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{\*\generator Microsoft Word 10.0.2627;}{\info{\title Rory's Campaign rules}{\author User}{\operator User}{\creatim\yr2007\mo3\dy20\hr9\min55}{\revtim\yr2007\mo8\dy29\hr17\min51}{\printim\yr2007\mo3\dy28\hr10\min35}{\version11}{\edmins135}{\nofpages12}
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\ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 \fs24\lang1049\langfe1049\cgrid\langnp1049\langfenp1049 {\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Rory's Campaign rules
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 1.SETUP
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid2774845\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid2774845 {\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid2774845\charrsid6232484 Use minimum of 12 hexes for each player 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid2774845\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 1.1CREATING A MAP
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Tiles have both a type, represented by the deck that they come
\par from, and terrain edges. A tile may have two different types of
\par terrain on its edges. For example, a highland tile may have three
\par edges shown with mountains, and three edges shown as green
\par lowlands.
\par For each tile, the terrain on the edge may be different than the
\par terrain of the tile. The tile may also have terrain drawn across
\par the tile, such as a mountain range or river, yet still have edges
\par that are lowlands, or coastal.
\par Players assemble the map by placing down tiles in turn, starting
\par with a highland tile. Each player places a new tile adjacent to
\par two (or more) placed tiles. One of the edges of the new tile must
\par match the terrain type of one of the tiles the new tile is placed
\par next to.
\par Rivers must be continuous. A river may not simply end, but
\par must drain into a coastal tile, a lake, a swamp, or another river
\par tile. A coastal tile should match with other coastal tiles.
\par Two capitals may not be within three tiles of each other. This
\par rule allows room for the realm, or six tiles surrounding the
\par capital.
\par }{\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 1.2Creating a Realm
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Each player determines what lies within his realm using the chart
\par below. First, nominate one of the territory tiles, then roll 2D6
\par and compare the result to the tile type (highland, lowland, river
\par valley or coastal). The result indicates the type of settlement in
\par that tile. The player places a settlement piece of the appropriate
\par type and attaches his own colored flag. The player then
\par continues to roll for each tile until the territory is filled.
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par REALM CONTENTS CHART
\par 2D6 \tab Lowland \tab Highland \tab River Valley \tab Coastline
\par 2\tab  Barren \tab Barren \tab Barren \tab \tab Barren
\par 3 \tab Barren \tab Barren \tab Barren \tab \tab Barren
\par 4\tab  Barren \tab Barren \tab Barren \tab \tab Barren
\par 5 \tab Barren \tab Barren \tab Village \tab \tab Barren
\par 6 \tab Village \tab Barren \tab Village \tab \tab Barren
\par 7 \tab Village \tab Barren \tab Village \tab \tab Village
\par 8 \tab Village \tab Village \tab Village \tab \tab Village
\par 9 \tab Fortress \tab Village \tab Fortress \tab \tab Village
\par 10 \tab Fortress \tab Fortress \tab City \tab \tab Fortress
\par 11\tab  City \tab Fortress \tab City \tab \tab City
\par 12 \tab City \tab City \tab City \tab \tab City
\par 
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 ADDITIONAL ITEMS}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Harbours - Any city located on a coastline gives 1 fleet
\par Bridges - Allow free passage across rivers. All map sections with cities}{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid7098688\charrsid6232484  and villages}{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
 count as also having bridges for friendly banners.
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid8603536\charrsid6232484 Roads - negate the need for difficult terrain rolls when moving into another section that al
so contains roads. map sections with cities and villages count as also having roads for friendly banners.}{\fs20\lang1033\langfe1049\langnp1033\insrsid8603536\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 1.3Creating an Army
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid8866856 {\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 Newly formed banners are a 4,000 point army with the following maximums}{
\fs20\lang1033\langfe1049\langnp1033\insrsid3691069\charrsid6232484  -}{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484  individual units limited to 800 pts, 500 pts of characters, 1 wizard up to 400 pts and 500 pts of monsters. }{
\fs20\lang1033\langfe1049\langnp1033\insrsid4076211\charrsid6232484 When creating a banner units with the infiltrate ability must pay for it because in most scenarios they will be able to use it. }{
\fs20\lang1033\langfe1049\langnp1033\insrsid3691069\charrsid6232484 They are placed in the capital territory when created.}{\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
 In the basic campaign new army lists may be written before each battle up to these point totals.}{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 
\par 
\par ADDITIONAL TROOPS
\par 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3691069\charrsid6232484 Additional c}{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 ities}{\fs20\lang1033\langfe1049\langnp1033\insrsid3691069\charrsid6232484 
(Capital does not count as it was used for the original banner)}{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484  give 500 points including troops, characters, 1 spell caster up to 400 pts or monsters.
\par Fortresses give 300 points of troops or war machines.
\par Villages give 300 pts of troops.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 Each realm starts with one}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  }{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 banner}{
\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  following ordinary rules. As the realm grows it may increase in size 
\par as allowed on the following table.}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par BANNER TABLE
\par #of players\tab # of banners
\par 2\tab \tab one additional banner/ 6 map sections
\par 3\tab \tab one additional banner/ 5 map sections
\par 4\tab \tab one additional banner/ 4 map sections
\par 5+\tab \tab one additional banner/ 3 map sections
\par 
\par 
\par }{\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 2.CAMPAIGN TURN
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 WRITE ORDERS
\par EXECUTE ORDERS
\par FIGHT BATTLES
\par RETREAT / SCATTER
\par END OF TURN
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 2.1 Orders
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Each campaign turn a banner may be given one of these orders. Once all banners and fleets have received orders they execute them
\par simultaneously.
\par 
\par Raze and Hold
\par Raze and Move
\par Move
\par Fortify
\par Recover
\par Hold
\par Scout
\par Load on Fleet
\par 
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Raze
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par After razing a territory the banner makes a d6 roll. On a 3+ they can move as normal. On a 1-2 the razing takes too long and they may not move.
\par 
\par Razed territories are controlled as normal but do not add to the number of banners a realm may field. When a special map is razed then none of it's special rules apply. All roads and bridges are destroyed as well.
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Movement
\par }\pard \ql \li0\ri0\sb100\sa100\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\fs20\lang1033\langfe1049\langnp1033\insrsid4074671\charrsid6232484 Only one friendly banner may occupy a territory when movement is finished.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484  Allied banners may move through unoccupied allied territory as if the controlling player}{\fs20\lang1033\langfe1049\langnp1033\insrsid4074671\charrsid6232484 
 If two allied banners attempt to move into the same territory one must remain in his original territory. If this is not settled by the players themselves there are two choices; break the alliance and fight }{
\fs20\lang1033\langfe1049\langnp1033\insrsid3691069\charrsid6232484 a battle as normal or roll a d6, the higher roll}{\fs20\lang1033\langfe1049\langnp1033\insrsid4074671\charrsid6232484  may move his banner into the territory. }{
\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 A banner may trace any route from the edge of the map tile it is into its destination edge in the adjacent tile. Banners may av
oid crossing rivers or mountains where possible by going around them. If the banner cannot trace a route without crossing such a feature the route is }{\i\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 blocked}{
\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  and a roll on the Route Chart will be necessary to traverse the feature. There are some special rules that apply to blocking terrain:
\par ~}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 City Bridges}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 . If a river tile has a city}{\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484 
 or village }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 in it, the settlement is assumed to lie on or near the river and includes a bridging point.
\par ~}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Mountain Cities}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 . If a mountain tile has a city in it, there are assumed to
 be mountain passes leading from every edge and passing through the city. A friendly force may therefore move through the tile without having to make a route roll.
\par ~}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Mountains Edge}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  If a banner has already made a route roll to enter a tile then it will not n
eed to make one to go back they way they came. Only if they leave via a different mountain edge.
\par ~}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 River Banks. }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 If a banner enters a river tile along}{
\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
the river edge the banner is placed so it is clear which side of the river it is on. The banner cannot cross the river just because it moves from tile to tile. A route roll or bridge is required to cross.
\par ~}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Open Water.}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  Only ships can move across the sea. Na
utical movement dealt within the Ships and War at Sea section of rules.
\par ~}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Swamp.}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  No banner may enter the swamp tile and it may not belong to any empire.
\par }\pard \qc \li0\ri0\sb100\sa100\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Other Terrain
\par }\pard \ql \li0\ri0\sb100\sa100\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Plains, hills, and forests do not block movement. In the case of forest it is assumed ther
e are enough paths for an army to pass through. 
\par }\pard \qc \li0\ri0\sb100\sa100\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Route Chart 
\par }\pard \ql \li0\ri0\sb100\sa100\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 For a force to cross }{\i\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 blocking}
{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  terrain it must roll on the chart below. If no route is found, the player may make another roll next turn. This failure does not keep another player from attempting
 to find a route the same way during the same turn.}{\fs20\lang1033\langfe1049\langnp1033\insrsid4074671\charrsid6232484  If a friendly banner was attempting to move into a territory that another friendly banner failed to vacate, it remains in it\rquote 
s original territory as if given hold orders.}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 D6}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 1-2 Failure.}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  No route is found. The force may not move this turn.
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 3-4. }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Safe passage is found. Banner may move as normal.
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Don't pass in the night
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 In  the event that two opposing armies receive orders to move into the other's territory this rule is applied. Both players roll a d6 and the
 highest roll counts as moving. The lower rolling banner will count as having hold orders.}{\fs20\lang1033\langfe1049\langnp1033\insrsid2716522\charrsid6232484 
 The defender is not given the option of ambush as they were also on the move, only slower than the attacker.}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Fortify
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 If a banner given fortify orders is not brought
 to battle then it spends the turn increasing the defensive capabilities of the occupied territory. Banners that are attacked in a fortified t}{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 erritory may add an additional 5}{
\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 00 points of }{\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 normal}{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484  troops. Also they 
roll on the defended obstacles chart below. After all normal terrain placement is completed the defending player may place the generated obstacle where they wish. If the occupying banner moves out of the fortified territory all effects are lost.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid6695530\charrsid6232484  It is poss
ible to fortify a territory with a city, fortress or village. This represents the banner camping outside of the limits of the settlement. If the banner retreats into the fortress or city the fortify bonuses are lost.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Generated Obstacle Table
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 1 - a large hill
\par 2- a wall, fence or earthworks 6"-12" in length
\par 3- a hill with an impassible slope
\par 4 - a building no larger than two stories and an area of 8"x8"
\par 5 - a large hill with fences or artillery emplacements atop it
\par 6 - a watch tower
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Recover
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Banners occupying 
a razed territory may attempt to recover from the razing. If the banner is given recover orders and is not involved in a battle it may make a recovery attempt. Roll a d6. On a result of 4+ the raze marker is removed. On a 1-3 the territory remains razed b
ut each subsiquent roll gains a +1.
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 Hold
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 A banner given hold orders will not move in this campaign turn. Banners not given any orders count as having hold orders.}{
\b\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0\pararsid15818987 {\fs20\lang1033\langfe1049\langnp1033\insrsid15818987\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 {\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 SCOUT
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Any banner may ma}{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 i}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
ntain it's position and send out scouts into any }{\fs20\lang1033\langfe1049\langnp1033\insrsid12328323 one}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  su}{\fs20\lang1033\langfe1049\langnp1033\insrsid12328323 
rrounding unexplored territory}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 . Roll once on the appropriate table for each unexplored hex.
\par If a banner is attacked while scouting they may }{\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484 not use }{\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484 one unit from their list}{
\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  for }{\fs20\lang1033\langfe1049\langnp1033\insrsid12328323 the}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  map section scouted.
\par Moving into an unexplored map section will also reveal that section using the}{\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484  proper table but without the unit loss}{
\fs20\lang1033\langfe1049\langnp1033\insrsid8866856\charrsid6232484  }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 penalty to battles.
\par Banners may still scout if loaded on a fleet but only the coastal map section in which they are located.
\par 
\par LOWLAND AND COASTAL TILES ROLL 2D6
\par 2 -3 Barren The tile is barren. Place your territory marker in it.
\par 4 Fortress  Place a fortress with your own flag in the tile.
\par 5 Village The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Place a village
\par model with your own flag in the tile.
\par 6 Village Place a village with your own flag in the tile.
\par 7 Barren The tile is barren. Place your territory marker in it.
\par 8 Village  Place a village with your own flag in the tile.
\par 9 Village The tile is fertile and inhabited by people who quickly submit to your enlightened rule. Place a village with your
\par own flag in the tile.
\par 10 City Place a city with your own flag in the tile
\par 11-12 Barren The tile is barren. Place your territory marker in it.
\par 
\par RIVER VALLEY TILES ROLL 2D6
\par 2-3 Barren The tile is barren. Place your territory marker in it.
\par 4 Fortress  Place a fortress with your own flag in the tile.
\par 5 Village The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Place a village model
\par with your own flag in the tile.
\par 6 Village The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Place a village
\par model with your own flag in the tile.
\par 7 Village The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Place a village model
\par with your own flag in the tile.
\par 8 }{\fs20\lang1033\langfe1049\langnp1033\insrsid7821611\charrsid6232484 Village}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  The tile is fertile and inhabited by friendly people who quickly submit to your enli
ghtened rule. Place a village
\par model with your own flag in the tile.
\par 9 Village The tile is fertile and inhabited by friendly people who quickly submit to your enlightened rule. Place a village model
\par with your own flag in the tile.
\par 10 City Place a city with your own flag in the tile
\par 11-12 Barren The tile is barren. Place your territory marker in it.
\par 
\par HIGHLAND TILES ROLL 2D6
\par 2-3 Barren The tile is barren. Place your territory marker in it.
\par 4 Fortress  Place a fortress with your own flag in the tile.
\par 5 Barren The tile is barren. Place your territory marker in it.
\par 6 Village Place a village with your own flag in the tile.
\par 7 Barren The tile is barren. Place your territory marker in it.
\par 8 Village Place a village with your own flag in the tile.
\par 9 Barren The tile is barren. Place your territory marker in it.
\par 10 City Place a city with your own flag in the tile
\par 11-12 Barren The tile is barren. Place your territory marker in it.
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 LOAD ON FLEET
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 If there is a friendly fleet present in the map section a banner may board them for transport.
\par 
\par }{\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 2.2 FLEET ORDERS
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par MOVE
\par LOAD/UNLOAD
\par ATTACK
\par 
\par MOVE  - Fleets may move 1 sea or coastal map sections per movement phase. Multiple fleets with or without 
\par \tab transported banners may occupy the same map section.
\par LOAD/UNLOAD - Fleets may load or unload any transported banners if they have not already moved this turn.
\par ATTACK - fight as detailed under naval battles.
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 3.Battle
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 3.1 ORDINARY BATTLES
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0\pararsid1865358 {\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484 After all move orders are completed banners that find themselves in a territory with a
n enemy banner will fight a battle. The type of battle will depend upon the movement of both banners involved. Remember to add the effects from fortified territories.
\par 
\par If one banner has hold orders a }{\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 meeting engagement}{\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484  battle(as in the }{
\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 AoA}{\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484  rules) is fought with the defender choosing which edge to deploy from. 
\par 
\par If both banners moved into the territory this turn then }{\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 chance encounter}{\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484  is used.
\par 
\par If the attacker is moving into a forest or mountain territory containing a banner on hold orders the defender may attempt to ambush. Both players roll d6 and if the defender rolls}{\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 
 higher they may choose between the route ambush or night ambush scenarios}{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484  with the}{\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484 m as the attacker.
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid10367667\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid68729 {\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 Supporting allies
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0\pararsid1865358 {\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid10367667\charrsid6232484 Banners which are not directly involved in a battle may choose to support an adjacent banner from their realm or an al}{
\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 ly\rquote s. This support is given as 5}{\fs20\lang1033\langfe1049\langnp1033\insrsid10367667\charrsid6232484 00 points of }{
\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 normal}{\fs20\lang1033\langfe1049\langnp1033\insrsid10367667\charrsid6232484  troops. Banners may only give support in one adjacent battle but multiple banners may give support.
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 {\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 3.2 SIEGES
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 City or fort and banner present - \tab Defender may choose pitched battle or siege if a banner is present.
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 \tab \tab \tab \tab If the defender chose siege  then the}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  attacker may choose assault or siege.
\par City or fort with no banner present-\tab Defender can only choose siege.
\par \tab \tab \tab \tab Attacker may choose Siege or assault.
\par 
\par Assault - battle begins }{\fs20\lang1033\langfe1049\langnp1033\insrsid6695530\charrsid6232484 with - }{\fs20\lang1033\langfe1049\langnp1033\insrsid15433224\charrsid6232484 defender with banner - +5}{
\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 00 points of }{\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 normal}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  tro}{
\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 ops or defender siege equipment.}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid15433224\charrsid6232484 \tab \tab \tab defender with no banner - 10}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 00 points of }{
\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 normal troops and siege equipment.}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid15097511 {\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Siege  \tab -For each campaign turn that a siege is ma}{
\fs20\lang1033\langfe1049\langnp1033\insrsid989920\charrsid6232484 i}{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 ntained the attackers may build}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484  siege e}{
\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 quipment from the attackers list}{\fs20\lang1033\langfe1049\langnp1033\insrsid14946196\charrsid6232484 . This equipment is lost if the banner moves.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid15097511\charrsid6232484  All infantry can be given ladders, grapples etc to climb walls. Each campaign turn that they lay siege}{\fs20\lang1033\langfe1049\langnp1033\insrsid12196879  the attacker may build 5}{
\fs20\lang1033\langfe1049\langnp1033\insrsid15097511\charrsid6232484 00 points of
 siege equipment or standard artillery. Unused points may be carried over until the next turn to represent building or moving up heavy equipment over a long period of time. Standard artillery will come with crew to represent specialists from the reserve/c
amp whatever moving up. Siege equipment must be crewed by one of the infantry units.
\par }\pard \ql \fi720\li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid15097511 {\fs20\lang1033\langfe1049\langnp1033\insrsid15097511\charrsid6232484 
-Units may be split before the battle for ease of movement within the castle. Experience will be allocated as an average of the groups.}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 {\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 \tab -Defender may sally from the walls in the battle phase. Battle fought as in assault.
\par \tab -additional support troops may fight from neighbouring map sections.
\par \tab -every campaign turn after the siege is begun the defender must roll on the following table.
\par \tab -coastal cities do not roll on this table unless there are also attacker ships in the sieged map section.
\par 
\par SIEGE STARVATION TABLE
\par D6 Result
\par 1 Betrayal. The settlement is betrayed from within. The
\par garrison is destroyed and the attackers occupy the city or
\par fortress without loss.
\par 2 Surrender. The garrison offers to surrender the settlement
\par in return for safe conduct. If the attacker accepts, the
\par defending force moves out of the tile into an adjoining tile.
\par The tile does not have to be a part of the player\rquote s empire. 
\par The besiegers occupy the settlement without loss. The
\par besieging player can refuse the defender\rquote s terms, in which
\par case the siege continues.
\par 3 Hardship. The hardships endured by the civilian
\par population mean that the maintenance of defenses is
\par neglected. Any further rolls are made with a -1 bonus.
\par A succession of hardship results will increase the bonus by
\par one each time.
\par 4+ No effect. The population hardens its resolve and stands
\par firmly by its defenders.
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 3.3 NAVAL BATTLES}{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 ENGAGING ENEMY SHIPS
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 If a ship enters a tile containing an enemy ship counter,
\par either side may attempt to bring the other to battle, Note
\par however, that both sides may choose not to fight in which
\par case both sides occupy the tile peacefully.
\par To bring an enemy ship to battle both sides roll a D6. The
\par highest scoring side has out-sailed the other and may
\par decide whether to force a battle or not. If no battle is
\par fought, all ships remain in the tile and may move away in
\par their following turn. In this situation, rival ships may
\par occupy the same tile without fighting.
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 NAVAL ENGAGEMENT CHART
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Battles at sea are resolved by means of the chart below.
\par Both sides add up the number of friendly ship models in
\par the tile. If any side has banners on board its ships these
\par are added to the total. For example, if a force of two ships
\par and two banners is fighting the total is four. Both sides
\par add the score of a D6 to the total.
\par 
\par NAVAL ENGAGEMENT CHART
\par Difference In Score Result
\par 0 Draw \endash  both sides sustain no losses
\par 1-2 Lower scoring side driven off. The higher scorer
\par may move the lower scoring ships one tile along
\par the coast. If this is impossible because the ships
\par are at the end of the map, the lower scorer is
\par destroyed.
\par 3 The lower scorer suffers one random ship
\par destroyed together with all on board. Any
\par remaining ships are driven away as for 1 above.
\par 4+ Lower scoring side loses all ships and all on
\par board.
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 3.4 Retreat/Scatter
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0\pararsid1865358 {\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484 After battles all banners that lost or tied must retreat into an adjacent friendly territory
. No difficult terrain test is required. If there is no adjacent friendly territory available then the banner is counted as scattered. Scattered banners are removed from the map. If the realm remains large enough to support the banner at the end of the ca
m
paign turn then the banner will reform in the capital as if it were a newly raised banner. Retreating like movement is resolved simultaneously. If two banners may only retreat into one territory then one must be counted as scattered. If the banners are al
lied and the players can not resolve themselves which to scatter then both players roll d6 and the highest roll remains in play and occupies the territory.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0 {\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 Fleets and any banners that they carried that lost a battle are considered scattered.
\par Fleets may reform in any valid harbour. Banners reform in the capital }{\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484 or }{\fs20\lang1033\langfe1049\langnp1033\insrsid6451349\charrsid6232484 any valid harbour.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid1865358\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 5.END OF CAMPAIGN TURN
\par }\pard \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0\pararsid6958922 {\fs20\lang1033\langfe1049\langnp1033\insrsid6958922\charrsid6232484 
After all actions are resolved players count the number of map sections in their realm and consult the Banner Table. If the realm no longer has enough terr
itory to support all it's banners then it must dissolve any above the allowed amount. Scattered banners are dissolved first. If the realm has grown or has banners scattered during this turn they may be reformed in the capital. If there are more than 1 new
 or reformed banners then they may be place in territories adjacent to the capital. No new banners may be placed if the players capital is occupied by an enemy banner.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6958922 {\fs20\lang1033\langfe1049\langnp1033\insrsid12875195\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid14877708\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid14877708\charrsid6232484 6. Winning the campaign
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid7414168\charrsid6232484 The objective of the campaign is }{\fs20\lang1033\langfe1049\langnp1033\insrsid14877460\charrsid6232484 to conquer the opposing players.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid9987108\charrsid6232484  This is accomplished my taking all of their cities including the capital.}{\fs20\lang1033\langfe1049\langnp1033\insrsid14877708\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Appendices
\par 
\par 1. Battle scenario rules
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 1.1}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Meeting engagement}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 (}{
\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 optional use the attrition scenario)}{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 See AoA rule book with the following changes
\par }\pard \ql \li0\ri360\sb100\sa100\nowidctlpar\faauto\rin360\lin0\itap0\pararsid3283326 {\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Objec
tives are handled a bit differently, since players will likely have differently sized armies. Chose 1 objective for your opponent for every 1500 points in your army. However, if your opponent has fewer objectives than you, he only has to achieve the numbe
r of objectives he selected to win the game. Thus, the smallest army determines the number of objectives needed to win, but the size of your army determines how many objectives you pick for your opponent. 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6958922 {\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
\par }\pard \ql \li0\ri360\sb100\sa100\nowidctlpar\faauto\rin360\lin0\itap0\pararsid3283326 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 1.2}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Route Ambush}{
\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484  
\par Word of an enemy raiding force ap
proaching your lands has prompted you to take decisive action. Your scouts have found the enemy on the march while remaining undetected themselves. Your plan is to attack them while they are strung out on the march and unprepared to fight. 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Rules of Engagement}{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484  
\par To keep things interesting, it is suggested that the following method be used to build armies: 
\par Agree to a points total; both sides then build armies by the normal meeting engagement rules. Once both are made, randomly determine an attacker and a defender. 
\par The defender rolls a die for each unit in his army; on a 1-4 it is present; on a 5 or 6 it is not, and should be left out of the battle. The attacker has all of his forces present. Defender may not use the infiltrate skill. Attacker may infiltrate 
as normal.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid3283326 {\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
The attacker sets up the battlefield but the defender may choose to move or remove any one terrain feature blocking his escape route.
\par }\pard \ql \li0\ri360\sb100\sa100\nowidctlpar\faauto\rin360\lin0\itap0\pararsid3283326 {\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
Defender sets up first with all units in column formation all facing the same direction. His set up zone should
 be 18" wide and end 18" from the short ends of the battlefield. For example if the battlefield is 6' x 4'(our standard), Then the defender's zone will be 18" x 36" in the center of the table. 
\par The attacker does not set up any units; he will move on from a
ny and all edges on the first turn of the game. The attacker must move first on the first turn; do not roll for initiative. ( This may change a bit; I'm also looking at having the attacker make 1 move without any chance of response by the defender (turn 0
), then rolling for initiative for turn 1 as normal) 
\par A fleeing unit should move towards the closest table edge that doesn't bring them closer to an enemy; however, you may try to flee through an enemy to get off the edge; you will take casualties as if cau
ght by pursuers, but if you can keep the unit above half strength and get them off of the table, it will be worth it. 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Victory Conditions}{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484  
\par It is the goal of the defender to get as many of his units off the board as possible. It is also his goal to do as much damage on the way out. 
\par The defender gains 2X the VP of all models that escape in units above half strength. Escape can be by moving off of board, or by fleeing off of the board. When fleeing, a pursuing unit can still catch the fleer by rolling a highe
r pursuit than the fleer rolled for flight. For instance, if a defending unit breaks 6" away from the board edge while fighting an enemy, and is forced to flee 9", the pursuing unit could still catch it by moving 10" or more. When the a unit pursues a def
ending unit that way, place the pursuer at the board edge where the pursuer fled, whether he caught it or not. 
\par The defender also gains VP equal to the attacker's units killed or eliminated. This only applies when a whole unit is killed or forced to flee, or a monster is killed or forced to flee; do not count models killed in units which are still intact. 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid3283326 {\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 The Attacker gains VP equal to the value of every defending unit he eliminates. 
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 1.3}{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Chance Encounter
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
\par Both armies are in a hurry to reach an important position before the opposition. As their scouts reach the area they realize that the enemy is thinking the same thing and almost in position. The advance units most hold the line until the main army can be 
brought into the field. 
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Rules of Engagement\line 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
Both players agree to the VP for the armies involved. The terrain may be set up in any agreeable fashion with the stipulation that there is one distinguishing feature near the center of the table. This feature 
will be considered a capture terrain objective for both armies.
\par 
\par Other victory conditions will be chosen as in the meeting engagement scenario in the rule book}{\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484  with the changes mentioned under meeting engagement in the campaign rules.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 . 
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 Placement of units
\par 
\par }{\f83\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 \'bc of each players army may be placed in the set up zone(24\'94 from the opposing zone and 12\'94 from the battlefield ends). Infiltrators may be used according to their rules.

\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 The remainder of the players armies may enter from the table edge of their set up zone on or after turn 2 if they make a morale check.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6958922 {\fs20\lang1033\langfe1049\langnp1033\insrsid3283326\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6232484 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 1.4}{\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484  }{
\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Sieges}{\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Rules of Engagement\line }{\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 
Cavalry units may fight dismounted. It is assumed that their mounts are left off the battlefield at the main encampment or stabled inside the castle. Dismounted cavalry wil
l be -1 wound, base 1 and minus the mounts attacks. Optional - place a marker where the mounts are located. If the dismounted cavalry remain on this spot for one turn they may remount and act as cavalry until they dismount again.
\par 
\par All attacking infantry can be given ladders, grapples etc to climb walls. 
\par Attacker's missile troops may build mantlets. 1 point/model +2 shield. May deploy up to 12\'94 closer than normal set up allows.  May not move.
\par Defenders may buy rocks, boiling oil, or standard artillery as part of the castle. 
\par Rocks +7 points/model/wall section 1/ 2 range 0\'94 str 1 natural. The rocks are placed on a section and may be used by any troops there. Thus the number of attacks is equal to the number of friendly troops on that section.
\par Oil +90 pts/wall section, limit 1 /5\'94 wall section 2/ 3 range 0\'94 str 2 d3 hits elemental fire.
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Siege Equipment
\par }\trowd \irow0\irowband0\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2538\clshdrawnil \cellx2430\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth630\clshdrawnil \cellx3060\clvertalt\clbrdrt\brdrs\brdrw15 
\clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth720\clshdrawnil \cellx3780\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth990\clshdrawnil \cellx4770\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1890\clshdrawnil \cellx6660\clvertalt\clbrdrt\brdrs\brdrw15 
\clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth810\clshdrawnil \cellx7470\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth1440\clshdrawnil \cellx8910\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1350\clshdrawnil \cellx10260\pard 
\ql \li0\ri0\nowidctlpar\intbl\faauto\rin0\lin0\pararsid2100387 {\f36\fs20\insrsid4072767\charrsid6232484 Name\cell VP\cell Max
\par Crew\cell Wounds\cell Armor\cell Magic\cell Drive 
\par Number\cell Damage
\par Chart\cell }\pard \ql \li0\ri0\widctlpar\intbl\aspalpha\aspnum\faauto\adjustright\rin0\lin0 {\f36\fs20\insrsid4072767\charrsid6232484 \trowd \irow0\irowband0
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2538\clshdrawnil \cellx2430\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth630\clshdrawnil \cellx3060\clvertalt\clbrdrt\brdrs\brdrw15 
\clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth720\clshdrawnil \cellx3780\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth990\clshdrawnil \cellx4770\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1890\clshdrawnil \cellx6660\clvertalt\clbrdrt\brdrs\brdrw15 
\clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth810\clshdrawnil \cellx7470\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth1440\clshdrawnil \cellx8910\clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1350\clshdrawnil \cellx10260\row }\trowd \irow1\irowband1
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2538\clshdrawnil \cellx2430\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth630\clshdrawnil \cellx3060\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth720\clshdrawnil \cellx3780\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth990\clshdrawnil 
\cellx4770\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1890\clshdrawnil \cellx6660\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth810\clshdrawnil \cellx7470\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1440\clshdrawnil \cellx8910\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1350\clshdrawnil \cellx10260\pard \ql \li0\ri0\nowidctlpar\intbl\faauto\rin0\lin0\pararsid2100387 {\f36\fs20\insrsid4072767\charrsid6232484 Battering ram\cell 1}{
\fs20\lang1033\langfe1049\langnp1033\insrsid4072767\charrsid6232484 90\cell }{\f36\fs20\insrsid4072767\charrsid6232484 6\cell 6\cell 6 - Missile Immune\cell 1\cell 3 (2/3/6)\cell 1 - 3 Vehicle
\par 4 - 6 Crew\cell }\pard \ql \li0\ri0\widctlpar\intbl\aspalpha\aspnum\faauto\adjustright\rin0\lin0 {\f36\fs20\insrsid4072767\charrsid6232484 \trowd \irow1\irowband1
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2538\clshdrawnil \cellx2430\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth630\clshdrawnil \cellx3060\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth720\clshdrawnil \cellx3780\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth990\clshdrawnil 
\cellx4770\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1890\clshdrawnil \cellx6660\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth810\clshdrawnil \cellx7470\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1440\clshdrawnil \cellx8910\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1350\clshdrawnil \cellx10260\row }\trowd \irow2\irowband2
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2538\clshdrawnil \cellx2430\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth630\clshdrawnil \cellx3060\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth720\clshdrawnil \cellx3780\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth990\clshdrawnil \cellx4770\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1890\clshdrawnil \cellx6660\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth810\clshdrawnil \cellx7470\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth1440\clshdrawnil \cellx8910\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1350\clshdrawnil \cellx10260\pard 
\ql \li0\ri0\nowidctlpar\intbl\faauto\rin0\lin0\pararsid2100387 {\f36\fs20\insrsid4072767\charrsid6232484 Siege Tower\cell 15}{\fs20\lang1033\langfe1049\langnp1033\insrsid4072767\charrsid6232484 6\cell }{\f36\fs20\insrsid4072767\charrsid6232484 12\cell 6
\cell 6 \endash  Missile Immune\cell 1\cell 3(2/3/6)\cell 1-3 Vehicle
\par 4-6 crew\cell }\pard \ql \li0\ri0\widctlpar\intbl\aspalpha\aspnum\faauto\adjustright\rin0\lin0 {\f36\fs20\lang1033\langfe1049\langnp1033\insrsid4072767\charrsid6232484 \trowd \irow2\irowband2
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2538\clshdrawnil \cellx2430\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth630\clshdrawnil \cellx3060\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth720\clshdrawnil \cellx3780\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth990\clshdrawnil \cellx4770\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1890\clshdrawnil \cellx6660\clvertalt\clbrdrt\brdrnone \clbrdrl
\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth810\clshdrawnil \cellx7470\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth1440\clshdrawnil \cellx8910\clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth1350\clshdrawnil \cellx10260\row }\trowd \irow3\irowband3
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trwWidthA7578\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2790\clshdrawnil \cellx2682\pard \ql \li0\ri0\nowidctlpar\intbl\faauto\rin0\lin0\pararsid11086234 {\f36\fs20\insrsid4072767\charrsid6232484 Special\cell }\pard 
\ql \li0\ri0\widctlpar\intbl\aspalpha\aspnum\faauto\adjustright\rin0\lin0 {\f36\fs20\insrsid4072767\charrsid6232484 \trowd \irow3\irowband3
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trwWidthA7578\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrs\brdrw15 \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2790\clshdrawnil \cellx2682\row }\trowd \irow4\irowband4\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trwWidthA7578\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrnone 
\clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth2790\clshdrawnil \cellx2682\pard \ql \li0\ri0\nowidctlpar\intbl\faauto\rin0\lin0\pararsid11086234 {
\f36\fs20\lang1033\langfe1049\langnp1033\insrsid4072767\charrsid6232484 Ram: 1/1 Str (3) d3 hits 
\par d3 wounds
\par }{\f36\fs20\insrsid4072767\charrsid6232484 Only usable against buildings
\par \cell }\pard \ql \li0\ri0\widctlpar\intbl\aspalpha\aspnum\faauto\adjustright\rin0\lin0 {\f36\fs20\insrsid4072767\charrsid6232484 \trowd \irow4\irowband4
\ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trwWidthA7578\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrnone \clbrdrr\brdrs\brdrw15 
\cltxlrtb\clftsWidth3\clwWidth2790\clshdrawnil \cellx2682\row }\trowd \irow5\irowband5\lastrow \ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trwWidthA7578\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt\clbrdrt
\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth2790\clshdrawnil \cellx2682\pard \ql \li0\ri0\nowidctlpar\intbl\faauto\rin0\lin0\pararsid11086234 {
\f36\fs20\lang1033\langfe1049\langnp1033\insrsid4072767\charrsid6232484 Negates defender bonus when attacking walls.\cell }\pard \ql \li0\ri0\widctlpar\intbl\aspalpha\aspnum\faauto\adjustright\rin0\lin0 {
\f36\fs20\lang1033\langfe1049\langnp1033\insrsid4072767\charrsid6232484 \trowd \irow5\irowband5\lastrow \ts11\trgaph108\trleft-108\trftsWidth3\trwWidth10368\trftsWidthB3\trftsWidthA3\trwWidthA7578\trpaddl108\trpaddr108\trpaddfl3\trpaddfr3 \clvertalt
\clbrdrt\brdrnone \clbrdrl\brdrs\brdrw15 \clbrdrb\brdrs\brdrw15 \clbrdrr\brdrs\brdrw15 \cltxlrtb\clftsWidth3\clwWidth2790\clshdrawnil \cellx2682\row }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6232484 {
\f36\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 
\par }{\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 
\par }{\b\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Placement
\par }{\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 
The defending army may set up anywhere within the castle walls. Artillery may only be placed on towers, or in the courtyard. Cannons, ballistae and other direct fire weapons may not fire outside the walls if placed in the courtyard.
\par The attacking army may set up anywhere not within 18\'94 of the castle. For larger castles or smaller tables this distance may be reduced or the attackers start off board and have the initiative on the first turn.
\par 
\par }{\b\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Victory conditions
\par }{\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 The attacker may choose his victory conditions as under the meeting engagement scenario. 
\par The defender must assign at least one of his victory conditions as capture terrain on a prominent feature of the castle. Secondary conditions may be chosen as normal.
\par 
\par }{\b\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Optional rules
\par }{\f1\fs20\lang1033\langfe1049\langnp1033\insrsid6232484\charrsid6232484 Time limit on the game to represent the length of time the attackers can assault on this day. The attacker must achieve their objectives within this time or the defender wins. 

\par 
\par My small castle
\par 
\par 4 walls 10\'94 long 20 bases, 80 wounds, armour 8
\par 1 large gate 12 wounds, armour 7
\par 2 tall towers 25 bases, 100 wounds, armour 8
\par 2 short towers 16 bases, 80 wounds, armour 8
\par 
\par 6/section + 6x4x20= 486 pts/wall
\par 6/tower + 6x4x25= 606 pts/tall tower
\par 6/tower + 6x5x16= 486pts/short tower
\par Castle points = 4128 
\par 
\par City Wall
\par City wall will stretch across the table 48\'94
\par Minimum 1 gate 12 wounds armour 6
\par Wall 10\'94 20 bases, 80 wounds, armour 7
\par Tall towers 25 bases, 100 wounds, armour 7
\par Short towers 16 bases, 80 wounds, armour 7
\par 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6958922 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
\par 2. Optional Rules
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid16139296\charrsid6232484 2.1 }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 Set lists
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
\par Each banner must have a list written for i
t when it is created and placed on the map. This will be the list used in any battles this banner is involved in. The list may only be changed if using the reorganization rules below. The set list rule must be used if using the experience system.
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid16139296\charrsid6232484 2.2 }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 New orders
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Theses rules give banners more options in the orders phase.}{\fs20\lang1033\langfe1049\langnp1033\insrsid68729\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid11997259 {\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 BUILD BRIDGE
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 A banner that does not move may build a bridge across all rivers in it's map section.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid6958922 {\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid11997259 {\b\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 BUILD ROAD
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 All map sections with city, fortress or village are considered to have roads. Roads may be constructed by banners in
\par empty map sections. Roads negate the need for difficult terrain rolls when moving into another section that also contains roads. }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Roads allow an army to move }{
\fs20\lang1033\langfe1049\langnp1033\insrsid1076212\charrsid6232484 through }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 2 }{\fs20\lang1033\langfe1049\langnp1033\insrsid1076212\charrsid6232484 friendly territories}{
\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 .
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484 
\par Note: In a territory that does not contain}{\fs20\lang1033\langfe1049\langnp1033\insrsid16139296\charrsid6232484 
 a village or city does not contain roads or bridges unless they are built. It is possible to have a bridge or road in the territory without containing the other. Maybe the roads are too small to support large armies even if there is a
 bridge. Or the river is crossed using a ferry thus causing a difficult terrain roll. A banner must spend a turn to build each structure, bridge or road before full freedom of movement is allowed.}{
\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Reorganization Orders
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 If a banner is located in a city or fortress territory and not involved in a battle then it may do a total reorganization. The banner may rewrite it\rquote 
s entire list but any new units will not have experience. Experienced units may be increased in size or split into smaller units without losing experience. }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Optional}{
\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
 use the experience loss for fleeing rules if the unit grows over 50%. Decreasing the unit size has no effect on experience. After the reorganization the new banner should be equal to or less than the points of the original banner.
\par 
\par If two banners border are in neighbouring territories and are not involved in any battles they may transfer units between each other but no banner may be less than 4,000 pts and should follow the 60/40 rule as closely as p
ossible. Individual soldiers may be transfer into the same type of unit in the other banner. Ex. All or any number of swordsmen from one banner may be added to the other banner\rquote 
s swordsmen units. Banner 1 has 21 swordsmen. Banner 2 has 2 units of 10 men each. After reorganization banner 1 has no swordsmen but banner 2 has 1 unit of 25 and one unit of 16. Experience will be the average of the groups combined.
\par }{\fs20\cf1\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
\par }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 New units formed from gaining territories may be added to a banner list during the campaign turn end phase without issuing }{
\fs20\lang1033\langfe1049\langnp1033\insrsid8470993\charrsid6232484 reorganize orders.}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
\par 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid16139296\charrsid6232484 2.3 }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Experience
\par }\pard \ql \li0\ri360\sb100\sa100\nowidctlpar\faauto\rin360\lin0\itap0\pararsid11997259 {\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
After a battle, all surviving units will gain experience, based on how many objectives you attained during the battle, and whether the unit is above half strength or below. 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Units above 1/2 strength}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  \line 
Gain 2 EXP for the battle, and 1 EXP for every objective of the opponents you catured, even temporarily, during the battle. You may NOT gain multiple points for the same objective by taking an losing a single objective over and over again. 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Units below 1/2, but not fled or destroyed}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  \line 
Gain 1 EXP for the battle, and 1 EXP for every 2 objectives (rounded down) taken during the battle, as listed above. 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Units forced to flee}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  \line Lose d3 + 1 (2 to 4) EXP, to a minimum of 0 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Units destroyed on the battlefield}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  \line Lose d6 +1 ( 2 to 7) EXP, to a minimum of 0 
\par Be sure to keep track of your units' experience levels - using 3X5 cards for each unit may make that easier, and will give you a nice place to record each unit's heroic deeds. 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Experience Levels and Bonuses}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  
\par 0 to 5 EXP - }{\fs20\ul\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Green}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  - No bonuses 
\par 6 to 10 EXP - }{\fs20\ul\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Experienced }{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 +1 to all morale rolls 
\par 11 to 15 EXP - }{\fs20\ul\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Veteran}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
 - +1 to all morale rolls, +1" of movement, may reroll all dice for a single purpose (to hit a particular unit, to make armor saves against a particular attack from a unit, to pass a morale test, etc.) once per game. 
\par 16 to 20 EXP - }{\fs20\ul\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Elite}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 
 - +2 to all morale rolls, +1" movement, +1 to melee and missile skill, may make 1 reroll per game. 
\par 21+ - }{\fs20\ul\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484 Super Elite}{\fs20\lang1033\langfe1049\langnp1033\insrsid11997259\charrsid6232484  - add 1 free reroll for every 10 EXP beyond 21. 
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid11997259 {\b\fs20\lang1033\langfe1049\langnp1033\insrsid11997259 
\par }{\b\fs20\lang1033\langfe1049\langnp1033\insrsid5065946 2.4 Exploration of barren territories
\par }\pard \ql \li0\ri0\widctlpar\aspalpha\aspnum\faauto\adjustright\rin0\lin0\itap0\pararsid5065946 {\fs20\lang1033\langfe1049\langnp1033\insrsid5065946\charrsid5065946 Explore Orders
\par A banner which occupies a barren territory may choose to explore it in the hopes of finding something of interest. Roll on the following table.
\par 
\par Exploration roll d6 
\par 1-3 Nothing found. May roll again on another turn of exploration.
\par 4-6 Something found. Roll again immediately on the table below. Once something is found on a barren territory no further exploration is allowed.
\par 
\par 1 ruined city
\par 2 wizard\rquote s tower
\par 3 dwarf mine
\par 4 monster lair
\par 5 temple
\par 6 Lizardman swamp
\par 
\par Ruined city Roll d6
\par 1-2 The city is considered haunted and nobody wants to live near it. The territory remains barren and no more exploration is allowed.
\par 4-6 The territory may be recovered as a razed territory. A village is placed }{\fs20\lang1033\langfe1049\langnp1033\insrsid5065946 after recovery }{\fs20\lang1033\langfe1049\langnp1033\insrsid5065946\charrsid5065946 
on the territory and points allocated to a banner.
\par 5-6 Searching the city the banner finds a magical artifact. Control of the artifact gives 300 points of undead to join your banner. They stay with you until the territory is lost and then control of them goes to the new owner. 
\par 
\par Wizard\rquote s Tower roll d6
\par 1-2 The wizard is surprised to be found and quickly gathers his prized items and flees. Nothing is gained and the territory may not be explored again.
\par 3-4 The wizard offers to join your forces. 1 spellcaster of up to 400 points joins your banner. He will stay with player as long as they control the territory. If the territory is taken re-roll on this chart for the wizard\rquote s reaction.
\par 5-6 The wizard is angered by your interference. He offers his services to another player determined randomly. The wizards tower will teleport to a barren territory of the new players realm. The wizard will join them as above.
\par 
\par Dwarf mine roll d6
\par 1-2 An abandoned dwarf mine is found. Nothing is gained and the territory may not be explored further.
\par 2-4 The dwarf miners recognize the greatness of your realm and offer to help. The controlling player may add 300 points of dwarves to their banner. They stay with you until the territory is lost and then control of them goes to the new owner. 
\par 5-6 An abandoned mine was taken over by goblins. In fear of your might they offer to serve you. The controlling player may add 300 points of goblins to their banner. They stay with you until the territory is lost and then control of them goes to the new 
owner. 
\par 
\par Monster\rquote s Lair roll d6
\par 1-2 Old lairs of monster\rquote s are found. Nothing lives there now. Territory may not be explored further.
\par 3-4 Trainable monsters are located. The controlling player may add 300 points of monsters to his banner. They stay with you until the territory is lost and then control of them goes to the new owner. 
\par 5-6 An adult dragon is found. Roll again for his reaction.
\par \tab 1-2 He eats a few off your mounts and flies away. The territory may not be explored further.
\par \tab 3-4 He agrees to join your service. One adult dragon may be added to the banner.
\par \tab 5-6 He is angered by this disturbance and offers his service to another randomly determined player. This player may add one adult dragon to one of his banners. The dragon will serve him until killed in battle.
\par 
\par Temple roll d6
\par 1-2 the temple is abandoned and overgrown. It may be restored as a razed territory. A village is placed on the territory and points allocated to a banner.
\par 3-4 The temple is owned by a sect utterly hideous to the player. The banner destroys all trace of the temple and it\rquote s members. No further exploration rolls may be made.
\par 5-6 The temple is controlled by warrior monks. The controlling player may add 300 points of Lyonesse to their banner. They stay with you until the territory is lost and then control of them goes to the new owner. 
\par 
\par Lizardman swamp roll d6
\par 1-2 the occupants of the swamp slither, crawl, swim away as fast as possible. No further exploration rolls may be made.
\par 3-4 The lizardmen decide to join your forces as mercenaries. The controlling player may add 300 points of lizardmen to his banner.
\par 5-6 The lizards are uninterested in joining your forces. Instead they organize a raid into your territory. Raze the nearest village, fortress or city to the explored territory. The territory may not be explored further.
\par }\pard \ql \li0\ri0\nowidctlpar\faauto\rin0\lin0\itap0\pararsid11997259 {\fs20\lang1033\langfe1049\langnp1033\insrsid5065946\charrsid5065946 
\par }}