Post by khornedog on Aug 16, 2009 22:00:22 GMT -5
WEEK 5:
Army Composition:
This week you start with 2000 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. You may include 2 special choices that are the same.
NOTE: While it is OK to prepare your army for your mission, it is not ok to change your army list drastically for this mission. You may not take away special powers, upgrades, and magic levels to prepare.
Campaign notes and clarifications:
This will be the final normal week of the summer Warhammer campaign. You have until the final battle to play this last scenario. (two weeks) I would like to have the final battle August 29th at 10:00 am. I will hopefully be able to get there early to prep the battle so we can get a good start. I plan on having this as organized as I can. Please post if this does not work for you and you have another day that might work. I understand that it sucks to have so much riding on the campaign (3-4 possible Army experience points) and not be able to participate. With that being said I will do my best to try and accommodate everybody. If you cannot make it you will be given one army experience point in the final calculation. Thank you for all your suggestions! I think this campaign went pretty well for a first run. I know I had a blast!
[glow=red,2,300]MISSION: You Must Die You Traitorous Dog!
You have nearly a completed army at your command and your rise to power is almost complete. The ravaging of the empire lands has brought much success. You need very little to have your chapter in history reserved and to have songs sung in the honor (or dishonor) of your deeds.
With great power comes jealousy and intrigue. You hear whispers of discontent among your ranks. There are some who see your trip into the wastes as a fool’s errand. Your spies tell you that there has been a great war due to a breach of honor between two great houses on the east border of bretonnia. You hear it is relatively undefended with many riches. You can also plunder the empire on your way. Also it gives your enemies time to plot and if given an opportunity they will strike their blow soon before your power becomes too great. It is time to squash this sentiment and show your army who truly holds the power in the old world!
Treachery Strikes: Randomly chose a character that is not the general (or Hierophant). That character is the traitor. Randomly chose a core unit choice of rank and file infantry (fast cav, dogs, harpies, furies ect do not count) The treacherous character has influenced the weak minds of that unit and has turned them against you. Your goal is to destroy your traitorous character and his unit at all costs. If you cannot your rise to power will falter as your weaknesses are exposed.
Special rules:
On the first turn your traitor and unit come into play on a randomly selected short table edge and they may march into position or CHARGE onto the battlefield if there is a charge in range. YOUR OPPONENT IS IN COMMAND OF YOUR TRAITOROUS UNIT.
GAMER NOTE: You may physically move your own models if you are uncomfortable with your opponents handling your models-but you must move them to where your opponent wishes.
The player who goes second must bring their traitorous unit on the OPPOSITE short table edge as their opponent.
While the traitor is with his unit the unit is immune to psychology and has hatred.
TRAITORS MUST ACCEPT CHALLENGES!
Traitor characters will not leave their unit. Characters can join this unit even if RAW won’t allow them to.(i.e. characters on disks and Pegasus.)
Traitor units may not attack traitor units if it should come up.
You get DOUBLE victory points for destroying your own traitor unit!![/glow]
YOU GET ONE ARMY EXPERIENCE POINT FOR killing the traitor in challenge with your general.
YOU GET ONE ARMY EXPERIENCE POINT FOR killing the traitor and taking his head. To do this one scoring unit (or the general!) must stay one turn and do nothing where the unit was destroyed to simulate head taking.
YOU GET ONE ARMY EXPERIENCE POINT FOR having a scoring unit in each table quarter. (showing your strategic intelligence in the face of treachery)
YOU GET ONE ARMY EXPERIENCE POINT FOR WINNING IN VICTORY POINTS.
You may gain FOUR points this week. You may only gain up to 3 in a single game. ALSO, you may not take more than one army experience point for each item except winning the game. Example you may only gain one Amy experience point for killing your traitor in a challenge even though you do it in both games.
WEEK FOUR ARMY EXPERIENCE OPTIONS
You may spend Army Experience points to: (you may not take any one upgrade twice unless it says so.)
LORD UPGRADE: Upgrade a character to a lord level character. (Magic users start at level 3) all the rules for lords and point values apply. Most lords can have 100 points of stuff. In this campaign you would be able to have 100 points plus the 50 bonus to spend if you maxed out in character experience. You may do this with a second character after your general, but you pay 2 army experience points for it. Also be careful of betrayal;)
CHARACTER MAGIC UPGRADES: 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.)
ROSTER UPGRADE: Add a rare slot.
ROSTER UPGRADE: Add a special slot.
ROSTER UPGRADE: Add a hero with 25 free points of magic upgrades or a level 2 sorc with no magic upgrades. may not immediately be raised to a lord.
ARMY MAGIC UPGRADE: 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)
FAVOR OF THE GODS: Add one favor of the gods die to each game you play in this campaign. This is d3 rerolls per game. You may only take one of these. (If you took this in a previous week you now get d3 although I don’t think anyone did.)
WIZARD UPGRADE: 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) you can bring a hero level char. To level 3.
MOUNT UPGRADES: Add one free monster mount (up to 100 points).
MONSTROUS MOUNTS: you may purchase one dragon or monstrous mount with your points from the army list.
GREAT STRATEGISTS: Reroll for determining first turn.
CHARISMATIC INFLUENCE: Give your general one leadership (max 10)
FEARED: Give on core unit FEAR
HARD TO KILL: give your general one wound.
HARDENED: Give one core unit the ability to reroll break tests.
FATED: Give one core choice the ability to reroll armor saves during one phase of the game.
NON CHARACTER MAGIC UPGRADES: 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)
EMPIRE BOOTY: Add free cannon, Stone thrower, or Bolt thrower to your army. This is a basic model with no upgrades. It comes with 2 human (slaves or mercenaries) crew.
EMPIRE BOOTY: Alchemist Brew-You find a potion that gives one unit regeneration for one player turn.
EMPIRE BOOTY: Alchemist Brew-You find a potion that give one unit plus one strength for one player turn.
Army Composition:
This week you start with 2000 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. You may include 2 special choices that are the same.
NOTE: While it is OK to prepare your army for your mission, it is not ok to change your army list drastically for this mission. You may not take away special powers, upgrades, and magic levels to prepare.
Campaign notes and clarifications:
This will be the final normal week of the summer Warhammer campaign. You have until the final battle to play this last scenario. (two weeks) I would like to have the final battle August 29th at 10:00 am. I will hopefully be able to get there early to prep the battle so we can get a good start. I plan on having this as organized as I can. Please post if this does not work for you and you have another day that might work. I understand that it sucks to have so much riding on the campaign (3-4 possible Army experience points) and not be able to participate. With that being said I will do my best to try and accommodate everybody. If you cannot make it you will be given one army experience point in the final calculation. Thank you for all your suggestions! I think this campaign went pretty well for a first run. I know I had a blast!
[glow=red,2,300]MISSION: You Must Die You Traitorous Dog!
You have nearly a completed army at your command and your rise to power is almost complete. The ravaging of the empire lands has brought much success. You need very little to have your chapter in history reserved and to have songs sung in the honor (or dishonor) of your deeds.
With great power comes jealousy and intrigue. You hear whispers of discontent among your ranks. There are some who see your trip into the wastes as a fool’s errand. Your spies tell you that there has been a great war due to a breach of honor between two great houses on the east border of bretonnia. You hear it is relatively undefended with many riches. You can also plunder the empire on your way. Also it gives your enemies time to plot and if given an opportunity they will strike their blow soon before your power becomes too great. It is time to squash this sentiment and show your army who truly holds the power in the old world!
Treachery Strikes: Randomly chose a character that is not the general (or Hierophant). That character is the traitor. Randomly chose a core unit choice of rank and file infantry (fast cav, dogs, harpies, furies ect do not count) The treacherous character has influenced the weak minds of that unit and has turned them against you. Your goal is to destroy your traitorous character and his unit at all costs. If you cannot your rise to power will falter as your weaknesses are exposed.
Special rules:
On the first turn your traitor and unit come into play on a randomly selected short table edge and they may march into position or CHARGE onto the battlefield if there is a charge in range. YOUR OPPONENT IS IN COMMAND OF YOUR TRAITOROUS UNIT.
GAMER NOTE: You may physically move your own models if you are uncomfortable with your opponents handling your models-but you must move them to where your opponent wishes.
The player who goes second must bring their traitorous unit on the OPPOSITE short table edge as their opponent.
While the traitor is with his unit the unit is immune to psychology and has hatred.
TRAITORS MUST ACCEPT CHALLENGES!
Traitor characters will not leave their unit. Characters can join this unit even if RAW won’t allow them to.(i.e. characters on disks and Pegasus.)
Traitor units may not attack traitor units if it should come up.
You get DOUBLE victory points for destroying your own traitor unit!![/glow]
YOU GET ONE ARMY EXPERIENCE POINT FOR killing the traitor in challenge with your general.
YOU GET ONE ARMY EXPERIENCE POINT FOR killing the traitor and taking his head. To do this one scoring unit (or the general!) must stay one turn and do nothing where the unit was destroyed to simulate head taking.
YOU GET ONE ARMY EXPERIENCE POINT FOR having a scoring unit in each table quarter. (showing your strategic intelligence in the face of treachery)
YOU GET ONE ARMY EXPERIENCE POINT FOR WINNING IN VICTORY POINTS.
You may gain FOUR points this week. You may only gain up to 3 in a single game. ALSO, you may not take more than one army experience point for each item except winning the game. Example you may only gain one Amy experience point for killing your traitor in a challenge even though you do it in both games.
WEEK FOUR ARMY EXPERIENCE OPTIONS
You may spend Army Experience points to: (you may not take any one upgrade twice unless it says so.)
LORD UPGRADE: Upgrade a character to a lord level character. (Magic users start at level 3) all the rules for lords and point values apply. Most lords can have 100 points of stuff. In this campaign you would be able to have 100 points plus the 50 bonus to spend if you maxed out in character experience. You may do this with a second character after your general, but you pay 2 army experience points for it. Also be careful of betrayal;)
CHARACTER MAGIC UPGRADES: 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.)
ROSTER UPGRADE: Add a rare slot.
ROSTER UPGRADE: Add a special slot.
ROSTER UPGRADE: Add a hero with 25 free points of magic upgrades or a level 2 sorc with no magic upgrades. may not immediately be raised to a lord.
ARMY MAGIC UPGRADE: 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)
FAVOR OF THE GODS: Add one favor of the gods die to each game you play in this campaign. This is d3 rerolls per game. You may only take one of these. (If you took this in a previous week you now get d3 although I don’t think anyone did.)
WIZARD UPGRADE: 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) you can bring a hero level char. To level 3.
MOUNT UPGRADES: Add one free monster mount (up to 100 points).
MONSTROUS MOUNTS: you may purchase one dragon or monstrous mount with your points from the army list.
GREAT STRATEGISTS: Reroll for determining first turn.
CHARISMATIC INFLUENCE: Give your general one leadership (max 10)
FEARED: Give on core unit FEAR
HARD TO KILL: give your general one wound.
HARDENED: Give one core unit the ability to reroll break tests.
FATED: Give one core choice the ability to reroll armor saves during one phase of the game.
NON CHARACTER MAGIC UPGRADES: 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)
EMPIRE BOOTY: Add free cannon, Stone thrower, or Bolt thrower to your army. This is a basic model with no upgrades. It comes with 2 human (slaves or mercenaries) crew.
EMPIRE BOOTY: Alchemist Brew-You find a potion that gives one unit regeneration for one player turn.
EMPIRE BOOTY: Alchemist Brew-You find a potion that give one unit plus one strength for one player turn.