Friday, December 9, 2011

Marshes of Madness Campaign Rules


As promised, here are the rules Jon and I will be using to fight the campaign.
 The Marshes of Madness, a Warhammer Fantasy Battles Campaign

Playing the Campaign

Players should devise a mutually agreeable way to decide which player takes the first turn (roll a die, flip a coin, etc.). The winner takes the first campaign turn. Each player begins the game in control of his stronghold.

On his turn, a player nominates a location that is connected to any location he controls on the map. The players then fight a battle. The winner of the battle may take control of the location (whether it was previously controlled by his opponent or not). Please note that it is not important to keep track of armies in the field – it’s assumed that each commander has enough forces at his disposal to engage the enemy at every turn.

Players may choose to play a battle of any size and with any special rules they like, taking into account any rules from the Location Descriptions below.  Following the battle, players roll on the Spoils of War, Ignominious Defeats, and Character Injuries charts (found in the Blood in the Badlands supplement) as appropriate. Ignore any mentions of relics. Replace the “Walking Wounded” and Understrength” results with the following, respectively:

·      Walking Wounded: Pick a unit from the defeated army. It suffers 2D6 strength 4 hits at the beginning of the next battle (no armor saves are allowed).
·      Understrength: Pick a unit from the defeated army. It suffers D6 strength 4 hits at the beginning of the next battle (no armor saves are allowed).

Note the results – the winner now takes or retains control of the location, and it becomes his opponent’s turn.

Winning the Campaign

A player wins the campaign when he successfully captures his opponent’s stronghold, as detailed in the Location Descriptions below.

Location Descriptions

In addition to his foes, each commander will have to contend with the very Marshes themselves as he vies for superiority in this bitter land. What horrors or treasures lie submerged in the swamp?

Apply the special rules below to battles you fight at a particular location.

1. Dwarf Stronghold – This broad valley, studded with fortifications, is the key to dwarven mining operations in the Marshes and the gateway to the lands of the north.

The Chaos player may only attack this location if he controls an unbroken line from the Chaos Stronghold. Play this battle using the siege rules from the Blood in the Badlands campaign book. If the Chaos player wins the battle, the campaign is over.

2. Marrow Pass – Marrow Pass is a mountain ravine so deep that the sun scarcely reaches the floor. Will it become a staging point for dwarven expeditions, or a passageway for enemy attack?

Battles fought at this location are always played as Battle 3, “Battle for the Pass,” from the Warhammer Rulebook.

3. Oathgold Mine – Day after day the dwarves toil in this mine, collecting tons of Galbaraz, the Oathgold, for shipment to the besieged fortress of Barak Varr in the North.

The player that controls this location must place a single Dwarf Brewhouse or D3+1 Blessed Bulwarks anywhere in his deployment zone for battles fought here (in addition to randomly generated terrain). If neither player controls this location, generate terrain normally.

4. Ruins of Morgheim – Deep in the hearth of the Marshes of Madness lies the ruined city of Morgheim, a place of death and decay – but also of treasures of untold price. Whether possessed of a lust for power or a greed for gold, there is much here to tempt the heart of an aspiring warlord.

For battles fought at this location, the entire board counts as a Charnel Pit (only apply the Charnel Pit rules to the entre board, not the marsh rules). When generating terrain before the battle, include D3 additional pieces of terrain from the following table:

1-2: Sinister Statue
3-4: Haunted Mansion (use ruins to represent the mansion)
5-6: Necrotic Ooze

Any player who wins a battle at this location counts as having rolled a 6 on the Spoils of War chart in addition to his regular roll (note that it’s possible to gain another result of 6 this way!).

In addition, if a player controls this location when he attempts to siege his enemy’s stronghold, he will gain an additional 10% of the total battle points for his roster for the duration of the battle.

5. Blasted Heath – An unearthly silence blankets this moor, which is dotted with ruins that were ancient before the race of Men piled stone upon stone.

The player that controls this location must place an Arcane Ruin or Temple of Skulls anywhere in his deployment zone for battles fought here (in addition to randomly generated terrain). If neither player controls this location, generate terrain normally.

6. Blight River Falls – The Blight River spills over the mountains here into the stinking fens below, raising a perpetual mist that makes navigating this wretched bog a difficult feat indeed.

Battles fought at this location are always played as Battle 2, “Dawn Attack,” from the Warhammer Rulebook.

7. Chaos Stronghold – The followers of Chaos squat and bray here among the stones of an ancient barrow complex as they cast envious eyes to the east.

The Dwarf player may only attack this location if he controls an unbroken line from the Dwarf Stronghold. Play this battle using the siege rules from the Blood in the Badlands campaign book. If the Dwarf player wins the battle, the campaign is over.

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