Key
Rich: Green (Ogres/Orcs) (@rj_payne)
Scott: Dark Green (Daemons) (@_wee_men)
Red: Andy (Chaos Dwarfs) (@workshy88)
Yellow: Gary (Tomb Kings) (@Gary_Wyper)
Blue: Mike (Dwarfs) (@Stuntymike)
Orange: Jason (Empire) (@jasonbeggs1990)
Purple: Dermot (High Elves) (@vigadeath)
Hey guys,
Something a little different here! This is the campaign our group of friends have just started work on and are playing out over the rest of the year! Im going to use the blog to report all the actions and goings on in the campaign, not only for your entertainment but also to keep the guys updated!
Above is the campaign map at the start of season 1 and below are the rules we are using. Please note that I have written these myself so be aware there may be glaring errors but we will resolve these in an amicable manner as we go! This is my first ever campaign so it will be fun to see how it goes!
I'm going to post up everyone's fluff over the next few days for you to read and I will post the first month's actions too for banter!
Let me know what you guys think and post up who you reckon is in with a shoe in for the title!
Rich
Rules
Each Month on the 25th all Players must send their
Raids/Special Mission orders and bribes to the Master of Shadows who can then
decide his actions accordingly. Each Month on the 25th each player must send
their battle marches/invasions and other purchases to the Owner of the Jewel of
a Thousand Suns who can then decide upon their actions accordingly. The Master
of Shadows and the Owner of the Jewel Of a Thousand Suns then Sends the full
order list to Richard to collate and resolve on the 1st of every Month. On the
1st (or as close to as possible) any actions which require a roll on a chart is
rolled on Universal Battle with a big skype group call. Then through out the
month battles are played out and resolved. Any battle wins or losses must be
submitted to Rich who then updates the campaign map and incomes accordingly.
Rinse and Repeat!
The
Jewel of a Thousand Suns: The owning player has been given a
godlike omnipotent view of the movements and whereabouts of armies and as such
can plan their attacks to maximum effect. Each month all players submit their
battle plans to the Owner who can then fiendishly plan their tactical maneuvers
to maximum effect. The Jewel can trade hands by defeating the owner in combat,
the new owner then instantly becomes the new bearer and gains all the benefits
of the Jewel! The Jewel also counts as a territory for determining the winner
of the campaign! Each month all players also submit their Raids, Special
Missions and Bribes to the Owner who can then fiendishly plan their tactical
maneuvers to maximum effect.
The
Lord Of War: The Lord of war can build and repair armies
for free but cannot exceed the normal restrictions for armies! At the end of
each season (2 campaign turns), the players bid gold to gain this power! (it is
a secret bid and is drawn simultaneously)
Please note that a player can only have ONE of the above
abilities and if they come into possession of the Jewel mid phase while also
controlling an ability they lose the ability and it is not in effect for that
turn!
The Winner of the Campaign is simply the player who controls the
most territories at the end of the game!
Action
|
Cost
(gold)
|
Example
|
Limitations
|
|
Buy Magic Items
|
Item
points cost x10
|
Buy enchanted shield 50 gold (5pts
x10)
|
Total gold available
|
|
Invade territory
|
free
|
Urgat Invades Burned Lands (30)
|
1 per army, max of 3 per turn
|
|
Special Invade territory
|
100
|
Special Invade The Eves (8)
|
1 per army, max of 3 per turn
(shares limit with Invades)
|
|
Raid
|
50
|
Raid (15) Ice Gates Mine
|
1 per town owned, max of 3
|
|
Special Mission
|
100
|
Assassinate Isle of Chill Mayor
(11)
|
1 per town owned, max of 3 (shares
limit with raids)
|
|
Buy Army
|
Army
points cost
|
500pt army costs 500 gold
|
1 per town owned, max of 3 in play
|
|
Special Build
|
Variable
|
Skaven build mines in cities
|
1 per town owned, max of 3 (shares
limit with raids)
|
|
Bribe
|
Variable
|
Mike Bribes Rich 200 gold to
invade Jason
|
Total gold available
|
|
Defend Territory
|
free
|
Urgat Defends
|
1 per army, max of 3 per turn
(shares limit with Invades)
|
|
Invade territory: Each army may invade any territory adjacent to any
connected territory it is currently occupying. You may declare one invade per
army per turn. If you invade a currently unoccupied then play out a battle
against whoever is free for a game with the "defender" gaining no
bonus or territory if successful (this is to simulate indigenous peoples),
you can use either your own army or anything you like within the points
limit, be fluffy!. If the territory is currently held by an owning player then
it can be defended if there is an army designated as “defending” by the
owning player, please note this army does not need to be in the invaded
territory but must be connected to the invaded territory. If the territory is
undefended then it becomes owned by the invading player. Should a capital be
invaded then it is always counted as defended but the owning player must
withdraw an attack elsewhere to do so and if defended the defender gains +25%
army points over the invader (additively cumulative with Racial bonuses (eg
TK could have 150% not 156%). Please note that ports connected
by a dotted line count as being adjacent. Territories which have mountains
are dangerous terrain, roll on the special invade territory mishap table when
doing so.
|
||||
Special Invade territory: Same rules as invade territory but has race specific
rules. In essence it allows an army to invade a territory which is not
adjacent but the invader must roll an artillery dice (or misfire dice in
Mike's case) successful on anything but a misfire. If a misfire is rolled
then roll a D6: 1-2 The Army is destroyed, lost at sea, had a tunnel
collapse. 3-4 The army is not destroyed but may not declare an action other
than defend next turn. 5-6 The army is not destroyed and may act normally
next turn. Please note that a special invade into a mountainous territory
must roll twice on this chart!
|
||||
Raid: Each town may raid
any adjacent connected territory, you may declare one raid per town up to a
maximum of 3. You may raid any mine, farm or port. Roll an artillery dice (or
misfire dice in Mike's case) successful on anything but a misfire. If a
misfire is rolled then roll a D6: 1-3 The Raid is foiled and the controlling
raider may issue one less raid next turn. 4-6 The raid is foiled but may act
normally next turn. If the raid is successful then the controlling player
gains all of the income for the raided feature next turn and if the raid is
carried out on a territory owned by another player then they LOSE the income
for that feature. Please note that ports connected by a dotted line count as
being adjacent.
|
||||
Special Mission: Same rules as raids but with race specific
rules depending on the mission
|
||||
Buy Army: Each town may build an army (worthy of
Mordor!!) but each person may only have up to 3 armies at any one time. Each
new army must be led by a new character. You must create fluff for this
character but they will gain a free item but they will be limited to the same
restrictions enforced by your main character. (EG any Orc army may not include
savage orcs, but only Urgat gains the Battle Axe of the Last Waaaggh)
|
||||
Special Build : Each town may build a structure, see Army
specific rules for details and costs
|
||||
Defend: Each army may declare that it is defending
and as such can defend against any number of invasions per turn
|
||||
Bribe: You must declare that you are bribing and
how much but not who or why.....
|
||||
Resolving a Battle: Each Battle must be fought using the standard warhammer
rules at the points limit of the season (Season 1 600pts, Season 2 1200pts,
Season 3 1800pts, Season 4 2400pts, Season 5 3000pts). The scenario for each
game is randomly determined on the list of possible battles listed in the
territory. The winner of this battle gains possession of the invaded
territory. If there is no occupying or defending army then the territory
automatically becomes the property of the invading player. The only exception
are territories which have the ***Special*** scenario listed. Even if
unoccupied a battle must be fought but will be against a special indigenous
force controlled by another player. The benefit to controlling these areas
will out weigh this additional effort but will not be made aware to players
until invaded..... Should you be unable to resolve a battle due to real life
commitments then they will be resolved by simply D6ing off to see who wins.
This will be generally discouraged and any people doing so will be mercilessly
goaded and berated! After each army fights the winner's army is returned to
full strength, while if the loser's army has any models remaining then it
will flee to the nearest connecting territory. Should there be no connecting
territories then it is destroyed. Armies which are deafeated and manage to
retreat can be restored to full strength by paying half the army cost. Until
it is restored to full strength the army cannot declare any actions. At the
end of each season every army is upgraded to the next points level
automatically.
|
|
Orcs
n Goblins:
Pillage (Special Mission): Once per turn the Orcs and
Goblins may declare a special raid following the normal rules for a raid. This
raid however effects mines, ports AND farms not just 1. However due to savage
nature of the raid only 50% of the raided feature's income is returned to the
raider but all of the income from the controlling player is lost.
Mountain Dwelling (Passive): Orcs and Goblins do not need
to roll an artillery dice when ever invading a territory with mountains.
WAAAAGGGHH!! (Event): Once the Orcs and Goblins Player
controls 6 or more territories roll a D6 at the start of a turn and add the
number of territories on a 12 or more a WAAAAGGGHHH erupts from the mountains.
The Orc and Goblins player immediately doubles the number of armies controlled and
may declare an action for each force, however any turn in which an army is not
invading roll a D6 on a 1-3 the army disbands and may not be replaced. The
other players are encouraged to band together to fight the green menace!
High
Elves Rules:
High Level Reconnaissance (Special Mission): Once per
turn the High Elf player may fly an eagle rider over an opponent's territories,
the player effected must send all of his orders for the next turn to the high
elf player 5 days before the submission dead line (the same day as the The
Jewel of a Thousand sun owner receives
the orders).
Sea Faring (Passive): High Elves are masters of the sea
and as such all territories with a sea border are counted as being adjacent for
invasion and raid purposes provided it is launched from a territory with a
port.
The Rightful Owners of The Jewel of a Thousand Suns
(Event): When in possession of the Jewel and set in its proper place in the
Crown of Anerion it reaches its true power. In addition to its other rules
listed else where, the bearer of the crown is also stubborn and his entire army
is immune psychology
Skaven
Rules:
Assassination (Special Mission): A skaven player may
declare an Assassination raid per turn on an army or town. If declared upon a
town and successfully carried out then the assassin steals D6x100 gold, if
taken from a player then this can reduce them to negative gold and as such
could start a turn with a deficit!!! If declared on an army and if successful
then a randomly determined character is killed before any battle are fought,
this is a more risky endeavor however and as such is only successful on a 4+.
The character can be restored to the army by paying 100 gold in following turn.
(players are encouraged to enact the assassination mission using a suitable
special scenario to determine the success of the mission)
Tunnelers (Passive): Skaven may declare to special invade
any territory provided it has a mine and the territory from which it is
declared also has a mine.
Digging in the deep! (Special Build): Skaven may build
mines in their territories which have towns, this costs 100 gold per turn for 2
turns. Once built It generates 200 gold per turn and can be used to declare
special invades as described above.
Dark
Elves Rules:
Assassination (Special Mission): A Dark Elf player may declare an Assassination raid per
turn on an army or town. If declared upon a town and successfully carried out
then it assassin steals D6x100 gold, if taken from a player then this can
reduce them to negative gold and as such could start a turn with a deficit!!!
If declared on an army and if successful then a randomly determined character
is killed before any battle are fought, this is a more risky endeavor however
and as such is only successful on a 4+. The character can be restored to the
army by paying 100 gold in following turn. (players are encouraged to enact the
assassination mission using a suitable special scenario to determine the
success of the mission)
Slavers (Passive): Any Army defeated by the dark elves
generates 10% of the value of the army as gold to the dark elf player and in
addition any army defeated but not destroyed in battle is destroyed as it
cannot flee and is bonded into slavery. Armies destroyed in this manner
generates 20% gold rather than 10% as described above.
Sea Faring (Passive): Dark Elves are masters of the sea
and as such all territories with a sea border are counted as being adjacent for
invasion and raid purposes provided it is launched from a territory with a
port.
Beastmen:
Pillage (Special Mission): Once per turn the Beastman
Player may declare a special raid following the normal rules for a raid. This
raid however effects mines, ports AND farms not just 1. However due to savage
nature of the raid only 50% of the raided feature's income is returned to the
raider but all of the income from the controlling player is lost.
Forest Stalkers (Special Invade): Beastmen may declare
special invasions from any territory containing a forest to any other territory
containing a wood even if it is not adjacent.
Beasts of Dark Depths (Passive) When ever a beastman army
fights in a territory containing woods then they may bring an additional 25%
points to the battle free of charge
Empire:
Masters of Commerce (Passive): The Empire player
generates double the amount of gold from farms and ports. This bonus is taken
into effect when calculating raid success gains.
Trade Envoy (Special Mission): The Empire player can
declare a special mission to any other player. For that turn the empire player
gains 20% of the income generated by that player's mines, farms and ports and
that player's income is from these sources is increased by 10% (this is
calculated AFTER the empire player generates his “Cut”).
Standing Territorial Army (Passive): The empire player
gets one free defending army per turn and does not need to hold back or declare
this army at the end of the turn
Daemons
of Chaos:
Chaos Theory (Passive): The Daemonic Player must always
declare an invade with an army, if it does not then roll a D6 on a result of a
1 the army disapates back into the warp. After each sucessful invasion roll a
D6 on a result of a 6 a new free army is generated in any controlled territory
(still adheres to army cap).
From the Warp it Came (Special Invade): The Daemon player may delcare a special
invasion of any territory within 3 tiles of the army and will roll a D6, on a
result of a 1 the attempt fails but a normal invasion may be declared instead.
Reign of Chaos (Special Mission): The Daemon player
delcare a special mission on any battle being fought by neutral players. These
armies are subject to the reign of chaos table during their magic phases (ignoring
non relevant results).
Ogre
Kingdoms:
Mercenaries for Hire (Passive): An Ogre army may be paid
to perform an invasion for another player, where by this is negotiated between
the players. The paying player will pay for the invasion (into the coffers of
the Ogre Player) and cannot declare any missions or invasions against the ogre
player (who will do likewise). If the invasion is successful then the paying
player gains the new territory and the Ogre player gains D6 x 10 gold as they
pillage the territory
Migration Invasion (Special Invade): The Ogre player may declare this special
invasion, if the invasion is successful roll a D6, on a 4+ the invasion
continues into an adjacent territory counting as a free invasion.
Monstrous Greed (Passive): The Ogre player gains an extra
D6x10 gold for each successful invasion to represent their wanton pillaging
that ensuses. However should an Ogre territroy be successfully invaded then the
invading player gains D6x10 Gold as they pilfer the Ogre's hoard!
"Dwarfs
The Underway (Passive): Dwarfs may declare to special
invade any territory provided it has a mine and the territory from which it is
declared also has a mine and D3 units extra units have the ambushers rule
(optional deployment as per Tomb Kings FAQ). This invasion is not subject to
the random rolls when invading from/into mountains.
Digging in the deep! (Special Build): Dwarfs may build
mines in their territories which have towns, this costs 100 gold per turn for 2
turns. Once built It generates 200 gold per turn and can be used to declare
special invades as described above.
Gold Greed (Passive): Dwarfs generate 100 gold extra per
mine."
"Wood
Elves
Moonstone of the Hidden ways (Special Invade): Wood Elves
may declare special invasions from any territory containing a forest to any
other territory containing a forest even if it is not adjacent.
Masters of the Woodland Realm (Passive) When ever a Wood
Elf army defends in a territory containing woods then they may bring an
additional 25% (and give out 25% less victory points) points to the battle free
of charge. Additionally D3 units may be given the Scout, Vanguard or Ambushers
rule(optional deployment as per Tomb Kings FAQ)
Crafted from wood not stone! (Passive): Wood Elves
generate 100 Gold from forests however they do not generate any gold from
mines.
"Tomb
Kings
All is Dust (Passive):Whenever a Tomb King army is
destroyed in battle it instead reforms at the nearest Tomb King City. This Army
may not declare any invasions next turn but may defend as normal.
It Came From Below... (Special Invade): Tomb kings may
declare a special invade once per turn against ANY territory that is not
separated by a body of water (rivers do not count) and does NOT contain a
mountain. The entire army has the ""Entombed beneath the
Sands"" special rule and can re-roll artillery dice results of a
misfire. The hierophant will never fail this roll and will always score a Hit
when randomising its location.
Suffer not the Trespasser (Passive) When ever a Tomb King
army defends in a territory containing a city then they may bring an additional
25% (and give out 25% less victory points) points to the battle free of charge.
Additionally D3 units may be given the ""Entombed beneath the
Sands"" special rule and can re-roll artillery dice results of a
misfire. The hierophant will never fail this roll and will always score a Hit
when randomising its location."
"Chaos
Dwarfs
Slavers (Passive): Any Army defeated by the Chaos Dwarfs
generates 10% of the value of the army as gold to the dark elf player and in
addition any army defeated but not destroyed in battle is destroyed as it
cannot flee and is bonded into slavery. Armies destroyed in this manner
generates 20% gold rather than 10% as described above.
Hashut's Wrath (Special Mission): Chaos Dwarfs may
declare a special mission from any one city. The cursed Dwari invoke Hashut's
wrath and wrack the enemy with titanic earthquakes. The Chaos Dwarf Player may
select any enemy territory with a city. Roll an artillery dice, on any result
other than a misfire the targeted territory generates no income next turn, if a
misfire is rolled then the casting territory is instead inflicted with the
earthquake and will generate no income.
Gold Greed (Passive): Chaos Dwarfs generate 100 gold
extra per mine."


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