Wargods Worldwide Campaign Rules
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1 Wargods Worldwide Campaign Rules Unlike local campaigns, Worldwide campaigns offer a chance for players to take part in the history of Antediluvian world. Generally, the campaign is divided into two components: local games and convention events. Local games are first and foremost about the players and their local community - a chance to get together and develop your warbands histories and play a against a number of different opponents. Convention Events, on the other hand, offer a chance to take part in the pivotal battles that reshape the land for ages to come. This rules document covers the basics for worldwide campaigns. It is intended to be used in conjunction with a campaign supplement which will cover issues specific to the campaign (such as factions, starting sizes, and warband progression). Local Coordinators: In each area, one player should take on the role of Local Coordinator (coordinator) and serve as the liaison with the Campaign Organizers (organizers). The coordinator will be responsible for a number of tasks, including (but not limited to): overseeing new warband construction; recording and submitting game results; overseeing reinforcements; and tracking other updates as needed. The coordinator will serve as the local eyes and ears of the organizers, confirming random upgrades and point expenditures, and updating the forums with local progress reports. Warband Construction and Composition: Each player may create and register a single warband, using the appropriate campaign supplement. This warband may be created either at a local game or a convention event, with the assistance of an available coordinator. Unless otherwise specified, newly-created warbands must conform to all composition rules presented in their appropriate rulebook. After the campaign has started, warbands must conform to an alternate, looser structure which better reflects the fluid nature of expansion and losses. A warband may contain a total number of characters equal to double the number of warrior units plus the number of chariot units. Thus a Typhon warband with 3 units (Typhon spearmen, Asar warriors, and Khemru Slingers) and one chariot would at creation allow the following characters: 2 Typhon, 2 Asar, and 1 Khemru. After creation, however, it would allow a total of 7 characters. Understrength units are ones which have fallen below the minimum size listed in the rulebook, but are at least 50% of that minimum. While under strength, a unit gains no benefits from Ranks, and suffers an additional -1 to Leadership. Additionally, morale checks for casualties are based on the unit s official minimum size, rather than the size they were at the beginning of the battle. Casualties: See the Other Notes section at the end of this document for my current thinking about how to calculate buyback points. Character Buyback is handled in accordance with the rules found in WarGods of Ægyptus, 2 nd Edition. Warriors and Chariots are bought back at full price per model. Units may be retained so
2 long as they still contain at least 50% of their minimum strength, although they will fight at penalties until brought back up to at least minimum strength. Equipment may be permanently discarded from a unit to make buyback cheaper. If a unit must be disbanded, the survivors may join another unit in the force, if they have the same equipment (either group may discard equipment as necessary). Great Deeds: Great Deeds are used in accordance with the rules found in WarGods of Ægyptus, 2 nd Edition. Reinforcements: Each campaign cycle will offer two opportunities to reinforce your warband. The Campaign Supplement will detail the specific intervals, available points, and other related issues such as mandatory Ka increases. Determination of what reinforcement options are available is based on either your Harbinger s Renown, or the number of games played thus far in the cycle (assumes a goal of 4 games per cycle per player), whichever is more favorable. In the case of a mandatory change such as a Ka increase, this upgrade is made first out of available points, and does not otherwise affect the reinforcement process. If more than one unit is below minimum strength, all such units but one must be expanded back up to minimum strength before any voluntary reinforcements. Finally, if the warband requires one or more units in order to conform to composition rules, that unit(s) must be purchased before optional additions may be performed. Once all mandatory warband adjustments are made, the player may use unspent points to expand his warband using all of the following methods, in any order. A unit may be expanded with additional members (exception: if a unit is equipped with Amulets and no appropriate Priest is available to create more, that unit may not be expanded). A unit may be equipped with new equipment (incompatible equipment such as old armor is lost by default, unless the Campaign Supplement offers a specific alternative). Add new units or characters to the Warband. Unspent points may be saved for the next reinforcement opportunity, so that more expensive units may be purchased. # Games Renown Reinforcements 0 0 Warriors & Chariots of your god s followers Champions of your god s followers; allied Warriors & Chariots. 3 Heros & Priests of your god s followers; allied Champions. 4+ Specialists of your god s followers; allied Heros. - Allied Specialists; Master of Words. Crippled Warbands: If a warband s current size falls to 2/3 the current baseline (ie 1000 points, against a baseline of 1500) the player may choose to use unspent points to expand his units (no upgrades or new
3 units). If the warband s maximum size (including unspent points) falls to 2/3 the current baseline (ie 1000 points, against a baseline of 1500), the warband is considered to be crippled. Once per cycle, a player with a crippled warband may ask his local organizer for a special scenario to help rebuild the warband. These scenarios will be developed as needed, and will provide an opportunity to bring the warband back up to a competitive level - although the specific reinforcements may not be the player s first choice - this will also be used as an opportunity to advance the broader storyline in some form. Any cycle in which this option is used must see the completion of at least five battles for the cycle, so that other participants are not penalized by a reduced number of potential games. Rewards: In-game rewards vary from campaign to campaign, and group to group, so this topic will be covered in the Campaign Supplement. Provocation: Once Provocation is begun, it will continue past the battle s end until one Harbinger or the other is defeated. At any time between Activations (ie not while an Activation is being performed) a Harbinger may offer to surrender. If the surrender is accepted the surrendering Harbinger loses a number of Renown equal to 2*(1+surrenders previously offered+surrenders previously refused). If the surrender is refused, then the Harbinger refusing loses a number of Renown calculated using the same formula. This penalty is only applied once per Provocation per side. Renown: At the end of each battle players will earn Renown based on the tables below. Renown will never fall below 0, and any such result should be treated as a 0. Individual Scenarios and Subplots will have additional opportunities to gain or lose Ka. Universal Rewards & Penalties: +2 Renown for defeating a warband with a greater Point Value. +1 Renown for defeating a warband with an equal Ka Rating. +2 Renown for defeating a warband with a greater Ka Rating. +1 for defeating a Harbinger of equal or greater Ka Rating in the Provocation. +1 Renown for defeating a foreign Harbinger in the Provocation (in addition to any other rewards). +2 Renown for destroying the Temple of a foreign god. -1 Renown for losing each 20% of the warband s Point Value to casualties. -1 Renown for losing to a warband with a lesser Point Value. -1 Renown for losing to the warband of a Harbinger with an equal Ka Rating. -1 Renown for losing to the warband of a Harbinger with a lesser Ka Rating. -1 Renown for refusing the Provocation if the challenging Harbinger is of greater Ka Rating. -2 Renown for refusing the Provocation if the challenging Harbinger is of lesser or equal Ka Rating. -1 Renown for losing the Provocation, but surviving the battle if Ka Rating less than victorious Harbinger. -2 Renown for losing the Provocation, but surviving the battle if Ka Rating equal to or greater than victorious Harbinger. -1 if a Priest or Shaman in the Harbinger s warband is killed. -1 Renown if the Harbinger s warband kills a Scribe. The Path of Fame:
4 +1 Renown for sparing the life of a Harbinger defeated in the Provocation. +1 Renown for defeating an Infamous Harbinger. -1 Renown for killing a Ha rbinger of the same god / City. -1 Renown for killing a Priest. -1 Renown for committing an act of aggression against an Aegyptian Temple. -1 Renown for losing over half the warband s Point Value to casualties. The Path of Infamy: +1 Renown for killing a Harbinger of the same god / City. +1 Renown for defeating a Famous Harbinger. +1 Renown for killing a Priest (of a god / City other than his own). +1 Renown for committing an act of aggression against a Temple. +1 Renown for destroying a Temple (of a god / City other than his own, but of his nationality). +1 Renown for looting a Necrop olis. The Path of Aegyptus: +1 Renown for killing one or more Witches (Famous). +2 Renown for killing an entire coven of Witches (Famous). -2 Renown for allowing a coven of Witches to escape the battlefield (Famous) +2 Renown for cleansing a Necropolis of The Eater of the Dead. +1 Renown for defeating an Assessor (Infamo us) +2 Renown for killing an Assessor (Infamous). The Path of Olympus: The Path of Hyperborea:
5 Other Notes: The Campaign Coordinator should not be the Local Organizer for his own group. This will serve to reduce his workload, and also remove the potential for abuse of position. New-player warband sizes should be related to the forces of existing local players. How they should relate has not yet been determined. Somewhat smaller would be appropriate, but better guidelines will need to be developed as campaign progress is documented. Casualty buyback: One goal for the campaign system needs to be ensuring that all players have the chance to remain competitive. Unfortunately, casualties are by their nature variable, and are one of the primary methods by which warbands become out of balance with each other. In extreme cases the option of a rebuilding scenario will help bring a heavily-damaged warband back up to the level at which it can compete against the other players. To minimize use of this option (since it effectively forces the player into a special scenario rather than following the main campaign) the casualty buyback system is weighted so that more-damaged forces recover more troops than do the less-damaged forces. While giving a bonus to less-successful forces is not strictly fair, the alternative is having those forces dwindle to the point of non-viability at which point the player is lost, which hurts even the successful players. If your casualties are greater than 50%, subtract 50% from your percentage, and add that percentage of your casualties to your buyback total. Example: with a starting warband of 1500 points, 300 points of survivors equals an 80% casualty rate and 1200 total casualties. Since 80% is greater than 50%, you gain bonus buyback points equal to (80%-50%)*1200 = 360.
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