This update changes the following:
- Full plate armour removed as an option ("Best Money can Buy" allows upgrading heavy armour to a 3+ save now).
- Borgio the Besieger has heavy armour.
- Wavering Loyalty: Clarified that the unit flees as normal.
- Mercenary Dwarfs cost 6 pts. Heavy armour costs 3 pts.
- Mercenary Elves have Elven Longbows, cost 5 pts to upgrade.
- Freelancers cost 17 pts.
- Medium armour for Stradiots costs 3 pts.
- Gladiators have bucklers by default, cost 10 pts. Can replace buckler with shield. Can have javelins in addition to other weapons.
- Mercenary Ogres start with hand weapon for 28 pts; can choose between bucklers, additional hand weapons or great weapons.
- Mambrinio's Golden Armour: Heavy armour. The wearer gains +2 to their armour save and the Immunity (Killing Blow, Multiple Wounds) special rules. However, they suffer -2 Initiative and a -1 penalty to Dangerous Terrain tests. Costs 25 pts.
- Justintine's Paychest: The Paymaster and any unit they are with always roll 3D6 when taking Leadership tests, and discard the highest result.
- Animosity: Units with this special rule must roll a D6 and consult the chart below in the Charge sub-phase after all other charges have been declared, unless they have declared a charge, are already in combat, fleeing, or have less than 5 models.
- Sellswords can no longer be upgraded to Veterans or take heavy armour. Sellswords can take a magic standard up to 25 pts.
- Hobgoblins cannot take poisoned attacks.
- Halflings and Elves cannot Scout.
- Quirks of Character can now be taken by nearly all units in the army. Lethal Strike replaced with Crushing Blow (Strength Bonus 1).
- Racial Distrust: Most models belong to a certain race as detailed in their Troop Type. This includes Human, Dwarf, Elf, Halfling, Ogre, Orc and Hobgoblin. Characters may only join units belonging to the same race.
- Hobgoblin Wolf Riders cost 10 pts.
- Assassins may have Poisoned Attacks and Killing Blow.
- Mercenary Dwarfs, Norse Marauders, Halflings, Ogres, Orcs and Hobgoblins may take a magic standard worth up to 25 pts.
- Additional crew for war machines cost 6 pts.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.