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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
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:
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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