I had something in mind along these lines:
The Grand County of Averland
Mountain Guard: Up to two units of halberdiers and/or handgunners per 500 points in the army may be upgraded to Mountain Guard for +1 point per model. Mountain Guard have the Mountain Striders special rule. Mountain Guard may only take other Mountain Guard as detachments and likewise, State Troops may not take Mountain Guard detachments.
Mercenaries: Tilean Mercenaries (
see below) may be taken as a Special choice.
The Grand Barony of Hochland
Long Rifles: Hochland Long Rifles ignore penalties for shooting at long range.
Drakwald Hunters: Huntsmen have the Forest Striders and Ambushers special rules and cost +2 points per model.
The Grand Duchy of Middenland and the city-state of Middenheim
The Land of The White Wolf: Sigmarite Priests, Witch Hunters and Flegellants may not be taken.
Priests of Ulric: see below
Warriors of Ulric: Free Company are upgraded to Warriors of Ulric for +1 point per model. Warriors of Ulric have the Frenzy special rule. Warriors of Ulric may exchange their hand weapons for great weapons for +2 points per model. Warriors of Ulric do not have the Detachments rule, so may not be taken as detachments.
Teutogen Guard (Middenheim only): Greatswords are upgraded to Teutogen Guard for +2 points per model. Teutogen Guard are armed with great hammers and have the Devastating Charge special rule.
The Grand Barony of Nordland
Naval Enmity: All units Hate Dark Elves.
Mariners: Free Company may be upgraded to Mariners for +2 points per model. Mariners have the Skirmishers and Marsh Striders special rules. Also, Mariners may exchange their additional hand weapons for pistols for +2 points per model.
The League of Ostermark
Priests of Morr: see below
Burn the Heretics!: For each Witch Hunter in the army, one unit of Free Company may be upgraded to a Lych Mob for +2 points per model. Lynch Mobs are equipped with light armour and have the Hatred special rule.
Rustic: All black powder weapons re-roll 6's to Hit.
Kislevites: Kislevite Ungol Horse Archers and Winged Lancers (
see below) may be taken as Special choices.
The Grand Principality of Ostland
Proud: All units re-roll failed break tests, but may not flee as a charge reaction.
On Target!: Mortars may re-roll scatter dice.
Ostland Ogres: Ogres (
see below) may be taken as a Special choice.
The Grand Principality of Reikland and the city-state of Altdorf
Strategists: You may place one additional terrain feature anywhere on the battlefield outside the enemy deployment zone.
Well Drilled: All Regimental units may re-roll Leadership tests to perform manoeuvres.
Reiksguard Foot Knights (Altdorf only): Greatswords are upgraded to Reiksguard Foot Knights for +1 point per model. Reiksguard Foot Knights have +1 Strength, but are not a Regimental unit and may not take detachments.
The Grand County of Stirland
Stoic: All units re-roll failed psychology tests against undead.
Stir Archers: Archers may exchange bows for longbows for +1 point per model.
Rustic: All black powder weapons re-roll 6's to Hit.
Mootlanders: Halflings (
see below) may be taken as a Special choice.
The Grand Duchy of Talabecland and the city-state of Talebheim
Priests of Taal: see below
Marksmen: All Crossbows may re-roll 1's to Hit.
Bold (Talebheim only): All Regimental units are Immune to Panic. However, if a unit is broken in close combat, it will loose this benefit for the rest of the game and will behave normally.
The Grand County of Wissenland and the city-state of Nuln
Sundered Realm (Wissenland only): All units Hate Orcs & Goblins.
Pikemen: Any unit of spearmen may be upgraded to pikemen for +1 point per model. Pikemen exchange spears for pikes. Pikemen may not take detachments or be taken as detachments.
Rough Riders (Wissenland only): Outriders are exchanged for Rough Riders (
see below).
Gunnery Schools (Nuln only): All black powder weapons re-roll 1's to Hit.
PIKE
Range Strength Special Rules
Combat As user Requires Two Hands,
Fight in Extra Ranks (3)
Enemy models charging a unit of Pikemen to their front are subject to the Always Strikes Last special rule in the first round of close combat.
Models armed with pikes receive a +1 Strength bonus in the Close Combat phase of the turn they are charged by anything except infantry, swarms and unique units. Note that this bonus only applies to attacks directed against the above charging units, not against other models that might be part of the unit.
All of these special rules cannot be used against enemy units fighting to the Pikemen's flank or rear.
PRIEST OF ULRIC
65 points
M WS BS S T W I A L
4 4 4 4 4 2 4 2 8
Troop Type:
Infantry (Character)
Equipment:
Hand weapon
Light armour
Special Rules:
Divine Power
Prayers of Ulric
Righteous Fury
Options:
May be armed with one of the following:
Additional hand weapon
2 points
Great weapon
4 points
May replace light armour with heavy armour
2 points
May take a shield
2 points
May be mounted on a warhorse
12 points
May be upgraded to have barding
4 points
May take magic items worth up to
..
50 points
PRAYERS OF ULRIC
Priests of Ulric know the three Prayers listed below. Prayers of Ulric are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Ulric and his unit.
Battle Howl: As long as the Battle Howl is in effect, the Priest and any unit he leads add D6" to their charge moves. If the charge fails, the extra movement is wasted; make a normal move towards the target as normal. Remains in play.
Destruction: Every enemy unit in base contact with the Priest suffers D6+2 Strength 4 hits.
Winter's Chill: Any units engaged in close combat with the Priest or the unit he is with suffer a -1 to hit penalty in the next Close Combat phase.
PRIEST OF MORR
70 points
M WS BS S T W I A L
4 3 3 3 3 2 3 1 8
Troop Type:
Infantry (Character)
Equipment:
Hand weapon
Special Rules:
Divine Power
Immune to Psychology
Prayers of Morr
Options:
May be armed with a scythe (halberd)
3 points
May take light armour
2 points
May be mounted on a warhorse
12 points
May be upgraded to have barding
4 points
May take magic items worth up to
..
50 points
PRAYERS OF MORR
Priests of Morr know the three Prayers listed below. Prayers of Morr are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Morr and his unit.
Aspect of Death: The priest is Ethereal and causes Terror.
Smite: All close combat attacks made my the priest and his unit are magical. Additionally, the priest's close combat attacks have the Killing Blow special rule against any undead.
Ressurection: 2D6 casualties suffered by the priest's unit are returned to play. Note: the number of models in the unit cannot be increased beyond what it started with.
PRIEST OF TAAL
70 points
M WS BS S T W I A L
4 3 3 3 3 2 3 1 8
Troop Type:
Infantry (Character)
Equipment:
Hand weapon
Special Rules:
Divine Power
Prayers of Taal
Wild Harmony
Options:
May be mounted on a warhorse
12 points
May take magic items worth up to
..
50 points
PRAYERS OF TAAL
Priests of Taal know the three Prayers listed below. Prayers of Taal are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Taal and his unit.
Bestial Surge: The priest and his unit have +1 movement and frenzy.
Bones of the Earth: The priest and his unit unit have +1 toughness and may re-roll failed armour saves within rocky terrain. Remains in play.
Galeforce: All enemy units in base contact with priest or his unit have -1 WS and -1 Init.
Verdant Growth: All enemy units in base contact with the priest or his unit suffer D6 S3 hits and the priest and his unit are considered to be in hard cover when in wooded terrain.
WILD HARMONY
A Priest of Taal has the Forest Strider special and confers this on any unit he joins.
ROUGH RIDERS
15 points per model
M WS BS S T W I A L
Rough Rider 4 3 4 3 3 1 3 1 7
Tracker 4 3 5 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
Troop Type:
Cavalry
Unit Size:
5+
Equipment:
Hand weapon
Bow
Special Rules:
Fast Cavalry
Scouts*
Options:
One Rough Rider may be upgraded
to a Marksman
10 points
One Rough Rider may be upgraded
to a musician
.10 points
One Rough Rider may be upgraded
to a standard bearer
10 points
*Rough Riders replace their Vanguard move with Scouts deployment.
HALFLINGS
6 points per model
M WS BS S T W I A L
Halfling 4 2 4 2 2 1 5 1 8
Tracker 4 2 5 2 2 1 5 2 8
Troop Type:
Infantry
Unit Size:
10+
Equipment:
Hand weapon
Bow
Special Rules:
Forest Striders
Options:
One Halfling may be upgraded to a Tracker
10 points
One Halfling may be upgraded to a musician
.10 points
One Halfling may be upgraded to a
standard bearer
10 points
The entire unit may exchange bows for
spears, light armour & shields
free
The entire unit may skirmish
1 point per model
OGRES
30 points per model
M WS BS S T W I A L
Ogre 6 3 2 4 4 3 2 3 7
Brute 6 3 2 4 4 3 2 4 7
Troop Type:
Monstrous Infantry
Unit Size:
3+
Equipment:
Hand weapon
Light armour
Special Rules:
Fear
Ogre Charge
Options:
One Ogre may be upgraded to a Brute
10 points
One Ogre may be upgraded to a musician
.10 points
One Ogre may be upgraded to a
standard bearer
10 points
The entire unit may be armed with one of the following:
-Great weapons
6 points per model
-Additional hand weapons
2 points per model
The entire unit may upgrade
to wear heavy armour
3 points per model
OGRE CHARGE
Each model with the Ogre Charge special rule that successfully charges an enemy has the Impact Hits (1) special rule. Models with this special rule that are part of a unit with ranks add their current Rank Bonus to the Strength of the Impact Hits they inflict.
In addition if, when calculating the charge range, the two highest dice score a total of 10 or more, each Ogre inflicts D3 Impact hits instead of 1. This aside, the normal rules for Impact Hits apply.
KISLEVITE UNGOL
HORSE ARCHERS
14 points per model
M WS BS S T W I A L
Horse Archer 4 3 4 3 3 1 3 1 7
Horse Master 4 3 5 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
Troop Type:
Cavalry
Unit Size:
5+
Equipment:
Hand weapon
Bow
Special Rules:
Fast Cavalry
Hate Chaos
Horselords
Kin of the Bear God
Options:
One Horse Archer may be upgraded
to a Horse Master
10 points
One Horse Archer may be upgraded
to a musician
.10 points
One Horse Archer may be upgraded
to a standard bearer
10 points
HORSE LORDS
The Ungols are a fierce warrior peoples who learn to ride from an early age. They may re-roll the dice to see what distance they move for any pursuit or flee roll.
KIN OF THE BEAR GOD
Kislevites are renowned for being dour in demeanour and ferocious once roused to battle. They do not scare easily! As a result of their hard bitten nature, all Kislev units always re-roll failed Panic tests.
KISLEVITE WINGED LANCERS
20 points per model
M WS BS S T W I A L
Horse Archer 4 4 3 3 3 1 3 1 8
Horse Master 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
Troop Type:
Cavalry
Unit Size:
5+
Equipment:
Hand weapon
Lance
Heavy armour
Shield
Special Rules:
Hate Chaos
Glorious Charge
Kin of the Bear God
Options:
One Winged Lancer may be upgraded
to a Rota Master
10 points
One Winged Lancer may be upgraded
to a musician
.10 points
One Winged Lancer may be upgraded
to a standard bearer
10 points
GLORIOUS CHARGE
Kislevite cavalry at the gallop are an awesome sight, their bright armour shining, their colourful uniforms blazing, accompanied by the fearsome shrieking emitted by their back banners. Any unit charged by a unit with the Glorious Charge special rule with 5 models or more must take a Panic test before making their charge reaction. Treat any unit that fails the Panic as if they had chosen flee as their charge reaction.
KIN OF THE BEAR GOD
Kislevites are renowned for being dour in demeanour and ferocious once roused to battle. They do not scare easily! As a result of their hard bitten nature, all Kislev units always re-roll failed Panic tests.
TILEAN MERCENARIES
7 points per model
M WS BS S T W I A L
Mercenary 4 3 3 3 3 3 3 1 7
Sergeant 4 3 4 3 3 3 3 2 7
Troop Type:
Infantry
Unit Size:
10+
Equipment:
Pike
Light armour
Special Rules:
Mercenaries
Options:
One Mercenary may be upgraded to a Sergeant
10 points
One Mercenary may be upgraded to a musician
.10 points
One Mercenary may be upgraded to a
standard bearer
10 points
The entire unit may exchange pikes for one of the following:
-Two hand weapons
free
May take bucklers
1 point per model
May take throwing knives
2 points per model
-Crossbows
3 points per model
May take pavises
1 points per model
MERCENARIES
Mercenaries may not use the Army General's Leadership.
BUCKLERS
A model armed with a buckler has the Parry rule, and may use it with two hand weapons.
PAVISES
The Pavise grants a 5+ armour save against ranged attacks to the units front, which may be combined with other armour as normal.