Sunday, 15 March 2026

Third large update wave out now!

The third and final update wave before the Main Rulebook update, taking care of a few minor things that I overlooked in the first pass, or which were reported afterwards, along with a few other additions.

The Main Rulebook update will be a very large one - I've done most of the work ahead of time, but it will probably take a few weeks until the beta is out since it will require quite a bit of back and forth discussion on the Discord server, and there are a lot of minor bugs I need to fix as well.

Many thanks to all my Patreons for supporting my work so far, and I hope you will enjoy the next updates as well! 

 

Amazons 1.52:

  • Archers cost 6 pts (bug fix).
  • Slings for skirmishers are free. Cannot take shields with blowpipes.
  • Jaguars are M9.
  • Huntresses cost 13 pts.
  • Hunting Packs cost 8 pts.

 

 Beastmen 1.75:

  •  Gor Herds may take two hand weapons.

 

 Chaos Dwarfs 1.74:

  • Split Cutthroats and Archers into two units again. Archers are Unit Size 10+.
  • Cutthroats cost 3.5 pts.

  

Estalia 1.23:

  • Mace of Sacrifice does not give ASF, costs 20 pts. 

 

Grand Cathay 1.73:

  • Alchemists and Astromancers have Mastery of the Elemental Winds. 

 

 High Elves 1.64:

  • Fixed bug with Null Stone being in the wrong section.
  • Removed weapon options from Aislinn. 

 

 Hobgoblins 1.23:

  • Split Cutthroats and Archers into two units again. Archers are Unit Size 10+.
  • Cutthroats cost 3.5 pts.

 

Kingdoms of Ind 1.22:

  • Vanaras are Unit Size 10+.

 

Kislev 1.23:

  • Kostaltyn has WS5, I5, A3, costs 180 pts.

 

Nippon 1.32:

  • Caltrops may be used as a Stand and Shoot reaction in addition to any other missile weapons the model might have.
  • A unit with Smoke Bombs may use them at the end of any Close Combat phase in which they take part. If they do so, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
  • Ashigaru Slingers cost 7 pts.

 

Norsca 1.21:

  • Split Bondsmen and Bowmen into two units, Bowmen are Unit Size 10+. You may not take more units of Bowmen than you have units of Bondsmen.
  • Reavers are Unit Size 10+.

 

Ogre Kingdoms 1.64:

  • Added multiple Honcho-only Magic Items.
  • Honchos may take light armour and shields.
  • Renamed Gnoblar Fighters to Groinbiters. Do not have throwing weapons by default, cost 2 pts.
  • New Core Unit: Pigback Riders
  • New Core Unit: Flingers

 

Skaven 1.94: 

  • Clawguard: You may upgrade one unit of Stormvermin with heavy armour for +1.5 points/model for each model with this special rule in your army. Applies to Clawlords (including special characters).
  • Bringer of the Word: A model with this special rule and any Pestilence unit joined by them may re-roll 1's To Wound in close combat. Applies to Plaguelords and Plague Priests (including special characters). Increased cost by 15 pts on each model.
  • Stormvermin may take spears. 

 

Warriors of Chaos 1.64:  

  • Forsaken are Special Units, not limited by Chaos Warrior units. 

 

Wood Elves 1.65:

  • Renamed Asrai longbow to Elven longbow.
  • Added Elven bows.
  • Increased cost of bows for Glade Lords/Captains. 
  • Deepwood Scouts, Glade Riders, Warhawk Riders, Waywatchers have Elven bows by default, cost 1 pt less.
  • Zoats have A3.

Sunday, 1 March 2026

Second large update wave out now!

Second update wave here before the Main Rulebook update, this time for the official armies. Nothing major really, just bug fixes and minor consistency changes.

 

Beastmen 1.73:

  • A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.
  • Bloodgreed models do not suffer penalties to pursuit. However, they may never choose to Overrun. Bloodgreed has no effect against Animated Constructs, Daemons, Forest Spirits or Vampires.
  • Shamans may be upgraded to Ambushers.
  • Gor Herds are Unit Size 15+.
  • Ungor Raiders are Unit Size 15+.
  • Giants have Natural Armour (6+), costs 180 pts. Cannot take Mutant Monstrosity.

 

Dogs of War 1.53: 

  • Dwarfs have Magic Resistance (1).
  • Halflings are Unit Size 10+.

 

The Empire 1.72: 

  • Hochland long rifle is Move or Fire.
  • Squintsoffen’s Marvellous Magnifier: Master Engineer only. The bearer may re-roll failed rolls To Hit with missile weapons (excluding artillery). Costs 10 pts.
  • The Crystal Ball costs 10 pts.
  • The unit carrying the Banner of Sigismund gains the Inspiring Presence (6) and Stubborn special rules. Costs 50 pts.
  • Arch Lectors/Warriors Priests have Magical Attacks.
  • Hunting Hounds are Movement 8.
  • Dwarfs have Magic Resistance (1).
  • Steam Tanks may not take Hochland long rifles if upgraded.
  • Karaghul, the Wyrmslayer Blade: Magic Weapon. Felix only. The Wyrmslayer Blade gives +2 Attacks. In addition, Felix must always declare a charge against Draconids if it is possible to do so. Against Draconids, the Wyrmslayer blade allows Felix to re-roll failed rolls To Hit and To Wound.

 

Grand Cathay 1.72:

  • New Lords: Grand Alchemist and Supreme Astromancer.
  • Monkey Warriors have A1, cost 5 pts. 
  • Grenadiers have light armour by default, cost 9 pts.

 

High Elves 1.63: 

  • Null Stone is a Talisman.
  • Ellyrian Reaver bows cost 4 pts.
  • Aislinn has two hand weapons, not shield.


Lizardmen 1.65:

  • Blessed Spawning of Tlazcotl: Models with this Blessed Spawning may re-roll failed Psychology tests.
  • Mage-Priest Palanquin: The Palanquin gives the Slann Mage-Priest the Inspiring Presence (6) and Strider special rules.
  • Slann Mage-Priest costs 365 pts.
  • Temple Guard Palanquin costs 25 pts.
  • Sacred Duty: Whilst they are part of a combined unit that has been joined by a Slann, all Temple Guard models in the combined unit have the Immunity (Psychology) special rules.
  • Kroxigors cost 47 pts.
  • Standard of the Sacred Serpent is the army's Battle Standard.
  • Giant bows and giant blowpipes are Slow to Fire.
  • Giant blowpipes have Rapid Fire.
  • Lord Kroak costs 525 pts.

 

Ogre Kingdoms 1.63:

  • Frostshard Javelins cost 20 pts. 
  • Shrunken Priest Head costs 15 pts. 
  • Gnoblar Blast Keg costs 20 pts. 
  • Rimespeakers have WS4, T5, costs 185 pts. 
  • Rhinox Chariot costs 100 pts.
  • Fixed bug with Rhinox Rider stats. 
  • Stonehorn costs 255 pts. 

 

Orcs & Goblins 1.63:

  • Clarified that Tusker Charge applies to the porcine models only.
  • Dire Wolf renamed to Snarlfang.
  • Ogres have Natural Armour (6+), costs 27 pts.
  • War Paint for Giants costs 30/50 pts. 


Skaven 1.93:

  • A unit with Smoke Bombs may use them at the end of any Close Combat phase in which they take part. If they do so, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
  • Poisoned Wind Mortar has a range of 12-36".
  • Krittok Foulblade has a Warplock pistol, costs 180 pts.
  • Morbus Sanguis is not a Wizard, costs 90 pts.

 

Tomb Kings 1.63:

  • Stone Shaper applies to Monstrous Creatures.
  • Blessed Blade of Ptra effect applies to all lone models.

 

Vampire Counts 1.74: 

  • Skeleton Horsemen cost 9 pts.
  • Skeleton Archers cost 4 pts.
  • Skeleton Chariots may take shields.

 

Warriors of Chaos 1.63:

  • A character may only join a unit with the same Mark of Chaos, and characters without a Mark of Chaos may not join units that have one.
  • Daemon of Slaanesh for Daemon Prince costs 15 pts.
  • Vampiric Axe costs 40 pts.
  • Favour of the Gods: The bearer gains a +1 bonus when rolling on the Eye of the Gods table.
  • Mark of the Destroyer: However, if the wearer fails to kill at least one model each close combat phase in which they are part of, they are automatically turned into a Spawn of Khorne at the end of that close combat phase. Remove the model as a casualty, and place a Spawn of Chaos model within 1" of their last position. This Spawn is under your control for the rest of the game, and is not worth any additional Victory Points. If no Spawn model can be placed, the model is only removed as a casualty.
  • Blade of Blood costs 15 pts.
  • The Fecund Flask: On the roll of a 1, the bearer gains the Stupidity special rule for the remainder of the game.
  • Mirror of Knowledge costs 5 pts.
  • War Chariots cost 100 pts for characters.
  • Soulflayers have A2, costs 200 pts.
  • Gorebeasts cause Fear.
  • Ogres have Natural Armour (6+), costs 30 pts.
  • Palanquin gives Inspiring Presence (6), increased cost.
  • Forsaken have M5 and Fear, use the normal Marks of Chaos. Do not have Immunity (Psychology). Cost 16 pts. You may not have more units of Forsaken than you have units of Chaos Warriors in your army.
  • Marauder Chariots are Special Units, Unit Size 1-3.
  • Skin Wolves use the normal Marks of Chaos.
  • Fell Aura: Enemies targeting this model with missile weapons suffer -1 To Hit.
  • Rot Knights cost 80 pts.
  • Death Heads do not cause Multiple Wounds. Each Hit from a Death Head is multiplied into D6 Hits.
  • Sayl the Faithless have WS5, I4, A2, costs 340 pts.
  • Bloab Rotspawned has WS4, I4, A2, costs 450 pts.
  • Glutos Orscollion has WS4, A2, costs 660 pts.
  • Vilitch has two hand weapons. 
  • Festus may be mounted on Gathoblyt.
  • Dechala has Swiftstride.

 

Wood Elves 1.64: 

  • You may take one unit of Eternal Guard as a Core Unit instead of a Special Unit if Araloth is included in your army. 

Large update wave out now!

Going over the upcoming updates for the non-official books, I felt that since they are all going to be pretty quick ones with little discussion required, I might as well publish them all at the same time so I can get started on the Main Rulebook sooner.

The plan is to publish another quick update wave again for the official books next week, so stay tuned for that. 

 

Albion 1.61:

Main change is the removal of Son of Ogmios - it was added last update, but frankly does not work well considering full Giants are still WS3 - meaning Half Giants as characters suddenly being WS5 is very inconsistent. Regular Half Giants have gotten a bump to T5 making them consistent with regular Giants, and can now take a command group.

  • Removed Son of Ogmios.
  • Shieldbearers give Inspiring Presence (6), costs 25 pts.
  • War Hounds have M8.
  • Shields and light armour for chariots cost 4 pts.
  • Half Giants have T5, I3, costs 37 pts. Added command group options. May take javelins.
  • Giants and Bonegrinder Giants may take Woad Paint for 30/50 pts.
  • Stone Thrower has 3 crew.

 

Araby 1.72: 

  • Cleric has Magical Attacks.
  • Bowmen can take bucklers, not shields.
  • Janissaries have bucklers by default, cost 7 pts. Can replace them with shields or other weapons. Cannot take shields in combination with other weapons.
  • War Elephant causes D3+1 Impact Hits. Spike Chain increases this to D6+1. Costs 120 pts. Can take light armour and/or barding, not armour plates.
  • Khalil al-Zahir has Inspiring Presence (6), costs 305 pts.


Estalia 1.22: 

  • Tactical Supremacy: Any unit with this rule has the Cold-blooded special rule when taking tests to March, Reform, Redirect Charges, Restrain from Pursuit and when using Support Fire.
  • Warrior Priests have Magical Attacks.
  • Fixed bug with Hidalgos missing Tactical Supremacy.
  • War Dogs are M8.
  • Knights of the Blazing Sun: The model must be armed with heavy lance, shield and barding. Whenever a unit where the majority of models have this special rule makes a successful charge, the enemy unit being charged suffer -1 Weapon Skill and Ballistic Skill for the duration of the turn.
  • Isabella Giovanna Luccelli has Magical Attacks and Magic Resistance (2).


Halflings 1.21:

Two larger changes - Treemen are now Monstrous Creatures and solitary units, like in the Wood Elf book. This is also more in line with how they worked historically, and solves the inconsistency issue between the two books. I've also decided to remove the Halftank - it being a miniature steam tank with completely different rules made little sense, and I did not feel it was right to just copy the Empire's most unique unit wholesale. It's also more akin to a special character than a unit since there's only one Halftank, and it does not really play into the rest of the Halfling theme at all. Hence it's being relegated to a historical foot note rather than a common battlefield unit.

  • Hobilars may take javelins.
  • Shearers have scythes.
  • Treemen are Monstrous Creatures, Unit Size 1.
  • Removed the Halftank.

 

Hobgoblins 1.22:

  • Fixed bug with Orlok statline.
  • Merged Cutthroats and Archers into a single unit.
  • Dire Wolves renamed to Snarlfangs.
  • Hobhounds are M8, have Frenzy.
  • Ravagers cost 11 pts.
  • Kheshig poison only applies to close combat attacks.
  • Mangudai poison costs 2 pts.
  • Fixed bug with Nergui's statline.

 

Kingdoms of Ind 1.21: 

  • Thronebearers give Inspiring Presence (6), costs 30/20 pts.
  • Royal Chariots may take up to three additional Crew.
  • War Elephants may take light armour and barding.
  • Giant Bows and Jingals are slow to fire.

 

Kislev 1.22:

  • Supreme Patriarchs have Magic Resistance (2).
  • Kossars are Unit Size 15+. 
  • Fixed bug with Winged Lancer stats.
  • Strength of the Great Bear: Ilja may forfeit his normal attacks in favour of doing a special attack. This attack has the Multiple Wounds (D6) and Ignores Armour Saves special rules.

 

Nippon 1.31:

Katanas now follow the rules for "Oriential longswords" in both Cathay and Dogs of War, so they are consistent with each other. It's now the Samurai's defensive weapon with Parry, and Armour Piercing on top (even if the latter does not really make much sense). Way of the Warrior has seen a bit of a nerf so it's more in line with the Knight's Vow in Bretonnia, and also makes the Warrior Monks stand out more. 

 

  • Katanas give Armour Piercing (1), Parry (6+), Requires Two Hands.
  • Way of the Warrior no longer re-rolls failed Psychology tests.
  • Clan Mons count towards the Magic Item limit.
  • Uesigo Clan Mon: Yamabushi may re-roll failed Leadership tests when using Prayers of the Kami. Costs 15 points.
  • Warriors Monks and Yamabushi have Magical Attacks.

 

Norsca 1.21:
  • King renamed to Jarl.
  • Jarl renamed to Hersir.
  • Bondsmen, Marauders, Reavers, Shieldmaidens are unit size 15+.
  • Jarls, Hersirs, Marauders and Horsemen may take flails.
  • War Wolves are Unit Size 10+, cost 7 pts.
  • War Wolf Chariots may replace javelins with throwing axes
  • Great weapons for Trolls cost 6 pts.
  • Fixed bug with Werebeast's stats.
  • Frost Giant’s great weapon costs 10 pts.
  • War Mammoth may take light armour.
  • Fixed bug with Styrmir Rimefrost missing.
  • Jora and Bjorn may not be the Army General.

 

Pirates of Sartosa 1.31:

  • Multiple minor bug fixes. 

 

Zombie Pirates 1.51: 

  • Updated Red Thirst and Necromancy to be on par with Vampire Counts.
  • Fixed bug with Vampires being listed as Undead.
  • Syreens are Loners.
  • Bloated Corpse is Expendable.
  • Scurvy Dogs have M8, WS/I2.
  • Necrofex Colossus does not have Magical Attacks.
  • Magical Void: Luthor Harkon channels dispel dice on a 4+ rather than a 5+.