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 Crusade of Fire: Rules

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Gideus
The Commissioner
The Commissioner
Gideus


Posts : 198
Join date : 2012-01-30
Age : 45

Crusade of Fire: Rules Empty
PostSubject: Crusade of Fire: Rules   Crusade of Fire: Rules EmptyMon May 27, 2013 12:11 pm

Starting play

1. Each player should join a faction depending on what army they are fielding and reveal it to the rest of the group.
2. Each player starts with 5 flags marked with their army colour.
3. Each player should nominate a Grand warlord for their army and roll on the Grand Warlord Trait table (see below).
4. Starting with the Servants of Ruin and then proceeding in a random order, players take it in turns to place their flags on any
available tiles. A player can deploy flags on any number of planets. Players must place flags adjacent to their first flag on a planet
unless no tiles are available; then the player may select another planet with unoccupied tiles.

Fighting battles
The campaign is split in to three phases, each phase contains two turns.
Each turn there are a number of battles as set by the GM or player vote.
At the start of the phase the player with the fewest flags on a planet challenges another player with flags on that planet. This battle
is then fought.
The only exception is where a player has a spaceport; this player may challenge any other player on any available planet.
When you win a battle you take the tile from your opponent (regardless of who instigated the battle).
After a certain amount of battles the turn ends.
At the end of the turn starting with the player with the fewest flags, every player may add one free flag to an adjacent, empty tile per
planet they have a flag on.

Lastly, again starting with the player with the fewest flags, each player counts up there total flags. This amount is then added as
points to either the Factional or Personal Tracker.

The Factional Tracker will determine the faction that wins the campaign.
The Personal Tracker will determine the individual player who wins.

End of Phase
Each time a new phase begins, more of the subsector is revealed. Each player gains 5 new flags to place on the new or old planets.

Strategic Tiles
Holding these tiles may confer special rules and advantages to a players army.

Hive City: A Hive tile counts as a Space port, a Shield generator, a Power station and a Manufactorum.
NOTE: The only way to win a Hive city tile is to win a cities of death battle.

Power station: Blazing hot plasma furnaces radiate power along communications lines and transit networks, enabling armies to coordinate
better over vast distances.
Campaign - At the end of the phase, before any more flags are placed, you can move any number of your own flags on the same planet, as
long as they remain adjacent to one another.
In game - If playing on the planet where you hold a power station you gain a +1 to see who deploys first (Non stackable).

Shield generator: Thrumming void shields cause the air to shimmer with carefully directed force, forcing drop ships to divert and
teleport beams to scatter.
Campaign - the shield generator protects the tile and all adjacent friendly tiles from a doomsday planet destroying device.
In game - If playing a game on a planet where you control a shield generator you may place a counter in your deployment zone after
deployment; this counts as an ArcheotecForce Dome generator.

Space port: A large landing field for moving personnel, material and supplies on and off a planet.
Campaign - You can challenge any other player to a game, even if you do not have anyflags on the same planet as them. In addition once
per phase you can move any number of flags from this planet to any non occupied tiles on any other planet.
In game - If you are on a planet that you hold a space port then you may take a free SkyShield Landing Platform. This still counts
towards your fortifications limit.
NOTE: You may only win a spaceport tile by winning a game of Planetstrike

Manufactorum: Servitor operated Manufactorum churn out munitions and heavy armour throughout the day and night, offering valuable
reinforcements to the conquest.
Campaign - At the end of each phase, before you place more flags, you gain one campaign point for every Manufactorum you control.
In game - for every Manufactorum you control you may take an extra ELITE, FAST ATTACK or HEAVY SUPPORT choice.

Command Bastion: From this impregnable fortress, armies of conquest march forth.
Campaign - At the end of each phase you may place an extra flag for each Bastion you control.
In game - If playing a game where you control a Command bastion you may have a free Bastion. This still counts towards your
fortification limit.

Grand Warlord Table
Roll a d6 to determine your grand warlord trait.
Points from your grand warlord are added to your Personal Tracker Immediately.
Prophets of War choose which table to roll on.

Servants of Ruin
1 - Trophy Hunter: Every time one of your characters slays an enemy character, roll d6. On a 4+ capture the character and gain +5
points.

2 - Slayer of Men - If you end a battle and you opponent has lost more than half their units, gain +5 points. If your opponent has lost
all their units, gain +10 points.

3 - Ruiner of Worlds - At thend of the turn, gain an additional +2 per Bastion, Shield, Manufactorum and Power held, and +5 per Spaeport
and Hive City held.

4 - Tyrants Domain: Pick another player at the start of the turn. Gain +2 points for every world you have more flags on than they do.

5 - Relentless Assault: If defeated in battle, roll a d6. On a 4+ place a new flag in an empty square on any planet. If you win, gain
the losers tile and a free flag.

6 - Sworn Enemy - Choose a player to be your sworn enemy. Gain +1 points for every flag you have adjacent to one of theirs, and +5 if
you defeat them in battle.


Crusade Of Fire
1 - Great Hunter: Any time your character ends a battle having slain another character, a MC or a vehicle, gain +5 points.

2 - Sworn Enemy: Choose a player to be your sworn enemy. Gain +1 points for every flag you have adjacent to one of theirs, and +5 if you
defeat them in battle.

3 - Master of the Crusade: At thend of the turn, gain an additional +2 per Bastion, Shield, Manufactorum and Power held, and +5 per
Spaeport and Hive City held.

4 - Bane of Tyrants: 4 - Tyrants Domain: Pick another player at the start of the turn. Gain +2 points for every world you have more
flags on than they do.

5 - Blood of Martyrs: If you end a battle and you opponent has lost more than half their units, gain +5 points. If you have also lost
more than half of your own units, gain +10 points

6 - Selfless Sacrifice: At the end of the turn, if your faction is winning, gain +5 points.

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