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Author Topic: Special Choices for the Empire  (Read 1758 times)

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Special Choices for the Empire
« on: August 24, 2009, 12:55:29 PM »


Greatswords - 10

M4 WS3 BS3 S3 T3 I4 A1 L8

Equipment:
Full Plate Armour, Greatweapon

May replace Greatweapon with Halbard -2 points

Special Rules
Stubborn, For the Empire

Great Cannon - 100

Special Rules:
Engineer

Motar - 75

Special Rules
Engineer

Pistolliers - 19

M4 WS3 BS3 S3 T3 I4 A1 L8

Equipment:
Horse, light armour, Brace of pistols


Special Rules
Fast Calvary, Fire and flee charge reaction, On the charge

May upgrade to outriders +2 point.   Outriders gain +1 BS and Repeater Handgun
May replace one of the pistols with lance (free)
   If you replace one pistol with a lance you mayy have heavy armour +2
   If you replace one pistol with a lance you may have shield +1
   If you replace one pistol with a lance you loose the On the charge Special Rule.

Witch Hunter's Mob- 8

M4 WS3 BS3 S3 T3 I4 A1 L8

Equipment:
Handweapon, Torch, pistol

May have light armour +1 or heavy armour +2,
may have shield +1
may have blessed bullets +3


Special Rules
Religious zeal, Torch, Hatred, Blessed bullets


Special Rules:

Religious zeal
This represents the fact that the Witch Hunter's Mob are specially choicen by the Witch hunter to aid him in his fight against all evil because of their undying hatred and lack of fear when faced by such evil.
Witch Hunter's Mob is immune to fear caused by any undead, demon, skaven or orc and goblin models.   On a 4+ they are immune to terror caused by the above models.

Torch
The torch carried by the witch hunter's mob counts as an extra handweapon and its attacks count as flaming


Blessed Bullets
The attacks from blessed bullets count as magical against undead, demon, skaven and orc and goblin models.   If a unit suffers a wound from blessed bullets then that unit must take a panic test.   If they fail then they loose d3 models as the prayer spreads.   they must take a different panic test for each wound.

On the charge
Pistolliers may fire their pistols as they charge.   Any wounds caused count towards CR.

Fire and Flee
Pistolliers may fire their pistols and then flee.

Engineer
For +25 points a cannon or mortar may come equipped with an engineer.   The engineer may reroll one artillery dice a turn (but not the bounce on a cannon)


For the Empire
Is explained in the core section