Alright, we are ready to start our first official Welland Warhammer Club Mighty Empires 40K Campaign!
I have posted a sign-up topic in the forums here:
Welland Warhammer Club Mighty Empires 40K Campaign
If you are interested (and you are in our club), just sign up there!
However, for most of you reading this post you won’t be able to attend as you are probably a little too far away to attend our club on a weekly basis for the next few weeks.
For you, I will be posting images, reports, and other great details on how much fun we are having, and hopefully it will serve as an inspiration for you to start your own campaign locally.
The Mighty Empires tile set is AWESOME for creating the right atmosphere as the tiles look great.
Buy Warhammer Fantasy Mighty Empires Here
We are going to use the simple rules that are provided with the Mighty Empires map kit, with some minor changes and additions.
Each turn is comprised of 5 phases:
1. Events Phase.
2. Revenue Phase.
3. Challenge Phase.
4. Battle Phase.
5. Conquest and Build Phase.
In the events phase each player gets to choose one event from the following list (only one player can choose each event, starting with the player with the smallest empire, ties rolling to see who gets to choose first):
EVENTS
1. Fool’s Gold - Pick a player. That player cannot collect any revenue during this round.
2. Building Boom - You may place a castle or mine marker in any tile that you control, or replace a castle you control with a city.
3. Disaster - Pick one player. They must roll a D6 for each Castle, City or Mine. On a roll of 1 the place is destroyed.
4. All or Nothing - You receive an extra 2 empire points this round as long as you don’t lose or draw any battles. If you lose or draw then you receive no empire points at all this round.
5. Scouts - In any battles you fight this round, your opponent must deploy their whole army before you deploy your army, and you get the first turn.
6. Diplomacy - Pick one player. They may not issue a challenge against you this round.
7. Land Grab - The first tile you claim this turn only costs 1 empire point rather than the normal 2.
8. Elite Army (slightly modified for 40K) - In any battles you fight this round, there are no maximum number of any type of troop that you can bring. The regular minimums still apply (i.e. one HQ and 2 troops).
9. Drop Pods (added by us) - In the Conquest and Build phase you can capture any tile on the board, even if it is not adjacent to your empire. You must still pay the proper number of Empire points.
10. Gold Rush (added by us) - You immediately generate 2D6 x 10 gold pieces and can add them to your treasury. This cannot be canceled by the Fool’s Gold event.
11. Scheduled Orbital Bombardment (added by us) - At the beginning of one battle (before sides are chosen or armies are placed) you can schedule an Orbital Bombardment according to the Apocalypse rules.
That should make things interesting.
I probably won’t post all of the rules here as you can find them all in the Mighty Empires booklet (you really should buy it - it’s quite cool). You can
I have posted a sign-up topic in the forums here:
Welland Warhammer Club Mighty Empires 40K Campaign
If you are interested (and you are in our club), just sign up there!
However, for most of you reading this post you won’t be able to attend as you are probably a little too far away to attend our club on a weekly basis for the next few weeks.
For you, I will be posting images, reports, and other great details on how much fun we are having, and hopefully it will serve as an inspiration for you to start your own campaign locally.
The Mighty Empires tile set is AWESOME for creating the right atmosphere as the tiles look great.
You can Buy Warhammer Fantasy Mighty Empires Here
We’ll keep you posted on our progress!
Matthew






1 user commented in " Welland Warhammer Club Mighty Empires 40K Campaign Rules "
Follow-up comment rss or Leave a Trackbacki wish i could be there and ålay with my new blood angel army =/ well have fun when u play anyway
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