Iron Kingdoms RISK - DOC

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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

				
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