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Campaign Rules and Summary

 

1. Army Composition & Creation

2. Territories

3. Battles

4. Death

5. Experience

 

1. Army Composition & Creation

 

Army Composition

Players will have a total of 1500 points total of their army. This point value can consist of as many CORE troops as the player wants, 2 SPECIAL choices and 1 RARE choice. Other options can be added by using the chart of territories that is provided below.

Each player will start the campaign with 1 HERO level character that is the general. This character represents the leader who is commander of the troops in the area. He does not have to fight in every battle as he can send his minions to do his work for him, but there must be at least one character in every battle. No special characters will be allowed, as these characters are far too powerful to be bothering with these small territories.

An army may use one level 1 mage. You only have one mage from your homeland and if he dies in battle he cannot be replaced.

Each player can also bring 1 magic item of up to 50 points. This can be anything allowed by the army lists. This item cannot be changed between battles and can be lost if the character that has the item is killed.

1500 Pt Army Composition Chart 1 Hero 1 Mage X Core 2 Special 1 Rare 1 50pt Magic Item

Characters as Generals 

Your character that is your armies general gets to roll 4 times on the Warrior Skill Chart, see page 11. These rolls provide additional skills and abilities to distinguish your hero. Alternatively, if applicable, you may 'trade' these rolls for additional points of race specific powers as described below. Note that these additional rolls only apply to fighter-type heroes, not mages.

 

High Elves

Trade rolls for 20pts/roll worth of abilities.

Dark Elves

Trade rolls for 20pts/roll worth of Temple of Kain items/abilities

Wood Elves

Trade 1 roll for ‘tactician’ ability that will let you place 1 extra forest on the battlefield before setup.

Chaos

Trade rolls for 20pts/roll worth of marks or gifts.

Vampire Counts

Trade rolls for 20pts/roll worth of bloodline powers.  Also any bloodline except Necrarch can give up 3 rolls to gain the skills of a level 1 mage.

Tomb Kings

No special rules, just roll on the chart.

Empire

Trade 2 rolls to gain the ability of a templar grandmaster.

Brettonians

Trade rolls for 20pts/roll worth of virtues.

Skaven

Trading 3 rolls allows the player to use the hero character choices from the back of the book, i.e. the level 1 assassin/mage etc.

Dwarves

Trading 2 rolls will give a Thane an extra dispel die during the opponent’s magic phase.  Note that this does not make him able to use the runesmith only items.

Orcs/Goblins

No special rules, just roll on the chart.

Chaos Dwarves

You use chaos dwarves??!!??  Wow!  See us and we'll figure something out.

 

Character Personality Chart

2d6

Personality

Effect On Game

2

Rash and impetuous

A unit led by this leader will counter-charge as a charge response against enemy charging from the front (the unit moves 4' towards the enemy, and the enemy charges as normal; both units count as charging; models attack in initiative order.

3-4

Treacherous

This leader secretly harbors some kind of grudge or is jealous of your position as General. He would quite like to see you defeated and maybe even overthrown. A unit led by this leader will not charge the enemy and will never move at more than half rate(this includes marching).

5

Cautious

A unit led by this leader will not charge enemies more than 12' away from it. If occupying cover, the unit must test against leadership to move out.

6-8

Decisive, intelligent and uses initiative

A unit led by this leader operates exactly as you would wish. The leader has understood what is in your mind and knows what to do.

9

Unreliable

A unit led by this leader will not rally when fleeing, he will just assume the battle is lost and head for home. When pursuing, the unit will rush off in search of plunder far behind the enemy battle line, so roll an extra d6 for pursuit. This unit must always pursue a broken enemy.

10

Incompetent

A unit led by this leader is poorly trained and its equipment is neglected. Discipline is lax and morale is low. The leader doesn't bother to inspect the troops or drill them regularly. Their pay is owing and their rations are meager because he keeps most of the money for himself. The unit suffers -1 leadership, -1 WS and -1 BS.

11-12

Expert Veteran

This renowned leader has the devotion of his men. A unit led by him operates exactly as you would wish. Even better than this, the unit may re-roll any failed break test or rally test. The unit is so well trained that they count as having +1 WS and +1 BS.

 

Allies

Any army may use other players as allies. 500 points of allies may be taken; they must be led by a character and are under the control of the player who owns them. The cannot use the main army general's leadership and act independently of the main players orders. Any army can have any other army as an ally, but some common sense items must be adhered to. i.e. no dark elf would ever have high elf allies.

Example: Mike (vampire counts) and Brian (dark elves) are playing a game and Mike asks me to be his ally and says if I do then he would give me the use of his Bridge(this means that he cannot use the bridge in his next game, and I can). I bring 500 points worth of night goblins led by my level 1 mage. I control these troops during the game, and can attack whoever or whatever I wish during the game. My leadership is off of my level 1 mage during this battle.

As you can see this can be an incredibly potent aspect of the game, so diplomacy may be important. And back stabbing is a very real threat.

1. Allies

Allies are players who want to participate in the campaign but don't have a 1500 pt army yet.  They may not fight alone, but must be allied with a 1500 Pt Campaign Army.  They must be led by a character and are under the control of the player who owns them. They cannot use the main army general's leadership and act independently of the main players orders. Any army can have any other army as an ally, but some common sense items must be adhered to. i.e. no dark elf would ever have high elf allies. As you can see this can be an incredibly potent aspect of the game, so diplomacy may be important. And backstabbing is a very real threat.

 

2. Army Construction

Allies army construction uses the following guidelines, 500 pts MAX.

1 Hero level character, may be 1st level mage.  May NOT use bloodline powers, marks, etc.

X Core units

0 Special & Rare units

1 magic items, 25pts

 

3. Magic

Allies generate power & dispel dice as follows:

1 for ally army PLUS

1 for mage

 

If the ally army does not field a magic user, they do NOT generate power dice.  They do however generate dispel dice for spells targeting their army.

Ally Power/Dispel Dice may NOT be combined with the Main Force dice pools.

 

4. Character Experience & Death

Allies follow all the rules for gaining character experience and/or death as in the main rules. 

 

5. Aftermath

If a stand-alone army defeats an army with an ally, this counts as a Heroic Feat.  Therefore, the winning general gains +5 experience points for the Heroic Feat.

 

2. Territories

 When using this chart here are a couple of clarifications. Most territories will only give you the ability to take its bonus. The territory does not give you that character or item for free unless the territory actually says that it does. Example: If a wizards tower is rolled the army can take a level 1 mage, the points for the mage are taken from the total 1500 points for the army. If a ruin is rolled then the item comes for free (as the territory says), outside of the 1500 point total for the army.

Roll 2 d10 dice. The first die is the first digit of the number, the second is the second digit of the number. Then consult the chart below.

Terrain Chart

2d10

Territory

Effect

01-03

Wizards Tower

One level 1 mage.

04-06

Sacred Grove

One level 2 mage.

07-09

Shrine

One FREE level 1 mage/character

10-12

Military Academy

Army has d3 Ld re-rolls per battle.

13-15

Town

One FREE unit Champion upgrade.

16-18

City

One extra Hero level character.

19-21

Trade Route

One 50point magic item.

22-24

Silver mine

One 75point magic item.

25-27

Gold mine

One 100 point magic item.

28-30

Road

+d6*10 FREE points in your army. For every battle you win the value of your road goes up an extra d6*10.

31-33

Bridge

+2d6*10 FREE troops, fixed value.

34-36

Pass

+3d6*10 FREE troops, fixed value.

37-39

Mountains

+d3 extra monsters, also roll a d6 and on a 6 there is also a gold mine.

40-42

Forest

+d3 War Machines.

43-45

Ruins

d6*10 extra magic item.

46-48

Lost Valley

Roll on the chart twice, this is the value of the land. You cannot have a lost valley in a lost valley.

49-51

School of Magic

1st Miscast roll becomes Irresistible Force roll  i.e. 2=12.

52-54

Sacred Ground

+1 leadership for all troops in army.

55-57

School of Music

FREE musicians for troops.

58-60

Tunnel System

1 Core regiment of infantry (up to 250 pts) may come in at any table edge on a 4+ the first turn, 3+ second etc. The unit may take a march move, but may not charge that turn.

61-63

Elven Library

FREE 2 Dispel Scrolls (per battle).

64-66

Enchanted Willow

+6inch range of all range weapons, not black powder.

67-69

Ley Lines

+1 power and dispel die for every mage on your side.

70-72

Watch Tower

Once all deployment is completed, allows one unit to be re-positioned up 12” in any direction within the deployment zone.

73-75

Barracks

+1 Special choice.

76-78

Sacred Shrine

+1 Rare choice.

79-81

Fetid Swamp

FREE 50 pt magic item.

82-84

Armorer

FREE shields for 1 unit.

85-87

Blacksmith

Mounted units with barding do not suffer the –1 movement rate.  Move as normal.

88-90

Farmland

1 FREE magic banner and 1 Heroic Peasant.  (see below for special rules.)

91-93

Spy Ring

Roll d6, on 5+ army moves first (optional) and gains +4 movement for first round.

94-96

Cathedral

FREE 2d6*10 +50 pts Special.  70-170pt value.

97-98

Castle

FREE 2d6*10 +100 pts Rare.    120-220pt value.

99

Hidden Territory

Roll again on the chart, this territory may never be lost.

00

Fortress

Player’s Choice.  Roll d6, on a 6 this territory may not be lost.

 

Heroic Peasant Rules

You may take one champion from a core infantry unit (no specialized troops, i.e. big ‘uns or huntsmen) for FREE. There are no changes to the champion stat line.  This champion in all other aspects becomes a Hero level character that MUST be fielded as long as he lives (he likes to fight for his country).

The Heroic Peasant starts at 0 experience points and gains experience points just like a character as described in the Experience section. The Heroic Peasant is also susceptible to effects of death and injury as described in the Death Section. If the Heroic Peasant is killed outright, he may not be replaced. 

The Heroic Peasant may issue and accept challenges from other characters.  If a Heroic Peasant is successful in a challenge, this counts as a Heroic Feat and gains the +5 experience point bonus. He can never be given magic items or racial abilities apart from those gained from the experience chart.

 

3. Battles

Before the battle.

Before a fight occurs territories are claimed. This is done by showing your opponent your list of territories. The opponent will then claim the territory that he is going to try to take over. After both sides choose a prize territory both players roll a single die and a new territory is created. These territories are where the battle is fought and the battlefield should be setup using these territories.

Example: Me and Brian are going to fight a battle. His list of territories includes a TOWN so I pick that territory to try to take over. He sees my ROAD and claims that territory. We both then grab a die and we roll on the chart. The roll comes out to be a RIVER, so the battlefield looks like this: My army is setup along a road, Brian's is deployed in a town and between the two is a river through the battlefield.

The Fight

The battles can be any type that is mutually agreeable.  No special rules are imposed on the battle itself unless the scenario calls for them.

Scenarios

Scenario 1. Pitched Battle

1.1  Army deployment is up to 12” from the back table edge.

1.2 Standard Victory Points.

Scenario 2. Breakthrough

2.1 Army deployment is up to 18” from the back table edge.

2.2 Standard victory points for kills.

2.3 Any unit that makes it off the enemy deployment zone at greater than or equal to its original unit strength value receives victory points equal to the points cost of the unit.

2.4 Any unit that makes it off the enemy deployment zone at less than half its original unit strength value receives victory points equal to half the points cost of the unit.

2.5 Flying units that exit the enemy deployment zone do not generate victory points.

2.6 Units that flee off the enemy deployment zone count to the enemy’s kill total, not to the breakthrough total.

2.7 Character and war machines that exit the enemy deployment zone are worth 50 points, not their indicated points value.

Scenario 3. Night Fight

3.1 Army deployment is up to 12” from the back table edge and 6” in from the sides.

3.2 Standard victory points.

3.3 Before any shooting is declared roll 3d6 and multiply the result by 2 to determine how far the unit can see (shooting is limited to this range).

3.4 Guess weapons are not limited to this range but must roll twice to scatter.

3.5 Magic items and spells are unaffected.

Scenario 4. Magic Flux

4.1  Army deployment is up to 12” from the back table edge.

4.2 Standard Victory Points.

4.3 At the beginning of each magic phase both players roll dice equal to their respective power and dispel dice.  Any result of 1 is given to the opponent, who adds it to his pool for that phase.

Scenario 5. Grudge Match

5.1 Army deployment is up to 12” from the back table edge and 6” in from the sides.

5.2 Standard victory points except killing the opponents general is worth 250 victory points instead of the standard 100.

Scenario 6. King of the Hill

6.1 A hill is centered on the battlefield.

            6.1.1 The hill center must be minimum 6” diameter.

            6.1.2 If all hills are placed before scenario generation, randomly determine a hill to be placed at the

                        center.

            6.1.3 It must be the largest hill (terrain piece) on the battlefield.  Replace as necessary.

6.2 Deployment is diagonal.

            6.2.1 Table is divided into quarters.

            6.2.2 Away player rolls for side, home players sets up diagonally opposite.

            6.2.3 Units may not be deployed within 10” of the center hill.

6.3 Standard victory points.

6.4 The army with the greatest cumulative unit strength on the hill at the end of the battle wins.

            6.4.1 The unit must be touching the hill.

            6.4.2 Characters do not count toward unit strength assessment.

 

After the Battle

After the battle is completed the winning general gets to keep the territory that he already owned and choose one of the other territories that are left. The loosing general will then take the remaining territory.

 

4. Death

Deaths

Characters that have died during the battle then roll on the injury chart to see if they have actually died. If a lord dies outright then the army must send for a new leader and cannot use any lord choices in the next battle. When a character besides the lord dies outright his experience is lost and if the player who owned that character still retains the territory that supports that character then that player can create a new character and roll on the personality chart.

Killed characters

If a character is "killed" in battle then roll a d6, on a 4+ his body is searched and anything of value is lost. He will loose any magic items he possesses to the opposing army. The opposing army cannot use the item unless it is under the "common" magic items list, but may sell the item back to the owner for a mutually agreeable price.

If a character rolls on the injury table and is pronounced "dead" then all experience is lost and the character can no longer be used. It takes one battle to replace the character killed in this way. If the army can only have one character then a fighting commander (any from the army's list) is brought up from the ranks for one game and is used for one game.

After every battle any character "killed" must roll on the injury chart below.

 

Character Injury Table

 

Injury table

d6

Effect on Character

d8

Effect

1-2

Dead

1

Head wound, suffers stupidity

3

Roll on injury table, effect is permanent

2

Leg injured, -1M

4

Roll on injury table, takes effect on d6 roll of 1 before each battle

3

Weapon arm injured, -1WS, -1BS

5

Roll on injury table, effect is for next game only.

4

Shield arm wounded, may not use additional weapon or shield.

6

Lucky escape, no adverse effects.

5

Torn muscle, -1S

 

 

6

Injury prone, -1T

 

 

7

Shoulder injured, -1A

 

 

8

8 Slowed reactions, I halved

In addition roll a d6,

1-4 nothing extra,

5- bitter hatred, hate the enemy model or unit that took you down,

6- horrible scars, causes fear

 

5. Experience

Character Experience

As characters fight in combat they gain experience and can grow more skillful. This is shown in the charts below. Each character begins at a certain level at the start of the campaign and when that character reaches the next level then he gains a new skill. After a battle add up the experience points and determine if a character has gained a level. A character may gain only one level per battle, points in excess are discarded.. Then roll on the charts below to determine the new skill of the character.

Starting experience

Character Starting experience

Level 1 mage

0

Level 2 mage

20+d6

Level 3 mage

40+d6

Level 4 mage

60+d6

Hero - Fighter

40+d6

Lord - Fighter

60+d6

 

Unit Experience

Units can also gain experience. If the unit has captured an enemy standard in the battle then roll on the chart below. Only one roll can be used regardless of the actual number of standards captured.

 

Unit Experience Chart

d6

Description

Ability

1

Veteran troops

The unit gets +1WS and can re-roll break tests

2

Solid troops

The unit can re-roll break tests and gains +1ld

3

Expert champion

The unit champion gains +1A and +1WS and can get 25 points worth of magic items

4

Lucky

The unit can re-roll all to hit rolls once per game

5

Standard

No change in the unit

6

Cocky

The unit will charge at any enemy within 10' and line of sight, and will add +2 to their charge range

This chart is the starting experience levels of all characters. Mages are considered to be any magic user with no fighting ability. Elf lords with the lore master honor, vampires and chaos champions should use the hero/lord fighter experience levels, not the mage levels. These rules also do not apply to Wights or Wraiths who are not able to learn from experience, being dead.

 

Experience Chart

XP

Notes

0-5

Starting level for level 1 mages

6-10

 

11-20

 

21-30

Starting level for level 2 mages

31-40

 

41-50

Starting level for level 3 mages and heroes

51-60

 

61-80

Starting level for level 4 mages and lords

81-100

 

101-120

 

121-140

 

141-160

 

161-180

 

181-200

 

201-240

 

241-280

 

281-320

 

321-360

 

361-400

 

401+

May not advance any further

 

After a battle is fought work out experience for the characters who were not slain. These are worked out as follows: 

+1 Surviving the fight

+1 Per wound caused by the character

+1 Per character slain if it is not a heroic feat

+5 Per heroic feat performed. i.e., something like a hero taking out a lord, or a hero single handedly taking out a regiment in hand to hand. etc.

+2 For each spell successfully cast by a wizard that isn't suppose to cause wounds.

+4 for the winning general

Note, these bonuses are cumulative, for example a high elf lord kills a beastman lord in hand to hand combat. Beastmen lords have 4 wounds and are the same level as a high elf lord(so its a heroic feat). The high elf lord gets 9 experience points. (4 wounds +5 for heroic feat).

If the experience points take a warrior into a new bracket of experience points (see above), then you roll a d8 on the following table. Remember that a character may only advance one level per battle. Any excess experience points are discarded.

 

Additional Experience Effects

d8

Effect

1-2

More Skillful, choose either +1WS or +1BS

3

Roll a d6, 1-3 = +1 I, 4-6 = +1Ld

4

More powerful; roll a d6, 1-3 = +1A, 4-6 = +1S

5

More Resilient; Roll a d6, 1-3 = +1T, 4-6 = +1W

6-8

New Skill; roll on one of the tables below, either wizard or warrior.

If a character does not use a missile weapon, count 1-2 as +1 WS

Humans, Elves, Dwarves, Skaven, Orcs, Goblins, Lizardmen cannot have a strength or toughness of more than 6. Slaan cannot have more than 7 in either.

 

Skills

Roll a d6 to determine from which table you must pick your skill. Note that you can choose which skill you want from within the table. You cannot get the same skill more than once.

Warriors

d6

Chart

1-2

Miscellaneous skill

3-4

Combat skill

5

Shooting skill (roll again if character does not shoot)

6

Race specific skill

 

Miscellaneous skills:

Hard To Kill

If the hero is "killed" in battle, at the end of the game roll a d6, if you get a 4+ they aren't actually slain. They must miss the next game but can return with all their experience in other games.

Killer Reputation

You have a reputation for being as hard as nails, you cause fear.

Explorer

This skill allows your army to have a free 4' move for one regiment before the battle.

Lucky

You are extremely lucky and can therefore re-roll one dice roll you make during the game.

Divine Protection

Your hero has great faith in his god and hi is under his god's protection. You hero gains a magic resistance of 2.

 

Combat skills

Parry

One enemy per tern loses one hand to hand attack against you, as you skillfully parry their attack.

Dodge

You move so quickly that you can get out of the way of incoming attacks. You gain a ward save of 5+. If you ware heavy armor or are mounted you can only dodge on a 6+

Deadly Accurate

You are an expert at hitting the enemy in such a way as to cause permanent damage. A character you take down in hand to hand combat has -1 to their injury rolls.

Pit/Tunnel Fighter

You are used to fighting in confined spaces and fight better. You get +1 WS and +1 attack when inside buildings and in confined spaces

Strongman

You are so strong that you can wield a sword as easily as others would wield a toothpick. You may ignore the normal penalties of striking last with a double handed weapon. This ability may not be used with magic weapons that force you to strike last.

 

Shooting Skills

Quick Shot

You may fire twice per turn as long as you don't move. This may not be used with gunpowder weapons.

Keen Eyes

Your sight is exceptionally keen. You gain 6' to the range of any ranged weapons.

Nimble

You may move and fire weapons which usually can only be fired if you stay still.

Hunter

You are an expert sighting in weapons at long ranges, the -1 for shooting at targets over half range no longer applies to you

Knife-Fighter

You possess an incredible skill with thrown missiles. You can throw up to 3 knives or stars in your shooting phase. This may not be combined with the quick shot ability. Your character may now buy throwing knives at the cost of 1 point.

 

Race Specific Skills

High Elves

The kings favor

This character has the eye of the phoenix king. The intrigue at court rule no longer applies

Wood elves

Beastmaster

Your hero feels an affinity for the animals. Roll a d6, 1-3 he has a bird of pray(shooting phase, auto hit s4), 4-6 he befriends a wildcat(fights alongside him, WS4 S4 T3 W1).

Undead

Resurrect

Any undead character in you army who was "slain"(injury chart death), you may resurrect with their experience intact.

Dwarves

Gold seeker

Your hero has a nose for finding gold, this ability acts in the same way as a ruins territory

Chaos

Deamon lord

You can call up d6*10 points of deamons (of the character's god) to appear on the battlefield within 12' of the character.

Dark Elves

Unquenchable Hatred

Your hero hates anyone and everyone that moves on the world and wants to kill them all; very slowly. You hero can re-roll any missed to-hit roll and can add +1 to his strength during challenges 

Bretonnia

Natural Hero

If any other friendly character in 6' is killed on a d6 roll of 5+ in a brilliant display of heroics you hero saves his life. The character "killed" comes back with one wound 

Empire

Inventor

Your hero is skilled at maintaining and improving warmachines and weapons. After each game you may try to improve the strength of a missile weapon or warmachine. This works on a d6 roll of 4+, you may add +1 S(max 10) or +6' range to one unit or war machine. You may only use this ability on a unit once.

Lizardmen

See the Future

Your hero can read signs in the sky, and knows how to decipher plaques. This gives the hero one re-roll per game as he can better prepare for what's to come

Skaven

Lucky for some

For every wound your hero takes roll a d, on a 4+ the wound is given to any friendly model within 4', as your hero happens to slip or step out of the way at the last second. 

Chaos dwarves

Slavemaster

Your hero's cruelty knows no bounds. He is a master at controlling slaves under his command. Any slave units within 12' of you may re-roll failed break tests

Orcs and Goblins

Fearsome leader

Any units within 12' may re-roll failed animosity results, the boys just don't dare.

Mercenaries

Grizzled Veteran

Your hero has seen it all before. Nothing in battle holds any fear for him. Your hero is immune to psychology.

 

Wizards

Wizards roll a d6 on the following table. Re-roll duplicate skills except for skills 2 and 5 can be gained many times.

d6

Skill

Description

1

Hard to kill

If the hero is "killed" in battle, at the end of the game roll a d6. If you get a 4+ then the character is not actually slain but escaped with no adverse effects. Roll before rolling on the injury chart.

2

Magical Power

Your wizard gains a magic level, but not an extra spell. To gain an extra spell this ability must be rolled a 2nd time. The cost/stats of the character stays the same.

3

Magic lore

Your wizard is well versed in magical items and can spot them at a distance. Any enemy magic items within 12' of your character must be called out.

4

Power up magic

All spells cast by your wizard now have a +1 to the total casting roll 

5

Enchant item

Your mage may enchant an item allowing you an extra magic item of a value of d4*10 for free.

6

Magic conductor

Your wizard may have one extra power dice during his casting phase