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Rules : Part II
(version 2.0, updated 25 jan 2004)

7. Fight Battles
When two unallied armies occupy the same province, a combat occurs. If both armies move into the province at the same time, then roll for set up and first turn as normal. If one was supported and the opponent was not, the supported army has +1 to choose sides, and the unsupported army has +1 to go first. These are cumulative with any other modifier. If an army did not move and is attacked, it is considered the defender and gets +1 to choose sides.

Support
To make a Support the army must give the order to support. Without such an order you cannot claim a support. A supporting army is divided into the "detachment" and the "parent army". Even though the detachment is the only part that moves, a support is considered a movement by the army- so new armies or armies upgraded that turn may not declare a support.

If two armies both border the province to be moved into, then one of the armies may Support the other army into the province. An army may also Support an army which is Holding or Fortified instead of moving. The army that does the supporting may not move this turn. If the parent army is attacked, the support does not take place. If a battle takes place in the province the army is moving to, the parent army may send a 250 pt. detachment of core troops into the province to assist the other army. The army that is defending may have up to a maximum of 500 points of support (including Allies and Fortified bonuses).

Allies sending support use the Mercenaries Army List in the Raids section.

The support army is assumed to return to its army and original location after the battle is over unless it is wiped out. Treat this support army as separate for determining post-battle results (see post-combat).

An army, town, city or capital garrison may be supported.
Each army may only support one adjacent army and that armies involved in battles themselves may not send support at all.

Multiple Moves into Battle
If two attacking players are not in alliance and try to attack the same province which is occupied by a third unallied player, then all three players roll for initiative. The highest 2 rolls fight. If one is the defending player then the battle is for the province. The 2nd player will then move in and attack the victor for the province. If the highest rolls are both from the attackers then they fight each other at the border. The loser of the battle must retreat and the winner will proceed to the province to fight.

Battle for Towns, Cities, and Capitols
If you are attacked in a town, city or capital you may either defend with an army in the province or the local garrison force. The result of the combat will determine who controls the province. If you defend with the garrison force, the army must retreat as if it had lost a battle, though it remains otherwise unharmed.

If a home province is attacked the Kingdom's inhabitants will do their best to defend their lands as follows:


Territory:
Your defenseless citizens bravely switch allegiances!
Town:
750 point garrison, no rare, 1 hero max, 1 defenses ( defenses = 6" wall or hedge)
City:
1000 point garrison, 1 rare max, 2 defenses
Capital:
2000 point garrison, 2 rare max, 2 defenses

Provinces that are attacked and defended by garrisons may always choose deployment sides for the battle.

Defense of a Capitol
If an army is not present in the Capitol, then attackers will fall upon the city.  The Capitol's garrison has the same restrictions on Support, except that the garrison is also reinforced by the presence of the Monarch. If there is an army in the Capitol, then it shall attempt to prevent attackers from falling upon the Capitol by defending at the border.  The Monarch may not assist in this battle.  The army may be Supported by neighboring armies as usual and takes advantage of two defenses as the capitol will have border forts and the like. Should the defending army be successful, the attackers will be driven off. Should the attacking army be successful, they have laid siege to the Capitol. They will continue to fight, this time against the Capitol garrison next turn. 

8. Aftermath
The victor will keep the province where the battle took place. The loser must retreat where it came from if possible, or if it cannot, or if it did not move that turn, then it must first try to move to a home territory. Second choice is a neutral province. Third choice is allied province. Fourth is a non-allied player's province. If it must retreat into another player's province it does not count as conquering the province- it is far to busy trying to recover from battle- it may act normally and claim provinces in its subsequent turns. No province may be moved into if it already has an army in it. If there are no options for retreat than the army is wiped out.

Use this chart to determine results.





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 itself and wins will take 250 points off its army size after the battle. This is the result of the sabotage, which a small flexible force can do when they are hard to find and are stealthy.

Withdrawal
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 results in the withdrawing player's army suffering the effects of the battle as if it just ended, but one level worse- ex: a win becomes a tie, a tie becomes a minor loss, a minor loss becomes a major loss, major loss becomes a wipe out.

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.

When a battle takes place in a town or city and your army is victorious, you sack the town / city. A Sacked town is destroyed and adds 500 gold pieces to the Kingdom's Treasury and a sacked city is destroyed and adds 1,000 gold pieces.


9. Raids
Players may hire mercenaries to conduct raiding missions against other players. These mercenaries do not have to be the same army that the hiring player is using in the Campaign. This also allows players to experiment with different armies (loaner, proxies, another army etc). The results of raids will have an impact on the target player's army(s).

To conduct a raid, a player must spend 500 gold pieces and nominate a target player. Players who are not currently fighting a battle will play these raids. The player of the mercenaries will be determined randomly AFTER the raid is conducted. The results of the successful or failed raid will be determined randomly after the raid as well.

If no raids where played (time constraints, lack of player, etc) then the raids never took place and money was never spent.

Mercenary Army List
Players may choose up to 500 points from their Army books, with the following exceptions:

  1. You may spend up to 150 points on Heroes. Regardless of points, no more then two heroes may ever be selected. The 150-point limit includes magic items, special abilities and equipment.
  2. You do NOT have to purchase any character models, but you MUST nominate a model to act as the General. This figure must be either a character model or unit champion. Champions, even if acting as the General, must always remain in their unit.
  3. You must select at least two units and have no more then eight.
  4. You must have at least one Core choice.
  5. You must take at least one infantry unit of 10+ models.
  6. You may take up to one Special choice and one Rare choice in your army, although if you forgo the Rare choice, you may take up to two Special units.
  7. You can alter minimum unit sizes for these smaller games as follows:
    Minimum unit size of 20 should be 10.
    Minimum unit size of 10 should be 5.
    Minimum unit size of 3 should be 2 - all other minimums are still valid.
  8. You may take no magic standards.
  9. You may spend no more then 100 points on a single model, war machine, or Chariot (so no Giants, Dragons, really large monsters, Helblasters, Flame Cannons, etc.) This restriction does not apply to character models.
  10. You may select no more then one war machine or Chariot for your army. This restriction applies to choices that allow more then one itme per selection (e.g., two Goblin Chariots normally count as a single Special choice). You may only take one!
  11. You may select no more then one flying unit or creature.


Army Specific Exceptions
Bretonnians - The army does not have to take an Army Standard Bearer.
Tomb Kings - A Liche Priest may be purchased to lead the army and may be cost up to 175 points. Tomb Kings may have more then one Chariot.
Vampire Counts - A Vampire Thrall may lead an Undead army.

Raid Scenario Standards
Battlefield - The raids are conducted on a 4' x 4' table. Unless otherwise specified, place d3+1 terrain pieces.

Deployment - Unless otherwise noted, deployment is as follows. Both players roll a die. The higher scoring player choose a table side. The lower scoring player may decide to deploy a unit first or second, after which players alternate until all units are placed. Champions are placed in their units, and all other character models on a side are placed at once. Scouting units and other units with special deployment rules, if any, are placed on the tabletop last.

Who goes first? - Both players roll a die. The player who finished deployment first (not counting scouts) may add a +1 to their die roll. The higher scoring player may choose whether to go first or second. Re-roll any ties.

Length of Game - Unless otherwise noted, the game will last 6 turns.

Special Rules - Noted under each scenario.
Victory Conditions - Unless otherwise noted, the Standard Victory Points are used to determine the victor, with the following standard exceptions:

  • Capturing a standard is worth 50 Victory Points rather then the usual 100.
  • Unless stated in scenarios, board quarters are not worth any points.
  • There are no ties. The player with the highest Victory Points is the winner.


Raid Results
After both players finishing playing the raid and a victor is determined, both players roll a d6. The player with the highest roll was playing as the mercenaries. If the mercenary player won then roll on the Raid Success Table, if the mercenaries loss, then roll on Raid Failure Table.

Raid Success (d6)

1-2 :
Target player loses 100 points from one of their armies (selected at random).
3-4:
Target player loses 200 points from one of their armies (selected at random).
5-6:
Target player loses 300 points from one of their armies (selected at random).


Raid Failure (d6)

1-2 :
The mercenaries keep their mouth shut and do not give up the name of their employer.
3-6:
The mercenaries give up the name of their employer to the target player of the raid.

Raids cannot reduce an army to below 500 points.

10. End of Turn
After all the battles and raids have taken place, players need to fill out and submit the Turn Summary Sheet (in the Appendix) to the organizer before the deadline. If the organizer does not receive the Turn Summary Sheet before the deadline, battles won would be considered Major Losses.


Allies
Players may declare an alliance at any time and should notify the organizer and campaign members that they have formed a pact.

As long as the alliance is in place, allies may take advantage of the following rules:

  • Armies may move through their allies' province without control of the province exchanging hands.
  • Armies may defend their allies' provinces by fighting battles therein. Control of the province does not change hands if the ally maintains control of the province.
  • Armies may retreat into allied provinces. Control of the province does not change hands (see Aftermath).
  • Armies may support adjacent ally armies in battle (They use the Mercenaries Army List).

Alliance may be broken by employing one of the following methods:

  • Announcement - During the End of Campaign Turn, a player can announce that an alliance is broken. During the next Campaign Turn, the rules for allies cease to apply for the two realms in question.
  • Invasion - An army can end an alliance by taking control of one or more allied provinces. The backstabber must note this in their orders or the organizer will assume armies moving through allied provinces do not intend to take control of those provinces.
  • Raze - An army can end an alliance by Razing an ally' province that it occupies. By Razing the province this way, the backstabber takes control of that province.
  • Failed Raid - A kingdom can end an alliance if a Raid fails and the backstabber's name was given to the ally.
  • Withdraw of support - When one of your armies is supporting an ally, you may withdraw support in the middle of the game. To withdraw support in the midst of a battle, it is your former ally's turn. The surprise withdraw of support will occur during the Movement Phase when all charges are declared, but before chargers have been moved. You must then announce that your troops are withdrawing support. None of your troops may do anything on your former ally's turn after which your troops will act on your former opponent's turn. Your former ally must follow through with any declared charges, but remaining moves may be moved to respond to the threat your troops now pose.


Army-Specific Rules
Beasts of Chaos - "Life in the Wilderness" They may re-roll any failed Difficult Terrain Tests. One army in the Beast of Chaos force may attempt a Forced March (see Orc & Goblin Specific rules) through two Forest province sections. The army moves just like an Orc & Goblin Forced March and must roll on the Forced March Table.

Bretonnians - "Chivalrous" They may only break an alliance by announcement only. If an ally of the Bretonnians breaks the alliance, the Knights of the Bretonnian realm are Stubborn against the backstabber's troops. Bretonnian players may always select the deployment zone after terrain is placed.

Chaos Dwarfs and Dwarfs - "Mountaineers" They may move into provinces containing mountains without taking Difficult Terrain Tests. If they are attacked in a Fortified province they may add 300 points of core troops rather then the normal 200.

Dark Elves - "Masters of torture and sacrifice" When a Dark Elf army Fortifies a province, the army may opt to sacrifice the local population instead. The army does not gain additional troops from the Fortified province. Instead the army gains d3+1 re-rolls that the controlling player may use to re-roll any d6 result in the game.

Empire - "Defenders" The army or city / town garrison gets an additional +250 pts of core troops when defending a town or city.

High Elves - "Masters of quick deployment" High Elves automatically win Don't Pass in the Night rolls and may add +1 to the roll to go first after all other modifiers to the roll

Hordes of Chaos - "Brutal" Armies that suffer a major loss are destroyed on a 5+.

Lizardmen - "Life in the marsh" They may re-roll any failed Difficult Terrain Tests. One army in the Lizardmen force may attempt a Forced March (see Orc & Goblin Specific rules) through two Marsh province sections. The army moves just like an Orc & Goblin Forced March and must roll on the Forced March Table.

Orcs & Goblins - "Waaaah!" A single army from the Orcs & Goblins may make a Forced March move through two provinces. The player must note which army is attempting a Forced March when the orders are submitted. After a Forced March order is submitted, the player must roll on the chart below and apply the results. Difficult Terrain Tests will be applied if the terrain in the provinces warrants it.

Forced March Table (d6)

1:
Mutiny - The army does not move this turn and acts as if it received the Hold order.
2-3:
Fatigue - The army can only move into one province only this turn.
4-6:
Forced March - The army completes a successful Forced March. The army moves two province spaces. The army can only claim / occupy the province they end up in.

Skaven - "Tunnelers" A Skaven player may opt to move one of their armies through underground tunnels. To take this option, the Skaven player must submit Move Underground orders for the army. The army is removed from the map and placed aside. The army does nothing this turn and the next turn. On the third turn, the Skaven player rolls a d6. If the result is a 3+ then the controlling player may place the army in any Razed province. If the result is a 1-2, or there are no Razed provinces, the army returns to the province where it started the Move Underground orders or to the Skaven Capitol and acts as if it received the Hold order.

Tomb Kings - "Relentless" Tomb King armies may Retreat into unoccupied enemy or uncontrolled provinces and will immediately assume control of them. Tomb Kings may only make this special retreat move if there are no adjacent friendly provinces available for Retreat. If there are no adjacent friendly provinces and no unoccupied enemy provinces into which the Tomb Kings may Retreat, then the army is destroyed.

Vampire Counts - "Deadites" Each time a Vampire Counts army is victorious, it may add 250 points of core troops to its army size next turn. This bonus is lost if the army is disbanded or destroyed before the start of the next turn or if the army does not fight a battle in the next turn.

Wood Elves - "Tree Wardens" When Wood Elves fight in forest provinces they may add 100 points of additional core troops to their army. This additional 100pts is exempt from the Support limitation of 500 points. So a Wood Elf army in the forest with an Ally would have a total of 2600 points.


Loss of the Capitol
When a player loses control of his capitol, they have 3 Campaign turns to reclaim their home province. If they fail to do so in that time they may come back as Pirates and conduct raids (more on this later.)


Ruins
Ruins attract many dangerous creatures, which requires stealth and subtlety. The player may detach up to 500 points from his army to secure the ruins (use the Mercenaries Army List). If the player loses the skirmish, his army may not move to the province. If the skirmish force is wiped out, the "parent army" is reduced by 500 points.

Scenario
Use the Raid Scenario Standards with the following rules:

Armies must capture the ruins. Before placing any scenery, put one suitable "goal" ruin in the exact center of the board. All other terrain must be at least 8" away.

Special Rule - Objective: The army with the unit closest to the "goal" ruin (from its center) at the end of the battle wins. Fleeing units, monsters and characters cannot capture the "goal" ruin. If both players have a unit equidistant from the "goal" ruin, the unit with the higher Unit Strength captures it. If at the end of the turn 6, neither side may claim victory, then it is a draw and the army(s) return to their parent army (unless it was wiped out).

Treasure from the Ruins
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
4-5: 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)
6:

d6 x 100 gold pieces



Magic items gained from ruins 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).


Terrain Generator
Modifiers:
Plains: There are no modifiers for Plains. Proceed to generator below.
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 Raid Scenario Standards.
Roll d6:

1-2:
three pieces of terrain
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) or re-roll if unavailable

Player drop out
If a player drops out of the Campaign mid way, their kingdom's provinces are Cursed. The cursed provinces are treated as Razed province and they cannot be Recovered.

Player does not show up
Players will be issued two "Ravening swarm of Khepra beetles" cards (not physical cards). These cards are used when a player is unable to show up that night. The use of a card prevents all enemy armies marching into their lands. If a player is unable to show up and has a battle, they are allowed to make up the game during the week or opt to use a "Ravening swarm of Khepra beetles" card.  If the player is out of cards and the game is not played later in the week, then the battle is an automatic Major Loss for the absent player.

 


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