Sunday, 11 October 2026

All army books updated to 3.1!

After several months of toiling, I'm glad to announce that all army books are now updated to 3.1! It took quite a lot longer than planned as I also went through each book and fixed a bunch of grammar issues and added rules clarifications. Like I mentioned in my previous post, these updates have only been announced on Discord, in case anyone thinks I have been absent for several months doing nothing.

While working on this update wave, there were also some issues that needed addressing regarding Impact Hits and Always Strikes First, which have been mostly fixed. Models without regular attacks (like Chariots) still have Impact Hits, whereas Monsters and similar now have their Impact Hits be represented by their regular attacks, often with Mighty Blow on the charge instead. This way, there's no weird inconsistencies why some models attacking their horns get Impact Hits, and some do not.

However, with the 3.2 version of the game (expected early next year) I plan on making it so that Stomp occur as Impact Hits when charging, representing the mass of these creatures without giving them extra hits. Likewise, long weapons like spears, pikes and lances will get the Always Strikes First special rule (without the re-rolls) instead of Initiative bonuses. So ASF in this case represents their physical reach, while Initiative represents reaction speed. 

As a result, you might find that a few things in the patch notes are not 100% correct when it comes to the pricing of some core units with options for spears, as some have spears as part of their base cost and free spears as an option, whereas other are paying for spears at a cheaper base cost. There are also a few instances where the patch notes mention things that are already in my working document for 3.2, but not in the 3.1 pdf. This will be fixed in 3.2, along with more bug fixes.

Rather than needing to wait several months for each book to be updated to 3.2 once the main rules are out, I'm planning on releasing everything at the same time. As a result, there likely won't be any other update posts until then, though I will be posting planned changes on the Discord server as usual.

Thanks for sticking with me folks, especially my Patreons whose support makes this whole thing worth it!


Albion 3.1:

  • Viridian Lords are Animated Constructs, cost 16 pts.
  • Fixed bug with Dural Durak's stats.
  • Morrigan has the Impact Hits (2D6) special rule.
  • Morrigan may never be the Army General.
  • Removed Agum.
  • New Special Character: King Brodd
  • New Special Character: Ma Maegran, Chooser of the Mighty 

 

Amazons 3.1:

  • Predator’s Feint: Whenever a unit with this rule chooses Flee as a charge reaction or to disengage from combat, it gains the Swiftstride special rule. 
  • Sun Gauntlets and Sunstaffs do not suffer long range penalties.
  • Sun Gauntlets have March & Shoot.
  • Sunstaffs do not have Quick Shot, are cheaper.
  • The unit carrying the Jaguar Standard gain the Cold-blooded and Mighty Blow (1) special rules. Costs 50 pts.
  • Serpent High Priestess has BS3.
  • Stegadons do not have Impact Hits, have A5, cost 215 pts.
  • Thunderous Charge: The Stegadon gains the Devastating Charge and Mighty Blow (1) special rule in any turn it charges.
  • Sharpened Horns: The Stegadon gains the Multiple Wounds (D3) special rule in any turn it charges.


Araby 3.1:

  • Tactical Withdrawal: Units with this special rules use the Swiftstride special rule when choosing Flee as a charge reaction.
  • Scrolls Of Ruqyah cost 35 pts.
  • Removed Mask of the Faith.
  • War Elephant is Emir only.
  • Removed Slavers special rule.
  • War Elephants do not cause Impact Hits, cost 100 pts.
  • Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D3 Strength 5 hits.
  • Mahout Expert: The War Elephant may re-roll failed Panic tests.
  • Spike Chain gives Impact Hits (D3).
  • Mirage: While the spell is in effect, the target must wheel and move directly towards the marker using the Random Movement (2D6) special rule. 
  • Jaffar has WS4, T3, A2. Costs 320 pts.
  • Fixed bug with Jaffar missing options for Genies.
  • Items stolen by Kassim do not add additional Victory Points.


Beastmen 3.1:

  • Unless your Army General has the same Mark of Chaos, any Core Unit with a Mark of Chaos counts as a Special Unit, 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.
  • Ruiner of the Wrought has a range of 18", is an aura spell.
  • Pandemonium is a hex spell with a range of 24". Until the start of the caster’s next Magic phase, the target unit suffers -1 Leadership and cannot benefit from the Inspiring Presence or Hold Your Ground! abilities.
  • Crown of Horns: The character gains the Inspiring Presence (6) special rule. Costs 25 pts.
  • Beastlord/Wargor have WS7/6, cost 130/90.
  • Doombull/Gorebull have WS7/6, cost 250/190. 
  • Warhoof has WS6, costs 125 pts.
  • Fixed cost of equipment for Warhoofs and Halfhorns.
  • Razorgors do not cause Impact Hits, have Frenzy. Are Unit Size 3-9. Cost 39 pts.
  • Balewolves are Unit Size 1-3.
  • Ramhorns do not cause Impact Hits, costs 220 pts.
  • Storm Call: Bound Spell (Level 1, cast on 6+). Storm Call is a direct damage aura spell with a range of 6". 
  • Bray-Staff of Morghur and Stones of the Skull Cave are two separate magic items.
  • Taurox costs 330 pts.
  • Ghorros Warhoof costs 165 pts. 


Bretonnia 3.1:

  • Questing Vow does not ignore Initiative penalties from great weapons. Costs 5 pts for characters.
  • Crusader's Vow costs 5 pts, only applies to the model.
  • Swift as the Wind: A Pegasus with this upgrade gains the Swiftstride special rule.
  • Whenever a unit of Knights Errant charge, they have the Swiftstride special rule.
  • Knights Errant cost 19 pts.
  • Knights of the Realm cost 23 pts.
  • Questing Knights cost 23 pts.
  • You must take 1-2 Hunting Hounds per Squire in the unit if any are included.
  • Grail Knights cost 36 pts.


Chaos Dwarfs 3.1:

  • Inferno Glaive Of Hashut is S6, costs 20 pts.
  • Talisman Of Obsidian: However, the wearer may take no other magic items.
  • Gauntlets Of Punishment are cast on 6+.
  • Scroll Of Petrification costs 30 pts.
  • Daemonsmith Wizard upgrade costs 35 pts.
  • Overseers do not follow the rules for Leaders, cost 15 pts.
  • You must include one Overseer for every 20 Slaves in the unit.
  • Ogre great weapons cost 9 pts.
  • Steam Cannonade is Cumbersome. Has Multiple Shots (Artillery Dice + 2D6).
  • You may take not 2 Bolt Throwas as a single Special choice.
  • All models in a unit suffering casualties from a Dreadquake Mortar counts as moving through Dangerous Terrain tests and suffer -1 To Hit with missile weapons until the start of your next turn. Artillery weapons that do not use Ballistic Skill can only fire on a 4+ on a D6.
  • Bane maces have Parry (6+).
  • Razor Horns: The model gains the Mighty Blow (1) special rule in any turn it charges. Costs 10 pts.
  • Legbreaker no longer inflicts damage on models in base contact.
  • Flail and Crush: First test to see if the Giant falls over (see previously). If the Giant remains on its feet, select a target unit in base contact. That unit sustains 2D3 hits.
  • Ripping Blades: The Giant fights using the Random Attacks (2D6) special rule this round. 
  • Astragoth Ironhand has A3, costs 300 pts.
  • Mechanical Body: Astragoth may never March or Counter-Charge.
  • The Granite Guard cost 1 pt.
  • The Mask of the Executioner: At the start of your Magic phase, roll a D6 for each enemy unit within 6".

 

Daemons of Chaos:

  • Khorne's Wrath scatters D6".
  • Aura of Disruption: Any dispel attempt you make while this model is within dispel range receives one extra ‘free’ dispel dice.
  • Tzeentch Will: The Daemon may re-roll a single D6 once per player turn. This can be any roll To Hit, To Wound, armour save, invulnerable save, channelling, casting, dispelling, miscast, charging, pursuing, characteristic test or Leadership test. Costs 30 pts.
  • All friendly units deploying using the Summoned from Beyond special rule may choose to automatically arrive if they place the marker within 12" of the bearer of this item.
  • Eternal Shroud: Once per turn, the wearer can add or subtract 1 from any dice roll when channelling, casting, dispelling or rolling on the miscast table. Is an arcane item.
  • Bloodthirster does not have weapons or armour by default, costs 375 pts.


Dark Elves 3.1 out now!

  • Supreme Sorceress has WS6, I6, A2, costs 195 pts.
  • Disciple of Khaine has Magic Resistance (1), costs 105 pts.
  • Fixed bug with magic item allowance for Death Hags.
  • Fixed bug with incorrect weapon costs for previous Heroes.
  • Fixed bug with Blood Hags only being able to take 25 pts banners.
  • Blood Sigil causes damage on the roll of any double.
  • Touch of Death costs 15 pts.
  • Draich of Dark Power costs 25 pts.
  • Pendant of Khaeleth is no longer an invulnerable save.
  • Orb of Ghrond is a common item, moved to arcane.
  • Crystal Heart: The bearer of this item may choose to attempt to cast one spell twice per Magic phase. Cost 10 pts.
  • Standard Of Har Ganeth costs 40 pts.
  • Impale: A Dark Pegasus gains the Mighty Blow (1) special rule in any turn that it charges.
  • Corsairs are Skirmishers by default. 
  • Handbows cost 1 pt for corsairs.
  • Dark Riders cost 15 pts.
  • Doomfire Warlocks have A1, costs 25 pts.
  • Shadowstalkers are Khainites, not Loners.
  • Cauldron of Blood costs 165 pts. May only be taken as a mount by Hag Queens.
  • Dispel attempts made against spells that target Hellebron or her unit receive a +5 dispel bonus.
  • Queen of Khaine: Crone Hellebron has the Inspiring Presence (6) special rules affecting Khainite units.
  • Krethusa has WS5, I6, costs 300 pts.
  • Prophecy of Silence: Enemy units within 6" of the unit cannot benefit from the Inspiring Presence, Hold Your Ground or Command Group bonuses.


Dogs of War 3.1:

  • Wealthy can be taken once per full 1000 pts played.
  • Raider is Skirmishers and Fast Cavalry only.
  • Blademaster applies regardless of weapon used.
  • Fleetfooted gives Swiftstride.
  • Removed Dragon Blade (will be given to Prince Ulther in Regiments of Renown expansion).
  • Dragonsword is an oriental longsword. Costs 45 pts.
  • New Magic Item: Ironcurse Icon.
  • Swift as the Wind: A Pegasus with this upgrade gains the Swiftstride special rule.
  • Spears are free.
  • Fixed bug with Sellswords and Elves having normal bow options.
  • Halflings may take slings.
  • Fixed bug with Hobgoblins missing Fast Cavalry.
  • Scorpions have range 24/42”, not armour piercing.
  • You may take 1-2 Scorpions as a single Special choice.
  • Additional Crew cost 5 pts.
  • Each Maneater can choose a separate Quirk of Character.
  • Note that the Land Ship cannot pursue.
  • Enemies no longer need to re-roll successful Wards due to the Crest of Mydas.
  • Sphere of Alchemy does not use the template. If the attacks hits, it inflicts 2D6 Hits.
  • Battle Strategy: If Leonardo is included in your army, you may add +1 to the result when determining which side to deploy on.


Dwarfs 3.1:

  • Fixed bugs with incorrect headings.
  • Fixed bugs with Ward runes not getting discounted.
  • Fixed bug with Runesmith magic item allowance.
  • Oathstones and Wards of Grimnir gives MR(2).
  • Heavy Metal Ingot: This item allows the wielder to re-roll failed armour saves and invulnerable saves rolls of 1 in any turn they have not moved.  
  • Golden Sceptre Of Norgrim: The bearer and any unit they are with may re-roll 1's To Hit and To Wound in close combat. Costs 30 pts. 
  • Shots from a war machine with an engineering rune do not the Magical Attacks special rule.
  • Rune of Spellbreaking works like a Dispel scroll.
  • A model with the Master Rune of Passage, and any unit he joins gains the Strider special rule. Costs 20 pts.
  • Second Rune of Penetrating allows re-roll all To Wound rolls, costs 50 pts.
  • Rune of Impact costs 15 pts.
  • Rune of Sanctuary only offers MR(2) or MR(3) for 10/20 pts. 
  • A war machine with engraved with a Rune of Accuracy may re-roll 1's To Hit. Can be taken on Organ Guns.
  • Master Rune Of Bursting Flame: Grudge Thrower only. A war machine engraved with a Master Rune of Bursting Flame uses the large round template.
  • All shooting attacks from a war machine engraved with an Enchanted Rune have the Magical Attacks special rule.
  • Fixed bug with Thane having Ld10.
  • Rune of Haste & Urgency: The model and their unit gain +1 Movement and the Swiftstride special rule until the start of your next turn.
  • Dwarf Warriors have a unit size of 15-45.
  • Crossbows for Rangers cost 3 pts. 
  • Shields for Longbeards cost 1.5 pts.
  • Traditional army: If Alrik is in your army, then Thunderers counts as Special Units, Firethrowers and Gyrocopters counts as Rare Units, and Irondrakes, Flame Cannons, Organ Guns, Thunderbarges and Grudgebreakers counts as 2 units for the purpose of duplicate choices that are allowed.
  • Rivet Gun has a range of 9/12", S5, Multiple Shots (3), not AP.
  • Removed Gotrek & Felix (will be moved to RoR expansion).


Estalia 3.1:

  • Countermarch Fire: Models with this rule in the front rank of a unit ignore the Ponderous special rule when moving (or treat Move or Fire as Ponderous instead) if they have another friendly model with the same special rule in base contact behind them.
  • Impale: A Bovine gains the Mighty Blow (1) special rule in any turn that it charges.
  • Aegis of the Maiden is One use only.
  • Bulls no longer cause Impact Hits. Reduced cost for the Altar.
  • Diestros cost 5 pts.
  • Caracole: Models with this special rule ignore the Ponderous special rule when moving.
  • Aurochs do not cause Impact Hits.
  • Knights of the Raging Bull cost 60 pts.
  • Fire Bulls do not have Impact Hits. Cost 10 pts.
  • Bull Run: The Picadors may light up the horns of the Bulls at the start of any of your Movement phases. They then gain the Flaming Attacks, Immunity (Psychology) and Random Movement (3D6) special rule for the remainder of the game. The unit must always choose to pursue and overrun, and may never attempt any type of manoeuvre or combat reform.


Grand Cathay 3.1:

  • Blossom Wind is S3.
  • Crane Gunners cost 16 pts.
  • Ogres have gut-plates instead of light armour, cost 26 pts. Light armour cost 3 pts.
  • Rocket Salvo has a range of 12/24".
  • Guan Fei must be accompanied by a unit of Celestial Dragon Guard or Celestial Dragon Lancers, and he may not leave this unit. He and his unit have the Cold-blooded special rule. 
  • Lotus Needle has a range of 16/24", Multiple Shots (3).
  • Guqin of Everlasting Repose: Enchanted Item. The Guqin may be played at the start of any of your turns. When it is played, one unengaged enemy unit within 12" must pass a Psychology test or be unable to voluntarily move, cast spells or shoot until the start of your next turn.
  • New Special Character: Taoyan the Merciless 

 

Halflings 3.1:

  • Lucky Charm: The Halfling player may reroll any dice roll To Hit, To Wound, when taking armour saves or invulnerable saves. 
  • Deft Hands: Models with this special rule gain a +1 bonus to the result on the Light-fingered chart below.
  • Light-fingered: If a 5 or 6 is rolled, the target must reveal all Talismans, Arcane Items or Enchanted Items it might have. Each stolen Magic Item is removed from play and is worth 25 Victory Points.
  • Ogre Bodyguard does not have Ogre Charge.
  • Gamekeepers have Forest Strider.
  • Antique Handgun has a range of 15/30".


High Elves 3.1:

  • Fixed bug with incorrect S for longbows.
  • Fixed bug with shortbows missing march & shoot.
  • Elven Honours count towards Magic Item limit.
  • Coruscation of Finreir affects dispel range.
  • Amulet of Light does not force re-rolling wards, cost 10 pts.
  • Dragon Mages have WS4, do not have light armour by default, cost 300 pts.
  • Priests of Mathlann have Magic Resistance (1).
  • Storm Weavers have WS5, I6, A2, cost 120 pts. Mist Weaver costs 75 pts.
  • The Writhing Mists: All missile attacks targeting the model or any unit they are with suffer a -1 To Hit penalty until the start of your next turn.
  • Fixed bug with Loremaster armour.
  • Impale: A Unicorn gains the Mighty Blow (1) special rule in any turn that it charges.
  • Rangers cost 9 pts.
  • Ellyrian Reaver Shields cost 1 pt.
  • Fixed bug with Dragon Princes and Drakemasters missing Devastating charge.
  • Omen of Sacrifice: All friendly units of High Elves within 6" gain the Hatred special rule. 
  • Dragon Armour of Aenarion gives Magical Ward (6+).
  • Added effective range to Moon Bow, is not Quick to Fire.
  • Gilead & Fithvael are Independent.

 

Hobgoblins 3.1:

  • Lightning Spear does not stop if you fail To Wound a model.
  • Removed Scroll of Taunts.
  • On any turn that the model equipped with the Hidden Sheath enters a challenge, they get to make one extra round of attacks against their opponent with the Always Strikes First special rule.
  • Fixed bug with T value for Shaman lords.
  • Fixed bug with Ravagers being S4.
  • Deft Hands: Mangudai can fire Multiple Shots even if they have marched during the Movement phase.


Kingdoms of Ind 3.1:

  • War Elephants do not cause Impact Hits, cost 85 pts.
  • Jingals do not cause Multiple Wounds, do not misfire. Cost 5 pts for War Elephants.
  • Any time a War Elephant fails a Panic or Break test it will Flee in a random direction, as determined by the Scatter dice. If it flees through any unit, it inflicts D3 Strength 5 hits.
  • Mahout Expert: The War Elephant may re-roll failed Panic tests.
  • Spike Chain gives Impact Hits (D3).
  • Yali does not cause Impact Hits, has Mighty Blow (1). Costs 175 pts. May have the Fly (7) special rule.
  • Helmet of the Dark Beast: Enemies must re-roll successful Terror tests caused by the wearer.


Kislev:

  • Removed mention of Unbreakable from By Our Blood since Stubborn stacks through the Main Rulebook.
  • If a hex spell from the Lore of the Hags is successfully cast on an enemy unit, that unit must re-roll 6’s when rolling to Hit until the start of the casters next Magic phase.
  • Crossbows for Hunters cost 1 pt.
  • Tyrant: All friendly units within 12" of Igor have the Cold-blooded special rule.
  • Lucky: Stepan Rasin is allowed to re-roll any one dice To Hit or To Wound per phase.
  • Ulrika Magdova Staghov does not have the Sniper rule.

 

Lizardmen:

  • Removed War Gauntlets. Kroxigors start with hand weapons, must choose two hand weapons or great weapons. Cost 41 pts by default.
  • Firefly Frog Venom has no effect on slings.
  • Stegadon War-spear gives the bearer's mount the Impact Hits (D6) special rule.
  • Zoetic Dial: After deployment is complete, write down a number of your choice. At the start of your turn that corresponds with that number, the bearer gains the Magical Ward (2+) special rule for the remainder of the turn, and immediately regains any Wounds lost previously during the game. Costs 25 pts.
  • Spears are free.
  • Fixed bug with Skink Cohort having Poisoned Attacks listed by default.
  • Razordons have a range of 9/18", fire multiple shots (artillery dice + 2D6).
  • Bastiladon has A5, costs 200 pts.
  • Ark of Sotek has Poisoned Attacks.
  • Stegadons do not have Impact Hits, have A5, cost 215 pts.
  • Thunderous Charge: The Stegadon gains the Devastating Charge and Mighty Blow (1) special rule in any turn it charges.
  • Sharpened Horns: The Stegadon's gains the Multiple Wounds (D3) special rule in any turn it charges.
  • Arcanadons do not have Impact Hits, cost 185 pts.
  • Lord Mazdamundi costs 740 pts.


Nippon 3.1:

  • Shisuma Mon: Models with this Mon using katanas may re-roll 1's To Hit and failed Parry saves.
  • Oni, Tengu, Ninja are Independent.
  • Daemonic: Models with this special rule have the Magical Attacks and Magical Ward (5+) special rules. If they lose a round of close combat they must take a Daemonic Instability test. This works like a normal Break test, except that for every point they fail the test by, the unit suffers one additional Wound with no saves allowed.
  • Mikoshi Shrine has S3, T3, costs 100 pts.
  • The Red Devils: If Sanada Naomasa is included in your army, you may upgrade one unit of Samurai Cavalry to the Red Devils for +3 points per model.
  • Empress of Nippon: Any time she suffers a Wound in close combat, (excluding challenges), roll a D6 before any saves are taken: on a 3+, you may allocate the Wound to a friendly model in base contact instead.


Norsca 3.1:

  • Frost Giants may take fur cloaks. Reduced the cost of armour.
  • Ice Mammoths do not have Impact Hits, cost 320 pts.
  • Stomp: The Mammoth has the Stomp (2D6) special rule this turn.
  • Gore: The Mammoth makes 2D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.


Ogre Kingdoms 3.1:

  • Replaced Impact Hits with Impale for most mounts.
  • An Ogre with a Sword-Gnoblar benefits from one extra Attack with Weapon Skill 2, Strength 2 and Initiative 2.
  • Added three new Big Names.
  • Sky-Titan Scatter Pistols have a range of 9/18", Armour Piercing (1), Multiple Shots (2D3).
  • Characters do not have gut-plate by default, reduced cost by 5 pts.
  • Butchers may take gut-plates.
  • Hunters renamed to Huntmasters.
  • Leadbelcher guns are Ponderous, not Cumbersome.
  • Mournfang Cavalry may take light lances and Harpoon launchers.
  • If you roll two or more 1's when rolling To Hit with the Skewerslinger, roll a D6 and consult the Skewerslinger Misfire chart. Reworked the chart.
  • New Special Unit: Hunters
  • New Rare Unit: Cleavers
  • Earth-shattering Charge: A Stonehorn has the Devastating Charge and Mighty Blow (1) special rules in any turn that they make a successful charge. Does not have Impact Hits. Costs 235 pts.
  • Thundertusk does not have Impact Hits. Costs 220 pts.
  • Ice Mammoths do not have equipment by default, added equipment options.
  • An Ice Mammoth has Unit Strength 24 and a Line of Sight value of 10. An additional Beast Rider adds +2 Unit Strength.
  • Ice Mammoths do not have Impact Hits, cost 320 pts.
  • Stomp: The Mammoth has the Stomp (2D6) special rule this turn.
  • Gore: The Mammoth makes 2D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.
  • Each Beast Rider may have different equipment.


Orcs & Goblins 3.1:

  • Fixed bug with incorrect stats and points cost for goblin shamans.
  • Big Stabbas no longer cause Impact Hits, cost 5 pts.
  • Little Big 'Uns may take a Magic Standard worth up to 50 pts.
  • Fanatics are not automatically released when enemies move within 8".
  • Splat!: If a Fanatic comes into contact with another unit, it inflicts D6 Strength 5 Hits with the Armour Piercing (1) special rule. If this destroys the unit, the Fanatic continues any movement it was making. Otherwise, the Fanatic is removed as a casualty after resolving the damage. Fanatics otherwise do not move through units, can be charged normally, and are not automatically removed upon contact with an enemy. Cost 15 pts.
  • Explodin' Spores do not hit automatically. Have Multiple Shots (6), Rapid Fire.
  • Reduced the cost of spears and shields for Black Orcs.
  • A unit with Puffball 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.
  • Nasty Skulkers can take Puffball Smoke Bombs as an option.
  • You may not take 2 Spear Chukkas as a single Special choice.
  • Removed Weirdbrute Wrekkaz upgrade.
  • Extra crew for Maw-grunta cost 20 pts.
  • Wild Shot! The Doom Diver scatters 2D6" – he is unable to move the impact point D6" in this case.
  • Ker-splat!: If Mangler Squigs come into contact with another unit, they inflict 2D6 Strength 6 Hits. If this destroys the unit, the Mangler Squigs continue any movement they were making. Mangler Squigs otherwise do not move through units, can be charged normally, and are not automatically removed upon contact with an enemy. Cost 60 pts.
  • Watch Out! Mangler Squigs treat all terrain that is not open ground as Dangerous Terrain. If they come into contact with a unit that is not destroyed by their Ker-splat! attack, Impassable Terrain or a table edge, they must take Deadly Terrain tests before stopping 1" short of the obstruction.
  • Dinner's Dinner!: If the Colossal Squig's Random Movement special rule brings it into contact with any friendly unit, it automatically inflicts D6 Hits at its base Strength. After this, move the Colossal Squig 1" back from the unit.
  • Rogue Idol does not cause Impact Hits, cost 210 pts.
  • At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge. If it does so, it automatically inflicts D6 Hits at its base Strength. After this, move the Rogue Idol 1" back from the unit.
  • Orcs are da Best: An Orc & Goblin army that includes Gorbad may upgrade any number of Common Orcs Boys and Common Orc Boar Boys to Big 'Uns without them counting as Special Units.
  • Borgut Facebeater costs 170 pts.

 

Pirates of Sartosa 3.1:

  • Removed Naval Bombardment.
  • Harpoon Launchers, Swivel Guns and Volley Guns are Move or Fire.
  • Volley Guns have a range of 12/24", Rapid Fire.
  • Blood in the Water affects Supporting Attacks.
  • Crow’s Feet does not affect Movement.
  • Whalebone Charm costs 20 pts.
  • Arcane Astrolobe costs 10 pts.
  • Removed The Smuggler’s Satchel.
  • Deck Gunners cost 12 pts.
  • Curse of the Harsh Mistress: Until the start of your next turn, all enemy units in base contact with the Priest suffer -2 to their Initiative and Leadership, and roll one dice fewer than normal for their flee and pursuit distance.
  • Dwarf Privateers have normal pistols and handguns, reduced cost by 1 pt.
  • Ogre Scallywag have Volley Guns, not leadbelcher guns.
  • Ogre pistols do not add extra attacks.
  • Bloodlust affects Supporting Attacks.
  • Hellhammers and Ironfists may take Master Gunners and extra crew.
  • Fixed profile for Repeater Pistol.
  • Jaego Roth costs 150 pts.


Skaven 3.1:

  • Scurry Away: All models with this special rule have the Swiftstride special rule when fleeing.
  • The Warpstone Charm allows the bearer to re-roll any one single dice roll To Hit, To Wound, when taking armour saves and invulnerable saves. Costs 5 pts.
  • Storm Banner: Bound spell. This item contains the Howling Warpgale spell from the Lore of Ruin. Costs 35 pts.
  • Removed Dwarfhide Banner.
  • Assassins do not have throwing weapons by default, cost 5 pts less.
  • Master Moulder may take polearms.
  • Leader of the Pack gives Disciplined, not Cold-blooded.
  • Deafening Peals applies to Chariots, Shrines and War Machines regardless of Toughness.
  • A Reputation for Cunning: Roll a D3 before starting deployment, the result is the number of friendly Skaven Infantry units that may deploy using the Vanguard special rule.
  • Skreech Verminking and Vizzik cannot use Lore of Stealth.
  • Blade of Nurglitch: This weapon gives Nurglitch the Poisoned Attacks special rule.


The Empire 3.1:

  • Von Trickschotte's Wondrous Arquebus is a Hochland long rifle. Range 18/36", S6, not AP. Costs 30 pts.
  • Arch Lector/Warrior Priest costs 130/90 pts.
  • Battle Wizards may not take armour.
  • Reduced cost of shields for spearmen.
  • Ogre pistol has a range of 12/24", S5.
  • Removed Dwarf-crafted.
  • Halflings are Unit Size 20-60.
  • Helblasters fire Artillery Dice + D6 shots rather than D3.
  • Swivel Guns are not Armour Piercing.
  • Mortars and organ guns on Steam Tanks uses Steam Points to fire.
  • Luthor Huss costs 200 pts.
  • Harald Gemunsen may not fight two challenges in the same turn.

Tomb Kings 3.1:

  • Undead ignore the Independent special rule.
  • Destroyer of Eternities: In addition, all enemy models in base contact with the wielder suffer a single automatic hit (with Heroic Killing Blow) after resolving the model's normal attacks. Costs 60 pts.
  • The Conqueror’s Blade: When fighting in a challenge, they may re-roll failed To Wound rolls. 
  • Icon of Rulership costs 15 pts.
  • Spears are free.
  • Sworn Bodyguard: Whenever a Tomb King/Prince suffers a Wound (before saves are taken) and a Tomb Herald is in the same unit as them, roll a D6. On a 1, the Wound is resolved as normal, but on a 2+ the Wound is intercepted, and re-allocated to the Tomb Herald. No more than one Wound can be re-allocated to each Tomb Herald in each phase. Wounds in a challenge can't be re-allocated.
  • Skeleton Steed Mounts cost 10 pts.
  • Screaming Skulls: All shooting attacks made by a Screaming Skull Catapult have the Flaming Attacks and Magical Attacks special rule. 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.

 

Vampire Counts 3.1:

  • Fixed multiple minor bugs with incorrect points costs for Nightmares and weapons for characters.
  • Undead: While within the Army General's Inspiring Presence range, they may make March moves, Counter-charge and Stand & Shoot.
  • Musicians allow their unit to March in addition to its normal effects.
  • Removed Spectral Steeds.
  • Removed Summon Ghouls.
  • Added multiple new Wight only magic items.
  • The Flayed Hauberk: This item gives the wearer a 2+ armour save and a Magical Ward (6+). Cost 50 pts.
  • Blood Dragons cannot use Lore of Shadow.
  • A Strigany Mystic may not be the Army General or join Ghouls.
  • Crypt Ghouls are Unit Size 15-45. Split Ghouls into Crypt Gouls and Ghoul Prowlers (Skirmishers with Ambush upgrade).
  • Skeleton Warriors cost 3.5 pts, reduced cost of weapons and shields.
  • Split Sylvanian Levy into Levy and Bowmen.
  • Dire Wolves cost 6 pts.
  • Black Knights cost 21 pts.
  • Removed Soulstriders. Hexwraiths cost 26 pts.
  • Coven Throne and Mortis Engine have Strider special rule.
  • Sekhar has Poisoned Attacks, cost 200 pts.
  • Ushoran costs 570 pts.

 

Warriors of Chaos 3.1:

  • Removed Ensorcelled Weapons.
  • Models with the Mark of Slaanesh have the Immunity (Psychology) and Swiftstride special rules. 
  • Added multiple new magic items.
  • Gifts of the Gods up to 15 pts may be taken in multiples.
  • Distendable Maw: By reducing their normal attacks by 1, the character can choose to make a special attack against a single Infantry model. Costs 10 pts.
  • Unholy Strike: Each time the model rolls a natural 6 To Hit, that attack is resolved at double the character's Strength and has the Multiple Wounds (D3) special rule. Costs 20 pts.
  • Horns: The character gains the Devastating Charge special rule. 
  • Favour of the Gods: The bearer may re-roll the result when rolling on the Eye of the Gods table.
  • Grimoire Of Ogvold costs 20 pts.
  • Warp Mirror: All bonuses and special rules that are not from weapons, magic items, spells or mounts are swapped between the bearer of this item (and any unit they are with) and any enemy unit in base contact with the bearer. Costs 25 pts.
  • Karkadrak does not cause Impact Hits, costs 140 pts.
  • Shields for Warriors cost 1.5 pts.
  • Knights are Core Units.
  • Chosen is an upgrade for Warriors, Knights and War Chariots. Models with this upgrade gain +1 Attack, as well as the Chaos Armour and Magical Attacks special rules. However, they count as Special Units rather than Core Units.
  • Spears are free.
  • Shortsbows on Horsemen replace shields for free.
  • Cultists may take throwing weapons for 1 pt.
  • Charioteers have A1, cost 100 pts.
  • Giant Spinehounds do not cause Impact Hits, cost 200 pts.
  • Shaggoths do not cause Impact Hits, cost 220 pts.
  • 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.
  • War Mammoths do not have Impact Hits, cost 300 pts.
  • Stomp: The Mammoth has the Stomp (2D6) special rule this turn.
  • Gore: The Mammoth makes 2D6 attacks against a chosen unit in close combat with the Heroic Killing Blow special rule.
  • Slaughterpriests do not have armour by default, costs 135 pts.
  • All Khorne, Nurgle and Tzeentch Special/Rare Infantry/MCa have Magical Attacks.
  • Skullreapers cost 35 pts.
  • Putrid Blightkings cost 35 pts.
  • Wraithflails do not cause Impact Hits. Wrathmongers cost 42 pts.
  • Intoxicating Delirium: The unit gains the Stubborn special rule. 
  • If Archaon is included in your army, the restriction on picking units with Marks of Chaos does not apply. 
  • Master of Chaos Undivided: If Crom is your Army General, you may upgrade one unit of Warriors or Knights to Chosen without them counting as Special Units, and any number of Marauders and Marauder Horsemen may be upgraded to Marauder Champions. However, no units may be given any Mark of Chaos.
  • Nightmaw is optional.
  • Snow Troll Amulet does not automatically regenerate wounds. Lokjar Bjoergir costs 125 pts.
  • Kholek Suneater does not have Impact Hits, costs 450 pts. Is Independent.
  • All Trolls treat Throgg as the Army General.
  • Skarr does not cause Impact Hits. Skarr receives +1 Attack for every enemy model in base contact (up to a maximum of +3).
  • Glottkin do not cause Impact Hits, cost 815 pts.
  • Supreme Vanity: Sigvald the Magnificent and any unit he joins gains the Independent special rule. Costs 340 pts.
  • Main Course: All friendly units with the Mark of Slaanesh within 6" of Glutos gain the Stubborn special rule. 
  • Glorious Slaughter: Styrkaar and any unit he joins roll an additional D6 for their charge and pursuit distance and discards the lowest result.
  • Egrimm van Horstmann does not have a spell familiar, costs 710 pts.


Wood Elves 3.1:

  • Starfire Shafts: Shooting attacks made with Starfire Shafts have the Magical Attacks special rule and forces enemies to re-roll successful Panic tests caused by Heavy Casualties.
  • Silverwood Circlet increases range by 12”, costs 30 pts.
  • Grove Guardian may take Spites.
  • Fixed pricing for shortbows and longbows for units with options for both.
  • Lethal Shot applies to both longbows and shortbows.
  • Fixed bug with shortbows missing march & shoot.
  • Shadowdancers may take Saerath.
  • Impale: A Unicorn gains the Mighty Blow (1) special rule in any turn that it charges.
  • Nets: D3 models in the enemy unit suffer -1 Attacks. 
  • Talon of Dusk/Dawn has a range of 24/36".
  • Gruarth does not cause Fear.
  • Beastmaster: Fang and Claw are War Beasts (Canine) and Gruarth is their Handler. If Gruath is slain, Fang and Claw become subject to Frenzy. If both Fang and Claw are slain, Gruarth becomes subject to Hatred.


Zombie Pirates 3.1:

  • All models with the Undead special rule have the Animated Construct, Fear, and Unstable special rules. In addition, while within the Army General's Inspiring Presence range, they may use the Army General's Leadership instead of their own (even if normally Independent) and can make march moves.
  • Musicians allow their unit to March in addition to its normal effects.
  • Swivel Guns and Volley Guns are Move or Fire.
  • Blood in the Water affects Supporting Attacks.
  • Deck Gunners cost 11 pts.
  • Right Hand of the Pirate King: If Drekla is in base contact with Luthor Harkon, Luthor gains a 4+ 'Look Out, Sir!' save in close combat with any Hits being allocated against Drekla instead.
  • Von Zeich's Last Ingot: This item allows Vangheist to re-roll failed Magical Ward saves.

Saturday, 20 June 2026

Warhammer 9th Edition 3.1 out now!

This update contains some important changes to the Movement system mainly, serving to streamline several interactions for smoother gameplay. There's also been a lot of corrected issues with spelling, grammar and clarifications in multiple scenarios (not listed in the patch notes below).

Swiftstride has been removed from all troop types by default - instead all models with M6+ follow the previously lower tier for swiftstride automatically (charging Movement + 2D6). This means cavalry etc are a bit slower. Flee and Pursuit is equal to the unit's Movement + D6". This means that infantry will much more rarely catch the cavalry in pursuit and vice versa, rather than it being almost completely random. Swiftstride as a special rule allows re-rolling 1's for the distance instead, and is now much rarer.

Disordered charge has been added - this is simply a term that applies in situations where a unit loses its charge bonuses (mainly due to terrain), rather than having to specify this in every scenario it applies.

Catching fleeing enemies now only does half as much damage as before (1 Wound per Unit Strength), but Rallying has also been made more difficult. You are no longer allowed to Rally if there are non-fleeing/engaged enemies within 6", making it easier to pursue fleeing enemies off the board, even if you are not able to catch them. This gives units of War Beasts and Fast Cavalry a better role as pursuers compared to heavy cavalry. On a similar note, units no longer need to test to march due to nearby enemy units, if the enemy is fleeing or already engaged in combat.

Refusing challenges now has an added negative in that it adds +1 combat res to the enemy, making it more important to accept them.

Stupidity has been reworked - instead of being a Ld test at the start of the turn, it now works on a D6 roll in the compulsory movement phase. This means all stupid models are treated equally, rather than units with high Ld practically ignoring the effect. It's also more granular with 3 different effects, rather than simply being pass or fail.

Fire & Flee no longer causes the unit to flee a shorter distance, and only causes -1 To Hit rather than -2. However, it cannot be used with Ponderous weapons or within the enemy's minimum charge distance. 

Lastly, several weapons have seen a few changes, with initiative bonuses for spears/polearms only applying in the first round of combat, just like lances. Grenades have been added, instead of being repeated in every book that features them. Blackpowder weapons had a bug where they still were armour piercing after getting their shots/strength increased, which has now been fixed.

With that, the main rules are feature-complete. I will naturally be evaluating the rules based on feedback over the coming year(s), but otherwise I consider the main rules to be pretty much done at this point.

Thanks to everyone who have contributed with your feedback and bug reports, and as always - my Patreon supporters!

Next up will be a quick update wave to fix the remaining bugs in the various books, before I can start working on some new material! I'll be posting this on Discord only until all the updates are out, after which I'll have the full patch notes listed in a separate post.


 
Patch Notes:
  • Included the distances for charging, fleeing and pursuing from Swiftstride into the main movement rules. Models with M6 or more roll 2D6 for charges rather than 3D6 (discard highest). All units move the sum of their Movement + D6” when fleeing/pursuing.
  • A unit that declares a Counter-charge reaction cannot make any additional charge reactions besides Hold that turn. A unit may only make one actual Counter-charge move once per turn. If the counter-charging unit gets charged by more than one unit, it counts as counter-charging all units to its front.
  • Disordered Charge: In certain situations, a unit’s charge may become disordered, most commonly due to various types of terrain. A unit that makes a disordered charge is not subject to any rules that only apply when a unit charges.
  • In some cases, the enemy unit might have to close the door with the chargers instead. In this situation, the charging unit counts as making a disordered charge against that unit. 
  • Catching up to a fleeing unit causes one Wound per Unit Strength of the charging/pursuing unit rather than two.
  • Units cannot attempt to rally if enemy units are within 6", unless those units are fleeing, engaged in combat or have less than Unit Strength 10.
  • Units do not need to test to march if the enemy units are fleeing, engaged in combat or have less than Unit Strength 10.
  • Removed "Note that if a unit attempts this test and fails, it is still treated as having marched, even if its controlling player then elects not to have the unit move at all."
  • Remains in play spells can be dispelled at any time during any subsequent Magic phase.
  • Fixed bug with Bound Spells still only mentioning magic items.
  • Removed "Units that only chose Hold as a charge reaction this turn counts as having one more complete rank than they actually do." (bug fix)
  • You gain +1 combat result if a challenge was refused by your enemy.
  • Enemy spells that target a unit containing one or more models with Magic Resistance suffer a casting penalty equal to the number shown in the brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
  • Provided that they are not engaged in close combat, a unit that contains one or more models with the Stupidity special rule must roll a D6 at the start of its Compulsory Movement sub-phase and consult a table to see what effect it has.
  • Note that in case only a mount has Stupidity, the rider is not affected by the penalties to casting and channelling.
  • When charging, fleeing and pursuing, units entirely made of models with the Swiftstride special rule may re-roll 1's when determining the result of the distance they move. Removed Swiftstride from all unit types by default.
  • Vanguard: Models with this special rule may deploy up to a distance equal to their Movement characteristic (or 2D6" in case they have Random Movement) beyond their deployment zone.
  • Fire & Flee no longer suffer negatives to Movement or counts as moving and shooting. Cannot be used with Ponderous weapons.
  • Polearms, spears and pikes only receive initiative bonuses in the first round of combat. Spears and pikes do not gain extra initiative in turns they are charged.
  • Fixed bug with handguns, pistols and organ guns still being armour piercing.
  • Added Grenades to the weapon section.
  • Chariots: In addition, their fighting rank is three models rather than five.
  • Shrines may choose in which rank they wish to be placed, rather than being required to being in the front rank.
  • War Machines are Cumbersome.
  • Models charging a unit behind an obstacle or building count as making a disordered charge.
  • In the case of Mixed Units, the listed unit size does not include any handlers. The number of Handlers always specified separately.
  • Dawnstone: The bearer may re-roll 1's when taking armour saves. Is a common item. Costs 15 points. 

Saturday, 30 May 2026

Warhammer: Zombie Pirates 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.
  • Updated all spells to account for area and aura effects.
  • 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 effective range to all weapons.
  • Undead ignore the Independent special rule.
  • Volley Guns have range of 12/24", are S5, Rapid Fire, not armour piercing.
  • Swivel Guns have Multiple Wounds (D3), not armour piercing.
  • Updated spell level and casting values for all bound spell items.
  • Vampiric models treat all rivers as Deadly Terrain unless they are mounted. 
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Clarified which spells 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+.
  • Fleet Admiral has S6, not Wizard by default, costs 190 pts.
  • Zombie Gunners cost 5 pts. Increased cost of weapon options.
  • Gunnery Mob: A unit with this upgrade follows the Split Profile rules for Monsters. It includes two Deck Gunners (Undead, Zombie) riders armed with handguns with the Waterlogged Weapons special rule.
  • Count Noctilus costs 330 pts.
  • Skretch Half-Dead costs 80 pts.

Wednesday, 27 May 2026

Warhammer: Pirates of Sartosa 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 effective range to all weapons.
  • Swivel Guns are not armour piercing.
  • Volley Guns are S5, not armour piercing.
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Pirate Captains cost 50 pts.
  • Sorcerer Lords have WS4, T3, I4, A, cost 160 pts.
  • Quartermasters cost 35 pts.
  • Priest of Stromfels costs 95 pts.
  • Gunners cost 6 pts. Increased cost of weapon options.
  • Grog Lubbers cost 6 pts. Use normal grenades.
  • Added Dwarfen pistols & handguns.
  • Dwarfs are Independent, cost 5 pts.
  • Orcs have S4, not Mighty Blow (1), are Independent, cost 5 pts.
  • Ogres are Independent, cost 25 pts.
  • Ogre pistol has a range of 12/24", S5.
  • Ogre handgun has a range of 24/48", S6.
  • Leadbelcher Guns have a range of 12/24", S5, not armour piercing.
  • Carmen Sicilieri costs 270 pts. 
  • Aranessa Saltspite costs 225 pts.
  • Removed Long Drong (will be moved to RoR expansion).
  • Krusher the Anchorman is Independent.

Tuesday, 26 May 2026

Warhammer: Kingdoms of Ind 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).
  • Deva: Models with this special rule have the Fear, Independent, Magical Attacks, Magical Ward (5+) and Unbreakable special rules. 
  • If a unit of Devas loses a round of close combat it must take an Instability test. This works like a normal Break test, except that for every point they fail the test by, the unit suffers one additional Wound with no saves allowed. The Instability test can be tested on unmodified Leadership if the unit is Stubborn or Steadfast as normal.
  • Holy Standard Of The Devas costs 75 pts.
  • Rajahs may ride Royal Elephants, not War Elephants.
  • Mantrik Lords have WS4, I4, T3, A2, cost 160 pts.
  • Sadhu costs 70 pts. 
  • Tantric Discipline: The model and any unit they are currently in have the Cold-blooded and Disciplined special rules.
  • Slings for skirmishers cost 1 pt.
  • Elephant crew may take javelins.
  • Snake Charmer: You must include one Snake Charmer for every 3 Snake Swarms. Each Snake Charmer can only control 3 Snake Swarms each.
  • Shaturnals have a range of 18/36”, S6, not armour piercing.
  • Giant Bows have a range of 28/42”.
  • Jingals have a range of 24/48”, S7, not armour piercing. Cost 30 pts. If a Misfire is rolled, the War Elephant suffers D3 Wounds which Ignores Armour Saves. 
  • Rakshasas cost 11 pts.
  • Vanaras cost 5 pts.
  • Garudas cost 11 pts.
  • Ganeshas cost 36 pts.
  • Nagas cost 40 pts. May take great bows for 10 pts.
  • War Rocket costs 85 pts.
  • Sudarshana Chakram has Quick Shot.

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).