I. Introduction
It is the spring of
2502 on the Imperial Calender. Dark Elf Arks have been seen floating the seas
in ever-increasing numbers, and raids on the High Elf city of Arnhelm in the
New World have increased. A new army of Orcs and Goblins, apparently under the
control of some new, powerful Orc chieftain, are amassing for the WAAGH! The
graves in the southern Empire are suddenly empty, and strange tales say the
dead have walked from their own funeral pyres during funeral services and are
marching east, where villages are suddenly empty and dark in Sylvania. In cities
throughout the Old World, the rat population has suddenly increased, and Kislev
has reported the Choas wastes have moved miles south this past winter. Dwarfen
miners have mysteriously disappeared, and no reports have been heard from
Kazak-Ogruk since the spring thaw. The world moves closer to the brink of a war
never before seen by mortal men. The War of Dominion has begun.
Warhammer Campaign is a new series of rules to help players create strategic
level campaigns to be played in the Warhammer universe. By combining these
rules with standard Warhammer Fantasy Battle, players can move whole armies
around countries and kingdoms, from battlefield to battlefield, in epic combat
for territories or even whole nations. In a campaign, each player represents a
Warmaster, Supreme General of a whole nation or a small principality, with as
many armies as he can recruit and with an imperial treasury to spend on
military adventures. Unlike the battle, which is won or lost in a single
playing session, the campaign can last for weeks at a time - even longer if you
want it to. Over several game turns representing weeks, months, or years of
real time, you will see your empires expand, your armies fight battles (lots of
them!) and your coffers swell as trade and conquest bring riches into your
capital.
With an ever-expanding series of Advanced Rules, these Campaigns can
become larger and more complex, allowing experienced gamers to begin to worry
about the day-to-day tactical situations that experienced generals must face
when forced to engage the enemy in protracted campaigns across whole
continents. With additional campaign scenarios soon to be added, players can
re-create such famous campaigns as Emporer Nafoleat's ill-timed sojourn into
Kislev (an error repeated 100 years later by Duke Adolfus), Eltharion's defeat
of the Goblin horde of Grom the Paunch, or Thorn Az-Trach's desperate campaign
against the Skaven menace.
Warhammer Campaign is designed to be played by 2 or more players,
working in allegiance or as opposing forces, representing armies from one or
several different races. While the rules are designed to work only with
Warhammer Fantasy Battle, its contents are complete enough to be played as a stand-alone
game (with some minor modifications).
Once a campaign map and scenario have been designed, play proceeds in
Turns, each Turn representing a week in campaign time. Each game Turn consists
of five phases:
·
Upkeep Phase - Compulsory actions are taken,
supplies are distributed, and new troops begin their training.
·
Effects Phase - Random events and campaign-scale
magic is conducted in this phase. This section includes advanced rules for
those truly immense games or where players desire more realistic events during
their campaigns.
·
Movement Phase - Armies are moved about the
battlefield.
·
Combat Phase - A full-scale tabletop WFB battle.
Need I say more?
·
Resolution Phase - Newly purchased troops are
placed, supplies (including grain, gold, and taxes) are collected.
Each player must complete each phase before play proceeds to the next.
In this way, the game actions occur “simultaneously.” Once all players have
completed each phase, the game turn is complete.
II. Set-Up
Creating a scenario can be the most entertaining - or the most
monotonous - part of the campaign process. In most cases, it would be best to
have a friend or third party (or fourth or fifth party, depending on how many
players are participating in the campaign) design the format and maps for the
campaign. Designate this member as the GM - Games Master - and consult the
Games Master for rule clarifications or rule interpretation problems over the
course of the campaign. If no Games Master is available, it is probably better
to start with one of the included scenarios, as these have been balanced for
playability. After players are used to the rules, it should become easier to
design and create your own campaign scenarios and maps.
Creating a scenario involves several steps: Creation of the background
story and the map; agreement on the total campaign army size (20,000 makes for
a good protracted campaign) and the victory conditions; and finally create your
armies and place them on the table. These steps are described in detail below.
A. Background
The first step of any campaign is to create a story. The background to
this story is all up to the players' creativity. It could be the assault of
Kenchus Cain, the Skaven Outbreak, the Fight for Bleak Pass, or any other
scenario taken from the Warhammer history sections of the army books, or from a
popular work of fiction, or any other source. Use your imagination!
The next step is to use this story to design a map. Maps should be drawn
on a hex map (the counters included are designed for a 1” hex map). You can buy very large hex sheets - 3 feet x
4 feet -from game stores, hobby stores, or Rider On-line (see our section on
stores elsewhere on the web site). Draw
in swamps, mountains, hills, or other terrain features you might think are
appropriate. Next, break the map into territories - territories represent small
areas of land, usually centered around a settlement. The importance of
territories will be explained later, but they should be approximately 10-25 hexes
in size. It doesn't matter if the lines drawing the territories are crooked or
straight. Again, make a map of a pretend kingdom, or whatever, with its little
fiefdoms, trade centers, etc. Then add any towns, cities, villages, or
fortresses, no more than one per territory. (Remember that these items all have
their own points cost, which will need to be taken into account when
determining army sizes. If you plan on playing a smaller campaign, too many
villages and towns will quickly eat up your points allocation!)
While hex-based maps make playing the game easier, you may wish to play
campaigns on pre-generated store-bought maps. These have the benefits of
ease-of-use (you can buy big maps),
and beautiful terrain (provided you don't simply purchase a highway map). To
use a map instead of hexes, simply convert hexes to inches. They're entirely
interchangeable!
B. Campaign Size
Typically, a campaign will have 20,000 to 50,000 points worth of troops
allocated for its execution, depending on whether you're looking to prosecute a
major, empire shattering campaign, or a minor border battle. When deciding on
the points values of each player, make sure you take into account any villages,
towns, cities, or fortresses under any given players control. Points costs for
these population centers, and militia units included within those centers, are
included below. Additional structures can also be purchased before play begins.
These include Wizard's Towers, Stone Circles, and other special buildings.
Rules for these special structures, and their costs, are provided below and in
the Advanced Rules.
C. Population Centers
Population centers are the focus of a country's operations. Where races
gather their people for community, mutual protection, and self-enhancement, true
power can be concentrated, armies can be built, and nations can be founded or
conquered. There are six basic settlements in Warhammer Campaign, protected by
militia or an army garrison.
Villages and Hovels,
and other small communities
Cost: 100 points + the cost of its militia
units (maximum 250 points).
A village is a small community, usually
committed to gathering the food or other raw materials to be distributed
throughout the land to the larger urban centers. A village consists of d6
buildings, 1 champion, and 1 militia unit.
Towns and Lairs, and
other medium-sized communities
Cost: 250 points + the cost of its militia
units (maximum 750 points) + 100 points for wood palisade (optional).
Towns represent even larger population centers,
usually agrarian based, but with a few merchants and professionals. A town is
generally a major focus of trade, where raw materials from the villages and
finished goods from the cities are brought to be traded and redistributed
throughout the realm. A typical town contains 2d6 buildings, 1 lord level
character, 1 champion, 2 militia units (one of which may be a unit of elites),
1 cavalry unit, and on occasion, a wooden palisade.
Cities and Warrens,
and miscellaneous large population centers
Cost: 500 points + the cost of resident forces
(up to 1,500 points).
A city is a large milling mass of tradesmen,
professionals, craftsmen, politicians, lawyers, and other centers of power. A
city represents the wealth of the realm, where the best and brightest can live
at the expense of others. Most cities have 3d6 buildings, 1 general, 1 lord, 3
champions, 3 militia units (2 of which may be composed of elite troops), 1 unit
of cavalry (which may be elite), 1 “special” unit (usually a war machine), and
will always have a stout stone wall with several gates.
Capital City
Cost: Free + cost of army and militia stationed
there (up to 2,500 points).
Players may have no more than 1 free capitol
city. A capital city is the heart of the realm, and in all races it is the
grandest of all their cities. While a capital city has its own standing army,
they are sworn to protect the capital above all others. Therefore, no more than
half of your capital's army may ever leave the territory of the capital city.
Because of its social and politic center, if not trade center, capitals
generate substantial extra revenues.
Fortress
Cost: 1,500 points + cost of army stationed
there.
A fortress includes a castle with walls and
towers with a towered keep at its heart as the last line of defense if the
outer walls are breached, plus up to 2,000 points of troops can be kept within
the fortress walls, but more can be stationed outside the wall. At least 1
general must be purchased with these units.
Border Tower
Cost: 500 points + cost of army stationed there
(maximum 1,000).
A Border Tower includes a large stone tower,
often with a surrounding wall and a few buildings (stables, guardrooms, etc.),
containing no more than 1,000 points worth of troops. 1 Lord level character
(or higher) must be present to lead them, and will act as their general.
D. Victory Conditions
Victory conditions, again, are really up to the imagination of the
players. It could be, for example, a battle to the death. Or, maybe one player has
to try and capture the capital of another player's kingdom. Perhaps there is
merely a personal vendetta, and one player needs only find the other's ruler
and slay him (wars have been fought for far more absurd reasons.)
If you wish to fight a war, but want to limit the time period (or
length) of the campaign, following are some useful rules for deciding on a
winner. If you wish, you could even roll a d6 and decide what the campaign
goals will be randomly. A good campaign on a small sized map, for example,
could last 6 months (24 turns).
War of Conquest
Players receive 1 point for each territory under their control at the
end of the game.
War of Destruction
Whoever kills the most troops, wins! Receive 1 point for every 1,000
points in troops killed.
Invasion (or, “Y'know, I'd really like to
visit Kislev...”)
The invading player must capture the defender's capital.
The Art of War
Players receive one point for each battle they win.
Family Squabble
Blood is thicker then water. It seems King
Penleck (or War Boss Ugluk, or whoever) is dead. Each territory has aligned
themselves with one of the competitors, leaving the kingdom a patchwork quilt
of loyalties. Create a country with it's territories, then randomly select
which territories are under either player's control. At the very center, place
a fortress - the capitol - which will defend against any player who tries to
take it. As soon as any army is defeated, they will switch their allegiance to
the victor, and survivors will fight for their banner. Battle for possession of
the kingdom.
The Race to the
Cauldron Temple
Explorers return to your kingdom with news of a
mighty magic item waiting in a temple positioned on the border of your country
and your foes. You and your opponents castle are on opposite sides of the map,
at the edge. Both players armies rush to take the temple in the middle. The
temple is defended by 1,500 points worth of neutral troops. The first General
(not a typical army General, but your ruler) to enter the temple gets a
powerful magic item - fight it out.
E. Creating Armies and Deploying Them
The primary unit in Warhammer Campaign is the Army. Armies are
represented by counters, each containing no more than 5,000 points worth of troops.
These armies are moved about the map in order to explore unknown lands, meet
and defeat enemy armies and attack enemy settlements. Inevitably there will be
battles, as rival players clash over disputed territory. When two armies meet
on the map, the resulting conflict is played out as a Warhammer Fantasy Battle
on the tabletop, using appropriate model armies. Obviously, the battles won't
always be fair, with equal forces engaged on both sides. Sometimes they will be
distinctly unfair, but that is all part and parcel of the campaign. Tiny forces
will get cut off, and small bands of warriors will be forced to fight a heroic
defense in the face of overwhelming odds. There will even be occasions when
small armies beat much larger forces, turning the tide of history by some
outstanding deed of valor. All this is part of the fascination of a campaign in
which the results of your battles influence the entire course of history and
determine the fate of whole nations.
Before the game begins, place all your armies on the table. It would be
best to divvy the points allocated to armies and merely assign the value to an
army chit to begin with. For example, you might note that this army has 3,000
points of troops, another 1,500, etc. Place the armies about the board, trying
to place no more than one army in each territory under your initial control.
(Depending on the scenario you are playing, this set-up may not be possible.
This practice is merely encouraged to represent a more even distribution of
troops throughout a realm.)
During a campaign, you will generally have several large and small
armies moving about the campaign map. These armies are not restricted to the
normal percentage rules found in the Warhammer Army books, those at the
beginning of the list limiting how much can be spent on characters, etc., but
are instead subject to the following qualifications:
·
No
more than one of each Special Character in the Warhammer Army Books may be
purchased (e.g., you can't have two Emperor Karl Franz characters in two
different armies on the field) during the game. In addition, if a special
character dies, they cannot be repurchased.
·
Your total purchases may not violate the Army
Book lists (in other words, while you can have an all-ally army under your
command, no more than 25% of all of your troops on the table may be allies.)
·
The
rules for limited regiments found in the army list still apply in full (i.e., you cannot have a Goblin Fanatic
without a Night Goblin unit, you cannot have more than 1 unit of Flagellants
per army, etc.)
·
Certain
magic items, weapons, and banners are available only in limited numbers. A list
of items which may be purchased more than once will be added in the appendix.
·
A
units standard - whether magical or not - will stay with the unit and may not
be changed. If the standard is captured or destroyed, the unit may not take
another - such action would be an insult to their honor.
Selecting 20,0000 to 50,000 points worth of troops all at one time can
be a bit time consuming. Instead, players should allocate points values to each
of your armies - for example, by creating armies that simply list the points
allocated to them. You may wish to get a bit more specific - for example, you
may label one army as 2,000 points worth of cavalry, and use it as a heavy
forward scouting army, or an army you will keep in reserve to throw against an
enemy army that attempts to approach while your main force is engaged.
Over the course of the game, the exact composition of your armies can be
drawn up when they first enter combat, so long as they do not violate the
pre-assigned point values. This way, your armies exact make-up can be defined
as the game progresses, rather than all in advance (though you can certainly
draw-up the exact make-up in advance if you wish). After the battle, the units
that survive are “set,” they are not converted back into points. For example,
when your 2,000 point cavalry army first enters combat, only cavalry (and
mounted characters) may be selected - you can't all of a sudden decide there's
a unit of halberdiers in there. Those that survive the battle will make up the
composition of that army for all time. For example, if your army had 3 units of
knights and 2 heroes, the next battle they fight (and in every battle
thereafter) the army will still have 3 units of knights and 2 heroes (unless,
of course, some are killed... ).
Miniatures or Cardboard Counters...
In upcoming issues of Battle Song (and on the Web site) we’ll provide
counters for all of the units available in Warhammer Campaign. In the mean-time, you can design your own,
or (a method we prefer) substitute the cities, fortresses, and “banners” used
in Mighty Empires. (You can still order the plastic sprues and
miniatures direct from GWUK.)
III. The Game Turn
As mentioned earlier, the game turn (1 week) consists of 5 different
phases. During each phase, each player must complete their actions before any player
may proceed to the next phase. For example, each player must make all of their
movement during the Movement phase before any player can proceed to the Combat
phase. For every phase but the Movement phase, which player acts first is
unimportant. For the Movement phase, and at any time where there is a debate
about who should act first, use the following list. It is suggested that you go
through each race one-by-one during each phase just to avoid confusion and to
clarify players actions. (Note: Depending
on the campaign scenario, the action sequence might be pre-determined.)
1.
Chaos
2.
High
Elves
3.
Dark
Elves
4.
Wood
Elves
5.
Skaven
6.
Humans
7.
Orcs
& Goblins
8.
Chaos
Dwarfs
9.
Dwarfs
10.
Undead
Upkeep Phase
During the Upkeep phase, military leaders make their strategic decisions
for the next campaign turn (or 1 week period). The Warmaster must know where
and when his armies may be needed, and allocate his resources accordingly. He
may purchase baggage trains to supply a push into enemy territory, or hastily
recruit new troops to defend against an impending attack. Players make the
following decisions during this turn:
1.
Reorganize
armies
2.
Spend
gold
3.
Draw
an Event Card
The Map
To win at Warhammer Campaign, you must conquer and control your enemy's territories.
A territory represents an artificial region defined by natural geologic
barriers or borders, settlements loosely affiliated with a village, town, or
city, or an unexplored region, or anything else that comes to mind. The game
territories may be divided into hexes, each hex representing approximately 25
miles of terrain, or you can use a one-inch scale.
|
|
Sometimes during the game, an action will cause an army or other marker
to be moved “randomly” about the game board. This might be used when, for
example, a retreating army can not move toward the nearest settlement. There
are two options - roll a scatter die to determine the approximate direction,
or, if using hexes, roll a d6 and consult the graphic to the right.
In the beginning of most Warhammer Campaign scenarios, some of the
territories will be controlled by each of the players. Remaining territories -
most probably lying between the two countries - are largely unexplored and
uninhabited. These will have no settlements, or at least neutrally aligned
ones, and will be a source of random encounters discussed in the Warhammer
Campaign Advanced rules.
Each territory under the control of a player should be marked with a control marker. (Control markers are
usually chits with the name of your race, or a picture of your battle banner,
or whatever, on them.) As new territories are explored or conquered and brought
under your control, you mark them with a control counter to show who may
collect food and taxes from the territory. To bring a new or enemy territory
under your control, all enemy units in the territory must be destroyed. If the
territory includes villages, cities, or other population centers, they also
must be captured before you can enforce your control. (See the rules for
Attacking Population Centers in the Combat section, below, to learn how to
capture a settlement.)
Sample Territory

A. Reorganize Armies
During the Upkeep phase, and the Upkeep Phase only, the players may
reorganize the composition of their armies: they may separate units and
characters to make new armies, and assign patrols and scouting parties.
To create a new army, simply remove the unit(s) and character(s) from
their current army or location - basically by crossing their name or points values
off the army list - and place a new army chit in the same spot. List the army
on a piece of paper as you did during the set-up phase. This “new” army may now
move and fight on its own.
The purpose of Scouts and Patrols are described in greater detail later.
Suffice it to say that they help protect your army and allow you to locate and
analyze enemy forces - no good leader should be without them. Any units to be
used as scouts or patrols are assigned those tasks during the Upkeep phase.
B. Spend Gold
Players collect “taxes” every 4 weeks (1 month) during the Resolution
phase, but the funds are spent during the Upkeep phase. You don't have to spend
all of your income during the Upkeep phase immediately following tax
collection, but you may if you wish. In fact, you can spend all, some, or none
of your gold in any given phase.
In Warhammer Campaign, gold represents not just the material wealth of
the kingdom, but its manpower and raw materials as well. To make your gold
manageable, the Warhammer Campaign economic system divides gold into subunits
of silver and copper. 2 silver coins are equal in value to 1 gold coin, and 5
copper coins are equal to 1 silver.

LORD DENTHELM'S
CURRENCY EXCHANGE
1 gold = 2 silver
= 10 copper
Gold may be spent during the Upkeep phase, and used to purchase new
units, characters, and war machines, as well as special Warhammer Campaign
units such as Messengers and Baggage Trains.
Designing Your Campaign Map
As mentioned in the rules, you can play
a Warhammer Campaign on either a 1 inch hexed map, or a plain map measuring
movement in any direction in inches. If
you want to use a hexed map, you can buy a large hexed sheet from a local hobby
store. (Chessex makes an appropriately
sized 2.5 ft. x 4 ft. one inch hex map.
You can purchase this on-line at Ryder’s Hobby Store for about
$10-$15.) If you want to have complete
freedom of movement, or you’re pinching pennies, just use poster board from a
local arts supply store.
With a black pen, separate the map
into territories - 25 or so hexes per territory, or about 25 square inches -
that is, 5 inches by 5 inches, or 6 inches by 3.5 inches, etc. Don’t worry about bisecting a hex - if an
army or other unit (described later) is in any hex with a border line bisecting
the hex, the hex is considered to be in either territory, as the controlling player desires. Also, don’t worry about making overly large
or small territories - in fact, the more variety the better.
Once you’ve drawn the territory lines
(an coastlines, if you so desire), you can add rivers, roads, forests,
mountains, hills, deserts, etc., as you see fit.
With a little work, you can even
replicate a portion of the Warhammer world on your map. Tape the poster board or hexed map onto a wall. Then project a copy of the Warhammer map
(either the famous map from White Dwarf, or a section(s) of map from the Army
Books) using an overhead projector and a map photocopied onto transparencies
(or simply hold it in front of a bright desk lamp) and trace away!
For those without access to any of
this equipment, simply photocopy a Warhammer map. Draw a 1 inch grid on the photocopy, and draw a 5 inch grid (or
more or less, depending on the scale) on the poster board. Now simply copy from one grid to another
freehand. (This is a trick I learned in
art school - the grids help you avoid radical changes in resizing that often
occur when you try to copy something freehand.)
Gold Purchase Table
|
Purchase |
Cost |
|
Recruit Troops: Players may purchase new
units, characters, magic items, and war machines, chosen from the appropriate
army lists. |
1 copper for every 50 points or
fraction thereof. |
|
Baggage Train |
2 coppers |
|
Supplies: Supplies include food, water, spare
arrows, horses, and the other essentials necessary to keep an army on the
march. One unit of supplies is sufficient to provide for 1,000 points of rank
& file for 1 week. |
1 copper |
|
Hire Mercenaries: Mercenaries are a valuable,
though unreliable troop type often employed by desperate rulers. Special
rules for mercenaries are covered later in the rules. |
Varies. |
|
Messengers |
Varies |
C. Event Cards
If players are playing the Advanced Rules, each player may draw one
event card from the Event deck at the beginning of their turn. A player can
play one of the Event cards in their hand anywhere on the board, or as per the
instructions on the Event card. They may be played at any time during the game,
either in your turn or during another player's turn. Event cards and the Advanced Rules for Warhammer Campaign will be
introduced in an upcoming issue of Battle Song.
Effects Phase
“Always expect the unexpected.”
- Common Skaven Warlord expression
The Warhammer world is huge and untamed. Even within the might Empire's
heartland, large swaths of land remain unexplored and undisciplined. Within the
unexplored territories of the Warhammer world lie ancient ruins of
civilizations long dead, treasure hordes and monster warrens, rich veins of
precious metals, and other wonders even more unimaginable. In Warhammer
Campaign, these random events, as well as the great magics which can be leashed
on the world, are handled in the Effects phase via Encounter Cards. Great
Magics are also made during this phase.
A. Encounters
Encounters are resolved after the movement phase, before engaging in
combat. Encounters are triggered when a player's army first enters a previously
unexplored Encounter hex. Encounters are covered in the Warhammer Campaign
Advanced Rules supplement, which will be introduced in an upcoming Battle Song
magazine.
“Never anger a dragon,
for you are crunchy, and you go well with Brie.”
-Recorded by the Wise Mage Robert M. Fein
B. Magic

The spells conducted on a battlefield are some of the most powerful
magics that can be performed by spell-casters acting as individuals. Magic
which can actually affect miles of terrain, or even whole territories, is
beyond all but the strongest of wizards, and normally can only be conducted by
several wizards acting in conjunction. In the Empire, even the simplest of
these spells are ritualistically performed by 12 wizards acting in concert,
lending their magic to one powerful wizard lord acting as a focus. Even with so
many wizards, casting such enormous spells can be extremely dangerous, and has
led to wizards being destroyed by unimaginably powerful forces, often sundering
whole towns with them. Rules for Campaign Level magic will be made available in
next month's issue of Battle Song.
Movement Phase
“The key to victory is
getting there first, and with the most elves.”
- Warmaster Ar'ee'lea
The Movement Phase is probably the most important phase in the game.
While winning your battles is the key to victory, the key to winning a battle
is to ensure you have the superior numbers, in the best position, at the right
time. A player must be able to get to the battle, or get away from it if a
conflict would be disadvantageous.
Moving in Warhammer campaign consists in expending “movement points.” An
army has a number of movement points equal to the Movement value (M) of the
slowest unit in the army. If you are playing on a hex map, moving from one hex
to another costs one movement point. For a human army, for example, the typical
army will have 4 movement points; therefore, the army can move four hexes
during their movement phase. If you are using and inch scale map, armies may
move 1 inch per movement point. Under the advanced rules, various terrain
features will affect the number of movement point an army must expend to move
from one hex to another, so that an army marching through mountains, for example,
could not move as quickly.
Units are moved one at a time. When a unit has completed its movement,
it may not be moved again, even if there were left-over movement points
remaining. It does not matter which armies or units you move first, though it is
suggested that you move independent scouting forces (discussed later in the
rules) before moving other units.
A. Armies and “Zones of Influence”
Armies are units of no more than 5,000 points. This 5,000 point limit
represents the maximum feasible concentration of soldiers in a hex. An army on
the march, with its stragglers and supply wagons, arms-smiths, medicines and
field medics, its need to forage for food and other supplies and to set-up
encampments on strategic ground, all demand a significant amount of space.
An army, even when moving at a Forced March (see below), will always
have some units marching in advance and to either flank of the main body. This
“Zone of Influence” extends into each hex adjacent to the army (or a 1”
radius). Any opposing army moving into or through the Zone of Influence must
expend twice their normal Movement Points (their movement is cut in half).
Movement Phase Actions
There are several actions which an army can make during the movement
phase other than simply moving: these include forced marches, sending out
patrols, preparing defensive works, and setting ambushes. Each of these is
described below.
Patrols
Patrols are established to perform two
functions: To secure the armies flanks and van while on the march, and provide
protection for the encampment while in bivouac. Any units of your army may be
designated as Patrols when an army is first formed, or in any turn during the Upkeep phase.
Patrols extend the Zone of Influence of an army
to 2 hexes or 2 inches. Any enemy army trying to pass into or through a hex
within two hexes of the army must expend twice their normal movement points.
Patrols are also scouting the terrain for signs
of the enemy and to warn of traps and other dangers. When an Ambush is revealed
by the opposing player (see below), add d6 to the roll on the Ambush Result
table.
Fast March
Under a Fast March, an army moves as quickly as
possible, while still maintaining their health and resilience. While on a fast march,
an army cannot have any Patrols. However, unlike a Forced March (see below), no
fatigue penalties are assessed. While on a fast march, an army may increase
their movement allowance by half. For example, a typical human army would have
6 movement points and could move 6 hexes over regular terrain instead of their
normal 4.
Forced March
During a Forced March, an army moves throughout
most of the day and night, taking only brief and occasional rests. On a forced
march, an army can cover vast amounts of terrain in a very brief period of
time. If an army declares that they will make a forced march on their turn,
they may double their number of movement points, i.e., a typical human army would have 8 movement points instead of
4.
As a result of this rapid and tiring passage,
an army making a Forced March increase their fatigue on every turn they force
march until they rest (resting consists of spending one full turn doing
nothing). For each point of fatigue accrued, armies suffer more and more severe
penalties, until eventually they pass out from exhaustion. The exact effects of
fatigue are listed under the special campaign rules for each race.
Ambush
To lay an ambush, a player must designate which
troops would be sent on the mission. Draw up an ambush list, composing the
ambush of units from one of your armies. The ambush may consist of no more than
1,000 points. The ambush may be assigned either in the territory in which they
were created, or in any territory adjacent to it. Write down the name of the territory
where the ambush is hidden.
Whenever an enemy army enters the selected
territory, they are susceptible to ambush. At any time during the movement
phase, the player may declare that they have set an ambush, and they are
revealing it. The player who set the ambush need not spring the trap the first
time, or at anytime, an enemy unit is in the territory. They need spring the
trap only at their own discretion. Once the ambush has been announced, roll
2d6, and consult the following chart. If there is a patrol with the army being
ambushed, add an additional d6 to the roll on the Ambush Result table (i.e., roll 3d6).
Ambush Result Table
Die
Roll Result
5 or less Complete
Surpise! - The defending army is deployed in the center of the table, at least
12” from any edge. The ambushing party may then deploy anywhere on the table,
but never less than 6” from the party being ambushed. The ambushing army moves
first.
6-9 Advanced
Warning - A snapping twig or other sign uncovers the ambush just before they
launch their attack. The ambush party gets 1 full turn of movement and
fighting.. The ambushed party may only defend - they may not attack or cast
magic spells other than a dispel.
10-14 Ambush
Discovered - Deploy armies according to the normal rules.
15+ Reverse
ambush - “Shhh! Be vewy vewy quiet. We're hunting gobbos.” Patrols discover the
raiding party in time to prepare a surprise attack. The intended ambushers
become the ambush. Follow the normal rules for ambushing.
Prepare Field
Fortifications
Instead of making a move, an army can choose
instead to spend its entire turn building field fortifications. Such defenses
typically consist of ditches, earthen walls, pits with stakes, walls of stakes,
ramparts, and troops laying in ambush. Such defenses are usually prepared at
strategic crossroads or other important points of attack. If an enemy attacks
an army in prepared defenses, the defending player sets up their forces first
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 their
forces on the field. Battle proceeds as normal.
If the defending army ever moves from their
defensive positions, all defenses are removed; even if the army returns by the
end of the turn, new defenses will have to be built - requiring an entire
movement phase. For every 1,000 points of troops, the army may build the
following:
·
24” of
Earthen Walls
·
12” of
Stakes
·
12” of
ditches
·
1 unit
may be Hidden
·
1 Trap
Earthen Walls - Earthen Walls are just that -
short mounds of dirt and stone, behind which a unit can defend against
advancing attackers. Earthen Walls should be treated as a defended obstacle,
meaning that enemy troops must roll a 6 on a d6 to hit.
Stakes - A prickly wall of stakes is
usually made from thick branches and small saplings sharpened to a point and
fire-hardened, or spare spears taken from the baggage carts or the fallen,
placed into the ground at an angle facing the oncoming enemy. Any unit charging
into the stakes from the front will suffer d6 S4 hits. The defenders may charge
out from behind their barricade without any problems.
Ditches - Ditches can be easily dug with
swords, axes, or even the spare shovels kept in baggage carts for digging fire
pits. Ditches are made several feet deep, and are often filled with spikes and
other nasties for any stupid enough to fall in. Ditches are considered
impassable terrain. Any model entering a pit (by a compulsory move, for
example) suffers a single S3 hit, and is trapped in the pit. While in the pit,
all attacks against him are made as if on high ground and behind a defended
obstacle, meaning the model in the pit must roll a 6 to hit. If they remain
immobile, doing nothing for one full turn, the model may be placed on any edge
of the pit at the beginning of the next moving phase - its movement is complete
for that turn.
Hidden Units - Hidden units receive the same
bonuses as an infiltrating unit
(except, as defenders, they are deployed first). The hidden unit may not be
targeted in any way - hand-to-hand, missile, or magic spell - until they move,
attack, or fire first themselves.
Trap - Traps are often laid about the
expected attack route of the enemy. A trap may be a precarious pile of rocks,
or a rigged log, a volley of trip-wire set crossbows, caltrops, or a covered
pit. The exact form of the trap is immaterial. After both armies have been
deployed, and before the first move of the battle, the defending player may
choose 1 enemy unit to have fallen into a trap (no characters or war machines).
The selected unit immediately suffers d6 S4 hits.
Hasty Defense
An army can move and still be able to prepare a
hasty defense. This is often done when an inferior force seeks to avoid an
inevitable combat, and opts to move to better defensive terrain. An army doing
so may expend up to half of their movement allowance during the movement phase
before digging into their positions. As under the Prepared Defenses rules, the
defending player sets the terrain and deploys their own army first. They have
less time to prepare their defenses, however, so they may choose from a more
limited selection of defenses:
·
6” of
Earthen Walls
·
6” of
Stakes
·
6” of
Ditches
·
1 unit
may be Hidden
Rest
Instead of moving an army, players with armies that
are fatigued or are otherwise in need of recuperation may Rest. So long as the army is not attacked or forced to move for
the remainder of the turn, the army may reduce its fatigue level at the end of
the turn, during the Resolution phase.
C. Restrictions on the
Movements of Militia
The militias found in villages, towns, and cities represent permanent
garrisons and citizen-soldiers sworn to protect their home and nothing else.
While these units may leave their home hex, they may not move beyond their
territorial borders unless their home is destroyed, or they receive a message
for help from another territory (see the Special Rules for Messengers). The
units attached to fortresses are fully-trained fighters. While it is rare for a
Warmaster to leave a fortress unprotected, the fortress is not a loved home;
units are simply stationed there. Armies stationed at a fortress or border
tower need not stay within the fortress or territory if the General wishes to
leave.
Combat Phase
Whenever two or more armies occupy the same hex at the end of the
movement phase, there is a combat. Combat is conducted as a regular WFB battle,
on a 4' x 6' or 4' x 8' tabletop. However, various rules (such as the Ambush
and Scouting rules) impact either the terrain set-up or the deployment rules of
the battle. If your map is drawn with terrain features (and you are using the
Advanced rules), the battlefield should resemble the terrain of that hex. For
example, if the terrain is Hills, then there should be several hill pieces, maybe
a few trees, and some rocky (difficult) ground. If the terrain is Forests, then
you should have several large stands of trees, maybe one hill or a river, and
several large clearings.
A. Casualties
Casualties taken in a Warhammer battle are not necessarily killed. Rather, they may have been slightly injured
or simply knocked unconscious, or they may have been permanently maimed. During
your battle, keep all of your casualties off to one side, and any troops which
fled the table off to the other. After the battle, but before you put your
troops away, roll a d6 for each model and consult the following chart. (It
sounds like a pain, but since there are no modifiers based on troop type, you
can roll for an entire unit. The whole process takes less than 5 minutes.
Character models may subtract 1 from the “Killed” Model table. They
never have to roll on the Fleeing Model table.
Casualties Result
Table
|
Die Roll |
“Killed” Model |
Fleeing Model |
|
1-2 |
Slightly injured: The
model may fight again on their next turn. |
Regains composure:
Model meets up with the rest of the army after the battle. |
|
3-4 |
Seriously injured: The
model will be ready to fight in 4 weeks (4 turns). |
Disgruntled:
After 2 turns, the model rejoins the army, largely because it is
dependent on it food and supplies. |
|
5-6 |
Permanently maimed or killed:
The model is removed from play. |
Post-traumatic stress:
The model flees for good, never to return. |
B. Victory or Defeat - After the Battle
The victor reaps his own rewards - surveying the field of battle with a
routed foe, both the winners and the losers in Warhammer Campaign will suffer
the slings and arrows of a battle lost or won - a defeated army will be
demoralized, and a victorious army will receive strategic advantage and the
field of glory. Victory points for the battle are calculated according to the
typical Warhammer rules. The side with the most victory points has won the
battle, but may not have achieved all their objectives or destroyed their
enemy. Other factors will determine the decisiveness of the victory and its
strategic outcome. Consult the following table to determine the victor's
rewards.
After each battle, all armies that fought in the battle must increase
their fatigue level by 1, whether they won or lost. (As mentioned below, the defeated army must increase their
fatigue level by an additional +1, to represent the decrease in moral, for a
total of a +2 increase in fatigue.)
Campaign Victory
Points Table
Winning the battle.
Calculate VP's according to the Warhammer rules. 5 V.P.
You won the battle by at
least 2x as many VPs. 2
V.P.
Enemy General slain,
fleeing, or fled the table. 1
V.P.
You General is slain,
fleeing, or fled the table. -
1 V.P.
Enemy Army Battle
Standard captured. 1
V.P.
Your Army Battle
Standard captured. -1
V.P.
Breaching enemy
defensive walls of a town, city, or fortress 1
V.P.
(i.e. destroying a
gate or section of wall, or otherwise physically entering the city except by
air.)
Attacking an enemy
defending from Prepared Defenses or walled town. -2 V.P.
Attacking an enemy
defending from behind the walls of a city or fortress. -3 V.P.
Defending from Prepared
Defenses, or behind the walls of a city, town, or fortress. 1 V.P.
Capturing a city, town,
village, fortress, or border tower. 1
V.P.
(A settlement is
captured when enemy units occupy any part of the settlement and all units
within the population center's boundaries are destroyed or are fleeing.)
Defeating a hated enemy 1
V.P.
After
determining the victory points, consult the following chart for the outcome of
the battle.
Battle Result Chart
|
Victor wins by... |
Result |
|
3 victory points or less |
Draw or
Pyrhic Victory. If the attacking player is the victor, the defensive player
retains control of the field, but will receive an additional fatigue point.
The attacking army may move to any
adjacent hex, or remain in place to fight again next turn. If the defending
players hold the field, the results are as per a Victory, below. |
|
4 - 7 victory points |
Victory.
The losing army moves d6 inches / hexes toward the nearest friendly
settlement. If there is no clear escape route, the army may stay in the same
hex as the victor, and they will fight another battle next turn. The defeated
army suffers an additional fatigue point. |
|
8 + victory points |
Overwhelming
Victory! The defeated army must add 1 to all rolls on the Casualties Result table.
In addition, all war machines and baggage are lost. The defeated army moves
d6 inches / hexes toward the nearest friendly settlement, and suffers two
fatigue points. If there is no clear escape route, the army is destroyed. |
Defeated armies receive an additional fatigue point each time they lose
a battle. Fatigue may be decreased only by resting for an entire turn.
Prisoners
War in Warhammer Fantasy Battle is merciless - no quarter is given, and
none is expected. Prisoners taken are killed, unless they can serve some use in
the slave pits. However, even in this era of intense bloodshed, some prisoners
are just too valuable to kill. Any character model in the losing army, other than champions, rolled as “killed” on the
Casualties Result Table, may be captured by the army holding the field. On a d6
roll of 1, the character was either saved by your healers, or simply drubbed
unconscious during the combat, and is now a prisoner. On a 2 or more, the
character is dead.
A prisoner may be held for ransom, to be paid from the opposing players
treasury. At the beginning of each turn, during the Upkeep phase, each player
should write down the amount they offer in ransom, while the other writes down
the amount demanded for his return. If the amount demanded by the ransomer is
less than or equal to the amount offered, the amount offered is received in
payment and the character is returned. Roll a d6 - on a 1 to 3, the character
is even returned alive! (and, on a 4 or more, the character is killed in
transit). Place a ransomed character in any of your settlement.
Booty
An army lives for the booty that can be scavenged from the dead. The pay
(if there is any) in most armies is barely sufficient to feed themselves, let
alone retire on. And then you need coin for gambling, wenching, and wine, as
well. The best source of coin lies amid the torn and tattered remains of the
defeated.
The army in charge of the field at the end of the Combat phase (usually
the winner, but a defender of a settlement or prepared defenses may manage to
keep the field even if they lose) should roll on the Booty Table for each
friendly and enemy baggage train present at the beginning of the battle, and
for all magic items held by dead characters from either side.
Booty Table
|
d6 |
Result |
|
1-3 |
Recovered
by the victor (or army in charge of the field.) |
|
4-5 |
Item or
baggage train is lost or destroyed, and may not be recovered. |
|
6 |
Recovered
by the defeated army (or from the army chased from the field). |
C. Special Attacks
“My left flank is
retreating and my center collapsing.
Situation excellent, I shall attack.”
- Marshall Foch
Hasty Attack
An army which moved at a fast march or a forced march this turn and has
ended their movement in the same hex as an enemy army is said to be making a
hasty attack. In a hasty attack, little has been done to scout the battlefield
or rest the troops. While a reckless move, a hasty attack is sometimes
necessary to destroy an immediate and deadly threat. Remember that a fatigued
army entering combat suffers penalties during the battle. In addition, an army
making a hasty attack will suffer severe penalties as they march into unknown
terrain without sufficient knowledge of the threat or their enemy's
disposition. Therefore, if you are playing the Advanced rules, any army making
a Hasty Attack is automatically Outscouted.
Attacking Population Centers
To attack a settlement, move your army onto the settlement hex, and
fight a normal WFB battle. (Consult the settlement structures and defenses
information provided in the Set-Up
section, above.)
When an army threatens your home and livelihood, all races will fight
back with renewed vigor and hatred, fighting tooth and nail to destroy the
invaders. Because of this, all local militia units, fighting in their own
settlement, receive a +1 modifier to their LD rolls throughout the battle.
If the attacker wins, the settlement is Razed. A razed settlement is decreased in size (from a city to a
town, from a town to a village, a village is Destroyed), and one Refugee unit is created (see below), which may
immediately make one move. A captured
population center will function as normal, providing supplies and gold (at the
reduced level, of course) for the occupying army as long as a detachment of at
least 500 points is left to enforce control. (A little torture goes a long
way.)
Looting - Looting, burning, and destroying
is (at least to most soldiers) the greatest part of war. An army which attacks
and defeats a settlement may immediately receive food and supplies as
indicated:
·
Village
- 3 copper and 1 supply
·
Town -
2 silver and 2 supply
·
City -
2 gold and 3 supply.
·
Fortress
- 1 gold and 3 supply.
·
Border
Tower - 2 copper and 1 supply.
Refugees - Refugees always move with 6 movement
points (a forced march), minus or plus any terrain effects if playing the
advanced rules. If the Refugee group is attacked, it is destroyed. When the
Refugee population enters a friendly settlement, it is absorbed, donating one
copper and one supply to the settlement. If the Refugee group is destroyed, the
attacking army gains one copper.
Destroying a
Settlement - By
remaining for 1 extra turn, an army can destroy a settlement. Destroying a
settlement means demolishing buildings, tearing down walls and fortifications,
killing all captured civilians, salting the ground, and otherwise making the
settlement entirely uninhabitable. An occupying army which does not move or
engage in combat for one full turn may destroy the settlement. Remove the settlement
from the map. The settlement may not be recaptured or rebuilt.
Sieges - To begin a siege, an army should
move into the same hex as the settlement they wish to besiege, and declare a
siege. If there are any forces in the settlement outside the walls, a WHFB
battle must be fought first. Once besieged, a settlement is forced to live off
its own stockpiles until they are relieved. Sieges represent a more
time-consuming, but less costly, means of taking enemy cities.
The special rules for sieges from Citadel Journals #4 and #5 should be
used to conduct all attacks on walled settlements, with a few modifications as
follows: while new troops can never be placed outside one of your original
settlements, siege equipment (towers, mantlets, palisades, burning oil, etc.,
but not special war machines such as rock lobbers) can be built, make-shift,
anywhere. Therefore, siege equipment purchased in the Upkeep phase can be
placed with any army anywhere on the board during the resolution phase.
While the Siege rules in Citadel Journal run in days, each turn in
Warhammer Campaign represents a week - a siege is not necessarily an attack
every day. Each turn, during the Combat phase, the besieging and defending
players should write down what their forces are going to do this turn. During
the Combat phase, each player must act according to their written options.
The besieging army can declare what it will do this turn: either attack,
bombard the walls, or do nothing.
Attack
Fight a regular tabletop battle.
Bombardment
There are two types of bombardment - structural
attacks and military attacks. Only war machines or missile units (consisting of
10 or more archers) with an attack range of at
least 24" may make a bombardment attack.
Structural Attacks:
Structural attacks seek to weaken the gates of the fortress or destroy
essential supplies to increase the pressure on the defenders. Only war machines may make structural
attacks.
The attacking player must declare his target
for each war machine - the walls or the warehouses. If the attacking player attacks the walls, roll a d6 and look up
the perimeter target, below.
·
Gate -
destroyed on roll of 5 or 6.
·
Wall -
3" section destroyed on a 6.
·
Tower
- destroyed after it has received three hits on d6 roll of 6.
If the attack is against warehouses, roll a d6
- on a 6 the defender loses one supply chit.
Military Attacks:
Military attacks are designed to destroy the units protecting the
city. Roll a d6 for each war machine
making a military attack. On a roll of
5 or more, 50 points worth of defending troops are killed.
For each unit of 10 or more archers, roll
another D6. On a roll of 6, 50 points
worth of defending troops are killed.
No matter what type of attack is made, some
Bombardment Modifiers may apply depending upon the structure of the palisade
and the weapons used. If the
settlement's protective barrier is made of wood, add +1 to all rolls. If the war machine makes fire-based attacks,
roll 2 dice for each war machine instead of 1 die.
Mining Operations
In a mining operation, the attacking army seeks
to undermine the battlements and towers with collapsible tunnels. Mining operations are treacherous for the
laborers and take a long period of time, but success will almost certainly lead
to victory. When a player first
declares he wants to undermine the works, note down the turn number on a piece
of paper: this will help you keep track of how far your mining has
"progressed."
Mining Results:
Each turn you continue your mining operations, roll a d6 and add the
number of turns that you've been mining.
On an 8 or more, your miners are under the battlements and have rigged
explosives and collapsible beams to bring down the settlement walls. On your next turn, you may declare an attack
and attempt to enter troops in through the breach you've created in the
defensive perimeter.
If the roll is a 1, no matter what modifiers
would normally be applied, something terrible has gone wrong. You have not reached the settlement walls,
and you must roll on the Mining Mishap Table, below.
Mining Mishap Table
|
D6 |
Result |
|
1 |
The
defending player has discovered the tunnels in an anti-mining strategy. All miners are immediately lost. Furthermore, next turn the defender may
make a sally next turn. Up to 250 points
worth of foot troops may use the tunnel to be placed anywhere on the board
next turn - even within 6" of an enemy unit. |
|
2 |
The
Tunnel collapses! Lose all your
miners immediately. |
|
3 |
Sections
of the tunnel collapse. While your miners
are okay, you must start your mining operation all over again next turn. |
|
4 |
Phew!
That was close! Your miners managed
to shore up the tunnels before they collapse. Proceed normally next turn. |
|
5 |
You're miners
find a small vein of precious silver.
Collect one silver coin immediately. |
|
6 |
You're
miners have found particularly soft earth.
Next turn, add an additional +1 to your mining result roll. |
Dwarfs and Skaven may add +1 to all rolls associated
with mining. Dwarf Miners may add an
additional +1 to all dice rolls on the Mining Mishap Table.
Mining-Based Assault:
On the turn after you have completed mining, you may make an
attack. The defending player sets up
first. Deploy your army at least
24" from the castle walls. Choose
1 section of wall no more than 10" wide or a tower and the 2" of wall on either side - these areas
have collapsed and are removed from play.
The unit of miners plus an additional 250 points of troops* within
6" of the collapsed wall - note that this may mean units are placed closer
than 6" from the defenders - that is okay. The attacking player moves first. If the defender has chosen to sally this turn, dice for
initiative as usual.
* NOTE:
These troops may be composed of monsters such as rat ogres, ogres, etc.,
and foot only. No war machines,
cavalry, or extremely large monsters (such as dragons) could fit through the
tunnels.
If you decide not to attack on the next turn
(because you are waiting for reinforcements, etc.) roll a d6 - on a 6, the
tunnel has collapsed due to shoddy construction, water leakage, etc., and is
lost. You'll have to start all over
again!
Do Nothing
No action occurs unless the defending player
sallies.
The Defending player must also choose what they will do this turn. Defenders may sally, bombard the enemy, or
do nothing.
Sally
Play a tabletop battle. The besieging army must deploy evenly around
the castle, (which is placed in the center of the table). Defenders may select any number of units or
characters from their army to engage in the sally (war machines will stay
behind the castle walls and fire from there).
Place these units up to 12 inches away from the castle walls, but never
less than 6" from an enemy unit.
Sallies can therefore be very
bloody. The sallying force moves first unless the besieging army is attacking
this turn, in which case dice for initiative as usual.
Bombardment
Roll a d6 for every missile unit (of at least
10 models) and each war machine with a range of 24". On a roll of 6 the enemy army takes 50
points worth of casualties.
If the enemy army has chosen Do Nothing for this turn, your
bombardments fall short as they are well-protected behind their own defenses.
Do Nothing
The defender does nothing this turn.
While in a siege, a population center may only use whatever food is
currently in their stockpile - they may not collect food from scavenging
parties or the land. For a siege, the population and garrison will need 1 supply
a turn. Additional forces stationed in the city will require food and supplies
as normal. If there is not food in the stockpiles, roll on the Starvation and
Desertion Table. If there is ever a turn where the local population is not fed,
roll a d6: on a 1 the population revolts, throwing open the gates and fleeing
the settlement. Create one refugee population, and immediately remove d6x100
points of troops from the garrison or army stationed within the settlement to
represent those killed protecting the food stores and trying to re-close the
gates.
In an emergency situation, the settlement can declare it is Exhausting Its Resources, that is,
collecting and rationing all edible goods for the military effort. Players may
immediately add d3 supply to their stockpile, regardless of settlement size.
This roll may only be made once.
“Bye, Bye, have fun
storming the castle”
- Miracle Max aka Bob Lippman
Special Rules for
Capitals - Capitals
are the hearts of a race, the home to their culture and society, and are the
ultimate representative of their divine grace. A realm's inhabitants feel an
undying loyalty to their capital, and will rush to defend it at all costs if
attacked, fighting with fervor and hatred for those who would wish to destroy
it. Capitals are defended at +1 LD, and any battles fought in the capital's
territory are also fought with a +1 LD modifier, even if the capital is taken.
While the emotional and identity center of a people, the capital is also
the nerve center of the land. When lost, the capital disintegrates, as well as
the communication, tax-collecting, and ruling framework of the realm. If a
capital is destroyed, revenue from every territory is cut in half, as money becomes
lost or goes uncollected on its route to other distribution centers. In
addition, a looting army will collect 1/2 of what is currently in the state
treasury, taken from the player (the rest was spirited away before the city
falls, or was sitting in other distribution points).
Resolution Phase
During
the Resolution phase, the following actions are taken:
·
Reduce
Fatigue - For all armies or units which did not move or fight this turn, reduce
the Fatigue level by one.
·
Supply
Troops - Your armies must eat in order to fight. Feed troops, and test for
Starvation for all troops in insufficient supply. (See below.)
·
Place
New Units - All troops purchased at the beginning of the turn may now be placed
on the battlefield. (See below.)
·
Collect
Taxes and Fate points - Taxes are collected every 4 weeks (1 month), and may be
used during the Upkeep phase to purchase magic items, war machines, and troops.
Fate points are omens from the gods, mana from the heavens, and the luck of the
dice.
Reduce Fatigue
For all
armies which did not move or fight this turn, you may reduce their fatigue
level by one.
“An army on the march
keeps a tight belt.”
Supply Troops
An army on the march requires a substantial amount of food, especially when
engaging in regular combat. In order to keep your armies in sufficient supply,
1 point of supplies is needed to feed every 1,000 points worth of rank
& file. (Do basic rounding to determine how much food your army needs -
500 or more treat as 1,000, and 0 to 499 should be treated as 0.) Characters
and war machines will always be considered sufficiently fed - characters,
because they are respected or feared, have their own retinue of retainers and
cooks to prepare for them, and war machines because - well, most of them don't
eat. This food can come from three sources:
scavenging the land, a baggage train carrying food supplies within one
hex of the army, or a nearby population center.
Scavenging the Land
Feeding hundreds or thousands of men can quickly deplete even the
largest baggage trains. Scavenging includes hunting for game, “natural”
harvesting of the land (that is, using wild crops to make the food), raiding
small independent farms that exist alone in the wilderness, etc. An army will
always send out hunters or retainers or even regular army units to scavenge for
food while on the march. Generally, an army will choose to bivouac in areas
that offer sufficient water and game. If you are playing the advanced rules,
the amount of food that can be provided from the land depends on the terrain
type. If you are playing the Basic Campaign rules, then an army can gain 2 food
from scavenging.
Local Food Stores
Each settlement generates its own supplies - enough to feed the local
population - plus enough extra to be stored or distributed throughout the
territory.
Settlements should be pre-marked with the amount of food they produce,
since the amounts may vary depending on the quality of the land and the
constitution of the inhabitants. The chart below shows the average amount of
food each population center will produce. This is the base production amount.
The population center will also receive the “bounty of the land.” If you are
using the advanced rules, the terrain will list how much more food can be provided
by the population center. If you are not using the advanced rules, each hex
will provide 1 food. For example, a village will produce 2 food - one for the
land hex, and one because of their size.
Food from a population center may be distributed to any army within the
same territory at no cost and with no baggage train. Food cannot be taken
outside the territory without a baggage train. “Extra” food may be stored in
granaries and smoke-houses; just place leftover food underneath the settlement
counter.
Local Food Production
Chart
Village 1
food
Food from the small villages and
hamlets of the realm are often shipped to the larger settlements. A village is
usually dedicated to nothing but food production, with enough non-agrarian
professionals within the village center only to keep the food production going.
While a village is generally very small, they create a tremendous amount of
extra food to sell at town markets.
Town 2
food
It is in towns that most villagers bring
their food to be sold in exchange for other finished goods. Towns generally
have a healthy surplus of food stored in temporary silos.
City 3
food
A city is usually surrounded by
several small villages and towns (in the same hex) providing it with a huge
market. At the same time, the city itself is composed of professionals,
tradesmen, and other non-agrarian workers. This large population significantly
reduces the amount of food provided by the outlying food production centers.
Capital City 4
food
The capital city is usually a
fortress surrounded by a city proper, with towns, villages, and hamlets dotting
the countryside outside the outer walls. The large population and the political
and social center the capital represents draw substantial income, trade, goods
and services.
Fortress 1
food
A fortress will usually have a large
number of people working farms outside the fortress walls. But the shear number
of professionals and other non-productive units necessary to defend the
fortress, keep the troops well-armed and armored, and to maintain the fortress
walls leave little spare food.
Border Tower 0
food
A border tower garrison and its
handful of professionals (blacksmiths, stable hands, etc.) depends entirely on
other settlements throughout the kingdom for its food supplies.
Baggage Trains
Baggage Trains are described in the Special Rules section, below, in
more detail - including purchase cost, capacity and cargo. A baggage train
within one hex of an army can give any food it is carrying. One baggage train
can hold 2 units of food.
Insufficient Supply
If for any reason an army has insufficient supply, they must test for
Desertion and Starvation. For each unit in your army, roll on the following
chart. (Characters and War Machines never need to test.) Roll 2d6, and subtract
the units leadership (LD). If the unit has a champion, the unit may test
against the champions LD, but if they fail, the champion will suffer the same
result as the unit. For each turn the unit is in insufficient supply, add a -1 modifier
to the roll.
Desertion and
Starvation Table
|
2d6 - Ld |
Result |
|
1 or less |
The
unit grumbles and complains, then they tighten their belts and choose to
tough it out. |
|
2-4 |
The unit deserts. The unit will move toward the
nearest friendly settlement at their maximum move allowance. Until they reach
the settlement, they will attempt to avoid any possible conflict. If
attacked, they will defend themselves at -2 Ld. When they reach a friendly
settlement, they must remain their for one full turn before they may move
again. |
|
5 or more |
The
unit has starved to death. Eliminate the unit. |
Place New Troops
Before ending the turn, the player must place all units purchased at the
beginning of the turn. Because of the need for organized recruitment and
training, and the length of time necessary to train troops, newly created
troops can only be placed in a limited number, and only in settlements with
proper training facilities. New troops
may only be placed in your original settlements - you may never use a captured
settlement to place your troops.
New Troop Placement
Chart
Fortress - 1,500
points worth of troops
Fortresses and castles are specifically
designed for the training and coordination of troops. They have amble training
facilities, many learned instructors, and ample equipment.
City - 1,000 points
worth of troops
A city's garrison and levies and large
population provide an ample supply of professionals and volunteers. While the
city itself is not dedicated to the creation of fighting units, they can still
do a fair job.
Capital City - 1,500
points worth of troops
Capitals are often large, heavily fortified
cities, with the best and brightest of the military elite, and substantial
funds and people from which to draw and pay for new recruits.
Town - 500 points
worth of troops
A town is rarely used as a training ground, but
the local militia and town council may feel a separate body of independent
troops, not limited to militia activity, may be necessary to defend the
territory. Training is usually conducted by a local detachment of Army
regulars, for most armies keep small units in outlying towns to eliminate the
threat of raids and other small-scale harassing attacks. While a town can train
regular infantry and cavalry, they cannot train elite units or war machines.
Therefore, nothing but standard (non-elite) infantry and cavalry can be trained
or placed in any town.
Villages and Border
Outposts - none
Villages and Border Outposts do not support
training facilities. A village is too
small to support the necessary professionals, and Border Outposts are dedicated
solely to the defense of the realm, not educating sack-bellied youngsters.
Collect Taxes and Fate Points
Every month (4 turns), the local baron, warlord, boss, or other official
representative of the ruler, will send out their tax collectors. These taxes
are collected and eventually distributed either to the capitol, or are
redistributed in the territory at the emperor's command. Generally, the amount
of gold collected from any village is marked next to it. Otherwise, use the
guide below to determine the amount of gold (or its equivalent) collected. If you are using the advanced rules, other
structures or events may affect the amount of gold collected.
·
Village
- 1 copper
·
Town -
1 silver
·
City -
1 gold
·
Capital
City - 2 gold
· Fortress - 1 silver
· Border Outpost - 0 gold
Fate Points
Fate points represent that most ephemeral quality of all great leaders -
luck and the Will of the Gods. Players gain 1 fate point at the end of the
Resolution phase. A fate point may be used at any time during the course of play to re-roll any one roll. Because of this, fate points are a rare and
wonderful thing - treasure them, and use them wisely!
IV. Special Rules
A. Scouts
Baron von Stiner sat
uneasily in the rough hewn chair that passed for a throne. It had been days
sine had any news from Oberst Kemp and his expedition to rid the lowlands of its
Skaven population and the damp atmosphere of the Laager was beginning to infect
his usually upbeat mood. Even at the best of times communications with Kemp was
haphazard and ordinarily von Stiner would have worried little. Kemp's force
outnumbered the ratmen three to one as the ancient tactical writings advised
and so should have easily overwhelmed any resistance. Still, the lack of
information gnawed at his guts like a pestilential Skaven.
Shouts could be heard
coming from the courtyard. Suddenly, the doors to his antechamber burst open
and an ashen faced page flew in.
“News of Kemp?”
demanded von Stiner.
“None as yet, sire.”
panted the page.
“Then what in Karl
Franz's name do you want?”
“Sire, the Skaven are
swarming the ramparts!”
Two questions must be asked by every great general: “where is the enemy”
and “what's he got with him.” In a standard tabletop game, only the latter
question need concern us - the “where” is answered, the enemy is in front of
us. In a campaign game, where the terrain is so much more vast, the location of
your enemies armies becomes far more problematic. In Warhammer, the approximate whereabouts of enemy forces are
easily known or knowable. First, the movement of large armies causes a certain
amount of disturbance that would result in talk and gossip. Second, a proud
general, particularly in the Warhammer milieu, enjoys announcing his presence.
The general's bravado and their dreaded (or adored) banners herald the approach
of all great armies.
On the other hand, knowing the “what,” that is, the contents of a
general's army, is much more problematic. Rumor alone usually will not suffice:
most fleeing civilians, or even unlucky soldiers who managed to escape with
their tongue still in their mouths, are too stupefied by their experiences to
remember any details. To fill in for this lack of information, most armies
employ scouts to seek out and evaluate enemy forces.
Scouts are specially trained units used to infiltrate the outer
perimeter of enemy encampments, trail enemy troops in the woods, and perform
other dangerous activities to provide an army general with the information they
need to prepare a battle plan. When on the march, especially in hostile
territory, an army will send out scouts to scour the territory for information.
Scouts are amongst an armies most elite units, composed of mounted cavalry or
fast runners. Any army on the march may send out scouts. These scouts do not
affect the movement of the army. A list of appropriate scouts for each army may
be found below. Scouts can be drawn from any unit which may fight as
skirmishers (though, as always, there are exceptions to this.) A list of units
which may be designated for scouting duty for each race are provided in the
Warhammer Races section. Scout units must be designated in the Upkeep phase.
Scouts may be used to trail an enemy army and explore their troop types
and disposition before engaging the army in battle. The scouts may function
either as an element within your army, or may act as an independent unit, called
a Scouting Party. While a part of the army, scouts may attempt to investigate
an adjacent army to get strategic information at any time during the Movement phase.
You may also choose to create a scouting party, which moves
independently from any particular army (though it is still considered attendant
to that army, reporting to its commanders any information they collect). A
scouting party must be created during the Upkeep
phase. A scouting party consists of 1 unit of scouts (acceptable scouts are
listed under the proper army rules). This unit may include no more than 1
champion, 1 lord level character, and / or a spell-caster. No additional
characters, special troop types, or units may be included.
To scout an enemy army, the scouting party must move within 1 inch / hex
of the enemy army. A scouting patrol cannot be attacked by an enemy army, as
they are too mobile, small, and elusive to be forced into a full confrontation.
A scouting party may, however, be engaged by another scouting party which moves
into the same hex. When a scouting party enters an enemy army hex, roll on the
Scouting Results Table, below.
Scout table modifiers:
·
Add
one (+1) to the roll if the enemy army is fatigued.
·
Add
one (+1) to the roll if the enemy army is on a fast or forced march.
·
Add
one (+1) if the enemy army is within woods.
·
Subtract
one (-1) if the army has an attached scouting party.
·
Subtract
one (-1) if the army is behind prepared defenses.
·
Subtract
two (-2) if the army is within a town, city, or fortress.
Scouting Results Table
|
Die Roll |
Result |
|
1 |
Your scouts are caught by the enemy army,
unprepared for battle, and are taken to the army's leader for interrogation. Over
the course of the next several hours, they divulge your army's point size, as
well as the size and type of each unit. |
|
2-3 |
Your scouts moved to examine the perimeter of
the enemy encampment, but were spotted and driven off before any information
could be discovered. |
|
4 |
Your scouting patrol is successful,
uncovering information on the approximate size (points value) of the army. |
|
5 |
The scouts manage to bypass enemy patrols. The
scouted army must reveal how many points of characters, war machines, and
rank & file are in the banner, though the specific types and size of
units need not be given. |
|
6 |
Your scouting party managed to clear the
picket lines and infiltrate the enemy camp. The scouted army must reveal its
point size (including monsters, war machines, characters, special characters,
and rank & file), as well as the size and type of each unit. |
B. Messengers
|
|
Messengers are special units created during the Upkeep phase. Messengers are fast riders or runners kept in
settlements responsible for getting aid from nearby communities. Some countries
have a series of messenger posts with fresh horses and professional riders to
carry news of dangers through the realm; sometimes the messenger is simply a
fleet-footed boy sent on their first mission. A messenger created in the Upkeep
phase may move toward any town, city, fortress, or any other friendly
settlement during the movement phase. They will always move at a forced march, therefore, after their
first turn they will be fatigued.
Messengers may be escorted by an army for protection, but while acting as an
escort the army must also move at a forced march. A list of Messengers
available to each race is provided.
While moving on their own, Messengers are not affected by Zones of
Influence, nor do they need to be kept in Supply. However, if they are Ambushed
or attacked in any way, they are destroyed.
When a Messenger reaches its destination, be it a friendly city, town,
or village, they may heed the message and send aid. Roll a d6 on the following
table. Add 1 if the settlement is giving overt aid (see Advanced Rules), and
add 2 if the settlement is of the same kingdom / country / race.
Messenger Result Table
|
d6 |
Result |
|
1 |
“Kill the messenger” - The bearer of bad tidings are
not appreciated, and an angry mob pulls the messenger from his horse. No aid
will be provided. |
|
2 |
Messenger Ignored - This village will not be providing aid -
the messenger may ride on. |
|
3 |
Undecided - The village mayor or council (or governing
body) are amenable to your plight, but fear for their own safety. Roll again
next turn, adding 1 to the result. |
|
4 - 6 |
Agreement - The wise councilors agree to aid you. The
population center's militia is free to move into the messengers territory as
long as the threat continues. |
|
7 or more |
Enthusiastic
Support - The townspeople are so frenzied by the news, 1 baggage train filled
with food and other supplies is included with the militia force. |
C. Baggage Trains
Most armies will have at least several baggage trains traveling with
them, carrying food and other essential supplies as they venture out into the unknown
(blacksmiths tools for repairing weapons and armor, extra arrows, spare parts
for war machines, spare mounts, etc.), and as they are emptied reloading with
more supplies from friendly settlements during the march or captured gold and
other treasure collected along the way. A baggage train can hold 2 units of
food supplies, or 2 gold. A baggage train may be purchased for 2 coppers during
the Upkeep phase, and has a move of 6.
D. Ships
For purposes of these campaign rules, ships can be purchased for 2
silver during the Upkeep phase. Each
ship (actually a small fleet of transport vessels of various sizes) can carry
10 units of food and supplies or 10
gold, or they may transport up to
1,000 points worth of troops. During the Movement phase, ships move 8 hexes per
turn. It takes the equivalent of 4 movement points (1/2 the ships move) to load
or unload a ship. Ships may not make
any kind of Forced March.
Note that there are no rules for naval combat or naval blockades. In a later issue we will unite these
campaign rules with Man O' War.
Mercenaries
Mercenaries are poor but often necessary substitutes for a well-trained
army. While cheaper to hire than to train a regular army unit, they are
somewhat whimsical when it comes to their loyalties. They cherish gold more
than anything else, and will switch allegiance or refuse to fight at the drop
of a hat. A ruler may attempt to hire mercenaries during the Upkeep phase.
Mercenaries may be hired in any city, where they tend to be found in the local
taverns bragging about their martial prowess.
A Warmaster may attempt to hire mercenaries during the Upkeep phase. You
may try this once per turn. Pay 1 copper and roll a d6 - on a 1, 2, or 3, no
mercenaries are available (or they are unwilling to accept your petty bribe).
On a 4 or more, mercenaries are available.
Roll 2d6 to determine the cost of the mercenary army in coppers, and
(2d6)x100 to determine how many points may be spent on the hired army.
If you cannot afford their price, or if you choose not to take them
after all, the mercenaries will go on a rampage for your heinous insult,
causing extensive damage to your proud city, and looting the local treasury -
you immediately lose d3 coppers.
Mercenaries may act as an independent army, their leader the army's
general, or they may be included in one of your existing armies. If fighting with a regular army, the normal
rules for allies do not apply. Mercenaries may never make their leadership
tests with the army general's LD. Instead, they look only to their own leader
for guidance in battle. The unit may take all tests from their leader as if he
were the army general - that is, they can test against the mercenary general's
leadership if they are within 12”.
Before a battle, roll a d6 to see if the mercenaries can fight: On a 1
or 2, they wander off the battlefield and into the nearest tavern to get drunk.
On a 3 or more, they will fight as normal, operating as a part of the army
according to the standard mercenary rules. Add one to the roll if they or the
army they are with outnumber the opposing army by 2-to-1. Subtract one if they
are outnumbered 2-to-1. If a mercenary unit is ever driven from the table
during the battle, they are lost.
The Warhammer Races
Just as in a typical WFB battle, each race in the Warhammer world have
their own unique abilities which impact the strategy needed for a complex
campaign. These will be highlighted in
later issues of Battle Song.
Keeping Magic Items in Check
“And I'll
take...hmmm...five more rings of ...” KA-BOOM!
-Last words before the destruction of the
Towers of Ganglia
Many of the Magic Items listed in Warhammer Fantasy Battle and its
supplements - most importantly Arcane Magic and Battle Magic - are unique items
of overwhelming power, constructed once and once only, and therefore their use
is limited in Warhammer Campaign. Below is a list of items which are “unique.”
Only the given number of each item can be purchased during Warhammer Campaign. If they are lost or destroyed, the magic
items are gone for good, and cannot be replaced.
Any magic item belonging to one character (such as the Moon Staff of
Lileath, or Nagash's Staff of Power) is a unique item, and may be possessed and
used only by that character. (See the appropriate army books and magic cards
for more information.) If the character
is ever killed or destroyed, there is a chance that the goods will be
recovered, in which case they may be used by another character(s).
Dwarfen Runes are described in detail in the Dwarf Army Book. Note that some runes cannot inhabit the same
battlefield, and numerous other restrictions unique to Dwarfen Runes should be
memorized by the Dwarf player.
|
No. |
Item |
No. |
Item |
|
1 |
Aldred's
Casket of Sorcery |
1 |
Gork's War
Banner |
|
1 |
Axe of
Grimnir |
1 |
Gotrek's
Axe |
|
1 |
The Axe
of Grom |
1 |
The
Great Book of Grudges |
|
1 |
Banner
of Courage |
1 |
The
Hammer of Sigmar |
|
1 |
Black
Axe of Krell |
1 |
The
Horn of Urgok |
|
1 |
The
Book of Ashur |
1 |
Morgor the
Mangler |
|
9 |
Books
of Nagash |
1 |
Mork's War
Banner |
|
1 |
Bugman's
Tankard |
1 |
The
Ruby Chalice |
|
1 |
The
Chalice of Darkness |
12 |
Runefang's |
|
1 |
Choas
Runesword |
1 |
The
Silver Seal |
|
1 |
The
Claw of Nagash |
1 |
Skabsrath |
|
1 |
Crown
of Sorcer |
1 |
The
Skull Wand of Kaloth |
|
1 |
Cursed
Book |
1 |
The
Sword of Bork |
|
1 |
The
Dark Mace of Death |
1 |
Sword
of Justice |
|
1 |
Destroyer |
1 |
The
Sword of Teclis |
|
1 |
Dragonblade
Lance |
1 |
The
Talisman of Hoeth |
|
1 |
Dragon
Bow |
1 |
Talisman
of Ravensdark |
|
1 |
Dragon
Crown of Couronne |
1 |
Talisman
of Ulric |
|
1 |
Dwarf-Gouger |
1 |
Talon
of Death |
|
1 |
Fellblade |
1 |
The
Tomb-Blade of Arkham |
|
1 |
Gauntlet
of Bazhrakk the Cruel |
1 |
Van
Horstmann's Speculum |
|
1 |
The Golden
Helm of Atrazar |
1 |
The War
Crown of Saphery |
Thus concludes this month's main feature. Now go out there an buy yourself a map, design that campaign, and
get fighting. In upcoming issues of Battle Song, chits to represent
your cities and armies will be introduced, as well as articles focusing on
special rules for each of the races in the Warhammer Campaign setting. Other articles will include advanced rules
for extended campaigns, magic, encounters, and random events. (We'll provide you with card cut-outs with
each of these features, of course.)

Advanced Rules for Warhammer Campaign
These advanced rules were designed to expand the Warhammer Campaign
system. Not only do they make Warhammer
Campaign far more complex (enough to be played as it's own independent game),
but they also provide new opportunities and tools for the demanding general
looking to stretch his control over the entire Warhammer world.
These Advanced Rules may be used as an integrated whole, or players may
opt to use only selected sections of the advanced rules. Since the rules are internally balanced,
players may use any section alone, without the rest of the Advanced Rules,
without fear of unbalancing the game.
Five-Minute Battles
I realize that in a campaign it is difficult to play every battle that occurs over the course
of the campaign. The rules below
provide another means for determining the outcomes of your battles, in five
minutes or less. To play a five-minute
battle, all players involved in the
battle must agree beforehand - some battles might seem so important to some
that they only wish to have the outcome justified by a meeting of the minds on
a field of battle, and individual's interests in the battle should not be denied.
·
Roll 1
die for every 100 points in your army, rounding up. If the army is fighting from prepared position or in a village or
town, roll 1 die for every 75 points in your army. If the army is defending from behind a stone wall (as in a city
or fortress), roll 1 die for every 50 points worth of troops.
·
Add 1
die to your roll for each of the following:
¨
Every
champion or hero in your army
¨
Your
army general
¨
Every
war machine in your army
¨
Every
flying monster (If it is a unit of
flyers, roll 1 die for the whole unit,
not each individual model.)
¨
For
every 2 levels of spell casters. (Example:
Suppose your army contains a 1st level mage and a 3rd level mage. (1 + 3 =4)
Roll 2 dice.)
·
Roll 2
dice for each Special Character
For every roll of 5 or 6, the opposing army will suffer 50 points worth
of casualties. Each player may remove
their own casualties. The battle is
over!
Advanced Structures
Within the empire, the mighty wizard's towers crackle with magic, as
wizard's train apprentices and unleash their great magics. In the Dwarfen realms, masons are hard at
work building a great barrier wall to protect them from the perilously close
Orc menace. In the Choas wastes, vile
mockeries of men build enormous monuments to Khorne.
Advanced structures may be purchased at the beginning of the game, or
built during the campaign season, to enhance the power and might of your
empire. The points cost and
construction time for each building type are listed below. Unless stated otherwise, a new structure must
be placed in your “original” territory, that is, within the lands you have
owned and controlled since the beginning of the game. If a territory is taken by the enemy, you may place no new
structures there until or unless you have recaptured the land.
Note:
So that you don't forget when a building or structure is complete, if
you are constructing a building during the campaign season, pay out the costs
of the structure, and place the appropriate building chit at the expected completion
time on the yearly calendar. When you
reach the chit on the calendar, remove the chit to the campaign map and place
the structure in its appropriate location.
Assassin's Guild
Cost: 1 gold (or 500 points)
Time to Build: 6 months
Location: An assassin's guild is
typically found in a city, but they may be placed anywhere in your territories.
An assassin's guild is
necessary before you may purchase saboteurs or campaign assassins. New rules for assassins and saboteurs is
provided below.
Bridge or Ford
Cost: 2 copper (or 100 points)
Time to Build: 1 month
Location: A bridge or ford will
extend from one riverbank straight across to another.
A bridge may not be
constructed to cross a body of water more than 1 hex / inch wide. A bridge provides quick and easy passage
across a river or other impassable obstacle, such as a chasm.
Great Wall
Cost: 2 gold (or 1,000 points)
per hex side, +1 copper/month upkeep.
Time to Build: 6 months
Location: May only be build in
one of your original territories.
A Great Wall prevents
intrusions into your realm. While
difficult to maintain, they can quickly halt an enemy’s advance.
Each section of a Great Wall is equipped with
500 points of troops and war machines.
If an enemy army approaches the wall, fight a regular tabletop
battle. The Wall should be placed so
that it divides the tabletop in half.
Place terrain as normal, but no protective cover (trees, hedges, hills,
etc.) may be placed within 12 inches of the wall - this area has been cleared
for easy firing. The defending player
must deploy first.
If the attack is driven off or does not hold
the entire field by the end of the battle (i.e.,
the wall is not breached nor the defenses overwhelmed and eliminated), the
attacking army must move back 1 hex/inch,
whatever the actual Victory Point result.
At the end of the Campaign turn, during the resolution phase, the
garrison responsible for protecting the wall will be replenished, and breaches
in the wall repaired.
If a friendly army is stationed in the same hex
as the wall, and it is not otherwise engaged in combat this turn, it may help
defend the wall.
During the Defender’s movement phase, one unit
from this army deployed at the edge of the defender’s side of the table, moving
its full march move onto the table this turn.
(The wall is very long, and you can never be sure at what point the
invaders will attack. Defenders rush to
the scene as soon as possible.)
Military College
Cost: 3 gold (or 1,500 points)
Time to Build: 1 year
Location: A military a college
may only be placed in a fortress or a city.
With a military
college in place, you may place an extra +250 points of troops in this
settlement per turn. If the settlement
is ever attacked, you immediately gain d3x100 points of non-elite rank and
file, to represent squires and other trainees who have not yet completed their
training coming out to aid in the defense.
Mine
Cost: 1 silver (or 250 points)
Time to Build: 1 month
Location: A mine may only be
placed in a mountain hex. There may be
no more than 1 mine per territory.
A mine will generate
d6 extra coppers from this territory.
Monastary
Cost: 1 silver (or 250 points)
Time to Build: 6 months
May hide 500 points of
R&F troops free from harm as a sanctuary.
Only found alone, never in a major population center.
Monument
Cost: 1 gold (or 500 points)
Time to Build: 6 months
Location: A monument may only be
placed in a city.
The exact form of your
monument is up to you - it may be a statue of a heroic leader, or a beautiful
hanging garden; it might be the Great Colossus, or the Glowing Crystals of
Rhodes. A monument is a source of pride
for the community graced with its presence, such that trade will be boosted by
its fame. Revenue and food are
increased by +1 point per turn.
Palace
Cost: 3 gold (or 1,500 points),
+1 silver every tax period in upkeep.
Time to Build: 1 year 6 months
Location: A palace may only be
constructed in the capitol city.
All units fighting in
this territory receive a +1 LD modifier.
In addition, the glamour of the palace guard will attract countless
volunteers. If your capitol city is
ever attacked, you will gain d6x100 point of non-elite rank and file, as
citizens and others come to aid in their proud cities defense.
Stone Circle
Cost: 2 gold (or 1,000 points)
Time to Build: 1 year
Location: A stone circle must be
placed at least 2 inches / hexes away from any settlement.
The stone circle may
be used by its primitive priests to examine the stars and planets, and read the
fate of you and your empire. Every tax
period, you may ask the priests of the stone circle to grant you an reading for
a “donation” of 1 copper. If the omens
are favorable, you gain 1 fate point.
If they are not, however, you will lose 1 fate point. If you have none to lose, you will collect
-2 gold in taxes due to blights and other bad luck.
University
Cost: 2 gold (or 1,000 points)
Time to Build: 1 year
Location: Universities may be
placed in cities only.
Universities are
storehouses of knowledge, research, and learning. Universities help your population find better and more efficient
means of using resources. A territory
with a university may increase its tax collection and supply by 50%. In addition, an extra 100 points of war
machines may be purchased gratis each month.
Wizard's Tower
Cost: 3 gold (or 1,500 points),
+1 copper upkeep each turn
Time to Build: 1 year, 6 months
Location: A wizard's tower may be found in any population center other
than a fortress. No settlement may
contain more than one wizard's tower.
You must have a
Wizard’s Tower to cast Campaign level magic (described in the next
section). Because of the extensive need
for rare supplies, 1 copper upkeep must be paid each turn,
whether or not a spell is cast.
Magic
Campaign Magic can only be cast from Wizard's Towers. Magical power is channeled through these
ritual centers, drawn by conjunctions of planets, mystic rites, and totems of
power. To cast a Campaign Magic Spell,
the player chooses the target hex or location of the spell as defined by the
spell itself, and make sure it is within range of the Wizard’s tower.
Only one spell may be cast from any given Wizard’s Tower each turn.
When the target and spell type are selected, the casting players must
roll equal to or over the spell’s difficulty level to successfully cast the
spell. (A 1 always fails.) If the player fails, something has gone terribly
wrong - roll a d6 on the Spell Misfire Table, below.
Spell Misfire Table
|
D6 |
Result |
|
1 |
Kaboom!
The tower is destroyed in a great blast of all magic, leaving not even
a trace of its former presence. |
|
2-3 |
Magic Breach! Something goes terribly wrong with the spell. Magicians and sorcerors rush through incantations
and manage to control the unleashed power of the winds, but several wizards
are killed and the casting chamber is ruined in the process. No spells may be cast for d6 turns. |
|
4-6 |
Phew!
The spell has simply failed.
You may try to cast another spell next turn. |
Abundance
Target: Any of your territories
Difficulty: 2
The territory blossoms with life throughout the season, its soil enjoys
unheard of fertility and its population thrives. The territory will provide sustenance for any force in the tile
no matter how large.
Blight Crop
Target: Any territory
Difficulty: 3
This spell may be cast on any enemy territory. Crops shrivel and fail, reducing the yield of the entire
harvest. No supplies may be taken from
this territory, and all stored supplies are lost. The settlement will be reduced to one settlement size smaller (i.e., from city to town, or town to
city) as starvation and disease devastate the population.
Break Siege
Target: Any enemy settlement
within 36 inches/hexes
Difficulty: 5
This spell may be cast on a tile which is being besieged. The caster removes one army, resolving the
siege instantly by destroying either the defenders or attackers. If no sieges are in progress the spell can
be used to raze any unoccupied fortress instead.
Bumper Crop
Target: Any territory in your
empire
Difficulty: 2
Crop yields in this territory exceed all expectations. Add D6 supply immediately.
Call of Heroes
Target: Your capital city
Difficulty: 3
This spell may only be cast on the capital. Heroes from all over the land are drawn towards the capital where
they offer their aid to the player. The
player may recruit an additional D6x200 points of heroes over the coming winter
phase. Heroes are chosen from Warhammer
Armies as normal.
Chaos Void
Target: Any hex within 48
inches/hexes
Difficulty: 4
This spell may only be cast against an uninhabited hex. It brings the powers of raw magic into a
deadly coalescence, dissolving the contents of the hex and the 6 hexes
surrounding it (or use a 3” diameter template) and creating a vortex of
chaos. Any force moving into or through
the affected hexes is destroyed on a d6 roll of 4 or more. The chaos void is automatically closed if a
die roll comes up 1, or is dispelled by the casting player.
Crack Call
Target: Any walled settlement or
a section of Great Wall
Difficulty: 4
Crack Call summons terrible energies to unmake the most sturdy of
fortress protections, reducing outer defenses to rubble. A city, town, or fortress surrounded by a
palisade or other wall is left unprotected.
During subsequent tabletop battles, only 2d6 inches of such defenses as
castle walls, etc., may be placed on
the board (though buildings - including inner keeps - may be set up as normal).
Deluge
Target: Any river within 36
inches/hexes
Difficulty: 4
This spell may be directed against a river tile, causing the river to
swell, forming a tidal wave of destruction. Any settlement within 3” of the river
are razed on the D6 score of a 4+ if it is a village or border tower, 5+ if it
is a fort or town, or 6 if it is a city.
All armies within 2 hexes of the river are destroyed on a 4 or more on
d6.
Hold River
Target: Any river
Difficulty: 3
The spell is cast against a river.
The effect is to cause the river to magically dry out, allowing the
river to be crossed at any point along its course. The spell lasts for 1 month, but can be reversed by the player
who cast the spell during any campaign turn on the D6 roll of a 5 or 6. If successfully reversed while an enemy is
attempting to cross the river, the force is destroyed in its entirety and the
spell has no further effect.
Inundation of Blood
Target: Any territory within 36
inches/hexes
Difficulty: 5
The tile is submerged under a deluge of blood which pours from the sky
and drowns crops and sweeps away settlements.
No revenue may be gathered from the territory for the next 6 months, and
any army in the tile loses 2D6x20 points of troops.
Magical Protection
Target: Any enemy spell.
Difficulty: 4
This spell may be cast to nullify any campaign level spell already in
affect in a territory or elsewhere, succeeding on a d6 roll of 4 or more on d6.
Portents of Terror
Target: Any territory
Difficulty: 5
All living creatures within the target settlement suffer nightmares and
waking qualms of terrifying intensity.
Any force within the territory
at the beginning of any campaign turn must roll a D6. On the score of a 1, 2 or 3 the force is immobilized as dissent
breaks out among the superstitious troops.
The force will do nothing that turn, and any mercenary or allied banner
will immediately disperse and is removed from the game. On the score of 4, 5 or
6 there is no effect for the duration of that campaign turn. The spell lasts for the entire campaign
season.
Prosper
Target: Any razed settlement
Difficulty: 4
This spell is cast upon a razed settlement. The settlement is reborn as residents and wanderers form a new
village with d6 supply in storage.
Quake
Target: Any settlement within 48
inches/hexes
Difficulty: 5
The walls of a city or fortress are devastated by an earthquake leaving
the settlement vulnerable. [more]
Reign of Madness
Target: Any enemy settlement
(except capitals)
Difficulty: 5
This spell may be cast against an enemy settlement. The entire population becomes infected with
a whirling madness and dances off never to be seen again. Villages are spared the exodus on a d6 roll
of 6, towns and border towers on a 5 or more, and cities and fortresses on a
4+.
Rot
Target: Any territory within 36”
Difficulty: 4
All baggage points in the territory decay and are immediately
destroyed. Any further baggage points
taken into the territory during the campaign season will also decay and be
destroyed.
Scrye
Target: Any army within 48”
Difficulty: 3
The casting wizard is able to see the enemy troops of a selected army,
or the militia of a settlement. The
player who has been scryed must reveal the points value and exact composition
of the force within the tile.
Shrouding Mists
Target: Any friendly or enemy
unit within 36 inches/hexes
Difficulty: 2
This spell may be cast against a friendly force which is about to face
combat. The army is surrounded by
magical mists hiding it from the foe.
The army does not have to fight during the combat phase.
Storm
Target: Any territory
Difficulty: 5
The tile is beset with storms of terrifying intensity. These storms last
for 6 months, making movement difficult and agriculture barely possible. Regardless of settlements within it, the
tile provides no subsistence for the next 6 months. Ships within the tile are wrecked on the D6 score of 1 or 2, and
driven 2d6 inches away on the score of 3 or more. Armies may move into the tile as normal, but any scouts
attempting to scout from the tile are driven back on the D6 score of a 4,5 or
6.
Summon Host
Target: Any of your territories
Difficulty: 4
The spell raises a mighty host forming an army of D6xl00 points of
troops taken from any army list. The spirit-host will automatically attack
any force which is in the territory. If
the territory is empty, the host will remain in the territory, attacking any
force that moves into the territory.
The host is destroyed if defeated in battle - there’s no need to roll
for survivors. The army may be
represented by a banner - the army does not require any subsistence.
Tornado of Peril
Target: Any territory within 36
inches/hexes
Difficulty: 5
This spell creates a whirling tornado of magical energy which devastates
the territory, razing any village automatically, razing a fortress or town on
the roll of a 3+ and a city on the roll of a 4+. Any army within the territory is destroyed if there is no
settlement, and is otherwise destroyed if the settlement is razed.
Trail of Howling Doom
Target: Any hex within 24
inches/hexes
Difficulty: 2
This spell unleashes a trail of magical wind and storm beginning in the
target hex. Any army in the hex suffers
D6xl0 casualties and any village is razed on the D6 score of a 5 or 6 - other
settlements are not affected. The spell then moves into a randomly determined
adjoining tile and affects it in the same way.
The spell continues to move from hex to hex until it has affected a
total of D6 hexes.
Withershins
Target: Any territory within 36
inches/hexes
Difficulty: 3
An enchantment is placed upon the territory, affecting any force within
it until dispelled. A force wishing to
enter or exit the territory must move randomly using a D6 corresponding to each
of the six hex sides.
Events
Event cards may be played at any time, or as described by the rules on
the appropriate card. You may hold
Event Cards in your hand until an opportune moment, but you may never have more
than 3 cards in your hand at any one time.
If you draw a fourth card, you must discard one card to bring the number
in your hand back down to 3 - you cannot play the fourth card. Whenever you discard an Event Card other than an “Uneventful Week” card
without playing it, roll a d6 - on a 3 or more, you gain 1 fate point. On a 1 or 2, you lose a fate point.
Limitations on Playing
Event Cards: To maintain gameplay balance, and to prevent
absurd situations such as a famine and a bountiful harvest taking place at the
same time, you may not play an Event Card on a territory or settlement that
already has an Event Card in effect.
A complete description of the Event Cards follows. An abridged version of this text is also on
each card. If you are playing without
the cards, roll a d66 to determine which event card is drawn. (When rolling d66, the first number
represents the tens digit, and the second the ones. Therefore, rolling a ‘3’ and a ‘2’ would be ‘32,’ or Firestorm.)
11 Peasant
Revolt
Peasants refuse to pay your entirely reasonable
taxes. Ungrateful scum... have you not
protected them from the authoritarian rule of your enemies! Lose D6 silver in revenue immediately.
12 Rebellion
An underling rebels against your rule. Randomly select a fortress in the empire,
which becomes an independent settlement.
The fortress yields no revenue, nor will it offer supplies. Diplomacy may take place as normal.
13 Plague
Plague ravages the land. This card may be played in any enemy
territory except the capitol. All
troops in that settlement are wiped out, and all supplies stored there are
lost. Place a plague refugee population
outside the settlement. This population
will move d6 inches in a random direction during every movement phase as the
plagued families struggle for sanctuary.
On a roll of 6, they mercifully succumb to the plague, and are removed
from play. If the population is
attacked or encounters another settlement (that is, ever occupies the same
space as another chit), roll a d6 - on a 4 or more, the army or settlement
contracts the plague. If it is an army,
the army is destroyed, and transformed into another randomly wandering plague
population. If it is a settlement, all
militia are destroyed, all supplies are lost, and another plague population is
created.
14 Raids
Test for each territory adjacent to an enemy
held territory. Roll a D6 for each such
territory. If the result is 4, 5 or 6
raids and banditry prevent revenue from being collected - immediately lose 1
silver.
15 Increased
Revenue
Your merchants and traders have had a very successful
year with goods and wares being sold and transported to the far reaches of the
empire. The tax revenue from all this activity adds 1 gold to the royal coffers
for every city in your empire this turn.
16 Plentiful
Harvest
The fine weather and hard work of your farmers
has resulted in a bountiful harvest.
For every three villages in your empire, receive 1 supply.
21 Special
Tribute
In gratitude for your just and enlightened
rule, your minions selflessly levy an additional tax to pay for statues of you
to be erected in every city and village in the empire. Collect an additional D6 silver in revenue
immediately. Of course, what you
actually choose to spend this windfall on is entirely up to you.
22 Famine
Widespread famine makes it impossible for
armies to collect subsistence from this territory for the remainder of this
year.
23 Treachery
For each city or fortress in your empire that
borders an opposing empire or independent settlement, roll a D6. On a roll of 6, the settlement switches its
allegiance and makes peace with the enemy. Exchange your flag for that of the
opposing empire or an independent settlement.
The revenue from that settlement can now be collected by your enemy.
24 Wild
Dragon
From the heart of the mountains at the center of
the world, great dragons come roaring forth to raze the land and strike terror
into all who lie in their path (see The
Dragonrage).
25 Armed
Resistance
A resistance movement, led by a local hero who
has earned notoriety harassing the enemy, has formed in one of your territories
captured by the enemy. A 1,000 point
army may be placed on any hex in the territory of your choice. They must be led by a lord level character.
May only be played in captured territory.
26 Assassination
Attempt
An assassination plot to kill the ruler of this
territory has been uncovered. Roll a
d6:
Assassination Attempt Table
|
d6 |
Result |
|
1-2 |
The assassination plot is uncovered before it
comes to fruition. The plotters are executed,
and order is restored. |
|
3-4 |
The assassination plot is partially
successful. The commander in this
territory survives the attack, but a high-ranking associate is killed
instead. The player may choose any
character (except champions) to be the target of the attack. The character receives d3 wounds, and is
removed from play if their wounds are reduced to 0. |
|
5-6 |
The assassination plot is successful. The target character receives d3 wounds in
the assassination attempt. Any
opposing player (or the player immediately following in turn order) may
choose which character is injured. |
31 Carrion Vines
Man-eating plants attack the army. Lose 500 points of troops (players
choice). If the army has scouts, lose only
250 points of Rank and file.
32 Firestorm
A hail of meteorites crashes to the earth,
hitting everything within the territory.
All buildings and settlements are razed,
and all armies destroyed are destroyed on a d6 roll of 4 or more.
33 Flash
Flood
A flash flood strikes this territory. Any armies will lose d3 units to the flood
(player's choice). All population
centers will suffer a drop in population as if looted, creating 1 Refugee
counter.
May only be played in a territory with a river.
34 Fog of
Logalin
Bursting up out of the ground at your enemy's
feet, the cloud exists anywhere and everywhere in the territory. The fog is an ancient, amoral intelligence
which wanders the land, killing seemingly indiscriminately, its tendrils
driving into the victims and destroying them from the inside out. All armies in the territory will be killed
on a d6 roll of 1-3. The fog will
dissipate over the course of the next week.
35 Rebellion
All settlements in this territory declare their
independence. The militias of each
settlement must go under the control of a non-aligned player (roll
randomly). Your armies may no longer
receive supplies or taxes from the territory.
Note that the non-aligned player does not collect taxes either, but
should use forces in this territory solely for protecting any settlements from
all outside intervention.
36 Divine
Augury
Good omens from the heavens have blessed you -
gain 1 fate point immediately.
41 - 46 Uneventful Week
Blessedly, today is an uneventful day, leading
quickly into an uneventful week. You
may not trade in this card for a fate point.
51 Evasion
Your outnumbered and battered army, bracing for
the final onslaught, has managed to find a hidden chasm leading to safely. Leaving a false trail to mislead their pursuers,
your army escapes into the darkness.
You may play this on any army about to be engaged in combat, that is,
after the movement phase is complete and before the combat phase. Immediately move the army up to d6 hexes /
inches away from the enemy.
52 Bad
Weather
A foul blustery storm bursts over the
territory, making all roads impassable.
No unit may move through this territory this turn.
53 Sheep
Attack!
What your enemy thought was trail sign of the your
army's path turns out to be a shepherd and his flock of sheep. You may play this on any army about to be
engaged in combat by an enemy.
Immediately move the enemy army d6 hexes / inches away from your
imperiled army.
54 Entrapment
Action
You have managed to maneuver your enemy into a
cul-de-sac, leaving them no escape route.
This card may be played on any one of your armies about to engage the
enemy in the upcoming combat phase. If
you defeat the enemy, the enemy may not flee - it is trapped and automatically
destroyed. If you are defeated, you may
retreat as normal.
55 Inheritance
The rich uncle / brother / second-cousin's
lover dies, leaving a valuable magic item for one of your heroes. Gain 1 magic item immediately.
56 Battle
Prayer
Recognizing a heroes true dedication to the
gods, your gods grant any chosen hero with great skills and knowledge. The selected character is immediately
“upgraded,” i.e., a character is upgraded to a hero, a hero to a “lord”
(general's stats), a wizard mage to a wizard lord, a boss to a big boss, etc.
61 - 66 Uneventful Week
Blessedly, today is an uneventful day, leading
quickly into an uneventful week. You
may not trade in this card for a fate point.
Encounters
Encounter cards are drawn whenever an army enters an Encounter hex. There should be at least one Encounter hex
per territory, but never more than two (and territories with two Encounter
hexes should be otherwise unoccupied, i.e.,
with no settlements) - these should be marked with a skull or other symbol on
the map for clarity.
A complete description of the Encounter Cards follows. An abridged version of this text is also on
each card. If you are playing without the
cards, roll a d66 to determine which encounter card is drawn. (When rolling d66, the first number
represents the tens digit, and the second the ones. Therefore, rolling a ‘2’ and a ‘5’ would be ‘25,’ or a Copper
Mine.)
11 Ancient Temple
An ancient temple stands black atop a mount of
skulls bleached white in the sun. The
army general is compelled to enter.
Immediately roll a d6:
|
d6 |
Result |
|
1-2 |
The
temple is empty save for some rats and other crittery night-crawlers. |
|
3 |
The temple
contains an ancient relic of mystical power.
On a 1-3 on d6, the relic can be melted down into d3 silver. On a 4 or more, the relic is protected by
an ancient curse. Your army general
loses 1 point of WS and BS permanently. |
|
4 |
The
temple is protected by 10 skeletons.
Fight a small skirmish battle between your leader and the
skeletons. If the general is an
Undead, the skeletons will join your army rather than attack if he passes a
LD test, and they will bring d6x100 points more worth of troops with them. |
|
5 |
A
random magic item is found on an old cracked altar - draw a random magic item
card. |
|
6 |
A great
talisman, used to destroy the castle of Veirallin the Mad and long believed
lost in legend, rests within a sacred chamber. It must be carried by 4 models. When attacking a fortress or other walled settlement, its
powers may be invoked once per week to raze a 6” section of wall of your
choice. |
12 Abandoned High Elf Tower
This beautiful tower has barely faded over the centuries
since its construction in the Elf and Dwarf wars. For Elves, the three thin towers - connected by fine lace-like
walkways - may be used as a fortress.
For all others, it may tactically be used only as a border tower. The spires are designed so that they draw in
additional winds of magic - any wizard within or atop one of the towers may
draw an additional power card during the magic phase.
13 Abandoned Fortress
An ancient abandoned fortress has been found,
totally uninhabited but for cobwebs and dust.
The fortress may be used as a normal fortress.
14 Abandoned Palace
You find a huge palace, obviously once
beautiful beyond compare, surrounded by what appears to be the remains of a
great city. Instead of moving, an army
at the city may send in its scouting party to look for treasure. Roll on the table below.
Die Roll |
Result |
|
1-3 |
Your scouting party never returns. |
|
4-5 |
You find d3 Gold. |
|
6 |
You find d6 Gold and 1 magic item (your
choice). |
15 Ancient Statue
An ancient statue is carved into the mountain
face, or standing alone for all to see from miles around. If the statue is that of your own race, you
have a +1 LD modifier for all battles your army fights in this territory. If it is of an enemy race, your army suffers
a -1 LD modifier. If it is of a
friendly or allied race, then there is no modifier. Roll on the following table to determine the race of the statues
carvers:
|
Die Roll |
Result |
|
1 |
Human |
|
2 |
Choas |
|
3 |
High Elf |
|
4 |
Dark Elf |
|
5 |
Undead |
|
6 |
Dwarf |
16 Apple
Grove
A well-tended apple grove grows in the middle
of a pleasant vale. The territory
immediately gains +2 food supply.
21 Black
Tower
A tall black tower soars into the sky, dwarfing
any structure your scouts have ever seen before. A permanent black cloud hangs about the summit, and streaks of
lightning play around the sky in constant flashes. Make a roll for each Magic Item in the territory. On a roll of 1 its power is absorbed by the
tower and should be discarded. Roll
again for any Magic Item which enters the territory on any turn hereafter.
22 The
Bounty of Yandow
Your army encounters a wandering band of
gypsies. The Gypsies of Yandow wander
the world in small nomadic baggage trains.
They are known for their generosity and the quality of their
cooking. Their wagons are overflowing
with food, and it never seems to diminish.
The gypsies will gladly follow whatever army takes them (or they can be
killed, and their baggage train taken instead). While the baggage train is with the army, the army need never
worry about supply.
23 Brewery
The exact brewery will depend on the territory
it is placed in: it may be a Dwarf Beer
Brewery, an Elven Vineyard, or a Khornate Blood Distillery. The Brewery will provide an additional d3
Copper in taxes every year. However, if
your army ever becomes engaged in this territory, roll a d6 for each unit (not
characters) in your army and consult the Brewery Result Table, below.
If an army wishes to destroy the Brewery, they
must burn it to the ground - if there is a town in the territory, it may be
found located in the town. An
additional d6x100 points of characters and / or regiments (never war machines) will
be present in the Brewery, and will come to the aid of the local militia. Since they will usually be quite
intoxicated, their WS and BS will all have a -1 modifier. These models are all dedicated drinkers and
consider an attack on the brewery as a personal insult and injury. Therefore, their LD will be an unmodifiable 10 for all tests throughout the
battle. After the battle, any survivors
will return to the brewery to drink.
Brewery Result Table
|
Die Roll |
Result |
|
1 |
The unit AWOL - After Wine and Other Liquors -
and has gone off to visit the brewery.
The unit won't make it back in time for the battle, and may not be
used. It will rejoin the army on the
next turn. |
|
2 |
The unit has gone to the brewery, but
returned in time for the battle. However,
the unit will fight with -1 to Ws and Bs, but LD will be boosted +2 for the
remainder of the battle. |
|
3+ |
The unit has steadfastly refused to poison
themselves with drink without permission. |
24 Brigands
This area is a notorious haunt of bandits and
brigands. Place the Brigand Hideout
counter on the encounter hex. Roll on
the Brigand table, below, every time an army moves within 4 hexes or inches of
this spot.
|
Die Roll |
Result |
|
1 |
The brigands are actually a force of
monsters. Roll on the Monster Table,
below. |
|
2 |
The brigands attack! The brigands will consist of d6+1 x 50
points worth of troops (non-elite). |
|
3-4 |
The brigands attack your baggage train. Lose one baggage point. |
|
5 |
The brigands are of the same race as your
army, and are impressed by your martial prowess. They offer to join your army.
If you accept, gain 2d6 x 50 points worth of troops (non-elite). |
25 Copper Mine
A small but viable copper vein has been
uncovered. Increase the taxes collected
from this territory by +3 coppers.
26 Coven
Your army has discovered a clan of religious
zealots. Roll 1d6 and consult the
following chart for their allegiance and reaction.
|
Die Roll |
Result |
|
1-3 |
The coven is an insidious cult, opposed to
everything your empire stands for. As
your army approaches, they flee, spreading dissent and committing treason in
the surrounding area. Roll a d6 for each
settlement in adjacent territories.
On a 1 or 2 they claim independence.
A capitol or city will never listen to the lies of a zealot. |
|
4-6 |
The coven is a secluded sect from your own
society. They greet your banner with suspicion,
but soon realize they have the same ideals and join your army. Gain d3 x 100 points of troops to spend on
one unit for your banner. They must
be an appropriate troop type: Dwarf Slayers, Wood Elf Wardancers, Sword
Masters of Hoeth, Empire Flagellants, Dark Elf Witch Elves, Night Goblin
regiment with Goblin Fanatics, etc.
You may include characters to lead the unit if you wish. |
31 Druidic Shrine
The calm generated by this beautiful grove is
palpable. Whatever time of year, the sun
shines bright, the moon bathes the land in pale blue shadows, and the trees are
green and drooping with fine fruits. If
your troops remain here for one full turn, their fatigue level may be reduced
to 0, i.e. they will no longer suffer from fatigue.
32 Dwarf Temple
Your scouts find an ancient dwarf temple, with
symbols that suggest it belonged to the Engineer's Guild. Roll on the table below to see what you find
in your explorations. Dwarfs will know
the secrets of the temple, its hidden passages and what has worth and
value. Dwarfs should roll on the
separate Dwarf Exploration Table, below.
Dwarf Temple Exploration Table
|
d6 |
Result |
|
1 |
Your scouts set off a series of traps, burying
them and the temple in rubble as explosions tear up the landscape. |
|
2-4 |
Your scouts find nothing. |
|
5 |
You find d3 silver. An additional d6 silver may be taken, but all relations with
Dwarfs will be at -2 on the diplomacy table - defiling even an abandoned
temple is cause for a Grudge. |
|
6 |
You find a magic item worth no more than 75
points (your choice). |
Dwarf Temple Exploration for Dwarfs Only
|
d6 |
Result |
|
1 |
An Anvil of Doom is found in a deep
vault. You may bring the anvil with
you, but you must send for an Engineer Runesmith before it may be used. |
|
2 |
A small group of Slayers have secreted
themselves here, using the temple as their base of operations for their
suicidal missions. They agree to join
your army - gain a 150 point unit of slayers. |
|
3 |
Your scouts find d6 silver in jewels, which
can be carted away. |
|
4-5 |
Your scouts find d6 copper. |
|
6 |
You find nothing that would allow you to
disturb your ancestors' place of worship. |
33 Fault Line
Once per year, roll a d6 for the fault. On a 1, there is an earthquake throughout the territory. All population centers are Razed. Armies suffer d6x100 points in losses
(player decides). For each adjacent
territory, roll another d6. On a 1-3
the earthquake will also affect the adjacent territory. On a 4 or more, there is no effect.
34 Fortress Zeit-Weinde
Local villagers tell of a fortress
overshadowing their small valley. The
Fortress Zeit-Weinde, they call it, “home of all time.” The fortress appears abandoned, and your
army may move in and adopt the fortress as their own. Explorers in the dungeons below the fortress find a large
doorframe. Instead of a normal door,
however, a solid barrier of black light fills the doorframe. When touched even lightly, it rings with
echoes like a deep bell. Ancient text
on the frame, deciphered by a wizened advisor, tells of its purpose.
When I sound, sound me true;
Blood for I, or blood from you.
When the door is struck in an emergency, 1,500
points worth of troops - from a race of your choosing - will come through the
doorway to serve you. This army must
exactly follow the rules from the appropriate army list (i.e., max. 50% characters, 25%+ units, etc.). They may immediately
take a turn, under your control. If
there are no enemy troops within their movement range, however, they will
attack you and all your troops in the fortress. The gong and its troops may be used one time only.
35 Gold
Mine
A rich vein of gold twines its way beneath the
earth here, providing wealth for your expanding kingdom. Place the mine counter on the Encounter Hex
in this territory, and keep this card in your hand. Collect an additional two
gold from this territory each turn.
If an enemy army ever occupies this hex, give
this card to the occupying player. The
new player will collect taxes from this hex unless it is recaptured or taken by
another player.
36 Great
Horde
By some entirely improbable chance, the army
has come across a vast horde of wealth, left by some ancient kingdom or
army. Jewels glitter hundreds of yards
in each direction, gold and silver joins are piled in heaps twice as high as
the tallest man. The hoard is worth 2d6
gold. The only problem - it will need
Baggage Trains to be carted away.
41 King
Sulaman's Mines
Long believed lost in legend, King Sulaman's
Mines were once the greatest source of pure gold in the Old World. Collect 3 gold during the Upkeep phase.
42 Magic
Gate
A glimmering magic gate, a circle 20 feet wide
arcing high over your head, tingles as you approach it, and a faint reflection
of your destination appears upon the magic film covering its frame. The gate will move your troops to any spot
within 12 hexes. Before moving, roll a
d6 - on a 1, something goes wrong, and the army moves 3d6 hexes in a random
direction. If this places your army
over an open body of water, they drown.
43 Magic
Pool
A reservoir of pure magic floats like a giant
bubble in the sky, invisible to all but spell-casters. All magic in this territory is doubled (i.e., in a typical battle roll 4d6
instead of 2d6).
44 Magic
Vortex
A magical vortex sucks in the winds of magic
like some grotesque choatic eddy, consuming the winds and shifting them out of
this realm of existence. No magic
spells of any kind may be cast in this
territory.
45 Mithril
Vein
A vein of pure mithril has been found leading
into the mountain, but its full extent remains undetermined, and there are
difficulties in digging mithril.
Collect d6 gold during the Upkeep phase. On a 1 or 2, the vein has been spent, and the card is removed
from play. If the territory is owned by
Dwarves, add +1 to the roll.
46 The
Black Monolith
The Black Monolith is a structure left by some
long-forgotten race, covered with indecipherable runes. A wizard can see the Winds of Magic playing
about the monolith, as if it somehow flourishes from the coursing magic. Any wizard or other spell-caster may touch
the Black Monolith: on a 1-3, the
wizard is killed, burned to a cinder by the magic power flowing from the
stone. On a 4-6, the wizard gains
knowledge and control over the winds, gaining a magic level. A 4th level wizard (or higher) may not advance
in magic level, but will be able to draw one additional spell card. Wizards may only touch the stone once - a
second touch kills.
51 Mystic
Fountain
From a great depth, this artesian spring rises
clean and pure in the midst of the surrounding desolation. A character slain in battle, or through some
other mishap, may be healed here if his body is brought within 6 turns. Roll 1d6 - on a 1 or 2, his soul is gone and
the character cannot be revived. On a 3
or more, the character is restored.
52 Ruined
City and Tomb
Your scouts have discovered an ancient tomb
amidst the long ruined remains of a city.
If the scouting force wishes to explore, roll on the following table.
|
Die Roll |
Result |
|
1 |
This isolated tomb is the last remaining
monument to some long forgotten hero or great warrior-lord. Over countless years it has been inhabited
by foul monsters. Roll on the Monster
table (above) to determine its inhabitants.
These will attack the banner automatically. |
|
2 |
The cast ruins of this ancient metropolis harbor
a large and well-established band of brigands. Roll on the Brigand Table (above) to see what they do. |
|
3 |
The tomb is empty of treasure, but is
infested by disease carrying rats. d6
x 100 points worth of rats will attack the army. If the army is Skaven, the rats will join their army on a d6
roll of 4 or more. |
|
4 |
The tomb has been desecrated and robbed by a
long succession of treasure hunters and gold diggers and contains nothing but
the dead. |
|
5 |
The tomb belongs to some long perished commander
of an eons old empire who is now only known by his inscriptions on his
sarcophagus. The designs on the walls
of the mausoleum are actually a large map showing the locations of d6 more
tombs. To find out where they are,
nominate one side of the hex as '1' and number the other sides
clockwise. Roll 1d6 for direction,
and 2d6 for distance in hexes. Roll
on the tomb table when these tombs are explored. |
|
6 |
There is something peculiar about this
place. Roll on the following table: 1 Dragon's Lair! A Dragon attacks the army. Roll a d6 to determine the type. 2 - 3 Independent Dwarf Hold. The area is actually the upper reaches of
an old Dwarf Hold, which is still inhabited!
Place a fortress in the hex.
The fortress has been so long separated from dwarfen society that it
will act independently until successful diplomatic relations have been
conducted. 4 - 5 Underground Fortress. The ruined city
conceals a huge underground fortress, buried for millennia under debris and
rubble. It acts as a fortress from
now on. 6 Underground Highway. The tomb contains an entrance to an
underground highway, which leads 2d6 hexes in a random direction. Armies may move along the highway without
fear of interference and at twice their normal move rate. At the end of the highway will be another
ruined city and tomb. |
53 Safe
Haven
A magical dome has created a great safe haven
within this hex. Any army within this
hex cannot be attacked by any means.
54 Silver
Mine
A small Elven silver mine has been found, and
is more than willing to serve you so long as they are left to work their fine
silverworks in peace. Of course, you
could simply kill them and mine the silver your selves, if you wish. Whatever your decision, the mine generates 2
silver in taxes.
55 - 66 Settlements
There are several settlement cards in the
Encounters deck, each representing a small, isolated (and “lost”) community of
one of the major races. These
settlements are independent, and are therefore subject to the rules for
diplomacy.
If rolling for encounters, roll a 2d6 and
consult the following chart to determine the race:
2 - Human
3 - Wood Elf
4 - Skaven
5 - Chaos
6 - Chaos Dwarf
7 - Orc
8 - Goblin
9 - Dwarf
10 - Dark Elf
11 - Undead
12 - Re-roll.
If you roll a 12 again, your army finds an abandoned village.
Terrain
Adding a variety of terrain to your maps make any campaign more
realistic. Following are a list of
typical terrain features, including terrain features that are found on the pre-made
maps which will eventually be made available on-line. Each terrain type is marked with the amount of food available for
scavenging to an army on the march. A
negative number means there is nothing to scavenge. Furthermore, in addition to the amount of food the army must take
from its baggage train and local settlements, to feed itself, that much food
must be taken away. (The hostile
environment presented requires a greater degree of sustenance to maintain
health.)
An example: A
2,000 point army ends its turn in a Jungle hex. It will require 2 supply to adequately feed itself this
turn. In addition, it must use another
1 supply because of the hard conditions (mainly water, in this case), for a
total of 3 supply to be adequately fed.
The number of Movement Points required to move into a given hex are
provided in the accompanying description, along with any other modifiers.
Plains 2
food
Plains and grasslands represent the
typical terrain in the Warhammer world, and represent generally flat land with
wild fowl and grains, and small lonely settlements, estates, or hamlets which
may be sacked for food. It costs 1
movement point to enter a plains hex.
Jungle -1
food
It costs 2 movement points to enter
or move through a jungle hex. The
harsh, wet and hot conditions cause food to spoil rapidly, and additional water
must be brought in to fend off the diseases rampant in the local rivers, and
from loss of water due to sweat.
Forest 1
food
An army moving through a forest must
expend 1.5 movement points per hex.
Forests are cool and comfortable, and game is bountiful for the hunting.
Marsh 0
food
Marshes and swamps are wet ground,
interspersed with small bogs, sinkholes, quicksand, and are at best treacherous
to cross. An army must expend 1.5 movement
points to enter a marsh hex.
Hills Special
To move into a hill costs 1.5
movement points. The terrain
surrounding the hill defines the types of supply available for an army on the march,
and the army may harvest from the best terrain type abutting the hills, as it
is assumed the natural resources of its environs continue at least part way
into the hills. For example, a Hill hex
is surrounded by more Hills on four sides, a Forest on one, and Plains on the
other. The army may take two supply
(from the Plains) this turn. A Hill
surrounded by other hills, or terrain which provides no food supply, will not provide
any supply this turn.
Mountains -1
food, +1 gold
Mountains are slow and
treacherous. Any unit entering a
mountain hex must expend 2 movement points.
Armies must spend an additional supply - going is rough and requires
more gear, and equipment and food are inevitably lost in avalanches, etc.
A mine established in the Mountains receives +1 gold during the tax
phase.
High Mountains -1
food, 0 gold
High mountains are all but
impassable. An army can try to move
through the scaly passes, but must expend 3 Movement Points. Roll 1d6 each time an army enters a High
Mountains hex. On a 1 the army is lost
in an avalanche or other disaster, and is removed from play.
Desert Special
Deserts are not just areas of sand
dunes, but areas that are arid, dry, and provide little or no sustenance. The mesas and high, long, flat plateaus in the
Black Mountains are Desert terrain - cold days and freezing nights, surrounded
by volcanic ash and no water or plant life - truly desert conditions. Food requirements in the Desert are doubled. Therefore, a 1,000 point army must expend 2 supply, a 2,000 point
army requires 4 supply, etc. Armies
must spend 2 Movement Points per hex/inch
River Delta 3
food
A river delta is a plush, fertile
land made bountiful by abundant irrigation and yearly deposits of healthy soil
caused by river flooding, and are therefore rich in food. Units crossing River Delta terrain (but not
the Rivers themselves) expend one Movement Point per hex / inch.
Rivers +1
food
Rivers are impassable except at
bridges, or by attempting a Crossing. Treat any hex with a bridge as a road
hex. An army camped in a hex containing
a river (or within 1 inch of a river) may add +1 to whatever food they scavenge
this turn.
Chasms N/A
Chasms are great rents in the earth,
and are considered impassable terrain.
However, players may be able
to construct a bridge across it...
Roads As
the surrounding terrain
Any unit following a road may move
much more quickly and easily.
Therefore, moving along a road any unit spends half a point less (-.5)
than a typical move on the terrain they are following. For example, a typical human unit moving
along a road (-.5 movement points) that cuts across plains (1 movement point
per hex), may move 8 hexes (.5 movement points per hex) during their movement
phase.
The Four Seasons
The Warhammer Year is divided into four seasons - summer, autumn,
winter, and spring. Over the course of
the year, these seasons affect a Army and a Settlement’s ability to find, grow,
or scavenge for food. Farmers, hunters,
and others ameliorate the harshness of the lean winter months by finding
additional food sources (moving from farming to hunting when the fall snows
come, or searching out new crops, such as the Blooming Snow’s Cradle tree,
whose fruit blooms only in winter).
The following list describes how the four seasons impact the ability of
armies and settlements to locate food.
A positive number means the settlement or army can scavenge or harvest
that much extra food. A negative number
indicates how much less a settlement may provide for armies in its territory,
or the decrease in success of an army’s scavenging. It would be wise, therefore, for settlements to store food in
their storehouses during the year for use in the Winter season.
Winter Spring Summer Autumn
-1
food No effect No effect +1 food
The Four Seasons
Different armies have greater or lesser abilities to fight in different
conditions. When fighting a battle,
players should use the Time Wheel provided below (some assembly required, i.e., attach a pin and arrow) to keep track
of the conditions. When the sun is
shining, it is day, and when the moon is out, it is night. (Duh.)
Day and night are of equal length - each is composed of six full
turns. Once both players have finished
or turn, a counter (or the spinner) should be moved forward one notch. Players will have to keep track of the time
or risk fighting the last part of the battle in bad conditions!
To determine what time it is at the start of the battle without a spinner, simply roll 2 D6 -
the first will tell you whether it is day or night (1-3 is day, 4-6 is night),
the second which “phase” it is during that time window (notice how they’re
numbered?)
If one player has outscouted
or outmaneuvered the other prior to
the battle (provided you are playing with the advanced scouting rules, below),
the player may opt to re-roll one or both of the dice, as they wish - a key
element in determining where to fight is also determining when to fight

Time Wheel
(A color version will be provided in an
upcoming issue of Battle Song.)
Night vs. Day Effects Chart
|
Race |
Day |
Night |
|
Men |
No Effect. |
Spells / missile fire 1/2 range. |
|
Dwarfs |
No Effect. |
No Effect. |
|
Skaven |
Spells / missile fire 1/2 range. |
No Effect. |
|
Chaos |
No Effect |
Missile fire 1/2 range. |
|
Elves |
No Effect. |
No Effect. |
|
Undead |
No Effect. |
All enemy models who must take fear or terror
tests do so at a -1 modifier to Ld. |
|
Orcs and Goblins |
Spells / missile fire 1/2 range. |
No Effect. |
Advanced Scouting Rules
In addition to their normal abilities, scouts may be used to examine the
battlefield. Before entering battle,
the attacking player rolls a d6, adding 1 for every 50 points worth of scouts
in the army (rounding down). Subtract the
defending players total from the attackers total. The attacking player then consults the Scouting Result chart,
below.
Scouting Result Chart
|
d6 + scouts |
Result |
|
2 or less |
Defending
player has outscouted the attacker. |
|
3 to 5 |
Use normal
WFB rules for starting a battle to see who goes first. |
|
6 to 7 |
The
attacking player has outscouted the defending army. |
|
8 or more |
The
attacking player has outmaneuvered the defending army. |
Outscouted:
If you have Outscouted your enemy, then you may place all of your units
last. You may also opt to re-spin, one
time only, the Time of the battle. Note
that, in effect, an army with Prepared Defenses is automatically Outscouted.
Outmaneuvered:
If you have outmaneuvered your enemy, you have completely outfoxed the
opposing army, maneuvering them into a battle of your choosing. You gain all the advantages of Outscouting,
and, in addition, you may place all
terrain during the battle set-up.
Ambassadors and Allies
Ugluk Surveyed his strange surroundings, wishing once again that Piglick
had come in with him. The bones of men,
Orcs, and other creatures stood in long ranks on either side of the long throne
room. The fact that they were still not
quite dead made his skin shiver, and he could feel his nose hairs standing on
end. Once of the skeletons slowly
turned its head his way, the empty sockets and lifeless grin only making things
worse.
Picking a flea from his ear and absent-mindedly popping it in his mouth,
he wondered again why he had been sent here.
Then he spoke.
“So, Orc-skin, flesh so bitter, you say you’re having some trouble with men?”
Ugluk answered hesitantly - all this was still a puzzle, like
Tic-Tac-Toe or some other mind-numbingly intense game. “Uh, yea, da big boss, I mean, Rula of da
World Brassthrug...”
“Ruler of the World?” The
Necromancer chuckled.
“Yes, well, ‘e wants ta git dat idjit Count Widderstunk, or
whatever. Says ‘e wants to boil ‘im in
‘is kettle, ‘e does, wit some mushrooms (‘cause dey is good for ‘is
constitution.” Ugluk, of course, had
been sent for his superior command of words.
“An da Count won’t oblidge ‘im.”
“So then, good filth, why are you here?”
“Me boss say you could ‘elp wif your skellies or somefink.” Again, Ugluk surveyed his surroundings: the glittering torches seemingly consumed by
the Darkness emanating from the man and throne before him. “We brought gifts?”
The Necromancer gazed lazily at the gaggle of frightened human prisoners
behind hi,. They stood wide-eyed,
shirking from his gaze, but otherwise unnaturally silent.
“Yes, that is true,” the Necromancer replied, turning back to
Ugluk. “But they’re only good to me
dead. And they do die, anyway. I believe you went to a bit too much
trouble.” He smiled. It wasn’t a pleasant smile. In fact, it was noticeably sinister (not
that Ugluk was scared).
“Where’s Piglick?”
“You mean your little companion?
It seems he’s made a bit of a misstep.
He poked his grubby fingers where they didn’t belong.” Ugluk blinked in confusion. “But he says he’d be happy to stay here with
me to make up for his failure to comply with the rules of my house. Wouldn’t you, Piglick?”
At the question, a shuffling corpse that looked somewhat, but not
entirely, almost like Piglick shambled to the front of the throne. The creature’s lower lip hung down to low,
and the arm looked decidedly out-of-joint, as if it had been removed and put in
backwards. Actually, he looked kind of
good, better than he had in ages.
Except, of course, he was dead.
“Wot ‘ave you done to Piglick!” Ugluk shouted. “’e was one uv me fav’rite lads!
An’ you stuffed ‘im, didncha?”
Somewhere, things had certainly taken a turn for the worse. But yelling made him feel better. Piglick had been a good lad, fought with him
at Dreckhold Pass. What was left of
Piglick was poking and sniffing at one of the hummies, licking his chops (or
what was left of them). “Why you goat
grubbin snot urchin! If fink I’m gonna
slice you up and use your face fer a...”
“Enough! Such insolence from
you, worm, I will not tolerate.” At
that, the rigid column of skeletons stirred into actin, shields and swords
rattling between their bony fingers.
Now fighting Ugluk was good at. Very simple - chop, chop, kill, kill - no
confusion, no brain hurts. He drew his
sword, with its long, curved blade, and grinned happily, thoughts of Brassthrug
and “Da ‘liance” slipping away.
With a might “Waaaagh!!!” Ugluk jumped into the middle of the Undead
host, hewing and splintering the bone about him. From the back of the room a deep-throated prisoner began to wail,
a cry of hopelessness and death that seemed to go on forever. Hummies were but trouble...
Ambassadors are high-ranking civil servants, boastful broad-chested Orc
Warriors, or other personnel valued not so much for their warrior skills but
for convincing others that they need what you want.
While the races of Warhammer often fight together against common
enemies, strict formalities are required before any leader will commit to a war
that is not necessarily their own fight.
Before you may include any allies in your armies, you must establish a
diplomatic relationship.
To establish diplomatic relations, a player first must create an
ambassador’s chit. An ambassadorial
delegation may be created in any city for one gold. Delegations move at the base rate of their race, i.e., Dwarves move at 3, Skaven at 5, etc.
When the ambassadors reach an ally’s city,
they may make an attempt at diplomacy - roll D6 and add any modifiers from the
Race Modifiers Table, below, and follow the results.
Movement in Ally
Territory: If your armies pass through a potential
ally’s territory before relations are
established, it will be viewed as a threat to sovereignty and an insult to the
Ruler’s power. All further results on
the Diplomacy Table will be at -2.
Ceremonial Offerings:
Ambassadors often bring gold, jewels, and other special gifts to better
improve their chances of success. When
a delegation is created, players may dedicate additional gold from their
treasury as offerings. At any time
during their diplomatic efforts, the ambassadors may offer up one or more of
this gold to improve their chances of success.
Add +1 to your dice roll on the Diplomacy Result Table. Once the roll has been made, this gold and
modifier is lost - if you wish to roll again and receive a modifier, you will
have to dedicate more gold to the task.
Once diplomatic efforts have been successful, no further efforts may be
made for a period of six months. At
that time, you may try again, adding plus three to any dice roll. (You may wish to do this, for example, when
you receive only Covert Aid and you
wish to receive at least Subsistence
Rights.)
Covert Aid:
Covert Aid consists of gold and other donations for a total of D3 gold,
contributed to your cause immediately.
In addition, you may begin to hire allies immediately.
Subsistence Rights:
You armies may freely pass through your ally’s territory, gaining food
donations (but not taxes!) from nearby settlements as if they were your own.
Overt Aid:
An army of 2d6x100 points of troops is created on the spot, which you
may from now on treat as your own.
Racial Modifiers:
Some races have well-founded relationships with others, such that
further efforts may be conducted with ease.
Others have troubled relationships, such that help is rarely
forthcoming, and for others... well, there’s just no allying possible. Consult the Race Modifiers Table for any
affects race may have on diplomatic efforts.
Look up the race making the diplomatic effort (the vertical list), and
follow across to the race they seek aid from.
Example: A High Elf player brings a delegation to a
Dwarf capital, seeking aid.
Cross-referencing on the Chart, the High Elf must subtract 3 from his
roll. With luck, they brought some
gold...
Diplomacy is the art
of saying “Nice doggie!” ... until you
can find a rock.
Diplomacy Result Table
|
Die Roll |
Result |
|
0 or less |
The envoys insult the ruler and are thrown bodily
from the territory. No more diplomacy
attempts may be made. Any army
entering their territory will be attacked. |
|
1 |
Your ambassadors are received, but do not
make an impression upon the ruler.
Try again in one month. |
|
2-3 |
Your envoys are well-received by the ruler,
but he is afraid to join you. Try
again next month, but add +2 to the result. |
|
4 |
Your envoys are well-received, and the ruler
seems eager to join your cause, but is worried about the consequences. He is more than willing to give you Covert Aid, and you may being hiring
allies for your armies immediately. |
|
5 |
Your envoys were well-received by the ruler,
and you ambassadors have convinced him to donate Covert Aid and to grant Subsistence
Rights to any army which enters the territory, along with the ability to
hire allies. |
|
6+ |
Your ambassadors have convinced the ruler
that your cause is just and necessary.
The ruler will grant you Overt
Aid and Subsistence Rights (and,
of course, you can begin hiring allies immediately). |
Diplomacy Race Modifiers Table
Diplomat’s Ally’s Race
Race Br. Dw. Emp. HE WE Ch. ChD DE Orc Sk. Un.
Brettonian A - +1 - +1 ND ND ND ND ND ND
Dwarf - A +2 -3 -2 ND ND ND ND ND ND
Empire +1 +2 A - - ND ND ND ND ND ND
High Elf - -3 - A +2 ND ND ND ND ND ND
Wood Elf +1 -2 - +2 A ND ND ND ND ND ND
Choas ND ND ND ND ND A +1 +1 - +2 -
Choas Dwarf ND ND ND ND ND +1 A ND - ND ND
Dark Elf ND ND ND ND ND +1 ND A - ND -
Orcs ND ND ND ND ND - - - A -1 ND
Skaven ND ND ND ND ND +2 ND - -1 A -3
Undead ND ND ND ND ND - ND - - -3 A
A = Always Joins
ND = No Diplomacy possible
Man O’War
Incorporating Man O’ War into Warhammer Campaign is simple and straightforward
- simply multiply the costs listed in the Man O’ War rulebook by three. While these costs, in some cases, may seem
relatively low when considering the costs of mounted character, sea wizards,
etc., one must remember that all troop types, characters, and weapons, etc.,
found in Man O’ War cannot otherwise interact with the regular campaign. That is, if you buy Huscarls for your Norse
Longship, they can only be used on the Longship - they may not be integrated
with an army or otherwise used on land, but only (as they were designed) in Man
O’ War battles.
Players may also purchase separate coastal defenses for their cities -
any army seeking to make a marine landing would first have to fight any of the
city’s defense structures.
When you wish to build new ships, allocate your gold accordingly. However, instead of gaining your new units
at the end of the week, you must wait until the end of the month before placing
the ships on the board. (After all,
ship construction is a time consuming process - usually upwards of a year. The one month delay, just as the one week
delay in hiring new troops, really reflects past expenditures which allow for
this final phase of implementation.)
Transporting Supplies
and Armies
Ships of any type may carry additional cargo. Transports, a new ship type described below, provide a more
efficient means of transporting your armies and their supplies: they may carry
3 counters worth of goods or rank & file.
1 counter equals either up to 1,000 points of rank & file, or one
supply chit. Rank & file and
supplies may be combined in such a manner as to meet (but not exceed) the
number of counters a given ship may carry.
A Man ‘O War may hold up to two counters, that is, 2,000 points or 2
supply, or even 1,000 points and 1 supply.
A Ship of the Line is limited to 1,000 points or 1 supply. Any ship smaller has too little volume to be
an effective transport.
Purchasing
Example: A player decides to purchase a
Brettonian fleet:
Man O’ War Warhammer Campaign
Costs Costs Costs
1
Galleon 150
points 300 points 1 silver, 1 copper
1 Squadron of Corsairs 300
points 600 points 1 gold, 2 copper
1
Squadron of Buccaneers 75
points 150 points 3 copper
3 Transports* 150
points 300 points 1 silver, 1 copper
His total cost is 3 gold,
2 copper.
|
|
Transports Crew: 2
Transports are used by all races to more large numbers of men and
equipment cheaply and efficiently about the old world. While only lightly protected, even these ships
of commerce are armed with guns, to fend off pirates or others after their
precious cargo. When used en masse, Transports usually travel in
squadrons of three for protection, though they do not have to.
Move
Sail: 7”
Weapons
One gun battery firing broadside.
Cannons may repel boarders.
Special Rules:
For every 500 points of army troops being transported, you may add 1
additional crew counter to repel boarders.
If this counter is lost, remove 500 points of troops (your discretion)
from the army.
Man O’ War Battles
A battle at sea occurs in exactly the same circumstances as a battle
between two armies might. When two
opposing forces occupy the same ocean hex at the end of the movement phase, the
parties must fight a battle at sea. Fight
a normal Man O’ War battle.
Repairing Damage:
Ships at sea always carry a host of carpenters and other supplies - to
be lost without these supplies is to die, for storms, sea monsters, and enemies
are likely to damage a ship more than once even on a typically calm and
peaceful voyage. Ships which are
damaged but not sunk are repaired, so they will be complete and whole again by
the time of the next battle.
Transports in Combat:
Of course players will want to protect their transports from damage in
combat. However, it wouldn’t be very
fair to have transports running off at the first sign of trouble, without a
chance to sink them, would it?
Transports may only “escape” from a battle if they manage to sail off
the opposite end of the table from
their deployment zone.

Written by David
Rauscher
At last, the long-awaited finale to the Warhammer Campaign series -
Warhammer Races! The following
supplement describes the special rules applying to each of the major races in
the campaign setting, including units which can be designated as scouts or
messengers, a view of their capital cities and other major settlements, and
more.
What’s left? Well, for those
looking to begin a campaign now, all you need are the army lists and fatigue
charts - all of which are forthcoming.
Now, get out your BattleMats, finish painting those troops, cut-out
those army chits, and prepare for war!
Chaos
Places of Interest
The Chaos Wastes:
The only territory in the Realm of Chaos are the Chaos Wastes, located north
of Norsca, Kislev, and Naggarond. It is
a land of raw magic, land growing, changing, and reshaping itself randomly, of
constant chaos and distorting power. No
race or army, other than a Chaos army, may enter the Realm of Chaos.
Special Units
Messengers:
Since Chaos territories have no real settlements (and therefore no
restrictions on where troops are sent), there really is no need for messengers.
Scouts:
Chaos Centaurs may be used as scouts in your Chaos army.
Chaos Insurgents:
The touch of Chaos is everywhere.
In settlements, particularly about the Empire and the land of the Border
Princes, followers of the Chaos gods secretly seek new recruits for their
conquest of the World. Trained in the
Chaos wastes and then released into the world, these insurgents move to
settlements and create secret societies dedicated to their homes overthrow.
A Chaos Insurgent chit may be created for three coppers. When moved into a settlement, the insurgent
will can attempt to wreak havoc and gather followers from among the
populace. When a Chaos insurgent enters
a settlement, roll a single D6.
|
D6 |
Result |
|
1 |
The Chaos Insurgent is discovered and
killed. Remove the piece from play. |
|
2 |
The Choas Insurgent is discovered, but
manages to escape. Immediately remove
the chit from the settlement and place in a nearby hex. The Chaos Insurgents may never reenter
that settlement. |
|
3 |
The Chaos Insurgent is suspected by local
authorities, but manages to find a willing believer to hide him temporarily. You may roll again on this table next
turn, or flee the settlement. |
|
4 |
The Chaos Insurgent flees from the local
authorities into the countryside, but manages to stumble upon a lost Beastman
tribe. Create an army of d6x50 Chaos
Beastmen, and place the army within 6 inches/hexes of the settlement. |
|
5 |
The Chaos Insurgent manages to corrupt a
number of important guardsmen, warriors, and peasants - enough to create a
well-armed force. Create an army of
d3x100 Chaos Warriors and immediately fight a battle inside the city between the warriors and any soldiers stationed
there. |
|
6 |
The town council is corrupted, and the
population is slowly enslaved. The
town is considered conquered, and immediately falls under the control of the Chaos
player. All troops will form the
basis of a new Chaos army (treat them as allies - do not “convert” them on a
point-for-point basis). |
Chaos Insurgents represent a single or small group of beings. Therefore, just like messengers, diplomats, and
other special chits, there is no need to provide provisions supplies for the
chit. In addition, the Chaos Insurgents
are adept at hiding and keeping a low profile:
consequently, they may not be attacked or assaulted during their
journeys - the only way they can be removed from play is some form of
cataclysmic event in the territory or settlement (such as a successful capture
of the settlement, earthquake or other event or encounter, etc.).
Special Rules
The Chaos Juggernaut:
All Chaos forces except those noted below must begin within the Realm of
Chaos. Chaos forces move forward like a
flood, consuming territory and peoples for their mad masters, one at a time. When Chaos forces enter a territory, they
must remain until all enemy forces are destroyed and all settlements
taken. Chaos hordes may then move on to
any adjacent territory, engulfing the land as they march ever on.
Beastmen and Dragon Ogres are the only units which may be initially
deployed outside the Realm of Chaos. An
army of Dragon Ogres may be deployed at the start of the game in any Mountains
hex, up to a maximum of 1,000 points of Dragon Ogres, but no more than one hex
in any given territory. Beastmen live
in small hidden villages throughout the Old World and beyond.
An army of Beastmen, not exceeding 1,000 points, may be placed in a
single hex at least 6 inches away from a settlement, but no more than 1 army
may be placed in any single territory.
No more than 1/4th of your starting points may be allocated to Beastmen
and Dragon Ogre armies placed in this manner.
These armies may include up to 150 points of other Chaos creatures, as
described in the Warhammer Army Book.
(It is assumed that wandering sorcerors have summoned creatures from the
Void and Chaos warriors, and other creatures from the Realm of Chaos have been
wandering about the World prior to the campaign, or were "recruited"
through secret societies from the members of other races.)
Small Campaign Rules:
If your campaign is of limited size, simply pick one or more territories
in the northernmost portions of your campaign map to be the initial starting
point of your Chaos hordes. This spot
marks the extend of Chaos incursions (and the consummate expansion of the Chaos
wastes) which took place before the beginning of your campaign.
Placing New Troops:
As mentioned above, all Chaos forces except Beastmen and Dragon Ogres
must begin in the Chaos wastes. As the
forces of Chaos move forward, however, the powerful magicians can use their
powers in sacred dark rites to bring warriors from the plane of the Chaos gods
to any Chaos controlled territory.
For every level of Chaos
magicians in a captured territory under Chaos control, the Chaos commander may
place 250 points worth of troops in the territory.
Fatigue:
Chaos forces do not normally suffer from fatigue and will not need to
worry about supply. There is, however,
one exception to this rule. The
strength of a Chaos incursion is totally dependent on the continuous flow of control
through the Chaos wastes. (The Chaos
wastes include all territories capable of drawing a line from one Chaos
territory to the next back to the Realm of Chaos in the north. If a line, no matter how circumspect, cannot
be drawn back to the Wastes, the army will begin to suffer fatigue.
Fatigue for Chaos represents the growing intangibility of their God's
control over their actions: daemons grow weaker, Dragon Ogres go back to sleep,
and the Beastmen return to their feral ways.
Chaos armies do not suffer
fatigue as a result of insufficient supply, losing or even fighting battles, or
any other factor other than their connection to the Realm of Chaos. Each week (1 turn) an army is disconnected
from their Chaos magic they suffer one fatigue point. This point may not be replenished until they are within a
territory that is Chaos owned or abuts a Chaos-controlled land - resting and
other measures will not decrease fatigue.
If a Chaos army ever reaches DEAD they are removed from play: daemons
and other Chaos creatures become insubstantial and fade away; Dragon Ogres
return to their slumbers, etc.
When a fatigued army returns to a territory that is Chaos controlled
(not simply adjacent to a Chaos controlled territory) fatigue is reduced by one
point each turn - no more, no less. For
Chaos armies on the march, there is therefore one sure warning - GUARD YOUR
FLANKS!
Number of Turns
Fatigued 1 2 3 4 5 6 7
Effects of Fatigue -1 M -1 M -1 M -1 M -1
M -1 M Dead
-1 I -1 I -1 I -1 I -1 I
-1 S -1
S -1 S -1 S
-1
LD
-1
WS/BS
Destroying a Chaos
incursion: Since the Realm of Chaos itself can never be
invaded or destroyed, special rules apply to the destruction of Chaos during a
Warhammer Campaign. A Chaos player is
considered to be eliminated from play, unable to deploy any new troops, if all
Chaos conquered territory is taken back and all Chaos forces, outside the Realm
of Chaos itself, are destroyed. Any
armies within the Realm of Chaos when these conditions are met are eliminated
in the fury of the their mad gods.
Special Rules for
Characters
Count Mordrek the
Damned: If Count Mordrek is slain in combat, do not
roll for recovery - he is removed to the Realm of Chaos. Because of the special curse upon him, he
may be repurchased and placed back within the Realm of Chaos next turn, or on
any turn thereafter.
Arbaal the Undefeated:
If Arbaal ever flees, he is turned into a Chaos spawn. At the end of the battle, Arbaal is permanently
removed from play and replaced with a Chaos spawn for all future battles.
Aekold Helbrass:
With Aekold, there is no need to roll after combat for his death - he
will recover fully before the next battle.
Chaos
Dwarfs
Places of Interest
Zharr-Naggrund:
The capitol of the Chaos Dwarf empire is a giant ziggurat, miles square,
producing the precious metals for their armies. Its mighty machines work day
and night, illuminating the skies and polluting the rivers. The mines of
Zharr-Naggrund and it complex machinery create +1 gold and +2 supply.
Uzkulak:
The Place of the Skull is also a Chaos Dwarf port to the Sea of Chaos.
An underground waterway, large enough to carry the largest ships, provides safe
underground passage for even the largest of ships to the Falls of Doom and on
to Zharr-Naggrund.
Tower of Gorgoth:
The mines at the Tower of Gorgoth produce +1 gold.
Special Units
Messengers:
Hobgoblin Wolf Riders - 1 copper
Scouts:
Hobgoblin Wolf Riders and Hobgoblin Sneaky Gits.
Slave Drivers: Slave drivers often accompany
raiding parties to escort captured slaves back to the Chaos Dwarf capitol.
While traveling with the army, or anywhere on their own, a Slave Drivers unit
acts and defends just as a baggage train.
However, while moving with a slave counter back toward Zharr-Naggrund,
the escorts become adept at defending their valuable cargo against attack. If
the unit is attacked, roll a d6:
|
d6 |
Result |
|
1 - 2 |
Attackers
suffer d6x100 points in losses is suffered by the attacking army. The Chaos
Dwarfs may move next turn as normal. |
|
3 - 4 |
The
Chaos Dwarfs escape unscathed. |
|
5 - 6 |
Attackers
destroy the Slave Drivers. The slave unit is converted back into refugees. |
Slave Drivers cost 3 coppers each, and may escort up to 2 slave units.
Special Rules
Slaves: The main purpose of ravaging Chaos
Dwarf armies is the capture of slaves to work their mines, run their furnaces,
and act as sacrifices at the Temple of Hashut. Whenever Chaos Dwarf armies raze a settlement, instead of generating
a population of refugees, generate instead a Slave counter. This group will move 8 hexes / inches a turn,
straight back to Zharr-Naggrund along the fastest possible route, avoiding enemy
armies and other obstacles.
If attacked, the small guard protecting the slaves is considered
destroyed, and the slaves are converted back into refugees.
If the slaves are successfully taken to Zharr-Naggrund, they are
instantly converted to 1 gold.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7 8 9
Effects of Fatigue -no no no -1 LD -1
LD -2 LD -2 LD -2 LD Dead
effect effect effect -1
T -1 T
-1
WS/BS
Dark Elves
Places of Interest
Naggarond, The Tower
of Cold: The city-fortress of the Witch King sits
behind high dark walls, and smoke from the countless sacrificial fires
struggles to block away the sun. In his tower, the Witch King observes the
world and ponders its fate. If the Witch King is not with an army, he will
always be found here.
Ghrond, the North
Tower: This fortress is a single massive tower of
black stone, jutting from its mountainous resting place. A great number of sorcerors may be found
here, so close to the Realm of Chaos, practicing their dark arts.
Karond-Kar:
The city of despair contains slave-pits where men and elves toil until
they are released in death. The citizens are unnaturally cruel, and get great
pleasure watching their sufferings.
If this city is captured, the slaves may be liberated and will pledge to
serve their protectors, regardless of race. Enough slaves will be rescued to
occupy the city (allowing you to obtain supplies and taxes) and to create a
garrison of up to 500 points of troops.
These troops may be drawn from the human or elf army lists, but can
contain no elite regiments, cavalry, or war machines. Because of their pledge,
their joy at release, and their disdain for their own people failing to save
them, the garrison will gladly fight armies of their own race.
Hag Graef, The Dark
Crag: The Dark Crag, a mighty Dark Elf fortress,
uses thousands of slaves to mine the many metals used to equip the armies of
the Witch King. It was from this mining that the Dark Elves first discovered
the Underground Sea, and their blessedly monstrous cold ones. Hag Graef
generates an extra gold in taxes. If Hag Graef is liberated, an army of 1,000
points in human and elf units is created. This army may include no elites or
magic items, but it may include champions and heroes.
This freedom militia must be negotiated with by the liberating forces as
if it were an independent settlement.
No reaction, however, will lead to the freed slaves to attack their
saviors, whoever they are and from whatever race, unless their saviors attack
first. However, only successful
diplomatic efforts will cause the freed slaves to ally with you and your
armies. This army will move in a random
direction on its first turn and found a new town settlement, with 1,000 points
of troops.
Har Ganeth, City of
Executioners: The City of Executioners, once bathed in the
blood of High Elves, is a place of dark murder and vile sacrifice, where High
Elves fear to tread. High Elves attacking this city fight with +1 to their
fatigue level. The city militia must include at least one unit of Har Ganeth
Executioners.
Clar Karond, The Tower
of Doom: Here are the principle shipyards of the
Witch King. All other Dark Elf cities may build no more than 1 ship per turn.
Here, any number of ships can be built, and for half the cost.
The Underworld Sea:
The Underworld Sea has been extensively explored by the Dark Elves, and
can be used to travel from any Dark Elf city to the Broken Lands.
Special Units
Messengers:
Dark Elf messengers are drawn from Dark Rider regiments. A full unit of
Dark Riders is kept at each watch tower along the border with the Chaos Wastes,
and they are usually kept in most villages and towns. A Dark Rider messenger
may be purchased for 2 coppers, and has a move of 9. Many of the large cities
and fortresses will have large flyers capable of carrying a mounted rider -
therefore, cities and fortresses of the Dark Elves may alternately use a flyer
as their messenger for 3 coppers. A
Dark Elf flyer has a move (for Campaign purposes) of 15.
Scouts:
Dark Elves may use Dark Riders and Dark Elf Scouts for scouts in their
army.
Special Rules
Hate High Elves: Because of the shear intensity
with which Dark Elves hate High Elves, the Dark Elves tend to overexert
themselves - emotionally and physically - when fighting High Elves. Therefore,
after any combat with High Elves, Dark Elves fatigue will increase an
additional +1 to represent the toll this passion wreaks on their bodies.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7 8
Effects of Fatigue -1 LD -1 LD -1 LD -1 LD -2
LD -2 LD -3 LD Dead
-1 I -1 I -2 I -2 I -3 I
-1 WS/BS
Dwarfs
Places of Interest
Dwarf cities are ancient and grand, and are built as stolidly as fortresses.
Keeps are the Dwarfen equivalent of fortresses, usually built to protect
important trade routes. The passes through the mountains are usually protected
by smaller keeps, which should be treated as border towers. There are few
villages in the Dwarfen Empire, and those are little more than trade outposts
bordering or amid the Empire and other great nations of the old world.
Karaz-a-Karak:
Also known as Everpeak, Karaz-a-Karak is the capital of the ancient
Dwarfen Empire and home to the High King. The only Throne of Power ever made
awaits the High King's call to battle.
Barak Varr:
Literally “Sea Gate,” Barak Varr is the only coastal city in the Dwarf
Empire. It is a center of trade between the rest of the world and the Dwarf
holds, and therefore receives +1 supply.
Black Water:
An ancient lake formed from a meteor impact, the shores of the lake are
the last known source of Gromril (meteoric iron), a precious good necessary for
making most magic items. The Black Water mines are protected by a fortress - if
this fortress is taken, the Dwarfs may generate no magic items, though they may
still engrave runes.
Bugman's Brewery:
Bugman's Brewery, near The Moot in the southern empire, is a small
village centered around a great Brewery. While it is the home to Bugman's
Brewers, they are often out campaigning. The village has a Brewery as discussed
in the Advanced rules. The village is a Dwarf settlement, so all militia are
drawn from Dwarf or Empire Dwarf lists. Because of the military campaigns often
centered around Bugman and his Brewers, there are an abnormally large number of
troops protecting the tiny enclave. The militia is composed of up to 500 points
worth of troops, instead of the usual 250.
Karak Azul:
Iron Peak is the main source of runic weapons throughout the dwarfen
empire. Runic weapons and armor are often made here upon special request, and
are shipped overland in baggage trains to their new owners. For purposes of
transportation, one baggage train is sufficient to hold a large number of runic
weapons.
Karak Azul is also know for its particularly rich mineral veins. +1 Gold is collected from Iron Peak when
collecting taxes.
Karak Eight Peaks:
A fortress has been reestablished atop the ancient dwarfen city of Karak
Eight Peaks, and their hold has been consolidated down to some of the upper
levels. The lower levels, however, are still infested with invaders, but with
abundant treasures waiting in hidden chambers below, scouts are often sent to
recover what they can and to scout out enemy movements. Scouts may be sent from
the fortress into the lower depths to explore. Create a scout unit, and during
the movement phase announce that they will be exploring the lower levels. At
the end of one month, roll a d6:
|
d6 |
Result |
|
1 |
Scouts return
with d3x50 points worth of magic items |
|
2 |
Scouts
return with d6 silver coins |
|
3 |
The
scouts return empty-handed. |
|
4-6 |
The
scouts never return. |
Karak Kadrin: Slayer Keep is home to the Slayer King,
Ungrim Ironfist. This great fortress always has at least 2 units of slayers in
its militia (even though this may violate the normal army limits).
Volcanoes:
The lower spine of the mountains of the Dwarfen Empire are extremely
unstable. In particular, Fire Mountain, Thunder Mountain, and Red Mountain have
been known to quite suddenly become active. Follow the rules for volcanoes in
the Advanced Rules.
Zhufbar:
With a waterfall from a great lake atop Zhufbar generating the power
needed to operate the machinery, the smelting of meteoric iron (gromril) is the great treasure of this
great city. Skaven entrances in the lower reaches pose a constant danger and
threat, however, to the important mining operations above.
Special Units
Messengers:
Dwarfs are slow on their feet, and most would refuse flat-out to ride
any form of beast. They count on signal fires and horns in their keeps and
along prominent mountains or hills to send messages. A signal fire or other
warning may be sent for free. The chit, which represents the message itself
(not any discrete figure) moves 4 hexes a turn regardless of the terrain. At
the beginning of each movement phase, roll a d6: on a roll of 1, there has been
a break in the line of communication, and the signal is lost. Note that since
the signal is not a tangible entity, the dwarf message may not be intercepted
or affected in any way.
Scouts:
Dwarfs do not use scouts. On land, Dwarfen armies can move at a slow,
but steady and ground-eating, pace, but they are used to fighting from behind
well-defended positions or in their tunnels. Their tactics and speed do not
make for proper scouts.
Special Rules
Lost Rune of Sorcery:
Since the Rune of sorcery was lost so many thousands of years ago, the great
objects of power can no longer be made. The Anvils of Doom require the Rune of
Sorcery to be made, and the rune and the art have been lost. Therefore, the
only Anvils available are those which you begin with. You may purchase no
Anvils after the game has begun (though Anvils can be found...).
In addition, the Throne of Power is a truly unique object, never rivaled
before or since. There is only one Throne of Power, and that is kept at
Karaz-a-Karak with the High King. None but the High King may ride the Throne of
Power, and it will often follow the High King into battle.
Runic Weapons:
Forging a runic weapon is a long, time-consuming process. Runic weapons,
armor, etc. may only be forged (purchased and placed) in cities and fortresses.
In addition, no more than one may be made and placed in any settlement on any
turn. (Exception - Karak Azul.)
Fallen Dwarf Holds:
Many of the great Dwarf holds of old now lie in the hands of Orcs and
Goblins, the Skaven, and other horrible creatures. The Dwarfs goal is to free
these holds, repopulate them, and rediscover the lost arts and treasures buried
in them. Whenever a Dwarf Hold is recaptured by Dwarfs, they will immediately
send out scouting parties with the locations, passed down over the generations,
of the richest treasure troves and magic caches. When a Dwarf Hold is first
recovered, roll on the following table:
|
2d6 |
Result |
|
2 |
The dwarfs discover the making of the lost
Rune of Sorcery! Anvils may now be constructed, and a Throne of Power can be purchased
if the current throne is lost or destroyed. |
|
3 |
In an ancient temple of the Engineers Guild,
the scouts find an Anvil of Doom.< |
|
4 |
A d3x25 points runic weapon. |
|
5 |
d3x25 point runic armor. |
|
6 |
An enormous treasure throve has been uncovered,
worth d6 Gold Coins. |
|
7 |
A jewel-encrusted suit of armor, unusable in
combat, is found, worth d3 silver coins. |
|
8-10 |
Nothing is found but the remains of your
ancestors and dusty collanades. |
|
11-12 |
Evidence of the defilement committed here
over the years by the invaders, including the disgraceful treatment of their
dead ancestors, is recorded meticulously. Add another entry to the book of
grudges, but nothing else is recovered. |
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7 8 9
Effects of Fatigue -no no no -1 LD -1
LD -2 LD -2 LD -2 LD Dead
effect effect effect -1
T -1 T
-1
WS/BS
The Empire
Places of Interest
Altdorf:
The imperial capital, and home to Emperor Karl Franz, Altdorf is located
on an island at the confluence of the rivers Reik and Talabec. The great rivers
are capable of carrying sea-going ships, up and down the river from Altdorf,
but the waters around Altdorf itself are too narrow and shallow.
The capital is a great center of learning and knowledge, containing a
University, the home to the 8 Colleges of Magic in the their wizard towers, the
Imperial Zoo, with trained animals and beasts from around the world, and the
Engineering School. Special Rules apply to each of these structures:
·
University - See the Advanced Rules for more on Universities.
·
The 8 Colleges of Magic - : The 8 colleges of magic act as
a wizards tower. See the Advanced Rules for more details.
·
The Imperial Zoo - The Imperial Zoo contains at
least one of every beast listed in the Monsters section of the Empire army
list. One of each of these monsters is always ready to help defend the city.
·
The Engineering School - The Engineering School was
founded in part by Leonardo of Miragliano, father of Leonardo da Vincenza. It is a great center of learning, and is the
only place in the Empire where War Towers and Steam Tanks can be manufactured.
After set-up, no Steam Tanks or War Towers may be placed on the board except in
Altdorf. Because of the large number of dwarfs who have come here to practice
their arts, there is always at least one unit of dwarfs aiding in the defense
of the Engineering School.
Nuln:
Nuln is a great trade center, and therefore receives +1 gold and
supplies. It is also the home to the Imperial Gunnery School. After the first
turn of the game, cannons, mortars, and other great guns can be forged and
placed here and here only. Of course,
they are free to move around after this.
Middenheim:
A great city atop a giant pinnacle of rock and surrounded by forests
below, Middenheim is accessible through 4 aqueducts, numerous cranes and
pulleys, and a warren of tunnels cut into the rock upon which it stands.
Talabheim:
Located in the middle of a great crater, this city is protected by two
fortresses and a natural border surrounding the city.
Special Units
Messengers:
Only the larger border outposts and cities have anything approaching a
complex message system. While the cities and towns need and use couriers -
well-dressed fools with a party of retainers necessary solely to signify their
importance - fast-moving messengers will usually be a young soldier or expert
local horse racer. A network of pigeons has also been established in most parts
of the realm, though they are far less reliable than a runner. A runner may be
purchased for 1 copper, a horseman for 2 coppers, and pigeons for 2
coppers. Runners have a movement of 4,
horsemen and movement of 8. Special
rules apply to messages sent by pigeons.
Pigeons - Roll a d6. On a 3 or less, the
pigeon arrives at its intended destination on their next turn. On a 4, the
pigeon has arrived at a random nearby settlement - roll randomly for the 6
closest settlements to determine which one receives the message. On a 5 or 6, the message doesn't get
through.
Scouts:
The Empire may use Outriders, Halflings, Archers, and Kislev Horse
Archers as Scouts.
Special Rules
Men are the standard race in the Warhammer Campaign rules system. However, while they have no special advantages
or detriments during a campaign game, some special rules do apply.
Kislev Ice Mages: In winter, the power of the Ice
Mages is at its strongest. Therefore, Ice Mages may draw 1 extra power card
during the magic phase. Conversely, in summer, their power is at its weakness.
Ice Mages must discard 1 power card before casting any spells during the magic
phase.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7
Effects of Fatigue -1 LD -1 LD -1 LD -1 LD -2
LD -2 LD Dead
-1 I -1 I -1 I -1 I
-1 WS/BS
High Elves
Places of Interest
Capitols:
TheGaen Vale and The Shrine of Asuryan - There are two
capitol cities in Ulthuan, the Gaen Vale - home to the Everqueen, and the Shrine
of Asuryan, where the Phoenix King is coronated. As capitols, they have
militias of 2,500 points, and may add +1 to all supplies and gold collected.
The Shrine of Asuryan is located in a separate fortress surrounded by
the rest of the city. The shrine is protected by the Phoenix Guard, and
therefore there must be at least 250 points worth of Phoenix Guard in the
fortress' army. The city militia will also contain at least 1 unit of 15
Phoenix Guard, with one standard
bearer.
Arnheim:
Arnheim is a High Elf city at the center of a small colony along the
Bleak Coast, in the New World.
The Gates:
The Dragon Gate, the Griffon Gate, and the other gates protecting the
passes into Inner Ulthuan are Fortresses, each holding a minimum of 1,500
points worth of troops. Most will have a 2,000 - 3,000 point garrison.
The Glittering Tower:
Outside the Emerald Gate, the bright tower guides mariners home to
Lothern, and crushes all ships which approach within range of its war machines.
The Glittering Tower is, in essence, a giant Border Tower, but with 2,000
points of troops.
Lothern:
The gate to the Inner Sea and the Inner Kingdoms of Ulthuan, the city of
Lothern is protected by huge war machines atop the Emerald Gate - a large
archway over the channel into the city - and the famous Lothern Sea Guard. If
the Isle of the Dead is the center of Ulthuan, Lothern is the center of World
Trade. Lothern receives +2 gold and +2 supply each turn due to trade. Being the
only entrance into Ulthuan, Lothern has a militia garrison of 2,500 points.
This must include at least 3 units of Lothern Sea Guard (with a minimum of 10
per regiment) as you wish, and at least 3 Sea Elf Repeater Bolt Throwers (the
same as the Repeater Bolt Thrower, though a separate model is available from GWUK).
Menhirs:
The Menhirs are stone channeling totems, which focus and direct the
flows of magic toward the Vortex. While there are thousands of Menhirs around
Ulthuan, there are but twelve of real importance. Ringing Inner Ulthuan just
inside the Raw Magic, if these 12 Menhir are destroyed, Ulthuan will be
swallowed by Choas and the Raw Magic. All units, cities, armies - indeed, all
living things - within Ulthuan will be immediately destroyed.
The Menhir have the following stats:
Profile M WS BS S T W I A LD
Menhir - - - - 10 7 - - -
If an army with the capacity
of wounding a T 10 item remains at a Menhir site for 1 turn, unmolested,
consider the Menhir destroyed - there is no need to make a week's worth of
rolls!
The Rings of Raw Magic:
The realm of raw magic encircling Ulthuan protects inner Ulthuan from
invasion. Entrance or egress from central Ulthuan can only be made through the
Lothern Sea Gate or through the Gates - large towers in the mountains
protecting safe passages to Outer Ulthuan. Any army trying to bypass the gates
and enter Ulthuan through the clouds of raw magic must roll on the chart below
for each attempted move, as time flows differently amid the magic clouds.
|
D6 |
Result |
|
1 |
Time moves faster, allowing the army to move
without expending any movement points. |
|
2 |
Time moves at normal speed, but your army is
attacked by a random band of monsters inhabiting the zone of magic. Roll a d6
for the monster type and the number of monsters: 1-2 - Chimera, 3-4 -
Griffons, 5-6 - Dragons |
|
3 |
Time moves normally. Army may make a normal
move, expending their movement points as normal. |
|
4 |
Time moves slowly. The army may make a normal
move, but must expend twice the number of movement points. |
|
5-6 |
Time halts. The army may not move this turn. |
Casting magic spells or working magic in any way in the raw magic clouds
surrounding Ulthuan can be even more detrimental then trying to cross through
the mountains. Whenever a spell is cast in the raw magic clouds, roll a 2d6 and
the scatter die to determine where the spell hits. On a hit the spell operates
normally. If doubles are rolled on the die, the spell affects the caster and /
or the casters unit.
Saphery:
The realm of Saphery is populated with mages reknowned throughout the
world. All armies or militia units created in Saphery will be led by a High Elf
Mage of at least Level 2. The mage will
be governed by the special rules for generals as described in the Warhammer
Rulebook.
Shrine of Khain:
The uninhabited land is barren but for the bones of the dead surrounding
the ziggurat of the Shrine of Khain. Each warrior who mounts the altar of Khain
sees a different weapon of power buried within. Any General-level character may
attempt to pull the weapon. Unfortunately, the weapon is very
picky about who may draw the blade. Roll a d6 and consult the chart
below. If a battle is ever fought in the same hex as the Shrine of Khain, the
general of the victorious army must try to draw the weapon, unless they pass a
leadership test with a -3 modifier.
Shrine of Khain
|
d6 |
Result |
|
1 |
Sword is successfully drawn from the stone. |
|
2-6 |
The Character is unworthy of the blade. They
scream and cry in agony as their soul is cleansed from their body, and drawn
into the weapon. Remove the character from play. |
The Sword of Khain:
The weapon drawn from the altar is not always a sword - it may be a
flail, or an axe, or a spear, or any other weapon the drawer wishes. It is a
weapon of the God of Battle, and is a bane to all enemies of its bearer. When
used in battle, the bearer and all units within 12” are subject to frenzy and
hatred of their enemy. In addition, the bearer attacks with WS 10 and LD 10,
and all hits cause d6 wounds. For each wound caused, the bearer gains +1 W
(never to exceed their maximum number of wounds.)
Once drawn, the Sword of Khain - dripping the blood of ancient victims -
slowly begins to overcome its bearer, becoming the master itself instead of the
tool. After every battle, during the Resolution phase, the bearer makes a
leadership test, with a -1 modifier for every battle fought with the sword (a 2
always passes). If the bearer ever fails the LD test, they and their army have
fallen victim to the swords madness. They will move as fast as possible to the
nearest army or settlement, whether friendly, allied, or enemy, and attack
(roll randomly if any are equidistant. If they attack their own races
settlements, have an opposing player play the bearer and his army, while you
play the defending forces.) The bearer
and his army may not be broken or subdivided, and they will continue the
pattern of random attacks until destroyed.
Tor Elyr:
Capitol of Ellyrion, the realm of the Horse-Lords, the city is always
protected by at least 2 units of at least 10 Reaver Knights.
Tor Yvresse:
Tor Yvresse is a city in its waning years. The capitol of Yvresse, it is also home to Eltharion the
Grim. At the beginning of the game,
Eltharion must be placed in Tor Yvresse, unless the scenario calls differently.
If Tor Yvresse is ever attacked while Eltharion is away, he will move on his
next turn as fast as possible back to the city. If the city is destroyed, he
will pursue and attack the destroying army(s).
Tower of Hoeth:
The capitol of Saphery, the Tower of Hoeth is a wizard's tower protected
by illusions and mazes which act against any enemy who try to approach. Any
enemy army that tries to attack the tower (by moving toward the tower) should
instead roll a scatter die and move one square in that direction. If the die
does not point to the hex with the Tower of Hoeth, the army is confused and
lost, and may not move again this turn, no matter how many movement points are
left. They may try to approach the tower on their next turn. If they move to
the square with the tower, combat proceeds as normal.
Extra Magic:
The Winds of Magic are focused around the Tower of Hoeth, and therefore
the number of dice rolled to determine the Winds of Magic are doubled during
any battle within one square of the tower. If any non-High Elf model use more
than 6 power cards in any given magic phase, however, they must roll a d6 - on
a 4 or more their bodies burst into flame from drawing too much magic power.
Remove those wizards from the table.
Larger than most wizard's towers, the Tower of Hoeth has 2,000 points
worth of militia protecting it. It is also a wizard's tower. Therefore, at least 50% of all those points
must be spent on wizards. In addition, there is always at least 2 units of
Sword Masters of Hoeth protecting the Tower. The army general will always be a
magic-user (see notes for Saphery, above).
Vaul's Anvil:
Vaul's Anvil is a great fortress which can only be approached across a
narrow bridge. The Blind Smith's of Vaul forge magic weapons for the Elven
princes. Each month, Vaul's Anvil will create d3x100 points of magic weapons,
items, or banners, at no extra cost, which may be distributed to army
characters via baggage trains.
Special Units
Messengers:
The High Elves have a network of flyers and horsemen throughout their lands.
High Elf settlements may purchase either a horseman, for 2 copper, or a flyer,
for 3 copper. A village may never purchase a flyer. Horsemen have a move of 9, and flyers a move of 15.
Scouts:
The High Elves may use High Elf Reaver Knights and Shadow Warriors as
scouts.
Special Rules
No Foreigners: The lands of Inner Ulthuan are
sacred to the Elvish people, and none will be permitted to defile the land with
their presence. No non-elf unit, character, messenger, ambassador, or army may
be permitted to pass into Inner Ulthuan, even though they are allies or
friendly armies, and no matter how desperate their plight. Non-elves are
permitted in Lothern, and throughout Outer Ulthuan, though needless to say the
High Elves only barely tolerate such a presence. If a friendly or allied army
enters Inner Ulthuan, the High Elf player MUST send armies to attack the
intruders until they are destroyed.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7 8
Effects of Fatigue -1 LD -1 LD -1 LD -1 LD -2
LD -2 LD -3 LD Dead
-1 I -1 I -2 I -2 I -3 I
-1 WS/BS
Orcs &
Goblins
Places of Interest
While the Goblinoid races tend to congregate in large bunches, Goblinoid
settlements come in three sizes: Hovels, which are simple villages, are usually
found in abandoned areas in the Empire and other realms where the local Orc and
Goblin population is cut-off from the great Goblinoid fortresses. Lairs, large
town-sized settlements, mark areas of construction and growth. Strongholds,
giant cities usually founded in captured Dwarf cities, are the favorite and
largest settlements of Orcs and Goblins. The Goblinoid races also have border
towers, usually built or captured to protect passes throughout the realm, and
fortresses protect access to their cities and important mines.
Black Crag:
Black Crag is a mighty Orc fortress. At least 50% of the army garrisoned
here must be Orcs, Big 'Uns, or Black Orcs. They must be led by an Orc or Big
'Un general.
Mount Grimfang:
Overlooking Deadrock Gap at the beginning of the Silver Road, lies the
Goblin city of Mount Grimfang, called Mt. Silverspear by Dwarfs. During tax
collection, +4 silver is collected from the mines.
Red Eye Mountain:
Formerly Karak Ungar, Red Eye Mountain is one of the largest and the
oldest Night Goblin cities. At least 50% of the militia must be night goblins,
and they must be led by a night goblin commander.
Thunder Mountain:
Thunder Mountain is near Black Crag.
It is an active volcano riddled with caves and warrens, enough to form a
large underground city. Slaves and goblins mine the tunnels, digging for gold
and other precious metals, while Orc shamans create magic items down by the
bubbling lake of molten rock at the center of Thunder Mountain. If a player
plans on deploying magic weapons during the Resolution phase, at least one must
be placed in Thunder Mountain.
Special Units
Messengers:
An Orc or Goblin messenger is never more than a slovenly green-backed
cur, but will be a typical representative of the community from which the messenger
is sent, i.e., a Night Goblin
compound will send a Goblin messenger, and a Forest Goblin settlement will send
a Goblin or a Spider Rider. A list of possible messengers is provided
below. An Orc or Black Orc, or a Goblin
have a move of 4, a spider rider a move of 5, a wolf rider a move of 8, and an
Orc boar rider a move of 6.
An Orc, Black Orc, or Goblin messenger may be purchased for 1 copper
each. A Spider Rider may be purchased for 1 copper, an Orc Boar Rider may be
purchased for 2 coppers, and a Wolf Rider
for 2 coppers.
Scouts:
Savage Orcs and Forest Goblin Spider Riders.
Special Rules
Drunkenness:
A goblinoid army likes to do 2 things: eat, drink, and fight. While they
seem to prefer to fight, if a goblinoid army remains inactive for any length of
time, they'll probably go back to the first two. If a goblinoid army remains
immobile for an entire turn - doing nothing - then during the resolution phase,
roll a d6. On a 1 the Orcs and / or Goblins have gone on a bender. Throughout
the remainder of the next turn, their M, WS, BS and I are at -1, and their LD
is 10. They may not move throughout the turn they are drunk, but will fight if
attacked.
Iron Stomachs:
Orcs and Gobbos will eat just about anything. If they are in a village, town, or city hex, or have just won a
battle, they may eat whatever is at hand - people, dogs, cats, ad nauseum.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7 8
Effects of Fatigue -1 LD -1 LD -1 LD -1 LD -1
LD -1 LD -2 LD Dead
-1
M -1 M -1 M -1 M -1 M
-1
WS/BS -1 WS/BS -1 WS/BS
-1
I
Skaven
Places of Interest
City of Pillars:
The stronghold of Clan Mors, the City of Pillars was once the Dwarf hold
of Karak Eight Peaks. There is always at least 1 regiment of Clan Skryre Poison
Wind Globadiers present within the stronghold's militia.
Crookback Mountain:
Home to Clan Rictus, there is always at least 1 regiment of Storm Vermin
present in the militia. The militia may include as many as 2 regiments of Storm
Vermin, despite the restrictions in the army list. Crookback Mountain is also a
source of gold and other precious metals. The player controlling Crookback
Mountain may take +2 gold when collecting taxes.
Hell Pit:
Bordering - indeed amid - the Realm of Choas, Clan Moulder trains and
creates strange and dangerous mutations, which populate the great ravine the
Stronghold inhabits. The Hell Pit is led by Pack Lord Verminkin, one of the
members of the Council of 13. Hell Pit is always protected by at least 1 unit
of Clan Moulder Pack Masters and Rat-Ogres.
Skavensblight:
The capitol of the Under Empire, Skavensblight is a massive warren of
tunnels, going deep below ground and burrowing far into the mountains
surrounding the ancient warpstone-infected city. Skavensblight is perhaps the
largest city in the world, and is represented on a side map with 3 separate
layer, each a walled city in and of itself, with tunnels passing between the
two lower levels and the surface level. It is a capitol city, but each level of
the city counts as its own inhabitable area, and therefore each level may have
2,500 points worth of troops.
Special Units
Messengers:
Personal toadies of the various clan chiefs and warlords are responsible
for the day-to-day communications between Skaven communities. A Skaven messenger
may be purchased in the Upkeep phase for 1 copper, and has a move of 5.
Scouts: Clan Eshin Gutter Runners.
Skaven Saboteurs:
Skaven saboteurs are responsible for infiltrating settlements and
putting warpstone or other poisonous substances into the water supply. When a Skaven saboteur reaches a settlement,
he may attempt to sabotage their food supply.
Roll d6 and consult the following chart. A saboteur may be purchased for 1 copper.
|
D6 |
Result |
|
1-2 |
The Saboteur is captured before he can plant
the poison. Remove the piece from
play. |
|
3 |
The Skaven is spotted before his mission
succeeds, and patrols are increased throughout the city. Any further attempts to sabotage the grain
will be useless - move the saboteur back to the nearest Skaven settlement. |
|
4 |
The Skaven must abort the mission temporarily
and go into hiding. He may remain in
the city and try again next turn. |
|
5 |
Your saboteur is successful in poisoning the
city granaries. The settlement
immediately loses d3 stored supply chits. |
|
6 |
The saboteur places deadly poisons in the
wells of the city, causing a wide-spread outbreak of the plague. The city loses one population size
(moving, for example, from a city to a town, or a town to a village) and 1/3rd
of its troops. |
Special Rules
The Wasting:
The Wasting is a driving hunger which affects all Skaven after they have
exhausted themselves in battle. It is so strong that Skaven can do nothing but eat,
feasting on the dead if that is all that is available. To represent this, a
Skaven army's move is decreased by 1 on their next turn after winning a battle.
Settlements:
Skaven settlements are all underground, in cities or fortresses carved
out of the rock or taken from its inhabitants. Many great cities throughout the
Old World have large Skaven settlements beneath them, giving them access to the
city from within the walls.
Skaven settlements come in three sizes: Strongholds, Large Lairs, and
Small Lairs. Large lairs and small lairs follow the same rules for towns and
villages, respectively. Strongholds are better protected then human cities,
resembling giant fortresses despite their teaming masses. Strongholds have
strong outer defenses just like human fortresses, and may have up to 3,000
points of troops. At least 1,500 points of these troops must be present at all
times - the breeders cannot be left unprotected.
Skaven do not recognize the territories that patchwork the surface
world. However, clan enmity and politics makes movement within another clans
settlement difficult at best. All Skaven armies should be identified with their
settlement of origin. At the end of the Movement phase, make a LD test for each
army present in the stronghold of another clan. If they fail the test, the army
will immediately attack.
Skaven Tunnels:
The Skaven have deep tunnels criss-crossing the Old World. These tunnels
may be used only by Skaven, and while in these tunnels Skaven may move at twice
their normal speed (double their Movement Points). Above ground terrain does
not affect their move. Therefore, they can move 10 hexes per turn. While in the
tunnels, Skaven may not be attacked, nor may they attack, anyone on the
surface. Skaven patrols in the tunnels cannot Spy or otherwise examine or
impact any army on the surface. Pre-made exit points are the only entrance and
egress from the tunnels, except at Skaven strongholds. While the exact tunnel
entrances may be hidden, humans and others have learned their vicinity, so they
can wait in Ambush, forcing the Skaven to fight their way out of their tunnels.
Warpstone:
Warpstone is common in the Dark Lands, where Warpstone meteors fall, and
in Skavensblight, but is difficult to find elsewhere. Any new Warpstone purchased
- charms, potions, etc., may only be placed either in Skavensblight, or in the
Dark Lands. The object need not be placed in the city - a wandering army might
very well spend some time collecting this valuable resource from the meteor
craters in the Dark Lands. Warpstone is also common in Northern Araby.
Skaven Attacks on
Cities: If the Skaven have either a lair or a tunnel
connection leading into a city, the Skaven may attack through their tunnels
into the heart of the city itself. Use the following rules for an internal
tunnel-based attack.
·
The
city-owner lays out d6+10 buildings, covering the battlefield. The player may also lay out small wooded
groves and hedges, representing parks and gardens kept within the city proper.
·
A Skaven-infiltrated
city will have d6+6 clear passages leading from their lairs and tunnels to the
surface. The Skaven player marks these exits with 100 mm squares, which
represent the tunnels into the earth below (100 mm means the Skaven player can
move 4 25mm creatures, or 5 20 mm models, into or out of the tunnels). One of these exits may be placed in a
building.
·
The
city-owner may remove d3 of these entrances, to represent those tunnels which
were discovered and destroyed or blocked over the years such their
construction.
·
Tunnel Movement - For purposes of movement, the
Skaven may march-move through the tunnels, and may not be targeted in any way.
While moving in the tunnels from one entrance/exit to another, set the Skaven
unit aside, and measure the distance between the tunnels. (In order to avoid
the city-owner knowing which exit the unit is moving toward, measure the
distance between the tunnels before the game.) Calculate the number of turns it
would take the Skaven to reach the exit, and then deposit the units outside the
tunnel on the turn in which they would arrive, but never closer than 1” to an
enemy unit. If they would have leftover movement, they may be able to declare a
charge, even though the charge is declared out of sequence (it represents the
Skaven popping from the tunnels to surprise their enemy.)
·
Battle Set-Up - If the Skaven have launched their
attack through the tunnels, the players take turns placing units in the usual
manner. No city unit may be placed within 6” if a tunnel, and no Skaven unit
more than 6” away from a tunnel entrance.
Note that this may place some units extremely
close to one another. This makes for an adequate representation of the bloody
nature of city fighting, with lots of close hand-to-hand combat. No city units may
ever enter the tunnels - the tunnels are a warren of dead-ends and mazes to all
but its natural inhabitants.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7
Effects of Fatigue -1 M -1 M -1 M -1 M -2
M -2 M Dead
-1
LD -1 LD -1 LD -1 LD -1 LD
-1 I -1 I -2 I
-1 WS/BS
Undead
Places of Interest
The Undead often live in what are or were human settlements, but the
definitions of population centers and settlements is different for the Undead, as
it is for most other races in Warhammer Campaign. The Undead inhabit Graveyards
(which should be treated as a village, and are usually found outside of old
abandoned villages), Ghost villages and towns (which should be treated as a
town), and their own Cities of the Damed (aka cities), and Strongholds (treat a
stronghold as a fortress).
Nagashizzar:
also known as the Cursed Pit, the mightiest fortress in the world is
larger than most cities, rising more than a half mile above the desert sand.
Nagashizzar is the “Capital” of the Lands of the Dead. Home of Nagash, here the
great Undead lord controls his vast armies throughout the world.
Plain of Bones:
The Plain of Bones was where the great dragons once came to die, until
the first incursions of chaos-poisoned the land. Dragon bones, which still
cover the ground like sand in a desert, are the basis of the Zombie Dragons.
Zombie Dragons may only be purchased (placed) within a territory in the Plain
of Bones.
Drakenhoff Castle:
This fortress in Sylvania, just east of the Empire, is home to Vlad and
Isabella von Carstein.
Mousillon:
The City of the Damned, in Brettonia, is infested with Ghouls. At least
one large unit of ghouls must be present at this settlement.
Special Units
Messengers:
There is no verbal or written communication amongst the Undead - the
magic that animates them also provides sufficient medium for communication.
However, since the Undead protecting the graveyards or haunting the villages
are effectively bound there by the magics or evil that created them, such
Undead creatures cannot go to the aid of another territory even if they wished.
Scouts:
Unfortunately for the Undead player, those-no-longer-living make very
poor intelligence gatherers. No scouts are available to Undead armies. (Their
allies, on the other hand...)
Special Rules
Gold, of course, seems to have no relevance to the dead - they operate
on dark magics. Gold, however, does not represent monetary wealth, but instead
represents the wealth of victims ready to be made into servants of the dark, of
available bones, warpstone, and other raw materials, and the spare time of
necromancers and others to raise the dead from their graves and call the
spirits to their will.
Neither do the Undead feel fatigue in the corporeal sense. At the same
time, however, their masters are often human, or at least close enough so that
they can grow weary controlling the wills of their servants, and the magics
that animate the spirits fade with time; even bone will wear down with constant
use, and their minds will begin to wander, taking their feet with them, if the
undead are not kept under constant vigilance. Therefore, Undead do suffer from
fatigue rules, although the “fatigue” actually represents other forces at work.
“Clementia amicis,
iustita inimicis.”
(When the magic is gone, the army is sure to
follow.)
- Necromancer Andrew J. Biel
Supply: Undead, of course, generally do
not need to eat. (There are a few
characters and small units that may require sustenance, but they are few and on
a campaign level are an insignificant number.) Therefore, Undead never need to
worry about food supply, nor will they ever have to test on the Desertion and
Starvation table.
Troop Disposition: Unlike other races, Undead are not
a race of loyalties and history - they are united solely by their own state of
eternal death. Therefore, wherever the Undead go, there are new recruits
available. They may place troops in their own population centers, and those taken in war.
There are some exceptions, however - first, Zombie Dragons may be placed
only within the Plain of Bones. Mummies may be placed only within the Lands of
the Dead, and Vampires will only be found in Sylvania, and you must have at
least 1 vampire alive to purchase another vampire.
Crossing Rivers: One of the great benefits of being
the living dead is you can't die. Drowning is not particularly of concern.
Crossing water, therefore, is merely a matter of making it to the other side
intact. Undead armies, therefore, may attempt to cross rivers by simply walking
across (they don't swim very well). To see who makes it and who gets swept
away, roll on the Casualties Result Table for fleeing models. A role of 5 or 6
would mean, of course, that the model has been completely swept away, and its
magical links destroyed.
All Undead creatures (except Vampires) may attempt to cross rivers in
this way, but it will take 1 full turn to do so (using all their movement
points). Vampires may never attempt to cross rivers, as the moving water
somehow channels away their dark souls - they may only use bridges.
Instability:
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 army's 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.
Fatigue:
While Undead, being dead, don't suffer from fatigue in the normal sense,
the stresses of day-to-day movement and the inherent instability of the black magics
required to animate the dead do cause sufficient wear and tear such that their
Dark Legions must follow the normal Fatigue
rules.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7
Effects of Fatigue -1 LD -1 LD -1 LD -1 LD -2
LD -2 LD Dead
-1 I -1 I -1 I -1 I
-1 WS/BS
Wood Elves
Places of Interest
The King’s Glade:
The King’s Glade is the Capital City and the heart of the Wood Elves
realm. It is where the great councils
are held, and where Orion and Ariel rule over their people. The Oak of Ages is located here, where the
king and queen sleep every winter before being reborn in the spring (see
Special Rules, below.)
The Meadow Glades:
Home to the Kindred of Equos, these largely open fields are protected
vigilantly. At least have of any
garrison stationed to defend this city must be composed of Glade Riders and
Chariots.
Glade of Woe:
At the center of this glade is a huge, blasted oak, its empty shell
extending deep into the earth. Mages
meet here to discuss and consult, gathering the vast amount of naturally
collected energy. There will always be
at least one level 4 mage and D3 lesser mages at the Glade, to protect and to
learn.
Glade of Pines:
Located at the foot of the Gray Mountains, there must be at least 2
units of Warhawk Riders in the garrison.
The Yew Groves:
Wood Elf mages in the magical Yew Groves may draw one extra power card
during the magic phase when fighting within one hex.
Special Units
Messengers:
The Wood Elves act as one to defend their territories and their realm,
and their magic sentries keep all informed of any intruders into their
wood. Therefore, the Wood Elves have no
need of dedicated messenger services.
Scouts:
The entire Wood Elf army is dedicated to stealth and secrecy, especially
when there are woods about, and have a wide array of troops from which to draw
their scouting contingents. Scouts may
be composed of Warhawk Riders, Waywatchers, Wood Elf Scouts, or Glade Riders.
Special Rules
The Lost Kindred:
Long ago, a group of Kindred separated from the Wood Elves of the
Forests of Loren. They traveled far and
wide in search of a new home, guided in quest for a specific grove of
trees. These Lost Kindred have only
recently been found. You may place the
home of the Lost Kindred (a territory filled with trees and a single large city
at its center) in any encounter hex in an empty territory on the map before
starting your Campaign game.
Orion and Ariel and
the Oak of Ages: Orion and Ariel die every winter, and are reborn
three months later in the spring (you’ll have to decide for yourself upon which
month the Campaign starts…). If they
are killed in combat, their bodies are taken to the Oak of Ages, and left to be
reborn the following Spring, renewed just as the forest is renewed. If, however, the Oak of Ages is ever
destroyed, Orion and Ariel will die, their souls lost and their spiritual
renewal gone instantly. They must
immediately be removed from play.
To destroy the Oak of Ages requires fire and powerful magicians to
unwork its magical protections. If a
Level 4 mage is left for one full turn, undisturbed, at the Oak of Ages (in the
Capital City, the King’s Grove), the tree is considered destroyed. Therefore, the Wood Elf player must assure
the protection of his capital city!
Wood Fighters:
Wood Elves are excellent warriors when in their natural
environment. When attacked in a Wood
hex, Wood Elves are automatically considered to have built a Hasty Defense. If they were building a Hasty Defense as
their movement action this turn, or
if they have at least one unit of Waywatchers, they are considered to have
built a Prepared Field Fortification.
Fatigue:
Number of Turns
Fatigued 1 2 3 4 5 6 7 8
Effects of Fatigue -1 LD -1 LD -1 LD -1 LD -2
LD -2 LD -3 LD Dead
-1 I -1 I -2 I -2 I -3 I
-1
WS/BS