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8th Ed. Isle of Yarlreck, my WIP Map Campaign

Discussion in 'House Rules' started by Scalenex, Aug 22, 2013.

  1. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    I’m planning on designing my own campaign. Here is what I have so far, all advice and criticism welcome. Hopefully the GM of the last campaign I played can help me with a map since that’s not my strong suit. My biggest struggle is tradeoffs between contradictory impulses. 1) Fill the game with cool and interesting rules and twists. 2) Make campaign flow fast and simple


    Campaign Premise


    Yarlreck was the most talented Amber wizard the world had ever seen since Kadon. He was outspoken with his notion that “we should fight with the myriad creatures of the world, not against them”. Later, he claimed to have personally studied under Kadon but College of Magic historians claim he was born shortly after Kadon died. He probably did gain access to some of Kadon’s rarest records. Yarlreck’s experiments were ground breaking, especially with the creation of but increasingly morally indefensible as he experimented with creating new creatures. He kidnapped peasants to use as experimental materials or food for his creations.

    Either shortly before or shortly after being banished from the Amber College, he turned to dark powers to support his experiments. It is unclear who he turned to. Rumors declare he turned to Tzeentch, Clan Moulder, the Sorceress Coven of the Druichi, an ousted Strigoi lord, and/or the Fmir. It’s said he took help from multiple sources and tried to turn them against each other. He took over a small island and gathered many rare beasts to him and began experimenting with ways of controlling and enhancing monsters.

    He ended up repelling separate attempts by various groups trying to stop his dark works and various groups trying to steal his dark works (it is rumored that he reneged on his agreements to pay back his dark backers). One day, his citadel exploded and most of the island sank beneath the waves. Many have taken credit for this (or been given credit for it), but it is unknown what ultimately destroyed Yarlreck.

    The large island became several small islands. The submerged areas aren’t very deep so it takes an intimate knowledge of the tidal effects of the area to sail safely through. Compounding the innate dangers of the area are the various aquatic and semi-aquatic creatures. Some were bred by Yarlreck to defend his originally coast lines. Some were terrestrial creatures that adapted to the watery environment. Knowledge of safe passages and harbors in the Isles of Yarlreck became a trade secret for bands of pirates and sea faring mercenaries.

    Recently the waters have begun rapidly receding and the island has risen above the waves again. The foliage has grown rapidly on the newly emerging land. It is a safe assumption that some of the original fauna of the island is returning as well. It is believed to only be a matter of time before Yarlreck’s citadel to appear again. Armies have converged on the emerging island to stake their claim to as much of the island as possible.


    Scoring


    The player with the most relics wins at the end of the game wins. The game is split into months and seasons. Relics are gained primary from controlling tiles.

    Yarlreck’s Spire: Two relics per season
    Sunken City: Two relics per season
    Yarlreck’s Cemetery: Three relics per season
    Yarleck’s Citadel: Ten relics at the end of the game.
    Monster Lair/Pirate Haven: One relic per season.
    All other tiles: One relic per three regular tiles per season (round 2 up, round 1 down).

    Play an end of season special scenario: All participants get d3 relics regardless of outcome, stacks with the next three.
    Win any battle: gain a relic
    Draw any battle: gain a relic on a 2+
    Lose any battle: gain a relic on a 4+
    Random Events: Depends on roll on chart
    Mines: Depends on roll on chart
    Bribery: If other players give you relics to buy a better fortification save or ransom a capture character. Players may NOT give away relics for nothing or trade relics for mercenary services, that would allow one player to throw the game to another.
    Capture Enemy’s capital: You gain one relic, opponent loses one relic.
    Liberate your capital: You gain one relic, opponent loses one relic. You cannot liberate someone else’s capital.


    Movement


    By Land
    Each month an army can move 1d3 tiles in a single direction. They don’t have to move their full move if they don’t want to, but they have to stop if they reach the coast. If your route would take you through another army, you have to stop in their tile.

    By Sea
    If an army starts the month on the coast they can sail to any coastal tile regardless of distance. To get to their destination, they need to make a 4+ on a d6 roll modified by the following chart. Normally a 1 always fails and a 6 always succeeds. Not so. If your positive modifier let your reach your destination on a 1, you make it there automatically. If negative modifiers make it impossible to succeed on 6, your sailors refuse to launch the ships.

    Sailing, succeed on 4+ d6 roll
    Summer +1
    Winter -1
    Destination is part of your empire +1
    Destination is only five water tiles away or less +1
    You control at least one Pirate Haven +1
    You control Yarlreck’s Spire +1
    Destination is a hostile Fort -1
    Destination is a hostile City -2

    If you succeed a sailing roll, move your army to the declared destination. If you fail. Consult the following chart.

    1- Lost at Sea: Remove the army from play
    2-Problems en-route, figure out the half way point between your launch point and destination. The army goes there. If the half way point is lies on the divider between two tiles, the player decides which tile they go on. If there is no practical way to determine the midway point of your route, treat it as “Forced to Turn Back”.
    3-Forced to Turn Back: Your army is stuck on the tile they tried to launch from this month.
    4- Forced to Turn Back: Your army is stuck on the tile they tried to launch from this month.
    5- Failure to Launch: Army can’t go to sea this turn, but the problems crop up early enough that your army can make a land move if they choose.
    6-Failure to Launch: Army can’t go to sea this turn, but the problems crop up early enough that your army can make a land move if they choose.


    Staking a claim

    At the end of a month after battles are fought, armies can try to claim new tiles they are sitting on. If the tile an army is sitting on a tile, and it’s neutral, it’s yours. If the tile is controlled by another player they get a 6+ Fortification save to resist losing the tile with an improved save for the following modifiers.

    Defensive Value
    Bordering an attacker’s tile -1
    Friendly Fort to the defender on tile or adjacent tile +1
    Friendly City on tile or adjacent +2
    Tile is a Lowland Tile +1
    Tile is a Pirate Haven/Monster Lair +1
    Unique Tile +?
    Racial abilities apply +?/-?


    Building the Isle of Yarlreck


    Start of the Game
    Take about 8 or 9 hexagonal tiles per player. It can be arranged as one large island or a cluster of medium sized island or one large island with some small islands jutting off it. Whatever strikes the GM’s fancy. Randomize what season you start on (Spring, Summer, etc)

    Create one empire cluster per player. Each cluster should be five tiles. At least one should be coastal. A cluster should be as compact as possible, ideally one center hex and four touching it but slightly more spread out clusters are okay. No clusters should be sharing any borders. The logical center of a cluster is where the capital city goes but the capital should be coastal since it represents where your army set up camp off the ships.

    Put four lakes (or clearly marked bays) on the island/island chain towards the center of the map, one sort of towards the northeast, one towards the southeast, one towards the northwest, and one towards the northeast. These are where the unique features will show up eventually as campaign objectives.

    Mark one tile as a pirate haven per two players rounded down. Mark one tile as a monster lair per two players rounded up. None of these tiles should be in a player empire cluster though it’s okay to border a player’s starting realm or even border two players starting realms (border fighting is encouraged!). The pirate havens must be coastal and the monster lairs must be landlocked. No pirate haven or monster lair should share a border with one of the four campaign objectives.

    Designate about a third to a half of the tiles as lowland tiles and the rest as highland tiles. The lowland tiles should tend to be found near the coast, but this isn’t a universal rule. Pirate havens and capital cities should never be on lowland tiles, convert these to highland tiles if necessary.

    Each player rolls 2d6, reroll ties. The highest roller picks a cluster first, then the second highest and so on and so forth till all the clusters are chosen. If the GM is also a player the GM automatically picks last.

    End of Season 1
    Randomly select one of the four lakes, the one selected is the site of Yarlreck’s spire, the prize of the first season.

    Start of Season 2
    Roll a d6 for every lowland tile, on a 5+ they convert to highland tiles. Each player can add two new lowland tiles to the board. Only one can be bordering their empire. The new tiles cannot cause a capital city or a pirate haven to become landlocked.

    End of Season 2
    Randomly select one of the three lakes, the one selected is the site of the Sunken City, the prize of the second season.

    Start of Season 3
    Roll a d6 for every lowland tile, on a 5+ they convert to highland tiles. Each player can add two new lowland tiles to the board. Only one can be bordering their empire. The new tiles cannot cause a capital city or a pirate haven to become landlocked.

    End of Season 3
    Randomly select one of the two remaining lakes, the one selected is the site of Yarlreck’s cemetery, the prize of the third season

    End of Season 4
    Yarlreck’s Citadel replaces the last lake.

    More than 5 players?

    Instead of putting in four one-tile lakes on the map, put four one-tile lakes and two two-tile lakes. Use two Spires of Yarlreck (either east-west or north-south) and two Yarlreck’s Cemeteries (east-west or north-south, whichever setup was not used for the Spires), these make up the one-tile spots. Double the size of Yarlreck’s Fortress and the Sunken City, these make up the two-tile spots. Randomize between the two parallel sets of small lakes for seasons one and two and randomize between the two larger lakes for season three and four.


    Base Terrain Types

    Highland Tile: Highland Tiles are ordinary tiles that just use the baseline rules.

    Lowland Tile: Lowland tiles have +1 to fortification saves because swampy land is hard to invade and claim. Most armies can’t build structures in lowland tiles, but Skaven, VC, and LM. Other army can use a structures built on Lowland tiles if they capture them .


    Terrain Features


    Mines, Wizard Towers, Forts, and Cities are placed by the player’s in their own empires. I have yet to decide how often players get to build features but I know everyone starts with a City.

    Mines: Mines are built by players and you roll for them producing goodies every campaign month after armies move.

    Wizard Tower: Wizard Towers are built by players and allow the controller to switch digits on a random event roll. You gain no additional benefit for having multiple wizard towers other than the insurance that you can afford to lose a few to invasions.

    Fortress: Fortresses are built by players. Fortresses provide a +1 save bonus to their own tile and all adjacent friendly tiles. Battles fought on Fortresses are always Siege and tiles with Fortresses may never be captured without a battle.

    City: Cities are built by players in tiles that already have Fortresses. They replace Fortresses. Cities provide a +2 save bonus to their own tile and all adjacent friendly tiles. Battles fought on Cities are always Siege and tiles with Cities may never be captured without a battle.

    Monster Lairs: Monster Lairs have a fortification save bonus of +1. The controller of a Monster Lair gets 35% instead of 25% to spend on Scrolls of Binding in Monstrous and Storm of Magic games (controlling more than one Monster Lair tile confers no additional bonus). Though there are no Monstrous or Storm of Magic games in Season One and Two, but you can still claim a Monster Lair in seasons one and two.

    If you control at least one Monster Lair, one character per army can be a “Master Hunter”. Wizards who are Master Hunters get -1 to casting difficulties when the target is a Monster, Monstrous Beast, Monstrous Cavalry, or Warbeast. Non-wizards who are Master Hunters get +1 to hit those creature types instead.

    Controlling multiple monster lairs confers no extra bonus.

    Though they can claim the tiles in seasons 1 and 2, no army can build on a monster lair tile until seasons three and four of the campaign (by season three it’s assumed everyone has gotten enough rudimentary control/understanding over the local monsters to be able to not have their construction crews get eaten).

    Pirate Haven: The controller of one or more pirate havens gets a +1 to all sailing rolls. A controller of a pirate haven can add pirate mercenaries to his own army list though he is not required to use them. Before the game begins, each player decides which pirate force they want to be able to be aligned with. Once made this choice is irrevocable. Controlling multiple pirate havens confers no extra bonus. Exception is Dogs of War who have pirate affinity as their racial power.

    Mixing and Matching is Verboten: No tile can hold two of the following Mines, Wizard Towers, Forts, Pirate Havens, Unique Features, Forts, and Cities. The exception is Ogre Capital Cities which are mobile and can share a tile with anything that’s not a unique feature (fortification bonuses do not stack, though other bonuses do). Cities have to be built on tiles with Forts (which they then replace). Building a Fort/Mine/Wizard tower on a tile with an existing feature automatically removes the old feature to make way for the new one. Pirate Havens, Monster Lairs, Unique Features can never be removed this way.

    You cannot scuttle an existing structure without building a new one (scorched earth strategies would lead to embittered players).


    Unique Tiles


    Unique tiles rise out of the waves at the end of a season and are the contested prize of either a battle royale or a team battle. Unique tiles are immune to random events (though I have not yet decided how random events will work).

    Yarlreck’s Spire: Yarlreck shaped the spire to into a fortress and a magical lightning rod. It gave him limited ability to control the local weather which served as his first line of defense against sea borne invaders. It also was used as a conduit to gather energy from the winds of magic.

    Yarlreck’s Spire is the prize of the first campaign season and cannot be freely entered until the subsequent seasons. Yarlreck’s Spire has a fortification save bonus of +2, and bestows a +1 fortification save bonus on adjacent friendly tiles. This mostly iron tower is the highest point on the island. Due to the superior view of the area, the controlling player gets a +1 bonus on all sailing rolls. The controller’s armies get a +1 bonus to Metal and Heavens spells and one additional lore of the player’s choice, the choice is irrevocable when made. If the controller is a Dwarf, they get +1 to all dispel attempts instead.

    The Sunken City: The first serious attempt to take out Yarlreck chose a very rocky outcropping as a landing point. The abundance of accessible stone made it a fairly obvious place to build a fortress. Even better was the fact that the only plant that seemed to be able to thrive there was the appropriately named Stink Tree. While unpleasant to most creatures, monsters REALLY hated the smell of Stink Trees thus making the cluster a good place to retreat to against Yarlreck’s fortress. Several successive invaders built their base here, using the wreckage from the last invader’s fortress to simplify making their own fortress. Eventually Yarlreck got tired of his many enemies using the site and called upon the waves to overtake the rocky outcropping. It is speculated that this violent act might have caused a chain reaction that sunk the entire island.

    The Sunken City is the prize of the second campaign season and cannot be freely entered until the subsequent seasons. The Sunken City counts as city that is also immune to any racial abilities that reduce fortification saves (though the adjacent tiles are not protected from racial abilities in this fashion). The Sunken city also counts as a mine that can’t be exhausted. The owner of the Sunken City can put free barriers in his deployment zone at the start of any subsequent battle other than a special scenario. The number of barriers is one per 1000 points in his army, rounded down.

    Yarlreck’s Cemetery: Yarlreck put almost all of the dead creatures resulting from his failed experiments in one place. He used the site for experimentations with necromancy. Yarlreck’s foray into Necromancy was not very successful, but the creature cemetery is still steeped with magical power.

    Yarlreck’s Cemetery is the prize of the third campaign season and cannot be freely entered until the final season. Every unit in the controller’s armies automatically causes Fear to all Scroll of Binding units and pirate models as well as any neutral monsters resulting from map features. The controller’s wizards gets a +1 casting bonus to all spells in the Lore of Death, Beasts and one additional lore of the player’s choice, the choice is irrevocable when made. If a Dwarf player controls Yarlreck’s cemetery, every unit in that player’s armies gains MR1 stackable with other sources of MR. If the same empire controls Yarlreck’s Cemetery and Yarlreck’s spire, the bonuses stack.

    Yarlreck’s Fortress: Yarlreck’s Fortress is the prize the last battle in the campaign is fought for.


    Pirates


    Each player chooses a pirate force to align with. If your realm controls a Pirate Haven, then you have additional unit choices in your army. Basically since most gamers collect two or more armies, I figured this lets people branch out a little. The pirate forces I came up with are not exhaustive, any army could work. Even though not all these groups are pirates, for simplicity they are all called pirates for rules purposes.

    -Pirate characters can never join non-pirate units.
    -Pirate characters can never serve as general or BSB
    -Your ordinary characters can never join pirate units
    -Pirate units can use the general’s inspiring presence, but not your BSB’s stand your ground.
    -Pirate characters may not take magical items out of their own army book (BRB only). Duplicate item rules still apply so you can’t have a pirate character and a regular character with the same magic item from the BRB
    -You cannot choose a pirate force pulled from the same army book as you.
    -Pirate mercenaries are treated as part of your army for the purposes of your spells and effects, no allies rules or anything like that
    -You cannot spend more than 25% of your total points on pirates.
    -Pirate characters cannot take mounts except for specific exemptions.
    -Pirate choices all stack with your regular choices for determining your minimum Core and maximum Heroes, Special, and Rare, just as if they were part of your army book.
    -You cannot spend more points on Pirates in Core, Special, Rare, or Heroes than you spent on your own units in any of those respective categories.
    -Before the game begins, you decide which pirates you want to be affiliated with. This choice cannot be revoked without GM permission. Any pirate cove will give you access to your accessible pirate force.
    -You are not required to include pirates in your armies just because you control a pirate haven.
    -Controlling multiple pirate havens gives you no extra bonuses.

    Ogre Pirates: May take any Ogre Core as well as Leadbelchers, Maneaters, Sea Cats (Sabertusks), Hunters, and Bruisers, and or Giants with the following restrictions.
    -You cannot spend more on Sabtretusk, Gnoblars and Giants than you spend on all Ogre units and characters together.
    -Sabertusks are in fact Sea Cats. They have the same stats as Sabretusks accept they have WS3 instead of 4 and have Aquatic as the LM power.

    Dogs of War Pirates: May take any Dogs of War infantry for Special and Core except for Militia and Norsemen. May take Mercenary captains, Dwarf Gold Seekers, Espringals, and mercenary cannons. May take Regiments of Renown (any infantry or Malakai’s Goblin Hewer). I'm using the fanmade 8th ed rules. The following restrictions apply:
    -Brettonians may not hire Dogs of War
    -May not take cannons without at least one Mercenary Captain or Gold Seeker.
    -May not spend more points on DOW war machines than you have spent on DOW infantry units.
    -May not take Mercenary dwarfs without a Gold Seeker
    -May only hire Regiments of Renown if they are specifically allowed to your army in the “for hire” description

    Greenskin Pirates: May take Goblins, Orcs Boyz, Orc Arrer Boyz, Orc Big Bosses, Goblin Bosses, Snotlings, River Trolls, Giants, Goblin Spider Riders, Snotling Boats (Pump Wagons with Sea Creature). Spiders have Marsh Strider and Sea Creature instead of Obstacle Strider and Wall-Crawler.
    -You may not hire Greenskin Pirates if you are a Force of Order
    -You must take at least one character. They won’t follow an outsider without a Boss telling them it’s okay.
    -You cannot buy Snotling units unless you have at least one Orc model.
    -Unlike most pirate characters, Goblins characters may take mounts provided those mounts are spiders. You can’t take more spider rider units than you have mounted Goblin characters.
    -You cannot spend more points on war machines, Trolls, and Giants than you spent on all your other Greenskin units combined

    Empire Privateers: May take any Empire Core save Knights or Spearmen. May take Huntsmen, Greatswords, Great Cannons, Mortar, Flagellants, Master Engineers, or Captains
    -Forces of Destruction may not Hire Empire Privateers
    -You cannot take any war machines if you do not have at least one Engineer.
    -You cannot spend more on war machines and Engineers than you spent on all other Empire units combined

    Chaos Cult: May take Exalted Heroes, Warrirors of Chaos, Marauders, Forsaken Warhounds, Giants, and Chaos Spawn. Warhounds and Chaos Spawn have Sea Creature in addition to their normal rules.
    -Forces of Order may not hire Chaos Cults
    -You must take at least one Exalted Hero, they won’t follow the orders of another without one of their own giving them the okay.
    -You must take at least one unit of Marauders.
    -If you want to take any Marks of the Gods, you can choose either Tzeentch or Slaanesh only (not both). Tzeentch is interested in Yarleck’s mutation experiments and Slaanesh just likes piracy. Khrone aligned warriors would not even stoop so low to pretend to follow another’s orders. No sane sailor would invite the forces of Nurgle anywhere near their ship, too many sailors fall ill already.
    -You cannot spend more on Giants and Chaos Spawn then you spent on all other Cultist units.
    -Unlike every other pirate army, you have to take some Cultists in every force until such time as you control of your pirate haven. One you made a deal with them, they won’t let you try to renege on your agreement. If you lose control of your pirate haven, one of your army's generals must roll on the character casualty chart.

    Lost Lizard Tribe: May take Skink Chiefs, Scar Veterans, and any Lizardmen Core, Swarms, and Terradon riders.
    -Forces of Destruction may not hire Lost Lizard tribes
    -You must take at least one Skink Chief. Lizardmen won’t work with the lesser children of the Old Ones unless they are told to do so and very few Scar Veterans would come up with that idea by themselves.
    -Unlike most pirate characters, Skink Chiefs may take a mount though the only mount they can take is a Terradon. You can’t take more Terradon Rider units than you have Skink Chiefs with Terradons.

    Yarlreck’s Lost Undead Allies: May take Wights, Zombies, Skeleton Warriors, Crypt Ghouls and Bat Swarms. If you control a Monster Lair you can also take Fell bats and Dire Wolves, and Wights can then take steeds. If you control Yarleck’s Cemetery you can also take Corpse Carts, Spirit Hosts, and Cairn Wraiths (as a unit but not as characters).
    -Nominate one wizard in your army to be your “Necromancer”. The Wizard must have Lore of Death, Beasts, Dark Magic, the Lore of Nehekara, or something at least remotely compatible with the dead. Your “Necromancer” gains Undead, Vampiric, and Stupidity special rules. A “Necromancer” can no longer join your regular units but may join undead pirate units (an exception to the usual rule that you cannot mix with pirate units. A “Necromancer” cannot serve as your general, BSB, Heirophant, or anything similar since it takes all his concentration to keep the undead inline. If the “Necromancer” dies, your pirate undead armies make crumble checks just as if they had lost a vampire general. If you lose access to your undead allies (through losing your pirate haven) then the character retains Stupidity but otherwise turns back to normal.

    Guidelines on Creating your Own Pirate Forces:
    -Avoid cavalry unless it’s easy to justify water friendly cavalry
    -Avoid the big things unless they have a personality that lends itself to being a mercenary (like Giants)
    -Generally a pirate force should be made up of at least half of their main units point wise so the whole pirate force isn’t composed entirely of monsters and artillery.
    -Lords and magic users should never be part of a pirate force, such a character would try to take charge rather than following your orders


    Racial Abilities


    Beastmen: Beastmen are driven into a state of fury by the trappings of civilization. Any tiles occupied by a Beastman army, and any adjacent tiles, do not get any fortification saves from fortresses or cities. This includes Beastmen tiles as well. The penalty can also benefit third parties who are adjacent to Beastmen tiles but not engaged with the Beastmen.

    Brettonia: The leading nobles have a legitimate purpose to be here, but most of the younger knights stopped listening when they heard the phrase “island full of dangerous monsters.” They covet trophies and are loathe to give up hunting grounds. Brettonians get a +1 fortification save bonus to any tile they control that contains a monstrous lair or is adjacent to one. Other armies get a -1 save penalty versus Brettonians when defending monstrous lairs or tiles adjacent to them.

    Chaos Dwarfs: The mines are sturdy and well-defended structures. Chaos Dwarf mines add +1 to the fortification saves of the tile they are in, and any adjacent tiles.

    Daemons of Chaos: The real Chaos attacks are against the hearts and minds of their opponents. At the start of Season One, a Daemon player can choose the racial ability of the player on his left or right. All subsequent turns, a Daemon player can choose the racial ability of any player whose realm borders his provided he hasn’t used their ability last season. If no eligible realms border his realm at the start of a season, the Demon player gains nothing that season.

    Dark Elves: Dark Elves are expert sailors and add +2 to any sailing check. Enemy tiles get a -1 save penalty when an attacking Dark Elf army arrived by sea (unless the invaders arrived by sea last turn). Dark Elves get a +1 Fortification save bonus versus invaders coming directly by sea (unless the invaders arrived by sea last turn).

    Dwarfs: The mines are sturdy and well-defended structures. Dwarf mines add +1 to the fortification saves of the tile they are in, and any adjacent tiles.

    Empire: The lands claimed by the Empire are garrisoned with serried ranks of State Troops. Empire cities and fortresses provide an additional +1 fortification bonus.

    High Elves: High Elves are expert sailors and add +2 to any sailing check. Enemy tiles get a -1 save penalty when an attacking High Elf army arrived by sea (unless the invaders arrived by sea last turn). High Elves get a +1 Fortification save bonus versus invaders coming directly by sea (unless the invaders arrived by sea last turn).

    Lizardmen: About half the Lizardmen army and the vast majority of their civilians are semi-aquatic. Lizardmen can build freely on lowland tiles and enemies get a -1 save penalty to their lowland tiles versus Lizardmen conquests. Lizardmen retain the +1 save bonus on their own lowland tiles

    Ogre Kingdoms: Ogre tribes migrate across the land, never staying in one place for long. The capital city of an Ogre empire can move in the same way as an army, but may not leave the borders of its own empire. The Ogre capital may not move to a tile with a unique feature. Tile features stack if the capital is on a mine or wizard tower but not if it’s on a fort or another city. The capital city can only move overseas if the sail check would indicate an automatic success. The Ogre capital can freely enter lowland territories even though Ogres cannot normally build there, they lose the innate fortification bonus from the lowland tile when they occupy one however.

    Orcs and Goblins: Orcs and Goblins are prone to have dumb luck run in their favor periodically. Once per season, a greenskin player can re-roll a chart roll for sailing checks, Spoils of War, Ignominious Defeat, or Mines, or Random Events and choose which one they like better.

    Skaven: The Skaven’s usual underground expansion is problematic on the Isle of Yarlreck. If you dig too deep, you just hit water. Fortunately the Skaven are nearly as used to swamps as the underground. Skaven can build freely on lowland tiles and enemies get a -1 save penalty to their lowland tiles versus Skaven conquests. Skaven retain the +1 save bonus on their own lowland tiles.

    Tomb Kings: A typical mobile Tomb King soldier on a roving force has been killed and raised several times. Whenever a Tomb King army is removed from the map return to an unoccupied tile anywhere within their own Empire immediately as opposed to the start of the next campaign season.

    Vampire Counts: Until fairly recently, the lowland tiles were actually ocean shallows that claimed quite a few ships. The swamps are thus teeming with corpses and undead don’t have to worry about trifles like breathing. Vampire empires can build freely on lowland tiles. Enemies get a -1 save penalty to their lowand tiles versus vampire conquests. Vamires retain the +1 fortification save bonus on their own lowland tiles.

    Warriors of Chaos: The warriors of Chaos don’t have the overall sailing experience of the elves, but they have more practice on coastal raiding. Warriors of Chaos get +1 to all sailing checks. Enemies gets a -1 to their fortification saves against Warriors of Chaos arriving by sea. Enemies get the same -1 fortification penalty when Warriors of Chaos attack by land if both the tile that Warriors of Chaos arrive from and the target tile are coastal (it’s assumed part of the forces arrived by a short longboat trek). The bonuses apply to tiles on the ocean coast only, you cannot use this bonus from lakes.

    Wood Elves: Wood Elves can attune themselves to the land almost anywhere. During the Spring and Summer Wood Elves get a +1 bonus to all fortification saves. During those seasons, enemies get a -1 penalty to fortification saves versus Wood Elf invaders. During the Winter and Fall seasons, Wood Elves get no bonus (but they don’t get a penalty either).

    Dogs of War: Mercenary leaders are well practiced at getting different cultures to fight together and are not too proud to work with colorful characters. The Dogs of War capital counts a pirate haven, so the realm begins play with access to a pirate force. If the player captures an actual pirate haven, they can take a second pirate allied force. If you have two forces the 25% points limit becomes a 50% points’ limit but you still can’t spend more than 50% of your Core, Special, Rare, or Heroes on pirate units. The first and second pirate force has to not be brutal enemies, dwarves and elves is okay but dwarves and orcs are not okay. A Dog of War realm can never gain a third pirate ally (that just makes my head hurt).
     
  2. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    The biggest hole in my Campaign is I don't know what a good system for challenges during regular campaign months. On one level, I'd want every invasion to be met with a battle and every time two armies co-occupy a space they would fight. On the other hand this could lead to some players not fighting any battles during a campaign turn and another player playing three different people. For ease of play there should be a relatively even distribution of battles to all players.

    Scenario Choices


    All scenarios can be fought at any point level agreed on by the players involved. If the players cannot agree, the players have to use a default point’s value. The default point’s value is either set by the GM or by an all-player vote at the start of the campaign.

    In seasons 3 and 4, each army gets an extra 25% to spend on Scrolls of Binding monsters every scenario, unless their side controls at least one Monster Lair in which case they get 35% to spend on Scrolls of Binding.

    Battles fought on Highland tiles can use any of the six basic scenarios. Players can agree to roll for a scenario or just pick one. If both players cannot agree on what to play, then roll for it.

    Battles fought on undeveloped Lowland tiles can use any of the basic scenarios except for Watchtower. Watchtowers tend to burn down, fall over and then sink into the swamp. If both players cannot agree on what to play, then roll for it.

    Battles fought on Forts and cities are always sieges.

    Battles fought at Pirate Haven controlled by a player are always Raze and Ruin (page 398 BRB) with the controller as the defender. Pirate units on the defender’s side Hate all members of the attacking army. Battles fought over Pirate Havens where neither side is the owner always use Hired Swords on page 396 of the BRB. For simplicity, you can use any army book you choose for your second army rather than facing the usual pirate restrictions and you can choose whether you want Treacherous troops or Mercenary troops.

    If one the attacking force arrived in the realm of another by sea, and the tile in dispute is not a Fort or a city, the players can play the Invasion scenario on page 410 of the BRB if both players agree.

    If two armies occupy the same unclaimed tile and both players agree, they can play the Surprise Encounter scenario on page 389 of the BRB.

    Battles fought on Monster Lairs use the same rolls for Highland and Lowland tiles with one additional rule. A point’s value around 10-25% of one player’s army is made up of neutral Storm of Magic monsters (or one big monster). This should be agreed on by the two players based on what monster models they have available between them. After terrain is placed and before table sides are determined both players take turns placing monsters as they would terrain features making sure they are all at least six inches apart. If the players opt to use one powerful monster instead of several monsters, the monster is deployed in the dead center. Monsters have random movement (2d6) with a scatter die every movement phase. They will attack anyone they charge into. They will always hold if charged and never pursue if they win combat (even if they are frenzied). They count as enemies to all players. Monsters that walk off the board return next player’s movement phase as reinforcements and randomly move again (which might take them off the board again, monsters aren’t very focused).

    The unique tiles all have their own special scenario rules.

    Terrain Set Up


    Lowland Terrain Generator
    2-Obstacle (1-4 Fence, 5 Ghost Fence, 6 Wall)
    3-Hill
    4-Creature Lair (dangerous terrain to all units, Inflicts d6 Strength 2 hits on all units within 6 inches)
    5-Common Ruins
    1-Haunted Mansion (or haunted cave or forest or whatever)
    2-Sinister Statue
    3-Arcane Ruins
    4-Wyrding Well
    5-Magic Circle
    6-Lesser Spire of Yarlreck
    Monsters, Monstrous Cavalry mounts, Warbeasts, and Monstrous Beasts within 6 inches are randomly given the following special rule.
    1-2-Stupdity
    3-Frenzy
    4-Hatred
    5-1 point improvement in Regeneration (minimum 2+)
    6-1 point improvement in Scaly Skin (minimum 2+)
    6-River or Inlet to the Sea (Inlets work as rivers that don’t cross the whole table)
    7-Marshland
    8-Forest
    9-Impassable Water Feature
    10-Uncommon Ruins
    1-Elven Waystone
    2-Wizards Tower
    3-Sorcerous Portal
    4-Bane Stone
    5-Nehkharan Sphynx
    6-Lesser Spire of Yarlreck
    Monsters, Monstrous Cavalry mounts, Warbeasts, and Monstrous Beasts within 6 inches are randomly given the following special rule.
    1-2-Stupdity
    3-Frenzy
    4-Hatred
    5-1 point improvement in Regeneration (minimum 2+)
    6-1 point improvement in Scaly Skin (minimum 2+)
    11-Building
    12-Makeshift Settlement, d3 buildings, d3 obstacles

    Highland Terrain Generator
    2- Makeshift Settlement, d3 buildings, d3 obstacles
    3-Building
    4-Marsh
    5-Hill
    6- Common Ruins
    1-Haunted Mansion
    2-Sinister Statue
    3-Arcane Ruins
    4-Wyrding Well
    5-Magic Circle
    6-Lesser Spire of Yarlreck
    Monsters, Monstrous Cavalry mounts, Warbeasts, and Monstrous Beasts within 6 inches are randomly given the following special rule.
    1-2-Stupdity
    3-Frenzy
    4-Hatred
    5-1 point improvement in Regeneration (minimum 2+)
    6-1 point improvement in Scaly Skin (minimum 2+)
    7-Forest
    8- Creature Lair (dangerous terrain to all units, Inflicts d6 Strength 2 hits on all units within 6 inches)
    9-Mysterious River
    10- Uncommon Ruins
    1-Elven Waystone
    2-Wizards Tower
    3-Sorcerous Portal
    4-Bane Stone
    5-Nehkharan Sphynx
    6-Lesser Spire of Yarlreck
    Monsters, Monstrous Cavalry mounts, Warbeasts, and Monstrous Beasts within 6 inches are randomly given the following special rule.
    1-2-Stupdity
    3-Frenzy
    4-Hatred
    5-1 point improvement in Regeneration (minimum 2+)
    6-1 point improvement in Scaly Skin (minimum 2+)
    11-Obstacles (1-3 Fence, 4 Ghost Fence, 5-6 Wall)
    12-Impassable Water Feature

    Monster Lair Tile: treat all buildings, impassable water features, marshes, and forests as Creature Lairs in addition to their normal type.
    Pirate Haven (with no defender): first feature is automatically a makeshift settlement

    Battles fought on Mines and Wizards Tower are selected as normal except that the defending player can place a settlement or wizards tower in their deployment zone after all other terrain has been selected and the player sides are determined but before armies are placed. If neither payer controls the tile, the aforementioned feature is placed like any other terrain feature.


    Yarleck’s Spire


    Initial Scenario: When Yarleck’s spire emerges on the map, determine who has first priority on the Spire. First priority goes to whoever has the most armies bordering the tile with Yarleck’s Spire. If there is a tie, the position of first player goes to whoever has the most realm tiles bordering the Spire. If there is still a tie, the position of first player goes to whoever has the most relics. If the there is still a tie, roll off to see who wins. Determine second, third priority, and so and on in the same fashion.

    Battle Royale Page 406 of the BRB with the following modifications:

    Set Up
    -Roll for terrain as normal or have the GM set up the table to save time. The more armies you have the lighter the terrain should probably be. Place the Spire of Yarlreck in the dead center of the table (represented by a watchtower). Whoever controls the Spire at the end of the game is the winner. Use the lowland terrain generator.

    -The first player deploys first in the center deployment zone. That player automatically deploys their whole army first. After this, the second priority player picks a table side, then the third priority player and so on. The last priority player sets up all their units after taking the remaining player side, then the second to last player sets up all their units and so on. Thus the first priority player has the advantage of starting in the winning position and the second priority player has the advantage of being able to set up their troops in response to everyone else’s. Every single player gets a chance to take the Spire though, unless a player decides not to participate.

    -The first priority player places Scouts, then the second and so forth. Use the same system for Vanguard moves.
    -The sequence follows the Battle Royale rules. Everyone moves, then everyone has a magic phase, then everyone shoots etc. Start each phase with the first priority player, then continue in ranked order.

    -The Spire of Yarlreck functions as a watchtower with the following special rules.
    -The spire cannot be destroyed or moved by spells or rules that can destroy or move buildings.
    -The player controlling the tower gets a free power and dispel die in their pool every turn provided they have a wizard, runesmith, or runelord occupying the tower.
    -A single nominated wizard in the tower gains Lore Mastery: Heavens in addition to there other spells. If there are two wizards, a second one can roll a single extra spell as if they were a level one Lore of Metal wizard. If the controller of the tower is a Dwarf player and they have a Runelord inside, the tower is treated as an Anvil of Doom. Treat a result of the Anvil being destroyed instead as distributing 2d6 S5 hits on the unit occupying the tower. If the Dwarf player has a second runelord (or a runesmith), they gain an additional +1 on all dispel attempts (stacking with their Dwarf base trait to +3).
    -The spire enables up to twenty models to shoot from it instead of the usual ten.
    -The spire can be assaulted by two units at a time provided they are from two different armies and have enough space (so they have to come from different directions). Each participating player is still limited to ten infantry models each. They can direct their attacks at either of the two opposing sides’ combatants
    -The occupants of the tower have a Ward save of 5+ versus all attacks that are not flaming or lightning based.
    -The Spire acts as a conductor. Even though the building is incombustible, flaming attacks re-roll to wound like normal building assaults. Lightning based attacks also re-roll to wound.
    -Units can shoot at the tower even if it’s engaged in melee as long as none of the shooting unit’s side is involved. Use normal template rules. For BS based shooting, randomize between the two or three units involved (one side takes ALL the shooting since it’s too much of a pain to randomize each individual shot). This applies to magical spells as well.
    -The tower functions as an Elven Waystone and Arcane ruins to all wizards within six inches.

    If the size of the campaign group necessitates having two Spires of Yarleck, split the group in half with each contesting the Spire closest to their capital, their nearest army or whatever other configuration makes the most sense. No player gets to participate in both Spire fights, even if they have armies bordering both tiles. If one player later ends up controlling both Spires of Yarleck in subsequent campaign months, they only get the army wide bonuses once and the second Spire is only worth one relic per season, not two.


    After the Scenario is Over

    After the end of the first season, the Spire of Yarlreck can be captured like any other tile. The tile cannot be conquered without a battle. If there are multiple people contesting it, use the Battle Royale rules again, but don’t use the priority rules above. The tile’s controller is automatically the player controlling the tower and a roll off determines turn order and setup. After the start of season three, use the highland terrain generator instead of the lowland one as the land rises slightly.

    If there is only one player contesting the owner of tile, use a watchtower scenario using the special rules for the Spire.

    The tower was brimming with power when it first emerged from the sea, but the power has dissipated slightly. Regardless of whether the new battles are a battle royale or a watchtower, the latent power in the Tower has diminished slightly. The following special rules apply instead of the ones above.
    -The spire cannot be destroyed or moved by spells or rules that can destroy or remove buildings.
    -The controlling player gets an additional channel to get an extra power or Dispel Die each magic phase. The Elven Waystone and Arcane Ruins apply to this channel. The controller does not require a wizard be in the tower to get this channel attempt.
    -The spire enables up to twenty models to shoot from it instead of the usual ten.
    -The occupants of the tower have a Ward save of 6+ versus all attacks that are not flaming or lightning based.
    -The Spire acts as a conductor. Even though the building is incombustible, flaming attacks re-roll to wound like normal building assaults. Lightning based attacks also re-roll to wound.
    -The tower functions as an Elven Waystone and Arcane ruins to all wizards within six inches, not just the tower’s controller.
    -Army wide bonuses for controlling Yarlreck’s Spire apply to the defenders even if they lose control of the tower. The attackers can’t claim the bonuses for themselves until they fully secure the tile (they have to win the scenario AND beat the fortification save).
    -BATTLE ROYALE ONLY: The spire can be assaulted by two units at a time provided they are from two different armies and have enough space (so they have to come from different directions). Each participating player is still limited to ten infantry models each. They can direct their attacks at either of the two opposing sides’ combatants.
    -BATTLE ROYALE ONLY: Units can shoot at the tower even if it’s engaged in melee as long as none of the shooting unit’s side is involved. Use normal template rules. For BS based shooting, randomize between the two or three units involved (one side takes ALL the shooting since it’s too much of a pain to randomize each individual shot). This applies to magical spells as well.


    The Sunken City


    The Sunken City uses the Siege rules in Blood in the Badlands with the turn order and setup from Battle Royale on page 406 of the BRB. Use the same priority rules as the Spire of Yarleck scenario. The first priority player starts in the fortress, the second priority player deploys in front of the gate. Put a one inch moat around the castle, it counts as a marsh so all attackers without a Siege Tower, Fly, or Marsh Strider have to make a dangerous terrain test every turn they assault it from the outside.

    Add a Fungus forest and 1d6+2 additional features from this chart. The players should take turns placing terrain in order of their priority. All features must be at least six inches away from the fortress.

    Sunken City Terrain Chart
    2- Settlement of Order
    3-Sinister Structure
    4-Steadfast Sanctum
    5-Hill
    6-Building
    7-Forest (always a Fungus Forest)
    8-Obstacles, (always a Wall)
    9-Boulder Field (dangerous terrain, counts as hard cover to all without Large Target)
    10- Marsh (always mundane)
    11-Impassable Water Feature
    12-Encampment of Destruction

    The Sunken City is represented by an enclosed Fort with Four towers, three walls, and a gate. The following modifications to normal Siege Rules apply
    -Skip Starvation Rolls, the armies are too rushed to bother with a conventional Siege.
    -The attacking players were in a hurry and only get half the number of Siege Equipment points as normal. The ground is very rocky, undermines cost 500 points each rather than the usual 250 due to the difficulties tunneling here.
    -The defending player gets half of their usual points as well, but they get a few free bonuses from the previous inhabitants. Every Tower is a Warded Tower and they get a free Hellgate. The defender cannot buy racially specific equipment or anything restricted to Forces of Destruction/Order.
    -The site was chosen by its original inhabitants because of the plants that irritate creatures with a sensitive sense of smell. All Warbeasts, Monstrous Beasts, Monsters, Monstrous Cavalry, and Cavalry are subject to Stupidity. All units not subject to the local Stupidity effect count as causing Fear to those that are. This applies to all units both in and out of the Fortress regardless of what side they are on.
    -There is no relief force. There are no objective tokens. Points are awarded as followed
    -Each tower or wall section claimed is two points
    -If you are the only army with a unit in the courtyard, two points
    -If you control the gate, three points
    -If you killed an enemy general or BSB (cumulative if you killed multiple such characters)
    -If your general is alive, one point
    -If you have a BSB alive on the table at the end of the game, one point. Players are not required to take a BSB if they do not want one but they forgo the opportunity to get the bonus point.

    In the event of a tie, Ties are broken by whichever player has more points of his own troops still on the board. Units taken below half strength are only worth half points. No victory points for slain units will be counted, it’s too much of a pain to figure out who killed which units in a multi-player battle.


    After the Scenario is Over


    After the end of the second season, the Sunken City can be captured like any other City tile. A regular Siege battle is fought with all the ordinary rules with the following exceptions.

    -Undermines still cost 500 points instead of the usual 250
    -The defender must pay to make every tower a Warded tower, but they can have customized the fortress enough at this point enough to include racial and/or Order/Destruction specific equipment with any points left over.
    -The fortress should be against the side of a table like normal and not in the middle. There should be four towers, two walls, and a gate.
    -The site still offends those with sensitive senses of smell. All Warbeasts, Monstrous Beasts, Monsters, Monstrous Cavalry, and Cavalry are subject to Stupidity. All units not subject to the local Stupidity effect count as causing Fear to those that are. This applies to all units both in and out of the Fortress regardless of what side they are on.
    -The Sunken City terrain chart still applies with the same 1d6+2 features.
    -The Fortress still has a moat.

    If more than two people are contesting the Sunken City in subsequent turns.
    -If there are two attackers, use Battle Royale turn deployment. Put an objective marker on every single building section and one in the courtyard. The winner is whoever has the most (unless the defender gets a relief force through the gate in which case he still wins). If there is a tie with objectives, whoever controls the gate wins.

    If the number of players necessitates two Sunken Cities
    -The Sunken City is actually two fortresses, not one. They are on adjacent tiles. No player can contest both tiles during the end of season two special scenario, but a player can take both tiles if they conquer the second tile in subsequent campaign months. There are no cumulative army bonuses for controlling both halves of the Sunken City. If you control both parts of the Sunken City at the end of a season you only receive three relics, not four.


    Yarlreck’s Cemetery Scenario


    Use the same priority rules as the Spire of Yarlreck scenario. If there are four players or fewer, each player gets a table side. They can deploy forward up to six inches from their own table side and six inches from the table corner. If there are five players, four players get a table side and one player gets a box in the deployment zone and must stay at least six inches away from all other deployment zones. The first priority player chooses a deployment zone first, then the second and so on.

    Each player chooses a normal army plus 25% additional points spend on Scrolls of Binding (35% if they control a Monster Lair).

    The table should be set up by the GM before any deployment sides are chosen. If the GM is also a player, a neutral party should set up the table. If this is not feasible, the GM sets up the table as fairly as possible then has to make due with half the Scrolls of Binding points to make up for his secret knowledge of objectives.

    Use the following terrain:
    2-3 players (8 features): Watchtower, two boulder fields, impassable water feature, one Mysterious Marsh, one ghost fence, two Spires of Yarlreck

    4 players (11 features): Watchtower, three boulder fields, impassable water feature, two Mysterious Marshes, one ghost fence, two Spires of Yarlreck, one Arcane Ruins

    5 players (14 features): Watchtower, three boulder fields, impassable water feature, two Mysterious Marshes, two ghost fences, three Spires of Yarlreck, one Arcane Ruins, one Sinister Statue.

    The watchtower should be in the dead center of the board and the terrain should be spaced roughly evenly. GM or his neutral terrain set up aissistant should make a piece of paper with all the features clearly marked. He then rolls a d6 per feature. On a 4+, the terrain feature gets a haunted token put on the table for all players to see. The terrain set up guy then secretly rolls a die for each feature. On a 2+, each feature with a ghost token is worthy a victory point. On a 5+ each feature without a ghost token is worth a victory point. Features with ghost tokens are probably worth victory points and features without ghost tokens are probably not worth victory points. After armies are deployed, the set up person secretly informs the player with the primary position of a ghost token feature that is not worth a victory point or a token-less feature that is worth a victory point whichever seems like the most useful peace of data to know.

    The entire battlefield counts as a charnel pit. Scroll of Binding Monsters do not like being in the Monster graveyard so all units cause Fear to Scroll of Binding Monsters. All units with a ghost token count as a Haunted Mansion in addition to their regular rules regardless of whether they are worth a victory point or not.


    Victory Conditions
    Each player counts up the points’ value of units left on the table. If a units is below half strength it’s worth half points. If the first place player has double the point’s value of the second place player he or she wins a domination victory. Otherwise use victory points calculated below.

    -1 point per featured controlled that is revealed to be worth a victory point. A feature is deemed to be controlled by the unit closest to it or in it. If multiple units are equally close, and one unit has twice as many points of surviving models as the other, that unit controls the feature. If the difference is smaller than that, both sides get a half a point.
    -1 point for controlling the watchtower (cumulative with the above if the watchtower is also worth a victory point).
    -1 point if you have more wizards on the table than anyone else. Runesmiths, runelords, and battle priests count as wizards for this purpose. Characters wearing Wizard hats or possessing magical items with bound spells do not count as wizards. Units that generate power or dispel dice like Troglodons and Caskets of Souls also do not count as wizards. If there is a tie in this regard both/all players get the bonus point.

    If the victory points result in a tie, break the tie by whoever has the most points of troops left on the table.


    If there are two Yarlreck’s Cemeteries.
    Split the armies up in a logical fashion as you did for the two Yarlreck’s spires.


    After the Scenario
    Yarlreck’s cemetery can be conquered like any other tile in season four. The owner of the tile decides whether the scenario is a Watchtower or Breaking Point scenario. Use the same terrain features based on the number of players, but players alternate placing the features. If you are not playing the Watchtower Scenario, the watch tower needn’t be in the center of the board. After terrain features are placed, roll a d6 for each feature. On a 4+ the feature counts as a Haunted Mansion in addition to its normal rules (this does not affect victory conditions though). The battlefield still counts as a Charnel Pit and Pirates and Scroll of Binding Monsters still Fear everyone.

    If one player eventually controls both Cemetery tiles, they gain no additional army wide bonuses. A player with both of Yarlreck’s Cemeteries at the end of a season only receives four relics, not six.


    Yarlreck’s Citadel


    I do not know how I should end this campaign.
     
  3. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Hero Development

    This is limited to one promotable character per army. It can be a Lord or a Hero Your chosen character must either be a Wizardy or Fighty Hero, if the choice is not obvious (a L4 Vampire Lord), decide which chart you want at the beginning of the game. If your big H Hero dies you can get another one with no advancement.

    Fighty Hero is Victorious, Roll a d6, add one to the roll if you beat an enemy equal to 50% your points value or higher in a challenge or if you won three challenges (even unit champions)
    1-Your Hero is growing complacent from victories, no bonus
    2-Your Hero gained a fierce reputation and now causes Fear in the army he beat from here on out. You lose this ability if said character loses a battle against that army.
    3-Flushed with confidence, he gains +1 Ld (max 10) and Devestating Charge for next battle (regardless of who they fight).
    4-Randomly raise one of the following by +1 permanently: WS, BS, Ld, S, T, A. Re-roll if the trait was already raised before or is 10.
    5-As number 4, but you can choose
    6-Inspirational, choose one of your units to make a Regiment of Renown, preferably one led by the Hero of Legend
    7-Roll twice, ignoring 7s.

    Wizardy Hero is Victorious, Roll a d6, add one if you cast or dispelled a spell with IF four times in one battle.
    1-Your Hero is growing complacent from victories, no bonus
    2-Your Hero gained a fierce reputation and now causes Fear in the army he beat from here on out. You lose this ability if said character loses a battle against that army.
    3-Flushed with confidence, he gains +1 Ld (max 10), gain +1 to cast the first spell every round. These bonuses only last the next battle.
    4-Randomly get 1-2) +2 to channeling 3-4) +1 to all casting 5-6) +1 to all dispelling
    5-As number 4, but you can choose
    6- Inspirational, choose one of your units to make a Regiment of Renown, preferably one that received substantial magical boosts last game
    7-Roll twice, ignoring 7s.

    Hero is Victorious and has a mount that survived the battle. Roll a d6
    1-Nothing happens, mounts don’t learn fast
    2-Nothing happens, mounts don’t learn fast
    3-Nothing happens, mounts don’t learn fast
    4-Randomly raise one of the following by +1 permanently: M, WS, Ld, S, T, A. Re-roll if the trait was already raised before or is 10.
    5-Choose One: Lose Stupidity, Impact Hits (1), Frenzy, Armor Piercing, Scaly Skin one point improvement, _____ Strider.
    6-As number 4, but you can choose

    Hero is a casualty, Roll a d6, add one to this chart if your army won the battle anyway.
    1-Serious Injury. Character suffers a permanent penalty 1= Dead, 2= -1 M, 3= -1 WS, 4= -1S, 5= -1T, 6= -1 A
    2-Captured. You have till the end of the season to defeat the army that took your Hero. At the end of the season they can convert the hero into a relic. At that point or at any point before then you can offer one or two relics to get your leader back and/or a magical item.
    3-Minor Injury, as number one but it only affects your army’s next battle (treat Death as a coma)
    4- Material Losses: Character randomly loses a magical item. On a roll of 6 the opponent gets it
    5-Full Recovery: Your character is fine.
    6-Heroic Escape: Full recovery plus randomly raise one of the following by +1 permanently: WS, BS, Ld, S, T, A, re-roll if the trait was already raised before or is 10.
    7-As Heroic Escape, gain Hatred for the army that beat him forever

    Didn’t win a battle. Roll a d6, add plus one if you Drew
    1-A Sound Beating: The next time you the race of the army that beat you, they all cause Fear.
    2-High Unrecovered Casualties: The next time your army fights, it has 200 fewer points.
    3-Green replacement Troops: Pick two units of troops in your army, or one unit with more than 30 models. These units have Stupidity next battle they fight.
    4-Low Unrecovered Losses: The next time your army fights, it has 100 fewer points.
    5-Stained Relations with Allies: Army can’t benefit from your Pirate Havens or Monster Lairs next battle. If you don’t have a Pirate Haven or Monster Lair, treat this as a wash.
    6-When your army next plays the army that beat them, all your units have Hatred.
    7-Roll on the victory chart for your leader (if he’s dead or captured treat as 6)

    Hero’s Mount (or Chariot) Died, add one if rider lived
    1-Mount is dead, you can get a replacement (without any accumulated add-ons) eventually but you have to go on foot next battle. If you mount counts as cavalry, you can get an immediate replacement.
    2-Mount is recuperating, you have to make due without your mount for your next match and have your hero fight on foot (or ride a cavalry mount). After that you can ride your original mount
    3-Your mount is down a movement next battle
    4-Mount is reluctant and confused. It Fears all enemies next battle and has Stupidity.
    5-Mount makes a full recovery
    6-Mount makes a full recovery and has a greater bond with its master. You can choose what the monster reaction chart from here on out. If it’s a chariot or cavalry mount treat as a number 5.
    7-As six but gain +1 in a random trait M, WS, S, T, A, Ld


    Turn Order
    1-Roll on Random Event Table
    2-Move Armies
    3-Declare Challenges
    4-Roll for Mines
    5-Fight Battles
    6-Resolve Victories and Defeats
    7-Resolve Expeditions
    8-Alter map for next Turn (if at the end of a season)

    Random Events
    11 Drunken Sailors: -2 penalty to sailing rolls this month
    12 Supply Shortages: Roll 2d3 when moving by land and remove the highest die
    13 Enemy Sympathizers: -1 to Fortification saves this turn.
    14 Deserters: pick any one of your tiles and remove the flag.
    15 Plague: remove a Fortress, Mine, Wizard’s Tower or City from one your own tiles. If you chose a City replace it with a Fortress (something was salvaged).
    16 Underground Floods: You can’t roll for any of your mines this turn.
    21 Forced March: Move one of your armies again.
    22 Fickle Allies: Your Monster Lairs and Pirate Havens provide you no bonus this turn.
    23 Rogue Monsters: One of your armies is pulled from the map this turn, but can be redeployed anywhere in your realm at the start of next turn.
    24 They are Breeding!: Add a new Monster Lair in any landlocked territory that you do not control that is not bordering a Unique Tile and contains no features.
    25 Floods: You may not roll on your mines this turn.
    26 Advanced Force: Next battle you play, you can give Ambushers to a unit worth 250 points or less.
    31 Scouting Force: The next scenario you can determine who goes first or second without a roll.
    32 Recalled from War: Remove one of your armies from play until the start of next season
    33 Motivated Armies: All your land moves are d3+1 this turn.
    34 Bad Intelligence: You can move one of your opponent’s armies this turn
    35 Beach Fortifications: Enemies cannot reach your tiles by sea this turn.
    36 New vein discovered: Roll for your mines twice this month.
    41 Spies: In your next game, your opponent has to e-mail your army list before you design your own. They do not have to tell you specifically how their characters are equipped, only their points cost.
    42 Avast!: Add a new Pirate Lair in any coastal territory that you do not control that is not bordering a Unique Tile and contains no features.
    43 Scouting Force: In your next game, after both sides are deployed, you can redeploy d3_1 units and also gain +1 to the roll to see who goes first.
    44 It’s a Trap!: In your next game you may pick whether to deploy and go first or second.
    45 Prepared Ambush: In the next game you play, you can pick the scenario and choose whether to deploy first or second.
    46 Diviner: The next game you play, choose the first four spells you would otherwise randomly roll for your wizard(s).
    51 Siege Force: If you win a battle this turn, you can automatically capture your opponent’s tile.
    52 Blood Sacrifice: You may force your enemy to re-roll any rolls he makes on the Character Injury table this turn.
    53 Raiding Party: Pick an enemy’s tile without a feature on it and place your flag on it.
    54 Settlers: Pick an unclaimed tile and place you flag on it.
    55 Buried Treasure: Gain a free mine this turn in the territory of your choice
    56 Wandering Islanders: This turn you can build your armies as if you control a Pirate Haven and Monster Lair even if you control neither of those things.
    61 Saboteurs: Choose a Mine or Wizard Tower on the map controlled by any player and remove it.
    62 Favorable Tides: Gain +1 on sailing checks this turn.
    63 Treasure Chest: Gain D3 Relics
    64 Cunning Commander: You automatically gain Initiative on the next special scenario. If someone else rolls this before the end of the season, use normal initiative rules to break this particular tie.
    65 Bolstered Defenses: Any fortification saves you make this turn are at +1.
    66 Reinforcements: For the rest of the season, you gain an extra army.

    Mines
    1-Collapse! Remove this Mine from the board
    2-Roll on the Spoils of War Chart for the army of your choice
    3-Roll on the Spoils of War Chart for the army of your choice
    4-Roll on the Spoils of War Chart for the army of your choice
    5-Gain a relic
    6-Gain two relics

    Spoils of War Chart
    1-Infamy: The next time this army fights a battle against the foe you just defeated, they all Hate You. Treat this as a wash if you roll this as a result of a Mine roll.
    2-Elite Army: The next time you play a battle with this army, your Special and Rare ceilings are lifted to 75% and 50%
    3-Ranks Bolstered: The next time you fight a battle with this army, you may take an additional d6x50 points
    4-Gain an additional experience point.
    5-Gain two additional experience points
    6-Gain a relic

    Unit Upgrades


    I figure armies collect experience for fighting, 2 point for winning, 1 point on a 1+ for drawing and one point on a 4+ for losing. Then you spend exp on specific units. Armies are customizeable between battles but an upgraded unit is frozen at a specific unit size from then on out. I'm not sure if and how upgraded units should be able to be destroyed permanently


    Lesser Unit Upgrades (cost 1 experience point from your army)
    Flaming Barrage: A unit with short bows, bows or long bows gains flaming attacks whenever it shoots during its own turn, provided they did not move.

    Drillmaster: A unit with Move or Fire, loses Move or Fire.

    Rapid Reload: A unit without Move or Fire gains Quick to Fire.

    Marksmen: A unit gains +1 to hit with ranged attacks during it’s regular shooting phase on any turn it does not move not.

    Weapons Training: Choose one of the following, a unit can buy this for +1 point a model even if not normally allowed: spears, shields, additional hand weapons, morningstars. Throwing weapons, lance (if they already have spears). If they cost 5 points or less these upgrades cost ½ point.

    Basic Protection: A unit without any armor may take light armor for 1 point a model. If they cost 5 points or less these upgrades cost ½ point.

    Rangers: Gain _____ Strider of your choice other. Unit on foot only.

    Unit gains Devastating Charge, not mounts

    Unit gains +1 Ld (max 10)

    Unit Champion gains Sniper

    Unit Champion gains Killing Blow, must have one a challenge last battle to take this

    Unit gains Vanguard, unit must have already had Skirmish

    Unit gains Swiftstride, requires a base Movement rate of 5 or better or possessing Skirmish

    Loyal Beasts: Pass all Monster Reaction rolls automatically

    Greater Unit Upgrades (cost two experience points from your army)
    Advanced Weapons Training: Choose one of the following, a unit can buy a weapon option for +1 point a model even if not normally allowed: halberds, flails, throwing axes, great weapons

    Advanced Protection: A unit with light armor may take heavy armor instead for 1 point a model. If they cost 5 points or less these upgrades cost ½ point.

    Monster Slayers: The units gain Hatred: Scrolls of Binding Monsters/any army book unit classified as a Monster. Also gains armor piercing versus enemies with Thick Skin in close combat and shooting provided the shooting when in short range.

    Lucky: Unit gains Ward Save 6+

    Blessed/Cursed: Unit gains magical attacks.

    Stealth Training: Infantry unit with light armor or less gains Scout. Must have Initiative 3+ to take this ability.

    Penetrating Shots: Unit gains armor piercing on bow/crossbow attacks fired at short range or all shots with pistols, javelins, and thrown weapons.

    Expert Rangers: Gain Strider. Unit on foot only.

    Impressive: Unit gains Fear, unless they already had Fear in which case they gain Terror.

    Grizzled Veterans: Unit gains Immune to Psychology

    Heightened Reflexes: Unit gains Always Strikes First

    Committed: Unit gains Stubborn

    Unholy Fortitude: Undead unit loses Unstable. May not be joined by characters other than your general and/or BSB

    Advanced Shooting Drills: Unit gains Multiple Shots x2

    Advanced Formations: Unit gains Fight in Additional Ranks
     
  4. lbisson
    Cold One

    lbisson New Member

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    Hi Scalenex,
    I just noticed this thread. I need to finish reading it but it looks like a lot of fun.
    Cheers,
    Len
     
  5. n810
    Slann

    n810 First Spawning

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    Looks like fun.
    (never got to do a campain myself)
     
  6. VampTeddy
    Terradon

    VampTeddy Active Member

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    I read most of it, but have been a bit busy.

    What i read so far was awesome, but i'll read it over again once i have the time.
     

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