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[size=120][b]Lords[/b][/size]

[b]General:[/b] As per army book


[b]Arch lector:[/b] As per army book

[b]Grand master[/b]
[i]Grand masters of the Empire are faced with the decline of their orders as the
Engineer's College slowly begins to replace the traditional knight. They either
remain true to the ways of the knight or adapt, employing their skill to lead
regiments of fast cavalry.[/i]
As per army book, with the following exceptions;
* 145 points.
* Equipment; warhorse (no barding), light armour
* Special rules; Immune to psychology, Master of Battle, Fast cavalry
* Options; May take full plate armour and barding for his warhorse. +10 points.
Other options remain the same.

[b]Battle Wizard Lord[/b] (L2, may be upgraded to L3) (light and heavens may ride
luminark/hurricanum respectively)
[i]The unreliable nature of magic has taken a heavy toll on the abilities of the
Empire's wizards. This holds true especially for the Light College, who must now
watch the evils locked below their College with even greater scrutiny.[/i]
As per army book, with the following exceptions;
* 130 points
* A Battle Wizard Lord is a L2 wizard. May be upgraded to a L3 wizard for +35
points. May [u]not[/u] be upgraded to a L4 wizard.
* May not ride a Luminark of Hysh. May still ride a Celestial Hurricanum (125 pts).

[size=120][b]Heroes[/b][/size]
[b]Captain:[/b] As per army book

[b]Wizard acolyte[/b] (L0, may be upgraded to L1) (L0 knows only signature spell)
[i]Students of the magical arts experience a sharp decrease in their command over
the winds of magic. Therefore their masters have decreed that more complex spells
are prohibited to them.[/i]
As per army book, with the following exceptions;
* 30 points
* A battle wizard is a L0 wizard; he knows only his lore's signature spell, and
does not gain a bonus to cast/dispel. He may not channel magic.
* May be upgraded to a L1 wizard for +35 points.

[b]Warrior priest[/b]
As per army book

[b]Witch hunter[/b]
As per army book

[b]Master Engineer[/b]
[i]In this time of relative enlightenment, the engineer's guild benefits from
standardized means of constructing their war machines. This allows engineers to
more easily combine their knowledge to prevent mishaps.[/i]
As per army book, with the following addition;
* Special; For each master engineer that is alive and not fleeing, add +1 to the
misfire rolls of all war machines. This bonus cannot cause the roll to exceed 6,
while for helblasters the bonus may not cause the roll to exceed 5.

[size=120][b]Core[/b][/size]
[b]Halberdiers[/b]
As per army book, with the following addition;
* May replace light armour with heavy armour for +1
[b]Spearmen, swordsmen, crossbowmen, free company, archers[/b]
As per army book

[b]Handgunners[/b]
As per army book, with the following addition;
* One unit of handgunners may be upgraded to Ironsides for +2 points.

[b]Ironsides[/b]
[i]The original Ironsides regiment hails from Nuln. Their training regime, however,
has spread across the Empire. Regiments of handgunners so trained are named
Ironsides as a token of respect for the original regiment.[/i]
As handgunners, but with +1BS and heavy armour.

[b]Pistoliers[/b]
[i]Many of the knightly orders suffer from bankrupcy. The pistolier corps has risen
to replace them as the Emperor's cavalry. They are often accompanied by the more
experienced Outriders, and the newly formed dragoon corps.[/i]
As per army book, with the following additions;
* [b]Fussilade:[/b] Pistoliers equipped with a brace of pistols may fire their
pistols in melee. This allows them to attack with S4, A2 and the armour piercing
rule for the first round of each combat only. After the first round, they revert to
their normal profile. Not that this only applies to models in the front rank.
* Upgrade any unit of pistoliers to a unit Outriders (as per army book) or dragoons
(see below). You must have at least one unit of pistoliers for every unit of
Outriders or Dragoons. +3 points per model.

[b]Dragoon[/b]
[i]The Imperial dragoons are a blend of modern blackpowder weapons and traditional
knightly virtues.[/i]
As pistoliers, with the following exceptions
* Equipment; Brace of pistols replaced by pistol and hand weapon. May replace light
armour with heavy armour for +1 point per model.
* Dragoons do not have the fussilade special rule. Instead, for the first round of
each combat they gain the Killing Blow ability.
* One unit of dragoons may be upgraded to Iron Dragoons for +8 points per model.
Iron Dragoons ride mechanical steeds and are equipped with heavy armour, but lose
their Fast Cavalry ability.

[size][b]Special[/b][/size]
[b]Greatswords[/b]
As per army book, but only 0-1 per captain/general of the Empire on foot, who must
then join the unit and may not leave it.

[b]Flagellants[/b]
As per army book. but only 0-1 per warrior priest/witch hunter/arch lector.

[b]0-2 Knightly orders[/b]


As per army book, with the following exceptions;
* One unit may be upgraded to Inner Circle knights: +3 points per model
* One unit may be upgraded to Reiksguard knights: +5 points per model
* One unit may be upgraded to Demigryph knights: +37 points per model

[b]Huntsmen[/b]
As per army book, with the following exception;
* One unit may be upgraded to grenadiers for +10 pts per model. Grenadiers replace
their bows with grenade-launching blunderbusses.

[b]Cannon[/b]
As per army book

[b]Mortar[/b]
As per army book, but at 75 points.

[b]Predator[/b]
* Unit size: 1-3. Points: 80 pts. Unit type: chariot. Manned by two crewmen (one to
ride, one to operate weapon)
* Predator M7, WS-, BS-, S4, T4, W4, I-, A-, Ld-
* Crewman: As per army book. If one is killed, roll 1D6; 1-3 the predator is
immobile, 4-6 the gun may no longer be fired. If both crewmen are killed, the
predator is removed as a casualty.
* You may purchase up to two additional crewmen for +5 points each; the predator
does not suffer ill effects for loss of crewmen until it loses it's second to last
crewman.
* Armour save +3. Equipment: Swivel gun (D6 S5 ranged attacks, 360 degree arc of
fire).
* Unreliable (see mechanical steed from the army book for details)
* Upgrade Predator to Firebug (replace swivel gun with S4 flamethrower, uses flame
template, 360 degree arc of fire) at no additional cost.

[b]Rare[/b]
[b]0-1 Steam tank[/b]
[i]Although the steamtank is an outdated warmachine, still appreciated by some
generals for its sheer mass and destructive potential. Many alterations have been
made to "improve" its performance, in a respectable attempt at keeping the ancient
design viable for modern day warfare.[/i]
As per army book, with the following additions.
Replace steam cannon for one of the following;
* Volley caster (as volley gun, but S4); +20 pts. Expend one steam point per barrel
fired.
* Ram (T7, inflict an additional D6 impact hits when charging); +20 pts

[b]Volley gun[/b]
As per army book

[b]0-1 Luftmobil Mk I[/b]


As the dwarf gyrocopter (see he dwarf army book), but is not equipped with the
Steam gun.
* Equipment; bombs. when the gyrocopter passes over a unit, place the small
template over any model in the unit. All models under the template suffer an
automatic S3 hit.
* Options; Upgrade the Luftmobil Mk I to the Luftmobil Mk II for +20 points. The Mk
II replaces the bombs with a flamethrower (see Firebug for description).

Some explanations;
- Wizard levels have been reduced due to the more erratic nature of Chaos- this is
especially hard to deal with for Empire wizards, who basically only use spells
taught to them by other races rather than develop their own magic.
- Hurricanum can only be taken as a mount for the wizard lord- what the hell was GW
thinking giving them to the college interns? Also, removed the Luminark entirely
because using the seals that keep the ultimate evilz locked away to blow up some
random goblins is a bit unrealistic
- Grand masters can be given the option of being fast cav (losing their other
equipment), making them more suited for the light cavalry units (see 2554- grand
masters are tutors for the pistoliers and dragoons now that serveral knightly
orders have gone bankrupt).
- Made pistoliers and outriders the new core cav, and moved knights to special
because serveral knightly orders have gone bankrupt while light cav is more popular
- Reduced cost for mortar to 75 pts. because nobody at W-E takes it anymore!
- Drastically limit the number of knights due to them being bankrupt
- Added the firebug/predator and luftmobil as new units
- Limited the steam tank to 0-1, because they have become outdated with the
recently increased demand for modern technology
- Completely axed the rocket battery because it is utterly stupid

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