Home > The Rock in The Badlands, Warhammer Fantasy Battle > The Rock in The Badlands – Background & Rules

The Rock in The Badlands – Background & Rules

In the year 2528 (by the Imperial Calender), a meteor of pure warpstone crashes to ground in the Badlands. The fight begins to claim it.

Army selection:


Players will put forward a 500pt list, selecting a minimum of 1 hero, maximum of two. These characters should have a brief background as this, and their actions on the field will determine how they develop, special rules and benefits. The remainder of your 500pts will be spent on core troops only. Do not worry – more points will be available to spend quite soon on those lovely specials, however your initial force will represent a quickly mustered expedition. Feel free to throw in any unit names or fluff you like, as you’re going to have these troops with you for a while! No magic items at the outset, you will fight for/discover these later on. Optional extras for units will be at GM discretion (as will oh so much!), however a quick rule of thumb – army book allows a unit upgrade to spears for 1 point per model? Fine, they’re your points. Army book allows you to upgrade all of your weapons to do magic, flaming, poisoned attacks? Sod off, not happening. Unit champions as per army book are fine, feel free to name them even, but no extra heroes at this stage.


Army Progression:


The section that I’m sure will be of most interest. Your army will advance in a number of ways. The most straight forward of which is that at moments in the campaign new points will be allocated across the board, eg. End of turn summary announces that points cap has gone from 500 to 700 pts. Every army would then be able to spend up to 200pts extra before the next round. There may be guidelines as to what they can be spent upon, but they are yours to flesh out your force, or save up for that ‘essential’ unit further down the line.
We then have unit development. You will see that under some circumstances there are tables to roll on at the end of battles, influenced by your victories and defeats. Units will collect traits in this way as your campaign develops. Over and above this there will be GM allocated effects driven by what has happened on the field (Battle Reports are Important). One unit keeps running away? Perhaps they will become used to it and suffer a leadership reduction, then again perhaps your council/emperor/war chief will dispatch an experienced champion to stiffen their resolve…
Characters then. First off don’t feel limited by your initial character choice, it will not restrict your access to things later on. To give you an example from the undead: I may decide to field a wight king as my general at the initial 500 pts level. At some point an announcement is made that 150pts are now available to upgrade heroes to lords. Tragically, wight king has no upgrade, so I would instead be able to upgrade to a vampire lord statline and attributes, while holding onto bonuses already accrued. He’s still a wight, just a very hard wight! However, choice having been made, I can’t switch him to the necromancer lord statline for the next battle. So that is development to Lord etc. Characters will also develop according to their actions (Battle Reports are Fucking Important). This will take the form of special rules, some from the book and some not, and stat increases. For an example here, take the Empire Warrior Priest who keeps surviving despite the loss of every until he fights in – he develops the special “Screw him – he’ll be fine!” rule (-1 to rally core troops, gains 5+ ward save). That’s a big one for some exceptional circumstances, but play your characters as you want them to be: do they lead from the front, or orchestrate from back? Always seeking out the enemy’s champions, or laying waste to hordes of lesser men? Characters will grow with their actions (I mentioned Battle Returns, yeah?).
Finally, Rare units and Magic Items. These will not be available to spend points on (at least until the later stages), but will be acquired through taking certain territories, fighting special scenarios and as top end rewards.

The Rules

Turn Structure

  1. GM emails out to anyone who has a choice of actions
  2. Your council will dispatch your orders/sanction of your actions for that turn
  3. 2 battles will be fought. One for territory and all bonuses that come with it. The second will be two armies meeting in the field in a scrap for warpstone tokens.
  4. Any end of battle rolls (see post game tables below) to be made in the presence of your opponent.
  5. Battle Returns emailed to GM, 1 per person. Brief summary of what happened, your best unit, your opponents best unit, and points of interest.
  6. End of turn email will be sent out by GM. Overview of what has happened, any rewards and upgrades, any changes to army values.
  7. Back to the beginning.

Post Game:

Once your battle has been fought, you’ll need to do a few things. None of your usual troops are lost in a battle. Restore any units that have taken casualties to starting strength, as reinforcements are sent to you by your Council. If a unit is wiped out in the field, remove any special rules, good or bad, that they have acquired, and restore to staring strength (these units are assumed gone and replaced by a new unit of fresh troops – so you may want to consider pulling out units with favourable rules during a battle if the fight is going against you) Next, make rolls for units that have seen interesting action (do this, at least, with opponent present to witness):

Roll a D6 for any unit that has run from the field (unit has actually left the table-top while fleeing). On a 3-6 nothing happens. On a 1 or 2 please roll a further 2xd6 and check the results on the table below:

  1. Scared Witless – Only half the troops can be rallied back to the cause. Unit half strength for next battle.
  2. Gun Shy – Unit must pass a leadership test in order to charge an enemy for the next battle.
  3. Shattered Nerves – Entire unit is -1 to leadership (characters are affect by this whilst attached to unit) permanently.
  4. Cowardly Tremors – Unit is still shaking with nerves after their defeat -1 to initiative for next battle.
  5. Disgraced Champion – Unit champion loses extra attack until unit wins a round of combat.
  6. Lapdogs – Unit unable to move at all for next battle (may defend itself) unless within 10” of an allied hero.
  7. Lost Honour – Unit subject to frenzy for next battle.
  8. Dutch Courage – Unit got drunk in order to fight. Subject to stupidity, however is steadfast (both for next battle only).
  9. Death Pact – Unit’s shame is so great they have vowed to fight and die – GM will specify exact rules for unit.
  10. -12(stupid auto format…) Unit gains permanent hatred against race that forced them to route


Roll a D6 for any unit that has won all combats this battle. This does not have to be every combat round, but it will have been the unit still standing after each encounter with an enemy unit. On a 1-4 nothing happens. On a 5 or 6 please roll a further 2xd6 and check the results on the table below:

  1. Overconfidence – Unit must charge at first target in range in next battle
  2. Post Victory Whorefest! – Unit now has a personal disease (shouldn’t double dip the same strumpet lads!) +1 ld, -1 movement permanently.
  3. Faith Against Adversity – Unit may re roll failed fear tests, permanently, until they fail one.
  4. Loot – gain an extra warpstone token.
  5. Skilled – Permanent +1 to ws or bs
  6. Get it Together Lads! – Unit may re roll failed Rally results.
  7. Veteran Unit – Does not panic if core units fleeing within range.
  8. -10 GM specified upgrade.
    11-12 GM specified special rule added.

Award the victor 5 warpstone tokens, or 2 each in the case of a (rare) draw. Finally, each player completes a Battle Report, and emails to the GM. It would be preferred if this was done separately to allow individual feelings about the fight to surface.

Battle Report (it’s not complicated):

What happened in the battle?

A brief or lengthy description of what occurred during the fight, depending on how creative you are feeling. At very least cover deployment, shape of the battle, key moments, how magic went, what impressed and what embarrassed.

Your best unit?

Unit of the battle, in your own eyes. No science here, nor totalling of victory points – merely your choice.

Your opponents best unit?

As above, who or what was the thorn in your side?

The Night Faire:

Racking up warpstone tokens is your goal, at the end of the campaign they might make the difference between success and failure. However, there will be times when a little expense is worth the long term gain, and you may wish to spend before taking on a tricky opponent. For such circumstances, you may wish to visit The Night Faire.

A collection of caravans travelling the Badlands – crewed by goblins, suspect merchants and strange hooded figures. The Night Faire is your best source of oddities, magical weapons, potions, cures and no small amount of glittering junk. Be ware: the quality of items purchased from the fair is such that they will only last you one battle.

Luckstone (1 Token) – One use. Allows the wearer to re-roll a failed armour save.

Dragonbane Gem (1 token) – One battle. Wearer gains a 2+ ward save against flaming attacks.

Seed of Rebirth (2 tokens) – One battle. Bearer has 6+ Regeneration.

Ruby ring of Ruin (3 tokens) – One use. Bound spell (power level 3) Contains fireball spell.

Potion of Speed (1 token) – One use. +3 to initiative for one round.

Potion of toughness (3 tokens) – One use. +3 to toughness for one round.

Potion of strength (3 tokens) – One use. +3 to strength for one round.

Dispell scroll (2 tokens) – One use.

Scroll of shielding (1 token) – One use. Works like a dispel scroll except you gain a 4+ save to all models effected by the spell

Power scroll (2 tokens) – One use. When used ANY double causes irresistible force (and a miscast)

Gleaming pennant (1 token) – One battle. Re roll first failed leadership.

Charmed shield (1 token) – One battle. First hit suffered discounted on a 2+

Sword of striking (3 tokens) – One battle. +1 to “to hit” rolls.

Shrieking blade (2 tokens) – One battle. Causes fear.

All rules and background © Bede Pratt and Sam Whiteley

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