The Empire is the greatest realm of Man in the Warhammer World. It lies at the the heart of the Old World and consequently is beset on all sides by every manner of vile foes. Any unit of foot troops in the army (except Flagellants) may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of cavalry may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1BS if the unit he is with is equipped with bows, crossbows or longbows, otherwise he will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Knightly Orders, White Wolves or Reiksguard. The following special rule applies to the Empire army.
WIZARD LORD
Equipment: Hand weapon. A Wizard Lord may not have other equipment except barding for his warhorse. An Empire General may have an additional hand weapon (+6 pts), Great weapon (+6 pts), spear (+6 pts), flail (+6 pts) or halberd (+6 pts). He may also carry a longbow (+15pts), crossbow (+15 pts), pistol (+10 pts), brace of pistols (+20 pts). He may wear light armour (+3 pts) or heavy armour (+6 pts), and may carry a shield (+3 pts). An Empire General may ride a Pegasus (+50 pts) or a Griffon (+200 pts). A Wizard Lord may ride a Pegasus (+50 pts). An Empire General or Wizard Lord may ride a Warhorse (+15 pts) which may be barded ( + 6 pts). If a General is mounted he may have a lance (+6 pts). Special Rules: A Wizard Lord is a level 3 wizard. This may be increased to level 4 at a cost of +35 points. A Peqasus and a Griffon can fly. A Griffon causes terror and is a large target BATTLE WIZARD
Equipment: Hand weapon. A Battle Wizard may not have other equipment A Captain may have an additional hand weapon (+4 pts), Great weapon (+4 pts), flail (+4 pts), spear (+4 pts) or halberd (+4 pts). He may also carry a longbow (+10 pts), crossbow (+10 pts), pistol (+7 pts), or brace of pistols (+14 pts). He may wear light armour (+2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pts). A Captain may ride a Pegasus (+50 pts). A Captain or Battle Wizard may ride a warhorse (+10 pts) which may be barded (+4 pts). In addition, if the Captain is mounted he may have a lance (+4 pts). One Captain may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light or heavy armour and barding for his horse. A Battle Standard Bearer may not be your army General, nor may he ride a flying creature. Special rules: A Battle Wizard is a level 1 wizard. This may be increased to level 2 at a cost of +35 points. A Peqasus can fly. SPEARMEN, SWORDSMEN
Unit Size: 10+ Equipment: All have a hand weapon, light armour and shields. In addition, Halberdiers have a halberd and Spearmen have a spear. CROSSBOWMEN, ARCHERS
Unit Size: 10+ Equipment: All have a hand weapon. In addition, Hand Gunners have a hand gun, Crossbowmen have a crossbow, and Archers have a bow. Any may have light armour (+1 pt) and/or shield (+1 pt). Special rules: Archers skirmish.
Unit Size: 5+ Equipment: Hand weapon, lance, heavy armour and shield. Knights ride barded warhorses.
Unit Size: 5+ Equipment: Hand weapon, Great Hammer and heavy armour. Knights ride barded warhorses.
Unit Size: 5+ Equipment: Hand weapon, brace of pistols and light armour. Pistoliers ride warhorses. Special rules: Pistoliers are fast cavalry.
Unit Size: 10+ Equipment: All have a hand weapon and Greatsword. May have light armour (+1 pt).
Unit Size: 1 war machine with 3 crew. Equipment: Hand weapon. Special rules: See the Warhammer rulebookfor details of these weapons. The Great cannon is the larger of the two types.
Unit Size: 1 war machine with 3 crew. Equipment: Hand weapon. Special Rules: Treat as a stone thrower from the rulebook with the following changes. You may only guess between 12" and 48", the mortar uses the large (2.5") template, resolve hits at S3 with a -1 save modifier.
Unit Size: 5+ Equipment: Hand weapon and bow. Horse Archers ride warhorses. May have shield (+2 pts). Special rules: Fast cavalry.
Unit Size: 5+ Equipment: Hand weapon, lance, light armour and shield. Winged Lancers ride warhorses.
Unit Size: 1 war machine with 3 crew. Equipment: Hand weapon. Special Rules: Treat as a small cannon from the rulebook with the following changes. The Helblaster has a maximum range of 24" and always fires three barrels in a turn. When it fires roll an Artillery dice for each barrel instead of guessing the range. If you roll a misfire then roll on the table in the rulebook. Whatever the result, the remaining barrels in this set of three fail to ignite, otherwise, add up the numbers rolled. If the range is 12" or less, this is the number of S5, -3 save hits. If between 12" and 24", half the score to find the number of S4, -2 save hits- Each wounding hit causes 1 wound.
Unit Size: 5-30 Equipment: Flails. Special rules: Flagellants are unbreakable.
Unit Size: 5+ Equipment: Hand weapon, repeater hand gun and light armour. Outriders ride barded warhorses. Special rules: The repeater hand gun may fire once as a normal hand gun, or twice at -1 to hit on each shot. Unlike normal hand guns, you may move and fire with a repeater.
Unit Size: 10+ Equipment: Hand weapon, heavy armour and and shield.
Unit Size: 10+ Equipment: Hand weapon and light armour. May have shield (+1 pt), spear (+2 pts) and/or crossbow (+5 pts).
Unit Size: 10+ Equipment: Hand weapon. May have bow (+5 pts) or spear (+2 pts). May have light armour (+1 pt) and/or shield (+1 pt).
Unit Size: 3+ Equipment: Hand weapon. May have additional hand weapon (+6 pts), Great weapon (+6 pts), halberd (+6 pts) and/or light armour (+3 pts). Special rules: Causes fear.
Unit Size: 1 wagon with 6 crew, pulled by 2 warhorses. Equipment: The crew have a variety of experimental weapons. Special rules: The War Wagon is a chariot with an armour save of 3+ and does D6 impact hits when it charges. The experimental weapons of the crew are unpredictable in the extreme. Each combat round roll 1D6 for the number of attacks from the crew. These are all resolved at D3 + 2 Strength (again, roll each round).
Unit Size: 1 war machine with 3 Halfling crew. Special Rules: Treat as a stone thrower from the rulebook with the following changes. The Hot Pot has a maximum range of 36". Hits are resolved at S3 with no armour save.
Unit Size: 1 Special Rules: Unbreakable. Treat as a chariot with the smaller of the two cannons in the rules mounted on the front. The Steam Tank does 1D3 impact hits if it charges a unit. You may only fire the cannon if you didn't move that turn, and only in a straight line directly forwards. In close combat the Commander may fight from his hatch against anyone touching the Steam Tank itself. The Steam Tank has an armour save of 3+. You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook. Sword of Swift Slaying (magic weapon): Sword of Justice (magic weapon): Armour of Faith (magic armour): Charmed Shield (magic armour): Jade Amulet (talisman): Ring of Volans (enchanted item): Randomly select one spell from
any of the lores in the rulebook at the start of the battle. Can be
cast in your Magic phase like a normal spell. One use only. Bound spell.
Power level 6. Van Horstmann's Speculum (enchanted item): Grey Wand (arcane item): Banner of Defiance (magic banner): Banner of Shielding (magic banner): |