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Ruins of Brionne Starting February 8th and running through February 29th over 4 rounds, K-Max will host

the 300 point Warhammer Fantasy campaign Ruins of Brionne.

The Objective:
The ruins of the ancient city of Brionne have recently been discovered. Leaders of every race are interested in profiting from what may lie hidden in the ruined city. The treasure and plunder that awaits your expedition can finance your entire army for decades. Years of war have put a strain on your resources, so only a small expeditionary force is available to send to Brionne. 300 points maximum. The winner of this four round campaign will be the army which has accumulated the most points. Points are awarded for gathering treasure and relics. As well points are awarded for success in battle.

What you need:


300 point MAXIMUM size army Up to 100 points maximum for your character. No lords allowed. Any unit champion (even a rare choice) may be upgraded to the general slot for free, counting as a character in all aspects, and may be given magic items. These magic items will count as part of your 100 point character allowance. 2-6 Units must be taken. Minimum unit sizes are reduced to 3 for infantry, 2 for cavalry and 1 for monstrous infantry/cavalry. Rank requirements are reduced to 3 wide for infantry, 2 wide for cavalry and 1 wide for monstrous infantry/cavalry. 100 points maximum on special choices with no more than 2 units. No rare choices allowed. Any infantry unit that numbers 5 or less models may skirmish even if they could not normally, if they choose to deploy this way then they must remain so for the entire game. Ethereal units may be taken but can be damaged without the requirement for magical attacks. It is rumored that Brionne enchants all weapons in some regard thereby eliminating the Ethereal advantage. Any other similar rules/equipment that would make you immune to regular attacks is also suspended. YOU may change your army list every week (same army only)

When do you play?


Every Wednesday a campaign game will occur at 6:30PM at K-Max.

POINT OPPORTUNITIES PER GAME


* Be the last man standing...3 points * Most units destroyed.3 points * Treasure Pile..up to 5 points per pile * Artifact objective bonuses up to 5 points per artifact * Painted army...1 point * Honor bonus...2 point per game (max) (A painted army must be fully painted, every model) Some Game Rules: TENTATIVELY there will be no maximum number of players per game. If more than 6 players attend, a second table will added to create a larger game board. DEPLOYMENT: By way of a D6 roll off, the player with the highest roll scouts the best entry point and deploys first. Next to deploy is the next highest D6 roll. Ties in D6 rolling are resolved via D6 roll off. TURNS: The person who deploys first goes first. Subsequent players have turns in a clock wise direction from the first player. MOVEMENT: Infantry and Monstrous Infantry may climb to the second (or beyond) level of a ruin at the cost of 3" of movement. Charging up or down levels will always count as dangerous on a 1 or 2 with the defender counting as behind a defended obstacle. Skirmishers will only fail their terrain test on a 1. Models using a fly move ignore all effects. MOVEMENT: Cavalry of all types may move to upper levels in the same manner but must dismount losing all benefits of being mounted until they return to the ground floor. Chariots may never leave the ground. War machines may start on a higher level but then cannot be moved for the remainder of the game, should they be forced to move for any reason they will count as destroyed. MAGIC: At the beginning of each game round (1st players 1st turn, 1st players 2nd turn, 1st players 3rd turn...) each player rolls a D3 and may channel with any wizards. In addition at the beginning of each individuals player turn they can roll another D3 for power/dispel dice and attempt to channel and add these dice to the their pool. MAGIC: All dice may be used as either power dice or dispel dice and are lost at the end of the game round. You may only attempt to dispel a spell if its effect would happen within 12" of one of your own models. TREASURE PILES: In this game, markers will be placed on the game board to represent a cache of loot that generals can search for magical items and valuables worth extra campaign points. The more players in the match, the more treasure piles. If you capture treasure, roll 2D6 and gain the following:

TREASURE PILE CHART 2D6 RESULT 2 Trollskin Cape- Stupidity and 5+ Regenerate 3 Dwarven Crown- +1 Toughness and +1 Armor 4 Assassin's Cloak- Poisoned attacks and causes fear 5 Wizard Hat- Character gains one random wizard level 6 Dispel Scroll- As rulebook (0 bonus points) 7 Shiny Gem- Awards D3 bonus points if character survives 8 Ring of the Raven- May cast Flock of Doom as a bound spell at 5+ 9 Lions Helm- Inspiring Presence range increased by 6" and +1 Leadership 10 Feathered Cape- May make a Fly move once per game 11 Elven Cloak- +1 Weapon Skill +1 Ballistic Skill +2 Initiative 12 Berzerker's Helm- Frenzy and +1 Strength 2,4,10 and 11 count as Capes, limit one per character 3,5,9,and 12 count as Helmets, limit one per character 6,7,8 count as trinkets, limit two per character, two of the same are not allowed A player may keep one artifact/magic item as trophy of battle. This item becomes the personal property of the general if he survives the game. A general can only ever have one trophy item to start the next game. The standard limits (capes, helmets, trinkets) still apply. If the general finds a better trophy he may substitute it. IF the general dies, all trinkets are lost on the field. NUMBER OF TREASURE PILES Players 8 7 6 5 4 3 2 treasure piles 16 14 12 10 8 6 4 Only Generals can capture treasure piles. They claim the pile by moving on top of it. Once the marker is captured roll a 2D6 to determine the loot. If a General captures additional piles, he/she rolls again on the chart to try for more gear. You cannot stack or accumulate items, each character is limited to one helmet, one cape and two trinkets. Should a character already have a limited item than the player may choose which to discard. This item is then lost forever. Treasure piles contain valuables not suitable for combat but of great value should your character manage to get them out of the city to an interested buyer. The more

treasure piles you collect, the more points you accumulate. To keep these points your General must survive the battle. Point values range from 1 to 5. If your General has captured several treasure pile markers and many points have been accumulated, your General has the option to strategically withdraw and keep the points. The General must exit the same entry point in which he entered. Your war band may not leave the battle as they are providing cover for your Generals withdrawal. If your General is killed in close combat by another General or a unit with a General, all treasure fall to that enemy General. If your General is killed in close combat by a unit without a General, the intelligence markers are placed on the table where your General died, and may be picked up by any other General. If your General is killed by way of shooting, your treasure piles are placed on the table where he died, and may be picked up by any general. Regardless of the cause of death any magic items, trinkets, or artifacts held by the general, are lost forever.

Honor Bonus: Alliances, deals, treaties, and agreements are all fair game between the players. In fact this element will likely be the great equalizer in preventing any one player from dominating the campaign. Those that honor all alliances and treaties from game to game can earn a 1 point honor bonus per game. Generals often challenge each other in battle for glory and to inspire their troops. Generals that offer and accept challenges in battle show honor and can earn a 1 bonus honor point per game. Generals that remain on the field to complete the mission show leadership and bravery. If your general remains for the entire battle or dies on the field, he can earn 1 bonus honor point per game. Treaties and agreements must be established by the beginning of the first turn but after deployment.

Last Man Standing: There must be a last man standing at the end of each game, there are no ties. If two allied players remain on the board, one general must leave the battlefield by way of city deployment point. In this case, remaining troops may leave with the general.

MISC. There is no transferring of Treasure Markers between players. The only way to drop a marker is for your General to die.

Winning: The game is over when only one army remains on the battle field. Players tally their points after each game on a provided tracking sheet. Updated results will be available at the start of the next game. The winner of the campaign will have the most total points. If there is a tie in points, honor points will break the tie.

Game # 1: Enemies at the gates Game begins at the entrance of the city. City ruins begin at half way point of table. A giant has been terrorizing this area and is guarding the entrance. The giant location is to be randomly determined. The giant is always controlled by the player who is closest at the beginning of a new round. The slayer of the giant earns 6 bonus points. The person who controls the giant, turn by turn, earns 1 bonus point for ever unit destroyed. (if a unit is fleeing at the end of the game it is counted as destroyed) At the beginning of each round, the giant movesRoll 3D6. The controlling player (the one who was closed at the top of the round) moves the giant in any direction they wish as far as 3D6. Combat for that giant occurs on the controlling players turn. Game #2: Streets of Brionne City ruins throughout. Finding as much treasure as possible is the highest priority. For every ring, crown, or gem which is looted, and successfully returned from the city earns 3 bonus points each. Game #3: The Arena A major loot pile in the arena is guarded by D6 fimir. Each fimir killed is worth 2 bonus points. Your general does not have to survive to claim these points. The fimir are all considered to be independent. They are controlled in the same manner as the giant, but 2D6 instead of 3. Game #4: Escape Brionne You have learned the terrible secret of what has happened to Brionne. Centuries ago a magic user of untold power turned its inhabitants to dust and destroyed the city. He now awakens to crush those who have disturbed his city. The general who destroys this level 4 wizard gains 6 points for killing the wizard and another 6 for escaping with his cloak. The wizard is controlled in the same manner as the giant. The wizards lore will be decided in a random method and behaves like any other wizard would.

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