Age of Sigmar/Tactics/Warscrolls Compendium/The Empire

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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
  • 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.
  • Balthazar Gelt, The Supreme Patriarch
  • Valten
  • Marius Leitdorf
  • 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
  • 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]