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[[File:9th Age Banner.jpeg|thumb|center|700px]]
[[File:9th Age Banner.jpeg|thumb|center|700px]]
'''[http://www.the-ninth-age.com/ The 9th Age]''' is a community project and various fan fiction created in response to the [[Skub]] (a fairly major understatement) that came about from [[End Times]] and [[Age of Sigmar]] in [[Warhammer Fantasy]].  
'''[http://www.the-ninth-age.com/ The 9th Age]''' is a community project and various fan fiction created in response to the [[Skub]] (a fairly major understatement) that came about from [[End Times]] and [[Age of Sigmar]] in [[Warhammer Fantasy]].  
[[File:Age Of 9th Age.jpeg|thumb|right|350px|What Warhammer Fantasy fans wished 9th to be.]]
[[File:Age Of 9th Age.jpeg|thumb|right|350px|What Warhammer Fantasy fans imagine 9th to be.]]
The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case [[Games Workshop]] decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them.  
The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case [[Games Workshop]] decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them.  



Revision as of 08:46, 29 January 2018

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The 9th Age is a community project and various fan fiction created in response to the Skub (a fairly major understatement) that came about from End Times and Age of Sigmar in Warhammer Fantasy.

What Warhammer Fantasy fans imagine 9th to be.

The project seeks to be a natural evolution of 8th Edition with balanced rules for every Warhammer model, and lore that reflects the army while being changed enough to avoid copyright issues. The team has a lawyer on retainer in case Games Workshop decides to sue, although the wisdom of them doing so would be poor since it only serves to sell their models for them.

The game is in a constant state of production, with dedicated rules creation and balance being an ongoing effort that sees every army tweaked when a new faction is added to best ensure minimum power creep or overpowering.

Lore is being carefully written to represent each faction at various points in Warhammer history, so any version of the lore you prefer is represented. In addition, all lore is presented as an account so fans can disregard anything they dislike and count their own favoured interpretation.

NOTE: THIS PAGE IS UNDER CONSTRUCTION UNTIL FURTHER NOTICE, THE FOLLOWING IS IN VARYING STAGES OF COMPLETION.

Major Changes

Due to a lot of rewording and minor changes in rules taking up a LOT of space, presented here is only the most important changes in the core rules for people jumping from 8th Edition Warhammer Fantasy and The 9th Age, or between editions of The 9th Age. The 9th Age Team keeps a very good record of changelogs look at the bake of a document and you will see the changes compared to the previous version summarised.

8e to T9A

1.0 designed to be Warhammer Fantasy with all of the Tournament common sense balancing incorporated, as well as many of the long-running gripes resolved. Close as possible to 8e.

  • Battle Standard Bearers can take Magic Items, and have a total Magic Item allowance that any Magic Banner fits into. A BSB can take a Magic Banner of any point value, but it also sucks up your Magic Item allotment. For example taking a 100 point Banner will prevent the BSB from having any magic gear, taking a 100 point Magic Armor won't let you take a Magic Banner. If a theoretical 150 point Banner makes it into the game your BSB can still take it even though they have a 100 point limit on their magic items, but you won't be able to take anything else magic on top of it.
  • Units now have two point values; the value of taking the bare minimum models of a Unit, and a number of points per additional model. This isn't always equivalent. For example an entry may be 100 points for 25 models but each additional model, to a maximum of 40 total per Unit, may cost 6 points each rather than 4. This is sometimes higher and sometimes lower.
  • Riders and Mounts share profiles, sort of like The End Times special characters. The book lays out when you mount a character on something on which model part attributes to use in certain situations (like using Toughness of the Mount when being attacked, or the Initiative of the rider on the offense) but as far as an opponent targeting goes the entire kit is treated as a single target (so no shooting a horse out from under a rider, no shooting a rider off a horse, the whole thing just dies). This is called a Combined Profile.
  • Characters and Command all have the First In Rank rule, but you can divide them as you will rather than in a specific order. This is important because in 8e Characters joining a Unit would only have to reach the back of a horde and somehow teleport a full turns worth of Movement in order to reach the front of the Unit to join it, whereas now there are more places it can go and thus less distance it somehow travels (gets crowd-surfed?) in less than a second.
  • In Deployment, both characters roll a die. The one who rolls higher chooses which one of the players chooses deployment sides. The other player chooses who starts to deploy first, and players can deploy as many Units as they want before allowing the other player to deploy Units. Whoever gets all their Units on the board first (other than those which deploy after this step) gets a bonus for however many Units their opponent hasn't deployed on a die roll to see who goes first (so if you put down your entire army at once, you automatically go first since your bonus goes beyond what your opponent can roll). This gives a tremendous strategic importance on deployment, allowing you to sacrifice whatever steps don't matter to you (which side of the board you start on, countering what your opponent deploys, and having the first turn) for what you do want.
  • Rather than True Line Of Sight, models have a line of sight based on the type of Terrain between them and model size based on what kind of model it is, rather than just which model is physically taller (which was punishing for players who wanted to do fancy basing for their models or just use things like taller characters, or had random advantages when custom terrain was used).
  • Units can March into Buildings. But no model can go more than triple their Movement to get into a building (so a long "bus" formation where most of the Unit can get into the building don't teleport those in the end into it).
  • "Move Or Fire" has been replaced by Unwieldy, which adds an additional -1 To Hit if models move that turn.
  • Volley Fire ignores Cover provided by other Units, and the entire Unit can shoot rather than just the first two Ranks.
  • "Look Out Sir!" is removed. If there is at least five Rank & File of the same Troop Type, they automatically get hit.
  • Cannons use Ballistic Skill To Hit, then it becomes a line template. Do Ordinance Wounds, which is D3+1 (+1 additional if Target is Flying) instead of D6. Templates hit whatever they hit rather than just 1 model per Rank and File.
  • Flame Template is removed, whatever used it causes 2D6 Hits instead.
  • Spells in general are less powerful individually and won't automatically win or lose a game, less bonuses to casting, less Magic Dice obtained per turn, limit 5 Magic Dice to cast a spell, Overwhelming Power is not automatically cast or dispelled, Miscast is based on how many Magic Dice used to cast the spell.
  • Units with a Champion always get a minimum of a 4 result on the Charge.
  • If a Unit Flees a Charge, and its redirected into a second Unit that also Flees, in 8e both would count as a failed Charge; in T9A, the Charging player may default to a successful Charge against the first.
  • The Make Way rule lets a Character get into the front Rank to get into Combat, like in 8e, but ONLY into the front Rank unlike 8e. This means getting a Flank Charge won't put a blender lord into you until they perform a Combat Reform.
  • Rank and File models always target Rank and File models, whereas in 8e some armies could fill the front Rank full of Characters which prevented the Rank and File from being able to attack the Unit.
  • Always Strikes First replaced by Lightning Reflexes, which provides a +1 To Hit rather than a To Hit reroll.
  • Killing Blow replaced by Lethal Strike, so instead of automatically killing on a roll of a 6 the attack just ignores Armor Save and Regeneration rolls.
  • Models are not moved to be in a Challenge. You only get a maximum of 3 Overkill. Characters who refuse a Challenge do not move and cannot attack or use their Leadership benefits (like Hold Your Ground and +1 Combat Resolution, or BSB benefits if they were a BSB), and can still be attacked; in 8e a way to protect weak characters like Wizards was having them refuse a challenge and move to the back.
  • No Insane Courage, automatic Break instead.
  • Standard Bearers don't die automatically if they Break, they just lose their Standard.
  • No Post-Combat Reforms, only Pivots.
  • No army-wide Fear (like Undead and Daemons had).
  • Fear causes -1 Leadership to any models in Base Contact.
  • Fear-causing models take Terror Tests if Charged by Terror-causing models. In Close Combat, Fear-causing models do not take Terror Tests.
  • Parry means you cannot be hit by a 4+ To Hit, whereas in 8e it was a 6+ Ward Save.
  • Spears provide Armor Piercing 1, Fight In Extra Ranks if you didn't Charge with them, and gives Lethal Strike against Cavalry, Monstrous Cavalry, and Chariots from the front Rank.
  • Flails have +2 Strength as in 8e, but your opponent gets +1 To Hit against models with them.
  • Paired Weapons have +1 Attack as in 8e, but also +1 Initiative.
  • Units Fleeing with 25% of their starting number or less Rally on half their Leadership rounded up, rather than 2 in 8e.
  • Flammable models being attacked by Flaming Attacks allows a reroll To Wound rather than causing double Wounds.
  • Flaming Attacks ignore Regeneration just for that specific attack rather than removing it for the entire phase.
  • Redirectors are no longer a possibility. Situations where one Unit creates a situation where neither can be made Base Contact with require the Units to be moved as little as possible for that to occur.
  • Nagash removed.

1.0 To 1.1


1.1 To 1.2

Designed to move away from Warhammer Fantasy, incorporating some things from older Warhammer Fantasy editions but also moving slightly away from it for legal reasons. Team reports they want as few major changes as possible, and packed most of them into this update.

  • Every army now has its own minimum amount of Core required, rather than a universal core tax. Armies also have different limits on the other categories.
  • Rare has been removed as a category in all armies. It has been replaced by army-specific categories.
  • Lords and Heroes are now just Characters.
  • Standard game size has increased from 2500 points to 4500 points. Skirmish games are below 3000 points, large scale games are 8000 points or higher. Models have has point increases to reflect this, most proportionally although some are cheaper or stronger as a nerf or buff for balancing reasons.
  • Many Lord and Hero versions of the same basic model are a single option, you upgrade a standard version and based on how many points you have invested in it the model is now either equivalent to the Lord or Hero version.
  • Models may now count as being part of more than one category, counting towards the limit or minimum of all applicable categories.
  • Models now have a model footprint called a Boundary Rectangle, meaning that incomplete Ranks still count as a full Rank for the purpose of determining if a model is visible, in Terrain, and can be in Close Combat.
  • Line Of Sight is only a property of the front facing of the Unit, and every individual model has their own Line Of Sight meaning there are circumstances where part of a Unit can shoot and part will not.
  • Models can temporarily move 25% off the table as long as they end their Movement entirely back on it.
  • Overwhelming Power adds an extra Magic Die, removed from the Magic Pool of the casting player, which is allowed to exceed the 5 Die limit.
  • Miscasts are determined by rolling D3+1, doubling the result, multiplying it by the number of Magic Dice used in the casting (minus the bonus Overwhelming Power one) and taking cumulative negative effects based on the result.
  • Captured Standards can be Raised, all models Raised go into the back Rank unless they have the Front Rank rule.
  • Vortex Spells removed.
  • Learning Spells is different from becoming a higher level Wizard. Both cost points independent of each other.
  • Nagash removed.


1.3 To 2.0

  • Weapon Skill is separated in Offensive and Defensive Skill.
  • Armour modifiers through Strength removed.
  • Instead of rolling for Spells, you choose which you want that is available.
  • Magic phase is overhauled.
  • A shit tone of small changes and edits.
  • All units now have a maximum amount of times it can be included in a army.
  • Units can no longer move temporarily outside the Board Edge.
  • General does not need highest leadership
  • Units freshly rallied are now Shaken (new status, see later).
  • Nagash removed.

Army Change Summaries

Currently there are no named characters in The 9th Age. Some, like Lord Skrolk or High Queen Khalida who had rules that affect other models have had their rules integrated directly into the army (Skrolk making Plague Monks into Core options is default for the army for example, and Khalida's arrow buff is now contained within a magic item upgrade). Some The End Times models like Morghasts have rules, others like Nagash do not.

Note that these things may come at a later date.

Beast Herds (Beastmen)

Click "Expand" so see a summarized version of the changes to the Beastmen. [OUTDATED]

Army Rules

  • All units in the army have Strider (Forests).
  • Primal Insticts (/Fury) no longer gives Frenzy on a double 1.
  • Beastmen Ambush is gone, replaced by the normal rules for Ambush.
  • Lots of units gained the new Pack Tactics rule, which gives Swiftstride when charging the enemy's flanks or rear.
  • The army lost access to the Lore of the Wild, replaced by the Path of Nature (the old Lore of Life).
  • Beastmen no longer have anything to do with chaos and cannot take Gifts of Chaos or the mark options presented in The End Times.
  • Drunkard is no longer a random result but lets you choose the unit's status at the start of the game: sober units gain Vanguard and Light Troops but cannot score, drunk units gain Immune to Psychology and Thunderous Charge but cannot ambush. A character may only join a unit in the same state of drunkness.
  • Blood Offering: when a unit containing a character with this special rule fails a Panic test the character can lose a Wound to reroll it.
  • Half Horse: Stomp hits cannot be allocated to models with this special rule.
  • Certain heroes and unit champions may bear totems with bound spells. Heroes know all 4 totems and may cast each once per turn as Augment spells with range 18", champions know only one totem and may only cast it on their own unit. The available totems are Gnarled Hide (Innate Defense 6+ and Distracting), Clouded Eye (Magic Resistance (3) and Hard Target), Bloodied Horn (+1 A and Armor Piercing (2)) and Black Wings (+3 I and +d3+1" charge range).

Equipment

Mundane

  • Beast Axe: two-handed weapon, strikes with +1 Strength but Initiative 0 and improves the wielder's armor save by 1.
  • Soothsayer Staff: can be used either offensively as a Great Weapon or defensively as a hand weapon that adds +2 to the user's armor save.
  • Looted Booze: one use only, lets the unit change from sober to drunk.

Magic Items

  • The Impaler: Magic weapon, 40 pts, only characters without Ambush. Magical spear that strikes with +2S on the charge and can be thrown as a Range 18" S6 Bolt Thrower with Armor Piercing (6) and Multiple Wounds (d3). Never suffers to-hit penalties when fired.
  • Leeching Blade: Magic weapon, 15 pts, wizards only. Magical hand weapon, if the bearer's unit fails a Panic test the user can lose 1 Wound to make it count as passed.
  • Aaghor's Flayed Hide: Magic armor, 60/50 pts, grants +1T and Regeneration (4+) but prevents the user from using any other armor.
  • Pillager Icon: Talisman, 25 pts. All Razortusk units and single-model chariot units (excluding character mounts) within 12" gain Vanguard.
  • Eye of Dominance: Talisman, 15 pts. Swarms, War Beasts, Cavalry mounts, Monstrous Beasts, Monstrous Cavalry mounts, Chariot-pulling beasts, Monsters and Ridden Monster can only ever hit the bearer on a natural 6.
  • Seed of the Dark Forest: Enchanted Item, 40 pts. One use only. Before the battle (after moving Vanguarding units), the bearer may place a single Forest (that must be no larger than 10” in length and 6” in width) on the Battlefield with its centre within 12"of the bearer and more than 1” from all enemy units. All friendly models even partially within this Dark Forest add +1 to their casting rolls for Augment spells, Hex spells, and Totems (this overrides the normal restriction of not adding casting modifiers to Bound Spells).
  • Gourd of Beetles: Enchanted Item, 35 pts. Bearer can cast Swarm of Insects from the Path of Wilderness as a bound spell.
  • Dark Rain: Enchanted Item, 25 pts. During the first turn of the game enemy units have -1 to hit with shooting attacks, -2 if you go second.
  • Crown of Horns: Enchanted Item, 10 pts. The bearer, his unit and all models within range of his Inspiring Presence automatically pass Primal Instincts tests.
  • Banner of the Wild Herd: Magical Standard, 25 pts. Gives all Wildhorns in the unit +1S for a single round of combat.

Lords

  • Beast Lord
    • Cost reduced from 140 to 125
    • +1 BS
    • Lost Manbane, gained Pack Tactics
    • Has Light Armor by default
    • Cost of shield increased by 2, cost of heavy armor doubled
    • May take one weapon: paired weapons for 5 pts (was 8), great weapon for 15 pts (was 12), lance for 15 pts, beast axe for 20 pts
    • May take throwing weapons for 3 pts
    • Cost to mount a Raiding Chariot and Razortusk Chariot reduced to 35 and 75 respectively
    • If the army general, may take Hunting Call for 20 pts. Units with Pack Tactics can reroll Ambush rolls but must ambush on the first turn unless you go first
  • Gnarled Soothsayer (Great Bray Shaman)
    • Cost reduced from 200 to 180
    • +1 BS
    • Gained Pack Tactics and Blood Offering
    • Cost for level 4 reduced from 35 to 30
    • May take paired weapons for 3 pts (1 pt cheaper) or a soothsayer staff for 10 pts
    • Cost to mount a Raiding Chariot reduced to 20, can no longer mount a Razortusk Chariot
  • Minotaur Warlord (Doombull)
    • Cost reduced from 235 to 230
    • +1 BS
    • Lost Slaughterer's Call, Bloodgreed and Fear, gained Primal Instinct
    • Has light armor by default
    • cost of shield increased by 4, cost of heavy armor increased by 3
    • May take one weapon: paired weapons for 10 pts (was8), great weapon for 20 pts (was 15), flail for 10 pts, beast axe for 25 pts
    • Lord of Bulls: if a Minotaur Warlord is your general Minotaur Warlords, Minotaur Chieftains and Minotaurs never lose Frenzy

Heroes

  • Beast Chieftain (Wargor)
    • Cost reduced from 85 to 55
    • +1 BS
    • Lost Manbane, gained Pack Tactics
    • Has Light Armor by default
    • Cost of shield increased by 3, cost of heavy armor tripled
    • May take one weapon: paired weapons for 3 pts (was 4), great weapon for 8 pts (was 4), lance for 6 pts, beast axe for 10 pts
    • May take throwing weapons for 2 pts
    • Cost to mount a Raiding Chariot to 50, can no longer mount a Razortusk Chariot
    • If not mounted, may Ambush for 10 pts
    • May become totem bearer for 30 pts
  • Soothsayer (Bray Shaman)
    • Cost reduced from 75 to 70
    • +1 BS
    • Gained Pack Tactics and Blood Offering
    • Cost for level 2 reduced from 35 to 25
    • May take paired weapons for 2 pts or a soothsayer staff for 10 pts
    • Cost to mount a Raiding Chariot reduced to 40, can no longer mount a Razortusk Chariot
    • If not mounted, may Ambush for 5 pts
  • Minotaur Chieftain (Gorebull)
    • Cost reduced from 160 to 130
    • +1 BS
    • Lost Slaughterer's Call, Bloodgreed and Fear, Impact Hits reduced to 1, gained Primal Instinct
    • Has light armor by default
    • Cost of shield increased by 6, cost of heavy armor increased by 4
    • May take one weapon: paired weapons for 5 pts, great weapon for 15 pts (was 10), flail for 5 pts, beast axe for 20 pts
    • May become totem bearer for 30 pts
  • Centaur Chieftain
    • New option
    • Costs 90 pts
    • Same statline as Gorrhos Warhoof but with +1 BS, T and I
    • Has light armor, Primal Instincts, Strider (Forests), Drunkard and Half-horse
    • May take any of the following: shield for 2 pts, heavy armor for 12 pts, throwing weapons for 2 pts, looted booze for 15 pts, Ambush for 15 pts, totem bearer for 30 pts, +1 Wounds for 25 pts (only if general)
    • May be the army's BSB
    • May take one weapon: paired weapons for 8 pts, great weapon for 15 pts, lance for 15 pts, beast axe for 20 pts
    • Hoof Father: if a Centaur Chieftain is your general Centaurs may be taken as Core. Centaurs taken this way cannot take magical standards, except for one unit whose standard bearer may become the veteran standard bearer

Mounts

  • Raiding Chariot (Tuskgor Chariot)
    • Crewman is armed with a light Lance
    • Gained Light Troops
  • Razortusk Chariot (Razorgor Chariot)
    • Crewman is armed with a light Lance
    • Lost Fear, gained Impact Hits (+1)
    • Can take Hunting Horn for 20 pts. All friendly units within 6" of a model with Hunting Horn add +1 to their charge range

Core

  • Wildhorn Herd (Gor Herd)
    • Minimum unit size is 10 for 50 pts, maximum is 40 at 5 pts per model
    • Gained Pack Tactics
    • May take throwing weapons at 1 pt/model
    • The champion may become a totem bearer for 10pts
    • The standard bearer may become the veteran standard bearer
    • A unit of 25 models or less may Ambush for 10 pts
  • Mongrel Herd (Ungor Herd)
    • Minimum unit size is 20 for 80 pts, maximum is 50 at 4 pts per model
    • Gained Pack Tactics
    • Cost of spears reduced to half a point per model
    • A unit of 30 models or less may Ambush for 10 pts
  • Mongrel Raiders (Ungor Raiders)
    • Minimum unit size is 10 for 50 pts, maximum is 20 at 5 pts per model
    • Gained Pack Tactics
    • Can take Scout and Ambush for 10 pts
  • Feral Hounds (Chaos Warhounds)
    • Minimum unit size is 5 for 40 pts, maximum is 20 at 4 pts per model
    • Have Insignificant, Ambush and Vanguard
    • Can no longer take any upgrades
  • Raiding Chariot (Tuskgor Chariot)
    • Cost reduced from 80 to 75, may add up to 2 additional models for 65 pts each
    • Wildhorn crewman is armed with a light Lance
    • Gained Light Troops

Special

  • Minotaurs
    • Minimum unit size is 3 for 125 pts, maximum is 10 at 38 pts per model
    • Lost Bloodgreed and Fear, gained Primal Instinct and Frenzy
    • Cost of paired weapons increased by 1
    • The champion can no longer have magical items but the standard bearer can take a single magical banner worth up to 50 pts
  • Longhorn Herd (Bestigor Herd)
    • Minimum unit size is 10 for 90 pts, maximum is 40 at 12 pts per model
    • +1 Ld
    • Lost Despoilers, gained Pack Tactics and Bodyguard (Beast Lord)
    • Armed with halberds instead of great weapons, may take them back at half a point per model
    • The champion may become a totem bearer for 10 pts
    • A unit of 20 models or less may Ambush for 1 pt/model
  • Centaurs (Centigors)
    • Minimum unit size is 5 for 75 pts, maximum is 20 at 13 pts per model
    • +1I
    • Gained Half-horse
    • No longer have spears by default
    • May take one weapon: paired weapons for 1 pt/model, great weapons for 3 pts/model, light lances for 2 pts/model, lances for 4 pts/model
    • The champion may become a totem bearer for 10 pts
    • May take a single magical banner worth up to 50 pts
    • A unit of 8 models or less may Ambush for 3 pts/model
  • Gargoyles (Harpies)
    • Minimum unit size is 5 for 80 pts, maximum is 10 at 12 pts per model
    • +1WS, T and Ld, -2I
    • Gained Fly (10), Primal Instinct, Skirmish and Thunderous Charge
    • The entire unit may Scout for 10 pts
  • Razortusk Herd (Razorgor Herd)
    • Minimum unit size is 1 for 50 pts, maximum is 10 at 35 pts per model
    • Lost Fear
  • Razortusk Chariot (Razorgor Chariot)
    • Cost reduced from 145 to 110 pts
    • Wildhorn crewman is armed with a light Lance
    • Lost Fear, gained Impact Hits (+1)
    • Can take Hunting Horn for 20 pts. All friendly units within 6" of a model with Hunting Horn add +1 to their charge range
  • Briar Beast (Chaos Spawn)
    • Moved over from Rare
    • Cost increased from 55 to 60
    • Random Movement increased to 3d6
    • Sleeper: You may choose not to deploy this unit as normal. Instead the controlling player may choose to awaken the Sleeper at the start of any friendly Remaining Moves subphase: the Briar Beast is placed completely within any forest on the table.

Rare

  • Cyclops (Cygor)
    • Cost reduced from 275 to 200
    • +2BS, +1W
    • Lost Ghostsight, Soul-eater, Stubborn and Terror, gained Divine Attacks and a 5+ Ward Save, Magic Resistance increased to 3
    • Hurl Attack is now a 3" catapult weapon with range 6-36" S3(9) (Multiple Wounds (Ordnance)) Magic Attacks and Divine Attacks
  • Gortach (Gorghon)
    • Cost reduced from 275 to 200
    • -1 Ld
    • Lost Bloodgreed, Immune to Psychology, Swallow Whole and Terror, gained Primal Instincts, Impact Hits (D3) and Lethal Strike
    • New Strength from Flesh: the Gortach's Lethal Strikes cause D3 wounds, and if at least one of the wounds is unsaved it regains 1 lost wound
    • Locked Horns: Minotaur Warlords are One of a Kind in an army that includes one or more Gortachs
  • Jabberwock (Jabberslythe)
    • Cost reduced from 275 to 125
    • -2BS, -1A and Ld
    • Lost Slythey Tongue, Spurting Bile-blood and Terror, has Fly (8)
    • Aura of Madness now simply gives all enemies within 6" -1 Ld
    • May take Innate Defence (4+) for 30 pts and a S3 Armor Piercing (2) Breath Weapon for 25 pts
  • Beast Giant
    • Cost reduced from 225 to 145
    • Lost Immune to Psychology, Fall Over, Longshanks and Terror, gained Drunkard
    • Special giant attacks have been changed similarly to other giants (the actual changes should probably go under General Rules Changes since they affect the giants of all factions)
    • Can either take Looted Booze for 10 pts or Ambush for 40 pts

Daemon Legions (Daemons of Chaos)

Click "Expand" so see a summarized version of the changes to the Daemons of Chaos. [OUTDATED]

Magic

  • The Lore of Nurgle is now the Path of Disease.
    • The Lore Attribute is now "Necrotic Blessing", a One Turn Focused Augment which causes a target Unit within 12 inches to gain +1 Toughness. This can only affect any model once per Magic Phase.
    • The Signature Spell is now "Pestilent Miasma", a 4+ 18 inch range Augment that lasts one turn that causes enemy Units in base contact with the target Unit to have -1 Weapon Skill and Initiative (9+ for -D3 instead) to a minimum of 1.
    • 1 "Breath Of Corruption" is a 6+ used on the Caster (or 9+ to give a target Model within 24 inches as a Focused Augment) a Toxic Attacks Breath Weapon for 1 turn.
    • 2 "Putrefying Touch" is a 6+ Augment that lasts one turn with a 12 inch range (9+ for 24 inch range) that grants Poisoned Attacks. If the target already had Poisoned Attacks, the value improves by one point (so a Poisoned Attacks 5+ becomes Poisoned Attacks 4+ for example).
    • 3 "Mass Of Flesh" is a 9+ one turn Augment with a range of 12 inches (12+ for 24 inch range) that grants Regeneration 5+, improving any existing Regeneration by one point (Regeneration 5+ becomes Regeneration 4+ for example) to a maximum of 3+.
    • 4 "Cleansing Infestation" is a 10+ 18 inch range Instant Missile Hex that deals D6 S5 Attacks to a Unit and causes a Toughness Test, which if failed causes ANOTHER D6 S5 hits and a Toughness Test, which repeats until the Unit passes the test or is destroyed.
    • 5 "Leprotic Curse" is an 11+ 18 inch range (14+ for 36 inch range) Universal one turn decrease (to a minimum of 1) or increase at the Caster's choice of D3 Toughness.
    • 6 "Foetid Wind)" is a 14+ 6 inch range Vortex Ground instant spell using a Template 3. Models touched by the template suffer one Hit of Multiple Wounds D3 Toxic Attacks.
  • The Lore of Slaanesh is now the Path of Lust.
    • The Lore Attribute is now "Masochism", a range 12 one turn Focused Augment. When selecting a target, the Caster must choose either to +1 Attack and +3 Initiative OR Armor Piercing (+1). A model can only be affected once by each of the two effects per turn.
    • The Signature Spell is now "Wicked Lash", a 6+ 24 inch range Ground, Direct, Line Template Instant spell that deals a Strength 4 Hit with Armor Piercing (2) to every model hit by the template.
    • 1 "Mesmeric Allure" is a 5+ 24 inch range one turn Hex that causes the target to attack at Initiative 0. For 11+ the spell becomes 36 inch range and also caused Random Movement D6.
    • 2 "Irresistible Waltz" is a 7+ 12 inch range (or 11+ for 24 inch range) Focused Direct Damage Instant Hex that forces the target to make a Leadership Test with an additional D6, if failed the target takes an Armor Piercing (6) Wound and makes another Leadership test, which repeats until the model passes the test or is destroyed.
    • 3 "Frenzied Hysteria" is an 8+ 24 inch range Universal Remains In Play spell. Target gains Frenzy. If it already had Frenzy, it gains +1 Attack until it loses Frenzy. At the end of every one of the Caster's Magic Phases it takes D6 Strength 3 Hits.
    • 4 "Lurid Delusions" is an 8+ 24 inch range one turn Hex (or 12+ for a 12 inch range Aura instead). Whenever the Target takes a Leadership Test it rolls an extra dice and discards the lowest result.
    • 5 "Mind Reaping" is a 9+ 24 inch range Magic Missile, Damage, Instant, Hex which causes D6 Strength 4 Hits with Armor Piercing (2). After Hits are resolved the Target must pass a Leadership Test with no rerolls allowed or suffer an additional

D6 S4 Hits. This continues until the Target passes the test or is destroyed.

    • 6 "Deafening Cacophony" is a 13+ range 12 one turn Instant Hex that causes 2D6 Hits with Armor Piercing (6) that Wound on a 4+. If one or more Wounds are caused by those Hits, the target attacks at Initiative 0 and gains Random Movement (D6).
  • The Lore of Tzeentch is now the Path of Change.
    • The Lore Attribute is now "Winds of Change". Permanent, Universal. Every spell cast gives the player a Winds of Change counter. Non-bound spells cast from the Path of Change that have a natural 1 on a Power Dice may be rerolled at the cost of one counter.
    • The Signature Spell is now "Blue Fire", a 5+ 24 inch range Instant, Missile, Damage, Hex. Deals D6 Strength D6 Hits with Hellfire. At 8+ has 48 inch range. At 11+ has a 48 inch range and deals D6+1 Hits at D6+1 Strength.
    • 1 "Pink Fire" is a 6+ one turn spell targeting the caster (or 11+ for a 24 inch Focused Augment) granting a Breath Weapon which is D3+2 Strength with Hellfire.
    • 2 "Wave of Transformation" is a 7+ 24 inch range Instant, Missile, Damage, Hex. Target suffers 1 Strength D6+4 hit with Multiple Wounds (D3) and Hellfire, which penetrates ranks as a Bolt Thrower (Artillery Weapon) with Armour Piercing (6).
    • 3 "Secrets Stolen" is a 7+ 18 inch range Instant, Hex, Direct Damage, Focused spell. Target and caster both roll a D6 and add their Wizard Levels. If the target gets a higher total, nothing happens. Otherwise, the target suffers 1 Strength 3 hit with Armour Piercing (6) and loses 1 Wizard Level (if it has any).
    • 4 "Reign of Confusion" is a 9+ 24 inch range one turn Hex. Target cannot benefit from Inspiring Presence or Hold Your Ground.
    • 5 "Inevitable Betrayal" is a 9+ 24 inch range one turn Hex. When the target Unit (not a single model) attacks in either Close Combat or shooting any rolls of 1 are discarded, and counts as if the Unit hit itself at the same Strength with the same rules. Shooting and Close Combat rules apply as normal, including adding to the Combat Score of the target's opponents.
    • 6 "Eternal Gateway" is a 15+ 24 inch range Instant, Hex, Missile, Damage spell. Target suffers 2D6 Strength 2D6 (Strength results of 11 or 12 only count as 10) hits with Hellfire.

Army Rules

  • Daemonic has been replaced by the two special rules Daemonic Instability and Otherwordly. The gist is th same but now daemons no longer have army-wide Fear and Daemonic Instability is just rolled as 2d6 + Combat Score - Leadership; it's passed if the result is a positive number and failed otherwise, a double 1 or 6 no longer does anything special.
  • The army no longer uses Reign of Chaos.
  • Your army is aligned to whatever Chaos God your General is. True Chaos (Chaos Undivided) aligned Generals or armies that mix models from different Chaos Gods are subject to restrictions of a maximum of 2 duplicate Core options (1 in a Warband, 4 in a Grand Army), 2 maximum duplicate Special options (1 in a Warband, 4 in a Grand Army), 1 maximum duplicate Rare option (2 in a Grand Army). Armies entirely composed of one Chaos God with a General aligned to the same are subject instead to the normal restrictions and many models gain bonus options as well.
  • Models in a Unit entirely made up of models aligned to one Chaos God gain specific bonuses. Mixed or Daemon of True Chaos Units gain no bonus.
    • Daemon Of Change: At the start of each round of Combat, before Shooting, every model in the same Unit gains either Flaming Attacks, Divine Attacks, or Hellfire at the choice of the controlling player. Special Attacks are not affected. Daemon of Change Wizards can decide after generating their spells to start over and reroll all dice in the process.
    • Daemon Of Lust: Gain Armor Piercing (+1).
    • Daemon Of Pestilence: Gain Poisoned Attacks and Regeneration (5+). Toxic Attacks are at -1 To Wound the Daemons.
    • Daemon Of Wrath: Gain +1 Strength in the first round of Combat.
  • Daemons may be upgraded with Aspects corresponding to their Chaos God. Characters may always take one Aspect, and are the only ones with access to Supreme Aspects. Core Units can take Aspects if they are the same Chaos God as the General. Special and Rare models may only take Aspects in an army entirely sworn to one Chaos God. Aspects of the same kind do not stack effects.
    • Change
      • Far-seeing: Aspect. Bearer's Unit has an additional 6 inch range to all Shooting Attacks that use the Ballistic Skill To Hit.
      • Power Vortex: Supreme Aspect. Spells from the Path of Change case by the bearer's Unit gain +1 Strength to any To Hits with a Strength value.
    • Lust
      • Clawed Caress: Aspect. Bearer's Unit gains Armor Piercing (+1).
      • Dance Of Death: Supreme Aspect. Bearer's Unit gains Lightning Reflexes.
    • Pestilence
      • Contamination: Aspect. Unit gains Poisoned Attacks. If the model already has Poisoned Attacks, they Wound automatically on one less (so a 5+ Wounds on a 4+ for example).
      • Bloated Putrefaction: Supreme Aspect. Bearer's Unit gains Regeneration (4+).
    • Wrath
      • Onslaught: Aspect. Bearer's Unit gains Devastating Charge. Does not affect Mounts.
      • Eternal Fury: Supreme Aspect. Bearer's Unit gains Hatred. Does not affect Mounts.

Equipment

Mundane

  • Firebolts: Change weapon. 24 inch range Strength 3 Shooting Weapon, has Quick to Fire.
  • Barbed Claws: Lust weapon. Close Combat Weapon, Hand Weapon. +1 To Wound in Close Combat.
  • Elusive: Lust upgrade. Units entirely composed of models with Elusive can choose to Flee as a Charge Reaction despite being Immune To Psychology.
  • Trail Of Mucus: Pestilence upgrade. Enemy Units can't gain a Flank or Rear Combat Resolution bonus against Units with models with this rule.
  • Blood Sword: Wrath upgrade. Close Combat Weapon, Hand Weapon. Attacks have Lethal Strike.
  • Hell Blade: Wrath upgrade. Close Combat Weapon, Hand Weapon. Attacks always have Strength 5, which cannot be modified in any way.

Magic Items

Daemons can only take Magic Items from their own list, which are called Daemonic Items but are otherwise treated as Magic Items as normal. Magical Standards are still pulled from the core book.

  • Eternal Sword: Magic Weapon, 50 points for Lords and 35 points for Heroes. Hand Weapon, wielder gains +1 Weapon Skill, Strength, and Attacks while engaged in Combat.
  • Mortal Blade: Magic Weapon, 40 points for Lords and 30 points for Heroes. Hand Weapon, attacks made with this weapon have Lethal Strike and Multiple Wounds (2, Monster, Ridden Monster).
  • Dissolving Touch: Magic Weapon, 40 points for Lords and 30 points for Heroes. Hand Weapon, every Round of Combat every model in Base Contact takes a Toxic Hit at Initiative 10.
  • Lash of Lust: Magic Weapon, 40 points for Lords and 25 points for Heroes. Restricted to Daemons of Lust. Shooting Weapon with a 12 inch range, uses the bearer's Strength, has Quick To Fire and Multiple Shots (2D6). Cannot be used in the same turn a model has Marched.
  • Aether Wand: Magic Weapon, 40 points for Lords and 15 points for Heroes. Restricted to Daemons of Change. Hand Weapon, every time the bearer casts of dispels successfully the controlling player rolls D6.
  • Heart Seeker: Magic Weapon, 20 points for Lords and 10 points for Heroes. Hand Weapon, bearer may reroll and rolls of 1 To Hit for Attacks made with this weapon.
  • Blade of Grief: Magic Weapon, 20 points. Hand Weapon, bearer gains Fear and attacks made with this weapon have Divine Attacks.
  • Trident of Torment: Magic Weapon, 15 points. Hand Weapon, bearer gains +1 Weapon Skill and +1 Initiative when engaged in Combat and using this weapon, Attacks made with this weapon have Armor Piercing (1).
  • Nauseating Aura: Talisman, 50 points. Pestilence only. Enemy Units in Base Contact with the bearer have Initiative 1 during Close Combat.
  • Shackles of Reality: Talisman, 40 points. Bearer has Regeneration (4+).
  • Iron Hide: Talisman, 35 points. Bearer has Innate Defence (5+).
  • Brass Collar: Talisman, 35 points. Wrath only. Wearer gains Magic Resistance (3).
  • Veil of Shadows: Talisman, 35 points. Bearer's Unit gains Hard Target and Magic Resistance (1).
  • Blissful Bindings: Talisman, 35 points for Lords and 25 points for Heroes. Lust only. Models striking the bearer use 50% of their Weapon Skill (rounded up) against the bearer.
  • Weaver's Eye: Talisman, 10 points. One use only, can be used when the bearer fails a Ward Save to reroll it.
  • Blazing Wings: Enchanted Item, 35 points. Change only. Bearer gains Fly (8).
  • Horn of Damnation: Enchanted Item, 35 points. Enemy Units in Base Contact with the bearer can't benefit from Hold Your Ground.
  • Obsidian Horn: Enchanted Item, 25 points. One use only, instead of making a Dispel roll a spell is automatically dispelled. Can only be taken in an army with no Wizards.
  • Hellish Crown: Enchanted Item, 25 points. Bearer gains +1 Leadership.
  • Black Orb: Enchanted Item, 15 points. All enemy Wizards trying to cast Path of Light spells have a -2 penalty to the casting roll.
  • Token Of Change: Enchanted Item, 20 points. Change only. Bearer can use Wave of Transformation from the Path of Change as a Power Level 3 Bound Spell.
  • Token Of Lust: Enchanted Item, 20 points. Lust only. Bearer can use Frenzied Hysteria from the Path of Lust as a Power Level 3 Bound Spell.
  • Token Of Pestilence: Enchanted Item, 20 points. Pestilence only. Bearer can use Putrefying Touch from the Path of Pestilence as a Power Level 3 Bound Spell.
  • Portal Gem: Enchanted Item, 20 points. Friendly Units within 6 inches of the bearer suffer 1 less Wound from failed Daemonic Instability Tests.
  • Elixir of Souls: Enchanted Item, 10 points. One use only. Can be activated at the start of the Remaining Moves subphase to give the bearer +2 Movement during the same subphase.
  • Mirror of Change: Arcane Item, 40 points. Change only. During friendly Magic Phases the bearer can choose an enemy Wizard in Line of Sight within 18 inches and for the duration of that Magic Phase knows all of the non-Bound spells that Wizard knows instead of its own. Spells that create new Units or Raise can't be cast.
  • Seventh Seal: Arcane Item, 35 points. One use, instead of rolling to Dispel the spell is automatically Dispelled.
  • Soul-Bound Staff: Arcane Item, 30 points. The bearer's Miscasts count as being one less Magic Dice.
  • Sorcerer's Lodestone: Arcane Item, 30 points. One use, exception to the Magic Modifiers rule. After attempting Casting or Dispel rolls, the bearer can increase the results by an additional D6. This does not count as a Power or Dispel dice.
  • Scrolls Of The Eighth Pact: Arcane Item, 25 points. Change only. Bearer can generate spells from any Battle Magic Path other than the Path of Light. Chosen Path is noted on the Army List.
  • Skull of Cacophrax: Arcane Item, 25 points for Lords and 15 points for Heroes. The bearer generates an additional spell.

Lords

  • Daemon Prince
    • Cost decreased from 250 to 245
    • Lost Terror, gained Stubborn
    • All marks are now free, except for Change that costs 20 pts
    • Cost for Wizard levels 1 to 4 respectively increased by 5, reduced by 5, increased by 25 and increased by 20
    • Demonic Flight now gives Fly (8)
    • Cost of plate (chaos) armor increased by 35, may instead take heavy armor for 25 pts
    • May take up to 100 points of daemonic items
  • Weaver Of Change (Lord Of Change)
    • Cost increased from 400 to 540
    • Lost Terror, gained Fly (8) and Innate Defense (5+)
    • Is now a level 4 Wizard by default
    • May take Power Vortex for 35 pts
  • Courtesan Of Lust (Keeper Of Secrets)
    • Cost increased from 375 to 455
    • +1 W
    • Lost Terror, gained Swiftstride and Innate Defense (5+)
    • Is now a level 2 Wizard by default
    • Cost of Wizard levels 3 and 4 reduced by 5 and 10
    • May take Clawed Caress for 15 pts or Dance of Death for 35 pts
  • Father Of Pestilence (Great Unclean One)
    • Cost increased from 375 to 475
    • +1 W
    • Lost Terror, gained Innate Defense (5+)
    • Is now a level 1 Wizard by default
    • Cost of Wizard levels 2, 3 and 4 respectively reduced by 10, increased by 20, increased by 15
    • May take Contamination for 20 pts or Bloated Putrefaction for 45 pts
    • May take a flail for 20 pts
  • Scourge Of Wrath (Bloodthirster)
    • Cost increased from 400 to 450
    • +1 W and A
    • Lost Terror and paired weapons, gained Fly (8)
    • may take Onslaught for 10 pts or Eternal Fury for 30 pts

Heroes

  • Harbinger Of Change (Herald Of Tzeentch)
    • Cost increased from 90 to 100
    • Armed with firebolts
    • Cost for level 2 reduced by 10 pts
    • Cost to mount a Blazing Chariot increased by 30 pts
    • May take Far Seeing for 15 pts or Power Vortex for 45 pts
  • Harbinger Of Lust (Herald Of Slaanesh)
    • Cost increased from 90 to 95
    • Gained Distracting
    • No longer a wizard by default, may take 1 level for 40 pts or 2 for 65 pts
    • Cost to mount a Siren Chariot reduced by 15 pts, may no longer mount a Carnal Chariot
    • May take barbed claws or paired weapons for 5 pts
    • May take Clawed Caress for 15 pts or Dance of Death for 40 pts
  • Harbinger Of Pestilence (Herald Of Nurgle)
    • Cost increased from 90 to 95
    • No longer a wizard by default, may take 1 level for 40 pts or 2 for 65 pts
    • Cost to mount a Palanquin reduced by 10 pts, may instead mount a Blight Fly for the same cost
    • May take a flail for 10 pts or a halberd for 15 pts
    • May take Contamination or Bloated Putrefaction for 40 pts
  • Harbinger Of Wrath (Herald Of Khorne)
    • Cost reduced from 100 to 95
    • Has light armor
    • May no longer mount an Altar of Slaughter
    • May increase Innate Defense to 4+ for 20 pts
    • May take Onslaught for 15 pts or Eternal Fury for 40 pts

Mounts

  • Disk Of Change (Disk Of Tzeentch)
    • Has Fly (8)
  • Blazing Chariot (Burning Chariot of Tzeentch)
    • Lost Exalted Fire of Tzeentch, gained Fly (8) and Quick to Fire
    • Armed with Searing Firestorm, which can be fire either as a bolt thrower with Range 24", S d3+4, Armor Piercing (6) and Multiple Wounds (d3) or as a volley gun with Range 24", S d3+2 and Multiple Shots (6)
  • Steed Of Lust (Steed Of Slaanesh)
    • Gained Elusive
  • Siren Chariot (Seeker Chariot Of Slaanesh)
    • +1 S
    • Gained Impact Hits (+1)
  • Pestilent Palanquin (Palanquin Of Nurgle)
    • Type changed from Monstrous Beast to Infantry
    • -1 W
  • Blight Fly (Rot Fly Of Nurgle)
    • Same as the Blight Flies mount (so +1 WS, -1 A, Fear and Fly (6) instead of Hover compared to the original Plague Drone mount)
  • Crusher (Juggernaut of Khorne)
    • Lost Brass Behemoth, gained Fear

Core

  • Horrors (Pink/Blue Horrors Of Tzeentch)
    • Minimum unit size is 10 for 80 pts, maximum is 40 at 8 pts per model
    • The unit is a Wizard Conclave with the spells Blue Fire and Pink Fire from the Path of Change; for this reason the cost of a champion is 70 pts
    • May take firebolts at 2 pts/model
    • May no longer have a magic standard, but the standard bearer may become the veteran standard bearer
    • If your general is devoted to Change the unit may take Far Seeing at 1 pt/model
  • Sirens (Daemonettes Of Slaanesh)
    • Minimum unit size is 15 for 130 pts, maximum is 35 at 11 pts per model
    • May no longer have a magic standard, but the standard bearer may become the veteran standard bearer
    • If your general is devoted to Lust the unit may take Clawed Caress for 45 pts
  • Tallymen (Plaguebearers Of Nurgle)
    • Minimum unit size is 10 for 100 pts, maximum is 30 at 12 pts per model
    • May take either Trail of Mucus at 1 pt/model or Parry at 1.5 pts/model
    • May no longer have a magic standard, but the standard bearer may become the veteran standard bearer
    • If your general is devoted to Pestilence the unit may take Contamination at 2 pts/model
  • Slaughterers (Bloodletters Of Khorne)
    • Minimum unit size is 10 for 100 pts, maximum is 30 at 13 pts per model
    • -3 BS
    • Lost Innate Defense
    • may replace their Blood Sword with Hell Blade and Innate Defense (5+) at 3 pts/model
    • May no longer have a magic standard, but the standard bearer may become the veteran standard bearer
    • If your general is devoted to Wrath the unit may take Onslaught at 1 pt/model

Special

  • Furies (Chaos Furies)
    • Minimum unit size is 7 for 70 pts, maximum is 15 at 10 pts per model
    • Gained Fly (10) and Skirmishers
  • Igniters (Flamers Of Tzeentch)
    • Minimum unit size is 5 for 130 pts, maximum is 8 at 25 pts per model
    • +1 WS, -1 W
    • Firestorm (Flames of Tzeentch lost Warpflame but gained Quick to Fire, Multiple Shots reduced to d3
    • In a monotheist army may take Far Seeing at 4 pts/model
  • Sky Serpents (Screamers Of Tzeentch)
    • Minimum unit size is 3 for 135 pts, maximum is 6 at 45 pts per model
    • Lost Lamprey's Bite, gained Fly (9) and Skirmishers
    • Slashing Attack uses the rules for Sweeping Attacks and hits with S3
  • Mounted Sirens (Seekers Of Slaanesh)
    • Minimum unit size is 5 for 85 pts, maximum is 15 at 15 pts per model
    • Allowance for magical standards increased to 50 pts
    • May take either elusive for 10 pts or barbed claws at 2 pts/model

In a monotheist armies may take Clawed Caress at 2 pts/model

  • Siren Chariot (Seeker Chariot Of Slaanesh)
    • Cost reduced from 110 to 100
    • Crew may take barbed claws for 10 pts
    • In a monotheist army may take Clawed Caress for 5 pts
    • See mounts section for other changes
  • Clawed Fiends (Fiends Of Slaanesh)
    • Minimum unit size is 2 for 100 pts, maximum is 6 at 50 pts per model
    • +1 WS, -1 I
    • Lost Soporific Musk, gained Fear
    • May take paired weapons at 5 pts/model or barbed claws at 10 pts/model
    • In a monotheist army may take Clawed Caress at 5 pts/model
  • Pestilent Beasts (Beasts Of Nurgle)
    • Minimum unit size is 2 for 120 pts, maximum is 6 at 60 pts per model
    • Has 4 attacks instead of d6+1
    • Lost Attention Seeker, gained Fear, Regeneration increased to 4+
    • In a monotheist army may take Contamination at 7 pts/model
  • Plaguelings (Nurglings)
    • Minimum unit size is 2 for 75 pts, maximum is 5 at 30 pts per model
    • +1 W and A, -1 S and I
    • Gained Vanguard
    • In a monotheist army may take Contamination at 3 pts/model
  • Hellhounds (Flesh Hounds Of Khorne)
    • Minimum unit size is 5 for 130 pts, maximum is 10 at 23 pts per model
    • Cost of Ambush increased by 1 pt
    • may Increase Innate Defense to 4+ at 6 pts/model
    • In a monotheist army may take Onslaught at 3 pts/model
  • Crusher Cavalry (Bloodcrushers Of Khorne)
    • Minimum unit size is 3 for 160 pts, maximum is 5 at 60 pts per model
    • Lost Brass Behemoth, gained Fear
    • May replace blood swords with hellblades and Innate Defense (5+) at 10 pts/model
    • In a monotheist army may take Onslaught at 3 pts/model

Rare

  • Daemon Engine (Soul Grinder)
    • Cost reduced from 250 to 230
    • One of A Kind
    • +1 BS and W, -1 T
    • Lost harvester Cannon, Terror, Caught by the Iron Claw and Implacable Advance, gained Crush Attack
    • may no longer take any of its old weapon options
    • Marks are optional and they all cost 10 pts
    • may take paired weapons for 20 pts
    • may take one of the following artillery weapons:
      • Hellish Reaper: 20 pts, volley gun with Range 12", S4, Armor Piercing (3), Multiple Shots (2d6)
      • Hellish Bolt: 35 pts, bolt thrower with Range 48", S6, Armor Piercing (6), Multiple Wounds (d3)
      • Hellish Bombard: 40 pts, 3" catapult with Range 12-60" S3(9) (Multiple Wounds (Ordnance))
      • Hellish Breath: 40 pts, flame thrower with Range 8", S4, Flaming Attacks, ignores the -1 modifier on the misfire table
  • Blazing Chariot (Burning Chariot Of Tzeentch)
    • Cost reduced from 150 to 135
    • May no longer take Blue Horrors crew
    • In a monotheist army may take Far Seeing for 10 pts
    • See mounts section for other changes
  • Shrine Of Temptation (Exalted Seeker Chariot Of Slaanesh)
    • Cost reduced from 220 to 180
    • Chariot lost 3 Wounds but gained +1 S and T, Temptress (Exalted Alluress) has +1 BS
    • Has Impact Hits (+3) instead of 2d6+1
    • Temptress may take a Lash of Lust for 15 pts
    • Crew may take barbed claws for 20 pts
    • May take Aura of Ecstasy for 15 pts (this model and all other Daemons of Lust in the same combat gain Lightning Reflexes)
    • In a monotheist army may take Clawed Caress for 15 pts
  • Carnal Chariot (Hellflayer Of Slaanesh)
    • Cost reduced from 130 to 110
    • Oracle (Exalted Alluress) has -2 A
    • Gained Impact Hits (+1)
    • Lost Soulscent, gained "Soulreaper" (functions the same as Soulscent, but also causes Impact Hits to have Armor Piercing (6))
    • Crew may take barbed claws for 15 pts
    • In a monotheist army may take Clawed Caress for 10 pts
  • Blight Flies (Plague Drones Of Nurgle)
    • Minimum unit size is 3 for 170 pts, maximum is 5 at 60 pts per model
    • Riders have +1 WS, BS and A, mounts have +1 WS -1 A
    • Lost Hover, gained Fly (6) and Fear
    • May no longer take Death's Heads, Plague Proboscis or Venom Sting
    • Allowance for magical standards increased to 50 pts
    • In a monotheist army may take Contamination at 5 pts/model
  • Blood Chariot (Skull Cannon Of Khorne)
    • Cost increased from 135 to 165
    • Drawn by a Crusher
    • Lost Daemon Engine, Gorefeast and Implacable Advance, gained Magic Resistance (1), Impact Hits (+1) and Fear
    • Must choose between two options: the Incinerator is a normal flamethrower that also gives the model the Fireborn special rule; the Brass Cannon is only available if the general is a Daemon of Wrath, is a d6" cannon and gained Armor Piercing (2) and it suffer the normal penalty for moving and shooting if the chariot only pivots
    • In a monotheistic army may take Onslaught for 10 pts
  • Altar Of Slaughter (Blood Throne Of Khorne)
    • No longer available as a mount, only as a stand-alone Rare unit costing 180 pts
    • Drawn by a Crusher, crewed by 2 Slaughterers and one Doombringer with +1 A
    • Chariot gained +1 T
    • Lost Daemon Engine, Gorefeast and Totem of Endless Bloodletting, gained Magic Resistance (2), Impact Hits (+1) and Fear
    • May take Blood Feast for 15 pts (every time this model successfully charges all Daemons of Wrath in the same combat gain Frenzy for one round)
    • In a monotheistic army may take Onslaught for 15 pts

Dread Elves (Dark Elves)

Click "Expand" so see a summarized version of the changes to the Dark Elves. [OUTDATED]

Magic

Army Rules

Cult Rivalry


The Dread elves start off with the rule killer instinct (reroll 1s to wound) as well as the classic lightning reflexes (+1 to hit), common to all elves and the 9th age equivalent of asf.

However, a dread elf army can be thematically aligned with one of the two cults: Nabh (equivalent to khaine) and Yema (pleasure/Slaanesh). If you choose a cult, all your characters who can be updated with that cult must be (more on that later), and all your core gains the associated special rules. So, while your whole army won't be affected, the cult definitely gives your army a unique flavour. Be careful, as cult-alignment comes at the expense of the killer instinct rule.


Nabh

Classic murder cult. You trade Killer Instinct for Hatred, rerolling all hits in the first round of combat. Initiates include executioners, witch elves and assassins.

This is a cool choice, if only because it harkens back to the good old days of whfb, where dark elves were spiteful fucks who hate everybody, including themselves.

In terms of internal game balance, though, this route leaves alot to be desired. Your core already has ws4 and +1 to hit, meaning against most opponents you'll be hitting on 3+ or 2+. The rerolling you get is actually worse than the rerolls you lose without KI, because hatred only lasts one round.

Where it will be useful is your characters who have great weapons. In that case, you are hopefully wounding on 3+ or 2+, but because you lose the beenfit of lightning reflexes using a great weapon, the rerolling to hit might be more useful than the reroll to wound, especially as you can no longer hit on better than 3+.


Yema

Definitely the more interesting of the two cults choices, Yema represents the Slaaneshi/pleasure cults of old. Most of your base units are not actually aligned with Yema, except for the gladiatrixes, and the acolytes which can be upgraded for a hefty +6 pts per model.

Yema aligned units trade Killer Instinct for +1 movement and Stider. Read that: general strider. Want to march across rivers? Check. Want to get steadfast in forests? Check. Hate it when you lose 3/5 dark riders fleeing across a fence? Fuck that, vote Yema. Remember, all your core gains this for free, meaning your dark riders are now M10 and ignore everything short of impassible terrain. This movement affects flying mounts too, so your pegasi now fly 8/16" again.

This also combines with the banner of speed, so you can field a unit of infantry with movement 7, who can keep steadfast in forests. Nice.

Alternatively, this theme suits a cavalry based army very well. Dark raiders in core, acolytes (warlocks) in special, a couple of flying characters make for a fun tactical experience (though your opponents might disagree on how fun it is). Importantly, the only way your characters can gain light troops/fast cav now is by purchasing the Yema alignment, meaning only Yema characters can join the acolytes or dark raiders without nerfing those units heavily. Watch out, though, because Yema horses only give mounts protection 6+ instead of 5+.


Sorcerous Prowess


As long as you have an oracle, you get an additional +1 to channel. This can combine with an acolyte champion to give you a 4+ channel roll, meaning you usually have a bit more magic than usual almost every turn.

Equipment

Mundane

Repeater Crossbows

Don't underestimate how powerful your shooting can be. It is quite easy to arm every core model in your force with a shooting weapon, and still have a decent combat punch with them. Corsairs are particularly good at this dual role, but dark raiders and auxiliaries (crossbows) do quite well as well, although they are expensive to throw into combat.

Your characters can get repeater crossbow as well meaning you can easily snipe off theat lucky shield with a pair of shots from your general before you unleash your bolt throwers. This strategy has killed demon princes before, so don't discount those tiny incremental increases to your firepower.


The Sea Dragon cloak is gone, replaced by a commander upgrade which you can purchase instead of a cult alignment or beast-mastery.

Magic Items

Headsman's Axe (110 points)

The Executioner's Axe is back! Returned from its ignominious absence in 8th edition, this is a king among weapons. At 110 points, it gives +3 strength instead of a normal great weapon's +2, and Multiple Wounds (2). It is a major nerf compared to the 7th edition annihilator, which was probably too powerful if we are being honest, but it still provides a formidable deterrent to anybody thinking about bringing monsters to the table. At 110 points, it still allows you to bring a 4+ ward save/regeneration, a welcome change from the previous versions. One preferred set up is Divine Icon (making enemies re-roll ward saves) and the Crimson Mail (see below). You don't get a ward save (you can buy a 6+ if you want) but usually kill whatever you are fighting before it kills you. Only usable by infantry.


Beastmaster's Lash (70 points)

This is in a bit of a weird spot. It gives strength 5, and +1 attack. It also stops monsters from stomping if it wounds them. Honestly, you have two better options: Jacks Pickax, and the Hero's Sword; the first gives you Strength 5 and MW (2) against monsters for the same points as the Lash, the second only costs 40 points and gives heroes 4 strength 5 attacks. Realistically, I don't see why anybody would take this weapon when the other options are either (arguably) better or cheaper.


Crimson Mail (40 points)

Heavy armour, usable on foot only: gives +1 armour for each wound the wearer causes, stacking to a max 1+ save. This armour is great, as it is fairly cheap and combined with the high initiative of your even your basic heroes, you should be able to get at least a few wounds before you get hit back, especially as taking this leaves you plenty of points for a nice big weapon. Unfortunately, it can't be taken by mounted models, meaning your pegasus/manticore characters cannot get a 1+ save very easily. Because the sea dragon cloak is only available as an expensive upgrade in lieu of a cult alignment, this offers a cheap alternative if your general wants hatred to make good use of his great weapon etc.


Midnight Cloak (100 points)

Same as in 8th edition, this gives a 3+ ward save against ranged attacks (everything that is not a close combat attack), and lethal strike and MW(d3) in the first round of combat. Great on mounted characters, who rely on the charge to deliver a knockout punch. Chariots, Manticores, Pegasi riders especially benefit because they do not have the protection of a unit to absorb ranged attacks. All around a great item, best paired with a powerful weapon to ensure that those wounds get dealt, and go through the armour. May be useful to combine with Nabh, as they synergize in the first round of combat effects quite nicely.

Amulet of Spite (70 points)

Enemy wizards within 12" miscast on any doubles, not just 6s. Very annoying, but a little expensive and with a short range. Additionally, remember that miscasts get more powerful with more dice, meaning that enemies who are fairly careful can still weather a minor miscast without much difficulty. Might be most useful on a flying (or a scouting assassin) character who can go straight for the throat and hunt down the enemy wizard. Doesn't leave much room for defensive kit though, unless you buy a lord level character, who gets expensive quick.


Ring of Shadows (80 points)

This item has seen a number of changes over the course of the Ninth Age. Currently, it gives soft cover to the bearer and infantry in his unit. Close Combat attacks against the same are at -1WS. It may not sound like that much, but against WS3 enemies, you elites are now being hit on 5+. Elves cannot get great toughness, and their infantry can't get too good an armour save, but this item gives them minor increased defensive stats against shooting and in close combat. Think about combining this with the Acolytes -1WS spell, or the witchcraft/divination -1 to hit, and watch your elfs being hit on 5s and 6s in combat. You can also think about using it for characters on Pegasi and Manticores, though that takes up a good chunk of very valuable magic item allowance. Despite attempts to the contrary, this item is still difficult to find a good spot because it is so expensive.


Dagger of Moraec (20 points)

The old Sacrificial Dagger, now nerfed as an enchanted item. You can do d3 wounds to your unit after rolling for Magic Flux; if you do, all natural to-wound rolls of 1 from spells cast that turn can be re-rolled. Not that useful, except if you plan on taking Occultism (for its blastin' magicks), but, as a cheap enchanted item, can easily fit onto a foot sorceress already laden-down with arcane bitz. The cost is deceptive, however, as the benefit (slightly better magic damaging spells) is hardly worth the cost of up to 3 elfs. Still struggling to find a place, though it goes well with the Occultist theme of sacrificing your dudes. Just be careful of sacrificing too many of those expensive elves, especially if your opponent has a dispel scroll!


Wandering Familiar (50 points)

A classic (well, at least from the last few editions of WHFB), this wandering cutie lets you cast magic from a point up to 6" away from your actual Oracle. This is useful if you like having a floating/lone caster outside of any unit, as you can hide behind obscuring terrain. You can also get use out of its by increasing short-ranged spells, and changing your spellcasting direction without moving your bunker (especially useful if your bunker shoots). This is usually a favourite, if you are skipping over the +3/+3 to cast and dispel or the dispel scroll.


Banner of Gar Daecos (90 points)

Can only be taken by a Lord with the Fleet Commander upgrade, and gives legionnaires and corsairs within 6" +1 to wound. So, this seems like it can be useful. You can make your core really really cool, right? The problem is that you are putting a lot of points into your core units, and you have better options for close-combat murder. Critically, there is no way to give your corsairs armour piercing of any sort, meaning this might be better used with spear-elves. But spear-elves are generally a sub-par unit, precisely because there are much better options both in core and in filling the close-combat role. Legionnaires are cheap, however, and you may will consider putting your BSB in with a big unit (maybe a horde). Your spears get lethal strike against bigger things, and AP(1) against everything, so they will make the most use of this banner. Unless you plan on having a big unit of spears (and almost every other choice in core is cooler/better, and almost every other race gets better blocks of cheap spears), this seems like a poor choice for your BSB, who can take almost no other magic equipment and is not allowed to take a mount with the Fleet Commander upgrade.


Banner of Blood (70 points)

This thing is pretty nice for its cost, but really has limited application. It buffs its unit's inherent Killer Instinct so that they re-roll 1s and 2s to wound. Doesn't seem that great, but this is custom made for Tower Guard, who will then hit most enemy units on 2+ and then be rerolling 1s and 2s to wound. All other units which can take it without the BSB are either knights (and so have strength 6 on the charge, and probably don't need to reroll 2s) or are cult-aligned (executioners, dancers of Yema), so don't even have Killer Instinct. It also helps for characters within that unit (as Tower Guard are only Bodyguards, not Stubborn), as you can safely give them strength 5 or 6 weapons and still confidently wound on most of your attacks leaving room for defensive gear. So, for any decent sized unit of Tower Guard this upgrade seems very useful; otherwise, you should skip it.

Lords

Heroes

Mounts

Core

Special

Rare

Dwarven Holds (Dwarfs)

Click "Expand" so see a summarized version of the changes to the Dwarfs. [OUTDATED]

Magic

  • Limits on Bound Spell casting based on Movement removed, as is the Once Per Turn limit.
  • Spell Runes are now taken as upgrades rather than all known. They are split into two types, Anvil Runes which can only be taken by an Anvil Of Power and Battle Runes which can be taken by either Anvils Of Power or a Runic Smith.

Anvil Runes

Battle Runes

Army Rules

  • Hewn Out Of Mountains replaces Natural Resistance. It remains as long as at least one Dwarven Holds model is on the field. Increase all enemy Casting Values or Power Levels by 1, with no effect on Dispelling "Remains In Play" spells. Still works even if an allied Wizard is present.
  • Ancient Grudge replaces Ancestral Grudge. Dwarven Holds players have one Grudge per King, D3 Grudges for each War Throne, and one Grudge if the opponent is using models from the Orcs And Goblins or The Vermin Swarm armies. After Deployment each Grudge allows the player to select an enemy Unit, no more than once per Unit, which all Dwarven Holds models gain Hatred against. Models that join Units with a Grudge gain that Grudge too, but models that are Grudged do not pass the Grudge onto the Unit (for example a Goblin who joins a Grudged Unit is now subject to the Grudge, a Grudged Goblin who joins an ordinary Unit does not give the other models his Grudge).
  • Relentless effect changed. Now Infantry composed entirely if Relentless models use triple Movement instead of Double. Situations where a move is limited by twice the Movement value of the model, such as Wheeling, Reforming, Moving Characters within a Unit and so on use triple the movement value as well.
  • Sturdy replaces Resolute. Models gain Thunderous Charge, do not suffer negative To Hit modifiers from Stand And Shoot reactions.
  • Shield Wall replaces Shieldwall. Grants Ward Save (6+) against non-special Close Combat Attacks made by enemy models to their front as long as they have a Shield. Ward Save improves to (5+) the round of Combat after being Charged.
  • The Bigger They Are... replaces Slayer. Lost Strength effect on enemy Armor, gained the following: when rolling for Charge Range, if the charged unit contains one or more models of the following Troop Types: Ridden Monsters, Monsters, Monstrous Beast, Monstrous Cavalry or Monstrous Infantry, models with this rule gain Swiftstride for this Charge Range roll. This does not apply to Pursuit moves.
  • Yer Comin' With Me! replaces Deathblow. Can be used against anything in enemy Unit rather than models in Base Contact. Maximum of one Attack with all special rules and bonuses at a maximum of Strength 5 per Yer Comin' With Me! use. Only works as long as you have at least as many Files as you have Ranks in the Unit at the start of the Round of Combat.
  • Dwarf-Crafted removed.

Equipment

Mundane

  • Drakegun is now Wyrm-Slayer Rocket. Gained Range 24, Strength 6, D3 Wounds. Has Flaming Attacks, Reload!
  • Grudge-raker is now Forge Repeater. Gained Strength 5. Has Flaming Attacks, Multiple Shots (4), Quick To Fire,

Magic Items

Characters (Max 40%)

  • Lords Of Stone (Lords & Thanes)
    • King (Lord)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
    • Thane
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Dragon Seeker (Generic Ungrim Ironfist)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Runic Smith (Runesmith)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Engineer (Master Engineer)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A

Mounts

  • Anvil Of Power (Anvil Of Doom)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A

Core (Minimum 25%)

  • Clan Warriors (Dwarf Warriors)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Greybeards (Longbeards)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Clan Marksmen (Quarrellers/Thunderers)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A

Special (Unlimited)

  • Deep Watch (Ironbreakers)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A


  • King's Guard (Hammerers)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Miners
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Rangers
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Seekers (Slayers)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Vengeance Seeker (Dragon/Daemon Slayer)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Hold Guardians

Note: Hold Guardians are a golem or robot miniature on a 40x40mm base.

Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Grudge Buster

NOTE: The Grudge Buster is based on the example battle in the hardcover 8th Edition Big Red Book of a scratchbuilt scenario-based model, the Thunderbarge.

Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A

Clan's Thunder (Max 35%)

  • Forge Wardens (Irondrakes)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
  • Steam Copters (Gyrocopters/Gyrobombers)
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A

Engines Of War (Max 20%)

  • Field Artillery
Game Point Cost Base Size Movement Strength Toughness Weapon Skill Ballistic Skill Wounds Initiative Attacks Leadership
8e
T9A
    • Dwarf Ballista (Bolt Thrower)
    • Flame Cannon
    • Catapult (Grudge Thrower)
    • Cannon
    • Organ Gun

Empire Of Sonnstahl (The Empire)

Click "Expand" so see a summarized version of the changes to the Empire. [OUTDATED]

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Higborn Elves (High Elves)

Click "Expand" so see a summarized version of the changes to the Highborn Elves. [OUTDATED]

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Infernal Dwarves (Chaos Dwarfs)

Click "Expand" so see a summarized version of the changes to the Chaos Dwarfs. [OUTDATED]

Magic

  • The Lore of Hashut is now the Path of the Forge.
  • Flames of Anger is the new lore attribute. It makes one enemy unit within 18" Flammable for one turn.
  • Shield of Dark Fire is the new signature spell. It grants one friendly unit within 12" either Magical Attacks and Flaming Attacks or -1 to wound for enemies, and lasts until dispelled. The augmented version grants both effects. Cast on a 6+/11+.
  • Burning Rage (/Wrath) had its range increased to 12" and its cast value reduced to 5+/11+.
  • Subjugation no longer needs a Leadership test to work and its casting value was lowered to 7+.
  • Breath of Hatred is no longer a signature spell, it now lets the target reroll all to hit rolls in close combat but its casting value has been increased to 7+ and it can no longer be augmented.
  • Curse of Darkness (/of Hashut) had its cast value reduced to 9+.
  • Chocking Ash (Ash Storm) no longer makes the target Flammable or causes them to treat all terrain as difficult. The target can still charge, thought only half the distance, and wizards can still cast spells within 12". It's cast value has been reduced to 11+, and it can be cast with a value of 14+ to increase the range to 48".
  • Flames of the Forge (/of Azgohr) has a max range of 36", had its Strength reduced to 5 and no longer has a chance to slay the model under the center outright. Its casting value has been reduced to 14+ and it can be increased to 17+ to increase its Strength to 7.

Army Rules

  • As with normal dwarfs, Relentless has been changed so that it lets infantry units triple their movement when marching instead of doubling. This also applies to situations when a move is limited to twice a unit's movement like Wheeling and Reforming.
  • Contempt has been replaced with Chosen of Ashuruk. Models with it automatically pass Fear rolls and treat all models without it as Insignificant. If they have the Engineer rule they cannot use it on models without Chosen of Ashuruk.
  • Resolute is gone, replaced with Sturdy. It grants models Thunderous Charge and lets them ignore the -1 penalty for Stand and Shoot.
  • Daemonsmith and Sorcere's Curse are gone, Infernal Engineer has been replaced with normal Engineer.
  • Blazing Body has become Volcanic Embrace. It no longer gives enemies a penalty to wound the model, but now also makes all the model's attacks Flaming, including special attacks like Impact Hits.
  • Burning Bright has become Shackles of Fire. It now works with a Leadership test and if there is at least one friendly wizard on the field the unit suffers 1 wound instead of d3. It also forces enemies to reroll 6s to wound against the model now.
  • Animosity has been replaced with Unruly. It gives a -1 penalty on Frenzy tests and rolls to restrain Pursuit, and it also lets units in Horde formation roll an additional die and discard the highest on Leadership tests.
  • Daemonic Infusion: a war machine with this special rule has Magical Attacks and any Panic test it causes through 25% casualties is taken with a -1 penalty.
  • Opportunist: models on foot with this special rule have +1 to hit when attacking an enemy unit in the flanks or rear.

Equipment

Mundane

  • The Hailshot Blunderbuss, Naphtha Bombs, Blood of Hashut and Darkforged Weapon are no longer a thing.
  • Blunderbuss: Shooting Weapon. Range 12", Strength 4, Quick to Fire.

Wall of Lead: When firing this weapon in the Shooting Phase, the player may choose to use it in the following way instead of firing normally: Range 8”, Strength 4, Reload! .Do not calculate the number of shots or roll to hit as normal. Instead, any model that is straight in front of one or more models with this weapon, within the weapon’s range and within Line of Sight of the unit is a potential target. Roll a D6 for each potential target model. On a roll of 6+ the model is hit. Add a +1 to hit for each Full Rank in the shooting unit after the first. If any friendly unit or a unit Engaged in Combat is a potential target, then the ability cannot be used. This Shooting Attack may be used even if the unit has Marched.

  • Ensorcelled Weapon, Darkshard Armor and Fireglaive renamed to Infernal Weapon, Infernal Armor and Flintlock Axe.

Magic Items

  • Onyx Hammer: 55/50 pts, magic hand weapon that strikes with +2 S and gains Multiple Wounds (d3) against Flammable models.
  • Blade of Burning Steel: 25 pts, magic hand weapon with Armour Piercing (1), can be activated once per game to gain Metalshifting for one round.
  • Mask of the Furnace: 30 pts, magic armor, 6+ save, wearer gains Fireborn and a S3 Breath Weapon.
  • Ring of Dessiccation: 45 pts, talisman, all enemies in base contact with the wearer are Flammable. The wearer also counts as a wizard for the purpose of Shackles of Fire.
  • Steel Skin: 15 pts, talisman, user is immune to Lethal Strike and Poisoned Attacks.
  • Vial of Quicksilver: 45 pts, one use enchanted item, the user's unit gains +2 I and Lightning Reflexes for one round but the user suffers a wound with no saves allowed.
  • Gauntlets of Madzhab: 10 pts, enchanted item, user has +1 S but every to hit roll of 1 hits his own unit.
  • Besheluk's Mechanism: 25 pts, arcane item, every Augment spell cast on a unit with Shackles of Fire also restores 1 wound.
  • Banner of the Brazen Bull: 40 pts, magic standard, infantry only, unit gains Vanguard and all friendly Unruly units within 12" reroll failed Panic tests.
  • Banner of Nezibkesh: 25 pts, magic standard, all special close combat attack against the unit are at half strength.

Lords

  • Prophet (Sorcerer-prophet)
    • Cost reduced from 265 to 200
    • -1 WS, A and Ld
    • Can take the Path of Shadows
    • May choose between Wizard Level 4 for 30 pts (was 35) or Engineer for 25 pts
    • May take either an infernal weapon for 10 pts or a flintlock axe for 8 pts
    • Cost to mount a Bull of Shamuth or Lamassu reduced by 5 and 50 respectively, may no longer mount a Great Bull of Shamuth
  • Overlord
    • New choice
    • Costs 125 pts
    • Same stats as a Vizier but with +1 WS, W, I, A and Ld
    • Has Infernal Armor, Chosen of Ashuruk, Relentless and Sturdy
    • Fan the Flames: the Overlord and any unit he joins gain Hatred
    • May take up to 125 pts of magical items instead of the usual 100
    • May take a shield for 3 pts and/or a pistol for 5 pts
    • May take one weapon: flintlock axe for 10 pts, great weapon for 15 pts or infernal weapon for 20 pts
    • May mount a Bull of Shamuth for 140 pts or a Great Bull of Shamuth for 270 pts

Heroes

  • Magus (Daemonsmith Sorcerer)
    • Cost reduced from 95 to 60
    • No longer a wizard by default
    • Lost his infernal weapon
    • Must take one of the following: Engineer for free, Level 1 Wizard for 15 pts, Level 2 Wizard for 40 pts, Level 1 Wizard and Engineer for 40 pts
    • May take either an infernal weapon for 10 pts or a flintlock axe for 8 pts
    • If a wizard, gained access to the Paths of Shadows and the Forge
    • If a wizard may mount a Temple Lamassu for 145 pts
  • Vizier (Infernal Castellan)
    • Cost reduced from 105 to 70
    • May take up to 75 pts of magical items instead of the usual 50
    • May take a shield for 2 pts and/or a pistol for 5 pts
    • May take one weapon: flintlock axe for 10 pts, great weapon for 10 pts or infernal weapon for 15 pts
    • May mount a Bull of Shamuth for 155 pts
    • A single Vizier on foot that is not the BSB may become the Chosen of Lugar for 30 pts; he gains Daemonic Possession (see Disciples of Lugar), Otherwordly, Unbreakable, Volcanic Embrace and Fireborn, but loses his armor and may only take magic armor with type: None
  • Taurukh Subjugator (Bull Centaur Taur'ruk)
    • Cost reduced from 155 to 150
    • +2 BS
    • Lost Fear, gained Thunderous Charge, Innate Defense reduced to 6+
    • May be the army's General or BSB, no longer requires a Taurukh unit to be fielded
    • Cost of shield and infernal armor increased by 5
    • May take one weapon: paired weapons for 10 pts, light lance for 10 pts or great weapon for 20 pts
  • Hobgoblin Chieftain (Hobgoblin Khan)
    • Cost reduced from 40 to 35
    • +1 BS
    • Gained Opportunist, Unruly and Not A Leader
    • Lost throwing weapons
    • May either take back throwing weqapons for 2 pts or take a bow for 4 pts
    • May take one weapon: paired weapons for 3 pts, light lance for 3 pts or great weapon for 6 pts
    • Cost to mount a Giant Wolf increased by 8 pts
    • If on foot may become a Backstabber for 50 pts, replacing all weapons and armor with paired weapons and Poisoned Attacks; if the character joins a unit of 25 or less Hobgoblin Backstabbers the entire unit gains Ambush

Mounts

  • Wolf (Giant Wolf)
    • No changes
  • Bull of Shamuth (Great Taurus)
    • Troop type changed to Monstrous Beast
    • -1 S
    • Lost Terror and Fuelled by Fire, gained Fly (8), Fear, Fireborn, Impact Hits (1) and Magical Attacks
  • Great Bull of Shamuth (Bale Taurus)
    • One of A Kind
    • +1 W
    • Lost Terror and Fuelled by Fire, gained Fly (7), Fireborn, Impact Hits (1), Magical Attacks, Innate Defense (5+) and Ward Save (5+)
  • Temple Lamassu (Lammasu)

Core

  • Infernal Warriors (Infernal Guard)
    • Minimum unit size is 10 for 65 pts, maximum is 40 at 7 pts per model
    • Same stats as Infernal Guards but with -1 S
    • Equipped with heavy armor
    • May take shields at 1 pt/model
    • May take either great weapons at 3 pts/model or blunderbusses at 2 pts/model
    • Champion no longer costs an extra 2 points and may no longer take a pistol
    • Standard bearer may no longer take a magical standard but may become the veteran standard bearer
  • Citadel Guard (Infernal Guard)
    • Minimum unit size is 10 for 95 pts, maximum is 30 at 12 pts per model
    • Same stats and and equipment as Infernal Guards but with +1 BS
    • May take flintlock axes at 5 pts/model
    • Champion no longer costs an extra 2 points and may no longer take a pistol
    • Standard bearer may no longer take a magical standard but may become the veteran standard bearer
  • Hobgoblins (Hobgoblin Cutthroats)
    • Minimum unit size is 20 for 75 pts, maximum is 50 at 5 pts per model
    • +1 I
    • Lost Backstabbers, gained Opportunist
    • Lost throwing weapons, gained shields
    • May choose one of the following: replace shield with bow for free, take bow at 1 pt/model, take spear at 1/2 pt/model
    • All command group members cost 10 pts
    • May become Backstabbers at 2 pts/model, replacing all equipment with paired weapons and Poisoned Attacks
  • Orc Slaves
    • New choice
    • Minimum unit size is 20 for 60 pts, maximum is 50 at 6 pts per model
    • Same stats as Hobgoblins but with +1 T and -1 I and Ld
    • Have light armor, Unruly and Insignificant
    • Born to Fight: model parts with this special rule have +1 Strength in the first round of combat
    • Slaves: at the end of any phase, if there are no models with the Chosen of Ashuruk or Opportunist special rules on the Battlefield, immediately remove all Orc Slaves units from the game as casualties. If there are no Units with the Chosen of Ashuruk or Opportunist special rules within 6” of the Orc Slaves unit at the start of a friendly Player Turn, and the Orc Slaves unit is not Engaged in Combat or Fleeing, roll a D6: 1-2 the Orc Slaves unit immediately flees towards the nearest table edge, 3-4 the Orc Slaves unit cannot move in this movement phase, 5-6 the Orc Slaves unit behaves normally
    • May take either shields or paired weapons at 1 pt/model
    • May upgrade one model to musician

Special

  • Immortals (Infernal Ironsworn)
    • Minimum unit size is 10 for 100 pts, maximum is 30 at 14 pts per model
    • Lost shields and infernal weapons, gained great weapons
    • Gained Bodyguard
    • May take shields back at 1 pt/model
    • May replace great weapons with infernal weapons for free
    • Musician costs 10 pts
  • Disciples of Lugar
    • New choice
    • Minimum unit size is 5 for 65 pts, maximum is 25 at 13 pts per model
    • Same stats as Infernal Guards
    • Armed with paired weapons
    • Have Relentless, Sturdy, Chosen of Ashuruk, Otherwordly, Fireborn, Unbreakable, Volcanic Embrace
    • Daemonic Possession: this model has Frenzy and may never lose it
    • May replace paired weapons with great weapon at 2 pts/model
    • May have a champion and a musician
  • Kadim Incarnates (K'daai Fireborn)
    • Minimum unit size is 3 for 165 pts, maximum is 8 at 60 pts per model
    • No longer need a Daemonsmith to be fielded
    • +1 BS, W and A
    • Lost Unstable, Unbreakable and Bound Fire Daemon, gained Otherwordly, Daemonic Instability, Fireborn and Innate Defense (5+)
    • May take Fly (6) for free
  • Taurukh
    • New choice
    • Troop type: warbeasts
    • Minimum unit size is 5 for 90 pts, maximum is 15 at 14 pts per model
    • Same stats as Taurukh Anointed but with -1 S, T, I and A and only 1 W each
    • Have light armor, Chosen of Ashuruk, Thunderous Charge and Innate Defense (6+)
    • Half Bull: Stomp hits can never be distributed to this model
    • May take shields at 1 pt/model and/or heavy armor at 2 pts/model
    • May take one weapon: paired weapons at 1 pt/model, light lance at 1 pt/model or great weapon at 3 pts/model
    • May have a magical standard worth up to 50 pts
  • Taurukh Anointed (Bull Centaur Renders)
    • Minimum unit size is 3 for 180 pts, maximum is 7 at 60 pts per model
    • +1 BS, S, A and Ld
    • Lost Fear, gained Thunderous Charge, Innate Defense reduced to 6+
    • Cost of shields increased by 1
    • May take one weapon: paired weapons at 3 pts/model (was 5), light lance at 3 pts/model or great weapon at 10 pts/model
    • Musician costs 10 pts
  • Infernal Artillery (Deathshrieker Rocket Launcher / Magma Cannon / Dreadquake Mortar)
    • These war machines have been grouped in a single unit choice with 3 possible loadouts, and as such they are subject to the cap on copies of the same unit in a single category
    • All can take Bound Daemon for 75 pts
    • Can no longer be Hellbound or mounted on Steam Carriages
    • Rocket Battery:
      • Cost reduced from 100 to 85
      • Is now a Catapult weapon with range 6-48" that can be used in two different ways: the first affects a single point with S 8 and Multiple Wounds (Ordnance); the second uses the 5" template, has S 2 and Armor Piercing (1) and any unit that suffers one or more casualty from it must immediately make a Panic test as if it lost 25% of its models
    • Volcano Cannon:
      • 0-2 choice
      • Cost reduced from 145 to 120
      • Is a Flamethrower weapon that can be used in two ways: the first has range 15", S 5, Multiple Wounds (d3) and Flaming Attacks; the second has range 24", S 1 and any unit hit becomes Flammable and must reroll successful Ward saves against Flaming Attacks for one turn
    • Titan Mortar:
      • Moved over from Rare
      • 0-2 choice
      • Cost reduced from 195 to 130
      • Is now a 3" Catapult with range 6-48", S 4[9] [Multiple Wounds (Ordnance)]
      • Ogre Slave is mutually exclusive with Bound Daemon, adds a single wound instead of 3, and causes all 3-4 results on the Misfire table to count as 5+
      • A single mortar in the army can take Quake Shells for 30 pts; all units hit treat all terrain as Dangerous (1) and must reroll to hit rolls of 6 for one turn, and any war machine within 8" of the point of impact cannot fire on a roll of 4+ on its next turn
  • Bound Daemon
    • Not an actual unit, but an upgrade for an Infernal Artillery
    • Each Bound Daemon counts as an additional Infernal Artillery for the purpose of unit limits
    • The war machine loses its crew and becomes a Monster with the following stats: M4 WS4 BS3 S5 T6 W5 I2 A5 Ld9
    • Has Innate Defence (4+), Otherwordly, Unbreakable, Move or Fire, Daemonic Infusion
    • Daemonic Fury: at the beginning of each of the owner's turns the Bound Daemon must take a Leadership test, if it fails it gains Random Movement (3d6) and must move toward the closest enemy unit

Rare

  • Hobgoblin Wolf Riders
    • Minimum unit size is 5 for 55 pts, maximum is 15 at 10 pts per model
    • Riders have +1 I
    • No longer lose Fast Cavalry when equipped with shields
    • Cost of bows reduced by 1
    • May no longer take spears, but may take light lances at 1 pt/model even with bows
    • Musician costs 10 pts
  • Light Artillery
    • New choice with two options
    • The Hobgoblin Bolt Thrower costs 40 pts and is crewed by 2 hobgoblins, it's a Bolt Thrower with range 48", S 6, Multiple Wounds (d3) and Armor Piercing (6)
    • The Gunnery Team costs 50 pts and is crewed by 2 infernal dwarves with infernal armor, it has T 5 instead of the usual 7 and the Hard Target and Chosen of Ashuruk special rules, it's a Volley Gun with range 24", S 4 and Multiple Shots (1d6, 2d6 or 3d6), it must choose one of the following weapon upgrades for free: Armor Piercing (1), Flaming Attacks or Volley Fire
  • Infernal Engine (Iron Daemon War Engine)
    • Is now a Chariot and follows all appropriate rules, except it cannot Declare a Charge, Pursuit or Overrun
    • Cost reduced from 285 to 225
    • One of A Kind
    • -2 S
    • Lost the Steam Cannonade
    • Lost Terror, Lumbering and Unstoppable, Demolition and Carriage Hauler, Impact Hits reduced to (+1), gained Grinding Attacks (d3)
    • Full Steam Ahead!: During the Compulsory Moves sub-phase the Engine may engage its boiler; it gains Random Movement (3d6) but cannot shoot and cannot move in base contact with a unit that wasn't in its front arc before the initial pivot
    • Must choose one of two upgrades for free: the Steam Hammers increase Grinding Attacks to 3d3; the Shrapnel Gun is a Volley Gun with the same profile as the Steam Cannonade but Quick to Fire and Multiple Shots (1d6+2) instead of Armor Piercing
    • May take Daemonic Infusion for 5 pts if upgraded with Steam Hammers or for 15 pts if upgraded with Shrapnel Gun
    • May not take any of the old options
  • Kadim Titan (K'daai Destroyer)
    • No longer need a Daemonsmith to be fielded
    • -1 M
    • Lost Unstable, Unbreakable, Terror and Bound Fire Daemon, gained Otherwordly, Daemonic Instability, Fireborn, Innate Defense (5+) and Ward Save (4+), Frenzy gives the normal +1 A instead of d3
    • Searing Rage: every time this model fails a Frenzy test it gains +1 A; if Frenzy is lost so are these extra attacks
    • Lord of Flames: this model has Divine Attacks against models with Fireborn
  • Armoured Giant (Chaos Siege Giant)
    • Cost reduced from 275 to 145
    • -1 M
    • Lost Terror, Fall Over and Wallripper
    • Uses standard Giant Attacks instead of its own special ones
    • Wears normal heavy armor instead of siege armor
    • May no longer have Rune of Hate or Scaling Spikes, but may take infernal armor for 30 pts

Kingdom Of Equitaine (Bretonnia)

Click "Expand" so see a summarized version of the changes to the Bretonnians. [OUTDATED]

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Ogre Khans (Ogre Kingdoms)

Click "Expand" so see a summarized version of the changes to the Ogre Kingdoms. [OUTDATED]

Magic

  • The Lore of the Great Maw is now the Path of Butchery.
  • Blood of Kholagh is the new lore attribute. It restores one lost Wound to the caster and grants him +1T and immunity to Poisoned Attacks for one turn.
  • Teethcracker is now the signature spell. Its casting value has been reduced to 7+/11+ and its base range increased to 18".
  • Marrow Drinker (Spinemarrow) is exactly the same except for the change in position.
  • Entrail Gorger (Bullgorger) had its casting value has reduced to 6+/10+ and its base range increased to 18".
  • Bone Crusher had its casting value changed to 7+/12+ and its base range increased to 24". The empowered version now also strikes with S3 instead of 2.
  • Brainslurper (-gobbler) had its casting value reduced to 7+/10+ and its range increased to 36"/72". <the empowered version now also gives all allied units Hatred against the target.
  • Troll's Heart (Trollguts) had its casting value reduced to 11+/14+ and the empowered version has range 24".
  • Giant's Gullet replaces The Maw as the last spell. It causes d6 S5 Armor Piercing (6) hits on an enemy unit within 18/24", and if it causes at elast one Wound the target cannot March and rolls one less die for Charge Range, Pursuit, Flee and Overrun for one turn. Cast on a 12+/14+.

Army Rules

  • Ogre Charge has been renamed Sons of the Avalanche. Its Impact Hits no longer gain any bonus from number of Ranks or Charge Distance rolls, but Characters have d3 Impact Hits now and it also makes units immune to fear.
  • Almost all Monstrous Infantry units in the army lost Fear.
  • Gnoblar Lookouts now come for free with any standard, including the BSB's but excluding Scrapling/Gnoblar units, and straight out prevent enemies from assigning Wounds to any character in the unit as long as there's still 3 or more Rank & File models.

Equipment

Mundane

  • Iron Fists now count as both paired weapons and hand weapon + shield, meaning they give the model +1A, +1I, +1 armor and Parry.
  • A Brace of Ogre Pistols now count as paired weapons in close combat.
  • Hunting Spear (Great Throwing Spear) gained Multiple Wounds (D3, Monsters, Ridden Monsters) and is no longer a Hunter exclusive.
  • Ogre Crossbow: Range 30", Strength 5, Armour Piercing (1), penetrates ranks like a Bolt Thrower.

Magic Items

  • Khagdai's Maul: Magical Weapon, 50 pts. Magic Great Weapon with Multiple Wounds (D3).
  • Heart Ripper: Magic Weapon, 30 pts. Magic Ironfist with Armor Piercing (1) and Lethal Strike that always hits on a 3+ or better.
  • Axe-breaker Gauntlet: Magic Weapon, 20 pts. Magic ironfist, if it scores one or more hits all of the target's magical weapons will be destroyed on a roll of 4+.
  • Mammoth-hide Cloak: Magical Armor, 30 pts. 6+ save, attacks with S6 or more against the wearer are reduced to S5.
  • Yeti Furs: Magical Armor, 10 pts. 6+ save, enemies in base contact have -1I.
  • Blind Eye of Nyanggai: Talisman, One-use Only, 25 pts. The wearer and his unit cannot be targeted by enemy spells for the duration of a single Magic Phase.
  • Daemon Heart: Arcane Item, One-use Only, 25 pts. All enemy wizards within 24" will suffer a miscast on any doubles until the end of the phase.
  • Auroch Charm: Enchanted Item, 15 pts. Wearer gains the Stone Auroch's Stone Skin special rule, which halves the number of Multiple Wounds suffered.
  • Dragonskin Banner: Magical Standard, 40 pts. Models in the unit re-roll To Wound, To Hit and Armor Save rolls of 1 in the first round of combat.
  • Skull of Qenghet: Magical Standard, 10 pts. Unit causes Fear and is immune to Terror.

Big Names

Characters can now only have a single Big Name with no points limit, and all Big Names are One of a Kind.

  • Hellfist: 50 pts, Great Khan only. Any model in the army may be given a Mark of The Dark Gods from the Warriors of the Dark Gods Army Book. All characters in the army must have a mark. Shamans and Great Shamans with a mark may generate spells from any of the mark's associated paths in addition to their normal ones, and may not take the Mark of Wrath. The maximum size of Core units marked with Wrath or Pestilence is reduced by 2. The army may not include Mammoth Hunters, Scraplings, Scrapling Trappers, Yetis, Sabretooth Tigers or Scratapults. The character with this Big Name also receives a Magic Ironfist.
  • Wildheart: 25 pts, Mammoth Hunter only. The character loses Not a Leader and one Mammoth Hunter in the army (not necessarily the one with this name) may become the army's BSB. One unit of Yetis and one unit of Sabretooth Tigers may be taken as Core. The army may not include Great Khans, Khans, Bruisers, Mercenary Veterans, Bombardiers, or Thunder Cannons.
  • Trolleater: 25 pts. The character has Regeneration (5+). Multiple Wounds (2, Monstrous Infantry) and Stupidity.
  • Headhunter: 25 pts. The character regains a Wound on a 3+ at the end of a Combat Phase where he has killed one or more models.
  • Spinesplitter: 20 pts, models on foot only. The character has Thunderous Charge and Devastating Charge, and The strength bonus from Thunderous Charge also affects Impact Hits and Stomps.
  • Hoardmaster: 20 pts. Khan or Great Khan only. The character has Weapon Master and plate armor, and may purchase any number of mundane shooting and close combat weapons instead of just one.
  • Rottenjaw. 20 pts. The character has Poisoned Attacks and can extend it to his entire unit for a single round of combat once per game.

Lords

  • Great Khan (Tyrant)
    • Cost reduced from 210 to 180
    • Has heavy armor by default
    • May have one shooting and one melee weapon: either a brace of pistols or ogre crossbow for 5 pts and either an ironfist for 15 pts (was 8) or a great weapon for 20 pts (was 12)
  • Great Shaman (Slaughtermaster)
    • Cost reduced from 250 to 235
    • -1 WS and A
    • Can use the paths of Fire and Alchemy, and your first one no longer has to choose the Path of Butchery
    • Cost for Level 4 reduced by 5 points
    • May take ironfist for 8 pts (was 3) or great weapon for 12 pts
    • If using the path of Fire or Alchemy, may take Greater Fire Blessing for 35 pts, gaining Flaming Attacks, Fireborn and a S4 Breath Weapon

Heroes

  • Khan (Bruiser)
    • +1 BS
    • Has heavy armor by default
    • May have one shooting and one melee weapon: either a brace of pistols or ogre crossbow for 5 pts and either an ironfist or a great weapon for 15 pts (were 4 and 11 respectively)
  • Shaman (Butcher)
    • Cost increased from 100 to 105
    • +1 BS
    • Can use the Path of Fire, lost access to the paths of Death and Heavens
    • Cost for Level 2 reduced by 10 points
    • May take ironfist for 4 pts (was 3) or great weapon for 6 pts (was 9)
    • If using the path of Fire may take Fire Blessing for 25 pts, gaining Flaming Attacks, Fireborn and a S3 Breath Weapon
  • Mammoth Hunter (Hunter)
    • Cost reduced from 130 to 120
    • +1 BS and I
    • Gained Swiftstride and Not A Leader
    • Can join units of Yetis as well as Sabreteeth
    • When joining a Sabretooth Tigers unit the entire unit loses Insignificant and gains Vanguard, and the Hunter counts as a War Beast for the purpose of allocating hits
    • May replace hunting spear with ogre crossbow for free
    • May take one melee weapon: paired weapons for 5 pts (was 3), lance for 10 pts, ironfist for 15 pts (was 4), great weapon for 15 pts (was 11)
    • If on foot may Scout for 10 pts
    • May mount a Tusker for 40 pts or a Rock Auroch for 215 pts. A mounted Hunter may not join units and a Hunter on Rock Auroch may not take any Big Name except Wildheart
    • The Tusker has the same statline as the Tusker Cavalry mounts, with Fear and Impact Hits (D3)

Core

  • Tribesmen (Ogres)
    • Minimum unit size is 3 for 75 pts, maximum is 14 at 27 pts per model
    • +1 BS
    • Have paired weapons by default
    • Cost of ironfists increased by 4 pts
    • May take heavy armor at 3 pts/model
    • The standard bearer may become the veteran standard bearer
  • Bruisers (Ironguts)
    • Minimum unit size is 3 for 100 pts, maximum is 12 at 44 pts per model
    • +1 BS
    • May no longer take a magical standard but the standard bearer may become the veteran standard bearer
  • Scraplings (Gnoblars)
    • Minimum unit size is 15 for 45 pts, maximum is 65 at 3 pts per model
    • +1 S and Ld
    • Beneath Contempt replaced with Insignificant
    • May take light armor at 1 pt/model
    • May replace throwing weapons with shortbows for free, shields at 1 pt/model or spears at 1 pt/model
    • One Scrapling champion in the army may be upgraded to a Foreman for 20 pts. The Foreman has the normal champion bonuses in addition to +1 W, I, A and Ld, gets light armor for free, may take either a halberd or a great weapon for 3 pts and grants Hold Your Ground to all nearby Scrapling units
    • May no longer be upgraded to Trappers

Special

  • Bombardiers (Leadbelchers)
    • Minimum unit size is 3 for 120 pts, maximum is 8 at 40 pts per model
    • Cannon lost Slow to Fire
    • May have a full command group
    • May take a magical standard worth up to 25 points
  • Mercenary Veterans (Maneaters)
    • Minimum unit size is 3 for 135 pts, maximum is 8 at 55 pts per model
    • Have heavy armor by default
    • Lost Motley Crew and the ability to equip every model differently
    • New list of selectable special rules: Immune to Psychology, Poisoned Attacks, Bodyguard, Lethal Strike, Swiftstride, Vanguard, Thunderous Charge, Armour Piercing (1), Weapon Master, +1 Ballistic Skill. A unit that chooses Weapon Master may take one weapon for free (except ironfist) and buy any number of additional weapons
    • May choose one weapon: paired weapons for 3 pts, brace of ogre pistols for 5 pts, halberd for 7 pts, great weapon for 7 pts, ironfists for 10 pts
  • Tusker Cavalry (Mournfang Cavalry)
    • Minimum unit size is 2 for 130 pts, maximum is 4 at 65 pts per model
    • Rider has +1 BS and Ld, mount has +1 T
    • Thick-skinned replaced with Mount's Protection (5+), which is pretty much the same
    • Cost of heavy armor increased by 2 pts, cost of ironfists increased by 7 pts and they cannot be taken together with heavy armor
    • Champion can no longer take a brace of pistols
  • Sabretooth Tigers (Sabretusk Pack)
    • Minimum unit size is 1 for 40 pts, maximum is 15 at 20 pts per model
    • +1 Ld
    • Lost all previous special rules and gained Insignificant
  • Kin-eater (Gorger)
    • +1 I, -1 Ld
    • Lost Frenzy and Killing Blow, gained Hatred and Regeneration (5+), still has Fear
    • Uses the normal rules for Ambush
  • Yetis (Yethees)
    • Minimum unit size is 2 for 80 pts, maximum is 5 at 40 pts per model
    • +1 Ld, -1 A
    • Armed with paired weapons
    • Lost Flammable, gained Innate Defence (5+), Skirmishers and Vanguard
    • Aura of Frost reduces Initiative instead of Weapon Skill and no longer grants the unit Magical Attacks
  • Scrapling Trappers
    • New unit
    • Minimum unit size is 5 for 40 pts, maximum is 10 at 6 pts per model
    • Same stats as regular Scraplings with +1 BS
    • Armed with throwing weapons
    • Have Insignificant, Skirmishers, Vanguard and Scouts
    • It's A Trap!: can permanently turn any terrain feature they are in contact with at the end of the Movement Phase in Dangerous Terrain (1)
    • No options except champion

Rare

  • Thunder Cannon (Ironblaster)
    • Cost reduced from 170 to 150
    • Chariot lost -1 T, scrapling crew gained +1 S and Ld
    • Lost Fear and Large Target, gained Sons of the Avalanche
    • Cannon can be fired either as a 2d6" Cannon weapon with range 48", S10, Armor Piercing (2) and Multiple Wounds (Ordnance) or as a Volley Gun weapon with range 12", S5, Armor Piercing (2) and Multiple Shots (2d6)
    • Doesn't suffer the penalty for Move and Fire if it only pivots on the spot
  • Scratapult (Gnoblar Scraplauncher)
    • Chariot lost -1 T, crew gained +1 S and Ld
    • Lost Fear and Large Target, gained Insignificant
    • The launcher is now a 5" Catapult weapon with range 12-48", S3 and Lethal Strike, uses the normal misfire chart
  • Rock Auroch (Stonehorn)
    • Cost reduced from 250 to 240
    • Auroch has +1 S, rider has +1 BS, I and Ld
    • Now follows the normal rules for Ridden Monsters, making Hunting Beast and Beast Rider obsolete
    • Lost Terror, gained Stubborn and Swiftstride, Earth-shattering Charge replaced with Impact Hits (3d3)
    • The rider is armed with an ogre crossbow, may replace it with a hunting spear for free or a lance for 5 pts
  • Frost Mammoth (Thundertusk)
    • Cost reduced from 240 to 190
    • Riders have +1 BS, I and Ld
    • Now follows the normal rules for Ridden Monsters, making Hunting Beast and Beast Rider obsolete
    • Lost Terror and Smooth Ride, gained Impact Hits (d3), Innate Defence upped to 4+
    • Freezing Aura (Numbing Chill) now gives all nearby enemies -3 I, to a minimum of 1
    • Traded the old Sphere of Frost-Wreathed Ice for the ability to cast Blizzard from the Path of Heavens as a power level 3 bound spell
    • Both riders are armed with an ogre crossbow, may replace it with a hunting spear for free
  • Slave Giant
    • Cost reduced from 200 to 150
    • -2 Ld
    • Has heavy armor
    • Lost Fall Over and Terror
    • Special giant attacks have been changed similarly to other giants
    • Do What You're Told: can reroll the die for special giant attacks but must accept the second result

Orcs and Goblins (Orcs & Goblins)

Click "Expand" so see a summarized version of the changes to the Orcs & Goblins (Current as of 1.2.2). [OUTDATED]

Magic

Army Rules

  • Animosity removed. Replaced by Unruly, which causes a -1 LD to restrain Pursuit and Frenzy, and if in Horde formation and more than half the Unit has Unruly they roll an extra D6 on Panic tests and remove the highest D6 result in the test.
  • Choppas in equipment replaced with Born To Fight rule. Same effect.
  • Venemous Fangs added. Model part with this using a non-special Close Combat attack adds Multiple Wounds (D3+1) to one of their Attacks.
  • Shambolic replaces Random Movement, Ker-splat!, and Obnoxious. Gives Random Movement, Immune to Psychology, Characters can't join their Unit, if their Random Movement rolls are all the same die result they suffer D3 Wounds with no saves allowed then move in a random direction. Any Terrain other than Open Terrain or Hills, as well as touching the board edge or being 1 inch from Impassible Terrain cause a Dangerous Terrain (2) test.

Running Amok!! replaced Gone Crazy!.

  • Ricochet replaced Force Of Total Destruction. Models ignore 1 inch Unit Spacing rule, if they contact another Unit be it friend or foe they do not Charge but move in the same direction through the Unit until 1 inch away as well as having moved its Move distance (continuing even through multiple Units until it can stop 1 inch away from another Unit). If they move 1 inch within Impassable Terrain or outside the board they are immediately destroyed. Any Unit they passed through within their Movement distance is hit by a Special Ranged Attack suffering however many Hits are in the brackets for the rule, dispensed equally with all Units involved in Close Combat. Units with this rule can't be Charged but can Charge, Flee, Pursue, or Move through them instead. Units that do take the bracket number in Hits plus an additional D6 and the models with Ricochet are removed as a casualty. All Hits caused by Ricochet models are dealt at Strength of the model and have Armor Piercing (1).

Equipment

Mundane

  • Choppas removed, see above in Army Rules.
  • Power 'Shroom

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Saurian Ancients (Lizardmen)

Click "Expand" so see a summarized version of the changes to the Lizardmen. [OUTDATED]

Magic

  • The Lore of High Magic is now the Path of White Magic
  • Shield of the Ancients is the new lore attribute. It grants one friendly unit within 18" a Shield counter, which can be removed to ignore a single unsaved Wound. A unit can never have more than one Shield counter and models with Large Target cannot have any at all.
  • Luminous Bolts (Soul Quench) is now the path's sole signature spell. Its cast value has been changed to 9+/12+.The base version has range 24" and the augmented version inflicts only 3d6 hits instead of 4d6.
  • The Phoenix Rises (Apotheosis) had its cast value reduced to 4+/8+. The augmented version no longer heals multiple Wounds but instead grants the target and his unit +1 S for one turn.
  • Guiding Hand (Hand of Glory) had its cast value changed to 6+/9+.
  • The Hidden Path (Walk Between Worlds) had its cast value reduced to 7+/15+ but the Magical Move has also been reduced to 8+/16+.
  • The Tempest has been replaced by Blessing of Amhar. It grants one friendly unit within 12"/24" a 5+ Ward save, or increases its Ward save by 1 to a maximum of 3+. Cast on a 9+/12+.
  • Arcane Dissolution (Unforging) had its casting value reduced to 11+, no longer needs to roll to see if the random magic item is destroyed or not and can target any magic item except One Use Only ones.
  • Cataclysm (Fiery Convocation) had its casting value reduced to 14+ and Strength to 3. It can also be cast with S4 if the casting value is increased to 18+.

Army Rules

  • Born Predator (Predatory Fighter) now lets models reroll natural 1s to Hit in close combat.
  • All instances of Aquatic have been replaced with Strider (Water).
  • Telepathic Link (Arcane Vassal) is identical, but the Strength of the hit the model suffers in case of a miscast is now equal to the number of Power dice used +1.

Equipment

Mundane

  • Blowpipes now have +1 to Hit against Large Targets.
  • There's two versions of the javelin, with and without poison.

Magic Items

  • Sword of the Dawn Ages: 70/45 pts magic hand weapon that strikes with +1 S and Multiple Wounds (2).
  • Spear of the Stampede: 40 pts magic lance, the wielder's mount gains Impact Hits (+d6).
  • Serpent Bow: 40 pts magic bow that shoots like a Bolt Thrower with the following profile: range 18", S6, Armor Piercing (6), Multiple Wounds (d3).
  • Taurosaur Helm: 30 pts magic armor with a 6+ armor save, gives the wearer +1 T and Impact Hits (1). Models on foot only.
  • Starfall Shard: 45/30 pts talisman, gives the wearer Hard Target and Fireborn.
  • Egg of the Quetzal: 35 pts enchanted item, grants the bearer a Breath Weapon with S d3+2 and Magical Attacks.
  • Jade Staff: 2o pts enchanted item, can cast the Phoenix Rises spell from the Path of White Magic as a level 3 bound spell.
  • Ancient Plaque: 50/25 pts arcane item, bearer may reroll one Power die per turn that wasn't a natural 6.
  • Black Cube: 15 pts arcane item, one use only, removes one Power die from the opponent's pool.
  • Totem of Mixoatl: 50 pts magical standard, all Rank & File models in the unit with Born Predator gain Hatred.

Cuatl Disciplines

  • Cuatl Lord aren't limited to 4 disciplines anymore, but each may only take up to 100 points instead of 150. They're still One of a Kind. The Master of Magic Discipline cannot be taken together with Wellspring of Power or Unconquerable Will, and the Wandering Path and Ancient Knowledge disciplines are incompatible with the Pathmaster special rule and the Essence of a Free Mind common magical item.
    • Master of Magic: 85 pts, when rolling for Magic Flux you roll an additional die and discard the highest result.
    • Wandering Path: 80 pts, the Lord doesn't generat spells normally but instead knows the signature spell of all eight paths of battle magic.
    • Wellspring of Power: 50 pts, the Lord has +1 to cast and grants his side an addditional +2 bonus when channeling.
    • Ancient Knowledge: 50 pts, forces the Lord to generate all his spells plus an additional one from the Path of White Magic and works just like the old Lore of High Magic lore attribute.
    • Unconquerable Will: 35 pts, the Lord may reroll the first failed Dispel attempt each turn.
    • Shielded Soul: 30 pts, the Lord may add or subtract 1 to any roll on the Miscast table.
    • Higher State of Mind: 25 pts, may store one unused Power die and use it for the next turn.
    • Scrutiny of the Ancients: 20 pts, the Lord and his unit cause Terror.

Lords

  • Saurian Warlord (Saurus Oldblood)
    • +1 I and Ld
    • Innate Defense reduced to 5+
    • May take one weapon: paired weapons for 10 pts (was 3), halberd for 15 pts (was 3), spear for 15 pts (was 3), great weapon for 25 pts (was 6), lance for 20 pts
    • Cost of shield reduced by 1, cost of light armor increased by 11, if on foot may take heavy armor for 25 pts
    • Cost to mount a Raptor increased by 10, can mount a Carnosaur for 120 pts or an Alpha Carnosaur for 250 pts
  • Skink High Priest
    • New choice
    • Costs 170 pts
    • Same stats and special rules as a Skink Priest but with +1 T, W and Ld
    • Level 3 Wizard, generates spells from the Paths of Wilderness, Heavens, Light or Nature
    • May ride a Skink Palanquin for 35 pts or a Taurosaur for 200 pts
  • Cuatl Lord (Slann Mage-Priest)
    • Cost reduced from 300 to 270
    • -1 W
    • may be the BSB and the General at the same time, but the cost to carry the Standard is increased to 50
    • Palanquin: a Cuatl Lord may not be chosen as the model that refuses a challenge, and loses the Front Rank rule when in a unit of 5 or more models with Bodyguard

Heroes

  • Saurian Veteran (Saurus Scar-veteran)
    • Cost increased from 80 to 85
    • May take one weapon: paired weapons for 5 pts (was 2), halberd for 10 pts (was 2), spear for 10 pts (was 2), great weapon for 20 pts (was 4), lance for 15 pts
    • Cost of shield increased by 1, cost of light armor increased by 9, if on foot may take heavy armor for 20 pts
    • Cost to mount a Raptor increased by 15, can mount a Carnosaur for 130 pts
  • Skink Captain (Skink Chief)
    • -1 BS
    • Has light armor and blowpipe by default
    • May replace blowpipe with poisoned javelin for free
    • May take either paired weapons or a light lance for 3 pts
    • May mount an Alpha Pteradon or Alpha Rhamphodon for 50 pts, cost to mount a Taurosaur reduced by 15 pts
  • Skink Priest
    • Cost of level 2 reduced by 15 pts
    • Cost to mount a Taurosaur reduced by 80 pts
  • Caiman Ancient
    • New choice
    • Costs 125 pts
    • Same stats and special rules as a Caiman but with +1 WS, T, W, I and Ld
    • Pack Leader: all Caimans in the Ancient's unit have WS 4
    • May replace his halberd with a great weapon for 5 pts

Mounts

  • Raptor (Cold One)
    • Lost Fear
  • Carnosaur
    • Type changed from Monster to Monstrous Beast
    • -1 S and W
    • Lost Multiple Wounds, Cold-Blooded and Innate Defense, Terror downgraded to Fear and Blood Frenzy to regular Frenzy, gained Born Predator
  • Alpha Carnosaur
    • Compared to 8th ed. Carnosaur has +1 WS, T, W, I and A
    • Lost Blood Frenzy, Terror and Cold Blooded, Innate Defense increased to 3+, gained Born Predator, Swiftstride and Apex Predator (+2 range when charging Fliers or Large Targets)
  • Alpha Pteradon
    • Just a Pteradon with +1 W
  • Alpha Rhamphodon
    • Just a Rhampodon with +1 W
    • May increase Mount's Protection to 5+ for 20 pts
  • Skink Palanquin
    • Infantry "mount" with M6 T3 W3
    • may freely choose betwenn 50x50mm or 40x40mm as base size
    • Skink Palanquin : A model with this special rule loses the Front Rank rule when it is in a unit of Saurian Warriors or Skink Braves that don’t have any Caimans in it
    • may take Plaque of the Snake God for 30 pts, giving all Skinks in the same unit Hatred
  • Taurosaur (Stegadon)
    • Lost Terror, Innate Defense increased to 3+
    • Crew is armed with poisoned javelins
    • May replace Great Bow with two Giant Blowpipes for 10 pts
    • may no longer take Unstoppable Stampede
    • Sharpened Horns now lets the model reroll the number of Impact Hits, cost decreased by 5 pts
    • may be upgraded to an Ancient Taurosaur for 40 pts, gaining +1 S and W and the option to replace the Great Bow with an Engine of The Ancients for 40 pts
    • The Great Bow has +1 S and traded Poisoned Attacks and its other special qualities for Quick to Fire and Armor Piercing (6)
    • The Giant Blowpipe is now counted as a volley gun and gained Quick to Fire
    • The Engine of the Ancients is One of A Kind, grants the Taurosaur Telepathic Link and must choose which of the three configurations to use at the start of every turn instead of having all three of them always active; Arcane Configuration can also choose the Path of White Magic and no longer has a limit on the minimum casting value, Burning Alignment is no longer a bound spell but simply causes d3 Metalshifting hits to an enemy unit within 9" at the start of the Shooting Phase and Portent of Warding is improved to a 5+ save but only works against ranged attacks

Core

  • Saurian Warriors (Saurus Warriors)
    • Minimum unit size is 10 for 85 pts, maximum is 35 at 11 pts per model
    • +1 I
    • Cost of spears increased to 2 pts/model
    • The standard bearer may become the veteran standard bearer
    • Each unit may take one totem animal for 1 pt/model; the choices are Piranha (Fear), Serpent (Fight in Extra Rank), Jaguar (+1 M) or Crocodile (Enemies have -1 Armor Piercing against the unit)
  • Skink Braves (Skink Cohort)
    • Minimum unit size is 10 for 60 pts, maximum is 40 at 5 pts per model
    • Armed with normal javelins
    • Cost of Poisoned Attacks reduced by 1 pt
    • May replace javelins and shields with shortbows for free
    • May replace javelins with poisoned javelins at 2 pts/model
    • A unit of 15 Skinks or less without Caimans or poisoned javelins may skirmish for 2 pts/model
    • Caimans may only be added every 10 Skinks instead of 8; Caimans can be placed everywhere in the unit and melee attacks can be assigned to either Caimans or Skinks, but attacks against a Caiman not in base contact have -1 to hit
  • Snake Swarm (Jungle Swarm)
    • Moved over from special
    • Minimum unit size is 2 for 55 pts, maximum is 4 at 20 pts per model
    • Lost Strider (Water)
    • May Scout at 5 pts/model

Special

  • Skink Hunters (Skink Skirmishers/Chameleon Skinks)
    • Minimum unit size is 5 for 55 pts, maximum is 15 at 7 pts per model
    • +1 BS and Ld
    • May replace blowpipes with poisoned javelins and shields for free
    • may either gain Vanguard for 10 pts or be upgraded to Chameleons at 2 pts/model; Chameleons gain Scouts and Hard Target but may not have javelins and shields
  • Temple Guard
    • Minimum unit size is 10 for 130 pts, maximum is 30 at 15 pts per model
    • Lost Guardians and Sacred Duty, gained Immune to Psychology and Bodyguards (General)
    • Champion may no longer have a magical weapon
  • Raptor Riders (Cold One Riders)
    • Minimum unit size is 5 for 140 pts, maximum is 12 at 35 pts per model
    • Lost Fear
    • Armed with lances
    • one unit may take a magical standard worth up to 50 pts
  • Caimans (Kroxigor)
    • Minimum unit size is 3 for 105 pts, maximum is 10 at 45 pts per model
    • +1 I
    • Lost Fear
    • Armed with halberds instead of great weapons, amy switch back for 4 pts/model
    • May take light armor for 7 pts/model
    • May have a full command group
  • Skink Sky Riders (Terradon/Ripperdactyl Riders)
    • Minimum unit size is 3 for 100 pts, maximum is 5 at 35 pts per model
    • The entire unit must choose the same mount: Pteradons are free, Rhamphodons cost an additional 10 pts/model
    • Gained Fast Cavalry, Skirmishers and Strider (Forests)
    • Riders are armed with light lances and poisoned javelins
    • Pteradons (Terradons) lost Fear and gained Fly (9), Drop Rocks now uses the rules for Sweeping Attacks
    • Rhamphodons (Ripperdactyls) have +1 I, lost Fear and gained Fly (8), Prey Scent (Toad Rage) now always lets you mark max two enemy units regardless of the number of Rhamphodon Rider units or Skink Captains on Alpha Rhamphodons in your army
    • Regardless of mount chosen, the entire unit may take shields at 5 pts/model and/or replace poisoned javelins with fire bolas (which have gained +2" range) at 1 pt/model
  • Thyroscutus (Bastiladon)
    • Cost reduced from 150 to 130
    • Lost Terror, Thunderous Bludbeon, Impervious Defense and Always Strikes Last, gained Crush Attack
    • Crew is armed with poisoned javelins
    • Equipped with Sun Engine by default, the Altar of the Snake God (Ark of Sotek) costs 15 pts
    • Sun Engine now increases WS instead of initiative and casts Burning Brightness from the Path of Light as a level 3 bound spell
  • Altar of the Snake God now grants all friendly units within 6" Poisoned Attacks, and causes units who already have it to wound on a 5+, it an also cast Putrefying Touch from the Path of Disease as a bound spell

Rare

  • Weapon Beasts (Salamander/Razordon Hunting Pack)
    • Unit size is 1-2, Spearbacks cost 60 pts each, Salamanders 75 pts
    • Lost the handler and all related rules
    • +1 BS and A, +2 Ld, -1 S
    • Lost Fear, Innate Defense increased to 4+
    • Shoot Barbs now counts as a standard ranged weapon and gained Multiple Shots (2d6) and Armor Piercing (1), the Spearback must always choose Stand & Shoot as a Charge Reaction but doesn't suffer the usual -1 for it
    • Spout Flames is now a flamethrower weapon with range 8", S4 and Flaming Attacks, it always counts as having rolled a 5+ Malfunction when it misfires
  • Taurosaur (Stegadon)
    • Moved over from Special
    • Cost reduced from 215 to 200
    • See the Mounts section for other changes
  • Stygiosaur (Troglodon)
    • Cost reduced from 200 to 115
    • Monster has +1 WS, BS and A, rider has +2 WS
    • Lost Strider (Water)
    • Spit Poison has -6" range, -1 S and Multiple Shots (3) instead of Multiple Wounds
    • Primeval Roar must be bought for an additional 25 pts, it now gives affected models Hatred
    • May no longer take a Divining Rod
    • May replace Spit Poison with a Toxic breath weapon for 25 pts
    • May take the Wizard Conclave special rule for 60 pts, with the spells Redwood Shaft and The Beast Within from the Path of Wilderness

Sylvan Elves (Wood Elves)

Click "Expand" so see a summarized version of the changes to the Wood Elves. [OUTDATED]

Magic

Army Rules

  • "The Forest Follows" adds additional stipulations to the forest that the player can add to his side of the table. This forest can no longer be within 6" of an objective and is considered Dangerous Terrain unless the unit has Strider
    • "Emboldening Boughs" grants units in a forest Stubborn.
  • "Forest Walker" modifies "Forest Stalker". Models in a forest no longer get an additional rank of attacks, but models with Channel now gain +1 to their channel rolls while inside the forest
  • "Master Archers" allows a unit to take all non-unit exclusive Fey Arrows
  • Kindreds - A Forest Prince or Chieftain can buy one Kindred, which grants special rules, but also restricts loadouts.
    • Blade Dancer: 25 pts for a unit on foot. They gain a 6+ Ward Save, Immune to Psychology, and the Dances of Cenryn. An attached unit with the same Kindred (or Wardancers) gains Swiftstride. However, they can no longer shoot or wear any armor.
    • Forest Guardian: 40/30 pts for a unit on foot. They gain +1 Attack and Innate Defense (5+), but can only take Sylvan Blades, Hand Weapons, or mundane or magical Spears and Great Weapons.
    • Pathfinder: 35/25 pts for a unit on foot. The unit gains +1 BS, Scout, Master Archers, and a Multiple Shots rule equal to how many attacks are on their profile.
    • Wild Hunter: 35/25 pts for a unit on a Horse or Great Elk. The unit gets Frenzy, Devastating Charge, and Light Troops. Whenever they charge, they also gain Fear for that turn.
    • Shapeshifter: 55/40 pts for a unit on foot. The model gains +4 movement, +2 I, +1 A, and a 4+ Ward Save, but gains Not a Leader, and can no longer join any unit.
  • Aspects of Nature: A Treefather, Treefather Ancient, Dryad Matriarch, or Thicket Shepherd may take one Aspect, but these are only one per army.
    • Entangling Vines: 50/25 pts. When in a challenge, enemies must re-roll to hit.
    • Entwined Roots: 5 pts. A unit of Thicket Beasts can get +1 S for 10 pts/model, but it lasts as long as the bearer of this Aspect lives.
    • Toxic Spores: 30pts. The bearer's unit now gets a shooting attack: 12" Range, S3 with Deadly Strike.
    • Oaken Crown: 5 pts for the General only. This allows Dryads and Thicket Beasts to buy Standard Bearers and Musicians for 10 pts each. One Thicket Shepherd can also become a BSB for 25 pts, but if it takes an Aspect of Nature, the Aspect and Banner cannot cost more than 50 pts combined.
    • Scarred Bark: 40 pts. Any Dryads in the unit gain Hatred.

Equipment

Mundane

  • Treesinging: Bound Spell of Power Level 3 with a range of 24", targeting any units in a forest. Enemy units take d6 S5 hits, but friendly units gain a magical move of d3+3".
  • Impaling Roots are Strangleroots that start at S5 (Going back to S6 when in a forest), gaining Quick to Fire, Shoot and March, and ignores Cover penalties
  • Sylvan Lance is a light lance with Armor Piercing (1)
  • Sylvan Blades are paired weapons with Armor Piercing (1)
  • An Elven Cloak can be combined with light armor to gain Innate Defense (6+)
  • Fey Arrows are now all locked in the same price, but now ignore Moving and Shooting and Volley Fire
    • Truemark Arrows ignore penalties from cover, Skirmishers, and long range
    • Starlight Shafts gain Magical, Flaming, and Divine Attacks
    • Perforating Tips gain Armor Piercing (3)
    • Jewelweed Shots gain Multiple Attacks (2)

Magic Items

  • Bow of Wyscan: 35 pt Magical Longbow which can replace its shooting attack with a Multiple Shots (2d6) attack with S1 Poisoned Arrows, but these cannot be replaced with Fey Arrows
  • Sacred Spear of Cadaron: 40/30 pt Magical Spear with +1 Strength. If this weapon deals one unsaved wound, the bearer and any rank and file models in the unit gain Distracting for that turn.
  • Whirlwind Blade: 60/40 pt Magical Greatweapon that grants its wielder +1 Armor and +1 BS while giving attacks Multiple Wounds (2)
  • Helm of the Wild Hunt: 20 pts for 6+ armor that grants +1 WS/Armor on a turn that it charges
  • Fire Blight Pendant: 30 pt pendant. The wielder and anyone in combat with them cannot gain S bonuses from any weapons
  • Mist Walker's Mirror: 35 pts for models on foot only. If the bearer and any attached infantry models on foot are inside an unoccupied forest, they can teleport to any other forest. This happens at the end of Movement and the unit counts as having Marched.
  • Sacred Seeds: 35 pts. During one turn, the bearer plants a new forest as long as it's 1" away from enemies or other terrain.
  • Hail Shot: 30 pts single use weapon with Range 30", S4, and Multiple Shots (3d6), gaining Armor Piercing (1) if it's in close range. This cannot be used alongside Fey Arrows.
  • Drums of Cenryn: 25 pts for Blade Dancer Kindred only. For one turn, this can be activated on a charge, forcing the target to Hold as a reaction.
  • Amaryl's Banner - A 25 pt Magical Banner that adds Fight in Extra Rank.

Lords

  • Forest Prince (Glade Lord)
    • Price reduced by 15 pts
    • May join a Kindred
    • No longer has "Arrow of Kurnous" or a longbow
      • May buy back a longbow for 3 pts, and can buy only one set of Fey Arrows for 3 pts flat
    • No longer starts with Light Armor, but can get it for free
      • May also buy a shield for 5 pts and a Elven Cloak for 8 pts
    • May buy ONE weapon: Spears and Sylvan Blades cost 5, Great Weapons cost 10, and Lances and Sylvan Lances cost 15
    • May take a Horse for 20, a Great Elk for 50, a Great Eagle for 55, or a Dragon for 250
  • High Druid (Spellweaver)
    • Can become a Level 4 Wizard Master for 30 pts
    • Can no longer buy a longbow
    • May purchase Treesinging as a Bound Spell for 15 pts
    • May take a Horse for 20, a Great Elk or Unicorn for 50 or a Dragon for 300
  • Treefather Ancient (Treeman Ancient)
    • Base price reduced to 215 pts
    • Can only take 3 Treemen or Treemen Ancients in an army (2 in a Warband, 6 in a Grand Army)
    • Now has Otherworldly instead of Forest Spirit, and no longer causes Terror
    • May buy Treesinging as a Bound Spell for 15 pts
    • No longer starts as a Wizard, but may buy back Levels: 1 for 40, 2 for 65, 3 for 130, 4 for 160
      • As a Wizard, it can buy up to 50 pts in Magic Items
    • May buy an Aspect of Nature
    • May become an Avatar of Nature, making its base price 340 pts and giving it +2 to WS/S, +3 to A, and +1 to BS/I. It can no longer buy Wizard Levels

Heroes

  • Chieftain (Glade Prince)
    • Price dropped to 70 pts, but has no equipment
    • May take Light Armor for free, Shield for 3, or an Elven Cloak for 8
    • Can buy a Longbow for 2 pts and one set of Fey Arrows for 3
    • May take ONE of the following: Spears and Sylvan Blades for 5, Great Weapons for 8, and Lances/Sylvan Lances for 10
    • May Ride a Horse for 15, an Elk for 40, or an Eagle for 55
  • Druid (Spellsinger)
    • Price reduced to 70 pts
    • May become Wizard Level 2 for 25 pts
    • May take Treesinging as a Bound Spell for 15 pts
    • May take a Horse for 15, an Eagle for 50, or a Unicorn for 40
  • Dryad Matriarch (Branchwraith)
    • Price reduced to 55 pts, but does not start as a Wizard
    • May take Treesinging as a Bound Spell for 15 pts
    • May take Wizard Level 1 for 20 or Level 2 for 45
  • Thicket Shepherd (New Unit)
    • Treekin Hero with +1 S/W/I/A/Ld
    • Starts as 130 pts
    • Has Innate Defense (4+), Forest Stalker, and Otherworldly
    • Has Flammable, Armor Piercing (1), and Emboldening Boughs

Mounts

  • Elven Horse (Elven Steed)
    • Reduced to Ld3
    • Gains Mount's Protection (6+) and Strider (Forest), with an option to improve the Protection to a 5+ for 10 pts unless the rider is a Wild Hunter Kindred
  • Great Elk (Great Stag)
    • Reduced to M8 WS4 S4 T5 W1 Ld5
    • Loses Fear, but gains Mount's Protection (6+) and Strider (Forest)
  • Unicorn
    • Reduced to W1
    • Loses Fear and Impale, but gains Strider (Forest), Thunderous Charge, Magical Attacks, and Mount's Protection (6+)
  • Forest Eagle (Great Eagle)
    • Gains Mount's Proection (6+), Fly (9), and Strider (Forest)
    • May purchase Lightning Reflexes for 5 pts
    • May purchase Armor Piercing (1) for 5 pts
  • (Forest) Dragon
    • One of a kind
    • WS reduced to 5, but gains BS1 and Ld9
    • Gains Strider (Forest) and Fly (7)
    • Breath Weapon is S4 with Flaming Attacks

Core

  • Forest Guard (Eternal Guard)
    • Come with a Spear and a Cloak, but lose Stubborn
    • Start at 105 pts for 15 models and can add up to 35 models for 9 pts/model
    • Can buy Shields at 2 pts/model
    • Can replace their spears with Sylvan Blades for 1 pt/model
  • Sylvan Archers (Glade Guard)
    • Start at 90 pts for 10 models and can add up to 20 models for 8 pts/model
    • Up to 50 models can purchase Black Arrows, unique Fey Arrows that become S4 in short range, but Armor Piercing (1) in long range
  • Heath Riders (Glade Riders)
    • Start at 90 pts for 5 models and can add up to 10 models for 17 pts/model
    • Gain Light Armor and Mount's Protection (6+)
    • Each Model can replace their Sylvan Longbow for a shield at 1 point/model
    • The unit may either exchange their Fast Cavalry rule for an Elven Cloak or gain the Ambush rule for 2 points/model
    • Lose access to Fey Arrows
  • Dryads
    • Start at 80 pts for 8 models and can add up to 22 models at 12 pts/model
    • A Unit with less than 16 models can buy the Skirmishers rule for 30 pts

Special

  • Blade Dancers (Wardancers)
    • Reduced to I8
    • Start at 75 pts for 5 models and can add up to 10 models at 15 pts/model
    • Gain Magic Resistance (1)
    • Can no longer buy spears
    • May buy a Magical Banner of up to 50 pts
    • Dances of Cenryn replace "Shadow Dances of Loec"
      • Dance of Whirling Blades adds +1A (Storm of Blades)
      • Dance of Parting Mists adds Ward Save (3+), but inflicts -1S and models can no longer benefit from the Armor Piercing of the Sylvan Blades
      • Dance of Bedevilments grants Fear and enemies in base contact cannot add Rank Bonus to their combat resolution
      • Dance of Disarming Delusions makes enemies in base contact unable to parry
  • Forest Rangers (Wildwood Rangers)
    • Start at 120 pts for 10 models and can add up to 20 models for 11 pts/model
    • Gain Armor Piercing (1), Immune to Psychology, and Bodyguard (Forest Prince/Chieftain), but lose "Guardians of the Wildwood"
    • May purchase Elven Cloaks for 1 pt/model
    • May purchase a Magical Banner of up to 50 pts
  • Wild Huntsmen (Wild Riders)
    • Start at 145 pts for 5 models and can add up to 7 models for 28 pts/model
    • Steeds gain Mount's Protection (6+) but lose Fear
    • Unit gains Light Troops
    • Unit may buy either Shields or the Vanguard rule for 3 pts/model
    • Each model may buy Sylvan Blades for 1 pt/model
    • May buy a Magical Banner of up to 50 pts
  • Kestrel Knights (Warhawk Riders)
    • Kestrels are changed to M2/WS5/W2/I4
    • Start at 120 pts for 3 models and can add up to 3 models at 40 pts/model
    • Kestrels gain Fly (9), Light Cavalry, but lode Deadly Descent
    • Riders gain Devastating Charge
    • Each model can exchange their longbow for a shield at 2 pts/model
    • Each model can buy Light Armor at 4 pts/model
    • A unit of up to 3 models can Skirmish for 3 pts/model
    • A unit may purchase a Musician and Standard Bearer
      • The unit can buy a Magical Banner of up to 25 pts
  • Thicket Beasts (Treekin)
    • Start at 105 pts for 3 models, and can buy up to 7 models at 50 pts/model
    • Gain Bodyguard (Thicket Shepherd) and Emboldening Boughs

Rare

  • Sylvan Sentinels (Waywatchers)
    • Start at 55 pts for 5 models and can add up to 5 models for 10 pts/model
    • Lose Scout, Hawk-Eyed Archer, and twin hand weapons
      • Scouts and paired hand weapons can be bought back for 1 pt/model for each.
    • May purchase Hawthorn Tips, special Fey Arrows that grant Poisoned Attacks, for 4 pts/model
  • Pathfinders (Deepwood Scouts)
    • Start at 100 pts for 5 models and can add up to 5 models at 23 pts/model
    • Gain Master Archers
    • May only purchase a Champion
  • Forest Eagle (Great Eagle)
    • Start at 50 pts and can add up to 4 models for 40 pts/model
    • May purchase Armor Piercing (1) and Lightning Reflexes for 5 pts/model each
  • Briar Maidens (Sisters of the Thorn)
    • Steed reduced to Ld3
    • Start at 105 pts for 5 models and can add up to 5 models at 21 pts/model
    • Steeds get Mount's Protection (6+)
    • Blackbriar Javelins replaced with Poison Thorns: a Shooting attack with 12" Range, S3, Quick to Fire, Armour Piercing (1), and Poisoned Attacks
    • The unit gets to cast Luminous Bolts from the Path of White Magic and Curse of the Wild Wood from the Path of Wilderness
  • Treefather (Treeman)
    • Can only take 3 Treemen or Treemen Ancients in an army (2 in a Warband, 6 in a Grand Army)
    • Price reduced to 215 pts
    • May take Treesinging as a Bound Spell for 15 pts

The Vermin Swarm (Skaven)

Click "Expand" so see a summarized version of the changes to the Skaven. [OUTDATED]

Magic

  • The Skaven Spells of Plague have been replaced with the Path of Disease, aka the old Lore of Nurgle. See Daemon Legions for the specific changes.
  • The Skaven Spells of Ruin are now the Path of Ruin.
  • Endless Masses is the lore attribute, it grants one friendly unit within 24" Fight in Extra Rank and the ability to claim combat score from up to 4 ranks.
  • Black Lightning (Warp Lightning) is now the signature spell, it hurts the caster on a roll of 6 instead of 1 and its cast value has been reduced to 5+. It can also be cast on a 8+ to increase the range to 48".
  • Feed the Swarm is a new spell, it grants a friendly unit within 24" +1 to wound in close combat for one turn. The augmented version also grants the target Lethal Strike. Cast on a 6+/10+.
  • Defile the Ground is another new one. It places a 3" template anywhere within 18" of the caster that lasts until his next turn, and any non-flying unit that touches it while moving treats all terrain as Dangerous (2). Cast on a 8+.
  • The Hunger (Death Frenzy) had its base range reduced by 6", causes S4 hits instead of automatic wounds, had its cast value reduced to 8+ and can be cast on a 11+ with range 24".
  • Storm's Call (Howling Warpgale) had its cast value increased to 9+/10+, the 9+ version only gives the penalty to shooting.
  • Crack the Earth (Cracks Call) has a fixed length of 18", inflicts S6 hits with Armor Piercing (6) instead of requiring an Initiative test and had its cast value reduced to 9+. Can be cast on a 12+ to gain Multiple Wounds (d3).
  • The Bell Tolls is a new spell similar to Plague, it inflicts a single hit with Toxic Attacks on all models in an enemy unit within 12"/24". If the target is engaged then all models in the same combat are affected. Cast on a 11+/14+.

Army Rules

  • Scurry Away! and Strenght In Numbers have been merged into Safety in Numbers. The rank bonus to Leadership is now capped at +3.
  • Verminous Valor has become Honourless and now means the opponent cannot choose the character as the model that refuses a challenge.
  • Warpstone Weapon is no longer a thing since Magical Attacks made it redundant.
  • Resistant: Toxic Attacks have -2 to wound against this model.
  • Callous: this model may shoot with non-template weapons at engaged enemy units, as long as all friendly units they are engaged with are infantry or swarms. Each successful hit hits the intended target on a 4+ and one random unit it is engaged with on a 3 or less.
  • Brood’s Courage (X): a unit with this special rule can use the Full Ranks of units of (X) within 6” as their own for the purpose of calculating the Leadership bonus from Safety in Numbers.
  • Volatile: this model doesn't use the normal Misfire table, but the following instead:
    • 1: Explosion! No shots are fired, the model scatters d6" in a random direction inflicting d6 S5 hits on any unit in its path and is then removed as a casualty
    • 2-3: Malfunction. No shots are fired, the model suffers a single wound with no saves allowed
    • 4-5: Overcharge. Randomly pivot the unit and draw a straigh line in a random direction, if the model is a weapons team the shots are resolved against the first unit hit by the line, if it's a Lightning Cannon or Dreadmill all models under a 6d6" line suffer a S10 hit with Lightning Attacks and Magical Attacks
    • 6: Spent. Shots are resolved as normal but the weapon is broken and cannot be used again for the rest of the game.
  • State of Trance (X): the War Platform and the unit it has joined gain Immune to Psychology. The War Platform may only join units of (X). The War Platform must be deployed in a unit of (X) type, and can never leave that unit.

Equipment

Mundane

  • Characters and champions may no longer buy items from the Scavenge-pile.
  • Dark Shards (Warpstone tokens) now just give -d3 to dispel rolls against the spell.
  • Tail Weapon now simply gives +1 A when using mundane weapons.
  • Slings now have range 18" S3 and Quick to Fire.
  • Ratlock Pistol now uses the following profile: range 12", S5, Quick to Fire, Armor Piercing (1), Magical Attacks, count as paired weapons in close combat.
  • Plague Flail (/Censer) is now a flail that grants an additional attack that hits automatically and is resolved at I10.
  • Dark Shard Brew: a character with this item deployed in a unit of Rat-at-Arms or Vermin Guard grants the entire unit a special bonus rolled before the start of the battle; 1-2: Poisoned Attacks and Stupidity, 3-4: Thunderous Charge, 5-6: Lightning Reflexes but the unit immediately suffers d6 S4 hits with Armor Piercing (6).

Magic Items

  • The Doom Blade: 100 pts, infantry only, magic hand weapon, strikes with S10, Multiple Wounds (d6) and Divine Attacks but at the end of each friendly player turn the wielder suffers a single hit with Toxic Attacks. The wielder also doesn't have to be the General even if he is the character with the highest Leadership.
  • Eye of the Storm: 20 pts, magic halberd, the wielder causes 2 extra hits every time he casts Black Lightning.
  • Blade of the Swarm: 30/25 pts, magic hand weapons, the wielder gains +3 A if his unit has more ranks than each enemy unit in the same combat, it also rerolls to wound against dwarves.
  • Putrid Plate: 25 pts, magic plate armor, every successful armor save inflicts a hit with Toxic Attacks on the attacking unit.
  • Deceiver's Buckler: 25 pts, wielder gains Distracting and each turn one enemy model in base contact has -1 A.
  • Armlet of Power: 25 pts, talisman, the wearer knows a power level 3 bound spell that doubles his Strength for one turn.
  • Sceptre of Vermin Valour: 35 pts, enchanted item, infantry only, the character loses the Front Rank rule.
  • Scabbing Potion: 20/10 pts, one use enchanted item, cannot be taken by Large Targets, user recovers d3 wounds.
  • The Lightning Rod: 50 pts, magic standard, can be activated once per game during the opponent's turn to give all friendly units Hard Target, prevent Flying movements and block all shooting attacks that don't roll to hit on a 4+ until the end of the turn.
  • Icon of Ruin: 25 pts, magic standard, enemies have -2 to dispel Path of Ruin or Path of Disease spells on the unit.

Lords

  • Vermin Daemon (Verminlord)
    • Cost reduced from 500 to 400
    • +1 W, -1 I
    • Lost Doom Glaive
    • Lost all previous special rules and gained Otherwordly, Daemonic Instability, Swiftstride, Innate Defense (5+) and Armor Piercing (6)
    • Is a level 1 wizard instead of level 4
    • May have the Not A Leader special rule for free
    • May become a level 2 wizard for 25 pts, level 3 for 90 or level 4 for 120
    • The several variants introduced in The End Times are represented by a compulsory free upgrade:
      • Schemer - Pathmaster, +1 Ld, 3 Dark Shards, uses the Path of Ruin
      • Plague Bringer - Plague Ridden (-1 WS to enemy units in base contact), +1 T, uses the Path of Disease
      • Deceiver - Lightning Reflexes, +1 A, uses the Path of Shadows
      • Thunderer - heavy armor, +1 S, uses the Path of Ruin
      • Shaper - Regeneration (4+), +1 M, uses the Path of Disease
  • Tyrant (Warlord)
    • Cost reduced from 90 to 80
    • Light armor instead of heavy
    • Gained Callous
    • Cost of shield increased by 2
    • May take heavy armor for 8 pts
    • May take one weapon for 10 pts: paired weapons and tail weapon (was 3 + 8), great weapon (was 6), halberd (was 3) or ratlock pistol (was 8)
    • May take Dark Shard Brew for 30 pts
    • Cost to mount a Litter increased by 5, cost to mount a Rat Ogre reduced by 10, may also mount a Monstrous Rat for 100 pts
  • Magister (Grey Seer)
    • Cost reduced from 240 to 170
    • -1 Ld
    • Level 3 wizard instead of 4, may upgrade back for 30 pts
    • No longer starts with d3 Dark Shards, may buy 2 for 20 pts
    • May use the Path of Shadows but may no longer use the Path of Disease
    • If not riding a Doom Bell, may become a Plague Patriarch for 20 pts; the Patriarch gains +1 T, Resistant, Hatred, Frenzy and must generate spells from the Path of Disease

Heroes

  • Chief (Chieftain)
    • Cost reduced from 45 to 40
    • Light armor instead of heavy
    • Gained Callous
    • May take heavy armor for 5 pts
    • May take one weapon: paired weapons and tail weapon for 4 pts (was 2 + 8), great weapon for 4 pts, halberd for 4 pts(was 2) or ratlock pistol for 6 pts (was 8)
    • If not the BSB may take Dark Shard Brew for 25 pts
    • May be upgraded to Fetthis Broodmaster for 5 pts, gaining +1 M and Swiftstride
    • May mount a Vermin Hulk Bodyguard for 60 pts or a Monstrous Rat for 135 pts
  • Apprentice Magister
    • New choice
    • Costs 65 pts
    • Same stats and rules as a Magister but with -1 T, W, I and Ld
    • Level 1 wizard, generates spells from the Paths of Ruin or Shadows
    • May become a level 2 wizard for 25 pts
    • May take 2 Dark Shards for 20 pts
  • Rakachit Machinist (Warlock Engineer)
    • Cost increased from 15 to 65
    • +1 to all stats except M and W
    • Gained light armor
    • Gained Callous, Channel and Magical Attacks
    • Aether Turbine: the machinist knows three power level 4 bound spells and may cast each once per turn: Black Lightning from the Path of Ruin, Pink Fire from the Path of Change and Enchanted Blade from the Path of Alchemy (the latter only on his own unit)
    • May no longer be a wizard
    • May take heavy armor for 5 pts
    • May take one weapon: halberd for 4 pts, gas globes for 5 pts (see Grenadiers), ratlock pistol for 6 pts (was 8), jezail for 20 pts (see Jezails)
  • Sicarra Assassin (Assassin)
    • Cost reduced from 120 to 100
    • Lost Sneaky Infiltrators and Scouts
    • Master of Assassins: only Footpads and Gutter Blades may use the Assassin's Leadership
    • Professional Courtesy: a unit may never contain more than one Sicarra Assassin, not even when Hidden
    • May take a tail weapon for 10 pts
    • May replace throwing weapons with sling for free
    • May take any of the following: Lethal Strike for 10 pts, Scout and Ambush for 15 pts, Multiple Wounds (d3, mundane weapons only) for 25 pts
  • Plague Prophet (Plague Priest)
    • Cost reduced from 100 to 60
    • Gained Honourless, Resistant and Hatred
    • No longer a wizard by default, may take level 1 for 40 pts or level 2 for 65 pts
    • If a wizard may take 2 Dark Shards for 20 pts
    • May take one weapon: paired weapons for 3 pts (was 2), halberd for 4 pts, flail for 4 pts, plague flail for 10 pts (was 16)

Mounts

  • Monstrous Rat
    • Monstrous Beast
    • M7 WS4 BS0 S5 T5 W4 I4 A5 Ld5
    • Fear, Large Target, Regeneration (4+), Breath Weapon (Toxic Attacks), Immune to Psychology
  • Vermin Guard Litter (War-litter)
    • Troop type: infantry
    • Has T4 and 2 wounds
    • Herding the Swarm: extends Inspiring Presence range by 6”
  • Vermin Hulk Bodyguard (Rat Ogre Bonebreaker)
    • Troop type: monstrous infantry
    • +1 I and Ld, -1 T and A
    • Lost Fear
    • Must take two of the following: Thunderous Charge, Frenzy & Hatred, Swiftstride, Stomp (2)
  • Plague Pendulum (Plague Furnace)
    • Is now a chariot crewed by 4 Plague Brothers with paired weapons
    • M5, I3, +1 S, -1 T and W
    • Lost all previous special rules except Frenzy and Large Target, gained Resistant, Hatred, Stubborn, Fear, Ward Save (4+), Grinding Attacks (d6+2), Impact Hits (+2), War Platform, State of Trance (Plague Brotherhood) and Mount's Protection (5+)
    • May take Cauldron of Blight for 35 pts; a wizard with it doesn't generate spells normally but always knows Putrefying Touch and Mass of Flesh from the Path of Disease and The Hunger from the Path of Ruin
  • Doom Bell (Screaming Bell)
    • Is now a chariot crewed by a single Vermin Hulk
    • M5, -1 T and W
    • Lost Pushed into Battle and Altar of the Horned Rat, Fear improved to Terror, gained Stubborn, Innate Defence 5+, War Platform and State of Trance (Rats-at-Arms, Verminguard)
    • Above the Masses now just lets the Magister cast Direct and Missile spells 360° and even when engaged
    • The bell is rung at the start of the turn and you may only use 1 or 2 dice
      • 1: No effect
      • 2-4: All friendly units within 12" gain Lightning Reflexes, models that already had it gain +1 A
      • 5-6: All friendly units within 12" may reroll Charge Ranges, Pursuit, Overrun and Random Movement
      • 7-8: All friendly units within 12" gain Frenzy, models that already had it reroll to hit in close combat
      • 9-10: All friendly units within 12" gain Distracting and Hard Target
      • 11-12: In the following Magic phase roll an additional die for Magic Flux and discard the lowest result
      • If a double comes up all units in base contact with the Bell suffer d6 S4 hits with Armor Piercing (6)

Core

  • Rats-at-Arms (Clanrats)
    • Minimum unit size is 20 for 40 pts, maximum is 60 at 5 pts per model
    • Get shields for free
    • The standard bearer may become the veteran standard bearer
  • Vermin Guard (Stormvermins)
    • Minimum unit size is 15 for 85 pts, maximum is 50 at 8 pts per model
    • Get shields for free
    • The standard bearer may become the veteran standard bearer
  • Slaves (Skavenslaves)
    • Minimum unit size is 25 for 50 pts, maximum is 60 at 2 pts per model
    • Lost Cornered Rats and Expendable, gained Insignificant
    • Disposable: if this unit ever breaks from combat it's immediately destroyed
    • May not take any options except a musician
  • Footpads (Night Runners)
    • Minimum unit size is 10 for 60 pts, maximum is 40 at 6 pts per model
    • +1 BS, -1 I
    • Equipped only with slings
    • Lost Slinking Advance and Dodge, gained Callous
    • May take paired weapons at 1 pt/model
    • A unit of 15 models or less may Skirmish and Vanguard for 20 pts
    • A unit that doesn't take the above option may have a musician and standard bearer
    • The standard bearer may become the veteran standard bearer
  • Plague Brotherhood (Plague Monks)
    • Minimum unit size is 15 for 80 pts, maximum is 50 at 6 pts per model
    • Moved over from Special
    • Gained Resistant and Hatred
    • May no longer have a magic standard
    • May be Plague-ridden at 1 pt/model, giving enemies in base contact -1 WS
  • Giant Rats
    • Minimum unit size is 10 for 40 pts, maximum is 60 at 3 pts per model
    • Troop type: infantry
    • Packmasters are no longer separate models but are represented by the Handlers rule, that allows the unit to perform a Swift Reform like it had a Musician and automatically pass the Leadership test when doing so
    • Lost Rat Pack and Wave of Rats, gained Swiftstride and Fight in Extra Rank

Special

  • Rat Swarms
    • Minimum unit size is 2 for 40 pts, maximum is 10 at 15 pts per model
    • Moved over from Core
    • Lost Small, gained Safety in Numbers, Insignificant and Swiftstride
    • Tiny: Rat Swarms may move through friendly units in the movement phase but must still abide unit spacing at the end of the move.
  • Weapon Team
    • No longer an attachment to a parent unit, but an independent choice in its own right
    • Always costs 65 pts
    • +1 W and I
    • Lost Attached Unit, gained Callous, Insignificant and Brood's Courage (Rat-at-Arms, Vermin Guard)
    • Tag-Along: as long as it stays within 3" of a non-fleeing unit of Rat-at-Arms or Vermin Guard this model gains a 4+ Ward Save against shooting attacks
    • Naphtha Thrower (Warpfire Thrower) now uses the following profile: range 12", S5, Multiple Shots (2d6), Multiple Wounds (d3), Flaming Attacks, Magical Attacks, Volatile, Reload!, ignores the penalties for multiple shots, moving, cover or shooting at skirmishers, misfires if a double comes up when rolling for multiple shots
    • Rotary Gun (Ratling Gun) now uses the following profile: range 24", S4, Multiple Shots (2d6*2 or 3d6*2), Magical Attacks, Volatile, Reload!, ignores the penalties for multiple shots or moving, misfires if a double comes up when rolling for multiple shots
    • Meat Grinder (Doom-Flayer) now gives the model Impact Hits (2d6) and Grinding Attacks (2d6), resolved as S4 and with Armor Piercing (1); a Weapons Team with Meat Grinder gains War Platform and Innate Defense (4+) and can only join units of Rat-at-Arms
    • Globe Launcher (Poisoned Wind Mortar) now uses the following profile: range 18", Toxic Attacks, Multiple Shots (2d6*2), Magical Attacks, Volley Fire, Volatile, Reload!, ignores the penalties for multiple shots or moving, misfires if a double comes up when rolling for multiple shots
    • No more Warp-Grinder
  • Jezails (Warplock Jezzails)
    • 0-2 choice
    • Minimum unit size is 3 for 60 pts, maximum is 6 at 20 pts per model
    • +1 W and I
    • Gained Callous
    • Pavise's armor save now only applies against shooting attacks
    • Jezail lost Move or Fire and Unstable Ammunition, Armor Piercing Reduced to 1, gained Unwieldy, ignores the penalty for firing at Long Range, on a to-hit roll of 1 the wielder suffers a hit with Toxic Attacks
  • Grenadiers (Poisoned Wind Globadiers)
    • Minimum unit size is 8 for 75 pts, maximum is 15 at 9 pts per model
    • +1 BS
    • Lost Life is Cheap and Volley From the Back, gained Callous and Resistant
    • Calculating: Grenadiers may reroll random hits from Callous that resulted in hitting friendly units
    • Gas globes (Poisoned Wind Globes) had their range increased to 12" and gained Quick to Fire and Volley Fire
  • Gutter Blades (Gutter Runners)
    • Minimum unit size is 5 for 55 pts, maximum is 10 at 10 pts per model
    • Lost Scouts, Sneaky Infiltrators and Dodge, gained Callous
    • May exchange throwing weapons with slings for free
    • May no longer take nets
    • Cost of Poisoned Attacks reduced by 1
    • May take tail weapons at 1 pt/model
    • May take Scout and Ambush at 2 pt/model
    • Champion may no longer take special equipment
  • Plague Disciples (Plague Censer Bearers)
    • Minimum unit size is 5 for 65 pts, maximum is 15 at 10 pts per model
    • +1 I, -1 A
    • Lost Plague Disciples, gained Resistant, Monstrous Support and Brood's Courage (Plague Brotherhood)
  • Vermin Hulks (Rat Ogres)
    • Minimum unit size is 3 for 100 pts, maximum is 12 at 37 pts per model
    • Troop type: monstrous infantry
    • Rat-ogres only, no more handlers
    • +1 Ld
    • Lost Beast Pack, Fear and Frenzy, gained Immune to Psychology
    • Augmentations: each Vermin Hulk unit must take 2 of the following: Innate Defense (5+), Thunderous Charge, Frenzy & Hatred, Swiftstride, Stomp (2)

Rare

  • Thunder Hulks (Stormfiends)
    • Minimum unit size is 2 for 150 pts, maximum is 6 at 50 pts per model
    • -1 WS, I, A and Ld
    • Wear plate armor instead of light armor
    • Lost all previous special rules and gained Safety in Numbers, Callous and Immune to Psychology
    • Use the same weapons as Weapon Teams instead of their own super-speshul snowflake versions; the entire unit is armed with rotary gun, naphtha thrower, globe launcher and meat grinder but only one model per turn may use one of its weapons, everyone else is stuck fighting with hand weapons; in case on a misfire don't roll on the Volatile table, the unit simply suffers d3 wounds with no saves allowed
  • Dreadmill (Doomwheel)
    • Cost reduced from 150 to 140
    • Troop type: chariot
    • Chariot has I4, mill rats have +1S
    • The Technician (Warlock) is now a separate crewman from the mill rats, with a single attack, 4I, Ld 7 and 3 in everything else
    • Lost Terror, Rolling Doom and Grinding Down the Foe simplified in Random Movement (3d6) and Grinding Attacks (d3)
    • Zzzzap! now has S d6*2, Lightning Attacks and Reload!, its Multiple Wounds have been reduced to d3 and it misfires if you roll a natural 6 for Strength
  • Abomination (Hell Pit Abomination)
    • Cost reduced from 235 to 210
    • Lost Terror, Shambling Horror, Too Horrible to Die and Special Close Combat Attacks, gained Random Movement (3d6), Random Attacks (3d6), Immune to Psychology and Safety in Numbers
    • May no longer take Warpstone Spikes
    • May take Toxic Retaliation for 25 pts: for every unsaved wound the Abomination takes in close combat the attacker suffers d3 hits with Toxic Attacks
  • Verminous Artillery (Plagueclaw Catapult / Warp Lightning Cannon)
    • Cost reduced from 100 and 90 to 85
    • +1 T, -1 W
    • Cannon crew has +1 I, catapult crew lost Fume-addled Crew and has 1 A each
    • Lost Ponderous War Machine and gained Safety in Numbers, cannon gained Volatile, catapult gained Frenzy, Hated and Resistant
    • Lightning Cannon is now a d6" Cannon with range 60", S d6+4,Magical Attacks, Lightning Attacks, Armor Piercing (6) and Multiple Wounds (Ordnance), its "cannonball" doesn't reduce Strength after impact
    • Plague Catapult is now a 3" Catapult with Range 12-48", Toxic Attacks and Magical Attacks
    • Catapult may take Black Death for 20 pts, gaining +1 to wound and Multiple Wounds (Ordnance) against models under the centre of the hole

Undying Dynasties (Tomb Kings)

Click "Expand" so see a summarized version of the changes to the Tomb Kings. [OUTDATED]

Magic

  • The Lore of Nehekhara is now the "Path of Sand".
    • The Restless Dead Lore Attribute is now "No Rest In Death", and is an Augment that may be used on any Unit within 6 inches or whatever friendly Unit the spell that triggers this spell is the target. Restores a number of Wounds indicated by the Risen value of the models (models without Risen values cannot benefit from this spell). Large Target models cannot regain more than two Wounds per Magic Phase from this spell. This triggers for any spell that is not a Hex.
    • The Signature spell, Khsar's Incantation Of The Desert Wind is now "The Desert Wind". A 5+ to Augment a Unit within 18 inches (11+ boosted, for a 12 inch Aura), the affected Units may make a Magical Move equal to its Movement (or Fly if it has that rule) distance.
    • 1 Djaf's Incantation of Cursed Blades is now "Cursed Blades". A 5+ to Augment a Unit within 18 inches (10+ boosted, for a 12 inch Aura), the affected Units gain Lethal Strike. Models that already have Lethal Strike reroll To Wound rolls in Close Combat.
    • 2 "Deadly Desiccation", the new version of Usekhp's Incantation of Desiccation. A 7+ to Hex a Unit within 24 inches to lower Toughness by 1 for one turn (9+ boosted to lower Strength by 1 as well).
    • 3 Ptra's Incantation of Smiting is now "Righteous Smiting". A 7+ to Augment a Unit within 18 inches (12+ boosted, for a 12 inch Aura) which either grants +1 Attack or every Aspen Bows, Great Aspen Bows, and Giant Aspen Bows in the Unit gain Multiple Shots (2). You must choose which of the two effects each Unit affected by the spell receives.
    • 4 "Divine Judgement" is a new spell. Divine Judgement is an 8+ Damage Hex, 10+ for the Boosted effect. A Unit within 36 inches must take a Leadership test with an additional D6. If failed, it suffers one Wound with Armor Piercing (6) for each point it failed by. If Boosted, you roll a D6 when choosing a target Unit; on a 3+ it affects an additional Unit (no Unit can be affected more than once by the same casting), and you continue rerolling for additional Units until you roll a 1 or a 2.
    • 5 "Shifting Sands" replaces Usirian's Incantation of Vengeance. At 9+ difficulty, 12+ for Boosted, is a Hex spell that affects an enemy within 24 inches (48 inches for Boosted). For one turn the target has -D3 Movement to a minimum of 1 and treats all Terrain (including Open Terrain) as Dangerous Terrain (2).
    • 6 "Ancient Glory" is a new spell at level 6. It grants +1 to the Weapon Skill, Strength, and Initiative of the target. At 10+ it is an Augment that lasts one turn and has a range of 18 inches. At 15+ it is an Aura with a range of 9 inches that Remains In Play. At 17+ it is an Aura of 15 inches and Remains In Play.

Army Rules

  • The Hierophant does not have to be the highest level Wizard, but they are still mandatory, grant 6+ Regeneration to their Unit, and must be in the Path of Sand. At the start of your turn after the death of the Hierophant, you may choose a new Hierophant from your Path of Sand Wizards.
  • Models now have the "Risen" stat, which indicates how many Wounds they recover with the Restless Dead Lore Attribute from the Lore of Nehekhara
  • Hold Your Ground reduces the Wounds suffered by a Unit after the death of the Hierophant by 1. At the start of any turn you do not have an active Hierophant you must roll for Hierophant damage again. Only models with the rule "Dust To Dust" can suffer damage due to the death of a Hierophant.
  • If at least half of the models in a Unit have the rule "Undead Construct", they suffer one less Wound from Dust To Dust and Unstable.
  • "Undying Will" replaces My Will Be Done. This bonus is granted at the start of the Close Combat Phase. If a Character with this rule is mounted on a Large Target, it can grant this bonus to any friendly Undead Unit within 6 inches. The Character may also grant this bonus to any Unit engaged with the same enemy the Character is. The effect fades at the end of each turn.
  • Models with "Necromantic Aura" reduce the number of Wounds suffered by Dust To Dust and Unstable by friendly Undead within 6 inches by 1. The models with this rule can never benefit from its effects.
  • "Mummy's Curse" replaces "The Curse". Mummy's Curse deals a Strength 6 Armor Piercing (6) hit to whatever killed the model with this rule. If more than one model was part of the killing Combat, the hit is distributed randomly.
  • "Underground Ambush" replaces Entombed Beneath The Sands. Functions like the standard Ambush rule, but emerging from the "Underground Point" which is determined when the controlling player chooses any point more than 3 inches away from an enemy and 1/2 inch away from any Impassible Terrain and scatters that point 2d6. The Unit emerges with either the front of the first Rank or the back of the last Rank in contact with the Underground Point. If the Underground Point is on an enemy Unit, the emerging Unit enters into base contact with their front Rank in Close Combat. The emerging Unit counts as having already Charged and cannot Charge again. If the Underground Point ends up somewhere that the model cannot emerge, the Unit remains underground and can try to emerge again next turn.

Equipment

Mundane

  • Aspen Bow: Shooting Weapon with a 24 inch range, has Strength 3 and Volley Fire. It ignores all shooting modifiers To Hit.
  • Great Aspen Bow: Shooting Weapon with a 36 inch range, has Strength 5 and Volley Fire. It ignores all shooting modifiers To Hit. It can be used as a Hand Weapon that has -1 Strength in Close Combat.

Magic Items

  • Vanquisher Eternal: 55 point Magic Halberd that can only be taken by models on foot. All Attacks made gain Lethal Strike. Can make two kinds of Attacks, chosen at the beginning of each Round of Combat: Focused Strike gives all Attacks made Multiple Wounds (D3), Sweeping Strike replaces normal Close Combat Attacks with one Attack towards every model in base contact that automatically hits and one attack that hits at 4+ against every model that can make a Supporting Attack against the bearer.
  • Scourge of Kings: 50 points for Lords, 30 points for Heroes. Hand Weapon, Attacks made gain Armor Piercing (1) and every successful Hit counts as two Hits instead of one.
  • Crown of the Pharaohs: 45 point Magical Armor. Grants 6+ Armor Save. If the bearer is not in Combat, they may use Undying Will on a single friendly Unit within 6 inches or if on a Mount with Large Target then within 12 inches. The bearer can use their Undying Will in the Shooting Phase by bestowing their unmodified Ballistic Skill instead of their Weapon Skill. Undying Will may only be used in one phase of each Player Turn.
  • Armor of Eternities: 35 point Magical Plate Armor, models on foot only. Wearer has 1 extra Wound.
  • Brooch of the Sun: 15 point Talisman. At the start of each round of Combat, one enemy Model Part of your choice in base contact with the bearer has their Attacks reduced by 1, to a minimum of 1.
  • Death Mask of Teput: 35 point Enchanted Item. At the beginning of each Round of Combat the bearer may choose to negate either Inspiring Presence or Hold Your Ground for enemy Units in base contact.
  • Sandstorm Cloak: 30 point Enchanted Item. Bearer gains Hard Target.
  • Chariot of Nephet-Ra: 25 points, models on Chariot only. Impact Hits and Atacks made by the bearer's Chariot and its pulling beasts gain +1 Strength, Magical Attacks, and Flaming Attacks.
  • Book of the Dead: Arcane Item. 50 points for Lords, 35 points for Heroes. Spells from the Path of Sand used by the bearer have their casting value reduced by 1. Each successful casting of the Path of Sand Attribute by the bearer raise one additional Wound on the target Unit which cannot affect Characters or Large Targets.
  • Banner of the Entombed: 65 point Magic Standard. Models with Underground Ambush may add +1 to their Ambush roll if they declare it before rolling. If this is used, the starting Underground Point must be placed within 24 inches of the bearer of this item and the starting point only scatters 1D6.

Army Upgrades

Undying Dynasties players may choose alternative rule templates which are applied to their entire army.

  • Commander Of The Terracotta Army
    • Skeletons, Skeleton Archers, Skeleton Cavalry, and Necropolis Guard MUST be upgraded with +1 Toughness, -1 Initiative, and all have Undead Construct. This increases the model prices by 3 points each.
    • Necropolis Guards may only add up to 20 models per Unit.
    • All non-Undead Constructs, including Characters, MUST be upgraded with +1 Toughness, -1 Initiative, and all have Undead Construct. This increases the model prices by 15 points each. All models that have Flammable lose it.
    • Skeleton Chariots may only have a maximum of 3 models per Unit.
    • All models have a Risen Characteristic of 1.
    • Non-Flying models with Underground Ambush and/or Light Troops lose those rules and cannot regain them.
    • Great Vultures, Scarab Swarms, and Winged Reapers cannot be taken in the army.
  • Lord Of The Barrow Legion
    • Skeletons and Skeleton Archers MUST take Heavy Armor for 2 points per model.
    • Skeletons may replace their Spear and Shield for a Halberd at +1 points per model.
    • Skeleton Cavalry may take a Lance for +3 points per model, and Barding for +3 points per model.
    • Skeleton Chariots MUST take Heavy Armor for +5 points per model, and may take a Halberd for +5 points per model. Units cannot have more than 4 models.
    • Necropolis Guard MUST be upgraded with Heavy Armor for +2 points per model, and can only have a maximum of 25 per Unit.
    • Scarab Swarms MUST be upgraded with Ethereal for +15 points per model. A Unit can only have a maximum of 2 models.
    • Ethereal Models have a Risen Characteristic of 1.
    • Models with Large Target or Monstrous Cavalry may not be taken in the army.
    • Models in the army with Underground Ambush or Scout lose those rules and cannot regain them.
    • Non-Flying models with heavy Armor lose the Light Troops special rule and cannot regain it.

Lords

  • Pharaoh (Tomb King)
    • Cost 10 points less
    • Have a Great Aspen Bow for free
    • Can take Heavy Armor for 12 points
    • Can only take ONE additional weapon (cannot take a Spear); Paired Weapons for 5 points, Flail for 5 points (1 point cheaper), Great Weapon for 15 points (9 points more expensive), a Lance for 15 points, or a Halberd for 10 points.
    • Can take a Skeletal Horse for 20 points, a Skeleton Chariot for 35 points (20 points cheaper), or a Royal Sphinx for 185 points (25 points cheaper)
  • Death Cult Hierarch (Liche High Priest)
    • Costs 5 points less
    • Upgrading to a level 4 Wizard costs 30 points (5 points cheaper)
    • Skeleton Horse costs 20 points (5 points more expensive), may use the Ark of Ages (Casket of Souls, with slightly different rules as discussed below) as a mount for 170 points (55 points more expensive than taking an ordinary Ark of Ages)
    • Can be upgraded to be a "Soul Conduit" for 50 points, which allows you to roll D3+7 for your Magic Flux roll instead of the usual 2D6. If this is taken, the opponent's Dispel Dice will always be 6 plus their Channeling and any other source of Dispel Dice.

Heroes

  • Nomarch (Tomb Prince)
    • Can take Heavy Armor for 12 points
    • May take a Shield for 3 points (one point more expensive)
    • May take an Aspen Bow for 3 points
    • May only take ONE weapon (cannot take Spear); Great Weapon costs 6 points (2 points more expensive), Flail costs 3 points (one point cheaper), Paired Weapons cost 3 points, Halberd costs 4 points, Lance (mounted only) costs 6 points
    • Can take a Skeletal Horse for 20 points, a Skeleton Chariot for 35 points (20 points cheaper), or a Royal Sphinx for 200 points (10 points cheaper).
  • Death Cult Acolyte (Liche Priest)
    • Costs 5 points less
    • Upgrading to Level 2 Wizard costs 10 points less
    • Can take a Skeletal Horse for 15 points (5 points more expensive), may use the Ark of Ages (Casket of Souls, with slightly different rules as discussed below) as a mount for 170 points (55 points more expensive than taking an ordinary Ark of Ages)
  • Tomb Harbinger (Tomb Herald)
    • Costs 10 points more
    • Has one more point of Toughness
    • Gains Poisoned Attacks
    • Sworn Bodyguard is replaced by Royal Guard, which functions once per Tomb Harbinger for any Nomarch or Pharaoh in the same Unit of your choice when you choose and takes one Hit per round of Combat, before Wound is rolled. Does not work for Challenges
    • May take Heavy Armor for 12 points
    • May take a Shield for 3 points (one point cheaper)
    • May take an Aspen Bow for 3 points
    • May only take ONE weapon (cannot take Spear); Great Weapon costs 6 points (2 points more expensive), Flail costs 3 points (one point cheaper), Paired Weapons cost 3 points, Halberd costs 4 points (two points more expensive), Lance (mounted only) costs 6 points
    • Can take a Skeletal Horse for 20 points, a Skeleton Chariot for 50 points (5 points cheaper), or an Amuut (Necroserpents, like those of Necropolis Knights) for 50 points
    • Grants Hatred to all non-Mount models in his Unit
  • Tomb Architect (Necrotect)
    • Costs 10 points less
    • Has one more point of Weapon Skill
    • Does not have Hatred
    • May only take ONE weapon; Paired Weapons costs 3 points, Lance costs 6 points
    • Can take a Skeletal Horse for 15 points, a Skeleton Chariot for 50 points, or an Amuut (Necroserpents, like those of Necropolis Knights) for 50 points
    • Master of Stone replaces Stone Shaper, rather than giving all Units of Constructs within 12 inches Regeneration (6+) it instead gives a single Unit made entirely of Undead Constructs within 12 inches of your choice at the start of your turn Regeneration (5+)
    • Mason's Menagerie allows players fielding a Tomb Architect to field a Unit of 6 or less Shabti (Ushabti) as Core

Mounts

  • Skeletal Horse (Skeletal Steed)
    • 2 points lower Leadership
    • Has Mount's Protection (6+)
    • May take Barding for 10 points
  • Skeleton Chariot
    • May be pulled by two additional Skeletal Horses by increasing the base size to a Monster Base
    • Has Mount's Protection (6+)
  • Amuut (Necroserpent)
    • Causes Fear
  • Royal Sphinx (Khemrian Warsphinx)
    • Has 2 points less Toughness
    • Lost Killing Blow
    • Has Poisoned Attacks
    • Stomp (D6) replaces Thundercrush Attack
    • Loses Envenomed Sting and Fiery Roar upgrades, gains Lethal Strike (25 points) and Necromantic Aura (15 points) upgrades
  • Ark of Ages (A new variety of Casket of Souls)
    • Has Mount's Protection (5+)
    • Counts as a Chariot with 4 Movement
    • Ark has 4 Strength, 5 Toughness (5 less), 5 Wounds (2 more)
    • Guards have 4 Strength (one more), one Attack (one less), Poisoned Attacks, Aspen Bows
    • Bound Spirits are Mounts that pull the Ark with 4 Movement, 2 Weapon Skill, 2 Strength, 2 Initiative, 6 Attacks
    • Has War Platform, Magical Attacks, Undead Construct, Ward Save (5+)
    • The Ark of Ages has no abilities of the Casket of Souls. Instead it has Divine Protection if the rider is the army Hierophant, granting a Ward Save (4+). Also has Sacred Ark, which adds 3 inches to the range of all non-Vortex spells and grants the rider access to the spells Wind Blast and Curse of the Westerlies from the Path of Heavens, and Shifting Sands from the Path of Sand
    • May be upgraded with Necromantic Aura for 15 points

Core

  • Skeletons (Skeleton Warriors)
    • Minimum Unit size is 20 for 80 points, maximum Unit size is 60 at 5 points more per additional Skeleton
    • Have one less point of Leadership, have a Risen value of D3+3
    • Come with Light Armor (previously a 1 point upgrade)
    • Come with a Spear
    • May become a Veteran Standard Bearer
  • Skeleton Archers
    • Minimum Unit size is 10 for 60 points, maximum Unit size is 30 for 6 points more per additional Skeleton Archer
    • Have one less point of Leadership, have a Risen value of D3+3
    • Come with Aspen Bows but have no access to additional weapons, come with Light Armor (previously a 1 point upgrade)
    • May become a Veteran Standard Bearer
  • Skeleton Cavalry (Skeleton Horsemen/Skeleton Horse Archers)
    • Minimum Unit size is 5 for 65 points, maximum Unit size is 20 for 11 points more per additional Skeleton Cavalryman
    • Riders have one more point of Weapon Skill and Leadership, Skeletal Horse has 2 less points of Leadership, have a Risen value of D3+2
    • Has Mount's Protection (6+), Light Troops, Scout
    • Can take a Light Lance for one point per model, or for free can lose their Shield and Vanguard for a free Aspen Bow. Have no access to Spears
    • Can be upgraded with Light Armor for 1 point per model (previously free)
    • May become a Veteran Standard Bearer
  • Skeleton Chariots
    • Minimum Unit size is 3 for 135 points, maximum Unit size is 10 for 35 points more per additional Skeleton Chariot
    • Has a Risen score of D3+1
    • Has Mount's Protection (6+), may take the Light Troops rule for free
    • Aspen Bows replace Bows, has a Light Lance. Has no access to Spears
    • May become a Veteran Standard Bearer

Special

  • Necropolis Guard (Tomb Guard)
    • Minimum Unit size is 10 for 70 points, maximum Unit size is 40 for 11 points more per additional Necropolis Guard
    • Has a Risen value of D3+1
    • Has Bodyguard, Magical Attacks, Poisoned Attacks
    • Shields cost 1 point per model (up from free)
    • May take Paired Weapons for 1 point per model, or Halberds for 2 points per model
  • Scarab Swarms (Tomb Swarms)
    • Minimum Unit size is 2 for 70 points, maximum Unit size is 7 for 25 points more per additional Scarab Swarm
    • Have one more point of Movement, has a Risen value of D3+3
    • Has Armor Piercing (1), Hard Target, Distracting
  • Shabtis (Ushabti)
    • Minimum Unit size is 3 for 110 points, maximum Unit size is 10 for 37 points more per additional Shabti
    • Have one more point of Movement and Strength, has a Risen value of 1
    • Has Light Armor, Innate Defense (5+), Fear
    • May only take ONE weapon; Great Aspen Bows for free, Paired Weapons for 5 points per model, or Halberds for 10 points per model
    • May take a Magical Standard up to 25 points in points
  • Tomb Cataphracts (Necropolis Knights)
    • Minimum Unit size is 3 for 165 points, maximum Unit size is 6 for 55 points more per additional Tomb Cataphract
    • Has a Risen value of 1
    • Lost Stone Hide (3+ Armor Save) and gained Innate Defense (5+), has Fear, has Mount's Protection (6+)
    • Can take Underground Ambush for 20 points (previously 5 points per model)
    • Lost Spear, has Light Lance instead
    • Can take a Magical Standard up to 50 points
  • Great Vultures (Carrion)
    • Minimum Unit size is 3 for 80 points, maximum Unit size is 9 for 20 points more per additional Great Vulture
    • Have a Risen value of D3+1
    • Have Fly (9), Skirmishers
  • Sand Scorpion (Tomb Scorpion)
    • Have one additional Wound, have a Risen value of 1
    • Have Magic Resistance (2) (previously Magic Resistance (1)), Fear, Innate Defense (5+)
  • Sand Stalkers (Sepulchral Stalkers)
    • Minimum Unit size is 3 for 150 points, maximum Unit size is 9 for 50 points more per additional Sand Stalker
    • Gained 2 points of Ballistic Skill, have a Risen value of 1
    • Have Innate Defense (5+), Fear, Light Troops
    • Can be upgraded with Underground Ambush for 20 points (previously free)
    • Transmogrifying Gaze has been replaced with Petrifying Gaze, which counts as a 12 inch range Strength 2 Special Shooting Attack with Armor Piercing (6), Multiple Shots (D6+1), Quick to Fire, and when rolling To Wound the Toughness is replaced with Initiative
  • Battle Sphinx (Khemrian Warsphinx)
    • 220 points (costs 10 points more)
    • Riders have one more point of Weapon Skill and one additional Attack, have a Risen value of 1
    • Crew lost Spears, gained Light Lances
    • Lost Terror, Thundercrush Attack, Large Target, and Howdah Crew. Gained Poisoned Attacks (previously a 10 point upgrade), Innate Defense (5+)
    • May take Innate Defense (4+) for 25 points
    • Breath Weapon replaces Fiery Roar for 25 points (5 points more expensive)

Rare

  • Winged Reapers (Morghast Harbingers/Archai)
    • Minimum Unit size is 2 for 155 points, maximum Unit size is 5 for 72 points more per additional Winged Reaper
    • Lost one Attack, have a Risen value of 1
    • Lost Ebon-wrought Armor, can take Light Armor for 10 points per model
    • Lost Hover. Gained Undead Construct, Fly (6), Innate Defense (5+)
    • May only take ONE weapon; Paired Weapons for 5 points per model (previously free for Harbingers), Halberd for 12 points per model (previously free for Archai)
    • Can be upgraded with Necromantic Aura for 20 points (previously free), Autonomous (can March outside the General's Inspiring Presence range) for 10 points per model
  • Dread Sphinx (Necrosphinx)
    • 245 points (20 points more)
    • Gained one point of Weapon Skill and Strength, lost one Attack, have a Risen value of 1
    • Have Paired Weapons
    • Lost Decapitating Strike. Gained Poisoned Attacks (previously 10 point upgrade), Multiple Wounds (2, Monsters and Ridden Monsters), Innate Defense (5+)
    • Have Fly (6) (replaced Fly)
    • Can be upgraded with Innate Defense (4+) for 25 points
  • Colossus (Necrolith Colossus/Hierotitan/Bone Giant, all stats listed due to diverse replacement)
    • M6, WS4, BS2, S6, T6, W5, I2, A5, LD8, Risen value of 1
    • Light Armor, Innate Defense (5+), Undead Construct, Grinding Attacks (D3+1)
    • May only take ONE weapon; Scales of Destiny for 5 points (Close Combat weapon, Hand Weapon, -1 Attack in Close Combat, has Bound Spells Burning Brightness from the Path of Light and Touch of the Reaper from the Path of Death), Paired Weapons for 10 points, a Great Weapon for 10 points, or a Giant Aspen Bow for 10 points (Bolt Thrower Artillery Weapon with 48 inch range, Strength 6, Multiple Wounds (D3), Armor Piercing (6), ignores all modifiers To Hit)
  • Casket of Phatep (Casket of Souls)
    • 115 points (20 points less)
    • Casket lost 3 points of Toughness, the Keeper of the Casket is now a third Guard, Guards lost one Attack, have a Risen value of 1
    • Guards lost Great Weapons, gained Halberds
    • Guards gain Poisoned Attacks
    • Entire model gains Ward Save (5+)
    • Lost Light of Death, gained Phatep's Curse (has a Bound Spell of Divine Judgement from the Path of Sand if the model did not move this turn)
    • Lost Covenant of Power and Unleashed Souls, gained Divine Light (adds +1 to Channeling rolls in friendly Magic Phases, enemy Wizards within 36 inches of a Casket of Phatep suffer a -1 modifier to Casting, when a Casket of Phatep is removed from play all Units within 12 inches suffer 3D3 Strength 1 Armor Piercing (6) Hits)
  • Charnel Catapult
    • Skeleton Crew gain 1 point of Leadership, have a Risen value of 1
    • Skeleton Crew lost Light Armor
    • Has Charnel Catapult Artillery Weapon (3 inch template, has a range of 12 to 60 inches, Strength 3(9) [Multiple Wounds (Ordnance)])
    • Lost Screaming Skulls, Skulls of the Foe upgrade
    • Can be upgraded with Cursed Ammunition (5 inch template, range 12-48 inches, Strength 3 Flaming Attacks and Magical Attacks, Units that take at least one casualty take a Panic Test as if it had suffered 25% casualties and all Panic Tests caused by a Charnel Catapult are made at -1 Leadership), replacing Charnel Catapult Artillery Weapon

Vampire Covenant (Vampire Counts)

Click "Expand" so see a summarized version of the changes to the Vampire Counts. [OUTDATED]

Magic

  • The Lore of Vampires is now the Path of Necromancy.
  • Lore attribute Cheating Death (Curse of Undeath) now cannot heal the same unit or character more than twice per turn.
  • The signature spell Invocation of the Undead (/of Nehek) now raises a number of wounds equal to the target's Invocation value. Casting value has been reduced respectively to 5+ and 11+, the 18" aura version is no longer available and the basic version can target either a single unit within 12" or all friendly units within 6".
  • Mockery of Life (Hellish Vigour) now also grants Fear and its casting value has been reduced to 6+/10+.
  • The Dead Arise (Rise Dead) can summon any unit the caster has Awaken for, with a number of wounds equal to the unit's Invocation value, and the unit may have any upgrade except command group. Casting value and range have been reduced to 7+ and 12". Can also be cast with a value of 9+ and range 24".
  • (Vanhel's) Danse Macabre in its basic version now has a cast value increased to 8+ can give the re-rolls or the magic movement, not both. The improved version still gives both.
  • Gaze of Setesh (/Nagash) has the casting value of the 48" version reduced to 11+.
  • Steal Youth (Curse of Years) now has Multiple Wounds (2, Monstrous Infantry, Monstrous Cavalry, Monstrous Beast, Swarm, Monster, Ridden Monster, Chariot, War Machine) and its casting value is increased to 10+.
  • Curse of the Dead is a new spell that replaces Wind of Death. It grants one unit within 18" +1 Strength and Regeneration 5+, or +1 Regeneration to a maximum of 4+. Cast on a 12+.

Army Rules

  • The army must have a Master, who is by default your General at the start of the game (formerly had to be a Wizard in the Lore of Vampires). Masters taking over after the death of the first General must still be Wizards in the Lore of Necromancy.
  • Models now have an "Invocation" stat which indicates how many Wounds are regained with the Invocation of the Undead and Arise Undead spells from the Lore of Necromancy. Only models with the Awaken rule add models above the unit's starting size (no more than twice the starting size at the beginning of the game) by recovering Wounds, with the type of model they can Awaken being indicated.
  • All models are Undead, but only models with Ashes To Ashes begin taking Wound damage due to the death of the army Master.
  • Vampiric and Red Thirst have been rolled into one, and the roll for the latter is now variable instead of a fixed 6+ (though most units and characters still have Vampiric 6+). If a rank and file Unit has this special rule, a single roll is made if at least one model caused one or more unsaved Wounds, and Wounds recovered via this special rule can raise dead models. Models with Large Target have a -2 modifier to the roll.
  • Hexwraiths' Spectral Hunters and Soulstriders have also been merged in the new rule Reaper, which is no longer unique. It now allows models to pass through terrain as well as units, and the sweeping attacks are made at the model's normal Strength and benefit from any close combat attack special rule instead of having Magical Attacks and Flaming Attacks by default.
  • All mounts that had it, both for characters and for units, gain proper Ethereal instead of Spectral Steeds.

Equipment

  • Blade of Red Thirst: 40 point Magic Hand Weapon. Model gains Vampiric (3+) and makes a Vampiric Roll for every Unsaved Wound caused by the Blade of Red Thirst rather than just one. Each Vampiric Roll recovers one Wound to the wielder as normal. If at full Wounds, excess Wounds can be used to Raise Wounds in the wielder's Unit.
  • Red Plate of Gilles de Raux: 40 point Magic Plate Armor. Wearer gains +1 Wound.
  • Eternal Ring: 60 points for Lords, 50 points for Heroes. Talisman. Vampires only. Wearer has Ward Save (2+) against their first Wound suffered after Armor Saves in the game and is immune to the effects of Lethal Strike and Multiple Wounds.
  • Mantle of Night: 40 point Talisman, Infantry or Cavalry only. All models allocating Close Combat Attacks against the wearer do not gain Strength bonuses of the +x type granted by weapons both mundane and Magical.
  • Tullius' Teeth: 50 point Enchanted Item, Bearer gains Distracting. All Infantry and Rank and File models in the bearer's Unit gain Parry.
  • Staff of Gerhard the Black: 45 point Arcane Item, an army with this item may reroll failed Channeling attempts. When the bearer casts Invocation of the Undead it may, for each Target, reroll a single D6 or D3 used to determine the amount of Raised Wounds
  • Unholy Tome: 35 point Arcane Item, the bearer may cast Danse Macabre from the Path of Necromancy as a Power Level 4 Bound Spell.
  • Eye of Setesh: 15 point Arcane Item, one use only. At the end of any enemy Magic Phase the bearer may remove one unused Dispel Dice which may be added as a Power Dice to the Pool of Magic Dice immediately after rolling for Magic Flux.
  • Black Standard of Zagvozd: 40 point Magical Standard, bearer's Unit gains Ward Save (4+) against Shooting Attacks.
  • Banner of the Barrows Kings: 25 point Magical Standard, Barrow Knights and Barrow Guard in the bearer's Unit have +1 To Hit in Close Combat.

Army Upgrades

Vampiric Bloodlines

Vampire Covenant armies may (but do not have to) choose a specific Bloodline that represents them (an army without a Bloodline is assumed to be mixed) which increases the point cost of Vampire Lords and Heroes in the army. This provides changes, both good and bad, to many options and makes the upgrade for that Bloodline mandatory. Unless indicated otherwise, these only affect Vampire Masters and Vampire Courtiers and not their mounts or other Vampiric models.

Blood Ties are special rules connecting options in the army to the Vampires themselves, providing additional effects.

  • Brotherhood of the Dragon
    • +30 points to each Vampire Count, +10 points to each Vampire Courtier
    • Blood Ties: Vampire Knights
    • Vampires gain +2 Weapon Skill and Plate Armor.
    • Vampires can only take one additional Magic Level and can only choose the Path of Necromancy
    • Vampires cannot refuse Challenges and must issue one whenever possible unless another model does first
  • Von Karnstein
    • +25 points to each Vampire Count, +10 points to each Vampire Courtier
    • Blood Ties: Dark Coach
    • Vampires may reroll failed Vampiric Rolls
    • The presence of a Von Karnstein Vampire grants +1 to Combat Score in any Combat they participate in
    • Units joined by a Von Karnstein Vampire may March as if they have the Vampiric rule
    • Inspiring Presence and Hold Your Ground range from Von Karnstein Vampires is increased by 6 inches
  • Lamia
    • +40 points to each Vampire Count, +25 points to each Vampire Courtier
    • Blood Ties: Court of the Damned
    • Vampires have -1 Attack and Lightning Reflexes
    • If the Vampire is not wearing any Armor other than Mount's Protection and Innate Defense they gain Distracting
    • Challenges issued by the Vampire must be accepted if possible
    • Any model fighting in a Challenge against the Vampire must take a Leadership test with an additional -1 Leadership modifier. If the test is failed the enemy model must reroll successful To Hit rolls for that round of Combat
    • May only choose the Path of Light, Shadows, or Necromancy
  • Strigoi
    • +55 points to each Vampire Count, +30 points to each Vampire Courtier
    • Blood Ties: Ghouls
    • Vampire and their mount gain Regeneration (5+) and Hatred
    • Vampires gain +1 Wound and can only take Shrieking Horrors as mounts
    • Cannot take any kind of Armor other than Mount's Protection
    • May only take one additional Magic Level
    • May only choose the Path of Wilderness or Necromancy
  • Nosferatu
    • +110 points to each Vampire Count, +50 points to each Vampire Courtier
    • Blood Ties: Wraiths
    • Vampire has -1 Attack, -2 Weapon Skill
    • Cannot take any kind of Armor other than Mount's Protection and Innate Defense
    • May not take non-magical weapons
    • All Hero Vampires are Level 2 Wizards, all Lords are Level 4 Wizards. This costs no additional points
    • Vampire gains Awaken (Zombies, Skeletons) and generates one additional spell but one spell slot must always be Invocation of the Undead from the Path of Necromancy no matter their chosen Path

Blood Powers

Each Bloodline has access to two different Blood Powers. Armies without a Bloodline may take Powers from any Bloodline, although each counts as One Of A Kind in that case. Armies with a Bloodline can only take Powers from their Bloodline, but may duplicate them as many times as desired.

Rather than taking Blood Powers (the traditional Vampire Counts upgrades to Vampires), your Vampire can take an "Ancient Blood Power" which is One Of A Kind. Armies without a Bloodline cannot take Ancient Blood Powers.

  • Brotherhood of the Dragon
    • Ancient Blood Power: Crimson Rage (65 points), each Unsaved Wound caused by the Vampire with normal attacks (before Multiple Wounds) generates another attack at the same Initiative step. These Attacks are resolved before removing casualties, and do not generate any additional attacks
    • Eternal Duelist: 30 points, the Vampire can reroll failed To Hit and To Wound rolls in Challenges
    • Perfect Warrior: 35 points, the Vampire gains Weapon Master and Lethal Strike. The Vampire is automatically equipped with Paired Weapons, a Halberd, a Great Weapon, and a Shield
  • Von Karnstein
    • Ancient Blood Power: Storm Caller (65 points), the Vampire can case Thunderbolt from the Path of Heavens as a Power Level 4 Bound Spell. All units within 12 inches of the Vampire gain Hard Target. Once per game, at the start of any round of Combat, the vampire may grant Lightning Attacks and Lightning Reflexes to itself and all Rank and File models in its unit until the end of the Combat round
    • Hour of the Wolf: 20 points, the Vampire and all models in the same Unit gain Swiftstride. Other Characters with the Vampiric rule are not affected. The Vampire gains Awaken (Zombies, Dire Wolves, Bat Swarms, Great Bats)
    • Refined Taste: 25 points, the Vampire gains Vampiric (2+)
  • Lamia
    • Ancient Blood Power: Commandment (50 points), all Rank and File models in any Unit joined by the Vampire have Weapon Skill 5
    • Mask of Innocence: 25 points, enemy Units in Base Contact with one or more Vampires with this power have -1 Leadership
    • Mesmerizing Gaze: 35 points, the Vampire can case Lurid Delusions from the Path of Lust as a Level 4 Bound Spell
  • Strigoi
    • Ancient Blood Power: Beastial Bulk (55 points), can only be taken by a model on foot. Becomes Monstrous Infantry and base size increases to 40x40. Gain +1 Wound, Paired Weapons, and cannot take any other weapon (mundane or magical)
    • Curse of the Blood: 70 points, Vampire gains Regeneration (5+) which upgrades to Regeneration (4+) if it already had Regeneration. All Ghouls in the same Unit as the Vampire as well as the Vampire's Mount gain Regeneration (6+) which is increased by 1 point per Vampire with this rule to a maximum of 4+
    • Ghoul Lord: 55 points, the Vampire and its Mount gain Poisoned Attacks and Armor Piercing (1). All Ghouls in the same Unit gain Hatred
  • Nosferatu
    • Ancient Blood Power: Blood Magic (75 points), the Vampire counts as having one less Magic Dice when suffering a Miscast
    • Forbidden Path: 20 points, can generate spells from the Path of Necromancy and from any Battle Magic Path other than the Path of Nature
    • Arcane Knowledge: 30 points, spells cast by the Vampire have an additional 6 inch range, with the exception of Aura spells which gain 3 more inches of range. Vortex spells, Bound spells, and spells without any range are unaffected

Lords

  • Vampire Count (Vampire Lord)
    • Cost reduced from 220 to 205
    • Gained Fear, Vampiric 6+, and Awaken (Zombies)
    • Can only take two additional Wizard Levels, 25 pts for Level 2 (10 points cheaper) or 90 pts for Level 3 (20 points more expensive)
    • Can take Light Armor for 5 points, Heavy Armor for 10 points (4 points more expensive), Shield for 5 points (2 points more expensive)
    • Can only take ONE additional weapon; Paired Weapons for 10 points (1 point more expensive), Halberd for 15 points, Great Weapon for 20 points (10 points more expensive), or a Lance for 20 points (10 points more expensive)
    • Can take a Skeletal Steed (Barded Nightmare) for 20 points (4 points cheaper), Spectral Steed (Hellsteed) for 55 points (25 points more expensive), Monstrous Revenant (Abyssal Horror) for 90 points (30 points cheaper), Court of the Damned (Coven Throne) for 140 points (90 points cheaper), Shrieking Horror (Terrorgheist) for 245 points (formerly only the mount of Strigoi Ghoul Kings; 20 points more expensive, may only be taken by an army of the Strigoi Bloodline), or Zombie Dragon for 270 points (25 points more expensive)
  • Necromancer Lord (Master Necromancer)
    • Cost increased from 165 to 170
    • Gained Awaken (Zombies and Skeletons), replaced Master of the Dead option
    • Can take the Lore of Fire
    • Wizard Level 4 reduced by 5 points
    • Can no longer take a Hellsteed. Can take a Skeletal Steed (Barded Nightmare) for 20 points, a Cadaver Wagon (Corpse Cart) for 50 points (40 points cheaper), or a Monstrous Revanant (Abyssal Horror) for 90 points (30 points cheaper)

Heroes

  • Vampire Courtier (Vampire)
    • Cost reduced from 105 to 75
    • Have one more point of Leadership
    • Gained Fear, Vampiric 6+, and Awaken (Zombies)
    • No longer a Wizard by default, can be upgraded to a Level 1 Wizard for 30 points or a Level 2 Wizard for 55 points (making becoming a Level 2 Wizard 25 points cheaper than 8th edition Warhammer after accounting for the reduction in points for the model itself)
    • Can take Light Armor for 5 points, Heavy Armor for 10 points (6 points more expensive), Shield for 5 points (3 points more expensive)
    • Can only take ONE additional weapon; Paired Weapons for 5 points (2 points more expensive), Halberd for 10 points, Great Weapon for 10 points (2 points more expensive), or a Lance for 15 points (7 points more expensive)
    • Can take a Skeletal Steed (Barded Nightmare) for 15 points (1 point cheaper), Spectral Steed (Hellsteed) for 55 points (25 points more expensive), Monstrous Revenant (Abyssal Horror) for 110 points, or a Court of the Damned (Coven Throne) for 140 points (90 points cheaper)
  • Necromancer
    • Gained Awaken (Zombies and Skeletons), replaced Master of the Dead option
    • Can take the Lore of Fire
    • Level 2 Wizard upgrade cost reduced from 35 points to 25 points
    • Can take a Skeletal Steed (Nightmare) for 15 points, or a Cadaver Wagon (Corpse Cart) for 50 points (40 points cheaper)
  • Barrow King (Wight King)
    • Cost decreased from 85 to 80
    • Gained 1 point of Weapon Skill
    • Gained Not A Leader, Magical Attacks, and Multiple Wounds (2, Infantry, War Beasts, Cavalry)
    • Has a Shield for free
    • Can only take ONE additional weapon; Paired Weapons for 3 points (1 point more expensive), Halberd for 4 points, Great Weapon for 6 points (1 point more expensive), or a Lance for 6 points (1 point more expensive)
    • May take a Skeletal Steed (Barded Nightmare) for 15 points (3 points more expensive)
    • May take Unliving Shield (enemies that can deal Close Combat Attacks at a model with this rule and/or a Necromancer or Necromancer Lord cannot allocate those attacks towards the Necromancers; models with Vampiric in the same Unit cause this effect to stop working) for 20 points
  • Fell Wraith (Cairn Wraith/Banshee)
    • Cost reduced from 60 to 55 and from 95 to 85 respectively
    • Both versions gained Reaper
    • Fell Wraith has one more point of Weapon Skill
    • Fell Wraith Lost Chill Grasp for Armor Piercing (6)
    • Fell Wraith may take a Magic Weapon up to 50 points in value, and may take a Great Weapon for 10 points (previously free)
    • Fell Wraith may join a Unit of Light Troops while mounted on a Skeletal Steed (Barded Nightmare) for 20 points
    • Banshee's Howl has been replaced by Wail of Woe (as a Special Shooting Attack in the Shooting Phase which deals Multiple Shots (D6+2) automatic S4 Hits with Magical Attacks following Shooting rules for target selection within 8 inches of range regardless of whether it Marched, and can also be used in the Combat Phase as a Special Close Combat Attack to replace all the model's attacks with D3+1 automatic Magical Attacks Hits against a Unit in Base Contact at the Banshee's Initiative)

Mounts

  • Skeletal Steed (Skeletal Steed/Nightmare)
    • Has Ethereal instead of Spectral Steed, has Mount's Protection (6+)
    • Can up Mount's Protection to 5+ for 15 points
  • Spectral Steed (Hellsteed)
    • Gained Ethereal, Mount's Protection (6+)
    • Lost one point of Strength and Toughness
  • Monstrous Revenant (Abyssal Horror/Mortarch Dread Abyssal)
    • Unit type changed from Monster to Monstrous Beast
    • +1 A
    • Terror downgraded to Fear, no longer has Fly by default
    • Can take any two of the following: Poisoned Attacks for 5 pts (down from 15 pts), Lethal Strike for 10 pts (used to be Killing Blow), Great Monstrous Revenant (becomes the equivalent of the Mortarch End Times kits with Thunderous Charge and base size increased to 60x100mm) for 10 pts, Wail of Woe (as the Banshee unique special rule) for 30 pts, Random Attacks (d6+2) for 30 pts, Fly (8) for 40 pts
  • Zombie Dragon
    • One of a Kind
    • Has Fly (7)
    • Swarm of Flies replaced with Distracting, Pestilential Breath is now a normal Breath Weapon with S2 and Armor Piercing (6), Innate Defence (Scaly Skin) upped to 4+, gained Regeneration (6+)
    • Can become a Colossal Zombie Dragon for 30 pts, gaining +1 WS and upping Innate Defence to 3+ but changing base size to 100x150mm
  • Cadaver Wagon (Corpse Cart)
    • Doesn't gain Swiftstride and cannot March despite being a Chariot
    • Wake the Dead (formerly Vigour Mortis) now only affects one unit in range instead of all, and grants Lightning Reflexes instead of ASF
    • Bring Out your Dead (Unholy Lodestone) now adds +2 Invocation for Small models and +1 for Medium models, has no effect on Vampiric or Ethereal units, cost reduced to 20 pts
    • Can take Necromantic Aura for 20 pts as a third upgrade option
    • In addition to its usual single upgrade it can take Endless Horde for 10 pts. This allows the cart to join Zombie units, using War Platform rules
  • Court of the Damned (Coven Throne)
    • Crew gained +2 Bs and +1 I, lost ASF
    • Mount has +1 I but -1 WS
    • Has Fear and Vampiric (6+)
    • Lost Battle of Wills, Scrying Pool and the Ward Save
    • Can take Unholy Dominion for 40 pts, granting +1 WS to friendly Rank & File models within 6" and -2 I to enemy units in the same range
    • In a Lamia army Couts can take back their old 4+ save for 55 pts
  • Shrieking Horror (Terrorgheist)
    • +1 WS but -1 I
    • Has Fly (8)
    • Chilling Shriek can be used both in the Shooting Phase or in the Comnbat Phase replacing the model's normal attacks. In both cases it now causes 1 automatic hit for every Wound the Horror has left instead of rolling. These hits are resolved with S10, Armor Piercing (6) and Magical Attacks and roll to wound against the target's Leadership instead of Toughness
    • Non-mounted Horrors become One of A Kind if the army includes a mounted Horror

Core

  • Zombies
    • Minimum unit size is 20 for 55 pts, maximum is 60 at 3 pts per model
    • Invocation 2d6+3
    • Lost Always Strikes Last and The Newly Dead (redundant because of Awaken)
  • Skeletons (Skeleton Warriors)
    • Minimum unit size is 20 for 80 pts, maximum is 60 at 5 pts per model
    • Invocation d6+3
    • Can take halberds at 1pt/model
  • Ghouls (Crypt Ghouls)
    • Minimum unit size is 10 for 65 pts, maximum is 40 at 10 pts per model
    • Invocation d6+3
    • +1I and Ld
    • Can have a full command group
    • A unit of 15 models or less can can Skirmish for 25 pts
    • In a Strigoi army ghouls can take Vanguard at 2 pts/model
  • Dire Wolves
    • Minimum unit size is 5 for 40 pts, maximum is 15 at 6 pts per model
    • Invocation d3+3
  • Bat Swarm
    • Moved over from Special
    • Minimum unit size is 2 for 60 pts, maximum is 10 at 20 pts per model
    • Invocation d6+3
    • Lost -1 W, -2 I and -1 A
    • Traded Hover for Flight (6) and Cloud of Horror for Distracting and Storm of Wings (-1WS for adjacent enemies)

Special

  • Barrow Guard (Grave Guard)
    • Minimum unit size is 10 for 6 pts, maximum is 40 at 10 pts per model
    • Invocation d3+3
    • +1 Ld
    • Have Bodyguard (General, Barrow King)
    • Traded Killing Blow for Lethal Strike, Magical Attacks and Multiple Wounds (2, Infantry, War beasts Cavalry)
    • No longer have shields by default but can take them back at 1 pt/model
    • Cost of great weapons increased to 3 pts/model
    • Can take halberds at 2 pts/model
  • Barrow Knights (Black Knights)
    • Minimum unit size is 5 for 90 pts, maximum is 12 at 26 pts per model
    • Invocation d3+1
    • Traded Killing Blow for Lethal Strike, Magical Attacks and Multiple Wounds (2, Infantry, War beasts Cavalry)
    • Get lances and barding for free
  • Ghasts (Crypt Horrors)
    • Minimum unit size is 3 for 100 pts, maximum is 10 at 47 pts per model
    • Invocation 2
    • Have Fear
  • Vampire Spawn (Vargheists)
    • Minimum unit size is 3 for 120 pts, maximum is 8 at 45 pts per model
    • Invocation 2
    • +1 Ld
    • Have Fear and Vampiric (6+)
    • A unit of 4 models or less may Skirmish for 3 pts/model
  • Phantom Host (Spirit Host)
    • Minimum unit size is 2 for 60 pts, maximum is 6 at 25 pts per model
    • Invocation d3
    • Have Fear, gained Armor Piercing (1)
  • Great Bats (Fell Bats)
    • Minimum unit size is 2 for 40 pts, maximum is 9 at 14 pts per model
    • Invocation d3+3
    • Has Fly (10) and Skirmishers
  • Varkolak (Varghulf)
    • Moved over from Rare
    • Unit type changed to Monstrous Beast
    • Invocation 1
    • +1 S, +3 Ld
    • Lost Bestial Fury, Terror downgraded to Fear, has Vampiric (5+)
    • Can choose one of the following: Vampiric (3+) for 5 pts, Stomp (d3+1) for 10 pts, Fly (8) or Vanguard for 20 pts
  • Cadaver Wagon (Corpse Cart)
    • Cost reduced from 90 to 80
    • Invocation 1
    • Corpsemaster gained +1I but can no longer take a spear
    • Endless Horde allows the Corpsemaster to issue and accept Challenges like a unit champion
    • See mounts section for other changes
  • Court of the Damned (Coven Throne)
    • Can be taken as a special choice for 140 points, with 3 crewmen instead of 2
    • Invocation 1
    • See mounts section for other changes

Rare

  • Vampire Knights (Blood Knights)
    • Minimum unit size is 3 for 150 pts, maximum is 6 at 50 pts per model
    • Invocation 1
    • Riders now have 2 Wounds but their mounts lost 1 point of Toughness
    • Have Fear and Vampiric (6+), lost Frenzy and Martial Honour
    • Can no longer take the Flag of Blood Keep
    • In a Brotherhood of the Dragon army Vampire Knights may take plate armor and Devastating Charge at 10 pts/model
  • Wraiths (Cairn Wraiths, Hex Wraiths)
    • Merged in a single unit
    • Minimum unit size is 5 for 75 points, maximum is 10 at 20 pts per model
    • Invocation 1
    • Same stats as unmounted Hexwraiths but with +1 A
    • have Undead, Ashes to Ashes, Ethereal, Light Troopers, Skirmishers, Terror, Reaper, Armor Piercing (6)
    • Can take Flaming Attacks at 2 pts/model and/or mount on Skeletal Steeds and lose Skirmishers at 15 pts/model
    • In a Nosferatu army, Wraiths can take a special unit champion for 60 pts. Thanks to the Wizard Covenant rule this champion has +1 Wounds and counts as a level 1 wizard who knows the signature spells from the Lore of Death and the Lore of Shadows
  • Winged Reapers (Morghast Harbingers/Archai)
    • Minimum Unit size is 2 for 155 points, maximum Unit size is 5 for 72 points more per additional Winged Reaper
    • Lost one Attack, have an Invocation value of 2
    • Lost Ebon-wrought Armor, can take Light Armor for 10 points per model
    • Lost Hover. Gained Undead Construct (if at least half of the models in the Unit have this rule their Wounds caused by Ashes to Ashes and Unstable are reduced by 1), Fly (6), Innate Defense (5+)
    • May only take ONE weapon; Paired Weapons for 5 points per model (previously free for Harbingers), Halberd for 12 points per model (previously free for Archai)
    • Can be upgraded with Necromantic Aura for 20 points (previously free), Autonomous (can March outside the General's Inspiring Presence range) for 10 points per model
  • Shrieking Horror (Terrorgheist)
    • Cost increased from 225 to 245
    • Invocation 1
    • Can no longer take any upgrades
    • See the mounts section for other changes
  • Altar of Undeath (Mortis Engine)
    • Cost decreased from 220 to 200
    • Invocation 1
    • Corpsemaster has +1 I, mount has +1 I but -1 WS
    • No longer has a Banshee and relative Wail attack, can be bought back for 20 pts but this upgrade is mutually exclusive with the Dark Tome
    • Aura of Undeath (The Reliquary) has two modes now. The first one is identical to its old use but its range is a fixed 6"+ turn number and it can no longer cause Wounds to the chariot. The second mode causes d6 hits with S equal to turn number to all enemy units within 12"
    • Dark tome cost increased to 30 pts, it now causes miscasting wizards to count as having used 2 additional power dice instead of making them roll twice
  • Dark Coach (Black Coach)
    • Cost reduced from 195 to 190
    • Invocation 1
    • Armor save reduced to 4+, Crew traded Chill Grasp for Armor Piercing (6), gained Vampiric (5+)
    • Can take Extende Chassis for 10 pts, giving both mounts +1 A but increasing base size to 50x150mm
    • Soul Syphon (Evocation of Death) has completely changed: now it's based solely on the amount of unsaved Wounds the model has caused since the start of the game, as follows
      • 1-3: Lethal Strike and Multiple Wounds (2, Infantry, Cavalry, War Beasts)
      • 4-6: Grinding Attacks (d3) and Flaming Attacks
      • 7-9: Now also crewed by an Awakened Vampire with WS5 S5 I6 A4 Ld8 and Vampiric (2+)
      • 10-12: Fly (8)
      • 13+: Ethereal
    • In a Von Karnstein army Dark Coaches may take Stubborn for 30 pts

Warriors of the Dark Gods (Warriors of Chaos)

Click "Expand" so see a summarized version of the changes to the Warriors of Chaos. [OUTDATED]

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Oceanborn

Technically an April Fool's joke, Oceanborn are not based on any specific army although some fans enjoyed the concept. Click "Expand" so see a summarized version of the Oceanborn army.

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Lore Changes

Note that all lore is intentionally written from an in-universe perspective and by other factions, allowing free disregard of anything not liked by players. All lore is presented to an alternative to Warhammer lore if desired, and is not the mandatory setting.

Some find the lore pointless and say the purpose of T9A is rules for Warhammer rather than being a new thing. Others enjoy the fact that new content of some kind will be produced. What is generally agreed in is anything is better than ET or AoS to anyone interested in T9A in the first place. .

History

The history of the setting was initially related in a Dwarf poem found on a tapestry in-universe in poem and accompanying illustrations detailing the nine ages of the world. Each completed army book details in more of the history, and reveals complexity in some things which each race has a different version of.

I In the Unmeasured Age the Coatl (Old Ones) and their servants the Saurians (Lizardmen), used the mortal races as slaves to mine and construct their ziggurats. The slaves were Elves, humans, Dwarves (used for mining gems for the Saurians), Ogres, and Orcs. Giants ruled the continent of Vetia (The Old World). When a great comet fell and separated the continents resulting in the Shattered Sea (the Vortex) cutting the Saurian homeland into two halves called Silexia (Naggaroth) and Virentia (Lustria), the mortals united and rebelled successfully.

II In the Golden Age the Dwarves settled the mountains and reunited with their kin in Taphria (the Southlands). The Elves took to sea and settled the continents of the west called the White Isles by other races and Celeda Ablan (Ulthuan) by the Highborn Elves (High Elves) and eventually moved the Pearl Throne (Phoenix King's Court) there, although many of the Elves refused to leave Vetia and a schism formed between the two Elf groups. Humans spread out and founded many diverse cultures from Naptaan (Nehekhara) to Tsuandan kingdom on the continent of Augea (Cathay). Even Orcs built a civilization, lead by a king known as the "Fair-Eyed Orc". Only a single Orc named Akrübad saw the end of the golden age coming. Dwarfs managed to get into conflict with Elves dwelling in forests.

III Then came the Age Of Death AKA the First Age Of Ruin AKA The Age Of Woes with Beast Herds (Beastmen), a race which has their own tragic origins and did not initially serve the Dark Gods. Dwarves attempted to repel the invaders and called on their allies for aid, but the Elves were dealing with problems of their own. The Beast Herds had destroyed much of the homes of the Vetian Elves with some retreating into the Wyscan Wood (Athel Loren) to become Sylvan Elves (Wood Elves), the rest fleeing to the west. The inability of the Elves to aid the Dwarves was seen as intentional betrayal causing animosity between Elves and Dwarves. In the human kingdom of Naptaan the high priest Setesh (Nagash) and his servants including Nepharet (Neferata) assassinated the king Phatep (Settra) then drank his blood which caused them to become the first of the Vampire Covenant (Vampire Counts. Phatep's wife Teput (Khalida) took command of the armies resulting in a civil war which ended when Setesh stole the powers from the Naptaan god of death and the remaining gods cursed the land, rendering it lifeless as no Naptaan can remain dead and the sides loyal to Phatep battle eternally with those loyal to Setesh. The architect Haskhunet fled Naptaan and created an army of undead and animated constructs in the service of Emperor Xun, last Emperor of the united Tsuand.

IV In the Age Of Iron AKA Second Age Of Ruin a city situated between Vetia and Augia called Avras, a Rome expy, grows to become an empire under their primary god named Sunna (Rule 63 Sigmar). Orcs and Goblins turn against the rest of the civilized races, and assail the Dwarves. Avras and the Dwarves unite and manage to repel the combined greenskins and Beast Herds although the Dwarves are driven from the White Mountains (Karaz Ankor).

V In the Age Of Plague AKA the Third Age Of Ruin the Dwarves and armies of Avras retook the White Mountains and in gratitude the Dwarves built a great wall to protect Avras. Avras is his by a terrible plague, followed by an invasion from the Vermin Swarms (Skaven) which claim to be the descendants of the early Avrasians, worshiping evil versions of the Avras gods. The Dwarves claim to have found their "hidden foe" although whether this refers to the Vermin or Dark Gods is unknown. The top general of Avras named Gaius Dexion falls in love with a Vampire and declares war on the Avras Senate, and the High Priest of Sunna named Quintus Augustus tries to ally with the Vermin agaist Dexion. The Vermin betray Augustus and conquer Avras, lead by the Rat King (pre-godhood Horned Rat) and their own Senate (the Council Of Thirteen). The Elves who refused to join the Highborn Elves or the Sylvan Elves settle on the continent of Silexia and found the Dathen Republic, calling themselves Daeb although all other races refer to them as Dread Elves (Dark Elves). Hardened by their suffering, the Daeb society is based on freedom and liberty for citizens, with all other beings as slaves and enemies. The Highborn attempt to reassert control over the rest of the world Elves, with a three-way open war resulting.

VI The Age Of War AKA Fourth Age Of Ruin the Dwarves prepared a last stand while humans and Vermin fought over Avras. The Orcs spent their strength against the Dwarves and were then beaten by the Beast Herds, who also exhausted themselves against the Dwarves and were driven back by the Vermin, who themselves similarly spent their strength attempting to defeat the Dwarves. Vermin overrun most of Vetia, and in desperation a small enclaves of Dwarves cut a deal with dark powers from beyond reality called the Dark Gods (Chaos) and become Infernal Dwarves (Chaos Dwarfs).

VII In the Age Of Thunder the Infernal Dwarves created a hole in reality cutting into the separation between the realm of the Dark Gods and the physical realm, the result being a magical vortex called the Inferno (collapsed Warpgate/Eye Of Terror) they use to conquer and enslave their neighbors. The Inferno also burns their lands until its a lifeless hellscape called the Wastelands (Badlands). The Dark Gods then betrayed the Infernal Dwarves and used the Inferno to access the world for their own amusement, sending their Daemon Legions (Daemons Of Chaos) into the world. The Vampire Covenant launched their invasion of the world as well, and between the Vampires, Vermin, Infernal Dwarves, Beast Hordes, Daemon Legions, and greenskins the human race was almost entirely wiped out and/or enslaved. The only remaining free bastion of power was the Kingdom Of Equitaine (Bretonnia) under King Gilles de Raux, a Vampire.

VIII In the Age Of Waste AKA The Age Of Fire the first invasion of Daemons lead by Foloy the Skullbringer is destroyed by an Ogre Khan (Ogre Kings) named Tsanas and his army. Mankind has largely been scattered into primitive tribes, with some being drawn into the east where they begin to worship the Dark Gods, becoming the Warriors Of The Dark Gods (Warriors Of Chaos). A small tribe of humans called the Askar under King Warin fleeing the monsters that rule Vetia are ambushed by Beast Herds before being saved by a single powerful warrior woman appearing out of nowhere, who is proclaimed an avatar of Sunna. Inspired by the story despite believing her to be a servant of their own goddess named The Lady, Equitainian knights lead by Uther of Gasconne (Gilles de Breton) overthrow Gilles de Raux and declare Uther the first true king of Equitaine. Sunna drove the Orcs out of the White Mountains and united the races of men in Vetia before defeating the united armies of the Dark Gods. The Rat King, fearing Sunna, sent an envoy to deliver her a message to serve him or be destroyed, forcing her hand and initiating a war between the Vermin and mankind over Avras. King Warin is offered peace if he kills Sunna using a godkiller blade called the Doom Blade, and he does exactly that while Sunna duels the now Daemonic Rat King. Sunna pulls the dagger from her side and kills the Rat King, both gods sent back to their home realms to return and fight again. Avras is reclaimed, the various tribes including the Askar return home and unite to form the Empire of Sonnstahl (The Empire) named after Sunna's own sword with Sunna as their main god. The Empire of Destria (Estalia) and Arcalea (Tilea, Border Princes) are also settled by Sunna's army.

IX The current date of the game is the ninth age of the world (roll credits) when the Age Of Exploration analogue begins, the races of order are reuniting and beginning to push back after an averted end of the world while the forces of evil are finding they too have allies. Sonnstahl creates a system of government where the Council Of Electors (Elector Counts) appoints an Emperor, the first being Leopold Truehearted after he defeated a Dread Elf invasion force that intended to reclaim their former lands in Vetia. The Empire begins many academic pursuits including research into the past via a combination of archeology and magic, particularly Divination magic, although these pursuits are monitored by the very powerful church of Sunna. The Empire also pursues war against the Vampires with moderate success. Equitaine launches many Crusades and smaller scale Quests, all of which end badly. Destria colonizes parts of Virentia and fights against the Saurians. General Fontaine (possibly Vlad Con Carstein?), a former Equitaine knight, conquers Avras using an army of the undead lead by a female Vampire and his apparent consort. Emperor Matthias is the current Emperor of Sonnstahl, married to Sophia of Destria which has formed an alliance between the two nations. Matthias's sister Josefa was removed from the line of succession as a child by being given to the Church Of Sunna, but she has ambitions to shake nunhood and take over the Empire. The Highborn Elves gain sweeping addiction to the opiate effects of the leaves of the camillia plant, and through a puppet Raj in the kingdom of Sagarikadesha in the Sagarika region (Ind). The Vermin Swarms in Sagarikadesha region serve a new god named The Plaguebringer (Horned Rat 2.0?).

Geography

Click "Expand" so see a summarized version of the changes to geographical lore.

In general mountain barriers have diminished, making more travel routes than individual passes and the Underway through the world regions. Rather than just slapping "Here Be Orcs" or filling space with mountains on the map, areas such as Greece and the Middle East are left open for expies.

  • The Old World is now Vetia. Vetia has (Lizardmen).
  • The Empire is now Sonnstahl.
  • Tilea is now Arcalea.
  • The Dark Lands are now The Wasteland, and connect to (Kislev) rather than (The Worlds Edge Mountains). Most (Warriors Of Chaos) come from here. Makhar Steppe (Mongolia) is in the southern Wasteland and are partially but not entirely on the side of (Chaos).
  • The Worlds Edge Mountains are now The White Mountains.
  • Bretonnia is now Equitaine.
  • Athel Loren is now Wyscan.
  • Warhammer Asia is Augea. Yes, the continent gets its own name rather than the Old World being both Asia and Europe.
  • Warhammer gets a Constantinople (not Istanbul)/Rome called Avras that is the holy land for Vetia humans and the origin of western civilization, the origins lying in a tribe of people known as the Askar.
  • The Broken Teeth are now the Barren Mountains.
  • The Mountains Of Mourn are now the Sky Mountains.
  • The Silk Road/Ivory Road/High Road are just the Silk Road.
  • The Steel Road replaces the Road Of Skulls.
  • The Plain Of Bones is now the Blasted Plains.
  • Khuresh is now a kingdom called Sagarikadesha that was once ruled by Elves and has now become independent.
  • Cathay is now Tsuandan.
  • Sartosa is split between Corsara Bellatorre.
  • Sudenberg is now Port Reynaud.
  • Araby is now split between Taphria (east) and Qassar (west).
  • The Land Of The Dead and the Great Desert Of Araby are now the Great Desert.
  • The Great Mortis River is now the Napaat River.
  • (The Southlands) has two nations; Koghi in the west and Vanhu in the east.
  • Naggaroth is now Silexia.
  • Ulthuan is now Celeda Ablan.
  • Lustria is now Virentia. Both Sonnstahl and Equitaine have colonies.
  • The Vortex and the Maelstrom are merged into the Shattered Sea, which separates Silexia and Virentia.
  • The Warp is now the Veil and lacks definition beyond every god having a domain to themselves. It opens in The Wasteland rather than a Warpgate at the North and South Poles

Beast Herds (Beastmen)

Click "Expand" so see a summarized version of the changes to Beastmen lore.
  • Beasts were the first evil race of the setting, responsible for ending the second age and breaking apart the alliances of the free peoples.
  • Many, but not all, serve the Chaos aspect of the Dark Gods which was unknown in the world until the seventh age when Infernal Dwarves connected the Wasteland to the Veil. But they are also recorded as fighting against Chaos for control of the world.
  • Their culture invariably revolves around shamanism.
  • Although most of their history is war against the Dwarves, their primary enemies are Sylvan Elves who see them as unholy aberrations of nature.

Daemon Legions (Daemons Of Chaos)

Click "Expand" so see a summarized version of the changes to Daemon lore.
  • All non-mortal things are called Supernaturals, which are either gods or lesser beings that usually serve a god. There is no distinction between "Chaos" and "Order" other than intent, meaning that finding out the divine is magic is not a mindfucking revelation. Chaos is naturally a type of intent, but not the only evil. Daemons are the Supernaturals who serve the Dark Gods. Daemon Legions is the armies of Dark Gods, and of independent unpleasants.
  • Chaos did not arrive into the world until the seventh age and in the eighth age was beaten back rather than ending the world (GEE, I WONDER WHAT THAT MEANS). Despite this there are (Lizardmen) temple reliefs showing Daemons at war with them.
  • There are seven Dark Gods. They represent the seven deadly sins (no, there is no Christianity or other Abrahamic faiths). Rather than four nigh-omnipotent beings desiring and advancing the end of all things, they are more like Fey assholes that fuck with the world for lulz. The nearest comparison is Daedra. The Dark Gods each focus on positives in mortal existence, tempting and subverting them to a wicked form (for example Sugulag warps Dwarvish civic duties and industriousness into a dystopia ruled by corrupt elite.). Although the tabletop only reflects the classic four, the mixed portfolios offer more options in theme and models (lusty Plaguebearers, RIPANDTEAR Lords Of Change anyone?). A pure Wrath army on the tabletop may actually represent multiple Dark Gods in fluff if you choose.
    • Savar The Fallen Star (Pride, Khorne, Slaanesh, and Tzeentch)

Savar tempts the unrecognized, jealous, and ignored who possess positive attributes. They are given the ability to elevate themselves and ignore the unworthy.

    • Kuulima The Lady Of Flies (Communism Envy, Nurgle and Tzeentch)

Kuulima tempts the jealous and ignored. Unlike Savar who elevates the worshiper, Kuulima brings enemies down to the level of the supplicant or the masses.

    • Vanadra The Adversary (Wrath, Khorne and Nurgle)

The vanguards of the Daemon armies. Tempts the oppressed and ignored as well as those who have been wronged by others, promises retribution and vengeance.

    • Sugulag The Collector (Greed, Khorne, Slaanesh, and Tzeentch)

Sugulag tempts the greedy, envious, jealous, and paranoid. Anyone with ambition to gain regardless if by wit or strength. Thieves, raiders, schemers, smugglers, merchants, and so on.

    • Nukuja The Sleeper (Sloth, Nurgle and Tzeentch)

Nukuja foretells doom and destruction. Her followers watch it unfold, surviving until it comes. She tempts the grim, hopeless, fearful, and curious.

    • Akaan The Devourer (Gluttony, Khorne, Nurgle, and Slaanesh)

Tempts those of all physical appetites. They are drawn into a spiral of indulgence, twisting into new forms as they seek constant gratification. Blood, drink, and flesh; all physical hungers.

    • Cibaresh The Tempter (Lust, Nurgle and Slaanesh)

Tempts sadists, masochists, the lusty, the indulgent, and any corrupters who draw others into their aberrancy. They push the senses of their foes and the innocent to the limit until they join Cibaresh.

Dwarven Holds (Dwarfs)

Click "Expand" so see a summarized version of the changes to Dwarf lore.
  • Dwarvish history begins while enslaved by the Lizardmen. Alongside humans, Ogres, Elves, and Orcs they rebelled after a great comet fell.
  • Dwarves and Elves ruled the T9A Old World, although most Elves took to the sea and colonized the western continents. Western Dwarves controlled the White Mountains (Worlds Edge Mountains). Humans established far-off kingdoms in T9A Cathay and T9A Nehekhara. Dwarves in the east formed friendly relations with the Dwarves of the west. Dwarves found conflict with Wood Elves over logging.
  • T9A Beastmen suddenly appeared and tried to destroy civilization while the Orcs betrayed the other races and waged war on them. Dwarves called on humans and Elves for aid, but both were too involved in their own wars.
  • Dwarves hid in their Holds and tried to survive until Avras, T9A Rome, was founded by a living goddess Sunna who allied with the Dwarves. After Sunna ascended the Dwarves reclaimed territory and built a giant wall for Avras.
  • T9A Skaven appeared and conquered Avras before turning against the Dwarves.
  • East Dwarves AKA T9A Chaos Dwarves, the Infernal Dwarves. turned to experimenting with magic, burning their homeland and opening a hole into the realm of the evil gods which let Daemons into the world. The forces of destruction fought each other while the Dwarves of the west hid.
  • Sunna returned and reclaimed Avras by leading the refugees (T9A Empire, T9A Bretonnia).
  • Dwarves want to work with the other races to bring back the second age, but are wary of the other races even if they know its the only way to survive.

Empire Of Sonnstahl (The Empire)

Click "Expand" so see a summarized version of the changes to Empire lore.
  • The first western human civilization was Avras, basically Rome, which connected the east and west. Avras was founded by the god empress Sunna, who wields a sword called Sonnstahl.
  • Avras united with Dwarves to fight the T9A Beastmen, and after victory Sunna ascended to the Veil and the Dwarves built a wall to protect Avras from external threats. But ratmen appeared from unknown places and conquered Avras from within and below (ratmen are not a myth).
  • Refugees and escaped slaves gathered and rejoiced when Sunna returned to lead them in the eighth age. Her generals were Warin (Askar, renamed Sonnstahl), Uther (Equitaine), Genoveva (Destria), and Arcaleone (Glauca and Aeturi, renamed Arcaleone).
  • Arcaleone died battling the (Horned Rat). Warin stabbed Sunna with a magic blade given to him by (Skaven) in an attempt to save his people. Sunna stabbed (Horned Rat) with it, and both died. As gods this is only a temporary state of not existing in the mortal world.
  • Sunna's companions reclaimed Avras then headed west to found kingdoms. Warin's people were honored despite his treachery, becoming the most devout worshipers of her. They call themselves Sonnstahl, after Sunna's holy sword.
  • Sonnstahl has since been taught technology by the Dwarves, and have become world explorers, scientists, wizards, and recemtly a colonial power by setting up settlements in the southern western continent of Virentia where T9A Lizardmen dwell.
  • They have recently royally (no pun intended) pissed off the (Tomb Kings) by buying artifacts including a mummy from traders, then lit him on fire when he started talking. He was a king. His wife used archeologists looking for where he came from to discover where he was being held and is mounting an invasion to rescue him.

Highborn Elves (High Elves)

Click "Expand" so see a summarized version of the changes to High Elf lore.
  • Elves were among the humans, Dwarves, Ogres, and Orcs who rebelled against the T9A Lizardmen when a comet came down at the dawn of time.
  • Although they left settlements in Vetia, most Elves took to sea and settled their own lands. The Highborn reside on the island continent of Celeda Ablan.
  • After getting into a civil war with the Dread Elves of Silexia, they lost control of their Vetian settlements, their human vassals, and disregarded their mutual defense oaths with Dwarves. Still the dominant naval power, they vie for control with the Dread Elves.

Infernal Dwarves (Chaos Dwarfs)

Click "Expand" so see a summarized version of the changes to Chaos Dwarf lore.
  • Infernal Dwarves were slaves to the (Lizardmen) and rebelled when a comet fell.
  • They were kept separate from the other races and only reunited with western Dwarves in the second age.
  • They built ziggurats like those of the (Lizardmen) for homes in the steppes of Augea rather than mountains like the west Dwarves.
  • After the invasion of (Skaven and Beastmen) plus the betrayal of Orcs and Goblins, both races of Dwarves were forced to defend their homes.
  • Rather than hide in their homes and pray for allies (AKA wait for death) like the western Dwarves, the eastern Dwarves chose to take control. They created a massive magical power source called the Inferno, then began wiping out the destructive races.
  • In time the magic of Chaos rendered them into a slave-taking culture on the side of destruction rather than against it, attacking even their western kin.
  • The Inferno caused worldwide natural disasters, tearing reality and the Veil which allowed Daemons to invade the world which put all races of order on the losing backfoot in the seventh age.

Kingdom Of Equitaine (Bretonnia)

Click "Expand" so see a summarized version of the changes to Bretonnian lore.
  • The first western human civilization was Avras, basically Rome, which connected the east and west. Avras was founded by the god empress Sunna, who wields a sword called Sonnstahl.
  • Avras united with Dwarves to fight the T9A Beastmen, and after victory Sunna ascended to the Veil and the Dwarves built a wall to protect Avras from external threats. But ratmen appeared from unknown places and conquered Avras from within and below (ratmen are not a myth).
  • Refugees and escaped slaves gathered and rejoiced when Sunna returned to lead them in the eighth age. Her generals were Warin (Askar, renamed Sonnstahl), Uther (Equitaine), Genoveva (Destria), and Arcaleone (Glauca and Aeturi, renamed Arcaleone).
  • Arcaleone died battling the (Horned Rat). Warin stabbed Sunna with a magic blade given to him by (Skaven) in an attempt to save his people. Sunna stabbed (Horned Rat) with it, and both died. As gods this is only a temporary state of not existing in the mortal world.
  • Sunna's companions reclaimed Avras then headed west to found kingdoms. King Uther founded Equitaine, united in belief and reverence to a goddess known as the Lady who all Equitainian females are connected to. Sunna returned to lead both and reclaim Avras in the eighth age.
  • Equitaine is ruled by noble Houses, each loyal to the king. They have launched many Crusades seeking the lost holy grail of the Lady and claim most of northern Taphira (Araby, still living Nehekhara) as territory or allies. They also have colonies in Virentia (Lustria).
  • The Sylvan Elves periodically wage war on them, although with hidden purposes; one story related by a bard is of a prince the Elves killed, who's former host they baited into the woods to make a sacrifice of a year and a half later. The Elves call this the Wild Hunt, killing knights for sport like game animals.

Misc Factions

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Ogre Khans (Ogre Kingdoms)

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  • Ogres were among the races that were enslaved by the ancient (Lizardmen) and rebelled when a comet fell.
  • Ogre lore is otherwise currently unchanged.

Orcs and Goblins

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  • In the first age of the world the greenskins allied with the other races to seek freedom.
  • In the second age they managed to build a civilization, with royalty. One of their shamans was able to forsee the third age, the first of ruin.
  • A "WAAAGH!" is now a "Waaargh!".
  • Greenskin lore is currently otherwise unchanged.

Saurian Ancients (Lizardmen)

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  • Saurians ruled the world in the first age from ziggurats. Their slave races, Ogres, Dwarves, humans, Orcs, and Elves, rebelled against them after a great comet fell. Whether this is the Saurians themselves or an Old Ones expy is unknown, as a myth calls them "Venerable Ones". Its suggested by a myth that they were revered rather than hated as the rest of the lore stated, and that they fell due to some natural disaster. Ancient artifacts depict Saurians fighting against the forces of the Dark Gods despite them only appearing in the world recently (by Dwarf reckoning).
  • Saurians still exist throughout the world, including Vetia although most are in Virentia. They are virtually unchanged from ancient myths.

Sylvan Elves (Wood Elves)

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The Vermin Swarm (Skaven)

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  • Suddenly appeared in the world independent of (Beastmen) in the fifth age. Conquered Avras, defiling its temples and using the humans as slaves. They were ruled by the Rat King.
  • Vermin waged war with the other destruction factions while the people of order hid and built their strength (AKA "prayed death would be swift").
  • After the (Chaos Dwarfs) created their Inferno magic the Vermin were pushed back, and they were forced to compete with them, (Beastmen), Orcs, Vampires, and Daemons for ownership of the world.
  • In the eighth age the God Empress (Sigmar) Sunna returned and lead the descendants of Avras, (Bretonnia) and (The Empire) to drive the Vermin out.
  • In the ninth age the Vermin are among the rest of the forces of Destruction, conspiring to take back the world.

Undying Dynasties (Tomb Kings)

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The lore of the Undying Dynasties is presented from the perspective of scholars of the Empire of Sonnstahl (AKA The Empire) who study the Undying Dynasties in a manner similar to the real life British and French studies and excavations of Egypt in the early 1800's to late 1900's. Despite this, Witch Hunters are still wary of the dead.

  • Nehekhara=Naptesh. Naptesh confirmed as the origin of humanity. People were Naptaan.
  • The Kingdom of Equitaine (Bretonnian) war against Naptesh is known as the "Lost Crusade". An Equitainian port, Port Reynaud, remains active in the location of Zandri in Nehekhara.
  • Khemri=Tehmet, Lahmia=Hanaphuk, Mortis River (the Nile)=Napaat River.
  • Non-royal nobility (Tomb Princes) are called "Nomarchs". Tomb Kings are Pharaohs.
  • The Mortuary Cult is now the Death Cult, and was a place for Nomarchs who were not in line for the throne and unskilled in war to distinguish themselves rather than a place to send firstborn sons as tithe.
  • No mention of sexism. A queen ruled all of the loyal nobles of Naptesh, and a female Death Cult Mage is referenced. The wife of a warrior king leads his army to rescue him from being studied in Sonnstahl.
  • The Undying Dynasty lower class undead are not soulless. The undead become far more animate at night.
  • The ancient Tsuandan (Cathay) had a Terracotta army as part of Undying Dynasties, created by an architect who fled Naptesh. The culture of Naptaan spread through the 9th Old World before the fall, and is the origin of undeath and Necromancy and represents the Undead (Vampire Counts and Tomb Kings before they split into two armies) list. Both have rulesets.

Phatep was the divine ruler of all of Naptesh, blessed by the gods and ruled alongside his wife Teput, but Setesh and Nepharet planned to usurp him. They threw a celebration in his honor and tricked him into getting into a box which was stabbed many times. The conspirators drank his blood, becoming Vampires. His body was divided into nine pieces, with Setesh keeping the heart to use for divine magic while the rest was hidden across the land. Setesh's servant Tekhamun felt shame, and threw the head into the Napaat which carried it to Teput (who had received an invitation to join her husband from Setesh). She used the head to rally those loyal to the divine king into civil war. Setesh used the heart of Phatep to open the underworld where he usurped the god of death and commanded the dead as his army. Naptesh was rendered mostly lifeless by a curse from the angered gods.

In the last battle, Teput and Setesh fought each other. All participants were dealt mortal wounds with Teput and Setesh dying next to each other. Setesh told her he was an undying master of death who would rule over all of Naptesh forever, causing Teput to pray to the gods of the Naptaan for aid. They closed the underworld, sealing Setesh within which barred the Naptaan from becoming his slaves but preventing them from finding any peace in an afterlife and instead were shackled to the mortal world.

The peasantry fled to the north to become the Araby of 9th Age, as nothing in the mainland could support life. The nobility and their servants remained out of pride as the stoic dying with no food or water before becoming eternal undead. All have the goal of destroying Setesh and reclaiming their afterlives, are allied with Setesh and seek to destroy all his rivals, or are independent agents seeking their own gains.

Vampire Covenant (Vampire Counts)

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  • Vampires were recorded as appearing in the seventh age, ruling over free men and impaling (Skaven). But other lore states they have existed alongside humans, meaning older than any records and dating back to the rulership of the (Lizardmen).
  • Due to constant rivalry and universal political ambition, The Covenant was formed which governs the otherwise warring factions and ensures that they keep their existence mythological to the common man.

Warriors Of The Dark Gods (Warriors Of Chaos)

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  • Warriors only appeared in the eighth age after the Dark Gods gained direct access to the world due to the magical backlash of the (Chaos Dwarf) Inferno. They were beat back by (female Sigmar) reborn.

Gallery