DutchJunkie
Jul 02, 2006, 05:26 AM
In this thread I will post all unitstats and rules of the units available in the Empire armybook. I reserved all spots so you can post now ;)
-- DJ
-- DJ
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View Full Version : Empire Unitstats DutchJunkie Jul 02, 2006, 05:26 AM In this thread I will post all unitstats and rules of the units available in the Empire armybook. I reserved all spots so you can post now ;) -- DJ DutchJunkie Jul 02, 2006, 05:50 AM Elector Count (80): m4 ws5 bs5 s4 t4 w3 i5 a3 ld9 - Hand weapon - Can have either lance(6), great weapon (6) or pistol (10) - Can also have longbow (15) or handgun (15) - Can have light armour (3), heavy armour (6), full plate armour (12) and/or a shield (3) - May ride: warhorse (15) and/or barding (6), Pegasus (50) or Griffon (200) - May choose magic items up to 100 pts - If this is your General a unit of State Troops (Halberdiers, Handgunners, Swordsmen, Spearmen can have a magic banner up to 50 pts) Weapon rules: - Lance: +2 strength on charge - Great Weapon: +2 strength, needs two hands so no shield in combat, strikes last - Pistol: +1 attack (armour piercing in first turn), shoots 8 inch a armour penetrating s4 hit - Longbow: shoots 30 inch strength 3 - Handgun: shoots 24 inch strength 4 armour penetrating hit, move-or-fire - Light armour: 6+ save - Heavy Armou: 5+ save - Full Plate Armour: 4+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) - Warhorse: moves 8 inch - Barding: horse moves 7 inch, 6+ extra save DutchJunkie Jul 02, 2006, 06:17 AM Templar Grand Master (160): m4 ws6 bs3 s4 t4 w3 i6 a4 ld9 - Hand weapon, lance, full plate armour, shield - Barded warhorse - May have magic items up to 100 pts. This replaces his ‘normal’ gear - Can only be fielded if you have a unit of knights of the same order - Grand Master of the White Wolf has a cavalry hammer instead of a lance Weapon rules: - Lance: +2 strength on charge - Full Plate Armour: 4+ save - Warhorse: moves 8 inch 6+ extra save - Barding: horse moves 7 inch, 6+ extra save (barded warhorse gives 5+ extra save) - Cavalry hammer: +2 strength on charge, +1 strenght normal, needs two hands so no shield in combat, strikes last DutchJunkie Jul 02, 2006, 06:20 AM Wizard Lord (175): m4 ws3 bs3 s3 t4 w3 i3 a1 ld8 - Hand weapon - Level 3 Wizard, can be Level 4 (35) - May ride warhorse (15) and/or barding (6) or Pegasus (50) - May have magic items up to 100 pts. Weapon rules: - Warhorse: moves 8 inch 6+ extra save - Barding: horse moves 7 inch, 6+ extra save (barded warhorse gives 5+ extra save) DutchJunkie Jul 02, 2006, 06:24 AM Captain (50): m4 ws5 bs5 s4 t4 w2 i5 a3 ld8 - Hand weapon - Can have either lance(4), great weapon (4), halberd (4) or pistol (7) - Can also have longbow (10) or handgun (10) - Can have light armour (2), heavy armour (4), full plate armour (8) and/or a shield (2) - May ride warhorse (10) and/or barding (4) or Pegasus (50) - May choose magic items up to 50 pts - Can be Battle Standard Bearer (25) Weapon rules: - Lance: +2 strength on charge - Great Weapon: +2 strength, needs two hands so no shield in combat, strikes last - Halberd: - Pistol: +1 attack (armour piercing in first turn), shoots 8 inch a armour penetrating s4 hit - Longbow: shoots 30 inch strength 3 - Handgun: shoots 24 inch strength 4 armour penetrating hit, move-or-fire - Light armour: 6+ save - Heavy Armour: 5+ save - Full Plate Armour: 4+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) - Warhorse: moves 8 inch 6+ extra save - Barding: horse moves 7 inch, 6+ extra save (barded warhorse gives 5+ extra save) DutchJunkie Jul 02, 2006, 06:32 AM Warrior Priest (95): m4 ws4 bs3 s4 t4 w2 i4 a2 ld8 - Warhammer (hand weapon) - Second warhammer (4), two-handed hammer (great weapon) (4) - Can have light armour (2), heavy armour (4) and/or a shield (2) - May ride warhorse (10) and/or barding (4) - May choose magic items up to 50 pts Weapon rules: - Two hand weapons give +1 attack - Great Weapon: +2 strength, needs two hands so no shield in combat, strikes last - Light armour: 6+ save - Heavy Armour: 5+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) - Warhorse: moves 8 inch 6+ extra save - Barding: horse moves 7 inch, 6+ extra save (barded warhorse gives 5+ extra save) Special rules: - Blessing of Sigmar: adds one dice to the dispel pool - Righteous Fury: hate chaos warriors, beastmen, daemons, chaos dwarfs - Can cast Prayers of Sigmar once per Magic Phase Prayers of Sigmar: - Hammer of Sigmar: the model can re-roll failed rolls to wound - Armour of Righteousness: the model gets a 5+ ward save - Healing Hand: the model is healed of all wounds - Soulfire: model gives all daemons within five inch a s4 hit DutchJunkie Jul 02, 2006, 08:04 AM Master Engineer (55): m4 ws3 bs4 s3 t3 w2 i3 a1 ld7 - Hand Weapon - Repeater pistol (10) or repeater handgun (15) or Hochland long rifle - Light armour (2) - May ride warhorse (10) and/or barding (4) - May choose magic items up to 50 pts Weapon rules: - Repeater pistol: shoots 8 inch s4 armour piercing shot. In close combat +3a s4 shots -2 armour save modifier - Repeater handgun: shoots 24 inch s4 armour piercing shot. - Hochland long rifle: shoots 36 inch s4 armour piercing hit, move-or-fire, may pick any target - Light armour: 6+ save - Warhorse: moves 8 inch 6+ extra save - Barding: horse moves 7 inch, 6+ extra save (barded warhorse gives 5+ extra save) Special rules: - Master of Ballistics: scatter or artillery dice re-roll ability of cannon or mortar he joined - Extra crewman: can replace crewman DutchJunkie Jul 02, 2006, 08:07 AM Battle Wizard (60): m4 ws3 bs3 s3 t3 w2 i3 a1 ld7 - Hand weapon - Level 1 Wizard, can be Level 2 (35) - May ride warhorse (10) and/or barding (4) - May choose magic items up to 50 pts Weapon rules: - Warhorse: moves 8 inch 6+ extra save - Barding: horse moves 7 inch, 6+ extra save (barded warhorse gives 5+ extra save) DutchJunkie Jul 02, 2006, 08:10 AM Halberdiers (6): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Hand weapon, halberd, light armour - May have shields (1) - Halberdiers, Handgunners, Swordsmen, Spearmen can use the detachment rules Weapon rules: - Halberd: +1 strength, requires two hands - Light armour: 6+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) DutchJunkie Jul 02, 2006, 08:15 AM Spearman (6): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Hand weapon, spear, light armour - May have shields (1) - Halberdiers, Handgunners, Swordsmen, Spearmen can use the detachment rules Weapon rules: - Spear: fight in two ranks when infantry, +1 strength on charge if cavalry - Light armour: 6+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) DutchJunkie Jul 02, 2006, 08:22 AM Swordsmen (7): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Sword (hand weapon), light armour, shield - Halberdiers, Handgunners, Swordsmen, Spearmen can use the detachment rules Weapon rules: - Light armour: 6+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) - Fighting with hand weapon and shield only gives 6+ extra save in close combat DutchJunkie Jul 02, 2006, 08:23 AM Handgunners (8): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Handgun, hand weapon - Halberdiers, Handgunners, Swordsmen, Spearmen can use the detachment rules Weapon rules: - Handgun: shoots 24 inch strength 4 armour penetrating hit, move-or-fire DutchJunkie Jul 02, 2006, 08:23 AM Free Companies (5): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Two hand weapons - Light armour (1) Weapon rules: - Two hand weapons give +1 attack - Light armour: 6+ save DutchJunkie Jul 02, 2006, 08:28 AM Archers (8): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Bow and hand weapon - Skirmishers - One unit can be huntsmen (2) Huntsmen - Longbow and hand weapon - Skirmishers - Scouts Weapon rules - Skirmishers fight in loose formation; no ranks -- no rank bonus when attacking or attacked, 360 degree view - Scouts can be deployed when all other forces are deployed and outside the deployment zone - Bow: shoots 24 inch strength 3 shot - Longbow: shoots 30 inch strength 3 DutchJunkie Jul 02, 2006, 08:29 AM Crossbowmen (8): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - Crossbow, hand weapon Weapon rules: - shoots 30 inch strength 4 shot, move-or-fire DutchJunkie Jul 02, 2006, 08:30 AM Knightly Orders (23): m4 ws4 bs3 s3 t3 w1 i3 a1 ld8 - Lance, hand weapon, full plate armour, shield - Barded warhorse - One unit can be Knights of the Inner Circle which gives +1s (3) Weapon rules - Lance: +2 strength on charge - Full Plate Armour: 4+ save - Shield: 6+ extra save (6+ and shield gives 5+ save) - Barded warhorse: moves 7 inch, 6+ extra save DutchJunkie Jul 02, 2006, 08:31 AM Knights of the White Wolf (25): m4 ws4 bs3 s3 t3 w1 i3 a1 ld8 - Cavalry hammer, full plate armour - Barded warhorse - One unit can be Knights of the Inner Circle which gives +1s (3) - Only one unit allowed Weapon rules - Cavalry hammer: +2 strength on charge, +1 strenght normal, needs two hands so no shield in combat, strikes last - Full Plate Armour: 4+ save - Barded warhorse: moves 7 inch, 6+ extra save DutchJunkie Jul 02, 2006, 08:32 AM Greatswords (12): m4 ws4 bs3 s3 t3 w1 i3 a1 ld8 - great weapon, hand weapon, full plate armour - stubborn; take ld tests on unmodified ld - Only one unit allowed Weapon rules - Great Weapon: +2 strength, needs two hands so no shield in combat, strikes last - Full Plate Armour: 4+ save DutchJunkie Jul 02, 2006, 08:32 AM Pistoliers (19): m4 ws3 bs3 s3 t3 w1 i3 a1 ld7 - hand weapon, two pistols, light armour - warhorse Special Rules: - fast cavalry - fussillade: +1a in first round of combat Weapon rules : - Pistol: shoots 8 inch a armour penetrating s4 hit - Light armour: 6+ save DutchJunkie Jul 02, 2006, 08:33 AM Great Cannon (100): t7 w3 - 3 crew members with normal human stats (m4 ws3 bs3 s3 t3 w1 i3 a1 ld7) - shoots 60 inch s10 d6wounds no armour saves - grapeshot at close range (breath template) s4 w1 armour save -2 - can bounce through units DutchJunkie Jul 02, 2006, 08:34 AM Mortar (75): t7 w3 - 3 crew members with normal human stats (m4 ws3 bs3 s3 t3 w1 i3 a1 ld7) - 5 inch diameter shot - normal hit s3 w1 armour save -1 - shot under hole s6 wd3 no armour save - range 12-48 inch DutchJunkie Jul 02, 2006, 08:34 AM Helblaster Volley Gun (125): t7 w3 - 3 crew members with normal human stats (m4 ws3 bs3 s3 t3 w1 i3 a1 ld7) - 0-12 inch: # shots = artillery dice s5 armour save -3 - 12-24 inch: 3 shots = 1/2 artillery dice s4 armour save -2 DutchJunkie Jul 02, 2006, 08:35 AM Flagellants (11): m4 ws2 bs2 s3 t4 w1 i3 a2 ld7 - flail - Only one unit allowed Special rules: - crazed; immune to all psychology and ld-based tests Weapon rules: - +2s in first round of combat, requires 2 hands DutchJunkie Jul 04, 2006, 03:57 AM ok .. the empire WH unitstats are finally complete .. :D Ploeperpengel Jul 04, 2006, 11:32 AM Nice thx. Could you also give comments on the special rules if they have any? DutchJunkie Jul 06, 2006, 02:54 AM The Empire is a really basic force .. where there are special rules I mentioned them and their effects .. the detachment rules (and discussion) was elsewhere on this forum .. i'll post them soon in the first post But if you want to know anything specific .. pls ask .. more than happy to help Ploeperpengel Jul 06, 2006, 05:20 AM What's the WH-Rules for crazed? Same as frenzy in the old rules? DutchJunkie Jul 06, 2006, 05:39 AM What's the WH-Rules for crazed? Same as frenzy in the old rules? No it's not the same as frenzy (which still exists in 6th edition, and most likely will be in 7th edition too). Crazed is a state of mind that only applies to Flagellants (it's not warhammer-common and can't be found in the rulebook, only in the armybook). Flaggellants believe the known world will soon come to end. That makes them immune to all psychology; they simply don't mind dying, the world is gonna end anyway. So they don't fear, terror, break and don't take any other leadership-based test. They will fight till they have won or till they are no more. Ploeperpengel Jul 06, 2006, 10:27 PM What are the weapon rules for Halberds, DJ? DutchJunkie Jul 07, 2006, 01:57 AM What are the weapon rules for Halberds, DJ? Halberds require two hands to handle, so it isn't possible to use a halberd as an extra hand weapon and you can't use it with a shield. Next to that it gives the wielder +1 strength. I posted all weapon rules (in short) here (http://forums.civfanatics.com/showthread.php?t=174829&page=2) in post 35 edit .. updated the halberdier post ;) |
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