Campaign - Border Princes

February 11, 2023 | Author: Anonymous | Category: N/A
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WARHAMMER CAMPAIGN: Border Princes  Princes 

 

CAMPAIGN OVERVIEW START OF CAMPAIGN At the beginning of the Campaign all participants will need to determine which Warhammer Fantasy Army they wish to use. You will also be required to nominate 1 Lord-Level Character to be your Commander General. General. You will then receive a Capital Flag, Flag, along with 3 additional Territory Flags which Flags which will form the beginning of your Empires. To determine their starting position each Player will roll a D6. With the highest roll placing their Capital Flag first, followed by their 3 Territory flags. The Capital Flag hex must be touching t ouching the border of Campaign Map. The First Territory Flag must be in base contact with the Capital Hex, while 2-3 flagsplayer must controlled be in base contact with atTerritory least 2 other hexes. Please note that you cannot take Special S pecial Locations as part of your starting Empire Should someone wish to change their army to an alternative, you will be required to start from scratch

CAMPAIGN TURN Each Campaign Turn is two weeks long, allowing people to find sufficient time to play any/all battles. The Deadline for receiving all communications about previous turns is on Sunday by midnight. The Campaign Turn is divided into 3 phases. 1.  Movement   2.  Combat   3.  Consolidation Consolidation.. There will be also two Mega Battles Ba ttles at key points in the campaign. In the week preceding the date of the Mega Battles you will receive instructions and the scenario rules and win conditions.

Mega-Battles Week 3 – The Chasms of the Black Crags Week 6 – Escape into Maw of Manaan

WINNING THE CAMPAIGN The Campaign will last for a total of 10 weeks. The Player with the largest total number of Territory Points will Points will win the Campaign. In the unlikely event of a tie, a “Cage Match” will take place between each Army’s Commander General, the winner taking the title of King of the Border Princes.

 

THE CAMPAIGN TURN COMBAT

MOVEMENT At the start of the movement phase, you can increase the size of your empire by 1 hex. This expansion must be connected to a hex already owned by yourself. Please send your requests

If you expanded into a territory owned by an opposing player you must schedule a game to play them. If you expand into multiple territories owned by the same player, please determine

for expansion to  to [email protected]  [email protected] by the Sunday at Midnight for the next Campaign Turn.

with them whether one game will cover the gain/loss of multiple territories or a separate game should be played for each.

Secretly declare one opponent who you wish as your main attack, and one opponent who you wish to defend against. After all notes have been received, movement shall be revealed. Note: If you are expanding into another a nother person’s territory, you must declare one of them as the defender. If you expand into multiple people’s territories, only one of them must nominated as the defender.

  You receive +1 on the dice roll for



1st  turn

against the player you declared your attack against.   You receive +1 on the dice roll for deployment order against the target you are defending against.



If you expanding into a hex not controlled by other enemy players roll a D6. On a 4+ you gain that hex as a part of your Territory. You gain +1 to this dice roll for every hex under your control which is adjacent to the territory you wish to gain. RULE: Passing in the Night   SPECIAL RULE:  If two players are moving into each other’s hex in such a way as to cause them to overlap or Pass in the Night. Then at the start of the game roll a D6 and whomever wins that dice off shall be declared the winner of Passing in the Night  and  and the loser’s territory will be where the battle is taking place and thus determining which territory will be gained/lost.

These are standard games of Warhammer, played as you normally would and games can ca n vary in size from of 1500 – 3000pts. Certain hexes have special rules pertaining to fighting in them. Please see the proceeding page for battles in Special Locations. Locations.

CONSOLIDATION Recalculate your Total Territory Points. Prepare for next Campaign Turn.

 

TERRITORY POINTS Territory Points are gained/lost as the campaign progresses and are determined as below:

         

  

1 per Territory Hex +2 per Capital +1 per Special Location (see rules below)

 

+* per per Miscellaneous Mega Battle Objectives +*

The # of Territory Points you control give additional effects and will be used to determine the winner of the campaign. Territory Points - Movement Depending on the number of Territory Points (TP) you control, you can expand 1 additional square per turn.   0-4 TPs you can expand 1 territory per turn.   5-12 TPs you can expand 2 territories per turn   13+ you can expand 3 territories per turn. Please note that you can only declare 1 opponent per turn as your main attacking/defending opponent. (If you expand into 2 enemy territories, one must declare one of them as your “main” attack, (gaining you the bonus) the other is simply a standard battle.) 





Territory Points – Combat Territory Points have no affect during a regular Combat Phase. During the 3 Special Mega-Battles. Territory Points will determine certain Bonuses see the individual Battle Rules for details. Territory Points – Consolidation Territory Points have no effect on the Consolidation Phase.

SPECIAL LOCATION: LOCATION:   Mine Mine   When attempting to expand into an unclaimed hex containing a Mine you do not gain the +1 result for every adjacent hex under your control. When fighting a battle in a Mine hex, , one Core Core   unit of less than 30 models, in the Defender’s army gains the ‘Stubborn’  special  special rule. LOCATION:   Town SPECIAL LOCATION: When attempting to expand into an unclaimed hex containing a Town you do not gain the +1 result for every adjacent hex under your control. When fighting a battle in a Town hex, one Core Core   unit of less than 30 models, in the Defender’s army gains the ‘Ambusher’  special  special rule. SPECIAL LOCATION: LOCATION:   Capital When fighting a battle in a Capital hex, the defender’s army can be 25% larger than the attackers. Ex: Leith is invading Andrew’s Capital City Hex. They agree to play a 2000pt game. Leith’s army must fit the standard  point limit. Andrew’s army however can be up to 2500pts.  2500pts.  

 

COMMANDER GENERAL At the Start of the Campaign you must create one (1) Character who is nominated as your Commander General. This Character must be a Lord Choice and cannot be a Special Character. His equipment will remain the same throughout the campaign. However if he is a Wizard then he he may choose a different lore each battle.  Assassination  Assassinatio n Your Commander must partake in at least 1 battle per Campaign Turn. Should he fail to do so, he will be considered the unfortunate victim of an assassination attempt. You will be required to roll twice on the Injury Table with a -1 to both Dice Results. (Thus the highest he can roll is a 55) If you should miraculously have no battles to fight this campaign turn your Commander will not be the target of an Assassination. End of Battle If at the end of any game gam e your Commander is not on the table (Fled or Dead, but not Fleeing) you will be required to roll on the Injury Table below and the results will be applied immediately from that game forth. Should your Commander still remain on the Table at the end of the battle you will be required to roll on the Legendary Table below and the results will be applied immediately from that game forth.

Dead If you happen to roll an 11 or less your Commander has passed on into the afterlife, inconsiderately choosing death over leading your armies any more. For your next game whomever is nominated as your general shall have no Inspiring Presence on Presence on the battlefield. (This will not affect any Mega Battles) After this game however you can create a new Commander to lead your army. Please note that should you voluntarily offer up your Commander for death / sacrifice / dismemberment you will not have any model with Inspiring Presence in Presence in all the battles for the remainder of this and the next campaign turn. (This will not affect any Mega Battles) After the following Campaign Turn however you can create a new Commander to lead your army. SPECIAL RULE: Cumulative [#] You can only receive the penalties/bonuses of this result the number of times indicated in the bracket. Once you have reached the Cumulative Limit, treat any further result rolls as 51-65. Should you ever lose the penalty (as per Witch Doctor or Sorcerous Blessing), you can regain that penalty in a later battle. Ex: Boyar Peiytr has already twice Lost an Eye (-8 BS, -2A).  Ex: Boyar -2A).   After his most recent game, however, however, Peiytr ended up surviving and so is allowed a roll on the Legendary Table. His roll comes up a 21: 21: Witch  Witch Doctor , thus nullifying a Lost an Eye result, leaving him to now only suffer (-4BS, -1A). -1A). Should Peiytr flee the field of battle again, he could suffer the Lost an Eye result once more, as he has now no longer lo nger reached the Cumulative [2] value. Ex: It is possible to have suffered a Lost an Eye  Eye result twice, and gained the Crack Shot  legendary  legendary skill. Thus suffering 7 BS, -2 A, Sniper. Each further Crack Shot  result  result would decrease the Lost an Eye penalty Eye penalty further

 

BATTLE CHRONICLER  ARMY:

 ARMY:

OPPONENT:

OPPONENT:

POINT VALUE:

POINT VALUE:

CAMPAIGN TURN: __________ __ HEX: _________________

CAMPAIGN TURN: __________ __ HEX: _________________

RESULT: MW / W / D / L / ML

RESULT: MW / W / D / L / ML

COMMANDER GENERAL PARTICIPATES:

YES/NO

COMMANDER GENERAL PARTICIPATES:

YES/NO

INJURY/LEGENDARY RESULT: ____________

INJURY/LEGENDARY RESULT: ____________

 ACTIONS WORTHY OF NOTE: _______________________________ ________________ _______________ ___________________________________________________________________ ___________________________________________________________________

 ACTIONS WORTHY OF NOTE: _______________________________ ________________ _______________ ___________________________________________________________________ ___________________________________________________________________

 ARMY:

 ARMY:

OPPONENT:

OPPONENT:

POINT VALUE:

POINT VALUE:

CAMPAIGN TURN: __________ __ HEX: _________________

CAMPAIGN TURN: __________ __ HEX: _________________

RESULT: MW / W / D / L / ML

RESULT: MW / W / D / L / ML

COMMANDER GENERAL PARTICIPATES:

YES/NO

COMMANDER GENERAL PARTICIPATES:

YES/NO

INJURY/LEGENDARY RESULT: ____________

INJURY/LEGENDARY RESULT: ____________

 ACTIONS WORTHY OF NOTE: _______________________________ ________________ _______________

 ACTIONS WORTHY OF NOTE: _______________________________ ________________ _______________

________________________________________________________ ________________________________________________________

________________________________________________________ ________________________________________________________

Injury Table

Legendary Table

D66 Roll 0-11 12-16

21-26

31 32 33

Result Dead Badly Hurt

Gruesomely Marred Lost an Eye Lost an Arm Lost a Leg

34 35 36 41-42

Chest Wound Bloodied Head Wound Throat Wound

43-44 45-46

Traumatized Mentally Scarred Only A Scratch

51-65 66

Against All Odds

Effect Dead – Make a new General Roll twice more on this table, rerolling results of Dead, Badly Hurt, &  Against All Odds Odds Randomly Determined Characteristic is permanently decreased by D3 (Cumulative [2]) -4 BS, -1A (Cumulative [2]) -4 WS, -1A (Cumulative [2]) -2 M (Cumulative [2]) If both legs are lost, the General must always be mounted -1T (Cumulative [3]) -1 S (Cumulative [3]) -1 Ld (Cumulative [5]) -3” -3” Inspiring Prsenence (Cumulative [2]) Stupidity Frenzy -1 to a randomly determined characteristic for next game Roll on the Legendary Chart

D66 Roll 11-16 21-24 25-26 31 32 33 34 35 36 41-42 43-44 45-46 51-65 66

Result Old Wound Witch Doctor Sorcerous Blessing Crack Shot Swordsmanship Swordsmanship Scarred Inspired Mighty Fortified Rallying Cry Angered Engraved Runes Mysterious Potion Righteous Vigor

Effect -1 to a randomly determined characteristic for next game Remove one previous Injury Result. Remove D3 previous Injury results +1 BS (Cumulative [3]), Sniper +1 WS (Cumulative [3]) Cause Fear +1 Ld (Cumulative [2]) +1 S (Cumulative [2]) +1 T (Cumulative [2]) +3” +3” Inspiring Presence (Cumulative [2])  [2])   +1 A (Cumulative [2]) +1 Armour Save (Cumulative [2]) +1 to a randomly determined characteristic for next game Randomly Determined Characterist Characteristic ic is permanently increased by D3 (Cumulative [2])

 

CAMPAIGN MAP

SPECIAL LOCATIONS: Hex

Name

PLAYER CAPITAL:

B3

Grung Agrilebaz

B6

Scharmbeck  

D2

Malko 

E5

Cavanal  

Type Mine Mine Town Town

F3  G6 

Mognia  Matorca 

Mine Town

Hex A1 B1 C6 F7

Player Sousa Andrew Leith Zach

G3

Zimmer

Army

Colour Blue Purple Red Brown Yellow

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