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Détails | Nom: | Warhammer Armies Project |
Logo: |  |
Fabricant: | Warhammer Armies Project (Page d'accueil) |
Site Web: | http://warhammerarmiesproject.blogspot.com/ |
Catégorie: | Jeu de masse, Mediéval Fantastique |
Description: | WAP, la 9e édition non officielle de Warhammer Fantasy Battles écrite par Mathias “m4cr1ii3n” Eliasson avec l'aide de sa communauté. Livre de Règles, aides de jeu en tout genre et les fameux Livres d'Armées sont disponibles en sur son site. |
Poularité: | Ce jeu est joué par <1% des utilisateurs T³. Ce jeu est le jeu préféré de <1% des utilisateurs T³. Les utilisateurs T³ peuvent aligner un total 307050 points de ce jeu. |
Évaluation (1-5): |
Estimation moyenne:
Ton estimation:
Estimation moyenne de 4.8 d'après 18 voix.
Indication: Tu dois être inscrit et connecté afin de pouvoir noter un jeu
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Factions |
Voici la liste de toutes les Armées/Factions pour ce jeu et leur répartition:
Nom |
RJ |
RA |
TNb |
TFr |
TVi |
Albion | 7% | 1% | 0 | 0 | 0 |
Amazones | 7% | 1% | 0 | 0 | 0 |
Arabie | 0% | 0% | 0 | 0 | 0 |
Bretonnie | 13% | 3% | 1 | 0 | 0 |
Cathay | 0% | 0% | 0 | 0 | 0 |
Comtes Vampires | 27% | 6% | 0 | 0 | 0 |
Démons du Chaos | 20% | 4% | 0 | 0 | 0 |
Elfes Noirs | 20% | 4% | 0 | 0 | 0 |
Elfes Sylvains | 20% | 4% | 2 | 0 | 2 |
Estalie | 0% | 0% | 0 | 0 | 0 |
Guerriers du Chaos | 33% | 7% | 0 | 0 | 0 |
Halflings | 0% | 0% | 0 | 0 | 0 |
Hauts Elfes | 33% | 7% | 0 | 0 | 0 |
Hobgobelins | 0% | 0% | 0 | 0 | 0 |
Hommes-Bêtes | 27% | 6% | 0 | 0 | 0 |
Hommes-Lézards | 13% | 3% | 0 | 0 | 0 |
Kislev | 7% | 1% | 1 | 0 | 0 |
L'Empire | 27% | 6% | 1 | 0 | 0 |
Mercenaires | 20% | 4% | 0 | 0 | 0 |
Nains | 47% | 10% | 0 | 0 | 0 |
Nains du Chaos | 13% | 3% | 0 | 0 | 0 |
Nippon | 7% | 1% | 0 | 0 | 0 |
Norses | 7% | 1% | 0 | 0 | 0 |
Orques & Gobelins | 33% | 7% | 0 | 0 | 0 |
Pirates de Sartosa | 7% | 1% | 0 | 0 | 0 |
Rois des Tombes | 13% | 3% | 0 | 0 | 0 |
Royaumes d'Inja | 0% | 0% | 0 | 0 | 0 |
Royaumes Ogres | 20% | 4% | 0 | 0 | 0 |
Skavens | 33% | 7% | 0 | 0 | 0 |
Légende:
- RJ: % de joueurs jouant cette armée.
- RA: Représentativité de cette armée
- TNb: Nombre de fois où cette armée a été jouée en tournoi.
- TFr: Force de cette armée en tournoi. L'armée la plus performante a une note de 100 (Voir Statistiques des armées). Une valeur de 0 indique qu'il n'y a pas assez de données pour calculer une note représentative.
- TVi: Nombre de fois où cette armée a gagné un tournoi.
- Si une autre armée est indiquée entre parenthèses, cela signifie que l'armée en question est une variante de l'armée entre parenthèses.
Les données sont calculées sur 15 joueurs avec 68 Armées. Les données se basent sur 5 classements. Tu ne pourras saisir tes armées jouées que si tu es inscrit et connecté au site.
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News actuelles |
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11/09/25 21:39 Warhammer - Hobgoblins 1.2 out now!
Not a huge update in terms of content, but it does contain three major changes. Firstly, Hobgoblins can now pull a "Hiiyaaarrghh!" similar to a WAAAGH!, which boosts their charge distance for one turn.Secondly is the addition of Cunning Retreat for their fast cavalry, which allows them to flee from incoming missile fire, thus increasing their resilience against enemy shooting at the cost of movement. This should have a pretty large effect on how they play on the table - hopefully for the better!Lastly, their magic system now follows that of other Greenskins with the Lore of da Hiiyaaarrghh! (Little Waaaagh!) replacing their old spell lores, as mentioned in Tribes and Tribulations from WFRP. The Lore of da Little Waaagh! is also a good fit for them since it has a lot of "sneaky" spells fitting their playstyle, and this makes them on par with common Goblins magic-wise. I chose not to include the Lore of da Big Waaagh! as it's too geared towards brute strength and Orcs, whereas Hobgoblins are a Goblin sub-type. Hope you enjoy the update, and many thanks to my Patreons for your support as always! Next up will be Ind, which will be a bit of a larger update, adding a lot of new magic items and tweaking some existing parts of the army list. That one should be out in around 2-3 weeks. Patch Notes:New Army Special Rule: Hiiyaaarrghh!: If a model with this special rule is your Army General, then once per game he may call a Hiiyaaarrghh! The Hiiyaaarrghh! may only be called if the model first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Hiiyaaarrghh! is called, every friendly Hobgoblin unit within 12" add +D3" to their charge move this turn. The Army General himself, and any unit he joins, adds +D6 to their charge move instead. In addition, every friendly unit within 12" of the Army General add their rank bonus to the result rolled on the Treacherous Gits table.New Army Special Rule: Cunning Retreat: When an enemy unit declares to fire at a unit with this special rule in their Shooting phase, it may choose to make a Feigned Flight move directly away from the enemy unit shooting at it. Once the unit has completed its move, the enemy unit may continue with its shooting as declared (provided they are still in range).Added Lore of da Hiiyaaarrghh (Little Waaagh!)Shamans cannot use Winds of Magic.Laughing Skull Banner has 12" range.Removed Dey Ain't Righ' in da 'Ead.Dire Wolves are S4, have Mighty Blow (1). May take barding.Increased cost of shortbows and bows for Wolf Raiders and Kheshig. Hobhounds are Unit Size 10+. Increased the cost of handlers.Kheshig have S4 instead of Mighty Blow, cost 17 pts.Wolf Chariots have W4, costs 60 pts. Does not have shortbows by default. May take scythes. May be upgraded to a standard bearer.You may take 1-2 Bolt Throwas as a single Special choice.Dire Wolf Riders cost 48 pts.War Wagon does not have AP(1) or shortbows by default, cost 85 pts.Giants have Natural Armour (6+), costs 180 pts.Ghazak Khan has a bow.Summon Dread Maw is a Bound Spell, Power Level 5. ...plus |
06/09/25 12:50 Warhammer - Estalia 1.21 out now!
Decided to make a few more changes to the existing units based on feedback. The Caballeros have back in core in the form of Hidalgos, essentially low ranking noblemen and aspiring knights. They have lower WS and Ld, and cannot take heavy armour or heavy lances.I've also removed the Black Watchmen from the rare section, as people did not find them worth taking - and they were a bit overtuned compared to other human armies anyway. Instead, their heavy armour has been given as an option to the Royal Guard, which are now Stubborn - thus acting more like a typical guard unit.Lastly, the Royal Guard have lost access to their handguns, but instead you have a new unit of Musketeer - BS4 troops with extra long range. This way you are not forced into paying for extra WS, Ld and medium armour for a unit that is only meant to engage from a distance, which makes them much less of an investment. Patch Notes:Tactical Supremacy allows units to make a swift reform, not a full reform.Renamed Spear of Myrmidia to Spear of Righteousness and Shield of Myrmidia to Shield of Honor (their canon names from Up in Arms).Mace of Sacrifice: At the end of each close combat phase of which the wielder takes part, roll a D6; on a 6 the wielder suffers a wound which cannot be saved by any means.Shield of Honor applies in all turns, cost 45 pts.Coronet of the Conqueror gives Inspiring Presence (6) instead of +1 Ld.Sword of Talabaro costs 20 pts.Scintillating Shield costs 30 pts.Amulet of Dawn costs 50 pts.Staff of Arcane Draining: for each natural 6 rolled when channelling Dispel Dice with the bearer, you may remove one Power Dice from the enemy’s Power Pool.Blessed Grenade of Aquilia works like a missile weapon. Place the small round template with its centre anywhere within range. If the attacks hits, resolve the damage as normal. If the attack misses, the template scatters D6".Banner of Santiago costs 20 pts.Maestro may take throwing weapons.New Core Unit: Hidalgos (medium cavalry)Royal Guard have polearms by default, cannot take handguns. Can take heavy armour and great weapon. Have Stubborn instead of Immunity (Panic).Sisters of Fury cannot take polearms.Fixed bug with incorrect WS and Ld for Knights. Knights have heavy armour by default, cannot take pistols. Cost 15 pts.Conquistadors cost 19 pts.New Special Unit: Musketeers (missile infantry)Grenadiers can take blunderbusses.Mountain Bandits have Ld6, cost 8 pts.Removed Black Watchmen.Knights of the Inner Circle: If Juan Federico is in your army, you may upgrade one unit of Knights of the Righteous Spear to be Inner Circle for +2 points per model. These models gain +1 Strength and +1 Initiative. ...plus |
31/08/25 15:32 Warhammer - Estalia 1.2 out now!
Apologies for the long wait; family life and a nasty cold that I'm still recovering from got in the way, hence the delay. This is not a huge update, but it does change a few things around. The most immediate is that of the Inquisitors, which have been removed - they were just too similar to the Priests of Myrmidia in function and lore, and their Powers did not really have any logical in-game explanation either, being just a 40k import. However, their powers have for the most part been turned into magic items unique to the Priests, and the Priests do not come with equipment by default, allowing you to tailor them into your classical Inquisitor-type if you so wish (which is also more in line with the lore). There's also a new High Priest of Myrmidia option mirroring that of the Empire. Overall, the book has less emphasis on the Inquisition than before, and is more in line with how the Swords of the South book describes Estalia.As for other larger changes, I've included a new core unit of Diestros - this is essentially the same as the Duellist unit from Dogs of War, and was part of an earlier version of the army list - it just did not feel quite right for Estalia to be missing a similar unit considering how dueling focused they are in the lore. The old Diestro has been upgraded to a "Maestro" as a result. This has meant the removal of the Marines as a unit - they were too similar to Diestros in terms of equipment, and always felt a bit out of place in the army anyway. Their Ambushers special rule is now an upgrade for the Almogavars instead, meaning you are not really missing out of anything of value.Other than that, you have your usual collection of reworked and new magic items as well as a bunch of minor balance changes to the existing units. Hope you enjoy the update, and a huge thanks to my Patreons for your support as always!Patch notes:Countermarch Fire: Models with this rule in the front rank of a unit ignore the Ponderous special rule if they have another friendly model with the same special rule in base contact behind them.Units of Crossbowmen or Arquebusiers within 3" of a unit of Tercios may lend them support fire if the Tercio is charged by passing a Leadership test (which may be re-rolled with a Leader).Tactical Supremacy no longer affects Rally tests, but works when using Support Fire. If the unit is charged during the Movement phase and chooses Hold as a charge reaction, it can attempt to change formation immediately before your opponent has moved any of their charging units, as long as it is not already engaged in close combat. To do so, the unit must take pass Leadership test – if successful, the unit can immediately make a reform as described in the Warhammer Rulebook.Removed Inquisitorial Powers. Most of these have been remade into magic items.Added dozens of new magic items.Removed Inquisitors.Magus renamed to Mago/Grand Mago. Grand Magus may ride a Pegasus. Can use any Winds of Magic. Removed Restricted Practise.New Lord: High Priest of MyrmidiaPriests of Myrmidia costs 90 pts. Does not have equipment by default. Have Magic Resistance (1), no Divine Power. Skill of Combat gives +1 To Hit. May take light lance and heavy armour. May not take Altar of Myrmidia.Diestro renamed to Maestro.Griffons have the same upgrades as the Empire and High Elves.Aurochs have Strength 4. Holy Fervour: All friendly Human units benefit from the rider's Blessing of Myrmidia special rule whilst within 6" of a War Altar of Myrmidia.Pikemen are Unit Size 15+. May take bucklers.Rodeleros are Unit Size 15+.Additional hand weapons and shields for Rodeleros cost 0.5 pts.Caballeros renamed to Knights, are a Special Unit. May take barding. Knights of the Blazing Sun and Righteous Spear are upgrades. They cannot be upgraded to Inner Circle by default.Spears and light armour for Almogavars cost 0.5 pts. May be upgraded to Ambushers.New Core Unit: DiestrosRemoved Marines.War Dogs are Unit Size 10+. Cost 6 pts.Caracole: Models with this special rule ignore the Ponderous special rule, and may fire their missile weapons to their flanks (in up to two files to either side) as well as their front. Grenades causes D6 Hits regardless of target.Sisters of Fury are Unit Size 15+.Mountain Bandits cost 9 pts.Mercenary Ogres have Natural Armour (6+). Cost 30 pts. Can take great weapons or polearms. Medium armour costs 6 pts.Falconets have a range of 12-48". Have 2 Crew by default. Costs 60 pts. May take extra crew.Removed Ricardo Lupe. His magic items have been moved to the regular pool of items.Alonso Diaz de Mirajo renamed to Diego Montoya. Does not have armour or Beloved Captain. Has WS6, I6. Costs 130 pts.Avenger: At the start of the game, choose one enemy character. Against this model, Diego Montoya has the Hatred special rule. In addition, the target must re-roll all successful To Wound rolls against him.Don Lomente costs 100 pts. Removed the Insane rule.Tilting at Windmills: Don Lomente may never be the Army General. If he has Line of Sight to a Monster or building, he must always move directly towards the nearest one whenever possible (charging if possible, even if the building is empty or garrisoned by a friendly unit). If he moves into contact with an empty or friendly building, he may move normally in his next turn. Maria de Salvo has T4, costs 150 pts. ...plus |
30/07/25 22:21 Warhammer - The Empire 1.7 out now!
This update is essentially a double-feature since what was intended to just be an update for Cult of Ulric ended being one for the Empire as well. In short - the two have been merged into a single army list. The reason for this is because there was so much overlap between them that they are better off just being a set of "side-rules" rather than a stand-alone list. This means that both the Empire and the Cult of Ulric now have a bigger amount of options available to them compared to the old version.The Cult of Ulric now works in that you can choose your army to be a Cult of Ulric list, which opens up new options (Ulricans) while closing off others (Sigmarites). So it's pretty much a zero-sum game which one you choose. For the Cult of Ulric, there are two removals in terms of units compared to the old list. The first is the Brotherhood of the Axe (since Teutogen Guard are now an upgrade limited to Ar-Ulric, and upgrading the upgrade is bit much). Besides, White Wolves will be fieldable on foot as a normal special unit, and they can already be upgraded with full plate and inner circle anyway. The second is the Children of Ulric - the lore just does not really support them being part of the army. If anyone wants to still field them, I suggest they either keep the old version, or just import the Ulfwerenar from the Norsca list.As for the main Empire list, it's mainly a collection of minor tweaks and points costs adjustments. The biggest change is that of the Steam Tank. Instead of only working in your turn, it now generates Steam Points in both players' turn, and can generate up to 6 of them. It also gains a bonus to charging meaning it's harder to avoid it, and it has a more lenient mishap table that won't debilitate it as much. Lastly, it can even pursue in combat. It has seen a nerf in that it causes less impact hits on the charge and stomps like a Monster, but is overall much more versatile than before.Hope you enjoy the update, and many thanks to my Patreons for your support as always! The Empire Patch Notes:Knights of the White Wolf may be fielded as Infantry or Monstrous Cavalry. Monstrous Cavalry ride Winter Wolves and may only be fielded in a Cult of Ulric army.Knights of the Blazing Sun must take shields.Added multiple new magic items from the Old World, Warhammer Quest and WFRP.Removed Cold Iron Blade.Sword of Sigismund costs 25 pts.Removed Griffon Claw.Sword of Righteous Steel costs 15 pts.Mace of Helsturm have Flaming Attacks by default. Arch Lector only. Great weapon. The wielder of this weapon gains the Flaming Attacks special rule. In addition, each natural roll of 6 to hit causes that attack to be resolved at Strength 10 and with the Multiple Wounds (D3) special rule. Costs 25 pts.Removed Blessed Sword.The Armour of Meteoric Iron is a heavy armour.The Gilded Armour moved to the Magic Armour section.Aldred’s Casket of Sorcery only works on spells up to Level 2 (excluding Signature spells).Blessed Silver Hammer: One use only. This item can be used at the start of any round of close combat. All enemy models in base contact with the bearer suffer a Strength 4 hit. Daemons, Undead and Vampires suffer a Strength 5 hit instead.Von Mecklenburg's Enchanted Shot costs 10 pts.Sheen of Truesilver works against MI and MB as well.The Silver Horn contains an augment spell that targets all friendly units within 12". The target units gain the Immunity (Psychology) special rule until the start of your next Magic phase. Costs 25 pts.The Imperial Banner costs 55 pts.Flag of the Conqueror costs 40 pts.The unit carrying the Banner of Sigismund gains the Stubborn special rule and may re-roll failed Break tests. Costs 35 points.Removed Black Skull of the Caliph.Generals/Captains may take crossbows and repeater handguns/pistols.Wizard Lord renamed to Battle Wizard Lord.Arch Lectors have WS5, I5 and A3, costs 135 pts.Shield of Faith: The model and any unit they are with gain a 5+ Ward save in close combat until the start your next turn.Witch Hunters may take handguns.Pigeon bombs have a range of 24", cost 15 pts.Demigryphs have Mighty Blow (1), do not have barding by default. Cost 58 pts.Halberdiers are Unit Size 15+.Spearmen are Unit Size 20+.Swordsmen are Unit Size 15+.Free Company Militia have hand weapons by default. Costs 2.5 pts. You may not have more units of Free Company Militia than you have units with the State Troops special rule.Demilancers may take pistols.New Core Unit: RoadwardensNew Core Unit: Hunting Hounds. They are not Fast Cavalry or Forest Striders. Are Unit Size 10+.Greatswords cost 10 pts.Leaders for Greatswords and Foot Knights may take a pistol.Sisters of Sigmar may include an Augur: An Augur counts as being part of the unit's Command Group. A unit with an Augur may re-roll 1's To Hit and To Wound in close combat.Imperial Dwarfs have Dwarf-crafted: Models with this special rule re-roll 1's when rolling To Hit with missile weapons. Crossbows and handguns cost 6 pts.Ogre pistols cost 6 pts.Additional crew for war machines cost 5 pts.Demigryph Knights do not have barding by default, cost 60 pts. Barding costs 6 pts.Steam Tanks have Immunity (Poisoned Attacks), Obstacle Strider and Unbreakable.The Steam Engine can be used at the start of each player's turn, not only the owning player's.Steam Cannons can fire within the model's front arc as normal.The Steam Tank generates Steam Points in both players' turns.The Steam Tank can generate up to 6 Steam Points per turn.Reworked the Mishap table so that the worse results are rarer, and the results themselves are not as disabling.It gains +D6 Movement when charging. If the charge fails, it moves D3" for every Steam Point used. It does not gain additional Impact Hits based on the number of Steam Points used. If the Steam Tank is in close combat with an enemy unit to its front, it can expend Steam Points in the Steam Engine to inflict D3 Stomps like a Monster on that unit for each Steam Point expended in this way. If the Steam Tank chooses to overrun or pursue a fleeing enemy, it moves D3" for every Steam Point expended in the close combat phase this round. It otherwise automatically restrains.Sigmar’s Hammer inflicts 2D6 Impact Hits. It causes D3 Stomps like other tanks. It can use up to 4 Steam Points in each Movement or Close Combat phase.Balthasar Gelt is on foot by default, costs 320 pts. Quicksilver has the Swift as the Wind upgrade.Thyrus Gormann is on foot by default, costs 325 pts.Volkmar the Grim has I5, A3. Has medium armour. Costs 205 pts.Aldebrand's Hawk has a range of 24".Aldebrand has Shrewd Tactician: After finishing deployment, but before Vanguard movement is made, you may choose redeploy up to D3 of your units to a new position up to 6" away from their original position.Aldebrand costs 200 pts.New Special Character: General Hans von LöwenhackeNew Special Character: Harald Gemunsen, Grand Master of the Knights PantherMagnus the Pious does not have Magic Items by default, can take 50 pts of items.The Amber Bow has the Ignores Armour Saves special rules against Monstrous Creatures and Monsters.Monster Hunter: Models with this special rule re-roll all failed To Wound rolls against Monstrous Creatures and Monsters.Luthor Huss has the Hammer of Ensorcelled Iron: Magic Weapon. Great weapon. This weapon allows the wielder to re-roll failed rolls To Wound. Costs 180 pts.Valten may only take a mount if armed with Ghal Maraz.Ludwig has Killing Blow, costs 170 pts.The Sword of Justice gives the wielder +1 Attack. In addition, nominate one enemy character or monster at the beginning of the game. Attacks with the Sword of Justice gains +1 To Hit and can re-roll failed To Wound rolls in close combat when attacking the nominated model.Cult of Ulric Patch Notes:You may choose to field your army as the Cult of Ulric. If you do, your Army General must have the Crush the Weak special rule. A Cult of Ulric army may not take magic items marked "Sigmarite only" or include Sisters of Sigmar. Crush the Weak: The models have the Hatred special rule against enemy models with a lower Weapon Skill, Strength, Toughness or Leadership characteristic than they have.Storm Hammer follows the rules for cavalry hammers.New Magic Item: Armour of the Knight EternalNew Magic Item: Helm of the SkavenslayerNew Magic Item: Horn of the White WolfRemoved SeneschalsPriests of Ulric replaces Arch Lectors/Priests of Sigmar.The War Altar of Ulric replaces the War Altar of Sigmar. Costs 150 pts. May not take Winter Wolves drawing it.Warriors of Ulric are an upgrade to Free Company Militia. Have WS4. May take a magic standard up to 25 pts.Wolf Kin replaces Flagellants. Have Crush the Weak and Frenzy instead of Hatred.Winter Wolves replace Demigryphs.Removed Brotherhood of the AxeRemoved Children of UlricBoris Todbringer has the Crush the Weak special rule.The Swords of Ulric: If Boris Todbringer is included in your army, you may upgrade one unit of Swordsmen to the Swords of Ulric for +1 point per model. This unit gains the Frenzy special rule in the first round of close combat as well as the Crush the Weak and Hatred (Beastmen) special rules.The Teutogen Guard: If Emil Valgeir is included in your army, you may upgrade one unit of Imperial Foot Knigths with the Knights of the White Wolf upgrade to the Teutogen Guard for +1 point per model. This unit gains the Immunity (Flaming Attacks) and Stubborn special rules.If Emil Valgeir is included in your army, he must be the Army General, and your army must be a Cult of Ulric.Removed Rein Volkhard, Heinrich von Torlichhelm and Vorn Thugenheim since they can be built through regular characters. ...plus |
13/07/25 15:12 Warhammer - Amazons 1.5 out now!
This is another fairly hefty update in terms of changes, mostly buffing the army. First up, Guerilla Tactics (now Warfare) has been divided up into three sub-rules. Serpent's Strike (based on the Savage Fury rules from Amazons in Mordheim) gives them Devastating charge, giving you more of an incentive to get the charge with them, and gives an additional bonus for flanking.Predator's Feint is the new version of the old rule - this allows you to "flee" without having to pass a break test first, meaning you can get out of combats more easily. This has been balanced by allowing the enemy to pursue as normal, but Amazons also gain a bonus to their flee rolls to make them more adapt at running away voluntarily. Essentially, it's a "get the hell out of dodge" card you can pull when you find your chances of survival better by legging it instead of staying stuck in a combat you cannot win - and can be used to set up charge traps against the pursuing enemy unit.Lastly is Hunter's Step - allowing you to shoot, and then move backwards after. This allows the Amazons to move out of range of enemy missile fire or charge range, which helps offset their lack of armour.Other large changes to the army are regarding their High Age Artefacts - these are all AP(2) now making them better against armour than handguns and pistols. I've also moved them around a bit so the Piranha Warriors are dedicated short range skirmishers, while the eagle warriors can form a long range defensive unit. Amulets of the Moon have been changed as well - they no longer offer a ward save, but instead work in combat, giving the Amazons some needed protection there. A new defensive item for them is Enchanted Charms (also from Mordheim) which gives them a 6+ ward save and Magic Resistance (1).On the subject of magic; I've decided to remove the Lore of the Serpents - this was originally called "Amazon Rituals" in Mordheim, and was then turned into a magic lore in 6th ed with the same spells. The issue with it, apart from only having 7 spells, is that it has no actual theme per say and is just a random mix of various jungle/wind spells, which is already mostly covered by the Winds of Magic in the Main Rulebook. Instead, I've chosen to give the Amazons access to all the Winds of Magic - which makes sense considering they were the servants of the Old Ones, and none of the lore would really feel out of place for them either. So while they lose their own lore, they have instead gained access to twice as many lores from the main rulebook - I'd call that an overall win.Anyway, hope you enjoy the update, and many thanks to my Patreons for your support! Patch notes:Renamed Garland Warfare to Sacrificial Hunt.Guerrilla Warfare: The following applies to models with this special rule:Serpent's Strike: Models with this rule gain the Devastating Charge special rule. In any turn in which they successfully charge an enemy unit in the flank or rear, they may re-roll 1's To Hit and To Wound.Predator's Feint: In the first round of close combat in which a unit with this special rule does not win the combat or the enemy passes their Break test, it may choose to disengage from combat instead of taking a Break test or making a combat reform. Units affected by Frenzy cannot attempt to disengage from combat. If the unit chooses to disengage, it makes a Flee move as if it had broken from combat. However, this does not cause Panic for breaking within 6" of friendly units. The enemy unit may only choose to pursue if they won the combat. In addition, whenever a unit with this rule chooses Flee as a charge reaction or to disengage from combat, it gains +1 to its Flee distance.Hunter's Step: Unless it charged, marched or fled during the Movement phase of its turn, a unit with the Fast Cavalry or Skirmishers special rules armed with missile weapons may move up to its Movement value directly backwards after resolving its missile attacks in its Shooting phase.New Army Special Rule: Enchanted Charms: A model with Enchanted Charms has a 6+ Ward save and the Magic Resistance (1) special rule.Claws of the Old Ones, Sun Gauntlets and Sunstaffs are Armour Piercing (2). Sun Gauntlets do not give +1 Attack.All missile and close combat attacks targeting a model with an Amulet of the Moon suffer -1 to Hit. Increased the cost for characters.Removed Lore of the Serpents. Serpent Priestesses can choose spells from any Wind of Magic.Stunning Rod replaced by Moonblade.New Magic Item: Death Whistle: Any enemy unit that is charged by the bearer of this item must take a Terror test.Increased the cost of great weapons.Spears for Amazon Warriors cost 0.5 pts. They are Unit Size 15+.Amazon Archers are a separate unit.Skirmishers pay 1 pt for slings and blowpipes.Huntresses do not have shields by default cost 12 pts. Shortbows are free.Piranha Warriors can take Sun Gauntlets, not Sunstaffs. Removed Koka. May take Enchanted Charms.Eagle Warriors have Immunity (Psychology) and BS4, costs 8 pts. Can replace spears with Sunstaffs, cannot take Sun Gauntlets. May take Enchanted Charms.Jaguar Warriors have A1 and Mighty Blow (1), costs 8 pts. Cannot take additional hand weapon, can take paired Claws of the Old Ones. May take Enchanted Charms.Renamed Jungle Stalkers to Python Warriors. Have Ld8, costs 12 pts. May take Amulets of the Moon and Enchanted Charms.Shortbows for Culchan Riders is free. May take Amulets of the Moon and Enchanted Charms.Cold One Riders may not take Claws of the Old Ones. May take light armour, Koka and Enchanted Charms.Stegadon has Giant Bow by default. Added upgrades from the Lizardmen book. ...plus |
30/06/25 20:02 Warhammer - Halflings 1.2 out now!
As mentioned on Patreon, this was intended to be a very small update, which it ended up being for once! Just a few bug fixes and a few balance tweaks overall, since Halflings already received a bunch of new Magic Items in their last update. The main change, as promised, is a brand new layout that makes the book quite a bit easier to read. Thanks to my Patreons for your continued support!Patch notes: Increased cost of great weapons.Olorin The Grey's Knickknack is power level 5.Cloak of Illusion is power level 4.Jade Sickle is power level 5.Darcie's Magical Thingimabob is power level 3.Moot Elders, Hisme Stoutheart and Nicholas Warfoot have BS7 and I8.Master Thieves may take bucklers, not shields.Flails for Rabble costs 2 pts.Shields for spearmen costs 1 pt.Militia Swordsmen cost 4 pts. Are Unit Size 15+.Shortbows for Hobilars cost 1 pt.Deputies pay 2 pts for polearms, 1 pt for shields. Are Unit Size 15+.Housewives are Unit Size 15+.Gamekeepers have WS2.Increased cost of missile weapons for Thieves.Swan Riders may take a Magic Standard.Added Ogre Charge and Natural Armour (6+) to Ogres.Moot Ogres cannot take polearms. Cost 27 pts. ...plus |
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