"Darkness Over Angmar Campaign" - Summer 2007
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Prisoners

Prisoners can be kept with the main army of the capturing campaign faction or back at their home citadel in the dungeons. At the beginning of each campaign year, a roll will be made to determine the fate of prisoners held by campaign players.

Roll Outcome
1 The hero and any other allied prisoners manage to escape; they re-appear at their base of operations one year after their escape date at which point they are eligible to return to campaign play.
2-3 The hero is kept alive and captive for future bargaining purposes, humiliation, or interrogation.
4-5 Torture proves more interesting for the capturers. The execution is permanently postponed, however the hero loses 1 wound permanently (to a minimum of 1 wound)
6 The hero is executed and removed from the game.

Prisoners held by the enemy may be freed in the following ways:

Battle Company Rescue Attempt
A battle company may use hidden movement to approach the enemy main army or home citadel and attempt a rescue mission. If the battle company runs into an enemy hidden scout unit or enemy Battle Company on the way, an appropriate meeting engagement battle scenario will be played, after which, the battle company may continue its rescue mission if they survived.

Once the battle company makes a hidden move adjacent to the enemy army or citadel, a rescue mission scenario will be played to determine the outcome of the rescue mission. Battle casualties will be rolled on the standard warrior and hero recovery tables.

Fellowship Rescue Attempt
A campaign player may call for a “Fellowship” of allied heroes or minor heroes to assemble at a hex number of his or her choice. The Fellowship can consist of no more than 9 models and be any point value. The models of a Fellowship must be played by the owning campaign character. These point values are taken away from the owning player’s army for the duration of the rescue mission.

Once assembled, the Fellowship may use hidden movement to approach the enemy main army or home citadel and attempt a rescue mission. If the Fellowship runs into an enemy hidden scout unit or enemy Battle Company on the way, an appropriate meeting engagement battle scenario will be played, after which, the battle company may continue its rescue mission if they survived.

Once the Fellowship makes a hidden move adjacent to the enemy army or citadel, a rescue mission scenario will be played to determine the outcome of the rescue mission. The models of a Fellowship must be played by each owning campaign player. So, for example, if the Fellowship consists of (3) Rivendale heroes, (2) Rangers of the North, (2) Dwarves, and (2) Grey Haven Heroes, there needs to be at least (4) fellowship players. Battle casualties will be rolled on the standard warrior and hero recovery tables.

Prisoner Exchange
Players may negotiate the release of a prisoner in exchange another prisoner held on the other side. Players agree on conditions and notify the campaign coordinator.

Parley For Battle Points
Players may negotiate the release of the prisoner in exchange for army value points. For example, Burhdur may accept +200 army value points from Rivendale in exchange for the capture Elrond. Rivendale would then permanently lose 200 points from their total army value. Additional campaign narrative conditions may be set if both player agree to the terms.

Open Battle or Siege
A player may use one of his standing armies to attack or siege an enemy where a prisoner is being held. At the beginning of every turn of the battle, roll from the following table:

Roll Outcome
1 The hero and any other allied prisoners manage to escape; they re-appear on the battlefield at a place of the campaign coordinator’s choosing.
2-3 The hero is kept alive and captive for future bargaining purposes, humiliation, or interrogation.
4-5 Torture in front of the opposing army proves more interesting for the capturers. The army holding the prisoner gains +1 courage for the remainder of the turn. The execution is permanently postponed, however the hero loses 1 wound permanently (to a minimum of 1 wound)
6 The hero is executed before the rescuing army and removed from the game. The opposing army seeks revenge and has +1 courage for the rest of the battle.

RETURN TO CAMPAIGN RULES