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Offline rufus sparkfire

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Empire of Wolves campaign army list
« on: January 30, 2013, 02:59:55 PM »

Empire of Wolves


Campaign army list


It is the imperial year 2217 and Sigmar's Empire is divided against itself, as it has been for more than eight hundred years. Hostile emperors rule in Middenheim, Altdorf, Talabheim, and Marienburg.

For sixteen years the Empire of Middenland has been ruled by Empress Duccia: murderer, reformer, tyrant. Now she is dead, and a successor to the wolf-throne of Ulric must be chosen at midwinter.

In all of the divided Empire, only the Emperor of Middenland is still chosen by election. Yet the election is a peculiar game of brutality and bribery that seems more like civil war, as the strongest lords of Middenland compete to demonstrate which of them is the most powerful, the most able to rule.

These lords assemble their mercenary armies and prepare to do battle for the support of their lesser peers. When the election comes one of them must be emperor, or Middenland will fall to its many enemies. Each of them is convinced of his absolute right to the throne. Each will take any risk, pay any price, kill anyone who stands in their way.

The wolves howl and winter closes in.
 


The following army list is designed to represent the armies raised during the Middenland imperial election. Such armies are very diverse in nature, and rely heavily on the personal qualities of their generals to hold them together.


General rules

This army list is not required to play in the campaign. Players may use standard army lists instead. Some of the rules and units used in this army list may be found in the Empire, Dwarf or Ogre Kingdoms army books. Note that this means the 7th edition Empire book, and the 6th edition Ogre Kingdoms book, not the more recent 8th edition versions!

Retinues
In addition to the usual lord, hero, core, special and rare choices, this army list has a section dedicate to retinue units. These are not available for army list selection unless at least one character with the appropriate 'retinue' special rule is also selected. The retinue rule for that character explains which units may be selected, and whether they count as core, special, or rare.

For example, if you select a Halfling Captain for your army, you are then able to select units of Halfling Mercenaries as special choices and units of Halfling Rangers as rare choices.

Note that you are not required to select any retinue units if you do not want to. You can, for example, select a Halfling Captain without selecting any other Halfling units.

Mounted Infantry
Some infantry units ride horses to battle but dismount to fight. Such units have the Vanguard rule, but their vanguard move is 8" instead of 12". Any characters that have joined the unit may move with them.

The Army General
The army general may buy one command skill from the command skills list.

Command skills

Inspiring leader: The army general's leadership radius is increased by 6". 25 points.

Strategist: the player may move up to two terrain pieces up to 6“ in any direction, after assigning table sides but before either player deploys. Terrain may not be moved into other terrain, nor may it be moved off the table. If both players have a character with this skill, roll a dice to determine which may choose to use the ability first. No terrain piece may be moved more than once. 25 points.

Tactician: after both armies have deployed, but before deploying scouts, up to two friendly units may be re-deployed. If both players have a character with this skill, roll a dice to determine which may choose to use the ability first. 25 points.


Combat skills

Mercenary leaders are experienced, wealthy and cynical. During the long years it has taken them to achieve their status, they have accumulated distinctive methods of command and unique fighting styles.

Any character with the 'combat skills' special rule may buy one combat skill at the listed points cost.

Skills do not count towards the magic item allowance of characters. No character may have more than one skill (though the army general may have one command skill and one combat skill).

If a character wishes to buy a skill that another character in the army already has, then the skill will cost twice the normal amount for that character. Should a third character wish to have the same skill, the cost is three times, and so on.

Should two or more characters join the same unit, only one of the characters' combat skills will function. Choose which one (you may change which combat skill is in effect any time a new character joins the unit, or a character leaves).

Ambush: Infantry only. The character, and any infantry unit of no more than 30 models and not armed with pikes or dwarf pikes joined by him, may use the Ambushers special rule. 25 points.

Artillerist: if the character is within 3" of a friendly war machine, they may re-roll any one artillery or scatter dice for that war machine once per turn. Only one machine may be affected per turn. In addition, the character has the retinue rule (Ribaudequins and Siege Cannon as rare choices). 15 points.

Charging shot: the character, and any unit he joins, may choose to shoot when charging if armed with pistols or thrown weapons. These shots are made at the charged unit, and may not be made if the charged unit flees. First, move the chargers to the maximum range of their missile weapons, if they are not already closer than this. Then resolve the shots as normal. Then resolve any stand and shoot reaction from the charged unit. Finally, complete the charge. Panic tests apply as normal for either round of shooting. 25 points.

Contempt: the character, and any unit joined by him, is immune to panic. 25 points.

Defence in depth: a unit joined by the character has a maximum rank bonus of +4, not +3 as is normal. 25 points.

Fire and retreat: the character, and any unit he joins, may move up to half their movement rate directly backward at the end of the shooting phase, after firing at a legitimate target. This skill may not be used with move-or-fire weapons. 25 points.

Hopelessly stubborn: the character, and any unit he joins, is stubborn. 30 points.

Precision drill:  Infantry only. The character, and any infantry unit he joins, may make a single free reform at the start of their own turn before charge declarations are made. They may move as normal that turn, and may charge. 30 points.

Quick shot: the character, and any unit he joins, gains the rule 'multiple shots: 2' when shooting with a short bow, bow, long bow, light crossbow, javelin, or throwing axe. 25 points.

Superior marksmanship: the character, and any unit he joins, gains the rule 'ignores cover.' 20 points.

Whirlwind attack: the character, and all models in the front rank of any unit he joins, have the Devastating Charge special rule. 30 points.


The Empireof Wolves armory

Arquebus

The arquebus is a much larger firearm than the handgun, and correspondingly both more powerful and more difficult to load. It is especially popular in Estalia and Araby, but has recently been adopted by mercenaries from The Empire.
 
Rules: range 30", S5, armor piercing, move or fire, prepare shot

-Prepare shot: after firing, the unit must spend their next shooting phase reloading before they may fire again. They may not shoot while reloading, even if they carry other missile weapons. They may reload even if they have moved or are in combat.

Blunderbuss

A crude firearm that discharges a spray of shot over a small area, the blunderbuss is a popular weapon with robbers.

Rules: range 12", S3, d6 automatic hits.

-Automatic hits: there is no need to roll to hit when firing the blunderbuss.

Double-barrelled Hochland Long Rifle

For a substantial price, Hochland gunsmiths will create custom weapons to a buyer's specifications.

Rules: range 36", S4, armor piercing, move or fire, sniper, double-barrelled

-Double-barrelled: any model successfully hit by this weapon suffers not one but two hits. Roll to wound for each hit as normal.

Hunting rifle

Hunting rifles are expensive and difficult to obtain, but offer better accuracy and range than a normal handgun.

Rules: range 36", S4, armor piercing, move or fire

Halberd

The halberd is a fearsome weapon, and is used to support large formations of pikemen.

Rules: +1 S, two-handed, armor-piercing

Horseman's mace

The maces, axes, hammers and swords used by cavalrymen are heavier and longer than those used by foot soldiers. The extra height granted by the horse makes these weapons horribly effective.

Rules: +1 S, mounted models only

Light Crossbow

The light crossbow can be spanned faster and more easily than the arbalest used by heavier missile troopers. Its mobility is balanced by its significantly reduced range.

Rules: range 20", S4

Pavaise

The pavaise is a large, portable screen for missile-armed soldiers to shelter behind. They are commonly used by Tilean crossbowmen, but are unpopular with Imperial mercenaries because they restrict tactical mobility.

Rules: + 2 armor save, -1 movement

Pike

Pikes are the primary weapon of Tilean mercenaries. Their extreme length makes them a tremendous hindrance both on and off the field of battle, but their effectiveness as a weapon more than compensates.

Rules: always strikes first (to the front of the unit only, and only if the unit has at least a +1 rank bonus), fight in 3 extra ranks (only if the unit has at least a +1 rank bonus), armor-piercing, two-handed, phalanx, awkward weapon.

-Phalanx: a unit must contain at least fifteen models armed with pikes, must have a rank bonus of at least +2, and must be in open ground, in order to use the phalanx rules. Cavalry, chariots, war beasts, monstrous cavalry, monstrous infantry, monstrous beasts, and monsters charging the front of the phalanx do not count as charging, and lose the 'always strikes first' rule if they have it. They also suffer -2 to hit the phalanx in combat (for the duration of the combat).

-Awkward weapon: any model armed with a pike may not enter buildings. They take dangerous terrain tests as if cavalry. They may not use missile weapons if equipped with them. Finally, a unit that is frenzied for any reason may not use pikes.

Note that a unit armed with pikes will fight in five ranks if they did not charge that turn, and four if they did. An extra rank may fight if the unit is in horde formation.

Dwarf Pike

Dwarf mercenaries occasionally use their own version of the pike, appropriately shortened to suit their stature. The dwarf pike is also used by halflings, but in even smaller numbers.

Rules: as pike, but fight in 2 extra ranks rather than 3.

Note that a unit armed with dwarf pikes will fight in four ranks if they did not charge that turn, and three if they did. An extra rank may fight if the unit is in horde formation.


Schools of Magic

Human wizards follow one of the four great magical traditions. Alchemists derive their power from potions, reagents, and mechanical devices. Shamans call forth elemental spirits and totemic animals. Sorcerers make terrible pacts with otherworldly entities. Theurgists implore the gods themselves to intervene in the mortal world.

All wizards must select one of the four schools of magic (chose when selecting the army list). Then, to determine each of the wizard's spells in turn, roll a dice to see which magic lore the spell comes from:

Alchemy: 1-3 = lore of fire, 4-6 = lore of metal

Shamanism: 1-3 = lore of beasts, 4-6 = lore of life

Sorcery: 1-3 = lore of shadow, 4-6 = lore of death

Theurgy: 1-3 = lore of heavens, 4-6 = lore of light

Roll on that lore to find which spell the wizard knows. The first time a wizard rolls a duplicate spell, he must replace it with the signature spell from the same lore (this is the only way to acquire a signature spell). Further duplicates must be re-rolled until new results are generated - the wizard may not choose his spells.

It is permissible for more than one wizard in the same army to know the same spell.


Common Magic Items

Use the points values given in the warhammer rule book.

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Offline rufus sparkfire

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Re: Empire of Wolves campaign army list
« Reply #1 on: January 30, 2013, 03:01:13 PM »
Empire of Wolves Magic Items

-Magic Weapons

The Midwinter Blade

Once owned by Emperor Severin the Great of Middenland, this ice-white sword freezes bone and turns blood to crystal with every strike.

No armor, ward, or regeneration saves may be taken against this weapon. 60 points.

The Huntsman's Spear

Dedicated to Taal in his aspect of the Dire Hunter, this heavy spear can fell even the largest of prey in a single thrust.

Counts as a spear. Multiple wounds (d6). 60 points.

Sacred Spear of Myrmidia

The spear is an emblem of Myrmidia, the goddess of the science of war. Such a weapon, when blessed by her priests, will never fail to find its target.

Counts as a spear. All attacks made with this spear hit automatically. 55 points.

Doktor Vement's Ethereal Dissipator

One of Middenheim's foremost alchemists-engineers, Doktor Vement surpassed his other considerable achievements with the construction of this device. Firing an invisible beam of etheric heat, the Dissipator can reduce its victims to smoldering ash in a fraction of a moment.

This is a missile weapon: range 48" S6, multiple shots (d6), flaming attacks, magical attacks. 40 points.

The Answerer

Vast, unwieldy and slow, The Answerer is a sword for those who understand that it is always the last word on a subject that carries the most weight.

+3 S, two-handed, always strikes last. 40 points.

Echetus's Bow

Echetus was a warlord who devastated the southern tip of Tilea more than one thousand years ago. His bow, which still survives, is of truly epic proportions.

Counts as a long bow, but with S7 and multiple wounds (d3). May not be used by dwarfs or halflings. 35 points.

Privateer's Sabre

Pirates often favor weapons that carry enchantments of pain and disintegration, since these allow them to overcome their enemies more swiftly.

+1S. Models wounded by the Privateer's Sabre must reroll successful armor saves. 30 points.

Captain Bartwurm's Hook Hand

After his hand was cut off as a punishment for piracy, Captain Bartwurm had an enchanted, barbed hook set in its place. Unfortunately for him, he was later to lose both the hook and his other hand in an encounter with a particularly well-armed orc.

Causes d3 wounds instead of 1. Additionally, the bearer causes fear in Fishmen. 30 points.

Arbalest of Tiresome Repetition

This large crossbow incorporates an ingenious mechanism that allows it to shoot at an extremely fast rate. Unfortunately, it produces an irritating whining noise whilst doing so.

Counts as a crossbow with S5, multiple shots(3) and magical attacks. 25 points.

Diabolical Daggers

Poisoned daggers are the preferred weapons of Tilean assassins. This matching pair house a demonic entity with the ability to spontaneously manifest the most noxious of chemicals.

Count as two hand weapons that cause poisoned attacks. If the wielder is attacking their target from the flank or rear, the poison effect triggers on a 5+. 25 points.

Runic Pike

Dwarf artificers will make almost any weapon if paid well enough. This pike, its head covered with runes, is one of their more unusual works.

Counts as a pike, and can only be used by infantry. The wielder gets +1S, and can only join units armed with pikes. 25 points.

The Needler

Built by the infamous Van Halfling to aid him in his unending crusade against the undead, The Needler is a weapon whose small size belies its destructive potential.

Counts as a light crossbow with multiple shots (2), magical attacks and sniper. 25 points.

Infernal Blade

Infernal Blades, often axes or scimitars, are created by sorcerers through the use of horrific rites of sacrifice. It takes a person of considerable evil or rare insensitivity to wield such a weapon.

+1WS, flaming attacks. 10 points.


-Magic Armor

Snowfall Shield

Those who gaze upon this shield feel the midwinter snow, the gift of Father Ulric, settle deeply upon their hearts.

Counts as a shield. All models in enemy units in base contact with the bearer are reduced to initiative 1 and have the always strikes last special rule. 50 points.

Amour of Mystic Refraction

To the mystical sight of a wizard, this plain armor appears dazzlingly prismatic.

Counts as full plate amour. The wearer has magic resistance 3. 45 points.

Sacred Shield of Myrmidia

The shield is the other of Myrmidia’s primary symbols. When properly dedicated to her service, a shield becomes an object of irresistible awe.

Counts as a shield. Models attacking the bearer must re-roll successful hits. 25 points.

Cuirass of Perfect Safety

Made for the Doge of Tobaro but long-since sold off, this cuirass projects a defensive aura around the wearer.

Provides the wearer with a 1+ armor save that cannot be improved further. 25 points.

Blacksteel Buckler

Discovered in a remote tower in the Badlands, this spiked buckler pulses with otherworldly energies.

Counts as a shield. The bearer may increase his WS, I and A by 1 each when fighting in a challenge. 15 points.

Orc-skull Helmet

This ugly but very solid helmet was made by an especially angry dwarf, after the orcs had been driven out of Fort Solace.

+1 to armor save (combines with shield and armor). The wearer may make an additional headbutt attack each combat phase. This attack is made at I1 and S4, and is a magical attack. 15 points.

Battle-harness of Curious Lethargy 

The result of a failed experiment, this armor generates an overwhelming urge to sleep that not even its wearer is immune to.

Counts as full plate armor. All models (friendly or otherwise) in base contact with the wearer suffer -1 to hit and -1 to wound in combat. The wearer is subject to stupidity. 10 points.

Helm of Success

A helmet of magically lightened and strengthened gold is the ultimate status symbol for any mercenary. With such a prize in their possession, how could they fail at any task?

+1 to armor save (combines with shield and armor). The wearer will automatically pass all characteristics tests other than Ld tests. 10 points.


-Talismans

Cathayan Panda Pelt

The panda is a curious creature found in far Cathay. These bear-like beasts are often hunted for their pelts, which can readily be enchanted with spells of protection. For some reason, the panda pelt is an especially potent proof against fire.

4+ ward save. The bearer has a 2+ ward save against flaming attacks. 50 points.

Lucky Coin

Carrying a lucky coin of some sort is a common enough superstition. But there are a few such coins that actually work.

5+ ward save, bearer may reroll one failed armor save once per turn. 35 points.

The Ashes of Marienburg

The recent war in Marienburg ended in the destruction of large parts of the city. Many of the citizens fought to the last to defend their homes and businesses, and the mixed ashes and blood taken from the ruins can be made into a powerful talisman of steadfastness.

The bearer and any unit he joins are immune to fear, terror and panic. 35 points.

Sorcerous Squid Tattoos

The squid, a bizarre monster of the deep, is a common subject for tattooing in Tilea and the Border Princes. When inscribed into the skin with magical ink, and displayed in plain sight, such tattoos can have a powerful healing effect.

Regenerate (4+). The bearer may not wear any armor (and loses any he already has), but may still use a shield. 25 points.

Graf Martin’s Finger-bone

Graf Martin of Stirland, the heroic slayer of the vampire Mannfred von Carstein at the battle of Hel Fenn, is considered a major saint by the Church of Sigmar. His finger-bones, inscribed with holy verses, are a powerful defense against wizardry. It is interesting to note, however, that Graf Martin must have had an unusually large number of fingers, judging by the quantity of these relics that Church sell.

The bearer may add one additional dispel dice to the army’s dice pool in each enemy magic phase. 25 points.

Screaming Skull of the Iron Lady

The Iron Lady of Remas was a malicious and destructive tyrant who ruled the city over five hundred years ago. She was eventually struck down by her own ministers, and her head impaled on a pike before the palace. Yet even after death her head continued to shriek with rage, until at last it was taken down and cast into the sea. Years later the skull was washed ashore near Miragliano, still screaming. The Lady's spirit is a powerful protection, but few can abide her incessant wailing.

The bearer has a 5+ ward save and is immune to killing blow and poison. However, all enemy models hate them. 25 points.


-Arcane Items

Confounding Wand

Created by a jealous wizard of little imagination, this wand exists only to stifle the creativity of others.

All enemy spell casters suffer -1 on casting and dispel dice rolls. 60 points.

Infernal Contract

Some wizards make terrible bargains with otherworldly entities in order to gain power and knowledge. Such bargains always come at a dreadful price.

The bearer may choose their spells instead of determining them randomly, and gains an additional +1 to cast spells. However, each wound they suffer from any source becomes d6 wounds. 50 points.

Petrucci’s Infirmity Compensator

Petrucci was already an old man when he constructed this bizarre bronze exo-skeleton. He intended that it would return to him his youthful vigor, but instead it caused him to break three bones, and to die shortly afterward. The device was repaired by his apprentice, who went on to have a successful career as a battlemage

The wearer gains a 6+ armor save as if wearing light armor, and may still cast spells. They also gain +1 WS, +1S, +1I and +1A. 30 points.

Circlet of Burning Gold

The art of alchemy can be used to create a huge variety of devices. This circlet, burning with a perpetual but heatless flame, causes the limbs of its target to become as heavy as lead.

Bound spell, power level 3, hex, range 36". The target unit has all its movement halved (including flee, pursuit and charge moves) until the start of the bearer's next magic phase.  30 points.

Robe of Cathayan Silk

In far Cathay, most wizards wear robes of dazzling beauty, woven from silk and rare metals. These robes are very rare in the western lands, and are immensely valuable.

The wearer generates one additional power dice. 30 points.

Magic Carpet

The sorcerers of Araby are renowned for their flying carpets, carried aloft on the backs of shadowy demons.

The bearer can fly. May only be used by infantry models. 25 points.

The Mad Necromancer's Tome

There are many fourth- or fifth-hand copies of the works of the great Arabian necromancers in circulation in Tilea. Most of them contain relatively trivial information, but a few explain the casting of certain major invocations.

The bearer knows one random spell from the Death spell list in addition to their other spells. 15 points.

Homunculus

A tiny, artificial humanoid created by alchemy, a Homunculus allows its master greater control over the winds of magic - but at a considerable risk.

The bearer may attempt to cast a spell they have already cast once that turn. When making this attempt they will suffer a miscast (but not irresistible force) on any double. 10 points.


-Enchanted Items

Haltforst's Thaumic Collapser

Haltforst designed the Thaumic Collapser as revenge against the wizard’s school in Middenheim, from which he was expelled. When activated, it shut down the school’s many artifacts for nearly a week. It also blew Haltforst’s brain out through his ears.

The bearer may activate the Collapser at the start of any turn (either player's). Roll a dice: on a 1 or 2, the bearer takes d6 S5 hits with no saves of any kind possible. On a 3-6, the following effects occur immediately:

-all magic items (carried by friends and by enemies) within 24" of the bearer cease to function until the end of the current turn. At the end of the turn,  roll a dice for each item that was affected by the Collapser (including the Collapser itself). On a roll of a 6, the item will not function for the remainder of the game.

-any and all spells currently in effect within 24" of the bearer are immediately dispelled.

-all wizards within 24" of the bearer are unable to cast or dispel spells this turn, and may not channel.

-any units with the ethereal special rule lose it until the end of the turn. Any units with ward saves lose them until the end of the turn.

50 points.

Liquor of Immovable Resolution

This potion, brewed from a peculiar mixture of the finest dwarf beer and the best Tilean wine, inspires the drinker and his fellows to inhuman levels of determination.

One use only. Use at the start of any close combat phase - the bearer and any unit joined by them are unbreakable until the end of that turn, even if the bearer is subsequently killed. 40 points.

Vitelli’s  Matrix of Undoing

Vitelli was a master gunner who grew tired of seeing his well-aimed artillery fire deflected by cowardly magic. He commissioned the dwarfs of Barak Varr to create a device that would overthrow even the most potent defenses.

The bearer may designate one friendly war machine within 3" of them at the start of each friendly shooting phase. All shots fired that turn by the war machine are magical, flaming, and ignore ward saves. 25 points.

Amulet of Coal

Amulets of Coal are created by journeymen Alchemists as a final test of skill. A properly-constructed amulet is a powerful weapon, but a flawed one is likely to burn its wearer alive.

Bound spell, power level 4, magic missile, range 24", 2d6 S4 flaming hits,  25 points.

Prophetic Book

Books of prophecy are immensely popular in Tilea. The most famous are the seventeen books of Morr, held in the great temple at Luccinni.

Bound Harmonic Convergence spell. Power level 4. 25 points.

Wyrdstone Bullets

Only the most fearless, or foolhardy, dare to use bullets made from wyrdstone. Unless handled with extreme care, they are as dangerous to the user as to his target.

All shots from arquebuses, handguns, dwarf handguns, or pistols fired by the bearer are magical, have +1S and cause d3 wounds. 15 points..

Troll's Blood Elixir

The remarkable properties of troll blood persist after the death of the creature. By determined and costly effort, an alchemist can create a potion that will cause severed limbs to be regrown, and even mortal wounds to close.

One use only. Use at the start of any close combat phase: the bearer gains +1T and the ability to regenerate until the end of the next close combat phase. 15 points.

Potion of Excessive Speed

The recipe for this potion calls for a substantial quantity of elf blood, a rare and expensive ingredient indeed. There are rumors of secret elf-farms in the Osso Hills near Sartosa, where captives are bled continually to feed the demand for this elixir.

One use only. Use at the start of any close combat phase: the bearer gains +1A and the always strikes first rule until the end of the next close combat phase. All elves are subject to hatred against the bearer (even after the potion has been used). 15 points.


-Magic Standards

Sacred Banner of Solkan

Discovered beneath the city of Remas by Heiroynmus Lothair, this ancient banner bears the image of Solkan the Avenger. Solkan's cold fury fills those who march beneath the banner and inspires them to fight without mercy.

All friendly units within 12" of this banner may re-roll failed rolls to wound in close combat. 100 points.

Battle-flag of Myrmidia 

In Tilea, Myrmidia’s dominance of the battlefield is unquestioned. Her banner inspires absolute devotion.

All friendly units within 12" of this banner are stubborn. 80 points.

Icon of Glory

Stolen from a rotting temple in the land of Ind, the Icon of Glory shines with cold, unquenchable light.

All enemy models in base contact with the bearer, or with any unit joined by the bearer, suffer -1 to hit in close combat. 60 points.

Banner of Reckless Spite

This banner carries the image of Manann is his most destructive aspect: the bitter waves and carious rocks that tear ships apart and drown crews.

All models in the unit must reroll failed rolls to hit in close combat, and must re-roll their pursuit dice if the first roll is insufficient to catch the enemy. 50 points.

Banner of Sigmar's Hand

Sigmar, the stern god of battle, will not allow swords to strike down his chosen.

All models in the unit have the scaly skin rule (6+). 50 points.

Corroding Standard

Through the alchemical arts, this banner corrupts and destroys the weapons of all enemies who come beneath its shadow.

All models in enemy units in base contact with the unit lose any and all special rules granted by non-magical weapons. 40 points.

Banner of Ulric's Rage

Ulric the battle-rager grants his heedless strength to those who carry this banner.

The unit move their full charge distance whenever they fail a charge. 25 points.

Secret Standard of Ranald

The god of criminals, Ranald is never worshiped openly. This banner carries Ranald’s X symbol, concealed in the pattern.

The unit has +1M and +1I. 25 points.

Banner of Respite

This banner, dedicated to Shallya the goddess of infinite mercy, provides a little shelter from the missiles of the enemy.

The unit has a 6+ ward save against all non-magical shooting attacks. 10 points.
Hey, I could still beat up a woman!
If I wanted to.

Offline rufus sparkfire

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Re: Empire of Wolves campaign army list
« Reply #2 on: January 30, 2013, 03:01:56 PM »
The army list


Lords

Imperial Noble: 75 points.

In the Empire of Wolves, many of the leading nobles are also imperial electors. Elsewhere in the divided Empire the title of elector is meaningless, but the rights and powers that go along with such a position are nevertheless considerable.

M4 WS5 BS5 S4 T4 W3 I5 A3 Ld9

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+15 points), which may have barding (+6 points). Alternately, may ride a Pegasus (+50 points - see the Empire army book for rules), which may have barding (+10 points). Or may ride a Griffon (+200 points - see the Empire army book for rules), which may be armored (+20 points, confers a 4+ armor save to the Griffon).

If mounted, may have a lance (+4 points) or a horseman's mace (+4 points).

May wear heavy armor (+3 points) or full plate armor (+6 points). May have a shield (+3 points).

May have a great weapon (+4 points), flail (+4 points), additional hand weapon (+4 points), or a halberd (+4 points).

May have a pistol (+6 points), or a brace of pistols (+9 points). May also have a light crossbow (+6 points), a crossbow (+8 points), a longbow (+8 points), a handgun (+8 points), an arquebus (+8 points), a Hunting Rifle (+10 points), a Hochland long rifle (+12 points) or a double-barrelled Hochland long rifle (+18 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: If mounted on an unbarded warhorse, with a maximum total armor save no better than 4+, counts as Fast Cavalry. Imperial drill, retinue (Hunting Hounds as core choices, Forstjaegar as rare choices).

- Imperial Drill: : if an army includes at least one Imperial Noble, all units of Imperial Soldiers and Imperial Marksmen in the army may use the detachment rules.


Condottiere: 90 points.

Human mercenary warlords are often know as condottieri, a Tilean word meaning ‘contractors.’ A condottiere can come from any background: a dispossessed Bretonnian noble, a fanatical Estalian templar knight, a scheming Tilean merchant prince, or, as is most common, a veteran of the constant civil wars that wrack the divided Empire.

M4 WS6 BS5 S4 T4 W3 I6 A4 Ld9

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+15 points), which may have barding (+6 points). Alternately, may ride a Pegasus (+50 points - see the Empire army book for rules), which may have barding (+10 points). Or may ride a Griffon (+200 points - see the Empire army book for rules), which may be armored (+20 points, confers a 4+ armor save to the Griffon).

If mounted, may have a lance (+4 points) or a horseman's mace (+4 points).

May wear heavy armor (+3 points) or full plate armor (+6 points). May have a shield (+3 points).

May have a great weapon (+4 points), flail (+4 points), additional hand weapon (+4 points), or a halberd (+4 points).

May have a pistol (+6 points), or a brace of pistols (+9 points). May also have a light crossbow (+6 points), a crossbow (+8 points), a longbow (+8 points), a handgun (+8 points), or an arquebus (+8 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: If mounted on an unbarded warhorse, with a maximum total armor save no better than 4+, counts as Fast Cavalry. Combat skills, retinue (Tilean Marksmen as special choices, Horse Artillery as rare choices).


Warlord-Priest of Ulric: 125 points.

Second only to the Ar-Ulric, the Warlord-Priests of Ulric are as merciless and brutal as a Middenland winter.

M4 WS4 BS3 S4 T4 W3 I4 A2 Ld9

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+15 points), which may have barding (+6 points). If mounted, may have a horseman's mace (+4 points).

May have heavy armor (+2 points). May have a shield (+2 points).

May have a great weapon (+4 points) or a flail (+4 points) or a halberd (+4 points) or an additional hand weapon (+4 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: battle-rage, blessing of Ulric, prayers of Ulric, retinue (Warriors of Ulric as core choices, Wolf-Kin as special choices).

-Battle-rage: a Warlord-Priest of Ulric is subject to frenzy, as is any unit they join (but not other characters in the unit).

- Blessing of Ulric: a Warlord-Priest of Ulric adds two dispel dice to the pool in each enemy magic phase, unless he is fleeing.

- Prayers of Ulric: these prayers are cast as bound spells with power level 4. A Warlord-Priest of Ulric may cast two different prayers in each friendly magic phase.

Shield of Frost: (augment, remains in play) The priest and a unit he has joined gain a 2+ ward save against flaming attacks. In addition, all non-magical shooting directed at them suffers an additional -1 to hit.

Fury of Ulric: (augment, remains in play) The priest and a unit he has joined automatically pass all characteristic tests (including leadership tests, but not frenzy or break tests).

Howl of the Winter Wolf: (hex, range 12", remains in play) The targeted unit have their strength and toughness reduced by one point each for the duration of the prayer.

Storm of Blades: (augment, remains in play) The priest and a unit he has joined gain the killing blow special rule in combat.


Lector of Sigmar: 125 points.

The leaders of the Church of Sigmar rarely take the field of battle for any reason other than a holy war.

M4 WS4 BS3 S4 T4 W3 I4 A2 Ld9

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+15 points), which may have barding (+6 points). If mounted, may have a horseman's mace (+4 points).

May have heavy armor (+2 points). May have a shield (+2 points).

May have a great weapon (+4 points) or a flail (+4 points) or a halberd (+4 points) or an additional hand weapon (+4 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: righteous fury, blessing of Sigmar, prayers of Sigmar, retinue (Flagellants as core choices).


Dwarf Warlord: 135 points.

Dwarf warlords are brilliant if conservative generals, and equally skillful at managing the finances of the army.

M3 WS7 BS4 S4 T5 W3 I4 A4 Ld10

Unit type: infantry

Equipment: hand weapon, gromril armor.

Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+20 points), which may have barding (+6 points). May then have a horseman's mace (+4 points). If mounted, a Dwarf Warlord does not have the relentless and resolute rules.

May have a shield (+3 points). May also have a great weapon (+4 points) or an additional hand weapon (+4 points). May have a pistol (+6 points), or a brace of pistols (+9 points). May also have a crossbow (+8 points) or a dwarf handgun (+12 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: ancestral grudge, relentless, resolute, combat skills, retinue (Dwarf Mercenaries as core choices, Dwarf Veterans as special choices).


Halfling Warlord: 50 points.

Halflings are not natural leaders any more than they are natural fighters, and it is a rare individual indeed who rises to the command of an army.

M4 WS4 BS7 S3 T3 W3 I7 A3 Ld9

Unit type: infantry

Equipment: hand weapon, light armor, bow.

Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+10 points), which may have barding (+6 points), or may ride a Cockatrice (+75 points). May then have a spear (+2 points).

May have an additional hand weapon (+4 points).

May have heavy armor (+4 points). May also have a shield (+2 points). May replace his bow with a light crossbow (+2 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: forest-strider (even if riding a war pony or a Cockatrice). If mounted on an unbarded war pony, with a maximum total armor save no better than 4+, counts as Fast Cavalry. Combat skills, retinue (Halfling Mercenaries as core choices, Halfling Rangers as special choices).

-Cockatrice:

The cockatrice is a rare monster that resembles a gigantic cockerel crossed with a reptile. Its claws and beak drip with poison, and its gaze is instantly lethal even to creatures of supernatural origin.

M6 WS3 BS0 S4 T4 W3 I5 A2 Ld5

Unit type: monstrous beast (40mm square base)

Special rules: fly, cause fear, poisoned attacks, death gaze.

-Death Gaze: the cockatrice may make a special Death Gaze attack at the same time as its normal attacks. One enemy in base contact must pass an initiative test or die, with no saves of any kind possible. Nothing is immune to this attack!


Ogre Warlord: 200 points.

Ogres are not deep thinkers, but their martial prowess is a source of considerable inspiration to their troops.

M6 WS6 BS4 S5 T5 W5 I4 A5 Ld9

Unit type: monstrous infantry

Equipment: hand weapon, light armor.

Options: May have heavy armor (+6 points). May also have a shield (+3 points).

May have a great weapon (+14 points), or  Cathayan Longsword (+10 points), or an additional hand weapon (+6 points). May also have a brace of handguns (+12 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: cause fear, bull charge, Combat skills, retinue (Ogres as core choices).


Wizard Lord: 150 points.

Magic is a dangerous and difficult art, and very few live long enough to call themselves a wizard lord. The Wizard's School in Middenheim is the greatest academy of magic in the known world.

M4 WS3 BS3 S3 T4 W3 I3 A1 Ld8

Unit type: infantry

Equipment: hand weapon.

Options: may ride a warhorse (+15 points), which may have barding (+6 points). Alternately, may ride a Pegasus (+50 points - see the Empire army book for rules), which may have barding (+10 points).

May be upgraded to a level 4 wizard (+30 points).

May choose up to 100 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: Level 3 wizard. At the time the army is selected, choose one of the following schools of magic - Alchemy, Shamanism, Sorcery, Theurgy. See the special rules for schools of magic.


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If I wanted to.

Offline rufus sparkfire

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Re: Empire of Wolves campaign army list
« Reply #3 on: January 30, 2013, 03:02:44 PM »
Heroes

Captain: 50 points.

Many captains are condotta mercenaries from Tilea, but others are knight-commanders of the Empire's military orders, minor noblemen, or even peasant heroes.

M4 WS5 BS5 S4 T4 W2 I5 A3 Ld8

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+10 points), which may have barding (+4 points). Alternately, may ride a Pegasus (+50 points - see the Empire army book for rules), which may have barding (+10 points).

If mounted, may have a lance (+2 points) or a horseman's mace (+2 points).

May wear heavy armor (+2 points) or full plate armor (+4 points). May have a shield (+2 points).

May have a great weapon (+2 points), flail (+2 points), an additional hand weapon (+2 points), or a halberd (+2 points).

May have a pistol (+4 points), or a brace of pistols (+6 points). May also have javelins (+3 points), a light crossbow (+4 points), a crossbow (+6 points), a longbow (+6 points), a handgun (+6 points), or an arquebus (+6 points).

0-1 Captain may scout for + 15 points. He may not have any non-magical equipment other than light armor, a shield, and a missile weapon (any one of those available to him, with a brace of pistols counting as one choice), and may not ride a warhorse or pegasus. He may not have magical armor, and may not be upgraded to the Battle Standard Bearer.

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: If mounted on an unbarded warhorse, with a maximum total armor save no better than 4+, counts as Fast Cavalry. Combat skills.


Warrior-Priest of Ulric: 90 points.

Every priest of Ulric is a warrior with extensive experience of combat.

M4 WS4 BS3 S4 T4 W2 I4 A2 Ld8

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+10 points), which may have barding (+4 points). If mounted, may have a horseman's mace (+2 points).

May have heavy armor (+1 point). May have a shield (+1 point).

May have a great weapon (+2 points) or a flail (+2 points) or a halberd (+2 points) or an additional hand weapon (+2 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: battle-rage, blessing of Ulric, prayers of Ulric, retinue (Warriors of Ulric as special choices, Wolf-Kin as rarel choices).

-Battle-rage: a Warrior-Priest of Ulric is subject to frenzy, as is any unit they join (but not other characters in the unit).

- Blessing of Ulric: a Warrior-Priest of Ulric adds one dispel dice to the pool in each enemy magic phase, unless he is fleeing.

- Prayers of Ulric: these prayers are cast as bound spells with power level 4. A Warrior-Priest  may cast one prayer in each friendly magic phase. See the entry for Warlord-Priests for a list of prayers.


Warrior-Priest of Sigmar: 90 points.

Sigmar's priests are inspiring speakers and skilled battlefield leaders.

M4 WS4 BS3 S4 T4 W2 I4 A2 Ld8

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+10 points), which may have barding (+4 points). If mounted, may have a horseman's mace (+2 points).

May have heavy armor (+1 point). May have a shield (+1 point).

May have a great weapon (+2 points) or a flail (+2 points) or a halberd (+2 points) or an additional hand weapon (+2 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: righteous fury, blessing of Sigmar, prayers of Sigmar, retinue (Flagellants as rare choices).


Kislev Boyar: 55 points.

The nobles of the Kislev Principalities often travel to the divided Empire, where their talents are in high demand.

M4 WS5 BS6 S4 T4 W2 I5 A3 Ld8

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride a warhorse (+10 points).

If mounted, may have a lance (+2 points) or a horseman's mace (+2 points).

May wear heavy armor (+2 points). May have a shield (+2 points).

May have a great weapon (+2 points) or a halberd (+2 points).

May have a pistol (+4 points), or a brace of pistols (+6 points). May also have a bow (+4 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: If mounted on a warhorse, with a maximum total armor save no better than 4+, counts as Fast Cavalry. Combat skills, retinue (Kossars, Winged Lancers, and Ungol Horse Archers as core choices).


Dwarf Captain:  65 points

Dwarf captains are often from Barak Varr, though many others are from Middenheim, Altdorf or Marienburg. Some have lived so long among humans that they will even ride ponies to battle.

M3 WS6 BS4 S4 T5 W2 I3 A3 Ld9

Unit type: infantry

Equipment: hand weapon, gromril armor.

Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+15 points), which may have barding (+4 points). May then have a horseman's mace (+2 points). If mounted, a Dwarf Captain does not have the relentless and resolute rules.

May have a shield (+2 points). May also have a great weapon (+2 points), or an additional hand weapon (+2 points). May have a pistol (+4 points), or a brace of pistols (+6 points). May also have a crossbow (+6 points) or a dwarf handgun (+9 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: ancestral grudge, relentless, resolute, combat skills, retinue (Dwarf Mercenaries as special choices, Dwarf Veterans as rare choices).


Halfling Captain: 30 points

Halfling captains prefer to avoid direct combat, which they are little suited to, relying instead on ambush and stealth.

M4 WS3 BS6 S3 T3 W2 I6 A3 Ld8

Unit type: infantry

Equipment: hand weapon, light armor, bow.

Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+10 points), which may have barding (+4 points). May then have a spear (+2 points).

May have an additional hand weapon (+2 points).

May have heavy armor (+4 points). May also have a shield (+2 points). May replace his bow with a light crossbow (+2 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: scout (unless mounted), forest-strider (even if riding a war pony). If mounted on an unbarded warpony, with a maximum total armor save no better than 4+, counts as fast cavalry. Combat skills, retinue (Halfling Mercenaries as special choices, Halfling Rangers as rare choices).


Ogre Captain: 130 points.

Ogre captains lead from the front, favoring direct assault over complex tactics.

M6 WS5 BS3 S5 T5 W4 I3 A4 Ld8

Unit type: monstrous infantry

Equipment: hand weapon, light armor.

Options: May have heavy armor (+4 points). May also have a shield (+2 points).

May have a great weapon (+8 points), or  Cathayan Longsword (+8 points), or an additional hand weapon (+4 points). May also have a brace of handguns (+12 points).

May choose up to 50  points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: cause fear, bull charge, combat skills, retinue (Ogres as special choices).


Orc Captain: 55 points.

Only the most intelligent and self-controlled orcs are able to make a career as a mercenary.

M4 WS5 BS3 S4 T5 W2 I3 A3 Ld8

Unit type: infantry

Equipment: hand weapon, light armor.

Options: May have heavy armor (+4 points). May have a shield (+2 points).

May have a great weapon (+2 points) or a flail (+2 points) or a halberd (+2 points) or an additional hand weapon (+2 points).

May have a pistol (+4 points), or a brace of pistols (+6 points). May also have  a crossbow (+6 points) or a handgun (+6 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves  magic item lists.

Special rules: Combat skills. An Orc Captain may never be the general or the battle standard bearer, and may only join units of Mercenary Orcs and Orcish Elite Infantry. Orc Captains may not be selected if the army contains dwarfs of any type. Retinue (Mercenary Orcs as special choices, Orcish Elite Infantry as rare choices).


Elf Captain: 65 points.

Elven mercenaries are usually either exiled criminals or those rare few raised among humans.

M5 WS6 BS6 S4 T3 W2 I7 A3 Ld9

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may ride an elven steed (M9 WS3 BS0 S3 T3 W1 I4 A1 LD5, +10 points), which may have barding (+4 points). If mounted, may have a lance (+2 points) or a horseman's mace (+2 points).

May have heavy armor (+4 points). May have a shield (+2 point).

May have a great weapon (+2 points) or a halberd (+2 points) or an additional hand weapon (+2 points).

May have a pistol (+4 points), or a brace of pistols (+6 points). May also have a light crossbow (+4 points) or a crossbow (+6 points) or a longbow (+6 points) or a handgun (+6 points) or an arquebus (+6 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: If mounted on an unbarded elven steed, with a maximum total armor save no better than 4+, counts as Fast Cavalry. Combat skills, disdain, retinue (Mercenary Elves as special choices).

-Disdain: Elf Captains do not take panic tests caused by non-elf units and may never use the general's leadership or the battle standard. An Elf Captain may never be the general or the battle standard bearer, and may only join units of Mercenary Elves.


Battle Wizard: 50 points.

There are few formal schools of Magic in Tilea, fewer still in Araby and The Empire, and none elsewhere in the Old World. Many wizards learn their craft from masters who are violently insane, paranoid, delusional, or worse.

M4 WS3 BS3 S3 T3 W2 I3 A1 Ld7

Unit type: infantry

Equipment: hand weapon.

Options: may ride a warhorse (+10 points), which may have barding (+4 points).

May be upgraded to a level 2 wizard (+30 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: Level 1 wizard. At the time the army is selected, choose one of the following schools of magic - Alchemy, Shamanism, Sorcery, Theurgy. See the special rules for schools of magic.


Halfling Wizard: 40 points.

Halflings are not the most natural wizards, but a few individuals have the necessary disposition to succeed in the magical arts. They are typically drawn to magic either by a love of fireworks, or by a desire to improve their hunting or gardening skills. Thus halfling wizards are either alchemists or shamans.

M4 WS2 BS4 S2 T2 W2 I5 A1 Ld8

Unit type: infantry

Equipment: hand weapon, bow or sling.

Options: may ride a war pony (M7 WS2 BS0 S2 T2 W1 I3 A1 Ld6) (+10 points), which may have barding (+4 points). May replace his bow with a light crossbow (+2 points).

May be upgraded to a level 2 wizard (+30 points).

May choose up to 50 points of magic items from the Common and Empire of Wolves magic item lists.

Special rules: Level 1 wizard. At the time the army is selected, choose one of the following schools of magic - Alchemy or Shamanism. See the special rules for schools of magic. Scout (unless mounted), forest-strider (even if riding a war pony). If mounted on an unbarded warpony, with a maximum total armor save no better than 4+, counts as fast cavalry.


0-1 Carroccio: 150 points

A Carroccio is a large wagon, arrayed with flags and altars and representing the honor of a town or mercenary company. They are an old-fashioned concept, and used only by the most conservative warlords.

The Carroccio is a War Wagon (see the rules in the rare section) that also carries the army battle standard. It follows the usual rules for a War Wagon, and also the rules for a Battle Standard. In addition, the area of effect of the Battle Standard is increased from 12" to 18".

The Carroccio is a Hero choice only (not a Rare choice), though it does not count as a character in any other respect. It may carry a magic standard chosen from the Common magic items list or the Empire of Wolves magic items list, with no maximum points cost.


The Battle Standard: if the Carroccio is not present in the army, any one hero (except for a Battle Wizard, an Orc Captain or an Elf Captain) may carry the Battle Standard for +25 points. They may chose other equipment and upgrades as normal, though they may not use the 'scout' rule if they have it. If they carry no other magic items, the Battle Standard may be a magic standard chosen from the Common or Empire of Wolves magic items list, with no maximum points cost.


« Last Edit: January 30, 2013, 03:18:45 PM by rufus sparkfire »
Hey, I could still beat up a woman!
If I wanted to.

Offline rufus sparkfire

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Re: Empire of Wolves campaign army list
« Reply #4 on: January 30, 2013, 03:03:25 PM »
Core

Imperial Soldiers: 5 points per model.

The halberd is the signature weapon of Imperial infantry, though spears and pikes are also common choices.

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor, halberd.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have heavy armor (+1 point per model) May have shields (+1 point per model).

May exchange halberds for spears (no cost) or pikes (+3 points per model).

One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special Rules: none.


Imperial Marksmen: 7 points per model.

The handgun and the bow are the most popular missile weapons in The Empire. Crossbowmen and arquebussiers tend to be foreign mercenaries.

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor, bow.

Options: may have a champion (+1BS, +5 points), musician (+5 points), and standard bearer (+10 points). A champion may exchange his bow for a Hochland long rifle (+10 points).

May have heavy armor (+1 point per model). May replace their bows with pistols (no cost) or longbows (+1 point per model) or crossbows (+1 point per model) or handguns (+1 point per model) or arquebuses (+1 point per model).

May have pavaises (+1 point per model); or may skirmish (no cost) but may not then have a unit size of greater than 15 models and may not have a standard.

Special Rules: none.


Free Company: 4 points per model.

The Free Companies are composed of irregular troops, impressed bandits and other such scum. They are often used as cannon-fodder.

M4 WS3 BS3 S3 T3 W1 I3 A1 Ld6

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, additional hand weapon, light armor.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points). A champion may have a blunderbuss (+5 points).

May have shields (+1 point per model). May exchange additional hand weapons for spears or halberds or flails (no cost) or pistols (+2 points per model).

Special Rules: none.


Men-at-arms: 8 points per model.

There are many situations where it is better for the heavy cavalry to leave their horses with the train and fight on foot. When they do, they will often take up polearms or gigantic swords in place of their lances.

M4 WS4 BS3 S3 T3 W1 I4 A1 Ld8

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, heavy armor, shield.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May exchange shields for full plate armor (no cost). May also have halberds (+1 point per model) or great weapons (+1 point per model).

May be mounted infantry (+1 point per model).

One unit may be upgraded to S4 (+2 points per model). That unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special Rules: none.


Brigands: 7 points per model.

The mountains and forests of the Old World teem with bandits and other criminals. Although poor fighters, these rogues are excellent shots, and very much at home in rough terrain.

M5 WS2 BS4 S3 T3 W1 I3 A1 Ld6

Unit size: 8-15

Unit type: infantry

Equipment: hand weapon, short bow.

Options: may have a champion (+1BS, +5 points) and musician (+5 points).

May exchange short bow for bows (+1 point per model) or javelins (no cost) or slings (+1 point per model) or light crossbows (+3 points per model). May also have shields (+1 point per model).

May have flaming missile attacks (+1 point per model).

One unit may be upgraded to scouts (+2 points per model).

Special rules: skirmishers.


Buccaneers:  5 points per model.

Pirates, privateers and even street gangs often serve as mercenaries. Their mobility and martial skill make them highly suited for engaging and destroying other light troops.

M4 WS4 BS3 S3 T3 W1 I4 A1 Ld7

Unit size: 8-15

Unit type: infantry

Equipment: hand weapon.

Options: may have a champion (+1A, +10 points) and musician (+5 points).

May have shields (+1 point per model). May have additional hand weapons (+1 point per model). May also have throwing knives (+1 point per model) or pistols (+4 points per model).

One unit may be upgraded to scouts (+2 points per model).

One unit may be upgraded to poisoned attacks (ranged and close combat) (+2 points per model). This unit may not have pistols.

Special rules: skirmishers.


Border Horsemen: 11 points per model.

The best horse-archers come from the wild lands of the Border Princes, or from the Steppes of Kislev. Tilean light cavalrymen favor the crossbow, while in Estalia the javelin predominates.

Rider M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Unit size: 5+

Unit type: cavalry

Equipment: hand weapon, warhorse, short bow.

Options: may have a champion (+1BS, +5 points), musician (+5 points), and standard bearer (+10 points).

May exchange short bow for  bows (+1 points per model) or javelins (no cost) or light crossbows (+2 points per model) or handguns (+2 points per model) or a brace of pistols (+3 points per model).

May have shields (+1 point per model). May have light armor (+1 point per model).

May have spears (+1 point per model) or lances (+2 points per model) or horseman's maces (+2 points per model).

Special rules: fast cavalry.


Knights: 15 points per model.

Heavy cavalrymen are the most respected warriors, so it is the goal of every soldier to someday own a fine warhorse and full armor. Indeed, some mercenary companies consist almost entirely of knights.

Rider M4 WS4 BS3 S3 T3 W1 I4 A1 Ld8
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Unit size: 5+

Unit type: cavalry

Equipment: hand weapon, heavy armor, warhorse.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have shields (+1 point per model). May have full plate armor (+1 point per model). May have barding (+1 point per model).

May have spears (+1 point per model) or lances (+2 points per model) or horseman's maces (+2 points per model) or great weapons (+2 point per model).

May have a brace of pistols (+3 point per model).

One unit may be upgraded to S4 (+2 point per model). That unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special rules: none.


0-1 Baggage Train: 50 points.

All armies bring supplies with them on wagons and pack-animals. Generally the baggage train is left a safe distance from the battle, but under some situations this is not possible.

Baggage Train Defender M- WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 10.

Unit type: unique.

Equipment: hand weapon.

Options: the baggage train defenders may have bows (+2 point per model) or crossbows (+3 point per model) or handguns (+3 point per model).

Special rules: The baggage train consists of a number of wagons, pack-animals and improvised defences arranged in an area approximately 5" by 4". The ten baggage train defenders are placed inside this area and may not leave it. No other models may enter the baggage area.

The baggage train is always placed as the army's first deployment, and must be positioned with one of the longer sides in contact with the player's board edge.

The baggage train has no flanks or rear, and the defenders are stubborn and immune to psychology. If broken in combat the baggage train is immediately removed. The defenders may all fight in combat, and enemy models suffer -1 to hit them.

The defenders have a 360 degree line of sight, and count as being in hard cover.

If the baggage train is destroyed in combat, it is considered to be looted: this is worth an additional 100 victory points to the enemy. If the baggage train is destroyed outside of combat, the bonus is not awarded.

If the baggage train is still on the table at the end of the game, the owning player receives 100 victory points.


Special

Great Cannon: 100 points.

The best cannon and crews come from The Empire. The forges of Nuln create weapons of unequalled craftsmanship, and their gunners are the most experienced in the world.

Great Cannon M- WS- BS- S- T7 W3 I- A- Ld-
Crewman M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 1 machine and 3 crewmen

Unit type: war machine

Equipment: hand weapon.

Options: may have up to two additional crewmen (+5 points each).

Special rules: none.


Mortar: 75 points.

Mortars too are primarily manufactured in The Empire. But in recent years good-quality mortars have been produced in Araby.

Mortar M- WS- BS- S- T7 W3 I- A- Ld-
Crewman M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 1 machine and 3 crewmen

Unit type: war machine

Equipment: hand weapon.

Options: may have up to two additional crewmen (+5 points each).

Special rules: a mortar is a stone thrower, except that it uses the large round template and has the following profile:

Range 12-48", S3(6), multiple wounds (d3), armor piercing.


Rare

War Wagon: 120 points.

War wagons are mobile fortifications. They serve as safe firing positions for their crews, and are almost invulnerable to attack by cavalry.

War Wagon M- WS- BS- S- T6 W6 I- A- Ld-
Draft Horse M6 WS- BS- S3 T- W- I- A- Ld-
Crewman M4 WS3 BS3 S3 T3 W1 I3 A1 Ld9

Unit size: 1 War Wagon with 6 crewmen

Unit type: chariot

Equipment: handweapon, halberd, handgun.

Options: replace 3 crewmen with a light cannon (+30 points). The remaining three crewmen have handweapons only. This cannon functions exactly as a normal cannon, with the following exceptions: range 30", S7, multiple wounds (d3), move and fire. The cannon has a 360 degree line of sight. If a misfire would indicate that the cannon was destroyed, it may no longer fire and the war wagon takes d6 wounds with no saves of any kind.

Special rules: stubborn, immune to psychology, large target, 3+ armor save.

A war wagon cannot charge, flee or pursue. If broken in combat, it is destroyed.

The crewmen may fire their handguns even if the war wagon moves, with no penalty for moving and firing. The crewmen have a 360 degree line of sight.

In combat, the war wagon has no flanks or rear. Cavalry, chariots, war beasts, monstrous cavalry, monstrous infantry, monstrous beasts, and monsters charging the war wagon do not count as charging, and lose the 'always strikes first' rule if they have it. They also suffer -2 to hit the war wagon in combat (for the duration of the combat).

Hey, I could still beat up a woman!
If I wanted to.

Offline rufus sparkfire

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Re: Empire of Wolves campaign army list
« Reply #5 on: January 30, 2013, 03:04:09 PM »
Retinue units

Kossars: 8 points per model.

Kossars are Kislev soldiers trained both in archery and in combat with huge axes.

M4 WS3 BS4 S3 T3 W1 I3 A1 Ld7

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, great weapon, bow.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have light armor (+1 point per model) or heavy amour (+2 points per model).

Special rules: none.


Winged Lancers: 19 points per model.

The Winged Lancers of Kislev are famed across the Old World for their lightning-fast charges.

Rider M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Unit size: 5+

Unit type: cavalry

Equipment: hand weapon, lance, light armor, shield, warhorse.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have heavy armor (+1 point per model), but will no longer be fast cavalry.

May have bows (+2 points per model) or brace of pistols (+3 point per model).

One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special rules: fast cavalry.


Ungol Horse Archers: 13 points per model.

The wild horse-tribesmen of the Kislev Steppes are incomparable archers.

Rider M4 WS3 BS4 S3 T3 W1 I4 A1 Ld7
Warhorse M8 WS3 BS0 S3 T3 W1 I3 A1 Ld5

Unit size: 5+

Unit type: cavalry

Equipment: hand weapon, warhorse, bow.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have shields (+1 point per model).

May have heavy sabres (as horseman's maces, +2 points per model).

Special rules: fast cavalry.


Dwarf Mercenaries: 8 points per model.

Though slow, dwarfs are phenomenally reliable and skillful, and are in great demand as mercenaries.

M3 WS4 BS3 S3 T4 W1 I2 A1 Ld9

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, heavy armor.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have shields (+1 point per model).

May have spears (+1 point per model) or dwarf pikes (+2 points per model) or great weapons (+1 point per model) or halberds (+1 point per model) or brace of pistols (+3 points per model).

May also have crossbows (+3 points per model) or dwarf handguns (+5 points per model).

One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special rules: ancestral grudge, relentless, resolute.


Dwarf Veterans: 11 points per model.

The oldest dwarf warriors are the veterans of countless battles.

M3 WS5 BS3 S4 T4 W1 I2 A1 Ld9

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, heavy armor.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

May have gromril armour (+1 point per model). May have shields (+1 point per model).

May have great weapons (+1 point per model).

Any unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special rules: ancestral grudge, relentless, resolute.


Halfling Mercenaries: 2.5 points per model.

Small, weak, and expensive to feed, halflings are not ideal soldiers. Nevertheless, they are braver than they seem and are exceptional marksmen.

M4 WS2 BS4 S2 T2 W1 I5 A1 Ld8

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may have a champion (+1A, +4 points), musician (+4 points), and standard bearer (+8 points).

May have heavy armor (+1 point per model). May have shields (+0.5 point per model).

May have spears (+0.5 point per model). or additional hand weapons (+0.5 point per model) or halberds (+0.5 point per model) or dwarf pikes (+2 points per model).

May have slings (+3 points per model) or bows (+3 points per model) or light crossbows (+4 points per model).

One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special rules: forest-striders (unless armed with dwarf pikes).


Halfling Rangers: 11 points per model.

The very best halfling marksmen join together to form ranger bands, moving stealthily before the army and shooting from concealed positions.

M4 WS2 BS5 S2 T2 W1 I5 A1 Ld8

Unit size: 5-15

Unit type: infantry

Equipment: hand weapon, bow.

Options: may have a champion (+1BS, +5 points) and musician (+5 points).

May exchange their bows for slings (no additional cost) or light crossbows (+1 point per model).

Special rules: forest-striders, skirmishers, scouts.


Ogre Mercenaries: 35 points per model.

In many ways the opposite of halflings, ogres are popular shock troops who are also surprisingly cheap to feed. At least, so long as there are always plenty of enemies to fight.

M6 WS3 BS2 S4 T4 W3 I2 A3 Ld7

Unit size: 3+

Unit type: monstrous infantry

Equipment: hand weapon, light armor.

Options: may have a champion (+1 S and +1A, +25 points), musician (+10 points), and standard bearer (+15 points).

May have heavy armor (+2 points per model). May have shields (+2 point per model).

May have great weapons (+2 points per model) or flails (+2 points per model) or halberds (+2 points per model) or additional hand weapons (+2 points per model) or a brace of handguns (+4 points).
.
One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special rules: cause fear, bull charge.


Flagellants:

These self-mutilating fanatics follow the priests of Sigmar wherever they go.

M4 WS2 BS2 S3 T3 W1 I3 A1 Ld10

Unit size: 5-30

Unit type: infantry

Equipment: hand weapon, flail.

Options: may have a champion (+1A, +10 points).

Special rules: unbreakable, crazed, the end is nigh.


Warriors of Ulric: 6 points per model.

The devoted of Ulric are among the best fighters in The Empire, and are deeply contemptuous of the lesser skilled.

M4 WS4 BS3 S3 T3 W1 I4 A1 Ld8

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may have a champion (+1 S, +1A, +15 points), musician (+5 points), and standard bearer (+10 points).

Any unit may have heavy armor (+1 point per model). May have shields (+1 point per model).

May have additional hand weapons (+1 point per model) or great weapons (+1 point per model) or flails (+1 point per model).

May have javelins (+1 point per model) or throwing axes (+2 points per model).

Any unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special Rules: Warriors of Ulric are subject to hatred against any opponent with a lower weaponskill.


Wolf-Kin: 8 points per model.

The Wolf-Kin of Ulric are so consumed with hatred and fury that they live only to fight. Gathering together into packs, they patrol the forests of Middenland in search of beastmen and other horrors.

M5 WS4 BS3 S4 T3 W1 I3 A1 Ld8

Unit size: 5-15

Unit type: infantry

Equipment: hand weapon.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

Any unit may have light armor (+1 point per model). May have shields (+1 point per model).

May have additional hand weapons (+1 point per model) or great weapons (+1 point per model).

Special Rules: stubborn, skirmishers, forest-striders.


Hunting Hounds: 6 points per model.

The nobility of The Empire love to hunt, and sometimes bring their trained hounds into battle with them.

M7 WS4 BS0 S3 T3 W1 I3 A1 Ld5

Unit size: 5+

Unit type: war beasts

Equipment: none.

Options: none.

Special rules: forest-striders, fast cavalry.


Forstjaegar: 11 points per model.

The forstjaegar are elite bands of scouts retained by the nobility, who patrol the dark forests of The Empire to provide advance warning of beastman raids.

M5 WS3 BS4 S3 T3 W1 I3 A1 Ld8

Unit size: 5-15

Unit type: infantry

Equipment: hand weapon, longbow.

Options: may have a champion (+1BS, +5 points) and musician (+5 points). A champion may exchange his bow for a Hochland long rifle (+10 points) or a double-barrelled Hochland long rifle (+15 points).

May have additional hand weapons (+1 point per model).

May exchange their longbows for hunting rifles (+1 point per model).

Special Rules: forest-striders, skirmishers, scouts.


Mercenary Orcs: 4 points per model.

Orcs love to fight and pillage, but are only occasional tolerated as mercenaries.

M4 WS3 BS3 S3 T4 W1 I2 A1 Ld7

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may have a champion (+ 1S and +1A, +15 points), musician (+5 points), and standard bearer (+10 points).

Any unit may have heavy armor (+1 point per model). May have shields (+1 point per model).

May have additional hand weapons (+1 point per model) or halberds (+1 point per model) or flails (+1 point per model) or great weapons (+1 point per model) or spears (+1 point per model) or bows (+2 points per model) or crossbows (+3 points per model) or handguns (+3 points per model).

One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special Rules: unruly.

-Unruly: At the start of each of the controlling player's turns, roll a dice for each unit of friendly Mercenary Orcs that is not in combat. On a roll of 1, the unit fights amongst itself and will neither move nor shoot that turn. On a 2-5 the unit behaves as normal. On a 6, the unit immediately charges the closest legitimate target enemy. Should the charge fail, move the unit its full charge distance anyway. If there is no legitimate target, the unit moves as normal.

Mercenary Orcs may not restrain pursuit, and may only be joined by Orc Captains. They may not be selected if the army contains dwarfs of any type.


Orcish Elite Infantry: 9 points per model.

The biggest and strongest orcs band together into elite units that tend to hog all the best equipment.

M4 WS4 BS3 S4 T4 W1 I2 A1 Ld8

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may have a champion (+ 1WS and +1A, +15 points), musician (+5 points), and standard bearer (+10 points).

Any unit may have heavy armor (+1 point per model). May have shields (+1 point per model).

May have additional hand weapons (+1 point per model) or halberds (+1 point per model) or flails (+1 point per model) or great weapons (+1 point per model) or spears (+1 point per model) or pikes (+4 points per model).

One unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special Rules: unruly.

-Unruly: At the start of each of the controlling player's turns, roll a dice for each unit of friendly Orcish Elite Infantry  that is not in combat. On a roll of 1, the unit fights amongst itself and will neither move nor shoot that turn. On a 2-5 the unit behaves as normal. On a 6, the unit immediately charges the closest legitimate target enemy. Should the charge fail, move the unit its full charge distance anyway. If there is no legitimate target, the unit moves as normal.

Orcish Elite Infantry may not restrain pursuit, and may only be joined by Orc Captains. They may not be selected if the army contains dwarfs of any type.


Mercenary Elves: 7 points per model.

Outcast elves sometimes join together to form mercenary regiments. Such regiments are expensive to employ and unpopular with other mercenaries.

M5 WS4 BS4 S3 T3 W1 I5 A1 Ld8

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor.

Options: may have a champion (+1A, +10 points), musician (+5 points), and standard bearer (+10 points).

Any unit may heavy armor (+1 point per model). May have shields (+1 point per model).

May have additional hand weapons (+1 point per model) or halberds (+1 point per model) or flails (+1 point per model) or great weapons (+1 point per model) or spears (+1 point per model) or pikes (+4 points per model) or longbows (+4 points per model) or crossbows (+4 points per model) or handguns (+4 points per model).

May be mounted infantry (+1 point per model).

Any unit may have a magic banner costing up to 50 points, chosen from the Common or Empire of Wolves magic item lists.

Special Rules: disdain.

-Disdain: Mercenary Elves do not take panic tests caused by non-elf units. Mercenary Elves may only be joined by Elf Captains, and may never use the general's leadership or the battle standard.


Tilean Marksmen: 9 points per model.

The crossbow is, along with the pike, the national weapon of the Tileans. The best marksmen are in high demand as mercenaries

M4 WS3 BS4 S3 T3 W1 I3 A1 Ld7

Unit size: 10+

Unit type: infantry

Equipment: hand weapon, light armor, crossbow.

Options: may have a champion (+1BS, +5 points), musician (+5 points), and standard bearer (+10 points).

May have heavy armor (+1 point per model). May have pavaises (+1 point per model); or may skirmish (no cost) but may not then have a unit size of greater than 15 models and may not have a standard.

Special Rules: none.


Horse Artillery: 75 points.

First used in Miragliano, horse artillery units consist of a light cannon fitted to a horse-drawn limber that allows it to be rapidly transported around the battlefield.

Horse Artillery M- WS- BS- S- T7 W3 I- A- Ld-
Crewman M8 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 1 machine and 3 crewmen

Unit type: war machine

Equipment: hand weapon.

Options: none.

Special rules: none.

As a Cannon, but with range 24“, S7 and causing d3 wounds. Grapeshot is S4. The cannon and crew can move 8”, and can march, and even move and fire (though not march and fire). They may flee charges, even though war machines may not usually do so.


[note that the ribaudequin and siege cannon are rare retinue choices for a character with the artillerist combat skill.]

Ribaudequin: 75 points.

Also known as the organ gun, these unusual multi-barreled weapons are often used to defend the artillery park from attack by light troops.

Ribaudequin M- WS- BS- S- T7 W3 I- A- Ld-
Crewman M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 1 machine and 3 crewmen

Unit type: war machine

Equipment: hand weapon.

Options: may have up to two additional crewmen (+5 points each).

Special rules: to fire a Ribaudequin, roll the artillery dice to determine the number of automatic hits it causes on the target. If a misfire is rolled, use the cannon misfire chart.

Range 24", S4, armor piercing, quick to fire (this means that a Ribaudequin may move and fire, and stand and shoot).


Siege Cannon: 150 points.

The very largest cannon are too cumbersome to be of much use in a pitched battle. Nevertheless, when they can be persuaded to hit something, their destructive power is truly terrifying.

Siege Cannon M- WS- BS- S- T7 W5 I- A- Ld-
Crewman M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7

Unit size: 1 machine and 5 crewmen

Unit type: war machine

Equipment: hand weapon.

Options: none.

Special rules: As a Great Cannon, but with range 72” and causing 2d6 wounds. The Siege Cannon cannot move once it has been deployed, other than to turn to face its target. It may never be rotated more than 90 degrees in a single game turn.

Hey, I could still beat up a woman!
If I wanted to.

Offline commandant

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Re: Empire of Wolves campaign army list
« Reply #6 on: February 26, 2013, 01:33:47 PM »
I have made up cheat sheets for this list if anybody wants them.