Idea for a warhammer campaign

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    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

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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.