• 0 pts (0.00 %) Characters
  • 0 pts (0.00 %) Core
  • 0 pts (0.00 %) Special
  • 0 pts (0.00 %) Imperial Armoury
  • 0 pts (0.00 %) Imperial Auxiliaries
  • 0 pts (0.00 %) Sunna's Fury
Characters
165 points
Claus Sondheim

Marshal - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 9
Defensive HP Def Res Arm
3 5 4 0
Offensive Att Off Str Ap Agi
Marshal 3 5 4 1 5
Options Great Weapon • Battle Standard Bearer • Legion Standard x1
235 points
Giacomo Pallazo

Knight Commander - Large - Cavalry - 50x75

Global Adv Mar Dis Model Rules
4" 8" 9
Defensive HP Def Res Arm
3 6 4 0
Offensive Att Off Str Ap Agi
Knight Commander 4 6 4 1 6
Mount Young Griffon
Global Adv Mar Dis Model Rules
7" 14" C
Defensive HP Def Res Arm
C C C C+1
Offensive Att Off Str Ap Agi
Young Griffon 3 4 5 3 4
Options Shield • Lance • Young Griffon • General
505 points
Boniface le Pieux

Prelate - Large - Construct - 50x100

Global Adv Mar Dis Model Rules
4" 8" 8
Defensive HP Def Res Arm
3 5 4 0
Offensive Att Off Str Ap Agi
Prelate 2 5 4 1 4
Mount Altar of Battle
Global Adv Mar Dis Model Rules
8" 8" C
Defensive HP Def Res Arm
5 C 5 C
Offensive Att Off Str Ap Agi
Horse 1 3 3 0 3
Chassis - 5 2 -
Options Shield • Altar of Battle
545 points
Otto Vonhof

Wizard - Large - Construct - 50x100

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
3 3 3 0
Offensive Att Off Str Ap Agi
Wizard 1 3 3 0 3
Mount Arcane Shield Engine
Global Adv Mar Dis Model Rules
8" 8" C
Defensive HP Def Res Arm
5 C 5 C+2
Offensive Att Off Str Ap Agi
Crew (2) 1 3 3 0 3
Horse (2) 1 3 3 0 3
Chassis - 5 2 -
Options Alchemy • Wizard Master • Light Armour • Arcane Shield Engine
160 points
Hans Markus

Marshal - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 9
Defensive HP Def Res Arm
3 5 4 0
Offensive Att Off Str Ap Agi
Marshal 3 5 4 1 5
Options Shield
Core
175 points
Sondheim's Squad

Heavy Infantry support unit x20 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Infantry support unit 1 3 3 0 3
Options Halberd • Musician
241 points
Gli Condottiero

Heavy Infantry x24 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
HeavyInfantry 1 3 3 0 3
Options Spear • Champion • Musician • Standard Bearer • Legion Standard
217 points
Bastardi Dell'acciaio

Light Infantry x14 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Light Infantry 1 3 3 0 3
Options Musician • Standard Bearer • Handgun (4+) • Marksman’s Pennant
235 points
New Blood

Heavy Infantry support unit x20 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Infantry support unit 1 3 3 0 3
Options Halberd • Champion • Musician • Standard Bearer • Banner of the Relentless Company
392 points
Pallazo's Lancers

Knightly Orders x8 - Standard - Cavalry - 25x50

Global Adv Mar Dis Model Rules
7" 14" 8
Defensive HP Def Res Arm
1 4 3 2
Offensive Att Off Str Ap Agi
Knightly Orders 1 4 4 1 3
Horse 1 3 3 0 3
Options Shield • Lance • Champion • Musician • Standard Bearer • Household Standard
197 points
Jolly Jaegers

Light Infantry x14 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Light Infantry 1 3 3 0 3
Options Musician • Handgun (4+)
Special
470 points
Sondheim's Lads

Imperial Guard x24 - Standard - Infantry - 20x20

Global Adv Mar Dis Model Rules
4" 8" 8
Defensive HP Def Res Arm
1 4 3 0
Offensive Att Off Str Ap Agi
Imperial Guard 1 4 4 1 3
Options Champion • Musician • Standard Bearer • Great Weapon • Banner of Unity
Imperial Auxiliaries
226 points
Sondheim's Raiders

Reiters x6 - Standard - Cavalry - 25x50

Global Adv Mar Dis Model Rules
8" 16" 7
Defensive HP Def Res Arm
1 3 3 1
Offensive Att Off Str Ap Agi
Reiter 1 3 3 0 3
Horse 1 3 3 0 3
Options Heavy Armour • Brace of Pistols (4+)

Magics

Racial Trait Spell

During Spell Selection, if a Wizard from Empire of Sonnstahl either selects the Hereditary Spell or gains it by any other means, it must instead choose a single Path from the ones available to it other than its own chosen Path.
The Wizard gains the Learned Spell #1 from that Path.

Casting Type Duration Effect
Liberal Magics
Mf - Remains in Play
Alchemy

Alchemy

Casting Range Type Duration Effect
1 Quicksilver Lash 7+ 24" Hex Missile Damage Instant The target suffers D3+1 hits with Flaming Attacks, Magical Attacks, and Armour Penetration 10. These hits always wound on a roll equal to or greater than “7 minus the target’s Armour”. An unmodified ‘6’ always wounds and an unmodified ‘1’ always fails to wound.
2 Word of Iron 5+ [9+] 24" Augment One Turn The target gains +1[+2] to its Armour.
3 Glory of Gold 8+ 18" Augment One Turn The target gains +1 Armour Penetration, Flaming Attacks and Magical Attacks.
4 Silver Spike (6+){9+} (18"){36"} Hex Missile Damage Instant The target suffers 1 hit with Strength 4 [6], Armour Penetration 10, Magical Attacks, [Multiple Wounds (D3)], and Area Attack (1×5).
5 Corruption of Tin 8+ 36" Hex Permanent The target suffers -1 Armour.
6 Molter Copper 7+ 24" Hex Missile Damage Instant The target suffers D3+3 hits with Strength X, Armour Penetration 4, Flaming Attacks, and Magical Attacks, where X is equal to the target’s Armour.
A Alchemical Fire 18" Hex One Turn The target gains Flammable against Melee Attacks.

Magic banners

Legion Standard: A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.

Marksman’s Pennant: The bearer’s unit does not suffer the −1 to-hit modifier for Stand andShoot Charge Reactions.

Banner of the Relentless Company: One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.

Household Standard: If the General is part of the bearer’s unit, its Commanding Presence range isincreased by 6″.

Banner of Unity: Whenever the bearer’s unit is targeted by an Order, it mayimmediately give an Order to a single Support Unit within 8″ of the bearer’s unit.

Model Rules

Blessings: The model part and all model parts in the same unit, except model parts with Harnessed gain Hatred. The model can cast the following three Bound Spells with Power Level (4/8) with Type: Caster's Unit and Augment, and Duration: Lasts One Turn:

-"Ullor's Blessing"
The target gains Aegis (5+) against Melee Attacks

- "Sunna's Blessing"
The target gains Flaming Attacks. All enemy units in base contact with one or more targets of this spell, when the spell is cast, suffer D6 hits with Strength 4, Armour Penetration 1, Flaming Attacks, and Magical Attacks.

- "Volund's Blessing"
The target must reroll failed to-wound rolls with Melee Attacks.

Bodyguard: When a Character is joined to a unit in which at least one model has Bodyguard, that Character gains Stubborn. When Characters or Character types are stated in brackets, Bodyguard only works for the specified Characters or Character types.

Channel: During step 3 of the Magic Phase Sequence, each of the Active Player's models with Channel may add X Veil Tokens to the owner's Veil Token Pool. This Universal Rule is cumulative, adding X Veil Tokens of each independent instance of Channel to the model's total Channel value (so e.g. a model with Channel (1) and Channel (2) is treated like a model with Channel (3)).

Divine Attacks: Successful Aegis saves taken against the attack must be rerolled.

Feigned Flight: A unit consisting solely of models with Feigned Flight that voluntarily chooses to Flee as a Charge Reaction, and subsequently passes a Rally Test in its next Player Turn, doesn't become Shaken. Furthermore, the Reform that is made after Rallying in this case doesn't prevent the unit from moving nor from shooting (but it still counts as having moved for shooting purposes). This rule cannot be applied if a unit fails to rally on the next friendly Player Turn or involuntarily Flees, such as a result of a failed Panic Test or if it was already Fleeing when being charged.

Fire on Impact!: Attack Attribute - Close Combat.
A charging model part with Fire on Impact! using aPistol, a Brace of Pistols, or a Repeater Pistol always strikes at Initiative Step 10, and has the Strength of its Close Combat Attacks set to 4 and their Armour Penetration set to 2 (regardless of the user's Agility, Strength, and Armour Penetration).

First Knight: When the model is joined to a unit of Knightly Orders, the unit gains Fearless, and if the model is the General, the R&F models in the unit also gains Parent Unit.

Hand Weapon: All models come equipped with a Hand Weapon as their default equipment. If a model has any Close Combat Weapon other than a Hand Weapon, it cannot choose to use the Hand Weapon (unless specifically stated). Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry

Harnessed: Model parts with Harnessed cannot make Supporting Attacks and cannot use Weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate). A model with with at least one model part with Harnessed is considered to be mounted.

Heavy Armour: +2 Armor

Knightly Orders: Universal Rule.
The model gains +1 Defensive Skill, and the Knight gains +1 Offensive Skill, +1 Strength, and +1 Armour Penetration. Knightly Orders cannot take Great Weapons.

Light Armour: Armor +1

Light Troops: Units composed entirely of models with Light Troops are allowed to make any number of Reforms when performing Advance Moves or March Moves. They are allowed to shoot even if they Marched or Reformed. No model can end its movement with its centre further away than its March Rate from its starting position, around any obstructions (including the Unit Spacing rule). This means that when checking the distance travelled by a model, check the path the model would have taken if it was alone, with the exception that the unit as a whole cannot break the Unit Spacing rule while performing the move. If a model performed any action during the movement (such as a Sweeping Attack), the distance moved is counted from its starting position to the point on the Battlefield where it performed that action and then to its final position.
If more than half the models in a unit have Light Troops, the unit always counts as having 0 Full Ranks. Characters with Light Troops that are joined to units with one or more models without Light Troops, lose this rule for as long as they remain with the unit. An Infantry Character joined to an Infantry unit with both Light Troops and the same Size as the Character gains Light Troops for as long as it remains with the unit.

Orders: A Character with Orders may give a single order to a Parent or Support Unit within 8". A General with Orders may instead give a single order to a friendly Parent or Support Unit within the range of its Commanding Presence.
Orders are given at the start of each friendly Player Turn, and their effects last until the end of the next Player Turn. A unit cannot receive the same Order more than once during the same Player turn. Only models of Standard Size are affected.

The available orders are listed below:
- On the Double: The target gains +1 Advance Rate and +4 March Rate.
- Steady Men: The target must roll an additional D6 when taking Discipline Tests and discard the highest D6 rolled. A unit that receives this Order and passes a Rally Test doesn't become Shaken, and the Reform that is made after Rallying doesn't prevent the - unit from moving and/or shooting (but it still counts as having moved for shooting purposes).
- Ready Aim Fire: The target gains Accurate.
- Brace for impact: The target gains Fight in Extra Rank

Parent Unit: A unit is considered a Parent Unit if at least half of its models have this Universal Rule. Parent Units treat all Support Units as Insignificant.

Immediately after a Parent Unit passes a Charge Range roll against a non-fleeing enemy unit in the Charge Phase, before performing the Charge Move, any Support Units within 6" of the Parent Unit may perform a support charge. To do so, the Support Unit Declares a Charge against the same enemy unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll for Charge Range, max one Wheel, etc.), with the exception that the enemy cannot choose a Charge Reaction other than Hold. For the purpose of Charge Moves, treat this as any other case of Combined Charges. When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful support charge (following all normal restrictions), up to a maximum of +6.

Plate Armour: +3 Armor

Scoring: Units with at least one model with Scoring are considered to be Scoring Units, which are used for winning Secondary Objectives (see section XVI.2 “Scoring Secondary Objectives", page 67). Every army needs a few Scoring units to be able to complete Secondary Objectives, which is why units with Scoring are marked in the Army Books with a special pennant icon:
Scoring can be lost during the game:
- A unit that is Fleeing loses Scoring for as long as it if Fleeing.
- An Ambushing unit that enters the Battlefield on Game Turn 4 or later loses Scoring.
- A unit that has performed a Post-Combat Reform loses Scoring until the start of the following Player Turn.

Shield: +1 Armour Hand Weapons wielded by models on foot can be used alongside a Shield, then giving Parry.

Support Unit: A unit is considered a Support Unit if at least half of its models have this Universal Rule. Support Units are treated as Insignificant by Parent Units.

Support Units within 6" of at least one Parent Unit gain Fight in Extra Rank and may use Shooting Attacks from the third rank (in addition to the first and second). If the Support Unit has at least one Full Rank, it counts as having the same number of Full Ranks as a Parent Unit within 6" for the purpose of being Steadfast.
During the opponent's Charge Phase, Support Units may perform one of the following actions:
1. Immediately after a Parent Unit within 6" voluntarily chooses a Charge Reaction, the Support Unit may Stand and Shoot as if the enemy had Declared a Charge against them in their current position (apply the normal rules for the Stand and Shoot Charge Reaction).
2. Immediately after all enemy units have completed their Charge Moves, Support Units within 6" of any Parent Unit that was successfully charged in this Phase may counter charge. To do so, choose one enemy unit that successfully charged the Parent Unit and Declare a Charge with the Support Unit. Apply all of the usual rules for charging for this out-of-sequence charge (such as Line of Sight, Front Arc, must roll Charge Range, max one Wheel, etc.). When calculating Combat Scores in the following Melee Phase, combine the Rank Bonus of both the Parent Unit and up to one Support Unit that performed a successful counter charge (following all normal restrictions), up to a maximum of +6.

Vanguard: After Deployment (including units with Scout), models with Vanguard may perform a 12" move. The move is performed as an Advance Move in the Movement Phase, including any actions and restrictions the unit would normally have (such as Wheeling, Reforming, joining units, leaving units and so on). The 12" distance is used instead of the unit's Advance Rate and March Rate. This move cannot be used to move within 12" of enemy units. This is decreased to 6" for enemy units which have either Scouted or Vanguarded. Units that have moved in this way may not Declare Charges in the first Player Turn (if their side has the first turn). If both players have units with Vanguard, alternate moving units one at a time, starting with the player that finished deploying last. Instead of moving a unit, a player may declare to not move any more Vanguarding units.

Wizard Apprentice: - Knows 1 spell.
- Can select between the Learned Spell 1 of its chosen Path and the Hereditary Spell of its army.
The Wizard selects its spells as described in Spell Selection
.