General Purpose Campaign Rules
I. Campaign Creation
A. Objectives
The first step will be to decide who are the main players and
what their objectives are. Objectives can fall under four main
classifications.
- Land - territory with resources and other neat things
- Money - pure gold and silver
- Stuff - anything tangible that is not land or money. People,
magic items, warpstone are all examples of 'stuff'
- Other - any non-tangible thing, like 'purge chaos from this area',
or 'avenge the death of the king'.
If a player's objective is 'other', you must decide how the objective can
be achieved in the scope of the rules. For example, if a player's main
objective is 'purge chaos from this area', then you may want to create
a rule such as, "when a town is captured, you must allocate 2000 points
worth of troops for 5 turns to purge the town of chaos." There is
no way to make rules for every concievable objective, but you can look in
the 'objectives' section below for more examples.
If a player has no 'other' objectives, then his objectives are assumed to
be get the 'most' land/money/stuff that he can. These resources can
be predetermined by the players, or generated randomly using the rules
below.
B. Scale
The second step in creating a campaign is to decide how many starting points
each side will have. This can be anywhere from tiny (1000 points) to huge
(100,000 points or more). The starting point value of each side will
determine the scale of the campaign. Naturally, the larger the amount of
points, the longer the campaign will take to play. A campaign may of course
grow in scale over time, as more troops are added to armies.
Normally, each side will consist of members selected from one army list.
However, under certain circumstances, a side may be selected from more than
one army list. For example, an allied undead/skaven force or an
allied empire/dwarf force. These are exceptional circumstances and must
be agreed upon by all players in a campaign beforehand.
C. Primary army selection
Each player will decide the composition of his/her army according to the
point value of the campaign. These points may be distributed according
to the normal army rules with several exceptions (example numbers for a
50,000 point campaign are given in parenthesis):
- No more than 5% (eg 2000 points)
of the total points spent may be spent
on lords. No more than one quarter as many lords may
be taken as per the rules in the army list. (<=12 lords)
- No more than one half as many heroes may be taken as per the
rules in the army list. (<=50 heroes)
- No more than one half as many total characters may be taken.
(<=50 total characters)
- No more than one half as many special units may be taken.
(<=26 special units)
- No more than 5% of the total points spent may be spent
on rare units. No more than one quarter as many rare units
may be taken as per the rules. (<=12 rare units)
- The total point value of all core units must be greater than
the total point value of all special units which must be greater than
the total point value of all rare units.
- At most ONE special character per army may be taken.
- All characters must be given names.
- A character, once equipped with magic items, can never change unique
items with someone else. (the same goes for a unit with a banner).
Exceptions may be made under unusual circumstances.
- All distinguished (eg units with a magic banner, etc.) units must
be named.
The whole army will probably never be fielded at once, but will be
divided amongst
all the tasks at hand (see below). Several portions of the army may never
fight, as they will be relegated to logistical tasks.
D. Region
The next step is to decide where the campaign will be played. For this,
you should draw up (or photocopy), a map of the region. You should decide on
a scale for the map, a good estimate is 1 square mile per point per
player. So for a 50,000 point campaign with 3 players, you should have
approximately 150,000 square miles, or a square map around 400 miles per edge.
This of course can vary according to how "crowded" you want the campaign to
be. If the campaign goes on long enough, you may even want to increase the
size of the playable area!
1. Landmark Composition
You should then
determine the composition of the region. This describes the number
and type of cities, towns, farms and other special landmarks that are in
the area. The number and type of landmarks varies with the campaign setting
but a good set of baseline rules are as follows.
Determine the number of landmarks per player as follows:
| Point value of Army |
Cities |
Towns |
Mana Sites |
Farms |
Special Sites |
| 0-3000 |
d6-5 (min 0) |
d3 |
a 11-12 on 2d6 = 1 site, others=0 |
d6-2 (min 1) |
2d6-11 (min 0) |
| 3001-6000 |
d3-2 (min 0) |
d6-2 (min 1) |
d6-5 (min 0) |
2d3 |
a 11-12 on 2d6 = 1 site, others=0 |
| 6001-10,000 |
1 |
2d3 |
d3-2 |
2d6 |
d6-5 (min 0) |
| 10,001-15,000 |
d6-4 (min 1) |
3d3 |
1 |
3d6 |
d3-2 (min 0) |
| 15,001-20,000 |
d3-1 (min 1) |
2d6 (min 3) |
d6-4 (min 1) |
4d6 |
1 |
| 20,001-30,000 |
d3 (min 2) |
3d6 (min 4) |
d3-1 (min 1) |
6d6 |
d6-4 (min 1) |
| 30,001-40,000 |
d6-2 (min 2) |
4d6 |
d3 (min 2) |
8d6 |
d3-1 (min 1) |
| 40,001-50,000 |
2d3 |
5d6 |
d6-2 (min 2) |
10d6 |
d3 (min 2) |
| 50,001-75,000 |
3d3 |
6d6 |
2d3 |
12d6 |
d6-2 (min 2) |
| 75,001-100,000 |
4d3 |
8d6 |
3d3 |
14d6 |
2d3 |
| each +25,000 |
+d3 |
+d6 |
+d3 |
+2d6 |
+d3 |
These landmarks are under control by the player. In essence owned
by the player.
2. Landmark Details
For each landmark, determine it's primary inhabitants (eg humans,
skaven, dwarfs, undead, etc.). The player who places the landmark
declares what the primary inhabitants are and rolls d66 and consults the
following landmark details table:
| d66 roll |
city |
town |
farm |
mana site |
special site |
| 11 |
2d6x1000 random occupants, with a militia of 6d6x100 points
worth of core and special units |
2d6x100 random occupants, with a militia of 1d6x100 points
worth of core units |
fickle cropland: roll a d6 each season: 1: 0 food points, 2-3: 1d6x100
food points/turn, 4-5: 2d6x100 food points/turn, 6: 1d6x1000 food points/turn!
|
fickle mana site: roll a d6 each turn: 1: 0 mana points, 2-3: 1d6x100
mana points, 4-5: 2d6x100 mana points, 6: 1d6x1000 mana points! |
rare equipment stash!! 4d6x10 points worth of rare equipment from
a random army list (use random occupant table to determine list).
There is also an abandoned fortress at this location (TODO: what is
"goodness" of fortress?) |
| TODO: fill this in |
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As you roll on this table for each landmark, you should note down all the
details for the landmark in question.
Random Occupant Table (old world)
| 2d6 roll |
value |
| 2 |
lizardmen |
| 3 |
high elves |
| 4 |
dark elves |
| 5 |
undead: vampire counts |
| 6 |
orcs |
| 7 |
empire |
| 8 |
chaos |
| 9 |
skaven |
| 10 |
dwarfs |
| 11 |
wood elves |
| 12 |
undead: tomb kings |
3. Landmark Placement
The region should then be divided amongst the participating sides. To do this,
each side should roll a d6 (or 2d6 if there are too many ties, or more
than 6 players). The player with the highest roll selects a point on the map
where he wants to be his center of power. There must be a city at this
location (or if the player has no cities, a town or other fortification).
The player to his left will then determine his center of power.
This point must be outside of all other players
starting sphere of influence. If this impossible for whatever reason,
the center of power must be placed as far as possible away from all other
centers of power.
Placement of centers of power proceeds in this fashion until all players
have placed their centers of power. Note that for a two person
game, it is recommended that the first person place his center of power
so that his starting sphere of influence is touching a map edge.
The starting player may then place a single landmark within his
starting sphere of influence
, centered on his center of power. To calculate a player's
starting sphere of influence, take the square root of the point value.
This is the diameter in miles that his starting sphere of influence
extends. For example,
if you are playing a 20,000 point campaign, the starting sphere of influence
for each player would have a diameter of about 140 miles.
Each player proceeds to place a single landmark in turn, going in a
clockwise motion around the table, until all landmarks have been placed.
You must follow certain landmark proximity rules when
placing landmarks:
- Cities can be no closer than 50 miles from one another.
- Towns can be no closer than 10 miles from one another.
- Farms can be no closer than 5 miles from one another.
- Mana sites can be no closer than 100 miles from one another.
- Special sites can be no closer than 150 miles from one another.
If it is for some reason impossible to fulfill one of these rules, you may
deploy a landmark within the minimum distance, but it must be as far away from
all other landmarks of the same type as possible.
Note that it is almost inevitable that the starting spheres of influence
of the various players will overlap. This is ok, this is usually why wars are
fought in the first place, disputes about territory! When placing landmarks,
the only requirement other than the landmark proximity rules is that
all the landmarks for each player must be in their own sphere of influence,
they may very well be within someone else's sphere of influence as well!
4. Underground Landmarks
Certain armies like skaven, dwarfs and night goblins have underground
regions as well. For all underground regions, you should use a second map,
and draw the tunnels and the main underground cities on this map. For these
armies, their landmarks may be placed above ground or below ground, and
should be placed on the corresponding map. You do not have to follow the
landmark proximity rules for landmarks that are above ground, and
vice versa.
5. Neutral Landmarks
After all owned landmarks have been placed, each player should roll again
on the region composition chart to determine
the number of neutral landmarks he may place. Placement of these landmarks
proceeds as per owned landmarks, except they must be placed OUTSIDE of the
placing player's sphere of influence. They may be placed in an enemy player's
sphere of influence. A player may stop placing neutral landmarks at any time,
or he may pass his turn. When all players have passed, neutral landmark
placement ends.
6. Tunnels
After placing all underground landmarks for all players, the location of
tunnels must be determined. Each player places a number of tunnels based
on the type and amount of underground landmarks as follows:
- At least one underground landmark: 1d6 tunnels
- Each city: 1d3 tunnels
- Each town: 1 tunnel
- Each mana site: 1 tunnel
- Each special site: 1 tunnel
All the players with underground landmarks roll a d6, the highest roll
places the first tunnel, the next highest roll places the second tunnel, etc.
Placement of tunnels continues in this round robin fashion until all tunnels
have been placed. Every tunnel must connect two landmarks to each other,
it doesn't matter if a landmark is above or below ground. A tunnel may
connect to a landmark that is not owned by the player (either neutral
or enemy controlled).
Optional Rule: non-proximity based regions
TODO
E. Resource Allocation
There are three main types of resources, food, equipment, and
magic. Each resource is rated in terms of points.
Objectives
Optional Rules
Corruption
II. Initial Army Deployment
III. The Campaign Turn
A. Resource Distribution
B. Movement
IV. Resource Collection and Distribution
Depending on the type of army, certain things are needed in order for the
army to operate. Most mortals require food to survive, and all armies require
equipment. The initial equipment an army has will eventually get old and
broken, and must be
replaced. Magicians require a place to restore their powers (a temple, etc.)
Foodstores, convoys, temples are all items of strategic value. On the map
will be listed these sites. Armies are advised to protect them once they
control a site of strategic value.
A. Resources
Resources requirements are divided into
two categories, on-going and transient. Maintenence
resource requirements are those that are required simply to maintain the
current state (of an army, of a fortress, etc.). Transient resource
requirements are those that are required because of specific event. For
example, building a fortress, re-equipping an army after a battle, etc.
1. Living Creatures
Food Maintenence - Living creatures (core, special and rare units) require
1 unit of food per
point per week. So if a model costs 8 points, then it requires 8 units of
food per week. This is the food cost of the model. Note that this
is a general rule, and if there are specific cases where
it does not make sense, then make exceptions.
Characters also require 1 unit of food per point per week.
This is not
because the character eats a lot! This is because his support staff must eat
and be supported, as well as all his couriers, and other random elements that
make up his command.
Post battle resupply costs - For each casuality inflicted, if the model
has not been taken permanently out of action, an equipment cost equal to its
point cost must be spent before the model can be fielded again. This
represents the cost to repair or replace the equipment damaged and spent
in the battle. This is of course a simplification, but I believe it is a fair
one. If the model has been taken permanently out of action, it cannot be
replaced unless a special circumstance has allowed the army to recruit
more troops into or reinforce its army. (see the chart below for more
specifics on when this cost is paid).
Food is generated and stored. It is generated during the growing season in
farms and stored during the winter in silos. A farm is rated per food
point per week. This only matters during the growing season. As such it
is usually easier to wage war during the summer when resources are more
plentiful. A portion of this food must be saved away in silos for usage
in the winter months. Different farm sites are rated according to how
much food they generate per week, this is usually an amount from 100 to 10,000
units of food! Silos are also rated in terms of how many food points they can
store. These are rated from several thousand to tens or even hundreds of
thousands of points!
2. War Machines
Food Maintenence - For war machines, consider the food cost to be the
total point cost of the living
models only, not the cost of the war machine itself. To determine the cost
of each model of the war machine crew, consider the per-model cost of the
closest (in terms of equipment and stats) core or special unit.
3. Magic and Wizards
In general, wizards autmatically generate 500 magic points per magic level per
week spent resting and performing rituals. Under normal circumstances, a
wizard can store 1000 points per magic level. This means that to perform at
peak efficiency, a wizard can only fight in a battle once every two weeks.
When a battle starts, each full
100 points is converted to one magic die, though a wizard cannot use more than
one die per turn per magic level (as per the normal warhammer rules). So if
a 4th level wizard is for some reason forced to fight a battle if he has only
1000 magic points, he will only have 10 magic dice for the entire
battle!!. Needless to say, it is important that the wizard get enough
rest so that his energies can be replenished. If a wizard fights a battle in
a week, he does not generate his magic points for that week. Wizards can have
priests. See the description of priests in the undead section.
For a normal wizard they are not quite as useful as they are for necromancers,
but they may still be taken.
4. Undead
Undead do not consume food like living troops. They only depend on the magical
link with their dark master, the necromancer to stay animated. The
necromancer is constantly burning magical energy to keep his army running.
He must ensure that he never runs out of energy, if he does, his army will
begin to crumble. An undead army burns 1 magic point per week per point of
model cost to stay animated. So, a 2000 point army consisting of totally
undead models will require 2000 magic points of magic energy to stay animated.
This is the limit of a fourth level necromancer to maintain by himself.
A necromancer can regain magical energy in several ways.
A necromancer automatically generates 500 magic points per week per magic
level. To get this, he must have time to perform his elaborate rituals
required to regain his strength. If a necromancer fights in a battle, he does
not get his magic point allocation for that week.
He may also have a cadre of priests which
can perform rituals on his behalf. These priests generate different amounts
of magic depending on the type and number of the priests and location of
the priest site. Priests are simply necromancers which are acting in a
supporting role. In this role, they may not fight in any battles, but they
do not count towards the characters total of the army, though they do count
towards the point total.
A priest generates magic for a necromancer in several ways:
- A priest can perform rituals which generate 500 magic points per week
per magic level for a target necromancer.
- He may also generate more magic by preparing a target site. For every
100 magic points per week spent preparing a target site, 1 extra magic point is
generated when a priest performs rituals at that site. For example, a 4th
level priest spends 4 weeks preparing a magic site, investing:
4th magic level x 500 magic points x 4 weeks = 8000 magic points.
This results in a prepared target site worth 80 magic points. Note this amount
is added PER priest which is performing rituals at the prepared site.
So if our 4th level priest and another 2nd level priest then perform rituals
at this site for one week, they would generate:
4th level x 500 magic points x 1 week + 80 site points = 2080 points
2nd level x 500 magic points x 1 week + 80 site points = 1080 points
-------------------------------------------------------------------------------
total: 3160 points
Not much, but that is why necromancers rely heavily on sites that have been
around for a long time. A necromancer can generate at most twice his normal
magic point output at a particular site. For example, if there were a site
that had a value of 2000 points, a level 1 necromancer would only be able to
extract 1000 points per week from it:
1st level x 500 magic points x 1 week + 500 site points(max=2000) = 1000 points
Priests can also sacrifice living creatures to generate magic points. If a
creature is sacrificed, its corpse cannot be reanimated, as its soul has been
banished and converted into pure magical energy. Each creature generates
one magic point for every point it costs. A regular human civilian will
generate four magic points if sacrificed.
Undead must still pay equipment resupply costs as normal.
IV. Strategic Spells
V. Special Army Rules
VI. Campaign Effects in Battles
With the knowledge that a battle is just one small part of a larger
campaign, the general of an army may take additional actions in a battle.
As such, a general may order a strategic withdrawal. After this has
been ordered, all units who leave the table edge on the same edge that the
general leaves will live to fight another day and can fight immediately in
the next battle. The battle is lost, and any strategic objectives will not
be achieved, but all
models that fled successfully can fight immediately. Any models that flee off
of another table edge other than the one the general fled off of will be
counted as casualties, and must roll on the post battle model effects chart.
If a general has suddenly realized that a battle is lost, and a strategic
withdrawal is infeasible, then the general may issue a general
retreat. When this is issued, any unit or model which makes it to ANY
table edge, may live to fight another day. For models who flee off of a
table edge which the general has NOT fled off of, they must roll on the
post battle model effects chart, adding 1 to their roll. Models which
fled off the same table edge as the general must also roll on the
post battle model effects chart, adding 2 to their roll.
After a battle is over, you must determine what happens to soldiers and
equipment registered as casualties.
For each non-war machine model that has been taken as a casualty, roll a d6,
and consult the following chart:
Post battle model effects chart
- 1 : Out of action! The model is permanently out of action and may not
return. Characters are more hardy than normal troops, and may re-roll once
if they get a 1.
- 2-3 : Wounded. This model may not participate in any tasks (including
battles) for a month.
- 4-5 : Shaken but not stirred. This model may fight again as soon as its
post-battle resupply cost has been paid.
- 6+ : Unharmed. This model may fight again immediately.
If a model is determined to be out of action, roll a further d6. On a roll of
1-3 the model is dead, on a roll of 4-6 the model is seriously injured but
still alive. Dead models may be resurrected by necromancers and such.
For each war machine that has been taken as a casualty, roll a d6, and
consult the following chart:
Post battle war machine effects chart
- 1-2 : Out of action! The model is permanently out of action and may
not return. It has either been destroyed or captured by the enemy.
- 3-4 : Damaged. This model may not participate in any tasks (including
battles) for a month.
- 5 : Minor damage. This model may fight again as soon as it has been
re-crewed and its post-battle resupply cost has been paid.
- 6 : Unharmed, but requires resupply. This model may fight again as soon as
1/2 its post-battle resupply cost has been paid.
Note that because war machines are slow and cumbersome, they are more
susceptible to damage and loss than troops.
Undead
Because undead models are not like other troops, they are affected differently
and do not roll on the post-battle model effects chart. They still
do roll on the post-battle war machine effects chart. Any undead
casualties are simply lost, they must be replaced by summoning, see
above. After a battle, if a necromancer is still alive, he may return to
the field of battle and attempt to re-raise the fallen. He requires a certain
amount of magic points to do so (see the resources section under undead).
If he has sufficient magic points to return to the battle field, make a roll
on the post battle undead model effects chart, for each lost model
AND for each killed model on the enemy side!
Post battle undead model effects chart
- 1 : Cannot be raised. This model's soul is too strong, and refuses
to be awakened at this time.
- 2-3 : Awakened but useless. The spellcasters control on this model
is not good enough for it to be an effective force. The model is "refunded"
for half its point value in magic points.
- 4-5 : Alive but without weapons. The model may fight after its
post-battle resupply cost has been paid.
- 6+ : Alive and ready to go! The model is fully equipped and ready to
sally forth!
Scouts and Advance Armies
In searching for the warpstone meteors, armies have constructed small, highly
trained armies capable of acting independently for long periods of time. As
such, there are certain limitations on the composition of these armies. When
an area is to be searched for warpstone, an Advance Army moves into the
general area and sets up a base camp. From this base camp, the operations are
managed. Smaller scouting parties are sent out in search of the warpstone (or
to recon for enemy units).
Advance Armies
An advance army must be more flexible and maneuverable than a regular army,
especially in the harsh mountain passes. As such, no war machines are allowed
in an advance army unless a justifiable reason can be found to have them. Rare
and special units in advance armies are strongly discouraged, as
the rare and valuable units are often busy with tasks more suited to
their more specialized nature. Unique items (except magic items held by
characters) and special characters are also strongly discouraged.
Of course, if an advance army discovers that a large opposing force is in the
area, a regular army may be dispatched to take care of it, and this regular
army can be armed with any normal combination of units. Advance armies are
usually 1500 points or less.
Misc Notes
Magic items that are "one use only" are automatically replenished after a
battle.