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**Initiative Order

Initiative is determined as the Player with the least amount of tiles has the highest initiative. Ties are
broken as 2d6, with the highest winning the tie.

**Army Detachments & Garrisons
An Army led by a Warcaster/Warlock is hereby referred to as a Detachment. An Army not led by a
Warcaster/Warlock is a Garrison. Detachments may only move its full movement within friendly
territories, and must use an action to move outside of supply. Garrisons may only move in supply.

A detachments movement is determined by the Warcaster/Warlock leading it, and is their SPD
rounded up. Abilities which allow them to ignore terrain grant similar benefits.
- Amphibious +1 Movement over Rivers, Coasts
- Flight May move through Mountains at -1 SPD
- Pathfinder +1 Movement over Forest, Grassland, Deserts

Additionally, larger armies tend to move slower and are more easily noticed.
- 15pt No Penalties.
- 35pt -1 Movement (Min 1)
- 50pt -2 Movement (Min 1)
- Larger -3 Movement (Min 1)

Garrisons may only move 1 tile regardless of size.

**Adjacent Tiles
Adjacent Tiles are tiles that share a border.
Shoreline tiles count as sharing a border with all other Shoreline tiles as well.

**Faction Bonuses

Cryx Fighting the Dead. Reduce Enemy CP gain by 1.
Cygnar Defensively Minded. +1 CP on Successful Defense.
Khador Industrious. +1 CP on Successful Attack.
Protectorate Convert the Masses. +1 to Dice Roll when determining Deployment.
Retribution Hit and Run Tactics. 1 to Dice Roll when determining Scenario.
Convergence Hidden Machinations. +1 CP on Successful Defense.

Circle Ancient Rites. 1 to Dice Roll when determining Scenario.
Legion Blighted Lands. Reduce Enemy CP gain by 1.
Skorne Imperious. +1 CP on Successful Attack.
Trollbloods Tough to Kill. +1 CP on Successful Defense.

Mercenary / Minion Everyones Friend. Whenever multiple detachments would be involved in a
battle with you, you may choose to instead battle the victor.


Turn Sequence
I) Changing of the Seasons
II) Stratagems
III) Maintenance Phase
IV) Challenges & Battle Phase
V) Conquest & Build Phase
VI) Fortify Phase

Changing of the Season
Advance to the next season.

Season Effect
Spring No effects
Summer No effects
Autumn No effects
Winter Resources (rounded down) Gained During Resource Phase.
Long Winter
- At the end of the Campaign Round, roll a d6.
On a 1, do not advance the Season next round.

Stratagems
Starting with the Player with the Highest Initiative, each Player chooses an event. Each event may only
be chosen once per Campaign Round.

All or Nothing You gain +1 CP for any victories this round, but no points for losses. This is the
only way for a player to gain more than 5 CP in a single round.
Diplomacy Pick one other Player. That player cannot attack tiles belonging to you, play
stratagems against you, or claim tiles belonging to you this season.
Double Time Choose up to d3 Garrisons to move an additional tile during the fortification phase.
Curse Pick a tile. That tile cannot collect any resources during this round.
Industrial Surge The first building you construct this round costs 1 CP less than normal.
Manifest Destiny The first tile you claim this round costs 1 CP less than normal. This applies
whether the tile was neutral or belonged to an enemy.
Prepared for the Worse Reduce Army Point losses from Battles this round by (rounded
down).
Scouts Up to d3 units or solos gain Advance Deployment during this campaign round.

Once each player has chosen a stratagem, all stratagems are played simultaneously.
Maintenance Phase
During the Maintenance Phase, every player determines which of their territories are in supply. A
territory is in supply if it is connected to the players HQ or to another territory which is in supply. A
players HQ is always considered to be in supply.

For each territory in supply, the controlling player may gain Resource Points for that territory and add
them to his total. All players resolve their Maintenance Phase simultaneously.

Tile Type Resources
Plains Flatlands, Fields, Tundra +2
Forest Forests, Woodlands, Jungle +2
Mountains Mountains, Hills +1
Wetlands Rivers, Ponds, Marshes +2
Shoreline Coastlines +2
Barrens Desert, Sand Dunes, Craters +1
Archipelago Mostly Ocean, Islands +1
Grand City* +1

You may use Resources to purchase more Army Points to replenish lost models or to create new
Garrisons. Any Detachment/Garrison not in supply loses d3 Army Points.
- Reinforcements are added immediately to the Detachment/Garrison in supply.
- Newly formed Garrisons must begin adjacent to your HQ or a Grand City.
- Repairing/Healing Warjacks/Warbeasts.
o Light Warjack/Warbeast 2 Resources
o Heavy Warjack/Warbeast 5 Resources
o Battle Engine 7 Resources
o Colossal/Gargantuan 10 Resources
o Bonded Warjack/Warbeast Free

PURCHASE INCLUDES
5
(Infantry)
5 Army Point
10
(Calvary)
10 Army Points
15
(Cannon)
15 Army Points
25
(Character)
New Warcaster/Warlock

Point Cost
(Model)
Character Solo/Unit
Cost
(Model/Note)
Mercenary Unit, Warjack,
Solo, Warcaster/Warlock



Challenges & Battle Phase
Every Player takes turns moving their Detachments until all Detachments have moved, then each Player
writes down an Action for each Detachment. Actions are then revealed and performed simultaneously.

Action Effect
Attack
/ Move
Move to an adjacent tile.
If another Detachment (or Garrison) is on the same tile, do battle.
Defend After all Attacking Detachments have been moved, automatically move to defend an Adjacent
tile. +1 to starting roll to determine turn order.
Explore Explore current tile; Roll on the Exploration Table.
If attacked, will automatically defend instead of Exploring. Defender deploys first.

Battles are fought at the point value of the lowest Detachment/Garrison on the tile. In cases of
Detachment vs. Garrison, the Detachment may choose to bring a Warcaster/Warlock, but it is not
required. In instances where Warjacks cannot be assigned to a Battle Group or Jack Marshal, they
operate independently.

In the even that adjacent attachments attack the others tile, do not move the models, instead fight the
battle. The victor will then move to the appropriate tile, and the loser will retreat as normal.

Post Battle
- Heal any Model/Unit not completely destroyed to its Min Value.
- You may repair/heal Warjacks/Warbeasts.
o Light Warjack/Warbeast 2 Resources
o Heavy Warjack/Warbeast 5 Resources
o Battle Engine 7 Resources
o Colossal/Gargantuan 10 Resources
o Bonded Warjack/Warbeast Free
- Remove the Cost of Destroyed Model/Units from the Army Point Value.
- Award Conquest Points (CP)





- The losing side retreats 1 tile towards their HQ.
- The winning side remains in the tile.

Result Loss Draw Win
Smaller Empire 1 CP 2 CP 3 CP
Equal Empire 2 CP 3 CP 4 CP
Larger Empire 3 CP 4 CP 5 CP
Weather Battle Effects
At the beginning of each battle, roll on the following chart to determine weather effects.
2D6 Spring Summer Fall Winter
2 Flash Flood. Roll a d6
each round before the
first player's turn. On a
roll of 1 or 2, the
battlefield is flash
flooded. All non-elevated
terrain becomes Shallow
Water for one round.
Heat Wave. Fire
continuous effects expire
only on a roll of 1.
Wisp Lights. At the start
of each Players turn roll
a CMD check for the
model/unit closest to the
Left and Right table
edge.
Blizzard. All models
have a LOS of 5.
3-4 Heavy Rain. All non-
elevated terrain
becomes Shallow Water.
Clear Skies. No special
weather effects.
Creeping Mist. All
models gain
Concealment during
their first turn.
Cold Snap. All living
models without
Immunity: Cold suffer -2
DEF.
5-9 Clear Skies. No special
weather effects.
Clear Skies. No special
weather effects.
Clear Skies. No special
weather effects.
Clear Skies. No special
weather effects.
10-11 Clear Skies. No special
weather effects.
Clear Skies. No special
weather effects.
Clear Skies. No special
weather effects.
Heavy Snowfall. All
non-elevated terrain is
treated as Difficult
Terrain.
12 Thunderstorm. All
Damage Type: Lightning
weapons and effects
gain +1 POW.
Heat Wave. Fire
continuous effects expire
only on a roll of 1.
Baleful Moon. All
undead models gain
Tough. This condition
may only occur once
during a campaign. If
Baleful Moon has
already occurred this
campaign, treat this as
Clear Skies.
Deep Snow. All terrain
is treated as Difficult
Terrain.

Roll Scenario
Each Player rolls d6, add the results.
Roll
2 Kill Box Starting on the first players second turn, if a player
ends his own turn with a friendly Commander completely
within 14 of any board edge, his opponent immediately
scores 2 control points. A player can measure 14 from
any board edge during his Commanders activation.
3-4 Break the Line Pg. 93
5-6 Killing Field Pg. 93
7-8 Mangled Metal / Claw & Fang Pg. 94
9-10 Mosh Pit Pg. 94
11-12 No Mans Land Pg. 95
13-14 Throw Down Pg. 95
15+ Player Option. The Player with the Smallest Empire may remove any
number of dice, so long as the remaining result is 2.
Faction Bonuses still apply.

Alternatively, the Player may choose a Steamroller
Mission.


Conquest & Build Phase
During this phase you may spend any CP you have accrued over the round (any not used will be lost). You
can use it to conquer tiles, build improvements, or raid nearby tiles. You may also purchase CP with
Resources (1 CP : 10 Resources).

Conquering Tiles Cost: 2 CP
- Tiles must be adjacent to a tile in supply.
- Tiles with Enemy Detachments on them cannot be conquered.
Modifiers:
- Tile belongs to Enemy +1
- Tile contains Mountains or River +1
- Tile contains a Fortress or Grand City +1
- Tile has friendly Detachment -1

Building Improvements
Each tile may only have 1 Improvement except where otherwise noted.

Improvement FP Cost Description
Fortress 3 Added Defense.
Each past the 1
st
increases cost by +1.
Grand City - Counts as Capital for Deploying Garrisons.
Has 1 free Improvement.
Mine 1 Increases Resources (+d3)
Can only be built on River/Mountain
Factory 1 Increases Resources (+d3)
Shrine 1 Increases Resources (+d3)
Watchtower 3 Defending from a Watchtower allows you to
defend Adjacent Tiles +1.

Raiding Tiles Cost: 1 CP
- Target adjacent tile. Gain d3 Resources.
- Roll an Additional d6; On a 1 or 2, destroy an improvement on that tile as well.

Fortification Phase
During this phase you may move 1 Garrison for each Detachment you own.

To reinforce a Detachment, move a Garrison onto a tile with a Detachment and by removing Army Points
from the Garrision add the same number of Army Points to the Detachment.









Exploration
Choose either the Detachments Commander or a Character Solo. That model is hereby referred to as
the Explorer.

Plains
2d6 Result
2 It goes on forever Some of the group have become disorientated and lost due to the
lack of landmarks. Remove 3 Army Points from the Detachment.
3-4 Nothing of Interest.
5-9 Nothing of Interest.
10-11 Nothing of Interest.
12 Ancient Burial Ground. The explorers stumble across a hidden burial ground. Roll on the
treasure table.
Forest
2d6 Result
2 Lost in the Woods. Remove 3 Army Points from the Detachment.
3-4 Nothing of Interest.
5-9 Nothing of Interest.
10-11 Sacred Grove. Roll on the treasures table. If Retribution or Circle, you may instead choose
to gain 2d3 Resources.
12 Orgoth Ruins. The Explorer takes a boosted POW 12 damage roll; they begin their next
game with their remaining health. If killed, heal them but do not roll on the relic Table. Roll
on the Relic Table.
Mountains
2d6 Result
2 Haunted Mine. Some of the group are spooked by vengeful spirits and flee. Remove d3
Army Points from the Detachment.
3-4 Bandits. Bandits raid your Detachment, lose d6 Resources. If Mercenaries or Minions,
instead gain d3 Resources.
5-9 Nothing of Interest.
10-11 Hidden Tomb. Up may remove d3 Army Points from the Detachment to roll on the
Treasure Table. If Cryx, you may choose to add d6 Army Points to the Detachment but
dont roll on the Treasure Table.
12 Forgotten Mines. Place a Mine on this tile.
Wetlands
2d6 Result
2 The Boatman. A spectral figure attempts to lure figures into the Abyss. The Explorer
must make a CMD -2 Check. On a failure remove d3 Army Points from the Detachment.
3-4 Nothing of Interest.
5-9 Nothing of Interest.
10-11 Rare Materials. The explorers have discovered a small cache of exotic materials. Gain 2
Resources.
12 Trading Post. The explorers have discovered a trading post. Roll on the treasure table.


Shoreline / Archipelago
2d6 Result
2 Storm. A powerful storm rolls in from the sea sweeping aside your forces. Remove 2d6
Army Points from the Detachment. If the Explorer has Amphibious, only remove d3 Army
Points instead.
3-4 Nothing of Interest.
5-9 Nothing of Interest.
10-11 Nothing of Interest.
12 Shipwreck. The remnants of a ship wrecked at sea have washed ashore. Gain 2d6
Resources.
Barrens
2d6 Result
2 Dehydration. Remove 3 Army Points from the Detachment.
3-4 Nothing of Interest.
5-9 Nothing of Interest.
10-11 Nothing of Interest.
12
1-5:
6:
Ruins. Roll d6
Ancient Cache: Roll on the Relic Table.
Colossal Wreckage: Gain 20 Resources.

Treasure Table
3d6 Result
3 Thief. You may pay 3 Resources to remove a Relic from an Opponent and gain it yourself.
If no Opponent has a Relic, reroll this result.
4-5 Scraps. Instantly repair/heal d3 damage from all Warjacks/Warbeasts on this tile.
6-7 Abandoned Camp. You discover a massive amount of military supplies. Gain 10 Resources.
8-9 Stolen Goods. You discover a trove of illicit goods. You gain 15 Resources.
10-11 Windfall. You find a magical device that temporarily boosts production. During your next
Maintenance Phase, double the Resources produced on this tile.
12-13 Reinforcements. A powerful ally has sought you out. Gain a Character Solo on this tile for
free. If no Character Solos are available, gain 3 Army Points to this Detachment.
14-15 Hidden Trove. You come across a hidden treasure trove. Gain 4d6 Resources.
16-17 Items Cache. You come across a cache of enchanted items. Roll 2d6+2 on the Relic Table.
18 Weapons Cache. You come across a cache of enchanted weapons. Roll 2d6+6 on the Relic
Table.










Relic Table
Relics are powerful objects. Once a Relic has been found, it cannot be found again. Immediately reroll
any results of found Relics. It must remain on the Explorer which found it, and each Explorer may only
carry one relic. If the Explorer which found the relic is a Character Solo, and the Detachment
Commander does not yet have a relic, the relic may be passed up to the Commander (this does not work
the other way).

When rolling a d6 for the Ancient Orgoth Relics, if the Relic rolled has already been found do NOT re-
roll the result. Orgoth Relics are tremendously powerful and rare, someone has beaten you to its location
and you find only an empty coffer.

If the model carrying the relic is destroyed, the relic is lost forever.

3d6 Result
3 Lucky Charm. You may choose to re-roll a single die once per game.
4 Blackclad Amulet. This model gains Immunity: Fire, Immunity: Corrosion, Immunity: Cold,
and Immunity: Electricity.
5 Boots of Speed. This model gains +2 SPD and +2 DEF.
6 Dragon Hide Armor. This model gains +2 STR and ARM.
7 Cloak of the Wraith. This model gains Incorporeal and Terror.
8 Duelists Gloves. This model gains +2 RAT, Gunfighter, and Virtuoso.
9 Amulet of Protection. This model takes one less die of damage against melee and ranged
attacks.
10 Mage Hunter Cache. This model gains Arcane Assassin on all Melee and Ranged attacks.
11 Flaming Sword. This models melee attacks gain the Continuous Fire effect and Magical
Weapon. This model also gains Terror.
12 Kings Helm. This model becomes CMD 10, gains the Commander advantage, and +2 ARM.
13 Vorpal Blade. This models melee attack becomes a POW 10, Weapon Master, Consume,
and Magical Weapon. This model also gains +1 MAT.
14 All-Seeing Eye. This model may choose to boost attack or damage rolls after seeing the
results, and gains Eyeless Sight.
15 Invulnerability Elixer. One use only. This model gains Ancient Shroud for the rest of the
campaign.
16 Necronomicon. One use only. Prevent Army Point losses from a single battle.
17 Power Elixer. One use only. This model may choose to either heal all damage or gain an
amount of Focus/Fury not to exceed their maximum.
18
1-2:
3-4:
4-5:

6:
Ancient Orgoth Artifact. Roll d6
Accelerator: This model gains +1 SPD, STR, MAT, RAT, DEF, ARM, and Stealth.
Mage Amplifier: This model gains +2 on Magical Attack and Damage rolls, and Backlash.
Immortality Elixer: This model heals d3 damage at the beginning of each turn while in
battle. And heals to full while not in battle.
Dominator: Choose all adjacent tiles. Any enemy detachments immediately flee as if they
lost a battle, any garrisons are immediately destroyed, conquer the tile for free, you may
move this detachment to any newly acquired tile.

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