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I am the ruler of the most powerful empire in the world. I alone have the power of one thousand kingdoms.

Power is all, power is everything and power is something I shall have more of. - Emperor Galatrea.

Dark Empire Special Rules


Elites: An Elite unit is more disciplined than other units. They may re-roll Break tests. This effect is not cumulative if a BSB is present. Karzul Sign: Due to the fearful leadership of the Black Captains they can stir their units up with murderous intent or fearful looks. Once per battle, he and the unit he is with may choose not to move this turn, but any unit within 12 of him may then choose a Psychology for the remainder of the game. Phalanx: A unit in Phalanx formation fights in 3 ranks and gain +1S when charged in the first turn of combat. This formation has no effect when the unit is flank or rear charged and it must then use a hand weapon. Once they flee the unit loses its Phalanx ability for the rest of the battle. Riflers: Due to the improved design of their weapons, these rifles suffer no penalties for shooting at long range. Swift Charge: Due to the speed of their charge the Dark Cataphracts receive +3S instead of +2S on the turn they charge when using their lances. Resilient Armour: The sheer amount of armour a Dark Cataphract wears, gives it a shooting immunity. All non-magical shooting against them is 1 to wound. Twin Axed Blade: These magical blades were designed by the Karzul. It confers +1S and magical attacks in combat. They are not hand weapons but are also not 2 handed. Bodyguard: The unit has Ld10 when joined by a character and is Stubborn.

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Supreme Training: The Empire Guard have been in intense training since they were born. This has resulted in their battle skills excelling even the Mountain Elves. They always count as having +1I higher then all enemy units in combat with them. They always strike first in the first turn of combat. Roll as usual if the enemy has the same ability. Druid Cloak: This cloak gives Magic Resistance (1). It confers a +1 to Armour Saves from shooting or magic. In combat, it can be used to improve armour saves by +1 or thrown onto enemy models in base contact. One enemy model, selected by the Druid player, in base contact then loses 1 attack if it has an Initiative of 5 or less. Henge Relic: This is a floating magical disc which flies; (Fly) has crystalline or stony protrusions and carries a Druid Lord. These protrusions dance and deflect attacks against the Druid Lord. All shooting is -1 to hit and all wounds have to be re-rolled. The disc is not a chariot but when it charges will inflict D3 S3 Impact hits. It confers a +1 to Armour Saves. It is mounted on a cavalry base and has unit strength 2 as usual. Ravage: Ravage Riders are not quite frenzied. They are Immune to Panic and gain +1 attack in combat in the first turn when they charge. They can never lose this ability.

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LORDS
Dark Count: M WS
Caped Lector, magical orbs, book, 20mm base

100pts

BS S T W I A LD 4 7 5 5 4 3 7 4 10 May have 2 Hand Weapons (6pts), Great Weapon (6pts), Halberd (4pts), spear (2pts) or if mounted a lance (6pts) May have full plate armour (8pts), heavy armour (6pts), light armour (3pts) and a shield (3pts) May have a pistol (4pts) May be a Wizard using the Dark Arts (40pts a level up to Level 3 Wizard). May ride a barded warhorse (18pts), a Pegasus (50pts) or a Dragon (320pts) May have 100pts worth of magic items
red Robes, with magical symbols, 20mm base

Druid Lord: M WS

130pts

BS S T W I A 5 5 3 3 4 3 5 2 Level 3 Wizard, 2 Hand Weapons, Druid Cloak, May ride a Henge Relic for 20pts May be upgraded to a Level 4 Wizard (30pts using Druid Magic) May ride a barded warhorse (17pts) or a Pegasus (50pts) May have 100pts worth of magic items

LD 9

HEROES
Black Captain: M WS
Sly looking, flamboyant, clothes, 20mm base

70pts

BS S T W I A LD 4 6 5 4 3 2 6 3 9 May be a Level 1 Wizard (50pts using the Dark Arts) May have 2 Hand Weapons (4pts), Great Weapon (4pts), Spear (3pts) or if mounted a lance (4pts). May have a pistol (2pts) or a handgun (4pts) May have full plate armour (8pts), heavy armour (4pts), light armour (2pts) and a shield (1pt) May ride a barded warhorse (16pts) May have 50pts worth of magic items May carry the Battle Standard (25pts) with the usual upgrades and restrictions Karzul Sign

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Druid: M

Abbot or Bishop hat red Runic robes, 20mm base

50pts

WS BS S T W 5 5 3 3 4 2 2 Hand Weapons, Magic Resistance (1), Druid Cloak, Level 1 Wizard (using Druid Magic) May be a Level 2 Wizard (35pts) May have 50pts worth of magic items

I 5

A 2

LD 8

CORE UNITS
Phalanx:
Heavy Pikes stuck to the ground, 20mm base

6pts

4 4

WS 4 4

BS 3 3

S 3 3

T 3 3

W 1 1

I 4 4

A 1 2

LD 8 8

Champion 10+ Heavy Armour, Shield, Phalanx May be upgraded to Elites (1pt.) May have a banner (10pts) May have a champion (10pts) May have a musician (5pts)
Spearmen: M
standard spears, 20mm base

4pts

4 4 Champion
10+

WS 3 3

BS 3 3

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

LD 8 8

Light Armour, shield and spears. May have a banner (10pts) May have a champion (10pts) May have a musician (5pts)
Bowmen Guards:
standard bows, 20mm base

4pts

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4 4 Champion
10+

WS 2 2

BS 3 3

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

LD 7 7

Light armour, longbow. May be scouts (1pt.) Scouts cannot have a command group. May have a banner (10pts) May have a champion (10pts) May have a musician (5pts)
Riflers:
Handgun on a tripod, 20mm base, baseball cap?

8pts

4 4 Champion
10+

WS 2 2

BS 4 4

S 3 3

T 3 3

W 1 1

I 4 4

A 1 2

LD 7 7

Handguns, light armour. May have a champion (6pts)


Riflers Dark Cataphracts: M
Heavily armoured with Helms, Cavalry base

22pts

4 4 8

WS 5 5 3

BS 3 3 3

S 4 4 3

T 3 3 3

W 1 1 1

I 4 4 3

A 1 2 1

LD 8 8 6

Cataphract Champion Horse 5+ Barded Warhorse, lance, full plate armour, shield May have a banner (10pts) May have a champion (10pts) May have a musician (5pts) May have a magic banner worth 50pts May be Elites (2pts) Swift Charge, Resilient Armour
Hounds: M
Cavalry base

4pts

WS 3

BS -

S 3

T 3

W 1

I 3

A 1

LD 6

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5+ Fast Cavalry, Expendable (cannot cause Panic amongst friendly units) They do not count towards the minimum number of Core choices

SPECIAL UNITS
Empire Guard: M
Heavily armoured, muscular human, double bladed axe, 20mm base

12pts

4 4 Champion
10+

WS 5 5

BS 3 3

S 4 4

T 3 3

W 1 1

I Sp Sp

A 2 3

LD 9 9

Full Plate armour, shield Twin Axe Blades May have a banner (10pts) May have a champion (10pts) May have a musician (5pts) May have a magic banner worth 50pts May be Elites (2pts) Bodyguard, Supreme Training 0-1 Druid Warriors:
M
Cloaked, Monks attire, 2 curved swords, 20mm base

10pts A 2 3 LD 8 8

5 5 Champion

WS 4 4

BS 2 2

S 3 3

T 4 4

W 1 1

I 5 5

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10+ 2 Hand Weapons, Light Armour, Druid Cloak May have a banner (10pts) May have a champion (10pts) May have a musician (5pts) May be upgraded to Elites (1pt) Automatically become Unbreakable when joined by any Druid character.
Cannon: (0-2) M WS 85pts

4 3 1+ (3 Crew) 2 Cannons count as 1 special choice May be a Great Cannon (15pts, Great Cannons are S10 as normal) but now counts as 1 special choice.

BS 3

S 3

T 7 3

W 3 1

I 3

A 1

LD 8

Bolt Thrower: (0-4) M WS

50pts

4 3 1+ (3 Crew) 2 Bolt Throwers count as 1 Special Choice


Ravage Riders: M

BS 3

S 3

T 6 3

W 3 1

I 3

A 1

LD 8

Riders with helms, drawn longbow, Cavalry base

18pts

4 4 8 Rider Champion Warhorse

WS 4 4 3

BS 4 4 3

S 3 3 3

T 3 3 3

W 1 1 1

I 5 5 3

A 1 2 1

LD 8 8 6

5+ Warhorse, light armour, shield, spear, longbow. May have a banner (12pts) May have a champion (12pts) May have a musician (6pts)

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May be Elites (1pt) Fast Cavalry, Ravage

RARE UNITS
Volcano Cannon: M WS
Cannon fed by a barrel of lava, pipes etc, 4 wheels, anchor mechanism

150pts

4 3 1+ (3 Crew) Firing the Lava: Estimate to the target, which must be in LOS, with a maximum range of 24. Place the large circular template where the point lands. Scatter with artillery dice and move the template. On a misfire the cannon fizzes out and always fails to fire in the next turn. Any enemy model even touching the lava takes a S5 armour piercing hit. Dragon Rider: Guard on a Dragon, 50mm base 360pts M WS BS S T W I A LD 4 5 4 4 3 2 5 2 9 3 6 6 6 6 3 5 7 Unit Size 1 The rider has full plate armour, shield and lance. Riding Dragons which are Monster Mounts. The dragon has a 4+ Scaly Skin which improves the Riders armour save by +1. Immune to Psychology, Fly, Terror, Large Target

BS 3

S 3

T 7 3

W 4 1

I 3

A 1

LD 8

D6

1 2 3 4 5 6

Spell Black Fire Move the Mind Change the Irons Shapeshift the World Electric Curse Summon Dark Firestorms

Difficulty 5+ 6+ 6+ 7+ 9+ 10+

5+ Black Fire Target one enemy model in 30 and within line of sight. This can single out characters, champions, models next to or inside a unit etc, etc. The model takes a S4 hits with no armour save allowed.
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6+ Move the Mind (Lasts one turn) Pick a unit within 24. Roll a D6. On a 1 nothing happens. On a 2-6 the models have their minds insanely shuffled between themselves. All models in the unit suffer a 1 penalty to hit in combat and shooting. 6+ Changing Irons (Remains in play) Pick a friendly unit within 12 of the caster. If the unit is just carrying hand weapons they become Halberds, 2 hand weapons become Great weapons, anything else becomes a spear (lance if mounted) and all shooting weapons become handguns. Handguns, Great weapons and Halberds are not affected by this spell. 7+ Shapeshifting Lands The caster immediately suffers one wound with no saves allowed. Any 2 pieces of terrain are scattered 2D6 in a random direction. Friendly units completely in or on the terrain move with it. Units partially in it do not move with it. Enemy units take D6 S4 hits if they are completely on or within the terrain. The terrain rebounds 180 degrees when it hits anything. 9+ Electric Curses This is a magic missile with a range of 24. The unit suffers 2D6 S5 hits 10+ Summon Dark Firestorms Place the large circular template over any unit on the tabletop. All models even partially touching it take an automatic S3 hit with no armour save allowed. These count as flaming attacks.

D6

1 2 3 4 5 6

Spell Snake Sacrifice Rabbit Sacrifice Hound Sacrifice Boar Sacrifice Horse Sacrifice Human Sacrifice

Difficulty 5+ 6+ 8+ 9+ 10+ 12+

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5+ Snake Sacrifice The Druid must pick a friendly unit within 24 (the unit may be in combat). The unit is filled with the power of the viper and gains Poisoned attacks. The front rank may also spit S3 poisoned attacks with a range of 8. The normal restrictions apply. 6+ Rabbit Sacrifice This can target any unit on the tabletop which is visible to the caster. The unit suffers D6 hits, which has a strength which is one more than the rank and file models strength on their profile e.g. a unit with S4 is hit by S5. 8+ Hound Sacrifice Pick an enemy unit within 12 of either the Druid or a wood. The unit is ravaged by thousands of woodland creatures and suffers 3D6 S2 hits with no armour save allowed. Forest Spirits or beings which have a special affinity with woods are immune. 9+ Boar Sacrifice (Remains in Play) Choose a friendly unit anywhere on the table. The unit behaves like a herd of wild boars and gains any two of the following: +1S, +1A and +1M. 10+ Horse Sacrifice Pick a friendly or an enemy unit within LOS. The unit suffers D3 S6 hits. If the target was a friendly unit it now becomes M7 and may make a charge move immediately. 12+ Human Sacrifice (Lasts one turn) All friendly fleeing units rally automatically. In addition, all friendly units are immune to psychology and always strike first in combat due to their bodies being blessed by Karzul, the Ancient God of Blood and War.

Common Magic items can be used as usual.

MAGIC WEAPONS
BLACK RUNEFANG (Dark Count only)
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90 pts

All attacks hit automatically. This sword confers +1 Attack on the Dark Count and +1S. No armour saves are allowed from this sword. BLADE OF BLUE SCALES 60pts All hits wound automatically. The bearer always strikes first in combat. Armour saves are modified by the strength of the bearer. SWORD OF FORKED LIGHTNING 40pts +1 Attack. No armour saves are allowed. Any rolls to hit of a 5-6 can be rerolled as additional hits. If these re-rolls also score a 5-6 they give further additional hits. The bearer always strikes first. If this sword ever fails to wound it is destroyed. CHAR-NULS TRIDENT AND NET 40pts The bearer always strikes first. The net prevents D3+1 models from attacking in this round of combat. This cant work on large targets. The trident shoots D3 magical bolts at S4 with a 3 to the armour save. This can be used in and out of combat. This always strikes last when used together. AXE OF THE GREENLANDS 30pts +2S. The bearer receives +1A when he is within 12 of any piece of terrain. REPEATER BLOWPIPE 20pts This blowpipe (range 12) allows the bearer to fire as many poisoned shots as he or she has attacks on his profile and at the models normal strength. It counts as a thrown weapon. TUNNEL-SLAYER 20pts This green sword gives the bearer the Killing blow ability and causes Fear in all Antmen and Molemen. BURNING BLOOD SPEAR 15pts This spear gives the bearer flaming attacks and +1S against monsters.

MAGIC ARMOUR
DARK DRAGON HIDE 60pts The bearers skin is transformed into a Dragons skin. This counts as heavy armour that can be combined with other equipment. In addition it gives the wearer +1A and regeneration

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SPACE-ROCK HELM 50pts A helm forged from metal that fell from the skies. This gives him a 6+ armour save that can be combined as normal and gives the wearer +1T and +1W. VOLCANIC BREASTPLATE 40pts The wearer is immune to fire attacks, magical attacks and has a 5+ Ward Save. It counts as heavy armour and can be combined with other armour. SHIELD OF REBOUNDING 30pts This shield can be combined with other armour. It confers a 6+ Ward Save. This shield rebounds all spells on the model or the unit he is with back to the caster on a roll of a 2-6. STONE PLATED ARMOUR 25pts This armour is harder than steel and grants a 1+ Armour Save that cannot be combined or improved in any way at all. CLOAK OF CONCEALED DAGGERS 25pts This counts as light armour, which cannot be combined. This gives the wearer an extra D6 attacks in combat. ARMOUR OF GOLDEN SEA DRAGON 20pts This counts as heavy armour that can be combined with other armour. The wearer may move through all water, marsh, ploughed land or difficult terrain which is difficult because of the nature of the ground, without any penalties.

TALISMANS
EMERALD OF ERINSLYE 80pts This emerald gives the wearer a 4+ Ward Save and Regeneration on a 5+. BLACK GEM 50pts This grants the wearer the gift of invulnerability. The wearer has a 3+ Ward Save against all magical attacks (including magical combat) and all shooting.

HYACHIS GREY AMULET 40pts The grey amulet of the Druid Hyachi gives the wearer a 5+ Ward Save. This save can be re-rolled. CRYSTAL OF SHADOWS 35pts

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The bearer is immune to all spells that descend from above or are related to light. This includes all magic missiles unless otherwise specified. In addition the bearer gains magic resistance (1). SHROUD OF EVIL (Bound spell, Power level 3) 25pts This evil charm when cast allows the bearer to make D3 re-rolls for him and/or the unit he is with for the duration of the battle. HEART OF BLACK DOOM This gives the bearer a 5+ Ward Save. 20pts

ARCANE ITEMS
ORB OF BLACK MAGIC 40pts This orb enables the wizard to choose one spell from the Dark Arts or his opponents lore as one of his own. However, the spell gains a +1 casting value when rolling to cast. STEALTH MIRROR (One use only) 40pts The player must declare the use of this mirror at the start of the turn. This mirror enables the wizard to move freely through any terrain even impassable terrain or friendly units. If the wizard joins a unit, the unit has 360 line of sight and adds D6+2 to its movement characteristic for one turn. DARKNESS COIN 25pts This coin allows the bearer to flip and spin through the air. The bearer now has the Fly ability. SEAL OF KARZUL The seal adds one more power dice to the players pool. 20pts

ENCHANTED ITEMS
ARAHULS MASK The bearer causes Terror and has a 4+ Ward save.
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40pts

MISTS OF EVASION 35pts This makes the bearer invisible for a distance of an artillery dice rolled at the start of play. On a misfire nothing happens. Any shooting at greater than 12 misses automatically. Closer range requires a 6 to hit. Cannon balls, stone throwers etc, etc scatter 3D6 in a random direction. Obviously the bearer cannot also be charged or charge out of the artillery dice range. LAURELS OF MAGIC 20pts These laurels add one extra dispel dice to your pool and removes one dispel dice from your opponents pool to become your power dice.

MAGIC BANNERS
BANNER OF HIS HEINOUS EMPEROR GALATREA 150pts All units within 18 of this banner that are friendly become Immune to Psychology. In addition the model and the unit he joins carrying this banner become Unbreakable. BANNER OF VOLCANO HEAT 50pts The bearer makes the unit immune to Fear, Terror and Panic of any kind. BANNER OF THE DRAGON 50pts The unit carrying this banner may move 2D6 with a free reform before the movement phase. If this takes them into contact with the enemy they may charge with this but must declare before moving them. Usual rules for charging apply as normal. BANNER OF THE LANCE (Cataphracts Only) 45pts The knights with this banner receive +1A. In addition this unit causes fear on the turn they charge. BANNER OF THE DRUID 35pts The bearer can only join Druid Warriors. The Druids gain +1WS and +1I. The Druids with this banner cannot have any command, apart from the banner. BLESSED BANNER OF THE DARK ARTS 35pts The unit carrying this banner may cast the spell Black Fire once per magic phase with a power level of 3. VALIANT STANDARD The unit with this banner can re-roll failed Psychology tests 25pts

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The Druids are a race of Battle Wizards that turned to the Dark Arts but could only use it when a sacrifice was made. They were driven into the woods by Emperor Galatrea to practice on forest creatures. This has led to their minds becoming twisted and one-dimensional unlike the Black Captains and their masters, the Dark Counts who are gifted with magic. The three main gods of the Dark Empire are: Karzul (God of Darkness), AzaKul (God of Blood and War) and Char-Nul (Goddess of Woe).

Emperor Galatrea: 965 pts M WS BS S T W I A LD 4 8 6 5 5 5 8 5 10 Hammer of AzaKul, Armour of Dark Iron, Crown of Absolute Power He is a Level 4 Wizard using the Dark Arts. He rides the Dragon Morakai. He must be the Army General. He suffers from hatred when fighting Rebels of the Empire. Hammer of AzaKul This hammer gives Emperor Galatrea +3S and +2A. In addition, each unsaved wound is multiplied into D3 wounds. Against large models it becomes D6 wounds. No armour saves are allowed. Armour of Dark Iron This gives Emperor Galatrea a 1+ Armour Save and a 5+ Ward Save. Crown of Absolute Power This crown gives Emperor Galatrea Magic Resistance (2) and all enemy models doing multiple wounds against him or his dragon only ever inflict one wound at a time. Count Vorkath the Immortal: 195pts M WS BS S T W I A 6 3 2 3 2 3 4 2 Great Weapon and Mystical Ring. He is Unbreakable. He is Ethereal and can only be affected by magical attacks. Mystical Ring Vorkath gains a 2+ Ward Save against all magical attacks. LD 10

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Summary
Characters M 4 5 4 5 Dark Count Druid Lord Black Capt Druid Core Units M 4 4 4 4 4 8 9 Phalanx Spearmen Bowmen Guards Riflers Dark Cataphract Horse Hounds Special Units WS 4 3 2 2 5 3 3 BS 3 3 3 4 3 3 S 3 3 3 3 4(7) 3 3 T 3 3 3 3 3 3 3 W 1 1 1 1 1 1 1 I 4 3 3 4 4 3 3 A 1 1 1 1 1 1 1 LD 8 8 7 7 8 6 6 AS 4+ 5+ 6+ 6+ 1+ WS WS 7 5 6 5 BS 5 3 5 3 S 5 3 4 3 T 4 4 3 4 W 3 3 2 2 I 7 5 6 5 A 4 2 3 2 LD AS WS 10 ( ) ( ) 9 (6+) ( ) 9 ( ) + 8 (6 ) ( )

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M 4 5 4 4 4 8 Empire Guards Druid Warrior Cannon Crew Bolt thrower Crew Ravage Rider Horse Rare Units M 4 4 3 Volc. Cannon Crew Drag. Rider Dragon

WS 5 4 3 3 4 3

BS 3 2 3 3 4 3

S (5) 3 3 3 3 3

T 3 4 7 3 6 3 3 3

W 1 1 3 1 3 1 1 1

I Sp 5 3 3 5 3

A 2 (3) 1 1 1 1

LD AS WS 9 3+ 8 (5+)S 8 8 + 8 4 6 -

WS 3 5 6

BS 3 4 -

S 3 4 6

T 7 3 3 6

W 4 1 2 6

I 3 5 3

A 1 2 5

LD 8 9 7

AS 2+ 4+

WS
-

Phase reminders Movement: 1) Fast Cavalry - Ravage Riders 2) Henge Relic - flies Shooting 1) Riflers no long range penalties

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2) Cannon S8, unless upgraded S10 3) Volcano cannon estimate range 24; Artillery Scatter dice, large template, S5 armour piercing hit even on partials Combat 1) Impact hits D3 Impact Hits, Henge Relic 2) Phalanx - fight in 3 ranks when charged and +1S in 1st turn only, except when flanked 2) Strike first Empire Guard (I) is 1 higher than enemy always 3) Cataphracts - +3S when charging 4) Twin Axe Empire Guard +1S 5) Henge Relic re-roll wounds; +1 to Armour saves. US2 Combat Resolution and Psychology 1) Elites Re-roll break tests, Cataphracts, Druid Warriors, Empire Guard, (Phalanx) 2) Unit within 12 of Black captain can choose a psychology once per battle 3) Stubborn Unit joined by a character; Druid charcter makes warriors Unbreakable 4) Ravage Riders Immune to Panic, +1 CR Opponents Turn: 1) Magic Resistance Druid Warriors, MR(1) Cloak 2) Shooting - -1 to wound against Cataphracts, Henge Relic re-roll wounds and -1 to hit 3) -1 attack for unit in contact with each Druid Cloak if its Initiative is less than 5

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