Sunday, 26 November 2023

Amazons 1.4 (beta) out now!

Another update fairly long in the making, Amazons have now received quite a few new toys to play with! This includes monstrous units, more magic items (many thanks to Marppuli on our Discord server for helping out to create many of them!) and combat drugs to give them more hitting power, while their High Age artifacts are a bit more limited and weaker and penetrating armour to balance it out better. Both Piranha and Eagle Warriors have been moved to the special section being elite units, and replace the Koka-kalim both in lore and rules. Hope you enjoy it, and thanks to my Patreons as usual!

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This update changes the following:

  • New army special rule: Koka. Models with this upgrade gain the Frenzy special rule, and they do not lose Frenzy by losing a round of combat.
  • New Mount: Stegadon
  • New Mount: Pterossus
  • New Core Unit: Skirmishers.
  • New Core Unit: Snake Swarms
  • New Rare Unit: Bolt Thrower
  • New Rare Unit: Stegadon
  • New Rare Unit: Ancient Sentinels
  • New Rare Unit: Amaxon Swamp Python
  • Lots of new magic items.
  • Sunstaffs, Sun Gauntlets and Claws of the Old Ones only have AP(1), but are cheaper.
  • Skypiercer is a bow.
  • Serpent Priestess renamed to Serpent High Priestess.
  • Priestess renamed to Serpent Priestess.
  • Culchans have M8, A2 and Armour Piercing (1).
  • Jaguars have Strength Bonus (1).
  • Amazon Warriors may not take slings.
  • Removed Koka-kalim.
  • Piranha Warriors are a Special Unit. Have BS4 and Ld8. May swap Javelins for Sun Staffs. Cannot Ambush. Cost 8 pts. Can take Combat Drugs. Can take standard bearers.
  • Eagle Warriors are a Special Unit. Have spears and shields by default. Have Ld8, cost 7 pts. Can take Sun Gauntlets. Can take Combat Drugs.
  • Jaguar Warriors do not have Immunity (Psychology), have Ambushers instead. May not take light armour. Cost 7 pts. Can take Combat Drugs.
  • Huntresses cost 14 pts, have shields by default.
  • Totem Guardians renamed to Serpent Guard. Are a Rare Unit. May take Sun Gauntlets in addition to their polearms.
  • Jungle Stalkers can take additional hand weapons. May not take Amulets of the Moon.
  • Culchan Riders cost 15 pts.
  • Terradon Riders has the Fast Cavalry special rule. Are a Special Unit. Do not have javelins by default. May take spears, javelins or short bows. May take shields. Have WS3. Cost 27 pts.
  • Musicians for fast cavalry cost 10 pts.
  • Gorols are a Special Unit.
  • Avatar of Rigg's Blood ability gives Hatred, not Frenzy.
  • Thalestris may take a shield.
  • Melandra Hawkeye has Dodge (5+), cost 125 pts. Her pendant allows the wearer to teleport anywhere on the battlefield (facing any direction) at the start of your Movement phase, but she may not be placed within 1" of enemy models.

Saturday, 28 October 2023

Cult of Ulric 1.1 (beta) out now!

This ended up being a pretty quick update since I did not have to do a lot of rules-changes overall and is mostly a patch to fix some previous bugs, though it still took nearly all my free time over the last 3 days to finish it. There are a few new units to play around with though along with some additional magic items. Thanks to my Patreons as usual!

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Changelog:

  • All Empire rules and units available to the Cult of Ulric are included in the army list, so there is no need to reference Warhammer: Empire.
  • White Wolf Hammers gives +1 Strength and have the Armour Piercing (1) and Requires Two Hands special rules.
  • New Magic Items: Heart of Middenheim, Cloak of Anraheir, Fauschlag Ring, Banner of Middenheim, Banner of Ulric, The Knights Panther Battle Standard.
  • Talismans of Ulric are now regular magic items.
  • Midden Marshals have WS6, I6, A4. Cost 100 pts.
  • New Lord: Wizard Lord
  • New Lord: High Priest of Ulric
  • New Mount: Winter Wolf
  • New Mount: War Altar of Ulric
  • New Core Unit: Demilancers
  • Middenheim Militia replaces Free Company Militia. Cannot take crossbows or pistols.
  • Strength in Faith, Faith in Strength is limited to Ar-Ulric.
  • Warrior Priests of Ulric have White Wolf Cloaks and can ride Winter Wolves.
  • Seneschals can ride Winter Wolves.
  • Warriors of Ulric and Wolf-Kin can take bucklers, not shields.
  • Hunting Hounds are a Core Unit.
  • Knights of the White Wolf have heavy armour, cost 20 pts.
  • Removed Sons of Ulric.
  • Teutogen Guard have heavy armour. Cost 12 pts.
  • Brotherhood of the Axe is a Rare unit. Have S4 and full plate armour.
  • Knights Panther are a Special unit, have heavy armour, cost 20 pts. Inner Circle Knights are a Rare Unit.
  • Children of Ulric are Infantry with the Swiftstride rule. May be upgraded to Skirmishers. Unit size 5+. Are Special Units.
  • Huntsmen are Special Units.
  • Boris Todbringer does not have Crush the Weak.
  • Blitzbeil has Ice Attacks. Ar-Ulric may not take any additional Magic items.
  • Rein Volkhard costs 155 pts. May be mounted on a Winter Wolf.
  • Heinrich von Torlichhelm may take a lance.
  • Vorn Thugenheim does not have Inspiring Presence.
  • Storm Hammer: Models Hit in the turn the wielder charges may not attack that turn. Costs 25 pts.
  • Wolf Helm of the Teutogens cost 15 pts.

Kingdoms of Ind 1.1 out now!

This update changes the following:
  • Ganeshas have A3, Natural Armour (5+). Cost 39 pts.
  • Warriors renamed to Rajputs.
  • Rajputs can take spears and shields together (bug fix).
  • War Elephants may replace longbows with handguns. Spikechains give Impact Hits (D6+1).
  • Vanaras have A1, cost 6 pts.
  • Garudas cannot take two hand weapons.
  • Noble Cavalry renamed to Mansabdars.
  • Raider Cavalry renamed to Pindari Horsemen.
  • Pindari Cavalry and Camel Riders may replace shields with shortbows.
  • Fixed bug with incorrect spell levels for Mantrik.
  • Maharajahs and Rajahs can take longbows instead of bows.
  • Fixed bug with Ganeshas and Nagas having Unit Size 10+ instead of 3+.
  • Temple Chariots make any unit joined by them Unbreakable.
  • War Elephants may take great bows.

Wednesday, 25 October 2023

Kingdoms of Ind 1.1 (beta) out now!

After 6 or so years, Ind has finally received a new update! This too ended up quite a bit bigger than I had planned, with a lot of new units, some removed units and some repurposed units. The army has received several new units based on Mughal India while shifting the names to better fit any period of Indian history. They have also had several old Deva units changed to beastmen which better fits the canon GW lore, and have also received several new monsters based on Hindu mythology. Hope you enjoy the update, and many thanks to my Patreons for their support!

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This update changes the following:

  • New army special rule: Karma
  • Removed Caste System.
  • Removed Pata (replaced by two hand weapons)
  • Removed Chakram (replaced by throwing weapons).
  • All models with the Deva special rule have the Fear, Immunity (Psychology), Magical Attacks, Ward save (5+) and Unstable special rules. Deva do not take instability tests.
  • Weapons of the Devas can now be taken by all characters. Reworked pretty much all of them to be weaker but cheaper.
  • Reworked the Lore of the Devas with new Lore Attribute and new spells based on the major gods of Hinduism.
  • Throne Bearers do not add +1 armour save to the character has Unit Strength 4, Large Target (2). Costs 10 pts.
  • Guru is now called Mantrik. Does not have the Spiritual Leader special rule. Are part of the Noble Caste. Costs 165/65 pts.
  • Removed the Unswerving Loyalty special rule. Maharajah costs 90 pts, Rajah 50 pts.
  • Vishkanyas have the Dodge (5+) special rule and throwing weapons, costs 95 pts.
  • Beastmaster: The animals themselves do not award any Victory Points. May take throwing weapons. Removed the Unleash the Beasts special rule. Costs 30 pts.
  • Greater Devas may take Magic Items up to 100 pts. Do not have the Creator, Preserver or Destroyer special rules, instead have one additional spell from the Lore of the Devas.
  • Rajputs renamed to Indan Warriors. Have shields by default. Costs 4 pts. Can take spears. Make not take throwing weapons.
  • Most units can take Magic Standards.
  • Archers, Royal Chariots and War Elephants have longbows.
  • Archers cost 7 pts.
  • Urimi Swords add +2 Attacks. Urumi swordsmen may take bucklers. Urumi Swordsmen are Skirmishers, cannot take standard bearers or musicians. Cost 5 pts/model.
  • New Core Unit: Skirmishers. Can be armed with javelins, slings or throwing weapons.
  • Pindari Cavalry renamed to Raider Cavalry. May take light armour.
  • Zamindar Horsemen renamed to Noble Cavalry. Barding costs 1 pt.
  • Renamed Fakir to Snake Charmer. You must include one Snake Charmer for every 2 Snake Swarms at no additional cost. Each Snake Charmer can only control 2 Snake Swarms each. If a Snake Charmer is killed, the Snake Swarms he controlled are automatically removed as casualties as soon as the unit is out of close combat.
  • New Core Unit: Camel Riders.
  • Maiden Guard may not take additional hand weapons. Cost 8 pts.
  • Holy Warriors have Magic Resistance (1) and medium armour.
  • Shaturnals are S5. Camel Gunners cost 15 pts.
  • Royal Chariots may take up to 5 crew. Can swap bows for javelins. Have a 6+ save by default.
  • War Elephants may take up to 3 extra Mahouts.
  • Bengal Riders may take additional hand weapons.
  • Rakshashas may take great weapons.
  • Vanaras have Dodge (6+) and Obstacle Strider, I4, costs 7 pts. Blowpipes are optional.
  • Garudas, Ganeshas and Naga are Beastmen, not Deva.
  • Garudas may take additional hand weapons or bows. Have WS3, BS3, I4. Cost 12 pts.
  • Ganeshas has I2, cost 36 pts. They are now a Special Unit.
  • Maruts have medium armour and Lightning Attacks, costs 14 pts.
  • Nagas cost 43 pts. They are now a Special Unit.
  • New Special Unit: Sepoys.
  • New Special Unit: Yakshas.
  • New Rare Unit: Great Cannon
  • New Rare Unit: War Rocket
  • New Rare Unit: Temple Chariot
  • New Rare Unit: Vimana Chariot
  • New Rare Unit: Makara
  • New Rare Unit: Yali
  • New Rare Unit: Shesha
  • Removed Thugees.
  • Removed Peasant Levies.
  • Removed Basilisk.
  • Darahma may ride a Chariot. Costs 300 pts.
  • Karishna may ride a Chariot. Costs 290 pts.
  • Urjana costs 160 pts.

Sunday, 15 October 2023

Daemons of Chaos 1.6 out now!

This update changes the following:

  • Removed the Reign of Chaos rule.
  • Changed the Lore Attribute for all Chaos lores to be able to target any friendly unit for that god. For each result of 5+, add 1 Wound's worth of models to the unit.
  • Removed Unnatural Swiftness from Undivided Gifts (already a Slaanesh gift).
  • Impenetrable Hide only gives +1T, costs 20 pts.
  • Awesome Strength also gives +1S, costs 15 pts.
  • Unbreakable Skin: The Daemon gains the Natural Armour (5+) special rule. Costs 15 pts.
  • Unholy Flurry only gives +1 Attack, costs 15 pts.
  • Diabolic Splendour: The Daemon may re-roll failed Ward saves from the Daemonic special rule.
  • The Endless Gift gives Regeneration (6+), costs 10 pts.
  • Added points costs to new Tzeentch items.
  • Removed "If a Daemonic unit somehow has the Unbreakable special rule, it takes no Daemonic Instability test."
  • Brimstone Horrors have BS3. They are on 25x25 mm bases.
  • Acquiescence boosted version is cast on 11+.
  • Symphoniac: At the beginning of each round of close combat, all enemy models in base contact with the Daemon must pass a Toughness test or suffer 1 Wound which Ignores Armour saves. Costs 20 pts.
  • Fixed a multitude of bugs.

Tuesday, 3 October 2023

Daemons of Chaos 1.6 (beta) out now!

That took a bit longer than planned, which is hardly a surprise to people that have been following the pretty long discussions on the Discord server! This ended up being a much larger update than just adding a few new units, with changes to their army special rules and the inclusion of a ton of new Magic Items, Daemonic Gifts and new units. I have also sorted the army list by God allegiance rather than just unit type to make it easier for mono-god players to find their units. This list also includes all magic items and special characters that were previously in the expansions. Anyway, hope you enjoy the rules so far, and huge thanks to the Patreon supporters who inspire me to keep me going!

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This update changes the following:

  • Daemonic Instability: Daemonic units are Unbreakable. However, when a unit of Daemons loses a combat it 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. Removed results of double 1 and double 6.
  • Added Daemonic Animosity army special rule. If there is a Daemonic unit within 6" of another Daemonic unit belonging to a different God those units suffer a -1 Leadership penalty. However, Daemons of Khorne and Slaanesh, or Tzeentch and Nurgle, respectively, suffer a -2 penalty to their Leadership if within 6" of each other instead.
  • Reworked Reign of Chaos table to only have 6 results, no longer tied to the Winds of Magic roll. 1 and 6 is a buff/nerf to their Daemonic Instability. 2-5 can only target a single unit on each side, but does so automatically.
  • Added a ton of new Magic Items and Powers from Age of Sigmar and 8th edition (they now have around twice as many).
  • Enemy units in base contact with a Daemon of Nurgle suffer a -1 penalty to their Weapon Skill.
  • Daemon of Slaanesh gives AP(1). Each To Hit roll of 6 generates an additional Attack. These additional Attacks cannot generate further attacks.
  • New Hero: Exalted Daemon
  • New Hero: Sloppity Bilepiper
  • New Hero: Spoilpox Scrivener
  • New Core Unit: Brimstone Horrors
  • New Core Unit: Imp Swarm
  • New Special Unit: Daemon Brutes
  • New Special Unit: Pleasureseekers
  • New Special Unit: Blood Chariot
  • New Special Unit: Plague Chariot
  • New Rare Unit: Changebringers
  • Awesome Strength costs 30 pts, adds +2S. Is an undivided gift.
  • Massive Stature: Monstrous Infantry only. The Daemon becomes a Monster. In addition, it gains +1 Wound. Costs 45 pts.
  • Skull Totem: The unit carrying the Skull Totem gain +2 Movement to any March moves it makes and do not need to test to be able to March due to nearby enemies. Costs 15 pts.
  • Battlemaster costs 20 pts.
  • Awesome Strength  for Khorne renamed to Massive Might: The Daemon may re-roll failed rolls To Wound in close combat. Cost 20 pts.
  • Etherblade costs 25 pts.
  • Each Gift may only be taken once per army.
  • Herald of Khorne is now called Bloodmaster.
  • Herald of Tzeentch is now called Changecaster.
  • Herald of Nurgle is now called Poxbringer.
  • Herald of Slaanesh is now called Viceleader.
  • Great Standard of Sundering: All enemy Wizards within 12" of this banner suffer a -2 penalty to cast spells, and will miscast on the roll of a double 1's and 2's.
  • Chaos Furies have Ld6. Furies may be upgraded to God-aligned Daemons.
  • Bloodthirsters may take Daemonic Gifts up to 150 pts.
  • Bloodmasters may wear light armour.
  • Bloodmasters may take Daemonic Gifts up to 75 pts (50 pts if BSB).
  • Bloodletters cost 13 pts.
  • Exalted Flamers and Flamers have the Strider special rule.
  • Additional hand weapon for Great Unclean one costs 20 pts.
  • Beasts of Nurgle have D6+1 Attacks, costs 60 pts.
  • Shield for Keeper of Secrets costs 20 pts.
  • Infernal Enrapturess is a Hero, costs 135 pts. Has WS6, W2, I6, A3.
  • Fiends of Slaanesh may take a champion.
  • Soporific Musk affects units rather than models.
  • Exalted Seeker Chariots are a Rare choice. Causes 3D6 Impact Hits. Cost 210 pts.
  • Hellflayers cause 2D6 Impact Hits. Cost 120 pts.
  • Contorted Epitome can cast Acquiescence on a 5+ instead of 3+.
  • Skaarac's Undying Hate only affects models in base contact. Burning Blood is Strength 4.
  • Dark Halo: Azazel may re-roll failed Ward saves.
  • Skulltaker has light armour.
  • Epidemius Tally of Pestilence only affects his own units. Costs 150 pts.
  • A Palanquin adds +3 Unit Strength to the rider.
  • Nurglings have Large Target (1).
  • Syll'Esske has Large Target (3).
  • Bloodbeasts have T4, cost 55 pts.
  • In the event of a Pink Horror unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds which Ignores Armour saves.
  • Contorted Epitome has T4.
  • Poxbringers and Viceleaders may be upgraded to Level 2 Wizards.

Saturday, 9 September 2023

Grand Cathay 1.5 out now!

Updated to 1.52:

  • Removed remnants of Celestial Blades.
  • Close Support does not allow the model to stand and shoot.
  • Multiples of the Stinging Scorpion Stratagem on the same unit have no additional effect.
  • Multiples of the All-seeing Eagle Stratagem have no additional effect.
  • Multiples of Impregnable Tortoise Stratagem on the same unit have no additional effect.
  • Hua Gongzhu costs 195 pts.
  • Zhuge Yi can now take mounts like a Lord Strategists. He can take up to 75 pts of Stratagems.
  • Boosted version of Talons of Night is 15+ to cast.
  • Imperial Captain is now called Celestial Captain.
  • Onyx Crowmen have the Scouts special rule.

 



This update changes the following:

  • Repeater Crossbows ignore To Hit penalties from firing Multiple Shots.
  • Longma Riders have WS5, S4, A2. Cost 45 pts.
  • Added back Zhao Bei, he is now called Liu Yun. Does not have Warhorse by default, cost 190 pts.
  • Renamed Mangonel to Traction Catapult, since Mangonel is already used in the Bretonnia book.
  • Removed Siege Crossbow, Stormhurler Crossbows can now choose to fire single or multiple bolts. Costs 40 pts.
  • Guan Bu renamed to Guan Fei.
  • Onyx Crowmen have the Yin special rule.
  • Fire Rain Rocket fires Artillery Dice x3 shots, costs 100 pts.
  • Renamed Peasant Bowmen to Peasant Archers.
  • Renamed Peasant Infantry to Peasant Militia.
  • Renamed Jade Bowmen to Jade Archers.
  • Celestial Generals have WS6, S4, T4, I6, A4, Ld9. Cost 95 pts.
  • Sky Lanterns have 5 crew, costs 60 pts. Sky Lanterns have a Unit Strength of 5. Magistrates only replace one of the crew.
  • Iron Hail Guns fire Multiple Shots (3).
  • Three-eyed guns are Move or Fire. Can only be taken by Iron Hail Gunners.
  • Iron Hail Gunners are Unit Size 10+.
  • Fixed bug with Monkey Warriors having A3 and costing 3 pts, they have A2 and cost 6 pts.
  • Removed Fire Lances from Jade Horsemen.
  • Celestial Dragon Lancers may take flails.
  • Removed Celestial Blades.
  • Celestial Dragon Guard can replace polearms with great weapons.
  • Increased cost of weapon choices for Dragon Descendant.
  • Ancestor's Courage is cast on a 5+.
  • Fixed bug with Jade Shield making the unit immune to targeted spells.
  • Ancestral Warriors have the Ethereal, Fear and Unstable special rules. They do not have any equipment.
  • Guardian Lions have S5, T6,m W5, A4. Cost 200 pts.
  • Missile Mirror: Attacks that uses templates are not affected.
  • Zhangu War Drum has Yin & Yang.
  • Dragon Crossbows have range 30, Strength 4, Move or Fire, Multiple Shots (2). Costs 15 pts.
  • Phoenix renamed to Vermillion Warbird, is a MB with S4, T4, W3, A3, Ld7. Has Fly (9). Emberstorm has a 12" range and Strength 4. Does not have Fiery Rebirth. Cost 100 pts.
  • Jade Archers have light armour by default, cost 7 pts.
  • Imperial Captains can choose normal War Chariots by default.
  • War Chariots may replace spears with polearms and/or crossbows for 5 pts. Make take scythes for 5 pts.
  • Fixed bug with Astromancer missing Lore of Light.
  • Removed War Wagon.
  • Removed Shadowblades.