You are on page 1of 2

Rev 1.

1 Warma/Hordes Campaign

From all the lands known to man, armys move to a lonely plane. Be it thirst for blood or quest for power, blood will soon flow in this once peaceful land.

Order of Seasons Season Turns Spring 3 Summer 4 Autumn 3 Winter 2

Each campaign turn has three phases the deployment phase, the battles phase and the maintenance phase.

Each player begins with a 35pt army. (Note epic casters are not available for the starting force this will be explained later.)

The campaign is played on a map divided into a hex grid, to get started each player takes turns claiming hexes on the campaign map until all of the hexes are claimed. Claiming those adjacent to one they already own whenever possible. To determine who selects their hexes first all players roll 2d6 with the player who rolls the highest going first.

In the deployment phase you choose whether you are going to attack or dig in. If you attack you can launch an assault against anyone who shares a border with your territory, if you choose to dig in you forgo the opportunity to attack but gain benefits in any battle fought this turn, but there are consequences should you lose. These consequences are detailed in the maintenance phase. Dig In Benefits 1. You get to choose the scenario played 2. You deploy second but have the first turn Order of Play The player who controls the least number of hexes chooses his battles first and then goes on in order to the player with the most hexes going last, until all players have dug in or been engaged in battle. In the event that multiple players control the same number of hexes roll 2d6 rerolling ties, with the player scoring the highest going first

The campaign is played in seasons that correspond to the natural cycle. At the end of each season your armies influence over their subjugated realm is tested, the greater your influence the more resources your are able to utilize to expand your forces. The campaign starts in spring use the following chart to determine the number of campaign turns in each season.

roll it is gone for good and cant be purchased again in the future. Oddly enough in the battles phase you have a battle. Unless you attack a dug in opponent, roll 2d6 and add 1 if you are the attacker the person who rolls the highest gets to select the scenario to be played (the scenarios are detailed later in the pack). Rinse and repeat until the end of the season then go onto the End of Season phase.

At the end of each season roll on the following table, add 1 to the roll for every full 5 hexes you control. In the maintenance phase you gain and loose territories, record your battlefield casualties and spend any influence points to rebuild your forces. If you won your last battle you claim a hex owned by your opponent that is adjacent to your own territory, if your opponent was dug in you gain another hex that is adjacent to the first you claimed. Casualties Warcaster/Warlock: If you caster falls in battle roll a d6 on the roll of a 1 the caster survives with 6 marked boxes on the roll of a 2, 3 damage boxes marked and on a 3+ the caster returns with no boxes marked. Beasts and Jacks: On the roll of a 1 the Beast/Jack is dead/destroyed on the roll of a 2 1 point of damage is applies to each spiral/column for 6 points in total, on the roll of a 3 1 point of damage is applied to each odd numbered spiral/column for 3 points of damage and on the roll of a 4+ the beast/jack comes back at full strength. Units: If completely wiped out enough members survive their wounds to make a minimum size unit on a roll of a 5+. If the unit is reduced to minimum unit size or less it returns at minimum size. If the unit survives at higher than minimum size it returns at full unit size. UAs and Solos: If a UA or Solo falls in battle it will return at full strength on the roll of a 3+. Note: If a character Beast, Jack, UA or Solo falls and then dies as a result of the casualty Influence Table 2d6 Roll Points Gained 2-10 3 11-15 4 16-20 5 21+ 6 Each influence point can be traded for 5 points for you to add to your army; alternately if your caster has an epic variant you can spend an influence point to upgrade to the epic variant. If you exchange an influence point for points to spend on your army you need to spend all 5 points. You can retain Influence Points to rebuild your forces between battles. At the end of each season you can elect to roll on the Warbeast/Warjack bond tables following the directions in the back of the respective rule books.

From Steamroller 2011: Overrun Kill Box Close Quarters Incursion Revelation Capture the Flag From the Rule Books: Mosh Pit (perfect for multiplayer) Pg. 92 Prime MkII, Pg. 94 Primal MkII.

You might also like