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Special Thanks:
Welcome to Mighty Armies, the game of clashing hordes, hollow defeats, and resounding victories!
You will have the chance to build and paint a great force, then march against the armies of your
opponents to prove who is the greater general.
The rules behind Mighty Armies are very simple and you will find you are playing in no time. Based
on the original Mighty Armies Fantasy Game, the basic rules and tactics will seem very familiar to
long-time MA fans with a few exceptions.
In the new version of Mighty Armies, you will be able to build your own armies from any miniatures
available, so your choices in an army are endless. There are also many new spells, commands,
and abilities, so your choices in an army are endless. Each battle will take around twenty or thirty
minutes, but you will soon discover it takes a lot longer to actually master the game and become an
expert at Mighty Armies.
Mighty Armies is also meant to be a fun, fast-paced, easy-to-play game using 15mm scale figures.
There are many manufacturers of 15mm Fantasy figures, so there should be no problem finding a
favorite army! Check out www.Rebelminis.com for some great army box sets!
So, grab your sword, General, rally your standard bearers, and lead your forces to constant victory!
Mike
Rebel Minis
Credits
Designer: Michael Renegar
Playtesters Elite:
Jason Barnes, Ben Boersma, David Crowell
Mark Harp, Richard Halcomb, Andrew Lucas
David McBride, Doc McBride
Special Thanks to: Sharon Renegar, Grace Renegar, and Matthew Sprange
Mighty Armies TM & Copyright © 2010 Rebel Minis. All Rights Reserved.
TABLE OF CONTENTS MIGHTY MISSIONS ..................................... 19
Mission Selection Table .................................19
THE LANDS OF ZATARIEL ............................ 3
The World of Zatariel.......................................3 MISSIONS ................................................... 19
The Necromantic Wars ....................................3
The Kaleth Wastes, Home of the Undead .........4 LAST STAND ............................................... 21
The Barbarian Lands of Siloria .......................4
The Orc Hordes of the Aji Desert .....................5 SIEGE! ........................................................ 21
Nalaren, the Forests of the Wild Elves .............5 Playing a Siege ..............................................21
The Dwarven Halls of Kalek Gar .....................6 The Stronghold .............................................22
Ar-Mallaren, Isle of the Sorcerers ....................6 Campaigns ...................................................22
The Western Lands .........................................7
The East .........................................................7 MIGHTY CAMPAIGNS .................................. 23
Campaign Basics ..........................................23
BEFORE PLAY .............................................. 8 Campaign Turn.............................................23
Playing Area ...................................................8 Armies ..........................................................23
Terrain ...........................................................8 Empires ........................................................23
Armies in Mighty Armies ................................8 Initiative .......................................................23
Building Your Army ........................................8 Campaign Length .........................................24
Basing an Army ..............................................8 Strategic Locations .......................................24
Deploying Armies............................................8 Stronghold ....................................................24
Turn Sequence ................................................8 Castle ...........................................................24
Move Points ....................................................9 Port ..............................................................24
Groups ...........................................................9 Religious Site ................................................24
Diagram 1 ......................................................9 Town.............................................................24
Diagram 2 ......................................................9 Capturing a Strategic Location .....................24
Movement .......................................................9 Campaign Points ..........................................25
Diagram 3 ......................................................9 Maneuver Points ...........................................25
Reform ..........................................................10 Tactical Points ..............................................27
Combat .........................................................10 Terms of Reference ........................................27
Shooting .......................................................10 Fate Points ....................................................30
Diagram 4 ....................................................10 Resolution.....................................................30
Shooting Table ..............................................10 The Battle .....................................................30
Initiating Close Combat ................................10 Aftermath .....................................................30
Diagram 5 .................................................... 11
Flank Attacks ............................................... 11 THE EMPIRES ............................................ 30
Diagram 6 .................................................... 11 BARBARIAN .................................................30
Cunac ........................................................30
CLOSE COMBAT ......................................... 11 Wise Men of the Stone Circle ...................... 31
Close Combat Table....................................... 11 Spells ...................................................... 31
Groups .........................................................12 Wolf’s Head Tribe .......................................32
Diagram 7 ....................................................12 DWARF .........................................................32
Rearrangement .............................................12 Avenging Nomads .......................................32
Driven Back ..................................................13 Graytop Mountain Clan .............................32
Kaludera: City of Brass ..............................32
MAGIC......................................................... 13 ORC ..............................................................34
Spell Effects ..................................................13 Gazzan’s Wolf Riders ..................................34
Nazlak’s Goblin Horde ................................35
SUMMONING ............................................... 14 Tornn the Half-Orc ....................................36
SORCERER’S LEGION ..................................37
VICTORY .................................................... 14 Kakarazzk: The Demon Fortress ................37
The Lost .....................................................37
BUILDING AN ARMY ................................... 15 The Damned ..............................................37
Base Stats Table ...........................................15 UNDEAD ......................................................38
Special Units/Abilities Table..........................16 Drak’kar Eu’la ...........................................38
Special Units/Abilities Defined ...................... 16 Legion of the Damned ................................38
Stryrik: The Bleak Kingdom .......................39
LARGER BATTLES ...................................... 18 WILD ELF .....................................................40
Dark Forest Elves .......................................40
EXPANDING MIGHTY ARMIES .................... 18 Earth Tree Tribe ........................................ 41
The Forsaken ............................................. 41
2
THE LANDS OF ZATARIEL
A setting for your Mighty Armies Games
3
The Kaleth Wastes, Home of the Undead The barbarian city of Haleb has grown out of the
In recent years, the Necromancers have discovered Tenek, meanwhile, is somewhat less crude as many
the enormous skeletons of Giants deep in the bring their wares here for trading amongst the
catacombs under the Pyramid of Zalgrath – their other plainsmen. Occasionally, a Dwarven caravan
arcane knowledge has allowed them to raise a from Kalek Gar arrives with ores and metal from
number of these as hideous undead bone giants. the mines, but often hostilities with the Dwarves
prevent this, and the Barbarians are forced instead
The defeated forces of Nalria also serve their new to raid them for the materials with which to forge
necromantic masters, now as terrifying Death new weapons.
Knights. Summoned back to Zatariel from the lands
of the dead, these once mighty warriors are still A number of tribes have abandoned the concept of
capable of dealing huge amounts of damage on the nomadic life, and have handed down memories of
battlefield. their previous lands through the generations. They
have vowed that they will one day rebuild the great
The Barbarian Lands of Siloria cities of their ancestors, but first the Wild Elves
4
The Orc Hordes of the Aji Desert finding entrances to the Dwarven tunnels in the
42
generations, with the journey taking its toll on their Wars, the surviving Elves used great magics to call
numbers. forth the power of nature to claim the open lands,
and create forested areas in which they could hide
The Orcs of Aji are not by nature this itinerant, but from their enemies until they could rebuild their
have had the lifestyle forced upon them. Repeatedly civilization.
they make attempts to enter Nalaren and Siloria to
claim for their own, but they are constantly beaten
back into the desert. Only through raids upon the
more civilized lands can they survive, as the desert
allows nothing in the way of self-sufficiency.
5
denying this to the Necromancers would reduce Undead from using them to gain access to Kalek
their power base considerably. Gar, but a few of the older tunnels still lie open and
forgotten.
Two smaller settlements are also worth mentioning.
Illarn is situated in the southern forest and is home Mostly keeping to themselves, the Dwarves
to the more radical members of Elven society. Where sometimes launch counter-attacks against the
some would be content to destroy the Necromancers’ raiding Silorian Plainsmen. They also hold a long
power base, they would prefer to take it intact for grudge against the Elves of Nalaren, whom they
their own purposes. Meanwhile, Liandal is home to blame for the Necromantic Wars, and occasionally
the Elven craftsmen – those who fashion the clothing, a brash group of Dwarves will attack an Elven
weapons, and tools for the rest of their kind. Elven settlement out of spite.
craft has a natural feel to it: the craftsmen prefer to
work in conjunction with natural form rather than
bending it to their will. Elven tools and weapons
will often be made of pieces of wood that has been
sought out to be naturally the precise shape and size
for that needed, with minimal carving and cutting.
While this gives them a somewhat backwards look
and feel, these craftsmen are skilled at seeking out
natural forms that are as good as if not better than
manmade ones.
6
the Pyramid of Zalgrath, the Sorcerers realized they The Sorcerers raid the mainland frequently for
would be a dying people – with each generation more magical components and slaves. The other races
and more magical secrets would be lost. The Tower of often attack the island in the hope of destroying the
Lagara was built upon the island, now named after Sorcerers and/or stealing their secrets. Occasionally,
the transplanted town, and would be the location the Sorcerers even venture into the frozen wastes
of their new library. Lacking a means to combat of Kaleth in attempts to secure magical texts from
the Necromantic magic of their enemies without their rivals, the Necromancers.
the high magics of Zalgrath, they turned to a new
art – one which promised great power for very little Often supported in battle by covens of witches, the
investment of energies. Granted, there were risks Sorcerers field a potent magical force, but one that
attached to tapping the extra-dimensional energies relies on summoned Demons to make up for the
they had discovered, but the risk was one they were numbers they lack. The most powerful sorcerers
willing to take. The Sorcerers of Ar-Mallaren turned can summon enormous Demon avatars to do their
their studies to Demonology. bidding.
The East
7
BEFORE PLAY Building Your Army
Before starting a game of Mighty Armies, there are
certain things you must do. A standard game of Mighty Armies uses two
opposing forces of 40 Army Points (AP) each.
If you buy a pre-made box set of MA, each box
Playing Area contains just such a force, allowing you to start
A ny flat surface will serve to play Mighty Armies, playing almost immediately.
from the floor to the kitchen table. Standard
games of Mighty Armies need a space two feet by If you build your own Mighty Armies army, you will
two feet in size. Players choose opposite sides of this have the chance of using different combinations of
surface to begin playing from. units in an effort to give you a tactical edge in battle.
Each unit has an AP value, as in the Building an
Terrain Army section (page 15). The total AP of all units in
V arious terrain pieces, such as hills, forests, an army should not add up to more than 40. All
and rivers, are not necessary to play Mighty units in an army should belong to the same faction;
Armies but they will certainly make battles more you cannot have Barbarian warriors in an Orc force,
exciting! Each player may place up to two terrain no matter how good you think they might be!
pieces anywhere in the playing area before the
game begins. Many games are enhanced by trying In addition, only one unit is permitted to have
to re-create famous fantasy landmarks or terrain. the General special ability and each army is only
Whether it’s simulating the lush Swamplands of allowed four scouts. Aside from these restrictions,
Doom or the arid deserts of the Forgotten Lands, you are free to select any units for your army that
terrain can add an exciting view of the battle! you have models for.
Deploying Armies
Turn Sequence
8
During each of your turns, you will perform the Up to six units may be formed into a group, though
following actions, in this order. they can be arranged no more than three abreast
and two deep, as shown below. They must all face
• Roll for Move Points in the same direction.
• Move your units
• Conduct any shooting attacks Some units, such as artillery and siege engines,
• Fight any close combats use large bases. For the purposes of constructing
and moving Groups, each large base counts as two
Move Points normal bases. Thus, the maximum number of units
or summon other units, so long as you have enough At the cost of 1 MP, a unit or Group can move up
MP to pay for them. to its Speed score, listed in inches. A unit or Group
may only move once per turn. A Group will always
MP must be spent in the turn they were rolled for or move at the speed of its slowest unit.
are lost. They may not be saved and spent in later
turns. A unit or Group may turn up to 90° before it starts
moving and can make a further turn of up to 90°
Groups after it has completed its movement. In between these
9
movement and rearrangements have been completed
in his turn. This does not cost any MP.
Reform
This represents troops reforming themselves in Each unit with the Shooting ability may make one
preparation of the next order. A unit that Reforms shooting attack per turn.
in this way may not move any further during the
same turn.
SHOOTING TABLE
Combat
B y now you will be familiar with all the rules TARGET’S 0–2 3–4 5+
needed to send your troops onto the battlefield FIGHTING
and gain positions of tactical advantage. However, SCORE
movement alone will never win a battle. Sooner or
later, your troops must engage the enemy with bow, Shooting I 5+ 6+ -
sword, and spear if they are to gain victory.
Shooting
Shooting II 4+ 5+ 6+
Every unit in a player’s army with the Shooting T o initiate close combat, you must move a unit
or Group into base contact with an enemy. Note
that this must be done with the unit’s straight-line
ability may make one shooting attack after all
movement – you may not make contact with an
10
enemy and initiate close combat with a turn, nor
can it be done with a Reform. There is no way to
initiate close combat other than by this straight-line
movement.
11
fight in the next turn. Neither may move away
from close combat.
Groups
O
• If he rolls a total of double or more, roll one d6. nce a close combat has been fought, players
This many units will be destroyed (chosen by may rearrange a Group that fought in the
the losing player) in the enemy Group, and cause close combat. This rearrangement of Groups is not
them to be removed from the table immediately. compulsory and either player may choose not to
The rest will be Driven Back. rearrange his own Group in this way. The player
whose turn it is does this first.
• If a close combat involving one or more Groups
is a draw, then both sides remain in place but If a Group is either victorious in close combat or
no units will be lost. Driven Back, the owning player may position the
units however he wishes, so long as one unit remains
Every unit or Group in contact with an enemy must stationary and the remaining units are positioned
fight in close combat during every turn. The golden around it following the rules for building Groups
rule to remember is that every unit or Group must on page 9. You may not rearrange a group so that
fight once if it is in contact with the enemy. All it gains an additional movement. (i.e. Turn the front
Groups involved in the fight add their unit or Group row into the back row and therefore advance an
scores into the one die roll. This includes Flank and inch without a MP cost.)
Surprise Attacks.
If a Group has units that were destroyed but not
An example of Group combat is shown in the example Driven Back (as can happen with some Special
below, along with details on how the modifiers from units), the owning player may move just one unit
the Close Combat Table are applied. to replace one that was destroyed. This unit must
not be in base contact with an enemy unit. If all
units in a Group are in contact with an enemy,
Rearrangement may not take place.
12
face. A unit or Group may not do this if it has just Bind: The Spellcaster sends strands of magic
been Driven Back. reaching across the battlefield to ensnare one unit
or Group. Select one enemy unit on the battlefield
Driven Back that is in the Spellcaster’s line of sight (this may be
A Spellcaster may choose from the following magic Break Bind: Bind is perhaps one of the most
effects whenever he uses magic. tactically useful spells available on the battlefield,
for it can seriously disrupt an enemy formation and
Spell Effects leave it weak at the point of attack. It is therefore
Arcane Shield: The Spellcaster manipulates magical little surprise that so much study and effort has
energies in order to shield his army from evil sorcery. gone into defeating this enchantment. Though many
Every time the opposing player attempts to use a Spellcasters rely on Arcane Shield, some will bolster
magical effect against a player in his next turn, both their defense against this spell with Break Bind.
players roll a dice. The opposing player will only Break Bind may be cast on any unit or Group that
be able to use the magical effect if he rolls higher. succumbed to Bind during the last player’s turn.
Otherwise, his magical effect will automatically fail, Both players roll one dice. The player performing
though the attempt will still cost him 1 MP. Break Bind may add one to this dice roll for every
extra MP he is prepared to sacrifice in augmenting
13
its power. If he scores higher than his opponent,
the unit is no longer bound and is free to move and
shoot.
While these are the basic effects of spells, feel free to come
up with your own custom spell names that compliment
your army. Unleash a Frost Storm (Bind) or Hammer of
Doom! (Lightning). Your choices are endless!
SUMMONING
Some very powerful units, such as Undead, Demons
and even the Avatars of Gods, do not appear on the
battlefield at the start of the game. Instead, they
must be summoned once the fight begins.
VICTORY
There is a point to all this fighting, of course – final
victory! A general must always gain the tactical
advantage in battle and lead his forces to victory or
he will not be a general for very long....
Victory Conditions
14
BUILDING AN ARMY Step 2 : Special Units/Abilities
Building a Army in Mighty Armies is a fairly simple +1 to AP each unless noted.
task that only requires using 3 steps. Each step
focuses on a certain aspect of the unit, whether it’s
the Fighting score or the unit specialty. To begin M any units in Mighty Armies have unit
specialties. These are special attributes that
are assigned to the unit. For example, you may have
with, you will need a set of base stats.
two Archer units in your army. One unit may have
Step 1: Base stats the unit specialty of Scout. This will allow the unit
The base stats of a unit are your starting point. Your to be deployed after both armies have set up and
first task will be to choose a General. may be placed anywhere on the table that is more
than 8” away from an enemy unit. As you can guess,
The General that would make that Archer unit very deadly. But
A ll armies must have a General. The General is the unit specialties come with a cost. Each specialty
clearly recognized and will be one of the most has a cost towards the AP (Army Points) value of
important parts of your army. You can choose from the unit. In most cases, unless noted, adding a
several options on how you want your General to be unit specialty adds a +1 to the AP value. This is in
presented. Will your General be mounted on a War addition to the unit level modifiers. Unit specialties
Dragon, or will he stand side by side with the Infantry are listed after the tables.
and lead them into battle? The choice is yours!
Troop Types
BASE STATS
Infantry (Light) 2 4 2 2
Infantry (Heavy) 3 3 4 2
Archer 2 3 2 1
Crossbow 3 3 3 1
CAV (Light) 2 7 2 1
CAV (Heavy) 3 6 3 1
Chariot 4 6 3 1
General 5 4 6 2
Monstrous 5 4 5 2
Artillery 4 1 1 1
Spellcaster 5 3 3 1
15
Special Units/Abilities Defined
SPECIAL UNITS/ABILITIES
SPECIALTY ARMY NOTES S o far, you have seen how most units in Mighty
Armies move and fight. However, every army
has access to special units, forces that can bend the
POINTS
rules and perform some very interesting actions.
(AP)
The special abilities these units have access to are
explained here.
Mobile +1
Note that if different special units are included in
the same Group, the Group may be involuntarily
Disciplined +1 split as each unit will always follow its own special
rules. For example, if a Group contains one Fearless
Tactician +1 Only available for unit, it may find that most of its units are Driven
General Back after losing a close combat. The Fearless unit,
however, will remain in place to fight the enemy
Scout +1 Only 4 scouts per alone next turn.
40 pt Army
In cases where rules for magic contradict rules for
special units, such as using Bind on Fearless or
Long-Ranged +1 Disciplined units, magic rules always take precedent.
Chariot - Free with Chariot Fearless: Fearless units never flinch in the face
of the enemy. Such a unit will ignore any combat
Shooting I - Shooting I result that causes them to be Driven Back – simply
Free for Archer or leave them where they are.
Sling Units
General: Every army needs a General. The General
Shooting II +1 Unit must have may re-roll his dice if he is on the front line in close
combat. Furthermore, a General within a Group
Shooting I to
may spend 2 MP to rally his troops. For the rest
upgrade to of the turn and the next, the Group will become
Shooting II Fearless. They still take losses as normal. If the
General is ever destroyed by a shooting attack, roll
Artillery I - Artillery I Free one dice. On a roll of 5 or more the attack is ignored.
for Artillery If an army loses its General, it suffers a –1 penalty
to its MP every turn, to a minimum of 1 MP.
16
Horde: Some units just keep on coming, no matter unit at the start of every turn. On the roll of a 1, the
what the odds. Hordes are units with berserk fighters unit is destroyed and removed from the battlefield. It
who are heedless of their own safety in combat. Any has either taken the opportunity to flee or the magic
Horde units on the front rank in close combat roll two that bound it to the General’s will has dissipated,
dice, taking the result of the best one. If the Horde causing the unit to disappear.
unit is ever destroyed by a shooting attack, roll one
die. On a roll of 5 or more the attack is ignored. Magic Resistant: Whether possessing an immense
strength of will or simply decked out in wards and
Long-Ranged: These shooting units are equipped protective runes, Magic Resistant units are the bane
with more powerful weapons or are simply better of Spellcasters, as spells will often just bounce off
shots than the normal units. So as long as a unit them. Whenever a Magic Resistant unit or a Group
did not move in the same turn, a Long-Ranged unit with a Magic Resistant unit included is targeted by
may make shooting attacks against targets up to a spell, immediately roll one die. On a score of 5 or
8” away. In addition, it does not have line of sight more, the spell is completely ignored.
blocked by friendly units in contact with its front
base edge, allowing some Long-Ranged Groups Mobile: These units ignore any penalty to movement
to fire in ranks. This ability may NOT be used in from terrain, either from being exceptionally sure-
conjunction with magical shooting attacks or if the footed or possessing supernatural abilities that
unit or group has moved in the same turn. allow them to bypass any hindrance. They will also
ignore the penalty in close combat associated with
Lord and Master: Only available for Spellcaster being in Difficult Ground.
General. Some armies rely on a strong commander to
keep them in line, others upon magic and powerful Monstrous: Monstrous units comprise either large
artefacts to give them form. If an army with a General numbers of troops or troops of massive size. Such
who possesses the Lord and Master special ability units use the larger monster bases. Monstrous units
loses their leader, roll one dice for every remaining can trace a line of sight from any base edge and can
17
never be Flanked or suffer from a Surprise Attack, unit rolls three dice, taking the result of the best
no matter how many enemy units move into close one. If a Swarm unit is ever destroyed by a shooting
combat with them. If a Monstrous unit is the unit attack, roll one die. On a roll of 5 or more, the attack
nominated to be destroyed in close combat after a is ignored.
Victory, or from a shooting attack, roll one die. On a
5 or more, it will ignore the result – do not remove it Tactician: An army with a Tactician unit in it has
from the table, though it may still be Driven Back. a distinct advantage over its enemies. Tacticians
Lesser attacks and injuries simply bounce off these know how to take best advantage of terrain and how
units. A Monstrous unit will still be destroyed if it to outwit an opponent, even before battle begins. A
faces a Massacre. In all other ways, it is treated as Tactician unit allows a player to add a +1 bonus to
a normal unit. ALL initiative rolls.
18
your army some real punch. For example, if you are accomplished to gain additional Victory Points.
currently leading a mighty Barbarian horde, just
imagine what your army could do if it included the Whenever an enemy unit is destroyed (by any method)
optional Berserkers and War Mammoth! make a note of its Army Points value. This value is
turned into Victory Points at the end of the battle.
Once you have mastered one army, you will be Thus, if a player destroyed 10 Army Points’ worth of
pleased to know that new forces are being released enemy units, he would gain 10 Victory Points.
for Mighty Armies all the time. From Wild Elves
and Dwarves to the evil Sorcerer’s Legion and noble The player with the greater final total of Victory
Knights, there is an army for every style of play and Points is the winner.
each is further supported by additional blister pack
units.
MISSION SELECTION
MIGHTY MISSIONS
D6 ROLL MISSION TYPE
Combat Missions in Mighty Armies
by Vincent Paul Cooper 1 BREAKTHROUGH
19
CAPTURE Your commander has ordered you to In addition, you gain the following Victory Point
capture as much territory as possible using the bonuses:
forces at your disposal. • +5 Victory Points if 1–50% of your units are
within 6” of the center of the board at the end of
Victory Points: You gain Victory Points equal to the game.
the Army Points value of all enemy units destroyed. • +10 Victory Points if 51%–75% of your units are
In addition, you gain the following Victory Point within 6” of the center of the board at the end of
bonuses: the game.
• For each quarter section of the battlefield (that • +15 Victory Points if 76%–95% of your units are
is, every 12”x12” square on a regular 2’x2’ within 6” of the center of the board at the end of
gaming board) that you have one or more units the game.
with a combined Army Points value equal to or • +20 Victory Points if 96%–100% of your units
exceeding the combined total of Army Points of are within 6” of the center of the board at the
all enemy units in the same area, you gain +5 end of the game.
Victory Points.
In all the above, cases round down when calculating
In cases where a unit’s base is in two or more the number of units.
quadrants, count the unit as being present in the
section in which the majority of the base can be Units engaged in close combat at the end of the
found. game do not count towards these calculations.
ENGAGE You have been commanded to engage A unit must have the majority of its base within 6”
the enemy and pin him down as part of a grand of the center of the board to count.
strategy, perhaps to gain time to affect a Flank
attack, bring up reinforcements, or withdraw troops The target location is always considered to be in the
from elsewhere. Losses are acceptable. center of the battlefield. It is not necessary to model
a feature.
Victory Points: You gain Victory Points equal to
the Army Points value of all enemy units destroyed. MASSACRE You are charged with utterly destroying
In addition, you gain the following Victory Point all enemy units and reducing your opponent’s
bonuses: remaining force to an ineffective shadow of its
• 50% of enemy’s Army Point value (rounded former self.
down) for each enemy unit engaged in close
combat at the end of the game, your opponent Victory Points: You gain Victory Points equal to
only gains 50% of the value of Army Points of the Army Points value of all enemy units destroyed.
any of your units that he destroys as Victory In addition, you gain the following Victory Point
Points (rounded up). Pinning the enemy down is bonuses:
considered more important than preserving life • +5 Victory Points if your losses are between
in this mission. 75%–99% of your starting Army Points value.
• +10 Victory Points if your losses are between
EXTERMINATE Your mission is to direct your army 50%–74% of your starting Army Points value.
to killing the enemy General. • +15 Victory Points if your losses are between
25%–49% of your starting Army Points value.
Victory Points: You gain Victory Points equal to • +20 Victory Points if your losses are between
the Army Points value of all enemy units destroyed. 0–24% of your starting Army Points value.
In addition, you gain the following Victory Point
bonuses: In all the above, cases round down when calculating
• +10 Victory Points for killing the enemy the number of Army Points.
General.
• +10 Victory Points for killing the enemy General
AND destroying 66% or more enemy units
(rounded down). This bonus is inapplicable if
the General is not killed at some point in the
battle. You may inflict 66% of casualties, then
kill the General to still gain this bonus.
20
LAST STAND Enhance effect on a unit at the same time as a
magical Enhance.
A Desperate Battle for Mighty Armies Victory Conditions: The Attacker has ten turns in
by Mathew Sprange which to wipe out the Defenders. If no Defending
units are left by the end of the Attacker’s tenth turn,
W hether it is an historical battle like Rorke’s then the battle is a victory for the Attacker. If one or
Drift or one from fiction, such as Conan more Defending units have survived, victory goes to
standing with his friends against the forces of the Defender.
Thulsa Doom, there is something exciting about a
last stand. This is a battle where you have very few SIEGE!
forces and are facing a numerically superior enemy.
All thoughts of victory leave your mind – your only Taking the Battle to the Enemy in Mighty Armies!
goal is to kill as many of your enemies as you can by Matthew Sprange
before you succumb.
By now, you may consider yourself the greatest
This scenario is a variation from the normal of all generals, having led your forces to victory
method of playing battles outlined in the Mighty on countless occasions. The greatest challenge,
Armies rulebook. One player must choose to be however, still awaits – marching your army through
the beleaguered Defender – his opponent is the enemy territory and laying siege to his stronghold.
Attacker. This is not a task for the weak or brash. Defeating an
entire force on their home ground while supported
Forces: Any armies may be used in this scenario. by their stronghold is one of the most difficult
However, given the dramatic nature of this scenario, tactical challenges you will ever face.
it is not always best to randomly choose who will
be the Defender and who will be the Attacker. For Playing a Siege
example, if you have a Wild Elf and Orc army about
to take part in Last Stand, it is very easy to imagine P layers of Mighty Armies can choose to play
a siege at any time. Alternatively, they may
be forced to play a siege when taking part in a
a small Elven force mustering its strength to protect
a village from a rampaging horde of orcs.... campaign, as described elsewhere in this issue. A
siege uses the same rules as for any other game of
The Attacker begins the game with 40 AP as normal, Mighty Armies, with the following changes:
but the Defender only receives 20 AP.
• One player will be the Defender with a Stronghold,
Set Up: The Defender may place any amount of his opponent the Attacker. If you are playing a
terrain in his deployment zone as he wishes. He campaign, it will already be decided who will
then deploys his entire army. No terrain is placed be the Defender. In one-off siege games, decide
outside of the Defender’s deployment zone, though among yourselves or roll a dice – the highest
Scouts may be placed anywhere on the table. scoring player will be the Attacker.
The Attacker automatically gains the first turn and • When setting up the battlefield, the defender may
may move his forces in from any table edge on this place up to four pieces of terrain as he wishes –
turn. He may split his forces up and attack from this is his own turf, after all. The attacker does
multiple table edges if he so desires. not place any terrain.
Special Rules: The Defender, given the choice of • The defender then places his Stronghold (see
terrain in his deployment zone, should be in a fairly below for rules on Strongholds) within 6” of his
fortified position. However, he has certain other table edge.
benefits as well.
• The defender deploys his entire army as normal,
All his units will count as Fearless in this battle, within 6” of his table edge. Any Scouts must be
even if they do not normally have this trait. His placed at the same time and must also be within
General has given them a rousing speech before the 6” of his table edge. Units may be placed within
fight begins and they are ready to make the enemy the Stronghold.
pay dearly for their lives.
• The attacker deploys his entire army as normal,
So long as his General survives, the Defender within 6” of his table edge. Scouts may be used
may use the Enhance spell once per turn without as normal.
expending any MPs. This is not actually magic;
instead, it represents the General rallying his • The attacker automatically receives the first
troops and shouting encouragement to those units turn. Battle commences.
in contact with the enemy. You may not use this
21
The Stronghold facing upwards. This is known as the Damage Die.
P
by being moved into its entrance as part of their laying out a siege makes for a great change
normal movement. They can leave again by having in one-off games and will pose new tactical
their movement measured from the Stronghold’s problems for all armies, Defender and Attacker alike.
entrance. Units within the Stronghold can simply However, the real fun begins when sieges are used
be removed from the table while they stay inside; as an intrinsic part of a campaign, as described
just don’t mix them up with your casualty pile! elsewhere in this issue. Only then can you consider
yourself a true master of Mighty Armies.
Place a die on or near the Stronghold with the ‘6’
22
MIGHTY CAMPAIGNS Armies
Epic Campaigns for Mighty Armies! B efore anything else, each player should select
his or her army to a maximum of 40 APs as
normal. This basic army list will remain unchanged
by Vincent Paul Cooper
throughout the campaign, though additional units
T his system allows players to fight a summer- may be added as circumstances allow (such as by
long campaign in an evening, pitting Mighty recruiting mercenaries, the full details of which
Armies against one another in an effort to capture are provided later in the article). Any time units
the enemy’s capital and secure dominance and are lost in battle, it is assumed that in the next
victory. month additional troops are recruited and trained
to replace the losses. Each player will always start
Campaign Basics each battle with the same basic army list (of 40 APs)
E ach player controls an army and a Stronghold, before any modifiers are factored in.
along with other notable Strategic Locations
such as a castle or a port. The aim is to fight and The only exception to this is The Lost Sorcerer’s
win a series of battles and finally capture your Legion army that starts the campaign with 80 APs
opponent’s Stronghold, thus ensuring an overall (see below for full details).
victory. The campaign is played out over a series
of Campaign Turns. In each Campaign Turn (CT) Empires
players assign a series of points (Maneuver Points,
Tactical Points, Resource Points, and Fate Points) to E ach army represents part of a different tribe or
an individual character from a mighty empire.
Each player should choose which Empire his army
carry out various activities that will impact on the
battle fought at the end of each Campaign Turn. is from (Barbarian, Orc, Wild Elf, Undead, Dwarf,
or Sorcerer’s Legion), then choose which tribe or
Campaign Turn character his army represents. There are several
E ach Campaign Turn represents a month of choices available but a player may only select one
recruiting, training, marching, spying, raiding, tribe/character and cannot change this selection
and finally fighting on the field of battle. During each once the campaign starts. Each tribe/character has
CT, players will need to make a series of choices certain strong and weak points that determine how
and allocate limited resources to plot the downfall capable the army is in completing missions between
of the opposition. Each choice will have an impact battles and fighting a battle itself.
on the battle that is fought at the end of each CT.
Subsequently, each victory or defeat will have an Initiative
effect on the resources available in the subsequent
CTs through the capture of Strategic Locations. P layers should each roll a d6 before the campaign
commences. The player with the highest score
has the initiative in the first battle. Thereafter,
A Campaign Turn is made up of several phases. initiative alternates.
These phases should be resolved in the following
order. At the end of each CT, go back and repeat the The player with initiative is able to dictate why the
process from the first step. upcoming battle will be fought at the end of the
Campaign Turn. In other words, the player with
• Each player rolls for Maneuver Points, Tactical initiative is able to select from one of three strategic
Points, Resource Points, and Fate Points. choices:
• Each player assigns those points to a variety of • Fight a battle with no objective in mind.
tasks.
• Fight a battle to seek to gain control of a Strategic
• The success, failure, or effect of each task is Location (the player in this case should also
determined. stipulate which Strategic Location).
• The effects with regard to the coming battle are • Fight a battle in an attempt to capture the
calculated and any modifications to the army opposing player’s Stronghold (thereby ending
list are made. the campaign if successful).
• A battle is fought and victory determined. The The player with initiative should announce his plans
victor will enjoy benefits in the subsequent before the rest of the Campaign Turn is resolved.
Campaign Turn determined by the Strategic This reflects the time taken to concentrate sufficient
Location fought for and won. force for a single attack.
23
Campaign Length assign to Patrol Missions. In this case, the player
A player automatically loses the game if his The player that controls the Town gains a bonus +4
Stronghold is captured by his opponent. Resource Points during each Campaign Turn.
24
Campaign Points All of a player’s points should be assigned before the
Once initial ownership of the Strategic Locations For every unit that has the Tactician Special Ability,
has been determined, players should make four 2d6 the player receives a +1 bonus to his Maneuver
rolls. These rolls are repeated at the beginning of Points. This replaces the use of the Tactician Special
each Campaign Turn. Ability as described in the Mighty Armies Rulebook
page 15.
Each roll determines how many Maneuver Points,
Resource Points, and so on are available to be spent Each player assigns his ManPs (plus modifiers, plus
on a variety of activities between each battle. Any any Fate Points) to one or more battle types. Once
modifiers accrued through control of a Strategic this is done, each player rolls a d6 for each battle
Location or that are unique to the tribe or character type that has had at least one ManP assigned to it
selected should be factored into the initial 2d6 roll. and adds the number of ManPs assigned to a battle
25
type in a roll-off. The player with the highest result battle. He may place his terrain piece on the gaming
is able to dictate the type of battle that will be next board first (or second if he desires). He may also
fought. In cases where a player assigns ManPs to choose whether to deploy first or not and whether to
more than one battle type, simply repeat the process take the first turn or not. Therefore, do NOT roll to
and roll an additional d6 for each battle type that deploy armies as normal (Mighty Armies Rulebook,
has had ManPs assigned to it. If a player wins the page 2). A player may choose, for example, to place
roll-off for more than one battle type, he may choose his terrain first, deploy second, and then take the
between them. In cases where more than one battle first turn, or any combination of choices.
type is possible, the player with the highest roll
wins. If both players chose only one battle type, A player may choose between four battle types:
and it is the same battle type, then that selection is Ambush, Dawn Assault, Flank Attack, and Pitched
made automatically. However, in this case roll a die Battle.
as normal to determine initiative for the battle.
Ambush: In this scenario, the player that has been
The player that has the highest score in this phase outmaneuvered (lost the roll-off, as outlined above)
may also choose to take initiative in the coming is ambushed. The losing player divides his units
26
into two Groups. The winning player chooses one of ‘6’ for Dawn Assault. He combines this with the
those two Groups. The losing player next deploys one four points previously assigned for a total of ten,
of his units from his Group, followed by the winning making him the winner. A Dawn Assault will be
player (deploying a model from the second Group the next battle fought and Player Two will have the
of the losing player’s models previously divided and initiative.
selected). Repeat this process until all the models
from the losing player’s army have been deployed. Tactical Points
Note that all the units of the defending player must
be deployed within 6” of the nearest table edge as
normal. Following this the winning player deploys
T actical Points (TPs) are assigned to conduct
a variety of missions between battles. Each
mission, if successfully executed, brings certain
all his army as normal. benefits as indicated below.
An ambush is extremely difficult to pull off. Any To check if a mission is successful, both players
player assigning ManPs to this battle type receives should roll d6 and add the number of TPs assigned
an automatic -2 penalty. to a particular mission (along with modifiers and
Fate Points) or counter-mission. The player with the
Dawn Assault: In this battle, the victor of the roll-off highest total succeeds in carrying out his mission.
is able to surprise his foe in a daring dawn assault
against his camp. The loser should deploy his forces In cases where neither player has assigned any TPs
anywhere within a 12” square zone located in the to a mission, there is no need to make a roll.
center of the table. The winner then deploys his
force anywhere around the edges of the battlefield. Terms of Reference
Flank Attack: The winner of the roll-off does not Bonus. Certain units and Strategic Locations grant
deploy on the opposite table edge in this scenario. bonuses to certain mission types. This section
Rather, he deploys (in the normal way in all other indicates how much of a bonus a player receives for
respects) along one (and only one) table side at having units of a certain type in his army.
ninety degrees to his opponent.
Counterespionage: You use double agents and set
Pitched Battle: This is the most common form of traps to capture enemy spies.
engagement. Follow the guidelines as laid out in the
Mighty Armies Rulebook for setup and deployment. You use counterespionage to prevent the opposition
from gaining access to vital, secret information
Any player that assigns ManPs to a Pitched Battle pertaining to your army and empire. Your
receives an automatic +1 bonus. Pitched Battles are Counterespionage rating is used to oppose your
the most commonly fought engagements. opponent’s Spy rating.
Example: Player One rolls 2d6 at the beginning of the Opposed by: Spy
Campaign Turn to determine his Maneuver Points
and gets a result of ‘6’. He assigns all six points to a Bonus: You gain a +4 bonus if you control the Castle
Flank Attack. Player Two rolls 2d6 and gets a result Strategic Location.
of ‘5’. He assigns three points to a Dawn Assault and
two points to a Flank Attack. He also decides to add Patrol: You attempt to guard against enemy
a single Fate Point to the three points assigned to a incursions into your territory.
Dawn Attack, giving a final total of four points.
A player’s Patrol rating is used to thwart the designs
The players next resolve which battle will in fact be of your enemy. Every time you need to counter an
fought. Although both players have assigned MPs to enemy mission, you may assign points from your
Flank Attack, Player Two has also assigned points initial starting Patrol rating total. Whenever points
to Dawn Assault. Flank Attack is not therefore are used up to defend against one mission, those
automatically chosen. same points cannot be used later to counter a
second mission. You must indicate how many Patrol
Player One gets a ‘5’ on d6, which he adds to the rating points you will expend after your opponent
three points he assigned for Flank Attack, giving has announced his mission type but before he has
a final total of eight. Player Two rolls d6 for Flank declared his mission rating. This makes guesswork
Attack but only gets a 1, giving a total of three. and reading your opponent vital skills before you
Player Two rolls a second d6 and this time gets a divide your forces.
27
For example, Player 1 has assigned a total of 10 battle. Subtract the losing player’s Patrol rating +
points to a Patrol mission. Player 2 announces that the rolled d6 (to give the final Patrol rating) from the
he will attempt to execute a Raid mission. Player 1 victor’s Raid rating + the rolled d6 (to give the final
decides to expend 5 points to counter this threat. Raid rating), then consult the table below.
The success or failure of the Raid mission is then
determined. Next, Player 2 announces that he
FINAL RAID RATING ARMY POINT
will conduct a Plunder mission. Player 1 may now
expend his remaining 5 points to counter this new – FINAL PATROL PENALTY TO LOSING
threat. RATING PLAYER
Any points that are not expended are lost for that 1–3 -2
Campaign Turn. A player may not declare a Patrol
mission that he has not assigned points to unless 4–6 -4
he is in possession of the Castle Strategic Location
or has mounted units in his army. 7–9 -6
Opposed by: Plunder, Raid or Scout. 10+ -8
Bonus: You gain a +1 bonus for each mounted unit in Note that it is possible for both players to successfully
your army (excluding Chariots and War Mammoths carry out Raid missions against one another in the
but including Winged Demons). This bonus is same Campaign Turn. In this case both armies will
automatic regardless of whether you assign other suffer the prescribed AP penalties in the subsequent
TPs or FPs to a Patrol mission. Any player who owns battle.
the Castle receives a +2 bonus to his Patrol mission.
This bonus is also automatic and neither TPs nor Opposed by: Patrol
FPs need to be assigned to a Patrol mission.
Bonus: You gain a +1 bonus to your Raid rating
Plunder: You attempt to attack the villages and for each mounted unit in your army. This does
farms of the enemy to sap his morale. not include cChariots or War Mammoths, but does
include Winged Demons.
If a player is able to successfully carry out a Plunder
mission then there is a chance that his action will Repel Siege: You bolster your home guard to ensure
lower the morale of the enemy in the coming battle. the safety of your capital.
Following a successful Plunder mission the player
who has suffered the attack should roll d6 for each Tactical Points assigned to Repel Siege are used to
unit in his army, excluding his General and any counter a Siege attack made by the opposition.
units that possess the Spellcaster ability. On a roll
of 6, that unit suffers a -1 penalty to its Fighting Opposed by: Siege
score (minimum of one) for the duration of the
coming battle. After the battle, that unit is no longer Bonus: A player receives a +2 bonus to his Repel
affected by this disability. Siege rating for every unit in his army he possesses
with the Special Abilities Artillery or Long-Ranged.
Undead or Sorcerer’s Legion units are also affected A player only receives these bonuses if other TPs or
by a Plunder mission. Plunder missions conducted FPs are assigned to a Repel Siege mission. A player
against Undead or Sorcerer’s Legion armies target also receives a +1 bonus to his Repel Siege rating
the graves and arcane sites of the enemy. Attacks on for every infantry unit (non-mounted) in his army.
these areas drain the energy that animates corpses A player may receive these bonuses even if no other
or powers demons, producing the same results as TPs or FPs are assigned to a Repel Siege mission.
those detailed above.
Scout: You are able to scout out likely battlefields.
Opposed by: Patrol The player who is able to successfully carry out his
Scout mission is able to arrange both his terrain
Bonus: You gain a +1 bonus to your Plunder rating features on the battlefield simultaneously along
for each mounted unit in your army. This does not with a third bonus terrain feature (measuring the
include Chariots and War Mammoths but does standard 3” by 3”) if he so chooses. The order of
include Winged Demons. placing terrain is still determined by initiative.
Raid: You carry out a Raid against your enemy’s Opposed by: Patrol
supply lines. If a player suffers a successful Raid
carried out against him, that player loses available Bonus: You receive an automatic +1 bonus to this
Army Points when selecting his army for the next check for each unit in your army that possesses the
28
Scout ability. To benefit from this bonus you must table edge to the owning player on the prescribed
still assign TPs. turn. If a Dawn Assault battle is being played out,
the General does not deploy in the center area but
Siege: You divert some of your forces to lay siege to instead enters play from the nearest table edge to
the enemy capital and defend yourself against an the owning player on the prescribed turn. Laying
assault on your stronghold. Siege is time-consuming. The player that wins the
siege suffers a -2 AP loss to his army in the coming
If a player is able to execute a successful Siege battle (and that battle only) to reflect units elsewhere
mission, then the enemy General is delayed in deployed.
arriving for the next battle. To determine the delay
compare the two Siege ratings (including the d6 roll Opposed by: Repel Siege
and any FPs assigned) of both players.
Bonus: A player receives a +2 bonus to his Siege
rating for every unit in his army he possesses with
the Special Abilities Artillery or Long-Ranged and
WINNER’S FINAL SIEGE
a +1 bonus for every infantry (non-mounted) unit.
RATING EXCEEDS ENEMY A player only receives these bonuses if other TPs or
OPPOSITION’S FINAL GENERAL IS FPs are assigned to a Siege mission.
SIEGE RATING BY… DELAYED BY…
Spy: You are able to gain secret information about
1 – 3 points 1 turn the strength of the enemy while hunting down likely
spies in your own domain.
4 – 6 points 2 turns
Next turn the winning player nominates a category:
7 – 9 points 3 turns Maneuver, Tactical, or Resources. The losing
player must declare how the relevant points in that
nominated category were spent before the opposing
10+ points 4 turns player determines how he will spend his own points
in that category.
The enemy General deploys on the given turn in the
normal way and in the normal deployment zone.
Opposed by: Counterespionage
The General may move or carry out any other action
as soon as he enters play. In the case of an Ambush
Bonus: The player that controls the Castle Strategic
battle, the General is not included in the initial
Location gains an automatic +4 TPs assigned to
two Groups deployed but enters play on the closest
29
Spy. These points are accrued even if no other TPs Resolution
or FPs are assigned to this Mission.
Resource Points
O nce all a player’s points are assigned the success,
failure, or effect of each action is determined. A
record of the result of each action should be kept as
Resource Points (RPs) are used to equip your army the result will have an impact on the coming battle.
or swell its numbers. RPs may be augmented by
expending FPs. In all cases, no die roll is required. The Battle
The effects of assigning RPs (or FPs) are automatic.
30
All for One and One for All: The sense of harmony does not have to announce he will expend points
that exists between the people extends to the until the result of the dice roll is known. Only a
battlefield. Large groups comprising of six units single point can be expended on each roll. Expended
require 2 MPs to activate. Groups of up to five units points may not be reused in the same battle.
require only one MP.
Initiate: As many Warrior units as the player
On the other hand, without a leader, the army chooses may be upgraded to Initiate status for the
of Cunac often falls into disarray. Whenever a entire campaign. Such units are privy to elementary
character with the General Special Ability leaves magic. Each unit upgraded this way costs 4 AP.
play, the army suffers a -2 penalty to its MPs every The unit uses the same stats as a regular Warrior
turn to a minimum of one. unit but gains the (new) Special Ability Initiate
Spellcaster.
Eyes Everywhere: Cunac employs a great number
of diplomats, all of whom have access to otherwise Initiate Spellcaster: A unit with the Initiate
secret information. Each Campaign Turn the player Spellcaster Special Ability is able to expend Magic
receives a +2 bonus to Spy missions. Points to create certain effects. It costs 1 MP to
create an effect and there is no limit to the number
Market: Every day a huge market flourishes in the of times during a turn that effects can be generated.
Stronghold with a wide variety of goods and services, As with normal magic (Mighty Armies Rulebook page
all taxed, being peddled. Each Campaign Turn the 11), each magic effect may only be used on a target
player gains a bonus +2 Resource Points. once, regardless of whether it succeeds or fails.
These effects may be used while in close combat and
Peace-Loving: The people of Cunac are not warlike all magical effects are resolved before close combat
and the warriors to do not march with the same takes place in a turn.
aggression and sense of purpose that soldiers from
other empires do. The player receives an automatic Spells
-2 penalty to his Maneuver Points each Campaign The following spells are available to Initiate
Turn to a minimum of one. Spellcaster units.
Wise Men of the Stone Circle Arcane Shield, Local: The Initiate Spellcaster
This tribe is led by wise shamans that supervise the unit gains protection from enemy spells. This spell
erection of immense stones into various patterns, replicates Arcane Shield except that the area of
the most popular being a circle. It is unknown protection is limited only to the Initiate Spellcaster
exactly how these gargantuan stones are lifted into unit and any other units that make up a large Group
place but rumor ascribes it to the use of powerful with the Initiate Spellcaster unit.
magic that the shamans possess.
31
Bind, Local: This spell replicates the Bind spell Ancient Enemy: The Avenging Nomads have
except that there is a range limit of 5”. tracked down more of their ancient foe (in other
words, the Army controlled by the enemy player)
Enhance, Local: This spell replicates the Enhance and a berserker rage has gripped their ranks. For
spell except that there is a range limit of 5”. each unit available in the coming battle, roll d6.
On a result of 1–3 the unit receives a +1 Fighting
Fireball: The Initiate Spellcaster unit hurls a ball bonus, on a roll of 4–6 the unit gains the Rampager
of fire at an enemy. This is resolved as a shooting Special Ability. These additions apply only for the
attack, though it takes place before any close next battle and only apply to Dwarven units (not
combat is resolved. This attack has a 5” range limit mercenaries).
and a Shooting I rating. Line of sight is needed but
it cannot target an enemy unit in close combat. The Last Stand: Avenging Nomad units that possess the
Initiate Spellcaster unit may cast this spell while in Special Ability Disciplined sometimes choose death
close combat, although this spell cannot be used to and glory in a desperate situation. If such a unit
target the enemy unit the Initiate Spellcaster unit is would be Driven Back, roll d6. On a roll of 5 or more
in close combat with. the unit chooses to make a last, desperate stand.
Another round of combat is fought: compare close
Wise Men: This tribe is led by Shamans. The player combat results as normal (including all modifiers).
may not select a General as a unit option. Each army If the Dwarves can score more than their opponent
must include at least one Shaman. One Shaman (the Dwarves do not have to score double), then both
unit must be designated (and marked clearly) as the enemy unit AND the Dwarven unit are destroyed.
being the leader. This unit gains the Special Ability If the Dwarves fail to outscore their enemy, then the
General. Dwarven unit is destroyed and is not Driven Back.
Wolf’s Head Tribe Short Of Leg, Slow of Foot: The Avenging Nomads
The Wolf’s Head tribe is a mighty band of warriors are slow to maneuver and deploy. Each turn the
that wear helms adorned with the head of a wolf Dwarf player receives 1d6 Maneuver Points rather
slain as a rite of passage to adulthood. Before battle than the normal 2d6 points.
each warrior viciously slashes at his own body,
sacrificing his own blood to appease the spirit of The Best Defense Is A Strong Offense: The
the wolf. In return, his guardian spirit grants Avenging Nomads are aggressive in pursuit of their
supernatural fighting prowess to those that are enemy. Avenging Nomads may not assign TPs to
strong and pure in spirit. Patrol missions.
Mercenary units are not affected by Blood Sacrifice. Short of Leg, Slow of Foot: The Dwarves of
Graytop Mountain are not the speediest soldiers
DWARF and are often outmaneuvered. Each turn the Dwarf
Avenging Nomads player receives 1d6 Maneuver Points rather than
The Avenging Nomads are a fearsome tribe of the normal 2d6 points.
Dwarven warriors sworn to seek out and destroy
an ancient enemy. Tirelessly, year after year, the Kaludera: City of Brass
Dwarven community moves in search of fresh The Dwarves of Kaludera, the City of Brass, are
enemies until all are slain. adept metal workers and ingenious inventors. The
engineers enjoy a privileged position in society that
32
almost rivals the royal dynasty. In vast workshops Improved Armor: A unit with the Special Ability
all manner of engines of destruction are built and Monstrous may be given stronger armor. In this
tested before being deployed on the battlefield. case, if a Monstrous unit is nominated to be
destroyed in close combat after a Victory, or from a
Art of Destruction: The engineers of Kaludera are shooting attack, roll a d6 as normal. On a roll of 4
able to improve the performance of regular Dwarven or more, the unit ignores the Victory result and is
war engines. Each turn an additional number of RPs not removed from the battle.
may be assigned to improve the performance of any Cost: 2 RPs
Engines of War or Mighty Cannons that have been
selected. RPs spent in this way only affect a single Improved Engine: The speed of a war engine
war engine. Other war engines require additional (Engine of War or Great Cannon) improves by +1”.
RPs to be spent. At the end of the Campaign Turn Cost: 1 RP.
the war engines revert back to normal owing to the
wear and tear of maneuver and battle. Improved Projectile: The range of a unit with either
of the Special Abilities Artillery or Long-Ranged may
An Engine of War or Mighty Cannon can be improved add +2” to the effective shooting range of the unit.
in one of the following ways: Cost: 1 RP.
Improved Accuracy: A unit with either of the Magic Abhorrence: The Dwarves of Kaludera put
Special Abilities Artillery or Long-Ranged attains a tremendous faith in rational scientific principles.
Shooting IV rank. An Engine of War, when fielded, does not gain
Cost: 2 RPs. the Spellcaster Special Ability. Instead the player
33
may choose one of either Improved Accuracy or Nosferir cannot be part of a group and therefore has
Improved Armor detailed above in the section Art of no Support value.
Destruction as a replacement Special Ability.
Bloodlust: Nosferir has no master and is a slave only
In addition, the player may not choose to expend RPs to his base desires. Nosferir will always attempt to
on Magical Research and may not hire Mercenaries engage the closest enemy unit in close combat and
with the Spellcaster Special Ability. will move accordingly at maximum speed.
Short Of Leg, Slow of Foot: Like other Dwarves, Nosferir can be represented by a larger monster
the Dwarves of the City of Brass are not fast movers. based clearly marked or a suitable model can be
Each turn the Dwarf player receives 1d6 Maneuver used.
Points rather than the normal 2d6 points.
Wolf Pack: Riderless wolf packs follow Gazzan and
ORC obey his commands. Any number of Wolf Pack units
Gazzan’s Wolf Riders may be selected. Wolf Pack units have the following
Gazzan is respected as a cavalry commander even stats.
among his enemies. Legend tells that he was raised
in the wilds by wolves and that he can talk to
the fearsome beasts. He has trained his troops to
conduct lightening-fast strikes against the enemy, WOLF PACK
overwhelming them by attacking their flanks from
all angles. SPEED FIGHTING SUPPORT AP
as a single unit towards this total but Nosferir and Mobile, Rampager
Wolf Pack units do not (see below).
Wolf Pack units cannot be part of a group and
Gazzan: Gazzan rides into battle atop his wolf, Fang therefore have no Support value.
Ripper. He is a mandatory unit choice for the army
roster. He has the following stats. You can represent Wolf Pack units by using clearly
marked regular bases or by using appropriate
GAZZAN models.
Use a regular Wolf Rider unit identified in some way Improved Fighting: Certain wolves are bred to
to represent Gazzan. attack the enemy in close combat. Whenever the
Wolf Rider unit is in close combat the player may
Nosferir the Great Wolf: Nosferir the Great Wolf make a separate attack on behalf of the wolves.
is known to ride to battle with Gazzan at times in This attack is made at Fighting +1. If the wolves are
search of blood. Nosferir is not a mandatory unit bested in close combat, the unit remains unaffected
choice. He has the following stats. and is neither destroyed or Driven Back (in other
words, the unit is only destroyed or Driven Back if
the main Fighting value is bested).
Cost: 1 RP
NOSFERIR
Improved Speed: The breeding of faster wolves
SPEED FIGHTING SUPPORT AP grants the Wolf Rider unit a +2” bonus to Speed.
Cost: 1 RP
5” +7 - 7
SPECIAL
Improved Shooting: Armed with finely constructed
bows, the unit gains Shooting II for the duration of
Bloodlust, Fearless, Mobile, Monstrous, the battle.
Rampager Cost: 1 RP
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Improved Charge: The wolf riders are armed with
strengthened spears capable of piercing ranks of
enemies before splintering. The unit receives a +3
bonus when Charging rather than the normal +1
bonus.
Cost: 1 RP.
NAZLAK
SPEED FIGHTING SUPPORT AP
4” +6 +3 7
SPECIAL
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The units are undetectable while hidden. An Death Squad units have the following stats.
enemy unit that moves through the area will do so
unimpeded.
DEATH SQUAD
NAZLAK’S COMMANDOS SPEED FIGHTING SUPPORT AP
3” +1 +0 2 Fearless, Self-Sacrifice
SPECIAL
Hide (see above) For models, you can use regular size bases that are
clearly marked or convert your own figures.
Nazlak’s Death Squad: Nazlak has successfully
enticed certain Goblins to voluntarily sacrifice Tornn the Half-Orc
themselves on the battlefield in an attempt to cause Tornn has single-handedly united Half-Orcs spurned
maximum damage to the enemy. Death Squad units by their society into a highly effective fighting force.
have strapped explosives to themselves, set to detonate Combining Human brains with Orc brawn, Tornn
at a certain time. During the battle, each unit attempts has campaigned for years, fighting enemy barbarian
to close with the enemy at just the right moment to and Orc tribes. Each success attracts new recruits
cause considerable damage. Each unit possesses the to his horde, usually embittered youths stung once
Special Ability Self-Sacrifice (see below). too often by the criticisms and hostile behavior of
pure bloods. Through the years Tornn has forged
For models, you can use regular size bases clearly close relations with Barbarian chiefs that are more
marked or convert any models you desire. interested in peace and co-operation than pointless
conflict over the birth rights of Half-Orcs.
Self-Sacrifice: Prior to the commencement of battle
the fuse for the explosives the Death Squad has Allies: Tornn enjoys close relations with neighboring
strapped to them is lit. The player should nominate Barbarian tribes. The player may Hire Barbarian
the end of one of his turns when the fuse will reach Warriors, Archers, and Chariots for the normal
the explosives and detonate. Once this turn number points cost (3 RPs = 1 AP), but he does not have
has been decided, it cannot be changed. to be in control of the Port Strategic Location. To
hire other Barbarian units or units from other army
If the Death Squad unit is in close combat with an lists, the player must control the Port as normal.
enemy unit at the end of the designated turn then
the explosives detonate and both the Death Squad Animosity: Though enjoying generally good
unit and the enemy unit are destroyed. In the case relations with Human Barbarian tribes, Tornn and
of fighting against a Group, the Orc player should his followers are shunned by weaker Goblins that
roll a dice. This number of enemy units is destroyed refuse to join his ranks and fight for him. The player
and any surviving units are Driven Back. If the may not use Goblin Horde or Wolf Rider units at any
Death Squad unit is itself in a Group, then roll d6 time.
to determine how many friendly units are lost at the
time of the explosion. Any survivors are also Driven Great Catapult: Half-Orc engineers have been
Back. able to develop and build a gigantic catapult. This
catapult is slow to operate but is capable of throwing
If the explosives go off without the Death Squad huge rocks over great distances.
unit being in close combat then every unit (both
friendly and enemy) within 3” suffers a Shooting II The Great Catapult sits off table and therefore does
attack at the end of the designated turn. The Death not need to be represented by a suitable model on
Squad unit is removed from play. In all other cases, the gaming table. To fire the Great Catapult, the
the Death Squad unit is removed from play with no player must first plot the location of where he wants
further effect at the end of the designated turn. If the missile to land. This is done by counting the
a Death Squad unit is destroyed or removed from number of inches in from the left hand side of the
play prior to the end of the designated turn being board then recording the number of inches forward
reached then the explosives are considered harmless from the side of the board closest to the player.
and will not detonate. No more than a total of three The Great Catapult will throw a projectile at this
Death Squad units can be fielded in any battle. coordinate at the beginning of the following turn.
Death Squad units cannot be hired as To determine if a hit is recorded, roll d6. On a roll
mercenaries. of 1–3 a hit is scored. On a roll of 4–6 roll a further
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2d6 and consult the table below. SORCERER’S LEGION
Kakarazzk: The Demon Fortress
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Eyes Everywhere: In searching for the lost book
the leaders of the Legion have created an extensive RESULT EFFECT
spy network. In return for money, power, or more
depraved desires the Arch-Sorcerers have learned 1–2 No effect. The unit
a lot about their enemy. Each Campaign Turn the may act as normal
player receives a +4 bonus to Spy missions.
No Reserve: The Legion of the Lost has been unable 3 Unit gains the Horde
to return to its home world for months now, and Special Ability
with each battle, this once mighty army is slowly
being whittled away as reinforcements cannot be Unit gains the
summoned. The malevolent sorcerer that leads the 4 Fearless Special
Demons has decreed that one last, final effort is Ability
needed to gain the knowledge needed to reopen the
portal. He has called for every last of his servants to 5 Unit gains the Weak
follow him to battle in this last great crusade. Special Ability
The Lost starts the campaign with 80 Army Points.
The order fails. The
All of the units selected may be fielded in each of the
battles fought. However, unlike other armies, losses 6 unit may take no
are not recuperated between battles. As each unit action that turn
is destroyed, it remains unavailable in subsequent
battles.
Demonic Influence applies to all units in the army.
The army is also unable to Recruit more Demons to
its service, though mercenaries can still be Hired if UNDEAD
the host controls the Port. Drak’kar Eu’la
The Arch-Necromancer Drak’kar Eu’la travels the
The army receives 1d6 + 4 Movement Points per turn lands raising hordes of Undead from the battlefields
in battle. If the core army is reduced to a value of 60 of yesteryear and the graves of every village and town
APs or less, the player receives 1d6 + 2 Movement that his black-robed deathless warriors engulf.
Points per turn. Anytime the army is reduced to 40
or less APs, the player receives 1d6 Movement Points Where is He?: Drak’kar Eu’la is constantly moving,
per turn as normal. raising dead bodies to his vile service. As such any
missions carried out against him require a great
The Damned expenditure of manpower. An opposing player must
The Damned are a regular Mighty Armies force that assign at least 3 TPs to any type of mission carried
has been recently possessed by Greater Demons, out against Drak’kar Eu’la. A Siege can never be
each vying with one another to assert complete conducted against Drak’kar Eu’la. Drak’kar Eu’la
control over the host. None of the Demons have as may still assign TPs to thwart the plans of the
yet gained undivided influence over the host with the enemy.
result that the performance of the troops is erratic
as arcane forces pull them first in one direction, Drak’kar Eu’la may assign TPs (and additional FPs)
then another. Select any regular army (including to conduct missions as normal.
the same army as that used by your opponent, but
excluding the Sorcerer’s Legion army). This army is Undead Legion: Drak’kar Eu’la cannot assign
exactly the same as the regular army and follows RPs to Recruit and increase the size of his army.
the same rules with the following exception. His army is always determined and limited by the
number of available corpses nearby and ready for
Demonic Influence: Different Demons of different Undead resurrection. As such, no more than 40 APs
powers and wills constantly seek to control the are available per battle. In addition, Drak’kar Eu’la
army. Each turn that a unit (or Group) is given an never uses mercenaries even if he is in possession of
order, roll d6 and consult the table below. In the the Port. He only trusts his most loyal followers and
case of Groups, apply the same result to all units only they follow him from battlefield to battlefield.
within that Group. Each effect lasts until another
order is given to the unit. Legion of the Damned
The Legion of the Damned is made up of Undead
In cases where units already possess the Special soldiers condemned to an eternal afterlife of
Ability that affects them, ignore the result and the meaningless war. While alive the troops would
unit may act as normal. practice vile magical rites to grant them immunity
from death in battle. Though successful at first, the
legion became greedy and demanded more from
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their nightmarish gods until finally the host was Additional units may not be recruited, but mercenary
consumed and condemned by the power it sought units may be Hired as long as the player controls
to control. the Port.
The Legion of the Damned can be represented by Immortal: Units in the Legion of the Damned are
any army other than an Undead one. For example, energized by strong arcane forces that defy death.
the player can choose to represent this army using Anytime a unit would normally be removed from
Barbarians that have been cursed. The army fights play the player may roll d6. On a roll of 1–3 the unit
as it normally would and not as an Undead army remains in play and otherwise unaffected. Only on
with the following exceptions. a roll of 4–6 is the unit removed. This saving throw
is in addition to any other saving throws allowed by
Legion of the Damned: The Legion lived and died Special Abilities (for example, a Spellcaster receives
together as brothers and sinners and no outsiders a 5+ saving throw against Shooting attacks). The
are affected by the curse. At the beginning of the Immortal saving throw is made after all other failed
campaign choose an army comprising of 40 APs saving throws.
as normal. This selection remains unchanged for
the duration of the battle but losses suffered are If the player controls the Religious Site Strategic
not replaced between battles. Units lost remain Location, then units are saved on a roll of 1–4.
permanent losses.
Stryrik: The Bleak Kingdom
The only exceptions to this rule are units that have Stryrik lies in the Mourn Marshes along a craggy
either the General or Spellcaster Special Abilities. coastline. Once the site of an immense city of
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seafaring merchants, the population was destroyed Mourn Marshes: The Mourn Marshes are an
in cataclysmic flooding. Over centuries the salt inhospitable wasteland and the city of Stryrik
water drained and left the Mourn Marshes. Stories lies at their center. Owing to the harsh terrain
abounded of the ghosts of the dead walking at night and the nature of society, Spy missions cannot be
and murdering foolish travelers that ventured into conducted against Stryrik. Siege missions do not
the region alone. receive bonuses for having Artillery or Long-Ranged
units available, as these units cannot traverse the
More time passed and soon it became common marshes. Plunder missions also have no effect as
knowledge that an Undead lord named Stryrik had the aristocratic leaders have no interest in the well
gained control of the area. Ever more numerous being of the lower class.
raids were conducted against nearby population
centers and those captured were never seen again. WILD ELF
Whispered rumors report that the poor souls are Dark Forest Elves
kept animated in a state of non-death to act as Deep in the Dark Forest live a tribe of malicious,
slaves, unable to resist the will of Stryrik and his cruel elves. The Dark Forest Elves have skin of the
Chosen elite. purest white that contrasts starkly with their coal-
black eyes. For millennia, the Elves have lived in the
Stryrik, Lord and Master: Undead Warrior hidden reaches of the forest, ambushing any that
units must stay within 6” of Stryrik (designated dare to venture beneath the canopy. The Elves have
Necromancer unit) or fall to the ground, motionless formed a deep bond with the overgrown spiders that
and sapped of the dark magical power that animates live alongside them and often go to battle together.
them. A unit so affected may be re-animated at any
time by Stryrik moving within 6” of the model. This Deeply Hidden: The Dark Forest is difficult to
reanimation does not cost any MPs. penetrate. An opponent suffers a -2 penalty when
undertaking any Spy missions.
If a unit moves more than 6” away from Stryrik,
keep the figures on the gaming table, but lie the Elite Units: Dark Forest Elves do not have access
base on its side for easy reference. A unit so affected to any elite units. The trees themselves fear the
cannot move, engage in combat, or support another Dark Forest Elves and the dense forest is no place
unit. The unit has a Fighting value of +0 against for Chariots. Elite unit choices may only be selected
close combat attacks but +2 against Shooting if the player controls the Port and is able to recruit
attacks (the troops are lying down and assumed to mercenaries from other army lists.
be somewhat dispersed).
Poison: Dark Forest Elves coat their blades in
The Damned: The Bleak Kingdom is split between poison collected from spiders that dwell in the
the ruling, sentient aristocracy and the far more forest. Anytime an enemy unit is destroyed in close
numerous Undead drone workers. The workers combat, roll d6. On a roll of 1 that army suffers a -1
have little skill and take time to complete tasks. As AP penalty in the next battle due to the effects of the
a result of this, the Undead player may roll only d6 poison. Any AP losses incurred are only applicable
when determining how many Resource Points he to the next battle.
accumulates each Campaign Turn.
Spiders: Large spiders make their homes in the Dark
On the other hand, the Damned is made up of a Forest. The Elves are able to herd these spiders and
wide variety of racial types. The Undead player may use them to obstruct the advances of the enemy.
hire Mercenaries without being in control of the In each battle the General may place a number of
Port Strategic Location. Furthermore, he pays only spider markers on the battlefield equal to half the
2 RPs for each AP available to hire Mercenaries. number of units he deploys (rounded down). The
marker should be the size of a regular unit base.
The Chosen: The Death Knights form the proud This marker starts the game in contact with the
elite of Stryrik’s army. This elite shares a common designated controlling unit. The spider marker can
identity and purpose and equal scorn for the non- move 3” every turn (no MPs need to be assigned) in
aristocratic members of society. any direction.
Both Death Knight and Death Knight Cavalry units Any unit (including a Dark Forest Elf one) that
receive a +1 bonus to their Support value when attempts to move over the spider marker suffers
supporting a similar unit. Both Death Knight and a 50% movement penalty. An attempt to Charge
Death Knight Cavalry units receive a -1 penalty to through the spider marker causes the attacker to
their Support value when supporting an Undead suffer a -2 penalty to close combat resolution. The
Warrior or Undead Giant unit. spider marker can be attacked by moving into base
contact. Victory is automatic and the spider marker
is removed from play (the spiders disperse).
40
Units able to use missile weapons may fire over possible while minimizing their own losses. Each
any spider markers. Spider markers may not be turn roll d6 for each unit. On a roll of 5 or 6 the
attacked by missile troops. Artillery fire is similarly unit is overcome by an intense bloodlust that grants
ineffective. the unit a +1 bonus to its Fighting value. If the
Forsaken are unable to clinch victory quickly they
Each spider marker can only remain in play for 1 + will often retreat before they suffer overwhelming
d3 turns before the spiders disperse and the marker casualties. If a Forsaken army is ever reduced to
is removed from play. This should be determined 75% of its original number of units (rounding round)
and recorded at the beginning of the battle. then the army will retreat and victory is conceded
automatically to the enemy. All losses of all kinds
Earth Tree Tribe count towards this total with the exception of Hired
At the center of the Earth Tree Tribe stands the mercenary units.
immense Earth Tree, believed to be the oldest living
tree in the known world. Around the gargantuan
tree the tribal Elves have created a society at one
with nature.
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WELCOME TO MIGHTY ARMIES,
THE GAME OF CLASHING HORDES,
HOLLOW DEFEATS
AND RESOUNDING VICTORIES!