Monday 21 February 2022

Warhammer Nippon 9th Ed 1.1 (beta) out now!

Well that certainly took a bit longer to finish than expected...

This is a pretty huge update overall, as I redid most of the layout from scratch - lots of "under the hood" improvements that no-one besides me will probably notice, but oh well. This version contains a ton of new art and extended lore for Nippon, with several rewrites in the bestiary entries as well. It also features a new map - a proper one using the topography of the latest Warhammer world, made by Owen Wells of the Discord server and then filled in by me. Also massive thanks to Stefan Wolf who wrote up the lore for the new special characters, with the basis for their rules being a joint operation.

As you can see from the title, I consider this a beta release - it's been over 5 years since the last Nippon update (making me on par with GW now, yikes...), and as such it will likely have quite a lot of bugs and issues I have missed. I'll give it 1-2 weeks for you guys to weed those out and collect feedback before updating it to the "official" 1.1 version.

Anyway, hope you enjoy it; it sure required a lot of time and effort to make it!

 

This update changes the following (and probably a lot more that I forgot to list):

  • A Katana counts as a hand weapon. If on foot, the wielder may choose to use it as a two-handed weapon which Requires Two Hands. If they choose to do so, they gain +1 Strength that does not affect armour saves as well as the Parry special rule.
  • Added mantlets: Units with mantlets must place them on separate bases in front of the unit. Every model in the front rank must have a mantlet base in front of it, which must also be set up within the army's deployment zone. A unit with mantlets gains a 4+ armour save against missile attacks to its front arc (except attacks that fire like a stone thrower). However, if the unit moves or reforms during the game, the mantlets are removed from play. Can be taken by Samurai Warriors, Onna Bushi, Ashigaru Bowmen, Ashigaru Aquebusiers and Ozutzu Ashigaru.
  • Removed Sashimonos.
  • Horo Cloaks gives a 6+ armour save against missile attacks.
  • Removed Taisho, Hatamoto replaces them. Hatamoto has the Sworn Bodyguard special rule like Tomb Heralds.
  • Daimyo and Hatamoto may take handguns/longbows in addition to another close combat weapon.
  • The Battle Standard Bearer can have a magic banner with no points limit. However, a model carrying a magic standard can only carry other magic items up to a total 25 points.
  • Daimyo and Hatamoto have a hand weapon by default, can upgrade to Katana.
  • Daimyo and Hatamoto may ride Koimainu.
  • Shugenja may use Lore of Light.
  • Kensai have a Parry (5+).
  • Samurai Warriors can upgrade to spears, polearms or great weapons for free.
  • Any Samurai Warrior unit may take handguns.
  • Samurai units can upgrade to heavy armour.
  • Samurai Cavalry costs 15 pts.
  • Fast Cavalry only pay 5 pts for musicians.
  • Ashigaru can replace spears with pikes.
  • New Core Unit: Peasant Levies.
  • New Special unit: Koimainu Riders.
  • Yabusame do not suffer penalties to Hit for moving and shooting and can fire Multiple Shots even when moving that turn. In addition, when firing from short range, all their missile attacks have the Armour Piercing (1) special rule. Cost 18 pts.
  • Warrior Monks can replace polearms with handguns.
  • Onna Bushi are Stubborn. Units of Onna Bushi that are garrisoning a building or fighting behind a defended obstacle may re-roll failed Break tests.
  • Onna Bushi can replace polearms with longbows. Do not have light armour by default.
  • Ronin are Stubborn, have Way of the Warrior rule. Can take longbows.
  • Sumo Warriors do not have Unstoppable Force, costs 12 pts.
  • Wako Pirates may take spears and handguns, cannot skirmish.
  • Kabuki Doll Sewamono Style: While performing this dance, the Kabuki Dolls have the Dodge (5+) special rule.
  • War Fan can be used as additional hand weapon or buckler.
  • Removed blowguns, Ninja can take blowpipes instead.
  • Ninja have the Dodge (6+) special rule.
  • Shinobi have the Dodge (5+) special rule.
  • Great Guard have Devastating Charge. A1, W2. Costs 40 pts.
  • A Mikoshi Shrine, and any unit of Warrior Monks joined by it, has the Stubborn special rule.
  • A Mikoshi Shrine adds +1 Power Dice to your power pool in each of your Magic phases.
  • Mikoshi Shrines have Magic Resistance (1).
  • Blessings of the Kami: The effects of each Blessing lasts until the start of the next Nippon Magic Phase.
  • New Special Unit: Fire Rockets.
  • New Rare Unit: Taiko Drums.
  • New Rare Unit: Cannon
  • Flaming Arrows fires like a normal bolt thrower with an improved profile. Misfires on a To Hit roll of 1.
  • Oni may take two hand weapons.
  • Removed Independent rule from Tengu.
  • Tengu may take light armour for 1 pt.
  • Kitsune are War Beasts, Unit Size 1. A Kitsune is Level 1 Wizard that uses spells from the Lore of Shadow. They have W2, A2. Have a 5+ Ward save. Costs 80 pts.
  • Mizuchi have S6, T6, W6, A5. Have Aquatic, can Fly. Have Poison Breath.
  • New Special Character: Odari Nobuhide
  • New Special Character: Takai Katsuyori
  • New Special Character: Dawate Tadamune
  • New Special Character: Uesigo Norimasa
  • New Special Character: Sanada Naomasa
  • Removed Red Devils; they are instead an upgrade to Sanada Naomasa.
  • New Special Character: Minamoto Kenshin
  • New Special Character: Akashi Sho 
  • Supreme Shugenja: Himiko channels Power Dice on roll of a 3+ and Dispel Dice on a 5+.
  • Himikoi has Eight Span Mirror: If an enemy spell targets Empress Himiko or the unit she is with and is subsequently dispelled by her, she may immediately cast the spell back at the enemy caster just like a Bound Spell, using the same casting value as the enemy wizard.
  • Himiko costs 370 pts.
  • Tokudaira Ieyasu costs 270 pts.
  • One unit of Samurai Warriors in an army led by Tokudaira Ieyasu may be upgraded to Great Guard for a cost of 4 points per model. Great Guard have +1 Weapon Skill and Strength as well as the Devastating Charge and Stubborn special rules. This unit counts as a Special choice.
  • Hitomi Gozen has a longbow. Her Thundering Blade has Lightning Attacks. Costs 90 pts.
  • O-Sayumi has the Kabuki Dance special rule. Against enemy characters, O-Sayumi may re-roll failed rolls To Wound, and has the Killing Blow special rule. Costs 140 pts.
  • Removed the Red Ronin.
  • Generally cheaper Clan Mon for units.
  • Removed mention of Clan Mon in army list, these are specified on the Clan Mon page instead since a lot of units can only take one Clan Mon anyway.
  • Chotosa Clan Mon: Models with this Mon may re-roll 1's when rolling to Hit with longbows.
  • Any To Hit roll of 6 made by a model with their weapon coated in Night Milk automatically Wounds.
  • Removed Dripping Poison.
  • Borne on the Wind allow for a 10" move.

Small Main Rulebook Hotfix out now!

Just a small hotfix to clarify shooting into the target's flank or rear and a fix some minor spelling errors, nothing new to learn as such. It adds a sub-heading called "Shooting into Flank or Rear" to the Shooting chapter and simply explains in what situations you are allowed to shoot in the flank or rear, same as when charging into the flank or rear. This should hopefully be the last hotfix for a good while.

Monday 14 February 2022

Large Hotfix Wave Update out now!

Following the release of 9th Edition version 2.1, there were (as expected) some bugs that needed fixing as well as some more issues that were brought up post-release. As such, I'm releasing a wave of hotfixes for a lot of the army books with bug fixes and clarifications, as follows:

 

Main Rulebook:

  • Fixed bug with Ultimate Power still generating extra dice for dispelling.
  • Fixed bug with Hills mentioning Unit Strength.
  • Clarified Immunity (Psychology): They may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
  • If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
  • If the majority of the models in the target unit are within Line of Sight, but behind models from another unit (friend or enemy) or terrain with half or more as high Line of Sight value as them, then an additional To Hit modifier is applied.
  • Because of their loose fighting style, flying units consisting of more than one model have the Skirmishers special rule.
  • All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty.
  • A unit cannot declare an impossible charge – i.e. one that it cannot possibly complete, either because the enemy unit is outside of the chargers' maximum possible charge range, or because intervening obstructions (such as other units or impassable terrain) make it impossible for the unit to make a charge move that allows it to move into contact.
  • If multiple units have declared a charge against a unit that has chosen a Flee Charge response, they can all redirect their charge if there is another viable target in range. The controlling player chooses in which order to move their charging units.
  • Transformation of Khadon gives the model Fly (7).
  • Clarified Magic Resistance further.

 

Magic Items:

  • Fixed bug with Blessed Silver Hammer: Any enemy model with the Daemonic, Undead or Vampiric special rule in base contact suffers a Strength 4 Hit at the start of each round of close combat. 
  • The Pendant of Khaeleth is model on foot only. Costs 45 pts. 
  • Ironfist. Any hits made with the Skullplucker gives the wielder the Killing Blow special rule. Costs 10 pts.

  

Albion:

  • Centaur musician costs 5 pts.
  • Polearms for Druid Neophytes cost 2 pts.

 

Araby:

  • Radiant Pegasus for Emir costs 45 pts.

 

Beastmen:

  • Cockatrice no longer requires LoS for it's Gaze attack.
  • Centigor Musician costs 5 pts.
  • Tuskgor Chariots for Shamans costs 80 pts.

 

Bretonnia:

  • Foot Knights can take a magic banner up to 50 pts.

 

Chaos Dwarfs:

  • Fixed bug with Earthshaker Mortar missing the higher strength value for the middle and the Multiple Wounds (D3) special rule.
  • Infernal Ironsworn upgrade costs 3 pts.
  • Fixed bug with missing Fly values for Great Taurus and Lammassu.
  • Sorcerous Exhalation for Lammasu costs 20 pts. 
  • Sorcerous Miasma: Magic Weapons lose all of their magical properties and are treated as a mundane weapon of the same type while the models remain in base contact with the Lammasu (including the rider of the Lammasu itself).
  • Fixed bug with Petrified Sorcerer being called Fell Icon in army list.

 

Daemons of Chaos:

  • Fixed bug with Bloodcrushers having Impact Hits (D3) in army list. 
  • Note: A Palanquin of Nurgle should be placed on a 50x50mm base and add +3 to the Unit Strength of any model mounted on them.
  • Fixed bug with Exalted Seeker Chariots missing M value in bestiary.
  • Fixed bug with Rot Fly having BS3 instead of BS0.

 

Dark Elves:

  • Medusa no longer requires LoS for it's Gaze attack.
  • The First Sorceress: Morathi adds an additional +2 to all her casting attempts.
  • Fixed bug with Cold One Knights having M5 instead of M7.
  • Doomfire Warlocks have Hekarti's Blessing.
  • Hekarti's Blessing only apply to Wizards. 
  • Dark Pegasus for heroes cost 25 pts, 35 pts for lords.

 

Dogs of War:

  • Fixed bug with Ogre Captain being listed as In instead of MI in army list.

 

Empire:

  • Free Company Fighters can upgrade to light armour for 1 pt.

 

High Elves:

  • Lileath's Blessing only apply to Wizards.
  • Tyrion costs 400 pts.
  • Lord of Aenarion can take a lance.
  • Pegasus costs 20 pts for heroes, 30 pts for lords.
  • Tiranoc Chariot costs 70 pts, Lion Chariot costs 110 pts for Nobles. 
  • Phoenix mount for Anoited of Asuryan cost the same as the Rare units.
  • Ashtari costs 275 pts for Caradryan. 
  • Great Eagle mount costs 50 pts.
  • Unicorn Mount costs 40 pts.

 

Lizardmen:

  • Fixed bug with Terradons and Ripperdactyls missing Fly value in army list.
  • The Palanquin of Constellations gives Tetto'eko a Ward save (5+) and Strider special rule. Costs 175 pts.
  • The Palanquin gives the Slann Mage-Priest a Ward save (4+) and the Strider special rule. 
  • Huanchi's Blessed Totem may be used in any of your Remaining Moves sub-phases as long as the unit has not charged or marched this turn. 
  • Cold One Riders may take a banner up to 50 pts.
  • If an enemy unit within 20" of Chakax contains 'hidden' models (such as Assassins, Night Goblin Fanatics etc.), their presence must be announced as soon as they come within 20" of Chakax. 
  • Ripperdactyl mounts have Toad Rage.

 

Ogre Kingdoms:

  • Great Mawpot is Unit Strength 3. A Slaughtermaster with a Great Mawpot 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 and his Inspiring Presence ability.
  • Ice Mammoth has Immunity (Psychology).
  • Ice Mammoth has a Unit Strength of 16 (19 with an additional Ogre Beast Rider).

 

Orcs & Goblins:

  • Spider Venom: Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
  • Fixed bug with Gore-Grunta character mount having Impact Hits (D3).
  • Fixed bug with Gordrakk having Hover instead of Fly (5). 
  • Fixed bug with Savage Orc Big Boss having light armour.

 

Regiments of Renown:

  • Added Slayer rule to Long Drong and Makai Makaisson. 
  • In order to fire the Goblin-hewer, nominate a target unit within range and Line of Sight and roll To Hit as normal using the unit's highest Ballistics Skill.

 

Skaven:

  • Warlitter costs 10 pts.
  • Great Pox Rat costs 20 pts.
  • Polearms for Stormvermin costs 2 pts.
  • Snikch and Assassins have Dodge (5+).

 

Tomb Kings: 

  • Removed Blade of Mourning from Magic Items; is already in the Tomb Kings book. Gave Nekaph Magic Items book version of the blade. Costs 165 pts. 
  • Aspect of Asaph, Goddess of Magic and Vengeance: For each successful Wound inflicted upon the Ushabti unit in close combat, they get to immediately make an additional Attack back.
  • Fixed bug with incorrect Wounds in Tomb King summary page. 
  • Khemrian Warsphinx mount costs 225 pts.
  • Fiery Roar costs 25 pts.

 

Vampire Counts: 

  • Slightly cheaper additional hand weapons for Vampire characters.
  • Sword-claws for Abyssal Terror costs 5 pts.
  • Rancid Maw upgrade for Terrorgheist costs 10 pts.

 

Warriors of Chaos:

  • Chaos Warriors and Chosen pay 2 pts for shields. 
  • Fixed bug with Disc of Tzeentch having Flaming Attacks.
  • Daemonic Mount costs 45 pts. 
  • Flaming Breath costs 30 pts.

 

Wood Elves:

  • Clarified that Bound Spells from Spites are innate.
  • Fixed bug with Forest Dragon missing Fly (7) in army list. 
  • Madrigal of Greening has a range of 18". Place a forest of your choosing no more than 12" in diameter wholly within the spell’s maximum range.
  • Fixed bug with Dryads, Branchwraiths and Drycha missing Flammable in bestiary/army list.
  • Additional hand weapons for Waywatchers cost 1 pt.
  • Sisters of the Thorn have Blessing of the Ancients.
  • Fixed bug with Thalandor having Elven Grace.
  • Fixed bug with Naestra & Arahan having Elven Grace.
  • Fixed bug with Lothlann the Brave having Asrai Archery.
  • Blessings of the Ancients only apply to Wizards.
  • Lethal Shot: Models with this special rule have Killing Blow with missile attacks from their bows.
  • Ariel may use Screech when it would normally be her time to attack in close combat. This is a special attack that automatically Hits all enemy models in base contact at Strength 4 with the Ignores Armour special rule.
  • Thalandor, Naesta & Arahan, Warhawk Riders do not have Forest Strider.
  • Fixed bug with Warhawk Riders missing Fly in the army list.
  • Alter Kin cost 14 pts, have M8, I6, A2, Swiftstride by default. Animal Forms only work in combat. Bear gives +1S, Boar gives +1T, Wolf gives +1A and AP(1), Stag gives Impact Hits with S bonus (1). 
  • Arcane Bodkins costs 1 pt for Waystalker.

Zombies Pirates of the Vampire Coast:

  • Fixed bugs with Hover instead of Fly (6) for Syreen and Cylostra Direfin.
  • Zombie Pirate Deckhands start with bucklers, cost 2,5 pts. Can switch to two hand weapons for ½ pt.

Friday 4 February 2022

Showcase Gallery: Norsca

Here is my Norsca army which I started collecting around 2014, and then painted between October 2020 to October 2021. I went with a blue-grey and white colour scheme for the clothes and shields, and pale skin and blonde hair to add some contrast vs the otherwise dark and brown colours. Not the most eye-catching colour scheme, but it's suitable for a horde of angry hairy Vikings!

 

Army shot

Army shot

Kings & Jarls (Reaper, Westwind, Bloodrage)

Beorg Bearstruck & the Ravenswyrd (GW, Reaper)

Skalds (Ral Partha, Westwind)

Vitki & Seers (Bloodrage, Red Box Games)

Bondsmen with spears (Westwind, Reaper)

Reavers with shields (Westwind, Reaper)

Marauders with great weapons (Westwind, Ral Partha)

Bondsmen with bows (Westwind)

Thralls (Westwind)

Norse Horsemen (Westwind)

Huscarls (Wargames Foundry, Westwind)

Berserkers (Wargames Foundry, Old Glory, Reaper, Bloodrage)

Shieldmaidens (Brother Vinni, Wargames Foundry, Reaper, Red Box Games, Hasslefree)

Norse Hunters (Old Glory)

Valkyries (Reaper, Dark Sword, Bombshell)

Giant Wolves (Gamezone, Reaper)

Werewolves (Reaper, Otherworld, Northstar, Black Tree)

Skinwolves & Ulfjarl (Mierce)

Snow Trolls (Reaper, Privateer Press)

Frost Giant (Reaper)

Ice Drake (Reaper)

War Mammoth (Shieldwolf, Old Glory)

Tuesday 1 February 2022

Warhammer: Magic Items 1.2 out now!

This update changes the following:

  • Gilded cuirass gives Regeneration (6+), costs 10 pts.
  • Armour of Eternal Servitude costs 35 pts.
  • Removed Cloak of Feathers (already in Lizardmen book).
  • Added new Magic Items to the Empire: Sheen of Truesilver, von Mecklenburg's Enchanted Shot, the Powders of Thrice-Damned Ossk, Reliquary of Lector Ostranald, Blessed Silver Hammer, the Fang of Orska, Arabyan Windglass, Sanctified Shard of Lichebone, Balestorm Orb.
  • Huanchi's Blessed Totem may be used in any of your Remaining Moves sub-phases as long as the unit has not charged this turn. The unit carrying the Totem may immediately make a move directly forward using the Random Movement (2D6) special rule.
  • All To Hit rolls of 1 directed against the wielder of the Father of Blades in close combat instead hit the attacking model.
  • The unit carrying the Steel Standard ignores the Movement Penalties from barding.
  • The unit carrying the Black Skull of the Caliph, and all friendly units within 6" of it, gains the Immunity (Fear) special rule. Costs 20 pts.

Expansion updates out now!

As well as updating the army books; I have also updated all Special Character expansions, Steam Tanks, Knightly Orders and Regiments of Renown with new updates for Line of Sight, Fly values etc. So no major changes in any of them, but they are now fully compatible with the army books themselves.

Warhammer: Zombie Pirates of the Vampire Coast 1.3 out now!

This update changes the following:

  • Sea Dragon Buckler costs 20 pts.
  • Deck Droppers have Fly (9).
  • Razortooth Rats have W8, A8.

Warhammer: Wood Elves 1.4 out now!

This update changes the following:

  • Warhawk Riders have Fly (10). Costs 25 pts. Shields cost 1 pt.
  • Great Eagles have A3. Unit Size 1-3. You may take 1-2 units of Great Eagles as a single Rare choice. Are Fly (9).
  • Ariel has Fly (9).
  • Arch-Revenant has Fly (10).
  • Forest Dragon mount costs 325 pts.
  • Glade Guards and Glade Riders may take a magic banner worth up to 25 pts.
  • Eternal Guard may take a magic banner worth up to 50 pts.
  • Great Stag costs 55 pts.
  • Great Eagle mount costs 50 pts.
  • Unicorn costs 40 pts.
  • Fixed bug with wizards not having access to Lore of Heavens in army list.
  • Gruath has the Skirmishers special rule.
  • During the Movement phase, Fang and Claw may move away from Gruath if they wish, forming a unit of their own. They may return to Gruath in the Remaining Moves phase by moving within 1" of him as long as neither of them is fleeing, in which case the unit will revert back to the normal Mixed Unit special rule. While the wolves are more than than 12" from Gruath they are subject to Frenzy.
  • Blinding Bolas: If a target has Unit Strength 3 or less and is Hit, but not slain, then it is temporarily entangled and cannot move in their next Movement phase.
  • Eternal Guard have Ld9.
  • Arcane Bodkins cost 1 pt.

Warhammer: Warriors of Chaos 1.4 out now!

This update changes the following:

  • To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffer a Strength 6 Hits with the Multiple Wounds (D3) special rule.
  • Bloodcurdling Roar: At the start of the first round of close combat, all enemy units in base contact suffer D6 Strength 2 hits which Ignores Armour saves.
  • A Daemon of Khorne has the Hatred (Daemons of Slaanesh), Magic Resistance (1) and Strength Bonus (1) special rules.
  • A Daemon of Slaanesh has the Hatred (Daemons of Khorne) and Armour Piercing (2) special rules.
  • Juggernauts do not have Impact Hits (D3).
  • Pusgoyle Blightlords cost 62 pts. Have Fly (6).
  • Pandemonium: Until the start of the caster’s next Magic phase, the target unit must use the lowest Leadership value in the unit (including that of mounts) and cannot benefit from the Inspiring Presence or Hold Your Ground! abilities.
  • Fatemasters have Fly (9).
  • Chimera has Fly (8).
  • Manticore has Fly (8).
  • Chaos Dragon has Fly (7).
  • Disc of Tzeentch has Fly (9).
  • Valkia has Fly (10).
  • Wings upgrade gives Fly (10).
  • Daemon Prince may upgrade to Fly (8).
  • Warshrine has Large Target (5).
  • War Mammoth has Large Target (10).
  • Giant costs 175 pts.
  • Chaos Warriors may take a magic banner worth up to 50 pts.
  • Chaos Marauders and Marauder Horsemen may take a magic banner worth up to 25 pts. Removed mention of magic banners from Chieftain.
  • Dodge cannot be used against Treason of Tzeentch.
  • You may upgrade one unit to Elite Marauders for each unit of Marauders of the same type in your army.
  • Daemon Princes may take Magic Weapons.
  • The Armour of Morkar gives Archaon an additional +1 to his armour save. He costs 580 pts.

Warhammer: Vampire Counts 1.4 out now!

This update changes the following:

  • Mortis Engine and Coven Throne have Large Target (5).
  • Varghulf has Regeneration (4+).
  • Clarified that Rod of Flaming Death: In addition, if the target unit moves in the Movement phase, flees or pursues during its next turn, every model in the unit suffers an immediate Strength 4 hit with the Flaming Attacks special rule.
  • Fell Bats have Fly (9).
  • Vargheists have Fly (8).
  • The Black Coach can have Fly (8).
  • Terrorgheist have Fly (7).
  • Zombie Dragon have Fly (7).
  • Hellsteed have Fly (9).
  • Abyssal Terror have Fly (8).
  • Heinrich Kemmler can have Fly (10).
  • Dieter Helsnicht have Fly (8).
  • Flying Horror gives Fly (10).
  • Bat Swarms have Fly (6). Have W6, A6.
  • Cairn Wraith have M6. Do not have Fly.
  • Banshee have Fly (6). M6.
  • Skeleton Warriors may take a magic banner worth up to 25 pts.
  • Ghostly Howl/Death Shriek: It may target enemy units in combat following the normal rules for shooting into combat.
  • If your army contains any Undead units, you must include at least one character that is Wizard that uses the Lore of Necromancy.
  • Polearms for Grave Guard cost 2 pts.

Warhammer: Tomb Kings 1.4 out now!

This update changes the following:

  • Carrion have Fly (9)
  • Necrosphinx has Fly (7).
  • Khemric Titan has Fly (7).
  • Apophas has Fly (10).
  • Cloak of the Dunes gives Fly (10).
  • Arkhan the Black may have Fly (9).
  • Sehenesmet has T7, W6, costs 440 pts.
  • Tomb Swarms have W8, A8, costs 35 pts.
  • Skeleton Warriors, Bowmen and Horse Archers may take a magic banner up to 25 pts.
  • Chariots may take a magic banner up to 50 pts.
  • Tomb Barque has Fly (5).
  • Warsphinx has W6, costs 225 pts.
  • Necrosphinx has W6, costs 250 pts.
  • Necolith Colossus has W6, costs 200 pts.
  • Hierotitan has W6, costs 205 pts.
  • Tomb Guard pay 2 pts for polearms.

Warhammer: Skaven 1.7 out now!

This update changes the following:

  • Rat Swarms and Plague Rats have W8, A8.
  • Plagueclaw Catapult Crew have Ld5.
  • Clarified that Clanrats created from Curse of the Horned Rat must face the same direction as before.
  • Screaming Bell is Large Target (5).
  • Above the Masses: The Grey Seer may use Verminous Valor to refuse a challenge, but is not moved to the back of the unit – instead it clambers higher atop the Screaming Bell. The Grey Seer is not moved but cannot fight or be attacked for the duration of that round of close combat.
  • Plague Furnace is Large Target (5).
  • Clan Rats and Plague Monks may take a magic banner up to 25 pts.
  • Doomwheel is Large Target (4). At the beginning of each round of combat in which it did not charge, the Doomwheel inflicts D3+1 Impact Hits. Costs 160 pts.
  • Removed Tide of Death rule from Wolf Rats. Have S4 and the Vanguard special rule. Cost 6 pts.
  • Stormvermin can upgrade to heavy armour. Have Ld6. Costs 7 pts by default.
  • Warlords and Chieftains can upgrade to heavy armour.
  • The Plague Furnace may inflict special attack after all other attacks have been resolved, inflicting an Artillery dice's worth of Hits against a single enemy unit to their front.
  • Master Mutator costs 90 pts, Master Moulder costs 35 pts. Throt the Unclean costs 185 pts.
  • Doomflayer costs 35 pts.
  • Storm Banner: Within 24" of the banner, no model may use the Fly special rule.
  • Emboldened result from Screaming Bell: All friendly Skaven within 24" of the Bell can re-roll failed Leadership tests until the start of your next turn.
  • Packmasters follow all the rules for Champions. Cost 10 pts.
  • Brain Transplant: All Rat Ogres in the unit are no longer subject to Stupidity or Frenzy. Costs 3 pts.
  • Rat Ogres can pick two upgrades rather than one.

Warhammer: Orcs & Goblins 1.4 out now!

This update changes the following:

  • To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffer a Strength 6 Hits with the Multiple Wounds (D3) special rule.
  • Wyvern has Fly (8).
  • Maw-Crusher has Fly (5).
  • Snotlings have W6, A6. Costs 20 pts.
  • Clarified Netters rule a bit further.
  • Fixed bug with Colossal Squig being T6 in army list. Costs 175 pts.
  • Orc Boyz, Savage Orc Boyz, Goblins, Wolf Riders, Night Goblins, Forest Goblins and Spider Riders may take a magic banner up to 25 pts.
  • Orc Boar Boyz and Savage Orc Boar Boys may take a magic banner up to 50 pts.
  • Orc Boys do not have light armour by default, cost 5 pts.
  • Orc Arrer Boys do not have light armour by default, cost 6 pts.
  • Goblins do not have light armour by default, cost 2,5 pts.
  • Goblin Wolf Riders do not have light armour by default, cost 8 pts.
  • Orc Boar Boyz do not have light armour by default, cost 16 pts.
  • Black Orcs have A2.
  • Borgut Facebeater has A4, costs 185 pts.
  • Badruk Eadsplitta has A4, costs 150 pts.
  • Black Orc Big Boss has A4, costs 105 pts.
  • Black Orc Warboss has A5, costs 180 pts.
  • Morglum Necksnapper has A5, costs 260 pts.
  • Waagh! Spell: Note that no unit may be moved more than once per Magic phase with this spell.
  • Giant costs 175 pts.
  • The Lucky Banner allows Grom to re-roll failed armour and Ward saves.
  • Orc Brutes have Immunity (Fear).
  • Water Wise: Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag has the Stupidity special rule. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
  • Squig Lure: The target units add an additional D6" to any move they make in the Movement phase (except Fleeing) and when pursuing; as well as gain the Frenzy special rule until the start of the caster's next Magic phase.
  • Deadly Webbing: Until the start of the caster's next Magic phase, the target counts as Dangerous Terrain for all non-flying movement.
  • Savage Orcs costs 8 pts.
  • Goblins, Night Goblins and Forest Goblins pay 1,5 pts for shortbows.
  • Goblin Wolf Riders pay 1 pt for short bows.
  • Tweaked Squig Gobba table for increased reliability.

Warhammer: Ogre Kingdoms 1.4 out now!

This update changes the following:

  • To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffer a Strength 6 Hits with the Multiple Wounds (D3) special rule.
  • Butcher's Cauldron renamed to Great Mawpot, have W5. Counts as Unit Strength 5, Line of Sight value 2.
  • Removed mention of Move and Fire for Ironblaster, added slow to fire.
  • A character mounted on a Mournfang counts as Unit Strength 6, a Rhinox counts as Unit Strength 7, a Stonehorn counts as Unit Strength 9 and a counts as Thundertusk Unit Strength 12.
  • Bulls may take a magic banner up to 25 pts.
  • Ironguts may take a magic banner up to 50 pts.
  • Ice Mammoth has Large Target (10).
  • Buckler. If a model with an ironfist rolls a natural 6 when making a Parry save, it automatically inflicts an extra Hit back onto the model or unit that struck the blow. In addition, ironfists have been specifically developed to allow the Ogre as much freedom as possible in a fight. As such, a model using an ironfist benefits from the Parry special rule even while mounted.
  • Ogre Bulls cost 27 pts, start with hand weapon. Can upgrade to two hand weapons or ironfists for 3 pts.
  • Stonehorn, Thunderrusk and Ice Mammoth crew have light armour.
  • Slavegiant costs 150 pts.
  • At least one units of Ironguts must be included in an army led by Greasus.
  • The Skewerslinger does not suffer To Hit penalties for moving and shooting or for firing multiple shots.
  • Bicker: Roll a D6 at the beginning of each of your turns for each unit with this special rule that is not in combat or fleeing and has a Unit Strength of 5 or more. If a unit rolls a 1 it may not move in the Movement phase or shoot in the Shooting phase this turn.
  • Yhetees treat all undefended obstacles, cliffs, rocks, boulders, scree and woods as clear ground. Note that they may still not end their Movement over Impassable Terrain.
  • Rimespeakers have a Strength 3 Breath Weapon with the Ice Attacks and Magical Attacks special rules. No longer ignores Regen.

Warhammer: Lizardmen 1.4 out now!

This update changes the following:

  • Blade of Realities costs 50 pts.
  • All models in a unit with the Jaguar Standard adds D3" to their charge or pursue distance.
  • Salamanders and Razordons are special units, Unit Size 1.
  • Jungle Swarms have W6, A6. Costs 30 pts.
  • Terradons have Fly (9).
  • Coatl have Fly (8).
  • Cloak of Feathers give the wearer Fly (10).
  • Saurus Warriors and Skink Cohorts may take a magic banner up to 25 pts.
  • A Coatl is a Level 2 Wizard that uses spells from the Lore of Heavens. Costs 270 pts.
  • Bastiladon costs 175. Dropped range of Revivification Crystal to 6”.
  • Dread Saurian has Large Target (10).
  • Removed mentions of move and fire for Salamanders and Razordons.
  • A model with the Mage-Priest Palanquin special rule who is in base contact with a model with the Guardians special rule is considered to be the same Troop Type as them for the purpose of 'Look Out Sir!', and cannot be targeted separately from the rest of the unit.
  • Fireleech Bolas have range 8".
  • Mage-Priest Palanquin has Fly (5).
  • Terradon Riders costs 28 pts.
  • Ripperdactyl Riders costs 32 pts.
  • Clarified Ruination of Cities: A unit that suffers any wounds from this spell will have all its movement halved (rounding up).
  • Skink Cohorts pay ½ point for spears.
  • Clarified the Palanquin of Constellations when joining units.
  • The Sacred Blade of Quetzl grants Nakai +1 to Hit in close combat, and enemy close combat attacks against him suffer -1 To Hit. Nakai costs 305 pts.
  • Characters and units that are able to take Blessed Spawnings are detailed in the army list. The cost below only applies to characters. Lords may take up to 3 Blessed Spawnings. Heroes, Core and Special units may take up to 2 Blessed Spawnings. Core units that take more than one Blessed Spawning counts as Special units, and Special units counts as Rare units.
  • Blessed Spawnings on characters now counts towards their magic item limit.

Warhammer: High Elves 1.4 out now!

This update changes the following:

  • Eagle Eye Bolt Thrower does not Ignore Armour Saves, is AP(1) instead.
  • Great Eagles have A3. Unit Size 1-3. You may take 1-2 units of Great Eagles as a single Rare choice. Are Fly (9).
  • Phoenixes have Fly (8).
  • Pegasi are Fly (9).
  • Griffon are Fly (8).
  • Dragons are Fly (7).
  • Sky Cutter has Fly (8). Costs 90 pts.
  • Spearmen, Archers, Warriors, Sea Guard and Reaver Knights may take a magic banner up to 25 pts.
  • Silver Helms may take a magic banner up to 50 pts.
  • Ithilmar barding follows all the rules for barding in the Warhammer rulebooks, except that the mount suffers no penalty to its Movement from it.
  • Clarified that Tyrion’s armour is a Dragon Armour.
  • Naval Discipline: The unit can make a normal reform instead of swift reform.
  • Reaver Knights pay 1,5 pts for medium armour and barding.
  • Fixed bug with Tiranoc Charioteer having S4 in bestiary instead of S3.
  • Shadow Warriors can take two hand weapons for 1 pt.

Warhammer: The Empire 1.4 out now!

This update changes the following:

  • War Altar has Large Target (5).
  • Arcane Battle Altar has Large Target (5).
  • War Wagon has Large Target (5).
  • Steam Tank has Large Target (4).
  • Helstorm Rocket Battery has a minimum range of 12".
  • Fixed bugs with Ludwig Schwarzhelm and Markus Wulfhart having W3 instead of W2.
  • Addition to Master Engineer: You must nominate which weapon, if any, will be using this special rule at the start of each Shooting phase, before any such weapons within 3" of the Master Engineer are fired.
  • Pegasi have Fly (9)
  • Griffons have Fly (8).
  • The Jade Griffon makes the bearer regain 1 Wound suffered earlier in the game at the start of each turn, up to their starting value.
  • Knightly Orders may take a magic banner up to 50 pts.
  • Halberdiers, Spearmen, Swordsmen, Handgunners, Crossbowmen and Archers may take a magic banner up to 25 pts.
  • Generals of the Empire no longer allow for Magic Standards.
  • Helstorm Rocket Battery always fire 3 templates.
  • Bucklers costs ½ pt for Sisters of Sigmar.
  • One war machine that is within 3" of a Master Engineer can use his Ballistic Skill OR re-roll one artillery dice or scatter dice during each Shooting phase.
  • The Helblaster may fire up to three Artillery dice worth of shots in each of your Shooting phases. Roll one dice at a time. If a Misfire is rolled, roll immediately on the Black Powder War Machine Misfire chart before rolling the next Artillery dice. If a May not Shoot result is rolled, this only applies to the current Artillery dice rolled. If a Malfunction result is rolled, this only applies to the current and the next Artillery dice rolled (if this is the third Artillery dice rolled this turn, the first Artillery dice the next turn is wasted). If a Destroyed! result is rolled, all previously Artillery dice shots this turn are still resolved before the war machine is removed. After all Artillery dice are rolled, resolve the number of shots as normal. Costs 100 pts.
  • Ogre Pistols costs 3/6 points.
  • Shields for Halberdiers cost 1 pt.
  • Dwarfs pay 2 pts for polearms.
  • Reiksguard are 0-1 choices. This restriction does not apply if Karl Franz or Kurt Helborg is leading the army.
  • Steam Tanks are a 0-8 choice.
  • Free Company Fighters cost 3,5 pts. Bows 2 pts, crossbows costs 4 pts.
  • Thyrus Gormann has light armour, costs 370 pts.
  • Valmir von Raukov has heavy armour, costs 220 pts.

Warhammer: Dwarfs 1.4 out now!

This update changes the following:

  • Grimm Burloksson does not have Artillery Master (bug).
  • Rune of Oath and Honour: Note that no unit may be moved more than once per turn by this spell. Can only be cast on Infantry.
  • Thorek Ironbrow's armour is a heavy armour.
  • Crossbows for rangers costs 5 pts.
  • Dwarf Warriors, Quarrellers, Thunderers, Miners and Rangers may take a magic banner up to 25 pts.
  • Gyrocopter/Gyrobomber have Fly (9).
  • Thunderbarge has Fly (6), Large Target (5).
  • Grudgebreaker has Large Target (5).
  • Gyrocopter Steam Gun has Armour Piercing (1). Costs 85 pts.
  • One war machine that is within 3" of a Master Engineer can use his Ballistic Skill OR re-roll one artillery dice or scatter dice during each Shooting phase.
  • Organ Gun fires Artillery Dice + 2D6 shots. Roll of Misfire = roll on the Blackpowder Misfire chart.
  • Rune of Fortune costs 10 pts.
  • Thunderers and Quarrellers may choose bucklers or shields.
  • Doomseekers only Hit enemy models.
  • Grudgebreaker costs 225 pts.
  • Warriors and Miners may upgrade to heavy armour.
  • Golden Sceptre of Norgrim costs 40 pts.
  • Rangers may upgrade to medium armour.
  • Clarified Grombrindal's Disguised rule.