2000 Pts - Empire Army BATI-A

Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Cp Dp US Cost
Wizard Lord of the Bright Order 1 4 3 3 3 4 3 3 1 8 4 2 1 305
General; Units within 12" may use General's Leadership; Magic Level 4; +4 dice to casting and +2 to dispel pool. Has 4 spells.; Lore of Fire
  Luckstone Allows wearer to re-roll one die used to cast or dispel. Can effectively cancel a Miscast or cause either IF or a Miscast. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
  Dispel Scroll Dispels one spell. One use only. [25]
  Power Stone +2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. [20]
  #1: Fire Ball 5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore [0]
  #2: Flaming Sword of Rhuin 5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. [0]
  #3: Burning Head 8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. [0]
  #4: Fiery Blast 8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. [0]
  #5: Conflagration of Doom 11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. [0]
  #6: Wall of Fire 12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. [0]
Captain 1 4 5 5 4 4 2 5 3 8 4+ 1 183
Full Plate Armor; Battle Standard; Units w/in 12" may re-roll break tests
  Imperial Banner Units w/in 12" re-roll any failed psychology tests as well as tests not to pursue. [100]
Battle Wizard of the Bright Order 1 4 3 3 3 3 2 3 1 7 2 1 1 150
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Fire
  Rod of Power Allows user to save up to 3 dice from your Power pool at the end of each Magic phase. At beginning of next magic phase (either your's or the enemy's), roll a dice. If number is less than # of dice stored, you lose the dice. [30]
  Power Stone +2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. [20]
  #1: Fire Ball 5+ to cast, Range 24"; Magic missile, D6 S4 fire hits. Fire Lore [0]
  #2: Flaming Sword of Rhuin 5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S. Fire Lore. [0]
  #3: Burning Head 8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test. Fire Lore. [0]
  #4: Fiery Blast 8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits. Fire Lore. [0]
  #5: Conflagration of Doom 11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy. Fire Lore. [0]
  #6: Wall of Fire 12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits. Fire Lore. [0]
Battle Wizard of the Amethyst Order 1 4 3 3 3 3 2 3 1 7 2 1 1 145
Magic Level 2; +2 dice to casting and +1 to dispel pool. Has 2 spells.; Lore of Death
  Power Stone +2 dice to cast a spell. Dice may exceed maximum allowed by level. One use only. [20]
  Dispel Scroll Dispels one spell. One use only. [25]
  #1: Dark Hand of Death 5+ to cast, Range 24"; Magic missile, D6 S4 hits. Death Lore. [0]
  #2: Steal Soul 8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo. Death Lore. [0]
  #3: Wind of Death 8+ to cast, Range 24"; Magic missile, 2D6 S4 hits. Death Lore. [0]
  #4: Walking Death 9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead. Death Lore. [0]
  #5: Doom and Darkness 9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn. Death Lore. [0]
  #6: Drain Life 10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save. Death Lore. [0]
Swordsmen 24 4 4 3 3 3 1 4 1 7 5+ 1 305
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Duellist 1 4 4 3 3 3 1 4 2 7 5+ 1 [10]
  Detachment - Halberdiers 10 4 3 3 3/4 3 1 3 1 7 6+ 1 [50]
Halberd; Light Armour
  Detachment - Crossbowmen 10 4 3 3 3 3 1 3 1 7 1 [80]
Crossbow; 30", S4, Move or Fire
Swordsmen 19 4 4 3 3 3 1 4 1 7 5+ 1 275
Light Armour; Shield; +1Sv w/ handweapon in HtH; Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
  Duellist 1 4 4 3 3 3 1 4 2 7 5+ 1 [10]
  Detachment - Free Company 10 4 3 3 3 3 1 3 1/2 7 1 [50]
Treat all weapons as hand weapons.; 2ndWeapon; +1A if on foot
  Detachment - Handgunners 10 4 3 3 3 3 1 3 1 7 1 [80]
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.
Handgunners 11 4 3 3 3 3 1 3 1 7 1 166
Empire Handgun; 24", St 4 hit, -2 Ar Sv, Move or Fire.; Musician; +1CR if tied; +1 Ld in rally attempts.
  Marksman 1 4 3 4 3 3 1 3 1 7 1 [25]
Hochland Long Rifle; 36", St 4 hit, -2 Ar Sv, Move or Fire. Any target, -1 to hit chars in unit, May have different target than unit.
  Detachment - Archer 5 4 3 3 3 3 1 3 1 7 1 [40]
Skirmish; Normal Bow; 24", S3
Great Cannon 1 7 3 100
Use larger Cannon rules
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Mortar 1 7 3 75
12-48", As Stone Thrower with big template, St3 hits -1Sv
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Mortar 1 7 3 75
12-48", As Stone Thrower with big template, St3 hits -1Sv
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Helblaster Volley Gun 1 7 3 110
Includes 3 crew; 24" range, always fires 3 barrels, use art. dice for each barrel then roll to hit the number of shots; St5, -3 Save hits
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Helblaster Volley Gun 1 7 3 110
Includes 3 crew; 24" range, always fires 3 barrels, use art. dice for each barrel then roll to hit the number of shots; St5, -3 Save hits
  Crew 3 4 3 3 3 3 1 3 1 7 1 [0]
Option Footnotes:
  Death1: Dark Hand of Death 5+ to cast, Range 24"; Magic missile, D6 S4 hits.
  Death2: Steal Soul 8+ to cast, Range 12"; Target enemy models loses 1 Wo, no armour save. Caster gains 1 Wo.
  Death3: Wind of Death 8+ to cast, Range 24"; Magic missile, 2D6 S4 hits.
  Death4: Walking Death 9+ to cast, Range 12", RIP, HtH; Friendly unit causes Fear. If already causing Fear, it causes Terror instead.
  Death5: Doom and Darkness 9+ to cast, Range 24", HtH; Enemy unit not Immune to Psychology suffers -3 Ld. Must pass Ld test at start of their next turn or be affected until end of that turn.
  Death6: Drain Life 10+ to cast, HtH; All enemy units in 12" suffer D6 S3 hits, no armour save.
  Fire1: Fire Ball 5+ to cast, Range 24"; Magic missile, D6 S4 fire hits.
  Fire2: Flaming Sword of Rhuin 5+ to cast, self, RIP, HtH; Caster gains magical fire weapon that he must use. Hits on 2+, +1A, +3S.
  Fire3: Burning Head 8+ to cast, Range 18"; Draw a straight line from caster. S4 fire hit on models under it. Units taking casualties must take a Panic test.
  Fire4: Fiery Blast 8+ to cast, Range 24"; Magic missile, 2D6 S4 fire hits.
  Fire5: Conflagration of Doom 11+ to cast, LOS; Enemy unit suffers D6 S4 fire hits. Both players roll a D6, if caster rolls higher add the dice roll to number of hits. Continue to roll off until caster fails to roll higher than enemy.
  Fire6: Wall of Fire 12+ to cast, Range 24", LOS, RIP; All models in front rank of one enemy unit suffer a S4 fire hit. If unit moves, all models suffer a S4 fire hit and spell ends. Skirmishers only suffer D6 S4 fire hits.
Total Army Cost: 1999 Pts.
Notes:
Casting Pool: 10
Dispel Pool: 6
Models in Army: 126


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
Hero (<=4unit) 4 0 783 1217 39%
Core (>=3unit) 3 n/a 746 1254 37%
Special (<=4unit) 3 1 250 1750 12%
Rare (<=2unit) 2 0 220 1780 11%
Magic Item Summary 9 n/a 290 n/a 14%

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