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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.
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.
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.
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...
3-5 6
7-8 9-10 12
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.
*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.