Wednesday, 22 February 2023

Warhammer: High Elves 1.5 out now!

This update changes the following:

  • Lion Leaping: Enemy models in base contact are subject to the Always Strikes Last special rule for the duration of the close combat phase.
  • Silver helms have medium armour by default, cost 20 pts. Heavy armour costs 2 pts.
  • Phoenix Guard have A2, costs 18 pts.
  • Swordmaster: Models with this special rule ignore Initiative penalties from great weapons and gain the Dodge (6+) special rule against non-magical missile attacks (except templates).
  • Fixed bug with Griffon having I5 instead of I4.
  • Fixed bug with Harbinger having I4 instead of I5.
  • Fixed bug with Lord of Aenarion being unable to take shields separately from other weapons.
  • Shield of the Merwyrm costs 15 pts. Gives 5+ Parry (for a total of 4+ ward with Elven Grace).
  • Dragon Princes cost 26 pts.
  • Additional crew for war machines cost 10 pts.
  • Great Eagles cost 45 pts.

 

Warhammer: The Empire 1.5 out now!

This update changes the following:

  • Full plate armour is limited to Inner Circle Knights, Reiksguard and Demigryph Knights, as well as Generals, Grandmasters and Captains.
  • Empire Knights have heavy armour, cost 20 pts. Inner Circle upgrade costs 5 pts.
  • Free Company Militia can take light armour for ½ pt/model.
  • Pistoliers cost 19 pts.
  • Reiksguard foot knights cannot take great weapons.
  • Heavy armour for greatswords costs 3 pts.
  • Barding for Outriders costs 1 pt.
  • War Wagon has a 4+ save, crew has light armour (2+ save total as before).
  • Huntsmen cost 9 pts.
  • If the Steam Tank is in base contact with an enemy unit, it cannot move but can instead expend Steam Points in the Steam Engine to grind foes beneath its wheels in the close combat phase. Select one enemy unit in base contact – it immediately suffers D3 Impact Hits for each steam point expended in this way.
  • Witch Hunter Accusation: Every hit he inflicts on that model with close combat or shooting attacks also has the Killing Blow special rule.
  • Marienburg Landship has Larget Target (10).
  • Imperial Ogres can choose polearms instead of brace of ogre pistols.
  • Additional crew for war machines cost 6 pts.

Warhammer: Dwarfs 1.5 out now!

This update changes the following:

  • Removed full plate armour. Gromril armour still remains as a special rule.
  • Hammerers can take magic standards up to 50 pts.
  • Ironbreakers has heavy armour, cost 14 pts. Can re-roll failed Parry saves. Does not get 5+ Parry when charged.
  • Irondrakes have heavy armour, cost 15 pts.
  • Rune Guardians have heavy armour, cost 50 pts.
  • Master Rune of Alaric the Mad costs 25 pts.
  • Master Rune of Death costs 30 pts.
  • Master Rune of Dragon Slaying costs 30 pts.
  • Master Rune of Smiting costs 35 pts.
  • Master Rune of Skalf Blackhammer costs 20 pts.
  • Master Rune of Breaking: If a model with a weapon engraved with the Master Rune of Breaking scores one or more successful hits against a model, the foe's weapon or armour is destroyed on a D6 roll of 2+ (roll once, regardless of the number of successful hits). If the foe has more than one piece of equipment (note that two hand weapons count as one), roll a D6 to randomly determine which one is destroyed.
  • Master Rune of Kragg the Grim costs 5 pts.
  • Rune of Fire costs 5/35/55 pts.
  • Rune of Fury costs 15/25/50 pts
  • Rune of Cleaving costs 5/20/35 pts.
  • Rune of Striking costs 10/30/40 pts.
  • Rune of Might costs 25/35 pts.
  • Rune of Parrying costs 20 pts.
  • Master Rune of Adamant costs 50 pts.
  • Rune of Fortitude costs 20/50/60 pts.
  • Rune of Iron costs 15/35/45 pts.
  • Rune of Preservation costs 10 pts.
  • Rune of Shielding costs 15 pts.
  • Rune of Impact costs 5 pts, also gives Strength Bonus (1).
  • Master Rune of Kingship costs 40 pts.
  • Master Rune of Balance costs 50 pts, does no longer require a 4+ roll.
  • Master Rune of Spellbinding costs 30 pts, gives +2 to channel dispel dice.
  • Master Rune of Spite of Spite costs 30 pts. Every time a model with the Master Rune of Spite is Hit in close combat, the model that struck the blow suffers a Strength 4 hit.
  • Master Rune of Challenge: Added "The rune user (and any unit he is with) can only elect to Hold or Stand and Shoot. Any Terror tests are taken as normal."
  • Rune of Spellbreaking costs 25/35 pts.
  • Master Rune of Groth One-Eye has 12" range.
  • Master Rune of Stromni Redbeard costs 60 pts, has 12" range.
  • Master Rune of Grungni has 12" range.
  • Master Rune of Valaya costs 25 pts.
  • Master Rune of Fear costs 25 pts.
  • Rune of Slowness costs 20/30/50 pts.
  • Rune of Sanctuary costs 10/20/30.
  • Rune of Stoicism costs 50 points.
  • Rune of Determination costs 15 pts.
  • Strollaz' Rune costs 10 pts.
  • Ancestor Rune does not require a roll.
  • Master Rune of Immolation costs 20 pts.
  • Master Rune of Defence costs 20 pts.
  • Master Rune of Disguise costs 15 pts.
  • Master Rune of Skewering costs 20 pts. Always Hits on a 3+. No longer one use only.
  • Rune of Penetrating costs 30/40 pts.
  • Stalwart Rune costs 5/10 pts.
  • The Magnificent Armour of Borek Beetle is a heavy armour. Costs 35 pts.
  • Belegar Ironhammer has heavy armour, costs 290 pts.
  • Dwarf Warriors have medium armour by default. Must pick either great weapon, shield or both.
  • Longbeards have heavy armour by default, cost 13 pts.
  • Miners cannot upgrade to heavy armour. Can choose to enter the battlefield from any point on the battlefield rather than just the table edges (similar to Skaven and Tomb Kings).
  • Troll Slayers cost 10 pts. Skirmishers upgrade costs 1 pt.
  • Troll Slayers may be upgraded to Giant Slayers for 5 pts/model. Giant Slayers have WS5, S4, A2. The whole unit must be upgraded.
  • Daemon and Dragon Slayers may be the army general. They are limited to 50/100 pts of magic items/Runes/Slayer skills.
  • For each Daemon Slayer in your army, you may take one unit of Troll Slayers (but not Giant Slayers) as a Core Unit.
  • If Ungrim is chosen as the General, Troll Slayers (but not Giant Slayers) are taken as Core units rather than Special units.
  • If Ungrim is included in your army, one unit of Troll Slayers or Giant Slayers may be upgraded to the Brotherhood of Grimnir for 1 point per model. These Slayers have the Wards of Grimnir upgrade.
  • Rune Guardians may choose from 5 different upgrades.
  • Miners have medium armour by default. Cannot upgrade to heavy armour.
  • Hammerers have heavy armour by default. Cost 16 pts.
  • Shieldbearers, Thorgrim Grudgebearer and Alrik Ranulfsson have the Large Target (2) special rule.
  • Grudgebreaker costs 200 pts.

 

Warhammer: Dogs of War 1.4 out now!

This update changes the following:

  • Full plate armour removed as an option ("Best Money can Buy" allows upgrading heavy armour to a 3+ save now).
  • Borgio the Besieger has heavy armour.
  • Wavering Loyalty: Clarified that the unit flees as normal.
  • Mercenary Dwarfs cost 6 pts. Heavy armour costs 3 pts.
  • Mercenary Elves have Elven Longbows, cost 5 pts to upgrade.
  • Freelancers cost 17 pts.
  • Medium armour for Stradiots costs 3 pts.
  • Gladiators have bucklers by default, cost 10 pts. Can replace buckler with shield. Can have javelins in addition to other weapons.
  • Mercenary Ogres start with hand weapon for 28 pts; can choose between bucklers, additional hand weapons or great weapons.
  • Mambrinio's Golden Armour: Heavy armour. The wearer gains +2 to their armour save and the Immunity (Killing Blow, Multiple Wounds) special rules. However, they suffer -2 Initiative and a -1 penalty to Dangerous Terrain tests. Costs 25 pts.
  • Justintine's Paychest: The Paymaster and any unit they are with always roll 3D6 when taking Leadership tests, and discard the highest result.
  • Animosity: Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
  • Sellswords can no longer be upgraded to Veterans or take heavy armour. Sellswords can take a magic standard up to 25 pts.
  • Hobgoblins cannot take poisoned attacks.
  • Halflings and Elves cannot Scout.
  • Quirks of Character can now be taken by nearly all units in the army. Lethal Strike replaced with Crushing Blow (Strength Bonus 1).
  • Racial Distrust: Most models belong to a certain race as detailed in their Troop Type. This includes Human, Dwarf, Elf, Halfling, Ogre, Orc and Hobgoblin. Characters may only join units belonging to the same race.
  • Hobgoblin Wolf Riders cost 10 pts.
  • Assassins may have Poisoned Attacks and Killing Blow.
  • Mercenary Dwarfs, Norse Marauders, Halflings, Ogres, Orcs and Hobgoblins may take a magic standard worth up to 25 pts.
  • Additional crew for war machines cost 6 pts.

Warhammer: Dark Elves 1.6 out now!

This update changes the following:

  • New Hero: High Gladiatrix
  • New Hero: Melusai Ironscale
  • Strength of Khaine: Friendly units with the Murderous Prowess special rule within 6" of the Cauldron of Blood re-roll failed To Wound rolls in close combat.
  • Heartrender is a spear, not a lance.
  • Manticore can take four different upgrades.
  • Additional hand weapon for Dreadlord/Master costs 3/2 pts.
  • Black Guard has S4, costs 18 pts.
  • The Helm of the Kraken grants Lokhir Fellheart a 6+ armour save, +1 Toughness and the Terror special rule.
  • Slaves: Removed Slavemaster rule. Unit size 20+. The unit must include one Slavemaster for every 20 Slaves for 25 pts per model.
  • Repeater Handbow costs 1 pt for Corsairs.
  • Barding for Dark Riders costs 2 pts.
  • Melusai Heartseeker Bows cost 5 pts.
  • Khinerai cost 16 pts.
  • Doomfire Warlocks cost 24 pts.
  • Melusai has M6, cost 22 pts.
  • Bloodwrack Medusa has M6.
  • Malekith wears heavy armour, costs 505 pts.
  • Morathi has the Khainite special rule.
  • Additional crew for war machines cost 11 pts.

Warhammer: Daemons of Chaos 1.5 out now!

This update changes the following:

  • Daemonic Alignment: All of the rules also apply to mounts.
  • Spells cast by the Blue Scribes are treated as innate bound spells with a power level equal to their casting value.
  • Aura of Fury: All Daemons of Khorne units within 12" of a Bloodthirster may re-roll 1's To Wound and gain the Fight in Extra Ranks (1) special rule.
  • Barrage of Knowledge: All enemy units within 8" of a Lord of Change suffer a -1 penalty to their Weapon Skill and Ballistics Skill. This has no effect on Daemons of Tzeentch.
  • Sensual Barrage: All enemy units within 6" of the Keeper of Secrets suffer a -1 penalty to their Weapon Skill and Initiative.  
  • Locus of Fury: This model, and all models in his unit, have the Frenzy special rule (note that this Frenzy is not lost if the unit loses a round of combat).
  • Blood Throne and Skull Cannon have a 4+ armour save for the chariot, and Natural Armour (6+).
  • Totem of Endless Pleasure: Any Daemon of Slaanesh whose unit is within 6" of a Herald on an Exalted Chariot of Slaanesh benefits from the Herald's locus, exactly as if it were in the same unit.
  • Ward of Chaos cannot be combined with Diabolic Splendour.
  • Soulgrinder's Daemonbone Claw costs 25 pts.
  • Daemonic Arrogance costs 30 pts.
  • Whenever you roll for the Winds of Magic, total the two scores (in games over 4000 points, first roll 2D6 and use that to determine the result before rolling the other dice) and immediately resolve the result
  • Palanquin has the Large Target (2) special rule.
  • Herald of Nurgle and Slaanesh pay 35 pts for lvl 1 Wizard upgrade.

 

Warhammer: Chaos Dwarfs 1.5 out now!

This update changes the following:

  • Blackshard armour gives a 3+ armour save and the Immunity (Flaming Attacks) special rule.
  • Infernal Guard are a special unit (unless your army is led by Drazhoath the Ashen). No requirements to take Warriors. Infernal Guard cannot take great weapons. Fireglaves cost 3 pts.
  • Immortals have Blackshard Armour and 2A. Cost 16 pts.
  • Iron Daemon has Impact Hits (D6+1). Costs 220 pts.
  • Juggernaut Siege Tower has Large Target (10).
  • Earthshaker Mortar: Added "If the result is a Misfire, consult the Blackpowder Misfire chart".
  • Blood of Hashut does not affect Natural Armour.
  • Shar'tor the Executioner is Monstrous Cavalry, has S5, T, W5. Costs 255 pts.
  • Bull Centaurs do not have shields by default, cost 18 pts. Can take shields with other weapon options.
  • Kollossus has heavy armour, costs 225 pts.
  • Armour of Bazherak the Cruel is a heavy armour that adds +2 to the wearers armour save.
  • Lore of Hashut, Ash Storm: The target unit may not march or Fly (but can charge). Removed "Wizards cannot cast magic spells (except on their own unit) while under the effect of this spell."
  • Chaos Dwarf Warriors cost 7 pts. Must pick either great weapon, shield or both.
  • Palanquin has Large Target (2).
  • The Petrified Sorcerer may make two supporting attacks.
  • At the beginning of your turn, if the Hellcannon is not in combat, take a Leadership test. If the test is failed, the Hellcannon to is then subject to the Random Movement (3D6) special rule until the beginning of the next turn, and must move towards the nearest enemy unit.
  • Animosity: Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.