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(FnG) Blacksburg Warlord Games Group:


Warlords of Erehwon War Campaign Guidelines
Winter 2019/2020 Campaign
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Written and Edited by Allen Ervin

Special Thanks to Tom K., the Blacksburg Warlord Games


Group, Fun n Games Hobby Shoppe, Rick Priestley, and
the goblin that didn’t steal my kidney.

Oct. 2019
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This document turned into somewhat of a book format outlines all

parts necessary to set up, run, and conclude an ongoing war campaign for

Warlords of Erehwon by Warlord Games. This is a compilation of campaign

games, game mechanics, as well as additional unofficial material all

combined to form a narrative story for play with multiple people. This at

times requires in addition for all things necessary to play the game an

additional amount of bookkeeping and thought as the amount of total parts

coming together can be a bit much at times. To accommodate this, the

materials provided do what is believed to be the best possible or most

convenient job in helping organize it all, with additional forms, resources,

and such provided. However, if other methods to do so are found or

preferred players/organizers may choose to use them at their own

discretion.

As mentioned above this started simply as a document but after tens

of pages of material a bulleted list format seemed too difficult to read and

manage as a whole, thus for the sake of ease and editing it had been

reformatted into more of a conventional “book”, similar to that a wargame

may receive for a supplement or expansion. With this conversion came

some hiccups, so do not be alarmed by repeated statements or abundant

page references, as this was formatted hopefully to place everything in as


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cohesive a manner as possible, yet some of those bullet list format ideas

still shine through.

This campaign is designed not only to be an ongoing story style of

narrative play, but also a consequence campaign. Following along the lines

of a format sometimes found in Bolt Action, more commonly now found in

SPQR, each game played will leave its player with perpetual changes

based on each outcome. To do this, each player will make a starting army

list in compliance with the usual standards per a typical Erehwon game.

This list will belong to the player throughout the campaign with options to

make slight adjustments over time. Unit death will mean removing it from

the list, survival lets it remain. Prior to each game following the first, a

player may spend any rewards earned to purchase new units, allowing

those destroyed to be replenished or to select new units and change the

style of the list as they proceed.

The war system of campaign simply means that the setting for this

story will be a conflict between established nations. This setup is written

with the idea in mind that players will have the most agency available

during the campaign to make their own choices and impact the outcome

not only for themselves but for every other player involved. These

intricacies will be explained later.


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Table of Contents

1. Preparing for a War ............................................................................ 8

I. Player Setup .................................................................................... 8

II. The Map .......................................................................................... 9

III. Assigning Player Locations ............................................................ 12

IV. THE POOLS .................................................................................. 12

2. Progressing a War ............................................................................ 15

V. To the Victors Go the “Spoils” ........................................................ 16

Table 1. – Victory Point Conditions...................................................... 17

VI. The Fundamentals of CONSEQUENCE ........................................ 18

3. Additional Rules of War .................................................................... 19

VII. Politics ........................................................................................... 19

VIII. Alliances ........................................................................................ 20

IX. Additional Effects of Allies in Combat ............................................ 22

X. Capital City Specifics ..................................................................... 23

XI. Named Heroes .............................................................................. 23

Table 2. – Hero Exp Conditions ........................................................... 24

Table 3. – Hero Upgrade Options ........................................................ 25

Table 4. – Flesh Wounds .................................................................... 29

XII. Regional Traits and Hidden Agendas ............................................ 29

XIII. Titles .............................................................................................. 29

XIV. Player Inactivity ............................................................................. 30


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4. Appendix .......................................................................................... 32

XV. Regional Traits .............................................................................. 32

Table 5. – Regional Traits Table ......................................................... 33

XVI. Hidden Agendas ............................................................................ 34

Table 6. – Hidden Agenda Table ......................................................... 35

XVII. Titles .............................................................................................. 36

Table 7. – Titles Table ......................................................................... 37

XVIII. Hero Skills ................................................................................ 38

Table 8. – Skill Tree Abilities ............................................................... 41

XIX. Scenarios ...................................................................................... 42

Table 9. – Scenario Table ................................................................... 42

XX. Named Hero Stat Tracker .............................................................. 43

XXI. Preemptive FAQ ............................................................................ 44

5. Scenarios ......................................................................................... 51

XXII. Scenario 8 – Dwarvish Rugby .................................................. 52

XXIII. Scenario 9 – JOLF! .................................................................. 54

XXIV. Scenario 10 – Monster Hunter.................................................. 57

XXV. Scenario 11 – The Dilapidated Fortress ................................... 60

XXVI. Scenario 12 – Meteor Shower .................................................. 64

XXVII. Scenario 13 – King of the Hill ................................................... 66

XXVIII. Scenario 14 – Entrenched Upon the Meadow .......................... 68

XXIX. Scenario 15 - Camp Raid ......................................................... 70


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XXX. Scenario 16 – Wanted.............................................................. 72

XXXI. Scenario 17 – Ransack Supplies.............................................. 74

XXXII. Scenario 18 – Lines to Destroy ................................................ 76

XXXIII. Scenario 19 – Ambush! ........................................................... 78

XXXIV. Scenario 20 – Escaping Spy.................................................... 80

XXXV. Scenario 21 – BREECH!.......................................................... 82

XXXVI. Scenario 22 – Take the Fortress ............................................. 84


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1. Preparing for a War


To have ourselves a war we must carefully prepare, not only our armies
but our lands, our economies, and dare I say even our nerves. This first
chapter will outline all the steps in the order required to create a perfect
little fantasy land that we can subsequently burn to the ground.

I. Player Setup
To begin, at least 6 players must be consigned to the campaign. More
are welcome if available or if your organizational skills need a challenge.
Reading this document should be completed before beginning or signing
up in order to familiarize players with the concept and format. In addition,
one player or separate individual should be set as the organizer, one who
will greatly manage the on-goings of the campaign.

Each player will need at minimum the pieces required to play a standard
game of Warlords of Erehwon. Tape measure, dice, and of course models
are key components here. Ideally, each player should have the models
necessary to field an army of over 1,000 points, as special conditions may
allow point costs to change and thus more figures may be needed.

Each player must construct a 1,000-point army list using any of the army
lists from the book or officially released by Warlord Games or Rick
Priestley. All typical list building rules apply, such as units with a max of 1
restriction. Players should be restricted to take no more than one
monstrosity unit.
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II. The Map


To have a war, players must have somewhere to have the war! Some
form of map must be drawn up and its shape and whatnot does not really
matter as long as the following is the same.

The map should have distinct regions, one for each player. These can
vary by creator’s whim but should be some cliché biomes that fade into
each other in some way over distance. In the center (or at least deep
within) is each region’s capital city.

Each of these regions should have some geographic limitations. For


example, a mountainous range may only be accessible from certain angles
or areas. Rivers, deserts, lakes, etc. work great for creating “walls” that
prevent attack. A good suggestion may be that central nations have more
“walls”, balancing the number of paths of attack they are subject to - i.e.
shared borders give only one area of attack.

On each border, there should be a series of 5 markers in some sort of


row, the middle one being on the border itself. These mark the battlefields
on which players will fight. These don’t need to be evenly spaced or neat in
any form, just so that there is two on either side of the border for each
player’s region, each one diving deeper into the territory than the last. Key
positions such as mountain passes or battlefields in restricted areas can be
used by multiple players as the same paths.

Each battlefield must have some available array of games to be played


on it (scenarios). Which game exactly will be determined at game time, but
it is good to have multiple to choose from typically at random. When
creating Battlefields, organizers may choose to select a few scenarios from
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the available list for that battlefield, or rather let the list of scenarios in its
entirety be available. The scenarios themselves are in the main WoE
rulebook, more are written and included in this doc, a table of scenarios is
listed in the Appendix (See Pg. 51 Table 9). For the Basic system let the
scenario selection be from the full table of scenarios for each battlefield. To
determine the scenario played for a particular battle remove the two
scenarios most recently played by both players from the table and then roll
a D20 on the table.

The central Capital of each city should sufficiently embody its cliché. A
desert town for example would be very tan and full of adobe like structures.
With each locale and Capital City, there should be some form of “gimmick”,
its niche, what sets it and its people apart from each other clan in the land.
The aesthetics here are relatively optional, only to be reflected by your
tabletop terrain, but the special effects of these areas are a bit more real. A
table of these can be found in the Appendix (See Pg. 33 Table 5). This
typically grants a warband particular boons while within their own territory.
Or perhaps it enables some tactics the other inhabitants of the land haven’t
seen before.

This example map gives a good look at each layout in a base form with
all positions marked and labeled. Be wary, this map does put some locals
in tricky positions, for example the lower right has only one border in and
out, but there are sneaky ways out of corners like this! Such is war!
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III. Assigning Player Locations


Once the map is drawn, players are prepared, and armies are formed,
it's time to put them onto the land. The easiest method will be random
assignment via DX roll (where X is the number of players) done by the
organizer.

Each player is randomly assigned a starting area and thusly a starting


Capital city. While players may take other Capitals, their starting location
never changes, thus the locational effects/conditions given by starting
region do not change.

Once a player is assigned a location, they also receive a regional trait


(See Appendix Pg. 33 Table 5). These grant that player’s army a few
bonuses based on their geographical location within the world.

Along with player location, each warband may be assigned an additional


goal for the campaign. These are overarching ideals that supersede one
battle or even one war. Some may be grudges passed down for
generations, others may be the expectations of one’s own people, either
way they are the true everlasting goal of that nation’s ruler. These are also
assigned randomly, a list of which can be found in the Appendix (see Pg.
35 Table 6). They can be kept as secret or public, told truthfully or lied
about, kept close to the chest or out in the open as players wish.

IV. THE POOLS


Players lists now more or less dissolve from a cohesive army roster
formed for a typical wargame into a true army’s cumulative strength. This is
what we will call their “pool”.
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Think of it like an armory, the camp, the vault, the bank, etc., etc., the
pool is a player’s available pile of resources to pull from for any given fight
as well as their army as a whole. The pool can include points (think of them
now more like money to buy train and equip units), units themselves, even
at times abstract things such as abilities may be collected in pools given
certain circumstances. Each player has a pool of their own to use.
Additionally, any combination of players forming an alliance may open a
new pool (like opening a new bank account), but more on these later. Any
and all pools must be tracked through the organizer, so players must be
sure to track what they take out and put in lest they be punished by the
immortal banker!

Withdrawing and depositing from pools can be done before and after
battles, but not during. Depositing/withdrawing into a player’s own pool is
easy. Rewards gained after each battle may be deposited, units purchased
at any point outside of battle may be left in the pool, and when preparing for
battle, points and units can be taken out as players wish. Exchanges in a
player’s own pool occur at a 100% exchange rate (1:1, no loss, no tax to
put in or take out).

Pools shared by multiple players operate the same way but with a tax
dependent on the size of the pool (i.e. the number of players in it). To
deposit into a shared pool is free. To withdraw from a shared pool costs a
player a tax of 10% of the point value of the withdrawal times the number of
additional players in the pool. For example, two allies share a pool. Player
one puts in 100 points from his recent victory to support their ally. Player
two in order to withdraw those points must pay 10% of the total value times
1 for his one allied friend in the pool, thus 10 points worth of tax. This can
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be paid from the pool total, it can be paid from the withdrawal amount, or
from a player’s personal pool. So long as the banker is paid it does not
matter.

Notice that since points, units and all such things that have a taxable
value can be placed in pools it is very possible for armies to be comprised
of mixed units! This is very on purpose, allowing diversity to flourish and
strengthen an army through alliances.

Lastly, this series operates as a form of “consequence campaign”,


where things are carried over from one battle to the next. This does apply
to units as noted below (see Chapter 2 Section VI) where survivors stay
and losers are gone, the points spent on which are gone as well. Notice
here that survivors present players with a tangible, taxable item that has
points spent on it, but once a unit has been bought it cannot be “unbought”
and scraped for points. Thus, sometimes leaving these battle-hardened
veterans in the pool is not only necessary but kind.

And with that everything is set. All the preparatory materials, setup
requirements, basic hoop-a-doop and shenanigans are in place to have a
proper war! With that it is time to move on to how to progress the
campaign.

Note for all purposes of keeping a sense of reality, time constraints do


matter to any campaign, thus one additional setup step recommended but
not delved into would be to determine and plan out the time allotted for your
playing of this campaign. Moving forward this span will be assumed to be a
span of 4 months, or 16 weeks. This can be adjusted and later mentions of
time scaled appropriately.
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2. Progressing a War
We have our map, we have our players, and if all is right, they are on the
map placed around and ready to tear their enemies apart. With them is an
army now broken apart from a list into a conglomerate force held in their
pool ready to be thrown to war! But how do we progress from here? This
section should outline all the necessary steps in ensuring nothing short of a
progressive, thoughtful, and appropriately bloody war!

To move our war along, we can look at it as a recurring loop of events,


recurring as many times as players will meet and engage, in the following
order for all our organizer’s sake.

Players sharing a boundary meet to have a glorious battle (play a game)


across the current battlefield (whichever station they are at currently along
their border, to start it would be one of the unnumbered positions). Roll for
a scenario to be played at this stage. Terrain type for this battle is already
determined mostly by the battlefield location and the scenario being played
and would be setup ahead by the organizer and/or a player if no organizer
is available.

Players form their armies to whatever size and composition they wish
out of resources from their available pools. This is their last chance to make
their withdrawals and make their force. This includes unit changes and
upgrades. The IMMORTAL BANKER must be updated on all withdrawals.
Special conditions may limit a player’s deployment or purchasing ability, so
take careful note of that here.
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Players follow the scenario for game setup, victory conditions, and
proceed to play the game. Once the game is done, the results are
determined, and the following conditions are imposed:

1. All destroyed units are gone. They do not return or return points
or value to the player. They are dead.

2. Surviving units return and may be returned to any pool available


to the player. Notify the immortal banker of placements and what
is deposited.

3. The winner receives 25% of the total value of the opposing


players force as a reward. These points can then be immediately
deposited or spent then remaining units and points deposited.

4. The loser receives 40% of the total value of the opposing players
force as a reward. These points can then be immediately
deposited or spent then remaining units and points deposited.

5. Advance the border of their meeting lands to the next battlefield


location into the loser’s territory.

With that the battle is settled, the armies are arranged and ready to go for
next time, and the new territory is settled.

V. To the Victors Go the “Spoils”


What is a pail without a bottom? What is war without a victor! To say this
was all for naught would be fine but to have the eternal bragging rights over
those pretentious rapscallions living in the desert sector that thought they
could double team your flank with the dwarves of all people, now that is the
true goal!
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We will assign Victory Points as this war progresses. They will be


tracked by our immortal banker friend. Players are ranked at wars end by
these points, the highest holding up their crown and proclaiming true victory
(before being stabbed in the spleen by a passing goblin).

Victory Points are received for the following:

Winning a Battle 1VP


Complete Battle Specific 1VP, Available in Certain Scenarios, see
Additional Objective each one’s Victory and Notes section
Take an Enemy Capital 3VP
Get Your Capital Back 2VP
Each Battlefield Held at the 1VP
End of the War
Each Enemy Capital Held at 2VP
the End of the War
Accomplish Hidden Agenda See Additional Rules Section and
Appendix Table 2
Table 1. – Victory Point Conditions

Note “Take an Enemy Capital” replaces the typical 1VP for winning
the battle, they do not combine for 4. Also, a Capital is not a battlefield.
These points do confusingly share a name with the points one earns in
many scenarios to determine winners there. While these are not the same
points it is a nice comparison to draw, as if a war is just one long scenario
itself.
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VI. The Fundamentals of CONSEQUENCE


No war is without consequence and this one is no different! Some
players may be familiar with the ideas of what are sometimes called
consequence campaigns, but the full effects of these often differ so let us
establish them for this series here.

When players receive points, both as the initial lump sum to begin the
series or as rewards of some sort, think of it as money: once spent it is
gone and you have in exchange whatever goodie you spent it on. When
points are spent, they are spent permanently and cannot be converted
back out.

Points are typically spent on things like units, but these have a tendency
to bleed when poked by opponents and often don't come home after a
battle. A unit that is fully destroyed during a battle (either all models are
removed, it is routed, any condition the confers all the units order dice to
the opponent) is destroyed permanently. They do not return but may be
repurchased later. Any equipment, upgrades, bonuses, etc. the unit held
are lost with no return.

A unit that is not destroyed at the end of the game will return to its status
when it entered the battle at no cost. Small wounds heal with time and a
few troops can be replaced here and there. A large part of this comes for
ease of accounting as well. Regardless the reason, that one halfling leader
who just lost 9 lads returns to camp, sips some tea, then finds 9 new
suckers to lead to a similar fate.
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3. Additional Rules of War


Complications, complications, complications! When politics and fighting
are involved there is no shortage of complications! Let this section be a
guide to the deeper levels of mechanics lightly touched on or mentioned in
passing above. Things inherent to this system and game but better
explained out in their own segment rather than amidst the explanation of
the fundamental mechanics.

VII. Politics
This campaign is a war but is more than just slapping each other across
a pretty landscape. It is a socio-political interaction amongst players with
power, who can freely interact with each other as they see fit. Players are
not only free to interact with each other, but encouraged to make friends,
enemies, allies, strategies, do some backstabbing, anything and everything
goes.

Now this is where the game is designed to give players maximum


agency and freedom and control over their own destiny. However, the
options this allows for are ultimately endless. Because of this rather than
make a series of rules that ultimately counteracts the idea of freedom
behind this, the following will be used as a guide for this world: Guidelines
are placed on how interactions may function given the mechanics already
provided for the game, utilizing tools such as the pools, battlefields, etc. All
other interactions must be run through our friend, the organizer, the
immortal banker! Their final judgement on something will determine if it is a
passable action, that it in no way shatters the game for the other players
attempting to participate in an unfair way. Criteria for these judgements will
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often include 1) does the action suit the party’s desire to win and survive 2)
does it progress the state of the war 3) does it shatter any game mechanic
in a previously unforeseen way. If the organizer/immortal banker approves
of player actions, then they are otherwise legal. If disapproved, then the
action or interaction may not take place. Failure to comply will result in
repossession of player territory by the national bank of stop doing that.

One of the few in game pointed results of politics is a player’s Capital. If


a player’s capital should fall, it is up to the captor if they conglomerate it
into their territory along with the rest of the captive’s land or allow the city to
be their only refuse and see your groveling be your survival. Otherwise
your Capital is theirs, however even at this point you are still in the game!
More on Capital City specifics later.

VIII. Alliances
Any number or combination of players may form an alliance at any time.
There are no restrictions placed on how many alliances a player may be in,
who they may be in them with, the arrangements they form or break them
with, etc. The only deciding factors here are the willingness of the players
involved.

To form an alliance grouping, all involved members must signal intent to


form the structure to the organizer. Along with this intent, any structure
guidelines attempted to be placed on the alliance are also indicated to the
organizer. Some of these are enforceable such as pool interaction
restrictions. Some are not such as “don’t be a jerk”. It is up to alliance
members to keep their interests and agency in mind when forming
alliances.
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Once an Alliance group is formed it may open a joined pool amongst the
members. Moving assets to and from allied pools follows multiplayer pools
as described in Chapter 1 Part 4 where deposition of funds, units, etc. is
free, but withdrawal of anything from the pool costs a tax of 10% times the
number of additional players sharing the pool. For example, a 6-player pool
suffers a 50% value tax on anything withdrawn by an individual player. This
tax can be paid from value in the pool or the withdrawing player’s individual
pool, OR any other pool they may draw from.

Allied pools do allow for the deposition of units in combined pools,


granting the mixing of armies across the war. Consider this to represent
reinforcements from allies, mercenary companies, any such combination of
forces combined for money and glory. So long as the appropriate taxes are
paid to take from the allied pool the units may be moved freely.

Units moved between armies through shared pools maintain the


equipment, makeup, and other such values attributed to them at purchase
by the originating player. Players who do not have access to those units in
their original army may not make modifications to these units. Players may
not exceed “one max” types of units through this method (i.e. no more than
one warlord, mage, hero, guard, harpy, etc.) The banker keeps a scroll of
your trade restrictions and checks it thoroughly!

Alliances may be broken at will by players, either dissolving it entirely or


removing a select person(s) from it. In the case of a break with resources in
a pool, members will attend a custody hearing with the immortal banker
that works as a judge for his night job. They will determine the allocation of
any resources left in the pool at that time. Otherwise let the backstabbing
and scheming commence!
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IX. Additional Effects of Allies in Combat


Not only do allies provide monetary and muscle resources, but they can
apply pressure on opponents having to face multiple fonts at once. When
fighting against a player that is a member of an alliance, some evaluation
and math must be done. For each alliance member sharing a battlefield
location with the opponent, that opponent must keep 10% times the
number of allied players not fighting worth of points in his pool before each
battle. This is to represent the necessity of guarding other borders while still
devoting appropriate force to the main fight.

For example, on our sample map if Players 4 and 6 were allied with
each other and a battle were to commence between Player 4 and 5. Player
5 shares battlefield positions with both of those members of the opposing
alliance. Therefore, when making a force from his pool, player 5 must leave
at least 10% of his total pool behind (10% times the one alliance player with
a shared border not in the fight)

Lastly, Allies may allow other armies to pass through their territory or to
fight for them by proxy. A player in an alliance may move troops through an
allied territory and engage another player so long as they have the
permission of that Ally. Land gained this way may go to either player
afterwards, this being determined in the agreement to let the player pass
through before the battle. This can create interesting geometries as players
may have isolated territories or be able to take complete nations, they do
not fully border themselves. This should be no harder to work out, treat it
just as any other territory, and remember in the end any questionable
results or rulings may and must be settled by the organizer.
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X. Capital City Specifics


Once a player’s Capital has been captured, they are effectively crippled
and ineffective in the game with no army force to act with, however you are
far from out of play! Politics and alliances are key to not only getting your
city back but resurging to get some sweet sweet revenge.

Once a player has lost their Capital, they are not allowed to fight any
battles. Their force has been destroyed or taken prisoner (this does not
empty their pool however). However, they may still fully interact as a player,
making alliances and pools, etc. A player is never removed from the series.

If an allied player retakes the Capital, then they can elect to give it back
to the overtaken player (along with however much territory they see fit).
Additionally, the freed player receives the same battle rewards as the
freeing player. If a neutral player retakes the Capital, then they can elect to
give it back to the overtaken player (along with however much territory they
see fit). No rewards are conferred to the freed player in this case.

If the enemy player agrees to form an alliance with the captured player,
that player becomes their subject. Obviously being the captor, they control
most of the power in decisions concerning the alliance formation, pool
formation rules, etc. It may be best not to anger your new business daddy,
but rebellions plotted over time are always fun.

XI. Named Heroes


Little strikes fear into the heart of the enemy like a god amongst men
running towards them, sword in hand, battle cry in the air. These living
legends can become truly inspiring members of your force, and disparaging
sights to your opponent as their fame grows. Players may elect to name a
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hero when purchasing a unit with the Hero special rule (may not be added
later). Players may not have more than one named hero at a time.

When a player has a Hero character active, a new resource now must
be kept track of: experience. Experience enters and exits pools just like
points or any other resource but is only gained under the following
conditions when the Hero is in a battle.

Requirement: Reward:

Participate in a Battle 1 Exp

Win a Battle 1 Exp

Destroy an enemy unit that is a Hero, Warlord, or Mage 1 Exp

Destroy an enemy unit that is a Named Hero 2 Exp

Destroy a Monster/Monstrosity Unit 3 Exp


Table 2. – Hero Exp Conditions

Spending experience works just like spending points and can be taken in
and out of pools and spent at the same times as points can be. The
following are ways experience can be spent to strengthen your Hero.

Ability: Cost: Effect:

Increase Agility 1 Exp Increase Ag by 1, Max 3 uses

Increase 1 Exp Increase Acc by 1, Max 3 uses


Accuracy

Increase 2 Exp Increase Str by 1, Max 3 uses


Strength

Increase Base 2 Exp Increase Res by 1, Max 3 uses, cannot exceed 9


Resistance unarmored
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Increase 1 Exp Increase Int by 1, Max 3 uses


Initiative

Increase 2 Exp Increase Co by 1, Max 3 uses, cannot exceed 10


Command

Increase 3 Exp Increase Wound by 1, cannot exceed 5


Wounds

Increase Tough 3 Exp Increase Tough by 1, cannot exceed 5

War Steed 2 Exp Add Warhorse Mount, gives Fast 8, 1xHtH SV1, Res +1,
may only take once, cannot take if hero already mounted

War Beast 5 Exp Add Beast Mount, gives Fast 8, 3xHtH SV3, Res +1, may
only take once, if already a mounted hero this replaces
previous mount and ignore the +1 Res

Imbue Weapon 3 Exp Apply the Magic Weapon Effect of a selection from the
book to any of the bearer’s weapons. Profiles do not have
to match the basic described profile (ex. Helm cleaver can
be imbued upon a lance for SV5 on charge). May only take
once.
Table 3. – Hero Upgrade Options

Or, your hero could undergo rigorous training to learn a feat, sacrificing
their experience for a particular set of skills. To take skills, 3 Exp must be
spent to unlock a particular path, with each path allowing options for
particular skills Each skill then taken costs 3 Exp. Skills come in a skill tree
form, where the lower level of a skill must be taken before the next level in
that skill tree can be taken. Any number of branches in unlocked paths may
be taken at the same time. A summary of these skills can be found in the
appendix (see pg. 35 Table 8), otherwise they are as below.
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Path of The Insanity of The North

Path of The Warmaster

Path of The Taskmaster

Path of The Ranger


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Path of Resolve

Path of The Blademaster

Path of The Damned

Path of The Double-Edged Blade


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Path of The Paladin

Path of The Magic

In addition to possessing great skills and abilities, these heroes of


legend often dislike dying in battle. When a named hero is destroyed during
a game, they are removed from that game like normal, however they may
have escaped with their lives and be returned to the player’s pool, ready to
return to battle next time.

At the end of a game in which a named hero unit was destroyed, the
owning player rolls a D10. Add 1 to this roll for each flesh wound the Hero
has suffered previously. On a 5 or less the Hero has survived and will
return to the player’s pool but will sustain one flesh wound. On a 6 or
greater the unit is fully destroyed. If taking a flesh wound, roll one more
D10 and consult the following table. These effects are permanent. Each
battle with this hero will include any wounded effects from then on.
Additionally, at the start of the game, Named Heroes receive 1 pin for each
flesh wound they have taken.
29

1 -1” Movement Profile (Min 1”)


2 -1 Ag
3 -1 Str
4 -1 Natural Res
5 -1 Acc
6 -2 Co
7 -1x HtH attack
8 -1x Ranged attack
9 -1 Tough
10 -1 Wound
Table 4. – Flesh Wounds

XII. Regional Traits and Hidden Agendas


Each player at the setup stage can be given a regional trait and a secret
agenda. These are optional but recommended. Rather than take a large
portion of writing to fully detail each one of these for each map a table of
these is provided at the end in the appendix, each being generic enough to
apply to hopefully all armies, players, and locations, that way they may be
randomized at will and given to players in secret.

XIII. Titles
Titles are a unique moniker to identify those that have accomplished
great deeds. They act as slight bonuses, conferring the great experience
needed to make such greatness occur. They operate just like points or
units in that they can be moved within pools, however they can never be
placed in an Allied pool. Titles are gained by completing select Hidden
30

Agendas or by forcibly taking them from your opponent in combat. A player


with an available title may give it to any unit in their army. Units, once given
a Title, can never have a second, can never remove the title, and can never
replace it with another. As Titles cannot be moved into allied pools, units
with titles cannot be in allied pools as well. Titles are assigned like weapon
upgrades to a unit, happen at the same time intervals as unit equipment
changes, and from then on operate like a special rule attached to the unit.

Titles are typically gained through achieving one's Hidden Agenda.


Otherwise, if a unit with a title is destroyed, the opposing player may claim
that title for themselves. If they choose not to take the title, it is considered
destroyed alongside the unit. A table of all the available titles can be found
in the Appendix (see Page 37, Table 7).

XIV. Player Inactivity


While entertaining, this is however a game series and is often blocked
by petty things such as work and life. We do not fault those who are
occupied with such things, we just pillage their peasants!

Given this series is to run over a period of time with a set end date, we
can't have deadlocked regions due to inactive battlefields, thus
consequences come into play again as dull leaders often pay. The time
periods here are marked for the 16-week series this was written for but
could easily be adjusted.

For each 3 weeks without a battle, a player’s territory will recess by one
battlefield position on all fronts, granting the territory to the bordering
player. Each border position regresses by one granting that land to the
opposing side. Where multiple players each have a route into a region, they
31

each get one position inward. Where multiple players share one route into
a players region (for example player 6’s territory on our sample map), that
battlefield will recess one position and both players will move forward,
splitting the territory taken down the middle, effectively making a three way
border intersection on the next battlefield. This recession will stop at the
player’s capital city.

If still inactive once receded to the Capital and another 3 weeks of


inactivity has passed, the owning player has two options: forfeit their
kingdom to an ally or other player or foreclose the kingdom to the immortal
banker. If forfeiting to another player, that player immediately takes control
of that capital city and may operate as if it were a part of their territory. If
foreclosing, the organizer/banker takes control and will auction the city off
to the highest bidder. If a player controls the newly acquired capital and
does not control land bordering it, they may still interact with it (aka launch
battles from there) as long as another player will allow passage of their
army through their territory to the city. For example on the sample map, if
player 4 now owns player 6’s capital due to an inactivity auction, they may
freely go to and from it with the permission of player 5 or player 1 as they
are the only ones with a shared border with 6 as the region recessed.
32

4. Appendix
To this point we now should have all the necessary tools to trade blows
and spill blood upon the soil of this land and wage the greatest war ever
known to small soldiers everywhere! What follows from here will be the
supplementary materials for reference. The scenarios to play out,
appendices full of useful references, essentially the portion of this wordy
nonsense that will be read ad nauseum.

XV. Regional Traits


A world without varied biomes is rather plain and boring, but one of
fantastical variance and wild conditions that verge on the brutal, now that is
a world worth fighting over!

Each player is given a regional trait at the start of the game. These
never change and only apply to units purchasable in that players army
(units from their home region). These can be offensive boons or a great
defensive force the opponent isn't prepared for when diving into their
territory. These traits are public knowledge, all other players may know
which trait someone has.

There are 16 total territorial traits available. To assign randomly, grant a


player a trait between 1-10 via a D10 roll. 11-16 are “region themed” and
given by organizer discretion.

1 The Roughest Ground Battles fought on locations originally owned by this player
Around give the enemy -2 Ag

2 Dangers Around Every Battles fought on locations originally owned by this player
Corner force their opponent to leave 10% of their army value in their
pool
33

3 Ancient Tribe of Terror At the beginning of a game, if any units from this army are
from the Ancient Land of setup on the table, enemy units of 3 or more models on the
Terror table start the game with one pin.

4 Winds of the Lands Battles fought on locations originally owned by this player
force enemy flying units to go down after each action.

5 Warriors of the Trap Units from this army that start the game on the table can start
Door the game in ambush.

6 Founded on a Holy Site The Warlord and Guard unit of this army has the Divine
Intervention special rule for free. When fighting in their own
capital, all units have the Divine Intervention Rule.

7 Land of Unopposed Sun Battles fought on locations originally owned by this player
give opposing units 2 pins for failed sprint checks rather than
1 and force the unit down afterwards.

8 Cities of Grand Design Units in this army have +1 Init. Battles fought on locations
originally owned by this player give all units +1 Co.

9 Backwater Traders Earn 10% of this player’s total battle reward in additional
points at the end of each battle.

10 Affluent Traders and Purchase unrestricted units from other army lists (any unit
Seekers of Sellswords without a max of one restriction) at 2x the cost.

11 Sons of the Swamp Battles fought on locations originally owned by this player
force opponents to make Ag checks for run orders, and failed
checks on Sprint orders cause 2 pins.

12 Frozen Mountaintops The Warlord and Guard unit of this army have the Deathly
Chill rule for all HtH attacks.

13 Vastest Plains Units in this army add 1” to their base movement


Imaginable

14 Desert Dwellers Units in this army ignore the SV and additional pins from Fire
attacks.

15 Arcanist Metropolis Battles fought on locations originally owned by this player


give the opponent Acc -1. This Army’s wizard always knows
Enchanted Shield.

16 Grand Forests Add an additional +1 to any cover bonus a unit in this army
receives.
Table 5. – Regional Traits Table
34

XVI. Hidden Agendas


Not every promise or goal spoken aloud is the only one kept in mind.
Each warband vying for power has their own means to do so and their own
scores to settle along the way. Each player is given a Hidden Agenda at
the start of the game. These never change and only apply to that player
and their army (units from their home region). These can be personal
grudges, aspirational goals, societal expectations, the span is vast. These
traits are NOT public knowledge, and as such are likely best kept secret,
but may be revealed (in truth or not) at the player's discretion.

Completing a Hidden Agenda rewards the player the designated spoils,


typically VP, often some additional goodies. There are 16 total Hidden
Agendas available. To assign randomly, grant a player an agenda between
1-10 via a D10 roll. 11-16 are “player themed” and given by organizer
discretion.

1 Legacy of Form an Alliance with a Player *Can 1VP, Title:


Allegiance be Completed more than once with “Wordsmith”
different players*

2 Grand Traveler Deploy your Warlord to a battle in 5VP, Warlord Gains 5


each player’s territory Exp

3 Divide and Capture the Capital of a player 4VP, Title: “Strategist”


Conquer currently in an Alliance *Can be
completed a second time by capturing
another Capital belonging to the
same alliance*

4 Grudge of our Take the Capital of *Player Named by 3VP, Title: “Avenger”
Forefathers Organizer (DX roll)*

5 A Trader and Deposit one of your units in an Allied 2VP, 200pts


Barterer, Be pool, then withdraw an allied unit from
an Allied pool
35

6 The Traitorous Take the Capital of a player you were 3VP, Title:
Dream in an Alliance with “Backstabber”

7 United We Form an Alliance with 3 other Players 3VP, Title: “Uniter”


Stand

8 A Divy to the In a pool you have not withdrawn 5VP, Title: “Devout”
Poor from, deposit 500 points. You may not
take from this pool for the rest of the
campaign.

9 Reclaimer Ally with a player’s whose Capital has 3VP, Title: “Liberator”
been taken.

10 Conquistador Take each opponent’s Capital at 10VP, Title: “Dictator”


some point (you do not have to
oppress them all at once)

11 Ancient War When facing *Player Named by 5VP, 250pts


Reborn Organizer (DX roll)*, destroy every
unit they bring to the battle.

12 Seeker of Destroy a unit equipped with a Magic 1VP, May take that
Artifacts Weapon *May be repeated* magic weapon on an
applicable unit for free

13 Seeker of Return from battle with 25% or less 3VP, point value equal
Doom (in point value) of the force deployed. to the surviving force
*May be repeated*

14 Ancient War With at least 3 units from *Player 4VP


Forgiven Named by Organizer (DX roll)* in your
army, take another player’s Capital

15 Begrudged Have each initial border position 4VP, 200pts


Society expanded forward by 2 spaces at the
same time

16 Scapegoat Be the only player NOT in an alliance 7VP, Title: “Abused”


or to have formed an alliance
Table 6. – Hidden Agenda Table
36

XVII. Titles
The legends accrued from those of experience and glory often amass in
one word of power, signifying their achievements, identifying them to all
around.

When a player receives a title, either from completing a Hidden Agenda


or by taking it from another unit (as mentioned in the additional rules
section) it immediately enters their pool. It may be equipped to a unit in
most cases or left in the pool if chosen. Some offer “expendable effects”
removing the title from the pool rather than placing it on the unit. Others are
static abilities when equipped or simply possessed. If lost with the unit then
the title is gone as well and gone for good. There are 9 in total. Titles
earned with repeatable requirements (ex: wordsmith) may NOT be re-
earned if destroyed.

1 Wordsmith Spend this title in your pool at any time. Spend this title to receive
100 points times the number of players currently allied with.

2 Strategist Equip this title to a unit. Equipped unit does not count toward army
deployment restrictions (such as an amount of points that must be
left in pool vs deployed or the number of units on table vs reserve).
When this unit is destroyed return its point value to your pool.

3 Avenger Equip this title to a unit. When this unit is destroyed, return it to your
pool at the end of the battle with +1 Str and +1 Acc. The title does
not return with it.

4 Backstabber Equip this title to a unit. At the beginning of each turn, before any
order dice are pulled, pick one of the following effects for this unit for
the turn: +1 Str, +1 Acc, +1 Res, +1” Movement profile, +1 Ag, or +1
Co. When an effect is selected roll a D10, on a 1 the effect last for
the remainder of the game.

5 Uniter Equip this title to a unit. This title is active while equipped to a unit,
whether the unit is in your pool or deployed. When an Ally wins a
battle, receive points equivalent to 10% of their total rewards.
37

6 Devout Equip this title to a wizard unit only. The equipped unit may know
the Aura of Courage Spell at all times for free. At the beginning of
the game, add D3 to the equipped unit’s Magic Level. This effect
ends at the end of the game.

7 Liberator Equip this title to a unit. Any battle in a Capital that this unit is
deployed to gives x2 rewards.

8 Dictator Equip this title to a warlord unit only. This title’s effects continue
while it is in a player’s pool. Purchasing units costs 1% times the
number of Battlefields this player fully controls more to purchase. In
battles this unit is deployed to, opponents must leave 2% times the
number of Battlefields this player fully controls of their total army
value in reserve.

9 Abused This title is in effect while in a player’s pool. All unit, equipment, and
other purchases involving points cost half the total, rounding up. If
an alliance is made with another player while this title is in a player’s
possession, destroy this title.
Table 7. – Titles Table
38

XVIII. Hero Skills


Ability: Effect: Ability: Effect:
Berserker Gain Berserk Special Rule Flash of Gain one additional HtH attack
Blades
Know no May have no res other than Crazed Gain Crazed Psychotic Special
Sanity natural res, ignore up to 3 pins Psychotic Rule
on order tests
No Sanity Wounds no longer keep a Fleet Footed Gain the Fast Rule, does not
Left permanent number of pins on change the movement profile of
the unit the unit
Ferocious Gain the Ferocious Charge Improved Add an additional +1 Str to
Charge Special Rule Ferociousness charge bonus
Frenzied Gain the Frenzied Charge Improved Gain one additional HtH attack
Charge Special Rule Frenzy when charging
Irresistible Gain the Irresistible Charge Voice of the Increase command range to 20”
Charge Special Rule Taskmaster
Haughty Gain the Haughty Disdain Unacceptable If a unit within 20” of the model
Disdain Special Rule Behavior with this ability fails an order
test, you may remove one
model from that unit to reroll the
test.
Zealous Gain the Zealous Special Rule Divine Gain the Divine Intervention
Intervention Special Rule
Holier than Units within 10” of this model Deadeye Gain the Deadeye Special Rule
Thou gain the Zealous Special Rule
Lethal Shots Increase the SV of this model’s Double Time Gain an additional Ranged
ranged attacks by 1 attack
39

Once Again! Gain an additional Ranged Woodsman Gain the Woodsman Special
attack Rule
Stealthy Gain the Stealthy Special Rule Rogue The Stealthy Special Rule now
applies to hits in HtH
Stubborn Gain the Stubborn Special Guilty by Friendly units within 10” of a
Rule Association model with this ability gain the
Stubborn Special Rule
Disciplined Gain the Disciplined Special Elite After completing a Rally order,
Rule this unit may make a 1M
advance move
Shield Wall Gain the Shield Wall Special Testudo The Shield Wall to hit penalty is
Rule now -2
Feather Step Terrain features do not impede Launch Unit may make a 1M advance
movement move as if it were a flying unit.
Can use this to charge and
enter HtH.
Critical Strike HtH to hit rolls of 1 create an Improved HtH to hit rolls of 1 have +1 SV
additional hit Critical
Disengaging Model may make 1x HtH attack Winged Beast Gain the Flying Special Rule.
Strike when breaking away from Lose any mount.
combat unless routing
Improved Increase movement profile by Become Gain the Undead Special Rule
Flying 3” (does not grant Fast Special Undead
Rule)
Become Gain the Spectral Undead Regenerate Gain the Regenerate Special
Spectral Special Rule Rule (adds to tough rolls)
Undead
Perfected If a Regeneration roll is failed, Dread Gain the Dread Special Rule
Regeneration you may reroll the result once.
40

Baleful Glare Gain the Baleful Glare Special Terror Gain the Terror Special Rule
Rule
Vengeful Gain the Vengeful Special Rule Juggernaut Gain the Slow Special Rule,
does not change movement
profile, gain +2 natural res
Reckless Reduce Wounds by 1, increase All In Lose -2 natural res, HtH attacks
HtH attacks by 1 gain the Chocking Special Rule
Bloodlust Once per game, when an Blood for If a Bloodlust action destroyed
enemy unit activates, this unit Blood an enemy unit, remove one
may take an Init test. If wound from this model and
successful immediately replace it with one pin instead.
allocate 1 wound to this model,
then take 1 free full action as if
the unit had received an order
dice before the opposing unit
activates.
Divine Strike Attacks may have the Fire Strike True This unit may reroll any to hit
Special Rule (attacking player rolls of 10
chooses whether to have fire
or not before rolling to hits)
Bulwark of Friendly units within 10” of this True Faith Friendly units within 10” of this
Faith model receive +1 armored res model receive +1 natural res
Deny False If an enemy unit uses the Practiced Increase the Casting Value of
Prophet Divine Intervention Special Mage spells known by this wizard by
Rule, this unit may “counter 1
spell” it. Roll a D10. The
intervention is countered if the
D10 rule is less than the
command test roll made for the
Divine Intervention. Failing this
check gives the unit one pin
41

No Conjurer If a spell this unit casts is Prepare Spell Once per game this unit can
of Cheap countered, this unit may make a command test. If
Tricks immediately try to cast it again. successful do not cast a spell
The value used to counter the this turn. Next turn this unit may
spell is the new Casting Value. attempt to cast 2 spells.
If failed to recast, the caster
takes 2 pins. This second
attempt can be countered by
the opponent again.
Old Faithful Gain a “Magic Missile” (always
hits) ranged weapon attack.
Range 10”, SV2, can be fire in
exchange of missiles.
Table 8. – Skill Tree Abilities
42

XIX. Scenarios
Each Battlefield Position will lay out the possible scenarios to be played
there. In order to organize the total list of scenarios, they are combined in
table format here. Scenarios 1-7 are from the main WoE book. Scenarios
8-30 are new scenarios added for this supplement.

1 Upon the Field of Battle 2 A Bloody Encounter


3 An Unexpected Encounter 4 The Watchtower
5 Pillage the Village 6 The Sacred Relic
7 The Rogue Beast 8 Dwarvish Rugby
9 JOLF! 10 Monster Hunter
11 The Dilapidated Fortress 12 Meteor Shower
13 King of the Hill 14 Entrenched Upon the Meadow
15 Camp Raid 16 Wanted
17 Ransack Supplies 18 Lines to Destroy
19 Ambush! 20 Escaping Spy
21 BREECH! 22 Take the Fortress
Table 9. – Scenario Table
43

XX. Named Hero Stat Tracker

Hero Name:
Unit Type: Points Value:
Special: You may include only one named hero in your force at a time
Unit: Hero Ag Acc Str Res Init Co Special
Base Stats _ _ _ _( ) _ _
Weapons/Armor:

Stat Modifications ( )

Special Notes Flesh Wounds

Hero Name:
Unit Type: Points Value:
Special: You may include only one named hero in your force at a time
Unit: Hero Ag Acc Str Res Init Co Special
Base Stats _ _ _ _( ) _ _
Weapons/Armor:

Stat Modifications ( )

Special Notes Flesh Wounds


44

XXI. Preemptive FAQ


The following rather than be a conglomerate of long sentences that don't
belong nor fit in any cohesive manner, let them be a bit of a bulleted list of
guide points and notes for questions I think one may have and can be
answered ahead of time. These are the kinds of things I don’t know where
or how to fit into this large supplement format as I am no writer, but I feel
can act as FAQ 0.1.

• Notice in army creation there is no point value required for any


battle. Players have their camps full of troops. The size of enemy
camps and the composition of approaching armies should be
public knowledge (darn spy eagles!). Players can deploy as much
of their camp to any given battle as they see fit and this can play
greatly into strategy. Zero is a totally valid expenditure amount if
you're willing to forfeit the land they are coming for! 100% is a
strong man's way of saying “move worm!”. The choice is ultimately
up to the player.

• Note that the initial layout here gives a bit of ambiguity in terms of
when players assign the forces they will deploy to the fight. We
allow the numbers of forces incoming to be known but who must
declare their force first and when? This occurs in step 2 listed in
battle progression above, see Chapter 2’s introductory numbered
section. Let the rule of thumb be this: if no player willingly
prescribes their force first before their opponent, it is in all proper
honor for the challenger on the battlefield to be the one to
announce his forces first. This will oftentimes be the attacker, he
45

who has the momentous advantage of the charge but the


disadvantage of the march! (aka when the battlefield is in a
player’s own territory, they may force their opponent to declare
their deployed forces first). In the case of a neutral battlefield that
has not yet been moved or one that has been returned to its initial
position, if no player wishes to present their forces first, they must
roll a die and determine by fate whose choice will go first.
Remember, once a force is declared, no changes may be made to
it.

• List creation here does include such things as equipment loadouts,


spell selections, any and all point costing selections modifications
and deployments. The players are making their list for the game
here. They can elect to a gentleman’s (or gentlewoman’s)
agreement at a point value but that is up to them. Once the list is
made for the fight no changes can be made at all.

• Losers do receive more points in reward than winners, this is


intentional to keep balance in game moving forward through
territory. Think of it as the cost of victors stretching supply lines
and a wider defensive force on the new border while defenders
can focus on the approaching enemy.

• It is written in the rulebook for WoE that each unit may have only
one melee weapon and one ranged weapon. With units persisting
from game to game players may wish to change upgrades
46

between fights. Units may not accumulate equipment and must


maintain only 1 melee and 1 ranged weapon max.

• Additionally, weapon upgrades must be purchased with each


change regardless of current loadout of the unit. There is no
“rebate” or “discount” for having a higher cost upgrade and
changing to a lower one. For example, a hero is armed with a
weapon upgrade costing 3pts. Between battles, He wishes to
change to his other weapon option which costs only 2. To do so
the player must spend 2 points to equip the unit with the new
weapon option. Doing so discards the previous 3-point weapon to
maintain the one melee weapon max rule, and thus to take that
weapon again the player must spend 3 more points and repeat the
process.

• Spells known to a wizard are purchased like a weapon upgrade.


The free spell may be changed beforehand at will. Additional
spells cost 10 points per and once one is taken it costs 10 points
to select a different one, even if removing the one they had
selected as an additional spell before. May as well stack up on the
spell book.

• Spells are also bought and equipped in the army


creation/deployment step and may not be changed afterwards.

• Pools in the case of closing them due to alliance breaks or player


loss, etc. as needed is deemed the responsibility of the
47

organizer/banker. Often it is the case that things will be split 50/50


down the middle, and that is the highest case I can suggest,
however if special circumstances should arise, let the banker’s
arithmetic run true as the final say on the matter. Deceitful plays by
players to empty bank accounts then backstab would be greatly
appreciated to make this process easy

• Some of the Skill upgrades available to Named Heroes affect them


in ways that may be hindered if they were to have non-enhanced
models in the unit. A warlord with bodyguards or a mage with
apprentices for example. This can be seen easily with the case of
granting flying to the individual model but not the unit. TO
accommodate this, we allow for the following provision to be
made. When fielding named heroes whose units had additional
models in them, player’s may leave the additional models in their
pool, separating them from the unit. If this is not done, the unit
must be held to the most limiting model in it. Following our
example from before, if a warlord can now fly but his bodyguards
cannot, then the unit as a whole must be treated as not flying. If
the unit is destroyed any associated models in the pool are
destroyed as well.

• Named Heroes take 1 pin per flesh wound they have suffered at
the start of each game they are deployed to. These pins are not
permanent like those allocated from wounds and may be removed
at any time (a turn one rally may be them gathering their strength
to fight through the pain). These units take these initial pins
48

regardless of whether they start the game on the table or not, thus
making them slightly more difficult to bring on if in reserve.

• In the skill tree, granting regenerate abilities to heroes with the


tough special rule should work as follows: When a failed Res
check is rolled, a player may elect to reroll it using either rule.
Declare which when making the reroll. These rules stack in that a
model with tough 2 and regenerate may reroll 2 rolls from tough
and any additional fails via regenerate, however they do not iterate
in that a failed tough roll may be rerolled via regenerate (cannot
reroll a reroll).

• As one reads through the scenarios in the book and the scenarios
in this supplement and looks at the progression system, it may
become apparent that a draw throws a proverbial wrench into the
system. No winner and no loser, then how are rewards allocated
afterwards? If playing these scenarios outside of the war
campaign, then draws are fine and welcome. For the war
campaign series specifically, treat a draw as follows: If a game
results in an unclear result or a draw, either in a tied amount of VP
or the scenario is unclear on a particular result situation, a tie is
first broken by which player has claimed more point value as
causality. For example, if Player one destroyed 200 points of value
from his opponent’s army, and Player 2 only destroyed 100 points
worth, then Player 1 would win the tiebreaker and be declared the
victor for progression purposes. If these values are somehow
equal, then let the second tie breaker be whomever deployed
49

fewer points to the battle. FOR TIED RESULTS, do not shift the
battlefield position, simply award the necessary results and
rewards following the battle and maintain the battlefield position.

• Scenarios that allow units to enter as reserves let them come onto
the table measuring from designated edges or areas, if that unit
passes a command test. Players may choose what turn to bring a
unit on after the designated turn reserves may start coming on. If a
unit fails a command test to enter the table, it may try again next
turn. A reserve unit that never enters the table is counted as
destroyed.

• An army is required to always have any units with the required tag
in their pool. This is typically (and I believe exclusively) each
army’s warlord unit. If a warlord unit is killed that player must have
another in their pool before they can purchase any other units.

• In cases of scenarios that allow armies to leave units in reserve,


these must be units the player nominates in the pre-battle steps
that they are bringing to the game, not units that are left in the
pools. Reserve declaration typically comes denoted as Up to half
(half or less), Half (players choice if one over or under if odd
number), and at least half (half or greater).

• Battlefields that are starting borders are neutral locations, they do


not belong to any player at the start of the game and thus do not
“originally” belong to any player at any point.
50

• Regional trait number 9: the player receives 10% of their rewards


from that battle, not an additional 10% of their opponent’s army
size as rewards. Ex: I win a game and my opponent brought 1000
points. I get 250 points as a reward. That regional trait gives me
an additional 25 points as a reward.
51

5. Scenarios
With seven spectacular scenarios already included in the main book, it is
hard to follow up with much more of anything, but that won’t stop us from
trying. Included here are 15 new scenarios crafted for Erehwon. While they
are doubtful to be perfect in any way the may turn out to be a nice
expansion to the original 7 and allow for some new games to occur, and
thus in the spirit of WoE as a whole allow for more people to make
scenarios of their own as well. Some of these are made from scratch, some
take ideas from other game systems and attempt to adapt them, regardless
they should all result in some brutal fighting.

Each of these scenarios is fit for a standalone game of Woe, however


they are written with the war campaign system in this book in mind, and
thus feature some unique characteristics. Some may include Special
victory conditions that wouldn’t normally matter outside of a singular game
but may persist for continual campaigns. Additionally, army construction
restrictions and deployment restrictions are often mentioned in the same
manner but may be disregarded outside of the War system.

Sometimes we have found a good game happens when both sides


are appropriately motivated and willing to beat each other to a pulp. It is
rather easy to do such in a straight beatdown but hard in a typical objective
capture style of game. For this you may notice some scenarios suspend
the typical army break condition found in WoE, preferring to stick with either
a hard turn limit or some other form of game ending condition.
52

XXII. Scenario 8 – Dwarvish Rugby


No one knows if it was for sport or a full-blown squabble that was
recorded poorly by onlookers, but the whole ordeal is tradition now, so may
as well play along! The grand competition that is Dwarvish Rugby is a
mean one, often resulting in a new team being made each time due to
“injuries” sustained on the field. I see no reason not to practice this fine
game during wartime.

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109, keeping
things relatively symmetric across both sides. The center point of the table
should be kept clear of terrain and a movable objective marker placed at
the center. This is the rugby ball.

Deployment

Each player deploys their full force within 10” of their table edge. This
is done one unit at a time, alternating, starting with the player that selected
their table edge.

Objective

Each player has the same objective, to take the ball and run it to their
opponents end zone (off the opposing table edge).
53

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113) or until one side scores the ball, whichever comes
first. The army break condition is ignored for this battle.

Victory

If one side scores the ball, they are the winner. If the game ends and
no side has scored, count up the point value of all units destroyed by each
side. The side that has lost the least is the victor.

Notes

The ball here is an objective marker and behaves very similarly to the
beast’s heart marker in Scenario 7. Any warrior type model that is not
flying may claim the objective by ending its movement touching it. That
model now possesses it and will take the marker with it as it moves from
then on. If that model is slain another model in the unit may pick the marker
up. If the whole unit is destroyed, then the marker is granted to the attacker
in HtH or dropped on the spot if destroyed otherwise.

Additionally, at the end of its movement, the model carrying the


marker may pass it off to another friendly model within 3”. This may only be
done once per turn.
54

XXIII. Scenario 9 – JOLF!


The elves, in their high and mighty fashion of finding new ways to
exclude the other inhabitants of this land, devised a game on which they
would block off massive amounts of land, allow only those they deemed
worthy onto that land (typically more elves), and hit rocks across the fields
they had made there. While this whole practice is truly pointless, its
exclusivity and the elves snobby attitude made it irresistible to the
neighboring peoples. With war upon the land it is time to break down their
gates and see what this game of Jolf as they call it is all about!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. At one end
of the table, on the center line 12” from the short edge, place a target
terrain feature, ideally something round and about 3” in diameter. On the
opposite end in the mirrored position place an objective marker. This
marker will be the jolf ball.

Player 1’s Table Side

“Cup” terrain feature


12” 12”
“Ball” Objective Marker

24” 24”

Player 2’s Table Side


55

Deployment

Each player deploys their full force within 10” of their table edge. This
is done one unit at a time, alternating, starting with the player that selected
their table edge.

Objective

Each player has the same objective, hit the jolf ball into the hole.
Weakening the opposing army may also prove to be helpful, but really, we
are all here for Jolf.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113) or until one side scores the ball, whichever comes
first. The army break condition is ignored for this battle.

Victory

If one side scores the ball, they are the winner. If the game ends and
no side has scored, count up the point value of all units destroyed by each
side. The side that has lost the least is the victor.

Notes

To appropriately play Jolf, we must introduce how to hit the ball. Any
unit within 3” of the ball marker at the start of the turn may hit it. If both
sides have units within range, the closest may hit. If both are identical
distance, roll a D10 and the high roll may hit it.

To hit the ball, declare which unit is hitting it and then designate a 90-
degree arc in the direction they are trying to hit it. That unit may then roll
56

2D10 and add their strength to the result. That is how far the ball will go.
Roll an additional D10 in the designated 90-degree arc to get randomized
direction for line of flight of the ball. Given the possibility of the top facing
point of the D10 to not be facing in the direction of the firing arc, use
whatever angled point is lined down range. If multiple or none, reroll.

Alternatively, the unit may take their order dice out of the bag and
place it on a rally order. This allows the player to decide either the exact
line the ball will fly or the exact number of the 2D10 roll (strength must still
be added). This will allow for more accurate shots to score the ball but at
the cost of that unit’s action for the turn.

Finally, a note on out of bounds shots, hazards, etc. With the hitting
unit placing the 90-degree arc of target each hit it should be rather hard to
hit the ball off the table or out of bounds. Regardless, should a ball be
unreachable at its landing spot, place it at the nearest playable location and
allocate 1 pin to the hitting unit as a stroke penalty.
57

XXIV. Scenario 10 – Monster Hunter


A wild beast is rampaging across the countryside. While its rather funny
to be honest, there’s a chance it might head this way and become a lot less
funny. Kill it, capture it if you can, just don’t let it over here into our camp!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. The beast
will be placed in the center of the table.

Deployment

Each player deploys at least half of their force within 10” of their
table edge. This is done one unit at a time, alternating, starting with the
player that selected their table edge.

Objective

Each player has the same objective, destroy this beast at all costs.
Thinning out the enemy army that happened to come for the same goal
may also prove helpful, however.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches it’s break point.
58

Victory

At the end of the game if one side is broken and the other is not, the
shattered force is the loser. If both sides are broken or neither are, count up
Victory Points as follows, the side with the most VP will be the victor.

Destroy an Enemy Unit 1 VP


Destroy the Beast 3 VP
Capture the Beast 2VP, See Special Victory Condition

Notes

The beast in this scenario is undetermined. Hard to say what wild


monstrosities are running about at times of war. Roll a D6 at the start of the
battle on the following table. The result will determine exactly what is
rampaging around here.

Beast of Ghulghum (Scenario 7)


Wyvern (Monster Army List)
Great Eagle (Elf Army List)
Carrion Beast (Undead Army List)
Manticore (Monster Army List)
Basilisk (Monster Army List)

Whichever is selected will be at its base value, no upgrades, and


considered wild. If unable to be taken at wild (ex: eagle), it is taken at the
lowest allegiance it is available at. Its behavior will behave identically to the
beast from Scenario 7 in the WoE main book.
59

Special Victory Condition

Your mission is not simply to kill the beast but to capture it if possible.
To do so your warlord has equipped your army today with monster catching
nets. Each unit in both player’s army is equipped with the monster catching
net for free. This item is added to any equipment, does not force weapon
replacements, and operates like the Bolas item from the Reptilian Army.
These items may only be used against the wild monster in the scenario.

Using the nets works as follows. In HtH during exchange of missiles,


units equipped with these may elect to fire these instead of any other
exchange of missiles weapons. Proceed through exchange of missiles with
these new weapons rolling to hit like normal. Do not roll damage, but rather
count the number of total hits made. Make a D10 check against the number
of hits. If the check is successful, the beast may not fight back in the first
round of HtH. See the introduction to the Reptilian Army list for full details
on the Bolas item.

If the beast is destroyed while incapacitated by the nets (in a HtH


fight while unable to fight back), it is instead captured. At the end of the
game the capturing side scores the 3VP for destroying the beast as well as
an additional 2VP for the capture. In the rewards for this battle, in addition
to any points received, an army that captures this beast receives the beast
as a prize, to be used in future battles. Immediately add to their pool one
unit matching the beast used in the game. It has no upgrades and
upgrades may not be purchased, its point values match those listed for it in
the WoE book. If lucky enough to receive the Beast of Ghulghum from
Scenario 7, its value will be marked as 0, and thus has a taxable value of 0
for all deployment restrictions, pool movement, etc.
60

XXV. Scenario 11 – The Dilapidated Fortress


Rumor has it that this is the location of an old military fortress, long lost
to time and general lack of a janitor. Maybe we can find something useful in
the ruins.

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling an opposing 24”x24” corner
of the table. Roll a D10, high roll may choose which corner they control.
Terrain can be any form of setup, following guidelines in the WoE main
book on pg. 109. Plenty of light cover such as bushes and trees are
recommended. The center area contains a region of rough ground,
anything will do so long as it is not terrain feature that benefits a racial rule
(such as woodsman or aquatic). Place an objective marker in this rough
ground at the center of the table. In each players corner there is a
crumbling stone tower (any towering terrain piece will work). These towers
are 45” apart diagonally, sitting about 18”x18” into the players corner. In
each tower there is a small cannon mounted to the top facing the opposing
tower.

Deployment

Players may deploy as much of their force as they choose in their


territory. This is done one unit at a time, alternating, starting with the player
that selected their table edge. Anything not deployed at this point is left in
reserves and may enter the table from any table edge area they control
starting with turn 2.
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Objective

Each player has the same objective, take the objective in the center
and bring it back to their fortified position for further research.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.

Victory

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.

Destroy an Enemy Unit 1 VP


Bring the Objective back to 10 VP, See Special Victory
your tower Condition

Player 1’s Area


Reserve
tower
Entry
Edges
Rough
Ground

Reserve
tower
Entry
Edges
Player 2’s Area
62

Notes

The towers should be placed far enough apart on the table to prevent
firing upon each other and destroying it with the opposing mounted cannon,
regardless let us identify these as stone towers of res +5 status.
Additionally, for simplicity’s sake we can say these towers regardless of our
terrain abilities are large enough to hold any number of models but only has
one room on the top, no cramming hordes of lads around the stairs. Lastly,
for ease of rule and movement, a unit that starts a move at the bottom of
the tower may use a sprint action to get to the top and vice versa.
Otherwise its too scalable to handle within a reasonable timeframe.

Now the cannons. These towers are equipped with small cannons
bracketed to the floor of the top of each tower. With them is 3 rounds worth
of powder and ammunition. A cannon may be fired by any unit within 3” of it
as if they were to crew it. They use their order dice for the turn on a fire
order, using their Acc stat to fire the cannon like a typical ranged shot. No
unit cannot fire any other weapons the same turn it is firing the cannon it is
manning.

The objective in the middle is a Large keg of black powder and


blueprints leftover from the old fortress that stood here. Taking and moving
the objective operates like moving objectives in Scenario 7 or 8. Any
warrior type model that is not flying may claim the objective by ending its
movement touching it. That model now possesses it and will take the
marker with it as it moves from then on. If that model is slain another model
in the unit may pick the marker up. If the whole unit is destroyed, then the
marker is granted to the attacker in HtH or dropped on the spot if destroyed
otherwise.
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Special Victory Condition

If you are lucky enough to bring the powder keg back to your tower and
fend off the opposing army along the way, your nation’s engineer’s may be
able to reverse engineer something from the plans and powder. By reverse
engineer I mean you’re ripping that cannon off its hinges and bringing that
keg home with you cause that’s a lot easier. If a player successfully brings
the keg back to their tower, at the end of the game add one small cannon
to their pool. It follows the typical weapon profile of small cannon found in
the back of the WoE book (Quick Reference Guide), however it must be
crewed. The player may purchase a crew of 3-5 models using the stat
block and purchase value of any artillery crew available in their army list. If
no artillery units are normally available to them, they may do the same with
the bodyguard stat block and purchase value from their warlord unit.
64

XXVI. Scenario 12 – Meteor Shower


Meteors are falling from the sky! Its really that simple now isn’t it!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. On the
table middle line place 3 objectives, one at the center, the others 18” from
each short table edge, then move each D10 inches in a random direction
from their origin point.

Deployment

Each player deploys at least half of their force within 10” of their table
edge. This is done one unit at a time, alternating, starting with the player
that selected their table edge. Remaining units may come on as reserves
beginning with turn 2.

Objective

Each player has the same objective, control as many of these falling
objectives as possible at the end of the game.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.
65

Victory

At the end of the game, count the number of objectives controlled by


each army. An objective is held if a Player has a non-routing unit within 3”
of the objective and no opposing units are within 3”. Broken armies may still
capture objectives. Whoever controls the most objectives is the victor.

Special Victory Condition

For each objective held at the end of the game, a player may break
open that meteor. Roll a D6 and consult the following table:

1 Wow, that's a rock Nothing Happens


2 Neat Space Rock Add 25pts to your pool
3 Hot Rock? A Rock Thrower weapon may have fire attacks for 1 battle
4 Haunted Rock?! Wizard unit may add 1 spirit/familiar/etc. for free
5 Gold Rock! Add 75pts to your pool
6 Not a Rock?? Add a basic Golem (Monster Army List) to your pool

Optional Condition: What sort of meteor shower happens during the


daytime?? If players wish they may fight this battle at night. If unsure roll a
dice and let fate decide. When fighting Battles at night let the following
conditions be in effect: All LOS is restricted to 10”. All Wizards know the
Flare spell for free in addition to all other known spells. The flare spell is a
copy of fiery balls (CV 9) and works in the exact same way as any other
spell with the following effect. The spell does not target a unit. When
successfully cast remove the dark condition for the remainder of the turn.
66

XXVII. Scenario 13 – King of the Hill


Long ago, great king Harry of the Hill, formerly known as Lord John of
the Grove, sent his son Robert forward with a scouting force to report on
the status of their neighboring war bands. Robert being somewhat of a slob
and a dunce immediately angered the northern resident war chief of the
Maynerberry House. Upon returning to the hill to his father and reporting of
the now approaching army, King Harry exclaimed loudly for all to hear
“Dammit Bobby!”. You now hold Old King Hank’s hill, and again it is
besieged. Do not succumb to his same fate.

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose whether to be the attacker or defender. Terrain
can be any form of setup, following guidelines in the WoE main book on pg.
109. In the middle of the table place a large hill. Around the base should be
plenty of shrubbery, cover, etc., but up the slopes should be bare. On top
one to two cover positions. For terrain purposes ascending the hill halves
movement. Charging down the hill gives an additional +1 Str.

Deployment

The defender will be holding the hill, the attacker trying to take it. At
least half of the defending player’s army starts the game on the table. Up to
half of the attacking player’s army may start the game on the table. Other
units are left as reserves and may come on to the table beginning with turn
2. Deployment is done one unit at a time, alternating, starting with the
67

defending player. The defender deploys on the hill or within 10” of it. The
attacker may deploy within 10” of any table edge for their starting force. For
this scenario, reserves for both sides may enter the table from any edge
that an enemy unit did not enter from during the same turn.

Objective

The attacker is trying to take the hill from the defender. The defender
is trying to hold them off.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.

Victory

At the end of the game, count the number of non-routing units each
player has on the hill. A unit is on or capturing the hill if at least half of the
models in the unit are touching the terrain feature. A broken army may still
have units capturing the hill. Whoever has the most units on the hill wins. If
both players have the same number of units capturing the hill, then
whichever side has destroyed the greater value of points of their
opponent’s army will win.
68

XXVIII. Scenario 14 – Entrenched Upon the Meadow


In classic warring fashion, two forces have entrenched themselves.
Neither one able to now dislodge the other they now sit across an open
field of flowers from each other, daring the opponent to make a move
before pouncing on any perceived weakness in the line. Find a gap already
and break through this boring madness!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. The central
area of the table should be left nearly blank, spare a few shrubs or
whatever light cover you wish you grant sparsely here and there. The
edges of the table should be more densely covered in trees, area terrain, a
few LOS blocking features, etc. Each long table edge should have a
selection of hard cover of better ranked embattlements for the entrenched
armies to hide behind in the first 10” (+2 and/or+3 res).

Deployment

Both players deploy at least half their army in the first 10”, alternating
deployments starting with the player that selected their table side. Any units
not deployed are left in reserve and may enter the table beginning with turn
2. Reserve units may enter from a players own table edge or from their half
of either short table edge.
69

Objective

Both players have the same objective, weaken the enemy line
through destruction and punch through if possible, to make a weak point.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.

Victory

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor. A broken army may still score VP.

Destroy an Enemy Unit 1 VP


Per unit to end game in opponent’s 2 VP
setup zone (10” from table edge)
Per unit to get off opponent’s table 3 VP
edge
Notes

This is a double-sided form of a classic attacker defender scenario.


Typically, one side is trying to achieve this run-away sort of condition and
the other is trying to stop them. Here it’s a bit more fitting to have both
sides trying to shatter through the opposing line. Nothing says both lines
can’t just empty in a sprint for the other side, but its up to the attending
leaders to do the math on how that will fare for them in the long run.
70

XXIX. Scenario 15 - Camp Raid


Ah, nothing says joyful war like raiding someone’s camp. Just listen to
the shouting! Isn’t it lovely?

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control, as well as whether to be
attacker or defender. Terrain can be any form of setup, following guidelines
in the WoE main book on pg. 109. The central area of the table should
resemble some sort of camp. Fortifications are optional but obstacles, etc.
that can provide cover should be plentiful. This camp should be a
rectangular area in the center of the table, 20” from both long edges, 18”
from both short edges. The defender must place 3 objective markers in the
camp area at least 6” from each other.

Deployment

The defending player deploys first. They must deploy half their army
in the camp area. The rest is in reserve. The attacker does not start the
game with any units on the table. Any portion of the attacker’s force may be
a first wave coming on in turn one or may be put in reserve. First wave
units do not need a Co test to come onto the table. Reserves may enter
from a players table edge starting with turn 2.
71

Objective

The attacker is trying to destroy the enemy camp. The defender is


trying to stop them.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113), or until one side reaches its break point.

Victory

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor. A broken army may still score VP.

Attacker Destroy a camp objective 3 VP


Attacker Per unit to get back off any table edge if at 1 VP
least 2 camp objectives have been destroyed
Defender Destroy an enemy unit 2 VP

Notes

Camp objectives are destroyed by the attacker if they end the turn in
contact with them. Attacking units may leave the table at any point from any
table side, however, these units will only count towards points if two camp
objectives have been destroyed. It does not matter if a unit left the table
before or after any camp objectives were destroyed. A unit left in reserve
that never came onto the table does not count as having left the table and
is destroyed at the end of the game.
72

XXX. Scenario 16 – Wanted


Someone dared put a bounty on our war chief’s head! I’m not saying it’s
connected to the recent series of village plundering we’ve been doing, but
those people did look a bit unhappy about it all when we were there last.

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control, as well as whether to be
attacker or defender. Terrain can be any form of setup, following guidelines
in the WoE main book on pg. 109. Be sure to include a decent amount of
terrain in the center area of the table.

Deployment

The defending player deploys first. They must deploy half their army
in the center of the table, 12” radially from the center point. This must
include their Warlord unit. The rest is in reserve. The attacker does not start
the game with any units on the table. Any portion of the attacker’s force
may be a first wave coming on in turn one or may be put in reserve. First
wave units do not need a Co test to come onto the table. Reserves may
enter from a players table edge starting with turn 2.

Objective

The attacker is trying to capture or destroy the enemy Warlord. The


defender is trying to stop them.
73

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.

Victory

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.

Attacker Destroy an enemy unit 1 VP


Attacker Destroy the enemy Warlord 2 VP
Attacker Destroy the enemy Warlord in HtH 10VP, See Special
(replaces above) Victory Condition
Defender Destroy an enemy unit 2 VP

Notes

While securing the enemy war chief is the attacker’s primary


objective, they must do so carefully, as the enemy may capitalize on this
chance to thin the opposing forces.

Special Victory Condition

If able to take the enemy Warlord hostage, you are then able to drag
them back to your camp and interrogate them before throwing them into the
river or something. In your next battle against this player you may choose
the scenario to be played rather than allow one to be selected randomly.
74

XXXI. Scenario 17 – Ransack Supplies


Times are tough and supplies are low. It may be best to ransack the
nearby village to boost our stockpiles. Too bad I hear we aren’t the only
one’s to have had this idea.

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. The table
should represent some sort of village, with a scattering of buildings mostly
towards the middle line of the table. For this scenario fewer buildings may
prove to be better than many. These should be relatively symmetric, no
buildings being drastically closer to one player than another. These
buildings will spawn objective markers, so be sure to have a few around.

Deployment

Neither player deploys on the table. Each layer may nominate any
portion of their force to be in the first wave coming onto the table in turn 1,
the rest being left in reserve. First wave units do not need a Co test to
come onto the table. Reserves may enter from a players table edge starting
with turn 2.

Objective

Both players are attempting to ransack the buildings in the village for
supplies and bring them back to their camp.
75

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.

Victory

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.

Destroy an enemy unit 1 VP


Get Supplies back off table edge 3 VP

Notes

The two armies here are ransacking these villager’s houses for food
and other supplies and then run these back to camp. When a unit ends its
movement within 3” of an entrance to one of the village buildings, that
player rolls a D10. On a 5 or less that unit is now carrying an objective
marker to identify the supplies taken. These operate like other objective
markers carried by units, see scenario 7, 8, and 11. Each building can only
be ransacked once the entire game, regardless of whether it creates an
objective or not, therefore there are only as many objectives possible as
there are buildings.

Once carrying a marker, a unit may run back off its player’s table
edge with it to score points. Once off table that unit may not return during
the game.
76

XXXII. Scenario 18 – Lines to Destroy


It is time to march towards each other, masses upon masses of troops
ready to die for whatever cause we lied to them about. Let the grandest
spectacle known to film, er.. I mean tabletops commence!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control. Terrain can be any form
of setup, following guidelines in the WoE main book on pg. 109. An open
field is ideal here.

Deployment

Each player deploys their full force within 10” of their table edge. This is
done one unit at a time, alternating, starting with the player that selected
their table edge.

Objective

DESTROY. ENEMY.

Game Duration

The game lasts 9 turns with a possible 10th (see game duration in the
WoE main book pg. 113). The army break condition is ignored for this
battle.

Victory
77

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor.

Destroy an enemy unit 1 VP


Destroy an enemy Warlord, Wizard, or Hero unit 2 VP
Destroy an enemy Monster/Monstrosity unit 3VP
Destroy double your opponent’s initial army value See Special Victory Condition

Notes

Rather than just allow this to be a straight away murder-fest of a


scenario, let us introduce something to make it the bloodiest murder-fest
imaginable! When a unit is destroyed, mark it as destroyed for the
purposes of the continuing war campaign and give the destroying player
some sort of marker other than its order dice to denote the number of units
destroyed. Then, return that unit to the condition it started the game in and
place it in reserve for your force and its order dice immediately on Rally.
When collecting dice for the next turn do not forget to collect its order dice.
This unit may now be brought onto the table from your own table edge with
a Co test just like any other unit typically left in reserve. Units that
respawned this way but do not reenter the table by the end of the game do
not count towards the total value or number of units destroyed.

Special Victory Condition

In magnificent and deadly fashion, you not only crushed your


opponent but crushed a large portion of the remainder of their force. The
people of the land hear of this victory and join your cause! Double the
points received as rewards from this battle.
78

XXXIII. Scenario 19 – Ambush!


While strolling along, casually minding your business, escorting your
caravan along the trail, you hear a twig snap in the woods. But not just any
old twig. A twig that twigs… twiggily…. RUN!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge and
the associated half of the table (this includes the halves of the long table
edges of each side). Roll a D10, high roll may choose which side they
control, as well as whether to be attacker or defender. Terrain can be any
form of setup, following guidelines in the WoE main book on pg. 109. Along
the middle table line from short end to short end there should be a road or
clearing of some sort, about 6” wide. On both sides a good spattering of
light cover positions such as bushes, trees, etc.

Deployment

The defending player deploys first. They must deploy their entire
army to begin the game. This is done all at once in equal thirds, one third
along the road/path on their half of the table, each other third on each side
of the path on their half of the table. The attacker deploys their full army on
their half on the table anywhere they choose so long as it is not in the
road/path and starts in cover. Any number of the attacker’s units may start
the game on Ambush.
79

Objective

The Defender is trying to escape off their opponent’s table edge. The
Attacker is trying to stop them.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.

Victory

At the end of the game count up Victory Points as follows. The side
with the most VP will be the victor. A broken army can still score VP

Attacker Destroy an enemy unit 2 VP


Attacker Each enemy unit on the table at the end of the game 1 VP
Defender Destroy an enemy unit 1 VP
Defender Each unit to leave via the opponents long table edges 1VP
Defender Each unit to leave via the opponents short table edge 3 VP

Notes

The key here for the defender is escape. How they do that will
determine whether they can call today a victory or not. Staying to fight the
enemy, unlikely the way out. For the attacker utilizing ambush orders can
prove to be a sneaky way to guide your opponent along whatever path you
chose for them.
80

XXXIV. Scenario 20 – Escaping Spy


The enemy has discovered one of our planted spies and is chasing him
down, we must go get them!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one long table edge. Roll a
D10, high roll may choose which side they control, as well as whether to be
attacker or defender. Terrain can be any form of setup, following guidelines
in the WoE main book on pg. 109. The setup zones the setup zones are
slightly different for attacker and defender here. The defender’s side is like
normal, full long table side. The attacker’s side however stops 36” short of
one short table edge (does not matter which, its half regardless). In the
corner they do not control place some sort of suitable model 5” from both
the long and short table edge in the corner. This is the escaping spy.

Deployment

Neither player begins with any units on the table. Any portion of each
player’s force may be a first wave coming on in turn one or may be put in
reserve. First wave units do not need a Co test to come onto the table.
Reserves may enter from a players table edge starting with turn 2.

Objective

The attacker is trying to destroy the enemy spy, the defender is trying
to keep them alive,
81

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.

Victory

At the end of the game if the spy is still alive, the defender is the
winner. If they have been slain in any way, the attacker is victorious.

Notes

The spy here, while unsuspicious in appearance, is rather a tough


fighter when backed into a corner. Make this model a direct copy of the
defending player’s warlord with an additional 2 wounds. They are an
individual model (no bodyguards) and do not count as a part of the
defending player’s army.

The spy gets a distinct order dice to be put in the bag for the game.
When the spy’s order dice is drawn it will immediately make a sprint move
towards the defending player’s warlord unit. If the warlord is not on the
table, it will sprint towards the center of the defender’s table edge. It must
make a Co check to do any of these actions if pinned in any way. The spy
is unable to ever leave the table unless routing. The defending player may
interact with the spy as if it were a member of their army, casting friendly
effect spells and routing rally orders to it if necessary, but may not control it.
82

XXXV. Scenario 21 – BREECH!


Held in a fortress made of walls unimaginably tall stands the enemy.
Felling this defensive beast could prove to be the greatest point of
momentum we could ever take upon in this whole war! Break in, tear the
enemy apart, and make sure this day is remembered for generations!

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge. Roll a
D10, high roll may choose whether to be attacker or defender. Terrain can
be any form of setup, following guidelines in the WoE main book on pg.
109. On one side of the table, running from long edge to long edge, 24”
from one short edge is a tall wall or some other form of fortifications to
represent the fortress. This short edge will be the defender’s edge.
Segment the wall (if not already by the terrain pieces used) into individual
segments 6” long. Each segment will represent a Res+4, 25 health stone
building. The center of the wall should have some sort of gate or entrance,
4”-6” wide. The rest of the table should be well covered.

Deployment

The defender deploys their entire army in their setup zone, between
the defensive wall and their short edge. Up to 25% of their force may start
the game on the wall itself. The attacker must nominate at least half of their
force to be first wave, the rest may be eft in reserve. First wave units do not
need a Co test to come onto the table. Reserves may enter from the
attacker’s short edge or their half of either long edge starting with turn 2.
83

Objective

The attacker is trying to break into the enemy fortress, the defender is
trying to repel them.

Game Duration

The game lasts 8 turns with a possible 9th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.

Victory

At the end of the game count the number of non-routing units each
player controls within the fortress. A broken army may still count units
inside the area. The player with the most units inside the fortress wins. If
equal, then the side that has destroyed the greater value of their
opponent’s army has won.

Notes

These walls are meant to be the difficult part of the assault for the
attacker, allowing only one entry point unless portions of the wall are
broken down. A few special rules for these walls should be used, such as
they are unscalable from the attacker’s side, but scalable from the
defender’s side with a run order. They are unburnable (stone), but
breakable with an unbalanced res bonus compared to their overall health
per segment. Attackers may try to break down any given segment of the
wall, taking from that one portion’s health but no other portions, and if
broken down makes a gap the size of that segment for them to enter
through. Flying units may of course go over and ignore the walls.
84

XXXVI. Scenario 22 – Take the Fortress


Now that the fortress is breeched, a brutal fight ensues on both sides
over who will control the fortress. As attacker’s continue to pour in through
the walls the defenders scramble from their camps to push them out.

Setup

Players create a force using points in their pools. Apply any army
deployment restrictions due to Allies or special effects. This game is played
on a 6’x4’ gaming table, each player controlling one short table edge. Roll a
D10, high roll may choose whether to be attacker or defender. Terrain can
be any form of setup, following guidelines in the WoE main book on pg.
109. On one side of the table, running from long edge to long edge, 24”
from one short edge is a tall wall or some other form of fortifications to
represent the fortress. This short edge will be the attacker’s edge. Segment
the wall (if not already by the terrain pieces used) into individual segments
6” long. Each segment will represent a Res+4, 25 health stone building.
The center of the wall should have some sort of gate or entrance, 4”-6”
wide. The rest of the table should be decently sparse and represent the
interior of a fortress or camp like area.

Deployment

Divide the table into thirds, each 24” long and 48” wide (one on each
player’s short edge and one neutral zone in the middle). These thirds will
be the setup zones and scoring areas. Each player deploys half their force
in their starting third, the rest is left in reserves. First wave units do not
need a Co test to come onto the table. Reserves may enter from the
attacker’s short edge or their third of either long edge starting with turn 2.
85

Objective

The attacker is trying to break into the enemy fortress, the defender is
trying to repel them.

Game Duration

The game lasts 6 turns with a possible 7th (see game duration in the
WoE main book pg. 113). The army break condition is in effect for this
battle.

Victory

At the end of the game count the number of non-routing units each
player controls within each third of the table. A broken army may still count
units inside the area. The player with the most units inside each area
controls that section. The player controlling the most sections at the end of
the game is the winner.

Notes

These walls are exact copies of the walls in Scenario 21 (go figure).
See Scenario 21 for special Characteristics of the fort walls.

For Scoring, each unit may only occupy one third. A unit occupies
whichever third the most of its models are in. If unsure roll a dice for it.

Optional Condition: This scenario is very much a continuation of Scenario


21. If the same players are playing this game after Scenario 21 then any wall
segments knocked down by the attacker previously may stay destroyed and
open for them to travel through in this scenario.

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