Post by Makarova (M.I.A) on Dec 13, 2009 5:01:04 GMT -5
SKETCHES. NOT IMPORTANT.
UNIT REMAKE PART ONE: THE EMPIRE
EMPIRE Armoury:
One-handed: Handweapon, Handblade, Handblunt, Flail, Spear, Lance, Pistol.
Two-handed: Greatsword, Spearaxe, Poleaxe, Pike.
Ranged: Shortbow, Self-bow, Longbow (Rare), Light crossbow, Crossbow, Arquebus, Repeater arquebus, Long rifle, Sling (Rare), Javelin (Rare), Crossbow pistol, Throwing knife, Throwing axe (Rare).
Armour: Light, Medium, Heavy, Half-plate, Full plate.
Shields: Buckler, Shield, Pavise.
Mounts: Horse, Warhorse, Winged horse (Rare), Pegasus (Rare), Griffon.
Barding: Light, Heavy, Plate.
War Machines: Catapult (Rare), Cannon, Great Cannon, Mortar, Bombard, Falconet, Volley Gun, Ballista (Rare), Arbalests.
HEROES:
EMPIRE GENERAL 50 pts
M WS BS S T W I A Ld
4 5 5 3 3 3 5 3 9
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
EMPIRE GRAND MASTER 75 pts
M WS BS S T W I A Ld
4 6 5 3 3 3 5 4 9
Equipment: Handblade or handblunt, half-plate. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Master of Battle: Immune to Psychology, which is confered to any unit of Knights from the same order he/she joins.
Order Champion: Must lead a unit of Knights from the same order.
EMPIRE CAPTAIN 25 pts
M WS BS S T W I A Ld
4 5 5 3 3 2 4 3 8
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
ARCH WIZARD 175 pts
M WS BS S T W I A Ld
4 3 3 3 4 3 3 1 8
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Magic: Is a level 3 Wizard. May use any of the basic magic lores, and may be upgraded to a level 4 Wizard for +35 pts.
WIZARD 65 pts
M WS BS S T W I A Ld
4 3 3 3 3 2 3 1 7
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Magic: Is a level 1 Wizard. May use any of the basic magic lores, and may be upgraded to a level 2 Wizard for +35 pts.
HIGH PRIEST 120 pts
M WS BS S T W I A Ld
4 5 5 4 4 3 5 3 9
Equipment: Handweapon or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Righteous Fury: Hatred. Is confered to any unit he/she joins.
Prayers of the Gods: May use the magic of his/her patron god, usually Sigmarite blessings.
Holy Shield: Grants a 5+ Ward Save and generates two dispel dices.
WARRIOR PRIEST 80 pts
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8
Equipment: Handweapon or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Righteous Fury: Hatred. Is confered to any unit he/she joins.
Prayers of the Gods: May use the magic of his/her patron god, usually Sigmarite blessings.
Holy Shield: Grants a 6+ Ward Save and generates one dispel dice.
MASTER ENGINEER 40 pts
M WS BS S T W I A Ld
4 3 4 3 3 2 3 1 7
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Master of Ballistics: Any warmachine joined by the Engineer may re-roll either one scatter dice or one artillery dice per turn, though you may not re-roll the distance bounced by a cannon ball. If the Engineer uses the re-roll ability, he/she may not fire their own weapon.
SOLDIERS:
SOLDIERS OF THE EMPIRE 3 pts/model
Professional soldiers, trained militia, light cavalry, household warriors or mercenaries.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Unit size: 10+
Equipment: Handweapon, handblade, handblunt, spear or poleaxe. Have access to the Empire Armoury. May be mounted.
Options: Have access to full command. May Skirmish for +1 pt/model.
PEASANTS 2 pts/model
Conscripted peasants, unprofessional militia, religious rabble or human mobs.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 5
Unit size: 15+
Equipment: Handweapon, handblunt, spear, poleaxe, throwing stones, shortbow or self-bow. Have access to the Empire Armoury.
Options: Have access to full command. May Skirmish and/or Scout for +1 pt/model. May be mounted.
HUNTSMEN 6 pts/model
Royal huntsmen, noble game enthusiasts, rangers or elite archers.
M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Unit size: 5+
Equipment: Handweapon, handblade, handblunt, spear, shortbow or self-bow. Have access to the Empire Armoury. May be mounted.
Special Rules: Skirmishers, Scouts.
Options: Have access to Champions and Hornblowers.
DUELLISTS 5 pts/model
Swashbucklers, pirates, trained highwaymen or professional sports duelists.
M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 7
Unit size: 5+
Equipment: Handweapon, handblade or handblunt. Have access to the Empire Armoury. May not carry any two-handed weapons. May be mounted.
Special Rules: Skirmishers.
Options: Have access to Champions and Hornblowers.
RELIGIOUS RABBLE
Fanatics, zealots, flagellants and drooling madmen.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 8
Unit size: 5+
Equipment: Handweapon, handblunt, spear, poleaxe, throwing stones, shortbow or self-bow.
Special Rules: Stubborn, Converts.
Options: Have access to Veterans.
Converts: May only be taken if a Warrior Priest or High Priest is part of the army.
IMPERIAL ELITES 7 pts/model
Army veterans or hardened mercenaries.
M WS BS S T W I A Ld
4 4 4 3 3 1 3 1 8
Unit size: 10+
Equipment: Handweapon, handblade, handblunt, spear or poleaxe plus medium armour. Have access to the Empire Armoury, and must purchase one additional piece of equipment. May be mounted.
Options: Have access to full command.
KNIGHTS 10 pts/model
Knights, either from an order or renegades/outcasts.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8
Unit size: 5+
Equipment: Handblade or handblunt, heavy armour. Have access to the Empire Armoury, and must purchase one additional piece of equipment. May be mounted.
Special Rules: Immune to Panic.
Options: Have access to full command.
WAR MACHINE CREW 3 pts/model
Various engineers, trained machine crew or soldiers such as arbalestiers.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Unit size: 1+
Equipment: Handweapon, handblade or handblunt. Have access to the Empire Armoury and must purchase at least one war machine for the unit. It may have as many war machines as it can operate.
Options: One model may be upgraded to a marksman for +5 pts.
UNIT REMAKE PART TWO: BRETONNIA
BRETONNIA Armoury:
One-handed: Handweapon, Handblade, Handblunt, Flail, Spear, Lance, Pistol (Rare).
Two-handed: Greatsword, Poleaxe, Spearaxe, Pike.
Ranged: Shortbow, Self-bow, Longbow, Light crossbow, Crossbow, Arquebus (Rare), Sling, Javelin (Rare), Throwing axe (Rare), Throwing knife (Rare).
Armour: Light, Medium, Heavy, Half-plate, Full plate (Rare).
Shields: Buckler, Shield, Pavise.
Mounts: Horse, Warhorse, Winged horse, Pegasus, Griffon, Drake, Dragon.
Barding: Light, Heavy, Plate (Rare).
War Machines: Catapult, Trebuchet, Cannon, Great Cannon, Mortar (Rare), Bombard (Rare), Falconet (Rare), Ballista (Rare), Arbalests.
HEROES:
BRETONNIAN DUKE 95 pts
A Duke, Marquess, Prince or similar highborn nobleman.
M WS BS S T W I A Ld
4 6 3 4 4 3 6 4 9
Equipment: Handweapon, handblade or handblunt, half-plate. Have access to the Bretonnian Armoury. May be mounted.
BRETONNIAN NOBLE 45 pts
Baron, Viscount, Count or a similar minor nobleman above the ranking of Knight.
M WS BS S T W I A Ld
4 5 3 4 4 2 5 3 8
Equipment: Handweapon, handblade or handblunt, half-plate. Have access to the Bretonnian Armoury. May be mounted.
MILITIA CAPTAIN 30 pts
A captain amongst household guards, militia or men-at-arms.
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8
Equipment: Handweapon, handblade or handblunt. Have access to the Bretonnian Armoury. May be mounted.
WIZARD LORD 175 pts
M WS BS S T W I A Ld
4 3 3 3 4 3 3 1 8
Equipment: Handweapon, handweapon, handblade or handblunt. Have access to the Bretonnian Armoury. May be mounted.
Magic: Is a level 3 Wizard. May use the lores of Fire, Beasts, Life or Heavens, and may be upgraded to a level 4 Wizard for +35 pts.
WIZARD 65 pts
M WS BS S T W I A Ld
4 3 3 3 3 2 3 1 7
Equipment: Handweapon, handblade or handblunt. Have access to the Bretonnian Armoury. May be mounted.
Magic: Is a level 1 Wizard. May use the lores of Fire, Beasts, Life or Heavens, and may be upgraded to a level 2 Wizard for +35 pts.
SOLDIERS:
MILITIA 2 pts/model
Conscripted militia, town watch, peasant hunters and human mobs.
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Unit size: 10+
Equipment: Handweapon, handblunt, spear, poleaxe or throwing stones. Have access to the Bretonnia Armoury.
Special Rules: Peasant's Duty.
Options: Have access to full command and may purchase a Yeoman as their champion for +12 pts. May Skirmish and/or Scout for +1 pt/model.
Yeoman 12 pts
M WS BS S T W I A Ld
4 3 3 3 3 1 3 2 6
MEN-AT-ARMS 3 pts/model
Retainers, household guards, militia veterans, squires, knight errants or professional soldiers.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Unit size: 10+
Equipment: Handweapon, handblade, handblunt, spear or poleaxe. Have access to the Bretonnia Armoury and must purchase one additional piece of equipment. May be mounted.
Special Rules: Peasant's Duty.
Options: Have access to full command.
RELIGIOUS RABBLE
Fanatics, zealots, flagellants and drooling madmen. Usually followers of a grail knight.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 8
Unit size: 5+
Equipment: Handweapon or handblunt. May not purchase any additional equipment other than an additional handweapon or handblunt.
Special Rules: Stubborn, Grail Pilgrims.
Options: Have access to Veterans.
Converts: May only be taken if a knightly hero with the Grail Vow is part of the army.
BRETONNIAN KNIGHTS 9 pts/model
Common knights, questing knights, pegasus knights and general experienced fighting noblemen.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8
Unit size: 5+
Equipment: Handblade or handblunt, Heavy Armour. Have access to the Bretonnia Armoury, and must purchase one additional piece of equipment. May be mounted.
Special Rules: Immune to Panic.
Options: Have access to full command.
WAR MACHINE CREW 2/3 pts/model
Various engineers, craftsmen, trained militia crew or soldiers such as arbalestiers.
May be either Militia or Men-at-Arms stats-wise, at the normal cost. Options and equipment are as below, not from their original units.
Unit size: 1+
Equipment: Handweapon or handblunt. Have access to the Bretonnia Armoury and must purchase at least one war machine for the unit. It may have as many war machines as it can operate.
Options: May upgrade one Miltia or Men-at-Arms to a marksman for +5 pts.
UNIT REMAKE PART TWO: LIZARDMEN
Army Special Rules:
Cold-Blooded: For all Leadership Tests, all Lizardmen units roll 3D6 and pick the two lowest.
LIZARDMEN Armoury:
One-handed: Handweapon, Handblade (Rare), Handblunt, Spear.
Two-handed: Poleaxe.
Ranged: Shortbow, Self-bow, Sling, Javelin, Blowpipe, Throwing axe.
Armour: Light, Medium.
Shields: Buckler, Shield.
Mounts: Cold One, Horned One.
Barding: Light.
War Machines: Ballista.
HEROES:
SAURUS OLDBLOOD 140 pts
M WS BS S T W I A Ld
4 6 4 5 5 3 4 5 9
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded.
SAURUS SCAR-VETERAN 75 pts
M WS BS S T W I A Ld
4 5 3 5 4 2 4 4 8
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded.
SKINK PRIEST 70 pts
M WS BS S T W I A Ld
6 2 3 3 3 2 4 1 6
Equipment: Handweapon or handblunt. Have access to the Lizardmen Armoury. May be mounted.
Magic: Is a level 1 Wizard. May use any of the basic magic lores, and may be upgraded to a level 2 Wizard for +35 pts.
Special Rules: Cold-Blooded.
SKINK CHIEFTAIN 50 pts
M WS BS S T W I A Ld
6 4 5 4 4 2 6 3 7
Equipment: Handweapon, handblunt, spear, javelin, shortbow, self-bow, sling or blowpipe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded, Aquatic. May Scout for +10 pts.
INFANTRY:
SAURUS WARRIORS 10 pts/model
M WS BS S T W I A Ld
4 3 3 4 4 1 2 2 8
Unit size: 5+
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded.
Options: Have access to full command.
SKINKS 4 pts/model
M WS BS S T W I A Ld
6 2 3 3 3 1 4 1 6
Unit size: 10+
Equipment: Handweapon, handblunt, spear, javelin, shortbow, self-bow, sling or blowpipe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded, Aquatic.
Options: Have access to full command. May Skirmish and/or Scout for +1 pt/model.
JUNGLE SWARMS 45 pts/base
M WS BS S T W I A Ld
5 3 0 2 2 5 1 5 10
Unit size: 1-6 bases.
Equipment: None.
Special Rules: Cold-Blooded, Skirmishers, Poisoned Attacks, Small, Swarm.
SAURUS ELITES 12 pts/model
M WS BS S T W I A Ld
4 4 3 4 4 1 3 2 8
Unit size: 5+
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury and must purchase one additional piece of equipment. May be mounted.
Special Rules: Cold-Blooded.
Options: Have access to full command.
KROXIGOR 50 pts/model
M WS BS S T W I A Ld
6 3 2 4 4 3 2 3 7
Unit size: 1+
Equipment: Handweapon, handblunt or spear. Have access to the Lizardmen Armoury. All costs for equipment are doubled.
Special Rules: Cold-Blooded, Aquatic, Natural Save 4+, Skirmish Screen, Cause Fear.
Options: Have access to a champion.
0-1 CHAMELEON SKINKS 11 pts/model
M WS BS S T W I A Ld
6 3 4 3 3 1 4 1 7
Unit size: 5+
Equipment: Handweapon, handblunt, spear, javelin, shortbow, self-bow, sling or blowpipe. Have access to the Lizardmen Armoury.
Special Rules: Cold-Blooded, Aquatic, Skirmishers, Scouts, Chameleons.
Options: Have access to a champion.
HUNTING PACKS 5 pts/model
M WS BS S T W I A Ld
Skinks 6 2 3 3 3 1 4 1 6
Salamander 6 3 0 5 4 3 4 2 5
Razordon 6 3 0 5 5 3 4 3 5
Unit size: 3+ Skinks + monsters.
Equipment: Skinks have spears and access to the Lizardmen Armoury. Monsters have no equipment.
Special Rules: Cold-Blooded, Aquatic, Skirmishers, Hunting Pack, Cause Fear (monsters), 5+ Natural Save (Salamanders), 4+ Natural Save (Razordons), Breathe Fire (Salamanders).
Options: Have access to a champion. For every 3 Skinks in the unit, a monster assigned to them may be bought. Salamanders cost 45 pts, Razordons cost 30 pts. If no monsters are taken, the Skinks may Scout for +1 pts/model.
Hunting Pack: Monsters must always remain within 2" of their assigned handlers. Should a handler be slain, another Skink may take his/her place if available. If all handlers are slain, the monsters must take a LD test or roll on the Monster Reaction table. Shooting attacks versus the unit hit the Skinks on a roll of 1-3, and a monster on the roll of a 4-6. If there are both Salamanders and Razordons present in the unit, roll to see which one is hit using normal calculation. In close combat attackers may direct attacks at either Skinks or a monster depending what they are in close combat with.
Breathe Fire: Salamanders may breathe fire using the normal flame template. Hits are resolved as normal, on Strength 4. Units that suffer casualties must take a Panic test.
UNDER CONSTRUCTION
FAQ:
Q: What does hornblower and champion mean? What stats does the command have?
A: The command is now global unless otherwise stated. If your unit has access to Champions this model may be either a Veteran (+1 A) at 10 pts, or a Marksman (+1 BS) at 5 pts. This is to make armybooks more simple to write, and it really makes no practical difference. Players should call champions whatever they want. If a unit only has access to one type of champion, they may not buy the other variant. Hornblowers are musicians. I've been tooling with the idea to split musicians into hornblowers and drummers, as these are very different in how they are used and work. The hornblowers would retain the old musician stats. Currently I have no good ideas for what a drummer would do and I might end up giving them the same abilities for simplicity. Please offer suggestions if you have any. Standards work as normal.
Q: Where are my Questing, Pegasus and Grail Knights?
A: Questing and Pegasus knights should be represented either through the Knight profile with the appropriate mounts and/or equipment, or through heroes. Grail Knights should always be heroes, and you may still make a unit out of them if you're crazy enough. Note that there is a Questing and a Grail Vow trait for heroes that will render them abilities similar to what they used to have. I'm considering offering the Questing trait to an entire unit of knights as well, but I'll probably end up not to as I feel questing knights are hard individuals who fight alone, and more appropriate as being heroes.
Q: Where are my steampunk things?
A: Play Warmachine or get out of my sight. Steam tanks might get into a special Engineer's Guild armybook, but mechanical horses, grenade launchers and pigeon bombs are out forever. Repeater arquebuses have been changed to be realistic, as have long rifles.
Q: Where is my Grail Reliquae?
A: Feel free to give your Religious Rabble one. It has no game effect, but it's probably the thing that makes them stubborn.
Q: Where are my Swordsmen?
A: They're Duelists. Skirmishers. Both realistic and oh so satisfying.
Q: Where are my Damsels?
A: Wizards. What models you use are up to you. These can be either damsels in the fluff, or your general rogue wizard. I've given them more "natural" magic lores compared to the Empire wizards, but if you want a different lore feel free to hire a mercenary wizard.
Q: Can magicians buy armour and weapons now?
A: Yup. Have fun.
Q: Why can the Bretts have dragons?!
A: Frankly, because I thought it'd be so damn cool. I changed the fluff a little. There are dragons in the Bretonnian mountains, and if they can tame Griffons taming a dragon isn't unreasonable. If you go by the elf-stuff (ergo, needing to be a powerful hero to awaken and gain the loyalty of a dragon), it's even more reasonable as Bretonnia is crawling with people like that.
Q: Where are my special characters?
A: Not here. Might be rebalanced and released in a separate list. Probably not.
Notes of interest:
I'd appreciate a better name for the High Priest.
UNIT REMAKE PART ONE: THE EMPIRE
EMPIRE Armoury:
One-handed: Handweapon, Handblade, Handblunt, Flail, Spear, Lance, Pistol.
Two-handed: Greatsword, Spearaxe, Poleaxe, Pike.
Ranged: Shortbow, Self-bow, Longbow (Rare), Light crossbow, Crossbow, Arquebus, Repeater arquebus, Long rifle, Sling (Rare), Javelin (Rare), Crossbow pistol, Throwing knife, Throwing axe (Rare).
Armour: Light, Medium, Heavy, Half-plate, Full plate.
Shields: Buckler, Shield, Pavise.
Mounts: Horse, Warhorse, Winged horse (Rare), Pegasus (Rare), Griffon.
Barding: Light, Heavy, Plate.
War Machines: Catapult (Rare), Cannon, Great Cannon, Mortar, Bombard, Falconet, Volley Gun, Ballista (Rare), Arbalests.
HEROES:
EMPIRE GENERAL 50 pts
M WS BS S T W I A Ld
4 5 5 3 3 3 5 3 9
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
EMPIRE GRAND MASTER 75 pts
M WS BS S T W I A Ld
4 6 5 3 3 3 5 4 9
Equipment: Handblade or handblunt, half-plate. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Master of Battle: Immune to Psychology, which is confered to any unit of Knights from the same order he/she joins.
Order Champion: Must lead a unit of Knights from the same order.
EMPIRE CAPTAIN 25 pts
M WS BS S T W I A Ld
4 5 5 3 3 2 4 3 8
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
ARCH WIZARD 175 pts
M WS BS S T W I A Ld
4 3 3 3 4 3 3 1 8
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Magic: Is a level 3 Wizard. May use any of the basic magic lores, and may be upgraded to a level 4 Wizard for +35 pts.
WIZARD 65 pts
M WS BS S T W I A Ld
4 3 3 3 3 2 3 1 7
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Magic: Is a level 1 Wizard. May use any of the basic magic lores, and may be upgraded to a level 2 Wizard for +35 pts.
HIGH PRIEST 120 pts
M WS BS S T W I A Ld
4 5 5 4 4 3 5 3 9
Equipment: Handweapon or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Righteous Fury: Hatred. Is confered to any unit he/she joins.
Prayers of the Gods: May use the magic of his/her patron god, usually Sigmarite blessings.
Holy Shield: Grants a 5+ Ward Save and generates two dispel dices.
WARRIOR PRIEST 80 pts
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8
Equipment: Handweapon or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Righteous Fury: Hatred. Is confered to any unit he/she joins.
Prayers of the Gods: May use the magic of his/her patron god, usually Sigmarite blessings.
Holy Shield: Grants a 6+ Ward Save and generates one dispel dice.
MASTER ENGINEER 40 pts
M WS BS S T W I A Ld
4 3 4 3 3 2 3 1 7
Equipment: Handweapon, handblade or handblunt. May purchase everything in the Empire Armoury. May be mounted.
Special Rules: Master of Ballistics: Any warmachine joined by the Engineer may re-roll either one scatter dice or one artillery dice per turn, though you may not re-roll the distance bounced by a cannon ball. If the Engineer uses the re-roll ability, he/she may not fire their own weapon.
SOLDIERS:
SOLDIERS OF THE EMPIRE 3 pts/model
Professional soldiers, trained militia, light cavalry, household warriors or mercenaries.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Unit size: 10+
Equipment: Handweapon, handblade, handblunt, spear or poleaxe. Have access to the Empire Armoury. May be mounted.
Options: Have access to full command. May Skirmish for +1 pt/model.
PEASANTS 2 pts/model
Conscripted peasants, unprofessional militia, religious rabble or human mobs.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 5
Unit size: 15+
Equipment: Handweapon, handblunt, spear, poleaxe, throwing stones, shortbow or self-bow. Have access to the Empire Armoury.
Options: Have access to full command. May Skirmish and/or Scout for +1 pt/model. May be mounted.
HUNTSMEN 6 pts/model
Royal huntsmen, noble game enthusiasts, rangers or elite archers.
M WS BS S T W I A Ld
4 3 4 3 3 1 3 1 7
Unit size: 5+
Equipment: Handweapon, handblade, handblunt, spear, shortbow or self-bow. Have access to the Empire Armoury. May be mounted.
Special Rules: Skirmishers, Scouts.
Options: Have access to Champions and Hornblowers.
DUELLISTS 5 pts/model
Swashbucklers, pirates, trained highwaymen or professional sports duelists.
M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 7
Unit size: 5+
Equipment: Handweapon, handblade or handblunt. Have access to the Empire Armoury. May not carry any two-handed weapons. May be mounted.
Special Rules: Skirmishers.
Options: Have access to Champions and Hornblowers.
RELIGIOUS RABBLE
Fanatics, zealots, flagellants and drooling madmen.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 8
Unit size: 5+
Equipment: Handweapon, handblunt, spear, poleaxe, throwing stones, shortbow or self-bow.
Special Rules: Stubborn, Converts.
Options: Have access to Veterans.
Converts: May only be taken if a Warrior Priest or High Priest is part of the army.
IMPERIAL ELITES 7 pts/model
Army veterans or hardened mercenaries.
M WS BS S T W I A Ld
4 4 4 3 3 1 3 1 8
Unit size: 10+
Equipment: Handweapon, handblade, handblunt, spear or poleaxe plus medium armour. Have access to the Empire Armoury, and must purchase one additional piece of equipment. May be mounted.
Options: Have access to full command.
KNIGHTS 10 pts/model
Knights, either from an order or renegades/outcasts.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8
Unit size: 5+
Equipment: Handblade or handblunt, heavy armour. Have access to the Empire Armoury, and must purchase one additional piece of equipment. May be mounted.
Special Rules: Immune to Panic.
Options: Have access to full command.
WAR MACHINE CREW 3 pts/model
Various engineers, trained machine crew or soldiers such as arbalestiers.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Unit size: 1+
Equipment: Handweapon, handblade or handblunt. Have access to the Empire Armoury and must purchase at least one war machine for the unit. It may have as many war machines as it can operate.
Options: One model may be upgraded to a marksman for +5 pts.
UNIT REMAKE PART TWO: BRETONNIA
BRETONNIA Armoury:
One-handed: Handweapon, Handblade, Handblunt, Flail, Spear, Lance, Pistol (Rare).
Two-handed: Greatsword, Poleaxe, Spearaxe, Pike.
Ranged: Shortbow, Self-bow, Longbow, Light crossbow, Crossbow, Arquebus (Rare), Sling, Javelin (Rare), Throwing axe (Rare), Throwing knife (Rare).
Armour: Light, Medium, Heavy, Half-plate, Full plate (Rare).
Shields: Buckler, Shield, Pavise.
Mounts: Horse, Warhorse, Winged horse, Pegasus, Griffon, Drake, Dragon.
Barding: Light, Heavy, Plate (Rare).
War Machines: Catapult, Trebuchet, Cannon, Great Cannon, Mortar (Rare), Bombard (Rare), Falconet (Rare), Ballista (Rare), Arbalests.
HEROES:
BRETONNIAN DUKE 95 pts
A Duke, Marquess, Prince or similar highborn nobleman.
M WS BS S T W I A Ld
4 6 3 4 4 3 6 4 9
Equipment: Handweapon, handblade or handblunt, half-plate. Have access to the Bretonnian Armoury. May be mounted.
BRETONNIAN NOBLE 45 pts
Baron, Viscount, Count or a similar minor nobleman above the ranking of Knight.
M WS BS S T W I A Ld
4 5 3 4 4 2 5 3 8
Equipment: Handweapon, handblade or handblunt, half-plate. Have access to the Bretonnian Armoury. May be mounted.
MILITIA CAPTAIN 30 pts
A captain amongst household guards, militia or men-at-arms.
M WS BS S T W I A Ld
4 4 4 4 4 2 4 2 8
Equipment: Handweapon, handblade or handblunt. Have access to the Bretonnian Armoury. May be mounted.
WIZARD LORD 175 pts
M WS BS S T W I A Ld
4 3 3 3 4 3 3 1 8
Equipment: Handweapon, handweapon, handblade or handblunt. Have access to the Bretonnian Armoury. May be mounted.
Magic: Is a level 3 Wizard. May use the lores of Fire, Beasts, Life or Heavens, and may be upgraded to a level 4 Wizard for +35 pts.
WIZARD 65 pts
M WS BS S T W I A Ld
4 3 3 3 3 2 3 1 7
Equipment: Handweapon, handblade or handblunt. Have access to the Bretonnian Armoury. May be mounted.
Magic: Is a level 1 Wizard. May use the lores of Fire, Beasts, Life or Heavens, and may be upgraded to a level 2 Wizard for +35 pts.
SOLDIERS:
MILITIA 2 pts/model
Conscripted militia, town watch, peasant hunters and human mobs.
M WS BS S T W I A Ld
4 2 3 3 3 1 3 1 5
Unit size: 10+
Equipment: Handweapon, handblunt, spear, poleaxe or throwing stones. Have access to the Bretonnia Armoury.
Special Rules: Peasant's Duty.
Options: Have access to full command and may purchase a Yeoman as their champion for +12 pts. May Skirmish and/or Scout for +1 pt/model.
Yeoman 12 pts
M WS BS S T W I A Ld
4 3 3 3 3 1 3 2 6
MEN-AT-ARMS 3 pts/model
Retainers, household guards, militia veterans, squires, knight errants or professional soldiers.
M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7
Unit size: 10+
Equipment: Handweapon, handblade, handblunt, spear or poleaxe. Have access to the Bretonnia Armoury and must purchase one additional piece of equipment. May be mounted.
Special Rules: Peasant's Duty.
Options: Have access to full command.
RELIGIOUS RABBLE
Fanatics, zealots, flagellants and drooling madmen. Usually followers of a grail knight.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 8
Unit size: 5+
Equipment: Handweapon or handblunt. May not purchase any additional equipment other than an additional handweapon or handblunt.
Special Rules: Stubborn, Grail Pilgrims.
Options: Have access to Veterans.
Converts: May only be taken if a knightly hero with the Grail Vow is part of the army.
BRETONNIAN KNIGHTS 9 pts/model
Common knights, questing knights, pegasus knights and general experienced fighting noblemen.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8
Unit size: 5+
Equipment: Handblade or handblunt, Heavy Armour. Have access to the Bretonnia Armoury, and must purchase one additional piece of equipment. May be mounted.
Special Rules: Immune to Panic.
Options: Have access to full command.
WAR MACHINE CREW 2/3 pts/model
Various engineers, craftsmen, trained militia crew or soldiers such as arbalestiers.
May be either Militia or Men-at-Arms stats-wise, at the normal cost. Options and equipment are as below, not from their original units.
Unit size: 1+
Equipment: Handweapon or handblunt. Have access to the Bretonnia Armoury and must purchase at least one war machine for the unit. It may have as many war machines as it can operate.
Options: May upgrade one Miltia or Men-at-Arms to a marksman for +5 pts.
UNIT REMAKE PART TWO: LIZARDMEN
Army Special Rules:
Cold-Blooded: For all Leadership Tests, all Lizardmen units roll 3D6 and pick the two lowest.
LIZARDMEN Armoury:
One-handed: Handweapon, Handblade (Rare), Handblunt, Spear.
Two-handed: Poleaxe.
Ranged: Shortbow, Self-bow, Sling, Javelin, Blowpipe, Throwing axe.
Armour: Light, Medium.
Shields: Buckler, Shield.
Mounts: Cold One, Horned One.
Barding: Light.
War Machines: Ballista.
HEROES:
SAURUS OLDBLOOD 140 pts
M WS BS S T W I A Ld
4 6 4 5 5 3 4 5 9
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded.
SAURUS SCAR-VETERAN 75 pts
M WS BS S T W I A Ld
4 5 3 5 4 2 4 4 8
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded.
SKINK PRIEST 70 pts
M WS BS S T W I A Ld
6 2 3 3 3 2 4 1 6
Equipment: Handweapon or handblunt. Have access to the Lizardmen Armoury. May be mounted.
Magic: Is a level 1 Wizard. May use any of the basic magic lores, and may be upgraded to a level 2 Wizard for +35 pts.
Special Rules: Cold-Blooded.
SKINK CHIEFTAIN 50 pts
M WS BS S T W I A Ld
6 4 5 4 4 2 6 3 7
Equipment: Handweapon, handblunt, spear, javelin, shortbow, self-bow, sling or blowpipe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded, Aquatic. May Scout for +10 pts.
INFANTRY:
SAURUS WARRIORS 10 pts/model
M WS BS S T W I A Ld
4 3 3 4 4 1 2 2 8
Unit size: 5+
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded.
Options: Have access to full command.
SKINKS 4 pts/model
M WS BS S T W I A Ld
6 2 3 3 3 1 4 1 6
Unit size: 10+
Equipment: Handweapon, handblunt, spear, javelin, shortbow, self-bow, sling or blowpipe. Have access to the Lizardmen Armoury. May be mounted.
Special Rules: Cold-Blooded, Aquatic.
Options: Have access to full command. May Skirmish and/or Scout for +1 pt/model.
JUNGLE SWARMS 45 pts/base
M WS BS S T W I A Ld
5 3 0 2 2 5 1 5 10
Unit size: 1-6 bases.
Equipment: None.
Special Rules: Cold-Blooded, Skirmishers, Poisoned Attacks, Small, Swarm.
SAURUS ELITES 12 pts/model
M WS BS S T W I A Ld
4 4 3 4 4 1 3 2 8
Unit size: 5+
Equipment: Handweapon, handblunt, spear, javelin or poleaxe. Have access to the Lizardmen Armoury and must purchase one additional piece of equipment. May be mounted.
Special Rules: Cold-Blooded.
Options: Have access to full command.
KROXIGOR 50 pts/model
M WS BS S T W I A Ld
6 3 2 4 4 3 2 3 7
Unit size: 1+
Equipment: Handweapon, handblunt or spear. Have access to the Lizardmen Armoury. All costs for equipment are doubled.
Special Rules: Cold-Blooded, Aquatic, Natural Save 4+, Skirmish Screen, Cause Fear.
Options: Have access to a champion.
0-1 CHAMELEON SKINKS 11 pts/model
M WS BS S T W I A Ld
6 3 4 3 3 1 4 1 7
Unit size: 5+
Equipment: Handweapon, handblunt, spear, javelin, shortbow, self-bow, sling or blowpipe. Have access to the Lizardmen Armoury.
Special Rules: Cold-Blooded, Aquatic, Skirmishers, Scouts, Chameleons.
Options: Have access to a champion.
HUNTING PACKS 5 pts/model
M WS BS S T W I A Ld
Skinks 6 2 3 3 3 1 4 1 6
Salamander 6 3 0 5 4 3 4 2 5
Razordon 6 3 0 5 5 3 4 3 5
Unit size: 3+ Skinks + monsters.
Equipment: Skinks have spears and access to the Lizardmen Armoury. Monsters have no equipment.
Special Rules: Cold-Blooded, Aquatic, Skirmishers, Hunting Pack, Cause Fear (monsters), 5+ Natural Save (Salamanders), 4+ Natural Save (Razordons), Breathe Fire (Salamanders).
Options: Have access to a champion. For every 3 Skinks in the unit, a monster assigned to them may be bought. Salamanders cost 45 pts, Razordons cost 30 pts. If no monsters are taken, the Skinks may Scout for +1 pts/model.
Hunting Pack: Monsters must always remain within 2" of their assigned handlers. Should a handler be slain, another Skink may take his/her place if available. If all handlers are slain, the monsters must take a LD test or roll on the Monster Reaction table. Shooting attacks versus the unit hit the Skinks on a roll of 1-3, and a monster on the roll of a 4-6. If there are both Salamanders and Razordons present in the unit, roll to see which one is hit using normal calculation. In close combat attackers may direct attacks at either Skinks or a monster depending what they are in close combat with.
Breathe Fire: Salamanders may breathe fire using the normal flame template. Hits are resolved as normal, on Strength 4. Units that suffer casualties must take a Panic test.
UNDER CONSTRUCTION
FAQ:
Q: What does hornblower and champion mean? What stats does the command have?
A: The command is now global unless otherwise stated. If your unit has access to Champions this model may be either a Veteran (+1 A) at 10 pts, or a Marksman (+1 BS) at 5 pts. This is to make armybooks more simple to write, and it really makes no practical difference. Players should call champions whatever they want. If a unit only has access to one type of champion, they may not buy the other variant. Hornblowers are musicians. I've been tooling with the idea to split musicians into hornblowers and drummers, as these are very different in how they are used and work. The hornblowers would retain the old musician stats. Currently I have no good ideas for what a drummer would do and I might end up giving them the same abilities for simplicity. Please offer suggestions if you have any. Standards work as normal.
Q: Where are my Questing, Pegasus and Grail Knights?
A: Questing and Pegasus knights should be represented either through the Knight profile with the appropriate mounts and/or equipment, or through heroes. Grail Knights should always be heroes, and you may still make a unit out of them if you're crazy enough. Note that there is a Questing and a Grail Vow trait for heroes that will render them abilities similar to what they used to have. I'm considering offering the Questing trait to an entire unit of knights as well, but I'll probably end up not to as I feel questing knights are hard individuals who fight alone, and more appropriate as being heroes.
Q: Where are my steampunk things?
A: Play Warmachine or get out of my sight. Steam tanks might get into a special Engineer's Guild armybook, but mechanical horses, grenade launchers and pigeon bombs are out forever. Repeater arquebuses have been changed to be realistic, as have long rifles.
Q: Where is my Grail Reliquae?
A: Feel free to give your Religious Rabble one. It has no game effect, but it's probably the thing that makes them stubborn.
Q: Where are my Swordsmen?
A: They're Duelists. Skirmishers. Both realistic and oh so satisfying.
Q: Where are my Damsels?
A: Wizards. What models you use are up to you. These can be either damsels in the fluff, or your general rogue wizard. I've given them more "natural" magic lores compared to the Empire wizards, but if you want a different lore feel free to hire a mercenary wizard.
Q: Can magicians buy armour and weapons now?
A: Yup. Have fun.
Q: Why can the Bretts have dragons?!
A: Frankly, because I thought it'd be so damn cool. I changed the fluff a little. There are dragons in the Bretonnian mountains, and if they can tame Griffons taming a dragon isn't unreasonable. If you go by the elf-stuff (ergo, needing to be a powerful hero to awaken and gain the loyalty of a dragon), it's even more reasonable as Bretonnia is crawling with people like that.
Q: Where are my special characters?
A: Not here. Might be rebalanced and released in a separate list. Probably not.
Notes of interest:
I'd appreciate a better name for the High Priest.