Tuesday, 26 March 2024

Araby 1.6 out now!

This update changes the following:

  • Sipahi cost 15 pts, can take spears (bug fix).
  • Fixed bugs with incorrect mounts for Jaffar and Salah ad-Din.
  • Fixed bug with Warriors have shortbows instead of shields.
  • Fixed bug with Desert and Camel Riders have access to 50 pts of magic banners.
  • Fixed bug with Dervishes and Carpet Riders having access to Siphons.
  • Mad Sorcerer: This can allow him to cast the same spell several times in the same Magic phase.
  • Fixed bug with Dervishes missing their unit size limit.
  • Emirs and Shiekhs can take shortbows.
  • Ahmed Shufti has W1.
  • Fixed bug with Abdul Alhazred missing option to take Genie.

Thursday, 21 March 2024

Araby 1.6 (beta) out now!

As mentioned on my Patreon, this not that large an update, mainly meant to do a few balance tweaks and include more Magic Items in the new format. Note that the reference sheet is not included, this is because I am planning on redoing them for future books to contain the stats of the units instead of base size/LoS/Unit Strength. Many thanks to my Patreons for their continued support!

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 This update changes the following:

  • Added multiple new Magic Items, as well as reworked some of the existing ones.
  • Camels for characters are cheaper.
  • Hashishin may take regular magic items.
  • Removed Artefacts of the Creed. Magic Items from it has been moved to regular magic items. Hashishin can take Killing Blow and Poisoned Attacks as regular upgrades.
  • Arabyan Warriors are Unit Size 20+. Spears cost ½ point.
  • Bowmen renamed to Archers, have shortbows, cost 5 pts. May upgrade to bows. Shields cost 1 pt. May take Magic Standards.
  • Tribal Skirmishers may take standard bearers.
  • Corsairs may take Magic Standards.
  • You must upgrade one Slave to a Slavemaster (+20 points).
  • Sipahis may take shortbows, not bows. May take a Magic Standard up to 50 pts.
  • Desert Riders may take shortbows, not bows.
  • Camel Riders may take shortbows, not bows.
  • Janissaries may take shortbows.
  • Mamelukes may take shortbows, not bows.
  • Silent Guard may take a Champion. May take a Magic Standard up to 50 pts.
  • Bladedancers have a Dodge (6+), cost 9 pts. Are not Skirmishers by default. Can take command group.
  • Dervishes have Unit Size 5-10.
  • Flying Carpet Riders have shortbows, cost 12 pts.
  • Radiant Aura: Any unit in base contact with a model with this special rule at the start of each round of close combat suffer D6 Strength 2 Hits with the Magical Attacks special rule.
  • Pegasus Guard cost 38 pts. May take shortbows.
  • War Elephant has shortbows.
  • Spike Chain: The War Elephant gains the Impact Hits (2D6) special rule.
  • Additional Crew for Cannons and Bombards costs 6 pts.
  • New Hero: Al Muktar

Tuesday, 19 March 2024

Chaos Dwarfs 1.6 out now!

This update changes the following:

  • Immortals have A1.
  • Chalice of Darkness and Death: If one of more natural 1's are rolled then the bearer suffers a Wound which Ignores Armour saves. If one of more natural 6's are rolled the bearer may recover a Wound previously lost in the game.
  • Gauntlets of Gazrakh: If there are no friendly models in base contact, the Hit is resolved against the character itself.
  • Altar of Hashut has M3.
  • Fixed incorrect stats and armour cost for multiple characters.
  • Steam Cannonade: Roll the Artillery dice plus a D6 to determine the number of shots fired.
  • Inferno Gun has S5.
  • Darktide Axe is a great weapon. Shar'tor the Executioner costs 265 pts.
  • K'daai Destroyer has M6 and Ld7. Cost 280 pts.
  • Dark Colossus adds +1 Wound. Costs 20 pts.
  • Brazen Wings only add Fly, costs 30 pts.
  • K'daai Destroyer may take Flaming Breath, costs 30 pts.
  • Daemonsmiths may be lvl 1 Wizards with Lore of Fire or Metal.
  • Killing Fire: Each time a spell from the Lore of Hashut is successfully cast, all enemy units within 6" of the Wizard suffer D6 Strength 3 Hits with the Flaming Attacks special rule.
  • Dark Mace of Death costs 40 pts.
  • The Mask of the Furnace gives a 5+ Ward save, costs 50 pts.
  • Lammasu's Beard: All friendly units within 6" of this standard gains a Ward save (6+) against missile attacks and the Magic Resistance (1) special rule. Cost 50 pts.
  • Naptha bombs may be taken by Sorcerers. Have Magical Attacks.
  • Daemonic Familiar: Enemy models wounded by the bearer suffer a -1 penalty to their armour saves and Ward saves (to a minimum of 6+).
  • Possessed Amulet costs 25 pts.
  • Fuelled by Fire: If a model with this special rule is Hit by Flaming Attack, it immediately regains 1 Wound lost earlier in the battle on the roll of a 5+.
  • Juggernaut Siege Tower may take up to 7 additional Crew (+6 points/crew.
  • Hell Hammer auto-Hits models under the line template.
  • Altar of Hashut has Large Target (2).
  • Zealot Berzerker have the Vanguard special rule.
  • Fixed bug with Deathshrieker having S2 instead of S3.

Sunday, 10 March 2024

Vampire Counts 1.6 out now!

Been a bit over a month since the beta was posted, and hoo boy was there a lot of things on the request list to go through! I've taken a lot of things into consideration, with a lot of things pending on future feedback. In general I've tried to keep most powers and items to have rules fitting their original rules and lore as much as possible, which is why I am hesitant to change a lot of them as is, unless I can think off a better solution. The list overall has some issues with bloat as a result of including so many "bloodline" units, but the main reason for this is to better allow people to play lists of their own choosing rather than just designing everything for maximum playability - if the latter was the case I would strip down the army and remove a ton of options, but that's not really what WAP is about! So I hope you enjoy this update and give it plenty of playtesting, and I will have another look at possible revisions for next year!

 

This update changes the following:

  • Fixed bug with Skeleton Chariot stats.
  • Fixed bug with von Carsteins being able to take shields.
  • Strigany Mystics are Expendable.
  • Wolf Form and Talisman of the Lycni lets Vampires join units of Dire Wolves.
  • To resolve a Death Shriek, roll 2D6+3.
  • Terrorgheist costs 225 pts.
  • Strigany cannot Ambush.
  • When casting the Invocating of Nehek spell on a unit with the Ethereal special rule, Lady Olynder may restore D6 lost Wounds rather than D3.
  • Fixed bug with Mortis Engine missing Death Shriek.
  • Awlrach gains +1 Attack for every unsaved Wound caused by his Impact Hits for the duration of the close combat base.
  • Flesh Golems are Monstrous Infantry.
  • Signet of the First Court: The bearer of this item gains the Killing Blow special rule.
  • Glooms are Expendable.
  • If Lady Olynder or Kurdoss Valentian is your Army General, Glooms are no longer Expendable.
  • The Grim Garland is Strigoi only.
  • Walking Death: Any unit in base contact with the model must re-roll successful Break tests. Cost 20 pts.
  • Quickblood cost 15 pts.
  • Night Creature: If this model is a lone character, it cannot be targeted by enemy missile attacks or spells unless it is within 12".
  • Until Death Do Us Apart: Pick one Lahmian Vampire Character in your army to be this model's mistress. If both models are in base contact, the Lahmian gains a 3+ 'Look Out, Sir!' save in close combat with any Hits being allocated against the Swain instead.
  • Swains may take pistols.
  • Fixed bug with Prince Vhordrai missing heavy armour and shield.
  • Heart Piercing and Might of Arms allowing re-rolling 1's, cost 15 pts each.
  • Removed Pendant of the Fell Wind from Talismans.
  • Whilst Vlad wields Blood Drinker, he restores lost Wounds on a score of 4+ rather than 6+ for the purposes of the Red Thirst special rule.
  • Awlrach has S4, cost 210 pts.
  • Ushoran can use the Lore of Beasts.
  • Kurdoss Valentian and his Wraith Heralds may make a total of 3 Chill Grasp Attacks in each close combat phase.
  • Cairn Wraiths may take additional hand weapons.
  • Lahmian vampires may take bows and/or throwing weapons.
  • Dreadlance and Balefirespike may be taken by Wight Kings.
  • Invocation of Nehek: Characters, Shrines, Chariots and Monsters regain D3 Wounds per successful casting.
  • Flying Horror allows the model to join units of Fell Bats.
  • Spectral Attendants have a range of 18".
  • Warrior Pride costs 30 pts.
  • Doomrider is cavalry only.
  • Hunter in the Dark costs 10 pts.
  • Skabscrath costs 40 pts.
  • Keening Blade costs 20 pts.
  • Reaper of Sorrows is Wraith only.
  • Cursed Shield gives Hatred (Bretonnia).
  • Cloak of the Waxing Moon: The wearer of this item does not suffer any penalties to its Ward save from Magical Attacks.
  • Armour of Night costs 30 pts.
  • Splintervane Broach has a range of 18", cost 25 pts.
  • Staff of Raukhamon costs 45 pts.
  • Amulet of Screams has a range of 18".
  • Sceptre de Noirot costs 45 pts.
  • Talon of Death costs 50 pts. Only works in the first round of close combat.
  • Soulfire Ring: For every unsaved Wound caused in close combat by bearer, they and/or their unit regain 1 Wound following the rules for Resurrecting Fallen Warriors. Cost 20 pts.
  • The Bilious Decanter is Ghoul only.
  • Nathmar's Skull: All friendly units of Skeletons and Zombies within 12" of the bearer may March despite being Undead.
  • Removed the Icon of Vengeance.
  • Decreased cost for Lahmian Vampire mounts.
  • Swains have Immunity (Psychology).
  • Skeleton Horsemen cost 9 pts.
  • Flesh Golems are not Zombies.
  • Corpse Cart: Only the Restless Dead counts as Zombies for the purposes of spells and special rules affecting them.
  • Spirit Hosts cost 40 pts.
  • Throwing weapons for Lahmian handmaidens cost 4 pts.
  • Morbheg Knights have A2, costs 35 pts.
  • Black Coach Cairn Wraith renamed to Wraith, have A2. Costs 140 pts.
  • Evocation of Death: Immediately after the total number of power dice is determined in each player's turn, roll a number of dice equal to the result for each Black Coach on the battlefield. For every natural 6 rolled, you may discard one dice from the magic pool. Each discard dice increases that Black Coach's abilities for the rest of the game, as detailed on the chart below.
  • Skeleton Archers may take medium armour.
  • Red Fury: For each unsaved Wound caused by the model in close combat, it can immediately make an additional Attack (to a maximum of +3 Attacks).
  • Fear Incarnate: All enemy units in base contact with the model must pass a Leadership test at the start of each round of close combat or suffer -1 To Hit this round.
  • Slitter: This adds one special attack. Roll a D3; if the result is higher than the Wound value of the target, the target is instantly slain with no saves allowed.
  • Slaking Blade can add a maximum of +3 Strength. Cost 30 pts.
  • Curse of the Revenant: The model has a Ward save (3+) once they are reduced to a single Wound (if the model suffers multiple Wounds in a single turn, it is reduced to 1 Wound and may then attempt to take this Ward save).
  • Blademaster works while mounted.
  • Frostblade costs 75 pts.
  • Shard of Night works against melee attacks.
  • The Red Casket is a heavy armour.
  • Nightshroud costs 50 pts.
  • Crimson Gem: Once per magic phase, while casting spells, the bearer of the Crimson Gem of Lahmia can choose to take a Toughness test. If passed, they may re-roll a single power dice of their choice. If failed, they suffer a Wound with no saves allowed. Costs 20 pts.
  • Midnight Tome: This item can be used when the wearer successfully casts a spell with a casting value of 10 or less.
  • Blood River Chalice costs 25 pts.
  • Lightshard of the Harvest Moon costs 25 pts.
  • Ruby Vial has a range of 18".
  • Standard of Strigos is Ghouls only.
  • Black Coach may take Spectres as an upgrade.