The Devastation of Nippon



Warhammer Fantasy Battles

Campaign Rulebook

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|© The copyright in all text, artwork, and images herein are the property of Games Workshop LTD. |

|All Rights Reserved. |

|Put together by the JMT Gaming Group for personal gaming purposes. |

|Not for re-print or distribution. |

| |

|ISBN: 0 |

|Product Code: 1 |

Table of Contents

Table of Contents i

Introduction 1

General Rules 2

Getting Started 2

HQ Territory 2

Selecting an HQ Territory 2

Losing your HQ Territory 2

Claiming an opponent’s HQ Territory 2

Reclaiming your HQ Territory 2

Banners 3

The Army General 3

Banner Generals 3

The Army Battle Standard 3

Banner Battle Standards 3

The Map 3

Map Sections 4

Special Map Sections 5

The Campaign Turn 7

Write your Orders 7

Execute Orders 7

Hold 7

Raze 7

Move 8

Simultaneous Movement 8

Difficult Terrain 8

Dangerous Terrain 8

Don’t Pass in the Night 9

Fortify 9

Recover 10

Parley 10

Fight Battles 10

Winning a Battle 11

Claiming a Special Map Section 11

Spoils of War 11

Losing a Battle 11

Scattered Banners 12

Draws in Battle 12

Distribute Resources 12

Heal Wounded 12

Recover Fleeing Troops 12

Production Points 13

Unit Production 13

Construct Buildings 14

Upgrade Map Section 15

Army Specific Rules 17

Magic Item Restrictions 18

Magic Items 18

Talisman 18

Enchanted Item 18

Arcane Item 18

Enchanted Item 19

Magic Standards 20

Appendix I – Getting Ready for the Campaign i

Character Sheet i

Appendix II – Merchant Cities i

Merchant City (Neutral) i

Inventory i

Weapons i

Armour i

Talisman ii

Magic Standards ii

Arcane Items ii

Enchanted Items iii

Appendix III – NPCs i

Lord i

Wizard i

Hero ii

Special ii

Cavalry iii

Core iii

Stationary War Machine iv

Mortars v

Firing the Mortar v

Damage v

NPC Magic Items vi

Weapons vi

Armour vi

Talismans vi

Arcane Items vii

Enchanted Items vii

Magic Standards vii

Special NPCs viii

Seika Ryuu (Neutral) viii

Appendix IV – Lairs i

Appendix V – Special Scenarios i

Village i

Keep ii

Stronghold iii

Lair iv

The Dragon’s Roost v

Appendix V – Submit Orders Template i

Order Card i

Introduction

Welcome Generals! This document will help with familiarizing yourselves with the Campaign rules. This campaign is map-based and will allow you to play linked games of Warhammer and adding the challenges of competing against additional players, defending and expanding your realm, and fighting to control key tactical areas on the map.

By controlling increasing amounts of territory, forming alliances, and defeating enemy armies, you will strive to dominate the corner of the world delineated on the map.

Most map-based campaigns have a campaign organizer. The organizer is not a referee or Game Master. Any rules disputes must be resolved between players. The organizer is charged with insuring that all players are aware of what they require before starting the campaign, that they have received the proper campaign material and that they did not receive any unfair advantages.

This campaign is to be used as a work-in-progress. If any odd-rule or unfair advantage is discovered and all players agree to change that rule or the issue causing the disadvantage to others, the new rule will take place at the beginning of the next Season (See the details below).

Happy Gaming!

General Rules

Getting Started

Each player chooses an army available for Warhammer Fantasy Battles to represent him in the Campaign. Each player drafts an army list of a pre-determined and agreed upon value (in points) using the standard army building conventions. Special characters are not permitted and only army specific magical items are available during this initial draft. One character, most likely a Lord choice must represent your Army General. More details pertaining to this will be available in the Appendix I - Getting ready for the Campaign.

Once play has begun, you may redistribute forces and break your army down into Banners as seen in the Banners section below.

HQ Territory

To start the campaign, each player must select a single Map Section in which his or her realm will begin. This Map Section, called an HQ territory (Citadel), represents a small capital city, a camp for an enormous Orc Waaagh, a series of Chaos Warp gates, a great Necropolis that spawns Undead, an army base camp, or something of the kind.

Selecting an HQ Territory

Each player rolls 2D6 (dice off to settle any ties) to determine the order in which players select where their realm will begin (highest score picks first). Where you can place your HQ Territory will be identified on the map by a Red number.

Where you chose your HQ Territory is entirely up to you, but keep in mind that your race may benefit from certain Terrain Types.

Losing your HQ Territory

You can only have one HQ Territory, and you may not rebuild it elsewhere from where you chose to have it. Asides from the obvious disadvantages of losing your HQ Territory; Production Points gained every turn, ability to build any type of unit (Lords, Magic Items, etc…), but you also lose your center of operations. The following drawbacks apply:

← You can only write and execute Hold or Move orders, as described in the Execute Orders section.

← All Map Sections controlled by the player produce 1d3x10 Production Points instead of 1d6x10 as described in the Production Points section.

Claiming an opponent’s HQ Territory

An opponent’s HQ Territory is treated as a Stronghold for any other army. Any buildings constructed at the site can be salvaged on the roll of a 4+ (roll individually) unless they were destroyed during the Fight Battle phase.

Reclaiming your HQ Territory

Defeating the invaders that took over your Citadel can be very satisfying. You are treated as having an HQ Territory and all drawbacks stated in Losing your HQ Territory no longer apply. Any buildings constructed at the site can be salvaged on the roll of a 4+ (roll individually) unless they were destroyed during the Fight Battle phase.

Banners

Your starting army can be broken down into fighting divisions called Banners; each of which is represented on the map with some type of marker that stands for a Warhammer army.

Banners need not follow the standard building convention for armies. (ie. You may have a force composed entirely of special choices)

Each player may divide his army into as many Banners as he wishes as long as the following rules are met.

← The point value of a Banner can not be lower than 250 points.

← An independent character can not be considered a Banner.

← At least one Hero or Lord accompanies the Banner.

Banners that have less than 250 points or are left without a Hero or Lord at the end of a phase follow the rules for Scattered described later.

The only exceptions to these rules are:

← Any Hero or Lord character mounted on a Monster or Monstrous Mount and/or any Hero or Lord that can Fly can be considered a Banner without meeting the rules above.

← Units or independent characters with the Scout special rule can be deployed as Banners without meeting the rules above.

There is no point limit on how large a Banner can be.

The Army General

As mentioned in Getting Started, one of your characters will represent the General, King, Prince, or Monarch of your entire Army. This model is essentially the one to issue orders and rule the claimed Map Sections. For any battle he takes place in, he is always The General as described in the Warhammer rulebook.

Banner Generals

During a Fight Battle phase where the Army General is not present, each player will have to identify one Hero or Lord to represent the Banner General. The Banner General follows all the rules for The General as described in the Warhammer rulebook, except their influence is halved.

The Army Battle Standard

There can only be one Battle Standard bearer in the entire Army.

Banner Battle Standards

Each Banner can have one Hero representing the Banner Battle Standard. The Banner Battle Standard costs +15 points (+25 points is typically the cost to upgrade an Army Battle Standard) and follows all the rules for The Battle Standard as described in the Warhammer rulebook, except their influence is halved.

The Map

Each Map Section represents a type of terrain. Some terrain offers advantages or disadvantages during game-play. These will be identified in detail in the following section. Each Map Section will be numbered for player convenience.

Map Sections

Plains

Plains Map Sections can contain farms, small towns, hills, and the like. These small terrain features do not impede movement.

Forests

Forested Map Sections are treated as plains for purposes of movement. However any Banner moving through a Forest Map Section must roll a D6. On a 1, the Banner lost its way and uses the scatter die to determine which Map Section it appears in. If a hit is rolled, use the arrow to determine the direction. On a 2-6 the Banner moves as indicated in the orders. It is entirely possible that the direction of the scatter die points to the desired destination. Sometimes, you get lucky even when lost.

Use more trees when generating terrain for battles fought in these areas.

Mountains

You must make a Difficult Terrain Test for each Banner attempting to enter or move through a Map Section that contains mountains. (This means that Banners that have only models with a Movement of 7 or more as described in the Move section will need to test twice if moving through two Mountain Map Sections)

Marshes

Marsh Map Sections contain soggy ground through which it is difficult to manoeuvre armies. Marshes can often be found where two or more rivers join.

You must make a Difficult Terrain Test for each Banner attempting to enter or move through a Map Section that contains a marsh. (This means that Banners that have only models with a Movement of 7 or more as described in the Move section will need to test twice if moving through two Mountain Map Sections)

Wastelands

Wasteland Map Sections are desert-like desolate terrain filled with warped vegetation and murky water.

Wasteland Map Sections can not be claimed by any player and therefore do not provide Production Points.

Ocean

To represent the inability to properly build boats, you must make a Difficult Terrain Test for each Banner attempting to enter a Map Section that contains ocean. Movement is restricted to one Map Section of Ocean per Campaign Turn. (Even for Banners that have only models with a Movement of 7 or more)

Movement across the Ocean is treacherous. The frequent storms, strong winds, pirates and sea monsters can bring great peril to your Banners. To represent this, roll on the Dangerous Terrain chart located later in the Move section.

Banners that have only models with the Fly ability may move normally over Ocean Map Sections, but can not stop their move in an Ocean Map Section unless they move using their land speed.

Ocean Map Sections can not be claimed by any player and therefore do not provide Production Points.

River

Many Map Sections whether they are Plains, Forests, Mountains, Marshes, or Wasteland have rivers in them.

You must take a Difficult Terrain Test for each Banner attempting to enter or move through a Map Section that contains a river. (This means that Banners that have only models with a Movement of 7 or more as described in the Move section will need to test twice if moving through two Map Sections containing a River)

Banners that have only models with the Fly ability ignore this unless they move using their land speed.

Banners crossing Map Sections with Villages, Keeps, Strongholds, or Citadels controlled by their Army ignore this as the inhabitants have built bridges, or a ferry to cross the River.

Snow covered Map Section

A snow covered Map Section has the same description then the non-snow covered Map Sections described above. (i.e. a snow covered Forest has the same abilities as a Forest and works the same except as follows.)

Every time a Banner enters or moves through a snow covered Map Section, roll a D6. On the roll of a 1 the Banner has encountered a problem and must roll on the Dangerous Terrain chart located in the Move section. (The Banner has been caught in a blizzard, an avalanche, has fallen through ice over a lake, etc…)

Snow covered Map Sections claimed by an army provide half as many Production Points as a non-snow covered Map Sections. To represent this, roll a D3x10 instead of a D6x10 when rolling for Production Points. (See the Distribute Resources section for more details)

Special Map Sections

HQ Territory - Citadel

A Citadel is the largest fortress available. It typically has 4-6 outside towers, 1 central tower, 2 gatehouses, and outside walls 20ft to 30ft up. It has a very favourable defensive position and has at least 2 stationary war machines.

Every player will begin with one Map Sections under his control. This Map Section is the army’s capital head quarters. Multiple Map Sections will be available for your HQ Territory. Once chosen, it can never be changed.

When rolling for Production Points in the Distribute Resources phase, you add 4 to the die roll.

Stronghold

Strongholds are large fortresses. They typically have 4 outside towers, 1 central tower, 1 gatehouse, and 3 walls or the equivalent. It has a favourable defensive position and has at least 1 stationary war machine.

When rolling for Production Points in the Distribute Resources phase, you add 3 to the die roll.

Keep

Keeps are small fortresses. They typically have 4 outside towers, 1 gatehouse, and 3 walls or the equivalent. It has a favourable defensive position.

When rolling for Production Points in the Distribute Resources phase, you add 2 to the die roll.

Village

A few houses and buildings in close proximity; a village is where most local farmers or tradesmen go to buy or sell goods. It has fences and hedges, and buildings that can be used for cover.

When rolling for Production Points in the Distribute Resources phase, you add 1 to the die roll.

Port

These are valued and sought out Map Sections as transport of goods is more quickly traded from the waters. A port can accommodate ships based on the size of the Special Map Section to which it is attached.

When rolling for Production Points in the Distribute Resources phase, you add 1d6 to the die roll.

A Village can accommodate 1 ship.

A Keep can accommodate 2 ships.

A Stronghold can accommodate 3 ships.

A Citadel can accommodate 4 ships.

Lair

A cave, a nest, a hut, an encampment, etc; a lair is a location where monsters live. There are many lair locations scattered across the map. These are locations where your warriors will be able to fight monsters and potentially find treasure.

Lair Map Sections can not be Razed.

Lair Map Sections can not be claimed by any player and therefore do not provide Production Points.

Once a banner encounters a Lair Map Section, roll on table in Appendix IV – Lairs to see what you find.

Gold Mine

There are a few Gold Mines scattered across the map. These are valued and sought out Map Sections.

When rolling for Production Points in the Distribute Resources phase, this Special Map Section provides 4d6 x 10 Production Points. However, if double ones (two 1’s) are rolled on 4d6, the mine will be depleted in a few turns, determined by the largest die roll of the 4d6. Remove the Gold Mine indicator from the Map Section. (For example, a player rolls a 4, a 1, a 5 and a 1. In 5 Campaign turns, the Gold mine will be depleted and will produce 1d6 x 10 Production Points as usual)

A Gold Mine Map Section can not be Razed.

The Campaign Turn

Play is divided between Campaign Turns during which all players get a chance to move their banners on the map and traditional Warhammer battles. When opposing banners meet in a map territory and no arrangement can be settled through Parlay, the action switches to the tabletop, and a full-scale Warhammer battle is fought.

Each campaign turn is organized into the following phases:

← Write your orders

← Execute orders

← Parley

← Fight Battles

← Distribute Resources

← End of Turn

Write your Orders

In each Campaign Turn, banners may be given one of the orders listed below. At the start of the turn, every player writes down their orders for each banner on paper. All players move simultaneously; they secretly write their orders at the table and flip them over simultaneously. All orders are executed in the following order:

← Hold

← Raze and Hold

← Raze and Move

← Move

← Fortify

← Recover

The results of these orders are described in Execute orders.

Some armies may have special rules for movement and this must be indicated when the orders are issued.

Execute Orders

Hold

A banner given Hold orders remains in place and does nothing. A banner may wish to Hold to defend a particular Map Section, to occupy a Fortified Map Section, to hold ground when the controlling player sees no tactical advantage in moving the banner. When a banner has not been given orders during a Campaign Turn, it will Hold by default.

Raze

A banner given Raze orders will burn crops and settlements, salt the earth, cut all the trees, loot all useful property, and generally ruin the Map Section for armies who might seek to control it. When a banner is given Raze orders, place a Razed counter in the Map Section, it no longer belongs to any player.

Depending on the Banner’s orders, it will either Hold after Razing, or attempt to Move. If the order was to Raze and Move, roll a D6. On a result of 3+, the banner may follow the rules for Move as seen below. On the result of 1-2, the Raze order has taken too long to execute, and the banner may not Move this turn.

A Razed Map Section will provide an additional +3d6x10 of Production Points this turn on top of what the Map Section already produces, but will not grant Production Points thereafter, and none of the special rules apply (unless noted otherwise in the special Map Section’s description). When a Razed Map Section is Recovered, all of its special rules apply as normal.

Banners may Raze a Map Section only if they have been given orders to do so.

Move

Banners may be moved into a single adjacent Map Section. If there are no enemy banners in the Map Section, you may place a control marker therein to indicate that you now control the Map Section (benefits for this will be discussed later). Some armies have special rules for movement. Mountains, rivers and special terrain features may also restrict movement or be dangerous to your troops. Remember that banners may Move only if they have received orders to do so.

Banners which include only models with a movement of 7 or above may move up to two Map Sections.

Banners which include only models with the Fly special ability as described in the Warhammer Rulebook may move up to four Map Sections; however, they can not claim Map Sections unless they move at their land speed or win a battle. This represents them flying over the country-side without inspecting it. They can Hold on the following turn in order to claim a Map Section.

Banners which include units or models with the Random Movement rule as indicated in the Warhammer Rulebook must roll to determine their Move statistic prior to the Submit Orders phase.

Simultaneous Movement

After orders are submitted, all movement occurs simultaneously. Thus, it is possible for one of your banners to vacate a particular Map Section, which will then be occupied by another banner from your realm or one from another player’s army. Just don’t forget about the Don’t Pass in the Night rule mentioned below. Any banners not of the same army that find themselves in the same Map Section after the movement is completed will have to parley or fight a battle.

Difficult Terrain

Rivers, marshes, and mountains can impede the movement of armies. When a banner attempts to move into a Map Section that contains a mountain or marsh feature or to cross a river (i.e. move from one bank of a river to the opposite bank without the help of a bridge), the controlling player must make a Difficult Terrain Test by rolling a D6. A result of 1 or 2 indicates that the banner is halted and cannot move, as troops have failed to find a safe route, ford, or passage. Treat the banner as though it had been given Hold orders instead. The banner may attempt to move again in the next Campaign Turn. With results of 3-6, the banner may move as normal. Some special rules (discussed later) may apply to movement through Difficult Terrain.

Dangerous Terrain

The Warhammer world is filled with danger. Some events are unforeseen and make traveling the land perilous. If a Banner travels through an Ocean and sometimes Snow covered Map Sections it will be required to roll on the Dangerous Terrain table.

| | |

|Dangerous Terrain Test (2D6) |* Points must be taken from a single unit. If the points |

| |exceed the amount of the unit lost, then remove the entire |

|2 |unit and continue this way, selecting a new unit until all |

|Entire Banner lost |points lost are accounted for. |

| | |

|3-4 | |

|Banner loses 100xD3 points* - May not Move | |

| | |

|5-7 | |

|Banner may not Move | |

| | |

|8-11 | |

|No penalty – Move as normal | |

| | |

|12 | |

|Move as normal – Feat of Heroism† | |

| | |

† The Banner survived a great ordeal. During the next Battle this Banner is involved in, every unit in the Banner may re-roll failed Leadership tests; however, if this Banner joins or is joined by a Banner larger in point value, or if this Banner doubles in size by other means prior to fighting a Battle, this bonus will no longer apply.

Don’t Pass in the Night

When enemy banners are in adjacent Map Sections and both receive orders to move into the enemy banner’s Map Section, the Don’t Pass in the Night rule applies. To avoid the unlikely situation of banners passing each other without conflict, both players roll a D6. The higher-scoring player’s banner may move as normal; the lower-scoring player’s banner remains stationary. A battle is fought for control of the Map Section occupied by the lower-scoring player’s banner. If the roll-off is equal, both armies were able to avoid each other using the cover of the land and thanks to good scouting, or if they were looking for a fight, happened to miss each other due to poor visibility due to darkness, fog or other climate and poor scouting.

It is assumed that the higher-scoring player’s banner has moved slightly faster than its enemy, gets the jump on its foe, and is able to execute troop movements. The general of the lower-scoring player’s banner, after hearing the reports of enemy movement from his scouts, changes the orders he received and prepares for battle in his current position.

An exception to this rule is made when the higher-scoring player fails a Difficult Terrain Test and cannot move. In this case, the lower-scoring player moves, and a battle for control of the higher-scoring player’s Map Section is fought. If both players fail a Difficult Terrain Test, neither banner may move, nor is a battle fought.

Fortify

|If a banner is given Fortify orders and is not brought | |

|to battle, then it spends time increasing the defensive |Defend Obstacles (D6) |

|capacity of its Map Section. Fortification could include| |

|scouting out the high ground, conscripting local |1 |

|villagers into service, and/or building hasty defensive |A large hill |

|positions like walls and barricades or even a | |

|watchtower. |2 |

| |A wall, fence, earthworks, or hedge 6-12” in length |

| | |

| |3 |

| |A hill with an impassable slope |

| | |

| |4 |

| |A building no larger that two stories and with a footprint no larger than 8”x 8” |

| | |

| |5 |

| |A larger hill with an artillery emplacement atop it manned by conscripts (or slaves) |

| | |

| |6 |

| |A watchtower |

| | |

Place a Fortify counter in the Map Section when a banner is given Fortify orders and is not brought to battle.

When a fortifying banner is defending a Map Section in a battle, generate and place terrain as normal. After all terrain features have been placed and the Deployment Zones have been chosen, but before any troops are placed, a fortifying banner may remove any one piece of terrain from anywhere on the board. Usually this piece will be a terrain feature that benefits his opponent. In addition, the fortifying banner may roll once on the Defended Obstacles table to generate an additional terrain feature, which may be placed anywhere on the table.

All Fortification bonuses are lost when the Fortifying banner moves away from the Fortified Map Section and/or when control of the Map Section changes. Remove the Fortify counter when these occurrences take place.

Banners can only fortify Map Sections that they control.

Banners may not Fortify a Special Map Section. These are already Fortified or have favourable defences and specific scenarios are available for running a Battle.

Banners may not Fortify a Map Section if they are fighting a Battle. Remember that Banners may only Fortify a Map Section if they have been given orders to do so.

Recover

Banners occupying Razed Map Sections may attempt to Recover them by rebuilding destroyed structures and settlements, transporting farmers and labourers back into the area, and generally trying to repair all the damage that had been done. If a banner is given Recover orders and is not brought to battle by an enemy banner, roll a D6. On a result of 5+, the Map Section Recovers. For each subsequent turn the banner attempts to Recover the Map Section, the controlling player may add 1 to the die roll. A roll of 1 before modification always fails. Once a Map Section Recovers, remove the Razed counter; the Map Section will now contribute to the realm’s supplies, can be Fortified, and will provide Production points. Banners may not attempt to Recover a Map Section if they are fighting a battle. A depleted mine may not be recovered. Banners may attempt to Recover a Map Section only if they have been given orders to do so.

Parley

In most Battles army generals meet prior to fighting in order to negotiate terms or settle their differences without bloodshed. The Warhammer world is filled with different races that are not keen about other races, or have ancient enmity that would prevent them from ever considering alliances, but in some cases, even the most ancient of enemies can take bribes in order to turn a blind eye.

Opposing Banners that meet in a Map Section can offer to Parley. If both armies accept, the Banner leaders meet at the center of the battlefield. Gold (Production Points), Items, Map Sections can be traded or negotiated. Banners can also form alliances for their army. Alliances are described in the Warhammer rulebook.

If Parley can not be agreed by both Banners or if Parley does not go well, a Battle will ensue.

Fight Battles

After orders are executed, banners that find themselves in a Map Section with another banner will fight a battle. All battles must be fought with the normal Warhammer rules before orders are due for the next Campaign Turn and scenarios are rolled as per the Warhammer Rulebook. The players involved have a roll-off to determine who will be the Attacker and who will be the Defender. Some Special Map Sections have predetermined Special Scenarios which can be found in Appendix V – Special Scenarios.

Winning a Battle

Asides from bragging rights, a victor may claim the Map Section in which a battle was fought. This newly acquired Map Section will not provide Production Points to the victor this turn.

Claiming a Special Map Section

If the Map Section in which a battle took place is claimed by a new army, any buildings constructed at the site can be salvaged on the roll of a 4+ (roll individually) unless they were destroyed during the Fight Battle phase.

Spoils of War

Once the victor has been decided, it scavenges the battlefield looking for loot or items of interest as the surviving members of the defeated army drag themselves from the battlefield. The following rules apply:

|Magic items carried by defeated enemies (including Characters) who were | |

|reduced to 0 Wounds during battle may lose those items to the victor. |Magic Items as Spoils (D6)* |

|The victor rolls a D6 on the Magic Items as Spoils table for each model | |

|that fits the description above.* |1 |

|Note that the victor can claim this/these even if the Character regains |Nothing – Can’t be found |

|wounds during the Heal wounded phase below. | |

| |2-3 |

| |Dropped – The defeated player chooses one Magic Item to be recovered or |

| |Nothing if only one is available. |

| | |

| |4-5 |

| |I’ll take this – The Victor chooses one Magic Item to be recovered |

| | |

| |6+ |

| |It’s all there – All Magic Items are found and claimed by the victor |

| | |

| | |

| | |

| | |

The wounded character was unconscious or hiding under a rock while the enemy was pillaging the battlefield. In the case where no items of his are found, it is assumed that he hid them or a surviving member of the Banner picked them up before fleeing.

* Add one (1) to the die roll if victory was obtained during a challenge.

← Standards, magical or mundane, that are lost during a battle due to break tests or otherwise are not regained by the defeated army. The defeated Banner must remove the Standard Bearers from the roster sheet that has lost a Standard. A model may be upgraded to a Standard Bearer at a future time; this must be done at the appropriate settlement. Note that if the Standard Bearer survived (ie. All models in the unit recovered their wounds) then only the extra points to upgrade him to a Standard Bearer need to be paid.

← Mundane equipment such as armour, shields and weapons (swords, spears, bows, crossbows, etc...) can be salvaged and distributed amongst existing or new troops. This has no effect on the points value of units that have particular equipment included in their points cost, but you don’t have to spend Production Points to give them optional equipment.

← Units may not equip weapons or armour that is not in the unit entry of their respective rulebook. (ie. Goblins can not equip great weapons)

Losing a Battle

After battles are completed, Banners that have lost must Retreat into an adjacent friendly Map Section (one that the Banner’s realm or one of its allies controls). No Difficult Terrain Test is required to Retreat although Dangerous Terrain Tests must be done as normal. If a Retreating Banner has no friendly adjacent Map Section in which to Retreat or if the Banner was Massacred in the Warhammer battle, the Banner is considered Scattered.

Scattered Banners

Scattered Banners must move back towards the closest Village, Keep, Stronghold or Capital controlled by the Banner’s realm. A Banner ceases to be scattered once it arrives at its regroup location, and may leave the regroup location once it respects the rules for Banners as seen in the General Rules.

Draws in Battle

In the case of a draw, both Banners remain in the Map Section. In the next Campaign Turn only Hold or Move orders are available to both Banners. Banners that decide to Move must do so in a Map Section claimed by their army. If there are no such Map Sections in range, the player may decide to have the Banner Scatter. If both Banners Hold, a new battle is fought.

Distribute Resources

Once Orders have been Executed and Battles have been fought, it is time to see who has survived the battle and what resources are available for your army this turn. Every Map Section claimed by a player will produce Resources, whether it is wheat, wood, ore, fish, meat, gold, etc. Resources are important as they will permit a player to train or purchase more troops for his armies, create new Banners, construct specific buildings, upgrade Map Sections, etc…

Heal Wounded

As armies clash on the tabletop, the losses will increase. Not all of those who fall in combat are dead. Some injured troops will recover, and some stragglers may return. After all battles have been played, and Battle outcomes are over you may heal the wounded.

Each model which took a wound (including models from units that have been wiped out and creatures or characters brought to 0 Wounds) makes a Toughness test. If they roll lower than or equal to their Toughness (a 6 always fails) they regain one Wound and rejoin the Banner. If this test is failed, the model is dead or severely injured and may not return to the Banner.

Models that have multiple Wounds and passed the initial Toughness test following a battle which they lost all Wounds, and models that lost a portion of their Wounds, may take this test every Campaign turn during the Heal Wounded phase until they regain their maximum amount of Wounds.

Cavalry models test once on the rider’s Toughness. If the test is passed, the entire model returns.

Models with the Regenerate special rule may re-roll failed Toughness tests.

Monsters and Ridden Monsters react differently then any other unit. Their reasons for being in the army are different. They have either accepted bribes, have been captured, broken or forced to accept a rider, or wanted to join the army which seemed unstoppable at the time. If a Monster or Ridden Monster loses all Wounds it will return to the Banner on a roll of 4+. If this test is failed it represents the Monster fleeing during the commotion of battle, being maddened by the battle to the point where it won’t accept a rider anymore and must either be released or put down, or that an “intelligent” Monster wishes to return to its home to live a peaceful existence. If the test is successful, the Monster or Ridden Monster returns to the Banner with 1 W and can recover wounds as mentioned above in each consecutive Campaign Turn.

Recover Fleeing Troops

Units which fled off the table top may rejoin the banner if they are courageous or loyal enough to do so. Roll a Leadership test and apply the following modifiers to the test. These modifiers are cumulative and stack. If the test is passed, whatever models which remained when they moved off the table top returns to the Banner. If the test is failed, count by how much it has failed; the unit returns with that much less models.* †

← -3 if the Banner lost the Battle by a Massacre

← -2 if the Banner lost the Battle by a Solid Victory

← -1 if the Banner lost the Battle

← -1 if the unit was under 50% starting force when it fled

← -1 if the unit was under 25% starting force when it fled

← -1 if the unit lost its standard in close combat

← -1 if the Champion died

← +1 if the unit was above 75% when it fled

← +1 if the Champion survived

← +1 if the Musician survived

← +1 if the Banner won the Battle

← +2 if the Banner won the Battle by a Massacre

* Multi-wounded models which form a unit (Ogres, Trolls, etc…) will return with that much less wounds instead of models. Remove wounds from a single model and if it dies continue applying wounds to the next model until the amount failed by is fulfilled.

† If the amount failed by is higher then the amount of remaining models, the unit is lost entirely.

Any non-character model that was not part of a unit (Monster, War machine, etc…) and fled the battlefield must roll a D6 and consult the following chart. If the test is passed, the model returns to the Banner. If the test is failed, the model is lost.

← 6+ if the Banner lost the Battle by a Massacre

← 5+ if the Banner lost the Battle

← 4+ if the other conditions don’t apply

← 3+ if the Banner won the Battle

← 2+ if the Banner won the Battle by a Massacre

Fleeing characters always find their way back to their Banners.

Production Points

Production Points (pp) are equivalent to the points required to produce units as listed in your Warhammer Army books.

All Map Sections controlled by a player produce 1d6x10 Production Points. Some Map Sections produce more or less Production Points as seen in The Map Section. Banners can follow orders that allow them to obtain more Production Points as seen in the Execute Orders section.

Production Points are useful for a multitude of things and can be used on any Special Map Section (Certain conditions apply, such as upgrading Map Sections) They can be used to produce new units, construct buildings within your Special Map Sections, or to upgrade Map Sections.

Unit Production

Producing units is as simple as paying the points as listed in your Warhammer Army book although units can only be purchased at Special Map Sections. Certain conditions apply to represent the availability of units and whether you can build them or not. Some units may require that you own special buildings before you can produce them. (See Construct Buildings hereunder)

Only one unit may be produced at each Special Map Section per turn.

Capital – Magic Items* (Army Book only), Characters* (Lords & Heroes), Rare*, Special, Core

Stronghold – Characters* (Heroes), Rare*, Special, Core

Keep – Special, Core

Village – Core

* Some unit types require that special buildings be constructed before you can produce them.

Any unit produced this way will remain in the location it was produced unless it joins an existing Banner located where it was produced, or it meets the requirements for a Banner as stated in the General Rules section.

Construct Buildings

Buildings can be constructed within your special Map Sections in order to either help your armies grow or assist them in conquering a foe. The following lists the buildings which can be constructed in each Special Map Section.

Capital – Tavern, Barracks, Stationary war machine (4max), Arcane Tower or Anvil of Power, Stables, Palace, Forge

Stronghold – Tavern, Barracks, Stationary war machine (3max), Arcane Tower or Anvil of Power, Stables, Palace

Keep – Tavern, Barracks, Stationary war machine (2max)

Village – Tavern, Stationary war machine (1max)

Tavern (2500pp): This could be a Tavern, a winery, a mead-house or other race specific drinking and entertainment area. A tavern attracts a lot of people, some looking for stories, others for work.

When rolling for Production Points in the Distribute Resources phase, you add 1 to the die roll. A Tavern is required before building a Barracks and/or a Palace.

Barracks (2500pp): This could be a Military training facility, a fighting pit, a breeding pit with black-furred breeders, or other race specific area where elite troops can be trained.

The Barracks is where the elite troops are formed. This building is required in order to produce Special and Rare unit choices.

A Barracks is required before building Stables and/or a Palace.

Palace (5000pp): This could be a Palace, a Chief’s hut, a Leader’s cave or other race specific locale for important meetings and politics.

A Palace is required in order to train Characters. This is where the best fighters are called in to sit on war councils. (Or in the case of more savage species, show their superiority) Once the Palace is built you can produce characters that don’t have Wizard levels.

A Palace is required before building an Arcane Tower or Giant Anvil of Power.

Stationary War Machine (Variable):

Any war machine available to your army can be purchased as a stationary war machine. It costs 10 points less then listed in your Army Book to represent the fact that it can not be moved. There is a maximum amount of Stationary War Machines that can be created for each Special Map Section; 4 at the Capital, 3 in a Stronghold, 2 in a Keep and 1 in a Village.

Arcane Tower (2500pp): This could be a Wizard’s Tower, a Shaman’s hut, a Warlock’s cave, an effigy of power, or other race specific magical conduit.

An Arcane Tower is required in order to train Mages or any unit that wields magic. Once the Arcane Tower is built you can produce any character or unit that can cast spells.

In a Battle, an Arcane Tower generates an extra Power Dice and Dispel Dice for the owning player every turn. Also, a single Wizard (and no other units) can be deployed on an Arcane Tower. If this is done, the Wizard has line of sight everywhere on the battlefield and doubles the range of his spells thanks to the lei-lines to the winds of magic.

The Arcane Tower is required before building a Forge.

Giant Anvil of Power (5000pp): Dwarfs don’t use magic in the conventional way as other races do. In order to represent this, Dwarfs follow the following rules:

Dwarfs only

A Giant Anvil of Power is required in order to train Rune Smiths, Rune Lords or create Runic Items. It replaces the need for an Arcane Tower and a Forge.

In Battle, the Giant Anvil of Power is accompanied by a Rune Lord his Forge Assistant and two Anvil Guards. The Giant Anvil is treated as an Anvil of Doom, it doubles the range of the abilities listed, and the Rune Lord is granted the special rules Master of Ancient Lore and Assistant at the Forge special rules from the Dwarfs Army book. The cost for all these including the 150 points of runic items the Rune Lord can wear is included in the price above.

Stables (2500pp): This could be Stables and a zoo, Beast Pens, a Moulder cave, or any race specific locale for keeping beasts and animals in captivity.

Stables are required in order to produce Cavalry, Monsters and Monstrous Mounts.

Forge (2500pp): A Forge is required in order to create Magical Items. Only Magical Items from your Army Books can be produced here.

Upgrade Map Section

It is possible to use your Production Points to upgrade Map Sections.

Only Map Sections claimed by your army and occupied by at least one of your Banners can be upgraded.

The only Special Map Sections that can be upgraded in this way are Villages, Keeps and Strongholds.

Only one upgrade can be produced on a Map Section per Campaign Turn. One can not go from a vacant Map Section to a Keep for example, or from a Village to a Stronghold.

Upgrade Costs:

Constructing a Village (7500pp)

It takes a lot of resources to build a functional village quickly. Trade routes need to be established, bridges or ferries built, land needs to be prepared for crop growing, etc…

Village to Keep (10000pp)

Building walls and defences can be costly, but sometimes, key emplacements are well worth fortifying.

Keep to Stronghold (20000pp)

Strongholds won’t only allow you to further fortify your boarders or key emplacements; they also allow you to attract more civilians that can be trained once the appropriate buildings are made available.

Port (25000pp)

Having your own port will allow you to not only gather more resources in the Special Map Section, you will also be able to construct ships for moving troops more quickly across or along Ocean Map Sections, or add artillery capabilities to battles along an Ocean Map Section coast line.

Requires a Village, Keep, Stronghold or Citadel

A port can be constructed on any Special Map Sections that has one of its borders on an Ocean Map Section.

Ships

There are 3 types of ships that can be constructed at a Port. The amount of ships that can be built and remain at Port is described in The Map Section. All ships follow the following rules:

← Can move 6 Ocean Map Sections per turn

← Negates the Difficult Terrain Test

← Can drop troops on any Map Section that borders land

Transport Ship (1000pp)

This ship can be constructed at any Port. It provides the following benefits:

← Can transport 1000pts of troops

← Has one stationary War Machine

Battle Ship (2500pp)

This ship can be constructed at any Port except Villages.

← Can transport 2000pts of troops

← Has two stationary War Machines

War Ship (5000pp)

This ship can be constructed at a Stronghold or Citadel.

← Can transport 3000pts of troops

← Has four stationary War Machines

Army Specific Rules

|Every army in the Warhammer world deploys, moves, and fights differently – even on a grand scale. The following rules explain how these differences are|

|represented in a map-based campaign. |

|[pic] |Dwarfs | |[pic] |Orcs & Gobins |

| |Dwarf banners may move into Mountainous Map Sections | | |Greenskin Warbosses care little for the health and |

| |without making a Difficult Terrain Test. | | |well being of the individuals in their army and think |

| |Dwarfs are very familiar with living | | |nothing of driving them through gruelling |

| | | | |day-and-night |

|within Mountains but not so elsewhere. Add 3 to any die roll for | |treks. An Orcs & Goblins player may submit Forced March orders to a |

|Production Points in any Mountain Map Section, but subtract 3 from any | |Banner. The Banner may move an extra Map Section this turn and can raze |

|non-Mountain Map Section. (minimum 1) | |any Map Sections he passed through. (This replaces the rule that state |

| | |that only Map Sections a Banner ends its move on can be claimed) Once the |

| | |order is submitted, but before Moving, the Orc & Goblin player must roll a|

| | |D6 on the Forced March Table. If the unit can perform a Forced March, then|

| | |it is subject to Difficult Terrain Tests if the terrain warrants as usual.|

| | |A Forced March Banner will fight battles only in the Map Section where |

| | |they end their move. The Don’t Pass into the Night rolls apply only to the|

| | |final leg of a Forced March. A Banner using the Forced March can not |

| | |return to the Map Section where it began the turn; Orc Warbosses get |

| | |frustrated if they don’t feel as though they’re “makin’ ‘eadway.” |

| | | |

| | |Forced March Table |

| | | |

| | |1 |

| | |Mutiny – The troops refuse to obey the General’s orders to march through |

| | |the night. The Banner does not move at all this turn and acts as though it|

| | |received Hold orders instead. The Banner also loses D3x100 points of |

| | |troops as the General makes an example out of the Mutineers. |

| | | |

| | |2-3 |

| | |Fatigue – The Banner presses on as best it can, but exhaustion overtakes |

| | |the troops. The Banner can only move as usual. |

| | | |

| | |4-6 |

| | |Forced March – The Banner completes a successful Forced March and may move|

| | |an additional Map Section this turn. |

| | | |

| | |Orcs & Goblins are experts at pillaging and razing things to the ground. |

| | |They add 1 to each die when rolling to |

|[pic] |High Elves | | |

| |High Elves are masters of quick deployment and | | |

| |precise tactics. | | |

| |High Elves automatically win Don’t Pass into the | | |

| |Night rolls. | | |

|High Elves are highly disciplined. When Fortifying a Map Section, High | | |

|Elves may roll twice on the Defend Obstacles Table. | | |

|So attuned to the natural world, High Elves add 1 to all Production | | |

|Points rolls. | | |

|[pic] |Skaven | | |

| |The Skaven are always expanding their Under-Empire, | | |

| |and a Skaven player may opt to move one or more | | |

| |Banners | | |

|through the underground tunnels. In order to do this, a Banner must be at| | |

|a Special Map Section controlled by the Skaven player, select this | | |

|option, and must submit Move Underground orders for the banner in | | |

|question. The Banner is removed from the map for the remainder of this | | |

|turn and the subsequent turn. The Banner rolls a D6; on a 1, the entire | | |

|Banner is lost, on a 2-6 the Banner emerges on any non-special Map | | |

|Section. | | |

|The Skaven are scavengers used to living on little. A Skaven player may | | |

|claim Wasteland Map Sections and will gain Production Points from them. | | |

|[pic] |Vampire Counts | |determine Production Points when Razing a Map Section. |

| |The Vampire Counts troops do not tire. Because of | | |

| |this they can move one extra Map Section each turn. | | |

| | | |[pic] |Warriors of Chaos |

| | | | |The worshippers of Chaos are more concerned with |

| | | | |destruction, raiding and murder than they are |

| | | | |controlling and maintaining a successful realm. |

| Undead armies don’t require crops, they require bodies. To represent | | | |

|this Vampire Counts subtract 3 from any dice rolls for Production Points | | | |

|(minimum 1). Although at the end of any battle, a Vampire Count Banner | | | |

|may raise the dead of his enemies to bolster his ranks. Only the | | | |

|equivalent troop types can be created in this way and they join the | | | |

|Banner involved in the Battle. He gains the points worth of the slain | | | |

|model. | | | |

| | |If a Warriors of Chaos Banner is the winner or on the winning side of a |

| | |Battle, all players involved in the battle must re-roll successful Heal |

| | |Wounded checks. |

| | |Warriors of Chaos automatically pass the check for Raze and Move. They may|

| | |also re-roll all results of 1 on the dice roll when Razing a Map Section. |

Magic Item Restrictions

A Character can carry many magical items and trinkets which he can call upon when in dire situations, but he does have certain limitations.

Activating certain items is time consuming and some are too bulky to be worn with others.

A character can carry up to two magic Weapons, a suit of magic Armour, a magic Shield, a magical Helmet, a magical Amulet, and two magical Rings. One Enchanted item and one Arcane item can be carried; however, a character can have an unlimited amount of Scrolls and up to 6 Potions.

Magic Items

Some of the new magic items will have the ‘on the map’ (OTM) descriptor. This means that the item cannot be used during combat, and therefore is not included in the regular limitations of magic items that can be used for a character. The ‘on the map’ items are used during the Issue Orders, Execute Orders and Distribute Resources phases and not during the Fight Battles phase.

Talisman

Talisman of the Old Ones

This talisman is an ancient artefact that was left behind by the Old Ones. It is a 12 inch diameter disk made of stone. It is covered in runes and has a symbol resembling the eye with the iris in the shape of a star at its center. It is the ultimate defence which imbues the bearer with raw arcane energy, but with such power come consequences.

Rules: This item provides a 2+ Ward Save which can be used any time the bearer suffers a Wound, and even at times where the bearer would not be allowed a save (ex. Falling in a crack, magical vortex, etc…). The bearer may not carry any other magical items and any spell directed at him or a unit he is in, from whatever source is automatically treated as dispelled. (Even if the spell was cast with Irresistible Force) Furthermore, the bearer will automatically pass any characteristics tests he has to take (except Leadership tests). At the end of each Battle the bearer rolls a D6. On the roll of a 1 or 2 the awesome arcane power was too much for him to handle and he is removed as a casualty. (No save of any kind may be taken to prevent this, even that granted by this item) (This counts towards victory points) The model is removed from the Banner.

Enchanted Item

Twisted Crown of Undeath

The crown is crafted from sharp barbs of corroded and tangled metal that push their way deep into the skull of the wearer, sending dark, invigorating energy through his body.

Rules: The Twisted Crown gives the wearer the Regeneration (4+) ability.

Arcane Item

Scroll of Town Portal (OTM)

This scroll of arcane power was scribed with ancient power which allows any reader to open a door through the fabric of the material plane to his desired destination.

Rules: One use only - This item can be used at the Start of the Execute Orders phase after all players have revealed their orders and replaces the Orders provided for the Banner possessing it. The Banner transports all units in a Banner including Characters, Monsters and War machines to any Map Section controlled by the army using the scroll.

Scroll of Scry (OTM)

Rules: One use only - This item can be used to spy on any Banner on the map. The owner of the Banner must reveal the details of army represented by the Banner. The amount of units, type of units, their numbers; characters (but not their special rules); monsters; weapons; name of the magic items carried in the Banner (but not what they do) must be revealed to the player that used the item.

Enchanted Item

Elixir of Chaos (OTM)

This vial is filled with an ever changing liquid. At times it glows green at others it swirls to other shades and colors. At times it smells like brimstone at others, the wind of autumn. The drinker of this liquid can become very powerful, but its vile power can bring doom to whomever consumes it.

Rules: One use only - This item may be used at any time before or after the Fight Battle phase. The character adds +1 to his WS, S, T, W, A and I (Maximum 10). Note however that for each attribute that increases the character must take a Toughness test where a 6 is always a failure and 1 always a success (use the newly modified characteristic). Failing the Toughness test means that the character is succumbing to the powers of Chaos. For each Toughness test failed, the character rolls a Leadership Test on his Ld characteristic -3 to see if he is able to fight the urges of Chaos. Failing a Leadership Test in this manner means that the character succumbs to the power of chaos and transforms into a Spawn of Chaos. The character is considered slain and the Banner in which the Character was part of must face him. Using the Stats and rules for the Great Spawn of Chaos found in the Special Non-Playable Characters section.

Elixir of Endurance (OTM)

This vial is filled with a clear opaque liquid. Its taste is the sweetest ever tasted, and as it rolls over your tongue, you feel your skin thicken like leather.

Rules: One use only - This item may be used at any time before or after the Fight Battle phase. The character adds +1 to his Toughness Characteristic. The effect is permanent.

Elixir of Finesse (OTM)

This vial is filled with a bright pink liquid. The taste is stale, but as soon as you down the liquid, you become more alert and your movements more graceful like those of a great cat.

Rules: One use only - This item may be used at any time before or after the Fight Battle phase. The character adds +1 to his Attacks Characteristic. The effect is permanent.

Elixir of Might (OTM)

This vial is filled with a black coarse liquid. The taste is horrendous, but its effects imbue your body with the might of a Giant. Your muscles bulge and tighten.

Rules: One use only - This item may be used at any time before or after the Fight Battle phase. The character adds +1 to his Strength Characteristic. The effect is permanent.

Potion of Daily Haste (OTM)

This bottle is filled with a murky rose liquid which is bitter to the taste. Your senses are keener and you seem to see the world around you in slow motion. You are able to perceive fighting routines and find opportunities to be on the offensive more often.

Rules: One use only - This item may be used before the Fight Battle phase, once the Execute Orders phase is completed and you know a battle will take place. The character adds +1 to his Attacks. This effect last until the Distribute Resources phase.

Potion of Daily Strength (OTM)

This bottle is filled with a black tar-like liquid. The taste is foul, but its effects make your heart rate increase and improve your physical performances.

Rules: One use only - This item may be used before the Fight Battle phase, once the Execute Orders phase is completed and you know a battle will take place. The character adds +1 to his Strength. This effect last until the Distribute Resources phase.

Potion of Daily Toughness (OTM)

This bottle is filled with a clear oily liquid. It is sweet to the taste and its effects numb your sense of touch making the stab of a sword feel like the sting of an insect.

Rules: One use only - This item may be used before the Fight Battle phase, once the Execute Orders phase is completed and you know a battle will take place. The character adds +1 to his Toughness. This effect last until the Distribute Resources phase.

Magic Standards

Banner of the Swarm (OTM)

This standard depicts a red ant bearing a crown surrounded by hundreds of other ants.

Rules: In the Distribute Resources phase, the Banner that possesses this standard will increase the production points for the Map Section it is in by 50% (round down).

Standard of Speed (OTM)

This standard crafted of hollowed bird bone holds a banner depicting a lightning bolt.

Rules: The banner which possesses this item can move an additional Map Section during the Execute Orders phase. This includes all moves such as Fly and Forced March.

Appendix I – Getting Ready for the Campaign

It is important to read through the rules first and examine the map before constructing your army, as there may be modifications to the rules presented in here which are different then those in the Warhammer Rulebook.

Build a 2000 point army using the standard army conventions except, there is a limit of one Lord choice. All Magic Items and Equipment selected must be listed in your Army Rulebook. Once you have split this army into Banners as described in the General Rules, name each Banner. This will help keep track of who is who on the map and when you Submit Orders.

Character Sheet

You are encouraged to keep a special sheet for each character you have and write up a short background story for them. A template of what can be used was provided below.

|Character Name |Banner Name |Character Portrait Here |

| | | |

|Character Type |Rank | |

| | | |

|Background story here | |

| | |

| | |

| | |

| | |

| | |

| | |

| | |

| | |

| |

| |

|Vitals |M |

| | |

| |

|Mount’s Name |Mount Type | |

| | | |

|Vitals |M |

| |

|Equipment Name |Equipment Properties | |Equipment Name |Equipment Properties |

| | | | | |

| | | | | |

| | | | | |

| | | | | |

| | | | | |

| | | | | |

| | | | | |

Appendix II – Merchant Cities

Most Merchant cities survive by playing all sides. Some cities will tolerate all, some only of like mind.

Merchant City (Neutral)

|Inventory |

|Item |Stock |Price |Purchased by |Bought from |

|Weapons | | | | |

|Giant Blade - +3 Strength |1 |180 | | |

|Sword of Bloodshed - +3 Attacks |1 |180 | | |

|Obsidian Blade - No Armour Saves |1 |150 | | |

|Ogre Blade - +2 Strength |1 |120 | | |

|Sword of Strife - +2 Attacks |1 |120 | | |

|Fencer's Blades - Paired Weapons, WS 10 |1 |105 | | |

|Sword of Anti-Heroes - +1 Strength and +1 Attack for each enemy character in base |1 |90 | | |

|with unit | | | | |

|Spellthieving Sword - A Wizard loses a spell for each unsaved wound for the rest |1 |75 | | |

|of the battle | | | | |

|Sword of Swift Slaying - Always Strikes First |1 |75 | | |

|Sword of Battle - +1 Attack |2 |60 | | |

|Berserker Sword - Bearer has the Frenzy special rule and can never lose Frenzy |1 |60 | | |

|Sword of Might - +1 Strength |2 |60 | | |

|Gold Sigil Sword - Initiative 10 |1 |45 | | |

|Sword of Striking - +1 bonus to Hit |1 |45 | | |

|Biting Blade - Armour Piercing |1 |30 | | |

|Relic Sword - Always wound on 5+, unless a lower result is needed |1 |30 | | |

|Shrieking Blade - Fear |1 |30 | | |

|Tormentor Sword - Monster or Character that suffers wound gains Stupidity for rest|1 |15 | | |

|of the battle | | | | |

|Warrior Bane - Monster or Character that suffers wound loses one Attack per wound |2 |15 | | |

|( to minimum 1) | | | | |

|Armour | | | | |

|Armour of Destiny - Heavy Armour, 4+ Ward save |1 |150 | | |

|Trickster's Helm - +1 Armour Save, Any successful roll to wound wearer must be |1 |150 | | |

|re-rolled | | | | |

|Armour of Silvered Steel - Provides 2+ Armour save that can't be improved |1 |135 | | |

|Armour of Fortune - Heavy Armour, 5+ Ward save |1 |105 | | |

|Helm of Discord - +1 Armour save, character in base with unit passes Ld or can't |1 |90 | | |

|attack & is auto hit | | | | |

|Glittering Scales - Light Armour, Enemies get -1 to hit |1 |75 | | |

|Shield of Ptolos - Shield, 1+ Armour save against shooting attacks |1 |75 | | |

|Spellshield - Shield, Magic Resistance (1) |2 |60 | | |

|Gambler's Armour - Heavy Armour, 6+ Ward save |1 |60 | | |

|Dragonhelm - +1 Armour save, 2+ Ward save versus flaming attacks |1 |30 | | |

|Enchanted Shield - Shield, +2 Armour Save |3 |15 | | |

|Charmed Shield - Shield, One use per battle only: First hit suffered is discounted|3 |15 | | |

|on roll of 2+ | | | | |

|Talisman | | | | |

|Talisman of Preservation - 4+ Ward save |1 |135 | | |

|Obsidian Lodestone - Magic Resistance (3) |1 |135 | | |

|Talisman of Endurance - 5+ Ward save |1 |90 | | |

|Obsidian Amulet - Magic Resistance (2) |1 |90 | | |

|Dawnstone - Re-roll failed Armour saves |1 |75 | | |

|Opal Amulet - One use per battle only: 4+ Ward save against the first wound |1 |45 | | |

|suffered | | | | |

|Obsidian Trinket - Magic Resistance (1) |1 |45 | | |

|Talisman of Protection - 6+ Ward save |1 |45 | | |

|Seed of Rebirth - Regeneration (6+) |1 |30 | | |

|Dragonbane Gem - 2+ Ward save against flaming attacks |1 |15 | | |

|Pidgeon Plucker Pendant - 5+ Ward save against close combat wounds by enemy with |1 |15 | | |

|Fly | | | | |

|Luckstone - One use per battle only: Re-roll a single failed Armour save |3 |15 | | |

|Magic Standards | | | | |

|Rampager's Standard - Re-roll Charge distance dice |1 |165 | | |

|Wailing Banner - Unit causes Terror |1 |150 | | |

|Ranger's Standard - Unit has Strider |1 |150 | | |

|Razor Standard - Unit has Armour Piercing |1 |135 | | |

|War Banner - +1 Combat Resolution |2 |105 | | |

|Banner of Swiftness - +1 to Movement |1 |45 | | |

|Lichebone Pennant - Unit has Magic Resistance (1) |1 |45 | | |

|Standard of Discipline - +1 Ld but can't use General's Ld |1 |45 | | |

|Banner of Eternal Flame - Unit has flaming attacks |1 |30 | | |

|Gleaming Pennant - One use per battle only: Unit can re-roll its first failed Ld |1 |15 | | |

|test | | | | |

|Scarecrow Banner - Unit causes fear to models with Fly |1 |15 | | |

|Arcane Items | | | | |

|Book of Ashur - +1 to Cast & Dispel |1 |210 | | |

|Feedback Scroll - One use only: Instead of Dispel, Roll 1 die for each Power dice,|2 |50 | | |

|on 5+ Wizard suffers 1 wound with no Armour saves | | | | |

|Scroll of Leeching - One use only: Instead of Dispel, add dice to Dispel pool for |2 |50 | | |

|each Power dice used | | | | |

|Sivejir's Hex Scroll - One use only: Instead of Dispel, Roll D6 below Wizard level|1 |50 | | |

|or be turned to toad | | | | |

|Power Scroll - One use only: Any roll of a double will cause Irresistible Force |5 |35 | | |

|and Miscast | | | | |

|Wand of Jet - One use per battle only: +D6 to casting results |5 |105 | | |

|Forbidden Rod - One use per battle only: +D6 Power dice to pool at start of phase,|2 |105 | | |

|D3 wounds on bearer | | | | |

|Trickster's Shard - One use per battle only: when spell is dispelled in turn, 5+ |1 |75 | | |

|causes 1 wound to dispelling Wizard | | | | |

|Earthing Rod - One use per battle only: Re-roll Miscast table results |3 |25 | | |

|Dispell Scroll - One use only: Auto Dispel, Doesn't work for remain in play spells|5 |25 | | |

|already in play | | | | |

|Power Stone - One use only: +2 Power Dice to casting roll |4 |20 | | |

|Sceptre of Stability - One use per battle only: +D6 to dispel results |5 |45 | | |

|Channeling Staff - +1 to channelling attempts |1 |45 | | |

|Scroll of Shielding - One use only: Instead of Dispel, 4+ Ward save for target |3 |15 | | |

|unit | | | | |

|Enchanted Items | | | | |

|Wizarding Hat - Become Level 2 Wizard and select spells from random lore, |1 |300 | | |

|Stupidity | | | | |

|Fozzrik's Folding Fortress - Creates a Watchtower in your deployment zone |1 |300 | | |

|Arabyan Carpet - Gain Fly, cannot join units |1 |150 | | |

|Crown of Command – Stubborn |1 |105 | | |

|Healing Potion - One use only: Recover D6 Wounds lost in battle |1 |35 | | |

|Featherfoe Torc - Flying creatures and riders must re-roll successful hits |1 |105 | | |

|Ruby Ring of Ruin - Bound spell (Level 3), Fireball Spell |1 |75 | | |

|The Terrifying Mask of Eee! - Terror, Other models can't use wearer's Ld |1 |75 | | |

|Potion of Strength - One use only: Start of turn, +3 Strength until end of turn |5 |20 | | |

|Potion of Toughness - One use only: Start of turn, +3 Toughness until end of turn |5 |20 | | |

|The Other Trickster's Shard - Friends & Foes in contact must re-roll successful |1 |45 | | |

|Ward saves | | | | |

|Ironcurse Icon - 6+ Ward save against War Machines |1 |15 | | |

|Potion of Foolhardiness - One use only: Start of turn, Immune to Psychology & |10 |5 | | |

|Devastating Charge | | | | |

|Potion of Speed - One use only: Start of turn, +3 Initiative until end of turn |10 |5 | | |

Appendix III – NPCs

The free peoples of this forsaken land were once part of a grand empire, since its fall, they have kept their homes safe and will stand against any intruder that seeks to invade them.

|Lord |

|General | |Options: |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|5 | | |

|5 | | |

|4 | | |

|4 | | |

|3 | | |

|5 | | |

|3 | | |

|9 | | |

| | | |

| | |May have a great weapon, additional hand weapon and/or a pistol |

| | |May have a longbow or a handgun |

| | |May wear light armour, heavy armour or full plate armour. May also |

| | |carry a shield |

| | |May ride either a Warhorse which can have barding or a Griffon. If |

| | |mounted, he may have a lance. |

| | |May choose up to 100points of magic items chosen from the NPC magic |

| | |items lists. |

|Equipment: Hand weapon. | | |

|Ancestral Heirloom: One unit of Core, Special or Cavalry may carry a magic| | |

|banner of any value chosen from the NPC magic items list. | | |

|Warhorse | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|8 | | |

|3 | | |

|- | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|5 | | |

| | | |

|Special Rules: Cavalry | | |

| | | |

|Griffon |Special Rules: |

|M | |

|WS | |

|BS | |

|S | |

|T | |

|W | |

|I | |

|A | |

|Ld | |

| | |

|6 | |

|5 | |

|- | |

|5 | |

|5 | |

|4 | |

|5 | |

|4 | |

|7 | |

| | |

| |Monster, Large Target, Fly, Terror |

| | |

|Wizard |

|Wizard Lord | |Options: |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|5 | | |

|5 | | |

|4 | | |

|4 | | |

|3 | | |

|5 | | |

|3 | | |

|9 | | |

| | | |

| | |May choose up to 100points of magic items chosen from the NPC magic |

| | |items lists. |

|Equipment: Hand weapon. | | |

|Magic: Level 3 Wizard. May choose from any one of the eight lores of Magic| | |

|described in the Warhammer Rulebook. | | |

| | | |

|Hero |

|Captain | |Options: |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|5 | | |

|5 | | |

|4 | | |

|4 | | |

|2 | | |

|5 | | |

|3 | | |

|8 | | |

| | | |

| | |May have a great weapon, a halberd, an additional hand weapon and/or a|

| | |pistol |

| | |May have a longbow or a handgun |

| | |May wear light armour, heavy armour or full plate armour. May also |

| | |carry a shield |

| | |May ride either a Warhorse which can have barding or an Imperial |

| | |Pegasus. If mounted, he may have a lance. |

| | |May choose up to 50points of magic items chosen from the NPC magic |

| | |items lists. |

|Equipment: Hand weapon. | | |

|Warhorse | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|8 | | |

|3 | | |

|- | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|5 | | |

| | | |

|Special Rules: Cavalry | | |

| | | |

|Imperial Pegasus |Special Rules: |

|M | |

|WS | |

|BS | |

|S | |

|T | |

|W | |

|I | |

|A | |

|Ld | |

| | |

|8 | |

|3 | |

|- | |

|4 | |

|4 | |

|3 | |

|4 | |

|2 | |

|6 | |

| | |

| |Monstrous Cavalry, Fly |

| | |

|Special |

|Greatswords | |Options: |

|Points/model: 10 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|8 | | |

| | | |

|Equipment: Two-handed sword (Great weapon), hand weapon, full plate armour| | |

| | |Upgrade a Greatsword to musician +6pts |

| | |Upgrade a Greatsword to standard bearer +12pts |

| | |Upgrade a Greatsword to champion +12pts |

| | |*The champion gains 1 additional attack |

|Unit Size: 5+ | |Special Rules: |

| | |Stubborn |

|Handgunners | |Options: |

|Points/model: 10 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Handgun, hand weapon | | |

|Unit Size: 10+ | | |

| | |Upgrade a Handgunner to musician +5pts |

| | |Upgrade a Handgunner to standard bearer +10pts |

| | |Upgrade a Handgunner to marksman +5pts |

| | |*The marksman gains +1 to BS |

| | | |

|Cavalry |

|Knights | |Options: |

|Points/model: 26 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|4 | | |

|3 | | |

|4 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|8 | | |

| | | |

|Warhorse | | |

| | | |

|8 | | |

|3 | | |

|- | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|5 | | |

| | | |

|Equipment: Hand weapon, full plate armour. | | |

|May be armed with either a lance and a shield, or a great weapon | | |

| | |Upgrade a Knight to musician +8pts |

| | |Upgrade a Knight to standard bearer +16pts |

| | |Upgrade a Knight to champion +16pts |

| | |*The champion gains 1 additional attack |

| | |A standard bearer may carry a magic standard worth up to 50 points. |

|Unit Size: 5+ | |Special Rules: |

|Mount: Barded Warhorse | |Cavalry, Immune to Panic |

|Outriders | |Options: |

|Points/model: 21 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|3 | | |

|4 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Warhorse | | |

| | | |

|8 | | |

|3 | | |

|- | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|5 | | |

| | | |

|Equipment: Repeater Handgun, hand weapon, light armour. | | |

| | |Upgrade an Outrider to musician +8pts |

| | |Upgrade an Outrider to champion +16pts |

| | |*The champion gains +1 to BS |

| | |Outriders may equip their Warhorses with Barding for +2pts per model |

| | |but if they do, they are no longer treated as Fast Cavalry |

| | |Special Rules: |

| | |Fast Cavalry |

|Unit Size: 5+ | | |

|Mount: Warhorse | | |

|Core |

|Swordsmen | |Options: |

|Points/model: 10 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|4 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Sword (hand weapon), light armour and shield | | |

|Unit Size: 10+ | | |

| | |Upgrade a Swordsmen to musician +5pts |

| | |Upgrade a Swordsmen to standard bearer +10pts |

| | |Upgrade a Swordsmen to champion +10pts |

| | |*The champion gains 1 additional attack |

|Halberdiers | |Options: |

|Points/model: 6 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Hand weapon, halberd, light armour and shield | | |

|Unit Size: 10+ | | |

| | |Upgrade a Swordsmen to musician +4pts |

| | |Upgrade a Swordsmen to standard bearer +8pts |

| | |Upgrade a Swordsmen to champion +8pts |

| | |*The champion gains 1 additional attack |

|Spearmen | |Options: |

|Points/model: 6 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Hand weapon, spear, light armour and shield | | |

|Unit Size: 10+ | | |

| | |Upgrade a Swordsmen to musician +4pts |

| | |Upgrade a Swordsmen to standard bearer +8pts |

| | |Upgrade a Swordsmen to champion +8pts |

| | |*The champion gains 1 additional attack |

|Crossbowmen | |Options: |

|Points/model: 8 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Hand weapon, halberd, light armour and shield | | |

|Unit Size: 10+ | | |

| | |Upgrade a Swordsmen to musician +5pts |

| | |Upgrade a Swordsmen to standard bearer +10pts |

| | |Upgrade a Swordsmen to marksman +5pts |

| | |*The marksman gains +1 to BS |

|Archers | |Options: |

|Points/model: 8 | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Hand weapon, halberd, light armour and shield | | |

|Unit Size: 10-20 | | |

| | |Upgrade a Swordsmen to musician +4pts |

| | |Upgrade a Swordsmen to standard bearer +8pts |

| | |Upgrade a Swordsmen to marksman +8pts |

| | |*The marksman gains +1 to BS |

| | |Special Rules: |

| | |Skirmishers |

|Stationary War Machine |

|Great Cannon | |Special Rules: |

| | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|- | | |

|- | | |

|- | | |

|- | | |

|7 | | |

|3 | | |

|- | | |

|- | | |

|- | | |

| | | |

|Crewman | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Hand weapon | | |

|Unit Size: One Great Cannon & 3 crewmen | | |

| | |Follows the rules for war machines in the Warhammer Rulebook |

|Mortar | |Special Rules: |

| | | |

| | | |

|M | | |

|WS | | |

|BS | | |

|S | | |

|T | | |

|W | | |

|I | | |

|A | | |

|Ld | | |

| | | |

|- | | |

|- | | |

|- | | |

|- | | |

|7 | | |

|3 | | |

|- | | |

|- | | |

|- | | |

| | | |

|Crewman | | |

| | | |

|4 | | |

|3 | | |

|3 | | |

|3 | | |

|3 | | |

|1 | | |

|3 | | |

|1 | | |

|7 | | |

| | | |

|Equipment: Hand weapon | | |

|Unit Size: One Mortar & 3 crewmen | | |

| | |Follows the rules for war machines in the Warhammer Rulebook |

| | | |

| | |See description below |

|Mortars |

|More squat than Great Cannons, Mortars lob shells high into the air, which then fall amongst the enemy. Instead of solid shot, Mortars fire hollow |

|shells topped with a fizzing fuse and filled with black powder. Shells explode in the heart of a target regiment, sending fragments of burning iron |

|scything through enemy ranks and killing whole swathes of warriors at once. |

| |

|Firing the Mortar |

|Pivot the Mortar so it is pointing in the direction you wish to fire and the crew can see the target. Declare how far you want to fire the mortar |

|shell, without measuring, and guessing the range as accurately as you can. You must guess a distance between 12” and 48”. After guessing, place the |

|center of the large 5” template over the spot you have guessed. |

|To see where the shell lands, roll both the scatter and the artillery dice. If the scatter rolls a HIT then the shell lands exactly on target. If the |

|scatter rolls an arrow then the shell veers off in the |

| |

|Mortar Misfire Chart |

| |

|D6 |

|Result |

| |

| |

| |

|1 |

|Boom! The Mortar shell explodes before it is fired. The Mortar and crew are destroyed. |

| |

|2-3 |

|Dud. The fuse fizzles and the gun fails to fire. It takes a complete turn to replace the shell, so the Mortar can not shoot this turn or the next |

|turn. |

| |

|4-6 |

|Short Fuse. The shell explodes in mid air. The shot has no effect this turn. |

| |

| |

| |

|direction of the arrow. If you roll a number on the artillery dice, this is the distance in inches the shell veers off target as shown by the arrow on|

|the scatter dice. Move the template the distance indicated in the direction shown by the arrow. If a HIT was rolled on the scatter die then the number|

|is ignored. If the artillery dice rolls a MISFIRE then something has gone wrong – roll a D6 and consult the Mortar Misfire Chart above. A MISFIRE roll|

|automatically cancels out the shot regardless of the scatter result. |

| |

| |

|Damage |

|Models hit by the shell take one Strength 3 hit with a -1 armour save modifier that causes 1 wound. Single models directly under the template’s |

|central hole are always hit, even if their base is not entirely covered. A model under the hole takes a Strength 6 hit that causes D3 wounds, with no |

|armour save allowed. |

| |

|Strength |

|Wounds caused |

|Armour Save |

| |

|Normal hit |

|3 |

|1 |

|-1 |

| |

|Under the hole |

|6 |

|D3 |

|None |

| |

|NPC Magic Items |

Weapons

|Name |Description |Cost |

|Rune Fang |All hits from the Rune Fang wound automatically and allow no armour saves. |100pts |

|Mace of Helsturm |The bearer can forfeit all of his normal Attacks to make one special attack. Roll to hit|60pts |

| |normally. If this one special attack hits, the hit is resolved at Strength 10 and causes| |

| |D6 wounds. | |

|Sword of Sigismund |The wielder strikes with +1 Strength and benefits from the ‘always strikes first’ |45pts |

| |special rule in close combat | |

|Sword of Fate |At the beginning of a battle, nominate one enemy character or monster. Attacks directed |40pts |

| |against this target wound on a 2+ and cause D3 Wounds with no armour saves allowed. It | |

| |is treated as a magic weapon against any other opponent. | |

|Blade of Righteous Steel |The wielder always hits any opponent on a 2+ regardless of WS. This cannot be modified |30pts |

| |in any way. | |

|Dragon Bow |Fires as a bow with a range of 36” and Strength of 6. Hits count as being from a magical|25pts |

| |weapon. | |

|Wyrmslayer Sword |Hits from this sword wound any opponent on a roll of 4+ (unless the wielder’s Strength |15pts |

| |would make this less). Armour saves apply as normal, using the character’s Strength, but| |

| |large targets lose their scaly skin special rule granting them a armour save against | |

| |hits from this weapon. | |

Armour

|Name |Description |Cost |

|Shield of the Gorgon |Shield. The bearer can force one model in base contact to lose all attacks. The model |50pts |

| |affected can instead lose 1 attack by passing a Ld test. Special Attacks (like those of | |

| |a Giant, impact hits, and anything not included in the Attacks value on a model’s | |

| |profile) are not affected. | |

|Dawn Armour |Full Plate Armour (4+ save). The model can re-roll any failed armour saves. |35pts |

|Armour of Tarnus |Light Armour. Confers a 5+ Ward save to the wearer. Wizards can wear this armour and |35pts |

| |cast spells. | |

|Helm of the Ratslayer |Confers a 6+ armour save which can be combined with other equipment normally. The wearer|25pts |

| |causes Fear in all models in a Skaven army. | |

Talismans

|Name |Description |Cost |

|Shroud of the Magnus |Grants the bearer a 5+ ward save and Magic Resistance (2). |50pts |

|Holy Relic |Grants the bearer a 4+ ward save. |45pts |

|The White Cloak |Grants the bearer a 5+ ward save which is increased to 2+ against Flaming Attacks |35pts |

|Crimson Amulet |Grants Regeneration (6+) and the wearer will automatically pass any characteristics |20pts |

| |tests he has to take (except Leadership tests). | |

Arcane Items

|Name |Description |Cost |

|Grey Wand |Grants +1 to Casting attempts made by the Wizard |40pts |

|Rod of Power |At the end of each magic phase (yours & enemy’s) store up to three unused power/dispel |30pts |

| |dice from the pool into the rod. At the beginning of each subsequent magic phase (yours | |

| |& enemy’s), roll a dice. If the result is equal to or higher than the dice stored, add | |

| |them to the power/dispel pool, if the result is lower, the stored dice are lost | |

|Luckstone |One use only. The bearer may re-roll all dice rolled to cast or dispel a spell. |25pts |

|Crystal Ball |All enemy units within 24” of the bearer must reveal any ‘secrets’. This includes any |15pts |

| |magical items available to the unit and who is carrying them, the presence of disguised,| |

| |hidden or otherwise ‘invisible’ models and anything else that player is not normally | |

| |obliged to disclose to his opponent. | |

|Wizard’s Staff |Allows the bearer to use one more dice than normally allowed when casting a spell. |10pts |

Enchanted Items

|Name |Description |Cost |

|Laurels of Victory |Each wound caused by a model wearing this item (but not those caused by his mount) will |55pts |

| |count as 2 wounds when working out combat resolution. (You don’t actually cause double | |

| |wounds on your victim.) | |

|Doomfire Ring |Bound spell. Power level 3. Casts the Burning Head spell from the Lore of Fire. (see |30pts |

| |Warhammer Rulebook) | |

|Van Horstmaan’s Speculum |When bearer fights in a ‘challenge’ he may swap his base WS, S, T, I, and A values with |30pts |

| |those of his opponent. If the bearer decides to use this, the effects last for the | |

| |duration of the ‘challenge’. | |

|Icon of Magnus |The wearer and unit he is with are immune to Fear. When faced with an enemy that causes |25pts |

| |Terror, the wearer and unit he is with only suffer Fear and are immune to Terror. | |

|Ring of Volans |One use only. Bound Spell. Power Level (variable). Choose any one of the eight magic |20pts |

| |lores from the Warhammer Rulebook and randomly select one spell from the lore to be | |

| |bound in the ring. The power level of the bound spell is equal to the normal casting | |

| |value of the spell. | |

Magic Standards

|Name |Description |Cost |

|Imperial Banner |All units within 12” can re-roll failed Terror, Fear, Panic, or Rally test as well as |100pts |

| |tests to avoid pursuing a fleeing enemy. | |

|Griffon Standard |A unit carrying this banner receives double the bonus for ranks when working out combat |55 pts |

| |resolution. One bonus rank gives a +2, two bonus ranks gives +4 and three bonus ranks | |

| |add +6 (maximum) to combat resolution. | |

|Banner of the Daemonslayer |Knights only. During the turn it charges into combat, the unit causes Fear (from moment |50pts |

| |it is in charge range to the end of turn). | |

|Banner of Valour |The unit is immune to Panic. |30pts |

|Steel Standard |Knights only. The unit can add D3” to its charge move. If the charge is failed, this |20pts |

| |additional amount is discounted. | |

|Banner of Duty |The unit can re-roll any failed Rally test. |10pts |

|Special NPCs |

| |

|Seika Ryuu (Neutral) |

| |

|[pic] |

| |

|As old as ancient volcanoes that created the continents, Seika Ryuu (Sacred-Fire Dragon) is a living God amongst Dragons. Usually dormant and dreaming|

|of the early days when Fire ruled as the primary element, Seika is currently awake and aware of the invaders. He senses their presence and intends to |

|protect his vaults filled with riches, gold, jewellery, artwork and artefacts of old from any intruder. |

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|Seika Ryuu |

|M |

|WS |

|BS |

|S |

|T |

|W |

|I |

|A |

|Ld |

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|8 |

|9 |

|0 |

|9 |

|9 |

|10 |

|5 |

|8 |

|10 |

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|Special Rules: Character; Fly; Large Target; Flame Breath; Scaly Skin; Ancient; Lord of Fire; Terror; Immune to Panic; Stubborn |

| |

|Character: Seika is a Special Character and follows the rules for Characters in the Warhammer rulebook. This means that he can issue and accept |

|Challenges. |

|Fly: Seika’s great wings allow it to fly. He follows the rules for flyers in the Warhammer rulebook. |

|Large Target: Seika is very big, and counts as a large target. |

|Flame Breath: The fiery breathe of Seika is legendary. It is terribly destructive. In battle it is used as any other breathe weapon. Those hit by the |

|template suffer a Strength 5 hit (Flaming Attack). In addition any unit that suffers casualties from Seika’s breathe must take an immediate Panic |

|test. |

|Scaly Skin: Seika’s thick, iron-hard scales give him a 2+ armour save. |

|Ancient: Seika Ryuu has lived for centuries and learned much about magic and survival. Seika has a 5+ Ward save and Magic Resistance (2). |

|Lord of Fire: Seika is immune to Fire Attacks including Magical Fire. |

|Seika is a level 4 Wizard that knows all spells in the Lore of Fire. |

|Terror: Seika causes Terror as described in the Warhammer rulebook. |

|Immune to Panic: Nothing scares Seika. He does not take Panic tests. |

|Stubborn Beyond Reason: Seika is Stubborn as described in the Warhammer rulebook. Additionally, Seika will never leave his hoard behind. If forced to |

|flee off the table, he returns next turn as if he had pursued an enemy off the table. It is impossible to destroy Seika Ryuu by ‘catching’ him, he is |

|simply treated as being charged and combat will resume in the following turn. |

| |

| |

Appendix IV – Lairs

There are many creatures and races in the Warhammer World and any adventurer is bound to meet some. Every cave, hill, bridge or trail can serve as a refuge for a troll, or something worst.

|Every time a Banner stops on a Lair Special Map Section after moving, roll |Lair Encounter (D6) |

|on the Lair Encounter table followed by a roll on the Inhabitant table | |

|linked to the die roll result. | |

|Once the Inhabitant of the Lair has been determined, proceed to Appendix V –| |

|Special Scenarios – Lairs or The Dragon’s Roost if Seika Ryuu was rolled (A | |

|roll of 6 followed by a 6). | |

| |Roll |Inhabitant |

| |1 |None – Lair is empty |

| |2 |Beast |

| |3 |Bipedal |

| |4 |Monstrous Beast |

| |5 |Magical Beast |

| |6 |Dragon |

| | | | |

|Beast (D6) | |Bipedal (D6) |

|Roll |Creature |Amount† | |Roll |Creature |Amount† |

|1 |Chaos Warhounds |4D6-4 | |1 |Harpies |2D6-2 |

|2 |Sabretusks |1D6-1 | |2 |Trolls |2D6-2 |

|3 |War Lions |4D6-4 | |3 |Giant |1 per 1000pts |

|4 |Razorgor Herd |2D6-2 | |4 |Fimir Balefiend |1 per 1000pts |

|5 |Spiders |Giant |4D6| |

| | | |-4 | |

| | | |per| |

| | | |500| |

| | | |pts| |

| | | | |Roll |Creature |Amount† |

|Monstrous Beast (D6) | |1 |Royal Unicorn |1D6-1 |

|Roll |Creature |Amount† | |2 |Cockatrice |1 per 1000pts |

|1 |Pegasi |1D6-1 | |3 |Great Taurus |1 per 1000pts |

|2 |Hippogryph |1 per 1000pts | |4 |Lammasu |1 per 1000pts |

|3 |Griffon |1 per 1000pts | |5 |Ghorgon |1 per 1500pts |

|4 |Manticore |1 per 1000pts | |6 |Zoat |1 per 1500pts |

|5 |Chimera |1 per 1000pts | | | | |

|6 |Hydra |1 per 1500pts | |† The amount of creatures is sometimes dependant on the size of the |

| | | | |Banner encountering the Lair. It is possible to encounter an empty |

| | | | |Lair. |

| | | | | |

| | | | |* Once this lair has been found, re-roll any future rolls of 6. This |

| | | | |Lair is unique and remains on the map once revealed. If Seika Ryuu is |

| | | | |defeated, the Lair is considered empty for future visits as no other |

| | | | |creature would live in such a perilous environment. The creature(s) |

| | | | |found on the re-roll have twice the amount of treasure. |

| | | | | |

|Dragon (D6) | | |

|Roll |Creature |Amount† | | |

|1 |Carnosaur |1 per 1000pts | | |

|2 |Wyvern |1 per 1000pts | | |

|3 |Dragon Ogre |Warrior |2D6-2 per 1000pts | | |

| | |Shaggoth |1D2 -1 per 1500pts | | |

|4 |Dragon |1 per 1500pts | | |

|5 |Chaos Dragon |1 per 1500pts | | |

|6* |Seika Ryuu |1 | | |

| | |

Note: Any options available to upgrade a creature can be chosen by the defender for free.

Appendix V – Special Scenarios

|Village |

|Armies |Battlefield |

|Defender gets 250 points of Core units including one unit champion; the units must be | |

|taken as Archers or Swordsmen from Appendix III - NPCs. All units are considered to be | |

|skirmishers. | |

| | |

|Length of Game |

|Until the Defender or the Attacker flees or is destroyed. |

|Special Rules |

|Include Fences, Hedges, and Buildings as terrain. |

|On the roll of a 6 on 1d6, the Village has a Tavern and the Defender may add up to 250 points of additional Core units. |

|On the roll of 4+ on 1d6, the Village has a Stationary War Machine (Great Cannon). |

|The Attacker goes first. |

|Victory Conditions |

|Defender is destroyed or fleeing. |

|Victory Benefits |

|Gain control of the Village. |

|Any equipment carried by the Defender which your units can wear is yours. |

|There is a chance you can claim the Tavern as well. See Claiming a Special Map Section under Winning a Battle. |

| |

|Armies |Battlefield |

|Defender gets 1 Hero which can be fully equipped (no Imperial Pegasus) and up to 500 | |

|points of Core units; the Hero and units must be taken from Appendix III - NPCs. | |

| | |

|Length of Game |

|Until the Defender or the Attacker flees or is destroyed. |

|Special Rules |

|Includes 3 connected sections of wall, 4 towers at each corner, a Gatehouse, and Buildings as terrain. |

|On the roll of 3+ on 1d6 the Keep has a Tavern and the Defender may add up to 500 points of additional Core units. |

|On the roll of 4+ on 1d6 the Keep has a Barracks and the Defender may add up to 500 points of Special units. |

|On the roll of 2+ on 1d6, the Keep has a Stationary War Machine. |

|On the roll of 3+ on 1d6, the Keep has a second Stationary War Machine. |

|The Attacker goes first. |

|Victory Conditions |

|Defender is destroyed or fleeing. |

|Victory Benefits |

|Gain control of the Keep. |

|Any equipment carried by the Defender which your units can wear is yours. |

|There is a chance you can claim the Tavern or Barracks as well. See Claiming a Special Map Section under Winning a Battle. |

|There is a chance you can claim magic items worn by the Hero. See Spoils of War section under Winning a Battle. |

| |

|Armies |Battlefield |

|Defender gets 1 Hero which can be fully equipped (including Imperial Pegasus), up to | |

|500 points of Core units and 1 Stationary War Machine; the Hero, units and War Machine | |

|must be taken from Appendix III - NPCs. | |

| | |

|Length of Game |

|Until the Defender or the Attacker flees or is destroyed. |

|Special Rules |

|Includes 3 connected sections of wall, 4 towers at each corner, 1 central tower, a Gatehouse, and Buildings as terrain. |

|On the roll of 3+ on 1d6 the Stronghold has a Tavern and the Defender may add up to 500 points of additional Core units. |

|On the roll of 3+ on 1d6 the Stronghold has a Barracks and the Defender may add up to 500 points of Special units. |

|On the roll of 5+ on 1d6, the Stronghold has Stables and the Defender may add up to 500 points of Cavalry units. |

|On the roll of 5+ on 1d6 the Stronghold has an Arcane Tower and the Defender may add one fully equipped Level 3 Wizard from any College desired. |

|On the roll of 6+ on 1d6 the Stronghold has a Palace and the Defender may add one fully equipped Lord. If there are Stables, the Lord may be |

|mounted on a Warhorse. If there is an Arcane Tower, the Lord may be mounted on a Griffon. |

|On the roll of 2+ on 1d6 the Stronghold has a second Stationary War Machine. |

|In the even that there is a second Stationary War Machine; on the roll of 3+ on 1d6, the Stronghold has a third Stationary War Machine. |

|The Attacker goes first. |

|Victory Conditions |

|Defender is destroyed or fleeing. |

|Victory Benefits |

|Gain control of the Stronghold. |

|Any mundane equipment carried by the Defender which your units can wear is yours. |

|There is a chance you can claim the Tavern, Barracks, Stables, Arcane Tower or Palace as well. See Claiming a Special Map section under Winning a |

|Battle. |

|There is a chance you can claim magic items worn by the Lord and Heroes. See Spoils of War section under Winning a Battle. |

| |

|Armies |Battlefield |

|Defender plays the creature(s) determined in Appendix IV – Lairs. | |

|Attacker can choose to attack with his entire army or with a single character on foot. | |

|See Special Rules for more details. | |

| | |

|Length of Game |

|Until the creature(s) have been defeated or the Attacker flees or is destroyed. |

|Special Rules |

|The Attacker goes first. |

|Certain creatures have special rules as described in the Storm of Magic supplement. |

|Optional: The Attacker can select one Character model (no mounts) to face the creature(s) on his own in a special challenge. Victory Benefits as |

|well as Special Victory Benefits would be granted if the Attacker wins. For the remainder of this battle, the Character model gains the special |

|rule: Taunt |

|Taunt: At the beginning of your opponents turn before the Movement Phase has started, you may try to attract the ire of any creature in direct line|

|of sight. The creature must pass a Leadership test with a -2 modifier or move directly towards you as fast as possible. If it can charge it will do|

|so, but if the charge is failed, it will move its movement value + the highest die rolled. |

|Victory Conditions |

|Defender is destroyed or fleeing. |

|Victory Benefits |

|Treasure: You gain 1d6 of gold (pp) per wound of the creature(s) defeated. You also gain one magic item as per the Magic Item chart: |

| |

|Special Victory Benefits: If the creature(s) is able to recover following the rules depicted in the Heal Wounded section roll 1d6. On the score of |

|1-3, you are forced to kill the creature(s); on a 4+ you gain control of the creature(s) and it joins the Banner. |

| |

| |

|Magic Item (2D6) |

| |

|2 |

|Scroll of Town Portal |

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|3 |

|Scroll of Scry |

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|4 |

|Elixir of Chaos |

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|5 |

|Elixir of Endurance |

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|6 |

|Elixir of Finesse |

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|7 |

|Elixir of Might |

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|8 |

|Potion of Daily Haste |

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|9 |

|Potion of Daily Strength |

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|10 |

|Potion of Daily Toughness |

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|11 |

|Banner of the Swarm |

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|12 |

|Standard of Speed |

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| |

|Armies |Battlefield |

|Defender is Seika Ryuu, who’s rules can be found in Appendix III – NPCs. | |

| | |

|Length of Game |

|Until the Dragon is defeated or the Attacker retreats or is defeated. |

|Special Rules |

|Seika Ryuu’s rules are available below. |

|The Attacker goes first. |

| |

|Every round at the start of the Shooting phase gouts of flaming lava land on the battlefield. Roll a D6 to determine where to place the template |

|referring to the numbers in the Deployment Zone above. A 5 or 6 means there are two gouts of lava this round. Place the large round template |

|completely on the surface of the corner or in the center of the battle field as determined on the die roll. Roll the Scatter die and 5D6 dice. Move|

|the template an amount of inches equal to the value on the dice in the direction indicated on the Scatter die. If the Scatter die is a hit, leave |

|the template where it is. |

|Any model touched by the template suffers a Str 5 hit that causes D3 Wounds. This damage is Fire damage. A unit suffering a casualty must take a |

|panic test. |

|Victory Conditions |

|If the dragon is defeated the Attacker wins. |

|Victory Benefits |

|Treasure: Seika Ryuu’s horde consists of coins, gems, jewellery and valuable art with a combined worth of 10,000 gold (convertible to pp), Also |

|found in the horde are 3 Magic Items as per the Magic Item chart, the Twisted Crown of Undeath and the Talisman of the Old Ones described in the |

|Magic Items section. |

| |

| |

|Magic Item (2D6) |

| |

|2 |

|Scroll of Town Portal |

| |

|3 |

|Scroll of Scry |

| |

|4 |

|Elixir of Chaos |

| |

|5 |

|Elixir of Endurance |

| |

|6 |

|Elixir of Finesse |

| |

|7 |

|Elixir of Might |

| |

|8 |

|Potion of Daily Haste |

| |

|9 |

|Potion of Daily Strength |

| |

|10 |

|Potion of Daily Toughness |

| |

|11 |

|Banner of the Swarm |

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|12 |

|Standard of Speed |

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|Order Card |

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|Banner Name: |

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|will |

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|(Circle one) |

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|Move to Map Section |

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|Recover Map Section |

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|Fortify to Map Section |

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|Hold in Map Section |

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|Raze Map Section |

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|Hold Map Section / |

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|Move to Map Section |

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|Special Orders: |

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|Order Card |

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|Banner Name: |

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|will |

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|(Circle one) |

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|Move to Map Section |

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|Recover Map Section |

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|Fortify to Map Section |

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|Hold in Map Section |

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|Raze Map Section |

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|Hold Map Section / |

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|Move to Map Section |

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|Special Orders: |

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