The Empire of Man

Named Characters
Characters
Core
Special
Rare
Models

Magic Weapons
Magic Armour
Magic Standards
Enchanted Items
Arcane Items
Talismans
Equipment

Special Rules

Named Characters

General Hans Von Löwenhacke

MWSBSSTWIALdPoints
General Hans Von Löwenhacke4654434410190
Troop Type
Regular infantry (named character)
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Default Equipment

Special Rules

Harald Gemunsen, Grand Master of the Knights Panther

MWSBSSTWIALdPoints
Harald Gemunsen-73443649185
Barded Warhorse73-3--31--
Troop Type
Heavy cavalry (named character)
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Default Equipment

Special Rules

Characters

Captain of the Empire

MWSBSSTWIALdPoints
Captain of the Empire45544242945
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 0-1]

Pistols

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Chapter Master

MWSBSSTWIALdPoints
Chapter Master-5344253875
Troop Type
Heavy Cavalry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 1, required]

Weapon [pick 0-1]

Other Options

Default Equipment

Special Rules

Engineer

MWSBSSTWIALdPoints
Empire Engineer43433231745
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Mount [pick 0-1]

Weapon [pick 0-1]

Other Options

Default Equipment

Special Rules

General of the Empire

MWSBSSTWIALdPoints
General of the Empire455443531090
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 0-1]

Pistols

Weapons [pick 0-1]

Other Options

Default Equipment

Special Rules

Grand Master

MWSBSSTWIALdPoints
Grand Master-63443649145
Troop Type
Heavy Cavalry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 1, required]

Weapon [pick 0-1]

Other Options

Default Equipment

Special Rules

Harbinger of Doom

MWSBSSTWIALdPoints
Harbinger of Doom45244243865
Troop Type
Regular infantry (character)
Base Size
25 x 25 mm

Command [pick 0-1]

Weapons [pick 0-1]

Default Equipment

Special Rules

High Priest of Ulric

MWSBSSTWIALdPoints
High Priest of Ulric453443539110
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 0-1]

Weapon

Other Options

Default Equipment

Special Rules

Lector of Sigmar

MWSBSSTWIALdPoints
Lector of Sigmar453443539110
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 0-1]

Weapon

Other Options

Default Equipment

Special Rules

Master Mage

MWSBSSTWIALdPoints
Master Mage43333231760
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Priest of Sigmar

MWSBSSTWIALdPoints
Priest of Sigmar44344242860
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 0-1]

Weapon

Other Options

Default Equipment

Special Rules

Priest of Ulric

MWSBSSTWIALdPoints
Priest of Ulric44344242860
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Armour [pick 1, required]

Command [pick 0-1]

Mount [pick 0-1]

Weapon

Other Options

Default Equipment

Special Rules

Witch Hunter

MWSBSSTWIALdPoints
Witch Hunter44444252855
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Melee Weapons

Mount [pick 0-1]

Pistol [pick 0-1]

Ranged Weapon [pick 0-1]

Suffer Not.. [pick 1, required]

Default Equipment

Special Rules

Wizard Lord

MWSBSSTWIALdPoints
Wizard Lord443343328130
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
1

Command [pick 0-1]

Lores of Magic [pick 1, required]

Mount [pick 0-1]

Wizard Level [pick 1, required]

Default Equipment

Special Rules

Core

Empire Archers

MWSBSSTWIALdPoints
Archer4333313177
Marksman434331317-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Options

Command

Detachment

Default Equipment

Special Rules

Empire Knights

MWSBSSTWIALdPoints
Empire Knight-4333131821
Barded Warhorse73-3--31--
Preceptor-43331328-
Troop Type
Heavy Cavalry
Base Size
25 x 25 mm
Unit Size
4+

Equipment

Command

Other Options

Default Equipment

Special Rules

Free Company Militia

MWSBSSTWIALdPoints
Militia Fighter4333313166
Militia Leader433331327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Command

Detatchment

Default Equipment

Special Rules

State Missile Troops

MWSBSSTWIALdPoints
State Missile Trooper4333313177
Sergeant434331317-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 1, required]

Command

Ranged Weapon [pick 1, required]

Detatchment

Other Options

Default Equipment

Special Rules

State Troops

MWSBSSTWIALdPoints
State Trooper4333313175
Sargeant433331327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 0-1]

Command

Detatchment

Other Options

Default Equipment

Special Rules

Veteran State Troops

MWSBSSTWIALdPoints
Veteran State Trooper4433313177
Veteran Sargeant443331327-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
10+

Weapons [pick 0-1]

Command

Detatchment

Other Options

Default Equipment

Special Rules

Special

Demigryph Knights

MWSBSSTWIALdPoints
Demigryph Knight-4344341858
Demigryph74-5--43--
Demigryph Preceptor-43443428-
Troop Type
Monstrous Cavalry
Base Size
25 x 25 mm
Unit Size
2-12

Armour [pick 1, required]

Equipment [pick 1, required]

Command

Default Equipment

Special Rules

Empire Greatswords

MWSBSSTWIALdPoints
Greatsword44343131811
Count's Champion453431328-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Empire Road Wardens

MWSBSSTWIALdPoints
Road Warden-3433131718
Empire Warhorse83-3--31--
Captain-35331317-
Troop Type
Light Cavalry
Base Size
30 x 60 mm
Unit Size
4+

Weapons [pick 1, required]

Command

Weapon [pick 1, required]

Replace the Vanguard special rule with: [pick 0-1]

Other Options

Default Equipment

Special Rules

Restrictions

Great Cannon

MWSBSSTWIALdPoints
Great Cannon----63---125
Gun Crew433333337-
Troop Type
War Machine
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Inner Circle Knights

MWSBSSTWIALdPoints
Inner Circle Knight-4343141929
Barded Warhorse73-3--31--
Inner Circle Preceptor-43431429-
Troop Type
Heavy Cavalry
Base Size
25 x 25 mm
Unit Size
4+

Equipment

Command

Other Options

Default Equipment

Special Rules

Restrictions

Mortar

MWSBSSTWIALdPoints
Mortar----63---95
Gun Crew433333337-
Troop Type
War Machine
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Outriders

MWSBSSTWIALdPoints
Outriders-3433131719
Empire Warhorse83-3--31--
Sharpshooter-35331317-
Troop Type
Light Cavalry
Base Size
25 x 25 mm
Unit Size
4+

Command

Weapon [pick 1, required]

Default Equipment

Special Rules

Pistoliers

MWSBSSTWIALdPoints
Pistolier-3333131616
Empire Warhorse83-3--31--
Veteran-34331317-
Troop Type
Light Cavalry
Base Size
25 x 25 mm
Unit Size
5+

Command

Weapon [pick 1, required]

Unit Options

Default Equipment

Special Rules

Teutogen Guard

MWSBSSTWIALdPoints
Teutogen Guard44334131813
First Knight453341328-
Troop Type
Heavy Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Other Options

Default Equipment

Special Rules

Rare

Empire Steam Tank

MWSBSSTWIALdPoints
Steam Tank4--6710---265
Troop Type
Heavy Chariot
Base Size
60 x 100 mm
Unit Size
1

Default Equipment

Special Rules

Restrictions

Empire War Wagons

MWSBSSTWIALdPoints
War Wagon---556---140
Barded Warhorse73-3--31--
Troop Type
Heavy Chariot
Base Size
60 x 100 mm
Unit Size
1

Other Options

Default Equipment

Flagellants

MWSBSSTWIALdPoints
Flagellant43234131513
Prophet of Doom432341325-
Troop Type
Regular Infantry
Base Size
25 x 25 mm
Unit Size
5+

Command

Default Equipment

Special Rules

Helblaster Volley Gun

MWSBSSTWIALdPoints
Helblaster Volley Gun----63---120
Gun Crew433333337-
Troop Type
War Machine
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Helstorm Rocket Battery

MWSBSSTWIALdPoints
Helstorm Rocket Battery----63---125
Gun Crew433333337-
Troop Type
War Machine
Base Size
50 x 75 mm
Unit Size
1

Other Options

Default Equipment

Special Rules

Models

Barded Warhorse

MWSBSSTWIALdPoints
Barded Warhorse73-3--31-+16
Troop Type
Heavy Cavalry
Base Size
30 x 60 mm

Default Equipment

Demigryph

MWSBSSTWIALdPoints
Demigryph74-5--43-+50
Troop Type
Monstrous Cavalry
Base Size
50 x 75 mm

Default Equipment

Empire Warhorse

MWSBSSTWIALdPoints
Empire Warhorse83-3--31-+12
Troop Type
Light Cavalry
Base Size
30 x 60 mm

Default Equipment

Griffon

MWSBSSTWIALdPoints
Griffon65-5(+1)(+3)54-+130
Troop Type
Monstrous Creature
Base Size
50 x 50 mm

Default Equipment

Special Rules

Imperial Griffon

MWSBSSTWIALdPoints
Imperial Griffon65-6(+1)(+4)44-+160
Troop Type
Behemoth
Base Size
60 x 100 mm

Other Options

Default Equipment

Special Rules

Pegasus

MWSBSSTWIALdPoints
Pegasus83-4-(+1)42-+30
Troop Type
Monstrous Cavalry
Base Size
40 x 60 mm

Default Equipment

Special Rules

War Altar of Sigmar

MWSBSSTWIALdPoints
War Altar---555---+135
Troop Type
Heavy Chariot
Base Size
60 x 100 mm

Default Equipment

Special Rules

War Wagon

MWSBSSTWIALdPoints
War Wagon---556---+140
Troop Type
Heavy Chariot
Base Size
60 x 100 mm

Assorted Weapons

Default Equipment

Special Rules


Magic Items

Magic Weapons

Dragon Bow (25 pts)

RangeStrengthAPSpecial Rules
36"6-2Magical Attacks, Multiple Wounds (2)

Commanders of the Empire only.

Hammer of Righteousness (50 pts)

RangeStrengthAPSpecial Rules
CombatS+2-2Magical Attacks, Requires Two Hands, Strike Last

Models hit by the Hammer of Righteousness must make a Leadership test for each hit suffered. If the test is failed, the hit wounds automatically and no Armour save is allowed (Regeneration and Ward saves may be taken as normal). If the test is passed, rolls To Wound and Armour saves are made as normal.

Mace of Helsturm (65 pts)

RangeStrengthAPSpecial Rules
CombatS-Magical Attacks

No description available.

Mace of Helsturm (65 pts)

RangeStrengthAPSpecial Rules
Combat10-5Magical Attacks, Multiple Wounds (D6), Requires Two Hands

No description available.

Pearl Daggers (35 pts)

RangeStrengthAPSpecial Rules
CombatS-1Extra Attacks (D3), Magical Attacks, Requires Two Hands

The wielder of the Pearl Daggers may re-roll any failed rolls To Hit during the combat phase.

Runefang (100 pts)

RangeStrengthAPSpecial Rules
CombatS-2Magical Attacks, Strike First

When making a roll To Wound for a hit caused with a Runefang, a roll of 2+ is always a success, regardless of the target’s Toughness.

Sword of Justice (50 pts)

RangeStrengthAPSpecial Rules
CombatS-1Armour Bane (1), Magical Attacks, Multiple Wounds (2)

The wielder of the Sword of Justice may re-roll any failed rolls To Wound.

Magic Armour

Armour of Fortune (45 pts)

The Armour of Fortune is a suit of heavy armour. In addition, its wearer has a 6+ Ward save against any wounds suffered and is immune to the [Killing Blow] special rule. If the wearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.

Armour of Tarnus (35 pts)

The Armour of Tarnus is a suit of light armour which may be purchased and worn by and Imperial Wizard, even if they do not have the option to be equipped with armour, a shield or barding, without penalty. In addition, its wearer has a 5+ Ward save against any wounds suffered.

Twice-Blessed Armour (25 pts)

The Twice-Blessed Armour is a suit of full plate armour. In addition, the wearer may cast the Hammerhand spell from the Lore of Battle Magic (see page 320 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 2.

Magic Standards

A unit carrying the Banner of Duty may re-roll any failed Rally test.

Griffon Standard (50 pts)

When determining your combat result, a unit carrying the Griffon Standard can claim a Rank Bonus of +2 for each extra rank behind the first, rather than the usual +1.

Icon of Morr (25 pts)

A unit carrying the Icon of Morr gains the Fear special rule. If they already have the Fear special rule, they instead gain the Terror special rule.

Imperial Banner (60 pts)

All friendly units within the Command range of the model carrying the Imperial Banner roll 3D6 when making a [Fear], Panic or [Terror] test and discard the highest result.

Tapestry of Sigmar's Triumph (40 pts)

A unit carrying the Tapestry of Sigmar's Triumph may re-roll any rolls To Wound of a natural 1 during the first round of a combat.

The Gleaming Pennant (15 pts)

Single use. A unit carrying the Gleaming Pennant may re-roll a single failed Leadership test. Note that a Break test is not a Leadership test.

Enchanted Items

Laurels of Victory (40 pts)

When determining your combat result, each unsaved wound caused by an attack made by the bearer of the Laurels of Victory (but not their mount) is worth 2 combat result points, rather than the usual 1.

Ring of Fortune (20 pts)

Single use. The bearer of the Ring of Fortune can re-roll any failed rolls To Wound made during the Combat phase.

Ring of Taal (20 pts)

Single use. The bearer of the Ring of Taal may cast the Oaken Shield spell from the Lore of Battle Magic (see page 321 of the Warhammer: the Old World rulebook) as a Bound spell with a Power Level of 3.

Shroud of Iron (10 pts)

The bearer of the Shroud of Iron (and any unit they have joined) has a 6+ Ward save against any wounds suffered that were caused by a non-magical template.

The Silver Horn (15 pts)

Characters with the Swiftstride special rule only. The bearer of the Silver Horn (and any unit they have joined) may re-roll the D6 when using the Swiftstride special rule.

Arcane Items

Book of Ashur (85 pts)

The bearer of the Book of Ashur increases their Dispel rangeby 3" and, unless they roll any natural double, may apply a +1modifier to any of their Casting or Dispel rolls. However, ifthe bearer rolls any natural double when making a Casting orDispel roll, the book has proven to be a poor reproduction,full of glaring errors, and the +1 modifier cannot be applied tothat roll.

Crystal Ball (20 pts)

Once per turn, you may make your opponent re-roll a single roll To Hit or To Wound made against a friendly character model that is within the Command range of the bearer of the Crystal Ball.

Tome of Midnight (30 pts)

The bearer of the Tome of Midnight may apply a +1 modifier to any of their Casting rolls when attempting to cast spells from the Lore of Daemonology, Dark Magic, or Necromancy. In addition, they know one more spell (chosen in the usual way) than is normal for their Level of Wizardry. However, the bearer can only cast a number of spells equal to their Level of Wizardry per turn and is subject to the Loner special rule.

Twin-Tailed Wand (40 pts)

Once per turn, the bearer of the Twin-tailed Wand may attempt to cast one of their spells a second time. However, should they miscast a spell, the bearer is overwhelmed by the Winds of Magic and, instead of rolling on the Miscast table, suffers D3 wounds with no armour or Regeneration saves permitted (Ward saves can be attempted as normal).

Wizard's Familiar (35 pts)

0-1 per Wizard. The owner of a Wizard’s Familiar may apply a +1 modifier to any of their Dispel rolls.

Wizard's Staff (20 pts)

The bearer of the Wizard’s Staff gains a +1 modifier to their Casting roll when attempting to cast an Assailment spell or a Magic Missile.

Talismans

Jade Amulet (25 pts)

The bearer is immune to the [Killing Blow] special rule. If the bearer is struck a [Killing Blow], they are permitted armour and [Regeneration] saves as normal. If the wound is unsaved, they lose a single Wound.

Slayer's Hourglass (10 pts)

Enemy models whose troop type is 'monster' suffer a -1 modifier to their Weapon Skill characteristic whilst in base contact with the bearer of the Slayer's Hourglass

The White Cloak (30 pts)

The wearer of the White Cloak has a 5+ Ward save against any wounds suffered, and a 3+ Ward save against any wounds suffered that were caused by an attack that has the [Flaming Attacks] special rule.

Witch Hunter's Ward (20 pts)

A model that bears a Witch Hunter's Ward has the Magic Resistance (-2) special rule. In addition, once per game, the bearer of a Witch Hunter's Ward can re-roll a single failed Armour Save roll.

Equipment

Weapon

Ball & chain

RangeStrengthAPSpecial Rules
CombatS+3-2Armour Bane (1), Requires Two Hands, Strikes Last

Beast Reaver

RangeStrengthAPSpecial Rules
CombatS+1-1Armour Bane (1), Killing Blow, Magical Attacks

When making attacks against Beastmen Brayherds, Harald Gemunsen may re-roll any failed rolls To Wound.

Blunderbuss

RangeStrengthAPSpecial Rules
12"3-1Multiple Shots (D3), Volley Fire

A model armed with a blunderbuss suffers no negative modifiers for firing at long range, for using the Multiple Shots (D3) special rule, or whilst making a Stand & Shoot charge reaction.

Grenade launching blunderbuss

RangeStrengthAPSpecial Rules
24"4-2Cumbersome, Ponderous

If the roll To Hit is successful, a grenade launching blunderbuss causes D3+1 hits to the target enemy unit, rather than the usual one hit.

Helblaster Volley Gun

RangeStrengthAPSpecial Rules
24"5-1Armour Bane (2), Cumbersome, Helblaster, Move or Shoot

This weapon uses the Black Powder Misfire table.

Helstorm Rocket Battery

RangeStrengthAPSpecial Rules
12-48"3-1Cumbersome, Helstorm, Move or Shoot

This weapon uses a number of 3" blast templates and the Black Powder Misfire table.

Hochland long rifle

RangeStrengthAPSpecial Rules
36"4-1Armour Bane (1), Cumbersome, Ponderous

A model armed with a Hochland long rifle can target a specific model within its target unit, such as a champion or a character.

Hooked Halberd

RangeStrengthAPSpecial Rules
CombatS+1-2Armour Bane (2), Requires Two Hands

Judgement

RangeStrengthAPSpecial Rules
CombatS+2-2Magical Attacks, Multiple Wounds (2), Requires Two Hands

Long rifle

RangeStrengthAPSpecial Rules
36"4-1Armour Bane (1), Cumbersome

A model armed with a long rifle can target a specific model within its target unit, such as a champion or a character.

Man-catcher

RangeStrengthAPSpecial Rules
CombatS-1Killing Blow, Requires Two Hands

Repeating rifle

RangeStrengthAPSpecial Rules
24"4-1Armour Bane (1), Multiple Shots (3)

Steam Gun

RangeStrengthAPSpecial Rules
N/A2-Breath Weapon

No armour saves is permitted against wounds caused by this weapon (Ward and Regeneration saves can be attempted as normal)

Steam cannon

RangeStrengthAPSpecial Rules
24"8-2Armour Bane (2), Cannon Fire, Cumbersome, Multiple Wounds (D3)

This weapon shoots like a cannon, using the ‘Cannon Fire’ special rule. If a ‘Misfire’ is rolled on the Artillery dice during step 2, this model loses a single Wound (instead of rolling on a Misfire table). This weapon does not have a 360° line of sight, it can only shoot into the Steam Tank’s front arc.

Wolf hammer

RangeStrengthAPSpecial Rules
CombatS+1-2Requires Two Hands

If the wielder of a wolf hammer uses it during a turn in which they made a charge move of 3" or more, they have a +2 modifier to their Strength characteristic, rather than the usual +1.


Special Rules

"Hold the Line!"

This character and any unit they have joined automatically passes any Panic tests they are required to make.

Assorted Weapons

In addition to their hand weapons, each member of a War Wagon's crew is armed differently with each carrying one of the following six unique weapons:

During the Shooting phase, each member of the crew equipped with a missile weapon may shoot with that weapon. During the Combat phase, each member of the crew may choose to use either their unique weapon, or their hand weapon. In both cases, the controlling player must roll different batches of dice for the different weapons, making it clear to their opponent which crew member's attacks they represent and where they are being directed.

Big Guns Know No Fear

Empire Engineers in a City-state of Nuln army (and any unit they have joined) gain the Immune to Psychology special rule whilst there is a friendly war machine within their Command range.

Blessings of Ulric

A model with this special rule has a 6+ Ward save against any wounds suffered that were caused by an attack that has the Flaming Attack special rule.

Clouds of Shoot & Smoke

Unless it is mounted, this model is considered to be behind full cover whilst it is within 3" of a friendly unit whose troop type is ‘war machine’

Crushing Weight

Stomp attacks made by a War Wagon have an Armour Piercing characteristic of -1. In addition, and unlike other chariots, this model treats low linear obstacles as dangerous terrain rather than impassable terrain.

Fanatical Zeal

A unit with this special rule can be joined by a Lector of Sigmar or a Priest of Sigmar. However, these are the only characters that can join this unit. A Lector of Sigmar or Priest of Sigmar that joins a unit of Flagellants is considered to have the Unbreakable special rule for as long as they remain with the unit.

Note that a unit with the Unbreakable special rule cannot normally be joined by a character without it. This rule provides an exception that represents the fanaticism of Sigmar’s priesthood.

Feel No Pain

A model with this special rule has:

Grand Master of the Knights Panther

Harald Gemunsen belongs to the Order of the Knights Panther, therefore he may re-roll a single dice that rolls a natural 1 when making a Charge roll, before discarding any dice that are required to be discarded. In addition, Harald may only join a unit that belongs to the Order of the Knights Panther.

Grinding Wheels

Stomp Attacks made by a Steam Tank have an Armour Piercing characteristic of -2. However, this rule cannot be used against models whose troop type is ‘behemoth’ – they are simply too large to be caught beneath a Steam Tank’s wheels.

In addition, and unlike other chariots, this model treats low linear obstacles as open terrain rather than as impassable terrain.

Guardians of the Temple

When engaged in combat, a model with this special rule may re-roll any rolls To Hit of a natural 1.

Handgun Drill

Once per game, each detachment of State Missile troops in a City-state of Nuln army can fire with one additional rank.

Helblaster

When shooting a Helblaster Volley Gun, roll three Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of all three Artillery dice:

After determining the number of shots, roll To hit for each as normal, using the crew's Ballistic Skill and applying all appropriate modifiers.

Helstorm

A Helstorm Rocket Battery launches a barrage of rockets high into the sky passing over intervening regiments and even terrain. When shooting with this weapon, work your way through the following steps:

1 - Choose target: No line of sight is required for this weapon. Instead, choose an enemy unit that is between its minimum and maximum range to be the target and place D3 blast templates so that the central hole of each is over that unit.

2 - Scatter: Once each template has been placed, it will scatter. Roll and Artillery dice and a Scatter dice for each template in turn.

3- Damage: Any model whose base lies underneath a template risks being hit by this weapon.

Holy Fervour

Unless this unit is fleeing, friendly units within 6" of it automatically pass any Fear tests they are required to make and can re-roll any failed Panic tests.

Inner Circle

When engaged in combat, a model with this special rule (but not its mount) may re-roll any rolls To Hit of a natural 1.

Master of Ballistics

Unless this model is fleeing or engaged in combat, once per turn a friendly Empire war machine that is within its Command range can either use this model’s Ballistic Skill characteristic, or re-roll a single Artillery dice.

Master of Battle

If this model joins a unit of Empire Knights, Inner Circle Knights or Demigryph Knights, that unit will gain the Immune to Psychology special rule. Should this model leave a unit it has joined for any reason, that unit loses this special rule.

Mercenary Commander

If Hans is the army's General, friendly units with the Mercenaries special rule may benefit from his Inspiring Presence rule and may be joined by him. In addition, friendly Mercenary units are not subject to the 'Misbehaving Mercenaries' rules.

Order of the Blazing Sun

Models belonging to the Order of the Blazing Sun:

In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Blazing Sun:

Note that any special rules granted by these upgrades do not apply to the models' mounts.

Order of the Fiery Heart

Models belonging to the Order of the Fiery Heart

In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Fiery Heart:

Note that any special rules granted by these upgrades do not apply to the models' mounts.

Order of the Knights Panther

Models belonging to the Order of the Knights Panther:

In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the Knights Panther:

Note that any special rules granted by these upgrades do not apply to the models' mounts.

Order of the Knights of Morr

Models belonging to the Order of the Knights of Morr:

In addition, a Grand Master, Chapter Master, or any unit of Inner Circle Knights beloning to the Order of the Knights of Morr:

Note that any special rules granted by these upgrades do not apply to the models' mounts.

Order of the White Wolf

Models belonging to the Order of the White Wolf

In addition, a Grand Master, Chapter Master or unit of Inner Circle Knights belonging to the Order of the White Wolf:

Note that any special rules granted by these upgrades do not apply to the models' mounts.

Pigeon Bombs

Instead of shooting normally during the Shooting phase, a model equipped with pigeon bombs may release one. Choose an enemy unit that is within 24" of the model and roll a D6 on the Pigeon Bomb table below:

1: Bird Brain: Center a small (3") blast template over the model that released the pigeon bomb. Any model whose base lies underneath the template risks being hit and suffering a Strength 4 hit with an AP of -1.

2-3: Fly Away Home: The bomb has no effect.

4-5: Dud: The target unit suffers a single S5 hit with an AP of -2 6: Perfect Delivery: Place a small (3") blast template so that its central hole is directly over the center of the target unit. Any model whose base lies underneath the template risks being hit and suffering a single S4 hit with an AP of -1.

Prayer of the Damned

During the Command sub-phase of their turn, this character may attempt to chant the Prayer of the Damned by making a Leadership test (using their own Leadership). If this test is passed, until your next Start of turn sub-phase, this character and any unit they have joined gains:

Prayers of Sigmar

During the Command sub-phase of their turn, this character may attempt to invoke Sigmar’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:

• Hammer Of Sigmar: Until your next Start of Turn sub-phase, this model, its mount and a single friendly unit that is within its Command range when this Prayer is chanted* may re-roll any rolls To Hit or To Wound of a natural 1 made during the Combat phase.

Shield Of Faith: Until your next Start of Turn sub-phase, this model and a single friendly unit that is within its Command range when this Prayer is chanted* has a 5+ Ward save against any wounds suffered during the Shooting phase.

• Soulfire: A single enemy unit this model is engaged in combat with immediately suffers D6 Strength 3 hits, each with an AP of -2. These hits have the Flaming Attacks and Magical Attacks special rules.

*Note that if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.

Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.

Prayers of Ulric

During the Command sub-phase of their turn, this character may attempt to invoke Ulric’s blessings by chanting a single Prayer from the list below and making a Leadership test (using their own Leadership). If this test is passed, the Prayer takes immediate effect:

• Battle Howl: Until your next Start of Turn sub-phase, when this model and a single friendly unit that is within its Command range when this Prayer is chanted* makes a Charge roll, you may apply a +D3 modifier to the result. This Prayer may only affect models whose troop type is ‘infantry’ or ‘cavalry’.

• Winter’s Chill: Until your next Start of Turn sub-phase, any enemy model that directs its attacks against this model, its mount or any unit it has joined during the Combat phase must re-roll any rolls To Hit of a natural 6.

• Wrath Of Winter: Until your next Start of Turn sub-phase, this model, its mount and any unit it has joined gains the Multiple Wounds (2) special rule.

*Note that, if more than one friendly unit is within this model’s Command range when this Prayer is chanted, you must tell your opponent which unit is affected.

Note also that the effects of these Prayers on friendly units are not cumulative. In other words, a friendly unit cannot be affected by the same Prayer more than once during the same turn.

Skilled Duellist

Should Harald Gemunsen slay an enemy in a challenge during a turn in which he charged, he may immediately issue a second challenge. If this challenge is accepted, it is fought immediatly, meaning Harald (but not his mount) may fight two challenges during a single round of combat.

Stable Firing Platform

To reflect the stability of a War Wagon, any missile weapons carried by the crew can be used in the Shooting phase even if the War Wagon marched this turn.

Steam Power

A Steam Tank cannot march.

Instead, you may make a ‘Steam Power’ roll and add the result to the model’s Movement characteristic. To make a Steam Power roll, roll two D6 and discard the lowest result. The highest result is the result of the Steam Power roll. If both dice roll the same result, discard either.

Strategic Mastery

In scenarios where the players roll off to determine who takes the first turn, you may apply a +1 or -1 modifier to the result of your roll.

Suffer Not...

Each Witch Hunter in your army must have one of the following 'specializations' chosen when writing your roster list. This specialization indicates which of the many enemies of humanity the Witch Hunter is tasked with hunting. You must tell your opponent which specialization each Witch Hunter in your army has when deploying your army:

Symbol of Might

The Command range of a Lector of Sigmar mounted on the War Altar is increased from 8" to 12".

Note that, if this model is your General, it has a Command range of 18" as normal.

Temperamental

If a natural 1 is rolled on either of the dice when the Steam Tank makes a Steam Power roll orn a Charge roll, the pressure has reached dangerous levels and, if not quickly released, will cause irreparable damage. Choose one of the following:

The Steam tank loses a single Wound.

However, if a natural 1 is rolled on both of the dice, the pressure is too great to be release safely. The Steam Tank loses a single Wound and halts immediately. It cannot move ahain for the reminder of this turn.

The Griffon Helm

The Griffon Helm gives Hans a 5+ Ward save against any wound suffered and makes him immune to the Killing Blow special rule. If Hans would be struck a Killing Blow, he is permitted an armour and Regeneration save as normal. If the wound is unsaved, he loses a single wound.

Two Heads

An Imperial Griffon with Two Heads gains a +1 modifier to its Attacks characteristic.

Witch Bane

All Wizards within this model’s Command range (friend or foe) suffer a -2 modifier to their Casting rolls.

Zealot

A character with this special rule can only join a unit with the Fanatical Zeal special rule.