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The Rules Continued
(updated 19 Oct 2003
)

POST-COMBAT
The victor will keep the province where the battle took place. The loser must retreat where it came from if possible, or if it can not, or if it did not move that turn, then it must move to a home territory if able, or an empty territory. If it must retreat into enemy territory then it will fight another battle. Use this chart to determine results. Note: Characters are treated separately (see post-combat: characters, below)





Army
Size
Win or
Tie
Minor
Loss
Major
Loss
100%
Wiped Out
1,000 or less
No change
No Change
-500 pts
Destroyed
1,500
No change
No Change
-500 pts
-1,000 pts
2,000
No change
-500 pts
-1,000 pts
-1,500 pts


Guerrilla tactics: Any army which faces an army at least 1,000 points less than iteslf and wins will take 250 points off its army size after the battle. This is the result of the sabotauge which a small, flexable force can do when they are hard to find and are stealthy.

Withdrawal: "Run Away! Run Away!" An army that wishes to flee the battlefield before combat begins, or at the start of one of their own turns during the battle may do so. Withdrawal from the battlefield counts as a Major Loss.

Looting: Victory brings rewards. For a Minor Victory add 100 gold pieces for each 500 points of army faced. For a Major Victory, add 150 gold pieces for each 500 points of army faced.

Characters: Character Recovery Roll
For Characters that are killed, but the army survives, roll d6:

1
The Character is dead. Sorry.
2-3
The Character is captured by the enemy
(roll for items*)
4-5
The Character recovers, but has 1 less wound next battle
6
The Character recovers fully

Note: Winning the battle gives the player +2 to their roll


Characters of destroyed armies

1-3
Dead
4-6
Captured



Magic Items of Captured or Dead Characters roll d6

1-3
the item was lost or destroyed
4-6
item is intact. Can you use it?*

When you CAN use Enemy Magic Items:

  • If the item is a “common magic item”.
  • If the item appears in your Army book, or one just like it.
  • If it is a magic weapon or armor of a mundane type
    the character can use.


When you definitely can NOT use it:

  • If the item has a particular use that only works with the army it was designed for and you do not command that type of army. Ex. Vanhells Dance Macabre.


Captured Characters: Can be ransomed, traded, etc. Alternately, Chaotic armies may “Sacrifice” a character for either going first or to make one unit Frenzied for one battle. Lawful armies may “Execute” a character for making defenders Stubborn against that army’s invaders (For Bretonnians, Ld is at +1).

 

CHARACTER EXPERIENCE
Every battle a character takes place in and survives gives the character 1 experience point (XP). Each XP allows the player to make one special action, either general or race-specific, in a battle

General Actions:

  • Re-roll 1 die (involving the character, not the army in general)
  • Take a single 5+ ward save
  • Add +1 to a cast or dispell roll. Note: may not be used to change a miscast or make a roll irresistible force. Mage Only.

Race Specific:

  • Ork, Chaos: +1 Strength to one hit
  • Goblin, Skaven: Poison attacks for one round
  • Undead: enemy –1 Ld to one enemy fear check
  • Elf: Strike first in one combat even if charged
  • Humans: +1 Ld for one Ld check
  • Dwarf: +1 Combat Resolution to one combat the character is in.

 

CONQUEST
When a battle takes place in a town or city you may either “Sack” it or ‘Hold” it. A Sacked town is destroyed and adds 500 gp to the Kingdom’s Treasury. A Sacked city is destroyed and adds 1,000 gp to the Kingdom’s Treasury. A town or city that is not sacked may be converted into a new town or city for the conquerors. To do this, it costs half the price of building a new town or city (see below) as there will need to be repairs, changes, populations to suppress, etc.

 

RUINS
Ruins attract many dangerous creatures which requires stealth and subtlety. The player may detach up to 250 points from his army to secure the ruins. The battle for the ruins is played using Warhammer Skirmish rules. roll d6:

1-3
250 points of orcs, beastmen, cultists, etc.
4-5
250 points of large creatures: trolls, rat ogres, ogres, etc
6
Monster lair: Wyvern, Griffon, Hippogriff, Giant, Treeman*(if in forest)


The ruins contain treasure that the victor may claim: roll a d6

1
Power Stones (1 use per battle)
2
Staff of Sorcery
3
War Banner
4-6
Roll d6 on common items: (1=Enchanted Shield; 2=Biting Blade; 3=Sword of Might; 4=Sword of Battle; 5=Sword of Striking; 6=Amulet of Protection (6+ ward)


* If the player loses the skirmish, his army may not move to the province

Magic items gained from combat do not need to be purchased nor do they apply to a characters maximum points of magic items. Alternately, they may be given as a sign of office to a unit to be used by the unit’s champion or standard banner (if the item is a banner).

If the skirmish force is wiped out, the army is reduced by 250 points.

 

KINGDOM ADVANTAGES BY RACE

EMPIRE
“Defenders”: +250 pts of core troops when defending a town or city
BRETONNIA “Martyrs”: Defenders of a town or city are Stubborn against enemies which have defeated their armies before.
DWARF
“Mountaineers”: Defenders in Mountains get 1 extra defenses. If a dwarf army moves into a Mountain province and attacks they may still have 1 defenses if they chose to go 2nd. Dwarves also do not need to roll to find mountain passes, they automatically find their way.
HIGH ELF
(low & mid)
“Magic Masters” : Begin the game with a Magic Armory of 1,500 pts and may duplicate non-common magic items once.
ORKS & GOBLINS
“Press March” . One army per turn may move 2 provinces.
CHAOS
“Brutal” Armies that suffer a major loss are destroyed on a 5+.
UNDEAD
“Deadites” +250 pts of core to the army when they Wipe out an enemy army.
SKAVEN
“Alley Squatters”: Can still Hold a town or city even if they Sack it.
DARK ELF
“Assassins”: Each character killed in a battle, gets –2 to their Character Recovery Roll.
WOOD ELF
“Tree Wardens”: Wood Elves may be joined by a Treeman when they fight in the Forest on a d6 roll of 5+. Modifiers: +1 if defending. –1 if the wood elf army is 1,000 points of less.

 

 

FINAL BATTLE FOR BRITERNIA
Each Monarch possesses one precious gem. When one Monarch or alliance holds all the gems then they may send one army up to 5,000 points and any number of monarchs to the center island of mystery for the final battle.

 

TERRAIN GENERATOR
Roll d6:

1-2
three pieces of terrain
3-4
3-4: four pieces of terrain
5-6
five pieces of terrain

For each piece roll d6:

1
Building
2-3
Forest piece
4-5
Hill
6
River (only 1)


Modifiers:

Forest Province
The first d3 pieces of terrain will be Forest pieces
Mountain Province The first d2 pieces of terrain will be Hills and add d2 impassable rocks or hills
Marshland Province
The first d3 pieces of terrain will be marshfields.
Marshfields are difficult terrain with no LOS issues
Town/City as province type, plus: The first d2 pieces of terrain will be Buildings and add a bridge to any river
Ruins as province type, plus: add one graveyard or ruined building.

 

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