Empire Strategy Cards

Written by Peder Pedersen

Experienced Warhammer players will no doubt be aware that in Warhammer 40,000 (wash my mouth out with soap) there are things called strategy cards that mean that the game maintains its unpredicability. After all you never know whether you opponent has got the ambush card or not. The following cards have been developed by Peder for the Empire

Using the strategy cards

Strategy cards can be used to account for unforeseen changes to a battle that takes place before or during the conflict. The Empire has 8 strategy cards from which they can select one card. This card is selected before the battle begins and isn't shown to your opponent. The card can be played before or during the game depending on the instructions on the card.

COWARDLY LEADER

A regiment of your choosing is led by a real coward! The unit will not arrive before the second turn, as the regimental leader hopes to avoid any real combat. Also, as long as the regimental leader is alive, the unit is subject to fear towards all enemy units. If the regiment has no regimental champion or hero accompanying it, choose a standard rank-and-file trooper to represent the regimental leader. Also, the regimental leader may not issue any challenges nor will he accept any.

PLAY AT BEGINNING OF GAME
EXPERIMENTAL CANNON

 

The Engineers of The Imperial Engineering School has designed a new cannon, which has increased range. It is still in the developing stages, however, and the engineers want to see how well it performs in battle. Therefore, your army has been given command of the cannon and its crew, and are to test it on the enemy army.

The experimental cannon has the stats of a Great Cannon, except the maximum range is 80". You must roll two artillery dice when the canon is fired, giving the cannon two chances of misfiring when fired, in addition to the chance that the ball gets stuck in the ground. If both dice rolled at the time of the cannon firing come as misfire results, the cannon automatically explodes with effects like a Destroyed! result on the Cannon Misfire Table.

PLAY AT BEGINNING OF GAME
FEARSOME CHARGE

You may play this card when a cavalry regiment charges. The enemy regiment charged must immediately take a panic test due to the imposing nature of the charge. This does not apply to creatures or units which are immune to fear or terror.

INSPIRING SPEECH

The commander of the army holds a rousing speech prior to the battle, inspiring the men and quelling their fears. You may add one the to leadership of all rank-and-file troopers up to a maximum leadership value of 10.

PLAY AT BEGINNING OF GAME
KNIGHT ERRANT

The army has been joined by a Knight Errant in search of fame and fortune. He is an Empire Hero riding a warhorse, wearing heavy armour and carrying a shield, a lance and a hand weapon. You may use him like a normal hero.

PLAY AT BEGINNING OF GAME
PEASENT VOLUNTEERS
A group of peasants join the army to avenge the destruction of their homes by the enemy army. A 20-strong regiment of Spearmen is added to the army. The regiment is subject to Hatred towards all enemy troops.

PLAY AT BEGINNING OF GAME
QUESTING KNIGHT

A hero in your army has embarked upon a quest to find a precious magic item. Choose a hero in your army. He will arrive later in the game, but he will have an extra magic item chosen by you. The magic item may not cost more than 50 points. Roll at the beginning of each turn to see if the hero arrives. He is deployed at the table edge at a point chosen by you.

Turn 1 2 3 4 5+
Roll Required 6+ 5+ 4+ 3+ 2+

PLAY AT BEGINNING OF GAME
VETERAN TROOPS

A single regiment of Halberdiers, Swordsmen, Greatswords, Archers, Spearmen, Crossbowmen or Handgunners may one to either WS, BS or Leadership. You may choose which characteristic to increase. This increase also applies to the champion of the unit, if applicable.

PLAY AT BEGINNING OF GAME

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