Age of Sigmar/Tactics/Warscrolls Compendium/The Empire: Difference between revisions

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*'''Spearmen'''
*'''Spearmen'''
*'''Archers'''
*'''Archers'''
*'''Greatswords'''
*'''Greatswords''' With Oathsworn Honour Guard and Hold the Line! Greatswords have the potential to deal 2 attacks each at 2+ to hit and wound if they stand still.
*'''Pistoliers'''
*'''Pistoliers'''
*'''Outriders'''
*'''Outriders'''

Revision as of 23:58, 7 August 2015

The Empire Tactica for the Age of Sigmar rule-set, so you can follow your god into the next world!

The Empire Warscrolls

Forenote: The following section will be arranged with similar units and formations being grouped together for easier reading.

This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar, most of this is based on theory. Take everything with a grain of salt.

Named Characters

  • Karl Franz on Deathclaw: The big cheese of the Empire. All units within 15" of him don't take Battleshock tests, and with Deathclaw's Piercing Blood Roar rule he can force a single enemy unit to roll 2D6 and pick the highest result when rolling Battleshock. Deathclaw can re-roll failed hits if Karl Franz took a wound. The Silver Seal lets him re-roll failed saves, and ignore Mortal Wounds on D6. His Command ability allows a single unit of Free Peoples to make an extra attack.
  • Kurt Helborg: Makes enemy units that fail battleshock tests lose an extra guy. Also, all Free Peoples units within 15" of Kurt re-roll charge distances. In the utterly hilarious/stupid (take your pick) tradition of AoS, Kurt Helborg is the 1 named character in the Army to have real life affect the game. If you have a bigger and better moustache than your opponent, you re-roll failed hits with his Runefang. His command ability lets a single unit re-roll Charge distances.
  • Balthazar Gelt, The Supreme Patriarch: Gets +1 to an unbind attempt for every enemy wizard within 18" of him when he attempts to unbind spells, you get +1 to cast if fighting in the Realm of Metal, and he knows the Searing Doom Power.
  • Valten: He can come back from the dead...a lot. His fucking rule even has the exact same name as Old Man Yarrick's special rule. Makes an extra D3 attacks once per game with either his dual hammers or Ghal Maraz.
  • Marius Leitdorf: The insane crazy Elector Count is back! If you pretend to ride a horse in real life, you re-roll failed hits. If you actually talk to it, you re-roll failed wounds too. His command ability is you roll a D6 and take the result: 1-2 you pick an enemy unit within 15" and they have -1 to hit, 3-4 all State Regiment troops in the army don't take battleshock tests, and 5-6 a State Regiment can move, shoot, or attack twice in your turn.
  • Ludwig Schwarzhelm
  • Markus Wulfhart: With Monster Hunter (+1 to hit against Monsters), D6 damage against Monsters, and can make a unit of Archers Wulhart's Hunters, giving them a permanent +1 to hit.
  • Volkmar the Grim
  • Luthor Huss, Prohpet of Sigmar

Nobility & Heroes

  • Empire General
    • General of the Empire on Imperial Griffin
  • Grand Master
  • Demigryph Knights
  • Empire Knights
  • Reiksguard Knights
  • Celestial Hurricanum
  • Empire Battle Wizard
  • Amber Battle Wizard on Imperial Griffon
  • Luminark of Hysh
  • The War Altar of Sigmar
  • Warrior Priest

Free People units

  • Crossbowmen
  • Handgunners
  • Spearmen
  • Archers
  • Greatswords With Oathsworn Honour Guard and Hold the Line! Greatswords have the potential to deal 2 attacks each at 2+ to hit and wound if they stand still.
  • Pistoliers
  • Outriders
  • State Troops
  • Free Company Militia
  • Master Engineer
    • Master Engineer on Mechanical Steed
  • Witch Hunter
  • Flagellant Warband

Warmachines

  • Empire Cannon: If 3 Crewmen are within 1" of the Cannon, this thing fires 2 shots that do D6 wounds. If you're incredibly lucky, you just dealt 12 wounds.
  • Empire Mortar
  • Helblaster Volleygun: You decide whether you load 1 deck, 2 decks, or 3 decks. For each deck you decide to load, you roll a D6 to determine how many shots you get. However, any doubles rolled means the Volleygun jams and cannot fire that turn. A Human Engineer within 1" can allow you to re-roll ALL of the dice.
  • Helstorm Rocket Blaster
  • Empire Steam Tank

Formations

  • State Troop Detachment: 1 Empire General (Can be mounted on Griffon), 3 Units of State Troops (Hand Gunners, Crossbowmen, Archers) in any combination, and 1 unit of either Greatswords, Pistoliers, or Outriders. A unit within 6" of another State Troop Detachment unit adds +1 to hit, and have +1 Bravery when within 10" of the General. And if a 1 is rolled for a bravery test, no models flee. And if a unit contains a bannermen, then your unit is unbreakable.
  • Brotherhood of Knights: 4 units of Empire Knights or Demigryph Knights in any combination. All models in formation get +1 attack when charging, and have +1 bravery.

External Links

Rules are here [1]