Post by khornedog on Aug 1, 2009 20:58:44 GMT -5
SUMMER CAMPAIGN WEEK 3
Army Composition:
This week you start with 1500 Points for base army points. The same basic rules apply to last week unless you bought one last week that would change it (I.e another special slot or rare slot). You can redo your list once you read the mission every week. THIS WEEK YOU MAY INLCUDE 3 OF ONE TYPE OF CORE. (i.e. Three squads of chaos warriors)
Note: No duplication of special slots or rare slots yet. At this point we may start to see some deviation of normal warhammer rules and army composition. For example, if you buy 3 rare slots with army experience points you can, but you cannot duplicate.
Campaign Notes and Clarifications
I will not repeat the clarifications of week two… but everything I wrote still applies. The challenge of this campaign is record keeping. Please stay on top of it. If you feel like this campaign is unbalanced or confusing please PM me with your constructive suggestions and any questions you have.
You should have between 3-6 army experience points now. Remember the equalizer rule. Also please don’t use it intentionally to your advantage. Use your points wisely. They will get better and change as the campaign progresses. Don’t assume to get something later!
[glow=red,2,300]MISSION: Doppelganger regnagleppoD
This is a dark world. Bad things happen.
Your army is starting to grow and your lust for power and strength are overwhelming. Your experience and leadership now commands a nearly completed army. You feel a lordship is just out of grasp. Without risk there is no significant gain. You must beat these other wannabes at their own game and show your dominance. One night as after thinking such thoughts you are visited by a strange dream that seems to be granted by your own deity.(Sigar, the dark Lady, The Ruinous powers)
In your dream you see into a time long ago when a strong force of chaos flexed into the known lands and sacked Erengrad. In the Troll Country 20 leagues north of Erengard Sven Bloody Hand built a temple forge to manufacture weapons of great power for his army. In your vision you see your army marching into a desolate field in a valley near where water stretches into the land. Under slabs of black granite next to a giant pine are buried the last of Sven’s hoard. You cannot resist the urge for this power for the weapons there will make your champions strong.
As you arrive to the location of the inlet you see others have had a similar vision. It is infact a vision broadcast by a sadistic daemon trapped by Sven’s wizards in a long destroyed temple. His essence is in the rocks.
You must combat your way out of the trap. You may encounter other armies and must fight them as the daemon is devoted to the lord of Skulls and his influence is powerful. You may meet more than one army as you discover the trick and attempt to leave. Only once a battle is concluded and blood is split can an army leave.
Special Rules:
One Core unit is randomly subject to FRENZY each turn.
Once per game your general’s mind is twisted and a doppelganger of himself appears and attacks. This is an exact replica of the character. (all stats, weapons, spells, ect)
Place a doppelganger mini at the end of the change distance in a random direction around the unit. Use the scatter die (reroll if it is off the board or into impassible). The character must charge himself/herself. The opposing player will control the doppelganger and it fights in the opponent’s phases too. The general must fight until the death. NOTHING CAN INTERVENE. NO charges, spells, or shooting. Likewise the general can do nothing but try to kill the Doppelganger. (i.e only cast spells at the doppelganger. The whole battlefield is too filled with blood lust to notice or too enthralled to charge. (this would be humorous to watch) If you win this challenge your general gets double character experience points. If you lose… well he was quite successful in killing himself! The Doppelganger goes away. After the challenge is done anything is fair game!
DETERMINING WHEN YOUR DOPPELGANGER STRIKES: Starting on Turn 2 Roll a D6
TURN 2: Strikes on a 5+
Turn 3: Strikes on a 3+
Turn 4: Automatically strikes
YOU GET ONE ARMY EXPERIENCE POINT FOR KILLING YOUR DOPPELGANGER.
YOU GET ONE ARMY EXPERIENCE POINT FOR WINNING IN VICTORY POINTS.[/glow]
You may gain three points this week.
WEEK THREE ARMY EXPERIENCE OPTIONS
You may spend Army Experience points to: (you may not take any one upgrade twice unless it says so.)
Give your characters 50 points worth of free magic item upgrades, weapons, gifts, poisons ect. (This does not include magical mounts or wizard levels or magical BSB) Divide it however you see fit. Do not count towards army points. Keep track of on list. Once you give a character points you cannot move those points to a new character but you can alter what you buy with them on that character. You cannot give more than 50 points in this way to one character. (this will follow the warhammer rules except for the character exp campaign rule.)
Add a rare slot.
Add a special slot.
Permanently add a power die pool OR a dispel die Pool in each of your games this campaign. (UP TO TWO FOR EACH THIS CAMPAIGN)
You choose to search the stones found near the battle. All of your champions get a sword of strength or a sword of striking.
Add one favor of the gods die to each game you play in this campaign. This is one reroll per game. You may only take one of these.
Add one free wizard level and 15 free character experience points. (if you have 50 Character experience points this provides you no bonus) (may take twice on different characters)
Add one free monster mount (up to 75 points).
Give your general one leadership (max 10)
Army training: Give one core choice plus one Weapon skill. (only chose this once per core choice.)
Army training: Give one core choice plus one Ballistic skill. (only chose this once per core choice.)
Army training: Give one core choice plus one armor save (max of 2+). (only chose this once per core choice.)
50 points worth of free magical army upgrades such as marks or magical standards or a magical BSB. (you can put another 50 points into a more expensive BSB)
Army Composition:
This week you start with 1500 Points for base army points. The same basic rules apply to last week unless you bought one last week that would change it (I.e another special slot or rare slot). You can redo your list once you read the mission every week. THIS WEEK YOU MAY INLCUDE 3 OF ONE TYPE OF CORE. (i.e. Three squads of chaos warriors)
Note: No duplication of special slots or rare slots yet. At this point we may start to see some deviation of normal warhammer rules and army composition. For example, if you buy 3 rare slots with army experience points you can, but you cannot duplicate.
Campaign Notes and Clarifications
I will not repeat the clarifications of week two… but everything I wrote still applies. The challenge of this campaign is record keeping. Please stay on top of it. If you feel like this campaign is unbalanced or confusing please PM me with your constructive suggestions and any questions you have.
You should have between 3-6 army experience points now. Remember the equalizer rule. Also please don’t use it intentionally to your advantage. Use your points wisely. They will get better and change as the campaign progresses. Don’t assume to get something later!
[glow=red,2,300]MISSION: Doppelganger regnagleppoD
This is a dark world. Bad things happen.
Your army is starting to grow and your lust for power and strength are overwhelming. Your experience and leadership now commands a nearly completed army. You feel a lordship is just out of grasp. Without risk there is no significant gain. You must beat these other wannabes at their own game and show your dominance. One night as after thinking such thoughts you are visited by a strange dream that seems to be granted by your own deity.(Sigar, the dark Lady, The Ruinous powers)
In your dream you see into a time long ago when a strong force of chaos flexed into the known lands and sacked Erengrad. In the Troll Country 20 leagues north of Erengard Sven Bloody Hand built a temple forge to manufacture weapons of great power for his army. In your vision you see your army marching into a desolate field in a valley near where water stretches into the land. Under slabs of black granite next to a giant pine are buried the last of Sven’s hoard. You cannot resist the urge for this power for the weapons there will make your champions strong.
As you arrive to the location of the inlet you see others have had a similar vision. It is infact a vision broadcast by a sadistic daemon trapped by Sven’s wizards in a long destroyed temple. His essence is in the rocks.
You must combat your way out of the trap. You may encounter other armies and must fight them as the daemon is devoted to the lord of Skulls and his influence is powerful. You may meet more than one army as you discover the trick and attempt to leave. Only once a battle is concluded and blood is split can an army leave.
Special Rules:
One Core unit is randomly subject to FRENZY each turn.
Once per game your general’s mind is twisted and a doppelganger of himself appears and attacks. This is an exact replica of the character. (all stats, weapons, spells, ect)
Place a doppelganger mini at the end of the change distance in a random direction around the unit. Use the scatter die (reroll if it is off the board or into impassible). The character must charge himself/herself. The opposing player will control the doppelganger and it fights in the opponent’s phases too. The general must fight until the death. NOTHING CAN INTERVENE. NO charges, spells, or shooting. Likewise the general can do nothing but try to kill the Doppelganger. (i.e only cast spells at the doppelganger. The whole battlefield is too filled with blood lust to notice or too enthralled to charge. (this would be humorous to watch) If you win this challenge your general gets double character experience points. If you lose… well he was quite successful in killing himself! The Doppelganger goes away. After the challenge is done anything is fair game!
DETERMINING WHEN YOUR DOPPELGANGER STRIKES: Starting on Turn 2 Roll a D6
TURN 2: Strikes on a 5+
Turn 3: Strikes on a 3+
Turn 4: Automatically strikes
YOU GET ONE ARMY EXPERIENCE POINT FOR KILLING YOUR DOPPELGANGER.
YOU GET ONE ARMY EXPERIENCE POINT FOR WINNING IN VICTORY POINTS.[/glow]
You may gain three points this week.
WEEK THREE ARMY EXPERIENCE OPTIONS
You may spend Army Experience points to: (you may not take any one upgrade twice unless it says so.)
Give your characters 50 points worth of free magic item upgrades, weapons, gifts, poisons ect. (This does not include magical mounts or wizard levels or magical BSB) Divide it however you see fit. Do not count towards army points. Keep track of on list. Once you give a character points you cannot move those points to a new character but you can alter what you buy with them on that character. You cannot give more than 50 points in this way to one character. (this will follow the warhammer rules except for the character exp campaign rule.)
Add a rare slot.
Add a special slot.
Permanently add a power die pool OR a dispel die Pool in each of your games this campaign. (UP TO TWO FOR EACH THIS CAMPAIGN)
You choose to search the stones found near the battle. All of your champions get a sword of strength or a sword of striking.
Add one favor of the gods die to each game you play in this campaign. This is one reroll per game. You may only take one of these.
Add one free wizard level and 15 free character experience points. (if you have 50 Character experience points this provides you no bonus) (may take twice on different characters)
Add one free monster mount (up to 75 points).
Give your general one leadership (max 10)
Army training: Give one core choice plus one Weapon skill. (only chose this once per core choice.)
Army training: Give one core choice plus one Ballistic skill. (only chose this once per core choice.)
Army training: Give one core choice plus one armor save (max of 2+). (only chose this once per core choice.)
50 points worth of free magical army upgrades such as marks or magical standards or a magical BSB. (you can put another 50 points into a more expensive BSB)