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Superioty


Cygnar


1) Epic Caine
2) Grenadier Light Warjack Armed with Grenade Launcher and a Pick melee weapon. If it is in base contact with 2 other Trenchers, it can be reloaded. Has AD and Dig In. ROF is rumored to be 1 + the number of Trenchers in base to base with it up to a max of 3. These shots don’t count towards it ROF.
3) Hammersmith Heavy Warjack
4) Unit - Rangers Camoflauge, plus an ability to extend it to models in 3″. Pathfinder. Trailblazer. Advance Deploy. And a special ability that lets you measure the range to a target. They can also give the Ambush ability (deploy from an alternate table edge) to any Cygnar unit.
5) Long Gunner Officer and Standard: UA Concentrated Volley. The UA allows the Long Gunners to mark a target within a specified range of them and then the distance can be measured from that target to any one friendly model on the table. Can Fall Back once per game, shooting then advancing like Bushwack. Allows Long Gunners to shoot through Cygnar units.
6)UA - Trencher Officer and Sharpshooter Officer has the Jack Marshal ability. The Officer a mini-feat to advance, dig-in, and shoot. Officer can order Trencher unit to shoot and then either charge or run. Sniper has a long gunner’s rifle and the snipe ability.
7) Weapon Crew - Trencher Grenade Porter Grenades from the Trenchers have the same stats as normal Trencher fire except for the addition of the AOE. Cannot be part of a CRA.
8) Storm Lances: Cavalry
9) Stormguard
10) Captain Maxwell Finn: Solo Increases the RAT of Trenchers


Menoth


1) Epic Feora
2) Dervish Light Warjack Light Armed with two swords. Combo Strike, Chain Attack (does no damage, but allows it to move 2″ (no freestrikes from target model) immediately), Riposte
3) Castigator
4) Daughters of the Flame Acrobatics (move through other units), AD, Backstrike bonus, Stealth, Assasinate
5) Exemplar Vengers: Cavalry Blessed, Lance, Vengance (+2 if damaged) Weapon Specialist
6) Exemplar Errants
7) The Covenant of Menoth: Solo Five damage. The Covenant of Menoth is a battle priest on a large base with an acolyte holding a huge book. He has a series of Passages that he can read that are similar to the Choir’s effects but they have to be done in a specific order. The Covenant reads a passage from his book, then your army has to meet a requirment (Kill x number of models, do x amount of damage, suffer x casualties). Each time you chant and meet the goal, your army gets a buff for the rest of the game. If you pull off all three in a row you get a more powerful buff. The Covenant has an ability to that reduces the damage from an attack down to one if it exceeds his ARM. This means that it requires five attacks to destroy The Concanent.
8) Reclaimer: Solo
9) Temple Flameguard Officer and Standard Bearer UA Banner (Same rules as IFP attachment banner) - Two special abilities granted by the non-banner leader. All hits from the unit cause auto-fire, and the unit causes terror. And ranked attack.

  • Mini-feat, once per game (Just like IFP UA). Iron Zeal: +4 ARM, unit cannot be KDed or made stationary for one round.

10) High Paladin Vilmon: Solo


Khador


1) Epic Butcher
2) Kovnik Jozef Grigorovich: Solo
3) Man O’ War Demolition Corps
4) Spriggan Heavy Warjack
5) Mounted Man O’ War: Solo No name yet. Weapon master, Reach and Flying Steel abilities. If your opponent destroys the Solo while mounted his horse dies leaving the Solo on foot requiring your opponent to destroy him again. Can be purchased on foot or mounted.
6) Winterguard Rocketeer 3 Rockets per game, POW 14+3D6, can fire individually each turn or up to all at once if 2 WG are in base to base with WA. So WA only, 1 per turn. WA+1 WG in base to base, 2 rockets can fire. WA+2 WG in base to base, 3 rockets can fire.
7) Winterguard Officer/Standard: UA Standard has the ability, once per game, to allow the unit to make a Move action, a combat action, and then another move action. Gives a Winterguard unit an SP attack.
8) Field Gun Crew Similar to the Winterguard Mortar but no AOE. When damaging Warjacks if you particially fill a damage column but do not do enough damage to fill it then you fill all damage to that column.
9) Assault Commandos AD. Gas bombs that are AOE 3 and reduce 2 stats instead of three like the Spriggan’s Flash Bang grenades. They have an order that lets them throw their gas bombs and charge. RNG 10, POW 10, ROF 2 rifles, and gas masks that ignore the effects of all Gas/mist/fog attacks(including their own) and that lets them ignore smoke/mist/cloud effects on the table.
10) Iron Fang Uhlans: Cavalry Weapon has same abilities of regular IFP but +3 Strength


Cryx


1)Epic Skarre
2) Harrower Warjack
3) Helldiver Warjack Speed 5. Can Burrow which allows it to move without penalties or free strikes for up to 8 inches. When it surfaces its attack and damage roll are automatically boosted with crital knockdown. Leaves a 5″ Soft Ground AOE when it goes burrows. Enemy models in Soft Ground get -2 DEF.
4) Bane Knights No Stealth, Reach, 16 ARM
5) Black Ogrun Boarding Party Speed 6. 3 Ogrun unit with harpoons. Ability simialr to Fear: unit/model within 2 inches has to make a command check. Failure results in the target being stationary. CRA. Drag target on a successful hit. FA 2
6) Soulhunters: Cavalry Reach. Sickle (non-reach) weapon allows them to regenerate when they kill a living model. Soul Tokens are “Body Count” as per Pistol Wraith. FA=1
7) Brute Thrall: Mechanithrall Weapon Attachment If he hits he can hold the target (but it is not Stationary) allowing the rest of the unit to do a group attack similar to a CMA. FA 3
8)Satyxis Sea Witch: UA as an Order that forces the Satyxis unit to forfeit their action to gain +2 DEF and a limited counterattack for one turn. Once per game she can allow the unit to roll additional dice for damage this activation. Three abilities to choose from per turn: Satyxis go Berserk, Satyxis gain Pathfinder & Camouflage or Feedback removes Focus instead of damages the target.
9) Bane Lord Tartarus
10) Captain Rengrave: Revenant Crew Solo Can field promote Revenant Crew to Quartermaster. When Rengrave kills a model it makes a command check and if it fails you add a additional pirate to the unit. If Captain Rengrave is killed you may destroy (not remove from play) a pirate instead to keep Captain Rengrave in play. Swordmaster, Terror, and Undead. His gun has “Ghost Shot” and “Insult to Injury”. Ghost Shotlets you ignore intervening models, Insult to Injury lets you make a ranged attack after melee if he is no longer engaged.


Mercenary


There are two new mercenary contracts in the Superiority rules: The first allows you to field Ogrun and Rhulic mercs as their own force and the second allows for Magnus to field deserters (see below)
1) Kell Bailoch Sniper ability like Widowmakers. Will not work for Cryx or Cygnar
2) Durgen Madhammer: Rhulic Warcaster 6 Focus. Equiped with Hammer (after a hit spend a focus to create a 3″ AOE on target) and a gun that can fire one of three types of rounds. Wears Blast Armour that aborbs blast damage from AOE. Durgen then gets Focus instead of taking the damage.
3) Blaster Warjack Gunner variant. Has a Powerful Blast Spray (spend one focus and get boosted attack and damage for one model under the spray template.
4) Driller Warjack variant Equipped with a POW 18 hammer, that causes stagger and has Batter. It can slam the ground, causing models nearby to be unable to charge or slam and get a DEF reduction.
5) Ashlynn d’Elyse: Warcaster
6) Mule Warjack
7) Vanguard Warjack
8) Steelhead Halbadiers
9) High Shields Gunners
10) Bokur
11) Epic Magnus Is able to field deserters as part of a contract (1 Unit of either Trenchers or Long Gunners no UA’s or WA’s)
12)Nyss Hunters
13) Croe’s Cutthroats
14)Alexia Ciannor & Risen, Thrall