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Awesome Campaign

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danielking4812:
Hello fellow ogres! So, a gaming group nearby me is running a big campaign, I think it's very well designed.


--- Quote ---Special Rules:

Personal Flair: No named Lord choices (named heroes are fine).  The idea for this campaign is that you create your own unique character that will lead your army throughout the campaign.  This character may not choose new items or options once created, but will permitted to “subtract” items from his person for lower point games. This lord must appear in every battle you fight as the armies general so be very careful about how you fit him/her/it out.

Yur All a Bunch a Lousy Gits!!: Your general has a particularly strong enmity towards one of the races present in the campaign.  Your general and any unit he joins have Hatred against that race.  If there are multiple players with that race, you gain this bonus against all of them. Choose carefully, as this can be chosen only once and cannot be changed.

Anything for a Friend…: When using gold to buy units from another armybook, you must have an appropriate model for it.  If you are buy a unit from an armybook that is being used in the campaign, you can pay them the gold and in return for the use of the model for one game.  This practice should be encouraged as you’re being paid gold (unless they are fighting you and you don’t want them to shoot you with your own cannon of course).  Armies in the same alliance can buy models at ¾ the gold value (point value) of the model.  You cannot allow someone to use a model of yours for less than its points value in gold or ¾ of its value if you are allied with them.

Legendary Artifacts: 200 gold each

Dragon Armour of Caledor: Choose a unit. This must be an infantry or monstrous infantry unit, and may be a character (although the rule does then not transfer to the unit he is in, and vice versa). This unit gains +2 to their armour save, is immune to Flaming Attacks and Breath Weapons, and deals magical attacks.

The Talisman of the Old Ones: Once per game (declared after rolling for the Winds of Magic), all spells cast by the player count as cast with Irresistible Force if it meets the casting value. This will not trigger a miscast unless double 6’s are rolled, and in this case you may roll twice on the miscast chart and pick the more desirable result

The Arrows of the Guardian: Choose a unit: All ranged attacks from this unit force their targets to re-roll successful saves (of any kind) from this unit, and never suffer penalties for soft or hard cover.

The Charm of the Woodsman: You may place all randomly generated terrain this round, choose your table side, and your army automatically passes dangerous terrain tests for the entire battle. In addition any enemy unit that enters a forest suffer 2D6 S5 hits as the trees come alive to smite your foes.

Blessings of Isha: Choose a unit. This unit has regeneration (4+), and is a Level 2 Wizard and knows one spell from the Lore of Life and one Spell from the Lore of Light. In the even of a miscast, this unit takes D6 wounds with no regeneration allowed. If a wizard with the lore of Life or Light joins the unit, they receive a bonus +1 to cast spells from these lores.

Scorn of Ages: Choose a unit. This unit receives +1 to hit, +1 to wound, and frenzy. This frenzy cannot be lost for the duration of the game.

The Harbinger of Calamity: A legendary daemon weapon from the side of Khorne himself. This 2 handed weapon adds +2 to the wielders Weapon Skill, Strength, Attacks, and Initiative. 

The Staff of Caledor: The Channelling Rod of the Powerful Sorcerer, Caledor the Dragontamer. This 2 handed weapon adds +3 to the wielder’s wizard level (making him a Level 3 if he is not, from a lore chosen from the WHFB Rulebook), makes him roll 3 dice for channeling, and making successful channeling attempts on a 4+ instead of 6. 

TEAMS
Dwarves
High Elves
Ogres

Skaven
Vampire Counts
Demons

Dark Elves
Ogres
Demons

Warriors of Chaos
Demons
Orcs and Goblins

THE LARGEST EMPIRE
During the campaign there are many times you will need to consult the size of your empire. The size of your empire will be equal to the number of tiles you control. Tiles with a city on them count as two. In the event of a tie, compare number of cities and provinces controlled, the higher number has the larger empire. In the event of a tie in this case, dice off for the larger empire. There are many benefits for larger and smaller empires.

SEQUENCE OF PLAY
1. Events 2. Revenue 3. Challenge 4. Battle 5. Conquest and Build

THE EVENTS PHASE
Each player picks an event from the event chart, starting with the person with the smallest empire. Once an event has been chosen, it cannot be chosen again until all events have been chosen (this includes faction specific events).
Fool’s Gold: Pick a player. The player may not collect any revenue this round.
All or Nothing: You receive an extra 2 empire points this round if you don’t lose or draw any battles. If you do lose or draw, you earn NO empire points.
Scouts: In all battles you fight this round, you may have the opponent deploy their ENTIRE army first, and you get the first turn.
Diplomacy: Pick a player. That player may not challenge you this round, and you choose who they challenge this round.
Land Grab: The first tile you claim this turn only costs 1 empire point instead of 2.
Elite Army: In any battles you fight this round, you may ignore the points restrictions and duplicate choice restrictions for Special and Rare units (as long as you stay within you army’s total points and have the required amount of Core and Characters).
Magical Craftsmanship: Choose a character in your army. In all battles this round, that character can use 25 more points of magical items, added to his allowance.
 
THE REVENUE PHASE
Each player collects revenue, in the form of gold, every round. Each player rolls D6x10 for the amount of gold pieces they gain every round. Any cities or mines you possess generate an additional D6x10.  We will talk about what you spend gold on later in the campaign guide.

THE CHALLENGE PHASE
Each player MUST issue a challenge to another player each round, starting with the with the lowest empire size. The challenger and the challenged MUST fight a battle in the battle phase. A player may be challenged more than once. A player who is already challenged cannot issue a challenge: his forces are already committed to battle!  It is permissible to attack members of your own team, but remember not to discard diplomacy; if you alienate all your allies you will have no safe borders any your former allies will most likely not come to your aid when you are in need.  You (or your team) can also bribe other players to attack another player of your choice.  It is also permissible if you are challenged by a player to have your ally defend your territory for you instead of fighting the battle yourself as long as your ally has a tile adjacent to the one being attacked.  Players may only challenge opponents with tiles adjacent to their own.  It is also acceptable to have an ally (or bribe a non-ally) to fight with you.  To do this between the two off you, you need to have a legal force organization. You can combine a lord from one army core for another and mix and match the percentages all you want as long as it is one legal list. The ally being pulled in does NOT have to use his general.

BATTLE PHASE!
Fight any challenges that have been issued now. You have until the next week to complete these. They can be any agreed points value, but the minimum is 1000pts (before modifiers).  Players do not have to roll for a scenario if they do not want to but it is encouraged as it adds variety.

CONQUEST AND BUILD PHASE
During the conquest phase you can spend empire points that you earn from playing games to conquer territories.
Lose: 1 pt
Draw: 2 pts EACH
Win: 3 pts
Solid Victory: 4 pts
Massacre: 5 pts
 
SPENDING EMPIRE POINTS
Claim Tile (2 pts): Place a flag of your color on the tile as long as it is adjacent to a tile you control.
Conquer Tile (3pts): Remove a players banner and place a flag of your color on the tile as long as it is adjacent to a tile you control. You must have fought and won against the player in the last battle phase to do this.
Raids (1 pt): Gain 2D6x10 gold pieces to your treasury.
Claim/Conquer Mountain Tile: Same as above, costs 1 more empire point.
Claim/Conquer Castle Tile: Same as above, costs 3 more empire points.
Build a structure or convert an existing structure to another type: 1 empire point
 
*At the beginning of the campaign each player receives 7 empire points.  Each city (up to a maximum of 2) will add an additional empire point.

SPENDING GOLD
You can spend any amount of gold to get extra points towards (from your army book or another’s) one battle (example: Spend 10 gold to get 10 pts, 40 gold gets you 40 points, etc).
You can trade or barter with other players for allegiances or to prevent challenges to certain players (gold spent this way must be agreed upon, you cannot go back on your word!).
You can buy a Legendary Artifact for one game.
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grey templar:
Since when has Kislev been a provence of the Empire?

Its an independent kingdom ruled by the Ice Queen.

danielking4812:
That was back in 2008. Things have changed I think, but I'll put that it's newly founded.

grey templar:
I am finding nothing says Kislev is part of the Empire. What is the evidence for this retcon?

Everything I've read has Kislev an independent empire.

The annuls of the great war have Kislev troops clearly being allies of the empire and not part of it.

danielking4812:
Hmm... I e-mailed the guy to see what's up. Maybe Kilsev joined the empire?...

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