Guess I'll weigh in with what I've been playing with. I started with Core here
http://www.warhammer-empire.com/theforum/index.php?topic=29816.0. I'll update my thoughts on Characters (
http://www.warhammer-empire.com/theforum/index.php?topic=29897.msg420890#msg420890) and Rares (
http://www.warhammer-empire.com/theforum/index.php?topic=29896.0) and link them there.
Also there is a short mission statement on what I'm trying to do with this list - make versatility the specialization of the Empire.
I'd specifically like feedback on the Outriders - does the cost scheme for Junior Engineers make sense? Are the armor options appropriately costed?
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Parent and Detachment rules are explained in the Core topic linked above.
Fusillade: When charging into combat, Pistoliers may make a single shooting attack with a pistol (NOT repeater pistol) with a -1 to hit modifier against the unit they are charging. Casualties do NOT count toward combat resolution.
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CANNON 75 Points
Profile: Cannon - As DoW rules; Great Cannon and crew - As Empire book.
Number of Crew: 3
Equipment: Hand weapon.
Options: Up to two additional Crewmen +5 points each. Cannon may be upgraded to great cannon +25.
Special Rules: Cannon or Great Cannon, War Machine.
GREATSWORDS 9 Points/Model
Profile: As Empire book.
Unit Strength: 10+
Equipment: Hand weapon, great weapon, heavy armor.
Options: Full plate armor +1.
Command: Lieutenant +12, musician +6, and/or standard bearer +12. The standard bearer may carry a magic standard worth up to 50 points.
Special Rules: Always Parent or Independent unit, Stubborn.
MORTAR 75 Points/Model
Profile: As Empire book.
Number of Crew: 3
Equipment: Hand weapon.
Options: Up to two additional Crewmen +5 points each.
Special Rules: Mortar, War Machine.
OUTRIDERS 19 Points/Model
Profile: As Empire book.
Unit Strength: 5+
Equipment: Hand weapon, handgun, light armor, warhorse.
Options: Repeater handgun +2. Heavy armor +2 and/or barding +2.
Command: Junior Engineer +16, and/or musician +8. The Junior Engineer may exchange his handgun/repeater handgun for a grenade-launching blunderbuss +2/+0, pistol and repeater pistol +2/+0, or Hochland longrifle +8/+6.
Special Rules: Fast Cavalry (lost if heavy armor and/or barding are purchased).
PISTOLIERS 17 Points/Model
Profile: As Empire book.
Unit Strength: 5+
Equipment: Hand weapon, brace of pistols, warhorse.
Options: Light armor +2.
Command: Outrider +7 and/or musician +7. The outrider may be equipped with a repeater pistol and pistol +10.
Special Rules: Fast Cavalry, Fusillade (Rider makes single (1; i.e. not with repeating pistol) shooting attack prior to HTH combat with -1 to hit modifier. Wounds count to combat resolution).