Genghis Con 2009 - Empire
Character | Type | Atks | Hits | Save | Cmd | Size | Pts | |
General | Gen | 2 | 0 | 0 | 9 | 1 | 125 | |
Hero | Her | 1 | 0 | 0 | 8 | 1 | 170 | Sword of Cleaving |
Griffon | MM | 2 | 0 | 0 | 0 | 0 | | 1 |
Hero | Her | 1 | 0 | 0 | 8 | 1 | 80 | |
Wizard | Wiz | 0 | 0 | 0 | 7 | 1 | 45 | 2 |
Wizard | Wiz | 0 | 0 | 0 | 7 | 1 | 45 | 2 |
Unit | Type | Atks | Hits | Save | Cmd | Size | Pts | |
Crossbowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Crossbowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Crossbowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Crossbowmen | Inf | 3/1 | 3 | 0 | 0 | 3 | 55 | |
Flagellants | Inf | 5 | 3 | 0 | 0 | 3 | 70 | 3 |
Halberdiers | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Halberdiers | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Halberdiers | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Halberdiers | Inf | 3 | 3 | 6 | 0 | 3 | 45 | |
Unit | Type | Atks | Hits | Save | Cmd | Size | Pts | |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 115 | Sword of Fate |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | |
Knights | Cav | 3 | 3 | 4 | 0 | 3 | 110 | |
Cannons | Art | 1/2 + bounce | 2 | 0 | 0 | 2 | 85 | 4 |
Cannons | Art | 1/2 + bounce | 2 | 0 | 0 | 2 | 85 | 4 |
Hellblaster | Art | 1/8-4-2 | 2 | 0 | 0 | 1 | 50 | 5 |
Hellblaster | Art | 1/8-4-2 | 2 | 0 | 0 | 1 | 50 | 5 |
Steam Tank | Mac | 3/3 | 4 | 3 | 0 | 1 | 130 | 6 |
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