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Iron Kingdoms: RISK Campaign Objective: Total map control – when two players control all the territories the Final Battle will be fought to determine the ruler of Immoren! The Map: The map is divided into various territories which players must control in order to accumulate VPs, and ultimately win the game. Black borders divide the map into territories. Each territory has an alphanumeric designator. Setup: Players start the campaign with VPs to claim and subsequently reinforce territories. The amounts of VPs that each player begins with are listed below: 2 players: 100 VPs each 3-4 players: 50 VPs each 5 or more players: 25 VPs each (team rules become active at 10 players) If the team rules are active (10 or more players), players will be grouped into nine (9) teams by the campaign chief. Once teams are established, territory claiming continues as normal with teams choosing instead of individual players (teams of 1 player may exist). Territory claiming order is determined by rolling 2D6 (highest first). Players (or teams) claim a territory by placing 1 VP there. Players take turns claiming territories until all territories are claimed. Once all territories are claimed players take turns reinforcing their claimed territories, in the same order, using their remaining VPs. Territories may not contain more than 5 VPs without a Banner present. Banners: Once claiming territories is complete, each player places his Banner in a controlled territory of his choice (this is done for each player even if teams are being used). The Banner is then assigned a Warcaster/Warlock for the remainder of the campaign. A Banner represents a player‟s chosen Warcaster or Warlock which provides command and control to the army. The amount of VPs present in a territory with a Banner determines the actions that may be taken and the size of the Warmachine/Hordes army that may be fielded if a battle takes place - 0 VPs: Banners may not attack. Banners may hold a territory, but will automatically retreat if attacked. 1-4 VPs: Banners may not attack territories containing an enemy Banner. Banners may defend via Dice Battle only. Banners may defend with a 350 point army if there is no territory available for retreat. Banners may retreat, taking any amount of VPs with them. 5-9 VPs: Banners may attack any territory (350 point army). Banners may retreat, taking any amount of VPs with them. 10-14 VPs: Banners may attack any territory (500 point army). Banners may retreat, taking any amount of VPs with them. 15-19 VPs: Banners may attack any territory (750 point army). Banners may retreat, taking any amount of VPs with them. 20+ VPs: Banners may attack any territory (1000 point army). Banners may retreat, taking any amount of VPs with them. A Banner eligible to use a 750 or higher point army may use the Epic version of its Warcaster. A Banner eligible to use 1000 point armies may add a second in-faction or mercenary Warcaster or Warlock of the player‟s choice for the battle. Campaign Round: The campaign is divided into rounds consisting of individual player (team) turns. Players (teams) will take turns in the order in which they initially claimed territories. If a player is not able to take their turn, for whatever reason, their turn will be conducted by the campaign chief, and the next person in order will take their turn. Player’s turn: 1. Reinforcement: Accumulate and spend VPs from territories. 2. Diplomacy: Make alliances and deals 3. Movement: Conduct army movements 4. Attack: Conquer enemy territories 5. Re-Deploy: Organize your forces. (1) Reinforcement By controlling territory, players will accumulate VPs. VPs are used to reinforce territories, or create new Banners. Players gain one (1) VP for every two (2) territories that they control (rounding down to a minimum of 1) during the Reinforcement phase of their turn. Each country that a player controls completely will generate bonus VPs during this phase as follows: Khador: 6 VPs Rhul: 4 VPs Ord: 2 VPs Cryx: 5 VPs Cygnar: 5 VPs Llael: 3 VPs Menoth: 3 VPs Bloodstone: 2 VPs Ios: 1 VP VPs may be spent in 2 ways: 1. Add VPs to controlled territories Your opponents will always be threatening your controlled territories. Adding VPs to your territories will provide a better defense for them once battle is joined. Territories that do not contain a Banner may not exceed 5 VPs. 2. Create a new Banner Players may combine earned VPs with the VPs present in a controlled territory to create a new Banner. In order to create a new Banner, a territory must contain at least 10 VPs. Upon creation, a Warcaster or Warlock that is not already assigned to one of your Banners will be assigned permanently to the new Banner. Banners may not be created in a territory that already contains a Banner. Banners may not move or attack the turn that they are created. (2) Diplomacy Deals should be made or broken before battle is joined. This phase has no specific rules per se, but it definitely affects the game. (3) Movement 1. Banners may not leave a territory without leaving at least 1 VP behind. 2. Players (teams) may only move one Banner each turn. 3. Banners may only move to an adjacent territory or a territory linked to it by a Sea Lane. Banners may also use the Infernal Gates to travel between R3 and X5. If a Banner moves, attacks or re-deploys through an Infernal Gate it immediately loses D3 VPs. 4. If a Banner is moved onto an unclaimed territory, that territory is claimed immediately. 5. If a player (team) does not move a Banner, he may attack instead. (4) Attack 1. Banners may not conduct an attack without leaving at least 1 VP behind. 2. Players (teams) may only conduct one attack per turn. 3. A player (team) may attack any enemy territory adjacent to one of his Banner territories or linked to it by a Sea Lane. Banners may also use the Infernal Gates to travel between R3 and X5. If a Banner moves, attacks or re-deploys through an Infernal Gate it immediately loses D3 VPs. This loss will not invalidate an attack against an enemy Banner if the attacking Banner falls below 5 VPs, but it may affect the army level fielded in a WM/Hordes battle if the Banner meets a lower VP threshold. 4. If player attacks a territory that contains an enemy Banner, a Warmachine/Hordes Battle will be conducted. a. If the defending player loses or chooses not to defend the territory, they must move their Banner and remaining VPs to an adjacent friendly or uncontrolled territory. b. If no adjacent friendly or uncontrolled territory is available, the defender‟s Banner and remaining VPs are destroyed. New Banners may not be created with a Warcaster/Warlock that was destroyed during the campaign. c. If the attacker wins, he must move his Banner and at least one (1) VP onto the conquered territory. d. If a Warmachine/Hordes battle results in a tie, the Defender wins for purposes of map resolution. e. The winner of a Warmachine/Hordes battle may not be reduced to less than 1 VP on the map, regardless of his opponent‟s VPs scored. 5. If a player attacks an enemy territory without a banner, a Dice Battle will be conducted. This represents that territory‟s militia defending themselves, they cannot retreat. a. If the attacker wins, he must move his Banner and at least 1 VP onto the conquered territory. Dice Battles The attacker picks out the number of dice he wishes to roll. The attacker may roll 1, 2, or 3 dice as long as his Banner is accompanied by enough VPs (1 VP = 1 Die). The attacker may not count the 1 VP which must remain behind to occupy the territory. The defender does the same up to two dice, but he may count all the VPs occupying his territory for this purpose. Both players roll dice simultaneously and then remove VPs based on the results. When the dice are rolled, the dice are compared, highest to highest, next highest to next highest. Keeping in mind that ties go to the defender, one army is removed from the side losing in the comparison. For example, the attacker roles a 6,3,2. The defender rolls 5,3. The 6 of the attacker beats the 5 rolled by the defender, but the three rolled by the defender beats the 3 of the attacker. The result is a loss of one army from each player. The attacker continues to roll until he determines it is no longer to his advantage to do so – this is the advantage of being the attacker. Warmachine/Hordes Battles When two opposing Banners meet a Warmachine/Hordes battle will occur. Much like real war, the forces will not always be even. For example if a 21 VP Banner moves to a territory containing a 15 VP enemy Banner the attacker would be fielding a 500 point army against a 350 point defending army. If two Banners are present in the defended territory, but there are only enough VPs to field a force of 750 points or less, choose one Warcaster from the available defending Banners. If an outnumbered force (smaller army size) chooses to stand and fight, instead of withdrawing, they will automatically win the deployment roll and may use a standard force composition instead of Mangled Metal/Tooth and Claw. All Battles are limited to 5 turns. Scenario Table After armies are selected for a battle, players roll 2D6 and check the following table to determine the SR3 scenario being played. 2: Assassins 3-5: Mosh Pit 6-8: No Man‟s Land 9-11: Divide and Conquer 12: Assassins If both players are fielding 350 point armies, a Mangled Metal/Tooth and Claw match will be conducted instead of a scenario. Players win this format by killing the opposing Warcaster/Warlock or disabling/destroying all opposing Warjacks/Warbeasts. If neither occurs, count VPs at the end of the game. Retreat: Models/units may voluntarily retreat from battles by leaving via the table edge (touch any part of the base to the edge) containing their deployment zone. Their VPs will not be awarded after the battle is complete. In order for a unit to retreat all members must touch the edge in the same turn. Warjack and Warbeast Bonds: These rules are in effect for the campaign. Please reference the appropriate PP rulebook or No Quarter magazine for detailed rules. VPs: When a Battle is complete each player counts the number of VPs that they earned and subtracts them from their opponent‟s VPs in the appropriate territory. During the campaign Warcaster/Warlock death will not award full VPs for the battle group. Inert Warjacks and Wild Warbeasts will only award 1 VP each to maintain campaign balance. (5) Re-deploy Players may move one of their Banners (with VPs) or a territory‟s VP force to an adjacent controlled or uncontested territory. Territories may become uncontrolled in this manner. Uncontested territories may become controlled in this manner. Banners may also use the Infernal Gates to travel between R3 and X5. If a Banner moves, attacks or re-deploys through an Infernal Gate it immediately loses D3 VPs. Miscellaneous Players without Banners: If a player (team) has no Banners remaining the following rules are applied: 1. Players (teams) without Banners may move their VPs once, from one (1) territory to an adjacent controlled territory, during the Movement phase. 2. Players (teams) without Banners may place more than five (5) VPs in a controlled territory that does not contain a Banner. 3. Players (teams) without Banners may create a Banner during any phase (Reinforcement, Movement, or Re-Deploy) if a controlled territory contains 10 (ten) or more VPs at the end of the phase. Remember, new Banners may not be created with a Warcaster/Warlock that was destroyed during the campaign. Random Encounters: The armies of Immoren are constantly on the move. The flux of power has forced several armies to operate independently of their governments and contracts. These independent forces will not be represented on the public game map – only the campaign chief will know the exact positions of these “invisible armies”. These armies will be randomly placed after territories are claimed and may move before the beginning of each campaign round. If a player attacks a territory containing an invisible army that is opposed to his faction he will play a WM/Hordes battle against the invisible army at a point level equal to his Banner. If the player wins the WM/Hordes battle, the invisible army will be re-assigned to a different territory on the campaign map at the beginning of the next campaign round and becomes invisible again. The attacking player may then continue his attack against any remaining forces in the territory. If the player loses the WM/Hordes battle, the invisible army will remain in its current location until the end of the campaign round, at which point it will be re-assigned to a different territory on the campaign map and becomes invisible again. Invisible armies do not affect control of a territory or VP collection. Victory and Defeat: Players lose the game when all of their territories have been claimed. Players win when they have dominated the entire map, i.e. taken all the territories. In the event of ending the campaign early, whoever owns the most territory, wins. The Final Battle: When two players remain they will rally all of their forces for an epic confrontation to decide who will rule over Immoren. Your actions to this point in the campaign will determine the composition of your forces. Who knows what heroes and legends may appear for the Final Battle!? Bookkeeping: IK: Risk Campaign turn record sheets and copies of the SR3 scenarios and Hordes Bonding rules will be available at the front desk and on the forums. Results including updated Banner location, territory VP totals, and „Jack/‟Beast Bonding should be noted on an IK: Risk Campaign turn record sheet and dropped off at the front desk in the IK: Risk Campaign box. An up to date Campaign map link will be available on the forums after each Campaign round. Absent Players: Due to the unfortunate circumstances which are sometimes imposed by real life players may not be able to conduct their turn during a campaign round. If a player is unable to conduct their turn the campaign chief will conduct it for them. Any time the player is attacked during a round their defender rolls in a Dice Battle will be conducted for them by the campaign chief. If one of their Banners is attacked, they will concede the territory, if possible. If the Banner is cornered the campaign chief will make the final decision for resolution of the turn. Iron Kingdoms: RISK Campaign turn record sheet Round #: _____ Active Player/Team: _____________________________ Reinforcement Phase: Earned _____VPs for controlled territories Earned ______ VPs for country bonuses. Earned VP total: _____ Allocated VPs as follows: New Banner: Yes / No Territory: ___ Territory VPs Movement: Moved __________________ Banner with _____ VPs into territory _____ Attack: Attacked territory _____ from territory _____ Conducted a Dice Battle/Uncontested (Circle applicable) Lost _____ VPs / Opponent lost _____ VPs Conducted a Warmachine/Hordes Battle (opponent: ________________ Banner) Lost _____ VPs / Opponent lost _____ VPs I Won / Lost (Circle Applicable) ‘Jack/’Beast Bonding: Re-Deploy: I moved ___________________ from territory _____ to territory _____ Territory VPs Banners K1 K2 K3 K4 K5 K6 K7 C1 C2 C3 C4 C5 C6 X1 X2 X3 X4 X5 X6 L1 L2 L3 L4 L5 O1 O2 O3 O4 R1 R2 R3
"Iron Kingdoms RISK - DOC"