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The General
Generals Injuries
If a general dies as a result of a challenge, roll on the following table
Hero’s injury table
2D6 injury
2 Dead (start again)
3-4 Lasting Injury*
5-11 Full recovery
12 +1 experience point
*roll on lasting injury table
Lasting injury table
2D6
2 -1 Wounds
3-4 -1 Toughness
5-6 -1 BS
7 -1 Initiative
8-9 -1 WS
10-11 -1 Strength
12 -1 Attacks
Generals XP
The General chosen at the start of the campaign can earn experience and can use this XP gain new traits and stat increases as the campaign progresses.
The Generals will earn experience points equal to the amount of Empire Points won by the player. Unlike Empire Points, the General’s experience points are retained not lost at the end of each campaign turn.
Points can be spent during the Conquest phase to gain new traits and stat increases.
General’s Traits
Increased stats (per 1 point increase)
Stat WS BS S T W I A Ld
Cost per increase 4 4 8 8 10 4 8 4
Max number of increases 2 2 1 1 1 2 1 2(max 10)
The following traits can affect the whole war band
4 decisive +1 when rolling for first turn
4 strategic Redeploy 1 unit after all units have been deployed
8 scouts Deploy 1 unit extra 4 inches forward
12 mobility 1 unit per game has its movement increased by 1
10 presence extend the distance in which a unit can use generals Ld to 16 inches
12 luck fate Reroll any one dice, once per battle
4 calm headed Reroll any 1 failed leadership based test once per game
4 engineer Reroll a misfire dice once per game
4 Accountant Reroll 1 revenue dice per campaign turn.
4 motivated +1 to campaign initiative rolls.
The following abilities only affect the general
10 hard cunt +1 to generals armor saves
8 sure strike Reroll any/all generals rolls to hit for 1 combat phase per game
8 tough guy Reroll any/all generals save rolls for 1 combat phase per game
6 notoriety Cause fear
8 kill rage Immune to psychology
10 Killing blow
12 always strikes first
10 Stubborn
3 jaded Hatred, choose 1 race
Revenue Phase
A player can build or capture mines through out the campaign. A player can never have more than 3 mines after he has done his ‘expand empire’. If a player has more that 4 at this point he must remove 1 of his mines from the map.
River Tiles 2d6 x 5 gold
Favoured Tiles 2d6 x 5 gold, a roll of double 6 depletes the resources and the mine is removed.
Non-favoured Tiles 1d6 x 5 gold, a roll of 1 depletes the resources and the mine is removed.
Capitol Tile Your capitol always generates 1d6 x 5 gold.
Spending revenue
The following upgrades can be purchased with gold pieces (gp).
Special unit barracks
Gives warband the ability to take one special unit. Additional special units require additional special unit barracks to a maximum of two. This allows the ability only, and does not increase the size of the army to accommodate said special unit.
COST: 50gp each
Rare unit barracks
Gives warband the ability to take one rare unit. This allows the ability only, and does not increase the size of the army to accommodate said rare unit.
COST: 75gp, requires at least 1 special unit barracks
Elite training
Gives warband the ability to take one less core unit.
Requires 2 special unit barracks, rare unit barracks, hero’s quarters, and upgraded arcane armory.
COST: 100gp
Hero’s quarters
Gives the warband the ability to take one extra hero. Upgrade for a 3rd hero
COST: 50gp
UPGRADE: 100gp
Wizard’s Tower
Gives the warband the ability to take a first-level wizard as dictated by the Hero slots available. The Wizard’s Tower can be upgraded to allow this wizard to be second level.
- Level 1 wizards
- Level 2 wizards
COST: 50gp
UPGRADE: 100gp
Arcane Armory
Gives the warband the ability to take magic items of varying value depending on its level.
- Level 1 – 25 points of magic items and a single magic standard worth up to 25 points
- Level 2 – 50 points of magic items and a single magic standard worth up to 50 points
COST: 50gp
UPGRADE: 100gp