Showing posts with label Dogs of War. Show all posts
Showing posts with label Dogs of War. Show all posts

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.

Tuesday, 28 April 2026

Warhammer: Dogs of War 3.0 out now!

Patch Notes:

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

Sunday, 1 March 2026

Second large update wave out now!

Second update wave here before the Main Rulebook update, this time for the official armies. Nothing major really, just bug fixes and minor consistency changes.

 

Beastmen 1.73:

  • A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
  • Bloodgreed models do not suffer penalties to pursuit. However, they may never choose to Overrun. Bloodgreed has no effect against Animated Constructs, Daemons, Forest Spirits or Vampires.
  • Shamans may be upgraded to Ambushers.
  • Gor Herds are Unit Size 15+.
  • Ungor Raiders are Unit Size 15+.
  • Giants have Natural Armour (6+), costs 180 pts. Cannot take Mutant Monstrosity.

 

Dogs of War 1.53: 

  • Dwarfs have Magic Resistance (1).
  • Halflings are Unit Size 10+.

 

The Empire 1.72: 

  • Hochland long rifle is Move or Fire.
  • Squintsoffen’s Marvellous Magnifier: Master Engineer only. The bearer may re-roll failed rolls To Hit with missile weapons (excluding artillery). Costs 10 pts.
  • The Crystal Ball costs 10 pts.
  • The unit carrying the Banner of Sigismund gains the Inspiring Presence (6) and Stubborn special rules. Costs 50 pts.
  • Arch Lectors/Warriors Priests have Magical Attacks.
  • Hunting Hounds are Movement 8.
  • Dwarfs have Magic Resistance (1).
  • Steam Tanks may not take Hochland long rifles if upgraded.
  • Karaghul, the Wyrmslayer Blade: Magic Weapon. Felix only. The Wyrmslayer Blade gives +2 Attacks. In addition, Felix must always declare a charge against Draconids if it is possible to do so. Against Draconids, the Wyrmslayer blade allows Felix to re-roll failed rolls To Hit and To Wound.

 

Grand Cathay 1.72:

  • New Lords: Grand Alchemist and Supreme Astromancer.
  • Monkey Warriors have A1, cost 5 pts. 
  • Grenadiers have light armour by default, cost 9 pts.

 

High Elves 1.63: 

  • Null Stone is a Talisman.
  • Ellyrian Reaver bows cost 4 pts.
  • Aislinn has two hand weapons, not shield.


Lizardmen 1.65:

  • Blessed Spawning of Tlazcotl: Models with this Blessed Spawning may re-roll failed Psychology tests.
  • Mage-Priest Palanquin: The Palanquin gives the Slann Mage-Priest the Inspiring Presence (6) and Strider special rules.
  • Slann Mage-Priest costs 365 pts.
  • Temple Guard Palanquin costs 25 pts.
  • Sacred Duty: Whilst they are part of a combined unit that has been joined by a Slann, all Temple Guard models in the combined unit have the Immunity (Psychology) special rules.
  • Kroxigors cost 47 pts.
  • Standard of the Sacred Serpent is the army's Battle Standard.
  • Giant bows and giant blowpipes are Slow to Fire.
  • Giant blowpipes have Rapid Fire.
  • Lord Kroak costs 525 pts.

 

Ogre Kingdoms 1.63:

  • Frostshard Javelins cost 20 pts. 
  • Shrunken Priest Head costs 15 pts. 
  • Gnoblar Blast Keg costs 20 pts. 
  • Rimespeakers have WS4, T5, costs 185 pts. 
  • Rhinox Chariot costs 100 pts.
  • Fixed bug with Rhinox Rider stats. 
  • Stonehorn costs 255 pts. 

 

Orcs & Goblins 1.63:

  • Clarified that Tusker Charge applies to the porcine models only.
  • Dire Wolf renamed to Snarlfang.
  • Ogres have Natural Armour (6+), costs 27 pts.
  • War Paint for Giants costs 30/50 pts. 


Skaven 1.93:

  • 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 the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
  • Poisoned Wind Mortar has a range of 12-36".
  • Krittok Foulblade has a Warplock pistol, costs 180 pts.
  • Morbus Sanguis is not a Wizard, costs 90 pts.

 

Tomb Kings 1.63:

  • Stone Shaper applies to Monstrous Creatures.
  • Blessed Blade of Ptra effect applies to all lone models.

 

Vampire Counts 1.74: 

  • Skeleton Horsemen cost 9 pts.
  • Skeleton Archers cost 4 pts.
  • Skeleton Chariots may take shields.

 

Warriors of Chaos 1.63:

  • A character may only join a unit with the same Mark of Chaos, and characters without a Mark of Chaos may not join units that have one.
  • Daemon of Slaanesh for Daemon Prince costs 15 pts.
  • Vampiric Axe costs 40 pts.
  • Favour of the Gods: The bearer gains a +1 bonus when rolling on the Eye of the Gods table.
  • Mark of the Destroyer: However, if the wearer fails to kill at least one model each close combat phase in which they are part of, they are automatically turned into a Spawn of Khorne at the end of that close combat phase. Remove the model as a casualty, and place a Spawn of Chaos model within 1" of their last position. This Spawn is under your control for the rest of the game, and is not worth any additional Victory Points. If no Spawn model can be placed, the model is only removed as a casualty.
  • Blade of Blood costs 15 pts.
  • The Fecund Flask: On the roll of a 1, the bearer gains the Stupidity special rule for the remainder of the game.
  • Mirror of Knowledge costs 5 pts.
  • War Chariots cost 100 pts for characters.
  • Soulflayers have A2, costs 200 pts.
  • Gorebeasts cause Fear.
  • Ogres have Natural Armour (6+), costs 30 pts.
  • Palanquin gives Inspiring Presence (6), increased cost.
  • Forsaken have M5 and Fear, use the normal Marks of Chaos. Do not have Immunity (Psychology). Cost 16 pts. You may not have more units of Forsaken than you have units of Chaos Warriors in your army.
  • Marauder Chariots are Special Units, Unit Size 1-3.
  • Skin Wolves use the normal Marks of Chaos.
  • Fell Aura: Enemies targeting this model with missile weapons suffer -1 To Hit.
  • Rot Knights cost 80 pts.
  • Death Heads do not cause Multiple Wounds. Each Hit from a Death Head is multiplied into D6 Hits.
  • Sayl the Faithless have WS5, I4, A2, costs 340 pts.
  • Bloab Rotspawned has WS4, I4, A2, costs 450 pts.
  • Glutos Orscollion has WS4, A2, costs 660 pts.
  • Vilitch has two hand weapons. 
  • Festus may be mounted on Gathoblyt.
  • Dechala has Swiftstride.

 

Wood Elves 1.64: 

  • You may take one unit of Eternal Guard as a Core Unit instead of a Special Unit if Araloth is included in your army. 

Wednesday, 21 January 2026

Warhammer: Dogs of War 1.51 out now!

Very small update here overall, mainly just making the rules on par with other more recently updated books. There are some new magic items from the Razing of Westerland Arcane Journal, and Norsemen can now take flails so the new Marauders can be fully utilized (as much as I personally don't think flails fit for Norse).

Next up: Ogre Kingdoms! 

 

Patch Notes: 

  • Added multiple new Magic Items.
  • The Crucible of Horrors: All models Hit suffer a hit with a Strength value of 2D6 minus the target's Toughness and the Ignores Armour Saves special rule.
  • Shield of Faith: The model and any unit they are with gain a 5+ Ward save in close combat until the start your next turn.
  • Paymaster's Bodyguard costs 12 pts.
  • Norsemen cost 5 pts. May take flails.
  • Updated Hobgoblins to follow the current Hobgoblin book.
  • Grind Attack: In any turn in which the Land Ship does not charge, it inflicts D6 Stomps like a Monster.
  • Beorg has Regeneration (5+), Bear Fang gives 6+ ward. Costs 175 pts. Bearmen cost 8 pts.
  • Updated Anakonda's rules to follow the current Amazon book.
  • Slayer pirates cost 14 pts.
  • Red Thirst: Roll a D6 at the end of each Close Combat phase in which one or more models was slain by a Vampire with this special rule. On a 5+, the Vampire recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.
  • Ogre pistols cost 6 pts. Great weapons for Maneaters cost 6 pts.
  • Additional crew for war machines cost 5 pts.
  • Hiiyaaarrghh! If Ghazak Khan is your Army General, then once per game he may call a Hiiyaaarrghh! The Hiiyaaarrghh! may only be called if the model first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Hiiyaaarrghh! is called, every friendly Hobgoblin unit within 12" add +D3" to their charge move this turn. Ghazak Khan himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of Ghazak Khan add their rank bonus to the result rolled on the Treacherous Gits table.
  • Ghazak Khan has a bow.
  • Sphere of Alchemy: Place the small round template with its centre anywhere within range. If the attacks hits, resolve the damage as normal. If the attack misses, the template scatters D6".
  • Karaghul, the Wyrmslayer Blade: Magic Weapon. Felix only. The Wyrmslayer Blade gives +2 Attacks. In addition, Felix must always declare a charge against Draconids if it is possible to do so. Against Draconids, the Wyrmslayer blade allows Felix to re-roll failed rolls To Hit and To Wound.
  • Updated Skaff's profile to that of a Maneater.

Saturday, 16 November 2024

Warhammer - Dogs of War 1.5 out now!

Patch notes:

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

Saturday, 9 November 2024

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

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

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

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

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

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

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

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Patch Notes:

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

Tuesday, 30 May 2023

Sunday, 21 May 2023

Showcase Gallery: Dogs of War

This is my Dogs of War army as it currently stands with all Regiments of Renown. This is one of my favourite armies along with Bretonnia and the pride and joy of my collection. I started collecting Dogs of War around 2009, buying most of the Regiments of Renown that were still available from Games-Workshop's website at the time, and then managed to track down the rest of the army through eBay and local forum purchases. 

This army contains all the Special Characters (including Dramatis Personae from Mordheim, though all are not featured here yet) and Regiments of Renown except for Beorg's Bearmen, which models I don't really like (though I still have Beorg himself at least). The models shown here so far is only around 25% of my total Dogs of War army, the rest will be painted later on between other army projects.


Army Shot


Lietpold the Black, Borgio the Besieger, Lucrezzia Belladonna, Mercenary General


Marco Colombo, Lorenzo Lupo, Leonardo da Miragliano, Beorg Bearstruck


Mydas the Mean and SheikhYadosh


Johann van Hal and Wilhelm Hasburg


Gotrek and Felix (6th Ed)


Simius Gantt - the Crowmaster, Mordheim Warlock, Mordheim Elf Mage, Nicodemus the Cursed Pilgrim


Rodrigo Delmonte and the Alcatani Fellowship


Leopold's Leopard Company


Pirazzo's Lost Legion


Ricco's Republican Guard


Maximilian Damark and the Marksmen of Miragliano


Braganza's Besiegers


Vesperro's Vendetta


Al Muktar's Desert Dogs


Voland's Venators (I've since found the last 3 missing poses to make a unit 9 models)


Manann's Blades


Lupin Croop's Fighting Cocks


Long Drong's Slayer Pirates


Golgfag's Mercenary Ogres


Ruglud's Armoured Orcs


Ghazak Khan and Oglah Khan's Wolfboys


Richter Kruger and the Cursed Company


Mengil Manhide's Manflayers


Anakonda's Amazons


Tichi-Huichi's Horned One Riders


The Birdmen of Catrazza


Bronzino's Galloper Guns


Malakai Makaisson's Goblin-hewer


The Giants of Albion



Asarnil the Dragonlord


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.