These are my old campaign rules that I have posted a few times.
I can make maps as required in paint.
THE RELIC
Stories abound of the treasures the old ones that can be found deep in the Lustra jungle. One such story has come to light. The amazon who carried the story released it in parts as she traveled accoss the old world from, Cathay to Brettonia, to pay her way, in her efforts to get back home. The story is on an item so powerful that it can be used to travel anywhere in the world, and beyond to the plains of the gods. Currently it resides in an temple deep in the Lustra jungle on a lake. The lake and the surrounds are within a volcanic crater with only limited paths in and out. Entrepenurs from across the old world have created expeditions to find this temple, and take vcontrol of the power within.
Definitions.
A unit is a brood, pack, mob, squad, herd, independent character, war machine or monster.
A group or grouping is a collection of units trying to do the same thing.
Strength is the number of wounds worth of monsters or personnel/beasties – War machines do not count toward strength calculations.
Forces.
Each side starts with 2,500 points of troops and characters which at this point are not required to conform to an organisational table. The units to be used are chosen before the start of the campaign, and remain fixed, except as described below.
1) Unit organisations are fixed except for reduction due to casualties and amalgamation of units below minimum size. A unit that has fallen below its minimum strength may be amalgamated with another unit of the same type if the resultant unit does not exceed the maximum allowed size of that unit or cause it to have more attributes than it is entitled to (standards, musos, etc.).
2) The following criteria apply to the forces that wish to initiate combat.
¨ The force cannot exceed 1250 points.
¨ The force must be legal by the WHFB rule book or by the warbands rule if below 500 points.
3) If a grouping does not comply with either of the above criteria, neither it nor any of its component units can enter a hex containing enemy units. If brought to combat by enemy units entering its hex, up to 1250 points of the force may be deployed. Any models that cannot be deployed due to exceeding the 1250 point limit are destroyed if their side is forced to leave the hex.
Movement. Strategic movement is plotted, secret and simultaneous. Movement ends when a hex containing enemy units is entered. Combats do not occur across hex edges, when this might be the case each side rolls 1xD6 – the lowest roll becoming the defender.
1) All units have 3 movement points to use for movement each turn.
¨ Clear/road/city hexes cost 1 movement point to enter,
¨ River hexes with a bridge cost 2 movement points to enter,
¨ River hexes without a bridge cost 3 movement points to enter.
¨ City hexes being entered from a non-road hex cost 3 movement points to enter.
¨ Causeways cost 0 movement points to cross - hexes on either side of a causeway count as adjacent.
2) Lake hexes are impassable to all units.
Supply. During the supply phase of the strategic turn, units replace used ammunition and other expendable items. Supply is traced primarily along roads - only two of the hex sides that supply is traced through may be without roads also passing through them.
¨ The supply source for each side is the road they arrived on.
¨ Supply is traced from the unit to the supply source and does not include the hex the unit currently occupies.
Note: even all mounted or all flying forces move 3 strategically, as their logistics are still using wagons, slaves, pack animals, etc.
Blocking Supply. Hexes containing enemy units blocks supply even if units from the side that wishes to trace supply through the hex are also present..
¨ At least one of the units in a hex blocking supply must be present on the table the start of a battle for the hex (they can’t all arrive later via specail rules).
Out of Supply. Out of supply units may move and fight normally within a hex but cannot leave it. They operate under the following limitations.
¨ Units driven out of their hex while out of supply are destroyed.
¨ Units reorganising while out of supply subtract one D6 from the number of rolls they get per 10 wounds, if reduced to zero they get none of their losses back.
Surrounded Units.
If a unit is completely surrounded by enemy controlled hexes and forced to retreat from its current hex, the unit is destroyed.
Combat.
Combats use the WHFB ruless. Battles are fought on a 4’ X 4’ table.
Retreat From Combat. For a group to retreat from an ongoing combat it must be on or have reached the table edge most adjacent to a hex not occupied by enemy units and then successfully move off the table into that hex. Units surrounded by enemy occupied hexes or that are forced to cross a causeway are instead destroyed.
Reorganising After Combat. Reorganisation includes recruiting locally, rounding up strays, making repairs and the arrival of replacements.
1) The side which drove off, captured or destroyed all of the enemy units that were on the table, rolls 3xD6 for each 10 wounds (rounding up) suffered by its force and removes that number of wounds from its destroyed or damaged models and repairs all damage to its vehicles.
2) If both forces still had units on table when the game ended, roll 2xD6 for each 10 wounds (rounding up) suffered by each force and remove that number of wounds from destroyed or damaged models of that side.
3) Sides which were driven off table roll 1xD6 for each 10 wounds (rounding up) suffered by its force and removes that number of wounds from its destroyed or damaged models. If driven across a causeway they instead remove 1xD3 wounds.
4) Add +1 to the result of any reorganisation number rolled for each city that a side is the undisputed occupier of.
Terrain.
1) Map rivers appear on the table.
2) Use the terrain generator from rulebook to place terrain if the players cannot agree on a suitable terrain set-up.
Victory conditions. Victory goes to the player who delivers a relic to the temple. It is obvious which unit is carrying the relic because of the energy it emits.
1) The relic will prevent its transferee from one unit to another other than by the total destruction of the unit carrying it - the relic cannot be destroyed by any means.
2) The relic can be captured by killing/destroying the unit carrying the relic. When the unit is destroyed, the relic is placed where the last model died, and remains there until picked up by another model. The unit of the model that picks up the relic – if it has one – is then tasked with delivering it to the central island temple.
The relic. Somewhere within the crater is the relic which triggers the teleport device within the temple. Each turn that one or more of a players’ unit is in uncontested occupation of a ruined city, roll 2xD6, on the roll of 2 the relic has been found by one of the searchers within the city.
¨ Only traineed and trusted searchers are looking for the relics, so the number of grubby untrustworthy troops with the ruins has no effect on the search roll.
¨ If more than one “2” rolled in the same turn, then those players roll off until there is only one with the relic.
¨ The powerful emissions when the relic is found will be obvious to all of the mages within the crater.
The Temple. The temple occupies a table edge of the hex in the centre of the lake. The campaign ends when a unit with the relic reaches the platform of the temple, the owner of the unit delivering the relic being the winner.
TURN SEQUENCE
(1) Relic
(2) Supply
(3) Movement
(4) Reinforcement
(5) Combat
(6) Retreat from combat.
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