Friday 19 April 2024

Warhammer 9th Edition Rulebook 2.3 (beta) out now!

This is a pretty big one, mainly because I had to redo the book and remove all non-rules text in order to make it "GW Legal" so to speak. This means the book is a bit shorter than before as a result, but also a bit quicker to get to the actually important stuff. Change-wise, the patch list looks pretty long, but it's mostly clarifications, QoL-improvements and minor balance changes.

One thing that has seen some big changes though are the Lores of Magic. Magic in WAP is widely considered a big improvement on 8th edition rules, but the lores themselves were still not very well balanced as I had left them mostly untouched. Another major criticism is magic simply being too powerful. This was partially due to boosted spells being automatically cast instead of requiring declaration before-hand (which has been fixed with this update), but even with that, magic would still pretty much be on an 8th ed level. In order to get away from the whole "throw as much dice as possible at a single spell and hope it goes through without exploding your wizard", I've chosen remove the boosted version of [most of] the spells, thus encouraging casters to diversify their spell casting more. I am considering a Storm of Magic-like expansion later on with boosted spells for people who want more powerful options, especially in bigger games. Boosted spells might also remain in part for some of the army book lores.

Other changes include limiting the amount of dice each Wizard level can use per spell by 1, but instead they get +1 spell so you have more versatility. Channelling has been changed to only give +1 dice per Wizard (like 8th ed), but more powerful Wizards can channel dice easier than weaker ones. It's no longer easier to channel power dice than dispel dice, but the casting player will have more dice than the dispeller through some Winds of Magic rolls compared to earlier.

As well as this, each lore has been given 6+ new spells based on previous editions and WFRP, giving each lore a lot more options. Rather than having the spells be pointlessly numbered 1-6, there are now 3 spells available for every Wizard level (with more powerful Wizards having access to the lower levels as before). The old spells have been rebalanced with changes to damage, casting difficulty and range to make the worst spells better and the best spells worse, so that all spells and lores should be much closer to each other in terms of power while still retaining their identities.

A big thanks to those community members that have been helping out with giving constructive feedback on how to better balance the spells for playtesting! The book will be in beta form for at least a month to gather feedback on bugs and such, but especially to hear how the updated magic system fares. Happy gaming, and many thanks to my Patreons for your support!

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Patch notes:

  • Added section on "take-backs" and "forgotten rules".
  • Reinforcements may march in the turn they enter the battlefield.
  • Clarified AoE spells only work while the unit is within range of the caster.
  • Unless specified, each Wizard knows a number of spells equal to one plus their Wizard level.
  • Spells are no longer numbered 1-6, but instead numbered by Wizard Level (1-4). Wizards may only choose spells of their own Level or lower.
  • Included rules for Conveyance and Summoning spells.
  • Added in wording that describes how magical vortexes move under Spell Types rather than every individual spell.
  • Roll D6 per 1000 points played to determine the strength of the Winds of Magic.
  • The dispel pool: The dispelling player gets a number of dispel dice equal to half of the roll of the two Winds of Magic dice (rounded up).
  • Channelling Dice: Wizards can only channel 1 dice each. The likely success of dice channelling is dependent on the Wizard Level.
  • The number of dice each Wizard can use to cast each spell is equal to their Wizard Level plus 1.
  • Overcast Spells: If a player wishes to cast the overcast version of a spell, this needs to be stated before rolling the dice. Otherwise, a Wizard is assumed to be casting the standard version of the spell.
  • Wizards must be within 24" of the enemy Wizard or target area of the spell in order to attempt to dispel a spell.
  • You may use a maximum of two dice when casting bounds spells from items (including the free dice mentioned above), and three dice when casting innate bound spells.
  • Added rules for improved hitting chances with BS6+.
  • If the front rank model is in base contact with two or more enemies with different profiles, the attacking player can only direct the supporting attacks against normal rank and file models in the unit. This means they cannot target specific models like characters, handlers or other unique models, unless those are the only options available.
  • A unit is disrupted if an enemy is attacking it in the flank or rear, and that enemy unit has a Unit Strength equal to half or more than the former unit.
  • Animated Constructs do not have Immunity (Poisoned Attacks).
  • Ponderous: Weapons with this special rule suffer an additional -1 To Hit penalty if they move and shoot in the same turn.
  • Dodge works on mounted models.
  • Clarified Frenzied units do not need to overrun.
  • Flying units containing two or more models follow the following rules for Skirmishers: Skirmish Formation, Skirmishers & Charging, Free Reform, Light Troops.
  • Flyers may use their Fly Move when fleeing/pursuing.
  • Clarified that Ignores Armour saves only work on close combat attacks unless specified.
  • Inspiring Presence is a special rule. This rule is cumulative with other sources of Inspiring Presence. If the model has a Line of Sight value of 4 or more, then the range of their Inspiring Presence rule is increased by 6.
  • Hold Your Ground is a special rule. This rule is cumulative with other sources of Hold Your Ground. If the model has a Line of Sight value of 4 or more, then the range of their Inspiring Presence rule is increased by 6.
  • Models with Immunity (Killing Blow) treat Heroic Killing Blow as normal Killing Blow.
  • Removed Large Target.
  • Added Loner: A Character with this special rule cannot be your Army General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a Character without this special rule.
  • A Stomp has the Always Strikes Last special rule and inflicts a number of automatic hits as indicated in the brackets.
  • Strength Bonus renamed to Mighty Blow.
  • If a Terror-causing creature declares a charge, the target unit must immediately take a Psychology test.
  • Volley Fire: Weapons with this rule allow the unit to fire with all ranks within range in the Shooting Phase rather than just the first two. However, if they do so, all models in the third and subsequent ranks suffer -1 To Hit. A unit cannot Volley Fire if the target is within half the weapon's maximum range.
  • Moved Deployment and Formation special rules to the end of the Special Rules section so they can all be found in one place.
  • Added Large Infantry as a new Troop Type. Large Infantry only require 4 models for a complete rank, and may make up to two supporting attacks.
  • Monstrous Infantry have US2, and may make up to two supporting attacks.
  • Monstrous Cavalry have US3, and may make up to two supporting attacks from the mount.
  • Added clarification on "complete ranks".
  • Added in rules for Ranks and Supporting Attacks for Swarms. Swarms require to be 3 wide, and may make up to 5 supporting attacks.
  • Added Monstrous Creature as a new Troop Type. Monstrous Creatures have Stomp (D3), Swiftstride, Terror, Unit Strength 4 and LoS 3.
  • Monsters have a Unit Strength of double their original starting number of Wounds. Ridden Monsters add the number of riders to their Unit Strength.
  • Shrines have a default Line of Sight value of 1.
  • Added additional allowed base sizes.
  • Spear (Mounted) renamed to Light Lance.
  • Lance renamed to Heavy Lance.
  • Added in blunderbusses as a new weapon.
  • Added in greatbows as a new weapon.
  • Infantry armed with bucklers get an additional +1 to their armour save against missile attacks to their front.
  • Renamed Champions to Leaders. They have the same stats as the rest of their unit. Points costs are planned to be revised for Command Groups in general so they are cheaper for weaker troops.
  • A Leadership test is required for a unit to make a Swift Reform. Leaders may re-roll failed rolls.
  • Moved the rules for Cannons, Stone Throwers, Bolt Throwers, and Fire Throwers to the Weapons & Armour section.
  • Bolts from Bolt Throwers do not stop if they fail to kill a model.
  • Shots from Cannons do not stop if they fail to kill a model.
  • Stone Throwers have a range of 12-48", Strength 4(8) and the Multiple Wounds (D3) special rule.
  • Added rules for Organ Guns, Mortars and Rocket Launchers.
  • Leaving a Unit: If the Character itself cannot move, the unit may choose to leave them behind. Mark the spot where the character is and move the unit as normal, then place the character back in that spot. If the unit cannot move far ahead of the character model for any reason, it cannot leave the character behind.
  • Refusing a Challenge: If no enemy Character steps forward to meet the challenge, one of them may be chosen to retire. Furthermore, the model's Leadership cannot be used for any Leadership tests that take place that turn, nor can any other bonuses from special rules or magic items.
  • Rules for the General and Battle Standard Bearer moved to the Choosing Your Army chapter.
  • Anvil of Vaul is a Mystical Monument.
  • Sorcerous Portal casts a magic missile with a 12" range that causes D6 Strength 4 Hits.
  • Added rules for the following terrain pieces: Bad Moon Loonshrine, Feculent Gnarlmaw, Herdstone, Gnawhole, Balewind Vortex, Dreadfire Portal, Dreadstone Blight, Eternity Stair, Garden of Morr, Magewrath Throne.
  • A building has a Line of Sight value of 4 for each floor it has. Models add +4 to their Line of Sight value for every floor they are on above the first one.
  • You are no longer required to have a Lord be the Army General.
  • Spells are chosen after you know which army you will be facing, but before rolling to choose sides to deploy on.
  • Dawnstone is "Model on foot only".
  • Wizards that are Lords can take up to two Arcane Items.
  • New Magic Items: Dragon Slaying Sword, Pidgeon Plucker Pendant, Headsman’s Axe, Spelleater Axe, Burning Blade, Bedazzling Helm, Shield of the Warrior True, Banner of Iron Resolve, Potion of Foolhardiness, Arcane Familiar.
  • Fencer's Blades cost 30 pts.
  • Bone Blade costs 15 pts.
  • Relic Sword costs 10 pts.
  • Armour of Resilience cost 25 pts.
  • Gambler's Armour cost 15 pts.
  • Power Familiar costs 25 pts.
  • Channelling Staff costs 10 pts.
  • Trickster's Shard cost 10 pts.
  • Earthing Rod: If the wizard suffers a miscast, they do not add the number of power dice used to the result.
  • Healing Potion costs 15 pts.
  • Banner of Valour costs 15 pts.
  • Dread Banner costs 20 pts.
  • Banner of Defiance costs 40 pts.
  • Banner of Wailing costs 40 pts.
  • Ranger's Standard costs 10 pts.
  • Banner of Swiftness costs 25 pts.
  • Banner of the Eternal Flame: A unit with this magic standard gains the Magical Attacks and Flaming Attacks special rules.
  • Banner of Duty: A unit with this magic standard automatically pass any Rally tests.
  • Scarecrow Banner: A unit with this magic standard causes Terror in models with the Fly special rule.
  • Removed boosted versions of all spells. Boosted versions might return in a Storm of Magic-like expansion.
  • Introduced 6+ new spells for each lore.
  • Lots of rebalances of most spells, ranging from changing casting values and ranges to complete rewrites that fixes fundamental issues with the previous version.

Tuesday 26 March 2024

Araby 1.6 out now!

This update changes the following:

  • Sipahi cost 15 pts, can take spears (bug fix).
  • Fixed bugs with incorrect mounts for Jaffar and Salah ad-Din.
  • Fixed bug with Warriors have shortbows instead of shields.
  • Fixed bug with Desert and Camel Riders have access to 50 pts of magic banners.
  • Fixed bug with Dervishes and Carpet Riders having access to Siphons.
  • Mad Sorcerer: This can allow him to cast the same spell several times in the same Magic phase.
  • Fixed bug with Dervishes missing their unit size limit.
  • Emirs and Shiekhs can take shortbows.
  • Ahmed Shufti has W1.
  • Fixed bug with Abdul Alhazred missing option to take Genie.

Thursday 21 March 2024

Araby 1.6 (beta) out now!

As mentioned on my Patreon, this not that large an update, mainly meant to do a few balance tweaks and include more Magic Items in the new format. Note that the reference sheet is not included, this is because I am planning on redoing them for future books to contain the stats of the units instead of base size/LoS/Unit Strength. Many thanks to my Patreons for their continued support!

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 This update changes the following:

  • Added multiple new Magic Items, as well as reworked some of the existing ones.
  • Camels for characters are cheaper.
  • Hashishin may take regular magic items.
  • Removed Artefacts of the Creed. Magic Items from it has been moved to regular magic items. Hashishin can take Killing Blow and Poisoned Attacks as regular upgrades.
  • Arabyan Warriors are Unit Size 20+. Spears cost ½ point.
  • Bowmen renamed to Archers, have shortbows, cost 5 pts. May upgrade to bows. Shields cost 1 pt. May take Magic Standards.
  • Tribal Skirmishers may take standard bearers.
  • Corsairs may take Magic Standards.
  • You must upgrade one Slave to a Slavemaster (+20 points).
  • Sipahis may take shortbows, not bows. May take a Magic Standard up to 50 pts.
  • Desert Riders may take shortbows, not bows.
  • Camel Riders may take shortbows, not bows.
  • Janissaries may take shortbows.
  • Mamelukes may take shortbows, not bows.
  • Silent Guard may take a Champion. May take a Magic Standard up to 50 pts.
  • Bladedancers have a Dodge (6+), cost 9 pts. Are not Skirmishers by default. Can take command group.
  • Dervishes have Unit Size 5-10.
  • Flying Carpet Riders have shortbows, cost 12 pts.
  • Radiant Aura: Any unit in base contact with a model with this special rule at the start of each round of close combat suffer D6 Strength 2 Hits with the Magical Attacks special rule.
  • Pegasus Guard cost 38 pts. May take shortbows.
  • War Elephant has shortbows.
  • Spike Chain: The War Elephant gains the Impact Hits (2D6) special rule.
  • Additional Crew for Cannons and Bombards costs 6 pts.
  • New Hero: Al Muktar

Tuesday 19 March 2024

Chaos Dwarfs 1.6 out now!

This update changes the following:

  • Immortals have A1.
  • Chalice of Darkness and Death: If one of more natural 1's are rolled then the bearer suffers a Wound which Ignores Armour saves. If one of more natural 6's are rolled the bearer may recover a Wound previously lost in the game.
  • Gauntlets of Gazrakh: If there are no friendly models in base contact, the Hit is resolved against the character itself.
  • Altar of Hashut has M3.
  • Fixed incorrect stats and armour cost for multiple characters.
  • Steam Cannonade: Roll the Artillery dice plus a D6 to determine the number of shots fired.
  • Inferno Gun has S5.
  • Darktide Axe is a great weapon. Shar'tor the Executioner costs 265 pts.
  • K'daai Destroyer has M6 and Ld7. Cost 280 pts.
  • Dark Colossus adds +1 Wound. Costs 20 pts.
  • Brazen Wings only add Fly, costs 30 pts.
  • K'daai Destroyer may take Flaming Breath, costs 30 pts.
  • Daemonsmiths may be lvl 1 Wizards with Lore of Fire or Metal.
  • Killing Fire: Each time a spell from the Lore of Hashut is successfully cast, all enemy units within 6" of the Wizard suffer D6 Strength 3 Hits with the Flaming Attacks special rule.
  • Dark Mace of Death costs 40 pts.
  • The Mask of the Furnace gives a 5+ Ward save, costs 50 pts.
  • Lammasu's Beard: All friendly units within 6" of this standard gains a Ward save (6+) against missile attacks and the Magic Resistance (1) special rule. Cost 50 pts.
  • Naptha bombs may be taken by Sorcerers. Have Magical Attacks.
  • Daemonic Familiar: Enemy models wounded by the bearer suffer a -1 penalty to their armour saves and Ward saves (to a minimum of 6+).
  • Possessed Amulet costs 25 pts.
  • Fuelled by Fire: If a model with this special rule is Hit by Flaming Attack, it immediately regains 1 Wound lost earlier in the battle on the roll of a 5+.
  • Juggernaut Siege Tower may take up to 7 additional Crew (+6 points/crew.
  • Hell Hammer auto-Hits models under the line template.
  • Altar of Hashut has Large Target (2).
  • Zealot Berzerker have the Vanguard special rule.
  • Fixed bug with Deathshrieker having S2 instead of S3.

Sunday 10 March 2024

Vampire Counts 1.6 out now!

Been a bit over a month since the beta was posted, and hoo boy was there a lot of things on the request list to go through! I've taken a lot of things into consideration, with a lot of things pending on future feedback. In general I've tried to keep most powers and items to have rules fitting their original rules and lore as much as possible, which is why I am hesitant to change a lot of them as is, unless I can think off a better solution. The list overall has some issues with bloat as a result of including so many "bloodline" units, but the main reason for this is to better allow people to play lists of their own choosing rather than just designing everything for maximum playability - if the latter was the case I would strip down the army and remove a ton of options, but that's not really what WAP is about! So I hope you enjoy this update and give it plenty of playtesting, and I will have another look at possible revisions for next year!

 

This update changes the following:

  • Fixed bug with Skeleton Chariot stats.
  • Fixed bug with von Carsteins being able to take shields.
  • Strigany Mystics are Expendable.
  • Wolf Form and Talisman of the Lycni lets Vampires join units of Dire Wolves.
  • To resolve a Death Shriek, roll 2D6+3.
  • Terrorgheist costs 225 pts.
  • Strigany cannot Ambush.
  • When casting the Invocating of Nehek spell on a unit with the Ethereal special rule, Lady Olynder may restore D6 lost Wounds rather than D3.
  • Fixed bug with Mortis Engine missing Death Shriek.
  • Awlrach gains +1 Attack for every unsaved Wound caused by his Impact Hits for the duration of the close combat base.
  • Flesh Golems are Monstrous Infantry.
  • Signet of the First Court: The bearer of this item gains the Killing Blow special rule.
  • Glooms are Expendable.
  • If Lady Olynder or Kurdoss Valentian is your Army General, Glooms are no longer Expendable.
  • The Grim Garland is Strigoi only.
  • Walking Death: Any unit in base contact with the model must re-roll successful Break tests. Cost 20 pts.
  • Quickblood cost 15 pts.
  • Night Creature: If this model is a lone character, it cannot be targeted by enemy missile attacks or spells unless it is within 12".
  • Until Death Do Us Apart: Pick one Lahmian Vampire Character in your army to be this model's mistress. If both models are in base contact, the Lahmian gains a 3+ 'Look Out, Sir!' save in close combat with any Hits being allocated against the Swain instead.
  • Swains may take pistols.
  • Fixed bug with Prince Vhordrai missing heavy armour and shield.
  • Heart Piercing and Might of Arms allowing re-rolling 1's, cost 15 pts each.
  • Removed Pendant of the Fell Wind from Talismans.
  • Whilst Vlad wields Blood Drinker, he restores lost Wounds on a score of 4+ rather than 6+ for the purposes of the Red Thirst special rule.
  • Awlrach has S4, cost 210 pts.
  • Ushoran can use the Lore of Beasts.
  • Kurdoss Valentian and his Wraith Heralds may make a total of 3 Chill Grasp Attacks in each close combat phase.
  • Cairn Wraiths may take additional hand weapons.
  • Lahmian vampires may take bows and/or throwing weapons.
  • Dreadlance and Balefirespike may be taken by Wight Kings.
  • Invocation of Nehek: Characters, Shrines, Chariots and Monsters regain D3 Wounds per successful casting.
  • Flying Horror allows the model to join units of Fell Bats.
  • Spectral Attendants have a range of 18".
  • Warrior Pride costs 30 pts.
  • Doomrider is cavalry only.
  • Hunter in the Dark costs 10 pts.
  • Skabscrath costs 40 pts.
  • Keening Blade costs 20 pts.
  • Reaper of Sorrows is Wraith only.
  • Cursed Shield gives Hatred (Bretonnia).
  • Cloak of the Waxing Moon: The wearer of this item does not suffer any penalties to its Ward save from Magical Attacks.
  • Armour of Night costs 30 pts.
  • Splintervane Broach has a range of 18", cost 25 pts.
  • Staff of Raukhamon costs 45 pts.
  • Amulet of Screams has a range of 18".
  • Sceptre de Noirot costs 45 pts.
  • Talon of Death costs 50 pts. Only works in the first round of close combat.
  • Soulfire Ring: For every unsaved Wound caused in close combat by bearer, they and/or their unit regain 1 Wound following the rules for Resurrecting Fallen Warriors. Cost 20 pts.
  • The Bilious Decanter is Ghoul only.
  • Nathmar's Skull: All friendly units of Skeletons and Zombies within 12" of the bearer may March despite being Undead.
  • Removed the Icon of Vengeance.
  • Decreased cost for Lahmian Vampire mounts.
  • Swains have Immunity (Psychology).
  • Skeleton Horsemen cost 9 pts.
  • Flesh Golems are not Zombies.
  • Corpse Cart: Only the Restless Dead counts as Zombies for the purposes of spells and special rules affecting them.
  • Spirit Hosts cost 40 pts.
  • Throwing weapons for Lahmian handmaidens cost 4 pts.
  • Morbheg Knights have A2, costs 35 pts.
  • Black Coach Cairn Wraith renamed to Wraith, have A2. Costs 140 pts.
  • Evocation of Death: Immediately after the total number of power dice is determined in each player's turn, roll a number of dice equal to the result for each Black Coach on the battlefield. For every natural 6 rolled, you may discard one dice from the magic pool. Each discard dice increases that Black Coach's abilities for the rest of the game, as detailed on the chart below.
  • Skeleton Archers may take medium armour.
  • Red Fury: For each unsaved Wound caused by the model in close combat, it can immediately make an additional Attack (to a maximum of +3 Attacks).
  • Fear Incarnate: All enemy units in base contact with the model must pass a Leadership test at the start of each round of close combat or suffer -1 To Hit this round.
  • Slitter: This adds one special attack. Roll a D3; if the result is higher than the Wound value of the target, the target is instantly slain with no saves allowed.
  • Slaking Blade can add a maximum of +3 Strength. Cost 30 pts.
  • Curse of the Revenant: The model has a Ward save (3+) once they are reduced to a single Wound (if the model suffers multiple Wounds in a single turn, it is reduced to 1 Wound and may then attempt to take this Ward save).
  • Blademaster works while mounted.
  • Frostblade costs 75 pts.
  • Shard of Night works against melee attacks.
  • The Red Casket is a heavy armour.
  • Nightshroud costs 50 pts.
  • Crimson Gem: Once per magic phase, while casting spells, the bearer of the Crimson Gem of Lahmia can choose to take a Toughness test. If passed, they may re-roll a single power dice of their choice. If failed, they suffer a Wound with no saves allowed. Costs 20 pts.
  • Midnight Tome: This item can be used when the wearer successfully casts a spell with a casting value of 10 or less.
  • Blood River Chalice costs 25 pts.
  • Lightshard of the Harvest Moon costs 25 pts.
  • Ruby Vial has a range of 18".
  • Standard of Strigos is Ghouls only.
  • Black Coach may take Spectres as an upgrade.

Wednesday 28 February 2024

Chaos Dwarfs 1.6 (beta) out now!

As mentioned on Patreon, this is a smaller update compared to the previous recent ones, mainly attempting to address some balance issues and adding in more magic items from Total War. Some items have been moved around to the special characters as well. I've also removed Ghorth and Hothgar that lacked both official models and rules and did not add much to the army list overall. I might consider adding them back eventually if I can figure out what to do with them, but in the meantime I doubt they will be particularly missed. Ideally I would like to add even more magic items to the book; so I hope the rumours about their inclusion in 4th Ed Age of Sigmar comes true; you can look forward to more additions if that's the case. In the meantime, hope you enjoy this update, and many thanks to my Patreons as always, your support is hugely appreciated!

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This update changes the following:
  • Added over a dozen additional magic items.
  • Added Hellbound army special rule.
  • Daemonic units are no longer immune to Poisoned Attacks.
  • Updated Backstabbers, Cowardly Despoilers and Treacherous Gits to be the same as the Hobgoblin book.
  • Animosity is the same as the Orcs & Goblins book.
  • Removed Darkforged Weapon. Its results have been turned into separate magic items instead.
  • New Hero: Sorcerer-Priest.
  • Blood of Hashut is an arcane item.
  • Increased cost of armour for characters.
  • Sorcerer-Prophets may not take pistols or naptha bombs. Cost 225 pts. Can take Altar of Hashut.
  • Overlord costs 145 pts.
  • Despot renamed to Overseer. Cost 70 pts. Can ride Great Taurus.
  • Daemonsmiths are no longer Wizards. Costs 60 pts. Cannot take Altar of Hashut.
  • Hobgoblin Chieftain has light armour by default. Can upgrade to medium armour. Can take shortbow or bow. Does not have throwing weapons.
  • Great Taurus is a Monstrous Beast. Cost 95 pts.
  • New Mount: Bale Taurus.
  • Lammasu is a Monstrous Beast. Can be taken as Rare Units. Can be upgraded to a lvl 2 Wizard. Cost 105 pts.
  • Weapon Teams are special units.
  • Devastators renamed to Blunderbusses.
  • Hobgoblin Archers are a separate unit.
  • Orc and Goblin Slaves are Expendable.
  • Bull Centaur Renders are a Rare Unit.
  • Black Orcs start with hand weapons. Can take spears, additional hand weapons and/or great weapons. Shields cost 2 pts. Cost 12 pts by default. Do not have Armed to the Teeth.
  • Iron Daemons can wheel when charging. Steam Cannonade may fire within the model's front arc as normal. Cost 190 pts.
  • You may not take 1-2 Hobgoblin Spear Chukkas as a single special choice.
  • Juggernaut Siege Tower has a 5+ armour save by default. The crew has medium armour. It's no longer pushed by a Bull Centaur. If you roll one or more natural 1's on the Hit roll when firing the Siege Cannons, the Juggernaut suffers a Wound with no saves allowed. Any shots that Hit penetrate ranks in the same manner as a Bolt Thrower. The crew are armed with crossbows.
  • Kolossus Armoured Plating costs 10 points. Great Hammer can only be taken twice. Daemon Crystal costs 20 pts.
  • Wizards cannot choose Lore of Shadows.
  • Astragoth has the Black Hammer of Hashut and Stone Mantle magic items. Does not have armour. He  uses spells from the Lore of Fire and Hashut. Cost 350 pts.
  • Zhatan the Black has the Obsidian Axe, Armour of Gazrakh and Chaos Runeshield. Has the Boundless Cruelty special rule. Cost 285 pts.
  • Daemonspite Crucible: Every time the bearer kills an enemy Wizard in close combat, the bonus increases by +1.
  • Master of the Legion of Azgorh: If Drazhoath the Ashen is your Army General, units of Infernal Guard (but not Ironsworn) may be taken as Core Units instead of Special Units.
  • Cinderbreath has T6.
  • Drazhoath costs 600 pts.
  • Gorduz Backstabber has the Blade of Malice. Cost 90 pts.
  • Removed Ghorth the Cruel.
  • Removed Hothgar.
  • Zealot Berzerkers have light armour and Hatred instead of Mark of Hashut. Cost 12 pts.
  • Rykarth costs 125 pts. Has a great weapon, no magic items. Can take 50 pts of magic items. Rykarth has the Hold Your Ground ability with a 6" range.
  • The Petrified Sorcerer may make up to two Supporting Attacks.
  • A Sorcerer-Prophet on an Altar of Hashut add +12" to the range of their spells. Once per Magic phase, the Sorcerer-Prophet may sacrifice one of the slaves chained to the Altar to Hashut before they attempt to cast a spell. Roll a D6 and add the result to the casting result of the spell. Altar of Hashut costs 75 pts.

Monday 12 February 2024

Hobgoblins 1.1 out now!

This update changes the following:

  • Message of Doom: Until the start of the caster’s next magic phase, the target unit treats all enemies as causing Fear and suffer -1 to their Leadership.
  • Khan's Guard: If a unit with this special rule is joined by a character with the Quell Treachery special rule, they become Stubborn as long as the character remains in the unit.
  • Fixed bug with Ravagers missing from army list.
  • Assassins have Poisoned Attacks, cost 100 pts.
  • Wolf Raiders cost 9 pts.
  • Ravagers cost 10 pts.
  • Archers and Mangudai may replace shortbows with bows.
  • Khans, Orloks and Kheshig may take bows or shortbows.
  • Cowardly Despoilers no longer suffer -1 to their Combat Resolution for getting charged.
  • Treacherous Gits results cause D3 Hits for each complete rank instead of D6 Hits.
  • Fixed bug with Kheshig on Dire Wolves having S4.
  • Characters on Wolf Chariots replace the crew, costs 40 pts.
  • Chariots have Ded Shooty.
  • War Wagon has Backstabbers.
  • Preying on the Weak: A Corpseripper Vulture gains the Heroic Killing Blow special rule against models with half or less of their starting Wounds left.
  • Scavenger: Each time a Corpseripper Vulture causes an unsaved Wound, roll a D6. On a 6, they regain one Wound lost earlier during the game.
  • Corpseripper Vulture costs 175 pts.
  • Shaman Elder may be mounted on a Corpseripper Vulture.
  • Assassin renamed to Throat-Slasher.
  • Hobgobla Khan has the Horn of the Steppe: Enchanted Item. One use only. This item can be used at the start of each of your Movement phases. Once used, all friendly Hobgoblin units within 12" gain +1 to their Combat Resolution for the remainder of the turn. Costs 230 pts.
  • Pelt of Wulfag: Enchanted Item. The wearer of this item gains the Natural Armour (6+) special rule against missile attacks, and any unit they are with must always pursue in close combat, and may add +D6" to their pursuit move.
  • Maglah Khan has the Trickster's Quiver. Cost 110 pts.
  • New Special Character: Nergui
  • New Special Character: Sobutai
  • Increased the cost of barding for Dire Wolves for characters.
  • New Rare Unit: Wind Daemons