1.15.0

2026/09/24

A big release for modifiers. Weapon abilities can now be switched on and off while you are comparing weapons on One vs One, as well as on the profile itself. A rule that is one name on a datasheet but several separate effects can now be built as a single ability group, there are new conditions for naming a weapon and for snap shooting, a new effect for rules that ignore modifiers rather than adding them, and 64 new presets.

Weapon abilities

  • Added a tick box to each weapon ability in the weapons table on One vs One, so you can compare a weapon with an ability on and off between runs without editing the profile.
  • Added the same tick boxes to the profile editor, so that you can set the default state for each weapon ability when loading that profile.

Ability groups

  • Added ability groups. A rule that is one name on the datasheet but two or three separate effects now sits on one row, expands to show its parts, and is ticked, unticked and deleted as one. Use Create group wherever you add a global modifier or a profile ability.
  • Added choices to groups. Where a rule offers alternatives, each part is labelled with the alternative it belongs to and the row carries a picker for which one is active, so the rule is never counted twice.
  • Added saving a group to your Saved modifiers, where it is listed once and can be edited, cloned and deleted like any other saved modifier. Picking it adds every part in one go.
  • Changed the global modifier limit to count a group as one, however many parts it has.

Building modifiers

  • Added a Weapon name(s) condition, so a global modifier or profile ability can apply only when a named weapon is attacking rather than to everything the unit carries. The list offers the weapons on the profile you are editing and accepts a name you type. Naming a weapon covers all of its firing modes, and if nothing on your profile answers to a name you have used, the condition says so.
  • Added a Snap shooting condition, so a modifier can apply only while the attack is snap shooting. It never switches snap shooting on, so a modifier carrying it does nothing until you tick Snap shooting in the attack context.
  • Changed snap shooting so a re-roll written for it still works. Ordinary re-rolls are still refused during snap shooting; a modifier carrying the Snap shooting condition is now the exception, which a few datasheet rules need.
  • Added an Ignore modifiers effect, for rules that set modifiers aside rather than adding one of their own. Pick what is ignored, one of AP, BS, Hit roll, Toughness, Wound roll or WS, and penalties to it stop applying while bonuses carry on.
  • Changed the benefit of cover so ignoring modifiers to BS sets it aside too. Plunging Fire is a bonus and stays.
  • Added a choice of which units a profile ability applies to, in place of the tick box for sharing it with all units. As well as this unit only and every unit, an ability can apply to the units being led, or to the unit doing the leading, which is what most rules on an attached leader actually mean. Abilities you have already shared stay shared.
  • Added a way to say whose rule a global modifier is when both sides of a crunch share the faction it is gated on. The row asks whether it belongs to the attacker's army, the defender's or both, and the question goes away when the two sides differ.
  • Changed faction keywords to show their FACTION: prefix wherever keywords are listed, since a few names are both a faction and a unit, and it is the faction keyword that an army rule depends on.

Attacks, Damage and Save

  • Added setting a weapon's Attacks to a fixed value on weapon abilities, and setting Attacks and Damage on profile abilities, where the new Weapon name(s) condition is what says which gun a rule means.
  • Changed how a modifier changes Attacks. It now sits with Strength, Damage and the rest under Modify (relative), with Add and Subtract, in place of the old Increase weapon attacks effect that could only add, so a rule that takes attacks away can be built for the first time. Modifiers you already have were converted and work exactly as they did, including the tick box for weapons with EXTRA ATTACKS, though their descriptions now read +1 to attacks in place of Increase attacks by 1.
  • Changed the Save roll option under Modify (absolute) to Save, which is the characteristic it has always set, with AP applying on top exactly as it would to the number on the datasheet. Modifiers you already have were renamed to match.

Presets

  • Added 64 preset modifiers, mostly filling gaps where an effect existed at one scope and not another: Feel No Pain at every threshold, invulnerable saves from 2++ to 6++, ignoring penalties to most characteristics and rolls, Strength, Attacks and Damage bonuses on profile abilities.
  • Fixed several presets you could pick but not build by hand. Modify (absolute) would not set AP on a weapon ability and was missing from global modifiers altogether, and the same was true of Ignore cover as a global. All of them can now be built by hand.
  • Fixed FEEL NO PAIN not being recognised on roster import. Every Feel No Pain preset was tied to psychic attacks or to mortal wounds, so a plain FEEL NO PAIN 5+ on a datasheet matched nothing and arrived as an unmatched ability.

Library and pickers

  • Changed tag filtering so picking a second tag narrows what you see instead of widening it, which is what you want when two labels together name one thing. This applies to the profile pickers and your saved modifiers.
  • Changed the tag filter to a searchable list, so it stays a single row however many tags you have.
  • Changed pickers so the search box sits at the top, with any filters beneath it.
  • Changed the modifier picker to leave presets out while you are filtering by tag, since presets carry no tags and keeping them listed made the filter look like it had done nothing.

Fixes

  • Fixed the HEAVY eligible condition applying to melee attacks, so a modifier built on it added its bonus to every melee attack whether or not you had ticked HEAVY Eligible.
  • Fixed the HEAVY not eligible condition doing nothing, so a modifier built on it applied all the time instead of only when the unit was not eligible.
  • Fixed the HEAVY eligible condition being offered on weapon abilities only. It is now offered on global modifiers and profile abilities too, which is where several of the presets using it already sit.
  • Fixed editing a saved modifier built on one of those presets quietly dropping its HEAVY eligible condition. Opening it for a look was enough to lose it.
  • Fixed PSYCHIC weapons losing a bonus to hit whenever a penalty applied as well, so an attack with +1 and -1 to hit was resolved at neither.
  • Fixed profile abilities that add attacks doing nothing. Modify (relative) had offered Attacks on a profile ability for a while, but the simulation never read it.
  • Fixed modifiers that set a unit's Save being ignored under Fast Rolling, which is the default, so an ability built that way was worth nothing for most people.
  • Fixed a simulation that could not start leaving a spinner running until it timed out and then reporting that it had taken too long. The real failure is now shown as soon as it happens.
  • Fixed changes on One vs One being quietly lost when your session had expired, which could happen after leaving the page open for a long time. You are now asked to sign in again rather than carrying on as though your changes had saved.
  • Fixed the last word being cut off the placeholder in number and dice fields on narrower layouts.