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Offline Damar

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Community fun project: Provincial armies
« on: December 02, 2024, 10:11:27 AM »
Since it appears that upcoming AJ does little to add for the Grand Army of the Empire, I was wondering if people would want to contribute to this project. The idea comes from other thread and goal is to give some variant to different Electoral Provinces by giving some flavor to the army, rather than making some superlists. Naturally just for friendly games on how "things could be".

I have added Stirland ideas from other thread but others are so far "bare".

For convinience, this list has the provinces which currently appear in the Old World map on game's website.

Averland, Grand County of

Plains of Averland: The rolling plains of Averland enable local nobles to engage in horsebreeding and local breeds are considered finest in the empire. All models riding Empire Warhorse may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dide that required to be discarded.

Guardians of the Black Fire Pass: Centuries of conflict with Orcs have hardened the soldiers of Averland. Every State Trooper (inc. veteran) in Averland army has Hatred (Orcs & Goblins)

Dwarven connections: Averland is known for it's close cooperation with dwarves. Any dwarven mercenaries Averland army includes are not subjected to Misbehaving mercenaries rule.

Marienburg (Westerland, Grand Barony) (See below for AoI)

Middenland, Grand Duchy (See below for AoI)

Ostermark, League of

Grim Defenders: Any State Trooper unit (inc. Veterans) equipped with shields gains "Shieldwall". Any infantry equipped with halberds gains "Steady in ranks"

Kislev Auxilia: One unit of Knights/Inner Circle Knights may be changed to Kislev Winged Lancers for no cost. Winged Lancers lose Barding from their horses but cause fear and gain "finest warhorses". Note that no character may be upgraded to be a winged lancer or join this unit. Likewise this unit does not count towards your 0-1 unit limitation towards Knightly Orders.

In addition you may take a single unit of Roadwardens as Core Choice but they must replace their crossbow with Warbows or Shortbows to simulate Kislev Horse archers. (they may not buy pistols).

Vigilant Watchers: Each Ostermark army must include at least one Witch Hunter.

Reikland, Grand Principality

Imperial Pretenders: The model who is selected to be the general of the army gains +1 LD. In addition you may upgrade a single captain of the empire OR warrior-priest of Sigmar to Battle Standard Bearer for free.

Warriors of Sigmar: Changes to army composition as follows: Only 0-1 Master mages per 1000pts. (No wizard lords allowed) You may take 0-1 units of Inner Circle Knights of the Fiery Heart and Flagellants as core choice. No priests of Ulric may be taken.

Altdorf Temple Guard: Any Greatsword unit in Reikland army gains Furious Charge. In addition any Greatsword unit that is joined by priest of Sigmar, becomes immune to psychology.

Solland (Sudenland), Grand Barony of

Lost Glories:Despite everything that has happened, the flag of Solland still fills the army with pride. Any character in Solland army may be upgraded to Battle Standard Bearer for free.

Light troops: To increase number of soldiers, rulers of Solland draft large number of local militias or Tilean stradioti to their armies. Armies of Solland may include unit of Imperial Roadwardens and Border Prince Brigands in army as Core choice for every unit of State Troops in it (Detachments do not count)

Priest of Solkan: Solkan is god of vengeance, light and law and is the patron deity of Solland. Nowadays his priesthood preaches mostly about vengeance. Warrior priests in Solland army are assumed to be those of Solkan and use rules for priest of Sigmar (Ulric not allowed) and they have Hatred (everything) & flaming attacks rule. If they join any unit of State Troops, the entire unit gains Hatred and Flaming attacks as well.

Stirland, Grand County of

Shadow of Sylvania: Soldiers of Stirland know well the horrors that lurk in the dark forests and in the neighbouring lands of Sylvania. All State Troops (inc. Veterans), General/Captain of the Empire, Witch Hunters & Warrior Priests of the army gain +1 LD. In addition, your army may include one additional unit of Knights of Morr.

Superstitious lot: Citizens of Stirland are conservative and known for their religious intolerance. Your army MUST include at least one Witch Hunter and may only include one Master Mage/Wizard Lord per 1000pt. Any unit of State Troops (inc. Veteran) or Free Company may pay 10pt for "Folk wards" upgrade.

Folk Wards: Troopers carry with them various folk remedies & amulets to ward themselves against evil spirits and foul magic. Entire unit gains Magic Resistance (1)

Talabecland, Grand Duchy

Force of nature: Many mages and hedge wizards feel that powers of elementalism are especially strong in Talabecland. Ambitious wizards can tap into this power. If they dare... When building your army, any wizard in Talabed army may select to take "Nature magic" rule.

Nature magic: This wizard gains +1 to their power roll when casting spells from lore of Elementalism. However, they also gain "untutored arcanist" rule (see Bretonnian AJ)

Nature priests: The old faith is still strong in Talabec land, with priests of Taal & Rhya protecting their local communities. The warrior priests of the army are considered to be followers of Taal & Rhya. They function like priests of Sigmar/Ulric but have following changes: May not buy heavy armor (gaining one via magical items is still allowed), gain +1 A, Regeneration 6+ and a warbow.

In addition, Ring of Taal is an extremely common item in Talabec army.

Great forest: Much of Talabecland is covered by the Great Forest and traversing it's many, worn roads requires help of experienced scouts, who also help local militias in time of war. Before deployment, select one unit of State Troopers, State Missile Troops or Free Company. You may not select unit with attached detachments or characters. This unit may take one of the following abilities: Ambush, Scout or Vanguard.

In addition, you may take a single unit of Empire Roadwardens as Core choice. However, you may not buy Steam Tanks and only 0-1 War Wagons.

Wissenland, Grand Barony

Devout: You may take 0-1 units of Inner Circle Knights of the Fiery Heart as core choice. No priests of Ulric may be taken. Priest and Lectors of Sigmar may re-roll failed prayer checks.

Dwarven connections: Wissenland is known for it's close cooperation with dwarves. Any dwarven mercenaries Wissenland army includes are not subjected to Misbehaving mercenaries rule.
« Last Edit: July 15, 2025, 10:34:57 AM by Damar »

Offline lcmiracle

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Re: Community fun project: Provincial armies
« Reply #1 on: December 02, 2024, 04:06:51 PM »
I love this idea! However, as someone primarily into the lore and not the game, I have no balance suggestions to offer.
One thing I'd say is that for Talabecland, there are many possibilities.

First of all, wizards -- or witches, as the main rulebook calls them ("...Duchy of Talabec, who they see, perhaps rightly, as a haven for pagan forces and elementalist witches", p45) -- This comes to the Talabheim Battle College from first edition WFRP: Realm of Sorcery p37, which is possibility the second oldest school for battle magic in the Empire after Middenheim's Wizards' and Alchemists' Guild, whose founder, Frieda, was attributed to have built the Wizard's Way, the only, windy, surface route into Talabheim itself. It seems to me that a Talabheim Wizard should probably have some bonus for Elementalism and such. (I guess Middenheim Wizards, eh, have bonuses for Plague of Rust? Blah!)

Taal has a lot of huntsmen, probably because he's also Kurnous -- why? Because WFRP 2nd editions has the Horned Hunters, who are Talabheimers who have gone wild in the woods and worship Karnos -- whom they believe to be an aspect of Taal. Specifically the Horned Hunter Andrus Taurbach is said to have befriend the Wood Elves (probably from the Laulorn) and some thinks Taal was guiding him to be a Ghost Strider.

Horned Hunters are trash, like, literal trash. It's almost an entry level career in compendium as I understand it, and has very low stats. It does have Leather Jack as armor (light for RP, though their lore states they shun clothing and wear only animal pelts or less) and uses Two-Handed Axe. They have Frenzy, Hardy and Fleet Footed/Very Resilient as skills.

Meanwhile, Andrus is listed under "Scouts", which is a career exit for Horned Hunters, meaning he can ride horses and use bows (though he is never mentioned to have ridden a horse). Notably both Horned Hunters and Scouts have concealment, and they should probably have Ambush in TT.

We may see light/no armor two-handers with frenzy and a ward save or +1T to represent something like the Horned Hunters, and huntsman with similar rules and even horse archers that can ambush for that. Not sure if it's useful on TT or not, though.

Ghost Striders are only available for Elves so that's bunk. They are probably similar to waywatchers tbh.

There are of course also the Knights of Verdant Field, who are a Templar Order of Taal that are also bascially huntsmen. Probably at a knight's statline but with light armor and longbow instead. They don't have concealment but have fleet footed instead.

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #2 on: December 02, 2024, 06:24:02 PM »
Looking at your suggestions, this could be something like this.

Force of nature: Many mages and hedge wizards feel that powers of elementalism are especially strong in Talabecland. Ambitious wizards can tap into this power. If they dare... All wizards  in Talabec army gain +1 to their power rolls when casting spells from lore of Elementalism. However, if a spell is miscast, the wizard must apply -1 modifier to miscast table. (Magic being powerful as it is, it requires hefty penalty as well)

Nature priests: The old faith is still strong in Talabec land, with priests of Taal & Rhya protecting their local communities. Select either Taal or Rhya as patron deity for each of your warrior priests and receive the indicated bonuses: Taal - Regeneration 6+, +1 A. Rhya - Regeneration 5+, Magic Resistance (2). (Rather than inventing new prayers, this is simpler. Priests of Ulric have prayers to fulfil nature priest well anyway).

Expert scouts: Much of Talabecland is covered by the Great Forest and traversing it's many, worn roads requires help of experienced scouts, who also help local militias in time of war. Before deployment, select one unit of State Troopers, State Missile Troops or Free Company. You may not select unit with attached detachments. This unit may take one of the following abilities: Ambush, Scout or Vanguard.

Some other things like Knights of Taal's Fury or Lonshanks are essentially just Demigrpyh knights (toss the champion a lodestone for a lucky charm) or Empire Archers.

And now Talabecland provincial army could be a choice for a peron who wants Elemental wizards and slightly buffed warpriests. Any other suggestions?
« Last Edit: December 02, 2024, 07:20:42 PM by Damar »

Offline lcmiracle

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Re: Community fun project: Provincial armies
« Reply #3 on: December 03, 2024, 05:16:04 PM »
So are we doing this for TOW or during KF's time. Because both Wissenland and Nuln are separate polities in TOW, and in C7's Enemy Within (also the original), Emmanuelle ruled only Nuln and only annexed Wissenland Sudenland after The Turmoil, which is the southern part of Wissenland by 2522.
« Last Edit: December 03, 2024, 05:26:45 PM by lcmiracle »

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #4 on: December 03, 2024, 06:45:26 PM »
So are we doing this for TOW or during KF's time. Because both Wissenland and Nuln are separate polities in TOW, and in C7's Enemy Within (also the original), Emmanuelle ruled only Nuln and only annexed Wissenland Sudenland after The Turmoil, which is the southern part of Wissenland by 2522.

I am just going with the map in the website now.

Offline lcmiracle

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Re: Community fun project: Provincial armies
« Reply #5 on: December 04, 2024, 01:07:32 AM »
So are we doing this for TOW or during KF's time. Because both Wissenland and Nuln are separate polities in TOW, and in C7's Enemy Within (also the original), Emmanuelle ruled only Nuln and only annexed Wissenland Sudenland after The Turmoil, which is the southern part of Wissenland by 2522.

I am just going with the map in the website now.

What i mean is that Nuln is it's own thing on that map, so it's more if wissenland here means differently from Nuln

Offline lcmiracle

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Re: Community fun project: Provincial armies
« Reply #6 on: December 04, 2024, 04:03:15 AM »
For instance, Nuln will have its own army because it's a super-rich and powerful city-state, and Wissenland is more of a backwater, probably, but then we don't really know much about its military nor people. Like, what would be the difference between Wissenlanders and Sollanders in this regard? Sollander/Sudenlanders will have some bonus for being the inheriters of an earlier founding province?
Does the nature of the leagues make Ostermark military drastically different from the Ostlanders? Are Nordlanders really that much better woodsmen than the other Osterlund provinces? I just don't think there's really that much to differentiate the provinces.

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #7 on: December 04, 2024, 07:17:26 AM »
Some of these rules can and will be duplicated for different provinces as appropriate. Wissenland would be it's own choice of course since Nuln is already independent.

Offline lcmiracle

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Re: Community fun project: Provincial armies
« Reply #8 on: December 04, 2024, 12:10:07 PM »
I'm gonna try Westerland, which is bascially just Marienburg since there's no major settlement in the marshes.
Firstly it's wealthy, and by this point the city is already bascially run by the burgomeisters so mercenaries ought to represented in the army.
For wealthy, I think its core state troops can take heavy armor for cost, and core knights can take FPA.
I want their naval tradition as well as the fact that followers of manann are stern AF be represented but state troops and knights can already take Drilled and knights + stubborn so IDK.
No landship at this time, unless they recton; in which case, bisect and quarter them.
I think we should give Marienburg some interesting choices. Their commanders can take "Mercenary Commander" for cost -- or a lite version of it.
For magic, -- though they have the Baron Henryk's College which will eventually hold the college of Sea Magicks in Sold Down the River, it's probably not in any way public at this time nor does Sea Magick matter much on the battlefield.
However, Marienburg did establish diplomatic and trade relationships with Ulthuan in 2150 IC, and as seem when Wilhelm III was defeated that led to Westerland's independance, the Marienburgers will at point secure the aid from the Elves -- in particular, it was High Elf mages who forced Wilhelm III's retreat at Grootscher Marsch when they burnt the Emperor's supplies (Sold, p7); meaning, Marienburg armies may hire High Elf mages and Sea Guards as mercenaries.
Ain't got nothing else for now.

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #9 on: December 07, 2024, 09:28:48 AM »
I think naval traditions and general crampiness of Marienburg could be represented by something like this:

Quick on their feet: Many of the Marienburg soldiers serve aboard tightly packed warships. Even those who don't serve aboard ships, quickly learn to move in the cramped alleys and corridors of the city. At the Start of the turn, any unit of State Troops (inc. Veterans) may adopt Open Formation instead of the usual Close Order. They remain in Open Formation until start of their next turn when they revert back to Close Order formation unless you decide otherwise.

Opulence might be like this. I left it for Veteran troops and I don't think knightly orders are particularly active in Marienburg.

Merchant guard: All major families have their own soldiers and guards to keep their masters, warehouses and ships safe. Wealthiest houses can go to great lengths to equip their soldiers, both as status symbols and to intimidate their competitors. Any unit of Veteran State Troops may replace their light armor with heavy armor for a cost of +1/model

Mercenaries be like this.

Mercenary hub: Marieburg uses lots of mercenaries across the known world and mercenaries in their turn like to keep their business brisk by behaving nicely, at least most of the time. Marienburg army may spend 25% of their available points on mercenaries and you may re roll any failed "Misbehaving mercenaries" roll that you make if you so choose. In addition, any captain of the empire may join a mercenary unit and grant said unit his "hold the line!" ability and leadership. (Captain really represents the mercenary leader here)

Elven presence started few years before current timeline so they would need to be included.

Elven community: Marienburg has contacts with Elves and a sizable contingent of elves has settled to their own quarter. Marienburg army may, as a rare choice take 0-1 units of Lothern Sea Guards and/or 0-1 unit of Eagle Claw bolt throwers. Sea Guards and their unit champion may take magical items from High Elf or Empire list.

Of course Marienburg would need some drawbacks too.

"You're not from around here are you?": Marienburgers are religious like the other people in Empire but cults of Sigmar and Ulric are minor cults compared to local cults of Manann, Verena and Shallya who mainly deal with commerce or healing. Marienburg army may not have any warrior priests of Sigmar/Ulric or Flagellants. In addition, they may not have a Steam Tank.
« Last Edit: December 07, 2024, 09:38:20 AM by Damar »

Offline lcmiracle

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Re: Community fun project: Provincial armies
« Reply #10 on: December 08, 2024, 01:23:21 PM »
I don't think there's much to go on with a lot of provinces. I will post my footnotes from WFRP2E Sigmar's Heirs here, so anyone who may be interested can discuss and add/modify:

Hochland: woodsmen, hunters, hochland long-rifle, taal-and-rhya
Nordland: mixed norse-blood (something impeteous-lite but not annoying perhaps?), woodsmen, hunters, taal-and-rhya, sea of claws
Ostermark: Eastern Border (Kislevite-mix), Against the Dead (Morrite tendencies)
Ostland: Northern Border (Kislevite-Influenced), hardy, stubborn, sigmarite
Averland: horsemasters
Wissenland: devout, stoic
Solland/Sudenland: "The Lament of Solland", devout, stoic
« Last Edit: December 09, 2024, 03:29:25 AM by lcmiracle »

Offline commandant

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Re: Community fun project: Provincial armies
« Reply #11 on: December 08, 2024, 08:07:22 PM »
Maybe Averland could get finest warhorses or something like it.

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #12 on: December 12, 2024, 01:01:43 PM »
Maybe Averland could get finest warhorses or something like it.

Definetely.

Plains of Averland: The rolling plains of Averland enable local nobles to engage in horsebreeding and local breeds are considered finest in the empire. All knight units (not Demigryph) and all characters riding a warhose in Averland army gain "finest warhorses" rule.

Guardians of the Black Fire Pass: Centuries of conflict with Orcs have hardened the soldiers of Averland. Every model in Averland army has Hatred (Orcs & Goblins)

Dwarven connections: Averland is known for it's close cooperation with dwarves. Any dwarven mercenaries Averland army includes are not subjected to Misbehaving mercenaries rule.
« Last Edit: December 21, 2024, 09:09:03 PM by Damar »

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #13 on: December 21, 2024, 08:51:54 PM »
MARIENBURG:

Design philosophy here is to have core of foot soldiers as very little indicates Marienburg to be cavalry powerhouse since, you know, naval power. Army can field several exotic and rare units due to cosmopolitan nature. However, strained relations with rest of empire means less guns than usual or reliance on dwarven equipment.

Westerland, Marienburg or Wasteland (depending who you ask) is ruled by Elspeth Magritta VI, Westerland is one of the four great provinces of the Empire. It is a wealthy and cosmopolitan state, able to field vast armies in the name of its ruler's claim to the throne of the Empire.

Composition
Note: Marienburg army MUST include at least one entry from Mercenaries section.

Characters, up to 50%
0-1 Commandant (General of the Empire), 0-1 Wizard Lord
0-1 Chapter Master
0-1 Priest of Manann (Use stats for Priest of Sigmar or Ulric)
0-1 Engineer per 1000pts
Any number of Captains, Master Mages and Bounty Hunters (Witch Hunter).
One captain or Priest of Manann can be upgraded to Paymaster (Battle Standard Bearer) for +25pts

Core minimum 25%

1+ Regiment of Marienburg City Guard (See below)
Empire Missile troops
Empire Archers
Merchant Guard (Veteran State Troops)
Street Fighters (Free Company)

Special, up to 50%
0-1 Paymasters Bodyguard (Greatswords)
0-1 Empire Knights per 1000pts
0-1 Unit of Imperial Dwarves (Can also be taken as mercenaries)
Empire Roadwardens
0-2 Great Cannons or Mortars per 1000pts

Rare, up to 25%
0-1 Unit of Inner Circle Knights (Only Knights Panther, Knights of Morr or Blazing Suns)
0-1 Organ Gun (dwarven crew) per 1000pts
0-1 Landship
0-1 Unit of Sea Elves (Lothern Sea Guard)
0-1 Eagle Claw Bolt Thrower (only if unit of Sea Elves is present)

Mercenaries, up to 25%.
Imperial Ogres
Imperial Dwarves (0-1 can also be taken as Special choice)
Prince Ulthers Dragon company
Doomseekers
Wasteland Mercenaries (Border Prince Brigands)

Marienburg City Guard: These function like Nuln State troops with following changes: Parent regiment must be equipped with halberd or shield (Spear is optional) You must have At least one detachment for each parent unit but these can be equipped as you see fit and be either State Troops, State Missile Troops or Empire Archers

Crossbow mastery: Marienburg city watch, also known as blackcaps, use crossbow exclusively and are extremely proficient in it's use. All State Missile Troops & Roadwardens equipped with Crossbows ignore the Ponderous rule (they still suffer -1 to hit for moving though).

Quick on their feet: Many of the Marienburg soldiers serve aboard tightly packed warships. Even those who don't serve aboard ships, quickly learn to move in the cramped alleys and corridors of the city. All State Troops in Marienburg army have Drilled special rule

Merchant guard: All major families have their own soldiers and guards to keep their masters, warehouses and ships safe. Wealthiest houses can go to great lengths to equip their soldiers, both as status symbols and to intimidate their competitors. Any unit of Veteran State Troops may replace their light armor with heavy armor for a cost of +1/model and buy a crossbow for +1/pts per model.

In addition, if they are joined by any character, they become Stubborn. (Simulating their employer joining them)

Mercenary hub: Marieburg uses lots of mercenaries across the known world and mercenaries in their turn like to keep their business brisk by behaving nicely, at least most of the time. You may re roll any failed "Misbehaving mercenaries" roll that you make if you so choose.

Paymasters Bodyguard: If Paymaster joins a unit of Greatswords, they (and paymaster) gain Immune to Psychology.

Street Fighters: Marienburg has a huge number of quarreling factions, opportunistic thugs but also skilled duelists. In times of war, such fighters can be "encouraged" to join the army on the field, often with a promise of pardon or other reward. Street Fighters count Free company except they receive rule "main-gauche"

The main-gauche: Many duelists in Marienburg are experts in using two weapons, one to parry and one to strike. At the start of a melee combat round, you must select whether to take the normal +1 A from additional hand-weapon or 6+ ward save for all street fighters.


Landship: Marienburg has never secured themselves as steam tank so they have tried to improvise a bit. Marienburg landship is a steam powered war machine that functions as Empire War Wagon with following changes:
- No horses
- +2 W
+ D3+2 Stomp attacks
- 8 Crew members in total. Three are armed with experimental melee weapons as normal while others have hand weapons. However, instead of experimental ranged weapons, Landship has three light cannons (see entry for Imperial Ogres).
- Steam Powered: Landship has a random movement of 3D6. If you roll any doubles, Landship suffers 1 wound with no saves allowed. If you ever roll triples, the engine overloads and landship explodes in mighty inferno. Remove the model and every unit (friend or foe) within '6' suffers D6 S5 hits with AP-2

Marienburg magical items:

Banner of Manann:
Use at the start of your turn. Until your next Start of Turn sub-phase, no model may use the Fly (X) special rule and all enemy shooting suffers an additional -1 To Hit modifier. One use. Magic standard. 50pts.

Staff of the Wasteland: This weird stuff is topped by a sinister looking skull of a one-eyed creature. With proper incantation, it summons mist and rain on top of the enemy. This items casts "Storm Call" as Bound Spell with power level 1. Arcane item. 20pts.

Bound thunder: This locket is enchanted by high priest of Manann to unleash a strong wind in case a ship finds itself stranded. It works well in battle as well. This item casts "Wind Blast" as bound spell with Power level 2. Talisman. 20pts. One use.

Armor of Ranald: Heavy armor. Once per game, when wearer would lose his last wound or be otherwise killed, roll a die. On 2+, it is not lost and character retains 1 wound. 40pt. armor.
« Last Edit: December 31, 2024, 09:35:08 AM by Damar »

Offline Damar

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Re: Community fun project: Provincial armies
« Reply #14 on: January 02, 2025, 12:18:44 PM »
Middenland can already by represented by White Wolf army or GA with Priests of Ulric, Teutogens and White Wolves but I decided to make Middeland AoI based on old Cult of Ulric list. Likewise I took some old magical items and updated them, mainly to boost warrior priests.

Cult of Ulric

Characters, up to 50%

0-1 Grand Master 0-1 High Priest of Ulric
Any number of Chapter Masters or Warrior Priests of Ulric.
0-1 Witch Hunters
0-1 Captains of the Empire per 1000pts
One captain or warrior priest may be upgraded to battle standard bearer for +25pts.

Core minimum 25%
1+ Regiment of Warriors of Ulric (See below)
Empire Archers
Knights of the White Wolf

Special, up to 50%
0-1 Inner Circle Knights of the White Wolf per 1000pts
0-1 unit of Teutogen guard per warrior priest of Ulric in the army
State Troops
State Missile Troops

Rare, up to 25%
0-1 Unit of Wolf-Kin (see Below) per 1000pts
Empire Roadwardens
0-1 Dwarven Warmachines (see below)

The Old Ways: Missile Troops or characters may not equip themselves with handguns, though pistols are allowed.

Warriors of Ulric: These function as free company with following changes. Every model comes equipped with light armor. If you buy unit champion, you may also take standard bearer and musician for free. However, if you do, unit loses "detachment" rule.

Wolf-Kin: Function as Marauder Tribe Berserkers but they lose Mark of Chaos (and cannot buy any).

Dwarven warmachines: You may take one unit of Dwarven warmachines from Dwarven mountain hold army list. However, you may only take Bolt or Grudge Throwers (runes allowed). These are dwarves living in Middenland and gain "mercenaries" rule but you do not need to roll "misbehaving mercenaries" for them.

Middenland magical items.

Blitzbeil: High priest only. +1 S, No armor saves allowed (Ward & Regeneration may be taken). Any enemies in base to base contact with wielder of Blitzbeil take -1 penalty to initiative. 50pts

Winter's bite: Magic weapon, AP-2. If you roll 6 when rolling to hit, Winter's Bite wounds target automatically (note, this is not a poisoned attacks). Weapon. 40pts.

Ice dagger: Magic weapon, AP-1. Warrior Priest only. When casting a prayer, Warrior Priest may count his leadership score 2 points higher than normal (so LD9 for Warrior Priest and LD10 for High Priest). Weapon. 20pts. (Replaces Ice Dagger from old list).

Armor of Skoll: Suit of heavy armor. All hits against the wearer are resolved at -1 S. In addition, this armor grants Magic Resistance (1) or boosts existing Magic  Resistance by 1 (So Warrior priest would have Magic Resistance 2, for example). 40pt

Wolf-Helm of the Teutogens: Wearer gains+1 armor save which can be combined with other armor as normal to maximum of 2+. In addition, model may take a leadership test at the start of any combat round. If succesful, they have +1 S until end of turn. Armor. 30 pts.

Heart of Middenheim: Grants 5+ Ward Save and +1 WS. Talisman. 30pts.

Amber Fang: Warrior Priest may attempt to cast two prayers per turn, though prayer may only be cast once per turn succesfully so you could not cast two battle howls for example but Battle Howl and Winter's Chill are fine. Talisman. Warrior Priest only. 30pt

Cloak of Anraheir: Grants Magic Resistance (1) or boosts existing Magic Resistance by 1. In addition, wearer hates all models in Beast/Demons/Warriors of Chaos army while also causing fear in all models of said army. Talisman 20pt.

Shard of Skoll: Warrior Priests only. Model using this talisman counts as level 2 wizard for dispelling purposes. Talisman 20pt.

Amulet of the Craven: Wearer and any unit he is part of may never flee as charge reaction, nor can any enemy unit charged by wearer flee as charge reaction (Stand and shoot may still be taken). If unit is forced to flee, such as due to wearers unit causing fear, this rule does not apply. Enchanted item. 30pt

Pelt of Horros: Wearer may re-roll a single to wound roll on every melee phase. Enchanted item. 20pt

Banner of the Middenheim: This unit is immune to psychology. Standard. 40pt

Banner of the White Wolf: Enemies suffer extra -1 to hit when shooting this unit with ranged weapons. Magic banner. Standard. 30pt
« Last Edit: January 07, 2025, 05:13:56 AM by Damar »