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Made in gb
Been Around the Block





Me and my mates have just started a campaign but we were a bit less then excited about the standard rules.
Hence i made a few moderations etc. posting them here for people to tell me im mad,daft or any combination of the two.
Character development rules
Characters will be allowed a roll on the development chart each time they have 5 points to spend.

Points are gained for the following:

+1 point for each character in the victorious army that are not slain or fleeing by the end of the battle.

+1 point for every character or monster slain.

+1 point for surviving the battle without suffering any wounds (self inflicted wounds such as wounds by miscast also counts as suffering a wound).


Points are lost for the following:

-1 point is lost if the character is slain or fleeing at the end of the battle.

-1 point is lost for declaring a flee reaction as a result of a charge.

-1 point is lost if the wizard/spellcaster dies as a result from a miscast (he is not excactly proficient if he kills himself now is he ?)

first bit is more or less as presented in white dwarf. thje abilities that can be gained are rewritten quite a bit.
when character has 5 points he can roll on the table for advancement and if lucky can get a new ability.
either a heroic (once per character)
or a legendary (once per army)

Heroic abilities:

Magical abilities:

Student of magic:
the character adds +1 to casting attempts this is added to the wizard level.

Student guardian:
The character adds +1 to dispelling attempts this is added to the wizard level.

Student of Lore:
The wizard knows one extra spell from his chosen lore of magic.

Keen-eyed student:
Character increases range of spells by 2" no doubt as a result of having been a look-out during mischief making.

Oooooohm:
The character adds +1 to his channeling rolls.

Magical diffuser:
The character can ignore a miscast once per game.

Special rules abilities:

Guardian angel:
The character gains a 6+ ward save

Fearsome reputation:
The character and unit he is with causes fear.

Swift rider:
The character counts as fast cavalry when mounted.

Sneak:
The character gains the scout special rule, only for unmounted models.

Scale:
The character treats all terrain as open but can not end movement in impassable terrain.

Regenerate:
The character gains a 5+ regenerate save.


Combat abilities:

Proficient warrior:
Once per game the character may choose to reroll to wound rolls

Master of arms:
The character may have a free suit of light or heavy armour and a shield. Additionally the character may choose a free close combat and missile weapon from the warhammer rulebook even if these are not normally permitted by the armybook.For wizards you may give weapons as normal but not armour or shield.

Student warrior:
Once per game the character can increase either his toughnes or strength by 1 point for a single turn.

Quick-handed:
The character gains the always strikes first rule.

Archery novice:
The character may fire a missile weapon twice instead of once.

Master of combat:
The character gains the killing blow rule.


Legendary Abilities:

Magical Abilities:

Master of lore:
The character gains the Loremaster special rule.

Keen-eyed master:
The character adds 4" to a spells range as a result of having spent countless hours glaring at students.

Master Wizard:
The character gains a wizard level can be used to make non wizards into level 1 wizards

Master guardian:
The character adds a free dispell dice to any dispell attempts and will dispell any spell (regardless of casting value) at the roll of a double 6 but will suffer a miscast.

Unlimited power:
Each time the wizard casts a spell he adds a free dice to the throw. However if the wizard suffers a miscast he must roll twice on the miscast table and the opponent
chooses what result to apply.

Armoured master:
A wizard character is allowed a free set of light armour and a shield.

Special rules abilities:

Grizzly reputation:
The character and any unit he is with causes terror.

Guardian gods:
The character gains a 5+ ward save.

Superior tactician:
If the character is the army general you may reroll the dice for table sides and for who goes first.

Quickdraw:
The model may fire a missile weapon a number of times equal to his number of attacks.

Stiff upper lip:
The character and any unit he joins are immune to psychology.

Regenerate:
The character gains a 4+ regenerate save.

Combat abilities:

Executioner:
The character gains the heroic killing blow.

Artful warrior:
Twice per game the character may choose to reroll to wound rolls

Master warrior:
Once per game the character can increase either his toughnes or strength by 2 points for a single turn.

Spiteful warrior:
The character gains hatred of his enemies.

Bumbling opponent:
The characters opponent in a challenge loses one attack to a mimimum of 1.

Armour shredder:
The character's attack are armour piercing.

Makes a character quite dreadful some of these.

As for the mighty empire rules themselves.
Normal mighty empire rules with the following exceptions.

The map:
Generated as per normal and each army will choose a tile to start roll a D6 for who chooses first. A starting tile must be a edge one and players can not start closer than 3 tiles from an opponent


Casualties:
For each character slain (not fleeing/fled) roll a D6 if you won the battle add +1 to the roll.
250 GC may also be used to add +1 to the roll announce before rolling.
1 Dead suffered a fatal wound.
2 Serious injury -1 to W and T profile can not fight in next 2 battles
3 Slow recovery can not participate in the next battle.
4-6 Full recovery

Healing
If your army includes a wizard roll a D6 after each battle the injured character takes part in
on the roll of a 6 the character is fully healed as if they rolled a 6 on the slain chart. Characters with the regenerate ability roll 2D6 and discard lowest roll.

Special tiles:
These tiles give extra benefits . After claiming the tile the army can not linger but you may garrison troops up to a normal army limit.
These troops can either come from city barracks or be purchased from gold coins
note the garrison must be game legal and any points used to garrison it can not be used to replace dead soldiers any lords/heroes garrisoned will not be available for other battles.

The high kings castle:
This tile holds the castle of the high king and costs 5 points to claim but will add 1 empire point per turn. If an opposing player has already laid claim it to an attacker must fight a siege to conquer it

Healing well.
This magical well is said to heal even the gravest of wounds the player controlling this well adds 1 to a roll for slain characters per turn declare after rolling.

Dwarven treasure mine.
This tile holds an ancient dwarven mine that will add 3D6 GC per turn like a mountain tile but will never be exhausted.

The wizards tower.
Allows one of your spell users to gain a signature spell from a different lore to the one normally used.

Also made some tweaks to the events phase.
Fool's Gold : pick one player. that player can not collect any revenue this turn.
Building boom : place a castle or mine marker on tile you own or upgrade castle to city.
Disaster : pick one player. that player must roll a D6 for each castle, city or mine on a 1 that marker is destroyed.
All or nothing : you recive 2 extra empire points provided you do not loose or draw in which case you get zero points.
Scouts : Your opponent must deploy his whole army first and you get first turn.
Diplomacy : pick one player. they may not issue a challenge against you.
Land grab : The first tile you claim this turn costs 1 point instead of 2.
Veteran army : The duplicate troop limiter is removed for this turn.

above ones are same as usual new ones below

Elite army : The minimum point requirement for core troops is halved.
Seeds of discord : Pick a player. This player must issue a challenge against an opponent of your choice.
Challenge : Your next battle will be fought using the challenge scenario.
Assassination : Your next opponent will find that his army has had visitors in the night and has lost 5 % of his forces (rounded up to the nearest 10 capped at 100 points.

Sorry for this being a bit long.
Any comments welcomed).





   
Made in gb
Been Around the Block





also before we started we all made 4 lords and 8 heroes which we had to name and write a little fluff for.
each had to have unique magic items so they could legaly be fielded in the same battle.
pre-made characters from the armybooks were banned.
   
Made in us
Nimble Dark Rider





Land of Lincoln

a lot of those actually sound pretty cool, I'll have to make some suggestions to our gm for our next campaign.

Malifaux - Rezzers
The Other Side - King's Empire & Abysinnia
40K - Iron Hands


 
   
Made in gb
Been Around the Block





Beer_&_Bolters wrote:a lot of those actually sound pretty cool, I'll have to make some suggestions to our gm for our next campaign.

glad to hear you liked them (and for someone to bother replying )
we are really enjoying the campaign and hopefully you will too.
   
 
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