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Empires

D6 Edition
20-28mm Scale Battles

Ancients to Napoleonic's

David San-Briones (order #20777770)


Contents Page Number

Why play Empires? 1

Equipment required 2

Setting up 2

Army lists 3

Deployment 3

Winning conditions 4

Game sequence 5

Manoeuvring step 6

Shooting step 8

Bravery and Removing casualties 10

Melee step 11

Unit types 16

Units Playable and Unique Rules 17

Honour cards 31

Roads maps 32

Playing Napoleonic’s in Empires 32

Game modifiers - Non Unique 33

The Living Rulebook 36

Army list creator 37

Empires Expansions 38

Paper Model Series - Medieval 39


David San-Briones (order #20777770)
Why play Empires?

Empires is a fast paced wargame that focuses on the time before the World Wars:

 Napoleonic’s
 Romans
 Greeks
 Egyptians
 Medieval era’s and more

Empires was were tested using 28mm and 1:72 scale models, but smaller or larger scales will not impact
on the game as long as all players use the same scale models.

Empires is suitable for beginners or veterans of tabletop wargaming as the rules can be basic or
advanced depending on the number of upgrades taken for each unit.

Empires uses blocks of infantry or cavalry instead of loose formation models, i.e. each unit moves as
one, base touching base on movement trays. Movement trays can be bought from any good hobby
store, or can be made using premeasured balsa wood. A movement tray should be able to allow a set
number of troops to fit onto it without any soldiers falling off the base. A movement tray will allow ease
of movement around a gaming table and will save time when moving a large number of models.

This game uses D6 dice (a dice with six sides) to determine outcomes. In the unit profiles and unique
rules there will be modifiers which affect a dice result e.g. Light Armour, increases the difficulty for an
enemy projectile unit to injure a troop by increasing the roll required to kill from 5+ to 6+ on the D6; in
Empires this is shown as: +1 Shooting Skill. Whereas, if the unit of archers were crossbowman instead,
the crossbow negates armour modifiers by -1, therefore a unit with Light Armour would not gain the
benefit from that armour, so the D6 result would remain as 5+. Please note, regardless of modifiers, no
D6 result can be reduced further than 2+ as a result of '1' is always a fail and a D6 requirement of over a
6+ will always ‘hit’ on a ‘6’.

What is a unit?
This rulebook will use the word ‘unit’ to define a number of soldiers from the same squad.

A unit of soldiers is the collective for one type of infantry, cavalry or war machine choice that ‘work’
together. Therefore, one group of soldiers working together would be one unit; whereas one group of
infantry and one group of cavalry would be two separate units.

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Equipment required

What do I need to play?

 Table/floor, preferably 6x4ft

 Tape measure: Empires is played in inches (“)

 Same scale models as opponent

 Rule book, Empires hopes that all arguments can be settled without the rule book,
but sometimes the rule book may be needed for clarification

 A coin or the ability to play Rock/Paper/Scissors

 Appropriate amount of scenery

 An army list created by each player

 A sufficient number of D6 (around 10).

Setting up

To set up the table, place scenery such as trees, rocks, hills, rivers or bridges over the board. There
should be an equal supply of scenery on each half of the gaming table.

Then the players decide who will deploy first, this can be decided by a coin, dice throw, or playing the
Rock/Paper/Scissors game.

The player who wins can choose: who deploy firsts, what side of the table to deploy on, and starts their
turn first.

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Army list
000
An army list is an inventory of units that are going to be used in your game with their chosen
upgrades and equipment. An army list is also an aid to the player to check any upgrades taken that
they may have forgotten to pay for!

An army list should have these items labelled:

 The unit name


 Any non-standard upgrades taken on each unit
 Where and when units will be arriving on the board for road maps etc
 Total point cost for the army

An army list should be written before the game has started and should match the allocated points
allowed for the game.

The number of points to be played should be decided between the players, the typical game is between
2000 to 4000 points per army.

Here is a simple example of an army list:

Unit Upgrades Total Cost


Blind Fury, Castle Forged
20 Trained Heavy Troops 430
Steel

10 Elite Standard Troops None 430

Players are not obligated to show an opponent their army list.

Deployment
To begin deployment, players place units within 12” of their table edge.

To deploy infantry, the front row (or rank) must be between five to ten models wide.

To deploy cavalry, the front row (or rank) must be between three to ten models wide.

A Standard Bearer, Battle Signal/Musician and/or Leader must be placed in the front rank of their
attached unit.

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Winning conditions
To win at Empires is to destroy the enemy completely, or cause the most damage to the enemy
quantified by the number of units left on the board.

Once the game has finished, players total up the number of victory points they have gained:

Enemy Casualty Event Victory Points Awarded


Entire Unit Killed/Routed/Fleeing 1
Each Standard Bearer Killed/Routed/Fleeing 2
Each Company Banner Bearer Killed/Routed/Fleeing 3
Leader Killed 3

If all of a player's units have been killed, routed or are fleeing from the battlefield, they have lost the
game regardless of the number of victory points they had been awarded.

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Game Sequence

Empires is controlled by turns, this is the process where a player completes a sequence of steps.
Once the last of the steps has finished, a turn has been completed. When both/all players have
finished their sequence of steps, a whole turn has finished.

The number of turns in an Empires game should be agreed by the players before play, but a minimum
of five turns is recommended.

The game sequence which decides a turn for Empires, has three main steps:

1. Manoeuvring Step

Units move or pivot ready to charge an enemy, align themselves to receive an impending charge, or
get into range to loosen arrows!

2. Shooting Step

Units able to shoot, can shoot their arrows, fire their muskets or light the artillery.

3. Melee Step

Units can now charge into the enemy and attack in close combat.

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Manoeuvring Step
In this step, units are able to move for strategic advantage or to bring them into range of the enemy.

To move a unit, measure from the


front of the unit’s base, and in a
straight line, push the unit's base up
to the maximum distance the unit can
move.
A unit that collides with terrain, friendly
or enemy models in its movement is
believed to have reshuffled itself
accordingly to avoid the obstacle; as
long as the unit can maintain its original
formation after it has moved can the
unit be allowed to move through; a unit
that would end up colliding with one of
the obstacles must alter its movement
as to not collide.

The maximum distance a unit can move is detailed in the unit's profile (see the Unit profiles later in this ruleset).

A unit that does not move, can face any direction by turning on the spot.

Basic movement:

Troop 6" Light Cavalry 12” War Elephants 6”

Warmachine 0”
A warmachine is unable to move but can pivot in any direction in the Manoeuvring Step

Pivoting
A unit can ‘pivot’ on the spot
up to 90°, without a
movement penalty. A unit can
pivot 45°, move and then pivot
another 45° for example.
Pivoting is where a unit can
turn from a fixed point.

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Terrain and Formations
Terrain will often impact upon a unit’s
ability to move, Empires replicates this by
determining whether terrain will be
difficult to scale in real life; if yes, then a
unit’s movement is halved (rounded up).

If a unit needs to move through a narrow


street or through tightly packed forests, it
can change its formation to replicate this
through changing how wide it becomes;
this will likely increase the length of the
unit so ensure that the unit does not gain
movement from changing formation. A unit
that reforms its ranks can only move halve
of its normal movement distance (rounded
up) for that turn.

March
A unit which cannot shoot, or does not wish to shoot, can
March; this allows a unit to move double its normal
movement speed. A unit that Marches cannot pivot or
charge in the same turn.

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Shooting
A unit can shoot if: it did not March, is in range of an enemy unit and can see the enemy unit.

Line of Sight
Being able to see the enemy unit is
confirmed by 'line of sight'. To
determine line of sight, look behind
the unit shooting, if the majority of
the unit can see the enemy unit,
then the enemy is in line of sight.
Guns and bows follow the same
rules for shooting to account for
the different eras that can be used
within the Empires gaming system.

Range
To shoot/fire with a unit, check the
distance between the unit and the
enemy unit, confirm how many
archers/musketeers are in range
(shooting distance) and whether
they are in line of sight.

Shooting can be premeasured at


any time, meaning that a player
can check to see if their chosen
unit is in range before firing.

Shoot \ Fire
Once unit shooting numbers has
been established, take the unit’s
Shooting skill, subtract any
modifiers and roll the score needed
to hit on the D6. For every D6
result which is equal or higher than
the required Shooting skill, an
enemy model is removed.

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Modifiers
Modifiers will affect the unit’s accuracy, this can be due to dense terrain such as forest or other large
models interfering with line of sight.
Terrain modifies accuracy by increasing 1 to the unit’s shooting skill i.e. from 5+ to 6+, thus making it harder
to hit the chosen enemy unit.

A unit’s shooting skill can never be increased further than 6+, as 6+ is the maximum shooting difficulty.

Not every shooting unit will use a bow, some may use a crossbow, or a rifle, always check what a unit’s
weapon is before shooting, e.g. Crossbows have a shorter range than bows. Some projectile weapons can
shoot more than once, but a unit wielding one of these weapons can only target one enemy unit per turn.

Shooting Example
Four Elite Archers, equipped with
Bows, are within 16" of the enemy
Pikeman. Bows have a 20" range
(shooting distance) so the enemy
Pikeman are all in range.

The Elite Archers have a Shooting


Skill of 5+.

The Pikeman have no defensive


modifiers to amend this Shooting
Skill. So two D6 shooting attacks are
successful and two Pikeman are
removed as casualties.

Shooting Example
with Modifiers
Four Elite Archers, equipped with
Bows, are within 16" of the enemy
Pikeman. Bows have a 20" range
(shooting distance) so the enemy
Pikeman are all in range.

The Elite Archers have a Shooting


Skill of 5+.

The Pikeman are wearing Light


Armour, which reduces the archers
shooting skill by '+1'. Therefore, the
archers require a '6' on the dice roll
rather than '5' or more. Thus making
the Pikeman harder to kill.

Only one Pikeman is removed as a


casualty

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Bravery and Removing casualties
To remove casualties, take away all models from the rear rank/s first, then the models from the front
rank, centre last. Battle Signal/Musician, Standard Bearer/Company Bearer and Leader are removed
last from the ‘normal’ troops.

If an enemy unit is reduced to 25% of its original unit size, i.e. Twenty Troops down to five troops, that
unit automatically pivots away from the shooter, and Marches. The unit can only regroup in its next
turn.

Regrouping, will allow the player to pivot the now ‘Brave’ unit and face them in any direction; but the
unit is unable to perform any other action that turn.

Any unit which Marches off the board is no longer able to regroup onto the board and is therefore
unable to be used for the rest of the game.

Once a unit has regrouped it can never be made to take a Bravery test again as it is assumed that they
no longer worry about their own safety.

Leader’s Lives
A Leader is seen as a figure which cannot fall, either due to their superior training, flawless armour or
weaponry. Empires represents this by allocating a leader with three lives. Each life represents one
troop. i.e. an enemy unit kill three troops, killing a remaining Bodyguard and two Lives off the Leader.

Every time the leader loses a life, add one token next of the model to represent this. When a leader has
lost all their Lives the leader is removed from play.

Shooting into Melee


Units can shoot into a melee if they choose to; however, casualties on your own side will also occur.
Shooting into melee grants no modifiers for friend or foe.

To shoot into melee, first roll the appropriate amount of dice for the number of troops able to shoot,
then all successful hits are collected and rolled again; any result from 4-6 hits the enemy troops, any
result from 1-3 hit your own troops.

e.g. Twenty veteran archers shoot into a melee between eight friendly Troops, and ten enemy Troops.
There are five successful hits; five dice are thrown to decide what unit gets hits and how many times.
Three results of 4-6 are thrown, killing three enemy troops, but two results are from 1-3, killing two of
your own troops.

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Melee Step
A unit that has not used a projectile weapon, Marched or not already in melee, may charge into an
enemy unit.

Charging
To charge, the unit must be facing the
targeted unit i.e. the enemy is directly in
front of the charging unit; this should have
been completed in the Manoeuvring Step.
The unit must also be in charging distance,
measured from the unit’s centre front
rank, to any side on the enemy unit.

To calculate a unit's charging distance,


divide the unit's movement distance in
half (rounded up). i.e. A Heavy Troop
choice has a movement of 5”, therefore it
can charge 3” (2.5” rounded up).
Upgrades such as Good Shoes will alter
the charging distance.

If the unit meets all of these criteria, the


unit can now charge; simply push the
charging unit until the bases touches the
enemy unit. Depending on where the
centre of your unit touched the enemy
unit's base will dictate the charge bonus
that is received.

Only if the front centre rank of the unit


touches the enemy unit can the charging
unit attack; otherwise, the unit goes back
to the original position and cannot charge
this turn.

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Charge Bonuses
There are five types of charge bonuses, but the most commonly
used are:

1. Charge; this is a charge at the front arc of an enemy unit.


2. Flank charge; this is a charge on either flank of the enemy unit.
3. Rear charge; this is a charge on the rear arc of the enemy unit.
4. Cavalry charge; this is when a cavalry unit charges into an
enemy infantry unit.

Cavalry Charge

Charge Flank Charge Rear Charge

Melee
Once all units have charged, the Melee Step begins.

First complete all existing melee attacks that were initiated in the previous turns. Any allied or enemy units
that would have run away must do so now before any new charges can be placed upon them. If an enemy
unit has run away before the charging unit struck any blows, that unit may reposition and face any direction,
as can the unit which caused the enemy unit to flee.

In Empires all attacks are made simultaneously, this means that no player’s units hit before one another.
Therefore, all attacks are made at the unit’s full strength before blows are struck in the Melee Step. e.g. Ten
Troops kill four enemy Troops out of ten; but the enemy can still attack with their ten Troops.

Please note that when units are in melee, all soldiers in those units are in melee, not just the soldiers in the
front rank.

If there are two enemy units in combat with the same unit, the controlling player can choose which of the
enemy units to strike; attacks cannot be split between the two enemy units.

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Calculating the Damage Caused
Similar to shooting, melee is completed using skill to determine outcomes, in this instance the melee
skill of the unit.

To calculate the melee skill result required, first check your unit’s melee skill found on the unit’s profile,
add or take away any modifiers applicable, roll the required number of D6’s and remove any models
which are hit; remembering to remove models from the rear first.

If a unit charged in that turn, a bonus, if applicable, is determined by where the charge was placed on
the enemy unit:

Charge (front arc): -1 to melee skill

Flank Charge: -2 to melee skill

Rear Charge: -3 to melee skill.

Cavalry Charge: -4 to melee skill against infantry

To determine where the charge was placed to, if the front, centre model can be placed facing any side
of the enemy unit (front, side or rear) then the unit charges and is then placed facing the enemy unit.

Charge

The Elite Standard Troops have a charge range


of 3".

The distance between them and the enemy


Heavy Cavalry is 2", so they can charge.

The player decides to charge the enemy to


initiate melee.

Move to Position

The Standard Troops are moved forward.

As the Heavy Cavalry were facing the


Standard Troops when they were charged at,
this is considered as a 'Charge'.

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Red First...

As the Standard Troops charged, they roll for damage


first.

The Standard Troops are Elite and so have a melee skill of


5+, however, they also charged, giving them a -1 melee
skill bonus and although not seen, the player has also
purchased the Castle Forged Steel upgrade which
improves the melee skill by another -1. This means that
the Standard Troops require 3+ on a D6 to cause a
casualty, but as the Heavy Cavalry are wearing Heavy
Armour which reduces the Standard Troops melee skill by
+2, so after modifiers, the infantry require 5+ on a D6 to
remove an enemy model. There are ten Standard Troops
in the unit so ten D6's are rolled.

Three D6's are 5+, so three cavalry models will be


removed at the end of this melee step.

Blue Last...

The Heavy Cavalry are Elite status and so have a


3+ melee skill.

The Standard Troops are wearing Light Armour


which reduces the Heavy Cavalry's melee skill by
+1.

So after modifiers, the cavalry unit must roll a


4+ on the D6 to remove an enemy infantry
model.

There are eight models in the Heavy Cavalry


unit, so eight D6's are rolled.

Four D6's are rolled, so four Standard Troops are


removed as a casualty.

End of the Melee Step

Once all blows have been struck, three Heavy


Cavalry models are removed and four Standard
Troops are removed.

As both of the units are not under 25% of their


original unit strength after the close combat,
they do not retreat due to the Bravery rules and
so the units are locked into combat for the next
melee step.

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Aftermath
A unit cannot gain a charge bonus next turn against the same unit.

After the initial combat and before the next melee step, both units should face each other:

Assessing Bravery
Once all blows have been struck, assess each units Bravery. If any are under 25% original unit strength,
then they turn and run using the same rules for Bravery unless a unit won combat by wiping out the
opponents unit, in which case the unit may reposition facing any direction for free. If no unit runs, units
stay in melee for another turn.

A unit cannot chose to break from melee, unless the player chooses to let the unit fail their Bravery test,
in which case, the unit runs as per normal rules for Bravery. The enemy player then gets to reposition
their units for free in any direction they wish to face and any other allied units that were also in the
melee.

Leaders and Melee


A Leader can hold different equipment from his bodyguards; therefore his/her attacks should be rolled
separately.

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Unit Types
Empires has three categories of unit types:

 Infantry
 Cavalry
 War machines

Infantry will form the bulk of an army, low cost to field and therefore, more numerous than cavalry
units.

Cavalry units have high mobility and excellent charging capabilities. Cavalry are often used as shock
troops to form a counter attack or killing blow to an enemy’s flank.

War machines have no mobility but are able to deliver good levels damage against the enemy and very
effective at reducing enemy charge potential.

Experience and upgrades available


In Empires, every unit has three levels of war experience:

1. Trained, these units have been trained in fighting through drills or practice fights with their
peers.

2. Veteran, these units have been trained and had battle experience; learned new skills or qualities
that make then stand out amongst the rest.

3. Elite, these units are the best the army has to offer, superior training and veterans of many
battles.

Each unit has limitations on what equipment it can take; the Leader and his bodyguard are the
exception as they are able to take any upgrades they need (unless specified otherwise).

A unit can upgrade: One armour type, labelled as a ‘1’ on the upgrade chart;
One melee weapon, labelled as a ‘2’ on the upgrade chart;
One ranged weapon, labelled as a ‘3’ on the upgrade chart;
Two Misc modifier upgrades, labelled as a ‘4’ on the upgrade chart;
A unit may take all upgrades labelled as a ‘5’ on the upgrade chart

The ‘Special Rules’ equipment for a unit does not count to the limit a unit may take i.e. a Heavy Troop
unit with Good Shoes in its special rules, may two other Misc modifiers.
Armour is the exception to this rule, as a unit can only wear one type of armour.

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Units Playable
There are several types of units which can be used in Empires, over the following pages you will find
details and special rules and upgrades available for each unit.

Unique Rules
These rules are available to several of the units as listed in their section

Amalgamate

Troops can combine with other squads as long as they are in 6” range of each other, neither are in
melee and that they have the same experience i.e. Both Veterans. This is completed in the charging
phase. Fleeing units can join and instantly regroup. A unit cannot exceed 40 soldiers after
amalgamation.

Throwing Spear

Used in the Shooting Step, 12” range, hits on 6+, regardless of modifiers. The unit can charge after
throwing the spears but must charge the same unit it ballasted

Never Fall Back

A unit with this rule never fails a Bravery test.

Black Sky

Creates a chosen area of terrain of 2” by 6” dangerous to cross. Any model attempting to pass through
gets hit on a 5+. Black Sky lasts for one turn only.

Pilum

Used in the Shooting Step, 8" range, hits on 5+. The unit can charge after throwing but must charge the
same unit it shot at.

Pick a Target

Once the shooting skill is passed, the controlling player can choose what enemy models are removed
from that unit.

Skirmish

Skirmish models may be unable to charge, the enemy gain a -1 bonus to their melee skill for one turn
but Skirmishers do gain a -1 increase to their shooting skill, and every time they shoot, they can fall back
2" for free. A skirmish unit can only have a maximum of ten troops. Players should space their
Skirmishers apart on the base to represent that the models have this rule with five models on the front
rank and five in the second rank.

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Understanding the Unit Sheets
How a unit reacts on a battlefield, whether they are moving, shooting or stabbing is governed by their
unit sheet. See the example below for a breakdown of a unit sheet.

.1. .2. .3. .4. .5. .6.


Standard Troops (10+) Cost each Shooting skill Melee skill Movement Special Rules
Trained 10 N/A 6+ 6 Amalgamate
Veteran 12 N/A 6+ 6 Amalgamate, Hidden Weapon
Elite 14 N/A 5+ 6 Amalgamate, Hidden Weapon

.7. .8.
Standard Troop upgrades Modifier
1 Light Armour +2pts per model +1 to enemy shooting and melee skill

2 Long Sword +2pts per model -1 to melee skill when flank charging

3 Slings (Trained Troops only) Free 5+ shooting skill test to hit

4 Good Shoes +1pt per model +1" manoeuvring

4 Determination +1pt per model +1" charge

5 Standard Bearer +30pts Any failed melee hits may be rerolled

.1. The name of the unit and the minimum number of models that must be purchased to use this unit.

.2. The point cost of each model for the unit.

.3. The D6 shooting skill required to hit the enemy before modifiers.

.4. The D6 melee skill required to hit the enemy before modifiers.

.5. How far the unit can move in the Manoeuvring Step.

.6. Any special rules associated with this unit. See page 30 for an explanation on any unit's special rules
seen in this ruleset.

.7. The name of the unit and the upgrades that they are eligible to take. The number in bold highlights
the category of upgrade be it an armour of weapon type.

.8. How a unit is boosted by a chosen upgrade.

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Troops/Pikeman
Troops form a sturdy mainstay for an army, they are cheap to field and have good mobility.

Standard Troops (10+) Cost each Shooting skill Melee skill Movement Special Rules

Trained 10 N/A 6+ 6 Amalgamate


Veteran 12 N/A 6+ 6 Amalgamate, Hidden Weapon
Elite 14 N/A 5+ 6 Amalgamate, Hidden Weapon

Standard Troop upgrades Modifier

1 Light Armour +2pts per model +1 to enemy shooting and melee skill

1 Heavy Armour (Pikeman only) +4pts per model +2 to enemy shooting and melee skill

2 Long Sword +2pts per model -1 to melee skill when flank charging

3 Slings (Trained Troops only) Free 5+ shooting skill test to hit

4 Good Shoes +1pt per model +1" manoeuvring

4 Determination +1pt per model +1" charge

4 Spiked Shield +3pts per model Enemy must reroll all successful melee hits

4 Castle Forged Steel +1pt per model -1 to melee skill

4 Large Shield +1pt per model +1 to enemy shooting and melee skill

5 Battle Signals/Musician +5pts Can face any direction with no movement penalty

5 Standard Bearer +30pts Any failed melee hits may be rerolled

5 Upgrade Troops to Pikeman* +2pts per model Deny charge bonus from Cavalry Charge on front arc only

*Pikeman cannot be given any other weapon upgrade shown here. Pikeman gain the Pike special rule
but will not be able to use the Large Shield/Spiked Shield upgrade.

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Heavy Troops
Heavy Troops are good defensive troops with their heavy armour and also a good offensive troop with
their higher melee skill.

Cost Shooting Melee


Heavy Troops (Min 10+) Movement Special Rules
each skill skill

Trained 18 N/A 5+ 5 Large Shield, Heavy Armour

Large Shield, Heavy Armour,


Veteran 20 N/A 5+ 5
Never Fall Back
Large Shield, Heavy Armour,
Elite 21 N/A 5+ 6 Never Fall Back, Good Shoes
(included in profile)

Heavy Troop upgrades Modifier

2 Long Sword +2pts per model -1 to melee skill when flank charging

2 Claymore* Free -1 to melee skill when flank charging

2 Morning Star +1pt per model -1 to melee skill

2 Halberd* Free -2 melee skill against cavalry

2 Axe +1pt per model Enemy receives no protection from Light Armour

4 Spiked Shield +3pts per model Enemy must reroll all successful melee hits

Good Shoes (not


4 +1pt per model +1" manoeuvring
available to Elite troops)

4 Hidden Weapon +2pts per model Reroll up to five unsuccessful melee hits

4 Determination +1pt per model +1" charge

For every successful hit, another dice can be rolled


(with the same modifiers), this continues until no more
4 Blind Fury +50pts
successful rolls have been thrown. Standard bearers or
other rerolls are not allowed when using Blind Fury

4 Brace for Impact +1pt per model Negate charge bonus by +1

4 Castle Forged Steel +1pt per model -1 to melee skill


Any failed melee hits may be rerolled, as do other allied
5 Company Banner +50pts
units within 12" from the banner
5 Standard Bearer +30pts Any failed melee hits may be rerolled

5 Battle Signals/Musician +5pts Can face any direction with no movement penalty

5 Pilum +2pts per model See Unique Rules

*Heavy Troops lose their shields when the Claymore or Halberd upgrade is taken.

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Archers/Crossbowman/Musketeers
What archers lack in defence and melee, they make up for in shooting and range.

Armed with bows, they pick off dwindling or routing units off the board

Archers Shooting
Cost each Melee skill Movement Special Rules
(Min 10+) skill/ range

Trained 12 6+/20" 6+ 6 Black Sky

Veteran 14 6+/20" 6+ 6 Black Sky, Sure Shot

Elite 16 5+/20" 6+ 6 Black Sky, Sure Shot, Pick a Target

Archer upgrades Modifier

1 Light Armour +2pts per model +1 to enemy shooting and melee skill

3 Crossbow +1pt per model 16" range, negates armour bonus by 1

3 Rifle (Skirmishers only)* 1pt per model 14" range, negates armour bonus by 2

3 Long Bow +2pts per model +8" shooting distance

3 Holmegaard Bow Free 14" range bow, shoots twice in one turn

3 Musket* +1pt per model 12" range, negates armour bonus by 2

4 Hidden Weapon +2pts per model Reroll up to five unsuccessful melee hits

4 Good Shoes +1pt per model +1" manoeuvring

5 Poisoned Arrows/Bolts +1pt per model Reroll up to 3 failed shooting hits per turn

5 Skirmishers 10pts Grants Skirmish special rule

Can face any direction with no movement


5 Musician +5pts
penalty
5 Fire Arrows 5pts Cavalry loses charge bonus

Archers can take one type of weapon.

The Black Sky rule is lost when the unit takes a Musket or Rifle upgrade

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Light Cavalry / Cavalry Archers
Light cavalry have great mobility and good offensive skill, but be aware of their

light armour so keep them away from the larger enemy units.

Light Cavalry Melee


Cost each Shooting skill Movement Special Rules
(Min 5) skill

Trained 20 5+ 5+ 12 Lance

Veteran 24 5+ 5+ 12 Lance, Throwing Spear

Lance, Throwing Spear,


Elite 28 5+ 4+ 12
Never Fall Back

Light Cavalry upgrades Modifier


1 Light Armour 1pt per model +1 to enemy shooting and melee skill

2 Long Sword Free -1 to melee skill when flank charging

3 Long Bow +2pts per model +8" shooting distance

3 Bow +1pt per model 20" shooting distance

3 Holmegaard Bow +1pt per model 14" range bow, shoots twice in one turn

3 Crossbow +1pt per model 16" range, negates armour bonus by 1

3 Musket +2pts per model 12" range, negates armour bonus by 2

4 Castle Forged Steel +1pt per model -1 to melee skill

4 Hidden Weapon +2pts per model Reroll up to five unsuccessful melee hits

4 Spiked Shield +3pts per model Enemy must reroll all successful melee hits

4 Determination +1pt per model +1" charge

4 New Shoes +1pt per model +1" manoeuvring

5 Thorough Bred Horse* +3pts per model +2" Manoeuvring and +2" charge range
Any failed melee hits may be rerolled, as do other
5 Company Banner +50pts
allied units within 12" from the banner
5 Standard Bearer +30pts Any failed melee hits may be rerolled

5 Musician +5pts Can face any direction with no movement penalty

5 Poisoned Weapon +1pt per model Reroll up to 3 failed melee hits per turn
Poisoned
5 +1pt per model Reroll up to 3 failed shooting hits per turn
Arrows/Bolts/Balls

Light Cavalry are able to carry one melee weapon and one ranged weapon, but are only able to use one
per turn.

*Thorough Bred Horse cannot be used with New Shoes or Determination upgrades.

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Heavy Cavalry
Heavy cavalry are the elite troops: high defence, high melee skill and good mobility,

but cost will limit the number of units players can field.

Heavy Cavalry Cost Shooting Melee


Movement Special Rules
(Min 5) each skill skill

Trained 28 5+ 4+ 10 Heavy Armour, Long Sword


Heavy Armour, Long Sword, Never
Veteran 32 5+ 4+ 10
Fall Back
Heavy Armour, Long Sword, Never
Elite 36 4+ 3+ 10
Fall Back, Hidden Weapon

Heavy Cavalry upgrades Modifier


1 Platemail Armour +2pts per model +3 to enemy shooting skill, +3 to enemy melee skill

2 Lance Free No enemy armour bonus

2 Morning Star +1pt per model -1 to melee skill

3 Bow +1pt per model 20" shooting distance

4 New Shoes +1pt per model +1" manoeuvring

4 Determination +1pt per model +1" charge

4 Large Shield +1pt per model +1 to enemy shooting and melee skill

4 Spiked Shield +3pts per model Enemy must reroll all successful melee hits

4 Castle Forged Steel +1pt per model -1 to melee skill

For every successful hit, another dice can be rolled


(with the same modifiers), this continues until no more
4 Blind Fury +50pts
successful rolls have been thrown. Standard bearers or
other rerolls are not allowed when using Blind Fury

4 Brace for Impact +2pts per model Negate charge bonus by +1

5 Musician +5pts Can face any direction with no movement penalty

5 Thorough Bred Horse +3pts per model +2" manoeuvring and +2" charge range

5 Pilum +2pts per model See Unique Rules

5 Poisoned Weapon +1pt per model Reroll up to 3 failed melee hits per turn
Any failed melee hits may be rerolled, as do other allied
5 Company Banner +50pts
units within 12" from the banner

5 Standard Bearer +30pts Any failed melee hits may be rerolled

Heavy cavalry are able to carry one melee weapon and one ranged weapon, but are only able to use
one per turn.

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Chariots

Light Chariot
Cost each Shooting skill Melee skill Movement Special Rules
(Min and Max 3)

Light Chariot 50 4+ 4+ 12 Follows the Chariot special rules

Light Chariot upgrades Modifier


1 Light Armour 1pt per model +1 to enemy shooting and melee skill
3 Crossbow 1pt per model 16" range, negates armour bonus by 1
3 Holmegaard Bow Free 14" range bow, shoots twice in one turn
4 Brace for Impact +2pts per model Negate charge bonus by +1
4 Determination 1pt per model +1" charge
4 Bladed Wheels +3pts per model Enemy must reroll all successful melee hits
4 New Shoes 1pt per model +1" manoeuvring
5 Thorough Bred Horse +3pts per model +2" manoeuvring and +2" charge range
5 Musician +5pts Can face any direction with no movement penalty
5 Standard Bearer +10pts Any failed melee hits may be rerolled
Any failed melee hits may be rerolled, as do other
5 Company Banner +30pts
allied units within 12" from the banner
5 Poisoned Weapon 1pt per model Reroll up to 3 failed melee hits per turn

Heavy Chariot
Cost each Shooting skill Melee skill Movement Special Rules
(Min and Max 3)

Heavy Chariot 60 4+ 3+ 10 Follows the Chariot special rules

Heavy Chariot upgrades Modifier

1 Light Armour +1pt per model +1 to enemy shooting and melee skill
1 Heavy Armour +2pts per model +2 to enemy shooting and melee skill
2 Axe +1pt per model Enemy receives no protection from Light Armour
2 Lance Free No enemy armour bonus
4 New Shoes +1pt per model +1" manoeuvring
4 Determination +1pt per model +1" charge
4 Castle Forged Steel +1pt per model -1 to melee skill
4 Brace for Impact +2pts per model Negate charge bonus by +1
4 Hidden Weapon +2pts per model Reroll up to five unsuccessful melee hits
4 Bladed Wheels +3pts Enemy must reroll all successful melee hits
5 Thorough Bred Horse +3pt per model +2" manoeuvring and +2" charge range
5 Poisoned Weapon +1pt per model Reroll up to 3 failed melee hits per turn
5 Musician +5pts Can face any direction with no movement penalty
5 Standard Bearer +30pts Any failed melee hits may be rerolled
Any failed melee hits may be rerolled, as do other allied
5 Company Banner +50pts
units within 12" from the banner
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War Elephant

Elephant/Crew
War Elephant Cost each Shooting skill Movement Special Rules
melee skill

Follows the War Elephant


War Elephant 200 4+ 2+/5+ 8
special rules

War Elephant upgrades Modifier

3 Holmgaard Bow Free 14" range bow, shoots twice in one turn

3 Crossbow +1pt per model 16" range, negates armour bonus by 1

4 Determination +5pts +1" charge

4 Brace for Impact +10pts Negate charge bonus by +1

4 New Shoes +5pts +1" manoeuvring

For every successful hit, another dice can be rolled


(with the same modifiers), this continues until no
4 Blind Fury +50pts more successful rolls have been thrown. Standard
bearers or other rerolls are not allowed when
using Blind Fury

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Leader
Leaders inspire troops to hold the line and provide strong support where needed. With an elite band of
bodyguards and their high defence, Leaders can withstand damage long enough to destroy an enemy
unit.

Cost for
Leader and each extra
Shooting Leader/Bodyguard
Bodyguard Bodyguard Movement Special Rules
skill melee skill
(Min 5) (max 9
Bodyguards)

On Foot Heavy Armour, Never Fall


1 Leader and Back, No charge bonus
40 4+ 3+/3+ 6
4 Bodyguards from enemy flank or rear
200pts charges

On Horseback Heavy Armour, Never Fall


1 Leader and Back, No charge bonus
44 4+ 3+/3+ 10
4 Bodyguards from enemy flank or rear
220pts charges

Leader and Bodyguards lose their shields when either the Claymore or Two Handed Axe upgrade is
taken.

A leader has three attacks in melee.

Only one Leader and Bodyguard unit can be bought per army unless the Supreme Commander is
purchased, which allows multiple Leaders to be purchased to a maximum of three.

Only one Supreme Commander can be purchased per army.

Leaders and Bodyguard are able to carry one melee weapon and one ranged weapon, but are only able
to use one per turn.

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Leader and Bodyguard upgrades continued

Leader and Bodyguard upgrades Modifier


1 Platemail Armour +2pts per model +3 to enemy shooting skill, +3 to enemy melee skill

2 Lance Free No enemy armour bonus

2 Long Sword Free -1 to melee skill when flank charging

2 Claymore Free -1 to melee skill when flank charging

2 Morning Star +1pt per model -1 to melee skill

2 Two Handed Axe +1pt per model -2 to melee skill (lose any shield upgrade)

2 Axe +1pt per model Enemy receives no protection from Light Armour

Unique Sword
2 +5pts -2 to melee skill
(Leaders only)

War Hammer
2 +2pts -1 to melee skill, enemy gain no armour bonus
(Leaders only)

3 Bow +1pt per model 20" shooting distance

4 Spiked Shield +3pts per model Enemy must reroll all successful melee hits

4 Large Shield +1pt per model + to enemy shooting and melee skill

4 Brace for Impact +2pts per model Negate charge bonus by +1

4 Hidden Weapon +2pts per model Reroll up to five unsuccessful melee hits

4 Castle Forged Steel +1pt per model -1 to melee skill

4 Determination +1pt per model +1" charge

4 New Shoes/Good Shoes +1pt per model +1" manoeuvring

5 Thorough Bred Horse +3pts per model +2" manoeuvring and +2" charge range

5 Pilum +2pts per model See Unique Rules

5 Musician +5pts Can face any direction with no movement penalty

5 Poisoned Weapon +1pt per model Reroll up to 3 failed melee hits per turn

5 Standard Bearer +30pts Any failed melee hits may be rerolled

Any failed melee hits may be rerolled, as do other


5 Company Banner +50pts
allied units within 12" from the banner
Upgrade Leader to Increase Leaders lives to 6 and increase melee attack
5 +20pts
Supreme Commander per turn to 5

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Warmachines
Warmachines do not follow the same rules for movement, shooting and assault compared to infantry
or cavalry units. Warmachines include catapults, ballista’s, cannon’s etc.

Warmachine Ammunition
Warmachines are supplied with enough ammunition to last for the whole of the battle.

Manoeuvring Step
A warmachine is unable to move in the Manoeuvring Step.

Shooting Step
A warmachine has a firing arc of 90° from where the front of the warmachine is facing.

Enemy leaders cannot be killed by a warmachine shot.

To fire the warmachine, similar to shooting with any other unit; check the distance between the
warmachine and target, then declare the shot; rolling the required result to kill.

Some ammo types such as Grape Shot, have a shorter range but roll two D6 (2D6) to see how many
‘shots’ are in the warmachine. Roll two D6 together and the total number is how many D6’s should be
rolled to hit the enemy. e.g. A cannon prepares to fire Grape Shot. The player rolls two D6 and the
result is 10. Ten D6’s are then rolled at the cannon’s shooting skill.

If a warmachine does not have clear line of sight to the targeted enemy, +1 to their shooting skill for
every ‘obstacle’ in the firing line to a maximum of 6+.

Charging
A warmachine cannot charge under any circumstances. If a warmachine is charged, the enemy always
counts the charge as a rear charge.
The warmachine crew's melee skill follows the Trained Standard Troops profile of 6+.

Taking Casualties
A warmachine has three crew wearing Heavy Armour. The warmachine is destroyed when all crewmen
are killed.

The number of warmachine crew who have been killed does not affect the warmachines reloading time.

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Chariots
Chariots differ from infantry and cavalry models in these
ways:

 Three crewmen in each chariot*


 Can move up to 12”
 If two chariots are lost, the remaining chariot fails
their
Bravery and must March away from the enemy.
 The melee skill is for each chariot not each crew
member in the chariot.

*Losing crewmen does not affect the chariots


melee/shooting skill, unless all three crewmen are lost, then
the chariot is removed from play.

War Elephants
War elephants differ from infantry and cavalry in these ways:

 Four crewmen (crewmen are for decorative purposes only).


 Can move up to 6”.
 Equipped with Heavy Armour.
 Flank charge weakness; enemy gain -2 to their melee skill for flank charging.
 The war elephant has ten health points (these count as ten models in normal game terms). Every
time the elephant loses a health point mark off the total damage. The war elephant is removed
from the table when it has lost all ten health points.
 If the war elephant loses four health points in one turn, it automatically Marches away from its
attacker following the Bravery rules. A war elephant only runs away from an enemy under this
circumstance however.
 A running elephant goes straight through any units, hitting on a 3+; to be calculated before any
other blows are struck.
 Damage is never calculated against the crewmen, always the elephant.
 An elephant’s crew have two ranged attacks.
 An elephant has four attacks in melee.

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Warmachine/Cannons etc
Expensive to purchase but can cause consistent damage to soldiers, ensure they are well placed in
deployment.

Warmachine Crew Range (") Cost


Catapult 3 30/10 200
Ballista 3 28 150
Cannon 3 32/8 220

Warmachine Upgrades
Warmachine upgrades Modifiers
Moving units never gain the +1
Veteran Spotter (Ballista exempt) +5pts
modifier from warmachines
Artillery Officer +10pts Reroll all failed shooting rolls

Catapult
Catapult Ammo Shooting Skill Range (")
Stone 3 x 4+* 30
Small Stones 2D6 4+* 10
Greek Fire 4+ 24
Enemy Heads 4+ 12

Where Greek fire has landed, the spot should be marked by a 4” by 2” marker, this is now impassable
terrain for all types of units for one turn, friend or foe. Greek Fire cannot be placed on an enemy unit.

*If the targeted enemy moved in the previous manoeuvring step, shooting skill required is 5+

Ballista
Ballista Ammo Shooting Skill Range (")
Bolt 3+* 28

*If the shooting skill is passed, the 'bolt' then travels through to the next rank and hits on a 4+, this
continues until the end of the ranks, or if the shooting skill fails.

Cannon
Cannon Shooting Skill Range (")
Grape Shot 2D6 4+* 8
Cannon Ball 3 x 4+* 32
*If the targeted enemy moved in the previous manoeuvring step, shooting skill required is 5+.

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Honour Cards
Honour Cards can be used to enhance your turn strength and weaken your opponent.

Honour Cards are bought and written in the army list for reference; they are shown to the opponent at
the beginning of the Manoeuvring Step when the controlling player wishes to use them.

Honour Cards Cost

+2" to movement 10pts

+2" to charge distance 10pts

-3 to shooting skill 20pts

-3 to melee skill 20pts

Negate any armour bonus 10pts

+4" shooting distance 10pts

+4" to movement 20pts

+4" to charge distance 20pts

-2 to shooting skill 15pts

-2 to melee skill 15pts

Each card applies for one unit and for one turn; once played, the card cannot be used again.

Unless agreed otherwise, only two cards can be used per game

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Road Maps
The table top sometimes does not always interpret the whole of the battle that could be raging on.
Therefore Empires incorporates this by allowing units to arrive from the edge of the board once the
game has begun.

Any units which arrive after the game has begun can arrive on Turn 2, and must arrive from the edge of
the board, and cannot pivot until the beginning of their turn.

Where the unit is placed on the board depends on what is paid for in the army list. A unit that arrives on
the flanks must pay an additional 25% of the total unit cost; arriving at the rear of the board will cost an
additional 50% of the total unit cost. A unit that arrives on the controlling player’s deployment zone
may do so for free.

Where the unit arrives will be written in the player’s army list and must be deployed on the turn
decided by the controlling player; even if doing so would not be a sound tactical plan i.e. Heavy Troops
will arrive on the left flank on Turn 3; therefore, the Heavy Troops must deploy on the left flank on Turn
3.

A maximum of 50% of a player’s total units can arrive from the edges of the board; all others must be
deployed at the start of the game.

Once arriving units have been deployed, they may be used as normal i.e. can still move, shoot, or charge
into melee.

Playing Napoleonic's in Empires


Empires has no limitations as to what units can be taken for an army (other than one Leader unit per
army), i.e. an army could consist of all troops, or all war machines if a player wants to. Therefore, when
playing Napoleonic’ players can upgrade all Archer units so that they are using a Musket or Rifle, for
example.

A Napoleonic's ruleset will be released in the future to take into account the range of units available in
this period.

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Game Modifiers - Non Unique

Movement Bonuses

Battle Signals/Musician Can face any direction with no movement penalty

Determination +1" Charge movement

Good Shoes/New Shoes +1" Movement

Thorough Bred Horse +2" Movement and +2" Charge

Charge Bonuses

Charge -1 to melee skill

Flank Charge -2 to melee skill

Rear Charge -3 to melee skill

Cavalry Charge on Infantry -4 to melee skill against infantry

Forest Charge (Infantry Only) -3 to melee skill against cavalry in a forested area

Brace for Impact Negate charge bonus by +1

Armour Bonuses

Light Armour +1 to enemy shooting and melee skill


Heavy Armour +2 to enemy shooting and melee skill
Platemail Armour +3 to enemy shooting skill, +3 to enemy melee skill
Large Shield +1 to enemy shooting and melee skill

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Melee Bonuses

Axe Enemy receives no protection from Light Armour

For every successful hit, another dice can be rolled


(with the same modifiers),
Blind Fury this continues until no more successful rolls have been thrown.
Standard bearers or other rerolls
are not allowed when using Blind Fury

Castle Forged Steel -1 to melee skill

Claymore -1 to melee skill when flank charging

Any failed melee hits may be rerolled, as do other


Company Banner allied units within 12" from
the banner. Only one Command Banner per army

Halberd -2 melee skill against cavalry

Hidden Weapon Reroll up to five unsuccessful melee hits

Lance No enemy armour bonus

Long sword -1 to melee skill when flank charging

Poisoned Weapon Reroll up to 3 failed melee hits per turn

Morning Star -1 to melee skill

Never Fall Back Unit never falls back/retreats

Pikes Deny charge bonus from Cavalry Charge on front arc only

Spiked Shield/Bladed Wheels Enemy must reroll all successful melee hits

Standard Bearer Any failed melee hits may be rerolled

Two Handed Axe -2 to melee skill (lose any shield upgrade)

Unique Sword -2 to melee skill

War hammer -1 to melee skill, enemy gain no armour bonus

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Shooting Bonuses

Sure Shot +1 to shooting skill, increases range of all bow type weapons by 4"

Longbow +8" to Shooting Range

Crossbow 16" range and negates an enemy armour by 1

Muskets 12" range and negates an enemy armour by 2

Rifle 14" range and negates an enemy armour by 2

Slings 5+ shooting skill test to hit

Poisoned Arrows/Bolts/Balls Reroll up to 3 failed shooting hits per turn


Fire Arrows Once fired, enemy cavalry charging lose their
(arrow firing weapon only) charge bonus for one turn
Holmegaard bow 14" range bow, able to fire twice in one turn

Never Fall Back Unit never falls back/retreats

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David San-Briones (order #20777770)
The Living Rulebook concept:

Want to help?
From all the team here at War of Life Gaming, we like to think that all our rulebooks answer all
possibilities and any questions that could be asked. However, we know, even the best sometimes get
this wrong, which is why we at War of Life, feel that this rulebook will be a living rulebook, meaning that
any question, additions, problems, complaints; are solved and changed to the rulebook as soon as we
can. No external errata’s, or FAQs, all questions will be answered, and all changes will be added.

This rulebook hopes to create a style of play that has not yet been seen before in table-top wargaming;
and we hope that wargamers will take these rules and play them at their local clubs and tournaments,
adding new rules and specific army forces. If wargamers wish to share these additional rules to us, we
can add them to the core rulebook and allow others to share in the fun!

To get in touch with the team, please email us:

info@empireswargame.com

The War of Life Gaming Team


Dominic Basta
Co-creator of Empires

Wendy Woodhouse
Co-creator of Empires

Paul Woodhouse
Problem solver

Alexander Basta
Additional game tester

Many thanks to Saveem for the use of the front image


Thanks also to Artwork by Jerry - (facebook.com/Artwork-by-Jerry-297991053598721/)
and Mouad Ezzouine (Instagram.com/mouadezzouine) for creating the images in this
ruleset.

The Empires’ core rule set is registered copyright to Dominic Basta, who has given permission to the
War of Life Gaming System Organisation to use the rule set.
Registered copyright given in the UK by the UK Copyright Service. Registered copyright is international.
All Rights Reserved

David San-Briones (order #20777770)


36
Unit Experience Upgrade(s) Shooting Melee Cost
Skill Skill

Notes

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David San-Briones (order #20777770)
Empires Expansions
To remove casualties, take away all models from the rear rank/s first, then the models from the front
rank, centre last. Battle Signal/Musician, Standard Bearer/Company Bearer and Leader are removed
last from the ‘normal’ troops.

If an enemy unit is reduced to 25%


Hereof its
are original
just unit size,expansions
a few i.e. Twenty Troops down to five troops, that
unit automatically pivots away from the shooter, and Marches. The unit can only regroup in its next
turn.
that will boost your Empires
games.
Regrouping, will allow the player to pivot the now ‘Brave’ unit and face them in any direction; but the
unit is unable to perform any other action that turn.

Any unit which Marches off the board is no longer able to regroup onto the board and is therefore
From Campaign Scenarios,
unable to be used for the rest of the game.
Army Expansions and Fantasy
Once a unit has regrouped it can never be made to take a Bravery test again as it is assumed that they
no longer worry about their ownupdates,
safety. check them all out on
our publisher page:
wargamevault.com/browse/pub/56
03/War-of-Life-Gaming

Or Like us on Facebook to keep up


to date with all the latest news and
offers:

facebook.com/empireswargame/

38
David San-Briones (order #20777770)
Simple Models Medieval
War from a Bird's-Eye View

Red vs Blue
Teams : Red vs. Blue

Choose from 16 Unit Types

Compatible

with

Empires

David San-Briones (order #20777770)


Medieval Paper Models
dfvdvdfv

dfvdfdfdfdf

Contents
Red Team Units Page No Blue Team Units Page No

Infantry Infantry
Standard Troops 41 Standard Troops 54
Pikeman 42 Pikeman 55
Archers 43 Archers 56
Crossbowman 44 Crossbowman 57
Musketeer 45 Musketeer 58
Heavy Troop 46 Heavy Troop 59
Cavalry Cavalry
Light Cavalry Sword 47 Light Cavalry Sword 60
Light Cavalry Lance 48 Light Cavalry Lance 61
Cavalry Archer 49 Cavalry Archer 62
Heavy Cavalry Sword 50 Heavy Cavalry Sword 63
Heavy Cavalry Lance 51 Heavy Cavalry Lance 64
Leader Leader
On Foot 52 On Foot 65
On Horseback 52 On Horseback 65
Warmachines Warmachine
Catapult 52 Catapult 65
Ballista 52 Ballista 65
Cannon 52 Cannon 65
War Elephant 52 War Elephant 65
Light Chariot 53 Light Chariot 66
Heavy Chariot 53 Heavy Chariot 66

Example Movement Trays 67

Paper Model Series

Thank you for purchasing this paper model download. We hope to add more to this series over the next couple of months to
buildings, natural scenery and walling.

Here you will find a multiple number of units ready to battle. Unlike most paper models however, the unit's are seen from
above which we think puts an interesting twist into the game, you do stand over them after all.

The majority of infantry and cavalry units will have a musician, standard bearer and unit leader model to accompany them.

These models are compatible with the Empires Series, a range of rulesets available in D6, D10, D20 and Diceless editions; For
more information Visit our Publisher's page or Like us on Facebook

Note For Empires players

Although the Unit Leader model is not a model type in the ruleset, they provide a useful marker for determining unit line-of-
sight, charge ranges etc.

Many thanks to Mouad Ezzouine fo creating the images (Instagram.com/mouadezzouine).


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Red Team Unit Selection
Standard Troops

Standard /Company
Musician

Bearer
Unit Leader

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Pikeman

Standard /Company
Musician

Bearer
Unit Leader

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Archers
Musician
Unit Leader

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Crossbowman
Musician
Unit Leader

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Musketeer
Musician
Unit Leader

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Heavy Troops

Standard /Company
Musician

Bearer
Unit Leader

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Unit Leader
Musician Light Cavalry - Sword

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Bearer
Standard /Company

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Unit Leader Musician Light Cavalry - Lance

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Bearer
Standard /Company

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Light Cavalry - Lance
Unit Leader Musician

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Bearer
Standard /Company

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Unit Leader Musician Heavy Cavalry - Sword

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Bearer
Standard /Company

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Unit Leader Musician Heavy Cavalry - Lance

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Bearer
Standard /Company

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Leader on Foot and on Horseback
War Elephant

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Cannon Ballista Catapult

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Light Chariot
Heavy Chariot

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Standard Troops
Blue Team Unit Selection

Standard /Company
Musician

Bearer
Unit Leader

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Pikeman

Standard /Company
Musician

Bearer
Unit Leader

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Archers
Musician
Unit Leader

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Crossbowman
Musician
Unit Leader

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Musketeers
Musician
Unit Leader

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Heavy Troops

Standard /Company
Musician

Bearer
Unit Leader

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Unit Leader Musician Light Cavalry - Sword

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Bearer

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Standard /Company
Unit Leader Musician Light Cavalry - Lance

David San-Briones (order #20777770)


Bearer

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Standard /Company
Cavalry Archers
Musician

Standard /Company
Bearer
Unit Leader

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David San-Briones (order #20777770)


Unit Leader Musician Heavy Cavalry - Sword

David San-Briones (order #20777770)


Bearer

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Standard /Company
Unit Leader Musician Heavy Cavalry - Lance

David San-Briones (order #20777770)


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Bearer
Standard /Company
War Elephant Leader on Foot and on Horseback

David San-Briones (order #20777770)


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Cannon Ballista Catapult
Light Chariot
Heavy Chariot

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David San-Briones (order #20777770)
Example Movement Trays

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David San-Briones (order #20777770)
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David San-Briones (order #20777770)
The Empires’ core rule set, expansions,
model and images are registered
copyright to Dominic Basta, who has
given permission to the War of Life
Gaming System Organisation to use the
rule set.
Registered copyright given in the UK by
the UK Copyright Service. Registered
copyright is international.
All Rights Reserved

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David San-Briones (order #20777770)

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