campaign - border princes
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WARHAMMER CAMPAIGN:Border Princes
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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 berequired to nominate 1 Lord-Level Character to
be your Commander General.
You will then receive a Capital Flag, along with
3 additional Territory Flagswhich 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 theborder of Campaign Map. The First Territory
Flag must be in base contact with the Capital
Hex, while 2-3 Territory flags must be in base
contact with at least 2 other player controlled
hexes.
Please note that you cannot take Special
Locations as part of your starting Empire
Should someone wish to change their army to an
alternative, you will be required to start fromscratch
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.
There will be also two Mega Battles 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 Pointswill win the Campaign. In the
unlikely event of a tie, a Cage Match will take
place between each Armys Commander General,
the winner taking the title of King of the Border
Princes.
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THE CAMPAIGN TURN
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 requestsfor expansion tom.bar42@gmail.comby the
Sunday at Midnight for the next Campaign Turn.
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 persons
territory, you must declare one of them as the
defender. If you expand into multiple peoples
territories, only one of them must nominated as
the defender.
You receive +1 on the dice roll for 1stturn
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.
SPECIAL RULE:Passing in the Night
If two players are moving into each others hex
in such a way as to cause them to overlap or Pass
in the Night. Then at the start of the game roll aD6 and whomever wins that dice off shall be
declared the winner of Passing in the Nightand
the losers territory will be where the battle is
taking place and thus determining which
territory will be gained/lost.
COMBAT
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 determinewith them whether one game will cover the
gain/loss of multiple territories or a separate
game should be played for each.
These are standard games of Warhammer,
played as you normally would and games can
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.
CONSOLIDATION
Recalculate your Total Territory Points. Prepare
for next Campaign Turn.
mailto:m.bar42@gmail.commailto:m.bar42@gmail.commailto:m.bar42@gmail.commailto:m.bar42@gmail.com -
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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 hemay choose a different lore each battle.
Assassination
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 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 fromthat 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 gamewhomever is nominated as your general shall
have no Inspiring Presenceon 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 Presencein 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).
After his most recent game, however, Peiytr ended up
surviving and so is allowed a roll on the Legendary Table.
His roll comes up a 21:Witch Doctor, thus nullifying a Lost
an Eye result, leaving him to now only suffer (-4BS, -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
reached the Cumulative [2] value.
Ex: It is possible to have suffered a Lost an Eyeresult twice,
and gained the Crack Shotlegendary skill. Thus suffering -
7 BS, -2 A, Sniper. Each further Crack Shotresult would
decrease the Lost an Eyepenalty further
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BATTLE CHRONICLER
ARMY:
OPPONENT:
POINT VALUE:
CAMPAIGN TURN: __________ __ HEX: _________________
RESULT: MW / W / D / L / ML
COMMANDER GENERAL PARTICIPATES: YES/NO
INJURY/LEGENDARY RESULT: ____________
ACTIONS WORTHY OF NOTE: _______________________________
___________________________________________________________________
___________________________________________________________________
ARMY:
OPPONENT:
POINT VALUE:
CAMPAIGN TURN: __________ __ HEX: _________________
RESULT: MW / W / D / L / ML
COMMANDER GENERAL PARTICIPATES: YES/NO
INJURY/LEGENDARY RESULT: ____________
ACTIONS WORTHY OF NOTE: _______________________________
ARMY:
OPPONENT:
POINT VALUE:
CAMPAIGN TURN: __________ __ HEX: _________________
RESULT: MW / W / D / L / ML
COMMANDER GENERAL PARTICIPATES: YES/NO
INJURY/LEGENDARY RESULT: ____________
ACTIONS WORTHY OF NOTE: _______________________________
___________________________________________________________________
___________________________________________________________________
ARMY:
OPPONENT:
POINT VALUE:
CAMPAIGN TURN: __________ __ HEX: _________________
RESULT: MW / W / D / L / ML
COMMANDER GENERAL PARTICIPATES: YES/NO
INJURY/LEGENDARY RESULT: ____________
ACTIONS WORTHY OF NOTE: _______________________________
________________________________________________________
________________________________________________________
________________________________________________________
________________________________________________________
Injury Table
D66 Roll Result Effect
0-11 Dead Dead Make a new General
12-16 Badly Hurt Roll twice more on this table, rerolling
results of Dead, Badly Hurt, &
Against All Odds
21-26 Gruesomely
Marred
Randomly Determined Characteristic
is permanently decreased by D3
(Cumulative [2])
31 Lost an Eye -4 BS, -1A (Cumulative [2])
32 Lost an Arm -4 WS, -1A (Cumulative [2])33 Lost a Leg -2 M (Cumulative [2]) If both legs are
lost, the General must always be
mounted
34 Chest Wound -1T (Cumulative [3])
35 Bloodied -1 S (Cumulative [3])
36 Head Wound -1 Ld (Cumulative [5])
41-42 Throat Wound -3 Inspiring Prsenence (Cumulative
[2])
43-44 Traumatized Stupidity
45-46 Mentally
Scarred
Frenzy
51-65 Only A Scratch -1 to a randomly determined
characteristic for next game
66 Against All Odds Roll on the Legendary Chart
Legendary Table
D66 Roll Result Effect
11-16 Old Wound -1 to a randomly determined
characteristic for next game
21-24 Witch Doctor Remove one previous Injury Result.
25-26 Sorcerous
Blessing
Remove D3 previous Injury results
31 Crack Shot +1 BS (Cumulative [3]), Sniper
32 Swordsmanship +1 WS (Cumulative [3])
33 Scarred Cause Fear
34 Inspired +1 Ld (Cumulative [2])35 Mighty +1 S (Cumulative [2])
36 Fortified +1 T (Cumulative [2])
41-42 Rallying Cry +3 Inspiring Presence (Cumulative [2])
43-44 Angered +1 A (Cumulative [2])
45-46 Engraved Runes +1 Armour Save (Cumulative [2])
51-65 Mysterious
Potion
+1 to a randomly determined
characteristic for next game
66 Righteous Vigor Randomly Determined Characteristic is
permanently increased by D3
(Cumulative [2])
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CAMPAIGN MAP
SPECIAL LOCATIONS:
Hex Name TypeB3 Grung Agrilebaz MineB6 Scharmbeck MineD2 Malko TownE5 Cavanal TownF3 Mognia MineG6 Matorca Town
PLAYER CAPITAL:
Hex Player Army ColourA1 Sousa Blue
B1 Andrew Purple
C6 Leith Red
F7 Zach Brown
G3 Zimmer Yellow
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