Post by rakaziel on Sept 23, 2021 14:10:00 GMT
Hello again 
Here is where I put various units, and unit upgrades, for various armies.
(Rebalanced Point Calculator is in the Patreon Discord)
And my Fortress Project
Wizard Tower[1] Qua 5+ Def 2+ Rocks (A3, AP(1)) Immobile, Construct, Wizard(2), Tough(6) 125pts
Wizard Towers can be built by any faction with Wizards.
Upgrade with any:
Wizard(3) +15pts (Each Extra Wizard costs 15pts more)
Levitation (-Immobile, Flying) +15pts
Bombs (Rocks have Blast(3)) +10pts
Upgrade with up to four each:
Arcane Focus (Spells have +6") +15pts (Each Extra Wizard costs 15pts more = +60pts per Extra Wizard if you take all 4 Foci)
Extra Wizard - Spell Barrage(+1), Tough(+3) - can be taken 4x +85pts
Extra Tall - Tough(+3) - can be taken 4x +50pts
Fun With Magic
Expanded Pricing for Inspiring Presence
6+ to 5+ 25pts
5+ through 6+ to 4+ 40pts
5+ through 4+ to 3+ 60pts
6+ through 4+ to 3+ 90pts
4+ through 3+ to 2+ 120pts
5+ through 3+ to 2+ 155pts
6+ through 3+ to 2+ 200pts
You can buy the increase one step cheaper if each increased unit must make a morale test at the beginning of its activation,
Inspiring Presence does not increase their Quality for this test but other special rules e.g. Fearless still do,
and treat failing this morale test as if they were Undead.
You can even buy the increase two steps cheaper if they automatically fail this morale test.
Special Rules - Magic
Arcane Focus +15pts
The range of each spell this Wizard casts, is increased by 6".
Aura Breaker +15pts
This Wizard can attempt to Counterspell enemy Auras (but not Hero Effects),
unless they are Weapon Type (designed with the rules for Weapons).
Contrarian +15pts
This Wizard can attempt to Counterspell enemy Counterspells.
Ritual - Wizards/Psychics only +5pts
The model knows the following spell (can be counterspelled)
Ritual (No Roll) Target friendly Wizard/Psychic gets either +3" range to the next spell they cast or +1 to their next spellcasting roll.
Multiple rituals targeting the same Wizard/Psychic are cumulative.
Spell Barrage(X) (X*Cost of Entire Wizard Rating and each Arcane Focus)
The model can cast and block spells as if it were X separate Wizards that get activated at the same time.
Each spell can be cast at a different time during its activation before attacking. It can still only cast spells OR block spells each round.
Special Rules - Summoning
Summon (Unit) (2.5*Cost of Summoned Unit)+5pts
At the beginning of the Summoning Unit's activation, place a new Summoned Unit fully within 6" of the Summoning Unit.
If you can select between different Units (or sets of Units) to Summon, the cost is 2.5*The Most Expensive Option, +5pts.
You cannot Summon new Units when you spend the activation to stop Quavering.
Summon Cooldown (Unit) (1.5*Cost of Summoned Unit)
Like Summon, but you only place new Summoned Units in the 1st, 3rd and 5th Turn.
If the Summoning Unit only arrives in the 2nd Turn, you only place new Summoned Units in the 2nd, 4th and 6th Turn.
If your Summoning is delayed due to Quavering, treat the Summoning Unit as having arrived one Turn later,
i.e. it can immediately place a new Summoned Unit at the beginning of the next activation after it stops Quavering.
Summon Random (Unit) (2.5*Average Cost of Summoned Unit)
Like Summon, but Random - roll a D3 or D6 to see what (or how many) you get.
The cost is 2.5*The Average Point Cost Of All Variations, weighted by likelihood if some variations are rarer than others (e.g. 1-3, 4-5, 6).
UPDATED
Special Rules - Tanks
Backfire(X) *(6-X)/6 Weapon Cost, Rending and Poison are Free
On a to hit roll of X or lower, the unit is hit by their own weapon,
Treat unmodified 1s as unmodified 6s for the hit effects.
If the weapon is unique to the model, it hits the model first,
additional hits generated by Blast or Poison hit the rest of the unit.
If the unit is size[1], everything hits the model.
Bulky
This model takes up 2 Transport slots. E.g. Bikes, Cavalry, Heavy Infantry.
Very Bulky
This modes takes up Tough(X) Transport slots.
Crew Cost like Slow
The Model counts as a Hero that joined the Unit, despite the unit being size[1], and can pick a different Target during the Unit's activation.
The Model must have the same Speed, cannot disembark, can be targeted by Snipers and is automatically killed when the Unit is killed.
Firing Slits Transport(X)*2 +30 pts (Optional)
Units may disembark and re-embark this model in the same activation if they do not move away from the model before casting Spells or shooting.
One unit per turn that disembarks this model gets +1 to their shooting rolls if you pay +30pts. Put a marker on the model to show that you used the bonus.
Windup Base Weapon Cost*2
During each activation in which this model shoots, place a new Windup marker on each Windup weapon that shoots.
Spells and other effects that make the unit shoot also place a new Windup marker on each Windup weapon that shoots before shooting.
When you shoot, perform your entire shooting action (all Attacks) once for each Windup marker on the weapon.
Each Windup weapon can have a maximum of three Windup markers at a time. Firing a Windup Weapon Point Blank
(if the model has this as a Melee attack, which requires also taking Windup for the Melee attack) counts as shooting.
If a Windup weapon does not shoot during its model's activation, remove all Windup markers from this weapon.
UPDATED
Special Rules - Various
Squad(X) 0pts
Unit can be combined despite being size[1]. If the unit is combined, this model loses the Hero rule.
AoF only: If the Combined Unit has 5 or more models, it can take Command Group Upgrades (Sergeant, Musician and Battle Standard).
The Bigger They Are (Calculate like Slayer, but with Quality)
+1 to hit against units with Tough(3) or more.
Puny Mortals (Calculate like The Bigger They Are, but in reverse)
-1 to hit against units without Tough.
Time Freeze Base Weapon Cost*6
If another model gets hit by this weapon, it skips its next activation.
It cannot be targeted, neither by friends nor foes, until either the model that Time Froze is killed or activated again,
or the Time Frozen Model is activated again, whatever happens first.
The Time Freezing model can choose to skip its own activation in order to keep their opponent Frozen.
Time Frozen models do not count as losses for victory points but also cannot contest objectives,
nor do they count as surviving models when determining a loss due to the entire army getting killed.
Weapons with Time Freeze cause no regular damage and be used on both friendly and enemy models.
Generic Units
These can be used in any army
Monster Hunter[1] Qua 3+ Def 3+ Slayer Sword(A3, AP(3), Deadly(3)) Hero, Slayer, Tough(3) 80pts
Mount on one:
Horse - Fast, Impact(1) +10pts
Griffon - Fast, Flying, Beak & Claws(A3, AP(2)) Tough(+3) +70pts
Upgrade with any:
Nothing To Lose (Undead) - Free
Grudge (Hero and Unit have +1 to Hit in Melee) +30pts - see Dwarves
Battle Chant (Hero and Unit have Fearless) +25pts - see Humans
Ancient Armor (Defense +1) +10/+25pts
Slayer Javelin (Slayer Sword is 18" Ranged Weapon) - Griffon only +20pts
Donkey Bomb[1] Qua 6+ Def 5+ Exploding Head(6), Fast, Impact(1) 30pts
Upgrade with:
Heavy Load (-Fast, Defense +1, Exploding Head(+3)) +10pts
NEW!
Mecha Fauna
(Robot Legions or Duchies of Vinci)
Fusion Hawk[1] Qua 6+ Def 4+ Fusion Torch (12" A1, AP(2), Deadly(3), Sniper) Hero, Construct, Very Fast, Flying, Tough(3) A 45pts
A Upgrade with one:
Tank Hunter AP(+2) Deadly(+3) - pay 2nd price +30pts
Exploding Head(9) - replaces Fusion Torch +15pts - see Alien Hives
Upgrade with any:
Armor - Defense +1 +5pts
Relay - Psychic(1) +20pts
Orbital Descent (Ambush) +5pts
Stabilizers (Shoot after Rush actions) +5pts - based on Expert Thrower (Ratmen)
Pyro Gazelles[5] Qua 4+ Def 5+ Flamethrower (12" A6 AP(1)) (Horns A2 AP(1)) Construct, Fast, Strider, Impact(1) G 200pts
G Upgrade with any:
Armor - Defense +1 - can be taken 2x +10pts
Rocket Boosters - Very Fast +30pts
Stabilizers (Shoot after Rush actions) +15pts
Buzzsaw Rhino[1] Qua 3+ Def 2+ Horn (A1, AP4, Deadly(6)) Hooves (A4, AP(1)) Construct, Fast, Strider, Impact(6), Tough(6), Squad R 185
R Upgrade with any:
Rocket Boosters - Very Fast +10pts
Clockwork Birds - Regeneration +35pts
Alpha - Quality +1 +45pts
Halflings
Halfling Major[1] Qua 4+ Def 4+ Cane Sword (A1, AP(4)) Hero, Slow, Tough(3) 35pts
Replace Cane Sword:
Hand Weapon (A3) - Free
Stinger (A1, AP(4), Deadly(3)) +5pts
2x Hand Weapons (A3) +5pts
Halberd (A3, Rending) +5pts
Great Weapon (A3, AP(2)) +5pts
Spear (A3, Phalanx) +5pts
Upgrade with any:
Inspiring Presence (Hero's Unit has Quality 4+) (Townsfolk, Warriors, Braves, Drunks) +40pts - see Goblins
Liquid Courage (Hero and Unit have Crazed) +25pts - see Beastmen
(Random buff in melee D6 1-2 Unit gets AP(+1) 3-4 Unit gets +1 Attack 5-6 Enemies get -1 to Hit)
Halfling Knight[1] Qua 3+ Def 3+ Hand Weapon (A3) Hero, Impact(2), Tough(3) 60pts
Replace Hand Weapon:
2x Hand Weapons (A3) +5pts
Halberd (A3, Rending) +5pts
Great Weapon (A3, AP(2)) +5pts
Spear (A3, Phalanx) +5pts
Lance (A3, Impact(1)) +5pts
Replace Great Goat - Impact (2):
Great Chicken - Impact (1), Fast +5pts
Great Pig - Impact (1), Tough(+3) +45pts
Cockatrice - Defense +1, Beak (A1, AP(4)), Claws (A3, AP(2)), Fear, Flying, Tough(+6) +170pts
Upgrade with any:
Relic Sword (A1, AP(4), Deadly(3)) +10pts
Pet Squirrel (A2, AP(1)) +5pts
Liquid Courage (Hero and Unit have Crazed) +25pts - see Beastmen
Battle Chant (Hero and Unit have Fearless) +25pts - see Humans
Inspiring Presence (Hero's Unit has Quality 3+) (Goat Riders, Chicken Riders, Pig Riders) +60pts - see Humans
Beastmen
Beast Champion, Hunt Master
Upgrade with:
Centaur (Fast) +10/+5pts
Liquid Courage (Hero and Unit have Crazed) +25pts
Ratmen
Warlord, Warlock, Priest, Rat Demon, Giant Rat Beast
Upgrade with:
Carpet of Rats (Summon Random (D3 Rat Swarms)) +120pts
Priest
Upgrade with any:
Unhinged Sadist (Hero and Unit treat morale tests as if Undead as long as Hero is part of Unit - this can kill the Hero) - Free
God Complex (Quality +2) - Giant Rat Ogre only +90pts
Rat Swarms
Upgrade with:
Unending Swarm (Unit treats morale tests as if Undead. +120pts
Tests for half size based on total Tough of previous activation
e.g. tests in Turn 2 based on Tough in Turn 1. Turn 0 = Turn 1.
At the beginning of Unit's activation, add D3 Rat Swarms to unit.
This upgrade can only be bought once per Unit, like Musician.)
Giant Rat Beast
Upgrade with:
Mole Claws (Rending, Ambush) +20pts
Poison Artillery
Upgrade with any:
Super Weapon (Good Shot(3+), Tough(+3)) (pay 2nd price) +40pts
Tank Tracks (-Artillery, -Immobile, Defense +3, Strider) +25/+50pts
Replace Poison Catapult:
Slime Catapult (36", A3, AP(2), Poison, Slime) +15/+10pts - modified Slime Trap (Rift Demons of Plague) - Unit hit by Slime is Slow for 1 Turn.
Plague Catapult (24", A1, each model in enemy unit takes 1 hit) +65/+130pts - reverse engineered from Pestilence Spell
Poison Cannon (48", A1, AP(3), Blast(3), Poison) +10/+15pts
Gas Shells - Poison Cannon, Ignores Cover +15/+35pts
Death Ray - (48", A1, AP(3), Blast(3), Deadly(3)) +30/+60pts
Warren Entrance[1] Qua 5+ Def 5+ Spears (A3, Phalanx) Artillery, Immobile, Construct, Summon Random (D3) (1=Slaves[20], 2=Warriors[10], 3=StormTroopers[6]), Tough(6) 280pts
Upgrade with one:
Shoddy - Tough(-3) -25pts
Fortified (-Artillery, Defense +3) +35pts
Upgrade with:
Hidden (Ambush) +5pts
Breeding Pit Entrance[1] Qua 4+ Def 4+ Spears (A3, Phalanx) Artillery, Immobile, Construct, Summon Random (D3) (1=Giant Rats[5], 2=Rat Ogres[3], 3=Giant Rat Beast[1]), Tough(9) 435pts
Upgrade with one:
Shoddy - Tough(-3) -35pts
Fortified (-Artillery, Defense +2) +40pts
Upgrade with:
Hidden Entrance (Ambush) +5pts
Havoc Dwarves
If the miniature manufacturers do not include Unit Upgrades, it is their problem and not ours.
Dwarf Centaurs and Bull Centaurs can take Command Group Upgrades (Sergeant, Musician and Battle Standard).
Flamer Teams and Mortar Teams have Squad(3).
Abyssal King, Slave Driver, Hex Caster
Mount on one:
Hobgoblin Palaquin - Defense +1, Swift +10pts (Abyssal King +15pts)
Motorbike - (Impact(1), Very Swift) +15pts (Abyssal King +20pts)
Ancient Golem, Havoc Golems, Greater Golem
Upgrade with:
Automa - Free
Hex Caster
Upgrade with:
Spirit Binding - Summon (Flame Spirit[1] w. Spit Fire) +160pts
Dwarf Centaur Champion
Upgrade with:
Slayer +5pts
Berserkers
Upgrade with:
Revenge(1) +10pts
Dwarf Centaurs
Upgrade with:
Slayer +10pts
Flame Spirits
Upgrade with:
Revenge(3) +10pts
Grotesques
Upgrade with:
Enlongated Limbs (Fast, Strider) +35pts
Greater Golem
Upgrade with up to three (Summoned Units can be Combined):
Twin Rocket Launcher 24", A2, AP(2), Deadly(3), Impact(1) +35pts
Walking Factory - Summon (Havoc Golem[1]) +110pts
Siege Chariot
Replace Siege Mortar:
Quad Rocket Launcher (36", A4, AP(2), Deadly(3)) +5pts
Upgrade with:
Flame Spirit Engine (Swift) +5pts
Bazooka Team[1] Qua 4+ Def 4+ Bazooka (24", A1, Ap(2), Deadly(3)) Crew (A2) Slow, Tough(3), Squadron(3) 45pts
Upgrade with:
Your Name On It - Sniper(3+) +15pts
Spider Mines[3] Qua 6+ Def 6+ Exploding Head, Strider 45pts
Upgrade with one:
Impact Fuse - Fast, Impact(1) +15pts
Plate Armor (Defense +2) +10pts
Special Rules
Revenge(X)
Based on Self Destruct (Machine Cult Defilers) - when the model dies in melee it inflicts X automatic hits on the killer.
Automata - see Duchies of Vinci
Same effects as Undead
Exploding Head - See Alien Hives
When engaged or engaging in melee. the unit instantly dies and deals 3 automatic hits. It is also immune to morale tests.
Slayer - see Dwarves
AP(+2) VS units with Tough(3) or higher.
Have fun, and tell me what you think

Here is where I put various units, and unit upgrades, for various armies.
(Rebalanced Point Calculator is in the Patreon Discord)
And my Fortress Project

Wizard Tower[1] Qua 5+ Def 2+ Rocks (A3, AP(1)) Immobile, Construct, Wizard(2), Tough(6) 125pts
Wizard Towers can be built by any faction with Wizards.
Upgrade with any:
Wizard(3) +15pts (Each Extra Wizard costs 15pts more)
Levitation (-Immobile, Flying) +15pts
Bombs (Rocks have Blast(3)) +10pts
Upgrade with up to four each:
Arcane Focus (Spells have +6") +15pts (Each Extra Wizard costs 15pts more = +60pts per Extra Wizard if you take all 4 Foci)
Extra Wizard - Spell Barrage(+1), Tough(+3) - can be taken 4x +85pts
Extra Tall - Tough(+3) - can be taken 4x +50pts
Fun With Magic

Aura Calculation
The effects Heroes have on themselves and their Unit usually cost 30pts per Spell Rating (4+/5+/6+ Spell Equivalent)
The effects Heroes and Chariots can cast on others usually also cost 30pts per Spell Rating (4+/5+/6+ Spell Equivalent)
The latter can be modified to pick additonal Targets (e.g. Fear the King targets 2 units within 12" for -1 morale each) by diving the damage and/or range accordingly.
Or mix it up - combine a 4+ spell that gives a friendly unit within 12" +1 to hit in melee with a 4+ spell that gives an enemy unit within 12" -1 to hit in melee, for 60pts.
And unlike Spells, you are not limited to 6+ Spell Equivalents - the sky (and your point budget) is the limit
Abyssal Icon costs 200% because it affects each enemy unit that fights the Icon bearer in melee - making them vulnerable to counter-attacks from other units.
Rules like Chilling or Crazed are scaled to 5-model-units - as Hero Auras they cost more (Compare Crazed (Beastmen) and Experiment (Soul Stealers))
Weird Weapons
Weird: Calculate the Weird effects as a separate weapon with the same range,
with Weird(X) replacing Blast(X) (it still modfies the Base Weapon Cost in the same way)
and no Deadly special rule. Attacks and AP(X) can differ, but should be the same for ease of play.
Then add the Base Weapon Costs of both weapons together, or simply field the Weird effects as a separate weapon (or firing mode).
Some weapons have very exotic effects. One might even compare them to Spells.
This is an attempt to build Spell effects into weapons - by sawing them off at 12" and translating the head into weapons calculations.
Unlike spells, the defending party can make regular Defense rolls against them - and Wizards/Psychics cannot counterspell them.
Weird effects only last as long as Spell effects do.
You can mix and match Weird effects e.g -1 Defense and -2 Morale for Weird(+10)
+1/-1 to Morale is Weird(+2)
Anything 4+ Spells inflict at 12" is Weird(+4)
Anything 5+ Spells inflict at 12" is Weird(+6)
Anything 6+ Spells inflict at 12" is Weird(+8)
Anything 6+ Spells inflict at 6" is Weird(+10)
Weird effects from multiple hits are cumulative - except those that require morale tests.
You only ever take one morale test from one enemy unit attacking you with Weird weapons.
Each additional hit that would require an additional morale test instead gives -Weird(X)/2 to the test.
Remember, you can always pass a morale test with an unmodified roll of 6.
The only Spell Hit Effect you can build into Weird weapons is 'One Hit per Model' for Weird(+10) - but only in AoF.
This one hit can then be expanded upon by building a regular A1 weapon with the same range and multiplying this particular Weird(+10)
(the other Weird(+X) effects of the weapon are unaffected) with the A1's Weapon Base Cost.
Remember: You first need to land this one hit to trigger the cascade
If you want to snipe characters, take Sniper.
This can also be used to create Spells!
1 hit on a unit is Weird(+1)
1 hit on a model is Weird(+2)
6" extra range is Weird (+4)
6" lower range is Weird (-4) - but you cannot go lower than 6"
The rest follows weapon calculations.
Why not inflict 4 hits and lower morale by 2, at 5+
Only play with Frankenspells if the other player agrees to it (otherwise use the regular Spellbooks)
The effects Heroes have on themselves and their Unit usually cost 30pts per Spell Rating (4+/5+/6+ Spell Equivalent)
The effects Heroes and Chariots can cast on others usually also cost 30pts per Spell Rating (4+/5+/6+ Spell Equivalent)
The latter can be modified to pick additonal Targets (e.g. Fear the King targets 2 units within 12" for -1 morale each) by diving the damage and/or range accordingly.
Or mix it up - combine a 4+ spell that gives a friendly unit within 12" +1 to hit in melee with a 4+ spell that gives an enemy unit within 12" -1 to hit in melee, for 60pts.
And unlike Spells, you are not limited to 6+ Spell Equivalents - the sky (and your point budget) is the limit

Abyssal Icon costs 200% because it affects each enemy unit that fights the Icon bearer in melee - making them vulnerable to counter-attacks from other units.
Rules like Chilling or Crazed are scaled to 5-model-units - as Hero Auras they cost more (Compare Crazed (Beastmen) and Experiment (Soul Stealers))
Weird Weapons
Weird: Calculate the Weird effects as a separate weapon with the same range,
with Weird(X) replacing Blast(X) (it still modfies the Base Weapon Cost in the same way)
and no Deadly special rule. Attacks and AP(X) can differ, but should be the same for ease of play.
Then add the Base Weapon Costs of both weapons together, or simply field the Weird effects as a separate weapon (or firing mode).
Some weapons have very exotic effects. One might even compare them to Spells.
This is an attempt to build Spell effects into weapons - by sawing them off at 12" and translating the head into weapons calculations.
Unlike spells, the defending party can make regular Defense rolls against them - and Wizards/Psychics cannot counterspell them.
Weird effects only last as long as Spell effects do.
You can mix and match Weird effects e.g -1 Defense and -2 Morale for Weird(+10)
+1/-1 to Morale is Weird(+2)
Anything 4+ Spells inflict at 12" is Weird(+4)
Anything 5+ Spells inflict at 12" is Weird(+6)
Anything 6+ Spells inflict at 12" is Weird(+8)
Anything 6+ Spells inflict at 6" is Weird(+10)
Weird effects from multiple hits are cumulative - except those that require morale tests.
You only ever take one morale test from one enemy unit attacking you with Weird weapons.
Each additional hit that would require an additional morale test instead gives -Weird(X)/2 to the test.
Remember, you can always pass a morale test with an unmodified roll of 6.
The only Spell Hit Effect you can build into Weird weapons is 'One Hit per Model' for Weird(+10) - but only in AoF.
This one hit can then be expanded upon by building a regular A1 weapon with the same range and multiplying this particular Weird(+10)
(the other Weird(+X) effects of the weapon are unaffected) with the A1's Weapon Base Cost.
Remember: You first need to land this one hit to trigger the cascade

If you want to snipe characters, take Sniper.

This can also be used to create Spells!

1 hit on a unit is Weird(+1)
1 hit on a model is Weird(+2)
6" extra range is Weird (+4)
6" lower range is Weird (-4) - but you cannot go lower than 6"
The rest follows weapon calculations.
Why not inflict 4 hits and lower morale by 2, at 5+

Only play with Frankenspells if the other player agrees to it (otherwise use the regular Spellbooks)

Expanded Pricing for Inspiring Presence
6+ to 5+ 25pts
5+ through 6+ to 4+ 40pts
5+ through 4+ to 3+ 60pts
6+ through 4+ to 3+ 90pts
4+ through 3+ to 2+ 120pts
5+ through 3+ to 2+ 155pts
6+ through 3+ to 2+ 200pts
You can buy the increase one step cheaper if each increased unit must make a morale test at the beginning of its activation,
Inspiring Presence does not increase their Quality for this test but other special rules e.g. Fearless still do,
and treat failing this morale test as if they were Undead.
You can even buy the increase two steps cheaper if they automatically fail this morale test.
Special Rules - Magic
Arcane Focus +15pts
The range of each spell this Wizard casts, is increased by 6".
Aura Breaker +15pts
This Wizard can attempt to Counterspell enemy Auras (but not Hero Effects),
unless they are Weapon Type (designed with the rules for Weapons).
Contrarian +15pts
This Wizard can attempt to Counterspell enemy Counterspells.
Ritual - Wizards/Psychics only +5pts
The model knows the following spell (can be counterspelled)
Ritual (No Roll) Target friendly Wizard/Psychic gets either +3" range to the next spell they cast or +1 to their next spellcasting roll.
Multiple rituals targeting the same Wizard/Psychic are cumulative.
Spell Barrage(X) (X*Cost of Entire Wizard Rating and each Arcane Focus)
The model can cast and block spells as if it were X separate Wizards that get activated at the same time.
Each spell can be cast at a different time during its activation before attacking. It can still only cast spells OR block spells each round.
Special Rules - Summoning
Summon (Unit) (2.5*Cost of Summoned Unit)+5pts
At the beginning of the Summoning Unit's activation, place a new Summoned Unit fully within 6" of the Summoning Unit.
If you can select between different Units (or sets of Units) to Summon, the cost is 2.5*The Most Expensive Option, +5pts.
You cannot Summon new Units when you spend the activation to stop Quavering.
Summon Cooldown (Unit) (1.5*Cost of Summoned Unit)
Like Summon, but you only place new Summoned Units in the 1st, 3rd and 5th Turn.
If the Summoning Unit only arrives in the 2nd Turn, you only place new Summoned Units in the 2nd, 4th and 6th Turn.
If your Summoning is delayed due to Quavering, treat the Summoning Unit as having arrived one Turn later,
i.e. it can immediately place a new Summoned Unit at the beginning of the next activation after it stops Quavering.
Summon Random (Unit) (2.5*Average Cost of Summoned Unit)
Like Summon, but Random - roll a D3 or D6 to see what (or how many) you get.
The cost is 2.5*The Average Point Cost Of All Variations, weighted by likelihood if some variations are rarer than others (e.g. 1-3, 4-5, 6).
UPDATED
Special Rules - Tanks
Backfire(X) *(6-X)/6 Weapon Cost, Rending and Poison are Free
On a to hit roll of X or lower, the unit is hit by their own weapon,
Treat unmodified 1s as unmodified 6s for the hit effects.
If the weapon is unique to the model, it hits the model first,
additional hits generated by Blast or Poison hit the rest of the unit.
If the unit is size[1], everything hits the model.
Bulky
This model takes up 2 Transport slots. E.g. Bikes, Cavalry, Heavy Infantry.
Very Bulky
This modes takes up Tough(X) Transport slots.
Crew Cost like Slow
The Model counts as a Hero that joined the Unit, despite the unit being size[1], and can pick a different Target during the Unit's activation.
The Model must have the same Speed, cannot disembark, can be targeted by Snipers and is automatically killed when the Unit is killed.
Firing Slits Transport(X)*2 +30 pts (Optional)
Units may disembark and re-embark this model in the same activation if they do not move away from the model before casting Spells or shooting.
One unit per turn that disembarks this model gets +1 to their shooting rolls if you pay +30pts. Put a marker on the model to show that you used the bonus.
Windup Base Weapon Cost*2
During each activation in which this model shoots, place a new Windup marker on each Windup weapon that shoots.
Spells and other effects that make the unit shoot also place a new Windup marker on each Windup weapon that shoots before shooting.
When you shoot, perform your entire shooting action (all Attacks) once for each Windup marker on the weapon.
Each Windup weapon can have a maximum of three Windup markers at a time. Firing a Windup Weapon Point Blank
(if the model has this as a Melee attack, which requires also taking Windup for the Melee attack) counts as shooting.
If a Windup weapon does not shoot during its model's activation, remove all Windup markers from this weapon.
UPDATED
Special Rules - Various
Squad(X) 0pts
Unit can be combined despite being size[1]. If the unit is combined, this model loses the Hero rule.
AoF only: If the Combined Unit has 5 or more models, it can take Command Group Upgrades (Sergeant, Musician and Battle Standard).
The Bigger They Are (Calculate like Slayer, but with Quality)
+1 to hit against units with Tough(3) or more.
Puny Mortals (Calculate like The Bigger They Are, but in reverse)
-1 to hit against units without Tough.
Time Freeze Base Weapon Cost*6
If another model gets hit by this weapon, it skips its next activation.
It cannot be targeted, neither by friends nor foes, until either the model that Time Froze is killed or activated again,
or the Time Frozen Model is activated again, whatever happens first.
The Time Freezing model can choose to skip its own activation in order to keep their opponent Frozen.
Time Frozen models do not count as losses for victory points but also cannot contest objectives,
nor do they count as surviving models when determining a loss due to the entire army getting killed.
Weapons with Time Freeze cause no regular damage and be used on both friendly and enemy models.
Generic Units
These can be used in any army

Monster Hunter[1] Qua 3+ Def 3+ Slayer Sword(A3, AP(3), Deadly(3)) Hero, Slayer, Tough(3) 80pts
Mount on one:
Horse - Fast, Impact(1) +10pts
Griffon - Fast, Flying, Beak & Claws(A3, AP(2)) Tough(+3) +70pts
Upgrade with any:
Nothing To Lose (Undead) - Free
Grudge (Hero and Unit have +1 to Hit in Melee) +30pts - see Dwarves
Battle Chant (Hero and Unit have Fearless) +25pts - see Humans
Ancient Armor (Defense +1) +10/+25pts
Slayer Javelin (Slayer Sword is 18" Ranged Weapon) - Griffon only +20pts
Donkey Bomb[1] Qua 6+ Def 5+ Exploding Head(6), Fast, Impact(1) 30pts
Upgrade with:
Heavy Load (-Fast, Defense +1, Exploding Head(+3)) +10pts
NEW!
Mecha Fauna
(Robot Legions or Duchies of Vinci)
Fusion Hawk[1] Qua 6+ Def 4+ Fusion Torch (12" A1, AP(2), Deadly(3), Sniper) Hero, Construct, Very Fast, Flying, Tough(3) A 45pts
A Upgrade with one:
Tank Hunter AP(+2) Deadly(+3) - pay 2nd price +30pts
Exploding Head(9) - replaces Fusion Torch +15pts - see Alien Hives
Upgrade with any:
Armor - Defense +1 +5pts
Relay - Psychic(1) +20pts
Orbital Descent (Ambush) +5pts
Stabilizers (Shoot after Rush actions) +5pts - based on Expert Thrower (Ratmen)
Pyro Gazelles[5] Qua 4+ Def 5+ Flamethrower (12" A6 AP(1)) (Horns A2 AP(1)) Construct, Fast, Strider, Impact(1) G 200pts
G Upgrade with any:
Armor - Defense +1 - can be taken 2x +10pts
Rocket Boosters - Very Fast +30pts
Stabilizers (Shoot after Rush actions) +15pts
Buzzsaw Rhino[1] Qua 3+ Def 2+ Horn (A1, AP4, Deadly(6)) Hooves (A4, AP(1)) Construct, Fast, Strider, Impact(6), Tough(6), Squad R 185
R Upgrade with any:
Rocket Boosters - Very Fast +10pts
Clockwork Birds - Regeneration +35pts
Alpha - Quality +1 +45pts
Halflings
Halfling Major[1] Qua 4+ Def 4+ Cane Sword (A1, AP(4)) Hero, Slow, Tough(3) 35pts
Replace Cane Sword:
Hand Weapon (A3) - Free
Stinger (A1, AP(4), Deadly(3)) +5pts
2x Hand Weapons (A3) +5pts
Halberd (A3, Rending) +5pts
Great Weapon (A3, AP(2)) +5pts
Spear (A3, Phalanx) +5pts
Upgrade with any:
Inspiring Presence (Hero's Unit has Quality 4+) (Townsfolk, Warriors, Braves, Drunks) +40pts - see Goblins
Liquid Courage (Hero and Unit have Crazed) +25pts - see Beastmen
(Random buff in melee D6 1-2 Unit gets AP(+1) 3-4 Unit gets +1 Attack 5-6 Enemies get -1 to Hit)
Halfling Knight[1] Qua 3+ Def 3+ Hand Weapon (A3) Hero, Impact(2), Tough(3) 60pts
Replace Hand Weapon:
2x Hand Weapons (A3) +5pts
Halberd (A3, Rending) +5pts
Great Weapon (A3, AP(2)) +5pts
Spear (A3, Phalanx) +5pts
Lance (A3, Impact(1)) +5pts
Replace Great Goat - Impact (2):
Great Chicken - Impact (1), Fast +5pts
Great Pig - Impact (1), Tough(+3) +45pts
Cockatrice - Defense +1, Beak (A1, AP(4)), Claws (A3, AP(2)), Fear, Flying, Tough(+6) +170pts
Upgrade with any:
Relic Sword (A1, AP(4), Deadly(3)) +10pts
Pet Squirrel (A2, AP(1)) +5pts
Liquid Courage (Hero and Unit have Crazed) +25pts - see Beastmen
Battle Chant (Hero and Unit have Fearless) +25pts - see Humans
Inspiring Presence (Hero's Unit has Quality 3+) (Goat Riders, Chicken Riders, Pig Riders) +60pts - see Humans
Beastmen
Beast Champion, Hunt Master
Upgrade with:
Centaur (Fast) +10/+5pts
Liquid Courage (Hero and Unit have Crazed) +25pts
Ratmen
Warlord, Warlock, Priest, Rat Demon, Giant Rat Beast
Upgrade with:
Carpet of Rats (Summon Random (D3 Rat Swarms)) +120pts
Priest
Upgrade with any:
Unhinged Sadist (Hero and Unit treat morale tests as if Undead as long as Hero is part of Unit - this can kill the Hero) - Free
God Complex (Quality +2) - Giant Rat Ogre only +90pts
Rat Swarms
Upgrade with:
Unending Swarm (Unit treats morale tests as if Undead. +120pts
Tests for half size based on total Tough of previous activation
e.g. tests in Turn 2 based on Tough in Turn 1. Turn 0 = Turn 1.
At the beginning of Unit's activation, add D3 Rat Swarms to unit.
This upgrade can only be bought once per Unit, like Musician.)
Giant Rat Beast
Upgrade with:
Mole Claws (Rending, Ambush) +20pts
Poison Artillery
Upgrade with any:
Super Weapon (Good Shot(3+), Tough(+3)) (pay 2nd price) +40pts
Tank Tracks (-Artillery, -Immobile, Defense +3, Strider) +25/+50pts
Replace Poison Catapult:
Slime Catapult (36", A3, AP(2), Poison, Slime) +15/+10pts - modified Slime Trap (Rift Demons of Plague) - Unit hit by Slime is Slow for 1 Turn.
Plague Catapult (24", A1, each model in enemy unit takes 1 hit) +65/+130pts - reverse engineered from Pestilence Spell
Poison Cannon (48", A1, AP(3), Blast(3), Poison) +10/+15pts
Gas Shells - Poison Cannon, Ignores Cover +15/+35pts
Death Ray - (48", A1, AP(3), Blast(3), Deadly(3)) +30/+60pts
Warren Entrance[1] Qua 5+ Def 5+ Spears (A3, Phalanx) Artillery, Immobile, Construct, Summon Random (D3) (1=Slaves[20], 2=Warriors[10], 3=StormTroopers[6]), Tough(6) 280pts
Upgrade with one:
Shoddy - Tough(-3) -25pts
Fortified (-Artillery, Defense +3) +35pts
Upgrade with:
Hidden (Ambush) +5pts
Breeding Pit Entrance[1] Qua 4+ Def 4+ Spears (A3, Phalanx) Artillery, Immobile, Construct, Summon Random (D3) (1=Giant Rats[5], 2=Rat Ogres[3], 3=Giant Rat Beast[1]), Tough(9) 435pts
Upgrade with one:
Shoddy - Tough(-3) -35pts
Fortified (-Artillery, Defense +2) +40pts
Upgrade with:
Hidden Entrance (Ambush) +5pts
Havoc Dwarves
If the miniature manufacturers do not include Unit Upgrades, it is their problem and not ours.
Dwarf Centaurs and Bull Centaurs can take Command Group Upgrades (Sergeant, Musician and Battle Standard).
Flamer Teams and Mortar Teams have Squad(3).
Abyssal King, Slave Driver, Hex Caster
Mount on one:
Hobgoblin Palaquin - Defense +1, Swift +10pts (Abyssal King +15pts)
Motorbike - (Impact(1), Very Swift) +15pts (Abyssal King +20pts)
Ancient Golem, Havoc Golems, Greater Golem
Upgrade with:
Automa - Free
Hex Caster
Upgrade with:
Spirit Binding - Summon (Flame Spirit[1] w. Spit Fire) +160pts
Dwarf Centaur Champion
Upgrade with:
Slayer +5pts
Berserkers
Upgrade with:
Revenge(1) +10pts
Dwarf Centaurs
Upgrade with:
Slayer +10pts
Flame Spirits
Upgrade with:
Revenge(3) +10pts
Grotesques
Upgrade with:
Enlongated Limbs (Fast, Strider) +35pts
Greater Golem
Upgrade with up to three (Summoned Units can be Combined):
Twin Rocket Launcher 24", A2, AP(2), Deadly(3), Impact(1) +35pts
Walking Factory - Summon (Havoc Golem[1]) +110pts
Siege Chariot
Replace Siege Mortar:
Quad Rocket Launcher (36", A4, AP(2), Deadly(3)) +5pts
Upgrade with:
Flame Spirit Engine (Swift) +5pts
Bazooka Team[1] Qua 4+ Def 4+ Bazooka (24", A1, Ap(2), Deadly(3)) Crew (A2) Slow, Tough(3), Squadron(3) 45pts
Upgrade with:
Your Name On It - Sniper(3+) +15pts
Spider Mines[3] Qua 6+ Def 6+ Exploding Head, Strider 45pts
Upgrade with one:
Impact Fuse - Fast, Impact(1) +15pts
Plate Armor (Defense +2) +10pts
Special Rules
Revenge(X)
Based on Self Destruct (Machine Cult Defilers) - when the model dies in melee it inflicts X automatic hits on the killer.
Automata - see Duchies of Vinci
Same effects as Undead
Exploding Head - See Alien Hives
When engaged or engaging in melee. the unit instantly dies and deals 3 automatic hits. It is also immune to morale tests.
Slayer - see Dwarves
AP(+2) VS units with Tough(3) or higher.
Have fun, and tell me what you think
