Monday, 30 June 2025

Warhammer - Halflings 1.2 out now!

As mentioned on Patreon, this was intended to be a very small update, which it ended up being for once! Just a few bug fixes and a few balance tweaks overall, since Halflings already received a bunch of new Magic Items in their last update. The main change, as promised, is a brand new layout that makes the book quite a bit easier to read. Thanks to my Patreons for your continued support!

Patch notes: 

  • Increased cost of great weapons.
  • Olorin The Grey's Knickknack is power level 5.
  • Cloak of Illusion is power level 4.
  • Jade Sickle is power level 5.
  • Darcie's Magical Thingimabob is power level 3.
  • Moot Elders, Hisme Stoutheart and Nicholas Warfoot have BS7 and I8.
  • Master Thieves may take bucklers, not shields.
  • Flails for Rabble costs 2 pts.
  • Shields for spearmen costs 1 pt.
  • Militia Swordsmen cost 4 pts. Are Unit Size 15+.
  • Shortbows for Hobilars cost 1 pt.
  • Deputies pay 2 pts for polearms, 1 pt for shields. Are Unit Size 15+.
  • Housewives are Unit Size 15+.
  • Gamekeepers have WS2.
  • Increased cost of missile weapons for Thieves.
  • Swan Riders may take a Magic Standard.
  • Added Ogre Charge and Natural Armour (6+) to Ogres.
  • Moot Ogres cannot take polearms. Cost 27 pts.

Thursday, 26 June 2025

Warhammer - Araby 1.7 out now!

This ended up being a bit of a bigger update than initially planned. Not a huge amount of large changes, but plenty of tweaks. Among the larger changes are the removal of the Lore of the Desert. This was due to several reasons - it was never an official lore, but rather just a few spells from Warmaster, and "desert" is a bit lacking in terms of a theme for a whole spell lore anyway, with several of the existing spells not really being desert-themed to begin with. However, some of the more unique spells have instead been moved to the Sandglass unit, so they are not gone completely.

A new addition to the army is the Cleric of the One, which is essentially a Warrior Priest. This replaces the Holy Man which opens up for taking him in more units. Likewise, the Dibbukim has been removed. The "religious fanatic"-role has instead been given to the Dervishes which now functions more like a regular unit, specializing in dealing lots of attacks, especially on the charge. Lastly, War Elephants have been degraded to Monstrous Creatures, but they are now cheaper and can be taken in units up to 3 models.

There have also been a few name changes for some characters and units to make them more fitting to the Araby setting. Overall, this update makes Araby a bit stronger than before, but not to a huge extent. Hope you enjoy it, and as always; a huge thank you to my Patreons! 

Patch notes:

  • Zealotry: Models with this rule counts as having one rank more than they actually have when determining if they are Steadfast. In addition, they have the Cold-blooded special rule for any Break tests taken in the first round of combat.
  • Increased the cost of great weapons.
  • Removed Lore of the Desert.
  • Added multiple new magic items, and reworked/removed a few old ones.
  • Emirs and Sheiks do not have light armour by default. May take heavy armour.
  • Renamed Sorcerer Lord to Magus.
  • Renamed Sorcerer to Sahir.
  • Hashishin pay 10 pts for poisoned attacks.
  • New Hero: Cleric of the One
  • Scare Horses: Models with this special rule has the Fear special rule when fighting Equines.
  • Light armour for Warriors cost 0.5 pts. They are Unit Size 15+.
  • Removed Holy Man & Dibbukim.
  • Archers renamed to Bowmen.
  • Tribal Skirmishers pay 1 pt for slings.
  • Archers pay 1 pt for shields.
  • Additional hand weapons for Corsairs cost 0.5 pts.
  • Corsairs may be upgraded to Ambushers.
  • 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.
  • Slavemaster follow the rules for Handlers, not Leaders.
  • You must include one Slavemaster for every 20 Slaves in the unit.
  • Palace Guard cost 12 pts.
  • Mamelukes are Fast Cavalry. May take heavy armour for 2 pts. Barding costs 2 pts.
  • Reduced cost of Janissary armour by 0.5 pts.
  • Bladedancers may take Poisoned Attacks. Reworked/renamed their dances.
  • Kiss of the Scorpion: The Bladedancers gain the Killing Blow special rule. 
  • Serpent's Embrace: The Bladedancers gain +1 To Hit.
  • Veil of Seduction: Enemies suffer -1 To Hit the Bladedancers in close combat.
  • Dervishes no longer have Poisoned Attacks or can move through units. They have A1, Frenzy and Impact Hits (1). Cost 12 pts. May take a Leader.
  • Naphtha bombs are Quick To Fire.
  • Jezzails are Ponderous instead of Move or Fire.
  • Carpet Riders are Unit Size 5+.
  • War Elephant is a Monstrous Creature. Has T5, costs 125 pts. May take bows and up to 2 extra crew.
  • Cannons may take one extra crew.
  • Monster Bombards may move after deployment.
  • Sandglass of Time renamed to Qamar Sandglass. It's no longer Stubborn, have a Ward save or give Magic Resistance. Costs 125 pts. Replaced the existing spells with the following:
  • Mirage: Innate bound spell (power level 5). Remains in Play. Mirage is a hex spell with a range of 24". Place a marker within 24" and Line of Sight of the target. While the spell is in effect, the target must turn and move directly towards the marker as fast as possible in the Movement phase. The spell is immediately dispelled if the target reaches the marker, has lost Line of Sight to it at the start of their Movement phase or becomes engaged in close combat.
  • Sandstorm: Innate bound spell (power level 5). Sandstorm is an augment spell that is cast on the Sandglass itself. Until the start of your next Magic phase, all units (friend and foe) within 12" cannot use missile weapons or the Fly special rule, and no Line of Sight can be drawn to or from units within range. In addition, enemy units within range cannot March.
  • Shifting Sands: Innate bound spell (power level 5). Shifting Sands is a hex spell with a range of 24". Until the start of your next Magic phase, all models in the target unit halve all their movement and must take a Dangerous Terrain test whenever they move.
  • Well of Endless Dunes: For each friendly Qamar Sandglass on the battlefield at the start of your magic phase, add 1 dice to your power pool.
  • Khalil al-Zahir costs 285 pts. 
  • Scriptures of the Prophet: Enchanted Item. This item gives the bearer the Battle Prayers of The One (see Clerics of the One) special rule. However, each Battle Prayer can target any friendly unit with the Zealotry special rule within 12" rather than just the bearer's unit.
  • Renamed Salâh ad-Dîn's sword to Zulfiqar.
  • Ottokar Mehmed Agha renamed to just Mehmed Agha.
  • Renamed Sindibadu to Sindabad.
  • The First Division: Mehmed Agha must be accompanied by a unit of Janissaries. This unit may be armed with both a special close combat weapon and a missile weapon, chosen among the normal weapon options for Janissaries in the army list. Mehmed Agha may never choose to leave this unit. 

Monday, 23 June 2025

Warhammer - Daemons of Chaos 1.71 out now!

This ended up being a very large "hot fix", but that was expected since the previous release was more or less a beta, as mentioned. The major changes here mainly the removal of Loci, with the effects being moved to Magic Standards instead (and with a points decrease to boot). This means you can no longer stack bonuses from both standard and Loci (unless you make your herald a BSB), but it also means that the Loci bonuses are tied to the unit instead of a character and thus harder to remove. I have also increased the magic banner allowance for all core units to 50 pts, thus allowing them a much wider range of banner options. Loci effects have also been given to the Blood Throne and Exalted Seeker Chariot for no additional cost.

Other than that, you also have quite a bit of adjustments to existing magic items, and several characters and units have seen some points decreases. Overall, this should put Daemons in a bit of a better spot than before.

Patch Notes: 

  • A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule and a 6+ Ward save.
  • Summoned from Beyond: If the marker is under a unit or impassable terrain, place it next to the closest edge of the unit/terrain.
  • Adjusted the Strength and scatter distances in Reigns of Chaos.
  • Removed Loci, turned most of them into Magic Standards instead.
  • Grandfather Nurgle's Circle of Life: For each unsaved Wound caused, one friendly unit within 6" of the caster instantly recovers 1 Wounds' worth of models slain earlier in the battle, just like a summoning spell.
  • Removed Massive Stature.
  • Extreme Contagion: All enemy units within 6" of the Daemon at the start of any close combat phase suffer D6 Hits that Wound on a 5+ and Ignores Armour saves. This has no effect on Daemons of Nurgle.
  • Invigorated by Pain: The Daemon gains +1 Attack for each unsaved Wound they have lost on their starting profile.
  • Harvester of Skulls costs 20 pts.
  • The Eternal Blade is Daemon Prince only. Costs 40 pts.
  • Deathdealer costs 10 pts.
  • Ar'gath: The wielder of this weapon always automatically Hits enemy characters.
  • Plague Flail costs 10 pts.
  • Nurgle’s Nail costs 20 pts.
  • Tome Of A Thousand Poxes: The bearer of this item gains a +1 casting bonus. This bonus increases by +1 for each subsequent spell successfully cast by the bearer on the same target during the current Magic phase.
  • Icon of Eternal Virulence: Each unsaved Wound caused by the unit carrying this standard when rolling a natural 6 on the To Wound roll add an extra point of Combat Resolution in the first round of close combat. In the second round of close combat it takes effect on To Wound rolls of 5+, and in the third round of close combat on To Wounds rolls of 4+, and so on. The effect resets if the unit leaves combat. Costs 20 pts.
  • Standard of Seeping Decay: If any model in the unit carrying this standard rolls a natural 6 To Hit in close combat, the target immediately suffers an additional automatic hit resolved at Strength 4. Costs 25 pts.
  • Standard of Fecundity: This model, and all models in their unit, have the Regeneration (6+) special rule. Costs 25 pts.
  • Standard of Eternal Wrath: The unit carrying this standard gains the Hatred special rule. Costs 25 pts.
  • Standard of Beguilement: Any enemy unit in base contact with the unit carrying this standard gains the Always Strikes Last special rule. Costs 35 pts.
  • Standard Of Twisted Grace: The unit carrying this standard gains the Vanguard special rule, and automatically pass Dangerous Terrain tests, "Look Out Sir!" tests and characteristic tests (but not Leadership tests). Costs 25 pts. 
  • Standard of Conjuration: Any spells cast by the unit carrying this standard are resolved at +1 Strength. Costs 35 pts
  • Standard of Transmogrification: When a model with the Split special rule in the unit carrying this standard is slain, you may re-roll dice results of 1-3 to see if it turns into two Blue Horrors. Costs 10 points.
  • Reduced the cost of Greater Daemons to 400 points.
  • Gaunt Summoner and Changecaster have BS4.
  • Summon Daemons: Innate Bound spell (power level 8). Summon Daemons is a summoning spell with a range of 18" that can target units of Pink Horrors, Brimstone Horrors, Screamers or Flamers. The target unit immediately gains D6 Wounds worth of models.
  • All Daemon Core units can take 50 pts of Magic Standards instead of 25 pts.
  • Whirling Destroyers: The unit receives an additional +1 casting bonus for every 5 five Pink Horrors in the unit, to a maximum of +3. If the unit has 15+ Pink Horrors, it counts as a Level 2 Wizard and gains access to the Pink Fire of Tzeentch spell from the Lore of Tzeentch. 
  • Totem of Endless Bloodletting: Any Daemon of Khorne unit within 6" of a Bloodmaster on a Blood Throne gain the Frenzy special rule.
  • Totem of Endless Pleasure: Any Daemon of Slaanesh unit within 6" of an Exalted Chariot gains the Always Strikes First special rule.
  • Bloodletters cost 13 pts.
  • Daemonettes cost 12 pts.
  • Nurglings costs 50 pts.
  • Skarbrand costs 480 pts.
  • Ku'gath Plaguefather costs 480 pts.
  • Rotigus costs 570 pts.
  • N'Kari costs 625 pts.
  • Shalaxi Helbane costs 525 pts.
  • Kairos Fateweaver costs 415 pts.
  • Amon 'Chakai costs 570 pts.
  • Daemonic Aura: Amon 'Chakai and all friendly units within 6" gain +1 to their Ward saves (to a maximum of 3+) against non-Magical Attacks.
  • Willing Prey: Enemy units in base contact with N'Kari suffer -1 to their Weapon Skill.
  • Removed Fleeting Dance of Death.
  • Skulltaker does not have a Locus, costs 175 pts.
  • Karanak does not have a Locus, costs 125 pts.
  • Flesh Hounds and Karanak have Magic Resistance (2) naturally instead of through items.
  • Epidemius does not have a Locus, costs 185 pts.
  • Horticulous does not have a Locus, costs 235 pts.
  • Beast Handler: Friendly Beasts of Nurgle within 12" of Horticulous Slimux re-roll failed charge rolls and To Hit rolls of 1.
  • In Death There is Life: All friendly Daemons of Nurgle get the Regeneration (6+) special rule while they are within 6" of Horticulous Slimux.
  • The Changeling does not have a Locus, costs 130 pts.
  • The Hellforged Host: This unit has the Armour Piercing (1) special rule and may re-roll To Wound rolls of 1. 

Monday, 9 June 2025

Warhammer - Daemons of Chaos 1.7 out now!

Sorry for the long wait folks, life/baby got in the way again; and I had 20 full pages of feedback notes to go through. There are a lot of changes here, and some I'm sure will be controversial - so consider this somewhat of a beta since I'm sure there will be another update following this one pretty soon. 

First up though, you will notice the layout is completely different; it's now no longer sorted by god but rather by category only, meaning that there are a lot fewer headings to sort through. So while it makes it a bit fiddlier to create a mono-god list, it's now easier to make a mixed list, and less of a headache to read the table of contents.

As for the rules changes themselves; the biggest one is a slight nerf to their ward save. In 7th edition they had a 5+ save which was negated by magical attacks; in 8th edition they got a 5+ ward no matter what. I've chosen to give them an in-between - a 5+ ward that becomes a 6+ ward against magical attacks. This means they work more like they do in the lore, and gives their opponent a bit more counter-play. 

However, on the plus side, they now have a new army special rule: Summoned from Beyond - this allows the unit to appear anywhere on the table following the rules for Ambushers, similar to Dwarf Miners and Tomb Kings units. This allows Daemon Core units to arrive anywhere on the battlefield, adding more versatile gameplay into the mix.

A third major change is the return of the Reign of Chaos table - sort of. Rather than being a random effect, it's now tied to the Daemonic Alignment of your general. This incentivizes sticking to a mono-god army a bit more, and punishes mixing daemons that hate each other. This probably won't have a huge effect on the battle, but is mainly meant to offset the detriment of not being able to use the general's Inspiring Presence rule for Daemons of other alignments.

A forth larger change is that of magic items - you can now take multiples of the same gift in your army, and the army can also take magic items from the common rulebook, just like other armies, opening a lot more combinations for your characters.

Other than that; you have the usual changes to magic items and daemonic gifts intended to improve the balance between them; as well as a few new toys to play with. Overall the goal has not been to make the army stronger, but just to balance them out a bit better and offer some new tools. Hope you enjoy the changes overall, and many thanks to my Patreons for your continued support!

 
Patch Notes:

  • Daemonic: Models that are not mounts have a 5+ Ward save which gets reduced to a 6+ Ward save against Magical Attacks. 
  • Clarified that Magical Attacks apply to mounts. 
  • Daemons that do not have a Daemonic Alignment are not subject to Daemonic Animosity, but they may only join units that also do not have a Daemonic Alignment.
  • Daemonic Instability replaces Unstable where applicable.
  • New Army Special rule: Summoned from Beyond
  • Daemon of Nurgle: A Daemon of Nurgle has the Hatred (Daemons of Tzeentch) and Poisoned Attacks special rules. Enemy models in base contact suffer -1 to their Weapon Skill.
  • Daemon of Tzeentch: A Daemon of Tzeentch has the Hatred (Daemons of Nurgle) special rule and may re-roll failed Ward saves.
  • Daemon of Slaanesh: A Daemon of Slaanesh has the Hatred (Daemons of Khorne) and Armour Piercing (1) special rules. For every regular Attack that causes an unsaved Wound, the model may may an additional Attack. These additional Attacks cannot generate further attacks.
  • New Army Special Rule: Reign of Chaos
  • Updated Magic Lores to be on par with Warriors of Chaos, including the Lore of Chaos.
  • Fold Reality recovers/loses D3+1 Wounds. 
  • Each Gift may only be taken once per character, but more than one character may take the same Gift.
  • Daemons may take common Magic Items, not just Weapons.
  • Khorne Daemons may only take 50/100 pts of items.
  • Massive Stature: The Daemon gains +1 Wound. Costs 20 pts.
  • Diabolic Splendour: The Daemon may re-roll 1's when taking Ward saves.
  • Daemon Prince is a Monstrous Creature, costs 250 pts. Have the Chaos Armour special rule: Models with this special rule add +1 to their armour saves if they wear light, medium or heavy armour.
  • The Chromatic Tome costs 15 pts.
  • Tome Of A Thousand Poxes: The bearer gains one additional spell and a +1 casting bonus. Costs 30 pts.
  • New Magic Item: Doomsday Bell
  • New Magic Item: Bileblade
  • New Magic Item: Abhorrent Lodestone
  • Bringer of the Swarm has a range of 12". The unit has the same Daemonic Alignment as the character.
  • Radiance of Dark Glory affects all friendly units.
  • Crushing Mass costs 20 pts.
  • Dark Insanity costs 30 pts.
  • Twin Heads costs 40 pts.
  • Power Vortex: Once per Magic phase, the Daemon may add an additional 'free' Power dice to the casting attempt. This can cause Ultimate Power as normal, and can cause the Daemon to roll more dice than normally allowed.
  • Aspect of Tzeentch costs 40 pts.
  • All-seeing eye costs 10 pts.
  • The Portalglyph: All friendly units attempting to deploy using the Summoned from Beyond special rule within 12" bearer of this item may re-roll the dice to determine if they arrive this turn.
  • Great Standard of Sundering: All enemy Wizards targeting friendly units within 12" of this standard suffer a -1 casting penalty, and will miscast on the roll of  both double 1's and 2's.
  • Banner of Infernal Flame costs 25 pts.
  • Blade of Blood: Attacks made with the Blade of Blood are resolved at +1 Strength and may re-roll failed rolls To Wound. Costs 25 pts.
  • Harvester of Skulls: This weapon makes the model's Killing Blow special rule take effect on a 4+. Costs 25 pts.
  • Crimson Soulstone costs 5 pts.
  • Staff of Change affects all multiple-Wound models. Costs 25 pts.
  • Pyrofyre Stave: The wielder of this weapon gains the Flaming Attacks special rule, and may re-roll any To Wound rolls of 1 when casting magic missiles. Costs 15 pts. Previous affect remain.
  • Daemonic Robes: The Daemon can never be wounded on better than a 4+. Costs 25 pts.
  • Plague Flail: This weapon gives the wielder the Mighty Blow (1) special rule. Any model that suffers one or more unsaved Wounds from the Plague Flail must immediately pass a Toughness test or suffer another Wound with the Ignores Armour Saves special rule. Costs 15 pts.
  • Nurgle’s Nail: The wielder of this weapon will automatically Wound on the to Hit roll of a 5+. At the end of each round of close combat, roll 2D6 for each enemy model that has suffered one or more unsaved Wounds from this weapon. If the result is exactly 7, that model is slain with no saves of any kind allowed.
  • Standard of Seeping Decay: The unit carrying the Standard of Seeping Decay re-roll failed To Wound rolls of 1.
  • Witstealer Sword is unique to N'Kari.
  • Mask of Spiteful Beauty costs 20 pts.
  • Girdle of the Realm Racer gives Fly (10).
  • Banner of Change is a hex spell.
  • Aura of Fury is a Daemonic Gift, costs 50 pts.
  • Relentless Hunter and Hellfire are Daemonic Gifts.
  • Barrage of Knowledge is a Daemonic Gift: All enemy Wizards within 18" of the Daemon suffer a -1 casting penalty. Costs 25 pts.
  • Extreme Contagion is a Daemonic Gift, costs 30 pts.
  • Sensual Barrage is a Daemonic Gift, costs 50 pts. All enemy units within 6" of the Daemon are subject to the Always Strikes Last special rule. This has no effect on Daemons of Slaanesh.
  • Locus of Virulence: This model, and all models in his unit, may re-roll failed rolls To Wound. 
  • Locus of Fury costs 30 pts.
  • Locus of Wrath costs 30 pts.
  • Locus of Virulence costs 30 pts.
  • Locus of Fecundity costs 30 pts.
  • Locus of Contagion costs 30 pts.
  • Locus of Beguilement costs 30 pts.
  • Locus of Swiftness costs 35 pts.
  • Locus of Grace costs 15 pts.
  • Locus of Change costs 15 pts.
  • Locus of Transmogrification costs 15 pts.
  • Locus of Conjuration costs 25 pts.
  • Exalted Daemons have Chaos Armour.
  • Keeper of Secrets may take bucklers, not shields.
  • Exalted Flamers are Special Units and Monstrous Infantry.
  • Bloodmasters and Bloodletters make take great weapons.
  • Poxbringer has WS6.
  • Viceleader costs 95 pts.
  • Bloodletters cost 14 pts.
  • Plaguebearers (including Pox Riders, and Plague Drones) have WS4, costs 13 pts.
  • Daemonettes cost 13 pts.
  • Pink Horrors cost 14 pts.
  • Pink Horrors and Brimstone Horrors have Lesser Flames of Tzeentch (Range 12", Strength 3, Flaming Attacks, Multiple Shots (2), Quick to Fire).
  • Pink Horrors: The unit receives an additional +1 casting bonus for every 5 five models in the unit, to a maximum of +3. If the unit has 20+ models with this special rule, it counts as a Level 2 Wizard and gains access to the Pink Fire of Tzeentch spell from the Lore of Tzeentch.
  • All Flames of Tzeentch are Quick to Fire.
  • Blue Horror crew for Burning Chariot costs 12 pts.
  • Bloodletters have BS3.
  • Brutes cost 40 pts.
  • Soul Grinders have WS/BS 4 and A5. Costs 275 pts. 
  • Blood and Plague Chariots may take standards.
  • Gaunt Summoners cost 240 pts. Removed Warptongue blade.
  • Screamers have Multiple Wounds (2).
  • Brimstone Horrors are Infantry. They have a Line of Sight value of 0.
  • Slashing Attack: If a unit of Screamers moves over one or more unengaged enemy units in the Remaining Moves sub-phase, each of those units suffer one Strength 4 Hit per Screamer, distributed as shooting attacks.
  • Burning Chariot costs 120 pts.
  • Plague Chariot costs 130 pts.
  • Death Heads cost 5 pts.
  • Seekers cost 20 pts.
  • Soulscent: If a Hellflayer causes one or more unsaved Wounds with its Impact Hits, all crew members receive a number of bonus Attacks equal to the number of unsaved Wounds caused. This bonus lasts until the end of the turn.
  • You may take 1-2 Hellflayers as a single Rare choice.
  • Be'lakor uses the Lore of Shadow instead of his own spells. He is a Monstrous Creature.
  • Mazarall the Butcher is a Monstrous Creature.
  • Azazel is a Monstrous Creature.
  • Syll'Esske is a Monstrous Creature.
  • Masque of Slaanesh has Unnatural Reflexes: The Masque of Slaanesh has the Dodge (6+) special rule, and may re-roll failed Dodge saves. This replaces the 3+ ward save.
  • The Hellforged Host: If Skarbrand is included in your army, you may upgrade one unit of Bloodletters to the Hellforged Host for a cost of +1 point per model. This unit has the Armour Piercing (6+) special rule.
  • Festering Stooges: If Ku'gath Plaguefather is included in your army, you may upgrade one unit of Plaguebearers to the Festering Stooges for a cost of +1 point per model. This unit has the Regeneration (6+) special rule. 
  • Bringers of Beguilement: If N'Kari is included in your army, you may upgrade one unit of Daemonettes to the Bringers of Beguilement for a cost of +1 point per model. All models in this unit have +1 Movement and may re-roll failed charge and pursuit distances.
  • The Blazing Squealers: If Kairos Fateweaver is included in your army, you may upgrade one unit of Pink Horrors to the Blazing Squealers for a cost of +2 points per model. The Lesser Flames of Tzeentch from this unit are resolved at Strength 4 instead of Strength 3.
  • Hounds of the Blood Hunt: If Karanak is included in your army, you may upgrade one unit of Flesh Hounds to the Hounds of the Blood Hunt Host for a cost of +2 points per model. For every unsaved Wound caused by this unit in close combat, they regain 1 Wound's worth of models, just like a summoning spell.
  • Karanak costs 150 pts.
  • Scaarac costs 325 pts.
  • Scrolls of Sorcery roll 2D6.
  • The Changeling costs 145 pts.
  • Horticulous costs 260 pts.
  • N'Kari has the Siren Song gift and Hatred (High Elves), costs 655 pts.
  • Syll'Esske has a Line of Sight value of 4 and a Unit Strength of 5.
  • Dexcessa and Syness are Monstrous Creatures. Costs 390/480 pts.
  • Redolence of Violence: During any turn in which Dexcessa makes a successful charge, all friendly Daemon of Slaanesh unit within 12" gain +1 Attack for the duration of this turn.
  • Whispers of Doubt: Innate Bound Spell, power level 3. Whispers of Doubt is a hex spell with a range of 24". The target unit must take a Leadership test using an additional D6; if failed, all close combat attacks targeting that unit gain +1 To Hit until the start of your next Magic phase.