Genghis Con 2009 - Empire
CharacterTypeAtksHitsSaveCmdSizePts
 GeneralGen20091125
 HeroHer10081170Sword of Cleaving
  GriffonMM200001
 HeroHer1008180
 WizardWiz00071452
 WizardWiz00071452
UnitTypeAtksHitsSaveCmdSizePts
 CrossbowmenInf3/1300355
 CrossbowmenInf3/1300355
 CrossbowmenInf3/1300355
 CrossbowmenInf3/1300355
 FlagellantsInf53003703
 HalberdiersInf3360345
 HalberdiersInf3360345
 HalberdiersInf3360345
 HalberdiersInf3360345
UnitTypeAtksHitsSaveCmdSizePts
 KnightsCav33403115Sword of Fate
 KnightsCav33403110
 KnightsCav33403110
 KnightsCav33403110
 KnightsCav33403110
 KnightsCav33403110
 CannonsArt1/2 + bounce2002854
 CannonsArt1/2 + bounce2002854
 HellblasterArt1/8-4-22001505
 HellblasterArt1/8-4-22001505
 Steam TankMac3/343011306
Breakpoint of 10      2000 

V2.2

1 - Flyer. Causes terror.

2 - Ball of Flame, 5+, 30 cm.
3 attacks against each unit friend or foe on a 30cm long line.
Weird Enchantment, 4+, 30 cm.
Lasts until end of opponent's turn. All moves of target units are halfed. Except for undead the unit treats all enemies as terrifying and a unit causing terror stops doing so.
Teleport, 2+.
Wizard teleports anywhere on the table, even in or out of combat. Then he may try to cast a second spell (except another Teleport spell).
Voice of Command, 5+, 30cm.
A single unit can be moved as if it had received an order.

3 - Ignore terror. Have to charge on initiative. Cannot be driven back.Whenever possible they must pursue and advance in combat.

4 - Range 60 cm. Treats defended targets as in the open and fortified targets as defended. Ignores armour. Ball bounces 5cm from end of first stand hit doing 1 attack per additional stand hit. Fires grape shot when charged, no penetration and target saves as normal. Cannot use initiative to charge.

5 - Up to 10 cm 8 attacks, up to 20 cm 4 attacks and up to 30 cm 2 attacks.
Reduces armour by 1.
When shooting count number of 1s rolled from the successful hits:
1,2: Dud Ammunition. Deduct any 1s from successful hits.
3: Misfire. No Shots at all hit this turn.
4+: Ka-Boom! The Helblaster stand is removed as a casualty. No hits are inflicted unless the Helblaster is shooting at charging foe, in which case 6 hits are automatically inflicted on the enemy (with -1 on armour).
If shooting at charging enemy the Helblaster will shoot the shortest possible range (6 attacks).


6 - Always counts as defended.
Range 30 cm. 360° sight. Targets hit get -1 armour.
Cannot brigade with other units not even other tanks.
Cannot be driven back by shooting (but roll for confusion).
Is always destroyed if forced to retreat.
If a Blunder is rolled when giving a command to the Steam Tank roll a D6:
1: Destroyed.
2: Broken Down. Cannot move anymore, but still can shoot and fight if attacked.
3: Stuck. Cannot move or shoot this turn.
4: Commander Slain. Cannot move this turn. Gets -1 on command in future turns.
5: Momentary Halt. Cannot move this turn.
6: Steam Overload. Cannot move this turn but shoots double the usual attacks (6).


Sword of Cleaving Re-roll 1 attack dice in each round of combat.

Sword of Fate +1 Attack to one single stand in the first combat engagment. One use only