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Norsca in Flames Players Pack

Welcome to the Players pack for the Norsca in Flames Campaign. Here you will find all the rules youll need to
participate in the course of the campaign, along with some hints for extra-curricular events that may be useful. Please keep in mind that as this campaign is somewhat narrative driven, not all contingencies have been set out here. If you have an idea for something youd like to include (such as a Skaven tunnelling machine or perhaps the Dwarf airship the Spirit of Grungni) talk with the Campaign Organiser (CO) and you might be able to work something out.

Pack your bags, were going North!


As the name suggests, this campaign takes place in the northern reaches of Norsca, a harsh land inhabited by even harsher people who fight everyday for survival as the Northern Gods take no pity on the weak. This campaign will use the Mighty Empire tiles to create a map and mark players progress using the markers provided. All players are encouraged to convert your own Capital icon as it really should stand out amidst the others on the map. Note that when placing your Capital, you may not place your icon on a landmark tile, nor may you place your Capital in a tile that is located within four hexes of an enemys capital. In order to win this campain, the objectives are simple: Capture as much land as you can while stomping your opponents into the ground.

Raising the Army...


For the purposes of this campaign, all players will begin the game with a single 2000 point Banner of troops. This banner must also include your overall General who must be a Lord, but CANNOT be a Special Character. A banner refers to one of the forces that your General has been able to muster. Should you have the opportunity, each new banner raised by a player starts at 1,000 points and follows all standard army composition rules. If you wish, you may include special characters in your banner. Take note though, in this campaign they cannot be your overall General, nor can they be used more than once in your combined army. If they die, they cannot be used again in the Campaign. So if a High Elf player purchases Korhil for one of his banners, and during the campaign he is decreed dead, he cannot be purchased again. Note that there is no upper limit to the size of your banners. Each of your banners must be represented by an icon that is created by you so that your position in relation to your budding empire can be easily discerned. Your General can only accompany one of these banners, so be sure to make it stand out. Additionally, all army rosters relating to your forces must be kept up-to-date by the player and will remain the same throughout the duration of the campaign. All players are encouraged to name each banner and also name the heroes inside each banner. Those who cannot create a particularly inspiring name for each banner shall be declared a Muppet and will be subject to ridicule.

Playing the Campaign


The Wilds of Norsca
In order to wage war throughout all of Norsca the following Campaign Turn sequence will be used:
Summer Fall/ Autumn Winter Spring 6 Campaign Turns 4 Campaign Turns 2 Campaign Turns 4 Campaign Turns

Movement Phase:
Move Army Banners

Combat Phase

All Supply Centres produce at half rate (1 point instead of 2) during winter.

Any enemy banners that are in contact/ in the same tile are required to play a Warhammer Fantasy Battle. Make an after-battle roll for troop and character casualties.

The campaign turn is then over. This is repeated until seasons end as detailed in the table above.

Seasons End Phase


Collect supply points from each Supply Centre Spend supply points and update roster Place new banners and / or landmarks. Re-roll priority for the next series of campaign turns.

Marching your Army forth...


Priority: At the beginning of the campaign and at the end of each Seasons End Phase, each player rolls 2D6 (rerolling ties). The player with the lowest score will move their banners first. The remaining players will move their banners in order of ascending dice rolls. These rolls will last the entire campaign season. The following timetable found above will be used to mark the passing of each season. Due to the harshness of the Norsca winter, there are very few campaign turns able to be completed in winter as armies find it difficult to wage war in the biting cold. As part of the movement phase, all banners are able to move into new tiles on the map to explore new territory. Before each banner is able to move, players must roll a single D6. On a roll of a 3+, the Banner is able to successfully move into the next map tile. On a roll of a 1-2, the banner has not been able to gather sufficient resources etc to complete the march in time. Landmarks such as mountains and marshes are difficult to navigate and as a result, any movement into or out of a marsh or a mountain tile will sustain a -1 to the roll. This would mean that banners can only move into these areas on a roll of a 4+. Once the banner has moved into the new map tile, time and resources must be expended to pacify the local inhabitants and secure the area to represent this, banners are required to spend the remainder of the campaign turn in a tile in order to secure it. Securing tiles is vitally important as structures can only be built on captured land. Enemy banners that attempt to move into a tile inhabited by an enemy banner must fight a Warhammer battle. The results of that battle will provide your army with valuable supply points that can be used to fuel your conquest. Results of a Draw will score both players a single Supply Point, a Minor Victory will earn the winning player 1 point, a Solid Victory will earn 2 Points and a Massacre scores 3.

Crushing your Foes... Support Arrival (D6)


1 2-3 Support is delayed and will arrive th in the 4 turn Support moves in sections. Half the supporting army (including characters) is deployed as normal with the other half entering on turn 2 Entire supporting army arrives on turn 2 Supporting army is deployed in friendly deployment zone.

4-5 6

Friendly banners located near an engaged banner can provide support by sending troops to join the fight. Any allied banners located in an adjacent hex to the engaged friendly banner is permitted to provide support in the form of additional units. Each supporting army may provide as much or as little of the supporting army as desired that will arrive on the battle according to the result rolled on the table opposite. Depending on the orientation of the banner, the point of entry onto the battle field may change depending on the positioning of the armies on the map. How this works out will be determined through consultation between both players and the C.O. before the battle begins.

Casualties/ Troop Recovery


As part of the after-battle phase, the full extent of injuries sustained from a battle is determined. Not every wound is fatal and as a result there is the potential for many of your warriors to live to fight another day. To determine whether this is so, the following process will be used:

No units arriving on the field as a result of rolls 2-5 can charge on the turn they arrive.

Units that were taken to below half strength or destroyed are boosted to half strength. Roll a D6 for each casualty not regenerated in this manner: 1-3 dead / captured, 4-6 Injured but not killed. Players who lost the game are at a -1 penalty when making Troop Recovery Rolls Units that were not taken below half strength are boosted back to full strength. All lost command models are revived on a roll of a 4+ (this includes Grail Knights as they are favoured above all by the lady.) Any Monsters that were killed during the game roll a D6. On a roll of a 1 themonster has died from the injuries it sustained. On a roll of 2-6 the Monster gains back that many wounds up to the maximum number shown on its profile.

Any unit returned to half strength, that does not meet the minimum unit strength requirement will be incorporated into a similar unit until reinforced. If there is no unit similar enough in the army to join, the unit is considered destroyed. Character casualties that may be sustained by the player during the battle must roll on the Character Recovery table and apply the result immediately. This may see the unfortunate hero being captured by the enemy or just lost of the woods for a couple of days. Any equipment that is lost as a result can be repurchased using points allocated for reinforcements. Those captured by the enemy may expect to be executed, sold into slavery or possibly bartered back to their army for loot. If your general is captured by the enemy, any rolls on the execution table are done with a single D6 as some higher power has a purpose for him yet...

Execution Chart (2D6)


2 Disaster! Captured character escapes with all equipment. All additional friendly characters captured are freed and each escapee may slay D6+2 members of a single unit, capture an enemy character or steal a magical item. Captured character overpowers guards and escapes. Joins the nearest friendly banner or landmark. All equipment is lost. Captured character escapes in a particularly sad and pathetic fashion. In D6 turns, the character stumbles out of the wilds at the owning players capital. He may then be reactivated to his former post. All previous equipment is lost. Execution is stayed due to ill omens and the threat of rain. Character remains a prisoner and no more execution attempts can be made until next turn. The enemy character cannot devise a plan of escape and is slain. Enemy character is executed in a particularly gruesome fashion that catches the eye of the Gods. Your general must make an Eye of the Gods roll and immediately apply the result.

3-5 6

7-8 9-10 12

Character Recovery (2D6)


2-3 4-5 6-9 10-11 12 Dead Capture. Roll on the Execution Chart above if a Prisoner Exchange is not agreed upon. Stunned. If battle was lost, character is captured on a D6 roll of 1-3; otherwise Full Recovery. Full Recovery Full recovery and now suffers from hatred of the enemy that brought him low

Squirt the Musk of Fear! (Fleeing from battles)


If necessary, it is possible for a Banner to quit the field of battle and flee an attacking banner. All banners that flee must move into a hex owned by the players army or a hex that is not owned by anyone at all. Failure to do so will result in the affected banner being destroyed and any heroes present in the banner counting as casualties for the purpose of rolling on the Character Recovery Chart (and if necessary, the Execution Chart). Remember that this is a campaign, and there should be some measure of consideration towards the lives of your men. Should a player wish to retreat during a game, then they may do so only at the beginning of their turn before the Movement Phase begins. Upon making this declaration, all unenagaged units quit the field without any additional casualties. Those units engaged in combat must roll to flee exactly as if they broke from combat with the opposing player choosing to pursue if they so choose. Should they successfully break from combat then they also quit the field without taking any additional casualties. Any units that are caught by the opposing player are considered destroyed during the game for the purposes of Casulaty / Troop Recovery Rules.

Warm Bodies: The currency of War


While waging this war, each player has the opportunity to carve out their own little empire in Norsca. In order to capture new land and defend the land already captured, all players will be awarded Supply Points. These are points that represent resources that hold value to each players race whether it is food, precious metal, nudie magazines, influxes of new troops etc. These points can be harvested from two separate sources: Supply Points and Battles. Each race have particular tastes when it comes to determining value, so it is up to the players to establish what each of their Supply Centres are. After all, what good is a farm to a Vampire (after hes eaten the farmers of course)? Regardless of the source, each supply point will provide an army with 2 Supply Points in each Seasons End Phase. These Supply points are used to do everything from buying reinforcements to capturing and tending newly obtained land. Below is a general list of actions that can be financed using Supply Points. During the campaigns first campaign season, all players will be awarded their first supply point (and associated 2 campaign points) for free. This can be placed on any tile captured during the previous turns. If there are no captured map tiles present, then that player cannot create a supply point and it is lost. If you should lose your capital city, you are unable to build a Supply Centre and as a result your first building is lost. If you lose your Capital City, it cannot be rebuilt! If you lose both your Capital City and your army banner, then you are out of the Campaign. Special Locations are named tiles that appear on the Map of Norsca. These cannot be taken as a location for a capital, and cannot be upgraded by the player. While fighting within the lands of Norsca, it is no surprise that skilled warriors may become a subject of interest to the Northern Gods. To represent this, should your army General kill an enemy Hero or Lord character during a game, they will receive the Eye of the Gods special rule and roll on the Eye of the Gods table as specified in the Warriors of Chaos Rulebook. Further, the result of this roll is permanent and will remain with the General for the remainder of the campaign. Any rolls of a 2 on the table a temporary and last for that game only.

Pimp my Tile...
When upgrading a tile, players are only permitted to purchase upgrades that they can represent with terrain in their possession. For example, in order to purchase a watchtower, the player must have a watch tower terrain piece they can use when fighting in that location. This provides incentive for players to create and build their own terrain and expand their collections while boosting the overall appeal of the table top battle.

Cost Chart
Also not surprisingly, there are limitations to expanding your budding empire across untamed expanses of snow, forest and mountains, inhabited by various types of monsters and indescribable abominations. A players capital is capable of supporting three supply centres, a city can support two and a town can support one. Note that these landmarks only allow for additional Supply Centres to be created. They do not generate Supply Points themselves. The only way to develop towns and cities is to build on an existing Supply Centre. For example, by using 2 Supply Points, the player may upgrade the Supply Centre to a town which can support another supply centre.
Landmarks Item Watchtower Fortress Supply Centre Upgrade to a Town Upgrade to a City Troops and Characters Reinforcements: One supply point will buy 250 points of new troops. Character Models: As a general rule, each army is restricted to a single Lord-Level General and one Wizard Lord per Banner.

SP Cost 2 4 4 2+* 6+*

*A Supply Centre can be upgraded to a town which, in turn, can be upgraded to a city. All landmarks can purchase a watchtower

Unfortunately, as you have sacrificed a Supply Centre to create the town; this will only replace the Supply Centre you have lost. The upside is that for each of these upgraded features allow a garrison of troops to be housed there to fend off enemy attack. Take note that while these forces can be mustered to defend the landmark, they cannot be moved away from the location at all. Supply Points can be spent to upgrade the standing forces already present and increase the defensibility of the location just like a Banner. Capital: 1000 point of Army. Supply Centre: 250 points of Core Troops. Town: 400 points of Core Troops. City: 550 points of Core Troops (and up to one additional war machine) Fortress: 600 points of Core Troops (and up to an additional two war machines). Additionally the standing forces / banners can be bolstered by purchasing fortifications. For each campaign point spent in fortifying an area, a player may add D3 obstacles or fortifications. Such obstacles are deployed once table sides have been determined and before deployment starts. Keep in mind though, once the army moves on from the area, all fortifications are lost as they are put to the torch as the banner leaves. These obstacles differ though from the Watchtower and Fortress upgrades which remain standing even after the host banner leaves due to the presence of a defensive force. All purchases and details of the standing forces in each landmark must be recorded by the player in a roster and be kept up-to-date.

When attacking a landmark, the battle is fought around an important area. Banners attacking a watch tower or a fortress can use the Watchtower/ Siege scenario, while banners attacking a Supply centre will benefit from a Raid scenario. Banners attempting to attack Capitals will use the rules for Sieges and depending on the outcome, possibly the rules for sacking a city as outlined in the General Compendium. If a landmark is sacked by an enemy, it offers up half its cost in Supply Points and awards them to the attacking banner.

Raise your Banners High...


After the movement, battles and losses in the Campaign Turns, the Seasons End Phase is completed. In this part of the campaign, new Supply Points are collected and spent and upgrades and reinforcements are allocated. New landmarks may only be placed in friendly territory and must be within one tile of either a friendly Banner, Capital, Town or City. Upgrading landmarks are built on top of the existing landmark. Army reinforcements may add points to existing banners or 4 Supply Points can be spent to generate a new 1000 point Banner. Note that you can only generate a new banner for every 4 map tiles you possess at the time of banner creation. New banners can be formed at any friendly landmark, although only a single banner can be formed at each during the Campaign. Capitals can generate an unlimited number of new banners however. Existing banners may receive reinforcements for every Supply Point spent in that capacity. These banners may only do so if they are either located on or within a single tile of a friendly landmark.

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