Empire Unitstats

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
 
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
 
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
 
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 said:
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 said:
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 in post 35

edit .. updated the halberdier post ;)
 
Top Bottom