Campaigns (BETA)
Core Rulebook
a. Playing a Campaign
Firstly decide how many players will be taking part in the campaign and how many games you want to play. Keep it realistic, so people don’t get too bored - three games is a good starting point. Someone will need to keep track of the Battle Honours or Battle Damage of each Company over the course of the campaign. For each game, make sure that everyone plays the same scenario. You could play through them in order or choose a random scenario for each campaign session.
b. Campaign Structure
The structure for playing a campaign in Champions is simple.
- Choose your Company - it doesn’t matter if you have the same as someone else. Perhaps their Company is a Void clone.
- Check if you have an Underdog bonus
- Each player rolls separately for their secret mission
- Play the scenario
- Earn Battle Honours or suffer Battle Damage - make sure you keep track of these
- Upgrade units or deal injuries
Make sure you complete steps 5 and 6 before moving onto the next scenario.
c. Underdog Bonus
After the first game of a campaign, you may have an Underdog bonus - this is to represent the grit and determination of a unit.
Any Company that has less Battle Honours than their opponent receives an Underdog bonus. You get 1 Underdog bonus for every 3pts difference between the Company with the least Battle Honours and the Company with the most.
An Underdog bonus can be used before your opponent rolls a Nerve test to temporarily increase a friendly unit’s Nerve by +2 for the duration of that test. Only one Underdog bonus can be used per Nerve test. The Underdog bonus is now spent.
d. Secret Missions
Champions often like to keep their real objective close to their chest. Before you play the scenario, each player rolls on the table below to see what their Secret Mission is. Write it down on a piece of paper and keep it hidden from your opponent until the end of the game. If you complete a Secret Mission, choose a unit to receive an additional 3 Battle Honour points.
| Result | Secret Mission |
|---|---|
| 1 | Remove the Head - Rout the enemy Champion. |
| 2 | Battle Rage - Rout more units than your opponent. |
| 3 | Infiltration - Have at least one unit partially within your enemy’s deployment zone at the end of the game. |
| 4 | Veteran - Rout an enemy unit with your Champion. |
| 5 | Live to Fight Another Day - Your Champion survives until the end of the game. |
| 6 | Tactical Genius - Successfully pull off a flank or rear Charge. |
e. Earn Battle Honours
The Companies in Champions go through thick and thin in the name of victory. During that time they learn how to fight more effectively and develop new skills that can help them in future skirmishes. These are called Battle Honours (BH). Champions and standard units can earn Battle Honours. Units earn Battle Honours for the following:
- +1 BH: Survived until the end of the game
- +2 BH: Routed an enemy unit
- +3 BH: Routed the enemy Champion
- +3 BH: If your Company won the game, choose a unit to receive +3BH
f. Using Battle Honours
Each time a Champion or unit earns 3 Battle Honours, roll a D6 then consult the table below to see what new skills and abilities they have learned. If you roll the same result as a skill you’ve already learned and reach the maximum modifier available, you may roll again. Alternatively, if a Champion has gained 3 Battle Honours, they may choose to unlock a new Faction Order instead.
| Result | Special Rule |
|---|---|
| 1 | Wild Charge (+1) - Models with this special rule may add (n) to their charge range, to a maximum of +3. This is added after Sp is doubled. |
| 2 | Attacks (+1) - Increase the unit’s Att by +1, to a maximum of +3. |
| 3 | Nerve (+1) - Increase the unit’s Ne by +1, to a maximum of +3. |
| 4 | Brutal (+1) - When testing the Nerve of an enemy unit in Melee, add the Brutal (n) value to the total rolled, to a maximum of +3. |
| 5 | Life Leech (+1) - If this unit causes damage in Melee combat, it regains (n) point(s) of damage it has previously suffered, to a maximum of +3. |
| 6 | Iron Resolve (+1) - If this unit is Steady as a result of a Nerve test, it regains (n) points of damage previously suffered to a maximum of +3. |
g. New Faction Orders
Instead of rolling on the table above, a Champion can choose to roll on the table below to add a new Faction Order to the Company’s list of available Faction Orders. If the result is the same as a Faction Order that has already been added, roll again.
Each Round you may still only issue three Faction Orders. These new Faction Orders should be issued instead of a standard Faction Order. Just make sure your opponent is aware of the icon you’re using to represent the new Order.
| Result | Special Rule |
|---|---|
| 1 | Bitter Revenge - If this unit is Steady as a result of a Nerve test following a Melee, it automatically causes D3 points of damage to the enemy unit(s) that attacked it. No nerve roll is taken for damage inflicted this way. |
| 2 | Sneak Attack - If this unit is within 3” of any terrain when making a Melee attack, it increases its Att by +1 until the end of the Round. |
| 3 | Stoic Defence - An enemy unit making a Melee attack against the target unit’s front suffers a -2 modifier to their Att stat. |
| 4 | Desperate Charge - This unit has a +1 modifier to hit when targeting an enemy unit with a Melee attack. However, at the end of the Turn this unit will automatically suffer two points of damage. No nerve roll is taken for damage inflicted this way. |
| 5 | You Shall Not Pass! - If this unit is Steady as a result of a Nerve test following a Melee, it is not Pushed Back. Instead the Attacker is Pushed Back following the normal rules for Pushing Back. |
| 6 | Counter Attack - When this unit is targeted by a Melee attack, it may declare a Counter Attack. The enemy unit rolls to hit and damage, as normal, then tests for Nerve. If this unit is not Routed, it immediately makes a Melee attack that always hits on 6+. No nerve roll is taken for damage inflicted on the enemy unit during this Counter Attack. This unit is then Pushed Back, as normal. |
h. Battle Damage
As well as receiving Battle Honours, units and Champions can also be injured during the course of a battle, this is called Battle Damage.
If a unit or Champion is Routed during a game, once the game has finished you must roll to see what its Battle Damage result is. Luckily, the units and Champions are hardened warriors, so any Battle Damage effects only last for one game before the unit or Champion recovers.
Of course, if they’re Routed again while already suffering from Battle Damage, you’ll need to roll to see what the new result is.
| Result | Effect |
|---|---|
| 1 | Nasty Limp - Decrease the unit’s speed by -1. |
| 2 | Damaged Armour - Decrease the unit’s De by -1. |
| 3 | Broken Weapons - Decrease the unit’s Att by -1. |
| 4 | Shattered Resolve - This unit cannot be affected by the Inspiring special rule. |
| 5 | Concussion - This unit cannot be given Faction Orders. |
| 6 | ‘Tis but a scratch! - no effect |