Saturday 14 September 2024

Warhammer - Ogre Kingdoms 1.6 (beta) out now!

This ended up being a fairly large update, with changes to most units. Ogre Charge now increases the change of breaking the enemy on the charge to make up for the Ogres lack of ranks, and all Ogres have been given Natural Armour (6+) to account for their thick skin and strong abdominal muscles that protect them. This was a concession to make the army more balanced, and you can expect Natural Armour to become more prevalent for many beasts and monsters that currently lack any sort of armour. Gut-plates are finally a thing, replacing the light armour of most units. This only gives a save against attacks to the models front, but combined with the natural armour, they are going to be more armoured overall.

The Lore of the Great Maw has seen a lot of buffs, with longer range on all augment spells as well as lowered casting values. 6 new spells have been added as usual, mostly focused on augmenting the ogres in combat. With their fairly low casting values, this makes the Lore of the Great Maw fairly similar to the 6th edition version.

As for new things, Ogres now have a lot of new Magic Items, probably doubling their previous amount. Several items have also been moved from special characters to the Magic Item pool for the army. You also have a new Hero in the form of the Gnoblar Honcho to give your Gnoblars a small boost in combat.

Hope you enjoy the update, and as always - a huge thanks to my Patreon supporters!

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Patch notes:

  • Ogre Charge: In addition, they count as having one more rank than their actual number for the purpose of determining Steadfast in any turn that they charge.
  • All Ogres have Natural Armour (6+). Increased cost on all models accordingly.
  • New equipment: Gut-plate: Models with gutplates gain a 6+ armour save against attacks to the model's front.
  • Gut-plates replace light armour for all Ogres. Models with medium armour now have light armour. This means Ogre characters can take magical gut plates plus light armour, giving them an overall higher armour save than before.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Great Maw. Increased range and lowered casting value of most existing spells.
  • Added dozens of new Magic Items.
  • Vessel of the Gulping God: A Slaughtermaster with a Great Mawpot gains a 4+ Ward save as well as the Inspiring Presence (6) and Stubborn special rules. In addition, he gains a +1 casting bonus and add +6" to the range of his spells. Finally, his troop type changes to War Machine and he counts as being part of the crew. The Slaughtermaster can never choose to leave the Great Mawpot during the game. If the Slaughtermaster is killed, the Great Mawpot is also removed as a casualty.
  • Battlebroth: Whenever the Slaughtermaster (with a Great Mawpot) casts an augment spell, the target unit regains 1 Wound's worth of models, just like a Summoning spell.
  • Great Mawpot does not have the Hunger of the Great Maw spell.
  • Harpoon Launcher for Hunters cost 10 pts.
  • Hunters may not be mounted on Thundertusks.
  • Tyrants cost 215 pts.
  • Slaughtermasters cost 255 pts.
  • Bruisers cost 135 pts.
  • Butchers cost 110 pts.
  • Hunters cost 130 pts.
  • Firebellies cost 130 pts.
  • A Hunter mounted on a Stonehorn has Unit Strength 14 and a Line of Sight value of 6.
  • Yhetee Rimespeaker has Ld8.
  • Yhetee Rimespeaker has Everwinter Prayers: A model with this special rule knows the three Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the Prayers is answered and take immediate effect.
  • Call of the Blizzard: All missile fire targeting the Rimespeaker and their unit suffer -1 to Hit until the start of your next turn.
  • Keening Gale: The Rimespeaker and their unit gains +3 Movement until the start of your next turn.
  • Pulverising Hailstorm: All enemy units in base contact with the Rimespeaker suffer D6 Strength 4 Hits.
  • New Hero: Gnoblar Honcho
  • A model mounted on a Mournfang has a Unit Strength and Line of Sight value of 4.
  • Rhinox renamed to Grimhorn Rhinox. Are a Monstrous Creature, A4. A model mounted on a Grimhorn Rhinox has a Unit Strength and Line of Sight value of 5.
  • Chariots are pulled by Young Rhinox.
  • Ogre Bulls cost 29 pts.
  • Ironguts cost 43 pts.
  • Down to the Ironguts: If a friendly unit of Ogres within 6" of an Irongut unit breaks from combat, the Ironguts may re-roll 1's when rolling To Hit and To Wound in close combat this turn.
  • Gnoblar Fighters may take shields.
  • Leadbelchers cost 42 pts.
  • Mournfang Cavalry costs 68 pts.
  • Gorgers have W3, cost 43 pts. Have Unit Size 1-5. May take a Leader. Are skirmishers. Can take additional hand weapons or great weapons.
  • Maneaters cost 43 pts. They now pay for each special rule individually instead of just picking one.
  • Sabretusks have Natural Armour (6+), costs 19 pts. May only choose one upgrade. Killing Blow costs 1 pt.
  • Rhinox War Chariot costs 140 pts.
  • Grimhorn Rhinox Riders are Monstrous Creatures. Unit Size 2+. Cost 110 pts. Grimhorn Rhinoxs have a Unit Strength and Line of Sight value of 5. May take additional hand weapons.
  • Ironblaster costs 190 pts.
  • Cannon of the Sky-titans has range 48".
  • Stonehorn Rider has a light lance, not a chaintrap. Can replace light lance with a Blood Vulture.
  • Stonehorn costs 260 pts.
  • Thundertusk costs 260 pts.
  • Removed Smooth Ride special rule.
  • Slave Giant has Natural Armour (6+), costs 155 pts.
  • Throttle with Chain: Both the Slave Giant and the target roll a D6 and add their respective Strength values. If the Slave Giant's roll is higher than the target's, the target suffers D6 Wounds which Ignore Armour Saves. If the Slave Giant's roll is 1 during the roll-off, they cannot attack at all in the following round of the same combat.
  • Greasus Goldtooth costs 370 pts.
  • Ghark Ironskin may take 75 pts of magic items. Costs 385 pts.
  • Skrag the Slaughterer costs 460 pts.
  • Groth Onefinger does not have magic items by default. Costs 360 pts.
  • Morg Magmaborn costs 340 pts.
  • Golgfag Maneater does not have Easy Come, Easy Go. Has light armour and gut-plate. May take 50 pts of magic items. Has Immunity (Psychology). Costs 155 pts.
  • Golgfag's Maneaters: Golgfag Maneater must be accompanied by a unit of Maneaters chosen from the army list as normal. This unit must be given a full command. Skaff is the unit's Standard Bearer. Golgfag is the unit's Leader and may never choose to leave this unit.
  • Bragg the Gutsman may take 25 pts of magic items. Costs 150 pts.
  • Braugh Slavelord has a 6+ save from his gut-plate.
  • Jhared the Red does not have magic items by default. Costs 160 pts.

Warhammer - High Elves 1.6 out now!

Patch notes:

  • Fixed multiple minor bugs.
  • Valour of Ages: Models with this special rule re-roll all failed Panic tests caused by Dark Elves.
  • Pure of Heart: When fighting against Dark Elves in close combat, they gain Immunity (Psychology).
  • Attuned to Magic: After rolling for the Winds of Magics each turn, divide the result by the number of 1000 points played (so at 2000 or more points, divide the result by 2; at 3000 or more points, divide the result by 3; and so on). Then consult the table below to see what effect it will have until the start of the next Magic phase.
  • Eltharion the Grim is an Infantry model by default, costs 350 pts.
  • The Storm Riders: This unit has the Hatred special rule, and causes Fear in all Dark Elves.
  • Spear Of The Shores cost 40 pts.
  • Sword of Victory cost 35 pts.
  • Dragonblade Lance: Hits are resolved as that from a Bolt Thrower, except the Strength does not decrease for each rank.
  • Golden Shield is Infantry or Cavalry only.
  • Helm of Fortune is Infantry or Cavalry only.
  • Shadow Armour: The wearer gains the Strider special rule. In addition, no enemies can draw Line of Sight to them unless they are within 6".
  • The bearer of the Shield of the Merwyrm gains a 6+ armour save and the Parry (6+) special rule. Costs 20 pts.
  • Mask of the Merlord: In addition, the wearer and any unit they join gains the River Strider special rule and counts as being in soft cover while in any river. Costs 10 pts.
  • Vambraces of Defence is Infantry or Cavalry only.
  • The Golden Crown of Atrazar gives the bearer a 4+ Ward save and the Stupidity special rule. In addition, at the start of each of your turns, they suffer -1 to their Leadership. Costs 25 pts.
  • Phoenix Stone is Infantry or Cavalry only.
  • Talisman of Blinding Light: All enemy units in base contact with the bearer suffer -1 to their Weapon Skill in the first round of close combat.
  • Trickster's Pendant costs 30 pts.
  • The Banner of Sorcery adds +1 Power dice to your power pool in each of your own Magic phases. Costs 30 pts.
  • Clarified Illusory Assault.
  • Dragon Mages have Sunstaff: Arcane Item. A Sunstaff contains Bound Spell, Power Level 5. This spell can be cast on the Wizard themselves. Until the start of their next Magic phase, the Wizard gains +1 Attack, +3 Strength, the Flaming Attacks special rule and always Hits on the roll of a 2+ in close combat.
  • Pendant of Vengeance: When fighting Dwarfs, the bearer may force a successful Leadership test while using an Anvil of Doom or Rune Lore to be rerolled.
  • Sky Arrow Of Naloer cannot be used with Sniper.
  • Sigil of Asuryan costs 55 pts.
  • Added Althran Stormrider. He has the Armour of Protection (5+ ward). Removed Armour of Protection from the magic item pool. Removed Potion of Foolhardiness from Althran. Costs 210. May take 50 pts of magic items.
  • Annulian Crystal costs 55 pts.
  • Ring of Corin costs 35 pts, is power level 7.
  • Vortex Shard removes D3 dice, costs 20 pts.
  • Radiant Gem of Hoeth costs 35 pts.
  • Talisman of Blinding Light costs 15 pts.

Tuesday 10 September 2024

Warhammer - High Elves 1.6 (beta) out now!

Another quick update as planned! Nothing too major, mostly just minor tweaks and some additions. The main new thing is the addition of Elven Honours from 6th edition and The Old World, meaning you can build characters for each of the different regions of Ulthuan now, rather than just the existing support characters. High Magic now mirrors that of the Lizardmen book (but with its unique Lore Attribute), and Mist Magic has been reworked a bit. 

As for new things, the Handmaiden is back as a hero, with the unit now essentially being an upgrade for the Sisters of Avelorn instead, which are now a Rare unit. You also have access to War Lions in Special, and last but definitely not least - Drakemasters, as seen in 3rd and 6th edition! This is by far the biggest "monstrous cavalry" - so big that they are monstrous creatures instead. Costing a whooping 175 pts, you are not likely to take more than 1-2 in most games - which is probably for the best.

Other new additions are essentially Regiments of Renown that are upgrades which you gain access to through certain special characters. As for the latter, six of them have been removed, but their magic items have been added to the magic item pool instead, allowing you build these characters yourself for the most part.

Hope you enjoy the update as usual, and many thanks for your continued support as always!

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Patch notes:

  • Elven Grace works for mounted models.
  • Lion Cloak: The bearer gains the Natural Armour (6+) special rule against missile attacks.
  • Dragon Armour gives a 3+ save.
  • Added 6 new spells to High Magic and reworked existing spells.
  • New section: Elven Honours.
  • Added several new Magic Items.
  • Princes and Nobles have light armour by default. They may not take Lion Chariots, Lion Cloaks, Dragon Armour, Sun Dragons or Star Dragons without the appropriate Honour.
  • Loremaster of Hoeth is a Level 3 Wizard. Cost 250 pts.
  • Nobles cost 55 pts.
  • Anointed of Asuryan costs 145 pts. Flamespyre Phoenix mount costs 210 pts.
  • Sea Helm may be Battle Standard Bearer.
  • Mistweaver cannot upgrade to Lvl 2. Adjusted wording and casting values on Mist spells.
  • Increased cost of Ithilmar barding.
  • Sun Dragons are limited to Dragon Mages.
  • Griffon is a Monstrous Creature.
  • Handmaiden of the Everqueen is a Hero, not a rare unit.
  • Spearmen do not have Fight in Extra Ranks (1) (can be taken as a Honour instead). Cost 10 pts.
  • Medium armour for archers cost 1.5 pts.
  • Warriors have medium armour by default, cost 9 pts. Cannot take two hand weapons or skirmish.
  • New Core Unit: Rangers
  • Silver helms have optional barding, cost 18 pts by default. Increased the cost of heavy armour.
  • Reaver Knights have light lances by default, cost 15 pts.
  • Removed Woodsman's Axe.
  • White Lions have Multiple Wounds (2), Ld8.
  • Dragon Princes cost 30 pts.
  • Shadow Warriors have WS5 and Elven bows. May take Elven longbows. May not take shields. May not take standard bearer or musician. Have the Loner special rule.
  • Sisters of Averlorn is a Rare Unit. May be taken as a Special Unit if Alarielle is in the army. May take spears and full command.
  • Tiranoc and Lion Chariots can be upgraded to standard bearers.
  • Lion Chariot costs 100 pts.
  • New Special Unit: War Lions
  • Phoenix Guard may take a Magic Standard worth up to 75 pts. Have Elven Grace.
  • Phoenix Guard may be taken as a Special Unit if Finubar is the Army General.
  • Lothern Skycutter costs 80 pts.
  • Eagle Eye Bolt Thrower has a range of 36".
  • Attuned to Magic: A model with this special rule has a 5+ Ward save and the Magical Attacks special rule. At the start of each Magic phase, roll a D6 and consult the table to see what effect it will have until the start of the next Magic phase.
  • Flamespyre Phoenix has A4, costs 240 pts.
  • Frostheart Phoenix has A3, costs 245 pts.
  • Added 4 new upgrades to the Phoenixes.
  • New Rare Unit: Drakemasters
  • Finubar and any unit of White Lions of Chrace that he joins are Unbreakable.
  • If Alarielle is with a unit of Sisters of Averlorn, the whole unit gains the Stubborn special rule.
  • Eltharion the Grim has an Elven bow.
  • If Eltharion the Grim is your Army General, you may upgrade one unit of Sentinels to Silverin Guard for a cost of +2 points per model. This unit has heavy armour and the Magic Resistance (1) special rule.
  • Eltharion the Blind has Killing Blow.
  • Alith Anar has the Loner special rule.
  • The Grey: If Alith Anar is included in your army, you may upgrade one unit of Shadow Warriors to The Grey for a cost of +1 point per model. If this unit is wholly within a terrain feature, enemies cannot draw Line of Sight to them unless they are within 12".
  • Imrik has A5, costs 590 pts.
  • The Fireborn: If Imrik is your Army General, you may upgrade one unit of Dragon Princes of Caledor to The Fireborn for a cost of +2 points per model. This unit has the Flaming Attacks and Multiple Wounds (2) special rules.
  • Sea Lord Aislinn does not have any Magic Items. Can pick items up to 100 pts. Has WS7, BS6, I7. Costs 180 pts.
  • The Storm Riders: If Sea Lord Aislinn is your Army General, you may upgrade one unit of Lothern Sea Guard to Storm Riders for a cost of +1 point per model. This unit has the Vanguard special rule, and caused Fear into all Dark Elves.
  • Korhil have the previous Woodsman's Axe abilities and Multiple Wounds (2). Cost 175 pts.
  • The Puremane Company: Unless Korhil is mounted on a Lion Chariot of Chrace, he must be accompanied by a unit of White Lions of Chrace chosen from the army list as normal. This unit has the Immunity (Fear) special rule. Korhil may never choose to leave this unit.
  • Caradryan has Blessings of Asuryan, costs 200 pts.
  • Keepers of the Flame: Unless Caradryan is mounted on Ashtari, he must be accompanied by a unit of Phoenix Guard chosen from the army list as normal. This unit has the Magical Attacks special rule. Caradryan may never choose to leave this unit.
  • Ashtari has A4, costs 260 pts.
  • Removed Althran.
  • Removed Selafyn.
  • Removed Salendor.
  • Removed Liandra Athinol.
  • Removed Thaindal.
  • Removed Hallar.

Saturday 7 September 2024

Warhammer - Beastmen 1.7 (beta) out now!

Well, I did say it was going to be a quick update, and quick it was! As mentioned, not a ton of changes overall. Some new characters (finally allowing you to take Centigor and Ungor heroes) and a new unit in the form of Balewolves. The spells have been greatly expanded with the spells from Warriors of Chaos, as has the Lore of the Wild. There's also quite a lot of new magic items added. Apart from that it's mostly just some tweaks and new options, as well as added consistency from Warriors of Chaos.

Hope you enjoy the update, and thanks for your continued support!

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Patch notes:

  • Beastmen characters are divided into Gors, Ungors, Centigors and Minotaurs. Character may only join units of the same Breed as themselves. In addition, Ungors do not cause Panic in any of the other Breeds above.
  • Thunderous Charge: Models with this special rule has the Mighty Blow (2) special rule in turns when it charges.
  • Mark of Nurgle does not cause an Initiative penalty. Increased the cost for several units.
  • Increased the cost of great weapons.
  • Added 6 new spells to the Lore of the Wild, Tzeentch, Nurgle and Slaanesh. Reworked some of the existing spells.
  • New Magic Lore: Lore of Chaos
  • Added a few new Gifts of Chaos.
  • Added multiple new Magic Items.
  • Jagged Dagger is a Magic Weapon.
  • Shard Of The Herd Stone: One use only. This item may be used at the start of any of your Magic phases. When used, place a Herdstone (see Mystical Monuments in the Warhammer Rulebook), no more than 3" in diameter, within 6" of the Wizard. Beastmen units within 6" of a Herdstone have the Armour Piercing (1) special rule. Each friendly Beastman Wizard within 12" of the herdstone generates an additional power dice. Costs 50 points.
  • The unit carrying the Banner of Outrage roll an additional D6 for Primal Fury tests and discard one dice of your choice. However, all enemy units gain the Hatred special rule against the unit.
  • Tweaked the cost and effects of multiple other magic items.
  • Beastlords and Wargors may take javelins.
  • Removed Slaughterer's Call.
  • New Hero: Warhoof
  • New Hero: Halfhorn
  • Gors do not have shields by default, cost 7 pts. May take polearms and great weapons.
  • Spears for Ungors cost 0.5 pts.
  • Tuskgors are S3, have Thunderous Charge.
  • Chariots may be upgraded to standard bearers.
  • Centigors have bucklers by default, can upgrade to shields.
  • New Special Unit: Balewolves
  • Razorgors have S4.
  • Razorgor Chariot costs 100 pts.
  • Harpies may take a Leader.
  • Chaos Trolls cost 46 pts.
  • Troll Vomit: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit which Ignores Armour Saves after resolving all their normal Attacks. This cannot be used with supporting attacks.
  • Dragon Ogres are Loners.
  • Cockatrice is a Monstrous Creature, has W4. Costs 165 pts.
  • Petrifying Gaze does not suffer any To Hit penalties.
  • Manticore is a Monstrous Creature, is a Special Unit.
  • Ghostsight: The Cygor may re-roll any failed To Hit when fighting Undead, Wizards, models with Magical Attacks, Ward saves (excluding Dodge and Parry) or any sort of magic item.
  • Hurl Attack: If the target unit contains one or more models mentioned in Ghostsight, you may re-roll the scatter dice.
  • Cygors have A4.
  • Regenerative Snacking: For every model killed in close combat by the Hag Tree, roll a D6. On a 4+, the Hag Tree regains one wound previously lost in battle.
  • The Cloak of the Beastlord gives Gorthor a Ward save equal to the Strength of the attack that hit him, to a minimum of 6+.
  • Taurox has the Natural Armour (2+) special rule and light armour.
  • The Sons of Ghorros: Ghorros must be accompanied by a unit of Centigors chosen from the army list at a cost of +1 point per model.
  • Moonclaw is a Loner.

Wednesday 4 September 2024

Warhammer - Skaven 1.9 (beta) out now!

Quite a few changes here, but nothing too major. First up; there will be more units added in a few weeks when the Age of Sigmar Battletome for Skaven is released, so you can look forward to some more stuff then! 

As for some of the bigger changes with this update, Life is Cheap is now an army special rule like in 6th ed, meaning you are free to blast into combat regardless of what units are involved rather than just Skavenslaves. 

The other major change is weapon teams, who are now stand-alone Special units. This means you have to invest more points for regular troops in core, but your weapon teams are no longer limited by the amount of infantry units you have. In order to keep gunlines in check though, there is a limit on how many duplicate weapon teams with missile weapons you can take. 

Lastly, Stormfiends are now Monstrous Creatures as better suitable for their size, and are not taken in units. This means they are individually more powerful, but are not as overwhelming to deal with as they were previously in units, making them more of a support unit than elite shock troops.

As usual, many thanks to my Patreons for your continued support, and hope you enjoy the update!

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 Patch Notes:

  • All Skaven models can voluntarily target ranged attacks (including templates) at enemy units engaged in close combat with other friendly units even if they are further than 4" away. However, if they do so, they will hit their own troops on To Hit rolls of both 1's and 2's rather than just 1's.
  • Anytime a weapon that uses Unstable Ammunition scores a result of 1 on its roll To Hit, roll another dice. On a following roll of 1-2 the gun misfires and the shooter suffer the hit themselves.
  • New Weapon: Ratling Pistol
  • New Weapon: Warpvolt Obliterator
  • New Mount: Gnaw-beast
  • Grey Seers have no Warpstone Tokens by default. Cost 200 pts. Can take up to 5.
  • Deafening Peals includes Shrines.
  • Daemonic: A Verminlord has the Magical Attacks and Unbreakable special rules. In addition, they have a 5+ Ward save which gets reduced to a 6+ Ward save against Magical Attacks. However, if a Verminlord loses a round of close combat it must take a Daemonic Instability test. This works like a normal Break test, except that for every point it fails the test by, it suffers one additional Wound with no saves allowed. The Daemonic Instability test can use Inspiring Presence and/or Hold Your Ground as normal.
  • To throw the Scry-orb, place the small round template with its centre anywhere within 12" and line of sight of the Verminlord Warpseer – it scatters D3".
  • Warlock Masters/Engineers may take up to 3/1 Warpstone Tokens.
  • Added multiple new spells to the Magic Lores.
  • Added multiple new Magic Items. Tweaked the rules and costs on several existing items.
  • Moved some Wargear to Magic Items. Wargear no longer counts towards Magic Item allowance. Limited the amount that can be taken by a single character.
  • Assassins may take slings.
  • Plague Priests may not take mounts.
  • Spears for Clanrats cost 0.5 pts.
  • Stormvermin Leader may take a Warplock Pistol.
  • Weapon Teams are now Special Units. Each Warpfire Thrower, Ratling Gun, Warpvolt Scourger and Poisoned Wind Mortar counts as the same Special choice for the purpose of taking duplicate units. Reworked the results on the misfire charts slightly.
  • Warp-grinders must deploy with any friendly Infantry unit.
  • New Unit: Warpvolt Scourgers
  • Skavenslaves pay 2 pts for polearms and slings.
  • The unit must include one Pawleader for every 20 Skavenslaves. Cost 15 pts.
  • Night Runners are Skirmishers by default. Can replace throwing weapons with slings for 2 pts.
  • Giant Rats have Unit Size 10+.
  • Plague Disciples: A unit of Plague Censer Bearers within 3" of a friendly units of Plague Monks may use the "Look Out, Sir" rule as if they were characters. In addition, if the Plague Censer Bearers are within 6" of a Plague Furnace they have the Stubborn special rule.
  • Wolf Rats have the Scurry Away special rule.
  • Poisoned Wind Globadiers do not have light armour by default. Cost 8 pts.
  • Warplock Jezzails cannot take a champion.
  • Ratling Gun is Ponderous. Costs 55 pts.
  • Poisoned Wind Mortar does not have Move or Fire. If the unit moves and fires in the same turn, the shot will always be fired indirectly.
  • Doom-flayers are Chariots.
  • Stormfiends are Monstrous Creatures, single model units. Cost 70 pts. Have light armour by default. Models with close combat weapons may upgrade to medium armour. You may take 1-2 Stormfiends as a single Rare choice. Grinderfists cost 20 pts.
  • Too Horrible to Die is not affected by Flaming Attacks.
  • Skryre Claws upgrade for Brood Horror costs 5 pts.
  • New Rare Unit: Ratling Warpblaster
  • Thanquol has 5 Warpstone Tokens.
  • Tretch Craventail has light armour.

Monday 26 August 2024

Warhammer 9th Edition 2.31 out now!

This is just a smaller patch, mainly adding a few clarifications, fixing some minor bugs, tightening up some of the text and adding in some more special rules stacking that was otherwise specified in each army book already. The main rulebook should now be mostly bug-free and not be in need of any major revisions for the remainder of the year at least.

 

Patch notes:

  • If a model has the Hatred special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it may re-roll failed To Hit rolls in every turn against that foe, not just the first. However, they must always pursue, with no chance to restrain.
  • Spears/Pikes: In turns in which the model is charged to its front, it receives an additional +1 to its Initiative.
  • Polearms give +1 Initiative.
  • Conflagration of Doom is 12+ to cast.
  • If a model has the Frenzy special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it gains +1 Attack. However, they must always pursue, with no chance to restrain.
  • If a model has the Poisoned Attacks special rule from two or more different sources (such as two different special rules, or a special rule and a spell), it automatically Wounds on a To Hit roll of 6 in addition to its original effect.
  • If a character is allowed to join a Mixed Unit, they may choose if they want to be placed in the front or rear rank.
  • The Enfeebling Foe and The Withering are remains in play spells.
  • Flying units containing two or more models follow the following rules for Skirmishers: Skirmish Formation, Skirmishers & Charging, Free Reform, Fire on the March, Light Troops.
  • All spells that use the small template scatter D3" instead of D6".
  • If any model has a Weapon Skill of 0 then it is unable to attack with its normal attacks or defend itself in close combat, and any blows struck against it will therefore automatically hit. A model with Ballistic Skill 0 cannot use any missile weapons that require To Hit.
  • "Look Out, Sir!" cannot be used if there are less than five rank-and-file models (including command group) left in the unit. This only applies to characters with the same troop type and/or Unit Strength as the unit.
  • Meteoric Ironclad gives a 4+ ward, 15+ to cast.
  • If a model has the Killing Blow special rule from two or more different sources (such as a combination of different special rules, spells or magic items), its effect will take place on the To Wound roll of a 5+ rather than a 6.
  • Unless otherwise stated, a character cannot join a unit of Monstrous Creatures. Similarly, a character that is itself a Monstrous Creature cannot join other units.
  • Any effect that would modify the model's Characteristics affect both the rider and mount, unless specified.
  • Removed base sizes from the Troop Types chapter since this is already listed in each army book.

Saturday 24 August 2024

Warhammer - Bretonnia 1.6 (beta) out now!

As mention on Patreon, this ended up being a very quick update! I've not done a ton of changes since the book was in a pretty good place overall. Some of the bigger changes include removing the Templar Crusader which has been replaced by the Crusader's Vow. I've also removed the Mangonel since it was just a worse version of the Trebuchet which it could be proxied as anyway. I've also removed some of the less interesting special characters whose items and abilities have mostly been moved to the regular Bretonnian Magic Items so they can be built from regular Paladins if one wishes to.

As for new things, I've included a new Peasant Hero (Sergeant-At-Arms), a unit of Bidowers which isa skirmish unit with javelins or slings, made the Royal Pegasus a Monstrous Beast better fitting the new model, and two new Special Characters from the Old World (with Èlise now having her name spelled correctly). You also have a greatly expanded Lore of the Lady, lots of new magic items, and several new equipment options for several units. Hope you enjoy the updated, and many thanks for your support to both new and recurring Patreons!

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Patch Notes:

  • Lance Formation no longer receive a bonus to their Unit Strength on the charge.
  • Models with the Knight's Vow have Immunity (Panic) caused by friendly models without a Chivalrous Vow.
  • Added The Crusader's Vow: Models with the Crusader's Vow have Immunity (Panic) caused by friendly models without a Chivalrous Vow and may re-roll failed Panic tests. In addition, they may only join units with the Knight's Vow or the Crusader's Vow. Furthermore, a character with the Crusader Vow allows any unit they join to roll an additional D6 for their charge distance roll and discard the lowest result.
  • Added 4 new spells to the Lore of the Lady, and reworked the existing spells.
  • Added over a dozen new Magic Items.
  • Added 3 new Virtues.
  • Increased the cost of great weapons.
  • Prophetess of the Lady has Magic Resistance (1).
  • Removed Templar Crusader.
  • New Hero: Sergeant-At-Arms. You may upgrade one unit of Men-at-Arms with medium armour for +1 point/model for each Sergeant-At-Arms in your army.
  • Faceless costs 40 pts. May not take magic items. Does not have light armour by default. Has the Loner special rule.
  • Priestess of Shallya has Magic Resistance (1), do not channel dispel dice. Costs 75 pts.
  • Prayers of Shallya: A model with this special rule know the three Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the prayer is answered and take immediate effect. Each prayer lasts until the start of your next turn. A friendly unit can only be under the effect of one Prayer at a time.
  • Compassionate Mind: The Priestess' unit (but not herself) gains the Immunity (Psychology) special rule.
  • New Mount: Pegasus. Added upgrade options.
  • Royal Pegasus is a Monstrous Beast
  • Royal Hippogryph is a Monstrous Creature
  • Knights Errant, Knights of the Realm, Foot Knights, Pegasus Knights and Hippogryph Knights may take the Crusader's Vow.
  • Men-at-Arms may include a Grail Monk: A Grail Monk counts as being part of the unit's Command Group. A unit with a Grail Monk has the Stubborn special rule.
  • Men-at-Arms may not take medium armour with a Sergeant-At-Arms.
  • Truffle Hounds are an upgrade for Peasant Mob. You may take one include one Truffle Hound for every 10 models in the unit.
  • Peasant Mob can take polearms. Cannot take shields, slings or throwing weapons.
  • New Core Unit: Bidowers
  • Foot Knights may take spears.
  • Squires can take light armour and/or bucklers.
  • Battle Pilgrims and Herrimaults have the Loner special rule.
  • Battle Pilgrim & Herrimaults may take light armour.
  • Brigands can upgrade to Ambushers (unless armed with missile weapons).
  • Grail Knights may take a Magic Standard worth up to 75 pts.
  • Spirits of the Fay are not Animated Constructs, cost 15 pts.
  • Wall Warden costs 10 pts.
  • Ballista has BS3, costs 30 pts.
  • Removed Mangonel.
  • Field Trebuchet and Bombards may move like normal war machines.
  • Bombards are Great Cannons, S10. Costs 100 pts.
  • New Special Character: Sir Cecil Gastonne, The Wyrm Slayer
  • New Special Character: Lady Élise Duchard
  • The Chalice of Potions: Arcane Item. At the start of your Magic phase, you may roll a D3. The number refers to the number of Power dice you may add to your army pool. However, if a natural 6 is rolled, the Chalice cannot be used again for the remainder of the game.
  • Toad Familiar: Arcane Item. The Toad Familiar gives Morgiana a +1 Casting bonus.
  • Morgiana le Fay has Magic Resistance (1), costs 430 pts. Silvaron costs 42 pts.
  • The Green Knight does not have barding, costs 240 pts.
  • Repanse de Lyonesse may take a heavy lance and shield.
  • Jules the Jester: Jules is an Infantry model armed with a hand weapon. Jules must deploy within 6" of Tristan at the start of the game but may move freely after this. He has the Dodge (2+) and The Peasant’s Duty special rule. In addition, all enemy units within 6" of Jules suffer a -1 penalty to Hit rolls in close combat.
  • Valorous Ballads: Tristan knows the three songs listed below. He may choose to use one of them at the start of each round of close combat.
  • Tristan may take Magic Items up to a total of 25 pts.
  • Odo of Outremer does not have the Gauntlet of the Duel. Has The Crusader's Vow. Costs 130 pts. May take 25 pts of magic items.
  • Amalric of Gaudaron is dismounted by default. Costs 160 pts.
  • The Hermit Knight costs 160 pts. The Flask of Sangdragon is one use only.
  • The Black Arrow has S10 and Killing Blow, does not Wound automatically.
  • Bertrand costs 90 pts. Bertrand must be accompanied by a unit of Herrimaults chosen from the army list at a cost of 9 points per model. This unit has +1 Ballistic Skill. Little Hugo and Gui the Great are part of the unit's Command Group and must be upgraded at no additional cost. Bertrand is the unit's Leader and may never choose to leave this unit.
  • Removed Amalric of Gaudaron, Jasperre the Fair, The Knight of the Perilous Lance, Roland the Marshal, Reynard the Hunter, Armand of Aquitaine. Their items are available in the army pool of items instead.

Wednesday 21 August 2024

Warhammer - Tomb Kings 1.6 (beta) out now!

Well this certainly went quicker than I had initially planned for! There is not a huge amount of changes, mostly just refinements of the existing rules. The spells have been reworked quite a bit to be better balanced, and you have a lot more options than before. Gone is the previous healing-spam which a lot of people felt was over the top, and the amount of wounds restored are better balanced per unit now. As you can no longer cast the Desert Wind to move multiple units, the Hierophant has a 6" march aura instead to make up for it. There's also a lot more magic items made available for your characters, giving you a ton of new builds.

As for new units, you have two new mount options for your characters, and a new core unit of skirmishers armed with javelins or slings for added versatility. In special you have Mummies (a blast from the past) and Tomb Guard Chariots for some extra punch. Lastly, the Casket of Souls has seen a large rework - rather than just being a dice generator/absorbed it now functions like an actual artillery piece which means you will get to see a lot more face-melting than before! 

Hope you enjoy this update, and many thanks for your continued support!

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Patch Notes:

  • Undead may make march moves if they are within 6" of the Hierophant or are joined by a character with the My Will Be Done special rule.
  • Added 6 additional spells to the Lore of Nehekhara and reworked the old spells.
  • Added around two dozen new Magic Items and reworked some of the existing ones.
  • Increased cost of great weapons.
  • Stone Shaper: Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6 +) special rule and suffer 1 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant.
  • Skeletal Steed mounts may take barding.
  • New Mount: Necroserpent
  • New Mount: Necrolith Bone Dragon
  • New Core Unit: Skeleton Skirmishers
  • Skeleton Horse Archers costs 10 pts.
  • Skeleton Chariots have W4. Do not have light armour by default. Cost 50 pts. Can take 25 pts of magic banner.
  • New Special Unit: Tomb Guard Chariots
  • New Special Unit: Mummies
  • Necropolis Knight are a Rare Unit. Increased cost of shields. May no longer be Entombed Beneath the Sands.
  • Increased cost of greatbows for Ushabti.
  • Tomb Scorpions have W3, costs 60 pts. Cannot be taken in units.
  • Bastethi are Level 1 Wizards, but can choose spells.
  • Ammut is Undead. Feast of Souls: When the Ammut causes an unsaved Wound, it regains one Wound lost earlier in the battle.
  • Screaming Skull Catapult and Bone Throwers do not have light armour by default.
  • Necrolith Colossus has two hand weapons by default. Has BS3. Costs 210 pts. Can take shield.
  • Spirit Conduit: Friendly Wizards within 12" of one or more Hierotitans gains a +1 Casting bonus.
  • Hierotitan's equipment are now Magic Items.
  • Khemric Titan has WS3.
  • Covenant of Power: You may add 1 Power dice to your pool for each Casket of Souls in your army.
  • Vortex of Souls: The Casket of Souls can use one of the following abilities at the start of your Shooting phase as long as the Keeper of the Casket model is alive, and the Casket of Souls has not moved this turn.
  • Light of Death: Light of Death has a range of 36". One enemy unit with Line of Sight to the Casket must take a Leadership test on an additional D6, discarding the lowest result. For each point the test is failed by, it suffers an automatic Wound which Ignores Armour Saves. Once the Leadership test has been resolved, roll a D6: on a 3+, choose another enemy unit with Line of Sight of the Casket that is within 6" of the initial target, which also suffers the effects of the Light of Death. Keep rolling for further victims (each with Line of Sight to the Casket and within 6" of the last target struck), until the roll is failed or there are no more viable targets. A unit can only be the target of Light of Death once per Shooting phase.
  • Light of Protection: Until the start of your next Shooting phase, all friendly units within 12" gain a 6+ Ward save, and enemy units suffer -1 To Hit against them.
  • Crown of Nehekhara has a 6" range.
  • Khalida may ride a Necroserpent. May take 50 pts of magic items. Costs 270 pts.
  • Grand Hierophant of Khemri: When using The Restless Dead Lore Attribute, Khatep restores 2D6 Wounds for Core Units (except Chariots), D6 Wounds for Special Units, Chariots and Monstrous Cavalry and D3 Wounds for Rare Units. Khatep can take the same Mounts as a Liche High Priest.
  • Arkhan the Black uses spells from Lore of Death or Nehekhara.
  • Removed King Phar and Amanhotep the Intolerant.
  • Tutankhanut may take 50 pts of magic items, does not have magic items by default. Costs 105 pts.
  • Nekaph have the The Flail of Skulls instead of his old magic items. Can take 25 pts of magic items. May ride a Necroserpent. Costs 110 pts.
  • Ramhotep can take 50 pts of magic items.
  • Master Artisan: At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beast or Monster. The models in this unit gain the Natural Armour (6+) special rule for the rest of the battle.
  • Apophas may join units of Tomb Swarms and will benefit from "Look Out, Sir" while in such a unit.
  • Swarming Mass: Apophas has a Strength 1 Breath Weapon with the Poisoned Attacks special rule.
  • The Stone Host of Quatar: This does not change the amount of Wounds restored from The Restless Dead Lore Attribute for the affected units – use the original values for all units.

Tuesday 20 August 2024

Warhammer - Warriors of Chaos 1.6 out now!

Patch Notes:

  • Fixed a multitude of smaller bugs.
  • Damned by Chaos Dark Apotheosis now gives the model the "Spawn/Daemon of" upgrade if the model had a Mark prior to rolling either result. Any mundane equipment is removed.
  • Removed Collar of Khorne.
  • Rot Knights have shields.
  • Removed Skullgrinder
  • Aethersword costs 20 pts.
  • Soul Cleaver costs 5 pts.
  • Armour of Morrslieb costs 45 pts.
  • Idolatrous Plackart costs 35 pts.
  • Scaled Skin costs 10 pts.
  • Bane Spear costs 30 pts.
  • Blade of Endless Bloodshed costs 30 pts.
  • Mark of the Destroyer costs 50 pts.
  • Glaive of Putrefaction only works against Characters, Monstrous Creatures or Monsters. Costs 15 pts.
  • Removed Necrotic Phylactery.
  • All units in base contact with the unit carrying the Festering Shroud must re-roll successful rolls To Wound. Costs 40 pts.
  • Slaanesh's Blade costs 35 pts.
  • If an enemy Character, Monstrous Creature or Monster takes an unsaved wound from the Whip of Subversion and that model has not yet made its attacks for that round, then you may force it to allocate its attacks upon itself or other models from its own side.
  • Jewel of Denial costs 35 pts.
  • Beguiling Gem: At the start of each round of close combat, all enemy models in base contact with the wielder must pass a Psychology test or lose 1 Attack.
  • Breathtaker: Each time an enemy Character, Monstrous Creature or Monster is Hit by this weapon, they suffer -1 Attack for the duration of this round of close combat. Costs 10 pts.
  • Pendant of Slaanesh: Does not affect break tests. Costs 5 pts.
  • Ambition's End costs 10 pts.
  • Paradoxical Shield works on mounted models.
  • Crystal Pendant: Infantry or Cavalry only. Costs 25 pts.
  • Blood of Tzeentch costs 10 pts.
  • Fearsome Aura costs 30 pts.
  • Unspeakable Foulness: Any models that are Hit must take a Toughness test of suffer a Wound with the Multiple Wounds (D3) and Ignores Armour saves special rules.
  • Desecrator Gauntlets: Increased range to 12".
  • Helm Of Eldritch Command is a Magic Armour.
  • Axe of Khorne costs 25 pts.
  • Blades of Putrification has a range of 18".
  • Plague Squall: If a misfire is rolled, the caster suffers 1 Wound which Ignores Armour Saves.
  • Pavane of Slaanesh: If successfully cast, the target must pass a Leadership test on their own unmodified Leadership.
  • Bliss in Torment: Whenever a Wizard successfully cast a spell from the Lore of Slaanesh on an enemy unit, the target suffers D6 Strength 3 Hits after resolving all effects of the spell.
  • Terrifying Appearance costs 25 pts.
  • Bestial Visage costs 15 pts.
  • Distendable Maw: If this test is failed, the victim suffers D3 Wounds with no saves allowed. Costs 10 pts.
  • Dragon Ogre Shaggoth has Impact Hits (D3)
  • Kholek has Storm Call and Impact Hits (D6), costs 475 pts.
  • Fixed bug with incorrect stats for Abraxia.
  • Soul Hunters: When a unit of Hellstriders of Slaanesh wins a round of close combat, they gain a bonus special rule for the remainder of that combat. Fuelled by Pain: The unit gains +1 Attack.
  • Slickblade Seekers costs 40 pts. Have S4. May replace polearms & Killing Blow with bows (with Poisoned Attacks) and the Quick to Fire special rule. Are Unit Size 5+. Cannot take Standard or Musician.
  • Skull-Helm of Khorne costs 25 pts.
  • Helm of the Oppressor costs 35 pts.
  • Blasphemous Icon: Enemy units in base contact with this standard must roll an additional dice when taking Leadership tests and discard the lowest result. Costs 30 pts.
  • Diabolic Splendour costs 30 pts.
  • Banner Of The Demagogue costs 40 pts.
  • Fractured Clasp costs 35 pts.
  • Shield of Fate: The target may re-roll armour and Ward save rolls of 1 until the start of the caster’s next Magic phase. 8+ to cast.
  • Daemon Prince can take Magic Items, not just Magic Weapons.
  • Daemonic Instability: A Daemon Prince is Unbreakable. However, if it loses a round of close 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. The Daemonic Instability test can use Inspiring Presence and/or Hold Your Ground as normal.
  • Warlord of the First Circle: Friendly units of Varanguard wihin 12" of Abraxia may re-roll failed Leadership tests. In addition, you may take one unit of Varanguard as a Special Unit instead of a Rare Unit.
  • Thzzzz: All Wizards within 24" must immediately pass a Leadership test or roll 2D6 on the Miscast table.
  • Removed Baron Ungorr, Kordel Shorgaar and Plaguestrangler Vilestench. Most of their items have been moved to the magic items section.

Wednesday 14 August 2024

Warhammer - Warriors of Chaos 1.6 (beta) out now!

Phew, this was certainly a handful - clocking in at 102 pages, this is by far the longest book, almost 20 pages longer than Orcs & Goblins which held the #1 spot until now. For ease of navigation, I've listed all the "generic" units first followed by the "marked" units and lastly special characters, in the same order. This makes it easier to make an Undivided list without needing to scroll through twenty-something pages of Marked units.

As for the changes themselves, it's mostly new additions. You have a whole new Lore of Chaos to play around with for Undivided Wizards, and all the other spell lores have nearly doubled in size - giving you lots of new choices for spells that should make each lore a lot more interesting than before. There is also a whole lot of new Magic Items, both for Undivided and each god. For ease of navigation, the god-specific items are listed separately.

When it comes to new units, there are lots of new things to play around with! New Heroes, new Mounts, new Monstrous Cavalry and a bunch of new Monstrous Creatures and Monsters! I've also added two new Special Characters, while removing five of them - namely the ones that were just generic Chaos Lords with Magic Items that were originally available to all Characters. Those items are now back in the "army pool" so you can still build these characters if you wish.

Anyway, hope you enjoy this update, and many many thanks to my Patreons for your continued support as always!


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  • Daemonic: Models that are not mounts have a 5+ Ward save which gets reduced to a 6+ Ward save against non-magical attacks. Do not have Immunity (Poisoned Attacks).
  • Mark of Nurgle does not suffer Init penalties. Increased the cost of many units.
  • New Magic Lore: Lore of Chaos
  • Added 6 new spells to each magic lore, reworked most of the old spells.
  • Added dozens of new magic items.
  • Daemon Prince is a Monstrous Creature, costs 250 pts. Daemon Prince of Khorne may take up to 100 pts of items.
  • Exalted Heroes may not ride Manticore.
  • Marauder Chieftains may be BSB. Can take bows, shortbows, javelins or throwing axes.
  • Bloodfuelled Prayers: A model with this special rule knows the three Bloodfuelled Prayers listed below. They may attempt to use one at the start of each of your turns by taking a Leadership test on their own unmodified Leadership. If passed, the prayer is answered and takes immediate effect.
  • Blood Bind: The Slaughterpriest and their unit add +D6 to their charge range this turn.
  • Blood Boil: One enemy unit in base contact suffers D3 Strength 5 Hits which Ignores Armour saves.
  • Bloodhex: All enemy units in base contact with the Slaughterpriest suffer -1 to their Strength (to a minimum of 1) until the start of your next turn.
  • Slaughterpriests costs 145 points.
  • New Hero: Skullgrinder
  • New Mount: Karkadrak
  • New Mount: Rot Beast
  • New Mount: Rot Fly
  • New Mount: Serpent of Slaanesh
  • Increased cost of great weapons.
  • Chaos Warriors may only take shields with hand weapons or polearms.
  • You may upgrade one unit of Marauders or Marauder Horsemen to Marauder Champions for every Marauder Chieftain in your army.
  • Marauders may take spears.
  • Marauder Hunters cost 7 pts. Javelins/shortbows are free. Can take normal bows. Can only take shields with javelins.
  • Cultists may not take light armour or throwing weapons.
  • Chosen can take Ensorcelled weapons.
  • Chaos Knights have hand weapons by default, cost 30 pts. Can take light lances. Ensorcelled weapons cost the same as heavy lances. Chaos Armour costs 4 pts.
  • Chariots may take standard bearers. Increased cost of Chaos Armour.
  • Skin Wolves may take a Leader. Increased cost of Marks.
  • Increased cost of Marks and great weapons on Chaos Ogres. May take bucklers and Magic Standard. Cost 27 pts.
  • Troll Vomit: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit which Ignores Armour Saves after resolving all their normal Attacks. This cannot be used with supporting attacks.
  • Chaos Ogres can take Magic Standards.
  • Chaos Trolls cost 46 pts. Reduced cost of light armour.
  • Dragon Ogres are a Rare Unit. May take medium armour.
  • Storm Rage: Dragon Ogres have the Immunity (Lightning Attacks) special rule. In addition, if they are hit with a Lightning Attack, they immediately gain the Frenzy special rule.
  • You may take one unit of Dragon Ogres as a Special Unit instead of a Rare Unit for every Dragon Ogre Shaggoth in your army.
  • Varanguard have light lances by default, cost 68pts. May take a Magic Standard up to 75 pts. Increased costs of Marks.
  • Putrid Blightkings may not be upgraded to Skirmishers.
  • Skullcrushers have light lances by default, cost 75 pts.
  • A unit of Fatemasters is a Level 1 Wizard that can use spells from the Lore of Tzeentch.
  • Favour of the Ruinous Powers requires taking a Leadership test instead of being a bound spell. Have a range of 6".
  • Dragon Ogre Shaggoth have the Storm Call special rule: Innate Bound Spell, power level 5. Storm Call is a direct damage spell that targets all units within a 6" radius (friend or foe). The target units suffer D3 Strength 4 Hits with the Lightning Attacks special rule. Costs 235 pts.
  • Slaughterbrutes has Mark of Khorne, costs 220 pts.
  • Mutalith Vortex Beast has Mark of Tzeentch, costs 255 pts.
  • Aura of Mutation: At the start of each of your Magic phases, roll a D6 for each unit within 6" (friend or foe), and consult the table below to discover how many Toughness tests the target must take. Gift of Mutations affects Movement instead of Initiative. Maelstrom of Change scatters D3".
  • New Special Unit: Fomoroid Crusher
  • New Special Unit: Wilderfiend
  • New Special Unit: Mindstealer Sphiranx
  • New Rare Unit: Warpfire Dragon
  • New Rare Unit: Rot Knights
  • New Rare Unit: Toad Dragon
  • New Rare Unit: Slickblade Seekers
  • New Special Character: Abraxia, Spear of the Everchosen
  • New Special Character: Marakarr Blood-Sky
  • Vardek Crom may take 50 pts of magic items.
  • Wulfrik the Wanderer has the Sword of Torgald.
  • Atarus may take 50 pts of magic items.
  • If Kholek Suneater in in your army, you may take units of Dragon Ogres as Special Units instead of Rare Units.
  • Skarr Bloodwrath has light armour.
  • Removed Hrothgar Daemonaxe.
  • Removed Haargroth.
  • Tamurkhan is not mounted by default.
  • The Glottkin do not gain extra attacks from Otto Glott, costs 850 pts.
  • Gutrot Spume may take 50 pts of magic items.
  • Kayzk the Befouled have the Sword of Filth and Icon of Decay. Costs 315 pts.
  • Valnir the Reaper is a Hero. Costs 235 pts.
  • Removed Feytor the Tainted.
  • Plaguestrangler Vilestench may take 50 pts of magic items.
  • Removed Styrkaar.
  • Removed Melekh.

Sunday 28 July 2024

Warhammer Dark Elves 1.7 out now!

Patch notes:

  • Fixed bug with Supreme Sorceress missing Manticore option.
  • Fixed bug with Death Hag missing Cauldron of Blood option.
  • Show no Weakness: Each unsaved Wound caused by a Fleetmaster counts as two Wounds when calculating combat resolution. In addition, a Fleetmaster must always accept challenges. While fighting challenges, the Fleetmaster may re-roll all failed rolls To Hit.
  • Crossbows for Dark Riders cost 5 pts.
  • Shadowstalkers are Loners.
  • Melusai Ironscale is Large Infantry, have medium armour and natural armour 6+.
  • Hand of Khaine Gift: All enemy units in base contact suffer a -1 penalty to their Weapon Skill and Initiative.
  • Bloodwrack Shrine has Natural Armour (6+) and polearms.
  • Melusai have Hatred (High Elves) instead of Slaanesh.
  • Reduced the cost of some Hydra upgrades.
  • Shades may not take 2HW, standards or musician.
  • Shadowstalkers may replace throwing weapons with handbows.
  • Enchanting Beauty: All models suffer -1 To Hit against Morathi in close combat.
  • Fixed a multitude of smaller bugs.
  • Heartrender and the Darksword: Magic Weapon. Light lance. Hits from this weapon have the Killing Blow special rule in the turn Morathi charges. In addition, a Monstrous Creature, Monster or character that suffers one or more Hits reduces its Attacks, Strength and Toughness characteristics by one (to a minimum of 1) for each unsaved Wound for the remainder of the close combat phase.
  • Rending Stars are S5.
  • Removed Bloodbane Venom.
  • Removed Rune of Dhar.
  • A model with Manbane will always automatically Wound. Costs 15 pts.
  • Cry of War: All enemy units in base contact with the wearer suffer -1 To Hit in the first round of close combat. This has no effect on models with Immunity (Psychology). Costs 25 pts.
  • Black Lotus: Each unsaved Wound caused in Close Combat counts as two for the purpose of combat resolution. Costs 25 pts.
  • Khainite Pendant. The model may attempt to use two Blood Rites this turn. Costs 10 pts.
  • Executioner's Axe costs 45 pts.
  • Hydra Blade costs 20 pts.
  • Chillblade costs 50 pts.
  • Heartseeker costs 15 pts.
  • Shadracar's Fang costs 20 pts.
  • Draich of Dark Power costs 20 pts.
  • Dagger of Hotek costs 10 pts.
  • Lifetaker ignores all To Hit modifiers.
  • Shadesilver costs 20 pts.
  • Shade Claw: The wielder of this weapon gains the Ignores Armour saves special rule. In addition, no Parry saves may be taken against it. Costs 30 pts.
  • The model can choose to use the Web of Shadows in addition to their normal attacks.
  • Soulrender costs 15 pts.
  • Rubric of Dark Dimensions: The target models must pass a Strength test for each Wound on their profile or suffer a Wound which Ignores Armour Saves.
  • The wearer of the Cloak of Dark Souls gains the Hidden and Scouts special rule. Costs 10 pts.
  • Gem of Nightmares costs 5 pts.
  • Pearl of Infinite Bleakness: In addition, any enemy unit in base contact with the bearer suffer -1 to their Leadership. This has no effect on models with Immunity (Psychology). Cost 30 pts.
  • Armour of Living Death costs 35 pts. Does not have any additional penalty for being on a Cold One.
  • Cloak of Hag Graef costs 25 pts.
  • Whenever the bearer suffers a miscast, the Gem of Spite inflicts a single Strength 6 hit on every enemy Wizard within 18". Costs 15 pts.
  • Sacrificial Dagger works on a 2+.
  • Wand of the Kharaidon: When casting the Doombolt spell from the Lore of Dark Magic, you may re-roll the number of Hits caused. Cost 15 pts.
  • Black Staff: Whenever the bearer casts a spell, they may add an additional free power dice to the result after rolling the dice. However, if this extra dice rolls a 1, the Wizard suffers 1 Wound which Ignores Armour Saves.
  • In addition, each time the bearer of the Black Amulet makes a successful Ward save in close combat, the Black Amulet inflicts one Wound which Ignores Armour saves on the opponent that struck the blow.
  • Ring of Hotek has a 12" range.
  • The Crown of Black Iron gives the bearer a 5+ Ward save, +1 Leadership and the Magic Resistance (1) special rule. Costs 50 pts.
  • Soul Shadows Standard costs 10 pts.
  • Banner of Murder: The unit carrying this standard adds an additional D6" to their charge range. Costs 25 pts.
  • Standard of Har Ganeth costs 25 pts.
  • Beast Armour of Clar Karond: Magic Armour. Heavy armour. This armour allows Rakarth to re-roll failed armour saves.
  • Crone Hellebron costs 280 pts.
  • Kouran Darkhand costs 140 pts.
  • Removed Daring Leap.
  • Murderous Swashbuckler: If Lokhir makes a successful Parry save, he may immediately make an additional Attack back against the model that struck the blow.
  • Crimson Shard costs 10 pts.
  • Crystal of Midnight: Nominate another enemy Wizard within 12" at the start of any Dark Elves turn. The Wizard must pass a Leadership test on 3D6 or lose one randomly determined spell for the rest of the battle. Costs 20 pts. Is no longer one use only.
  • Manbane, Black Lotus and Dark Venom are Khainite Assassin only.
  • The wearer of the Cloak of Twilight has a Ward save (2+) against Wounds caused by enemy shooting attacks and spells. Model on foot only. Costs 15 pts. Is a Talisman.
  • Corsairs and Sisters of Slaughter pay 1 pt for Skirmish upgrade.

Monday 15 July 2024

Warhammer Dark Elves 1.7 (beta) out now!

This ended up both a quicker and larger update than I had planned! While it is light on new units, it does contain quite a bit of changes to the existing rules. The biggest one is arguably the change to the repeater crossbow - in editions past it's main advantage was that it could outshoot nearly every other weapon in terms of shots, but with regular bows also having that ability now, it's looking a lot less special. In order to separate it from regular bows a bit more, make it consistent with other similar repeater weapons and really get the "fill the sky with a rain of bolts" feel; I've changed it accordingly. It now fires 3 shots instead of 2 and also do not suffer -1 to Hit for doing so, meaning it will now score a lot more hits than before. In order to balance this out, it's reduced to Strength 2 (which fits with it shooting smaller bolts quickly compared to a bow or normal crossbow) and is no longer armour piercing. On the whole, it will be on par with the old version in terms of damage output, except that it is slightly better against Toughness 3 and low armour, and slightly worse against Toughness 4 and heavier armour. If you choose to move and shoot, it's better in almost every way compared to the old crossbow.

Most of the other changes are fairly minor, but should help out to better balance the various units in the army. Hope you enjoy most of the changes, and as always, many thanks to my Patreon supporters!

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Patch notes:

  • Elven Grace can be used by mounted models. Increased the cost of cavalry.
  • Eternal Hatred: Models with this special rule have the Hatred special rule in addition to Hatred (High Elves).
  • Repeater Crossbows renamed to Deathrain Crosssbows. Have S2, Multiple Shots (3), Rapid Fire. Are no longer armour piercing.
  • Repeater handbows have S2, Multiple Shots (3), Rapid Fire.
  • Added 6 new spells to Dark Magic, and rebalanced the old ones.
  • Added over a dozen new Magic Items and Gifts of Khaine.
  • Dreadlords and Masters have light armour by default.
  • Hag Queens and Death Hags have hand weapon by default, can choose additional hand weapon or polearm.
  • Sorceresses may use all Winds of Magic.
  • Beastmasters may take light armour.
  • Disciples of Khaine may take Gifts of Khaine. Have Blessing of Khaine special rule. Cost 100 pts.
  • Blood Rites require Ld tests, are not bound spells. Reworked the effects of all Blood Rites.
  • Assassins and Melusai Ironscale may take Magic Items.
  • High Gladiatrix may take bucklers instead of shields. May take polearm. Have Killing Blow instead of Killing Stroke. Costs 145 pts.
  • Manticore's Iron-hard skin gives a 5+ save.
  • Removed City Guard.
  • Repeater handbows costs 2 pts for Corsairs.
  • Corsairs have Slavers: Whenever a unit containing at least 5 models with this special rule breaks an enemy unit in close combat and pursues them, the fleeing unit must re-roll the highest result on their flee roll.
  • Dark Riders: Decreased cost of shields. Increased cost of crossbows.
  • Decreased cost of light armour for Witch Elves.
  • Sister of Slaughters have bucklers, not shields.
  • Dance of Death: Models with this special rule have the Dodge (5+) special rule in close combat and can re-roll failed Dodge saves. In addition, at the start of each round of close combat, each unit with this special rule chooses one enemy unit in base contact. That unit gains no Rank Bonus and cannot make Parry saves this turn.
  • The Trial of Blades: Models with this rule receive +1 To Hit and To Wound if at least one enemy model in base contact with the unit has a Weapon Skill characteristic of 5+ and/or a Strength characteristic of 4+.
  • Executioners costs 15 pts.
  • Shades may take a Magic Standard. Cannot take great weapons.
  • Khinerai have Fight and Flight: In any close combat phase in which a unit with this special rule does not break or break their enemy, it may choose to disengage from combat instead of doing a combat reform (if the unit lost the combat they must pass a Leadership test just like when attempting to Reform from Defeat). If the unit manages to disengage from combat, the unit will make a Flee move as if it had broken from combat. This Flee move follows the rules for Feigned Flight. After finishing its move, the unit rallies automatically. The enemy unit is not allowed to Pursue, but may make a Combat Reform as normal.
  • If a Monstrous Creature or Monster is Hit by this weapon but survives, it must immediately turn and move D6" towards the Scourgerunner Chariot, stopping within 1" of other units or impassable terrain. In its following turn, the target may choose to either suffer 1 Wound with no saves allowed or be forced to keep moving D6" towards the Scourgerunner Chariot instead of moving normally.
  • Melusai have Heartshard Glaives: Polearm. All attacks made with this weapon have the Magical Attacks and Killing Blow special rules.
  • Melusai have medium armour by default. Can replace Heartshard Glaives with light armour and Heartseeker bows for +2 pts. Have Natural Armour (6+), Vanguard, BS5, S3. Costs 28 pts.
  • Khinerai have normal shields, costs 15 pts.
  • Medusa have Natural Armour (6+). Have a polearm instead of spear. Costs 60 pts. Stare has Multiple Shots (5).
  • Black Guard may take a Magic Standard up to 75 pts.
  • New Rare Unit: Shadowstalkers
  • Bloodwrack Shrine costs 140 pts. Aura of Agony: Enemy units within 6" suffer a -2 penalty to their Weapon Skill and Initiative and Leadership.
  • A unit of Doomfire Warlocks is a Level 1 Wizard that can use spells from the Lore of Shadow, Death or Dark Magic.
  • Doomfire Warlocks barding is free. Have a regular 4+ ward.
  • Added multiple upgrades to the War Hydra.
  • Kharibdyss has the Multiple Wounds (D3) special rule.
  • Feast of Bones: Roll a D6 for each unsaved Wound caused by this model. On the roll of a 6+, the Kharibdyss regains 1 Wound lost previously during the game.
  • Avatar of Khaine have a 5+ Ward save. Costs 250 points.
  • Idol of Worship: All friendly Dark Elves within 12" of an Avatar of Khaine gain +1 Leadership.
  • Malekith costs 495 pts.
  • Crone Hellebron has light armour.
  • Rakarth is a Lord choice, costs 445 pts.
  • Lokhir Fellheart has Regeneration (6+), costs 150 pts.
  • New Special Character: Krethusa the Croneseer
  • New Special Character: Mengil Manhide

Saturday 29 June 2024

Warhammer Wood Elves 1.6 (beta) out now!

I have not done too many changes with this update as the book was in a pretty solid state already, so a lot of work has been to simply fine-tune the wording on some things along with some new spells, units and items. As expected, I've included more spells for the Lore of Athel Loren, bringing it up to 13 spells total. The lore attribute has been changed to Glamourweaving, making it harder for enemy units to target nearby Wood Elves with missile attacks and spells. The lore has also been given some more damage spells as the Lore of Life is already very focused on augments, but it's still pretty augment-heavy. I've also included plenty more magic items from Age of Sigmar and the Old World.

Forest Spirit armies have been given more options with the Arch-Revenant now being a Lord choice with better stats, and Branchwraiths have been split into two character choices - one for combat and one for magic, thus getting away from the expensive hybrid model and giving forest spirits the option for a Lvl 2 Hero Wizard.

There are also two new Wood Elf heroes - the Eternal Warden and Wild Hunter, thus allowing players to have more Kindred characters like in 6th ed. The Eternal Warden is an Eternal Guard character that gives them an improved armour save and allows them to be taken as core units (just like Witch Elves and Death Hags), while the Wild Hunter is a mounted character that can lead Wild Riders and Great Stag Knights.

As for new units; in core we have the new Glade Guard armed with spears and shields, like in 5th edition. This allows players to use their old unarmoured models again, and offers an inexpensive close combat options for the wood elves. As a result of this, Eternal Guard are now a special unit like in 6th ed (unless you choose an Eternal Warden as mentioned above) to avoid having two spear-units in Core where the Eternal Guard are just a superior version by default. The Eternal Guard have seen a small price drop as well.

Alters have been given the ambushers special rule, representing them stalking around their prey and offering them protection from missile fire. Spite Revenants are instead scouts, representing them "awakening in the forest".

Another new unit is the Great Stag Knights, which are Monstrous Cavalry. This unit is mentioned in Storm of Magic and also featured in Total War. I had considered to include them earlier on, but since their lore is just "Wild Riders on Stags" I did not do so until now. 

Oh, and there's also Zoats now, because Zoats are fun! They are a single model unit with casting capabilities, weaker than the Storm of Magic version, but a lot cheaper as a result.

Sisters of the Thorn are now a Lvl 1 Wizard unit, thus not outdoing actual Wizards by default. As a result of the spell changes, they can now choose spells like a regular Wizard as well, giving them a lot more versatility. I've also given them light armour since that's clearly apparent on the models (no idea why GW did not include that).

Lastly, for the special characters I've removed some of the less interesting ones that also lacked official models, and given options for magic items and spites for others. This means that Araloth can now be built as an actual useful Lord choice, and Drycha has seen a boost in power and options as well.

Anyway, hope you enjoy the update, and many thanks to my Patreons for your continued support!

 

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Patchnotes:

  • All Cavalry have Elven Grace. Increased cost of most of them.
  • New Enchanted Arrow: Moonfire Shots.
  • Shooting attacks made with Starfire Shafts forces enemies to re-roll successful Panic tests caused by Heavy Casualties this turn. Reduced cost.
  • New Spite: Hagbane Spite
  • Increased casting value for bound spells.
  • Unleash Swarm of Spites moved to Lore of Athel Loren.
  • Added multiple new spells to Lore of Athel Loren and rebalanced some of the previous spells.
  • Added over a dozen new magic items.
  • Arch-Revenant is a Lord, costs 160 pts. Have WS7, BS7, I8, Ld10.
  • Warsong Revenant costs 250 pts.
  • New Hero: Branchwych
  • New Hero: Eternal Warden
  • New Hero: Wild Hunter
  • Branchwraiths can no longer be Wizards. Have A4.
  • New Core Unit: Glade Guard Spearmen
  • Eternal Guard are Special Units, cost 10 pts. Can be taken as Core Units with Eternal Warden.
  • Wardancers cost 13 pts, must take additional hand weapons and/or saerath. May take a standard bearer.
  • Alters have the Ambushers special rule.
  • Spite-Revenants have the Scouts special rule instead of Ambushers.
  • Treekin have BS0 and I2.
  • New Rare Unit: Great Stag Knights
  • Sisters of the Thorn have light armour, costs 26 pts.
  • A unit of Sisters of the Thorn is considered to be a Level 1 Wizard that can use spells from the Lore of Life, Beasts or Athel Loren.
  • Sylvan Hunters do not have weapons by default, cost 42 pts. Increased cost of great weapons and greatbows.
  • Strangleroots have Rapid Fire.
  • New Rare Unit: Zoat
  • Araloth costs 185 pts. Has a 5+ ward save and Elven Grace. Can take Magic Items up to 100 pts.
  • Thalandor has Elven Grace. Can take Magic Items up to 50 pts.
  • Naestra and Arahan are a Lord choice.
  • New Special Character: Belthanos, First Thorn of Kurnoth
  • Removed Lothlann the Brave
  • Scarloc has a normal asrai longbow, Ld8, costs 100 pts. Can take Magic Items up to 25 pts.
  • Naieth uses the Lore of Heavens.
  • Drycha has W3, costs 185 pts. Can use spells from the Lore of Shadow. Can take Spites.

Tuesday 18 June 2024

Warhammer Orcs & Goblins 1.6 out now!

This was looking to just have a few fixes from the beta, but it ended up being a much bigger final version! In order to streamline the book a bit and make it easier to navigate, a lot of the units have been merged into a single unit entry with upgrades that allow you to tailor them into each sub-species of Orcs and Goblin. This means there is just one entry for Bosses, Shamans, Orc Boyz, Goblin Gitz etc, rather than 2-3 of each. This in turn means there are 20 pages less of redundancy. 

I've also removed some things that were superfluous, including two units and some magic items that were just copies of other magic items. I have also rebalanced the spells quite a bit so they are more useful, especially for the units that need them. There's a lot more changes than those mentioned in the patch notes below, so make sure to read through the army list properly!

Patchnotes:

  • Rebalanced several of the spells and points cost of multiple magic items.
  • Merged multiple Orc & Goblin characters and unit into a single entry.  
  • Night Goblins have I2 and Ld6 like other Goblins.
  • A Night Goblin Wizard may eat a Magic Mushroom once per Magic phase, before casting a spell. This adds another D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Ultimate Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Wizard suffers a Wound which Ignores Armour Saves, and the spell automatically fails.
  • Forest Goblin Shamans may re-roll one dice per Magic phase when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
  • Brutes cost 26 pts.
  • Brute Ragerz have a Unit Size of 3-5, are Skirmishers. Costs 26 pts by default.
  • Cave Squigs cost 9 pts.
  • Warchanters cannot take mounts. Cost 75 pts.
  • Removed Savage Orc Warchanters.
  • Violent Fury: Any Orc unit joined by a Warchanter may re-roll 1's To Wound in close combat.
  • Warbeats: At the start of each of your turns, the Warchanter can use one of the following Warbeats which affect themself and the unit they are with. Each Warbeat lasts until the start of your next turn. A unit can only be under the effect of one Warbeat at a time. Fixin' Beat: The unit gains the Regeneration (6+) special rule. Get 'Em Beat: The unit gains the Swiftstride special rule. Killa Beat: The unit may re-roll 1's To Hit in close combat.
  • Gruntas can take barding. Barding is free for Boars and Gruntas.
  • Savage Orc Arrer Boyz is a separate unit. Cannot take longbows.
  • Increased BS of all Goblin Bosses.
  • Squig Gobba costs 75 pts.
  • Colossal Squig costs 150 pts.
  • Removed Black Orc Boar Chariot.

Saturday 8 June 2024

Warhammer Orcs & Goblins 1.6 (beta) out now!

Coming in at a whooping 103 pages, this is by far the longest of the new army lists. In order to make it easier to navigate, the book has been divided up by greenskin type, so you will find everything in order of Common Orc, Savage Orc, Black Orc, Common Goblin, Night Goblin, Forest Goblin and Miscellaneous units, with Special Characters at the end as usual. This update contains a lot of new units, both from Age of Sigmar but also 5th edition, along with multiple new weapon options for your units (mostly from 5th edition). There are also a bunch of new magic items available for you to tailor your characters, as well as additional spells that gives you more options than ever before! Hope you enjoy the updated rules, and many thanks to my Patreon backers for your continued support!

 

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Patch Notes:

  • Reworked Animosity to allows Wizards to cast, removed the chance of multiple units being affected by Get 'Em, and increased the chance of rolling We'll Show 'Em.
  • The Waaagh! Miscast table now scales the same as the BRB miscast table, rather than rolling 2D6.
  • New Magic Lore: Lore of Troll Magic
  • Added multiple new spells to the existing spells, and reworked the existing lores.
  • Savage Orcs can use Lore of the Big Waaagh! Night and Forest Goblins can use Lore of the Little Waaagh!
  • Added dozens of new magic items.
  • War Boars and Giant Wolves for Bosses may take barding.
  • Orc Big Bosses and Warchanters may take Gruntas.
  • Orc Boyz may take great weapons and polearms. Do not have shields by default. Cost 5 pts.
  • Arrer Boyz can replace bows with longbows or crossbows. Cost 8 pts by default. You may not have more units of Orc Arrer Boyz with crossbows than you have units of Orc Boyz.
  • Boar Boyz are a Core Unit. Cost 16 pts.
  • Big 'Uns are a separate unit. Big 'Uns are Special Units. Cost +3 pts than normal Orcs for infantry, +4 pts for cavalry. You may take once unit of Big 'Uns or Boar Boy Big 'Uns for each Orc Warboss in your army.
  • Orc Big 'Uns have light armour by default. Cannot take bows.
  • Orc Boar Chariots do not have scythes or light lances by default. Cost 80 pts. May take a Standard Bearer.
  • Brutes may take polearms.
  • New Rare Unit: Orc Brute Ragerz
  • New Rare Unit: Maw-grunta
  • Savage Orc Warboss costs 150 pts.
  • New Hero: Savage Orc Warchanter
  • Savage Orcs can take great weapons, cost 8 pts.
  • Savage Boar Boyz do not have shields by default, costs 18 pts.
  • Black Orc Warboss/BigBoss have hand weapon by default, costs 170/95 pts.
  • Black Orcs have hand weapons by default, cost 14 pts. Can take shields, spears, additional hand weapons and/or great weapons.
  • New Rare Unit: Black Orc Boar Chariots
  • Goblin Bosses have BS4.
  • Goblins can take shortbows or bows. Can take great weapons and polearms. Do not have shields by default. Cost 2 pts.
  • A Jester counts as being part of the unit's command group. A unit joined by a Jester gains +1 Leadership and may re-roll failed Animosity tests.
  • Nasty Skulkers may be taken as upgrades for Goblin Gitz.
  • Goblin Wolf Chariots costs 45 pts. Only have hand weapons by default. Have 2 crew.
  • New Hero: Night Goblin Squigboss
  • You may include one Fanatic for every 10 models in the Night Goblin unit.
  • Twackwheezer Puffshrooms works against Animated Constructs.
  • Squig Herd has Random Movement (3D6). Does not have Animosity.
  • One Herder must be included for every five Cave Squigs in the unit.
  • Squig Hoppers have Vanguard.
  • Forest Goblin Bosses do not have armour.
  • Removed Creeping Assault from Gigantic Spiders. Removed mention of them counting as a single model since it is based on US, not number of models.
  • New Core Unit: Spider Swarms
  • New Special Unit: Forest Goblin Gigantic Spider Rider
  • Catchweb Spidershrine only affects channelling attempts of the Forest Goblin Shaman.
  • Snotlings have the Mimic special rule. They may take Explodin' Spores as an upgrade.
  • New Hero: Dankhold Trollboss
  • Dankhold Troll is a Monstrous Creature, not Monster. Has considerably weaker stats and lower cost.
  • Giant River Troll Hag is a Lord, can be upgraded to a Lvl 3 Wizard. Costs 270 pts.
  • Trolls may take additional hand weapons or great weapons. Cost 44 pts.
  • Troll Vomit: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit which Ignores Armour Saves after resolving all their normal Attacks.
  • New Special Unit: Badlands Ogres
  • Snotling Pump Wagons have 4 crew by default, may add up 6 additional crew. May take scythes.
  • New Rare Unit: Bonegrinder Giant
  • New Special Character: Grotfang Skab
  • New Special Character: Ogdruz Swampdigga
  • New Special Character: Ruglud Bonechewer
  • New Special Character: Zoggrok Anvilsmasha
  • New Special Character: Kiknik Toofsnatcha
  • Grom does not have a chariot by default. Grom may include a unit of Goblin Gitz chosen from the army list at a cost of 4 points per model. This unit has +1 Weapon Skill and wears medium armour.
  • Skarsnik have W3, costs 200 pts. May take up to 50 pts of magic items.
  • New Special Character: Trugg the Troll King
  • Removed Bigfeet Bonehead. His weapon can be picked by any Savage Orc.

Sunday 26 May 2024

Warhammer 9th Edition 2.3 out now!

Have gotten quite a bit of feedback since the beta release, and have made quite a few changes accordingly. Most of these revolve around the magic phase, reverting a few changes to the 2.2 version and adjusting a few others. The Winds of Magic are now a bit less swingy, and it's easier to channel dispel dice. Steadfast has seen another major change in being reverted to ranks rather than unit strength, thus mainly benefiting infantry over large units of other troop types. I've also added in some new special rules which will help streamline units and items in future rulebook updates. Hope you enjoy the changes to the game, and many thanks to my Patreon backers for your continued support!


Patchnotes:

  • A unit is not allowed to end their move closer than 1" to another unit, friend or foe, or impassable terrain (as described in the Battlefield Terrain chapter).
  • If a Wizard loses one or more Wizard levels, they instantly forget a single spell for each Wizard level lost, starting with their highest-level spells. If they know multiple spells of the same spell level, randomly choose which spell is lost.
  • At the start of each Magic phase, the casting player determines the strength of the Winds of Magic by rolling 2D3 per 1000 points played.
  • The dispelling player gets a number of dispel dice equal to the top half of the roll of the Winds of Magic dice. For example, if the Winds of Magic dice are rolled at and show a 1, 2, 2 and a 3, the casting player will get 8 power dice (the total of the 4 dice) and the dispelling player will get 5 dispel dice (the highest result of 2 dice).
  • Roll a D6 for each Wizard Level in your army. For each roll of a 5+, add another power or dispel dice to the power or dispel pool.
  • Removed "Not Enough Power".
  • Broken Concentration: If a spell is attempted to be cast using a single power dice from the Power Pool and that dice roll is a 1 or 2, not only is the spell not cast, but the Wizard is unable to cast spells for the rest of the Magic phase. If a spell is attempted to be dispelled using a single dispel dice from the Dispel Pool and that dice roll is a 1 or 2, not only is the spell not dispelled, but the Wizard is unable to dispel spells for the rest of the Magic phase.
  • Wizards do not need to be in range to dispel spells.
  • Steadfast: If a defeated unit has a higher number of complete ranks than all individual enemy units in base contact, it takes its Break test on its unmodified Leadership.
  • A unit is disrupted if one or more enemy units are attacking it in the flank or rear, and those enemy units have a combined Unit Strength equal to half or more of that unit.
  • Ambushers: At the start of the Remaining Moves sub-phase of Turn 2 the controlling player rolls a D6 for each of their units of Ambushers. On a 3+, the unit arrives. If the unit does not arrive on Turn 2, roll another D6 at the start of the Remaining Moves sub-phase of Turn 3. On a 2+, the unit arrives. If the unit does not arrive on Turn 3, it will automatically arrive at the start of the Remaining Moves sub-phase of turn 4.
  • New Special Rule: Cold-blooded - Whenever a model with this special rule takes a Leadership test, it rolls an additional dice and discards the highest result.
  • Removed the Ignores Cover special rule.
  • If a unit would gain Mighty Blow in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
  • Magic Resistance gives -1 to the casting result, rather than +1 to dispel.
  • New Special Rule: Rapid Fire - Models or weapons with this special rule do not suffer the usual -1 To Hit penalty for firing Multiple Shots.
  • Stomp: These are resolved at the model's Strength against a single enemy unit that consists of models with a Line of Sight value of 1 or less. If the model is a Monster, it may also Stomp models with a Line of Sight value of 2 or less.
  • New Special Rule: Weapon Team: If a model with this special rule is hit by a missile attack and is within 3" of a friendly unit consisting of five or more rank and file models of the same troop type within 3", roll a D6. On a roll of 4+, the hit is transferred to a model in the friendly unit (if there is more than one eligible unit within 3", the controlling player can decide which). Otherwise, the hit is resolved against the Weapon Team as normal.
  • Fixed bug with Swarms having two supporting attacks instead of five.
  • Chariots & Ridden Monsters: Any crew member that chooses to fire the mounted weapon cannot fire their own weapon in the same turn.
  • Ridden Monsters follow all the Split Profile rules for Cavalry. However, they may only combine armour saves to a total of 2+ instead of the normal 1+.
  • Clarified that light lances and heavy lances can only be used by mounted models.
  • Spears and Pikes always receive +1/+2 Initiative, not only when charged.
  • Blowpipes have Rapid Fire.
  • New Weapon - Warbow. Range 30", S4, Multiple Shots (2), Volley Fire.
  • Bucklers and shields give extra armour to models on foot, not just infantry.
  • Added rules for Repeater Bolt Throwers.
  • Unless specified, the Battle Standard Bearer may not be the Army General.
  • Book of Ashur costs 30 pts.
  • Channelling Staff: The Wizard rolls one additional dice whenever they attempt to channel power or dispel dice. Costs 20 pts.
  • Ironcurse Icon: The Character (and any unit they are with) gain a Ward save (6+) against artillery weapons.
  • The Withering and Enfeebling Foe are limited to S/T 1.
  • Swapped around the order of a few spells, so that each level of magic has a better mix of different spell types to choose from. Casting values are unaffected.
  • Earthen Ramparts replaced by Leaf Fall. Leaf Fall is an augment spell that is cast on the Wizard itself. All missile attacks targeted against friendly units within 6" of the caster suffer a -1 penalty To Hit until the start of the caster's next Magic phase.
  • Cavalry only counts as 1 Wound for the purpose of Regrowth.

Saturday 18 May 2024

Kislev 1.2 out now!

Patch Notes:

  • New layout with cleaner options selection and navigation panel. Base sizes are included in unit entry instead of Reference section.
  • Barding costs 5 pts for all character mounts.
  • All Champions and Musicians costs 5 pts.
  • Reworked the Lore of Ice, Tempest and Hags, giving each lore a total of 13 spells each to choose from.
  • Boyars and Atamans may take pistols and another close combat weapon.
  • Boyars and Atamans may take brace of pistols.
  • Rangers, Sibyrian Hunters, Chekist, Brotherhood of the Bear, Kvassnics have the Loner special rule.
  • Droyaska do not have light armour.
  • Battle Prayers: They may attempt to use one at the start of each of your turns by taking a Leadership test. If passed, the prayer is answered and take immediate effect.
  • Kossars may take shortbows. Are Unit Size 20+
  • Kossovite Dervishes renamed to Kossovites
  • City Guard have the Steady in the Rank special rule.
  • Heavy War Sleds have US6, W6. Cost 120 pts.
  • War Bear Riders may take pistols.
  • Tzar Cannon costs 175 pts.
  • Sibyrian Hunters may replace bows with crossbows or handguns.
  • New Rare Unit: Frost Wyrm
  • War Wagon has W10, cost 180 pts.
  • Kostaltyn may take 50 pts of magic items.
  • Baba Yaga is replaced by Mother Ostankya
  • New Hero: Naryska Leysa the Golden Knight

Friday 10 May 2024

Dwarfs 1.6 (beta) out now!

Did not make a huge amount of changes for this update, but quite a few big ones: the biggest arguably being the new Rune Lore system which makes your Runesmiths and Runelords act more like Priests in other armies. This means that in addition to Forgefire, they can each use one type of Rune per turn by passing a Leadership test that offers a benefit to the unit they are with. These Runes have been taken from the Anvil of Doom that have been given new Ancestor Runes from Storm of Magic. The Anvil now works more similarly to 7th ed as well as it cannot be dispelled, but failing the Leadership test to use each rune come with bigger consequences compared to the 8th ed system. Overall, the new system should see Anvils being much more usable in-game. 

Other changes include moving Gyrocopters to Special (you can only field 1 per Special Choice though!), and making Giant Slayers a separate Rare Unit. Lastly, Hammerers have been given Armour Piercing (1) from their gromril hammers and can now take a magic standard up to 75 pts. However, they are now a Rare unit so they do not compete directly with Ironbreakers and Longbeards (which are now also a Special Unit and do not require taking Dwarf Warriors). Lastly, Miners are now a Core Unit, which should make them see a bit more play (still limited by other Core Units as usual though).

Hope you enjoy the update, and many thanks to my Patreon for your continued support - planning on getting quite a few Dwarfs for my own collection as soon as they are released!

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Patchnotes:

  • Dwarfs have the Hatred (Orcs, Goblins, Trolls, Skaven) special rule.
  • Natural Resistance is cumulative with other dispel bonuses.
  • Giant Slayer: The model has the Multiple Wounds (D3) special rule when attacking Monstrous Infantry, Monstrous Beasts or Monstrous Cavalry.
  • New Rune: Rune of Reloading
  • Runelords and Runesmiths cannot take additional hand weapons or heavy armour. Runelords costs 160 pts. Runesmiths costs 100 points.
  • Runelords and Runesmiths can use Runes (previously from the Anvil of Doom) on any unit they are with by passing a Leadership test.
  • Anvil of Doom now works similar to 7th ed with having effects that cannot be dispelled. However, failed attempts to Strike the Runes will cause the anvil to "misfire". All effects are based on the Ancestor Gods.
  • Brewmasters cannot take additional hand weapons or shields.
  • Bugman's XXXXXX gives the unit the Mighty Blow (1) special rule.
  • Master Engineers do not have armour by default.
  • Shieldbearers may take an additional shieldbearer.
  • Heavy armour for Warriors cost 1,5 pts.
  • Miners are a Core Unit.
  • Longbeards are a Special Unit.
  • Hammerers have Armour Piercing (1). Are a Rare Unit. May take a Magic Standard worth up to 75 pts. Shields cost 1.5 pts.
  • Firethrowers do not have Weapon Team special rule. May take medium armour.
  • Troll Slayers can take a Leader.
  • Troll Slayers can take a Magic Standard up to 25 pts.
  • Rangers cost 7 pts.
  • Grudge Thrower and Cannon costs 90 pts.
  • Giant Slayers are a Rare Unit.
  • Rune Guardians can take additional hand weapons or great weapons. Rune of Warding costs 6 pts.
  • Removed the Lumbering special rule.
  • Gyrocopters and Gyrobombers can all choose between steam gun, brimstone gun or clattergun.
  • Gyrocopters are Special Units.
  • High King: In addition, one unit of Hammerers may be taken as a Special Unit instead of a Rare Unit.
  • Ungrim may take Giant Slayers as Special Units.
  • Removed Byrrnoth.
  • Kragg the Grim costs 385 pts.
  • Kadrin Redmane has light armour, costs 200 pts.
  • Bugman's Rangers: Josef Bugman must be accompanied by a unit of Rangers chosen from the army list at a cost of 17 points per model. This unit has Strength 4 and are equipped with great weapons, crossbows, medium armour and shields. Josef Bugman may never choose to leave this unit.
  • New Lord: Gotrek & Felix
  • New Lord: Brok Stonefist
  • New Lord: Drong the Hard
  • New Lord: Helgar Longplaits
  • New Hero: Skag the Stealthy
  • New Hero: Krudd Mad-Mattock
  • New Hero: Grung Grudge-Bringer
  • New Hero: Long Drong
  • New Hero: Crazed Khargrim
  • New Hero: Malakai Makaisson

Wednesday 8 May 2024

Lizardmen 1.6 out now!

Patchnotes:

  • Predatory Fighter: In addition, a unit that contains one or more models with this special rule that attempts to restrain pursuit suffer a Leadership modifier equal to the result they won the combat against that unit by, just like a Frenzied unit.
  • Oxyotl has the Loner special rule.
  • Higher state of Consciousness costs 20 pts.
  • The Tetragon of Tectonic Displacement is not one use only.
  • Plaque of Zoloc may be used before attempting to cast any spell with a casting value of 10 maximum.
  • Kroxigors may take war gauntlets: Two hand weapons. Attacks made with war gauntlets have the Impact Hits (1) and Magical Attacks special rules.
  • Fixed bug with Tehenhauin missing his mount option.
  • New Lord: Skink High Chief
  • New Lord: Skink High Priest
  • New Rare Unit: Arcanadon
  • Blade of Realities costs 40 pts.
  • Blade of Revered Tzunki costs 35 pts.
  • Amulet of Itzl: This talisman automatically ignores the first unsaved Wound suffered. Costs 20 pts.
  • Focus of Mystery costs 30 pts.
  • Plaque of Tepok: The model bearing this item can choose an additional spell from another Lore of Magic than the one they have chosen.
  • Cloak of Feathers costs 30 pts.
  • Part the Waters: Any unit at least partially within it when the spell is cast or ends suffer 2D6 Strength 4 Hits (except models with the Aquatic special rule).
  • Star Tablet is Infantry only.
  • Carnosaur Pendant costs 10 pts, is Saurus only.
  • Charm of the Jaguar Warrior is Saurus only.
  • New Hero: Chameleon Stalker
  • Tetto'eko is a Lord choice, Lvl 3 wizard, costs 240 pts.
  • Ancient Stegadon upgrade costs 30 pts. Normal Stegadon can take Engine of the Gods.
  • Skink Chiefs and Priests cannot ride Stegadon/Coatl (limited to Lords).
  • Carnosaur have Natural Armour 5+.
  • Aggradons have Natural Armour 6+
  • Aggradon Riders have light armour by default.
  • Kroq-Gar has Natural Armour (2+).
  • Removed the Mount of Itzl special rule.
  • Fixed a multitude of minor bugs with incorrect unit sizes, equipment and special rules.

Saturday 4 May 2024

Lizardmen 1.6 (beta) out now!

A fairly large update this one, that ended up going a lot quicker than planned still (mostly as a result of me spending a lot of my free time working on it). This update features plenty of new spells (even a new lore!), new magic items, new units and some minor rules changes. Enjoy, and many thanks to my Patreon supporters as always!

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Patchnotes:

  • Predatory Fighter: a unit that contains one or more models with this special rule must re-roll successful tests to restrain from pursuit.
  • Blood Frenzy: Once a model or unit with this special rule has inflicted one or more unsaved Wounds, it immediately becomes subject to Frenzy until the end of the next turn.
  • New Magic Lore: Lore of Geomancy.
  • Added 6 new spells to the Lore of High Magic. Removed boosted spells.
  • Contemplations: If a spell from the Lore of High Magic is successfully cast, the caster can immediately choose one of the Signature Spells from one of the eight Winds of Magic in the Warhammer rulebook which they can cast for the remainder of the Magic phase.
  • Soul Quench is no longer a Signature spell.
  • Tempest: Any unit under the template suffers a -1 modifier to all To Hit rolls.
  • Arcane Unforging allows the caster to choose which item they want to destroy.
  • Fiery Convocation is cast on 15+. Causes S3 Hits. Strength is increased by 1 every turn.
  • Added multiple new magic items.
  • Added two new Disciplines of the Old Ones.
  • Harmonic Converge: The Slann Mage-Priest rolls an additional dice whenever they attempt to channel power or dispel dice.
  • Focused Rumination costs 30 pts.
  • Wandering Deliberations: The Slann Mage-Priest may choose their spells from two lores of Magic rather than one. This discipline cannot be combined with the Focus of Mystery discipline.
  • Focus of Mastery costs 20 pts.
  • Huanchi's Blessed Totem: Bound Spell, Power Level 6. This standard contains a conveyance spell that may be cast on the unit carrying it. The unit may immediately make a move directly forward using the Random Movement (2D6) special rule. Costs 35 pts.
  • Sign of Sotek may be carried by Skink units. Costs 20 pts.
  • New Hero: Kroxigor Ancient
  • Skink Priests can ride Coatls. Cannot ride Troglodons.
  • New Core Unit: Terrawings
  • Skinks may take slings.
  • Saurus Warriors may take a Magic Standard up to 50 pts. Spears cost 1.5 pts.
  • Skink Cohort has Unit Size 20+
  • Skink Skirmishers can take Musicians. Cost 5 pts with blowpipes. Cost 8 pts with javelins and shields.
  • New Core Unit: Skink Raptadon Riders
  • Guardians: When casting a direct damage or magical vortex spell that originates from the Slann's base, draw this spell from the base of the model in front of the Slann instead.
  • Cold One Riders do not have spears by default, cost 24 pts.
  • Chameleon Skinks are Loners. Can take Musicians. Have shields by default. Cost 5 pts. Can take blowpipes, slings or javelins.
  • Terradon riders cost 24 pts. Can take javelins, shortbows, shields and an extra rider.
  • Salamanders and Razordons are War Beasts with S4, W2, cost 60 pts. If all Skink handlers are removed, the Salamanders are subject to Frenzy for the remainder of the game. If all Skink handlers are removed, the Razordons are subject to Frenzy for the remainder of the game.
  • New Rare Unit: Ancient Salamander
  • New Rare Unit: Aggradon Riders
  • Bastiladon has 3 crew by default.
  • Stegadons may take giant blowpipes.
  • Troglodons can be taken as Rare Units. Have Divining Rod upgrade.
  • Lord Kroak may have a Skink attendant.
  • Tetto'eko may use one dice more than normally allowed to cast spells.
  • Tetto'eko has a Line of Sight value of 2.
  • Lotl-Botl can take magic items.
  • Inxi-Huinzi can take magic items.
  • Ten-Zlati does not have magic items by default. Can take magic items like normal heroes.
  • The Piranha Blade is limited to Itzi-Bitzi.
  • Removed Kroq.
  • New Hero: Tichi-Huichi