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Campaign Systems - World Conquest - Strategic Warfare Expansion PDF Print E-mail
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Written by Jean Marcel l ImpĂ©tueux   
Tuesday, 16 November 2010

Following the rules for the Campaign Systems - World Conquest - The Basics, the rules here are an expansion on the regular ones, adding in strategic warfare to your arsenal of creating the perfect campaign.

I present to you the Campaign Systems - World Conquest - Strategic Warfare Expansion

 

 

Strategic Warfare Expansion Set

Instruction & Rules Manual

General Information

In this expansion, you will be able to use Strategy Cards and Agents to compliment your use of strategically sound Warfare. This includes a variety of strategies you can purchase and agents you can command.

Turn Actions

You will now be able to use your Diplomatic Actions to employ strategies and hire Agents to do your bidding on the field of battle. You do not gain extra Diplomatic Actions per turn, though.

Action Choices

In addition to the regular 10 choices for actions that you have, you now have an additional 2 choices encompassing strategic abilities.

Diplomatic Actions

•1.      Buy a Strategy Card

•2.      Hire Agents

Faction Leaders and Entourages (Free-for-all Campaigns)

Your Faction Leader may have a personally selected entourage of followers that will go with him into battle and fight, giving him bonuses of all sorts. You can make an entourage of up to 5 additional models chosen from the Hire Agent Table under the Hire Agents section. Faction Leaders may also fire agents in their entourage if they so wish.

If an agent in the entourage dies at any time, the bonuses the agent gave are lost immediately.

Faction Leaders and The Council and Entourages (Team Campaigns)

Your Faction Leader and Council may have a personally selected entourage of followers that will go with him into battle and fight, giving him bonuses of all sorts. You can make an entourage of up to 7 additional models chosen from the Hire Agent Table under the Hire Agents section. Faction Leaders may also fire agents in their entourage if they so wish. All applies for The Council but they may only have 5 agents.

If an agent in the entourage dies at any time, the bonuses the agent gave are lost immediately.

Diplomatic Actions

Buy a Strategy Card

There is more to this campaign than just a regular throw-about of men. There are strategies that can come into play unexpectedly from even the smallest player. You may buy one of these strategy cards presented here and use them when specified on the description. You may have up to 5 cards at one time and that is all.

Strategy Cards

Card Name

Cost

Effect

Randomizer

250

May be played at the start of the turn before any battles commence. The harsh conditions of weather and Chaos Magic lash out on the world.

 

 Each battle separately rolls on the randomizer charts before battle begins.

Blockade

500

May be played when attacking or defending after attacks have been declared. Your army has set up blockades of men along the outskirts of the battlefield.

 

No army may make any supplementary action on the specified location until the area has been conquered or lost by the player who played the card. In addition, if an opponent attacks you from two locations or two opponents make a two-pronged attack, you may choose which one you fight and the other is blocked. Any armies attempting to move into the territory the turn this card is played are also blocked. This card overrides the Emergency Reinforcements card .

Local Aid

750

May be played when attacking or defending before deployment. During the tide of war, the populace may be angered at their current person who calls themselves a ruler, or in support of your efforts as their ruler, they have come out to join and fight amongst your men.

 

Roll a D6. On a 1-2, one unit of 20 Peasants appear on the battlefield. On a 3-4, two units of 20 Peasants appear on the battlefield. On a 5-6, two units of 30 Peasants appear on the battlefield. They follow the stat line for Men-at-arms in the Warhammer Armies: Bretonnia book and are equipped with hand weapons and light armour and have full command. Their cost is 3 points a model and do count towards victory points, their standards are worth 0 victory points. Their command upgrade cost is 27 points.

Capture

1000

May be played when attacking or defending before deployment. Allowing your army to overrun and capture the enemy standards can demoralize an entire army if done properly.

 

All captured standards are worth four times their regular victory points except the Battle Standard Bearer's banner which is worth only two times more.

Loot

1500

May be played when attacking or defending before deployment. The bodies of the enemy can be pick-pocketed if you're evil-hearted enough to steal from them. Who knows what riches you may find?

 

You gain 1 gold for every point of enemies killed times four after the battle, win or lose.

Emergency Reinforcements

2000

May be played when defending before deployment. Your army has called for reinforcements ahead of time!

 

You may make an emergency reinforcement action to defend your territory. A maximum of 2000 men may be used to reinforce your territory in this emergency from adjacent territories.

Mercenaries

2500

May be played when attacking or defending before deployment. Everyone has their price and mercenaries are never too far away in war.

 

Your army has two additional units of 30 swordsmen. They follow the stat line for Swordsmen in the Warhammer Armies: The Empire book and are equipped with hand weapons, light armour, and shields and have full command. Their cost is 6 points a model and do count towards victory points. Their command upgrade cost is 25 points.

Scout Report

3000

May be played when attacking before deployment or played before attacks are declared. Scouts have been deployed to give your army a report on the enemy positions and size.

 

You have an additional unit of 15 skirmishing archers. They follow the stat line for Archers in the Warhammer Armies: The Empire book and are equipped with hand weapons and bows and have a champion. Their cost is 10 points a model and do count towards victory points. Their command upgrade cost is 5 points. They have the scout special rule. In addition to this if played when attacking before deployment, your opponent must deploy the entire army before you, you go first, and you may retreat on any turn of the game. If played before attacks are declared, you can see the enemy army sizes around the territory the scouts are placed in for that turn.

Raise Morale

3500

May be played when attacking or defending before deployment. In war, the greatest plots come down to those who can raise the morale of their troops to fight harder.

 

Your entire army gains +1 Leadership for the duration of the battle and your general now has the Inspiring Presence rule that reaches out to 18" normally and 24" if riding a Large Target. The entire army may also re-roll failed Break tests.

Lower Morale

4000

May be played when attacking or defending before deployment. Sometimes, on the other hand, in war, it is best to crush the enemy's spirit instead.

 

The entire enemy army suffers -1 Leadership for the duration of the battle and the enemy general now has the Inspiring Presence rule that reaches out to 6" normally and 12" if riding a Large Target. The entire army must also re-roll successful Break tests. If a Battle Standard Bearer is within range of the unit making a Break test, only a single test is to be rolled with no re-rolls.

Advancement

4500

May be played when attacking before deployment. You push the army to advance further before the enemy arrives.

 

The entire army counts as having Vanguard.

Slow March

5000

May be played when attacking or defending before deployment. An entire enemy army slowed down ahead of time can bring a prosperous victory to your feet.

 

For the first 3 turns of the game all enemy units are at half speed. The dice rolled for charge range are also halved.

Force March

5500

May be played when attacking or defending before deployment. The effects of speed during battle can allow one to outmanoeuvre an entire enemy line.

 

For the first 3 turns of the game, after your movement phase but before the magic phase, roll a leadership check on all units. Those who pass may make an additional move without marching, though you may charge as normal.

Siege Weaponry

6000

May be played when attacking before deployment. Additional Siege Weaponry has been dragged along in your army to cause havoc amongst your enemy's lines.

 

The attacking army begins with 4 additional Great Cannons. They follow the stat line of the Great Cannon from the Warhammer Armies: The Empire book and the crew are equipped with hand weapons. Their point cost is 100 points per cannon and crew and do count towards victory points.

Raze Grounds

6500

May be played when defending on turn 2. Oil has been poured along the grass and terrain and lit, scorching everything in sight.

 

Remove all terrain on the opponent's side of the board. All units take 3D6 Strength 4 Armour Piercing, Flaming hits.

Poison Enemy

7000

May be played when attacking or defending before deployment. The supply line of water and food has been poisoned by your troops successfully to slowly wither away the enemy.

 

A D6 must be rolled for all enemy units after deployment. On a 3+ the unit is fine, on a roll of a 1 the unit dies of poisoning, on a 2 half the unit dies of poisoning. This does not affect Nurgle Daemons, Clan Pestilen Skaven, or Undead. Tomb King Priests and Vampires, however, are affected save the Hierophant and Vampire Count General. All heroes and Lords are taken separately from their units and die on a 1 or take 50% of their wounds on a 2. Units and Heroes which die or are reduced to half strength do not count for victory points, but instead re-calculate the army value after the dead have been removed. This card overrides the Supply Line card.

Supply Line

7500

May be played when attacking or defending before deployment. Your army is prepared for battle ahead of time and a supply line has been made to support your troops. Even extra battalions have been rallied to fight if casualties are sustained!

 

Regardless of whether you win, lose, or draw, if your army sustains more than 25% casualties, it will remain at 75% strength of its original starting amount after the battle. If your Faction Leader dies, he or she instead survives.

 

Hire Agents

There are many different services in the Warhammer world you could pay for, but here they are grouped together under a number of Agent types. These agents hired are different than armies, but reside in territories and follow all normal rules for moving, but aren't noticed by other factions unless they roll a spot check on a D10 which is automatically rolled every turn by the GM. This number can be modified depending on the type of agent it is or depending on if the faction is patrolling in search for them or other such modifiers.

If spotted, the player who has control of the territory will be alerted of the agent and may choose to leave him be or capture him.

If an agent is caught, a D10 must be rolled. On a 6+ the agent will give away the information of who he works for. After this roll, the player who captured the agent must decide to release him or kill him.

All abilities made by agents are once per turn abilities.

The cost of the Agent is exactly as shown. The number in brackets is if you choose to mount the agent (in the case of an entourage or representation in battle). Hidden agents cannot be mounted on a horse and are considered to always have the movement of the model with the highest movement in the unit. Hidden agents cannot join armies.

Agents can't declare attacks or supplementary actions. They cannot act the turn they have been hired as normal.

You may have as many of 1 agent as you have territories divided by 2.

Some agents may join armies. If the army ever loses a battle then on the roll of a 6+ on a D10 the agent is caught and killed unless they are represented on the tabletop already by models like the ranger agent and the bodyguard agent. Armies may never have more than 2 agents in the army at one time. If an agent in the army dies at any time, the bonuses the agent gave are lost immediately.

Any agent may join the Faction Leader as a part of their entourage which will give the Faction Leader and entourage bonuses. If they are part of the Faction Leader's entourage, they must be represented by models on the tabletop with profiles listed below. For victory point purposes, they are worth as many points as their cost.

Hire Agent Table

Agent

Cost

Abilities

Priest

300 (310)

Priests are spotted on the roll of a 7+ on a D10. Priests have 3 abilities they can use.

 

They may use 1 Diplomatic Action to heal D10 x 70 men after a battle; they must be in the territory at the time.

 

Priests may also use 1 Military Action to join a friendly army. By doing so, the army gains a 6+ ward save in battle. They must be in the same territory at the time and the army does not count as having been moved.

 

Priests may also use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains +1 Wound and the entire entourage and Faction Leader gain a 6+ Ward Save. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Priests must be represented in battles by a model on foot or on horseback. A Faction Leader may only have 2 priests in their entourage maximum. If the Faction Leader has 2 priests, the Ward Save stacks and becomes 5+ and the Faction Leader has +2 Wounds instead of +1.

Merchant

200 (210)

Merchants are spotted on the roll of a 7+ on a D10. Merchants have 3 abilities.

 

Merchants may use 1 Diplomatic Action while in any territory to search for a tradable resource. On the roll of a 6+ on a D10 they find a tradable resource and establish a trade route gaining an extra income of 100 gold a turn.

 

If a merchant searches for a tradable resource and finds another merchant, they may attempt to acquire their resource by putting them out of business, and removing them from the map, using 1 Diplomatic Action. This happens on a roll of a 6+ on a D10. If the roll is failed, the merchant is bought out by the opposing one and removed from the map instead.

 

Merchants may also use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains gold for every kill he or she makes based on the point cost of the model, and the entire entourage gains 1 gold for every kill they make. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Merchants must be represented in battles by a model on foot or on horseback. A Faction Leader may only have 3 merchants in their entourage maximum. If the Faction Leader has 2 merchants, the gold amounts double and triple if the Faction Leader has 3 merchants.

Assassin

350

Assassins are spotted on the roll of a 10+ on a D10. Assassins have 3 abilities.

 

Assassins may use 1 Military Action while in any territory to attempt to sabotage enemy defences; if there are more than one and you do not have a spy in the territory, it will be chosen at random by the GM. On the roll of a 6+ on a D10 they successfully remove the enemy short-term defence. On the roll of a 7+ on a D10 they successfully remove the enemy long-term tier 1 defence. On the roll of an 8+ on a D10 they successfully remove the enemy long-term tier 2 defence. On the roll of a 9+ on a D10 they successfully remove the enemy long-term tier 3 defence. This can include castles and cities which are already on the map which weren't built by Defensive Actions.

 

Assassins may use 1 Military Action while in any territory to attempt to assassinate a general of an army or the Faction Leader. On the roll of a 7+ on a D10 the general is successfully assassinated. Unless the player pays 500 gold to replace the general, the next time the army is attacked or attacks the general counts as slain at the start of battle for all its victory points. On the roll of a 9+ on a D10 the Faction Leader is assassinated, if modifiers are in place to make this roll an 11+, the Assassin must roll a 10 on a D10 and then a 6+ on a D10 to be successful. If the Assassin ever rolls a 1 when trying to assassinate, he is caught and on a roll of a 6+ on a D10 he gives up the information of who he works for. The player may decide to release him or kill him.

 

Assassins may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains +1 Attack and the entire entourage and Faction Leader have the poisoned attacks special rule (For close combat only). They must be in the same territory at the time and the Faction Leader does not count as having been moved. Assassins must be represented in battles as a model on foot. A Faction Leader may have only 1 assassin in their entourage.

Spy

250

Spies are spotted on the roll of a 9+ on a D10. Spies have 4 abilities.

 

Spies may use 1 Military Action while in any territory to relay all information about another territory including how much gold it's worth, its defences, its army size, and other agents in the area. On a roll of a 4+ on a D10 it is a success. If the spy ever rolls a 1 when trying to relay information, he is caught and on a roll of a 6+ on a D10 he gives up the information of who he works for. The player may decide to release him or kill him.

 

Spies may use 1 Military Action while in any territory when a siege is declared to attempt to open the gates. On the roll of a 7+ on a D10 the gates are successfully opened. If the spy ever rolls a 1 when trying to open the gates, he is caught and killed in the midst of battle. If the Castle does not contain Gates (as per the "Basics" rules edition), then 1 short Wall will be removed to act as an opening.

 

Spies may use 1 Military Action to join a friendly army. By doing so, all enemy armies in battle with this army must deploy first and the army with the spy in it may choose whether to go first or second. They must be in the same territory at the time and the army does not count as having been moved.

 

Spies may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the entire entourage and Faction Leader gain the scout special rule and the option for a skirmish formation if on foot and the vanguard special rule if on horseback. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Spies must be represented in battles by a model on foot. A Faction Leader may have 2 spies in their entourage maximum. If the Faction Leader has 2 spies, the entire entourage and the Faction Leader receive +1 To Hit against the enemy general and any unit they join.

Bodyguard

250 (264)

Bodyguards are spotted on the roll of an 8+ on a D10. Bodyguards have 3 abilities.

 

If a spy or assassin move into a territory with a bodyguard in it, the chances to spot a spy increase by +1 per bodyguard in the territory.

 

Bodyguards may use 1 Military Action to join a friendly army. By doing so, the general and any unit the general joins have the Devastating Charge special rule. Chances to assassinate a general with a bodyguard in the army decrease by 1 for every bodyguard in the army. They must be in the same territory at the time and the army does not count as having been moved. Bodyguards must be represented in battles by a model on foot or on horseback. An army may have 2 bodyguards maximum. If the army has 2 bodyguards, the general and any unit the general joins also counts as always being Stubborn.

 

Bodyguards may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains the Devastating Charge special rule and the entire entourage and Faction Leader always count as stubborn. Chances to assassinate the Faction Leader with a bodyguard in the entourage decrease by 1 for every bodyguard in the entourage. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Bodyguards must be represented in battles by a model on foot or on horseback. A Faction Leader may have 2 bodyguards in their entourage maximum.

Blacksmith

300 (310)

Blacksmiths are spotted on the roll of a 7+ on a D10. Blacksmiths have 3 abilities.

 

Blacksmiths may use 1 Diplomatic Action while in any friendly territory to attempt to forge a new magical close combat weapon for your Faction. On a roll of an 8+ a new magical close combat weapon is forged. The GM will decide what it does.

 

Blacksmiths may use 1 Military Action to join a friendly army. By doing so, any one core unit receives any mundane close combat weapons found on pages 90-91 of the Warhammer Rulebook the player wishes them to wield or get an upgraded armour adding +1 to the unit's Armour Save  and gain +1 WS. They must be in the same territory at the time and the army does not count as having been moved.

 

Blacksmiths may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains +1 WS and the entire entourage and Faction Leader any mundane close combat weapons found on pages 90-91 of the Warhammer Rulebook the player wishes them to wield. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Blacksmiths must be represented in battles by a model on foot or on horseback. A Faction Leader may have 3 blacksmiths in their entourage maximum. If the Faction Leader has 2 blacksmiths, the entire entourage gains +1 WS as well and the Faction Leader gains +1 to their Armour Save, if the Faction Leader has 3 blacksmiths, the entire entourage gain +1 to their Armour Save.

Bowyer

300 (310)

Bowyers are spotted on the roll of a 7+ on a D10. Bowyers have 3 abilities.

 

Bowyers may use 1 Diplomatic Action while in any friendly territory to attempt to forge a new magical ranged, non-blackpowder, weapon for your Faction. On a roll of an 8+ a new magical ranged weapon is forged. The GM will decide what it does.

 

Bowyers may use 1 Military Action to join a friendly army. By doing so, any one core unit receives any ranged, non-blackpowder, weapons found on pages 90-91 of the Warhammer Rulebook the player wishes them to wield, or get an upgraded armour adding +1 to the unit's Armour Save against shooting, and gain +1 BS. They must be in the same territory at the time and the army does not count as having been moved. Having both a bowyer and a gunsmith in the same army does not stack bonuses.

 

Bowyers may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains +1 BS and the entire entourage and Faction Leader any ranged, non-blackpowder, weapons found on pages 90-91 of the Warhammer Rulebook the player wishes them to wield. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Bowyers must be represented in battles by a model on foot or on horseback. A Faction Leader may have 3 bowyers in their entourage maximum. If the Faction Leader has 2 bowyers, the entire entourage gains +1 BS as well and the Faction Leader gains +1 to their Armour Save against shooting, if the Faction Leader has 3 bowyers, the entire entourage gain +1 to their Armour Save against shooting. Having both a bowyer and a gunsmith or multiples of each in the same entourage does not stack bonuses.

Gunsmith

300 (310)

Gunsmiths are spotted on the roll of a 7+ on a D10. Gunsmiths have 3 abilities.

 

Gunsmiths may use 1 Diplomatic Action while in any friendly territory to attempt to forge a scope for your Faction. On the roll of an 8+ on a D10 a new scope is forged. As an army list entry any unit with blackpowder weapons may have a scope, increasing their range by 6" for 8 points.

 

Gunsmiths may use 1 Military Action to join a friendly army. By doing so, any one core unit receives any mundane gunpowder weapons found on pages 90-91 of the Warhammer Rulebook the player wishes them to wield, or get an upgraded armour adding +1 to the unit's Armour Save against shooting, and gain +1 BS. They must be in the same territory at the time and the army does not count as having been moved. Having both a bowyer and a gunsmith in the same army does not stack bonuses.

 

Gunsmiths may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader gains +1 BS and the entire entourage and Faction Leader any mundane gunpowder weapons found on pages 90-91 of the Warhammer Rulebook the player wishes them to wield. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Gunsmiths must be represented in battles by a model on foot or on horseback. A Faction Leader may have 3 gunsmiths in their entourage maximum. If the Faction Leader has 2 gunsmiths, the entire entourage gains +1 BS as well and the Faction Leader gains +1 to their Armour Save against shooting, if the Faction Leader has 3 gunsmiths, the entire entourage gain +1 to their Armour Save against shooting. Having both a bowyer and a gunsmith or multiples of each in the same entourage does not stack bonuses.

Strategist

250 (260)

Strategists are spotted on the roll of an 8+ on a D10. Strategists have 3 abilities.

 

Strategists may use 1 Diplomatic Action while in a friendly territory to plan out a defence. You may take any one short-term defence bonus for free that turn.

 

Strategists may use 1 Diplomatic Actions while in any territory to think up a strategy.  On the roll of an 8+ on a D10 you may cut the price of purchasing a Strategy Card that turn in half.

 

Strategists may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader and the entire entourage gain +1 I. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Strategists must be represented in battles by a model on foot or on horseback. A Faction Leader may have 2 strategists in their entourage maximum. If the Faction leader has 2 strategists, the entire entourage and the Faction Leader gain the Always Strike First special rule.

Breeder

200 (214)

Breeders are spotted on the roll of a 7+ on a D10.  Breeders have 3 abilities.

 

Breeders may use 1 Diplomatic Action while in any territory to breed stronger horses. On the roll of a 7+ on a D10 all cavalry controlled by the breeder's faction take no movement penalties for barding and gain the Stomp special rule in battles that turn.

 

Breeders may use 1 Military Action to join a friendly army. By doing so, all cavalry in the army gain either +1 M or +1 S to their mounts at the player's choice upon the breeder joining the army. They must be in the same territory at the time and the army does not count as having been moved.

 

Breeders may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader and the entire entourage, if mounted, gain +1 M to their mounts and take no movement penalties for barding in battles. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Breeders must be represented in battles by a model on foot or on horseback. A Faction Leader may have 2 breeders in their entourage maximum. If the Faction Leader has 2 breeders in their entourage, the entire entourage and Faction Leader, if mounted, gain +1 S to their mounts.

Ranger

350 (360)

Rangers are spotted on the roll of a 9+ on a D10. Rangers have 3 abilities.

 

Rangers may use 1 Military Action while in any territory to inspect army movements and recruitments in the territory at the end of the turn. On a roll of a 7+ on a D10 this is successful. In addition, the Ranger may attempt to ambush an army moving into the territory or moving out of the territory and cause D10 x 20 casualties. Roll a D6. On a 1, he is caught and on a roll of a 6+ on a D10 he gives up the information of who he works for. The player may decide to release him or kill him

 

Rangers may use 1 Military Action to join a friendly army. By doing so, one core ranged unit in the army may increase its ranged weapons' range by 6". They must be in the same territory at the time and the army does not count as having been moved. Rangers must be represented in battles by a model on foot or on horseback. The army may have 2 rangers maximum. If the army has 2 rangers, the same core unit gains +1 BS.

 

Rangers may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the Faction Leader and the entire entourage gain 6" on their ranged weapons' range. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Rangers must be represented in battles by a model on foot or on horseback. A Faction Leader may have 3 rangers in their entourage. If the Faction Leader has 2 rangers, the entire entourage and the Faction Leader has the Multiple Shots (*) special rule, if the Faction Leader has 3 rangers, the Faction Leader gains the Killing Blow special rule (For shooting) and the entire entourage and the Faction Leader gain the Forest Strider special rule. *They may fire as many shots as they have attacks.

Militia Sergeant

250 (264)

Militia Sergeants are spotted on the roll of an 8+ on a D10. Militia Sergeants have 3 abilities.

 

Militia Sergeants always count as part of an army if there is a battle in the territory they are residing in unless the militia sergeant has paid the 1 Military Action to join the Faction Leader's entourage. Militia Sergeants don't count towards the maximum number of agents in an army allowed. They count towards the maximum number of agents in an entourage allowed as normal.

 

Militia Sergeants may use 1 Military Action while in any territory to rally the population of a Capital, Castle, City, Large Town, or Small Town to the army's cause before the start of a battle. You must have a Military Action saved at the end of this turn to do so. Make a single roll on a D10. On the roll of a 7+ the Sergeant successfully rallies two units of 20 Men-at-arms. On the roll of a 9+ the sergeant also successfully rallies 2 units of 20 Peasant Bowmen. Both of them follow all rules, point costs, profiles, and equipment as they are displayed in the Warhammer Armies: Bretonnia book. They may be given full command or upgrades at the player's choice and the militia sergeant must join one of the units of Men-at-arms. Sergeants must be represented in battles by a model on foot or on horseback.

 

Militia Sergeants may use 1 Military Action to join the Faction Leader, becoming part of their entourage. By doing so, the number of additional models allowed in the Faction Leader increases by 2 for each militia sergeant in the entourage. They must be in the same territory at the time and the Faction Leader does not count as having been moved. Militia Sergeants must be represented in battles by a model on foot or on horseback. A Faction Leader may have 2 militia sergeants in their entourage.

 

Agent Profile Table

Agent

Equipment & Special Rules

M

WS

BS

S

T

W

I

A

LD

Priest

Hand Weapon

4

3

3

3

3

2

3

1

7

Merchant

Hand Weapon and Light Armour

4

3

3

3

3

2

3

1

7

Assassin

Two Hand Weapons, Poisoned Attacks, Throwing Stars, Dodge (5+), Hidden

5

6

6

4

4

2

8

3

9

Spy

Hand Weapon, Light Armour, Hidden

5

4

4

3

3

2

4

2

8

Bodyguard

Hand Weapon, Halberd, Plate Mail, Shield, Barding if Mounted, Stubborn

4

5

4

4

4

2

4

2

8

Blacksmith

Hand Weapon, Heavy Armour

4

3

3

3

4

2

3

1

7

Bowyer

Hand Weapon, Bow, Light Armour

4

3

4

3

3

2

3

1

7

Gunsmith

Hand Weapon, Handgun, Light Armour

4

3

4

3

3

2

3

1

7

Strategist

Hand Weapon, Light Armour

4

3

3

3

3

2

3

1

8

Breeder

Hand Weapon, Barding if Mounted

4

3

3

3

3

2

3

1

7

Ranger

Hand Weapon, Light Armour, Longbow, Multiple Shots (2), Killing Blow (For shooting only), Forest Strider

5

4

5

3

3

2

4

2

8

Militia Sergeant

Hand Weapon, Spear, Light Armour, Shield, Barding if Mounted

4

4

3

4

3

2

4

2

8

Horse

-

8

3

0

3

3

1

3

1

5

This Summarizes the Strategic Warfare Expansion

Last Updated ( Saturday, 05 November 2011 )
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