Rules > Campaign Rules


by Matt Anderson


The purpose of this campaign is to develop the characters in your army and of course to have a ton of fun! Whichever characters you choose to start with will be able to gain experience and through this additional combat skills. Note that they can also get killed and carry on lingering wounds from battle to battle. I guess you could call this campaign a combination of Mordheim and Warhammer. Each player must at least name their characters and track their abilities and experience. Hopefully, everyone will develop their own army and character backgrounds. There may be something in it for those that actually hand something in for me to judge (hint, hint J). So read on fellow generals to see how you can wreak havoc among your enemies! 

Army Construction 

Basic armies start with a total of 2000 points with the following restrictions noted: 

Characters: 500 out of the 2000 pt maximum may be spent on characters and their associated equipment or mounts. 

General Guidleines: For the purposes of determining which troops you will take it would be wise to use the following guidelines so that you do not incur any penalties. 

  1. Construct your army using the 6th edition army book if available or Ravening Hordes as a guideline.
  2. The total number of core units should exceed the sum total of special, rare and character unit choices.
  3. The total point value of your core units should exceed the sum total of special, rare and character point values.

 

Each player's army list is a matter of public record so every opponent should check it before a match to determine if it meets the above requirements or not. Included in the army list each player must include the experience points and abilities associated with a particular character. There will be no re-count, re-vote or court ordered rematch if you didn't bother to check your opponent's army list and cry foul after the fact. 

Note: If you choose not to follow the army construction guidelines #2 and #3 above you may still construct an army using only 6th edition army unit charts. However, your characters will not be eligible to gain any experience bonus for winning and surviving the battle. Check out the rest of the rules to see what I mean. 

Monsters: You may choose monsters as mounts for your characters, however, they may not gain experience even if they take up a character slot.

Chaos: Each character in your army must take the same mark if you choose to follow a Chaos god. Also, if you have characters with the Mark of Khorne and you take a mage you will be drawn and quartered. 

Terrain and Deployment 

4X4 table: Each player will choose 3 pieces of terrain and alternate placing them on their own table side. After this is done each player will role a d6 and the player with the highest role will chose his side to deploy on. After sides are chosen Wood Elves get to place an extra wood on their side of the table. 

4x8 table: same as above except each player will choose 5 pieces of terrain. 

Deploy troops per the 6th edition rules. You may play any scenario you wish. Just be sure to agree with your opponent beforehand. 

Weather Rules 

Roll 2d6 for weather at the beginning of the battle after terrain has been placed but before units are deployed. 

Victory Conditions 

Victory conditions for an individual battle are the same as laid out in the Warhammer 6th edition Rules on pg. 198. You must achieve at least a minor victory to claim any experience bonus for winning the battle. The army that achieves 100 points of total experience accumulation between all its characters will be declared the winner of the campaign. 

Battle Length 

All battles will last the length determined by the particular scenario you are playing. However, if one player wishes to continue the battle and the other does not roll a d6 on a 4 or better the battle will continue for one more round. Continue to do this until there are no armies left on the table to battle or you get kicked out of the store. 

Read This!!!!!! 

You must name characters and track experience, injuries, etc. Record sheets will be provided for you to record the progress of your characters. There will be a weekly update posted as to the special abilities and experience for characters in all armies.  
 
 
 
 

Tables (Here comes the fun stuff!) 

Injury and Death of Characters 

If a character is ÒslainÓ in battle he is not necessarily dead, roll a d6 and consult the following table: 

1-2 Dead (you loose all experience/abilities and a replacement character is chosen)

3 Roll on injury table.

4 Roll on injury table, takes effect on a d6 roll of 1 before each battle.

5 Roll on injury table, effect is for next game only.

6 Lucky escape, no adverse effects. 

Injury Table 

1 Head wound, suffers stupidity

2 Leg injured, -1M

3 Weapon arm injured, -1 WS, -1 BS

4 Shield arm wounded, may not use additional weapon or shield

5 Torn muscle, -1S

6 Injury prone, -1T

7 Shoulder injured, -1A

8 Slowed reactions, I is halved rounded up 

Experience 

Characters gain experience as they fight in battles which can affect their performance in future battles. The following guidelines apply: 

All characters start at a different level of experience representing the experience already gained to reach their level. Different types of characters have different starting levels. If a character fits into two categories always take the higher starting level of experience. For the Undead these rules only apply to vampires and necromancers. Wights, wraiths and the like are not thinking creatures and do not learn from experience. 

Starting Experience Levels 

Champions 21+d6

Heroes and Battle Standard 41+d6

Lords 61+d6

Level 1 Mage 0

Level 2 Mage 21

Level 3 Mage Lord 41

Level 4 Mage Lord 61 
 
 

Experience Table

0-5 Starting level for Level 1 Mage

6-10

11-20

21-30 Starting level for Champions, Level 2 Mage

31-40

41-50 Starting level for Heroes, Battle Standard Bearers, Level 3 Mage

51-60

61-80 Starting level for Lords, Level 4 Mage

81-100

101-120

121-140

141-160

161-180

181-200 

After a battle is fought work out experience for the characters who were not slain. These are worked out as follows:

á +1 for surviving the battle.

á +1 per wound caused by the character.

á +1 per character slain if it is not a heroic feat.

á +5 per heroic feat performed.

á +2 for each spell successfully cast by a wizard.

á +4 for the victorious general. 

Note: multiple wound items and overkill do not add to experience. 

Heroic Feats: A heroic feat is killing a character in a challenge of equal or higher level. Note: An equal or higher level character must accept a challenge from an opposing character. These bonuses are cumulative, for example a High Elf Lord kills a Beastman Lord in hand to hand combat. Beastman Lords have 3 wounds, and are the same level as a High Elf Lord (so it is a heroic feat). The High Elf Lord gets 8 experience points. (3 wounds + 5 for Heroic feat).  

Gaining Abilities: If the experience points gained takes a warrior into a new bracket of experience points (see above), then you roll a D8 on the following table. Magic users have their own table later on. 

1-2 More Skillful, choose either +1WS or +1BS

3 Roll again; 1-3 = +1I, 4-6 = +1Ld

4 More Powerful; roll again; 1-3 = +1A, 4-6 = +1S

5 More Resilient; roll again; 1-3 = +1T, 4-6 = +1W

6-8 New Skill; roll on one of the tables below, either wizard or warrior.

*If a character cannot use a missile weapon, count 1-2 as +1 WS.

Humans, Elves, Dwarfs, Skaven, Orcs, Goblins, Lizardmen cannot have a strength or toughness of more than 6. Slann and Undead cannot have more than 7 in either. If you have reached the limit in a category you can re-roll. 

New Skills: Roll a D6 to determine from which table you must use to pick your skill. Note that you can choose which skill you want from within the table. You cannot get the same skill more than once. 

Warriors

1-2 Miscellaneous skill.

3-4 Combat skill.

5 Shooting skill. (Note: Chaos or Vamps re-roll).

6 Race specific skill. 

Miscellaneous skills 

Hard to kill: If the character is "killed" in battle, at the end of the game roll a D6, if you get a 4+ they were not actually slain. They must miss the next game but can return with all their experience in later games. The general cannot miss the next game and so can be used as normal. He is tougher than other heroes.

Killer reputation: You have a reputation for being as hard as nails, you cause fear.

Lucky: You are extremely lucky and can therefore re-roll one dice during the game.

Divine Protection Your character has great faith in his god (whether this is Sigmar, Khorne, Mork or any other god) and he is under his god's protection. Your hero gains a natural dispel. Any spell affecting him or unit he is with may add +1 to the dispel roll when the dispel roll is attempted. 

Combat skills 

Parry: One enemy per turn loses one h-t-h attack against you, as you skillfully parry their attacks.

Dodge: you move so quickly that you can get out the way of incoming attacks. You gain a Dodge a successful hit on a 5+. If you wear heavy armor or are mounted you can only dodge on a 6+.

Deadly Accurate: You are expert at hitting the enemy in such a way as to cause permanent damage. Any character you take down in hth combat has -1 to their injury rolls.

Pit/Tunnel Fighter: You are used to fighting in confined spaces and fight better. You get +1 WS and +1A if fighting inside a terrain piece.

Strongman: You are so strong that you can wield a sword as easily as others would wield a toothpick. You may ignore the normal penalties of striking last with a double handed weapon. This may not be used in conjunction with a magic weapon. 
 
 
 

Shooting Skills 

Quick Shot: You may fire twice per turn as long as you don't move. This may not be used with crossbows or gunpowder weapons.

Eagle Eyes: Your sight is exceptionally keen. You gain 6" to the range of any ranged weapons.

Nimble: You may move and fire weapons which usually can only be fired if you stay still.

Knife-Fighter You possess an incredible skill with thrown missiles. You can throw up to 3 knives or throwing stars in your shooting phase. This may not be combined with Quick Shot. This skill also allows you to take knives or stars at a cost of 1 point. 

Race Specific Skills 

High Elves: Shadow walker Your character is adept at walking in shadows and sneaking up on the enemy, he may infiltrate as a Shadow warrior if on foot.

Wood Elves: Beastmaster Your hero feels an affinity for the animals. Roll a D6 1-3 he

befriends 3 fighting birds of prey, 4-6 he befriends a wildcat.

(See Skaw & Gruarth in the WE army book for more details.)

Undead: Resurrect Any Undead character in your army who was "slain", you may

try to resurrect with their experience intact. This works on a 4+.

Dwarfs: Veneration of the Ancestors Because of the lineage of your character's family your army can gain access to any rune (value of 25 pts or less) to be added to your army that does not come out of the maximum points cost. As long as your character doesn't really ÒdieÓ in battle you get the benefit of the rune.

Chaos: Mutation Pick one of the old Chaos Gifts mutations cards, roll a D6 and apply the result permanently to the character.

Dark Elves: Unreasonable hatred Your character hates everyone and everything that moves on the world and they want to kill them all; very slowly. Your character hates all opponents.

Bretonnia: Natural Hero If any other friendly character in 6" is killed on a D6 roll of 6,

with a brilliant display of heroics your hero saves his life. The

saved warrior remains in play with 1 wound.

Empire: Inventor Your character is skilled at maintaining and improving warmachines

and other weapons. After each game you may try and improve the strength or range of one missile weapon or warmachine. This works on a D6 roll of 5+. You may add +1S (max 10) or +6" to the range. You may only improve each weapon once.

Lizardmen: See the Future Your character can read signs in the sky, and knows how to

decipher ancient plaques. This character can re-roll one dice per game as he knows what will happen and can be better prepared.

Skaven: Lucky for Some For every wound your character takes roll a D6, on a 5+ the wound may be given to any friendly model within 4", as your character happens to duck at the last second or happens to turn his head just in time.

Chaos Dwarfs: Slavemaster Your character's cruelty knows no bounds. He is a master at

controlling the hobgoblins under his command. Any hobgoblin units within 12" of your character may re-roll failed break tests.

Orcs and Goblins: Fearsome Leader Any units within 12" may choose to re-roll animosity results.

Mercenaries: Grizzled Veteran Your hero has seen it all before. Nothing in battle holds any worry for him. Your hero is immune to psychology. 

Wizards

Only skill #5 can be rolled more than once. Wizards roll a D6 on the following table: 

1 Hard to kill If the wizard is "killed" in battle, at the end of the game roll a D6, if you get a 4+ they were not actually slain but injured badly. They must miss the next game but can return with all their experience in later games.

2 Magical power Your wizard gains an extra dispel dice.

3 Magic lore Your wizard is well versed in magical items and can spot them at a distance. Within 12" of your wizard your opponent must reveal all magic items.

4 Power up magic Your wizard gains one extra power dice.

5 Enchant item Your mage may enchant a single item allowing you one extra magic item from the common magic item list of a value equal to or less than D3x10 points. This skill may be rolled more than once. The points cost for magic items gained with this ability do not come out of the total points cost for your army.

6 Magic conductor Your mage may use one extra dice to roll for spells at the beginning of a game. The mage must choose the appropriate number of spells for his level but this will give him more options to choose from.  

Weather Rules

Roll 2d6 for weather at the beginning of the battle after terrain has been placed but before units are deployed. 

Weather Table: 

2 Snow: Snow primarily inhibits movement. All figures on foot suffer -1M and

mounted figures suffer -2M when moving through snow. See Additional Weather Rules.

3-4 Fog/Clouds: Heavy fog is a detriment to vision. Sight is limited to 24". Maximum range on all missile weapons, war machines, and spells is 24". Similarly, maximum

charge range is 24" - if the enemy to be charged is more than 24" away,

counts as a failed change.

5-9 Normal No changes

10 Windy: Windy weather primarily affects missile troops. All missile troops suffer a -1

to hit during windy conditions. This includes thrown weapons, but not war

machines.

11 Rain: Rain primarily affects movement like snow. All figures on foot suffer: -1M

during rain. Mounted models suffer -2M. See Additional Weather Rules.

12 Storm: Storms are a detriment to fliers. Any flying model can only fly at half distance. See Additional Weather Rules. 
 
 
 

Additional Weather Rules 

Snow - this can include anything from a light blanket on the ground to a horrible winter storm. Roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consult the table below. 

1 A blizzard has begun. The wind blows furiously, and the snow whips about. All figures suffer the following penalties: on foot -1M, mounted -2M, sight is limited to 18", -1 to hit on all missiles (not including war machines) and flying models can only fly half distance.

2-3 Snow begins to fall heavily. Rules for both snow and fog apply as above

4-6 Rules apply as above with no changes 

Rain - this can include anything from a light sprinkle to a drenching downpour. Roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consult the table below. 

1 A storm has begun with raging wind and blinding rain. All troops suffer the following

penalties: on foot -1M, mounted -2M, -1 to hit with missiles (not including war machines), 1/2 range on all missiles and war machines. Further, all hills become treacherous - no figure may move up or down any incline.

2-3 Rain begins to fall heavily and the wind begins to blow. Rules for both rain and wind apply as above.

4-6 Rules apply as above with no changes. 

Storm - this can include anything from a gentle summer thunderstorm to a destructive tornado. Roll a d6 at the beginning of each turn (each player rolls for his or her own turn) and consult the table below. 

1 A tornado has struck! It comes down somewhere on the battlefield and starts moving. Measure the center of the table and then roll misfire and scatter dice (re-roll any misfires). This is where the tornado touches down (a 'hit' indicates the center of the table). Roll misfire and scatter dice again (re-roll any misfires) and mark the location. This is where the tornado stops (ignore 'hit' rolls and use the indicator above the word 'hit' for the direction). Anything along the path of the tornado suffers an automatic S10 hit causing d6 wounds (use the stone thrower template for the path - any model which is covered by the template is hit; any model partially under the template is caught on a 4+). Buildings passed over by the tornado suffer the same effects. Any woods crossed become impassible along the path of the tornado. Mark where the tornado stops. If a tornado is rolled again the following turn, it continues from the previous place that it stopped. If a tornado is rolled again later in the game determine a new starting point as described above.

2-3 Thunder and lightning begin raging across the sky. Rules for both storm and wind apply. In addition, d6 lightning bolts will strike the table at random locations. Measure the center of the table, and mark it. For each lightning bolt, roll the scatter dice and 4d6 (use the directional mark on the 'hit' side). The bolt strikes 4d6" away from the center of the table in the direction of the scatter dice. Use the stone thrower template, any

models partially under the template are caught on a 4+, and take an automatic S6 hit causing d3 wounds.

4-6 Rules apply as above with no changes.