Mighty Empires - War Hammer Campaign

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House Rules

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LIST OF CONTENTS
Section Page

1.0 Introduction
2.0 Counters for Mighty Empires
3.0 Building an empire
4.0 Army roster sheet
5.0 Turn sequence
6.0 Subsistence
7.0 Moving
8.0 Scout skirmishing
9.0 Battles
10 Map Landscape
11 Siege
12 Garrisons
13 Scouting events
14 Disease, Plague and Pestilence
15 Espionage
16 Mines and mine complexes
17 Wizard's towers
18 Rebels, Mercenaries and Independent banners
19 Winter events
20 Casualty recovery
21 Ships, Boats and Baggage
22 Construction
23 Temples and Cathedrals
24 Race Modifiers

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LIST OF TABLES
Table Page
1 Counters for Mighty Empires
2 Start-up costs
3 The Turn Sequence
4 Subsistence from settlements
5 Subsistence shortfall
6 Order counters
7 Forced marches
8 Field fortifications
9 Ambush modifiers
10 Scout skirmishing chart
11 Pursuit
12 Independent garrisons
13 Player owned settlements and their garrisons
14 Scouting event table
15 Disease, Plague and Pestilence
16 Cost of operatives
17 Operative Vs banner
18 Operative Vs settlement
19 Assassins Vs banner
20 Assassins Vs Capital or King
21 Dissent, riots and revolts
22 Spying
23 Rescue attempts
24 Master thief
25 Emissary modifiers
26 Emissary reaction
27 Emissary Vs Emissary
28 Normal mine
29 Warpstone mine
30 Lesser Wizard towers
31 Spell disasters
32 Lore of Fire
33 Lore of Metal
34 Lore of Shadow
35 Lore of Beasts
36 Lore of Heavens
37 Lore of Light
38 Lore of Life
39 Lore of Death
40 Winter events
41 Rank and file casualty recovery
42 Character recovery
43 Execution event chart
44 Construction
45 Temples and Cathedrals

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1.0 INTRODUCTION
Last update 2002
The reason Mighty Empires was not as very popular could be for two reasons. One, it had never been
finished; the wilderness locations were printed separately, as well as other rules. Two, it had no
consistency; the battles were fought over maps that meant nothing. The aim of this work is to use
these rules and fight over maps of the Old World. Players want to fight battles over cities like Altdorf,
recreate the War of the Beard, invade dwarf empires or wipe out the skaven in Tilea once and for all
(or at least try).

If I were to produce the game I would include maps of the Empire, and later bring out expansions of
the old world. Maybe even bring out maps of Lustria or the desert lands of Khemri. The rules below try
and reflect the terrain of the Old World, so there aren’t any deserts, tropical rain forests and fewer
necropolises (but I would love to make up rules for them…).

Another addition to the rules would be special settlements, like Nagashizar. You could not treat this like
other cities; it is half a mile high has underground warrens and is practically impregnable. The same
goes for Middenhiem, Karaz-a-Karak and even Loren. The realm of the wood elves is strange, they
don’t have cities or fortresses or even walls. They seem to rely on magic to confuse their enemies; they
also use ambushes a lot, they seem to use guerrilla warfare. The skaven under empire is another
difficult one to recreate, their tunnels lead right under the human cities, which would make it too easy
to appear under and invade from below. The dwarf empire is another problem, each mountain hold is a
capital in its own right, and no fortresses are printed on the maps (in fact not even the empires are, so I
have had to use some old WFRP maps). All these special places can have rules made up for them some
other time.

I still think that fighting over the maps of the old world is what people want, it just means creating rules
for the special locations (maybe). I don’t want to waste my time making up too much; you may have
your own ideas for this.

When the game is started players have a certain amount of points to spend on “buying” an empire.
Each settlement has its own point’s value; the rest is spent on buying armies. This means an invading
army, like vampire counts or chaos, can start with very few settlements, but a large army. As the game
progresses, the invaders gain more settlements (more revenue) and have the chance to build things.
The empire has more settlements and therefore more revenue, so it evens out. Other races empires on
the map can be treated as independent realms (if no-one controls them) and will never be completely
absorbed into a player’s empire. So, for instance, if you are controlling Bretonnians and Loren is on the
map, you could send an emissary to the realm. After rolling on the relevant chart, you may gain covert
aid, subsistence rights, but it never becomes part of your empire, it always remains Loren (unless
someone invades it).

I see Mighty Empires as being an advanced campaign for experienced players. I don’t see many
inexperienced players wanting to play a campaign anyway. This game can still be played without WFB,
in fact the way my friends and I play is to only fight important battles as tabletop battles, the others are
resolved on the tables and this speeds things up. We only work out an army list before a battle, but
after one is made we record the general and total points. The next time it fights it may have different
troops, but at least the general is the same. This also means special characters cannot be everywhere,
and that leaders can be assassinated.

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2.0 COUNTERS FOR MIGHTY EMPIRES
In order to play Mighty Empires, a range of counters are required to mark certain features found on
the map and important events/rules (Table 1).

Table 1: Counters for Mighty Empires

City models Riverboats Baggage counters


Castle models Ships Gold counters
Fortress models Temples Normal move order counter
Bridges Cathedrals March move order counter
Wizard towers Plague counters Ambush order counter
Mines Monster lair counter Prepare field fortifications
Mine complexes Assassin counters/models Spell effect counters
Banner models Agent counters/models Territory markers
Town models Emissary counters/models Warpstone counters
Prisoner counters Character prisoner count Master thief counter/model
Wilderness locations

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3.0 BUILDING AN EMPIRE
When the game is started players have a certain amount of points to spend on “buying” an empire.
Each settlement has its own point’s value; the rest is spent on buying armies. This means an invading
army, like vampire counts, can start with very few settlements, but a large army. As the game
progresses the Undead gain more settlements (more revenue) and have the chance to build things (but
are losing troops). The Empire player has more settlements and therefore more revenue (so can buy
back their losses), but less troops, so it evens out.
The empires of other races on the map can be treated as independent realms (if no one controls them)
and will never be completely absorbed into a player’s empire. So, for instance, if you are controlling
Bretonnians and Loren is on the map, you could send an emissary to the realm. After rolling on the
chart below (table 2), you may gain covert aid, subsistence rights, but it never becomes part of your
empire, it always remains Loren (unless someone invades it…).

Each player starts with an agreed amount of points to spend on troops, settlements, operatives etc.
Bridges are free to start with.

Each player should start with around 25,000 points

Banners Each gold coin=one point to spend on troops (100 gcs=100 points)

Table 2: Start-up costs

TYPE COST IN GOLD


COINS
0-1 Capitals 2000
Cathedrals 2000
Mine complexes 2000
Cities 1500
Castles 1000
Wizard’s towers 1000
Mines 750
Fortresses 500
Temples 500
Assassin 300
Ships 300
Towns 250
Agent 200
Master Thief 200
Riverboats 200
Baggage 100
Emissary 100

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4.0 ARMY ROSTER SHEET

Banner no. Commander Total Points Wins Losses EXP Morale Notes

EXP
The difference between wins and losses equals EXP (or experience). EXP shows how good a
commander is, the better the EXP the less chance of him being assassinated. In non-tabletop armies,
the better the EXP the better the bonus when fighting a battle.

Morale
Troops are deeply affected by morale. Every good commander knows that if his force low on morale
then he will probably lose, and if his force is high on morale then he will probably win. In Mighty
empires there are several things that will change banners morale:

Loss of Baggage. The prospect of not being paid and having no food has a terrible effect on
Morale. Each time a banner is forced to roll on the subsistence shortfall table it deducts –1
from its morale.

Losing a battle. It is very disheartening for soldiers to fight and lose (think of England vs.
Argentina '98) they lost so many friends for nothing. Every battle a banner loses its Morale is
reduced by one.

The general is assassinated. Generals are one of the main targets of assassins. Unfortunately
for the assassin an army nearly always surrounds generals, and they are able to fight well. This
does not stop the assassins however, and sometimes one gets his mark. When a general is
suddenly killed the troops waver, a new unproven leader takes over, but no one is sure how
he will do. If attacked while in this unsure state then the army may panic. Banners suffer –1
Morale for one turn after the general has been assassinated.

Prisoners Crucified. This normally happens in a siege. Each prisoner counter sacrificed reduces
morale by –1 on a 5+ on a D6.

Banner gains baggage. Clean clothes, new weapons, a pay chest and fresh food means the
soldiers are pleased. The banner gains +1 morale.

Banner wins a battle. Winning improves morale, the banner gains +1 morale.

Scouting Events. This varies, see scouting events.

Effect of Morale
When Morale of a banner is negative, the army is subjected to –1 Ld to all units. Both players’ armies
may be suffering from this when they fight.
If an evil general gets to a certain minus number, his subordinate replaces him.
When banners morale is in positive numbers, the army is subjected to +1Ld on all units (up to a
maximum of 10). Both players may have these bonuses when the fight each other.

Banners with zero morale have their usual leadership.

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Dying Ground.
When you will survive if fight quickly and perish if you do not, this is called dying ground. When
warriors are in great danger they have no fear and exert their full strength. In other words when they
cannot retreat anywhere they will fight to the death. If a banner is surrounded on all sides or has to
make a route roll (in other words it will be destroyed if it loses the battle), it becomes subject to hatred
of all enemy units (re-rolling to hit in first turn, taking Ld tests on ld 10).

5.0 TURN SEQUENCE


The game follows a defined turn sequence (Table 3).

THE TURN SEQUENCE


1. Effects of Plague
2. Move Mercenaries, Rebels and Independent Banners
3. Place Order Counters
4. Subsistence
5. Scouting event or search a barren location
6. Move Banners and operatives (roll for route rolls)
7. Move baggage, unoccupied ships, riverboats etc
8. Espionage (assassinations, sabotage etc.)
9. Battles
10. Casualty recovery
11. Award EXP to banners

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6.0 SUBSISTENCE
Before any banner moves, all banners must test for subsistence. Settlements provide a certain amount
of food, weapons, stables etc. “An army marches on its stomach.” Different settlements provide
different levels of subsistence (Table 4). Whenever an army has to roll on this chart it losses –1 morale.

Table 4: Subsistence from settlements

SETTLEMENT SUBSISTENCE
Towns 1pt
Fortresses 1pt
Castles 2pt
Cities 2pt
Capitals 4pt

If a banner cannot subsist from a tile (for instance; it is barren, or too many banners are in one tile)
then the banner will have to subtract one baggage point. If it cannot even do this then it must roll on
the subsistence shortfall table (Table 5). Those that are removed from the banner have not necessarily
died of starvation, they probably weren’t being paid, or fights break out over the food that is left.

Make one roll for all banners in the tile.

D6 SUBSISTENCE SHORTFALL
1 Lose D6x50 points from each banner
2 Lose D6x20 points from each banner
3 Lose D6x10 points from each banner
4 Lose D6x5 points from each banner
5-6 No effect. The force tightens its belts, and grumbles a bit without sustaining further
casualties.

Undead and Demon armies do not suffer from subsistence shortfall instead they suffer from instability.

Orcs and Goblins are cannibals and only the strong survive (and the weak are eaten) or they fight over
the scraps that are left. This means that Orc and Goblin armies double their losses. However they may
“eat” prisoners up to the points worth above.

In winter all baggage is halved as it goes off.

Armies retreat to winter quarters

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7.0 MOVING
Banners range from 1000-3000 points. A banner may drop below 1000 points, but may never start with
this; it should try to get its points back up to 1000 during the course of the game. If a banner drops
below 500 points it is destroyed. If a banner expands above 3000 points then a new banner is formed.
Split the banners, remembering that they have to be at least 1000 points strong.

Banner of the Realm


One banner is considered to be the Banner of the Realm. The capital is considered to have its own
standing army, they are sworn to protect the capital above all others. The Realm is the Capital and the
six adjoining tiles. When the game starts you must nominate a banner to do this. Most players find that
banner number one is the easiest to remember. This banner may only move around the realm and no
further. It fights battles as usual.

Mobile King
Sometimes a King will prefer to lead his armies to war. If he does this then you must tell the enemy
players (news that a king is leading his men is impossible to hide), but you don’t have to reveal which
banner he is in. You must mark down the banner he is leading on your roster sheet. He may be
discovered by spies and may even be assassinated (Undead armies should watch out for this!).
Banner should get bonuses/enemies minuses if the king is present (each time a banner with the King
losses –1 morale it can ignore this on a 4+)

Order Counters
At the start of every turn choose and place your counters (Table 6) next to the force face down (These
are much like the counters from Epic). When it comes to your go reveal the banners you wish to move,
leave Ambush and Field fortifications counters face down (these are only revealed if the enemy enters
the tile).

Table 6: Order counters

TYPE OF COUNTER MOVE IN TILES


Normal move 1
Forced march 2
Prepare field fortifications 0
Ambush 0

• Operatives move 2 tiles and don’t scout


• Baggage trains move 2 tiles and don’t scout.
• Mercenary, rebel and independent armies move one tile a turn, and don’t need to scout. If
hired, mercenaries can move as the player wishes and will need to test for scouting events.

1. Normal move
The banner moves one tile and will have to roll a D6; on a 1-5 everything is fine. On a 6 the banner has
to roll on the scouting event.

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2. Forced March
• Non-tabletop armies subtract –2 from the battle result table if attacked, and –1 if attacking.
• A force moving into a tile without precipitating a battle or siege may attempt to scout and
move again; this is called a Forced March. Forced marches cause loses of many troops as
stragglers or through exhaustion. The force must roll twice for scouting events (one for each
tile). Each banner making a forced march must roll on the forced march table (Table 7).
• Orcs and Goblins are hardy creatures and can reroll the result once, but must stick to the
second dice roll; they don’t lose double (the cannibal rule does not apply to forced marching).

D6 EFFECT OF FORCED MARCH


1 Lose D6x50 points from each banner in force
2 Lose D6x20 points from each banner in force
3 Lose D6x10 points from each banner in force
4 Lose D6x5 points from each banner in force
5-6 No effect. The force survives its gruelling march without sustaining
further casualties.

If using tabletop armies the defender sets up the terrain to his advantage. If the banner that forced
marched is attacked then the terrain is rolled randomly. Whatever the case, the forced marched army
always sets up his entire army first (represents no scouts).

3. Prepare field fortifications


Non-tabletop armies add +2 to the defence.
Instead of moving, the force can prepare field fortifications. Such defences typically consist of ditches,
earthen walls, pits with stakes, and walls of stakes, ramparts and troops laying in ambush. Such
defences are usually prepared at strategic crossroads or other important points of attack. If an enemy
attacks an army in prepared defences, the defending player sets up their forces within 24” (rather than
12”) of their table edge and lays out all the terrain, including defensive positions as outlined below. The
attacking player then places all their forces on the field. Battle then proceeds as normal.
If the defending player moves from their defensive position, all defences are removed (they don’t want
them to fall into enemy hands) even if they return to them later.

For every 1000 points of troops, the army may build one of the following (Table 8).

FIELD FORTIFICATIONS
1. 12” of earthen walls (or two sections of 6”). These are treated as a defended obstacle, meaning
that enemy troops must roll a 6 to hit.
2. 6” of staked walls. Any unit charging the front of the stakes will suffer D6 S4 hits (cavalry suffer
D6+2 S4 hits). The defenders may charge out from behind their barricade without problems.
3. 6” of ditches. These are very difficult ground. It can never be crossed in one turn. The second
turn the unit can move at quarter move.
4. 1 unit may be hidden. Any one unit may use the infiltrating skill (as scouts).
5. 1 trap. After both armies have been deployed and before the first move, the defender can
choose one enemy unit to have sprung a trap (no characters or war machines). The selected
unit immediately suffers D6 str4 hits.

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4. Ambush
Non-tabletop armies add +2 to the defence and the modifiers below (Table 9).
Instead of preparing field fortifications a force may set an ambush, this is a great advantage for small
armies. First you must see if the enemy have fallen for it.

Roll 2D6 and apply the following modifiers:

Wood elves, High Elves, Dark Elves and Skaven can add/subtract one in their favour (these armies have
good scouts).
All undead, Chaos warrior, Demon, Bretonian armies subtract one (they have no scouts, and
sometimes no eyes). They add nothing if they are the ambushers.
If the army forced marched into the tile subtract two.
Dwarves can add/subtract one if they are in the mountains. (+/-2 if a tabletop army contains Dwarf
Rangers).
Wood elves can add/subtract a further one if in woodlands.
Skaven and Lizardmen can add/subtract one if in marshlands.
The other races add nothing (being neither good nor bad)

2D6 ROLL AMBUSH OUTCOME


2-5 Complete surprise. Exactly as the ambush scenario. The defender sets up the
terrain (usually representing a valley or similar). See The Battle of the Pine Crags
on page 209 of the fantasy battle book. Use the deployment from this to set up
the armies. The ambushers are the attackers (the terms are reversed in the WFB
book).
6-9 Advanced warning- the armies deploy as usual (ambusher choosing terrain and
setting up first), but the ambusher takes one whole turn movement and fighting.
The enemy may only defend in the first turn, he may not move, shoot or cast
spells but can dispel.
10-11 Ambush Discovered- Deploy armies as usual.
12+ Reverse Ambush- Play The Last Stand scenario on page 210 of the fantasy battle
book. Use the deployment rules from this to set up the armies.

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8.0 SCOUT SKIRMISHING
Scout skirmishing (Table 10)

• All Elves and Skaven add +1 (these armies have good scouts),
• Undead and demons reduce by –1 (these armies have no scouts and can usually be detected
at a distance by magic). They never reveal their forces points, so they never suffer from a 2-3.
• All armies have –1 when scouting a force that has retreated into a settlement for a siege.

2D6 Roll SCOUT SKIRMISHING CHART

2-3 Enemy outriders spot the scouts and capture some of them who reveal the details
the total value of your force. The scouting player must show the enemy player the
point’s values for each banner in his force and each general commanding them.
4-5 Enemy outriders spot the scouts and drive them away.
6-8 Enemy pickets drive the scouts away before they can gain much information. The total
point value of the enemy force is revealed (not each banner).
9-10 The scouts get a good idea of the size and strength of the enemy force. The enemy
player must reveal the individual point value of each banner in the force and each
general commanding them.
11-12 The scouts avoid enemy contact and compile a thorough report of the forces. The
enemy player must provide a detailed content of his entire force (generals etc. the
player must show the forces roster sheet and surrender any army lists pertaining to
these banners).

9.0 BATTLES

Battles are fought in exactly the same way as in Mighty Empires, with a few changes.

Defending
As long as the defending player didn’t march move that turn the defending player adds +1 to his dice
roll. This represents the defending player using the terrain and waiting for the attacker to come to him.
In tabletop battles, the defender generates and sets up the scenery; and then chooses which side of
the board he wants and sets up his entire army first. This gives the defender the advantage of the
terrain.

Blocking terrain on the map


It is possible that opposing forces are in the same tile, but are divided by a blocking terrain feature such
as mountains or a river. This does not prevent battles being fought. Defenders holding bridges or
mountain passes have a defensive value of x2, and defenders holding a river with no bridge have a
defensive value of x3.

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STRATEGIC MODIFIER

DEFENDERS OPTIONS
ATTACKERS OPTIONS Counter attack Hold Withdraw
Direct attack -2 0 +2
Surprise attack 0 +1 -1
Flank attack +1 -1 0

Roll 2D6 if a double is rolled a character has fallen as a casualty. 1-3 the attacker loses a character, 4-6
the defender loses a character. Non-tabletop armies lose D4+1x25 points.

COMBAT TABLE
ATTACKERS STRENGTH IN POINTS
250 500 750 1000 1250 1500 1750 2000 2500 3000
250 0 +2 +3 +4 +4 +5 +5 +6 +7 +8
500 -2 0 +1 +2 +2 +3 +4 +5 +6 +7
750 -3 -1 0 +1 +1 +2 +3 +4 +5 +6
DEFENDER

1000 -4 -2 -1 0 0 +1 +2 +2 +3 +4
1250 -4 -2 -1 0 0 0 +1 +2 +2 +3
1500 -5 -3 -2 -1 0 0 0 +1 +1 +2
1750 -5 -4 -3 -2 -1 -1 0 0 +1 +2
2000 -6 -5 -4 -2 -2 -1 0 0 0 +1
2500 -7 -6 -5 -3 -2 -1 -1 0 0 0
3000 -8 -7 -6 -4 -3 -2 -2 -1 0 0

Multiple loses by a further 1 for each full 1000 points in the OPPOSING force.

0-999 Points= x1
1000-1999 Points= x2
2000-2999 Points= x3
3000-3999 Points= x4

SCORE RESULT LOSES


Up to 2 Defender Wins Defender loses D6x50 points
Attacker loses 100+D6x50 points and is scattered
3-5 Defender Wins Defender loses D6x50 points
Attacker loses 50+D6x50 points
6-8 Draw Both lose D6x50 points
9-11 Attacker Wins Attacker loses D6x50 points
Defender loses 50+D6x50 points
12 Attacker wins Attacker loses D6x50 points
Defender loses 100+D6x50 points and is scattered

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PURSUIT RESULT

If a victorious army pursues an army of great speed then they run the chance of them turning around
regrouping and running right back at them (unless they too are fast moving). Skirmishing armies are
hard to follow too, they are adept at dispersing into small groups and setting up screens or small
ambushes before dispersing further.

• All Elves and Skaven may add or subtract one in their favour.
• Bretonnians may add/subtract two in their favour.
• Undead subtract or add one against them, or in favour of the enemy army (Undead leaders
cannot concentration while running away and cannot march move or run so they are slow).
This means undead are easily pursued and cannot pursue other armies very well.

Roll 2D6 and consult the pursuit table (Table 11).

For example; a wood elf force pursues a Brettonian force. The wood elf player rolls 2D6 and adds one in
his favour; the Brettonian player subtracts two giving an overall modifier of minus one.
An Empire army pursues an undead army. The Empire army has no modifiers; the undead army has a
plus one modifier, which is not in its favour.

Table 11: Pursuit

2D6 PURSUIT RESULT


2-3 Rear guard. The enemy army looses D6x50
4-5 Cover Retreat. Nothing
6-7 Capture baggage. All baggage is lost to the victor, including prisoners, gold and anything else
held in the baggage. Any prisoners may join the banner immediately.
8 Capture Character. D6x50 the player who owns the army chooses which character is caught
(the general is either so well defended or so experienced that he is last to be caught).
9-10 Shadowed. D6x50 points of troops killed (a quarter of this becomes prisoners, see prisoners
later).
11-12 Dispersed. Abandon all baggage and war machines (Non table top armies of Dwarves, Empire
lose D6-1x50 points)

Rank and File Prisoners


The winning side gains losses divided by 4 in prisoners (rounding fractions down to the nearest 25
points). Prisoner counters represent the prisoners; each one is worth 25 points. These prisoners can be
killed at any time, but some armies like to torture them, or make examples of them by impaling them
on stakes or nailing them to crosses causing their friends to panic. Some armies sell them back to their
original empire. Orc and Goblin armies can eat the prisoners if they run out of baggage. At the end of
the year for every 4 prisoner counters evil armies can have one gold crown, this represents the
prisoners becoming slaves, being sacrificed to demons or being slaughtered and brought back as
Undead. Good armies don’t enslave people, they can ransom though. Prisoner counters can be stock
piled at the capital, while waiting for winter.

Prisoners are kept in the baggage train, if the baggage is lost then so are the prisoners (some die and
others are assumed to escape and make their way back to the capital in time for winter). Prisoners can
be captured or released if a victorious force captures the baggage train, if the player owns these
prisoners then they can join the banner straight away.
Undead and Demonic rank and file cannot be taken prisoners, only the characters are important. The
troops will either be destroyed or are unable to be contained because they are ethereal.

Making Examples of Prisoners

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Some armies like to use prisoners to cause fear in the enemy. In a siege an evil army can torture the
prisoners in front of the enemy, crucifying them etc, this causes the defending army to become afraid.
They begin to imagine what will happen to them if the castle falls.

For every Prisoner counter the evil army ‘sacrifices’ the besieged army will lose –1 morale on a 5+.
These prisoner counters must be of that player’s (its no good if a Chaos army sacrifices Orcs in front of
a besieged Dwarf hold, the Dwarfs aren’t going to care about the Orcs!).
For this reason prisoner counters should be coloured differently for each player.

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10.0 MAP LANDSCAPE
Basically, I feel that to add another level of strategy to Mighty Empire, the scenery used in battles
should be recorded. The scenery should follow the general look of that of the main campaign map, i.e.
in Loren it should be wooded, desolate with few buildings, as opposed to Altdorf, which would be a
castle etc…

The scenery should be generated before the battle and, then recorded afterwards, noting any changes
that may have occurred, such as burning forests to the ground, destroying bridges.

Once a battle has been fought in an area, armies will be able to decide whether it is tactically
advantageous to fight in certain tiles on the map (according to the style of army - i.e. lots of cavalry, or
lots of war machines). No two armies will be identical like no two players will be.

I also think that the army defending the tile (i.e. the first army in the tile) should get a choice of where
to set up/set up first.

The map should be divided into a set number of areas, say 12 (fig. 1) and recorded for further use.

Figure 1: A sectioned battlefield

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11.0 SIEGE
Unlike battles, sieges can take several turns to resolve. While the siege is in progress players must take
care to record details of the defending and attacking forces, especially details of damage caused by
battery and declining baggage supplies leading to subsistence shortfall.

11.1 Attackers Options


Both players can choose two options each campaign turn.

1. Assault

This option is to scale the walls with ladders and batter the gates.

Defenders options
Attackers options Counter attack Hold With draw
Direct Attack -2 0 +2
Surprise attack 0 +1 -1
Flank attack +1 -1 0

Roll 2D6 (a double means a character has fallen) and add the modifier for the difference in points and
the above strategic modifier. Then consult the table below;

2D6 SCORE RESULT LOSSES IN OUTCOME


POINTS
Up to 5 Bloody Defender loses The attacker suffers heavy casualties and his men are
repulse D6x50 disheartened. This does not end the siege but the
Attacker looses attacker may not launch a further assault until the
2D6x50 following campaign turn

6-8 Repulse Defender looses The attacker may launch a further assault that turn if
D6x50 he wishes, and may continue to launch assaults until
Attacker looses the settlement is stormed or the attacker suffers a
D6x50 bloody repulse.

9+ Stormed Attacker looses The settlement is taken; replace the models flag with
D6x50. one of that player. All baggage, standards and war
Defender looses engines are captured; see booty.
entire garrison

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2. Bombardment.

This option is not available to Chaos, Skaven, High Elves, Bretonnian, Dark Elf, Wood elf, and Lizardmen
armies.
Empire and Dwarves can add one to the dice roll.

2D6 Effect Assault Bonus


2-5 Nothing 0
6-9 Minor damage +1
10-11 Major damage +2
12+ Breach +3

Corpses as Ammo.
Some armies might like to use corpses in a siege. This has two effects. First it is rather distressing to the
defenders, especially if they are friends of theirs. Secondly it spreads disease. The attacking player must
use one prisoner counter, then rolls on the chart below. This option is not available to Chaos, Skaven,
High Elves, Bretonian, Dark Elf, Wood elf, and Lizardmen armies.
Each prisoner counter reduces morale by –1 on a 4+. In addition for each prisoner counter used roll a
D6, on a roll of a 6 roll on the disease chart.

Making examples of prisoners.


Each prisoner counter sacrificed or crucified reduces morale by –1 on a 5+ on a D6.

3. Under-mine/Sapping.

Some races are experts at under-mining. When an army sets up a mine it also sets up several false
mine heads. These false mines are just fake entrances and do not go under ground, but look real to the
besieged player. This means the besieged player doesn’t know which way to counter mine.
The besieger writes down a number from 1-4, every player can witness this. Then the besieged player
rolls a D4 (representing N, E, S, W). If the besieged player manages to roll the same number then his
counter mine is heading in the right direction, and can roll on the counter mine chart, otherwise it is
useless.
Skaven and Dwarf armies can add +1 to this chart,

2D6 Result and bonus


2-5 Nothing. The mine is too short or doesn’t bring the wall down when the supports are burnt.
6-9 Minor damage. The wall is weakened slightly; the army can add +1 when it assaults the
settlement.
10-11 Major damage. The wall cracks and sinks a bit, but stays firm. The attackers can add +1 in the
assault.
12 Breach. The wall sinks into the mine, the gap is much easier to cross. The attacker adds +1 to
the assault table.

3a Counter Mine

The Defenders can opt to counter mine; this is only available if the attackers have started a mine.

2D6 Result and bonus


2-5 Nothing. The counter mine is either way off, collapses, or is dug too late. The attackers mine
can carry on.
6-8 The besieged player enters the attackers tunnel; the fight that ensues is brief and bloody. The
besieged player loses the battle and deducts D6x20 points of troops and the attacker loses
D6x10 points of troops (those fighting against Dwarfs and Skaven lose another D6x20 points
as they are savage tunnel fighters). The mine is destroyed.
9-11 The besieged player enters the attackers tunnel; the fight that ensues is brief and bloody. The
besieged player wins the battle and deducts D6x10 points of troops and the attacker loses

19
D6x20 points of troops (those fighting against Dwarfs and Skaven add another D6x20 points as
they are savage tunnel fighters). The mine is destroyed.
12 The besieged player enters the tunnel and slaughters the sappers. He then uses the tunnel to
spring an immediate surprise attack on the enemy. The besieging player loses 2D6x25 points.
The besieged player loses nothing. The tunnel is then filled and becomes useless.

4. Infiltrate.
The attackers send in a unit of skirmishers on foot. First they have to approach and get in without being
seen. Then they have to complete their mission and get back out without alerting the guards. A
favoured tactic is for the infiltrators to dress up in enemy uniforms and cause confusion.
If using tabletop armies then the force must have a unit of skirmishers on foot. Obviously this option is
only available to armies with skirmishers (e.g. not Undead)

2D6 INFILTRATE RESULT


ROLL
2 Spotted before they manage to get near the walls. The defenders hide behind the walls
and ambush the unfortunate infiltrators, whether with rocks or arrows. The skirmishing
unit loses 4D6x10 points
3-4
5-6 Destroys baggage pollute water supply
7-8 Kills the sentries, Burns the barracks
9-10 Burns the siege equipment
11
12 Dressed up in enemy uniforms and very good disguises, the skirmishers manage to

5. Construct siege equipment.


D6x20 points added for every 1000 points of attackers in the assault only. The points are lost when
siege ends.

6. Starvation.
A fortress is only as strong as the belly of the man defending it. Starvation won’t work on Undead or
demon armies. Dwarf armies never suffer from Betrayal; they suffer from ‘Surrender’ instead.

2D6 Starvation
2-3 Betrayal. The settlement is betrayed from within. The garrison is destroyed and the attackers
occupy the city/ fortress without loss.
4-5 Surrender. The garrison moves out making route rolls as usual. There are no losses to either
side. If the besieging player doesn’t agree to this the siege continues.
6-8 Hardship. Any further assaults are with a +1 modifier. This may accumulate.
9+ No effect. The army grits its teeth and bears it.

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11.2 DEFENDERS OPTIONS

A campaign turn is roughly a month long. Both players can choose two options each campaign turn.

1. Send for help


To do this there must be an un-razed settlement in an adjacent hex, which is of your empire or an
empire that is giving you overt aid. The besieged player sends a messenger, who must make it through
enemy lines to a nearby settlement. They choose to leave at night, through a secret door and send two
messengers and a few decoys, but even this wont always is enough. The settlement must agree to
help. Allied settlements that can give overt aid, subtract –1 from the table, as they are less likely to
help. Armies that have no cavalry subtract –1 from this roll.

D6 Breaking Through
1-2 All killed. The besieged army loses D6x50 points
3-5 Escort killed. The escort bravely turn to face the enemy so that the messenger can get
through.
6 All make it through. The messenger can add one on the next chart.

D6 Messenger result
1 Kill the messenger. The settlement lynches the bringer of bad news.
2 Ignored. No help available.
3 Undecided. Roll again next turn.
4-5 Agreement. Sends D6x50 points to help
6+ Enthusiastic support. D6x50 points and 1 baggage point as well.

2. Bring reinforcements
The reinforcements must make it through. Roll a D6

D6 REINFORCEMENTS BREAKING THROUGH


1 The besieging army is ready for them. Fight a battle with the besieging force using half its forces
points. The besieger adds +1 to the result, as they were well prepared.

2 The reinforcements fight a battle against half the besieging players forces. If the reinforcements
win they make it through, if they lose they are destroyed.
3 The reinforcements fight a battle against a quarter of the besieging players forces. If the
reinforcements win they make it through, if they lose they are destroyed
4 The reinforcements lose D6x25 points
5 The reinforcements lose D6x10 points.
6 The reinforcements outride or out run the enemy and manage to make their way in to the
settlement via a secret passage. All the reinforcements points are added to the besieged players
force.

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3. Counter bombardment.
Neither option available to all types of chaos armies. The second option is not available to Skaven, High
Elves, Bretonnian, Dark Elf, Wood elf, and Lizardmen armies.
1. Bow fire. The besieging force loses 2D6x10 points from a banner for every 1000 points of defenders
(+D6x10 points for Wood Elves expertise in archery).
2. Heavy Bombardment. The besieged player rolls 3D6 for every 1000 points of defenders, for each 6
rolled the enemy army loses 25 points. Dwarf and Empire armies only need to roll a 5+.

4. Sally out.
The defending army charges out, hopefully as a surprise.
The defender must choose what to attack first,

1. Heavy war machines. The besieged player adds +1 to the battle result. The besieging player can no
longer choose the bombardment option any more. The army loses D6x50 points from war machines.

2. Siege equipment. The besieged player adds +1 to the battle result. If the besieged player wins the
battle, the besieging player loses all of his points on siege equipment that he has gathered so far.

3. Surprise attack. The besieged player sallies out at night and attacks a weak point in the enemy army.
The army fights the battle with a +2 modifier.

4. Sacrifice. The attacker sallies forth and attacks the enemy with a small fast moving force. This force
makes lots of noise and appears to be larger than it is. The besieging force musters its army to repel
them, but another larger force sallies out and attacks somewhere else. The besieged player writes
down a small points value for the first force, and a larger points value for the second force (both armies
cannot be more than half the points value of the besieged force). The besiegers force attacks the small
force, probably wiping it out; the survivors manage to ride back to the castle. If the besieger didn’t use
half his forces points, then the remainder can attack the other sallying army. If he has nothing left then
he shouldn’t put all his forces into one place!
If the second sallying army wins the battle, or has nothing to fight, it can choose to attack one of the
above.

The besieged player writes down what he wants to attack and how many points, and the besieger
writes down what he wants to defend and how many points. If the besieger writes down the same
thing as the player sallying out, then he gets a +1 modifier when fighting the battle.

Each player may choose up to half his forces points, either in defence or sallying out.

5. Construct siege Equipment.


D6x25 points are added for every 1000 points of defenders in the assault. The defender can stock up
on this equipment. Once the siege is over the points are lost. These are used in a tabletop battle or
added to the banners total points.

6. Terms of Surrender.
If both players come to an agreement then they can sort it out. Typically this involves one side giving up
and being able to leave without a fight.

7. Countermine
(See Above- attackers options)

22
BOOTY.

Any baggage maybe captured by the enemy and prisoners may be taken, see Pursuit Results.

If both players agree then any war machines (that are not magical-see below) that are captured at the
end of the game can be used by the enemy player. The player must supply the right number of
crewmen from one of his core units.
For instance, an Orc army captures an Empire great cannon. If the Orc player supplies three Orc Boyz,
or three Goblins then he can use the cannon as usual. It still costs the amount in the empire army list
plus the three Goblinoid crew (to represent the rarity of the item).
Magical war machines include, the Doom wheel, Screaming bell, anvil of doom, Empire war altar,
cauldron of blood, etc. Just use common sense, or as a rule of thumb, if you cannot replace the crew
because they are glued to the model (as pilots) then you cannot use the war machine.
Although an army can capture and use a unique war machine it can never manufacture them, if it is
destroyed in battle, lost when making a route roll or recaptured then that army has lost it for good.
Armies with captured war machines should mark them on their roster sheet, it should not appear all
over the place.

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12.0 GARRISONS
For the size of the garrison of Independent settlements roll on the following chart (Table 12). Player
owned settlements and their garrisons are different (Table 13).

Table 12: Independent garrisons

D6 TOWNS CITY X2 FORTRESS X2 CASTLE X3


1 250 500 300 500
2 250 500 300 500
3 500 1000 750 1000
4 500 1000 750 1000
5 750 2000 1000 1500
6 750 2000 1000 1500

Table 13: Player owned settlements and their garrisons.

D6 TOWNS CITY X2 FORTRESS X2 CASTLE X3


1 0 500 0 250
2 0 500 0 250
3 0 750 250 500
4 0 750 250 500
5 500 1000 500 1000
6 500 1000 500 1000

These garrisons are considered to be standing armies. They never leave the settlement. Most players
will find the garrisons end up in sieges, because the invading army is larger than them. The numbers
next to the name of the settlement are used to multiple the garrison, so a garrison in a city multiples it
points by x2.

Player owned settlements don’t always have a garrison. Those that do, fight battles as usual.
Settlements that don’t have garrisons are invaded without a fight, they simply think that they have no
chance and let the enemy army in.

13.0 SCOUTING EVENT TABLE

Each turn before a banner moves, it must roll a D6, on a 1-5 everything is fine and the banner can
move normally. On a 6 the banner must roll on scouting event chart below (Remember that the force is
every banner in the tile).
Even the best-laid plans can go wrong due to events beyond even the best general’s control. A good
general, however, will adapt to these and even come to expect them.

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2D6 SCOUTING EVENT TABLE
2 Mass desertion among the ranks! Perhaps a subordinate commander disagrees with your actions, thinks that he should take command for a change,
or maybe he’s not being paid enough and decides he can get more money being a mercenary. Each banner in the force loses 2d6x100 points of
troops. If 500 points or more is lost by the force a mercenary band is formed (see mercenaries). –2 morale
3 Mutiny! No banner in the force may move this turn as the officers deal with the troublemakers and rumourmongers. If this isn’t dealt with it could
turn into mass desertion. Each banner losses D6x20 points, as the troublemakers are executed or expelled from the army. The banner may not scout
or move in its following turn either as the leader regains control of his men. –2 morale
4 Rotten supplies! Each banner in the force loses 1 baggage point. Banners without baggage make an immediate roll on the subsistence shortfall table.
Undead and demons suffer instability instead. –1 morale
5 Sickness. Roll on the Disease table. Undead and armies entirely composed of demons suffer instability instead (the winds of magic are fickle). –1
morale
6 Extreme weather. Whatever the result; the force may not move this turn.
Lowland
1 Tornadoes/Twister. The tile affected is razed and each banner loses 2D6x10 points of troops. The tornado moves into a random tile each turn,
and disperses on a 6+.
2 Earthquake. The tile affected is raised and the each banner in the force loses 2D6x20 pints worth of troops. Surrounding tiles are affected
settlements are razed on a 4+, and banners lose 2D6x20 points of troops.
3 Hurricanes. Raises the tile on a 4+. Banners lose 2D6x20 points of troops.
4 Fog. The force cannot see and scouts a random tile. Any army may evade from battle, roll 2D6x250 if this is above the total points of the force
then the force has managed to hide in the fog. The fog dissipates next turn. Skaven and wood elves automatically evade if they wish to.
5 Heat wave/Blizzard. The force cannot move and suffers 2d6x25 troop loss.
6 Storms. The banner may not move.
Highland
1-2 Earthquake. The tile affected is razed and the each banner in the force loses 2D6x25 pints worth of troops. Surrounding tiles are affected and
settlements are razed on a 4+
3-4 Avalanche. Any settlement in the tile is razed; each banner in the force loses 3d6x25 points of troops.
5-6 Storms. The force may not move this turn
Coastal
1-3 Tidal wave. Two coastal tiles in each direction are also affected (a total of 5 tiles). These are all razed, and any banners in the tiles lose 3D6x50
points of troops.
4-6 Storms. The banners may not move. Banners on ships roll on the storm result under the Ocean weather chart (See Moving over open sea
tiles).
River
1-2 Flash flood. The force loses D6x100 from each banner, and any town downstream of the banner is razed on a 5+, bridges are destroyed on a
6+.
3-4 Storms. The force may not move.
5-6 Fog. The force scouts a random tile this turn. Any army may evade from battle, roll 2D6x250 if this is above the total points of the force then
the force has managed to hide in the fog. The fog dissipates next turn. Skaven and wood elves automatically evade if they wish.
7 Communication Breakdown. The scouts head off in the wrong direction due to orders being misinterpreted along the way. Nominate which tile they
scout randomly using a D6. You may move into the tile if you wish.
8 Bandits ambush the scouts. Roll on the Bandit table in the wilderness location section. Whatever the result the banner is unable to move into the tile
this turn.
9 Scouts encounter a merchant convoy. They may not move, roll a D6 on a 1-3 the banner gains D6 baggage points; on a 4-6 the banner gains D3x100
Gold crowns. The gold stays in the banners baggage until they reach a city.
10 The banners reputation precedes itself. The nearest settlement has heard of the banners reputation, but more especially its courageous and
charismatic leader. Some of the brash young inhabitants are bored with their mundane lives and wish to join up. The banner can’t move this turn as
the potential recruits show their skills, the banner gains 2D6 x 20 points of troops. Undead and demons find some where to raise more troops (a local
grave yard for instance). +1 morale
11 The scouts encounter a mercenary band. Roll a D6 on a 1-4 you may recruit 2D6+8x100 points (chosen from the Dogs of war army list) For 200 gold
coins a turn. On a 5-6 the mercenaries are a race disliked by you and attack immediately. Whatever the result the banner may not move. +1 morale
12 The scouts discover a Monster lair (most common are dragons but they could be demons, wyverns, Minotaurs or any large monsters…) and they
retreat as quietly and quickly as possible. It is fairly common for they’re to be more than one of the creatures, sometimes sheltering with its offspring.
Place a Monster Lair counter in tile. Any force may enter the tile at its own risk, roll a D6 on a 1-3 The Monsters are not woken and there is no further
effect.
4-6 The monsters are woken and emerge from their lair to lay waste to the countryside. A banner may choose to attack the monsters, in which case
they are automatically woken.

D6+2 Dragons (or 350xD6+2,ie. 1050-2800 points’ worth of monsters) attack anything in the tile and automatically raze any settlement in it. In
subsequent turns the dragons move D4 tiles in a random direction every turn (attacking any banners and razing any settlements they land on), but
always return to their lair at the end of the turn. If you don’t fight this out as a tabletop battle, roll on the combat result table as normal.

In addition, if the Monsters are defeated the banner may search the lair for treasure, usually consisting of dead heroes and their ancient equipment.
The lair contains 2D6x100 gold crowns, which take up the space in the baggage train, until they get to a city. It also contains D3 magic items worth
D6x20 each. Then remove the monster lair counter.

25
14.0 DISEASE, PLAGUE AND PESTILENCE
Settlements with plague (Table 15) counters yield no revenue, banners may not subsist from them and
they have no garrisons. This is almost the same as being razed, if a plague settlement is razed remove
the plague counter (the banner gains no money or baggage from razing a settlement). This will usually
mean moving a banner into the tile risking their health to stop the spread of the diseases. Mercenaries
never enter these tiles.

Skaven, Undead, Nurgle armies and Demon Armies are immune to these effects, they may move
through plague settlements without being affected.

2D6 TABLE 15: DISEASE, PLAGUE AND PESTILENCE


2-5 Minor effect. Anthrax, dysentery or influenza. The settlement yields no revenue; banners lose
2D6x10 points of troops. These recover automatically.
6-7 Small pox, red pox, typhus, tuberculosis. The settlement yields no revenue; in addition all adjoining
settlements are affected on a 6+. Banners in the tile lose 2d6x20 points of troops, which then
recover next turn.
8-9 Leprosy. While not very contagious the effects of leprosy are quite horrific, causing people to shun
these unfortunates. Many Old-Worlders believe this disease to be a sign of displeasure from the
gods. Many residents leave before they contract it, lepers are forced to wear bells round their necks
to warn people and any suspected are expelled in great numbers often becoming flagellants or
cultists and traders and travellers do not wish to enter. Place a plague counter in the settlement.
Banners lose 2D6x20 troops (if using tabletop armies and you roll a double, then a character has
been affected (chosen by the player), but survives. Roll on table below)
Character leprosy
Evil armies add 1 to the dice roll; they are less tolerant of the weak.
D6
1 No skill loss, the loss of an ear, nose etc. He just looks freaky (evil armies still believe he is too
weak to be a leader).
2 Loss of facial features; -1Ld, very disconcerting to his troops, or has no lips (therefore he finds
it difficult to communicate).
3 Loss of fingers or hand; -1WS and BS.
4 Loss of an eye: -1 BS.
5 Loss of toes, foot, or a leg –1M
6+ Troops are afraid of him and shun him, and he leaves (or is lynched), the character is
permanently removed from the army (players not using table top armies lose D6x25 points).
He may be brought back at the head of Dogs of war army, or something similar (perhaps as
an operative).
After determining casualties the Banners then recover. No ships will enter the tile, nor will
mercenaries, even if hired. Banners may only enter the tile on a 4+. Banners entering the tile catch
the disease on the roll of a 12 on 2d6.
10-11 Cholera. Spread by filth on the streets or bad use of latrines. Place a Plague counter in the tile.
Banners lose 2d6x20 a turn, settlements yield no revenue, and on a 5+ they count as razed (including
ships). The banners recover on a 5+ rolled at the start of each turn. Banners entering the tile
contract it on a 4+.

26
12 The Black Death! Place a Plague counter in the tile; everything in the tile is affected. All adjoining
settlements, banners, ships are affected on a 5-6.

No mercenaries will enter a settlement that is affected reroll their move. If they are hired
mercenaries they refuse. If they start in an affected tile then they catch the plague as usual. They
continue to move as usual, probably spreading it.

At the start of each turn all settlements; banners and ships in a plague tile contract it on a 4+ (if they
are not affected already) and those in adjoining tiles are affected on a 6+. Banners and ships may
spread it on a 5+ when they enter a settlement that isn’t effected. Banners lose 2D6x20 points of
troops a turn!

Settlements, banners and ships recover on a 6+. Roll at the end of each turn. Remember they may
contract it again in subsequent turns. Some rulers feel that the only way to stop the spread is to
burn the houses, therefore razing the settlements.

SPECIAL AND MAGICAL DISEASES


(These results are only achieved by casting magic.) The caster chooses the appropriate disease for his
army type.

13+ NURGLE’S ROT (Nurgle armies only). Affects everyone, even followers of Nurgle (except
champions, demons and Beastmen). The settlement affected eventually turns into plague
bearers, those that don t die, and Nurgle’s followers are drawn to the settlement like- well like
flies to a corpse. Roll for the garrison’s size on the independent settlement table, this equals
the armies size. The settlement is razed. Banners are destroyed and half the banners points
are added to the Nurgle army. Not all the troops are plague bearers; some are followers of
Nurgle or Beastmen. The banner must include one unit of plague bearers. The casting player
controls the army that is razed.

13+ SCARLET SCOURGE (Skaven armies only). This disease has been created by Clans Pestilens, and is
particularly nasty. There is no known cures- except for the most important members of Clan
Pestilens. Any banners affected lose 2D6x50 a turn. Place plague counters in any settlements
affected. Banners and ships spread the disease on a 6+. There is no cure.

13+ TOMB ROT (Undead armies only). This is a rare disease that is sometimes passed on from
Zombies and sometimes a mummies curse. It is usually contracted through a bite and turns
the victim into a flesh craving Zombie like creature, therefore spreading it when these
creatures bite. The settlement is razed, roll for the garrisons size on the independent
settlement table, half this equals the armies size. Banners are destroyed and half the banners
points are added to the undead banner. The banner must include at least one unit of Zombies
or mummies. The casting player controls the army that is razed. Other citizens become ghouls.

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15.0 ESPIONAGE
Players can buy only one operative counter a turn. The cost is shown below (Table 16).

It is usually helpful to name each agent; in this way you can keep track of their individual experience. It
also provides entertaining sub-plots and stories to the game. The operative counters are
assassin/agent/thief/emissary. All operatives move 2 tiles per turn, and don’t need to scout or test for
scouting events. Banners may not attack them, only other operatives, see below.

Race Modifiers
• Dark elf assassins are trained from birth, and blessed by Khaine. All dark elf assassins’ may
start with up to two EXP. Each EXP costs an additional 100 gcs.
• Skaven are the masters of espionage, having the largest intelligence agency in the old world.
All Skaven counters (except emissaries and thieves) may start with 1 EXP. This costs an
additional 100 gcs.
• Undead and demons have no operatives, but may summon something close to an operative;
see magic section later.

Operative vs. operative


When two operative counters are in the same tile, they can try to kill one another. Both players roll a
2D6 and add the EXP of their agent; assassins add a further one to the score (they are trained to kill).
The highest number wins and destroys the enemy’s agent; remove the counter from the tile, the
survivor gains 1EXP. Emissaries can only try to kill other emissaries (see below), but they can be killed
by other operatives. If a defending emissary wins, then he kills the operative as usual. The emissary still
gains 1 EXP.

Players might like to resolve the conflicts as a Mordheim style skirmish; some rules are given at the
end of the fantasy battle rulebook. The point’s values are given below. The assassin is a character
chosen from the army list and can have magic items as usual; he may also purchase any number of
units of skirmishers from his army list. As usual, these must have at least 5 models. Any unit may have a
champion, standard-bearer or musician as usual.

Alternatively you may choose an appropriate warband from the Mordheim rulebook. The players may
select war bands up to the gold crowns value below. If you choose a race that isn’t in the Mordheim
book then you might like to use these quick rules. You can choose your characters and skirmishing units
as usual, but each point roughly equals four Mordheim gold coins.

28
An example of operatives table;

OPERATIVE TYPE NAME OF OPERATIVE RACE EXP NOTES


Assassin Klaus Ostenwald Human 0

Table 16: Cost of operatives

OPERATIVE COST
Assassins 300points/gold coins
Agents 200points/gold coins
Thieves 200points/gold coins
Emissaries 100points/gold coins

All operatives start on one EXP. Each additional point of EXP is worth an additional 100 points/gold
coins.

15.1 SABOTAGE
Only assassins and agents can roll on this chart.
The use of fire wasn’t to kill; it was to make the army panic. Using fire does have its disadvantages
though, you need favourable weather, and it needs to be large enough that it isn’t put out straight
away. You also need to be able to get away if it gets out of hand.

Targeting a banner
The following modifiers apply if these are in the tile: -1 fortress, -1 enemy agent in tile, -2 capital, + the
EXP of the operative. The operative can target a banner (Table 17) or a settlement (Table 18).

Table 17: Operative Vs banner


2D6 SABOTAGE ON BANNER
2-4 The guards catch the saboteur while he is carrying a can of petrol. He is found guilty and
executed. Remove his counter.
5-7 The saboteur fails to get close enough to the camp. Nothing happens this turn. He may try
again next turn.
8-10 The saboteur burns the enemies’ barracks or tents this causes D6x30 points of casualties
from each banner and the confusion of fire causes –1 morale.
11 The saboteur and his recruits disguise themselves as enemy soldiers and infiltrate the camp.
They start fires and begin to kill indiscriminately; the enemy soldiers are confused and begin
to attack one another. The saboteur manages to escape in the confusion. The fire and killing
causes 3D6x20 points of casualties and all banners lose –1 Morale. The operative gains +1
EXP.
12 The operative and hired helpers start fires in all directions and, soon helped by the wind; a
massive fire is burning out of control. All banners lose D6x50 points of troops (D6+1x50 if it is
a woodland tile with no settlement, forest fires are deadly). Any settlements in the tile are
razed, ships are burnt on a 4+ other wise they manage to escape to the sea. One banner (not
the entire force) must spend one turn clearing up the mess. All banners lose –2 Morale in the
chaos. The operative gains +1EXP.

29
Targeting a settlement
The following modifiers apply if these are in the tile-1 fortress, -1 enemy agent in tile, -2 capital, + the
EXP of the operative.

2D6 OPERATIVE VS SETTLEMENT


2-4 The local authorities catch the saboteur before he can do anything. He is promptly
executed. Remove his counter.
5-7 Maybe the operative is being watched, or is incompetent, but whatever the reason, he has
no opportunity to do anything this turn. He may try again next turn.
8-9 The saboteur, with maybe a little hired help, sets fires around the town, the populace do
there best to extinguish the flames. Towns are razed on a 3+, ships in harbour on a 6+,
cities on a 5+, and all castles on a 4+.
10-11 The saboteur sets fire to all the important buildings in the settlement, and fortunately due
to a prevailing wind and slow to act fire fighters the settlement is razed on a 2+ no matter
what type it is. The saboteur gains +1 EXP.
12 Great fire. The saboteur manages to set many buildings ablaze including the docks. A cruel
wind and lazy or panicking inhabitants means that many die and the settlement is razed no
matter what type it is. Ships in harbour are destroyed on a 3+, the others manage to flee
out to sea. In addition ant banners in the tile lose D6x50 points of troops and one banner
must stay one turn to help the citizens. The saboteur gains +1 EXP.

15. 2 ASSASSINATION
Assassins in the old world take many forms and guises, the most famous and feared are those of the
Dark elves, closely followed by Skaven and Nippon. However all other races have assassins too. Orc
armies use sneaky gobbos armed with poisoned arrows, or choose a mob of the best fighters to waylay
travellers on the road (that is charge out of the trees and mash anything in there path!). Other orcs like
to sneak into the camp slay the enemy while he sleeps, and then fight his way back out of the camp,
this sort of attack is thought to be very cunning (by Orc standards). Beastmen use particularly
intelligent Ungors. Chaos warriors infiltrate human settlements with cultists, some Chaos warriors still
passing as humans. Lizardmen use chameleon type skinks that are amazing with blowpipes. Dwarves
use custom made rifles with extremely accurate sights and vast ranges, fired by the best of Dwarf
Rangers, and High Elves and Wood elves are masters of the bow. Human Assassins are usually
adventurers armed with a variety of weapons, depending on their specialty. They all have one thing in
common, that they are very skilled in the weapons of war, more so than most soldiers.
Wizards are rarely used due to the fact that other wizards can detect them. Some assassins use very
intricate ways of death to get their target; poison dripped down a thread into the mouth, poisonous
snakes in the bed, some wait for days without moving a muscle.
There is even a tale of a Bretonian Duke that was so scared of being assassinated that he went
everywhere with a dozen armed guards, but even he was not invulnerable. A night Goblin infiltrated
the sewer system and hid in his latrine, just underneath the seat, and waited there for an entire day.
When the duke finally came to relieve himself, the goblin shoved his spear upwards. The duke took
three days to die.

Only Assassins can roll on this chart. The following modifiers apply if these are in the tile, - 1 fortress, -2
capital, and -1 enemy agent in tile. + Exp of assassin (–Exp of enemy leader). Assassins can be used
against banners (Table 19), the capital or the king (Table 20).

2D6 ASSASSINS VS BANNER


2-3 The assassin is caught and killed upon entering the camp by vigilant guards. Remove his
counter.
4-5 The assassin is discovered and is cornered, but he manages to kill several troops before he
finally dies. The banner loses 2D6x10 points of troops. Remove the operatives counter.
6 A character in the army discovers the assassin. The fight that ensues is brutal and swift. Roll a

30
D6, on a 1-2 assassin is killed, on a 3-4 the character dies (one character, chosen by the player
who owns the banner, worth D6x20), and on a 5-6 both die (either from fatal wounds or
poison or the guards rush in and kill the assassin).
7-9 The assassin enters the camp, but finds the general’s quarters too well guarded. He decides to
assassinate a lower ranking officer instead. A character chosen by the enemy player is slain
and cannot be recovered (this is worth D6x20 points).
10 The assassin sneaks into the camp slays the highest-ranking character (non-tabletop armies
remove D6x100 from the banner) and leaves undetected. The assassin gains +1 EXP. The
banner, now leader less, losses –1 morale.
11 The assassin slays the highest-ranking character (non-tabletop armies remove D6x100 from
the banner) and then kills 2D6x10 points of the general’s bodyguard when he leaves. The
assassin gains +1 EXP. The banner now has a new unassertive leader and don’t know whether
to trust him or not, the banner losses –1 morale.
12 The assassin enters the camp completely unnoticed, like a ghost, and slays the leader while he
is discussing plans with another officer. The assassin then disappears into the night, he did his
work so well that it is hours later when the deaths are discovered. The assassin chooses one
character that is slain, the other character is chosen by the enemy player (non-tabletop
armies lose D6x100 and D6x20). The assassin gains +1 EXP. The banner is thrown into
complete disarray, the character that takes over fears for his life and it shows, the banner
loses –2 morale.

Assassins on a Capital or on a Mobile King


Some kings take their armies to war, especially ‘special characters’. The following modifiers apply if
these are in the tile -1 fortress, -2 capital, and -1 enemy agent or assassin in tile. + Exp of assassin.

2D6 ASSASSINS VS CAPITAL OR KING


2-6 The assassin is uncovered and slain before he has time to do anything.
7-9 The assassin runs riot in the palace, slaying indiscriminately before he is finally cornered and
slain. The king decides that palace security needs strengthening. One unit of at least 10
models is withdrawn from the army and deleted from the force list. For players not fighting
table top battles this is represented by deducting 3D6x 20 from the army's value (he wants
the best to guard him). If the king is in a banner then take the points from a banner
somewhere else in the empire and add it to the kings banner.
10 The assassin is discovered in the nick of time and the king is saved, although sustaining light
wounds which throw him and his court into panic. Rumours of the king’s death spread like
wild fire. During the first campaign turn a force may only move on the D6 roll of a 4, 5 or 6. On
The roll of a 1, 2 or 3 the force remains in its tile. Forces move normally on the second turn
onwards.
11 The assassin slays or avoids the king’s guards and makes his way into the throne room, but
the king notices him and a massive fight erupts. The king manages to kill his assailant on a 4+
but is seriously wounded perhaps even poisoned. Rumours and confusion paralyse the whole
nation. No force may move in the first turn. Mobile Kings must spend a whole year recovering
(12 turns) and may not take part in a battle in this time (non-tabletop banners lose D6x100
until the 12 turns is up). The assassin gains +1 EXP, if he survives! If the king was in a banner it
losses –1 morale.
12 The king is slain by the assassin and the whole court is thrown into anarchy. The assassin
manages to escape in the confusion on a 3+. Everyone wants to claim the throne for
themselves the rivals gather their political and military supporters as the nation teeters on the
brink of civil war. Randomly D3+1 fortresses and D3+1 cities take advantage of the anarchy by
rebelling against the empire. Theses settlements become independent. Any banners in the
tiles become Rebels and move randomly each turn (see Mercenaries and rebels). Remaining
loyal forces are thrown into confusion and cannot move in the first turn. In the second turn
they may only move on a 4+. From the third turn they may move normally. For players not
using tabletop armies Mobile Kings lose D6x100 points. The assassin gains +1EXP, assuming
he survives. If the king was in a banner it losses –2 morale.

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15.3 DISSENT, RIOTS AND REVOLTS
Agents only (Table 21). Chaos warrior armies can add +1 to result (chaos cultists).

The following modifiers apply if these are in the tile -1 for a banner being in tile, -1 enemy agent or
assassin, -1 fortress, -1city, + EXP of agent. This cannot be done on a capital.

Table 21: Dissent, riots and revolts

2D6 RESULT OF RIOT


2-4 The agent is uncovered by local authorities or reported by loyal locals, while he standing on a
soapbox shouting about “rising up”. He is captured and slain. Remove the agents counter.
5 The agent starts an uncontrolled riot, the settlement is razed; hundreds of civilians die
including the agent himself. Remove his counter. Towns are razed on a 5+.
6-9 Riot is stopped.
10 The peasants revolt turning the settlement independent.
11 The agent causes a revolt by inciting religious beliefs. The population becomes fanatical in its
beliefs and renounces its former empire. The settlement turns independent and in addition a
rebel army is razed (2d6+8x100). If possible the army should include units of fanatics (such as
Witch elves, flagellants, Troll slayers, etc). The banner moves randomly each turn; any
settlement it encounters turns independent (see Rebels and mercenaries).
12 The agent either causes such bad feelings towards the settlements empire or he leaves the
gates open. In the case of Skaven, a small army emerges from the sewers backed by human
cultists, and holds the settlements leaders hostage. The settlement turns to the agent’s
faction. The agent gains +1 EXP.

15.4 SPYING
Agents, assassins and emissaries (Table 22).

The following modifiers apply if these are in the tile -1 fortress, -1 enemy agent. + Exp of spy.

2D6 RESULT OF SPYING


2-4 The banner guards are so vigilant that he didn’t stand a chance. The spy is caught immediately
and is executed. Remove his counter.
5-6 The guards are so well trained that the spy finds nothing out, and barely escapes with his life.
He may try again next turn.
7-9 The spy manages to gets a view of the force from a distance but can't get any closer. The
player must reveal the total points of the force (not the individual banners points, so if there
are three banners each worth 1200, then the player says the force is worth 3600.)
10 The spy manages to get information out of one of the troops. The player must reveal the total
points of the force and its next order counter and where it will move (which it must carry
out).
11 The spy manages to infiltrate the camp, perhaps dressing up as a soldier, or maybe he
tortures an officer. The enemy player must reveal all details of the force. Every banner in the
tile must reveal the complete details of its troops, its General etc. This is most easily
accomplished by allowing the spying player to see the relevant bits of the roster sheet. The
spy gains +1 EXP.
12+ The spy excels him and manages to infiltrate the enemy camp and get copies of all orders,
messages and contacts with operatives. The enemy player must reveal all details of force
(each banner in the tile must reveal all its information). In addition an operative has been
found out, his cover is blown and the local authorities are sent to deal with him. Any enemy

32
operative in your empire can be killed or bribed to turn to your side.

To kill the operative the spying player rolls 2D6 and the enemy operative rolls 1D6and adds
his EXP. If the spying player wins the operative is killed, remove the counter. If the enemy
operative wins then he escapes (barely) and may move normally in following turns.

If the spying player wishes to bribe the operative to change sides then the spy rolls 1D6 and
the enemy operative rolls 1D6 and adds his EXP. If the spying player has the highest roll then
the enemy operative changes sides, swap the counter for one of yours his details stay the
same including his EXP. If the enemy operative rolls higher then he tricks them into thinking
he will switch sides, but at the last minute remains faithful (did he remain true to you, or did
he begin to consider the terms?) he may move normally in following turns.

If there are no enemy operatives in your empire then the information comes too late or is
useless.

The spy gains 1 EXP and an additional one if an enemy operative is killed or swaps sides.

15.5 RESCUE
Agents and assassins only (Table 23).
Sometimes you might like to rescue captured characters before they are executed or eaten.

The following modifiers apply if these are in the tile -1 fortress, -1 city, -2 capital, and -1 enemy agent.
Add the EXP of the operative.

2D6 RESULT OF RESCUE ATTEMPT


2-3 The operative manages to free the prisoner, but as they flee they are killed. Remove the
operative counter. The character is permanently slain.
4 The operative frees the prisoner, but as they flee the guards stop them and they try to fight
their way out. Unfortunately the operative is killed and the prisoner is wounded, roll on the
injuries chart. He remains a prisoner.
5 The operative frees the character, but they are spotted as they try to escape. The operative
bravely sacrifices his life by holding off the pursuers allowing the prisoner to escape (remove
the operatives counter). Unfortunately the prisoner has no items (just a hand weapon) and
joins up with the nearest banner.
6 The operative is caught whilst trying to free the prisoner; he ends up a prisoner as well. He
feels rather stupid.
7-9 The operative either can’t get near the camp, or the guards spot him and he just manages to
flee for his life. His attempt is thwarted, but he may try again next turn.
10-11 The operative sneak into the camp, free the prisoner, gets his items of equipment and
sneaks out, without the alarm being raised. The operative gains +1 EXP. The character can
immediately join up with the nearest banner.
12+ The operative infiltrates the camp, slits the guards throats, frees the prisoner, gets his items,
poisons and burns the baggage (lose D3 baggage) and they both fight their way out killing
2D6x10 troops. The operative gains +1 EXP.

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15.6 MASTER THIEF
Thief only (Table 24).
The king searches his dungeons for a thief of exceptional prowess, or hires bounty hunters to capture
one. He grants the thief freedom on one condition, that he steals a certain magic item from the enemy.
The thief obviously agrees (the other choice is death), but whether he can be trusted is another matter.
This tactic was used when Vlad von Carstein besieged Altdorf. Vlad was almost immortal due to the ring
he wore on his finger. So the Emperor searched his dungeon and found an experienced thief. He was
released on the condition that he steals the Carstein ring. This he did (but no one knows what
happened to him afterwards…) and Vlad was subsequently defeated.

Add the EXP of thief. –2 on a tile containing a capital.


2D6 MASTER THIEF TABLE
2-5 The thief knows the risks and decides to take a trip abroad. He runs off the board. Remove
the thief’s counter. If the player hires a thief in subsequent turns, you could assume they have
managed to capture the same guy again.
6-8 The thief is caught by the enemy and executed. Remove his counter.
9 The thief manages to steal the magic item but is promptly killed. However when they search
his body they find nothing on him. In a last desperate attempt he hid it somewhere,
fortunately he didn’t get far. The banner may not move this turn while everyone looks for the
item. The next turn it is found.
10 The thief steals it and decides to keep it, he immediately runs off board. Choose the nearest
board edge, he moves towards this at the start of every turn. The thief manages to avoid
armies, but if an agent is in the tile resolve the conflict as usual (see above). If the agent wins
then he takes the magic item. The agent can give it to any banner in his hex at any time. If this
agent is killed, his killer takes up the item.
11 The thief manages to steal the item, but is spotted by the guards as he tries to flee the camp.
The guards give chase, but the thief is good at evading them. The banner may not move this
turn. Days or weeks later they catch up to him, but when he is finally caught the item is
nowhere to be seen. After much painful persuading the thief reveals that he hid it or gave it
to someone to look after. The thief reveals no more and is either killed or imprisoned. Scouts
are immediately sent forth to search for the item. The item is returned to the capital on a 6+
in the recovery phase. When it turns up it is instantly sent by fast messenger to a banner.
12 Against all odds the thief manages to steal it and begins to return to capital, if he gets there
an army may use it. As long as the army could chose the magic item as usual. Enemy agents
may try to stop him. The thief manages to avoid armies, but if an agent is in the tile resolve
the conflict as usual (see above). If the agent wins then he takes the magic item. The agent
can give it to any banner in his hex at any time. If this agent is killed, his killer takes up the
item. If the army can’t use the item (e.g. It is race specific) it is placed in capitals vault, locked
away under armed guard. In subsequent turns an enemy thief can try to steal it back
(remember this is more difficult). The thief gains +1 EXP. You offer the thief more money to
continue in your service, whether he double crosses you or not is entirely up to the next roll.

34
15.7 EMISSARIES
Barbarians admire courage and martial prowess and emissaries have to prove themselves in these
lands. Where as in civilised cultures they admire finely chosen words, etiquette, a sharp mind and a
sharp suit.

Spying
Emissaries may choose to spy on an army in the same tile as them. Not being military men and being
public about their whereabouts, emissaries find it difficult to get detailed information. Also the
emissary has diplomatic immunity, making it not honourable to kill them. This means that an emissary
automatically succeeds in spying, but only finds out the total points of the force and its commander. It
never gets more detailed than that (Table 25; Table 26).

Armies in adjacent tiles


Independent settlements feel intimidated by armed threats. If there are banners adjacent to the
independent settlement when an emissary is trying to get an audience, then the people are likely to be
more unwelcoming. For each banner adjacent to the independent settlement/empire subtract –1 from
the emissary’s roll.

Lizardmen
Lizardmen are too arrogant (believing themselves to be the master race) to ally with anyone, even
other Lizardmen (they must be rebels).

Table 25: Emissary modifiers

Tomb Kings
Beastmen
Bretonian

Wood Elf

Vampire
Demons

Dark Elf
High Elf
Empire

Skaven
Chaos
Dwarf

Orcs

Bretonian +4 - +1 - +1 NA NA NA NA NA NA NA NA
Dwarf - +4 +2 -2 -2 NA NA NA NA NA NA NA NA
Empire +1 +2 +4 - - NA NA NA NA NA NA NA NA
High Elf - -2 - +4 +2 NA NA NA NA NA NA NA NA
Wood Elf +1 -2 - +2 +4 NA NA NA NA NA NA NA NA
Chaos NA NA NA NA NA +4 +2 +2 +1 - +2 - -
Beastmen NA NA NA NA NA +2 +4 +2 -1 - -1 - -1
Demon NA NA NA NA NA +2 +2 +4 - -1 - - -
Dark Elf NA NA NA NA NA +1 -1 - +4 -2 - - -
Orcs NA NA NA NA NA - - -1 -2 +4 -1 - -
Skaven NA NA NA NA NA +2 -1 - - -1 +4 -1 -3
Vampire NA NA NA NA NA - - - - - -1 +4 +2
Tomb kings NA NA NA NA NA - -1 - - - -3 +2 +4

35
2D6 INDEPENDENT SETTLEMENT/EMPIRES REACTION EXP
2 Loses head. The emissary’s head is delivered to your king. This is an extreme insult and the -
independent empire is either foolish or thinks it is capable of withstanding an assault from
you. This means he is dead. Remove his counter. You could mount the head on a wall.
3 The emissary enrages the nation by some act that is offensive to this race. This may be farting -2
at in the kings presence, not using the right fork at the dinner table, drawing his sword in
public, not being able to hold his ale and bringing up his dinner on the kings lap or just saying
the wrong thing. This causes the outraged nation to form more troops. Immediately roll for a
rebel army (2D6+8x100). The emissary is famous for his foolish actions and loses –2EXP.
4 Humiliated and ridiculed. The emissary causes a blunder, perhaps due to translation, like -1
calling himself a doughnut. The player can’t send any more emissaries to this empire. The
emissary himself is forced to leave. The emissary is now quite distinct in appearance and
rulers can’t help but stifle laughs when they see him. The emissary loses –1 EXP.
5-10 The ruler is not impressed with the terms you are offering or maybe he doesn’t grant you an 0
audience because he is too busy. In any event nothing happens. The emissary can roll again
next turn.
11 The independent leader likes some of your ideas, but wishes to discuss it in more detail. The 0
emissary can add +2 to the dice roll next time.
12 Covert aid. The ruler takes pity on your populace. The player immediately gains D4x100 gold 0
crowns for rebuilding razed settlements only. If the player has no razed settlements then the
gold crowns cannot be saved and are wasted.
13 Covert aid. The player immediately gains an operative of the independent settlement race +1
worth D3x100 gcs (each extra EXP can be bought for 100gcs, up to a maximum of 6 EXP). If
the empire is demons or undead the player gains D3x100 gold crowns instead. The player
may also subsist in these lands. There are no more minuses for banners being adjacent to the
tile. The emissary gains +1 EXP.
14 Overt aid, the player immediately gains an army worth 2D6+8x100. This army must stay +1
separate from other banners, but is controlled exactly the same as any other player owned
banner. The player may also subsist in these lands. There are no more minuses for banners
being adjacent to the tile. The emissary adds +1 EXP.
15 Permanent Overt aid, the player immediately gains an army worth 2D6+8x100. This army +1
must stay separate from other banners, but is controlled exactly the same as any other player
owned banner. Each year the army is disbanded and replaced by a new one, which is rolled
up again. The player may also subsist in these lands. There are no more minuses for banners
being adjacent to the tile. The emissary adds +1 EXP.
16+ Absorbed. If the independent settlement is the same race as your empire it joins your empire +2
without much hassle. If the independent settlement is a different race to that of your empire
then it gives you permanent overt aid instead. The emissary gains +2 EXP.

36
Emissary Versus Emissary
Emissaries can delay or even kill one another, but it has to be subtle. Not only his honour, but also that
of his nation is at stake. It is made more difficult because they are both public figures, have no weapons
training and both have diplomatic immunity.

If two emissaries occupy the same tile then they can try and kill each other. Add/subtract difference in
both emissaries EXP; then roll 2D6 and consult table 27.

2D EMISSARY VS EMISSARY EXP


6
2 The player’s emissary bungles the attempt and is killed by his opponent or accidentally 0
kills himself (remove his counter). Not only that, but the plan completely back fires and
the enemy emissary gets away with the killing. There is no evidence to blame the
emissary and he may move normally in subsequent turns.
3 The player’s emissary manages to kill his enemy (remove his counter), but local 0
authorities or bodyguards catch the emissary red handed. They immediately find him
guilty and execute him. Remove his counter too.
4 The player’s emissary is caught before he can murder his opponent. Perhaps the enemy 0
emissary suspected an attempt and set him up to be caught. The player’s emissary
counter is removed.
5 The player’s emissary tries to delay the enemy emissary by setting him up with an -1
invitation to meet with an important local leader. The enemy emissary comes up with a
convincing excuse and politely declines the offer, but he suggests that the player’s
emissary stay instead. The player emissary can’t come up with a valid excuse and is
forced to stay in the tile another turn (he must miss one whole turn). This wouldn’t be so
bad if it hadn’t become public knowledge, everyone knows that the players emissary was
outwitted and now everyone thinks of him as a buffoon he loses –1EXP
6 The emissary ends up being delayed. He may not move next turn. 0
7-9 The emissaries have no chance of meeting one another, except in public. Nothing 0
happens.
10 The emissary manages to swap his enemies orders and sends him in the wrongs
direction. The emissary’s next moves is random and he must move into that tile if
possible, remember that he moves two tiles and that both of these moves are random.
11 Delays the enemy emissary one turn.
12 Delays the enemy emissary D3 turns+1EXP +1
13 Delays the enemy emissary D3 turns and humiliates him (the enemy emissary loses –1 +1
EXP). The player’s emissary gains +1 EXP.
14 The emissary wounds his opponent. The wounded emissary is removed from the tile and +2
placed on the capitals tile. The emissary recovers and can be used next year. The players
emissary gains +2 EXP.
15 The player’s emissary manages to set up an “accident” for the enemy. The enemy +2
+ emissary is killed (a hunting accident, food poisoning, a wheel comes off the carriage he
is travelling in… etc.) The enemy emissary counter is removed. The player’s emissary
gains +2 EXP.

37
16.0 MINES AND MINE COMPLEXES
Mine complexes are never found they are always built. You can only build a mine complex, where a
mine (Table 28) is discovered. Mine complexes double the amount of gold or Warpstone found.

If Warpstone is found, Undead, Demonic, Dark Elf, Skaven, Chaos, Beastmen and Chaos Dwarf Armies
can choose to mine it. Place a Warpstone counter in the tile, and then roll on the Warpstone chart
(Table 29). All other armies’ block up the mine immediately, remove the mine counter. You may
establish another mine in the tile in future turns (see construction).

Dwarves and Skaven may re-roll the results once.

2D6 NORMAL MINE


2 Warpstone. Undead, Demonic, Dark Elf, Skaven, Chaos, Beastmen and Chaos Dwarf Armies
can choose to mine it. Place a Warpstone counter in the tile, then roll on the Warpstone Table
below. All other armies’ block up the mine immediately, remove the mine counter. You may
establish another mine in the tile in future turns (see construction). This is assumed to be
miles away from the first mine.
3-4 The mine caves in. Remove the mine counter. Another mine can be established herein
subsequent turns (see construction).
5-6 100 gold crowns worth of iron are found. This can be spent on anything.
7-8 200 gold crowns worth of iron are found.
9 300 gold crowns worth of Gold or Silver are found.
10 D6x100 gold crowns worth of rare gemstones are found.
11 D6x20 point’s worth of Gromril to spend on magic items.
12 Evil creatures infiltrate the mine, or perhaps the miners come across a cave full of the
creatures. Roll a D6; on a 1-3 the mine is taken over by Night Goblins and Trolls, on a 4-6 the
creatures are Skaven. Whatever the result the mine counter is removed.

2D6 WARPSTONE MINE


2 Caves in. The mine caves in and the mine counter is removed.
3 200 gold crowns worth of Warpstone are found.
4-5 300 gold crowns worth of Warpstone are found.
6-8 Infiltrated. The mine has come under the notice of rival factions. . Roll a D6; on a 1-3 the
mine is taken over by Night Goblins and Trolls, on a 4-6 the creatures are Skaven. Whatever
the result the mine counter is removed.
9-10 D6x100 gold crowns worth of Warpstone are found.
11-12 D6x50 points to spend on magic items.

38
17.0 WIZARDS TOWERS
After independent wizard towers have been worked out (see wilderness locations), both players roll
2D6, the highest scorer goes first. Starting with capitals, the player’s take it in turns to cast spells, one
for each tower they have. Capitals automatically cast their spells, but the lesser towers have to roll
(Table 30).
The spells cast by these towers require large groups of wizards, complex rituals and very rare
ingredients.

Nominate the target tile the spells have unlimited range then roll a D6;

D6 LESSER WIZARD TOWERS


1 Disaster. Roll on the spell disasters table (Table 31).
2-5 Choose, which spell to cast. The target tile is affected.
6 Random spell is cast. Choose which lore then generate a random spell. Next nominate one
edge of the target tile as one and number the others up to six in a clockwise direction. Roll a
D6; this is the direction the spell will travel in. Then roll another D6 to see how many tiles it
goes. This is the tile affected.

Dispelling
Instead of casting a spell a wizard’s tower can try to dispel an enemy's spell. To do this a tower must
not have cast a spell that round, both players roll 2D6 the highest is the winner (capitals add +D6 in
casting or dispelling).

Dwarves never have wizard’s towers; instead they have temples that act as a focus for their resistance
to magic. These temples are also where Rune smiths learn their skill; these temples produce magic
items (see temples later on). Each Dwarven temple can try to dispel an enemy’s spell exactly as if it
were a lesser wizard’s tower.

39
17.1 SPELL DISASTERS

2D6 SPELL DISASTERS


2 The collected magical power explodes in a ball of energy. The Wizards tower is destroyed, any
settlement in the tile is razed, and all tiles touching are razed on a 3+, cities on a 4+. Banners
in a tile without a settlement lose 2D6+8x100 each. If in a settlement, banners are destroyed
along with the settlement.
3 There is an explosion of dazzling colour and sulphur as the Wizards Tower disappears and
appears in random tile. Using a D6 nominate a random edge, next roll a D6 for distance, this is
where the tower ends up. If there is a settlement in the tile then the tower is destroyed, cities
are destroyed on a 4+ anything else on a 3+. If it lands in a barren tile with a banner, the
banner loses 2D6+8x100. If the tower lands in a barren tile it survives on a 4+. The wizard’s
tower is just relocated. If the tile was part of a rival empire the player who owns the wizards
tower now rules it.
4 The magical energies escape as the wizards lose their concentration. The opposing player may
immediately cast on of his own spells. The spell can be dispelled as usual.
5-7 The casters lose control of the spell and struggle to keep it under control. The tower cannot
cast any more spells this magic phase.
8-9 A massive vortex of power drains away the sorcerous energy. The player can cast no more
spells this turn. He may dispel as usual.
10 The wizards casting the spell unleash something they cannot control and try to dispel it, but
destroy the tower and themselves in the process. The tower is removed from the tile.
11 The casters are ravaged by the power of Chaos; the ones who survive decide to explore the
mysteries of magic. They no longer take orders from your empire. The wizard’s tower
becomes independent.
12 The casters minds are ravaged by powerful demons who’s attention the spell casters have
drawn. The tower casts a random spell immediately, 2D6 tiles in a random direction. In
addition the possessed wizards summon a demon army worth 2D6+8x100. The wizards in the
tower are either destroyed or are under the control of the Demons, the tower and anything
else in the tile is now independent. The Demon army starts in the wizards tower tile, and
moves in a random direction each turn. It fights any banner it comes across, and razes any
settlement it moves into. Any banner going into the tile rolls on the wizards tower table in the
wilderness locations section, but roll D6+6 (instead of 2D6 as usual).

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THE LORE OF FIRE
1 Volcano. This spell causes a volcano to erupt. Any settlement and any banners in the tile are
destroyed, the tiles are now barren. In addition the lava spreads to D6 adjacent tiles. To
determine which tiles are affected roll a D6. Any tiles touched are affected as above.
2 Flaming sword. Forges D3 magic swords worth D6x20 each.
3 Fiery blast. No revenue is gathered from the tile and any banner in the tile loses 2D6x20 points
of troops. Any town in the tile is razed on a 6.
4 Forest fire. D6 forested tiles are affected. Any banners in the tile suffer D6x10 casualties and
any towns are razed on a 5+. The fire then moves on to an adjoining tile chosen by the enemy
player, and affects it in the same way.
5 Conflagration of doom. This razes any towns automatically, razing fortresses on a 3+ and a city
on a 4+, Any force in the tile is destroyed if there is no settlement, and is otherwise destroyed
if the settlement is razed.
6 Burn the fields. Deduct D6 gold coins from the revenue of the rival empire.

THE LORE OF METAL


1 Prosper. This spell is cast against a razed tile adjacent to the player’s own empire, and affects
this tile and all adjacent razed tiles. The tiles recover immediately, the razed counters are
removed and the settlements become part of the player’s empire (they may have been
before).
2 Quake. Any settlement in the tile is razed. Each banner in the tile loses 2D6x20. There is a
chance of seismic activity in the surrounding tiles, for every tile adjacent to the target tile rolls
a D6. On a 1-4 it is affected by the earth quake as above. On a 5-6 the tile is not affected.
3 Forge. The caster creates D3 magic items worth D6x20 each.
4 Law of gold. All the empires mines are guided by the spell casters divine sight. D3 mines in the
empire can reroll the results once per turn, but stand by the second roll whatever it is.
5 Construct. The empire adds D6 to amount it can spend on construction. This can only be spent
on construction though, if it isn’t the money is wasted.
6 Bane of forged steel. This spell causes banners weapons and armour to rust away to nothing.
The banner loses 2D6x50 from banner.

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THE LORE OF SHADOW
1 Pit of shades. This spell can only be cast on a barren tile. Any force moving into the Void is
instantly destroyed.
2 Creeping death. This spell summons a Demon of the shadows. This demon is a master of silent
death, being able to appear and disappear. The demon counts as an assassin, but starts with
D6 EXP. Apart from the EXP the demon is treated exactly the same as a normal assassin.
3 Unseen lurker. The friendly banner targeted moves at a surprising speed. The banner can move
one extra tile in the first turn.
4 Shades of doom. All living creatures (not undead and demons) within the tile suffer nightmares
and waking qualms of terror. Any force within the tile at the beginning of the turn must roll a
D6. On a roll of a 1,2 or 3 the force is immobilised as dissent breaks out among the ranks. The
force will do nothing that turn, and any mercenary or allied banner will disperse and is
removed from the campaign. On a score of 4+ there is no effect for the duration of that turn.
The spell lasts for the entire campaign season.
5 Illusion of Army. This spell conjures up an army of phantoms. This army moves, scouts exactly
as if it were a normal banner. The banner is worth 2D6+8x100. It evens loses troops as if it
were normal. As soon as it fights a battle it is found to be an illusion and is dispelled. Spying,
assassins and scrying can find out if the exact composition of the banner.
6 Wither shins. An enchantment is placed on the tile. Any force wishing to scout out of the tile
must roll which tile they scout randomly, and then must move there.

17.5 The Lore of Beasts


1 The Oxen stands. Heroes from all over the land are drawn to the capital by strange prophetic
dreams, where they offer their aid to the player. The player may recruit an additional D6x100
point of heroes or wizards (normally shamans). These are chosen from Warhammer armies as
usual.
2 The Beast cowers. The force affected cannot get any of its animals to move. Its beasts of
burden, its cavalry mounts or its tamed creatures; they simply refuse. This stops all banners in
the force moving for one turn.
3 The Crows feast. The empire affected is plagued with crop eating vermin. These could be rats,
locusts, crows etc. The empires fields yield less harvest. Deduct D6 gold crowns from the
revenue or D6 from its baggage.
4 The Wolf hunts. The friendly banner targeted moves at a surprising speed. The banner can
move one extra tile in the first turn.
5 The Gathering. This spell summons a host of animals. These may take the form of cavalry,
beasts of burden, war hounds, swarms etc. this spell summons D6x100 points.
6 The Dragons’ rage. This spell awakens a monster from his lair. The monster immediately moves
D6 tiles randomly. Any tiles it enters are attacked as usual (see monster lair on the scouting
event chart).
7 The eagle soars. This allows the caster to see through the eyes of animals, see what they see,
allowing him to spy out the land. The casting wizard is able to see the enemy troops in the tile.
The wizard can choose to view D3 banners (just the total points and the commanders) or one
banner completely (the exact composition, its commander and its first move).

THE LORE OF HEAVENS


1 Storm of Cronos. Regardless of settlements within it, the tile provides no subsistence
throughout the season. Ships within the tile are wrecked on the D6 score of a 1 or a 2, and
driven into a neighbouring tile on a 3+. Banners may move into the tile as normal, but any
scouts attempting to scout from the tile are driven back on a 4+.
2 Uranon’s thunderbolt. No revenue is gathered from the tile and any banner in the tile loses
2D6x20 points of troops. Any town in the tile is razed on a 6.
3 The comet of Cassadora. The casting player nominates a tile, and places a marker there. Each
turn during the campaign the casting player rolls a D6, on a 6, the comet hits. On any other
number nothing happens. If the comet has not hit during the year, then the counter is

42
removed and the spell has no effect. If a 6 is rolled then the comet hits. It does not hit the
target tile directly. From the target tile, generate a random tile edge and count D6 a tile in this
direction, this tile is hit. This razes any towns automatically, razing fortresses on a 3+ and a city
on a 4+, Any force in the tile is destroyed if there is no settlement, and is otherwise destroyed
if the settlement is razed.
4 Portents of terror. All living creatures (not undead and demons) within the tile suffer
nightmares and waking qualms of terror. Any force within the tile at the beginning of the turn
must roll a D6. On a roll of a 1,2 or 3 the force is immobilised as dissent breaks out among the
ramps. The force will do nothing that turn, and any mercenary or allied banner will disperse
and is removed from the campaign. On a score of 4+ there is no effect for the duration of that
turn. The spell lasts for the entire campaign season.
5 Call of heroes. Heroes from all over the land are drawn to the capital, by strange stars in the
heavens, where they offer their aid to the player. The player may recruit an additional D6x100
point of heroes or wizards. These are chosen from Warhammer armies as usual.
6 Scrye. The casting wizard is able to see the enemy troops in the tile. The wizard can choose to
view D3 banners (just the total points and the commander) or one banner completely (the
exact composition, its commander and its first move).

THE LORE OF LIGHT


1 Healing hand. This spell removes the effect of D3 serious injuries suffered by characters. The
characters skills are returned to normal.
2 Blinding light. This is cast on an enemy banner, its causes the banner to scout a random tile on
its first turn. The banner must move into the tile, if possible.
3 Curse of Pha. The banner loses D6-1x20 each turn for the entire year. The curse ends in the
New Year.
4 Protection of Karu. This spell is cast on a settlement; it protects it from magic until the phase
ends. All spells have no effect on this settlement.
5 Guardian light. The banner this is cast on can re-roll any casualties it loses. The banner must
accept the second roll even if it is worse than the first. The banner cannot re-roll battle results.
This lasts until the winter.
6 Crevasse. Any settlement in the tile is razed. Each banner in the tile loses 2D6x20. There is a
chance of seismic activity in the surrounding tiles, for every tile adjacent to the target tile rolls
a D6. On a 1-4 it is affected by the earth quake as above. On a 5-6 the tile is not affected.
7 Cure Disease. This spell cures any plague tile or banner. It will not cure any special diseases.
D3+1 tiles are affected, remove any plague counters, any banners and ships in the tiles are also
cured.

THE LORE OF LIFE


1 Master of the Corn. The empires fields prosper and the yield is up. This grain makes workers
contented and the rest can be sold to other countries. The empire may add D6 to its revenue
to spend on anything.
2 The howler Wind. D6 tiles are affected. Any banners in the tile suffer D6x25 casualties and any
towns are razed on a 5+. The wind then moves on to a random adjoining tile, and affects it in
the same way.
3 Master of the wood. Any banner in a wood can be attacked, as the wood seems to come to life.
Each banner in the D6x50.
4 Master of Stone. This spell may only be cast on a highland tile. Any settlement in the tile is
razed. Each banner in the tile loses 2D6x20. There is a chance of seismic activity in the
surrounding tiles, for every tile adjacent to the target tile rolls a D6. On a 1-4 it is affected by
the earth quake as above. On a 5-6 the tile is not affected.
5 The river lord. The force loses D6x100 from each banner, and any town downstream of the
banner is razed on a 5+, bridges are destroyed on a 6+. This lasts for D6.
6 Mistress of the sea. The tidal wave hits the target tile. Two coastal tiles in each direction are
also affected (a total of 5 tiles). These are all razed, and any banners in the tiles lose 3D6x50
points of troops.

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THE LORE OF DEATH
1 Summon host. This spell summons D6+1x250 Demons or undead chosen from the army lists as
usual. Armies that aren’t Undead or Demons can recruit allies if applicable, or if they are evil
army, they can hire them as mercenaries (they follow all the rules for mercenaries).
2 Doom and darkness. This spell may only be cast against an enemy town or a banner in a barren
tile. The entire population becomes infected with fear and runs off never to be seen again. The
tile counts as razed and all banners in the tile become Independent Armies (see Rebels and
Mercenaries) they will raze any settlement they move into.
3 Wind of death. D6 tiles are affected. Any banners in the tile suffer D6x25 casualties and any
towns are razed on a 5+. The wind then moves on to a random adjoining tile, and affects it in
the same way
4 Soul stealer. This spell summons an undead lord of immense power. This lord may be a Wraith,
a vampire, a long dead assassin or any other undead creature. The assassin follows all the usual
rules for assassins, except that it starts with D6 EXP.
5 Blight crop. This causes rival empires crops to shrivel and rot. The empire targeted loses D6
from its revenue, or D6 from its baggage.
6 Inundation of blood. The tile is flooded with blood that rains from the sky. No revenue may be
gained from this tile. Any banner before in the tile loses 2D6x20 points of troops. Any town is
razed on a 6+.
7 Van hels. This spell may only be cast on undead. The spell causes the banner to make an extra
move in its first turn.
8 Disease. The tile this is cast on makes a roll on the disease table (undead, Nurgle and Skaven all
add +1 to the dice roll).

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18.0 REBELS, MERCENARIES AND INDEPENDENT
BANNERS.
Mercenaries must be represented by their own banners and never merge with another banner. The
mercenaries should be chosen from dogs of War, or made up from an army list (e.g. an Orc mercenary
banner chosen from the Orcs and Goblins army list). When a band of mercenaries is found you may roll
randomly to determine which race it is (taking into account where it is found, if both players agree they
can keep re-rolling until they are happy with the results, you would not find an Orc army in Altdorf!),
note this down along with the captain’s name (which up to you to invent). Armies may only hire
mercenaries of the same alignment. For instance Elves cannot hire Orcs, Vampires cannot hire
Dwarves, etc. The exception is a Dogs of War army of humans; they can be hired by any race, unless it
says otherwise.

D6 Good settlements D6 Evil settlements


1 Bretonian 1 Beastmen
2 Dwarf 2 Chaos warriors
3 Empire. 3 Dark Elf
4 High Elf 4 Orcs and Goblins
5 Wood Elf 5 Skaven
6 Dogs of war 6 Undead (equal chance of either)

Mercenary forces are usually worth 2D6+8x100 (a range of 1000-2000 points) Note this down on a
scrap of paper. Or one player can note it down on his roster sheet.

1 Moving. Mercenary armies that are not hired move randomly across the map, they are not
usually under the control of a single player, and will move before any player at the start of the
turn. Mercenaries are adept at survival and never need to make scouting rolls or rely on
subsistence (they usual steal). Nominate one hex as one and number the others up to six in a
clockwise direction. If the company comes across a banner of opposite alignment (good vs.
evil and vice versa) it attacks them. The opposing player can control the mercenaries in a
tabletop battle if you wish.
2. Hiring. If a Mercenary banner moves into a hex occupied by a banner of a compatible
alignment or the players banner is only one tile away the commander of the banner can offer
them employment. Each turn the Mercenaries will move and fight with the banner if they are
paid 200 gold coins a turn. If they are not paid they will move away randomly as normal. If two
or more players of (compatible alignment) are the same distance away from an enemy banner
then the mercenary banner will join the highest bidder. Each player writes down in secret
what he will bid; when all players have finished they reveal how much they bid, the
mercenaries join the highest bidder.
3. Losing. A mercenary company that loses a battle and retreats moves into a random hex. A
player may choose to attack a Mercenary company in a hex he moves into. Another player
rolls 3D6. If the total is over the mercenaries points divided by 100 then the mercenaries have
managed to evade into a random adjacent tile. If the roll is equal to or below their points then
a battle is fought as usual.
4. Siege. Mercenaries that have not been hired will never besiege forts or cities even if they
contain enemies of opposite alignment. They can take place in any other siege actions (attack
or defence) if a player is hiring them.
5. Out of control. Mercenaries are unruly mobs and even the best captains cannot control them
all the time. Each time an unhired Mercenary band enters a settlement, there is a chance they
will run amok. Roll 2D6, on a 2 or a 12 the mercenaries have gone out of control and raze the
settlement.
6. Experience. Mercenary companies have their ranks swell as their fame and experience
increases. To represent this make a note of every battle they are in. If they are on the winning
side award them one EXP point. If they are on the losing side deduct one EXP point. In the

45
winter phase the mercenaries will gain 100 points of troops for every EXP they have. A
mercenary army can never go over 3000 points.
7. Merging. Mercenary armies that end up on the same tile join up into one big army on a 4+ on
a D6. The Mercenary captain with the biggest army or more experience becomes the captain
of the new force. On a 1-3 on a D6 they go their separate ways on the next turn.

Independent Armies are made up of demons, fanatics, undead, generally those who have their own
designs on the world. Many of these armies are made up of madmen and are quite dangerous.

Rebels were once from one empire or another, men who think they can change the lands they live in
lead them. They are not truly mad, but believe the only way to be heard is to fight. Some of these
believe they can start rival empires, but most are revolutionaries or peasant revolts.

Like mercenaries, both types move randomly as stated above. Both types of banners attack all armies
they come across. As with mercenaries, both types of banners gain EXP and troops in the winter phase
(see above).

Independent armies (demons, undead, madmen etc.) will raze any settlement they move into, gaining
100 points of troops or 500 for razing a city. Independent banners are truly insane and will enter plague
settlements (remember that demons and undead are immune to this).

Rebels who win a battle turn the settlements into independent settlements (theoretically on their
side) and gain 1EXP. Rebels will not enter plague settlements. Re-roll the move.

46
19.0 WINTER EVENTS
The taxes you levy from the peasants are supposed to be spent on making their living conditions
better. If a leader neglects his populace then he may find them rebelling against him. However if he
spends too much on them then he will not have enough to spend on recruiting new men or
construction.

For every 100 gold crowns you spend on welfare, you may add +1 to the dice roll
2D6 WINTER EVENTS
2 Slave revolts. A random town and all adjacent towns produce an army worth 2D6+8x200
points each. This army moves as an independent army. This will not affect settlements of
the Realm.

3 Peasant uprising. A random town and all adjacent towns produce one army worth 2D6+8
x100. This army moves as an independent army. This will not affect settlements of the
Realm.

4 Peasant revolts. Peasants refuse to pay your unreasonable taxes. Lose D6 gold crowns
from your revenue.

5 Famine. No recovery rolls are made this year. Razed settlements remain razed.

6 Plague. Nominate a random settlement. Roll on the disease chart.

7 Treachery. For each city or fortress in your empire that borders an opposing empire or
independent settlement, roll a D6. On a roll of a 6, the settlement switches its allegiance
and makes a deal with the enemy. Exchange your flag for that of the opposing player or
independent settlement. Your enemy can now collect the revenue.

8 Rebellion. Randomly choose a fortress in your empire this becomes independent. Any
banner in the tile is lost, and half the banner points become a rebel army.

9 Raids. Every able-bodied man is in your armies, this means you’re your settlements have
no local militia to guard them. Test for each settlement next to an enemy held tile
(including independents). Roll a D6. If the result is 4, 5 or 6 raids and banditry prevent
revenue being collected from that tile this year.

10 Weather. A random tile is affected. Roll on the table below.


Lowland
1 Tornadoes/Twister. The tile affected is razed and each banner loses 2D6x10
points of troops. The tornado moves into a random tile each turn, and
disperses on a 6+.
2 Earthquake. The tile affected is raised and the each banner in the force loses
2D6x20 pints worth of troops. Surrounding tiles are affected settlements are
razed on a 4+, and banners lose 2D6x20 points of troops.
3 Hurricanes. Raises the tile on a 4+. Banners lose 2D6x20 points of troops.
4 Fog. The force cannot see and scouts a random tile. Any army may evade
from battle, roll 2D6x250 if this is above the total points of the force then the
force has managed to hide in the fog. The fog dissipates next turn. Skaven
and wood elves automatically evade if they wish to.
5 Heat wave/Blizzard. The force cannot move and suffers 2D6x25 troop loss.
6 Storms. The banner may not move.
Highland

47
1-2 Earthquake. The tile affected is razed and the each banner in the force loses
2D6x25 pints worth of troops. Surrounding tiles are affected and settlements
are razed on a 4+
3-4 Avalanche. Any settlement in the tile is razed; each banner in the force loses
3d6x25 points of troops.
5-6 Storms. The force may not move this turn
Coastal
1-3 Tidal wave. Two coastal tiles in each direction are also affected (a total of 5
tiles). These are all razed, and any banners in the tiles lose 3D6x50 points of
troops.
4-6 Storms. The banners may not move.
River
1-2 Flash flood. The force loses D6x100 from each banner, and any town
downstream of the banner is razed on a 5+, bridges are destroyed on a 6+.
3-4 Storms. The force may not move.
5-6 Fog. The force scouts a random tile this turn. Any army may evade from
battle, roll 2D6x250 if this is above the total points of the force then the
force has managed to hide in the fog. The fog dissipates next turn. Skaven
and wood elves automatically evade if they wish.
11 Great Fire. Was it sabotage or just plain stupidity? Perhaps a baker left something in the
oven, or maybe it was one of those meddling wizards, whatever the reason the city
becomes a pyromaniacs nightmare. A random city in the empire is razed.

12 Refugees. Your empire is well known for its good standard of living, and attracts those
poor unfortunates from war torn areas. For each settlement bordering a razed tile, roll a
D6. On a 4+ masses of homeless Refugees invade the settlement. Roll another D6; on a 1-3
they are lazy scum and suck the settlement dry, no revenue is gained from the settlement.
On a 4-6 they are hard working people and bring in new trade, they add one to the
revenue gained. This only affects this year’s revenue.

13 Plentiful Harvest. For every two towns receive 2 gold crowns.

14 Increased Revenue. The tax revenue adds 1 for every city in the empire.

15 Pilgrims. To temples means that you can double the troops you get from them. Dwarves
double the points of magic items they get. Undead, well…

16 Mercenaries. Bands of cutthroats, sell swords and other various scum, have been lured to
your rich fat empire. For every city in your empire roll a D6, on a 3+ a mercenary banner
starts the campaign season here as normal, generate the mercenaries as normal. (See
mercenaries above).

17+ Special Tribute. The people of your empire are so pleased with your benevolent rule that
they don’t mind paying extra tax to pay for a special monument. This may be a giant statue
of you, an enormous metal tower, a huge arch with carved intricate statues or a large
pointless dome. This brings in extra 2D6 gold crowns revenue. Of course, what you actually
spend this on is entirely up to you, perhaps having the large pointless dome blown up…

Note: IN WINTER ALL BAGGAGE IS HALVED AS IT GOES OFF.


ARMIES RETREAT TO WINTER QUARTERS

48
20.0 CASUALTY RECOVERY
If the unit ends the game in a rout, or leaves the table in a rout during the game, special rules apply, as
described later.

Otherwise all non-routing units in a force recover rank and file units as described below (Table 41).

Roll a D6 and apply the following modifiers.


-1 if force defeated
-2 if force defeated and scattered
-1 if force pursued
-1 if unit routed (it is usually a hanging offence, so most stay AWOL)
+1 if force victorious

D6 RANK AND FILE RECOVERY


1 No models in unit recover, all are dead
2 1 in 4 casualties from each unit recover
3-4 1 in 3 casualties from each unit recover
5-6 1 in 2 casualties from each unit recover

(Note: WORSE IN WINTER?)

49
20.1 CHARACTER RECOVERY
Characters have an increased chance of survival, this could be own to them being lucky, rank and file
troops throwing themselves in front of a killing blow or receiving better medical attention.

Characters roll 2D6 and count it as a D66 (Table 42)


D66 CHARACTER RECOVERY OUTCOME
11-15 DEAD
The warrior is dead and his body is abandoned on the battlefield. All the weapons and
equipment he carried are lost.
16-21 MULTIPLE INJURIES
The warrior is not dead but has suffered a lot of wounds. Roll D6 times on this table. Re-
roll any “dead”, “captured” and further rolls of multiple injuries results.
22 SERIOUS LEG WOUND
The warrior’s leg is crushed. Roll a D6; on a 1 the warrior’s leg is amputated and his move
is halved. On a 2+ he suffers a –1 movement characteristic penalty from now on. If both
legs are amputated he has to retire.
23 ARM WOUND
Roll again: 1= severe arm wound. The arm must be amputated. The warrior may only use a
single handed weapon and no shield from now on. 2-6=light wound. The warrior must miss
the next battle while he recovers. A warrior with no arms must retire.
24 MADNESS
Roll a D6. On a 1-3 the warrior suffers from stupidity; on a 4-6 the warrior suffers from
frenzy from now on (see psychology in the WFB rule book).
25 SMASHED LEG
The warrior misses the next battle.
26 CHEST WOUND
The warrior has been badly wounded in the chest. He recovers but is badly weakened by
his injury his Toughness is reduced by –1.
31 BLINDED IN ONE EYE
The warrior survives but loses the sight in one eye: determine which randomly. A character
that loses an eye has his ballistic skill reduced by –1. If the warrior is subsequently blinded
in his remaining good eye he must retire from the army.
32 OLD BATTLE WOUND
The warrior survives, but his wound will prevent him from fighting if you roll a 1 on a D6 at
the start of each battle. Roll at the start of each battle from now on.
33 NERVOUS CONDITION
The warrior’s nervous condition has been badly damaged. His Initiative is permanently
reduced by –1.
34 HAND INJURY
The warrior’s hand is badly injured. His weapon skill is permanently reduced by –1.
35 DEEP WOUND
The warrior has suffered a serious wound and must miss the next D3 battles while he is
recovering. He may do nothing at all while recovering.
36 ROBBED
The warrior manages to escape, but all his weapons and armour are lost (even magic
weapons).
41-55 FULL RECOVERY
The warrior has been knocked unconscious, or suffers a light wound from which he makes
a full and speedy recovery.
56 BITTER ENIMTY
The warrior makes a full physical recovery, but is psychologically scarred by his experience.
From now on the warrior hates the following (roll a D6):
D6 Result

50
1-3 The character that caused the injury. If it was a rank and file warrior (or you can't
remember), he hates the leader of that unit. If still not applicable then he hates
the General of that army.
4 The leader of the army that caused the injury.
5 The entire army of the warrior responsible for the injury.
6 All races of the warrior responsible type
61 CAPTURED
The warrior regains consciousness and finds himself held captive by the enemy army. He
remains in the chained in the baggage.

He may be ransomed at a price set by the captor or exchanged for one of their men who is
being held captive.

Undead may kill the captive and gain a new hero chosen from the army list (he keeps what
equipment and magic items he had). (Non-tabletop armies gain 60+D6x10).

Chaos and demon armies may sacrifice the prisoner. The army gains D6x20 points.

Captives who are exchanged or ransomed retain all their equipment; if captives are killed
or turned into undead, the captors keep their weaponry, magic items etc.
62-63 HARDENED
The warrior survives and becomes inured to the horrors of the Old world. From now on he
is immune to fear.
64 HORRIBLE SCARS
Roll a D6; on a 1-2 the warrior causes fear from now on. On a 3-4 the warrior has +1ld. And
on a 5-6 it has no effect.
65 DEAFENED
The warrior is either deafened or suffers an injury to his mouth. The warrior now finds it
hard to communicate his Leadership is reduced by –1 Ld.
66 HAND INJURY
The character loses D3 fingers from a randomly determined hand. The characters Ws is
reduced by –1. If he looses all the fingers from that hand he can no longer use that arm.

51
CAPTURED CHARACTERS

If a hero is captured the capturing army has the option to execute the prisoner. Though this may bring
an end to the hero's life, there is a chance that the prisoner may escape in the public commotion of the
execution. If a player decides to execute a prisoner, roll on the execution event chart (Table 43).

D6 EXECUTION EVENT CHART


1-2 The character fails to come up with an escape plan. The execution goes ahead as usual.
Remove the characters counter he is permanently dead.
3 The execution is postponed for 1 turn due to
4 The character manages to bribe the jailer and makes it back to his capital for the spring.
5 Escapes feigning illness. Rejoins nearest force no equipment.
6 Escapes heroically killing D6x10 points of troops. No equipment joining the nearest friendly
force

Lizardmen are very suppositious and may sacrifice a character to the gods before a battle. For each
character or prisoner counter sacrificed to the gods roll once on the table below, this may result in
multiple advantages/disadvantages.

D6 SACRIFICE RESULT
1 The sacrifice was not acceptable. The gods are offended! Not only do they ignore your pleas
for help, but seek your doom. Whenever the general suffers a wound in the coming battle,
roll a d6. On the roll of a 1, this is a mortal wound and the general is slain, regardless of
wounds.
2-6 The gods are impressed. In the coming battle you may re roll one failed test against the
generals Ld during the battle.

52
21.0 SHIPS, BOATS AND BAGGAGE
Baggage/Gold/Prisoners
Baggage counters can be bought for 100 gcs for each point. Baggage moves at two tiles per turn and
doesn’t roll for scouting events, but has to make route rolls (it can be lost doing this!). Baggage that is
bought during the campaign season starts its move from any player’s city that the player owns
(assuming the city isn’t razed or has the plague).

Gold can move just like baggage, when it reaches a city (assuming the city isn’t razed or has the plague)
the player can remove the counter and the gold is added to his revenue. Once at a city it is split up and
sent to other places in the empire in small cargoes, the cities guards guard each one.

Prisoners are carted around chained to the baggage wagons. If the baggage is lost then so are the
prisoners. Some prisoners are assumed to escape (such as characters) but others die. If the baggage is
captured then the prisoners are also taken. If the player owns these prisoners then they can
immediately join the banner. If they are another player’s prisoners then he can choose to ransom
them, kill them, keep them or release them. If an independent/rebel army or bandits takes them, then
they are assumed to be killed or released. Characters always make their way back for spring. Rank and
file prisoners may make it back for spring but need to rehire.

River Boats
The small ship models are riverboats; they may not go on the sea. Each small ship model represents
many riverboats each small ship can carry 1500 points of troops. The riverboats can move D2+1 tiles
per turn, and must roll to find out if they suffer from scouting events as usual.

The banners count as moving normally, they may not choose to erect field fortifications, ambush or
march move. If the riverboats are attacked while occupied by a banner then fight the battle as usual (it
is assumed the banners disembark to fight). Unoccupied riverboats may be captured automatically, as
soon as an enemy banner enters the tile. The enemy may now use them or destroy them.

Unoccupied Riverboats don’t have to scout.


Riverboats may transport baggage, prisoners or gold, without having banners with them. Banners may
load/unload these, and use them in the following turn. Riverboats that are being loaded cannot move
that turn. The baggage carts can unload and move if the riverboats haven’t moved that turn.

Ships
Ships can move D3+1 tiles per turn. A ship may hold only one banner (1000-3000 points of troops).
Ships don’t change the allegiance of a settlement the pass through. They may even pass through
enemy held tiles, so long as no ships are present. They can only capture tiles when a banner
disembarks. Banners can only disembark if the ship hasn’t moved that turn. Banners that disembark
can move normally that turn. A ship that is unoccupied does not roll for scouting events; a ship that
holds a banner does have to test for scouting events. Ships can transport baggage, prisoners or gold.

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22.0 CONSTRUCTION
Various structures can be constructed in the winter phase

Structure Cost
Wizard’s towers 1000GC's
Fortresses 500GC's
Mines 500GC's
Temples 500GC's
Ships 300GC's
Riverboats 200GC's
Bridges 100GC's

Upgrades
Castles 2000GC's
Cathedral 2000GC's
Mine complexes 2000GC's

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23.0 TEMPLES AND CATHEDRALS
Cathedrals can take many different forms; they may be temple complexes or just places of greater
power (Table 45). Cathedrals double the amount of points gained from troops, these still have to
return at the end of the year.

If the empire has several temples and cathedrals then the player can group all his troops from these
into one banner.

Undead use necropolises

Table 45: Temples and Cathedrals


RACE TYPE TEMPLE TROOPS NOTES
Beastmen Stone circle D6x100 points of beastmen and Only built in barren tiles
D6x100 points of chaos creatures
Bretonnia Temple 2D6x100 points of knights May only be built in a
barren tile
Chaos Warriors Temple 2D6x100 points of knights or Must be dedicated to
warriors one God only
Dark Elf Temple 2D6x100 points of Witch elves, May not be built in river
Witch Elf Hags and Assassins valley tiles
Demon Temple 2D6x100 points of lesser demons Must be dedicated to
one God only
Dwarf Temple 2D6x100 points of rune items Only built in highland
tiles
High Elf Temple 2D6x100 points of Dragon Princes, Not built in highland
Sword Masters and wizards tiles
Lizardmen Temple 2D6x100 points of Saurus Temple Only built on river,
Guard coastal of forest tiles
Orc & Goblin Stone circle 2D6x100 points of Savage orcs, No defence; no loot
savage Orc shamans and Night
goblin fanatics
Skaven Temple D6x100 points of Warlocks, Seers Must be 4 tiles away
and D6x100 points of war machines from other skaven
temples (jealousy)
The Empire Temple 2D6x100 points of knights Only produces one type
of knight, e.g. White
Wolf
Wood Elf Stone circle 2D6x100 points of Wardancers and May only be built in
wizards barren tiles

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24.0 RACE MODIFIERS
Orcs and Goblins
Orcs and Goblins require subsistence as usual, except for the fact that they are cannibalistic. As
supplies run out, the smallest end up on the tables of their larger cousins. The loss in point’s value of
troops from subsistence shortfall is therefore doubled for these creatures. If a force has enemy
prisoners, these may be eaten rather than the player’s own troops. As food prisoners are worth their
basic points value for their level.

Goblinoids are hardy creatures with astonishing powers of endurance. They can march for days at a
time and can cover ground very quickly. To represent this Goblinoid forces can re-roll forced marched
casualties once.

Beastmen
Beastmen have a very high level of endurance. They can march for days at a time and can cover ground
very quickly. To represent this, Beastmen forces can re-roll the casualty results of Forced marches once
per turn.

Beastmen armies are more used to living in forests than in cities, most of them spend their lives-eating
animals caught in the wild. Beastman armies can draw 1 subsistence point from woodland tiles.

Skaven
Skaven can only live from the ruins of other races civilisations. This makes Skaven completely different
to other troops. A Skaven player will be forced to raze any settlement. Yields baggage as normal. All
settlements yield 1 subsistence point regardless of type. Still yield revenue as normal.

The Skaven underground empire is vast with tunnels leading all over the Old world. Skaven use these to
move their troops around undetected. A Skaven player can use these tunnels to try to move through
occupied enemy lands undetected, the Skaven player rolls 2D6x250 (a range of 500-3000) if the
amount rolled is higher than the Skaven force (all banners in tile) then they remain undetected by the
enemy. As long as the Skaven force remains in the tunnels undetected they may enter any tiles, even a
tile occupied by enemy forces, without affecting possession of the territory. If detected the Skaven
army have to fight the enemy as usual.

Due to their rat like nature Skaven are adept at finding their way through marshes and swamps. To
represent this a Skaven force making a route roll across swamps can add +1 to its scouting roll.

Skaven may purchase an additional EXP for agents or assassins, each EXP costs 100 gcs.

Chaos Warriors
Chaos has many cultists, even in unexplored regions. To represent this, whenever a chaos force
besieges a settlement its followers start to stir up discontent and lobby the civilian leaders to
surrender. Whenever the besieged force has to roll on the Starvation chart there is a –1 modifier.

A Chaos player’s Agents can add +1 on the Dissent/Riots chart.

Chaos warriors are formidable when charging, and every race fears the moment that they charge the
walls, Chaos armies can add +1 in an assault in a siege (this is almost the only option available to them).

Tomb Kings
Undead do not require subsistence, and any food baggage they acquire is automatically destroyed. An
Undead banner cannot suffer depletion from subsistence shortfall, but it may suffer depletion due to
magical instability instead. The physical existence of Undead is precarious as a form of instability that
gradually destroys their animating magic affects them.

56
An Undead banner chosen from Warhammer Armies must always include at least one Liche,
Necromancer or Vampire as a leader. If it does not then it is immediately destroyed.

Each Undead banner tests in the subsistence phase to see if it is affected by magical instability. On the
D6 score of a 6 the banner is affected and suffers depletion exactly as for a normal subsistence
shortfall.

If more than 1 banner occupies a tile, the magic drain on the environment is stronger, so the chance of
suffering loss is greater. If 2 or more banners occupy the same tile, any banner will be depleted on the
score of a 4+. If more than 3 banners, each, occupy the tile suffers depletion. This happens even in the
Undead’s Empire but not in their realm, this is considered to have a strong magical presence.

Wizards need to exert their entire magical potential just to keep what troops they have intact. This
means it is not possible to summon further undead in between battles. However, spells of summoning
can still be cast during tabletop battles. Undead summoned in this way are added to the banners
strength from that time on. However, as instability rules also apply during tabletop battles, it is unlikely
that a wizard will be able to increase the size of his force by very much. In any case, normal restrictions
apply to the maximum points of the banner. The creation of new units may therefore necessitate
forming new banners together with a Necromancer, Liche or Vampire.

Each time an undead banner razes a settlement it gains D6x20 points of troops and when it razes a city
it gains 2D6x20. This is instead of gaining baggage.

Assassins. If an Undead leader is assassinated his troops crumble to dust, the banner also loses
2D6+8x100 (1000-2000) points.

If the leader of an undead nation is killed, then all banners lose 2D6+8x100 (1000-2000) points. In
other words, it is practically over for the undead player.
Vampire Counts
Undead do not require subsistence, and any food baggage they acquire is automatically destroyed. An
Undead banner cannot suffer depletion from subsistence shortfall, but it may suffer depletion due to
magical instability instead. The physical existence of Undead is precarious as a form of instability that
gradually destroys their animating magic affects them.

An Undead banner chosen from Warhammer Armies must always include at least one Liche,
Necromancer or Vampire as a leader. If it does not then it is immediately destroyed.

Each Undead banner tests in the subsistence phase to see if it is affected by magical instability. On the
D6 score of a 6 the banner is affected and suffers depletion exactly as for a normal subsistence
shortfall.

If more than 1 banner occupies a tile, the magic drain on the environment is stronger, so the chance of
suffering loss is greater. If 2 or more banners occupy the same tile, any banner will be depleted on the
score of a 4+. If the tile is occupied by more than 3 banners, each suffers depletion. This happens even
in the Undead’s Empire but not in their realm, this is considered to have a strong magical presence.

Wizards need to exert their entire magical potential just to keep what troops they have intact. This
means it is not possible to summon further undead in between battles. However, spells of summoning
can still be cast during tabletop battles. Undead summoned in this way are added to the banners
strength from that time on. However, as instability rules also apply during tabletop battles, it is unlikely
that a wizard will be able to increase the size of his force by very much. In any case, normal restrictions
apply to the maximum points of the banner. The creation of new units may therefore necessitate
forming new banners together with a Necromancer, Liche or Vampire.

Each time an undead banner razes a settlement it gains D6x20 points of troops and when it razes a city
it gains 2D6x20. This is instead of gaining baggage.

57
Assassins. If an Undead leader is assassinated his troops crumble to dust, the banner also loses
2D6+8x100 (1000-2000) points.

If the leader of an undead nation is killed, then all banners lose 2D6+8x100 (1000-2000) points. In
other words, it is practically over for the undead player.

Lizardmen
Lizardmen are also amongst the most powerful magicians in the world. During the Equinox magic
phases of spring and autumn Lizardmen may cast 2 spells from their capital rather than 1. A banner
must still occupy the capital at the appropriate times.

The Lizardmen believe they were chosen by the Old Ones, and that all other creatures are inferior,
therefore Lizardmen never ally and never have emissaries. Lizardmen may kill any emissaries in their
lands.

The Lizardmen can turn any prisoners held at the end of the year into slaves (see prisoners). These may
actually be sacrificed, but The Lizardmen still gain the 100 gold crowns for every 4 prisoner counters.

Lizardmen Temples. Lizardmen armies have many aquatic creatures in their armies; many of these are
skink scouts. When a Lizardman army has to make a route roll to cross-rivers and swamps the
banner can add +1 to finding a route.

Dark Elves
Elven craft always out sail their enemy, and so may always bring enemy ships to battle if they wish.
Elven fleets always add +1 to their naval engagement score when fighting enemy ships.

Dark elves are also amongst the most powerful magicians in the world. During the Equinox magic
phases of spring and autumn Dark Elves may cast 2 spells from their capital rather than 1. A banner
must still occupy the capital at the appropriate times.

Prisoners = spells.
Dark Elf assassins may have up to +2 EXP; each EXP point costs an additional 100gcs each.

The Empire
The Empire has a long history of sieges and cities such as Nuln produce some of the finest siege
breaking equipment in the world. An Empire force can add +1 when using a Battery in a siege. This
represents the Empires Great cannons, their experienced engineers and other gunpowder weapons the
Empire uses.

Daemon Host
Demons do not require subsistence, and any food baggage they acquire is automatically destroyed. A
Demon banner cannot suffer depletion from subsistence shortfall, but it may suffer depletion due to
magical instability instead. The physical existence of Demons is precarious as a form of instability that
gradually destroys their animating magic affects them.
Each Demon banner tests in the subsistence phase to see if it is affected by magical instability. On the
D6 score of a 6 the banner is affected and suffers depletion exactly as for a normal subsistence
shortfall.

If more than 1 banner occupies a tile, the magic drain on the environment is stronger, so the chance of
suffering loss is greater. If 2 or more banners occupy the same tile, any banner will be depleted on the
score of a 4+. If the tile is occupied by more than 3 banners each suffers depletion. This happens even
in the Demon’s Empire but not in their realm, this is considered to have a strong magical presence.

Prisoners = spells

58
Dwarves
A Dwarf force is more likely to find a route through mountains than other races. When making a route
roll across mountains, a force Dwarfs adds +1 to its scouting dice roll.

In a siege situation, defending Dwarf casualties sustained as a result of an assault are always halved.
Any battery roll made against a Dwarf mountain settlement suffers a –2 modifier so that a roll of a 1-4
has no effect, 5 causes only minor damage (+1 assault bonus) and a 6 causes major damage (+2 assault
bonus).

No Dwarf settlement of any kind or in any location can be betrayed as a result of a starvation roll unless
it contains Mercenary (any Dogs of war) or allied banners. No Dwarf settlement will surrender as a
result of starvation unless the opposing besiegers are also Dwarfs.

High Elves
Elven craft always out sail their enemy, and so may always bring enemy ships to battle if they wish.
Elven fleets always add +1 to their naval engagement score when fighting enemy ships.

High elves are also amongst the most powerful magicians in the world. During the Equinox magic
phases of spring and autumn High Elves may cast 2 spells from their capital rather than 1. A banner
must still occupy the capital at the appropriate times.

Wood Elves
One Wood elf banner can subsist in a barren woodland tile and gains 1 point of subsistence.

Wood Elves in forest areas are very hard to spot; whole armies of them are able to disperse into the
trees by splitting up into small groups. A Wood Elf player can use these tactics to try to move through
occupied enemy woodlands undetected, the Wood Elf player rolls 2D6x250 (a range of 500-3000) if the
amount rolled is higher than the Wood Elf force (all banners in tile) then they remain undetected by
the enemy. If detected the Wood Elf army have to fight the enemy as usual.
Wood Elf scouts have such an affinity with nature and their surroundings that they appear almost
supernatural. Wood elf armies travel light and move fast so that a wood elf force may add or subtract
one from scouting rolls and route rolls.

Wood Elves thrive in Woodlands and any force can add +1 to Ambushes in woodlands (whether
attacking or defending).

Bretonnians
Bretonnians have a long history of siege warfare, and have studied and taught siege methods to their
sons. Bretonnians can add +1 when defending in a siege, this represents the knights sallying forth in a
heroic charge backed the ability of good archers and well built castles.

The strong Bretonnian warhorses and the fact that their armies are mostly cavalry means a Bretonnian
player can reroll a forced march result once per turn. The peasants are usually left behind, either
because they can’t keep up or because they don’t want to leave their homes to far behind. To
represent this tabletop armies must remove forced march casualties from the foot troops first.

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Bibliography

Warhammer campaign, by David Rauscher (this was on the internet, but I no longer have the address,
it is a pity he never finished it…)

Warhammer siege (both books)

Warhammer fantasy battle (3 different editions)

WFRP

Ravening Hordes

Citadel Journals

Warhammer armies’ first edition

Warhammer armies (the histories were helpful)

White Dwarf

Mighty Empires (which was found on this site;


www.timewarpcomics.com/gamesite/mghtyemp/battles.htm
- But GW has removed it. This version included excerpts from Journals and WD. This was
extremely helpful)

Mordhiem (casualty recovery, operatives)

Necromunda

The art of war, Sun Tzu

Various military history books (such as The battle of Waterloo etc. these books showed the problems
faced by military commanders while they were on campaign)

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============================================================

MORE TO COME

( ideas)
Obviously there are always other ideas, and some of the above ideas need to be modified. Morale is
something that needs a to be changed, I ‘ve left it in to because it is an important aspect of controlling
armies. I had ideas to use the basic Ld of armies in some way. It also needs to be play tested and some
things will probably be left out, the costs will have to be balanced too, but most of the things have
been left in to show my ideas and thought process.
I think that detail is important, the more detail the better, but trying not to make the game boring. The
idea of watching characters and operatives change and advance or evenfall, is one that inspires me.
These rules are by no means all inclusive, one reason for this is that we do not own all the army lists,
(dark elf, khemri- the new ones really) and others are being updated all the time. This means we may
have missed out some rules or histories. The other thing is that other people may have other ideas or
think some do not cover things fully.

SPRING EVENTS (same as winter events?)


WINTER MOVING AND WINTER FIGHTING ETC
Winter moving and fighting, casualties are higher. Passes are blocked (harder). Rivers freeze (easier to
cross). Illness is higher, wounds heal slower and troops feel miserable. Soldiers don’t like fighting all
year with no rest or time to see their families. This only suits Undead and demons, but these players
and some other unscrupulous players (like a certain Skaven player I know…) may want to march in
winter.

(Ideas…) I found these league rules in a white dwarf, might be able to use them somehow, maybe for
working out casualties or experience?

Draw - (no one wins by more than 299 victory points) Both players earn 2 league points
Marginal victory - (Game won by 300-599 points) Winner earns 3 points. Loser earns 1 point
Solid victory - (Game won by 600-1199 victory points) - winner earns 4 points. Loser earns 0 points
Massacre - (Game won by 1200 victory points or more). Winner earns 6 points. Loser earns 0 points

Could include the WFRP tables for character names and names of settlements?
Modelling tips for now- use man o' war, war master, epic, shields, familiars etc… make your own from
green stuff blah

Could have a 'league of heroes' based on a characters kills, battles won, top character each year could
get a blessing, stat increase, magic item?

Say about keeping a journal, very important.


Each player could keep their own and then compare each year or take it in turns each year, the writer
of course being biased?!?!

IN WINTER ALL BAGAGE IS HALVED AS IT FOES OFF.


ARMIES RETREST TO WINTER QUARTERS

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