WHQ Campaign Local Rules

Here all the rules that pertain to the local WHQ campaign we are running as of 4/27/99





Clarifications

Here are OUR interpretations on the rules that will be used in the campaign.

1). Placing/Moving/attacking Monsters: Monsters always move and attack in the order of their Iniative scores. This also applies to iniatial placement on the board as well.

Always move all monsters able to do so prior to making any attacks with them. As soon as all have moved resolve any and all attacks from them (again in Iniative order). The exception to this are monsters who start the Monsters phase pinned: if the monster is no longer pinned due to other monsters killing a warrior, he is free to move and attack as if he wasn't pinned.

2). Prone/Dead models: Until a model is removed from the board, dead warriors remain on the board in the space they occupied (on their side). Until they are removed from the board their square may not be occupied by any othr model, but may be moved through as normal and does not block diagnels.

3). Settlement Activity: All warriors must declare and resolve their actions prior to moving on to the next step in the settlement sequence.

4). Webbed Models: Any webbed models, or one who is unable to move freely - such as tied up, or paralized) is hit automaticly by any melee attacks made against him regardless of the relevant WS, or actual attacker. This rule applies unless otherwise stated in the rules.

5). Rank Attack Weapons: May only do "Death Blows" if the target is one space away (i.e. adjacant).

6). Chaos Artifacts: All are treated as seperate and distinct weapons/equipment.

7). New warriors: Once all warriors have left a settlement they are assumed to be heading for a dungeon. If a player wishes to add a new warrior to the group it is assumed he joins the party at this time; no warrior can start their career "in" a settlement.

8). Warrior Communication: A Warrior may only trade, sell, borrow, etc items from other warriors if those warriors are on the currant adventure together (ie, traveling to or exploring a dungeon together, travelling to a settlement, or visiting a settlement - inside or out).

9). Warriors per Player: Players are free to run more than one warrior durring the campaign. However, no player may run more than one warrior durring an adventure unless allowed by the current GM.

The point of running more than one warrior is three-fold. Firstly it allows the player a back-up warrior in case his other warrior is slain durring an adventure. Secondly it allows for fewer players to partake in an advnture by allowing a player to run more than one warrior at the same time. Lastly it allows the player an occaional change of pace from playing the same warrior over and over agin.

A player that has more then one warrior, or if more than 4 warriors are part of an adventuring group, must abide by the following rules:

A warrior must return to a settlement with the group he just adventured with.

As soon as that warrior leaves the settlement he may freely join with an other group (on their way to a dungeon) or may decide to remain behind, as the player adds a new warrior to the group. At no other time may the warrior leave the group and join another.

Warriors remaining behind (those members of a group not taking part in the currant adventure) keep all their stats, treasure, gold, etc. they currantly have (from their last adventure/settlement visit - they are assumed to be semi-retired or away on non-adventuring buisness while his group adventures).

They enter play at the start of any adventure.


Local Rules

A listing of the rules in force durring the campaign, as well as any new House rules.

1). Warriors/player: It is recomended that each player create at least 2-3 warriors prior to the start of the campaign (or soon after). In this way each player controls a "Stable" of warriors. This in no way means that a player needs to "Play" more then one warrior at a time.

The main reason for running more than a single warrior durring the campaign is that it provides back-up warriors in case one should die. For this reason it is also recomended that each warrior you control be of different Battle Levels.

2). Game Master?: Any player who has the desire may be the GM for one or more sessions. However, no player should take-over the role of GM the currant GM is still running adventures in a mini-campaign (2 or more linked scenarios). He will need to wait until the currant GM finishes his mini-campaign before he can run his adventure/mini-campaign.

While running "His" adventures he is fully in charge of how the game is run; he is in fact the GM, and all rules pertaining to the use of a GM are in force.

Note that there is only one GM at a time!!!

3). The Rulebook: All rules from the Role Play book will be used, including all the rules in the Game Master section. All games will be GM run games: no solo/advanced/basic sessions with the campaign characters allowed.

4). Warriors: All warriors must be off. GW warriors or warriors from the list below:

-Witch Elf
-Wood Elf Wardancer (un-official version)
-High Elf Sword Master of Hoeth

5). Q&A/FAQ: All rules disputes will be resolved with the un-official WHQ FAQ, as well as the Official WHQ FAQ. Of course the GM has the final say however.


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