Each battle in this campaign will be fought over terrain which
includes a randomly rolled Landmark. These Landmarks each have an in
game effect, plus winning a battle over a Landmark gives all of the
armies on your team additional options on what they can spend their 250
points between turns on.
The additional rules for this campaign are here.
The campaign map and other weekly info will be here.
The
Landmarks are in 2 separate groups. The 1st group is drawn from for the
first games of the Turn - only once all of these have been contested
are the 2nd group of Landmarks drawn from.
Note that some
purchases will use up more than one 'recruitment effect'
- for example, purchasing a Dark Elf Sorceress will need a HERO and a
MAGIC effect controlled. Purchasing Morathi will require a LORD, MAGIC,
SPECIAL CHARACTER and MONSTROUS MOUNT slot. Purchasing a Dark Elf
Sorceress with a Sacrifical Dagger will need a HERO and two MAGIC
effects controlled. Games played between opponents on the same
faction will use a random feature, but this won't remove it from the
pool (their feature will be drawn last of all the games)
GROUP 1
The Enchanted Wood Game Effect - grants MR(1) to all units with at least 1 model in the wood. Recruitment Effect - allows the purchase of a single SPECIAL unit.
The Acropolis of Heros
Game Effect - the unit controlling (WHFB p100) the Acropolis of Heros counts as outnumbering any enemy.
Recruitment Effect - allows the purchase of a single HERO.
The Arcane Monolith
Game Effect - the unit controlling (WHFB p100) the Arcane Monolith
during a magic phase adds 1 Power Dice or Dispel Dice to it's Pool.
Recruitment Effect - allows the purchase of a single WIZARD (character or unit) OR
purchase of any number & points value of MAGIC ITEMS OR
allows the upgrade of an already owned character to become a WIZARD or to gain a Wizard level OR
allows the addition of models to a WIZARD unit that results in an increase in Magic level.
The Chaos Portal
Game Effect - any wizard(s) within the unit controlling (WHFB p100) the
Chaos Portal MUST add 1 free Power Dice to every spell that he/she/it casts.
The Portal itself counts as a RING OF HOTEK (any spell cast by a wizard
or at a unit within 12" of it, miscasts on the roll of any double) which cannot be disenchanted.
Recruitment Effect - a player can decide which of SPECIAL/HERO/MAGIC the control of this territory counts as for them.
The Ancient Idol
Game Effect - the army controlling (WHFB p100) the Ancient Idol may re-roll failed Leadership tests to rally fleeing units.
Recruitment Effect - allows the purchase of a single RARE unit.
TURN 4 onwards - The Tower
Game Effect - any character OR unit champion within the tower, can act
as a 2nd General (i.e. lend his Ld to units as if he was the army
general, prevent the decay of VC units, allow VC units to march if
within 12" etc)
Recruitment Effect - allows the purchase of a single LORD.
GROUP 2 The Hill of Honour
Game Effect - a unit occupying (with all it's models) the Hill of
Honour counts as if it was within 12" of it's army BSB. If the unit
occupying the Hill of Honour has a Unit Standard, then while the unit
occupies the Hill of Honour, that units Standard counts as a BSB for
other units in the army (it still only gives +1 CR). If an army already
has a BSB, the effects do not stack.
Recruitment Effect - allows the upgrade of a HERO to be a Battle
Standard Bearer. Also allows a Brettonian BSB to be upgraded to a
magical BSB at this or a later date.
The Bounty Hunter Inn
Game Effect - Each shooting phase, 2D6 Pistol shots are fired at a
random unit (of either side) within its 8" range. These are fired at
BS3 S4 A/P, but do have multi-shot rule (so hit on 5+ before mod's for
the target e.g. skirmishing, mortal Nurgle etc).
It can be assaulted, in which case 10 Free company stat defenders will fight every round :
WS3 S3 T3 W1 I3 A1 Ld7 (additional hand weapons). If they are beaten in
CC and fail their break test, or flee due to a failed Terror test then
they are simply no longer present in the building. Occupying the Bounty
Inn with a US 5+ unit at the end of the game grants 100 VP's.
Recruitment Effect - allows the purchase of a single SPECIAL CHARACTER.
Any magic items they automatically come with, do not need a MAGIC slot
available, but any optional ones do.
The Dog & Duck of War
Game Effect - Each shooting phase, 2D6 Pistol shots are fired at a
random unit (of either side) within its 8" range. These are fired at
BS3 S4 A/P, but do have multi-shot rule (so hit on 5+ before mod's for
the target e.g. skirmishing, mortal Nurgle etc).
It can be assaulted, in which case 10 Free company stat defenders will fight every round :
WS3 S3 T3 W1 I3 A1 Ld7 (additional hand weapons). If they are beaten in
CC and fail their break test, or flee due to a failed Terror test then
they are simply no longer present in the building. Occupying the Dog
& Duck of War with a US 5+ unit at the end of the game grants 100
VP's.
Recruitment Effect - allows the purchase of a single DOGS OF WAR or REGIMENTS OF RENOWN unit. Units (not characters - these are not allowed) from the Dog's of War
pdf are counted as a choice (CORE/SPECIAL/RARE) according to their
listing in that pdf - and if not CORE, also require that choice
available. Units and accompanying characters from the Regiments of Renown pdf are counted as the choice they are listed in the pdf. This also allows other mercenary units from WD articles etc.
The Dangerous And Nasty Cave
Game Effect - Each compulsory move phase, roll 2D6 for the range of the
monster in the cave - if any units are within this range of the cave
entrance that can be legally charged from the cave entrance then it
charges one of them at random. It counts as if it had rolled 5-6 on the
Monster Reaction table, and is thus Frenzied and Hatred (and doesn't
lose Frenzy). From then on, it will always charge the closest visible
unit of either side. It moves from now on in the compulsory move phase
of the players turn it first came out of the cave in, using the
movement value of it's Stat line. Once beaten in combat and a break
test is failed, simply remove the monster from play, and award VP's
according to the monster stats for defeating the monster. If otherwise
un-engaged and normally allowed to pursue, the unit(s) defeating the
monster in CC may opt to pursue/over-run.
The actual monster used each week will vary, going up in power as the point value does.
Recruitment Effect - allows the purchase of a single MONSTROUS MOUNT. |