Post by Pop goes the world on Jan 31, 2006 23:03:37 GMT -6
THE BORDER PRINCES
To the South of the Empire lies a rugged, untamed land known as the Border Princes. The Border Princes are a lawless place; The Empire has never been able to assert full authority over them for a variety of reasons, and mercenary warbands plague the land in search of gold and glory.
As of late, strange reports have come from traders brave enough to chance traveling to Tilea via the Border Princes. Strange beasts have been raiding towns at random, seemingly searching for something. A nearly palpable feeling of dread fills the hearts of the denizens of the Border princes, as if something terrible were about to occur. No one seems certain of what change has occurred, but refugees flood into the Empire on a weekly basis. Nearly forgotten fables are once again circulating throughout the populace, speaking of goat men and other such nonsense.
The unrest in the Border Princes has gone on for too long. Spurned by these new developments, several Elector Counts have declared their intent to retake the lawless region in the name of Sigmar. Never ones to be outdone, the Brettonians have sallied forth a Crusade, championed by Lord Arleon the Wanderer, to protect to territorial claims in the area before the greedy Empire has a chance to pillage them. In a time of stressed alliances within the realm of men, the fate of the Border Princes could determine the future of the human realms. Other races are observing the Border Prnces with great intrest, as the political situation seems to be a powder keg waiting to explode. All the intrigue aside, something more sinister seems to be at play in the Southern Empire...
For those of you familiar with the Border Princes scenario, we will be following the rules in the General's Compendium almost verbatim. The 'Special' territories (i.e. Malko, Aldium, Etc.) will be changed, as the ones in the book leave alot to be desired. We will be using the map from the General's Compendium, which is available in PDF format on the Games Workshop Website. (http://us.games-workshop.com/download/download.htm?/games/warhammer/generalscompendium/assets/CampaignMap.pdf)
Each player's starting banner will be lead by a general representing the vanguard of their force (and the players themselves). As Lords will not be allowed, due to points restrictions, we will generate a single 'special' character per force on the following chart. These characters will stay with the starting banner throughout the campaign, and any time they are felled on the field of battle, it will be assumed they recover from their wounds in time to partake in the next fight. These are after all great warriors, and great warriors are not made without great strokes of luck that allow them to survive to fight another day.
Roll 2D6 what you roll equals a trait increase for your general. Each player will get two rolls, re-rolling any doubles.
2) Furious Assault-+1 attack
3) Lightning reflexes-once per phase re roll any failed armor saves
4) Hard to Kill-+1wound
5)Deadly Warrior- +2 weapon skill (max 8)
6)Great Reputation- +1 leadership (max 10)
7)Great Strategist-re-roll dice when determining who goes first
8)Horrible Scars-causes fear
9)Veteran-character is Stubborn
10)Blessed by the Gods-Magic resistance of (1)
11)Painless- +1 toughness
12) Players choice (no choice can be taken more than once)
To the South of the Empire lies a rugged, untamed land known as the Border Princes. The Border Princes are a lawless place; The Empire has never been able to assert full authority over them for a variety of reasons, and mercenary warbands plague the land in search of gold and glory.
As of late, strange reports have come from traders brave enough to chance traveling to Tilea via the Border Princes. Strange beasts have been raiding towns at random, seemingly searching for something. A nearly palpable feeling of dread fills the hearts of the denizens of the Border princes, as if something terrible were about to occur. No one seems certain of what change has occurred, but refugees flood into the Empire on a weekly basis. Nearly forgotten fables are once again circulating throughout the populace, speaking of goat men and other such nonsense.
The unrest in the Border Princes has gone on for too long. Spurned by these new developments, several Elector Counts have declared their intent to retake the lawless region in the name of Sigmar. Never ones to be outdone, the Brettonians have sallied forth a Crusade, championed by Lord Arleon the Wanderer, to protect to territorial claims in the area before the greedy Empire has a chance to pillage them. In a time of stressed alliances within the realm of men, the fate of the Border Princes could determine the future of the human realms. Other races are observing the Border Prnces with great intrest, as the political situation seems to be a powder keg waiting to explode. All the intrigue aside, something more sinister seems to be at play in the Southern Empire...
For those of you familiar with the Border Princes scenario, we will be following the rules in the General's Compendium almost verbatim. The 'Special' territories (i.e. Malko, Aldium, Etc.) will be changed, as the ones in the book leave alot to be desired. We will be using the map from the General's Compendium, which is available in PDF format on the Games Workshop Website. (http://us.games-workshop.com/download/download.htm?/games/warhammer/generalscompendium/assets/CampaignMap.pdf)
Each player's starting banner will be lead by a general representing the vanguard of their force (and the players themselves). As Lords will not be allowed, due to points restrictions, we will generate a single 'special' character per force on the following chart. These characters will stay with the starting banner throughout the campaign, and any time they are felled on the field of battle, it will be assumed they recover from their wounds in time to partake in the next fight. These are after all great warriors, and great warriors are not made without great strokes of luck that allow them to survive to fight another day.
Roll 2D6 what you roll equals a trait increase for your general. Each player will get two rolls, re-rolling any doubles.
2) Furious Assault-+1 attack
3) Lightning reflexes-once per phase re roll any failed armor saves
4) Hard to Kill-+1wound
5)Deadly Warrior- +2 weapon skill (max 8)
6)Great Reputation- +1 leadership (max 10)
7)Great Strategist-re-roll dice when determining who goes first
8)Horrible Scars-causes fear
9)Veteran-character is Stubborn
10)Blessed by the Gods-Magic resistance of (1)
11)Painless- +1 toughness
12) Players choice (no choice can be taken more than once)