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FANTASY

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

Cover Art: Diego Gisbert Llorens


Layout and Design: Ed Wedig (www.edwedig.com)
Photos: Rebel Minis and Splintered Light Miniatures

Check out our 15mm Lines at


www.Rebelminis.com

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

The World of Zatariel

D eep in the cosmos, the planet Zatariel spins


upon its axis, uncaring and unknowing of the
continuing conflicts upon its surface. To the casual
observer it is as if time has stood still for the past
five hundred years, for Zatariel is a land of unending
conflict. It is a land of wars that see no victor, of
ceaseless battles and of perpetual skirmishing.
There is little time for the civilizations upon this
planet to develop, constantly struggling for their
own survival against their foes.

How and why the peoples of Zatariel first came to


blows is lost forever in the mists of time. Those few
that have the inclination to investigate such things
have found that the cities they dwell in are built
upon the ruins of older cities, and those upon even legions continued to rise in number with every battle
older settlements – the people of Zatariel live in a they fought. The Dwarves of the Metoah Range also
constant cycle of destruction and rebuilding. Every joined the battle, reluctantly admitting that once
effort that on other worlds would be concentrated the Elves and Humans were defeated they would
on improving life for the inhabitants instead focuses surely be the next to suffer.
upon taking the lives of their enemies.
The Necromancer Elrizan, regarded by most of
There is little in the way of safety for the peoples of his peers as the most powerful of their number,
this world; those that do not serve in the armies of recognized the threat that they faced. Realizing
their leaders live under the constant threat of attack the futility of fighting the Sorcerers directly on the
by their neighbors. Were you to question a Zatarian battlefield, Elrizan prepared to take the war to yet
about their life expectancy, they would simply reply another level.
that they do not expect to live. A hostile, aggressive,
violent world, Zatariel is the perfect location to set During Elrizan’s studies of ancient works in the
your games of Mighty Armies. Pyramid of Zalgrath, he had discovered the means
to open a conduit to the very lands of the dead
The Necromantic Wars themselves. Simply creating this portal would doom
every mortal on Zatariel, and being one of those
H undreds of years ago, Kaleth was a mighty Elven
kingdom. Vast cities shone with magical light as
the Elven race went through a period of growth, and the
mortals this was something he was not yet prepared
to do. Instead, he adapted the magics to draw upon
Elven peoples were at peace with both their Dwarven the energies of that world: unleashing them onto the
neighbors and the peoples of Nalria. Built around lands of his enemies in directed storms. The cities of
the ancient pyramid of Zalgrath, the resting place of Nalria were destroyed by the powers he controlled,
sorcerers throughout the ages, the nation flourished. driving the surviving Humans towards the Metoah
range. The Elven kingdom of Kaleth was shattered.
Then came the Necromantic Wars. A number of The Elves and Humans headed to what they believed
Elves along with renegade Humans from Nalria to be the safety of the Dwarven stronghold of Kalek
researched the forbidden laws of Necromancy. While Vel, but Elrizan’s reach extended even there, ripping
many were truly searching for a way to stave off the very stone from the fortress.
death, the movement’s leaders had a more sinister
purpose in mind – raising an army of the dead in With his enemies scattered, Elrizan claimed the
order to secure their own power base. By the time Pyramid of Zalgrath for his own. Gathering his forces
they were discovered, these few had secretly built to him, he cast one more mighty spell. Drawing
up enough magical and military power to resist any once more upon energies from the lands of the dead,
attempts to stop them. The kingdom of Kaleth was he directed his power at the core of Zatariel itself,
torn apart by the ensuring wars, and many great causing a shift in the planet’s axis. Where once was
discoveries were lost. the fertile land of Kaleth, a polar icecap began to
form, ensuring the land would remain inhospitable
Finally the master sorcerers of the Elves joined to its former inhabitants and solidifying his hold on
with their counterparts from Nalria to combat the the kingdom.
Necromancers on a magical level, for their undead
The people of Zatariel would never be the same.

3
The Kaleth Wastes, Home of the Undead The barbarian city of Haleb has grown out of the

T he Necromantic followers of Elrizan soon


reshaped their new home to their own
requirements. The cities of the Elves were allowed to
need for somewhere to slowly rebuild civilization.
Lacking many of the amenities of their forebears, it
is a rough and unrefined place, but does provide at
crumble, while the few living Necromancers moved least some shelter for members of the community.
into the immense necropolis that had been built There is also a degree of sea trade with lands further
beneath to house the dead. The peaceful slumber to the west.
of the deceased was abruptly ended as they raised
anything they could find as Spectres, Wights, and
other even more disturbing forms.

Now an icy wasteland, Kaleth is inhospitable – the


only time anyone willingly travels there is when
an army is raised to attack the Undead host. The
aforementioned Pyramid of Zalgrath is the main
inhabited area, although some Necromancers
have split from the main group after a number of
disagreements, and have traveled hundreds of
miles west to start their own settlement – an area
of catacombs marked only by a single aboveground
feature known simply as “The Obelisk.” Relations
between the two groups are indifferent at best, and
often outright hostile; however, they still have many
common enemies – pretty much every other race on
the face of Zatariel.

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

T he Silorian Plainsmen are mostly nomadic,


with just the capital city of Haleb and the
trading post of Tenek being the notable exceptions
must be driven out of Nalaren.

Some herdsmen have dared to venture far into the


to their drifting nature. These barbaric wanderers north to the very edge of the Metoah Range. From
are descendants of the great civilization of Nalria, a the old frozen polar area even further north, huge
Human nation that stood where the Nalaren forests mammoths have roamed south since the polar
now grow. When their cities were destroyed in the realignment caused in the Necromantic Wars. These
Necromantic Wars, they fled through the pass of giant beasts have been farmed both for their meat
Kalek Gar to the plains of Siloria. The survivors had and for their use as giant beasts of war.
only what they could carry, and life was harsh for
the first few generations – the lands of Siloria were The elk farmed for food are occasionally also used
unable to support their crops, and the Humans in war as well – a small number of plainsmen in
were left to move from area to area as they depleted the trading post of Tenek have taken the principles
the native livestock of Siloria. they have learned from observing the Dwarf trading
wagons and built mighty elk-drawn war chariots.
With their civilization gone, the Human plainsmen found Some of the tribes have devolved to the point of
less and less time for arts and crafts, each generation being almost feral – these berzerkers can speak only
losing a degree of the skill of the previous generation. a broken form of their language, and understand
Today they survive as nomadic elk herdsmen, moving only the simplest of instructions. However, they are
their herds around the plains as they feed on and always willing to put themselves into the forefront
exhaust the few grasses that grow there. of any battle.

4
The Orc Hordes of the Aji Desert finding entrances to the Dwarven tunnels in the

A s Zatariel’s axis shifted after the Necromantic


Wars, Kaleth was not the only area that was
changed. Far to the south, the lands once home to
south of the Metoah Range.

Using their powerful trebuchets, the Orc raiding


the Orcs were moved into the equatorial belt. The forces threaten even the most strongly built cities.
resulting increase in temperature began to kill the When fighting on the open battlefield, their tame
vegetation. Soon the animals were unable to feed, Hydras are a terrifying sight to behold.
and they too began to die.
Nalaren, the Forests of the Wild Elves
With their lands inhospitable, the Orcs began the
long journey northwards to their current home in
the Aji desert. The migration of the Orcs took many
F ormerly the lands of Nalria, the Nalaren forests
are home to the Elven refugees of Kaleth. After
being driven from Kalek Vel in the Necromantic

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.

Expert huntsmen and carnivorous by nature, the


Orcs were once hunter-gatherers in their own lands,
living off the wildlife that prospered there. Now they
are forced to kill whatever they can find in order
to feed – sometimes the animal life of Nalaren and
Siloria, and sometimes the more intelligent beings
that live there. A hungry Orc does not care where
the meat it eats has come from, and indeed many
have developed a taste for Human or Elven flesh.

Over the hundreds of years since, each generation


of Elves has grown more comfortable in their
surroundings, to the point that the Elves of today
have evolved a somewhat tribal nature. No longer
the city builders of the past, the Wild Elves are at
one with the forest around them, able to move out
of sight in the blinking of an eye, and without the
cultural leanings of their forebears.

The treaties of their ancestors forgotten, their


magical knowledge a shadow of its former glory, and
with a racial memory insisting they do everything
to survive in and protect their new home, the
Wild Elves are distrustful of everyone, and hostile
towards anyone entering their lands.

The Elven city of Lanalei is situated in the northern


At least two permanent encampments have been forest, and it is from here that the Elven leaders meet
constructed in the Aji – the Orcs, however, feel no in council to hold off the attacks from the Undead
need to name them. The smaller of the two is in of Kaleth. They also plan constantly to attack their
the eastern reaches of the desert, just south of the former home – not to take it back for themselves as
Nalaren forests. The other, far larger, is situated both they and it have changed considerably since
south of Siloria. From these two settlements, raids their previous residence there, but because they
are often launched upon the other inhabitants of still remember the power that can be found in the
Zatariel – there have even been reports of Orcs Pyramid of Zalgreth. The Elven council realized that

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.

Ruins of the old Human cities line the eastern


coastline. All manner of creatures find refuge here,
from wild animals to wandering Orcs and even rogue
undead from Kaleth whose Necromantic masters
have died and left them unbound to any command.

When fielding their forces in battle, the Wild Elves


often call upon their sorcerers to animate the very
forests as gigantic Treemen, capable of sweeping Organized expeditions to Kalek Vel leave once or
their way through any opposition. The Elves have twice a year, attempting to reclaim the ancient
also been known to control devastating chariots city – inevitably they are attacked by the Undead
capable of rolling through infantry or peppering legions of the Necromancers and either driven back
them with arrows from the bows carried for use by or destroyed.
the crew.
Dwarves are master engineers, and their technology
The Dwarven Halls of Kalek Gar is far ahead of any other race on Zatariel. Great

T he dwarves of Kalek Gar are probably the only


one of the races on the northern continent
still in their ancestral lands after the Necromantic
machines driven by steam are now used to mine
where masses of Dwarves with pickaxes once
labored. This technology has also been utilized to
War. The Dwarven tunnels run under almost the develop the mighty Dwarven war engines.
entire Metoah Range, all the way from the southern
outpost of Kalek Jev to the ruined Dwarven city of From the ancient lore obtained from the Elves before
Kalek Vel in the north. the Necromantic War, they also have a knowledge of
crude gunpowder, seen utilized on the battlefield in
Kalek Jev is a military outpost, charged primarily the form of the potent Dwarf Great Cannon.
with defending the southern tunnels against Orc
incursions. Occasionally, they also have to fight off Ar-Mallaren, Isle of the Sorcerers
Barbarian raids.

Kalek Vel was once the Dwarven trade city – a


A fter the Necromantic Wars, the civilization of
Nalria was ruined, its people scattered. Many
fled through the pass of Kalek Gar to the lands of
point from where they used to interact peacefully Siloria, but the Sorcerers that survived the battle
with their Elven and Human neighbors. Trade with had their own contingency plan. Pooling their mighty
the Nalaren Elves and the Silorian Plainsmen still powers, they moved the entire town of Ar-Mallaren
occurs, but now so do hostilities as well. from Nalria to a nearby island. The Sorcerers,
humiliated by the display of power of Elrizan, turned
When they are not at war with their neighbors, the their frustration on the townspeople of Ar-Mallaren
Dwarves provide a valuable source of metal and and forced them to become their servants.
ores from under the Metoah Range. The tunnels to
Kalek Vel have mostly been blocked, to prevent the Without access to the mighty libraries of magic in

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 Western Lands

D etailed above are only some of the lands of


Zatariel; to the west are many more feuding
realms. These include the sister-civilization to the
Humans that once dwelled in Nalria, who send
armored knights into battle against their foes, and
the vicious Snakemen, driven from their southern
lands at the same time as the Orcs. There are
rumors of even stranger races that dwell further
westward.

The East

I n the days of old Nalria, sailing vessels would


leave eastwards, in an attempt to discover
what – if anything – lay in that direction. So far
the easternmost point of land discovered is that of
the isle now called Ar-Malloren. No ship that has
ventured any further than this has ever returned.

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.

Armies in Mighty Armies Basing an Army

S tarting out, you will need an army. There are


two ways to have an army in Mighty Armies. You T he standard basing for Mighty Armies is
50mm x 25mm for smaller units or 50mm
x 50mm for larger units. However, as long as 2
can use an army from a pre-built box set or you can
build your own army. Purchased box sets are made opposing side have the same size bases, any base
up of armies that are pre-built and usually have a size can be used. So if you have Army based for
predetermined army list or stats. If you are going to another system, as long as your opponent has the
build/design your own army, simply pick out an army same base size, there should be no problem. Mighty
you would like to field, acquire the miniatures, and Armies official tournaments will use the standard
start building. basing. It is also acceptable to attach smaller
based units to the standard bases for a temporary
“build.”

Deploying Armies

O nce both players have assembled their armies,


both roll a six-sided die (commonly referred to
as a d6), re-rolling any ties. The lowest rolling player
places his army on the table. He may place units
however he wishes so long as they are no more than
6” away from his starting table edge. His opponent
then places his entire army, again no more than 6”
away from his own table edge.

When both armies have been deployed and are


ready for battle, both players once again roll a d6
each, re-rolling ties. The highest scoring player gets
the first turn.

Turn Sequence

P layers take turns to move and fight in Mighty


Armies, representing the ebb and flow of battle.
Groups of units will be assembled and Generals will
command them to maneuver and engage the enemy.

At the beginning of each turn, players roll for


initiative. The player with the highest roll wins and
begins their 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

A t the start of each of your turns, roll a dice.


This is how many Move Points (MP) you have
to spend during this turn, reflecting your General’s
with large bases that can form a Group is three, side
by side. However, you can mix units with normal
and large bases together.
ability to command his force. It costs 1 MP to do any
one of the following actions; An individual unit may leave a Group at any time.
Simply spend 1 MP and move it away normally.
• Move a single unit or Group A Group may even split into two or more smaller
• Use magic Groups.
• Summon a unit
Movement
Each unit may only be moved once in every turn,
whether it is alone or part of a Group. There is no
limit to the number of times a unit may use magic
W hether you are moving a single unit or a
complete Group, the rules remain the same.

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

A t the start of a battle, you will likely have a lot of


units; far more than can be moved with the MP
you roll for every turn. In order to move your forces
two turns, the unit or Group must move in a straight
line, as shown in the example below. A unit or Group
always pivots around its center when it turns.
more efficiently, you can combine several units into
a Group.

To form a Group, two or more units must be in base


contact – that is, touching each other along one
complete base edge, as shown below.

Diagram 3: The unit rotates about the center,


moves forward, and then rotates again.
Diagram 1: Two units formed into one Group.
If any part of a unit or Group touches or moves over
If two or more units are so arranged at the start of a terrain piece during its movement, its Speed will
your turn, they may be moved together as a Group, be halved for that turn.
thus taking only 1 MP to move several units.
Throughout these rules, you may never, under any
circumstances, move one unit through another
unit. Even units that are part of your own army
may not be moved through.

You are free to measure any distance on the


battlefield before you move a unit.

Diagram 2: Six units formed into one Group.

9
movement and rearrangements have been completed
in his turn. This does not cost any MP.

To make a shooting attack, a unit must have an


enemy unit within its line of sight. This means it
must be able to physically see the target without
any obstructions in the way, such as terrain or other
units. A unit cannot see through any terrain unless
it is already within the same terrain piece.

The shooting unit may also only target an enemy that


is in front of it, as shown in the example below.

Reform

N ormally, units and Groups can only move


directly ahead. However, there may be times
when you find you need to just “shuffle” troops
a little to the left or right, or even reverse them
somewhat. At the cost of 1 MP, you may do one of
the following:
Diagram 4: This unit can shoot anywhere in the
• Move a unit or Group 1” in any direction. highlighted area.
• Turn a unit or every unit in a Group around
180°. A unit may make a shooting attack against any
• Turn an entire Group around 180°, maintaining enemy unit within 5” of its front base edge. However,
their formation. it may not make a shooting attack against a unit
• Move one or more units away from the rest of the that is still locked in close combat or is part of a
group. Group locked in close combat.
• The Group stays in place, but its individual
units rearrange in any new order you desire. To make a shooting attack, consult the table, cross-
They must keep facing the same direction. referencing the attacker’s Shooting rating against
• Move any units within 1” of the group into the the target’s Fighting score. Then roll a d6. If the
Group. The Group must still obey the normal result on the die is equal or more than the target
rules for Group composition, but the newly number listed on the table, then the target unit
joined unit(s) may be placed anywhere in the has been destroyed. Remove it from the battlefield
Group. immediately.

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+

M any units have shooting attacks, such as


longbows, crossbows, or slings. These are
used in similar ways to close combat, though there
Artillery I 3+ 4+ 5+

are some important differences. Initiating Close Combat

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.

Once you have moved a unit into contact with the


enemy, it must be “aligned” so it is ready to fight.
This is done in order to keep the battlefield neat and
make it clear who is fighting whom.

In many cases, you will find you are moving a unit


headlong into the enemy. In this case, very little Diagram 6: A unit is positioned after a flank attack.
aligning need be done. In all cases you should
attempt to make long unit base edges match one CLOSE COMBAT
another, as shown in the example below. Close combat takes place after all MP have been
spent in a player’s turn, movement has been
completed, and all shooting attacks have been
resolved. If a unit has its front base edge in contact
with an enemy, combat is automatically initiated. It
is entirely possible that several units or Groups will
be fighting close combat in any one turn. In this
case, the player whose turn it is decides in which
order the close combats are fought.

If just one unit is fighting another, both players


roll a d6. To this roll, they add their unit’s Fighting
score, along with all relevant modifiers listed on the
Diagram 5: The Spearmen’s straight line move
Close Combat Table below.
would put them into contact with two Enemy units.
Since this is the shortest distance, the Spearmen are
CLOSE COMBAT TABLE
repositioned to the highlighted area.

This process of aligning applies to Groups as well SITUATION MODIFIER


as single units. In all cases, you should match
long base edges with the enemy, moving the units Charged – moved into close +1
initiating close combat as little as possible in order combat this turn.
to do so. This should be done only to make it clear
which units are fighting which enemies. Difficult Ground – moved into -1
terrain this turn.
Flank Attacks

T here is one exception to the aligning of units


along their long base edges – when a flank
attack is made.
Flanked – has an enemy unit in
contact with short edge base. The
-1
unit Flanked adds -1 to total score.
If you move a unit directly towards an enemy and
you contact its short edge, rear corner, or rear long Surpise Attack – has an enemy in -1
edge, you have made a flank attack. In this case, contact with rear long base edge.
simply align your unit so it is flat against the enemy The unit Surprised adds -1 to
unit’s short base edge, as shown in the example total score.
below. If contacting the rear corner, adjust to side
where majority of your unit base falls, so if the • If a player rolls a total higher than his opponent
majority of your base is on the rear side, then it but less than double, he will drive the enemy
would be a surprise attack from the rear. unit back (see below on Driven Back).

• If he rolls a total of double or more, the enemy


unit will be destroyed – remove it from the
battlefield immediately.

• If both players roll the same total in a close


combat, the fight is a draw. Both units stay
locked in close combat and will automatically

11
fight in the next turn. Neither may move away
from close combat.
Groups

C ombat between individual units is fairly simple.


Players just roll a d6 each, add their unit’s
Fighting score, and apply any relevant modifiers
from the table above. When two or more Groups
all enter close combat, things can get a little more
complicated.

When fighting with a group you use a Group Fighting


score. To calculate this, add up the Fighting scores
of the units in the front rank of the Group then add Diagram 7: The group of 2 Dwarven Warrior
the Support scores of the units in the back rank of units and a Dwarven General are being charged
the Group. To resolve the close combat, roll one d6 by a Group of 6 Orc units from the front and a
as normal and add any relevant modifiers from the unit of Goblin Wolf Riders from the rear.
Close Combat Table to the Group Fighting score. The Dwarven player calculates Group Fighting
score by adding the Fighting score for each
Whether the Group is fighting a single unit or an unit. Because there are only 3 units, the
enemy Group, this total is compared to the die roll Dwarves have no Support score.
made by your opponent. The Orc adds up the FS Score from the 3 units
at the front of his charging group and then
• If a player rolls a total higher than his opponent adds the support score of the units in the rear
but less than double, he will automatically of the group. The Orcs also add the FS score of
destroy one unit of the losing player’s choice and the Goblin Wolf Riders attack from the rear.
drive the rest of the Group back (see below on Then add the modifiers +1 for the Orcs for Charging
Driven Back). and a -1 to the Dwarves for the Surprise attack.
Rearrangement

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.

The only exception to this is if the Group is being


Flanked or is the victim of a Surprise attack to its
rear, and it does not have an enemy at its front base
edges. In this case, it may only be turned so that its
front base edges are in contact with the Flanking or
Surprise Attack enemy. If the Group has two or more
enemies Flanking it or conducting in a Surprise
Attack, the owning player may choose what side to

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

I f a unit or Group loses a close combat but


is not destroyed, it will be Driven Back. It
is immediately turned 180° and moved directly
a unit involved in close combat). Both players roll a
dice. If a Group has been targeted, then the owning
player may add +2 to his dice roll.
forward a distance equal to the speed of its slowest
unit, without further turning, in the direction of If the Spellcaster’s player rolls higher, the unit or
this new facing. Any terrain crossed will halve this Group may not be moved for any reason next turn.
movement as normal. If Driven Back, it will automatically be destroyed. If
engaged in close combat, it will halve the total of its
If a unit or Group cannot retreat this full distance, close combat dice roll (shooting attacks are fought
due to units blocking it (friendly or otherwise) or against as normal). A unit or Group suffering from
a table edge, it will be automatically destroyed. A Bind may not make any shooting attacks, but can
group need only be partially blocked (by just one still use magical effects if it has a Spellcaster.
unit) for this to happen.
Enhance: The Spellcaster fuels a unit’s fighting
Note that each unit and each unit in a Group will spirit with magical energy, making them fearsome
always be turned 180° and moved forward when warriors. Select any one friendly unit on the
Driven Back. This means that if a unit or Group battlefield. The unit gains a +1 bonus to its Fighting
suffers from a Surprise attack (has an enemy on its or Shooting score (your choice, though a unit must
rear base edge), then it will automatically be wiped have a Shooting score in the first place to gain any
out by being Driven Back as it clearly cannot move benefit to it) for the rest of the turn. A unit can only
through the enemy. This is the advantage of being benefit from Enhance once each turn.
able to successfully maneuver behind your enemy
and launch a clever attack. Lightning: Pointing at an enemy unit, the Spellcaster
causes a giant lightning bolt to erupt from his hand,
striking down his enemies from a distance. This is
MAGIC resolved as a shooting attack, though it takes place
Many generals swear never to set foot on to a before any close combat is resolved. This attack
battlefield unless they also have a powerful wizard as a range of 5” and a Shooting II rating. Line of
or shaman to grant magical support. Spellcasters sight is needed as usual but, unlike other shooting
who can cause entire armies to rout or rain fire attacks, it may be made against a unit involved in
from the sky are said to exist only in legend, but close combat and while the Spellcaster himself is
even the lowliest magician can have a great effect involved in close combat.
on the course of a battle.
Fireball: The Spellcaster causes a giant fireball to
Any unit with the Spellcaster special ability may use erupt from his hand, striking down his enemies
any magic effect listed below. It costs 1 MP to use a from a distance. This is resolved as a shooting
magic effect and there is no limit as to the amount attack, though it takes place before any close
of times in a turn magic effects can be used. The combat is resolved. This attack has a range of 5”
Spellcaster is also free to use magic effects while in and a Shooting II rating. Line of sight is needed as
close combat. All magic effects are resolved before usual but, unlike other shooting attacks, it may be
close combat takes place in the turn. You may have made against a unit involved in close combat and
only one Spellcaster per army. Also, a unit can only while the Spellcaster himself is involved in close
be targeted for a spell once per turn. combat.

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.

A unit with the special ability of Summoned (see page


16) cannot be deployed with the rest of the army.
Instead, it is kept to one side until a Spellcaster is
able to summon it. It normally costs 1 MP to summon
a unit but some very powerful units require vast
arcane energies to bring forth. For units with an AP
value of 3 or more, the cost is 2 MP points.

Once the MP has been paid to summon a unit, it


is placed on the battlefield anywhere within 4” of a
friendly Spellcaster and may be placed in contact with
friendly units to form a Group. It may not be placed in
contact with an enemy unit but MP may be spent to
move it immediately. All MP used for summoning must
be spent in the same turn or wasted. Summoning is
never blocked by an Arcane Shield.

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

T here are two ways to win a game of Mighty


Armies.

• Destroy half of your opponent’s total number of


units (rounding up – so if facing an army with
9 units, you would have to destroy 5) before he
does the same to you.
• Destroy the enemy General and more AP worth
of units than you have lost yourself.

As soon as either of these victory conditions have


been met, victory is declared! Units present in a
army but not yet Summoned do NOT count towards
these 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

O nce you have your General, you will need to


choose your troop types. You will need to choose
what types of troops, or units, comprise your army.
You will also need to choose the Level of each unit.

BASE STATS

CLASS Army Points (AP) Speed Fighting Score Support

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.

Fearless +1 Artillery: These units are capable of hurling projectiles


an incredible distance, making them lethal on an
Horde +1 open battlefield. An Artillery unit can make shooting
attacks with a 12” range. They cannot move and
Magic Resistant +1 make a shooting attack in the same turn.

Monstrous - Free with Chariot: Chariots are wheeled wagons drawn by


horses or other suitable beasts of burden, giving
Monstrous
elite warriors a fast-moving platform to fight from.
Creature Chariots use the larger monster bases and can trace
a line of sight from any base edge. When entering
Rampager +1 close combat, Chariots gain a +2 bonus for Charging
instead of the normal +1.
Spellcaster - 1 per Army
Disciplined: These units have been taught how to
Summoned +1 fight in large groups and are vastly superior to
most enemies they will fight. If a Disciplined unit
Swarm +1 is Driven Back, it will not turn 180°. Instead, just
move it backwards a distance equal to its Speed.
If a Disciplined unit is Driven Back, it will not be
Lord and Master -1 Only Available
destroyed by a friendly unit that is blocking its path.
for Spellcaster Instead, both units will be Driven Back at the Speed
General of the slowest, maintain a ½” from each other.

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.

Rampager: These units refuse to give up the fight, LARGER BATTLES


no matter what, and will pursue an enemy without Up to now, you have been fighting small-scale
thought or reason for their own safety. When it battles involving just two players. Mighty Armies
Drives Back an enemy unit, the Rampager will can be expanded into gigantic conflicts with several
always move forward up to its Speed in order to players on each side commanding massive forces.
chase the fleeing enemy. If the Rampager has the
same or faster Speed than the enemy, simply move To do this, each force is split into Divisions. Every
into contact with it. If the Driven Back unit is wiped Division comprises a force 40 AP in size, chosen
out by another unit, and the Rampager moves on to normally. Each Division will contain its own General,
it, simply leave the Rampager in contact, aligning it and the loss of a General will affect that Division’s
for close combat if it is an enemy. Any resulting close MP only. Players may command one Division each
combat will be fought in the next turn as normal. or have several Divisions under their command, as
they choose. There should be an equal number of
Scouts: Scouts are vital units for many armies, Divisions on each side.
ranging ahead of the rest of the force to monitor an
enemy’s movements and set up deadly ambushes. For every Division one army has, the playing area of
Scouts are not deployed with the rest of the army. the battle should be increased in width by one foot.
Instead, they are deployed after both armies have The depth of the battlefield (that is, the distance
set up and may be placed anywhere on the table between the two sides) is never increased.
that is more than 8” away from an enemy unit. If
both armies have Scouts to place, the player who Each Division rolls for its MP separately and the
placed his army first must place his Scouts first. MP it rolls may only be spent on units and Groups
Scout units are also adept at utilizing cover to their within that Division. Groups may never be formed
best advantage. If a Scout unit is ever destroyed from units of different Divisions.
by a shooting attack, roll one die. On a roll of 5 or
more, the attack is ignored as the Scouts make use Play continues as normal with one side taking a turn,
of cover and camouflage. and then the other. All the MP in every Division must
be spent before any Division begins close combat. In
Shooting: Shooting units may make shooting the same way, all the close combats every Division is
attacks, as described on page 10. involved in must be resolved before any of them can
begin conducting shooting attacks. This will ensure
Spellcaster: May use Magic, as described on page that every player knows just what is happening in
13. If a Spellcaster is ever destroyed by a shooting the battle and confusion will be avoided.
attack, roll one die. On a roll of 5 or more, the attack
is ignored.
EXPANDING MIGHTY ARMIES
Summoned: This unit does not start on the battlefield After you have taken your army into battle and
but must be Summoned as described on page 16. achieved victory several times, you may begin to feel
If a number appears after the Summoned line in that you are a fairly superior general. Do not believe
the unit’s description, this is the additional MP that it! There is a long way to go before you can consider
must be paid in order to summon it. A unit that is yourself a master of Mighty Armies.
listed as Summoned +2, for example, will require a
total of 3 MP to summon. Any Summoned units that To begin with, you can combine several box sets and
have not been brought into the battle by the time it blister packs of the same army to create your own
has ended are not considered to be destroyed. truly unique force. If there are some units you have
never been able to use properly, you can swap them
Swarm: These units have the capability of completely out with those you have had far more successes
swamping an enemy, striking everywhere at once. with. You can also add some very powerful units
When in the front rank in close combat, a Swarm from the Mighty Armies blister pack range to give

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

T he standard Mighty Armies game is fought as a


pitched battle conflict. Victory goes to the player
that is able to first destroy more than half of his
2 CAPTURE

opponent’s total number of units. This article presents 3 ENGAGE


a list of several missions, each demanding different
objectives be met to guarantee victory, replacing the 4 EXTERMINATE
standard method of determining the winner.
5 HOLD
Before deployment (but after terrain has been set
up), each player should roll d6 and consult the 6 MASSACRE
Mission Selection table (below) to determine which
mission he must accomplish in the coming battle.
Participants may potentially roll the same result. MISSIONS
This is fine and both gamers can strive to achieve Players should take note of the rules for rounding
the same target. calculations up or down. No consistent method is
used. This is to bring balance to more challenging
There is one question that can be dealt with on a missions (where figures are rounded up).
case-by-case basis: should the players keep their
mission a secret? Declaring the mission you have BREAKTHROUGH In this mission you attempt to
ended up with keeps everything clear and simple break through the enemy lines.
but in doing so players lose the element of surprise
and different tactical options are removed. The other Victory Points: You gain Victory Points equal to
alternative is to make a hidden roll and record the the Army Points value of all enemy units destroyed.
result. Of course, players should resist “misreading” In addition, you gain the following Victory Point
the result and simply selecting the mission they bonuses:
most desire. If this latter alternative is taken (and • +5 Victory Points if 1–25% of your units are
I recommend it), then feinting and all its nuances within 6” of your opponent’s table edge at the
becomes a much more useful tactic to employ. end of the game.
• +10 Victory Points if 26%–50% of your units are
Whether the mission is declared or not, players within 6” of your opponent’s table edge at the
should next deploy their forces with regard to end of the game.
the objective. Fight the battle as normal with the • +15 Victory Points if 51%–75% of your units are
exceptions of a turn limit and victory conditions. within 6” of your opponent’s table edge at the
end of the game.
Turn Limit: While using these different missions I • +20 Victory Points if 76%–100% of your units
recommend a six-turn game limit. Determine victory are within 6” of your opponent’s table edge at
in the manner detailed above at the end of the sixth the end of the game.
turn.
In all the above cases round up when calculating
Victory Conditions: The victor is decided by tallying the number of units. Units that are engaged in
Victory Points accumulated during the battle. Most Close Combat within 6” of the board count when
points are gained by destroying enemy units, but all calculating Victory Points.
missions also have specific tasks that must also be

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.

HOLD Your orders are to take control of a key


location on the battlefield and hold it.

Victory Points: You gain Victory Points equal to


the Army Points value of all enemy units destroyed.

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.

Y ou will need a suitable model to represent the


Stronghold in this game. This should be no
more than 3”x3” in size and will ideally represent
Every time the Stronghold suffers a shooting or close
combat attack that would “kill” it, turn the Damage
Die over to the next lowest number. If the Damage
a castle, fort, or other defensive structure. However, Die is showing ‘1’ and the Stronghold is “killed” once
this being a fantasy game, you need not limit more, it will be destroyed! In combat, a Stronghold
yourself there. An Orc army could have a large cave and any units inside are considered to be a single
mouth, Elves a tree-fort, while Dwarves might use Group. In close combat, the Defender may nominate
the guarded entrance to a mine. The Stronghold has any unit (including the Stronghold itself) to be the
the following characteristics in Mighty Armies. primary Attacker. However, the Stronghold must
always be the first casualty (having its Damage Die
reduced by one) whenever the Defender loses a close
Speed Fighting Support Special AP combat. Any other casualties are then applied to
the units inside as normal. When facing shooting
attacks, only the Stronghold may be targeted – units
0” +6 +6 Fearless, 0 inside may not.
Magic
Resistant Victory Conditions

In addition, the Stronghold can never be Flanked


or suffer from a Surprise Attack and can never be
I n addition to the normal victory conditions
of Mighty Armies, as described on p12 of the
rulebook, the attacker also automatically wins if he
moved in any way. It can also hold up to four units destroys the Stronghold.
(though not Monstrous or Chariot units) inside. Any
unit or Group can move into the Stronghold simply Campaigns

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

I t is recommended that the campaign be played out


over five turns (or five battles). Longer or shorter
campaigns can also be played as time allows.
may simply roll a single d6 with a -2 penalty (to a
minimum of one) and check to oppose as normal.

In addition, the owning player receives a +4 bonus to


Strategic Locations all Counterespionage missions (see later) similarly

E ach player automatically starts the game in


possession of a Stronghold (unless otherwise
stated in the description of the tribe or character).
conducted to reflect the fact that it is difficult for
an enemy spy to gain access to the inner sanctum
where plans are made. These bonus points are
Several other Strategic Locations are available, accrued regardless of whether any other Tactical
including a Port, a Town, a Religious Site, and a Points or Fate Points are additionally assigned.
Castle. These Strategic Locations are assigned
before the first Campaign Turn. To assign these Finally, the Castle has a stock of weapons available and
Strategic Locations, each player should roll d6. The skilled smiths to forge. The controlling player receives a
player with the highest score chooses first, then bonus +2 Resource Points to be spent on Arm orders.
the other player, and so on until all the strategic
locations have been distributed. Each Strategic Port
Location offers unique benefits to a player that will
be useful during the Campaign Turn and in fighting
a battle. There is only one of each Strategic Location
T he player in possession of the Port is able to
Hire mercenaries (see later) from far-off lands
to fight on his behalf.
available in the campaign. More than one player
cannot, for example, each control a Port. The Port also provides the owning player with a
bonus +2 Resource Points to be used during each
Each Strategic Location can be fought for and won Campaign Turn.
from the opposing player. It is likely that before an
assault can be made against the enemy Stronghold, Religious Site
one or more Strategic Locations will need to be
captured to ensure that sufficient strength is
available for the final assault. Details on how each
I n a time of war, religion plays an important
role in motivating the population to fight and
to accept the inevitable losses suffered on the field
Strategic Location, and the Stronghold itself, can be of battle.
captured are provided below.
Before each battle, the player that controls the
Stronghold Religious Site should roll d6 for each unit in his

E ach player automatically starts the game in


possession of a Stronghold (unless otherwise
stated in the description of the tribe/character).
army. On a roll of 6, that unit is considered Fearless
for the duration of that battle (and that battle only).
For each battle fought, repeat this process. Units
that are already Fearless remain so; on a successful
A player defending his Stronghold receives +8 bonus roll the Fearless unit gains a +1 bonus to its Fighting
APs (modified by any number of factors determined score for the duration of the upcoming battle only.
in the Campaign Turn) to spend on units from his That bonus is lost thereafter.
Army Reference Card. These bonus APs are only
available when protecting the Stronghold and Town
represent the final mobilization of reserves and the
general population. T he player that controls the Town has a huge
source of manpower available to him.

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.

Castle Capturing a Strategic Location

T he Castle dominates the countryside, allowing


patrols to be executed on a daily basis and
providing the utmost protection for a General
I f the player with initiative has nominated a
Strategic Location as being the site of the coming
battle and he wins that battle, he automatically
planning his strategy. gains control of that Strategic Location. As noted,
capturing the enemy Stronghold automatically ends
The player that controls the Castle receives an the campaign.
automatic bonus +2 Tactical Points to assign to
any Patrol Missions (see later) conducted during Note: Once ownership of a Strategic Location
the Campaign Turn. The player in possession of changes, all benefits accrued by the former owner
the Castle may also attempt to oppose any Plunder, are lost and are gained by the new owner.
Raid, or Scout missions conducted against him Players may wish to use special terrain to represent
even if he has no remaining Tactical Points left to each Strategic Location, but this is not necessary.

24
Campaign Points All of a player’s points should be assigned before the

E very Campaign Turn, each player gains a


number of Campaign Points to be spent on a
variety of activities that will affect the upcoming
success, failure, or effect of each action is determined
(except when an opposing player carried out a
successful Spy mission the turn before; see below for
battle in some way. details). The success, failure, or effect of each action
is determined by the type of action being attempted.
Campaign Points are only valid for a single Campaign Details are provided in the sections below.
Turn. Any Campaign Points not used are lost.
Maneuver Points
There are four types of Campaign Points available:
Maneuver Points, Tactical Points, Resource Points,
and Fate Points.
M aneuver Points (ManPs) are used to march
and countermarch between battles to decide
the nature of the upcoming clash of arms.

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

A player that assigns ManPs to this battle type


receives an automatic -1 penalty owing to the
O pposed by. There is every chance that a mission
will be successfully countered. This section
indicates which mission type a player should make
difficulty of catching the opposition off-guard. his opposed check against.

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.

Arm: For each RP spent improving the weapons of


E xcept where modified according to the results
gained from actions conducted in the Campaign
Turn, the battle at the end of the turn should be
your army you may increase the Fighting ability of fought as per the rules found in the Mighty Armies
a single unit by +1 for the next battle only. A single Rulebook.
unit can only benefit from this increase once per
Campaign Turn. Aftermath

Control of the Castle gives an automatic +2 Resource


Points to be spent on Arm.
I f the battle has been fought for possession of a
Strategic Location, the winner of the battle either
retains control (if he was defending the location) or
gains control (if he was attacking the location). The
Hire: For every 3 RPs spent in the same Campaign effects of owning a Strategic Location are gained in
Turn you receive a bonus AP. This bonus AP may the subsequent Campaign Turn. Losses suffered in
be spent on a unit selected from an Army Reference the battle are replaced in the next month through
Sheet other than your own. Following the end of the recruitment and training. Both armies will fight the
next battle these mercenaries move on to fight other next battle with their original 40 AP force (subject
wars for different paymasters, therefore the number to modifiers for the allocation of Campaign Points).
of available APs for army selection will drop back
down to forty. Players should check how many Campaign Turns
have been fought. If turns still remain and neither
Units that have been Hired cannot be Armed. player has captured the enemy Stronghold, return
Prerequisite: To hire mercenaries you must possess to the beginning of the Campaign Turn.
the Port strategic location.
If all the Campaign Turns have expired but neither
Magical Research: For every 1 RP spent in the same player has managed to capture the enemy’s
Campaign Turn you receive a free Movement Point Stronghold, determine overall victory by assigning
in the next battle that MUST be spent on Magic the following points. All points are cumulative.
(your army should therefore include a Spellcaster).
This extra MP is useable once only and, if unused, • +1 Victory Point for each battle won.
cannot be kept for a different battle. • +2 Victory Points for each Strategic Location
controlled at the end of the campaign.
Recruit: For every 2 RPs spent in the same • +3 Victory Points for each Strategic Location
Campaign Turn recruiting new soldiers, you may captured from the enemy.
receive a bonus AP. This bonus AP must be spent on
a unit selected from your regular Army Reference THE EMPIRES
Sheet. The recruits are absorbed into the ranks At the beginning of the campaign each player should
following the next battle and the number of available select an empire. This empire will remain unchanged
APs will drop again down to forty and the player for the duration of the campaign. Each empire offers
should revert to using his basic army selected at the certain benefits offset by disadvantages. Some
beginning of the campaign. empires are more complex and challenging to play
than others.
Units that have been newly Recruited cannot be
Armed. BARBARIAN
Cunac
Fate Points The people of Cunac are proud artisans, politicians,

F ate Points (FPs) indicate the whims of the


gods and goddesses that look down upon the
world of conflict. FPs may be used instead of or to
and reformers that have worked to build an
impressive stronghold where equality, debate,
and the arts flourish. War is seen only as a last
augment ManPs, TPs, and RPs. As in all other cases, resort and the elders of Cunac would rather send
any unused FPs in any Campaign Turn are lost diplomatic missions to discuss and resolve problems.
and a player should re-roll afresh in the following The stronghold has attracted Humans from a wide
Campaign Turn. variety of backgrounds seeking peace and stability
in an otherwise wild world.

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.

Destroy the Wicked: The Wise Men of the Stone


Circle are sworn to destroy the false idols and
beliefs of their enemies and this is often a cause
for war. When assigning Strategic Locations the
Barbarian player may not select the Religious
Site (note: this may create a situation where the
opposing player controls three Strategic Locations
and the Barbarian player only a single Strategic
Location). The Barbarian player must always
attack the Religious Site to gain control of it until
it is captured. If it is recaptured by the opposing
player, the Barbarian player must once again seek
to control it. A campaign can only be won by the
Barbarian player if he controls both the Religious
Site and the enemy Stronghold. A captured Religious
Site confers no benefits to the Wise Men of the Stone
Circle – do not roll to determine if units are Fearless
before battle.

Earth Power: Before commencing every battle the


player should roll d6. During the battle the gods
grant favor to the tribe. A player may elect to expend
one of these points to alter (increase) the result of a
die roll made by him (not by his enemy). The player

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.

Blood Sacrifice: Before battle a player should Graytop Mountain Clan


determine which of his units (excluding any War The Dwarves of Graytop Mountain live hundreds
Mammoth units) have been taken by the spirit of the of feet beneath the peaks of an immense range
wolf. Roll d6. On a result of 1–4 the unit has been of craggy rock spires. Over successive centuries
granted superior fighting prowess for the coming the Dwarves have mined tunnels and great halls
battle and receives a +1 bonus to its Fighting and through the rock, striking out against enemies
Support attributes. On a roll of 5–6 the unit loses when war threatens before retreating to the safety
so much blood that the unit is considered Weak for of the well-guarded passageways.
the coming battle (see Mighty Armies Rulebook page
15). Home is Beneath the Mountains: The mountain
fortress is virtually impenetrable. Enemies suffer
Any Berserker units in the army should also make a -2 penalty to any missions requiring Tactical
this roll. On a result of 1–4 the unit gains a +1 bonus Points carried out against the Dwarves. In addition,
to its Fighting and Support value in the normal an enemy may not count any bonuses for cavalry
way. Rolls of 5–6 however are ignored and have no units he possesses when determining the success
detrimental effect. of Plunder or Raid 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

Cavalry Force: Gazzan’s Wolf Riders must be made 7” +1 - 1


up of at least 50% Wolf Rider units. Gazzan counts SPECIAL

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.

Wolf Riders: Gazzan’s Wolf Riders are experts at


SPEED FIGHTING SUPPORT AP
cavalry warfare. Any Wolf Rider unit may be given
the following upgrades by expending Resource Points
7” +4 +2 4 during the Campaign Turn. Each of these upgrades
SPECIAL
is effective only in the next battle. Thereafter, the
General, Mobile, Shooting III unit reverts to normal stats.

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

34
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’s Goblin Horde


The great Orc chief Nazlak rules over an unruly
Goblin mob through might and downright
viciousness. More evil and more cunning than the
rest, Nazlak has bred a generation of innumerable
warriors bent on death and destruction.

Goblin Horde: The following Orc units are not


available in Nazlak’s army: Black Orcs, Orc Catapult,
and Orc Hydra Tamer. Shaman, Orc Horde, Goblin
Horde, Wolf Riders, and Orc Archers are available,
along with some new unit options detailed below.
Warlord units are also unavailable (see below).

Nazlak: Nazlak himself leads the horde. He is


a mandatory unit choice and has the following
statistics.

NAZLAK
SPEED FIGHTING SUPPORT AP

4” +6 +3 7
SPECIAL

Fearless, General, Magic Resistant

If Nazlak is ever removed from play during a battle


he is considered to have miraculously escaped death
and returns to the army roster for the next battle.

Nazlak’s Commandos: Nazlak has trained a special


group of particularly diminutive Goblins to act as
commandos on the battlefield. Each unit possesses
the Special Ability Hide (see below).

Hide: Before deployment, the location of each unit is


secretly recorded by the Orc player. The commandos
lie in wait, concealed in cover, ready to pounce on
any enemy that comes nearby. The location should
be plotted by the player writing down the number of
inches from the left hand side of the board (counting
in) and the number of inches towards the far end
of the board (counting forward). The center of the
unit base should be placed on this location when
the unit reveals itself.

The unit can be revealed at any point during the


battle by expending a single MP. The unit can be
placed to face in any direction. Thereafter, another
MP may be spent on the unit for it to perform some
action.

35
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

SPEED FIGHTING SUPPORT AP 4” +1 +0 3


SPECIAL

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

36
2d6 and consult the table below. SORCERER’S LEGION
Kakarazzk: The Demon Fortress

2D6 RESULT EFFECT Kakarazzk was summoned using immense arcane


energies to the plane it inhabits now by an unwitting
priestly hierarchy. Thousands of prisoners captured
2-3 Projectile lands 1d6
in battle were sacrificed for the summoning with
inches up. the promise that when theDemons arrived, the first
to benefit would be the priests. With no remorse,
4-5 Projectile lands 1d6 upon arriving, the Demons tortured then killed the
inches down. priests first, robbing their followers of leaders and
driving fear into the hearts of all men.
6-7 Projectile lands 1d6
inches to the right. Kakarazzk stands as a vast, dark portal through
which immense hordes are summoned.
8-9 Projectile lands 1d6
inches to the left. Fate is Fickle: Unimaginable distances of time and
space separate Kakarazzk from its home world. The
sinister gods and goddesses of the Demon world have
10-11 Catapult fails to fire. no power this far away. The player does not receive
No effect. Fate Points at any time during the Campaign Turn.

Catapult is I Summon Thee: The Spellcasters that populate


12 damaged. Cannot Kakarazzk are the most skilled in summoning
fire this turn or the Demons. Rather than the normal 4” close to a
next. Spellcaster that a Summoned unit must appear,
units summoned by Spellcasters from Kakarazzk
may be placed up to 6” away.
If the projectile is off course, determine the variation
from the plotted coordinates. “Up” means away from Portal: Deep within the bowels of Kakarazzk
the controlling player; “Down” means towards the stands the portal through which the Demon legion
player. is summoned. Each Campaign Turn the player
receives a bonus +4 RPs to be spent on Hire orders.
Any unit with more than half of its base within 2” Any units hired using these points, or part of these
of where the projectile lands is instantly destroyed. points, automatically have Summoning +2 to reflect
Special Abilities that normally allow a re-roll to the sacrifices needed to ensure the arrival of the
ignore Shooting attacks (such as the Horde Special unit.
Ability) do not apply. Units within 2” but have less
than half of their base in the area of effect suffer a The Lost
Shooting IV attack. Units with Special Abilities that The Legion of the Lost is a Demonic horde cut
allow a saving throw to survive a Shooting attack off from its home in the nether. In a cataclysmic
may use this Special Ability in this case. accident the portal between their world and the
current one was drained of power. Arch-Sorcerers
The Great Catapult can be made inoperative if an at the head of the army have ascertained that a
enemy unit is able to come into base contact with the long-forgotten ancient tome lies hidden, layered in
table edge opposite the player that owns the Great dust, somewhere among the relics and war treasure
Catapult. That enemy unit must stay in contact with of the enemy they face. By gaining control of the
the board edge without being in close combat for book the legion hopes to return home once again
a full turn before moving away again (for example, before it is completely wiped out.
Turn 1: Move into contact with the board edge; Turn
2: Remain in contact with the board edge; Turn 3: Desperate Search: Although it is known that the
Move away). enemy possesses the ancient arcane tome required
to reopen the portal, it is unknown exactly where
The Great Catapult is always considered to be off- the tome lies. The Lost must gain control of each of
table and located somewhere beyond the board edge the Strategic Locations controlled by the opposing
closest to the owning player even in battles where player at the beginning of the campaign as well as
the owning player does not deploy along the closest the Stronghold to secure overall victory. The Lost
table edge. player does NOT have to retain control of each of the
Strategic Locations. It is assumed that a thorough
There is no range limit on the catapult. search is conducted while the Strategic Location is
controlled.

37
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

38
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

39
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.

Reconnaissance: Earth Tree Elves are extremely


swift of foot. The Earth Tree General may count
any units with the Scout ability as Cavalry when
conducting missions that grant bonuses for Cavalry
(such as Patrol).

Countermarch: Owing to the rapid speed that the


Earth Tree Elves move, the General gains +2 bonus
Maneuver Points each Campaign Turn to determine
the type of upcoming battle.

Treemen: Treemen may deploy in a similar manner


to units that have the Scout ability. A Treemen unit
may deploy after all other units are set up within
1” of a forest terrain piece and more than 8” away
from an enemy unit. If this is impossible, then the
Treemen unit must deploy in the stipulated zone
with his army (according to the type of battle being
For more information
fought). It is feasible that an inability to deploy close
to a forest may only become clear once all other
units have deployed. In this case, place the Treemen
and some great armies,
unit in his deployment zone before any other units
with the Scout ability.
check out
The Forsaken
The number of Forsaken is dwindling every year as
Rebelminis.com
the forest around them slowly dies. To protect the
few that still live, the Forsaken have evolved special and
tactics for use in battle.

Disciplined: All Forsaken units (not mercenaries)


MightyArmies.com
are Disciplined. This reflects the recognition that
to gain quick victory and ensure the protection of
the utmost number of troops all units have to work
together.

Home Guard: The Forsaken are unwilling to risk


large numbers of troops striking deep into enemy-
held territory. The Forsaken player can only assign
up to half his cavalry units to Plunder and Raid
missions. The Forsaken never undertake Sieges.

We Must Survive: In battle the Forsaken attempt


to inflict maximum damage in as short a time as

41
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!

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
new spells, commands and abilities! This
set of rules also comes with missions and
a campaign system! 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!

SO, GRAB YOUR SWORD, GENERAL,


RALLY YOUR STANDARD BEARERS
AND LEAD YOUR FORCES TO VICTORY!

More Mighty Armies information at:


www.RebelMinis.com and www.MightyArmies.com

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