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    Warhammer Fantasy Campaign RulesHow to Win:Players need to achieve 12 Campaign Points. If 2 players gain 12 CPs at the same time, play continues

    until 1 player has more CPs than the other. If a full game year passes before this the players with themost CPs play a Warhammer game, the winner wins the Campaign. ach !ile gives 1 Campaign Point andeach City, "ortified City and Capitol gives 1 Campaign Point. #o a tile with a City on it generates 2 CPs.

    Army ConstructionPlayers have $,%%% points that they divide up between up to & 'anners. 'anners can be constructed from&%% to 2,%%% points. (nce a banner is constructed it stays the same unless units die, are bought to addto it or it combines with another banner.

    #cout 'anners) 'anners of &%% points or less are considered #cout banners. * #cout banner can only+aid #ee +aids below-. If a #cout banner engages any banner other than another #cout banner, roll tosee the results) 1 #cout banner is eliminated. 2 $ #cout 'anner escapes. +egardless of the result, bothplayers show their army lists to each other. #cout banners move 2 and can "orce /arch 0. #cout 'annersmay not con uer tiles and can only raid.

    Infantry 'anners) *ll banners that have over &% infantry are Infantry banners. Infantry banners move1 he3 and can "orce /arch 2 4e3es.

    Cavalry 'anners) *ll 'anners that are over &% avalry count as cavalry 'anners. cavalry 'anners canmove 2 he3es and "orce /arch 0 4e3es.

    *rtillery) *ny banners that contain *rtillery may "orce /arch, but if they do the *rtillery begins off boardand moves on board the first turn from that players board edge.

    Movement'anners can move their base move, but may chose to "orce /arch before beginning their move. +oll ad$) 1 'anner cannot move, 2 0 'anner moves its normal move, 56 the 'anner moves its "orced /archmove. 'anners may only move through neutral he3es or friendly he3es. +ivers may only be crossed at'ridges or at "ords.

    /ovement order is based on mpire #i7e. !he player with the smallest mpire moves first. !ies roll off.

    Terrain/ountains) /ovement through mountains is not possible. When a banner moves onto a mountain he3, itsmovement ends. !he following turn it can move 1 he3 in any direction regardless of its movement.8warves and #9aven are not affected by /ountains in regards to /ovement. (nly mines or 9eeps can bebuilt on /ountains.

    Marsh: //arsh affects movement the same as mountains unless models in the banner have theamphibious special rule.

    Forest: 'anners defending a "orest 4e3 may choose to place 2 additional tree bases on the battlefieldbefore other terrain is placed.Cities: Players defending cities not fortified ones or capitals- may place 2 additional buildings before otherterrain is placed.Rivers ) Players must place a river on the table that must enter 1 :ong table edge and e3it 1 short tableedge. If there is a river crossing on the tile, then a bridge must be placed on the battlefield crossing theriver. !he bridge counts as a Critical (b;ective and generates 2%%

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    & Wi7ards receive 1 additional spell in ne3t battle=(ther Characters receive 61 *rmor for the ne3t battle.$ +eceives &% Point /agic Item in addition to normal allotment.

    Battle ResultsWhen 2 or more banners move into a he3, a battle occurs. 'anners of the same player fight as one, butcannot e3ceed 0,%%% points. !he type of battle is determined by the contents of the tile. If the he3contains a >eep, a "ortified City or a Capitol, the attac9ing player chooses whether to #iege the city orconduct a +aid. If they choose to siege then a #iege battle is played out, otherwise the best result thatcan occur is a +aid. When any other type of he3 is attac9ed, a normal battle is played out. When army listare revealed, if either side is outnumber by more than 2 to 1 they may immediately flee. 8educt d$31%%points from that 'anner and the opponent gets the same results as if they raided. 8epending on the'attles result, the outcome is as follows)

    Tie: +aid is conducted with a 1 to roll /inimum of 1-.Minor Victory ) * +aid is conducted.Solid Victory and Massacre: !he tile is captured and the losing army must retreat to an ad;acent friendly tile.If no ad;acent friendly e3ists then the banner is lost. *ny e3isting fortifications or cities will remain.?nopposed banners automatically con uer a tile their in, unless they are a scout banner. #cout bannersmy only raid.Raids: When the results of a battle is a +aid, the winner gets d$3 1%% @old. If a defender achieves anyvictory other than a draw, they get to rob the baggage train of the fleeing army. !his counts as a +aid.

    Effects on anners following a attle?nits may choose to leave the board. !hey count as casualties in the battle ;ust as if they fled off theboard, but retain the unit strength that they left the battlefield with.

    When a battle completes, units that ta9e casualties are effected as follows)?nits that are destroyed, comebac9 at A strength on a roll of &6, otherwise they are destroyed.?nits that are below half strength, return at A strength on a roll of 1 5, and return to full strength on aroll of &6.

    Characters roll on the following chart)

    1 Dead ) Character has suffered a fatal wound and is uite dead.2 Serious Injury ) !he character has survived, but is greatly wea9ened by his in;uries. 4e permanentlyloses 1 wound and 1 point of !oughness from his starting profile for the duration of the campaign. !hecharacter may not participate in battle for the ne3t two games his army participates in.0 Slow Recovery: !he character has survived, though must rest and recover his strength before returningto war. 4e may not participate in the ne3t game his army participates in.56 Full Recovery: Character has made a full recovery and acts as normal in his ne3t game.

    /onsters and *rtillery that are destroyed remain destroyed.

    E!perience#urviving battles will give units and characters e3perience which can be used to buy

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    Character:1. +ousing (rator *ny unit with a model within $B of the character may add 1 to its :eadership ma3 1%-when attempting to rally.2. :ightning +efle3es (nce per phase, re roll any failed armor saves.0. 4ard to >ill 61 Wounds.5. 8eadly Warrior 62 Weapon #9ill, ma3imum .&. @reat +eputation 61 :eadership, ma3imum 1%.$. @reat #trategist +e roll the dice when determining who gets the first turn.Units:1. :uc9y (nce per game in the shooting phase, force one enemy unit to re roll all successful hits orartillery = scatter dice that target this unit.2. "ated (nce per game, re roll all failed armor saves in one phase of any turn.0. #teady +e roll failed Panic tests.5, 'loodthirsty +e roll failed !o Wound rolls in the first round of close combat.&. 4ardened +e roll failed 'rea9 tests.$. "eared ?nit Causes "ear or causes !error if it already caused "ear-.

    "arrisonsIf an enemy besieges a >eep, "ortified City or a Capitol that has no banners, they must fight thegarrison. !he @arrison of a >eep is 1d$ 3 1%%62%% Points. * fortified town garrison is 1d$ 3 1%%60%%Points. * capitols garrison is 1d$ 3 1%%6&%% Points.

    Racial Rules!retonian: cavalry 'anners get to automatically force march.Dwar"s: 8warfs build their homes in the mountains, often tunneling deep into the stone to fashion wholeunderground cities. 'ecause of this ability, 8warfs are allowed to build Cities in /ountain tiles and canplace their Capital on a /ountain !ile if they wish. In addition, any 8warf Castle or City located on a/ountain !ile counts as being a /ine in the +evenue Phase and will therefore generate 08$ 3 1% @oldPieces in revenue. (n the other hand, 8warfs are not especially interested in creating huge empires.8warves can only capture a tile with a /assacre. 8warven garrisons get 1 free cannon.#igh $lves and Dar% $lves ) 4igh lves and 8ar9 lves are also amongst the most powerful magic users inthe Warhammer world. If you are using the rules for #easons, then their spring and autumn spells willnever fail D re roll the dice if a 1 is rolled on the spell table. (n the other hand, the 4igh lf and 8ar9 lf people are a proud and haughty and do not ta9e 9indly to paying ta3es. *ll 4igh lf and 8ar9 lf ta3ationdice suffer a 1 dice modifier. 4igh lves and 8ar9 lves get 1 dragon that does not count to their :ord or4ero percentage.&i'ard(en: :i7ardmen get to re roll #pring and Winter casting the same as 4igh lves. :i7ardmen mayfield a uatic banners that consist of &% or more a uatic. If so, then they may cross rivers without aford or bridge.)gre *ingdo(s: (gres may build cities in mountains and may recruit giants and gnobblers on anymountain he3 as if it were a 9eep.S%aven: !he empires of /en, lves and most other creatures consist of a networ9 of cities and fortresses.#9aven, on the other hand, can only live from the ruins of other races civili7ations. !hey reach theseplaces using a networ9 of tunnels running under the groundE from which, they can appear almostanywhere. !his ma9es #9aven completely different than any other empire.

    !he #9aven may never build mines, castles, or cities. !hey may only ever con uer one that belongs toother players. 4owever, they can claim a tile anywhere on the map and do not have to already control anad;acent tile in order to do so. !hey may also con uer tiles anywhere on the map, with one important-e3ception) they must be ad;acent to a city tile in order to con uer it. #9aven scout banners get a re rollto disengage.

    +arriors o" Chaos, Dae(ons o" Chaos, )rcs - .o lins, and !east(en: Chaos, (rcs F @oblins, and 'eastmen livefor war and con uest and are not terribly interested in building cities or creating a stable empire.!herefore, they can capture tiles with a /inor

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    following results on the Winter vents table) Plague and "amine. (n the other hand, it is difficult to raiseta3es from people that are deadG !hus, ?ndead empires may not raise ta3es in the winter. ?ndead getimmediate recruit after winning a battle.

    #eason Rules!he Warhammer world is an environment where roads and rivers are rarely passable during the winter,and where military con uest is restricted to the warmer months. !his warm period, stretching from thespring to the autumn e uino3, is 9nown as the campaign season. 8uring the campaign season, armiesmarch to war and plans hatched over the winter are finally put to the test.

    The Mighty $(/ires 0ear S/ring RoundSu((er Round 1Su((er Round 2

    Autu(n Round+inter Round

    The +inter Round

    *t the end of each year, campaigning ceases for the duration of the winter. !he winter may be inactive

    from the point of view of battles, but it is still a busy time for the rulers of the various empires. !orepresent this activity, the players wor9 through the following phases. Hote that the normal phases arenot used during winterE the standard phases are replaced with the ones listed below.

    1. *utumn uino3 /agic. *utumn spells can be cast.2. Winter vents. +oll on the Winter vents chart to determine any une3pected events within yourempire.0. !a3ation. Players may raise revenue by ta3ing the tiles in their empire.5. #pring uino3 /agic. #pring spells may be cast.

    $3uino4 Magic

    Players of Warhammer will be fully ac uainted with the effects of magic on the battlefield. uino3 magic

    is altogether different, and is far more dangerous and powerful. uino3 spells may only be attemptedon two occasions during the year) the spring and winter e uino3es. !hese times are occasions of greatmagical flu3, when the air fills with the sorcerous power of the changing seasons. uino3 spells can onlybe cast from the empires capital, where its most sacred and arcane sanctuaries are located. /agic poweris channelled through these ritual centers during the e uino3es, drawn by the con;unctions of the planetsand the mystic rite of the season, ready to be directed in the form of a spell.

    +are and e3pensive components are re uired to cast an e uino3 spells, ma9ing it an e3pensive business.!herefore, it costs 1%% gold pieces from the empires treasury in order to cast a spell.

    ach player can cast one e uino3 spell per turn, one player after the other starting with the smallestempire and wor9ing up. ach player can cast only one spell in each e uino3. !o determine which spell iscast, roll a 8$ and consult the appropriate spell table. If the player does not li9e the first result, they mayre roll the dice but must abide by the second result rolled. !he player then chooses which target tile thespell will affect and rolls 28$. If the result is greater than the number of tiles from the empires capital tothe target, then the spell ta9es full effectE otherwise it fails and has no effect thought the 1%% goldpieces for components is still spent-.

    Autu(n S/ells1. Failure5 !he spell fails to wor9.2. !light Cro/s5 !his spell is cast on a tile in an enemy empire but affects the empire as a whole. Cropsshrivel and fail, reducing the yield of the entire harvest. !a3es are halved for the empire this winter.0. Deluge . !his spell must be directed against a river tile, causing the river to swell, forming a tidal waveof destruction. *ny banner in the tile is destroyed loses 2d$31%% points. *ny banner lying downstream of the tile loses d$31%% points.5. Trail o" #owling Doo( . !his spell unleashes a trail of magical wind and storms beginning in the target tile.*ny feature in the tile is destroyed on a roll of &6. !he spell then moves one tile in a randomlydetermined direction and affects it in the same way. !he spell will 9eep on moving randomly until a 1 isrolled on the dice when rolling to see if a mar9er is destroyed.&. Shrouding Mists5 !he tile that is the target of this spell is surrounded by magical mists that will last untilne3t years autumn e uino3 has passed. ?ntil that time, the tile may not be claimed or con uered, it

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    cannot raise revenue or be ta3ed, and no mar9ers may be built on it. Ho banners my enter or leave a he3covered in shrouding mist.$. !ornado of Peril. !his spell creates a whirling tornado of magical energy that devastates the tile,destroying any features on a roll of 26.

    S/ring S/ells1. Failure5 !he spell fails to wor9.

    2. A undance5 !his spell must be cast on a tile from the empires capital. If this spell wor9s, then every tilein the players empire blossoms with life throughout the year. !he player may immediately raise ta3es fora second time this winter modifiers for famine or blighted crops, etc. still apply-.0. Chaos Void . !his spell may only be cast against an unclaimed tile. It brings the powers of raw magicinto deadly coalescence, creating a vorte3 of chaos that will last for a full year. Ho one may claim the tileuntil the ne3t spring e uino3 has passed.5. 6ua%e5 !he walls of a city or castle in the target tile are devastated by an earth ua9e leaving thesettlement vulnerable. *ttac9s on this tile do not re uire a siege. ?se the rules for attac9ing s town in theterrain section.&. #old River . !his spell is cast on a river tile. !he river dries up. *ny mine on the tile will not producerevenue until the ne3t spring e uino3 has passed.$. Trans"or( .old5 !his spell must be cast upon an opponents capital. ?p to 8$ 3 1%% gold pieces in theopponents treasury are transmuted from gold into worthless leadG+inter

    Winter is both a time of rest and renewal for the armies of an empire and a time of hardship for many of the empires inhabitants. While seasoned campaigners toast themselves with ale in front of log fires andbards add new verse to heroic songs, for many, the winter brings only privation and despair.

    Winter is a time when newly con uered people may be tempted into dissent, and when disease canwrea9 havoc among populations already wa9ened by hunger and war. !he turning of the seasons alsobrings with it the fear that this year might once more be the year of the 8ragonrage. very few years, forreasons un9nown, 8ragons come roaring down from the heart of the mountains, bringing terror anddestruction to princes and paupers ali9e.

    !hese events and others li9e them are represented by means of an event roll made by each player,starting with the player with the largest empire and wor9ing down in order. !o ta9e the test, the playerrolls 28$ and refers to the Winter vents !able. Hote that winter events are randomly selected.

    +I7T$R $V$7TS 8 2D9 Result52. Raids . +oll a 8$ for each tile lying ad;acent to an enemy held tile. (n a roll of 1 0, you receive no ta3esfrom the tile this winter.0. easant Revolt . Peasants refuse to pay your entirely reasonable ta3es. ?ngrateful scum D have you notprotected them from the authoritarian rule of your enemiesG GG 4alve the revenue you receive this year.5. +ebellion. *n underling rebels against your rule. +andomly select a castle or city in your empire otherthan your capital , ignoring any tile with a banner on itJ it ;oins the nearest opposing empire deciderandomly if two or more empires are e ually close to the tile-.&. lague . Plague ravages the land. !he si7e of your army is reduced by 1%% points in any battles youfight ne3t year, before any bonuses are ta9en.$. Increased Revenue . Kour merchants and traders have been very successful this year. !he ta3 revenuefrom all of this activity adds &% gold pieces to the royal coffers for every city in your empire.L. 7o $vent5

    . lenti"ul #arvest5 !he fine weather and hard wor9 of your farmers has resulted in a bountiful harvest.+eceive 1% gold pieces for every tile in your empire.M. S/ecial Tri ute5 Kour minions selflessly levy an additional ta3 to pay for statues of you to be erected inevery city in the empire, in gratitude for your ;ust and enlightened rule. Collect an additional 28$ 3 1%gold pieces. What you do with this windfall is up to youG1%. Fa(ine5 !his event affects the largest empire see below-. Widespread famine ma9es it impossible forthe empire to raise ta3es effectively this year. It must halve its ta3 revenue this turn.11. Revolution5 !his event affects the largest empire see below-. +oll a 8$ for each city or castle in thelargest empire that is ad;acent to a tile controlled by another player, ignore tiles with a banner on it. (n aroll of 1 it changes sidesE replace its banner with that of the enemy in the ad;acent tile. If the tile isad;acent to two or more opposing empires, decide randomly which empire it ;oins.12. Dragonrage5 "rom the heart of the mountains at the centre of the world, great dragons come raging

    forth to ra7e the land and stri9e terror to all who lie in their path see the rules for 8ragonrage below-. Fa(ine and Revolution

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    !hese two events dont necessarily affect the empire that rolled themE instead, they affect the largestempire in the game. 4owever, an empire may not be affected by more than one famine or more than onerevolt each winterE if either event should be rolled a subse uent time, then the second largest empire willbe affected by the second roll, the third largest by the third roll, and so on. If there is a tie for the largestempire, roll off to decide who gets the trouble of being the largest that winter.

    Hote that an empire can be affected by both famine and revolution in the same winter, it ;ust cant beaffected by two famines or two revolutionsG

    The Dragonrage

    !he Warhammer world is a dar9 and terrible place, where monsters lur9 and danger is ever near. 'utnothing stri9es more fear into the hearts of the inhabitants of the (ld World than the plagues of dragonsthat periodically devastate whole regions of the world. !his destructive and highly unpredictable event is9now as the N8ragonrage.O

    8ragonrage can be triggered once each winter by a roll of 12 on the Winter vents table. (nce it hasbeen triggered, any further rolls of 12 that winter count as NHo vent.O

    +andomly select a mountain tile when the 8ragonrage is triggered. 28$ 8ragons will pour forth from thistile. ?se anything you li9e to represent the dragons D small coins wor9 well. +andomly select a tilead;acent to the mountain and place one dragon in it. !hen randomly select a new tile ad;acent to the onewhere the dragon was ;ust placed, and put a dragon in it to, and so on, leaving one dragon per tile, untilall of the dragons have been placed. Hote that it is possible for a tile to receive two or more dragons.

    Ho ta3es may be raised on a t ile with a dragon. In addition, if the tile has a mar9er such as a city, castle,or mine, then 18$ is rolled for each dragon on the tile, and the mar9er is destroyed on a roll of 56. If thetile has a banner on it, you may choose to reduce that banner by d$31%% points and save the mar9er.

    Recruitment8uring Winter, @enerals can attempt to recruit new units or reinforce e3isting units. 8epending on thelocation, more units can be obtained. (nly banners in the location may be reinforced. 4ere are therecruitment allotments)

    City or >eep) d$31%% PointsCapital or "ortified City) 2d$31%% Points.

    Hew 'anners may be formed with these points plus any points from another banner. 'anners in cities,9eeps or capitals may split at anytime. *n outside person should be used to witness these changes.

    Ta!ation*s the winter starts, bands of ta3 collectors scour each empire, collecting tithes that will help pay for thearmies that will protect the empire in the coming year. !he money that they raise is added to the playerstreasury and can be used along with the revenue raised during the campaign season to pay for additionaltroops.

    ach tile in a players empire has a ta3ation value, as shown below. #imply roll the appropriate number of

    si3 sided dice, multiply the score by 1% or & in the case of a marsh, tundra, or desert-, and add theresulting revenue to your treasury.

    TA;Terrain Ta!es

    Mountain 1d9 4 1< .old ieces

    Isolated !iles

    Hewly con uered territory will usually be lin9ed to the capital by friendly tiles. 4owever, as the campaignprogresses, this lin9 may be bro9en as interlin9ing tiles fall to the enemy. If a tile can no longer draw aroute along friendly tiles to the capital, it is said to be isolated. Isolated tiles are part of the empire in allrespects e3cept that they provide no revenue.

    'lighted Crops F "amine

    #ome events and spells reduce the amount of ta3 a tile or empire can raise. If several of these thingsaffect a tile, then their effects are cumulative. "or e3ample, an empire hit by blighted crops and faminewould have its ta3es halved, and then halved again. When halving any ta3es, round any fractions up.

    #pen(ing "ol(@old can be spent to build new cities, 9eeps, mines and allies and mercenaries. >eeps can be built for&%% @old. >eeps can be upgraded to cities for &%% @old and Cities can be upgraded to "ortified Cities for&%% @old. /ines may be built on rivers or mountains for 2%% gold. /ines on rivers generate d$3 1%% goldper season, mines on mountains generate 2d$ @old.

    Allies an( Mercenaries@old can be used to recruit *llies and /ercenaries. @old can be spent on a 1 for 1 basis to buy allies fromanother army that shares common interest. :egal *llies are as follows)Forces o" )rder ) mpire, 'retonian, Wood lves, 4igh lves, 8warves and (gre >ingdoms.Forces o" Destruction ) Chaos, 'eastmen, 8eamons, (rcs and @oblins, #9aven, ingdoms.!omb >ings and :i7ardmen cannot be ta9en as allies./ercenaries from the 8ogs of War list may also be purchased with @old. *llies and /ercenaries can berecruited only if the banner is in a city, 9eep or capitol. /ercenaries and *llies combined cannot note3ceed 2& of the *rmy :ist. "or 3ample in a 2%%% point banner only &%% points maybe mercenaries

    and allies. /ercenaries and allies my not ta9e a banner over 2%%% points or &%% points if its a scout. *#cout banner that e3ceeds &%% points is no longer a #cout banner.