State Troops
Swordsmen - Points 6
M4 WS4 BS0 S3 T3 I4 A1 L7
Equipment:
Handweapon, Light Armour, Shield
Options
May have heavy armour +1 point.
Special Rules:
Dashing.
Halbardiers - 5
M4 WS4 BS0 S3 T3 I4 A1 L7
Equipment:
Halbard, Handweapon, Light Armour
Options
May have heavy armour +1 point.
Special Rule
For the Empire, Trained
Pikemen - 8
M4 WS3 BS0 S3 T3 I4 A1 L7
Equipment:
Handweapon, Light Armour, Pike
Options
May have heavy armour +1 point.
Special Rules
Turtle
Spearmen - 5
M4 WS3 BS3 S3 T3 I4 A1 L7
Equipment:
Handweapon, Light Armour, Shield, Spear
Options
May have heavy armour +1 point.
Special Rules.
Reaction.
Handgunners - 8
M4 WS3 BS3 S3 T3 I4 A1 L7
Equipment:
Handweapon, Handgun
Options
May have light armour +1 point or heavy armour +2.
Special Rules:
Fire by rank.
Reaction
My idea is that spearmen do not form a solid wall of spears, the empire have pikemen for that but rather throw the spears at an advancing foe. That spearmen would be like the roman legions. Therefore this rule allows spearmen to throw their spears as a charge reaction.
Turtle
This rule allows pikemen to form a kind of turtle, protecting itself from attack..
The unit in turtle mode may not move but all sides count as the front. If attacked from front and side at the same time it counts as having two fronts. Should this happen the player must decide which front he is sending his attacks to.
For the Empire
This rule represents the dedication of the standing forces of the empire.
1: The entire front rank of a halbard unit always fights, regardless of deaths.
2: Ignore outnumbering from fear causing foe if the basic unit Strenght of a single model is equal to their own (US1)
Trained
This rule represents the extra training that Halbards get because they are the standing army of the empire.
1: Once pre game a halbard unit can do a forced march of 3X their movement (This can be a charge)
2: May use leaders generalship from 12 + d6 inches.
Dashing
This is used to represent the flamboyant nature of swordsmen.
A swordsman champion must always accept a challenge. If there is no swordsman champion then any man front the front rank may (and must) accept a challenge, but may not issue one. Swordsmen get +1 A and +1 WS in a challenge
Fire By rank
This rule represents the training of handgunners for the front rank to fire while the rear rank is loading and then for the rear rank to move through the front rank and fire.
Handgunners may move and fire though only the front rank may fire, even if the rear rank could normally fire
Militia[/size=3]
Archers 6
M4 WS3 BS3 S3 T3 I4 A1 L7
Equipment:
Handweapon, Bow
May have longbow +2 points
May upgrade to huntsmen +2 points
Special rules:
Skirmish, scouts if huntsmen
Crossbowmen 8
M4 WS3 BS3 S3 T3 I4 A1 L7
Equipment:
Handweapon, Crossbow
Free Company - 4 points
M4 WS3 BS3 S3 T3 I4 A1 L6
Equipment:
Handweapon, Extra hand weapon
May have light armour +1 point
May have pistol + 5 points
May have second pistol + 10 points
May skirmish +2 points
Unit Standard Bearer may carry banner of the village +15 points. Banner of the Village gives them the cold bloodied special rule.
Knightly Orders - 21
M4 WS4 BS3 S3 T3 I4 A1 L8
Equipment:
Lance, Heavy Armour, Shield, barded warhorse,
May have Full Plate Armour +2
May be upgraded to Inner Circle +3
May exchange Lance and Shield for Greatweapon (Free)
Special Rules:
May take one Knightly trait - (P.S. need to write them out somewhere)
Do not count toward min core unless the army is being led by Grand Templar
If inner Circle they get +1 S and +1 WS but count as a Special
So here is the complete list of Empire core for the 8th ed. None of these units are overpowered, I believe, but they paint a picture of what I think the empire should be. An army that is mainly infantry with support from the horse rather than the all knightly order lists that we are seeing these days.