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====Named Characters==== <tabs> <tab name="Reikland"> *'''[[Karl Franz|The Emperor Karl Franz]]:''' 320/344/350/530pts. His Imperial Majesty is definitely one of the better-named characters in the book. All of his hits automatically wound for D3 wounds (unless you're a complete moron and drop Ghal Maraz in favor of his Runefang), he comes with a 4+ ward save, Magic Resistance (2), is Immune to Psychology, and has Inspiring Presence with a better range than any other general you can field (18" instead of 12"). He is best fielded on foot or on horseback; Deathclaw isn't really worth the points by making Franz an easy target unless you're really keen on the iconic. However, if you take it then the inspiring presence reaches a game-breaking 24". **As a side note, the Imperial Dragon is no longer available. It would be a shame to lose such a cool mount, but nobody really used that thing anyway. *'''[[Kurt Helborg]]:''' 310pts. The Grand Marshal of the Reiksguard wields a Runefang and carries the Laurels of Victory, which doubles the value of the wounds he causes for the purposes of combat resolution. He also makes a unit of Reiksguard Immune to Psychology; this and +1 WS essentially costs you 65 points more than a Grand Master using 100pts of items. MUSTACHE! *'''[[Ludwig Schwarzhelm]]:''' 170pts. If his name is ''Schwarz'' (black) helm, how come his helmet's painted gold on the box? Anyway, Ludwig is a Battle Standard Bearer with a 20-point magic weapon and Killing Blow, making him another very solid named character choice. His Hold Your Ground has a radius of 18" and he can take wounds for the Emperor if they're both in the same unit unless the Emperor is in a challenge. **If you mount Karl Franz in a Warhorse and place Ludwig in the same unit; you get the bodyguard benefit and the combination radius of Inspiring Presence, Hold Your Ground!, Hold the Line!, unit-wide Magic Resistance (2), and +1 Combat Resolution (+2 if you include another Standard Bearer in the unit). Not game-breaking, but very helpful and synergistic. </tab> <tab name="Averland"> *'''[[Marius Leitdorf]]:''' 220pts. Elector Count of Averland. He's from older editions, he's back, and he's here to go insane and charge that Hellcannon because he's convinced it's looking at him funny (to be fair, being a possessed cannon, it probably was looking at him funny). He's got a special rule, forcing him to take a leadership test on three dice, dropping the lowest, at the start of each of his turns. If he fails he goes nuts and does something random. Maybe all your units get a free instant reform, and then get to charge or shoot as they please! Maybe he pisses off Gork and Mork and gives Orcs & Goblins Hatred against him for the rest of the game! He's got a Runefang and an additional hand weapon that he gets to use even though he's mounted and got a Runefang. You're effectively paying 4 points for +1A, a staggering WS7, and his insanity. He is also dead, killed by an Orc warlord so apparently, if you use him you are playing in a time machine (kinda the same for most all named Orc warlords, though.) </tab> <tab name="Wissenland"> *'''[[Elspeth von Draken]]:''' 580pts. An Lv 4 Wizard Lord who knows every Death spell, mounted on a motherfucking [[Carmine Dragon]]. As obscenely powerful as this sounds, with a KB scythe, -1 to wound, and the power to re-roll a single roll she made(including her dragon's breath weapon is now an artillery blast) or heal, but she's now very vulnerable to anything that would harm daemons or the undead. Even so, she is a decimator of units during magic, shooting, and combat phases, despite the lack of armor saves. *'''[[Magnus the Pious]]:''' 275pts. The second (or third depending on your opinion) most famous Emperor, though you wouldn't tell with his lack of Ghal Maraz. He does, however, take Karl's expanded IP range and gives Hatred to his unit like Priests. Though he has the power to lay down an S10 d3 wound attack each turn, his 4+/5++ self with Magic Resist (1) and ability to make enemies waste attacks shows that he's a pretty useful tank as opposed to Karl's offense. *'''[[Theodore Bruckner]]:''' 200pts. [[A Song of Ice and Fire|Ser Gregor Clegane]] on optional Demigryph. He can never be the general, but he's very scary in combat. He's Unbreakable in Challenges, his lance has Killing Blow, and his other weapon has +1 to hit and wound rolls. On top of all this, he's got an amulet for a 5++ Ward and deals d3 armor-negating wounds to anyone who kills him to combat. *'''[[Jubal Falk]]:''' 100pts. A specially-named Engineer. On top of all the classic bits, he allows a unit of handgunners he's with to re-roll any hit rolls of 1 (though he's not subject to this) and he can let one Handgunner unit take medium armor for +1 point/model. His special weapon is a single-use S6 Piercing 1 2-wound shot he can add to his Hochland Longrifle. </tab> <tab name="Middenland"> *'''[[Boris Todbringer]]:''' 270pts. Since the Cult of Ulric is essentially a more choppy Empire army, so too can you include FUCKING TODDY in an average Empire army. He's a fully plated 1+ horse-riding General with Hatred (Beastmen and anyone with an Ld under 7) and his fancy Runefang. The big sell here is his Talisman of Ulric, which makes him heal absolutely anything and gains Immunity (Psychology) and Magic Resistance 1. *'''[[Count Mandred Skavenslayer]]:''' 170pts. Anti-skaven Empire General. Hatred(skaven), a great sword that's multi-wound(D3) against Skaven and courses his charge target must make a panic test before making their reaction. Even if not fighting Skaven, he is a cheap guy you throw into an offensive state trooper or knight unit to give it greater repulsion power. </tab> <tab name="Hochland"> *'''[[Aldebrand Ludenhof]]:''' 205pts. Elector Count of Hochland. As befits a realm of hunters, he's accompanied not only by his Runefang but also by a Sniper Hawk, which gives him a pseudo-shooting attack that has the target test WS or has his pet hawk peck them with an S3 hit. Esencaly an Empire General that shoots down wizards. </tab> <tab name="Ostland"> *'''[[Valmir von Raukov]]:''' 220pts. Elector Count of Ostland. Raukov's claim to fame his special Dragon Bow, an S5 longbow with multishot (3), providing heavy firepower to his knight entourage. </tab> <tab name="Worpishers of Sigmar"> *'''[[Volkmar The Grim]]:''' 175/295pts. Grand Thegonist of Sigmar. Fluff-wise, this guy makes [[Kaldor Draigo]] look like a pussy. Crunch-wise, not so much. A comparison between Volkmar and a nameless Arch Lector means that you're spending 75 points for +1 WS, Heals 1 wound at the start of each turn, a +1 to casting his prayers, and +2 Strength to attacks, but only so long as you take him on the War Altar or a +1 in any other case. If he is the General, Flagellants become core, The best place for a suicide unit. Dubiously worth it. *'''[[Luthor Huss]]:''' 155pts. I see what you did there. Luthor is now the only Warrior Priest with the prayer "Unbending Righteousness", which makes his unit Stubborn for two rounds of combat. He also has a one-use power which makes him even more of a beast in close combat. His points cost went down, but so did a basic Warrior Priest, and by the same amount. Still has +1 WS over other Priests. In short, he's actually worth taking now, especially if you're in need of a mounted Warrior Priest that can handle a challenge. *'''[[Valten]]:''' 260pts. Unlike prior renditions of Valten, this book just interprets him as the plucky youth who managed to kill shittons of monsters and become an inspiration for the common man without the whole "Destined to become the new Emperor" bit. So he's just an average joe with only a 5++ who gives Stubborn and Immunity (Psychology) to his unit, makes flanking and rear-attacks meaningless, and makes his wounds count for the conflict resolution of other Empire units within 12". In the event that he dies in combat and not by a Killing Blow, he can test Ld to keep on trucking with a single wound. **'''Chosen of Sigmar:''' 410pts. Now we get into his [[Storm of Chaos|retconned Future]] form. A big man, being a super melee character in a less funds-restricted hero slot (he is the most expensive hero in the game). His stats don't change much other then getting a +2 armor save, getting Luthor Huss's Chosen of Sigmar, that superweapon know as [[Ghal-Maraz]], and he provides his inspiring martial fury to mounted knights now. ***'''Exalted of Sigmar:''' For 25 additional points, Valten the Chosen can become even more OP, with the option to charge in on his horse for an elven steed with ilithmar barding (meaning no penalties to movement on top of being faster) and dwarfen super-armor that gives a 2+ save, Magic Resistance 2 and forbids anyone in base contact (including allies) from casting or using bound items. At this point, he's become an absolute beatstick, meant to go up against the worst of the worst like Archaon. *'''[[Hubert Valentour]]:''' 95pts. Witch Hunter with a Hate boner all Witches that belong to the classical Destruction factions, things Witch hunters traditionally hate. Pistols are multi-wound(D3) against Daemons of Chaos and Vampire Counts. Also has a multi-use Dispel scroll that uses 3 free Dispel Dice but is destroyed if he fails. Outside the dispel, usually not worth paying a full price for a WITCH HUNTER that spends his whole allowance on situational and unoptimized gear. *'''[[Bertha Bestraufrung]]:''' 140pts. the head Matriarch that leads the Sisters of Sigmar when the [[Mordheim]] first fell. She is a Warrior Priest that must run with her Sisterhood unit if included while giving them stubborn and Magic Resistance (2). She also gets a +1 for casting prayers and the unit she is in passes their first required leadership test, also some anti heresy weapons. Good to have if running a contingent of Sister, if not then any big fighty unit since who turns down a good priest that can protect them from Deadly magic. *'''[[Rutger Wolfrick]]:''' 55pts. Also a named Witch hunter. Gains frenzy if the unit he joined becomes below half strength, hatred to (Warriors of Chaos) but he treats them as having fear or terror if they ready have it when fighting them. Also not the best Witch hunter as you prefer them cheap snipers or at least upgrade their weapons if they melee. *'''[[Brother Valdemar]]:''' 105pts. named warrior priest. his unit may reroll failed break tests and gains Immunity (Fear). He also rerolls one dice once per Magic phase when casting a Prayer. Worst protection than a normal WARRIOR PRIEST but a great support character for your front line. </tab> <tab name="Other"> *'''[[Markus Wulfhart]]:''' 100pts. The Empire has a character archer now? Yeah, and he's kitted for hunting monsters because apparently, we didn't have enough men with giant brass balls. His Monster Hunter rule means he can reroll hits against monsters, always shoot monster mounts out from under characters, and taking him lets you buy a unit of Huntsmen who get the same rule. He's also got his own magic longbow that always wounds monsters on a 4+ and does D3 wounds to them. Would be totally worth it if cannons didn't exist or you spent your points allowance on tons of warm bodies. *'''[[Balthazar Gelt]]:''' Quite expensive at 350pts. The dude cheats people by giving them fake gold as payments and accidentally turned his own face to gold. A Level 4 Loremaster of Metal who has a 3+ ward save against shooting, magic resistance 1 (which increases one point for every enemy wizard beyond the first, up to magic resistance 3), a staff that gives a +2 casting bonus and is mounted on a Pegasus. +6(!) to cast on any Metal spell is a very nice boost that helps you conserve power dice. Good, but would be a lot better with a different Lore (say, Life). *'''[[Thyrus Gormann]]:''' 370pts. Former Supreme Patriarch from the Bright Order. While his statline similar to Gelt's as a Loremaster of Fire, that's the end of the similarities. For starters, his horse can't fly. He's also immune to fire and has a 5++ Ward while his spells all add +12" to their range, deal an additional hit when needed, and one spell gains two extra channeling dice each turn. In the unlikely event that he has to come to combat, he'll be using a flaming sword with +1 to wound rolls, giving him a bit of an edge over the average wizard. </tab> <tab name="Grand Masters"> *'''Rein Volkhard''': Grand Master of the Knights of the White Wolf. He's just as scary in melee with his vicious hammer and pelt that confers some protection against missiles. *'''Heinrich von Torlichhelm''': Grand Master of the Knights Panther. He lacks a lance but is every bit as swift and well-armored as his colleagues. *'''Lavarro San Andera''': Grand Master of the Knights of Morr. as a fear-causing unit, so a good idea for him to gear up to trigger that rout. *'''Sigismund Drak''': Grand Master of the Knights of the Everlasting Light. He lacks a lance but retains all the other peculiarities, so saving money on a ward save. *'''Ulrika Grunfrau''': Grand Master of the Longshanks. The only Grand Master you'll appreciate for having both a long-range shooting weapon and a melee weapon. *'''Tomas Bacham''': Grand Master of the Knights Griffon. He isn't able to charge like the other knights, but he can still fight at all costs and may never refuse a challenge. *'''Hrofil Halfdane''': Grand Master of the Sons of Manann. He gets that +1 to hit from his order. *'''Jerik Wildorn''': Grand Master of the Hunters of Sigmar. a more up in your face GrandMaster with two of the best mundane weapons but he also over from being unable to roll 6s on his wound and armor saves. *'''Hans Leitdorf''': Grand Master of the Knights of Sigmar's Blood and less-embarrassing brother of the late Elector Count. *'''Adrian Hoven''': Grand Master of the Knights of the Fiery Heart. *'''Dieter von Nachttorin''': Grand Master of the Knights of the Black Lynx. Being more of a supped up champion of a unit of aggressive Halberds. </tab> </tabs>
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