latter was rarely used anyway. It has Armour Piercing still to set it apart from longbows.

Pistols no longer give extra attack, making them solely missile weapons. This is to make sure additional hand weapons have a stronger role and distinguish them as missile weapons rather than a hybrid. 

Throwing weapons/axes now have a 9" range like in TOW, which will be implemented for other various grenades as well.

Blowpipes have seen a change with the loss of both rapid fire and quick to fire – however, they are now S3, and can fire 3 shots per turn instead.

Great Cannons have been removed – they will instead have a unique cannon profile in their separate army book, so mechanically it's unchanged. 

Organ Guns have a 30" range, allowing them to fire the first turn, which is balanced out by suffering from long range now. 

Mortars and rocket launchers now have longer ranges than stone throwers which both make them more realistic, while also setting them apart mechanically more. So stone throwers have shorter range, but a more forgiving misfire table, and rocket launchers use the large template, but always fire indirectly.

Leaders and Musicians have been redesigned a bit, with Leaders given the ability to re-roll failed counter-charge rolls. However, they no longer affect marching – instead this effect has been given to Musicians like in TOW, which no longer have swift reform. Swift reform caused discrepancy issues between units with and without the option for musicians, and was a bit "all of nothing" in terms of success. The new turn option instead allows any unit to "swift reform" by losing a quarter of their movement.

There have been a few changes to terrain – mostly regarding ranks, LoS and movement – to make them a bit more important. Buildings are now also easier to enter and leave without using the unit's whole movement.

For Choosing Your Army, I've decided to do away with the Lord/Heroes as categories, instead you just have Characters. The army lists will be updated to have each previous Lord/Hero of the same type as one unit entry, with the same points costs for upgrades, rather than having two nearly identical unit entries spread across two categories. I've also done away with the requirement of "minimum number of units" – instead there is a new limit keeping any character or unit from costing more than 25% of your total points, thus ensuring that both hero hammer characters and deathstar units are kept in check.

For Magic Items, I've removed a lot of items from the book, which will appear in the various army books instead. These are mainly items whose effects are a bit too unique for common items, which is what the rulebook items are intended to be. Likewise, many items that just do the same thing as items in another category, or are nearly the same as items in the same category, have been cut to reduce bloat. However, there are also five new items to replace the cut ones.

For spells, there are no major changes, but plenty of minor tweaks to help improve the balance further, based on player feedback. See the patch notes for the full list.

Overall, this was a lot of fun to work on, and I’m happy that the rules are finally close to reflecting how I actually want the game to play, with me implementing a lot of things I've been wanting to add to the game for many years now. 

Hopefully most of you will enjoy the majority of the changes, and many thanks to my Patreons for your continued support!

Next up will be a new poll to determine the order of book updates for the 3.0 version of the game – I expect most of them to go fairly quickly to update to the new system - it's mainly going to be a case of merging character slots, updating bows to either shortbows or longbows, and updating bound spells, Magical Wards and Magic Resistance in accordance with the new rules. Aiming for 1-2 updates done every week until they are all finished.


PATCH NOTES


BASIC RULES:

  • Clarified Modifying Dice Rolls: Sometimes, you may have to modify the result of the dice roll, such as adding or subtracting a number from the result. For example, where you gain a +1 modifier means that where the roll might normally require you to roll a 4+, you now only need to roll a 3+. By contrast, a -1 modifier means that where the roll might normally require you to roll a 4+, you now need to roll a 5+.
  • Expanded and clarified the rules for deploying terrain.


MOVEMENT:

  • A model may always wheel as part of a normal move.
  • Added movement rules for Turn and Redress the Ranks.
  • Units may now move within 1" of impassable terrain.
  • A Stand & Shoot reaction can only be declared if the distance to the enemy is greater than the charging unit's minimum charge distance.
  • To resolve a Stand & Shoot reaction, first roll the charging unit’s charge distance. If the charging unit has enough Movement to enter the maximum range of the holding unit’s weapons, resolve the shooting attacks for each weapon as if the charging unit had just entered that weapon’s range. If the charge fails before reaching that range, the Stand & Shoot reaction for that weapon has no effect.
  • A unit that is charged to their front may attempt to Counter-Charge the enemy if the distance to the enemy is greater than the charging unit's minimum charge distance, and the unit did not fail their charge the turn before. This is done by taking a Leadership test; if failed the charged unit remains in place. If passed, the unit moves D6" directly towards the enemy unit, wheeling as needed. Both units are considered to have charged during this turn. If the counter-charging unit cannot complete its move for any reason, it does not count as charging and loses any associated bonuses for it.
  • Reduced march block range from 8" to 6".


MAGIC:

  • Note that a Wizard may only have one Signature spell. If a Wizard can take spells from multiple lores, you must choose which lore you pick that Signature Spells from.
  • Aura spells affect all units within a radius equal to the spell’s range, measured from the Wizard. If a unit is no longer within range, it immediately loses the effect. Aura spells always affect units engaged in combat, regardless of spell type.
  • Area spells target a point on the battlefield within the spell’s range. Most area spells use one of the templates described earlier in the book. For round templates, the centre must be placed within the spell’s range. After placement, small round templates scatter D3", while large round templates scatter D6". For line and flame templates, the spell itself describes how they are placed.
  • Direct Damage spells: The target does not have to be within the Wizard's forward arc (unless specified).
  • In order for a Wizard to be able to dispel an enemy spell, they need to be within 24" of the model casting it.
  • Wizards need to be within 24" of the spell or its target in order to be able to dispel a remains in play spell.
  • Reworked Bound Spells. Bound spells can use power dice equal to spell level plus 1. You no longer need to use dice from the Power Pool to cast them. Removed Innate Bound Spells.


SHOOTING:

  • Reworked 7+ to Hit to scale from 2+ to 5+, rather than 4+ to impossible.
  • Any shots taken at an enemy that are at long range suffer a -1 to Hit modifier. 
  • Models that are making a Stand & Shoot reaction suffer a -1 to Hit modifier, but ignore penalties from long range.
  • Reworked To Wound table to make it more difficult to Wound higher Toughness targets. In the boxes where there are two values listed, this means that in order to successfully score a Wound, you must first roll a 6, followed by another D6. In situations where the roll might have a modifier to it, this primarily affects the second roll before the first. For example, a Strength 2 Attack with a +1 modifier treats Toughness 4 as only requiring to roll a 6+ To Wound, rather than a 6+ followed by a 2+.
  • Renamed Ward Saves to Invulnerable Saves. Old Ward Saves are now a special rule called "Magical Ward".
  • A save of any kind can never be better than 2+. 


CLOSE COMBAT:

  • A minimum of five normal rank and file models in the front rank may always attack, as long as the unit is in base contact with any model of the enemy unit. This is what is referred to as the fighting rank.
  • Note that unless the model is in direct base contact with two or more enemies with different profiles, the attacking player can only direct the attacks against normal rank and file models in the unit. This means they cannot target specific models like characters, handlers or other unique models, unless those are the only options available.
  • A model can make a supporting attack if it is in the second rank and directly behind a friendly model that is itself in base contact with the enemy. 
  • If a defeated unit has a higher number of complete ranks after the first than all individual enemy units in base contact, it takes its Break test on its unmodified Leadership. 
  • Units that only chose Hold as a charge reaction this turn counts as having one more complete rank than they actually do for the purpose of Steadfast.


PANIC:

  • If a unit fails its charge and suffers Heavy Casualties from a Stand & Shoot reaction, it must take a Panic test after completing its Movement.


SPECIAL RULES:

  • Breath Weapons in combat can hit each model more than once, just like Stomps or Impact Hits.
  • Cold-blooded: Whenever a unit where the majority of the models have this special rule takes a Psychology or Break test, it rolls an additional dice and discards the highest result.
  • Disciplined: Whenever a unit where the majority of the models have this special rule takes a Leadership test that is not a Psychology or Break test, it rolls an additional dice and discards the highest result.
  • Ethereal models have the Magical Attacks, Magical Ward (3+) and Unstable special rules (described later in this chapter).
  • If a model has the Fear special rule from two or more different sources (such as a combination of different special rules, spells or magic items), it instead gains the Terror special rule (described later).
  • A unit that includes one or more Frenzied models can never choose Flee as a Charge Reaction, and must pass a Leadership test if it wishes to choose a charge reaction other than Counter-charge. If this test is failed, the unit must declare a Counter-charge instead as per the normal rules for it. 
  • Magical Attacks: Models with this special rule inflict a -1 penalty to Magical Wards. Unless otherwise stated, a model with this special rule has both Magical shooting and close combat attacks (though any special attacks are unaffected).
  • Enemy spells that target a model with Magic Resistance suffer a casting penalty equal to the number shown in brackets after the Magic Resistance special rule.  This casting penalty also applies to aura and area spells, if the model would be within the aura's range or under the area's effect when initially cast.
  • Magic Resistance no longer affects the whole unit. Magic Items that give Magic Resistance to the unit will have it specified in the description.
  • March & Shoot: Models or weapons with this special rule can shoot even if they marched this turn.
  • Characters with the Loner special rule can be the Army General.
  • Parry can be used while mounted.
  • If a model has the Poisoned Attacks special rule from two or more different sources (such as a combination of different special rules, spells or magic items), it gains a +2 modifier to its To Wound rolls.
  • Quick to Fire renamed to Quick Shot. Models or weapons with this special rule ignore penalties for Moving & Shooting (unless they also March). Any shots fired while charging suffer a -1 To Hit penalty, but ignore penalties to long range.
  • Models with Random Movement cannot declare charges, can only choose Hold as a charge reaction, and must always move in the Compulsory Moves sub-phase.
  • Slow to Fire renamed to Cumbersome.
  • If the model is a Monster, it may also Stomp models with a Line of Sight value of 3 or less. 
  • Models with the Strider rule treat that piece of terrain as Open Ground, meaning they ignore any combat and movement penalties or Dangerous Terrain tests otherwise caused by it.
  • If a model has the Stubborn special rule from two or more different sources (such as a combination of different special rules, spells or magic items), it may also re-roll failed Break tests.
  • Uncommanded: Models with this rule have the Loner special rule. In addition, they may never use the Inspiring Presence or Hold Your Ground special rules. Note that Characters and Mixed Units that still have their Handlers ignore this special rule, unless specified.
  • Volley Fire: A unit cannot use Volley Fire if the target is within the weapon’s effective range, if the unit moved earlier in the turn, or when making a Stand and Shoot charge reaction. Volley Fire no longer causes a penalty to Hit.
  • Removed Fire on the March from Skirmishers and Fast Cavalry.
  • Removed Light Troops from Skirmishers. Skirmish Formation renamed to Loose Formation. Skirmishers cannot fire in more than two ranks.
  • All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. 
  • Skirmishers gain no bonus from their ranks (such as rank bonus or Steadfast) in the first round of close combat. 
  • A unit of Skirmishers armed with missile weapons that chooses Flee as a Charge Reaction can choose to fire their weapons first. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting for the purposes of shooting modifiers). After this, the unit makes a flee move, rolling one D6 less than normal.
  • Units containing one or more models with an unmodified close combat armour save better than 5+ cannot use Fire & Flee or Feigned Flight. If the armour save is better than 4+, the unit cannot use the Fast Cavalry/Skirmishers rule at all.
  • Flying units containing two or more models follow the following rules for Skirmishers: Loose Formation, Skirmishers & Combat, Free Reform.
  • Any modifiers to the model's Movement from spells or special rules also affects its Fly move.
  • Vanguard: When starting deployment, all units that choose to Vanguard must be deployed first. Models with this special rule may deploy up to a distance equal to their Movement characteristic (or Fly move) beyond of their deployment zone. However, this cannot be used to deploy a unit within 12" of the enemy. In addition, units that deploy this way cannot declare a charge in the first turn if their army goes first.


TROOP TYPES:

  • War machines may choose to either be mounted on a base, or be placed on the board as is.
  • Removed Large Infantry.
  • A Monstrous Infantry/ Monstrous Beast model may make up to three supporting attacks. In addition, their fighting rank is three models rather than five.
  • Unless specified, any effect that would modify the model's characteristics or their dice rolls affect both the rider and mount.
  • Swarms, War Beasts, Monstrous Beasts, Monstrous Cavalry, Monstrous Creatures and Monsters have the Uncommanded special rule.
  • Swarms are not Skirmishers. Have Vanguard.
  • Mounts are not allowed to make supporting attacks.
  • Monstrous Cavalry without a split profile can make up to three supporting attacks.
  • Swarms, Monstrous Infantry, Monstrous Beasts and Monstrous Cavalry have a Fighting Rank of 3 models rather than 5.
  • Removed Impact Hits from Cavalry and Monstrous Cavalry by default.
  • If the Monster includes any riders in addition to the character, their armour saves are ignored when calculating the overall armour save of the model – only the character's own armour save is used.
  • Clarified that Chariots and Shrines use the Split Profile rules for cavalry.
  • Clarified that scythes add +1 Impact Hits.
  • Clarified that magical missiles can draw a 360° LoS on Chariots, Shrines and Ridden Monsters.



WAR MACHINES:

  • At the start of the Close Combat phase, before any blows are struck, the player whose unit(s) are attacking the war machine must choose models worth up to Unit Strength 10 who will fight in the combat.
  • If a war machine has crew with two or more different profiles, you must choose how you wish you allocate your attacks against them.


WEAPONS & ARMOUR:

  • In order for a model to be able to choose a particular piece of weapon (such as great weapon, polearm or two hand weapons) they must be able to pick this as a mundane option or have it as part of their default equipment, unless it is specified.
  • Missile weapons typically have two ranges – the first number represents the weapon's effective range and the second its maximum range. Shots fired beyond the weapon's effective range count as long range.
  • Separated spears into one-handed and two-handed rules. One-handed spears do not gain Mighty Blow.
  • Shortbows, javelins, throwing weapons and throwing axes have March & Shoot.
  • Shortbows have a range of 16/24". Can fire Multiple Shots while moving.
  • Removed bows.
  • Longbows have a range of 24/36". 
  • Longbows use the same S as the user.
  • Removed warbows.
  • Greatbows are Strength as user +1.
  • Crossbows have a range of 24/36". 
  • Handguns have a range of 12/24". 
  • Slings have a range of 15/30". Do not have Multiple Shots (2). Have Volley Fire.
  • Javelins have a range of 12/18". Do not have Volley Fire.
  • Pistols have a range of 6/12". 
  • Pistols do not give extra attacks.
  • Blunderbusses have a range of 6/12”.
  • Throwing weapons have a range of 6/9".
  • Throwing axes have a range of 6/9".
  • Blowpipes have a range of 6/12". Are S3, are not quick to fire and do not have rapid fire. Can march & shoot.
  • Removed Great Cannons. If a cannon only has one value of Multiple Wounds listed, it causes that damage on both direct hits and the bounce.
  • Cannons have a range of 12-60".
  • Grapeshot has Rapid Fire.
  • Stone throwers have a range of 12-48".
  • Mortars have a range of 12-60".
  • Rocket launchers have a range of 12-60". Rocket launchers use the large round template by default. They always count as firing indirectly (explained further below).
  • Note that a trajectory weapon that moves and fires the same turn is always considered to fire indirectly.


COMMAND GROUPS & CHARACTERS:

  • A unit that is accompanied by a Leader may re-roll failed Leadership tests when Counter-charging, Redirecting a Charge, Reforming from Defeat after losing a round of close combat, and Restraining from Pursuit.
  • Some Leaders also have the option to take specialised equipment. If this is the case, it is clearly stated in their entry in each separate army book. Note that when resolving attacks against a Leader, treat them as being armed as the rest of the unit.
  • Removed Swift Reform from Musicians. A unit that is accompanied by a Musician may re-roll failed Leadership tests when Marching within 6" of enemy units and Rallying. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically Rally.
  • A character cannot join other Lone Models. Removed mention of forming whole units of characters.
  • If a character has a special rule or magic item that affects any unit they join, that effect only applies to the unit for as long as the character remains part of it.


BATTLEFIELD TERRAIN:

  • A unit with the majority of its models fighting uphill does not gain any bonus from ranks.
  • Added rules for Escarpments and Rocky Hills.
  • A unit with the majority of its models fighting in marshland does not gain any bonus from ranks.
  • A unit with the majority of its models fighting in a forest does not gain any bonus from ranks.
  • Models in or behind forests cannot see or be seen through it if there is more than 3" of forest between them and the enemy. If it is less than 3", they can see and be seen through it for all purposes, as long as you can draw a Line of Sight to them as normal.
  • Models in rivers and streams halve their movement value (rounding up) while moving through them.
  • A unit with at least partially in a river does not gain any bonus from ranks.
  • When a unit enters a River of Light, it is immediately the target of a randomly chosen Level 1 Light Magic spell.
  • If a unit completes a charge against a defended blazing barricade, it immediately suffers one Strength 4 Hit with the Flaming Attack special rule on each of its models in contact with the obstacle.
  • Temple of Skulls is a Mystical Monument.
  • All units within 6" of a Charnel Pit suffer a -1 penalty to their Leadership, unless they have Immunity (Psychology). 
  • Units can now garrison a building after marching.
  • The unit may not march in a turn that it exits a building.


CHOOSING YOUR ARMY:

  • Removed requirement of minimum number of units.
  • Lords & Heroes are no longer separate categories, but just Characters.
  • No single character or unit in your army may cost more than 25% of your total points.


MAGIC ITEMS:

  • Armour of Destiny costs 60 pts.
  • Armour of Fortune costs 40 points.
  • Gambler's Armor costs 20 pts.
  • Armour of Silvered Steel costs 30 pts.
  • Shield of Ptolos costs 15 pts.
  • Armour of Resilience costs 30 pts.
  • Banner of Iron Resolve costs 25 pts.
  • Razor Standard costs 25 pts.
  • Banner of Defiance costs 25 pts.
  • Wailing Banner costs 35 pts.
  • Rampager’s Standard costs 25 pts.
  • Standard of Shielding costs 15 pts.
  • War Banner costs 15 pts.
  • Ranger's Standard costs 20 pts.
  • Banner of Eternal Flame costs 15 pts.
  • Trickster's Helm and Dawnstone are Infantry, Monstrous Infantry or Cavalry only.
  • Scroll of Shielding: This item can be used whenever an enemy attempts to cast a spell targeting one of your units. The target of the spell is granted Magic Resistance (3) against the spell.
  • The Crown of Command gives the bearer and any unit they join the Disciplined special rule for as long as the bearer remains with the unit. Costs 20 pts.
  • New Magic Item – Alleviating Armour: Medium armour. The bearer gains the Regeneration (6+) special rule.
  • New Magic Item – Seamless Armour. Medium armour. This armour ignores negative modifiers to its save.
  • New Magic Item – Wand of Jade: The bearer gains +6" casting range to their spells (excluding auras).
  • New Magic Item – Wand of Onyx: The bearer gains +6" dispel range.
  • New Magic Item – Wand of the Winds: The bearer of this item may re-roll one D3 when determining the Winds of Magic in each Magic phase.
  • Removed Dragon Blade, Sword of Anti-Heroes, Fencer's Blades, Sword of Fortitude, Relic Sword, Tormentor Sword, Warrior Bane, Helm of Discord, Dragonbane Gem, Pigeon Plucker Pendant, Hex Scroll, Book of Ashur, Rod of Power, Mystic Shield, Spellshield, Mystic Maze, Hypnotic Eye Scroll, Trickster's Shard, Gem of Taranto, Wizarding Hat, Folding Fortress, The Other Trickster's Shard, Lifestone, Orb of Thunder, Arabyan Carpet, Mask of Eee!, Ironcurse Icon, Battle Banner, Banner of Might, Scarecrow banner, Banner of Duty, Banner of Valour, Lichbone Pennant, Dread Banner, Banner of Courage.


SPELLS:

  • Kindleflame only inflicts D3 Hits.
  • Meteoric Ironclad is 13+ to cast.
  • Verdant Apotheosis renamed to Gift of Life.
  • The Vengeful Hood Ignores Armour Saves.
  • The Curse of Anraheir: Models already in Dangerous Terrain suffer an additional -1 penalty to the test.
  • The Beast Cowers: The unit cannot voluntarily move until the start of the caster's next Magic phase.
  • Star Tides Ebb is a hex area spell with a range of 24".
  • Crystal Prison is 8+ to cast.
  • Sapphire Arc: The unit will then emerge anywhere on the table at the start of your next Magic phase, just like a summoning spell.
  • Steed of Shadows: The Fly move is equal to 10 minus the model's Line of Sight value.
  • The Dance of Despair is 8+ to cast.
  • Crown of Taidron is a direct damage aura spell with a range of 12". 
  • Okkam's Mindrazor gives Magical Attacks.
  • Death Dealer gives Fear.
  • Spirit Leech: For each point the caster scores higher, the target suffers a -1 penalty to their Strength and Toughness (to a minimum of 1) for the remainder of the battle. Is 7+ to cast.
  • Drain Life is a direct damage aura spell with a range of 12". 
  • Scythe of Shyish has 18" range.
  • The Fate of Bjuna is Remains in Play. While the spell is in effect, the target suffers a number of hits equal to the model's current number of Wounds at the end of each of Magic phase.