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How to Win:
Players need to achieve 12 Campaign Points. If 2 players gain 12 CPs at the same time, play continues
until 1 player has more CPs than the other. If a full game year passes before this the players with the
most CPs play a Warhammer game, the winner wins the Campaign. Each Tile gives 1 Campaign Point and
each City, Fortified City and Capitol gives 1 Campaign Point. So a tile with a City on it generates 2 CPs.
Army Construction
Players have 6,000 points that they divide up between up to 5 Banners. Banners can be constructed from
500 to 2,000 points. Once a banner is constructed it stays the same unless units die, are bought to add
to it or it combines with another banner.
Scout Banners: Banners of 500 points or less are considered Scout banners. A Scout banner can only
Raid (See Raids below). If a Scout banner engages any banner other than another Scout banner, roll to
see the results: 1 Scout banner is eliminated. 2-6 Scout Banner escapes. Regardless of the result, both
players show their army lists to each other. Scout banners move 2 and can Force March 3. Scout Banners
may not conquer tiles and can only raid.
Infantry Banners: All banners that have over 50% infantry are Infantry banners. Infantry banners move
1 hex and can Force March 2 Hexes.
Cavalry Banners: All Banners that are over 50% avalry count as cavalry Banners. cavalry Banners can
move 2 hexes and Force March 3 Hexes.
Artillery: Any banners that contain Artillery may Force March, but if they do the Artillery begins off-board
and moves on board the first turn from that players board edge.
Movement
Banners can move their base move, but may chose to Force March before beginning their move. Roll a
d6: 1 Banner cannot move, 2-3 Banner moves its normal move, 4+ the Banner moves its Forced March
move. Banners may only move through neutral hexes or friendly hexes. Rivers may only be crossed at
Bridges or at Fords.
Movement order is based on Empire Size. The player with the smallest Empire moves first. Ties roll off.
Terrain
Mountains: Movement through mountains is not possible. When a banner moves onto a mountain hex, its
movement ends. The following turn it can move 1 hex in any direction regardless of its movement.
Dwarves and Skaven are not affected by Mountains in regards to Movement. Only mines or keeps can be
built on Mountains.
Marsh: MMarsh affects movement the same as mountains unless models in the banner have the
amphibious special rule.
Forest: Banners defending a Forest Hex may choose to place 2 additional tree bases on the battlefield
before other terrain is placed.
Cities: Players defending cities (not fortified ones or capitals) may place 2 additional buildings before other
terrain is placed.
Rivers: Players must place a river on the table that must enter 1 Long table edge and exit 1 short table
edge. If there is a river crossing on the tile, then a bridge must be placed on the battlefield crossing the
river. The bridge counts as a Critical Objective and generates 200 VPs if a player controls it at the end of
the game. Players control it if they have models on it and the opponent does not.
Dungeons: Located in some of the Mountain hexes are long forgotten tombs, ruins of ancient origins or
abandoned dwarven cities. Characters from Banners in a Hex with a dungeon may search the dungeon
for artifacts and treasure. Only 1 character may search and players need to nominate that character
before rolling. Roll on the following chart:
D6 Roll Result
1
2
3
4
Character
Character
Character
gains
Character
takes
+1
gains
finds
wound
for
2
next
wound.
nothing.
battle
Experience.
5 Wizards receive 1 additional spell in next battle/Other Characters receive +1 Armor for the next battle.
6 Receives 50 Point Magic Item in addition to normal allotment.
Battle Results
When 2 or more banners move into a hex, a battle occurs. Banners of the same player fight as one, but
cannot exceed 3,000 points. The type of battle is determined by the contents of the tile. If the hex
contains a Keep, a Fortified City or a Capitol, the attacking player chooses whether to Siege the city or
conduct a Raid. If they choose to siege then a Siege battle is played out, otherwise the best result that
can occur is a Raid. When any other type of hex is attacked, a normal battle is played out. When army list
are revealed, if either side is outnumber by more than 2 to 1 they may immediately flee. Deduct d6x100
points from that Banner and the opponent gets the same results as if they raided. Depending on the
Battles result, the outcome is as follows:
Tie: Raid
is
conducted
with
a
-1
to
roll
(Minimum
of
1).
Minor
Victory: A
Raid
is
conducted.
Solid Victory and Massacre: The tile is captured and the losing army must retreat to an adjacent friendly tile.
If no adjacent friendly exists then the banner is lost. Any existing fortifications or cities will remain.
Unopposed banners automatically conquer a tile their in, unless they are a scout banner. Scout banners
my
only
raid.
Raids: When the results of a battle is a Raid, the winner gets d6x 100 Gold. If a defender achieves any
victory other than a draw, they get to rob the baggage train of the fleeing army. This counts as a Raid.
Experience
Surviving battles will give units and characters experience which can be used to buy Veteran Upgrades for
that Unit. Artillery and Monsters do not receive experience. Units that are wiped out do not retain any
experience. Below are the experience rewards that a unit can receive:
Units
1
Destroy
an
1
Capture
1
1
Capture
a
1
Insane
Courage
(2
1
Break
a
unit
1 Break a unit on a Stand and Fire reaction.
Enemy
Enemy
on
a
from
Unit
Standard.
Survive Battle
Table
Corner
Leadership
Test).
ranged
fire.
Characters
Any
Unit
rewards,
1
Kill
1
Win
1
Break
unit
with
1
Dispel
1 Cast a spell with Total Power
plus
Enemy
a
an
Magic
the
or
Ranged
Opponents
following:
General
Challenge
Combat
spell.
Veteran Abilities: For every 10 Experience points earned the unit gets to choose 1 of the Veteran Abilities
below.
Character:
1. Rousing Orator Any unit with a model within 6 of the character may add 1 to its Leadership (max 10)
when
attempting
to
rally.
2.
Lightning
Reflexes
Once
per
phase,
re-roll
any
failed
armor
saves.
3.
Hard
to
Kill
+1
Wounds.
4.
Deadly
Warrior
+2
Weapon
Skill,
maximum
8.
5.
Great
Reputation
+1
Leadership,
maximum
10.
6. Great Strategist Re-roll the dice when determining who gets the first turn.
Units:
1. Lucky Once per game in the shooting phase, force one enemy unit to re-roll all successful hits or
artillery
/
scatter
dice
that
target
this
unit.
2. Fated Once per game, re-roll all failed armor saves in one phase of any turn.
3.
Steady
Re-roll
failed
Panic
tests.
4, Bloodthirsty Re-roll failed To Wound rolls in the first round of close combat.
5.
Hardened
Re-roll
failed
Break
tests.
6. Feared Unit Causes Fear (or causes Terror if it already caused Fear).
Garrisons
If an enemy besieges a Keep, Fortified City or a Capitol that has no banners, they must fight the
garrison. The Garrison of a Keep is 1d6 x 100+200 Points. A fortified town garrison is 1d6 x 100+300
Points. A capitols garrison is 1d6 x 100+500 Points.
Racial Rules
following results on the Winter Events table: Plague and Famine. On the other hand, it is difficult to raise
taxes from people that are dead! Thus, Undead empires may not raise taxes in the winter. Undead get
immediate recruit after winning a battle.
Season Rules
The Warhammer world is an environment where roads and rivers are rarely passable during the winter,
and where military conquest is restricted to the warmer months. This warm period, stretching from the
spring to the autumn equinox, is known as the campaign season. During the campaign season, armies
march to war and plans hatched over the winter are finally put to the test.
The Mighty Empires Year
Spring
Summer
Summer
Autumn
Winter Round
Round
Round
Round
1
2
Round
Equinox Magic
Players of Warhammer will be fully acquainted with the effects of magic on the battlefield. Equinox magic
is altogether different, and is far more dangerous and powerful. Equinox spells may only be attempted
on two occasions during the year: the spring and winter equinoxes. These times are occasions of great
magical flux, when the air fills with the sorcerous power of the changing seasons. Equinox spells can only
be cast from the empires capital, where its most sacred and arcane sanctuaries are located. Magic power
is channelled through these ritual centers during the equinoxes, drawn by the conjunctions of the planets
and the mystic rite of the season, ready to be directed in the form of a spell.
Rare and expensive components are required to cast an equinox spells, making it an expensive business.
Therefore, it costs 100 gold pieces from the empires treasury in order to cast a spell.
Each player can cast one equinox spell per turn, one player after the other starting with the smallest
empire and working up. Each player can cast only one spell in each equinox. To determine which spell is
cast, roll a D6 and consult the appropriate spell table. If the player does not like the first result, they may
re-roll the dice but must abide by the second result rolled. The player then chooses which target tile the
spell will affect and rolls 2D6. If the result is greater than the number of tiles from the empires capital to
the target, then the spell takes full effect; otherwise it fails and has no effect (thought the 100 gold
pieces for components is still spent).
Autumn Spells
1. Failure. The
spell
fails
to
work.
2. Blight Crops. This spell is cast on a tile in an enemy empire but affects the empire as a whole. Crops
shrivel and fail, reducing the yield of the entire harvest. Taxes are halved for the empire this winter.
3. Deluge. This spell must be directed against a river tile, causing the river to swell, forming a tidal wave
of destruction. Any banner in the tile is destroyed loses 2d6x100 points. Any banner lying downstream of
the
tile
loses
d6x100
points.
4. Trail of Howling Doom. This spell unleashes a trail of magical wind and storms beginning in the target tile.
Any feature in the tile is destroyed on a roll of 5+. The spell then moves one tile in a randomly
determined direction and affects it in the same way. The spell will keep on moving randomly until a 1 is
rolled
on
the
dice
when
rolling
to
see
if
a
marker
is
destroyed.
5. Shrouding Mists. The tile that is the target of this spell is surrounded by magical mists that will last until
next years autumn equinox has passed. Until that time, the tile may not be claimed or conquered, it
cannot raise revenue or be taxed, and no markers may be built on it. No banners my enter or leave a hex
covered
in
shrouding
mist.
6. Tornado of Peril. This spell creates a whirling tornado of magical energy that devastates the tile,
destroying any features on a roll of 2+.
Spring Spells
1. Failure. The
spell
fails
to
work.
2. Abundance. This spell must be cast on a tile from the empires capital. If this spell works, then every tile
in the players empire blossoms with life throughout the year. The player may immediately raise taxes for
a second time this winter (modifiers for famine or blighted crops, etc. still apply).
3. Chaos Void. This spell may only be cast against an unclaimed tile. It brings the powers of raw magic
into deadly coalescence, creating a vortex of chaos that will last for a full year. No-one may claim the tile
until
the
next
spring
equinox
has
passed.
4. Quake. The walls of a city or castle in the target tile are devastated by an earthquake leaving the
settlement vulnerable. Attacks on this tile do not require a siege. Use the rules for attacking s town in the
terrain
section.
5. Hold River. This spell is cast on a river tile. The river dries up. Any mine on the tile will not produce
revenue
until
the
next
spring
equinox
has
passed.
6. Transform Gold. This spell must be cast upon an opponents capital. Up to D6 x 100 gold pieces in the
opponents treasury are transmuted from gold into worthless lead!
Winter
Winter is both a time of rest and renewal for the armies of an empire and a time of hardship for many of
the empires inhabitants. While seasoned campaigners toast themselves with ale in front of log fires and
bards add new verse to heroic songs, for many, the winter brings only privation and despair.
Winter is a time when newly conquered people may be tempted into dissent, and when disease can
wreak havoc among populations already wakened by hunger and war. The turning of the seasons also
brings with it the fear that this year might once more be the year of the Dragonrage. Every few years, for
reasons unknown, Dragons come roaring down from the heart of the mountains, bringing terror and
destruction to princes and paupers alike.
These events and others like them are represented by means of an event roll made by each player,
starting with the player with the largest empire and working down in order. To take the test, the player
rolls 2D6 and refers to the Winter Events Table. Note that winter events are randomly selected.
These two events dont necessarily affect the empire that rolled them; instead, they affect the largest
empire in the game. However, an empire may not be affected by more than one famine or more than one
revolt each winter; if either event should be rolled a subsequent time, then the second largest empire will
be affected by the second roll, the third largest by the third roll, and so on. If there is a tie for the largest
empire, roll off to decide who gets the trouble of being the largest that winter.
Note that an empire can be affected by both famine and revolution in the same winter, it just cant be
affected by two famines or two revolutions!
The Dragonrage
The Warhammer world is a dark and terrible place, where monsters lurk and danger is ever near. But
nothing strikes more fear into the hearts of the inhabitants of the Old World than the plagues of dragons
that periodically devastate whole regions of the world. This destructive and highly unpredictable event is
know as the Dragonrage.
Dragonrage can be triggered once each winter by a roll of 12 on the Winter Events table. Once it has
been triggered, any further rolls of 12 that winter count as No Event.
Randomly select a mountain tile when the Dragonrage is triggered. 2D6 Dragons will pour forth from this
tile. Use anything you like to represent the dragons small coins work well. Randomly select a tile
adjacent to the mountain and place one dragon in it. Then randomly select a new tile adjacent to the one
where the dragon was just placed, and put a dragon in it to, and so on, leaving one dragon per tile, until
all of the dragons have been placed. Note that it is possible for a tile to receive two or more dragons.
No taxes may be raised on a tile with a dragon. In addition, if the tile has a marker such as a city, castle,
or mine, then 1D6 is rolled for each dragon on the tile, and the marker is destroyed on a roll of 4+. If the
tile has a banner on it, you may choose to reduce that banner by d6x100 points and save the marker.
Recruitment
During Winter, Generals can attempt to recruit new units or reinforce existing units. Depending on the
location, more units can be obtained. Only banners in the location may be reinforced. Here are the
recruitment allotments:
City
or
Capital or Fortified City: 2d6x100 Points.
Keep: d6x100
Points
New Banners may be formed with these points plus any points from another banner. Banners in cities,
keeps or capitals may split at anytime. An outside person should be used to witness these changes.
Taxation
As the winter starts, bands of tax collectors scour each empire, collecting tithes that will help pay for the
armies that will protect the empire in the coming year. The money that they raise is added to the players
treasury and can be used along with the revenue raised during the campaign season to pay for additional
troops.
Each tile in a players empire has a taxation value, as shown below. Simply roll the appropriate number of
six-sided dice, multiply the score by 10 (or 5 in the case of a marsh, tundra, or desert), and add the
resulting revenue to your treasury.
TAX
Terrain
Taxes
Mountain
Plains (Desert)
Plains (Tundra)
Plains
Forest
Plains (Farmland)
River
Marsh
City
Isolated Tiles
Newly conquered territory will usually be linked to the capital by friendly tiles. However, as the campaign
progresses, this link may be broken as interlinking tiles fall to the enemy. If a tile can no longer draw a
route along friendly tiles to the capital, it is said to be isolated. Isolated tiles are part of the empire in all
respects except that they provide no revenue.
Blighted Crops & Famine
Some events and spells reduce the amount of tax a tile or empire can raise. If several of these things
affect a tile, then their effects are cumulative. For example, an empire hit by blighted crops and famine
would have its taxes halved, and then halved again. When halving any taxes, round any fractions up.
Spending Gold
Gold can be spent to build new cities, keeps, mines and allies and mercenaries. Keeps can be built for
500 Gold. Keeps can be upgraded to cities for 500 Gold and Cities can be upgraded to Fortified Cities for
500 Gold. Mines may be built on rivers or mountains for 200 gold. Mines on rivers generate d6x 100 gold
per season, mines on mountains generate 2d6 Gold.
Gold can be used to recruit Allies and Mercenaries. Gold can be spent on a 1 for 1 basis to buy allies from
another
army
that
shares
common
interest.
Legal
Allies
are
as
follows:
Forces of Order: Empire, Bretonian, Wood Elves, High Elves, Dwarves and Ogre Kingdoms.
Forces of Destruction: Chaos, Beastmen, Deamons, Orcs and Goblins, Skaven, Vampire Counts, Dark Elves
and Ogre Kingdoms.
Tomb
Kings
and
Lizardmen
cannot
be
taken
as
allies.
Mercenaries from the Dogs of War list may also be purchased with Gold. Allies and Mercenaries can be
recruited only if the banner is in a city, keep or capitol. Mercenaries and Allies combined cannot not
exceed 25% of the Army List. For Example in a 2000 point banner only 500 points maybe mercenaries
and allies. Mercenaries and allies my not take a banner over 2000 points or 500 points if its a scout. A
Scout banner that exceeds 500 points is no longer a Scout banner.