Post by Makarova (M.I.A) on Dec 13, 2009 4:03:43 GMT -5
This is the second chapter of my remake. Please see the first part for additional information.
MELEE WEAPONS:
Special Rules:
Spear Breaker: Greatswords are primarily designed to fend away and cut off spears and pikes, and used to break through formations. Models armed with greatswords ignore the Spear Wall formation, and roll to hit as normal. In addition models armed with pikes do not strike first against models with greatswords, and models with spears don't get double initiative against them. Combat is carried out in initiative order as normal.
Horse Trap: When cavalry charges a spear or pike formation, the horses are in an extremely vulnerable position as they're more exposed to the weapons than the riders are. Models armed with spears and pikes hit the mount of a cavalry model on the roll of a 1-4 rather than the normal 1-3. In addition, as the mounts are actively running into the spears when charging (providing the riders can force them to do so), the momentum provides the spears or pikes a +1 Strength bonus on the turn they are charged by cavalry or monsters that moved further than their basic movement in that turn.
Weaponry:
Fists [Infantry & Cavalry] (Free)
Punch! All humanoid models in the game comes with fists and feet, which can be used to attempt to harm someone. This is obviously not particularily effective against an armed opponent, and most peasants make sure to bring at least a rusty dagger to the field.
Anyone who has nothing else to fight with than their fists, perform all their melee attacks with -1 Strength.
Handweapon [Infantry & Cavalry] (1 pts)
Knives, pistol butts, rusty iron sticks, carpenter's mallets, broken bottles and various mildly lethal implements. They have no special rules other than allowing models to use their basic attacks at their basic strength.
Handblade [Infantry & Cavalry] (2 pts)
A sword, long dagger or other type of light, bladed weapon. A versatile and deadly weapon, it's relative lightness, ease of handling and flexibility make it lethal against lightly-armoured foes and the weapon or sidearm of choice for the professional soldier. It can also be used to divert and parry with significant more ease than other weapons.
+1 Armour Save in close combat, and re-roll '1's to hit.
Handblunt [Infantry & Cavalry] (1 pts)
Hand axes, maces, clubs, and the assortment of hideous, spiky, nasty things designed to inflict catastrophic tissue damage through weight and force. The concentration of force offered by these weapons makes them ideal for dealing with more heavily-armoured foes, while their cheapness recommends them to lighter or less trained soldiers.
Armour Piercing.
Flail [Infantry] (1 pts)
The flail was designed on agricultural threshers, and is essentially a mace head attached to a chain. It can deliver tremendous blows, but becomes more difficult to use effectively in a thick melee as it needs room to manoeuvre.
+1 Strength bonus in first turn of combat.
Flail [Cavalry] (1 pts)
The levered position of a horseman is ideal for flails, as they have more room to manoeuvre and properly utilise the flail's impact strength, causing severe damage.
+1 Strength bonus.
Spear [Infantry] (1 pts)
A various number of long poles with a sharpened end, usually a small metal head. One of the world's most valued weapons, the spear is both exceptionally versatile and a remarkably good weapon for infantry of all types.
Doubles Initiative; Fight in two ranks; Horse Trap.
Spear [Cavalry] (1 pts)
The spear is one of the most common cavalry weapons used and can deliver powerful impacts on the charge. A backup weapon is recommended though, as they usually break on the charge and even if they don't the horsemen are in no position to recover them.
Doubles Initiative; Gains a +2 Strength bonus in the first round of combat when charging; One use only.
Pike [Infantry] (2 pts)
A long, two-handed thrusting weapon between four and eight metres, renowned as the premier infantry weapon for frontal engagements on level terrain. The pike's sheer reach compacted into several rows of densely-packed infantry makes it the ideal weapon for infantrymen of any type, they are incredibly hard to break from the front.
Always Strikes First; Fight in four ranks; Two-Handed; Horse Trap.
Lance [Cavalry] (2 pts)
A lance is essentially a pike on horseback, often modified with handguards for powerful couching impacts. Very common with knights and elite cavalry, and capable of delivering catastrophic force to it's target by transferring all the momentum and shock of a charging horseman to it's target.
Always Strikes First; Gains a +3 Strength bonus in the first round of combat when charging; One use only.
Poleaxe [Infantry] (1 pts)
Longaxes, long-shafted flails, mauls, billhooks, bardiches, glaives, scythes and similar dangerous implements. Very powerful and imposing, but in trained hands wieldable without any serious loss of agility, or in the case of oversized axes and mauls the creature that wields them is of sufficient size and strength to use them like a human would a smaller weapon. A blow from a poleaxe can compromise any armour and break any shield.
+2 Strength bonus; Two-Handed; Armour Piercing.
Poleaxe [Cavalry] (1 pts]
Shorter poleaxes such as simple two-handed axes can be used to limited effect on horseback, even if they're unwieldy due to the weight.
+1 Strength bonus, Two-Handed; Armour Piercing.
Spearaxe [Infantry] (2 pts]
Halberds, voulges, pollaxes, swordstaffs, military bills, guisarmes, and similar weapons designed to be used as both a spear and a heavy chopping weapon. They're extremely versatile and popular with infantry all over the world. At the start of each turn in combat, choose how the soldiers use the spearaxes:
As axes: +2 Strength bonus; Two-Handed; Armour Piercing.
As spears: Doubles Initiative; Two-Handed; Horse Trap.
Spearaxe [Cavalry] (2 pts]
Lighter spearaxes such as glaives can be used on horseback as an improvised spear, but the impact is reduced by the broad and awkward design of the blade as it is not able to transfer mass in the same manner as a spear.
Doubles Initiative; +1 Strength bonus in the first round of combat when charging; One use only.
Greatsword [Infantry] (3 pts)
Sometimes n used by elite soldiers or mercenaries, a greatsword is a two-handed longsword almost as long as a man. It is surprisingly light and well balanced, and can easily be handled by a trained swordsman, primarily to break spear and pike formations, sweeping the weapons aside.
+1 Strength bonus; Two-Handed; Spear Breaker, and re-roll '1's to hit.
Greatsword [Cavalry] (3 pts)
Fully-sized greatswords are very hard to use on horseback, but two-handed longswords and similarly sized swords such as the Imperial schlachterswerd are relatively common amongst knights.
+1 Strength bonus; Two-Handed.
Pistol [Infantry & Cavalry] (3 pts)
A pistol may be used as an improvised club, though they are little more than a weighted wooden cudgel. They counts as handweapons. See ranged weapons for their ranged profile.
RANGED WEAPONS:
Special Rules:
Side Weapon: Pistol-type and throwing weapons receive no penalty to hit after having moved, and may always make a stand & shoot reaction. This represents them being easier and quicker to ready, handle and fire than other ranged weapons.
Blackpowder: Enemies that take any casualties from a unit of at least 5 soldiers armed with blackpowder weapons must immediately take a Panic test as if they had lost 25% casualties to shooting. If they are mounted, this test is at -1 LD as their animals easily panic from gunfire.
Bounce: Throwing axes are used as shock and terror weapons to disrupt formations, as they start to bounce wildly after having struck the ground. Any unit fired upon by at least 5 soldiers armed with throwing axes, must take a Panic test as if they had lot 25% casualties to shooting. Cavalry, monsters and single models are immune to this effect.
Weaponry:
Javelin (1 pts)
A light spear designed for throwing. While short-ranged, it is powerful and easy to learn how to use, making it a common weapon with less experienced men in more primitive societies.
May be used as a handweapon in close combat.
Range: 10"/5"; Strength: As user/As user; Armour Reduction: -1/-2; Rules: Side Weapon.
Throwing Axe (2 pts)
A throwing axe is harder to throw than a spear, and doesn't offer significantly more impact. However, they have a tendency to bounce upon impact, making them devastating against infantry formations.
May be used as a handweapon in close combat.
Range: 6"/3"; Strength: As user/As user; Armour Reduction: -1/-2; Rules: Side Weapon.
Throwing Knife/Star (2 pts)
Small and easily concealed, throwing knives, stars and darts are favoured by assassins and infiltrators.
May be used as a handweapon in close combat.
Range: 6"/3"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Side Weapon.
Sling (2 pts)
A simple weapon designed to hurl small stones. Surprisingly, it is both long-ranged and quick to reload, and make a dangerous weapons on the hands of a trained user.
Range: 36"/12"; Strength: As user/As user; Armour Reduction: -1/-2; Rules: Multiple Shots x2.
Shortbow (2 pts)
Primitive, compact short self bows often used by cavalry archers and smaller creatures. They suffer in range and power compared to larger bows, but are easier to carry and significantly more easy to use on horseback.
Range: 24"/12"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Self-Bow (2 pts)
Simple hunting bow made from a single piece of wood. While primitive, they are cheap to produce and readily available.
Range: 36"/12"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Composite Bow (3 pts)
A short bow composed of layers of horn, wood and metal, with a recurved design for greater power. Popular with nomad horse archers and the Elven races.
Range: 40"/15"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Longbow (3 pts)
A powerful, long-ranged bow easily able to deliver volleys at two hundred paces. This profile is for dedicated military versions of at least 80 pounds draw weight.
May not be used on horseback.
Range: 48"/20"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Crossbow (2 pts)
A crossbow consists of a short, powerful bow mounted on a stock that can store significantly more kinetic energy than most conventional bows. This version is relatively light and reloadable by hand or simple tools such as footrings. Can be used by cavalry through the means of a pushlever and ratchet drawing mechanism.
Range: 48"/24"; Strength: 4/4; Armour Reduction: -2/-3
Arbalest (4 pts)
Arbalests are large crossbows, only reloadable through winches, cranequins or complicated lever systems. They're mostly used in sieges, both by attackers and defenders, but are useful on any battlefield.
May not be used on horseback.
Range: 60"/30"; Strength: 5/5; Armour Reduction: -3/-4; Rules: Move or Fire.
Crossbow Pistol (4 pts)
A small, compact version of the crossbow. Short ranged and expensive, but very useful for infiltrators or as a side weapon for wealthy soldiers and cavalrymen.
Range: 16"/8"; Strength: 3/3; Armour Reduction: -1/-2; Rules: Side Weapon.
Repeater Crossbow (5 pts)
A lighter variant of the crossbow with a magazine holding several bolts. Though less powerful, it is capable of launching as many as 10 bolts in 15 seconds.
Range: 24"/12"; Strength: 3/3; Armour Reduction: -/-1: Rules: Multiple Shots x3.
Repeater Crossbow Pistol (5 pts)
Smaller version of the repeater crossbow. It is flimsy, short-ranged and prone to breakage, but can deliver a hail of bolts in seconds.
Range: 10"/5"; Strength: 2/2; Armour Reduction: -/-; Rules: Side Weapon; Multiple Shots x3.
Arquebus (4 pts)
Simple smoothbore firearms usually ignited through a matchlock firing mechanism. While prone to failure due to mishandling or rain, and highly inaccurate on longer ranges, they are very powerful and can reasonably be expected to penetrate most armour at point blank range.
Range: 24"/8"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder; Move or Fire.
Repeater Arquebus (16 pts)
These are experimental, complex multi-barrelled blackpowder arquebuses. While capable of a relatively high rate of fire, they are likely to break or jam during combat and take several minutes to reload, and are expensive to produce.
Range: 24"/8"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder.
Long Rifle (30 pts)
A long rifle is a finely crafted long-barrelled rifled arquebus. They are extremely expensive and primarily used by wealthy noblemen as a hunting weapon. Usually fitted with a wheellock firing mechanism.
Range: 40"/20"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder; Move or Fire.
Pistol (4 pts)
Pistols are smaller versions of the arquebus. While unreliable, they are very useful in close quarter fighting, where the soldier often carries several of them as there is rarely opportunity to reload them.
Range: 8"/4"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder; Side Weapon.
ARMOUR
Light Armour (1 pts)
Slightly effective against sword cuts, but largely insignificant. Most commonly worn by militia, peasants and huntsmen or tribesmen.
A padded cloth gambeson.
A leather jerkin.
A pair of iron greaves.
A tiny, round iron plate on the belly.
A simple iron or steel helmet.
6+ Armour Save.
Medium Armour (2 pts)
The most common armour issued to soldiers. It offers decent protection for a cheap cost.
A light chainmail haubergeon that covers the torso and half the arms.
A scale mail armour covering the torso.
A coat of plates that covers the torso.
A padded cloth brigandine.
A cheap iron munition breastplate.
A leather jerkin or gambeson with iron greaves, bracers and helmet.
5+ Armour Save.
Heavy Armour (4 pts)
Provides superb protection against most weapons. Common with well-equipped heavy infantry and mercenaries.
A full iron munition armour with cuirass, schynbalds, gauntlets and helmet.
An ankle-long chainmail hauberk or coat of plates with a helmet.
A steel plate armour that entirely foregoes leg protection for mobility on horseback.
4+ Armour Save.
Partial Plate (8 pts)
Partial plate is usually a mix of plate and mail armour, but also includes cut-down full plate armour. Most commonly seen on knights, noblemen and rich mercenaries.
A chainmail hauberk with an iron cuirass, gauntlets, greaves and helmet.
A cuirassier plate armour that foregoes the gauntlets and the greaves for mobility.
3+ Armour Save.
Full Plate (16 pts)
A full plate armour is virtually sword-proof and the best non-enchanted protection the modern world can offer. It is very expensive and usually worn by wealthy noblemen and knights. Primarily produced in the Elven kingdoms and in the Empire where, contrary to popular belief, it is not made by dwarves.
A full suit of interlocking steel plate armour, covering the entirety of the body with any joints protected by chainmail.
2+ Armour Save.
SHIELDS
Buckler (1 pts)
A small round shield usually made of metal. It is very useful as a companion to a melee weapon, but offers poor protection against missiles.
+1 to Armour Save in close combat. In addition, due to the buckler's ability to disorient, feint and outright punch the enemy with, it also counts as a handweapon.
Shield (1 pts)
Includes common shields such as the kite shield, round shield and heather shield. Offers solid protection against both melee and ranged attacks, and particularly against arrows, javelins and bolts as they're often completely stopped by the wood.
+1 Armour Save, increased to +2 versus ranged weapons (except siege weapons and blackpowder weapons).
Tower Shield (2 pts)
This includes cut-down pavise board shields and similar large shields, often used in sieges due to the increased protection they offer.
+2 Armour Save, increased to +2 versus ranged weapons (except siege weapons and blackpowder weapons).
MOUNTS
Horse (5 pts)
A normal battle-trained horse used by the majority of human nations around the world. Horses wearing Heavy barding will receive a -1 Movement penalty, increased to -2 if they are wearing Plate barding.
M WS BS S T W I A Ld
8 3 - 3 3 1 3 0 3
Warhorse (10 pts)
A specially bred, large warhorse. Strong, aggressive and well suited for battle, though expensive to breed and train. Warhorses will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding.
M WS BS S T W I A Ld
8 3 - 3 3 2 3 1 5
Elven Horse (8 pts)
Common horses found in the Elven realms. They are faster and more intelligent than the horses bred by humans, as well as more agile. Elven horses wearing Heavy barding will receive a -1 Movement penalty, increased to -2 if they are wearing Plate barding.
M WS BS S T W I A Ld
9 3 - 3 3 2 4 1 5
Giant Wolf (6 pts)
Fierce, imposing, cunning and can outrun almost any horse. Giant wolves are difficult to tame and master, but they provide a malicious mount for the races small enough to ride them. Giant wolves wearing Light barding will receive a -1 Movement penalty, increased to -2 if they are wearing Heavy barding and -3 for Plate barding, as their backs are not constructed to carry weight. A giant wolf does not cause Impact Hits.
M WS BS S T W I A Ld
9 4 - 3 3 1 3 1 3
Boar (12 pts)
Extremely aggressive and temperamental, wild boars are only tamed by the most savage races such as Orcs and Beastmen. Their powerful tusked charge leaves few survivors. When charging, Boars receive an additional +1 Strength to their Impact Hits, increased by barding as normal. Boars will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding.
M WS BS S T W I A Ld
7 3 - 3 4 2 3 1 3
Winged Horse (16 pts)
Winged horses are found in most mountains around the world, and resembles smaller Pegasi. They are weaker and less intelligent, but easier to tame and train for battle. A Winged horse can Fly, and will receive a -1 Movement penalty if wearing heavy barding, increased to -2 if they are wearing plate barding. This affects flight moves at double effect, so a winged horse wearing plate barding would have a flight move of 16".
M WS BS S T W I A Ld
8 3 - 3 3 2 3 1 5
Cold One (15 pts)
Cold Ones are ferocious reptilian beasts used mainly by Lizardmen and Dark Elves. While powerful, they are slow to react and grow dormant in cold climate. Cold Ones have a natural Scaly Skin save of 5+, which may be increased by barding. Cold Ones will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding. In addition, Cold Ones suffer from Stupidity in cold weather and are paralysed in freezing weather, which means they may not be used but are not replaced as climate and weather is rolled for after the lists have been settled (you may field the riders on foot if you have the models for it. Note that you still pay the points cost for the Cold Ones, and their riders even if you can't use them!). A Cold One does not cause Impact Hits.
M WS BS S T W I A Ld
7 3 - 4 4 2 2 2 3
Wolf Rat (5 pts)
Wolf rats are bred by the Skaven for use as mounts or shock troops. They resemble a mutated enormous rat or some manner of rat-wolf hybrid. Wolf rats wearing Light barding will receive a -1 Movement penalty, increased to -2 if they are wearing Heavy barding and -3 for Plate barding, as their backs are not constructed to carry weight. A wolf rat does not cause Impact Hits.
M WS BS S T W I A Ld
8 3 - 3 3 1 3 1 3
Skeletal Horse (5 pts)
These are simple undead horses. Slightly less effective than they were when alive, but at least they don't make a mess of the courtyard. Skeletal horses will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding. Naturally they are Undead.
M WS BS S T W I A Ld
8 2 - 3 3 1 2 0 3
Nightmare (15 pts)
A Nightmare is a huge beast fuelled by evil magic. They usually resemble black horses, and are supernaturally stronger than any living mount. They receive no penalty for any barding, although they are still Cavalry and not Monsters. They are Undead.
M WS BS S T W I A Ld
8 3 - 4 4 2 3 2 8
Pegasus ( 40 pts)
Pegasi are powerful winged horses found in Elven lands, though a few dwell in the mountains of the Old World. They are often tamed by mages, as well as carrying Bretonnian lords into battle. A Pegasi can Fly, and receives a +1 Strength bonus when charging due to its impaling horn.
M WS BS S T W I A Ld
8 3 - 4 4 3 4 2 6
BARDING
Light Barding (1 pts)
Includes leather armour and sheets, padded cloth covers and a badass attitude. Grants minor protection against sword cuts.
6+ Armour Save.
Heavy Barding (4 pts)
Primarily chainmail barding, as well as light iron plates. Solid protection against most weapons. Increases the Impact Hit Strength of cavalry by +1.
4+ Armour Save.
Plate Barding (10 pts)
Mainly used by the Empire and the elves, plate barding offers sword-proof solid protection even if its coverage can never be optimal. Increases the Impact Hit Strength of cavalry by +1.
3+ Armour Save.
WAR MACHINES
Onager (45 pts)
Small, somewhat more mobile catapult that can actually be conveniently transported. Can reliable be used against palisades, lighter stone walls and squishy soldiers. Require a crew of two.
Maximum range: 48"; Strength: 4 (8); Damage: D3 (D6); Rules: No Armour Saves.
Ammunition: Firebomb, Basket o' rocks.
Mangonel (60 pts)
Catapults and other large stone throwers, typically used to break down fortress walls, but can also hurl baskets of small stones or arrows, firebombs or disease-ridden carcasses. Require a crew of three.
Maximum range: 60"; Strength: 5 (10); Damage: D3 (D6); Rules: No Armour Saves.
Ammunition: Carcasses, Firebomb, Basket o' rocks.
Trebuchet (75 pts)
A larger stone thrower using a sling-driven hewing mechanism to hurl projectiles, with a much better accuracy than a common mangonel. They may also fire the same kinds of ammunition, and as so are generally better in most aspects, they succeeded the catapult in the human kingdoms. Require a crew of four.
Maximum range: 60"; Strength: 4 (8); Damage: D3 (D6); Rules: No Armour Saves; Accurate.
Ammunition: Carcasses, Firebomb, Basket o' rocks.
Accurate: May re-roll the scatter dice when firing.
Cannon (65 pts)
A simple smoothbore blackpowder cannon, shooting large stone or metal balls, or scrap metal. More widely used than other blackpowder weapons as they're easy to produce and handle, and devastating against castle walls. Require a crew of three.
Maximum range: 72"; Strength: 10; Damage: D3; Rules: No Armour Saves.
Ammunition: Firebomb, Grapeshot.
Great Cannon (80 pts)
A larger version of the cannon, primarily found in the Empire. Has a longer reach and fires larger cannon balls, but is cumbersome to transport and is often left behind for smaller cannons during an attack. Require a crew of four.
Maximum range: 90"; Strength: 10; Damage: D6; Rules: No Armour Saves.
Ammunition: Carcasses, Firebomb, Grapeshot.
Mortar (65 pts)
A device designed to lob cannon balls or explosive bombs from above, particularly effective in a siege. Require a crew of three.
Maximum range: 72"; Strength: 10; Damage: D3; Rules: No Armour Saves; Indirect Fire.
Ammunition: Explosive, Carcasses, Firebomb.
Indirect Fire: Needs no direct line of sight to fire at a target.
Bombard (80 pts)
A larger siege mortar, primarily used to project large balls of lead at castle walls and buildings. Require a crew of four.
Maximum range: 90"; Strength: 10; Damage: D6; Rules: No Armour Saves; Indirect Fire.
Ammunition: Explosive, Carcasses, Firebomb.
Indirect Fire: Needs no direct line of sight to fire at a target.
Falconet (40 pts)
A small, portable cannon, usually handled by two soldiers and sometimes paired in groups. Packs quite a punch for its size, and is much more practical to transport than any other cannon. Require a crew of two.
Maximum range: 60"; Strength: 7; Damage: D3; Rules: No Armour Saves.
Ammunition: Firebomb, Grapeshot.
Volley Gun (130 pts)
Experimental multi-barreled small-calibre cannon. Expensive to produce and prone to malfunction, but can be devastating against blocks of enemy troops. Require a crew of three.
Ballista (25 pts)
A simple spear-thrower, designed to hurl spears, lead balls or other unpleasant objects. Primarily used by Elves and more primitive races. Require a crew of two.
Maximum range: 72"; Strength: 6; Damage: D3; Rules: No Armour Saves; Penetrates Ranks.
Ammunition: Firebomb.
Repeater Ballista (50 pts)
An advanced ballista, able to keep up a steady rate of fire, projecting large arrows at the enemy. Require a crew of two.
Maximum range: 60"; Strength: 5; Damage: 1; Rules: Armour Piercing; Volley Fire.
Ammunition: -
WAR EQUIPMENT
Defensive Stakes (5 pts per tile)
Long, sharpened stakes forming a defensive wall in front of a unit. Are bought as an upgrade to an infantry unit and may not be moved, but the unit may move away from them. If they do, they are NOT destroyed and may be used by their parent unit or anyone else you fancy moving in behind them.
When charging a unit with a majority of models behind defensive stakes, all charging bonuses are neglected. This includes impact hits, spears and lances, the attack bonus for charging etc. Cavalry and monsters charging through defensive stakes take a S4 hit each, assigned to the mount.
Lodge Rams
Battering Ram
Siege Ladder
Grappling Hooks
Siege Tower
Fire Brazier (1 pt/model or 5 pts/war machine)
A brazier, goblet or goblin filled with fire for bowmen to lit their arrows with. Or a bloke with a torch. Soaked rags included in price. May also be wrapped around catapult stones and lit on fire.
Grants Flaming Attacks to any attacks made by bows, ballistas, onagers and mangonels (no other siege engines).
Rules for ammunition will come later, as well as rules for strapping horses or beasts to war machines with wheels, making them able to move around quicker. And the war equipment is a WIP as seen.
As before, questions and opinions are welcome of course.
MELEE WEAPONS:
Special Rules:
Spear Breaker: Greatswords are primarily designed to fend away and cut off spears and pikes, and used to break through formations. Models armed with greatswords ignore the Spear Wall formation, and roll to hit as normal. In addition models armed with pikes do not strike first against models with greatswords, and models with spears don't get double initiative against them. Combat is carried out in initiative order as normal.
Horse Trap: When cavalry charges a spear or pike formation, the horses are in an extremely vulnerable position as they're more exposed to the weapons than the riders are. Models armed with spears and pikes hit the mount of a cavalry model on the roll of a 1-4 rather than the normal 1-3. In addition, as the mounts are actively running into the spears when charging (providing the riders can force them to do so), the momentum provides the spears or pikes a +1 Strength bonus on the turn they are charged by cavalry or monsters that moved further than their basic movement in that turn.
Weaponry:
Fists [Infantry & Cavalry] (Free)
Punch! All humanoid models in the game comes with fists and feet, which can be used to attempt to harm someone. This is obviously not particularily effective against an armed opponent, and most peasants make sure to bring at least a rusty dagger to the field.
Anyone who has nothing else to fight with than their fists, perform all their melee attacks with -1 Strength.
Handweapon [Infantry & Cavalry] (1 pts)
Knives, pistol butts, rusty iron sticks, carpenter's mallets, broken bottles and various mildly lethal implements. They have no special rules other than allowing models to use their basic attacks at their basic strength.
Handblade [Infantry & Cavalry] (2 pts)
A sword, long dagger or other type of light, bladed weapon. A versatile and deadly weapon, it's relative lightness, ease of handling and flexibility make it lethal against lightly-armoured foes and the weapon or sidearm of choice for the professional soldier. It can also be used to divert and parry with significant more ease than other weapons.
+1 Armour Save in close combat, and re-roll '1's to hit.
Handblunt [Infantry & Cavalry] (1 pts)
Hand axes, maces, clubs, and the assortment of hideous, spiky, nasty things designed to inflict catastrophic tissue damage through weight and force. The concentration of force offered by these weapons makes them ideal for dealing with more heavily-armoured foes, while their cheapness recommends them to lighter or less trained soldiers.
Armour Piercing.
Flail [Infantry] (1 pts)
The flail was designed on agricultural threshers, and is essentially a mace head attached to a chain. It can deliver tremendous blows, but becomes more difficult to use effectively in a thick melee as it needs room to manoeuvre.
+1 Strength bonus in first turn of combat.
Flail [Cavalry] (1 pts)
The levered position of a horseman is ideal for flails, as they have more room to manoeuvre and properly utilise the flail's impact strength, causing severe damage.
+1 Strength bonus.
Spear [Infantry] (1 pts)
A various number of long poles with a sharpened end, usually a small metal head. One of the world's most valued weapons, the spear is both exceptionally versatile and a remarkably good weapon for infantry of all types.
Doubles Initiative; Fight in two ranks; Horse Trap.
Spear [Cavalry] (1 pts)
The spear is one of the most common cavalry weapons used and can deliver powerful impacts on the charge. A backup weapon is recommended though, as they usually break on the charge and even if they don't the horsemen are in no position to recover them.
Doubles Initiative; Gains a +2 Strength bonus in the first round of combat when charging; One use only.
Pike [Infantry] (2 pts)
A long, two-handed thrusting weapon between four and eight metres, renowned as the premier infantry weapon for frontal engagements on level terrain. The pike's sheer reach compacted into several rows of densely-packed infantry makes it the ideal weapon for infantrymen of any type, they are incredibly hard to break from the front.
Always Strikes First; Fight in four ranks; Two-Handed; Horse Trap.
Lance [Cavalry] (2 pts)
A lance is essentially a pike on horseback, often modified with handguards for powerful couching impacts. Very common with knights and elite cavalry, and capable of delivering catastrophic force to it's target by transferring all the momentum and shock of a charging horseman to it's target.
Always Strikes First; Gains a +3 Strength bonus in the first round of combat when charging; One use only.
Poleaxe [Infantry] (1 pts)
Longaxes, long-shafted flails, mauls, billhooks, bardiches, glaives, scythes and similar dangerous implements. Very powerful and imposing, but in trained hands wieldable without any serious loss of agility, or in the case of oversized axes and mauls the creature that wields them is of sufficient size and strength to use them like a human would a smaller weapon. A blow from a poleaxe can compromise any armour and break any shield.
+2 Strength bonus; Two-Handed; Armour Piercing.
Poleaxe [Cavalry] (1 pts]
Shorter poleaxes such as simple two-handed axes can be used to limited effect on horseback, even if they're unwieldy due to the weight.
+1 Strength bonus, Two-Handed; Armour Piercing.
Spearaxe [Infantry] (2 pts]
Halberds, voulges, pollaxes, swordstaffs, military bills, guisarmes, and similar weapons designed to be used as both a spear and a heavy chopping weapon. They're extremely versatile and popular with infantry all over the world. At the start of each turn in combat, choose how the soldiers use the spearaxes:
As axes: +2 Strength bonus; Two-Handed; Armour Piercing.
As spears: Doubles Initiative; Two-Handed; Horse Trap.
Spearaxe [Cavalry] (2 pts]
Lighter spearaxes such as glaives can be used on horseback as an improvised spear, but the impact is reduced by the broad and awkward design of the blade as it is not able to transfer mass in the same manner as a spear.
Doubles Initiative; +1 Strength bonus in the first round of combat when charging; One use only.
Greatsword [Infantry] (3 pts)
Sometimes n used by elite soldiers or mercenaries, a greatsword is a two-handed longsword almost as long as a man. It is surprisingly light and well balanced, and can easily be handled by a trained swordsman, primarily to break spear and pike formations, sweeping the weapons aside.
+1 Strength bonus; Two-Handed; Spear Breaker, and re-roll '1's to hit.
Greatsword [Cavalry] (3 pts)
Fully-sized greatswords are very hard to use on horseback, but two-handed longswords and similarly sized swords such as the Imperial schlachterswerd are relatively common amongst knights.
+1 Strength bonus; Two-Handed.
Pistol [Infantry & Cavalry] (3 pts)
A pistol may be used as an improvised club, though they are little more than a weighted wooden cudgel. They counts as handweapons. See ranged weapons for their ranged profile.
RANGED WEAPONS:
Special Rules:
Side Weapon: Pistol-type and throwing weapons receive no penalty to hit after having moved, and may always make a stand & shoot reaction. This represents them being easier and quicker to ready, handle and fire than other ranged weapons.
Blackpowder: Enemies that take any casualties from a unit of at least 5 soldiers armed with blackpowder weapons must immediately take a Panic test as if they had lost 25% casualties to shooting. If they are mounted, this test is at -1 LD as their animals easily panic from gunfire.
Bounce: Throwing axes are used as shock and terror weapons to disrupt formations, as they start to bounce wildly after having struck the ground. Any unit fired upon by at least 5 soldiers armed with throwing axes, must take a Panic test as if they had lot 25% casualties to shooting. Cavalry, monsters and single models are immune to this effect.
Weaponry:
Javelin (1 pts)
A light spear designed for throwing. While short-ranged, it is powerful and easy to learn how to use, making it a common weapon with less experienced men in more primitive societies.
May be used as a handweapon in close combat.
Range: 10"/5"; Strength: As user/As user; Armour Reduction: -1/-2; Rules: Side Weapon.
Throwing Axe (2 pts)
A throwing axe is harder to throw than a spear, and doesn't offer significantly more impact. However, they have a tendency to bounce upon impact, making them devastating against infantry formations.
May be used as a handweapon in close combat.
Range: 6"/3"; Strength: As user/As user; Armour Reduction: -1/-2; Rules: Side Weapon.
Throwing Knife/Star (2 pts)
Small and easily concealed, throwing knives, stars and darts are favoured by assassins and infiltrators.
May be used as a handweapon in close combat.
Range: 6"/3"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Side Weapon.
Sling (2 pts)
A simple weapon designed to hurl small stones. Surprisingly, it is both long-ranged and quick to reload, and make a dangerous weapons on the hands of a trained user.
Range: 36"/12"; Strength: As user/As user; Armour Reduction: -1/-2; Rules: Multiple Shots x2.
Shortbow (2 pts)
Primitive, compact short self bows often used by cavalry archers and smaller creatures. They suffer in range and power compared to larger bows, but are easier to carry and significantly more easy to use on horseback.
Range: 24"/12"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Self-Bow (2 pts)
Simple hunting bow made from a single piece of wood. While primitive, they are cheap to produce and readily available.
Range: 36"/12"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Composite Bow (3 pts)
A short bow composed of layers of horn, wood and metal, with a recurved design for greater power. Popular with nomad horse archers and the Elven races.
Range: 40"/15"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Longbow (3 pts)
A powerful, long-ranged bow easily able to deliver volleys at two hundred paces. This profile is for dedicated military versions of at least 80 pounds draw weight.
May not be used on horseback.
Range: 48"/20"; Strength: As user/As user; Armour Reduction: -/-1; Rules: Multiple Shots x2.
Crossbow (2 pts)
A crossbow consists of a short, powerful bow mounted on a stock that can store significantly more kinetic energy than most conventional bows. This version is relatively light and reloadable by hand or simple tools such as footrings. Can be used by cavalry through the means of a pushlever and ratchet drawing mechanism.
Range: 48"/24"; Strength: 4/4; Armour Reduction: -2/-3
Arbalest (4 pts)
Arbalests are large crossbows, only reloadable through winches, cranequins or complicated lever systems. They're mostly used in sieges, both by attackers and defenders, but are useful on any battlefield.
May not be used on horseback.
Range: 60"/30"; Strength: 5/5; Armour Reduction: -3/-4; Rules: Move or Fire.
Crossbow Pistol (4 pts)
A small, compact version of the crossbow. Short ranged and expensive, but very useful for infiltrators or as a side weapon for wealthy soldiers and cavalrymen.
Range: 16"/8"; Strength: 3/3; Armour Reduction: -1/-2; Rules: Side Weapon.
Repeater Crossbow (5 pts)
A lighter variant of the crossbow with a magazine holding several bolts. Though less powerful, it is capable of launching as many as 10 bolts in 15 seconds.
Range: 24"/12"; Strength: 3/3; Armour Reduction: -/-1: Rules: Multiple Shots x3.
Repeater Crossbow Pistol (5 pts)
Smaller version of the repeater crossbow. It is flimsy, short-ranged and prone to breakage, but can deliver a hail of bolts in seconds.
Range: 10"/5"; Strength: 2/2; Armour Reduction: -/-; Rules: Side Weapon; Multiple Shots x3.
Arquebus (4 pts)
Simple smoothbore firearms usually ignited through a matchlock firing mechanism. While prone to failure due to mishandling or rain, and highly inaccurate on longer ranges, they are very powerful and can reasonably be expected to penetrate most armour at point blank range.
Range: 24"/8"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder; Move or Fire.
Repeater Arquebus (16 pts)
These are experimental, complex multi-barrelled blackpowder arquebuses. While capable of a relatively high rate of fire, they are likely to break or jam during combat and take several minutes to reload, and are expensive to produce.
Range: 24"/8"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder.
Long Rifle (30 pts)
A long rifle is a finely crafted long-barrelled rifled arquebus. They are extremely expensive and primarily used by wealthy noblemen as a hunting weapon. Usually fitted with a wheellock firing mechanism.
Range: 40"/20"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder; Move or Fire.
Pistol (4 pts)
Pistols are smaller versions of the arquebus. While unreliable, they are very useful in close quarter fighting, where the soldier often carries several of them as there is rarely opportunity to reload them.
Range: 8"/4"; Strength: 4/5; Armour Reduction: -3/-5; Rules: Blackpowder; Side Weapon.
ARMOUR
Light Armour (1 pts)
Slightly effective against sword cuts, but largely insignificant. Most commonly worn by militia, peasants and huntsmen or tribesmen.
A padded cloth gambeson.
A leather jerkin.
A pair of iron greaves.
A tiny, round iron plate on the belly.
A simple iron or steel helmet.
6+ Armour Save.
Medium Armour (2 pts)
The most common armour issued to soldiers. It offers decent protection for a cheap cost.
A light chainmail haubergeon that covers the torso and half the arms.
A scale mail armour covering the torso.
A coat of plates that covers the torso.
A padded cloth brigandine.
A cheap iron munition breastplate.
A leather jerkin or gambeson with iron greaves, bracers and helmet.
5+ Armour Save.
Heavy Armour (4 pts)
Provides superb protection against most weapons. Common with well-equipped heavy infantry and mercenaries.
A full iron munition armour with cuirass, schynbalds, gauntlets and helmet.
An ankle-long chainmail hauberk or coat of plates with a helmet.
A steel plate armour that entirely foregoes leg protection for mobility on horseback.
4+ Armour Save.
Partial Plate (8 pts)
Partial plate is usually a mix of plate and mail armour, but also includes cut-down full plate armour. Most commonly seen on knights, noblemen and rich mercenaries.
A chainmail hauberk with an iron cuirass, gauntlets, greaves and helmet.
A cuirassier plate armour that foregoes the gauntlets and the greaves for mobility.
3+ Armour Save.
Full Plate (16 pts)
A full plate armour is virtually sword-proof and the best non-enchanted protection the modern world can offer. It is very expensive and usually worn by wealthy noblemen and knights. Primarily produced in the Elven kingdoms and in the Empire where, contrary to popular belief, it is not made by dwarves.
A full suit of interlocking steel plate armour, covering the entirety of the body with any joints protected by chainmail.
2+ Armour Save.
SHIELDS
Buckler (1 pts)
A small round shield usually made of metal. It is very useful as a companion to a melee weapon, but offers poor protection against missiles.
+1 to Armour Save in close combat. In addition, due to the buckler's ability to disorient, feint and outright punch the enemy with, it also counts as a handweapon.
Shield (1 pts)
Includes common shields such as the kite shield, round shield and heather shield. Offers solid protection against both melee and ranged attacks, and particularly against arrows, javelins and bolts as they're often completely stopped by the wood.
+1 Armour Save, increased to +2 versus ranged weapons (except siege weapons and blackpowder weapons).
Tower Shield (2 pts)
This includes cut-down pavise board shields and similar large shields, often used in sieges due to the increased protection they offer.
+2 Armour Save, increased to +2 versus ranged weapons (except siege weapons and blackpowder weapons).
MOUNTS
Horse (5 pts)
A normal battle-trained horse used by the majority of human nations around the world. Horses wearing Heavy barding will receive a -1 Movement penalty, increased to -2 if they are wearing Plate barding.
M WS BS S T W I A Ld
8 3 - 3 3 1 3 0 3
Warhorse (10 pts)
A specially bred, large warhorse. Strong, aggressive and well suited for battle, though expensive to breed and train. Warhorses will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding.
M WS BS S T W I A Ld
8 3 - 3 3 2 3 1 5
Elven Horse (8 pts)
Common horses found in the Elven realms. They are faster and more intelligent than the horses bred by humans, as well as more agile. Elven horses wearing Heavy barding will receive a -1 Movement penalty, increased to -2 if they are wearing Plate barding.
M WS BS S T W I A Ld
9 3 - 3 3 2 4 1 5
Giant Wolf (6 pts)
Fierce, imposing, cunning and can outrun almost any horse. Giant wolves are difficult to tame and master, but they provide a malicious mount for the races small enough to ride them. Giant wolves wearing Light barding will receive a -1 Movement penalty, increased to -2 if they are wearing Heavy barding and -3 for Plate barding, as their backs are not constructed to carry weight. A giant wolf does not cause Impact Hits.
M WS BS S T W I A Ld
9 4 - 3 3 1 3 1 3
Boar (12 pts)
Extremely aggressive and temperamental, wild boars are only tamed by the most savage races such as Orcs and Beastmen. Their powerful tusked charge leaves few survivors. When charging, Boars receive an additional +1 Strength to their Impact Hits, increased by barding as normal. Boars will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding.
M WS BS S T W I A Ld
7 3 - 3 4 2 3 1 3
Winged Horse (16 pts)
Winged horses are found in most mountains around the world, and resembles smaller Pegasi. They are weaker and less intelligent, but easier to tame and train for battle. A Winged horse can Fly, and will receive a -1 Movement penalty if wearing heavy barding, increased to -2 if they are wearing plate barding. This affects flight moves at double effect, so a winged horse wearing plate barding would have a flight move of 16".
M WS BS S T W I A Ld
8 3 - 3 3 2 3 1 5
Cold One (15 pts)
Cold Ones are ferocious reptilian beasts used mainly by Lizardmen and Dark Elves. While powerful, they are slow to react and grow dormant in cold climate. Cold Ones have a natural Scaly Skin save of 5+, which may be increased by barding. Cold Ones will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding. In addition, Cold Ones suffer from Stupidity in cold weather and are paralysed in freezing weather, which means they may not be used but are not replaced as climate and weather is rolled for after the lists have been settled (you may field the riders on foot if you have the models for it. Note that you still pay the points cost for the Cold Ones, and their riders even if you can't use them!). A Cold One does not cause Impact Hits.
M WS BS S T W I A Ld
7 3 - 4 4 2 2 2 3
Wolf Rat (5 pts)
Wolf rats are bred by the Skaven for use as mounts or shock troops. They resemble a mutated enormous rat or some manner of rat-wolf hybrid. Wolf rats wearing Light barding will receive a -1 Movement penalty, increased to -2 if they are wearing Heavy barding and -3 for Plate barding, as their backs are not constructed to carry weight. A wolf rat does not cause Impact Hits.
M WS BS S T W I A Ld
8 3 - 3 3 1 3 1 3
Skeletal Horse (5 pts)
These are simple undead horses. Slightly less effective than they were when alive, but at least they don't make a mess of the courtyard. Skeletal horses will receive a -1 Movement penalty if they wear Plate barding, but none for Heavy barding. Naturally they are Undead.
M WS BS S T W I A Ld
8 2 - 3 3 1 2 0 3
Nightmare (15 pts)
A Nightmare is a huge beast fuelled by evil magic. They usually resemble black horses, and are supernaturally stronger than any living mount. They receive no penalty for any barding, although they are still Cavalry and not Monsters. They are Undead.
M WS BS S T W I A Ld
8 3 - 4 4 2 3 2 8
Pegasus ( 40 pts)
Pegasi are powerful winged horses found in Elven lands, though a few dwell in the mountains of the Old World. They are often tamed by mages, as well as carrying Bretonnian lords into battle. A Pegasi can Fly, and receives a +1 Strength bonus when charging due to its impaling horn.
M WS BS S T W I A Ld
8 3 - 4 4 3 4 2 6
BARDING
Light Barding (1 pts)
Includes leather armour and sheets, padded cloth covers and a badass attitude. Grants minor protection against sword cuts.
6+ Armour Save.
Heavy Barding (4 pts)
Primarily chainmail barding, as well as light iron plates. Solid protection against most weapons. Increases the Impact Hit Strength of cavalry by +1.
4+ Armour Save.
Plate Barding (10 pts)
Mainly used by the Empire and the elves, plate barding offers sword-proof solid protection even if its coverage can never be optimal. Increases the Impact Hit Strength of cavalry by +1.
3+ Armour Save.
WAR MACHINES
Onager (45 pts)
Small, somewhat more mobile catapult that can actually be conveniently transported. Can reliable be used against palisades, lighter stone walls and squishy soldiers. Require a crew of two.
Maximum range: 48"; Strength: 4 (8); Damage: D3 (D6); Rules: No Armour Saves.
Ammunition: Firebomb, Basket o' rocks.
Mangonel (60 pts)
Catapults and other large stone throwers, typically used to break down fortress walls, but can also hurl baskets of small stones or arrows, firebombs or disease-ridden carcasses. Require a crew of three.
Maximum range: 60"; Strength: 5 (10); Damage: D3 (D6); Rules: No Armour Saves.
Ammunition: Carcasses, Firebomb, Basket o' rocks.
Trebuchet (75 pts)
A larger stone thrower using a sling-driven hewing mechanism to hurl projectiles, with a much better accuracy than a common mangonel. They may also fire the same kinds of ammunition, and as so are generally better in most aspects, they succeeded the catapult in the human kingdoms. Require a crew of four.
Maximum range: 60"; Strength: 4 (8); Damage: D3 (D6); Rules: No Armour Saves; Accurate.
Ammunition: Carcasses, Firebomb, Basket o' rocks.
Accurate: May re-roll the scatter dice when firing.
Cannon (65 pts)
A simple smoothbore blackpowder cannon, shooting large stone or metal balls, or scrap metal. More widely used than other blackpowder weapons as they're easy to produce and handle, and devastating against castle walls. Require a crew of three.
Maximum range: 72"; Strength: 10; Damage: D3; Rules: No Armour Saves.
Ammunition: Firebomb, Grapeshot.
Great Cannon (80 pts)
A larger version of the cannon, primarily found in the Empire. Has a longer reach and fires larger cannon balls, but is cumbersome to transport and is often left behind for smaller cannons during an attack. Require a crew of four.
Maximum range: 90"; Strength: 10; Damage: D6; Rules: No Armour Saves.
Ammunition: Carcasses, Firebomb, Grapeshot.
Mortar (65 pts)
A device designed to lob cannon balls or explosive bombs from above, particularly effective in a siege. Require a crew of three.
Maximum range: 72"; Strength: 10; Damage: D3; Rules: No Armour Saves; Indirect Fire.
Ammunition: Explosive, Carcasses, Firebomb.
Indirect Fire: Needs no direct line of sight to fire at a target.
Bombard (80 pts)
A larger siege mortar, primarily used to project large balls of lead at castle walls and buildings. Require a crew of four.
Maximum range: 90"; Strength: 10; Damage: D6; Rules: No Armour Saves; Indirect Fire.
Ammunition: Explosive, Carcasses, Firebomb.
Indirect Fire: Needs no direct line of sight to fire at a target.
Falconet (40 pts)
A small, portable cannon, usually handled by two soldiers and sometimes paired in groups. Packs quite a punch for its size, and is much more practical to transport than any other cannon. Require a crew of two.
Maximum range: 60"; Strength: 7; Damage: D3; Rules: No Armour Saves.
Ammunition: Firebomb, Grapeshot.
Volley Gun (130 pts)
Experimental multi-barreled small-calibre cannon. Expensive to produce and prone to malfunction, but can be devastating against blocks of enemy troops. Require a crew of three.
Ballista (25 pts)
A simple spear-thrower, designed to hurl spears, lead balls or other unpleasant objects. Primarily used by Elves and more primitive races. Require a crew of two.
Maximum range: 72"; Strength: 6; Damage: D3; Rules: No Armour Saves; Penetrates Ranks.
Ammunition: Firebomb.
Repeater Ballista (50 pts)
An advanced ballista, able to keep up a steady rate of fire, projecting large arrows at the enemy. Require a crew of two.
Maximum range: 60"; Strength: 5; Damage: 1; Rules: Armour Piercing; Volley Fire.
Ammunition: -
WAR EQUIPMENT
Defensive Stakes (5 pts per tile)
Long, sharpened stakes forming a defensive wall in front of a unit. Are bought as an upgrade to an infantry unit and may not be moved, but the unit may move away from them. If they do, they are NOT destroyed and may be used by their parent unit or anyone else you fancy moving in behind them.
When charging a unit with a majority of models behind defensive stakes, all charging bonuses are neglected. This includes impact hits, spears and lances, the attack bonus for charging etc. Cavalry and monsters charging through defensive stakes take a S4 hit each, assigned to the mount.
Lodge Rams
Battering Ram
Siege Ladder
Grappling Hooks
Siege Tower
Fire Brazier (1 pt/model or 5 pts/war machine)
A brazier, goblet or goblin filled with fire for bowmen to lit their arrows with. Or a bloke with a torch. Soaked rags included in price. May also be wrapped around catapult stones and lit on fire.
Grants Flaming Attacks to any attacks made by bows, ballistas, onagers and mangonels (no other siege engines).
Rules for ammunition will come later, as well as rules for strapping horses or beasts to war machines with wheels, making them able to move around quicker. And the war equipment is a WIP as seen.
As before, questions and opinions are welcome of course.