| "Darkness
Over Angmar Campaign" -
Summer 2007 |
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
|