Thursday, 30 April 2026

Warhammer: Skaven 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Updated all spells to account for area and aura effects.
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Warpstone Tokens are common magic items.
  • Weeping Blades are common magic items.
  • Warpstone Stars are common magic items.
  • Foulhide gives Regeneration (5+).
  • Amulet of Darkness costs 15 pts.
  • Warpscale Pendant costs 10 pts. Is a common item.
  • Grey Seers have WS4, T3, A2, cost 190 pts.
  • Chieftains may be mounted on everything besides Brood Horrors.
  • Sorcerer Lords have T3, I6, A2, costs 160 pts. Sorcerers have WS4, costs 65 pts.
  • A Plague Priest is a Level 1 Wizard. A Plaguelord is a Level 2 Wizard. Cost 90/165 pts. Removed Pontifex/Chantor. Removed Bringer of the Word.
  • Plague Priests may be mounted on Great Pox Rat.
  • Warlock Masters have WS4, T3, I5, A2, costs 150 pts. Do not have light armour by default.
  • Night Runners start with one hand weapon, cost 4 pts. May have Poisoned Attacks.
  • Gutter Runners start with one hand weapon, cost 8 pts. Poison cost 1 pt.
  • Rat Swarms can be upgraded to Plague Rats. Deleted the latter as a unit.
  • Wolf Rats cost 7 pts.
  • You must include 1 Packmaster for every 3 Rat Ogres in the unit.
  • Warpfire Throwers are S4, Armour Piercing (1). Cost 50 pts.
  • Each Hit from a poisoned wind globe is multiplied into D3 Hits. Globadiers cost 10 pts.
  • Warplock Jezzails are Ponderous. May not take Warlock Optics.
  • Warpfire Projectors are S4, Armour Piercing (1). Cost 50 pts.
  • Warpblasters have a range of 15/30".
  • Thanquol does not have Warpstone Tokens by default, costs 255 pts.
  • Thanquol can be taken without Boneripper.
  • Queek Headtaker costs 220 pts.
  • Tretch Craventail costs 105
  • Nurglitch costs 410 pts.
  • Lord Skrolk costs 320 pts.
  • Ikit Claw has S4, costs 320 pts.
  • Klawmunkast has T3, costs 150 pts.

Wednesday, 29 April 2026

Warhammer: Ogre Kingdoms 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • An Oriental Longsword gives the wielder +1 To Wound, not armour piercing.
  • Ogre pistols have a range of 12/24", S5, not armour piercing.
  • Chaintrap has a range of 6/9".
  • Harpoon launcher has a range of 28/42".
  • Great throwing spear follows the rules for javelins.
  • Mage-swallower: The character gains the Magical Attacks special rule. Costs 5 pts.
  • Reworked Gnoblar Thiefstone table. Costs 30 pts.
  • Red Stone costs 20 pts.
  • Bangstick is Bound Spell (Level 3, cast on 8+).
  • Tyrants have I5, A6, costs 235 pts.
  • Bruisers have I4, A5, costs 235 pts.
  • Slaughtermasters have T4, costs 235 pts.
  • Hunters have A4, costs 145 pts.
  • Leadbelcher Guns have a range of 12/24", S5, not armour piercing.
  • Ironblasters have a range of 12-72".
  • Greasus Goldtooth costs 365 pts.
  • Ghark Ironskin costs 400 pts.
  • Skrag the Slaughterer has T5, costs 440 pts.
  • Groth Onefinger costs 340 pts.
  • Morg Magmaborn costs 320 pts.
  • Bragg the Gutsman costs 170 pts.
  • Braugh Slavelord costs 215 pts.
  • Removed Golgfag (will be moved to a RoR expansion).

Tuesday, 28 April 2026

Warhammer: Dogs of War 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • An Oriental Longsword gives the wielder +1 To Wound, not armour piercing.
  • Replaced bows with shortbows.
  • Removed dwarf-crafted, added Dwarfen crossbows and pistols.
  • Ogre pistols are S5, not armour piercing.
  • Characters may take up to two Quirks of Characters each.
  • Priced Quirks individually for units.
  • Veteran (+1WS) is a Quirk, not an upgrade. Pikemen, Sellswords and Stradiots only. This Quirk may be taken once per full 1000 points in your army.
  • Wealthy is model with light or medium armour only. 
  • Deft Hands renamed to Steady Aim: The model does not suffer the normal To Hit penalty for moving & shooting.
  • Drillmaster renamed to Drilled: The model gains the Disciplined special rule. Cost 5 pts for characters.
  • Crushing Blow renamed to Hard Hitter.
  • New Quirk: Markman - The model does not suffer penalties for shooting at long range.
  • Quick Shot renamed to Quick Draw.
  • New Quirk: Precision Striker - The model gains the Armour Piercing (1) special rule.
  • Removed Cunning.
  • Added multiple new Magic Items previously available in the Main Rulebook.
  • Increased cost of most Magic Armour.
  • Shield of Stubborn Refusal: The bearer is always Steadfast in the first round of combat. Costs 15 pts. 
  • The White Sistrum: The bearer gains +1 Power Dice at the start of your Magic Phases. In addition, all enemy units within 6" suffer -1 to their Leadership.
  • Staff of Quietude: Bound Spell (Level 2, cast on 7 +). This is an aura spell with a range of 24". If successfully cast, all Remains in Play spells and spells that last more than one turn are immediately dispelled and cease to have any effect.
  • The Crucible Of Horrors is a Bound Spell (Level 3, cast on 9+). Cost 35 points.
  • Rockcharmer's Flute is a Bound Spell (Level 3, cast on 8+).
  • Ring of Life: Bound Spell (Level 1, cast on 5+). 
  • Ensign Of The Reman Legion only adds Fight in Extra Ranks, cost 15 pts.
  • Banner Of Monte Castello: The unit carrying this standard gains the Cold-blooded special rule
  • Eagle Banner costs 15 pts.
  • Removed the Epic Flail, Horn Of Ribald Tomfoolery and Trailblazer's Hauberk (will be moved to Halflings).    
  • Mercenary Generals/Captains cannot take flails.
  • Hireling Wizard Lords have WS4, T3, I4, A2, cost 160 pts.
  • Dwarf Captains cost 60 pts.
  • Orc Captains have S5, not Mighty Blow, cost 70 pts. Cannot take spears.
  • Ogre Captains have gut-plates by default, cannot take medium armour.
  • Hobgoblin Captains cannot take polearms, spears or great weapons.
  • Blood Rage: Whenever a model with this special rule makes a successful charge (including Counter-Charge, Pursuit and Overrun), they are subject to Frenzy in the following round of close combat and count each of their ranks as double for the purpose of Steadfast.
  • Dwarf crossbows have longer effective range.
  • Orcs have S4, not Mighty Blow, cost 6 pts.
  • Maneaters can take Quirks of Characters instead of separate upgrades.
  • Culverin renamed to chase gun.
  • Lucrezzia Belladonna has A2, costs 300 pts.
  • Marco Colombo costs 160 pts.
  • Lietpold the Black costs 215 pts.
  • Ghazak Khan costs 205 pts.
  • Removed Morgan Bernhardt - his sword has been moved to the Magic Item pool.
  • Removed all previous "Regiments of Renown" – they will be moved to a separate expansion and will be accessible to other armies.

Monday, 27 April 2026

Warhammer: Empire 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Renamed Counter Charge to Support Charge.
  • Removed full plate armour.
  • Grenade launching blunderbuss is S4, not Ponderous. Each Hit from a grenade launching blunderbuss is multiplied into D6 Hits.
  • Repeater pistols, Repeater handguns and long rifles are S5, not armour piercing.
  • Repeater pistols do not add extra attacks in combat.
  • Black Guard of Morr upgrade is free.
  • Knight Griffon has the Disciplined special rule instead of reforming.
  • Knights Encarmine: The models may re-roll 1's To Hit and failed Parry saves.
  • Removed the Sword of Power.
  • Increased cost of most Magic Armour.
  • The Silver Horn costs 35 pts.
  • Imperial Banner: The bearer of this standard gains the Hold Your Ground (6) special rule. In addition, all friendly units within the bearers Hold Your Ground range gain the Disciplined special rule.
  • Banner of the Knights Panther: A unit with this standard gains the Unbreakable special rule. Costs 40 pts.
  • New Magic Items: Rod Of Power, Fozzrik's Folding Fortress, Orb Of Thunder, Banner Of Duty, Banner Of Valour, Standard Of Arcane Warding, Wizard's Staff.
  • Cloak Of Anraheir costs 20 pts.
  • Generals/Captains cost 95/55 pts.
  • Wizards may take light armour.
  • Battle Wizard Lord has WS4, T3, I4, A2, cost 160 pts.
  • Grand/Chapter Masters cost 110/70 pts.
  • Arch Lectors/Warrior Priests cost 115/85 pts. 
  • Arch Lectors have Magic Resistance (1).
  • Witch Hunter Generals/Captain cost 80/35 pts, have Magic Resistance (1).
  • Archers have longbows, cost 7 pts.
  • Militia may take longbows instead of bows, cost 4 pts. Pistols cost 3 pts. 
  • Pistoliers cost 17 pts.
  • Hunting Hounds cost 5 pts. Hunt Master cost 25 pts.
  • Huntsmen have longbows and Forest Strider, cost 10 pts.
  • Outriders cost 22 pts. Barding and Hochland long rifle is free.
  • Skirmish upgrade for Sisters of Sigmar cost 1 pt.
  • Halflings, Dwarfs and Ogres are Independent. 
  • Ogres cost 25 pts.
  • Ogre pistols have a range of 12/24", S5, not armour piercing.
  • Ogre handguns have a range of 24/48", S5, not armour piercing.
  • Demigryph Knights have heavy armour, cost 50 pts.
  • Helblaster Volley Gun has the Multiple Shots (Artillery Dice+D3) rule. Otherwise uses the normal profile for Organ guns, but may fire 3 times per turn.
  • Solheim's Bolt of Illumination: Arcane Item. Bound Spell (Level 4, cast on 11+).
  • Storm of Shemtek: Arcane Item. Bound Spell (Level 4, cast on 10+).
  • Meteor Strike: All other models hit by the template suffer a Strength 4 hit. 
  • Steam Tanks have T7, 2+ armour save.
  • Karl Franz costs 300 points.
  • Kurt Helborg costs 290 pts.
  • Al-kahest has a range of 6/9".
  • Volkmar the Grim costs 190 pts.
  • Balthasar Gelt costs 310 pts.
  • Thyrus Gormann has light armour, costs 325 pts.
  • Boris Todbringer has heavy armour, costs 260 pts.
  • Elspeth von Draken has WS4, T3, costs 255 pts.
  • Aldebrand Ludenhof has heavy armour, costs 190 pts.
  • Hans von Löwenhacke has heavy armour, costs 255 pts.
  • Harald Gemunsen has heavy armour, costs 175 pts.
  • Luthor Huss costs 165 pts.
  • Emil Valgeir has Magic Resistance (1), costs 260 pts.
  • Ludwig Schwarzhelm has heavy armour, costs 160 pts.
  • Theodore Bruckner has heavy armour, costs 180pts.
  • Magnus the Pious costs 160 points.
  • Luthor Huss costs 165 pts.
  • Ghal Maraz & Armour of the Heldenhammer costs 85 pts.
  • Blessed Water is not one use only.
  • Removed Gotrek/Felix and Johann van Hal (will be moved to RoR expansion)

Sunday, 26 April 2026

Warhammer: Orcs & Goblins 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Warpaint replaced with Magical Ward (6+).
  • Increased cost of most Magic Armour.
  • Reduced the cost of Magical Wards from most magic items.
  • Removed Evil Sun Armour.
  • Lucky Shrunken Head: Any unit joined by the bearer of the Lucky Shrunken head may re-roll 1's when taking Magical Ward saves.
  • Sparkly Wizard Finda: The bearer of the Sparkly Wizard Finda has the Hatred (Wizards) and Magic Resistance (3) special rules. Costs 15 pts.
  • Removal Magical Warpaint item.
  • Glowing' Tattoos: The bearer of this item may re-roll failed Magical Ward save rolls.
  • Orc Warbosses/Big Bosses do not have Mighty Blow, cost 115/70 pts. Big Bosses are S5. Black Orc Bosses do not gain +1 Attack.
  • Orc Shamans have S/T4, do not have Mighty Blow. Weirdnobs have WS4, I3, A2. Orc Shamans cost 190/80 pts.
  • Warchanters do not have Mighty Blow, have S/T5, costs 100 pts.
  • Oddnobs have WS3, I3, A2, costs 160 pts.
  • Orc Boys have S4, do not have Mighty Blow, cost 6 pts.
  • Orc Boar Boys have S4, do not have Mighty Blow, cost 15 pts.
  • Arrer Boys have S4, do not have Mighty Blow. Have longbows, cost 9 pts.
  • Little Big 'Uns: For each Goblin Warboss in your army, you may upgrade one unit of Goblin Gitz of the same sub-species to Little Big 'Uns. Little Big 'Uns gain +1 Weapon Skill and the Mighty Blow (1) special rule. In addition, they count as Special Units.
  • Great weapons and polearms are Big 'Uns only.
  • Squigs are not loners (already limited by Random Movement) and do not Vanguard.
  • Cave Squigs cost 7 pts, herders cost 8 pts. 
  • Squig Hunters cost 5 pts. 
  • Black Orcs have A1 and medium armour by default, cost 13 pts.
  • Rogue Idol costs 240 pts.
  • Grimgor Ironhide has a 2+ save, costs 310 pts.
  • Ogdruz Swampdigga has T4, not Mighty Blow, costs 235 pts.
  • Wurrzag has T4, not Mighty Blow, costs 310 pts.
  • Removed Ruglud.
  • Borgut Facebeater costs 175 pts.
  • Badruk 'Eadsplitta costs 140 pts.
  • Skitgit costs 145 pts.
  • Skragrott has T3, A2, costs 310 pts. 

Saturday, 25 April 2026

Warhammer Wood Elves 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Updated spell level and casting values for all bound spell items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Elven bows are now shortbows.
  • Enchanted Arrows do not have Magical Attacks.
  • Shooting attacks made with Moonfire Shot have the Flaming Attacks and Magical Attacks special rule.
  • Shooting attacks made with Swiftshiver Shards allow the model to fire Multiple Shots even when moving (in case of longbows) or marching (in case of shortbows) that turn. 
  • Unless used with a shield in combat or when using the Mighty Blow (1) special rule from the weapon, a model armed with a saerath gains +1 Attack.
  • Spellweavers have WS5, I6, A2, costs 195 pts.
  • New Character: Grove Guardian
  • Shadowdancers cost 100 pts.
  • Strangeroots have a range of 6/12".
  • Merged Branchwraiths and Branchwyches into one character slot.
  • Deepwood Scouts cost 12 pts.
  • Glade Riders do not have equipment by default, cost 13 pts. Light armour cost 1.5 pts.
  • Wild Rider light armour cost 1.5 pts.
  • Orion cost 420 pts.
  • Araloth costs 185 pts.
  • Wychwethyl costs 110 pts.
  • Skaw costs 80 pts.
  • Hawk’s Talon has a range of 30/42". 

Friday, 24 April 2026

Warhammer High Elves 3.0 out now!

Patch Notes: 

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Increased cost of most Magic Armour.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Blood of Caledor gives Devastating Charge instead of +1A, cots 35 pts.
  • Bow of Averlorn is a longbow.
  • Elven bows are now elven shortbows.
  • Reaver Bow is a shortbow, range 20/30", March & Shoot.
  • Amulet of Fire costs 5 pts.
  • The Seerstaff of Saphery gives the bearer the Loremaster special rule. Costs 30 pts.
  • New Magic Item: Battle Banner
  • Renamed Highborn to Noble.
  • Arch Mages have WS5, I6, A2. Cost 195 pts.
  • Mages may take light armour.
  • Lord of Aenarion costs 175 pts. Can choose armour level.
  • Loremaster costs 220 pts. Can choose armour level.
  • Unicorns cost 25 pts.
  • Sea Guard have shortbows.
  • Rangers can take shortbows for 4 pts.
  • Reavers can take shortbows for 3 pts.
  • Shadow Warriors have shortbows, cost 15 pts.
  • Dragon Princes have Devastating Charge, A1, cost 28 pts.
  • War Lions are Unit Size 5-15.
  • Sisters of Avelorn costs 19 pts.
  • Flamespyre Phoenix costs 235 pts.
  • The Dragon Armour of Aenarion grants Tyrion a 2+ armour save as well as the Immunity (Flaming Attacks) and Magical Ward (4+) special rule.
  • Teclis has light armour.
  • Phoenix King: Finubar has a 4+ invulnerable save, costs 365 pts.
  • Alarielle has WS5, A2, costs 400 pts. The Shieldstone of Isha grants Alarielle the Radiant and her unit the Magical Ward (5+) special rule.
  • Eltharion costs 330 pts.
  • Alith Anar costs 265 pts.
  • Imrik costs 600 pts. Has Blood of Caledor, A4.
  • Althran Stormrider costs 200 pts.
  • Master of the Mists: If Sea Lord Aislinn is in your army, all friendly units of Lothern Sea Guard may deploy using the Vanguard special rule. In addition, immediately after both armies have been fully deployed (including Scouts), each unit of Lothern Sea Guards and Eagle Claw Bolt Throwers in your army gets to fire as if it was the Shooting phase. 

Tuesday, 21 April 2026

Warhammer Dark Elves 3.0 out now!

This update sees the inclusion of a new unit: Blood Hags, elite Witch Elves armed with polarms, throwing weapons and medium armour. Conversely, regular Witch Elves are now a Core Unit like in 8th ed, without the requirement of a Death Hag. Statswise, they are on par with other core, and their offensive bonuses are offset by their lack of armour.

Next up: High Elves! 

 

Patch Notes:

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Increased cost of close combat weapons and shields for characters.
  • Streamlined cost of mounts for characters.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Deathrain crossbows have a range of 16/24".
  • Repeater handbows have a range of 8/12".
  • Oblivion targets unit in close combat.
  • Rending stars have a range of 6/9".
  • Black Lotus costs 20 pts.
  • Attacks made with the Sword of Ruin have the Ignores Armour Saves special rule. 
  • Attacks made with Soulrender have the Armour Piercing (1) special rule. Costs 20 pts.
  • Increased cost of most Magic Armour.
  • The Armour of Darkness gives the wearer a 3+ armour save and the Immunity (Armour Piercing) special rule.
  • Crown of Black Iron costs 45 pts.
  • Cloak of Twilight: Enemy units cannot charge or target the bearer with missile attacks or spells if they are more than 12" away from them. Within 12", they can only be charged or targeted by first rolling a 4+. If the test is failed, the unit may choose a new target as normal. Costs 30 pts.
  • The model carrying the Null Talisman, and any unit they are with, gains a +3 dispel bonus against enemy spells targeting them directly.
  • Rubric Of Dark Dimensions costs 35 pts. Bound spell (Level 2, cast on 7+).
  • Decanter of Egos: All friendly units within 6" of the bearer gain +1 to their Movement characteristic. Costs 30 pts.
  • Gem of Nightmares causes Terror, cost 10 pts.
  • The Banner of Nagarythe costs 75 pts.
  • New Magic Item: Dread Banner.
  • Sorceresses may take light armour.
  • Fleetmasters do not have equipment by default. Cost 70 pts.
  • A High Gladiatrix may never be the Army General.
  • A Melusai Ironscale may never be the Army General.
  • Melusai Ironscale costs 180 pts.
  • Deathrain Crossbows cost 3 pts for Dark Riders.
  • Witch Elves are Core Units.
  • Harpies are Independent, cost 11 pts.
  • New Special Unit: Blood Hags.
  • Cold Ones Knights cannot take barding.
  • Shades are Independent, costs 15 pts.
  • Ravager Harpoon has a range of 24/36”.
  • Melusai cost 26 pts, have light armour by default.
  • Heartseeker Bows are longbows. Are a free upgrade.
  • Cauldron of Blood costs 130 pts.
  • Bloodwrack Medusae are Independent, cost 55 pts.
  • Spit Fire has a range of 8/12”.
  • Avatar of Khaine has T7, costs 265 pts.
  • Morathi costs 335 pts.
  • Krethusa knows the knows the Flock of Doom spell from the Lore of Beasts in addition to her other spells.
  • Tullaris has Frenzy, costs 130 pts.
  • Removed Mengil. 

Monday, 20 April 2026

Warhammer Dwarfs 3.0 out now!

Dwarfs are up first for 3.0, in a pretty small update overall. The biggest change is that of the Organ Gun and Flame Cannon - the former now fire more shots without AP(1) and works like in the main rulebook, and the flame cannon has taken a nerf to range 6" rather than 12", but is also 40 points cheaper, making it more in line with the other war machines in terms of power.

Next up: Dark Elves! 

 

Patch Notes:

  • Merged all Lords and Heroes into a single character entry with two separate profiles.
  • Characters do not have armour by default.
  • Reduced the cost of Magical Wards from most magic items.
  • Increased cost of close combat weapons and shields for characters.
  • The Battle Standard Bearer can have a Magic Standard with no points limit in addition to any other Magic Items they might have.
  • Added maximum unit sizes to all units (typically 3x their minimum unit size).
  • Removed Dwarf-crafted, added rules for dwarfen handguns, crossbows and pistols. Each weapon has increased effective range by 3-6".
  • A model wearing armour engraved with the Master Rune of Adamant can only be wounded on natural To Wound rolls of 6. Can be combined with other armour runes.
  • Armour engraved with the Master Rune of Gromril ignores any negative modifiers to its armour save. This rune cannot be combined with any other armour runes. Costs 30 pts.
  • Rune of Stone costs 10 pts.
  • Rune of Forging is not cannon only.
  • Rune of Accuracy costs 25 pts.
  • Renamed High Thane to King.
  • King/Thanes cost 125/65 pts.
  • Runelords/Runesmiths cost 150/90 pts. Have Magic Resistance (2). Runelords have A3.
  • Miners cost 11 pts.
  • Blasting charges have a range of 6/9".
  • Cinderblast bombs have a range of 6/9". Are S5. Each Hit from a cinderblast bomb is multiplied into D3 Hits. Does not use a template. Costs 5 pts.
  • Drakeguns have a range of 9/18".
  • Drakefire Pistols have a range of 6/12".
  • Trollhammer Torpedoes have a range of 12/24"
  • Brimstone Guns have a range of 9/18", have March & Shoot.
  • Clatterguns have a range of 12/24", have March & Shoot.
  • Doomseekers are Unit Size 3-6.
  • Organ Guns use the same profile as the Main Rulebook, costs 100 pts.
  • Flame Cannons have a range of 6", cost 100 pts.
  • Grudgebreaker has T7, 2+ armour save. Costs 200 pts (bug fix).
  • Thorek Ironbrow has A3, cost 310 pts.
  • Removed Long Drong Slayer and Malakai. 

Sunday, 19 April 2026

Warhammer 9th Edition 3.0 out now!

Not a huge number of changes from the beta to the full version, mainly due to there not being that many bugs and such that required fixing. As before, let’s go through the major changes.

Wizards now choose spells like in the 2.2 version of the rules; that is, one spell per spell level plus the signature spell. This means each Wizard Level unlocks a set of 3 spells to choose one spell from, rather than level 1 wizards picking 2/3 spells by default, which screwed up the progression system. To compensate for it, Wizards are now allowed to use an additional dice per spell casting roll – again, just like in 2.2.

Rank bonus has been limited to +2 ranks for charging units, representing them partially breaking formation when they rush forward. This was done to give a bit of an edge to larger units choosing Hold as a charge reaction. The +1 bonus to steadfast unfortunately served no purpose for large or stubborn units that would be steadfast anyway, meaning these units always benefited from counter-charging. Now, units with 3+ ranks benefit more from holding against charges compared to just counter-charging, since they don’t lose combat resolution from it. Likewise, smaller units of shock troops are incentivized to keep counter-charging since they would most likely not have enough ranks for +3 bonus anyway.

Loner and Uncommanded are now a single special rule called Independent - they practically apply to all units anyway. Loner units would typically operate outside of the general command structure to begin with, so it only fits.

Ponderous weapons suffer an additional -1 to Hit when using Stand and Shoot, representing these weapons being slower to load, and keeps them better balanced with the increases in range and strength they have received.

Fast Cavalry and Skirmishers can now perform more manoeuvres with movement penalties, rather than being limited to turning.

For missile weapons, there are a few changes to their Strength values. Longbows are S3 as before to avoid issues with things like Orc Arrer Boyz becoming too good. Blowpipes have been nerfed to S2 after feedback. Handguns, pistols and blunderbusses have all gained +1S, but lost armour piercing. This makes them deadlier overall, which is offset by their short effective range and additional stand and shoot penalty. Organ guns meanwhile, have lost a bit of range and armour piercing, but instead fire 3D6 shots instead of D6. Lastly, javelins have been toned down a bit in range to 10/15" – 18" just felt a bit too much for what is supposed to be a fairly short range weapon.

There are a few more magic items that have been moved to the various army books, and there are now common magic items that may be taken in multiples in each army, just like in TOW. Arcane items on the other hand, are split into staffs, charms and relic, and each wizard may pick one of each – giving them a lot more options than before and allow you to tailor more interesting wizard builds. Magic Armour is generally more expensive, and Magical Wards are cheaper.

With that, the main rules should be complete for a good while, apart from potential minor bug fixes. Next up will be a large wave of army list updates, starting with the official ones, which I'll go through in more detail in another post. Thanks to my Patreons for your ongoing support!


Patch Notes:

  • Separated wheeling from manoeuvres.
  • A unit that reforms may not fire missile weapons in the Shooting phase.
  • Note that a unit that is already engaged in close combat is not allowed to make a charge reaction.
  • Each Wizard may choose a number of spells equal to their level.
  • The number of dice each Wizard can use to cast each spell is equal to their Wizard Level plus 2.
  • Added rules for units that have “innate” bound spells.
  • Bound spells do not benefit from any casting bonuses or penalties the model might have.
  • A minimum of five models in each rank or file may always attack, as long as the unit is in base contact with any model of the enemy unit in that arc.
  • Units that have charged the same turn are limited to a maximum of +2 rank bonus.
  • Units that choose Hold no longer get a bonus to Steadfast.
  • If a model with the Killing Blow special rule rolls a 6 To Wound, they automatically slay their opponent – regardless of Toughness or the number of Wounds on the victim's profile.
  • Merged Loner and Uncommanded into Independent. Note that Characters, ridden models and Mixed Units that still have their Handlers ignore this special rule, unless specified.
  • If a model has the Poisoned Attacks special rule from two or more different sources (such as a combination of different special rules, spells or magic items), it may also re-roll failed To Wound rolls.
  • Ponderous: Weapons with this rule suffer an additional -1 To Hit penalty if they move and shoot in the same turn, and when choosing Stand & Shoot as a charge reaction.
  • Random Movement: A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule. If a character in the unit has a different Random Movement value, use the slowest for the entire unit.
  • Quick Shot: Quick Shot may be used once per turn when declaring a charge, immediately after rolling for your charge distance. If the charging unit has enough Movement to enter the maximum range of its missile weapons, resolve the shooting attacks for each weapon as if the charging unit had just entered that weapon’s range.
  • Fast Cavalry/ Skirmishers may turn without losing any movement, redress the ranks for a quarter of their movement and reform for half their movement. In addition, they may perform two manoeuvres during their move (even while marching), and still shoot after reforming.
  • Profiles that only have one range listed ignore penalties for long range.
  • Spears/pikes only receive their bonuses if you choose Hold or Stand & Shoot as a charge reaction.
  • Longbows are S3.
  • Javelins have a range of 10/15".
  • Blowpipes are S2.
  • Handguns and pistols are S5, blunderbusses S4. None have Armour Piercing. 
  • Grapeshot is not Armour Piercing.
  • Fire throwers are S4 by default.
  • Organ Guns have a range of 12/24", Multiple Shots (Artillery Dice + 3D6). Not Armour Piercing.
  • A character cannot join a unit of Monstrous Creatures (unless they are also a Monstrous Creature).
  • Added rules for Deadly Terrain: Models moving through deadly terrain must take always dangerous terrain tests, even when making normal moves. When a model marches, charges, flees, overruns or pursues into or through an area of deadly terrain, it fails the test on a roll of 1-2 rather than 1. Cavalry, Monstrous Cavalry, Chariots and Shrines treat what is normally dangerous terrain as being deadly terrain.
  • Added rules for rolling hills. Rolling hills counts as open ground.
  • Any magic item marked with an asterisk (*) is considered to be common, and thus can be taken in multiples in your army.
  • Scroll of Shielding: This item can be used when an enemy attempts to cast a spell targeting one of your units within dispel range.
  • Removed Dragon Slaying Sword (will be moved to Bretonnia with a different effect).
  • Removed Obsidian Blade (will be moved to Chaos Dwarfs).
  • Renamed Bone Blade to Ogre Blade.
  • Renamed Ogre Blade to Sword of Power.
  • Armour of Destiny costs 60 pts.
  • Armour of Resilience costs 40 pts.
  • Armour of Silvered Steel costs 40 pts.
  • Removed Shield of Ptolos (will be moved to Dogs of War).
  • Talisman of Preservation costs 40 pts.
  • Talisman of Endurance costs 25 pts.
  • Talisman of Protection costs 10 pts.
  • Arcane Items are split into Staffs, Charms and Relics. A Wizard may not take more than one item from the same category, but can otherwise take up to 3 arcane items.
  • Wand of Jet is now Wand of Onyx and vice versa.
  • Forbidden Rod cost 20 pts.
  • Removed Wizard's Staff (will be moved to Empire).
  • Lichbone Pennant is back.
  • Curse of Anraheir: Models already in dangerous terrain counts as moving through deadly terrain.
  • Savage Beast of Horros: If a Character is mounted, you must choose if the rider or the mount is affected by the spell. For other ridden Monsters, the riders are never affected.