Crisis in Marienburg - Warhammer-Empire.com armies. If you do want to do so, ... Dogs of War,...

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The year is 2201, and The Empire does not exist. In its place are a mul- titude of shifting alliances, over- mighty subjects, rampaging merce- naries, hate-filled Templar orders, powerless Elector Counts, and no less than four Emperors. But now, as all eyes turn to the bloated prize of Marienburg, four great coalitions have formed. Each of the four seeks to control the greatest city in the Old World; and through it, The Empire itself. Welcome to the warhammer- empire.com ‘Crisis in Marienburg’ Campaign army book! This book contains a selection of alternate army lists for use during the cam- paign, intended to show that the armies of 2201 were very different from those we are familiar with in 2523. The following four army lists repre- sent the four factions competing in the ‘Crisis in Marienbug’ campaign. Remember that these lists are designed to be played against each other, not against standard Warhammer armies. If you do want to do so, we suggest that your opponent exercises restraint when creating their army list! Lastly, it should be emphasised that each of the four lists contains a diverse selection of troops from many nationalities, and it is intend- ed that players aim to make their armies as diverse as possible. While, for example, the League of Free Traders list could be used to make a pure Kislev army, to do so would be to miss the whole point. Armies in the era of the four Emperors are messy, miscellaneous assemblages of troops, not the disciplined and orderly forces of the modern Empire. The Empire and The Old World in 2201 The four primary factions engaged in the struggle for Marienburg are loose confederations of allies. The map below shows the territories controlled by each of the major players as the war begins. Orange = The Members of the Marienburg Alliance Blue = The Dominions of the Empire of Middenland Purple = The Faithful of the Sigmarite Empire and their allies the Duchy of L’Anguille Green = The Signatories of the League of Free Traders Compiled by A.P. Vement http://marienburg.warhammer-empire.com/ Crisis in Marienburg Campaign army lists

Transcript of Crisis in Marienburg - Warhammer-Empire.com armies. If you do want to do so, ... Dogs of War,...

Page 1: Crisis in Marienburg - Warhammer-Empire.com armies. If you do want to do so, ... Dogs of War, Regiments of Renown, Kislev allies and other such additions can only be used where specifically

The year is 2201, and The Empiredoes not exist. In its place are a mul-titude of shifting alliances, over-mighty subjects, rampaging merce-naries, hate-filled Templar orders,powerless Elector Counts, and noless than four Emperors. But now, asall eyes turn to the bloated prize ofMarienburg, four great coalitionshave formed. Each of the four seeksto control the greatest city in theOld World; and through it, TheEmpire itself.

Welcome to the warhammer-empire.com ‘Crisis in Marienburg’Campaign army book! This bookcontains a selection of alternatearmy lists for use during the cam-paign, intended to show that thearmies of 2201 were very differentfrom those we are familiar with in2523.

The following four army lists repre-sent the four factions competing inthe ‘Crisis in Marienbug’ campaign.Remember that these lists aredesigned to be played againsteach other, not against standardWarhammer armies. If you do wantto do so, we suggest that youropponent exercises restraint whencreating their army list!

Lastly, it should be emphasised thateach of the four lists contains adiverse selection of troops frommany nationalities, and it is intend-ed that players aim to make theirarmies as diverse as possible. While,for example, the League of FreeTraders list could be used to make apure Kislev army, to do so would beto miss the whole point. Armies inthe era of the four Emperors aremessy, miscellaneous assemblagesof troops, not the disciplined andorderly forces of the modern Empire.

The Empire and The OldWorld in 2201The four primary factions engaged inthe struggle for Marienburg are looseconfederations of allies. The mapbelow shows the territories controlledby each of the major players as thewar begins.

Orange = The Members of theMarienburg Alliance

Blue = The Dominions of the Empireof Middenland

Purple = The Faithful of the SigmariteEmpire and their allies the Duchy ofL’Anguille

Green = The Signatories of theLeague of Free Traders

Compiled by A.P. Vementhttp://marienburg.warhammer-empire.com/

Crisis in MarienburgCampaign army lists

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Marienburg

Campaign

The Armies of theFour EmperorsCenturies of civil war have torn TheEmpire into shreds, but have createda huge demand for soldiers. With thecollapse of central authority almosteverywhere, state armies havebecome virtually non-existent.Instead, each province is home to apatchwork of small private armiesunder the control of feudal lords,town militias drawn from guildsmen,mercenary companies both foreignand domestic, knightly orders andreligious cults. Even for the Emperors, assembling alarge army is difficult indeed - andholding it together is harder still. Suchan army is, of necessity, a mixture oftroops from many different places,fighting for very different reasons.This task becomes even more chal-lenging with the inclusion of foreignallies - the Tileans, Estalians, Breton-nians, Kislevites, Dwarfs, Norse andWestern Elves.

As a result, military campaigns areoften short and indecisive. It takes avery great general indeed toachieve success with an army that isat war with itself.

Provincial colours in 2201The official state colours used by theeleven provinces and four city-states of The Empire are the sameas those used in 2523, summarisedas follows:Altdorf: red and blueAverland: yellow and blackHochland: red and greenMiddenheim: blue and whiteMiddenland: blueNordland: blue and yellowNuln: blackOstermark: purple and either yellowor whiteOstland: black and whiteReikland: whiteStirland: green and yellowTalabecland: red and yellowTalabheim: red and whiteWesterland (and Marienburg): red,yellow and blueWissenland: grey and white

However, these colours are used farless commonly by armies in the Ageof Four Emperors. While the house-hold troops of an Elector tend todress predominantly in the state liv-ery, the various small armies underthe control of the towns, cities andnoblemen of the same provinceoften wear colours of their ownchoice. To make matters more con-fusing, it is common for troops origi-nating in one province to fight in thearmy of another... thus, a regimentin the yellow and black of Averlandmight be observed fighting underthe blue flag of the Empire ofMiddenland, against a regiment ofAverlanders wearing the crimsonand gold livery of Streissen andfighting for the Marienburg Alliance.

A list of Rulers in 2201The Holy City of Altdorf: The GrandTheogonist Fulmar IX CruentusThe Grand County of Averland: GrandCount Joachim II SigmarusThe Barony of Hochland: Baron Jakob vonIsenburg (Subject to Titus-Artur I)The Empire of Middenheim and Midden-land: Emperor Titus-Artur IThe Grand Duchy Nordland: Grand Duch-ess Eleonore von WetterauThe Holy City of Nuln: Arch-Lector Echardvon SchoneckThe League of Ostermark: Gr(fin GabrielaSteinhardtThe Grand Principality of Ostland: GrandPrince Erich Raspe (Subject to Titus-Artur I)The Grand Principality of Reikland: EmperorHermann II, the Grand Prince of ReiklandThe Grand County of Stirland: Graf FredrickII von HuttenThe Otillian Empire of Talabecland andTalabheim: Emperor Marius V, the OtilliaThe Grand County of Westerland and theCity-State of Marienburg: Emperor Philip III,Grand Count of WesterlandThe Grand County of Wissenland: GrandCountess Rosina von OrsbeckThe Kingdom of Kislev: Tzar Dmitri VIIThe Duchy of L’Anguille: Duke Henry LeVÈloceThe Hold of Barak Varr: King Garazi StroldrekiThe Despotate of Remas: Despot AndronikosIVThe Duchy of Miragliano: Duke AzzonePelavicinoThe Kingdom of Luccini: King Alfonso IIIThe Republic of Tobarro: Doge GiacomoLomelliniThe Principality of Sartosa: Prince PietroTiepoloThe Kingdom of Bilbali: King Sancho VThe Kingdom of Magritta: Queen Petronella

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General rules for all armiesAll lists are optional. Players may use standard lists instead. However, using one of these special lists provides bonus

points during the campaign.

These army lists are based on the 7th Edition Empire army book, except where stated otherwise. Some units are

derived instead from the Dogs of War, Cult of Ulric, Dwarf, High Elf, Ogre Kingdoms or Kislevite lists.

For each character or unit description, assume that all normal rules, costs, equipment and options from the rele-

vant army book or list apply, except where specifically contradicted in the list below.

NationalitiesThese armies include troops of many different nationalities. These are stated in the individual troop descriptions, and

come from the following list: Empire (including all provinces and city-states, which are all considered to be sepa-

rate nationalities. Note however that Westerland and Marienburg are considered to be the same nationality),

Estalian, Tilean, Norse, Bretonnian, Kislevite, Barak Varr Dwarf, Western Elf, Miscellaneous.

Nationality is used to determine certain options available to the unit, affects the degree of control the General has

over the unit, and may have other implications as well.

Nationality is decided on a unit by unit bases: for each unit you select, you may freely decide which nationality it

belongs to according to the options available.

Nationality and ControlThe base nationality of an army is considered to be the same as that of its General. Troops of a different nationality

will not always follow the General’s orders, but may instead choose to act as they see fit.

The first time in a game that a unit of different nationality to the Army General is about to move or shoot, the General

must make a leadership test. If he passes, the unit acts as the player wishes. However, if he fails, the unit decides not

to follow the order. It may not move or shoot that turn, except to stand and fire against a charging unit. It may still

fight if engaged in close combat, and may flee or pursue as usual as a result of that combat. This test is never taken

more than once, per relevant unit, during the course of a game.

Characters need never make this test, though if they are with a unit that may not move or shoot they must remain

with it, and may not move or shoot either that turn (as previously explained for the unit).

ContemptNo unit will ever cause panic, for any reason, in a friendly unit of troops of

a different nationality. However, units whose nationality is listed as ‘miscel-

laneous’ are always vulnerable to panic caused by friendly units.

Characters and UnitsCharacters may join any friendly units, regardless of nationality, unless oth-

erwise stated.

Dogs of WarDogs of War, Regiments of Renown, Kislev allies and other such additions

can only be used where specifically allowed. Albion Units may not be

used.

Special CharactersNon-contemporary special characters cannot be used.

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Magic ItemsAll common and Empire magic items can be used according to the normal

rules (except the Hexstaff, an Albion item, which may not be used).

However, it is suggested that players change the names and backgrounds

of the items to fit the theme of their armies.

Dwarfs, Elves and Ogres (characters and units, including Dwarf war

machines) use the magic items from their own army books.

Detachment ruleThe detachment rule is not in effect for any units, except where it is specifi-

cally stated to be. All such instances will be clearly labelled.

Skirmishers and Fast CavalrySkirmishing units and Fast Cavalry never count towards the required mini-

mum number of core units for an army. Skirmishing units may never have

champions, standards or musicians.

Champions, Standards and MusiciansAny unit, other than skirmishing units, may have a champion, standard bearer and/or musician. It costs 5 points to

upgrade a model to a musician or champion and 10 points to a standard bearer. This overrides any costs given in

the original army lists.

PistolsAny (non-mounted) model armed with a pistol may choose to use it as an additional hand weapon in close com-

bat, thus gaining an extra attack.

HalberdsAll halberds are Armour Piercing in addition to their usual abilities.

PavisesA Pavise is a large shield generally used by missile troops. It provides a bonus of +2 to armour save against ranged

attacks only. Any model equipped with a pavise suffers -1 to its Movement score.

Dwarfs and Dispel DiceAny army that includes Dwarfs will receive bonus dispel dice as for a Dwarf army (see the Warhammer rulebook for

details). However, instead of the usual two dispel dice, the army will receive one dispel dice per full thousand points

of Dwarfs (this includes all Dwarf characters and units).

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The Army of the Marienburg AllianceLords i

• General: as a General of the Empire. Nationality: Marienburg, Averland, Estalian or Tilean. In addition to the usual equipment options, a Marienburg General may carry a braceof pistols for +12 points. An Estalian General must ride a warhorse, which may not have barding. A Tilean General may not ride a Griffon, but may be equipped with a crossbow for+10 points. Any General may carry magic items to a total value of 70 points only. The ‘AncestralHeirloom’ rule allows one unit of Spearmen, Halberdiers, Heavy Cavalry, Swordsmenor Marines of the same nationality as the General to carry a magic banner costing upto 55 points.

• Templar Grand Master: Nationality: Marienburg, Averland, Estalian or Tilean.May carry magic items to a total value of 70 points only. If the Grand Master is the Army General, one unit ofTemplar Knights (of the same order) count as a core choice instead of as a special choice.

Heroes i• Captain: Nationality: Marienburg, Averland, Estalian or Tilean.In addition to the usual equipment options, a Marienburg Captain may carry a brace of pistols for +8 points. 0-1 Averland Captain may scout for + 15 points. He may not have any non-magical equipment other than lightarmour, a shield, and a longbow, and may not ride a warhorse or pegasus. He may not have magical armour, andmay not be upgraded to the Battle Standard Bearer.Any Marienburg Captain may be designated as a Priest of Manann for +20 points. A Priest adds one dispel dice tothe army’s dispel dice pool during an opponent’s magic phase, but otherwise is treated the same as an ordinarycaptain (though he may not ride a pegasus).Any Marienburg or Averland Captain may be designated as a Priest of Sigmar for +20 points. A Priest adds one dis-pel dice to the army’s dispel dice pool during an opponent’s magic phase, but otherwise is treated the same asan ordinary captain (though he may not ride a pegasus).Any Averland, Estalian or Tilean Captain may be designated as a Priest of Myrmidia for +20 points. A Priest adds onedispel dice to the army’s dispel dice pool during an opponent’s magic phase, but otherwise is treated the same asan ordinary captain.A Tilean Captain may be equipped with a crossbow for +10 points. May carry magic items to a total value of 35 points only. If upgraded to the Battle Standard bearer, he may still select any non-magical equipment available to a normalcaptain. An Estalian Battle Standard Bearer must ride a warhorse, which may not have barding. The Battle StandardBearer must be the same nationality as the Army General.

• † 0-1 Battle Wizard per 1000 points (so an army with a nominal points valueof 2000 may use up to two Battle Wizards): Nationality: Marienburg, Tilean.May use either Gold or Celestial magic (select the magic lore when writingthe army list). May carry magic items to a total value of 35 points only.

• 0-1 Engineer per 2000 points (so an army with a nominal points value of 4000may use up to two Engineers):: Nationality: Any Empire province or city-state.The Engineer costs only 35 points. The usual equipment options do not apply.Instead, the Engineer may carry a Mancatcher (which grants the Killing Blowability) or Hook Halberd (counts as a halberd)† for +1 point, a HochlandLong Rifle (+15 points) or handgun (+5 points), a pistol (+3 points) or brace ofpistols (+7 points), and may have light armour (+1 point) or heavy armour (+3points). May ride a warhorse (+8 points), which may have barding (+2points).

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• 0-1 Western Elf Captain per 2000 points (so an army with a nominal points value of 4000 may use up to two Western

Elf Captains): Nationality: Western Elves.

As a High Elf Noble, selected from the High Elf army book. May only be chosen if at least one unit of High Elf Sea

Guard, Spearmen or Archers is chosen as well. May only join Elf units.

• 0-1 Western Elf Mage per 2000 points (so an army with a nominal points value of 4000 may use up to two Western

Elf Mages): Nationality: Western Elves.

As a High Elf Mage, selected from the High Elf army book. May only join Elf units.

Core i• Spearmen: as Empire Spearmen, but with shields and no armour. Nationality: Marienburg, Averland, Estalian or

Tilean.

Marienburg Spearmen are immune to panic, and cost +1 point per model. They may be equipped with light

armour for +1 point per model.

Averland Spearmen have light armour instead of shields, but may buy shields for +1 point per model. They may be

used as detachments for other Averland units with the detachment rule, or may have detachments themselves.

Estalian Spearmen have Leadership 6 and cost 4 points per model. 0-1 unit may be equipped with light armour for

+1 point per model.

Tilean Spearmen may be equipped with light armour for +1 point per

model.

• Halberdiers: as Empire Halberdiers. Nationality: Marienburg or Averland.

Marienburg Halberdiers are immune to panic, and cost +1 point per

model.

Averland Halberdiers may be used as detachments for other Averland

units with the detachment rule, or may have detachments themselves.

Halberdiers may have heavy armour (+1 point), but may not also have

shields.

• Swordsmen: as Empire Swordsmen. Nationality: Averland or Estalian.

Averland Swordsmen may be used as detachments for other Averland units

with the detachment rule, or may have detachments themselves.

Estalian Swordsmen are skirmishers, cost 7 points, and are limited to 10-15

models per unit.

• Pikemen: as Dogs of War Pikemen. You may not have more units of

Pikemen than you have units of Spearmen, Halberdiers or Swordsmen. Nationality: Averland or Tilean.

0-1 unit per 2000 points may be upgraded to Guard Pikemen for +4 points per model (so an army with a nominal

points value of 4000 may have two such units). Guard Pikemen have Weapon Skill 4, Leadership 8, and full plate

armour.

• Crossbowmen: as Empire Crossbowmen. Nationality: Marienburg, Averland, Estalian or Tilean.

Marienburg Crossbowmen are immune to panic, and cost +1 point per model.

Averland Crossbowmen may be used as detachments for other Averland units with the detachment rule, but may

not have detachments themselves.

Estalian Crossbowmen are skirmishers, cost 9 points, and are limited to 0-1 unit of 8-12 models.

Tilean Crossbowmen may be equipped with light armour (+1 point) or heavy armour (+2 points per model) and/or

Pavises (+1 point).

• Handgunners: as Empire Handgunners. Repeater Handguns may not be selected. Nationality: Marienburg,

Averland.

Marienburg handgunners are immune to panic, and cost +1 point per model.

Averland Handgunners may be used as detachments for other Averland units with the detachment rule, or may

have detachments themselves.

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• Free Company: as Empire Free Company. Nationality: Any Empire province or city-state.Free Company have light armour in addition to their usual equipment. Any unit may (at no cost) replace their addi-tional hand weapons with great weapons, or with halberds, or with shields. 0-1 unit may have heavy armour (+2 points per model), but may not then act as a detachment.Free Company may be used as detachments for other units (of the same nationality) with the detachment rule, butmay not have detachments themselves.

• Westerland Archers: Nationality: Marienburg. As Empire Archers, but with Movement 5, Weaponskill 2, andLeadership 6, and with longbows instead of bows. They may not be upgraded to Huntsmen. Archers cost 7 points.

• 0-1 Averland Bergjaegers per 2000 points (so an army with a nominalpoints value of 4000 may use up to two units of Averland Bergjaegers):Nationality: Averland. As Empire Archers, but with Movement 5,Weaponskill 2, Ballistic Skill 4, and with longbows instead of bows.Averland Bergjaegars are Scouts, cost 11 points each, and are limited toa single unit (per 2000 points) of 5-10 models.

• Estalian Skirmishers: Nationality: Estalian. As Dogs of War Duellists, butwith Weaponskill 3, Initiative 3 and Leadership 6.† May not use theequipment listed in the Dogs of War list. Instead, Estalian Skirmishers

carry a hand weapon and shield, and either slings or javelins. Estalian Skirmishers cost 5 points per model. Any unit may replace their shields and slings/javelins with bows for +2 points per model.

• Duellists: Nationality: Marienburg, Tilean. As Dogs of War Duellists with pistols.

• Heavy Cavalry: As Dogs of War Heavy Cavalry. but without shields. They cost 18 points per model. Nationality:Averland, Estalian or Tilean.Averland and Tilean Heavy Cavalry may have barding for +2 points per model, and shields for +1 point per model.Every alternate unit may upgrade heavy armour to full plate armour for + 2 points per model (so for every unit withfull plate armour, you must also have a unit with heavy armour).Tilean Heavy Cavalry may exchange their lances for morning stars for -1 point per model.Estalian Heavy Cavalry have Initiative 4, and carry shields in addition to their standard equipment. They may not havebarding. Estalian Heavy Cavalry may roll an additional dice when pursuing, and may choose the three highest dicerolls (or the two highest, if for some reason they are rolling only three dice in total). They cost 20 points per model.

• Light Cavalry: As Dogs of War Light Cavalry. The standard equipmentoptions do not apply. Nationality: Estalian or Tilean.Estalian Light Cavalry cost 14 points per model, have Ballistic Skill 4, and areequipped with shields and javelins. Tilean Light Cavalry may be armed with crossbows, and will therefore cost 16points per model. Alternately, they may be armed with spears and shields, inwhich case they cost 13 points per model.

Specialli• Templar Knights: as Empire Inner Circle Knightly Orders. Nationality:Marienburg, Averland, Estalian or Tilean. Marienburg Templar Knights are dedicated to Manann, and cannot bejoined by the priests of other gods. They have Leadership 9, and cost 28points per model.

• 0-1 Dismounted Templar Knights per 2000 points (so an army with a nominalpoints value of 4000 may have two units of Dismounted Templar Knights): AsEmpire Greatswords. Nationality: Marienburg, Estalian or Tilean.Marienburg Dismounted Templar Knights are dedicated to Manann, andcannot be joined by the priests of other gods. They are not equipped withgreat weapons or full plate armour. Instead, they have heavy armour and

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shields, and are Strength 4 and Leadership 9. They cost 12 points per model.Estalian Dismounted Templar Knights may exchange their great weapons and full plate armour for heavy armourand shields (-2 points per model).Tilean Dismounted Templar Knights may exchange their great weapons for halberds.Any unit may carry a magic banner costing up to 40 points.

• Greatswords: Nationality: Averland. As Empire Greatswords. Any† unit may exchange their great weapons andfull plate armour for heavy armour and shields (-2 points per model). Any unit may carry a magic banner costingup to 40 points. Greatswords may have detachments of other units (of the same nationality) with the detachment rule, but may notact as detachments themselves.

• Marines: Nationality: Marienburg, Tilean. As Empire Swordsmen, but with Leadership 8 and Immunity to Panic.Marines cost 8 points per model.†

• Pistoliers: Nationality: Marienburg, Averland. As Empire Pistoliers. No repeater pistols or handguns may be chosen.

• Great Cannon: As Empire Great Cannon. Nationality: Marienburg, Averland.May have up to two additional crewmen (+5 points per model).

Rare i• Mortar: As Empire Mortar. Nationality: Marienburg, Averland.May have up to two additional crewmen (+5 points per model).

• Dogs of War Ogres, Dwarfs, Halflings, Norse Marauders, or Cannons, chosen from the Dogs of War army list.Nationality: Miscellaneous.Any unit of Norse Marauders may be equipped with throwing axes (+2 points per model).

• Ogre Ironguts or Maneaters, chosen from the Ogre Kingdoms army book. Maneaters use only a single rare slot,rather than two as is usual. Nationality: Miscellaneous.

• Elf Sea Guard, Spearmen or Archers, chosen from the High Elf army book. Elven units can only be joined by elvencharacters. Nationality: Western Elves.

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The Army of the Empire of Middenland

Lords i

• General: as a General of the Empire.

Nationality: Middenheim, Middenland.

A General may carry magic items to a total value of 90 points only. These items may be selected from the Magic

Items listed in the Cult of Ulric army list, in addition to the normal Empire and Common items.

May be equipped with a crossbow for +10 points.

If a General is the Army General, all Hochland, Middenheim, Middenland and Ostland units (but not characters)

are considered to be of the same nationality as the Army General, and thus do not have to make a ‘Nationality

and Control’ dice roll. If the General is killed, all Hochland, Middenheim, Middenland and Ostland units (but not

characters) must make a ‘Nationality and Control’ dice roll at the start of their next turn, unless already engaged

in combat.

The ‘Ancestral Heirloom’ rule allows one unit of Spearmen, Halberdiers, Swordsmen or Heavy Cavalry of the same

nationality as the General to carry a magic banner costing up to 55 points. This may be one of the magic banners

from the Cult of Ulric army list, or an Empire or Common banner.

• Templar Grand Master: Nationality: Hochland, Middenheim, Middenland, Ostland.

May carry magic items to a total value of 80 points only. These items may be selected from the Magic Items listed

in the Cult of Ulric army list, in addition to the normal Empire and Common items.

May be equipped with a cavalry hammer (+10 points; see the Cult of Ulric army list for cavalry hammer rules).

If the Grand Master is the Army General, one unit of Inner Circle Knightly Orders (of the same order) count as a core

choice instead of as a special choice. May not belong to a Sigmarite Order.

Heroes i• Captain: Nationality: Hochland, Middenheim, Middenland, Ostland, Norse.

0-1 Hochland Captain may scout for + 15 points. He may not have any non-magical equipment other than light

armour, a shield, and a longbow, and may not ride a warhorse or pegasus. He may not have magical armour, and

may not be upgraded to the Battle Standard Bearer.

A Hochland Captain may be armed with a Hochland long rifle (+10

points).

A Norse Captain may not be equipped with gunpowder weapons,

and may not ride a pegasus, If he rides a warhorse, it may not have

barding. May carry throwing axes (+5 points). Norse Captains may be

subject to Frenzy for +5 points.

May carry magic items to a total value of 40 points only (25 points for

Norse Captains). A Middenheim Captain may select items from the

Magic Items listed in the Cult of Ulric army list, in addition to the normal

Empire and Common items.

If upgraded to the Battle Standard bearer, he may still select any non-

magical equipment available to a normal captain. The Battle

Standard Bearer must be the same nationality as the Army General.

• 0-1 Engineer per 2000 points (so an army with a nominal points value

of 4000 may use up to two Engineers):: Nationality: Any Empire

province or city-state.

The Engineer costs only 35 points. The usual equipment options do not apply. Instead, the Engineer may carry a

Mancatcher (which grants the Killing Blow ability) or Hook Halberd (counts as a halberd) for +1 point, a Hochland

Long Rifle (+15 points) or handgun (+5 points), a pistol (+3 points) or brace of pistols (+7 points), and may have light

armour (+1 point) or heavy armour (+3 points). May ride a warhorse (+8 points), which may have barding (+2

points).

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• 0-1 Priest of Taal per 2000 points (so an army with a nominal points value of 4000 may use up to two Priests of Taal). Nationality: Hochland, Middenheim, Middenland, OstlandAs an Empire Battle Wizard, but may only use the Lore of Beasts. May carry magic items to a total value of 30 pointsonly.

• † 0-1 Illusionist per 1000 points (so an army with a nominal points value of 2000 may use up to two Illusionists):Nationality: MiddenheimAs an Empire Battle Wizard, but may use only Grey Magic. May carry magic items to a total value of 50 points.

• Warrior Priest of Ulric. Nationality: Middenheim, Middenland, Talabecland, Talabheim. As a Priest of Ulric chosen fromthe Cult of Ulric army list, with the following alterations: he costs only 60 points; he may not be the Battle StandardBearer, he may carry only Talismans of Ulric (not other magic items); his prayers are cast at power level 4; his ‘crushthe weak’ ability grants Hatred against all models in a Sigmarite Empire army, instead of its usual effect.

Core i• Spearmen: as Empire Spearmen. Nationality: Hochland, Middenheim, Middenland, Ostland, Norse.Hochland, Middenheim, Middenland or Ostland Spearmen may be used as detachments for other units (of thesame nationality) with the detachment rule, or may have detachments themselves.Norse Spearmen have Weapon Skill 2 and Leadership 6, and are equipped with shields in addition to their lightarmour. They cost 4 points per model.0-1 unit of Norse spearmen per 2000 points (so an army with a nominal points value of 4000 may have two units ofStubborn Norse Spearmen) may be Stubborn (+3 points per model). Norse characters joining a Stubborn unit them-selves become Stubborn.

• Halberdiers: as Empire Halberdiers. Nationality: Hochland, Middenheim, Middenland, Ostland.Halberdiers may be used as detachments for other units (of the same nationality) with the detachment rule, or mayhave detachments themselves.Middenheim or Middenland Halberdiers may have heavy armour (+1 point), but may not also have shields.

• Swordsmen: as Empire Swordsmen. Nationality: Hochland,Middenheim, Middenland, Ostland.Swordsmen may be used as detachments for other units (ofthe same nationality) with the detachment rule, or mayhave detachments themselves.

• Crossbowmen: as Empire Crossbowmen. Nationality:Middenheim, Middenland, Ostland.Crossbowmen may be used as detachments for other units(of the same nationality) with the detachment rule, but maynot have detachments themselves. Middenheim or Middenland Crossbowmen may carry pavis-es (+1 point per model) and may have light armour (+1point per model).

• Handgunners: as Empire Handgunners. Repeater Handgunsmay not be selected.† Nationality: Hochland, Middenheim,Middenland.Handgunners may be used as detachments for other units (of the same nationality) with the detachment rule, butmay not have detachments themselves. Middenheim or Middenland Handgunners may carry pavises (+1 point per model) and may have light armour (+1point per model).

• Archers: as Empire Archers. Nationality: Hochland, Middenland, Ostland, Norse. May not be upgraded toHuntsmen. Archers are armed with long bows, not bows.Hochland, Middenland or Ostland Archers may be used as detachments for other units (of the same nationality)

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with the detachment rule, but may not have detachments themselves. Norse Archers have Movement 5, Weapon Skill 2 and Leadership 6, and cost 7 points per model.

• 0-1 Hochland Forstjaegers per 1000 points (so an army with a nominal points value of 2000 may use up to two units ofHochland Forstjaegers): Nationality: Hochland. As Empire Archers, but with Movement 5, Weaponskill 2, Ballistic Skill 4,and with longbows instead of bows. Hochland Forstjaegers are Scouts, cost 11 points each, and are limited to a singleunit (per 1000 points) of 5-10 models.

• Free Company: as Empire Free Company. Nationality: Any Empire province or city-state.Free Company have light armour in addition to their usual equipment. Any unit may (at no cost) replace their addi-tional hand weapons with great weapons, or with halberds, or with shields. 0-1 unit may have heavy armour (+2 points per model), but may not then act as a detachment.Free Company may be used as detachments for other units (of the same nationality) with the detachment rule, butmay not have detachments themselves.

• Hunting Hounds: Nationality: Hochland, Middenland, Norse. Chosenfrom the Cult of Ulric army list. Note that Hunting Hounds are Fast Cavalry, and thus do not counttoward the required minimum number of core units for the army.

• Light Cavalry: As Dogs of War Light Cavalry. Nationality: Hochland,Middenland, Ostland, Norse.Norse Light Cavalry may not be equipped with bows, but may havethrowing axes (+2 points per model).

• Heavy Cavalry: As Dogs of War Heavy Cavalry. Nationality:Hochland, Middenland, Middenheim, Ostland.Hochland and Ostland Heavy Cavalry may not have barding.

• Knightly Orders: as Empire Knightly Orders. Nationality: Hochland,Middenland, Middenheim, Ostland. May not belong to a SigmariteOrder.Any unit may exchange their lances for cavalry hammers (+2 pointsper model; see the rules in the Cult of Ulric army list).

Specialli• Pistoliers: Nationality: Middenheim, Middenland. As Empire Pistoliers. No repeater pistols or handguns may be chosen.

• Greatswords: Nationality: Hochland, Middenheim, Middenland, Ostland. As Empire Greatswords. Any† unit mayexchange their great weapons and full plate armour for heavy armour and shields (-2 points per model). Any unitmay carry a magic banner costing up to 40 points. Greatswords may have detachments of other units (of the same nationality) with the detachment rule, but may notact as detachments themselves.

• Great Cannon: As Empire Great Cannon. Nationality: Hochland, Middenheim, Middenland.May have up to two additional crewmen (+5 points per model).

• Wolfkin: Nationality: Middenheim, Middenland. Chosen from the Cult of Ulric army list. Wolfkin units may not havestandards or musicians (as per the general rules), but may still have champions.

• Norse Marauders: Nationality: Norse. Chosen from the Dogs of War army list. 0-1 unit per 2000 points (so an armywith a nominal points value of 4000 may have two units of Stubborn Norse Marauders) may chose to exchangeFrenzy for Stubborn (+1 point per model). Norse characters joining a Stubborn unit themselves become Stubborn.Any unit may be equipped with throwing axes (+2 points per model).

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Rare i• Ogres: Nationality: Ostland. Chosen from the Dogs of War army list.

• Mortar: As Empire Mortar. Nationality: Middenheim, Middenland.May have up to two additional crewmen (+5 points per model).

• Teutogen guard: Nationality: Middenheim. Chosen from the Cult of Ulric army list.

• Ribaudequin: Nationality: Hochland. The Ribaudequin is a war machine with three crew (with normal crewmanprofiles), toughness 6 and 2 wounds. It costs 40 points. It has a range of 20“ and causes d6 automatic hits at Strength4 (armour piercing). A roll of one on the d6 roll to determine the number of hits indicates a misfire - use the cannonmisfire chart found in the main Warhammer rulebook. The Ribaudequin may stand and shoot.May have up to two additional crewmen (+5 points per model).

• Dwarf Warriors: Nationality: Middenheim, Norse. Chosen from the Dwarf army book.

• Dwarf Quarrellers: Nationality: Middenheim, Norse. Chosen from the Dwarf army book.

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The Army of the Sigmarite Empire

Lords i

• 0-1 Arch-Lector of SigmarNationality: Altdorf.May not ride a War Altar of Sigmar. May carry magic items to a total value of 50 points. May carry a Holy Seal, whichcounts as a Dispel Magic Scroll in all respects and costs 25 points.Righteous Fury confers Hatred only against the following: any units and characters in Empire of Middenland armies,all wizards.

• General: as a General of the Empire. Nationality: Altdorf, Nuln, Reikland, Wissenland.Any General may carry magic items to a total value of 60 points only. The‘Ancestral Heirloom’ rule allows one unit of Spearmen, Halberdiers orSwordsmen of the same nationality as the General to carry a magic bannercosting up to 55 points.

• Templar Grand Master: Nationality: Altdorf, Nuln, Reikland, Wissenland.May carry magic items to a total value of 60 points only. If the Grand Masteris the Army General, one unit of Inner Circle Knightly Orders (of the sameorder) count as a core choice instead of as a special choice.

• 0-1 Bretonnian Lord, chosen from the Bretonnian Army Book: Nationality:Bretonnian.May only be chosen if the army includes a unit of Bretonnian Knights of theRealm. May carry magic items and virtues to a total value of 60 points only. Maynot select the Grail vow or the Questing vow. May not ride a Hippogryph.

Heroes i• Captain: Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.0-1 Wissenland Captain may scout for + 15 points. He may not have any non-magical equipment other than lightarmour, a shield, and a longbow, and may not ride a warhorse or pegasus. He may not have magical armour, andmay not be upgraded to the Battle Standard Bearer.May carry magic items to a total value of 25 points only. Any Captain may be designated as a Priest of Sigmar for +20 points. A Priest adds one dispel dice to the army’s dis-pel dice pool during an opponent’s magic phase, but otherwise is treated the same as an ordinary captain(though he may not ride a pegasus).If upgraded to the Battle Standard bearer, he may still select any non-magical equipment available to a normalcaptain. The Battle Standard Bearer must be the same nationality as the Army General.

• Warrior Priest of Sigmar: Nationality: Altdorf, Averland, Nuln, Reikland, Stirland, Wissenland.Righteous Fury confers Hatred only against the following: any units and characters in Empire of Middenland armies,all wizards.Warrior Priests of Sigmar cost only 60 points. May carry magic items to a total value of 25 points only. 0-1 Priest per1000 points (so an army with a nominal points value of 2000 may equip up to two priests in this way) may carry aHoly Seal, which counts as a Dispel Magic Scroll in all respects and costs 25 points (so a priest equipped with a HolySeal may not carry any other magic items).

• Engineer: Nationality: Any Empire province or city-state.The Engineer costs only 25 points. The usual equipment options do not apply. Instead, the Engineer may carry aMancatcher (which grants the Killing Blow ability) or Hook Halberd (counts as a halberd) for +1 point, a HochlandLong Rifle (+15 points) or handgun (+5 points), a pistol (+3 points) or brace of pistols (+7 points), and may have lightarmour (+1 point) or heavy armour (+3 points). May ride a warhorse (+8 points), which may have barding (+2 points).

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• 0-1 Bretonnian Paladin per 1000 points (so an army with a nominal points value of 2000 may use up to two

Bretonnian Paladins), chosen from the Bretonnian army book. Nationality: Bretonnian.

May only be chosen if the army includes a unit of Bretonnian Knights of the Realm. May carry magic items and

virtues to a total value of 25 points only. May not select the Grail vow or the Questing vow. May not ride a pega-

sus.

Core i• Spearmen: as Empire Spearmen. Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.

Spearmen may be used as detachments for other units (of the same nationality) with the detachment rule, or may

have detachments themselves.

• Halberdiers: as Empire Halberdiers. Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.

Halberdiers may be used as detachments for other units (of the same nationality) with the detachment rule, or may

have detachments themselves.

Altdorf, Nuln or Reikland Halberdiers may have heavy armour (+1 point), but may not also have shields.

• Swordsmen: as Empire Swordsmen. Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.

Swordsmen may be used as detachments for other units (of the same nationality) with the detachment rule, or may

have detachments themselves.

• Free Company: as Empire Free Company. Nationality: Any Empire province or city-state.

Free Company have light armour in addition to their usual equipment. Any unit may (at no cost) replace their addi-

tional hand weapons with great weapons, or with halberds, or with shields.

0-1 unit may have heavy armour (+2 points per model), but may not then act as a detachment.

Free Company may be used as detachments for other units (of the same nationality) with the detachment rule, but

may not have detachments themselves.

• Crossbowmen: as Empire Crossbowmen. Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.

Crossbowmen may be used as detachments for other units (of the same nationality) with the detachment rule, but

may not have detachments themselves.

Altdorf, Nuln or Reikland Crossbowmen may be equipped with light armour (+1 point) and/or Pavises (+1 point).

• Handgunners: as Empire Handgunners. Repeater Handguns may not be selected.† Nationality: Altdorf, Nuln,

Reikland.

Handgunners may be used as detachments for other units (of the same nationality) with the detachment rule, but

may not have detachments themselves.

Altdorf, Nuln or Reikland Crossbowmen may be equipped with light armour (+1 point) and/or Pavises (+1 point).

• Archers: Nationality: Reikland, Stirland, Wissenland. As Empire Archers, but

with Movement 5, Weaponskill 2, and Leadership 6, and with longbows

instead of bows. They may not be upgraded to Huntsmen. Archers cost 7

points.

Archers may be used as detachments for other units (of the same nation-

ality) with the detachment rule, but may not have detachments them-

selves.

• 0-1 Wissenland Bergjaegers per 2000 points (so an army with a nominal

points value of 4000 may use up to two units of Wissenland Bergjaegers):

Nationality: Wissenland. As Empire Archers, but with Movement 5,

Weaponskill 2, Ballistic Skill 4, and with longbows instead of bows.

Wissenland Bergjaegars are Scouts, cost 11 points each, and are limited to

a single unit (per 2000 points) of 5-10 models.

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• Knightly Orders: as Empire Knightly Orders. Nationality: Altdorf, Nuln, Reikland, Wissenland. Must be Sigmarite orders.

• Wissenland Horse Archers: As Dogs of War Light Cavalry. The standard equipment options do not apply. Nationality:

Wissenland.

Wissenland horse archers are armed with bows, and have Ballistic Skill 4. They cost 17 points per model.

• Light Cavalry: As Dogs of War Light Cavalry. Nationality: Reikland, Stirland.

• Witch Hunters: As Dogs of War Duellists with Pistols. Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.

Witch Hunters Hate all wizards.

• Crusading Peasants. Nationality: Reikland, Stirland, Wissenland. One unit

may be chosen for each Warrior Priest of Sigmar in the army. Each unit

must be joined by a Warrior Priest during deployment. This Warrior Priest

may not voluntarily leave the unit. Crusading Peasants are M4 WS2 BS2 S3

T3 W1 I2 A1 Ld5, and are armed with hand weapons. They cost 2 points

per model.

• 0-1 Bretonnian Knights of the Realm per 1000 points (so an army with a

nominal points value of 2000 may use up to two units of Bretonnian Knights of the Realm), chosen from the Bretonnian

army book. Nationality: Bretonnian.

Note that Knights of the Realm receive their free champion as usual.

• Bretonnian Men-at arms, chosen from the Bretonnian army book. Nationality: Bretonnian. May only be selected if

a unit of Bretonnian Knights of the Realm is chosen as well.

• Bretonnian Peasant Bowmen, chosen from the Bretonnian army book. Nationality: Bretonnian. May only be select-

ed if a unit of Bretonnian Knights of the Realm is chosen as well.

Specialli• Heavy Cavalry: As Dogs of War Heavy Cavalry. Nationality: Altdorf, Nuln, Reikland, Stirland, Wissenland.

Stirland and Wissenland Heavy Cavalry may not have barding.

• Great Cannon: As Empire Great Cannon. Nationality: Altdorf, Nuln, Reikland.

May have up to two additional crewmen (+5 points per model).

• Mortar: As Empire Mortar. Nationality: Altdorf, Nuln, Reikland.

May have up to two additional crewmen (+5 points per model).

• Pikemen: as Dogs of War Pikemen. Nationality: Nuln, Wissenland.

• Pistoliers: Nationality: Altdorf, Nuln, Reikland. As Empire Pistoliers. No repeater pistols or handguns may be chosen.

• Greatswords: Nationality: Altdorf, Nuln, Reikland, Wissenland. As Empire Greatswords. Any† unit may exchange their

great weapons and full plate armour for heavy armour and shields

(-2 points per model). Any unit may carry a magic banner costing

up to 40 points.Greatswords may have detachments of other units (of the samenationality) with the detachment rule, but may not act as detach-ments themselves.

• Bretonnian Mounted Yeomen, chosen from the Bretonnian armybook. Nationality: Bretonnian. May only be selected if a unit ofBretonnian Knights of the Realm is chosen as well.

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Rare i• Flagellants: As Empire Flagellants. Flagellants never have to make a ‘nationality and control’ dice roll. Nationality:Miscellaneous.

• Dogs of War Dwarfs, Halflings, Norse Marauders, or Cannons, chosen from the Dogs of War army list. Nationality:Miscellaneous.Any unit of Norse Marauders may be equipped with throwing axes (+2 points per model).

• War Wagon. Nationality: Altdorf, Nuln. Costs 120 points.A War Wagon is considered to be a chariot (and so is mounted on a 50 by 100mm base, as for all chariots), with thefollowing exceptions: it can never charge or pursue under any circumstances, and may not chose to flee as a chargereaction. If forced to flee, it moves only d6“. Also, it is not destroyed automatically by a wounding hit of Strength 7 orgreater. It automatically fails Initiative tests. The War Wagon is Stubborn, and immune to Fear and Panic (treat Terroras Fear). It is a large target.Any cavalry, chariot or mounted model of any kind that charges the War Wagon does not count as charging, andthus does not receive any charge-related bonuses (such as impact hits, the strength bonus from lances, or strikingfirst). There is no combat resolution bonus for flank or rear attacks against the wagon itself (this applies to any unitsattacking the War Wagon, not just to mounted models and chariots).The War Wagon has an armour save of 3+, Movement 5, Toughness 6, Wounds 6 and Leadership 8. It may make 6Attacks in combat with Weapon Skill 3, Strength 4, Initiative 3. It has a unit strength of 5.It may fire 6 handguns at Ballistic Skill 4 (the handguns may fire even if the War Wagon moves, but the usual penal-ties apply). The handguns are considered to have a 360 degree line of sight for shooting purposes.

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The Army of the League of Free Traders

Lords i• General: as a General of the Empire.

Nationality: Nordland, Talabecland, Talabheim, Kislev.

Any General may carry magic items to a total value of 60 points only. May be equipped with a crossbow for +10

points, or a brace of pistols for +12 points.

The ‘Ancestral Heirloom’ rule allows one unit of Spearmen, Halberdiers, Swordsmen or Winged Lancers of the same

nationality as the General to carry a magic banner costing up to 55 points.

• Templar Grand Master: Nationality: Nordland, Talabecland, Talabheim.

May carry magic items to a total value of 60 points only. If the Grand Master is the

Army General, one unit of Inner Circle Knightly Orders (of the same order) count as a core choice instead of as a

special choice.

• Dwarf Admiral: as a Dwarf Lord, chosen from the Dwarf army book. Nationality: Barak Varr Dwarf.

May carry a brace of pistols (+10 points). May not have an Oath Stone or Shieldbearers.

If a Dwarf Admiral is included in the army, Gyrocopters and Gatling Cannons become available (see rare choices).

Heroes i• Captain: Nationality: Nordland, Ostermark, Talabecland, Talabheim, Kislev.

A Nordland Captain may carry a brace of pistols for +8 points.

0-1 Talabecland Captain may scout for + 15 points. He may not have any

non-magical equipment other than light armour, a shield, and a longbow,

and may not ride a warhorse or pegasus. He may not have magical armour,

and may not be upgraded to the Battle Standard Bearer.

Any Captain (except for one upgraded to a scout) may be designated as

a Priest of Ulric, Sigmar or Manann for +20 points. A Priest adds one dispel

dice to the army’s dispel dice pool during an opponent’s magic phase, but

otherwise is treated the same as an ordinary captain. A Priest of Ulric may

not be equipped with missile weapons, and no priest may ride a pegasus.

May carry magic items to a total value of 30 points only.

If upgraded to the Battle Standard bearer, he may still select any non-

magical equipment available to a normal captain. The Battle Standard

Bearer must be the same nationality as the Army General.

• 0-1 Engineer per 2000 points (so an army with a nominal points value of 4000 may use up to two Engineers)::

Nationality: Any Empire province or city-state.

The Engineer costs only 35 points. The usual equipment options do not apply. Instead, the Engineer may carry a

Mancatcher (which grants the Killing Blow ability) or Hook Halberd (counts as a halberd) for +1 point, a Hochland

Long Rifle (+15 points) or handgun (+5 points), a pistol (+3 points) or brace of pistols (+7 points), and may have light

armour (+1 point) or heavy armour (+3 points). May ride a warhorse (+8 points), which may have barding (+2

points).

An Engineer may not join a Dwarf Cannon, Dwarf Mortar or Dwarf Gatling Cannon.

• 0-1 Priest of Taal per 2000 points (so an army with a nominal points value of 4000 may use up to two Priests of Taal

). Nationality: Nordland, Ostermark, Talabecland, Talabheim.

As an Empire Battle Wizard, but may only use the Lore of Beasts. May carry magic items to a total value of 30 points

only.

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• 0-1 Kislev Ice Mage per 2000 points (so an army with a nominal points value of 4000 may use up to two Ice Mages).

Nationality: Kislev.

As an Empire Battle Wizard, but may only use the Lore of Ice (from the Kislev army list). May carry magic items to a

total value of 25 points only.

• Kislev Boyar: Nationality: Kislev. Chosen from the Kislev army list. May carry magic items to a total value of 25

points only. Kislev Boyars may only join Kislev units.

• Dwarf Captain: as a Dwarf Thane, chosen from the Dwarf army book. Nationality: Barak Varr Dwarf.

May carry a brace of pistols (+5 points). May not have an Oath Stone.

If upgraded to the Battle Standard bearer, a Dwarf Captain may still select any non-magical equipment available

as normal. The Battle Standard Bearer must be the same nationality as the Army General.

• Dwarf Engineer: as a Dwarf Master Engineer, chosen from the Dwarf army book. Nationality: Barak Varr Dwarf.

A Dwarf Engineer costs only 50 points, and has a brace of pistols at no additional cost.

A Dwarf Engineer may freely join a Great Cannon or Mortar. If he does so, he counts as having the Master of

Ballistics and Extra Crewman rules (see the Engineer in the Empire army book for details).

Core i• Spearmen: as Empire Spearmen. Nationality: Nordland, Ostermark, Talabecland, Talabheim, Kislev.

Nordland, Ostermark, Talabecland or Talabheim Spearmen may be used as detachments for other units (of the

same nationality) with the detachment rule, or may have detachments

themselves.

Kislev Spearmen have Weapon Skill 2, and are equipped with shields in addi-

tion to their light armour. They cost 5 points per model.

• Halberdiers: as Empire Halberdiers. Nationality: Nordland, Ostermark,

Talabecland, Talabheim, Kislev.

Nordland, Ostermark, Talabecland or Talabheim Halberdiers may be used as

detachments for other units (of the same nationality) with the detachment

rule, or may have detachments themselves.

Talabheim Halberdiers may have heavy armour (+1 point), but may not also

have shields.

Kislev Halberdiers have Weapon Skill 2, and are equipped with shields in

addition to their light armour. They cost 5 points per model.

• Swordsmen: as Empire Swordsmen. Nationality: Nordland, Ostermark,

Talabecland, Talabheim.

Swordsmen may be used as detachments for other units (of the same nationality) with the detachment rule, or may

have detachments themselves.

Nordland Swordsmen may be upgraded to Marines (+2 points per model). Marines have Leadership 8, and are

Immune to Panic. Marines may not act as detachments, but may still have detachments themselves.

• Crossbowmen: as Empire Crossbowmen. Nationality: Nordland, Ostermark, Talabecland, Talabheim, Kislev.

Nordland, Ostermark, Talabecland or Talabheim Crossbowmen may be used as detachments for other units (of the

same nationality) with the detachment rule, but may not have detachments themselves.

Kislev Crossbowmen have Weapon Skill 2 and light armour.

• Handgunners: as Empire Handgunners. Repeater Handguns may not be selected.† Nationality: Nordland,

Ostermark, Talabecland, Talabheim, Kislev.

Nordland, Ostermark, Talabecland or Talabheim Handgunners may be used as detachments for other units (of the

same nationality) with the detachment rule, but may not have detachments themselves.

Kislev Handgunners have Weapon Skill 2 and light armour.

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• Archers: as Empire Archers. Nationality: Nordland, Ostermark, Talabecland, Kislev. May not be upgraded to

Huntsmen. Archers are armed with long bows, not bows.

Nordland, Ostermark, Talabecland or Talabheim Archers may be used as detachments for other units (of the same

nationality) with the detachment rule, but may not have detachments themselves.

Kislev Archers have Weapon Skill 2 and light armour.

• 0-1 Talabecland Forstjaegers per 1000 points (so an army with a nominal points value of 2000 may use up to twounits of Talabecland Forstjaegers): Nationality: Talabecland. As Empire Archers, but with Movement 5, Weaponskill2, Ballistic Skill 4, and with longbows instead of bows. Talabecland Forstjaegers are Scouts, cost 11 points each, andare limited to a single unit (per 1000 points) of 5-10 models.

• Free Company: as Empire Free Company. Nationality: Any Empire province or city-state.Free Company have light armour in addition to their usual equipment. Any unit may (at no cost) replace their addi-tional hand weapons with great weapons, or with halberds, or with shields. 0-1 unit may have heavy armour (+2 points per model), but may not then act as a detachment.Free Company may be used as detachments for other units (of the same nationality) with the detachment rule, butmay not have detachments themselves.

• Kislev Tribesmen: Nationality: Kislev. As Dogs of War Duellists, but withWeaponskill 3, Initiative 3 and Leadership 6.† May not use the equip-ment listed in the Dogs of War list. Instead, Kislev Tribesmen carry ahand weapon and shield, and either slings or javelins. Kislev Tribesmencost 5 points per model.

• Kossars: Nationality: Kislev. Chosen from the Kislev army list.

• Light Cavalry: As Dogs of War Light Cavalry. Nationality: Ostermark,Talabecland, Talabheim, Kislev.

• Ungol Horse Archers: Nationality: Kislev. Chosen from the Kislev army list.

• Winged Lancers: Nationality: Kislev. Chosen from the Kislev army list.

• Dwarf Warriors: Nationality: Barak Varr Dwarf. Chosen from the Dwarf army book.Any unit of Dwarf Warriors may be equipped with spears (+1 point per model). They may not also have greatweapons.

• Dwarf Quarellers: Nationality: Barak Varr Dwarf. Chosen from the Dwarf army book.Any unit of Dwarf Quarellers may be equipped with pavises (+2 points per model), but they may not also haveshields or great weapons. Note that dwarfs do not suffer a movement penalty for carrying a pavise.

• Dwarf Thunderers: Nationality: Barak Varr Dwarf. Chosen from the Dwarf army book.Any unit of Dwarf Thunderers may be equipped with pavises (+2 points per model), but they may not also haveshields. Note that dwarfs do not suffer a movement penalty for carrying a pavise.

Specialli• Knightly Orders: as Empire Knightly Orders. Nationality: Nordland, Ostermark, Talabecland, Talabheim.

• Heavy Cavalry: As Dogs of War Heavy Cavalry. Nationality: Nordland, Ostermark, Talabecland, Talabheim. Nordland, Ostermark and Talabecland Heavy Cavalry may not have barding.

• Pistoliers: Nationality: Nordland, Talabheim. As Empire Pistoliers. No repeater pistols or handguns may be chosen.

• Greatswords: Nationality:† Nordland, Ostermark, Talabheim. As Empire Greatswords. Any† unit may exchangetheir great weapons and full plate armour for heavy armour and shields (-2 points per model). Any unit may carrya magic banner costing up to 40 points. Greatswords may have detachments of other units (of the same nationality) with the detachment rule, but may notact as detachments themselves.

Page 20: Crisis in Marienburg - Warhammer-Empire.com armies. If you do want to do so, ... Dogs of War, Regiments of Renown, Kislev allies and other such additions can only be used where specifically

• Great Cannon: As Empire Great Cannon. Nationality: Nordland, Talabheim, Kislev.May have up to two additional crewmen (+5 points per model).

• Ogres: Nationality: Ostermark. Chosen from the Dogs of War army list.

• 0-1 Dwarf Sea Rangers per 1000 points (so an army with a nominal points value of 2000 may have two units) :Nationality: Barak Varr Dwarf. Unit size 5-12. As Dwarf Thunderers (chosen from the Dwarf army book) with shields, but may exchange their hand-guns for a brace of pistols. Dwarf Sea Rangers are skirmishers and scouts, and cost 17 points per model.

• Dwarf Cannon: Nationality: Barak Varr Dwarf. Chosen from the Dwarf army book.

• Dwarf Mortar: Nationality: Barak Varr Dwarf. As a Dwarf Stone Thrower, chosen from the Dwarf army book.

Rare i• Mortar: As Empire Mortar. Nationality: Nordland, Talabheim.May have up to two additional crewmen (+5 points per model).

• Gryphon Legion: Nationality: Kislev. Chosen from the Kislev army list.

• Dogs of War Norse Marauders, chosen from the Dogs of War army list. Nationality: Miscellaneous.

Any unit may be equipped with throwing axes (+2 points per model).

• Ogre Ironguts or Maneaters, chosen from the Ogre Kingdoms army book. Maneaters use only a single rare slot,rather than two as is usual. Nationality: Miscellaneous.

• Dwarf Gyrocopter: Nationality: Barak Varr Dwarf. Chosen from the Dwarf army book.May only be selected if the army also includes a Dwarf Admiral.

• Dwarf Gatling Cannon: Nationality: Barak Varr Dwarf. As a Dwarf Organ Gun, chosen from the Dwarf army book.May only be selected if the army also includes a Dwarf Admiral.