Saturday, 28 October 2023

Cult of Ulric 1.1 (beta) out now!

This ended up being a pretty quick update since I did not have to do a lot of rules-changes overall and is mostly a patch to fix some previous bugs, though it still took nearly all my free time over the last 3 days to finish it. There are a few new units to play around with though along with some additional magic items. Thanks to my Patreons as usual!

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Changelog:

  • All Empire rules and units available to the Cult of Ulric are included in the army list, so there is no need to reference Warhammer: Empire.
  • White Wolf Hammers gives +1 Strength and have the Armour Piercing (1) and Requires Two Hands special rules.
  • New Magic Items: Heart of Middenheim, Cloak of Anraheir, Fauschlag Ring, Banner of Middenheim, Banner of Ulric, The Knights Panther Battle Standard.
  • Talismans of Ulric are now regular magic items.
  • Midden Marshals have WS6, I6, A4. Cost 100 pts.
  • New Lord: Wizard Lord
  • New Lord: High Priest of Ulric
  • New Mount: Winter Wolf
  • New Mount: War Altar of Ulric
  • New Core Unit: Demilancers
  • Middenheim Militia replaces Free Company Militia. Cannot take crossbows or pistols.
  • Strength in Faith, Faith in Strength is limited to Ar-Ulric.
  • Warrior Priests of Ulric have White Wolf Cloaks and can ride Winter Wolves.
  • Seneschals can ride Winter Wolves.
  • Warriors of Ulric and Wolf-Kin can take bucklers, not shields.
  • Hunting Hounds are a Core Unit.
  • Knights of the White Wolf have heavy armour, cost 20 pts.
  • Removed Sons of Ulric.
  • Teutogen Guard have heavy armour. Cost 12 pts.
  • Brotherhood of the Axe is a Rare unit. Have S4 and full plate armour.
  • Knights Panther are a Special unit, have heavy armour, cost 20 pts. Inner Circle Knights are a Rare Unit.
  • Children of Ulric are Infantry with the Swiftstride rule. May be upgraded to Skirmishers. Unit size 5+. Are Special Units.
  • Huntsmen are Special Units.
  • Boris Todbringer does not have Crush the Weak.
  • Blitzbeil has Ice Attacks. Ar-Ulric may not take any additional Magic items.
  • Rein Volkhard costs 155 pts. May be mounted on a Winter Wolf.
  • Heinrich von Torlichhelm may take a lance.
  • Vorn Thugenheim does not have Inspiring Presence.
  • Storm Hammer: Models Hit in the turn the wielder charges may not attack that turn. Costs 25 pts.
  • Wolf Helm of the Teutogens cost 15 pts.

Kingdoms of Ind 1.1 out now!

This update changes the following:
  • Ganeshas have A3, Natural Armour (5+). Cost 39 pts.
  • Warriors renamed to Rajputs.
  • Rajputs can take spears and shields together (bug fix).
  • War Elephants may replace longbows with handguns. Spikechains give Impact Hits (D6+1).
  • Vanaras have A1, cost 6 pts.
  • Garudas cannot take two hand weapons.
  • Noble Cavalry renamed to Mansabdars.
  • Raider Cavalry renamed to Pindari Horsemen.
  • Pindari Cavalry and Camel Riders may replace shields with shortbows.
  • Fixed bug with incorrect spell levels for Mantrik.
  • Maharajahs and Rajahs can take longbows instead of bows.
  • Fixed bug with Ganeshas and Nagas having Unit Size 10+ instead of 3+.
  • Temple Chariots make any unit joined by them Unbreakable.
  • War Elephants may take great bows.

Wednesday, 25 October 2023

Kingdoms of Ind 1.1 (beta) out now!

After 6 or so years, Ind has finally received a new update! This too ended up quite a bit bigger than I had planned, with a lot of new units, some removed units and some repurposed units. The army has received several new units based on Mughal India while shifting the names to better fit any period of Indian history. They have also had several old Deva units changed to beastmen which better fits the canon GW lore, and have also received several new monsters based on Hindu mythology. Hope you enjoy the update, and many thanks to my Patreons for their support!

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This update changes the following:

  • New army special rule: Karma
  • Removed Caste System.
  • Removed Pata (replaced by two hand weapons)
  • Removed Chakram (replaced by throwing weapons).
  • All models with the Deva special rule have the Fear, Immunity (Psychology), Magical Attacks, Ward save (5+) and Unstable special rules. Deva do not take instability tests.
  • Weapons of the Devas can now be taken by all characters. Reworked pretty much all of them to be weaker but cheaper.
  • Reworked the Lore of the Devas with new Lore Attribute and new spells based on the major gods of Hinduism.
  • Throne Bearers do not add +1 armour save to the character has Unit Strength 4, Large Target (2). Costs 10 pts.
  • Guru is now called Mantrik. Does not have the Spiritual Leader special rule. Are part of the Noble Caste. Costs 165/65 pts.
  • Removed the Unswerving Loyalty special rule. Maharajah costs 90 pts, Rajah 50 pts.
  • Vishkanyas have the Dodge (5+) special rule and throwing weapons, costs 95 pts.
  • Beastmaster: The animals themselves do not award any Victory Points. May take throwing weapons. Removed the Unleash the Beasts special rule. Costs 30 pts.
  • Greater Devas may take Magic Items up to 100 pts. Do not have the Creator, Preserver or Destroyer special rules, instead have one additional spell from the Lore of the Devas.
  • Rajputs renamed to Indan Warriors. Have shields by default. Costs 4 pts. Can take spears. Make not take throwing weapons.
  • Most units can take Magic Standards.
  • Archers, Royal Chariots and War Elephants have longbows.
  • Archers cost 7 pts.
  • Urimi Swords add +2 Attacks. Urumi swordsmen may take bucklers. Urumi Swordsmen are Skirmishers, cannot take standard bearers or musicians. Cost 5 pts/model.
  • New Core Unit: Skirmishers. Can be armed with javelins, slings or throwing weapons.
  • Pindari Cavalry renamed to Raider Cavalry. May take light armour.
  • Zamindar Horsemen renamed to Noble Cavalry. Barding costs 1 pt.
  • Renamed Fakir to Snake Charmer. You must include one Snake Charmer for every 2 Snake Swarms at no additional cost. Each Snake Charmer can only control 2 Snake Swarms each. If a Snake Charmer is killed, the Snake Swarms he controlled are automatically removed as casualties as soon as the unit is out of close combat.
  • New Core Unit: Camel Riders.
  • Maiden Guard may not take additional hand weapons. Cost 8 pts.
  • Holy Warriors have Magic Resistance (1) and medium armour.
  • Shaturnals are S5. Camel Gunners cost 15 pts.
  • Royal Chariots may take up to 5 crew. Can swap bows for javelins. Have a 6+ save by default.
  • War Elephants may take up to 3 extra Mahouts.
  • Bengal Riders may take additional hand weapons.
  • Rakshashas may take great weapons.
  • Vanaras have Dodge (6+) and Obstacle Strider, I4, costs 7 pts. Blowpipes are optional.
  • Garudas, Ganeshas and Naga are Beastmen, not Deva.
  • Garudas may take additional hand weapons or bows. Have WS3, BS3, I4. Cost 12 pts.
  • Ganeshas has I2, cost 36 pts. They are now a Special Unit.
  • Maruts have medium armour and Lightning Attacks, costs 14 pts.
  • Nagas cost 43 pts. They are now a Special Unit.
  • New Special Unit: Sepoys.
  • New Special Unit: Yakshas.
  • New Rare Unit: Great Cannon
  • New Rare Unit: War Rocket
  • New Rare Unit: Temple Chariot
  • New Rare Unit: Vimana Chariot
  • New Rare Unit: Makara
  • New Rare Unit: Yali
  • New Rare Unit: Shesha
  • Removed Thugees.
  • Removed Peasant Levies.
  • Removed Basilisk.
  • Darahma may ride a Chariot. Costs 300 pts.
  • Karishna may ride a Chariot. Costs 290 pts.
  • Urjana costs 160 pts.

Sunday, 15 October 2023

Daemons of Chaos 1.6 out now!

This update changes the following:

  • Removed the Reign of Chaos rule.
  • Changed the Lore Attribute for all Chaos lores to be able to target any friendly unit for that god. For each result of 5+, add 1 Wound's worth of models to the unit.
  • Removed Unnatural Swiftness from Undivided Gifts (already a Slaanesh gift).
  • Impenetrable Hide only gives +1T, costs 20 pts.
  • Awesome Strength also gives +1S, costs 15 pts.
  • Unbreakable Skin: The Daemon gains the Natural Armour (5+) special rule. Costs 15 pts.
  • Unholy Flurry only gives +1 Attack, costs 15 pts.
  • Diabolic Splendour: The Daemon may re-roll failed Ward saves from the Daemonic special rule.
  • The Endless Gift gives Regeneration (6+), costs 10 pts.
  • Added points costs to new Tzeentch items.
  • Removed "If a Daemonic unit somehow has the Unbreakable special rule, it takes no Daemonic Instability test."
  • Brimstone Horrors have BS3. They are on 25x25 mm bases.
  • Acquiescence boosted version is cast on 11+.
  • Symphoniac: At the beginning of each round of close combat, all enemy models in base contact with the Daemon must pass a Toughness test or suffer 1 Wound which Ignores Armour saves. Costs 20 pts.
  • Fixed a multitude of bugs.

Tuesday, 3 October 2023

Daemons of Chaos 1.6 (beta) out now!

That took a bit longer than planned, which is hardly a surprise to people that have been following the pretty long discussions on the Discord server! This ended up being a much larger update than just adding a few new units, with changes to their army special rules and the inclusion of a ton of new Magic Items, Daemonic Gifts and new units. I have also sorted the army list by God allegiance rather than just unit type to make it easier for mono-god players to find their units. This list also includes all magic items and special characters that were previously in the expansions. Anyway, hope you enjoy the rules so far, and huge thanks to the Patreon supporters who inspire me to keep me going!

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This update changes the following:

  • Daemonic Instability: Daemonic units are Unbreakable. However, when a unit of Daemons loses a combat it must take a Daemonic 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. Removed results of double 1 and double 6.
  • Added Daemonic Animosity army special rule. If there is a Daemonic unit within 6" of another Daemonic unit belonging to a different God those units suffer a -1 Leadership penalty. However, Daemons of Khorne and Slaanesh, or Tzeentch and Nurgle, respectively, suffer a -2 penalty to their Leadership if within 6" of each other instead.
  • Reworked Reign of Chaos table to only have 6 results, no longer tied to the Winds of Magic roll. 1 and 6 is a buff/nerf to their Daemonic Instability. 2-5 can only target a single unit on each side, but does so automatically.
  • Added a ton of new Magic Items and Powers from Age of Sigmar and 8th edition (they now have around twice as many).
  • Enemy units in base contact with a Daemon of Nurgle suffer a -1 penalty to their Weapon Skill.
  • Daemon of Slaanesh gives AP(1). Each To Hit roll of 6 generates an additional Attack. These additional Attacks cannot generate further attacks.
  • New Hero: Exalted Daemon
  • New Hero: Sloppity Bilepiper
  • New Hero: Spoilpox Scrivener
  • New Core Unit: Brimstone Horrors
  • New Core Unit: Imp Swarm
  • New Special Unit: Daemon Brutes
  • New Special Unit: Pleasureseekers
  • New Special Unit: Blood Chariot
  • New Special Unit: Plague Chariot
  • New Rare Unit: Changebringers
  • Awesome Strength costs 30 pts, adds +2S. Is an undivided gift.
  • Massive Stature: Monstrous Infantry only. The Daemon becomes a Monster. In addition, it gains +1 Wound. Costs 45 pts.
  • Skull Totem: The unit carrying the Skull Totem gain +2 Movement to any March moves it makes and do not need to test to be able to March due to nearby enemies. Costs 15 pts.
  • Battlemaster costs 20 pts.
  • Awesome Strength  for Khorne renamed to Massive Might: The Daemon may re-roll failed rolls To Wound in close combat. Cost 20 pts.
  • Etherblade costs 25 pts.
  • Each Gift may only be taken once per army.
  • Herald of Khorne is now called Bloodmaster.
  • Herald of Tzeentch is now called Changecaster.
  • Herald of Nurgle is now called Poxbringer.
  • Herald of Slaanesh is now called Viceleader.
  • Great Standard of Sundering: All enemy Wizards within 12" of this banner suffer a -2 penalty to cast spells, and will miscast on the roll of a double 1's and 2's.
  • Chaos Furies have Ld6. Furies may be upgraded to God-aligned Daemons.
  • Bloodthirsters may take Daemonic Gifts up to 150 pts.
  • Bloodmasters may wear light armour.
  • Bloodmasters may take Daemonic Gifts up to 75 pts (50 pts if BSB).
  • Bloodletters cost 13 pts.
  • Exalted Flamers and Flamers have the Strider special rule.
  • Additional hand weapon for Great Unclean one costs 20 pts.
  • Beasts of Nurgle have D6+1 Attacks, costs 60 pts.
  • Shield for Keeper of Secrets costs 20 pts.
  • Infernal Enrapturess is a Hero, costs 135 pts. Has WS6, W2, I6, A3.
  • Fiends of Slaanesh may take a champion.
  • Soporific Musk affects units rather than models.
  • Exalted Seeker Chariots are a Rare choice. Causes 3D6 Impact Hits. Cost 210 pts.
  • Hellflayers cause 2D6 Impact Hits. Cost 120 pts.
  • Contorted Epitome can cast Acquiescence on a 5+ instead of 3+.
  • Skaarac's Undying Hate only affects models in base contact. Burning Blood is Strength 4.
  • Dark Halo: Azazel may re-roll failed Ward saves.
  • Skulltaker has light armour.
  • Epidemius Tally of Pestilence only affects his own units. Costs 150 pts.
  • A Palanquin adds +3 Unit Strength to the rider.
  • Nurglings have Large Target (1).
  • Syll'Esske has Large Target (3).
  • Bloodbeasts have T4, cost 55 pts.
  • In the event of a Pink Horror unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds which Ignores Armour saves.
  • Contorted Epitome has T4.
  • Poxbringers and Viceleaders may be upgraded to Level 2 Wizards.