Saturday, 20 June 2026

Warhammer 9th Edition 3.1 out now!

This update contains some important changes to the Movement system mainly, serving to streamline several interactions for smoother gameplay. There's also been a lot of corrected issues with spelling, grammar and clarifications in multiple scenarios (not listed in the patch notes below).

Swiftstride has been removed from all troop types by default - instead all models with M6+ follow the previously lower tier for swiftstride automatically (charging Movement + 2D6). This means cavalry etc are a bit slower. Flee and Pursuit is equal to the unit's Movement + D6". This means that infantry will much more rarely catch the cavalry in pursuit and vice versa, rather than it being almost completely random. Swiftstride as a special rule allows re-rolling 1's for the distance instead, and is now much rarer.

Disordered charge has been added - this is simply a term that applies in situations where a unit loses its charge bonuses (mainly due to terrain), rather than having to specify this in every scenario it applies.

Catching fleeing enemies now only does half as much damage as before (1 Wound per Unit Strength), but Rallying has also been made more difficult. You are no longer allowed to Rally if there are non-fleeing/engaged enemies within 6", making it easier to pursue fleeing enemies off the board, even if you are not able to catch them. This gives units of War Beasts and Fast Cavalry a better role as pursuers compared to heavy cavalry. On a similar note, units no longer need to test to march due to nearby enemy units, if the enemy is fleeing or already engaged in combat.

Refusing challenges now has an added negative in that it adds +1 combat res to the enemy, making it more important to accept them.

Stupidity has been reworked - instead of being a Ld test at the start of the turn, it now works on a D6 roll in the compulsory movement phase. This means all stupid models are treated equally, rather than units with high Ld practically ignoring the effect. It's also more granular with 3 different effects, rather than simply being pass or fail.

Fire & Flee no longer causes the unit to flee a shorter distance, and only causes -1 To Hit rather than -2. However, it cannot be used with Ponderous weapons or within the enemy's minimum charge distance. 

Lastly, several weapons have seen a few changes, with initiative bonuses for spears/polearms only applying in the first round of combat, just like lances. Grenades have been added, instead of being repeated in every book that features them. Blackpowder weapons had a bug where they still were armour piercing after getting their shots/strength increased, which has now been fixed.

With that, the main rules are feature-complete. I will naturally be evaluating the rules based on feedback over the coming year(s), but otherwise I consider the main rules to be pretty much done at this point.

Thanks to everyone who have contributed with your feedback and bug reports, and as always - my Patreon supporters!

 
Patch Notes:
  • Included the distances for charging, fleeing and pursuing from Swiftstride into the main movement rules. Models with M6 or more roll 2D6 for charges rather than 3D6 (discard highest). All units move the sum of their Movement + D6” when fleeing/pursuing.
  • A unit that declares a Counter-charge reaction cannot make any additional charge reactions besides Hold that turn. A unit may only make one actual Counter-charge move once per turn. If the counter-charging unit gets charged by more than one unit, it counts as counter-charging all units to its front.
  • Disordered Charge: In certain situations, a unit’s charge may become disordered, most commonly due to various types of terrain. A unit that makes a disordered charge is not subject to any rules that only apply when a unit charges.
  • In some cases, the enemy unit might have to close the door with the chargers instead. In this situation, the charging unit counts as making a disordered charge against that unit. 
  • Catching up to a fleeing unit causes one Wound per Unit Strength of the charging/pursuing unit rather than two.
  • Units cannot attempt to rally if enemy units are within 6", unless those units are fleeing, engaged in combat or have less than Unit Strength 10.
  • Units do not need to test to march if the enemy units are fleeing, engaged in combat or have less than Unit Strength 10.
  • Removed "Note that if a unit attempts this test and fails, it is still treated as having marched, even if its controlling player then elects not to have the unit move at all."
  • Remains in play spells can be dispelled at any time during any subsequent Magic phase.
  • Fixed bug with Bound Spells still only mentioning magic items.
  • Removed "Units that only chose Hold as a charge reaction this turn counts as having one more complete rank than they actually do." (bug fix)
  • You gain +1 combat result if a challenge was refused by your enemy.
  • Enemy spells that target a unit containing one or more models with Magic Resistance suffer a casting penalty equal to the number shown in the brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
  • For the purpose of avoiding disordered charges, models with Random Movement must move at least 3" for each D6 they roll.
  • Provided that they are not engaged in close combat, a unit that contains one or more models with the Stupidity special rule must roll a D6 at the start of its Compulsory Movement sub-phase and consult a table to see what effect it has.
  • Note that in case only a mount has Stupidity, the rider is not affected by the penalties to casting and channelling.
  • When charging, fleeing and pursuing, units entirely made of models with the Swiftstride special rule may re-roll 1's when determining the result of the distance they move. Removed Swiftstride from all unit types by default.
  • Vanguard: Models with this special rule may deploy up to a distance equal to their Movement characteristic (or 2D6" in case they have Random Movement) beyond their deployment zone.
  • Fire & Flee no longer suffer negatives to Movement or counts as moving and shooting. Cannot be used with Ponderous weapons.
  • Polearms, spears and pikes only receive initiative bonuses in the first round of combat. Spears and pikes do not gain extra initiative in turns they are charged.
  • Fixed bug with handguns, pistols and organ guns still being armour piercing.
  • Added Grenades to the weapon section.
  • Chariots: In addition, their fighting rank is three models rather than five.
  • Shrines may choose in which rank they wish to be placed, rather than being required to being in the front rank.
  • War Machines are Cumbersome.
  • Models charging a unit behind an obstacle or building count as making a disordered charge.
  • In the case of Mixed Units, the listed unit size does not include any handlers. The number of Handlers always specified separately.
  • Dawnstone: The bearer may re-roll 1's when taking armour saves. Is a common item. Costs 15 points. 

Saturday, 30 May 2026

Warhammer: Zombie Pirates 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • Updated all spells to account for area and aura effects.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added effective range to all weapons.
  • Undead ignore the Independent special rule.
  • Volley Guns have range of 12/24", are S5, Rapid Fire, not armour piercing.
  • Swivel Guns have Multiple Wounds (D3), not armour piercing.
  • Updated spell level and casting values for all bound spell items.
  • Vampiric models treat all rivers as Deadly Terrain unless they are mounted. 
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Clarified which spells that target undead includes and excludes mounts.
  • Deathly Cabal is a Level 2 spell, 8+ to cast. Until the start of the caster's next Magic phase, the target gains the Magical Ward (6+) and Fear special rules.
  • Raise Dead is a Level 3 spell.
  • Wind of Undeath is a direct damage aura spell with a range of 12". Each unit within range suffer 2D6 Strength 3 Hits which Ignores Armour Saves. Does not summon Spirit Hosts. Cast on 13+.
  • Fleet Admiral has S6, not Wizard by default, costs 190 pts.
  • Zombie Gunners cost 5 pts. Increased cost of weapon options.
  • Gunnery Mob: A unit with this upgrade follows the Split Profile rules for Monsters. It includes two Deck Gunners (Undead, Zombie) riders armed with handguns with the Waterlogged Weapons special rule.
  • Count Noctilus costs 330 pts.
  • Skretch Half-Dead costs 80 pts.

Wednesday, 27 May 2026

Warhammer: Pirates of Sartosa 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added effective range to all weapons.
  • Swivel Guns are not armour piercing.
  • Volley Guns are S5, not armour piercing.
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Pirate Captains cost 50 pts.
  • Sorcerer Lords have WS4, T3, I4, A, cost 160 pts.
  • Quartermasters cost 35 pts.
  • Priest of Stromfels costs 95 pts.
  • Gunners cost 6 pts. Increased cost of weapon options.
  • Grog Lubbers cost 6 pts. Use normal grenades.
  • Added Dwarfen pistols & handguns.
  • Dwarfs are Independent, cost 5 pts.
  • Orcs have S4, not Mighty Blow (1), are Independent, cost 5 pts.
  • Ogres are Independent, cost 25 pts.
  • Ogre pistol has a range of 12/24", S5.
  • Ogre handgun has a range of 24/48", S6.
  • Leadbelcher Guns have a range of 12/24", S5, not armour piercing.
  • Carmen Sicilieri costs 270 pts. 
  • Aranessa Saltspite costs 225 pts.
  • Removed Long Drong (will be moved to RoR expansion).
  • Krusher the Anchorman is Independent.

Tuesday, 26 May 2026

Warhammer: Kingdoms of Ind 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Deva: Models with this special rule have the Fear, Independent, Magical Attacks, Magical Ward (5+) and Unbreakable special rules. 
  • If a unit of Devas loses a round of close combat it must take an 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. The Instability test can be tested on unmodified Leadership if the unit is Stubborn or Steadfast as normal.
  • Holy Standard Of The Devas costs 75 pts.
  • Rajahs may ride Royal Elephants, not War Elephants.
  • Mantrik Lords have WS4, I4, T3, A2, cost 160 pts.
  • Sadhu costs 70 pts. 
  • Tantric Discipline: The model and any unit they are currently in have the Cold-blooded and Disciplined special rules.
  • Slings for skirmishers cost 1 pt.
  • Elephant crew may take javelins.
  • Snake Charmer: You must include one Snake Charmer for every 3 Snake Swarms. Each Snake Charmer can only control 3 Snake Swarms each.
  • Shaturnals have a range of 18/36”, S6, not armour piercing.
  • Giant Bows have a range of 28/42”.
  • Jingals have a range of 24/48”, S7, not armour piercing. Cost 30 pts. If a Misfire is rolled, the War Elephant suffers D3 Wounds which Ignores Armour Saves. 
  • Rakshasas cost 11 pts.
  • Vanaras cost 5 pts.
  • Garudas cost 11 pts.
  • Ganeshas cost 36 pts.
  • Nagas cost 40 pts. May take great bows for 10 pts.
  • War Rocket costs 85 pts.
  • Sudarshana Chakram has Quick Shot.

Sunday, 24 May 2026

Warhammer: Hobgoblins 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Added multiple magic items previously in the Main Rulebook.
  • Removed bows.
  • Great Shamans have WS4, I3, A2, cost 155 pts.
  • Hobhounds cost 6 pts.
  • You may take not 2 Bolt Throwas as a single Special choice.
  • Giant Bow has a range of 28/42", is Cumbersome.
  • Rokkit Launcha costs 80 pts.
  • Summon Dread Maw: Level 4, cast on 12+.
  • Hobgobla Khan costs 225 pts.
  • Removed Oglah Khan (will be moved to RoR expansion).

Saturday, 23 May 2026

Warhammer: Albion 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Bows are replaced with shortbows.
  • Warleaders renamed to Chieftains. Chieftains renamed to Champions.
  • Truthsayers/Wyrd Druids have WS4/3, S3, T3, I3, A2/1, Ld7/8, cost 170/75 pts.
  • Javelins for Warriors and Woad Raiders cost 1 pt. 2 pts for Hearth Guard.
  • War Hounds cost 5 pts, handlers cost 10 pts.
  • Removed requirement to take a Wizard to take Fenbeasts.
  • Half Giant great weapons cost 6 pts.
  • Half Giants/Centaurs are Independent, cost 35/19 pts.
  • Druid Neophytes have Ld7, cost 9 pts.
  • Woad Paint for Giants/Bonegrinders cost 20/35 pts. 
  • Dural Durak costs 285 pts.
  • Morrigan has S3, costs 295 pts.

Friday, 22 May 2026

Warhammer: Norsca 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Blood Rage: Whenever a model with this special rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat and count each of their ranks as double for the purpose of Steadfast. 
  • Replaced bows with shortbows.
  • Skallagrim's Banner costs 30 pts.
  • Jarl/Hersir costs 95/55 pts.
  • Vitki has WS4, T3, I4, A, cost 160 pts.
  • Skalds are not musicians.
  • Beastmaster costs 40 pts.
  • Valkyries do not have equipment by default, can take fur cloak.
  • Bowmen cost 5 pts.
  • You may not take more units of Bowmen than you have units of Bondsmen and/or Marauders.
  • Reavers cost 7 pts.
  • Slings for Thralls cost 1 pt.
  • War Wolves cost 6 pts.
  • Hunters cost 9 pts.
  • Add. hand weapons and shields for Frost Giants cost 10 pts. Armour costs 15/30 pts.
  • War Mammoth light armour costs 30 pts.
  • Removed Beorg Bearstruck (will be moved to RoR expansion).
  • Erik Redaxe costs 265 ps.
  • Flóki 'Lostson'  costs 140 pts.
  • Njal Troelson costs 155 pts.
  • Fenrir Wolfclaw costs 235 pts.
  • Styrmir Rimefrost costs 460 pts.