Using Magic Items

Magic Items can generally be used just once in every 'Winds of Magic' cycle. You will then have to wait until the next cycle to use them again. Some Magic Items are always active, e.g. Shield of Ptolos. Others can only be used once and have an immediate but temporary effect, e.g. the Potion of Strength. Fortunately, Magic Items don't use any precious Magical Power points. Your Grudgebringer Cavalry begins the campaign with the Grudgebringer sword in its possession. This mighty sword has runes...

Into Battle

Once you have Issued your Initial orders It Is time to end the deployment phase and start the battle. To do this, press ENTER, or left click the red arrow on the scroll at the top of the screen. The white flags will disappear. You will also hear a rumble of thunder, indicating the start of a new Winds of Magic' cycle (which is explained in more detail in the BATTLE MAGIC section). Your regiments will now act on the orders you gave them. As the mission progresses, new situations will arise. You...

New Campaign

When you enter a mission, you are safe from immediate attack. This is explained fully in the DEPLOYMENT PHASE. This respite allows you to survey the battlefield and learn a few basics before you wade into battle. Welcome to the battlefield What you can see here is a small part of the battlefield. To scroll the view around, hold down the right mouse button the view will scroll towards the mouse pointer. The further you move the pointer from the centre of the screen, the faster the view will...

Waaagh Magic

Ores and Goblins are so unlike other creatures that they generate their own form of energy. As individuals this effect is negligible, but as a mob their combined minds produce an awful lot of concentrated energy. In large amounts this energy excites Ores and Goblins and this sense of euphoria and common identity is known as the Waaagh. This energy vents itself through the most receptive Ore or Goblin mind present. Such individuals are called Shamans, and use the power of the Waaagh to cast...

Undead Regiments

Ghouls are Inhuman creatures who live In places of the dead feeding on corpses. They are tough but very cowardly and will flee if beaten in combat. Ghouls are foul and unnatural creatures which cause fear in the enemy. These ancient dead come from the desert lands of Araby In the south. They are slow-moving but tough and are powerful fighters. Their greatest weakness Is fire a Mummy hit by flames suffers additional damage due to the flammable chemicals used during their embalming. Mummies are...

Casting Spells

In the Warhammer world, magic exists In all things, both living and dead. As the Winds of Magic billow over and through the land, a magician must draw from the energy that Is available at that time. This Is represented by the eight BLUE lamps that are found In the centre of the Control Panel. Each lamp represents one Magical Power Point. Every spell requires a number of Magical Power points to cast. These points are shown as small lamps beneath the spell Icons that appear on the Magic Panel...

Positioning Your Regiments

As you move the mouse pointer away from the regiment, it will change appearance again. This will happen often on the battlefield, depending on the situation at hand. Check the following list to see what each pointer signifies Left-clicking on the landscape will give your regiment an order to move to that location on the battlefield. A BLUE flag will be planted In the ground to confirm the order. You can also set multiple points on the landscape If you wish. Simply hold down the CTRL key as you...

Appendix A

There are four different types of magic available In Dark Omen Bright, Ice, Waaagh and Dark. Each of the four types share one m Magic Spell Bright Wizards are fire Wizards. Their magic is of flame and heat and they make excellent Battle Wizards with their ability to cast fireballs and flame storms upon their enemies. Magic Power points cost 1 per potency - maximum 3 Dispel Magic creates an aura of anti-magic around the chosen friendly regiment, and any offensive magic entering this zone of...

Greenskin Regiments

These huge and horrific monsters are worshipped by Night Goblins. They have 360 degree vision, making them excellent at spotting hidden enemies. Due to their ferocious appearance Gigantic Spiders cause fear. These huge and ferocious creatures breed in the dank underground passageways deep below the earth. The combined force of their two pincers allows them to fight with great strength. Due to their horrific nature Giant Scorpions cause fear. Typically smaller than Ores, Goblins look rather thin...

Collecting Magic Items

Enemy regiments can also possess Magic Items. If this is the case, you'll normally see some sort of magical effect around the unit, either constantly or when you attack them. When you destroy these regiments they will drop the items on the ground. The same is true of gold coins. When you successfully complete a mission, both items and gold will be automatically collected by your army as they leave the battlefield. The items will appear in the storage slots on the right page of the Troop Roster...

About This Manual

This manual will explain how to issue orders to your troops, how to use magic during a battle and how to react to events as they occur on the battlefield. You will discover how to spend your hard earned gold on buying reinforcements and expanding the size of your army once a battle is over. The appendices detail the variety of Magic Spells on offer and explain the differences between the races who live in the Warhammer world. The following terms are used throughout the manual. Learn them well...

The Troop Roster

Within this book you are able to recruit new troops and replace any casualties, providing you have enough gold coins to pay for them You can also sell Armour and ''-- sell or move any Magic Items your army might possess. An extra Icon Is found at the bottom of almost all book pages This will take you back to the very first page of the Troop Roster. Each double page serves a different function. The first gives you an update on the current status of all your regiments. It shows the following The...

Special Rules

Each regiment differs from the next in many ways not just in their appearance, choice of weaponry or preferred method of attack. All of the troops within the three races Allied, Greenskin and Undead have psychological and physical attributes which affect the way they behave on the battlefield. These differences are known as the 'Special Rules . Strong emotions such as fear or hatred of another race originate from a long history of conflict and misunderstanding. If a regiment comes up against an...

Dark Magic

Dark energy Is undivided it contains all the types of magic energy in a seething mass. Dark Magic spells are destructive and powerful. Most mighty of all are the spells which give dominion over demons and the dead. A beam of magic shoots from the mage's eyes, corroding and withering any target in Its path. Armour offers no protection against this short ranged but highly effective attack, it merely crumbles away. The necromancer's power raises the bodies of the dead up from the belly of the...

Wood Elf Archers

Like all warriors of the Empire these bowmen are highly trained in their art. They are armed with standard bows which have a medium range. Although they wield their bows with skill they are not particularly effective in hand-to-hand combat. Only the front two ranks of archers may fire. Helmgart Bowmen do not require line of sight. Flagellants are men who have been driven over the edge of sanity by some personal disaster or catastrophe, causing them to travel the Empire preaching their nightmare...