Friday 31 January 2020

Empire Knightly Orders 9th ed 1.1 out now!

This update changes the following:
  • Added HD cover.
  • Black Guard of Morr may use great weapons or lances.
  • Knights of the Broken Sword are subject to the Berserk Rage part of the Frenzy special rule.
  • Knights of the Black Lynx have light armour instead of full plate armour, cost 7 pts.
  • Knights of the Vengeful Sun have Devastating Charge, cost 62 pts.
  • Knights of Taal's Fury cost 60 pts.

Also posted a small update for Steam Tanks:
  • Clarified that the Land Ship has 6 crew.

4 comments:

  1. What about Rules for creating your own Knightly Order and Steam Tank? Regards Chris

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    Replies
    1. I do not have plans for that at the moment, you will hopefully find one knightly order to your choosing among the 50 in the book I hope ;)

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  2. Some minor changes that I think the Land Ship should have.
    -Back to 12 wounds like in Tamurkhan. The Land Ship has less armor than the Steam Tanks so it's not as survivable while having the exact same cost.
    -Give it the Stomp special rule like it had in Tamurkhan. The Land Ship has only 6 WS3 S3 attacks, if it can't terror rout something, it'll only get out of combat if the opponent decides to retreat their unit.
    -In regards to Fusillade, I'd have the crew just be equipped with Handguns and Polearms. The Handguns lack the Move or Fire special rule due to the land ship providing a stable firing platform. In practical effects, it makes the crews attacks S4 and increases the range of their ranged attack which is appropriate.
    -Drop the range of the Culverin to 36" like the Mountain Gun used by the Estalians. It's S7 MW(D3) just like the Mountain Gun so it shouldn't have the range of a Great Cannon while having the strength of the Mountain Gun.

    Unrelated to the Land Ship, the Implacable is described as being able to move and fire it's mortar so maybe give the Implacable the ability to do so. Also, the Implacable once had two Swivel Guns on its model so maybe represent that?

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  3. - I'm not a fan of the departure of going over the stat limit of 10. It cost 300 pts in Tamurkhan with 2 wound extra, it's 50 pts cheaper now.
    - Can add Stomp in, sure.
    - The model's do not really use halberds though, but I'm fine with just giving them handguns.
    - Will make it range 48". 36" is a bit short for a cannon.
    - Will make the mortar move and fire.

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