Newsgroups: rec.games.board
Subject: wfb/mighty empires rules changes
From: <ALOHC@CUNYVM.BITNET>
Date: Friday, 21 Aug 1992 16:29:40 EDT
Organization: City University of New York/ University Computer Center

I've received over ten requests for these rules now, arguments of what
belongs in this newsgroup aside.  as we have approached wfb and mighty
empires as one game, i present them both here.

suggestions will be greatly appreciated.

Warhammer fantasy battles rule changes:

War beasts, chariots and non-portable war engines -

for purposes of targeting, any war beast, chariot, or war engine, counts as
a single miniature.  troops firing missle weapons at the target receive a
+1 to hit, as these are all considered large objects.  each hit on the target
is determined on either the machinery/beast or the crew.  for each hit, one
die is rolled.  on a 1-4, the machinery/beast is hit, on a 5-6, the crew is
hit.  war beasts have T and W as per their profiles in the bestiary.  war
engines have a T 6, and W equal to the number of crew, e.g. a 6 man stone
thrower has 6 wounds.  Chariots have a T 5, and W equal to the number of draft
animals plus 1 for a light chariot, 2 for a wagon, and 3 for a heavy chariot,
e.g. a light chariot with two horses has three wounds.  If a war engine is
attacked in hand to hand combat, either by foot or ariel troops, the
models are formed into a regular unit formation to receive the charge in
front of the engine.  area effect engines directing fire against other engines/
chariots/war beasts, target the machinery/beast and crew as a whole.  In the
case of a hit, the target machinery/beast takes a hit as normal with the above
toughness and wounds.  The number of crew that are hit is equal to the radius
of the template times two, e.g. a 3-man stonethrower with a 1" area template
would hit the enemy machinery/beast and two crew members.  cannon fire against
machinery/beasts automatically hits the machinery/beast if it is in the bounce
portion of the cannon shot.  [Note: we use the revised cannon rules set forth
in white dwarf 147]  One die is rolled, which determines wounds.  damage is
a d6-3, which means no damage is caused 1-3 in the same way as cannon fire
hitting infantry.  (This damage is also used against creatures larger than
10' tall - so your dragon is unlikely to be slain by one cannon shot.)  The
cannon also hits one half of the crew rounded up.  On a 4-6, the crewman is
killed.  If the crew contains a character model, randomly assign hits to the
crew.  If the character is hit, the "Lookout, Sir!" applies.

Ariel creatures - height changes

A height change may occur at any point during flight.  after that height
change, the ariel creature must continue its movement at the new height (if
any movement remains) until it has either run out of movement, or has moved
a minimum of 10" for a height decrease or 20" for a height increase, at which
it may make another height change.  for purposes of targeting, any creature
at attack level is targetted in identical manner to a ground taget.  ariel
creatures at attack level on a hill are not considered to be at +10 to
creatures at ground level either on or off the hill.

ariel creatures - crashing

the creature(s) crashing take one hit at a strength equal to the highest
toughness of the creature(s) crashing plus one per height band above attack
level.  the damage caused by a fall/crash is equal to 1d4 per height band.
only ground targets receive an armor saving throw.  if the ground target
crashed into/fallen upon is a unit, the number of models hit is
based upon the base size of the falling/crashing creature.  a maximum of
four hits are caused by creatures which use a 40x40 base (which includes
a flying base) and nine hits by creatures which use larger bases.  A rider
that survives a crash may not make a reserve move, but may cast spells if
they received no damage.

mighty empires rule changes

starting the game

each player has a realm which contains only one city (the capital).  each
player also receives 80 gold crowns with which to build their initial
empire.  this includes armies, baggage, ships, and settlements.  settlements
are purchased at the following rates: a village costs 5 GC, a fortress costs
10 GC, a city costs 15 GC.

battle victory conditions

we found that expensive troops were at a great disadvantage when using
unit size rules to determine victory.  thus: a battle is fought until the
end of the (8-hour game) day or one side concedes.  this will give a number of
turns between 3 and 8 unless someone concedes.

espionage

each year each player may spend a maximum of one GC per player in the game
on espionage, e.g. two in a two player game.

fate points

each player receives one fate point per year, which may be used to reverse the
result of any one die roll made by that player.  these points, if unused, may
be saved from year to year.  this must be used only in a defensive manner,
unless it is used to counter someone else's fate card.

-----------------------------------

well, that's it so far.  if anyone wants to comment feel free (of course!)
these rules have been determined through long argument over intense, close
games.  just thought you'd like to know.....

anyone wanting a copy of these, typewritten and printed on a laserjet, may
send a SASE to me at:  Aaron L. Overton, 43-10 25th Ave, Astoria, NY 11103.

c-ya, aaron
Newsgroups: rec.games.board,rec.games.misc