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TheEmpireinFlamesA wilderness expansionfor MordheimBy scribes SteveHam TheEmpireinFlamesA wilderness expansionfor MordheimBy scribes SteveHam

TheEmpireinFlamesA wilderness expansionfor MordheimBy scribes SteveHam - PDF document

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TheEmpireinFlamesA wilderness expansionfor MordheimBy scribes SteveHam - PPT Presentation

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TheEmpireinFlamesA wilderness expansionfor MordheimBy scribes SteveHambrook,Nick Kyme,Mark Havener&Anthony ReynoldsTheEmpireinFlamesA wilderness expansionfor MordheimBy scribes SteveHambrook,Nick Kyme,Mark Havener&Anthony ReynoldsTheBalewolfŽPaul JeacockNualaKennedyMordheimbyTuomas PirinenJohn Blanche,Alex Boyd,DavidNualaKennedy,Karl Kopinski,Paul Smith &John Wigley&many thanksto thefollowing:TerryMaltman,SteveGibbs,Rinku &Spaceinvaluableadvice.Anthony Reynolds,PaulJeacock,Darius Hinks &generous help at aDesign&EditingSteveHambrook,DariusHinks,Dan Drane,UlisseRazzini &MichelleDesign of theMark Bedford,FelixPaniagua,DaveAndrews,Colin Dixon,Gary Morley,Aly Morrisson,TrishMorrisson,Brian Nelson,Alan Perry &Michael PerryFanaticStudioJervis JohnsonSteveHambrookAndy HallMatt KeefeKeith KrelleTom MerriganUlisseRazziniMark BedfordtheGamingJonathon Taylor-Yorke,Mark Latham &DarronDedicated to theSteveHambrookwww.Mordheim.com EMP_FLA_01_03 29/1/0410:22 amPage1 EMP_FLA_01_03 22/1/048:27 amPage 2 ANationDividedƒBeyond thegreat walls ofour fair andprosperous cities,beyond thefertilefields oftheopenplains that surround themlie thebarrenmoors, thecoldforbiddingmountainsand thedark, sinister forests of theEmpire.What horrors lie within thesemalignant,desolateplaces?What foul, twistedcreaturesliein wait for unwary travellers,drivenonbyevil,bestialinstincts?Theseare thedarkshadows of theEmpire wherehonest Sigmar-fearingfolkdarenot to treadandonlydesperateor foolhardy menareluredby thedark secrets that they harbourƒŽThis new settingfor Mordheimis intended totake thefightingfrom thenarrow,crampedstreets of the ruinedcity andout into theuntamedanddangerous wilderness of theEmpire.TheEmpireis adeadly placeoutsideof the reasonably safeenvironment ofits townsandcities where thelaw ofmanprevails.Thedeep,darkforests harbour bands ofChaosworshippingBeastmen,bandits,mutants andmuch worse.Over thenext sevenissues ofTownCryer we willcover new rules for playinggames of skirmishin the wilderness of theEmpirealong withnew scenarios,warbands,equipment,HiredSwords andmodellingarticlesdetailing theentirely differentterrainneeded.In thisinstalment, we will set the scenedetailing thegeography,historyandpolitics of theEmpire.TheLand ofSigmarTheEmpireis a vast andancient landborderedto thenorthby theharshSeaofClaws beyondwhichlies Norscaand theChaos Wastes.To theeast are thelofty peaks of theWorlds EdgeMountains that separate thegreen,fertilelands of theEmpirefrom thegrimOrc-infestedDarkLands.To the southlie theBlackMountains through whichis cut theheavilyfortifiedBlackFirePass that protects thesouthernapproaches to theEmpire.TheGreyMountains to the west form thepoliticalboundary between theEmpireand thekingdomofBretonnia.Thelands of theEmpireareheavily forested withonly thegrassy plains of the southand thefertilefarmingareas surrounding the towns andcitiesbeingfreeof suchdense undergrowth. Heed well my words traveller, for thesearedark and suspicioustimes. Our great nation, our Empire of Men is divided.Three hold the trappings of power. Tis adark pursuit,their tiedambitions wrought through with politics andintrigueandat no worsea timecould such division havecome to be. Soothsayers line the streets; prophets of doomthat sing their litanies to our all-but-forgotten LordSigmarand foretell of encroaching doomƒ There is division withinas well as without; the struggling mass of the poor growsdaily,as does their rancour towards the perfumedcourtiersof theImperial aristocracy. Tis the sentiment of a secretwar,aclass war,as it has always been and the lords arewinning. There is widespreaddissent within the walledsettlements of this landcoupled with a gnawing dreadatthose things that liebeyond, that, with such intrigueandcorruption within, roam unchecked throughout the mysterious wildsƒŽ BackgroundBackground EMP_FLA_04_11 21/1/0411:16 amPage4 Within thesenaturalandpoliticalfrontiers arenumerous smaller, semi-autonomous states.Theeight largest of theseareknownaselectoralprovinces because their rulers haveeach traditionally beengranteda say in theelectionof theEmperor.They include thePrincipality ofReikland, theDuchy ofMiddenland, thePrincipality ofOstland, theDuchy ofTalabecland, theCounty ofStirland,theCounty ofAverland, theBarony ofSudenland, theCounty ofSylvaniaand theHalflingMootland.In1999, theEmpirelay riven withdissent,dividedby the swordfor there was noEmperor,andcivil war ragedacross theland.Fear and superstition were thepeasantrysonly allies and theElector Counts weredividedfromeachother.Nowheredid thepoor suffer more than the ruralfolk; theirlands ravagedby war, their crops andlivestockburnedor stolen, their pockets pickedby thewracked withfamine.Despite the socio-economicbreakdownof theonce-mightyEmpire, there still remainedhorrors worsethanany mancoulddevise,for wyrdstoneisnot exclusive to theCity of theDamned.Manysmaller fragments of the twin-tailedcomet felllikeblack rain upon thelands aroundMordheim, reachingfor hundreds ofleaguesinevery direction.Within theblackhearts ofthedarkforests, the seeds ofChaos were sownandlikemoths toacandle weredrawn themisshapencreatures of thenight.Andmentoo,for in thehearts ofallmengreedburns likeamalevolent flameandmenaremore than willing tokillfor just afew shards of wyrdstone. 5 EMP_FLA_04_11 21/1/0411:43 amPage5 ARuralLandƒTheEmpireis knownfor its ruralexpanses.Agreat community exists beyondcivilisationinisolation,its broodingforests and wildplainsa starkandforebodingbackdrop to thelonelyfarmsteads that pockmark thecountryside.Amercantilecommunity,its industrious wheelsareforever turning,comeflood,plagueorfamine.Traders follow the well-troddenpathsthrough the unchecked wilds on their way tothegreat cities,andas ubiquitous vesselsfromfar offlands bringexoticcommoditiesthroughcity drenchingfog.Toaman, thesemerchants fear thelegends offellcreaturesandalteredmen spokenofin scared whispers.Abominations that are reputed to take refugein thedark wilderness whereImperialpatrolsare scarce.Others arebolder still, roamingabout thecity outskirts preyingon thewaywardor thedamned.ŽOfPerilous MountainsTheEmpireis partly boundedby three tallmountain ranges: theGrey Mountains to thewest, theBlackMountains to the southand theWorlds EdgeMountains to theeast.Thesemountains convergein thehighmountainousland to the southcalled theVaults.Themountains formadefensivebarrier that keepsinvaders out,but they alsoharbour manydangerous foes bothon the surfaceandbeneath their tallpeaks.Thereareonly afewpasses that remainopenall year,althoughmany smaller routes canbe traversedfreelythroughout the summer months.Thesepermanent passes are vitally important to thesecurity of theEmpire,andit is hardlysurprising that fortresses guard these strategicTheGrey Mountains divide theEmpirefromBretonnia, theother great realmofMenin theOldWorld.ThereareDwarfsettlements within themountains,but thesearefewer innumber andless wealthy thanthemighty Dwarf strongholds of theWorldsEdgeMountains.Thefew largepassesthrough theGrey Mountains areguardedbyBretonnianandImperialfortresses.Most ofthepasses thoughare smallanddangerous,wideenoughfor amerchant andhis donkeysbut unsuitablefor carts or horses.Thelargest pass lies to the south-west ofAltdorfandis knownas AxeBitePass.TheEmpireendof this pass is protectedbythefortress ofHelmgart,amassivemountainsideand whosebattlements overlook thenarrow pathbelow.Thenorthern tipof theGrey Mountainsgradually declines intoahilly upland regionknownas theGisoreux Gap… theprincipalroutebetweenBretonniaand theEmpire.TheWorlds EdgeMountains areextremely tallandalmost impossible tocross where theyborder theEmpire.Thereis apass in thefarnorthin thelandofKislev called thePeakPass,andin thefar south thereis apass where theWorlds EdgeMountains andBlackMountainsdivide…BlackFirePass.Inbetween these tworoutes thereis no way across the surfacebutthereareplenty of undergroundpassageswhichlead under themountains.TheBlackMountains liebetween theGreyMountains and theWorlds EdgeMountainsanddivide theEmpirefrom the wild southernlands of theBorder Princes.TheBlackMountains arepossibly theleast hospitableofall theEmpires borders.The weather isunpredictableand themountainsexceptionally highas they climb towards theVaults.Theonly reliablepass is BlackFirePass,adeepcleft in the rock whose sides riselikesheer walls above the trackbelow.Thepasswidens out in themiddleofits length,revealingamassive upland valley.It was herethat Sigmar fought his famous battleagainsttheOrcs.TheBlackMountains are riddled withGoblintunnels.They arecrudeandnarrow comparedto theDwarfmines of theother EMP_FLA_04_11 21/1/0411:43 amPage 6 The river Solis the southernmost of theEmpires rivers.It rises in theVaults andits fastflowing waters arefurther augmentedby themany streams flowingfrom theeasternedgeoftheGrey Mountains.During the spring, theSolincrease the volumeof water.The waters of theSolarenotoriously cold,and thehardy peoplethat livein that regionare used to themountains andextremeclimate.TheUpper Reikbegins justsouthofBlackFirePass whereconverge toform what manypeople takeas thebeginnings of themightyRiver Reik.Its waters arefast andcrystalclear.TheUpper Reikis joinedby theSol to thesouthofNulnandcontinuesnorthwards untilitconverges with thebluewaters of theAver toformtheReikat Nulnitself.The river Aver begins as anumber offast mountainstreams whichflow from the western slopes ofthe ruinedDwarffortress ofKarakVarnjustnorthofBlackFirePass.Plungingover aseries of tall waterfalls, thesebecome twobroadand very blue rivers whichfinallyunitein theMoot.These rivers are theAver Reach to thenorthand theBlueReach to the south.The river Avercontinues westwardpast theprovincialcapitalat Averheimandfinally flows intotheReikat Nuln.TheStir may be traced to the streams,whichflow from the western slopes of theDwarffortress ofKarakKadrin.It quicklydevelops intoamajor river flowing withinadeep, wooded valley.For nearly allofits length, theStir flows through theGreat Forest andis fedby numeroussprings andbrooks.Thegreat breadthof the river,andfew crossingpoints,means that theStir forms adefensivebarrier andanaturalborder betweenStirland to the southandTalabecland tothenorth.It is this river that passesthrough the ruins ofMordheim.TheRiver Talabecoriginates in the rapidstreams of theWorlds EdgeMountainsbetween theDwarffortress ofKarakKadrinand the ruins ofKarakUngor.Twomainforks flow westward, theUpper andLower Talabec,convergingindarkpineforests that haveanevilreputation.Hereon theborderlands of theEmpire therearemanyrovingbands ofOrcs andGoblins,as wellasChaos warbands,Beastmen,andothercreatures.Southof whereit joins theUrskoy,the river is broadandimpossible tocross,towards Talabheim.At Talabheim thereis amajor ferry point, theriver beingfar too wide tobridge.BetweenTalabheimandAltdorf, the river is joinedbymany streams that flow southfrom theMiddleMountains,laden withdark soils washedfromthemountain slopes.Takenas a singlebody ofwater,betweenits sourceand whereits watersreach the seaat Marienburgas theReik, this isthelongest andmost substantial river systemin theOldWorld.TheReikis actually thelongest single river intheOldWorld,althoughonly becauseit bearsits namefromits sourcein theUpper Reik towhereit joins the seaat Marienburg.TheTalabec/Lower Reik watercourseis infactgreater in totallength.TheReikisundoubtedly themost important river in theEmpire,andits surrounding territories, the EMP_FLA_04_11 21/1/0411:44amPage8 Reikland,are themost prosperous.It is abusywaterway, with water trafficbetweenMarienburgandNulnmore than500 milesinland.This stretchofbroad water actuallycarries more shipping than the rest of therivers of theEmpireput together,andit is theprincipal routefor tradein theEmpire.NorthofNuln, theReikis far too wideanddeep tobridge.Thelast bridgeat Nulnis oneof themarvels of theOldWorld,andits woodencentre sectioncanbe raisedandlowered toformadefensivebarrier.At Altdorf, theReikandTalabecjoin together.Asthey do so theTalabecdeposits theblack soilof theMiddleMountains,formingavast areaofmudflats.Thecity ofAltdorfisbuilt uponanislandformedof thesedeposits andissurroundedby marshesandislands that dividetheReikintomany shiftingchannels.Thesereuniteintoa singlelargebody of water justnorthofAltdorf,andfromhere the river takesonadifferent character.Broadanddeep,itruns over a rocky bed that sometimesbreaks out of the river toformmidstream.Theseislands aresecureplaces andare usedas sites for villages, smalltowns andevenimposingfortresses.TheReikfinallyreaches the seaat Marienburg, thelargest andwealthiest tradingport andmost populous cityin theOldWorld.OfDarkandTreacherous ForestsMost of theEmpireis coveredby gloomy,tangled,deciduous forests.Towards thenorththese turnintopineforests andeventually thinout toform thegrassy plains ofKislev.Theforests are wildanddangerous places,althoughthereare towns andinnumerable villagessituated within the woodlands.Theforests servetohidemany of theEmpires enemies,includingtheForest Goblins,Chaos warbands andrampagingOrcs.Thedeeper forests are virtuallyhostile territory wherefew humans venture.TheForest OfShadows encompasses most oftheprincipality ofOstlandandlies to thenorthof theMiddleMountains.It is adarkandbroodingpineforest thick with raiders,bandits,andChaos warbands.The roadbetweenMiddenheimand theKislevitecity ofErengradruns through this forbiddingforest.TheReikwaldForest lies to the southofAltdorfbetween theRiver Reikand theGrey Mountains.This is afavouritehaunt of theEmpiresoutcasts, where refugees fromjusticeorpersecution take toalifeofbanditry.ThemainroadbetweenBretonniaand theEmpire runsthrough this forest andclimbs over AxeBitePass.TheDrakwaldForest lies in theareaaroundMiddenheim.It is afairly sparseforest mostly ofbirch trees onalight, sandy soil.Theareais notvery fertile,and sohas never beenclearedforcultivation.Inplaces the trees dogrow morethickly andpines occur in somehilly areas.TheroadbetweenMarienburgandMiddenheimTheGreat Forest is anancient, vast and veryvaried woodland,containingmany majesticoldoaks andhoary willows.It stretches from theMiddleMountains in thenorth toNulnin thesouthandfromAltdorfin the west to theborders ofKislev in theeast.Together with theother forests of theEmpireit forms acontinuous blockof woodland whichdominatesthe wholecentralareaof theEmpire.Theancient Laurelornforest lies to thenorthof thegreat city ofMiddenheimandmarches right down to the shoreof theSeaofClaws.Many believe thatthis forest is hauntedandit containsvery few human settlements.The superstitiousclaim that this is thelast refugeof thefey Elvesin theEmpireand that their faeriemagicandpowerfulillusions protect their decliningnumbers fromharm.Most men wouldhavenothing todo with these strangecreatures andso rarely stray from thepathcut by theGreatNorthRoadfromMiddenheim to thegreatcity-port ofMarienburgin theWasteland. EMP_FLA_04_11 21/1/0411:44amPage9 OfMarshes andBarrenMoorlandTheWastelandis abarrenand windsweptplain; largely inhospitable to settlement andofferinglittle shelter from thebiting winds thatblow from theSeaofClaws.This landis low-lyingandmarshy andextends from theborders of theReikwaldForest in theeast tothefoothills of thePaleSisters in the west.It isrumoured tobehome tomaraudingbands ofOrcs andBeastmen.Therearefew other largestretches ofmarshes left in theEmpire,although theCounty ofSylvaniais renownedfor its treacherous quagmires andfogcoveredmoors.Theseplaces arefullof the samemanner ofcut-throat rogues andmutants thatlurkin the worst of theforests,andmany othercreatures that arefar worse.SuspicionandMistrustƒTheforests holdmany dark secrets; theirshadows beneath thick shroudingcanopiesare thehavenfor allmanner ofmutant,outlaw andfreakofnature.Suchsecrets burst forth when thehiddenmoonofMorrslieb waxes fulland shinesits envy upon the world.Tales ofgreat werebeasts,eyes blazing red withChaos fire, thethirst for humanbloodin their mouths,andofother creatures beyonddescriptionare rifeandnot without truth.Thehowlingnight is atits darkest beyond the safety ofcivilisationand the ruralfarmers know wellofitsdangers, treatingalloutsiders withmistrustand suspicion.Whispers arefrequent ofupturnedcoaches foundabandonedon theroad,footprints leadingoft tobloody oblivionin somedarkandforgottencorner.Possessedofa wilfulignorance, these ruralmeninsistthedesperatehammeringofabeleagueredtraveller was unheard,or rather unwanted,allowing such unfortunates tobe sweptaway by thefellnight creatures in thehope that they beleft alone.Suchis theway of suspicious men,men who seldomturn to theeffigies ofgods,a ripeharvestandfreedomfrom roamingbandits takingprecedenceover piety towards the templesofSigmar,UlricandMorr.Suchblindfaithis far away,distant likeamemory tomenwhosehearts arebornofpragmatismrather thanpenitence.Seldomdo theywhisper the wordChaosand yet theRuinous Powers areprevalent hereasthey areeverywhere.Alteredcreatures, rumoured tobepartman,part beast,make their foulnests in thedarkest forestdepths,a rotten woundinanalready blackheart, venturingforth to sackunprotectedcaravans andlone travellers.Screams and ululatingbestialcries mergeasone splitting thenight and yet are unheeded;theparchment scrolls of themissingnailed toeachandevery way stationandoutpost curlandfade withageandneglectƒŽHardy RuralFolkThe wilderness of theEmpireis alargelyuntamed,dangerous place.Those that liveoutsideof the relative safety of thecities areavery hardy folk used to theperils of the wildsof theEmpire.This is reflectedin the varioussettlements dottedaround theland,most ofwhichare villages andfarmsteads entirelydependent upon thelandfor theirsubsistence.All settlements requirea sourceoffresh water and soaregenerally locatedcloseto rivers or lakes.These settlements arealwayspartially fortified, witha wallmadefromwoodenposts,or apalisadeatopanearthwork.Thelivingaccommodationisspartanand simple, with rooms for thesenior members of thefamily,and spaceinthe stables andbarns for retainers.Coachinginns arefoundallover theEmpirealong thegreat roads that dissect theland.Theseare sturdily built withhigh stone wallsand shuttereddoors and windows asprotectionfrom roamingbands ofBeastmenandbandits.They areincredibly important,servingas safe refuges for themany coachesand wagons that are theprincipalforms oftransport next to thebusy river traffic.Fewstagecoaches travelby night,as this is a sureinvitationfor brutaldeath.Coachinginns arealso usefulbases for theRoadwardens, tirelessmarshals that patrol the roads of theEmpiredealing withbandits andhighwaymenandreportingproblems as they find them.In timesof unrest,coachinginns become theepicentres for thedefenceof thepopulacewho seekprotectionbehind their stout walls.Other isolatedplaces ofhabitationinclude toll-houses onbusy roads, wayside shrines to themany gods of theEmpireand river locks thatregulate thebusy traffic upon themany great EMP_FLA_04_11 21/1/0411:44amPage10 TheEnemy WithinƒThe roads bear the treadofmany travellers.Circus folkare rife throughout the wildlands,movingfromcity tocity across seldom-troddenpaths lest they bequestionedbyinquisitivepatrols or over-zealous witchhunters where,in theopen, they are withoutprotectionfroma wealthy patron.Theseentertainersply their unusual trade to thecity-dwellingcommunities that areinmuchneedofescapeandhumour.Yet, thereis a warninghere,as muchgoes onbeneathhoods andmasks,and unnoticedagents devoted to theRuinous Powers can slipthrough thenets ofestablishedorder,infiltrating thecities.Thecults ofChaos lieclose to theheart of theEmpire,its citiesteeming with theplayers of seditionandanarchy,a subtle veilover moremaliciousintent.Covens ofdark worshippers exist inthemost dishevelledquarters andalso wearthepomposity andpainted smiles of thearistocracy.Evil takes many forms andforeachnobleexposedas adeviant Chaosworshipper thereareothers who remainpuppets in the serviceofdarklords, theirmasters at largein the roilinglands beyondthecold stark walls of supposedorderƒŽWarbands of theWildsTis not just theCity of theDamned that luresgreedy men,for in the wilds of theEmpirethereare richpickings tobehad,andnot justthegoldofcareless travellers.Wyrdstonecanbefoundin thedeepforests of theEmpire.Forthosebraveenough toinfiltrateabandit denor thelair ofBeastmen the rewards in richesand wyrdstoneareinsurmountable.Many ofthe warbands heading toMordheimcan strikeit lucky upon thedark road that leads there,for most warbands arelittlebetter than thievesandbandits anyway.Marienburgers,Reiklanders,Middenheimers,Ostlanders,Averlanders andWitchHunters arenot theonly ones tobefound wandering thewilds of theEmpireeither en-route tofoulMordheimor returning with their ill-gottengains.Therearemany more sinister types tobefoundin thedarkforests andlonely plainsbetween thegreat cities.Themutated rat-peopleof the underworldhold sway over thethem toappear almost anywhereat will.Whoknows theextent of their infiltration?And thenthereare themany cults andcabals ofcorruptand twistedfolk who revere, rather than revile,theDarkGods.Foolishmortals who seek togainfavour in theeyes of themutators bypaying the ultimatepriceof their souls.Someof theseband together under theguiseoftravellingplayers andfreak shows, spreadingtheir foulinfection to theThenefarious Count vonCarsteinofSylvaniaalsocovertsthelandandhis darkclaw reachesfurther thanjust theCity of theDamned.For Necromancers,fellVampires and their shamblingminions canbefoundalmostanywhere where thereareburialgrounds andcharnelhouses,defiling thedeadamongst other blasphemous acts.Bands ofmonstrously mutatedcreaturesandBeastmenlurk within thedarkconfinesof theforests.Thereis also rumour ofcreatures that aremenduringdaylighthours but transformintoferociouscreatures offangandclaw come thehoursofdarkness,prey uponfellow manlikeAnd so thefight continues,notrestricted to thedaemon-possessedwalls ofaoncefinecity but spillingoutinto theprovinces of theEmpireof EMP_FLA_04_11 21/1/0411:44amPage11 Games that takeplacein theEmpireinFlames settingoccur in the wilderness of theEmpire.However, while they arein thewilderness, the warbands arenever very farfromcivilisation.They simply travel to thethere.This sectiondetails thenew rules,Equipment andExploration tables for usewith theEmpireinFlames setting.Any of the warbands publishedineither theMordheim rulebook, theMordheimAnnualor TownCryer magazineareperfectly legal touseingames set in theEmpireinFlamessetting.Obviously,however, some warbandsaremore suited to this setting thanothers.Thefollowingpreviously published warbandsare thebest suited togames set in thewilderness of theEmpire:WitchHunters,Orcs &Goblins,DwarfTreasureHunters,Beastmen,ThePossessed,Undead,Kislevites,SkavenWarpHunters andHumanMercenaries (any type).Inaddition,new warbands havebeenGames set in theEmpireinFlamessettingareallabout collectingtreasure.Treasurecanbeashards, smallitems ofart,jewellery madeofpreciousmetals and set withgems,orevenmerchant goods.Whateverwyrdstone shards in thebasicgame… they arefound throughExploration(or sometimes astheobjectiveina scenario),andare sold using the samechart onpage134of theMordheimrulebook.Note that while thenormalchart is used tocalculate thenumber ofTreasures found this settingExplorationcharts.Whilepit fightingdoes exist inother parts oftheEmpire,it is not nearly sopopular as inMordheimandcertainly not that popularoutsideof relatively large settlements.Therefore, warriors are unlikely toget theSold to thePits result from theInjury table; ifthat result is rolledfor aHeroafter agame, usethefollowing result instead: 65Lost!TheHerohas becomelost.He sufferedablowto theheadand wanderedoffinadaze,ortumbleddownahillduring thebattle whenknocked unconscious and whenhecame tohis senses hefound that his mates hadleft him.Injuredandconfused, theHerohas sometroublefindinghis way back tocamp.Hemustmiss thenext D3 games whileheorientateshimself.TheHeroearns +1Experiencefor theadventures hegoes through whilehemakes Wilderness RulesWilderness Rules EMP_FLA_12_17 22/1/048:31amPage12 Thefollowing tables aremeant as guidelinesfor typical terrainfoundinagame set in theEmpireinFlames setting.Obviously therearenojungles or deserts in theEmpire…most ofthecountrysideis either openplains orforests,low groundbroken upby low hills,withmorehills beingpresent thecloser youget to themountain ranges.Smallfarms breakup the wildlandscape,and thesearesurroundedby fields that areeither clear orfilled withcrops,dependingon the timeofyear.OPENGROUND€Nomovement penalty.€Fallow fields (or fields whichjust havent producedcrops yet).€Low,openhills.€Bridges or fords in waterways.€Steps or ladders leading upor down.DIFFICULTGROUND€Models moveat 1/2 speed.€Small streams (moving water less than4" €Rocky ground.€Fields filled withcrops.€Abandoned ruins.€Marshy ground.€Woods.VERYDIFFICULTGROUND€Models moveat 1/4 speedandmay not €Rivers (moving water 4"or more wide).€Swampor deeper marsh.€Hedges or thickets.IMPASSABLETERRAINModels may not move through this terrain.Ifforcedinto this terrainfor whatever reasonwarriors arecountedas out ofaction.€Tall rockoutcroppings.€Deep rivers or lakes.The woods of theEmpireare very denseandvery dark,consistingofmany hugeancienttrees that blockout the sun.Ingames in thisdeepest,darkest woods soonly smallcopsesandclumps of trees needbe represented.Therules below reflect theeffects of woods:A standof woods blocks lineof sight to theother side,nomatter how wide the standis.This means that twomodels oneither sideofevena1" wide sectionof woods cannot seeeachother ifneither has actually enteredit.Amodel withina standof woods can seeor beseenfor 2".This means that theremust benomore than 2"betweena warrior in woods andanenemy modelfor the warrior tofreelychargeor shoot at theenemy,and the samegoes for enemy models who wish to shoot ator chargea warrior in woods.Models withmore than 2"of woods between themmay stilltest to seeif they cancharge unseenenemymodels as per thenormalMordheim rules,ofWoods aredifficult ground,and reducemovement tohalf speed.SWAMPORDEEPMARSHTherearemany areas of theEmpire wherewater from the various waterways has built upover timeandformed treacherous swamps.Models entering these wildplaces are takingtheir lives into their ownhands,as swamps aresomeof themoredangerous places in thewilderness.Poisonous reptiles,bandit bands,crazedhermits, witches,and suckingbogs mayallbefound withina swamp.Many areaswithina swampareactually clear,but thefollowing rules cover movement over actualswamp terrain section(representedby a smallWhenever amodelmoves througha swampsection, rollaD6.Ona rollofa1, themodelhas stumbledintoa suckingbog!Themodelmay not move until rescued,and,ifnotrescued withinD3+1game turns (at theendof thelast turn),heis sucked under andlost(remove thepoor soulfrom the warbandsroster).We suggest placingaD6 by themodel with thenumber of turnsremaining showingface up.Torescuea trappedmodelbefore the time runs out,afriendly modelmustmove to within 2"of the Terrain EMP_FLA_12_17 22/1/048:31amPage13 trappedmodelandpass aStrength test onaD6 in that players next CloseCombat phase.IftheStrength test is successful, the trappedmodelis draggedfree(may movenormallyfrom that point on,andnolonger has to worryabout being sucked under).If theStrength testis unsuccessful, themodelmay still rollagainin thenext CloseCombat phase.Additionalmodels may help topull the trappedmodelfree,by either makingadditionalStrength testsof their own,or adding+1per helper modelto theStrengthof theoriginalmodelmakingthe test.Note that a rollofa 6 onaStrengthtest always fails.Notealso that amodelengagedinclosecombat may not attempt topullafriendly modelfree,or helpin suchanattempt (themodelis toobusy trying to savehimself to worry about his comrade!).Swamp sections arealways very difficultTheEmpireis dissectedby many huge,fast-flowing rivers.Theseare thelifeblood to theEmpireas they bring trade to thebustlingcitiesandact as themajor sourceof transportbetween them.To represent how models interact withwater thesebasic rules apply:Players shouldestablish which way the riveris flowingat the start of thegame.All rivers count as difficult (or worse) terrainfor allmodels except thoseconsideredasaquatic.SeeTerrainTypes previously.Models swimming with thecurrent willdoubletheir basemove.Models swimmingagainst thecurrent ofaslow moving river may only moveaquarterof their basemove,but you may not swimagainst thecurrent ofafast moving river.Aquaticmodels suffer no reductionoftheir basemove when swimmingagainstthecurrent ofa slow moving river but maynot swimagainst thecurrent ofafastmoving river.Models wearingarmour may not attempt tomove throughany water deeper thanshallow.Shields andbucklers donotcount for this as they areassumed tobestrappedontobacks.Ifamodel wearingarmour finds itselfindeep water … theyare,literally!Each turn themodelis inthe water it must makeaStrength testand,if unsuccessful,is takenout ofAquaticmodels in water,either swamp, streams orrivers,canelect tobehiddenat thediscretionof theplayer.upstreaminfast movingtransportation, suchas aboat orFightinginWaterMost players willfindit advantageous tofightaround,or actually in,a waterway.Wehaveincluded some simple rules tocover fightinginwater.Ifanon-aquaticmodelis knockeddowninashallow river or stream they are swept down-river D6".Aquaticmodels that areknockeddown willnot drift with thecurrent andcanstillget backintocombat thefollowing turn.Ifany modelis stunned whilein shallow waterit must makeanInitiative test.Ifit passes,itcanbe turnedover in thefollowing turn.Ifitfails,it is considereddrownedand willbetakenout ofaction.Theplayer willneed to rollfor injuries at theendof thegame.Thisdoesnt mean that themodelis gonefor goodbut is just abit waterlogged!Any Undeadmodel that is knockeddowninshallow water will recover as normalaccordingthe standardMordheim rules for Undead.Any modelfightingina shallowstream whilst wearinglightarmour willbeconsideredout ofactionif stunned.NoInitiative test is tobetaken.This does not applytomodels whose skinorclothingis considerednaturallight armour.TheEmpirecanbeadangerous place,andnoplacemore so thanout in the wilderness.Buildings are treatedabit differently ingamesset inEmpireinFlames.These rules donotcover ruins, whichare simply considereddifficult groundinmost cases.Curses,Locked!:First ofall, unless thebuildingis aninn(inndoors areonly lockedatnight), thedoors willbelocked(or someonewill simply beon theother sideholding thedoor!).Secondly,buildings willhave windowsthat areactually shutteredand/or haveactualframes andintact glass.Tomove througha EMP_FLA_12_17 22/1/048:31amPage14 lockeddoor or shuttered window, the warriorhas tofirst openit, which requires abit offorce.The warrior caneither attempt to rip thedoor open usinghis bare strength,chop thedoor down withhis weapons,or rush thedoor.Rippingadoor offits hinges withbarehands isdoneat theendof the warriors Movementphase,and requires that the warrior pass aStrengthcheckat -2 tohis Strength.If thewarrior fails hecan try againnext turn.OnlyChoppingadoor down takes D3+1completegame turns ofdoingnothingbut attacking thedoor.Up to twofriendly warriors may helpchop thedoor down… subtract -1 turnfrom thetotal(down toaminimumofone turn).Rushingadoor may bedoneat theendofanyof the warriors Movement phases,andrequires a successfulStrength test.Ifpassed,the warrior is inside the roomon theother sideof thedoor (his momentumcarries himinside).A warrior enteringa room this way isplaced1" straight aheadinto the room,pushingasideenemy models tomake roomifnecessary.Ifheends upincontact withenemymodels after beingplaced, the warrior isconsidered tobeengagedinclosecombat withthemandheis considered tohavecharged.IftheStrength test is failed, the warrior takes anautomatichit at his ownStrengthand willhaveto try againnext turnifhe wants that doorDoors that havebeenchoppeddownmaynever belockedagain(seebelow).Doors that havebeenforcedopenmay only belockedagainonarollof4-6 (rollas soonas thedoor is forcedopen),otherwisethey havebeen toobadly damagedby theill treatment tobelocked untilthey are repaired(some timeafter thegame!).Unlike thedoors to theoutside,doorsinsideabuildingareconsidered tobeOpeningor lockingadoor obviously requiresthat themodelactually comes intocontact withthedoor whenheis trying tointeract withit!Also,amodel that has just forcedadoor openwillprevent enemy models fromlockingit (hemay shovehis foot or a weaponin there).Get Out MeOuse!:A warrior steppingintoabuildingduringagame willlikely finditoccupied.A warrior movingintoanintactbuilding will suffer D3-1automatichits fromthoseinside,at Strength 3,as theinhabitantsshow their displeasureat himbringing thebattle to them.If theplayer wishes, the warriormay spendacomplete turnattempting toquelltheinhabitants … rollawarrior.Ifheis successful,he will suffer nomorehitswhilein this building.Ifhefails,heimmediately suffersanother D3 automaticStrength 3 hits this turn,as theinhabitants havefoundhis argument forthemnot attackinghim tobe unconvincing.Ifmembers of twoenemy warbands areinsidethe samebuilding, this ruleis ignored,as theinhabitants realise that thebattlehas nowreached their homeandits time togoandfindaplace tohide!Whileareas outsideareoftenfreeofdebris,insideabuildingis a wholedifferentstory.Tables,chairs,other furniture,droppeddishes,firewood,etc,allmakefor trickyfootinginafight.For this reason,insideabuildingis considered tobedifficult terrain.Combat throughdoorways:Ifboth sides areunwilling(or unable) togopast adoorway,they may fight throughit.If this occurs, thenumber ofmodels that may fight oneach sideis onemore than thenumber ofmodels thatcould walkabreast through thedoorway.Inmost cases this willmean that twomodels fromeach sidemay takepart in thecombat, thoughsomeespecially largedoors (eg.barndoors)may allow moremodels than this toget theirlicks in!As soonas adoor is opened,both sidesmay place up to this number ofmodels incontact with thedoorway.Anymodels that were within1"ofthedoor whenit was openedmay bemoved this way,andeachplayer gets tocontrolwhichofhis models getsmovedinto thecombat.The sideopening thedoor willcount aschargingin thefirst roundof thecombat.Buildings withmultiplefloors willhavea way toget fromone to thenext.This is usually stairs, thoughits possiblethat it may be ramps,ladders, ropes,etc.Awarrior climbinga rope(or the wall!)mustfollow the rules for climbing,as outlinedintheMordheim rulebook.Ladders and stairsareabit easier,however.A warrior may moveupaladder or flight of stairs to thenext levelina singleMovement phase.Themodelmust start his move within1"or thebottomof theladder/stair,andit takes allofhis movement toget to the top.Ifthereis an upright enemy model(ormodels) within1"of the topof thestairs or ladder, theclimber maychargeit. EMP_FLA_12_17 22/1/048:32 amPage15 20 (111)OrcEncampmentThe warband smells the smokeofhalfadozencampfires.When they sneak up to thenext clearing, they come uponanencampment ofOrcs!AGreenskin warbandmay approachandattempt to trade.If this is done, rollaD6 …ona result ofa1 theOrcs fail their Animosity testandattack(follow the rules for otherwarbands fighting theOrcs,below).If theOrcsdonot attack, theGreenskin warbandmay buyany equipment witha 25%discount (rollingfor Rareitems as normal), roundingdown.They may also sellitems to theOrcs for 10%more teef(gold) thannormal, rounding up.Ifthe warbandis not comprisedofGreenskins,they may report theOrcEncampment to thelocalauthorities for a 2D6 GC reward.Or theymay attack theOrcs.Any warband that attackstheOrcs receives D6 Experience that may bedividedamong the warbands Heroes that didnot goout ofaction,and 2D6 GCinloot.However, rollaD6 for each warbandmember;ona result of1or 2, that warrior was takenoutofactionandmust rollfor Serious Injuries as(2 2 2)GypsiesThe warbandmembers seea small trainofbrightly-coloured wagons aheadƒgypsies!Gypsies are wellknownfor their generosity,but alsohavea reputationfor thievery inleantimes.The warbandcaneither trade with thegypsies or attack them.A warband that attacksthegypsies gains D3 Experience that canbesplit amongits Heroes, 2D6 GCs,andD3daggers.A warband that trades with thegypsies may buy any itemofequipment (Rareitems must be rolledfor as normal)at a 20%discount (figure thepriceas normal thensubtract 20%from the total, rounding up tothenearest GC).However,at theendoftrading, theplayer must rollaD6 …ona rollof1-3 thegypsies have robbed the warband.Removeany unspent GCs andTreasures.(3 3 3)SmallFarmThe warbandfinds itselfona smallfarm.They note that thefields and thelivestockareingoodorder.As the warbandnears, thedooropens anda youngcouple steps out.If the warbandis inclined towards good ratherthanevil, the youngcoupleprovides themafinemeal.Whencalculating their nexteffective sizeof the warbandby one(ie.10-12Warriors is considered 7-9Warriors),as theamount ofmoney they need to spendonfoodis reduced.If the warbandis evilor Chaotic,they may kill the youngcoupleandloot theirfarm, receiving 2D6 GCinmoney andmayreduce their warband sizeby one,as before.(444)PilgrimsThe warband sees agroupof robedhumanscoming up the road.They seem tobe singingThis is a smallgroupofpilgrims.If thewarbandis inclined towards good rather thanevil, thepilgrims show thema shortcutthrough thenearby marshes.In thenextgame, the warbandmay automatically choosesides and take thefirst turn; if two warbandsin thegamehave this benefit, rolloff to seewhich warbandgets toenjoy theeffect.Inaddition, their leader is anElder of theircongregation,andmay removeacurseplacedonamember of the warband.If the warbandis evilor Chaotic, they may kill thepilgrimsand take their measly possessions (D6 GCandaHoly Relic).(555)AbandonedOrcVillageThe warbandcomes uponamotleycollectionofhuts,most of whichare tumbleddownand show signs ofanoldfire.This siteandafew hundred teethburied under oneofthehuts (the village treasury).If the warbandis comprisedofGreenskins (Orcs and/orGoblins), theamount ofmoney is tripled,asthe teethareactually worth something to(6 6 6)EmpirePatrolThe warbandhears a strong voicecalloutHalt!Ž,andout of the trees stepadozenmen,dressedin thelocallivery andcarryingmuskets andhalberds.If the warbandis inclined towards goodrather thanevil, thepatrollets thempass bywithonly minor questions.Thepatrolalsogives them thenameofafair merchant in thenext town(thenext time the warbandequips,prices are reducedby 10%, roundeddown).Ifthe warbandis evilor Chaotic, thepatrolattempts toarrest them!At theendofa shortfight, the warbandgains D6 Experience,D6GC,D3 halberds,D3 swords,andD3handguns.However, rollaD6 for eachwarbandmember …ona rollof1-2, thatwarbandmember was also takenout ofactionduring thefight and theplayer must rollfor EMP_FLA_18_23 22/1/048:38amPage 20 (11111)LargeFarmThe warbandfinds alargefarm.They notethat thefields areingoodorder,and thelivestockis numerous andhealthy.As thewarbandnears, thedoor opens andaplumpIf the warbandis inclined towards good ratherthanevil, thefarmer andhis wifefeed themafinemeal.Whencalculating their nexteffective sizeof the warbandby two(ie.10-12Warriors is considered4-6 Warriors),as theamount ofmoney they need to spendonfoodis reduced.Also, thefarmer gives the warbandthenameofanhonest merchant (next timethe warbandbuys equipment,prices arereducedby 20%, rounding theprice up to thenearest GC).If the warbandis evilor Chaotic,they may kill thefarmers andloot their farm,receiving 2D6 GCinmoney,D3 Experience tobedistributedamong the warbands Heroes,andmay reduce their warband sizeby two,asabove.Also rollaD6 for every member of thewarbandif they attack thefarmers …ona rollof1, the warbandmember was takenout ofactionin thefight andmust rollfor Serious(2 2 2 2 2)HalflingRangersHalt!Ž yells a squeaky voicefrom thedarkness.As the warbandhalts andlooksaround,a smallfigure steps out of theshadows …aHalfling!If the warbandis inclined towards good ratherthanevil, theHalflings share their travellingrations with the warriors.Whencalculatingreduce theeffective sizeof the warbandbytwo(ie.10-12 Warriors is considered4-6Warriors,as theamount ofmoney they needto spendonfoodis reduced.If the warbandisevilor Chaotic, thebravelittle rangers attack!The warband receives D6 GC,D6 shortbows,D6 daggers,D3 ExperiencePoints that may bedistributedamongst their Heroes,andmayreduce their warband sizeby twoby eatingtheHalflings rations as above.Inaddition,rollaD6 for eachmember of the warband…ona rollof1-2 that warbandmember is shotfullofholes, takenout ofactionin thefightandmust rollfor Serious Injury as normal.(3 3 3 3 3)TheHangingTreeThe warbandcomes uponagrisly scene…alargeoak tree withdozens ofbodies hangingfromits branches.Therearealsoacoupleofbodies incages as well.As they near, thewarriors canhear a weakpleafor helpfromoneof thecages.If the warbandfrees him, theAssassin(seeMordheimAnnual)offers his services to thewarbandfor free(nohiringcost, though theymust pay his upkeepas normalafter thefirstgame).Inaddition, the warbandfinds thefollowingamong thebodies:D6 GChiddeninboots,etc,D3 daggers,andaLucky Charm(obviously not workingproperly!).(44444)DarkPThe warband sees afigureindark robesapproaching.As hegets closer they seeastalkedeyeappear from under the shadowedThis is aDarkOriest.Hemay bekilled(thewarbandleader gains 1ExperiencePoint andanUnholy Relic),or anUndeador Chaoticwarbandmay seekhis blessing.Theblessingof theDarkPriest will removeallcurses(55555)FaerieRingThe weary warriors come upona smallcircleofmushrooms.Suchplaces are reputed tobemagicalinnature,andpossessedofpowerfulhealingqualities.If the warbandis not Undeador Chaoticinnature, they may sleepin thefaerie ringandgaina restfulnights sleep.Any of the warriorsin the warband that were takenout ofactionlast gameareautomatically healed tofullhealth… thereis noneed to rollfor SeriousInjury.AnUndeador Chaotic warbandmaydestroy thefaerie ringand receiveD6ExperiencePoints that may bedividedamongtheir Heroes.However, such wantondestructioncarries aprice… thefaeries willplaceapowerfulcurseon the warband.Fromnow on until thecurseis lifted, whenever anymembers of the warbandare takenout ofaction, roll twicefor Serious Injuries for eachwarrior andapply thelower result.(6 6 6 6 6)AmbushedWarbandThe warriors seebodies strewnallover thisclearing, severalarrows protrudingfromeachone.That oldhermit did warn youabout thefolkof the woods preferring theirIf the warriors loot thesebodies, they find thefollowingitems of value:D3 swords,1 suit oflight armour,D6 daggers,D3 spears,D6shields,and 2D6 GC.Inaddition, rollaD6 …ona result of5or 6, the warbandfinds aTreasureononeof thebodies.Five ofaKind EMP_FLA_18_23 22/1/048:38amPage 22 As wellas beingpopulatedby the varioushumanoid races, theOldWorldalsocontainsmany species ofanimals … someof whichhavebeen tamedand trained toperforma usefulfunction.Thesecanbedividedbroadly intotwogroups …animals that canbe ridden(eg.horses,giant wolves,ColdOnes,etc)andthose that cant (eg. warhounds,giant rats,etc).These rules areintended toflesh-out therules for mounted warriors frompage163 oftheMordheim rulebook.ModelRepresentationIf you wish toinclude ridingbeasts or tamedanimals, you willneed tohavemodels torepresent them.For mounted warriors you willneedbothamountedminiatureandamodelonfoot.It is advisednot toglue the rider onbut to useBlue-tackor something similar sothat hemay be removed whenonfoot andhismount is unridden.AnimalHandlingSkillsMany warbands employ unridden,fightinganimals.Oftenoneor moremembers of thewarbandis nominated tocarefor theanimals,feedingand training them.(eg.DogHandler)This skillis highly beneficialifnon-riddenanimals are tobeincludedina warband.Thisskillmust be takenfor specificanimals andmay be takenmultiple times for differentanimals.It represents knowledgeof thegeneralcareand wellbeingof theanimalaswellas training techniques.A warrior with this skillhas abeneficialeffect on theanimals under his care.Ifawarrior has theAnimalHandling skillfor aparticular animal,any suchanimals mayusehis Leadershipprovidedheis within6".If the warbands leader is alsonearby,aplayer may choose whichof the warriorsLeadership to use unless theanimalis,in whichcaseonly theHandlersLeadershipmay be used.Inaddition,stubbornanimals withaHandler inbasecontact,ignore theeffects ofstubbornnessThis counts as anAcademic skill.RidingAnimalsMost warriors inMordheimcanonly dreamofowninga ridinganimal.Expensive tobuy,expensive tokeepand requiring skillto ride, they areamarkof status beyondthe reachoflowly Henchmen.Tothose with thenecessary wealthand skill,however, they areapricelesspossession,enabling their rider tomoverapidly across thebattlefield,aidinghimincombat withanadvantageofheight andweight,andin somecases,fightingin theirMountingAnimals.It requires halfa warriorsmove tomount or dismount a ridingcreature.Amount or its rider may not runor chargeinthe same turn that the warrior mounts ordismounts unless the rider has aSpecialRidingskill that allows this.riddenindoors or underground, unlessplayinga specially devised scenario that allowsDenseTerrain.Ridingmounts are rarebothamongst the ruins ofMordheimandin theclaustrophobicjungles ofLustria.Thedenseterrainmakes ridingdifficult andlargenumbers of riders arehighly ineffective.Thusin those settings,a warbandmay only haveamaximumof twomounts (not including thosebelonging toHiredSwords).Inmoreopensettings, suchas theopenfields of thecountrysidearoundMordheimor thedesertsofKhemri,a warbandmay haveas manymounts as they canafford.ControllingaMount.TheSpecialRidingSkills may be usedby warriors whohavearidinganimal,but only after the skillRidehasbeengained; warriors whichcomeprovidedwitha ridinganimalareassumed topossesstheRide skillalready.Warriors without thisskillmay still rideanimals,but must testagainst their Leadershipifhit by any missile,andat thebeginningofany Combat phasewhena standingenemy is inbasecontact.Ifthe test is failed they losecontrolof theirmount andmust rollon theWhoa,Boy! table.Note that ifanenemy is not standing, themounted warrior is not considered tobeincombat and thus does not need to test for lossofcontrol.Armour Bonus.All ridinganimals give theirriders a+1Armour savebonus.BoltingMounts.Incertaincircumstances,amount may bolt.Aboltingmount must makeaLeadership test at thebeginningof theowning MountedWarriors EMP_FLA_24_29 22/1/048:40 amPage 24 they can see(andbe seen)far more readilythanif they wereonfoot.If the warbandsleader has this skillandis mounted,hemayaddanextra 6" to thedistance within whichother warriors in the warbandmay usehisLeadership.This is inaddition toany otherbonuses that increase the rangeof theleadersTrickRiding.By athletically hangingoff thesideofhis mount,a rider makes himselfhardertohit.Whilea rider is trick ridingallmissileattacks against him suffer -1 tohit inadditiontoother modifiers.The rider must declare thatheis trick ridingbeforemoving.Hemust thenmakeanInitiative test and,if successful,maymovefulldistance.Ifhefails heloses controlofhis mount andmust rollimmediately on theWhoaBoy! table.This skillmay not be usedwithheavy armour becauseof theagilityrequired.Inaddition, trick riding requiresbothhands, so themodelmay not usea shieldWarriors without Ridemay not use this skill.The rider has trainedhismount to useits bulk to trampleany un-mountedenemy beforehim.A warrior withthis skillmay makea singleadditionalS4attack whenchargingan unmountedopponent.In subsequent rounds ofcombat,or ifchargedby enemy warriors,themounted warrior fights as normal.The rider has trainedhis mount toswervefrom side to sideincombat, wrong-footinghis opponent.A rider with this skillalways strikes first inclosecombat againstdismountedopponents.Whenchargedby anopponent,or otherwisefightinganenemyalsoentitled to strikefirst,attacks arecarriedout inorder ofInitiative.IfInitiativeisequal, themodel withgreater Experiencestrikes first.Warriors without Ridemay notRunningDismount.dismount fromhis mount at speed.Therider may ride up to themounts normalmovedistanceand thendismountimmediately.Nofurther movement orshootingis possible.This skillmay be usedtomoveintocontact with theenemy,countingas adivingchargefromaheight of2"…all the usual rules for divingchargesapply.Note that the rider thencounts asdismounted,gainingnofurther assistancefromhis mount.Warriors without RideAthleticMount.Without breakingstride, the warrior is able toleaponto thebackofhis mount andimmediatelyspur it intoafullgallop.Once the warrior isonboard, themount may makea runorchargemoveas normal.The warrior must bewithinhalfhis fullmovedistanceofhis steedHorseArcher.skills of the steppenomads andcan shootfroma runningmount.The rider may shootina 360 degreearc whilst mounted,andmayshoot whilehis mount is running; however,the shot suffers a-1 tohit penalty inadditiontoallother normalmodifiers.Warriorswithout Ridemay not use this skill.MountedCombat Master.especially skilledat combat against amountedopponent.If themodelis fightingmountedagainst amountedopponent andsuccessfully wounds theenemy, the woundedmodelmust add+1 tohis rollon theWhoaBoy! table.Warriors without Ridemay not useLosingControlIfamounted warrior has lost his last wound,then theplayer must rollon theWhoaBoy!table.This replaces thenormalInjuries chart.Ifcriticalhits are suffered, then rollas manytimes as is required, taking themost seriousWhoaBoy!TableD6ResultThe rider is temporarily disorientatedandhis mount rears up.The rider keeps his seat but must spendhis nextturn stationary regainingcontrol, unable tomoveor shoot.Ifattacked, treat the rider as fallendown.The rider falls offhis mount andis stunned, takinganadditionalS2 hit intheprocess withnoArmour save.Inaddition, rollaD6:ona rollof1-3, themount immediately bolts 3D6"ina randomdirectionandcontinues untilit has left the table… themount may be recoveredafter thebattle; ona rollof4-6, themount remains stationary and the warrior may remount once recovered.Note: themount does notcount as unriddenor un-ledin this The rider andhis mount crash to theground together.The rider andmount areautomatically out ofact-ion.Inaddition, rollaD6:ona rollof1-2 themount lands on topofits rider,crushinghim.If this happens, EMP_FLA_24_29 22/1/048:41amPage 26 aMule,hemust makeaLeadership test eachroundor themule will refuse tomove.Ornery:Withnoleader or rider,aMule willwander ina randomdirection.Shouldanyclosecombat occur within 6",it willMules willnot fight incombat andmay not be used tochargeintocombat … they will simply refuse tomove.Ifanenemy warrior charges a riddenMule,immediately rollon theWhoaBoy! table.IfanunriddenMuleis charged,it willbolt directlyaway from thecharger.RidingHorseAvailability:Rare8(Humans only)RidingHorses arenot trainedfor battleandwillnot normally attackanenemy.However,they are usefulfor moving rapidly around thefieldofbattle. ProfileMWSBSSTWIALd810331305WarhorseAvailability:Rare11(Humans only)Warhorses arelarge, well-trainedhorses,quiteat homeinbattle.They areprimarilyusedby Human warbands. ProfileMWSBSSTWIALd830331315SPECIALRULESBattleSchooled:Themount has beenspecially trained tofight on thebattlefield.The rider may re-rollany failedLoss ofControl tests.Only one re-rollis allowedElvenSteedAvailability:Rare10 (Elves only)ElvenSteeds aregracefulanimals,but haveavicious temperament whencalled upon tofight.It is rumoured that evenDarkElvesbreed thesefinebeasts.Typically,HighElfsteeds aregrey and white,WoodElf steeds aretanand white,andDarkElf steeds are ProfileMWSBSSTWIALd930331415SPECIALRULESBattleSchooled:Themount has beenspecially trained tofight on thebattlefield.The rider may re-rollany failedLoss ofControl tests.Only one re-rollis allowedperAvailability:Rare11(Vampires andVampireCounts occasionally needfell steedstocarry themabout their business.Whocaresif theyredead?They stillhavelegs,dont they? ProfileMWSBSSTWIALd820331215SPECIALRULESAs anUndeadcreature,aNightmaremay not run,but may chargeasImmune toPoison:Nightmares arenotaffectedby poison.Immune toPsychology:As anUndeadcreature,Nightmares areimmune topsychology,never have to takeLeadershiptests,and willalways stand stillifleftleaderless.However,if the rider suffers awound,hemust rollon theWhoaBoy! table EMP_FLA_24_29 22/1/048:41amPage 28 Thereare threeprincipalmodes of transport intheEmpire: travelby boat,by ridinganimals,suchas horses andmules,and travelby wagonor coach.Ridinganimals havealready beencoveredinBlazingSaddles whichis featuredin theMordheimAnnual.Here we willcoverthe rules for travel viaboat and wagon.This covers carts, stagecoaches andall two-andfour-wheeledforms of transportcommonly foundin theEmpire.MOVEMENTA wagons movement is determinedby howladenit is withpassengers andcargo.Therefore throughout agame,a wagons movemay alter due to unloadingor loading upofmorepassengers andcargo.Consult the tablebelow todeterminemovement.Wagonscannot charge,climb,hide, runor flee.Wagons, regardless of size,may makea singleturnof up to45degrees at theendofitsmovement.It may thenapply thelashifdesired.Make turns by pivoting the vehiclefromits mid-point.APPLYINGTHELASH!Therearemany reasons why a wagondriverwould want to urgehis beasts togofaster …ifheis beingpursuedby bandits or mutants,forexample!By applying thelash tohis draftbeasts, thedriver ofa wagoncanattempt togain someextramovement.After the wagonhas movednormally, theplayer may rollaD6.On the scoreof 2+ this indicates how manyextrainches the wagonmay moveaheadinastraight line.On the rollofa1 somethingdrastichas happened.Rollon the tablebelow:Vehicles of theEmpire ApplyingTheLashD6Result1-2Steeds Tiring…Thedraft animalsaregrowing tired…if thedriver appliesthelashnext turn you must halve thescore roundingfractions up.3-4Driver Shaken…Due to thewagons speed thedriver is thrownallovertheplaceandmay not apply thelashnextturnas he recovers his composure.5-6Out ofcontrol…Makea rollon theOut ofControl table. WagonMovementNo.ofpassengers or cargoquotaStandardMovementApplying thelash!1(driver …compulsory)10+D62-38+D64-66+D6 EMP_FLA_30_35 29/1/0410:37 amPage 30 TERRAINIfa wagonenters difficultground rollaD6.Ona scoreofa1immediately makea rollon theOut ofControltable,otherwise the wagonis fine.Very Difficult Ground:Ifa wagonenters verydifficult groundimmediately makea rollontheOut ofControl table withamodifier of+1.Walls/Obstacles:Ifa wagoncollides withawallor other solidobstacleit comes toanimmediatehalt.The wagon suffers D3 hits at aStrengthof 7 (seebelow).ImpassableGround:Ifa wagonmoves ontoimpassablegroundit is immediately destroyedandeachcrew member/draft animalmustmakeanInjury roll.Remove the wagonandplaceany survivingcrew within 3"of thecrashIfa wagoncollides withanother wagonbothsuffer D3 Strength 7 hits (rolllocationanddamageas normalbelow).In thecase thateither attackers or defenders block the way ofa wagonandit cannot movearound them thenthe wagon willmove through themodels,evenif they arefrom thedefending warband.Allof themodels touchedby a wagon that isforced tomove through themmust rollloweror equal to their Initiativeor suffer aS4hitwithallof theconsequences.Warriors that areout ofactioncannot get out of the way ofawagonandare thereforeautomatically hit.Whenever a wagoncollides withanything rollaD6,ona scoreofa1makeanOut ofTRANSPORTFor the sakeof simplicity all wagons andcoaches may transport up to six human-sizedwarriors or smaller (lets behavingnoOgrewagoneers now!)or theequivalent incargo(this willbecoveredingreater detailin theScenarios section).Onecrewmanmust beallocatedas thedriver andonemay rideshotgun withhim.Thedriver may donothingelsebut drive whilst the wagonis movingas heis toobusy controlling the reins.In theeventthat thedriver is knockeddown, stunnedortakenout ofactionacrew member ridingshotgunmay takeover the reins andbecomethenew driver.Afriendly warrior may boarda stationarywagonby simply movingintocontact withit(wagons areonly considered stationary ifthey didnt movein their last turn).Placethemodeleither on the wagonor moveitwith the wagoninbasecontact to simulateit being transported.Similarly,a warrior maydismount froma stationary wagonbymovingaway fromcontact.Warriors mayattempt tomount or dismount fromamoving wagonby passinganInitiative test.Ifthey fail, they takefallingdamageofD3automatichits at aStrengthequal tohalf thevehicles speed.Warriors may attempt toboardamoving wagonfromeither anothermoving wagonor fromamovingmount withamodifier of-1 to their Initiative test … thiscounts as acharge. EMP_FLA_30_35 22/1/048:43 amPage 31 This covers small rowingboats through tolarge river barges.Note that theseare verybasic rules tocover small skirmishes on therivers of theEmpire,amoreinclusive set ofrules tocover ocean-going ships is currentlyindevelopment.MOVEMENTBoats move 6" whenmoving with thecurrentofa river (thedirectionof the river flow mustbeestablishedbefore the start of thegame).Boats may move4" when travellingagainstthecurrent.Boats must moveat least halfofbeenanchoredor tethered to the shore.Boats, regardless of size,may makea singleturnof up to45degrees at theendof theirTERRAINAboat canencounter natural terrain suchasrocks or manmadeobstacles suchas logjamsspecifically placed toobstructits movement.Both theareimpassable toboats andthey moveinto themandalsocome toanimmediatehalt.Seepage 26 as for wagons.TRANSPORTAll theabove rules forwagons apply.Inaddition,becauseboatsareconsiderably biggertherefore transport alotA rowboat can transportwarriors or smaller,or theequivalent incargo.A river boat can transportup toeight human-sizedwarriors or smaller,ortheequivalent inAbargecantwelvehuman-sized warriors or smaller,or theequivalent incargo.Seeabovefor wagons,except warriors that failanInitiative test for attempting toboardamovingboat donot suffer damagebut fallintoSeepage 27 as for wagons. ProfileMWSBSSTWIALdRowboat----53---Riverboat----84---Barge----88---PROPULSIONDAMAGEEither theoars or themast and rigginghavebeendamaged.RollaD6 andconsult the table EMP_FLA_30_35 29/1/0410:44amPage 34 HULLDAMAGEWhen theboat loses its finalpoint ofdamage/woundit is destroyedand sinksimmediately.Eachcrew member falls intothe water andmust make theappropriateCOMBATSee wagons above.Note:Swimmingwarriors may not attackboats! Boat LocationD6Result1Propulsion…Roll todamage theboat using the stat-lineabove…ifdamagedrollagainon thePropulsion table.2Rudder…Roll todamage the rudderusing the stat-lineabove…ifdamagedtheboat may only turnfromnow onafter coming toacompletehalt by usingacombinationofoars/boat-hooks.3-4Crew…Randomly select acrewmember and roll to woundandinjureasnormal… seeloss ofdriver aboveifapplicable.Any crew member that iswoundedmust makeanimmediateInitiative test …if this is failedhehasfallenfrom theboat.…Roll todamage theboat usingthe stat-lineaboves. PropulsionDamageD6Result1-2Saildamaged/oars splinteredTheboats speedis permanently reduced4-5Riggingdamaged/oars splintered…Theboats speedis permanentlyreducedby -2".6Mast falls!…With theloss of themast (or allof theoars in thecaseofanoared vessel) theboat may only drift 2"in thedirectionof thecurrent.Allcrewmust immediately test on their Initiativetoavoid thefallingmast (this does notapply tooared vessels obviously).Ifacrewmanfails this test he receives animmediateStrength 6 hit. EMP_FLA_30_35 22/1/048:44amPage 35