2250 Pts - Empire Army 2250-Zemanek-Janusz

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Reiksmarshall 1 4 6 3 4/5 4 3 6 4 9 0+ 5+ 2 220
He and unit are Immune to Psychology.; General; Units within 12" may use General's Leadership; Barding; Full Plate Armor; Warhorse
  Sword of Might +1St [20]
  Enchanted Shield 5+ Sv; May be taken with other magic armor [10]
  White Cloak 5+ Ward Save; Immune to cold-based spells/attacks; [30]
  Warhorse 1 8/7 3 3 3 1 3 1 5 [0]
Captain 1 4 5 5 4 4 2 5 3 8 2+ 2 137
Barding; Full Plate Armor; Battle Standard; Units w/in 12" may re-roll break tests; Warhorse
  Standard of Arcane Warding Magic Resistance (2) [40]
  Warhorse 1 8/7 3 3 3 1 3 1 5 [0]
Master Engineer 1 4 3 4 3 3 2 3 1 7 6+ 1 117
May join warmachines. Provides a single re-roll to the attached warmachine per turn (either scatter or art dice, not bounce). If helps warmachine, cannot shoot his weapons.; Hochland Long Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to hit chars in unit, May have different target than unit.; Light Armour
  The Orb of Thunder Bound spell. Power 4. Remain in play. No flying creatures may use Fly move and must use Mv. [40]
Battle Wizard 1 4 3 3 3 3 2 3 1 7 2 1 1 145
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
Reiksguard Knights 7 4 4 3 4 3 1 3 1 8 1+ 2 273
Inner Circle; Barding; Lance; +2S on charge; Full Plate Armor; Shield; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.; Warhorse
  The Steel Standard +D3" to charge move; If charge failed, unit will move forward 7" normal [25]
  First Knight 1 4 4 3 4 3 1 3 2 8 1+ 2 [16]
  Warhorse 8 8/7 3 3 3 1 3 1 5 [0]
Greatswords 9 4 4 3 3/5 3 1 3 1 8 4+ 1 220
Stubborn; Great Weapon; Strikes last in HtH unless charging; Full Plate Armor; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Count's Champion 1 4 4 3 3/5 3 1 3 2 8 4+ 1 [12]
  Detachment - Halberdiers 5 4 3 3 3/4 3 1 3 1 7 6+ 1 [30]
Halberd; Light Armour
  Detachment - Handgunners 5 4 3 3 3 3 1 3 1 7 1 [40]
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.
Swordsmen 9 4 4 3 3 3 1 4 1 7 5+ 1 160
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Duellist 1 4 4 3 3 3 1 4 2 7 5+ 1 [10]
  Detachment - Handgunners 5 4 3 3 3 3 1 3 1 7 1 [40]
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.
  Detachment - Free Company 5 4 3 3 3 3 1 3 1/2 7 1 [25]
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
Handgunners 9 4 3 3 3 3 1 3 1 7 1 170
Empire Handgun; 24"+D6" on 1st shot, St 4 hit, -2 Ar Sv, Move or Fire.; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Marksman 1 4 3 4 3 3 1 3 1 7 1 [25]
Hochland Long Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to hit chars in unit, May have different target than unit.
  Detachment - Free Company 5 4 3 3 3 3 1 3 1/2 7 1 [25]
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
  Detachment - Free Company 5 4 3 3 3 3 1 3 1/2 7 1 [25]
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
Huntsmen 9 4 3 3 3 3 1 3 1 7 1 106
Skirmish. Infiltrate.; Longbow; 30", S3
  Marksman 1 4 3 4 3 3 1 3 1 7 1 [6]
Pistoliers 4 4 3 3 3 3 1 3 1/2 7 5+ 2 102
Fast Cavalry, Fusilade ; Brace of Pistols; Range 8". S4 hit, with Armour Piercing, no penalties for moving or range. HTH: Counts as extra hand weapon and all attacks in 1st rnd are S4 with Armour Piercing. Fusilade (can use two pistols even though mounted); Light Armour; Warhorse
  Marksman 1 4 3 4 3 3 1 3 1/2 7 5+ 2 [7]
Brace of Pistols; 8", S4, Armour Piercing, No Pen for Move or Rng. HTH: +1 At; S4, Armour Piercing, All attacks for 1st rnd
  Warhorse 5 8 3 3 3 1 3 1 5 [0]
Great Cannon 1 7 3 100
Use larger Cannon rules
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Mortar 1 7 3 75
12-48", As Stone Thrower with big template, St3 hits -1Sv
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Hellblaster 1 7 3 125
24", As smaller cannon, fires 3 barrels, art. dice instead of guessing the range; 0-12" St5 hits, -3Sv, 12-24" 1/2 St4 hits, -2 Sv
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Conqueror Steam Tank 1 1 4 6 25 10 10 300
All difficult terrain impassable; Drives through obstacles; Steam Gun; Main Cannon; Large Target; Unbreakable; Terror; Malfunction Chart: 1= -4D6HPs and -4SPs, 2-3= -2D6HPs and -2SPs, 4-5= -D6HPs and -1SP, 6= No damage and +1 SP.
  Steam Gun Flame Template; S3 -3 ArSv -
  Main Cannon Rng 16" S8 D3 Wo No Save; Move and fire; No grapeshot; On misfire, roll 1D6 for both Cannon Misfire chart and Malfunction chart; On "Destroyed" only, main cannon destroyed; Any enemy in BtB w/ front of Tank suffers D6 S3 -3 ArSv when cannon fires -
  Cannon Misfire Table 1. Destroyed, 2-3 Malfunction (Cannot fire this turn or next), 4-6 May not shoot this turn. -
Total Army Cost: 2250 Pts.
Notes:
Casting Pool: 4
Dispel Pool: 3
Models in Army: 100



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