Kampanjasäännöt

Warhammer FB -pelin säännöt ovat yleensä hieman tulkinnanvaraiset. Tällä palstalla keskustellaan eri sääntöjen toteutuksesta, tulkinnoista sekä mahdollisista ongelmatilanteista.
Qwertyuiop
Viestit: 730
Liittynyt: Ke 21.06.2006 03:23

Kampanjasäännöt

Viesti Kirjoittaja Qwertyuiop »

CAMPAING RULES:
These campaing rules are deigned to be used with any version of warhammer fantasy battle.


ARMIES:
Player may have up to 3 armies at once and 2 of these armies may be exploration parties. Exploration parties may have maximum of 12 henchmens and 3 heroes. Henchmens must contain at least 25% of core, up to 50% of special and up to 25% of rare. Armies are always visible to all players but exploration armies may only be spotted with exploration roll of 4+ adding +1 for every continuousle failed roll in that region.

All armies have one action per turn and may use it to move, occupy, attack or explore.

Infantry may move through 1 area per turn, cavalry through 2 areas per turn and flying models throgugh 3 areas per turn using the lowest value in the army. Armies may not move through areas containing hostile strongholds or armies with the expection of exploration armies that does not block the movement of other parties.

To occupy a location, base, stronghold or mine must be chosen. Armies that occupy a base or stronghold ceases to count as an army and are counted for troops in that stronghold instead. If any hostile army occupies a mine it does not generate income.

Army may attack any hostile army or location in the same region. All batles are played as normal except when attackingi stronghold or base and when attacking a neutral locations such as lairs or ruins, opposing player chooses and plays the opposing army. Note that magical items used by any army can be claimed by the winning side of the battle.

Only exploration parties may explore for new locations and find a ruin with d6 roll of 6+. For every continuously failed roll for any exploration party in that area add +1 to the roll until one new location is found.

To form an army, any troops occupying a stronghold or base may used but new troops for may only be recruited from the base. Newly formed armies are concidered to have used their action that turn.


CONSTRUCTING:
One upgrade may be bought for base or any area per turn. Base is concidered to have a stone castle with 2 towers and a wizard tower in center of the castle.

Castle upgrades:
500 pts = Moot
1000 pts = Outer walls
250 pts = Towers for outer walls (Maxmimum of 4)

Wizard tower upgrades:
250 pts = Upgraded casting chamber (+1 to casting level)
250 pts = Crystal ball (Able to cast spells to area 1)
500 pts = Casting mirror (Able to cast spells to area 2)

Wizard tower may only be upgraded with 1:1 ratio of gromril.

Any wizard occupying the tower may cast spells to anywhere in map as long as the combat takes place within area of the tower. At start of the game the tower is limited to area 0.

Area upgrades:
250 pts = Road
250 pts = Tower (Upgrade for mines)
Wood stronghold = 500 pts
Stone stronghold = 2000 pts

Strongholds have walls and 2 towers. Wood stronghold have toughness of 5 and stone strongholds have toughness of 10.

Infantry may move through 2 areas with roads per turn and cavalry may move through 3 areas with roads per turn.

Towers may be accompanied with:
40 pts = Ballista
80 pts = Stone thrower

Armies may be accompanied with:
50 pts = Battering ram
100 pts = Siege tower


AREAS:
Areas are used as an abstract map and each player have it's own areas. Opponent's areas are only reachable from area 3 and moving from player's own area 3 to any opposing players area 3 will always take one action regardless of the troop type. Area 4 may only be reached similar way with exploration parties and no fighting between the armies may happen in area 4.

All locations are automatically visible and only ruins may be found as a new location via exploration.

Area 0: Base
Area 1: 1 Iron mine, 1 Lair, 2 Ruins
Area 2: 1 Stronghold, 1 Iron mine, 2 Lairs, 2 Ruins
Area 3: 1 Stronghold, 1 Iron mine, 1 Gromril mine, 2 Lairs, 2 Ruins
Area 4: Hermit's lodge


MINE:
Mines may be mined for steel or gromril. Gromril may be changed to magical items or converted to 3x steel in the base. Armies may occupy mines but counts as being in the map and may not explore the turn they are occupying a mine. Unoccupied iron mines automatically produce 50 pts per turns and gromril mines produces 25 gromril per turn. Gromril may be exchanged for troops with 3x of it's value, for magical items with 2x of it's value or it may be used to upgrade your wizard tower for 1x of it's value.

Territory 1: No guards.
Territory 2: Guarded by army of 500 pts with maximum of one hero with no magical items.
Territory 3: Guarded by army of 1500 pts with any number of heroes.
Gromril mine: Guarded by army of 2500 pts with any number of heroes and one lord.


RUINS:
Ruins may be attacked only with exploration parties.

Area 1: Fight d6 core henchmens and 1 hero for 2d6x20 pts of treasure and one minor artifact and level 1 spell schematics on 4+
Area 2: Fight d6 core henchmens, one special henchmen, 1 hero and 1 lord for 2d6x50 pts of treasure, one mjajor artifact and level 2 spell schematics on 4+
Area 3: Fight 2d6 core henchmens, d3 special henchmens, one rare henchmens, 2 heroes and 1 lord for 2d6x100 pts of treasure, one epic artifact and level 3 spell schematics on 4+

Minor artifacts = Choose one magical item up to 25 pts
Major artiacts = Choose one magical item up to 50 pts
Epic artifacts = Choose one magical item up to 100 pts

Level 1 schematics = Use to gain 1 power dice when casting from wizards tower or learn one randomly determined spell on d6 roll of 5+
Level 2 schematics = Use to gain 2 power dice when casting from wizards tower or learn one randmoly determined spell on d6 roll of 4+
Level 3 schematics = Use to 3 power when casting from wizards tower or learn one chosen spell on d6 roll of 4+


LAIR:
If there are any lairs left in the area, there is a change with d6 roll of 6+ for them to ambush your exploring party or attack your mine with an army containing 1/4 pts of the lair. Add +1 to this roll for every continuous failed roll. Fights between armies that are attacking or attacked by lair takes place as normal.

Area 1: Guarded by army of 250 pts with no heroes with no magical items.
Area 2: Guarded by army of 500 pts with maximum of one hero.
Area 3: Guarded by army of 1500 pts with any number of heroes.


STRONGHOLD:
Stronholds block exploring or passing through territory and are always visible. Strongholds must be explored for any movement or exploring to take place in an area. Fights take place as an assault scenario and troops guarding the stronghold may be placed in it.

Area 2: Guarded by army of 1000 pts with any number of heroes.
Area 3: Guarded by army of 2000 pts with any number of heroes and one lord.


HERMIT'S LODGE:
Exchanges common items for gromril in 1:2 ratio and exchanges all magical items to gromril in 1:1 ratio.


WINNING AND LOSING:
Players lose when their base is conquered by hostile forces.
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Aarresaari
Viestit: 333
Liittynyt: Ke 12.02.2014 23:52
Paikkakunta: Tampere

Re: Kampanjasäännöt

Viesti Kirjoittaja Aarresaari »

Hyvän näköinen setti! Jotain scenaarioihin (esim väijytykset) ja armeijarakenteisiin (huoltolinjat) vaikuttavaa mekaniikka ois musta hyvä lisätä ettei taistelemisesta tuu pelkkää pakollista toistoa kartan tutkiskelun ohessa.
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