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Introduction
he 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.
If you desire, you may include the following rules for the winter in your campaign. If you
do so, then each year consists of four Mighty Empires campaign rounds. The first three
rounds represent the spring, summer, and autumn, respectively. Each of these rounds
follows the standard Mighty Empires rules. The forth turn represents the winter, to which
the following special rules apply.
Equinox Magic
layers 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 can only be cast from the empire's capital, where its
most sacred and arcane sanctuaries are located. Magic power is
channelled through these ritual centres 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.
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 empire's 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).
SPRING SPELLS
1. Failure. The spell fails to work.
2. Abundance. This spell must be cast on a tile from the empire's 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. It does not cost an extra empire point to
conquer the tile until the next spring equinox has passed.
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 opponent's capital. Up to D6 x
100 gold pieces in the opponent's treasury are transmuted from gold into worthless
lead!
inter is both a time of rest and renewal for the armies of an empire and a time of
hardship for many of the empire's 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.
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.
hese two events don't 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 can't be affected by two famines or two revolutions!
The Dragonrage
he 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 2 or 12 on the Winter Events
table. Once it has been triggered, any further rolls of 2 or 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+.
Taxation
Isolated Tiles
uring the course of the campaign season, empires expand outward from the capital
cities. 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.
ome 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.
RACIAL RULES
p until now, we have assumed that all races (Men, Elves, Dwarfs, etc.) behave in
much the same way. In fact, this is not the case at all; each has its own
weaknesses and strengths as well as unique abilities. These racial rules allow other
creatures to benefit from their natural talents.
Before deciding to use these rules, please note that the combination of your campaign
map with the effects of some of these special racial rules can have a profound impact
on play balance. Our aim has been to reflect the nature of each race rather than create
Dwarfs
warfs build their homes in the mountains, often tunnelling deep into
the stone to fashion whole underground cities. Because of this
ability, Dwarfs are allowed to build Cities in Mountain tiles and can place
their Capital on a Mountain Tile if they wish. In addition, any Dwarf
Castle or City located on a Mountain Tile counts as being a Mine in the
Revenue Phase and will therefore generate 3D6 x 10 Gold Pieces in
revenue.
On the other hand, Dwarfs are not especially interested in creating huge
empires. Therefore, it costs them 3 Empire Points to claim or conquer a tile.
High Elves and Dark Elves are also amongst the most
powerful magic users in the Warhammer world. If you are
using the rules for Seasons, then their spring and autumn spells will
never fail — re-roll the dice if a 1 is rolled on the spell table.
On the other hand, the High Elf and Dark Elf people are a proud and
haughty and do not take kindly to paying taxes. If you are using the
rules for Seasons, then all High Elf and Dark Elf taxation dice suffer a -1
dice modifier.
On the other hand, Wood Elves do not enjoy living outside their woodland
realms and will seek out woodland environments whenever they can. To
represent this preference, Wood Elf player pay one less empire point to
claim or conquer a forest tile, and 1 extra empire point to conquer any other
type of tile.
haos, Orcs & Goblins, and Beastmen live for war and conquest
and are not terribly interested in building cities or creating a
stable empire. Therefore, they only have to pay 2 empire points to
conquer a tile, but they may not build cities apart from their capital
(which represents their tribal stronghold). If they ever conquer a city,
then they will raze it to the ground; remove the marker from the map
and add 2D6 x 10 Gold Pieces to their treasury.
Skaven
he empires of Men, Elves and most other creatures consist of a network of cities
and fortresses. Skaven, on the other hand, can only live from the ruins of other
race's civilizations. They reach these places using a network of tunnels running under
the ground; from which, they can appear almost anywhere. This makes Skaven
completely different than any other empire.
In addition, Undead empires are not affected by the 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.
Other Empires
ny other empire (be it Empire, Bretonnian, or Ogre!) follow the standard game
rules without any modification.
Additional Battles
layers in a Mighty Empires
campaign may choose to fight
additional battles if they wish. These
battles allow players to play even more
games of Warhammer without fear of
losing their territories (sometimes one
game per round will just not be enough)!
Espionage
ighty Empires includes a set of eight events that players may choose from at the
start of each turn. If desired, you may also use the following new events as well
as the events included with the expansion. The new events represent assassins, spies,
After your opponent Your opponent Pick one city, Pick one player. On
has deployed their must choose their castle, or mine a roll of 4+, you
army, you may pick army and show it to belonging to may choose who
one of their you before you another player and that player
characters and select your own roll a D6. Mines are challenges this
attempt to army. destroyed on a 4+, round.
assassinate them. castles on a 5+,
On a roll of 4+, you and cities on a 6.
inflict D3 Wounds
on the character
that may not be
stopped in any way.
Making up a set of sea tiles allows you to create maps that include coastal regions of
the Warhammer world. In addition, you may use the following house rules to represent
the importance of coastal settlements and sea power in your Mighty Empires
campaigns.
Coastal Settlements. Castles and Cities that are either on or adjacent to a sea tile may
raise seaborne revenue in the Revenue Phase. This income represents the fees levied
on merchants using the docks and markets associated with the settlement. The amount
of revenue that is raised is listed below.
Pirates. If a 1 is rolled on the dice when checking to see how much revenue is raised by
a coastal settlement, then instead of raising money, you must spend money to suppress
pirate activity in the area. Immediately reduce the amount of money in your treasury by
10 Gold Pieces. If there are insufficient funds, then the pirates, emboldened by the lack
of opposition, raid the Castle or City and destroy it!
Seaborne Invasions. You may normally only claim or conquer a new tile if it is adjacent
to one you already control. If you have a coastal settlement, however, you may claim or
conquer any tile that is adjacent to a sea tile, as long as you can trace a sea route from
your coastal settlement to the tile you wish to conquer.
Claiming Sea Tiles. Sea tiles may only be claimed and controlled by a player if the slot
in the center of the tile is land. If the hole in the center is water, then it may not be
controlled by any empire (you need solid land on which to plant your banner and claim
the tile).
Alternatively, you can use the new markers as special and very rare
things that can only be built by certain races. For example, only a
player running a Dwarf empire could build the Brewery, and so on.
Only one of the new markers can be built by an empire, and if the
marker is captured by another race, then it is destroyed. In other
words, a Dwarf player could build one Dwarf Brewery in their empire
(and no more than one!), and should it ever be captured, then it is destroyed and cannot
be built again.
Introduction
Year Names
ach year is given a name based on an animal. There are 10 names: once the cycle
is completed, it begins again.
An interesting option is to allow is to allow the winner to write up his own account of the
battle in the style of his race. So, an entry for an Orc victory would read very differently
to that of an Elven triumph. Players are not obliged to be completely truthful in their
accounts — it is the victor's privilege to write history! The campaign recorder can always
add a scribal comment if he thinks the account strays too far from the truth.
Other occasions worthy of mention might including interesting changes to the map, the
fall of cities, disasters, and anything you find interesting. Winter happenings should be
recorded, too.
Once a Winter Season is over, the campaign recorder may wish to hand on the task to
another player. Being the recorder is fun but is also quite demanding, and it is only fair
that all of the regular players should be prepared to take their turn. Changing recorders
also ensures that the record is constantly but inconsistently biased.