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Post has been edited after some very constructive feedback in the replies below - keep the ideas coming.
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I have been working on this Campaign idea for several weeks now and already have it posted on several other forums gathering input for new ideas / additions / alterations etc and would like to share what has been done so far with everyone here to further enhance and improve the idea.
I understand that this wont be to everyone's taste, but I'm happy and enjoy working on it, so please just humor me
This campaign idea is intended for the very experienced player who is looking for something to immerse themselves in with friends over the course of a month/s etc
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Empire At War is a Campaign system based around the turbulent times of the Empire set in the current date of the Empire Calendar, where mistrust and rivalries have boiled to the surface and war is about to come to these lands as rival Elector Counts battle for supremacy.
For this Campaign you will need:-
4+ Players
1 set of Campaign Rules with dozens of copies of Settlement + Unit Roster sheets
6 Mighty Empire Hexes for each player in the campaign with Campaign Map Table
1 Gaming Table
Approx 1,500 Points worth of Starting Empire armies for each player (growing to approx 5,000-6,000 max)
All other necessary gaming equipment
In order to reduce the number of “arguments” and disagreements during the campaign, before starting, a Campaign Master is agreed upon, usually the most experienced and mature member of the gaming group. It is this players responsibility to ensure the Campaign runs as smoothly as possible. This player is still allowed to play, but must remain neutral to ensure fairness is kept throughout the Campaign.
Players should all meet for at least a couple of hours to all read over and discuss the rules, changing or altering some rules as they wish, as long as it is all agreed upon by every player. This time is to ask questions and sort things out that may later lead to disagreements. Once every player in the group is comfortable with how the campaign will be played out and how everything works, the players can start the fun.
As the Campaign will take several weeks / months to complete, before starting (at the Rule Night), players should all agree to what kind of time line they will play and what days are most suitable for playing on and fighting battles.
If players do-not have time to fight a battle, but still wish to complete Economy and Movement turns, Battles that have been declared can be postponed for 2-3 Days (armies picking ground and preparing for battle) and fought later in the week when players have time.
You are free to play as many turns a you wish as often as you like, but once a battle has been declared on the Campaign map, no more than 2 Economy + Movement Turns can be completed before the battle must be resolved.
If the player that declared the battle is not able to play in time, it is deemed that the army withdraws back to its starting location before the declaration of battle and play is resumed. If the player that has been challenged is not able to play, their force is controlled by one of the other available players (preferably not one that has an invested stake in the result), with the Campaign Master ensuring fair play is maintained throughout.
Within the Campaign, there is a total of 10 Factions to choose from, each with their own benefits and downfalls, players can either choose freely which one they want, but if conflict arises over who wants what, factions are allocated randomly amongst the players.
At the start of the campaign, once players know what faction they will be playing, players must create their settlements taking into account for any bonuses their faction generates.
Players will start with 4 Settlements each, one of which must be declared as their Capital city.
The 3 other settlements must be randomly chosen as settlements Small, Medium and Large (roll D6 to determine each randomly)
With the 2 unused hexes for each player at the start of the campaign, players must roll 3 D6 to determine what each spare territory is.

Depending on the Settlement size and each factions bonuses, players must create an army following the following guidelines:

Throughout the campaign, players can gain additional points worth army upgrades for capturing new settlements and additional territories.
With the creation / purchase of every Character in a players army lists, they must roll to generate a starting experience level for that hero/lord
Each Hero Character starts with D6 + 1 experience (unless faction bonus makes this higher).
Each Lord Character starts with D6 + 5 experience (unless faction bonus makes this higher).
Character Experience Levels
Characters can be one of five levels, depending on the number of experience points they have.
Experience . . . . Level
1-7 . . . . . . . . . Veteran
8-15 . . . . . . . . Hardened Veteran
16-23 . . . . . . . .Grizzled Veteran
24-33 . . . . . . . .Leader of Men
34-43 . . . . . . . .Great Leader
44+ . . . . . . . . . Living God
The level of the Character has the following effect. Note that a Character keeps the bonus of the previous level when it advances to higher level. Obviously, when a character drops from a higher to a lower level, it loses the bonuses gained from that higher level.
Veteran: Standard Rules Apply
Hardened Veteran: +1 Initiative
Grizzled Veteran: Can re-roll any “To Hit” / “To Wound” / “Armour Save” dice that is a 1 (max 3 re-rolls per battle)
Leader of Men: 6+ Ward Save or +1 WS or BS if character already has a Ward Save
Great Leader: +1 Attack
Living God: +1 LD and 5+ Ward save (or +1 Toughness if character already has a Ward save)
Character Gaining and Losing Experience
+1 For taking part in a battle.
+2 If on the winning side in a battle.
+2 If in command for a winning battle.
+1 For declaring a challenge
+2 For winning a challenge
+1 For every 5 men killed (by him personally)
-2 If loses a challenge
-2 If declines a challenge
-2 If loses a battle while in command.
-1 If loses a battle.
-1 If captured not through a challenge
Turns can be played out as often as players wish, but it is recommended that a set time is set aside for playing the campaign.
The order of the turns to be played out is as follows:
1 - Declare Campaign map army movement / Declare Battles
2 - Fight Battles / Arrange Battles (maximum 2 day postpone)
3 – Post Battle Sequence
4 – Draw Chance Cards
5 – Update campaign map
6 – New Turn
A selection of these cards can be found below:-
Every turn, players must generate income for their faction. Depending on the settlements a player has they generate income as follows:

Players can spend their income on a variety of things, from additional points allowances for their armies / Re-Enforcing lost troops / Stores for army campaigns / Settlement Upgrades / Special Characters and Heroes

For every turn that an army is out on the campaign map not garrisoned within a settlement, the army must use up some of its stores.

If at any time an armies stores are used up, they must still roll to see how much stores they would of used up, the number of stores that would have been used up is halved and this amount is deducted from the Army lists point total, with points being lost from the different troops as follows;

So if an army must deduct a total of 200 points from their army list, they must remove 100 points worth of Core Troops (50%), 60 Points worth of Special Troops (30%) and 40 Points worth of Rare Troops (20%)
Players can add stores to their campaigning armies at any time providing the stores total never exceeds half the points total of the army.
If a player garrisons an army in one of their settlements, then the army does not use up any of its stores.
Maximum of 1 Capital City sized settlement
Maximum of 2 Large sized Settlement upgrades
Maximum of 3 Medium sized Settlement upgrades
In addition, a settlement can only be upgraded once, so a Small settlement can only ever be upgraded to a Medium Settlement, it can at no time be upgraded to a Large settlement.
Players can have more large and medium settlements than listed above by capturing additional ones, but once a player controls the number of each listed above, they can not upgrade any more settlements to that size.
The cost of upgrading settlement sizes is as follows:

A Special Character or Hero can only be purchased once in any campaign (some exceptions), so once one faction buys them, no other player can purchase the same Character or Hero.
Once a Character dies, they can not be purchased again.

NO * = Only 1 available per campaign
* = 1 Available for every 3 Participants in the Campaign
** = 1 Available for every 2 Participants in the Campaign
*** = 1 Available for every participant in the Campaign
Note – even if multiple character types are available, each faction is limited to one of each type.
Character Weapons and Armament
The characters listed above without a * come complete as they are listed in their respective army books
Characters listed with a * can come armed with any armament the player wishes as stated in the characters army book with a couple of exceptions.
No Pegagus Mounts
Dwarf engineers can not take Talisman Runes
Bretonnian Paladin can not take any virtues specific to Bretonnian special rules and can not get the blessing of the lady
Note:
All points spent on these special characters are double the cost than normal, so a Standard Dogs of War Captain, which would normally cost 50 points will cost 100 points etc.
Characters do-not take up character points in a players Army List
On the campaign map, each army is allowed to move the following number of hexes providing they are moving through their own territories:
Army up to 1,000 Points = Move up to 5 Hexes
Army from 1,001 - 1,500 Points = Move up to 4 Hexes
Army from 1,501 - 2,000 = Move up to 3 Hexes
Army 2,001+ = Move 2 Hexes
If moving through enemy territory armies can only move 1 hex unless they are able to end their movement in friendly territory. If a player wishes to move through enemy territory through into friendly territory, roll a D6 adding +1 to the result for each enemy territory passing through and consult the chart below:

If the army is ambushed, the player who controls the territory the army is passing through can choose to bring battle to the enemy in an ambush scenario. The size of the force the player is able to use to ambush the enemy is determined by the size of the settlement being passed through and whether there are any armies in close proximity.
Small Settlement = 500 Points worth of army list
Medium Settlement = 750 Points worth of army list
Large Settlement = 1,000 Points worth of army list
Capital City = 1,500 Points worth of army list
In addition to these points, any Cavalry units and Characters that are in a friendly territory adjoining the one being passed through can be added to the points total for free (not included in the points worth of army list above)
Once an army declares that it wishes to bring battle against an enemy force on the campaign map, depending on the size of the forces, the player that has been challenged can react in several different ways.
If the size of the two armies are within 500 Points, the enemy can not manoeuvre away and must prepare for battle.
If the challenged force is more than 550 bigger than the enemy, it can not manoeuvre away and must prepare for battle.
If the challenged force is more than 550 Points smaller than the enemy, the player can move away from the enemy (providing the army has not moved this turn)
If the army totals fall between the gaps in these points, the challenged player rolls a D6, on the roll of a 1-3 the challenged player can select which result to use, on a 4-6, the challenger can select which result to use.
Depending on the size of the armies, the set up for each battle is very different.
If the army that has been challenged to battle is 550 points or more bigger than the enemy, the force is considered immobile for the sake of set up. The player is restricted to a smaller set up zone for their forces than normal.
If the army that has been challenged is smaller than 550 points than the enemy, the force is considered mobile for the sake of set up. The player has a larger set up zone for their forces than normal.
If the size of the forces are within 500 points of each other, the forces are considered an even match and normal set up rules apply (unless faction or religion bonuses apply to alter this)
Sieges + Siege Battles
Siege Battles follow the standard rules for siege warfare in the warhammer Siege rulebook with a couple of alterations:
Capitulating
Players are free to play to the death if they so wish, but if a player is losing heavily, they have the choice to capitulate and become a loyal subject of their conquering player.
If at any time a player is down to their last 2 settlements, they must make a decision to either Fight to the death, or become a loyal subject.
If a player chooses to fight to the death, like it sounds, the player continues to play until totally conquered, at which time they cease to play.
Most of the time though, to ensure players all play to the end of the Campaign, the player can choose to ally themselves with the player that has conquered the most of their territories (if tied between two other players roll a D6 to decide)
Once a player has allied themselves with another player like this, they can NOT be destroyed completely. Players are forbidden from destroying the player and they are free to continue with the campaign trying their best to help their ally to victory. (players can still attack the player and capture any settlements they have over 1, but can not at any time capture their last settlement)
A player that has allied themselves in this manner must follow the following rules:
Any income generated from the players remaining settlement/s is halved.
10% of the players remaining income is given to their Ally
The player can Never! back track and attack their new Ally or any of the players other Allies
This part needs work I know, any ideas to improve this part are MOST!!! welcome
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I understand that a campaign such as this will not be to everyone's taste, but from the feedback from other gamers on other forums and from people at my local GW store it seems enough people would be interested in playing to persevere with the idea.
I am looking for input from all levels of player who play Warhammer with suggestions on improvements / alterations / additions / general ideas / pointing out mistakes etc etc etc etc
The more constructive criticism I can get the better. Very much still a work in progress, but once complete it will be made into a pdf file and be distributed to those who have helped in its creation (with any idea, no matter how big or small)
Hope there are some bright sparks out there with some ideas to enhance this work in progress.
Thanx for taking the time to read as much as you did (and if you got the whole way through you deserve a medal lol)
All the best
Darragh (x1x_x1x)
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I have been working on this Campaign idea for several weeks now and already have it posted on several other forums gathering input for new ideas / additions / alterations etc and would like to share what has been done so far with everyone here to further enhance and improve the idea.
I understand that this wont be to everyone's taste, but I'm happy and enjoy working on it, so please just humor me

This campaign idea is intended for the very experienced player who is looking for something to immerse themselves in with friends over the course of a month/s etc
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Hail - Welcome to Empire at War
Empire At War is a Campaign system based around the turbulent times of the Empire set in the current date of the Empire Calendar, where mistrust and rivalries have boiled to the surface and war is about to come to these lands as rival Elector Counts battle for supremacy.
For this Campaign you will need:-
4+ Players
1 set of Campaign Rules with dozens of copies of Settlement + Unit Roster sheets
6 Mighty Empire Hexes for each player in the campaign with Campaign Map Table
1 Gaming Table
Approx 1,500 Points worth of Starting Empire armies for each player (growing to approx 5,000-6,000 max)
All other necessary gaming equipment
Campaign Master + Rule Night
In order to reduce the number of “arguments” and disagreements during the campaign, before starting, a Campaign Master is agreed upon, usually the most experienced and mature member of the gaming group. It is this players responsibility to ensure the Campaign runs as smoothly as possible. This player is still allowed to play, but must remain neutral to ensure fairness is kept throughout the Campaign.
Players should all meet for at least a couple of hours to all read over and discuss the rules, changing or altering some rules as they wish, as long as it is all agreed upon by every player. This time is to ask questions and sort things out that may later lead to disagreements. Once every player in the group is comfortable with how the campaign will be played out and how everything works, the players can start the fun.
Allocating Turn and Battle Times
As the Campaign will take several weeks / months to complete, before starting (at the Rule Night), players should all agree to what kind of time line they will play and what days are most suitable for playing on and fighting battles.
If players do-not have time to fight a battle, but still wish to complete Economy and Movement turns, Battles that have been declared can be postponed for 2-3 Days (armies picking ground and preparing for battle) and fought later in the week when players have time.
You are free to play as many turns a you wish as often as you like, but once a battle has been declared on the Campaign map, no more than 2 Economy + Movement Turns can be completed before the battle must be resolved.
If the player that declared the battle is not able to play in time, it is deemed that the army withdraws back to its starting location before the declaration of battle and play is resumed. If the player that has been challenged is not able to play, their force is controlled by one of the other available players (preferably not one that has an invested stake in the result), with the Campaign Master ensuring fair play is maintained throughout.
Factions
Within the Campaign, there is a total of 10 Factions to choose from, each with their own benefits and downfalls, players can either choose freely which one they want, but if conflict arises over who wants what, factions are allocated randomly amongst the players.
Factions
Averland
500 Coins Starting Bank
Add 10 Points to Income Generation every turn
Barded Warhorses do-not suffer -1 movement
Crossbowmen cost 7 Coins not 8 / Free Marksman
Add 50 Points to war party starting size
Hochland
500 Coins Starting Bank
0-2 Limit on Huntsman units per army not 0-1
Archers and Crossbowmen are not -1 to hit at charging enemy over half distance
Heroes D6+2 Experience not D6+1
Lords D6+6 Experience not D6+5
Infantry Do-Not suffer penalties for moving through Difficult Terrain
Stirland
500 Coins Starting Bank
All troops ignore Difficult Terrain + Very difficult Terrain counts as Difficult Terrain
Add 20 Points to Income Generation every turn
State Troops +1 WS on first round of combat
Knights cost -2 per man
Middenland
500 Coins Starting Bank
Greatswords +1 Initiative / Free Champion for each unit
Upgrading Settlements costs 20% less
Knights +1 LD
Pistoliers cost 17 not 19
Maximum of 1 Warrior Priest for every 1,000 Points of Army
Can NOT recruit Luthor Huss
Nordland
500 Coins Starting Bank
+40 Points added to Income Generation every turn
Cannons cost 80 not 100 / Mortars cost 65 not 75 / Volley Gun costs 115 not 125
Engineer costs 45 not 55 base cost
1 Re-roll per artillery piece per battle
+1” Move for all Artillery
Ostermark
500 Coins Starting Bank
+60 Points added to Income Generation every turn
Greatswords +1 LD
Flagellants +1 WS
Can ONLY recruit Balthasar Gelt / Boris Ursus, the Red Tzar and Luthor Huss from Character Table
Ostland
500 Coins Starting Bank
1 D6 added to Dice pool to generate Income
All State Troops +1 Ld for first test
Can ONLY recruit Balthasar Gelt / Boris Ursus, the Red Tzar and Luthor Huss from Character Table
Knights are stubborn for their first round of combat
Infantry ignore Difficult terrain and treat very difficult terrain as difficult
Reikland
500 Coins Starting Bank
+10 Points added to magic item generation for each settlement to start
Level 1 and 2 Wizards are 10 Points cheaper
Level 3 and 4 Wizards are 25 Points cheaper
Only has 800 Points worth of Core Units to start Campaign, not 1,000
Greatswords + Knights +1 LD for their first test per battle
Talabecland
500 Coins Starting Bank
Heroes D6+2 Experience not D6+1
Lords D6+6 Experience not D6+5
Free Company +1 Cost per man
Greatswords -1 cost per man
Knights -2 Cost per man
+40 Points added to Income Generation every turn
Wissenland
500 Coins Starting Bank
Cannons cost 80 not 100 / Mortars cost 65 not 75 / Volley Gun costs 115 not 125
Engineer cost 40 not 55
Each Artillery piece can ignore its first misfire roll per battle
+1” Move for all Artillery
+60 Points added to Income Generation every turn
500 Coins Starting Bank
Add 10 Points to Income Generation every turn
Barded Warhorses do-not suffer -1 movement
Crossbowmen cost 7 Coins not 8 / Free Marksman
Add 50 Points to war party starting size
Hochland
500 Coins Starting Bank
0-2 Limit on Huntsman units per army not 0-1
Archers and Crossbowmen are not -1 to hit at charging enemy over half distance
Heroes D6+2 Experience not D6+1
Lords D6+6 Experience not D6+5
Infantry Do-Not suffer penalties for moving through Difficult Terrain
Stirland
500 Coins Starting Bank
All troops ignore Difficult Terrain + Very difficult Terrain counts as Difficult Terrain
Add 20 Points to Income Generation every turn
State Troops +1 WS on first round of combat
Knights cost -2 per man
Middenland
500 Coins Starting Bank
Greatswords +1 Initiative / Free Champion for each unit
Upgrading Settlements costs 20% less
Knights +1 LD
Pistoliers cost 17 not 19
Maximum of 1 Warrior Priest for every 1,000 Points of Army
Can NOT recruit Luthor Huss
Nordland
500 Coins Starting Bank
+40 Points added to Income Generation every turn
Cannons cost 80 not 100 / Mortars cost 65 not 75 / Volley Gun costs 115 not 125
Engineer costs 45 not 55 base cost
1 Re-roll per artillery piece per battle
+1” Move for all Artillery
Ostermark
500 Coins Starting Bank
+60 Points added to Income Generation every turn
Greatswords +1 LD
Flagellants +1 WS
Can ONLY recruit Balthasar Gelt / Boris Ursus, the Red Tzar and Luthor Huss from Character Table
Ostland
500 Coins Starting Bank
1 D6 added to Dice pool to generate Income
All State Troops +1 Ld for first test
Can ONLY recruit Balthasar Gelt / Boris Ursus, the Red Tzar and Luthor Huss from Character Table
Knights are stubborn for their first round of combat
Infantry ignore Difficult terrain and treat very difficult terrain as difficult
Reikland
500 Coins Starting Bank
+10 Points added to magic item generation for each settlement to start
Level 1 and 2 Wizards are 10 Points cheaper
Level 3 and 4 Wizards are 25 Points cheaper
Only has 800 Points worth of Core Units to start Campaign, not 1,000
Greatswords + Knights +1 LD for their first test per battle
Talabecland
500 Coins Starting Bank
Heroes D6+2 Experience not D6+1
Lords D6+6 Experience not D6+5
Free Company +1 Cost per man
Greatswords -1 cost per man
Knights -2 Cost per man
+40 Points added to Income Generation every turn
Wissenland
500 Coins Starting Bank
Cannons cost 80 not 100 / Mortars cost 65 not 75 / Volley Gun costs 115 not 125
Engineer cost 40 not 55
Each Artillery piece can ignore its first misfire roll per battle
+1” Move for all Artillery
+60 Points added to Income Generation every turn
Settlement Creation
At the start of the campaign, once players know what faction they will be playing, players must create their settlements taking into account for any bonuses their faction generates.
Players will start with 4 Settlements each, one of which must be declared as their Capital city.
The 3 other settlements must be randomly chosen as settlements Small, Medium and Large (roll D6 to determine each randomly)
With the 2 unused hexes for each player at the start of the campaign, players must roll 3 D6 to determine what each spare territory is.

Army Creation
Depending on the Settlement size and each factions bonuses, players must create an army following the following guidelines:

Throughout the campaign, players can gain additional points worth army upgrades for capturing new settlements and additional territories.
Character Experience
With the creation / purchase of every Character in a players army lists, they must roll to generate a starting experience level for that hero/lord
Each Hero Character starts with D6 + 1 experience (unless faction bonus makes this higher).
Each Lord Character starts with D6 + 5 experience (unless faction bonus makes this higher).
Character Experience Levels
Characters can be one of five levels, depending on the number of experience points they have.
Experience . . . . Level
1-7 . . . . . . . . . Veteran
8-15 . . . . . . . . Hardened Veteran
16-23 . . . . . . . .Grizzled Veteran
24-33 . . . . . . . .Leader of Men
34-43 . . . . . . . .Great Leader
44+ . . . . . . . . . Living God
The level of the Character has the following effect. Note that a Character keeps the bonus of the previous level when it advances to higher level. Obviously, when a character drops from a higher to a lower level, it loses the bonuses gained from that higher level.
Veteran: Standard Rules Apply
Hardened Veteran: +1 Initiative
Grizzled Veteran: Can re-roll any “To Hit” / “To Wound” / “Armour Save” dice that is a 1 (max 3 re-rolls per battle)
Leader of Men: 6+ Ward Save or +1 WS or BS if character already has a Ward Save
Great Leader: +1 Attack
Living God: +1 LD and 5+ Ward save (or +1 Toughness if character already has a Ward save)
Character Gaining and Losing Experience
+1 For taking part in a battle.
+2 If on the winning side in a battle.
+2 If in command for a winning battle.
+1 For declaring a challenge
+2 For winning a challenge
+1 For every 5 men killed (by him personally)
-2 If loses a challenge
-2 If declines a challenge
-2 If loses a battle while in command.
-1 If loses a battle.
-1 If captured not through a challenge
Playing a Campaign
Turns
Turns can be played out as often as players wish, but it is recommended that a set time is set aside for playing the campaign.
The order of the turns to be played out is as follows:
1 - Declare Campaign map army movement / Declare Battles
2 - Fight Battles / Arrange Battles (maximum 2 day postpone)
3 – Post Battle Sequence
4 – Draw Chance Cards
5 – Update campaign map
6 – New Turn
Chance Cards
Every turn, players must draw Chance Cards for every settlement they have, some of which will be positive bonuses while some of which will be negative things.A selection of these cards can be found below:-
Positive Chance Cards
Exotic Trader
A travelling merchant from a far off land has visited the settlement bringing with them a selection of rare treasures
Gain two free Magic Items, gain 2D6 x 5 Points worth of magic items
Wandering Nomad
An exiled engineer has traveled to your land seeking shelter
Gain +30 points towards an Engineer (can only use these points if they are used to purchase an engineer, Special character Engineer does not count)
Mercenaries for Hire
A travelling band of mercenaries is seeking work
Roll a D6 to determine what type of dogs of war unit:
1= Light Cavalry (Hand Weapon, Spear, Shield)
2= Pikemen (Hand Weapon, Heavy Armour, Pikes)
3= Dwarfs (Hand Weapon, Heavy Armour, Shield)
4= Halflings (Hand Weapon and either a bow or shield/light armour/spear)
5= Marauders (Hand Weapon, Light Armour, Flails)
6= Ogres (Hand Weapon, Light Armour)
Once you have determined the type of the unit, roll a further 2 D6 to determine the size of the unit

A player can not increase or re-enforce a Dogs of War unit, however the minimum unit sizes do not apply and the player can continue to field the unit providing the unit has at least the following number of men:

If at any time the size of the units falls below this number, it is considered that the unit just disbands and the unit is removed from the players army roster.
Floods
The settlement farms have been flooded
Deduct 2 D6 x 10 Points worth of Core Troops from the army list due to famine
Bandits
A war party of bandits has invaded your territory, roll 2 D6 to determine the war band faction
2-4 = Goblin War Party
5-7 = Orc War Party
8-10 = Beastmen War Party
11-12 = Skaven War Party
Once Faction has been chosen, depending on the settlement size, roll a Die to determine the size of the war party
Small – D3 +1(x 100 points)
Medium – D3 +2 (x 100 points)
Large – D3 +3 (x100 points)
Capital – D3 +4 (x 100 points)
As long as a war party remains in a territory, armies can not pass through without bringing combat.
For every Turn that the war party remains, add the following points to the size of the force:
Small = +50 Points per turn
Medium = +75 Points per turn
Large = +100 Points per turn
Capital = +150 Points per turn
If a war party ever grows to the following sizes, it will start testing to see whether it lays siege to the settlement or not
Small = 500 Points Start testing
Medium = 650 Points Start testing
Large = 800 Points Start testing
Capital = 1,000 Points Start testing
Once a war band starts testing to see whether it will lay siege or not, test every turn in the “Movement Stage”
1st test = War band lays siege on a D6 roll of a 5+
2nd test = War band lays siege on a D6 roll of a 4+
3rd test = War band lays siege on a D6 roll of a 3+
4th test = War band automatically lays siege
If a war band ever takes control over a settlement, the player that used to own the settlement must subtract the points allowance from the settlement from their army roster until they are able to take back control.
Exotic Trader
A travelling merchant from a far off land has visited the settlement bringing with them a selection of rare treasures
Gain two free Magic Items, gain 2D6 x 5 Points worth of magic items
Wandering Nomad
An exiled engineer has traveled to your land seeking shelter
Gain +30 points towards an Engineer (can only use these points if they are used to purchase an engineer, Special character Engineer does not count)
Mercenaries for Hire
A travelling band of mercenaries is seeking work
Roll a D6 to determine what type of dogs of war unit:
1= Light Cavalry (Hand Weapon, Spear, Shield)
2= Pikemen (Hand Weapon, Heavy Armour, Pikes)
3= Dwarfs (Hand Weapon, Heavy Armour, Shield)
4= Halflings (Hand Weapon and either a bow or shield/light armour/spear)
5= Marauders (Hand Weapon, Light Armour, Flails)
6= Ogres (Hand Weapon, Light Armour)
Once you have determined the type of the unit, roll a further 2 D6 to determine the size of the unit

A player can not increase or re-enforce a Dogs of War unit, however the minimum unit sizes do not apply and the player can continue to field the unit providing the unit has at least the following number of men:

If at any time the size of the units falls below this number, it is considered that the unit just disbands and the unit is removed from the players army roster.
Negative Chance Cards
Floods
The settlement farms have been flooded
Deduct 2 D6 x 10 Points worth of Core Troops from the army list due to famine
Bandits
A war party of bandits has invaded your territory, roll 2 D6 to determine the war band faction
2-4 = Goblin War Party
5-7 = Orc War Party
8-10 = Beastmen War Party
11-12 = Skaven War Party
Once Faction has been chosen, depending on the settlement size, roll a Die to determine the size of the war party
Small – D3 +1(x 100 points)
Medium – D3 +2 (x 100 points)
Large – D3 +3 (x100 points)
Capital – D3 +4 (x 100 points)
As long as a war party remains in a territory, armies can not pass through without bringing combat.
For every Turn that the war party remains, add the following points to the size of the force:
Small = +50 Points per turn
Medium = +75 Points per turn
Large = +100 Points per turn
Capital = +150 Points per turn
If a war party ever grows to the following sizes, it will start testing to see whether it lays siege to the settlement or not
Small = 500 Points Start testing
Medium = 650 Points Start testing
Large = 800 Points Start testing
Capital = 1,000 Points Start testing
Once a war band starts testing to see whether it will lay siege or not, test every turn in the “Movement Stage”
1st test = War band lays siege on a D6 roll of a 5+
2nd test = War band lays siege on a D6 roll of a 4+
3rd test = War band lays siege on a D6 roll of a 3+
4th test = War band automatically lays siege
If a war band ever takes control over a settlement, the player that used to own the settlement must subtract the points allowance from the settlement from their army roster until they are able to take back control.
Income
Every turn, players must generate income for their faction. Depending on the settlements a player has they generate income as follows:

Players can spend their income on a variety of things, from additional points allowances for their armies / Re-Enforcing lost troops / Stores for army campaigns / Settlement Upgrades / Special Characters and Heroes
Army Point Allowance upgrades
Depending on the size of the settlement, players can spend money to upgrade the size of their army capacity.
Army Stores
Army stores are bought for army standards when setting out for a campaign / battle. The maximum amount of stores that an army can have is equal to ½ of the total points cost of the army list. E.G. a campaigning army with a points total of 2,500 points can have a maximum of 1,250 Points worth of army stores.For every turn that an army is out on the campaign map not garrisoned within a settlement, the army must use up some of its stores.

If at any time an armies stores are used up, they must still roll to see how much stores they would of used up, the number of stores that would have been used up is halved and this amount is deducted from the Army lists point total, with points being lost from the different troops as follows;

So if an army must deduct a total of 200 points from their army list, they must remove 100 points worth of Core Troops (50%), 60 Points worth of Special Troops (30%) and 40 Points worth of Rare Troops (20%)
Players can add stores to their campaigning armies at any time providing the stores total never exceeds half the points total of the army.
If a player garrisons an army in one of their settlements, then the army does not use up any of its stores.
Settlement Upgrades
Players can upgrade their settlements at any time they wish, but they are limited to having only:Maximum of 1 Capital City sized settlement
Maximum of 2 Large sized Settlement upgrades
Maximum of 3 Medium sized Settlement upgrades
In addition, a settlement can only be upgraded once, so a Small settlement can only ever be upgraded to a Medium Settlement, it can at no time be upgraded to a Large settlement.
Players can have more large and medium settlements than listed above by capturing additional ones, but once a player controls the number of each listed above, they can not upgrade any more settlements to that size.
The cost of upgrading settlement sizes is as follows:

Special Characters + Heroes
Players can spend their income on Special Characters and Heroes to help lead their armies to victory.A Special Character or Hero can only be purchased once in any campaign (some exceptions), so once one faction buys them, no other player can purchase the same Character or Hero.
Once a Character dies, they can not be purchased again.

NO * = Only 1 available per campaign
* = 1 Available for every 3 Participants in the Campaign
** = 1 Available for every 2 Participants in the Campaign
*** = 1 Available for every participant in the Campaign
Note – even if multiple character types are available, each faction is limited to one of each type.
Character Weapons and Armament
The characters listed above without a * come complete as they are listed in their respective army books
Characters listed with a * can come armed with any armament the player wishes as stated in the characters army book with a couple of exceptions.
No Pegagus Mounts
Dwarf engineers can not take Talisman Runes
Bretonnian Paladin can not take any virtues specific to Bretonnian special rules and can not get the blessing of the lady
Note:
All points spent on these special characters are double the cost than normal, so a Standard Dogs of War Captain, which would normally cost 50 points will cost 100 points etc.
Characters do-not take up character points in a players Army List
Movement
On the campaign map, each army is allowed to move the following number of hexes providing they are moving through their own territories:
Army up to 1,000 Points = Move up to 5 Hexes
Army from 1,001 - 1,500 Points = Move up to 4 Hexes
Army from 1,501 - 2,000 = Move up to 3 Hexes
Army 2,001+ = Move 2 Hexes
If moving through enemy territory armies can only move 1 hex unless they are able to end their movement in friendly territory. If a player wishes to move through enemy territory through into friendly territory, roll a D6 adding +1 to the result for each enemy territory passing through and consult the chart below:

If the army is ambushed, the player who controls the territory the army is passing through can choose to bring battle to the enemy in an ambush scenario. The size of the force the player is able to use to ambush the enemy is determined by the size of the settlement being passed through and whether there are any armies in close proximity.
Small Settlement = 500 Points worth of army list
Medium Settlement = 750 Points worth of army list
Large Settlement = 1,000 Points worth of army list
Capital City = 1,500 Points worth of army list
In addition to these points, any Cavalry units and Characters that are in a friendly territory adjoining the one being passed through can be added to the points total for free (not included in the points worth of army list above)
Declaring Battles
Once an army declares that it wishes to bring battle against an enemy force on the campaign map, depending on the size of the forces, the player that has been challenged can react in several different ways.
If the size of the two armies are within 500 Points, the enemy can not manoeuvre away and must prepare for battle.
If the challenged force is more than 550 bigger than the enemy, it can not manoeuvre away and must prepare for battle.
If the challenged force is more than 550 Points smaller than the enemy, the player can move away from the enemy (providing the army has not moved this turn)
If the army totals fall between the gaps in these points, the challenged player rolls a D6, on the roll of a 1-3 the challenged player can select which result to use, on a 4-6, the challenger can select which result to use.
Battle Set up
Depending on the size of the armies, the set up for each battle is very different.
If the army that has been challenged to battle is 550 points or more bigger than the enemy, the force is considered immobile for the sake of set up. The player is restricted to a smaller set up zone for their forces than normal.
If the army that has been challenged is smaller than 550 points than the enemy, the force is considered mobile for the sake of set up. The player has a larger set up zone for their forces than normal.
If the size of the forces are within 500 points of each other, the forces are considered an even match and normal set up rules apply (unless faction or religion bonuses apply to alter this)
Sieges + Siege Battles
Siege Battles follow the standard rules for siege warfare in the warhammer Siege rulebook with a couple of alterations:
Ending the game
The goal of the Campaign is a "Total Victory" scenario, where each player is battling for total control over the Empire. The Campaign is ended once one player and any of their allies is able to bring all other factions under their rule.Capitulating
Players are free to play to the death if they so wish, but if a player is losing heavily, they have the choice to capitulate and become a loyal subject of their conquering player.
If at any time a player is down to their last 2 settlements, they must make a decision to either Fight to the death, or become a loyal subject.
If a player chooses to fight to the death, like it sounds, the player continues to play until totally conquered, at which time they cease to play.
Most of the time though, to ensure players all play to the end of the Campaign, the player can choose to ally themselves with the player that has conquered the most of their territories (if tied between two other players roll a D6 to decide)
Once a player has allied themselves with another player like this, they can NOT be destroyed completely. Players are forbidden from destroying the player and they are free to continue with the campaign trying their best to help their ally to victory. (players can still attack the player and capture any settlements they have over 1, but can not at any time capture their last settlement)
A player that has allied themselves in this manner must follow the following rules:
Any income generated from the players remaining settlement/s is halved.
10% of the players remaining income is given to their Ally
The player can Never! back track and attack their new Ally or any of the players other Allies
This part needs work I know, any ideas to improve this part are MOST!!! welcome
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I understand that a campaign such as this will not be to everyone's taste, but from the feedback from other gamers on other forums and from people at my local GW store it seems enough people would be interested in playing to persevere with the idea.
I am looking for input from all levels of player who play Warhammer with suggestions on improvements / alterations / additions / general ideas / pointing out mistakes etc etc etc etc
The more constructive criticism I can get the better. Very much still a work in progress, but once complete it will be made into a pdf file and be distributed to those who have helped in its creation (with any idea, no matter how big or small)
Hope there are some bright sparks out there with some ideas to enhance this work in progress.
Thanx for taking the time to read as much as you did (and if you got the whole way through you deserve a medal lol)
All the best
Darragh (x1x_x1x)
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