Not a huge number of changes from the beta to the full version, mainly due to there not being that many bugs and such that required fixing. As before, let’s go through the major changes.
Wizards now choose spells like in the 2.2 version of the rules; that is, one spell per spell level plus the signature spell. This means each Wizard Level unlocks a set of 3 spells to choose one spell from, rather than level 1 wizards picking 2/3 spells by default, which screwed up the progression system. To compensate for it, Wizards are now allowed to use an additional dice per spell casting roll – again, just like in 2.2.
Rank bonus has been limited to +2 ranks for charging units, representing them partially breaking formation when they rush forward. This was done to give a bit of an edge to larger units choosing Hold as a charge reaction. The +1 bonus to steadfast unfortunately served no purpose for large or stubborn units that would be steadfast anyway, meaning these units always benefited from counter-charging. Now, units with 3+ ranks benefit more from holding against charges compared to just counter-charging, since they don’t lose combat resolution from it. Likewise, smaller units of shock troops are incentivized to keep counter-charging since they would most likely not have enough ranks for +3 bonus anyway.
Loner and Uncommanded are now a single special rule called Independent - they practically apply to all units anyway. Loner units would typically operate outside of the general command structure to begin with, so it only fits.
Ponderous weapons suffer an additional -1 to Hit when using Stand and Shoot, representing these weapons being slower to load, and keeps them better balanced with the increases in range and strength they have received.
Fast Cavalry and Skirmishers can now perform more manoeuvres with movement penalties, rather than being limited to turning.
For missile weapons, there are a few changes to their Strength values. Longbows are S3 as before to avoid issues with things like Orc Arrer Boyz becoming too good. Blowpipes have been nerfed to S2 after feedback. Handguns, pistols and blunderbusses have all gained +1S, but lost armour piercing. This makes them deadlier overall, which is offset by their short effective range and additional stand and shoot penalty. Organ guns meanwhile, have lost a bit of range and armour piercing, but instead fire 3D6 shots instead of D6. Lastly, javelins have been toned down a bit in range to 10/15" – 18" just felt a bit too much for what is supposed to be a fairly short range weapon.
There are a few more magic items that have been moved to the various army books, and there are now common magic items that may be taken in multiples in each army, just like in TOW. Arcane items on the other hand, are split into staffs, charms and relic, and each wizard may pick one of each – giving them a lot more options than before and allow you to tailor more interesting wizard builds. Magic Armour is generally more expensive, and Magical Wards are cheaper.
With that, the main rules should be complete for a good while, apart from potential minor bug fixes. Next up will be a large wave of army list updates, starting with the official ones, which I'll go through in more detail in another post. Thanks to my Patreons for your ongoing support!
Patch Notes:
- Separated wheeling from manoeuvres.
- A unit that reforms may not fire missile weapons in the Shooting phase.
- Note that a unit that is already engaged in close combat is not allowed to make a charge reaction.
- Each Wizard may choose a number of spells equal to their level.
- The number of dice each Wizard can use to cast each spell is equal to their Wizard Level plus 2.
- Added rules for units that have “innate” bound spells.
- Bound spells do not benefit from any casting bonuses or penalties the model might have.
- A minimum of five models in each rank or file may always attack, as long as the unit is in base contact with any model of the enemy unit in that arc.
- Units that have charged the same turn are limited to a maximum of +2 rank bonus.
- Units that choose Hold no longer get a bonus to Steadfast.
- If a model with the Killing Blow special rule rolls a 6 To Wound, they automatically slay their opponent – regardless of Toughness or the number of Wounds on the victim's profile.
- Merged Loner and Uncommanded into Independent. Note that Characters, ridden models and Mixed Units that still have their Handlers ignore this special rule, unless specified.
- If a model has the Poisoned Attacks special rule from two or more different sources (such as a combination of different special rules, spells or magic items), it may also re-roll failed To Wound rolls.
- Ponderous: Weapons with this rule suffer an additional -1 To Hit penalty if they move and shoot in the same turn, and when choosing Stand & Shoot as a charge reaction.
- Random Movement: A character with this special rule cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule. If a character in the unit has a different Random Movement value, use the slowest for the entire unit.
- Quick Shot: Quick Shot may be used once per turn when declaring a charge, immediately after rolling for your charge distance. If the charging unit has enough Movement to enter the maximum range of its missile weapons, resolve the shooting attacks for each weapon as if the charging unit had just entered that weapon’s range.
- Fast Cavalry/ Skirmishers may turn without losing any movement, redress the ranks for a quarter of their movement and reform for half their movement. In addition, they may perform two manoeuvres during their move (even while marching), and still shoot after reforming.
- Profiles that only have one range listed ignore penalties for long range.
- Spears/pikes only receive their bonuses if you choose Hold or Stand & Shoot as a charge reaction.
- Longbows are S3.
- Javelins have a range of 10/15".
- Blowpipes are S2.
- Handguns and pistols are S5, blunderbusses S4. None have Armour Piercing.
- Grapeshot is not Armour Piercing.
- Fire throwers are S4 by default.
- Organ Guns have a range of 12/24", Multiple Shots (Artillery Dice + 3D6). Not Armour Piercing.
- A character cannot join a unit of Monstrous Creatures (unless they are also a Monstrous Creature).
- Added rules for Deadly Terrain: Models moving through deadly terrain must take always dangerous terrain tests, even when making normal moves. When a model marches, charges, flees, overruns or pursues into or through an area of deadly terrain, it fails the test on a roll of 1-2 rather than 1. Cavalry, Monstrous Cavalry, Chariots and Shrines treat what is normally dangerous terrain as being deadly terrain.
- Added rules for rolling hills. Rolling hills counts as open ground.
- Any magic item marked with an asterisk (*) is considered to be common, and thus can be taken in multiples in your army.
- Scroll of Shielding: This item can be used when an enemy attempts to cast a spell targeting one of your units within dispel range.
- Removed Dragon Slaying Sword (will be moved to Bretonnia with a different effect).
- Removed Obsidian Blade (will be moved to Chaos Dwarfs).
- Renamed Bone Blade to Ogre Blade.
- Renamed Ogre Blade to Sword of Power.
- Armour of Destiny costs 60 pts.
- Armour of Resilience costs 40 pts.
- Armour of Silvered Steel costs 40 pts.
- Removed Shield of Ptolos (will be moved to Dogs of War).
- Talisman of Preservation costs 40 pts.
- Talisman of Endurance costs 25 pts.
- Talisman of Protection costs 10 pts.
- Arcane Items are split into Staffs, Charms and Relics. A Wizard may not take more than one item from the same category, but can otherwise take up to 3 arcane items.
- Wand of Jet is now Wand of Onyx and vice versa.
- Forbidden Rod cost 20 pts.
- Removed Wizard's Staff (will be moved to Empire).
- Lichbone Pennant is back.
- Curse of Anraheir: Models already in dangerous terrain counts as moving through deadly terrain.
- Savage Beast of Horros: If a Character is mounted, you must choose if the rider or the mount is affected by the spell. For other ridden Monsters, the riders are never affected.