'The Storm God' is going to be a small narrative campaign. It's going to be 3 games in length. The 3 games will be different scenarios and will be different from the standard Pitched Battle way of playing Warhammer.
The armies are heading north into the chaos wastes to hunt down and slay the legendary Shaggoth Aaracturious and to claim King Arnaldo's crown. Their motives may be for their own wealth, glory or power or maybe they're pure of heart and seek to do these things only to rid the world of a great evil and to regain a relic of the past.
Rules
Two big rules:
This is a story based campaign. That means words such as 'balance' and 'win' are now dirty words. The scenarios will hopefully help balance things out where there are problems but ultimately the main idea here is to have fun.
The campaign is character based and driven. The characters that people use will have to have their own name. (This also means no special characters of any sort). The name doesn't have to be anything fancy but this campaign is about these (anti) heroic personalities.
Army Rules:
Each player pics a 1000pt army with the following exceptions:
Only 250pts can be spent on characters.
Only 750 pts can be spent on the rest of the army. 2+ Core, 0-3 Special, 0-1 Rare.
No magic items are allowed. No runic items are allowed. Nothing that is bought from your magic items points allowance normally is allowed e.g. Virtues, Spites, Scavenge Pile etc.
No Daemonic Gifts, Gifts of Khaine, Vampiric Powers, Gifts of Chaos etc.
No Special characters
Marks of Chaos, Vows, Kindreds etc. are allowed.
Mounts are allowed. If they count as an additional Hero choice etc. then this rule still applies and the cost of the mount comes from the 250pt maximum allowance on characters. Please remember mounted characters require an alternate on foot model for one of the scenarios.
Campaign Rules:
I'm not going to insist on painted minis. However, I would love it if everyone could make the effort to have their characters painted at least. It's not essential though so don't feel that you have to...
Wizards will roll for spells at the beginning of the campaign and keep these spells for all 3 scenarios.
Characters will gain experience as the campaign progresses. Characters will gain:
5 pts for surviving a scenario.
5 pts for killing a unit champion
10pts for killing a rival character
10pts for killing a large target
10pts for the winning general of a scenario
There will be other bonus experience points linked with a scenario and these will be explained in the scenario rules.
Everytime a character gains 10 experience points he will get to roll on the improvement chart below.
Roll a D6
1. +1 Ws
2. +1 S
3. +1 A
4. +1 Ld
5. +1 T
6. +1 W
A character can only get each improvement once, doubles should be re-rolled.
Wizards can instead choose to continue their study of the sorcerous arts. Before they roll on the improvement chart they can choose one of the three options below.
Great Scholar: The Wizard can roll a new spell. This should be of the Lore from which he rolled for his initial spell(s).
Great Caster: All of the Wizard's casting rolls are at +1
Great Protector: All of the Wizard's dispel rolls are at +1
Once an improvement has been picked the Wizard must roll on the D6 Improvement chart. The number rolled is the improvement that the Wizard skill is replacing. If this number is rolled again should then the Wizard should re-roll as he has already had this improvement.
Each Wizard Skill can only be picked once per character.
Warriors can instead choose to hone their martial skills. Before they roll on the improvement chart they can choose one of the three options below.
Great Attacker: The character's to hit rolls are at +1
Great Defender: The character's armour save is improved by 1.
Great Leader: All friendly units within 6" can use the characters leadership for psychology tests as if he were the army general. If the character is the army general then his leadership range is improved to 18"
Once an improvement has been picked the Warrior must roll on the D6 Improvement chart. The number rolled is the improvement that the Warrior skill is replacing. If this number is rolled again should then the Warrior should re-roll as he has already had this improvement.
Each Warrior Skill can only be picked once per character.
The campaign winner is the player in control of King Arnaldo's Crown at the end of the campaign.
Critical Role’s In-Game Romance Novel ‘Tusk Love’ Is Going To Be A Real One
You Can Read
-
[image: Critical Role’s In-Game Romance Novel ‘Tusk Love’ Is Going To Be A
Real One You Can Read]
Penguin Random House will publish Tusk Love, a real-wor...
0 comments:
Post a Comment