Steam Tanks
These powerful war machines are both rare and unreliable. They would not be risked in
small skirmishes and are unlikely all to be working at the same time.
You may only have 1 Steam Tank in your army for every full 2000 points the army is
worth. You may still only have a maximum of 8.
Mortars
Mortars have never been worth 100 points. They have a shorter range than a large Stone
Thrower and have a lower strength as well as allowing armour saves.
Mortars now cost 75 points each.
Horses
The most readily available mounts in the Empire are horses. Although most Heroes would
never ride a horse, preferring a properly trained Warhorse, Wizards often ride these
creatures into battle.
Wizards may ride horses (for free).
Special Units
Special units are just that, special. Special troops - Ogres, Dwarfs, Halflings and
Flagellants do not make up the majority of the armies of the Empire.
You may not have more special units (as listed above) than you have
regiments of state troops.
Mercenaries
The Empire is renowned for hiring mercenaries to fight its battles.
You may include up to one human DOW regiment as part of your unit allowance.
Karl Franz
The Reiksguard are the Emperor's finest warriors and his trusted bodyguards. He will
not go to battle without them.
To field the Emperor you must include at least one unit of Reiksguard.
The Grand Theogonist
The War Altar has 4 wheels and therefore does not need the horses in order to remain
upright.
If all the horses are killed, the War Altar need not be removed from the table. Volkmar
can choose to stay aboard if you wish but the War Altar can no longer move except by
magical means.
Dwarfs
Dwarfs have many magical items left over from their dyas as part of the Dwarf Empire.
Up to one unit of Dwarfs may carry a Magic Standard.
Greatswords
Greatswords may wear heavy armour.
Halflings
Halflings are used to fighting in looser formations. They may Skirmish.
Crossbowmen
The crossbow is not used much in the Empire but the Empire does hire many mercenaries
skilled in this weapon. You may choose Xbowmen as usual except that they do not count
as state troops.
The War Wagon is rather like a large, heavy, chariot. Alternatively, one could say it's like a castle on wheels. It is an invention of the Imperial Engineers in Altdorf to allow them to try their new experimental weapons in real battle environments. It is sturdily built to hold a crew of six. The high walls of the tower provide the crew with much needed protection from attacks.
The War Wagon follows all rules for chariots with the exceptions noted below.
Hits on a War Wagon are randomly distributed differently than hits on a regular chariot. This represents the heavier construction and the size of the tower.
Shooting |
Hand-to-Hand | ||
1 | Crew | 1-2 | Tower |
2 | Warhorse | 3-4 | Warhorse |
3-6 | Tower | 5-6 | Crew |
The crew of the War Wagon may shoot over intervening models and low terrain features such as low walls and hedges due to them being higher up.
The Tower itself has four wheels and can balance by itself without the Warhorses pulling it. This means that the War Wagon need not be removed if all the horses are slain. If you wish, the crew may remain onboard and continue to shoot and fight as normal but they will obviously be unable to move. If all the horses are slain, reroll hits which are allocated to them. This allows the War Wagon crew to continue using the Tower for protection even when the horses have died.
War Wagons.....................123 points each
This includes 6 crew and 2 Warhorses.
Profile | M | WS | BS | S | T | W | I | A | Ld |
War Wagon Tower | - | - | - | 7 | 7 | 5 | 1 | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: The Crew wear light armour.
Save: The Crew have a save of 6+
Options: You may have 2 extra Warhorses (+6 points). Your Warhorses may have barding (+4 points per horse). The War Wagon may have up to 2 pairs of scythed wheels (+20 points per pair).
Each member of the crew must be armed with an experimental weapon. These are listed below together with their points cost. Note that you may not duplicate weapons as the purpose of the wagon is to test as many weapons as possible.
Hochland Long Rifle.................+5 points
This weapon is based on the long barrelled hunting weapons used in the province of
Hochland and its long barrel makes it a very accurate weapon. A rifleman can pick out
individual enemy amongst the enemy, characters in units. The Long Rife has a range of
40", S4 and -2 save modifier due to the gunpowder.
Blunderbuss.................+4 points
This weapon fires a hail of shot including lead balls, rusty bolts, bent nails and various
other bits of scrap metal. Use the large teardrop template to represent the shot from the
Blunderbuss. All models at least half covered by the template are hit on a 4+ for a S3
hit.
Firestarter.................+5 points
This weapon has been designed to shoot shells in a similar manner to a Mortar. On impact
these shells explode and burst into flames. Firestarter uses the small round template.
Position the template within the 24" range and roll to hit. If it misses then the
template will scatter 2D6" in a random direction. Firestarter may not be used if the
War Wagon moves or the shaking might cause the shells to explode prematurely. All
models at least half covered by the template are automatically hit. All hits are flaming
hits and are S4.
Repeater Hand Gun.................+3 points
See the Outriders.
Repeater Pistol.................+3 points
See the Outriders.
Man Catcher.................+3 points
The Man Catcher is an iron collar attached to a long pole. The collar is lined with
spring-loaded spikes and is designed to fit over an enemies head, breaking his neck and
killing him instantly. An opponent hit by Man Catcher must roll a D6. If the score is
higher than the models toughness he dies instantly.
Hook Halberd.................+2 points
The Hook Halberd is a long halberd which includes a hook to catch passing riders and pull
them from their horses. The Hook Halberd gives +1S and is +1 to hit against cavalry.
Ball and Chain.................+3 points
This weapon consists of a heavy studded ball suspended on a long chain hanging from a
pole. It is swung over the side of the Wagon knocking enemy troops flying. The Ball and
Chain gives +1S and allows no armour save. Magic armour saves as normal.
Ripper.................+3 points
The Ripper is a large heavy sword designed to pierce the bodies of the enemy smoothly and
cleanly and then to rip them to bloody shreds when the sword is pulled out again. The
sword is lined with barbs that tear the flesh when the sword is removed. The Ripper gives
+1S. In addition each wound caused inflicted by the Ripper causes not 1 but 2 wounds on
the victim.
The land of Kislev lies to the north-east of the Empire and relations between the two countries are excellent. Thanks to the support of the Empire, Kislev has never fallen to the forces of Chaos despite the ongoing incursions into her territory. Kislev has remained a strong ally of the Empire and is happy to send forces to help win its wars.
The most common Kislev troops to be found serving in the Imperial army are the Horse Archers. They are recruited from the nomadic tribes of the Kislev steppes. They are wild, fierce warriors, skilled in mounted archery. Their preferred tactic is to ride around the enemy firing volley after volley of arrows into them faster than the eye can see.
Kislev Horse Archers...............16 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Horse Archer | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Bows and hand weapons (usually a scimitar). They ride horses.
Save: 6+
Options: Shields (+2 points per model).
Special Rules
Skirmish
Kislev Horse Archers may skirmish.
Mounted Archery
The Horse Archers are experts at shooting while riding horses. They may therefore move and
shoot at no penalty. If they are skirmishing, they may move at double pace and still fire
their bows with a penalty of -1 to hit.
Volley of Arrows
The Horse Archers may fire a flurry of shots very rapidly. They may fire two shots a turn
if they have not moved at double pace. Both of these shots are at -1 to hit because of the
reduced accuracy.
There are three main knightly orders in the Empire, each has their own style of armour, their own method of dealing out death and destruction and often they follow different gods as well. Also there are the Reiksguard knights, whose job it is to guard the emperor.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Knights | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
All knights ride barded Warhorses and all wear heavy armour. All except The Knights of the White Wolf carry lances and shields, The Knights of the White Wolf carry double-handed hammers. All knights may have standard bearer and musician at the same cost as an ordinary trooper. All the knights may carry a magic standard including Reiksguard Infantry.
Reiksguard Infantry may have double-handed swords at a cost of +2 points per model.
The Knights of the White Wolf
The Knights of the White Wolf are all followers of the god Ulric, they are probably the
most famous and the largest of all the knightly orders, they were founded after the battle
of Middenheim, when a large Chaos force attacked the city. They wear mantles of wolf skins
over their red armour, and have neither helm nor shield, as they proudly show their long
hair and beards. Their weapon of choice is the double-handed hammer which can crush armour
and skulls with ease.
Special Rules:
Skull Crusher
On a natural roll of 6 to hit a foe, the blow wounds automatically, with a -4 save
modifier as the knight deals out a powerful blow to the head.
The Knights Panther
These noble knights trace their history to the crusades in Araby, where they fought the
evil Sultan Jaffar. During these wars many new animals were discovered, and some knights
adopted the panther as their emblem. They ride to battle wearing full battle armour
carrying deadly lances, with the pelt of a panther over their blue armour. The pelt's of
the panthers have all been enchanted, and they give the knights the speed of a great cat.
Special Rules:
Panther Pelt
The enchanted pelt's of the panthers, allow the knights to add D6" to any charge or
pursuit move they make.
The Knights of the Blazing Sun
These knights also trace their origin to the crusades, but this order was formed during
the battles to free Estalia from the Arabian invaders. The Knights were fighting the
dreaded Arabian Black Guard, with their feared leader Emir Wasr the Cruel, at the gates of
a temple to Myrmidia, the Estalian goddess of warriors. The knights were holding their own
but they were about to be overwhelmed by the sheer numbers of Black Guard. When the ground
shook, and a huge bronze statue of Myrmidia fell to the ground crushing Emir, and Many of
his Guard, the rest lost heart and fled. This proved to be the turning point in the
battle. Afterwards the Knights formed the Order of the Blazing Sun, the emblem of
Myrmidia, with her as their patron. They wear black armour, with depictions of the blazing
sun, that reflect the light dazzling enemy archers.
Special Rules:
Blazing Suns
Anyone shooting at the Knights of the Blazing Sun, that require a BS roll to hit suffer a
-2 to hit penalty. This applies to Bolt Throwers as well.
The Reiksguard
As well as the Knightly orders of the Empire, there are those knights whose duty it is to
guard the emperor himself. They are his personal retinue, they are the Reiksguard. These
rules apply to both the Reiksguard mounted and the Reiksguard infantry. The Reiksguard
have a duty to guard the emperor, or to protect the general fighting in his name.
Special rules:
Bodyguard
if the Reiksguard Knights are led by the general personally, they will not abandon him and
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.
Each of the Knightly orders have an ancient magic banner. These were made when the order was founded and are heirlooms of their order. As a magic banner for a unit of knights, you may select the magic banner appropriate to them, or you may choose a magic standard from Warhammer Magic as usual.
Banner of the White Wolf....................75 points
This banner was carried at the battle of Middenheim, when a large Chaos force
attempted to take the city. The knights of the White Wolf slew a great daemon prince and
this banner was dipped in it's blood, making it radiate a sense of terror to all their
foes.
This banner makes the knights cause terror. Remember that any unit that causes terror
causes fear as well. This also makes the knights immune to fear and terror
Knights of the White Wolf only.
The Banner of the Panther....................75 points
The banner of the Knights panther was enchanted by the wizards of the College of Light
to ward away evil sorcery.
When a hostile spell is cast against the knights, roll a scatter dice. On a hit the spell
is unaffected, on any other roll the spell is redirected 4D6" onto the first unit in
it's path, in the direction shown. Note that this is not a dispel and you should only roll
after any dispel attempts have been made and after you have checked the knights are in
range. This banner even works against a spell cast with total power.
Knights Panther only.
Banner of Myrmidia...............................75 points
The banner of the Knights of the Blazing Sun depicts Myrmidia, their patron Goddess,
smiting her enemies. It has been blessed by the priests of her order and encourages the
knights to destroy their foes.
When the Knights charge, they receive a +1 to hit bonus and a +1 strength bonus for the
first round of combat.
Knights of the Blazing Sun only.
The engineers of Altdorf are an innovative and industrious bunch that come up with bizarre ideas some of which are more successful than others. One of the school's greatest successes has been Von Meinkopt's Whirling Cavalcade of Death otherwise known as the Repeater Hand Gun. There is also the smaller Repeater Pistol favoured by more senior members of the school. These unusual gun powder weapons have been designed to work along similar principles to the Volley Gun. They have a revolving barrel allowing large numbers of shots to be fired in rapid succession.
These weapons are often highly effective but are still in the development stage and therefore can be rather prone to getting jammed at inconvenient moments. Nevertheless there are many in the school who volunteer to try out various these wonder weapons in battle. After all, if they discover something important their name could go down in history. These engineers usually go to battle either in a War Wagon or as an Outrider.
Weapon | Range | Strength | Save mod. |
Repeater Hand Gun | 20" | 4 | -2 |
Repeater Pistol | 10" | 4 | -2 |
Special Rules
All gunpowder weapons are better at penetrating armour than their strength suggests. This
factor gives them an additional -1 save modifier.
You may shoot up to 6 shots per turn regardless of whether you hit or miss your target. Each shot may be at the same target or at another within 2" of the first. However if you roll a 1 to hit, the gun has jammed. No more shots may be fired that turn and you may not shoot next turn as the jam must be cleared.
0-1 Outriders............20 points per model
Your Empire army may include up to one unit of Outriders. Outriders do not have ordinary
champions but may be lead by a Senior Engineer.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Outriders | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Light armour and swords. Each model may have either a Repeater Hand Gun or a Repeater Pistol. The unit may include a mixture of the two.
Save: 5+
Options: Outriders may have barding (+8 points per model).
The Halflings are a rather diminuitive people that live in the Moot in the Empire. Although they are generally peaceful people, they are tougher than they look and, when called upon, will serve in the armies of the Empire where there skills as archers and woodsmen are highly valued.
Halflings are naturally good at sneaking around and this skill, when combined with their small stature and excellent eyesight, makes Halflings the ideal scouts for an Empire army.
0-1 Halfling Scouts............6 points per model
Your Empire army may include up to one unit of Halfling Scouts as long as it also includes
a unit of regular Halflings.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Scouts | 4 | 2 | 5 | 2 | 2 | 1 | 5 | 1 | 8 |
Weapons/armour: Halfling Scouts carry bows and hand weapons.
Options: The Halfling Scouts may have light armour (+2 points per model) and/or shields (+1 point per model).
Special rules
Skirmish
The Halfling Scouts may skirmish if you wish.
Woodsmen
All Halflings are natural woodsmen and can move swiftly through wooded areas. Because of
this they suffer no movement penalties for moving through woods.
Deployment
The Halfling Scouts are deployed after all other troops on both sides. They may be placed
anywhere on the board, except in the enemy's deployment zone, or in line of sight of his
troops. If both sides have troops able to deploy in this manner, eg Wood Elf Scouts, roll
for it, whoever rolls highest deploys second.
Flagellants
Flagellants may not be joined or led by characters and they may not have unit champions.
Halfling Champion..............21 points
Halfling champions are skilled marksmen and great warriors amongst their kind. Either that
or they're just good cooks!
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 5 | 3 | 2 | 1 | 6 | 2 | 8 |
They can only be bought for Halfling units and Halfling Scouts. They must be armed identically to the unit they lead, except they may have 1 magic item.
Dwarf Champion.............48 points
Dwarf Champions are the most skilled warriors in the Imperial Dwarf communities. They lead
their kin with determination and are the bane of any who follow Chaos.
M | WS | BS | S | T | W | I | A | Ld |
3 | 5 | 4 | 4 | 4 | 1 | 3 | 2 | 9 |
They can only be bought for Imperial Dwarf units and must be armed identically to the unit they lead except they may have 1 magic item, note this cannot be a runic item.
Ogre Champion.............110 points
Ogre Champions tend to be loud, large and smelly. Having said this, so are the rest of
their unit. An Ogre Champion tends to be very enthusiastic, especially when it comes to
eating, drinking, or bashing people over the head with a large club!
M | WS | BS | S | T | W | I | A | Ld |
6 | 4 | 3 | 5 | 5 | 3 | 4 | 3 | 7 |
They can only be bought for Ogre units and must be armed identically to the unit they lead, except they may have 1 magic item.
Senior members of the Imperial Engineers School in Altdorf will often lead lesser engineers into battle. Many of these senior engineers are Dwarfs who left the Dwarf Empire to be allowed to experiment with new innovative weapons. There are also experts in artillery from the Imperial Gunnery School in Nuln that will from time to time help their gun crews in battles.
Senior Engineers act as champions for Outriders, War Wagons and the Helblaster. Artillery Experts can act as champions for Mortars and Great Cannons. Each Engineer specialises in only one of the war machines above and can only lead the unit in which he specialises. Furthermore you may only include in your army one specialist for each of the above.
An Engineer on a War Wagon replaces one member of the crew. His prescence will not stop another crew member from using a Repeater Pistol if you so wish.
Senior Engineers............52 points per model
Dwarf Engineers............62 points per model
Artillery Experts............53 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Senior Engineers | 4 | 3 | 4 | 3 | 4 | 1 | 4 | 1 | 7 |
Dwarf Engineers | 3 | 4 | 4 | 3 | 5 | 1 | 3 | 1 | 9 |
Artillery Experts | 4 | 3 | 4 | 3 | 4 | 1 | 4 | 1 | 7 |
Equipment: Senior and Dwarf Engineers carry a Repeater Pistol and a hand weapon. Artillery Experts have a brace of Pistols.
Options: Any of the following: light armour (+2 points per model), shields (+1 point per model). A Senior Engineer leading a unit of Outriders must ride a horse (free) and may have barding (+4 points per model).
Magic Items: They are champions and thus can have up to one magic item. In the case of the Dwarf he may have a runic item of with no more than two runes representing a family heirloom.
Special rules
War machine Crewmember
If leading a War machine they may act as crew if necessary. Unfortunately this means they
can suffer from the effect of misfires etc. but they also give advantages. Mortars reduce
deviation by 2", Cannons gain +2" to their bounce length (note that a misfire is
still a bounce of 0) and Helblasters may add 1 hit per barrel fired (unless no hits are
scored due to a misfire).
Emergency Repairs
If a war machine that an Engineer is leading has either lost wounds or is suffering under
a misfire effect they may try to fix it. They can only try this once per turn on 1 machine
per turn. They cannot fix destroyed machines, or allied machines. Roll a D6 on the table
below:
1 | Horribly Wrong! The job has gone horribly wrong. If the Engineer was healing lost wounds the machine loses an extra wound instead. If fixing a misfire, the effects last one turn more than usual. If the misfire had a permanent effect roll on the misfire chart again with a -1 penalty. |
2-5 | Nothing Happens |
6 | Excellent Job. The repair job went exactly to plan. If you were repairing lost wounds it regains 1 wound. If repairing a misfire the effect of the misfire has ended. |
New Scientific Item (takes a magic item slot but is not affected by anti-magic devices.)
Tools..................10 points
Your Engineer carries around with him useful tools to aid in the repair of machines that
break down in the middle of a battle. You may add +1 to any attempts to fix a machine,
note that a roll of 1 is still a Horribly Wrong! result.
The armies of the Empire are standing armies. Their warriors are hardened fighters trained and drilled to fight. Among these warriors there will naturally be some more experienced than others and these battle-hardened veterans are invaluable to the Imperial Army. Toughened by many years of training and fighting wars, the veteran troops of the Empire are amongst the best troops that an Empire general can have. However, as one would expect from such elite troops, they are quite rare.
For each normal unit of state troops in your army you may include one veteran unit of state troops. A veteran unit may have any one of the veteran abilities described below. All models in the unit must buy the same upgrade including champions but other characters may not benefit from these upgrades. The cost listed is the cost per model in the unit. Veteran units may carry magic standards. For the above rules, detachments are counted as being part of the unit to which they are attached.
Steadfast..................+1 point
Steadfast troops have spent so long fighting battles that they no longer panic. They
always feel in control.
Steadfast troops are immune to panic.
Fearless..................+0.5 points
Fearless troops have seen it all before. They have fought all manner of bizarre
creatures and have grown accustomed to it.
Fearless troops are immune to fear and terror.
Grizzled..................+1 point
Grizzled troops are adamant and stubborn through many years of fighting the enemies of
the Empire.
Grizzled troops take Ld tests on 3D6 and ignore the highest number.
Street Fighters..................+0.5 points
Street Fighters are very experienced at fighting in built up areas. This has given
them the ability to use cover to their maximum advantage.
Shooting at Street Fighters when they are in cover has an additional penalty of -1 to hit.
Stealthy..................+1 point
Stealthy troops are expert at moving and fighting amidst dense terrain.
Stealthy troops ignore all penalty for moving through difficult terrain and count very
difficult terrain as only being difficult. Stealthy troops fighting in terrain (not hills)
gain +1 combat resolution.
Trappers..................+1 point
Trappers are expert at laying all manner of lethal traps for their enemy to fall foul
of.
Trappers may skirmish. If Trappers are in a wood or building then each enemy
model which moves into the same wood or building automatically takes a S3 hit from the
traps.
The following abilities are only available for missile units:
Dead Eye Shots..................+1 point
Dead Eye Shots are excellent marksman able to shoot with incredible accuracy. Dead Eye
Shots never suffer any penalties to hit.
Slick..................+1 point
Slick troops can fire and reload their weapons with almost supernatural speed.
Slick Handgunners may fire every turn. Slick Crossbowmen may move and shoot. Slick Archers
may shoot twice at -1 to hit if they do not move.
The following abilities are only available for close combat units:
Crazed..................+2 points
Crazed troops are obsessed with death and causing carnage. They will drive themselves
into a mad frenzy and head straight into combat.
Crazed troops gain frenzy. They must move as fast as possible towards the nearest
enemy regiment if they can.
Hardened Fighters..................+2 points
Hardened Fighters have been in combat many times. They much less likely to run from
combat.
Hardened Fighters may take break tests on their unmodified leadership.
Duelists..................+1 point
Duelists are skilled at parrying their opponents attacks.
If Duelists pass a leadership test to control their attacks, their opponents suffer -1 to
hit in close combat. The Duelists must test at the start of each round of combat. You may
not use this ability in combination with either a double handed sword or a spear.
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