Mighty Empires: Sentinel Edition
(Modified and Revised)
(Original Version by Rick Priestley + Nigel Stillman)
This manual is an effort to combine and consolidate the "official" and gamer "house" rules and addendums to Mighty Empires. Some basic minutia on map generation and the Warhammer World background has been left off. Original "Official" rules will be in black text, meanwhile "house" rules and Warhammer Quest/Mordheim linkage to Mighty Empires will be distinguished by red text. ~ Joshua "Sentinel" Peery
Realms
Once the map has been generated, the players roll the dice to determine who picks their realms. Once all players have placed a city with their flag on a capital city tile, place city pieces on the remaining capital tiles with orange flags to represent Independent Empires and may generate their Realms as well.
Each realm consists of a one tile wide band surrounding the capital city. To determine what lies within this realm consult the chart below. Nominate one tile then roll 2D6 and see the results:
| River | ||||
| 2D6 | Lowland | Highland | Valley | Coastline |
| 2 | Barren | Barren | Barren | Barren |
| 3 | Barren | Barren | Barren | Barren |
| 4 | Barren | Barren | Barren | Barren |
| 5 | Barren | Barren | Village | Barren |
| 6 | Village | Barren | Village | Barren |
| 7 | Village | Barren | Village | Village |
| 8 | Village | Village | Village | Village |
| 9 | Fortress | Village | Fortress | Village |
| 10 | Fortress | Fortress | City | Fortress |
| 11 | City | Fortress | City | City |
| 12 | City | City | City | City |
Barren: Place a territory marker of the player's color. The tile is windswept, infertile and generally unsupportive of agriculture or industry. It is inhabited sparsely, if at all.
Village: The presence of a village counter in a tile does not indicate that there is literally one village in the area. It means the area is fertile, productive, and inhabited by a substantial population.
Fortress: A fortress counter represents a great castle or fortress built to defend the area against attack. The tile also can contain other settlements, such as farms, villages, etc.
City: The city counter represents a city with outlying villages and communities. The city attracts wealth and trade from the surrounding area, and has a large population. Cities on coastal tiles may include ship counters representing small fleets of boats. Determine number of ships with the adjacent chart.

The Realms Army
Once a player has determined the layout of his realm he can determine its military strength. This is represented by a point value. Many players agree upon a fixed number(3000-5000 pts.), though it can also be determined randomly. Also, a player's realm may contain a number of Warhammer Quest heroes. This too can be agreed upon (4-6) or generated randomly. To randomly generate these values, use the chart below:
| Possible | Average | Special Units | Rare Units | Possibility of | Number of | ||
| For Each | Roll Points | Points | Points | Available | Available | WHQ Heroes(D6) | WHQ Heroes |
| Capital | 5D6x100 | 500~3000 | 1750 | 2 | 1 | 5+ | D3+1 |
| City | 2D6x100 | 200~1200 | 700 | 1 | 1 per 2 | 6 | D3 |
| Fortress | 1D6x100 | 100~600 | 350 | 1 per 2 | 1 per 3 | 6 | 1 |
| Village | 1D6x100 | 100~600 | 350 | 1 unit per 6 | ~ | n/a | n/a |
There are several ways to use these point values. They maybe used standalone or maybe used to generate armies for Warhammer Fantasy Battle. This method
requires each player to pick a race and work out the army to correspond with his points values. Initially no mercenaries(Dogs of War, unless that is his selected
Army!)monstrous hosts(includes ridden fantastic beasts; such as dragons, pegasi, etc.) or allies are allowed. Units purchased cannot be combined or divided
during the campaign season. (Example: Instead of purchasing a Unit of 40 cavalry, 4 units of 10 cavalry would be ideal)Also while selecting troops, Lords,
Heroes, Unit Champions, and magic items are subject to availability in comparison to the Empire's population as follows:
A player may also purchase up to 50 points of magic items per City and 100 points for the Capital. All other magic items must be found.(NOTE: Usual Army
restrictions still apply) Another way to use the points value is to generate WFB troops only when it is decided to play a tabletop battle, the half-campaign style.
Then revert back to a raw point value after the battle. The WHQ Heroes generated are of the empire's race if coming from Villages or Fortresses, but can be of any race coming from the Cities or Capital. All WHQ
Heroes start Independent. (See Diplomacy)Also, if using WFB and WHQ Heroes, new magic items must be found and not bought with points. Divide the Army into Banners Each Empire divides its armies into banners to represent different elements. A banner's value is between 500-1500 points. Each banner must have at least 1 core
unit, no more than 7(5) units, and be lead by a character model. A player can divide his army up into as few or as many banners as possible using these rules.
Obviously this has inherent advantages and disadvantages. WHQ heroes are grouped together in parties of 2-6 warriors. Place Banners on the Map Once all banners have been formed, the players place their banners in their realm. A player can put any number of banners in a tile. All banners in a tile are
referred to as a force. Banners may start the season on any side of impenetrable terrain, anywhere in the tile. Adventurer parties can be placed anywhere in any
realm and are represented by the party's leader miniature, or other appropriate counter. Place Baggage Counters Each player generates the baggage available to his armies at the start of the game. Roll 2D6 to determine how much baggage each Empire starts with. All
further baggage must be purchased. Each banner can hold up to 6 points of baggage, and the baggage counter is placed under the banner counter. One can also
dispense with the baggage counters and simply note how much baggage a banner has on its record sheet. THE CAMPAIGN SEASON The Mighty Empires environment is one in which roads and river are unpassable in the winter months. The military activity is largely restricted to the warmer
months. This period is the 6 months between the Spring and Autumn Equinox. The remaining part of the year is called the Winter, and is described in its own
section. Campaign Turns The campaign season is divided into 6 turns, each turn representing 4 weeks or one month. Month Spring 1 2 3 4 5 6 Autumn Winter Equinox Equinox During each campaign turn, each player takes an individual turn. To determine who goes first during any campaign turn roll a D6 to determine turn order.
During his turn the player works the sequence given below: 1. Subsistence 2. Scouting 3. Movement 4. Battle 5. Siege 6. Raze 7. Reorganization Once every player has taken his individual turn the campaign turn is over and another is begun. 1. SUBSISTENCE Armies require a constant source of supply in the form of food, clothing, arms, and transport. These supplies are calculated in terms of subsistence points. A
single banner requires one point at the beginning of the player's turn. WHQ Heroes and War bands never need to worry about subsistence. Subsistence can be
obtained from two sources: 1. Foraging. A banner may obtain subsistence by foraging in the tile it occupies. Foraging encompasses the gather and requisitioning of crops and livestock and
the billeting of troops on the local populace. Every tile has a subsistence value determined by its population. This is shown on the table below: This table shows the maximum number of banners a tile can support. If more banners are in a tile than it can support, the unsupported banners must subsistence
on baggage. During a siege neither side can subsist by foraging in that tile. 2. Baggage. A banner may subsist from its baggage. One point of baggage equals one subsistence point. They player deducts one point for each banner that
cannot forage. Two or more banners in a tile may pool and share baggage. A banner that ends up with more than 6 points of baggage(from razing a tile, battle
results, etc) loses it immediately. No Subsistence If a banner is unable to subsist, they player must roll on the Shortfall chart. Roll twice for banners over 1001 points. Any loses are deducted from the banner
total and troops representing those points are removed. Thus, a player must choose which troops to remove from the banner. A player may lose more points than
rolled due to troop point values. 2. SCOUTING When armies move it is assumed it sends out small detachments to locate settlements, assess foraging, and assure safe passage of the army. This is called
scouting. WHQ Heroes and War bands do not need to scout to move, and WHQ Heroes use the scouting phase to explore barren tiles. Scouting Declaration During the scouting phase, the player indicates which banners are attempting to scout which tiles. If the banner is occupying a barren tile at the start of the turn,
it may declare that it will explore the tile instead of scouting and moving. Scouting is important for two reasons: Scouting by a Large Force If two or more banners are in the same tile during the scouting phase then they may scout different adjacent tiles and the player may elect to send any or all
banners into any or all successfully scouted tiles. Blocking Terrain Scouting is never impeded by mountain ranges and rivers that would normally block movement of a banner. Terrain of this sort can stop large bodies of troops,
but don't impede small groups of scouts. However, scouts cannot scout across the open sea! Scouting Unknown Tiles An unknown tile is a tile which is empty. It contains no settlement or territory markers. The existence of settlements in the unknown tile is established when the
tile is scouted and an appropriate settlement piece is placed in the tile. Once a tiles contents have been established they are fixed; further scouting cannot alter of
effect what is in the tile. Roll 2D6 for the appropriate Scouting Chart for the tile's terrain and read the result. Any non-Independent Settlements immediately join
the player's Empire and are placed with an appropriate flag. Barren tiles receive territory markers. The # of playing pieces places limits on the total number of settlements in the game. After all pieces of a particular type are placed further scouting results of
that type are to be considered barren. Harbors Chart Cities in a coastal tile always have associated harbors. If scouting reveals a city in a coastal tile that player makes an additional D6 roll to see if there are any
ships and if so how many. If the city submits to the player's rule its ships automatically come under the player's control. If the city is Independent its ships are too, and furthermore they
may be Pirates. Roll a further D6: 1-3 the ships are ordinary, on 4-6 they are Pirates subject to the rules found in the Ships and War at Sea rules section.Events If the scouting chart indicates an event, then something has taken place to prevent the scouts from accomplishing their mission. The tile is not scouted and if it is
unknown then it remains unknown. Furthermore the banner may not move into that tile during that turn. To discover what prevented the scouts from fulfilling
their mission roll 2D6 on the Scouting Event Chart below: 2D6 2 Mass desertion among the ranks places troops in severe disarray. Each banner in the force loses d6x50 points of troops in the same way as for subsistence
shortfalls. 3 Mutiny! The troops are paralyzed by momentary unrest. No banner in the force may move this turn and may not scout or move the next turn. 4 The army's supplies go rotten on the march. Each banner in the force loses 1 baggage point. If a banner has no baggage, consult the Subsistence Shortfall
Chart. 5 Sickness sweeps the force incapacitating it for a short time. Each banner in the force loses D6x10 points of troops in the same way as for subsistence
shortfalls 6 The army is forced to halt due to localized storms. The scouts wait out the storms . 7 The scouts head off in the wrong direction! Nominate a tile side as 1 and roll D6 to determine direction scouts went. Roll again on Scouting Chart, if
successfully scouted, the force may move into this tile if it chooses. 8 The scouts are ambushed by bandits and fail to return. The tile remains unknown and the force is unable to move into it this turn. 9 Scouts encounter a merchant convoy and abandon their mission to redirect the convoy into the force's baggage. The tile is not scouted but the force gains D6
points of baggage. 10 Scouts encounter a mercenary band. Roll a D6: on a 1-4 they successfully recruit D6x20 points of troops(WFB uses Dogs of War core units and they are
permanent troops), on 5-6 the scouts are brutally slaughtered by the mercs. and are never seen again. On either result the tile remains un scouted. 11+ If a tile is any but Highland roll again, if it is 12 or Highland the scouts disturbed a Dragons Lair and retreated unable to finish scouting, furthermore, the
Dragons may awake! Roll D6 on 1-3 the dragons remain sleeping, on 4-6 D6+1 dragons awaken! (See Winter Events for handling dragon attacks) Independent Settlements Scouting will sometimes reveal settlements that are independent and will resist the player's forces. These are represented by a settlement with an orange flag.
Although all the independent settlements use this flag, it does not necessarily mean they the belong to a single empire - Only that they don't belong to a player
empire. If a player wishes to move his banners into a tile with such a settlement he must be prepared to fight the inhabitants just as if they were enemy forces.
Battles such as these are usually worked out on paper using the rules given later, but can be fought out using a WFB table top battle as well. If this method is
used, the player must see what army list to generate the Independent Forces with. Most of the time it is of the same race as the player. Use the following table:
on D6, 1-4 same race 5-6 consult race/army chart. Note that with this chart it is still possible to face your own race/army list. Independent Empires Where Independent Settlements are spread over adjacent tiles, they are assumed to form a single Independent Empire. These empires are not as stable as the
player's Empires and represent loose confederations or tribal groups. If an Independent Empire is spilt, the isolated settlements are not considered within the
same empire. While this has no bearing during the campaign season, it is important during the winter diplomacy phase, as players may wish to court
independent empires as allies(see Winter rules)Scouting Known Tiles For a banner to move into a known tile it must still roll on the Scouting Chart to determine wether an Event takes place. (Dragon Lair Event is ignored) All
other results are ignored as the tile is already known. If a player is scouting a rival players tile, and if there is no banner to protect it then it becomes part of the
scouting player's empire. Exceptions to this rule are the Realm settlements(adjacent to Capital) which have integral militias the same as Independent
Settlements when no banner is present. Whenever a tile containing an enemy banner is successfully scouted, roll a D6 and consult the Scout Skirmish Chart. The
scouts try to spy on the enemy while the enemy's own pickets and outriders try to screen their forces and see off the intruders. Forces accompanied by WHQ
Heroes may add +1 to their roll if scouting or apply -1 if they are being scouted. Roll D6 1 Enemy Outriders drive off the scouts and capture one of them! Enemy forces remain unknown. You have to reveal the point value of your forces in the tile
that scouts came from. 2 Enemy Pickets drive off the scouts. Enemy forces remain unknown. 3 Scouts manage to roughly estimate the size of the enemy forces. The enemy must reveal troop points value in the scouted tiled. 4 As 3, but also detailed contents of one banner in the tile (ie show player army sheet) 5-6 As 3, but see all army sheets for the banners. Exploring Wilderness Locations A force or a group of WHQ heroes which begins its scouting phase in a barren tile may spend the turn exploring it instead of scouting and/or moving. WHQ
heroes may visit any discovered wilderness location, but most only ONCE per battle-level. This represents them gaining the experience to delve deeper into the
location. Banners may visit locations from the chart below that WHQ heroes have discovered, though NOT Adventure Locations as they are generally too small,
difficult to get to, or too deadly to be bothered with. Independent WHQ parties that start a turn in a barren tile will explore it on a 4+ roll of D6. To determine
wether or not a barren tile has a possible Wilderness Location, roll on the following chart: (Note: If not using "red" rules, roll again. Also, WHQ Heroes ignore the baggage result) Ruined City (Note: Ruined City was shown on the first "official" Wilderness Locations Chart, though rules were never issued) Ruined Cities can be found occasionally by armies or WHQ Heroes. A great calamity has destroyed the city and now it is a haven for all sorts of brigands,
freebooters, adventurers, and monsters. Banners which find or visit a Ruined City are not welcomed by the local inhabitants. WHQ Heroes or Mordheim/Chaos
War Bands which visit these may go about searching the ruins, fighting other war bands, etc. Ruined Cities have no subsistence value. Each banner in a force
rolls on the Ruined City Reaction Chart below:
Bandit Armies If the banner reaction result was Bandit Army, a random force is generated and attacks the player's force. If not defeated the Bandit Army gains D6x200 more
troops and begins ravaging the country side. The next turn elect one tile side as 1 and roll D6, the Bandit Army moves this direction, razing any villages
(fortresses and cities are immune). These armies don't require baggage and destroy(eat/trade) any they obtain. The Army also lodges in winter wherever they
happen to be at the end of the campaign season. When a Defeated Bandit Army is destroyed/dispersed and the victor gains D6 crowns from the bandits ill-gotten
gains. The tile with the Ruined City is never owned by any empire and never recovers like a razed settlement. Any treasures/money found must be transported back in
a banner's baggage. WHQ Heroes may visit the Ruined City and embark on a random Adventure Location/Scenario relevant to their level. Again, the WHQ
Heroes may only do this once per Battle Level. Players may also elect to hire and send a Mordheim- Style war band to the city during the Winter Phase. War
bands may go into the Ruins once per campaign turn and once during the winter season. They will face either an opposing empire's war band or a random one
may be generated. See the Winter rules on Recruitment for more details. Necropolis A Necropolis is a city of the dead consisting of thousands of tombs, built one on top of another. There are many Necropolises throughout the world: some are
very large and imposing but others are quite small and well hidden. They were built hundreds if not thousands of years ago by forgotten races and cultures. They
contain treasures, wealth, and magical artifacts. Most have been plundered by tomb robber, and the tombs themselves destroyed by those who didn't like the
idea of living next to a haunted city of the dead. Intact Necropolises are harder to find, but as Armies and Adventurers travel through unexplored wilderness they
sometimes come across these crumbling structures. If a force is in a tile containing a Necropolis, it may choose to send searchers inside. They may find
treasures or magical artifacts, they may also be killed, or worse disturb ancient evils that will prey upon the world of the living. Should a player decide to search
a Necropolis he rolls 2D6 and consults the Necropolis Search Chart below to see what he uncovers. A force in a tile with a Necropolis can spend several turns
searching, but with every subsequent turn they must add +1 to their search roll to represent the increasing danger of waking the dead! Undead Forces & Necropolises An Undead player may search a Necropolis in the same way, but may re-roll any of his search dice if he does not like the first result. The second roll stands
though, even if it worse than the first! Rather than searching, the player may attempt to summon reinforcements from the dead. The player rolls D6 on the chart
below: Reinforcements are added to the player's force. Where the player finds that he must create new banners because of banner points minimum and maximums,
remember that Undead banners must be lead by a Liche, Necromancer, Vampire, or Tomb Lord. Necropolis Search Chart 2D6 2 Fabulous Treasure! 3D6 Crowns added to the banner's baggage. 3 Hero's Tomb. Magic Sword worth D6x20 and Magic Armor worth D6x20 4 Necropolis Map. The player may add or subtract one from subsequent dice rolls on this chart. 5 Vast Hoard! The entrance to which is unstable and can collapse on a roll of 6 on D6. If the tunnel does not, the force removes D3 Crowns. The player may
return each turn unless the tunnel collapses. Treasure is added to baggage. 6 Cursed Treasure. D6 Crowns added to baggage, loses D6x10 troops each subsequent turn spent in the tile. Take loses from characters where possible. 7 Returned Empty Handed. 8 Massive Collapse. Lose D6x20 points of troops. 9 Haunting Terror! Searchers return in state of abject terror, reporting tales of horror! Entire force must retreat from the tile. 10 Necromancer's Tomb. Searchers find a room containing hundreds of dead warriors and the tomb of a Necromancer. Luckily inert! The player may roll on
the chart below until a 6 is rolled or decides to leave. 11 Tomb Rats. The each banner loses D6x50 and must retreat from the tile and loses ALL baggage, including captured war-machines, prisoners, and all else
with the baggage train 12 Eruption of Undead. 4D6x200 point Undead Force emerges and attacks the force. If not defeated or drawn, it will move and act like a Bandit army except
razes all settlements gains D6x20 pts. of troops per razed village or fortress and D6x100 per razed city. Also, Undead Armies of this sort carry 10% of their points in Magical Artifacts which a player defeating the Undead can add to their banners. In addition to this,
any magic items from defeated players by this Undead force are collected, but not used. WHQ Heroes may visit the Necropolis ONCE per battle level, and after an Undead themed (ie only living things the party will find are rats, bats, and such. The
party will only encounter Undead otherwise) adventure may roll once on the Necropolis Search Chart. This is in addition to any treasure collected along the way.
One Crown = 1000 WHQ gold, a warrior can only carry 4 Crowns each. (Unless he has an item that increases the amount of gear he may carry) Magic Treasure
collected this way must be passed to a banner ASAP or sold for equivalent gold to points value. Any point losses of troops are interpreted as hit damage by
rolling for the number then moving the decimal point to the left and multiply by two. (Ie. Massive Collapse = roll of 4 on D6 x 20 translates to 16 points of
damage to each warrior) If players find a Map of the Necropolis, they may immediately adventure again this battle-level and twice per subsequent battle-level.
If the WHQ Heroes awaken the Necromancer, each warrior rolls a D6. On a roll of 6 that warrior survives. If a party is reduced to one hero he must make for
the nearest settlement and wait for another party to pick him up. Wizard's Tower It is known that tall towers are the best place to practice, observe, and manipulate the ebbing and flowing of magically force. Wizards build towers to escape the
magical "interference" caused by life near the ground. The taller the tower the better. Towers can be seen in Cities of Man and Elves. These tend to be libraries
and colleges of magic for the city or nation. Only the VERY powerful wizards inhabit towers in the wilderness. These wizards will almost certainly have lesser
wizards working on their behalf, as well as a small army to protect the tower, and a whole community of servants(slaves, maybe) to look after all of them. The
discovery of a Wizard's Tower can come as a mixed blessing to an empire. The wizards are normally too engrossed in their own agendas to be bothered with
everyday concerns. They are rarely bellicose unless provoked. So a tower will cause little harm to an Empire. The greatest problem which comes during the
Equinoxes when they are inclined to fire off experimental spells into the surrounding countryside. A force that moves into a tile containing a Wizard's Tower
may seek out the wizard and ask him for aid. To determine the result go to the Wizard's Tower Reaction Chart and roll 2D6. A force may also move into the tile
without consulting the wizard at all. It is assumed the army gives wide berth to the tower. Any force that begins a turn in the Wizard's tile and which does not
leave during that turn must roll to determine how the Wizard reacts. Wizards dislike being disturbed, and such large force of armed troops is a bit unnerving and
distracting. Roll D6+6 in this situation (ie 7-12) A force may also deliberately attack a Wizards Tower as described later. Equinox Magic Wizards deliberately build their towers to be able to channel the flux of magic during the Equinoxes and sometime take the opportunity to practice their spell
casting, often unleashing unpredictable experimental spells upon the world. During the Equinox Magic phases roll a D6 for each Wizard's Tower on the map. 1-3 No spell is cast that Equinox, 4-5 a standard Equinox spells is cast, 6 an experimental spell is cast. Few wizards care if their spells benefit or harm the local population, or take any trouble to aim their magic away from inhabited areas. To determine the
direction the spell travels assign the tile sides 1-6 and roll D6, the spell travels 2D6 tiles the direction indicated. To determine which Equinox spell is cast
Consult the Equinox rules section. Spells affect the tiles with a few exceptions. A Chaos Void cannot be cast against a populated tile and is displaced to the
nearest barren or unknown tile. If a Hold River or Deluge is cast against a non-river tile, it is moved to the nearest river tile. A Summon Host and Call of Heroes
provides troops for whoever owns the target tile and is ignored if the tile is unknown. Forge Magic, and Bumper Crop are this way as well. Break Siege will
affect the closest siege within 12 tiles and is ignored if there are none, roll dice to randomly pick which side is destroyed. Shrouding Mists affects the closet
force with 12 tiles or is ignored. Wizards often concentrate on developing new and experimental spells and may use an Equinox to test them out. They effects may be widespread or confined to
the tile the spell lands in. Roll D6: Wizard's Tower Reaction Chart 2D6 Result 2 Joins Army. The wizard and his retinue join the army. Add 2D6x100 points to the force. Table top armies choose from own race. Another wizard is assumed
to take up residence in the tower. 3-4 Provides Troops. The wizard is keen to derive information. He sends 2D6x50 points worth of troops, including at least one hero or wizard. Choose troops
from own race. 5-6 Magical Item. Wizard gifts the force commander with a magical item worth up 100 pts. 7 Scouts. The wizard sends a party of scouts to guide you into the next tile. Force may move into a successfully scouted tile immediately. 8 Provides Information. The wizard is unwilling to provide material assistance, but volunteers to help you spy out your enemy. The player may choose one
force within 12 tiles of the tower and the owning player must reveal the point value of it. 9-10 Ignores Army. The wizard is too preoccupied to pay attention or is simply unwilling to listen. 11 Challenge. The wizard is irritated by the presence of your troops and issues a challenge to the most powerful wizard in your force. You may refuse the
challenge in which case see result 12 below. If you are using tabletop forces and you do not have a wizard to accept the challenge then see result 12. Assuming
the challenge is met roll D6. 1. Your wizard is slain. 2-3. Your wizard is banished to the warp until the next Winter Season. 4-5. You defeat the wizard, who withdraws into his tower 6. You slay the wizard leaving the tower open for you to plunder as described below (see result 12) If your own wizard is defeated then your force deducts points to represent his loss. If playing without tabletop forces, this value can be randomly generated as
D6x100 points. If using tabletop forces you can resolve the duel between the wizards as a straight fight between two dueling wizards. The wizard is the same magic level as
your own. 12 Attacks. The wizard resents your presence and gathers his forces to attack you. The wizard's has a point value of 4D6x100. The conflict can be resolved the
same way as an attack on an Independent Settlement. If using tabletop armies the force must include one wizard and other heros must be lower level than the
wizard. If you succeed in defeating the wizard your force gains: D6x20 points of magic weapons D6x20 points of magic armor D6x25 points of magic standards or magic instruments D6x25 points of scrolls, rings, staves, wands, etc. D6 baggage points A player may decide to attack a wizard's tower with the intention of plundering it. If the wizard's forces are outnumbered, they will retreat into the tower and a
siege results. The tower counts a fortress with defensive value of x3. While besieged no rolls are made on this chart. Once it has been plundered, the Wizard's Tower is destroyed and the tile is barren, empty, and may be explored further. Heroes and Wizards WHQ Heroes may visit the wizard's tower and request an audience. The party rolls on the Wizard Tower Reaction Chart and the results are the same except for
a few instances. A result of the wizard joining the army is not feasible and so is treated as if the party was ignored. If the wizard Provides Troops, this is
interpreted as a random WHQ Hero joining the party from the wizard's retainers. The hero will be of the same level as the party, but only have starting gear. If a
party already has the maximum 6 members, it must divide into two parties. The Scouts result is a free exploration roll on the nearest barren tile. The Provides
Information result gives the party an Adventure Location it must embark upon immediately. The Challenge is the same except it takes place on an
Arena/Fighting pit board section. This represents not necessarily the master wizard of the tower but an underling/retainer wizard for good sport. (The wizard is
vastly more powerful than the party) If the party's wizard wins he is gifted one treasure card. If the party has no wizard, they are teleported back to the tile they
came from. The Attacks result is handled with the party starting a Quest from the wizard's dungeon where he has imprisoned them. Their gear has to be found
and fought for in the first room they find and the first objective room has stairs leading to the tower. Generate another dungeon deck and the objective room is
the wizard's study board section. If they defeat his guards, they may receive the allotted treasures and then Face the Wizard. Roll D6 on the chart below: D6 Result 1 Good Show! The wizard appears before the warriors and is thoroughly entertained by the courage and pluck the warriors have shown. He further grants one
treasure card per warrior. 2 Banished! The wizard is upset by the demise of so many of his pets and retainers, but he is a really good sport considering, and only banishes the party to the
void for a year and a day. The party is removed from the tile and can return to their home capital the same turn the following campaign season. 3 Teleport. The wizard grumbles about nosey warriors and bad neighbors. The wizard dumps the party into the nearest body of water(river, lake, sea) Each
warrior takes 2D6 damage and loses half of his gold. 4 Geas! The wizard decides that instead of atomizing the party, they may come in handy on an errand of his. The party must complete a Quest and return to the
wizard within 2 seasons or die of the Geas Spell he has cast upon them. (Roll for an Adventure Location and Quest) 6 Judgement. The bitter and vengeful wizard decides that the party must pay for their impudence. One warrior is randomly picked and executed and the rest are
subjected to the Geas as above.The WHQ Heroes may also attempt to rob the wizard, and is handled as the Attacks result except that they only move through
one dungeon with the wizard study objective room. Also, the party's Face the Wizard roll is modified by +1, the wizard NEVER rewards the party for robbing
him! Also, there are only two ways to remove a Geas, either complete the task or have an Army attack the tower and kill the wizard. Mines Mines are only found in mountainous regions. They delve deep into the geological strata and volcanic fault lines to tap huge deposits of valuable metal ores and
various strange and exotic minerals. Since mining has been going on in these areas for centuries, there are many lost and abandoned mines to be discovered.
The discovery of a mine with a rich deposit still not exhausted by its former owners can lead to a massive increase in revenue for the Empire concerned. When a
mine is discovered, the scouts go into the workings to looking for ore or slag in order to identify what was being mined. Sometimes the discovery isn't actually
an old mine but a rich outcrop of minerals exposed in the rock face or in caves and ravines. Roll for the nature of the mine on the Mines Chart. Mines Chart D6 1 ~~The mine has been worked out and is exhausted of minerals. Roll on the Disused Mine Chart. Dwarves are such expert prospectors and miners that they
may stand more chance of finding something. They may re-roll this result or roll on the Disused Mine Chart. 2-4 ~~The mine has a rich vein of base metals such as iron, copper, and tin. These are useful for trade and manufacturing weapons and armor. This generates
two gold crowns revenue each year. 5 ~~The mine has a rich vein of precious metals such as gold and silver. These can be used to mint currency, increasing the revenue of the empire. This
generates three crowns each year. 6 ~~Very precious or rare minerals were being mined here, roll on the Rare Mines Chart. Rare Mines Chart D6 1 ~~This mineshaft caves in on the unfortunate scouts. Lose D6x10 points of troops from the banner. 2-3 ~~A rich vein of gems such as diamonds, sapphires, emeralds and similar precious stones is found. This treasure can increase revenue in the empire D6
crowns per year. 4-5 ~~Meteoric Iron. This exceptionally hard metal can be used to forge magical weapons and armor. Each year the empire can construct a magic item worth
D6x20. Dwarves may construct two such items. 6 ~~Warpstone. The mine is an ancient ruined Skaven mine, or was abandoned in horror when the former miners struck warpstone. Skaven and Chaos forces
way use the mine to forge magic weapons. Other races suffer D6x10 loses due to the substance's power, and immediately block up the tunnels(remove mine
from the tile). Skaven and Chaos forces can work the mine and produce D6x20 points of magic items for their army each year. Disused Mine Chart D6 1-3 ~~This mineshaft caves in on the unfortunate scouts. Lose D6x10 points of troops from the banner. Dwarves may re-roll this result. 4 ~~The mine is actually the entrance to a Dwarf Hold! Roll D6, 1-4 the hold is ruined and a host to monsters. Lose D6x10 points of troops. 5 or 6 the complex
is still inhabited and counts as an Independent Fortress of Dwarves. 5 ~~The mine is an entrance to a Skaven labyrinth. Roll D6, 1-4 the hold is ruined and a host to monsters. Lose D6x10 points of troops. 5 or 6 the complex is
still inhabited and counts as an Independent Fortress of Skaven. 6 ~~Tunnels that are infested with Trolls and Night Goblins. Orc or Chaos empires can recruit D6x100 troops. Other forces lose D6x10 troops due to scouts
being eaten by Trolls or worse. When a workable mine is discovered, place the mine model on the tile. This remains there to show that the mine is capable of producing riches and therefore
might change hands in the course of the campaign. A mine can be razed and blocked up for good(remove mine from the tile). Once the type of mine is
established, it never changes. A mine provides no subsistence nor does it have any defensive value. If enemy forces occupy the tile, the mine is captured. WHQ Heroes may discover and search mines using the above tables. If the party is still independent then the mine is neutral/unclaimed until a banner occupies
it. A party may also use abandoned Skaven or Dwarf holds and Troll lairs as an Adventure Location ONCE per battle-level. Represent these lairs with
Adventure Location counter. Also, any search result causing troop loss is taken in wounds damage using the same formula as for the Necropolises. Temples (Note: Temples are shown on the official Wilderness Charts, but rules for discovered temples were never released.) It is common for religious, mystical, and monastic orders to build hermitages, shrines, or temples in out of the way places. When searching a banner or WHQ
party may come across such a location. Largely these people or places are of little consequence to an empire. Though there are more sinister zealots and also
temples can disrupt the countryside with pilgrimages, jihads, or other religious fervor. This section of rules deals with Temples that are discovered in the wilds.
Temples can also be established by players. This is dealt with later. Of the temples that can be found in the wilderness there are three types: Religious Orders,
Chaos Temples, and Ruined Temples. Roll D6 to determine which is found: 1-3 Religious Order, 4-5 Chaos Temple, 6 Ruined Temple. Religious Orders are Temples or Shrines to specific or varied deities or philosophies. They can be the centers of religious pilgrimages, revivals, or even jihads
or crusades. When a force discovers a temple of this sort, it becomes a part of your empire in name, but rather acts like a force of nature. Every Winter Events
phase, roll on the following chart: D6 1 Religious Conversion. The missionaries from the temple have been well received by your populace. Each banner rolls on Subsistence Shortfall Chart. 2 Holy Pilgrimage. Pilgrims making a holy journey to shrines or temple disrupt the country side around the temple. Affected tiles keep forces from moving into
them, unless a successful route roll is made. Work out which tiles the same way as for dragonrage. 3 Crusade! The gods demand that their followers rebuke the infidels. If your empire borders another, then the enemy settlements/territories touching your
borders provide no revenue to that player this year. It is spent fighting off the fanatics on their borders. 4 Quiet Prayer. No event. 5 Wayfarers. Traveling monks or missionaries canvass the nearest Barren tile. Roll on the Wilderness Locations Chart. Anything found is neutral till a force
visits the tile. 6 Tithes. The temple gives your empire D3 crowns.A player may attack a temple with the intention to destroy and sack it. In this case generate 3D6x100 points
of troops and the temple itself counts as a fortress with a x3 defensive modifier. If temple troops are outnumbered, they will retreat into their temple and a siege
starts. If a tabletop battle takes place the temple troops may be lead by a wizard / shaman / priest/ or grandmaster, and the troops are all crack elite/devout
troops. (IE, Empire Knightly Order, Dark Elf Witch Elves, Skaven Plague Monks, etc.) A successfully destroyed temple yields 2D6 crowns. WHQ Heroes may visit this temple with same rules as a temple from WHQ and may and roll on the Adventure Location Chart to see if the temple has any work
for them. Chaos Temples can be many varied things such as, a large fragment of warpstone, a Beastman herd stone, a Chaos monolith, elaborate Temples to a Dark God,
or even a portal to the Realm of Chaos itself. An empire discovering such places must take care for their futures. As the Realm of Chaos ebbs and flows these
temples act as focal points for the forces of Chaos. A Chaos or Skaven player treats this temple the same as one he established himself and uses it to his
advantage and he controls the power of it. If the temple exists in a non-Chaos/Skaven player's empire then they must deal with the shadow of Chaos. Every
Spring and Autumn Equinox the player must roll 2D6 for each Chaos Temple. On a roll of 2 or 12, a Chaos Horde vomits forth from the Temple tile. Generate
D6+1 tiles affected in the same way as Dragonrage. In each tile a Chaos Force worth 4D6x100 points of troops is placed. For each force, determine the type of Chaos force it represents and place the appropriate marker. Tiles these forces are placed in are razed if undefended. These forces can include daemonic
elements. They move randomly during the campaign season. If two opposing Chaos forces (such as Slanneshi and Khornate legions) occupy the same tile, they
destroy each other and are removed from the map. These forces exist until destroyed(reduced to less than 500 points) or they move off the map or destroy each
other. A player may decide that destruction of a temple is a good course of action. If a player attacks a Chaos Temple, a 5D6x100 point Chaos Army is
generated to defend the Temple. Roll D6 to determine if the temple is a defendable structure. 1-3 it is simply a monolith, herd stone or other feature, 4-6 it is a
Fortress-like structure with a x3 defensive modifier. Outnumbered Chaos troops will retreat to their temple and a siege will start. If the Chaos force is defeated
then the temple is removed from the tile. WHQ Heroes or War bands may visit a Chaos Temple once per battle-level or season. Generate an encounter/event/adventure or war band to counter their
presence. Ruined Temples can be found by armies and WHQ heroes in their travels. Sometimes the temple was destroyed by marauders, fell into ruin after becoming
unpopular, or even struck by the hand of an angry god! If the ruins are investigated, roll on the following chart: D6 1 Nothing is found, looters long ago removed any valuables. 2 Interesting Relics. The scouts have found relics with important historical and religious significance empire gains D3 crowns. 3 Collapse! The ruins crumble and crash down, crushing the scouts. Lose D6x10 points of troops. 4 Desecration. The god whose temple this was, strikes the force with his might. Each banner in the force losses D6x20 points of troops. 5 Magical Artifact. The scouts find a magic item worth D6x10. 6 Revelation! The god of this temple appears and asks that the temple be restored to its former glory. He asks that a temple guard be established to protect it.
Force loses D6x50 points of troops to become the new Templars, but the player gains an established Temple.WHQ Heroes may visit a ruined temple once per
battle level and after a random dungeon, roll on the above chart. The results are identical except troop losses are translated into hit wounds, Interesting Relics
reveals information leading to the party's next Adventure Location, not gold, War bands get the gold, the Revelation result is handled by rolling D6 for each
warrior. On a 6 that warrior is removed from play and becomes a prophet, priest, shaman, etc. and reestablishes the temple. If the party is still Independent then
a Religious Order is established as above. Chaos War bands receiving the Revelation result take it as an Eye of God (see Realm of Chaos) Searcher Events While the searchers are canvassing a Barren tile they may run across many things and many people. WHQ Heroes simply roll on their Hazard Chart another time
for the turn. Banners roll on the following chart: 2D6 2 Treasure Hoard! Force discovers a treasure trove worth 2D6 crowns. 3-4 Glorious Weather. Though the force finds nothing unusual, the force does find green pastures and wild orchards. The force does not need to use baggage
for subsistence next turn. 5 Recruit Mercs. Force gains D6x50 points of Dogs of War (permanent troops) 6-7 Troop Loses. Each banner in the force loses D6x50 points of troops, due to rock falls, getting lost, desertion, wandering monsters, etc. 8 Hermit. Forces gains a wizard, shaman or priest worth D6x20 points(can be of any race friendly to the empire) 9 Brewery! The force finds an old Dwarf Brewery. The next battle, two units can be subject to frenzy, or modify the strategic modifier by 1. Dwarves or
Humans may take this result and build a village counter for 5 crowns in the tile and can generate this effect for their armies once per season. The ale is carried
in their baggage. 10 Mystic Fountain. The force finds a clear flowing fountain of magical nature and gains D3 healing potions. The empire owning this fountain can build a
village counter for 5 crowns in this tile and gain this effect once per season. 11+ Good Omens. The scouts find portents of good fortune. The next ill effect (non-battle) to happen to this force may be ignored.Tamable Monsters Note: The two previous entries on the Wilderness Location Chart, Find Magic Item, and Find Baggage are self-explanatory. While an army is exploring the Highlands it may find a nest of eggs or infant creatures that they may train to become mighty steeds for combat. This is the only
way a player may add monstrous steeds to his forces. The player rolls D3 to discover how many are found. These can be off any kind available to the army and
in any combination. The player then must transport these creatures back to the capital in winter in the baggage train of the banner. To further make these
creatures usable the player must spend the equal amount of money that the monsters point worth is. (IE. A 200-point creature would need 2 crowns to be able to
field it in a force.) This represents care and training of the creature. For players not using table top forces, the player may add 150 points of troops per crown for
each creature found. Any creatures not trained in the coming winter season may not be "recruited," as they remain feral but make excellent additions to the
empire's zoo. WHQ Heroes have the option of attacking a monster from the table below. These monsters follow the rules of the adult monster as found in the WHQ rules.
The stats are adjusted to reflect a young version of the monster. To represent the creatures lair, randomly select an appropriate objective room/large room tile. If
the heroes defeat the beast one random hero may draw one treasure card. 3. MOVEMENT During the movement part of the turn a banner may move into one adjacent tile which it has successfully scouted during the scouting phase. When moving a
banner the player repositions the piece to show which tile edge it entered from. WHQ Heroes spend the movement turn either moving or in a settlement. A party
can move two tiles making 4 hazard rolls and one week in a settlement if there is one. Or, move one tile making 2 hazard rolls and spend three weeks in a
settlement. Or not move spending 4 weeks in a settlement or making one hazard roll in Barren tiles while exploring or camping. Blocking Terrain A banner may trace any route from the edge of the map tile it is into its destination edge in the adjacent tile. Banners may avoid crossing rivers or mountains
where possible by going around them. If the banner cannot trace a route without crossing such a feature the route is blocked and a roll on the Route Chart will be
necessary to traverse the feature. WHQ Heroes can move through any tile. There are some special rules that apply to blocking terrain: ~City Bridges. If a river tile has a city in it, the settlement is assumed to lie on or near the river and includes a bridging point. This does not include fortresses or
villages. ~Mountain Cities. If a mountain tile has a city in it, there are assumed to be mountain passes leading from every edge and passing through the city. A friendly
force may therefore move through the tile without having to make a route roll. ~Mountains Edge If a banner has already made a route roll to enter a tile then it will not need to make one to go back they way they came. Only if they leave
via a different mountain edge. ~River Banks. If a banner enters a river tile along the river edge the banner is placed so it is clear which side of the river it is on. The banner cannot cross the
river just because it moves from tile to tile. A route roll or bridge is required to cross. ~Open Water. Only ships can move across the sea. Nautical movement dealt within the Ships and War at Sea section of rules. ~Swamp. No banner may enter the swamp tile and it may not belong to any empire. Other Terrain Plains, hills, and forests do not block movement. In the case of forest it is assumed there are enough paths for an army to pass through. Route Chart For a force to cross blocking terrain it must roll on the chart below. If no route is found, the player may make another roll next turn. This failure does not keep
another player from attempting to find a route the same way during the same turn. D6 1-2 Failure. No route is found. The force may not move this turn. 3-4 Perilous Route. A route is found but it is narrow and perilous. If the force moves, the player rolls a D6. 5-6 Safe Route. The force may cross without danger. For banners with more than 1000 points, roll twice for the troop point loses. 4. BATTLES When a force moves into a tile occupied by an enemy force, a battle is fought. Battles are resolved by the rules given below. Alternately the battles can be fought
using WFB and armies of painted models. This option is discussed in more detail later. Blocking Terrain on the Map It is possible that opposing forces are in the same tile but are divided by a blocking terrain feature such as a river or mountain. This does not prevent a battle
from being fought, but makes no difference to the positions of the banners on the map and are not considered to have crossed the blocking terrain feature.
Perhaps the forces clash when passes are clear or rivers low, or passage was adequate for troops but not for baggage, equipment, or other paraphernalia.
Whatever the reason, fighting a battle makes no difference to further rout rolls for crossing blocking terrain. Battle Resolution Each player declares the total points of his force and consult the Combat Table below to obtain the basic combat factor to be added to the
Random Modifier dice roll. Strategic Modifiers The six strategic battle cards are used to determine any advantage from maneuvering, out fighting, or outsmarting your opponent. Each player selects a card
secretly and they then reveal their choice and consult the chart below. The resultant number modifies the Combat Table factor. Random Modifier There is no such thing as certainty in battle. A commander can tip the balance in his favor, but who is to prevent chance from tipping the balance back against
him. To the basic factor, add the strategic modifier, then add the result of 2D6. If the score is a double(ie both dice reading the same) consult the Character
Casualty Rule. Battle Result Once the overall score has been established (basic combat factor + strategic modifier + 2D6 random modifier) consult the chart below. Battle or Siege An independent force in a village will always march out to fight a battle. If the independent force is in a city or fortress and has greater point value than the
attacker, it will also fight a battle. Otherwise it will withdraw into the settlement and fight a siege. See the Siege section for rules on sieges. Obviously battles involving huge numbers of troops would see larger casualties than smaller actions. To represent this, forces less than 1000 points inflict the loses shown on the above chart. For every 1000 points of troop the loses are multiplied by a further 1.
Thus, a force of 1000-1999 will inflict twice as many casualties. A force of 2000-2999 will inflict three times as many and so on. Defeated A defeated force must withdraw from the tile immediately. If an attacking force is defeated, it is moved back into the tile it came from. If the defending force is
defeated, it must retreat into an adjacent tile which is part of the player's empire. A defeated defending force is unable to retreat if there are no adjacent tiles
belonging to the player's empire. When this happens, the force is destroyed. A force retreating over a mountain or river must make a route roll and is destroyed
if it cannot find a route. If a force which has not already taken its campaign turn is defeated, it may not scout or move the rest of the current campaign turn. It is
possible that a defeated force may be attacked by yet another enemy during the same campaign turn, in which case the player has the option of fighting or of
avoiding combat by making another one tile move as if defeated. WHQ Heroes with a force do not need to withdraw but may do so. Defeated and Scattered The entire defeated force is driven in panic from the tile and is said to have been scattered. The force retreats in the same manner as above, though also
abandons all of its baggage and this is captured by the enemy. The scattered force may not make a route roll to retreat and if needs to in order to move it is
destroyed. If the force is represented by a tabletop army then any siege engines, artillery, and war altars are also abandoned and captured by the enemy. Once the
force reaches the safety of an adjacent friendly tile it reunites into its normal banner. WHQ Heroes with a force do not need to withdraw but may do so. Draw If the battle is a draw, both sides must leave the tile and retreat as if defeated. Forces must retreat to an adjacent tile that is part of their own empire. A force
attempting to make route roll may roll until a route is found. If a force is unable to retreat to a friendly tile it is destroyed. The tile does not change hands and it
remains part of the defender's empire. WHQ Heroes with a force do not need to withdraw but may do so. Victory The winning force remains in possession of the tile. Any settlement models or territory markers in the tile are replaced with those bearing the players' own flags
or markers. A victorious commander may decide to pursue the defeated force until it leaves the tile, though he does not have to do so. There are definite
advantages but there are also attendant risks. To determine the results of pursuit roll D6 on the chart below: D6 Pursuit Result 1 Dispersed. The defeated forces are driven hard by the pursuers. The defeated force must abandon all of its baggage as if scattered and may make no route rolls
over blocking terrain. 2 Shadowed. The victors shadow the retreating force picking off stragglers and isolated groups. The retreating force loses a further D6x50 points of troops.
Tabletop armies determine casualties randomly. 3 Capture General. The force loses an additional D6x50 or, if tabletop armies are used, the victors capture the enemy commander model. If the commander fell
in battle, test to recover him as a casualty. If alive, he is captured while lying wounded. If the commander was dead, one random character is captured instead. 4 Capture Baggage. The retreating force must abandon its baggage as the pursuers overtake them, if they have already lost their baggage this result has no
further effect. 5 Cover Retreat. The pursuers follow the retreating force but fail to catch up to inflict further damage. 6 Rear Guard. The pursuers become overstretched and are caught by a small group of rear guards troops, inflicting serious defeat and ending the pursuit. The
pursuers lose D6x50 points of troops. Tabletop armies determine casualties randomly. If WHQ Heroes are accompanying a pursuing/retreating force, they add a -1/+1 modifier to the pursuit roll. Deducting Losses The loss of troops is represented by deducting points from the value of the force. If a force consists of several banners then losses are divided es equally as
possible between them. If using table top armies the players deduct models from any units it wishes reducing his force by no less than the battle result. Whole
models must be removed, and losses cannot be paid for with equipment, armor, or weapons. It may be impossible to reduce his force by the exact amount so the
player may have to deduct more to the nearest whole model. Characters can be removed if the player wishes. Character Casualty Rule Any double thrown on the random factor means that a Character has been slain during the battle. Roll a D6 to determine which side has lost a character. 1-3 the
attacker 4-6 the defender. Deduct a further D6x20 points from a banner. If tabletop armies are being used, the player may pick which character is removed. If a
party of WHQ Heroes is accompanying the force, one of the warriors may be taken as the casualty. Independent Settlements When a player marches his forces into an independent settlement, he must fight a battle against the inhabitants. Depending on the time of year, local politics,
and the efficiency of the settlement's mustering system, the army will vary in size. The size of an independent settlement's army is determined randomly before
each battle. Consult the chart and roll D6. Points Value of Defender Resolving the Conflict Conflicts with independent forces are resolved in the same way as conflicts against another player. Any other player may choose the strategic card for the
settlement or it may be drawn randomly.Results If an independent force is defeated, it is automatically destroyed and dispersed. The settlement changes allegiance and becomes part of the player's empire. If the
independent force succeeds in expelling a player's force then the player's banners are moved back into the tile they came from exactly as if defeated against
another player. The independent forces disperse. If the tile is attacked again, new troops are generated. If the result is a draw, the player still withdraws.
Independent forces never pursue and are assumed to be content with driving off their foes and defending their homeland. 5. SIEGES Unlike battles, sieges can take several turns to resolve. While the siege is in progress players must take care to record details of the defending and attacking
forces, especially details of damage caused by battery and declining baggage supplies leading to a subsistence shortfall. Defender's Options As an attacking force enters a tile containing a defending force as well as a city or fortress, the defenders may choose to retreat into their city/fortress. The
defending banner/s are placed directly next to the City or Fortress to indicate this. No battle is fought. A city or fortress can hold only a limited amount of
troops. A city may hold up to 3 banners, and a fortress may hold up to 2. If a force is larger than the settlement can hold, the force may be split. Some banners
retreat to the settlement while the remaining banner/s fight a pitched battle. Whilst the fortress or city remains garrisoned the tile remains part of the player's
empire regardless of the presence of besiegers. Attacker's Options Once defenders have taken refuge in a city/fortress the attacker must decide whether to: 1. Remain in the tile and besiege the fortress/city. 2. Return to the tile he came from. An attacking force can be reorganized into two or more banners (rules on minimum/maximum banner sizes permitting). One or more banners can lay siege
while the remainder move back to the tile they came from. A banner which remains and lays siege is left on the tile edge where it entered. A banner retreating to
the tile it came from is turned round and moved onto the edge of the adjacent tile. Under Siege Once a siege has begun, the tile is declared to be under siege. Sieges can last for many campaign turns and are unlikely to end quickly unless the attacker opts
for a direct assault. While the tile is under siege, no force from any side may move through it. Forces may move into the tile but may only move out of the tile by
the same edge they entered. A besieged city or fortress therefore presents a barrier to movement and continues to do so until the siege is over. WHQ heroes may
come and go as they please. While the tile is under siege fresh besiegers can join or relieve the original besieging force. Banners belonging to other players may
also enter the tile to fight a battle with the besiegers. Besieged troops take no part in battles fought in the tile between other players. However, if the new
attacking force belongs to the besieged player, the defenders can rally out and join the battle. The besieger may give up the siege during any turn. His forces
retreat into the tile they come from. The besieged forces may rally out to do battle with the enemy during any turn. A conventional battle is fought as described
in Battles Fortification Defense Value The defensive capability of a fortress or city depends on its fortifications and how well it is garrisoned. This is represented by a multiplier modifier value applied
to the garrison. A city has a modifier of x2, a fortress a modifier of x3. Siege Tactics During the siege phase a besieger may choose to either assault the defenders or attempt to batter them into submission by means of engines, mines, and whatever
means he has at his disposal. In detail this can include using Siege Trains and WHQ Heroes. Assault An assault is resolved in the same way as a battle. Refer to the Combat Table in the Battle section. Compare the point value of the attacking force with the
defense value of the fortification. Note that the defense value will be higher than the value of troops in the fortification because of the garrison multiplier
explained above. If the besieger also has assault Siege Train elements in his force, he adds in their modifier. The strategic battle cards can be used in conjunction
with assaults to provide an element of skill. The defender's options may be thought of as representing localized reaction to attacks at specific points rather than
an overall strategy. The random modifier is also applied in exactly the same way as for battles, however a different result chart as shown below. Stormed. The settlement is taken and the model with one bearing the players own colored flag. Any baggage, standards. war engines and war altars with the
defenders are captured (see Booty) Repulse. The attacker is repulsed from the walls. The attacker nay launch a further assault that turn if he wishes, and may continue to launch assaults, until the
settlement is stormed or the attackers suffer a bloody repulse. Bloody Repulse. The attacker is thrown from the walls. This does not end the siege but the attacker may not launch a further assault until the following
campaign turn. Battery The attacker may forgo the opportunity of assaulting a city or fortress in favor of battering it for a turn. Engines of war launch their missiles against the defenses,
engineers undermine the walls, and sappers attempt to blow holes in walls and doors. If players are using tabletop armies then battery is only possible if a force
contains stone throwing engines, sappers, or cannons. Following a turn of battery, any assault made in the following turn is worked out with an assault bonus. The bonus is determined by rolling a D6 immediately
before the assault and is shown on the chart below. To benefit from this bonus the assault must be made in the turn following the turn of battery, otherwise the
defenders rebuild their fortifications and make good any damage done. Assault Bonus Starvation A tile containing a city or fortress normally provides subsistence. However, while a siege lasts, no subsistence may be claimed by either side. The defending
force will have to use any baggage carried or which has been stockpiled in the city or fortress. An independent fortress or city has D6-2 points of baggage at the
start of a siege. The attacker must also survive from his own baggage. Normal subsistence rules and losses from subsistence shortfalls apply to the fighting
forces of both sides. A city or fortress which has no baggage and therefore has no means of subsistence cannot feed its civilian population. This leads to the
possibility of surrender under terms or betrayal. If the defenders cannot meet their subsistence requirement make the usual deduction of troops. Then roll a D6. D6 1 Betrayal. The settlement is betrayed from within. The garrison is destroyed and the attacker occupies the settlement without loss 2 Surrender. The garrison offers to surrender the settlement in return for safe conduct if the attacker accepts. The defending force moves out of the tile into an
adjoining tile. The tile does not have to belong to the defender's own empire, but routes across mountains and rivers must be scouted as normal. The besiegers
occupy the settlement without further loss. The besieging player can refuse the defenders terms, in which case the siege continues. 3 Hardship. The hardships endured by the civilian population mean that the maintenance of defenses is neglected. Any further assaults are made with a bonus
on the assault chart. A succession of hardship results will increase the bonus by +1 each time. 4+ No Effect. The population hardens its resolve and stands firmly by its defenders.Terms of Surrender A siege may be ended at any time if the two antagonists can agree to terms. Typical terms are that the garrison is allowed to march to an adjacent friendly tile
during the players turn, surrendering the fortress or city with its stockpiles intact players can negotiate details, such as to surrender of any captives. standards or
war altars held by either side. Booty Once the city/fortress has been taken, any baggage stockpiled in the settlement or held by the defenders is taken by the attacker. The upper limit of 6 baggage
points per banner continues to apply and any excess is immediately lost. If using tabletop armies, then any war engines or war alters with the defenders are also captured. Engines may be used by their captors if they have spare crew to
man them. Otherwise war engines and war altars remain with their captors as part of their baggage train, and are automatically sent to the capital at the end of
the campaign season. The defeated forces standards are also captured by the attacker. They remain with the forces baggage until the end of the season when
they are sent to the capital. 6. RAZE Armies make demands on the lands through which they move: food for the troops, fodder for their horses, draft animals, and carts for transport, and so on. This
is represented by the subsistence rules which allow banners to subsist in tiles containing settlements. These demands may impose hardships upon the local
inhabitants, but they are not so great as to prevent further subsistence or to destroy the settlements. Razing a settlement is more destructive altogether. A razed settlement is looted of everything of value, all crops are harvested or destroyed, the area is stripped
of its livestock, and everything that is useful to the army is taken. Once a settlement has been razed, it cannot support even its own population, and banners will
be unable to gain subsistence from it. WHQ Heroes cannot raze tiles, but large enough Chaos War bands can raze Villages as detailed later. Razing a Tile A force may raze the settlement it is in at the end of the players turn. The only exception is during a siege, when a settlement may not be razed until it has fallen
to its besiegers. The player declares that he is razing the settlement and places a razed territory marker in it. The settlement model remains in place and retains,
the players colored flag marker. Tiles which have been razed don't really belong to any empire - but they retain their flag to show which player razed the tile.
The player takes baggage points equivalent to the settlements subsistence value and places them in his force's baggage. Baggage points may be distributed
among banners in the force as the player sees fit. This represents the loot taken by troops, stripped from the fields and pilfered from the inhabitants. A banner is
still subject to the usual limitations on the amount of baggage carried and any excess is immediately lost. Razed Tiles Once a tile has been razed, it is treated as a barren belonging to no empire. It cannot be used for subsistence, and it yields no revenue at the end of the year. If
the tile contains a city or fortress, it cannot be defended during a siege. A razed tile remains barren until the following winter when a test is made to restore all razed tiles. The Purpose of Razing Razing a tile denies its revenues and subsistence to your enemies, but it also destroys its benefit to you. A deep raid into enemy territory razing tiles as you go,
can seriously weaken his empire. This is especially true during the latter half of the season when your enemy may have little chance to retaliate. Razing may also be useful as a defensive measure. If your forces are retreating, they can deny subsistence to the enemy by razing tiles as they retreat. Such a
measure may save your skin in an emergency. 7. REORGANIZATION The reorganization phase gives players the opportunity to restructure their forces, distribute supplies and create stockpiles Reorganizing Banners A force of two or more banners maybe reorganized by transferring points between the banners. Where armies are represented by actual tabletop troops, whole
units or characters may he transferred from banner to banner but individual units may not be split. A unit of less than S models maybe amalgamated into another
unit of the same type of troops, but other units may not be amalgamated. Banners which have fallen to below 500 points must combine with other banners in the same force where possible. The result is to bring the combined banner
up to the minimum 500 points value. All newly created banners must conform to the requirement that each banner has between 500 and 1500 points also at least
1 character and between 1 and 5 units. All changes to the composition of a banner must be recorded and the point value adjusted accordingly. WHQ Parties may
divide up during this phase as well, keeping the minimum/maximum number of warriors per party of 2-6. Distributing Baggage Baggage may be freely distributed between the banner in a force. No single banner may possess more than 6 points of baggage and any excess that cannot be
stockpiled is lost. Stockpiles Baggage points held by a banner may be transferred to a city or fortress in the same tile to create a stockpile. A city or fortress may hold a stockpile of up to 6
points of baggage. Baggage counters are placed in the tile next to the settlement piece. A banner may subsist from a stockpile in the same tile instead of using its
own baggage. In the case of a siege only the defenders may subsist in this way. Baggage from a stockpile may also be transferred to any banner in the tile during
reorganization. If a city or fortress falls to another player, its stockpile is also captured by him. Captured baggage can be left in the stockpile or placed with the conquering
force. Stockpiles may be deliberately destroyed by a friendly banner in the tile, but not if the tile has no banners in it. If a settlement is razed, its stockpiles are liberated and are distributed among the occupying force together with the additional baggage points yielded from the
razing itself. Any baggage points the force cannot carry are lost. Once a settlement has been razed, it cannot be used to stockpile further supplies. SHIPS AND WAR AT SEA The Mighty Empires campaign game is not primarily concerned with action at sea, but provision has been made for it. Fleets can transport troops across open
water, but it is also possible to resolve naval battles in an abstract manner comparable to that used for sieges. At the time of writing I didn't have access to either Pirates!, or Man O War rules sets and table top battles and modifications to the following rules are
impossible. Some speculations will be made though and will be altered in the future when more information is available. Ship Models Each ship model represents not one ship, but a small fleet of craft of assorted size and type. Moving Ships Ships may occupy the water portion of any coastal map tile. There is no maximum limit to the number of ship models that may be placed in a tile, although it
maybe necessary to have a single model represent several if there is insufficient space for a large fleet. Ships cannot be moved off the map into the imagined
area of open seas. There is no need to provide subsistence for ships as it is assumed they collect fresh water and supplies from the coasts they pass, sending out small boats to
forage or buy provisions. If the ship is carrying a banner, then the player must provide subsistence from as baggage in the normal way. Ships may move 1 tile during the player's turn. As long as the ship remains at sea it may enter any coastal tile, even a tile occupied by enemy land forces or
belonging to another empire. The passage of the ship does not affect possession of the coastal territory unless the tile is unknown and the ship is carrying a
banner as noted below. Unoccupied ships may not scout, and so may not acquire territory. Ships which are carrying a banner may scout coastal tiles using the normal coastal scouting
table. It is assumed that the army is sending out small landing parties to explore the terrain.Moving Over Open Sea Tiles These tiles represent the deep ocean, where storms can be extremely hazardous, where winds can becalm a ship or take it way off course, or where
inexperienced seamanship can quickly lead to a ship capsizing or losing its masts. Sailing ships are allowed to move into these sea tiles, and don't need to make
a scouting roll to do so. It is rare for sailors to venture far from sight of the land, and most journeys take the form of hopping along the coast. In this way it is
possible to make for a save haven in the event of a storm, and it is possible to stop to take on fresh water and supplies. Pirate galleys are especially small and ill-equipped to undertake hazardous sea voyages; they are fast fighting ships without the resilience or staying power to sail the oceans. In this respect the galleys
may only move along the coasts and not into areas of open seas. When a ship moves into the sea map tile the player makes a special Ocean Weather roll on the
Ocean Weather Chart below: D6 1-3 Calm Seas. The ocean remains calm and the ship successfully moves into the tile without hazard. 4 Becalmed. The winds fail leaving the ship stranded in the sea tile. The ship may only move out of the tile again by rolling a 6 at the beginning of a subsequent
turn. If the ship is unable to move out of the tile before the end of the year it is lost. 5 Strong Winds. Strong seasonal winds carry the ship way off course. Nominate each tile edge as 1 to 6 and roll D6. The ship is immediately moved into the
map tile indicated. If the ship is moved off the map, it is lost. 6 Storm. The ship is overtaken by storms. Roll a D6 1 The ship capsizes and is lost. 2 Ship loses rigging and drifts around on the currents. The ship may only move at the beginning of any subsequent turn on D6 roll of a 4,5,6. The ship may be
refitted at any harbor after which it may move as normal. 3 The ship is blown wildly off course. Nominate each sea edge as 1 to 6 and the ship is immediately moved into the map tile indicated; if moved off the map it
is lost. 4 Heavy Weather takes its toll on the crew, any banner carried by the ship suffers D6x100 points troops lost and any baggage carried is lost. 5 The ship is blown onto a sandbank and becomes stuck fast. The ship must wait for the next high tide before it can move off. The ship misses its next turn but
may then proceed as normal. 6 The ship weathers the storm and is propelled into a fast oceanic current. The ship is moved again immediately - the player has no choice but to move as the
current is too swift to allow the ship to remain where it is. Engaging Enemy Ships If a ship enters a tile containing an enemy ship counter, either side may attempt to bring the other to battle. Note however that both sides may choose not to
fight, in which case, both sides occupy the tile peacefully. To bring an enemy ship to battle both sides roll a D6. The highest scoring side has outsailed the other
and may decide whether to force a battle or not. If no battle is fought, all ships remain in the tile and may move away in their following turn, in this situation
rival ships may occupy the same tile without fighting. Naval Engagement Chart Battles at sea are resolved by means of the chart below. Both sides add up the number of friendly ship models in the tile. If any side has banners on board its
ships, these are added to the total. Also, if one side has a Ship-of-the-Line in the fleet, they add +2, For example, if a force of 2 ships and 2 banners is fighting
the total is 4. Both sides add the score of a D6 to their total. Difference in Score 0 Draw - Both sides sustain no loses 1 Lower scoring side is driven off. The higher scorer may move the lower scoring ships 1 tile along the coast. 2 The lower scorer is driven off as for above. In addition, any banners carried by the losing side each lose D6x50 points of troops. 3 The lower scorer suffers 1 random ship destroyed together with all on board. Any remaining ships are driven away as for above. 4+ Lower scoring side loses all ships and all on board.A WHQ party or Chaos war band is treated like a normal banner at sea. If the ship which they are
traveling on is involved in a naval engagement then the party will only be killed if the battle table calls for all banners on the ship to be destroyed. Harbors Any city in a coastal map tile, or river valley map tile which ends on the coast, automatically has a harbor. No other settlements have harbors. Ships at sea
within a map tile which contains a harbor may put into the harbor during their turn - this does not affect their normal movement so it is possible to move into a
tile and into a harbor in the same turn. Similarly, ships in a harbor at the start of their turn may put to sea and then move 1 further tile during their turn. If a ship attempts to enter a harbor already occupied by an enemy ship, there will be a naval battle. Neither side may avoid the engagement in this situation. If
the result is a draw the attacker remains in the tile but is moved out to sea. The presence of a ship in a harbor does not affect possession of the tile, so a ship from one empire may lie in the harbor of another, but have no effect on the
tile's ownership. Transporting Troops A banner entering a tile which contains a friendly ship in a harbor may be placed in the ship. The player can do this by making a note, or by placing the banner
directly next to the ship counter. A ship counter can hold only 1 banner. A banner may only embark if its way to the harbor is not blocked by terrain or besieging forces. If the city is besieged, the banner will not be able to enter until it
has fought and defeated the besiegers. If mountains lie between the banner and the city, a route roll will have to he made to cross them. A ship which enters a harbor in the turn may disembark its banner immediately A ship already in a harbor may disembark its banner and then take its move as
normal. Defended Harbors Banners disembarking into a tile are treated exactly like those entering from an adjacent land tile. If the tile already contains enemy troops a battle is fought for
its possession or the defender may retreat into the city and initiate a siege. If a battle ends in defeat for the invaders, the banner immediately re-embarks and the
ship is moved out into the open sea in the same tile. If the ship has moved off the defeated force cannot retreat and is destroyed. Although harbors are associated with cities, it can be assumed that the actual landing areas may be somewhere slightly apart from the city docks themselves.
With this in mind it is possible to fight a tabletop war game to represent the invasion. However, a battle fought amongst the quays and warehouses of docklands
might make an interesting game if players are able to provide appropriate scenery. Also, the attacking side may incorporate up to two table top ships and the
defender one ship in the tabletop battle. Forced Landings. For a banner to disembark on a tile not containing a harbor the player must provide marines (specially trained troops) and landing boats. See
Winter phase about purchasing such capability. A player may only land 500 points of troops per campaign turn. Tabletop battles taking place during landings
may include up to two ships and any reasonable amount of landing boats, but one half of the troops must be on the ships and brought via the landing boats to the
shore. Possession of Harbors. A force disembarking into an unoccupied city takes it over exactly as a land force would in the same situation. A force which defeats
an enemy defending force assumes occupation of the city, and it passes to the hands of the conquering empire. Independent Harbors and Ships. Independent coastal cities may have ships; this is determined during scouting. Independent ships remain in a harbor. They
will attempt to bring any ship entering the map tile to battle, and will automatically attack any ships which enter the harbor. An independent ship driven off
during a naval battle is destroyed. PIRATES Pirates are an ever present threat, especially in the much used Middle Sea, where trading ships travel constantly between Araby, the southern states of Tilea and
the kingdoms of Estalia. Unlike trading vessels, which are heavy lumbering craft powered by sail, the pirate ship is a sleek galley powered by both sail and oar.
These galleys are very maneuverable their oarsmen can turn them in the water extremely quickly, and because they are powered by oars as well as sail they can
move against the wind. Being much more lightly constructed than sailing ships, galleys arc less sea worthy which means they can be smashed apart easily by
storms or capsized by heavy swells. However, as they have a very shallow draft galleys don't require deep harbors. In the event of a storm the crew runs the ship
aground on a stretch of sand and waits for the seas to calm before dragging the ship back into the water. This is ideal for the pirates because it means the ship
can land anywhere on the coast to pillage local communities. Pirate ship models represent dangerous groups of pirates rather than just a single ship. Unlike other independent ship models, pirate ships move over the seas
during the campaign season, raiding nearby coasts and attacking the fleets of the players. At the start of each campaign turn roll to determine the movement of each pirate ship. Each pirate ship is moved independently, so if there are several ships on
the same tile they may move in different directions. Pirate ships either move directly along the coast or they remain where they are - nominate one direction as
up coast and the other as down coast and roll a D6 on the table below. D6 1-2 The ship moves up coast by D6 map tiles. If the ship moves over or into a tile containing a coastal village which has no protecting force, then the village is
razed on the D6 roll of a 4 or more, Independent settlements are always considered to save a small force and so are not razed. 3-4 The ship moves down coast by D6 map tiles and acts as above. 5-6 The ship remains in its tile and does nothing this turn.If a pirate ship moves off the map then it is removed from play. The pirates have moved off into
another area and won't menace the players any longer. If a pirate ship moves into a tile containing a player's ship then the player may attempt to bring the pirate ship to battle. Both sides roll a D6 to establish which
side has outsailed the other in the normal way for naval engagements. If the pirates score highest then they have avoided the player's fleet and the pirate ship is
unaffected. If the player scores highest then the pirates are brought to tattle and a naval engagement is fought. Regardless of the results of the naval engagement
the pirate ship is halted in that tile for the turn. This means that even though a player might fail to destroy a pirate ship by fighting it, at least he will reduce the
devastation caused by piracy Naval engagements are resolved as described above, though pirates add +1 to their dice score to account for their ferocity and the superior handling qualities of
their ships. Pirates may move into and through coastal map tiles containing fortresses or cities, but they cannot raze these settlements as their defenses are too
powerful. During the Winter Season each pirate ship automatically returns to the nearest independent coastal city. Pirate ships may move through other ships in
order to reach a harbor. They cannot be brought to battle or otherwise prevented from reaching their destination. Due to bad weather and the need to conduct
essential repairs, pirate galleys must be berthed in dry-docks over the winter. An independent city may harbor up to a total of 3 ships over the winter, including
ordinary ship models as well as pirates. Any ships attempting to overwinter in a harbor which is already fully used are automatically removed from play - it is
assumed that these ships are either wrecked by storms or fall into disrepair. HIGH ADVENTURE! In the world there are many individuals who take up arms and search out fame, glory, and riches in the wilds, caverns, and dungeons of the world. These
warriors are highly independent and rarely recognize the sovereignty of the empires they trod through, believing the authority of the government ends within
reach of their blades! A group of adventurers always starts as an independent party - they ARE NOT controlled by the empire which they start in. This means that all players can
become involved in a quest without being biased toward any one particular empire; after playing the Warriors for the first summer season each player will also
probably want to ensure all the loot they've collected goes to their empire! (See Diplomacy in the Winter section). SCOUTING and MOVEMENT Independent Warriors move randomly until they have a quest to undertake (see Settlements below). They move in a random direction and roll 1D6 to determine
the distance they move. If a 1 is rolled, the adventurers stay where they are spending 4 weeks in a settlement or making one hazard roll in Barren tiles while
exploring for wilderness locations(50% chance)or camping, if a 2-3 is rolled then they move 1 tile making 2 hazard rolls and spend three weeks in any
settlements there. If a 4-6 is rolled, they move 2 tiles making 4 hazard rolls and may spend a week in a settlement if there is one. Since the Warriors are a small
group of individuals, they cannot ascertain the lay out of a tile just from moving through it. Warriors never determine if there are empire scale settlements in a
tile or even if it is barren, they simply cannot pin down which tracts of wilderness are worth investigating. Thus warriors may only search for Wilderness
Locations in tiles that a banner has determined to be barren. This represents the fact that when a banner scouts a tile they have canvassed it well enough to know
what it contains. Also, in any unknown tile it is assumed there is at least one WHQ scale village, though not the Mighty Empires scale warranting a village
marker in the tile. Settlements The WHQ Heroes will find themselves in many villages, fiefdoms, burgs, and metropolises. For WHQ settlement special location availability a Mighty Empires
Village has a 50% chance per campaign turn or visitation of being a WHQ Village or Town, a Fortress has a 50% chance of being a WHQ Town or WHQ City
per campaign turn, a Mighty Empires City is the same as a WHQ City, and a Mighty Empires Capital City is as a WHQ City but with 7 or better on 4D6 to find
availability of Special Locations and store stocks. Warriors are subject to all the rules governing settlements with few exceptions. (To be determined after play
testing) Besides the regular business Warriors engage in while in a settlement this is where they find the action! For each week spent in a settlement a party of
adventurers may roll on the Adventure Location / Quest table below: D6 Result 1 Nothing. There is no news of any adventures in these parts. 2-5 Long nights spent drinking in dreary taverns produces a result! The Warriors are told of an epic quest that they are surely suited to completing, Roll again on the below table: D6 Result 1-2 The adventurers are spun a yarn about mighty monsters and foreboding lairs in faraway lands-This is obviously a load of Snotling dung and will lead you nowhere. 2-5 The adventurers are told of an epic quest, Roll yet another D6: The numbers correspond to Quests in the adventure book, 1.3 would be the Hells gate quest for the Firechamber, 4.2
would be The sword of the death king with the tomb chamber etc. 6 D6 Quest! 1 River Valley Quest: Randomly choose 3.1 or 3.2 2 Coastal Quest: Randomly choose 4.2 or 4.3 3 Lowland Quest: Randomly choose 1.2, 1.5, 1.6, 3.3 or 4.1 4-6 Highland Quest: Randomly choose 1.3, 1.4, any 2, 3.4, 3.5, 3.6, 4.4, 4.5, 4.6 or any 5. Any Quest will be in either the nearest or farthest tile of the type rolled (50% chance). Once the Warriors are on a quest they will move at maximum speed toward their objective; the turn
they arrive they may begin the quest after spending up to one week in any settlement that is in the tile. If the party fails the first quest they may try again up to four times per month until they
give up or the quest is completed. (Independent parties have a 50% chance of giving up after each attempt. Controlled adventurers may choose). 6 Immediate Quest! The party of adventurers is needed right now. Randomly choose a Quest from the above table depending on which type of tile you are in. The above Settlement generated Adventure Locations/Quests are a good start for the Warriors, between these and Wilderness Locations they should be kept
busy! Though if appropriate Quests are available then they maybe substituted for any generated on the above chart. Remember all adventures/encounters should
match or exceed (no more than two levels) the current battle level of the party. Roll D6 to determine an Adventure Locations difficulty, 1-4 same level as
warriors, 5, one level higher, 6, two levels higher. Place an Adventure Location marker and a level marker in the tile. Treasure cards representing WFB magic
items should be added to the treasure card deck. Warriors who are controlled by an empire can be GM'ed by the opposing player (since each side will referee the
other this ensures fairness, if not wholesale removal of heroes) Battles Controlled WHQ Heroes may participate in tabletop battles and may be recovered if slain as per regular character models. Stats are the same except for Wounds
are roughly divided by 11 and rounded to determine WFB wounds. (Ie a Warrior with 22 wounds in WHQ would have 2 wounds in WFB) Sieges Warriors who have sworn allegiance to an Empire may take part in sieges in a special capacity besides a table top battle. If a city or capital is under siege, a
party of Warriors may undertake a special mission to disrupt the opposing sides. This takes place in the form of a dungeon representing the sewers, catacombs,
basements, and other delvings that riddle the under belly of a city. Fortresses have no such weakness and the Heroes may not attempt these missions during
sieges involving one. The dungeon cards are shuffled as usual but the Objective room is determined later. After all the random dungeon tiles with a
sewer/catacomb theme to it (ie Skavan, rats, bats, Undead, even Chaos Cultists are possible!, but no overt monsters such as Orcs, Goblins, Minotaurs or other
beasties not associated with an Urban local) have been placed, the Warriors roll on the chart for the side they are undertaking the mission for. Each result will
lead to an appropriate Objective room. The Warriors will face 6+D6 core troops(no Cavalry) from the opposing side's army. These troops are not deducted
from the player's totals if slain. Also while the Heroes are in the city, living expenses are triple and availability of store stocks is determined on D6. Besieger Mission Outcomes D6 1 Captured and Executed. The city's defenders anticipated this sort of attack and are waiting for the party. All Warriors are captured and are to be executed.
(Roll on Character Execution Chart in Prisoners rules). No Objective room battle is needed. 2 Minor Sabotage. The party has managed to poison some food stuffs, weaken fortifications, or some other minor damages. Deduct one point of baggage if the defender has baggage, or take
D6x20 points of troop losses, or gain +1 on an assault or battery roll next turn. Objective room could be any tile that can accommodate the guards, except fire chasm. 3 Kill Troops. The party manages to collapse, set fire to, or otherwise destroy a barracks with troops still inside. Deduct D6x50 points of troops from the defender. Use barracks tile if
possible. 4 Poison Food/Water Source. The warriors have tainted the city's water supply and/or baggage.Remove half the defender's baggage. If the defender has no baggage then deduct D6x50
points of troops.Use the well tile or kitchen tile if possible. 5 Major Sabotage. The party wreaks havoc on the defenders, collapsing walls, starting fires, etc. Next turn add +2 to assault or battery rolls AND deduct D6x20 points of troops from the
defender. Objective room could be any tile that can accommodate the guards, except the fire chasm. 6 Betrayal. The warriors convince some of the citizens to help their cause. This results in the Betrayal of the city in the same way as the Betrayal Starvation result detailed in the Siege rules. Defender Mission Outcomes D6 1 Captured and Executed. The besiegers anticipated this sort of attack and are waiting for the party. All Warriors are captured and are to be executed. (Roll on
Character Execution Chart in Prisoners rules) No Objective room battle needed. 2 Minor Sabotage. The party has managed to poison some food stuffs, wreak siege engines, or some other minor damages. Deduct one point of baggage if the
defender has baggage, or take D6x20 points of troop losses, or -1 on an assault or battery roll next turn. Objective room could be any tile that can accommodate
the guards, except fire chasm. 3 Kill Troops. The party manages to collapse, set fire to, or otherwise destroy a barracks with troops still inside. Deduct D6x50 points of troops from the
defender. Use barracks tile if possible. 4 Steal Supplies. The party manages to arrange the theft of a large portion of the besieger's baggage. Defender gains half of the attackers baggage rounding up
(ie if a besieger had one point of baggage, the defender obtains it, 3 points the defenders get 2) Use kitchen tile or other suitable tile. 5 Destroyed the Engines. The warriors destroy much of the besiegers batteries. -2 to all battery rolls for the rest of the siege OR destroys one Siege Train
element. 6 Sow Dissent. The warriors pose as troops of the attacking side and cause dissent and mutiny among the ranks. The besieger's forces may not move, attack,
batter or any other action next turn and also must use twice as much baggage (ie two points per banner) and also lose D6x100 points of troops, due to quelling
the revolt and deserting troops.JOURNEY HAZARDS When Heroes are traveling the country side they may encounter many things along the way to their destination. Unlike armies which generally travel without
incident, Heroes may be subject to many happenings and feel the effects of the environs they travel through. Depending on how far they move per campaign turn determines how many times they roll on the Hazard Charts. Movement options and number of hazard rolls
per campaign turn is as follows:
Army
For Each
Unit Champions
Heroes
Standard Bearers
Lords
Capital
3
2
2
2 City
2
1
1
1 Fortress
1
1
1
~ Village
1 per 2
~
~
~
Type of Tile
Subsistence
Value
Capital
4 Other City
2 Fortress
1 Village
1 Barren
0
D6
Effect of Subsistence Shortfall
1
Lose D6x50 value of troops 2
Lose D6x20 value of troops 3
Lose D6x10 value of troops 4
Lose D6x5 value of troops 5~6
No effect, The army manages
to subsist through rigorous
rationing
D6
Result
1
No ships 2
1 ship counter 3
1 ship counter 4
1 ship counter 5
2 ship counters 6
3 ship counters
2D6
Race/Army List
Types:
2
LizardMen
Elves: 3
Orcs + Goblins
1-2 High,3-4 Wood, 5-6 Dark 4
Dwarf
5
Bretonnian
Undead: 6
Elves(roll for type)
1-4 Vampire Counts, 5-6 Khemri 7
Empire
8
Other Humans
Chaos:
Norse, Nippon, Araby, etc
1-2 Beastmen or Undivided 9
Undead(roll for type)
3 Slaanesh 10
Dogs of War
4 Khorne 11
Skaven
5 Tzeentch 12
Chaos(roll for type)
6 Nurgle
Tile
Type
Result Lowland
Coastal
River Valley
Highland
1~55
1~55
1~55
1~50
Nothing 56~60
56~60
56~60
51~55
Ruined City (Mordheim-like) 61~65
61~65
61~65
56~60
Necropolis 66~70
66~70
66~70
61~72
Wizard's Tower ~
~
~
73~87
Mine 71~75
71~75
71~75
88~92
Temple/Coven/Lodge 76~93
76~93
76~93
93~96
Searcher Event 94~95
94~95
94~95
97
Find Magic Item! D6x10 pts. 96~100
96~100
96~100
98~99
Find D6 Baggage in secret cache ~
~
~
100
Find D3 tamable Monsters for army
D6
Result
1
Ignored, Banner may collect
One crown's worth of treasure 2
Major Haul! D6 crowns
but lose D6x10 points of troops 3
Plague! D6x50 loses and evacuate the
tile using the Route Chart 4
Rats!! Lose D6 points baggage
from the force 5
Deserters! Lose D6x10 points of troops
6
Bandit Army! (see rules)
2D6x200 point army attacks
D6
Result
1~2
The dead refuse to awake -
no reinforcements are gained 3~4
D6x50 points of Undead arise!
(core units only) 5~6
2D6x50 points of Undead arise
(any except lords)
D6
Result
1
Magic Weapon worth D6x50 points 2
Magic Armor worth D6x50 points 3
Magic Standards or Instruments worth D6x50 4
Magic Scrolls worth D6x50 5
Magic Ring/Staff/Wand worth D6x50 6
The Necromancer Awakes!
D6
Result
1
Disaster! Wizard and his tower are destroyed
The tower is removed leaving the tile empty 2
Flop. No result or effects
3
Minor Beneficial Success. If Autumn the tile
yields D6 extra revenue, Spring D6 extra baggage 4
Major Beneficial Success. If Autumn the empire doubles it revenue
Spring every city gains D6 baggage stockpile 5
Minor Destruction. If Autumn Empire loses D6 revenue
Spring every banner loses one baggage point 6
Major Destruction. If Autumn Empire loses half is revenue
Spring all baggage is destroyed
D6
Monster
Wounds
Move
WS
BS
S
T
I
A
Gold
Armor
Damage
1
Young
Hydra
55
6
3
~
4
4
3
5
1125
3
3D6
2
Young
Wyvern
50
6
4
~
4
5
4
3
900
3
2D6/3D6+3
3
Young
Griffon
44
6
4
~
5
4
4
3
750
~
3D6
4
Young
Hippogriff
40
6
4
~
5
4
4
2
725
~
2D6/2D6+3
5
Young
Chimera
48
6
3
~
5
5
4
6
1250
3
2D6/3D6+3
6
Young
Dragon
60
6
6
~
5(10)
5
6
4
2250
6
6D6
D6
Result
1
Lose D6x50 points of troops per banner
and all baggage 2
Lose D6x20 points of troops per banner
also lose one point of baggage per banner 3
Lose 1 point of baggage per banner,
lose D6x20 points of troops for banners
unable to lose baggage. 4
Lose one point of baggage from the entire force. 5 or 6
Entire force makes it without losses.
ATTACKER
DEFENDER
Counter Attack
Hold
Withdraw Direct Attack
-2
0
+2 Surprise Attack
0
+1
-1 Flank Attack
+1
-1
0
Score
Result
Loses in points
2 or less
Defender Wins
Defender loses D6x50
Attacker loses 100+D6x50
and is scattered 3~5
Defender Wins
Defender loses D6x50
Attacker loses 50+D6x50 6~8
Draw
Both lose D6x50 9~11
Attacker Wins
Attacker loses D6x50
Defender loses 50+D6x50 12 +
Attacker Wins
Attacker loses D6x50
Defender loses 100+D6x50
and is scattered
D6
Village
Fortress
City
1
100
200
300 2
200
400
600 3
300
600
900 4
400
800
1200 5
500
900
1500 6
600
1000
1800
Garrison
City
Fortress Multiplier
x2
x3 Maximum
3 banners
2 banners
Score
Result
Losses in points of troops
Up to 5
Bloody repulse
Defender loses D6x50
Attacker loses 2D6x50 6~8
Repulse
Defender loses D6x50
Attacker loses D6x50 9 +
Stormed
Defender loses whole garrison
Attacker loses D6x50
D6
Effect
1~2
Nothing
0 3~4
Minor damage
+1 5
Major damage
+2 6
Breach
+3
Any Hazard Rolls resulting in added travel time decrease time available for the various activities possible.Actions
Weeks
# of Hazards
Camping/Exploring in a Barren tile
4
1
Lodging in settlement(no move)
4
0(roll for settlemnt events as normal)
Move 1 tile, may spend 3 weeks in
1 week travel, 3 weeks in settlement
2(roll for settlemnt events as normal) any settlement in the tile
or 3 attempts in an Adventure Location
Move 2 tiles, may spend 1 week in
3 weeks travel, 1 week in settlement
4(roll for settlemnt events as normal) any settlement in the tile
or 1 attempt in an Adventure Location
GEOGRAPHY
The world is a big place and the cultures the Heroes encounter may be radically different. The type of Hazard rolls may vary depending on where the Heroes are. As of this writing there are 3 Hazard Charts to roll on.: Old World, Lustria, and Norsca. Old World. This is the general culture and environment of Mighty Empires.
Lustria. Steaming Jungles across the seas from the Old World. Use this chart for any islands/continents on the appointed south or west edge of the map. Norsca. Frozen land much of the year. Borders the dangerous Chaos Wastes. This chart can be used for the "northern" edge of the map and during the winter turns for Hero activity.
THE WINTER SEASON
After the final turn of the campaign season, play ceases for the duration of winter. The winter may be inactive from the point of view of battles but it is still a busy time for the rulers of the various empires. Gains must be consolidated, fortifications built, armies brought up to strength and re-equipped. Winter is the time to prepare for the next campaign season.
The winter lasts for the equivalent of 6 ordinary campaign turns or months. During this time each player gathers revenues and allocates resources for the following season. Players will need to consult with each other to resolve some procedures, but most calculations can be made independently by each player, It is a good idea to begin the winier season as soon as the final turn of the campaign season is over, while the players are gathered together. In any case, players should set a date when they can meet to complete their winter business prior to starting a new campaign season. Once each player has completed his winter tasks the next campaign season is ready to begin.
During the winter each player works through the following phases in the order given. The procedures and rules are given in detail in, this section.
Autumn Equinox. Autumn spells can be cast (see Equinox Magic).
Winter Quarters. Banners retire to winter quarters.
Events. Roll on the Events Chart to determine any unexpected occurrences within your Empire.
Revenue. Collect revenues due from the empire.
Diplomacy. Players may consult with each other and make alliances or pacts. Players may attempt to ally with independent realms. or plot intrigue against other realm. Prisoners can be ransomed.
Recruitment. Fresh troops can be raised and existing units upgraded.
Recovery. Razed settlements are tested to determine It they recover. Any characters hearing wounds will recover as appropriate.
Construction. Fortresses, ships, bridges, etc can be built can be built.
Baggage. Baggage is bought in preparation for the following season.
Deployment. Banners and their baggage are repositioned in preparation for the new season.
Espionage. Espionage results are worked out.
Spring Equinox. Spring spells can be cast.
1 & 12 EQUINOX MAGIC
Players of Warhammer Fantasy Battle will be fully acquainted with the effects of magic on the battlefield. Equinox magic is altogether different, it is far more powerful and dangerous than battle magic. Equinox spells may only be attempted on two occasions during the year the spring and autumn equinoxes. The first occasion in the game when this magic may be used is the autumn equinox at the beginning of the first winter season these times are occasions of great magical flux when the air fills with the sorcerous power of the changing seasons.
Equinox spells can only be cast from the empires capital where its most sacred and arcane sanctuaries are located. Magical power is channeled through these ritual centers during the equinoxes drawn by the conjunctions of planets and the mystic rite of the season, ready to be directed in the form of a spell.
In order to cast a spell during the spring equinox, it is necessary to deploy a powerful wizard inside the capital in preparation for the new campaign season. In order to cast a spell during the autumn equinox, a powerful wizard must be in the capital at the end of the campaign season. If a wizard is not in the capital at the appropriate time, it is not possible to cast an equinox spell. In order to qualify as able to cast a spell it is necessary to have a banner worth at least 500 points in the capital at the appropriate time. This banner is assumed to include a powerful wizard. Players with fully worked out WFB armies must have a Lord wizard in the capital in order to qualify.Each player casts one equinox spell in turn, one after the other in a sequence determined by rolling a dice or by some other suitable method. Each player casts only 1 spell during each equinox.
Equinox Spells
Each player may cast one spell during an equinox. Spring spells are cast during the spring at the onset of the campaign season. Autumn spells are cast during the autumn at the end of the campaign season. To determine which spell is cast the player rolls a D12 and consults the appropriate spring or autumn spell chart. If the player does not want to use the spell indicated, he may roll again but must abide by the second dice roll.
The player chooses which target tile the spell will affect. This may be any tile within 12 tiles of the players capital other than an opponent's capital. The player then rolls 2D6.
If the result is equal to or greater than the distance between the capital and the target tile the spell takes full effect, If the result is less than the distance between the caster and the target tile the spell fails. A failed spell has no effect. Tiles affected by a spell are marked with a spell counter and the effects noted separately.
Spring Spells
D12 Spell
1 ABUNDANCE. The tile blossoms with life throughout the season, its soil enjoys unheard of fertility and its population thrives. The tile will provide sustenance for any force in the tile no matter how large. If razed, the tile yields an extra D6 baggage points for a tile of its type. Once razed the spell is nullified.
2 CHAOS VOID. This spell may only be cast on an unknown barren tile. It brings the powers of raw magic into a deadly coalescence, dissolving the contents of the tile creating a vortex of chaos. Any force moving into the tile during the campaign season is instantly destroyed. The chaos void is automatically closed up at the end of the campaign season.
3 HOLD RIVER. The spell is cast against a tile containing a river. The effect is to cause the river to magically dry out at that point, allowing the river to be crossed in that tile or any tile lower down its course. The spell lasts for the entire campaign season, 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 tile, the force is destroyed in its entirety and the spell has no further effect.
4 MAGICAL PROTECTION. This spell is cast on a tile and nullifies the effects of any equinox spell already cast on that tile. This spell also prevents any further equinoctial magic being cast upon the target tile that year.
5 PORTENTS OF TERROR. All living creatures within the tile suffer nightmares and waking qualms of terrifying intensity. Any force within the tile 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 this turn and any mercenary or allied banners 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.
6 QUAKE. The walls of a city or fortress in the target tile are devastated by an earthquake leaving the settlement vulnerable. The defensive value of the settlement is reduced to 0. The devastation is rectified automatically and without cost during the following winter season.
7 RAISE DEAD. The spell raises the dead forming an army of D6x100 points of Undead troops. The Undead will automatically attack any force which is in the tile. If the tile is empty, the Undead remain in the tile for the duration of the campaign season and will fight any force that moves into the tile. The Undead are destroyed if defeated and forced to leave the tile. The Undead army maybe represented by a banner - the army does not require any subsistence. Undead players may control this force as normal but it disappears at the end of the campaign season.
8 ROT. All baggage points in the tile decay and is immediately destroyed. Any further baggage points taken into the tile during the campaign season will also decay and be destroyed.
9 SCRYE. The casting wizard is able to see the enemy troops inside the tile. The player who has been scryed must reveal the points value and exact composition of the force within the tile.
10 STORM. The tile is beset with Storms of terrifying intensity. These storms last for the duration of the campaign season, making movement difficult and agriculture barely possible. Regardless of the settlements within it the tile provides no subsistence throughout the season. Ships within the tile are wrecked on the D6 score of 1 or 2, and driven into a neighboring tile on the score at 3 or more. Banners 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.
11 SUMMON HOST. The spell summons D6x100 points of troops to form an Ethereal, Monstrous or Chaos Host. This host will serve the player for the remainder of the campaign season. The host is deployed as a single banner within the players empire. Players using tabletop armies may select a host permitted to them from Warhammer Armies. This result may be taken as a supernatural Rare Choice, or other appropriate selection.
12 WITHERSHINS. An enchantment is placed upon the tile, affecting any force within it during the campaign season. A force wishing to scout from the tile must determine its direction randomly using a D6 corresponding to each of the six tile sides. The force does not have to move in the direction scouted it may remain stationary instead.
Autumn Spells
D12 Spell
1 BLIGHT CROP. This spell is cast on a tile in the enemy empire but affects the empire as a whole. Crops shrivel and fail, reducing the yield of the entire harvest. Deduct D6 from the revenue of the rival empire during the coming Winter season.
2 DELUGE. This spell may be directed against a river tile, causing the river to swell, forming a tidal wave of destruction. Any settlement in the tile is razed on the D6 score of a 4+ if it is a village, 5+ if it is a fort, 6 if it is a city. Any village lying in a tile downstream of the tile is razed on D6 score of 6.
3 TRAIL OF HOWLING DOOM. This spell unleashes a trail of magical wind and storm beginning in the target tile. Any banner in the tile suffers D6x10 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 tile to tile until it has affected a total of D6 tiles.
4 FORGE MAGIC. This spell has no range and so always works. The caster uses the forces of magic to create a magic item. The type of item is generated randomly on D6
1 A ring with 1 chosen level 4 magic spell 2 A magic weapon with any 1 magic ability
3 A suit of armor with any 1 magic ability 4 A standard with 1 magic ability
5 An instrument with 1 magic ability 6 A scroll with 1 randomly selected level 4 spell
Players not using tabletop armies to fight battles can represent the magical power by adding 2D6x20 points to the value of a banner.
5 INUNDATION OF BLOOD. The tile is submersed under a deluge of blond which pours from the sky and drowns crops and sweeps away settlements. No revenue may be gathered from the tile during the coming winter season, and any banner in the tile loses 2D6x20 points of troops. Any village in the tile is destroyed on the D6 roll of a 6 and the tile is then considered to be razed.
6 BUMPER CROP. This spell has no range and so always works. Crop yields throughout the player's own empire exceed all expectations. Add D6 to the empires total revenue this year.
7 PROSPER. This spell is cast against a razed tile adjacent to the player's own empire, and effects this tile plus all adjacent razed tiles. The tiles recover immediately, the razed counters are removed and the settlements become part of the player's empire. During the recovery phase these recovered settlements count as part of the empire, and may therefore affect territorial ownership of the recovered tiles (see Recovery).
8 REIGN OF MADNESS. This spell may be cast against an enemy village. The entire population becomes infected with a whirling madness and dances off never to be seen again. The tile counts as razed and all banners in the tile are immediately destroyed.
9 CALL OF HEROES. This spell is cast on the capital and so always works. Heroes from all over the land are drawn toward the capital where they offer their aid to the player. The player may recruit an additional D6x100 points of heroes over the coming winter phase, or the player may recruit up to D6 new WHQ Heroes without having to pay them. Also, these heroes can exceed the empire's population restriction. Heroes are chosen from Warhammer Armies as normal.
10 BREAK SIEGE. This spell may be cast on a tile which, is being besieged over the winter the caster removes the entire force from any side, 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 in the target tile instead.
11 SHROUDING MISTS. This spell may be cast against a friendly force which would otherwise be obliged to make a winter retreat during the winter quarters phase. The force is surrounded by magical mists and brought safely home without loss. Alternately the spell may be cast against any enemy force which is not a settlement at the end of the campaign season. The enemy force is also surrounded by magical mists which confuse and misdirect its return home obliging it to make a winter retreat during the winter quarters phase.
12 TORNADO OF PERIL. This spell creates a whirling tornado of magical energy which devastates the tile, razing any village automatically, razing a fortress on the roll of a 3+ and a city on the roll of a 4+. Any force within the tile is destroyed if there is no settlement, and is otherwise destroyed if the settlement is razed.
2. WINTER QUARTERS
During the Winter Quarters phase, every banner is removed from the map and replaced within its home realm in a tile which is capable of supporting it. Remember the realm only consists of the seven tiles you begin the game with, not your whole empire. The notable exceptions concern besieged and besieging forces (of which more later). In order for a banner to retire unhindered to Winter Quarters it must be able to trace a clear route through its own sides territory from its position at the end of the year to any un razed tile it its own realm. There must be no blocking mountains or rivers. A route may not be traced through enemy, unknown, or razed territory. If a banner cannot trace a route to its realm via its own territory it must make a special Winter Retreat before it can move to Winter Quarters. WHQ Heroes simply camp wherever they are for the winter, or they may continue acting except using a Winter/Norsca hazard chart and may have 3 winter turns.
Banners remain garrisoned over the winter, resting in preparation for the spring when they are re-equipped and repositioned during the Recruitment and Deployment phases.
Subsistence
Tiles provide subsistence to troops billeted over the winter season. A village tile provides 1 point, a fortress 1 point, a city 2 points and a capital 4, just as during the campaign season. Banners can only he placed in settlements which can support them. For example, a village or fortress can support only 1 banner. If players have insufficient settlements to support their army, any unsupported banners are in, immediately removed.
Baggage
Any baggage points are removed at the end of the campaign season. It is assumed that any remaining supplies are used up over the winter.
Booty
Any booty carried by the army is transferred to the capital. This includes any un-crewed engines, captured standards. war altars, and prisoners. Players fighting tabletop battles may include war engines among the empire's recruits for the following season (points must be paid for a crew but the engine is free). Prisoners are thrown in the dungeon and can he ransomed during the diplomacy phase. Altars and standards are arrayed in the captors throne room where they remain as reminders of past glories.
Ships
Ships are repositioned in a friendly harbor during the winter quarters phase. Ships do not require subsistence over the winter. Ships must be able to trace a route back to their winter quarters through coastal tiles. Ships may pass over tiles occupied by enemy ships without penalty. Ships unable to reach a friendly harbor are destroyed (it harbors save been captured by the enemy).
Sea Evacuation.
Banners separated from their realm by sea my move to Winter Quarters without suffering the hardships of a Winter Retreat if there is sufficient sea transportation in the empire. For every ship counter in the empire the player may retreat 1 banner across the sea. In order to return successfully to Winter Quarters the banner must still be able to trace a route from its position at the end of the year to a coast tile and from the coast on the other side to its own realm. Banners returning to Winter Quarters from overseas do not have to trace their route via a harbor - any coastal tiles in their empire will do.
Note that the process involved is not a literal one of a specific ship carrying a specific banner; rather the number of ship models is taken as standing for the general maritime capacity of the nation and its ability to move troops and supplies overseas. Banners unable to retreat in this way must make a Winter Retreat representing the haphazard requisitioning of boats and supplies from local sources.
Razed Tiles
Settlements which have been razed cannot provide subsistence over the winter. A razed port cannot harbor ships.
Sieges
Any besieging force may elect to retire or to maintain the siege over the winter. The force cannot divide so that a portion of its troops retires while others maintain the siege. If the siege is maintained, the player must divert baggage to the besieging force as described later under section 9 Baggage.
Winter Retreat
A force which cannot trace a line of retreat to its winter quarters without crossing a river or mountain must make a special winter retreat. As the force struggles over unfavorable terrain it will lose troops to the ravages of the encroaching winter. If a force has baggage left when making its Winter Retreat then the player may add +1 to the dice roll for each point of baggage carried. Any result of 6 or more counts as 6. For each banner roll a D6.
D6 Winter Retreat Result
1 Banner is destroyed, never to been seen again.
2 Lose D6x200 points of troops from the banner
3 Lose D6x100 points of troops from the banner
4 Lose D6x70 points of troops from the banner
5 Lose D6x50 points of troops from the banner
6 Lose D6x30 points of troops from the banner
3. WINTER EVENTS
Winter is both a time of rest and renewal for the armies of the empire and a time of hardship for many of the empires inhabitants. While seasoned campaigners toast themselves with ale and log fires and bards add new verses to their heroic songs, for many the winter brings only privation and despair. Winter is a time when newly conquered peoples may be tempted into dissent, and when disease can wreak havoc among populations already weakened by hunger and war. The turning of the seasons also brings with it the fear that this year might once more be the year of the Dragonrage. Every few years. For reasons unknown, Dragons come roaring from the heart of the mountains, bringing terror and destruction to princes and people alike. These events and others are covered during the events phase and are represented by means of a test made once by each player. The player rolls 2D6 and consults the chart below.
2D6 Result
Dragon Rage. 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 over page for full rules and effects.)
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 crowns of revenue this year.
Rebellions. An underling rebels against your rule. Randomly select a fortress in the empire, which becomes an independent settlement. Any troops in the tile are removed. The fortress yields no revenue this year.
Plague. Plague ravages the land. Randomly select one garrisoned settlement in your empire other than the capital. All troops in that settlement are wiped out. The settlement yields no revenue this year.
Raids. Test for each settlement lying in a tile adjacent to an enemy held tile (including independents). Roll a D6. If the result is 4, 5 or 6 raids and banditry prevent revenue being collected from that tile this year.
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 crown to the royal coffers for every city In your empire. The tax cannot be collected from razed cities.
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 additional gold crown of revenue this season. Razed villages yield no revenue at all.
Special Tribute. In gratitude fur 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 crowns of revenue this year. Of course, what you actually choose to spend this windfall on is entirely up to you.
Famine. Widespread famine makes it impossible for your empire to rebuild and repopulate razed territory this year. No recovery roll is made in the recovery phase.
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.
Dragon Rage. 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 over page for full rules and effects.)
THE DRAGON RAGE
The world is a dark and terrible place, where monsters lurk and danger is ever near. But nothing strikes fear into the hearts of the inhabitants of the Old World than the plagues of dragons which periodically devastate whole regions of the world. This destructive and highly unpredictable event is known as the Dragonrage.
Origins
The cause of the Dragonrage is lost in the mists of time. Some attribute it to the movement of the planets and stars, others to the changing flux of Chaos flowing from the collapsed warp gates at the poles of the earth. Though many theories abound amongst scholars, natural philosophers and magicians, no one can say why, when, or from where the next plague of devastation will come. All that is known for certain is that over the years dragons gather together in caves deep in the heart of the mountains. After many seasons resting and drawing their strength they suddenly issue forth and lay waste to the lands around in an orgy of destruction. Occasionally small groups of dragons may be disturbed from their slumber by curious travelers or treasure hunters. When this happens dragons may be awoken prematurely so that they issue forth destroying all around before returning to their hidden caves.
Triggering Dragon Rage
A Dragonrage occurs when a scouting force wakes a nest of sleeping dragons. A result of 11 or 12 on the Scouting Event Clad indicates that scouts have found a dragon's lair. Roll a D6. On a result of 1-3, the dragons remain undisturbed and nothing further happens. If the result is a 4-6, then D6+1 dragons are disturbed with dire consequences. A Dragonrage also results when a player makes a roll of 2 or 12on the Winter Events Chart. This is a far more destructive event involving 2D6+3 dragons. The dragon's lair is randomly determined from amongst the two map tiles which, depict entirely mountainous territory. If only one of these tiles is in play, then this will always be the dragon's tile.
Moving the Dragons
First place the appropriate number of dragon models D6+1 or 2D6+3 onto the tile containing the dragon's lair. Nominate any of the six map tiles which are adjacent to the dragons lair as 1, and the remaining adjacent tiles as 2 ~ 6 counting clockwise from 1. Roll a D6 to determine which new tile the dragons will move into. One dragon model is left behind in the old tile and the remainder are moved into whichever adjacent tile has been indicated by the dice throw. Repeat this process as many times as necessary, leaving one dragon behind in each tile. Eventually all of the dragons will have been used leaving a trail Across the map. As the dragons cross the landscape, their movement may sometimes result in more than one dragon landing in some tiles. These extra dragons have no additional destructive effects.
Once all of the dragons have been placed, roll a D6 for each tile containing dragon models and consult the following table. Remove each model after the effects have been worked out.
D6
1 The dragons roar overhead breathing fire and smoke, but wheel away in a new direction causing no damage.
2-4 The dragons swoop down upon the tile destroying everything in their path. If the tile contains a settlement it is razed exactly as if it had been razed by an army. If there is a banner in the tile it loses D6x30 points of troops. If there is any area of forest in the tile it is burned and cannot count toward construction during the winter season
5-6 The dragons completely lay waste to the tile destroying any settlements and slaughtering the inhabitants, if the tile contains a settlement it is razed as described above. Any banners in the tile are completely destroyed. If there is any area of forest in the tile it is burned and cannot count toward construction during the winter season. Any ship in the tile is destroyed on the D6 roll of a 4,5, or 6.Duration
A tile razed by dragons during the campaign season remains razed for the rest of the campaign season. The tile may be recovered by rolling on the recovery chart during the winter recovery phase exactly like other razed tiles A tile razed during a winter event remains razed throughout the following campaign season. No recovery roll is made until the recovery phase following the next full campaign season. After a dragonrage event, WHQ Heroes may attempt to raid the Dragons Lair, an Adventure Location with a Dragon in the Objective room. Randomly determine a type of dragon.
4. REVENUE
Our fantasy states have medieval style economies where wealth is counted in terms of goods as much as in gold. This wealth is an important part of the campaign. It is needed to recruit new troops, bring depleted units up to strength, re-equip troops, hire mercenaries, build ships, roads, bridges, or fortifications, and to repair sacked settlements. The unit of currency used is the crown. Crowns represent wealth in a very broad sense - not just money but negotiable goods of all kinds. For convenience sake, when referring to Crowns we assume we are talking about real gold coins, but players should remember that this is not literally the case.
During the first winter of the campaign, revenue is gathered for the first time. Players determine their revenue and note it down. Revenue is spent during the Winter and any not spent is lost to the players; being taken up by civil projects, artistic patronage, and other frivolous items of expenditure.
Gathering Revenue
Revenue may only he gathered if the player's capital city has not fallen to the enemy or been razed. If a capital falls to the enemy or has been razed the player is unable to collect revenue that year. Being unable to collect revenue does not necessarily mean the player is defeated as he may still have an army and other territories, however his lack of revenue means that he starts the campaign season with no reinforcements or baggage. For those using Mighty Empires as a self-contained game it is convenient to assume that players unable to collect revenue because of the loss of their capital are out of the game. The revenue value of settlements within the empire is equal to their normal subsistence value. The chart below shows the revenue value of each type of settlement. Add up the total value of all of the settlements in the empire.
| Settlement Type | Revenue Value (Crowns) |
| Capital City | 4 |
| Other City | 2 |
| Village | 1 |
| Fortress | 1 |
Razed Settlements
Razed Settlements provide no revenue.
Isolated Settlements
During the course of the campaign season, empires expand outward from the capital cities. Newly conquered territory will be linked to the capital by friendly tiles. However, as the campaign progresses, this link may be broken: interlinking tiles falling to an enemy or being razed. If a settlement can no longer draw a line to the capital via un razed friendly tiles, it is isolated. Isolated settlements are part of the empire in every other aspect, but they provide no revenue.
Events & Wilderness Locations
Some events alter the amount of revenue that can be collected. Rebellion may also result in isolating some parts of the empire. This is why events should be resolved in the events phase before revenue is collected. Also, Wilderness Locations may provide extra revenue and treasures collected by banners.
War Bands. War bands in the Ruined City generate revenue for their sponsoring empire. To determine the amount of treasure, loot, etc. win from each Mordheim game that season(max of 7) and average it, then multiply these by 28 and then divide it in half. The result in GC must be converted to Crowns, 100gc = 1 Crown.
Ships
Ships represent trading fleets and therefore a valuable source of wealth. Any city harboring a fleet over the winter may add +1 to its revenue value for each ship model. If the ports own revenue value is lost following an event, the ships value is also lost.
Spending Revenue
Revenue is spent during the winter. The following list summarizes the empires items of expenditure.
Diplomacy. Diplomatic missions, recruiting of WHQ Heroes, and the ransom of prisoners. Recruitment. Raising new units, reinforcing old units, hiring mercenaries and paying allies. Recovery. Rebuilding razed settlements. Construction. Building fortresses, temples, roads, bridges or ships. Baggage. The cost of baggage bought in preparation for the following season. Espionage. Hiring of assassins, spies, agents and saboteurs.
5. DIPLOMACY
During the winter players will probably want to spend their tine fruitfully planning the destruction of their foes. Players may make use of the diplomacy phase to solicit the aid of independent empires, or to enter into agreements with fellow players.
Pacts
Players may consult with each other freely during the diplomacy phase. This represents the exchange of letters and the efforts of diplomatic missions in foreign kingdoms. A player may make secret agreements with any other players: perhaps arranging to cooperate, or merely exchanging promises to respect territorial boundaries. Players may make any promises to any or all of their fellows but are under no obligation to keep them!
Written Pacts Although players are under no obligation to keep a written record of their arrangements with other players, though a shrewd player may prefer to get things in writing. A written pact is worth no more than verbal agreement ~ie nothing~ but at least you can show it to other players as evidence of treachery (planned or all-ready accomplished).
Exchange of Prisoners
Prisoners are only important if you are resolving battles by fighting tabletop battles. Players can agree to exchange any prisoners they hold. Prisoners can also be offered for ransom in return for gold crowns gathered as revenue. The agreed number of crowns is transferred from one player to the other, and the prisoner is returned. Captives are always returned without weapons and equipment, although a ransomed character may be provided with an ordinary sword or other hand weapon free of cost.
Alliances with Independent Empires
Most players will find their empire borders at least one independent settlement or empire. If an independent settlement or empire borders your empire, you may send a diplomatic mission. If the independent empire borders two or more empires, players intending to send a mission must declare they are doing so at the end of the campaign season. It costs the player 1 crown to send a diplomatic mission. The player may send 1 mission to any of the independent settlements empires bordering his empire. Assuming the players mission is the only one to visit the empire, the player rolls a D6:
D6
1-4 The diplomats are thrown out of the king's presence and sent back to their master bearing some terrible humiliation. Examples: stark naked and dyed blue, shaven if Dwarfs, obscene tattoos on the forehead, shackled together in chains.
5 The empire's ruler is reasonably impressed with the statesmanlike wheedling and diplomatic pleading of the mission. He agrees to a temporary alliance. The player places his own territory counter/s in the independent empire but the settlement models still carry the orange independent flags. The empire now has flags indicating that it is independent, and territory markers showing its allegiance. The allied player may move his forces through the empire without being attacked. The player's banners may not subsist from the allied empire without breaking the alliance. The player may not annex tiles from the empire to his own empire without breaking the alliance. Espionage does not affect the alliance: such acts can always be blamed on someone else!
6 The empires ruler is completely overawed by all the attention, and his empire enters into a complete alliance with your empire. His entire court is soon aping the fashions and manners of your empire. The independent empire is quickly absorbed into your empire as a technically independent ally, but is really little more than a semi-autonomous province. Replace the independent settlements with those bearing your own flag and treat it as part of your empire from now on.
If several players attempt to send a mission to the same independent empire, they must first vie for an audience with the king. Roll a D6 on the following table.
1-4 The risible antics of the competing missions convince the king that all foreigners are fools. They are sent back home to humiliation.
5 Each player rolls D6. The highest scoring player impresses the king and he enters into a temporary alliance as described for 5 above. The opposing diplomats disappear into the dungeons and are never seen again.
6 Each player rolls a D6. The highest scoring player has ingratiated himself with the king and he enters into a complete alliance as described for above. The opposing diplomats suffer a horrible fate (the successful player, can decide what!)Temporary alliances last only for the duration of the following campaign season. A player aiming to renew an alliance may add +1 to further rolls for alliances with that independent empire. Complete alliances amount to the total absorption of the Independent empire into the player's empire. Revenue is not collected from an independent empire that has been absorbed during that same winter season.
WHQ Hero Recruitment. All parties of adventurers start off as independents, i.e., they have no loyalty to any empire. However after a number of quests the party should have gained a goodly hoard of useful magic items and gold, they will also be useful in sieges etc.
If an empire wishes to employ the adventurers then they must send diplomats after the party . . .
If one empire sends a mission then (as long as there is at least one character of a friendly race in the party) roll on the below table:
D6 Result
----------------
1-3 The adventurers are enjoying their freedom and do not wish to be shackled to the whims of on an empire; the diplomat is given a sound thrashing by the party and sent on his way.
4-5 The adventurers are partially convinced by the diplomat; to his face they agree to work for the empire if paid 1Crown per year each. Secretly however they are not convinced, each turn roll a D6 on a score of 5 or 6 the adventurers give up working for the empire and become free spirits again.
6 The adventurers fall for the fast talking diplomats promises of high adventure and reward and become part of the empire. They must be paid 1Crown per year however.
Adventurers in employ of an empire do not move randomly and can choose to explore a barren tile. The money an empire pays to hire the heroes does not add to the gold of the hero, instead controlled heroes do not need to pay for upkeep while in a settlement belonging to that empire, and may draw up to D6x20 gold per turn if in a settlement. If they discover magic items that are useful to an army on their quests they will move at maximum speed to the nearest friendly banner and deliver the item to them before questing onwards. If a player is unable or unwilling to pay the heroes, they revert to being independent.
If a number of empires send Diplomats then each must determine when their Diplomats find them: Each player must roll a D6 the player who scores highest gets the first roll on the above table: If the diplomat fails then the next highest score gets a chance and so on until the Adventurers are employed.
6. RECRUITMENT
During the recruitment phase players can spend revenue to recruit and train new troops, and to reinforce or up grade existing units.
Crowns for Points
A gold crown of revenue buys100 points worth of troops. An empire with an income of 25 crowns therefore has a potential 2500 points to spend over the winter. It is very unlikely that a player will want to use all of his revenue to expand his armies; there are many other expenditures to eat away at the budget
Players fighting tabletop battles will need to choose which troops they want to add to their armies. Players not fighting tabletop battles need only add the points to the total value of their army.
New units can be purchased from the appropriate army list in Army books or Ravening Hordes List. When selecting new units, players are not obliged to purchase any of the core troop types, but the limitations on unit sizes do apply, as well as troop availability in respect to the Empire's un razed settlement composition as seen previously in The Realms Army section.
The maximum numbers of each troop type allowed in Armies Lists is the maximum that can be added to the army in any 1 year. So, if the maximum number of a troop type is 20, no more than 20 may be purchased in total - including troops for new units as well as reinforcements for old units.
Revising Old Units
During the winter phase old battle-scarred units maybe reinforced or re-equipped if the player wishes. No unit may be reinforced to a larger total size than permitted in the Army Lists.
Reinforcements
It is likely that most of your original units will have suffered casualties during the season. As long as there at least 1 model left, the unit may be expanded by adding further troops of that type at the points value given in the Armies Lists.
Re-equipping
Existing units may to bought additional equipment normally allowed for their troops type. The point cost for re-equipping is that given in the Armies Lists for that option. For example, a unit of Bretonnian Knights may be re-equipped with horse barding and/or shields if they do not already possess them. Note that normal restrictions apply to the number and types of weapons which can be carried: eg. a trooper cannot carry a crossbow and a bow, nor two lances or double-handed weapons. Any weapon discarded in favor of another is lost unless given in the army list as a normally permitted substitution.
Characters
Just as points can be spent on new troops, points may also be spent on new characters. Characters (heroes or wizards) can be bought. The number available is restricted to the settlement availability as seen in The Realms Army section and the chart below. (Unless Call of the Heroes takes place) Lords may only be purchased if the player buys enough compulsory troop points. I.e., an army would have to buy 2000 points to have a new Lord, in addition to his original Lords purchased at the start of the game. New characters may be equipped in accordance with their Armies List and can be bought magic items where appropriate. All characters are assumed to have a sword or other hand arm free of charge.
| Army | ||||
| For Each | Unit Champions | Heroes | Standard Bearers | Lords |
| Capital | 3 | 2 | 2 | 2 |
| City | 2 | 1 | 1 | 1 |
| Fortress | 2 | 1 | 1 | ~ |
| Village | 1 per 2 | ~ | ~ | ~ |
Old Characters
Existing characters/unit champions who end the campaign season without sustaining a wound with a permanent effect can advance by the result on the character experience table below. Characters gain also experience as they fight in battles which can affect their performance in future battles. The following guidelines apply:
All characters start at a different level of experience representing the experience already gained to reach their level. Different types of characters have different starting levels. If a character fits into two categories always take the higher starting level of experience. For the Undead these rules only apply to vampires and necromancers. Wights, wraiths and the like are not thinking creatures and do not learn from experience. See Casualty Recovery for details of wounds and their effects. Characters ransomed during the winter, or remaining prisoners may not advance level even if unharmed otherwise.
Starting Experience Levels :
Unit Champions 21+d6
Heroes and Battle Standard 41+d6
Lords 61+d6
Level 1 Mage 0
Level 2 Mage 21
Level 3 Mage Lord 41
Level 4 Mage Lord 61
Experience Table
0-5 Starting level for Level 1 Mage
6-10
11-20
21-30 Starting level for Champions, Level 2 Mage
31-40
41-50 Starting level for Heroes, Battle Standard Bearers, Level 3 Mage
51-60
61-80 Starting level for Lords, Level 4 Mage
81-100
101-120
121-140
141-160
161-180
181-200
After a battle/campaign season work out experience for the characters who were not slain. These are worked out as follows:
+1 for surviving the battle.
+1 per wound caused by the character.
+1 per character slain if it is not a heroic feat.
+5 per heroic feat performed.
+2 for each spell successfully cast by a wizard.
+4 for the victorious general.
+5 for surviving the campaign season without a wound with a permanent effect
Note: multiple wound items and overkill do not add to experience
Heroic Feats: A heroic feat is killing a character in a challenge of equal or higher level. Note: An equal or higher level character must accept a challenge from an opposing character. These bonuses are cumulative, for example a High Elf Lord kills a Beastman Lord in hand to hand combat. Beastman Lords have 3 wounds, and are the same level as a High Elf Lord (so it is a heroic feat). The High Elf Lord gets 8 experience points. (3 wounds + 5 for Heroic feat).
Gaining Abilities: If the experience points gained takes a warrior into a new bracket of experience points (see above), then you roll a 2D6 on the following table.
2D6 Experience Advancement
2 ~ Survivor: The next time the hero is removed as a Casualty he automatically is unharmed and rejoins his force after the battle. (One time use)
3-5 ~ +1 Initiative
6 ~ +1 Strength
7 ~ Choose either +1 WS or +1 BS
8 ~ +1 Attack
9 ~ +1 Leadership
10 ~ +1 Wound
11 ~ +1 Toughness
12 ~ Survivor and roll once more on this table and gain racial skill/trait see Racial RulesOnce a wizard is magic level 3 he can be used in the capital for Equinox Spell casting.
No Characteristic can exceed racial maximums(see Mordheim Manual page 121, this covers most races)
Replacing Killed WHQ Heroes. After 2 WHQ Heroes have been killed the players may roll to see if new Heroes heed the call of adventures. On a 1-3 no new heroes are available, 4-6 two new random independent WHQ Heroes appear in a random Capital. They act independently til recruited by an empire.
Hiring War bands
If a Ruined City has been discovered, a player may find it profitable to hire or otherwise patronize a small group of warriors to delve into the ruins for lost artifacts, treasures, and other rewards. This is represented by hiring the relevant war band for the players empire. I.e., Empire could be Reiklanders, Middenheimers, Witch Hunters, etc. Bretonnian could be Marienburger-style and so on (Town Cryer has released rules for most races and so has Nestofthorns.com, GW Gateway and grailknight on the Internet)
These war bands follow all the rules of Mordheim with some exceptions.
Also a non-Chaos player may Hire such a war band to "hunt" marauding Chaos War bands, but only after having a village razed by that band. The war band disbands after the removal of that band, unless a Ruined city is one the map and adjoining the player's empire
Purchasing and Utilization. A war band costs 5 crowns to hire a 500-point(Mordheim GC) war band to enter into the Ruined City. A Chaos "Hunting" war band can be as big as possible as war band type costing 1 crown per 100 points rounding up. A "Hunting" war band can only buy gear not on their starting lists from settlements as per WHQ Heroes rules. A Player can only have one war band. "Hunters" may explore a Ruined city only if there is no Chaos war bands active. War bands move similarly to WHQ Heroes(events generating wounds 10-11 WHQ wounds = 1 Mordheim wound), and can purchase supplies in the same manner. They follow most, if not all, of the WHQ Heroes rules, including visiting discovered Wilderness Locations and Adventure Locations within the player's empire once per campaign season. War bands do not explore for Wilderness Locations or search for new Adventure Locations, preferring only to go where they can make a definite profit. War bands can also serve another unique function, if the war band possesses a Coach(or at least 5 horses, mules, etc.) they may hold one point of baggage, even though they do not use baggage. During every Winter Events phase roll a D6, on a roll of 1 the war band is removed from play, either disbanded, disenchanted, or destroyed. A Player may reinforce a war band 100 GC (points) for the cost of one crown during subsequent Recruitment phases.
Profits. (See Revenue above )The player's empire receives one half of the findings of a war band and any WFB related magic items. 100 gold in Mordheim = 1 Crown, fractions are held "in trust" till a full crown can be delivered. Anytime a magic artifact is found roll D6, 1-2 is a Mordheim magic item and stays with the war band, 3-5, a 50-point WFB magic item, 6, a 100-point magic item. For a player's empire to receive the monies or treasure the empire must either border the Ruined City, or the war band must deliver it to a non-Barren tile of the empire. This can be during any of the 7 turns the war band can act, but a war band cannot deliver and explore the Ruined City in the same turn. If a war band is destroyed before it can deliver the money it is lost.
War bands and Banners. A war band cannot be attacked by a banner. A war band can attack a banner if its Rating is more than 250 (rating equals WFB points value). A war band can add its strength to a banner as well. In table top battles the Heroes act as heroes and the henchmen act as skirmishers, banding together if applicable. Also, in the case of "Hunting" War bands the Chaos war band they are hunting may be too powerful for the "Hunters." If a player has lost in combat to a Chaos war band, the next time a "Hunting" band can direct any one unit and any heroes from the banner they are with into combat to aid them in dealing with the Chaos war band. Also, if a "Hunting" Band has at least one mounted warrior or hired sword, they may direct any one mounted unit and mounted heroes from any banners in adjacent tiles. A banner participating in a combat that is not in its tile may not move next turn, unless it reorganizes into two separate banners, in which case the participatory units do not move the next turn.
War bands Inside Dungeons. When a war band decides to enter an Adventure Location, they may only take up to 6 members of their war band with them one of which must have a light source. The rest secure a camp outside. Wounds are converted to WHQ Wounds by multiplying by 11 and adding one per 5 experience points. (IE a war band Captain with one Wound and 20 experience would have 15 WHQ wounds), Equipment needs to be converted using similar WHQ equipment, and gold is divided in half at the end of the adventure to represent sharing out profits, and each surviving member gains one experience point. Again, treasures, half of any found gold, and magic items go to their hiring empire, after expenses.
Recruiting Mercenaries (Dogs of War)
A player may choose to spend some of his revenue on the hire of mercenaries. There are definite advantages to this: mercenaries are good fighters, they often have elite status, always include at least one hero character, and usually provide a range of troops types not normally available to the player. On the other hand there are disadvantages too - mercenaries are not always loyal.
A player may purchase mercenaries using the rules given in Dogs of War. The normal points value limitations do not apply, (IE most Army Lists only allow Mercenaries as Rare choices) so the player is free to hire as many mercenaries as he can afford. However, non-Regiments of Renown must follow Dogs of War army rules and have a commander and paymaster as per Ravening Hordes. The point cost of mercenary troops pays for their hire for a single season. At the end of the season mercenaries are removed from all armies. Players may then hire fresh mercenaries for the coming season. The origin of mercenary troops is not directly considered. They may have come from independent states, or been disinherited or displaced as a result of local wars. Possibly they arrived on the map from somewhere beyond its borders. A player who hires mercenaries may wish to invent some story to explain how they came into his service.
Mercenary Loyalty. If a mercenary unit routs off the table during a battle, it is lost for the rest of the season.
Recruiting Allies
Allies may only be recruited if the empire has entered into an alliance with an independent empire or settlement during the diplomacy phase. One allied contingent may be recruited for each independent settlement/empire that has become an ally - wether a temporary or a complete alliance.
A player may purchase allies using the rules and points values given in the Armies Lists and following the Unit/Hero availability based on the settlements present in the independent empire. Typically core and special units from those lists, with a rare unit per two cities.
The point cost of allied troops is equivalent to their cost for a single season. At the end of the season allies are removed from all armies. New allies may be recruited in the following season, but only if new alliances have been made during the intervening winter.
7. RECOVERY
Razed Settlements
Settlements which have been razed may recover over the winter as citizens return to their homes and new settlers take over abandoned territory. A test is made for each razed tile on the map. For every razed tile roll a D6.
D6 Result
The area remains abandoned and uncultivated. Cities and fortresses remain charred ruins populated only by squatters and bandits.
The inhabitants gradually trickle back to their homes. Villages recover fully and can provide subsistence as normal. Cities and fortresses remain abandoned and provide no subsistence.
The settlement recovers sufficiently to provide full subsistence from the beginning of the campaign season.When a settlement recovers its allegiance must be determined once more. A recovered settlement which does not border any tile already belonging to a player's empire becomes an independent settlement. If the recovered settlement borders a tile belonging to a players empire the settlement automatically belongs to that empire. If the recovered tile borders more than one empire, an adjoining tile containing a city takes precedent over a fortress, a fortress over a village, and a village over unoccupied territory. If claims are equal, the recovered settlement will be Independent. Recovered settlements are treated exactly like other settlements. A recovered city or fortress reacquires its full defensive value.
Rebuilding. A player may use part of his empires revenue to rebuild a razed settlement which adjoins his empire so long as it does not adjoin a rival player's empire as well. Once the recovery test has been made, the player may spend revenue to rebuild settlements which have failed to recover. Every crown spent adds +1 to the D6 score already rolled. A city which fails to recover on the D6 roll of a 2 can therefore be brought to full recover at a cost of 4 crowns.
Character Recovery
Characters who have sustained wounds during the campaign season will automatically recover from any penalties other than permanent effects. Make any necessary adjustments to the characters profile. See Character Recovery for details.
8. CONSTRUCTION
During the construction phase a player may spend revenues on the construction of ships, cities, fortresses, etc. within the boundaries of their empires. The number of pieces in the Mighty Empires game limits the number of settlements, ships, etc. that it is possible to have in play. It is convenient to rule that it is only permitted to build new settlements and ships if models are available to represent them.
Ships and Naval Academies
Ships may only be built in cities which lie on the coast or at a river mouth and which therefore have harbors. Each city may build 1 ship model at a cost of 2 gold crowns. The ship is placed on the tile, and is ready for use when the new season begins. Also, the player's may construct a single Ship-of-the-Line per ship counter at the cost of 2 crowns.
Naval Academies may be built in a coastal city for the cost of 5 gold crowns and makes it possible for forces to make Forced Landings as detailed in the Ships and War at Sea section. For each Academy the player may nominate one banner per season as his "marines" and any other banners in the same force may make forced landings. If a city containing a Naval Academy is captured, the college is considered destroyed.
Fortresses and Cities
The construction of fortresses and cities places major demands upon the economic resources of an empire. At the same time, a carefully sited and garrisoned citadel can protect and safeguard important military and trading routes.
A tile containing a village may be converted into a fortress at a cost of 5 gold crowns. The village model is replaced by a fortress model baring the appropriate colored flag.
Building a fortress in a previously barren hex is a much more difficult task, involving the transportation of materials and manpower over long distances. The cost for constructing and supplying such an elaborate fortification is 10 gold crowns.
There can be no greater expression of egotism and vanity by an empires ruler than to have a city constructed and inevitably named after himself. Such a project involves a huge expenditure in terms of manpower and resources and is usually regarded as an act of folly by either a vastly wealthy, or otherwise completely lunatic king. A village may be built up into a city at the cost of 15 gold crowns. New cities may not be constructed in barren tiles.
Bridges
A bridge may be built across any river in your empire - even if the tile is barren or razed. The building cost is 1 crown for a bridge across the first four river tiles, and 2 crowns for a bridge further downstream. This is because as rivers get longer and wider they also become more difficult and costly to bridge.
Roads
A player may want to improve upon the rutted tracks that connect his settlements. Roads are proof of an empire's wealth and stability. Having well-built roads gives the player the ability to move troops quickly up and down any length of the highway. A force may move any length of the road that its empire controls in a single campaign turn. WHQ Heroes / War bands and Siege Train elements do not move any faster in tiles with roads but can make one less Hazard roll. Armies may move as many tiles as it can in a single turn over the road. Another advantage of roads is that a force need not roll for scouting events if traveling on a road. The cost to build a road depends on the tile they originate from. From a capital they cost 1 crown, from a city 2 crowns, from a fortress 3 crowns, from a village, 4 crowns, and in a barren tile 5 crowns. Roads are built from a tile edge to tile edge and all roads must originate from the capital in succession. A road may not cross a river unless there is already a bridge built or existing. Roads may not be destroyed even if in a tile being razed.
Temples
The spread of religious beliefs goes hand in hand with the expansion of an empire. When an empire establishes temples in newly conquered territory complete with priests, monks or Templar knights, it helps to spread the civilization of the realm concerned and strengthens the sense of civil unity. In the case of the empire founded by Sigmar in the Old World. It is partly due to the strength of the Cult of Sigmar that the empire has survived so well over the centuries. How would the people of the more remote regions know about Sigmar if it were not for the temples of his cult established in every town?
Even barbarous, primitive or destructive hordes such as the Orcs or the followers of Chaos establish Waa--Totems and Chaos Shrines in the territories they have overrun. They do this to mark the territory they have claimed, often desecrating the monuments that were formerly there in the process. These places provide gathering points where the diverse tribes and creatures can mass for further conquest, temporarily setting aside their own tribal animosity to follow some great war lord on a holy war.
Once a shrine is established, it becomes a center for the priests or wizards that follow the cult. These act as missionaries in newly conquered regions. Some gain followers for the cult by their example, others ruthlessly hunt down opposition. Their tactics depend on the character of the empire concerned, but it all contributes to the strength and permanence of the empire.
Many temples are really fortified monasteries where elite troops are initiated into select regiments. By serving the Temple they also serve the empire by protecting the surrounding region from in rival incursions and by providing contingents for the realm's army. Usually this does not cost the imperial treasury anything, since the temple attracts its own recruits through religious zeal of its followers, and raises funds through tithes and pious contributions. Both the Empire and Bretonnia have long established orders of knights who swear devotion to various deities of former hero figures of the past. In terms of defense it is often better to establish a temple of one of these military orders in a border region than to build an ordinary fortress there!
Founding a Temple. A temple may be founded in any tile within the empire for a cost of ten gold crowns and require a timber and quarry resource as per Construction Limits. A temple may be built anywhere in a player's empire, even in a barren tile. Depending on its type a temple has special powers detailed in the Racial Rules.
Temples always contain riches in the form of artifacts, relics and treasure chests. If a temple is captured or sacked, the army responsible gains 2D6 gold crowns and the temple model is removed. Use one of the temple models to represent each temple you construct.
Temples are founded in addition to any other settlement in the tile. Settlements can't be converted into temples, nor can temples be converted into other kinds of settlements. If a settlement is present in the tile it is assumed that the temple is built in or next to it. If the settlement falls, the temple is also captured and can be looted and razed.
If a temple occupies a river or coastal tile, with no other settlement, the river is not bridged at that point, nor is the temple capable of acting as a port. Temples located in barren tiles count as fortress monasteries in their own right. Certain cults have special restrictions on where they can build temples, as listed in Racial Rules.
Temples are often fortified and have a defense value of x3 in the same way as fortresses.
The Siege Train
Fortified cities, fortresses and great walls can block or hold up the progress of your conquering armies. Often the only way to continue the campaign is to attempt to besiege such places or storm them by assault. This is both time consuming and costly, and you may end up watching your armies wither away with constant assaults, or see the campaign season slipping away as your forces remain encamped around a defiant enemy fortification. The only realistic solution to breaking massive fortifications is to employ a formidable siege train which includes siege engines of gigantic proportions, capable of smashing down the strongest walls, gates, and towers quickly.
All armies are able to besiege fortifications using the engines of war permitted in the army list. These machines and artillery are small and mobile enough to be used in the field in open battles as well. Some are simple enough to be constructed from local materials by an army while suddenly encountering a fortified position blocking its intended route. The war machines, artillery and siege engines of a siege train are altogether on a different scale. These machines are so huge that they cannot easily be constructed in the field. Instead they must be manufactured in advance, often in prefabricated sections which can be transported in wagons, on ships, or stored until needed in a fortress. There are four principle siege engines (referred to as siege train elements) which make up a typical siege train. These are described below.
The Monster Stone Thrower. A larger version of a regular catapult requiring many wagons and drayage to move, and many men to operate the various block and tackle and cranes for loading its projectiles. The huge boulders it fires can smash any rampart it hits.
The Great Cannon. A cannon so big that an empire's ruler will have to make special measures to get a hold of enough metal to make it. One hundred oxen are needed to pull it.
The Giant Battering Ram. A huge tree cut down and shod with a massive iron or bronze head. The ram can shatter walls and gate alike in one blow. The variable army of men needed to swing the ram are protected by hundreds of animal skins covering the canopy.
The Siege Tower. Hundreds of wagons are required to carry the prefabricated timbers that make up the siege tower, and when these are put together the siege tower will be raised higher that any known wall.
Each Engine has a point value of 250 in a siege. An attacking force equipped with these engines counts this point value in a siege. The points are not counted in an open battle, since these engines cannot be maneuvered or set up on a normal battlefield and the rate of fire is too long. Siege train elements count as baggage and will be captured if the accompanying banners and escorting troops are defeated.
Constructing a Siege Train. A siege train can only be built in cities or fortresses during the construction phase of the winter season and costs 3 gold crowns per element. You can only build as many siege train elements(or other items as well) as there are wooded tiles within the empire(See Construction Limits). The siege train can be stored in any city or fortress of the empire over the winter.
Movement. The siege train moves at the same rate as a banner and is subject to all the same rules except subsistence and the movement bonus from roads. Up to four siege train elements can be added to a banner and are moved in company with it. The point value is additional to the maximum 1500 points allowed to the banner. If accompanied by a siege train, the force cannot move via a perilous route, because the siege train makes it impossible to use wilderness tracks, fords, or mountain passes. The force must therefore march along roads and firm open ground. A force with a siege train can however be transported by sea. The siege train does not require subsistence unless moving on its own.
Three or more elements count as a "siege train" banner in their own right and can move on their own without accompanying banners. The column is assumed to include the machines themselves plus 500 points of escorting troops and scouts(these can contribute to a siege or open battle). The subsistence requirement for an independent siege train is the same as that for a banner. It maybe useful to move a siege train in this way if its necessary for banners to move by a different route to the siege engines with the intention of making a rendezvous later (for example the army intended to use a perilous route, or the siege train was being transported by sea). Siege train models are placed in tiles to show where the siege engines are, whether they are with an army, involved in a siege, on the march, being transported by sea or in storage in a city or fortress. Abandoned elements are removed from the map and are assumed to be broken up by locals for the timber or go rotten in the rain. Siege engines are unsuitable for mounting on walls, towers or inside a fortification and cannot be used in defense if located in a besieged tile.
Battering Fortifications.
The assault of a strong fortification will be more likely to succeed if it is preceded by a period of battery using siege engines. If siege train elements are available to the besiegers to contribute to thee battering, far greater destruction will he achieved in a shorter space of time making the final assault even more certain of success. To represent this, when rolling on the Battering Chart add a modifier of +1 to the battering roll for each monster stone thrower and great cannon. This means that besiegers using a siege train are much more likely to gain the maximum assault bonus.
Assaulting Fortifications.
The siege tower and the giant battering ram can be used in an assault to enable attackers to storm the walls and smash the gates, allowing troops to pour through into the fortification. To represent this, the attackers gain an assault modifier of +2 per siege tower or giant battering ram present in the besieging force. This means that a force employing these engines is almost certain to successfully storm the fortification.
Siege Trains Captured or Destroyed in Battle.
Following a battle, any pursuit resulting in the capture of the defeated army's baggage also results in the capture of its siege train. In a siege in which the defenders win by playing the counter attack strategy card means that a successful sally from the fortifications has destroyed one element of the siege train. This must be removed in addition to any points lost in troops from besieging banners. The defender can choose which element is destroyed.Construction Limits
The maximum number of ships, fortresses, etc. built per season depends upon the empire's resources. Resources are represented by the presence of tiles with forests and stone marked on them. This means the hill, forested, highlands, and highlands with patches of forest. Each tile counts as one unit of resources and in the case of the highland tiles with patches of forest one stone and one forest resource. The following chart shows the construction requirements for all building projects.
| Project | Cost | Forest | Stone |
| Tiles | (hills, highlands) | ||
| Siege Element | 3 Crowns | 1 | ~ |
| *Village | 5 Crowns | 1 | ~ |
| Ship/Ship-of-the-Line | 2 Crowns | 1 | ~ |
| Village into a Fortress | 5 Crowns | 1 | 1 |
| Fortress in Barren tile | 10 Crowns | 1 | 2 |
| Naval Academy | 5 Crowns | 1 | ~ |
| Village into a City | 15 Crowns | 1 | 2 |
| Bridge | 1-2 Crowns | 1 | ~ |
| Road | see rules | 1 | 1 |
| Temple | 10 Crowns | 1 | 1 |
*Only in the case of Searcher Events
9. BAGGAGE
During the baggage phase players may purchase baggage points. In the first campaign season of the game baggage points are determined by a 2D6 roll. In following seasons players must decide for themselves how much baggage they want or can afford.
1 point of baggage costs 1 gold crown. Players decide how much baggage they want, and pay the appropriate amount of crowns. Note down the amount of baggage purchased in preparation for the deployment phase.
Sustaining Sieges
If a player elects to sustain a siege over the winter he must provide the besieging force with additional baggage. During the baggage phase the player rolls a D6 for each besieging banner and pays for the number of baggage points indicated. Although the amount of baggage consumed is far less than would be used over the same period during the campaign season, it is still enough to seriously affect an empire's budget.
If a player is unwilling or unable to provide baggage for a besieging force, the entire force is destroyed and the siege ended.
If the player provides the baggage indicated, the siege continues through the winter.
To determine the result of a winter siege, roll on the siege starvation table, but this time with a -1 modification to the dice roll. Results are applied normally. If the garrison surrenders or is betrayed, surviving banners of both sides must immediately attempt to reach Winter Quarters under the normal rules. Failure to do so will result in their destruction
10. DEPLOYMENT
Over the winter troops allocated to existing banners are pooled and the entire army reorganized. Those playing without fighting tabletop battles may redistribute the points into banners as already described. Players selecting Warhammer forces may form new and old units into new banners. Each player prepares new force lists to accommodate his army for the coming season. Once banners are properly organized, they are positioned in settlements within the player's empire. Banners cannot be deployed in barren or razed tiles. Mercenary or allied contingents are always organized into their own separate banners
Once banners are in position, baggage counters are placed with banners, or may be stockpiled in settlements as required.
Ship pieces may be deployed at any city in the player's empire which has a harbor.
If a player wishes to deploy a banner in a settlement that is entirely separated from his Realm by water (say on an offshore island or part of a peninsula that is cut off by an opposing empire) then he must also deploy one of his ships into a harbor in the same or an adjacent tile. If there is no harbor available, it is still possible to deploy a banner into a settlement, but only if a newly constructed ship also deployed in the same or an adjacent tile, or if the force is accompanied by marines as per forced landings.
11. ESPIONAGE
During the espionage phase assassins, spies, saboteurs, and agents may be hired and deployed by the players. Each of these four types of operative can achieve different things, but all are treated similarly in the game.
Cost
Operatives are bought at the cost indicated below. This is deducted from the players revenue. The number and type of operatives bought are noted down by the player.
Assassin 1 crown each
Spy 1 crown for D6
Saboteur 1 crown each
Agents 1 crown each
Once each player has chosen his operatives, all players should get together to play out the espionage phase. Each player declares his total number of operatives but does not have to give details of their type.
The player with the most operatives takes an assassin, spy, saboteur, or agent counter and places the counter face down on a map tile, then the player with the next highest number of counters places one of his operatives and so on, each player placing a counter in turn. Counters continue to be placed until there are none left. A player may place several Counters in the same tile, and may place counters together with those of other players. Specific rules affecting the placement of operative types are given below.
The results of espionage are worked out once all the counters are in place. The players randomly determine an order between themselves. The first player resolves the actions of one of his operatives, then the next player resolves the actions of one of his, and so on. Once an operative's actions have been resolved, the counter is discarded. Continue until all the counters are removed.
Assassins
Assassin counters may be placed on any tile which contains an enemy banner. Assassin counters may also be placed on a capital city tile irrespective of whether any banners are present.
To determine the results of an assassination attempt roll a D6. If an assassin has been placed on an enemy capital city tile which has no banner in it, skip this stage and go to the following chart.
D6 Result
1 The assassin is uncovered and slain before he has time to do any damage.
2 Assassin bungles his attempt and is cornered and slain by enemy troops. However, he still manages to take 2D6x10 points of troops with him. These are deducted from the force list in time same way as troops lost due to subsistence shortfalls.
3 The assassin slays an enemy character. The enemy player must select 1 character from his banner. The character is slain and cannot be recovered. Players not fighting tabletop battles lose D6x20 points from the banner's value.
4 The assassin slays an enemy character. The assassin automatically slays the character with the highest character level(compare Leadership, Lord/Hero, etc.), The character cannot be recovered. Players not fighting tabletop battles lose D6x50 (originally D6x100) points from the banner's value.
5 The assassin slays an enemy character as described under 4 above, and makes good his escape, slaying a further 2D6x10 points of troops in the process.
6 The assassin slays two enemy characters, One is chosen by the enemy player as under 3 above, and the other is the one with the highest level as under 4 above. If only 1 character is present, he is slain and no further damage is done.
If an assassin is placed on a capital city tile which has no enemy force in it, roll on the chart below.
D6 Result
1-2 The assassin is uncovered and slain before he has time to do any damage.
3 The assassin runs riot in the imperial palace, slaying indiscriminately before he is finally caught and slain. The king decides that palace security requires beefing up a bit. One unit of at least 10 models is withdrawn from the army and deleted from the force list. For players not fighting tabletop battles, this is represented by deducting 3D6x10 from the army's value.
4 The assassin is discovered in the nick of time and the king is saved, although sustaining light wounds which throw him and his court into panic. Rumors of the king's death spread through the army like wildfire. During the first campaign turn, a force may only move on the D6 roll of a 4, 5, or 6. On the roll of a 1, 2, or 3 the force remains in it's tile. Forces move normally from the second turn onwards.
5 The king is wounded but survives the assassination attempt. Rumors and confusion paralyze the army. No forces may move during the first turn of the campaign.
6 The king is slain by the assassin and time whole court is thrown into anarchy. Rivals to the throne gather their political and military supporters as the nation teeters on the brink of civil war. Randomly select D3 fortresses. These fortresses take advantage of the anarchy by rebelling against the empire. Replace the fortresses with independent fortresses. Any banners in the rebel fortresses are lost and removed - some troops are assumed to disperse whilst others remain to garrison the fortress. Remaining loyal forces are thrown into confusion and cannot move for the first turn of the campaign. In the second turn they can move on the roll of a 4, 5, or 6. From the third turn they may normally.Spies
Spies may be placed on any tile containing an enemy banner. Roll a D6 and consult the chart below.
D6 Result
1-3 Your spy vanishes without a trace and fails to make contact.
4 Your spy provides vague information about troop numbers and movements. The enemy player must reveal the total point value of the force in that tile. The enemy player must also inform the player where the force is going to move during the first turn - this may be done secretly to avoid other players knowing.
5 Your spy provides exhaustive details of the force's composition. The enemy player must provide details of the entire force including the point values of each banner, and complete details of troops where these apply. This is most easily accomplished by allowing the spying player to see the relevant bits of the force sheet.
6 The spy discovers details of other operatives. The spy player may remove D6 other operatives from the map, irrespective of whom they belong to and where they are, If there are no operatives left to remove then tough luck -the information arrives too late to be of value.Sabotage
A saboteur may be placed in any tile containing an enemy settlement. Roll a D6 to determine his effect.
D6 Result
1-2 The saboteur is discovered and dealt with before he can accomplish his mission.
3 The saboteur sets a barracks ablaze. If there is an enemy banner in the tileD6x30 points of troops are slain. Where players have worked out Warhammer armies, these casualties are selected by the victim and removed from the banner. If there are no troops in the town there is no damage.
4 The saboteur poisons the settlement's food stores. All baggage currently in the tile, including baggage held by enemy banners, is removed
5 If the settlement is a city harbor with ships, the saboteur has sunk part of the fleet. Remove 1 ship. If there is no harbor; the saboteur has engineered an explosion causing much damage. If there are enemy banners in the tile, they must remain there and fix the damage during the first turn of the campaign.
6 The saboteur sets fire to the settlement causing immense damage and killing many people. The settlement is considered to have been razed. Banners in the tile and any baggage held by them are not affected. Ships are destroyed on the D6 roll of a 4, 5, or 6, but otherwise escape unharmed to the open sea.Agents
The purpose of agents is to uncover plots against your empire and to infiltrate and root out networks of enemy operatives. Agents can be placed in your own settlements to protect them, against enemy activity, and they can also be placed in enemy settlements in order to act against enemy operatives who might be there - notably other agents. The main difference between agents and other operatives is that agents can sometimes be used several times during the espionage phase. The player may use an agent only once during his turn of the espionage phase, but can return to the same piece in a subsequent turn if he wishes. Roll a D6 to determine the effect of the agent. Unless they are destroyed beforehand, agent counters are removed from play once espionage is over.
D6 Result
1 The agent is uncovered by local authorities and quietly silenced. The agent is eliminated. Remove the counter.
2 The agent infiltrates a nest of enemy operatives and destroys one of them. You may look at all the operatives in the tile, choose and discard any one operative counter you wish and replace the rest face down. Your agent remains in place and may be used again in a subsequent turn.
3 The agent infiltrates and destroys an enemy espionage network. You may look at all the operatives in the tile, and remove all of one player's operative counters. Your agent remains in place and can be used again in a subsequent turn.
4 The agent is ruthlessly efficient and runs to ground all enemy operatives in the area. Remove all enemy operative counters from the tile. Your agent remains in place and may be used again in a subsequent turn.
5 Your agent smashes the local espionage ring and destroys all enemy agents in the tile. Remove all enemy operative counters from the tile. In the process your agent obtains vital information which enables him to follow up his operations in another settlement. The agent counter may be moved into any of your own settlements or to any settlement belonging to a player whose operative the agent has destroyed this turn. The agent counter may be used again in a subsequent turn.
6 Your agent establishes a counterespionage network of double agents, traitors, and other infiltrators. All the operative counters in the tile immediately become yours. The counters are removed and replaced with your own equivalents. Any operatives in the tile, including the original agent, may be placed immediately on any of your own settlements or any settlements belonging to players whose operatives have been taken over by the agent this turn. An agent counter may be activated and moved bock to any of his own side's settlements on the roll of a 5 or 6 even if there are no enemy operatives in the tile he is in. However, a roll of a 1 still leads to his being uncovered and destroyed - presumably by agitators, local militia, police, or some other mysterious enemy. If an agent is still on the board with no other operatives he is the last man standing and may be used the next season.
TABLE TOP BATTLES
When opposing forces meet in the same tile the result of the battle may be determined by means of the battle resolution rules already described. This applies whether the banners represent tabletop armies or not. This means that it is always possible to conclude a battle quickly and move on with the Mighty Empires game.
When player's have tabletop armies to represent their forces, battles may alternatively be resolved by means of a tabletop wargarne using Warhammer Fantasy Battle. Many players will prefer to resolve small encounters and battles against independent armies by means of the rules already described, reserving tabletop encounters for the larger and most important conflicts.
Note: Special Characters may only be used if Call to Heroes spell has been cast.
This section provides additional rules which will enable you to translate Mighty Empire scenery and conditions into Warhammer Fantasy Battle games.
Terrain and BattlefieldWarhammer Fantasy Battle provides a system for establishing battlefield terrain - However, this system takes no account of the dominant terrain in the area. As an alternative to the main Warhammer terrain generation chart, players may use the version given on the next page.
This chart has a built in bias to reflect the terrain of the tile where the battle is fought. If forces clash in a highland tile for example, this chart will generate a greater number of hills and other highland features. Roll on the Terrain Table exactly like the normal Warhammer terrain generator, using the column corresponding to the tilers terrain type. Also, if the battle is within a particular player's empire they may replace half the number of terrain rolls to ones on their racial terrain chart as per the WFB 6th edition rules. Battlefield size is determined by the total sum number of troops from both sides.
| Total Points | Table Size | # of Terrain rolls |
| 1000~1500 | 4'x4' | D6 |
| 1500~3000 | 6'x4' | D6+2 |
| 3000+ | 8'x4' | D6+4 |
Day Length and Duration of Play
Using the Warhammer Battle rules a game usually lasts until one side surrenders. No real regard is made of the time of day or the imposition of darkness. In Mighty Empires these factors can be important, so it will be necessary to establish at what time of day the battle begins and when night falls.
During the campaign season the days are relatively long. We shall represent the hours of daylight by 16 Warhammer Battle turns. Each turn corresponds to an hour of daylight. This doesn't necessarily mean that each turn literally represents an hour, or that troops can achieve during one turn what a real person could do in an hour. The turn/hour rule is a convenience which al1ows us to work a time factor into the battle.
To determine when the battle starts roll a D6. The score indicates the hour when the game begins, and will be between 1 and 6. The battle continues until the end of hour 16. One player must record the hour/turns as they pass. Dont forget each side must have a turn before an entire game turn is complete.
TERRAIN TABLE
Lowland Coastal River Highland Terrain
01-20 01-20 01-15 01-35 Hill or mound approximately 8"x 8" or equivalent area, but no longer than 12".
21-25 16-20 36-45 Steep hill approximately 8" x 8" or equivalent area, but no longer than 12"
21-25 26-30 21-25 12" length of ditch or drainage channels. May be divided into three 4" sections.
26-35 31-35 26-30 12" length of hedge May be divided into three 4" sections.
36-40 36-40 31-35 46-50 12" length of stonewall. May be divided into three 4" sections.
40-62 41-50 36-45 51-52 Wood or orchard approximately 8" x 8" or equivalent area, but no longer than 12"
63-65 51-53 46-48 53-55 Dense scrub or undergrowth covering approximately 8" x 8" or equivalent area, but no side longer than 12". Constitutes difficult ground.
66-67 54-56 49-50 56-70 Boulder strewn or comparable terrain approximately 8" x 8" or equivalent area, but no longer than 12". Constitutes difficult ground.
68-70 57-59 51-53 71-72 Ruins approximately 8"x 8" or equivalent area, but no longer than 12". Constitutes difficult ground and may Include defensible obstacles.
71-73 60-62 54-61 73-77 A single building with gardens enclosed by a hedge or wall covering an area no more than 8" x 8" or equivalent area, but no longer than 12".
74-76 63-65 62-63 Three small buildings arranged within a 12" x 12" area.
77-79 66-68 64-66 A small farmyard comprising a farmhouse with one or two outbuildings bounded by a wall encompassing an area no more than 12" x 12".
69-70 67-68 An inn and stable within a walled courtyard bounded by a wall encompassing an area no more than 12" x 12".
80-81 71-76 69-75 An un-crossable approximately circular pond with a diameter no greater than 8".
77-79 76-77 One flanking table edge is a large un-crossable river or the sea coast. Troops may not move off this edge, and any troops being pushed back o or routed off the edge are all lost. Pursuers and other troops are halted.
82-86 80-85 78-87 78-83 A section of river or stream. Such bodies of water represent tributaries or small rivers not included on the map tile. If the tile is highland the result is always a stream.
87-90 86-93 88-95 An approximately circular bog with a diameter of no more than 8".
91-93 94-95 96-97 84-85 An area enclosed by ancient or agricultural earthworks. These are represented by 24" of earthen ramparts in 4" sections. They are as high and equivalent in all respects to walls. Earthworks may be positioned in any manner within an area no greater than 12" x 12".
94-98 96-98 98-100 86-88 A graveyard or any form of burial ground equivalent in area to 8" x 8"and no more than 12" long.
99-100 99-100 89-93 A stone cairn, tomb or group of tombs covering ground equivalent in area to 8" x 8" and no more than 12" long. Counts as very difficult ground.
94-100 A sheer sided, deep gully or chasm between 8 and 16" long and3" and 6" wide. The gully can be entered at its short sides, but troops cannot move in or out via the long sides. Troops pushed back or routed over a long side plummet to their death. Pursuers and other troops halt automatically.
Pincer Attacks
A pincer attack describes an encircling manoeuver, where two friendly forces approach an enemy force from different directions. A pincer attack will normally involve two friendly forces, but three or more forces could accomplish the same manoeuver.
Pincer attacks are difficult to coordinate properly, as it all too easy for one force to arrive before or after the other. To represent this, the player should roll a D6 for each force. The lowest roll indicates when that force arrives and the hour when the battle begins. The other dice indicates the hour when the other force is due to reach the battlefield. For example, if the dice scores are 4 and 2, the battle begins in the 2nd hour but the later force does not arrive until the 4th. If both forces arrive together then they deploy together exactly as if they were a single large force.
At the start of the players turn when a new force is due 0 arrive. the player rolls a D6.
1 The force has been unexpectedly delayed and will not arrive for a further 16 turns. When the force eventually arrives it is positioned on the players own table edge, and may not move until the following turn.
2-3 D6 units and any or all characters arrive on the players own table edge. Troops may not move until their following turn. Remaining units may be brought onto the table at the rate of one per turn together with any remaining characters. Troops may not make a move until the turn after their arrival.
4-5 D6 units and any or all characters arrive on a randomly determined lank edge. Troops 'nay net move until their following turn. Remaining units may be brought onto the table at the rate of one per turn together with any remaining characters. Troops may not make a move until the turn after their arrival.
6 The entire force may be brought onto the player's own table edge or any or both flanking edges. Troops may not move until their following turn. Any troops not placed on the table immediately may be brought on at any of the edges indicated at the rate of one unit plus any characters per turn. Troops may not make a move until the turn after their arrival.
End of the Game
The game is automatically ended by nightfall at the completion of the final turn. The game may also be ended before nightfall if any of the following applies.
1 One player concedes defeat.
2 Side has no un-routed units on the table. Units with less than 5 models only count if they are daemons. War machines and Chariots only count if their crews are more than five models.
3 Both players may agree at any time to stop the game in favor of a mutually agreed outcome, such as a draw.
If player find time is short then they may find it a good idea to fight for an agreed number of turns or for an agreed length of time.
Partial Force Optional Table Battle Rule
Some times space and model availability makes it impossible to represent an entire force on the table top. In this case both players agree to a point value of troops to bring to the table and fight for the strategic modifier to what would be the entire battle. Victory Point Result: Draw = 0, Minor Victory =0, Solid Victory = +1, and Massacre= +2 Strategic Modifier to be applied to the main battle.
Optional Weather Rules
Roll 2d6 for weather at the beginning of the battle after terrain has been placed but before units are deployed.
Weather Table:
2 Snow: Snow primarily inhibits movement. All troops on foot suffer -1M and mounted troops suffer -2M when moving through snow, and -1 to rally attempts. Roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consults the table below.
1 A blizzard has begun. The wind blows furiously, and the snow whips about. All figures suffer the following penalties: on foot -1M, mounted -2M, sight is limited to 18", -1 to hit on all missiles (not including war machines) and flying models can only fly half distance.
2-3 Snow begins to fall heavily. Rules for both snow and fog apply as above
4-6 No changes
3-4 Fog/Clouds: Heavy fog is a detriment to vision. Roll an Artillery dice and multiply the result by 3 to find out how far in inches the troops can see. Maximum range on all missile weapons, war machines, and spells is the result. Similarly, units can only charge enemies it can see.
5-9 Normal No changes
10 Windy: Windy weather primarily affects missile troops. All missile troops suffer a -1 to hit during windy conditions. This includes thrown weapons, but not war machines. Flyers movement is halved.
11 Rain: Flyers movement is halved. All missile troops suffer a -1 to hit. Any war machine that does not use BS to hit may only shoot on a 4+ on D6. Roll each turn to see if it may shoot. Also, -1 to rally attempts. Roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consults the table below.
1 A storm has begun with raging wind and blinding rain. All troops suffer the following penalties: on foot -1M, mounted -2M, a further -1 to hit with missiles, range on all missiles as per fog. Further, all hills become treacherous - no figure may move up or down any incline.
2-3 Rain begins to fall heavily and the wind begins to blow. Rules for both rain and wind apply as above, cumulative.
4-6 Rules apply as above with no changes.
12 Storm: Flyers may not take off, and it must use it's ground movement rate. -2 to missile fire. Any war machine that does not use BS to hit may only shoot on a 6+ on D6. Roll each turn to see if it may shoot. Also, -1 to rally attempts. Roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consults the table below.
1 A tornado has struck! It comes down somewhere on the battlefield and starts moving. Measure the center of the table and then roll misfire and scatter dice (re roll any misfires). This is where the tornado touches down (a 'hit' indicates the center of the table). Roll misfire and scatter dice again (re roll any misfires) and mark the location. This is where the tornado stops (ignore 'hit' rolls and use the indicator above the word 'hit' for the direction). Anything along the path of the tornado suffers D6 (use the stone thrower template for the path - any model which is covered by the template is hit; any model partially under the template is caught on a 4+). Buildings passed over by the tornado suffer the same effects. Any woods crossed become impassible along the path of the tornado. Mark where the tornado stops. If a tornado is rolled again the following turn, it continues from the previous place that it stopped. If a tornado is rolled again later in the game determine a new starting point as described above.
2-3 Thunder and lightning begins raging across the sky. Rules for both storm and wind apply, cumulative. In addition, at the start of each player's turn lightning bolts will strike one or more units. Each player rolls D6. The player that rolls the lowest nominates one of his own units to be struck by lightening. If roll is a tie, both players nominate one of their own units. Each unit that is struck takes D6 Strength 5 hits.
4-6 Rules apply as above with no changes.
Note: Once rain has affected armies, they stay soaked for the rest of the battle. Apply the worst penalty from the weather so far to missile units each time they shoot.
WINNERS and LOSERS
In addition to the WFB 6th edition victory points method of determining the winner, control of scenery on the battlefield adds to a player's victory points.
10pts For control of a hill. A hill is controlled if occupied by a 5 or more friendly troops and no enemy. If the hill is not controlled as described, it is considered to be controlled by the side that controls the table half containing the center of the hill
10pts For control of a bridge. A bridge is controlled if 1 or more models occupy the bridge and no enemy models within charge distance. If the bridge is not controlled as described, it is considered to be controlled by the side that controls the table half containing the bridge.
25pts For control of a table half. The table is divided long ways down it's middle. Count up the unit strength of troops from each side in each half. Heroes count as 5 points. Routers are not counted. If one side outnumbers its foe by 2:1 or more it controls the table half.
Working out the Winner
Once each side has worked out its victory points, use the Victory Points results table in WFB 6th edition: Draw=Draw
Minor Victory, Major Victory = Defeated, Massacre=Defeated and Scattered as per the Mighty Empires result.
Results
The results of the battles fought on the table top are exactly the same as those fought using the battle resolution system.
Note that casualties sustained while making a retreat over mountains or rivers cannot be recovered as can some of the casualties inflicted in the battle itself.
SIEGE
If players wish to resolve a siege using the full Warhammer Siege rules then it is necessary to tie the time scales of the two games together. A Mighty Empires game turn is the equivalent to a month(28 days) while a strategic turn in WH Siege represents one day. Work out how long the garrison's supplies last in Mighty Empires turns, and then multiply by 28 to give an equivalent in WH Siege days. Once a siege has been underway 28 days it is time for another Mighty Empires turn.
CASUALTY RECOVERY
This section of the rules only applies if you am using Warhammer Fantasy Battle to fight tabletop battles. Models removed as casualties during a battle are not necessarily slain. Some will be dead, but the majority are merely wounded or otherwise incapacitated. Following a battle some of the wounded may die, but others will recover sufficiently to rejoin the ranks. Once the battle is over and the two forces have completed any retreats and pursuit, each side recovers a proportion of its battlefield loses. Recovered casualties are placed back in their units and may fight normally from then on.
Rank and File Troops
If a unit ends the game off the table due to routing during the game, special rules apply as described later.
Otherwise all non-routed units in a force recover rank and file casualties at described below. Units that were caught by pursuers have a -1 modifier to recovery.
Roll a D6 and apply the following modifiers.
-1 if force defeated
-2 if force defeated and scattered
-l if force pursued
+1 if force victorious
Characters
Characters are an important part of the force and their fate makes a big difference to its battlefield potency. Characters falling as casualties during the game may be recovered in a similar way to units, though each character must make a separate D6 roll.
D6 Character's Fate
1 Dead
2-3 Wounded but rescued front the battlefield by friendly troops. Roll to determine his wounds using the Wound Chart.
4-5 Lies unhurt, but unconscious on the battlefield. If his side is victorious, or if the result is a draw, he recovers automatically at the end of the game. If his side is beaten he will he captured by the enemy.
6 Although lightly wounded he manages to escape permanent harm, and avoids his enemies. The character makes a full and immediate recovery and rejoins his force.
Roll 2D6 and consult the wound chart to determine the effect of wounds on surviving characters the result indicates:
Wound: The nature of the wound
Recovery Time: The time, in campaign turns, taken for the wound to heal. Some wounds cannot be recovered until the end of the current season as indicated.
Penalty whilst Recovering: The penalty applied to the character during recovery time. If a battle is fought during the recovery time of the wound, this penalty will apply. The result of out of action indicates the character may not participate in any battle during the recovery time.
Permanent: The penalty applied to the character after the above penalty no longer applies.
| 2D6 | Wound | Recovery Time | Penalty whilst | Permanent Effects |
| Recovering | ||||
| 2 | Severe Arm Wound | remainder of season | out of action | Amputation. May not |
| use shield. WS -2 | ||||
| 3 | Light Arm Wound | 1 turn | WS -3, S -2 | none |
| 4 | Critical Head Wound | remainder of season | out of action | WS -2, BS -2, Ld -1 |
| 5 | Severe Head Wound | 3 turns | out of action | WS -1, BS -1 |
| 6 | Light Head Wound | 2 turns | W -1,WS -2, BS -2, Ld -1 | none |
| 7 | Superficial Head Wound | 1 turn | W -1,WS -1, BS -1 | none |
| 8 | Light Body Wound | 2 turns | S -1, T-1, W -1 | none |
| 9 | Severe Body Wound | 3 turns | out of action | T-1 |
| 10 | Critical Body Wound | remainder of season | out of action | S -1, T-1, W -1 |
| 11 | Light Leg Wound | 1 turn | M x ½ | none |
| 12 | Severe Leg Wound | remainder of season | out of action | Crippled. M x ½ |
Battlefield Damage
Any loss of wounds or any other characteristic during the battle is immediately made good once the battle is over.
Magic Items that are one time use are recharged. Standards are not regained if lost to the enemy or during rout. Standards left on the battlefield automatically fall to the winning side. In the event of a draw they are lost.
Routers
A unit which routs from the table during the game, or which is routing when the game ends, cannot recover casualties it has lost during the battle.
Characters who rout from the battlefield can be recovered exactly like other characters - there is no additional penalty other than personal humiliation.
Booty
Booty can be taken during the battle by capturing an enemy standard but most booty is taken after the battle once the enemy has retreated.
If a defeated force abandons its baggage, war engines or war altar, these are automatically captured by the enemy. Captured baggage is added to the victorious forces own baggage train: the usual limit of 6 baggage points per banner applies and any surplus is lost. Captured war engines may be used by their captors if they have sufficient spare crewmen to man them. Otherwise, all captured war engines and war altars remain with the force as part of its baggage trait, and automatically sent back to the capital at the end of the season.
Standards captured in battle, or taken form the field at the end of the battle, are also added to the baggage. They remain with the army until the end of the campaign season when they are transferred to the capital.
Prisoners
Character models taken prisoner after being discovered lying wounded on the battlefield are added to the victorious forces baggage train. A captives weapons and equipment, including any magic items, are lost to the victor immediately, if they can be used by them. Prisoners are carted about in chains until they are recaptured along with the baggage, or until the end of the campaign season when they are transferred to some deep dungeon in their enemys capital.
A player may elect to execute arty prisoners during his turn, However because characters are naturally favored individuals, any attempt to slay them may well precipitate unforeseen events almost certainly leading to their escape. If electing to execute a character roll D6.
D6 Character Execution Result
1 Character overpowers guards and escapes by means of heroic subterfuge, spectacular swordplay, and unrivaled bravado. The character immediately rejoins the nearest friendly force. His equipment has been lost, but he may be provided with a hand weapon, light armor and shield without cost.
2 Character escapes by feigning illness, slipping past his guards and leaving his enemys camp dressed as a serving woman, leper, or beggar. The character immediately rejoins the nearest friendly force as for 1.
3 Character escapes by bribing the executioner to substitute his body or fake his death. Abandoned and destitute, the character makes his way towards his capital, reaching it at the end of the campaign season.
4 Characters execution is stayed at the last moment due to evil omens, portents of doom, and other irrefutable indications of divine disfavor. The character remains a prisoner.
5-6 Character fails to come up with a convincing plan of escape and is duly executed by his captors.
RACIAL RULES
This section deals with the different races available in the Warhammer World and their inherent strengths and weakness.
Up until now it has been assumed all races empires behaved similarly and these rules define the differences.
Also, rules for each races temple and other rules.
Allied and Mercenary banners are subject to their own racial rules.
DWARFS
Dwarfs build their homes in the mountains, Often tunneling deep into the stone to fashion whole underground cities, Dwarfs also build conventional dwellings, but they retain a strong association with mining. stone working and mountains.
A Dwarf force is more likely to find a route through mountains than other races. When making a route roll across mountains, a force of Dwarfs adds +1 to its Route dice roll.
A Dwarf settlement in a mountain tile will include numerous tunnels and caverns cut into the rock. These enable the Dwarfs to withstand the most persistent siege. In this situation defending Dwarf casualties sustained as a result of an assault are always halved. Any battery roll made against a Dwarf mountain settlement suffers a -2 modifier so that a roll of 1,4 has no effect, a 5 causes only minor damage +1 assault bonus) and a 6 causes major damage (2 assault bonus).
Dwarfs are also very proud, loyal and persistent. No Dwarf settlement of any kind or in any location can be
betrayed as a result of a starvation roll unless it includes mercenary or allied banners. No Dwarf settlement will
surrender as a result of starvation unless the opposing besiegers are also Dwarfs.
Dwarf Miners may only use their tunneling ability if fighting in the Dwarf empire's tiles.
Dwarf Experienced Character Traits.
Ancestral Heirloom: Gain a 25 point rune for free for this character. If character is killed, the rune is lost.
Tunnel Fighter: Character is used to fighting in confined spaces and fight better. Character gets +1 WS and +1A if fighting inside a terrain piece.
Dwarf Temples. Dwarf temples contain many Dwarf magic items. These may be used by the player. Each Temple will provide D6x25 points of magic items per year. These may be taken in the winter season. Also, these are fortresses in their own right and acts as fortresses in respects to combat.
Dwarf WHQ Heroes. The player may hire any WHQ race though will not hire parties with elves of any sort in them.
Dwarf War Bands. Dwarf War bands follow the Dwarf Treasure Hunter rules in Mordheim. (Or any other reasonable Dwarf war band)
EMPIRE
The Empire is the yard stick for which the Mighty Empires rules were developed. There are no special rules that effects it.
Empire Experienced Character Traits.
Inventor (Non-Knight Heroes only): Your character is skilled at maintaining and improving war machines and other weapons. After each season you may try and improve the strength or range of one missile weapon or war machine. This works on a D6 roll of 5+. You may add +1 S (max 10) or +6" to the range. You may only improve each weapon once.
Deadly Accurate: You are expert at hitting the enemy in such a way as to cause permanent damage. Any character you take down in HtH combat has -1 to their injury rolls.
Divine Protection: Your character has great faith in his god (whether this is Sigmar, Ulric, Myrmidia, etc) and he is under his god's protection. Your hero gains a natural dispel. Any spell affecting him or unit he is with may add +1 to the dispel roll when the dispel roll is attempted.
Empire Temples. The Empire boasts many monastery fortresses for knights who belong to one of the Empires Orders such as the Knights Panther, the White Wolves, and the Knights of the Blazing Sun. Once the temple is founded, the order will recruit and train knights at its own expense. The money is raised from the populace by means of tithes and pious donations and costs the imperial treasury nothing. The Empire does however gain D6x100 points of knights to augment the army during each campaign season for as long as the temple remains active.
Roll for this force in the recruitment phase and place a banner representing them on the temple tile at the start of the campaign season. The force disappears at the end of the campaign season and you roll again during the next recruitment phase. Temple troops do not accumulate from season to season; the number available is always random and varies from year to year. The temple counts exactly like a fortress if attacked.
Empire WHQ Heroes. The player may hire any WHQ race, barring Skaven or Chaos Heroes.
Empire War Bands. Any human war band. (Use common sense)
DARK ELVES
When Dark Elf scouts discover a "friendly" settlement, there is a 50% chance that the Dark Elves will still attack. Treat the attacked settlement as Independent.
Dark Elves being master spell casters may roll twice and choose the better spell during each Equinox.
The Adepts of Khaine are unrivaled assassins, and thus Dark Elves get 2 assassins per gold during the Espionage phase.
The Black Arks and Sea Monster navy of the Dark Elves is a powerful foe upon the seas. They always outsail their enemy and may choose to bring ships to battle and also gain +1 to their Naval Engagement roll. Also, all Harbor cities have a Naval Academy.
Dark Elf Experienced Character Traits.
Unreasonable Hatred: Your character hates everyone and everything that moves on the world; and wants to kill them all very slowly. Your character hates all opponents.
Parry: One enemy per turn loses one h-t-h attack against you, as you skillfully parry their attacks.
Dodge: you move so quickly that you can get out the way of incoming attacks. You gain a Dodge a successful hit on a 5+. If you wear heavy armor or are mounted you can only dodge on a 6+.
Deadly Accurate: You are expert at hitting the enemy in such a way as to cause permanent damage. Any character you take down in HtH combat has -1 to their injury rolls.
Dark Elf Temples. The Temple-fortresses of the Witch Elves are terrible sanctuaries dedicated to Khaine, lord of blood and slaughter. At the start of each campaign season the empire gains D6x100 points of Witch Elves, Assassins or Sorceresses from each temple. Roll for this force in the recruitment phase, and place a banner representing them on the temple tile at the start of the campaign season. The force disappears at the end of the campaign season and you roll again during the next recruitment phase. The temple troops aren't accumulated from season to season -- the number available is always random and varies from year to year.
Special restrictions: Deep subterranean caverns are required for Witch Elf rituals, so temples are never built in river valley tiles where deep caverns would be flooded.
Dark Elf WHQ Heroes. May only hire WHQ Hero Parties containing at least one Dark Elf Hero
Dark Elf War Bands. Follow all the Mordheim rules for Dark Elf War Bands.
ORCS and GOBLINS
Goblinoids require subsistence just like Men, Elves and other creatures. Unlike these other creatures, goblinoids are cannibalistic. As supplies run out, the smallest end up on the tables of their larger cousins. The loss in points value of troops from subsistence shortfall is therefore double for these creatures.
Players using tabletop armies must take those losses from Snotlings or Goblins so long as there are Orcs and Trolls in the banner. Alternatively, if a force has enemy character prisoners, these may be eaten rather than the players own troops. As food, prisoners are worth their basic points value for their level and race
Goblinoids are hardy creatures with astonishing powers of endurance. They can march for days at a time and can cover ground very quickly, but may lose many of their troops as stragglers or through exhaustion.
A goblinoid force moving into a tile without precipitating a battle or siege may attempt to scout and move again - this is called a forced march. In order to make a forced march further subsistence must be provided immediately for the entire force. This additional subsistence may come from either the occupied tile or from baggage exactly as normal. If subsistence cannot be provided a forced march move is not allowed. If the force successfully scouts an adjacent tile it must move into it exactly as for normal movement, regardless of what the tile contains. Once it has completed this second move the force takes casualties representing losses due to desertion and exhaustion.
D6 Effect of Forced March
1 Lose D6x50 points value from each banner in the force.
2 Lose D6x20 points value from each banner in the force.
3 Lose D6x10 points value from each banner in the force.
4 Lose D6x5 points value from each banner in the force.
5-6 No effect. The force survives its grueling march without sustaining further casualties.
Losses sustained due to forced marching are deducted from amongst each affected banner. Players using tabletop armies may select which models they wish to lose - the cannibal rule which applies to subsistence shortfall does not apply to forced marching.
Goblinoid Waaa-Magic is granted by their gods, thus do not cast Equinox Magic.
Orcs and Goblins Experienced Character Traits.
Fearsome Leader: Any units within 12" may choose to re-roll animosity results.
Strongman: Hero is so strong that he can wield a sword as easily as others would wield a toothpick. You may ignore the normal penalties of striking last with a double handed weapon. This may not be used in conjunction with a magic weapon.
Orc and Goblin Temples. Orc and Goblin temples usually take the form of waa-totems that act as a focus for gatherings of Orc and Goblin tribes in temporary alliance massing for an Orc holy war. At the start of each campaign season D6x200 points of Orcs and Goblins gather at the waa-totem and are available for the army of the Orc empire. Roll for this force in the recruitment phase and place a banner representing them on the totem tile at the start of the campaign season, The force disappears at the end of the campaign season. Roll again during the next recruitment phase. Orc troops do not accumulate from season to season. The number available is always random and varies from year to year.
Special restrictions: Orc/Goblin temples have no defensive value at all, they do not count as fortresses in the same way as other temples.
Orc and Goblin WHQ Heroes. This empire does not hire or generate WHQ Heroes.
Orc and Goblin War Bands. Follow all the Mordheim rules for Orc war bands.
SKAVEN
The empires of Men, Elves and most other creatures consist of a network of cities, fortresses and villages. Skaven on the other hand can only live from the ruins of other race's civilizations. This makes Skaven completely different to other troops.
Skaven may subsist by foraging in the normal way within their own realm. The capital and its six surrounding tiles represent a major base of operations such as the fabled city of Skavenblight. Skaven cannot subsist in any other tile unless it contains a settlement which has been razed. However, unlike other races, Skaven may subsist in a razed tile, drawing 1 subsistence point in the same way as other races subsist from a village. Note that regardless of the type of razed settlement 1 subsistence point can be drawn.
A Skaven player will be forced to raze any settlement he captures in order to survive. This will yield baggage in the normal way, as well as allowing Skaven to subsist in the razed tile. Tiles razed in the previous campaign season will recover subject to the normal over winter recovery test.
In a Skaven Empire razed settlements are still considered to be part of the empire. So it is important to leave territory markers in place Skaven banners may trace a route over the razed areas when they retire to Winter Quarters. If forced to retire over razed tiles which are not part of their empire Skaven banners are obliged to make Winter Retreat just like any other race. This is because areas razed by them are in fact riddled with underground tunnels, food hoards, and other sub-surface supply sources which are unusable or undetectable by other forces. Skaven may collect normal revenue from their own realm and any un-razed settlements in their empire. Any sized settlements provide1 point of revenue.
Skaven Experienced Character Traits.
Lucky for Some: For every wound your character takes roll a D6, on a 5+ the wound may be given to any friendly model within 4", as your character happens to duck at the last second or happens to turn his head just in time.
Knife-Fighter: You possess an incredible skill with thrown missiles. You can throw up to 3 knives or throwing stars in your shooting phase. This may not be combined with Quick Shot. This skill also allows you to take knives or stars at a cost of 1 point.
Tunnel Fighter: You are used to fighting in confined spaces and fight better. You get +1 WS and +1A if fighting inside a terrain piece.
Skaven Temples. A Skaven temple is a subterranean warren where dark sacrifices are offered to the dreaded Horned Rat the unutterably sinister god of the Skaven. The temples are protected by many Skaven, especially Warlocks and Seers.
The temple provides D6x100 points of Skaven Warlocks/Seers at the start of each campaign season plus D6x100 points of other Skaven troops. Note that these troops return to their temple at the end of each year, so they never accumulate, and the total number of temple troops varies from year to year.
Skaven WHQ Heroes. Skaven empire may hire any WHQ Hero party with a Skaven character.
Skaven War Bands. Follow all Mordheim rules for Skaven Eshin War bands.
S
HIGH ELVES
Although the High Elves themselves are not a maritime race, their close cousins and associates the Sea Elves are masters of the craft. High Elf armies include many Elves of this race, and their sailing craft are always manned by Sea Elf crews, Elven craft always outsail sail their enemy, and so may always bring enemy ships to battle if they wish, Elven fleets always add +1 to their naval engagement score when fighting enemy ships. All Harbors also have a Naval Academy.
High Elves are also amongst the most powerful magicians in the world. During the Equinox Magic phases of Spring and Autumn High Elves may cast two spells from their capital rather than 1. A banner must still occupy the capital at the appropriate times.
High Elf Experienced Character Traits.
Shadow Walker: Your character is adept at walking in shadows and sneaking up on the enemy, he may infiltrate as a Shadow warrior if on foot.
Eagle Eyes: Character's sight is exceptionally keen. You gain 6" to the range of any ranged weapons.
Dodge: you move so quickly that you can get out the way of incoming attacks. You gain a Dodge a successful hit on a 5+. If you wear heavy armor or are mounted you can only dodge on a 6+.
High Elf Temples. The temples of the Elves are the sanctuaries of powerful Elven priesthoods. Constant ritual ensures that the tile containing the temple is immune from the effects of any kind of magic and Dragonrage. Such things flow around the region of the temple leaving it unharmed. For this reason, important Elf cities are often provided with a great temple. High Elves may build temples more cheaply than any other race. If built in a city tile, a High Elf temple will only cost 5 gold crowns to construct.
High Elf WHQ Heroes. May hire any WHQ heroes without evil/chaos members in the party.
High Elf War Bands. High Elves use the Shadow Warrior war bands according to all the Mordheim rules.
WOOD ELVES
Wood Elves are naturally attuned to woodland living and may therefore derive subsistence from a tile containing a wood. An otherwise unsettled wooded tile provides 1 subsistence point for Wood Elves. If the tile has a settlement normal subsistence applies. Wood Elves may even forage for 1 point of subsistence in a razed tile that contains a wood.
Wood Elf Experienced Character Traits.
Beastmaster: Your hero feels an affinity for the animals. Roll a D6 1-3 he befriends 3 fighting birds of prey, 4-6 he befriends a wildcat.
Quick Shot: Character may fire twice per turn as long as you don't move.
Eagle Eyes: Character's sight is exceptionally keen. You gain 6" to the range of any ranged weapons.
Wood Elf Temples. Wood Elf temples are hidden in the leafy glades of the deepest forests. For each temple, the empire gains D6x100 points of Wardancers, Wizards or Scouts at the outset of each campaign season. Roll for this force in the recruitment phase, and place a banner representing them on the temple tile at the start of the campaign season. This force disappears at the end of the campaign season. Roll again during the next recruitment phase. Temple troops dont accumulate from season to season. The number available is always random and varies from year to year.
Special restrictions: Solitude and contact with the wild aspect of nature is required for the rituals, so temples can only be founded in wooded or barren tiles.
Wood Elf WHQ Heroes. May hire any WHQ heroes without evil/chaos members in the party.
Wood Elf War Bands. Wood Elves use the Shadow Warrior war bands according to all the Mordheim rules.(or other reasonable war band rules)
BRETTONIANS
The feudal nature of Bretonnia gives rise to certain differences from the Empire. The player must honor all agreements. During the espionage phase, Assassins, Saboteurs, or Spies may not be used. When defending a tile with a settlement, Brettonians may gather peasantry to help defend...roll on table below: If the points roll equal to or greater than 170, player takes the Green Knight for the battle; other points (or if less than 170pts, all points) must be rank and file peasantry units (bowmen, men at arms, squires); at the end of the battle, ½ of the remaining peasantry troops may be kept by the banner.
| D6 | Village | Fortress | City | Capital |
| 1 | None | None | None | D6x10 |
| 2 | None | D6x10 | D6x20 | D6x20 |
| 3 | D6x10 | D6x20 | D6x20 | D6x20 |
| 4 | D6x10 | D6x20 | D6x20 | D6x30 |
| 5 | D6x20 | D6x30 | D6x30 | D6x30 |
| 6 | D6x30 | D6x50 | D6x50 | D6x50 |
When Bretonnians find a temple there is a 50% chance it is a Grail Temple. If a Grail Temple is found by a Brettonian banner, all Questing Knights become Grail Knights, and any Knight characters get the Grail Virtue (superceding Knight/Questing virtue); temple is then removed from the tile.
Bretonnian Experienced Character Traits.
Natural Hero: If any other friendly character in 6" is killed on a D6 roll of 6, with a brilliant display of heroics your hero saves his life. The saved warrior remains in play with 1 wound.
Parry: One enemy per turn loses one h-t-h attack against you, as you skillfully parry their attacks.
Divine Protection: Character has great faith in his Lady, he is under his god's protection. Your hero gains a natural dispel. Any spell affecting him or unit he is with may add +1 to the dispel roll when the dispel roll is attempted.
Bretonnian Temples. The temples of Brettonia are in reality fortress monasteries for knights belonging in one of the holy orders of Bretonnian chivalry. Once the Temple is founded, the order will recruit and train knights at its own expense. The money is raised from the populace by means of tithes and pious donations and costs The Imperial Treasury nothing. The empire does, however, gain D6x100 points of knights to augment the army during each campaign season for as long as the temple remains active.
Roll for this force in the recruitment phase, and place a banner representing it on the temple tile. at the start of the campaign season. This force disappears at the end of the campaign season and you roll again during the next recruitment phase. You don't keep accumulating temple troops from season to season. The Temple counts exactly like a fortress if attacked.
Special restrictions: Bretonnian knightly orders require solitude and opportunities for heroic quests. Consequently their temples are only ever founded in barren tiles.
Bretonnian WHQ Heroes. The empire may hire any party as long as it does not have evil members in it.
Bretonnian War Bands. Marienburger, or other Bretonnian based war bands following Mordheim rules.
LIZARDMEN
Due to their nature and swamp/jungle dwelling experience Lizardmen armies gain +1 to route rolls over rivers.
Slann Mage-Priests are extraordinary spell casters and can cast 2 spells per equinox, and may roll 3 times and choose best 2. Lizardmen armies have -1 to winter retreat rolls and ½ bonuses for winter events.
Banners with Slann priests may use each other's scouts for moving, even if not in the same hex.
Lizardmen Experienced Character Traits.
See the Future: Character can read signs in the sky, and knows how to decipher ancient plaques. This character can re-roll one dice per game as he knows what will happen and can be better prepared.
Quick Shot: You may fire twice per turn as long as you don't move.
Divine Protection: Your character has great faith in his god and is under his god's protection. Your hero gains a natural dispel. Any spell affecting him or unit he is with may add +1 to the dispel roll when the dispel roll is attempted.
Lizardmen Temples. Lizardman temples are great pyramids erected for funeral and religious purposes. Each campaign season the player may generate D6x100 of temple guards, etc., for that season only, non-cumulative.
Special Restriction: Lizardman Temples may only be built in the capital or cities.
Lizardmen WHQ Heroes. The empire may hire any WHQ parties that do not have a Barbarian in them.
Lizardmen War Bands. The empire may use any Lizardman or Tilean/Empire war bands according to Mordheim.
CHAOS DWARFS
Chaos Dwarf Experienced Character Traits.
Slavemaster: The character's cruelty knows no bounds. He is a master at controlling the goblinoids under his command. Any goblinoid units within 12" of your character may re-roll failed break tests.
Deadly Accurate: You are expert at hitting the enemy in such a way as to cause permanent damage. Any character you take down in hth combat has -1 to their injury rolls.
Strongman: You are so strong that you can wield a sword as easily as others would wield a toothpick. You may ignore the normal penalties of striking last with a double handed weapon. This may not be used in conjunction with a magic weapon.
Chaos Dwarf Temples. Chaos Dwarf culture is based on slavery and the founding of a "temple" will give the player D6x200 points of goblinoid troops per season non-cumulative, from the slave pits.
Chaos Dwarf WHQ Heros. Chaos Dwarfs do not generate WHQ heroes or are able to hire any.
Chaos Dwarf War Bands. Any appropriate war band (orcs perhaps)
UNDEAD
Undead have three different cultures of empire that they may be: Necromancers, Vampire Counts, and Khemri Tomb Kings. Each of these have differences in the way they are played. All Undead, however, add +1 to any recovery rolls for table top losses. Only half of the empires heroes are "undead controlling"
Necromancer Empires. Empires of this sort usually revolve around a powerful Necromancer and his apprentices or large covens of these evil spell casters. The table top armies follow the "Necromancer's Army" rules from the Vampire Counts army lists. While these armies do not suffer the rivalry and animosity of the Vampire Counts, the Necromancers hold on their troops is more tenuous. Undead of all types do not require subsistence and any baggage they acquire is destroyed. While they don't suffer from subsistence short fall they can be affected by a form of instability. Every banner must have at least one Necromancer. If it does not then it is immediately destroyed, unless it has a Wight Lord who may return the army to the capital ONLY. If the army is engaged in combat again before reaching the capital, it is destroyed.
During each subsistence phase each banner must test for instability. On a D6 score of 6 it is affected and loses troops in the same way as subsistence shortfall. If a tile is occupied by more than one banner the chance of instability is greater. So if two banners are in a tile they suffer shortfall on 5 or 6. If three banners are in a tile they suffer short fall on 4, 5, or 6. If more than 3 banners are in a tile shortfall is automatic. Banners do not suffer from instability while in a Necropolis tile.
Vampire Counts. These empires representing the Vampires in the pantheon of Undeath are loose confederations of the different bloodlines. The table top armies may field any of the bloodlines unique armies, but in separate banners only. The common bond among the bloodlines is not thicker than water. If a force consisting of different bloodlines is attacking or defending then the player must nominate one banner as the main body force that is attacking or defending. The other banners may or may not aid the banner of the different bloodline. Roll D6 on 1 or 2 the banner does nothing, on 4, 5, or 6the banner will add its strength to the force as normal. The exception to this are the Strigoi they will not aid nor be aided by the other bloodlines. On the table top if the controlling leadership of one bloodline is killed then the other bloodline commander may attempt to take control of the others troops. On a D6 roll of 4, 5, or 6 he is successful, otherwise the troops follow the regular rules for losing their commander. Whenever a new banner is created determine its bloodline: D6 roll of 1 is Strigoi(no subsistence needed), 2-3 Roll D6 1-2 Blood Dragons(+1 Battle Modifier) or 3-6 Von Carstein, 4-5 Lahmian, 6 Necarch(two spells per equinox if banner is in capital). Every banner must have at least one Vampire or Necromancer. If it does not then it is immediately destroyed, unless it has a Wight Lord who may return the army to the capital ONLY. If the army is engaged in combat again before reaching the capital, it is destroyed. Most Vampire Counts armies use baggage like other armies, even though they use large amounts of undead, there still is a large enough presence of living troops to necessitate baggage, not to mention the fresh blood needed by these dark lords.
Khemri Tomb Lords. A unique empire consisting of Mummy lords and Liche Priests with vast undead armies. While they suffer neither from instability or from the dissension of the Vampire Counts, their hatred of the living makes them attack and raze any settlement they encounter. Treat all settlements found by scouts as independent. Any settlements razed may be recovered as normal and may become part of the Khemri Empire. Khemri banners do not use or collect baggage. Khemri also may not participate in the diplomacy or espionage phase. Empires sending agents, assassins, etc., do so at -1 to their result roll. Khemri banners may add +1 to their roll to awake the dead at a Necropolis
Undead Experienced Character Traits.
Resurrect: Any character in your army who was "slain", you may try to resurrect with their experience intact. This works on a 4+.
Blood Line Power:(Vampire Counts ONLY) add one power for half points cost during the next recruitment phase.
Power up magic: wizard gains one extra power dice.
Note: spell casters/vampires only gain these skills.
Undead Temples. Search for a Necropolis.
Undead WHQ Heroes. Necromancer: May hire any non-good parties. Vampire Counts: May hire any (Lahmian Swains)
Khemri: None and generate none as well.
Undead War Bands. Any Undead or Necromancer War bands appropriate following all Mordheim rules.
DOGS of WAR / TILEAN / ESTALIAN
Empires of this sort are loose confederations of city states, principalities, and republics. A hot bed of intrigue, science, the arts, world exploration, and mercenaries. Table top armies use the Dogs of War list. During each espionage phase the player may purchase two operatives for the price of one and may mix the types. IE one crown for one agent and one saboteur.
Dogs of War Experienced Character Traits.
Grizzled Veteran: This character has seen it all before. Nothing in battle holds any worry for him. Your hero is immune to psychology.
Deadly Accurate: This character is a expert at hitting the enemy in such a way as to cause permanent damage. Any character you take down in hth combat has -1 to their injury rolls.
Parry: One enemy per turn loses one h-t-h attack against you, as you skillfully parry their attacks.
Dogs of War Temples. Not necessarily a temple but many aspects of Tilean society. The player may pay 2 crowns to roll D6 on the following Patronage Chart
1 Pike unit worth 250 points For one season Non cumulative
2 Engineer (use Imperial Engineer) worth 55 points For one season non cumulative
3-4 Trade Caravan returns gain extra D6 crowns plus one magic item worth up to 50 pts
5 Innovative Tactics +1 to combat resolution for that campaign season
6 Fleet improvements either +1 to naval resolution for a campaign season or one free ship
Dogs of War WHQ Heroes. May hire any.
Dogs of War War bands. May hire any appropriate according to Mordheim rules
CHAOS
The dark hosts of the Chaos powers rarely band together, though when they do they shake the foundations of the world.
The realm of the empire is actual Chaos wastes of the world. Here the player may field daemons as part of his defensive forces (IE the unoccupied realm forces) Any lands belonging to the empire are considered part of the Chaos Wastes and daemonic troops may be present. One exception to this is besieged tiles may have daemonic forces after the first turn of the siege. The player may field any of the forces of Chaos, Khornate Legions, Beastman Armies, Tzeentchian Hosts, Undivided Glory of Chaos Armies, etc. Banners of opposing powers may not occupy the same tile. If they are forced to they destroy each other and are removed from the map. Due to the nature of these armies any settlements found by them may be attacked and razed regardless. If a "friendly" settlement is found there is a chance that it will considered Independent. On a D6 roll of 1 or 2 the settlement is friendly and may join the empire, on 3, 4, 5, or 6 it is Independent. Any independent settlements that are defeated must be razed. These razed settlements can be recovered as normal and become part of the Chaos empire. Beastman banners can get one point of subsistence in wooded tiles. Chaos Banners may move into Chaos Voids normally. and Sorcerers may spend a turn to conjure demons. Roll D6:
1-2 Sorcerer sucked into the void and lost.
3 Nothing happens.
4 Summon 1d6x50 pts of daemons.
5 Summon 1d6x100 pts of daemons.
6 Summon 2d6x100 pts of daemons.
Chaos Experienced Character Traits. Automatic Chaos Reward.
In addition to regular experience gained by characters they gain a Chaos Reward for every 10 experience gained. In addition and on top of the regular experience points that can be gained the following also give Chaos Characters Experience or Victory points.
+9 for slaying a greater daemon of another power
Khorne: +5 for slaying a wizard, +1 for slaying a slaying a Slaanesh follower, +9 for slaying a Slaanesh Champion,
+2 for slaying any other chaos champion
Slaanesh: +1 Slaying a enemy via magic, +1 for slaying a Khorne follower, +9 for slaying a Khorne Champion, +5 Slaying an enemy via Acquiescence or Beam of Slaanesh spells.
Nurgle: +1 infecting an enemy with a disease other than Nurgle's Rot, +5 Infecting an enemy with Nurgle's Rot, +1 slaying a follower of Tzeentch, +9 slaying a champion of Tzeentch
Tzeentch: +1 slaying a follower of Nurgle, +9 slaying a champion of Nurgle, +1 Slaying a enemy using Transformation spell, double experience points for the battle for slaying an enemy General.
Chaos Temples. Chaos temples act as a focus for gatherings of various Chaos creatures. At the start of each campaign season D6x100 points of Beastmen, Centaurs, Minotaurs or Chaos Creatures gather at the temple and are available for the Chaos army. Roll for this force in the recruitment phase, and place a banner representing them on the temple tile at the start of the campaign season. This force disappears at the end of the campaign season and you roll again during the next recruitment phase. The temple troops aren't accumulated from season to season; the number available is always random and varies from year to year.
Special restrictions: Temples of Chaos are only founded in barren tiles where sufficient wasteland exists to harbor Beastmen and other creatures of Chaos.
Chaos WHQ Heros + War bands. They are one and the same except generated champions(WHQ Heroes) follow the Realm of Chaos rules(3rd edition) and are "controlled/hired" when a banner occupies the Heroes tile. Newly generated Champions always start on the edge of another players empire. Chaos empires may not hire other WHQ Heroes. These Champions and their war bands act as WHQ Heroes/War Bands in all respects except that they may raze enemy/non-Chaos villages and gain 2 experience per village.
BONUS: