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Fixed for next release. I've also changed files so Slaughtermasters/Butchers can take magic armour again.
1. Too many unique rules
2. Great weapons cost 8/model not 4 for Mournfang Cav
3. Hunter- when taking magic weapon and harpoon launcher it says you cant use a magic weapon and nonmagic weapon
4. Slaughtermaster can take both a second hand wpn and ironfist, should be 1 or the other
Number 3 above is actually an error: The "I'm using this one" rule only applies to magic close combat weapons vs non-magic ones. The Harpoon Launcher is not a close combat weapon IIRC.
A small typo. Under the Lore of Heavens, if you click on the curse of the Midnight Wind, it says:
"20+ Cast. All friendly units within 12". It's a hex, so it should be all enemy units as you can't curse your own units.
Still getting the "too many unique rules" error message.
You might add a note to the file to indicate that until an ironfist is explicitly listed or defined in an FAQ as 'normal' armour then per BRB, p. 500, magic armour may not normally be allowed for Slaughtermaster and Butchers. .
Can a Tyrant really take Heavy Armour; an Iron Fist, a magic weapon and Gut Maw to give a combined armour save of 2+? Because... that doesn't sound right!![]()
I just noticed a descrepency in the description of Power Scroll when creating a new OK list, although it is not isolated to OK.
On the Arcane item selection window, it has a completely different description as the right hand description window.
One says "Any double friendly wizard rolls..."
The other says "One use: Used when attempting to cast a spell..."
I think the second description is incorrect.
Thanks for the updates. Unfortunately I am still getting the "Too many Unique Rules!" validation error. It does not refer to any particular model or squad it just says "Too many unique rules!". I have no idea what it means to be honest.