May 1st the Campaign Begins...


Downloads

Scenario Generator
Skirmish Scenarios
Skirmish Scen 2
Warband Rules
Rules

Playing in an online campaign can be a lot of fun.  In order to minimize the amount of special rules that occur, this campaign will be running in narrative format.  What's that mean?  A set of scenarios will be posted on the website, and these are the scenarios that you play with your friends and gaming club, either online or in person.  Once you have played the scenario you write the administrator with the score and outcomes as well as any experienced units you may wish to record.  That's it.

Once the outcomes are recorded, a new scenario will be posted in the next round which will take into account the battles from previous rounds. 

Scenarios will be using rules from the Warhammer Fantasy Battles 7th edition rulebook as well as the Skirmish rules and the General's Compendium.

Reporting Games
To report games, email the administrator of the campaign at icedcrow (at) yahoo (dot) com with the following information: 
Subject:  Campaign Battle Report for Turn <x>; Army 1 vs Army 2 (where army 1 is your army and army 2 your opponents)
Army 1 score - Army 2 score
Battle Result
Experienced units gained
Experienced units lost
Battle summary / fiction (optional)

All results will be recorded on the website and a section under Factions will record players and their elite units. 

Experience
Experience is earned through participating in battles.  Units and heroes can earn up to three levels of experience.  They get additional abilities, but also move up in points cost and organization slot through their elite experience.

 Units and characters gain experience through capturing unit banners.  If a unit captures an opposing unit's banner and keeps it until the end of the game, they gain an experience reward.  A unit may only gain one experience reward per game no matter how many banners they capture.  Units that gain experience must always start a game with the number of troops that started the game where they gained experience.  For example, a sword unit that starts at 20 troops in a game where they gain experience can never have more than 20 models in future games to keep their experience bonus.

Ranged units and warmachines may gain experience by causing enemy units to flee.  The unit has to have at least as many models in it (starting) that the ranged unit has.  Meaning a unit of 10 archers would not gain an experience level for causing a unit of 5 skirmishers to break and flee. 

If a unit breaks in combat it loses a level of experience.  If a unit is destroyed, it loses all experience.

Heroes that are part of a unit gain experience with the unit they are in. 

Experience Rewards and Organization
Units that gain experience are stronger than their normal counterparts.  As such they cost a bit more to field and may move up on the orgnization chart (from core to special, or special to rare for example)

A unit or hero that gains one rank of experience costs 10% more to field (minimum 1 point) per model rounded up.  For example, a 30 point knight would cost 33 points to field.  A 100 point hero would cost 110 points.  A 12 point spearmen would cost 13 points. 

A non-hero unit that gains two ranks of experience moves up one slot on the org chart  (from core to special or special to rare).  If a unit is already rare, ignore this result.

A unit that gains three ranks of experience costs 20% more to field (minimum 2 points) per model rounded up.   A hero that gains three ranks of experience counts as a Lord choice.

Unit Advancement
A unit that moves up an experience level may either roll on the unit upgrade chart or upgrade it's weapons and equipment.
Equipment upgrades allow one of the following:
  • Light Armor upgraded to heavy armor
  • Heavy armor upgraded to plate armor
  • Plate armor upgraded to master plate armor (re-roll failed armor saves)
  • Weapons upgraded to masterwork weapons (re-roll failed hits or wounds (not both))


  • A unit may instead of upgrading equipment roll on the skill table below (2D6)
  • 2 - Hardened - may re-roll failed break checks.  If unit is unbreakable, re roll this result
  • 3 - Unit becomes stubborn
  • 4 - Hard Charging - unit may re-roll missed to hit rolls in the turn that they charge
  • 5 - Fearsome - Unit causes FEAR
  • 6 - Lucky - Once per game the unit may force ONE enemy unit to re roll all successful to hit rolls  or any roll of the artillery or scatter dice that targets this unit.
  • 7 or 8 - The unit adds +1WS or +1 BS (players choice)
  • 9 - Lucky - The unit may re roll a single die each round
  • 10 - The unit is immune to psychology
  • 11 - Steady - The unit may re-roll failed panic checks
  • 12 - Extra rank - the unit has learned to fight with an additional rank if armed with spears or pikes.  If fighting with other weapons the unit may fight with half of their second rank (rounding down)

    Heroes do not upgrade equipment as they have access to magic items.  Instead they roll on the following (2D6)
  • 2-5 New skill.  Roll on honor chart.
  • 6 - (roll D6) on a 1-3 add +1 S.  On a 4-6 add +1 A.
  • 7 - +1 WS or +1 BS
  • 8 - (roll D6) on a 1-3 add +1 Init.  On a 4-6 add +1 Leadership (max 10)
  • 9-12 - New skill.  Roll on honor chart (pick one).

    COMBAT HONORS
  • 1 - Once per game character may re-roll ALL to hit rolls (must re-roll all of them)
  • 2 - Once per game character may re-roll ALL to wound rolls
  • 3 - Armor saves taken at additional -1
  • 4 - Always Strikes First
  • 5 - Gain +1 Attack when fighting in a challenge
  • 6 - Cause Fear.  If already cause fear, unit takes fear check at -1 penalty.

    ARCANE HONORS
  • 1 - Can choose one spell instead of rolling for it
  • 2 - Can re roll one roll on the miscast table per battle
  • 3 - Character and any unit he joins gains Magic Resist (1)
  • 4 - Range of all spells increased by 6"
  • 5 - Wizard may add one to the maximum number of dice they can roll for a spell
  • 6 - Wizard adds +1 to his rolls to dispel spells


  • RESILIENCE HONORS
  • 1 - Character never fails look out sir rolls
  • 2 - 6+ ward save.  If he already has a ward save due to an item he automatically passes first one he must take
  • 3 - Automatically pass first armor save he has to make each battle
  • 4 - Immune to killing blow
  • 5 - Immune to Poison
  • 6 - On last wound, has a 5+ ward save


  • LEADERSHIP HONORS
  • 1 - General's range increases to 18"
  • 2 - Character's unit automatically passes first panic check it has to make
  • 3 - Adds +1 to see who sets up first at beginning of game
  • 4 - Character's unit may re roll any failed rally test
  • 5 - Character's unit gains +1CR to any combat in which they are outnumbered
  • 6 - Character's unit immune to fear and terror.
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