Warmahordes campaign 2015
Choose your Faction, 35 points, once you choose you choose your warcaster,that is the one for the campaign can, not be changes,everyhting else in your list can change every week but you dont know who you will be fighting. may inculde Mercenaries, in your forces.
Battles will be fought over a map with a even balance of landmarks and cities town fortress and villages. warcasters will gain experience such as a command skill or stat increase randomly determined at the end of each battle.
Cities worth 3 points to victors side
Fortress worth 2 points to victors side
Village 1 point per victors side.
your list will never go below 35 points, but as your side wins cities, fortress and villages, your points will go up. so say 4 battle were fought over 1 city 2 fortresses and a village. each side will have 2 attacks each and have to defend twice, the winner caputures both fortresses, where the city and village were succesfully defended. there fore next battle the side that caputred the fortress will have 4 points to evenly distrubute between the winning players 1 point each, that way the point gap will not be huge, along with the points will go some skill rolls or stat in crease for Man/unit/beast of the match.
During the movement phase the teams take turns to choose which territories they will invade alternating until the allotted number of battles is chosen. The team with the least territories gets to choose which tile to invade first. Attacking various territories may give the defending player different advantages this should be remembered when selecting your battles. After the battlefields are selected players will decide in their teams who will defend and attack each location in secret, and also in the event of uneven opponents who will team up to face the opponents. If both teams agree the matchups may be changed to allow different players to play each other.
2.battle noraml caster kill battle will be played. (scenarios if seems appicable)
3.End phase calcuate points distrubute amongst players evenly ready for next battle, do injury rolls and Stat increases.
21- Brain Injury -1 foucus
22- broken leg - 1 SPD
23- Bad back - 1 Def
24 - chest wound -1 Arm
25 - Arm injury - 1 Mat
26 - Loses a eye -1 Rat
31 - Serious wound - 1 STR
32- Crushed confidence - 1 CMD
33 loses his imunity if has any otherwise no effect
34 loses any Command ability they have
35 loses any special action they might have
36 Horrible scars now causes terror
41-56 full recovery
61- loses one of his weapons replace it with a mundae weapon of same style
62- Crippled Arm. The character loses the function of one arm and may not gain the benefit of multiple weapons in close combat.
63- Dodgy knees. A hideous leg injury destroys the characters ability to run.
64- Resilient old fool. This warrior can sustain more injuries than his equals. The character gains +1 wound
65- gains imunity to attack/faction that killed him (corrosion, ice, electricity etc.)
66-gains a warjack point or arbeast point
3- Quick work
6- Stealth, pathfinder D6 roll
7- Knock down
8 - Beat back
9- Swift Hunter
10-t rue sight ignore cloud effects and concealment
11- gun fighter
12- 2 rolls ( if you get this a second time re roll the result)
2 weapon increase (randomly roll to see what what weapon gets affected) 1- reach, 2- dispel, 3- magical,4- weapon master, 5-critical hit(faction applicabel i.e freeze, electro leap etc.) 6-energy sphion
3 Stat increase
1 +1 focus increase
2 +1 Def
3 weapon increase (mat or Rat D6 1-3 mat, 4-6 Rat)
5 +1 Str
6 +1 Spd