So I'm trying to start a ME campaign at our local store, and I've been coming up with some custom rules for it.
Comments and critiscism is more than welcome
I will be adding and modifying to this
Fantasy Campaign
Basics:
2 opposing sides (1v1 or 2v2 to keep it simple)
1 Mighty Empires tile set.
Plenty of paper and pencil
I. Starting
1. A large battle (3000 pts or more) is played, this determines the Invader and the Defender.
A. Both players go to the After Action Phase for their armies.
i. The Invader's army is fully restored.
ii. The Defender's army may
a. retreat to the nearest town where 500 pts. of reinforcements are immediately added.
b. retreat to the Capital, where the whole army is restored.
B. All magic items (except for your general's) are lost, all Gifts of Chaos, Eye of the Gods rolls, Virtues, Vampiric Gifts, and any other inherint abilities (i.e. not items) are permitted to be kept.
2. Map is then set up to player's discretion (make as good of a map as you can featuring area from the Warhammer world, or draw and place tiles)
3. The Invader starts with one tile (the one he one in the beginning), this is their Supply Camp
4. Scattered Towns and Forts are distributed between the Defending players if there are any; one town (preferably the furthest from the Attacker's tile) per player is designated as the capital, this is the objective of the invader.
II. Movement
1. Each Army is represented by a flag, each flag should have an army list. Armies may only be reinforced at towns or forts.
2. Armies may not move to an adjacent tile of the enemy, if they already occupy an adjacent tile to an enemy. (going for the Civilization series Zone of Control concept)
3. Mountains are impassable, Towns and Forts in mountain tiles may only be taken from the adjacent tile the Town or Fort is facing. Mountain Tiles may not be crossed for any reason.
III Battle
1. Opposing Armies that are adjacent to each other my fight a battle.
2. An Invading Army that takes an uncontested tile must fight a battle at 1/3rd pt total against their opponent (this represents rearguard and partisan fighters). No warmachines, special, or rare units may be used unless they contain either the Scouts special rule or Vanguard Special rule. No Lord choices may be taken.
3. Sieges are fought against Towns and Forts (need more ideas for this).
4. When fighting to or from a river tile, the River of Death scenario is used.
5. If a battle is fought with 2 armies from one side adjacent to the attacking or defending enemy, one army must be your primary army, the other arrive as reserves (might modify the reserve rules, don't have my book with me yet).
6. Retreat in good order: if the battle starts to not go your way, you may cut your losses and attempt to pull back. If you wish, you may move your units to your table edge in your deployment zone, these units are removed from the game and do not count as fleeing (figure casualties normally). You may not attempt this if the enemy is within 8 inches of the unit disengaging.
IV. After Action Phase
1. Note which units were wiped out or fled of table or were fleeing at the end of game, lost more than 50% of their strength in wounds, which lost at least 25% of their strength in wounds and which fled the table or were fleeing at the end of game.
2. Wiped Out Units
A. If you lost the battle, the unit is eliminated
B. If you won the battle roll 2d6
2 = Unit was eliminated
3-5 = unit gains D6 wounds back and is Demoralized
6-8 = unit gains D6 wounds back
9-10 = unit gains 2d6 wounds back and is Demoralized
11 = Unit gains 2d6 wounds back
12 = Unit gains 2d6 wounds back and is Inspired
3. Units below 50%
Roll 2d6
A. If you lost
2 = Unit was eliminated
3-7 = unit gains D6 wounds back and is Demoralized
8-10 = unit gains 2d6 wounds back and is Demoralized
11 = Unit gains d6 wounds back
12 = Unit gains 2d6 wounds back
B. If you won
2-5 = unit gains D6 wounds back and is Demoralized
6-8 = unit gains 2d6 wounds back
9-10 = unit gains d6 wounds back and is Inspired
11-12 = unit gains 2d6 wounds back and is Inspired
4. Units between 75% and 50%
Roll 2d6
A. If you lost
2-5 = unit gains D6 wounds back and is Demoralized
6-8 = unit gains d6 wounds back
9-10 = unit gains 2d6 wounds back and is Demoralized
11-12 = unit gains 2d6 wounds back
B. If you won
2-5 = unit gains D6 wounds back
6-8 = unit gains 2d6 wounds back
9-10 = unit gains d6 wounds back and is Inspired
11-12 = unit gains 2d6 wounds back and is Inspired
5. Fled and Fleeing Units
Roll 2d6
A. If you lost
2-4 = Unit is eliminated
5-6 = 25% of the unit returns and is Demoralized
7-8 = 25% of the unit returns
9-10 = 50% of the unit returns and is Demoralized
11-12 = 50% of the unit returns
B. If you won
2 = Unit is eliminated
3-4 = 25% of the unit returns and is Demoralized
5-6 = 25% of the unit returns
7-8 = 50% of the unit returns
9-10 = 75% of the unit returns
11-12 = 100% of the unit returns
6. A. Inspired units get +D3 to their leadership (max 10) until the army they are with is defeated
B. Demoralized units get -D3 to their leadership (minimum of 2) until their army is victorious
7. Veterancy: All units and characters must get 3 times their point cost in Renown Points to roll on the Veteran Table once, each successive roll requires 2.5 x The Renown Points at the last Veteran Roll. (e.g. a 300 point unit will require 900 Renown for their first roll, and 2250 for their second).
Character's and Unit Champion's Renown:
100 Renown for a Massacre
50 Renown for a Normal Victory
25 Renown for each won Duel
Units Renown:
100 Renown for a Massacre
50 Renown for a Normal Victory
100 Renown for captured Battle Standard
50 Renown for each captured Standard
All Maxed Stats that are rolled again are Re-Rolled
Non-Warmachine Unit (includes Monstrous Mounts) Rolls:
2. Hatred
3. Stubborn
4. +1 Ballistic Skill (if no ranged weapon in unit, roll again)
5. +1 Weapon Skill
6. +1 Attack
7. +1 Leadership
8. Strider Special Rule
9. Vanguard Deployment Rule
10. Swiftstrider Special Rule
11. Immune to Psychology
12. unit has Fear (if unit already has Fear, they cause Terror instead).
Warmachine Unit Rolls
2. Re-roll scatter die once per turn
3. Immune to Psychology
4. +1 Ballistic Skill
5. Stubborn
6. Re-roll 1st Artillery Dice per turn
7. Armor Piercing
8. Option to modify Artillery dice by Ballistic Skill (does not affect misfires)
9. +1 to wound rolls
10. Stakes
11. Portable Bulwarks
12. Weapon Ignores Armor Saves
Non-Wizard Character and Unit Champion Rolls
2. Killing Blow (if already have Killing Blow, Heroic Killing Blow is bestowed only on a roll of a 6 (no modifiers of any kind)
3. Stubborn
4. +1 Toughness
5. +1 Strength
6. +1 Ballistic Skill
7. +1 Leadership
8. +1 Weapon Skill
9. +1 Attack
10. +1 Initiative
11. Inspiring Leadership
12. Magic Item Roll (unit champions re-roll this result)
Wizard Rolls
2. +1 Wizard Level
3. +1 Extra Spell
4. +1 Initiative
5. +1 Toughness
6. +1 Ballistic Skill
7. +1 Leadership
8. +1 Weapon Skill
9. +1 Strength
10. Can choose to Re-Roll on the miscast table
11. +1 to Channel attempts
12. Magic Item Roll
Magic Item Rolls
Roll a D6 for the Character; this determines the chart you will use to roll on.
Hero
1. Weapon
2. Armor
3. Talisman
4. Enchanted
5. Banner
6. Choose
Wizard
1. Weapon
2. Talisman
3. Arcane
4. Enchanted
5. Banner
6. Pick
(below under construction)
Skaven Weapon Rolls
Roll 2d6
2. Giantblade
3. FellBlade
4. Obsidian Blade
5. Ogre Blade
6. Fencer's Blade
7. Sword of Anti-Heroes
8. Sword of Strife
9. Blade of Corruption
10. Warlock Augmented Weapon
11. Sword of Bloodshed
12. Warpforged Blade



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