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Chronopia Campaign Rules

Author: Daniel Smith © 2001

MAP SETUP

Backup from the Endless Library ( http://members.aol.com/_ht_a/nubysmith/ ).

The map will be set up utilizing the battlemist hex based map system.

Each player will have a home territory, 1 of his choice and 2 other random so each player will start with 4 tiles. Placement will follow normal Battlemist rules. Players must place their home territory least 1 tile away from any other player´s home territory.

TURN SEQUENCE

1. Collect Income
2. Spying Phase
3. Move armies
4. Fight Battles
5. Special Exploration
6. Spend Income

Collecting Income

Players collect income for the territories that they held at the beginning of a turn and still control at the end. If you gained or lost a territory during a turn, you do not get income for it.

To control a territory, you must occupy it unopposed. If you take control of a territory that another player has made improvements to, you now gain the benefits of those improvements.

Moving Armies

An army can normally move 1 game hex per turn. If moving "down" a river, an army may move two. If roads are present, then an army may move two hexes so long as all the territories they move through have roads (including the one the army started in).

If an army moves into an unknown territory, then it´s turn ends and the territory type is determined. This is all the army can do for the turn because it is spending the time to explore the new territory.

If an army enters another player´s territory and the other player has an army present, a battle ensues.

When you move an army into another territory, you may be able to lay claim to it. In order to lay claim to a territory, you must be unopposed (no enemy armies) and have at least 1000 points in your army. If these two conditions are met, then you lay claim to the territory and are the recipient of it´s income.

Joining/splitting armies

Armies may split at the beggining of the movement phase. The only restriction on splitting an army is that both must be legal stand alone armies. Joining two armies is done at the end of the movement phase. The only restriction on joining two armies is that after they join, they must be a stand alone legal army. If these conditions cannot be meet, then the army cannot split or the armies cannot join.

An army of any size is allowed as long as the army is legal. (If you want a 1 warband army, you can have it.)

Fighting Battles

When two opposing armies are in the same territory hex, then a battle ensues. The attacker (the one who entered the territory) has the first option of withdrawing. If the attacker does not withdraw, then the defender has the option of withdrawing. If both sides entered the hex, then roll a d20 with the high number is considered the attacker for withdrawing purposes.

If both sides chose not to withdraw, then a battle ensues. When setting up the battlefield, the terrain should reflect the general terrain of the territory.

Types of Battles

There are three main types of battles, the raid and the main battle. The raid is a battle where an improvement to a territory is targeted, such as a market, temple, ports, and such. The raid is a break through scenario. The defender must exit 1/3 of his original forces off of the defenders table edge. If successful, then the target is destroyed and must be rebuilt. (The target of the raid must be chosen before the battle.) To destroy a fortification, it must be attacked directly and the defenders must be forced out of it.

The main battle is an attempt to seize the territory itself. One army must force the other to retreat from the battlefield. The army that remains on the battlefield controls the territory and the other is forced to retreat.

The third type of battle is the ambush. If using the optional spying rules, an ambush may occur. The defending player sets his forces up in the center of the battlefield. After the defender has set up the attacker may set up on the perimeter of the battlefield.

Retreating and Withdrawing

If an army withdraws before the battle, it must exit to the territory it entered from. If the defender withdraws, then the army must withdraw towards the closest friendly controlled territory or friendly units. The same basic rule applies for being forced to retreat.

Breaking from a battle

If, during a battle, an army must withdraw from the battlefield, it is allowed to do so. To do this, the person who wishes to break from the battle, must move all of his forces off of the edge of the table that he entered from. Once either running or being killed removes all of one player´s forces, the battle is over.

In the case of an ambush, the defender may break off of any edge of the battlefield. After the first unit has run from the board, all other units must exit by the same edge. The attacker may retreat from any edge.

Spending Income

At the end of every turn, each player receives a number of points dependent on the territory he holds and the improvements made to those territories.

Units cost an amount listed in the rulebooks. The number of improvements he has built limits the number of individuals, standards, and musicians a player may have. Certain types of improvements allow more of these.

Territory Improvements

Territory improvements allow for a better economy, quicker movement, and improved forces. Below is a list of improvements, their cost, and what their benefits are.

Roads

Cost:

Plains 20 points
Hills 30 points
Forests 25 points
Swamps 50 points
Jungles 50 points
Mountains 50 points

Benefit: Roads allow for quicker movement. Armies that stay in territories that have roads may move two territories per turn.

Settlements

Settlements:

Hamlet 75 points
Village +150 points
Town +250 points
City +500 points

Settlements must be built in stages and only 1 stage may be built per turn. The benifits of settlements are not cumulative.

Benefit:

Hamlet +25 points/turn
Village +50 points/turn
Town +100 points/turn
City +200 points/turn

Temple

Cost: 250 points

Benefits: Allows +1 standard bearer or musician in a warband that normally cannot have one. If a warband is listed as normally being allowed a standart and/or a musician, then they cannot have the "extra".
Hamlet allows 1 temple
Village allows 1 temples
Town allows 2 temples
City allows 4 temples

Mines

Cost:

Mountains 60 points
Hills 45 points
Cavern 45 points


Benefit:

Mountains +25 points
Hills +15 points
Cavern +25 points

Only 1 allowed per territory.

Defenses

Cost:

Simple Walls 125 points
Complex Walls 250 points
Tower 500 points
Fortress 1000 points

Benefits: Improved defenses

The points spent on previous do not count towards offsetting cost of higher levels of defenses.

Military Academy

Costs: 300 points

Benefits: Allows the improvement of forces by allowing you to add a total of 3 points split between the unit´s or individual´s stats or giving them a special ability such as eagle eye, immune to panic, immune to fear. No stat can be raised more than 3 points.

Costs of improving a unit or individual

Warband

Individual

1st

1000 points

500 points

2nd

2000 points

1000 points

3rd

4000 points

2000 points

No warband or individual can attend any military academy more than three times. Once a unit or individual has attended a university, it becomes a hero (individuals) or an elite warband (warbands).

Elite warbands that need replacements must pay either 2 times, 3 times, or 4 times the cost of a model depending on the number of times the unit has attended the military academy.

Magic University

Cost:200 points

Magic universities allow you to teach your spellcasters new spells. To teach spallcasters new spells, a player may spend the cost of the spell and have the spellcaster stay at the university for a turn. At the end of the turn, the spellcaster has the new spell.

A spellcaster is can only learn one spell per turn.

Base Terrain Types

The base terrain types and the number of points they provide per turn are:

Plains

25 points

Hills

30 points

Mountains

20 points

Forests

30 points

Jungles

20 points

Swamps

15 points

Deserts

10 points

Special Exploration

New Land is a strange place and once in a while, something strange may pop up that may give your forces an edge. Then again, maybe what pops up is a detriment to your forces. Each territory can undergo a special exploration once. To do this, your forces must be the sole occupants of the territory. (If there are enemy troops, you´re more worried about getting them out of the territory.) For every full 1000 points of forces you have in that territory, you may roll a pair of dice. After all dice are rolled, you can select the pair you wish to keep. The person running the campaign has a chart that informs him what you have found.

Fortifications

If you have fortifications in a territory, you do not have to exit them to fight the enemy. Of course, this allows them free run of the territory. If you have a fortification and do not leave it and the enemy chooses not to attack it, then they can either destroy an improvement and withdraw, or contest the territory.

In the case of contesting a territory, neither play may collect income for that territory nor may they draw supply through it. Also, neither player gets any benefits from improvements (like temples, universities, or roads.)

Temples and Temple Standards/Musicians

Temples allow you to purchase temple standards or temple musicians. These standards/musicians can be attached to warbands that normally do not have standards. If a warband is normally allowed to have standards/musicians, then they cannot have a temple standard/musician.

For every temple you have, you are allowed to purchase one temple standard or temple musician. If the number of temples that you control drops below the number of these units you control, you do not immediately loose them. However, you cannot purchase more until the number of these units drops below the number of temples you control.

The standards or musicians that you can purchase with the temple are limited to the ones that are available to your army. When the temple is first built, you get one standard or musician free. If he is ever lost, you must pay to replace him. If the warband he is attached to is destroyed and he survives, he may be reassigned to another warband that normally does not get a standard bearer or musician.

Under no circumstances will a normal standard bearer or musician ever become a temple standard or musician.

Special Rules

Standards

Standards must be in line of sight in order to provide bonuses to friendly troops and penalties to enemies. Friendly troops do not have to be facing the standard, but if they turned their heads, they should be able to see it.

It only makes sense that you must be able to see the standard to either fear it or have it encourage you.

Morale

There are some units that are immune to panic, but there are none that are immune to morale checks. Any and all warband that lose half of its members must make a leadership test. Failing the moral test mean that the warband breaks and runs, an effect similar to panic.

While the rulebook calls this panic, no unit that is immune to panic is immune to morale.

Spellcasters

When a spellcaster is purchased, a player can purchase one, and only one, spell to go with that spellcaster. If a player wishes to expand a spellcaster´s repetoir of spells, then the spellcaster must attend a magic university.

By spending an entire turn in the magic university, a spellcaster learns a new spell. The player pays the point cost of the spell and if the spellcaster survives the turn, then the spellcaster gains the new spell.

A spellcaster can only learn one new spell a turn.

Illegal Armies

If, after a battle, an army no longer fits the definition of a legal army, then the remainder of the army must split, move towards the nearest friendly army or armies, and join with them in order to become legal. These illegal armies must be moved first. An illegal army can be sent into a hex where another of your armies is going to so that they can meet there. Your illegal armies must move towards the closest friendly army that they can join with and remain legal.

Starting the Campaign

Each player starts with a 1000 point army, a plains territory with a village, and 1 temple. Each player´s starting army is limited to one spellcaster, period. Also, these territories have the level 1 defenses of simple walls.

If the optional rivers are used, then the territory is the mouth of a river into the ocean.

Optional Rules

Labyrinth

In the world of Chronopia, there are great underground passages. Some of these have been lost and forgotten for generations. It is possible, in New Land, that there is a labyrinth beneath the surface. During the special search phase, there is a chance that a labyrinth entrance could be found.

The labyrinth cannot be accessed except by natural entrances. This represents a whole new level of the playing area. Settlements and improvements cannot be built in the labyrinth except in open caverns. Only open caverns provide resource points. Each open cavern provides a base of 10 points.

Fighting in these caves and tunnels follows the rules from the Dwarven Labyrinth rulebook.

Spies and Counterspies

Spies provide valuable information to your forces. Before the movement phase, you can spy on a territory if you have spies present. However, if the enemy has counter spies, you run the risk of losing your spies.

To run a spying mission, the CM (campaign manager) will roll a d20 with a base target number of 10 or less. For every spy you have, there is a -1 bonus to the die roll. For every counterspy present there is a +1 penalty.

A simple failure results in no information gained. A critical failure means your spy has blundered and is caught and executed. A simple success lets you know the point total of his forces in a territory. A critical success yields information so useful that you may either ambush your opponent´s forces, get a detailed list of his forces, or your opponent cannot withdraw from the territory without fighting a battle. The choice is up to the spying player. If you capture a territory that you have spies in, they become counterspies. Any counterspies that the original owner had now become spies.

Deserters

If a warband routes from the field because a 20 was rolled for a moral test, then there is a chance the warband deserts. After the battle, roll another leadership test for the warband. A failure results in the warband deserting from your army.

Supply

You can draw supply points from any contiguously connected territories. If all your territories are connected then there is no significant problem. However, if you have a set of territories that are surrounded by your enemies, then they provide a supply pocket. Forces in the supply pocket can only by replacements from the supply points provided these surrounded territories.

Home Terrain Advantage

If a race controls a territory that is "home" terrain to them, they receive an additional 10 points of income for that territory. If this rule is to be used, then the original territory that a player holds matches his home terrain. Home terrains are:

Race

Home Terrain

Firstborn

Plains

Sons of Kronos

Plains

Elves (except Jade)

Forests

Dwarves

Mountains

Blackblood

Hills

Devout

Plains

Stygian

Desert

Jade House Elves

Jungle

Swamp Goblins

Swamp

Rivers

Rivers provide a somewhat defensive barrier and a quick means of transportation. Each time an army enters a territory that has an adjacent territory that might indicate a river is present, determin what course the river shall take. Minimum length of a river is three campaign hexes. Rivers will automatically end when they enter a mountain hex, even if that means they are shorter than minimum length.

If a battle is to be fought at the banks of the river, then there should be a way to cross the river. Bridges will not be present in a territory unless the roads developement has been purchased for that territory. If there is no bridge present then there should be a ford across the river. (Treat a river ford as rough terrain and soft cover.)

Chronopia Campaign Special Exploration Rolls

Exploration Roll (2D6)

Die
Roll

Item Found

2

Magical Item - roll on the magical item table

3

Temple of the ancients - free temple found in this territory, does not count towards the limit of temples

4

Ancient roads - free roads in this territory

5

Friendly settlement - a settlement that is friendly to you is found, this territory has a free hamlet in it.

6

Treasure trove found - add 100 points to your income next turn

7

Nothing special found

8

Treasure trove found - add 100 points to your income next turn

9

Friendly settlement - a settlement that is friendly to you is found, this territory has a free hamlet in it.

10

Fortress of the ancients - this territory has the ruins of an ancient fortress. Free simple wall defenses.

11

Abandoned mine - free mine in mountains or hills, otherwise, treasure trove +200 points next turn

12

Magical Item - roll on the magical item table (or Labyrinth entrance if you are using option labyrinth rules)

Magical Items (1D6)

Die
Roll

Magical Item

1

Staff of Magic - add +2 to spell casters PW

2

Sword of Striking - +2 to CC, damage 12, two handed

3

Tome of enlightenment - allows an individual to attend University at ½ cost for the next attendance

4

Dwarven Great Axe - +1 to CC, +2 to CC vs. Size 2, +3 to CC vs. size 3. DMG=16, two handed

5

Bow of Striking - +1 to MW, CR=26, MX=34, RM=-3, DMG=10 (X2)

6

Horn of the Heart - give to a standard of musician. +1 to CC and +1 to LD to all friendly units within 10 inches

Disclaimer

These rules are still in developement. Neither I nor my friends have tried them out yet and they are subject to change.



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First version from 24.03.2008. Last Version from 24.03.2008.

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