Sunday, 31 December 2023

Halflings 1.1 beta out now!

A lot of changes in this one! Insatiable Appetite has been removed as it was a very time-consuming ability that required a bunch of tokens to keep track off for each unit; a new form of this ability can instead be given to individual units through the use of Chuck Wagons.

I've also removed multiple superfluous units that either did not add much or was pretty much entirely lacking in terms of models. Instead I've gone for trying to have each unit have a bit more of a defined role, while still allowing people to keep using most of their models in other units.

A very big change is the removal Wizards, which is not supported in the lore canonically. Instead, Halfling characters can take two Talismans and/or Enchanted Items which gives them better survivability and access to Bound Spell items. I have also included a lot new magic items (mostly from my old 8th edition book, but also some for the homebrew list on our Discord and some made by our moderator Marppuli), and tightened up a lot of the previous special rules. I'm open to including even more magic items created by the community in the final version.

Huge thanks to my supporters, especially around Christmas time when expenses are typically higher than normal. It's very much appreciated and the main way I can support my hobby nowadays!

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This update changes the following:

  • Removed Insatiable Appetite as an army special rule.
  • New Army Special rule: Homesteaders: Units with this special rule are Stubborn so long as they are partially within their Deployment Zone.
  • New Army Special Rule: Piggyback Riders: Models with this upgrade gains the Fight in Extra Ranks (1) special rule.
  • New Army Special Rule: Trinkets: Models with this special rule may take up two Talismans or Enchanted Items rather than just one of each.
  • New Army Special Rule: Natural Resistance: When a Halfling army attempts to dispel, they have a +2 bonus to all dispel attempts. Note that, if the Halflings are fighting alongside a Wizard for whatever reason, this bonus is lost.
  • Renamed Short & Nimble to Bob & Weave.
  • Elder renamed to Moot Elder.
  • New Mount: Ogre Bodyguard.
  • Removed Enchanters.
  • "It’s Lunch Time" renamed to Special Spices. Only affects the unit the Master Chef joins, but is a guaranteed effect.
  • Master Chefs cost 50 pts. May be mounted on a Chuck Wagon.
  • Master Thief has Dodge (5+). Costs 70 pts. Have M4.
  • All Halfling mounts now go under the umbrella term Farm Animal to allow players more leeway in what they want to use as a mount.
  • Militia renamed to Rabble. Have throwing weapons by default. Can take flails.
  • New Core Unit: Militia Spearmen.
  • New Core Unit: Militia Swordsmen.
  • New Core Unit: Militia Archers.
  • Vigilante Guard renamed to Deputies. Are a special unit.
  • Hobilars no longer have the Oomph! Special rule. Have shields by default. Cost 10 pts. May take light armour. Are riding Farm Animals.
  • Fieldwardens cannot take additional hand weapons. Cost 7 pts.
  • Rangers renamed to Gamekeepers. Have BS5. Cost 9 pts.
  • Housewives have WS2 and Hatred special rule. Cost 5 pts. Does not have Women’s Wrath or Washing Line upgrades. Cannot take additional hand weapons or great weapons.
  • Thieves are Ambushers, not Scouts. May take shortbows or slings. Have Dodge (6+). Cost 8 pts. Have M4.
  • Removed Pantry Guard.
  • Chuck Wagons are a separate Special unit that gives out bonus similar to Insatiable Appetite to nearby units. Is pulled by 2 Farm Animals. Does not give Hold Your Ground. Cost 60 pts.
  • Removed Lords of the Harvest.
  • Removed Hound Riders.
  • Removed Ram Riders.
  • Swan Riders do not have devastating charge or hatred. Only have hand weapons by default. Can take spears, shields, light armour and/or shortbows. Have Fly (9). Cost 15 pts.
  • Removed Sheep Dogs.
  • Shearers renamed to Reapers, no throwing weapons, drawn by two Farm Animals. Armour save (6+). Costs 45 pts.
  • Reapers renamed to Shearers, no throwing weapons, drawn by two Farm Animals. Armour save (6+). Costs 75 pts.
  • Moot Ogres are a Special Unit. May take polearms.
  • Bee Swarms replaced by Beekeepers armed with Bee Hives. Bee Hives have a range of 6" and the Quick to Fire special rule. Each Bee Hive that hit inflicts 3D6 Strength 1 hits. If the target unit is Hit, it must then take a Panic test at the end of the Shooting phase.
  • New Rare Unit: Fireworks Cart.
  • New Rare Unit: Treemen.
  • Halftank has a profile for crew with Weapon Skill. Has Animated Construct, Fear and Random Movement (3D6).
  • General rebalancing and improved wording of the special rules for the special characters.

Sunday, 10 December 2023

Amazons 1.4 out now!

 This update changes the following:

  • Statue of Sotek: All enemy Skink units in base contact with the bearer are subject to the Always Strikes Last and Hatred special rules.
  • Pterossus renamed to Great Wyrm.
  • Cold One Riders do not have spears by default.
  • Swamp Python does not have Poisoned Attacks. Cost 210 pts.
  • Star Sword costs 60 pts.
  • Ancient Sentinels have Magic Resistance (2), costs 50 pts.
  • Pendant of the Old Ones: Enchanted Item. Unless the model has charged or is fleeing, they may teleport anywhere on the battlefield (facing any direction) in the Remaining Moves sub-phase, but they may not be placed within 1" of enemy models.
  • Sunstaffs for Piranha Warriors and Serpent Guard cost 5 pts.
  • Jaguars have Strength 3, Strength Bonus (1).
  • Huntresses and Beastmistress have I3.
  • Culchan have A1.
  • Culchan Riders cost 17 pts, have Ld8. Javelins cost 2 pts, shortbows 1 pt.
  • Lysippe costs 130 pts. Blackfang has Strength Bonus (1).
  • Bright Staff costs 30 pts.
  • Fixed bug with Cold One Riders missing options for Amulets of the Moon.
  • Matriarch and Mistress do not have light armour by default. Light armour and shields cost 2 pts for Mistress.
  • Shield of Feather Iron: All enemy units in base contact with the bearer are subject to the Always Strikes Last special rule.
  • Serpent Guard have BS4.
  • Snake Swarms cost 30 pts, have M5, Ld3, Aquatic, Cold-Blooded.

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.