CAMPAIGN RULES

John Izbrand - April 06, 1998


A. GENERAL

1. Sequence of Play. Non-battle activities follow the sequence of events noted below:

a. Resolve the fate of casualties;
b. Award experience points as applicable;
c. Maintain the force;
d. Recruit new troops for the force, sell back spells and buy new ones;
e. Spend experience points as desired.

2. Territories. A starting force controls two territories, one of which is a fortress. Roll a D6 on the table below to determine the other. Each territory produces a certain income for the force after each battle. The territories held by a player also govern the size of the army that the player can put into the field. A player may never control more than 12 territories.

  Die 	Territory  Income   Upgrade   Cost	Garrison Field Army
  1	Fortress   200 gc    N/A     250 pts 	+150 pts
  2-3	City       150 gc   250 gc   200 pts 	+125 pts
  4-6	Town       100 gc   100 gc   150 pts 	+100 pts
  7-10	Village     75 gc    50 gc   100 pts 	 +75 pts
  11-15	Hamlet      50 gc    25 gc    75 pts 	 +50 pts
  16-20	Outpost     25 gc    10 gc    50 pts 	 +25 pts
  

Table 1. Territories

3. Force Ratings. Each force has a rating, depicting its comparative ability in relation to other forces. Force ratings apply only to the field army, any allied force with the field army, and any garrison that is also fighting with the field army. Ratings are calculated as follows:

a. For each figure in the force, add the base cost of the figure (from the army list). Then add the amount of experience points or cash spent by the figure over the course of its life (note that initial forces have no experience). Finally, add the amount of experience points retained unspent by the figure.

b. Add the values of all figures, as determined above, together. Add the unspent experience retained by individual figures and/or warbands in the force. This is the total force rating of the field army.


B. FORCES

1. Structure

a. General
1) A force, whether a field army or a garrison, must conform to the standard and supplemental Chronopia rules. These standards include (but are not necessarily limited to):
a) For every missile-equipped warband in the force, there must be a corresponding non-missile-equipped warband.
b) For every Individual in the force, there must be a warband.
c) Magic-users are limited to one per 1000 points; alchemists are not limited in this fashion.
2) In addition to the standard and supplemental rules, the following restrictions apply to forces in the campaign context:
a) A force may include only one magic-user per fortress controlled by the player. Alchemists are not limited in this fashion.
b) The player's field army must contain at least one Individual. The Individual with the highest leadership rating in the field army is the general.
c) The force must be selected from a single army list (e.g., Firstborn, Helios Elves, Blackbloods, Devout, etc.). Forces may not be mixed, even among like races if those races are broken down into separate Houses. Dwarven forces may include multiple Clans; other races that have slave races may include those slave races in their force.
b. Field Army. The maximum strength of the field army is 850 points, plus an additional number points per territory controlled by the player, according to the territory controlled (see Table 1: Territories). The total army may be larger than the field army total, but excess forces must be maintained in garrisons.

c. Garrisons. Each territory controlled by the player may have a garrison. Garrison point sizes are specified in Table 1: Territories. The garrison strength listed is the maximum force that may be retained in that territory.

1) Troops in garrisons fight only when the territory containing the garrison is staked on a particular battle; otherwise, they do not participate in battles.
2) Between battles, troops may be freely transferred between territories and the field army. However, correct garrison strengths may not be exceeded, and unit organization and ratios, according to the basic and supplemental rules, must be maintained.
3) Each player has one special garrison in his home fortress, in addition to any regular garrison he maintains there. The special garrison is his Hospital. Figures in the Hospital are the wounded recovering from the previous battle. They are not subject to proportion and ratio rules, nor to minimum and maximum unit size rules. However, the figures in a Hospital never fight, even if that territory has been staked on the current battle.
2. Recruiting
a. Initial Force. A player has 1000 points to spend building an initial force.
1) Initial forces are subject to all restrictions contained in this rules set as well as the core and supplemental rules.
2) Any unspent points are converted into 'gold crowns' at the rate of one crown per point. The gold crowns are retained in the player's treasury and may be spent at a later time.
3) Except as noted elsewhere in this rules set, forces may not be changed between battles, except by purchasing new troops or by disbanding existing units. However, wizards may ?sell back? their spells and buy new ones between battles.
b. Subsequent Recruiting. A player may recruit figures to replace casualties, to increase the size of his units, or to increase the number of units in his force.
1) All figures purchased must conform to the core rules proportions (e.g., no more than one individual per warband in the force, etc.)
2) If a warband has dropped below its permissible minimums, it must recruit back up to minimum strength or else disband. For example, a warband that contains 6 swordsmen, 2 greatswordsmen, and a leader must recruit two more swordsmen or disband 1 greatswordsman to bring the force back into allowable proportions.
3) New warbands recruited must also conform to allowable proportions. A player could not recruit a warband of two swordsmen because a minimum of four plus a leader are required.
4) Figures may be transferred from one like warband to another like warband in order to bring proportions into balance (or for any other reason, for that matter). Such transfers may not reduce the transferring warband to less than its allowable proportions.
5) Disbanded or discharged figures are removed from the player?s roster. The player gets back none of the experience or cash value of the figures that are disbanded.
6) Figures recruited to fill up experienced warbands do not get the bonuses that other members of the warband have. All new figures join units with their characteristics as noted in the pertinent rules books.
3. Allies. A player may not purchase allied forces for his army. So, for example, a Firstborn army will consist solely of Firstborn troops taken from the Chronopia army list or army lists contained in the supplements. A player MAY ally with another player. This entitles the allying player to have his ally's entire field army, or any portion of it, on the board for a particular battle. In this case, the allied army must be played by the owning player, not the allying player.


C. EXPERIENCE

1. Accruing Experience Points.

a. Warbands. Warbands accrue experience in the following manner. Experience is earned for the entire warband, not for the individual figure.
1) Each figure in the warband that survived the battle, whether wounded or not, earns 1D6 experience points. These points are added to the available experience point total for the warband (not the individual figure.)
2) For each hit a warband inflicts on an enemy figure that resulted in one or more unsaved wounds, the warband scores five points.
b. Individuals. Individuals are considered to be a warband of one figure, for campaign and experience purposes.
1) Individuals score experience in the same manner as warbands.
2) The leader figure of the side that won the battle scores a bonus of ten experience points.
c. Underdog Bonus. When a force fights another force that is substantially superior, it will earn additional experience. To determine the amount of the bonus, use the following steps:
1) Divide the enemy's force rating before the battle by the friendly force rating before the battle, and subtract one. This should give a decimal number.
2) If the result of step (a) is positive, then multiply that result by 5, dropping the fractional part of the number; if the result is negative, no bonus experience is earned.
3) The number obtained in step (2) is the number of bonus experience points awarded to each friendly figure that fought in, and survived, the battle. However, although experience is awarded per individual, the points are accrued by warband.
2. Spending Experience Points.
A warband may spend its accrued experience points to try to improve its characteristics. Experience points may only be spent in multiples of ten per figure in the warband. Every ten points spent per figure, the warband gets to make one roll against one characteristic for improvement. The warband selects one characteristic, as noted below, and rolls a die one time to determine if any improvement occurs. Dice rolls are made using the characteristics of the warband leader; if no leader is available in the warband, use the characteristics of the figure with the highest leadership. All figures in the warband must be upgraded at the same time. So, if there are ten figures in the warband, the player would have to spend 100 experience points to upgrade that entire warband; if he has fewer than 100 experience points, he would not be able to attempt an upgrade.
a. For CC, MW, LD, and A characteristics, the warband rolls a D20. If the result is greater than the leader's current rating, the roll is successful and all figures add one point to that characteristic.
b. For PW, use the same procedure as above. However, only figures that had a non-zero PW in the basic characteristics may elect to improve this characteristic.
c. For AC, W, ST, and MV, the warband rolls a D4. If the result is greater than the leader's current rating, the roll is successful and all figures add one point to that characteristic. Only Individuals may improve their W and AC characteristics.
d. For DEF, the warband rolls a D4 and treats the result as a negative number. If the result is less than the leader's current DEF rating, the roll is successful, and all figures subtract one point from their current DEF rating.
e. Regardless of a warband's roll on the above tables, its characteristics may not be increased beyond those noted in Table 2: Characteristics Maximums. If a roll results in a characteristic increase beyond the maximum allowable level, no increase occurs and the roll is wasted. Note that the maximum MV is 5 for dismounted figures and 8 for mounted figures.
         CC MW PW LD AC W ST  MV  A  DEF
         30 30 30 30  5 5  5 5/8 30   -5
Table 2. Characteristics Maximums


D. INCOME

1. Earning Income.

a. Between battles, a force may collect income. For each territory the player controls, he gains the income listed for that territory, according to the territory table, Table 1: Territories. The income collected is added to the player's treasury.
b. Underdog Bonus. When a force fights another force that is substantially superior, it will receive a bonus payment from its overlord after the battle. Note that the bonus is determined before normal income collection occurs. To determine the amount of the bonus, use the following steps:
1) Divide the enemy's force rating before the battle by the friendly force rating before the battle, and subtract one. This should give a decimal number.
2) If the result of step (1) is positive, then multiply that result by 5, dropping the fractional part of the number. If the result of step (1) is negative, no bonus is earned.
3) The number obtained in step (2) is the number of D6s that the player rolls. The total of all the rolls is the amount of gold crowns added to his treasury.
2. Maintenance.
Between battles, the player must pay his warriors; this allows them to purchase food, repair weapons and armor, etc.
a. Count up the point value of the army, not including its accumulated experience. Divide the result by five, and round up. The result is the amount of cash that must be spent to maintain the army.
b. If there is insufficient cash to pay maintenance expenses, troops must be disbanded. The player reduces the number of troops until he has sufficient cash to pay the remainder. However, warbands may not be reduced below the minimum strength specified in the basic and supplemental rules, and the correct ratio of hand-to-hand warbands to missile warbands must be maintained. Additionally, the ratio of warbands to individuals must be maintained according to the basic rules.
c. Any leftover cash goes into the player's treasury.
3. Other Expenditures.
a. The player may spend cash for experience advances in the same manner as for experience points. Simply treat the cash as if it were experience points.
b. The player may spend cash to upgrade his territories. Table 1: Territories indicates the amount of cash that must be spent to upgrade the existing territory to the next higher category of territory. Thereafter, the upgraded territory produces income at the higher level.


E. BATTLES

1. Pre-Battle Activities.
Battles are of two types: those with two players (and possibly allies) and multi-player, involving more than two players where none of the players are allied with each other. Territory acquisition for each of the two types is handled slightly differently.

a. Two-Player Battles (with or without allies). Prior to the beginning of a battle, roll a die and consult Table1: Territories to generate one territory. Each player then selects one of his territories to stake on the upcoming battle.
1) The player who wins the battle retains the territory he staked. In addition, he has his choice of taking either the newly generated territory or the staked territory of the loser.
2) If the winner selects the newly generated territory, the loser retains his staked territory. If the winner selects the loser's staked territory, the loser acquires the newly generated territory.
3) Forces in a garrison may participate in a battle only if the territory they garrison is staked in the battle.
b. Multi-Player Battles. In a multi-player game that involves more than two players (and none of the players are allied), players do not stake territories. Instead, each player who accomplishes his mission generates a new territory from the territory table that he acquires as a result of the battle.
c. Before the start of the battle, roll a D20 on Table 3: Climate and Season to determine the climate and weather conditions. This has an effect on certain characteristics (like Cold Bloodedness).
	Die 	Climate Season Effects
	1-5 	Cold All Affects Cold-Blooded Creatures
	6-8 	Temperate Winter Affects Cold-Blooded Creatures
	9-10 	Temperate Spring 
	11-13 	Temperate Summer 
	14-15 	Temperate Autumn 
	16-20 	Hot All Roll for Desert Climate Conditions (p 55, Land of Two Rivers)
 
Table 3. Climate and Season

2. Fighting a Battle.

a. Battles are fought to a predetermined real time limit (e.g., 10:30 PM). At the end of that time, victory is determined.
b. If only one player has achieved his victory conditions, then that player is the winner.
c. If both players have achieved their victory conditions, the winner is the player who inflicted the most wounds on the enemy (including summoned creatures).
d. If neither player achieved his victory conditions, the game is a draw, and no territory changes hands or is acquired.
e. If two players have the same mission and that mission is terrain-dependent (e.g., dig up a grave and recover a relic), only the first player to accomplish the mission can win. If the opponent defeats the enemy figure/unit that accomplished that mission, the opponent can capture the item and can then gain credit for winning the battle.
3. Post-Battle Activities.
During the course of a battle, figures are removed from the board as casualties. In some cases, these are not deaths, but merely wounds that are sufficiently severe to remove the figure from the remainder of the battle. The following rules apply to figures that are removed as casualties during the course of the game.
a. Any figure that is killed in battle and then resurrected as a skeleton is well and truly dead. It may not be recovered. Similarly, any figure that has been eaten (i.e., a Stygian uses its Feast special ability on the corpse) is all unrecoverable.
b. All other casualties roll a D20 using Table 4: Casualty Recovery to determine the severity of their wounds.

	Roll	Result
	1-2	Killed; the figure cannot be recovered
	3-6	Captured; the figure is captured by the enemy (see below)
	7-12	Wounded; not available for next battle, but available for subsequent battles
	13-20	Full recovery; the figure can participate in the next battle
Table 4. Casualty Recovery

c. Figures that are captured may be disposed of in one of several fashions. Note that Undead and Demonic figures can't really be captured; they are dispelled at the end of the battle. However, by capturing such a figure, the player prevents the Devout force from recouping the cost of the figure when it is dispelled.

1) The captured figure may be rescued by immediately fighting another battle. The usual procedures are followed for pre- and post-battle events. If the owning player does not immediately fight a rescue battle, he loses the opportunity to save the captured figure, which must then be disposed of by one of the methods below.
2) The capturing player can ransom the figure back to the owning player, at a price mutually agreeable to both. This can be done before or after the owning player decides whether or not to rescue the captured figure.
3) Finally, a captured figure can be sold to slavers for half his base cost in gold. Stygians may retain captured figures as Drugged, but may only retain humans, elves, dwarves, orcs, and goblins.

4. Special Scenarios.

a. Rescue. This scenario is intended to follow any battle in which one player has captured figures from his opponent's army.
1) Deployment. The defending player deploys first in the center of the board in a circle of 9" radius. The captured figures are placed within 4" of each other in the deployment area. The attacking player deploys in a normal deployment zone at any board edge.
2) Victory Conditions. To free a captive, the attacker must move a figure adjacent to a captive and spend one action freeing it. The attacker wins if all captives are freed; otherwise, the defender wins.
3) Special Rules. Captives may not fight in the battle, nor may they move until they are freed. Captives may not free other captives, even after they themselves have been freed. The defending player may not attack the captives until after they have been freed.
4) Territory. No territories change hands as a result of this scenario, and no new territories are acquired. Both players accrue experience and earn income as normal.
b. Challenge. One player issues a challenge to another player. If the challenged player declines, he must give up a territory of his choice to the challenger. If he accepts the challenge, the players determine which territories their opponents will stake on the battle.
1) Deployment. Deployment is as normal.
2) Victory Conditions. This battle is fought until all the figures on one side have been killed, have left the board, or are panicked. The winner is the player who is in control of the board at the end of the battle.
3) Special Rules. None.
4) Territory. The winner adds his opponent's staked territory to his territory list; the loser gains no additional territory.


F. SPECIAL RULES

1. Firstborn.

a. A Firstborn player may reroll the results of casualty determination in the same manner as a Blackblood alchemist (see below), but only under the following conditions:
1) The army must have included a Chronomancer who survived the battle.
2) The Chronomancer must have had the spell Second Chance.
2. Elves.
3. Dwarves.
4. Blackbloods.
a. The Blackblood alchemist has special abilities in the campaign context, because of the potions that he has. The following rules apply to the alchemist.
1) When rolling to determine the fate of casualties after a battle, roll for each figure individually. The alchemist may reroll any rolls he wishes.
2) The alchemist must make the decision to reroll a result as soon as it has been rolled. He may not roll all results and then come back to previous rolls and attempt to reroll them.
3) When rerolling a result, the second roll is what actually happens. For example, a figure rolls a Serious Wound. The alchemist chooses to reroll the result. He must accept the results of the second roll, even if they are worse than the original roll. 4) If the alchemist rolls a Killed or Captured on his reroll, he may not reroll any other rolls.
5) If the army includes more than one alchemist, each may reroll in the manner described above.
5. Devout.
a. Devout players may ally with other Devout players.
b. Swordsmen followers, greatsword followers, the Cursed, the Nameless, Warped Lords, and Necromancers are treated exactly like warriors from other armies in all respects (e.g., earning experience, etc.).
c. All other Devout forces are considered to be summoned creatures, demons, etc. They are, in effect, summoned before a battle starts and dispelled at the end of the battle.
1) Prior to the start of the battle (i.e., when designing the army list), the Devout player adds undead and demons to his order of battle by spending the appropriate amount of cash, which is deducted from his treasury.
2) At the end of the battle, all undead and demonic creatures are dispelled. If the creature was unwounded, its full cash value goes back into the player's treasury. If the creature had any wounds inflicted on it, but it did not die, then its full cash value goes back into the player's treasury on a D6 roll of 3+; otherwise, only half the cash value is recovered. If the figure was killed, regardless of the number of wounds, then its full cash value is recovered on a D6 roll of 5+; otherwise, only half its cash value is recovered.
3) Undead and Demonic figures that were captured by an enemy are also automatically dispelled. However, the cost of the figure does not return to the Devout player's treasury.
d. Undead and demons do not have to be maintained, and they do not earn experience.
6. Stygians.
a. Stygians players may only ally with other Stygian players.
b. When Stygians capture a figure, the Stygians may keep the figure as part of their army; the figure becomes one of the Drugged.
1) Only humans, elves, dwarves, orcs, and goblins may be retained as Drugged.
2) The Drugged cannot earn experience but they must be maintained.
3) If the Stygians win a battle, the Stygians can automatically recruit the maximum number of Drugged that they can currently control. They must still pay for the figures in the normal fashion. This, and retaining captured figures, are the only methods of recruiting Drugged. They may not be recruited through the normal recruitment process.