The Komnenian Empire is vast, wealthy, and ancient. It was old when the Men of Hawkshold arose. It was an upstart when the Elves were one unified people. It has outlasted its own pantheon of deities, replacing them with venerated emperors who have ascended to godhood and taken up the mantle of patron of the Komnenian Empire. Each Basileus wears the crown heavily, his accomplishments judged by an entire line of royal ancestors.
Just as it is mighty, the Komnenian Empire is tired and beset. Enemies surround it on all sides, greedy for their wealth, and it has always been so. Its people are tired, their spirits worn down by the constant threat of invasion from without and revolt from within. For while a Basileus is both emperor and religious patriarch, his power is not absolute and he fears schemes and plots from ambitious usurpers.
And yet the Komnenian Empire perseveres. The riches that attract so many enemies is also an effective tool for subversion and defense. Many a foreign noble has betrayed his lord for title and land. And Komnenian coin buys the loyalties of mercenaries from the far corners of the earth. Even when it is all done, mercenaries, invaders, and conquered peoples find themselves swayed by Komnenian culture. They find themselves yearning for the stability and luxury of Komnenian laws and roads and traditions. Komnenia expands her borders and defends them not by force of arms, but by the yearning of conquerors and conquered alike to feel the blessing of the Basileus.
Glory of Ancient Days: Spend one Command Action to mark the Glory of Ancient Days box. If a unit with a marked box fails a Rout Check, erase the mark and reroll the Rout Check.
Purchased Loyalties: During army construction you may spend up to 50 pts Purchasing Loyalties of enemy troops. For every 10 pts spent, choose one enemy unit after deployment. That unit must pass a Courage Check or suffer 1 pt of damage. This cannot cause Rout checks and a unit may only be chosen once.
Kataphractoi - Core - 366 pts
O:(3*)6/5* D:3*/2 Rge: 7" Cge: 13 Mve 5" 3G 2Y 2R
Cavalry. Ranged attack is LOS. O:(+3)+0/+0 when engaged. O:(+0)+0/+1 and D:+1/+0 when charging.
The rapid responders against raid or invasion, these heavy cavalry fire their bows at point blank range before the charge.Menaulatoi Phalangites - Core - 286 pts
O:(6*)5*/5* D:2/3 Rge: - Cge: 13 Mve 3.5" 5G 3Y 2R
O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
In ancient days, Phalangites were the famed defenders of the realm.Akritoi Cavalry - Core - 194 pts
O:(3)5/5* D:4*/1 Rge: - Cge: 12 Mve 7" 2G 2Y 1R
Cavalry. O:(+0)+0/+1 and D:+1/+0 when charging.
The warriors of the Akritoi tribes have assimilated completely to Komnenian culture, and are garrisoned throughout the empire.Siphonphorae - Core - 246 pts
O:(4)6*/6* D:2/2 Rge: 7" Cge: 12 Mve 3.5" 4G 3Y 3R
O:(-0)-1/-1 when engaged.
These men bear weapons that fire jets of liquid flame that continue to burn after they cover their enemy.Kontaratoi - Standard - 158 pts
O:(6*)4*/5* D:2/2 Rge: - Cge: 11 Mve 3.5" 4G 2Y 4R
O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
Under the thema system each province must train and provide a militia force to aid in the empire's defense.Spatharioi - Standard - 142 pts
O:(5)4/5 D:2/2 Rge: - Cge: 11 Mve 3.5" 4G 2Y 4R
Equipped with the finest of equipment, thema units are still of dubious value.Skoutatoi Toxota - Standard - 211 pts
O:(4*)4*/5* D:2*/3 Rge:10.5" Cge: 11 Mve: 2.5" 4G 2Y 4G
Ranged attack is LOS. D+1/+0 vs ranged attacks. O:(-1) -0/-0 when charging. O:(+0) +1/+0 vs. cavalry or large units. O:(+0) +0/+2 when holding vs. charging cavalry or large.
A hybrid unit combining archers, spearmen, and pavisse-bearers, this thema unit harkens to a period when relentless invasion pushed Komnenian to the very brink of collapse.Pronoiarii Cavalry - Standard - 187 pts
O:(6)4/5* D:2*/2 Rge: - Cge: 11 Mve 6" 3G 2Y 1R
Cavalry. O:(+0)+0/+1 and D:+1/+0 when charging.
Even landed nobles must provide military service, often sending third or fourth sons to fulfill their obligation.Mourtatoi Axemen - Standard - 179 pts
O:(4)5/6 D:2/1 Rge:- Cge: 12 Mve: 5" 4G 3Y 3R
No Glory of Ancient Days box.
Only a generation ago the savage Mourtatoi tribes raided and pillage the north-western borders of the Komnenian Empire.Pelekyphoroi - Elite - 325 pts
O:(6)6/6 D:1/3 Rge:- Cge: 14 Mve: 3.5" 4G 4Y 2R
If your army includes any Vestiarii, Pelekyphoroi may only be given the Close Standing Order (with no modifier).
The descendents of foreign mercenaries, these fierce warriors are the personal guard of the Basileus.Vestiarii - Elite - 327 pts
O:(5)6/5 D:3/2 Rge: 3.5" Cge: 14 Mve: 3.5" 5G 3Y 2R
Pila. If your army includes any Pelekyphoroi, Vestiarii may only be given the Close Standing Order (with no modifier).
These disgraced warriors have a fierce rivalry with the Pelekyphoroi after being supplanted as the Basileus's guard.Archonpoulai - Elite - 540 pts
O:(6)7/6* D:3*/2 Rge: - Cge: 14 Mve 6" 3G 2Y 2R
Cavalry. O:(+0)+0/+1 and D:+1/+0 when charging.
Orphaned sons of officers, these men are trained from childhood in special barracks to serve the Basileus. They are gifted with Elven weapons, Dwarven armor, and magically imbued with the battle memories of the ancestors.Scepter of Andronikos (1) Play during the Movement and Command phase. This unit gets O:(+0)+1/+0 this turn. Keep this card in play. It is automatically played again on this unit in the next Movement and Command Phase, then is discarded. You may not play Red Command Cards on this unit while it is affected by this card.
Mantle of Demetrios (1) Play during the Movement and Command phase. This unit gets D:+0/+1 this turn. Keep this card in play. It is automatically played again on this unit in the next Movement and Command Phase, then is discarded. You may not play Blue Command Cards on this unit while it is affected by this card.
Spear of Theodosius (1) Play during the Movement and Command phase. This unit gets O:(+0)+0/+1 this turn. Keep this card in play. It is automatically played again on this unit in the next Movement and Command Phase, then is discarded. You may not play Red Command Cards on this unit while it is affected by this card.
Reliquary of Justinian (1) Play during the Movement and Command phase. This unit gets D:+1/+0 this turn. Keep this card in play. It is automatically played again on this unit in the next Movement and Command Phase, then is discarded. You may not play Blue Command Cards on this unit while it is affected by this card.
Komnenia Triumphant! (2) Play when this unit destroys an engaged enemy unit without being destroyed or passes a Rout check during the Post-Combat Courage Phase. Mark the Glory of Ancient Days box and heal 1 point of damage.
Remembered Victories (2) Play during an attack, after you or your opponent rolls to hit or to wound. That set of dice cannot be rerolled. Discard X Command Cards (X may be 0). Increase or decrease the result of X+1 dice by 1 each.
Brothers in Arms (2) Choose one:
- Play during an attack before you roll to hit. Your unit gets O:(+0)+1/+0 this attack.
- Play during an attack before your opponent rolls to hit. Your unit gets D:+1/+0 this attack.