Updated to 1.21:
- Clarified that Ice attacks is Thundertusk only.
- If a character is killed in close combat while being in base contact with the model wearing the Thiefstone, you will automatically be allowed to pick up any one Magic Item (except Magic Standards) that the slain character might have had, as long as the bearer does not already have a magic item of that type.
- A Slaughtermaster with a Butcher's Cauldron receives a Ward save (4+) and +1 to cast spells. In addition, he may add +6" to the range of any spell he attempts to cast.
This update changes the following:
- Clarified that Butchers have WS3, BS2.
- If you field any Butchers/Slaughtermasters in your army, at least one of
them must choose his spells from the Lore of the Great Maw. This
includes Special Characters now.
- Hunters have WS4, A3, do not have Great Throwing Spear by default. Cost 120 pts.
- Different models may have different weapons for Maneaters. Added options
for oriental longswords, shields, ironfists and polearms.
- Yhetees have the Ice Attacks and Magical Attacks special rules.
- Ice Spear spell is an Ice Attack.
- Thundertusks have Ice Attacks instead of Numbing Chill.
- Sphere of Frost-wreathed Ice is an ice attack.
- Stomp: The Mammoth makes three Stomp Attacks this turn.
- Jump up and Down is resolved like hits from a Stomp. Hurl automatically kills the thrown model (to avoid weird situations where it might otherwise have to join a unit it cannot join).
- Bragg has a flail, not a polearm.
- Fixed bug with Golgfag's Maneater rule.
- Frostshard Javelins have ice attacks.
- Gnoblar Thiefstone can no longer steal items from other characters. If a character is killed in close combat while being in base contact with the model wearing the Thiefstone, you will automatically be allowed to pick up any one Magic Item (except Magic Standards) that the slain character might have had. The model with the Thiefstone may then use that item itself for the rest of the battle. Cost 40 pts.
- Dragonhide Banner has a Strength 3 Breath Weapon with the Ice Attacks special rule.
- Brusiers may ride Rhinox War Chariots.
This update changes the following:
- An ironfist can be used as either an additional hand weapon or a buckler in close combat, even when mounted.
- Tooth-Gnoblars may be used after attempting to cast a spell rather than before.
- If you field any Wizards in your army, at least one of them must choose his spells from the Lore of the Great Maw.
- Butchers have Immunity (Poisoned Attacks).
- Butcher's Cauldron costs 50 pts. Hunger of the Great Maw has a range of 24".
- Hunters do not have light armour by default, upgrade costs 3 pts.
- Ogre Bulls have two hand weapons by default, cost 31 pts.
- Ironguts cost 39 pts.
- Leadbelcher guns are no longer move or fire.
- Mournfang Cavalry are Unit Size 2+.
- Maneaters have Stubborn and Immunity (Psychology) rather than Been There, Done That. Cost 42 pts.
- Gorger cost 50 pts.
- Yhetees cost 38 pts.
- Rimespeakers can channel power and dispel dice in the same manner as Level 1 Wizards.
- Slavegiant has T6. Updated Slavegiant rules to be on par with other giants. Cost 175 pts.
- A character with the Longstrider big name gains +1 to its Movement value.
- Stonehorn and Thundertusk cost 250 pts.
Ice Mammoth has W10, cost 325 pts.
- Greasus Goldtooth costs 365 pts. Hoardmaster rule does not affect rally rolls.
- Bragg the Gutsman cost 155 pts.
- Braugh Slavelord cost 195 pts.
- Mawseeker costs 20 pts.
- Brawlerguts gain the Impact Hits (D3) special rule, cost 10 pts.
- Removed mentions of Stomp from Thundermace, Sceptre of the Titans and Brawlerguts.
- Thundermace cost 35 pts.
- Mastodon Armour and Gut Maw are medium armours.
- Greedy Fist is a Magic Armour, follows the rules for Ironfists.
- Grut's Sickle 30 pts.
- Rune Maw costs 25 pts.
- Added headings.
- Added HD cover.
- Updated fluff blurbs with official fonts.
Updated to 1.22:
- Horned One Riders have Natural Armour (6+), so they can use their fast cavalry rule.
- Shadow Rebus of Huanchi gives +1 Movement.
- Loping Stride: A model with this upgrade has adds +1 Movement to its profile. Cost 5 pts.
- Glyph of Potec and Deliverance of Itza affects Vampires.
Updated to 1.21:
- Moved Salamanders and Razordons to Rare Section (partly to avoid spam since they are now two separate units again, but also because they were Rare units in 6th, 7th and 8th ed).
- Removed Hunting Pack special rule, since this is already covered in the Mixed Unit rule.
- Skink Horned One Riders may take javelins.
This update changes the following:
- New Special Unit: Skink Horned One Riders.
- Removed Aquatic and Blowpipe rules from the book since these are present in the main rulebook.
- Slann can be BSB and general.Clarified that Slann are Monstrous Infantry. The Guardians rule works for them despite not having the same Troop Type.
- Skink Priest may take Coatl as a mount.
- Saurus Warriors, Skink Priests, Chameleon Skinks, Ripperdactyls and Tiktaq'to now has two pages in the bestiary with a larger font size.
- Salamanders and Razordons are now separate unit entries in the army list.
- Jungle Swarms count towards Core like normal Expendable units.
- Troglodon does not have the Ambushers rule.
- Grymloq has Blood Frenzy.
- If Oxyotl remained stationary in his preceding Movement phase, shots
made from the Golden Blowpipe of P'Toohee in the Shooting phase may
re-roll failed To Wound rolls.
- Skavenpelt Banner: All models from Warhammer: Skaven gain the Hatred special rule against the unit carrying the banner.
- Fixed bugs with Magic Resistance referring to an older version of the rule.
- Blessed Marks of the Old Ones' "one per army" does not include special characters.
- Fixed a lot of bugs with inconsistencies between bestiary and army list.
Updated to 1.21:
- Extended Eagle Claws and Handmaidens to two pages in the bestiary.
- Fixed a few more bugs about inconsistency with rules between bestiary and army list.
This update changes the following:
- Elven Grace: Models with this special rule have the Dodge (6+) special rule in close combat. However, this cannot be used against enemies attacking with a higher Initiative value than the defending model.
- Removed Elven grace from mounted models.
- Teclis Potion is one use only.
- Champions for Shadow Warriors and Sisters of Averlorn get +1BS instead of +1A.
- Fixed multiple bugs with inconsistent statlines between bestiary and army list.
- Lothern Sea Guard, rather than Spearmen, may take Magic Standards (thus making them more similar to Dark Elf Corsairs).
- Merwym has Aquatic rather than Sea Creature special rule.
- Eagle Claw Bolt Throwers cost 60 pts.
- Unicorns cost 55 pts.
- Updated timeline and fluff blurbs with official fonts.
- Added headings.
For Warhammer: The Empire 1.21 this update changes the following:
- Any models using Karl Franz's Leadership may re-roll failed Panic tests. His Hold the Line affects Reiksguard Knights as well. Cost 335 pts.
- Marius Leitforf has WS7, 220 pts.
- Imperial Dwarfs halberds cost 1 pt.
- Inner Circle and Demigryph Knights have I4.
- Removed limit on Inner Circle Knights. Inner Circle Knights counts as special units.
- Grand Masters have BS6.
- You must include at least one unit of Knightly Orders if your army includes a Grand Master.
- Halberdiers, spearmen and swordsmen start without light armour, cost 1 pt less.
For Warhammer: Empire Knightly Orders 1.11 this update changes the following:
- Grand Masters have BS6.
- Inner Circle and Demigryph Knights have I4.
- Removed limit on Inner Circle Knights.
- All regular Knights are Core Units, Inner Circle are Special Units.
- Sons of Manann have medium armour instead of heavy armour. Have bucklers instead of shields. Do not have shields if mounted. Cost 16 pts mounted, 9 pts on foot. Their grandmaster cost 145 pts.
- Knights of the Everlasting Light have magical attacks.
For Warhammer: Steam Tanks this update changes the following:
- Clarified that that the Implaceable's Mortar may move and fire.
- Von Zeppel does not have a Steam Cannon, costs 225 pts.
- The Landship has the Stomp rule. The culverin has 48" range. The crew are armed with handguns rather than having the fusillade rule.
- Landship has Stable Platform: The crew may move and fire with their handguns without suffering the additional -1 To Hit for mounted models.
This update changes the following:
- Miscast Table's Daemonic Possession: The caster suffers one Strength 10
hit and loses a Wizard level and their highest levelled spell.
- Clarified that Breath Weapons cannot be used to Stand and Shoot.
- Clarified that any equipment or special rules that affect the
model's regular Movement will also affect its Fly move, unless
specified.
- A Wizard with the Loremaster special rule knows all the available spells from their chosen lore (limited by their Wizard level as normal).
- Mounted models with Move or Fire weapons may still move and fire, but
they will suffer an additional -1 To Hit if they do so, unless
specified.
- Fixed bug with Random attacks still mentioning rolling once for the whole unit.
- Clarified that models with the Strider rule treat that piece of terrain
as open ground for the purposes of Movement, meaning they ignore any
Movement penalties or Dangerous Terrain tests otherwise caused by it.
- If the chariot includes any crew in addition to the character, their armour saves are ignored when calculating the overall armour save of the model – only the character's own armour save is used.
- Revised rules for Bound by Blood and Trusted Allies.