Wednesday, 21 August 2019

Warhammer 9th Ed 1.6 out now!

This update changes the following:

  • High-res front cover.
  • Added back cover.
  • Raised limit of duplicate special and rare units by 1000 pts (meaning you can only start taking duplicates at 2000 pts and up).
  • Magical vortex spells may not be used in such a way that they affect friendly models or enemies in close combat when initially cast.
  • Added "Any special rules that the unit might have do not apply to the Handlers unless specified – ignore the handlers completely in those cases." to Mixed Units.
  • Clarified that characters in Chariots use the split profile rules for Cavalry, not ridden monsters.
  • If your army includes one or more Lord choices, then one of the Lords must be chosen to be the Army General. You no longer need to have the character with highest Ld be your general.
  • Clarified how Unit Strength is calculated.
  • Clarified Unstable units taking casualties from combat resolution.
  • Clarified that models armed with hand weapon and shield that also have another weapon must use that weapon.
  • Added blowpipes to the weapon section.
  • Crossbow pistols removed.
  • Fight in extra ranks only apply in turns in which the model does not charge (so same as in 8th ed, spears and pikes work the same as before).
  • Cavalry needs to be 5 models wide again (makes it fit better with their minimum unit size anyway).
  • Removed the need to get over half the models of the front rank to get into combat when charging (as you already have a rule about need to maximise models anyway).
  • Unit with less than US 5 align to chargers (rather than US5 or less).
  • Look Out Sir does not work against spells that affect the whole unit.

Updated to 1.61:
  • Obsidian Blade added.
  • Helm of Discord added.
  • Opal Amulet 15 pts, works on a 2+.
  • Fixed bugs with Magic Resistance for several Magic items.
  • Lucky Trinket can be used to re-roll an armour save or Ward save.
  • Scroll of Leeching added.
  • Siverjir's Hex Scroll added.
  • Trickster's Shard added.

    Monday, 5 August 2019

    Warhammer Araby 9th Ed 1.2 out now!

    Updated to 1.21:
    • Roc cannot pick up Flyers or Ethereal models. Models can avoid being picked up by passing an Initiative test.
    • Removed Slaver from Sindibadu.
    • Fixed bug where Genie Binding was called Enslaved.

    This update changes the following:

    • Fixed bug with Blademistress attacks.
    • Pegasus Guard may not take lances. Radiant Aura is one use only per model.
    • Genies may be resummoned if slain, the sorcerer suffers -1 to the leadership test to do so each time, 95 pts.
    • Sorcerer Lords may have 2 Genies.
    • At the beginning of the Araby player's turn, the Golden Magus may summon either a Djinn, Efreet or Marid to do his bidding following the normal rules for Genie Binding. This model acts like a normal Genie in all respects. He may have a maximum of 3 Genies summoned at any one time, and every summoned Genie must be of a different type.
    • Sorcerers may use lore of death, updated lore on Sorcerers about Necromancy not being outlawed in Araby (as stated in WFRP).
    • Clarified Stampede.
    • Drop Attacks automatically kills the dropped model. Is no longer a random model. Clarified how dropping it over another enemy unit works.
    • Fix bug with Salah ad-Din's Strength value.
    • Fixed bug with Alhazred not having an option to take Genies and missing Necronomicon in the army list. 
    • Fixed some spelling/grammar issues.

    Friday, 2 August 2019

    Warhammer Araby 9th Ed 1.1 out now!

    I could tell that this book is rather old, as there was a lot of minor things that needing fixing throughout (as in, nearly the whole layout is brand new from scratch). I have also gone over the book to fix a lot of lore inconsistencies, for those that care about that stuff (which includes myself). So overall, the book has an extra 12 pages and looks a bit more polished, along with all the rule changes. Enjoy!

    • New Special Character: Khalil al-Zahir, Great Sultan of Araby (lore written by Stefan Wolf).
    • New Special Character: Abdul Alhazred, the Mad Sorcerer (from Mordheim)
    • New Special Character: Khar-mel the Djinn (from Mordheim)
    • New Core unit: Tribal Skirmishers (javelins and slings).
    • New Core Unit: Sipahi (medium cavalry, armed with spears, shields, light armour and optional bows).
    • New Special Unit: The Silent Guard (light infantry with spears, light armour, shields, unbreakable).
    • New Rare Unit: Cannon (just a normal cannon like the Ottomans had).
    • New Rare Unit: Pegasus Guard (Arabyan version of Pegasus Knights, mounted on Radiant Pegasi from Storm of Magic).
    • New Genie types: Marid and Dao.
    • Araby is now a Neutral faction (being more self-serving like the DoW or Norse, plus slavery and invading the Old World isn't all that nice).
    • Removed Sultans, Caliph renamed to Emir (as fits the lore better).
    • Renamed Viziers to Sorcerers, can use lore of shadow.
    • Hashishin cannot take hand crossbows, start with throwing weapons, have Dodge (4+), can take 50 pts of artefacts, 110 pts.
    • Genies must be summoned by passing a Ld test.
    • Genies no longer perform Wishes (while a funny trope, it does not really fit with their "elemental Daemon" lore). Each Genie now instead can cast one spell based around their element.
    • Genies are Unstable.
    • Araby uses bows rather than short bows to represent recurve bows.
    • Removed Scare Horses rule (added little, and was just a can of worms in regards to what a "horse" is).
    • Removed Bred for Speed special rule.
    • Barding is free.
    • Warriors of Araby cost 4 pts.
    • Dibbukim no longer forces re-rolling to wound against them, clarified how they work with the command group.
    • Bowmen can take crossbows, have same stats as Warriors, 6 pts.
    • Camel Riders do not have Ambushers or Hit and Run attack.
    • Desert Riders start with hand weapon, 11 pts. Champion has A2. Can wear light armour. Have the Quick to Fire rule rather than Expert Horse Archers.
    • Corsairs 5 pts. Use bucklers instead of shields, have the Ambushers special rule instead of Slavers.
    • Slave Guards are Unit Size 20+.
    • Mamelukes have BS4, can upgrade to heavy armour. Cannot have lances.
    • Janissaries start with shields, 7 pts. May take magic standards up to 25 pts. Can wearheavy armour.
    • Naffatun Siphon is now described in the bestiary rather than the army list.
    • Naffatun cannot wear armour.
    • Flying Carpet Riders do not have a Champion option, W1, 13 pts.
    • Bladedancers have W1, Dodge 5+, Unit Size 5+, S3, 12 pts, moved to special.
    • Dervishes WS5, I5, A2, no longer counts as being in soft cover, 14 pts.
    • Basilica Cannon renamed to Monster Bombard, follow the same rules as Hellhammer Cannons.
    • War Elephants have I2. Spiked Tusks doubles successful Hits rather than +1S. Clarified Stampede. Have 5+ natural armour.
    • Roc has S6, T6, W6, A5, 230 pts. Have a Drop Attack, allowing them to pick up and drop MI, MC and MB units to their death on other enemy units.
    • Salah ad-Din no longer has the Scriptures of the Prophet magic item, instead allows any core unit to deploy as ambushers. Cost 265 pts.
    • Malik Ibn La'Ahad 205 pts.
    • Fixed Curse of the Genie (the old version actually works the opposite as intended).
    • Mirage now causes a Stupidity test that forces the target to move towards a marker.
    • Dancing Scimitar moves to another unit within 8" on a 3+, boosted version 16+ to cast.
    • Sunstrike has a 24" range.
    • Sandstorm no longer inflicts damage.
    • Lamp of Ala ud-Din summons a Genie for one whole turn rather than giving out wishes.
    • Plenty of new art.
    • Renamed Mulhaed al-Quyat to Mullah Aklan'd, since Mulhaed al-Quyat was never an official character (appearing in a fan-made supplement for WFRP), and Mullah Aklan'd was an official character appearing in 1984).
    • Renamed Ormazd into "The One" (or "The One True God"), since Ormazd, like Mulhaed al-Quyat, was never an official god, but made for a fan-made WFRP supplement for 1st ed. "The One" is also the main Arabyan God in the Mordheim expansion "Relics of the Crusades".
    • Renamed Jasmine Silverveil to Layla bint Suraya (which is the name of the Hell Dorado model the artwork is based on) and completely changed her lore and rules. Several people have mentioned that she feels like a rip-off from Disney's Aladdin, though the name actually comes from a miniature from Reaper Miniatures called Jasmine Silverveil. But yeah, consider it more original now, I guess.
    • Renamed Sinba'ahd to Sindibadu, which is the Arabic version of the name (and a little more "original" to most Westerners I could imagine).
    • Ka-Sabar removed from the lore, since it was retconned to be a Tomb Kings city in their 8th ed book (though it was clearly an Arabyan city in 6th ed).
    • Additional, more consistent lore throughout. Removed lore of fighting Undead after the Night of the Restless Dead, since lorewise, it only lasted one night.
    • Added headings.
    • Added version number.

    Tuesday, 23 July 2019

    Warhammer: Bretonnia 9th Ed 1.21 out now!

    This update changes the following:

    • Lance Formation may be 5 ranks deep, first 3 ranks may fight. Unit must reform into normal formation after the first round of combat.
    • Louen Leoncour 400 pts.
    • Fay Enchantress 460 pts. Silvaron cost 25 pts.
    • Clarified that Lion's Shield give MR(3) maximum.
    • Models with the Knight's Vow have Immunity (Panic) caused by friendly models. In addition, they may only join units with the Knight's Vow.
    • Models with the Questing's Vow have Immunity (Panic) caused by friendly models, may re-roll failed Psychology tests, and may only join units with the Knight's Vow or Questing Vow.
    • Models with the Grail Vow have the Immunity (Psychology) and Magical Attacks special rules, and may only join units with the Knight's Vow, Questing Vow or Grail Vow.
    • Virtue of Empathy allows the charater to join units with the Peasant's Duty.
    • Grail Vow 5 pts cheaper for characters.
    • Amalric have a shield.
    • Grail Pilgrims are now Battle Pilgrims, as the lore mention Battle Pilgrims being more common in the army (Grail Pilgrims mostly follow around living grail knights, whereas the Battle Pilgrims carry the Relique). WS3, 7 pts.
    • Fixed bug with Beaquis having T4 and W5.
    • Faceless may take 25 pts of magic items instead of a shield. Have long bow by default. Have the Sniper rule. Cost 50 pts.
    • Wrath of Righteousness has lightning attacks instead of AP(1). Upgraded version cost 20+ (as it inflicts twice as much damage on average).
    • Hippogryph Knights have Unit Size 2+.
    • Sirienne's Locket cost 35 pts.
    • Clarified that Flaming Attacks for bowmen only applies to missile attacks.
    • Pegasus Ld6.

    Sunday, 21 July 2019

    Warhammer: Bretonnia 9th Ed 1.2 out now!

    This update contains a whooping 38 new pages, with a lot of graphical upgrades, and a near-completely new layout, which is the main reason this update has also taken a while. I have clarified the Lance Formation, which is still limited to being 3 wide. This keeps players from fielding huge deathstar units of Knights due to the improvements of the Lance Formation with this update.

    This update changes the following:
    • New Special Character: The Hermit of Malmont
    • New Special Character: Amalric of Gaudaron
    • New Mount: Unicorn (for Prophetess)
    • Lance Formation gives Devastating Charge to all models that are allowed to fight, not just the front rank.
    • Characters that cannot be placed in the front rank may not join the unit, as per the normal rules for characters (except Damsels).
    • Questing Vow gives Immunity (Fear) rather than re-rolls.
    • Removed Disorganized Mob from army list.
    • Peasant Mob can be armed with spears and shields, flails, or slings.
    • Grail Pilgrims do not have light armour, WS2, 6 pts. Battle Pilgrim has WS3.
    • All Men-at-Arms units may have medium armour. Start with hand weapons, can buy shields, spears or halberds, 4 pts.
    • Mounted Yeomen can have medium armour.
    • Brigands can have medium armour, can choose between great weapons, crossbows or handguns.
    • Clarified that Priestesses of Shallya channel dice like Lvl 1 Wizards. They may not take magic weapons.
    • Sacrosanctum now casts a Bound Spell rather than an undispellable ability. Auto-channels one power dice. Have Ward save 4+.
    • Silvaron uses rules for WE unicorns.
    • The Green Knight may teleport through terrain pieces like in 6th ed.
    • Royal Hippogryphs and Royal Pegasus can take barding.
    • Included what lores the Damsel and Fay Enchantress can use in the bestiary.
    • The Fay Enchantress is an Infantry model by default, may choose Silvaron as a mount. Have a hand weapon. Have Morgiana's Mirror magic item. Favour of the Fay can be given to any model with the Blessing of the Lady. Her Supreme Blessing of the Lady gives +1 to the Ward save from the blessing.
    • Removed morning stars from the army list.
    • Field Trebuchets may pivot, are S5.
    • Models with the Peasant's Duty treat all friendly models with the Knight's Vow, Questing Vow or the Grail Vow within 6" as having the Inspiring Presence special rule.
    • Virtue of Empathy does not treat Peasants as Expendable.
    • Removed Flying Cavalry (bug).
    • Archers and Squires may take bucklers.
    • Clarified that a Prophetess on a Sacrosanctum replaces the Damsel.
    • Armand has a hand weapon instead of a shield.
    • Bombards can pivot on the spot, 75 pts.
    • Virtue of Heroism cost 35 pts.
    • Virtue of the Penitent 20 pts.
    • Sirenne's Locket gives Immunity (Multiple Wounds, Killing Blow), cost 25 pts.
    • Removed mention of Irresistible Force from Silver Mirror.
    • Chalice of Malfleur 15 pts.
    • Templar Crusaders give Hatred to any unit they join, can take Virtues.
    • Truffle Hounds are now placed in the unit's front rank, can be released like a separate unit. Have Frenzy, form their own unit after being released.
    • Questing Knights 26 pts.
    • Removed Steadfast part on Banner of the Lady.
    • Louen Leoncour have the Lion Lance and Tabard of Kings Magic Items.
    • Repanse de Lyonesse is Infantry by default.
    • Spirits of the Fay are Infantry instead of Swarms.
    • Herrimaults 8 pts.
    • Squires 7 pts. Fixed stats for champion.
    • Peasant Mob command groups cost 5 pts.
    • Brigands have great weapons by default, 5 pts.
    • Ballista cost 25 pts, Wall Warden upgrade give it BS3. You may take 1-2 Ballistas as a single rare choice.
    • Lifted restrictions on duplicate choices for war machines.
    • Royal Hippogryph W4, 150 pts.
    • Beaquis W4, A4, 155 pts.
    • Added version number.
    • Added headings.
    • Added HD cover.
    • Added more lore on the Dukedoms of Bretonnia, the Twelve Great Battles, Tournaments, the Red Duke and Damsels.
    • Added chapter on Bretonnian Heraldry.
    • Re-edited parts of the history section on Mousillon so it flows better together.

      Friday, 5 July 2019

      Warhammer Beastmen 9th Ed 1.3(1) out now!

      Updated to 1.33 8/7:
      • Mark of Khorne no longer stacks with other Frenzy (unless specified).
      • Savage Dominion cast on 15+, Wizard can now keep casting spells while controlling the monster. Only one monster may be summoned at any one time.
      • Added Forest Strider to special characters.
      • Added more lore to Minotaurs.
      • Added back throwing axes to the Beastlord and Wargor (had some extra space on the page for it)
      • Bray-Shamans cannot ride Ramhorns.
      • Ramhorn crew have great weapons.
      • Malagor allows Beastmen to re-roll failed Primal Fury rolls.


      Based on some good feedback, I went back to the Beastmen book for another round, and have made the following changes:

      • New Rare Unit: Manticore
      • New Lores of Magic: Lore of Nurgle, Tzeentch and Slaanesh. 
      • New Army Special Rule: Beastmen Ambush - Beastmen add +1 to any rolls to determine whether or not they enter the table using the Ambushers special rule.
      • New Army Special Rule: Unruly - All models with this special rule follow the Berserk Rage rules from Frenzy. In addition, if they are forced to charge as a result of a failed Berserk Rage test, they may re-roll failed charge distance results.
      • Primal Fury gives Frenzy on the roll of any successful double.
      • Marks of Chaos follow the same rules as in Warriors of Chaos.
      • Fixed bug with Tuskgor Chariot having wrong Ld.
      • Fixed bug with Shaggoth having wrong BS.
      • Bestigors start with shields, may swap them for halberds, additional hand weapons, or great weapons. Mark of Tzeentch cost 1,5 pts, Mark of Nurgle 2,5 pts. Have Devastating Charge.
      • Gors may skirmish.
      • Ungors Raiders swapping to javelins get shields as well for +1 pt. May not Scout (thus avoiding situations where the whole army could deploy as scouts). Have Ambushers by default.
      • Mutants and Harpies are expendable.
      • Trolls have Ld6.
      • Minotaurs 36 pts, may take Marks of Chaos.
      • Chaos Giant 200 pts.
      • Hag Trees 200 pts.
      • Gorthor may ride a Razorgor chariot, must be Army General. Has Immunity (Multiple Wounds) if mounted on a chariot. Has a Ward save equal to the strength of the attack. Any unit joined by him re-rolls Psychology and Break tests. Cost 300 pts.
      • Khazrak has the Packmaster rule, giving any Warhounds +1 Ld and the Ambushers special rule.
      • Morghur has all his special rules from 6th ed returned (with some streamlined changes).
      • Ghorros's Centigor unit has +1WS.
      • Reworked Drunken for Centigors, it's now rolled at the start of every turn rather than once per game like in 6th ed, giving them results like stupidity, frenzy or stubborn.
      • You may take 1-2 Chaos Spawn as a single Special choice. Spawns can take "Marks".
      • Preyton may take upgrades from Monstrous Arcanum, cost 80 pts.
      • Mantle of Ghorok inflicts a S5 Hit, rather than a Wound, on the roll of a 6.
      • Slugskin 20 pts.
      • Gifts of Chaos and Magic Items are now chosen from the same "pool", so you may have a maximum of 100/50 in total.
      • When making their Primal Fury tests, all friendly units within 6" of Malagor may roll 3D6 for their Primal Fury tests, discarding the highest dice result. 
      • Beastlords and Wargors cannot take throwing axes.
      • Fixed some spelling and grammar errors.
      • Extended lore for Brayshamans.

      Thursday, 13 June 2019

      Warhammer: Beastmen 9th Ed 1.21 out now!

      This updates changes the following:

      • Morghur's Braystaff affects enemy wizard on the miscast roll of a 6 rather than rolling doubles.
      • Fixed bug with Minotaurs having both Frenzy and Bloodgreed, as well as Fear in the bestiary.
      • Majority of the army has the Forest Strider special rule.
      • Chaos Mutants roll once at the start of the game to determine what mutation they have, rather than every turn.
      • Fixed bug with Molokh Slugtongue having lore of shadow instead of death in the army list.
      • The Lore of the Wild now references Wizards instead of Bray-Shamans.
      • Razorgors and Ramhorns have the Thunderous Charge rule (+1 S on the charge).
      • Clarified that characters riding a chariot replaces the Bestigor.
      • Clarified that characters riding a Ramhorn replaces one crew.
      • Added Primal Fury to Ramhorn crew.
      • Marks of Chaos works the same as in the WoC book.
      • Gors and Ungors may not Skirmish, have Ambushers by default
      • Ungor Raiders may not have standard bearers or deploy as ambushers.
      • Centigors may take great weapons.
      • Gorebulls can be Battle Standard Bearers.
      • Chaos Giants can take the Mutant Monstrosity upgrade, giving them a 5+ natural armour. Follow the same giant rules as in Albion.
      • Chaos Spawn have movement 2D6, 40 pts.
      • Clarified Ghorros and Ungrol joining units.
      • Razorgors have Natural Armour (6+), A3, Impact Hits (D3), 45 pts.
      • Razorgor Chariots have Impact Hits (D6+2).
      • Chaos Trolls follow the same rules as in Warriors of Chaos.
      • Marks of Chaos follow the same rules as in Warriors of Chaos.
      • Bestial Surge makes the models move forward straight forward using the Random Movement (D6+1) rule.
      • Viletide boosted version cast on 8+.
      • Devolve boosted version cast on 16, 24" range.
      • Brayscream can be boosted to S4, casting value 13+.
      • Added some new fluff blurbs throughout, and a new short story.
      • Swapped to a lighter page background to make the text easier to read.
      • Fixed some repeated sentences in the main background.
      • Some new art, including a high-res cover.
      • Added headings.
      • Added version number.

      Araby should be out fairly soon as well, still waiting on the lore for some new special characters, otherwise that one is finished as well. Will be working on Bretonnia in the meantime, which probably won't take too long too finish.