Sunday, 23 February 2025

Warhammer - Pirates of Sartosa 1.3 (beta) out now!

Arrrgh me hearties! This ended up being a pretty large overhaul, with mainly buffs to the army. The army overall has seen a lot of points drops for nearly all infantry units, and Dirty Fighting is now much more potent since it offers a guaranteed bonus in the first round of combat rather than a variable bonus on a 4+. The Lore of the Deep has been expanded with 6 more spells, and the magic item selection has gone from 10 to 46 items. Most infantry units have seen an expansion in the amount of weapon options they can choose from as well. There are also some new units in the form of Priests of Stromfels, Ogre Scallywags, Mortars and Sea Elementals.

On the chopping block are the Sea Serpent Riders which did not really fit in lore-wise as Sea Serpents are gigantic sea creatures that have no business being on land, let along being ridden. I've also removed the Wokou Raiders which were superfluous and did not logistically really fit either - the ambush role has been moved to the Pilot upgrade instead. The Dwarfs are no longer Slayers by default (but can be through Long Drong Slayer who has seen a return to the army), but they now offer a cheaper still fairly reliable special unit with improved pistols and handguns due to the Dwarf-crafted special rule. Lastly I've removed the triple-barrel cannon upgrade from the Hellhammer since it was just a detrimental change that did not really do anything that Carronades and the Hellhammer itself already did. Overall, the book should be in quite a bit stronger state than before!

That concludes updating all armies into the new "rules-only" format - it took well over one and a half years, but it's done! I'll be posting the upcoming roadmap for future updates on my Patreon in a separate post. Speaking of, many thanks to you who have been supporting me thus far, ensuring I can keep on hobbying!

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 Patch Notes:

  • Dirty Fighting: All models with this special rule gain +1 To Hit in the first round of close combat.
  • Swivel Guns are Ponderous, not Move or Fire.
  • Updated Lore of the Deep with 6 new spells and rebalanced spells.
  • Added dozens of new Magic Items.
  • Pirate Lords/Captains do not have Booming Voice. Cost 90/50 pts. May take polearms.
  • Sorcerers have Dirty Fighting.
  • Increased cost of great weapons.
  • A unit with a Bosun gains the Cold-Blooded special rule. Costs 20 pts.
  • A unit with a Master Gunner joined can re-roll 1's when rolling To Hit with blunderbusses, handguns and pistols. If he is part of a War Machine crew, that war machine may re-roll one Artillery Dice per game.
  • Navigator renamed to Pilot. A unit with a Pilot gains the Ambushers special rule.
  • First Mate renamed to Quartermaster.
  • New Hero: Priest of Stromfels.
  • Pirate Crew renamed to Deckhands. Have bucklers by default, cost 3,5 pts. Cannot take pistols. May take spears.
  • Deck Gunners have pistols by default, cost 7 pts.
  • Buccaneers cost 5 pts. Do not have the Swashbuckler rule.
  • Harpooners can take bucklers.
  • Harpoon Launchers are Ponderous, not Move or Fire.
  • Swabbies may take bucklers. Cost 2 pts. Follow the rules for Mixed Units. You must include one Press Ganger for every 20 Swabbies in the unit.
  • Mates renamed to Seadogs. Have S4. Does not have Almost Loyal. Cost 7 pts. Can take polearms.
  • Festooned with Pistols: In close combat, all attacks made by Powder Monkeys are resolved at Strength 4 with the Armour Piercing (1) special rule in the first round of close combat. These attacks do not benefit from any bonuses that normally only affect close combat attacks.
  • Grog Lubbers are Skirmishers. Have Dirty Fighting. May take bucklers or additional hand weapons. Reworked the Hard Stuff table so it's less debilitating.
  • Removed Wokou Raiders.
  • Dwarf Sea Dogs renamed to Privateers. Are not Unbreakable, cost 6 pts. May take bucklers, handguns, polearms and spears. Have Dwarf-crafted special rule.
  • Orc Freebooterz may take spears, polearms and great weapons.
  • New Special Unit: Ogre Scallywags
  • Sons of Stromfels renamed to Weresharks. Have Natural Armour (5+). Cost 48 pts.
  • Swivel Gunners renamed to Deck Gunners. Can take Harpoon Launchers or Volley Guns.
  • Deck Cannon renamed to Carronade. Chain/Heat Shot costs 10/5 pts. May take extra crew.
  • New Special Unit: Mortar
  • Removed Sea Serpent Riders.
  • New Rare Unit: Sea Elemental
  • Dark Maidens cannot take a Leader. Sea Spirit: A model with this special rule has a 5+ Ward save which becomes a 6+ Ward save against Magical Attacks. Cost 47 pts.
  • Flying Gallery renamed to Airskiff.
  • Sea Giants have Natural Armour (5+).
  • Hell-Hammer Cannons cannot take upgrades. Have 5 crew. Is no longer Cumbersome.
  • Ironfist Mortar is a separate unit. Costs 150 pts.
  • Removed triple-barrel cannon.
  • Pirate Princess: Carmen has the Inspiring Presence (6) special rule. In addition, all friendly units within her Inspiring Presence range may re-roll failed Panic tests.
  • Jaego Roth costs 185 pts.
  • Aranessa Saltspite costs 230 pts.
  • Giacchino de Falco is a Hero, costs 100 pts. Reworked his table with new results and classic/proper pirate lingo instead of the previous Jack Sparrow references.
  • Wilhelm Schwarz does not have a Swivel Gun. Has two hand weapons instead of hook iron fist. Costs 75 pts. May take 50 pts of magic items.
  • Fleur & Estella cost 60 pts each. May take 25 pts of magic items each. They may not be the Army General. Fleur & Estella must deploy together and fight as a single unit, though they may join other units as normal. Estella does not have a pistol. Fleur has the Festooned with Pistols (see Powder Monkeys) and Rapid Fire special rules. Estella has WS6.
  • New Special Character: Long Drong Slayer
  • Krusher the Anchorman does not have pistols by default. Does not have light armour or Giant Parrot. Costs 150 pts. May take 25 pts of magic items.
  • Removed Doc Exmelin.

Saturday, 8 February 2025

Warhammer - Zombie Pirates 1.5 out now!

Patch Notes:

  • Increased Ballistic Skill of all Zombies to 3.
  • Waterlogged weapons hit themselves on a 1-3 instead of a 1-2.
  • Press-ganger's Cutlass only affects Undead.
  • Raise Dead is a summoning spell with a range of 18" that brings a unit of Zombie Deckhands with bucklers into play.
  • Added profile for Spirit Hosts in Winds of Undeath.
  • Deathly Cabal is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target gains a 5+ Ward save against non-magical attacks and the Terror special rule.
  • Kraken's Pull does not affect Movement, 12+ to cast.
  • Vorpal Maelstrom: In addition, any surviving models will have their Movement value lowered by half until the start of the caster's next Magic Phase.
  • New Magic Item: Standard of the Spiteful Shot: All Zombies in the unit carrying this standard ignores all To Hit modifiers. 25 points
  • Zombie Gunners cost 6 pts. Brace of pistols cost 2 pts.
  • Deck Gunners cost 12 pts.
  • Fixed bug with Depth Guard being Undead.
  • Damned Knights cost 12 pts.
  • Von Zeich's Last Ingot: Talisman. This item allows Vangheist to re-roll failed Ward saves against Magical Attacks.
  • Red Henri costs 90 pts.
  • Mortars cost 95 pts.
  • Carronades costs 80 pts.
  • Added additional missile options to Gunnery Wights.

Monday, 27 January 2025

Warhammer - Zombie Pirates 1.5 (beta) out now!

Took quite a while longer than I had planned (I blame the winter darkness of January for my lack of energy), but hopefully you'll find it worth the wait! I had initially planned to just make this a quick transfer into the new format, but it ended up a lot bigger than that. There are new Vampiric Powers, new spells for Lore of the Deep, new heroes and new Special Characters - as well as several new upgrades available to multiple units.

Several magic items currently in the Sartosa book has been moved here, where they originally belonged (back when I had no plans to make a Zombie Pirate book). No need to fret though as Sartosa will be receiving new items to compensate for it in their upcoming update. Other than that one major change is that the Zombie Pirate rule has been removed - instead the Zombies have been given BS2 to make up for it. In addition, they are now around three times less likely to shoot themselves which had shown to be a bit of an issue.

Anyway, hope you'll enjoy this update, and a huge thanks as always to my Patreons for your continued support! Next up will be Pirates of Sartosa, which should also be a fairly big overhaul. Expect it before the end of February at least!

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Patch Notes:

  • Removed Zombie Pirate rule. Zombies have BS2.
  • Waterlogged Weapons: Models with this special rule must roll a D6 for every To Hit roll of 1 with missile weapons that they make. On a 1-2, resolve the Hit against the model itself. Artillery weapons deduct 1 from the result rolled on the Blackpowder Misfire Chart.
  • Reworked Lore of the Deep, adding 6 additional spells and rebalancing the old spells.
  • Added multiple new Magic Items.
  • Added multiple new Vampiric Powers.
  • Swivel Guns and Volley Guns are Ponderous. Volley Guns have Rapid Fire.
  • Syreens are Heroes.
  • Syreen's Call: At the beginning of each enemy Movement phase, all enemy units that are within 12" and have Line of Sight to the Syreen must pass a Leadership test or move directly towards her using the Random Movement (2D6) this turn, as well as suffer -1 to their Leadership until the start of their next Movement phase.
  • New Hero: Pirate Warlock. A Pirate Warlock is a Wizard who uses spells from the Lore of Fire, Metal, Heavens, Shadows, Death, Necromancy or Deep.
  • Deckhands and Gunners may take Magic Standards up top 25 pts.
  • Deckhands cost 3,5 pts. Polearms for Deckhands cost 1.5 pts.
  • Scurvy Dogs are Unit Size 10+.
  • Deck Droppers may take a brace of pistols. Cost 17 pts.
  • Added 4 different upgrades to Animated Hulks.
  • Gunner Mob upgrade costs 10 pts.
  • Carronades and Mortars may take additional crew.
  • Queen Bess is no longer Cumbersome.
  • Necrofex Colossus may take the same upgrades as in the Vampire Counts book.
  • Luthor Harkon may take Magic Items up to a total of 25 pts. Has Curse of the Revenant, Transfix, Unbending Willpower and Hornswaggle Powers. Costs 320 pts.
  • Reworked Luthor's Split Personality table. Luthor Harkon must be the Army General.
  • Count Noctilus may take Magic Items up to a total of 75 pts. Has Fear Incarnate. Has the The Stone of Schwartzhafen magic item. Costs 315 pts.
  • The Bloody Reaver Deck Guard: If Count Noctilus is your Army General, you may upgrade one unit of Depth Guard to The Bloody Reaver Deck Guard for a cost of +2 points per model. This unit has the Hatred special rule.
  • Count Noctilus may not take Depth Guard as a Special Unit.
  • Cylostra Direfin is a Lord choice. Is a Lvl 3 Wizard. Costs 260 pts.
  • Song of Enthrallment: At the beginning of each enemy Movement phase, all enemy units that are within 18" and have Line of Sight to Cylostra Direfin must pass a Leadership test or move directly towards her using the Random Movement (2D6) this turn, as well as suffer -2 to their Leadership until the start of their next Movement phase.
  • The Bordeleaux Flabellum: Arcane Item. This item allows Cylostra to roll one additional dice when channelling Power and Dispel dice. In addition, if Cylostra rolls a Miscast, she may re-roll the result on the Miscast table.
  • Ghosts of the Past: If Cylostra Direfin is in your army, you may include an Infantry (Undead) unit of 10+ Damned Knights as a Special Unit. This unit has the Ethereal and Undead special rule, and are armed with hand weapon, shield and heavy armour.
  • Vangheist has the Terror special rule. Has The Traitor's Shot, Von Zeich's Last Ingot and The Liber Malefic Nautica magic items. Costs 170 pts.
  • Skretch Half-Dead has the Warp-cage Heart magic item. Cost 85 pts.
  • New Special Character: The Brine Wife
  • New Special Character: Captain Drekla
  • New Special Character: Black Jens

Tuesday, 24 December 2024

Warhammer - Albion 1.6 (beta) out now!

Good Yule! This is another fairly small update in terms of scope. War Fury has been changed a bit so that it does not allow re-rolling all dice when charging, but it also does not come with the drawback of suffering -1Ld on break tests.

As for magic, I decided to remove the Lore of the Truthsayers. This was something GW themselves did when they reintroduced Truthsayers in Storm of Magic and limited them to Life or Beasts. The reason being for removing the Lore is that all the spells in it are really just a slight variant of existing spells from the Winds of Magic, which are already available to them. As a result, it does not really serve much purpose to keep the lore around, and it does not really have much of a theme either. However, Elemental Power will still remain as an additional spell for Wizards, and Voice of Command is a unique spell for Dural Durak.

There are also a lot of new magic items! Most of these are from the first version of the Albion book from back in 2010 and based on items from Celtic myths, with two additional banners from the homebrew supplement in the Discord server. The remaining changes are just minor tweaks to equipment and points costs. Hope you enjoy the update, and many thanks to my Patreons for your continued support!

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Patch Notes:

  • War Fury: All models with this special rule re-roll 1's on their charge distances. In addition, whenever they declare a charge or pursue a fleeing enemy, the models gain the Hatred special for the duration of the turn.
  • War Cry renamed to Battle Cry: All friendly unit joined by a model with this special rule may add D3" to their charge distance.
  • Removed Lore of the Truthsayers. Elemental Power is a unique spell given to Truthsayers and Wyrd Druids in addition to their other spells.
  • Truthsayers and Druids can choose the lore of Heavens in addition to their previous Lores.
  • Added dozens of additional magic items, and rebalanced several of the existing ones.
  • Warleader costs 95 pts.
  • Truthsayers cost 200 pts.
  • Chieftain costs 55 pts.
  • Wyrd Druids cost 75 pts.
  • New Hero: Son of Ogmios
  • New Mount: Elk
  • Increased cost of great weapons and javelins. Reduced cost of spears.
  • Tribal Warriors can take light armour.
  • Woad Raiders have WS3, cost 6 pts.
  • Youngbloods cost 5 pts, have javelins by default. Slings cost 1 pt.
  • War Hounds are Unit Size 10+.
  • Chariots have W4, costs 55 pts. May take light armour. Increased cost of armour.
  • A unit of Druid Neophytes is a Level 1 Wizard that can use spells from the Lore of Life or Beasts. Cost 10 pts. Are a Rare Unit.
  • Hearthguard can take javelins.
  • Swordmaidens cost 9 pts.
  • Hunters may not take shields, cost 8 pts. War Hawks have a range of 24" and S2, cost 1 pt.
  • Pixie Swarms have the Forest Spirit special rule.
  • You may only take Fenbeasts if your army includes at least one Wizard with the Elemental Power special rule.
  • Centaurs do not have light lances by default, cost 20 pts.
  • Half Giants have hand weapons by default, cost 31 pts. May take light armour.
  • Stone Throwers have S4, cost 85 pts. Can move normally.
  • Giants/Bonegrinder Giants have Natural Armour (6+). Costs 180/385 pts.
  • Gwenlaen does not have javelins or light armour by default. The Blade of Ogma gives Gwenlaen +1 Strength as well as the Mighty Blow (1) and Devastating Charge special rules.
  • Warrior Queen: Gwenlaen, and all friendly units within 12" of her, may re-roll failed Psychology tests, automatically pass Rally tests and may add D3" to their charge distance.
  • Dural Durak has the Voice of Command spell. He does not have the Triskelse item by default. Can take 50 pts of magic items. Costs 300 pts.
  • Agum the Watcher is a Hero, not a Lord. Has the Loner special rule.
  • Cormac Chath has regular light armour. Does not have Frenzy. Costs 150 pts.
  • Roth Mac Lyr is Infantry. Has S5, T4, W3. Costs 185 pts.

Monday, 2 December 2024

Warhammer - Norsca 1.2 (beta) out now!

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!

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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

Saturday, 16 November 2024

Warhammer - Dogs of War 1.5 out now!

Patch notes:

  • Hireling Wizards may take Battle Magic.
  • Manann's Blade cost 6 pts, have WS4 and I4.
  • Net Fighters: At the start of each round of close combat, a unit containing nets must attempt to entangle one of the units they are fighting in their front arc. Roll a D6 for each model with nets in your unit; for every 4+, an enemy model has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). A model that has been entangled suffers a -1 penalty to their Attacks (this does not apply to mounts) until the end of the close combat round.
  • Sinister Contract: When the bearer and any unit they join fail the first Break test during the game, instead treat them as having the Unstable special rule until the end of the turn. Costs 20 pts.
  • Removed Banner of Blind Greed.
  • Pennant of Loyalty costs 5 pts.
  • Elves do not have light armour by default, cost 6 pts. May not take shields with additional hand weapons.
  • Ogres pay 3 pts for Quirks.
  • Crossbowmen cannot take medium armour.
  • Norsemen can take throwing axes.
  • Battle Magic Lore Attribute: Volatile Wizardry: Whenever a Wizard successfully casts a spell from this lore, they gain a +1 casting bonus to their next spell casting attempt this Magic phase. This bonus is cumulative. However, if they Miscast, they must add this casting bonus to the result rolled on the Miscast table.
  • Hammerhand causes 2D6 hits. 5+ to cast.
  • Sword of Rezhebel can be cast on any friendly character within 18". 7+ to cast.
  • Dread of Aramar is 6+ to cast.
  • Hands of Karkora: Until the start of the caster's next Magic phase, all close combat attacks targeting the unit will always Hit on a 3+ or better, and all models in the unit can only Hit on a 4+ or worse themselves.
  • Crimson Bands: Removed "(to a minimum of 1)".
  • The Republican Guard counts as Veteran Pikemen.
  • The Manflayers are a Rare Unit. Have WS5 and BS5.
  • Tichi-Huichi's Raiders are a Rare Unit.
  • The Fighting Cocks are a Rare Unit.
  • The Bearmen of Urslo are a Rare Unit.
  • Anakonda's Amazons are a Special Unit.
  • Slayer Pirates are a Rare Unit.
  • Gladiators have a unit Size of 5-15. Nets & spears cost 4 pts.
  • Commander of the Black Wolves: Ghazak Khan may be the Army General despite not being Human. If Ghazak Khan is your Army General, you may take units of Hobgoblins and Orcs as Core Units instead of Special Units.
  • Giantkin Helmet is mercenary captain or mercenary general only.
  • Clarified that diplomat can make a Rare unit Special.

Saturday, 9 November 2024

Warhammer - Dogs of War 1.5 (beta) out now!

Well that certainly ended up taking longer than I had planned for, but it was a much needed break from the previous months of pumping out 1-2 books every week. This is one of the largest of the new army books, clocking in at 80 pages total, mainly due to the very large number of Special Characters in it. That in turn is the result of all Regiments of Renown now being a Special Character (the regiment's captain) who can bring a special upgraded version of an existing unit from the book, similar to many other armies. This in turn means that you can now equip most of these characters with Magic Items of your choice, meaning they won't just be liabilities that die immediately or are unable to cause any major damage.

For the time being, these Regiments of Renown characters are limited to only Dogs of War armies, with the exception of those characters that are already featured as Special Characters in their respective army books. I have not as of yet decided whether to bring back the For Hire table for all these characters, or if it's better to have players use the Allies rules for Dogs of War.

As for other large changes with this update, Nicodemus' Hedge Magic has been expanded into a Lore of Battle Magic. This lore does not have a Lore Attribute, and is limited to Level 3 spells as of now. This is mainly due to it representing Hedge Magic, which is less powerful than the eight Winds of Magic. This lore focuses mainly on augments, hexes and conveyance spells to improve your chances in combat. In short, it's more focused on tactics than blasting the enemy into pieces.

Another large change is that of the Quirks of Character. For starters it has been expanded greatly to over two dozen, which gives you a lot more choices on how to build your army. You can now also give each unit up to two Quirks to make them a lot more elite, though at the cost of them going up a rarity tier to compensate for it. Lastly, most of your Core Units can be upgraded to Veterans, giving them better WS and access to better Magic Standards while going up a rarity slot.

Lastly, the Paymaster can now go in the second rank of his bodyguard for some very improved protection, thus taking him out of the worst fighting and decreasing the chance of causing Panic throughout your army.

Overall, this update is focused a lot on adding more player choice, while trying to keep the internal balance intact. Anyway, hope your enjoy the update, and a huge thank you to my Patreons for your continued support and patience with this update!

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Patch Notes:

  • Updated all units so they are more consistent with the other army books that contain the same units.
  • Stand Fast! The unit have the Cold-Blooded special rule on their next Rally test.
  • Lords may take up to 3 Quirks of Character. Heroes, Core and Special units may take up to 2 Quirks of Character. Core Units that take more than one Quirk of Character count as Special units, and Special Units counts as Rare Units.
  • New Magic Lore: Battle Magic
  • Added over a dozen new Quirks of Character.
  • Added dozens of new Magic Items.
  • Increased cost of great weapons.
  • Removed Merchant Price (it's possible to upgrade to better armour through a Quirk of Character instead).
  • Paymasters cannot take Warhorses. May be mounted on a Pay Chest or a Pay Cart.
  • If the Paymaster is slain, all friendly units suffer -1 to their Leadership for the remainder of the game.
  • Assassins can take light armour. Cannot take Killing Blow or Poisoned Attacks outside of Quirks. Costs 85 pts.
  • New Hero: Halfling Mercenary Captain
  • New mount: Pay Cart
  • Removed Forest Strider special rule from all Halflings.
  • Veteran is no longer a Quirk. Can be taken by Pikemen, Sellswords and Stradiots. The unit will count as a Special Unit instead of a Core Unit, and may take a Magic Standard worth up to 50 points.
  • Pikemen do not have light armour by default, cost 5 pts. Can take bucklers.
  • Crossbowmen can take medium armour.
  • Sellswords may take shields unless armed with two hand weapons, flails, great weapons or bows. Each unit of Sellswords must pick at least one weapon option and/or shields.
  • Duellists may take oriental longswords.
  • Stradiots may take bows or javelins.
  • Freelancers are now a Special Unit. Barding costs 1.5 pts. Quirks of Character costs 2 pts.
  • Gladiators cost 9 pts. Do not have light armour by default. Reduced the cost of shields and additional hand weapons.
  • Paymaster’s Bodyguard have medium armour by default. Can take shields.
  • When a Paymaster (including any Money Lender and/or Paychest it might have) joins a unit whose front rank contains five or more models with the Bodyguard special rule, they may be placed in the second rank, rather than the first. If the unit's front rank is ever reduced to four or fewer models with the Bodyguard special rule, the Paymaster must immediately move to the front rank (displacing rank and file models if necessary).
  • Norse Marauders may take spears. Do not have light armour by default. Have Counter-Charge. Can take fur cloaks. Cost 6 pts.
  • Mercenary Elves are a Special Unit. May only be Skirmishers if they are armed with missile weapons. May take additional hand weapons.
  • Ogres can take ironfists.
  • Orcs can take great weapons or polearms.
  • Scorpions are no longer taken in units. You may take 1-3 Scorpions as a single Special choice.
  • New Rare Unit: Marienburg Land Ship.
  • Lucrezzia Belladonna, Marco Colombo and Morgan Bernhardt may take 50 pts of magic items.
  • Marco Colombo does not have a crossbow by default and does not have the Sniper special rule, cost 165 pts.
  • All Regiments of Renown are now Special Characters with a unique unit. All previous Captains without Magic Items can now take Magic Items up to 50 pts.
  • Bearmen have fur cloaks.
  • Cursed Company does not have armour, cost 4 pts.
  • Hengus does not let the Giants of Albion re-roll leadership tests. Hengus cost 130 pts.