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.