General Purpose Campaign Rules (Simplified)

(updated 2005-May-31)

I. Campaign Creation

This is the result of our efforts to create a general purpose campaign rules system that fits on top of many tabletop wargaming systems. The rules were originally intended for use with Warhammer Fantasy, but can be adapted for use with other systems.

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. 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 force selection

The entire complement of fighting troops that are on one side is the fighting force, or, more shortly, the force. Each side will decide the composition of his/her force 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):

  1. 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) If the rules specify that at least one lord may be taken (<0 lords), then the point value for this one lord may exceed 5% of the fighting force cost.
  2. No more than one half as many heroes may be taken as per the rules in the army list. (<=50 heroes)
  3. No more than one half as many total characters may be taken. (<=50 total characters)
  4. No more than one half as many special units may be taken. (<=26 special units)
  5. No more than 5% of the total points spent may be spent on rare units. No more than one third as many rare units may be taken as per the rules. (<=16 rare units)
  6. 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.
  7. At most ONE special character per fighting force may be taken.
  8. All characters must be given names.
  9. 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.
  10. All distinguished (eg units with a magic banner, etc.) units must be named.
  11. If a unit is a "0-X" choice (eg, 0-1 per army), then this is the number of that unit that may be taken per 2000 points. Special circumstances should be dealt with accordingly.

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 Fighting Force Cities Forts Special Sites
0-3000 d6-5 (min 0) d3 2d6-11 (min 0)
3001-6000 d3-2 (min 0) d6-2 (min 1) a 11-12 on 2d6 = 1 site, others=0
6001-10,000 1 2d3 d6-5 (min 0)
10,001-15,000 d6-4 (min 1) 3d3 d3-2 (min 0)
15,001-20,000 d3-1 (min 1) 2d6 (min 3) 1
20,001-30,000 d3 (min 2) 3d6 (min 4) d6-4 (min 1)
30,001-40,000 d6-2 (min 2) 4d6 d3-1 (min 1)
40,001-50,000 2d3 5d6 d3 (min 2)
50,001-75,000 3d3 6d6 d6-2 (min 2)
75,001-100,000 4d3 8d6 2d3
each +25,000 +d3 +d6 +d3

II. Initial Force Deployment

Each person divides up their force into several smaller forces (called armies), each is tracked by the owning player in secret. These smaller forces may be placed anywhere in the player's starting territory (determined based on the individual campaign rules). Henceforth, these smaller forces will be moved as separate entities and will be referred to as armies.

Every force has a command rating equal to the combined leadership of all the lords (and the commander-in-chief, if he is not a lord).

The number of armies in the force may be not exceed the command rating of the force. Eg if the command rating is 9, then the force may be divided into at most 9 armies.

A self-commanded army does not count toward the armies that require command from the command rating pool.

If an army's general is a character, then that army is 'self-commanded'.

If an army consists only of scouts, then that army is 'self-commanded'.

III. The Campaign Turn

The campaign turn proceeds through the following phases:
  1. Sighting
  2. Battles
  3. Battle Results
  4. Resource Distribution
  5. Movement

1. Sighting

An army can sight another army according to the following chart:
Unit Strength
1 3 6 12 25 50 75 100 150 200 300 400 500 600 700 800 1000
Sight Bonus 8 88 94 97 99 auto auto auto auto auto auto auto auto auto auto auto auto auto
7 75 88 94 97 99 auto auto auto auto auto auto auto auto auto auto auto auto
6 50 75 88 94 97 99 auto auto auto auto auto auto auto auto auto auto auto
5 25 50 75 88 94 97 99 99 auto auto auto auto auto auto auto auto auto
4 12 25 50 75 88 94 97 97 99 99 auto auto auto auto auto auto auto
3 6 12 25 50 75 88 94 94 97 97 99 99 auto auto auto auto auto
2 3 6 12 25 50 75 88 88 94 94 97 97 99 99 99 99 auto
1 1 3 6 12 25 50 75 75 88 88 94 94 97 97 97 97 99
0 - 1 3 6 12 25 50 50 75 75 88 88 94 94 94 94 97
-1 - - 1 3 6 12 25 25 50 50 75 75 88 88 88 88 94
-2 - - - 1 3 6 12 12 25 25 50 50 75 75 75 75 88
-3 - - - - 1 3 6 6 12 12 25 25 50 50 50 50 75
-4 - - - - - 1 3 3 6 6 12 12 25 25 25 25 50
Each army has a sight range of 20 miles (or 2 squares). To determine the sight bonus, subtract the distance to the army being sighted from 30. Divide the result by 10 to get the sight bonus. For example, if an opposing army is 20 miles away (2 squares) from a friendly army, then the friendly army has a sight bonus of 1 (30-20)/10 = 1.

For each army wishing to sight another army, make a roll on the table. The number indicated is the percentage change of detection. You will need percentile dice for this table. You must roll equal to or less than the number indicated in the table. A successful roll indicates that you have sighted the army and thus, learned the unit strength and the number of large targets in the opposing army. You must sight an army before you can initiate any sort of action with them. This includes investigation, infiltration and battle.

If you want more information, you can send a detachment closer to gain more information. A detachment is treated exactly like a regular army, except that because it is usually smaller, it will be more difficult to detect. If an army is within 10 miles (in the same square) as an opposing army, and it has sighted the opposing army, then it may try to investigate the opposing army. To do this, it must make a roll on the sighting table with a -1 penalty. If it succeeds, then the following information is learned:

If an army attempts to do this, the enemy can immediately attempt to sight it if it has not already done so with a +1 sight bonus.

If an army successfully investigated an opposing army, then it may further attempt to infiltrate to learn more information. It may not investigate and infiltrate in the same turn. To infiltrate, an army must make a roll on the sighting table with a -2 penalty. If an army attempts to infiltrate, then the enemy can attempt to sight it with a +2 sight bonus. If the enemy sights it at this range, there is potential for a skirmish scenario where the infiltrators must get away from the army being infiltrated. If the infiltration roll is successful, then the infiltrators know the following:

Sight Modifiers
Target in Uneven terrain -1
Target in Hills -2
Target in Mountains -3
Target in Forest -4
Target in Jungle -6
Target in Swamp -4
Target in Open water +1
Target is Hidden -3
Sighter in hills or mountains within 10 miles of edge, and target in uneven/open terrain +1
Large targets, stupid units and swarms may not investigate or infiltrate.

If a unit is hidden, then it gets a -3 to be sighted.

2. Battles

If an army is within 10 miles of an opposing army (in the same square), and have sighted the opposing army, then it may attempt to initate a battle with them. If the opposing army has also sighted the army initiating the battle, then it may flee, or it may hold. If the opposing army has NOT sighted the initiating army then it is ambushed.

If an army flees, then the army who initiated the battle may pursue. If the initiating army decides to pursue, then the fleeing army must flee in a direction nominated by the pursuing army. If the chasing army has movement remaining and the fleeing army does not, then the pursuing army catches the fleeing army, then the battle will be fought with in the same way as an ambush, except the fleeing army will get the first turn.

If the chasing army has as many movement points as the fleeing army, then nothing will happen, the two armies will still be in the same square as each other, only they will have moved. If the fleeing army has more movement than the pursuing army, then it may move freely as soon as it has left the square in which the pursuing army is in.

If an opposing army is at investigation distance or infiltration distance, and they are not sighted, they may choose to remain with the opposing army while it moves, provided they have enough movement.

If the army attempts to hold, then the battle is fought with the initiator taking the first turn and the receiver deploying second. If the receipient has prepared for battle in the movement phase, then he will get the first turn. See the prepare for battle section in the movement phase.

If a model has a mount, it may elect not to use it for a battle. If he does this, he may not use his mount for the entire battle.

Rivers
If two opposing armies are in the same square on opposite sides of a river, then any army that has sighted the enemy may prevent it from crossing. Any battles initiated will be fought with a river running through the middle! Alternately, the skirmish scenario, "Bridging the Gap" may be used (pg 14), before the main battle. If the square already has a bridge in it, the scenario "Cut the Bridges" may be used.

Ambushing
When an army is ambushed, they must deploy their army in the center of the table, at least 24" away from any table edge. The ambushers must deploy within 12" of ANY table edge. The ambushers get the first turn.

Partial Ambushing: The ambushers have the option of ambushing a portion of the opposing army. They may choose to ambush a portion of no less than half as many unit strength then they have. However, if they do this, the ambushed army deploys in the middle of the table as per a regular ambush. The ambushers may deploy on any table edge, except for one, nominated by the ambushing player, this table edge is called the "defender's edge". The ambushers get the first turn.

At the beginning of every turn after the first, the ambushed army may bring a portion of their troops on to the battlefield. To determine this, for every 10 unit strength (or portion) in the ambushed army that is not yet on the table, roll a d6 and add the results. This is the total unit strength that the ambusher can bring on in that turn. These units enter from the "defender's edge", and move on exactly as if they had pursued an enemy off the table.

Battle Splitting
If two armies are too large, they may be split and the resultant battles may be fought separately and combined to determine battle results.

3. Battle Results

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

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

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

4. Resource Distribution

An army outside a city or fort requires supply to function at full efficiency. Supply consists of food, weapons, equipment, magical charms, and anything else an army needs to operate at full efficiency. Supply is delivered to the army via supply lines and, if the supply lines are threatened, through convoys, coming from a friendly city or fort.

The supply line does not have to be represented as a convoy unless there is an enemy army within 30 miles (3 squares) of the supply route for an army. The supply route for an army is the most direct route between the army and the closest supply point (either a fort or a city).

If an enemy army moves within 30 miles (3 squares) of a supply route, then the supply line must be represented as a convoy. The convoys must leave from the supply source (either fort or city), and arrive at the army. They may take any route desired, but are always as easy to spot as if they had a unit strength equal to the army they are supplying. The army will survive without penalty for 5 turns from the turn when their supply line was cut. If the army does not recieve any supply after 5 turns, it suffers penalties as listed below.

If a convoy is within 10 miles (or in the same square) as an army in the resource distribution phase, then it may resupply that army. In this case, the army does not have to be resupplied for another 5 turns, or until the enemy army is removed from its blocking position.

If a supply convoy is required, you may escort it with troops from the army or the supply source. Naturally, you would want to escort it with troops from the supply source, but you may not have enough troops to escort it safely, and thus would have to send troops from your army on a round trip to escort it back. The convoy moves at the speed of the slowest escorting unit, or as if it had a MV of 4, whichever is lower. The supply convoy carries enough food and equipment to supply the entire army for 5 turns.

Penalties for late supply
Every turn beyond the 5 turn supply limit that an army does not recieve supply, the army must test to see if it is affected. To do this, make a leadership roll for each unit in the army (they may use the general's leadership) with a negative modifier equal to the number of turns past the 5 turn limit that the army has not recieved supply. For example, if the supply has not arrived after 7 turns, they must make a leadership test with a modifier of -2. If they fail, then some of the models have deserted. For every point they failed by, the unit loses 10% of their number. For example, if a unit fails its leadership test by 2, then it loses 20% of its number, rounded down.

A hex can support a unit strength of 20 per side. Thus, lone armies with a unit strength of less than 20 require no supply.

Cities - don't need a supply line. When under siege, they can survive X turns where X is a constant. Cities "produce" supply lines, or they act as "rally points" for resources.

Forts - need a supply line. If their supply line is cut, they can survive 10 turns.

If an enemy army moves within 30 miles of a supply route between a fort and a city, then the fort will survive without penalty for 10 turns. If the fort does not recieve any supply after 10 turns, then it suffers the same effects as an army, but with a +2 leadership bonus (no maximum). To resupply a fort, you would send a convoy from a city in the same way as you would send a convoy to resupply an army.

5. Movement

Before any armies move, roll for random events as listed in the random events chart for your campaign. See here for an example of a random roll table.

An army moves at (MV-1)*10 miles per turn. If you are playing on a grid map where 1 square is 10 miles, then an army moves MV-1 squares per turn. An army moves at the speed of its slowest unit. No matter what the terrain penalties are, an army can always move at least one square.

If an army moves into a square (or within 10 miles) of an opposing army, then both armies currently in the square may immediately get a chance to sight the other army. Each side that is successful gets a chance to decide to initiate a battle. If at least one side initiates a battle, then neither army may move further. The battle is not fought until the battles phase. In the battles phase, the battle may not be actually fought if neither side wishes to engage the other.

At the end of the movement phase, if an army has movement left, it may prepare for battle. In doing this, it will gain the first turn if the enemy initiates a combat, but it will be forced to deploy first. If an army prepares for battle, then it uses up one of its movement points (10 miles of movement). If an army has no movement points at the end of its movement phase, then it may not prepare for battle. An army gains no advantage if it prepares for battle and it initiates the battle.

An army may not move if it has fought in the same turn.

An army may hide at any point in its movement. When hidden, an army has an additional -3 to be sighted, and it may not move unless its unit strength is 20 or less.

An army may sacrifice its movement in order to fortify the battlefield. If it does this, then it may place one additional piece of scenery on the battlefield before the armies are deployed but after sides are selected. So, if an army spends 2 turns fortifying the battlefield, it may place two pieces of scenery, if an opposing army initiates a battle with them. The army does not get these additional pieces of scenery if it initiates a battle with someone else.
Movement Penalties
Hills -1
Uneven 0
Forest -3
Jungle -6
Mountains -6
Swamp -6
Roads +1 (not cumulative with other terrain)

Scouts and Skirmishers
Armies consisting of nothing other than units with the 'scout' designation gain an additional +1 to their move and they suffer no movement penalties for moving through different types of terrain. Skirmishers gain +1 to their move, and suffer half the normal penalties for moving through terrain.
Flyers

IV. Special Army Effects

Dwarfs

Dwarfs can march MV*10 miles per day. So a normal dwarf with a move of 3 will move 30 miles per day.

Dwarves halve their penalties when moving through mountains and hills.

anyone who investigates a dwarven city, town or fort is at -1. dwarves get a +1 bonus to investigate skaven.

Skaven

anyone who investigates a skaven city, town or fort is at -1. skaven get a +1 bonus to investigate dwarves.

Lizardmen

Lizardmen halve their penalties for moving through jungle.

Skinks and kroxigors don't get any penalty for moving through swamp.

Chameleon skinks have a -2 penalty to be spotted.

Undead

V. Towns, Cities and Forts

If city, town or fort has no troops in it, then it is no longer controlled, and generates or transmits no supply. A town must have at least 100 points of models to be controlled by a player. A city must have 500 points of models to be controlled by a player.

Cities must be infiltrated in order to be sighted (eg know the unit strength of troops). Towns must be investigated in order to be sighted (eg know the unit strength).

A. Neutral Cities

If a player wants to sight a neutral city or town, determine their percentile roll to be sighted by estimating their unit strength at 200 for a town and 500 for a city. If the city/town is sighted, then roll the actual point value of the army guarding it.

Random Occupant Table (old world)
percentile roll value
00 lizardmen
01-02 high elves
03-06 dark elves
07-16 undead: vampire counts
17-30 orcs
31-64 empire
65-79 chaos
80-93 skaven
94-98 dwarfs
99 undead: tomb kings

Brian Notes:
- Sight bonus if you're within 3 hexes no sight bonus
  if in 2 hexes +1
  1 hex +2
  same hex +3

- a lord commander-in-chief gets one command point per point of 'leadership'.

- every turn, each unit rolls a random encounter.  For every hex (10 miles
that the unit moves over, an additional roll is required)

The game:
- archers
- 'guessing' artillery
- change magic selection: magic users get 1 spell by choice, and the 
rest randomly determined