Showing posts with label Ogre Kingdoms. Show all posts
Showing posts with label Ogre Kingdoms. 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.

Wednesday, 29 April 2026

Warhammer: Ogre Kingdoms 3.0 out now!

Patch Notes:

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

Sunday, 15 March 2026

Third large update wave out now!

The third and final update wave before the Main Rulebook update, taking care of a few minor things that I overlooked in the first pass, or which were reported afterwards, along with a few other additions.

The Main Rulebook update will be a very large one - I've done most of the work ahead of time, but it will probably take a few weeks until the beta is out since it will require quite a bit of back and forth discussion on the Discord server, and there are a lot of minor bugs I need to fix as well.

Many thanks to all my Patreons for supporting my work so far, and I hope you will enjoy the next updates as well! 

 

Amazons 1.52:

  • Archers cost 6 pts (bug fix).
  • Slings for skirmishers are free. Cannot take shields with blowpipes.
  • Jaguars are M9.
  • Huntresses cost 13 pts.
  • Hunting Packs cost 8 pts.

 

 Beastmen 1.75:

  •  Gor Herds may take two hand weapons.

 

 Chaos Dwarfs 1.74:

  • Split Cutthroats and Archers into two units again. Archers are Unit Size 10+.
  • Cutthroats cost 3.5 pts.

  

Estalia 1.23:

  • Mace of Sacrifice does not give ASF, costs 20 pts. 

 

Grand Cathay 1.73:

  • Alchemists and Astromancers have Mastery of the Elemental Winds. 

 

 High Elves 1.64:

  • Fixed bug with Null Stone being in the wrong section.
  • Removed weapon options from Aislinn. 

 

 Hobgoblins 1.23:

  • Split Cutthroats and Archers into two units again. Archers are Unit Size 10+.
  • Cutthroats cost 3.5 pts.

 

Kingdoms of Ind 1.22:

  • Vanaras are Unit Size 10+.

 

Kislev 1.23:

  • Kostaltyn has WS5, I5, A3, costs 180 pts.

 

Nippon 1.32:

  • Caltrops may be used as a Stand and Shoot reaction in addition to any other missile weapons the model might have.
  • 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.
  • Ashigaru Slingers cost 7 pts.

 

Norsca 1.21:

  • Split Bondsmen and Bowmen into two units, Bowmen are Unit Size 10+. You may not take more units of Bowmen than you have units of Bondsmen.
  • Reavers are Unit Size 10+.

 

Ogre Kingdoms 1.64:

  • Added multiple Honcho-only Magic Items.
  • Honchos may take light armour and shields.
  • Renamed Gnoblar Fighters to Groinbiters. Do not have throwing weapons by default, cost 2 pts.
  • New Core Unit: Pigback Riders
  • New Core Unit: Flingers

 

Skaven 1.94: 

  • Clawguard: You may upgrade one unit of Stormvermin with heavy armour for +1.5 points/model for each model with this special rule in your army. Applies to Clawlords (including special characters).
  • Bringer of the Word: A model with this special rule and any Pestilence unit joined by them may re-roll 1's To Wound in close combat. Applies to Plaguelords and Plague Priests (including special characters). Increased cost by 15 pts on each model.
  • Stormvermin may take spears. 

 

Warriors of Chaos 1.64:  

  • Forsaken are Special Units, not limited by Chaos Warrior units. 

 

Wood Elves 1.65:

  • Renamed Asrai longbow to Elven longbow.
  • Added Elven bows.
  • Increased cost of bows for Glade Lords/Captains. 
  • Deepwood Scouts, Glade Riders, Warhawk Riders, Waywatchers have Elven bows by default, cost 1 pt less.
  • Zoats have A3.

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. 

Sunday, 25 January 2026

Warhammer: Ogre Kingdoms 1.61 out now!

Another minor update, mostly fixing a few bugs. You do get the option for new Big Names, and the Stonehorns/Thundertusks now have more build options with the choice of 1 or 2 riders, as well as more equipment options.

Next up: Beastmen! 

 

Patch Notes:

  • Harpoon Launchers are ponderous, not move or fire.
  • Blood Vultures have 24" range and the Sniper special rule.
  • If the Voracious Maw is successfully cast again, the spell ends and the template is removed.
  • Added two new Big Names.
  • Reduced cost of great weapons for S5 models.
  • The Fang of Ghur: The wielder of this weapon gains the Frenzy special rule. In addition, no Ward saves can be taken against it (except Dodge, Parry and Regeneration).
  • A Tyrant/Bruiser mounted on a Rhinox War Chariot loses the Natural Armour (6+) special rule.
  • Hunters may ride Thundertusks.
  • A Honcho may never be the Army General.
  • A Slaughtermaster with a Mawpot has a Unit Strength and Line of Sight value of 2.
  • Ironblasters are great cannons and cause D6 Wounds, not D3.
  • Stonehorns and Thundertusks start with one Beast Rider with light lance, may take additional Beast Rider with separate weapon options.
  • Added new upgrade options to Stonehorns and Thundertusks.
  • Thundertusks cost 245 points. 

Saturday, 14 September 2024

Warhammer - Ogre Kingdoms 1.6 (beta) out now!

This ended up being a fairly large update, with changes to most units. Ogre Charge now increases the change of breaking the enemy on the charge to make up for the Ogres lack of ranks, and all Ogres have been given Natural Armour (6+) to account for their thick skin and strong abdominal muscles that protect them. This was a concession to make the army more balanced, and you can expect Natural Armour to become more prevalent for many beasts and monsters that currently lack any sort of armour. Gut-plates are finally a thing, replacing the light armour of most units. This only gives a save against attacks to the models front, but combined with the natural armour, they are going to be more armoured overall.

The Lore of the Great Maw has seen a lot of buffs, with longer range on all augment spells as well as lowered casting values. 6 new spells have been added as usual, mostly focused on augmenting the ogres in combat. With their fairly low casting values, this makes the Lore of the Great Maw fairly similar to the 6th edition version.

As for new things, Ogres now have a lot of new Magic Items, probably doubling their previous amount. Several items have also been moved from special characters to the Magic Item pool for the army. You also have a new Hero in the form of the Gnoblar Honcho to give your Gnoblars a small boost in combat.

Hope you enjoy the update, and as always - a huge thanks to my Patreon supporters!

DOWNLOAD

Patch notes:

  • Ogre Charge: In addition, they count as having one more rank than their actual number for the purpose of determining Steadfast in any turn that they charge.
  • All Ogres have Natural Armour (6+). Increased cost on all models accordingly.
  • New equipment: Gut-plate: Models with gutplates gain a 6+ armour save against attacks to the model's front.
  • Gut-plates replace light armour for all Ogres. Models with medium armour now have light armour. This means Ogre characters can take magical gut plates plus light armour, giving them an overall higher armour save than before.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Great Maw. Increased range and lowered casting value of most existing spells.
  • Added dozens of new Magic Items.
  • Vessel of the Gulping God: A Slaughtermaster with a Great Mawpot gains a 4+ Ward save as well as the Inspiring Presence (6) and Stubborn special rules. In addition, he gains a +1 casting bonus and add +6" to the range of his spells. Finally, his troop type changes to War Machine and he counts as being part of the crew. The Slaughtermaster can never choose to leave the Great Mawpot during the game. If the Slaughtermaster is killed, the Great Mawpot is also removed as a casualty.
  • Battlebroth: Whenever the Slaughtermaster (with a Great Mawpot) casts an augment spell, the target unit regains 1 Wound's worth of models, just like a Summoning spell.
  • Great Mawpot does not have the Hunger of the Great Maw spell.
  • Harpoon Launcher for Hunters cost 10 pts.
  • Hunters may not be mounted on Thundertusks.
  • Tyrants cost 215 pts.
  • Slaughtermasters cost 255 pts.
  • Bruisers cost 135 pts.
  • Butchers cost 110 pts.
  • Hunters cost 130 pts.
  • Firebellies cost 130 pts.
  • A Hunter mounted on a Stonehorn has Unit Strength 14 and a Line of Sight value of 6.
  • Yhetee Rimespeaker has Ld8.
  • Yhetee Rimespeaker has Everwinter Prayers: A model with this special rule knows the three Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Prayers is answered and take immediate effect.
  • Call of the Blizzard: All missile fire targeting the Rimespeaker and their unit suffer -1 to Hit until the start of your next turn.
  • Keening Gale: The Rimespeaker and their unit gains +3 Movement until the start of your next turn.
  • Pulverising Hailstorm: All enemy units in base contact with the Rimespeaker suffer D6 Strength 4 Hits.
  • New Hero: Gnoblar Honcho
  • A model mounted on a Mournfang has a Unit Strength and Line of Sight value of 4.
  • Rhinox renamed to Grimhorn Rhinox. Are a Monstrous Creature, A4. A model mounted on a Grimhorn Rhinox has a Unit Strength and Line of Sight value of 5.
  • Chariots are pulled by Young Rhinox.
  • Ogre Bulls cost 29 pts.
  • Ironguts cost 43 pts.
  • Down to the Ironguts: If a friendly unit of Ogres within 6" of an Irongut unit breaks from combat, the Ironguts may re-roll 1's when rolling To Hit and To Wound in close combat this turn.
  • Gnoblar Fighters may take shields.
  • Leadbelchers cost 42 pts.
  • Mournfang Cavalry costs 68 pts.
  • Gorgers have W3, cost 43 pts. Have Unit Size 1-5. May take a Leader. Are skirmishers. Can take additional hand weapons or great weapons.
  • Maneaters cost 43 pts. They now pay for each special rule individually instead of just picking one.
  • Sabretusks have Natural Armour (6+), costs 19 pts. May only choose one upgrade. Killing Blow costs 1 pt.
  • Rhinox War Chariot costs 140 pts.
  • Grimhorn Rhinox Riders are Monstrous Creatures. Unit Size 2+. Cost 110 pts. Grimhorn Rhinoxs have a Unit Strength and Line of Sight value of 5. May take additional hand weapons.
  • Ironblaster costs 190 pts.
  • Cannon of the Sky-titans has range 48".
  • Stonehorn Rider has a light lance, not a chaintrap. Can replace light lance with a Blood Vulture.
  • Stonehorn costs 260 pts.
  • Thundertusk costs 260 pts.
  • Removed Smooth Ride special rule.
  • Slave Giant has Natural Armour (6+), costs 155 pts.
  • Throttle with Chain: Both the Slave Giant and the target roll a D6 and add their respective Strength values. If the Slave Giant's roll is higher than the target's, the target suffers D6 Wounds which Ignore Armour Saves. If the Slave Giant's roll is 1 during the roll-off, they cannot attack at all in the following round of the same combat.
  • Greasus Goldtooth costs 370 pts.
  • Ghark Ironskin may take 75 pts of magic items. Costs 385 pts.
  • Skrag the Slaughterer costs 460 pts.
  • Groth Onefinger does not have magic items by default. Costs 360 pts.
  • Morg Magmaborn costs 340 pts.
  • Golgfag Maneater does not have Easy Come, Easy Go. Has light armour and gut-plate. May take 50 pts of magic items. Has Immunity (Psychology). Costs 155 pts.
  • Golgfag's Maneaters: Golgfag Maneater must be accompanied by a unit of Maneaters chosen from the army list as normal. This unit must be given a full command. Skaff is the unit's Standard Bearer. Golgfag is the unit's Leader and may never choose to leave this unit.
  • Bragg the Gutsman may take 25 pts of magic items. Costs 150 pts.
  • Braugh Slavelord has a 6+ save from his gut-plate.
  • Jhared the Red does not have magic items by default. Costs 160 pts.

Wednesday, 22 February 2023

Warhammer: Ogre Kingdoms 1.5 out now!

This update changes the following:

  • For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.
  • Ogre Tyrants, Bruisers and Hunters are able to spend points on a Big Name, as detailed in the army list.
  • Ice Spikes does not have a spell type.
  • Snowstorm is an augment spell that is cast upon the caster himself that targets all friendly units within 6". Until the start of the caster's next magic phase, any shooting targeted at units within the Snowstorm suffer -1 To Hit with their missile attacks.
  • Numbing Chill: Any enemy unit within 6" of a Thundertusk has the Always Strikes Last special rule.
  • Mournfang Cavalry and Rhinox Riders may take Look-Out Gnoblars.
  • Leadbelchers may take a magic standard worth up to 25 pts.
  • Mournfangs have Large Target (4).
  • Rhinoxes have Large Target (4).
  • Rhinox War Chariot has Large Target (4).
  • Scraplauncher has Large Target (4).
  • Skewerslinger has Large Target (4).
  • Ironblaster has Large Target (4).
  • Stonehorn has Large Target (6).
  • Thundertusk has Large Target (6).
  • Mammoth Trample: A single enemy unit in base contact suffers D6 Strength 7 hits, plus an additional D3 Hits for each rank of five or more models it has.
  • Spinemarrow is an augment spell with a range of 24". The target has the Stubborn and Immunity (Panic) special rules until the start of the caster's next Magic phase. The caster can choose to increase the power of this spell target all friendly units within 24". If they do so, the casting value is increased to 16+.
  • Fixed bug with Gorger having Ld5 instead of Ld8.

Monday, 14 February 2022

Large Hotfix Wave Update out now!

Following the release of 9th Edition version 2.1, there were (as expected) some bugs that needed fixing as well as some more issues that were brought up post-release. As such, I'm releasing a wave of hotfixes for a lot of the army books with bug fixes and clarifications, as follows:

 

Main Rulebook:

  • Fixed bug with Ultimate Power still generating extra dice for dispelling.
  • Fixed bug with Hills mentioning Unit Strength.
  • Clarified Immunity (Psychology): They may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
  • If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
  • If the majority of the models in the target unit are within Line of Sight, but behind models from another unit (friend or enemy) or terrain with half or more as high Line of Sight value as them, then an additional To Hit modifier is applied.
  • Because of their loose fighting style, flying units consisting of more than one model have the Skirmishers special rule.
  • All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty.
  • A unit cannot declare an impossible charge – i.e. one that it cannot possibly complete, either because the enemy unit is outside of the chargers' maximum possible charge range, or because intervening obstructions (such as other units or impassable terrain) make it impossible for the unit to make a charge move that allows it to move into contact.
  • If multiple units have declared a charge against a unit that has chosen a Flee Charge response, they can all redirect their charge if there is another viable target in range. The controlling player chooses in which order to move their charging units.
  • Transformation of Khadon gives the model Fly (7).
  • Clarified Magic Resistance further.

 

Magic Items:

  • Fixed bug with Blessed Silver Hammer: Any enemy model with the Daemonic, Undead or Vampiric special rule in base contact suffers a Strength 4 Hit at the start of each round of close combat. 
  • The Pendant of Khaeleth is model on foot only. Costs 45 pts. 
  • Ironfist. Any hits made with the Skullplucker gives the wielder the Killing Blow special rule. Costs 10 pts.

  

Albion:

  • Centaur musician costs 5 pts.
  • Polearms for Druid Neophytes cost 2 pts.

 

Araby:

  • Radiant Pegasus for Emir costs 45 pts.

 

Beastmen:

  • Cockatrice no longer requires LoS for it's Gaze attack.
  • Centigor Musician costs 5 pts.
  • Tuskgor Chariots for Shamans costs 80 pts.

 

Bretonnia:

  • Foot Knights can take a magic banner up to 50 pts.

 

Chaos Dwarfs:

  • Fixed bug with Earthshaker Mortar missing the higher strength value for the middle and the Multiple Wounds (D3) special rule.
  • Infernal Ironsworn upgrade costs 3 pts.
  • Fixed bug with missing Fly values for Great Taurus and Lammassu.
  • Sorcerous Exhalation for Lammasu costs 20 pts. 
  • Sorcerous Miasma: Magic Weapons lose all of their magical properties and are treated as a mundane weapon of the same type while the models remain in base contact with the Lammasu (including the rider of the Lammasu itself).
  • Fixed bug with Petrified Sorcerer being called Fell Icon in army list.

 

Daemons of Chaos:

  • Fixed bug with Bloodcrushers having Impact Hits (D3) in army list. 
  • Note: A Palanquin of Nurgle should be placed on a 50x50mm base and add +3 to the Unit Strength of any model mounted on them.
  • Fixed bug with Exalted Seeker Chariots missing M value in bestiary.
  • Fixed bug with Rot Fly having BS3 instead of BS0.

 

Dark Elves:

  • Medusa no longer requires LoS for it's Gaze attack.
  • The First Sorceress: Morathi adds an additional +2 to all her casting attempts.
  • Fixed bug with Cold One Knights having M5 instead of M7.
  • Doomfire Warlocks have Hekarti's Blessing.
  • Hekarti's Blessing only apply to Wizards. 
  • Dark Pegasus for heroes cost 25 pts, 35 pts for lords.

 

Dogs of War:

  • Fixed bug with Ogre Captain being listed as In instead of MI in army list.

 

Empire:

  • Free Company Fighters can upgrade to light armour for 1 pt.

 

High Elves:

  • Lileath's Blessing only apply to Wizards.
  • Tyrion costs 400 pts.
  • Lord of Aenarion can take a lance.
  • Pegasus costs 20 pts for heroes, 30 pts for lords.
  • Tiranoc Chariot costs 70 pts, Lion Chariot costs 110 pts for Nobles. 
  • Phoenix mount for Anoited of Asuryan cost the same as the Rare units.
  • Ashtari costs 275 pts for Caradryan. 
  • Great Eagle mount costs 50 pts.
  • Unicorn Mount costs 40 pts.

 

Lizardmen:

  • Fixed bug with Terradons and Ripperdactyls missing Fly value in army list.
  • The Palanquin of Constellations gives Tetto'eko a Ward save (5+) and Strider special rule. Costs 175 pts.
  • The Palanquin gives the Slann Mage-Priest a Ward save (4+) and the Strider special rule. 
  • Huanchi's Blessed Totem may be used in any of your Remaining Moves sub-phases as long as the unit has not charged or marched this turn. 
  • Cold One Riders may take a banner up to 50 pts.
  • If an enemy unit within 20" of Chakax contains 'hidden' models (such as Assassins, Night Goblin Fanatics etc.), their presence must be announced as soon as they come within 20" of Chakax. 
  • Ripperdactyl mounts have Toad Rage.

 

Ogre Kingdoms:

  • Great Mawpot is Unit Strength 3. A Slaughtermaster with a Great Mawpot receives a Ward save (4+) and +1 to cast spells. In addition, he may add 6" to the range of any spell he attempts to cast and his Inspiring Presence ability.
  • Ice Mammoth has Immunity (Psychology).
  • Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).

 

Orcs & Goblins:

  • Spider Venom: Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
  • Fixed bug with Gore-Grunta character mount having Impact Hits (D3).
  • Fixed bug with Gordrakk having Hover instead of Fly (5). 
  • Fixed bug with Savage Orc Big Boss having light armour.

 

Regiments of Renown:

  • Added Slayer rule to Long Drong and Makai Makaisson. 
  • In order to fire the Goblin-hewer, nominate a target unit within range and Line of Sight and roll To Hit as normal using the unit's highest Ballistics Skill.

 

Skaven:

  • Warlitter costs 10 pts.
  • Great Pox Rat costs 20 pts.
  • Polearms for Stormvermin costs 2 pts.
  • Snikch and Assassins have Dodge (5+).

 

Tomb Kings: 

  • Removed Blade of Mourning from Magic Items; is already in the Tomb Kings book. Gave Nekaph Magic Items book version of the blade. Costs 165 pts. 
  • Aspect of Asaph, Goddess of Magic and Vengeance: For each successful Wound inflicted upon the Ushabti unit in close combat, they get to immediately make an additional Attack back.
  • Fixed bug with incorrect Wounds in Tomb King summary page. 
  • Khemrian Warsphinx mount costs 225 pts.
  • Fiery Roar costs 25 pts.

 

Vampire Counts: 

  • Slightly cheaper additional hand weapons for Vampire characters.
  • Sword-claws for Abyssal Terror costs 5 pts.
  • Rancid Maw upgrade for Terrorgheist costs 10 pts.

 

Warriors of Chaos:

  • Chaos Warriors and Chosen pay 2 pts for shields. 
  • Fixed bug with Disc of Tzeentch having Flaming Attacks.
  • Daemonic Mount costs 45 pts. 
  • Flaming Breath costs 30 pts.

 

Wood Elves:

  • Clarified that Bound Spells from Spites are innate.
  • Fixed bug with Forest Dragon missing Fly (7) in army list. 
  • Madrigal of Greening has a range of 18". Place a forest of your choosing no more than 12" in diameter wholly within the spell’s maximum range.
  • Fixed bug with Dryads, Branchwraiths and Drycha missing Flammable in bestiary/army list.
  • Additional hand weapons for Waywatchers cost 1 pt.
  • Sisters of the Thorn have Blessing of the Ancients.
  • Fixed bug with Thalandor having Elven Grace.
  • Fixed bug with Naestra & Arahan having Elven Grace.
  • Fixed bug with Lothlann the Brave having Asrai Archery.
  • Blessings of the Ancients only apply to Wizards.
  • Lethal Shot: Models with this special rule have Killing Blow with missile attacks from their bows.
  • Ariel may use Screech when it would normally be her time to attack in close combat. This is a special attack that automatically Hits all enemy models in base contact at Strength 4 with the Ignores Armour special rule.
  • Thalandor, Naesta & Arahan, Warhawk Riders do not have Forest Strider.
  • Fixed bug with Warhawk Riders missing Fly in the army list.
  • Alter Kin cost 14 pts, have M8, I6, A2, Swiftstride by default. Animal Forms only work in combat. Bear gives +1S, Boar gives +1T, Wolf gives +1A and AP(1), Stag gives Impact Hits with S bonus (1). 
  • Arcane Bodkins costs 1 pt for Waystalker.

Zombies Pirates of the Vampire Coast:

  • Fixed bugs with Hover instead of Fly (6) for Syreen and Cylostra Direfin.
  • Zombie Pirate Deckhands start with bucklers, cost 2,5 pts. Can switch to two hand weapons for ½ pt.