Monday, 27 January 2014

PaintHammer Campaign 2014!!


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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