Showing posts with label Tomb Kings. Show all posts
Showing posts with label Tomb Kings. Show all posts

Wednesday, 21 August 2024

Warhammer - Tomb Kings 1.6 (beta) out now!

Well this certainly went quicker than I had initially planned for! There is not a huge amount of changes, mostly just refinements of the existing rules. The spells have been reworked quite a bit to be better balanced, and you have a lot more options than before. Gone is the previous healing-spam which a lot of people felt was over the top, and the amount of wounds restored are better balanced per unit now. As you can no longer cast the Desert Wind to move multiple units, the Hierophant has a 6" march aura instead to make up for it. There's also a lot more magic items made available for your characters, giving you a ton of new builds.

As for new units, you have two new mount options for your characters, and a new core unit of skirmishers armed with javelins or slings for added versatility. In special you have Mummies (a blast from the past) and Tomb Guard Chariots for some extra punch. Lastly, the Casket of Souls has seen a large rework - rather than just being a dice generator/absorbed it now functions like an actual artillery piece which means you will get to see a lot more face-melting than before! 

Hope you enjoy this update, and many thanks for your continued support!

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Patch Notes:

  • Undead may make march moves if they are within 6" of the Hierophant or are joined by a character with the My Will Be Done special rule.
  • Added 6 additional spells to the Lore of Nehekhara and reworked the old spells.
  • Added around two dozen new Magic Items and reworked some of the existing ones.
  • Increased cost of great weapons.
  • Stone Shaper: Any friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beasts or Monsters within 12" of one or more models with this special rule gains the Regeneration (6 +) special rule and suffer 1 Wounds less than they normally would due to the Unstable special rule, or following the death of the army's Hierophant.
  • Skeletal Steed mounts may take barding.
  • New Mount: Necroserpent
  • New Mount: Necrolith Bone Dragon
  • New Core Unit: Skeleton Skirmishers
  • Skeleton Horse Archers costs 10 pts.
  • Skeleton Chariots have W4. Do not have light armour by default. Cost 50 pts. Can take 25 pts of magic banner.
  • New Special Unit: Tomb Guard Chariots
  • New Special Unit: Mummies
  • Necropolis Knight are a Rare Unit. Increased cost of shields. May no longer be Entombed Beneath the Sands.
  • Increased cost of greatbows for Ushabti.
  • Tomb Scorpions have W3, costs 60 pts. Cannot be taken in units.
  • Bastethi are Level 1 Wizards, but can choose spells.
  • Ammut is Undead. Feast of Souls: When the Ammut causes an unsaved Wound, it regains one Wound lost earlier in the battle.
  • Screaming Skull Catapult and Bone Throwers do not have light armour by default.
  • Necrolith Colossus has two hand weapons by default. Has BS3. Costs 210 pts. Can take shield.
  • Spirit Conduit: Friendly Wizards within 12" of one or more Hierotitans gains a +1 Casting bonus.
  • Hierotitan's equipment are now Magic Items.
  • Khemric Titan has WS3.
  • Covenant of Power: You may add 1 Power dice to your pool for each Casket of Souls in your army.
  • Vortex of Souls: The Casket of Souls can use one of the following abilities at the start of your Shooting phase as long as the Keeper of the Casket model is alive, and the Casket of Souls has not moved this turn.
  • Light of Death: Light of Death has a range of 36". One enemy unit with Line of Sight to the Casket must take a Leadership test on an additional D6, discarding the lowest result. For each point the test is failed by, it suffers an automatic Wound which Ignores Armour Saves. Once the Leadership test has been resolved, roll a D6: on a 3+, choose another enemy unit with Line of Sight of the Casket that is within 6" of the initial target, which also suffers the effects of the Light of Death. Keep rolling for further victims (each with Line of Sight to the Casket and within 6" of the last target struck), until the roll is failed or there are no more viable targets. A unit can only be the target of Light of Death once per Shooting phase.
  • Light of Protection: Until the start of your next Shooting phase, all friendly units within 12" gain a 6+ Ward save, and enemy units suffer -1 To Hit against them.
  • Crown of Nehekhara has a 6" range.
  • Khalida may ride a Necroserpent. May take 50 pts of magic items. Costs 270 pts.
  • Grand Hierophant of Khemri: When using The Restless Dead Lore Attribute, Khatep restores 2D6 Wounds for Core Units (except Chariots), D6 Wounds for Special Units, Chariots and Monstrous Cavalry and D3 Wounds for Rare Units. Khatep can take the same Mounts as a Liche High Priest.
  • Arkhan the Black uses spells from Lore of Death or Nehekhara.
  • Removed King Phar and Amanhotep the Intolerant.
  • Tutankhanut may take 50 pts of magic items, does not have magic items by default. Costs 105 pts.
  • Nekaph have the The Flail of Skulls instead of his old magic items. Can take 25 pts of magic items. May ride a Necroserpent. Costs 110 pts.
  • Ramhotep can take 50 pts of magic items.
  • Master Artisan: At the start of the game, select a single friendly unit of Monstrous Infantry, Monstrous Cavalry, Monstrous Beast or Monster. The models in this unit gain the Natural Armour (6+) special rule for the rest of the battle.
  • Apophas may join units of Tomb Swarms and will benefit from "Look Out, Sir" while in such a unit.
  • Swarming Mass: Apophas has a Strength 1 Breath Weapon with the Poisoned Attacks special rule.
  • The Stone Host of Quatar: This does not change the amount of Wounds restored from The Restless Dead Lore Attribute for the affected units – use the original values for all units.

Wednesday, 29 March 2023

Large hotfix wave out now!

Following on the update wave, here are all the bug fixes/changes based on feedback. Minor things like spellings errors or small rules clarifications are not mentioned in the patch list.

 

MAIN RULEBOOK:

  • Removed "lone" from the following sentence: Characters that are Infantry follow the rules for Skirmishers. Characters that are Cavalry follow the rules for Fast Cavalry.
  • A unit must take a Panic test immediately if it loses 25% or more of the Unit Strength with which it started the phase.
  • Cavalry without a split profile can make up to two supporting attacks.
  • Ridden monsters follow all the Split Profile rules for Cavalry.
  • Cavalry, monstrous cavalry, chariots and shrines that enter marshland fail their Dangerous Terrain tests on a 1 or 2, rather than a 1.
  • Unlike other magic items; Wizards can take up to two Arcane Items. If they do so, one of their Arcane items must be marked as "one use only". Note that they may not take two "one use only" items.
  • Fear: If the Unit Strength of all Fear-causing models is double or more that of the total Unit Strength of all enemy units in base contact, the Combat Resolution score is increased by +2.
  • Destroy Magic Scroll: On a 4+, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
  • Cavalry have to take Dangerous Terrain tests if they move march, charge, flee or pursue over anything other than open ground or hills – Battlefield Terrain for more details.
  • Clarified that Stomp hits are randomised like Automatic Hits.
  • Stupidity: In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
  • Wizarding Hat: The wearer is treated as being a Level 2 Wizard who can use a randomly chosen spell lore from any of the Eight Lores of Magic at the start of the game. However, they also have the Stupidity special rule. Note that they may not choose any Arcane Items. Cost 50 pts.
  • A model can make a supporting attack if it is in the second rank and directly behind a friendly model that is itself fighting an enemy in base contact.
  • Note that Magical Resistance does not offer protection against Miscasts.
  • Any Swarm base that is hit by a template attack suffers Multiple Wounds (D6) rather than 1.
  • Mixed Unit: Note that if the unit has the Expendable, Swiftstride or Vanguard special rules, this also applies to the Handlers.


MAGIC ITEMS:

  • Braid of Bordeleaux is an enchanted item.
  • Sigil of Asuryan: In addition, the spell is destroyed and the enemy caster loses access to the spell for the rest of the game (note that this has no effect on Innate Bound spells).
  • Grand Banner of Clan Superiority: The unit carrying the Grand Banner of Clan Superiority gains +D3 combat resolution bonus if they have more ranks than each enemy unit in base contact.
  • The Bronze Armour of Zhrakk gives the wearer the Animated Construct special rule (though they may still march). However, no other model may use the model's Leadership.
  • The Helm of Commandment gives the wearer a 6+ armour save. In addition, if the wearer is not in combat, one friendly Undead unit within 12" may use their unmodified Weapon Skill instead of their own in close combat.


ALBION:

  • Roth Mac Lyr is a MI model, does not have Spasms of Fury. Costs 245 pts.

 

 ARABY:

  • Flying Carpet Riders have Movement 0.
  • Monster Bombard has minimum range 12”.

 

BEASTMEN:

  • Scion of the Dark Gods: Gorthor may not exchange the result for the Signature spell if he prefers.
  • Dragon Ogres are MC.
  • Dragon Ogre Shaggoth has Impact Hits (D3).

 

BRETONNIA:

  • Your Army General must always be a model with the Knight's Vow, The Questing Vow, the Grail Vow, or a Wizard.
  • The Green Knight no longer has a separate ward save, costs 245 pts.
  • Spirits of the Fay no longer has a separate ward save, costs 13 pts.

  

CATHAY:

  • Additional War Drummers cost 6 pts per model.

  

DAEMONS OF CHAOS:

  • Musicians for Seekers of Slaanesh costs 5 pts.
  • Discs of Tzeentch has Movement 0.
  • Removed Vanguard from Flesh Hounds and Karanak.

 

DARK ELVES:

  • Dark Riders pay 1,5 pts for shields, 1 pt for barding.
  • Clarified that Ravager Harpoon is part of the chariot, not the equipment of the crew.
  • Avatar of Khaine has heavy armour, cost 220 pts.

 

DOGS OF WAR:

  • Mydas the Mean has heavy armour.
  • Maneaters may take polearms.
  • Marianna Cheveaux: Models suffer -1 To Wound against her, unless they are using Magical Attacks or Flaming Attacks.

 

DWARFS:

  • Garagrim’s War-mourner rule no longer lets Giant Slayers take Magic Weapons.


THE EMPIRE:

  • Fixed bug with incorrect armour value for full plate armour.
  • Musicians for fast cavalry cost 10 pts.

 

HIGH ELVES:

  • Musicians for fast cavalry cost 10 pts.

 

LIZARDMEN:

  • Kroxigors in Skink Cohorts have Natural Armour (4+) and cost 46 pts.
  • Musicians for fast cavalry cost 10 pts.
  • Increased Natural Armour for Lotl-Botl, Ten-Zlati and Itzi-Bitzi.
  • Burning Alignment is a direct damage spell that targets every enemy unit within 4D6" of the Engine's front arc.

 

NIPPON:

  • Musicians for fast cavalry cost 10 pts.
  • Sumo Warriors have medium armour, cost 13 pts.
  • Odari Clan Mon: Models with this Mon gain +1 to their Leadership.
  • Call of the War God lasts until the start of the caster’s next magic phase.

 

NORSCA:

  • Musicians for fast cavalry cost 10 pts.


ORCS & GOBLINS:

  • Musicians for fast cavalry cost 10 pts.
  • Rogue Idol has a Ward save (6+), cost 245 pts.

 

PIRATES OF SARTOSA:

  • Mr Bill's hook hand can be used as either an additional hand weapon or as a buckler in close combat.
  • Helmsman has S3 instead of S4.
  • Pistols of King Death costs 40 pts.
  • Lucky Levi's Hook Hand costs 35 pts.
  • The Bloody Nora costs 35 pts.
  • The Jolly Roger costs 50 pts.
  • Orc Freebooterz may take a magic standard worth up to 25 pts.

 

SKAVEN:

  • All models in the Skaven army roll 3D6 and discard the lowest result when determining their flee distance.
  • Removed third paragraph from Strength in Numbers and changed out ranks for Unit Strength in the second paragraph.
  • At the start of each round of close combat, all enemy models in base contact with one or more models bearing a plague censer, as well the Censer Bearers themselves that are allowed to fight this round, must pass a Toughness test or suffer a single wound with the Ignores Armour Saves and Magical Attacks special rules.

 

TOMB KINGS:

  • Settra has Troop Type: Chariot
  • Whilst Arkhan the Black has the Liber Mortis he gains +1 to cast, +1 to dispel and one additional spell. If the Liber Mortis is ever destroyed, Arkhan the Black immediately loses a randomly determined spell.
  • High Queen Khalida costs 285 pts.
 

 

VAMPIRE COUNTS:

  • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
  • The Book of Nagash allows Zacharias to restore 2D6 Wounds instead of D6 for Infantry when casting the spell Invocation of Nehek from the Lore of Necromancy.
  • Retribution or Salvation can only target Undead Infantry. 
  • Spirit of the Fallen: Cado gains the Killing Blow and Multiple Wounds (2) special rules.

 

WARRIORS OF CHAOS:

  • Discs of Tzeentch has Movement 0.
  • Dragon Ogre Shaggoth has Impact Hits (D3).
  • Kholek has Impact Hits (D6), costs 485 pts.
  • Musicians for fast cavalry cost 10 pts.
  • If any enemy spell or missile attack with the Lightning Attacks special rule targets a unit within 12" of Kholek, the spell's effects are redirected toward Kholek instead.
  • Atarus has Devastating Charge and his mount is Daemonic, costs 190 pts.
  • Marauder Chieftain can upgrade to medium armour.
  • Blood Bind: In addition, the unit becomes subject to Frenzy until the start of the caster's next magic phase.
  • Fatemasters cost 60 pts.
  • Varanguard cost 70 pts.


WOOD ELVES:

  • Musicians for fast cavalry cost 10 pts.
  • Unleash Swarm of Spites: Roll a number of dice equal to the casting result for each enemy unit.
  • Clarified that Spiterider Revenants have Natural Armour (5+).
  • Drycha Hamadreth: If Drycha is reduced to 1 Wound, she gains the Frenzy special rule. She automatically loses Frenzy if she is healed back to her starting number of Wounds.
  • Spiterider Revenants cost 60 pts.
  • A Cluster of Radiants is Forest Spirit only.


ZOMBIE PIRATES:

  • Added several pages of additional lore on the Vampire Coast.
  • Invocation of Nehek is an augment spell with a range of 12" that targets Undead.
  • Count Noctilus has heavy armour, cost 295 pts.