8
Warhammer Fantasy Campaign Campaign Nights One night every other week will be set-aside for a campaign night. Players make their moves arrange battles. Once the moves are complete, players have two weeks to complete their battles. The campaign will last for 8 turns. Setup Each player will start with one capital, three territories and a standing army. The capital and territories have militias assigned to defend them. The capital has no resources except for allowing the player to remain in the game. Once your capital is lost the player is out of the campaign. Next the player rolls on the campaign chart in the rulebook for each of the 3 remaining territories. The player is allowed to re-roll one of the territories if they are unsatisfied with the territories they rolled initially. Each territory/army has point restrictions: Territory Starting Points Max points Capital 750 + castle 1500 Territories 500 1000 Standing Army 400 2400 Notes: Standing army is primarily used for offensive objectives, i.e. conquering neighbouring territories Militia forces are primarily used for defensive actions, i.e. defending a territory. Starting Magic Items At the start of the second campaign turn or each new militia force is restricted to magic items totalling to a maximum of 100 points, and 3 items. You may have more, only if your currently held territories permit it. Your Lord Character Each player starts with one hero character. The point limit for the initial force is 400. The hero is used to represent the player, i.e. the hero character is you. The hero maybe equipped as per the army book

Fantasy Campaign Marks Rev

Embed Size (px)

DESCRIPTION

Fantasy Campaign Marks Rev

Citation preview

Warhammer Fantasy Campaign

Warhammer Fantasy Campaign

Campaign Nights

One night every other week will be set-aside for a campaign night. Players make their moves arrange battles. Once the moves are complete, players have two weeks to complete their battles.

The campaign will last for 8 turns.

Setup

Each player will start with one capital, three territories and a standing army. The capital and territories have militias assigned to defend them. The capital has no resources except for allowing the player to remain in the game. Once your capital is lost the player is out of the campaign. Next the player rolls on the campaign chart in the rulebook for each of the 3 remaining territories. The player is allowed to re-roll one of the territories if they are unsatisfied with the territories they rolled initially.

Each territory/army has point restrictions:

Territory

Starting Points

Max points

Capital

750 + castle

1500

Territories

500

1000

Standing Army

400

2400

Notes:

Standing army is primarily used for offensive objectives, i.e. conquering neighbouring territories Militia forces are primarily used for defensive actions, i.e. defending a territory.

Starting Magic Items

At the start of the second campaign turn or each new militia force is restricted to magic items totalling to a maximum of 100 points, and 3 items. You may have more, only if your currently held territories permit it.

Your Lord Character

Each player starts with one hero character. The point limit for the initial force is 400. The hero is used to represent the player, i.e. the hero character is you. The hero maybe equipped as per the army book rules. The hero also comes with his personal bodyguard whose total points is the remainder of the 400 points. The bodyguard consists of any number of units. The bodyguard can be chosen from core or special units or war machines. The units must follow the minimum unit size. The bodyguard cannot contain any other heroes or characters with the exceptions of unit champions, standards and musicians.

You may increase the size of the bodyguard after the first turn; if you win your first battle you made add up to 600 additional points to your army, if you lose, up to 400 points.

Any points you do not spend will be banked as gold. (Points to use at a later time, between turns)

If one of the units has veteran status then the cost for purchasing more models for that unit increases the cost by 50%.

The hero leading your army may in time be upgraded to a lord. Once the hero has won 3 battles ~ if the army has enough points left over to support it the hero can be upgraded to a lord. An upgraded hero losses all his veteran general bonuses.

Turn Upkeep

Each turn in game time represents 3 months in the Warhammer fantasy world.

At the end of each turn, each player adds up the number of territories they contro1. For each capital the player gains 200 points and each territory gives 100 points.

These points can be used to rebuild or increase your capital, militia or army size. The points may also be used to build a new militia to hold and control newly conquered territory.

Moving your Standing Army

Your standing army can move one territory per turn

After 3 victories an army can move 2 territories per turn to represent their experience, but only over friendly, or un conquered land. You cannot move through lands controlled by a player who is not your current ally.

Standing Army

All standing armies are left on the map and their relative strength must be indicated. This is to represent advanced scouts and spies relaying information back to their commanders.

The army size is divided into 4 sizes:

1000 points or less

1001 - 1499

1500 - 1999

2000 - 2400

Once your standing army is 2400 points it can be split into two 1200 points armies. But these 2 armies cannot attack the same territory and the armies cannot occupy the same territory. This is done for fairness.

Allies

Each player has one ambassador that can move freely across the map. Since there is only one ambassador per player; each player can only have one ally at a time. All other players are considered potentially hostile.

Uncontrolled Territories

There will be several uncontrolled territories on the map. These territories are up for grabs in a first come first served basis.

If you move unto an uncontrolled territory roll on the campaign chart in the rulebook to see what resources are in that territory.

In order to control the territory you must stop your standing army there to build a militia force. . The force consists of one hero and units purchased from your points gained that turn. The minimum size of the militia force required to control the territory is 200 points.

Attacking a Territory

Simply move your standing army/militia force into a territory controlled by an opposing player.

The defending force can elect to withdraw from the territory thus abandoning it to the attacking player.

Multiple Players Attacking the Same Territory

If two or more players are attacking the same territory the following rules apply.

1. If the attacking players are allies then they choose who will fight the battle.

2. If the attacking players are not allies:

a) The attackers must first battle for the chance to lay siege to the territory.

b) One of the attacking players agrees to step aside. This may include paying off that player. Be it offering up a territory or mutual non-aggression pact for the next turn etc....

Claiming a Territory

To claim a territory your standing army must stop at the territory to build a militia force. The force consists of one hero and units purchased from your points gained that turn. The minimum size of the militia force required to control the territory is 200 points.

Laying Siege to a Capital

You must conquer one of the outer territories first so you have a clear path to the capital.

The defender may send 50% of his militia forces from one surrounding territory to help defend the capital.

If your standing army is in one of the adjacent territories it may be sent as reinforcements. The standing army will arrive 3 + D3 turns into the battle on one of the flanks of the besieging force.

Veteran Forces

If one of your units captures a standard and they survive the battle the unit becomes a veteran unit. At the end of the game roll on the following chart:

D6Result (Max one result per battle)

1+ 1 leadership (max. 10)

2+ 1 WS or + 1 BS (max is 50% increase over starting stat, rounding down)

3+ 1 initiative (max is 50% increase over starting stat, rounding down)

4Unit is stubborn

5Immune to fear

6Can march even if unit is within 8 inches of the enemy

Note: Veteran troops cannot be rebuilt beyond their original number. Example, a 10-man unit of veteran spearman cannot be increased to 20 spearman.

Veteran Generals

For Each victory the commanding officer of the army gains experience. After the game is over the winning general rolls on the following table.

D6Result

1Units within 6 inches become stubborn

2 - 3Increase leadership by 1 (Max 10)

4 5Units within 18 inches can use his leadership

6Gains one extra 25 pt magic item (Can't exceed max items in army book)

Rebuilding Your Armies

If you are the victor in a battle the difference between your VP's and your opponent's VP's in the game is looted gold, and can be used to rebuild your army or territorial militias.

Must rebuild your standing army first before you can increase the size of your militia forces.

Fleeing troops at the end of a game are not considered destroyed so you do not have to rebuild that unit.

Must rebuild depleted units back up to their minimum size as stated in the respective army book. If a unit is below 25% of its original strength the unit can be discarded and the points for the remaining troops can be used elsewhere in your army. For example, 20-goblin strong unit ends the battle with only 3 goblins left. The unit can be discarded and the 6 points can be added elsewhere to the army. (I.e. 3 gobbos at 2 points each)

Character killed in Battle (Heroes and Lords only)

If your hero or lord was killed in battle, roll on the following table. The result will let you know what really happened to your character.

Character Serious Injury Table

2D6Result

2Dead

3Leg wound -1 M

4Arm wound -1 WS

5Madness Roll a D3, 1-3 Stupid 4-6 frenzy

6Hardened, immune to fear

7Bitter enemy, hates unit or character that nearly killed him

8Nervous condition -1 I

9Horrible scar, causes fear

10Chest wound -1 T

11Blind in one eye -1 BS

12Survives the odds, gains +1 victory towards leadership upgrade

Territory Chart

D66

Result

11 12Wizard's Tower

For each tower you control your army may upgrade one wizard to level two at no extra point cost

13 14Sacred Grove

For each grove you control your army may include one magic standard worth 50 points

15

Shrine

For each shrine you control add D6+3 power/dispel dice per game

16

Forest

If you control a forest your army has sufficient supplies of wood to build siege equipment

21-32

Village

For each village you control you may add 50 points to your standing army.

33-34

Town

For each town you control you may add 100 points to your standing army

35-43

Road

For each road you control you may add 25 points to your army

44-46

River

For each river you control you may take one magic item worth 50 points.

51-52

Bridge

For each bridge you control you may add 50 points to your standing army

53

Silver Mine

For each silver mine you control you may take one magic item worth 50 points.

54

Gold Mine

For each gold mine you control you may take up to 2 magic items. The combined points total cannot exceed 100 points.

55

Mountain Pass

For each mountain pass you control you may add 75 points to your standing army

56

Mountains

Roll a D6:1Road

2 Bridge

3 Silver Mine

4 Gold Mine

5 Mountain Pass

6 Secret Pass (You may add 100 points to you standing army)

61-65

Forest

If you control a forest your army has sufficient supplies of wood to build siege equipment

66

Ruins

For each ruin you control you may take up to 3 magic items. The combined points total cannot exceed 3D6X10 points