tjub:
Oups, accidentally deleted the old thread...:madEdit: updated 15/7.
Had no intention to share this at first, but I might as well. Keep in mind though that there might be things needed tweaking and that we are primarily fluff players. The campaign is based on Battlefronts Firestorm rules for Flames of War.
Firestorm Darklands
A Chaos Dwarfs Vs Skaven campain, including some dwarves. Designed for two players fighting 2500pts battles. Could as well be use a Game Master to keep the game balance if needed and to command the Dwarves.
The campain map(no cred to me, found it online.)
http://thenerdalsorises.files.wordpress.com/2011/04/dl-map-boundries.jpg
Campain Turn:
0. Place the Firestorm units in each Supply Center. The Chaos Dwarves deploys Zhatan the Black in (32) The Black Fortress and Hothgar Daemonbane in (39) The Daemon's Stump.
1. 8 Battle Turns
2. Strategic Turn
Battle Turn Sequence
1. Roll 1d6 for initiative. (see Skaven special rules for modifiers.)
2. Choose territory to attack from and an adjecent to attack.
3. Choose up to two firestorm troops from the attacking and defending territories each. (or one Firestorm Unit per started 1500pts for bigger battles.)
4. Check for Supply. (To be in supply the forces need to be able to trace a line to their supply center ) If out of supply roll on the table:
1-2. Morale Reduced, all forces on the one side which are out of supply suffer a -1 modifer to all Ld checks.
3-4 Strength Reduced, your forces are starving. Reduce your army size by 20%
5. No effect.
6. To the death! All forces on the side which are out of supply gain a +1 modifer to all Ld checks.
5. Fight the battle!
6. Roll to destroy Firestorm Units taking part in the battle. Score needed to destroy: (1d6)
6+ If the side with the Firestorm Unit won the battle but the Firestorm Unit died/fled.
5+ If the side with the Firestorm Unit lost the battle and the Firestorm Unit died/fled.
7. Remove destroyed Firestorm Units.
8. Retreat Firestorm Units from the defending territory if needed to an adjacent territory you control. If there are no valid territory to retreat to the Firestorm Units are captured and lost for the rest of the campaign.
9. Enter the territory if captured with all attacking Firestorm Units.
Strategic Turn Sequence:
1. After each Campaign Turn roll 1d6 and add the current turn. If the result is 12 or higher the Skaven have run out of supply and the campaign is over. => Total your victory points.
2. Bring in Reinforcements. Place all Firestorm Unit previously destroyed in the Supply centers, not the ones captured! (Should the campaign prove to be really one sided, you might need to make up new Firestorm Units to keep the campaign entertaining, ex spec characters or if some units really prove themselves against the odds repeatedly)
3. Make strategic moves. All Firestorm Units may move to one adjacent territory unless otherwise specified, starting with the skaven.
4. Total your victory points.
Supply:
The Chaos Dwarfs trace supply to 55. Zharr Naggrund.
The Skaven trace supply to either 19. Mount Grey Hag and/or to where they choose to surface from their tunneling attack.
Vicotry in battle:
To be able to claim a victory in battle the difference in Victory points need to be atleast 10% of the loosing armys points, includeing any Firestorm Units.
A unit of character who lost atleast 50% of their wounds but are not dead or fled are with half the normal Victory points.
Victory conditions:
55. Zharr Naggrund - 20pts
13. Uzkulak - 5pts
39. The Deamons Stump - 5pts
32. The Black Fortress - 5pts
22. The Ruined fortress of Vorang - 5pts
35. Tower of Gorgoth - 5pts
19. Mount Grey Hag - 5pts
53 & 54: The Plains of Zharr - 1pts each
Each captured firestorm unit 2pts
Astragoth captured 5pts
Ikkit Claw captured 5pts
Firestorm units:
1. Astragoth (s56) - 410pts
2. Immortals �?" 20st, Shields, Full Command - 350pts
3. Slave Giant �?" Heavy Armour, Runes of Hate, Siege Claws �?" 250pts
4. Hothgar Daemonbane (s60) - 260pts
5. Zhatan the Black (s57) - 310pts
(the book used is http://issuu.com/thommy_h/docs/warhammer_-_chaos_dwarfs_2014)
1. Ikkit Claw �?" 395pts
2. Skaven Storm Vermin �?" 25 st, Full Command, Fanleader, Poisoned Attacks, Razor Banner, Warpfire Thrower. - 355pts
3. Skaven Abomination �?" Warpstone Spikes �?" 250pts
4. Hamlock Digga - Warplock Engineer Level 1, Warplock agumented weapon �?" 110pts
5. Craz the Crazy �?" Plauge Priest Level 1, Plauge Cencer, Great Pox Rat, Poisoned Attacks, Armour of Fortune. - 196pts
6. Rat Ogres �?" 4 Rat Ogres, 2 Packmasters, Masterbred. - 191pts
7. Gutterrunners �?" 10 Gutterrunners, Poisoned Attacks, Slings, Deathrunner, Smokebomb. - 202pts
8. Warplightning Cannon
Jezzail Teams, 5 Jezzails, Sharpshooter. - 200pts
The Map
The Skaven start with (19) Mount Grey Hag as their only territory, the rest of the map is considered Chaos Dwarf held territory, except of course (11) Karak Vlag.
Skaven special rules:
Initiative roll modifiers
Turn Modifier
1 Skaven have initiative Campaign Turn 1.
2 Skaven +4, Skaven wins on ties.
3 Skaven +3, Skaven wins on ties.
4 Skaven +2, Skaven wins on ties.
5 Skaven +1, Skaven wins on ties.
6+ Skaven wins on ties.
Skaven have constructed a gigantic tunneling device, made to open a second front. The skaven may, at any time(one use only), nominate a territory where they will surface and attack. The nominated territory may not be a Chaos Dwarf fortress or the Plains of Zharr! Once the territory is taken by the Skaven it will count as a Supply Center for the Skaven, as long as they are in control of it. Even if it should be recaptured several times.
If the territory is occupied by Chaos Dwarfs the Skaven may choose to attack it from Mount Grey Hag through the tunnels as if it were an adjacent territory and vise versa. If an assult is through the tunnels by the Chaos Dwarves roll 1d6 for each unit before the battle. On a roll of 1 the unit is lost in an ambush or trap in the tunnels.
The skaven may spend up to 50% of their points on allies from the following armies: Beastmen, Chaos, Vampire.
Chaos Dwarves special rules:
The Chaos Dwarves may spend up to 50% of their points on allies from the following armies: Greenskins, Chaos, Daemons of Chaos, Ogres.
Use the Chaos Dwarf army book made by TommyH, found here. The campaign may be fought with Tamurkhan as well, with minor tweaks. http://issuu.com/thommy_h/docs/warhammer_-_chaos_dwarfs_2014
Allied rules:
Allied troops must consist of a 1 hero level character(may not carry a battle standard) and can be made up by up units from the Common and Special slots from respective armies.
The Allied troops are considered an army of their own and treat their hero level character as the general with a 6�?� radius, though they are deployed along with the main army.
The allied troops fight for money or whatever promise made by the main commander and as long as both the main armys General and Battlestandard are alive and not fleeing any allied troops get +1Ld for Panic and Break tests. If both the main armys General and Battlestandard are dead or fleeing they get -1 Ld for Panic and Breaktests.
Greenskined allies MAY use these alternative allied rules. 0 hero level character and the allied troops can be made up by units from the Common slot only. The greenskins may be integrated into the Chaos Dwarf army with the addition of the slave special rules on page 32 in the Chaos Dwarf book.
Territories
6. The Broken Tooth Orc pass: Using this way around the mountains comes at a cost. Orcs swarm about and salivate at the opportunity to ambush any army that passes by. Any army that defends the pass takes 1d6x50 points of casualties off of their army list.
9. Desolation of Drakenmoor: The land is barren, your troops are starving, and morale is non-existent�?�cannibalism is inevitable. The land has drained your armies�?T strength so low, that to move out requires great feats of stamina.
After setup roll 1d6 for every unit on the table, on a 1 the unit suffers 1d6 casulties. 1d3 wounds in case of monsters.
11. Karak Vlag: An army of 3000pts Dwarfs holds this keep. If the Skaven take the keep they may use the old dwarf mines to make further direct attacks at territories 4, 5, 7, 8, 9, 10, 12.
13. UZKULAK, place of the skulls: Chaos Dwarf Fortress, Seige battle.
The underground river way allows for access to the Tower of Zhar Naggrund you may assault or move into Zhar Naggrund. Be wary, Zhar Naggrund can do the same to this territory.
If an assult is made this way roll 1d6 for each unit before the battle. On a roll of 1 the unit is lost on the river.
14. Zorn Uzkul, the great skull land: the land is paved in the bleached skulls of the enslaved and forgotten. Your foul gods grin in sadistic glee. While any forces of destruction are in the territory Zorn Uzkul, they automatically chose weather to deploy first and if they will take first turn in battle.
15, 16, 17, 51, 52; The Wolf Lands: Stalking in the shadows, leering grins in the night, feral wolves roam freely in these lands. No unit on either side may scout or make an ambush in these territories. No troops dare to leave the safety of the main army. Run, fool. Run.
18 & 34. Mines: The wealth of the Dark Lands has been plundered and the chaos dwarves dig with reckless greed. Mines provide countless wealth to those greedy enough to dig. Any army that holds a mine gets a free Common Magic Item worth up to 25 pts, counting towards the normal points limit characters are able to take.
19. Mount Grey Hag: Skaven swarm the caverns of Mount Grey Hag, aiding their fellow vermin and befouling their enemies in the name of the under-empire! This is a dangerous place, any battle taking place here will give the skaven army free fortifications for all warmachines as per the Dwarfs armybook. Also, one unit(per started 2500pts) chosen by the Skaven player gets a free tunneling move and may deploy in ambush.
22. The Ruined fortress of Vorang: Play the Watch Tower mission. If the Skavens take this territory they will sniff out an old forgotten treasure of warpstone kept deep under the tower by the former masters. The skaven get a pool of 10, one use only, warpstone tokens to use in future battles.
28. The Fill: Once a sea, the careless Chaos Dwarves had the sea filled in with their waste and pollutants. It is now a horrible brackish land that on a good day, is a filthy quagmire. No warmachines may be used by either side during a battle in this territory.
31.The Flayed rock: The tower overseeing the bridge provides an excellent place to spy on incoming enemies and lay ambush. One core or special unit in your army may use the �?~vanguard�?T rule when you are defending this territory.
32. The Black Fortress: Chaos Dwarfs Fortress, Seige battle. The Black Fortress is a feared place, with its inhabitants outcasts from the Chaos Dwarf society with the only option to live and fight or die in battle. Countless times the troops guarding the fortress have fought against the odds and won against seemly unbeatable enemies.
The banners of the Black Fortress will cause even the strongest army to hesitate before a charge. Each unit in the Chaos Dwarf force guarding the fortress may upgrade a standard bearer for +15pts to carry a Banner of the Black Fortress causing Fear to the enemies.
33. The Testing Range: The Chaos Dwarfs Castellian commanding the test range tries to aid in the battle sending their rockets this way. When each army is deployed upon the battle field, place one marker each atleast 6 inches from the Skaven deployment. At the start of each turn, roll a D6 and on a 5+, roll a scatter dice and place the small template 2d6 inches away from the marker. Take hits as if by a stone thrower. These hits can happen in combat and randomize between combatants.
If the testing range is captured by the skavens their warlocks will try to make use of whatever materials the can get their pawns on. If the Testing Range falls to the skaven they will get a free Warplightning Canon Firestorm unit(once) placed in the territory the following turn, provided the skaven still hold the territory.
35. Tower of Gorgoth: Chaos Dwarf Fortress, Seige battle. If the Skaven capture the Tower they may use the slaves kept there for their own purposes. Either they get a pool of 500pts greenskin(orc/goblin) or skaven slaves to use in future battles, keep track of the points used.
Or the skavens may keep them for future uses and in case a skaven army ever finds itself encircled and out of supply they may feed on the slaves to neglect on roll on the out of supply table.
36. The Gateway of Zharr: A myriad of millennia old statues stare down at you as your forces trod the brass roads. Once powerful sorcerers, the statues line the road and you can feel the aura of magic seeping out of them. Any army defending the road has Magic Resistance 1 on all units and Magic Resistance 2 on one unit.
37. Chasm of Greed: Looking for a cheaper and faster way to mine, the chaos dwarves turned to explosives. The horrific result was the �?ochasm of Greed�?�. Battles are fought on the edge of the chasm, there is no fleeing the battlefield. To run would mean to plummet to one�?Ts doom. Any unit that breaks and runs off of the battlefield automatically halts at the edge. They have one last chance to rally, or they plummet to their doom as they leave the field. For each unit that plummets to their doom, the controlling player subtracts 100 points from his Victory point tally.
39. The Daemon�?Ts Stump: Chaos Dwarfs Fortress, Seige battle. The Daemon�?Ts Stump is the prison of a mighty Exalted Vermin Lord bound in ancient times by the Chaos Dwarfs. If the skaven takes the fortress they will free the daemon. In a fury the daemon will attack its keepers and aid the skavens in battle. Instantly add a Exalted Vermin Lord Firestorm unit in the territory. After each battle in which the daemon is used roll 1d6, if the score is equal or bellow the number of times the daemon has been used in battle it will vanish.
40. The Sentinels: A crossroads for traders and center for mercenary ogres, the Sentinels stand vigilance over the despoiled landscape. When battle is joined, the bored ogres rush in, eager for blood. On turn three, each player rolls a D3. On a 3, 5 ogre bulls come in from the table edge on their right and charge the closest unit. This can be repeated as many times as a �?~3�?T is rolled by either players (one roll per turn). If one holds The Sentinels, you may choose one mount/ creature from your army book and use this for your lord(s) heroes. The creature�?Ts cost cannot exceede 100 points and the cost will only subtract from your overall count, not your Lord / Heroes %.
53 & 54: The Plains of Zharr: Any battle taking place here will give the Chaos Dwarf army free fortifications for all warmachines as per the Dwarfs armybook.
55. The Tower of ZHARR NAGGRUND: Chaos Dwarf Fortress, Seige battle.
The Holy City of Hashut, all Chaos Dwarfs defending this territory are considered Stubborn and all Chaos Dwarves Sorcerors channel on 5+.
56, 57, 58, 59; The Chaos Tundra: Harsh and frozen tundra, the forces of chaos (Demons, Beastmen and Warriors of chaos) draw strength from the raw power in the air. All sorcerers of these armies channel of 5+




































