Sunday, 24 February 2019

Warriors of Chaos 9th Edition 1.0 out now!

Took well over 3 months, but it's finally finished. At nothing short of 274 pages, this is my longest book yet (and hopefully will be as well). It contains rules and background from 4th, 5th, 6th, 7th and 8th Edition, The Liber Chaotica, The Liber Carnagia, Liber Ecstatica, Liber Infectus, Liber Mutatis, The End Times, Slaves to Darkness, Lost and the Damned and The Tome of Corruption. And this is still not a complete compilation as there is just too much stuff written overall to include in an army book, but this does include the absolute best and most interesting parts for the Warriors of Chaos, the parts left out mainly being about the Cults in the Empire.

As for rules, Marks of Chaos are now much more important to the build of your army, as models with different marks treat each other as suspicious/desperate allies. This means that theming your army will become much more important. You can of course still mix Marks in your army if you wish, but these will pretty much be treated as allies rather than parts of the same force.

I have also been doing some shuffling around in the army list, mainly moving core to special and special to rare, so you won't be spamming super-elites more than basic troops. In total, WoC now have 8 Core Units, 12 Special Units, and a ridiculous 15(!) Rare Units (don't blame me, I'm not the one who made all those Monsters!). No one should be able to say WoC are not spoiled for choice in that department. Note that a few of the changes in this book are written with the upcoming 1.4 version of the 9th Ed rulebook in mind (such as Psychology tests), so in case something is a little unclear, it will be cleared up with that update.

Download


This update contains the following changes from the Ravening Hordes version:
  • New Hero: Slaughterpriest (Khorne version of a spellcaster)
  • New Core unit: Marauder Champions (Marauders with S4 and I4).
  • New Core unit: Marauder Hunters (skirmishers armed with throwing axes or javelins).
  • New Core unit: Marauder Chariot.
  • New Special unit: Skin Wolves (MB)
  • New Rare unit: Varanguard (Chaos Knight MC)
  • New Rare unit: Pusgoyle Blightlords (Nurgle MC)
  • New Rare unit: Giant Chaos Spawn (Mo)
  • New Special Character: Crom the Conqueror (from SoC)
  • New Special Character: Kordel Shorgaar (BSB).
  • Added The Will of Chaos special rule from 7th ed, allowing models to re-roll failed Panic tests.
  • Mark of Slaanesh now gives both Immunity (Psychology) and Stubborn, costs 2 pts for normal units. 
  • Mark of Nurgle gives -1I along with +1T.
  • Eye of the Gods is now rolled if the character destroys a non-Expendable unit or kills an enemy character (which no longer needs to be done in challenges).
  • Streamlined Damned by Chaos and Dark Apotheosis so they either give spawndom or daemonhood, no roll needed. Changed a few of the results to remove pointless ones like Evil Eyeball. Eye of the Gods is now only rolled for characters and Chosen rather than normal champions (as champions are no longer able to get killed separately, and keep things easier to keep track off).
  • Models with different Marks treat each as suspicious/desperate allies.
  • Lots of Chaos Mutations from earlier editions added. 
  • New Magic Items: Chaos Daemonsword, Rending Sword, Crimson Armour of Dargan, Crown of Everlasting Conquest, The Book of Secrets, Banner of Wrath. All God-specific banners removed (will be part of Magic Items expansion instead).
  • Lords can take 75 pts worth of mutations and powers, heroes can take 50, chieftain can take 25 pts
  • Chaos Knights moved to Special, Ensorcelled weapons cost 4 pts.
  • Chaos Chariot moved to Special.
  • Renamed Soulflayers to Fatemasters. Have fireglaives which give them Flaming and Magical Attacks. Have the Master of Fate special rule, allowing friendly units within 8" to re-roll 1's when making armour saves. May not take standard bearers or musicians. 40 pts (previous cost from RH list was bugged).
  • Removed Rot Knights, they will instead be a simple upgrade in Kazyk the Befouled's unit entry in the Champions of Chaos book.
  • Chaos Warshrine moved to Rare, completely reworked to give blessings to all units, not just affect the Eye of Gods table, have 5+ ward by default (so 4+ with MoT), 110 pts.
  • Dragon Ogres T5, Shaggoth T6. Cheaper halberds.
  • Skullcrushers moved to Rare, 76 pts, Ensorcelled weapons cost 4 pts.
  • Wrathmongers are a separate unit, moved to Rare. 
  • Chaos Warhounds do not count towards the minimum number of Core Units that you need to include in your army. 
  • Forsaken do not count towards the minimum number of Core Units that you need to include in your army. Forsaken are not Skirmishers by default.
  • Cultists do not count towards the minimum number of Core Units that you need to include in your army. Cannot take Marks.
  • Chaos Warriors cost 15 pts
  • Chosen do not have Rewards of the Gods, cost 17 pts. Have the Chosen of Gods special rule, letting them gain powers through the Eye of the Gods table like characters by destroying enemy units.
  • Flayerkin are S3, cost 6 pts.
  • Marauders have shields by default at 5 pts, can take additional hand weapons.
  • Hellstriders 18 pt, get ward save as their first upgrade, Hellscourges give ASF instead of +2 Initiative. 
  • Chaos Sorcerers with Marks have to use their patron god's lore.
  • Hellcannon follows rules for Daemonic. Fixed "Thzzz" result.
  • Daemon Princes follows rules for Daemonic.
  • Added Fiend Tail and Regenerating Flesh upgrades to Chimera, nerfed to S5, 175 pts.
  • Slaughterbrutes have W6, can upgrade claws like in 8th ed, 230 pts.
  • Mutalith Vortex Beast have W6, 250 pts. Aura of Mutation cast on 5+.
  • Chaos Trolls cannot take Marks, can take light armour. Have Natural Armour (6+).
  • Chaos Ogres 28 pts, start with light armour, can take medium armour.
  • Juggernauts have Impact Hits (D3) instead of Murderous Charge, are WS4.
  • Disc of Tzeentch have the Hover rule instead of Fly, 25 pts.
  • Chaos Spawn have Random Movement 2D6, cost 40 pts. 
  • Chaos Giants Giant of Tzeentch 15 pts, Slaanesh 15 pts (gives Unbreakable and +1I).
  • Chaos War Mammoth 325 pts, have W10. Trample causes D3 hits per rank rather than D6. Throw back into combat inflicts D6 Hits. Gore is now D6+1 attacks.
  • Putrid Blightkings, Skullreapers and Wrathmongers are Skirmishers.
  • Nerfed Bloated with Disease, it now only increases Wounds (thus avoiding situations where lucky rolls could result in a T10 model).
  • Bliss in Torment buffed, you get to roll one D6 for each spell cast, plus one D6 for each wound inflicted.
  • Lash of Slaanesh S4, does not allow units that takes casualties from it to March in their next round.
  • Pavane of Slaanesh now causes 1W for each point the Ld test was failed by, 12" range, 8+ to cast.
  • Slicing Shards Leadership test are taken at the unit's unmodified Leadership.
  • Pink Fire of Tzeentch roll 2D6 for range, rather than using artillery dice.
  • Glean Magic is now S4, is now a hex spell.
  • Tzeentch's Firestorm replaced with 7th ed's Treason of Tzeentch, causing enemies to strike their own unit (so yay, another hex spell for Tzeentch to cast into combat!)
  • Treason of Tzeentch renamed to Pandemonium.
  • Daemonic Mounts have S5.
  • Archaon no longer has the mark of each god, but a different blessing from each one like in 7th ed (as Archaon really isn't an uncontrollable maniac who is bloated with disease anyway). Nurgle and Slaanesh. Cost 575 pts. Dorghar option costs 50 pts.
  • Kholek has the Armour of the Storm magic item. Cost 465 pts.
  • Vilitch have heavy armour, 360 pts.
  • Valkia has a 5+ ward against missile attacks. Gaze of Khorne only affects units with Mark of Khorne. 350 pts.
  • Sigvald have the Mirrorshield magic items, magic him -1 To Hit in close combat. 305 pts.
  • Festus Healing Elixers give Regen 6+. Cost 250 pts.
  • Throgg 265 pts.
  • Scyla Anfingrimm may not be the army's General.
  • Wulfrik the Wanderer 160 pts.

With this one done (except for patches of course), I can finally start working on the Champions of Chaos and Daemons of Chaos books. Having to sort through all the source material for WoC I have also managed to do the same for DoC though, so it should not take as long to finish. Aiming for a release of Champions in March and Daemons in late April or early May. Enjoy!

Disclaimer: Approximately 947 hours of death metal was listened to and 58 goats were sacrificed to the Dark Gods during the creation of this book.

Tuesday, 29 January 2019

WAP Discord server

Along with the Google Group, we now have a Discord server for Warhammer Armies Project as well, for those who want a quicker way of discussing rules, models, report bugs or ask questions. You can access the Discord here:

Discord

Sunday, 27 January 2019

Warhammer 9th Ed 1.3 out now!

This update changes the following:

  • Magic scales better in larger battles, so you now roll 2D6 for each 2000 pts you play, so at 4000 pts you roll 4D6, 6000 pts you roll 6D6 and so on.
  • Spells may be taken in duplicates if no other spell available, which will benefit armies like Orcs and Goblins in larger battles.
  • Ice Attacks apply to all models in base contact, not just enemies. Causes Always Strikes Last rather than -1I in close combat.
  • Characters on foot may use Vanguard if joining a unit with the Vanguard rule.
  • Barding gives an additional -1 to movement when charging, pursuing or fleeing.
  • Characters are not allowed to join a unit made up of a Troop Type with a higher Unit Strength then his own Troop Type, unless specified. This means you cannot put a goblin hero in a unit of trolls for example, or a cavalry model with monstrous cavalry. This solves the issue of allocating hits in these situations, plus it looks fairly odd to have the all-important character be the smallest model in the unit anyway.
  • Obstacles no longer stop cannon balls (which solves the issue of small fences of hedges blocking them, as well as said obstacle being destroyed, regardless of size).
  • Volley fire needs Line of Sight from at least one model in the unit (so you cannot fire at completely unseen targets)
  • Monsters and Handlers special rule has been replaced with Mixed Unit which also covers units like Slaves with slavemasters, Salamander Hunting Packs, Giant Rats etc. Removed Monster reaction chart (which was mainly meant for ridden Monsters to begin with, and would not really make all that much sense to begin with for many monsters).
  • Swiftstride have versions depending on the unit's Movement. At M7 or more, it works as before. At M6 or less, the model roll 3D3" when charging, and 3D6, discarding the lowest result, when fleeing or pursuing. Added Swiftstride to MI and Mo.
  • Replaced Sea Creature with Aquatic.
  • Clarified that Okkam's Mindrazor affects armour saves.
  • Clarified that characters who are not Ambushers may not join Ambushers (if deploying as such).
  • Fight in extra ranks applies in all turns, even when charging. An exception for this is made for spears and pikes, which works as before.

I know there are some comments that I have not responded to yet, mainly concerning changing certain spells and lores. This will be looked at more closely for future updates as that warrants some discussions and probably making new magic cards (which is planned). This update is mainly about clarifying certain rules, and fixing things already discussed and agreed upon with the community.

And a quick note on the WoC book: it's still being work on, albeit fairly slowly. The main sections are done, but I still have about 200-300 pages of additional background from the various source books to edit into the already existing material. The book is currently up to 226 pages, but will mostly likely be closer to between 270-300 pages when finished, making it the longest book yet.

Wednesday, 26 December 2018

Warhammer 9th Ed 1.2 out now!

Merry Christmas and Good Yule! As you have probably noticed, I've been a little absent from the blog for the last month, just taking a small break from Warhammer and recharging my batteries a bit. As promised in the comments, I have also been working on an update in time for X-mas, so here it is:

This update changes the following:

  • Last Stand from 8th Ed for standard bearers re-added (was missing from the book).
  • Removed additional Fear bonus from outnumbering their foes (to avoid snowballing Leadership penalties too much with Terror and other special rules  and/or spells).
  • Clarified that in order to have Immunity (Fear, Panic, Terror), the majority of the models in that unit must have that special rule.
  • Units must pass a Ld test in order to charge Terror-causing units. If failed, they can attempt to re-direct the charge following the normal rules.
  • Fixed bug with Large Target requiring unit size 40 instead of unit strength 40+.
  • Moved Look Out Sir rule to Character chapter instead of Champions, since Champions no longer use it. Clarified that Look Out Sir only applies to units of the same troop type.
  • Characters with a different troop type with a higher Unit Strength than the rest of the unit are only hit by normal missile attacks on a 4+ (does not apply to Towering units).
  • Clarified that Feigned Flight applies both when choosing Flee and Fire & Flee.
  • Clarified what constitutes as both missile and close combat attacks.
  • Clarified that you may not shoot templates (on purpose) into close combat, regardless of distance.
  • Removed part of unit needing to be 5 models wide, this is instead clarified for each troop type.
  • Clarified that units may reform into less than 5 models wide temporarily (so fast cavalry and skirmishers are not penalties).
  • Moved Signature spells and Lore attributes section to Choosing Spells section.
  • Clarified that Striking order Initiative includes bonuses from both weapons and spells.
  • Clarified that the amount of wounds caused by Killing Blow is based on the model's remaining Wounds, not the Wounds on the model's profile.
  • Clarified that hits on Monsters and Handlers are allocated towards the monster if the handlers are dead.
  • Swarms only move 6" with the Vanguard rule.
  • Volley Fire does not require Line of Sight.
  • Pikes get +3 Initiative when charged rather than +2.
  • Clarified that shields and additional hand weapons works with magic weapons. In the case of two hand weapons, the extra attack does not benefit from the magical weapon's rules unless both weapons carried are magical.
  • Changed so that obstacles remove charge bonuses from the attacker, same as a buildings. War Machines counts as obstacles in close combat.
  • Clarified that bolt throwers also pivot to fire rule like other war machines.
  • Swarms do not block line of sight.
  • Removed mention of Champions from the Sniper rule. Clarified that you can use Multiple Shots with Sniper special rule.
  • Clarified that if you have another weapon than a hand weapon, you must use it in combat, but not all the time (so you can use shields and halberds against missile attacks).
  • Changed so that only Infantry, war beasts and swarms can garrison buildings (ogres hardly being to squeeze into a normal doorway anyway). Moved part of different troops types and buildings to the buildings chapter.
  • Added Lightning Attacks, getting +1 To Wound against models wearing medium/heavy/full plate armour, and ignoring armour saves against these troop types. Urannon's Thunderbolt and Chain Lightning are Lightning Attacks. 
  • Added Ice Attacks, causing enemies in base contact to suffer -1S and -1I, or -1M and -1I if used as a missile attack. Iceshard Blizzard is an Ice Attack. 
  • Moved Sentient rule to Special Rules.
  • Relic Sword 20 pts.
  • Parrying Blade 20 pts, is no longer an additional hand weapon.

I aim to get back to working on the Warriors of Chaos book after New Year's, so it should hopefully be finished sometime in January.

Saturday, 17 November 2018

Warhammer 9th Ed 1.1 out now!

This update changes the following:

  • Victory points are given if a unit is half or less in Unit Strength rather than less than half.
  • Clarified that Fear does not stack from multiple units. The Leadership modifier is increased by a further -1 modifier if the total unit strength of Fear-causing models is greater than the amount of enemy models without the Fear rule in the same combat.
  • Clarified that Volley Fire ignores the To Hit penalty of cover, not giving a save.
  • Javelins may Volley Fire.
  • Champions are always removed last (instead of being killable separately).
  • Added "ridden monster" to the Monster troop types section.
  • Chariots and ridden monsters can fire 360 degrees.
  • Breath Weapon attacks in close combat cannot hit any single model more than once.
  • Clarified that any equipment or magic items the model might have only apply to the rider, not the mount.
  • Clarified what units are not affected under Hold Your Ground. 
  • Added sentient special rule under Battle Standard Bearer, allowing units that normally would not be allowed to use Inspiring Presence or Hold Your Ground to do so.
  • Panic tests may be re-rolled with the Battle Standard Bearer in addition to Break tests.
  • Added a Fire & Flee charge reaction to Fast Cavalry.
  • Removed BSB part of being in 2nd rank (as characters are not allowed to join a unit unless they are placed in the front rank).
  • Added Large Target modifier to shooting, giving you +1 to hit against units with US 40+.
  • Changed special rule "Large Target" to "Towering" (which frankly fits better as "Large Target" no longer gives any To Hit bonus like earlier editions).
  • Lore of Metal lore attribute gives +1/2 to casting based on the enemy's armour type. Old attribute part of searing doom spell (natural armour is not affected). Golden Hounds inflicts S5 hits.
  • Unbreakable characters may only join unbreakable units.
  • Banner of Might 55 pts.

Monday, 5 November 2018

Warhammer 9th Ed 1.09 out now!

A pretty important update here, taking care of a few bugs and other things discussed in the forum and comments:
  • Destroy magic scroll is one use only (bug fix).
  • Unstable Monsters ridden by characters cannot have wounds allocated to them separately (bug fix).
  • Dispel Scroll is no longer an auto-dispel, instead you get 6 dispel dice to use for that dispel roll, can now be used on remains in play spells.
  • Shields on Infantry models give +1 Armour save against missile attacks to the front.
  • Immunity (Psychology) allows units to automatically restrain from pursuit. 
  • Fixed bug with lance Strength Bonus not being specified when charging.
  • Fixed bug with additional hand weapon parry not being specified.
  • Vampiric added to Lore of Light bonus damage.
  • Unstable units that outnumber the enemy (and being Steadfast) reduces the casualties from crumbling by 1.
  • Skirmishing Flyers do not benefit from the Vanguard rule. 
  • Swarms are Expendable. 
  • Clarified how Steadfast is used in combination with the General's Inspiring Presence.
  • Up to 35% can be spent on Lords and Heroes, 25% limit of either Lords or Heroes removed.
  • Clarfied further how multiple combats and break tests work. Units on the losing side but whose CR is greater than all enemy units in base contact no longer need to take break tests, and no unit on the losing side can suffer a greater break test modifier than the overall loss of their side (meaning smaller units flanking a larger force but only lost the combat by 1 pt won't suddenly find themself having a -5 modifier from only being in base contact with a large unit with a ton of CR). This will be further clarified with graphics in the future.
  • Clarified how Outnumbers works in combat with multiple units (i.e. you cannot get the bonus once for each unit if you have several units that each outnumber the enemy). 
  • Added bookmarks to the PDF for easier access.

Saturday, 27 October 2018

Vampire Counts 9th Ed 1.11 out now!

This update changes the following:

  • Cheaper missile weapons.
  • You may not have more units of Skeletons armed with missile weapons than you have skeletons without missile weapons.
  • Helman's Ghorst's special rule gives +D3 models raised instead of rerolling number of models raised.
  • Summon Ghouls allows up to 3 units of Ghouls to deploy as Ambushers, 10 pts.
  • Strigoi Vampires can take either Lore of Necromancy or Beasts.
  • Liche Lords may be mounted on Mortis Engines. 
  • Dropped Wight King to Ld8.
  • Lahmian heroes may not ride the Coven Throne.
  • Lahmian Vampires can take light armour and additional hand weapons.
  • Necrarch heroes can ride Abyssal Terrors.
  • Varghulf has Regen (5+) (as well as re-roll to Wound), 200 pts.
  • Fixed several bugs.

With that, I think I've covered most of the issues brought up by you guys in the comments. If there is anything I've missed, let me know!