Post by scott1731 on Apr 11, 2018 3:19:09 GMT
_
this is an example map that is from the map generator that I will use for the campaign map.
HELLO!
I'm Scott and I have an idea for a campaign I want to start and I was wondering what you guys think and hoping to get some people to join.
I plan on using Universal Battle ONE (not two) as the forum for our games and the rules are below. planning on doing 2500points as a base size for armies,
but as the rules state below that can increase depending on what you roll!
if anyone has a question I would love for you to join my discord and ask me there since I use that pretty much every day.
discord.gg/G6ketnw
combined state lines re-costing. For the next edition perhaps.
Knowledge is Power. One character per faction may choose a single spell rather than randomly generate it.
Warrior Lord. Melee General starts with +1 T or W
--------------------------------------
Themed army bonuses.
--------------------------------------
Legion of Khorne, +1 MR -1 to hit in the shooting phase
Legion of Slannesh, +1 I
Legion of Tzeentch, +1 Power Dice
Legion of Nurgle, Legion of Nurgle, +1 toughness -1 initiative to 2 units of choice
Legion of Chaos Undivided, Reroll failed psychology tests.
Rohirrim, exclusively cavalry army gains stubborn special rule.
For the swarm, exclusively infantry army gains attack with an extra rank special rule.
If you have an idea for another type of themed army feel free to suggest it, however, I make no promises to accept it.
--------------------------------------
Experience points:
--------------------------------------
+1 point per unit for being in the game
+1 point per unit for SURVIVING the game
+1 point per unit wiped out
+1 point per Hero
+1 point for enemy BSB
+2 point per enemy Lord
+1 point enemy General
+2 point per Rare
+0.5 points for correctly helping a player remember his rules or correcting any rule mistake.
(applies to lowest experience unit.)
-------------------------------------
Also recieve recruitment points equal to 50% of a destroyed units cost, meaning annihialted in game, not routed.
(for example, if a steam tank worth 250 points is killed then the army that killed it gets 125 point to spend
on whatever the owning player wants FOR THAT ARMY ONLY.
All other normal rules apply to these points for example, you cant exceed you magic items points with the extra 125)
KNOWN AS DOUBLE TAP BONUS
--------------------------------------
Victory conditions to discourage people abandoning games
--------------------------------------
The defender must fight to the end if they do not the entire army is counted as destroyed and the attacker gains an additional experience for all units.
If the attacker calls of the attack on a 4+ the units keep the experience they gained in the battle. The defender gains an additional experience for all units remaining.
--------------------------------------
Fighting superior foes! Add the army value and experiences points it has together and then consult the chart below.
--------------------------------------
Superiority Rating Win/Survive/Lose
50-200 +1/+0/+0
201-399 +2/+1/+0
400-599 +3/+2/+0
600-799 +4/+2/+1
800-999 +5/+3/+1
1000-1199 +6/+4/+2
1200-1399 +7/+4/+3
1400-1599 +8/+5/+3
1600-1799 +9/+6/+4
1800-1999 +10/+7/+4
2000+ +11/+8/+5
--------------------------------------
Racial Campaign Bonuses:
--------------------------------------
Bretonnia: +1 init while defending a territory
Dwarfs: Stubborn while defending a territory
Orcs&Goblins: No animosity while defending a territory
Lizardmen: Reroll first failed casting
Capital cities maps are laid out by the defender ideally in a themed way.
Choose your ally. In the event that you can not completely your turn your ally will do it for you. You can have any race alliance.
--------------------------------------
Turn order:
move the Fortress D6 in a random direction. Any battle that takes place next to the Fortress is subject to the Storms of Magic.
Move armies D3 adjacent unoccupied territories are automatically claimed.
Fight Battles.
Resolve Fight.
Roll on the random events 1d6+1d6
Roll for mines:
Build structures:
--------------------------------------
Mines:
1 Tunneled too deep! Defend against a rough force night time attack. goblins/Skaven/orcs D3
2 Silver. +D3x50points for the army roster
3 Gold. +D6x50 points for the army roster
4 Fallen standard. Single magic banner worth D6x15
5 Ancient artifact. Single magic item worth D6x15
6 Age of wonder. Relic + magic item worth D6x15
Fortress:
Fortification save. +1 Armour per level of fortress this does not stack with normal saves but provides an addition save to defenders occupying structures/walls.
Can only be conquered from a siege battle. Capitals have 2 towers that have a cannon each inside.
Wizard Tower:
Grants Loremaster special rule to a single wizard defending the territory.
Sieges are done as described on page 88 of blood in the badlands.
Gatehouse blood in the badlands page 63 of blood in the badlands. Relocate the gatehouse to an allied territory.
Cataclysm Siege spells page 81 of blood in the badlands
--------------------------------------
3D6 Terrain
3-5 Barren – the land is uninhabited and relatively unfertile.
6-9 Forgotten Ruin – A forgotten ruin can offer extra treasures or can cause problems for its controlling player.
Roll a D6 at the beginning of each turn the controlling player wishes to explore the ruin (he does not have to).
1/2 – The expedition is lost. The controlling player loses 200 points of troops.
3 – The expedition retrieves enough treasure to cover the cost. No effect.
4/5 – The expedition returns Add 100 points to one of your forces.
6 – The expedition returns Add 100 points to one of your forces and a magic item upto 50 points.
10 Elven path – the land has a well-built road running through it.
The road add +50 points to an army and move any forces (allied) an extra tile while moving through the territory.
Per Elven path 1 unit may gain vanguard. When defending this territory 2 units may vanguard.
11 Golden Wizard’s Tower - A wizard’s tower enables the controlling player 1 wizard to choose an extra spell than they normally can. Per wizard's Tower controlled.
Grants Loremaster special rule to a single wizard.
12 Monastery – "monks blessing" a unit in the army allowing them to reroll 1s.
13 Temple – Temples allow armies to add an additional 200 points to an army.
14 Allied Settlement – An allied settlement allows an army to field one unit from your allies book to a value of 175 points. Settlements must be defined upon discovery.
15 Foundry – The foundry provides a bonus to one unit in the army, upgrading armor by +1 and give an anti armour bonus of -1 both must be applied to ONE unit/charachter
( An additional armour piercing)
16 Ancient Mines – A mine extracts valuable metals from the earth.
1 Tunneled too deep! Defend against a rough force night time attack. goblins/Skaven/orcs D3
2 Silver. +D3x50points for the army roster
3 Gold. +D6x50 points for the army roster
4 Fallen standard. Single magic banner worth D6x15
5 Ancient artifact. Single magic item worth D6x15
6 Age of wonder. Relic + magic item worth D6x15
17 Harbor Town – A harbor town has "Roads see 10" allows troop movements and such get a hefty bonus from ships.
The controlling player gains +2 to his initiative roll the map must feature a large river, add an additional 100 points to one of your armies.
18 Fortress – A fortress is a well fortified piece of land that has a castle that must be breached.
--------------------------------------
Missions for people who don't run into armies to fight.
--------------------------------------
Swamped stank. [swamp icon]
Spider lair. [Skull and crossbones] Each turn the battle carries on a spider is attracted. Should all enemies be dead or routed the spiders will stop coming.
Dragon eggs. [Dragon]
Darkness calls. [Necromancer church]
Karak Adan, [Black castle] Claim the golden fortress of the dwarfs. Is a level 3 fortress Deep within the mountains which contains a mine.
Be quick or be dead temple run. [volcano] Recover the ancient item from a time of hero's of old. +4 Wounds when killed explodes for Wounds profile @ S8
Heroic Last Stand, BRB 394-395
River of death X river 4 players. BRB page 388
--------------------------------------
Buildings to construct
--------------------------------------
Roads
the land has a well-built road running through it.
The road add +50 points to an army and move any forces (allied) an extra tile while moving through the territory.
Wizard’s Tower
A wizard’s tower enables the controlling player 1 wizard to choose an extra spell than they normally can. Per wizard's Tower controlled.
Grants Loremaster special rule to a single wizard defending the territory.
Fortress
Fortress Upgrade
Mines – A mine extracts valuable metals from the earth.
1/2 Tunneled too deep! Defend against a rough force night time attack. goblins/Skaven/orcs D3
3/4 Silver. +D3x50points for the army roster
5/6 Ancient artifact. Single magic item worth D6x15
--------------------------------------
2D6 Unit experience Ability Roll per 5 experience gained.
--------------------------------------
2 Anti-Armor. The unit confers an additional -1 to armor saves
3 The unit is Stubborn, if already Stubborn now Immune to Psychology, if both then Unbreakable, if Unbreakable reroll
4 Hard Charging – the unit may reroll to hit and to wound rolls on the first round of any combat that they charged
5 Fearful reputation – the unit causes fear. If the unit already caused fear, they now cause Terror.
6 Killers. The unit now hates the race that they fought to gain this ability
7-8 Expertise. Add +1 to either WS or BS
9 Lucky – The unit may re-roll one D6 per turn
10 The unit is immune to Psychology
11 Stand and Shoot reactions may fire twice and without the -1 penalty. If a combat unit, gain +1 Init.
12 Extra Rank may attack
--------------------------------------
Combat Hero experience Status Chart - 2D6 Veteran Ability Roll per 5 experience gained.
--------------------------------------
2 The character gains an additional wound.
3 The character may add +1 to his S or T
4 Weapon Master – the character may re roll any missed to-hit rolls
5 Defensive bonus – the character may force one successful hit against him per turn to be rerolled
6 The character now causes fear. If he already caused fear, he now causes terror.
7-8 The character may add +1 to his WS or BS
9 The character may add +1 to his Ld
10 The character gains an extra attack
11 The character may add +1 to his Init
12 The character may shrug off the effect of wounds suffered on the roll of a 4+.
--------------------------------------
Wizard Hero experience Status Chart - 2D6 Veteran Ability Roll per 5 experience gained.
--------------------------------------
2 The character gains an additional wound.
3 The character may add +1 to his S or T
4 Spell Master – the character may re-roll miscast results
5 The character generates an extra power dice that only he can use
6 The character now causes fear. If he already caused fear, he now causes terror.
7-8 The character gains a +1 bonus to casting spells
9 The character may add +1 to his Ld
10 The character may choose an additional spell
11 The character generates an additional dispel dice that only he can use. In addition he gains a +1 to his dispel attempts.
12 Loremaster & the character may re-roll casting attempts
--------------------------------------
Steam tank experience Status Chart - 2D6 Veteran Ability Roll per 5 experience gained.
--------------------------------------
2 +1BS skill
3 +1 toughness
4 +1 strength
5 +1 WS skill
6 +1 dice roll movement
7-8 -1 to steam boiler roll, and misfire roll
9 +1 to grind/ impact hits for combat
10 +1 initiave and WS
11 +2 to grind/ impact hits for combat
12 +1 steam point always (so if you don't want to roll because you have alot of wounds) and +1 WS
--------------------------------------
Recovery Add 1 for winning and subtract 1 for losing the battle.
--------------------------------------
1 Destroyed
2 Heavy casualties, If the unit has experience it will lose a random skill/bonus it will miss the next battle. You can choose to disband the unit but any experience will be lost.
3 Gravely wounded, if the unit has an experience rank it will miss the next battle. You can choose to disband the unit but any experience will be lost.
4-6 Tiz but a flesh wound, Recovers after the battle
7 Seasoned warriors, add 1 To to the unit roster, Recovers after the battle
--------------------------------------
Rules FAQ British Dan Edition Games workshop Rules Errata
--------------------------------------
Q. Can a BSB and unit both have magic banners with effects that stack?
A. Yes
Example, Leadership banner & razor standard. on slann mage priest.
Q. Can a unit standard bearer be killed and the banner is lost?
A. No.
Example, If the bearer of the unit were killed another member of the unit would pick up the banner,
If vales unmaking was cast the banner would lose its magic abilities but still be a unit banner.
--------------------------------------
2D Terrain rules MUST HAVE 2 TYPES OF TERRAIN FROM MAP IN BATTLE. so in a forest tile, must have 2 forests of any size.
forest & hill tiles, for example, MUST HAVE A COMBO OF 3 OR MORE( 2 forest and 1 hill, etc)
(extreme elevation) for mountains must have 4 hills and these hills grant -1 to hit in combat for enemies charging UP the hill.
--------------------------------------
additions?
??
this is an example map that is from the map generator that I will use for the campaign map.
HELLO!
I'm Scott and I have an idea for a campaign I want to start and I was wondering what you guys think and hoping to get some people to join.
I plan on using Universal Battle ONE (not two) as the forum for our games and the rules are below. planning on doing 2500points as a base size for armies,
but as the rules state below that can increase depending on what you roll!
if anyone has a question I would love for you to join my discord and ask me there since I use that pretty much every day.
discord.gg/G6ketnw
combined state lines re-costing. For the next edition perhaps.
Knowledge is Power. One character per faction may choose a single spell rather than randomly generate it.
Warrior Lord. Melee General starts with +1 T or W
--------------------------------------
Themed army bonuses.
--------------------------------------
Legion of Khorne, +1 MR -1 to hit in the shooting phase
Legion of Slannesh, +1 I
Legion of Tzeentch, +1 Power Dice
Legion of Nurgle, Legion of Nurgle, +1 toughness -1 initiative to 2 units of choice
Legion of Chaos Undivided, Reroll failed psychology tests.
Rohirrim, exclusively cavalry army gains stubborn special rule.
For the swarm, exclusively infantry army gains attack with an extra rank special rule.
If you have an idea for another type of themed army feel free to suggest it, however, I make no promises to accept it.
--------------------------------------
Experience points:
--------------------------------------
+1 point per unit for being in the game
+1 point per unit for SURVIVING the game
+1 point per unit wiped out
+1 point per Hero
+1 point for enemy BSB
+2 point per enemy Lord
+1 point enemy General
+2 point per Rare
+0.5 points for correctly helping a player remember his rules or correcting any rule mistake.
(applies to lowest experience unit.)
-------------------------------------
Also recieve recruitment points equal to 50% of a destroyed units cost, meaning annihialted in game, not routed.
(for example, if a steam tank worth 250 points is killed then the army that killed it gets 125 point to spend
on whatever the owning player wants FOR THAT ARMY ONLY.
All other normal rules apply to these points for example, you cant exceed you magic items points with the extra 125)
KNOWN AS DOUBLE TAP BONUS
--------------------------------------
Victory conditions to discourage people abandoning games
--------------------------------------
The defender must fight to the end if they do not the entire army is counted as destroyed and the attacker gains an additional experience for all units.
If the attacker calls of the attack on a 4+ the units keep the experience they gained in the battle. The defender gains an additional experience for all units remaining.
--------------------------------------
Fighting superior foes! Add the army value and experiences points it has together and then consult the chart below.
--------------------------------------
Superiority Rating Win/Survive/Lose
50-200 +1/+0/+0
201-399 +2/+1/+0
400-599 +3/+2/+0
600-799 +4/+2/+1
800-999 +5/+3/+1
1000-1199 +6/+4/+2
1200-1399 +7/+4/+3
1400-1599 +8/+5/+3
1600-1799 +9/+6/+4
1800-1999 +10/+7/+4
2000+ +11/+8/+5
--------------------------------------
Racial Campaign Bonuses:
--------------------------------------
Bretonnia: +1 init while defending a territory
Dwarfs: Stubborn while defending a territory
Orcs&Goblins: No animosity while defending a territory
Lizardmen: Reroll first failed casting
Capital cities maps are laid out by the defender ideally in a themed way.
Choose your ally. In the event that you can not completely your turn your ally will do it for you. You can have any race alliance.
--------------------------------------
Turn order:
move the Fortress D6 in a random direction. Any battle that takes place next to the Fortress is subject to the Storms of Magic.
Move armies D3 adjacent unoccupied territories are automatically claimed.
Fight Battles.
Resolve Fight.
Roll on the random events 1d6+1d6
Roll for mines:
Build structures:
--------------------------------------
Mines:
1 Tunneled too deep! Defend against a rough force night time attack. goblins/Skaven/orcs D3
2 Silver. +D3x50points for the army roster
3 Gold. +D6x50 points for the army roster
4 Fallen standard. Single magic banner worth D6x15
5 Ancient artifact. Single magic item worth D6x15
6 Age of wonder. Relic + magic item worth D6x15
Fortress:
Fortification save. +1 Armour per level of fortress this does not stack with normal saves but provides an addition save to defenders occupying structures/walls.
Can only be conquered from a siege battle. Capitals have 2 towers that have a cannon each inside.
Wizard Tower:
Grants Loremaster special rule to a single wizard defending the territory.
Sieges are done as described on page 88 of blood in the badlands.
Gatehouse blood in the badlands page 63 of blood in the badlands. Relocate the gatehouse to an allied territory.
Cataclysm Siege spells page 81 of blood in the badlands
--------------------------------------
3D6 Terrain
3-5 Barren – the land is uninhabited and relatively unfertile.
6-9 Forgotten Ruin – A forgotten ruin can offer extra treasures or can cause problems for its controlling player.
Roll a D6 at the beginning of each turn the controlling player wishes to explore the ruin (he does not have to).
1/2 – The expedition is lost. The controlling player loses 200 points of troops.
3 – The expedition retrieves enough treasure to cover the cost. No effect.
4/5 – The expedition returns Add 100 points to one of your forces.
6 – The expedition returns Add 100 points to one of your forces and a magic item upto 50 points.
10 Elven path – the land has a well-built road running through it.
The road add +50 points to an army and move any forces (allied) an extra tile while moving through the territory.
Per Elven path 1 unit may gain vanguard. When defending this territory 2 units may vanguard.
11 Golden Wizard’s Tower - A wizard’s tower enables the controlling player 1 wizard to choose an extra spell than they normally can. Per wizard's Tower controlled.
Grants Loremaster special rule to a single wizard.
12 Monastery – "monks blessing" a unit in the army allowing them to reroll 1s.
13 Temple – Temples allow armies to add an additional 200 points to an army.
14 Allied Settlement – An allied settlement allows an army to field one unit from your allies book to a value of 175 points. Settlements must be defined upon discovery.
15 Foundry – The foundry provides a bonus to one unit in the army, upgrading armor by +1 and give an anti armour bonus of -1 both must be applied to ONE unit/charachter
( An additional armour piercing)
16 Ancient Mines – A mine extracts valuable metals from the earth.
1 Tunneled too deep! Defend against a rough force night time attack. goblins/Skaven/orcs D3
2 Silver. +D3x50points for the army roster
3 Gold. +D6x50 points for the army roster
4 Fallen standard. Single magic banner worth D6x15
5 Ancient artifact. Single magic item worth D6x15
6 Age of wonder. Relic + magic item worth D6x15
17 Harbor Town – A harbor town has "Roads see 10" allows troop movements and such get a hefty bonus from ships.
The controlling player gains +2 to his initiative roll the map must feature a large river, add an additional 100 points to one of your armies.
18 Fortress – A fortress is a well fortified piece of land that has a castle that must be breached.
--------------------------------------
Missions for people who don't run into armies to fight.
--------------------------------------
Swamped stank. [swamp icon]
Spider lair. [Skull and crossbones] Each turn the battle carries on a spider is attracted. Should all enemies be dead or routed the spiders will stop coming.
Dragon eggs. [Dragon]
Darkness calls. [Necromancer church]
Karak Adan, [Black castle] Claim the golden fortress of the dwarfs. Is a level 3 fortress Deep within the mountains which contains a mine.
Be quick or be dead temple run. [volcano] Recover the ancient item from a time of hero's of old. +4 Wounds when killed explodes for Wounds profile @ S8
Heroic Last Stand, BRB 394-395
River of death X river 4 players. BRB page 388
--------------------------------------
Buildings to construct
--------------------------------------
Roads
the land has a well-built road running through it.
The road add +50 points to an army and move any forces (allied) an extra tile while moving through the territory.
Wizard’s Tower
A wizard’s tower enables the controlling player 1 wizard to choose an extra spell than they normally can. Per wizard's Tower controlled.
Grants Loremaster special rule to a single wizard defending the territory.
Fortress
Fortress Upgrade
Mines – A mine extracts valuable metals from the earth.
1/2 Tunneled too deep! Defend against a rough force night time attack. goblins/Skaven/orcs D3
3/4 Silver. +D3x50points for the army roster
5/6 Ancient artifact. Single magic item worth D6x15
--------------------------------------
2D6 Unit experience Ability Roll per 5 experience gained.
--------------------------------------
2 Anti-Armor. The unit confers an additional -1 to armor saves
3 The unit is Stubborn, if already Stubborn now Immune to Psychology, if both then Unbreakable, if Unbreakable reroll
4 Hard Charging – the unit may reroll to hit and to wound rolls on the first round of any combat that they charged
5 Fearful reputation – the unit causes fear. If the unit already caused fear, they now cause Terror.
6 Killers. The unit now hates the race that they fought to gain this ability
7-8 Expertise. Add +1 to either WS or BS
9 Lucky – The unit may re-roll one D6 per turn
10 The unit is immune to Psychology
11 Stand and Shoot reactions may fire twice and without the -1 penalty. If a combat unit, gain +1 Init.
12 Extra Rank may attack
--------------------------------------
Combat Hero experience Status Chart - 2D6 Veteran Ability Roll per 5 experience gained.
--------------------------------------
2 The character gains an additional wound.
3 The character may add +1 to his S or T
4 Weapon Master – the character may re roll any missed to-hit rolls
5 Defensive bonus – the character may force one successful hit against him per turn to be rerolled
6 The character now causes fear. If he already caused fear, he now causes terror.
7-8 The character may add +1 to his WS or BS
9 The character may add +1 to his Ld
10 The character gains an extra attack
11 The character may add +1 to his Init
12 The character may shrug off the effect of wounds suffered on the roll of a 4+.
--------------------------------------
Wizard Hero experience Status Chart - 2D6 Veteran Ability Roll per 5 experience gained.
--------------------------------------
2 The character gains an additional wound.
3 The character may add +1 to his S or T
4 Spell Master – the character may re-roll miscast results
5 The character generates an extra power dice that only he can use
6 The character now causes fear. If he already caused fear, he now causes terror.
7-8 The character gains a +1 bonus to casting spells
9 The character may add +1 to his Ld
10 The character may choose an additional spell
11 The character generates an additional dispel dice that only he can use. In addition he gains a +1 to his dispel attempts.
12 Loremaster & the character may re-roll casting attempts
--------------------------------------
Steam tank experience Status Chart - 2D6 Veteran Ability Roll per 5 experience gained.
--------------------------------------
2 +1BS skill
3 +1 toughness
4 +1 strength
5 +1 WS skill
6 +1 dice roll movement
7-8 -1 to steam boiler roll, and misfire roll
9 +1 to grind/ impact hits for combat
10 +1 initiave and WS
11 +2 to grind/ impact hits for combat
12 +1 steam point always (so if you don't want to roll because you have alot of wounds) and +1 WS
--------------------------------------
Recovery Add 1 for winning and subtract 1 for losing the battle.
--------------------------------------
1 Destroyed
2 Heavy casualties, If the unit has experience it will lose a random skill/bonus it will miss the next battle. You can choose to disband the unit but any experience will be lost.
3 Gravely wounded, if the unit has an experience rank it will miss the next battle. You can choose to disband the unit but any experience will be lost.
4-6 Tiz but a flesh wound, Recovers after the battle
7 Seasoned warriors, add 1 To to the unit roster, Recovers after the battle
--------------------------------------
Rules FAQ British Dan Edition Games workshop Rules Errata
--------------------------------------
Q. Can a BSB and unit both have magic banners with effects that stack?
A. Yes
Example, Leadership banner & razor standard. on slann mage priest.
Q. Can a unit standard bearer be killed and the banner is lost?
A. No.
Example, If the bearer of the unit were killed another member of the unit would pick up the banner,
If vales unmaking was cast the banner would lose its magic abilities but still be a unit banner.
--------------------------------------
2D Terrain rules MUST HAVE 2 TYPES OF TERRAIN FROM MAP IN BATTLE. so in a forest tile, must have 2 forests of any size.
forest & hill tiles, for example, MUST HAVE A COMBO OF 3 OR MORE( 2 forest and 1 hill, etc)
(extreme elevation) for mountains must have 4 hills and these hills grant -1 to hit in combat for enemies charging UP the hill.
--------------------------------------
additions?
??