WARHAMMER ARMIES -
THE EMPIRE

REGIMENTS:

0-1 Unit of Knights Orders of The Empire
Knight Panthers ..................... 39 pts each
Knights of the White Wolf ........... 37 pts each
Knights of the Blazing Sun .......... 39 pts each
High Helms of Talabhiem ............. 39 pts each
Burgomister Knights of Marienburg ... 39 pts each

The Knightly Orders are brotherhoods throughout the Empire. The largest are The Knight Panters of Middenland, The White Wolves of Middenhelm, The Blazing Suns of Averland, The High Helms of Talabecheim and the Burgomister Knights of Marienburg. They are loyal to there Electors.

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Knights443431417
Warhorse830331315

Weapons: Knights carry a hand weapon and a lance, apart from White Wolves who carry two-handed hammers.

Armour: Every Knight wears heavy armour and ride a barded warhorse. All except the White Wolves also carry shields.

Save: 3+ for White Wolves, 2+ for others

Options: May carry a magic standard of there order (see magic items for knighlty standards).

Standard/Musician: May have standard bearer and musician at the same cost as an ordinary trooper.

0-1 Unit of Reikgaurd Knights ................... 39 pts each

The Reikgaurd Knights are the personal bodygaurd of the Emperor Karl Franz. They are an elite fighting force of highly trained and expensivly equipped troops who are loyal to the Emperor in person. The men of the Reikgaurd are recruited from the noble sons of the entire Empire, young men seeking glory and honour on the battlefield. They come from all the provices, from as far afield as Nordland, Wissenland, Ostland and Ostermark. They accompany the Emperor on campaigns and on diplomatic tours.

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Knights443431417
Warhorse830331315

Weapons: Knights carry a hand weapon and a lance.

Armour: Every Knight wears heavy armour, shilds and ride a barded warhorse.

Save: 2+

Options: May carry a magic standard.

Standard/Musician: May have standard bearer and musician at the same cost as an ordinary trooper.

Special Rules:

Bodyguard: If the Reiksguard knights are led by the general, personally, they will not abandon him and they will die rather than flee. When the unit is led by the general of your army, both he and the Reiksguard take all leadership tests on leadership 10. For break tests this is unmodified.

0-1 Unit of Reikgaurd Foot .................. 12 pts each
These are body agurd of the Emperor. It is a great honour for a young noble to serve in its ranks, and many of the greatest men in the Empire fought in the Reikgaurd in their youth.

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Reikgaurd443431417

Weapons: Reikgaurd carry a sword.

Armour: Reikgaurd wears heavy armour and carry shields.

Save: 4+

Options: May carry a magic standard.

Special Rules:

Bodyguard: If the Reiksguard Foot are led by the general, personally, they will not abandon him and they will die rather than flee. When the unit is led by the general of your army, both he and the Reiksguard take all leadership tests on leadership 10. For break tests this is unmodified.

Halberdiers .................. 7 pts each

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Halberdiers433331317

Weapons: Empire Halberdiers are armed with Halberds.

Armour: Empire Halberdiers wear no armour.

Save: -

Options: Empire Halberdiers may wear light armour (+2 point) and may carry shilds (+1 point).

Spearmen .................. 7 pts each

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Spearmen433331317

Weapons: Empire Spearmen are armed with Spears.

Armour: Empire Spearmen carry a shild.

Save: 6+

Options: Empire Spearmen may wear light armour (+2 point)

Archers .................. 7 pts each

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Archers433331317

Weapons: Empire Archers are armed with Bows.

Armour: Empire Archers wear no armour.

Save: -

Options: Empire Archers may wear light armour (+2 points) and may carry shilds (+1 point). There bows may be upgraded to longbows (+1 point).

Special Rules:

Skirmish: Empire Archers may Skirmish.

Swordsmen .................. 7 pts each

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Swordsmen433331317

Weapons: Empire Swordsmen are armed with swords.

Armour: Empire Swordsmen carry shields.

Save: 6+

Options: Empire Swordsmen may wear light armour (+2 point)

Handgunners .................. 8 pts each

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Handgunners433331317

Weapons: Empire Handgunners are armed with handguns and handweapons.

Armour: Empire Handgunners wear no armour.

Save: -

Options: Empire Handgunners may wear light armour (+2 point)

Greatswords .................. 7 pts each

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Greatswords433331317

Weapons: Empire Greatswords are armed with two-handed swords and hand weapons.

Armour: Empire Greatswords wear no armour.

Save: -

Options: Empire Greatswords may wear light armour (+2 points)

Pistollers .................. 22 pts each

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Pistollers833331317

Weapons: Empire Pistollers are armed with hand weapons and carry two pistols.

Armour: Empire Greatswords wear light armour.

Save: 5+

Options: None

0-1 unit of Outriders .................. 26 pts each

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Outriders433331317
Warhorse830331315

Weapons: Empire Outriders are armed with hand weapons and carry a Repeater Musket or Repeater Pistol.

Armour: Empire Greatswords wear light armour and ride a barded warhorse.

Save: 4+

Options: None

0-1 unit of Flagellants .................. 9 pts each

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Flagellants4334413210

Weapons: Empire Flagellants are armed with hand weapons.

Armour: Empire Flagellants wear no armour.

Save: -

Options: May be armed with additional Hand Weapons (+1 points) or Flail (+1 point).

Halflings .................. 5.5 pts each

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Halflings424221518

Weapons: Halflings are armed with hand weapons and bows.

Armour: Halflings wear no armour.

Save: -

Options: May exchange there bows for Spears (+1 points) and Shilds (+1 point).

Imperial Dwarfs .................. 10 pts each

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Imperial Dwarfs343341219

Weapons: Dwarfs are armed with hand weapons.

Armour: Dwarfs wear light armour.

Save: 6+

Options: Dwarfs may be armed with Spears (+1 points) and Shilds (+1 point) or Cossbows (+3 points).

Imperial Ogers .................. 40 pts each

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Imperial Ogers632453327

Weapons: Ogers are armed with hand weapons.

Armour: Ogers wear no armour.

Save: -

Options: Ogers may be armed with double-handed weapons (+2 points), additional hand weapons (+1 point), halberds (+2 points) and Light armour (+1 point).

Sea Elves of Marienburg .................. 8 pts each

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Sea Elves544331618

Weapons: Sea Elves are armed with hand weapons.

Armour: Sea Elves wear no armour.

Save: -

Options: Sea Elves may be armed with Crossbows (+3 points), Shild (+1 point) and may wear light armour (+2 points).

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