I thought I’d take a break from pressing F5 on the Privateer YouTube page to partake in some rampant baseless Brineblood speculation and wish-listing.
Firequill seems like the best place to start with speculation since he’s the Scout Leader and has the most obvious (IMO) weaponry.
We know he’s a gunmage from Matt Wilson’s description on a podcast (The Meta I believe) and that he collects the magelocks of other gunmages he’s killed. His main weapon seems to be a magelock blunderbuss, which I’m guessing based on Bastion Falk’s Mk3 rules, the only other magelock blunderbuss we’ve seen so far, will be something like SP8 or SP10 POW 12. If the Marauders maintain Trollkin’s traditional access to Snipe/Far Strike from their animi I could see it being a SP8, but if they don’t I would expect SP 10.
His other hand and his belt are all traditional magelocks. We can spot a few different designs (including one that seems to be Iosian based on its color and resemblance to Garryth 1’s guns sans the hilt blades), but I’m guessing the gameplay implications of this will be that he has a second initial ranged attack, possibly with Reload to represent pulling another gun out of the bracer and firing it. For the sake of rule clarity, especially as he is almost certainly the Scout caster, I don’t think these will have different Attack Types than the blunderbuss and will probably stick pretty close to the traditional Magelock RNG 10 POW 10. We also see the starfish holding a gun, but I don’t think that will have any rules impact, though I’d be happy to be wrong.
As for spells I’m not really sure. I believe it’s been stated that Warlock-led Armies won’t have Spell Racks because Animi are basically the same thing. The Far Strike animus has been a staple of Trollbloods for years so I wouldn’t be at all surprised for that to pop up on probably the Reef Troll. For Firequill himself I feel like there’s arguments for a lot of different spells. Both Jarl (Trollblood’s only previous Gun Mage) and various pirate-themed Mercenary warcasters have cloud and/or wind-based spells so some control elements via LOS-blocking or push/knockdown effects seem possible. A battlegroup buff of some sort seems pretty likely based on the other 4 Mk4 Scout casters, maybe Fire Group?
One final thought is that the start box art does seem to imply a soul coming out of one of his guns. Whether this means he makes use of soul tokens or is just a visual reference to the fact that each of those guns was taken from a dead gun mage is unclear.
I don’t have much speculation here, just hopes that she will be capable of getting in to the thick of things a bit and surviving. One of the things that kept me out of Winter Korp was the lack of a melee beatstick caster, but just because a caster has a big awesome sword doesn’t always mean they actually want to get into melee. Given her surname I’m hoping she is a Fell Caller and comes packing a bit of Grissel-esc tech, but I haven’t seen anything to confirm that she is or does.
I honestly have no ideas here lol. Visually he is the warlock I’m the least interested in out of the three. He is the only albino (traditionally a sign of a natural-born magic user amongst the trollkin) and he doesn’t have a visible weapon so it seems a safe bet he’ll be more of a support or debuff caster. He does seem to be holding a soul and has a lot of heavy scarring so it seems like a safe bet that he makes use of soul tokens and possibly self-damage effects ala Naaresh?
For the baseline infantry I’m seeing pistol and swords which to me sounds like something in the realm of POW 10 melee and ranged, maybe some combination of Dual Attack, Gunfighter, and Pistol. I’m guessing that like Winter Korp Infantry they’ll a be relatively cheap FA4 unit with the ability to customize their capabilities a bit with the two Command Attachments. Probably pretty mediocre defensive stats, plus Tough.
Depending on how much Marauders borrows from traditional Trollblood design philosophy though we could see a lot of buffs that can be layered on top of these guys. I haven’t seen evidence of anything like the Krielstone for Marauders, but we know they have two different CAs, a unit of cooks, and at least one solo that all could be augmenting their basic abilities.
Those are the most concrete thoughts I have. I feel like the beasts could be a lot of things and I don’t have a good handle yet on how modular cohort models are designed so I don’t really know what to expect. The other infantry I haven’t spent as much time thinking about, especially where most of it doesn’t have any public art yet.
What’s everyone else thinking? What are you hoping for?