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Campaign Rules

Campaign is played on a map with defined Provinces.

Armies must be Battleforged.

Campaign has an agreed points limit for the army. Points limit is modified after each battle. While
units may chance from battle to battle, the points limit remains the same for the army from the end
of the previous battle. Armies gain and loose points along the following lines:

*Win a battle: +D6x10.

*Loose a battle: -D3x10.

*Tied battle: +D3x10.

Differences in Points Values


In the event of differences in points values, the player with the lesser value may take a Mercenary
Detachment of points value equal to the difference. Mercenary Detachments function as any
number of Troops of the hiring army’s faction, up to 2 HQ and up to 3 of any other unit type (except
Lords of War, which are banned for Mercenaries). Mercenaries have the following Special Rules:

*All units within a Mercenary Detachment have the Mercenary Faction Key Word. This Key Word
replaces all others on their Datasheet.

*Mercenaries cannot use any special rules or abilities that are not listed on their Datasheet.

*Mercenary units operate at -2 leadership unless the hiring army pays additional points equal to the
unit’s power rating.

Campaign Rounds
At the start of the campaign, each player rolls a die to determine with the highest acting first
(followed by the next highest and so forth). On their turn, the acting player chooses a location
adjacent to one of their own Provinces that is controlled by an opponent or in No Man’s Land (i.e.
not controlled by any player). At the end of the battle the acting player has control of the province if
they are the victor.

If neither the acting player nor the province’s owner won the battle, then the victor may attempt to
take control of the province as if it were No Man’s Land. If no victorious player controls the province
at the end of the round, the province becomes No Man’s Land.

No Man’s Land

At the end of the battle, a player may attempt to take control of any provinces in No Man’s Land
adjacent to their own so long as it is not also adjacent to an opposing player. To do so the player
must roll a die, gaining the province on a 6+. The player may add +1 to the roll if they won the battle
this game, and +1 if they fought a battle at or adjacent to this province.

Experience

At the end of the round, apply experience to each unit based on their performance in the battle.
Kill Team Espionage
Each round, the player whose turn it is next may engage in espionage. Follow the Kill Team rules (all
Kill Team missions are played at 250 points) and rolling to choose which mission is played. The player
choosing an objective from below:

Assassinate Eliminate enemy leader. Target has Movement 6, Toughness 4, 1 Wound, and a 6+
save (cannot otherwise act this game). -1 Command Point for the target next game.

Discovery Claim 1 additional relic from your codex.

Harry Attack supply lines. Opponent looses D3x100 points next battle.

Sabotage Remove a Province’s special rules. Repair on a D6 roll for 5+ (+1 for each round
inactive).

Scout +1 Command Point.

Spy Roll a D6, for the next battle you may (supersedes fortress bonus where applicable,
chosen after fortress defender chooses):

1-2 Gain +1 Command Point, enemy suffers -1 command point.


3 Set up terrain prior to the battle in any manner you see fit.
4 Deploy last.
5 Automatically have the first turn.
6 Choose the mission.

If the Kill Team mission is successful, gain the benefit as listed with the objective.

Kill Team Experience

Kill Team members gain experience as normal (with each model counting as a unit). This experience
applies only to Kill Team missions and not if the character or model is placed into a regular unit. If
the model is killed on a mission, the new recruit carries none of the previous members experience
but the team is otherwise unaffected.

Map Location Types


City May higher population as mercenaries. D3x100 points of free mercenaries each
game. Mercenaries do not suffer -2 Leadership for battles at this province.

Command Post +1 Command Point each battle.

Fortress If you control this province, you may do one of the following for any battle in this
location:
*Set up terrain prior to the battle in any manner you see fit.
*Deploy last.
*Automatically have the first turn.
*Choose the mission.

Hive City A Hive City has the properties of all Locations.

Manufactorum Gain an additional D3x10 points for your army each round you hold this province.

Road May attack provinces up to 2 away.


Space Port Allows you to bring in additional troops and supplies from off-world. Increase your
points limit by +200 each battle.

Starting Locations
Each player starts with an agreed upon quantity of locations. Roll to determine starting locations as
follows:

1 City

2 Command Post

3 Fortress

4 Manufactorum

5 Road

6 Space Port

Campaign Experience
Units earn experience every battle.

Every 100 experience earns the unit a Battle Honour.

Reductions in experience see a unit loose Battle Honours. Roll for each battle honour, with the
lowest being lost.

Units earn experience for each of the following:

Achieving a mission objective 10

Destroyed enemy unit 10

On the winning side 5

Participating in a battle 15

Replenishing numbers* -20

Warlord’s Commendation** 10

*Only applies if the unit was reduced below half strength.

**Players choice of 1 unit.

Roll D66 on the table below to determine a unit’s Battle Honour.


11 Marksmen
Re-roll to hit rolls of 1 for all the models in the unit during the shooting phase.

12 Snap-shooters
All ranged weapons in the unit gain +1 in the Rapid Fire type.

13 Pin Point Accuracy


Re-roll wound rolls of 1 for all the models in the unit during the shooting phase.

14 Forward, March
The unit can shoot even if it Advanced in its Movement phase.

15 Drilled
The unit can shoot t even if it Fell Back in its Movement phase.

16 Run!
Instead of shooting, the unit may move again during the Shooting Phase and may Advance. If
the unit does Advance, it may declare a charge this turn.

21 Aggressive
When within 1" of an enemy unit, the unit may fight during the Shooting phase as if it were
the Fight phase.

22 High Morale
Once per Morale Phase, you can re-roll failed Morale tests for the unit.

23 Terrifying Appearance
During the Morale phase, roll a D6 for each enemy unit that is within 1" of this units; on a
roll of 6, the unit being rolled for suffers D3 mortal wounds.

24 Remorseless
You can re-roll any failed hit rolls of 1 for the units in the Fight phase.

25 Sneaky Gitz
The unit always gains the bonus to their armour saving throws as if they were in cover. This
ability does not stack with cover.

26 Might
The unit has +1 Strength when rolling to Wound during the Fight phase.

31 Pre-Fire Benediction
You can re-roll failed hit rolls of 1 for the units in the Shooting phase.

32 Eager
At the start of your turn, the unit can move as if it were the Movement phase.

33 Willing
At the start of your turn, the unit can immediately shoot as if it were the Shooting phase.

34 Passionate
At the start of your turn, the unit can, if it is within 1" of an enemy unit, immediately pile in
and attack as if it were the Fight phase.
35 Resilient
At the start of your turn, one model in the unit recovers D3 lost wounds, or you can return a
single slain model to the unit with 1 wound remaining.

36 Vendetta
Choose one key word from the last opponent(s) your army faced. This unit may now re-roll
hit rolls and wound rolls for units with that keyword.

41 Hatred
Choose one key word from the last opponent(s) your army faced. This unit may now re-roll
hit rolls and wound rolls of 1 for units with that keyword.

42 Assassins
This unit can re-roll hit rolls of 1 if the target has the CHARACTER keyword.

43 Killers
This unit can re-roll wound rolls of 1 if the target has the CHARACTER keyword.

44 Resilience
Roll a D6 each time this unit suffers one or more wound. On a 6, the unit ignores a single
wound.

45 Movers
You can re-roll the dice when determining how far this unit moves when it Advances or
charges.

46 Fury
You can add 1 to hit rolls made for this unit in the Fight phase.

51 Bold
This unit may automatically pass one Morale test each game (do not roll the dice).

52 Terrifying
Subtract 1 from the Leadership of enemy units that are within 6" of this unit in the Morale
phase.

53 +1 Attack

54 +1 Strength

55 +2 Movement

56 +1 Toughness

61 +1 Weapon Skill (i.e. WS 3+ becomes WS 2+)

62 +2 Leadership

63 Ambushers
During deployment, you may nominate any two battlefield edges, one after another, and
then you roll a dice. On a 1-3, set the unit up wholly within 6" of the first edge; on a 4-6, set
it up wholly within 6" of the other edge. The unit must be set up more than 9" from any
enemy models.
64 Scouts
During deployment, set the unit up anywhere that is more than 12" from any enemy models.

65 Advanced Orders
Immediately after deployment, the unit can either move D6" or shoot with all of its ranged
weapons as if it were the Shooting phase (doing so does not prevent it from shooting in the
Shooting phase or charging in the Charge phase of this turn).

66 Strong Command
The unit gains a single Command Point that contributes to the total used for its army in
battle.

Victory
The first player to claim 10 provinces is victorious.

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