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Wilderness Rules

the area known as the Great Forest, a great expanse of woodland lying deep within the heart of the Empire. This is a vast region encompassing a variety of terrain - dense tangled undergrowth, bleak desolate hills, lonely moorland broken only by great towers of granite, waterways ranging from small brooks to vast unfordable rivers. And trees. Lots and lots of trees.

To represent this, players should use the wilderness rules from Games Workshop's "Empire In Flames" supplement for Mordheim.

The background provided in the Empire In Flames supplement provides a strong flavour of the land in which the Nemesis Crown campaign takes place and we urge you to find the time to read it.

The supplement also provides detailed rules on the terrain likely to be encountered: marshes, rivers, forest, etc. We see no point in replicating this work here.

However, as an addition we would recommend the following subdivision of types of woods:

Woodland

Unless the scenario dictates, players should agree which stands of trees represent which type of woodland at the start of the game.

Dense Woodland A stand of trees represents an area of dense forest, where sight is limited to 2". This is the type of woods described on page 13 of the Empire In Flames supplement.

Dense woodland counts as difficult ground.

Mounted models may not enter dense woodland without dismounting.

Light Woodland Here the terrain is wysiwyg (what you see is what you get), i.e. a stand of four trees represents a copse of four trees. To determine if the trees block line of sight you'll need to crouch down and squint through them.

Light woodland counts as open ground.

Mounted models may enter light woodland without dismounting.

ILL-GOTTEN GAINS

We also recommend that the Wilderness Exploration Chart be used for your Nemesis Crown games as this represents the kinds of treasure more likely to be found in the forest than in the ruined depraved streets of the City of the Damned.