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THE BORDER PRINCES CAMPAIGN. THE BORDER PRINCES CAMPAIGN. THE BORDER PRINCES CAMPAIGN. THE BORDER PRINCES CAMPAIGN.

The Border Princes Campaign Ver1.0

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Page 1: The Border Princes Campaign Ver1.0

THE BORDER PRINCES CAMPAIGN.THE BORDER PRINCES CAMPAIGN.THE BORDER PRINCES CAMPAIGN.THE BORDER PRINCES CAMPAIGN.

Page 2: The Border Princes Campaign Ver1.0

Introduction

The Border Princes are the frontier of the Old World; it is a wild territory that lies to the south of

the Empire. It has no single ruler, but is instead made up of many petty princedoms each with its

own ruler. In truth, many of the “rulers” are little more than brigands who make a living extorting

tolls from the travellers that pass through their territory, and by raiding and stealing from their

neighbours. Many of the Border princes kingdoms are very short lived, but there are always new

adventures ready to try and carve themselves out a princedom, exercising what authority they can

by sheer force of arms. The Border Princes is a natural destiny for emigrating peasants and nobles,

seeking a better life. Most of these colonists come from The Empire while others come from Tilea

and Bretonnia. Many of them are political or religious refugees, but the region is also the natural

destiny for deserters and/or criminals on the run from the law. Constantly under assault by the

forces of destruction these princedoms are fighting for their very survival.

The Border princes thus forms the perfect place to set a campaign, as it allows pretty much any

army to exist side by side in the same area. Each player must fight to gain control of the land and

become lord of the Border princes. The rules that follow will allow a group of players to fight a

simple territory campaign.

CONQUER AND EXPLORE

To begin the campaign the players take turns to pick one feature and randomly generate two more

from the chart shown over the page. These represent a mix of settlements, terrain and resources

which his army controls. Once the campaign is under way new players can join at any time simply

by attaining three territories and explained.

Page 3: The Border Princes Campaign Ver1.0

ARMIES

Players choose an army of 1,600 points for each battle and forces are chosen afresh every time the

army fights, although each player must stick to the same army – Orcs, Empire, Bretonnia,

Lizardmen, ect.

Armies are chosen from the appropriate Warhammer Army list with the additional restrictions

described below.

ARMY RESTRICTIONS

The types and quantity of troops that armies can field is restricted by the territory they control. As

the army’s commander expands his territories he also expands his riches, and wins new magic items.

To start with each player is restricted in his choice as follows;

Heroes: Each army is allowed one non-sell casting (wizard) hero choice as the army General,

representing the player himself. Otherwise the army may not include characters unless the player

controls a territory that allows them to be used.

The General may be a spell caster if the army list allows this, however this will also count as his

spell caster choice.

Spell casters: The army may include one, level one spell caster and may not include any more

unless the player controls a territory that allows them to be used.

Special troops: The army may have two units of special troops. Additional special units may only

be included if the player controls the appropriate territories.

Rare troops: The army may have one unit of rare troops. Additional rare units may only be

included if the player controls the appropriate territories.

War machines: The army may have one war machine. Additional war machines may only be

included if the player controls the appropriate territories.

Monsters: The army may have one monster. Additional monsters may only be included if the

player controls the appropriate territories.

Unique units: The army may have one unique unit. Additional unique units may only be included

if the player controls the appropriate territories.

Magic items: The army may have up to three magic items with a total points value of no greater

than 100 points in total. Additional magic items may only be included if the player controls the

appropriate territories.

Page 4: The Border Princes Campaign Ver1.0

TERRITORY CHART

Player must keep a record of their territories from the beginning of the campaign. To generate a

territory roll 2D6 one after the other. The first represents ‘tens’ and the second ‘unit’ to give a score

of between 11 and 66, this is referred to as a D66 roll.

TERRITORY CHART (Roll D66)

11 - 12 Wizards tower 55 Mountain pass

For each Wizards tower you control your army may include an extra level 1 wizard

13 -14 Sacred grove

For each Sacred grove you control your army may include a level 3 wizard

If you control a mountain pass you are able to move troops though the mountains to invade the enemy. For each pass you control you may include +100 points to your army's total.

15 Shrine 56 – 62 Forrest

For each Shrine you control you may increase a wizards level by +1

16 Temple

A forest has sufficient supplies of wood to include a further D3 war machines. This value remains fixed for this territory.

63 Mountains

For each Temple you control you may include a BSB in your army. An army may never have more that one BSB no matter how many temples you control.

21 - 32 Village

If you control mountains you may include one extra monster in your army. In addition roll a D6 on a 4-5 the mountain also contains a silver mine, on a roll of a 6 it contains a gold mine.

For each Village you control you may include one extra special choice. 64 Ruin

33 - 34 Town

For each ruin tower you control your army may include an extra unique unit.

For each Town you control you may include one extra Rare choice. 65 Lost Valley

35 - 43 Road

If you control a road you are able to move troops more quickly to the battle field. For each Road you control you may include +25 points to your army's total.

44 - 46 Bridge

Roll again twice on this chart - the valley has the territory value of both rolls combined. The Lost Valley is a single territory even though it has the resources of two. A lost Valley cannot include other lost valleys!

66 Spy

If you control a road you are able to move troops more quickly to meet the enemy, while the fertile land provides a bountiful harvest. For each Road you control you may include +50 points to your army's total.

51 - 52 Trade route

You have a well established network of spies and informers. Spies are not a territory, so if you generate a spy generate another territory immediately. See special rules for details.

Trade routes attract rich and powerful characters from all over the world. For each trade route under your control you may include a one lord level non wizard character.

53 Silver mine

For each Silver mine you control you may include +50 points in magic items.

54 Gold mine

For each Gold mine you control you may include +100 points in magic items.

Page 5: The Border Princes Campaign Ver1.0

SPIES

Spies represent agents and sympathisers in the enemy's ranks or amongst his subject peoples. If you have a spy network then you can use it to spy on you enemy's territory and conduct acts of sneaky espionage.

If you wish you may use a spy at the start of a game. Roll a D6:

1

Spy is caught and immediately killed and you spy network is discovered - you loose your spy network.

2

Spy observes an enemy character preparing for battle. Nominate an enemy character in the enemy army other than the general. The player must reveal all the models details.

3

Spy observes the enemy general preparing for battle. The player must reveal all the models details.

4

Spy steals the enemy's battle plans allowing you to take the initiative. All units in you army may make a vanguard move.

5

Spy poisons the well. At the start of the enemy's first turn he must roll a D6 for every unit, a unit which rolls a 1 is suffering the effects of the poisoned water and cannot move or shoot in the first turn.

6

Spy poisons the General. The enemy general is suffering the effect of the poison and must loose one point of strength, toughness and takes a wound with no save of any kind.

FIGHTING BATTLES

Players are free to fight each other as they wish, representing skirmishes along their common borders, intrusions into

rival territory and outright invasions. The number of territories held by a player indicates the size and power of his

realm. The more territories a player has the bigger and better his power base. Each player uses his entire army, even

though their point’s value may be different

When battle is joined both players must stake one of their territories. Spies cannot be staked in this way. Each player

nominates the territory to be staked before the game begins. After the game is over an additional territory is generated

from the chart.

WINNING TERRITORY

The player who wins the game retains his original territory and selects either of the two remaining territories to add to

his own. This may be his rival’s territory or the new one. The loser takes the territory that is left. If the winner takes the

Page 6: The Border Princes Campaign Ver1.0

rival’s territory the loser is assumed to have been forced back into the newly generated territory. If the winner takes to

newly generated territory then the battle has determined which side will possess the new land.

In the event of a draw both sides retain their territories and the player with the least territory gains a new one. If both

players have the same amount of territory both sides retain their territories and the new one is disregarded.

UNDERDOGS

If a player has at least twice as much territory as his opponent then his enemy is an ‘underdog’. The following rules help

protect underdogs and also encourage players to fight opponents more or less on their own level.

If a player is an underdog he can raid his enemy’s land. A raid is fought exactly like any other game, except that both

armies are limited to the same maximum point’s value set by the underdog.

Because the underdog is making a surprise raid into enemy territory, taking advantage of his small size to penetrate

deeply into his enemy’s land, he can pick which territory his enemy must stake.

VICTORY

The winner of the campaign is the player who is the first to capture a total of 10 territories (7 wins) or the player to get

so strong that the other players refuse to fight him.