These rules are intended to be used with the Basic Campaign rules of the author.

You may choose to use none, some or all of these rules. You should remember that including any of these rules into your Campaign also means more book-keeping. Before you start a Campaign in which you intend to use any Advanced Rules you should be sure all players know what rules are used.

1.0 Experience

Use the rules for 'Elite Troops and Veteran Characters' found in Warhammer Battlebook. If a side has no troops on the battlefield at the the end that side is automatically regarded to have lost for experience purposes. If a player has no troops on the battlefield at the end of battle BUT his side (allies or temporal allies) do have that player is automatically regarded as having lost for experience purposes.

NOTE! If playing Break Through these comments are not necessary true. In Break Through -battles the attackers can't be automatically regarded as having lost the battle.

NOTE: It is perfectly legal for a victor to withdraw from a hex after a battle. Sometimes this is even advisable!

NOTE: If using the replacement rules of these Advanced Rules you mustn't use the re-placing rules found on pages 150-151 of the Battle Book.

A regiment lose it's elite status if routed or if all of it's members are taken as casualties (even if later some are found to be allright). Characters lose their bonuses when they die.

Example: The High Elf player is especially proud of his Sword Masters -regiment. This regiment has three re-rolls and in addition it's champion Imrik Taran have succeeded to do three additional feats. In a battle the Sword Masters are beaten to pulp by several Lizardmen regiments. After the battle this regiment has lost it's elite re-rolls, but Taran (who survived the casulty roll) still has his special skills e's got for his earlier feats.


2.0 Casualties

2.1 Characters with many wounds

For characters with more than one wound you should check wether they lose any of the wounds permanently instead of checking wether the character is out of the game after it has been taken as a casualty. Troops with many wounds in a regiment check how many wounds have been lost and modify the roster accordingly.

Example 1: The Wood Elf General suffers two wounds in the battle, keeping him barely alive. Checking for losses after the combat the General gets the other wound back, but the other one is lost for good; the General now has only two wounds left and in any future battles he starts the battles with two wounds (unless he later loses more).

Example 2: A Beastman regiment loses 19 wounds in a battle. Checking for losses after the combat the Chaos player finds out 9 of them are gone for good, he removes four Beastmen from the roster and from now on the regiment has a 'one wound shortage', i.e. in any future battle the first Beastman is taken as a casualty after one wound has been scored on them.

2.2 Replacement

(Please Note! Using this rule includes lot's and lot's of book-keeping. You have been warned!)

After a model has been totally eliminated roll 3d6 for it, this result shows how many Campaign turns it will take until a replacement is ready at the Home Castle. In other words those 3d6 tell how long it will take until you can bring the model back to the game.

A model that is available at the Home Castle can join a unit, if any are present. Rank and File troops join a regiment of their type, or form a new one if otherwise permitted by the rules (i.e. the limit for that regiment type is not violated), individual characters can join any unit.

Troops and Characters with more than one wound return with full wounds.

The replacemts have EXACTLY the same equipment, including Magic Items.

You don't have to place model in a unit on the turn it appears, it can wait from turn to turn. Should the Home Castle be attacked the model is not however available for combat.

If the Home Castle is lost, obviously the replacements are also lost.

Example 1: In the Basic Rules example of losses 11 gobbos and their boss were slain. After the player had checked the losses he starts rolling dice and make notes for the replacements: The replacement boss is available after 9 turns, the gobbos are available after 5,7,9,9,10,11,11,13,15,16 and 18 turns.

Example 2: In the Basic rules example the Bretonnian player eliminated a Pegasus. Rolling the dice he finds out a replacement for the Pegasus is available after 10 turns. When the Pegasus is finally available the Bretonnian player decides not to include it in any unit yet, because his character limit is still very close to 75%. After two more turns there are enough r&f troops available so he can take the Pegasus to active duty.

Example 3: The Dwarf player has lost 5 Miners. After their replacements are available at the Home Castle he has to move the Miner regiment to the Home Castle to pick up the replacements, as the Dwarf Army Book limits Miners to only one regiment.

Example 4: The Wood Elf General suffered a bad wound in his first battle, but after that he had a splendid career (with only two starting wounds). Finally he met his days at the hands of a Skaven assasin (he lost both of his remaining wounds). The Wood Elf player rolls three dice and notices that afer 12 turns a new replacement General will be ready to take command.

2.3 Regenerating

Characters who can regenerate AND have more than one wound don't lose 'individual' wounds UNLESS they have lost the ability for some reason. However you have to check the loss for regenerators that have been taken as casualties, just as for any other model.

A regenerator that loses it's ability to regenerate during a combat get's his ability back in for future battles, however he can't regenerate wounds back which he has already permanently lost.

Example: A unit of five trolls were all taken as casualties during combat, two of them burned by Skaven Warp Fire Throwers. Rolling for casualties two of the three Trolls can get back to form, the two burned Trolls lose 4 wounds in total, leaving in the unit two Trolls with full wounds and 1 Troll with two wounds left.

2.4 Undead Casualties

If a Unit of Undeads are in a hex with a Necromantic spell-caster, then Undeads roll on the following casualty table:

1-4 The model is available
5-6 The model is slain

If a Unit of Undeads DOESN'T be in a hex with a Necromantic spell-caster, roll for casualties on the following table:

1 The model is available
2-6 The model is slain

Note: This really is intended as hard as it sounds. The Undead army would certainly collapse without firm control. Warhammer history is full of stories were Undead armies marched forwards seemingly unstoppable until the commanding Necromancer was slain, then the whole army fell apart.

2.5 Magic Item losses

Sometimes Magic Items are destroyed with spells or by other means. You can choose between four rules. Choose one:

1) The Magic Item is destroyed. There is no way to get it back

2) The Magic Item was regarded destroyed for the battle only, so in the next battle it's back again.

3) Roll a casualty roll for the item. If destroyed there is no way to get it back.

4) Roll a casualty roll for the item. If it's destroyed roll 3d6 to find out when a replecement for it is available.

A replacement item doesn't arrive at the Home Castle, it arrives to the character who had it. If that character is slain the replacement Magic Item arives together with the replacement character.

2.5.1 Magic items with limited use

Certain Magic items have a limited use as defined in their description. Such items have wording like "One use only" (for example Healing Potion and Carstein Ring) or "Three uses only" (for example Bugmans Tankard and Orb of Thunder). After an item with limited use has been 'emptied' you have to roll 3d6 to find out when a replacement item arrives.

2.6 Special losses

Some spells or items might lock one or more troops into time


3.0 Exhaustion

Exhaustion Points represent how tired a units troops are. Exhausted troops have their profile degenerated as follows:

EP's of unit Effect
1 WS and BS-1
2 Ld-1
3 S-1
4 T-1
5 All models are eliminated

3.1 Collecting Exhaustion points

Exhaustion points are collected by two means: force marching and intensified combat.

3.1.1 Force March

Units now may move more than their MP. For each extra MP or part of it the unit recieve one EP. The unit use the extra MP's in the appropiate Movement Phase. This means a normal unit could have an effective 8 MP (the 9th would eliminate it) and a LC unit could have up to 12 MP's. Remember that a unit can't leave a hex with enemies after Movement Phase 4.

3.1.2 Intensified Combat

After the second combat during the same turn a unit recieves an EP. Every combat after this results in one more EP.

Example: An Orc Grand Army prepares to do battle with two Dwarf Corps. The odds seem grim, so the Dwarf player pleas his allys Imperial Grand Army to force march to help. The Imperial player decides to do that, as the Imperial Grand Army is only 1 MP short from the battle hex. The Imperial troops recieve 1 EP.

The first battle is indecisive. The second battle is bloody, and especially the Imperial troops suffer (their profile being lower than normal). As this was the second combat all participiating units recieve 1 EP. The Imperial Player decides he has had enough and withdraws from the hex (his Grand Army now has 2 EP), but both Dwarfs and Orcs are for more blood.

Dwarfs and Orcs fight yet another battle, this time it's a terrible bloodshed. All three units (the Orc Grand Army and the two Dwarf Corps) recieve their second EP. Both player decides they've had it and withdraw from the hex.

3.2 Recovery from Exhaustion

If a unit does nothing for 1 MP AND the hex is free from enemy forces the unit recovers 1 EP. NOTE: This can be done EVEN if the unit doesn't have a leader!

NOTE: A unit in a friendly Castle or city can recover EP's even if the hex has enemy troops.

3.3 Orcs and Goblins Force March

Instead of taking EP's Orcs and Goblins have another option, namely they can eat each other. If a Goblinoid unit (Corps, Army or Grand Army) eliminates at least 10% of it's points it gets extra 1 MP. You can take more than 1 MP each turn, but you have to eliminate the necessary troops BEFORE you move (so if you take 3 extra MP's you'll have to eliminate 30% of it's points). (Effectively this means you could take up to 9 extra Movement points...)

NOTE: The points can't come from warmachines, or anything else un-edible (like magic items, standards etc).

NOTE: For eaten models you have to roll one extra die (4d6) to find out when a replacement is available (Those Gobbos and Snotlings ain't THAT stupid).


4.0 Combat

4.1 Type of Battle

The Basic rules handles Meeting Engagement and Suprise attack. Now you have the chance to fight other battles. All these battles can be fought if there are only two sides (with or without Temporal allies). If there is a city, castle or Home Castle in the hex you will have to follow the rules for defending a castle (found in the Basic Rules).

4.1.1 Pitched battle with Secret Dispositions

If at least one player has built Temporary Fortifications use scenario 2 from Battle Book.

4.1.2 Ambush

Instead of building temporary fortifications a player may prepare for Ambush. For this reason a unit that does nothing else in a hex (and it has a leader) should have secretely written for what it is actually doing: Preparing Ambush, Building Temporary Fortifications or nothing.

NOTE: Remember only a unit doing nothing recovers EP's.

NOTE: An Ambush scenario can only be played if there are only two sides present. The sides could have Temporal allies on the Ambushed side.

NOTE: Only the side first in the hex may try Ambush.

Only forces that have prepared for Ambush may be set up on the table. The other forces of the side arrive on the SECOND turn as Reinforcements (see Reinforcing a battle below). These reinforcements however appear AUTOMATICALLY.

NOTE: Only the first day battle can be an Ambush.

Set up as directed on page 29 in the Battle Book. Before starting roll a LD check for the Ambushing leader, if it is succesfull play the Ambush scenario.

If the LD-check fails the Ambushed side senses something rotten; continue as follows:

-The ambushed side gets automatically the first turn

-Warmachines have time to prepare, so don't use the special Warmachine rules for this scenario

Modifiers to the Leaders LD for the Ambush test:

+1 Hills or Mountains in the Hex

+1 Road in the Hex (the ambushed side probably use the road)

+1 Forest (+2 if Ambusher WoodElves, +0 if ambushed side has Wood Elves)

+1 Swamp and Ambusher Lizardmen

-1 Swamp and Ambushed side has Lizardmen

+1 for each extra MP used Preparing Ambush (max +3)

-1 for each MP the enemy spends in the Hex (only for one unit)

A roll of 12 is always a failure.

Example: Thulien Oakleaf, a Wood Elf Waywatcher champion leads his corps to guard a road in forest. He tells his men to prepare an Ambush. The Dark Elf Grand Army together with an LC corps is moving up the road towards the only bridge within reach. The Dark Elves are in a hurry, and the General decides to use the road through the woods, even though he has been warned of a possible Ambush.

The players set up for Ambush, then the Wood Elf takes the LD test with the following modifiers: +2 (Ambusher Wood Elf in Forest), +1 (total 2 MP spent preparing ambush), +1 (road in the hex), -3 (the LC spent 3 MP's in the hex, the Grand Army spent 1 MP, but the roll is modified for one units MP's only) for a netto +1, so the Wood Elf Player rolls the LD check against a modified LD of 9 (8+1). If the check is succesfull play a normal Ambush, if it fails the Dark Elves have gained the iniative.

4.1.3 Last Stand

If one side has at least double the points (and neither side is trying an Ambush) the Player(s) of the bigger side may demand a Last Stand scenario. If the other side has at least 3 times more points (and neither side is trying an Ambush) the smaller side may decide they will fight a Last Stand.

The smaller side is determined to be the defender. SPECIAL: If the defender wins (in victory points) the Attacker MUST withdraw from the hex.

4.1.4 Break Through

If neither side is trying an Ambush, one or both sides may try Break Through. Deploy and play Break Through.

SPECIAL: If the Breaking Through side wins the battle (in victory points) they may withdraw through ANY hexside (controlled or not), though they may not withdraw to a hex with solely hostile forces. They may however enter a Hex with friendly and hostile troops, if they are in the same day. Any Hostile troops there now has the chance to immediatly withdraw.

Example: A Skaven Grand Army attacks a Bretonnian city. The Skaven move a corps on to the road to cut the way for Bretonnian Grand Army from entering the battle. The Skaven Corps prepare Ambush. During the first day of battle the city holds against the Skaven, while the Bretonnian Grand Army march into an Ambush. On the second day the city barely holds against the Skaven, while the Bretonnian Grand Army attempts and succeeds in a Breakthrough. The Grand Army 'withdraws' to the city. The Skaven player now has the choice to withdraw his Grand Army away from the coming bloodshed.

4.2 Reinforcing a Battle

If a player has unit(s) in an adjacent hex or hexes to the Battle and there are no enemy troops present in this (these) hexes he may attempt to Reinforce the Battle. On the third turn of Battle the player may attempt to move in with a unit (Corps, Army or Grand Army). Roll Ld check for the units Leader, if it succeeds the reinforcements arrive as in the 'Flank Attack' scenario (page 28 in Battle Book).

For each turn after turn three of the Battle the player may attempt to bring more reinforcements (if there are any left) or he may attempt to bring in other units that have failed their Ld check earlier. He may however only try one unit (Corps, Army or Grand Army) per turn.

4.3 Skaven against Castles and Cities

A Skaven-player may attempt special Skaven anti-city tactics if he so wishes. Warhammer history is full of stories how Skaven attacked from the sewers and how they were beaten back or how they succeeded to conquer the city.

When preparing to do combat against a Castle or City the Skaven player may dispatch a force to attack via the sewers. This force may not include more than 25% of the points the Skaven player has at the combat.

On the first turn take a Ld check against the highest Ld on the 'dispatched' force.

LD CHECK RESULT
2-3 The 'dispatchers' may be set up ANYWHERE on the battlefield, but not within 4" of an unbroken enemy.
4-LD The 'dispatchers' arrive as Reinforcements
Greater than LD The 'dispatchers' don't arrive, roll again next turn
11-12 The 'dispatcers' are all taken as casualties.

Example 1: On the first turn of the first day the Skaven tried to attack the Bretonnian city (example in 4.1.4) the Skaven player checked against the Ld of the dispatched forces Chieftan. Unfortunately he rolled 11, and all the dispatchers were taken as casualties. The survivors chittered to their Lord after the battle that they had apparently dug themselves into an underground river, which had quickly flooded the sewers.

Example 2: On the first turn of the second day (example 4.1.4) the Skaven player again checks for the dispatchers, this time led by the Warlord himself. 10! They barely avoided the underground river... On the second turn the Skaven player roll 2, perfect! The dispatchers are now free to setup anywhere on the table, but they may not set up within 4" of unbroken enemies. The Rat-Ogres set up behind the unsuspecting Archers, the Gutter-Runners and the Warlord prepare to charge at the garrisons commander and are set beside him.

4.4 Quick Combat

If a side is preparing for battle and has less than 300 points worth of troops they are automatically eliminated (no need to roll on the casualty table), the other side has to check casulaties for at least 100 points. If there are more than one hostile side these lose a propotion of the total loss (i.e if there are two hostile sides they lose 50 points each, if three they lose 33 each and so on). If the small side did have under 100 points the larger side(s) don't lose anything.

If there is only one hostile side those troops regard this 'Overrun' as a victory for experience purpose. If there are two or more hostile sides this doesn't count as a battle for Exhaustion purposes.

NOTE: This rule is intended to prevent players from creating understrength units to harass enemy movement.

NOTE: It might be possible to have in a hex more than one side who have less than 300 points. They all are eliminated, even if this means nobody is left in the hex. If there are at least two sides with less than 300 points AND at least one bigger then the bigger side(s) lose no points BUT may regard the elimination as a victory for experience purposes.


5.0 Miscellanous Options

5.1 Weather

At the start of each turn roll 2d6 and consult the weather table:

EP's of unit Effect
-3 or less Heavy snow
-2 Snow
-1 Snow
0 Heavy rain
1 Heavy rain
2 Rain
3 Rain
4-10 Good Weather
11 or more Sweltering heat

Modifiers to table

-1 if last turn was Rain

-2 if last turn was Heavy Rain or Snow

-3 if last turn was Heavy Snow

+2 if last turn was Sweltering Heat

-2 if it is Autumn or Spring

-4 if it is Winter

All modifiers are cumulative

5.1.1 Effects of weather

Weather affect only movement on the hex-map AND supplylines

Rain Lose 1/4 of MP's (rounded up) HeavyRain As rain and Streams are regarded Rivers Snow Lose 1/2 of MP's, streams and rivers frozen HeavySnow All Units have 1 MP, supplylines may be 2 MP, Streams and Rivers frozen

Frozen Streams and Rivers have no effect on movement and Supplylines can't be traced along them.

NOTE: It is perfectly ok to play a campaign with weather rules but not season rules.

5.2 Season

(Before talking about Seasons we will first have to talk about the scale of the game. The rules were written with semi-weekly turns on mind, but the Warhammer world is very adpative. In fact these rules work just as well if they are consider to represent weekly turns or monthly turns. Think about the Old World. How many hexes would you imagine between Altdorf and Karaz-a-Karak? 10, 20 or 40? If it's 40 you would have to play with weekly turns a campaign set in Old World, if you say 20 it would have to be semi-weekly, if you say 10 the campaign would have monthly turns. The scale of the game is much more important with the Economic rules, so they are discussed in more depth there.)

Determining Season Choose the scale of the Campaign:

1) Weekly turns -summer lasts 20 turns -spring and autumn each last 10 turns -winter lasts 12 turns

2) Semi-weekly turns -summer lasts 10 turns -spring and autumn each last 5 turns -winter lasts 6 turns

3) Monthly turns -summer lasts 5 turns -spring and autumn each last 2 turns -winter lasts 3 turns

If you play with weekly turns you have to double the number of turns to wait for replacements. If you play with monthly turns you have to halve the number of turns to wait for replacements (rounding down).

NOTE: The logic for this is the good old rule of "Losses will be replaced during winter". The average result of 3d6 is 10.5, about the same as winter and autumn last for example. During spring units can then be refitted and charge to combat during summer.

NOTE: Maybe the world you are campaigning in has different seasons, for example sub-tropic could have 9 months of summer and 3 months of autumn in a 12 month year. And who is saying a year has to have 12 months... It's basically all up to you!

5.3 Logistic limit

Each player may have only x/500 units (x=point limit you are using in the campaign). For example in a 3.500 per player -campaign each player may have no more than seven units (Corps, Armies, Grand Army). Each city-garrison and castle-garrison reduce this number with one. NOTE: This is one more rule to prevent players from creating understrength units.

5.4 Garrisons

Each city-garrison and castle-garrison can have up to 1.000 poins worth of troops. Each garrison must be lead (at least) by a champion or 2nd level wizards. If a garrison doesn't have a leader it loses ALL benefits for defending a city, castle and/or Home Castle. A garrison can't move, unless it has a Hero or 3rd level wizard as a leader (in which case the garrison is actually an army).


6.0 Game Designer's notes

Together with the Basic Campaign Rules these rules allow you to play a quite long and interesting campaigns. I hope you will enjoy using these.

If you have any questions of the rules or suggestions to make them even more playable, then you should contact me. The easiest way to contact me is by e-mail: [email protected]

Jarkko Suvinen January 1998, Kuopio Finland

The easiest way to contact me is by e-mail. My e-mail address is:

[email protected]

I'd like to thank Mr. Simo J. Voutilainen and Mr. Jari Penttinen (man behind html coding and graphics) for ideas and comments. These rules would be different without them.

Jarkko Suvinen in 1998 Kuopio, Finland

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