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War Realm Warhammer Fantasy Campaign Background: A violent explosion rocked the small island region of the War

Realm. Overnight, a large volcano arose in the center of the Realm and from it, a Warpstone Vortex arose. This vortex is very dangerous, but the various races of the Realm are all seeking to control it. Some want to see it destroyed, while others seek to bend it to their will. Who will ultimately succeed? Only you and the strength of your army can determine this. Starting Geography. The starting geography seen in the War Realm will be randomly determined by the Game Master (Mike). Some races (Dwarfs, Tomb Kings, Wood Elves, etc.) must start in certain terrains. To better accommodate this, I will generate the map after receiving information on what races you will be playing (i.e. Ill make sure there is a desert if youre playing Tomb Kings....) Winning the Campaign The campaign will consist of three seasons of three turns each. There will be a bonus scenario at the end of each season. At the end of the three seasons, the largest empire will be declared the winner. If there is a tie, then the tying armies must fight a final battle to determine the ultimate winner. Empire Size Many of the rules refer to the size of an Empire. The Empire Size is the total of all hexes claimed by an empire plus the number of relics possessed by an empire. Add one to the size for each fortification, mine, wizard tower possessed by the empire, two for each city, and three for the capital city. Other features may have other bonuses to Empire Size. For example, an empire consisting of seven hexes, one city, one mine, a capital city, and possessing five relics has an Empire Size of 17. Each empire will start with seven hexes and one capital city, so the Empire Size for everyone at turn 1 will be 10. Creating Characters. At the start of the campaign, each player needs to create and name three characters (called Characters of the Realm) who will be the main focal points of the three armies in their empire. One of the Characters of the Realm may be a Lord while the other two must be Heroes. One of the Characters must be a Wizard, Rune Lord/Priest, or War Priest. If an army is themed on being a non-magical army (i.e. Witch Hunters or Khorne), then all characters may be warriors. However, during Storm of Magic battles, they must have wizards/war priests on their roster to control the fulcrums. Yes, it may go against their theme, but stores are full of examples of witch hunters using witches to combat evil or others enslaving/binding sorcerers to do their bidding... Note - the characters need not be the generals of their armies, but must be present in all battles fought by that army. Each player should come up with a name for their Characters and jot down at least three things about them (description, personality, history, etc). Now create three regiments (troop choices), one for each character. These regiments are known as Regiment of Renown and always accompanies that Character into battle. As battles are fought, Regiments of Renown may gain abilities and magical items. A Regiment of Renown may be of any troop type (core, special, rare, etc.) but should be of a type that can have standards to benefit from many of the advancements available to Regiments of Renown. Naming Regiments of Renown both gives them character -1-

and makes it easier to keep track of them. Lastly, characters must always be fielded in exactly the same size and be armed with the same wargear whenever that army fights a battle (there are exceptions to this rule which will be discussed later). Regiments of Renown can vary in size (i.e. they can be larger or smaller, but must always be fielded in the army). Try to keep the Regiment of Renown within 25% of the initial starting size (this may vary more for very high-priced units like ogres). Note: you initially start with three Regiments of Renown, but you can create more from the Spoils of War table. Campaign Turns. Turn Order In each Turn Phase, players act in order of smallest empire to largest empire. Roll off to resolve ties. 1. 2. 3. 4. 5. 6. 7. 8. 9. Random Events Roll for Mines Move Armies Move the Vortex Declare War Fight Battles Resolve Victories and Defeats Resolve Expeditions Endo of Turn

1. Random Events Each player rolls D66 on the Random Events table and resolves the event. 2. Roll for Mines. Each player rolls a D6 for each mine in their possession. Any gold generated from the mines may be used in battles fought this turn. Magic generated from mines is permanent unless the character is slain. Mine Table 1. Collapse! The mine is exhausted. Remove the mine from play 2-5 Gold and Ore! You may add D6x50 points to one army this turn. 6 Gold and Magic! You discover a magic item. This item counts as a relic (add to your total) and one of your Characters may take a magic item worth up to D6x10 points for free. This does not count against your magic item points, but the Character still cannot take two magic weapons, artifacts, etc. If the Character in possession of this item is ever slain, this item is lost. Dwarfs, of course, generate a runic item instead of a magic item. 3. Move Armies At the start of each season, starting with the player with the smallest empire, players each place three armies within their borders. Players then take turns moving their armies one at a time. Players move their armies up to D3 hexes, modified by any racial modifiers. Once a player has moved one of his armies, the next player moves one of their armies, and so on, until all armies have had a chance to move. An army does not have to move in a turn if it doesnt want to. At least one army must always remain within a players borders to defend their empire, but they -2-

may move about within their borders (exception: Tomb Kings, see Racial Rules). You can only have one of your armies per hex (i.e. you cant have two armies in the same hex). 4. Move the Vortex At the start of each turn, the Warpstone Vortex will move D6 hexes in a random direction. If it moves to the edge of the map, it will stop and continue moving in a random direction. Any battle fought in the hex or adjacent hex to the Vortex must be a Storm of Magic battle. Additionally, any Storm of Magic battle fought in one of these hexes generates a bonus relic to both players in addition to any other rewards garnered from the battle. 5. Declare War. Starting with the smallest army, each player can challenge another player to battle, attempting capture their land or drive off invading armies. A player may issue one challenge a turn. If a player issues a challenge to another player who has not been challenged, the challenge must be accepted. If a player issues a challenge to another player who has already been challenged, that player may refuse the challenge if their schedule will not permit a second battle. A player that has already been challenged may choose not issue a challenge in their own turn unless they want to play more than one game in this turn. Make sure you can schedule these extra games with your opponents as we dont want to drag the campaign down waiting for you to complete your turn. Basically, each player must play at least one battle per turn. The position of the armies in the campaign map is crucial in determining who can issue a challenge. When it comes to your turn to issue a challenge, you must use the following criteria to determine which opponent you should challenge: ! If you have an army in the same hex as another non-allied army, you must issue a challenge to them. If you have more than one army in the same hex as other non-allied armies, you may choose which of your armies issues the challenge. Otherwise, if another non-allied army is in your empire, you must issue a challenge to them from the army within your empire borders. Again, if you have more than one nonallied arm in your empire, you may choose which opposing army to challenge (leaving the other army unchallenged). Otherwise, if you have an army in another non-allied armys empire, you must issue a challenge to them Otherwise, if none of these apply, you may challenge any players army who is not in an unoccupied hex or who has remained behind in their empire and not currently defending their empire from an invader If none of these criteria are met, then you will fight a neutral army rolled randomly by the Game Master

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6. Fight Battles When picking an army for battle, you are restricted in a few ways: ! The game size must be of any mutually agreed upon size ! You MUST take any Characters and Regiments of Renown that you have associated with that army ! If one army is bigger than the other because of results of the Mines table or Spoils of War, it may not be more than 25% larger. Any points in excess of this are lost. When you fight a battle, you should keep in mind what terrain the hex is in. A forested hex -3-

should contain lots of forests, a marshland hex should contain marshes, etc. Both parties should agree whether the terrain is normal or mysterious. Also, both parties should agree upon scenario played, or have it be randomly determined 7. Resolve Victories and Defeats Victorious armies must roll a D6 on the Spoils of War table while the defeated armies must roll a D6 on the Agony of Defeat table. Finally, the winner must roll a D6: ! ! 1-3 the defender is driven back a hex of his choice toward his empire or capital 4-6 the defeated army is scattered and removed from play. It will return at the beginning of the next season

If a game is a draw, then both players roll on the Draw table. Both armies are driven back one hex 8. Resolve Expeditions After battles, your armies can launch expeditions such as conquering enemy hexes and fortifying your empire. Starting with the smallest empire, resolve expeditions for each army: ! ! ! If your army was driven back by another army, it may do nothing else during this turn If your army is in an unclaimed hex, you may claim it for your empire If your army is in a hex occupied by an enemy army and a battle was not fought, the GM will roll a D6 on the chart below: " 1 Your army is scattered and removed from play. It will return at the beginning of the next season " 2-3 Your army is driven back a hex of your choice toward his empire or capital " 4-5 The enemy army is driven back a hex of their choice toward his empire or capital. You may claim the hex for your empire on a second roll of 4+ " 6 The enemy army is scattered and removed from play. It will return at the beginning of the next season. You may claim the hex for your empire on a second roll of 2+ If an army is in its own empire, it may build a fortress, wizards tower, or a mine if there is not already a building occupying the hex. If there is a fortress already in the hex, you may upgrade the fortress to a city. Each army may only build once per season. If your army is in an enemy hex that does not contain enemy armies, you may attempt to conquer it. The enemy player must now make a fortification save to see if he can garrison his lands in time. The GM will roll a D6 for the defender and apply the following modifiers (note: all are cumulative): " The defenders hex borders one or more of the attackers hex -1 / hex " The defenders hex is adjacent to or contains a fortress +1 / fortress " The defenders hex is adjacent to or contains a city +2 / city " The defenders hex is adjacent to or contains a capital city +3 If the roll is 6+, the defender is successful in garrisoning the hex and the hex does not change hands. If the save is failed, the tile is conquered. All features of the tile (fortresses, mines, etc) are now in possession of the attacker.

9. End of Turn The Game Master will adjust the map and you will start the next turn. At the end of each season, each player should remove their armies. At the start of the new season, armies which have -4-

scattered now regroup and are returned to play. Players may place all three armies anywhere in their empire (i.e. in any controlled hex, even if it is not contiguous with the rest of your empire) Special Rules: Seasons The campaign is split into three seasons, each consisting of three turns and a climactic event. Each season has a special rule, and the climactic event has special rewards for the victors Spring: Any dangerous terrain tests are failed on a roll of 1-2. In addition, any wizards attempting to cast a Lore of Life, Beasts, or Nurgle spell this season receive +1 to their casting roll while any wizards attempting to cast a Lore of Death, Shadow, Dark Magic, or Fire spell this season receive -1 to their casting roll. Summer: Whenever an army is removed from the map for any reason, it is not scattered. Instead, place it in an unoccupied hex anywhere in your empire. Fall: Any Storm of Magic game played in Fall grants both players a bonus relic in addition to any other relics gained by either army. In addition, any wizards attempting to cast a Lore of Lore of Death, Shadow, Dark Magic, or Fire spell this season receive +1 to their casting roll while any wizards attempting to cast a Lore of Life, Beasts, or Nurgle spell this season receive -1 to their casting roll. Special Rules: Reinforcements: Fortresses and Cities add to your Empire Size (+1 for Fortresses, +2 for Cities, and +3 for Capital Cities). Additionally, these structures can provide reinforcements to battles fought near them. If a battle is fought in a hex adjacent to one of your fortresses and cities, the following rules apply: Fortresses and Cities can provide reinforcements for battles fought in adjacent hexes. A Fortress can provide a reinforcement force of 7.5% of the army total (that's 150 points in a 2000 point game, math whizzes), a city can provide reinforcements of 10%, while a capital city can provide reinforcements of 12.5%. Reinforcements appear on turn 2 on a roll of 4+, turn 3 on a roll of 3+, and all subsequent turns on a roll of 2+. Reinforcements will arrive anywhere in the player's deployment zone, unless the reinforcement force or scenario has special rules concerning reinforcements (ambush, scout, Dwarfen miners, etc.) If a battle is fought in the hex of the fortress or city, the bonus in increased 2.5% (i.e. fortresses give 10%, cities 12.5%, and capital cities 15%). These reinforcements do not count toward any point caps for battles fought (i.e. your forces, with reinforcements, can exceed 25% of your opponent's point total). Additionally, if you have an army in a hex adjacent to one of your armies fighting a battle, the second army may provide reinforcements as a Fortress. Reinforcements may NOT be a Regiment of Renown. If the reinforcing army is later challenged this turn, their army will fight at an army size less the number of points used to reinforce the first army (i.e. your army #2 is adjacent to your army #1 and provides 150 points in reinforcement. It is then challenged to a 2000 point game - it must fight this battle with 1850 points). -5-

Fortress: A fortress adds +1 to the fortification save for that hex or any adjacent hex. Battles fought here may be sieges. Additionally, a fortress adds +1 to the Empire Size. City: A City adds +2 to the fortification save for that hex or any adjacent hex. Battles fought here may be sieges. Additionally, a fortress adds +2 to the Empire Size. Capital City: A Capital City adds +3 to the fortification save for that hex and +2 to any adjacent hex. Battles fought here may be sieges. Additionally, a Capital City adds +3 to the Empire Size. Mines: Roll a D6 and consult the Mine table for each mine in your possession. Additionally, a mine adds +1 to the Empire Size. Wizards Tower: A player with a wizards tower may reverse the roll on the Random Events table (so a 65 would become a 56). In addition, all wizards gain the Loremaster special rule in any battles fought in this hex. Additionally, a Wizards Tower adds +1 to the Empire Size. Dwarf players may not construct a Wizards Tower. Racial Rules: Beastmen: Beastmen loathe the trappings of civilization. Any hex occupied by a beastman army, or any adjacent hex, do not receive bonuses to fortification saves from fortresses or cities. Beastmen may start in any terrain. Bretonnia: Armies of Bretonnia are especially fast - Bretonnian armies add +1 when rolling to see how far they can move in a turn. Bretonnian armies may start in hills, fields, or forests. Daemons of Chaos: Daemons of Chaos can take advantage of their immaterial nature to travel great distances. After the Movement Phase is over, one Daemon of Chaos army may move 1 additional hex in any directions. Additionally, once per turn after challenges have been declared, the Daemon Army may swap the position of any two of his armies. However, if a Daemon army is ever forced to retreat, they are scattered on a roll of 4+. Daemons of Chaos armies may start in any terrain. Dark Elves: Dark Elves live to capture slaves to work in their mines. They may add +1 to any roll on the Mine table (however, the mine still collapses on a natural roll of 1). Additionally, if a Dark Elf player has a City next to an ocean hex (i.e. they have a port), they may count all coastal hexes as adjacent to their realm for purposes of challenging. Dark Elf armies may start in hills, fields, or forests. Dwarfs: The mines of the dwarfs are sturdy and well-defended structures. Dwarf Mines may add +1 to their rolls on the Mine table. Any city built by a Dwarf also counts as a mine. Additionally, Dwarf mines and cities add an additional +1 to their fortification saves. Lastly, Dwarf armies move more slowly than any other race, so they move D3-1 hexes (yes, they may not move some turns). Dwarf armies must start in Mountains. Empire: The lands claimed by the Empire are garrisoned with State Troops. Empire Fortresses and Cities add +1 to any fortification saves. Empire armies may start in hills, fields, forests, or deserts. -6-

High Elves: When moving a High Elf army, the player may roll two D3 and choose the higher result. Additionally, if a High Elf player has a City next to an ocean hex (i.e. they have a port), they may count all coastal hexes as adjacent to their realm for purposes of challenging. High Elf armies may start in hills, fields, or forests. Lizardmen: Slann Mage Priests scry the future from their temple-cities. Lizardman cities also count as Wizards Towers. Lizardmen armies may start in fields, forests, or marshlands. Ogre Kingdoms: Ogre tribes are nomadic by nature and they never erect permanent cities. An Ogre player may move his capital in the same way as an army, but the capital may never leave the boundaries of their Empire. Ogre Kingdom armies may start in any terrain except marshlands. Orcs & Goblins: Whenever an Orc & Goblin army is removed from the map, replace it in an unoccupied square anywhere in its empire. Orcs & Goblins may start in any terrain. Skaven: The small surface realm of the Skaven hides the much larger Underempire of the Skaven. Once per turn, a Skaven army may move anywhere on the board instead of moving normally. However, when resolving expeditions, roll a D6: on a 1-2, the army is removed as the cowardly Skaven slink back to their tunnels; on a 3-4, the expedition is resolved as normal; on a 5-6, the expedition is resolved as normal but they may place a mine on the hex if they end up claiming that hex at the end of the turn. Skaven armies may start in any terrain. Tomb Kings: Once per turn, a Tomb Kings player may remove any one of their armies and place it anywhere in their empire. Tomb King lands are difficult to conquer. They make garrison saves at 5+ instead of 6+. Tomb Kings must start in Deserts. Vampire Counts: Vampire Count characters are not easy to kill. A Vampire Count character may roll twice on the Injury table and choose which result they will apply. Vampire Counts may start in any terrain. Warriors of Chaos: The Warriors of Chaos armies are masters at conquest and slaughter. Any hex they are attempting to conquer receives a -1 to their fortification save. Warriors of Chaos may start in any terrain.

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Spoils of War
1 Living in Infamy: Tales of the misdeeds of your army spreads amongst the enemy, fostering a burning hatred at the sight of your banner. W henever your army next fights a battle against your defeated foe, all of their units suffer from Hatred. Ranks Bolstered: The next time you fight with this army, you may take an additional D6x50 points. Elite Army: The next time you fight a battle with this army, the limits of your Special or Rare choices are increased to 75% and 50% respectively. The Glitter of Gold! You gain a magic item which counts as a relic. One of your Heroes of Legend gains a magic item worth D6 x 10 points for free. This does not count against your magic item points, but the Character still cannot take two magic weapons, artifacts, etc. If the Character in possession of this item is ever slain, this item is lost. Dwarfs, of course, generate a runic item instead of a magic item. This item is a permanent addition to your Hero. Beneath a Proud Standard. Pick one of the units currently in your army and name it as a Regiment of Renown. It make take a magic standard worth D6x10 points for free. W rite down which one on your army roster. If this standard ever lost in battle (i.e. you flee), remove it from your list. Valorous Deeds. Pick one of your units to be recognized for its valiant efforts. Name it as a Regiment of Renown (if it isnt already one). Roll D6 to see what special rule it gains: 1 = Devastating Charge, 2 = Armor Piercing, 3 = Always Strikes First, 4 = Immune to Psychology, 5 = Stubborn, 6 = Fear. A unit may only receive this bonus once. If a unit already possesses the rolled rule, the bonus is lost.

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Draw Table
1 2-5 6 Rematch: Both armies retreat to lick their wounds. However, both sides are itching for revenge. If possible, they must challenge each other next turn. Mutual Retreat: Both armies retreat a hex toward their empire or capital Mutual Respect: Both armies retreat a hex. They may not attack each army next turn

The Agony of Defeat


1 2-3 4 5 A Sound Beating!: W hen your army next fights the race that defeated them, all of the enemy units cause Fear Walking Wounded: Your army is depleted. The next time you fight with this army, you are short D6x50 points. Inexperienced Leaders The next time this army fights, one of its Core units has the Stupidity rule in this armys next battle Green Troops. Pick one of your Regiment of Renown that has received a Valorous Deeds or Beneath a Proud Standard in the past. It loses that ability/standard. If your army does not have one of these units, then there is no effect Vengence Will Be Ours!. W hen your army next fights a battle against the race that defeated it, all of your units will suffer from Hatred.

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Character Injury Table If a Character of the Realm is killed in battle, roll a D6 and consult the table below: Character Injury Table
1 Serious Injury: Roll another D6. 1 = Dead, 2 = -1M, 3 = -1 W S & BS, 4 = -1 S, 5 = -1 T, 6 = -1 A. If any characteristic is reduced to 0, then the character becomes too infirm to take place in battles and must retire (i.e. for the sake of the campaign, they're dead) unless their characteristic started at 1, in which case re-roll the result Captured! The enemy have taken him hostage. If they still hold him at the end of the season, each hostage is worth 1 relic. To rescue him, you'll need to defeat the army that captured him or play a special scenario of your devising. A hostage may be returned, unharmed, as an act of diplomacy/ Minor Injury: Roll as for Serious Injury as above, but the effects only affect the next battle in which this character fights. Dead is instead Coma, and the character may not be used in the next battle his army fights. Psychological Injury: Roll another D6. 1 = Fear race fought against, 2 = Frenzy, 3 = Hate race fought against, 4 = Stupidity, 5 = Immune to psychology, 6 = -1 Ld Where's my Sword? One random magic owned by the character is lost in battle. The enemy may roll a D6 - on a 6, they can add it to one of their own Heroes (they must still pay the points for the item. It must be permanently added to the character's equipment, but it does not use up a magic-item slot) Heroic Escape! Not only has he recovered, but he is changed by this ordeal and gains +1 to a characteristic. Roll randomly to determine which one - No characteristic may be increased to more than 10.

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Terrain Recommendations You and your opponent may choose what terrain to have in your battles, but here are some recommendations. Feel free to modify these as you see fit. Fields Fields are your typical Warhammer battlefields. They are generally flat, but may have some small hills and forest patches. Roll D3+1 and have this many terrain items on the table. The terrain may be normal or magical. Forests Forests are more heavily terrained battlefields. There should be D3+3 terrain items, over half of which should be forests. Decide whether the forests are dense forests which block line of sight to any unit more than 2" inside the forest or are less dense and only provide a +1 cover save. Terrain may be either normal or magical. Marshlands Marshlands have many areas of difficult terrain. There should be D3+3 terrain items, over half of which should be difficult terrain. You should decide ahead of time whether war machines may be initially placed in difficult terrain during deployment. Terrain may be either normal or magical. Deserts Deserts are typically devoid of terrain. There should be D3+1 terrain items on the battlefield. They almost never have wooded areas, but frequently have hills, difficult terrain (quicksand), buildings, or arcane ruins. Terrain may be either normal or magical.

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Hills and Mountains Hills and Mountains can either be represented by numerous hills, or by having areas of impassible terrain on either side of the battlefield. Alternately, battles may be fought underground and special rules may be created for those battles. Difficult terrain, random pitfalls, magical terrain are all common underground. Rivers and Streams Rivers and streams should have a river running through the battlefield, typically running down the center of the battlefield. It should be decided if the river can be forded anywhere (and whether or not this is difficult terrain) or if there are D3+1 fords. Marshlands, hills, and forests are common terrain items found in River and Stream hexes. Fortresses & Cities Roll D3+1 for terrain features. Buildings should be used, either in the middle of the battlefield or on one side (i.e. you are fighting just outside the city). You should discuss whether the buildings can be fortified or not before hand. Sieges There are no rules for sieges in the BRB. However, there are numerous siege rule sets online, and in The Generals Companion, an EXCELLENT book produced by the GW US Studio. This book is out of print, but highly recommended. Additionally, the Lord of the Rings books have numerous siege and city-fight rules. You certainly dont have to use these rules, but if you want to, by all means, go for it!

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Random Events Table


11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Recalled from War: Remove one of your armies from play until the start of the next season Logistics Breakdown: Roll 2D3 and pick the lowest result when moving your armies. This cancels the High Elf special roll and their armies only roll 1D3 The Enemy Within: Any fortification saves you make this turn are made at an additional -1 penalty Assassin!: Pick one of your Characters and immediately roll on the Character Injury Table Deserters: Pick one of your hexes and immediately remove it from your empire Plague: Remove one of your fortresses, cities, or mines, but leave your flag in its place. If all you have remaining is your capital city, it becomes a fortress and you must build to make it a city again. Agitators: Pick any of your enemys hexes and remove their flag. Any improvements (cities, mines, etc) remain in play and may be captured during an expedition Settlers: Pick any unclaimed hex and plant your flag in it. Raiders: Pick an enemys unimproved hex and plant your flag in it Sappers: Remove one of your enemys fortresses, but leave their flag in place Grab the Gold!: Pick an enemys mine and plant your flag in it Seize the Crown!: Pick an enemys city and plant your flag in it The Winds of Change: Move the Vortex again Swift March: Roll an extra D3 when moving all your armies and pick the highest result Forced March: You may make a second move for one of your armies this turn Bad Intelligence: You may move one of your enemys armies this turn Unfurl the Flag!: One of your units immediately gains a free magic standard, as per result 5 on the Spoils of War table Regiment of Renown: One of your units immediately gains veteran status, as per result 6 of the Spoils of War table Spies: In your next battle, you may take a look at your enemys army list before you pick your own Dawn Attack: In your next game, your enemy(s) must roll a D6 for each unit before deployment - on a 1 they do not deploy and enter play as reinforcements instead Scouting Force: In your next game, after both sides have deployed, you may redeploy D3+1 of your units. You also gain +1 to the roll to see who goes first. Its a Trap!: In your next game, you may pick whether you deploy and go first or second. Prepared Ambush: In your next game, you may pick which scenario you play and whether you to deploy first or second Stacking the Odds: In your next game, your army is 25% larger than your opponents Siege Force: If you win a battle this turn, you automatically capture opponents hex Slave Labor: For one of your mines, roll 2D6 and choose which result to accept on the Mine table Diplomacy: Choose one opponent. They may not challenge you this turn Infiltrators at Court: Pick an opponent. You may pick who they challenge this turn. The challenge must still be a legal challenge Secret Tunnels: You may choose any opponent to challenge this turn, regardless of location Blood Sacrifice: You may force your enemy to re-roll any rolls he makes on the Character Injury table this turn. This cancels out Undead generals reroll ability, so they may only make one roll and must abide by it. Treasure Map: Gain a relic and place a mine anywhere on the map Unwritten Victories: Pick one of your armies and immediately roll on the Spoils of War table Treasure Chest: Immediately gain D3 Relics Cunning Commander: For the rest of your turn, you count as having the smallest empire Bolstered Defenses: Any fortification save you make this turn receives an additional +1 bonus Reinforcements from Home: For the rest of the season, you gain an extra army. This army will return home after the season, and any bonuses gained by that army are lost

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Special Features Table When hexes with these features are captured, roll on the table and apply the following results. If you capture the hex with an army, apply results to the army capturing the hex. If you capture the hex due to an event on the random events table, some of the results may be lost. All magic items are lost if the hero becomes slain. Magic items may not be transferred from one hero to another. If two armies attempt to claim the terrain at the same time, they must fight and the winner can then roll on the table. If you wrest control of a Special Feature from another player, you must roll again on the table and apply the roll (any effects from a previous roll still apply i.e. a Special Feature which acted as a Wizard Tower for the first army to control it remains a Wizards Tower for the second Army) Menhir Circle. 1. The magic of this Menhir Circle swallows the army. They are scattered until the beginning of the next season 2. A search of the area reveals a hidden relic. Add this to your total 3. You find a random magic relic. Add 1 to your relic total and gain a magic item of D6x10 points to one of your heroes. This item is free, but still counts toward allotment of magic items (i.e. you cant have two magic armors, etc). 4. You find a magic stone with a bound spell. Roll a random spell on one of the eight magic lores (your choice) and give this to one of your heroes. It is a free magic item, has a power level of 5 but does not use up a slot in your magic item allotment. 5. You find D3 relics. Add these to your total 6. The Menhir now acts as a Wizards Tower for whichever army controls it. Haunted Ruins 1. The horrors of the ruins strike fear into your army or overpower the spells controlling your army if you are undead. Your army is scattered until the beginning of the next season 2. Your army is attacked by undead. Roll on the chart in Resolve Expeditions, adding +1 to the roll. If you are driven back, you may attempt to recapture this hex next turn 3. You find a hidden relic. Add this to your total. You find a second relic on a roll of 4+ 4. You find D3 relics. Add these to your total 5. You find a random magic relic. Add 1 to your relic total and gain a magic item of D6+1 x10 points to one of your heroes. This item is free, but still counts toward allotment of magic items (i.e. you cant have two magic armors, etc). 6. The Haunted Ruins now act as a fortress for whichever empire controls it. It can be improved like any other fortress Ivory Keep 1. The Ivory Keep disappears from the map, taking the army with it. They are scattered until the beginning of the next season. Additionally, units are considered to have fled, so they lose any magic standards and benefits from any campaign tables (Spoils of War, etc.) 2. The Ivory Keep disappears just as your army is about to enter. Nothing bad happens to your army, though 3. You find D3 relics. Add these to your total 4. You find You find a random magic relic. Add 1 to your relic total and gain a magic -12-

item of D6+1 x10 points to one of your heroes. This item is free, but still counts toward allotment of magic items (i.e. you cant have two magic armors, etc). 5. One of your wizards gains a one use magic item - it gives this wizard the Loremaster skill once during a future battle. This item is free and does not use one of the magic item slots your character possesses. 6. The Ivory Keep now acts as a Wizard,s Tower for whichever army controls it. Additionally, D3 relics are discovered on a roll of 4+ Screaming Monolith 1. The Screaming Monolith lets out a soul-shattering wail, scattering your army until the beginning of the next season. Additionally, units are considered to have fled, so they lose any magic standards and benefits from any campaign tables (Spoils of War, etc.) 2. The Screaming Monolith screams and screams, but still your army advances. When your general touches it, roll a D6. On a 1, the general must roll on the wound table. On a 2-3, nothing happens, on a 4-5, the general will cause fear (or terror if he already cause fear) for his next battle, on a 6, one of his stats, randomly determined, is increased by 1. This is permanent. 3. The power of the screaming monolith is infused into your army. One unit in your army gains a magic standard that causes fear. This standard is permanent and free, but is lost if the unit ever flees or the standard bearer is slain. 4. The army finds D3 relics. Add these to your total 5. You find a random magic relic. Add 1 to your relic total and gain a magic item of D6 x10 points to one of your heroes. This item is free, but still counts toward allotment of magic items (i.e. you cant have two magic armors, etc). 6. The Screaming Monolith now acts as a Wizards Tower for whichever army controls it. Additionally, the defending army gains +1 to any fortification save they are required to make The Ruins of Azgaroth 1. A population of chaos-worshiping skaven and goblins are playing some odd sport with a spiked football. Intrigued, your army watches and before they know it, a season has gone by. They are considered scattered but may return at the start of the next season. 2. The runis are nothing more than just that, ruins. Nothing happens. 3. You find a random relic. Add these to your total 4. You find You find a random magic relic. Add 1 to your relic total and gain a magic item of D6+1 x10 points to one of your heroes. This item is free, but still counts toward allotment of magic items (i.e. you cant have two magic armors, etc). 5. The ruins can be improved and now serve as a fortress for any army who controls it. 6. The ruins can be improved and now serve as a fortress for any army who controls it. Additionally, a secret network of tunnels is discovered, allowing the army to move to any hex on the board next turn, with the exception that they cannot move to a hex already occupied by another Special Terrain Feature

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