WarhammerCE - Army: The Empire
Unit # Options Costs

M WS BS S T W I A Ld US
General of the Empire (Type: Inf)
4 5 5 4 4 3 5 3[+1] 9 1
General of the Empire (lord)
(100.0p)
1 • General (0p)
• Shield (10p)
• Laurels of Victory (50p)
• Sword of Battle (20p)

Shield: +1AS

Laurels of Victory: Each wound the bearer (not his mount) inflicts counts as 2CR.

Sword of Battle: +1A
180.0
Equipment: Hand weapon and heavy Armour. Special Rules: Grand General.Hand weapon
S like wielder

Heavy armour
5+AS

Grand General
If this model is the general of the army, its range for Inspiring Presence is 18".

M WS BS S T W I A Ld US
Battle Wizard (Type: Inf)
4 3 3 3 3 2 3 1 7 1
Battle Wizard (hero)
(25.0p)
1 • Beast PM The Bears Anger (4+) (25p)
• Beast BM Hunters Spear (9+) (50p)
• Staff of Sorcery (20p)
• Doomfire Ring (25p)

Beast PM The Bears Anger (4+): Augment, Range 18", target character model with US1 gains +2A, +1S and +1T until the casters next magic phase. A model under the effect of this spell cannot use any weapons or shields.

Beast BM Hunters Spear (9+): MM, Range 24", 1 hit like bolt thrower (S6, no AS, D3 wounds, penetrates ranks)

Staff of Sorcery: +1 to total roll to attempt to dispel a spell.

Doomfire Ring: PM 2/7+, MM, Range 18", D6 S3 hits
145.0
Magic: Level 2 (PM2). Equipment: Hand weapon.Hand weapon
S like wielder

M WS BS S T W I A Ld US
Battle Standard (Type: Inf)
4 5 5 4 4 2 5 3 8 1
Battle Standard (hero)
(65.0p)
1 • Heavy Armour (5p)
• Banner of Griffon (70p)

Heavy Armour: 5+AS

Banner of Griffon: The unit doubles its rank bonus (up to +6CR). This unit cannot pursue/overrun.
140.0
Equipment: Hand weapon and light Armour.Hand weapon
S like wielder

Light armour
6+AS

M WS BS S T W I A Ld US
Warrior Priest (Type: Inf)
4 4 3 4 4 2 4 2 8 1
Warrior Priest (hero)
(60.0p)
1 • Armour of Right. PM2/5+ (15p)
• Shield (5p)
• Heavy Armour (5p)
• Biting Blade (5p)

Armour of Right. PM2/5+: Augment, Range 12", target character model gets a Ward Save (5+) until the casters next magic phase

Shield: +1AS

Heavy Armour: 5+AS

Biting Blade: AP(1)
90.0
Magic: (PM2). Equipment: Hand weapon and light Armour. Special Rules: Magic Resistance (1), Righteous Fury, Devine Protection.Hand weapon
S like wielder

Light armour
6+AS

Magic Resistance
The unit gets an additional X free DD to dispel any spell that targets the unit specifically. The unit
may use these free DD to dispel spells even if there is no wizard in the army. In addition if this unit
is affected by a RIP spell, it generates X free DD in every magic phase that can only be used to dispel
this RIP spell. If multiple elements in a unit have MR (e.g. characters in units) only the highest
value (X) is used. Units benefit from the MR of a joined character, even if the spell does not target
or affect the character. Likewise, characters benefit from MR of the unit (or another character
in the unit), even if the spell directly targets the character.

Righteous Fury
The model and any unit joined by the model hate all enemy models. Has no effect on (other) character
models in the unit.

M WS BS S T W I A Ld US
Swordsman (Type: Inf)
4 4 3 3 3 1 3 1 7 1
Champion (Type: Inf)
4 4 3 3 3 1 3 2 7 1
Swordsman (core)
(140.0p)
25 • Standard (20p)
• Musician (5p)
• Champion (10p)
• Parent Unit (5p)
• War Banner (35p)

Parent Unit: Units is a parent unit and must have 1-2 detachments.

War Banner: +1CR
215.0
Equipment: Hand weapon, light armour and shield. Special Rules: State Troops, Block (shield).Hand weapon
S like wielder

Light armour
6+AS

Shield
+1AS

Block
Whenever a model with this skill uses specified equipment X, it gains +1 to his armour save in CC against
attacks from its front.
M WS BS S T W I A Ld US
Detachment Swordsman (Type: Inf)
4 4 3 3 3 1 3 1 7 1
Attached: Detachment Swordsman (core)
(70.0p)
10
70.0
Equipment: Hand weapon, light armour and shield. Special Rules: State Troops, Block (shield), Expendable.Hand weapon
S like wielder

Light armour
6+AS

Shield
+1AS

Block
Whenever a model with this skill uses specified equipment X, it gains +1 to his armour save in CC against
attacks from its front.

Expendable
This unit does not cause panic in friendly units, unless they are Expendable themselves

M WS BS S T W I A Ld US
Free Company (Type: Inf)
4 3 3 3 3 1 3 1[+1] 7 1
Free Company (core)
(100.0p)
20
100.0
Equipment: Additional hand weapons. Special Rules: Light Infantry, Expendable.Additional hand weapons
S like wielder, +1A, Two-handed

Expendable
This unit does not cause panic in friendly units, unless they are Expendable themselves

Two-handed
The weapon cannot be used in combination with a shield.

M WS BS S T W I A Ld US
Free Company (Type: Inf)
4 3 3 3 3 1 3 1[+1] 7 1
Free Company (core)
(100.0p)
20
100.0
Equipment: Additional hand weapons. Special Rules: Light Infantry, Expendable.Additional hand weapons
S like wielder, +1A, Two-handed

Expendable
This unit does not cause panic in friendly units, unless they are Expendable themselves

Two-handed
The weapon cannot be used in combination with a shield.

M WS BS S T W I A Ld US
Knight of the White Wolf (Type: Cav)
- 4 3 3[+1] 3 1 3 1 8 2
Champion (Type: Cav)
- 4 3 3[+1] 3 1 3 2 8 2
Warhorse
8(7) 3 - 3 - - 3 1 - -
Knight of the White Wolf (core)
(200.0p)
10 • Standard (25p)
• Champion (15p)
• Banner of Ulric (50p)

Banner of Ulric: Unit causes Fear
290.0
Mount: Barded Warhorse. Equipment: Cavalry Hammer, heavy armour.Cavalry Hammer
two handed weapon, +2S when charging, +1S otherwise

Heavy armour
5+AS

M WS BS S T W I A Ld US
Knight of the White Wolf (Type: Cav)
- 4 3 3[+1] 3 1 3 1 8 2
Champion (Type: Cav)
- 4 3 3[+1] 3 1 3 2 8 2
Warhorse
8(7) 3 - 3 - - 3 1 - -
Knight of the White Wolf (core)
(120.0p)
5 • Standard (25p)
• Champion (15p)

160.0
Mount: Barded Warhorse. Equipment: Cavalry Hammer, heavy armour.Cavalry Hammer
two handed weapon, +2S when charging, +1S otherwise

Heavy armour
5+AS

M WS BS S T W I A Ld US
Handgunner (Type: Inf)
4 3 3 3 3 1 3 1 7 1
Champion (Type: Inf)
4 3 4 3 3 1 3 1 7 1
Handgunner (core)
(70.0p + 2x10p)
10 • Champion (5p)
• Hochland Long Rifle (Champ) (25p)

Hochland Long Rifle (Champ): Range 36", S4, AP(1), Sniper, move or fire
120.0
Equipment: Handguns.Handguns
24", S4, AP (1), Move or Fire

AP
Attacks grant an extra -X armour save modifier.

Move or Fire
Moving and shooting is not possible in the same turn

M WS BS S T W I A Ld US
Handgunner (Type: Inf)
4 3 3 3 3 1 3 1 7 1
Champion (Type: Inf)
4 3 4 3 3 1 3 1 7 1
Handgunner (core)
(70.0p + 2x10p)
10 • Champion (5p)
• Hochland Long Rifle (Champ) (25p)

Hochland Long Rifle (Champ): Range 36", S4, AP(1), Sniper, move or fire
120.0
Equipment: Handguns.Handguns
24", S4, AP (1), Move or Fire

AP
Attacks grant an extra -X armour save modifier.

Move or Fire
Moving and shooting is not possible in the same turn

M WS BS S T W I A Ld US
Reiks Guard (Type: Inf)
4 4 3 4 3 1 3 1 8 1
Champion (Type: Inf)
4 4 3 4 3 1 3 2 8 1
Reiks Guard (special)
(210.0p)
25 • Standard (20p)
• Musician (5p)
• Champion (10p)
• Parent Unit (15p)
• Banner of Steel (25p)

Parent Unit: Units is a parent unit and must have 1-2 detachments.

Banner of Steel: +D3" charge range
285.0
Equipment: Heavy armour and shield. Special Rules: State Troops, Block (shield), Bodyguard.Heavy armour
5+AS

Shield
+1AS

Block
Whenever a model with this skill uses specified equipment X, it gains +1 to his armour save in CC against
attacks from its front.

Bodyguard
As long as the general is part of this unit, the unit is Immune to Fear and Terror.

Terror
- 1. Charge from terror causing enemy: If a terror causer charges a unit and is within charge range,
the unit has to pass a leadership test or has to choose the flee! charge response. Units engaged in
cc automatically pass this test.
- 2. Charging a terror causing enemy: If a unit wants to charge a terror causing unit, it has to pass
a leadership test or automatically fails the charge and does not move at all.
- 3. Terror causing models also cause Fear
- 4. Immunities: Terror causing models are not affected by the effects of Fear or Terror.
M WS BS S T W I A Ld US
Detachment Swordsman (Type: Inf)
4 4 3 3 3 1 3 1 7 1
Attached: Detachment Swordsman (core)
(70.0p)
10
70.0
Equipment: Hand weapon, light armour and shield. Special Rules: State Troops, Block (shield), Expendable.Hand weapon
S like wielder

Light armour
6+AS

Shield
+1AS

Block
Whenever a model with this skill uses specified equipment X, it gains +1 to his armour save in CC against
attacks from its front.

Expendable
This unit does not cause panic in friendly units, unless they are Expendable themselves

M WS BS S T W I A Ld US
Pistolier (Type: Cav)
- 3 3 3 3 3 3 1 7 2
Warhorse
8 3 - 3 - - 3 1 - -
Pistolier (special)
(116.0p + 2x10p)
6
136.0
Mount: Warhorse. Equipment: Brace of pistols, light armour. Special Rules: Light Cavalry.Brace of pistols
8", S4, AP (1), Multiple shots (2), no penalty for moving and shooting as well as long range; may always
stand and shoot, even if the enemy is within half charge distance.

Light armour
6+AS

AP
Attacks grant an extra -X armour save modifier.

Multiple shots
Option to shoot once without penalty or X shots with -1 to-hit penalty

M WS BS S T W I A Ld US
Pistolier (Type: Cav)
- 3 3 3 3 3 3 1 7 2
Warhorse
8 3 - 3 - - 3 1 - -
Pistolier (special)
(116.0p + 2x10p)
6
136.0
Mount: Warhorse. Equipment: Brace of pistols, light armour. Special Rules: Light Cavalry.Brace of pistols
8", S4, AP (1), Multiple shots (2), no penalty for moving and shooting as well as long range; may always
stand and shoot, even if the enemy is within half charge distance.

Light armour
6+AS

AP
Attacks grant an extra -X armour save modifier.

Multiple shots
Option to shoot once without penalty or X shots with -1 to-hit penalty

M WS BS S T W I A Ld US
Halfling Hot Pot (Type: WarM)
- - - - 5 3 - - - -
Halfling Crew
4 2 4 2 2 1 5 1 8 1
Halfling Hot Pot (rare)
(25.0p + 1x25p)
1
50.0
Warmachine: 3 Halfling Crew. Equipment: Hand weapon. Special Rules: Ally (Halfling), Halfling Hot Pot.Hand weapon
S like wielder

Ally
The unit does not benefit from army wide special rules.

Halfling Hot Pot
Catapult, Range 6"-36", 3" Template, S3(3), AP (3).

AP
Attacks grant an extra -X armour save modifier.

M WS BS S T W I A Ld US
Mortar (Type: WarM)
- - - - 7 3 - - - -
Crewman (Type: WarM)
4 3 4 3 3 1 3 1 7 1
Mortar (special)
(50.0p + 1x25p)
1
75.0
Warmachine: 3 Crewmen. Equipment: Hand weapon. Special Rules: Mortar.Hand weapon
S like wielder

Mortar
Catapult, Range 12"-60", 5" Template, S3(6), AP (1).

AP
Attacks grant an extra -X armour save modifier.


APAttacks grant an extra -X armour save modifier.
Additional hand weaponsS like wielder, +1A, Two-handed
AllyThe unit does not benefit from army wide special rules.
Armour of Right. PM2/5+Augment, Range 12", target character model gets a Ward Save (5+) until the casters next magic phase
Banner of GriffonThe unit doubles its rank bonus (up to +6CR). This unit cannot pursue/overrun.
Banner of Steel+D3" charge range
Banner of UlricUnit causes Fear
Beast BM Hunters Spear (9+)MM, Range 24", 1 hit like bolt thrower (S6, no AS, D3 wounds, penetrates ranks)
Beast PM The Bears Anger (4+)Augment, Range 18", target character model with US1 gains +2A, +1S and +1T until the casters next magic phase. A model under the effect of this spell cannot use any weapons or shields.
Biting BladeAP(1)
BlockWhenever a model with this skill uses specified equipment X, it gains +1 to his armour save in CC against attacks from its front.
BodyguardAs long as the general is part of this unit, the unit is Immune to Fear and Terror.
Brace of pistols8", S4, AP (1), Multiple shots (2), no penalty for moving and shooting as well as long range; may always stand and shoot, even if the enemy is within half charge distance.
Cavalry Hammertwo handed weapon, +2S when charging, +1S otherwise
Champion- Champions have a separate stat line which is used instead of the rank & file stat line and may sometimes be equipped with different equipment (see army list).
- Champions can move inside their unit like characters.
- Champions do not count as characters for spells.
- Champions are treated like characters for ranged attacks against the unit with the champion. But the champion only benefits from the protection if the unit consists of at least 5 rank and file models other than itself.
- Champions have to be attacked separately in close combat. Excess wounds are wasted (unless the champion is fighting in a challenge).
- Champions may declare, accept and deny challenges like characters.
- For champions with multiple wounds, record their wounds separately.
- Champions do not count as characters for spells.
Doomfire RingPM 2/7+, MM, Range 18", D6 S3 hits
ExpendableThis unit does not cause panic in friendly units, unless they are Expendable themselves
General- Each army has to be led by a general. The general is the character model with the highest Ld in the army. If there are multiple characters with the highest LD, the player designates one of those models as the general when he musters his army. Character models which cannot be the general, are ignored for this purpose.
- The general may choose to automatically pass the first panic test he, or the unit he is with, has to take in the game. o Inspiring Presence: If the general is not broken and is positioned in the front rank of a unit (or is on his own), friendly units within 12" of the general use its Ld for any Ld-tests.
Grand GeneralIf this model is the general of the army, its range for Inspiring Presence is 18".
Halfling Hot PotCatapult, Range 6"-36", 3" Template, S3(3), AP (3).
Hand weaponS like wielder
Handguns24", S4, AP (1), Move or Fire
Heavy Armour5+AS
Heavy armour5+AS
Hochland Long Rifle (Champ)Range 36", S4, AP(1), Sniper, move or fire
Laurels of VictoryEach wound the bearer (not his mount) inflicts counts as 2CR.
Light armour6+AS
Magic ResistanceThe unit gets an additional X free DD to dispel any spell that targets the unit specifically. The unit may use these free DD to dispel spells even if there is no wizard in the army. In addition if this unit is affected by a RIP spell, it generates X free DD in every magic phase that can only be used to dispel this RIP spell. If multiple elements in a unit have MR (e.g. characters in units) only the highest value (X) is used. Units benefit from the MR of a joined character, even if the spell does not target or affect the character. Likewise, characters benefit from MR of the unit (or another character in the unit), even if the spell directly targets the character.
MortarCatapult, Range 12"-60", 5" Template, S3(6), AP (1).
Move or FireMoving and shooting is not possible in the same turn
Multiple shotsOption to shoot once without penalty or X shots with -1 to-hit penalty
Musician- In case of a draw in close combat, the side with a musician in the front rank of a unit that is part of that combat wins by 1 point. If both sides have at least one legal musician, the combat remains a draw.
- Units with a musician in their front rank get +1 to their Ld (up to Ld 10) for any rally attempts.
Parent UnitUnits is a parent unit and must have 1-2 detachments.
Righteous FuryThe model and any unit joined by the model hate all enemy models. Has no effect on (other) character models in the unit.
Shield+1AS
SniperA model with this skill is allowed to make a sniping shot. If the model chooses to do so, then it is allowed to target any one model it can see (even models in units and mounts/ models on mounts) but suffers an additional -1 to hit modifier. In addition the model is allowed to shoot at a different target than the unit it is part of. Sniping shots negate the benefits of ranged attacks at characters within or near units and do not grant a Look Out Sir! roll. This skill cannot be used during a stand and shoot charge response.
Staff of Sorcery+1 to total roll to attempt to dispel a spell.
Standard- Standards that are positioned in the front rank of their unit grant a +1 bonus to the combat result. In a combat with multiple units, each side only gets a max of +1 CR, not +1 CR per standard.
- Standards are lost if the unit with the standard bearer breaks form combat. Replace the standard bearer with a rank & file model.
- Standards are captured by enemy units if the unit with the standard bearer is completely destroyed in CC or if the unit broke from combat and was pursued. Mark one of the pursuing units that is now in possession of the captured standard. Units gain no ingame benefit from captured standards but captured standard may affect the outcome of the game (e.g. victory points). Captured standard may be recaptured if the unit with the captured standard is defeated in CC (see above). In this case the recaptured standard is removed from the game (i.e. it cannot be used by the unit and cannot be captured again). If a unit with a standard breaks from combat but no enemy pursues, the standard is removed from the game. Standards removed from the game do not count as captured for the outcome of the game.
Sword of Battle+1A
Terror- 1. Charge from terror causing enemy: If a terror causer charges a unit and is within charge range, the unit has to pass a leadership test or has to choose the flee! charge response. Units engaged in cc automatically pass this test.
- 2. Charging a terror causing enemy: If a unit wants to charge a terror causing unit, it has to pass a leadership test or automatically fails the charge and does not move at all.
- 3. Terror causing models also cause Fear
- 4. Immunities: Terror causing models are not affected by the effects of Fear or Terror.
Two-handedThe weapon cannot be used in combination with a shield.
War Banner+1CR

Cost summary:

logo.png lord hero core special rare Complete Sum of calculated unit points
180.0 375.0 1245.0 632.0 50.0 2482.0
7,25% 15,11% 50,16% 25,46% 2,01%

Deployment slots: 12

ArmyCreator version: 3.82
Version of datafile: 7.05
LRB version: 1.07


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