Monday, 27 February 2023

Warhammer: Special Character updates out now!

Bretonnia 1.3:

  • New Lord: Alberic of Bordeleaux

 

Daemons of Chaos 1.4:

  • New Lord: N'Kari
  • Clarification: any spells that Synessa casts can be targeted at any enemy unit within Line of Sight, regardless of range.
 
 
Dogs of War 1.1:
  • Nicodemus can use all spells from the Lore despite only  being a Level 2 Wizard. Clarified that Flight of Zimmeran gives Fly (10). Boosted version of Fires of U’Zhul cast on 7+.

 

Empire 1.6:

  • Coruscating Blast is a Magical Attack. 

 

Vampire Counts 1.4:

  • New Hero: Cado Ezechiar

 

Warriors of Chaos 1.3:

  • New Hero: Atarus
  • Updated all models to have appropriate armour with the Chaos Armour special rule. 
  • Skarr Bloodwrath costs 265 pts.
  • Hrothgar Daemon-axe costs 250 pts.
  • Haargroth costs 290 pts.
  • Tamurkhan has medium armour.
  • Bloab Rotspawned costs 460 pts.
  • Morbidex Twiceborn costs 415 pts.
  • Gutrot Spume costs 275 pts.
  • Valnir the Reaper costs 320 pts.
  • Plaguestrangler Vilestench costs 285 pts.
  • Dechala costs 255 pts.
  • Melekh has medium armour, costs 285 pts.
  • Sayl has light armour.
  • Traitor's Mist is an augment spell that Sayl can cast upon himself. Sayl may immediately make a move using the Fly (10) special rule as if it were the Remaining Moves sub-phase.
  • Morbidex Twiceborn does not have a Ward save.
  • All friendly Nurgling units (see Daemons of Chaos) within 12" of Morbidex Twiceborn have the Regeneration (6+) special rule.
  • Clarified Fly value (10) from Windblade.

 

Wood Elves 1.2:

  • New Lord: The Lady of Vines.
  • Drycha Hamadreth is Flammable.
  • Wychwethyl has A4, cost 135pts. Wychwethyl can use the Dance of Doom instead of his normal Shadow Dances. If he does so, he gains +1 Attack for every enemy model in base contact with him. Have Talismanic Tattoos.
  • Aethis has A4, cost 165 pts. Have Talismanic Tattoos.

Warhammer: Empire Knightly Orders 1.3 out now!

This update changes the following:

  • All normal Knightly Orders have heavy armour instead of full plate armour, cost 2 pts less.
  • Normal Knights may be upgraded to Inner Circle Knights and gain +1 Strength and Initiative and counts as Special Units at the cost of 3 points per model. Models with heavy armour gain full plate armour at an additional cost of 2 points per model. Reiksguard and Demigryph Knights may not be upgraded.
  • The Knights Panther Battle Standard gives Magic Resistance (3), cost 30 pts.
  • Knights of the Everlasting Light may replace lances with great weapons for free.
  • The Hunters of Sigmar have medium armour, cost 18 pts.

Wednesday, 22 February 2023

Warhammer: Zombie Pirates of the Vampire Coast 1.4 out now!

This update changes the following:

  • If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this Leadership test while at least one of them remain.
  • Vampiric: Models suffer -1 To Wound against them, unless they are using Magical Attacks or Flaming Attacks.
  • Depth Guard have heavy armour, cost 22 pts.
  • Wizard levels for Vampires cost 35 pts.
  • Vampire Fleet Admiral costs 245 pts.
  • Count Noctilus costs 300 pts.
  • If Count Noctilus is your Army General, Depth Guard counts as Special Units instead of Rare Units.
  • Invocation of Nehek is an augment spell with a range of 12". Cast on 5+. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+. However, Characters, Shrines, Chariots, Monsters or models with the Ethereal special rule can never regain more than D3 Wounds per successful casting.
  • New Rare Unit: Bone Hydra
  • Zombie Pirate Deckhands cost 3 pts.
  • Boosted version of Raise Dead is 15+ to cast.
  • Vampires can pick Vampiric Powers (non-exclusive Bloodline powers)
  • Animated Hulks have S4, T5.
  • Bloated Corpses are Core Units with the Expendable special rule.

Warhammer: Wood Elves 1.5 out now!

This update changes the following:

  • New Lord: Warsong Revenant.
  • New Rare Unit: Gossamid Archers.
  • New Rare Unit: Spiterider Revenants.
  • All friendly units with the Forest Spirit special rule within 6" of the Arch-Revenant are subject to the Frenzy special rule as long as they remain within range.
  • A Lamentation of Despairs is a direct damage spell with a range of 12" which can be used to target enemy Characters or Monsters, even within a unit.
  • Warhawk Riders are Fast Cavalry.
  • Spite Revenants are Ambushers.
  • If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds. She costs 170 pts.
  • Level 1 Wizard upgrade for Branchwraith and Shadowdancer costs 35 pts.
  • The Spirit Sword costs 50 pts.
  • Naieth the Prophetess costs 155 pts.
  • Dryads cost 11 pts. Skirmish upgrade costs 1 pt.
  • Waywatcher Traps costs 15 pts for the whole unit.
  • Gruarth has M8.
  • Whenever a spell from the Lore of Athel Loren is cast on a friendly unit, that unit immediately recovers 1 Wound worth of models (rounding up to 2 for Cavalry), as described for the Regrowth spell in the Lore of Life.
  • Banner of the Eternal Queen: Declare you are using this ability at the start of any phase.
  • Gruarth has the Fear special rule.
  • Light armour for Glade Riders cost 1 pt.
  • Shields and light armour for Wild Riders cost 1 pts each.
  • Wardancers and Shadowdancers have Talismanic Tattoos which gives them Magic Resistance (1) and Ward save (6+).
  • Drycha, Branchwraiths, Dryads, Arch-Revenants, Tree-Revenants and Spite Revenants have Natural Armour (6+).
  • Arch-Revenant may be BSB.
  • The unit carrying the Banner of the Hunter King add +D6" to their charge range.
  • Tree Revenants may take a magic standard up to 50 pts.
  • A Befuddlement of Mischiefs is a hex spell with a range of 18". The targeted unit must take a Stupidity test using 3D6 in their next Movement phase.
  • Ariel costs 520 pts.
  • Branchwraith costs 85 pts.
  • Shooting attacks made with Trueflight Arrows ignore all Shooting Modifiers that are not caused by magic items or spells. Cost 2 pts per model.
  • Shooting attacks made with Starfire Shafts forces enemies to take a Panic test if they suffer any casualties. Cost 2 pts per model.
  • Great Eagles cost 45 pts.
  • Thalandor costs 235 pts.
  • All shots from the Bow of Loren are resolved at Strength 4 with Multiple Shots (A) special rule. Multiple Shots (A) means the bow fires a number of shots equal to wielder’s Attacks characteristic. Cost 20 pts.
  • Wardancers has A2, cost 14 pts.
  • Shadowdancer has A4, cost 110 pts.
  • Treeman Ancient costs 235 pts. May not be upgraded to a Lvl 3 Wizard.
  • Durthu costs 320 pts.
  • Tree Revenants have S4, cost 15 pts. May not take polearms.
  • Spite Revenants have S4, costs 14 pts.
  • Ariel does not have Asrai Archery.
  • Shadow's Coil: While performing this dance, all close combat attacks against the model suffer -1 To Hit.
  • Martial Memories: Models with this special rule may re-roll 1's when rolling To Hit and To Wound in close combat.

Warhammer: Warriors of Chaos 1.5 out now!

This update changes the following:

  • Removed full plate armour. Units that previously had full plate has heavy armour. Instead included Chaos Armour as a special rule (+1 save to any other armour).
  • All characters except Marauder Chieftains have Chaos Armour.
  • Chaos Warriors have heavy armour. Cost 14 pts.
  • Chaos Knights have heavy armour, cost 34 pts. Can upgrade to Chaos Armour for 2 pts.
  • Chaos Chariot has heavy armour, cost 105 pts. Can upgrade to Chaos Armour for 5 pts.
  • Gorebeast Chariot has heavy armour, cost 130 pts. Can upgrade to Chaos Armour for 5 pts.
  • Skullreapers have medium armour and Chaos Armour.
  • Putrid Blightkings have Chaos Armour, cost 34 pts.
  • Wrathmongers have medium armour and Chaos Armour.
  • Fatemasters have medium armour and Chaos Armour.
  • Pusgoyle Blightlords have Chaos Armour, cost 66 pts.
  • Vilitch the Curseling costs 360 pts.
  • Chaos Lord cost 185 pts.
  • Daemon Prince light armour costs 10 pts, medium armour cost 15 pts.
  • Increased cost of armour for Sorcerers.
  • Exalted Hero costs 110 pts.
  • Slaughterpriest costs 120 pts.
  • Elite Marauders can upgrade to medium armour for 2 pts.
  • Palanquin has the Large Target (2) special rule.
  • Fixed bug with Bloodcurdling Roar causing 2D6 Hits instead of D6.
  • Disc of Tzeentch costs 40 pts.
  • Removed: For the purpose of the Marks of Chaos special rule, treat "Daemon of" the same as "Mark of" at all times.
  • Chaos Mutations and Powers: Each can only be chosen once per army (excluding Special Characters).
  • At the beginning of your turn, if the Hellcannon is not in combat, take a Leadership test. If the test is failed, the Hellcannon to is then subject to the Random Movement (3D6) special rule until the beginning of the next turn, and must move towards the nearest enemy unit.
  • Lord of the Storm: On the roll of a 1, the attack has no effect.
  • Mammoth Trample: A single enemy unit in base contact suffers D6 Strength 7 hits, plus an additional D3 Hits for each rank of five or more models it has.
  • Dragon Ogres are MC.
  • Forsaken cost 15 pts.
  • Serpent Body: The Champion gains +2 Movement, +1 Initiative and the Swiftstride special rule.
  • Crimson Armour of Dargan costs 35 pts.
  • Removed Collar of Khorne (already in Magic Items Expansion).
  • Skullcrushers have Chaos Armour.
  • Varanguard have Chaos Armour.
  • Chosen have Chaos Armour.
  • Blood Bind is an augment or a hex spell with a range of 18". The target must immediately move forwards using the Random Movement (D6) special rule if possible. In addition, the unit becomes subject to Frenzy. Units that are already Frenzied gain +1 Attack. This has no effect on models with the Animated Construct special rule.
  • Chaos Spawn have unit size 1-3. You may take 1-2 lone Chaos Spawn as a single Special choice.
  • Fixed bug with Flayerkin having I3 instead of I4.

Warhammer: Vampire Counts 1.5 out now!

This update changes the following:

  • All friendly Skeleton and Zombies units (but not any characters) within 6" of the Corpse Cart may re-roll all failed rolls To Wound in close combat and gain the Regeneration (6+) special rule.
  • You may not have more units of Skeleton Warriors armed with bows or crossbows than you have Skeleton Warriors without these weapons.
  • If, at the start of any of your turns following the death of the General, there is one or more friendly Wizard Characters on the table who know spells from the Lore of Necromancy, no unit in the army needs to take this Leadership test while at least one of them remain.
  • Invocation of Nehek is an augment spell with a range of 12". Cast on 5+. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 9+. However, Characters, Shrines, Chariots, Monsters or models with the Ethereal special rule can never regain more than D3 Wounds per successful casting.
  • All Strigoi Vampires has +1T and the Natural Armour (6+) special rule.
  • All full plate has been replaced with heavy armour.
  • Blood Knights cost 40 pts.
  • Konrad von Carstein has heavy armour.
  • Krell has BS3. Cost 215 pts.
  • Fell Bats cost 12 pts.
  • Wolf Lord: The model allows all units of Dire Wolves within 24" of it to March.
  • Vampiric: Models suffer -1 To Wound against them, unless they are using Magical Attacks or Flaming Attacks.
  • Crypt Ghouls cause Fear and have Ld6.
  • Crypt Horrors cost 35 pts.
  • Black Periapt costs 40 pts.
  • Lahmian Handmaidens have the Scouts special rule.
  • Clarified that Banshees and Terrorgheists can only use Ghostly Howl and Death Shriek in the Shooting phase.
  • Heavy armour for grave guard costs 2 pts.
  • Unbending Willpower is not cumulative with the Battle Standard.
  • Vampire Magic Levels cost 35pts/level.
  • von Carstein Vampire Lord costs 245pts.
  • Necrarch Vampire Lord costs 245 pts.
  • Lahmian Vampire Lady costs 235 pts.
  • Blood Dragon Vampire Lord costs 240 pts.
  • Strigoi Vampire Lord costs 245pts.
  • Necrarch Vampire costs 80 pts.
  • Blood Dragon Vampire costs 105 pts.
  • Strigoi Vampire costs 125 pts.
  • Vlad von Carstein costs 430 pts.
  • Neferata costs 500 pts.
  • Melkhior the Ancient costs 500 pts.
  • Zacharias the Everliving costs 725 pts.
  • Walach Harkon costs 470 pts.
  • The Red Duke cost 370 pts.
  • Gashnag does not have Multiple Wounds (D3). Costs 315 pts.
  • Sethep the Merciless costs 175 pts.
  • Cairn Wraiths are Skirmishers.
  • Varghulf costs 190 pts.
  • Boosted version of Raise Dead is 12+ to cast.

 

Warhammer: Tomb Kings 1.5 out now!

This update changes the following:

  • Chariot of the Gods is no longer a magic item.
  • Standard of the Undying Legion: If successfully cast, the bearer's unit immediately recovers D6+2 Wounds' worth of models, as described in the Restless Dead and Resurrecting Fallen Warriors.
  • Grand Hierophant of Khemri: If you take Grand Hierophant Khatep, he must be your army's Hierophant. He gives his unit the Regeneration (5+) special rule rather than Regeneration (6+).
  • Neferra's Scrolls of Mighty Incantations : However, a roll of any double (except 1's) when initially casting a spell using them will counts as rolling a 6 for the purpose of Ultimate Power.
  • Undead: They may make march moves if they are, or are joined by, a character with the My Will Be Done or Sworn Bodyguard special rule.
  • Aspect of Asaph, Goddess of Magic and Vengeance: The unit gains the Magic Resistance (2) special rule.
  • Increased price of all Aspects to 3 pts/model.
  • Light of Death is a magic missile.
  • The Restless Dead: Ch, MI, MC, MB can only recover D3 Wounds, and Mo can only recover a single lost Wound in this way per spell.
  • Djaf's Incantation of Cursed Blades is an augment spell with a range of 18". The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 10+.
  • Neru's Incantation of Protection is an augment spell with a range of 18". The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.
  • Ptra's Incantation of Righteous Smiting is an augment spell with a range of 18". The Wizard can instead choose to extend the range of this spell to 36". If they do so, the casting value is increased to 12+.
  • Skeleton Horsemen cost 10 pts.
  • Skeleton Horse Archers cost 11 pts.
  • Necrosphinx has S6.
  • Necrolith Colossus has A5. Additional hand weapon cost 10 pts.
  • Khemric Titan has Impact Hits (D6).
  • Fiery Roar upgrade costs 30 pts.
  • Khalida has the My Will Be Done special rule. Costs 300 pts.
  • Blessing of Asaph: If Khalida is included in your army, any unit of Skeleton Archers, Horse Archers or Chariots may be upgraded to gain the Poisoned Attacks special rule for all shooting attacks for +2 points per model.
  • Skeleton Chariot for character costs 45 pts.
  • Settra costs 545 pts.
  • Arkhan the Black costs 330 pts.
  • Sehenesmet costs 425 pts.
  • Ushabti have BS3.
  • Aspect of Sobk, God of Water and War: The unit may re-roll To Hit rolls of 1 with shooting and close combat attacks.
  • Bow of the Desert costs 20 pts.
  • Necropolis Knights cost 55 pts.
  • Tomb Scorpion cost 75 pts.
  • Tomb Swarm cost 40 pts.
  • Bastethi costs 20 pts.
  • Prince Tutankhanut has heavy armour, cost 210 pts.

Warhammer: Skaven 1.8 out now!

This update changes the following:

  • Strength in Numbers: Units with this special rule add +1 to its Leadership if it has Unit Strength 10 or more, +2 Leadership if it has Unit Strength 15 or more, and +3 Leadership if it has Unit Strength 20 or more.
  • All models in the Skaven army roll 3D6 and discard the highest result when determining their flee distance.
  • Smoke Bombs are not one use only.
  • Packmasters do not follow the rules for Champions. Cost 5 pts.
  • Stormvermin cost 6 pts. Heavy armour cost 1,5 pts.
  • Poisoned Wind Globes have a range of 8".
  • Master Moulders and Master Mutators may join units of Giant Rats or Rat Ogres and act as their handlers following the Mixed Units special rule, or be deployed in the front rank if they wish.
  • No Grey Seers may join Queek's unit.
  • Nurglitch knows the Plague spell from the Lore of Plague. Cost 425 pts.
  • War-litter has the Large Target (2) special rule.
  • Master Mutator cost 80 pts.
  • Throt the Unclean costs 175 pts.
  • Master Moulder costs 30 pts.
  • Stormfiend Ratling Cannons cost 45 pts.
  • Defening Peals only affect enemy War Machines and Chariots.
  • Skavenslaves have Mixed Unit special rule. Pawleader has WS3, BS3, Ld4. Costs 20 pts to upgrade.
  • At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well as the front rank of the Censer Bearers themselves, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules.
  • Doomflayer costs 30 pts.
  • Hell Pit Abomination has Immunity (Psychology).
  • Added Strength in Numbers to all Skirmishers.
  • Doomwheel has S6, shoot 3 lightning bolts, range 18". Cost 175 pts.
  • If the Screaming Bell suffers one or more wounds inflicted by a shooting attack with a Strength of 5 or more, it will immediately ring once using one D6, even if it is destroyed as a result of the attack.


Warhammer Expansion: Regiments of Renown 9th Ed 1.3 out now!

This update changes the following: 

  • Ricco's Republican Guard have heavy armour, cost 240 pts, 9 pts/model.
  • Braganza's Besiegers have heavy armour, cost 170 pts, 12 pts/model.
  • Voland's Venators have heavy armour, cost 180 pts, 23 pts/model.
  • Bronzino has medium armour.

Warhammer: Pirates of Sartosa 1.2 out now!

This update changes the following:

  • Dirty Fighting: When it is their turn to attack, a unit with this special rule may attempt to blind or distract the enemy once per close combat phase.
  • Clarified that Jaego's Roth's pistol has multiple shots (3).
  • Animosity: Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.

 

Warhammer: Orcs & Goblins 1.5 out now!

This update changes the following:

  • Animosity tests are taken in the Charge sub-phase after all normal charges has been declared during each of your turns. Units that have declared a charge don't test.
  • Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit.
  • A unit with Mork's Spirit Totem has Magic Resistance (D6). Roll to determine the effectiveness of the banner every time a spell is cast on the unit carrying it. Costs 50 pts.
  • While the Bully is still alive, their unit gains the Size Matters special rule and is no longer subject to Fear Elves.
  • Waaagh! Miscast results only remove D3 dice rather than D6.
  • Animosity applies to Squig Herders only, not the Squigs in the unit.
  • Skarsnik's Prodder is a polearm. Skarsnik costs 245 pts.
  • Orc Boar Chariot may take extra crew for 5 pts.
  • Big Stabba costs 10 pts.
  • Arachnarok Spider Flinger costs 20 pts. Any unit hit by a Flinger is covered in a mass of sticky webs, and suffer -1 to its M, WS, BS, S and I until the end of its next turn.
  • Brutal Beast Spirits is the Signature Spell for Lore of the Savage Waaagh!.
  • Bone Krusha: if the target is within 12" of the caster, it suffers 2D6 Strength 5 Hits; if the target is between 12" and 18" away, it instead suffers D6 Strength 5 Hits; if the target is more than 18" away, it only suffers D3 Strength 5 Hits.
  • Squig Lure is an augment spell with a range of 24" that targets any unit of Squigs. The target unit immediately makes a Random Move (2D6); and all Squigs (but not their riders or handlers) in the unit gain the Frenzy special rule until the start of the caster's next Magic phase. The caster can choose to have the Squig Lure target all friendly units within 12". If they do so, the casting value is increased to 10+.
  • Gaze of Mork is a direct damage spell. Extend a straight line, 18" in length, within the caster's forward arc and directly away from his base.
  • 'Eadbutt has a range of 12".
  • Waaagh! Targets all Orcs within 12".
  • Squiggly Curse has 12" range, cast on 9+. Boosted version gives 24" range, cast on 13+.
  • For each friendly Orc unit with a Unit Strength of 10+ in close combat within 24" of the Wizard, they add +1 to cast. Conversely, for each friendly Orc unit with a Unit Strength of 10+ fleeing within 24" of the Wizard, they suffer -1 to cast.
  • Catchweb Spider-shrine adds +1 to channelling attempts. Costs 40 pts.
  • Spider Riders cost 10 pts.
  • Any unit joined by the bearer of the Lucky Shrunken head may re-roll failed Ward saves from their War Paint. Costs 25 pts.
  • Models with Choppas can Parry.
  • Armour of Gork is a medium armour. Costs 60 pts.
  • You may take 1-2 Spear Chukka's as a single special choice.
  • Collar of Zorga costs 20 pts.
  • Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight.
  • The Evil Sun: To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. In subsequent turns, The Evil Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice.
  • Orc Boar Boyz cost 15 pts.
  • Savage Orc Boar Boyz cost 19 pts.
  • Brutal Beast Spirits: The unit gains +1 To Hit in close combat and may re-roll their pursuit distance until the start of the caster's next Magic phase.
  • 'Ere We Go! is an augment spell with a range of 12" and targets all Orc units (of any type) that are in range, including the caster itself.
  • Rogue Idol of Gork has T7, W10, does not have Natural Armour. Cost 230 pts.
  • Goblin Jester: Goblins are always encouraged by the presence of a Jester and any unit gains a +1 bonus to their Leadership characteristic and ignores Animosity as long as the Jester is alive. On the downside however, Goblins are always so distracted by Jesters that they are subject to the Stupidity special rule.
  • Waaagh!: In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
  • Doom Diver Catapult counts as an Orc & Goblin unit. May take an Orc Bully. If any units are touched by the Doom Diver's base, then each must take D6 Strength 5 hits which Ignores Armour saves. Costs 80 pts.

 

Warhammer: Ogre Kingdoms 1.5 out now!

This update changes the following:

  • For each Name-Gnoblar an Ogre has, he can choose an additional Big Name.
  • Ogre Tyrants, Bruisers and Hunters are able to spend points on a Big Name, as detailed in the army list.
  • Ice Spikes does not have a spell type.
  • Snowstorm is an augment spell that is cast upon the caster himself that targets all friendly units within 6". Until the start of the caster's next magic phase, any shooting targeted at units within the Snowstorm suffer -1 To Hit with their missile attacks.
  • Numbing Chill: Any enemy unit within 6" of a Thundertusk has the Always Strikes Last special rule.
  • Mournfang Cavalry and Rhinox Riders may take Look-Out Gnoblars.
  • Leadbelchers may take a magic standard worth up to 25 pts.
  • Mournfangs have Large Target (4).
  • Rhinoxes have Large Target (4).
  • Rhinox War Chariot has Large Target (4).
  • Scraplauncher has Large Target (4).
  • Skewerslinger has Large Target (4).
  • Ironblaster has Large Target (4).
  • Stonehorn has Large Target (6).
  • Thundertusk has Large Target (6).
  • Mammoth Trample: A single enemy unit in base contact suffers D6 Strength 7 hits, plus an additional D3 Hits for each rank of five or more models it has.
  • Spinemarrow is an augment spell with a range of 24". The target has the Stubborn and Immunity (Panic) special rules until the start of the caster's next Magic phase. The caster can choose to increase the power of this spell target all friendly units within 24". If they do so, the casting value is increased to 16+.
  • Fixed bug with Gorger having Ld5 instead of Ld8.

Warhammer Nippon 9th Ed 1.2 out now!

This update changes the following:

  • Way of the Warrior no longer treats any units as expendable. Instead they ignore Panic caused by units with a lower unmodified Leadership value (excluding any characters) than them. Lastly, they treat all models listed as Dishonourable as Expendable.
  • Samurai Warriors can upgrade to heavy armour for 2 pts. May take a Magic Standard up to 50 pts.
  • Samurai cavalry can upgrade to heavy armour for 2 pts. May take a Magic Standard up to 50 pts.
  • All Ashigaru units and war machines have Ld 7.
  • Ashigaru Spearmen's polearm and pike options cost 1 pt. May take medium armour for 1 pt. May take a Magic Standard up to 25 pts.
  • Ashigaru Bowmen may take medium armour for 1 pt. May take a Magic Standard up to 25 pts.
  • Ashigaru Arquebusiers may take medium armour for 1 pt. May take a Magic Standard up to 25 pts.
  • Warrior Monks may take medium armour for 1 pt. May take a Magic Standard up to 50 pts.
  • Onna Bushi may take medium armour for 2 pts. May take a Magic Standard up to 50 pts.
  • Added barding options for Daimyo and Hatamoto on Koimainu.
  • Yabusame: When firing from within 6", all their missile attacks have the Armour Piercing (1) special rule.
  • Oni have Ld7.
  • Ronin, Wako Pirates, Ninja, Shinobi and Kabuki Dolls are Dishonourable.
  • Additional crew for war machines cost 7 pts.