Tuesday, 8 May 2018

Warhammer 9th ed 1.083 out now!

Updated 15/5
This update changes the following:

  • Miscast table no longer removes D6 dice from the pool on any result. Magical feedback instead causes the wizard to not be allowed more spells that phase. This means that other wizards won't be penalized by one of them miscasting.
  • Returned rules to no more ranks than files again, exception for reform into column if necessary to pass by units/terrain. Unit must still be 5+ models wide.
  • Skirmishers may be less than 5 models wide.


Updated 11/5

After some more feedback, I've gone back and tried to tweak the system a bit more. This update changes the following:
  • Power dice are channelled on a 5+, dispel dice on a 6.
  • Lvl 1 and 2 wizards gain +1 to cast and dispel, level 3 and 4 wizards gets +2 instead.
  • Units may at most have twice as many ranks as files.
  • Skirmishers and fast cavalry may reform into "illegal" formations during their move, provided they end their move in a legal formation.

This should have the effect that magic will scale better so you will have more plenty more power dice than dispel dice on average on higher points levels.
It also means that higher level wizards have an easier time casting the higher level spells without needing to use as many dice (and thus have a smaller chance of miscast).
The difference in casting/dispel bonus between a lvl 1 and level 4 is also much lower, which means a level 4 wizard won't be dominating the magic phase against lower level wizards, while still getting a bonus to make them worth taking over two level 2's.


This update changes the following:

  • Wizard level is added to casting/dispelling again, like it 8th ed.
  • Changed casting values back to 8th ed.
  • All dice are now channelled on a 6, you still roll one per wizard level.
  • Removed limit of 12 dice in the pool (as this limit currently makes magic practically worthless in big games).
  • Removed "more files than ranks" rule. A unit may not be less than 5 models wide (for infantry) to avoid conga-lines. This means you can now build a column formation if you want, which comes with the natural downside of being easier to flank. While I'll personally prefer a longer battle line, having an arbitrary rule to stop columns is probably not the best idea.

Based on feedback from you guys, I've decided to not change the way miscasts work; it's hardly a difference if it happens on a double 1 or double 6, as the odds are the same for both anyway, and keeps it more streamlined. Irrestistable Force works the same as before. With the increase in casting potential again, I've decided to keep the boosted versions as before. Boosted spells are not being cast automatically as some of them get a shorter range compared to the normal version (applies to "bubble" spells).

In general, magic will work more similarly to 8th ed, but with easier channelling on both sides that makes the game scale better on higher points levels. I hope this will go some way of making Magic more useful again (remember that MR still works against Purple Sun and the like though!).

As always, feedback is much appreciated!

Monday, 16 April 2018

Warhammer 9th ed 1.075 out now!

This update changes the following:

  • Signature spells is no longer recastable (would require redesigning too many of them and a greater risk of cheese).
  • Signature spells are now available in addition to a wizard's other spells, meaning a level 1 wizard always knows the signature spells of his chosen lore plus another spell of his choosing. This means you now will have more options than before, and makes even a level 1 wizard more useful on his own.
  • Dispel Dice are now channelled on a 6 instead of a 4+, but is instead rolled for each Wizard level. So a level 4 Wizard now rolls 4 dice rather than 2 for dispel dice. This will make dispel dice somewhat more difficult to channel.
  • Nerfed Power Drain; it now only causes you to be unable to cast more spells that round rather than lose levels and spells.
  • Removed Multiple Shots from two different sources; I will instead make clear exceptions for these in the few books where this will come into play.
  • Removed repeater crossbows - these were only used by Dark Elves anyway, and with different rules.

Overall, I hope this will go some way to improving the magic system, which is the main thing I'm not quite happy with yet. I'd also like to get more feedback of the following:

  • Making miscasts take effect on double 1 instead of double 6.
  • Making Irrestistible Force a bonus to the casting result instead of being undispelable.
  • Removing boosted versions of all spells to keep the focus more on casting multiple lower-level spells instead of throwing all dice on the super-Purple Sun.
  • Anything else I might have missed.

You will also notice I have moved the Skaven book further up in the update order. While I would like to finish the complete versions of the other books first, the Skaven book is in pretty big need of an update to fix some glaring issues (thanks for the harsh criticism 4chan!), so I will get that one out as soon as I'm finished with Wood Elves.

Saturday, 14 April 2018

Warhammer: Empire 9th Ed 1.14 out now!

 Updated 16/4.
  • Halberdiers 6 pts.
  • Imperial Dwarfs cannot have medium armour, halberds cost 2 pts.
  • Imperial Ogres can take Ogre pistols.

This update changes the following:

  • Pistoliers cannot take spears and shields.
  • Spearmen 5 pts, pike upgrades cost 1 pt.
  • Free Company Fighters can take bows or crossbows (as their models can be assembled).
  • Spears for Imperial Dwarfs cost 1 pt.
  • Fixed bug where Demi-gryphs only had W1.

Warhammer: High Elves 9th Ed 1.03 out now!

Updated 16/4:
  • Spearmen 11 pts.

Very small update here, just fixing Imrik's Dragons stats and putting the Phoenix King timeline in chronological order, as well as changing the short story about killing Kouran into Urian Poisonblade instead.

Warhammer: Dark Elves 9th Ed 1.02 out now!

Updated 16/4:
  • Removed Bloodwrack Medusa Starefrom combat since they was already present with Avert Your gaze.
  • Clarified City Guard rule better in the army list, made crossbows cheaper sicne they replace their spears.

This updates changes the following:

  • Khinerai WS4 and S3, 18 pts.
  • Melusai W2, 22 pts. No longer has natural armour.
  • Dark Riders 15 pts.
  • Darkshards 12 pts.
  • City Guard 9 pts, front rank has to buy crossbows at 5 pts/model.
  • Bloodwrack Medusa Stare has a 12" range, can be used in close combat, no longer has natural armour.
  • Chillblade 35 pts.
  • Gem of Spite 25 pts.
  • War Hydra 200 pts.
  • Kharibdyss Feast of Bones now causes Multiple Wounds (D3) on To Wound rolls of 6, 210 pts.
  • Fixed bug with missing Lores in the army list.
  • Any friendly Monster within 12" of Rakarth treat him as having the "Hold Your Ground!" special rule.
  • Tullaris WS7.
  • Malus Darkblade's Spite now has barding.
  • Fixed muliple bugs and inconsistencies. 
  • Removed fluff on destruction of Arnheim.
  • Removed short story about the capture of Eltharion (as it had not happened yet in the timeline).

Wednesday, 28 March 2018

Warhammer: Dark Elves 9th Ed out now!

Well, this is the first time in quite a long while since I've finished a book earlier than planned! Coming in at 194 pages, Warhammer: Dark Elves is a bit shorter than the High Elf book, but makes up for it with lots of hatred (and those Witch Elves ain't too bad either...). This book contain pretty much every fluff piece on Warhammer Dark Elves ever written, with over a dozen short stories and extended background compared to the main army books. Enjoy!


  • New Special Character: Rakarth the Beastlord.
  • New Lord: Hag Queens.
  • New Core Unit: City Guard.
  • New Core Unit: Slaves.
  • New Special Unit: Melusai (from AoS).
  • New Special Unit: Khinerai (from AoS).
  • New magic item: Armour of Living Death. 
  • Gifts of Khaine section from 7th ed is back.
  • Removed Arachne from the list (as it was not a very popular choice for many of you). 
  • Removed Manticore as an option for Supreme Sorceress.
  • Hatred (High Elves) renamed into Eternal Hatred. 
  • Harpies moved to Core, do not count towards minimum number of core units.
  • Cauldron of Blood moved to Rare, can be taken without Death Hag.
  • Doom Bolt causes D6 Strength 5 hits as standard, 2D6 boosted.
  • Executioners can pick the Standard of Har Ganeth, making them cause Terror.
  • Cold One Knights can pick the Blood Banner, making them ignore Stupidity.
  • Dark Riders 16 pts.
  • Witch Elves 10 pts.
  • Executioners 14 pts.
  • Fleetmaster no longer has slaver and raiding party rule, instead have special rules that allow Corsairs to re-roll 1's to Hit and get double combat res from Wounds caused in challenges, 125 pts.
  • Malekith has the Hand of Khaine item, can take Black Guard as a special choice. 515 pts.
  • Morathi starts as Infantry, has Beloved of Khaine special rule, 375 pts.
  • Malus Darkblade starts as Infantry, 225 pts.
  • Crone Hellebron allows Witch Elves to be taken as Core, 300 pts.
  • Shadowblade 250 pts.
  • Lokhir Fellheart 200 pts.
  • Kouran Darkhand have WS8.
  • Tullaris Dreadbringer 120 pts, gains bonuses for killing enemies in challenges instead of Frenzy.
  • Kharibdyss 165 pts.

Retconned several retcons and otherwise poor 8th ed fluff additions:
  • Malekith no longer sends away half his army at Finuval Plain, like he knows beforehand he is going to lose for no apparent reason (which is plain dumb).
  • Morathi no longer acts like she has dementia and have the hots for Tyrion (instead of being the GoT Cersei of Warhammer doing anything for her son).
  • Morathi no longer just captures Tyrion and the Blighted isle out of nowhere (really, we don't even get a description of how he was captured, only "she used magic, durr").
  • The implied Oidipus relationship between Malekith and Morathi is back.
  • Removed background on the assassins "sewing up their mouths and nailing their jaws shut" (exactly how are they supposed to eat then?).

And since people have been asking for it: yes, next up will be the 8th ed Ravening Hordes updates for Empire and High Elves. Wood Elves will take a bit longer to finish due to having a lot of editing left to do, it will most likely be out late April or May.

Friday, 23 March 2018

Warhammer 9th ed 1.074 out now!

This updates changes the following:

  • Clarified that Standards stack from multiple units.
  • All units in base contact counts when calculating Unit Strength, rather than just units that can be Steadfast. Clarified that disrupted units may not count their ranks in multiple combats.
  • Lowered casting values of all spells by 1, making it easier to cast low-level spells especially. For those books that have not yet been updated after this update, feel free to lower casting values by 1 for the army books lores as well.
  • Signature spells can be cast multiple times in the same magic phase. 
  • Life Leeching from Lore of Death only generates additional dice on a 6+.
  • Moved Magic Resistance under the Ward save rule, since it gives a Ward save against spells. Changed Magic Resistance to the Ward save system, so Magic Resistance (5+) = Magic Resistance (2) for example.
  • Removed paragraph about Monsters in challenges, as these rule no longer applies.
  • Fixed bugs with charging/pursuing fleeing enemies killing enemy units instantly, they now follow the rules for charging fleeing enemies (losing 1W per enemy Unit Strength)
  • Fixed bug with Swiftstride not rolling 3D6 when pursuing.
  • Clarified magical armour types better and that helmets and gauntlets can be taken by all models that can wear armour.
  • Clarified how victory points for things like Fanatics and Weapon teams are calculated.
  • Clarified that Monsters who are Characters can use the BSB's Hold Your Ground! special rule.
  • Added muliple magic items from 8th Ed, with fluff descriptions for nearly all of them.
  • Multiple smaller bug fixes and changes for different terrain.

Saturday, 17 March 2018

Warhammer: High Elves 9th 1.01 out now!

This updates changes the following.

  • Added Unicorn mount to mages.
  • Re-added option for Sun and Moon Dragon to Arch Mages (wrongfully remembered that they did have an official option for it in the plastic kit and in 7th ed.)
  • Dragon Mages get +2 to cast the spell Flaming Sword of Rhuin when targeting themselves.
  • Clarified that chariots have a 4+ save.
  • Removed fast cavalry from Tiranoc Chariots.
  • Removed repeated paragraph about Avelorn.
  • Silver Helms 23 pts.
  • Fixed bug where Star Dragon had T6.
  • Lowered armour upgrade cost of Reaver knights to 1,5 pts per piece.
  • Lowered cost of Great Eagle for Princes and Archmages to 65 pts.
  • Fixed bug with Ld9 in bestiary for Sisters of Avelorn and Tiranoc chariots.
  • Added shield option and full command option to Shadow warriors.
  • Fixed bug with Handmaidens not having Quick to Fire, removed Quick to Fire from Sisters of Avelorn (16 pts).
  • Shadow armour is now a medium armour.
  • Nerfed Curse of Aenarion rule to be a 3+ Ward save. Clarified how it works when taking multiple wounds.
  • Nerfed White Lions' "Lion Claw" ability, gives Heroic Killing Blow in the first round of close combat, does not apply to monsters.
  • Swordmasters have the the Parry (6+) special rule, which also works against shots from all non-magical bows and crossbows fired at the model's front arc.
  • Fixed bug where Dragon Mage's Sun Dragon had T6.
  • Fixed bug with missing Skirmish rule for Shadow Warriors.
  • The War Crown lets Teclis re-roll the result of any spell effects (such as the number of hits inflicted by a magic missile).     
  • Teclis has the Potion of Inner Strength Magic item, giving him the stats of a Loremaster for one turn.
  • Aislinn's Master of the Mists special rule adds +D6" to their range, allowing Sea Guard to reach the enemy lines with their bows.
  • Soul Quench upgraded version causes 3D6 hits, casting value 12+. 
  • Added version number.

Sunday, 11 March 2018

Donate button fixed

Just a quick heads up that the previous "Support" button has been changed to a clearer "Donate" button, with a link that now is in English (did not realise that it had apparently had been in Swedish for everyone it seems!). This also include a "monthly recurring" option since a few of you had asked if I had a Patreon account or similar, which was not the case back then.

So, if any of you felt like donating in the past and could not get past the Swedish donation page (in which case I don't blame you) it should now be easier to do so. Any donations to help me and the project keep going are much appreciated.

Wednesday, 7 March 2018

Warhammer: High Elves 9th Ed out now!

Clocking in at 222 pages, this is the second longest book I have finished. It contains pretty much every official source on High Elves ever written, combining both the reign of the Phoenix Kings as well as the full stories of Tyrion, Teclis, Eltharion, Imrik and Alith Anar, along with the Island of Blood and dozens of short stories. I've also extended all the background for the various units, giving them about 2 pages each compared to the half to one page they got in 8th ed, so there's a lot of new stuff to read if you haven't read all the previous books. In short (as usual), this would be your ultimate High Elves tome for Warhammer.


  • New Lord: Lord of Aenarion (from Warhammer Quest).
  • New Hero: Mistweaver (from Warhammer Quest/Storm of Chaos) 
  • New Special Character: Sea Lord Aislinn.
  • New Special Character: Selafyn.
  • New Special Character: Imrik.
  • New Special Character: Belannaer the Wise.
  • Tyrion has Curse of Aenarion special rule. 
  • Teclis has Curse of Aenarion special rule. Buffed Moon Staff.
  • Eltharion is mounted on Stormwing by default, have spear instead of long bow.
  • Lileath's Blessing now gives +1 to dispel instead.
  • Arch Mages and Nobles may not ride dragons.
  • Mages may not ride chariots. 
  • Nobles may not ride Griffons.
  • Anointed of Asuryan cannot be army's general, gives Immunity (Psychology) and allows re-roll of ward save results of 1 to make him useful in Phoenix Guard units. No longer has Magic Resistance.
  • Added Pegasus as a mount (as they had in 4th Ed).
  • Increased cost of Great Eagles for character mounts as they give them +1T.
  • Lothern Sea Helms have medium armour.
  • Skycutter 80 pts for Lothern Sea Helm as they cannot use Naval Disciple when mounted.
  • Dragon Mages may take light armour, not dragon armour.
  • Archers 12 pts/model, may take medium armour.
  • Spearmen may take a Magic Banner instead of Sea Guard.
  • Warriors may skirmish. 
  • Ellyrian Reavers renamed to Reaver Knights (as per 4th ed), cost 14 pts, can choose between spear or bows (or both) from the start.
  • Swordmasters 15 pts, have swordmaster rule to ignore Init penalties from great weapons as well as the deflect shots rule from 8th ed.
  • White Lions 15 pts, have Woodsman's axe which is a great weapon with special combat abilties (from 5th ed).
  • Lion Chariot 110 pts.
  • Dragon Princes 28 pts.
  • Shadow Warriors 15 pts.
  • Sisters of Avelorn 17 pts.
  • Phoenix Guard are not immune to psychology.
  • Handmaidens of the Everqueen 21 pts. 
  • Standard of Avelorn gives +2 to cast, not +4, cost 10 pts.
  • Frostheart Phoenix 260 pts, have S5 instead of S6. 
  • Clarified that Flame Kindled and Wake of Fire are non-physical attacks. Wake of Fire inflicts D6 hits for each unit it passes over, but not not cause hits for additional ranks.
  • The Phoenixes have Immunity (Flaming/Ice Attacks) respectively.
  • Shadow Armour returned to magic items.
  • Banner of the World Dragon gives the unit Magic Resistance (5).
  • Arcane unforging can only be cast on characters.

Wednesday, 31 January 2018

Warhammer: Steam Tanks 9th Ed out now!

This small release is 14 pages long and contains the following:
  • Rules and background for Steam Tank variants; Conqueror, von Zeppel, Old Reliable, Sigmar's Hammer and Implaceable.
  • Background stories of battles where the Steam Tanks have played an integral part. 
  • Background of famous Steam Tank Commanders.
  • Rules and Background for the Marienburg Land Battle Ship.


This release will only be made for 9th Ed, though the rules can easily be adapted for 8th ed if wanted. Enjoy!

Sunday, 28 January 2018

Empire Knightly Orders 9th ed 1.02 out now!

Updated 29/1:
  • Fixed Preceptors only having 1A.
  • Added version number. 
  • Fixed bug which allowed Reiksgaurd to be upgraded to Inner Circle.

Not a huge update, but it contains the following changes:

  • New layout to match the Empire Army Book.
  • Additional background for Knights of Sigmar's Blood and Knights of the Fiery Heart.
  • Obsidian armour functions like normal full plate.
  • White wolf hammers follow the rules of halberds with armour piercing.
  • Knights Encarmine can negate rank bonuses.
  • Knights of the Sacred Scythe have hand weapons, Hatred (Vampire Counts). 
  • Added if the unit takes up a Core, Special or Rare slot (White Wolves and Panther are Core as they are the biggest orders)
  • Cheaper Grand Masters, in accordance with the Empire army book. 


I'm not finished with the Empire 8th Ed update for Ravening Hordes yet, but it should out sometime next week, shortly followed by the Steam Tanks expansion. High Elves will most likely be out later in February.