Saturday, 20 June 2026

Warhammer 9th Edition 3.1 out now!

This update contains some important changes to the Movement system mainly, serving to streamline several interactions for smoother gameplay. There's also been a lot of corrected issues with spelling, grammar and clarifications in multiple scenarios (not listed in the patch notes below).

Swiftstride has been removed from all troop types by default - instead all models with M6+ follow the previously lower tier for swiftstride automatically (charging Movement + 2D6). This means cavalry etc are a bit slower. Flee and Pursuit is equal to the unit's Movement + D6". This means that infantry will much more rarely catch the cavalry in pursuit and vice versa, rather than it being almost completely random. Swiftstride as a special rule allows re-rolling 1's for the distance instead, and is now much rarer.

Disordered charge has been added - this is simply a term that applies in situations where a unit loses its charge bonuses (mainly due to terrain), rather than having to specify this in every scenario it applies.

Catching fleeing enemies now only does half as much damage as before (1 Wound per Unit Strength), but Rallying has also been made more difficult. You are no longer allowed to Rally if there are non-fleeing/engaged enemies within 6", making it easier to pursue fleeing enemies off the board, even if you are not able to catch them. This gives units of War Beasts and Fast Cavalry a better role as pursuers compared to heavy cavalry. On a similar note, units no longer need to test to march due to nearby enemy units, if the enemy is fleeing or already engaged in combat.

Refusing challenges now has an added negative in that it adds +1 combat res to the enemy, making it more important to accept them.

Stupidity has been reworked - instead of being a Ld test at the start of the turn, it now works on a D6 roll in the compulsory movement phase. This means all stupid models are treated equally, rather than units with high Ld practically ignoring the effect. It's also more granular with 3 different effects, rather than simply being pass or fail.

Fire & Flee no longer causes the unit to flee a shorter distance, and only causes -1 To Hit rather than -2. However, it cannot be used with Ponderous weapons or within the enemy's minimum charge distance. 

Lastly, several weapons have seen a few changes, with initiative bonuses for spears/polearms only applying in the first round of combat, just like lances. Grenades have been added, instead of being repeated in every book that features them. Blackpowder weapons had a bug where they still were armour piercing after getting their shots/strength increased, which has now been fixed.

With that, the main rules are feature-complete. I will naturally be evaluating the rules based on feedback over the coming year(s), but otherwise I consider the main rules to be pretty much done at this point.

Thanks to everyone who have contributed with your feedback and bug reports, and as always - my Patreon supporters!

Next up will be a quick update wave to fix the remaining bugs in the various books, before I can start working on some new material! I'll be posting this on Discord only until all the updates are out, after which I'll have the full patch notes listed in a separate post.


 
Patch Notes:
  • Included the distances for charging, fleeing and pursuing from Swiftstride into the main movement rules. Models with M6 or more roll 2D6 for charges rather than 3D6 (discard highest). All units move the sum of their Movement + D6” when fleeing/pursuing.
  • A unit that declares a Counter-charge reaction cannot make any additional charge reactions besides Hold that turn. A unit may only make one actual Counter-charge move once per turn. If the counter-charging unit gets charged by more than one unit, it counts as counter-charging all units to its front.
  • Disordered Charge: In certain situations, a unit’s charge may become disordered, most commonly due to various types of terrain. A unit that makes a disordered charge is not subject to any rules that only apply when a unit charges.
  • In some cases, the enemy unit might have to close the door with the chargers instead. In this situation, the charging unit counts as making a disordered charge against that unit. 
  • Catching up to a fleeing unit causes one Wound per Unit Strength of the charging/pursuing unit rather than two.
  • Units cannot attempt to rally if enemy units are within 6", unless those units are fleeing, engaged in combat or have less than Unit Strength 10.
  • Units do not need to test to march if the enemy units are fleeing, engaged in combat or have less than Unit Strength 10.
  • Removed "Note that if a unit attempts this test and fails, it is still treated as having marched, even if its controlling player then elects not to have the unit move at all."
  • Remains in play spells can be dispelled at any time during any subsequent Magic phase.
  • Fixed bug with Bound Spells still only mentioning magic items.
  • Removed "Units that only chose Hold as a charge reaction this turn counts as having one more complete rank than they actually do." (bug fix)
  • You gain +1 combat result if a challenge was refused by your enemy.
  • Enemy spells that target a unit containing one or more models with Magic Resistance suffer a casting penalty equal to the number shown in the brackets. Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
  • Provided that they are not engaged in close combat, a unit that contains one or more models with the Stupidity special rule must roll a D6 at the start of its Compulsory Movement sub-phase and consult a table to see what effect it has.
  • Note that in case only a mount has Stupidity, the rider is not affected by the penalties to casting and channelling.
  • When charging, fleeing and pursuing, units entirely made of models with the Swiftstride special rule may re-roll 1's when determining the result of the distance they move. Removed Swiftstride from all unit types by default.
  • Vanguard: Models with this special rule may deploy up to a distance equal to their Movement characteristic (or 2D6" in case they have Random Movement) beyond their deployment zone.
  • Fire & Flee no longer suffer negatives to Movement or counts as moving and shooting. Cannot be used with Ponderous weapons.
  • Polearms, spears and pikes only receive initiative bonuses in the first round of combat. Spears and pikes do not gain extra initiative in turns they are charged.
  • Fixed bug with handguns, pistols and organ guns still being armour piercing.
  • Added Grenades to the weapon section.
  • Chariots: In addition, their fighting rank is three models rather than five.
  • Shrines may choose in which rank they wish to be placed, rather than being required to being in the front rank.
  • War Machines are Cumbersome.
  • Models charging a unit behind an obstacle or building count as making a disordered charge.
  • In the case of Mixed Units, the listed unit size does not include any handlers. The number of Handlers always specified separately.
  • Dawnstone: The bearer may re-roll 1's when taking armour saves. Is a common item. Costs 15 points. 

Saturday, 30 May 2026

Warhammer: Zombie Pirates 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.
  • Updated all spells to account for area and aura effects.
  • 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).
  • Added effective range to all weapons.
  • Undead ignore the Independent special rule.
  • Volley Guns have range of 12/24", are S5, Rapid Fire, not armour piercing.
  • Swivel Guns have Multiple Wounds (D3), not armour piercing.
  • Updated spell level and casting values for all bound spell items.
  • Vampiric models treat all rivers as Deadly Terrain unless they are mounted. 
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Clarified which spells that target undead includes and excludes mounts.
  • Deathly Cabal is a Level 2 spell, 8+ to cast. Until the start of the caster's next Magic phase, the target gains the Magical Ward (6+) and Fear special rules.
  • Raise Dead is a Level 3 spell.
  • Wind of Undeath is a direct damage aura spell with a range of 12". Each unit within range suffer 2D6 Strength 3 Hits which Ignores Armour Saves. Does not summon Spirit Hosts. Cast on 13+.
  • Fleet Admiral has S6, not Wizard by default, costs 190 pts.
  • Zombie Gunners cost 5 pts. Increased cost of weapon options.
  • Gunnery Mob: A unit with this upgrade follows the Split Profile rules for Monsters. It includes two Deck Gunners (Undead, Zombie) riders armed with handguns with the Waterlogged Weapons special rule.
  • Count Noctilus costs 330 pts.
  • Skretch Half-Dead costs 80 pts.

Wednesday, 27 May 2026

Warhammer: Pirates of Sartosa 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).
  • Added effective range to all weapons.
  • Swivel Guns are not armour piercing.
  • Volley Guns are S5, not armour piercing.
  • Denizens of the Deep is a direct damage spell with a range of 24" that causes 6D6 Strength 2 Hits.
  • Pirate Captains cost 50 pts.
  • Sorcerer Lords have WS4, T3, I4, A, cost 160 pts.
  • Quartermasters cost 35 pts.
  • Priest of Stromfels costs 95 pts.
  • Gunners cost 6 pts. Increased cost of weapon options.
  • Grog Lubbers cost 6 pts. Use normal grenades.
  • Added Dwarfen pistols & handguns.
  • Dwarfs are Independent, cost 5 pts.
  • Orcs have S4, not Mighty Blow (1), are Independent, cost 5 pts.
  • Ogres are Independent, cost 25 pts.
  • Ogre pistol has a range of 12/24", S5.
  • Ogre handgun has a range of 24/48", S6.
  • Leadbelcher Guns have a range of 12/24", S5, not armour piercing.
  • Carmen Sicilieri costs 270 pts. 
  • Aranessa Saltspite costs 225 pts.
  • Removed Long Drong (will be moved to RoR expansion).
  • Krusher the Anchorman is Independent.

Tuesday, 26 May 2026

Warhammer: Kingdoms of Ind 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).
  • Deva: Models with this special rule have the Fear, Independent, Magical Attacks, Magical Ward (5+) and Unbreakable special rules. 
  • If a unit of Devas loses a round of close combat it must take an 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 Instability test can be tested on unmodified Leadership if the unit is Stubborn or Steadfast as normal.
  • Holy Standard Of The Devas costs 75 pts.
  • Rajahs may ride Royal Elephants, not War Elephants.
  • Mantrik Lords have WS4, I4, T3, A2, cost 160 pts.
  • Sadhu costs 70 pts. 
  • Tantric Discipline: The model and any unit they are currently in have the Cold-blooded and Disciplined special rules.
  • Slings for skirmishers cost 1 pt.
  • Elephant crew may take javelins.
  • Snake Charmer: You must include one Snake Charmer for every 3 Snake Swarms. Each Snake Charmer can only control 3 Snake Swarms each.
  • Shaturnals have a range of 18/36”, S6, not armour piercing.
  • Giant Bows have a range of 28/42”.
  • Jingals have a range of 24/48”, S7, not armour piercing. Cost 30 pts. If a Misfire is rolled, the War Elephant suffers D3 Wounds which Ignores Armour Saves. 
  • Rakshasas cost 11 pts.
  • Vanaras cost 5 pts.
  • Garudas cost 11 pts.
  • Ganeshas cost 36 pts.
  • Nagas cost 40 pts. May take great bows for 10 pts.
  • War Rocket costs 85 pts.
  • Sudarshana Chakram has Quick Shot.

Sunday, 24 May 2026

Warhammer: Hobgoblins 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • 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).
  • Added multiple magic items previously in the Main Rulebook.
  • Removed bows.
  • Great Shamans have WS4, I3, A2, cost 155 pts.
  • Hobhounds cost 6 pts.
  • You may take not 2 Bolt Throwas as a single Special choice.
  • Giant Bow has a range of 28/42", is Cumbersome.
  • Rokkit Launcha costs 80 pts.
  • Summon Dread Maw: Level 4, cast on 12+.
  • Hobgobla Khan costs 225 pts.
  • Removed Oglah Khan (will be moved to RoR expansion).

Saturday, 23 May 2026

Warhammer: Albion 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).
  • Bows are replaced with shortbows.
  • Warleaders renamed to Chieftains. Chieftains renamed to Champions.
  • Truthsayers/Wyrd Druids have WS4/3, S3, T3, I3, A2/1, Ld7/8, cost 170/75 pts.
  • Javelins for Warriors and Woad Raiders cost 1 pt. 2 pts for Hearth Guard.
  • War Hounds cost 5 pts, handlers cost 10 pts.
  • Removed requirement to take a Wizard to take Fenbeasts.
  • Half Giant great weapons cost 6 pts.
  • Half Giants/Centaurs are Independent, cost 35/19 pts.
  • Druid Neophytes have Ld7, cost 9 pts.
  • Woad Paint for Giants/Bonegrinders cost 20/35 pts. 
  • Dural Durak costs 285 pts.
  • Morrigan has S3, costs 295 pts.

Friday, 22 May 2026

Warhammer: Norsca 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).
  • 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. 
  • Replaced bows with shortbows.
  • Skallagrim's Banner costs 30 pts.
  • Jarl/Hersir costs 95/55 pts.
  • Vitki has WS4, T3, I4, A, cost 160 pts.
  • Skalds are not musicians.
  • Beastmaster costs 40 pts.
  • Valkyries do not have equipment by default, can take fur cloak.
  • Bowmen cost 5 pts.
  • You may not take more units of Bowmen than you have units of Bondsmen and/or Marauders.
  • Reavers cost 7 pts.
  • Slings for Thralls cost 1 pt.
  • War Wolves cost 6 pts.
  • Hunters cost 9 pts.
  • Add. hand weapons and shields for Frost Giants cost 10 pts. Armour costs 15/30 pts.
  • War Mammoth light armour costs 30 pts.
  • Removed Beorg Bearstruck (will be moved to RoR expansion).
  • Erik Redaxe costs 265 ps.
  • Flóki 'Lostson'  costs 140 pts.
  • Njal Troelson costs 155 pts.
  • Fenrir Wolfclaw costs 235 pts.
  • Styrmir Rimefrost costs 460 pts.

Thursday, 21 May 2026

Warhammer: Nippon 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • 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).
  • A Katana gives the wielder +1 To Wound, not armour piercing.
  • Smoke Bombs: 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 from combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn. 
  • Dragon Claw Katana costs 45 pts.
  • Divine Slashing Blade costs 20 pts.
  • Drum of Water costs 25 pts.
  • Fan of Command is Daimyo or Taisho only. 
  • Imperial Standard costs 55 pts.
  • Mirumoto's Battle Standard costs 50 pts.
  • Daimyo/Taisho cost 95/55 pts.
  • Master Onmyoji has WS4, T3, I4, A, cost 160 pts.
  • Onmyoji may use Beasts and Metal.
  • Hatamoto costs 40 pts.
  • Yamabushi costs 95 pts.
  • Warrior Monk Cavalry may take longbows or handguns.
  • Komainu Riders have cheaper weapon options.
  • Ozutsu have S6, not armour armour piercing.
  • Oni great weapons cost 6 pts. Have Daemonic Instability instead of Unstable.
  • Blessings of the Kami: Enchanted Item. Bound spells (Level 1, cast on 6+).  Does not give +1 Power Dice to the pool.
  • Armour of Iron Resolve: Magic Armour. Heavy armour. The wearer gains +1 Toughness and a Magical Ward (5+). Tokudaira Ieyasu costs 280 pts.
  • Sanada Naomasa costs 185 pts.
  • Akashi Sho costs 200 pts.
  • Kage Mask: Enchanted Item. This item gives Sarutori Hanzo the Fear special rule. In addition, it contains a Bound Spell (Level 1, cast on 3+). This is an augment spell that Sarutori Hanzo can cast on himself. He may immediately make a Fly move up 10", even if engaged in close combat, as if it were the Remaining Moves sub-phase.

Wednesday, 20 May 2026

Warhammer: Halflings 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).
  • When a Halfling army attempts to dispel, they have a +1 bonus to all dispel attempts. Halflings no longer lose their dispel bonus if a Wizard is included in the army.
  • Added multiple magic items previously in the Main Rulebook.
  • Added the Epic Flail, Horn Of Ribald Tomfoolery and Trailblazer's Hauberk from the Dogs of War book. 
  • Terrance Chubbly's Enchanted Arrows cost 40 pts.
  • Darcie's Magical Thingimabob costs 35 pts.
  • Black Pepper Spray is a Talisman. All enemy models in base contact with the bearer of the black pepper spray must re-roll all successful rolls to Hit in the first round of close combat.
  • Four-Leaf Clover is an Enchanted item.
  • Herbalists have A0.
  • Ogre Bodyguard has A3.
  • Merged Rabble, Swordsmen and Spearmen into one unit with hand weapon by default.
  • Fieldwardens cost 6 pts.
  • Slings for Thieves cost 3 pts.
  • Swan Riders have W2, cost 20 pts.
  • Moot Ogres are Independent, cost 25 pts.
  • Reapers/Shearers may take flails.
  • Fireworks Cart costs 60 pts.
  • You may take 1-2 Hot Pots/ Fireworks Carts/ Shearers as a single Rare choice.
  • Hisme Stoutheart costs 175 pts.
  • Nicholas Warfoot costs 175 pts.
  • Removed Lumpin Croop (will be moved to RoR expansion).

Tuesday, 19 May 2026

Warhammer: Estalia 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).
  • Added multiple magic items previously in the Main Rulebook.
  • Bows are replaced with shortbows.
  • Pistols of the Duel are S5, do not have an effect in combat. Cost 15 pts.
  • Grand Commander/Captain costs 90/50 pts.
  • Grand Mago has WS4, T3, I4, A2, costs 160 pts.
  • High Priest of Myrmidia has MR(1), costs 130 pts. Priest of Myrmidia costs 90 pts.
  • War Dogs cost 5 pts, Handlers cost 10 pts.
  • Muskets have S5, not armour piercing. Are ponderous.
  • Each Hit with a Grenade is multiplied into D3 Hits. Does not cause misfire damage.
  • Mountain Bandits cost 8 pts.
  • Ogres cost 27 pts. 
  • Ogre pistol has a range of 12/24", S5, not armor piercing.
  • Ogre handgun has a range of 18/36", S6, not armor piercing.
  • Blessed Cuirass: Magic Armour. Heavy armour. The wearer gains the Fly (10) special rule and a Magical Ward (4+), which may be re-rolled.

Monday, 18 May 2026

Warhammer: Araby 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).
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Bows are replaced with shortbows.
  • Magus has WS4, T3, I4, A2, costs 160 pts.
  • Marid does not have Immunity (Ice Attacks).
  • Nomad Scouts have normal handguns, cost 11 pts.
  • Khalil al-Zahir costs 290 pts.
  • Layla bint Suraya costs 130 pts.
  • Mehmed Agha costs 120 pts.
  • The Golden Magus costs 365 pts.
  • Abdul Alhazred costs 160 pts.
  • Khar-mel costs 145 pts.
  • Removed Al Muktar (will be moved to RoR expansion).

Saturday, 16 May 2026

Warhammer: Amazons 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • 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).
  • Updated spell level and casting values for all bound spell items.
  • Updated all missile weapons with effective/long range.
  • Bows are replaced with shortbows.
  • Crystalline Armour is a light armour, costs 30 pts.
  • Serpent High Priestess has S3, T3, Ld8, costs 160 pts. Priestess has WS3, BS3, S3, I3, Ld7, costs 65 pts.
  • Archers cost 5 pts.
  • Blowpipes are free for skirmishers. Poison upgrade for javelins cost 2 pts.
  • Jaguars cost 7 pts, beastmistress cost 10 pts.
  • Gorol and Ancient Sentinel great weapons cost 6 pts.
  • Giant Bow is Cumbersome, not Poisoned.
  • Lwaxana costs 305 pts.
  • Azura costs 185 pts.
  • Removed Anakonda (will be moved to RoR expansion).

Friday, 15 May 2026

Warhammer: Kislev 3.0 out now!

Patch Notes:

  • Merged Lords and Heroes of the same type into one character entry with two separate profiles.
  • Increased WS, I and A for Wizard Lords.
  • 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).
  • Removed bows.
  • Ice Witches have WS4, I4, A2, Ld8, cost 160 pts.
  • Frost Maiden has Ld7.
  • Hag Mothers have WS4, I4, T3, A2, Ld8, cost 160 pts.
  • Removed Hag rule.
  • Supreme Patriarchs have MR(1), cost 130 pts. Patriarchs cost 90 pts.
  • Rangers/Hunters are not Loners. Have Forest Strider and longbows, cost 10 pts.
  • Medium armour for Druzhina costs 1.5 pts. 
  • Pistols for Winged Lancers/Gryphon Legion costs 2 pts.
  • Barding for Gryphon Legion costs 1 pt.
  • Light armour for Streltsi/Ice Guard cost 0.5 pts. 
  • Chekists cost 13 pts, are not Independent.
  • Brotherhood of the Bear are not Independent, cost 17 pts.. Have Forest Strider, Hill Strider.
  • Kvassnics are not Independent.
  • Reduced cost of missile weapons for war wagons.
  • Kostaltyn has MR(1), costs 170 pts.
  • Wolfbane contains the Urannon's Thunderbolt spell from the Lore of Heavens.
  • Mother Ostankya costs 285 pts.
  • Naryska Leysa costs 180 pts.
  • Tordimir Lubovasyn costs 160 pts.
  • Ulrika Magdova Staghov treats all rivers as Deadly Terrain unless she is mounted.

Thursday, 14 May 2026

Warhammer: Chaos Dwarfs 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.
  • Ash Cloud is a hex aura spell with a range of 18". Until the start of the caster's next Magic phase, all affected units within range suffer -1 To Hit in close combat and with missile attacks, may not march or fly, and must re-roll successful dangerous terrain tests. 
  • Lava Storm is a direct damage area spell with a range of 12". Place D3 small round templates anywhere within range. All models touched by each template suffer a Strength 5 hit with the Flaming Attacks and the Multiple Wounds (D3) special rules. Lvl 4, 14+ to cast.
  • Flames of Azgorh is a direct damage area spell with a range of 12" that uses the large round template. 
  • Removed Shadows of Hashut.
  • Increased cost of most Magic Armour.
  • Removed bows. 
  • If a unit of Daemons 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 Daemon suffers one additional Wound with no saves allowed. The Daemonic Instability test can use Inspiring Presence and/or Hold Your Ground as normal.
  • Blackshard armour no longer gives a +1 bonus to armour.
  • Fireglaives are S5, not armour piercing. Have the Ponderous special rule. Do not gain +1I.
  • Naptha bombs have S4, Ignores Armour Saves. Does not cause multiple hits. Cost 10 pts.
  • New Magic Item: Obsidian Blade. Removed Molten Blade.
  • Sorcerer-Prophets have S3, T4, I3, Ld9, cost 195 pts.
  • Overlords/Overseers cost 125/60 pts.
  • Bull Centaur Taur'ruk costs 140 pts.
  • Great Taurus is a Monstrous Beast, has WS4, S4, T4, W3, A. Mighty Blow (1). Costs 95 pts.
  • Orc Slaves have S4, not Mighty Blow. Cost 6 pts.
  • Slaves, Black Orcs and K’Daai are Independent.
  • Infernal Guard cost 11 pts.
  • Removed Acolytes of Hashut.
  • Bazuka has a range of 12/24”. Costs 25 pts. Inferno Guns have a range of 12/24”, S5, not armour piercing. Earthshaker Mortar costs 40 pts.
  • Black Orcs have A1 and medium armour by default, cost 12 pts.
  • Magma Cannons have a range of 6", cost 100 pts.
  • Deathshrieker Rockets follow the rules for normal rocket launchers.
  • Steam cannonade has a range of 12/24", not armour piercing. Has Rapid Fire.
  • Immortals cost 16 pts.
  • Dreadquake Mortar costs 130 pts. Removed Slow Reload.
  • Doomfire: Any unit that suffers one or more casualties from this weapon must take a Panic test. If the unit suffered Heavy Casualties, it takes the test at -1 Leadership.
  • An Ogre Slave has the Fear and Natural Armour (6+) special rule. In addition, it increases the Unit Strength of the war machine by 3 rather than 1 and gives it Line of Sight (2).
  • Removed Mechanical Giant rule.
  • Kollossus has T7, Hellbound, Armour Piercing (1), Flaming Attacks, costs 250 pts. Can replace bane maces with Immolation Cannons. Replaced the other upgrades with new ones from AoS. Does not have Immunity (Poisoned Attacks).
  • Siege Armour gives the wearer +2 armour save against missile attacks to its front.
  • K'daai Destroyer has normal Frenzy, costs 265 pts.
  • Astragoth Ironhand has WS5, S4, T4, A2, costs 290 pts.
  • Zhatan the Black costs 275 pts.
  • Drazhoath the Ashen has WS5, S3, T4, I3, A2, Ld9, costs 560 pts.
  • Ironsworn have Armour Piercing (1) instead of Mighty Blow. 

Tuesday, 12 May 2026

Warhammer: Vampire Counts 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.
  • Vampiric models treat all rivers as Deadly Terrain unless they are mounted. 
  • Clarified which spells/items that target undead includes and excludes mounts.
  • Deathly Cabal is a Level 2 spell, 8+ to cast. Until the start of the caster's next Magic phase, the target gains the Magical Ward (6+) and Fear special rules.
  • Raise Dead is a Level 3 spell.
  • Wind of Undeath is a direct damage aura spell with a range of 12". Each unit within range suffer 2D6 Strength 3 Hits which Ignores Armour Saves. Does not summon Spirit Hosts. Cast on 13+.
  • Iron Sinews: The model may re-roll failed To Wound roll.
  • Increased the cost of most magic armours.
  • Armour of Night: This item causes any missile attacks targeted at the wearer or any unit they are with to suffer -1 To Hit.
  • Vampire Lords (except Necrarchs) are not Wizards by default.
  • Von Carstein Lords renamed to Counts, have S6, cost 190 pts. Heroes renamed to Scions.
  • Necrarch Lords renamed to Masters, Heroes renamed to Acolytes, have S4, cost 70 pts.
  • Lahmian Lords cost 175 pts. Lahmian Heroes renamed to Courtesans, have S4, cost 70 pts.
  • Blood Dragon Lords have S6, cost 215 pts. Blood Dragon Heroes renamed to Kastellans, cost 100 pts.
  • Strigoi Lords renamed to Ghoul Kings, have S6, cost 220 pts. Heroes renamed to Ghoul Princes.
  • Master Necromancer has WS4, T3, I4, A2 costs 160 pts.
  • Separated Wight Kings into Kings and Lords. Wight Kings have WS6, S5, W4, A4, cost 140 pts. Wight Lords have WS5, S5, costs 100 pts.
  • Skeleton Archer have shortbows, can take longbows.
  • Crypt Ghoul skirmish upgrade costs 1 pt.
  • Sylvanian Levy can take longbows.
  • Dire Wolves cost 5 pts.
  • Mournguls have a Magical Ward (4+).
  • Lahmian Handmaidens have S4, costs 18 pts. Throwing weapons cost 3 pts. Can take poisoned attacks.
  • Vlad von Carstein has S6, costs 450 pts.
  • Mannfred von Carstein has S6.
  • Removed the Devils of Swartzhafen.
  • Zacharias the Everliving costs 720 pts.
  • Walach Harkon has S6, costs 490 pts. Cannot take a Zombie Dragon.
  • Prince Vhordrai has S6, costs 615 pts.
  • Ushoran has S7, T7, costs 590 pts.
  • Heinrich Kemmler has S3, T3 costs 325 pts. Tomb Blade gives +1S.
  • Dieter Helsnicht has S3, T3, costs 310 pts.
  • Gormayne costs 170 pts. Pronounce Judgement now works on a D6 roll with a table, effects re-roll only 1’s.
  • Removed The Red Duke (Amour of Blood has been moved to the item pool), Dieter Helsnicht (Rod of Flaming Death has been moved to the item pool), Belladamma Volga, Radukar the Wolf, Lady Olynder, Kurdoss Valentian, Ivya Volga, Lady Annika, Kritza, Cado Ezechiar, Reikenor, Awlrach. The AoS models will be brought back in a separate expansion later on.
  • Krell has WS6, S5, W4, costs 235 pts. 

Monday, 11 May 2026

Warhammer: Tomb Kings 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 spell level and casting values for all bound spell items.
  • Units with the Arrows of Asaph special rule ignore all shooting modifiers that are not caused by magic items or spells.
  • Relic of the Desert Sun costs 20 pts.
  • Enkhil's Kanopi: Bound spell (Level 1, cast on 5+). This is a special aura spell with a range of 24". Roll a D6 for every 'remains in play' and active spell that lasts more than one turn within range: on a 2+ that spell is automatically dispelled. For each spell that is ended in this way, add D3 power dice to your power pool. Costs 35 pts.
  • Tapestry Of Conquered Lands costs 30 pts.
  • Icon Of The Sacred Eye costs 30 pts.
  • Tomb Kings cost 155 pts.
  • Tomb Prince has S5, cost 105 pts.
  • Liche High Priest has WS4, T3, I4, A2, cost 160 pts. May take light armour.
  • Bows replaced by shortbows.
  • Removed Skulls of the Foe.
  • Warsphinx and Necrosphinx are T7.
  • Removed Thundercrush Attack.
  • Settra the Imperishable costs 535 pts.
  • Khalida has S5, W4, costs 300 pts.
  • Khatep costs 330 pts.
  • Arkhan the Black has WS5, I4, costs 340 pts.

Sunday, 10 May 2026

Warhammer: Lizardmen 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.
  • 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 spell level and casting values for all bound spell items.
  • Removed Jungle Poisons by default. Reduced cost of all affected weapons accordingly. Units can take Firefly Frog Venom as an upgrade instead for 2 pts per model.
  • Unfathomable Presence costs 10 pts.
  • Removed Venom of the Firefly Frog magic item.
  • Slann Mage-Priests cost 365 pts.
  • Old-bloods/Scar-Veterans have Natural Armour (5+), cost 140/90 pts.
  • High Priest has Ws3, I5, A2, costs 165 pts.
  • A Kroxigor Ancient may never be the Army General.
  • A Chameleon Stalker may never be the Army General. Has Forest Strider.
  • Chameleon Skinks are not Loners/Independent.
  • Aggradons have Natural Armour (5+).
  • Carnosaurs have Natural Armour (4+).
  • Skink Skirmishers cost 5 pts.
  • Temple Guard do not have light armour by default, cost 17 pts.
  • Chameleon Skinks cost 8 pts. Have Forest Strider.
  • Fireleech Bolas have a range of 6/9".
  • Aggradon Riders do not have light armour.
  • Solar Engine is a Bound Spell (Level 1, cast on 6+).
  • Giant Bow does not have Poisoned Attacks.
  • Stegadon costs 195 pts.
  • Burning Alignment: Bound spell (Level 2, cast on 8+). Burning Alignment is a direct damage aura spell with a range of 12".
  • Power of the Ancients: Arcane Item. Bound Spell. This item contains the Fiery Blast spell from the Lore of Fire.
  • Troglodon Oracle have Divining Rod by default instead of javelins.
  • Guardian of the Sacred Places: Level 1, cast on 5+. Guardian of the Sacred Places is a special type of spell which targets a single forest within 12" of the caster. The target immediately moves up to 2D3" in a direction of your choice. A forest cannot move to within 1" of other terrain features.
  • Lord Kroak costs 510 points.
  • Kroq-Gar costs 465 pts.
  • Chakax costs 210 pts.
  • Gor-Rok costs 220 pts.
  • Tehenhauin costs 310 pts.
  • Tetto'eko costs 225 pts.
  • Removed Tichi-Huichi (will be moved to RoR expansion).
  • Golden Blowpipe of P'Toohee has a range of 9/18". Has March & Shoot instead of Rapid Fire.

Friday, 8 May 2026

Warhammer: Grand Cathay 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.
  • Harmony only requires US5 to take effect.
  • A Celestial Blade gives the wielder +1 To Wound, not armour piercing.
  • Crane Guns have a range of 18/36”, S6, not armour piercing, have Move or Fire unless mounted.
  • Three-eyed guns have a range of 9/18”, S5, not armour piercing.
  • Dragon Fire and gunpowder bombs cause D3 hits, cannot misfire.
  • Blossom Wind has a range of 24".
  • Increased cost of most Magic Armour.
  • Scrolls Of Wei-Jin: The bearer of this item gains the Loremaster special rule. However, they may only attempt to cast a number of spells equal to their Wizard level. Costs 20 pts.
  • Banner of the Dragon's Wrath is no longer infantry only.
  • Standard of Nan-Gau: The unit carrying this banner gains 6" to the effective range of their missile weapons.
  • Gelestial General/Captain costs 105/60 pts. Cannot take shields.
  • Dragon-Blooded Shugengan costs 240 pts. Cannot take missile weapons except dragon fire pistols. Can take medium armour.
  • Dragon Descendant costs 340 pts.
  • Grand Alchemist/ Supreme Astromancer has WS4, T3, I4, A2, cost 160 pts.
  • Added Gate Keepers as a weaker version of Gate Masters. Gatemasters cost 70 pts with increased stats. Cannot take additional hand weapons, celestial blades, great weapons or handguns.
  • Harmony of Stone & Steel: A Gate Master and any unit they join gain the Disciplined special rule.
  • Blademasters can take Celestial Blades.
  • Great Spirit Longma has Natural Armour (5+)
  • Peasant/Jade Bowmen have shortbows by default, cost 4/6 pts. Can take longbows. Increased cost of weapon options by 1 pt.
  • Hill Tribesmen/Monkey Warriors are Independent.
  • Hill Tribesmen can be upgraded to both ambushers and skirmishers.
  • Crane Gunners cost 15 pts.
  • Grenadiers may take Leaders.
  • Ogres cost 27 pts.
  • Shortbows/crossbows for Terracotta Warriors cost 1/2 pts.
  • Onyx Crowmen have Expendable, Magical Attacks and Unstable.
  • Sky Bombs are S4, not armour piercing. Scatter D3”, roll of natural 1 = Misfire.
  • Celestial Lion has Mighty Blow (1) and Natural Armour (6+), costs 145 pts.
  • Great Moon Bird has A4, costs 140 pts.
  • Rocket Salvo is not armour piercing.
  • Grand Cannon costs 125 pts.
  • Fire Rain Rocket costs 85 pts. Are special units.
  • War Chariots and War Drums may take medium armour.
  • Terracotta Sentinels have T7, cost 235 pts.
  • Guardian Lions have S6, T7, W6, I1, A5, cost 240 pts.
  • Miao Ying cists 525 pts.
  • Yuan Bi costs 455 pts.
  • Wind Bow has a range of 32/48".
  • Guan Fei does not re-roll failed break tests.
  • Liu Yun, Hua Gongzhu and Guan Fei have Celestial Forged Armour.
  • Grand General: All friendly units with the Yin or Yang special rules within 12" of Liu Yun have the Disciplined special rule.
  • Hua Gongzhu costs 175 pts.
  • Tian Shi costs 335 pts.


Thursday, 7 May 2026

Warhammer: Warriors of Chaos 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.
  • Increased the cost of most magic armours.
  • Reduced the cost of Magical Wards from 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.
  • Chaos Armour: Models with this rule cannot have their armour save reduced below a 6+ save from non-magical Attacks.
  • Daemonic: Models with this rule have the Fear, Magical Attacks, and Magical Ward (5+) special rules.
  • Ensorcelled weapons: Models with this rule gain the Armour Piercing (1) and Magical Attacks special rules when using hand weapons.
  • A Daemon of Slaanesh has the Hatred (Daemons of Khorne) and Armour Piercing (1) special rules. For every close combat Attack that causes an unsaved Wound, the model may may an additional Attack. These additional Attacks cannot generate further attacks.
  • Unless your Army General has the same Mark of Chaos, any Core Unit with Mark of Chaos counts as Special Units, Special Units counts as Rare Units, and Rare Units may not be included.
  • In addition, models with a different Mark of Chaos treat each other as Suspicious Allies. However, models with the Mark of Khorne and Slaanesh, or Tzeentch and Nurgle, treat each other as Desperate Allies, respectively. 
  • Characters without a Mark of Chaos may not join units that have one.
  • Flames of Chaos cost 5 pts.
  • Spelleater Shield costs 30 pts.
  • Warlord costs 165 pts. Exalted Champion has T5. Removed option for spears.
  • Added rules for Aspiring Champions.
  • Reduced cost of Daemon Prince armour.
  • Soulflayers have WS6, I5, costs 210 pts. Maledictors have A1, cost 95 pts.
  • Sorcerers have limited mount options compared to Champions.
  • Warriors have A1, cost 13 pts. Reduced cost of weapon options.
  • Warhounds cost 6 pts.
  • Cultists cost 4 pts.
  • Chosen cost 16 pts. Ensorcelled weapons cost 1.5 pts.
  • Forsaken are Independent, cost 15 pts.
  • Knights have A1, cost 28 pts. Reduced cost of weapon options.
  • Flayerkin are not Scouts, cost 5 pts.
  • Ogres cost 27 pts.
  • Trolls cost 43 pts.
  • Varanguard have ensorcelled weapons by default.
  • Dragon Ogres are Monstrous Beasts.
  • Storm Call: Bound Spell (Level 1, cast on 6+). Storm Call is a direct damage aura spell with a range of 6". The target units suffer D3 Strength 4 Hits with the Lightning Attacks special rule.
  • Warpfire Dragons have Magic Resistance (3), do not have Ward saves against magical attacks or require re-rolling casting results.
  • War Mammoth light armour costs 30 pts.
  • Slaughterpriests cost 140 pts.
  • Skullcrushers have hand weapons by default.
  • Rot Knights do not have shields by default, cost 65 pts.
  • Pusgoyle Blightlords cost 75 pts.
  • Hellstriders cost 22 pts.
  • Insensible to Agony: All successful To Wound rolls against the unit must be re-rolled.
  • Slickblade Seekers cost 50 pts. Shortbows & Poisoned Attacks cost 1 pt.
  • Fatemasters cost 70 pts.
  • Archaon has Magic Resistance (1), costs 570 pts.
  • Abraxia coists 420 pts, have a normal 4+ Magical Ward.
  • Harald Hammerstorm is an Exalted Champion, costs 210 pts.
  • Wulfrik costs 205 pts.
  • Frydaal costs 215 pts.
  • Sayl the Faithless has WS6, I5, costs 295 pts. Nightmaw costs 45 pts.
  • Traitor's Mist: Level 1, cast on 5+. Traitor's Mist is a conveyance spell that targets Sayl himself. Sayl may immediately make a move using the Fly (10) special rule as if it were the Remaining Moves sub-phase, even if engaged in close combat. In addition, any model (friend or foe) in base contact at the start of the move suffers an automatic Strength 3 hit which Ignores Armour saves.
  • Marakarr Blood-Sky costs 180 pts.
  • Arbaal is an Exalted Champion, costs 280 pts.
  • Khorgos Khul costs 375 pts.
  • Vorgaroth has WS7, A4, costs 770 pts.
  • Scyla Anfingrimm costs 140 pts.
  • Glottkin cost 820 pts. Ethrac Glott has WS6, A2.
  • Bloab Rotspawned has WS6, I5, costs 460 pts.
  • Crippling Famishment has a range of 24".
  • Styrkaar costs 220 pts.
  • Vilitch the Curseling has WS6, T5, costs 385 pts.
  • New Special Character: Gelgus Pust

Tuesday, 5 May 2026

Warhammer: Daemons of Chaos 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.
  • 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.
  • Gift of Chaos is a direct damage aura spell with a range of 12". Each target suffers D6 Strength 3 Hits.
  • Rot, Glorious Rot is a direct damage aura spell with a range of 18". 
  • Chaos Armour: Models with this rule cannot have their armour save reduced below a 6+ save from non-magical Attacks.
  • Reduced cost of Daemon Prince and Exalted Daemon armour.
  • Lesser Flames of Tzeentch have a range of 12/18".
  • Flames of Tzeentch have a range of 12/18", are Rapid Fire.
  • Blue Fire has a range of 12/18”.
  • Exalted Flames of Tzeentch have a range of 16/24", are Rapid Fire.
  • Burning Chariot uses rules for Exalted Fire of Tzeentch, not Exalted Flames of Tzeentch.
  • Death Heads have a range of 6/9".
  • Contorted Epitome does not have the Acquiescence spell, costs 165 pts.
  • Skulltaker costs 170 pts.
  • Gnarlrod of Nurgle: Arcane Item. Bound Spell (Level 3, cast on 9+). 
  • Staff of Slaanesh: Arcane Item. Bound Spell (Level 3, cast on 10+). 
  • Whispers of Doubt: Level 1, cast on 5+. 
  • Be'lakor costs 515 pts.
  • Scrolls of Sorcery: Arcane Item. Relic. Bound Spell.