CHRONOPIA MINI CAMPAIGN
by AKA

This mini campaign is a series of five scenarios. Each player chooses a race or races to make up his army. The amount of points you have to purchase your starting army depends on how many allies you are using. Each scenario lists a maximum point total so even though you may have 2000 pts of troops available you may only be allowed to field 800 points for that battle. Once your roster is made, those are the only troops you have available. After each scenario you will have the chance to replace lost troops and buy reinfocements.

Starting Points
1 List = 2000 pts 
2 Lists = 1900 pts 
3 Lists = 1750 pts

[2 Dwarf Clans = 1 List]

The Devout may only ally with Vulture Clan dwarves, and Stygians cannot have allies at all.

You may ignore all ratios, warband sizes, and spell user point restrictions when purchasing units for your initial pool, but you must abide by all normal restrictions, ratios, and the following additional ratio when fielding an army for a scenario.

1:1 Ratio is full WB to full WB or 1/2 WB to 1/2 WB. No 1/2 CC warband to full MW warband. Ex. You buy 9 individuals, 4 full MW warbands, 2 1/2 MW wb, and 4 1/2 CC wb. Nice pool but since you can only legally field the 4 1/2 CC, the 2 1/2 MW, 1 of the full MW wb (spilt into 1/2) and 6 individuals it isn't real effective.

When purchasing spell users you pay their base cost + a set amount of points (their spell pool) from which they can buy spells on a scenario to scenario basis. The pool is per model. One model cannot draw spell points from anothers pool.

All scenarios will be played with the Desert Climate rules but roll on the following chart. Anytime a "1" or "20" is rolled for initiative another climate condition comes into effect for 2 turns (reroll results of 1-5). If it is an existing condition then nothing new happens.

 01- 05  No unusual conditions
 06- 08  Heat Wave 
 09- 11  Shifting Sands
 12- 14  Heatstroke
 15- 17  Sand Storms
 18- 20  Desert Twisters


Scenarios:


Winner - 600 pts
Tie - 400 pts
each Loser - 300 pts
Secondary objectives - 100 points each (*)
(*) - 1 AC to pick up. Drop if model is panicked or feared. Model must exit appropriate edge or be in possession of at end of battle. 1 Secondary objective present per player. Each player places at least 24" from their deployment edge.

Play scenarios #2 & #4 twice. Once as the attacker then against a different opponent as the defender.

Choosing forces: Abiding by all the above listed restrictions you pick individuals and warbands from your pool not to exceed the Max Points listed for the scenario you will be playing. Since it is unlikely you will be able to exactly mach the points the folowing apply. If you field less than the max points then you get to add the difference (up to 10% of the listed max) to your reinforcement points regardless of win, loss, or tie. You may exceed the max by no more than 5%. If you do go over then your opponent gets twice difference.

Example: Scenario # 2 the attacker takes 1541 points while the defender uses 878. The scenario results in a tie. The attacker gets 350 points. The defender gets 350 (tie) + 82 (2x the attackers excess) + 100 (1000 - 878 = 122 but the max is 10% of 1000) for a total of 532 points.

Scenario #1 - The Patrol

Type: Breakthrough
Duration: 5 + 1 - 2 per player
Max Points: 800
Victory Conditions: Must exit at least 50% of your models off the opposite edge and eliminate more than 50% of your opponents point cost.
Tie: If all players fail to meet the victory conditions
Number of Players: 2 or 3

Scenario #2 - The Raid

Type: Stand and Fight
Duration: 5 -7
Max points: Attacker - 1500 / Defender - 1000
Deployment: Defender's DZ is the center of the table at least 18" in from all sides. Attacker's DZ 6" in along any 2 adjacent sides. After both sides have decided on their forces (secretly) the defender sets up the terrain. The defender first places all of his warbands then the attacker declares his DZ and places his forces, then the defender places his individuals.
Attacker Victory: Must kill more than 50% of the enemy models.
Defender Victory: All your individuals must survive the battle & cannot have exited the field.
Tie: Both succeed or both fail to meet their objectives.
No secondary objectives
Number of Players: 2

Scenario #3 - The Search

Type: Get the Artifact
Max Points: 1200
Duration: Open
Deployment: Normal
Special: The "artifact" is placed in the center of a field littered with lots of broken terrain and ruins. It costs 1 AC to pick up the artifact and only models with a PW rating or a Dwarven Keeper may pick it up. The artifact increases the holders PW by 2. If he is successful in getting away with the artifact the models PW is +2 for the rest of the campaign. If a Keeper escapes with the artifact it increases his transformation time from 2 to 3 full turns.
Victory Condition: Must escape from any edge with the artifact.
Tie: If all eligible carriers are killed then the battle is over at the end of the turn.
Number of Players: 2 or 3

Scenario #4 - The Rescue

Type: Custom
Duration: Open
Max Points: Attacker - 1200 / Defender - 2400
Deployment: Defender splits his force into 2 groups. The defense group (max of 600 pts with at least 1 individual) and reinforcements (1800). The defender sets up the terrain, mostly desert and rough with 1 tower or high ground defensible piece and his defensive warbands within 12" of the center. The attacker then chooses an edge and places all forces within 6". The defender then places his individual models. The defender then splits his reinforcements into groups of not more than 600 pts and then writes down the order of their impending arrival. Starting on turn 3 before rolling for initiative, the defender makes a LDR test against the best LDR in the group attempting to enter. Success means that group deploys within 3" of an edge adjacent to the attackerse DZ (may differ from turn to turn) and may be activated that turn. Failure means they are deployed but count as already being activated. A "perfect" means you get to deploy 2 groups ready to go. A "fumble" results in no reinforcements that turn. The defense group cannot leave their DZ until turn 4. Panicked WB stay in the DZ but don't automatically rally.
Attacker Victory: All defense group models must be slain and at least 1 individual and 1 warband of greater than 50% must escape off any edge.
Defender Victory: Prevent the attacker from acomplishing both of his objectives.
Tie: Attacker only accomplishes 1 of the 2 victory conditions.
Number of Players: 2 (can be 3, Attacker vs. Defender and allied reinforcements. Roll off with the 2 closest rolls being allies and the highest roll of the 2 choosing defender or reinforcement.)

Final Scenario - "There can be only one!"

Type: Elimination
Duration: Open
Max Points: None
Deployement: Normal
Victory Conditions: In order to be declared campaign victor you must eliminate all enemy models and have at least 100 pts of your models still alive. No Secondary objectives/
Number of Players: Everyone (free for all) If this will result in to time consuming of a game we will split it into 2 battles.


Reinforcements:
Once a scenario is over it is time to calculate each player's reinforcement points. Add the points for the battle (win, loss, or tie), the points for over and/or under max points, and those for any secondary objectives obtained. With reinforcement points you may buy back destroyed warbands (xp restarts at 0), rebuild depleted warbands (don't forget the -2 XP if reduced by more than 50%), purchase new warbands or attempt to 'revive' individuals. Reinforcement or rebuilt warbands follow all normal cost and restriction rules. You do not have to replace all of your killed warband members but remember that in order to field a warband next battle it must meet the minimum size requirements listed in the rules.

Example: Player A won the first scenario and recovered 1 secondary objective giving him 500 + 100 =600 points. His total points fielded were 742. The max for Scenario #1 is 800 for an additional 58 (less than the 10% max of 80) points. His total reinforcment points are 658.

Individuals are handled differently. If the individual was killed, last wound lost, as the result of a "1- perfect success" then he is gone from the campaign. Otherwise he was only "wounded" and he may be used again in later battles if he is found. To see if an individual was only wounded it costs 50 reinforcement points. You then roll a d20 if it falls within the listed range then he has been found and may be used next battle. He forfeits any XP he would have gained from the battle in which he was "killed" but keeps any XP earned in prior scenarios. If the roll fails you lose the 50 points but may keep trying until you find him or run out of points to spend. The roll is based on the result of the battle in which the individual was "killed", Won 1-14, Tied 1-11, Lost 1-8. This is the only way you can get individuals as reinforcement. You CANNOT simply buy a replacement. After each battle you may buy tries for as many of your "dead" individuals as you can afford. You may also spend reinforcement points to expand a spell user's 'spell point pool'.

Experience is gained by units (WB or individuals) based on their performance in battle:

+1 Participate in battle (must attack, be attacked or successfully cast a spell)
+1 Inflinct a wound (max of +3 per battle)
+1 Win the Battle
+1 The unit retrieved a secondary objective
-2 Warband loses more than 50% of its models

Warband XP chart
00- 04  book stats
05- 09  +1 CC, MW, LDR
10- 14  (+1A) (-1 Def) (+1 LDR) (+1 CC or MW)
15+     (+1A) (+1 CC or MW or LD)(+1AC Max 3 or -1 Def)

Individual XP chart - One individual starts with 3 XP, all others with 0
00 - 04 Book stats
05 - 09 +1 CC or +1 MW or +2 LD
10 - 14 (+1 LD) (-1 Def) (+1 CC or MW)
15+     (+1 LD) (+1 AC or +1 W) (+2A) (+1 CCor MW)


Lord Caliburn's Additions

It is VERY good for a small campaign and could probably be completed in two nights ( since wargamers are burned by the sun ). I would suggest a XP system for longer campaignes that my group has used for Warzone with some success.

+1 for participating 
+1 for victory
+1 for wounds inflicted 
+1 for Acts of Bravery etc. *
* - Retreiving item, killing a powerful enemy figure with outclassed troops (Myrmadon vs. Militia,) and other spectacular feats of heroism.
Characteristics can be increased by spending XP:
1 point for +1 CC,MW, OR LD (max 17)
2 points for armor +1 (max 26) or ST (max 3 for sz 1, 4 for sz 2, 6 for size 3) 
3 points for +1 MV
5 points for +1 W (max 3 for sz 1 and 2, 5 for size 3)
5 points for +1 AC max 4 
5 points for +1 power , max 17
3 points for a Def -1, 5 for Def -2, 10 for Def -3, 15 for Def -4
NOTE: FOR WARBANDS, THIS MUST BE PAID FOR EVERY MODEL IN THE WARBAND THAT IS APPLICABLE AT THE TIME OF PURCHASE.

EXAMPLE: 3 Dark Eyes have survived 5 heated battles against the Dwarves. They have gained a total of 18 xp. They choose to increase thier pain threshold and gain a second wound, they then decide to increase thier swordsmanship and gain +1 CC. This will cost thier entire pool of 18 XP they have earned, (5 x 3) + (1 x 3) = 18. They are now ready to for some blind fury.

What happens if half the warband dies and you can no longer field them legally according to the rules? If through numerous battles one of your units has fallen below the legal warband size then this is what you do...

You can still field them if you wish to retain thier XP bonuses but if they have no bonuses and they are illegal to field then they have to be disbanded or merged with a similiar warband and one of the leader (if applicable and if alive) has to be honourably discharged and forced into the sausage factory :)

New recruits my not be purchased fo vaeteran warbands. Veteran warbands (warbands with XP) do not enjoy the company of rookies. A warband that is being fielded below thier minimum size is at -1 LD due to the precarious situation.

A leader must be chosen (if applicable) from the warband's survivors. Pay the difference between the two and change his characteristics as he rises to the occasion. If their is no way the point difference can be paid for from leftover points or gained points than they may be fielded Leaderless but at -5 Ld additional penalty. Once any points are available to purchase the difference between a trooper and the leader IT MUST BE DONE!!!

If a warband is beaten down to only one surviving member and everyone else is dead, he/she has 3 choices..

This will allow soldiers to, in a way, rise through the ranks.

Individuals pay the same costs and are restricted to the same maximum characteristics.

The actual campaign system is simple and at the most would require a map of territories. Each territory with a different point cost thet you can use to augment your force (20 points to 100 points.) Certain territories can give certain bonuses (get ideas from Necromunda, WHFB, or RPGs).

I will not detail the actual campaign at all since making up the battles and territories is half the fun, but the XP system is concrete and can lead to interesting units. Such as Malphus, the Vulture clan crossbow man who surpassed all the Marksmen in his hall and eventually led an army himself, or Alk-a, once a lowly goblin spearman and now is honoured even by ogres. The possibilities are endless and don't worry about the XP system unbalancing the game since.

ONCE YOU'RE DEAD YOU'RE DEAD AND NEARLY EVERYBODY DIES. It is dificult to keep any one alive for long so don't worry about super warbands dominating the game.