Showing posts with label Araby. Show all posts
Showing posts with label Araby. Show all posts

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).

Sunday, 1 March 2026

Large update wave out now!

Going over the upcoming updates for the non-official books, I felt that since they are all going to be pretty quick ones with little discussion required, I might as well publish them all at the same time so I can get started on the Main Rulebook sooner.

The plan is to publish another quick update wave again for the official books next week, so stay tuned for that. 

 

Albion 1.61:

Main change is the removal of Son of Ogmios - it was added last update, but frankly does not work well considering full Giants are still WS3 - meaning Half Giants as characters suddenly being WS5 is very inconsistent. Regular Half Giants have gotten a bump to T5 making them consistent with regular Giants, and can now take a command group.

  • Removed Son of Ogmios.
  • Shieldbearers give Inspiring Presence (6), costs 25 pts.
  • War Hounds have M8.
  • Shields and light armour for chariots cost 4 pts.
  • Half Giants have T5, I3, costs 37 pts. Added command group options. May take javelins.
  • Giants and Bonegrinder Giants may take Woad Paint for 30/50 pts.
  • Stone Thrower has 3 crew.

 

Araby 1.72: 

  • Cleric has Magical Attacks.
  • Bowmen can take bucklers, not shields.
  • Janissaries have bucklers by default, cost 7 pts. Can replace them with shields or other weapons. Cannot take shields in combination with other weapons.
  • War Elephant causes D3+1 Impact Hits. Spike Chain increases this to D6+1. Costs 120 pts. Can take light armour and/or barding, not armour plates.
  • Khalil al-Zahir has Inspiring Presence (6), costs 305 pts.


Estalia 1.22: 

  • Tactical Supremacy: Any unit with this rule has the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges, Restrain from Pursuit and when using Support Fire.
  • Warrior Priests have Magical Attacks.
  • Fixed bug with Hidalgos missing Tactical Supremacy.
  • War Dogs are M8.
  • Knights of the Blazing Sun: The model must be armed with heavy lance, shield and barding. Whenever a unit where the majority of models have this special rule makes a successful charge, the enemy unit being charged suffer -1 Weapon Skill and Ballistic Skill for the duration of the turn.
  • Isabella Giovanna Luccelli has Magical Attacks and Magic Resistance (2).


Halflings 1.21:

Two larger changes - Treemen are now Monstrous Creatures and solitary units, like in the Wood Elf book. This is also more in line with how they worked historically, and solves the inconsistency issue between the two books. I've also decided to remove the Halftank - it being a miniature steam tank with completely different rules made little sense, and I did not feel it was right to just copy the Empire's most unique unit wholesale. It's also more akin to a special character than a unit since there's only one Halftank, and it does not really play into the rest of the Halfling theme at all. Hence it's being relegated to a historical foot note rather than a common battlefield unit.

  • Hobilars may take javelins.
  • Shearers have scythes.
  • Treemen are Monstrous Creatures, Unit Size 1.
  • Removed the Halftank.

 

Hobgoblins 1.22:

  • Fixed bug with Orlok statline.
  • Merged Cutthroats and Archers into a single unit.
  • Dire Wolves renamed to Snarlfangs.
  • Hobhounds are M8, have Frenzy.
  • Ravagers cost 11 pts.
  • Kheshig poison only applies to close combat attacks.
  • Mangudai poison costs 2 pts.
  • Fixed bug with Nergui's statline.

 

Kingdoms of Ind 1.21: 

  • Thronebearers give Inspiring Presence (6), costs 30/20 pts.
  • Royal Chariots may take up to three additional Crew.
  • War Elephants may take light armour and barding.
  • Giant Bows and Jingals are slow to fire.

 

Kislev 1.22:

  • Supreme Patriarchs have Magic Resistance (2).
  • Kossars are Unit Size 15+. 
  • Fixed bug with Winged Lancer stats.
  • Strength of the Great Bear: Ilja may forfeit his normal attacks in favour of doing a special attack. This attack has the Multiple Wounds (D6) and Ignores Armour Saves special rules.

 

Nippon 1.31:

Katanas now follow the rules for "Oriential longswords" in both Cathay and Dogs of War, so they are consistent with each other. It's now the Samurai's defensive weapon with Parry, and Armour Piercing on top (even if the latter does not really make much sense). Way of the Warrior has seen a bit of a nerf so it's more in line with the Knight's Vow in Bretonnia, and also makes the Warrior Monks stand out more. 

 

  • Katanas give Armour Piercing (1), Parry (6+), Requires Two Hands.
  • Way of the Warrior no longer re-rolls failed Psychology tests.
  • Clan Mons count towards the Magic Item limit.
  • Uesigo Clan Mon: Yamabushi may re-roll failed Leadership tests when using Prayers of the Kami. Costs 15 points.
  • Warriors Monks and Yamabushi have Magical Attacks.

 

Norsca 1.21:
  • King renamed to Jarl.
  • Jarl renamed to Hersir.
  • Bondsmen, Marauders, Reavers, Shieldmaidens are unit size 15+.
  • Jarls, Hersirs, Marauders and Horsemen may take flails.
  • War Wolves are Unit Size 10+, cost 7 pts.
  • War Wolf Chariots may replace javelins with throwing axes
  • Great weapons for Trolls cost 6 pts.
  • Fixed bug with Werebeast's stats.
  • Frost Giant’s great weapon costs 10 pts.
  • War Mammoth may take light armour.
  • Fixed bug with Styrmir Rimefrost missing.
  • Jora and Bjorn may not be the Army General.

 

Pirates of Sartosa 1.31:

  • Multiple minor bug fixes. 

 

Zombie Pirates 1.51: 

  • Updated Red Thirst and Necromancy to be on par with Vampire Counts.
  • Fixed bug with Vampires being listed as Undead.
  • Syreens are Loners.
  • Bloated Corpse is Expendable.
  • Scurvy Dogs have M8, WS/I2.
  • Necrofex Colossus does not have Magical Attacks.
  • Magical Void: Luthor Harkon channels dispel dice on a 4+ rather than a 5+.

Thursday, 26 June 2025

Warhammer - Araby 1.7 out now!

This ended up being a bit of a bigger update than initially planned. Not a huge amount of large changes, but plenty of tweaks. Among the larger changes are the removal of the Lore of the Desert. This was due to several reasons - it was never an official lore, but rather just a few spells from Warmaster, and "desert" is a bit lacking in terms of a theme for a whole spell lore anyway, with several of the existing spells not really being desert-themed to begin with. However, some of the more unique spells have instead been moved to the Sandglass unit, so they are not gone completely.

A new addition to the army is the Cleric of the One, which is essentially a Warrior Priest. This replaces the Holy Man which opens up for taking him in more units. Likewise, the Dibbukim has been removed. The "religious fanatic"-role has instead been given to the Dervishes which now functions more like a regular unit, specializing in dealing lots of attacks, especially on the charge. Lastly, War Elephants have been degraded to Monstrous Creatures, but they are now cheaper and can be taken in units up to 3 models.

There have also been a few name changes for some characters and units to make them more fitting to the Araby setting. Overall, this update makes Araby a bit stronger than before, but not to a huge extent. Hope you enjoy it, and as always; a huge thank you to my Patreons! 

Patch notes:

  • Zealotry: Models with this rule counts as having one rank more than they actually have when determining if they are Steadfast. In addition, they have the Cold-blooded special rule for any Break tests taken in the first round of combat.
  • Increased the cost of great weapons.
  • Removed Lore of the Desert.
  • Added multiple new magic items, and reworked/removed a few old ones.
  • Emirs and Sheiks do not have light armour by default. May take heavy armour.
  • Renamed Sorcerer Lord to Magus.
  • Renamed Sorcerer to Sahir.
  • Hashishin pay 10 pts for poisoned attacks.
  • New Hero: Cleric of the One
  • Scare Horses: Models with this special rule has the Fear special rule when fighting Equines.
  • Light armour for Warriors cost 0.5 pts. They are Unit Size 15+.
  • Removed Holy Man & Dibbukim.
  • Archers renamed to Bowmen.
  • Tribal Skirmishers pay 1 pt for slings.
  • Archers pay 1 pt for shields.
  • Additional hand weapons for Corsairs cost 0.5 pts.
  • Corsairs may be upgraded to Ambushers.
  • Slavers: Whenever a unit containing at least 5 models with this special rule breaks an enemy unit in close combat and pursues them, the fleeing unit must re-roll the highest result on their flee roll.
  • Slavemaster follow the rules for Handlers, not Leaders.
  • You must include one Slavemaster for every 20 Slaves in the unit.
  • Palace Guard cost 12 pts.
  • Mamelukes are Fast Cavalry. May take heavy armour for 2 pts. Barding costs 2 pts.
  • Reduced cost of Janissary armour by 0.5 pts.
  • Bladedancers may take Poisoned Attacks. Reworked/renamed their dances.
  • Kiss of the Scorpion: The Bladedancers gain the Killing Blow special rule. 
  • Serpent's Embrace: The Bladedancers gain +1 To Hit.
  • Veil of Seduction: Enemies suffer -1 To Hit the Bladedancers in close combat.
  • Dervishes no longer have Poisoned Attacks or can move through units. They have A1, Frenzy and Impact Hits (1). Cost 12 pts. May take a Leader.
  • Naphtha bombs are Quick To Fire.
  • Jezzails are Ponderous instead of Move or Fire.
  • Carpet Riders are Unit Size 5+.
  • War Elephant is a Monstrous Creature. Has T5, costs 125 pts. May take bows and up to 2 extra crew.
  • Cannons may take one extra crew.
  • Monster Bombards may move after deployment.
  • Sandglass of Time renamed to Qamar Sandglass. It's no longer Stubborn, have a Ward save or give Magic Resistance. Costs 125 pts. Replaced the existing spells with the following:
  • Mirage: Innate bound spell (power level 5). Remains in Play. Mirage is a hex spell with a range of 24". Place a marker within 24" and Line of Sight of the target. While the spell is in effect, the target must turn and move directly towards the marker as fast as possible in the Movement phase. The spell is immediately dispelled if the target reaches the marker, has lost Line of Sight to it at the start of their Movement phase or becomes engaged in close combat.
  • Sandstorm: Innate bound spell (power level 5). Sandstorm is an augment spell that is cast on the Sandglass itself. Until the start of your next Magic phase, all units (friend and foe) within 12" cannot use missile weapons or the Fly special rule, and no Line of Sight can be drawn to or from units within range. In addition, enemy units within range cannot March.
  • Shifting Sands: Innate bound spell (power level 5). Shifting Sands is a hex spell with a range of 24". Until the start of your next Magic phase, all models in the target unit halve all their movement and must take a Dangerous Terrain test whenever they move.
  • Well of Endless Dunes: For each friendly Qamar Sandglass on the battlefield at the start of your magic phase, add 1 dice to your power pool.
  • Khalil al-Zahir costs 285 pts. 
  • Scriptures of the Prophet: Enchanted Item. This item gives the bearer the Battle Prayers of The One (see Clerics of the One) special rule. However, each Battle Prayer can target any friendly unit with the Zealotry special rule within 12" rather than just the bearer's unit.
  • Renamed Salâh ad-Dîn's sword to Zulfiqar.
  • Ottokar Mehmed Agha renamed to just Mehmed Agha.
  • Renamed Sindibadu to Sindabad.
  • The First Division: Mehmed Agha must be accompanied by a unit of Janissaries. This unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Mehmed Agha may never choose to leave this unit. 

Sunday, 21 April 2024

Minor updates for Amazons, Araby, Cult of Ulric, Estalia, Halflings, Hobgoblins and Kingdoms of Ind out now!

Amazons 1.45:

  • Blessings of Rigg only affect friendly Humans.
  • New Special Character: Anakonda


Araby 1.62:

  • Removed boosted spells.

     

    Cult of Ulric 1.12:

    • Battle Prayers of Ulric: Battle Prayers are no longer bound spells but require passing a Ld test instead. A friendly unit can only be under the effect of one Prayer at a time. Nerfed the effect of the prayers.
    • Emil Valgeir may re-roll failed Leadership tests when attempting to use Battle Prayers of Ulric.


    Estalia 1.16:

    • Caballeros can take heavy lances. Do not have shields by default.
    • Face Me, You Coward! A Diestro must always issue and accept Challenges. If your opponent refuses to answer the challenge, you may force the one enemy character in the unit to take a Psychology test. If failed, that model must accept the challenge.
    • Knight of the Raging Bull have S4. Cost 55 pts.
    • Griffon is a Monstrous Creature, costs 125 pts. Has I4.
    • Battle Prayers of Myrmidia: Battle Prayers are no longer bound spells but require passing a Ld test instead. A friendly unit can only be under the effect of one Prayer at a time. Nerfed the effect of the prayers.


    Halflings 1.14:

    • New Special Character: Lumpin Croop


    Hobgoblins 1.13:

    • Minor readjustments to casting values and ranges of Lore of the Devas. Removed boosted spells.

     

    Kingdoms of Ind 1.13:

    • Shesha is Cold-Blooded: The model takes Leadership tests on 3D6 and discards the highest result. Has BS3. Cost 195 pts.
    • Minor readjustments to casting values and ranges of Lore of the Devas. Removed boosted spells.

    Tuesday, 26 March 2024

    Araby 1.6 out now!

    This update changes the following:

    • Sipahi cost 15 pts, can take spears (bug fix).
    • Fixed bugs with incorrect mounts for Jaffar and Salah ad-Din.
    • Fixed bug with Warriors have shortbows instead of shields.
    • Fixed bug with Desert and Camel Riders have access to 50 pts of magic banners.
    • Fixed bug with Dervishes and Carpet Riders having access to Siphons.
    • Mad Sorcerer: This can allow him to cast the same spell several times in the same Magic phase.
    • Fixed bug with Dervishes missing their unit size limit.
    • Emirs and Shiekhs can take shortbows.
    • Ahmed Shufti has W1.
    • Fixed bug with Abdul Alhazred missing option to take Genie.

    Thursday, 21 March 2024

    Araby 1.6 (beta) out now!

    As mentioned on my Patreon, this not that large an update, mainly meant to do a few balance tweaks and include more Magic Items in the new format. Note that the reference sheet is not included, this is because I am planning on redoing them for future books to contain the stats of the units instead of base size/LoS/Unit Strength. Many thanks to my Patreons for their continued support!

    DOWNLOAD

     This update changes the following:

    • Added multiple new Magic Items, as well as reworked some of the existing ones.
    • Camels for characters are cheaper.
    • Hashishin may take regular magic items.
    • Removed Artefacts of the Creed. Magic Items from it has been moved to regular magic items. Hashishin can take Killing Blow and Poisoned Attacks as regular upgrades.
    • Arabyan Warriors are Unit Size 20+. Spears cost ½ point.
    • Bowmen renamed to Archers, have shortbows, cost 5 pts. May upgrade to bows. Shields cost 1 pt. May take Magic Standards.
    • Tribal Skirmishers may take standard bearers.
    • Corsairs may take Magic Standards.
    • You must upgrade one Slave to a Slavemaster (+20 points).
    • Sipahis may take shortbows, not bows. May take a Magic Standard up to 50 pts.
    • Desert Riders may take shortbows, not bows.
    • Camel Riders may take shortbows, not bows.
    • Janissaries may take shortbows.
    • Mamelukes may take shortbows, not bows.
    • Silent Guard may take a Champion. May take a Magic Standard up to 50 pts.
    • Bladedancers have a Dodge (6+), cost 9 pts. Are not Skirmishers by default. Can take command group.
    • Dervishes have Unit Size 5-10.
    • Flying Carpet Riders have shortbows, cost 12 pts.
    • Radiant Aura: Any unit in base contact with a model with this special rule at the start of each round of close combat suffer D6 Strength 2 Hits with the Magical Attacks special rule.
    • Pegasus Guard cost 38 pts. May take shortbows.
    • War Elephant has shortbows.
    • Spike Chain: The War Elephant gains the Impact Hits (2D6) special rule.
    • Additional Crew for Cannons and Bombards costs 6 pts.
    • New Hero: Al Muktar

    Wednesday, 29 March 2023

    Large hotfix wave out now!

    Following on the update wave, here are all the bug fixes/changes based on feedback. Minor things like spellings errors or small rules clarifications are not mentioned in the patch list.

     

    MAIN RULEBOOK:

    • Removed "lone" from the following sentence: Characters that are Infantry follow the rules for Skirmishers. Characters that are Cavalry follow the rules for Fast Cavalry.
    • A unit must take a Panic test immediately if it loses 25% or more of the Unit Strength with which it started the phase.
    • Cavalry without a split profile can make up to two supporting attacks.
    • Ridden monsters follow all the Split Profile rules for Cavalry.
    • Cavalry, monstrous cavalry, chariots and shrines that enter marshland fail their Dangerous Terrain tests on a 1 or 2, rather than a 1.
    • Unlike other magic items; Wizards can take up to two Arcane Items. If they do so, one of their Arcane items must be marked as "one use only". Note that they may not take two "one use only" items.
    • Fear: If the Unit Strength of all Fear-causing models is double or more that of the total Unit Strength of all enemy units in base contact, the Combat Resolution score is increased by +2.
    • Destroy Magic Scroll: On a 4+, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
    • Cavalry have to take Dangerous Terrain tests if they move march, charge, flee or pursue over anything other than open ground or hills – Battlefield Terrain for more details.
    • Clarified that Stomp hits are randomised like Automatic Hits.
    • Stupidity: In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
    • Wizarding Hat: The wearer is treated as being a Level 2 Wizard who can use a randomly chosen spell lore from any of the Eight Lores of Magic at the start of the game. However, they also have the Stupidity special rule. Note that they may not choose any Arcane Items. Cost 50 pts.
    • A model can make a supporting attack if it is in the second rank and directly behind a friendly model that is itself fighting an enemy in base contact.
    • Note that Magical Resistance does not offer protection against Miscasts.
    • Any Swarm base that is hit by a template attack suffers Multiple Wounds (D6) rather than 1.
    • Mixed Unit: Note that if the unit has the Expendable, Swiftstride or Vanguard special rules, this also applies to the Handlers.


    MAGIC ITEMS:

    • Braid of Bordeleaux is an enchanted item.
    • Sigil of Asuryan: In addition, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
    • Grand Banner of Clan Superiority: The unit carrying the Grand Banner of Clan Superiority gains +D3 combat resolution bonus if they have more ranks than each enemy unit in base contact.
    • The Bronze Armour of Zhrakk gives the wearer the Animated Construct special rule (though they may still march). However, no other model may use the model's Leadership.
    • The Helm of Commandment gives the wearer a 6+ armour save. In addition, if the wearer is not in combat, one friendly Undead unit within 12" may use their unmodified Weapon Skill instead of their own in close combat.


    ALBION:

    • Roth Mac Lyr is a MI model, does not have Spasms of Fury. Costs 245 pts.

     

     ARABY:

    • Flying Carpet Riders have Movement 0.
    • Monster Bombard has minimum range 12”.

     

    BEASTMEN:

    • Scion of the Dark Gods: Gorthor may not exchange the result for the Signature spell if he prefers.
    • Dragon Ogres are MC.
    • Dragon Ogre Shaggoth has Impact Hits (D3).

     

    BRETONNIA:

    • Your Army General must always be a model with the Knight's Vow, The Questing Vow, the Grail Vow, or a Wizard.
    • The Green Knight no longer has a separate ward save, costs 245 pts.
    • Spirits of the Fay no longer has a separate ward save, costs 13 pts.

      

    CATHAY:

    • Additional War Drummers cost 6 pts per model.

      

    DAEMONS OF CHAOS:

    • Musicians for Seekers of Slaanesh costs 5 pts.
    • Discs of Tzeentch has Movement 0.
    • Removed Vanguard from Flesh Hounds and Karanak.

     

    DARK ELVES:

    • Dark Riders pay 1,5 pts for shields, 1 pt for barding.
    • Clarified that Ravager Harpoon is part of the chariot, not the equipment of the crew.
    • Avatar of Khaine has heavy armour, cost 220 pts.

     

    DOGS OF WAR:

    • Mydas the Mean has heavy armour.
    • Maneaters may take polearms.
    • Marianna Cheveaux: Models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks.

     

    DWARFS:

    • Garagrim’s War-mourner rule no longer lets Giant Slayers take Magic Weapons.


    THE EMPIRE:

    • Fixed bug with incorrect armour value for full plate armour.
    • Musicians for fast cavalry cost 10 pts.

     

    HIGH ELVES:

    • Musicians for fast cavalry cost 10 pts.

     

    LIZARDMEN:

    • Kroxigors in Skink Cohorts have Natural Armour (4+) and cost 46 pts.
    • Musicians for fast cavalry cost 10 pts.
    • Increased Natural Armour for Lotl-Botl, Ten-Zlati and Itzi-Bitzi.
    • Burning Alignment is a direct damage spell that targets every enemy unit within 4D6" of the Engine's front arc.

     

    NIPPON:

    • Musicians for fast cavalry cost 10 pts.
    • Sumo Warriors have medium armour, cost 13 pts.
    • Odari Clan Mon: Models with this Mon gain +1 to their Leadership.
    • Call of the War God lasts until the start of the caster’s next magic phase.

     

    NORSCA:

    • Musicians for fast cavalry cost 10 pts.


    ORCS & GOBLINS:

    • Musicians for fast cavalry cost 10 pts.
    • Rogue Idol has a Ward save (6+), cost 245 pts.

     

    PIRATES OF SARTOSA:

    • Mr Bill's hook hand can be used as either an additional hand weapon or as a buckler in close combat.
    • Helmsman has S3 instead of S4.
    • Pistols of King Death costs 40 pts.
    • Lucky Levi's Hook Hand costs 35 pts.
    • The Bloody Nora costs 35 pts.
    • The Jolly Roger costs 50 pts.
    • Orc Freebooterz may take a magic standard worth up to 25 pts.

     

    SKAVEN:

    • All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.
    • Removed third paragraph from Strength in Numbers and changed out ranks for Unit Strength in the second paragraph.
    • At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules.

     

    TOMB KINGS:

    • Settra has Troop Type: Chariot
    • Whilst Arkhan the Black has the Liber Mortis he gains +1 to cast, +1 to dispel and one additional spell. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a randomly determined spell.
    • High Queen Khalida costs 285 pts.
     

     

    VAMPIRE COUNTS:

    • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
    • The Book of Nagash allows Zacharias to restore 2D6 Wounds instead of D6 for Infantry when casting the spell Invocation of Nehek from the Lore of Necromancy.
    • Retribution or Salvation can only target Undead Infantry. 
    • Spirit of the Fallen: Cado gains the Killing Blow and Multiple Wounds (2) special rules.

     

    WARRIORS OF CHAOS:

    • Discs of Tzeentch has Movement 0.
    • Dragon Ogre Shaggoth has Impact Hits (D3).
    • Kholek has Impact Hits (D6), costs 485 pts.
    • Musicians for fast cavalry cost 10 pts.
    • If any enemy spell or missile attack with the Lightning Attacks special rule targets a unit within 12" of Kholek, the spell's effects are redirected toward Kholek instead.
    • Atarus has Devastating Charge and his mount is Daemonic, costs 190 pts.
    • Marauder Chieftain can upgrade to medium armour.
    • Blood Bind: In addition, the unit becomes subject to Frenzy until the start of the caster's next magic phase.
    • Fatemasters cost 60 pts.
    • Varanguard cost 70 pts.


    WOOD ELVES:

    • Musicians for fast cavalry cost 10 pts.
    • Unleash Swarm of Spites: Roll a number of dice equal to the casting result for each enemy unit.
    • Clarified that Spiterider Revenants have Natural Armour (5+).
    • Drycha Hamadreth: If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds.
    • Spiterider Revenants cost 60 pts.
    • A Cluster of Radiants is Forest Spirit only.


    ZOMBIE PIRATES:

    • Added several pages of additional lore on the Vampire Coast.
    • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
    • Count Noctilus has heavy armour, cost 295 pts.