The 9th Age/Tactics/Empire Of Sonnstahl
The fair use The 9th Age expy of The Empire of Warhammer Fantasy, itself an expy of the Holy Roman Empire.
Tactics
The Tactics are current as of 204.2
Army Rules
Blessings The bearer's unit gains hatred (not harnessed models). The model gains access to the following three bound spells with power level (4/8) with type: caster's unit and augment and duration: lasts one turn.
Ullor's Blessing: the target gains Aegis 5+ vs melee attacks.
Sunna's Blessing: the target gains flaming attacks, enemy models in base contact during casting suffer 1d6 hits with str 4, ap1, flaming attacks, and magical attacks.
Volund's Blessing: reroll failed to-wound rolls with melee attacks.
Parent/Support Units Allows you to roll units together and give each other useful combat buffs, such as additional stand-and-shoot reactions or bonuses for group charges.
Orders A character with orders may give one order at the beginning of your turn to any unit within 8", a general with orders may give an order to any unit within its commanding presence. There are four orders to choose from.
On the Double!: target gains +1 advance and +4 march.
Steady Men!: discipline tests are subject to a minimized roll.
Ready! Aim! Fire!: gains accurate.
Brace for Impact!: gains fight in extra rank.
Equipment
Cavalry Pick attacks with this weapon have +2 ap.
Repeater Gun shooting weapon, range: 24", shots: 3, str 4, AP 2, Unwieldy.
Repeater Pistol shooting weapon, range: 12", shots: 3, str 3, AP 2, quick to fire. If the model is also equipped with a pistol or brace of pistols, this weapon gains shots: 4.
Long Rifle shooting weapon, range: 48", shots: 1, str 5, AP 3, multiple wounds (2 vs standard), unwieldy.
Brace of Pistols shooting weapon, range: 12", shots: 2, str 4, AP 2, quick to fire. counts as paired weapons in melee.
Hereditary Spell
the Empire does not have an actual Hereditary Spell like other races. Instead, when a mage chooses the H spell, they gain the #1 spell of another magic path available to that mage. Gives Empire mages incredible variety without having to invest in multiple mages or magic items.
Unit Analysis
Characters
Marshal Stats on par with other race's second fiddle. This guy's stats aren't what you're taking him for though. Marshals are dirt cheap, have 200 pts of special equipment standard, can be the BSB for free. While other race's are getting maybe 4 characters, Empire of Sonnstahl can easily get 6 to 9 fully kitted characters in that 1800 point allowance. You want at least 1 Marshal in your army for BSB, but really you'll want at least 1 for each important unit you have to babysit them with orders and that Discipline 9.
Knight Commander A more combat competent Marshal. Trades the ability to give orders to make a unit of knights more versatile. If you want you can still run him on foot, but then you just have a Marshal with no orders and +1 attack.
Prelate Your access to Blessings. Even though he is your semi-spellcaster, he still has access to plate armor and divine attacks. Same price as a Marshal.
Wizard like the rest of the Empire, they are dirt cheap for what they do and have a wide variety of options. They can choose from Alchemy, Cosmology, Divination, and Pyromancy. You can get Adept wizards for 200 points.
Artificer Your babysitter for war engines and has access to all the fun shooty weapons. May be mounted up if your feeling wild.
Inquisitor The Witch Hunters of past editions. A good variety of equipment and multiple wounds (1d3 everything) make them a threat multiplier to throw around.