Armies

Empires of Men

Disciplined state regiments, gunpowder and steel, held together by knights and battle wizards.

15 units · How army lists work

Captain
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Captain

Infantry · Move 8"

45 pts

Skill
4
Power
4
Defense
3
Attacks
3
Wounds
3
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power. orweapon SetTwo Hand Weapons · 5 pts+1 Attack
  • commander AbilityInspire ValorActivate once per battle. Give all your units +1 Combat Score for one turn.
  • Options ranged AttackBrace of Pistols · 5 ptsRange 18. 2x Power 4.

Magic Magic Weapon/Item

Leads Imperial Sword, Imperial Halberd, Imperial Spear, Imperial Light Cavalry, Gryphon

Max per army 11no limitno limit

Knight Commander

Large Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
3
Attacks
3
Wounds
3
Discipline
9
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetLance and Shield · 5 pts+1 Defense. Charge Bonus: +2 Power orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power.
  • propertyHeavy Armor-1 Movement. +1 Defensecommander AbilityFurious ChargeActivate once per battle. Commander and Retinue rerolls Attack Rolls for one turn.

Magic Magic Weapon/Item

Leads Imperial Knights, Foot Knights, Gryphon, Imperial Dragon (not in Warband)

Max per army no limit1no limitno limit

Imperial Wizard

Infantry · Move 8"

60 pts

Skill
4
Power
3
Defense
3
Attacks
2
Wounds
3
Discipline
8

Spells Choose 1 cantrip: spellFrost WardTarget unit gets +1 to Damage Saves for one turn. It must re-roll succesfull Attack and Ranged Attack rolls., spellDivine FavourTarget unit gets +1 Skill and rerolls failed Discipline tests for one turn., spellShadow Bolt3 x Power 3 hits. Range: 18.. Choose 1 spell: spellFireballD6 Power 5 hits. Range 30., spellRadiant ShieldTarget unit rerolls failed damage saves for one turn., spellHex Of RuinTarget unit has -2 Defense for one turn..

Magic Magic Item

Leads Imperial Archers, Imperial Crossbowmen, Imperial Handguns, Foot Knights, Gryphon, Imperial Dragon (not in Warband)

Max per army no limit1no limitno limit

Mounts

Taken by commanders as their retinue

Gryphon

Monstrous Infantry · Move 12"

55 pts

Skill
4
Power
5
Defense
5
Attacks
3
Wounds
5
Discipline
8
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFlyingFly Speed 20. Ignore Terrain.
Max per army no limit1no limitno limit

Imperial Dragon

Large Monster · Move 12"

125 pts

Skill
5
Power
6
Defense
5
Attacks
5
Wounds
7
Discipline
9
  • weapon SetFangsCharge Bonus: +1 Powerranged AttackFire BreathRange 12. 2D3 Power 5.propertyFlyingFly Speed 20. Ignore Terrain.
Max per army no limit1no limitno limit

Battle Line

1–3 units2–3 units2–5 units3–7 units

Imperial Sword

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power

Magic Magic Banner (up to 50pts)

Unit size 10–2115–2115–2515–25

Foot Knights

Infantry · Move 8"

8 pts / model

Skill
4
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power.
  • propertyHeavy Armor-1 Movement. +1 DefensepropertyBodyguardIf a Commander is part of this unit it re-rolls failed Discipline tests.

Magic Magic Banner (up to 100pts)

Unit size 10–1810–1815–2515–25 Max per army 1223

Imperial Halberd

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHalberdCharge Bonus: +1 Power. Damage Saves against this weapon are never better than 4+.

Magic Magic Banner (up to 50pts)

Unit size 10–2115–2115–2515–25

Imperial Spear

Infantry · Move 8"

6 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetSpear and Shield+1 Defense. Extra Rank supporting attacks when not charging.

Magic Magic Banner (up to 50pts)

Unit size 10–2115–2115–2515–25

Fast Attack

0–1 unit0–2 units0–2 units0–3 units

Imperial Knights

Cavalry · Move 16"

19 pts / model

Skill
4
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
8
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetGreatweapon+1 Power. Charge Bonus: +1 Power. orweapon SetLance and Shield · 1 pts per model+1 Defense. Charge Bonus: +2 Power
  • propertyHeavy Armor-1 Movement. +1 DefensepropertyBodyguardIf a Commander is part of this unit it re-rolls failed Discipline tests.

Magic Magic Banner (up to 100pts)

Unit size 5–105–105–155–20

Imperial Light Cavalry

Cavalry · Move 16"

18 pts / model

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
2
Discipline
7
  • weapon SetHand WeaponCharge Bonus: +1 Powerranged AttackBrace of PistolsRange 18. 2x Power 4.

Magic Magic Banner (up to 50pts)

Unit size 5–105–105–155–20 Max per army 1123

Ranged Support

0–1 unit0–1 unit0–2 units0–3 units

Imperial Archers

Infantry · Move 8"

8 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • ranged AttackLongbowsRange: 30. Power 3.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–25

Imperial Crossbowmen

Infantry · Move 8"

8 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • ranged AttackCrossbowsRange: 30. Power 3.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–25

Imperial Handguns

Infantry · Move 8"

8 pts / model

Skill
3
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • ranged AttackHandgunsRange: 24. Power 4.

Magic Magic Banner (up to 50pts)

Unit size 10–1510–1510–2010–25

Imperial Cannon

War Machine

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
7
  • ranged AttackCannonRange 48. D3 hits, Power 8.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Imperial Mortar

War Machine

50 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
7
  • ranged AttackMortarRange 48. 2D3+1 hits, Power 4.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Imperial Armory

0–1 unit0–1 unit0–2 units0–3 units

Imperial Dreadnought

War Wagon · Move 12"

100 pts

Skill
3
Power
5
Defense
6
Attacks
5
Wounds
8
Discipline
9
  • weapon SetRamming SpeedCharge Bonus: +1 Powerranged AttackSteam GunRange 12. 2D3 Power 3.propertyArmor Plating+1 Defense. -4 Move Speed.propertyFull SteamActivate for +4 Movement this turn.propertyFearlessIgnores all penalties to Discipline tests.
Max per army 1122

Imperial Cannon

War Machine

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
7
  • ranged AttackCannonRange 48. D3 hits, Power 8.propertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123

Imperial Mortar

War Machine

50 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
5
Discipline
7
  • ranged AttackMortarRange 48. 2D3+1 hits, Power 4.propertyCrewed WeaponAlways counts as being in Cover. -2 Defense in Close Combat. Unit can't charge.propertyReposition+6 Movement this turn.
Max per army 1123