M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Halfling | 4 | 2 | 3+ | 2 | 2 | 2 | 5 | 1 | +0 | 1d6 | 35 |
Warrior | 4 | 3 | 4+ | 3 | 3 | 5 | 3 | 1 | +2 | 1d6 | 70 |
Archer | 4 | 3 | 4+ | 3 | 3 | 5 | 3 | 1 | +2 | 1d6 | 70 |
Flagellant | 4 | 3 | 4+ | 4 | 4 | 6 | 3 | 2 | +1 | 1d6 | 100 |
Knight | 4 | 4 | 4+ | 4 | 3 | 6 | 4 | 1 | +3 | 1d6 | 120 |
Champion | 4 | 4 | 3+ | 4 | 3 | 10 | 4 | 2 | +3 | 2d6 | 300 |
Hero | 4 | 5 | 2+ | 4 | 4 | 15 | 5 | 3 | +4 | 2d6 | 650 |
Prince | 4 | 5 | 2+ | 4 | 4 | 18 | 4 | 3 | +5 | 2d6 | 900 |
Lord(General) | 4 | 6 | 1+ | 4 | 4 | 20 | 6 | 4 | +5 | 2d6/3d6(5+) | 1000 |
Special Rules (Halfling): Armed with Sword and Bow.
Special Rules (Warrior): Armed with [1-3] Sword, [4-5] Spear - Fight in Ranks, [6] Halbard.
Special Rules (Archer): Armed with Bow and Sword.
Special Rules (Flagellant): Armed with Flail. (+2 Str, -2 To Hit)
Special Rules (Knight): Armed with Sword.
Special Rules (Champion): Armed with Magic Weapon.
Special Rules (Hero): Armed with Magic Armor, Magic Weapon
Special Rules (Prince) -- see Design Notes -- : Armed with Magic Weapon (perhaps a Rune Fang), Magic Item.
Special Rules (Lord, General): Armed with Magic Armor, Magic Weapon, 2xMagic Item.
M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Theif | 4 | 3 | 4+ | 3 | 3 | 4 | 4 | 1 | +1 | 1d6 | 30 |
Assassin | 4 | 4 | 4+ | 4 | 3 | 5 | 5 | 2 | +1 | 1d6 | 200 |
Bandit | 4 | 3 | 5+ | 3 | 4 | 5 | 4 | 1 | +2 | 1d6 | 250 |
Special Rules (Theif): Ambush 6, Armed with Sword.
Special Rules (Assassin): Ambush 2+, Assassinate 6+, Armed with Sword.
Special Rules (Bandit): Ambush 4+, Armed with Sword and Bow.
See Design Notes
M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Wizard | 4 | 3 | 4+ | 3 | 4 | 6 | 4 | 1 | +0 | 1d6 | 560 |
Wizard Champion | 4 | 3 | 4+ | 4 | 4 | 15 | 4 | 1 | +1 | 1d6/2d6(5+) | 1180 |
Master Wizard | 4 | 3 | 4+ | 4 | 4 | 25 | 5 | 2 | +2 | 2d6 | 1900 |
Wizard Lord | 4 | 3 | 4+ | 4 | 4 | 35 | 6 | 3 | +2 | 2d6/3d6(5+) | 2870 |
Special Rules (Wizard): Magic 1, Magic Resistance 6+, Magic Weapon.
Special Rules (Wizard Champion):Magic 2, Magic Resistance 5+, Magic Weapon, Magic Item.
Special Rules (Master Wizard):Magic 3, Magic Resistance 4+, Magic Weapon, 2xMagic Item.
Special Rules (Wizard Lord): Magic 3, Magic Dispell 5+, Magic Resistance 4+, Magic Weapon, 3xMagic Item.
EMPIRE WIZARD MAGIC
2-4 | Failure. The Wizard fails to cast a spell. |
5 | Swords of Doom. Pick any Monster on the board. This turn it gets an extra number of attacks: +1 if the caster is a "Wizard", +2 if the caster is a "Wizard champion", +3 if the caster is a "Master Wizard", and +4 if the caster is a "Wizard Lord." |
6 | Fog. All Warriors are at -2 on their to hit rolls for the next Warriors' Phase. |
7 | Lightning Bolt. Pick any Warrior the Wizard can see. The targeted Warrior suffers (2d6 + the Dungeon Level) Wounds with no modifiers for Toughness and Armor. |
8 | Glory! All of the Monsters are suddenly enthused with great bravery and each gains +1 Attack this turn. |
9 | Freeze! All Warriors suffer (1d6 + the Dungeon Level) Wounds with no modifiers for Toughness and Armor. |
10 | Heal Wounds Pick any Monster on the board (including the Wizard) and heal (1d6 + the Dungeon Level) of its Wounds. |
11 | Dazzle Pick any Warrior on the board. For this turn, all hand-to-hand attacks made against this Warrior only miss on a natural to hit roll of 1. |
12 | Fear. If you have rolled this spell before, re-roll. The Wizard and all allied Monsters are granted the Monster Special Rule based on the ability of the caster: - Wizard, Fear 6 - Wizard Champion, Fear 8 - Master Wizard, Fear 10 - Wizard Lord, Fear 12 |
See Design Notes
M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Warrior Priest | 4 | 2 | 5+ | 3 | 3 | 7 | 2 | 1 | +1 | 1d6/2d6(6+) | 100 |
Warrior Priest Champion | 4 | 3 | 5+ | 3 | 3 | 11 | 3 | 2 | +2 | 2d6/2d6(6+) | 300 |
Warrior Priest Hero | 4 | 4 | 5+ | 4 | 4 | 15 | 4 | 3 | +3 | 2d6/2d6(6+) | 650 |
Warrior Priest Lord | 4 | 5 | 4+ | 4 | 4 | 20 | 5 | 4 | +4 | 2d6/3d6(6+) | 1000 |
Special Rules (Warrior Priest): Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)
Special Rules (Warrior Priest Champion): Fear 4, Magic Resistance 6+, Magic Item ,Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)
Special Rules (Warrior Priest Hero): Fear 5, Magic Resistance 5+, 2xMagic Item, Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)
Special Rules (Warrior Priest Lord): Fear 6, Magic Resistance 4+, 3xMagic Item, Hate Chaos, All Adjacent Monsters get Regeneration 1, Armed with Hammer. (already figured into the DMG stat)
See Design Notes
M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Pit Fighter (Bruiser) | 4 | 3 | 6+ | 3 | 3 | 8 | 3 | 1 | +1 | 1d6/1d6+2(5+) | 100 |
Pit Fighter (Pugilist) | 4 | 4 | 6+ | 3 | 4 | 12 | 4 | 2 | +1 | 2d6/2d6+2(5+) | 300 |
Pit Fighter (Prize Fght) | 4 | 5 | 6+ | 4 | 5 | 16 | 5 | 3 | +1 | 2d6/2d6+2(5+) | 650 |
Pit Fighter (Master) | 4 | 6 | 6+ | 4 | 6 | 20 | 6 | 4 | +1 | 2d6/3d6(5+) | 1000 |
Special Rules (Pit Fighter - Bruiser): Ambush 6+, Armed with Sword.
Special Rules (Pit Fighter - Pugilist): Magic Weapon, Ambush 5+.
Special Rules (Pit Fighter - Prize Fighter): Magic Weapon, Magic Item, Ambush 4+.
Special Rules (Pit Fighter - Master): Magic Weapon, 2xMagic Item, Ambush 3+.
See Design Notes
M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Witch Hunter | 4 | 3 | 4+ | 3 | 3 | 7 | 3 | 1 | +1 | 1d6 | 100 |
Witch Hunter Champion | 4 | 4 | 4+ | 3 | 3 | 11 | 4 | 2 | +1 | 2d6 | 300 |
Witch Hunter Hero | 4 | 5 | 3+ | 4 | 4 | 15 | 5 | 3 | +1 | 2d6 | 650 |
Witch Hunter Lord | 4 | 6 | 2+ | 4 | 4 | 20 | 6 | 4 | +1 | 2d6/3d6(5+) | 1000 |
Special Rules (Witch Hunter): Hate Undead, Fire (Throw) Pistol 5, Armed with Sword.
Special Rules (Witch Hunter Champion): Hate Undead, Fire (Throw) Pistol 5, Magic Weapon.
Special Rules (Witch Hunter Hero): Hate Undead, Fire (Throw) Pistol 5, Magic Weapon, Magic Item.
Special Rules (Witch Hunter Lord): Hate Undead, Fire (Throw) Pistol 5, Magic Weapon, 2xMagic Item.
See Design Notes
M | WS | BS | S | T | W | I | A | ARMR | DMG | COST | |
Imperial Noble | 4 | 4 | 4+ | 3 | 3 | 7 | 5 | 1 | +1 | 1d6 | 100 |
Imperial Noble Champion | 4 | 5 | 4+ | 3 | 3 | 11 | 5 | 2 | +1 | 1d6/2d6(5+) | 300 |
Imperial Noble Hero | 4 | 6 | 4+ | 4 | 4 | 15 | 5 | 3 | +1 | 1d6/2d6(5+) | 650 |
Imperial Noble Lord | 4 | 7 | 4+ | 4 | 4 | 20 | 5 | 4 | +1 | 1d6/2d6(5+) | 1000 |
Special Rules (Imperial Noble): Hate Orcs, Fire (Throw) Pistol 5, Armed with Sword.
Special Rules (Imperial Noble Champion): Hate Orcs, Fire (Throw) Pistol 5, Frenzy 6+, Magic Weapon.
Special Rules (Imperial Noble Hero): Hate Orcs, Fire (Throw) Pistol 5, Frenzy 4+, Magic Weapon, Magic Item.
Special Rules (Imperial Noble Lord): Hate Orcs, Fire (Throw) Pistol 5, Frenzy 2+, Magic Weapon, 2xMagic Item.
1) WHQ Wounds and Costs are very subjective. My appologies for poor choices. All numbers were based on feedback received, comparisons to other monsters, and costs converted from the Empire Book using the 10xWHFB cost method.
2) Conversion of WHQ Professions (Warrior Priest, Pit Fighter, etc) were NOT intended to match the capability a Player Character of that profession and level would have, for that would be quite a powerful monster. These conversions were an attempt to preserve the feel of the profession, yet fit within the same costs as Champions, Heros, and Lords in the army list.
3) The Wizards are primarily based on the Wizard monsters in the WHQ bestiary with the target costs taken from the 10*WHFB cost method. The WHQ Wizard Profession was not a basis for these monsters.
4) The Barbarian Profession was not included because the Barbarian is from Norsca, not the Empire and he should be part of a Norsca bestiary. The Dwarf and Troll Slayer were not included because it should be part of a Dwarf bestiary. The Brettonian Knight should be part of a Brettonian Bestiary. The Wardancer, Elf Ranger, and Elf should be part of an Elven bestiary. And finally, the Chaos Warrior isn't here either.
5) The Imperial Noble Profession was included but it should not be used as the basis for converting a Net-Campaign character, which should be done on its own as each character is a special case. The Imperial Noble listed would be for the faceless adventurer. Similarly, the "Prince" soldier is a generic conversion of a typical Elector Count in the Empire Book. This would not be used for a Net-Campaign Character in most cases, but is good for other aristocratic NPCs.