Friday, 29 March 2019

Warhammer 9th Ed 1.42 out now!

Another smaller update here, taking care of the following:

  • Ice Attacks causes enemies to be subject to ASL, applies to both combat and missile attacks/spells.
  • Removed mentions of Irresistible Force from various parts of the book.
  • Expendable units do not count towards the minimum number of Core Units you need to include in your army.
  • Frenzy does not remove Parry.
  • Blade of Slicing cost 15 pts.
  • Signature spells are not included for units who know just a certain spell from a lore, like a Bound spell or similar.
  • You may re-roll a re-roll if you have two special rules at different power levels that would otherwise cancel each other out.
  • Clarified that only models that can wear non-magical armour may take magical armour.
  • Quick to Fire weapons may be used when charging.
  • "Nearby Enemies" and "Restraining from Pursuit" are now Psychology tests.
  • Animated Constructs can never be affected by Hatred or Frenzy.
  • Units with Random Attacks roll once for the whole unit, rather than per model (Characters being the exception).
  • Fixed multiple spelling errors.

Wednesday, 27 March 2019

Daemons of Chaos 9th Edition 1.0 out now!

At 214 pages, this is, as usual, a near complete compilation of everything written for Daemons for Warhammer Fantasy (as well some things from 40k and Age of Sigmar). It contains material from Warhammer: Chaos, Realm of Chaos, Hordes of Chaos, Daemons of Chaos 7th Ed, Daemons of Chaos 8th Ed, Tome of Corruption, Tome of Blood, Tome of Decay, Tome of Fate, Tome of Excess, Warhammer 40.00: Chaos Daemons (7th and 8th ed), The Lost and the Damned, Slaves to Darkness, Liber Chaotica, Wrath and Rapture, Storm of Chaos, Disciples of Tzeentch, Maggotkin of Nurgle, Blades of Khorne, The Liber Carnagia, Liber Ecstatica, Liber Infectus Liber Mutatis, Warhammer: Age of Reckoning, Old World Bestiary, and various White Dwarfs (and probably some more sources I forgot to mention). Phew!

When it comes to building your army, theming is much more important, as only Daemons belonging to the same god counts as friendly units, the rest are either Suspicious or Desperate Allies. So while you can still make a combined force, it will come with more drawbacks, just like Warriors of Chaos.

I have also switched out the whole bestiary artwork from 8th ed, so rather than having the concept sketches by John Blance, you now have more "finished" artwork like any other army book. This was the main issue I had with the previous two versions of the Daemon books from a visual perspective; rather than using and building upon the excellent art from 6th edition's Hordes of Chaos, it seems like GW opted to save money by just using the original concept art throughout the whole book instead (heck, the 8th Ed Hellflayer entry had a picture of a normal Seeker Chariot for some reason, which was fortunately fixed in the 40k version). So consider that fixed.

Soulgrinders will be released as a separate download for those who want to use the model.

Download 


The main changes from the Ravening Hordes list and 8th ed Army Book are the following:
  • New SC: Be'lakor
  • New SC: Horticulous Slimux
  • New Lord: Gaunt Summoner
  • New Lord: Infernal Enrapturess
  • New Core Unit: Plague Toads of Nurgle. 
  • Daemons belonging to different gods treat each other as Suspicious/Desperate allies.
  • Daemons must use the Lore of their god, do not have Lore of Metal, Death or Shadow.
  • Removed Blood Chariot of Khorne (as there are already Blood Thrones and Skull Cannons to fill that role).
  • Removed Plague Cart of Nurgle (as there is no model or existing fluff for it unlike the other chariots).
  • Removed Changebringers of Tzeentch (as there is no model or existing fluff for it, and the burning chariot covers it fairly well already).
  • Removed Pleasureseekers of Slaanesh (as there is no model or existing fluff for it, and I'd rather not have the same unit (Fiends) be included twice in the special section).
  • All Heralds have 3 Loci to choose from like in 8th ed, with adjusted pts costs. 
  • Plenty of new Daemonic Gifts to give your characters from 7th, 6th and 5th ed.
  • Flesh Hounds and Fiends of Slaanesh have Champion upgrades.
  • Exalted Seeker Chariots are Character Mounts (having 3 different Slaanesh chariots as normal units was really excessive).
  • Furies are Expendable, have S3, 14 pts.
  • Nurglings are not scouts, have WS2, S2, T2, W8, A8. 
  • Pink Horrors now has the Split special rule, either causing them to explode or turn into two Blue Horrors.
  • Screamers have the Multiple Wounds (D3) special rule against monsters, A2.
  • Firewyrms fire 2D6 shots.
  • Beasts of Nurgle have Random Attacks (D3+1), Regen 4+, and the Attention Seeker special rule from 8th ed.
  • Burning Chariots have Exalted Flamers as crew, not normal Flamers. Can take Blue Horror crew. Moved to Rare.
  • Exalted Flamer moved to Heroes.
  • Spell Destroyer does not automatically dispel spells, but can instead be used to destroy enemy spells multiple times during the game.
  • Daemon Princes may be Unaligned, and does not need to be upgraded to a single god. Can choose Lore of Fire, Metal, Death, Shadow. 
  • Karanak has W2, does not have the Ambushers rule, have Vanguard.
  • Ku'gath is riding on a palanquin, 525 pts.
  • Skarbrand 490 pts. 
  • Skulltaker has the Locus of Wrath, 260 pts.
  • The Masque of Slaanesh gives -1D3 to both Initivative and Ld, rather than just -1, 170 pts.
  • Karanak 250 pts.
  • The Blue Scribes 100 pts.
  • The Changeling 175 pts.
  • Epidemius counts as Infantry, 250 pts. 
  • Fixed some bugs.

And with that, the last of the army books is finally finished! This means I can now go back to focusing on balance updates for the existing books instead, which in turn means you can expect to see quicker updates in the future. Enjoy (or be destroyed, according to Slaanesh)!

Sunday, 3 March 2019

Warriors of Chaos 9th Ed 1.1 out now!

Updated to 1.11 10/3:
  • Mark of Khorne for Skin Wolves gives Strength Bonus (1) when charging.
  • Crom may upgrade marauders to elite marauders without any restrictions, but they may not be given Marks. Can choose either +3 A or 4+ parry. 250 pts.
  • Archaon must re-roll results of 1-2 on the Eye of the Gods table.
  • Wulfrik hits and wounds on a 2+ in challenges.
  • Will of Chaos is not removed if you take a Mark.
  • Revised cost for Marks on Marauders.
  • Storm Rage removed, is simply Immunity (Lightning Attacks).
  • Sorcerers may ride in normal Chaos Chariots.
  • Fireglaives are polearms instead of spears.
  • Mantle of Chaos only works against non-magical missile attacks, 55 pts.
  • Sigvald has the Diabolic Splendour and Allure of Slaanesh power, 335 pts.
  • Vilitch have the Conjoined Humuncolous power, 380 pts.
  • Khorne Daemon Princes may take up 100 pts of magic items.
  • Palanquin have WS2, S2, A8.
  • Warshrine 100 pts. Favour of Slaanesh gives the target Immunity (Psychology). MoS unit gains Unbreakable instead.
  • Kordel Shorgaar's banners makes the unit he joins Unbreakable, not stubborn.
  • Hellshriek adds D3 to the result rolled on the miscast table.
  • Valkia has a 5+ ward save, 350 pts.
  • Gorebeast chariots have a 2+ armour save, 125 pts.


This pretty massive update changes the following:

  • Diabolic Splendour gives forces enemies re-roll successful Leadership tests.
  • War Mammoths cannot take Marks. Stomp result causes 3D6 hits.
  • Chaos Trolls does not have Mark of Chaos Undivided.
  • Fixed bug with Chaos Sorcerer levels not being written out.
  • Chaos Sorcerers 100 pts. Sorcerers Lords 215 pts.
  • Festus 215 pts.
  • Additional hand weapons for Warriors and Chosen cost 1 pt. They cannot take both shields and another weapon, have shields by default, 16 pts.
  • Marauders can swap shields for additional hand weapons for free.
  • Lances for various cavalry cost 2 pts.
  • Mark of Slaanesh for Knights cost 2 pts.
  • Fatemasters affect friendly units, rather than models. Corrected names in the Coven of Tzeentch special rule. Are W2, 46 pts.
  • Warshrine can cast spells with an 18" range. Favour of Slaanesh allow re-rolls of Psychology and Break tests, Charge and a pursuit distances. Favour of Tzeentch allow re-rolls of 1's when taking ward saves in addition to the 6+ ward.
  • Giant of Khorne upgrade cost 15 pts.
  • Hellfire Sword 35 pts.
  • Crown of Everlasting Conquest 50 pts.
  • Blood Boil does not work on Forest Spirits.
  • Galrauch has a 6+ ward in addition to Mark of Tzeentch, 525 pts.
  • Marauder Chariot 65 pts.
  • Taking a Mark of Chaos replaces the Will of Chaos special rule.
  • Valkia has A5, 335 pts.
  • Blightkings, Skullreapers and Wrathmongers are not skirmishers by default, can upgrade to it for free.
  • Slaughterbrute 205 pts.
  • Mutalith Vortex Beast 240 pts.
  • Wulfrik the Wanderer has A4, Killing Blow in challenges, 140 pts.
  • Death Heads for Pusgoyle Blightlords 7 pts.
  • Palanquin of Nurgle 25 pts.
  • Mantle of Chaos 55 pts.
  • Bestial Visage 10 pts.
  • Extra Arm cannot be combined with Tentacle.
  • Hellshriek affects all enemy Wizards within 18", 50 pts.
  • Chaos Daemonsword 50 pts.
  • Diabolic Splendour forces enemy units in base contact to re-roll successful Leadership tests, cost 20 pts. Cannot be combined with Fearsome Aura.
  • Scaled Skin cost 20 pts.
  • Mantle of Chaos halves the Strength of any missile attack targeting it halved, rounding up. This means that bows will be S2, rather than S1 on average.
  • Blood Fever 25 pts.
  • Crom gets +2 attacks when using two hand weapons, or a 5+ parry if using his shield. This replaces his old Way of the Warrior rule.
  • Putrid Blightkings have the bountiful blades special rule, allowing them to swap weapons between each round of close combat.
  • Kholek Suneater is S7, Starcrusher is a great weapon.
  • Mark of Khorne for Skin Wolves cost 2 pts, give +1S in the first round of close combat. Mark of Slaanesh cost 2 pts. Mark of Tzeentch cost 1 pt.
  • Disc of Tzeentch have Fly again.
  • Chaos Chariots have Barding, 100 pts.
  • Gorebeast Chariot is a separate unit entry, 5W, 120 pts.
  • Chaos Sorcerer Lords may not ride chariots.
  • Chaos Warriors and Chaosen may take flails.
  • Kordel Shoorgar may ride Daemonic Mount.
  • Distendable Maw moved to generic powers, Conjoined Humuncolous moved to Tzeentch powers.
  • Clarified that Book of Secrets does not give you access to any additional signature spells. It gives +1 to channel power dice, but do not channel any dispel dice. If the bearer ever miscasts, roll 2D6 on the Miscast table and choose the highest result, 25 pts.
  • Skullcrushers are T4, not T5, 73 pts.
  • Crimson Armour of Dargan only protects from Killing Blow and Multiple Wounds in close combat.
  • Slaughterpriest has MR(1), gets +1 to dispel, 115 pts.
  • Acquiescence is 7+ to cast.
  • For each Marauder Chieftain included in your army, you may give one unit of Marauders or
  • Marauder Horsemen a Magic Standard worth up to 25 points.
  • Adjusted points cost for marks for marauders.
  • Marauder Champions removed, are now an upgrade called Elite Marauders that can be given to Chaos Marauders and Marauder Horsemen for 1,5 pts.
  • Cultists are Expendable.
  • Forsaken count towards Core.
  • Daemons of Khorne have Magic Resistance (1) and +1 Strength when charging (except mounts). Daemon of Nurgle gives -1 WS to enemies in base contact. Daemons of Slaanesh do not re-roll 1's to hit. All Daemon Prince upgrades free, default cost 265 pts.
  • All daemonic mounts (except Disc) have the the "Daemon of..." rule.
  • Collar of Khorne gives MR(2), cost 20 pts.
  • Clarified that Bloodcurling Roar is a missile attack, 25 pts.
  • Fury of the Blood God gives Hatred in addition to -D3 to cast, 25 pts.
  • Fixed some minor bugs, spelling and grammar issues.

Friday, 1 March 2019

Warhammer 9th Ed 1.4 out now!

Updated to 1.41 2/3:
  • Made first Miscast result 1-3 in case a miscast happens without rolling any power dice.
  • Changed it so you cannot use hand weapons if you have another special weapon.
  • Fixed issue with bugged section breaks in the special rules section, organised it clearer with no special rule being divided across multiple pages (except Breath Weapons).

A fairly big and important update, fixing numerous issues as well as being a major change in how magic and charging works:
  • Standard of Shielding gives 6+ ward vs missiles only.
  • Warbeasts are Expendable.
  • Monstrous Beasts do not cause impact hits by default.
  • Clarified monstrous support for monstrous cavalry and monstrous beasts (mounts do not get supporting attacks).
  • Unit Strength 10 or more units automatically kill units when charging or pursuing fleeing enemies, less than Unit Strength 10 inflicts W based on Unit Strength.
  • Clarified that Ranger Standard applies to any mount the rider has.
  • Clarified that direct damage spells and magical vortexes do not counts as missile attacks.
  • Fixed bug with ASF stating attacks are rolled at the same time.
  • Clarified that "re-roll misses" means To Hit rolls.
  • Changed Spear and Lance "(Cavalry)" to "(Mounted)".
  • Removed "Note that a unit may only make an actual Flee move once per phase. If multiple units have declared a charge against a unit that chooses to Flee, the unit will turn around and run directly away from the enemy unit with the highest Unit Strength." from "MULTIPLE CHARGE REACTIONS"
  • Removed "Note that if you can only maximise the number of models fighting by contacting another enemy unit, you do not have to declare a charge against that unit as well." from "ALIGNING TO THE ENEMY".
  • Clarified that fleeing units that attempts to rally at 25% US have halved leadership after  any other modifiers, special rule or abilities are applied, rounded up.
  • Added that High Ground applies if you charged down from a hill the same turn.
  • Expendable no longer causes Panic at all to non-Expendable units.
  • Clarified that Cavalry characters with an armour save better than 5+ causes Fast Cavalry to lose their Fast Cavalry rule.
  • Fixed bugs with RIDDEN MONSTERS & SPLIT PROFILE that referred to chariots.
  • Clarified that Look Out Sir happens automatically and does not require a roll, and that it does not count as a save for rules purposes.
  • Added Panic and Terror to examples of war machine crew fleeing.
  • Add psychology test to and Leadership test section. Models with Immunity (Psychology) are (of course) Immune to Psychology tests. Panic tests are Psychology tests.
  • Stubborn only applies if the majority of the models in a unit have it.
  • Parry does not apply to Frenzied units, and cannot be used to Parry attacks that are twice the Strength of the Parrying model's own Strength.
  • Suspicious Allies can not target each other with friendly spells, like augments.
  • Trusted Allies may only use inspiring presence and hold your ground if from the same army book.
  • Always Strikes Last now causes models to re-roll successful To Hit rolls if their initiative is also lower than that of the enemy.
  • Magic resistance returned to former system of 1-3, now gives bonus to dispel in additon to ward saves, so they can be used against hexes as well. Magic Resistance limited to 4+ at best like other ward saves.
  • For every natural 6 rolled when casting/dispelling a spell, you automatically have to roll an additional 'free' power/dispel dice to boost the casting/dispel value even further. 
  • Removed Irrestisible Force for both casting and dispelling.
  • Extended Miscast Table with plenty of new results.
  • Poisoned Attacks gives +1 to Wound rather than auto-wounding on 6's.
  • When charging, you roll 2D6 rather than 2D3, and discard the lowest result. Models with Swiftstride and Movement 6 or lower roll 2D6. Models with Swiftstride and Movement 7 or more roll 3D6 and discard the lowest result.
  • Changed last paragraph of Stupidity to the following: "Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology), Random Movement (D6), can only choose Hold! as a charge reaction, cannot choose to do a combat reform, and Wizards cannot attempt to cast or channel power dice or dispel dice."
  • Clarified that if a model is armed with another weapon besides their hand weapon, they must use this at all times (unless they also have a shield).
  • Clarified that weapons may not be swapped at the start of each close combat unless specified.
  • Added "Alternatively, if both players agree, you could choose to pick your force from two different armies. Ideally this should be done by both sides so that each player is given an equal chance to build an allied force. Regardless of the number of players, each army must have their own General and Battle Standard Bearer." to the Allied Armies chapter.
  • Added Animated Construct special rule. Animated Constructs have the Unbreakable and Immunity (Poisoned Attacks) special rules (explained later in this chapter), and automatically pass any Leadership tests taken for re-directing charges, reforming, and restraining from pursuit. However, they may not march or use stand and shoot as a charge reaction.
  • Potion of Strength, Toughness and Speed give +D3 to stats, 10 pts.
  • Blade of Sea Gold 25 pts.
  • Dragon Blade 60 pts.
  • Fixed multiple smaller bugs.

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.