Warhammer 2007 Campaign

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					                      Thunder Over the Dark Lands
                          Warhammer Campaign Rules v1.0




     NorthCoast Warhammer and
         Wargaming Group




        2007 Warhammer
           Campaign




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                                                                                                   Thunder Over the Dark Lands
                                                                                                         Warhammer Campaign Rules v1.0



                                                Table of Contents
1)   Preparation ........................................................................................................................ 3
  1.1) The Map .................................................................................................................... 3
  1.2) Starting Forces .......................................................................................................... 3
  1.3) Campaign Coordinator .............................................................................................. 4
2) Forces ................................................................................................................................ 5
3) Actions .............................................................................................................................. 6
  3.1) Move ......................................................................................................................... 6
  3.2) Hold........................................................................................................................... 6
  3.3) Patrol ......................................................................................................................... 7
4) Initiative ............................................................................................................................ 8
5) Espionage .......................................................................................................................... 9
6) Battles ............................................................................................................................. 10
  6.1) Battle Recovery....................................................................................................... 11
7) Game Setup ..................................................................................................................... 12
  7.1) Deployment Zones .................................................................................................. 12
  7.2) Placing Terrain ........................................................................................................ 12
  7.3) Deploying units ....................................................................................................... 12
  7.4) Joining existing Battles ........................................................................................... 12
  7.5) Retreat from the Battlefield .................................................................................... 12




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                                                                    Thunder Over the Dark Lands
                                                                        Warhammer Campaign Rules v1.0



                        Campaign Rules
1) Preparation
Each player is expected to familiarize themselves with the Warhammer Fantasy Battle rules
although other members of the NCWWG will assist in rule clarifications and coaching. Each
player will create their army list based on the approved, 7th edition rule books and army lists.
To assist with army creation, Army Builder 3.10 will be made available for players during
NCWWG meets. All players will be asked to pre-check their armies before the campaign
begins. The Campaign map will be made available online and will mark ownership of
locations and where each player’s forces are during a given turn.

1.1) The Map
The map represents the area in which the “Thunder over the Dark Lands” 2007 Warhammer
Fantasy Battle campaign.
    Territories – Sectioned areas on the map that can be controlled by the players. Blue
       sectioned areas are in-play territories that can be occupied by players. Red sectioned
       areas on the map are off-limits for play.
    Resources – Special locations that provides either revenue to the occupier or neutral
       forces. Territories might have an R-rating (resources) and/or an F-rating (forces). All
       R-points are cumulative each turn throughout the campaign so long as the owner
       retains ownership of the given territory. Neutral forces are added to the occupying
       player’s army list. Once neutral forces are obtained from the territory, no additional
       forces will be added by either that player or any other player for the rest of the
       campaign.
    Terrain – Each territory has a terrain type that provides certain benefits and/or
       drawbacks to the occupier. These terrain types may reflect plains, mountains, forests
       or other types of terrain. When battles are fought, the terrain type is considered and
       suitable terrain should be used. Terrain has no additional effect on the campaign
       rules.


1.2) Starting Forces
Each player begins with an army chosen from the approved army lists under the following
restrictions:

      Each player starts with 2500 points.
      No special characters
      No dogs of war
      No alternate army lists
      Spell casters may not change lore after initial selection.




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                                                             Thunder Over the Dark Lands
                                                                 Warhammer Campaign Rules v1.0


1.3) Campaign Coordinator
For the “Thunder Over the Dark Lands” campaign, all emails to the Campaign coordinator
should be sent to DarkLands@GuardTowerGames.com.



               Figure 1   Thunder over the Dark Lands Campaign Map




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                                                                   Thunder Over the Dark Lands
                                                                        Warhammer Campaign Rules v1.0




2) Forces
At Game Start, players will secretly choose any territory from which the will start their army
and communicate this to the Campaign Coordinator.

At the beginning of the each turn, players have the option to divide their army into multiple
forces. Each force must contain at least one unit or character and has no maximum size.
There is no maximum restriction on the total number of forces a player may have. Each
territory can hold any number of forces.

Once the player is content with how the army has been divided the players will then be
required to email the Campaign Coordinator. “. Included within the email should be a list of
each force and the number of the territory in which the force is placed. Forces may only be
placed in locations that the player controls.

Once all players have submitted where their forces are placed, their locations will be revealed
by the Campaign Coordinator on the NCWWG web site. The map will not reflect the exact
contents of the Force, but simply that one exists within that territory. The player in charge of
the force will be noted, thereby revealing the army that the force is associated with. Contents
of a force will only be revealed through an act of espionage or battle.

Locations that are controlled by a player but have no forces placed in them will be captured if
an opposing force passes through the territory.




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                                                                     Thunder Over the Dark Lands
                                                                          Warhammer Campaign Rules v1.0




3) Actions
Each force that a player owns must be given a single action to perform that turn. Actions are
orders to the force. Possible actions are Move, Hold, or Patrol.

3.1) Move
Any force can move one territory in a given turn. To avoid the complexity of terrain in the
campaign, no restrictions or benefits based on race will be given.

If a force enters a territory already occupied by an enemy force, a battle ensues. The force
that loses the battle will be required to retreat to another territory. The following restrictions
apply to a retreating force:
          A force that moved to the territory and lost the battle against the occupying force
            must retreat to the territory it occupied on the previous turn.
          A force that loses a battle must retreat to a bordering territory already controlled
            by the player’s army. If no territory is controlled, then the player must retreat in a
            direction that will be both the safest and bring it the closest to a controlled
            territory. For example, if a bordering territory is occupied by another enemy
            force, the retreating force has the option to move through an un-occupied
            territory.
          If a force must retreat into a territory already occupied by enemy forces, then
            those forces must immediately begin another battle before another turn can be
            completed.


3.2) Hold
Any force may be given a hold order. The force does not move. The player benefits by a
hold order by being allowed to choose and place the scenery on the battlefield if invaded.
Players that have held their position, also choose which player deploys first in their
deployment zone. As it appears, there are significant benefits from holding a position. This
infers that the occupier has had the time and opportunity to position its forces and uses the
terrain to its best advantage.




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                                                                    Thunder Over the Dark Lands
                                                                         Warhammer Campaign Rules v1.0


3.3) Patrol
A patrol is an action of a small band of warriors set out to investigate bordering territories.
Having heard rumours of ancient relics, Army Generals may wish to send forces to explore
an Ancient Ruins, caverns, abandoned temples, etc. It is presumed that forces that have
taken the Move action are not concentrating on finding roaming bands or investigating
ancient ruins, that being stated, only patrolling forces will find themselves rolling against the
Patrol encounter Tables (below). The patrolling band must be no larger than 500 points in
size and no smaller than 150 points. Heroes are allowed to be engaged on patrols so long as
the point limits are not exceeded. As patrols choose to investigate ruins and the like, it is
expected that these places of interest may very likely harbour inhabitants that might not like
being disturbed. As a patrol enters a territory, the Campaign Coordinator will roll against the
encounter table.
Table 1 Patrol encounter table
                    D6       Encounters
                    1-2      No Encounter
                    3-4      Warband Encounter
                    6        Monster Encounter

                    D6       Warband Encounter
                    1        Orc and Goblin Warband
                    2        Tomb Kings Warband
                    3        Skaven Warband
                    4        Dark Elf Warband
                    5        Chaos Warband (Mortal)
                    6        Vampire Counts Warband

                    D6       Monster Encounter
                    1-2      Ogres (2D6)
                    3-4      Trolls (D6-1)
                    5-6      Giants (D6 / 2)

                    D6       Relic
                    2
                    3-4
                    5-6
                    7
                    8-9
                    10-11
                    12

Warbands consist of 100 to 500 points in size (D6 *100, exclude 6’s) and will be consistent
with Warband rules for the given army.

Once Patrols complete their turn, they return back to the territory they started from, rejoining
the forces within that territory.




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                                                                     Thunder Over the Dark Lands
                                                                          Warhammer Campaign Rules v1.0



4) Initiative
As no military campaign is without its flaws, the coordination of the troops is likely one of
the hardest tasks to complete. Clarity of orders, personalities, and internal politics can
impact how expedient orders are followed. To reflect this, the Campaign Coordinator will
roll a separate initiative (2D6) for all of the players’ forces that are conducting a Move or
Patrol action and this will determine which forces move before others. Each initiative phase
is divided into 2-12 segments.

               Example, The Orc General has 3 forces, A,B and C. A is
               Moving, B is Holding, and C is a 300-point patrol from B.
               When the turn has been submitted, the Campaign Coordinator
               folls 2D6 for force A, and 2D6 for force C. (force B does not
               need a roll as that force is Holding). The Campaign
               coordinator rolls a 5 for force A, and an 8 for force C. Force
               A will make its first move in segment 5, and force C in the 8th
               segment.

Certain magic items might grant leadership bonuses on heroes or units. This magic bonus
can be conferred to the overall force in this initiative phase to either add or subtract from that
forces initiative roll.

               Example, The Orc General’s, force A has a unit that carries a
               magical banner that confers a +1 leadership bonus to that unit
               while another unit within force A carries another magic item
               that grants a +1 as well. The Orc General has the option to
               alter Force A’s initiative to either a 3 or a 4 if it wishes to
               move force A faster. Alternatively, the orc general has the
               option to alter Force A’s initiative to a 6 or a 7 if it is
               advantageous for Force A and Force C to take their actions in
               closer segments with each other.




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                                                                     Thunder Over the Dark Lands
                                                                          Warhammer Campaign Rules v1.0




5) Espionage
Spies are an integral part of the Old World. As in any military expedition, spies are needed
for information gathering about enemy forces. At the beginning of the espionage phase each
player that wishes to use a spy, includes an espionage order to the Campaign Coordinator
along with the territory the spy is active. If successful in its spying attempts, the spy is given
(by way of the Campaign Coordinator) the force list of forces in a given territory. If
unsuccessful, less favourable circumstances may occur for the spy.

The Campaign Coordinator rolls 2D6 at the beginning of a turn for each spy that is actively
attempting an act of espionage.

Table 2 Spy success chart

               2D6   Activity
               3 or  Caught! Spy was captured and executed.
               less  Campaign Coordinator informs the spied-upon player
                     which of his enemies attempted the attempt
               4-6   Unsuccessful. Spy was unable to get any useful
                     information nor was the spy detected. The spy can try
                     again in another turn if desired.
               7-9   Partial Success. The spy has successfully gleaned
                     information about the enemy forces and but did so
                     while being detected.
                     Campaign Coordinator provides the complete Force list
                     of the troops in that territory to the spy and informs the
                     spied-upon player which of his enemies was able to get
                     away with the information.
               10-11 Success! The spy has successfully gleaned information
                     about the enemy forces and did so undetected.
                     Campaign Coordinator provides the complete Force list
                     of the troops in that territory to the spy.
               12    Complete Infiltration! The spy has completely
                     infiltrated the enemy’s forces and has learned the entire
                     Army list of the opponent and did so undetected!
                     Campaign Coordinator provides the complete force list
                     of troops in the territory along with a complete ARMY
                     list enemy!

Purchases of Spies can be made as part of the initial troop purchase at the start of the game.
Players also have the option to purchase spies throughout the campaign, provided that the
players have resources available to make the purchase Spies. The spies are maintained as
part of the players overall army list and are used whenever the player chooses.



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                                                                    Thunder Over the Dark Lands
                                                                        Warhammer Campaign Rules v1.0


Table 3 Purchasing Spies
                                 Cost                Spies
                                 25 Points           1




Spies who are not in the act of Espionage for a given turn automatically act as counter-spies
for the force to which they are assigned. For each spy assigned to a force, the Campaign
Coordinator will subtract D6 from the Spy Success Chart. Be aware that a counter-spy will
only act against a single spy. If two spies are sent against a force and the force has only one
counter spy assigned to it, then a D6 will be subtracted against only one spy, but not both.



6) Battles
Battles occur after all movement has been performed for that segment. Once all forces have
moved, battles will occur when enemy forces occupy the same location during the same
segment of a turn. Smaller skirmishes among patrols and roaming Warbands may also occur
if a force enters a neutral location.

                Example 1: An Orc force moves into a territory on the 3rd
                segment. An enemy force of Skaven had a Hold action within
                that same territory that the Orc force invaded. A battle ensues
                with the Skaven placing the scenery.

                Example 2: An Orc force moves into a territory on the 3rd
                segment. The Skaven force that occupied that same territory
                had a Move action to move into a different territory. The
                skaven had an initiative of 8. A battle ensues on the 3rd
                segment between Skaven and Orcs. Terrain is placed in
                accordance to normal rules without either side having the
                advantage. If the Skaven win, the Skaven have had their
                movement forfeit. If the skaven lose, they will retreat toward
                the closest enemy lines.

If a battle between forces results in a draw then both sides are considered to have won the
battle for purposes of recovery. However the active force’s action has failed and both sides
must retreat to adjacent locations.




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                                                                     Thunder Over the Dark Lands
                                                                         Warhammer Campaign Rules v1.0


6.1) Battle Recovery
Battle Recovery reflects the number of troops who recover from the battlefield and only
applies to the victor of the field. Many of whom not having permanent injuries received
during the heat of battle, but severe enough at the time to incapacitate them on a temporary
basis. Field surgeons and mend fallen warriors so that they can fight another day frequently
outnumber those actually placed in shallow graves. Battle Recovery is the tending of these
fallen warriors so that they can rejoin the ranks of their comrades. If the outcome is a draw,
then all participants in the battle can take advantage of recovering their fallen.

Units, heroes, monsters and large weapons are treated differently.

             Type             Result
             Units            25% of all fallen troops recovered. Applies to
                              standard troop type and not musicians or other
                              special troop types who are for purposes of Battle
                              Recovery, treated as heroes.
             Heroes           Applies to characters, heroes, special troop types,
                              and special mounts (dragons for instance). If
                              special mounts require a rider and the rider is slain,
                              then the special mount is removed from the
                              campaign. All monster-types are treated as Heroes
                              in the case of recovering them from the field. Roll
                              D6 for each hero: 1-3 hero is dead, 4-6 results in
                              recovery from wounds and able to fight again with
                              no negative impacts.
             Large            This category includes machines of destruction and
             Weapons          other larger weapons that would otherwise be
                              considered siege weaponry. There is a 25%
                              chance that these large weapons can be recovered.


Battle Recovery cannot occur to units that fled off of the edge of the battlefield during the
battle.

Magic items in possession of fallen characters may not be recovered, but characters who
survive also recover their magic items. (Exception: If a Battle Standard is captured and the
capturing unit flees from the battlefield, then the item is considered lost for the entire
campaign!)




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                                                                     Thunder Over the Dark Lands
                                                                          Warhammer Campaign Rules v1.0



7) Game Setup
7.1) Deployment Zones
All battles will be played on roughly a 4’ x 8’ table unless mutually agreed upon by all
players to be different. Force deployment zones are unrestricted in width, but may not be
more than 18” deep.

7.2) Placing Terrain
Players should consider the map and territory being played when placing terrain. Players
may use any method they wish to place terrain. It is recommended that the guidelines
suggested in Warhammer fantasy Battles battlefield terrain followed. Remember that players
who had a Hold action have the advantage of placing all terrain.

7.3) Deploying units
The player who held the territory first determines which players places the first unit. If both
players simultaneously enter the territory, then an initiative die is rolled with the highest roll
choosing who begins. Each player then alternates unit placement until all units are placed on
the battlefield (war machines considered among regular unit types. Character placement (if
not assigned to a unit) is followed in the same manner.


7.4) Joining existing Battles
If during a player’s movement it enters a territory on a turn wherein a battle is already taking
place, then another army will join the fray. The player enters the battle in the turn equal to
the difference in segments it had in its initiative.

Players entering an existing battle will enter within a table edge 24” wide and 12” deep. This
entry is random, determined by a dice roll.

Example: The Orc General was in a Hold action for his forces this turn. The territory was
invaded by the Skaven player on Segment 8 which is the same segment that the battle begins.
The Dwarf forces moved into the same territory on segment 10 and therefore join the battle at
the beginning of the second turn of the battle. The first turn for the Dwarves is only
deployment; no attacks of any sort (magical or non-magical) can be made by the Dwarves.


7.5) Retreat from the Battlefield
Any units may voluntarily retreat from the battle on any turn. If a unit wishes to retreat, they
must do so on the same edge of the board from which they entered. Any unit that
involuntarily moves off any other edge is destroyed. This is a risky endeavour, as retreating
units may very well become permanently disheartened by their leadership and never return.
Therefore all units and heroes must make a leadership test at -2, failure to make the
leadership test results in those units and/or heroes being removed from the campaign.



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