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HOLY ROMAN EMPIRE

Strategy Rating: 2

Climate:Fertile, Woodland

Early Imperial Army must include a general and at least one militia units, one
mercenaries unit and one Ritter unit. Later Imperial Army must include a general and at
least one unit of landsknecht and one militia unit, and one Ritter unit.
Early Feudal and Clerical Army must include a general and at least one Ritter unit and
one unit of mercenaries. Later Feudal or Clerical Army at least one unit of Ritter and
one unit of Ministerialen, and one unit of mercenaries.
Early City, League or Communal Armies must include a General and at least Two units
of Militia Halberdiers or Spearmen, and one unit of Ministerialen. Later City, League or
Communal Armies must include a General and at least at least Two units of Militia
Halberdiers or Spearmen, one unit of Ministerialen, and one unit of Mercenary
Halberdiers.
ARMY SELECTION
Command

Must include a general


May include up to 2 sub-commanders

Core:
Billmen

Must include 1 unit Mercenary Knights, 1 unit of Mercenary

Support:

May include up to 8 support.


The number of support plus skirmish selections must
not exceed the number of core selections.

Skirmish:

May include up to 4 skirmish.


The number of support plus skirmish selections must
not exceed the number of core selections.

Allies:

Up to 25% of the points available may be spent on


troops from the Allies section.
COMMAND

An Holy Roman Empire army must include a Commander and may include up to 2 subcommanders.
General
Title
Imperial
Commander
Clerical
Commander
City Commander

Dl
9+2

Ml
9+2

Attacks
+2

8+2

8+2

+2

9+2

9+2

+2

Notes & Traits


Army general, mounted
on horse.
Army general, mounted
on horse, fanatic
Army general, mounted

Pts
60
60
60

Feudal
Commander
General

8+2

8+2

+2

8+1

8+1

+1

Up to 2 sub-commanders
Title
Dl
Noble
8+1

Ml
8+1

Attacks
+1

on horse
Army general, mounted
on horse, Heroic Leader

60
Free

Notes & Traits


Mounted

Pts
65

CORE
Players may select up to 10 units from the Core Troops section.
Ritter
Models per unit 6-20.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
OPEN
18
4+
1
4
3+
4+
1
7
8
46
Weapons:
Hand weapon, Lance (Early armies), long spear (Later armies).
Armour:
Heavy armour and Shield or Partial Plate or Full Plate.
Special rules: Fearsome, Shock cavalry (Early armies) or Wedge (Later armies), Mixed
Formation, warhorse.
Upgrades:
May add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2
pts per model.
May add half barding, upgrading ARM 2+ at a cost 3 pts per model (Only
Later Armies).
May add metal barding, upgrading ARM 2+ at a cost 4 pts per model
(Only Later Armies).
Up to half of the models may be comprised of Ministerialen (see below).
Availability: All armies.
Dismount Ritter
Models per unit 12-40.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 8
4+
1
4
4+
4+
1
7
8
21
Weapons:
Hand weapon.
Armour:
Heavy armour and Shield or Partial Plate.
Special rules: Mixed formation.
Upgrades:
May add Full plate upgrading ARM +3 at a cost of 3 pts per model.
May add halberd at a cost of 2 per model or may add long spear at a cost
pf 1 pt per model.
May be steady at a cost of 3 pts per model.
The unit may upgrade to include two handed weapon at a cost of 2 pts
per model (all models pay for upgrade). This entitles half of the front
rank attack dice to be with the weapon upgrade.
Up to half of the models may be comprised of Ministerialen (see below).
Availability: All armies.
Ministerialen
ORDER MR SHOOT ATTACKS
OPEN
20
4+
1
Weapons:
Hand weapon, Lance.
Armour:
Light armour, Shield.

Models per unit 6-20.


HTH ARM KILL HITS DL ML PTS
3
4+
4+
1
6
7
27

Special rules: Shock cavalry.


Upgrades:
May add Heavy armour, upgrading ARM 3+ vs at a cost 2 pts per model.
May add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2
pts per model.
Availability: All armies.
Dismount Ministerialen
Models per unit 6-20.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
OPEN
10
4+
1
3
5+
4+
1
6
7
10
Weapons:
Hand weapon.
Armour:
Light armour, Shield.
Special rules: None.
Upgrades:
May add Heavy armour or Partial Plate, upgrading ARM 4+ vs at a cost
2 pts per model.
May add halberd at a cost of 2 per model or may add long spear at a cost
pf 1 pt per model.
The unit may upgrade to include two handed weapon at a cost of 2 pts
per model (all models pay for upgrade). This entitles half of the front
rank attack dice to be with the weapon upgrade.
Availability: All armies

Mercenary Halberdiers
Models per unit 12-40.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 10
4+
1
3
6+
4+
1
7
7
11
Weapons:
Hand weapon,halberd.
Armour:
Light Armour.
Special rules: None.
Upgrades:
May add Hevy armour upgrading ARM 5+ at a cost of 2 pts per model.
May add Partial plate upgrading ARM +4 at a cost of 4 pts per model
(Only Later Armies).
May add Full plate upgrading ARM +3 at a cost of 6 pts per model (Only
Later Armies).
Availability: All armies.
Militia Halberdiers
Models per unit 12-40.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 10
4+
1
3
6+
4+
1
6
6
7
Weapons:
Hand weapon, halberd.
Armour:
Light Armour.
Special rules: None.
Upgrades:
May add Hevy armour upgrading ARM 5+ at a cost of 2 pts per model.
May add Partial plate upgrading ARM +4 at a cost of 4 pts per model
(Only Later Armies).
Availability: All armies.
Militia Spearmen
ORDER MR SHOOT ATTACKS
CLOSED 10
4+
1

Models per unit 12-40.


HTH ARM KILL HITS DL ML PTS
2
6+
4+
1
6
6
6

Weapons:
Armour:
Special rules:
Upgrades:

Hand weapon, Long spear.


Shield.
Mixed formation.
Up to half may exchange spear for heavy crossbow at a cost of 3 pt per
model.
May add light armour upgrading ARM 5+ at a cost of 2 pts per model.
Availability: All armies.
SUPPORT
For each unit selected from the Core section one unit may be selected from the Support
section or Skirmish section. A maximum of 8 Support units may be chosen.
Mercenary Pikemen
Models per unit 12-40.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 10
4+
1
3
5+
4+
1
7
7
15
Weapons:
Hand weapon, Pike.
Armour:
Heavy armour.
Special rules: Mercenaries, Medieval Phalanx.
Upgrades:
May add Partial plate upgrading ARM +4 at a cost of 2 pts per model
(Only Later armies).
Availability: All armies.
Mounted Crossbowmen
Models per unit 6-20
ORDER
MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
OPEN OR 20
4+
1
3
5+
4+
1
6
6
21
SKIRMISH
Weapons:
Hand weapon, Light crossbow.
Armour:
Light Armour.
Special rules: None.
Upgrades:
May add Heavy armour upgrading ARM 4+ at a cost of 2 pts per model.
Availability: All armies.
Skirmish order units may be a maximum of 12 models in number.
Mercenary Crossbowmen
Models per unit 10-20.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
OPEN
10
4+
1
3
6+
4+
1
6
6
14
Weapons:
Heavy Crossbow, Hand weapon.
Armour:
Light Armour.
Special rules: Mercenaries.
Upgrades:
May add heavy armour upgrading ARM 5+ at a cost of 2 pts per model.
May add pavise upgrading ARM 4+ at a cost of 3 pts per model.
Availability: All armies.
Mercenary Knights
ORDER MR SHOOT ATTACKS
OPEN
20
4+
1

Models per unit 6-20.


HTH ARM KILL HITS DL ML PTS
3
3+
4+
1
7
7
35

Weapons:
Armour:
Special rules:
Upgrades:

Hand weapon, Lance.


Heavy armour, Shield.
Mercenaries, Fearsome, Shock cavalry, warhorse.
May add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2
pts per model.
May add half barding, upgrading ARM 2+ at a cost 3 pts per model.
May add metal barding, upgrading ARM 2+ at a cost 5 pts per model.
Availability: All armies.
Levies
Models per unit 16-40.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 10
4+
1
2
6+
4+
1
5
5
4
Weapons:
Hand weapon.
Armour:
Shield.
Special rules: Levies, Irregular.
Upgrades:
May add shield armour upgrading ARM 6+ at a cost of 1 pt per model.
May add light armour upgrading ARM 5+ at a cost of 2 pts per model.
Availability: All armies.
Militia Pikemen
Models per unit 12-40.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 10
4+
1
2
N/A
4+
1
6
6
9
Weapons:
Hand weapon, Pike.
Armour:
None.
Special rules: Medieval Phalanx.
Upgrades:
May add light armour upgrading ARM 6+ at a cost of 2 pts per model.
May add Heavy armour upgrading ARM 5+ at a cost of 4 pts per model.
Up to half may Pike for heavy crossbow at a cost of 3 pt per model.
Availability: All armies.
Militia Crossbowmen
Models per unit 10-20.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
OPEN
10
4+
1
2
6+
4+
1
6
6
9
Weapons:
Heavy Crossbow, Hand weapon.
Armour:
None.
Special rules: None.
Upgrades:
May add heavy armour upgrading ARM 5+ at a cost of 4 pts per model.
May add pavise upgrading ARM 4+ at a cost of 3 pts per model.
Availability: All armies.
Up to 2 Light Guns
Models per unit:1 (3 crewmen)
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
CLOSED 10
4+
1 per HIT
3
N/A
4
2
7
7
78
Weapons:
Hand weapon.
Armour:
None.
Special rules: Light Gun Range: 90cm; KILL 2+; 1 shot; D6 hits on formed units; no
ARM save; only one hit against skirmishes unless at 30cm range or less
(D6 Hits)

Upgrades:
May add light armour upgrading ARM 6+ at a cost of 3 pts per model.
Availability: All armies.
SKIRMISH
For each unit selected from the Core section one unit may be selected from the support
section Skirmish section. A maximun 4 Skirmish units may be chosen.
Crossbow
Models per unit 8-15.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
Skirmish 12
4+
1
2
N/A
4+
1
6
6
11
Weapons:
Heavy Crossbow, Hand Weapons.
Armour:
None.
Special rules: None.
Upgrades:
May add light armour upgrading ARM 6+ at a cost of 1 pts per model.
Availability: All armies.
Up to 0-2 units of Handgunners (Only later armies)
Models per unit 8-15.
ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS
Skirmish 12
4+
1
3
N/A
4+
1
6
6
12
Weapons:
Handgun, Hand weapon.
Armour:
None.
Special rules: None.
Upgrades:
May add light armour upgrading ARM 6+ at a cost of 2 pts per model.
Availability: All armies.
ALLIES
Up to 25% of the points avaible may be spent on troops from the allies section. Only
one list the following may be used:
Condottiere Army ( only in Italy)
Free companies
Swiss
HOLY EMPIRE ALLIES:
Up to 1 Sub-Commander
1.2 units of Ritter
0-2 units of Ministerialen
0-1 unit of Mercenary Halberdiers
0.1 unit of Militia Halberdiers
0-1 unit of Militia Spearmen
0.1 unit of Skirmish
0.1 unit of Mercenary or Militia Pikemen
0-1 unit of Mercenary or Militia Crossbowmen

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