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Mighty Empires Home Edition

INITIAL SET UP
1

MAP CREATION

Separate the tiles by type and shuffle them. Create the map starting with a mountain highland tile in the middle. A blank area cannot
be created while the map is being built. All rivers must be at least 3 tiles long including the start and end tiles. After the map is
created make sure all Capital tiles have at least 5 spaces between them. Determine a method to number or name the tiles as this can
make the orders step a bit easier.

C REATE AN EMPIRE
1
2

Roll off to determine player order from high to low, each player in order picks his Capital and states his race.
After the Capitals have been determined all players roll for what lies in their initial empire on the Initial Empire Resources
Chart. The initial empire consists of the 6 tiles surrounding the Capital and the Capital itself.
Initial Empire Resources Chart
2D6
Lowland
Highland
River Valley
Coastal
2
Barren
Barren
Barren
Barren
3
Barren
Barren
Barren
Barren
4
Barren
Barren
Village
Barren
5
Village
Barren
Village
Barren
6
Village
Barren
Village
Village
7
Village
Village
Village
Village
8
Village
Village
Village
Village
9
Fortress
Village
Fortress
Village
10
Fortress
Fortress
City
Fortress
11
City
Fortress
City
Fortress
12
City
City
City
City
Barren: Nothing of note in this tile Place a territory marker.
Village: Place a Village and a territory marker on this tile.
Fortress: Place a Fortress and a territory marker on this tile.
City: Place a City and a territory marker on this tile. If the city is on a Coastal tile it comes with ships. Roll D6, 1=0, 2-3=1, 4-5=2,
6=3
3
After the player has rolled for all of the tiles in his empire, he may roll on the Something Unusual Chart located on P.5 for
any of his barren tiles

EMPIRE ARMY CREATION


1

Once the Empires territories have been sorted out the player may now create his army. Refer to the Empire Military Assets
Chart.
Empire Military Assets Chart
Max
Points
Lords
Heroes
Special
Rare
Magic items
Banners
Capital
2000 ea
2 per
2 per
4 per
2 per
1 per
100 per
City
1000 ea
1 per
1 per
2 per
1 per
1 per 2
50 per
Fortress
500 ea
1 per 2
1 per 2
1 per
1 per 2
1 per 3
25 per
Village
250 ea
1 per 4
0
1 per 4
1 per 4
0
0
2
After the total points value is found out the player may then purchase units. Limited by the maximums set forth above.
Points for magic items can be divided up however the player would like. The items are then set but they can be traded
around as much as the player would like during the Winter Recruitment step or during the End of Month step of a Campaign
Month. Initially no monsters, monstrous hosts, monstrous cavalry or mercenaries can be purchased. After units have been
purchased the player the divides the units into banners. A banner can be no less than 500 points and no more than 3000.
Banners must follow all army creation rules at the beginning of the game. During the campaign season it is possible for a
banner to break the creation rules. For example more points than 3000 or extra points in heroes etc. When purchasing units
you may end up with a few points left over you may purchase one additional figure for a unit with these points. Conversely
when you are required to lose points the odd points will cause you to lose an additional figure.
3
The points and magic items sections of the Empire Military Assets Chart is only used during the initial empire creation.
4
Players then in order place their banners on the map one at a time. Any number of allied banners may start in the same
tile.
5
Players then determine their baggage allowance. All banners gain 1 baggage. Then the player rolls 2d6 and distributes the
resulting baggage as he sees fit. The maximum baggage a banner may have is 6.
6
Each ship is a banner in its own right. They do not need baggage.

THE CAMPAIGN YEAR

The campaign year is separated into the following turns. Spring, 6 Campaign Months, Fall and Winter. They will each be detailed
below.

1
2D
6

SPRING
1
2

Roll for player order. High roller goes first and so on.
Roll for Year Events. Consult the Year Event Chart. Unless specified the Empires Capital is never affected by an event.
Year Event Chart

10
11

12

Catastrophic event.

Bad trade goods

Weather

Good trade crafts

Special locations

3
4

Result
A plague. One random settlement is razed. Banners in tile lose D6x100.
A rebellion. One random settlement becomes neutral. Banners in tile defect on a roll of 1
3
on a D6.
4-10
Dragon Rage. See rules for Dragon Rage on P.5 result 11 of the Scouting Events Chart.
11
Bad Magic. All of your spells have 3 added to their casting cost this campaign year.
Spoiled crops. For this campaign year all of your subsistence values are halved, rounded
12
down.
All banners lose 1 baggage.
On first Campaign Month all banners activate only on a 4+ on a D6.
1 random banner moves randomly, if it has been given a move order, unless it rolls a 4+ on a D6 for
this campaign year.
D
Result
6
1
Shifty traders. -1 Gold Crown from treasury. This can put your treasury in the negative.
2
Desertion. In a random banner one random unit loses 50% of its men.
Bad breeds. In a random banner 2 random cavalry units or chariots lose 1 move permanently.
3
Unless the empire pays 1 GC per unit during the recruitment phase.
Poor training. In a random banner 2 Random units lose access to one of their weapon choices. If
the unit does not have weapon choices but is equipped with a weapon other than hand weapons
4
they can only use hand weapons. If hand weapons are the only weapon choice they have they
gain -1 to hit this season. The points spent on the lost weapons are lost.
Faulty armor. In a random banner 2 random units downgrade their armor by one step and lose
5
access to that armor. If they do not have armor they are at +1 to be wounded this year. The
points spent on the lost armor are lost.
6
Political greed. -1d6 Gold Crowns from treasury. This can put your treasury in the negative.
2D6
Result
2
1 random settlement has no production this year. Gold crowns or subsistence
3-4
-1 to all recovery checks this year.
5-9
No effect.
10-11
+1 to all recovery checks this year.
12
1 random settlement doubles its production. Gold crowns and subsistence.
D
Result
6
1
Political boon. +1 Gold Crown for the treasury.
Patriotism. In a random banner one random unit gains an additional 50% troops. Equipped
2
exactly how the original troops are.
Great Breeding. In a random banner 2 random cavalry units or chariots gain 1 move
3
permanently.
Cross training. In a random banner 2 Random units gain the use of another weapon type they
4
normally would not have access to. These weapons cost 2 points per troop. Or regain a
previously lost choice. This is a free upgrade initially.
Better armor. In a random banner 2 random units upgrade their armor by one step. The cost of
5
the new armor is 2 per troop. Or regain a previously lost choice. This is a free upgrade initially.
6
Trade increase. +1d6 Gold Crowns for the treasury.
D
Result. Location details can be found on the Something Unusual Chart located on P.5.
6
1
Location: Ancient ruins found. Roll a D6, 1-3= ruined city, 4-5= necropolis.
2
Short cuts. This year all banners gain a second movement and auto pass difficult terrain checks.
3
1 core unit joins your army. 200 points. Your race or any allied race.
4
Location: Important site found. Roll a D6, 1-2= a wizard tower, 3-4= mine, 5-6= temple.
Free fortress in a random barren tile. If not barren tile is present you may upgrade a village for
5
free immediately.
Location: Site of magical power. +1 to all spell casting and you may cast an equinox spell
6
without a mage in your capital.
A location result is placed in any barren tile. If there are no barren tiles it may be placed in any tile.
+1d6 Gold Crowns
Gain a 1500 point allied banner for this campaign season. Up to 1 lord, 2 heroes, 3 special and 2 rare.
Anything goes.
2D6
Result
2
2 free roads
3
Upgrade a village to a city or create a new village for free immediately.
4
All settlements grant +1 Gold Crown this year
5
One free monster mount already trained. Pick type but if a dragon must be the cheapest kind.
6
+1d6 Gold Crowns for espionage only.
7
A core unit of your choice gains a permanent +1 WS or BS permanently
Upgrade a village to a city or upgrade a city to a metropolis. A metropolis works just like your
8
capital.
9
All generals gains either +1 LD or command radius grows to 18. Pick for each general.
10
All banners gain 3 rerolls per battle for this year. A reroll allows you to reroll any set of dice
Glorious tidings

2D6
2

12

Special Boon

11

rolls. It may also use a reroll to reroll non battle results once per month this year.
A 1500 point banner joins your Empire. This can be of your race or any allied race. This
banner has 1 hero as its general and another hero as an army standard bearer. This banner
and heroes do not count towards your army allowances, as it is independently financed.
During the recruitment phase it will be brought back up to its full strength of 1500 as long as
the general is alive and free.
A hero comes of age. Gain 1 free Hero. This does not go against unit
High Elves
maximums.
Orcs &
A huge giant joins your army. It has +1T and +3W.
Goblins
Underground expert. Pick a General. Any banner led by this General
may skip one tile during the movement phase. A roll on the Scouting
Chart is still required but no route check needs to be made. This banner
Skaven
also counts as Dwarves for mine results if the player wishes. This
banner may also bypass walls in a siege. Forcing an open field battle
every time.
Gain 200 points in magic items.
Undead

Check for Wizard Tower spells. Roll a D6 on a 1-3 no spell is cast, on a 4-5 a standard equinox spell is cast, on a roll on the
Wizard Spell Experimental Spell Chart
Wizard Spell Experimental Spell Chart
D6
Result
1
The Wizard Tower is destroyed. Remove it from the tile.
2
Nothing happens
3
D6 extra baggage. Divide it how you see fit.
4
Every settlement in your Empire gains a D6 baggage stockpile.
5
Every banner loses 1 baggage.
6
All baggage in the empire is destroyed.
Note: All rolls for the Wizard Tower are made by the Empire that controls the tile the Wizard Tower resides in. In the case of a standard
Equinox spell the Wizard Tower is in all respects treated as if it were part of the tile controllers Empire.
4
Roll for equinox spells if you have a banner with a mage of at least level 3 in your Capital. Roll on the Spring Equinox Spell
Chart to see what spell is to be cast. If a location is called for you may pick a tile up to 12 from your capital then roll 2D6
and roll equal to or greater than the distance for the spell to succeed.
2d6
Spring Equinox Spell Chart
2
Abundance. The tile will support any number of banners this year and if razed will grant +1D6 baggage.
3
Chaos Portal. This spell is cast on any unknown tile. There is no movement to this tile possible this year.
4
Hold River. Any river on this tile dries out. It and any tile downstream are now passable.
Magical protection. Cancels the effect of any magic on this tile and makes further magic in this tile
5
impossible this year. In a battle magic items and magic cannot be used. Any creature only hurt by magic
loses this ability. Undead and demons are subject to instability the whole game.
Portents of terror. All living banners on this tile must roll a D6, on a 1-3 the banner cannot move and any
6
allied or mercenary banners disband. On a 4-6 the banner can move normally. Demon and undead armies
are immune.
7
Quake. For this season the target city or fortress does not have walls and its defense value is now 0.
Raise heroes of the past. 1d6+2 wraiths are created for your use this year. They may be separated as you
wish and do not have to form a unit if you do now wish them to. These heroes are immune to instability but
8
are otherwise undead. If killed in a battle they are lost. Do not roll for wounds and they do not gain Exp. Use
the undead army list.
9
Rot. All baggage in this is destroyed. Even baggage brought in later.
10
Scyre. The owner of any banners in this tile must give you a list of their armies.
Storm. Any settlement on the tile does not grant subsistence. Ships in the tile are destroyed on a 1-2 and on
11
a 3+ are driven to a neighboring tile. Banners in the tile are unaffected but any scouting into the tile is
driven back on a 4+.
12
Wither shins. Any scout attempts out of this tile are always in a random direction.

C AMPAIGN MONTHS

The following steps will be repeated each campaign month. There are 6 campaign months. All steps are taken simultaneously.
Exceptions will be mentioned in the appropriate section. The steps are Write Orders, Check Subsistence, Execute Orders, Fight
battles, Retreat/Scatter and End of Month.
1
Write Orders: All players write orders for their banners. The possible orders are: Raze and Hold Raze and Move, Move, hold
and Fortify. If a banner has an unusual movement capability it should be noted now that they are using it. All players show
their orders and then follow those orders. How to resolve possible order conflicts between 2 empires will be detailed in the
appropriate section
2
Check subsistence. A settlement can provide subsistence for allied banners, unless it is razed or under siege. The
Subsistence Value Chart shows subsistence values. The settlement can also send any of its subsistence points down a road,
river or along the coast as long as no enemy tiles, settlements or banners are in the way. It cannot combine these modes.
For example: a coastal city cannot ship food down the coast and then up a river. The settlement can also send its
subsistence points to adjacent tiles but it deteriorates by distance. For example: A city can supply 2 points to an adjacent
tile but only 1 to the next tile. If the banner cannot draw subsistence from a settlement the banner must subtract one
baggage. If the banner does not have baggage it must roll on the Subsistence Shortfall Chart.

Siege Subsistence. The defending banner cannot be supplied subsistence from an outside source. If a check on the
Subsistence Shortfall Chart is needed the sieging banner makes it roll as normal. The besieged banner makes it at a
-1.
Subsistence Value Chart
Settlement
Capital
City
Fortress
Village
barren
Value
3
2
1
1
0

Result

Subsistence Shortfall Chart


D6
1
2
3
4
5-6
Result per
-D6x50
-D6x20
-D6x10
-D6x5
No effect
1000pts.
3
Execute Orders. The different order types are detailed here. All orders are considered to be simultaneous.
1
Raze. Can only be performed if there are no enemies in the tile. The raze options are listed below. A razed tile
provides no revenue or subsistence. If the tile had a settlement any upgrades are destroyed. The exceptions are roads
which are never razed and bridges which may be razed.
1
Raze and hold. The banner places a razed marker in the tile and adds to the baggage train baggage equal to the
subsistence value of the tile.
2
Raze and move. As above but the banner must roll a 3+ on a D6 to make the Move action.
2
Move. The banner attempts to move to an adjacent tile.
1
Before a banner can move it must roll on the Scouting Chart below. If the content of the tile is already known the
banner must still roll to check for an event. If there is more than one banner in the tile, each banner can scout a
different tile. But each banner still must follow whatever orders it was given. Events will stop the banner from
moving. Blocking terrain as described on P.8 section 2.3.2.8 Is never a factor for scouting. If opposing empires
are moving to the same unknown tile. Roll off, the winner rolls on the Scouting Chart to determine what is in the
tile. The loser must still roll to see if there is an event. If the winner rolls an event, use the losers roll to
determine what is in the tile unless it also had an event.
2
If a banner is attempting to move into an enemy banners tile. The two players roll off. The winners action will
happen first. This may stop the other banners order. The player first makes a roll on the Scouting Chart and
unless a 3 or 11 are rolled they then roll on the Scouting an Enemy Banner Chart. After this roll the player may
opt not to move. But the banner gets no other actions.
Scouting an Enemy Banner Chart
D6
1
2
3
4
5-6
Your scouts are captured. And
No
Scouts are able to
Same as 3. But
As 4. But
they reveal the information
information is
gain some
opponent must
detailed
about your banner. Give other
found.
information. The
also give full
information on
player the point value of all
opponent must give
details of one
all banners in
banners in your tile.
points value of all
banner in the
the tile.
3
A ship banner never has to make a scouting check to move. And will move 2 tiles along the coast, open ocean or
heading downstream. It may only move one tile upstream. A ship banner may carry an army banner. In which
case the army banner can scout but then the ship is restricted to normal movement practices as well. An army
banner may load and unload in the same turn as part of their move action. An army banner may not unload into
a tile that contains an enemy banner or settlement unless the naval banner is a ship of the line.
Scouting Chart
Lowland and
2D
Lowland and
River
2D6
Highland
River valley
Highland
coastal
6
coastal
valley
2
Barren
Barren
Barren
8
Village
Village
Village
3
Scouting Event
9
Village
City
City
4
Fortress
Barren
Fortress
10
City
Barren
City
5
Village
Fortress
Village
11
Scouting Event
6
Village
Village
Village
12
Barren
Barren
Barren
7
Something Unusual
Note: The swamp tile can never have a settlement in it. But it may have Something Unusual. This may actually allow a settlement in
the tile. Banners in the swamp tile will lose D6x20 point when moving into the tile or holding on the tile.
Note: If the tile has already been scouted only an event is applied unless it is a barren tile and then a 7 can apply as well. Note: if a
city is on the coast it gets ships as well. Roll a D6 1= no ships, 2-4= 1 ship 5=2 ships and a 6= 3 ships
4
If the terrain has a settlement then the player must check on the race of the settlement. Roll a D6, on a 1-3 it is
of the same race as the banner, on a 4-6 roll on the Settlement Race Chart. Note: it is possible to still roll the
players race.
5
If the settlement is of your race it joins your empire. If it is allied or neutral it will resist on a 1-3 and join on a 46. If it is an enemy it will always resist. Roll on the Independent Settlement Banner Chart to determine the
banner size. Any time a banner moves into the tile of an independent settlement roll on the Independent
Settlement Banner Chart.
Settlement Race Chart
D6

1-2

3-4

Forces of Order

5-6

Forces of Destruction

High Elves

Dwarves

Chaos <roll on Chaos Forces


Chart>
Vampire Counts

Non Aligned
1-2

Ogre Kingdoms

3
4
5
6

Wood Elves
Empire
Bretonian
Lizardmen

3
4
5
6

Necromancer Army
Orcs & Goblins
Dark Elves
Skaven

3-4

Dogs of War

5-6

Tomb Kings

Result

Chaos Forces Chart


D6
1
2
3
4
5
6
Arm
Beastmen
Undivided
Slannesh
Khorne
Nurgle
Tzeentch
y
Note: Dwarves consider all Elves enemies.
Note: Chaos Armies of the 4 chaos gods <Slannesh, Khorne, Nurgle and Tzeentch> consider all other gods enemies.
Independent Settlement Banner Chart
2D6
Village
Fortress
City
2
200
350
400
3-4
400
700
800
5-7
600
1050
1200
8-9
800
1400
1600
101000
1750
2000
11
12
1200
2100
2400
6
If a Scouting Event is rolled the scouting attempt has failed and the army cannot move this month. The player
then rolls on the Scouting Event Chart.
2D6
Scouting Event Chart
2
Mass desertion. The banner loses D6x50 points.
Mutiny. The banner may not move this month and cannot move next month. If there are other banners in the
3
tile roll a D6 for each banner, on a 1 the banner will not move and attacks the mutinous banner.
Rot. The banner loses 1 baggage point. If the banner has no baggage it rolls on the Subsistence Shortfall
4
Chart on P.3 immediately.
5
Sickness. The banner loses D6x20 points.
6
Localized storms prevent the scouts from scouting.
The scouts head in the wrong direction. Number the adjoining tiles 1-6 where 1 is the original tile. Then roll
7
on the scouting table above again. The banner can then move into the new tile if it wishes. Assuming it can.
8
The scouts are killed by something and fail to return.
9
Scouts encounter a merchant caravan and divert it to the banner. The banner gains D3 baggage and D3 GC.
The scouts run into some mercenaries. Roll a D6 on a 1-4 they recruit a core unit from the dogs of war. It has
10
20 members and a full command. On a 5-6 the scouts are killed. The mercenaries will continue to fight for
you as long as you pay them 1 GC during the recruitment stage. This will bring them back to full strength.
If on a non highland tile the scouts find D3 tamable monsters. These can be of any combination of monsters,
monstrous hosts or monstrous cavalry. During the recruitment phase the empire may spend 1GC for every
100 points or fraction of to train the creatures.
If on a highland tile roll a D6. On a 1-3 the same as before. On 4-5 you find D3 adults that immediately join
your army. If you chose dragons you must take the cheapest in this case. On a 6 you have started a Dragon
Rage.
Dragon Rage
1
If the Dragon Rage was caused by scouts the scouted tile is the lair tile and the strength is only
D6+1. If the Dragon Rage was caused by the spring event roll, the lair tile is any full mountain tile
determined randomly and its strength is 2D6+3.
2
After determining strength and lair tile nominate on adjacent tile as 1 and number the rest to 6 then
11+
roll a D6. Place a dragon on that tile and continue this process till all dragons have been placed. It is
possible to have more than one dragon in a tile.
3
Roll a D6 for each dragon.
D
1
2-4
5-6
6
The dragon attacks any settlements in
The Dragon
As 2-4 except ships are destroyed on a
the tile razing them. It burns all
makes a
3+ and banners lose 2d6x100. And the
forests. They cannot be used this year.
show and
dragon moves a random direction
It will attack all ships destroying them
then Flies
every month rolling on this chart. It will
on a 6. Any banners lose D6x100
off.
not fly home till the winter.
points.
Andon
then
off. Chart the player rolls on the Something Unusual Chart. The tile
7
If Something Unusual
is rolled
theflies
Scouting
itself is barren.
Something Unusual Chart
D66

11-36

41-42

43&45

46-51

Resu
lt

Nothin
g

Dangero
us
Terrain

Necropoli
s

Wizard
s
Tower

52-53

54&56

61-62

63-64

65

44&55&
66

Mine

Temple/
coven/
lodge

Find Magic
item 2D6x5

Find D6
GC

Find D3
Tamable
Monster
s

Special
Event

Necromancers tomb.

Dangerous Terrain: A banner may explore the dangerous terrain on the turn it moves onto it and also on every turn it uses a hold
action.
D6
Dangerous Terrain Exploration Chart
1
Major haul. Gain D6+1 GC
2
Forgotten treasures. D3 GC
3
Treasure. 1 GC
4
Deserters. Lose D6x10 troops.
5
Monsters in the night! Lose D6x50 troops and army must immediately leave the tile as if they were defeated
in battle.
6
Bandit army! A banner of 2D6x200 attacks the banner/s in the tile. If it is not defeated it gains an additional
D6x200 and then randomly moves and attacks all villages it finds. Bypassing any fortresses or cities it comes
across. If it defeats a village it raises it. For every victory and raised village it gains D6x20 troops as its renown
grows. When it is defeated the victor gains D6 GC.
Necropolis: an undead banner that moves onto a Necropolis can attempt to raise the dead to gain more recruits or search the
Necropolis. The banner can do this every month it uses a hold action. The undead banner can recruit or search in a month, not both.
D6
Necropolis Recruit Chart
1-3
No dead awaken.
4-5
D6x50 points in core units.
6
2d6x50 points that can be anything but lords. Heroes recruited in this way can go above maximums.
A banner can search the Necropolis in the turn it moves onto the tile or on any turn it uses a hold action. An undead banner that
searches can reroll any of the Necropolis Search Chart results if he wants to but the second roll stands. He cannot reroll on the
Necromancers Tomb Chart.
2D6
Necropolis Search Chart
2
Fabulous treasure. 2D6 GC is added to the Empire.
3
Heroes tomb. A magic weapon and armor each worth D6x20 are added to the banner.
4
Necropolis Map. The player may add or subtract 1 from this chart from now on.
Vast Hoard. Add D3 GC to the Empire. Then roll a D6 unless a 6 is rolled the banner may come here next month
5
with a hold action.
Cursed Treasure. Gain D6 gold crowns but each turn spent in this tile causes an injury check on a random
6
character.
7
Return empty handed.
8
Massive collapse. D6x20 to the banner.
9
Haunting terror. The banner retreats from this tile as if it were defeated in battle.
D
Necromancers Tomb Search Result. The searchers can continue to make rolls on this chart this
6
turn till a 6 is rolled.
1
Magic weapons worth D6x50
2
Magic armors worth D6x50
10
3
Magic standards worth D6x50
4
Magic talismans worth D6x50
5
Enchanted items worth D6x50
6
The Necromancer awakens. See 12 below
11

Tomb Rats. All banners in tile lose D6x50 points and all baggage is destroyed.
Eruption of Undead. And undead banner of 4D6x200 emerges and attacks the offending banner. If not defeated
it will move in a random direction attacking or razing anything in its path. Every settlement it raises it gains
12
D6x20 troops. It gains D6x100 for every victory against a banner and every city it raises. When the banner is
defeated the victor gains a roll on the necromancers tomb chart for every 250 points the banner was. A 6 is no
result.
Wizards tower: A banner that moves into the Wizard towers tile may ask the wizard for an interview. If a banner uses a hold action
while in this tile roll on the same chart but use D6+6 instead. Or the banner may attack the tower if it wishes during the hold action,
in which case see 12.
2D6
Wizards Tower Interview result
Joins army. The wizard and his retinue join your army. He is a lord level mage and roll randomly for race on the
settlement chart. His race does not matter. The value of him and his retinue is 2D6+2x100 points. This
2
includes their magic items and mounts. These can be taken from the races army list. They do not count
against your empire limits, but they do have to follow the rules for army limits in the banner.
Provides troops. The Wizard gives you some of his troops totaling 2D6x50 points. This will include at least one
3-4
hero and their magic items and mounts. Roll for race type. These do not have to follow empire limits.
5-6
Gift. The Wizard gives the banners general a magic item worth up to 100 points.
7
Scouts. Immediately make a scout check on a tile and move if you want.
Provides information. You may choose a tile within 12 tiles. The owner of that banner must give you the points
8
value of all banners in that tile.
9-10
Ignores you.
Challenge. The wizard challenges a mage from your banner. If you refuse or do not have a mage refer to 12
D6
Challenge result
1
Your mage is slain. No roll on wound chart.
11
2-3 You mage is banished till the recruitment phase of this turn.
4-5 Your mage wins. The Wizard retreats to his tower.
6
Your mage wins. The wizard is slain. The tower is left open. Refer to 12 below.
12
Attacks. The wizards forces are 4D6x100. If the Banner is larger than his he will retreat into the tower with a

Ruined Temple

Religious Order

Special Mine

Disused mine

defense value of 3. If the army is defeated the victor gains D6x20 points each of magic weapons, armor,
enchanted items, talismans and banners. As well as D3 GC and D6 Baggage. Once the forces have been
defeated the tower is removed from the tile.
Mine. Roll for the nature of the mine when it is discovered.
D6
Mine type. Dwarves may reroll the chart once.
Disused Mine Result
D6
1-3 Mineshaft caves in on scouts. D6x10 troops. Dwarves my reroll this. Mine is then closed.
Dwarven hold. Roll a d6, on a 1-4 the hold is destroyed and full of monsters. Lose D6x10 troops.
4
1
On a 5-6 this is counted as a Dwarven fortress.
As above but Skaven.
5
The mine is infested with Orcs and goblins. They can recruit up to D6x100 points once. All other
6
banners lose D6x10.
2-4
It is a workable mine iron mine. It generates 2 GC per year.
5
It is a workable precious metals mine. It generates 3 GC a year.
Special mine result
D6
Mineshaft caves in on scouts. D6x10 troops. Dwarves my reroll this. Mine is then closed.
1
2-3 Gemstones. It generates D3+3 GC a year.
Meteoric iron. Empire can create a magic item worth D6x20 per year. Dwarves double this
6
4-5
amount.
Warpstone mine. Skaven and chaos can create a D6x20 magic item per year. All other races
6
lose D6x10 points and close the mine.
Temple/ coven/ lodge: When the temple is encountered roll a D6 to find the type of temple
D6
Type of Temple/ Coven/ Lodge
D
Result
6
1
Some troops are converted. Roll a subsistence shortfall check for all banners in the force.
Pilgrims move into the countryside disrupting movement. Affected tiles are counted as difficult
2
terrain. They block all normal routes of travel. Use the dragon rage to determine the locations.
The pilgrims will continue till winter.
Crusade! The temple starts fighting any country that borders yours. All enemy empire tiles that
3
1-3
border yours do not give taxes to their empire this year.
4
Nothing
5
Pick a barren tile. The monks search that tile for you. Roll on the unusual result chart on p. 6
6
The temple gives your empire D3 GC
The empire may attack this temple. If they do the temple generates 3d6x100 points and the temple itself is
considered a fortress. If the empire wins it gains 2D6 GC. If the temple successfully defends itself. It will join
generate a crusading army every spring of 3d6+3x100 points with one of each siege engine that will move
directly towards the offending capital. This will continue until the offending capital is sacked.
Chaos Temple. A Chaos, Skaven or Beastmen army treats this result as one of their own temples. For all
others. During each Equinox roll 2D6. On a roll of 2 or 12 a chaos force is created in D6+1 tiles generated as
for Dragon Rage. Each tile gets a banner worth 4D6x100 of a random Chaos god. They will attack and raze
anything they can. Each banner will move a random direction each campaign month. The forces will continue
4-5
to attack till they are defeated <driven below 500 points> or another banner of a different Chaos god comes
into contact. In which case they both are destroyed. If the temple itself is attacked the temple creates an army
of 5D6x100 to defend itself. Roll for type of temple. On a 1-4 it is a monolith type structure. On a 5-6 it is a
fortress with a defense value of x3. If it is defeated remove the temple.
D
Result
6
1
Nothing is found
2
Interesting relic. The scouts come back with D3 GC
3
Collapse. Banner loses D6x10 troops.
4
Desecration! The god of the temple smites the force. Lose D6x20 troops
6
5
Magical Artifact! Gain a magic item of up to D6x10
Revelation! The god asks the Banner for a sacrifice! Lose D6x50 points. But then you gain the
temple as one of your own. And 1 unit in the banner is made into Templars. They gain +1 to all
6
stats and gain a 5+ ward save and become fearless and stubborn. The unit always recovers as if
they had won a battle. But if you lose the temple all of them are destroyed!
An empire may turn this ruined temple into a real temple by paying GC in the construction phase.
Tamable monsters: These can be of any combination of monsters, monstrous hosts or monstrous cavalry. During the construction
phase the empire may spend 1GC for every 100 points or fraction of to train the creatures.
Special Event: The scouts have found something different in the tile.
2D6
Special Event
2
Treasure Horde! 2D6 GC
Fertile Valley! The force does not need any baggage or make a subsistence check next month. The empire can
3-4
create a village on this spot during the construction phase.
Mercenary band! A force of mercenaries offers to join your empire. 2D6x50 points from the Dogs of War book,
5
no characters. These choices do not have to follow the Empire troop limits. These Mercenaries are considered
to be regulars in your army now and do not follow the rules for mercenaries listed in the recruitment phase.
6-7
Monster Skirmish! The force loses D6x50 points.

Hermit! A Wizard offers to join your empire. Roll for the race and then roll for the level. 1-3=1, 4-5=2, 6=3.
This wizard does not go against your empire limits.
Brewery! For the next battle 2 units from the banner are subject to Frenzy. Or if it is a non table top battle the
force gains a +1 on its next battle. A dwarf or any human empire can create a village on this spot during the
9
construction phase. And then they can gain this effect once per campaign season for any banner. All other
empires may construct a fortress at normal value to gain this effect.
Mystic fountain! The force gains D3 magic healing potions. An empire can create a village on this spot during
10
the construction phase and then they may give a healing potion to a banner once a year.
Good Omens! The banner may now ignore 1 ill effect of any type. This cannot be used in a battle. It can be
11+
used at the end of a battle to make recovery rolls as if they had won the battle if they have lost or gain a +1 to
the check if they have won.
Note: Any GCs found during the season are carried by the banner in their baggage train until the banner makes it back to their initial
empire.
8
After making the scouting check the army may now move into the scouted tile. If there is blocking terrain the
army must roll on the Route Check Chart. Blocking terrain is listed below. Once a blocking terrain check has
been made, the banner does not need to roll another blocking terrain check to get back across the same
blocking terrain next month. In any case the initial realm never requires a blocking terrain roll for the empire.
The only time enemy banners may be on the same tile is in the event of a siege or naval banners. In the case of
a river, lake or bay splitting the tile.
1
Any tile edge that crosses a mountain edge. Unless a city is in the tile in which case there is no blocking
terrain roll.
2
Any route that crosses a river. A banner must be placed so it is clear what side of the river it is on. Unless
a city is in the tile in which case there is no blocking terrain.
3
Any tile that is split by a body of water. Unless a city is in the tile in which case there is no blocking
terrain.
4
The swamp always causes a blocking terrain roll regardless of whether a blocking terrain check has been
made the last month.
5
Open water. Only ships may move across open water.
D6
Route Check Chart.
1-2
Failure. Army may not pass.
D
Perilous route. The banner may opt to not move instead of rolling on this chart. Losses are per
6
1000 points.
1
Lose D6x50 points and lose all baggage.
2
Lose D6x20 points and lose half of baggage their baggage rounded down.
3-4
3
Lose D6x10 points and lose 1 point of baggage.
4
Lose 1 point of baggage.
5
No losses. The force makes it through fine.
+
5-6
The force makes it through the difficult terrain with no problems.
3
Hold: the banner holds its position this month. The banner may interact with any special locations located in the tile. It
must also use a hold action if it is going to continue a siege.
4
Fortify: the banner spends the month creating a temporary fortified position in the tile. Increasing the banner value by
50% if attacked. Once the banner leaves the tile the temporary fortification is lost. A banner may not fortify in a city or
fortress tile.
4
Fight Battles: on this phase all battles will be resolved whether it is by dice roll or by table top gaming. Battles are broken
down into 3 types. Open field battles, Sieges and Naval battles. Whether a siege or an open field battle will happen
depends on Banner sizes. Roll on the Independent Settlement Banner Chart every time an empire banner moves into the
tile. If the defending independent banner is outnumbered by 50% or more it will move back into the protection of the city
or fortress walls and a siege will happen. Otherwise an open field battle will happen. In either case the battle resolution will
be used. Sieges will be addressed later. A player empire settlement will muster local forces to resist the attackers if there
are no banners in the tile. If a tile is defended by more than one banner and the defender opts to go behind the walls, any
banners that cannot fit into the settlement must retreat to a friendly tile. Refer to the Siege Assets Chart on P. 9 for the
Maximum Defenders a settlement can hold. If they cannot, they are scattered as per the definition on P.9.
1
Dice battle Section: Open field battles:
1
The first step is to determine the combat values of the banners involved. If 2 or more banners are attempting to
make a pincer attack from different tiles, the attacker must roll for the additional banners to see how
coordinated the pincer attack is. D6 1= the banner will only give 25% of its value, 2-3= 50%, 4-5= 75% and on
a 6 the full points are used. A defending banner that has used the fortify order has its points increased by 50%.
After the banner combat values have been determined check the combat table for the modifier.
Combat Table
Attacker
5011001- 1501- 2001- 2501- 3001- 3501- 4001- 4501- 5001- 55016000
0-500
1000
1500
2000
2500
3000
3500
4000
4500
5000
5500
6000
+
0-500
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12
501-1000
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
1001-1500
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
1501-2000
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+6
+8
+9
2001-2500
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
+8
2501-3000
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7
Defender

Perilous route

-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
-6
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
-7
-6
-5
-4
-3
-2
-1
0
+1
+2
+3
-8
-7
-6
-5
-4
-3
-2
-1
0
+1
+2
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
+1
-10
-9
-8
-7
-6
-5
-4
-3
-2
-1
0
2
pick a strategy secretly and then consult the following table after they have been revealed.
Strategy
Attacker
Direct Attack
Surprise Attack
Flank Attack
Counter Attack
-2
0
+1
Hold
0
+1
-1
Withdraw
+2
-1
0
3
The attacker then rolls 2D6 and applies the 2 above modifiers to the roll and then checks the Combat Result
Table.
Combat Result Table
Score
Result
Losses. Note. These losses are per 1000 points in the banner.
<2
Defender wins
D= D6x50, A= 100+D6x50 and scattered
3-5
Defender wins
D= D6x50, A= 50+D6x50 and defeated
6-8
Draw
Both lose D6x50
9-11
Attacker wins
A= D6x50, D= 50+D6x50 and defeated
12+
Attacker wins
A= D6x50, D= 100+D6x50 and scattered
Defeated: The banner must retreat during the Retreat/Scatter step on P.10 section 2.5.
Scattered: Refer to the Retreat/Scatter step on P.10 section 2.5.
Draw. Both banners must retreat from the tile. If a banner is defending a tile they stay in place an only the attacker retreats. Refer to
the Retreat/Scatter step on P.10 section 2.5.
Note: If the dice roll is doubles a character has been injured and possibly slain. If the doubles are evens then it is the attacker that is
affected and if the doubles are odd then it is the defender. If a players character is affected determine which one randomly and roll
on the character injury chart detailed in the table top section.
2
Dice battle section: Sieges:
1
The attacking army only needs to make pincer attack rolls in the first month of the siege. After that he may use
the full value of all his banners. As soon as the siege is declared the defender rolls on the Siege Assets Chart to
see how much baggage they have. For the duration of the siege the tile does not generate any subsistence. The
attacker has 2 actions they can perform. Assault or Battery. Starvation is another matter that will be detailed
later. The defender can come out of the fortifications and attack at any time. In this case use the open field
battle rules. An independent settlement will come out and fight once the value of the enemy banner no longer
outnumbers them by more than 50%.
Siege Assets Chart
Settlement
City
Fortress
Multiplier
X2
X3
Maximum Defenders
3 banners
2 banners
Food stores
D6+2+Banner Baggage
D6+Banner Baggage
Loot
D6
D3
2
Starvation: If the defending banner took damage during the subsistence phase roll on the Starvation Chart.
D6
Starvation Chart
1
Betrayal! The populace opens the gates. Fight an open field battle.
2
Insurrection! The populace lets saboteurs over the wall. Defender loses D6x20 points.
3
Hardship. Any assault in the siege will get a +1 to its roll. This bonus can stack.
4+
No effect.
3
Assault: Determine the combat strength of the banners involved in the assault. Remember to use the multiplier
found on the Siege Assets Chart for the defender to determine their strength. The attacker then rolls on the
Assault Chart using the modifier form the Combat Table also adding +1 for every Great Siege Tower and Giant
Battering Ram. The attacker may make as many attempts at assault as he would like.
Assault Chart
2D6
Result
Losses
Bloodily
<6
D=D6x50, A=2D6x50
Repulsed
7-10
Repulsed
D=D6x50, A=D6x50
D=destroyed, A=D6x50 <if it is a player banner defending, it loses 2D6x50 and is
11+
Stormed
pushed from the tile>
Bloodily Repulsed: The attacker cannot continue attacking this month. But the siege continues.
Repulsed: The attacker can continue the attack this month. But they apply a -1 to the roll. This result can be applied multiple times.
Stormed: The siege is broken and the attacker takes the settlement. The defending banner keeps half rounded down of any baggage
left.
4
Battery: The attacker spends the month attempting to knock the walls down. The attacker rolls on the Battery
Chart and adds +1 for every Goliath Cannon and Monster Stone Thrower.
Battery Chart
2D6
Effect
Assault bonus
Defender

3001-3500
3501-4000
4001-4500
4501-5000
5001-5500
5501-6000
6000+

-6
-5
-7
-6
-8
-7
-9
-8
-10
-9
-11
-10
-12
-11
Then both sides

2-7

Nothing
0
Minor
+1
Damage
11Major
+2
12
Damage
13+
Breach
+3
Assault bonus: This applies to any future assault checks, the results are cumulative.
5
Loot and plunder: If the attacker is successful in taking the settlement, roll on the loot column of the Siege
Assets Chart. The banner also takes whatever baggage is left in the settlement.
6
Lifting a siege: A banner may attack the besieging banner/s. if they do the besieged banner/s come out also.
Fight an open field battle. If the besieging army is not forced out the siege continues. The attacking banner
retreats back to its originating tile and the besieged banner retreats back into the settlement.
3
Naval Battles: There will be a naval battle only if one of the empires wants a battle. If neither does then nothing
happens. If one does and the other does not then both sides roll a d6. Add +1 if you have a naval academy and +1 for
any number of ships of the line. The high roller determines whether there will be a battle. If both sides want a fight
there is no roll. Independent empires will try to force other navies out of their tiles. If there is a battle both sides roll a
D6 and add 1 for each naval and army banner and an additional +1 for each ship of the line. If you have a naval
academy you may add an additional +1. Compare the results:
Naval Battle. Difference in score
0= Draw. No effect
1= lower side is driven off. Winner may move the loser 1 tile.
2= lower side is driven off as above. In addition any banners lose D6x20 points.
3=lower side is driven off and one random naval banner is destroyed. If a banner is on the ship it is destroyed
unless there are surviving ships in the fleet. In this case it loses D6x100. Characters take a roll on the injury chart if
needed. Remember only one banner per ship.
4+ = as above but one additional ship is lost for every point in difference.
5
Retreat/Scatter: During this phase apply the Retreat or Scatter results do t combat.
1
Retreat: A defending banner that is forced to retreat will retreat to any friendly tile. If there are none then it is
scattered instead. An attacking banner is moved back to its starting tile. If for some reason the tile is no longer friendly
then they are scattered instead.
2
Scattered: Any banner that is scattered is removed from the map and the units are not available until the next
recruitment phase. If a banner is scattered the banner that caused the scatter gains the scattered banners baggage
and any siege train it may have.
6
End of Month: During this phase the banners may reorganize.
1
Reorganization: Banners may split into smaller banners or may merge into a larger banner. Units may not be split and
must be moved whole. Any banner of less than 500 points must merge with another banner unless this would cause
the larger banner to be over 3000 points. In this case the larger banner must give units to the smaller banner to raise
it above 500 points.
2
Distributing baggage: Baggage may be split however the empire wishes. But a banner may only have a maximum of 6
baggage points.
3
Stockpiles: if there is more baggage than the banners can handle the empire may create a stockpile in the tile. If
another empires banner moves into the tile they will gain the baggage
8-10

FALL
1
2

Roll for player order. High roller goes first and so on.
Check for Wizard Tower spells. Roll a D6 on a 1-3 no spell is cast, on a 4-5 a standard equinox spell is cast, on a 6 an
experimental spell has been cast. To determine the experimental spell roll a D6.
D6
Result
1
The Wizard Tower is destroyed. Remove it from the tile.
2
Nothing happens
3
+D6 GC revenue
4
Every settlement doubles its GC revenue
5
-D6 GC revenue
6
The Empire loses half its revenue.
Note: All rolls for the Wizard Tower are made by the Empire that controls the tile the Wizard Tower resides in. In the case of a standard
Equinox spell the Wizard Tower is in all respects treated as if it were part of the tile controllers Empire.
3
Roll for equinox spells if you have a banner with a mage of at least level 3 in your Capital. Roll 2d6 to see what spell is to be
cast. If a location is called for you may pick a tile up to 12 from your capital then roll 2D6 and roll equal to or greater than
the distance for the spell to succeed.
2d6
Autumn Equinox Spell
2
Blight Crop. This spell is cast on any enemy empires tile. The affected empire loses D6 Revenue.
3
Deluge. This spell is cast on any river tile. Any settlement in the tile is razed on a D6 score of 4+ if a village,
5+ if a fortress and 6+ if a city. Any settlement downstream is razed on a 6+.
4
Chaos Void. Any banner on this tile suffers D6x10 casualties. A village is razed on a 4+. No other settlement
is affected. Then roll a D6, if the void caused damage then it will move randomly on a 3+ if it did not it will
move on a 5+.
5
Forge Magic. The empire creates magic items =2D6x20. This spell always works.
6
Inundation of Blood. Any banners in the tile lose 2D6x20 points. Any village is destroyed <removed> on a
D6 roll of 6. And the tile is razed.
7
Bumper Crop. The empire adds D6 GC in revenue. This spell always works.

8
9
10
11
12

Prosper. This spell is cast on a razed tile. This tile and all around it that are razed immediately recover and
join this empire. If there are no razed tiles the empire gains 1 GC.
Call of Heroes. The empire may add one named character to their army this year. This spell always works.
Break Siege. This spell will stop a siege by teleporting away all enemy banners. If there is no siege the
empire is involved in then they may cast it at any fortress, razing the fortress.
Teleporting Mists. Any friendly banners in this tile are teleported home. They do not need to make a winter
retreat.
Tornado of Peril. Villages are automatically razed. A fortress on a D6 roll of 3+ and a city on a 4+. Any
banners in the tile lose 2D6x20 troops.

WINTER

Winter is broken down into 2 main sections with several subsections. They will all be detailed below. Play for this phase is considered
to be simultaneous unless it is specified in the section.
1
Winter Quarters.
1
Winter retreat: All Banners must retreat to their initial empire during winter, with the exception of banners involved in
a siege who may decide to continue the siege through winter. Banners must trace a line back to their initial empire.
The line must cross only known and friendly tiles. The banner must pay for subsistence as normal when heading back.
If they have to cross any blocking terrain they must make a roll on the Winter Retreat Blocking Terrain chart for each
instance. If the banner cannot trace a line of retreat through friendly tiles then they must roll on the Stranded! Chart.
Once the banners make it back to their initial empire they lose half of their baggage rounded down and the rest is
stockpiled in the tile. Any loot gathered during the year is now transferred to the empires treasury.
1
The settlements can support the number of banners equal to their subsistence value.
2
A port can only handle 3 naval banners.
D6
Winter Retreat Blocking Terrain Chart
1-2
Lose D6x50 points and lose all baggage.
3
Lose D6x20 points and lose half of baggage their baggage rounded down.
4
Lose D6x10 points and lose 1 point of baggage.
5
Lose 1 point of baggage.
6
No losses. The force makes it through fine.
Note: open sea. If there is a ship banner in the tile the banner may board it and ride home. Use the standard naval transportation
rules
D6
Stranded! Chart
1
Banner is destroyed. Roll for wounds on all characters.
2
The banner loses 3D6x150 points
All baggage is lost. If the roll causes the banner to be wiped out roll for wounds on
3
The banner loses 2D6x200 points
all characters.
4
The banner loses 2D6x150 points
5
The banner loses 2D6x100 points
6
The banner loses 2D6x50 points
Note: a banner may sacrifice baggage on the roll granting them a +1 per baggage sacrificed.
2
Winter siege: First the attacker checks to see how much baggage will be needed through the winter. The attacker. Rolls
a D6. Both banners remove this amount. If the attacking banner does not have enough it can get supplies from its
empire. To do this the banner must be able to trace a line back to their empire as per the winter retreat rules. Remove
the appropriate amount of baggage from the empires settlements. An empire must supply as much baggage as
possible even if they will not be able to supply the full amount. If the empire does not have enough baggage on hand to
take care of this amount they can immediately pay 1 GC per baggage needed, the empire may provide an additional
baggage if desired. If the baggage amount is paid the siege continues. If they cannot, the siege continues but the
banner makes a roll on the stranded chart. If the banner is still in the tile the player gets to perform one siege round. If
a subsistence shortfall check is made both sides suffer an additional -1 to the check.
2
Revenue: There are 2 main sections to the revenue section.
2
Collecting. In order to collect revenue from a settlement the settlement must be able to trace a line to the empire as
per the winter retreat rules and must not be razed or under siege. Refer to the revenue chart below. A city with a port is
connected to the empire as long as an enemy city with a port is not within the line traced up the coast and there is a
port further along connected to the Empire. Ships are not needed. A city that has fallen do to winter siege does not
provide any revenue this year.
Settlement
Capital
City
Fortress
Village
Ship in port
Revenue in GC
4
2
1
1
1
3
Spending. GC may be kept in the treasury. You dont need to spend it all if you dont want to.
1
Diplomacy. Player pacts can be made at any time. But neither party is under any obligation to keep such a
pact.
2
Prisoner exchange. Players may exchange prisoners or pay ransom to get prisoners back. A player may wish to
either keep a character imprisoned or attempt to execute the prisoner. In either case the player will roll on the
following table.
2D
Execution
Escape attempt
6
Character escapes with help. The character
Character escapes. He can join the nearest banner
owning player rolls immediately on the saboteur
2
with his equipment magical or otherwise that was
chart and the capital is affected. Character
captured by the enemy.
rejoins his empire.
Character escapes. He can join the nearest banner
Character escapes. He can rejoin his empire next
3-4
with light armor, shield and a hand weapon for free.
winter phase.

5-6
7-8

Character escapes. He can rejoin his empire during the


next winter phase.
Botched execution. Owning player makes a wound
check for the character. He is still a prisoner.

Failed escape. Character is still a prisoner.


Failed escape. Character is still a prisoner.

Character is wounded. Owning player rolls on the


wound chart for the character. The character is
still a prisoner.
12
Character is executed.
Character is killed trying to escape.
Note: an execution attempt may be made at any time but only once a turn per prisoner.
3
Alliance with independent empires. If an independent empire borders yours you may send an emissary for 1 GC
to that empire. If only 1 empire sent an emissary, roll on the following chart. If 2 or more empires sent
emissaries, the players roll off and the winner rolls on the Diplomacy chart.
D6
Diplomacy result
1-3
No result. The Empire is still independent.
The Independent Empire is willing to become allies. The player empire can now move through the
4-5
independent empires tiles and can draw 1 point of subsistence from settlements. And the player empire
can now add 1 core unit from the empires army list for the next season.
The Empire joins the player empire. The player may now choose from this races army book limited by what
6
the settlement(s) can support.
Note: An empire will gain a +1 to the next years roll if he rolled a 4-5 result the previous year. They also gain a +1 to the roll of if
another empire is attempting to ally with the independent empire also.
4
Recovery. At this time the player checks to see if any of his razed settlements recover. Roll on the recovery
chart.
D6
Recovery Result
1The settlement stays razed.
3
4If the settlement is a village it recovers. All others are still razed.
5
6
The settlement recovers.
Note: a player may pay any amount of GC to influence the dice roll after the roll. 1 GC=+1 to the roll.
5
Construction. The player may now spend GCs to improve his empire. Some of the projects require raw
materials also. For every hill or mountain tile the empire gains one unit of stone. For every forest tile the
empire gains one unit of wood.
Project
GC cost
Wood
Stone
Siege Element
3
1
0
village
5
1
0
Ship/Ship of the Line
2
1/2
0
Village into a fortress
5
1
1
Fortress in a barren tile
7
1/2
1/2
Village into a city
10
1/2
1/2
Naval Academy
5
1
0
Bridge
See rules
1
0
Road
See rules
0
1
Temple
10
1
1
Siege Element: A banner can only have a max of 4 siege elements attached to it. The different siege elements are; Monster stone
thrower, Great cannon, Giant Battering Ram and Siege tower. Each siege element is purchased separately. Effects of each siege
element are listed in the siege section on P. 9&10. If a siege train is attached to a banner that banner cannot use the bonus
movement a road gives and when finding a safe route over difficult terrain that banner suffers a -1 to the route check roll.
Village: Villages can only be created under special circumstances. This is usually an event or special location.
Ship/Ship of the Line: Ships may only be built if the empire has a coastal city. A ship of the line can only be created if the empire
has built a naval academy and costs and additional wood resource.
Naval Academy: A naval academy can only be built in a coastal city. It allows better naval combat capability and the ability to
create a ship of the line. If the city with the naval academy is captured it now belongs to the new empire.
Bridge: Bridges may be built over a river section and this allows the river to be crossed without making a route check. The cost of
the bridge is 1GC if within 4 tiles of the river source or 2GC if further down river.
Road: Roads can be built from one tile to the next. Roads allow a bonus of 2 tiles to movement. While on a road the banner does not
have to make scouting checks. Road movement does not cross a river unless there is a bridge. The cost of the road depends on where
the road starts. Capital or city costs 1GC, Village or Fortress cost 2GC and barren tiles cost 3GC.
Temple: A temple may be built in any tile. If the tile has a settlement the temple is part of that settlement. Temples differ from race
to race and will be detailed in that races section. When a tile is occupied by an enemy empire the temple is destroyed and the new
banner gains 2D6GC. The exception is if the tile is conquered by the same race. They can then keep the temple. Unless noted
otherwise the temple is counted as a fortress for defense purposes.
6
Recruitment: Players may now purchase new units, recruit replacements for damaged units and upgrade units.
1 GC buys 100 points. These are purchased from the appropriate army book. If the player cannot support the
units that he has because of lost or razed settlements, he may pay 1 GC per unit/character to keep them
available. A player may put units/characters into reserve instead of paying the upkeep for them. But if they do
they may not purchase any new units until the units are taken out of reserve. The only time a player may have
units above what the empire can support is if they have lost settlements or events. They cannot just purchase
911

Character is executed.

the units and pay the fee. Remember also that a free unit above support will fill a support slot if it becomes
available. A player may also disband a unit or retire a character but if they do the points value is lost. Empire
limits can be found on the Empire Military Assets Chart on P.1.
7
Experience: At this time you total up your characters experience and make any rolls for advancement they may
have. If a mage crests over the experience listed for a higher mage class they can now casts spells as if they
were mages of that level. Also at this time you may promote a character in rank as long as it has reached the
experience required for the new rank. For example you may take a hero and convert it to a lord. If you do this
any stat changes will be added to the new profile and you pay the difference in points. For example you have a
hero that cost 50 points with a base WS of 3, the hero had gained a WS increase of +1. A lord costs 150 points
and has a WS of 5. The new character would cost you 100 points and now have a WS of 6. You cannot demote
a character. You are still limited to the character support limits of your empire.
8
Mercenaries: The player may spend 1 GC to gain 150 points of mercenaries. Mercenaries will only fight for 1
season. Mercenaries are also very untrustworthy, any mercenary unit that routes off the field will only come
back on a roll of 5+ on a D6. The mercenaries are chosen from the dogs of war book. There are no limits to
what can be purchased, no matter what the empire can support. Any characters purchased may have up to 50
pts in magic items. The empire does not get to keep these items but it is possible for an enemy empire to take
them in a battle.
9
Allies: If an allied race peacefully joined your empire you may purchase core units from them to add to you
army. You may add 1 unit per city or fortress. This is only the rank and file troops that you may purchase. Any
upgrades beyond the command elements are not allowed. For example if you have access to an Orc city you
may take Night Goblins but may not take Fanatics. The exception to this rule would be in the case of an alliance
with an independent empire. Then you may access the special upgrades. If the independent empire joins your
empire you lose this bonus as they are trying to be as much like your empire as they can.
10
Deployment: The player now forms his units into banners and then places the banners in any of his settlements
on the map. He is limited by the amount of banners the empire can support. He can create a completely
mercenary banner if he wishes and this may be above the empire maximum. He cannot place a banner in a tile
that is separated from his empire unless he can place a ship in the same tile or it is a mercenary banner.
11
Baggage: Each settlement with a banner can now supply its subsistence value in baggage to the banners in it.
The empire may also buy baggage at cost of 1GC= 2 baggage.
12
Espionage: During the espionage step the players purchase operatives. After all empires purchase their
operatives each player rolls off. The high roller places an operative face down in a tile and play continues in the
order rolled. After all agents have been placed the players roll again. The high roller activates an operative and
play continues from high to low until all operatives have been used. The different operatives and costs are
listed below.
Operative
Agent
Assassin
Saboteur
Spy
Cost
1GC = D6
1GC
1GC
1GC
Agents: agents can be placed in any settlement or location that has an enemy operative in it. Agents can only be used once a turn
but as long as there is an enemy operative in the tile they can be used again in a later turn. When the agent is activated roll on the
Agents Results chart.
D6
Agent results
1
No effect, remove the agent.
2
The player may look at all enemy operatives in the tile and removes one. The agent stays in play.
The player may look at all enemy operatives in the tile. Then he may remove all of one enemys operatives.
3
The agent remains in play.
4
The agent is ruthlessly effective. Remove all enemy operatives from the tile. The agent remains in play.
The agent destroys all enemy operatives in the tile and is able to move to any tile that has an operative
5
belonging to one of the empires he has just destroyed. Agent remains in play.
All enemy operatives in this tile become yours. You may now place these operatives in a tile that belongs to
6
the previous owner. This agent may move to any tile that belongs to one of the turned agents and stays in
play. Also you get 1 agent for free next espionage phase.
Assassin: Assassins can be placed in any tile that contains an enemy banner or the capital city. When the assassin is activated make
a check on appropriate Assassination attempt chart.
D6
Assassination attempt against a banner Chart
The assassin is captured and turned against his employer. The intended target gets to make an assassin
1
check immediately against one of the initial employers banners. A result of 1 is a failure
2
The assassin is caught and killed before he can do anything
3
The assassin bungles the attempt but does take some of the troops with him. The banner loses D6x20 points.
The assassin is successful in attacking an enemy character. A random character is killed on a D6 roll of 6
4
other wise roll on the wound chart.
The assassin is successful in an attack on the enemy general. Roll a D6 on a roll of 6 the character is dead
5
otherwise roll on the wound chart.
Spectacular success. The Assassin attacks the enemy general and a random character. Roll a D6 for each. On
6
a roll of 6 the character is killed. Otherwise roll on the wound chart. If the general is the only character 2 rolls
are made as above. And the assassin kills D6x20 troops escaping as well.
D6
1

Assassination attempt against a Capital Chart


The assassin is captured and turned against his employer. The intended target gets to make an assassin
check immediately against the capital A result of 1 is a failure.

23

The assassin is captured and killed before he can do anything.

It was a close call. On the first campaign month banners must roll a D6 before executing orders. On a 4+ they
may act. Otherwise they perform a hold action.
Very close call. The emperor was injured but not killed. All banners perform a hold action on their first
5
campaign turn.
The emperor is killed! D3 random fortresses rebel against the empire. Put an independent flag on them. They
are of the same race as the initial empire but are always hostile to that empire. Any banner in that tile must
roll a D6. On a roll of 1 the banner is converted to a Bandit army as per the Dangerous terrain result of 6 on
6
page. On a 2 the banner is removed from the table but rejoins the empire in the next deployment phase. On a
3+ the banner is placed in the capital tile at the end of the first campaign month. All other banners will do a
hold action on their first turn. And on the second will only move on a 4+.
Saboteur: A saboteur may be placed in any enemy settlement. When the saboteur is activated roll on the Sabotage Attempt Chart.
D6
Sabotage Attempt
1The saboteur is captured. Remove the saboteur.
2
3
If there is a banner in the tile it suffers D6x30 points in damage.
4
All baggage in the tile is destroyed.
The settlement is put to fire. If there is a banner in the tile it cannot move next turn as it puts out the fire. If
5
there is not a banner the settlement will be razed on a D6 roll of 3+. If the settlement is a city with a harbor 1
ship is sunk.
The settlement is ravaged by a magical fire. The settlement is razed. If there are ships in the harbor roll a D6
6
for each ship. On a 3+ it is destroyed.
Spy: Spies may be placed in any tile that has a banner. When activated roll the on the Spy Activity Chart.
D6
Spy Activity Chart
1No effect. Remove the spy.
3
The spy is able to gain some information about the banner. The enemy must supply the points value of the
4
banner and which orders the banner will be given on the next turn.
The spy is able to gain detailed information about the banner. The enemy must supply a detailed list of the
5
banner and the orders the banner will be given for the next 2 turns
The spy is able to insinuate himself in the banner generals staff. The enemy must supply a detailed list of the
banner whenever you want it this season. And must show you the banners orders each turn for this year. At
6
the beginning of the next espionage phase roll a D6 on a roll of 5+ the spy stays with this general for the next
season. On a roll of 1 the enemy has subverted the spy and gains free spy for this espionage phase.
4

TABLE TOP RULES


This section will detail any changes to the rules for table top battles specifically.
1

C HARACTER EXPERIENCE

Characters gain experience during battle. During the winter phase they are able to use this experience to improve
themselves. The Experience Earned Chart shows what actions in combat grant experience.

Experience Earned Chart


Action
Surviving a battle
Wounds caused by the character in melee and missile combat. Multiple wound items and abilities
do not count. If a weapon or ability causes instant death only count the wounds that would bring
the enemy to 0.
Killing a character of your experience level or lower.
Killing a character that is a higher experience level than you.
Successfully casting a spell, whether it is dispelled or not
Successfully dispelling a spell
Being a victorious general
Surviving the year without a permanent injury
Participating in a siege. Either side
Participating in a round of a siege assault
1.1.2.
Lev
el
1
2
3
4
5
6
7
8

Exp
needed
1
11
21
31
41
51
61
71

Experience
1
0.5 per wound
2
4
2
2
4
5
1
1

per
round
Experience levels: All heroes regardless of magic level start at level 1 and all lords regardless of magic level start
at level 7.
notes
Lev
Exp
notes
el
needed
Level 1 mage and heroes
9
81
10
91
Level 2 mage
11
101
12
121
Level 3 mage and lords
13
141
14
161
Level 4 mage
15
181
16
201

1.1.3.

Experience rewards: When a character gains a new level they get a roll on the Experience Rewards Chart. The
maximum value for any stat is 10. If a roll would push a stat above 10 then you may roll again on the chart.
Experience Reward Chart
2D6
Reward
2
Survivor. The next time the hero would have to roll on the wound chart they roll an automatic 10-11.
3-5
+1 to Initiative
6
+1 to Strength
7
+1 to either Weapon Skill or Ballistic Skill. Your choice.
8
+1 to Attack
9
+1 to Leadership
10
+1 to Wounds
11
+1 to Toughness
12
Survivor. And roll again on this chart ignoring a 12. And you may pick a racial special ability for the
character.

UNIT EXPERIENCE

CHARACTER WOUNDS AND RECOVERY.

2.1. Units gain experience from combat as well. The unit gains an experience point for every battle that it survives and a point
for every enemy unit they cause to break. The unit will gain no experience for a battle where they routed off the field. They
can voluntarily leave the field though. For every 2 experience points the unit has it may reroll and roll it is required to make
in a battle. The unit is only ever allowed 5 rerolls no matter how many experience points that they may have. A unit loses 1
experience point whenever it gets broken in combat and will lose half rounded up of their experience points if they ever
route off the field. All gains and losses of experience will take effect at the end of a battle.

1
When a character falls in battle a roll on the Character Wound Chart is made at the end of the battle.
Character Wound Chart
2D
Wound
6
2-3
The character succumbed to his injuries and has died. If the enemy won the battle they may roll a D6 for
every magic item the character had. On a roll of 6 they now have that item.
4-5
Injured and captured. The character makes a roll on the Injury Chart and the character is captured,
Regardless of who won the battle. The captors roll a D6 for every magic item he had. On a roll of 6 they have
it.
6
Wounded and stunned. Roll a D6, on a roll of 1-3 the character rolls on the Injury Chart. If the battle is lost
then the character is captured on a D6 roll of 1-3. Otherwise he makes it back to his banner. If captured the
captors roll a D6 for every magic item he had. On a roll of 6 they have it
7-9
Wounded. Roll a D6, on a roll of 1-2 the character rolls on the Injury Chart. The character then rejoins his
banner.
10Slight wound. Roll a D6, on a roll of 1 the character rolls on the Injury Chart. The character then rejoins his
11
banner.
12
Flesh wound. The character makes it back to his banner and now hates the enemy that struck him down.
Injury Chart
2D
Injury
6
2
Severe Arm Wound
3
4
5
6
7

Recover
Time
Season

Penalty While
Recovering
Out of action

Permanent Effects
Amputation. May not use a shield or 2H
weapon
None
WS-2, BS-2, Ld-1
WS-1, BS-1
None
None

Light Arm Wound


1 turn
WS-3, S-2
Critical Head Wound
Season
Out of action
Severe Head Wound
3 turns
Out of action
Light Head Wound
2 turns
W-1, WS-2, BS-2, Ld-1
Superficial Head
1 turn
W-1, WS-1, BS-1
Wound
8
Light Body Wound
2 turns
S-1, T-1, W-1
None
9
Sever Body Wound
3 turns
Out of action
T-1
10
Critical Body wound
Season
Out of action
S-1, T-1, W-1
11
Light Leg Wound
1 turn
Mx
None
12
Sever Leg Wound
season
Out of Action
Crippled. M x
Recover Time: This is how many months it will take for the injury to heal. Season means the rest of the campaign season.
Penalty While Recovering: This is the penalty the character will take if they fight a battle before their injuries heal. A character
cannot fight if their W characteristic is 0.
Permanent Effects: This is the permanent effects of the wounds. If a characters W characteristic is reduced to 0 in this way dies
during the next winter phase from his injuries.

4 UNIT RECOVERY
1

2D6
2
3
4-6
7-9
1011
12

At the end of a battle make a roll on the Unit Recovery Chart for every unit that has taken damage.

Recovery
No Recovery
1 in 4 Recover
1 in 3 Recover
1 in 2 Recover
2 in 3 Recover
All Recover

Unit Recovery Chart


Modifiers
All modifiers are cumulative.
+1 for the winning banner.
-1 for the losing banner.
-1 if the unit routed off the field.
Round up for the winner and down for the loser

Note: Troopers will recover in the following order; Unit Champion, Unit Standard Bearer, Unit Musician and Troops.

OPEN FIELD BATTLES


1

After the battle use victory points as described on P. 143 of the Warhammer Rulebook. Find the difference between the
scores and then refer to the Table Top Battle Results Chart. Any unit that leaves the table under its own power is not
counted as routed.

Table Top Battle Results Chart


Difference in
Result. Refer to the Retreat/Scatter step on P.9 section 2.4.1.3 for a definition of results.
Score
0-100
Draw
Double or Less
Loser Is Defeated
More than
Loser is Scattered
Double
2
Unit Standard Bearers: If a unit has a magical standard and is broken in melee the victor rolls a D6 and on a 6 they get the
standard. On any other result the unit keeps the standard but may not use it for the rest of the battle as normal.
3
Fortify Order: If a banner has used a fortify order in a turn and then been attacked the following rules apply.
1
The Defender picks the set up zone. The attacker places his whole army first. Then the defender places his units. The
attacker chooses who goes first. After set up has been completed the defender may place D3+2 Fortified Positions on
the field.
1
Fortified Position: A fortified position is an earthen berm reinforced with sharpened wooden stakes. It is up to 6
long. Any unit I a fortified position gains the stubborn ability, is considered to be under hard cover and gains a
4+ invulnerable save to any missile fire that crosses the berm. If the first turn of a combat the unit gains always
strikes first and their imitative becomes 10. Any unit charging the fortified unit loses any charge combat
bonuses and any cavalry or chariots that charge the unit roll a D6 for each model. On a 1 or 2 they take a wound
with no armor saves. A chariot takes D6 wounds instead.
4
Flee! Scenario: Sometimes a banner will be forced into a fight it does not want. In this case use the Flee! Scenario for the
battle. The defender is the unit opting to flee.
1
Battlefield: Set up Terrain as normal.
2
Deployment: Roll off to who gets to pick the short table edge the attacker will deploy on. Players then take turns
placing units using the alternating deployment rule on P. 142 in the Warhammer Rulebook. With the winner of the roll
off placing first. The attacker set up zone is a band 6 deep along one of the short table edges. The defenders set up
zone is a band across the table 6 wide and 12 away from the attackers set up zone
3
First Turn: Roll off to see who has the first turn. The army that finished setting up first gains a +1 to the roll.
4
Game Length: the game lasts 6 turns.
5
Victory Conditions: use the victory points rules on P. 143 of the Warhammer Rulebook. The only results that can be
had for this battle are defender defeated or defender scattered.
6
Scenario Special Rules: Any defending unit that is caught and brought into melee combat gains the stubborn ability. As
the try to slow the attackers down enough for the rest of their army to get away.
6

SIEGE
1

Sieges are always fought using the siege rules found in section 2.4.2 on P.9.

7 RACIAL SPECIAL RULES


1

High Elf
1
High
1
2
2
High
1
2
3
3
High
1

Elf General Rules


Sea Elves: High El f naval banners gain a +1 to any naval roll.
High Magic: High Elves roll 2 spells in each Equinox Spell phase and may cast the one they prefer.
Elf Racial Special Abilities
Shadow Walker: The Character gains the scout special ability.
Eagle Eyes: Any shooting or spell casting by the elf has its range increased by 6.
Dodge: The character gains a 5+ ward save.
Elf Temples
High Elf Temples are centers of magical power. No Equinox Spell or Dragon Rage will affect a tile with a High Elf
Temple in it. High Elf Temples only cost 5GC
Orc & Goblin
1
Orc & Goblin General Rules
1
Eat the Weak: If an Orc & Goblin banner has to make subsistence shortfall roll the effect is doubled. Remove
casualties from the banner in the following order; Snotlings, Squigs, Goblins, Allies, Orcs, Troll/Ogre and Giants.
2
Force March: Orc & Goblin banners may move an additional tile if they do not interact with the first tile. They
make another subsistence check and then perform the move as normal. After the move has been finished roll on
the Force March Chart.
Force March
Effect
Lose D6x50 points
Lose D6x20 points
Lose D6x10 points
Lose D6x5 points
No losses

D6
1
2
3
4
56
2

1
2

Orc & Goblin Racial Special Abilities


Fearsome Leader: No unit within 12 of the character suffers from animosity.
Strongman: If the character uses a 2H weapon they lose the always strikes last ability.

It Don urt: The character gains 4+ regeneration.


Orc & Goblin Temples
1
Orc & Goblin Temples generate D6x200 of units in the recruitment phase. These troops stay till the end of the
year. Orc & Goblin Temples are not fortresses like other temples.
Skaven
1
Skaven General Rules
1
Rat Holes: Skaven settlements a considered razed to other races. But for the Skaven they work just like regular
settlements.
2
Eat the Ashes: Skaven only draw subsistence from a razed tile or from a Skaven Settlement. A Skaven
settlement is any settlement that has been razed and then recovered while under the control of the Skaven. Any
settlement that the Skaven take by force is automatically razed during the end of month phase. A razed
settlement provides 1 point of subsistence and 1 point of revenue. Any non Skaven settlement controlled by the
Skaven still generates revenue but does not provide subsistence.
2
Skaven Racial Special Abilities
1
Lucky for Some: Whenever this character takes a wound roll a D6 ,on a 5+ the wound is transferred to any
friendly model with 4 instead. There are no armor saves allowed for this wound
2
Knife-Fighter: The character can throw up to 3 throwing knives/stars in the missile phase. This may not be
combined with Quick Shot. The character may now purchase throwing knives/stars for 1 point.
3
Tunnel Fighter: Whenever this character is fighting within a terrain piece he gains +1WS and +1A.
3
Skaven Temples
1
Skaven Temples generate D6x100 points of Warlocks or Seers and D6x100 points of regular troops. These units
go away at the end of the year.
Undead
1
Undead General rules
1
No Stomachs: The Undead do not make subsistence checks and do not use baggage. Undead banners do need
to make instability checks though during the subsistence phase. Roll a D6 for the banner on a roll of 1 they must
roll on the Subsistence Shortfall Chart. Subtract one form the roll for every banner in the tile beyond the first.
Instability checks are never made in the initial empire tiles and a tile containing a Necropolis.
2
No Brains: any siege assault checks against a defending undead banner gain a +1 to the roll. Undead are never
subject to starvation in a siege.
2
Undead Racial Special Abilities
1
Deaths Friend: This Character gains 6+ regeneration. And if they do happen to die roll a D6. On a roll of 4+
the character rejoins his empire during the next recruitment phase.
2
Life Drain: Roll a D6 for every wound this character inflicts in melee combat. On a 5+ heal one lost wound for
the character. If the character has no lost wounds increase his wounds by one. The character can only ever have
one extra wound.
3
The Dark Side is Strong: The character generates one extra power dice every magic phase.
3
Undead Temples
1
Undead Temples function as Necropolises. Every recruitment phase the undead empire gets a roll on the
Necropolis Recruit Chart for every temple. These units, if any, are permanent. The undead cannot search their
Necropolises.
3