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**ADJACENT TILES & SUPPLY LINES**

Adjacent Tiles are tiles that share a border.


Supply Lines are connected Adjacent Tiles that can chain back to the Capital or Forward Base.
Shoreline tiles count as sharing a border with all other Shoreline tiles as well.

Turn Sequence
I) Seasons II) Events III) Revenue IV) Challenges V) Battle VI) Resolution VII)
Conquest & Build

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

II) Events
Starting with the Player with the lowest Strategic Value, each Player chooses an event. Each event may
only be chosen once per Campaign Round.
All or Nothing You gain +2 EP for any victories this round, but no points for losses.
Diplomacy Pick a Player. That player cannot issue a challenge against you this round.
Fools Gold Pick a Player. That player cannot collect any revenue from Mines during this
round.
Industrial Surge You may place a Factory or Mine marker in any eligible tile you control
for free.
Manifest Destiny The first tile you claim this round costs 1 EP less than normal. This
applies whether the tile was neutral or belonged to an enemy.
Disaster Pick one Player. They must roll a d6 for each Castle, City, or Mine they control.
On a roll of a 1, it is destroyed. A Player cannot be targeted by disaster for one round after
they were targeted.
Scouts Up to d3 units or solos gain Advance Deployment during this campaign round.
Elite Army You may ignore 1 Tier Requirement during this campaign round.
Emergency Taxation Your empty tiles produce d3 revenue during this campaign round.

III) Revenue
Each player collects revenue from any mines they control. The gold is added to the players
treasury each round and can be spent or saved up and spent in future rounds. Each player must
keep a record of how much Gold is in their treasury or players can nominate one player to keep
track of all of them. Treasuries also represent the funding of the standing army and diminishes
with each loss.

On a River Tile On a Mountain On a Desert /


Tile Barren Tile
Owned, Empty Tile*
Mine 2d6 3d6 d6
Factory d6 d3 d3
Shrine d3 - d6

*Only Owned, Empty Tiles with a Supply Line to your Capital/Forward Base produce Revenue.
III) Revenue (cont.)

Exhausting a Mine
If all the dice rolls are the same, then the mine is exhausted. Collect revenue as normal and then
remove the mine from the map. A new mine can be built at a later time, but not during the same
round it was exhausted.

IV) Challenges
Each Player must issue a challenge to another Player, starting with the player with the smallest
empire. The challenger and the player they challenged must fight a battle during the battle
phase. A player who has been challenged cannot issue a challenge that round.

Forming an Alliance
A player can challenge a player who has already been challenged to a battle. The player who has
been challenged can choose to battle his opponents two-on-one, with the opposing players
forming a temporary Alliance. Otherwise the Challenged player can choose to fight a series of
one-on-one battles against each of their challenges in the turn.

Breaking Up an Alliance
A player can challenge a player who is already part of an Alliance this will break the Alliance up.
For example, if Player 1 Challenges Player 2, then Player 3 also Challenges Player 2 also. Player 4
can challenge Player 1 thus removing Player 1 from the Alliance as they were intercepted en
route.

V) Battles
Players spend revenue at the cost of 1 Gold Piece per 5 Points to field their Armies. Players can
agree to fight battles of whatever size they can each afford. See Skirmish Modifiers for additional
rules.

Skirmish Modifiers
Sometimes a Player will face a greatly overpowered adversary. In these cases, they can choose
to employ cumulative tactics based on size difference.

5+: One unit gains Ambush.


10+: Gains a 2nd Deployment Zone (Outflank)
15+: Delayed Arrival
The opponent must deploy as per Reinforcements Scenario.

Multiple Battles
Sometimes a Player will need to fight more than one battle in a round (see challenges). Gold
Pieces spent are spent per battle, not campaign round unless you use the same list (including
casualties from the previous game). You may spend Gold Pieces to re-purchase units to replace
destroyed units.
VI) Resolution
Models that were damaged during the battle, but not UNIT CASUALTY TABLE
fully destroyed or removed from play are fully restored d6 RESULT
between battles. ROLL
1 The unit is wiped out.
Units that have any models remaining at the end of 2-3 If rolling for a unit that
each battle are returned to full strength. Officer models was at maximum size, it
that are Unit Attachments count as solos for the
now becomes minimum
purpose of rolling on the Casualty Table. Make a
separate roll for them apart from their unit. If a Unit size. If the unit was
Attachments unit roll results in the unit being wiped already minimum sized, it
out, however, the Unit Attachment is automatically is wiped out.
wiped out as well. 4-6 The unit recovers all
losses.
After the SOLO CASUALTY TABLE
battle has d6 RESULT concluded, players must make a casualty
roll for each ROLL model/unit that was destroyed or
removed from 1 The solo is wiped out. play using the provided tables.
2-3 The solo permanently
When a model/unit is wiped out, the cost is
loses d3 damage boxes. If
deduced from the players treasury to represent the
player this would destroy the funding to resupply their standing army.
Should a solo, it is wiped out. Nations Treasury fall to 0 or less, then
????????? Otherwise it heals its
remaining boxes.
4-6 The unit recovers all Warcaster/Warlocks who suffer an
assassination, losses. WARJACK/WARBEAST CASUALTY TABLE
cannot be
used next round (including their epic versions) but d6 RESULT
otherwise recover to full strength. ROLL
1 The warjack/warbeast is
Veteran Status wiped out.
Model/Units that survive 2 battles gain Veteran Status 2-3 The warjack/warbeast
and may roll for a benefit on the Veteran tables. heals its damage,
Warjack/Warbeasts can roll on the Bonded Tables at the rounded down from
back of the MKII books. anywhere on its
grid/spiral. If the model is
not involved in a battle
next round, all remaining
damage is healed.
4-6 The warjack/warbeast
returns to full strength.
VII) Conquest & Build Phase
When you play a game you will earn Empire Points (EP). EP are Earning Empire Points (EP)
used to take territory; to build cities, castles or mines; or to Lose +1 EP
remove territory from a rival player. Players take turns spending Draw +2 EP each
their Empire Points, starting with the player with the smallest Victory +3 EP
empire. Assassinati +4 EP
on
Spending Empire Points Alliance As Draw
Empire points can be spent as follows. Unused points are lost. Battle
Claim Tile (2 EP) *If a player fights more
Gain control of an adjacent tile. than one battle in a turn
+1 EP Cost per Castle/Mountain in the tile.
then the player must
Conquer Tile (3 average out the EP
EP) Buildings gained, rounded down.
Take control of an adjacent Capital Generates Revenue, opponents tile. You must have
fought and won a battle Counts as Castle against that player in the
preceding battle phase. All Castle +1 EP to buildings on a conquered tile
are destroyed when conquered.
Claim/Conquer
+1 EP Cost per Castle/Mountain in the tile.
Cannot be built on
Build Rivers.
Add a Castle, Factory Generates Revenue Factory, Shrine, Forward Base,
or Mine to a tile you Mine Generates Revenue already control.
Shrine Generates Revenue
Raid (1 EP) Watchtow +1 EP to
Add 2d6 gold pieces er Claim/Conquer Adj. to your treasury.
Tiles.
No Bonus on own tile.
Cannot be built on
Rivers.
Forward Counts as a Capital
How to Win
A player wins instantly Base when determining when he claims his Xth tile
(agreed upon at the start of the Adj. Tiles. campaign; or [Tiles] / [Players +1],
rounded down) or if he knocks any other player out of the game by conquering the last tile that
player controls. Tiles that contain a Grand City count as two tiles for determining when a Player
wins the game.

Adding Additional Players


You can add an additional player to the campaign map as long as there is a border tile
unoccupied. Simply add the new player on that tile. If agreed upon by the other players, you may
give the new player a number of tiles to bring them up to the same size as the smallest of the
current empires.

It is also possible to buddy up with an existing player and for them to share fighting battles
between them this is especially useful if players cant always play as often as theyd like. Its
always useful to have a few extra players who are willing to stand in as Mercenary generals on
the occasions when a player is unable to fight a battle within the time required. Mercenary
Generals filling in do not generate additional revenue during that Players turn, as they take the
revenue to build their list.
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. Each turn Heat Wave. Warjacks Wisp Lights. At the start Blizzard. All models
roll a d6, on a 1-2 all and Warbeasts that run of each Players turn roll have a LOS of 5.
non-elevated terrain or charge suffer d3 a CMD check for the
becomes Shallow water. damage after doing so. model/unit closest to the
Center a scatter Left and Right table
template, and roll edge.
direction all small
based non-incorporeal
models are pushed d6
in that direction and
knocked down. This only
occurs once per game.
3-4 Heavy Rain. All non- Clear Skies. No special Creeping Mist. All Cold Snap. At the end
elevated terrain weather effects. models gain each turn starting on the
becomes Shallow Water. Concealment. At the end 2nd Players 2nd Turn, roll
each turn starting on the a d6. On a 1 or 2, all
2nd Players 2nd Turn, roll models without immunity
a d6. On a 1 or 2, this cold become stationary
effect ends. for 1 round.
5-9 Clear Skies. No special Clear Skies. No special Clear Skies. No special Clear Skies. No special
weather effects. weather effects. weather effects. weather effects.
10-11 Clear Skies. No special Clear Skies. No special Clear Skies. No special Heavy Snowfall. All
weather effects. weather effects. weather effects. non-elevated terrain is
treated as Difficult
Terrain.
12 Thunderstorm. All Burning Earth. Treat all Baleful Moon. All Blizzard. All models
Damage Type: Lightning forests and structures as undead models gain have a LOS of 5.
weapons and effects Burning Earth (CRB Pg. Tough. This condition
gain +1 POW. 81) may only occur once
during a campaign. If
Baleful Moon has
already occurred this
campaign, treat this as
Clear Skies.

Roll Scenario
Each Player rolls d6, add the results.
Strategic Value 6
Strategic Value 10 Regeneration
Elite Army All Trollblood models/units gain +2 to
All Cygnar models/units gain +/-2 to rolls rolls on the casualty table.
on the Veteran Tables.
Entrenched Warfront
Strategic Value 8
Forward Bases count as Watchtowers.
Waystone Circles
Mines and Shrines always count as being
Adj. Tiles when determining
Claim/Conquer actions.
Strategic Value 7 (Not during Revenue.)
Crusades
The first tile you claim this round costs 1
EP less than normal. This applies Strategic Value 10
whether the tile was neutral or belonged
Honed for Battle
to an enemy, and stacks with Manifest
All Skorne model/units gain +/-2 to rolls
Destiny.
on the Veteran Tables.
Religious Zeal
Shrines also count as Castles.

Strategic Value 7
Spawning Pits
Strategic Value 9
All Legion Warbeasts gain +2 to rolls on
Industrial Juggernaut the casually table.
All Khadoran Warjacks gain +2 to rolls on
the casually table.

Strategic Value 6
Motivated by Salvage
Strategic Value 7 Reduce the EP cost to conquer tiles with
Nightmare Empire buildings by 1. Additionally, gain d3 Gold
All Cryx models/units gain +2 to rolls on immediately when conquering a tile with
the Casualty table following any battles a building.
they win.
Underground Network
Cryx cannot build Castles or Shrines, but Strategic Value 6
Mines always count as being Adj. Tiles. Motivated by Coin
Reduce the loss of treasury for wiped out
units by rounded down.
Everyones Friend
Mercenary Armies that lose, instead gain
EP as if they had a Draw. The victor still
gains EP as normal.
Strategic Value 9
Hit and Run Tactics
When using Raid, roll twice and take the
better result.

Strategic Value 7

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