WHFB Campaign Rules
This section describes the play test campaign rules for WHFB that we are
working on in the Club at the moment. This fantasy version is based on our 40K system and
to fully understand the mechanics you'll probably need to take a look at the Galaxy of Damnation section. Please post comments and
questions to the Forum.
Click here to download
these rules as a Word file in self-extracting .exe format. Running the file whfbcamp.exe
will unpack the word file onto your Windows desktop.
The campaign is based on the very successful Galaxy of
Damnation (GoD) campaign system for Warhammer 40K. The campaign is fought over the
land of Gobstykia and has many locations for the players to explore. Some of the locations
have been pre-determined by the game masters (Bob
& Pete), the others will be generated by the
first player to explore the area. Just as in the GoD campaign system the natives may
accept your benevolent rule or reject your malevolent mastery, in which case you will have
to battle for control of the land. As players explore the land they will build up empires,
generate wealth, dispatch spies and diplomats, hire mercenaries and sail the seven (okay
one) sea and generally have a good time. But a word of caution, the Gods of the land (the
dashing debonair Bob, and the wretched foul Pete) have many tricks up their sleeves and
things may not go just as you had planned. So welcome to our land of lamentation,
peninsular of peril, continent of catastrophe (and any other alliteration you can think
of) the Gods greet you with just one commandment. Win or loose, have fun!
The campaign is played out on a map
representing a continent (or part of). Locations are represented by numbered circles which
are connected to other locations by trails, roads or paths. Players may move from one
location to another if it is connected by a route. This counts as one move. Each army may
move 3 times during a campaign turn modified by terrain features listed below:
- If the trail crosses or moves through a mountain range this takes up 3 moves. If you do
not have enough movement you cannot make the journey and must wait for the next campaign
turn to move.
- Rivers cannot be crossed except where there is a bridge. If a trail crosses a river
without a bridge you will have to pay the ferryman to cross. No gold, no passage!
- If the trail moves through woods, jungles or swamps it uses 2 moves.
- If you have the gold to hire a ship you may travel by sea. Travel between any coastal
location counts as 3 moves.
- If the path includes a junction it is possible you may take the wrong route. The path
you take at a junction will be randomly determined.
If you do not wish to travel along the paths it is permitted to travel "cross
country". This way you may travel between locations not connected by paths but be
warned, the further you travel the more chance you will be "lost in the
wilderness". For every X miles you travel roll a dice. If any of the dice comes up a
1 you are lost (the cross-country travel and lost rules are yet to be finalised). Lost
armies will miss 1 campaign turn and may not raise taxes, engage in diplomacy, receive
spies reports or hire mercenaries. When they have missed their turn lost armies will
start again from the last location they were at.
Moving "cross country" counts as 3 moves (2 for dwarfs).
This table works as in Galaxy of Damnation
2D6 roll
|
Type of
Location
|
Reaction
|
Campaign
points
|
Army
points
penalty
|
accept
|
Seek aid
|
Resist
|
3 |
City |
- |
1-2 |
3-6 |
5 |
10% |
4 |
Mine |
- |
1-4 |
5-6 |
4 |
8% |
5 |
Fort* |
1-2 |
- |
3-6 |
3 |
6% |
6 |
Village |
1-3 |
- |
4-6 |
2 |
4% |
7 |
Barren land |
1-6 |
- |
- |
0 |
1% |
8 |
Farmsteads |
1-2 |
3-4 |
5-6 |
1 |
2% |
9 |
Town |
1 |
2-3 |
4-6 |
4 |
4% |
10 |
Market Town |
1-5 |
- |
6 |
5 |
6% |
11 |
Temple |
- |
1-5 |
6 |
4 |
7% |
2 or12 |
Capital City* |
- |
- |
1-6 |
6 |
12% |
*Note: Forts and capital cities automatically come with fortifications.
Whenever a player wishes to find out what is at the location of their army, their
movement for that turn ends unless the player has scouts. (Scouts are described later
under the section of what you can spend your gold on.)
Whenever a player wishes to find out what is at the location of their army, their
movement for that turn ends unless the player has scouts. (Scouts are described later
under the section of what you can spend your gold on.)
Whenever a player wishes to find out what is at the location of their army, their
movement for that turn ends unless the player has scouts. (Scouts are described later
under the section of what you can spend your gold on.)
In this campaign you will need money to buy things rather than using campaign points as
currency as occurs in GoD.
Money in the form of gold can be raised at the start of any of your campaign turns. You
do not have to raise money if you do not want to.
To raise gold you declare - at the start of your turn before any moving or battles -
that you are going to tax the people. Each location you command generates 1 gold for each
campaign point it is worth, this is yours to spend or save as you see fit. However nobody
likes paying taxes and there is a chance that the people will rise up against you and your
extortionate demands. Every time you raise taxes you must roll a d6 for each location you
control (you cannot choose to tax some and not others it is an all or nothing affair), on
a roll of a 1 they have rebelled against you and revert to independence. They are no
longer in your empire and you gain no gold from them. Once all your money has been
collected you will probably wish to spend some of it. The following is a list of things
money can buy.
Cities, Towns, Temples and mines can be fortified (Capital cities and Forts already
have fortifications built). The cost is 1 gold per campaign point.
Any location that has had fortifications built gives you the option to defend the
location using siege rules and the FINAL ASSAULT scenario. This is very useful if you have
built up large points penalties because the defender always fields 50% of the attackers
force so unless you are at a 50% points penalty you will not be at a disadvantage
defending fortified locations.
Fortified locations generate 1 less gold due to maintenance costs.
Any location can have a garrison deployed there. A garrison will reduce your points
penalty by 10% when defending the location and prevents any armies from passing through
without your permission.
Garrisons will capture spies on a d6 roll of 4-6, in which case the spy will blab and
reveal information on any one location from the spies empire to the capturing
player.
Garrisons cost 2 gold.
Garrisoned locations generate 1 less gold (cumulative with fortifications) due to the
cost of maintaining the garrison.
Spies can be sent to any location on the map and will report back the type of location,
who owns it, fortifications, garrisons etc. For each location you send a spy to roll a d6.
If any of the dice rolls a 1 the spy has been caught and killed and no information is
gained.
Spies cost 1 gold each time they are sent out.
Any player may spend gold to increase the size of their army. It costs 1 gold per 100
points of extra troops. These can include allies but not characters or magic items. They
will fight for only 1 battle.
Watch out on the notice board for special "Dogs of war" regiments offering
their services for sale. The price for each regiment will vary. The cost is for only 1
battle. These regiments will have their own special rules determined by the gods.
Players are allowed to form alliances, make deals and come to arrangements with other
players. However these may only be made between armies that have encountered each other on
the previous campaign turn. Alternatively you may send a Diplomat to do the deal for you.
When sending a diplomat you must send him to the home location of the empire you wish to
make a deal with (so you will have to guess at the location or know it). Once there you
are free to make any deals with that empire at any time.
Diplomats cost 1 gold.
Note: alliances will only be allowed between races allowed as allies in the respective
army books. So long as one of the books has the race as a possible ally alliances may be
made. In order to fight on the same side in a battle a formal alliance must have been
made. (Very important if you wish to gang up one someone)
Anytime players wish to make a formal deal this must be done in writing and signed by
both generals. Administration costs for each and every deal is 1 gold
An army that wishes to move "cross country" may purchase a guide for 1 gold.
A guide allows you to re-roll one dice when making your getting lost tests. You may hire
as many guides as you wish and each will allow 1 re-roll. Guides will only work for 1
cross-country move and must be hired fresh each time.
A guide will also allow you to choose which direction you take at a junction.
An army wishing to cross a river without a bridge must pay the ferryman. Ferrymen cost
1 gold
Any army wishing to travel by sea must hire or buy a ship. Ships can be
hired for 2 gold per journey or they can be bought for 8 gold. Bought ships can be used
over again until they sink!
Each time you make a sea voyage roll on the following table:

|
D6 Roll
|
Result
|
| 1 |
STORM! The ship sinks and your army is washed ashore at the next nearest location from
where you set sail. |
| 2 |
ADVERSE SAILING CONDITIONS. The winds are unkind and you are stuck in port. You may
not make a sea journey this campaign turn. |
| 3 - 5 |
GOOD WEATHER. The journey proceeds without incident |
| 6 |
PERFECT SAILING. The winds are so favourable you are allowed a bonus move once you
reach your destination. |
You may also hire a captain to help sail your ship. Captains allow you
to re-roll the result of the sea voyage test.
When an army arrives at a location evaluating its potential value takes a considerable
time. This effectively ends the armies movement for that turn. There just is not the
time to survey an area and move on to another. However if an army has hired scouts, these
individuals range ahead of the main body of the army, scouring the land and determining
its wealth and potential for conquest. This means an army with scouts will know what type
of location they are at as soon as they arrive and so can choose to stop and attempt to
conquer the land or move on for better pastures. Each time an army uses its scouts there
is a chance they will be ambushed and killed by the local inhabitants. Whenever you use
scouts roll a d6 and on a 1 the scouts are lost and no information of the area is gained.
Scouts cost 2 gold.
15 Race Characteristics
The following rules apply to the different races.
EMPIRE
The army of the Empire is a soldiers army. Well trained and disciplined. When
Empire armies establish a garrison it reduces their points penalty by 15% when defending a
location
HIGH ELVES
High Elves are the greatest of sea fairer, traveling the world in their fast sleek
ships. When traveling by sea High Elves may add 1 to the result of the sea travel test.
Because of their skill at sea High elf armies count as being captains (so they never need
to hire one).
WOOD ELVES
Wood Elves are masters of the forests. Wood elves move through woods, forests or jungle
as if it is open terrain. (count as 1 move not 2). Any wood elf army that fights a battle
in a wooded location may add 10% to their starting value (which can take them above 2000
points if they have a less than 10% army penalty). Garrisons will add to this bonus. Wood
elf armies have scouts for free and never have to roll to see if they are killed.
DARK ELVES
Dark elves may use Assassins for 1gold. Assassins may be sent to a location where the
Dark Elf player believes there to be an army. If there is roll a dice and on a 1-3 the
assassin is caught and killed but on a 4-6 the assassin makes an assassination attempt on
a randomly chosen character from the army. Roll a further d6. On a 1 the character fights
off the assassin. On a 2-5 the character is wounded and must miss the current campaign
turn. On a 6 he is killed!
Only 1 assassin may be used each turn.
Dark elves get scouts for free and never have to test to see if they are killed.
DWARFS
Dwarfs are stout, stocky and slow. Dwarfs may only move 2 times during each turn.
However they count mountains as clear terrain.
Dwarfs are expert miners. If a dwarf owns a mine it generates DOUBLE gold.
Dwarfs are expert engineers. The quality of Dwarf workmanship is legendary. Dwarf
fortifications require no maintenance and do not reduce the amount of gold a location will
generate.
SKAVEN
Skaven live and travel the world in passages underground, popping up to attack and
spread disease and then scuttling away to the safety of their warrens. Skaven may ignore
fortifications (i.e. a Skaven player can choose not to fight a siege battle).
Skaven may move through the under-empire rather than above ground. A Skaven army can
move 2 times in the under empire.
UNDEAD
An Undead army, Khemri or vampire counts, gains much strength and corpse power from
magical ley lines Temples are built on. An Undead army that owns a temple gains DOUBLE
gold when raising taxes. Also if an Undead army attacks of defends a temple it gains a
+10% bonus to its army value.
CHAOS WARRIORS, BEASTMEN & DAEMONS
There are many foolish men who secretly worship the gods of chaos. These people start
up cults and undermine the governments of realms in preparation for the coming of their
gods. They are the enemy within. When rolling on the reaction tables Chaos armies may
deduct 1 from the roll to see if the location accepts them.
ORCS & GOBLINS
Waaaagh! Greenskins are a very hardy race and can survive on seemingly nothing for long
periods of time. Greenskin armies may make 4 moves each time as they march tirelessly to
each location.
Greenskin armies are also allowed a special "forced march". If they do not
have enough movement to reach the next location they are headed for (because it is through
mountains or woods or the have already moved 4 times) they may make a forced march to get
there. For this campaign turn (until they move again) the army will have an additional 10%
army penalty due to the fatigue of the troops, Characters will have 1 less wound (down to
a minimum of 1) and wizards will be 1 level lower than normal.
LIZARDMEN
Cold blooded, slimy and aquatic. Lizardmen may move across rivers with no penalty (and
no fee) Lizardmen may also move up and down rivers as far as they want for only 1 move.
BRETONNIANS
Honorable, Noble, Valorous, defenders of the weak, slayers of the cruel and evil. A
peasant loves a hero. Bretonnians suffer no army penalties for owning villages, farmsteads
or barren land. However these locations will 1 less gold than normal, although any
garrison placed there will not reduce the revenue any further (i.e. a village with a
garrison in the hands of the Bretonnians will still generate 1 gold).
CHAOS DWARFS
Chaos dwarfs are constantly on the search for new sources of slaves to work in their
factories and mines. Locations conquered by chaos dwarfs half their point penalties (round
fractions down) but also generate 1 less gold each (down to a minimum of 1
It may happen that 2 armies will encounter each other whilst in the underground network
of tunnels and caverns. If such a meeting takes place or a battle is fought underground
for any other reason the following rules will apply
- No flying high. Flying moves restricted to 12 " maximum.
- Shooting at long range is impossible (due to the low roof level)
- Line of sight is a maximum of 12" except for Skaven, Dwarfs, Night goblins,
Daemons, and Undead. These see normally.
- Cavalry models are at a 2 to all leadership tests due to the skittishness the
confined spaces have on their mounts. Also Calvary moves are restricted to a maximum of
12"
17 Fighting battles and the death of characters
Whenever you fight a battle for a location you have attacked, you may choose to use
some, all, or none of your characters. Any character that is slain in battle, by shooting,
hand to hand fighting or magic may be permanently killed. (Note characters that flee the
table or who are "scattered " by fleeing from combat and being run down are NOT
killed).
Make a note of slain characters during the game and before your next move roll a d6 to
see if they are permanently killed or whether they survive. On a 1-2 the character is
killed and must be replaced. His magic items are lost and the replacement cannot have the
same magic items unless they are from the common item list. On a 3-6 the character
survives his wounds and may battle on.
When you are defending a location that is part of your empire then any characters you
use in the battle must suffer the affects of death as listed above.
If you are acting as defender of a location that is NOT part of your empire (i.e. a
location that has resisted the occupation of another army) then any characters killed will
automatically come back for the next game, after all they were not the real ones just
charlatans and impostors.
Magic banners captured in a game WILL be lost and may be used by the capturing player
if allowed. Lost banners may be replaced with normal non-magical ones. Banners may be sold
to any army that the player may deal with (see diplomats) if he does not wish to use it
himself.
Gobstykopolis
Gobstykopolis is the largest city on the continent of Gobstykia. It is a Freeport where
all races may come and trade, deal or gamble. Huge fortunes are won and lost within its
walls. You can enter its walls a nobody and leave a hero (or a corpse). Woe betide any
army who thinks they have the might to conquer Gobstykopolis. Only the foolish have tried,
none have succeeded.
Things to do in Gobstykopolis:
a) The Arena of Doom.
One of the favourite pastimes of the populace of Gobstykopolis is to watch the
"Arena of Doom" contests. Anyone may put up the entrance fee of 1 gold and be a
contestant. Great rewards are to be one by the survivor but remember the 1st rule of the
arena. "Two men enter, one man leaves!"
b) The Blood bowl games.
If you are particularly flush with gold you may purchase a team to enter the blood bowl
games. Teams cost 1 campaign gold for each 100,000 Blood bowl gold. So a starting team
will cost a whopping 10 gold (although you may spend more for a more experienced team of
you can afford it.)
For every game they win you gain 1 gold.
For every game they win you may halve the cost of hiring Dogs of war (every one wants
to be associated with a winner). 1 use only, i.e. you must win again to be able to hire
another DoW for half price.
For every game you win you may re-roll a location reaction, or "tax revolt"
roll. The people love to support a successful national team.
c) The market place
Everything and everyone is up for sale at sometime in Gobstykopolis. Any magic item not
currently in circulation can be bought at the market. When visiting the market you must
first roll on the market event table. Roll a d6:
1
|
Assassins murder your agent. |
2 - 3
|
Nothing happens and nothing is found. |
4 - 6
|
You discover something interesting. |
If you discover something interesting you may roll to see if it is the
magic item of your dreams. Roll 2d6 x10. If you score above its points value the item is
the Real McCoy and you may purchase it. Items cost 1 gold per 10 points. However if you
roll a double you have been ripped of and must pay out d6 gold for a useless piece of
junk!
d) Diplomats in Gobstykopolis
Gobstykopolis is THE place where deals are made. Any army may send a diplomat to
Gobstykia for the normal price. You may then deal with any other army that also has a
diplomat at Gobstykia.
Diplomats may also be used to place bets on the various games held in the city. For
example, if an Arena of Death contest is held and you have a diplomat in the city you may
bet gold (at the odds determined by the Gods) on the outcome. You may also bet on Blood
Bowl games and other event (such as Squig hopper races) that will be announced at various
intervals.
e) Rules for the Arena of Death in Gobsykopolis
An army may send in any model to be their champion. The model may NOT have any armour,
weapons or magic items other than a small dagger.
Spell casters must choose their spells from the appropriate Mordheim lists and will get
the same number of spells they would receive during a battle.
Once your champion has been chosen you must roll a d6 to find the champion pitted
against you.
1 Skaven assassin
| Scratchitt Scabb |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| |
6 |
6 |
6 |
4 |
4 |
2 |
7 |
3 |
7 |
Special skills: Acrobat, Jump Up, Dodge, Step Aside
2 Orc
| Bogger Gutwrench |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| |
4 |
5 |
3 |
4 |
5 |
3 |
4 |
3 |
9 |
Special skills: Pit Fighter, Resilient, Strongman
3 Dwarf slayer
| Grim Grimgrimgrim |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| |
3 |
7 |
3 |
5 |
5 |
3 |
4 |
4 |
10 |
Special skills: Mighty blow, Strike to injure, Web of steel, Unstoppable
charge
4 Hobgoblin sneaky git
| Spitgit |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| |
4 |
4 |
3 |
3 |
3 |
1 |
5 |
2 |
7 |
Special skills: Quick shot, Trick shooter, Knife Fighter, Sprint, Eagle
eyes
5 Human
| Percy perfect |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
4 |
9 |
Special skills: Expert swordsman, Lightning reflexes
6 Human wizard
| Presto Magico |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
| |
4 |
3 |
3 |
4 |
4 |
2 |
4 |
2 |
8 |
Special skills: Sorcery, Warrior wizard.
Presto knows 4 spells from the Lesser Magic list.
Hidden around the arena of death are numerous weapons, armour and other equipment for
the gladiators to use. These are represented by tokens. Once a player moves on to a token
he can stop his movement to pick up the item. If the player picks up an object roll on the
following table to see what it is
| 11. Dagger |
21. Halberd |
31. Short bow |
41. Pistol |
51. Buckler |
61. Garlic |
| 12. Club |
22. Spear |
32. Bow |
42. Blundbuss |
52. Helmet |
62. Net |
| 13. Axe |
23. 2 hand axe |
33. Long bow |
43. Handgun |
53. Poison* |
63. Healing herbs |
| 14. Sword |
24. Sword |
34. Crossbow |
44. Light arm |
54. Lu charm |
64.Gromril weapon |
| 15. Flail |
25. Staff |
35. Sling |
45. Heavy arm |
55. Blessed wa |
65. Gromril arm. |
| 16. Morn Star |
26. Dagger |
36. Throw knife |
46. Shield |
56. Elven cloak |
66. Magic item** |
* 50% chance of Black lotus or Dark venom
** Roll a d6
- Potion of strength 4. Shield of Ptolos 1+ save vs missiles
- Sword of leaping copper +1 attack 5. Sword of ensorcelled iron +1 to hit
- Armour of fortune 5+/5+ ward 6. Sword of might +1 str
Other special locations
There are other special locations to discover and explore in Gobstykopolis. However,
these are secret and only Bob and Pete know about them...you'll just have to find them for
yourselves!
|