Baggage
Armies run on the bellies, and yours are no different. Even a small force needs equipment, and tents, and food, and people to maintain and repair that gear, and space the non-combat hangers-on that are inevitably accrued. This space can be packed into caravans that are pulled by asses and other beasts of burden across the ice plains, or even Spawn or people if supplies are short. This is represented on the battlefield by Baggage on either side, consisting of a circle of wagons and several civilian defenders.
For every full thousand points owned by a side, you increase in Baggage by one tier. Each tier grants one Wagon, five Civilians, and has an area of 6" by 4+2X", where X is the tier of baggage the Warband has reached.
There are several rules to placing Baggage on the table.
- The baggage must be deployed to the table before the troops of either side.
- Baggage must be placed within the deployment zone of its controlling player, with the long edge against the edge of the board.
- The baggage is delineated by wagons and walls or hedges that are erected to defend the camp before battle.
- Civilians are placed within the area, though do not need to be arranged into formations. They use the profiles of standard creatures of their type. The type of creatures present as civilians are limited to species present in your warband, with all civilians usually being the same species as the majority of your army, though more in-depth players may elect to roll randomly before battle, with those who enjoy writing often opting to use persistent characters.
- The baggage area is a form of terrain for all intents and purposes, and so may be reinforced during deployment, and may have troops enter or leave during gameplay. Due to the walls surrounding it, it may be hard for troops stationed inside to see use in outside battle.
Attacking the Baggage
A unit within charge range of an enemy Baggage must pass a Leadership test to not charge it or any units between the two. Those affected by this psychology will need to test against Frenzy. When the baggage is attacked, the civilians inside may be formed into an impromptu defence behind the barricade. This combat is fought as is normal, with the following modifications:
- Civilians are automatically routed if pushed back.
- Halfling civilians gain +2 to Hit and +2 Strength while defending the Baggage.
- Civilians may use any gear left at the camp's inventory, but otherwise will be equipped with improvised weapons.
- When civilians rout, attackers may not pursue.
If the baggage is left undefended while a hotile unit is within, they will begin looting, effectively preventing them from taking any actions. At the beginning of the turn, roll a Leadership test - on a success, they will cease Looting. This will cause them to reorganise their ranks, and prevent them from Moving in the following Movement phase. They are now in possessio of the Baggage. So long as at least five models are within the baggage, it is considered to have been captured. The unit may leave models behind for this purpose, despite not usually being able to do so.
Once a baggage has been captured, friendly units suffer Animosity against units occupying it. Should a new unit occupy it, they will begin Looting it once more.
You may attempt to recapture your baggage if it has been taken, but gain no material benefit from doing so.
If the baggage is still captured at the end of battle, the controlling play may take any equipment that was placed in the camp inventory.
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