Campaign One


I. Landmarks

  1. Neutral Fort - 3d6x100 points worth of toops (empire)
  2. Abandoned mine
  3. Ruins

Towns/Cities

  1. Neutral towns have 6d6x100 points worth of troops guarding at any given time. Roll each time the town is investigated. Spotting a town does not reveal unit strength. When attacking a town, use the warhammer siege rules, except when attacking the ramparts, the attackers hit on a 5+, and shooting is only at a -1. The walls and gate are weaker, and have 1/2 their strength as listed in the book. There are seldom towers when attacking a town's walls. If there are, they are too small to fit war machines on them.
  2. Neutral cities have 12d6x100 points worth of troops guarding at any given time. When attacking a city, use the warhammer siege rules.
  3. You may not move over a road that goes through a neutral town or city without first getting permission or conquering the town/city.
  4. Armies guarding neutral towns/cities must have at least 2/3 of their points spent on core units and 1/2 of their core points must be spent on free companies (1/3 of their whole army).

II. Random Event generation

At the beginning of the campaign turn, each player must roll a d6. For every 1, a random event has occurred. Determine the location and nature of the event as follows:

For grid/hexmap 22x17, roll the following to determine the location of the random event:

This results in a bell-curve, where most events will occur towards the center of the map.

To determine the nature of the random event, roll a d66 and consult the following chart:
d66 roll effect
11 Warpstone dust plague! Each unit in every army within d6 squares of the target location is affected. Determine the number of wounds each unit suffers as per the following table:
unit strength wounds
<6 d3
<11 d6
<21 2d6
<31 3d6
>30 4d6
Any models removed due to wounds are dead, and will not return.
12 Gold Deposit At the location specified, a gold deposit worth 10d6x10 points is discovered. To dig the gold out, the first army to the square places a "digging" icon on it. As long as this army has not lost a battle, the digging icon remains. If this digging icon remains on the square for five turns in a row, the gold has been extracted. The army that extracts the gold may use it to bolster his forces up to the rolled value.
13 Plague Rat Swarms Every army on the map with a unit strength of 20 or less is attacked by d3 bases of plague rat swarms (see the skaven book). The attacked army must fight the rats until they are dead, they may not flee off the table.
14 Ambush. The army nearest to the target location with a unit strength of 20 or less gets ambushed by 3d6 archers led by a marksman. If two players have an army of 20 unit strength or less the same distance away, roll randomly to see who is ambushed. If any doubles are rolled on the 3d6 roll, then, instead of archers, they are huntsmen.
15 Stash. There are rumors of a stash of weapons and equipment at the location specified. Roll a d6 and consult the following chart:
1 war machine. Roll a random army list, and roll a random war machine from that army list. If the army list contains no war machines, re-roll.
2-3 Common magic item. Roll a random common magic item from your army list.
4-5 Equipment upgrade. One unit (up to 30 models) in your army may upgrade their equipment. You may spend up to 4 points per model to upgrade their equipment. If you have no units that can be upgraded any further, then you may save this equipment until needed.
6 Uncommon magic item. Roll a random army list. Roll a random magic item category for this army list (excluding common). Roll a random magic item for this category. You get this magic item unless it is already in use in the campaign, or you cannot use it for whatever reason. In either of these cases, roll again until you get a magic item that you can use. The magic item that you get, no one else can take later on, even if it is in their army list, if they want it, they will have to steal it from you!
16 Giant in need. In the location specified, a giant is caught in a trap. The first person who makes it to the square and spots the giant (unit strength 6) rescues him. As payment, the giant will fight in one battle for the player that rescues him. In the battle that the giant fights in, if the giant's side wins, and the giant suffers no wounds, then he will fight for the player again. He will continue in this fashion until his side loses or he suffers at least one wound.
21-23 Orc horde! Each player creates an orc/goblin army of 1d6x100 points, consisting of only core and special units. The player who rolls the highest may add 2 characters to his army. The players will have 5 minutes to create their armies. After the armies have been created, they will be combined in one big horde in a single square determined randomly as above. Until they have lost a battle, they will move randomly at their full move, engaging any enemies they can sight. They will not engage neutral towns, cities or forces. Once they have lost a battle, the orc horde will disperse.
24-26 Reinforcements. Roll 2d6x100. Each player gets this amount of points to reinforce lost troops or add new troops. If the points are used to replace lost troops, they are spent normally. If they are spent to obtain new troops, then all the points must be spent to create one fully valid army (as per the regular warhammer army creation rules). Each player must make a location roll. The reinforcements appear in the square nearest the location rolled where the player has at least one army. The reinforcements appear as a distinct army.
31-33 Storm. A thunderstorm appears centered at the randomly determined location. The thunderstorm extends d6 squares from its center. For example, on a roll of 1, it will extend one square (10 miles) beyond its center. In the area of the storm, all flying is impossible, and all movement is halved. If a unit meets all of the following criteria, then it is lost, and may not move this turn at all:
  1. it is not on a road.
  2. it is in a forest, jungle, swamp, hills or mountain region.
  3. it is in the area affected by the storm.
  4. it rolls 4+ on a d6.
While lost, an army is not supplied. A unit stays lost until it can roll less than a 4 on a d6. While a unit is lost, it moves one square in a random direction each turn (10 miles). To determine direction, roll the scatter die. On a 'hit', the army stays in the same square. On an arrow, the army moves one square (10 miles) in the direction indicated. If a unit rolls a 6 on it's "lost" roll, then roll another d6. If this is also a 6, then the unit has stumbled upon a stash! See the stash random event. The unit is still lost even if it has found a stash.
34 Ogres for Hire At the location specified, there are 4 ogres for hire. The first army that makes it to the location and makes a sighting roll (unit strength 12), finds and recruits the ogres to fight for his side. The ogres will continue to fight for the player until they have become a casualty in battle or until they switch sides. See the rules for the Ogres for Hire scenario in the warhammer skirmish book on page 35.
35 Unmarked Graveyard. The army closest to the target location with a unit strength of 20 or less stumbles upon an old graveyard. They are ambushed by zombies. Place them in the middle of the board, no more than 6 inches from the center of the table. Every turn, before the zombies movement phase, a zombie will push its way to the surface for every model in the ambushed force. For each model in the ambushed force, roll a scatter die and an artillery die. Measure the direction and distance from this model, and place a zombie at that location. The zombies have the first turn. On the turn that they emerge, they may move normally and declare charges.
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41-42 Small Stash There is a small collection of underground caves where a small stash of equipment is kept at the location specified. Each side that has at least one army in the square may send one army of no more than 20 unit strength to find the stash. When the skirmish is played, roll a die at the beginning of each player's turn, if the die roll is equal to or above the turn number, a small stash worth 5d6 points has been found at a random location on the battlefield (eg 1+ on turn 1, 2+ on turn 2, etc). The first model to end his movement phase on the stash has picked it up. After turn 6, no more stashes will appear. The skirmish concludes when one side flees and leaves the map. Total up all the points of all the stashes collected by all sides. The total is the number of points they may spend on additional models, weapons, etc.
43 Chaos Cult. At the city/town/fort closest to the designated location, a chaos cult has gained power and influence. This landmark must be outside of a player's starting territory (not one of a players starting landmarks). Within the chosen landmark, the force listed below appears and attacks the controlling player (described under 'Defending Force'). If there is no controlling player, the landmark is automatically under the control of the chaos cult. Until the landmark is brought under the control of a player, the landmark will send out a random force described under 'Raiding Forces'. At most ONE raiding party will be active at any given time, no matter how many settlements are under the control of chaos.

The force will be sent out in the following movement phase, and will go toward the nearest settlement (city or town, not a fort) and attempt to engage it. If it is a neutral landmark it will automatically be converted to a chaos cult. If it is a player controlled landmark, the defending forces must fight the chaos cult, but they must fight within the city walls (that is, don't use the siege rules, use the normal warhammer battles rules).

If the raiding force sights an enemy army in the same square en route to a settlement, it will fight the opposing army, but it will not pursue if the opposing army flees. If the raiding force is victorious, continue moving it towards the nearest settlement.

If the raiding force loses, begin moving it back to the chaos settlement where it came from. When it reaches its "home" settlement, it will be disbanded. On the beginning of the next turn, generate a new raiding force using the same rules for generating raiding forces. This force will then set out again to the nearest enemy/ neutral settlement.

All chaos forces will have a randomly generated mark as follows: roll a d6: 1-2=Chaos Undivided, 3=Nurgle, 4=Khorne, 5=Tzeentch, 6=Slaanesh. Once the mark is determined, all armies and raiding forces will have the same mark until the city is brought under control of a player.

Defending Force
1 Exalted Champion of Chaos Equipped with an additional hand weapon and a shield. He will bear the mark of his god.
1 Sorcerer of chaos He will be a level 2 wizard with spells from his gods mark. If he cannot cast any spells from his gods mark, then generate as follows on a d6: 1-2=death, 3-4=fire, 5-6=shadow.
1 unit of 4d6 Chaos Warriors The chaos warriors will be given the mark of their god, and they will be equipped with shields. The unit will contain a standard bearer, musician and a champion. The minimum unit size is 10.
1d6 units of 5d6 marauders of chaos Each unit will be equipped with shields, light armor and standards. If the size of the unit is 20 or above, it will have a champion as well. Generate the size of each unit separately. The minimum unit size is 10.
1 unit of 3d6 marauder horsemen They will be equipped with spears and shields. The unit will contain a champion. The minimum unit size is 5.
1 unit of 3d6 warhounds of chaos the minimum unit size is 5.
1 unit of 4d6 daemons of the selected god. For khorne, these will be bloodletters, nurgle will be plaguebearers, slaanesh will be daemonettes, tzeentch will be horrors. The minimum unit size is 10.
1 spawn of chaos The spawn of chaos will have the upgrade of its god.
Raiding Forces
2 units of 3d6 Chaos Warriors The chaos warriors will be given the mark of their god, and they will be equipped with shields. The unit will contain a standard bearer, musician and a champion. The minimum unit size is 10. Generate the size of each unit separately
2d6 units of 3d6 marauders of chaos Each unit will be equipped with shields, light armor and standards. If the size of the unit is 15 or above, it will have a champion as well. Generate the size of each unit separately. The minimum unit size is 10.
1 unit of 2d6 marauder horsemen They will be equipped with spears and shields. The unit will contain a champion. The minimum unit size is 5.
1 unit of 2d6 warhounds of chaos the minimum unit size is 5.
1 unit of 3d6 daemons of the selected god. For khorne, these will be bloodletters, nurgle will be plaguebearers, slaanesh will be daemonettes, tzeentch will be horrors. The minimum unit size is 10.

44-46 Skirmish Battle. Determine which of the following criteria is met. If an army anywhere on the table meets the specified set of criteria for that item, that army must participate in the selected skirmish battle. If several armies meet several criteria, randomly select one to play in the skirmish battle. If no armies meet any of the criteria, randomly generate a skirmish battle, the army or armies closest to the location specified must select models to participate in the skirmish. If the given scenario cannot be adapted to fit the campaign, you may roll another skirmish scenario.
Criteria Battle Description
At least one army anywhere on the map is on a square with a bridge Trolls Under the Bridge. An army or portion of an army (select up to 200 points worth of troops from an army in the square) gets ambushed by trolls under the bridge as per the warhammer scenario on page 8.
At least one battle will be fought this turn anywhere on the map Bones to pick. After all battles have been fought in this turn, but before battle results have been determined, select one battle fought where the losing side was a player. If no players lost a battle, then select one battle where the winning side was a player (randomly generate if there are more than one). If no battles are fought this turn, then use this result for the next battle fought.

For each model that was taken as a casualty in the previous battle, they must be placed on the battlefield as in the skirmish scenario on page 12. In addition, any models with more than one wound on their starting profile are reduced to a single wound for this scenario.

This scenario partially replaces the post-battle model and war machine effects chart for this army. However, any models that are lost in this scenario are considered dead, as they are eaten by ghouls! After this scenario has been played, roll on the post battle effects chart for all survivors of this scenario, treating all 'out of action' rolls as 'unharmed'.

51 Fog. Roll a location, and determine a radius as per the storm random event. Any armies within this radius must move at half their normal movement rate. All sighting is at a -6 within this radius.
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