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8/22/2019 Idea for a warhammer campaign
1/2
Generating Terrain
For each tile to be generated, the player rolls a
D6. On the roll of 1-5, a Common terrain tile is
generated and the player should roll against the
table. On a roll of a 6, that is a rare terrain tile.
Common Terrain Generation Table
2D6 Terrain
2-5 Barren-the land is uninhabited and
relatively unfertile. This is worth 1
battle point
6 Roll on rare terrain table
7-8 Farmland-The land is fertile and
dotted with small farm villages. It is
worth two battle points and adds 2gper turn in harvest revenue.
9-10 River /Lake Valley-The land is very
fertile and dotted with villages. It
provides the player with 5 gold coins
per turn and is worth 2 battle points
11 Town is a center of commerce and
trade. A town is worth 3 battlepoints and 10 gold coins.
Additionally, any army in a town tile
receives an extra 50 points to itsarmy.
12 Harbor Town-A harbor townfunctions exactly as a normal town.
It genereates 10 gold coins and 3
battle points. An army in a harbor 10receives an extra +1 to its
deployment roll and receives 100
additional points for their army.
Rare Terrain
2D6 Terrain
2-3 Forgotten Ruin-Worth 3 battle points. In
addition it can offer extra treasures or
can cause problems for its controlling
player. Roll a D6 at the beginning of
each turn the controlling player wishes
to explore the ruin (You do not have to).
This is done after revenue is collected in
front of a witness.
1 The expedition is lost. The controlling
player loses 10 gold coins they used to
outfit the expedition and 200 points of
troops it sent off.
2 The expedition comes back empty
handed. The controlling player loses 5gold this turn.
3 The expedition returns with enough cold
to cover its cost and nothing else.
4 The expedition comes back with 5
surplus gold coins and gets an additional
100 points in natives that can be added
to core troops that turn.
5 The expedition comes back with 5 gold
coins and 25pts towards one magic item
they can use that game.
6 The expedition comes back with 10 goldcoins and 50 points towards one magic
item for that game.
4 Wizards Tower- worth3 battle points
and generates 1 gold per turn.
Controlling a wizards tower allows you
to take one extra spell for your wizard
per turn.
5 Watchtower-Worth three battle points
and 1 gold coin. Gives army 5 models of
the cheapest cavalry they have in their
army book. If no cavalry available
(Dwarves) may use 5 chaos warhounds
and count them as dogs, etc.
6 Temples-worth 3 battle points and 1
gold coin, allow armies to field and
additional troops 150 points in one
special or core unit choice.
7-8 Allied Settlement worth three battle
points and 1 gold coin in tribute per
8/22/2019 Idea for a warhammer campaign
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turn. It allows an army up to 200 points
extra in special or rare points that turn.
9 Dwarven Foundry-Worth 3 battle points
and one gold coin per turn. One unit in
army that turn may be upgraded to
magical attacks for the turn.
10 Mine-generates D3x2 gold coins per turn
and is worth 3 battle points.
11-
12
Fortress-Worth 4 Battlle points but cost
10 gold coins to maintain. It has a
garrison of up to 200 points in one core
or special unit. This unit may not leave
the fortress as it is a permanent
garrison.
A campaign turn consists of the following:
1) Random EventEach player rolls on the
Random Eventchart.
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