RED ELF
EMPIRE ARMOURY

The items in the following list are unique to the Empire army and can be chosen by the Empire player according to the instructions given in the army list section of this book.

Note that the rules for Empire handguns replace those for handguns found in the Warhammer rulebook for all models in this book which are equipped with such weapons.

ARMOUR

FULL PLATE ARMOUR
Such all-enclosing suits of armour, as worn by the Templars, were crafted by Dwarven smiths and are kept in great honour in the armouries of the Emperor and the Knightly Orders. These suits of armour are very rare, but undoubtedly offer the best protection available to the warriors of Mankind.

Rules: Full plate armour gives a 4+ armour save.

CLOSE COMBAT WEAPONS

CAVALRY HAMMER
(Knights of the White Wolf only)

The Templars of the White Wolf wield heavy warhammers in battle. Cavalry hammers require great skill and absorb all the attention and energies of a mounted warrior, so they cannot be used with a shield.

Rules: +2 Strength bonus in first turn when charging, otherwise +1 Strength bonus; requires two hands.

MISSILE WEAPONS

EMPIRE HANDGUN
These are simple and crude, but highly effective blackpowder weapons.

Maximum range: 24"; Strength: 4.

Rules: Move-or-fire; armour piercing.

First Volley: Being extremely temperamental pieces of technology, Empire handguns are more effective the first time they are fired. To represent this, the first time Empire handguns are fired they have an extra D6" maximum range (make one roll for each unit firing, before measuring the range to the intended target). Their short range is not affected and remains 12", regardless of their maximum range in the first volley.

EXPERIMENTAL WEAPONS
(With their proper names, as recommended by the Engineers` Guild)

HOCHLAND LONG RIFLE
"Leon Todmeister`s fantabulously far-reaching harquebus of unforeseeable and unperceived bereavement"

The Hochland long rifle was developed from weapons used by the hunters of that land.

Maximum range: 36"; Strength: 4.

Rules: Move-or-fire; armour piercing.

Scientific precision: The shooter may pick any target he can see (including a character/champion in a unit, a war machine`s crew, a chariot or monster rider etc.), but if he uses this special ability he will suffer a -1 to hit. Note that the normal -1 modifier for shooting at a single man-sized model does not apply (but other To Hit modifiers do apply) and a character/champion cannot benefit from the "Look out Sir!" rule. The shooter may always choose a different target from the one chosen by the unit he is with.

REPEATER HANDGUN
"Von Meinkopt`s whirling cavalcade of death"

The repeater handgun is a recent innovation, a deadly weapon with a high rate of fire.

Maximum range: 24; Strength: 4.

Rules: 3 x multiple shots; armour piercing.

REPEATER PISTOL
"Von Meinkopt`s micro-mainspring of multitudinous precipitation of pernicious lead"

The repeater pistol is a very effective side arm.

Maximum range: 8; Strength: 4.

Rules: 3 x multiple shots; armour piercing.

Close combat: The repeater pistol works like an ordinary pistol, except that it confers three additional Attacks at Strength 4 with a -2 armour save modifier in the first turn of combet (instead of the one additional Attack for a normal pistol).