My gaming group wanted more treasure as well to spice up games regardless of the scenario. So we adapted occupied building rules from Empire in Flames to suite any game. Your solution is simpler but I thought I'd share. We've had a lot of fun with these rules. Perhaps you may find the Loot Table helpful to determine the contents of chests in your rules.
Additional Rules for Occupied Buildings & Looting
- All scenarios may utilize these additional special rules, unless otherwise noted.
- After deployment of the armies, roll a die for each building in which no models were placed. On a 6, the building is considered ‘occupied’ and follows the rules laid out below.
- An occupied building is barricaded from the inside where its fear-stricken denizens are hunkered down hoping the warbands will pass through without discovering them. Model may not enter (or exit) occupied buildings normally, instead they must break their way in (or out) using one of following methods:
For any of these methods, move the model into contact with a window, door, or opening large enough for the model to pass and resolve the one of these actions at the end of the movement phase. Models which just stood up in the Recovery phase may not attempt a ‘Shoulder Rush’.
o Shoulder Rush – Make a Strength test using the character’s unmodified strength score. If successful, place the model just inside the building. Failure results in taking an automatic hit at the character’s strength. If this hit wounds, roll a d6. A 1-4 causes the warrior to be Knocked Down while Stunned results on a 5-6. Other models may move through the hole on subsequent turns.
o Chop a Hole – Make a Strength test at with a -2 strength penalty. The usual strength bonuses for weapons apply to this test. Using a weapon with the ‘Cutting Edge’ rule also gains a +1 bonus. For example, a S3 model with an axe must roll a 1 or 2 to pass. A S4 model with a double-handed weapon must roll a 4 or less to succeed. If the test is passed, a hole is made adjacent to the model through which models may move freely on subsequent turns.
o Remove the Hardware – Requires Tool Kit (15gc, rare8). Make an Initiative test. If successful, the warrior has stripped the locks, hinges, or fasteners from the barricaded opening allowing models to pass through on subsequent turns.
- The inhabitants try to defend themselves by clubbing any trespassers. Each model that enters suffers D3 S3 hits.
- A model may take a complete turn to demoralize and subdue the occupants. Models who stood up in the Recovery phase may not attempt this action because it’s hard to threaten and cajole when you are dusting yourself off and wiping blood from your broken nose. Make a Leadership test. Failure indicates that your arguments or bellowing roar was not taken seriously. Suffer D3-1 S3 hits in recompense for your troubles. If successful you have pacified the motley inhabitants with words or weapons. Models may move into the building safely. Heroes gain +1 exp for clearing a building in this way.
- Once a building is beached and cleared, a hero may spend a complete turn pillaging useful good and treasures. The warrior is awarded a ‘Loot Counter’ (see below). You may not attempt to loot a building if enemy models are inside.
- Loot Counters represent choice items gleaned from the ruins. It may not be transferred from one model to another normally. However, if the model carrying it is taken Out of Action place a token where he fell. Any model may pick it up. If the model fell in close combat, the attacker automatically picks up the token.
- After the game ends, determine what you found by rolling 2d6 (nominate one as the ten’s die) and consulting the chart below:
D6__Ten’s Die__Mundane__Consume__Weapon__Armor___Treasure___Trinket
1___Mundane__Net_______B. Lotus___Club_____Leather___d6 gold____Lucky Charm
2___Consume__Rope_____D. Venom__Axe______Shield___2d6 gold____Rabbits Foot
3___Weapon___Lantern___C. Shade__Sword____Helmet___3d6 gol____ Wyrd. Pendulum
4___Armor____Caltrops___M. Root____Great____Lt Armor__d3 shards __Warhorn
5___Treasure__M. Map____Madcap___G/I*______Hvy Armor_50 gold____Tarot Cards
6___Trinket____Cookbook__H. Herb____C.L.S.**__G/I*______Op. Coach__Tome of Magic
* G/I refers to Gromril or Ithilmar. Choose a club, axe, sword, or great weapon with either property.
** C.L.S. refers to Cathayan Longsword
Note: A roll of a six for the second die must be confirmed with a 4+. Failure allows player to choose from the remaining items.
- Occupied buildings can also be burned like other buildings but have an additional rule associated with them as follows. Immediately after successfully starting an occupied building on fire D3 villagers immerge as flames begin to engulf it. Use a scatter die to determine the direction that each villager leaves the building. Move them 4” out of a opening nearest to the direction indicated on the die. If this movement cause them to come into contact with a model it is considered to have initiated a charge. Villagers are armed with a club and a dagger and use the following profile.
M___WS_BS__S___T__W___I___A___Ld__Armor
4___2___2___3___3___1___3___1___7___-
After this initiate placement, villagers are given their own turn after the last player turn if a neutral party turn has not already been established. Heroes can normal experience for taking Villagers Out of Action. They will move towards the closest visible player model and charge them if possible. The Village cannot see anyone, move them 4” in a random direction. They will not enter burning or occupied buildings.