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1500 Pts - Empire

Name

Type

WS BS S

1
In
4
3
3
3 3
2
Composition: Hero
General; Level 1 Wizard; Hand Weapon
The Lore of Undeath 1 Must choose spells from the Lore of Undeath.

Battle Wizard (1 , 65 pts)


Battle Wizard

State Troops (10 , 90 pts)


Handgunners 10
In
4
3
3
3 3
1
3
Composition: Core
Hand Weapon; Handgun; Armour Piercing; Move or Fire
State Troops (10 , 90 pts)
Handgunners 10
In
4
3
3
3 3
1
3
Composition: Core
Hand Weapon; Handgun; Armour Piercing; Move or Fire
3

65

[0]

State Troops (10 , 90 pts)


Handgunners 10
In
4
3
3
3 3
1
3
Composition: Core
Hand Weapon; Handgun; Armour Piercing; Move or Fire

State Troops (10 , 90 pts)


Crossbowmen 10
In
4
3
3
3
Composition: Core
Hand Weapon; Crossbow; Move or Fire

Ld AS WSv Mgc Cost

90

90

90

90

State Troops (48 , 366 pts)


Halberdiers 47
In
4
3
3 3/4 3
1
3
1
7 5+
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Halberd; Light Armour; Shield
Sergeant 1
In
4
3
3 3/4 3
1
3
2
7 5+
Hand Weapon; Halberd; Light Armour; Shield
State Troops (30 , 170 pts)
Spearmen 30
In
4
3
Composition: Core
Musician ; Standard Bearer
State Troops (30 , 170 pts)
Spearmen 30
In
4
3
Composition: Core
Musician ; Standard Bearer

170

; Hand Weapon; Spear; Light Armour; Fight in Extra Ranks


3

6+

170

; Hand Weapon; Spear; Light Armour; Fight in Extra Ranks

10
Ca
4
4
3 4/6 3
1
3
1
8 2+
Composition: Core
Barding; Hand Weapon; Great Weapon; Full Plate Armour; Always Strikes Last
Warhorse 10
8/7
3
3 3
1
3
1
5

State Troops (12 , 114 pts)


Swordsmen 11
In
4
4
3
3 3
1
3
1
7 5+ 6)+
Composition: Core
Musician ; Standard Bearer ; Hand Weapon; Light Armour; Shield
Duellist 1
In
4
4
3
3 3
1
3
2
7 5+ 6)+
Hand Weapon; Light Armour; Shield
Total Cost:

Option Footnotes

Crossbow
Full Plate Armour
General
Great Weapon

[17]

6+

Knightly Orders (10 , 250 pts)


Inner Circle Knights

Barding

366

Mount
Grants a +1 armour save bonus but reduces Movement by 1.
Options
Range 30", Strength 4, Move or Fire.
Grants a 4+ armour save.
Inspiring Presence : If not fleeing, friendly units within 12" may use this model's Leadership.
+2 Strength, Always Strikes Last, Requires Two Hands.

Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

250

[0]
114

[17]
1495

Halberd
Hand Weapon
Handgun
Level 1 Wizard
Light Armour
Musician
Shield
Spear
Standard Bearer
Always Strikes Last

Armour Piercing
Fight in Extra Ranks
Move or Fire
Miscast Table

+1 Strength, Requires Two Hands.


6+ Parry Save in Close Combat if footed while fighting with a shield vs. models to the front.
Range 24", Strength 4, Armour Piercing, Move or Fire.
Can channel Power and Dispel dice. Adds +1 to all attempts to cast and dispel. Knows 1 spell.
6+ armour save.
+1 to combat resolution in a tie. +1 Leadership when attempting to Rally (may not exceed 10). Allows Swift
Reform.
+1 armour save bonus.
(Foot) Fight in Extra Ranks.
(Mounted) +1 Strength on the charge.
+1 to Combat Resolution, Standard can be captured if unit Flees.
Equipment Special Rules
A model with this special rule always strikes last in close combat, regardless of Initiative.
If the model's enemy has this rule too, the Attacks are made simultaneously. If a model has both this rule and
Always Strikes First, the two cancel out and neither applies.
Wounds caused in close combat by a model with this rule (or by a weapon with this rule) inflict a further -1
armour save modifier.
A unit with this special rule can make supporting attacks with an extra rank than normal on a turn in which it
did not charge.
Can't shoot if moved previously during the turn.
Roster Notes
2-4) Dimensional Cascade : Put large template on the Wizard. Every model (including Wizard) takes a
Strength 10 hit. Roll a D6: (1-3) Remove Wizard, (4-6) Remove D6 dice from Power Pool.
5-6) Calamitous Detonation : Put the small template on the Wizard. Every model (including the Wizard)
takes a Strength 10 hit. Remove D6 dice from Power Pool.
7) Detonation: Models in contact with the Wizard (but not the Wizard) take a Strength 10 hit. Remove D6
dice from Power Pool.
8-9) Magical Feedback : The Wizard and every other friendly Wizard takes a Strength 6 hit. Remove D6
dice from Power Pool.
10-12) Power Drain : Wizard Level -D3, minimum 0. For every level lost, randomly forget spell. First spell
lost is spell that caused miscast. Wizard cannot cast any more spells this turn.

Validation Report
Edition: 8th Edition; Army Subtype: Empire Army; Game Type: Normal Game; Special Rules: Allow Obsolete/Unofficial Units, Allow
Storm of Magic Expansion, Allow Warhammer Forge; File Version: 2.93
Roster satisfies all enforced validation rules
Roster Statistics
Fortitude: 6
General's Ld: 7
# Models: 171
Total Characters: 65
Total Core: 1430
Total Magic Items: 0
Total Rare: 0
Total Special: 0
% Characters: 4.3
% Core: 95.7
% Magic Items: 0
% Rare: 0
% Special: 0
Group
Points of Lords
Points of Heroes
Points of Core
Points of Special
Points of Rare

Min
0
0
375
0
0

Max
750
750
Unlimited
750
375

Used
0
65
1430
0
0

Created with Army Builder - Copyright (c) 1997-2012 Lone Wolf Development, Inc. All rights reserved.

Download it for FREE at http://www.wolflair.com!

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