This is a rough draft of my idea for a Narrative Campaign for Warhammer Fantasy Battle 3rd Edition.
BACKGROUND
On the edge of the civilized lands lies a secluded valley that bestrides the well-ordered lands of men and the howling wilderness of chaos. A frothing ribbon of whitewater divides the valley in half and is the demarcation line between the settled lands and the wilderness. For centuries the forces of Order and Chaos have fought over the valley in a never ending struggle.
There are two major settlements in the valley, one a wellspring of light, the other a sinkhole of chaos. Each is a beacon calling out to the followers of Good and Evil to come and do battle.
A TOWN CALLED HOPE
This fortified town is located in the West Bank and has been the rallying point of all good folk for as long as anyone can remember. The town is ruled by the Council of Captains and protected by the well-trained, well equipped Company of the White Lion.
Elf archers, dwarf axe men, halflings cooks, and human fighters walk around its streets. Many join up to form Free Companies to go and do battle against the forces raiding out of Fort Doom or attempt to drive out the monsters from the countryside. This is the starting point of all Free Companies.
Elf archers, dwarf axe men, halflings cooks, and human fighters walk around its streets. Many join up to form Free Companies to go and do battle against the forces raiding out of Fort Doom or attempt to drive out the monsters from the countryside. This is the starting point of all Free Companies.
THE GRIM DARK FORTRESS OF DOOM
This mighty fortress is located in the Outer Banks and has survived storm and siege for hundreds of years. Thousands of goblinoids, cultists, beastmen, ratmen and demons have marched through its gate. Currently it is ruled by the Dreadful Lord Penny, a Champion of Chaos. All kinds of evil beings, living and undead, can be found here. Often they will come together to form War Parties to raid the West Bank.
CAMPAIGN MAP
MAP KEY SCENARIOS
A. Crone’s Tower – A trio of crazed witches and their minions are terrorizing local farmers. Rumors are that they have accumulated a great trove of treasure.
B. Dragon’s Den – A black dragon has come to the valley and brought his treasure horde with him. He has been attacking both factions in the valley.
C. High Bridge – Fortified bridge controlled by the forces of Hope
D. Troll Bridge – River crossing currently controlled by the Troll Brothers Bud, Weiss, & Serr
E. Hydra Swamp – A fearsome hydra and other fearsome creatures inhibit this swamp.
F. Low Bridge - Fortified bridge controlled by the forces of Hope
G. The Beastly Hills - Fortified bridge controlled by the forces of Doom.
CAMPAIGN TURN
1. Each Player secretly writes down which mission they want to attempt and gives to the GM.
2. GM Resolve order of actions
3. Players Play Scenario
4. GM Calculates and Distributes Victory Points
5. Players Update there Warband Roster
6. New Turn, Repeat Step 1
Mission
Table
ID
|
Name
|
Object
|
Min1 Pts
|
Max 2 Pts
|
A
|
Which Witch
|
Attempt to
capture or kill one of the witches of the Crone Tower
|
200
|
500
|
B.
|
Dragon
Slayers
|
Attempt to
kill the Black Dragon Naranoth and steal his treasure
|
200
|
750
|
C
|
Capture the
Bridge
|
Attempt to
capture and hold an heavily fortified Enemy Bridge
|
300
|
U3
|
D
|
Troll
Bridge
|
Attempt to
slay the Trolls and capturing their bridge.
|
300
|
600
|
E
|
Swamp
Hunt
|
Hunting
dangerous monsters in the Hydra Swamps for glory and money
|
200
|
600
|
F
|
Beast
Hunt
|
Hunting
dangerous monsters in the Beastly for glory and money
|
200
|
600
|
G
|
Raid
(Supply)
|
Launch an
raid into enemy territory to attack supply caravan and store houses
|
200
|
600
|
H
|
Raid
(Rescue)
|
Launch an
raid into enemy territory to attack an enemy prison camp
|
200
|
600
|
*
|
Ambush
|
Attempt to
bushwhack an enemy Warband traveling in your territory
|
300
|
600
|
The End Game Scenario
|
||||
I
|
Scout
|
Scout the
enemy position in preparation of Invasion
Requires:
Control of Bridge
|
600
|
1,000
|
II
|
Attack
|
Launch a
full scale invasion of the enemies territory
Requires:
Successful Scout Mission previous Turn
Requires:
Baggage Train
|
1,200
|
U
|
III
|
Siege
|
Besiege
the enemies home base
Requires:
Successful Attack Mission previous turn
Requires:
Baggage Train
|
2,000
|
U
|
1.
Minimum Army Size to attempt mission
2.
Maximum Army Size to attempt mission
3.
U = No Point Limit
Campaign Turn Rules
1. You can only selection missions in enemy
territory if your side controls a river crossing. If the enemy controls all of
the crossings then only Seize the Bridge and Local Missions can be selected
2. If 2 Warbands from opposing sides both chose the same mission (A, B, D, E or F), The Warband with Home Field Advantage can opt to Ambush the other Warband.
2a. Home Field Advantage: The
Mission Objective lies within your territory.
2b. Roll 1d6: 1-3 Ambush is in
Route, 4-6 Ambush at Objective Destination
3. If player(s) from one side selects The End Game Scenario, then opposing side must be the defender of that mission.
4. If one player selects the Seize the Bridge, Raid (Supply), the opposing player can use his one Warband or use an NPC force.
5. If 2+ Warbands from the same side chose mission A, B, D, E or F, they can combine forces, but are not required too.
General House Rules
1. Skirmished Units are not affected by Animosity
and do not cause Animosity.
2. Heroes can only inflict hits and wounds with models they are in base-to-base contact with.
3. Cannons only inflict 1 Hit per Rank
4. Catapults (All Types) Center Hole does damage at Full Strength, anywhere else on template is ½ Strength.
5. Models who fall in combat will need to roll on the Dead or Not Dead table after the end of the battle.
Dead or Not
Dead
Roll 1d12
|
Rank & File
|
Heroes
|
War Machine
|
1 - 6
|
Just A Flesh Wound
|
Just A Flesh Wound
|
Just a Nick
|
7
|
Wounded
|
||
8
|
|||
9
|
Captured
|
Wounded
|
Broke
|
10
|
|||
11
|
Dead
|
Captured
|
Wrecked
|
12
|
Dead
|
Destroyed
|
- Just a Flesh Wound /Nick – The model is ready to fight in the next Campaign Turn
- Wounded/Broke – The model will miss the next Campaign turn and counts against your Points Total
- Captured – The model is in an enemy camp, no longer counts against your points total, if rescued it will count towards your Army Total again.
- Wrecked – The model is destroyed but the crew is alive
- Dead /Destroyed – The model is dead or destroyed and will need to be replaced
Hero Captured
or Killed
If a Warband’s Leader is captured or killed and they
are the only hero In the Warband then the Warband will break apart and go their
separate ways.
If there is another hero in the Warband he can take
command and becomes the new warband leader.