Campaign rules














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Campaign rules
















Quest

The Sixth Daemon War is centered around the Jewels of the Elements and Elemental Gate which is located beneath Karak Zorn in the Southlands. There are eight Jewels of the Elements and four Key items (scroll maps) scattered throughout the campaign maps. The locations of the Jewels cannot be accessed until their respective Keys are found. For the Elemental Gate to be activated all eight Jewels must taken to the site of Karak Zorn. The first character or group of characters to do this wins the campaign.
















Characters

Player Characters can be a Lord of any race in the Warhammer world. As normal, Lords can choose from 100pts worth of magical items from their respective army books, and can have any other equipment they are entitled to (shield, armour or steed). Characters can never have more than one type item (Weapon, Armour, Talisman, Enchanted, Arcane). Quest items are the only exception to this rule. Customized magic items may be brought into the campaign at the Dungeon Master’s discretion. The following table can be used as a guide for such items, and also for customizing character profiles (note: weapons or spells which confer killing blow ability, or the equivalent, are prohibited):

+1 Attack
+1 Strength
+1 Weapon Skill
+1 Initiative
+1 Armour save
+1 to dispel
+1 to cast
Magic resistance (2)
No Armour save
Re-roll to hit
5+ ward save
4+ ward save
25pts
30pts
15pts
10pts
10pts
50pts
50pts
40pts
50pts
40pts
30pts
50pts

Retinues

In addition to magic items, Characters start off with 100pts to spend on Retinues and can choose any troop type from their respective army book. Retinues can consist of foot troops or mounted troops. There is no minimum unit size, but the retinue must consist of the same troop type. Points permitting, the retinue can also consist of a hero or lord sub-character. Magic items for these sub-characters must come out of the retinue points limit. 'Lone wolf' characters not wishing to have a retinue may substitute 25pts towards magic items (giving a starting limit of 125pts).


Fame points

Fame points allow characters to spend more on magic items or retinues. All player character start with 0 fame points. Fame points are earned by fighting and winning against other characters or NPC's. The more fame points a character has to their name the greater their 'points limit' which can be spent on magic items or retinues. Note; player character can never spend more than 200pts on magic items in the campaign. There is no limit on how much can be put towards retinues.

Fame points (fp)
Point limit bonus (pts)
Points limit (pts)
0
1
2
3
4
5
6
7
8
9
10
11
12
0
+15
+25
+50
+100
+125
+150
+200
+250
+300
+350
+400
+500
200
215
225
250
300
325
350
400
450
500
550
600
700

To calculate how many fame points a character has earned after a victory, divide the total cost of the defeated opponent by the total cost of the winner (including retinue, magic items, other characters), rounding up. Fame points can also be earned by defeating NPC guardians. In single combat only the character's cost (not including retinues) will be used in the calculation.

Example: A Chaos Lord costs 310 pts (including items) and has a retinue of 100pts. Therfore his total cost is 410pts. He fights agianst a Saurus Old Blood with a total cost of 345pts. The Lizardman wins the battle. Dividing the total cost of the Chaos Lord (410pts) by the total cost of the Lizardman (345pts) gives a value of 1.18. The Saurus has therefore won 1 fame point.

IMPORTANT: the current fame point score of all player characters will be regularly updated on the scoreboard on the DW6 homepage. It is up to each player to keep track of his or her fame point score and to inform the Dungeon Master's how additional points should be allocated to either magic items or retinues.

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Magic Items

There are 3 types of magic items in the campaign. The first type are those items brought in from the player character's respective army book. The second type are the campaign magic items which are scattered across the maps. These items are grouped as usual (weapon, armour etc.) and the usual item rules still apply. Unless otherwise noted in the item description, however, these items can be used by any character race in the warhammer world.

The campaign magic items are protected by guardians. Some of these guardians will fight using the magic items. Others are assumed to possess the items close by in a cave or some such.

The third type of items are Quest items. These are the Jewels of the Elements and the various Scrolls that reveal the locations of the Jewels. These items have no restrictions and must be picked up if come across. Quest items are free so do not count towards a character's cost.


The Daemon Lords

The Daemon Lords are the 'house' characters of the campaign. They occupy several locations within the Chaos wastes guarding powerful magic items. The Daemon Lords are controlled by the Dungeon Masters and will be inactive during the early stages of the campaign. At some point, however, they will become free to move around the campaign maps and challenge player characters. The Daemon Lords have the infamous special rule which means that player characters can earn +1 fame points by defeating them.


Combat (rules of engagement)

The following parties can engage in combat:

- Player character with retinue

- Player character without retinue

- NPC guardian(s)

- Group of player characters (with or without retinue)


Due to the many types of combat situations that can arise, espcially where there are multiple player characters and retinues involved, players should declare how they wish to attack, how their retinue will act, which spells they wish to cast, etc, before the battle is played out.

The following Arena of Death rules apply. Opponents count as charging against each other in the first round of combat and those with the highest movement value will strike first. After the first round those with the hishest initiative will strike first. If movement/initiative values are the same then it simply falls to a roll off. Characters with the fly special rule will always attack first in the first round.

Normal sized characters can fight agianst a maximum of 3 enemies in the first round of combat. In subsequent rounds, enemies can lap around and up to 8 may fight agianst a single character. Agianst characters with the large target special rule a maximum of 4 enemies can fight in the first round of combat. This number increases to 12 in subsequent rounds.

Magic and shooting: All spells and all types of missile weapons can be used in hand to hand combat. Magic can be cast at the beginning of the round before the shooting and close combat phases.


Post Mortem:

After a battle the winner will regenerate back to his full number of wounds for the next fight. Retinues will respawn back to full strength.

The winner will have access to the entire inventory of the defeated character(s). Quest and key Items, if available, must be taken. Any other magic items can also be taken and equipped even if they belong to a different army book. Discarded items are essentially 'lost' to campaign and may only be retrieved upon special request.

Alternatively, players can swap old items for newly won items. The swapped-out items will not appear in the character's profile sheet. It can be assumed, however, that the items are still in character's possession. If the character is later killed in battle, his enemies will have access to all items, even those not on the character's profile.

Characters may switch between magic items in their possession at any point in the campaign, before or after a battle. Remember, characters can never fight with more than one type of magic item (weapon, armour, enchanted, etc.) and can never exceed their magic item points limit.