10.24.2009
The Brigand War - Campaign Traits
Warhammer Campaign - Starting post http://loreseeker.blogspot.com/2009/10/chaos-prince-war-campaign.html
Below are details for the upcoming Warhammer campaign. This post details traits that can be applied to warhammer units based on points scored during the campaign. Below is a tentative list of players in the campaign.
Myself as Lord Hannibal - Wood Elves
http://loreseeker.blogspot.com Rysm - Bretonnians
http://finklestale.blogspot.com Finkle – Dwarves
Thiridhren, Warden of the White Tower - High Elves
Castion (possible Warriors of Chaos player)
Borgoth - Dark Elves (possible)
Sir David – Ogre Kingdom Player (possible)
Warhammer Campaign Traits/Upgrades
-Points are earned for every +20 points gained through battles.
-When a unit gains a level 1 trait it must wait until three other units are upgraded before upgrading to a level 2 trait.
-Each upgrade costs 1 point.
-You cannot stack level 1 traits with other level 1 traits. Once a unit has a level 1 trait it stays with it until the end of the campaign or it is destroyed.
-A level 2 upgrade costs 1 points at the time of purchase.
-Any unit with this bonus that is destroyed, fleeing at the end of the game or flees off the table loses the trait/traits.
-A unit that is destroyed in the previous manners gives 1 victory point for each trait it has to the opposing general.
Level 1 Traits
Lucky – be it protection of a diety or just plain luck, these guys can credit a piece of their survival to it. Once per battle reroll successful to hit rolls in the shooting phase and reroll scatter dice for templates that hit the unit.
Fated- This unit is destined for greatness making them tougher to kill. Once per game this unit may reroll failed armor saves.
Steady – This unit has weathered encounters with fierce units and thus may reroll panic tests. If this unit rerolls panic test it must reroll at its own leadership, not that of a general or other modifiers.
Bloodthirsty – This unit craves battle and doubles its effort to cover the battlefield with their enemies blood. This unit may reroll failed rolls “to wound” during the first round of combat.
Dirty Fighting – This unit knows how to cheat to win and is not shy about tossing dirt in their enemies face, going for the knees or biting. In the first round of combat one enemy engaged against this unit is -1 to hit
Nimble Blades – This unit has customized their weapons to be lighter or they are just naturally faster with weapons. This unit gets +1 to their initiative.
Unit Fighting Style – This unit has learned several tricks throughout their campaign and improved their methods of dispatching foes. This unit receives +1 to WS.
Marksmen – this unit does not suffer the first -1 penalty incurred when shooting. If the unit is shooting over half range, it does not suffer -1, If the unit is shooting at skirmishers, under half range it does not suffer -1, but if the unit is shooting at skirmishers over half range it suffers a -1, instead of a -2 total.
Level 2 Traits
Hardened – This unit is tough as nails and will stand to the last man. This unit can reroll all break tests.
Feared – This unit has made a name for itself among its foes for being ruthless in combat and relentless in its treatment of enemies. This unit causes Fear. If the unit already causes fear it then causes Terror.
Protected – This unit has scavenged the battlefields and improved their armor in vulnerable places enemies like to strike. The unit is protected by a +6 ward save.
Deadly Ammo – sharpened arrowheads, heavier shot, regardless of the type of ammunition used, this unit specializes in dealing death from a distance. All armor saves caused by this unit are taken at an additional -1.
Divine Intervention – These fellows carry religious or divine trinkets with them to battle. They know in the time of their greatest need they will be protected. Once per game the unit takes armor saves normally, but is also allowed a +5 ward save.
Dire Charge/Expeditious retreat – this unit throws caution to the wind to get into the fight and adds +1 inch to their charging range, in contrast they also know how to break contact, gain altitude and return to base, receiving +1 inch to their total flee distance.
Expert Flankers – This unit is adept at maneuvering around the battlefield unseen and taking their foes by surprise. Do not deploy this unit normally, instead it is placed in reserves until it is called upon. Starting in the movement phase of turn 2, during compulsory movement sequence, rolled a D6. On the roll of a 4+ the unit enters on the table edge of a flank. Determine the side of the table based on a D6. A roll of 1-3 represents the owning players left side, 4-6 is the right side. If the unit fails to enter on turn to, continuing rolling, turn 3 roll on a 3+, turn 4 a 3+, turn 5 a 2+ and turn 6 an 2+. If the unit fails to enter by turn 6 it is considered destroyed for scoring purposes, obviously they lost their way, were hindered by enemy movements, or went to the local tavern for drinks. The unit enters during compulsory movement phase, thus can not declare charges. The unit may move in the remaining moves phase, but only at regular speed. The unit cannot march due to the cautious nature of its arrival due to surrounding enemies. No characters can be included with the unit, the unit may still shoot or cast magic if it is allowed. The unit counts as moving even if it does not move in the remaining moves phase, for the purpose of calculating shooting.
Players of the campaign feel free to comment publicly on thoughts, changes, questions and concerns in the comment section here, and please follow up with an email to the entire group of players.
~Rafe of Wolf's Rest
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