The 9th Age: Difference between revisions

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===Magic===
===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===
===Army Rules===
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====Magic Items====
====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===
===Lords===

Revision as of 05:19, 2 August 2016

This article is a stub. You can help 1d4chan by expanding it

The 9th Age is a community project 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.

Tool Changes

Click "Expand" so see the complete list of changes to dice and templates.
  • An ordinary D6 may be used as a Scatter Dice. 1 and 6 are Hits, and any other result is an arrow pointing the direction the 1 side is facing.
File:9th Scatter 6.png
File:9th Templates.png
  • All models underneath a line template are considered to be hit.
File:9th Line Hit.png

Army Building Changes

Click "Expand" so see the complete list of changes to creating army lists.
  • Warband games are games below 1500 points. Grand Armies are games above 4000 points.
File:9th Army Sizes.png
  • Some models have decimal point values. This is rounded up when determining the total point value of a Unit. Some upgrades have two values listed. The first is the upgrade cost on a Lord, the second on a Hero.
  • Core Units can only be duplicated a maximum of four times. Heroes can be a maximum of 50% of your army points, with a maximum of three of the same model. Lords can be a maximum of 35% of your army points, with a maximum of three of the same model.
  • Some armies have rules which allow a model normally in one category to be taken in another, in which case they still count as duplicates from their original category but count their points as their new category. For example if a rule enables you to take Special category chariots as Core, you can still only have a maximum of three chariot Units but the Core chariots count towards your Core points while the Special ones count towards your Special points.
  • All armies must have a minimum of four Units, regardless of points level. Characters do not count towards the minimum, and all War Machine models you field only count as a single Unit towards this minimum.
  • Models or upgrades marked "Once Per Army" may only be taken once per army. Models or upgrades marked "One Of A Kind" can only be taken once per army unless playing at the Grand Army (4000+ points) size at which point they can be taken twice per army.
  • Models marked "0-X Choice" (for example "0-2") ignore rules for duplication and can be taken until the x value. At Warband level games, the x value is half. At Grand Army games, it is doubled. Fractions round up.

Core Rules Changes

Click "Expand" so see the complete list of core rule changes.
  • Anytime part of a model has a separate profile or is otherwise unique such as Crew for War Machines, it is referred to as a "Model Part".
  • The final Rank in a Unit can have empty spaces as long as it is aligned with the other Ranks.
  • If two effects happen simultaneously and the order matters, the effects controlled by the player whose turn it is happen first. Players who have multiple simultaneous effects choose what order they happen in. For example regarding rules that take place at the start of the Magic Phase: If a choice is involved, like abilities that are chosen to activate, the player whose turn it is must choose whether or not his will be activated before the other player chooses if his own will.
  • Models are grouped into Height based on what type of model they are. Small is Infantry, War Beasts, Swarms, and War Machines. Medium is Cavalry, Monstrous Infantry, Monstrous Cavalry, and Chariots. Large models are specifically designated as Large Target in their rules.
  • Line of Sight is anything in a model's front arc not behind Obscuring Terrain or a model that is larger than both target and the observing model. For example a Small model can see a Large model even if there is a Medium model between them, but a Small model cannot see another Small model if a Medium or Large model is between them. Models in the same Unit do not block each other, regardless of their sizes.
  • Model size factors into providing Cover. See chart below.
  • Models can move within 1/2 inch of anything, but must still try to end their turn at least more than 1 inch from all other models not in Close Combat with them and all Impassible Terrain. In circumstances where there is no option or a rule allows it then models may come within a shorter distance to friendly Units or terrain, but base contact between enemies can only occur if a Charge put them into Close Combat.
  • Models with 0 Toughness take a Wound on a 2+.
  • When multiple Leadership values are available for the same Unit, players may choose which to use on a test-by-test basis.
  • Number modifiers are applied in the following order: First, borrowed modifiers such as Inspiring Presence or modifiers set to a certain value as a result of something such as a failed Fear Test. Second, multiplications such as halved or doubled stats, fractions always rounded up unless otherwise indicated. Finally, addition or subtraction such as gaining a +1 or -3.
  • Optional rules exist for a game type where magic items and upgrades are kept secret until used and revealed.
  • Rules for generic battlefields and deployment positions are determined by dice rolls if desired. One of these is Flank Attack, where one player has a longer deployment zone on the sides while the other player has a longer deployment zone in the middle.
  • Rules for secondary objectives which award additional Victory Points. These are Hold the Ground (control the middle of the battlefield), Breakthrough (control the other side of the board), and Secure Target (each player marks a point on the board, and both players try to control both points).
  • Players decide at the start of the battle which one of them chooses which deployment zone they begin the game in. The other player is the one who actually deploys first. Players take turns deploying at least one Unit (but as many as they want on that same turn) until all of their models (barring those with special deployment rules such as Ambushing) have been placed. All War Machines and all solo Characters are deployed at once as if a single Unit. The player who finishes deploying first decides if he wants to go first or second, and both players roll a D6 with the player who finished first adding the number of his opponent's then-undeployed Units to his roll. The player with the higher result goes first if the player who finished deploying first wanted to, or second if he wanted to go second. If a tie, the player who took longer to deploy chooses who goes first and second.
  • Stand And Shoot can be used as a Charge Reaction even if the Charging Unit is outside their maximum range.
  • Units Charge at the lowest Movement score in that Unit.
  • If a Unit redirects a Charge at a second Unit due to the first one fleeing and the second Unit also flees, it may then choose to continue Charging either of the two Units but must choose which before rolling to do so.
  • If a Unit Charges, it turns the orientation where the maximum number of models in that Unit were in that arc. For example, if an enemy Unit is Charging from the flank of your Unit but most of their models are in your Units Front Arc rather than the side they were Charging from, they orient themselves to fight face to face rather than attacking from the flank.
  • When a Charge is successful, the Unit that is Charging moves into parallel base contact. If this is impossible due to Terrain or other Units, the Unit which is Charged moves to make this possible with the Charger moving the most and the Chargee moving the least possible. If the Chargee is already in Close Combat from a previous turn then it cannot move and the Charge fails. If multiple Chargers engage the same Chargee on the same turn, Units are pivoted so the most models are in base contact with the Chargee moving the least.
  • Units that Charge a Fleeing Unit may make a post-combat pivot if they pass a Leadership Test.
  • Units that destroy an enemy Unit may make a Post-Combat Pivot or Reform. A Post-Combat Pivot is a new Maneuver allowing the Unit to turn any direction so long as the center of the Unit remains in the same place. In addition, and models with the Front Rank rule may be reorganized so long as they remain in a legal position. If a Post-Combat Reform is done, models cannot Score by claiming Secondary Objectives this turn or Charge on this turn or the next.
  • Enemy Units not currently in Close Combat cannot block a Charge to a different Unit by causing a situation where the Units cannot come into base contact with each other. Models are moved until the two Units are in base contact, with the Chargee and blocking Unit moving as little as possible. The exception is if Line of Sight is blocked to the would-be Chargee due to model size of the Unit between them.
  • Units that have been reduced to >25% of their size since the battle began must make a Leadership test at a 50% penalty, rounded up, or Flee.
  • A Unit that flees through an enemy Unit or Dangerous Terrain must take a Dangerous Terrain (3) test.
  • Units can move backwards or strafe at half their Movement.
  • Models may Pivot by being turned in any direction so long as the center of the Unit remains in the same place.
  • When wheeling during Movement, no model can move/March further than its possible total allowed distance (so if a Unit Wheels around terrain and as a whole the Unit only moves its allowed 8 inches except for one model at the end which due to the angles technically would be moving 10 inches, then that move is illegal and cannot be made). If a Swift Reform is involved, distance is measured after said reform.
  • To Hit modifiers are added/subtracted from Ballistic Skill when shooting.
  • Unless a rule (such as Breaking From Combat or Combat Reforms) otherwise states, models in Close Combat may not move.
  • Models who move after becoming un-engaged in Close Combat (such as through Magical Moves) lose their bonus post-Combat Maneuver.
  • After Fleeing and Pursuing Units roll for distance moved, the Fleeing models are physically moved then the Pursuing models separately.
  • Rank and File Models in base contact with something in an enemy Unit that is not a Rank and File model can still target Rank and File models in the enemy Unit instead. If there is more than one type of Rank and File model in the enemy Unit, the type that outnumbers the others is your alternative target. If there is an equal number of them, the attacking player may choose which is being attacked.
  • A maximum of +3 Overkill value is counted in Challenges.
  • If Flanking an enemy Unit with a Unit of your own which has at least one full Rank, gain a bonus of +2 to Combat Resolution rather than just +1 from Flanking otherwise.
  • If attacking an enemy Unit with a Unit of your own from the Rear which has at least one full Rank, gain a bonus of +3 to Combat Resolution rather than just +2 from Rear attacking otherwise.
  • Steadfast causes Leadership modifier difference in Combat Score to be ignored. Units cannot gain Steadfast against Units engaged from the Flank or Rear.
  • When a Unit Flees while in Combat with multiple enemy Units with an equal number of Ranks that are not Fleeing, the player who is being fled from chooses which Unit the enemy Flees from. The Fleeing Unit Pivots to face directly away and moves 2d6 distance.
  • When a Unit Flees and other Units Pursue, both roll 2d6. If a Pursuit Unit rolls equal or higher, the Fleeing Unit is instantly destroyed.
  • If both players are making Combat Reforms, the player who's turn it is chooses who goes first. When making a Combat Reform, the amount of models in base contact with the enemy must remain the same. Characters in bade contact must also remain in base contact, although nothing must remain in contact with the same models as they were before.
  • Every Attack that is not made in Close Combat is a Ranged Attack.
  • Special Attacks can be made in Close Combat, Movement, or Shooting Phases. Unless otherwise indicated they are never affected by a modifier from Weapons or special rules.
  • All attacks that target whole Units only hit Rank and File models unless otherwise indicated. If a Defending Unit is made of mixed models which don't share the same characteristic values or special rules, the models which outnumber the others count as the stats for every model in the entire Unit. In the case of a tie, the Attacker chooses.
  • When removing casualties, the priority goes towards first having the most Units still in base contact, then the most models.
  • When the game ends, half the points value of each Fleeing Unit is added to the opposing player's Victory Points (rounding up). For every Unit reduced to 25% of its starting Wounds or less (Characters are not counted for this), half of the points value of each Unit is added to the opposing player's Victory Points (rounding up). Every Standard Bearer killed or broken gives +50 Victory Points. Players gain Victory Points for completing any Secondary Objectives used, although Secondary Objectives can only be completed by Units with a Standard Bearer (not the Battle Standard Bearer), do not have any models with the Light Troops rule, are not Fleeing, did not Ambush on turn four or later, and has not performed a Post-Combat Reform in that phase.
  • Alternative rules for determining the game winner (seen below).
File:9th Victory Points.jpeg


Magic Changes

Click "Expand" so see the summary of magic changes
  • Spells are grouped into Paths (Lores by another name) and each Path has six spells. Wizards roll a dice for each Wizard Level they have (some Wizards can take additional spells beyond their level), and knows a spell of the dice result. No numbered spell in your army can be known more than once. Signature spells, marked with a 0, can be learned by any and all of your Wizards by using one of their spell slots. If you roll a duplicate spell for any Wizard, you may instead specifically choose a spell that has not yet been taken. If all spells are already selected for that Path, only Signature spells may be taken with additional spell slots being lost.
  • Wizards who are Level 1 or 2 are called "Apprentice Wizards" and add +1 to both Casting and Dispel rolls. Level 3 and 4 are Wizard Masters, who add +2 to Casting and Dispel rolls. All total casting or Dispel modifiers cannot exceed +3 unless a rule otherwise indicates or the spell is cast with Overwhelming Power.
  • Augments only target friendly Units. Auras are spells that affect all models the spell specifies within a radius. Damage spells can only be cast on enemies not currently in Close Combat. Direct spells can only be used in the caster's Front Arc. Focused spells only affect individual models or Model Parts. Hexes only target enemy Units. Ground spells use templates. Permanent spells remain until the end of the game unless the spell indicates otherwise.
  • Spells that use a line to figure out who is affected apply to all enemies under the line, and the line counts as a template.
  • Vortex spells begin at the caster and move a D6 roll multiplied by the spell range value towards the chosen target location. Once the spell reaches the chosen destination it is removed from play and the spell ends.
  • If a spell is cast on a Unit which then breaks into smaller Units, the spell continues affecting all models part of the original Unit when the spell was cast. Models that later join an affected Unit are not affected by the spell. If any model affected by the same spell Dispels it, all affected models have the spell Dispelled. If the original caster of the spell dies, the spell is removed as if it had been automatically dispelled in the next Dispel Phase.
  • Winds of Magic is now "Magic Flux".
  • No player may ever use more than 12 Magic Dice in the same turn. No player may ever gain more than 2 Magic Dice per turn outside of Magic Flux. No player may use more than 5 dice to cast any spell.
  • To Channel Power Dice, roll D6 and add 1 for every non-Fleeing model with the Channel special rule. If the result is seven or more, add one extra Power Dice.
  • Both players can attempt to Dispel Remains In Play spells during either player's Magic Phase, with the player who's turn it is currently not having the first chance. Remains In Play spells have to have been in play since the preceding Magic Phase before they can be dispelled. The Wizard who cast a spell can instantly Dispel it, while opposing players must use a Dispel roll. Dispel rolls are made using the same dice pool used to cast spells.
  • Spells that affect Attributes must have which ones selected declared before casting.
  • Wizards affected by Lost Focus cannot add bonus modifiers to their magic. They still suffer negative effects and modifiers.
  • Spells automatically fail on a casting roll using a single power dice that results in a result of 1 or 2.
  • Any magic roll with two or more natural 6 rolls is an Overwhelming Power result, which adds the total number of dice used to cast the spell and a D3 result to the result.
  • No Miscast occurs if the enemy Dispels a spell during the casting.
  • Miscasts are resolved by rolling 2D6 and consulting a table. All hits caused by a Miscast are Magic Attacks resolved at a Strength equal the total power dice used to cast the spell +2 with Armor Piercing (1). The Wizard who cast the spell cannot make saves of any kind against the damage, and the player's Dice Pool has a number of dice equal to the amount used to cast the spell removed.
  • Dimensional Cascade on the Miscast Table is now Breach In The Veil, which has a 50% chance to kill the Wizard if four Power Dice were used in the spell, and instantly does if five Power Dice were used.
  • Calamitous Detonation is now Catastrophic Detonation.
  • Detonation is now Witch Fire, which deals one hit per Magic Dice used in the spell against the entire Unit, with no more than one (but not necessarily any) hitting the Wizard.
  • Magical Feedback is now Sorcerous Backlash.
  • Power Drain is now Amnesia, which reduces the Wizard Level by 2 instead of D3.
  • Bound Spells cannot receive a modifier from Overwhelming Power.
  • Bound Spells cannot suffer a Miscast. Magic Dice equal to those used in the spell are removed from the controlling player's Dice Pool instead, and if four or more were used that Bound Spell is lost for the rest of the game. Dispel attempts against the use of a Bound Spell have +1 to the Dispel roll of the other player, exceeding the normal modifier limit.
  • Captured Standards are not resurrected by spells or abilities.

Model Types, Abilities/Troop Type Rules, Special Rules, And Weapons

Click "Expand" so see the complete list of changes to model types, troops, and weapons.
.

Model Types

  • Chariots have the Monstrous Ranks troop type rule.
  • Monsters have Monster Ranks troop type rule. They have the Large Target, and Terror special rules.
  • Ridden Monsters have Monster Ranks troop type rule. They have the Large Target, and Terror special rules.
  • War Machines have the Reload! special rule.
  • Any model that can ride something becomes the troop type of the mount. They get a Combined Profile. For example War Beasts become Cavalry, Monstrous Beasts become Monstrous Cavalry, and Monsters become Ridden Monsters.
  • Chariots consist of Mount parts, Crew parts, and Hull parts.
  • When not attacking or shooting, mulipart models use one set of Characteristics. Movement is the Mount, Weapon Skill and Leadership is the highest among the Crew/Rider, Toughness is the highest Toughness available in any part, Wounds are the sum of all parts (remove entire the model as a casualty at 0), Armor Save/Ward Save/Regeneration are the highest available in any part (Barding and Mount Protection increase that value only if a Crew/Rider value is used. For example if the Rider has 5+ Armor and the Mount has 3+, then adding Barding does nothing).
  • Attacks against Ridden Monsters are always against the Monster. Monster models always use their Movement, Weapon Skill, Toughness, Wounds (at 0 the entire model is removed), and Armor Save/Ward Save/Regeneration (unless otherwise noted). Ridden Monsters use the Leadership that is the highest available in any part.
  • War Machines automatically fail all Characteristic Tests other than Leadership. They cannot Pursue. War Machines and anything in Close Combat with them cannot make Combat Reforms. War Machine facing is ignored, and Charging Unit in base contact with the War Machine does not need to make base contact with Crew.
  • Catapults: Templates scatter D6 multiplied by two (not 2D6, D6x2) from chosen location to determine final position. A roll of natural 6 on the scatter is a misfire that is discarded. Catapults sometimes have numbers in brackets, which only affect a single model in the exact center of the template.
  • Flame Thrower: Place a 3” Template with its Centre within Line of Sight and Range. Then move the Template D6” straight away from the Flame Thrower (centre of the model to the centre of the Template). If a '6' was rolled for the distance, the Flame Thrower has misfired: the shot is discarded, and the Flame Thrower must roll on the Misfire Table with a ‐1 modifier. Otherwise, all models touched by the Template during this D6” movement are hit, using the Strength and special rules given by the Weapon's profile. Any unit that could potentially be hit by the Template (i.e. is under the Template's initial position and 5 ” forward) is considered a potential target for the attack (and thus may not be a friendly unit or be Engaged in Combat).
  • Bolt Thrower: Determine the maximum number of possible hits by measuring in which of the Target's arcs the Bolt Thrower is. If it is in the Front or Rear arc, the maximum number of hits is equal to the number of ranks in the target unit. If the Bolt Thrower is in either flank arc, the maximum number of hits is equal to the number of files in the target unit. If the Bolt Thrower hits its target, roll to wound and roll for saves as normal. If a model is removed as a casualty, the bolt penetrates the rank (or file) and causes another hit on the target with a ­1 Strength modifier. Keep adding hits as long as a model is removed as casualty and each time add another ­1 Strength modifier (to a minimum of 1). No more hits than the “maximum number of hits” can be made (i.e. initial number of ranks or files).
  • Choose a target unit as normal, and choose a point within Line of Sight on the base of a model in the target unit. Roll to hit as normal. Ignore any to­hit modifiers from Hard and Soft Cover, and add +1 to hit if the model under the chosen target point has the Large Target special rule. A failed to­hit roll of a Cannon can never be rerolled. If a natural '1' is rolled to hit, the Cannon has misfired: the shot is discarded and the Cannon must roll on the Misfire Table. If a successful hit is scored, draw a Line Template from the chosen point in a direction directly away from the Cannon (from the centre of the model), a number of inches as given in the bracket (X"). This line immediately stops if it touches Impassable Terrain or Walls.

The model under the cannonball's initial landing point suffers a hit with the Strength and special rules given in the Cannon's profile, while the next models under the Line Template may suffer a hit with the same rules, except that the Strength is halved. If a model survives the hit, the cannonball stops and no more models are hit. The second and third hits are at half the base Strength.

  • Volley Gun: Volley Guns follow the normal rules for shooting with the following exceptions: all Volley Guns have the Multiple Shots special rule, from which they never suffer to­hit penalties. If the number of shots is a predetermined number (such as Multiple Shots (6)), the Volley Gun cannot misfire. However, if the number of shots is randomized (such as Multiple Shots (2D6)), the Volley Gun can misfire. If one natural '6 ' (after rerolls) is rolled when rolling for the number of shots, the Volley Gun has a ­1 to hit modifier for this attack. If you roll two or more unmodified '6 ' (after rerolls) when rolling for the number of shots, the Volley Gun misfired: all shots are discarded and the Volley Gun must roll on the Misfire Table.
  • All artillery shares a single Misfire table.
  • If a Character Charges out of a Unit and the enemy declares Stand and Shoot, it takes ALL of the shooting.
  • Make Way: Step 3 of the Round of Combat sequence, any Characters in the Front Rank who are not in base contact with enemy models can be moved to the Front Rank as long as they do not displace another Characters and are not on an mismatching base size.
  • Choice of General MUST be indicated in the Army List.
  • Models do not have to use Inspiring Presence for their own Leadership if the player does not want them to.
  • Models do not have to use Hold Your Ground if the player does not want them to.
  • When Battle Standard Bearers break from Combat, the Battle Standard is lost with the Magic Standard and Hold Your Ground rule, and model loses all effects as if the Standard was captured.
  • Models that refuse a Challenge have their Leadership changed to 0 and the effect of Stubborn is lost by it and its Unit until Combat ends or the Character accepts/issues a Challenge, they cannot make any more Close Combat Attacks, and if a Battle Standard Bearer the Hold Your Ground rule is lost and the +1 Combat Resolution bonus is lost until the end of the Combat Round. During a Challenge models count as having Base Contact with each other, although they do not have to physically be moved to make it so. After a model dies in a Challenge all remaining Attacks may be directed towards it for an Overkill bonus.
  • If a Unit causes a Break Test in an enemy Unit and wins the tie by having a Musician, the losing Unit loses its Leadership Modifier for the Break Test and Combat Reform Tests.
  • When a Standard is Captured, the model is replaced with a Rank and File model. Some Standard Bearers can be upgraded to Veteran Standard Bearers, who can carry a Magic Standard up to 25 points in value. Veteran Standard Bearers have the One Of A Kind rule.
  • All Unit Champions gain +1 Attack, +1 Weapon Skill, and +1 Ballistic Skill. When a Unit with a Champion rolls for a Charge, it will go at least a minimum of 4 inches regardless of any lower roll if that would make the Charge successful. If the Charge is still a failure, use the die results.
File:9th Misfire.png

Abilities And Troop Type Rules

  • Monster Ranks: Unit only needs one model wide to be a full Rank.
  • Mount's Protection: Models use the best available defense, once. If the Mount has a 6+, the rider has +1 Armor. If the Mount's Protection is 5+ the rider gains +2 Armor.
  • Innate Defense: Models use the best available defense, once. If the model has 6+, it gets +1 Armor; as the defense number goes lower, the Armor increases by the same amount.
  • All Characters and Command models have the Front Rank rule. If the Front Rank is full, models go into the next available Rank that does not have Front Rank models already. Front Rank models must remain in the front even through reorganization. When Front Rank models are killed, they are replaced with models from the other Ranks with others with the Front Rank rule having priority. If multiple models qualify to move up a Rank, the controlling player decides which do.
  • Characters may be a Unit of 1. When a Character joins a Unit, they will always be in the Front Rank although where in the Front Rank is up to the controlling player. They can displace models with the Front Rank rule to make that happen. If their Move wasn't far enough to reach the Front Rank but could still reach the Unit, they take the Front Rank that requires the least amount of extra distance. If a Character joins a Unit with only a single Rank they can displace a model to the second Rank or join the front rank. Characters hit by templates in a Unit with more than 5 Rank and File models of the same type have one of the Rank and File models take the effects instead.
  • Terror and spells both cause Units that fail Panic Tests to turn around and Flee in the exact opposite direction away from the source.
  • Special Attacks do not benefit from weapons unless otherwise indicated, and do not benefit from other Special Rules that modify Close Combat or Shooting including those that provide Characteristics increases. All other effects affect the attack (for example, a Great Weapon or Thunderous Charge will not benefit a Stomp attack but a Potion of Strength will).

Special Rules

Weapons

  • Parry: Close Combat To Hit rolls from the front better than 4+ (before modifiers are applied) cannot score successful hits.
  • Flail: +2 Strength, To Hit rolls against models equipped with Flails have a +1 bonus.
  • Great Weapon: Strike at Initiative 0.
  • Paired Weapons: Strike at +1 bonus Initiative.
  • Lance: War Beast and Monstrous Beast models can use Lances.
  • Light Lance: Only grants +1 Strength, War Beast and Monstrous Beast models can use Light Lances.
  • Spear: Armor Piercing (1), has Lethal Strike against Cavalry, Monstrous Cavalry, and Chariots if engaged in the front. Cannot be used by Mounted models.
  • Shortbow: Volley Fire.
  • Bow: Volley Fire.
  • Longbow: Volley Fire.
  • Crossbow: Unwieldy.
  • Handgun: Unwieldy.
  • Throwing Weapons: 12 inch range, has the same Strength as the user, Quick To Fire, Multiple Shots (2).

Terrain

Click "Expand" so see the complete list of changes to terrain rules.
  • When models fail a Charge through Dangerous Terrain, they do not have to make a Dangerous Terrain Test. Ordinary models make a d6 roll for Dangerous Terrain, Monstrous models roll 2d6, and Chariots, Monsters, and Ridden Monsters all roll 4d6. Some Dangerous terrain has a number, such as Dangerous Terrain (4). This indicates what number the dice have to be higher than to avoid taking Wounds in failed Dangerous Terrain Tests.
  • Models always ignore the terrain they are inside of when determining Cover.
  • Hills: Obscuring Terrain, a Unit partially on a Hill has Soft Cover while being completely off of a Hill provides Hard Cover, models with more than half of their base on a Hill have Large Height for Line of Sight and Cover.
  • Water: A Rank of models that is at least partially in a Water feature does not count as being a full Rank. If more than half of the Unit is in a Water feature, the Unit counts as having no full Ranks. A Unit with Strider or Strider (Water) ignores the rules for Water.
  • Walls: A model can only defend a Wall if it is in aligned and in base contact with it.
  • Buildings: Models can enter Buildings by getting into Base Contact by the end of the Remaining Moves sub-phase. No model in the Unit can move more than three times its Movement from start position to the building itself while the Unit enters. Models inside Buildings gain the Flammable rule. No more than 15 models, unless they are Monstrous in which no more than 5, may Shoot from inside a building. Units fighting Combat inside Buildings count as having no Ranks for Combat Resolution or Steadfast, and both Standards and Battle Standards only count if the model carrying them was part of the group involved in the Combat. If the Combat is a draw or the attacker won and the attacker is not engaged with any Units outside the building, the attacker may perform a Post-Combat Pivot instead of continuing to attack the building occupants as long as it ends within 1 inch of the Building. If the attacker destroyed the defenders inside or they failed a Break Test and it is not engaged with any Units outside the building, the attacker may either perform a Post-Combat Pivot within 1 inch of the Building; if an enemy not inside the Building that it was engaged with Broke it may pursue them instead of continuing to attack the occupants of the Building. If an attacking Unit fails their Break Test, the building occupants cannot pursue and the attacking Unit while it and any Units it is engaged with are moved 1 inch away from the Building and all Combat participants count as being no longer engaged.

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.

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.

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.

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Dwarven Holds (Dwarfs)

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

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Empire Of Sonnstahl (The Empire)

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

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 Beastmen.

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.

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

Equipment

Mundane

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

Heroes

Mounts

Core

Special

Rare

Kingdom Of Equitaine (Bretonnia)

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

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.

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.

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Saurian Ancients (Lizardmen)

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

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.

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

The Vermin Swarm (Skaven)

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

Magic

Army Rules

Equipment

Mundane

Magic Items

Lords

Heroes

Mounts

Core

Special

Rare

Undying Dynasties (Tomb Kings)

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

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.

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 Dilles 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)
    • 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 (Thunderous Charge, 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.

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.

Undying Dynasties (Tomb Kings)

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

The following 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.

Gallery