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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 [email protected] 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:[email protected]:[email protected]:[email protected]:[email protected]
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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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