Welcome Guest [Log In] [Register]
Locked Topic
Sammy's campaign rules!
Topic Started: 8th December 2006 - 01:21 PM (787 Views)
Sammy the Squid
Member Avatar
Back to retirement!

Background
About the Campaign
Many, many years ago, when the Old Ones still ruled the world, the island was a haven to the Old Ones and their closest followers. With the coming of Chaos, many Old ones retreated from the mainland to the Island as a safe haven from where they could launch their continuous attacks against the forces of Chaos. Not knowing if they could prevail, the Old Ones settled a small group of humans, elves and dwarfs on the Island, so their creations would live on if Chaos prevailed in the Old World and its surrounding lands. Although Old Ones eventually prevailed against Chaos, they knew their enemy would never disappear completely.
With the Old Ones dying, and their forces stretched thin across the known world, many elected to hide on the Island, and concealed it within a mystic shroud to keep it safe for generations to come. The only viable entrance and exits came in the form of 2 magic Gates that linked the Old World to the Island. As we know the Old Ones eventually died out and left the Warhammer World completely. However, the Island remained, still shrouded by the magical shield the Old Ones created, keeping it eternally hidden from the rest of the world. The other inhabitants on the island did survive and have formed small empires on their own private island, only occasionally interrupted by barbarians and savages who had stumbled across the Gates in the Old World.
Thusly, the Island has remained over all these years, unknown to the world on which it sits. Any settlers or expeditions who come to close to discovering the Island are drowned by massive tidal waves brought about the magical shield around the island. Eventually the empires of the Warhammer World decided that their continued investigation of such a hostile part of the world was pointless. Yet nothing remains hidden forever, and our Campaign begins here…
(For background on how your army got to the Island, see your own Folder)

Starting the Campaign
Introduction
The aim of this Campaign is to have fun, simple as that. However, it is a game of conquest, violence, bloodshed and general mayhem. You are controlling a race of the Warhammer World in a continental struggle for the aforementioned Island of the Old Ones, a powerful yet hidden presence in the Warhammer World. Over the year (or possibly more) through which this game will take place, it is your task to do everything in your power to lead your army to victory over your opponents and reap the rewards it brings you.
Also in this Campaign, there are no rules. Well there are rules, and this booklet outlines them, but there is no limit to what your imagination can bring to the Campaign. If you have the ‘fluff’ (background and stories) for your army, or go to the troubles to build it, then you can do whatever you like (with the permission and guidance of the Campaign Master first). This Campaign is largely based on fluff, background and generally telling a fun and exciting story, so the only limit to your abilities is your imagination! Try to make this Campaign as inventive as possible, and remember to have fun!

Playing the Campaign
As the first turn of the Campaign unfolds, your starting location will be revealed, along with your Capital Fortress and your 2 armies. A random castle on the Campaign Map represents your Capital (which is Fortress/Castle level), while ‘Heroes’ represent your armies. In addition to this, you also start with:
- 1 Trade Cart
- 10 Revenue, 5 Wood and 5 Ore
- 12 Campaign Points (CP’s)

First, you must assign an Army List to each of your armies, as each army is unique, and will end up with unique experience, artefacts and abilities. In addition to the Army List, you must also have a Word Document for each army to show exactly what special abilities or artefacts the army may have. All characters, units and machines in each army MUST be named for the purposes of experience points, and if a unit or character isn’t named, then they won’t generate experience.
Each Game Turn, every player rolls a D6, and the one who scores highest gets to make their moves first. This includes spending CP’s, attacking enemies, trading and building. Battles are resolved after each players turn, unless it is impossible to do so. In that case, unless an agreement can be reached, the battle will commence ASAP and the campaign will be halted until then.
NOTE: If one player is mostly unavailable for the Campaign Turn, then other players will be permitted to have their Campaign Turns first, even if they rolled lower than the player.

A player moves his or her armies each turn, and this is the basis of conquering the Island. An army doesn’t have to move, but it is strongly advised, as the more territory is uncovered, the better the Campaign will go for you. Armies move across the Campaign Map using the Grid that can be viewed. Each grid box is called a ‘Square’ (inventive I know) and armies may move a certain number of squares each turn. They can move up, down, sideways or diagonally.

Basic Features and rules
Campaign Points
In every turn after the first, you receive 2D6+2 Campaign Points, which can be spent in many, many ways. Through these points, you can choose to move your armies, build dwellings and build armies, amongst other things. Additional Campaign Points may be generated if you control specific locations on the Campaign Map.

NOTE: Campaign Points are NOT cumulative, so if you have any left over Campaign Points then they are wasted.

Revenue
As well as generating Campaign Points each turn you also generate Revenue. Revenue is the finance of the game, and is used to buy different things during the game. You don’t generate any base Revenue each Campaign Turn, as Revenue is generated from how many Castles you own, taxes brought from the land you control etc.

Other Resources
There is more to the financial stability of a realm that just Revenue however. Wood, Ore and Warpstone all can/must be used to build different structures or to pave roads etc. This is generated in the same manner as Revenue.

NOTE: Unlike Campaign Points, Revenue and resources ARE cumulative.

Gathering these Resources
Some resources you receive free each Campaign Turn, from things like Mines, Cities or random Campaign Features. In addition, you may find Resources scattered around the map, left over by previous inhabitants. To gather these resources, simply move onto the square and spend a movement point to ‘use’ the location.

Spending Campaign Points and Resources
Each turn, you must spend all of your generated Campaign Points and may choose to spend some of your Revenue or other resources. There are many different things which you can spend your stockpile on, as outlined below:

Army Building- You may add 250pts to one of your existing armies at 2CP’s and 2 Revenue (To a maximum of 3k)
- You may create a new army, represented by another Hero, for 4CP’s and 4 Revenue. The new army is 500pts. You may only do this once per Campaign Turn.
- You may modify an existing Army List for 2CP’s and 2 Revenue
- If an army is broken, you may rally it for 2CP’s.
- If an army is massacred, you MUST regroup for 4CP’s
- You may split an army into 2 separate forces for 2 CP. You must keep the same units/models etc. (with minor modifications if need be)

Army Moving
- Each of your armies may add D3+3 Squares to their movement each turn (they always may move D6+6, see Using Your Army) for 1CP. This may be used multiple times on each army.
- You may change your army’s movement pattern for 1CP.

Construction
- You may build a Boat to transport a 1000pt army in for 2CP’s, 1 Revenue and 3 Wood
- You may build a Garrison/settlement on any open ground for 2CP’s, and 2 of each resource.
- You may build additional Trade Carts for 1CP and 1 Wood
- You may create Roads for 1CP for each D3+2 squares.
- You may lay a Rally Point for 2 CP’s and 1 of each resource.
- You may construct a Mine for 3 Campaign Points and 3 Revenue

Other Acts- Espionage! Various Campaign Point’s and resources for each level of Espionage! See the Espionage section for details.
- You may search D3+1 squares for 1CP. Additional resources may be required if it’s a particularly difficult area to search. This can uncover various things…
- You may dig in D3 vacant squares for 1CP. This may lead underground, to a hidden stash or to more…

These Basic Features
Roads – When an army moves 75% or more of their move down a road, they may add 2 to the number of squares moved for every 5 normally moved. This may be used to go off road.

Trade Carts – To declare friendly intentions to an ally, be it another player or minor army, you MUST send them a Trade Cart as a sign of good faith. Of course the enemy can choose to destroy it and sent the crew’s heads back as a sign of war, but lets not go into that :-p

Boats – May transport 1000pts of an army to a selected location (an army may move in multiple boats if larger than 1000pts). The army moves as many squares as it would on land accept offcourse there are no roads (of course!) and you may use the wind to help your movement (see Wind Chart in the Terrain section)

Fortified Territories – For every point of Defence Value a territory has, you must expend 1 Extra Square in order to move into that area or settlement. Only settlements allow the player to add to the DV of an area, but you may create settlements on any open ground. If a settlement reaches a DV of 6, a Castle is build, and any battle fought there counts as a siege. If the attackers win a Siege, then subtract D3+1 DV from the Castle, as the attacks pillage the settlement.
If a neutral territory has a DV, then the player attempting to move through must expend 1 extra CP’s for each DV to move through it.

Mines: An army can build mines upon any ground, or attempt to at least. Can mine for Gold, Wood, Ore and various other riches. However, you must be close to the wanted resource to be able to create a successful mine. A mine generates D3 of the chosen resource each turn.

Rally Point: A construction point is basically a point on a Map where you can create your armies from, yet not have the area occupied by a Garrison or Town. However, to recruit an army from this location it costs 1 more CP than normal. A Rally Point is represented by a new style Sign on the Campaign Map.
In addition, if an army flees to this location, it costs 1 less CP to rally them than it normally would.


Ergh, there is 5 of the pages. The basics. Later, Ill post about using Armies and Castles, etc.

Enjoy!

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
Sammy the Squid
Member Avatar
Back to retirement!

Using Your Armies
Your armies are a dominant part of the Campaigning process, so their use and upkeep is very important. However, this is represented by more than their performances on the battlefield, and their use on the Campaign Map can often bring about victory or defeat before the combat has even begun…

Important Points on Armies- Each army moves D6+6 Squares Each Turn, which may be increased by Campaign Points (see Campaign Points section).
- Also, when you build armies, they MUST be placed in contact with a friendly Garrison, Town, Rally Point or any specific event that allows this.

Army Movement Patterns
When your army moves around the Campaign Map, there are several different levels of ‘awareness’ it can use. This represents how carefully it moves across the field, and how aware it is of its surroundings… There are 4 types of movement patterns:
Normal: The army moves completely normally across the Campaign Map. It only picks up enemies in Ambush on a 5-6.

Hasty: The army moves D6 extra squares per Campaign Turn, but it cannot pick up hidden enemies waiting in ambush.

Cautious: The army is more cautious, picking up hidden enemies on a 3+. In addition, when rolling for hidden items, add +1 to your rolls.
However, you move D3+1 less squares than normal.

Paranoid: By far the safest method of movement, but it is much slower. The army sends out scouts to uncover the area before the bulk or the army moves in. The scouts may move at the same rate as the army would have normally moved, but the army stays still (the army moves up in the next Campaign Turn as if its Cautious). However, all hidden items (etc.) are automatically discovered, and when rolling to find hidden items, add +2 to the rolls. In addition, you pick up on any hidden enemy presence on a 2+. On a 1, the scouts are killed by the enemy and don’t return.
The enemy can increase their chances of catching the scouts for 2CP’s and 2 Wood for every number decrease. Of course the enemy already know of your presence, so they are able to counter your scouts accordingly…
In some areas, there may automatically be a higher chance of your scouts ‘disappearing,’ and this can be due to many things, such as monsters lairs, particularly difficult terrain etc.

Changing Movement Patterns: It costs 1CP to change an army’s movement pattern from one style to another. All Armies automatically start out in a Normal Movement Pattern, unless otherwise stated.


Combat with you Armies

Armies may move normally as described above across the entire map, but whenever they come within 3 Squares of another enemy army, they can do battle. They can also bypass each other with no conflict, but if either player chooses, then a game of Warhammer is fought as the army engages its foes.

BIG NOTE: If an army goes into combat they may not move any further this Campaign Turn!

Army and Battle Size: The size of the battle depends on the size of the armies taking part. If, for example, one army is at 2500pts, and the other is 2000, then a typical 2000point battle is fought as the remainder of the troops are deemed ‘unnecessary’ to fight and will watch the battle. If one army is twice the size of the other, then a last stand scenario is fought.

If one player has forces watching the battle, then the most that the player can loose by is 1 less ‘rank’ than usual. IE if they are massacred, it will only count as a Solid Defeat (so long as the watching forces are at least 500pts)

Any broken army will fight as if defending in a Last Stand if attacked by an enemy, where a Routed army automatically flees another D6 squares back towards their territory or nearest castle.


Victory and Defeat:
- Any army and its units that take part in a battle may consult the Experience Table (see Experience Table document)
- In addition, victorious armies get +1CP to spend on a ‘consolidation’ movement after their victory over the enemy.
- Defeated armies move D6+2 spaces away from the attacking army.
- If the result is a draw, then both armies move D3+3 squares away from each other to lick their wounds and either retreat to build up, or come back in for another go next Game Turn!
- In addition, any army that takes place in a battle suffers casualties, which affect the size of the army. The severity of these casualties is calculated by the severity of the victory/defeat (see below)

Battle Casualties
You massacre the enemy or score a Solid Victory: You loose nothing
You score a Minor Victory against the enemy: You loose 10% of your army
Draw for both sides: Both sides loose 20% of their armies
You loose by a Minor Victory: You loose 25% of your army
You loose by a Solid Victory: You loose 30% of your army
Your army is Massacred!: You loose 50% of your army!

If an army goes below 500pts, the army is destroyed permanently. This also applies if an army is defeated in a Last Stand scenario, so long as the army is less than or equal to 1500pts.

In addition, if an Undead army finishes a game with more points than it starts with, it gains 250pts. This does NOT apply to the Army of Lucian, as this is mainly a Dark Elf force.

Broken/Routes Armies
If an army looses a combat it counts as Broken. Such armies must continue to flee at its FULL MOVEMENT back through its own territory, and you may not spend any extra Campaign Points on movement, unless it is in the same direction that the army is fleeing in. To do anything else, you must first rally the army.
Armies that suffer from Massacres or are engaged in combat while fleeing count as Routed rather than Broken. You must spend extra Campaign points to rebuild this army, as shown in the Spending Campaign Points Section (Page 5).

If a Routed army isn’t rallied within 2 Campaign Turns in counts as destroyed.

Pillaging Enemy Settlements
When you capture an enemy settlement that has been Fortified, then you must pillage it as you break the enemy and sack their village. You immediately gain D6 Revenue, Wood and Ore, along with any items or Warpstone that might be being stored there. However, the settlement looses D3+1 DV

NOTE: The settlement’s DV cannot be reduced to less than its starting DV (IE before any player controlled it)

Pillaging the Battlefield
If you claim victory over a battlefield, you may pillage it. This happens automatically, and you receive D3 of each resource.

You may always choose not to pillage the battlefield. In such cases, you don’t receive anything but D3 revenue, but your army becomes more ‘peaceful’, and this has its own benefits (see Victory Points table)

Armies passive actions

Searching your Surroundings: When attempting to search a location, roll 2D6 and consult the table below:

2-7: Your search is in vein and you find nothing
8-9: You are rewarded for your success. Receive D3 Wood OR Ore (players choice)
10-11: You find a small stash of riches! Receive D3 Revenue.
12: You are overjoyed to find a rare artefact! Receive a Minor Artefact!

Digging: When digging, roll a D6 and consult the table. Note if there is an underground passage exactly below where you are digging you may enter it in addition to the rolled result.

1-3: You find nothing.
4-5: You find a hidden stash. Receive D3 Ore or Wood, players choice.
6: You find a small stash of Gold. Receive D3+1 Revenue


Using Your Realm
Constructing your Realm
You may construct a ‘Garrison’ on any area of ground for 2CP’s, 2 Revenue and 2 each of Wood and Ore.
The number of required Resources and Revenue is halved if there is already a DV on the selected area.

You may upgrade your Garrison to a Settlement for 2CP’s, 2 Revenue and 2 each of Wood and Ore (UNDECIDED YET)
You may upgrade your Settlement to a Village for ?
You may upgrade your Village to a Fortified Town
You may upgrade your Large Town to a Fortress/Castle for ?

Some areas may NOT be fortified, or only fortified to a certain extent, for various reasons. These may not allow certain settlements to be built on them.

NOTE: Garrisons can be built practically anywhere, even if the location isn’t suitable for Settlements or Castles.

Revenue/Defence Value Chart
Each friendly territory provides players with income from their inhabitants and leaders.

Garrisons generate 2 Revenue (DV1)
Settlements generate 3 Revenue (DV2)
Villages generate 3 Revenue (DV3)
Large Towns generate 4 Revenue (DV4)
Fortress/Castles generate 5 Revenue (DV5)

NOTE: Your Capital location (Your starting town) gives you an additional +1 Revenue on top of whatever style settlement it is.

Also, many other locations on the map may also increase your Revenue, Resources or Campaign Points.


Espionage
Espionage is the act of sending operatives under cover into enemy territory or settlements to kill, murder, poison, scout and gather information. There are 3 separate degrees of Espionage that your operatives can perform. Each is more difficult and costs more to train up your operatives. Each time you attempt Espionage, roll a D6 and consult the table below.

Obviously, some armies are more adept at Espionage than others, and this increases/decreases the chance of the mission succeeding. Most armies are average at it, but Dark Elves and Skaven both add 1 to the roll on the Espionage Table (see below).
On the other hand, Dwarfs, Beastmen, Orcs, Chaos Dwarfs and Ogres subtract 1 from the roll on the Espionage Table, representing their lack of experience for the job.

Treacherous Route: It is not unheard of for a spy/assassin to be lost/killed on route to the enemy position, or even decide to abandon the cause and flee! When you send any spy/assassin to an enemy position, roll a D6. If you can see the enemy’s position from the screen you are on, then on the roll of a 1 the mission fails. After that, for every half-screen beyond the first, subtract 1 to the roll to a maximum of 6+. If your army is within half a screen of the enemy, then you don’t need to test at all! Also, if the spy/assassin needs to go through particularly difficult terrain to reach his objective, then add 1 to the result.
In addition, in any screen after the first, the spy/assassin takes one Game Turn longer to reach their destination

Types of Espionage
There are different levels of Espionage that your operatives may choose to undertake. The higher the difficulty of the act, the less likely they are to succeed…

Minor Espionage: Costs 2CP’s. This involves spying on enemy positions for information, misdirecting portions of the enemy forces away from the main army, and revealing enemy artefacts and items to the player. Roll normally on the Espionage Table.

Normal Espionage:
Costs 4CP’s. This involves assassinating enemy characters, disruption of enemy units or plans, planting misleading information etc. When consulting the Espionage Table, subtract 1 from the roll!

Major Espionage: Costs 6CP’s. This involves assassination of a high ranking enemy official or general, theft of priceless items, turning a allied minor realm upon their masters or even poisoning the armies food/water supply! When consulting the Espionage Table, subtract 2 from the roll!


Espionage Table!
This table determines how successful a specific act of Espionage turns out to be. To determine, roll 2D6 and consult the table
2: The spy/assassin has been captured! In torture he gives away important information. Reveal to the player all artefacts/items that your army has (the one who sent the spy/assassin), and you loose D3 CP’s next turn! The player will automatically know who sent the spy/assassin.
3: The spy/assassin is killed in his mission. No bonuses apply to either team, but the defender WILL know who sent the spy/assassin.
4: the spy/assassin is killed in his mission. No bonuses apply to either team, but the defender will NOT know who sent the spy/assassin, however they will know they have been targeted by an enemy agent.
5-6: The spy/assassin is unable to complete his mission successfully. However, he may elect to perform another lesser act of Espionage from the ‘level’ below the chosen mission. If the level is already Minor Espionage, he can perform another act from there.
7-8: The mission is a success and you get exactly what you want from the mission. However, due to leaked information, the spy/assassin is forced to evacuate and must leave the enemy base immediately.
9-10: The mission is a success! You may elect to keep the spy/assassin the camp for another turn or you may choose to evacuate him.
11-12: The mission goes even better than expected! Not only does the assassin complete the mission, but he manages to disrupt the enemy camp as well. In the next Game Turn, you may take D3 CP’s from your opponents CP amount and add it to yours!

NOTE: If the spy/assassin wants to remain in the enemy position, you must continue to roll on the Espionage Table each turn. However, due to the growing suspicion of the enemy, you must subtract 1 from the roll for each additional turn he remains there.

Theres some more. Armies, Realms and Espionage. More later.

I am dividing the book into seperate posts as not to overwhelm people :)

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
Sammy the Squid
Member Avatar
Back to retirement!

Terrain features/types
Negotiating Difficult Paths
Route of March - Most terrain is fairly open, but occasionally you may come across s specific piece of ground that is more difficult to pass. To move across this, you must first pass a ‘Route of March’ test. Each piece of this terrain has a specific value, and you must roll this number or higher on a D6, so the higher the value is, the more difficult the terrain is.
If you choose to build a road through this terrain, it doesn’t increase the speed you move at, rather it reduces the Route of March value by 1, to a minimum of 2+. No other road is laid, but the Route of March is reduced.

The Ocean
The Campaign is set on an Island, surrounded by the sea, so unsurprisingly your armies may move across the Sea. To do so you must have Boats to transport your armies with. Once the armies are in boats then they move as they would across land, with the added difficulty of keeping the Wind Under control:

The Ocean wind: At the start of each turn when one or more Players are moving across the Ocean, roll a Scatter Dice. If a ‘hit’ is rolled, then the wind is calm, but if any arrow is rolled, the wind is blowing in that direction. Any vessel trying to move in the ocean must expend an extra CP for D3 die rolled to determine how far they are moving, or they will move 1 square in the direction of the wind. However, if the player is heading in the direction of the wind, then just add 1 square to their movement for each D3 dice they rolled.
The wind has no effect on armies on Land, unless otherwise stated.

New Terrain features
These terrain features on the Campaign Map have effects in battles played nearby them, for better or worse.
If a game is being played in a specific type of terrain on the game map, then this terrain MUST be represented in the battle (although a suitable representation will do, as some of these are hard to come by).

Artillery Encampment: A player must be defending an Artillery Encampment for it to be used. When a player has a battle next to or around the Artillery Encampment, none of their war machines can be seen until they fire, and all Artillery Crew count as being in Heavy Cover.
Note: The player may choose not to use the Encampment if they don’t want to for any reason.

Cactus Patch: Any unit wishing to move through a Cactus Patch, either voluntarily or involuntarily, suffers from D6 S2 hits.

Crater: A crater is the opposite of a hill, and counts as Low Ground (-1 CR). In addition, shooters attempting to fire out of the crater suffer from –1 to hit, though shooters may fire across it.

Giant Mushrooms (Underground only): Counts as Wooded Terrain

Lava Flows: Any model/unit that moves either partially or fully into a Lava Flow suffers from 2D6 S4 hits that allow no armour save. So it is very advisable to avoid running into these!
In addition, to cross these Lava flows on the Campaign Map, you must first build a particularly strong Bridge (Costs 1 CP, 2 Revenue and 2 Ore)

Narrow Pass: A battle being fought through a narrow pass must have a large section of the table off-limits to the players, as they are forced to battle between the impassable mountains. An obvious advantage to strong forces, and potentially fatal for horde armies!

River: Play as The Fall of Kjell Redfist from the Lustrian Rulebook, only using Encounters etc. if in appropriate terrain.

Unique Ground Types
These different terrains can have an effect on the Campaign, either in or out of battles.

Clover Field: In all battles played on a Clover Field, one unit from each army may re-roll all failed armour saves once per battle. If only 1 army is on the Clover Field during the battle, then that army doesn’t receive this bonus.

Cursed Ground: All non-Undead armies fighting here subtract –1 from their Leadership Value!

Dense Forrest: Any battle played in a dense forest must have considerable jungle covering the battlefield. In addition, no hills are used unless there is one nearby on the map.
Battles played on the Swampy terrain must use full Lustrian rules!

Desert: Move as normal in the first turn of movement across the desert. Every turn after that, subtract 1 from the number of squares moved to a minimum of 1. This represents the growing exhaustion of the army in such harsh terrain.
This has no effect on battles being played in the desert.

Magic Ground: During every battle played on Magic ground, spell casters gain +2 to cast all spells!

Quicksand: When moving your army across quicksand, roll a D6 every square you move. On the roll of a 1, the army cannot move any further this turn.

Swamp: Any battles fought on this ground must use the Albion weather chart.


Multiple Map Events
These events are found multiple times on the Campaign Map, so it isn’t worth wasting ‘Events’ on multiples of them. These are represented by different aspects of the ‘Heroes 3’ game on the Campaign Map, and these are stated next to their Campaign description:

Grim Ward (Wraith): If a player has a Grim Ward within 10 squares of an army when if battles, the player may put it anywhere on the tabletop. Roll a Scatter Dice and 2D6, and move the Grim Ward to that location. If any enemy unit comes within 12” of the Grim Ward they must take a Terror Check of flee.
If no player owns the Grim Ward, then both sides need to take Terror Checks when moving within 12” of it.

Well (Well): When visiting the well, the army may move an extra D3 squares in the following 3 Campaign turns (including this one)

Stables (Stables): The player who controls the stables may choose to move one of his armies an additional Square each Campaign Turn.

Pillar of Fire (Pillar of Fire): When controlling this territory, you may move all your underground armies an extra D3 Squares each Campaign Turn.

Artillery Stockpile (Ammo Cart): When controlling this stockpile, 1 War machine you own may take a free shot (shots, if is a Multiple Shot weapon, such as a Bolt Thrower) before the battle commences.

First Aid Tent (First Aid Tent): In any battle played within 6 Squares, the controlling player may ignore D3+1 Wounds per battle. These wounds cannot be ignored if inflicted upon non-living things (except Undead characters) or against wounds caused by Killing Blow.

Battle Flag (Flag): If a Broken army comes across a Battle Flag, then they may rally and regroup for FREE. If a Routed army comes across a Battle Flag, then they may regroup for a mere 2 Campaign Points.
In addition, any units making a Last Stand here benefit from +1 Leadership!

Troop Dwellings (Underground Cartographer): When a player captures troop dwellings, 3 of your armies may support an extra 250pts worth of troops. You MUST keep track of which armies have these. If the Troop Dwelling is lost, then so are the extra troops, as they abandon your army.

Beastman Herdstones: In any battle that takes place within 6 squares of the Herdstone, all Beastmen receive +1 to their Leadership Value.

Lizardmen Spawning Pools (Noted rivers/pools etc. in the Swamp terrain): In any Battle fought within 6 Squares of the Spawning Pools, all Lizardmen gain +1 Leadership

Garrison
(Garrison): Counts as unmanned Garrison on the Campaign Map. If a Garrison is flying specific colours, then that player controls it.

Campfire (Campfire): A player may extinguish a campfire for 2 Movement points and harvest D6+1 Wood from the site. Leaving it running can be used as a Rally Point on the roll of a 5+ each Campaign Turn.

Flotsam (flotsam): The player immediately gains D3+1 Wood. In addition, roll a D3: 1-2 nothing else is found, 3-4 1 Ore is found, 5-6 1 Revenue is found.

Trading Posts (various): There are many different locations that count as Marketplaces or Trading Posts. In addition to their other effects, they also grant the controlling player 1 Revenue each Campaign Turn.

Shipyards (shipyards): When building from here, the cost of a ship is cut by 1 CP, revenue and 2 wood. One use per Campaign Turn.

Hill fort (Hill fort): Counts as Garrison and generates an additional 1CP each Campaign Turn. This is discounted if it is upgraded to a settlement.

Mana Veins (Transforming thing): If a battle is played within 3 squares of a Mana Vein, the controlling player gains an additional D3+1 Power Dice each turn.

Watchtower (Wooden Tower): The controlling player can automatically see any Hidden Armies in this area on a 2+ and spot any spies advancing through this area on a 4+. This area covers a Radius of 6 Squares.
In addition, an army that starts its movement within 6 squares of this location may move an extra D3+1 squares this turn.


Ruins
The Ruins: (These are represented by various Ruined structures on the Campaign Map). Often throughout your journeys on the island, you will come across ruins left behind by the Island’s previous inhabitants. Each turn, you may inspect a ruins wether you have an army located on it or not. It is assumed you have a surveillance team on the site. It costs 1CP to search the ruins, and you may only search once each Campaign Turn. Once you declare you are searching, roll 3D6 and consult the ‘Ruins Table’ below:

3: The Ruins site proves to be incredibly unsafe and collapses beneath your team. The Ruins are destroyed and you loose 1CP in the next Campaign Turn.
4-5: Your team encounters some serious troubles and are killed. You may no longer search on these Ruins unless an army visits them again.
6-7: Your team becomes stuck in a section of the ruins. You must expend 1 CP to rescue them. You gain nothing for your endeavours. You may continue searching in future turns.
8-9: You search the ruins but find nothing.
10-11: You find nothing, but are able to harvest a certain amount of materials from the ruins themselves. You gain D3 Ore OR Wood, player’s choice.
12-13: You find a Minor Stash hidden amongst the rubble. You gain D3 Revenue and D3 of either Ore or Wood (players choice)
14: You uncover a small Warpstone Stash! You gain D3 Warpstone!
15-16: Your team uncovers some hidden stash. You gain D6 Revenue, and D3 of both Ore and Wood (Roll separately for each resource)
17-18: Amazing Success! You find a rare Minor Artefact hidden in the rubble! This may be given to any army for an additional 1CP. If the army is within 15 Squares, then you may give it to them for free.

Tombs
Across the Island there are many Tombs of those who have ended their lives on the Island. If you come across one of these Tombs, you may choose to pillage it, and a Tomb can be pillaged once each Campaign Turn. It costs 1CP to pillage a Tomb. Roll 2D6 and consult the table below:

2: You’ve awoken the dead! Your army is attacked by a 2000pt Vampire Counts army (Von Carsteins). You can either choose to fight them, in which case you may use a maximum of 2000 points of your troops (your force is surprised and cannot bring its numbers to bear), or you may elect to flee, in which case you loose a further D3 CP’s and move D6 squares away! Your army will then count as Broken.
3: The tombs collapse on your exploring force! Remove 250pts of your army, as they are crushed in the rubble! You may make attempts to rescue the workers (if they are alive), but you must devise your own way of doing this. Remove the Tomb from the Campaign Map.
4: Your army becomes demoralised at having to search through the Tomb. D3 of your units loose a point of Leadership in the next 2 battles they take part in.
5-6: You find nothing in your searches.
7-8: You find only a small amount of resources in the Tomb. Gain D3 Revenue. In addition your army scours the surrounding area and comes up with D3 Ore or Wood (players choice)
9-10: You find a small stash in the Tomb. You receive D6+1 Revenue.
11: Your army stumbles across a large stash. Gain D6 revenue and a Minor Artefact.
12: You find a major artefact! Immediately consult the Game Master so he can devise an artefact for you!

NOTE: Undead players (or any player really) can attempt to raise the dead in the Tomb. However, they do this at their own expense.

Abandoned Carts and Skeletons
These can be searched for 1 CP. They may only be searched once, then they are removed from the Campaign Map. Roll a D6 and consult the table:

1-3: The location is deserted. You find nothing.
4: You find a small stash of D3 Ore
5: You find a small stash of D3 Wood
6: You find a small stash of D3 Revenue

Ship Wrecks
These may be searched for 1 CP. They may be searched more than once, so long as the boat is still floating. Roll a 2D6 and consult the table:

2: The ship collapses around your exploring force and they are forced to evacuate. The army looses 250pts of troops. The ship is removed from the map.
3-4: The ship creaks and moans, and your troops barely get free before it sinks. Remove the ship from the map.
5-6: Your search is fruitless. Try again later.
7-8: You find nothing, but you are able to gain D3 Wood from the debris of the ship
9-10: You uncover a small stash. Receive D3 Revenue and D3 of either Ore or Wood (players choice)
11: You uncover D3+2 Revenue.
12: Jackpot! You find a minor artefact and D6 Revenue.


Ending the Campaign
As the Campaign draws to a close, it is time to start tallying up the Victory Points. Each player MUST keep track of his or her Victory Points during the Campaign, as it will be incredibly difficult trying to remember everything a full year later. Simply keep track of your acquired Victory points in a Word Document.
The person with the most Victory Points wins the Campaign!

Victory Points:
Complete your Primary Quest: 65 VP’s
Partially complete Primary Quest: 30 VP’s
Complete Secondary Quest: 30 VP’s
Complete other Quests: 20 VP’s
Massacre an enemy army: 10 VP’s
Score a Major Victory against an enemy army: 8 VP’s
Win a Minor Victory against an enemy army: 6 VP’s
Draw against an enemy army: 4 VP’s
Win a Last Stand as the defender: 8 VP’s
Win a game with an Allied Minor Army: 4 VP’s
Win a game against a Minor Army: 4 VP’s
Have an Allied Minor Army at the end of Campaign: 2 VP’s
Conquest: 20/15/10/5 VP’s
Ocean Conquest: 10/8/6/4 VP’s
Own a Unique Artefact: 2 VP’s
Perform an act of exceptional Espionage: 4 VP’s
End the Campaign still owning your Capital: 5 VP’s
Own other Castles: 5 VP’s
Most destructive force: 10 VP’s
Most peaceful force: 15 VP’s
Construct the ‘Funkiest item’: 15 VP’s
Construct the ‘Fluffiest item’: 15 VP’s
Warpstone Dominance: 5 VP’s
Have Magical Supremacy over the Island: 10 VP’s

Other: If a player does something of particular note, they may be awarded extra Victory Points if the Campaign Master sees fit.


Theres some more. And there is still quite a bit to come! Enjoy!

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
Sammy the Squid
Member Avatar
Back to retirement!

Minor Realms (NOTE: Havent looked over this part in ages, so could very well change)
In the Campaign, there will be various ‘Minor Realms’ on the map. These realms do not count as actual teams in the game, but you may try to ally with them or fight them for experience. These armies never invade enemy territory unless they are under direct control of another player. If a minor realm is attacked, then any player can control it, it’s just a matter of who is available at the time. However, this player must play to the best of their abilities to defend the Minor Realm, and obvious failure to do so will result in a rematch.
If a Minor Realm is attacked, then their army is only ľ the size of the attacking army, with a minimum size of 1500pts. (NOTE: Many minor realms have pre-set army sizes, which override this system)
In the case of a 1500pt Minor Realm, you may only take an army of 2000pts against them.

Attacking a Minor Realm: At any stage during a players Campaign Turn they may choose to attack a Minor Realm. Unless stated otherwise, these battles are fought as Pitched Battles, from the Warhammer Rulebook. Due to the fact that the army sizes will be different, the Victory Point system will be slightly different too:
0-149 – Draw
140-449 – Minor Victory
450-749 – Solid Victory
750+ - Massacre
If a Minor Realm scores a Solid Victory or Massacre against the Invading army, the army may not attempt to invade any Minor Territory of that allegiance for the next D6+1 Campaign turns as they build up their confidence again.
Capturing a Minor Realm in this way will allow you to pillage D3 Revenue, Wood and Ore from the location.


Diplomacy with a Minor Realm
War isn’t the only way to claim a Minor Realm. Using Diplomacy will give you control of the Minor Realm. First, you must send a Trade Cart/Envoy to the realm and consult the table. Roll 2D6, and if the score is higher than 9, the realm will ally with you.
- By paying Revenue to the Minor Realm, you may increase the chances of them allying by 1. This costs 1 revenue for every territory the Minor Realm controls.
- Subtract 1 from the roll if you scored a Massacre in an area within 10 Squares of the Minor Realm
- Add 1 to the roll if you suffered a Massacre within an area of 10 Squares of the Minor Realm
- Subtract 1 if you are already allied to a Minor Realm of the same army type
- Add 2 to the roll if within the past 5 Campaign Turns you have attacked an army of the same type as the Minor Realm
- Add 1 if the Realm is of an unlikely ally to your army, and add 2 if its very unlikely. If your army Hates the majority of the Minor Realm, then you may NEVER ally with it.
- Subtract 1 if the Realm is likely to ally with you, and subtract 2 if the Minor realm is of the same type as you
- Add one if the Minor Realm is located in difficult terrain
- By offering an additional gift to the minor realm you may subtract a variable number from the roll, depending on the value of the gift. This is negotiated between the player and the Campaign organiser.
If two players are attempting to ally with the Minor Realm, then the player that rolls the most gets their alliance (assuming that they pass the test)

Like everything else in this game, there are an uncountable amount of ways which you can think up to either improve your changes of getting the Minor Realm or even new ways of taking it. If you can think up the way and get the resources for it, see the Campaign Organiser to see if it will work! Remember, this Campaign is heavily based on Army Fluff and background, so use your imagination!!

NOTE: If a player has control over a Minor Realm, they may build its army up to any size they like, up to 500pts below aforementioned Maximum.

Exceptions to the rule: There are a few Minor Realms on the Campaign Map that cannot be controlled by any player, and don’t seem to have any specific location. The most dominant of these are the ‘Island Sentries’, a Wood Elf army dedicated to the defence of the Island at all costs. These forces are set to ambush players who enter certain locations and can turn up to prevent harm being done to the Island (so watch out if you aim to be destructive!).
In addition, some armies cannot be controlled by a specific player, or cannot be moved by a player to any other location. These are often due to being objectives/special locations etc.


Unit/Character experience
Veteran Points
You must keep track of units Veteran Points after each battle
Fought in a battle: +3
Fought on the winning side: +1
Survived the battle: +1
Perished in battle: -1
Fought on the loosing side: -1
Fought in an army that Massacred the enemy: +2
Fought in an army that was Massacred: -2
Forced an enemy unit to flee: +2
Was forced to flee from an enemy unit: -2
Panicked from shooting/magic etc: -1
Rallied after fleeing: +1
Part of an army that won a Last Stand scenario: +3
Destroyed an enemy unit: +1
Destroyed an enemy unit of higher points value than your own: +2
Rolled Insane Courage when it was needed: +3
Sheer heroism: Discuss with your opponent and the Campaign organizer if you feel this is applicable.

When a Character or Unit reaches 10 points, roll 2D6 on the appropriate table to see the bonus gained.
Make sure to keep track of each unit’s experience, as a few bad games can mean a unit looses its special abilities…

Character Experience Table
2: Fearsome Reputation. The character causes Terror!
3: Lightning Reflexes. The character gains a 5+ Ward Save. Re-roll if he already has such a save.
4: Agile. The character gains +2 Initiative. This may not go above 10.
5: Terrifying Gaze. All enemy models in Base to Base contact with the character must pass a Leadership test at –1 or not attack at all that turn.
6: Great Strategist. The army which the character is part of may choose which table edge the army deploys from and may re-roll the dice to see who gets the first turn.
7: Skilful Warrior. The character gains +2 Weapon Skill. This may not go above 10.
8: Lucky. The Character is allowed D6 re-rolls each battle (roll before the game commences)
9: Brutal Fighter. The character gains Killing Blow for all of his attacks OR may gain +1 attack (players choice)
10: Hard to Kill. The character gains +1 Wound.
11: Wealthy. The character may take an additional 50 points of Wargear over his normal points limit!
12: Great Reputation. The character adds +1 to his Leadership! This may not go above LD10.

Unit Experience Table
2: Lucky. The unit gains a 6+ Ward save. If they roll this result a second time, the save is increased to 5+. However after that you must re-roll this result.
3: Best of the best. The unit gains one point of either Strength or Toughness, players choice!
4: Die-Hards. The unit doesn’t suffer negative moral modifiers for being Outnumbered, for Flank/Rear attacks or for High Ground in close combat.
5: Pathfinders. The unit doesn’t suffer any penalties for moving through terrain.
6: Bloodthirsty. Every model in the unit gains +1 attack in the first round of combat they fight in.
7: Well trained. The unit gains +1 Weapon Skill. If the unit has missile weapons, they may choose to increase their Ballistic Skill instead. Either one may only be increased twice.
8: Steady in the Ranks. The unit becomes immune to Panic. Re-roll if the unit already has such an effect. If this result is rolled a second time the unit becomes Immune to Psychology.
9: Magically gifted. The unit gains a magic spell with a range of 24’ that does D6 Strength 4 hits with a Bound Level of 5.
10: Blessed. The unit receives Magic Resistance (1). Every time this result is rolled, their MR goes up by 1, to a maximum of 3.
11: Hardened Fighters. The unit may re-roll any failed break tests when in close combat. If this result is rolled a second time the unit will become Stubborn!
12: Feared! The unit causes Fear. If the unit already does so it will now cause Terror!

Thats about it for the main rules. Ill read through my other stuff and see if there is anything else I should add in before Opening the topic :)

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
Sammy the Squid
Member Avatar
Back to retirement!

Some of the quests on the Campaign Map:

Army specific Hidden Objectives
Dwarfs: Recover their King from the clutches of the Goblins and their King

Lucian’s Army: Uncover the Sarcophagus that Lucian is searching for.

Lahmians: Control 3 Mana Veins, which provide the magical energy to hide the island. Although this won’t reveal the island, it will provide the head Vampire with the power to raise an army of imaginable force. (Must control 3 out of 6 to reach Hidden Objective)

Skaven: No hidden objective. Though they will gain extra points if 3 out of 6 Warpstone sites are in their control at one time.



General Hidden Objectives
Overview: Find and kill the overtyrant of the human realm on the island.
Quest comes from: Friendliness to any human settlement/Minor Armies
Completed when:
Reward: The Tome of Ultimate Power (magic artifact)

Overview: Lucian’s Army ONLY: Get revenge on Malekith and his minions by planting an explosive under their realm. Must first gain explosives from townspeople.
Quest comes from: When visit the primary human settlement OR Artillery Factory
Completed when: Explosives are planted below Naggaroth
Reward: Minor Quest completed
(NOTE: if Lucian’s army commissions another army to plant the explosives, then the reward is shared)

Overview: Find the Monster in the Lake
Quest comes from:
Completed when: The Monster is yours!
Reward: A High Elf Merwyrm FREE in every battle until its dead. Then it may only be used again on a 4+. This goes up each death, until the designated number cannot be rolled and the Merwyrm is permanently dead… However, you may then hire a Merwyrm at the appropriate points cost and a Rare choice for your army.


Overview: Pyramids!
Quest comes from: Visiting Pyramids
Completed when: You either sack the Pyramids or get a Tomb King ally
Reward: See above

Overview: Clear sewers under village from Strigoi infestation
Quest comes from: Kindness towards Minor Empire Capital. They ask you to clear the sewers of the Strigoi Infestation.
Completed when: The Strigoi army is defeated.
Reward: The Empire realm is now yours, free of charge!
Additional note: If you defeat the Empire realm in battle, then you will still have to deal with the Strigoi menace, but with no reward…

Overview: The Mithril Mine!
Quest comes from: Discovering a piece of Mithril
Completed when: You discover and initially gain control of the Mithril mine
Reward: Own the Mithril Mine and may mine Mithril

Overview: The Stone Golem (When all of Legion’s parts are collected and assembled)
Quest comes from: When you find a piece of the Golem
Completed when: you have all 5 Pieces of the Golem in 1 place
Reward: You have a Giant Stone Golem to work for you!

Overview: Help the Old Ones minions force the Beastmen out of the forest/ Help the Beastmen force the Old Ones minions out of the forest
Quest comes from: Meeting with one of the armies
Completed when: One army is gone/defeated
Reward:

Each quest adds Victory Points to the players final tally. In addition, each army can gain additional Victory Points for achieving different goals (not shown)


Island Sentries (Minor Army, guardians of the Island)

The Island sentries are a group of elves left over from the time when the Old Ones ruled the Island who have taken it as their duty to protect their land at any cost. This army may NEVER be allied with unless you are specifically aiming to do only good to the Island, and even then they rarely assist a player. Island Sentries armies are represented by a Wood Elf force with the following exceptions:

- Eternal Guard are always a Core unit, but never count as being Stubborn
- Spellsingers’s are 1+
- The number of Glade Guard units are restricted to how many Scout units you have, and not the other way around
- The Army MUST be led by an Elf Lord, therefore a Treeman Ancient may not be the army general
- The minimum Core requirements of the army must be filled with Elf troops
- Waywatchers count as Special choices rather than Rare
- Treekin count as Rare choices rather than Special
- Wood Elf Special Characters are not allowed



Special Rules
Hatred: The Island Sentries Hate anyone whose aims towards the Island are particularly destructive.

Ambush: Island Sentry armies are never shown on a Campaign Map. They are always hidden, and ambush from dense terrain.

Okay I think thats all I can really show. Topic will now remain unlocked. Enjoy!

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
Sammy the Squid
Member Avatar
Back to retirement!

I know its a bit of a bumb, but some new rules were made as of last Campaign Turn, so needed to be added in...

Digging/Tunneling
To Dig, roll a Artillery Dice each Campaign Turn (costs 1 CP per turn)

2-4: Dug through Half a Square
6-8: Whole Square
10: One and a half squares

Misfire (roll a D6)

1: Explosion! 250pts worth of damage to digging army.
2: Rockfall. No progress made and must expend 1 CP to remove next turn
3: Machinery Malfunction: Cannot dig this turn or next
4-5: No penalty, but no progress (hit dense rock)
6: Haywire! Team is removed (or 25% of army) but tunnel is completely dug

In addition, when drilling you may harvest D3+1 Ore for 1 CP


Also, the cost of building a Mine will be dropped a little, as its currently a bit too pricey...

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
greyseeritzbitz
Clanrat
looks good to me, is there a specific campaign map or not, also you need to patch things up, it sounds like your making it up as you go along, its a bit unclear.
i'm watching you!

bringer of the skavenblight hero challenge
Offline Profile Goto Top
 
Sammy the Squid
Member Avatar
Back to retirement!

Erm the Campaign Map is made by me, but any person using the Heroes 3 Map editor can make their own map...

Quote:
 
also you need to patch things up, it sounds like your making it up as you go along, its a bit unclear.


*laughs*
Ofcourse Im making it up as I go along, since I did make the Campaign from scratch. Trying to make a Campaign system this complex and vast is NOT an easy task, especially when the players can do absolutely ANYTHING they want. Patching up is what Im doing along the way; each turn a player discovers something new they want to do or we find a slight flaw/unbalance in the rules, and the correction or new rule is made then and there. We are almost 5 turns in now, and I havent had a single complaint about continuously changing things, and the game system is working brilliantly!
There is no specific order in which things are posted, and this will not be changed, mainly due to the fact that it is alot of seperate documents posted here, not the single comprehensive rulebook. Oh, and the rules below, they arent everything!

To any of you out there who are looking to run a Campaign, try a system similar to this. It gives so much more potential than GW's ideas of a "Campaign" and gives players an amazing amount of freedom.

Im blocking this topic now. The link to it can be found in the "Sammy's Campaign Report" topic in the Battle Reports section. If you wish to ask questions or make comments, use my other Campaign thread somewhere in the Warhammer General Discussions forum. It hasnt been posted in for a little while, but Id rather people post in there rather than clog up this rules section :)

EDIT: This is the origonal Campaign Thread: http://underempire.net/index.php?showtopic=16777

Thanks

- Sammy
"If the squidman can't do it, no one can!!"

Wins/Losses/Draws

Skaven Clan Rattenkrieg - 108/58/20
Dark Elves - 44/14/8
Hochland Empire - 33/14/4
Malkavian Vampires - 23/22/4
Beastmen - 50/25/2

Have not completed a Painting Vow since July 07!!
Offline Profile Goto Top
 
« Previous Topic · General Wargaming Discussion · Next Topic »
Locked Topic