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.
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