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fantasy campaign guide... v2

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fantasy campaign guide... v2 Empty fantasy campaign guide... v2

Bericht  redeemer di okt 19, 2010 10:01 am

Wat vinden jullie van de onderstaande campaign guide. Dit is een combinatie van de 5th edition campaign rules en eigen inbreng..

Campaign

These rules are for a campaign system for a group of four or more players.


Conquer and explore

The campaign takes place on a newly discovered island (not of blood). Each player must fight to gain control of the land and become the lord of a new realm.

To begin the campaign each player generates three random territories from the chart shown a bit further in these rules. These represent a mix of settlements, terrain and resources which his army controls. Once the campaign is under way new players can join at any time simply by generating three random territories from the chart.

Each player makes a note of his territories on a sheet of paper.

Armies

Players choose an army of 1,500 points for each battle and forces are chosen afreshevery time the army fights, although each player must stick to the same race. Armies are chosen from the appropriate Warhammer Armies army list with the additional restrictions described below.

Army restrictions

The types and quantity of troops that armies can field is restricted by the territory they control. As the army’s commander expands his territories he also expands his army, attracts hero’s and wizards to his cause, acquires riches, and wins new magic items.

To start off with each player is restricted in his choice as follows:

Strategic features – Such as bridges, roads and passes – limit access by your armies. To represent this, armies are chosen to 1,500 points and larger armies can only be assembled by taking control of these features.

Wizards – each army may have only one level 1 wizard and cannot include any other wizards unless the player’s territory includes wizard’s towers, sacred groves, shrines or temples.

Other characters – Each army must be led by a General chosen from the hero section of a army book. The general can be a wizard. Otherwise the army may not include heroes or other non-wizard characters unless the player controls villages or towns.

Magic items – Each army can include one magic item worth up to 50 points. More magic items can be included if the player controls a source of income in the form of trade routes, mines, treasure of mysterious runes.

War machines – Each army can include up to one war machine or chariot and cannot include more unless the player controls forests to provide wood to build machines and fuel furnaces.

Large monsters – Each army can include up to one large monster and cannot include more unless the player controls mountains where such beasts live. Trolls, Ogres and other monsters which normally fight as regiments don’t count for this purpose.

Allies – You cannot choose allies as part of your army. However, you are allowed to ally with other players as described further on.


Territory chart

Players must keep a record of their territory from the beginning of the campaign. A notebook or campaign diary is ideal, and can be used to keep separate record of your troops’ performance and anything else you may wish to remember.

To generate a territory roll a D66 (2 D6’s). Each player generates three initial territories from the Territory chart.


Territory chart
11-12 Wizard’s tower
For each Wizard’s tower you control your army may include an extra level 1 wizard.
13-14 Sacred Grove
For each Sacred Grove you control your army may include an extra level 2 wizard.
15 Shrine
For each Shrine you control your army may include an extra level 3 wizard with an arcane item of up to 50 points.
16 Temple
For each Temple you control your army may include an extra level 4 wizard with an arcane item of up to 75 points.
21-32 Village
For each Village under your control your army can include 1 hero.
33-34 Town
If you have a Town under your control your army can include a Army standard bearer and a lord or hero.
34-45 Trade route
For each trade route under your control your army may include 1 magic item up to 50 points.

46 Silver mine
For each Silver mine under your control your army may include 1 magic item up to 75 points.

46 Gold mine
For each Gold mine under your control your army may include 1 magic item up to 100 points.

52 Treasure hoard
If you control a Treasure hoard your army can include up to 3 magic items of any points value within the normal restrictions of your army list.

53 Road
If you control a Road you are able to move troops more quickly to meet your enemy. To represent this add +D6x10 points to your army for each Road under your control. Roll when a Road is generated to fix its value. If you stake a road Road territory in a battle and win, then the value of the Road increases by a further D6x10 points to represent your expanding control.

54 Bridge
If you control a Bridge you are able to move troops more quickly to meet your enemy. To represent this add +2D6x10 points to your army for each Bridge under your control. Roll when a Road is generated to fix its value.

55 Pass
If you control a Pass you are able to move troops more quickly to meet your enemy. To represent this add +3D6x10 points to your army for each Pass under your control. Roll when a Road is generated to fix its value.

56 Mountains
If you control a Mountain your army can include an extra monster. When a mountain is generated roll a D6. On a roll of a 6 the Mountain contains a Gold Mine (see above).

61-63 Forest
If you control a Forest your army has sufficient supplies of wood to include a further D3 war machines. Roll when the Forest is generated to determine how many machines it can support.

64 Ruins
If you control an area of Ruins then before every game you can send searchers to find magic items amongst the debris. Generate an extra D6x10 points and choose a magic item up to this value. The magic item is retained by your forces and its value is added to the total points of your army. However id the character carrying this item is killed the item is lost and its value must then be deducted from your army.

65 Lost valley
You control a secret valley sheltered from the weather and abundant with natural resources. Roll again twice on this chart – the valley has the territory value of both rolls combines. The Lost valley is only a single territory even though it has the resources of two. A Lost valley cannot inclyde other Lost valleys!

66 Spy
You have a well established network of spies and informers. Spies are not territory, so if you generate a Spy generate another territory immediately. See the special rules for spies below.

Spies
Spies represent agents and sympathisers in the enemy’s ranks or amongst his subject peoples. If you have a spy network then you can use it to spy on your enemy’s territory and conduct acts of sneaky espionage.

If you wish you can use one spy at the start of a game. Roll a dice:
1 – Spy is caught and killed immediately and your spy network is uncovered – you lose your spy network.
2 – Spy observes enemy character preparing for battle. Nominate any character in the enemy army other than the general. The enemy must reveal all the model’s details including any magic items or spells he has.
3 – Spy observes enemy general preparing for battle. The player must reveal all the model’s details including any magic items or spells he has.
4 – Spy steals battle plans enabling you to steal a march on your enemy’s movements. You can move each of your units 4”forward at the start of the battle and before either side takes a turn.
5 – Spy poisons wells. At the start of his first turn the enemy rolls a D6 for each of his units, A unit which rolls a 1 is suffering from the effect of the poisoned water and cannot move or shoot in the first turn. Otherwise it is unaffected.
6 – Spy poisons General. At the start of each his turns the opposing player rolls a D6. On the roll of a 1 the general is suffering from the effects of the poison and must lose either 1 point of toughness, strength or wound (the player whose general is poisoned may decide.

The players realm

The limit on the number of territories a player can have is set to 12 territories. If a player controls more than 12 territories at any moment he must abandon some of them.

Choosing characters

Some armies have hero’s which are also wizards. Where this is the case players are permitted to take the models either as wizards or as a other hero.

An army’s general can sometimes have magic powers, as with the undeath, in which case the model is considered to be the general and so can always be chosen.

Fighting battles

Players are free to fight each other as they wish, representing skirmishes along their common borders, intrusions unto their rivals’ territory and outright invasions. The number of territories held by each player indicates the size and power of his realm. The more territories a player has the bigger and better his power base.

When battle is joined both players must stake one of their territories. Spies cannot be staked in this way. Each player nominates the territory to be staked before the game begins. After the game is over an additional territory is generated from the chart.


Battlefield

Normally each player uses his entire army, even though their points values may be different. If playing a scenario whish is not evenly matched to begin with it is suggested that each player’s army be reduced in proportion to the points values normally allowed.

Wining territory

The player who wins the game retains his original territory and selects either of the two remaining territories to add to his own. This will be his rival’s territory or the new one. The loser takes the territory that is left.

If the winner takes his rival’s territory the loser is assumed to have been forced back into the newly generated territory. If the winner takes the new territory then the battle has determined which side will posses this new land.

In the event of a draw both sides retain their territories and the player with the least territory gains a new one. If both players have the same amount of territory roll a dice to decide who gets the new territory.

Underdogs

If a player has at least twice as much territory as his opponent then his enemy is an ‘underdog’. The following rules help to protect underdogs and also encourage players to fight opponents on their own level.

If a player is an underdog he can raid his enemy’s land. A raid is fought exactly like any other game, except that both armies are limited to the same maximum points value set by the underdog. The points value must be at least 1,000 points and it can be as high as the underdog’s entire army.

Because the underdog player is making a surprise raid into enemy territory, taking advantage of his small size to penetrate deeply into his enemy’s lands, he can pick which territory his enemy must stake. Obviously, an underdog will choose the best targets to raid.

Furthermore, both armies are limited in choice as if the staked territories were the only territories either player had. This represents the fact that only local troops are available to fend of the raid, while the raiders are a nimble and mobile force.

Allies

Armies are not permitted to include allies contingents. Instead a player can ask another player to ally with him for a battle. The armies will use the rulebooks allies rules.

The ally brings along 500 points chosen freely from his army list but restricted by his own territories. An ally does not have to put up any territory at all in order to fight. On the other hand he cannot win any new territory either.

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fantasy campaign guide... v2 Empty Re: fantasy campaign guide... v2

Bericht  The Question ma nov 08, 2010 7:16 am

Zal het verhaal uitprinten op volgende clubmeeting word wel weer tijd voor een campaign.

Zit zelf te denken om December/Januari te gebruiken om fantasy scenery ( huisjes vooral) af te krijgen, en ook om het systeem te testen dan kunnen we er in februari mee beginnen. Heeft iemand misschien (bouw)tekeningen voor kastelen met fantasy kunnen we ook eens een siege doen.

Groetjes Jeroen.
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fantasy campaign guide... v2 Empty Re: fantasy campaign guide... v2

Bericht  Dreachon ma nov 08, 2010 7:26 am

Er is wel wat te vinden online, moeten alleen even zoeken.
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