Empire Unitstats

DutchJunkie

Warlord
Joined
May 16, 2004
Messages
206
Location
Netherlands
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
 
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
 
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
 
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)
 
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)
 
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
 
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
 
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)
 
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)
 
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)
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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
 
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