Warhammer MA: Empire
	
			 
             
			
		
		
		
		I was going to do Dwarfs, Chaos Dwarfs or Dogs of War as my next project, but I've decided to start off the Warhammer Empire nation instead, mainly because I need a break from doing non human sprites for a while and Dogs of War is such an eclectic nation that it would require more in the way of graphics. 
 
So anyway, Empire it is, at least for now. 
 
 
THE EMPIRE 
 
 
THE NATION SHOULD 
 
Be tactically flexible 
Make full use of resources and production 
Have strong religion 
Be restricted by its humanity 
Represent the incredible diversity of the Colleges 
Have very useful and cost effective PD 
Be split evenly between North and South creating two interesting balanced nations 
 
 
WEAPONS 
 
Crankbow - 3 crossbow bolts per turn, not that much ammo, bit innacurate. 
Hand Crossbow (ranged) - A single shot medium/close range missile weapon. 
Hand Crossbow (melee) - A single shot AP melee weapon. 
White Wolf Hammer - Solid two handed hammer with charge bonus. 
 
 
ARMOUR 
 
Empire Full Plate - High quality full plate. 
 
 
 
------ EMPIRE SOUTH ------  
 
 
RECRUITS 
 
State Spearman - Spear, Shield, Iron Cap, Plate Cuirass. 
State Halberdier - Halberd, Iron Cap, Plate Cuirass. 
State Swordsman - Broadsword, Shield, Iron Cap, Plate Cuirass (improved skills, higher cost) 
State Crossbowman - Crossbow, Dagger, Leather Cap, Plate Cuirass. 
Greatsword - Greatsword, Empire Full Plate, Iron Cap. 
Greatsword - Greatsword, Empire Full Plate, Iron Cap. 
Nobleborn - Horse, Plate Hauberk, Iron Cap, Hand Crossbow (melee/ranged), Broadsword. 
Free Infantry - Shortsword, Dagger, Studded Leather, Reinforced Leather Cap. 
Archer - Shortbow, Leather Cap, Leather Armour, Dagger. 
Reiksguard Foot - Broadsword, Shield, Empire Full Plate, Full Helmet. 
Inner Circle Reiksguard Knight - Warhorse, Lance, Broadsword, Shield, Empire Full Plate,  
 
Full Helmet. 
Order Knight (generic) - Warhorse, Lance, Broadsword, Shield, Empire Full Plate, Full  
 
Helmet. 
Flagellant - Sacred, Flail. 
War Wagon - High rcost. Various ranged and melee weapons, trample. 
Steam Tank - V. High rcost. No cannon, but tramples and uses steam weapons + 'fire' shield, extreme prot. 
Marksman - Carries a crankbow. 
Outrider - Horse, Arbalest, Short Sword, light armour. 
 
 
COMMANDERS 
 
Scout 
State Captain 
State General 
Elector Count - Expensive, summons state troops, not a bad general 
Reik Captain - As knight, standard, 80 ldr. 
Grand Masters - One per Southern order, they are unique summons who in turn can use 'summon allies' to gather Inner Circle knights of their order. Probably require house  
rules. The Reiksmarshal Kurt Helborg is particularly powerful. 
Initiate of Sigmar - H1 
Battle-Priest of Sigmar - H2, 40 ldr, extra holy spell or two 
Theoganist - H3, old, not a leader 
Witch Hunter - H1, stealthy, inquisitor, increase unrest 
College Adept - 1 Random pick, used to summon College Wizards 
 
 
 
------ EMPIRE NORTH ------ 
 
 
RECRUITS 
 
State Spearman - Spear, Shield, Iron Cap, Plate Cuirass. 
State Halberdier - Halberd, Iron Cap, Plate Cuirass. 
State Swordsman - Broadsword, Shield, Iron Cap, Plate Cuirass (improved skills, higher cost) 
Greatsword - Greatsword, Empire Full Plate, Iron Cap. 
Free Infantry - Shortsword, Dagger, Studded Leather, Reinforced Leather Cap. 
Archer - Shortbow, Leather Cap, Leather Armour, Dagger. 
Huntsman - Longbow, Leather Cap, Leather Armour, Axe, stealthy. 
Hunting Hound - Summoned by Huntsmaster, stealthy flanker. 
Kossar - Ringmail, Reinforced Leather Cap, Axe, Composite Bow. 
Ungol Horse Archer - Ungol Horse, Furs, Composite Bow, Falchion. 
Winged Lancer - Ungol Horse, Lance, Shield, Falchion, Plate Hauberk. 
Teutogen Guard - Empire Full Plate, White Wolf Hammer, Half Helmet. 
Inner Circle White Wolf - Warhorse, Empire Full Plate, White Wolf Hammer. 
Order Knight - Warhorse, Lance, Broadsword, Shield, Empire Full Plate, Full Helmet. 
Warrior of Ulric - Sacred, Greatsword, Ringmail, Iron Cap. 
Wolfkin - Sacred, Furs, Axe, Broadsword, stealthy. 
 
 
 
COMMANDERS 
 
Scout 
State Captain 
General 
Elector Count - Expensive, summons state troops, not a bad general 
Hunt Master - Horse, light lance, spawns hunting hounds 
Boyar - Ungol Horse, Plate Hauberk, Composite Bow, Falchion 
Ice Mage - Water and possibly air magic from Kislev 
White Wolf Seneschal - As White Wolf Knight, standard, 80 ldr. 
Grand Masters - One per Northern order, they are unique summons who in turn can use 'summon allies' to gather Inner Circle knights of their order. Probably require house rules.   
Initiate of Ulric - H1 
Battle-Priest of Ulric - H2, 40 ldr, extra holy spell or two 
High Priest of Ulric - H3 
College Adept - 1 Random pick, used to summon College Wizards 
 
 
 
SPECIFIC KNIGHT ORDERS 
 
 
SOUTH 
 
Reiksguard (Special polished armour gives +1 def) 
Blazing Sun (Morning star rather than broadsword, partial fire res) 
Griffon (Higher morale and mapmove 3) 
Hunters of Sigmar (Forest survival, axe, slightly worse armour, supplybonus) 
Black Bear (+1 str) 
Sigmar's Blood (Sacred) 
Gold Lion (Wasteland survival) 
Encarmine (No lance, no shield, two swords, very skilled, high upkeep) 
Hammers of Sigmar (Sacred, no lance, holy hammer, shield, no helmet) 
 
 
NORTH: 
 
White Wolf (No lance, no shield, no helmet, use white wolf hammers, +1mr, berserk 0) 
Panther (Falchion rather than broadsword, wasteland survival, animal awe) 
Templars of Everlasting Light (Standard effect) 
Sacred Scythe (No lance, anti undead scythe) 
Knights of Morr (Increase unrest, fear 0, no lance) 
Broken Sword (No lances, better sword skill) 
Wolves of Ulric (Sacred, similar to white wolf) 
Gryphon Legion (Not really a knight order, but the Kislev equivalent, upgraded winged lancers) 
 
 
MAGIC COLLEGES 
 
Schools 
 
Fire - Bright - F+ - Evocation 
Wizard - Higher precision, lower research 
Lord - Strong fire shield, starts at higher leadership 
 
 
Metal - Gold - E (F) - Alteration and construction 
Wizard - Alchemy (?), higher upkeep 
Lord - Forgebonus  
 
 
Shadow - Grey - AD - Enchantment, alteration 
Wizard - Stealthy 
Lord - Flight, spy 
 
 
Beasts - Amber - N+ - Conjuration 
Wizard - Forest survival, shapechange to wolf 
Lord - Shapechange to giant bear, useful summon allies ability in this form 
 
 
Heavens - Celestial - Equal AS - Evocation and thaum  
Wizard - Research bonus, prevent bad events 
Lord - Better bonuses 
 
 
Light - Light - FS - Alteration and Evocation 
Wizard - Heal, Auto communion (pythium copystats) 
Lord - Better heal? 
 
 
Life - Jade - N EWA - Alteration, Evocation 
Wizard - Decrease unrest? Heal? 
Lord - If possible, increase growth scale (lord of fertility) 
 
 
Death - Amethyst - D (W) - Alteration, Enchantment 
Wizard - Drain life attack 
Lord - Armed with Soul Slaying scythe weapon 
 
 
Each school will have 2 summons available - one for a standard Wizard such as "Bright Wizard" and one for a college lord, "Bright Wizard Lord". The standard wizards will basically be 2 in one path then have some kind of secondary path, or a chance at lvl3 in their main path if from a focused school like Bright. 
 
The Wizard Lords will be lvl 3 average, but some lvl 4. They will kick ***, but they will all be old. 
 
The whole thing will be started off by the College Acolyte recruitable which has lvl 1 random in NEFADS. 
 
N1 summons Amber, Jade 
F1 summons Bright, Light 
A1 summons Grey, 
D1 summons Amethyst 
S1 summons Celestial 
E1 summons Gold 
 
The summons will have to be researched and will be found with one version in each of the schools favoured by the mages, at level 3 and 6 perhaps? 
		
	
		
		
		
		
		
		
		
		
		
		
            
                  
				
                    
                        Last edited by lch; August 25th, 2008 at 06:14 PM..
                    
                    
				
			
		
		
	
		
		
	
	
	 |