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The Fall of Rutterland

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1K views 0 replies 1 participant last post by  HarlequinNightmares 
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Hey every one, so with me and a bunch of my mates from GW attending a 1500 point torni soon i have decided to write a campaign that will make the most of our armies. Aimed to be played on a mighty empires board (I havn't set up a map yet but have an idea how i will lay it out) this game is just putting more of a flair onto the games we would be playing normally. I have added bits and bob's to make it stand out, a card feature in which players are rewarded a one time use one game bonus and new (kinda) game types. There is the ability to go above 1500 points, but to accommodate and not render people which don't have large armies useless, it will only ever be a small margine at most.

So here is all what I have written so far, I hope your enjoy it :)

The Fall of Rutterland
10 Players
15 Game Turn’s
1500 point armys
At the beginning of each players turn they may perform 2 moves, though may only capture 1 opposing tile per turn. Each tile they move over is considered captured. This should be displayed with a symbol denoting the player’s army.
Each player will play a minimum of one game per game turn, though more may be played if multiple tiles they own are attacked each turn.
At the end of the movement phase each player will be assigned an opponent, they will then fight for a chance to win campaign points.
On the 15[SUP]th[/SUP] game turn the top 5 players and the bottom 5 players will play a triumph and treachery game.
Campaign points
To see who will be fighting in the final games will be decided by a play’s campaign score. Each tile a player controls at the end of the game will award them 1 campaign point. Each game a player win’s will also score them 1 campaign point. In the final battle the winner of each game will be awarded points by score (5,4,3,2,1 respectively). Who ever has the most campaign points at the end shall be deemed the winner.
Game Types
On the role of a 1-4 they will fight a standard battle chosen from the Warhammer fantasy rulebook. On the role of a 5-6 a randomly determined ‘special mission’ will be selected on the role of a D6.
1. Daemon Realm.
The two opposing armies have wandered into a world of chaos, where the tree’s lash out and the buildings wail with demonic energy’s.
This is a standard victory point game using the Dawn attack scenario found in the Warhammer rulebook. In addition all terrain features are considered dangerous as well as any buildings (or other suitable terrain pieces) are considered to be sinister statues.
2. The hunt for Salazar’s Treasure.
There are legends that a great dark elf warrior hid an ancient treasure in these grounds. The one who finds it might find a use for this long forgotten artefact, but beware, Salazar would not have left his treasure unguarded.
This is a Standard Victory point game using the Battle Line scenario found in the Warhammer rulebook. In addition 6 objective markers are placed on the board before the game, 1 randomly selected one will contain the magical treasure that both armies are fighting for. At the end of the game the player holding the correct objective is counted as scoring an extra 250 victory points for the purpose of working out victory points. As well as this the player will receive one additional treasure/tactics card at the end of the battle on the role of a D6 as shown below. (See treasure/tactics cards)
1. Nothing of value.
2. Ancient Gold.
3. A Hero’s Potion Bag.
4. Expeditionary Map.
5. Spell Book of Cyrus.
6. Mystical Artefact.
Not all treasures are what they seem though. One randomly selected objective has been booby-trapped; the first unit that comes into contact with this object must take a Strength test for each model in the unit. Any model which fail this test are removed from play as a casualty, this unit then gain the fear and unbreakable special rule for the remainder of the game, as the trap distorts and disfigures there body.
3. In the eye’s of mortals.
A hero is the icon of wonder among his men, be it through the fight to deliver them from evil, or just being the biggest warlord around. Though glory is a short lived feet, for it may be stripped from a hero in the slightest of moments, where only the fate’s can see their true destiny.
This is a standard victory point game using the Meeting Engagement scenario found in the Warhammer rulebook. In addition an army’s generals inspiring presence is increased by 6”. Though if an army’s general should fall, he is worth double victory points. If an army’s general is killed In a challenge by the opposing general he is worth triple his cost.
4. Ain’t no country like squig country.
You’re never to far away from a nest of squigs. Watch out, they bite.
This is a standard victory point’s game using the Dawn Attack scenario found in the Warhammer rulebook. In addition 10 Squigs are placed in the centre of the board. At the beginning of each players turn each squig bounces in a random direction 2D6”. If a squig ever collides with another in inflicts D6 S5 hits with the armour piercing special rule, then is removed from play. If a squig ever collides with a terrain piece or moves of the table, there are removed from play. Ranged attacks can never target Squigs. Squigs do not block line of site for charges but instead inflict 2D6 S5 hits with the armour piercing special rule as they munch at units running past them, the squig is then removed from play.
5. The silver towers.
Magic is a fickle thing, learnt by many but mastered by few. Many fight over the controlee of artefact and location’s writhe with magical energy, even if the risk is grater than the gain.
This is a standard victory point game using the Watch Tower scenario found in the Warhammer rulebook. In addition the starting watchtower is considered a wizard’s tower, which grants the lore master special rule only to a wizard occupying the tower. In addition a non-wizard character occupying the building may cast a single signature spell from one of the 8 magic laws’ in the Warhammer rulebook as if he was a level 1 caster. Any spells cast whilst occupying the watchtower are cast with irresistible force on the role of any double (as well as causing a miscast).
6. Eye of the storm.
As ever changing as the will of gods, the weather around Rutterland can switch at a moments notice. Glorious sunshine can be replaced by a raging storm of unparallel proportions in the blink of an eye.
This is a standard victory point game using the Dawn Attack scenario found in the Warhammer rulebook. In addition at the start of each players turn role a D6 to randomly determine the current weather conditions covering the battlefield.
1. Gale force winds. Units may not use the fly special rule.
2. Torrential downfall. All ranged attacks suffer -1 to hit.
3. The sun shines. Every things fine… for now.
4. The winter frost. All units are treated as moving through terrain.
5. Wrath of thunder. Role a D6 for each unit on the board, on the role of a 1 that unit takes D6 S6 hits. Flying units take 2D6 S6 hits instead.
6. Corrosive Fog. All units are treated as having -1 to there armour save.
Game tiles
There are several game tiles in the within the realm of Rutterland which contribute to how the game will turn out. They are listed below along with the ability’s they bestow upon their armies.
Wizards tower – When a player captures this tile they are granted the ‘Concentration’ treasure/tactics card. Any player capturing this tile plays the ‘Silver Towers’ scenario.
Mine – When a player captures this tile they are granted the ‘Ancient Gold’ treasure/tactics card.
Dwarven tavern – When a player captures this tile they are granted the ‘Bugmans XXX’ treasure/tactics card.
Idol of Gork (or possibly Mork) – When a player captures this tile they are granted the ‘War paint’ treasure/tactics card. Any player capturing this tile player the ‘Ain’t no country like squig country’ scenario.
Chaos Shrine – When a player captures this tile they are granted the ‘Will of the Gods’ treasure/tactics card. Any player capturing this tile player the ‘Daemon Realm’ scenario.
Castle – Whilst a player controls this tile, any attempts to capture it grants defender a single core unit with a value of up to 200 points.
Town – A tile containing a town is worth 3 Campaign points at the end of the campaign.

Treasure/Tactics cards
At the beginning of a campaign game a player may use any treasure/tactics cards they have received during the campaign.

Treasure/tactics card are rewarded to the winner of a campaign game. The rewarded card is decided on the role of a D20. This is in addition to any other treasure/tactics cards grated from victory conditions.
1. Nothing of Value. The gods don’t look favourably on you; no card is rewarded this time.
2. Poison the Supplies. At the beginning of the game chose an enemy unit that has been poisoned by skilful assassins sabotaged supplies. On a D6 role for 2+ the unit takes 3D6 Strength 2 hits with the poison special rule. No armour saves may be taken against wounds caused. On the role of a 1, nothing happens.
3. A Hero’s Fate. At the beginning of the game, one character in your army may select one character or monster on your opponent’s army. Your chararcter re-roles all hits, wounds and is granted the heroic killing blow special ability against the target until the end of the game.
4. Expeditionary Map. Until the end of the game one unit in your army gain the vanguard special rule.
5. A Hero’s Glory. Until the end of the game your armies general increases there inspiring presence aura by 6”.
6. Concentration. Until the end of the game one wizard in your army gains the lore master special rule.
7. Dragon Scales. Until the end of the game one unit in your army gain a 6+ armour save. if they already have one they are granted +1 to their armour save (to a maximum of 1+).
8. Spell book of Cyrus. Until the end of the game your army gains 3 additional dice when channelling both power and dispel dice.
9. Fortification. If a player attempts to capture one of your tiles, you may add a single additional core choice with a value of up to 200 points to your army until the end of the game. This may not be combined with a castle tile.
10. Ancient Gold. At the beginning of the game, you may add a single additional core choice with a value of up to 100 points to your army until the end of the game. This may not be combined with a castle tile.
11. Bribery. Until the end of the game one enemy unit gain the stupidity special rule.
12. Combat Drugs. Until the end of the game one unit in your army gain the frenzy special rule.
13. War paint. Until the end of the game one unit in your army gain a 6+ ward save. If they already have one they are granted +1 to their ward save (to a maximum of 3+).
14. A Hero’s Luck. Until the end of the game, one character in your army may re-role his first failed armour save, ward save and regeneration save.
15. Will of the Gods. Until the end of the game one character in your army gains +1 to there Strength, toughness, attacks, weapon skill.
16. Training Drills. Until the end of the game one unit in your army gains +1 Weapon skill and Ballistic skill.
17. A Hero’s Potion bag. Until the end of the game one character in your army gains, the Potion of Strength, Potion of Toughness, Potion of Speed and Potion of Fool hardiness.
18. Mystical Artefact. At the beginning of the game, one character in your army may purchase a single magical item worth up to 50 points for use in the battle. (this may take a characters magic item allowance cost above the normal limit, yet other restrictions apply).
19. Commandeered vessel. At the beginning of the game, one unit you control gains the ambush special rule.
20. Bugmans XXXXXX. Until the end of the game D3 units in your army gain one of the special rules on the role of a D6 (the same rule applies to all units).
1. Stupidity
2. Frenzy
3. Hatred (everyone)
4. Immune to psychology
5. Stubborn
6. Unbreakable

So there you have it so far, a train journey worth of writing which I wish to improve on some more. Hope you enjoyed the read :)
 
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