After some persuasion, I managed to get Gem to commit to a campaign in Warhammer. She had recently moaned about the time it took to write new army lists so I thought up the rules of this campaign with that complaint in mind.
Gem plays as Tomb Kings and I as Lizardmen so these rules are laid down for a two player campaign with only these armies taken into consideration. Feel free to use them but you might want to adjust for other armies.
The first game is to played to 500 points.
Every game after the first is increased by a further number of points, resulting in a new points limit for each game. The following table gives all point values and the increases for each game in the order they will be played:
| Game No | Points Increase | Game Point Limit |
|---|---|---|
| 1 | 0 | 500 |
| 2 | 50 | 550 |
| 3 | 75 | 625 |
| 4 | 100 | 725 |
| 5 | 125 | 850 |
| 6 | 150 | 1000 |
| 7 | 175 | 1175 |
| 8 | 200 | 1375 |
| 9 | 225 | 1550 |
| 10 | 250 | 1800 |
| 11 | 275 | 2075 |
| 12 | 425 | 2500 |
The winner of the previous game must field the same army list used in the previous game plus the points increase worth of either:
- additional models to existing units or
- new units, possibly upgraded points allowing.
The loser of the previous game may field any legitimate army list to the points limit. They may choose to carry over characters from the previous game, but no new items or upgrades can be purchased for them if they are.
In the event of a draw, both players follow the rules for a winner.
An variation of the veteran upgrade system is in play for heroes and lords. Heroes and lords (hence forth known as characters) need to accumulate honour points to reach 10 point thresholds to upgrade. Characters’ honour points never go below 0. Honour points are awarded for the following actions in a battle:
| Action | Honour Points Earned |
|---|---|
| Being on an army that wins with a minor, solid or major victory | +1 |
| Being on an army that wins with a massacre! victory | +2 |
| Being on an army that wins before the sixth turn | +2 |
| Being on an army that loses | -1 |
| Challenging or accepting a challenge against an enemy character | +1 |
| Refusing a challenge against an enemy character | -1 |
| Overkill | +1 per overkill point |
| Being part of a unit that runs down a fleeing enemy | +1 |
| Being part of a unit that overruns | +2 |
| Killing an enemy character | +1 |
| Dying | -2 |
| Fleeing | -1 |
An honour upgrade is earned for every new 10 point threshold the character reaches (eg So a character that earns 10 honour points will have one upgrade until it reaches 20 honour points. If that character’s honour goes down to 9, it will not lose it’s upgrade). Each upgrade is applied only once to a character, reroll upgrades already obtained. Upgrades for honours are rolled on the table below:
| D6 Roll | Honour Upgrade | Effect |
|---|---|---|
| 1 | Herald | +1Ld to units with a model within 6inches. This bonus is not cumulative with other Leadership modifiers – models always use the best available leadership |
| 2 | Fierce Reputation | The model causes fear. If it already causes fear, then it causes terror. If it already causes terror then enemy units that cause fear are not immune from the terror of this model. |
| 3 | Hard to Kill | Model has +1 Wounds and +1 Toughness up to a maximum of 8 in both cases. |
| 4 | Decision Maker | Model may reroll failed Leadership tests. If this is done, a penalty of -1Ld is applied to the reroll. |
| 5 | Toxin Distiller | Model’s close combat weapons have poisoned attacks. If they are already, then the poison effect works on a roll of 5+ instead of 6+. |
| 6 | Learned Warrior | Model gains the Killing Blow ability. If the model already has Killing Blow, then it is immune to Killing Blow from enemy attacks. |
Should a model become so highly honoured that it can no longer take honours from the above table, it becomes Favoured. Favoured characters a worth an additional 50 victory points to the enemy but may take Favoured upgrades. Favoured upgrades may be applied to a character multiple times. These upgrades are rolled on the Favoured table below:
| D6 Roll | Favoured Upgrade | Effect |
|---|---|---|
| 1 | Furious | On the turn this model charges, its To Wound rolls count as +1 wounds each after saves to a maximum of 3 |
| 2 | Spellbreaker | +1 magic resistance, to a maximum of 3 |
| 3 | Commanding Presence | Enemy units within 12inches of this model suffer -1Ld to Leadership tests, models immune to fear are not affected. Enemy models will have a minimum Leadership of 2 after this effect is applied |
| 4 | Eternal | Model has Regenerate ability. If the model already has the regenerate ability, then it now regenerates on a +3 roll. Reroll if your model has the +3 regenerate ability. |
| 5 | Fated | Model may reroll once per game a failed save. A model without a save gains a +6 Ward Save instead |
| 6 | Born for War | The model may choose to have either +1WS or +1BS to a maximum of 6 in either case |
The winner of the campaign is the person who wins the final game (game 12).