View Full Version : Warhammer campaign rules for critiquing

18-11-2011, 07:39
Hello everyone! I've been working on these rules for a few days, and I've gotten about as far as I can without some other eyes to catch mistakes, and supply ideas. These rules are relatively in depth, around 5750 words worth right now, so it's a wall and a half. I still haven't figured out an optimal map size, it's a hexagonal map. I also haven't figured out victory conditions, aside from wiping everyone out (which would take for *********** ever) I was also considering making alliance rules, to make it more likely for people to do it, but I kind of like it being free form between them. Other than that, I'm looking for sections I forgot to write, rules that don't make sense, possible balance issues, improvements for playability, spelling and grammar mistakes, RAW mistakes that go against the intent, and anything else people can find. I very, very much appreciate any help I get with this. Anyways, here's the rules.

Campaign rules

---Introduction. ---

This campaign requires commitment. While there are failsafes in place for a player disappearing, and indeed for them reappearing later, it highly contributes to the overall fun of the group if everyone shows up, and plays their games. If you don't think you can commit, don't.

On balance, while these rules are written in a way that hopefully will lead to a fair game, it will also lead to some player(s) having advantages over others, based on their previous fighting and to some degree, their luck. Don't be discouraged if you are not one of the players who is currently winning, a single large victory can quickly change your fortunes, and you can always work together with the others who are surely just as downtrodden by the current leader.

On winning and losing, it's going to happen, only one person can win this campaign. While this isn't designed to be a competitive tournament in any way, there is certainly a degree of competition, as there is in any game you can win or lose. Nobody likes a sore loser, and even less like a braggart. This experience is only as fun as you make it.

The time frame of a game varies by the players. As these rules are currently untested, I'm looking at 1 week per turn. While it is possible for you to be engaged in multiple battles in one week, the map is fairly large, and waiting is no fun at all. The first few turns are likely to be quite uneventful, and as such at the GM's discretion once all players have submitted their moves and actions for the first turn, if no battles are taking place an email may be sent to all players instructing them to skip to the next turn. This is purely optional.

---Army Composition. ---

There are multiple ways you can deploy your army, for different uses. Each comes with advantages and limitations.

They are as follows:

Mainline Army

Follows all rules for an army as per the 8th edition BRB. Must be a minimum of 750 points.


May only include units with the scout, skirmisher, fly, ambushers or fast cavalry special rules. No character required, though if they are without a leader too long, they may desert (Ld test after 3 turns, -1 cumulative) A hero will keep them in line, and does not require any of the previous rules to join.


May travel on their own, or with a single bodyguard unit. Does not follow normal army composition rules.

Note that in the case of a battle where multiple friendly armies are in the same square, they must form up into a Mainline Army for the battle, and any who do not fit into the army comp will not join in the battle.

---Points values. ---

The amount of points you have available for your army varies by how much territory you control. At the beginning, you will have 1000 points to spend. You must have one mainline army, and may have scouts or individual characters. After that initial 1000 points, you will need to buy and pay for your troops in gold. You will always have 1000 gold per turn from your capital, and every turn you must pay your troops their value in points. You may store gold rather than spending it on troops in order to temporarily have an army larger than you can sustain for a major battle, or to purchase upgrades to some of your territories.

Different kinds of territory generates different amounts of gold, depending on the natural resources, or any towns or artefacts available there. Many areas that at first glance are merely hills, will have an iron mine you might miss at first glance, which would grant a significant boost to your armies.

In general, each territory you control generates 50 gold you may spend as detailed later. Additional production boosts can either be purchased for stored gold, or are already there and placed before the game by GM.

---The Map and Movement. ---

Each player is a lord in an already established kingdom, which is assumed to be off the map. Your starting point is assumed to be right next to said kingdom, which cannot be assailed by your opposition. You are attempting to expand your borders, and the campaign map area is all undefended and ripe for the taking, until someone else takes it. Your starting square will always have a city on it, and will be your capital.

At the beginning of the game, your map will be blank, aside from your starting square. Your forces can then expand or explore. The map is hexagon based, and you can move Northeast, East, Southeast, Southwest, West or Northwest. You cannot move corner to corner.

To expand, a mainline army may move one square into any territory and gain control of it. This turn is spent telling any of the local population who their new master is and mapping the area. You will be informed of any treasures found, production bonus's, monster lairs etc, as well as being given a battle map of the area. In addition, you may receive rumours of items of value in nearby squares, and the general direction of them. This information is not always correct, however. You may expand into area controlled by an opponent, and they into yours, however the controlling lord will be alerted by the citizentry, and if they have a mainline army in the area, you will be engaged in a battle. You cannot expand into an area that is not directly connected to another area you control. If you have an area of your realm cut off, you do not receive any bonus's from that area, and if you do not re-establish a connection within d3 turns the territory that is not connected to your capital will turn neutral. Any areas that are considered loyal will remain yours for one additional turn.

To explore, any army type can move through squares equal to half its lowest base movement value, rounded up. The player will receive battle maps for each area explored, and has a chance to find treasure etc. You will not gain complete control of the area, however as it is already explored and the citizens are at least aware of your force, a mainline army can expand into up to 2 explored areas in subsequent turns.

You may also reinforce, moving any army type a number of squares equal to its base movement speed, through territory you already control. This is useful for if an opponent starts taking your land.

If you control an area for a significant period of time, they will become loyal to you. If you fight a battle in an area which is loyal to you, you may add units of peasants for free, with one peasant model for every 50 points in your army, with a minimum of 15 in a unit. They disperse after battle and cannot gain veterans honours. Feel free to proxy them with any infantry model, as long as your opponent is aware that they are peasants. You may also elect not to have the peasants fight.

4 2 2 3 3 1 3 1 5

---Player Inactivity. ---

If a player does not submit orders to the GM in time for the turn, all of his armies will stand still, not having orders to move. If a player runs a deficit that he cannot cover with stored money, units will desert starting from the cheapest, and moving in order. All other units will be paid. If a player does not submit orders for a second turn in a row, all of his units will begin to retreat at full speed back towards the capital. They will remain there until such a time as the player returns, or the game ends. If there are prisoners held by the player, they are considered held in jail every turn, until they escape or the player returns.

If an inactive player has a battle and does not respond, they will automatically retreat. If two or more players cannot organise their schedules in such a way as to have the battle, the GM can either elect to delay the game for them, have their battle take place in the next turn, or roll off who retreats.

---A Turn. ---

Each turn has phases that happen in the following order.

Collect taxes. All income is generated in this phase. Work out how much you get from all your territories.

Pay troops. Pay all your troops equal to their points values. If you do not have enough gold to pay all your troops, select which units you do not pay. They will desert.

Captured Enemies. Decide what you want to do with any captured enemies you have.

Upgrade tiles.

Movement. Move your armies. The GM will work out everyone's move at one, any armies that intesect during their movement will be engaged.

Battle. Fight all battles, and report the results to the GM. These must be completed before the next turn begins.

Casualties and veterans honours. Work out who survived, and if any of them ranked up. Keep track of these in your army lists. Veterans points should be tracked as the game goes on.

Promote units. Promote any units that are eligible.

---Army Creation. ---

Your first 1000 point army will have whatever troops you like in its list, however elite soldiers are not always so easy to find. When creating a new army, the lord or hero who will be leading it may either rally new soldiers, recruit mercenary elites, or a mix of both. If you do either, you cannot move this turn.

If you rally soldiers, they must be a starting unit listed in the unit promotions section. They can gain veterancy points and eventually advance to higher levels. They can also be equipped however you like. You only need to pay their basic point value in gold to rally, and each turn afterwards. You may rally up to 500 points of troops per turn per mainline army.

Recruiting mercenaries is a general term for paying elite soldiers to join your cause. They will still be from your army book, they simply won't be raised from the peasantry of your lands. In order to recruit, you must pay double the units point value in gold for the down payment, but afterwards they only require their standard points value every turn. They may be equipped however you like. You can recruit up to 250 points of mercenaries per turn per mainline army. If you want to have a single unit worth more than 250 points, you must spend 2 turns recruiting mercenaries, and may only recruit the one unit.

Breeding monsters and building war machines is another matter altogether. Each city you control can produce either one monster or war machine at a time. This takes a number of turns equal to their points cost, divided by 100 and rounded up. The warmachine or monster must be picked up by a mainline army, or character if they are a character mount, before the city can begin work on another monster or war machine.

---Lords and Heroes. ---

Aside from any characters in your first army, Lords and Heroes may only be either trained from the ranks, or recruited.

Recruiting a character follows the same rules as for mercenaries, as above, though if you recruit a character you cannot recruit mercenaries that turn, but there is no points limit. They may be equipped however you like except for magical items and monstrous mounts, which must be bred as above. Lord level characters may have 2 magical items, while heroes may only have one. Additional magical items cannot be purchased, but can be found during exploration and expansion. Magic items may be passed from character to character, as long as none ever exceeds their points limit. Armies that have non magic item upgrades for characters (Gifts of Chaos, Vampire powers, etc) Can have one of those in place of a magic item, but cannot gain any more.

Elite units can have characters raised from their ranks, once they have enough veterans honours, which will be detailed later.

Casters are not raised from the ranks, and must be rallied or recruited. You can rally a level 1 caster, and with veterans honours he can rise through the levels, or you can recruit a higher level caster. If your hero level casters cannot become lord level casters for whatever reason. (Lizardmen Skink/Slann, or Skaven Grey Seers) then you must recruit the higher level.

---Battle. ---

In general, battle in this campaign will be fought very much like a standard WFB 8th edition battle. Terrain will be preset and known to which ever side(s) have explored the area. If the side that controls the area is taking part in the battle, they always get to choose the table side, and they get to choose who deploys first as well. If they have had their army stand in the area for at least one turn, they have fortified and they get to choose side, have first turn and their opponent deploys their entire army first. If two armies run into each other in neutral territory, or in a third player's territory, they roll off as per the battleline scenario from the BRB.

If more than two players meet in the same territory, and none of them have previously formed an alliance, they have an opportunity to do so before the battle, and if there are still three or more opposing sides, the player who controls the territory gets to choose a board edge. If there are 3 sides, the two remaining players roll off to choose one of the corners opposite the board edge. If there is no controlling player in a 3 way, there is a roll off. If there is a four way battle with a controlling player, that player chooses a board edge, and the three remaining roll off for the other three board edges. If there is no controlling player, all the players roll off. In all cases there must be at least two feet between the edges of deployment zones.

Before a battle, and before finding out how large his opponent's army is, a player may choose to retreat, forfeiting the area and moving to an area that is either neutral, or which they control. If they have been cut off and have nowhere to retreat to, they do not have the option to retreat. If you choose to retreat in this fashion, all of your opponent's ranged units will each get to target a unit and shoot at it, all models are considered 24 inches away for range purposes. During a battle, you may also choose to retreat, but not until at least your third turn. Any of your troops engaged in combat will immediately break and run towards the nearest table edge. Units can be ordered to stand as a rearguard, but this requires passing a Ld test with a -2 modifier. Unbreakable units automatically pass, and units which are stubborn or immune to psychology do not take the modifier. Units that break from combat in this way can be run down as per normal. All units are counted as fleeing and escape upon reaching a board edge. If they flee to a board edge other than their starting deployment zone, they must pass a leadership test in order to return to their army, otherwise they desert.

---Casualties. ---

If a unit flees of the board, they must pass a leadership test to return. If they fail, they desert and are effectively dead. If they pass, they return to the army they were from originally. If that army has been wiped out, they desert automatically.

An army which has been victorious rolls a d6 for every casualty, one unit at a time. On a 3+, the model was wounded but recovers, on a 1-2, the model is dead. Command is always recovered first.

An army which has been defeated rolls a d6 for every casualty, one unit at a time. On a 4+, the model was wounded but recovers, on a 1-3, the model is dead. Command is always recovered first.

If a unit drops below its minimum unit size, it must have its ranked refilled either by rallying new troops (if applicable) or moving models from another unit of the same type. If the majority of a unit is replaced, and they have veterans honours that the new members of the unit did not have, they roll a d6 for each honour they had, and keep it on a 4+. If the new blood has more veterans honours, the unit cannot gain those honours.

If a mainline army drops below 750 points, or no longer fits within the allowable percentages as detailed in the 8th ed BRB, they must regain those standards before they can act. An army which is rallying troops or recruiting mercenaries cannot move in the turn it does so.

If an army is completely wiped out, they are all executed in the field by their opponents or enslaved. Regardless, they are counted as casualties.

A character from a victorious army who has been killed rolls a d6. On a 1, they are dead, on a 2, they have an injury, and on a 3+ they recover fully.

A character from a defeated army who has been killed rolls a d6. On a 1, they are dead on a 2-3 they have been captured by the enemy, on a 4 they have an injury and on a 5+ they recover fully

If there is no surviving hero for an army to rally on, and no units have enough veterans points to have a hero rise from the ranks, the army will immediately and automatically do reinforce moves every turn towards the capital. If they are engaged they automatically retreat, and they will continue to move towards the capital with all speed until they are met by a character to lead them.

---Captured characters---

If a character is captured in battle, they are taken prisoner by the army that won the battle. If that army is later defeated, the character will be taken by the army that defeated them, either as their own captive, or if the character is their own, or from a nation they are friendly with, releasing him. Characters can be ransomed to any nation, either their own or to another who wants a bargaining chip. They can also be swapped with other characters that have been captured.

The army that has taken the character can choose to confiscate any of his equipment. If they do, any magic items will require study before they can be used. They must be taken to a town or city and left there. Each turn, roll a d6 for each item that is being studied, and on a natural six it has been figured out and can now be used by your army. Any items stolen in this way can no longer be fielded by their original army, unless they are from the common magic items list in the BRB.

If the character is brought to a town, they can choose to attempt to convert him, hold him in jail, or execute him. You may only attempt to convert a character once. Roll a d6. On a 1, he escapes, on a six, he converts and becomes the closest equivalent points cost character from your book, even if he's a different race. To execute, roll a d6. On a 1, the character escapes. On a 2+, he is killed successfully. If a character is merely held in jail, each turn roll a d6. On a 1, he escapes. If a character escapes, he is placed one square out of the city as a solo character unit and must find his way back to his army. A character that is being held by an army follows the same rules as a character in jail.

18-11-2011, 07:40
---Scouting. ---

Scout armies can move into an area controlled by an opposing player with no penalties. They can map enemy territory, and scout enemy armies but cannot take control of an area. If they are found and engaged, they automatically retreat.

If they are mapping an area and run into an enemy mainline army, they will give an estimate on the points value, and general army composition, however the GM will roll a d6, and on a roll of a 1, they will be caught. If they spend a turn scouting, they will give a much more accurate estimate, but at greater risk of being caught, they will instead be caught on a 1-2.

Scouts that have a hero leading them are slightly more courageous, and if they find an enemy character moving solo, or with his bodyguards, they can attempt to assassinate the character. If they do not attempt to assassinate the character, they continue mapping. Lone characters cannot catch scouts. If the scouts do not have a hero, they report the lone character but cannot attempt to kill them.

Scouts that run into other scouts are automatically engaged, though a retreat can be ordered.

---Veterans Honours. ---

A unit gains veterans honours by earning veterancy points. 3 veterancy points earns a (2d6) roll on the table. If a unit has multiple honours and gets the same one, they automatically re-roll it, unless otherwise specified. A unit may be promoted to the next unit on the chart once it has enough veterans honours. The amount of honours required to be eligible for promotion is one for every three points in base cost difference between the units. Once eligible, they must receive one additional honour, which grants the the promotion, rather than a roll on the table. If the next available promotion is not to a unit, but a hero, then a hero can be raised from the ranks, and the unit loses one honour, randomly. Unit promotion charts will be provided for each army. If a unit cannot be promoted, they simply gain additional veterans honours.

Veterancy points are earned in the following ways. No unit or character may receive more than 3 points from a single battle. No unit or character may receive more than one point for the same thing from the same battle.

Unit or character was part of a victorious army, and did not get wiped out or flee off the table.

Unit or character broke or wiped out an enemy unit in combat worth more points than itself.

Unit killed an enemy lord.

Hero was victorious in a challenge against another hero, or a lord.

Lord was victorious in a challenge against another lord.

Caster killed an enemy character with a spell

Caster panicked or destroyed an enemy unit

Unit or character required insane courage to hold, and did.

Veterans Honours Charts

Unit chart

2: To the last man. Unit is unbreakable and may never retreat from battle. If the army it is with chooses to retreat, they will refuse the order and go to battle themselves causing the unit to be destroyed. Permanent, even through unit promotions.

3: Battle-Hardened. +1 Strength

4: Diehards +1 Toughness

5: True Warriors. +1 Leadership

6: Leading by example. Units within 6 inches of the veteran unit may use its unmodified leadership instead of their own, as long as they are not fleeing.

7: Masters of their craft. +1 Weapon Skill or Ballistic Skill, players choice.

8: Speed Demons. +1 Initiative and Movement.

9: Seasoned killers. Unit cannot be panicked by other units fleeing.

10: Scavengers. +25 points to the magic banner limit on the unit.

11: Lucky. Once per turn, the unit may re-roll a single d6.

12: Never say die. Unit gains 5+ regeneration. Adds +1 their casualty rolls. Permanent, even through unit promotions.

Combat character chart

2: Martyr. If the character dies, all units currently under the player's control, including those in other armies will hate the enemy army that killed him. Permanent, even through promotions.

3: Hulking Behemoth. +1 Strength and Toughness.

4: Peerless skill. +2 Weapon Skill or Ballistic Skill, players choice.

5: Battle-Frenzied. The character gains an attack for every won combat round. These attacks last until the end of the battle.

6: Hard to shift. Character, and any unit he is with, are stubborn.

7: Paragon. +1 Ld.

8: Magpie. If the character wins a challenge and his opponent had a magical item(s), roll a d6 for every item. On a natural six, the character successfully identifies, and steals, the item. The item can no longer be fielded by its original army, unless it was a common magical item from the BRB.

9: Beloved Leader. If the character is the general, his leadership bubble extends an additional six inches. If the character is the Battle Standard Bearer, his re-roll bubble extends an additional six inches. If the character is neither the general nor the Battle Standard Bearer, units within six inches may use his leadership, as long as he is not fleeing.

10: Ancient Treasure. Character finds a magic item worth up to 25 points from either your armybook or the BRB.

11: Feel no pain. Character shrugs off the first unsaved wound he is dealt on a 2+ in each game turn.

12: Favoured one. Character gains a 4+ ward save. Permanent, even through promotions.

Caster character chart

2: Irresistable Power. Character casts with Irresistable force, and a miscast, on any roll of a double. Character also Irresistable Dispells on any roll of a double, but double ones cause a miscast. Permanent, even through promotions.

3: Defensive magics. Character gains Magic Resistance(3) and a 5+ ward save.

4: Death-dealer. Caster always adds 3 to the amount of hits caused by his magic missiles.

5: Anti-magic. Caster adds +2 to his dispell attempts.

6: Apprentice. Caster has an apprentice who is now ready to join the army. You may add a single level 1 caster to the army the caster is currently with.

7: Learned. Character knows one additional spell for his level.

8: Skilled. Character may modify results on the miscast table by one in either direction.

9: Arcane toughness. Character has an additional Wound.

10: Lord of the winds. Caster gains an additional power dice each turn.

11: Craftsman. Character creates a magic item worth up to 50 points from either the BRB or your army book.

12: Spell-master. Character can ignore the first miscast of each battle. Permanent, even through promotions.


May rally:

Infantry: Ungor -> Gor -> Bestigor -> Wargor -> Beastlord

Mounted: Chaos Warhounds. Cannot be promoted.

May not rally:

Chariot: Tuskgor chariot -> Razorgor chariot

Minotaur -> Gorebull -> Doombull

All others. Cannot be promoted.


May rally:

Men at Arms -> Mounted yeomen

Peasant Bowmen. Cannot be promoted

Knights Errant -> Knights of the Realm -> Questing Knights -> Grail Knights -> Paladin -> Bretonnian Lord

May not rally:

All others. Cannot be promoted.

Daemons of Chaos

Due to their daemonic nature, Daemons cannot be promoted, but all types of Daemon can be rallied. They have 750 points instead of 500 for rallying, and cannot recruit mercenaries.

Dark Elves

May rally:

Warriors -> Corsairs -> Black Guard -> Master -> Dreadlord

Crossbowmen -> Shades -> Assassin

Dark Riders -> Cold One Knights

May not rally:

All others. May not be promoted.


May rally:

Warriors -> Longbeards -> Ironbreakers -> Thane -> Dwarf Lord

Quarrellers -> Thunderers -> Master Engineer

May not rally:

Slayers -> Dragon Slayer -> Daemon Slayer

All others. May not be promoted.

The Empire

May rally:

Halberdiers/Swordsmen/Spearmen/Free Company -> Greatswords -> Captain -> General

Crossbowmen/Archers/Handgunners -> Pistoliers -> Outriders -> Master Engineer

Pistoliers may elect to skip their promotion to Outriders and instead be promoted to a Knightly Order

May not rally:

Knightly Orders -> Inner Circle Knights -> Templar Grand Master

All others. May not be promoted

High Elves

May rally:

Archers -> Lothern Sea Guard -> Shadow Warriors

Spearmen -> Sword Masters/Phoenix Guard/White Lions -> Noble -> Prince

Ellyrian Reavers -> Silver Helms -> Dragon Princes

May not rally:

Tiranoc Chariot -> White Lion Chariot

All others. May not be promoted


May rally:

Skinks -> Skink Skirmishers -> Chameleon Skinks -> Skink Chief

Saurus Warriors -> Temple Guard -> Saurus Scar-Veteran -> Saurus Oldblood

May not rally:

Stegadon -> Ancient Stegadon

All others. May not be promoted

Ogre Kingdoms

May rally:

Bulls -> Ironguts -> Maneaters -> Bruiser -> Tyrant

Gnoblars. May not be promoted

May not rally:

All others. May not be promoted

Orcs and Goblins

May rally:

Goblins -> Goblin Big Boss -> Goblins Warboss

Night Goblins -> Night Goblin Big Boss -> Night Goblin Warboss

Forest Goblin Spider Riders. Cannot be promoted.

Orcs -> Orc Big Uns -> Orc Big Boss -> Orc Warboss

Savage Orcs -> Savage Orc Big Uns -> Savage Orc Big Boss -> Savage Orc Warboss

May not rally:

Black Orcs -> Black Orc Big Boss -> Black Orc Warboss

All others. May not be promoted.


May rally:

Skavenslaves. Cannot be promoted.

Clanrats -> Stormvermin -> Chieftain -> Warlord. Clanrats may have an engineer rise from the ranks instead of promoting the unit to Stormvermin. This Engineer cannot take wizard levels.

Night Runners -> Gutter Runners -> Assassin

May not rally:

Plague Monks -> Plague Censer Bearers -> Plague Priest

All others. Cannot be promoted.

Tomb Kings

Tomb Kings units, being undead, cannot ever be promoted, but all units may be rallied. They have 750 points of available rallying per turn and cannot hire mercenaries. Their characters, however, can be promoted in the same fashion as a caster, as detailed below.

Vampire Counts

Vampire counts units, being undead, cannot ever be promoted, but all units may be rallied. They have 750 points of available rallying per turn and cannot hire mercenaries. Their characters, however, can be promoted in the same fashion as a caster, as detailed below.

Warriors of Chaos

May rally:

Marauders -> Warriors -> Chosen -> Exalted Hero -> Chaos Lord

Warhounds. Cannot be promoted

Marauder Horsemen -> Chaos Knights

May not rally:

All others. Cannot be promoted

Wood Elves

May rally:

Glade Guard -> Eternal Guard -> Wardancers -> Waywatchers -> Noble -> Highborn

Glade Riders -> Wild Riders

May not rally:

All others. May not be promoted.

---Injuries. ---

If a character is injured in battle, roll 3d6 on the following chart to determine what happened.

3: Multiple injuries. Roll on the chart D6 times. Re-roll any multiple injuries results.

4*: Broken leg. The model suffers a permanent -1 to Movement.23* Arm Wound – roll a D6. On a 1-2 the arm is amputated and the character can only ever use one weapon and no shield. If a character loses both arms he must retire.

5: Madness. On a 1-3 the character suffers from stupidity. On a 4-6 the character suffers from frenzy.

6*: Smashed Leg. The character may no longer march and charge distance is only +D6.

7*: Chest wound. Character loses 1 Toughness.

8: Gouged eye. Character loses an eye. His WS and BS and I drop by 1. If a character loses both eyes he must retire.

9*: Niggling Injury.

10*: Spine injury. Character loses a point of Initiative.

11: Hand injury. Character’s WS is reduced by 1.

12*: Grievous wound. The character is out of action for D3 campaign turns.

13: Full recovery. On the roll of a 1-3 the character suffers from a niggling injury.

14: Coma – the character is out of action. Every turn roll a D6. On a 5 or a 6 the character wakes up.

15: Full recovery. In addition, the character now hates the army that injured him.

16: Hardened – the character is immune to fear.

17: Scarred – the character causes fear.

18: Against the odds – the character gains a veterans honour.

Niggling Injuries – Any result marked with an * counts as a niggling injury. A niggling injury is one that can put a hero out of commission for a battle. Before every battle that you wish to use the hero, roll a D6 for every niggling injury. On the roll of a 1, the injury prevents the hero from fighting in that battle.

---Tile Upgrades. ---

During the tile upgrade phase, any eligible tile can be upgraded for a certain amount of gold. This is permanent, and cannot be reversed. If another player takes an upgraded tile from you, they gain the same advantages you did.

Forest tiles can be upgraded with lumber camps. This costs 750 gold and boosts the gold production of the tile by 100.

Plains tiles can be upgraded with farms. This costs 1250 gold and boosts the gold production of the tile by 150

Farm tiles can be upgraded with a city. This costs 3000 gold and boosts production by 300, and gives you a city.

Hill tiles can be upgraded with watchtowers or small mines. Watchtowers cost 2500 gold and allow you to see all movement in adjacent hills or plains tiles. Small mines cost 500 gold and boost production by 75 gold

Mountain tiles can be upgraded with watchtowers (see above), small mines (see above) or large mines. Large mines cost 2000 gold and boost production by 225.

Some tiles come with upgrades automatically, or have other boosts that can only be gained by finding the tiles that have them. The boosts are as follows.

Forests: Poison plants. Any army that passes through here has every unit gain poisoned attacks in their next battle.

Plains: Fertile plains. Boost production in this tile by 50. If you build a farm in this tile it boosts production by 300 instead of 150. If you build a city in this tile this additional production is lost.

Hills: Iron vein. Boost production in this tile by 50. If you build a mine in this tile, it boosts production by 200 instead of 75.

Mountains: Diamonds. Boost production in this square by 100. If you build a small mine in this tile, it boosts production by 250 instead of 75. If you build a large mine in this tile it boosts production by 750 instead of 225

Not tile specific: Monster lair. There is a monster in the tile that will attack any forces that move through it. If you kill it, its lair will have a magic item from your army book or the BRB worth up to 50 points.

Treasure trove: Grants an immediate bonus of d6 times 200 gold. Roll an additional D6, on a 4 there is a magic item from your army book or the BRB worth up to 25 points. On a 5 it is worth up to 50 points. On a six it is up to d3 items worth up to 100 points.

Arcane knowledge. If there is a caster in the army that disovers this, they may learn one additional spell for their level. If there is no caster in the army, it will go unnoticed.

Ancient Tower. Three on the map. An army can teleport from one to another at will, even if it is occupied by an enemy, as long as it has been discovered by an army and activated. If you teleport to an ancient tower that is occupied by an enemy, you will immediately engage them.

---Winning. ---

Honestly, I haven't figured out any victory conditions yet. Ideas?

18-11-2011, 08:19
Fluffwise pistoliers most often become knights, they are noble sons who try to win their honor as knight, a few become outriders instead, I can understand if you don't want to reflect it but that's how it works.

Tombkings are not mindless undead and it makes more sense for them to be promoted than it does for Lizardmen (who are spawned into their respective roles).

I also see that the jumps between units is very different in pts, there is an 11pts difference between marauders and chaos warriors and a 2pts difference between orcs and big uns. Therefore the marauder horde turning chaos warriors might be a gamebreaker while the biguns might even be less powerful than before the promotion (depending on honors), I would instead make a system which requires different amounts of promotions needed for different units.

18-11-2011, 08:25
Yeah, I'm a bit iffy on some of the unit promotions, mainly because I don't know the fluff for every army. Most of my fluff knowledge is about WoC.

I can write up a promotions system for TK pretty easily, I just figured they wouldn't be able to rank up. Don't they all have the position they had when they died? Idk, like I said, I don't know the fluff very well.

How about a slight change to promotions. Instead of a flat rate of 3 for a promotion, it's one honour for every three points of difference between the two units, plus one to be the promotion, Thus Orcs would need two promotions to get to Big Uns (1 for the cost, and one for the promotion) whereas Marauders would need 5.

You still need to pay the cost of a unit once it upgrades, so it still comes down to how much territory you control, and how you upgrade it. I'm thinking of putting in a bonus for having elite troops that you rallied yourself, but I dunno how I would work that. I'm also thinking of adding a random event chart for each turn.

Also, I completely forgot, thank you to IcedCrow for the inspiration and the blatant theft of his injuries chart, which I loved as soon as I saw it. I slightly modified it, but everything on there is copy pasted from his campaign rules.

18-11-2011, 16:50
Ok, I switched up the promotions for Empire Pistoliers a bit, now they can choose either to upgrade to Outriders or Knights.

I read through some of the current TK book, and it seems to me that they're pretty set in their role, based on how well they were entombed, which is based on what they did in life. Correct me if I'm wrong, but I don't see unit promotions happening there.

Switched up promotions as well, 1 honour/ 3 points in difference plus one. Hopefully that'll work out all right.

18-11-2011, 20:37
I have a little article you might be interested in: Running Campaigns (http://www.avianon.net/scenarios/running_campaigns.php).

To put it blunty, you are making all of the rookie mistakes and are well onto the path of The Campaign That Never Gets Finished. Sorry.

I recommend starting simple and testing things out with a few friends to see if the basics hold (you don't need to play the actual games, you can do coin tosses) instead of focusing on details. If it crashes in turn 2, nobody will care how promotions for Wood Elves would have worked anyway.

18-11-2011, 22:06
Excellent article. Touched on a few things I was worried about (map size and getting stuck without a battle for a couple weeks in a row)

Good idea with the coin tosses, I'll try it out. I understand that minimalist campaigns are more likely to work, and that the more a player has to work to basically just play warhammer, the less likely they are to do it, but I wasn't sure how to cut things down.

No need to apologize for telling me the truth, I like that. As you noticed, I'm definitely a rookie at this and I've never run something like this before.