As I mentioned on Patreon, this is not a huge update, mainly focused on adding more magic items as well as a few minor tweaks here and there. Reavers are now Skirmishers so there is a more of a tangible difference
between them and the Marauders, Huscarls have increased Weapon Skill,
and Shieldmaidens have an improved Parry which works with spears. More units have access to throwing weapons and javelins, and several infantry melee units have gone down in price. Overall, the army plays very much like its previous version, but it should be a bit stronger overall. Thanks to my Patreons for your continued support as always!
DOWNLOAD
Patch Notes:
- Increased cost of great weapons.
- Added dozens of new Magic Items.
- Kings/Jarls may take javelins. They do not have armour by default. Kings cost 100 pts. Have BS5.
- Vikti/Seers may ride Warhorses. They have Blood Rage, Counter-Charge.
- Skald: A Skald counts as a Musician, and may not be the Army General. A Skald knows the three songs listed below. He may choose to use one of them at the start of each round of close combat.
- The Ballad of Three Heroes: All models in the unit gain +1 Attack for the duration of this turn.
- The Tale of Beowulf: All models in the unit gain the Stubborn special rule for the duration of this turn. If the unit is already Stubborn, it gains Unbreakable instead.
- The War Chant of Hunlaf: All models in the unit gain +1 To Wound in close combat for the duration of this turn.
- Skalds may take warhorses and javelins.
- Beastmasters may take spears or javelins.
- Valkyries have Blood Rage. Cost 50 pts.
- Ulfjarls, Ulfwerenar and Skin Wolves are Infantry/Monstrous Infantry. Have Swiftstride.
- Bondsmen cost 4 pts.
- Marauders have shields by default. Cannot take shields and great weapons. May take additional hand weapons. Cost 5 pts.
- Reavers are Skirmishers.
- Thralls have hand weapons by default, cost 2 pts.
- You may not take more units of Horsemen than you have units of Bondsmen or Marauders.
- Huscarls have WS5, cost 11 pts. May take throwing axes.
- Shieldmaidens may take spears or javelins. Have the Parry (6+) special rule instead of re-rolling Parry saves. Cost 6 pts.
- Hunters have Ld7.
- War Wolf Chariots cost 85 pts, do not have scythes by default. Cannot take shields. May take a standard.
- Ice Wolves have Natural Armour (6+). Cost 40 pts.
- Werebeasts are Monstrous Creatures, cost 150 pts. Have Natural Armour (6+). Scaly Hide cost 5 pts.
- Snow Trolls are a Special Unit. Cost 47 pts. Do not have Armour Piercing. Can take two hand weapons or great weapons.
- Frost Breath: In addition to their normal Attacks, models with this special rule inflicts one automatic Strength 4 hit with the Ice Attacks and Ignores Armour Saves special rules after resolving all their normal Attacks. This counts as a non-physical missile attack. This cannot be used with supporting attacks.
- Frost Giants have Natural Armour (6+), costs 180 pts. Increased cost of armour.
- Cursed Ettin have Natural Armour (6+), costs 185 pts.
- New Special Character: Beorg Bearstruck
No comments:
Post a Comment
Note: only a member of this blog may post a comment.