Ok report on the book now:
Magic items are as i've said about them. steel banner is 35 points
General up with 15pts start with light armour and the hold your ground special rule. No ancient heirlom rule.
Grand master i think was up by 20pts and cannot choose demigryph mount
Archlector down by 25, altar up by 50, only has power lvl 4 banishment as spell now
Wizard down by 10
Captain up by 10 start with same as general
warrior priest down by 25pts same prayers as i said before.
witch hunters will be the same as the old captain price, and the "heresy rule" is that he gains reroll to hit and killingblow against the target. He gives his unit immune to terror ( it only causes fear to the unit) and himselfe is also immune to fear (not the whole unit). He reroll to wound against wizards, undeads and demons.
All heroes and chars that used to be able to ride pegasi can still do so. pegasi down by 5pts and got some upgrades like +1 stomp or reroll 1's on the charge.
All statetroops are up by 1 point except spearmen. Swordsmen are down to i3.
militia is up by 1 and archers goes down 1pts.
knights ( i correct myselfe here) is down by ONE point. and only 1 unit may be innercircle and ONLY that unit may take a magic banner.
greatswords are up by1 but can take magic banners
mortars are up by 33% and are s2(6)
great cannons are up by 20%
Flagellants are now a special unit (gets ws3!! ) and takes d6 s3 when sacrificing 1 dead= reroll to hit, 2dead = reroll to wound, 4+dead = +1t
Huntsmen are now special choice at same price as old handgunners and archers.
Demigryphs can take either halberds or lances (normal halberds)
Hellblaster is like before but with new missfire chart: 1 missfire, the rest of the barrels shoot half their number, 2 missfires, roll on blackpowderchart, 3 missfires, 30hits and the machine explodes. Can now use the engineers BS to fire
helstorm fires d3 s3 small templates. roll artillery dice + the number of template scatterdices ( allways counted as inderect fire)
Steamtank is now down by 50pts. the steamboiler works like you roll a artydice, if the number is higher than your current wounds or a missfire, roll on the missfirechart. to do this roll a d3 + the number of steampoints you generated.
gets d6 random move per steam point. steamgun now works like a breathweapon in CC aswell as shooting only that it works in CC every turn. The strenght of the steamgun depends on how much steampoints you put on it up to s6.
The light mobile gives a dispeldice, 6++ to all units within 6" and fires a boundspell power 4. s8 flaming magic missile that does d3wounds and pierce ranks like boltthrower. reroll wounds against undeads and demons
The heavens mobile gives +1 to hit in cc and has a boundspell that shoots a template that can do damage or turn the targeted unit towards a random direction.
Detachment rule is as i've mentioned. there was a list of special rules that passed from the parent unit to the detachment. i dont remember all of them