This update changes the following:
- You may not deploy the whole army as Ambushers, a minimum of 3 units per 1000 pts played must deploy as normal.
- Your army must include 3 units per 1000 pts played, rather than 3 units in total.
- Breath weapons can be used every turn. In close combat, you can choose between attacking normally and using the Breath Weapon. After it has been used the first time, you must roll a 4+ each time before attempting to use it again (this way, you do not need to remember if you rolled a 4+ the previous round or not to avoid abuse, and it also means you cannot rely on it too much).
- Clarified Quick to Fire when charging.
- Grapeshot now fires an artillery dice + D6 shots.
- Cannons no longer roll an artillery dice to extend range, but scatter half an artillery dice instead. If a Hit is rolled, the cannon ball lands on target (i.e. where you place the marker). Cannons have a minimum range of 12".
- Stone Throwers are now S4 by default.
- Regen works like an additional save (as in 7th ed), but any wounds inflicted count towards combat resolution, regardless of the wound being saved or not.
- Added Dodge rule. Models with this rule gain the Ward save (*) against attacks in its front arc (including templates). This cannot be used against attacks that Hit automatically or that have the Always Strikes First special rule, nor can it be used by mounted models, unless specified.
- Animated Constructs automatically pass all Leadership tests (will be an exception for Undead Crumbling).
- All units except for Skirmishing Infantry and lone characters on foot suffer -1 penalty to their Movement characteristic in any turn they move through a forest.
- Strongest version of Fireball now cast on 15+.
- The casting value needed for a Lore of Metal spell is lowered by -1 if the majority of the models in the target unit has light or medium armour, or -2 to if the majority have heavy or full plate armour.
- Gehenna's Golden Hounds ignores Look Out sir.
- Regrowth is 9+ to cast.
- The Flock of Doom inflicts 3D6 hits, 6+ to cast.
- The Monster profile from Transformation of Khadon now has WS6, S6, T6, W6. Wounds suffered between transformations are not carried over.
- Lore of Heavens Lore Attribute changed to Fate Manipulation: When a spell from the Lore of Heavens is successfully cast, roll a D6; on a 4+, the Wizard can re-roll one dice to either change the casting result or the number of Hits inflicted by a spell when casting further spells for the remainder of this Magic phase.
- Iceshard Blizzard gives -1 to WS, BS and Ld.
- Shem's Burning Gaze boosted version 12+ to cast.
- The Speed of Light gives the target the Always Strikes First special rule rather than WS10 and I10.
- Smoke and Mirrors allow the Wizard to make a Fly move up to 12" rather than swapping places with a character.
- Steed of Shadows can only be cast on Infantry characters. In addition, the target will counts as being Ethereal for the purpose of resolving missile attacks against it until the start of the caster's next Magic phase.
- Penumbral Pendulum has a fixed range of 24".
- You can now take duplicate spells easier; but you may not cast them more than one per magic phase.
- A unit cannot be affected the same spell more than once at any one time (see Duplicate Spells under spell resolution).
- Skirmishers close ranks after the charge move has been completed, not before.
- Added examples of Psychology tests that Immunity (Psychology) ignores.