Showing posts with label Fantasy Campaign. Show all posts
Showing posts with label Fantasy Campaign. Show all posts

Monday, 20 December 2010

Flames of War Campaign - Firestorm Berlin

Currently working on a Flames of War Campaign that I'm calling Firestorm Berlin. It's going to use the Firestorm rules from the Bagration and Market Garden box sets with some tweaks of my own to make it work for me and my gaming club.

One thing I'm changing is swapping the set Firestorm troops for generic counters. There are two reasons for this change. One is to make it a lot easier for me to represent the custom map in digital format. The second is to make it easier for my group to game. Instead, each counter will count as a set number of points chosen as 'free' support platoon from Fortress Europe. This way, the players can squeeze something extra into their list without having to buy models specifically for that purpose. It increases the flexibility and potential fun of the campaign for everyone.

The campaign starts in December 1944 with the front lines set as they were before the commencement of the Ardennes Offensive. This seemed a great point at which to start as across the map of France, the Netherlands, Belgium, Germany etc. things are fairly even. The allies are going to have the advantage to represent the fact that they were on the offensive at this point.

I'm going to have a few more posts about this and go into greater detail soon. The map will be finished shortly and once the campaign is underway I'll be posting reports up on here to show it's progress. I'll also make the rules sections that I write available for others to use but for obvious reasons Battlefront Firestorm rules will not be appearing on here!

Monday, 29 March 2010

The Storm God - Part 2 The Fameseeker

The Bretonnians had been true to their word as Rumpolt was to his. They spared his life and he began to lead them through the wastes to where the Storm God slumbered. Their intentions for being in this place were noble which often gave Rumpolt cause to chuckle to himself. Such ideals, how quickly they would be perverted out here in the wastes. For their part the Bretonnians ignored his ramblings and random fits of laughter, but seemingly they still thought him sane enough to lead their way. They ignored him when he told them the stories of his dreams, the stories that the daemon, Elazar planted there. Although Rumpolt was careful to keep that small detail to himself. As they made camp once more, finding what shelter they could from the now driving rains, Rumpolt fell into his day dreaming.


The story was the same now as it had been since he’d been borne away by the Bretonnian Knights. He dreamt of a giant of a man, a warrior of the north who swore his soul to the daemon, Elazar. In his service he won great renown, slaying all the enemies the daemon sent him after. The warrior had taken the name Lord Kemen The Infamous and warriors flocked to his banner eager for a chance to share in his glory. A roving tribe of Hung had descended upon the lands Kemen laid claim to. Slaughtering the armies of Kemen’s lieutenants and taking the skulls as offerings to the Blood God. Lord Kemen brought the Hung to battle, amongst the carnage he sought out the rival champion leading the Hung on their rampage. The two warriors made their oaths to their patrons and after a bloody combat Lord Kemen had slain the Hung chieftain. He took the heart of his fallen rival and burnt it in offering to the daemon. Elazar in return showed great favour to Kemen, he descended onto the battlefield on glorious white wings and made gift of an exquisite blade. Lord Kemen took the offered blade and felt the mirrored hunger for glory that coursed through the sword as if it were a living thing. The sword and Kemen were a perfect match, their same need for fame bonding them in a way no warrior and a weapon of the mortal realm could. Fate had other far less glorious plans for Lord Kemen though. Despite being leaderless the Hung didn’t cease their own campaign. They plagued Kemen’s armies as they marched to make war in Elazar’s name. The Hung performed constant hit and run attacks but wouldn’t be brought to battle. The Daemon, like all beings of chaos was fickle and soon Elazar’s gaze fell elsewhere and despite the successes he later reaped Kemen couldn’t recapture the undivided attention of his patron and fell into a sullen depression. His army shrank as many left in search of greater glories and Kemen could feel the resentment the sword he wielded now held for him.
One day that all changed. A young warriors known as Luken The Sixth Born marched his growing warband into Kemen’s lands. Lord Kemen The Infamous rode out to meet this warrior. Kemen felt the gaze of Elazar upon his new champion and he and his blade rejoiced at the opportunity they had been presented with. The sword’s ravenous hunger for the glory of victory overtook Kemen and he issued a challenge to the young warrior. The years of inaction made Lord Kemen slow and Luken, basking in the attention of his patron, took the upper hand. Betrayed by the weakness of its master the sword leapt from Lord Kemen’s hands and landed at the feet of this glorious new warrior. Luken ignored the blade and ended the life of Lord Kemen with his own.
Elazar descended from the heavens once more and gave the blade to the remnants of Lord Kemen’s warband. He ordered them to build a great tomb to honour their former master in death. They were ordered to place his sword at his side and spend the rest of their existence guarding him in his final resting place.
Years of toil above and below ground were finished and Lord Kemen’s tomb was complete. Each of the entrances marked by great monoliths telling of the magnificent deeds of Lord Kemen. His followers entered the tomb and never again stepped foot above ground, guarding the remains of Lord Kemen and his sword The Fameseeker.


Rumpolt recounted the tale daily to his captors but they seemingly dismissed it for madness. However, when a monolith was spotted in the distance Rumpolt felt a growing anticipation amongst the Bretonnians. When they approached the monolith and saw it told tales of Lord Kemen the greatest amongst their ranks ordered the army to make camp and descended into the tomb. Rumpolt envied them, the rain was constant now, the skies eternally dark. Looking into the distance Rumpolt smiled. The Bretonnians had been watched by others. Soon they would all get to witness the reawakening of the Storm God…

*

The characters dismount and descend into Lord Kemen’s tomb. Overpowering the smell of damp and dust is the scent of a quite potent opiate. Instantly the characters can feel a blissful sluggishness about themselves but realising that to succumb to its effects would ruin them they shake their heads clear and resist the urging voices at the back of their minds telling them to breathe deep of it and enjoy its sweet release.

Getting Started
The scenario is played on a board. The player with Rumpolt Staudinger in custody deploys first and takes the first turn. The other players roll off to decide their deployment order. (The players take their turns in this order also. The player with Rumpolt goes first regardless of any other benefits and/or penalties so praying Bretonnians will still go first!).
The guardians of Lord Kemen’s tomb always go after each of the players.
Each player receives 3 Dice of Heroic Destiny.

Deployment
The players place all their characters in their marked deployment spaces.

Exploring Lord Kemen’s Tomb
The game is played following the normal turn sequence.

Movement
Models with US1 move as skirmishers and have a 360° LOS.
Charges are not declared. A character needs only to be in a square adjacent to a model to be able to attack it in the close combat phase.
Models can walk or run. Walking pace is equal to the model’s movement characteristic in squares on the board. The model can move to any unoccupied square.
A model can also run this is done at twice the pace of walking. If a model runs it cannot shoot or cast spells that turn.
Opening a door counts as an additional square of movement on top of the movement required to reach the door and move through it.
Models cannot move back to the square they started their movement phase in and still count as moving. If they do this then they count as having been inactive in their movement phase.

Magic
Magic works as normal with the following exceptions.
Spells that target an enemy directly or indirectly will always require LOS regardless of the normal rules of the spell.
All ranges should be halved within the confines of Lord Kemen’s Tomb.

Shooting
Shooting works as normal with the following exceptions.
Shooting attacks that target an enemy directly or indirectly will always require LOS regardless of the normal rules of the spell.
All ranges should be halved within the confines of Lord Kemen’s Tomb.

Combat
Combat works slightly differently to normal.
Combats are fought in initiative order unless a model should be striking first or last due to special rules of equipment. Models with equal initiative should each roll a dice; the highest result determines who gets to strike first.
There is no combat resolution to calculate. Combats are fought out and if both sides survive then the combat will continue in subsequent turns until the models are no longer in base contact.
Models can allocate their attacks against any model in base combat and can split their attacks between targets as they choose.
All combats count as being fought to the front regardless of the position of the actual models. Therefore models will get the additional armour bonus for using a hand weapon and shield etc.
Models are not locked in combat and are free to move in their movement phase if they are able to.

Psychology
Psychology works mostly as normal.
As with all other ranges inches should be interpreted as squares.
BSBs allow a re-roll to all psychology tests within 12 squares.

The Opiate
A heady opiate pervades Lord Kemen’s Tomb. The product of great sorceries carried out in the name of Elazar and the Prince of Excess. The opiate numbs the mind and limbs, providing a joyous release from the strain of existence, at least those are the whispered promises of the voices speaking with the heads of all in the Tomb. They urge the characters to surrender themselves to the intoxicating bliss of nothingness.
Whilst the characters focus on their goal they manage to ignore the effects of the sorcerous opiate. However, in inaction the characters are vulnerable to intoxication.
At the end of the movement phase any character that has stood motionless must roll a D6, on a roll of a 1 or 2 they have succumbed to the opiate. A character that falls victim to the opiate cannot shoot or cast spells this turn. Until their next movement phase their weapons skill and initiative are halved (rounding down). If a character has already succumbed once to the power of the opiate then its addictive qualities will make them more prone in future. Any further tests are failed on rolls of a 1, 2, or 3.

The Guardians
The remnants of Lord Kemen’s warband sealed themselves in their masters tomb to guard over him and his sword The Fameseeker. Each room occupied by a guardian will contain a dice until a character has LOS to the contents of that room. More than one dice means more than 1 guardian. The player that discovers the contents rolls any dice present there to determine what they represent.
1, 2, or 3 – Chaos Warrior
4 or 5 – Chaos Marauder
6 – The guardian has fallen completely to the opiate’s embrace and is unable to respond to the invasion of his master’s tomb.

The guardians of Lord Kemen’s Tomb have wilfully abandoned themselves to the effects of the opiate, indeed their sorcerers created it. All guardians count as being affected by the opiate but they are still able to move but only at a walking pace.
If the guardian has fought in combat this game turn then the numbing effects of the opiate begin to lift as they remember their purpose with renewed vigour. They can move as normal (including running) and their initiative returns to normal. (Their weapon skill is still halved). At the end of their turn all guardians fall back into the depths of the opiate.

Victory
The winner is the player to get one of his characters to the resting place of Lord Kemen and take The Fameseeker. This is done by moving into an adjacent square to where the sword lies.

Experience
Each slain guardian is worth +1 Experience Point.
The character that reaches The Fameseeker gains +5 Experience Points.

The Fameseeker
The character that reaches the weapon will have to choose whether to take the sword and wield it in their quest to slay the Storm God or to destroy the weapon and not let such a creation of chaos out into the world once more.

Friday, 12 March 2010

The Storm God - Part 1: The Capture of Rumpolt Staudinger

First a quick repeat of the campaign rules and background...


The Storm God



Image property of Games Workshop

Most enlightened Sir,

I write with grave and worrying news. The heretic Rumpolt Staudinger has somehow escaped his imprisonment. His trial was still ongoing and upon a routine inspection his jailors found his cell to be empty and the only evidence that it had ever been occupied was this scrawled warning on the wall.

‘A storm approaches. The heavens will be ripped asunder and the thunderous racket will awaken the slumbering Storm God. Dread Sharunock, Aaracturious. Glorious Elazar rouses his immortal servant for the war to come. Fear the storm!’

The man's insane rambling never seem to cease... I have dispatched riders as news reached me today that he has been sighted journeying north, sharing his mad prophecy with all who will listen. I pray that Sigmar will guide my men in recapturing the so-called Prophet of Elazar! Then I shall turn my attention to the distressing question of how a man as old and weak as Staudinger was able to escape...

Yours,
Aldebrandt Veit
Witch Hunter Captain



*

Krakanrok The Black made a bargain with the Chaos Gods to buy his race's immortality, in exchange they offered their eternal servitude to their Gods' armies. Aaracturious, kin of Krakanrok and his children was present that fell day and played his own part in the outcome. Aaracturious has long since returned to his slumber, rousing occassionally after the most destructive of storms, ready to make war at the dark gods' calling.
The name of Aaracturious appears in the histories of the old world on numerous occasions over the centuries. The most well-known mention though is in the legend of King Arnaldo…
Arnaldo was a Tilean who like so many sought a new life in the Border Princes. Of relatively high birth and upbringing he quickly rose to prominence in the colonies there. In the aftermath of a particularly brutal raid by Norscan pirates Arnaldo was made King of the budding port city of Gaderloc, on the Black Gulf. Whilst the legends all differ on its source, they all agree that the crown set upon his head was made from the purest gold and decorated with the most prized gems and also that it was magical in nature. Arnaldo went from a gifted young thinking man to a wise and powerful king. Indeed when the Norscan Hamund Gorebeard returned the next spring to raid the port Arnaldo met him in combat and bested him. Soon after, Arnaldo led and expedition north into the wastes. The stories say he wanted to subject the Norscans to their own devilry but the truth is unknown now. Whilst in the bitter lands of the north Arnaldo and his force had the misfortune of encountering the ancient Shaggoth, Aaracturious. Arnaldo was slain by the titanic beast and most of his army too. Those that returned told tales of the crown and the beast that had slain its wearer. They told of how the Shaggoth had taken the crown and wore it on his belt as a trophy.

Spies and informants whisper of Rumpolt's insane prophecies. Most write his words off as madness. But amongst some, the fires of ambition are stoked. The legend of King Arnaldo speaks of the value of his crown. Slaying the beast Aaracturious would be a deed to match the greatest heroes of legend. The wealth and power such things could bring a man are too hard to ignore...


*

'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 Dice of Heroic Destiny™ For each scenario every player will get a number of Dice of Heroic Destiny™ (as determined by the scenario rules). Each dice allows you to re-roll one dice roll. It could be an armour save, a power dice, a result on the miscast table, a break test, a misfire roll etc. You can't re-roll a re-roll for any reason. If you have enough dice you can reroll the resut of a dice involving more than one dice. Re-rolls using The Dice of Heroic Destiny™ can cause or prevent a miscast or irresistable force. Once used a Dice of Heroic Destiny™ is spent and cannot be re-used.
One other use of The Dice of Heroic Destiny™ is to improve a ward save. For each dice spent in this way a model's ward save is increased by 1. If a model doesn't have a ward save then the first dice grants a 6+ ward save and so on. Ward saves gained or improved using The Dice of Heroic Destiny™ count as having been re-rolled already and under no grounds can the be re-rolled again through either a special rule of the use of further Dice of Heroic Destiny™

The campaign winner is the player in control of King Arnaldo's Crown at the end of the campaign. Of course it looks like this might be running 3 times over so I thought it'd be fun to have a league table as well. Experience points for characters will count as points on the league table so we'll have a table showing the best individual characters based on the experience they gain and another showing the most successful players based on the experience of all of their characters combined. This is of course a sideshow to the main aim of the campaign... to have fun!

4-Player Scenario Rules
Obviously, the Warhammer rules are designed for two opposing forces battling against one another. When you have four forces there are some rules issues that arise. I've tried to address them in a way that avoids having to relearn all the rules but still allows a little bit of the intrigue and sheer brutality you'd expect when four armies meet on the battlefield.

Combat
There are only ever two sides in a combat. When a third (or fourth) player charges a unit into a combat exisiting between two or more other players then he must charge in support of one of those players.

Image

In the example above, the Chaos Knights (red) could charge in to combat supporting either the Orcs (green) or the Empire Militia (blue) depending on the choice of the player. This is declared as part of the charge declaration. If the Chaos Knights could only get into combat with the Militia then they'd have to combat them meaning they will support the Orcs in their combat. Until the combat is completely resolved a unit that supports another counts as being on the same side. This does not apply to any units not involved in the combat!
Generally combats are fought in the turns of the two players involved in them following all the normal rules. If a combat involves more than two players then the combat is fought in the turn of each player involved. This means that with 3 players a combat (if it lasts) will be fought 3 times in the same game turn and 4 times if there are 4 players involved. This represents the pace and brutality of a combat involving quite so many combatants.
Combats are resolved in the normal way. Charging units go first (if this applies to more than one unit then they go by initiative order etc as normal) etc. Combat resolution is calculated in the normal way. Supporting units add their resolution to the combat as if they were a unit in the same army as they are helping. For example, in the picture above, if the Knights charged into the combat and attacked the Orcs then their combat resolution would be added to that of the militia. As normal in a multiple combat you can only get the bonus for ranks, outnumber, banners etc. once.
Units flee, pursue, overrun as normal. Units count as being on the side they were on in the combat until all fleeing and pursuit moves have been made.

Magic
Each player casts spells in the magic phase of their turn as normal. However, the other players all generate dispel dice in their opponents' turn. Dispel dice can only be used by a player that the spell will effect, area of effect spells etc can effect more than one player so in this instance the players can pool their dispel dice to make a single roll. This follows all the normal rules. So if a double 1 is failed the dispel attempt automatically fails etc. Players can also give their own dispel dice to a player to aid them in dispelling a spell that doesn't target any of their own units. You can only give the army dispel dice in this way and not any dice generated by magic users. Likewise these army dice can be given to the casting player to aid him in casting a spell. If used (the player doesn't have to accept an offer of additional dice to dispel or cast!) then a resulting miscast only effects the wizard that attempted to cast the spell. As he attempts to channel all the additional magical energy something obviously goes wrong.

Part 1 - The Capture of Rumpolt Staudinger

Rumpolt Staudinger is a man of extraordinarily long life. He was already in the winter of his life when his path crossed with that of a mortal follower of the chaos gods. That man was known by the name Elazar The Glorified. Elazar was still a mortal man when he led a small warband to the Hospice for the Insane at Sensfeld. What had drawn him from the north to that place nobody will ever know. He and his followers stormed the Hospice and took great delight in slaughtering the many patients there. The good Sisters of Shallya who ran the hospice were bound in chains and led into the courtyard of the abbey that had become the Hospice. One patient alone was spared from the slaughter. Rumpolt Staudinger. Elazar marched the elderly man into the courtyard and let him witness the heinous act that followed. The Sisters of Shallya were crucified, foul runes daubed on their flesh, their souls offered as gifts to Slaanesh. It was this unholy act that earned Elazar the ultimate favour of the Serpent God. Rumpolt Staudinger witnessed Elazar's ascension into immortality. Elazar has kept Rumpolt alive through countless lives of men since then. The man is drawn to the great and terrible acts carried out by the Daemon and his followers, cursed to witness them all. To the Cult of Elazar that has sprung up in the wake of his tales he is a prophet, a mouthpiece of their idol.
To Elazar, Rumpolt is a toy, an oddity, a pet. Elazar protects and prolongs the life of the wretched old man but only so that he can have the pleasure of tormenting him, himself. Forcing him to witness and record the fell deeds done in his name. But that doesn't mean Rumpolt isn't important to Elazar. The daemon is the embodiment of the selfish vanity and ambition in man. Rumpolt catalogues the daemon's glories and in his maddened state shares them with the world. There are some who listen and find themselves drawn to the worship of the daemon and Elazar's power grows within the Realm of Chaos. His own mad ambitions slowly being realised...


*

Rumpolt journeyed north. He knew his steps would be dogged by the Witch Hunters but he knew that there was nothing they could do to him that would match the eternity of torment he’d be subjected to if he failed his daemonic master. Along the journey there were those that helped him, they offered food and shelter from his pursuers. He preached his warning to any who passed him but they thought him mad for the most part. Mad he might possibly be, but he knew the truth. Soon the forest roads gave way to open plains. Fevered dreams haunted Rumpolt’s nights so he gave up trying to sleep and continued walking in the darkness. He knew he had to bear witness to the Storm God’s reawakening. It was both his privilege and his curse.
As he journeyed ever northwards the landscape became barren and featureless. He knew he drew near to the wastes. To an observer he might have looked like a lost old man but despite there being no landmarks and having never seen his path before, Rumpolt knew exactly how to get to where he needed to be. His journey was halted though. In the distance he heard a shout go up, and then others followed suit. They’d finally caught up with him. He was too old and weak to put up any fight now. He tightened his grip on the stick he walked with. He whispered a plea to the daemon and stood silent, ready to face the wrath of his pursuers…


*

Rumpolt alone, amongst mortals at least, knows the path through the wastes to where the Storm God slumbers. Obviously, this makes him exceptionally valuable (alive!) to anybody who seeks Aaracturious and Arnaldo's fabled crown. So we start when the armies have spotted his silhouette in the distance as dark clouds start to fill the sky

Getting Started
The battlefield is a 4' by 4' square. To work out which player will deploy first each roll a d6 the player with the highest roll will deploy first, the next highest second, and so on. The players will take their turns in the order in which they deploy (unless a special rule says otherwise e.g. Bretonnians who pray will go last to play but can still deploy first).
Each player receives 2 Dice of Heroic Destiny™

Deployment
The deployment zone of each player is a 18" long by 12" deep area from the centre of each table edge. The scouting elements of each army are the first to close the distance on Rumpolt Staudinger to reprsent this in the deployment phase only the following units are deployed in each players deployment zone:
Units with a movement characteristic of 7+ (after any modifications for barding etc)
Units with a random movement of 3D6 or greater
Units with the Fly special rule
Units with the Scouts special rule.
All of these units are deployed in their deployment zone. The player who deploys first, place ALL of his units elligible to start the game on the table before the next player deploys all of his and so on. No special rules for deployment such as ambush or scouts etc. have any effect. All units elligible must deploy in their deployment zone.
Rumpolt Staudinger starts in the centre of the table.

Remaining Troops
At the start of the remaining moves phase of each players turn the rest of their force will begin to arrive, those that arrive will depend on which game turn it is.
Turn 1: Units with a movement of 5+ or a random movement of 2D6.
Turn 2: Units with a movement of 4+ or a random movement of D6
Turn 3: All units that haven't already arrive do so.
Units arrive from their table edge and are treated as troops returning from pursuit off the table with the exception that if they are free to march they may.
Warmachines etc. are brought on based on the characteristic of their crew. Units with mixed movement (such as monsters and handlers) always move at the speed of the slowest member of that unit.
Characters can be brought on independently or with a unit. If they join a unit then they go at the speed of the slowest member as normal.

Rumpolt Staudinger
Rumpolt Staudinger cannot be harmed in any way and cannot be targeted for spells etc. If he would be hit by a template or an area effect spell etc he is not affected by it. Rumpolt does block arches and counts as an enemy troop to forces of any player who does not have him in custody. Troops cannot move within 1" or Rumpolt and must halt if they were to do so.
If Rumpolt isn't currently in the custody of a unit he can be capture by making a successful charge move into base to base contact with him. The unit halts its charge once it makes base to base contact with Rumpolt and then Rumpolt is moved to the side of the unit etc. to indicate that they currently have him in custody.
Rumpolt has his turn before all the other players starting from Turn 2.
Rumpolt always move D6". If not in custody this is in a direction determined by the scatter dice but he will always stop 1" from an enemy unit. If in custody the result of the D6 is Rumpolt's move characteristic for the turn. Rumpolt can never march and a unit with him in custody is unable to march also. Flyers that have hm in custody are unable to fly to keep him in check and so must use their ground movement. As ever, a unit will move at the speed of its slowest member and whilst in custody Rumpolt counts as a member of the unit for this purpose (and this purpose alone!). A unit with Rumpolt in custody only ever flees and pursues D6".
A unit can surrender custody of Rumpolt in the remaining moves part of their movement phase, before the unit itself moves. In which case Rumpolt is moved 1" away from the unit closest to the centre of the table.
The only way a unit can take custody of Rumpolt from an enemy unit is to wipe out the capturing unit or break them from combat. If the unit with Rumpolt breask the victorious unit instantly captures Rumpolt. The victors can still pursue etc but they will only be able to do so D6" now.
Rumpolt never fights in a combat and never counts as a model in combat for the purposes of outnumbering etc.
A unit with Rumpolt is bound by any compulsory movement it is normally bound by (although the speed of its movement may be changed by Rumolt's presence). However if a unit flees for whatever reason it surrenders custody of Rumpolt.
Should a unit surrender custody of Rumpolt or if they are killed outside of a combat etc. Then he reverts back to his random movement in his own turn as before.

Victory
To win a unit must move off the table edge with Rumpolt in their custody. In which case the game ends and the controlling player is the winner. If this doesn't happen before the game ends that the player with Rumpolt in custody wins. If nobody has Rumpolt in custody at the time then the player with the closest unit wins, if more than one unit is within the same distance then whichever has the highest unit strength wins. If it is still a tie then the player (of those players that it is a tie between) whose table edge that Rumpolt is closest to will win the game.

Experience
In addition to the normal experience bonuses if a character or his unit finishes the game with Rumpolt in their custody that character gains an additonal +5 Experience.

Thursday, 11 February 2010

Chaos Warriors & Lord Kemen's Tomb

I've made a start on a unit of Chaos Warriors. Not much to look at yet but the picture proves that I am doing something at least!



I decided that since Argider is almost exactly the same to paint as the Warriors I might as well do him at the same time and then when I had one slot spare on the movement tray I figured I'd put Ximun on there as the purple on the Warriors' cloaks will be getting used on his robes. This means two of my Mordheim warband get painted at the same time and seeing as the rest will get painted when I get to the Marauder unit it's all good!

Also, might seem random for now...



From such humble beginnings shall rise Lord Kemen's Tomb! More on this later!

Tuesday, 12 January 2010

The Storm God, Scenery, Foe-render and beginnings of an Elazar conversion!

Been a little bit since my last update but I have been very busy. Here are some pics of what I've managed in between.

I finished the Fortified Manor House I had been painting. Sadly I didn't manage to get any good pics of it before returning it to my gaming club but I did get the following (not particularly great) two.





I finished the green stuff work on the Foe-render last night. Will start painting him tonight. Thoughts and feedback appreciated as ever










I've just spotted the mould line on the beard so that's gone! I haven't decided quite what to do with his base yet so I'm hoping inspiration will strike whilst I'm painting him!

I've also been working on a few other conversions. I started on a rough idea for Elazar himself.



The head is going though. I've tried a couple of different things to make the deceiver's head less ugly but it just looks ridiculous. Back to the drawing board on that.
I'm still not entirely convinced by it all though. Seemed like a good idea at the time but I'm just not feeling it with this one at the minute. Maybe when I get the head right I'll be happier with it...
The rest of the Pegasus Knight kit has given me some interesting ideas for other minis though!

I also have some more fluff from the players in The Storm God campaign.
First up Brian with some background for his Empire army:

*

The door to the Gunners Daughter Tavern swung open, the sudden fresh air swirling the smoke from a dozen pipes and the moist heat from the logs burning in the grate. Honveii, Warrior Priest of Sigmar glanced over at the figure that entered "It looks like things did not go well at the meeting of the Engineers Council. too bad for Sigmar and the Empire" he said quietly to his companion, who glanced up at the priests words and seeing the figure at the doorway, raised his hand and his voice "Over here, we saved you a seat by the fire!" the cloaked figure at the door swung it closed behind him with no little force as if to seal the tavern against whatever vexed him. As the figure slung himself into the offered chair, the priest pushed a flagon of the fiery Nuln spirits across the table. "This will warm you and if, as I surmise, things have not gone well, ease some of the anger you feel."
"No things did not go well with the Engineers Council, they refused to fund my research into weapons development! They say the monies are better spent on tried and trusted weapons....Tried and trusted, some of our designs are hundreds of years old...." his voice trailed off as he drank from his tankard "I lost my temper" he admitted "I stated that I, Cerdic the Black, would find the monies elsewhere if they were too Miserly, Pinch-pocketed, Hidebound and Blind to see that my ideas would be of service to the Empire." Cerdic sighed and rested is head on his hands.....
"Wish I could help you, as you have often helped me, but a Captain of the Empire, even one who's father is a count, has too small a purse for weapons research!" said Karel, the third member of the group, "but when he set me up with the training and appointment as a Kaptain of Knights he told me it was sink or swim time, not that I blame him, he did well by me as one born the wrong side of the blanket. And when Last he wrote he said he has heard glowing reports of my growing skill and was proud of me."
the Priest raised his eyes to the ceiling and spoke quietly as if musing to himself "Word has come down to my chapter house from our brethren in the north, It would seem that Chaos is stirring and the old stories of the crown of Arnaldo are doing the rounds again. It is said that crown was made from the purest gold and decorated with the most prized gems and also that it was magical in nature. " the priest paused and looked at his two companions " I have been placed with a unit of spearmen and their detachments, we are to move to the border ready for deployment in the coming campaign, If say we were to encounter an engineer going our way we would be surprised if he did not travel with us for safety, and if we were to have an escort of knights under a proved Kaptain in war, we would, quite naturally place ourselves under his command, and war, being full of the unexpected......" He glanced at his two now cheerful companions
"I think the engineer would have a Hellblaster in tow, and escort of pistoleer's, I know a sargeant that owes me several large favours" grinned Cerdic
"my my" murmured Karel urbanely "I always wanted to be a General."
"so we are agreed then" said the priest and he raised his voice and tankard " For Sigmar and the Empire!" Two tankards and two voices joined his "FOR SIGMAR AND THE EMPIRE!".

*


Then Mark with background for his Warriors of Chaos:

*

Lady Herner looked out of the window for the hundreth time. The night was moonless and lit by distant lightning. A bad omen in these cursed lands. Living at the edge of the empire the forces of magic and evil were stronger than that of the southern lands.
She had been unable to sleep and had come back downstairs to tend the fire, from the window see could see no other light in the village, they were blistfully asleep, something that had alauded her for the last two nights. It was almost as if she could feel something approaching. Those stories in the Tavern hadnt helped. Some begger kept going on about maruaders and some Chaos Crown buried in the woods. She had never put pay in these cheap fireplace stories much heed but they amused the locals well enough. However as he looked out the window she couldnt help but feel cold, and aggitated.

Another flash of lightning, for a split second the world turned an icy blue. There in the wood line, a shape, or was it? She could of sworn she saw a knight. She strained her eyes but nothing. No alarms from the watchtower all must be well. She looked up at the watchtower the small lantern still burned. Another flash and she lept back. In the ligntning she had seen the tower lit up, two bodies hung from its side, a horrible rune written on the side of it. She screamed and dove under the table.

Her family above her rose shoting in the dark, calling her name, she cared not for their concern all she could her was the sound of rusting armour from outside her front door.

*

The campaign will be starting 21st March so I have until then to get everything sorted. Will be a challenge as I've given myself quite a bit to do. Will post more soon!

Monday, 4 January 2010

Quick WIP Shots

I did a mock up for one of the Ungors in my Beastmen army. Still needs tidying up etc but wanted to see how the mini would look built.





Going to greenstuff some fur onto the upper arms etc to make the arm seem more like its meant to be there but it seems to be a quick and easy solution to the problem of arming the Ungors with short bows! Ignore the base size, by all accounts that's going to switch to 20mm so he isn't stuck down yet!

Also done a tiny bit more work on Aaracturious The Storm God...





I've been working on another mini as well but he's refusing to photograph well so you'll have to wait and see him at another point!

Sunday, 3 January 2010

The Storm God - The Rules

'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.

Saturday, 26 December 2009

The Storm God - The Rules So Far

'The Storm God' is a small narrative campaign. It's g 3 games in length. The campaign is for 4 players. 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 sort 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.

Campagin Rules:
(more to come on these)

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...
Characters will gain experience as the campaign progresses.


I've already posted some fluff but this can be found following the links below if you missed it...
Introduction
Background for Scenario 1
Bretonnian Army Background

Thursday, 24 December 2009

The Storm God - Bretonnian Army Background Fluff by James

This is some rather brilliant fluff written by James, the Bretonnian player in our campaign as a background to his force. There'll hopefully be lots more army fluff to add for the different players!

*


The masked face smiles insanely, he dances and spins, all the while a small doll on strings dancing with him. Behind him a banner or so you would imagine, looking more closesly, it seems...........twisted faces and limbs try to escape

Leofric Carrard awoke with a start, his heart beating what seemed uncountable times every second. This latest dream was more intense than ever, something or someone was sending him a message. The dreams had started weeks ago, and they had continued to gain intensity over the past few nights. Something inside Leofric caused his sense of honour to almost explode within his chest. This was unheard of, for a knight of the grail to feel this pull to anything, for he knew this feeling well.

He rose and started accross the courtyard toward the small, but well kept chapel of the Lady. Inside the candles were as always lit, and he approached the shrine at the end of the room. Kneeling he began thinking of the time this feeling had nagged at him before. He had been a young knight, willing to prove himself on any battle ground his leige had ordered, for years he had fought the invaders to fair Breton, and for years he had been a shining example to younger knights of what they should aspire to be. That time was when he felt the calling and had the first vision -

Twisted faces and limbs trying to escape...

- from the Lady herself. He had set upon his quest into Mousillon and had never returned. For although in this dead land the Lady had allowed him to drink from the grail after his great deed, he had seen forever the suffering and pain of the land and had decided to stay, taking in knights with no parentage that still wanted to fight the horrors of the world. As a knight of the grail, he should no longer feel the pull of the quest though, and yet this is what he felt now. A longing in his heart to sally forth and do some great deed.

Leofric knew his own heart, and knew it was untouched by the madness of chaos, and knew it should always be so. These visions were just that, visions sent to send him on to some great deed, sent to him by the Lady herself. He turned and walked forth into the daylight, he would not go alone, for as brave as he was, no fool was Leofric, and knew he would need a small force with him to complete his journey. He set about going to a small number of knights and peasantry to -

The puppet dances, it's master laughing hideously

- ready them for the journey, which surely must start by sea, and take them to lands far north, if he was any judge of the surroundings in his dreams.

It took him but a day to ready his men, for those spoken too by him knew of the resolve this man carried. He was careful to leave enough to protect the local lands while he was away, should in fact he ever return. They rode to the cursed city of Mousillon which had a harbour of sorts, here taking a boat sent by the Duchy of Bordeleaux, for that land owed Leofric many a favour these days. Many days did they sail, the seas remaining calm for them as if the Lady herself travelled with them. Landing far from their destination they rode for many days too, a star not seen by any but Leofric guiding them on their way.

Other armies were in the area travelling on a similar route. Leofric did send messengers to these forces under the flag of parley. Some messengers returned, some did not. Of those who returned, the message was clear, the generals had no time to talk. Leofric cursed their foolishness, for as a combined force surely together they could have drivven this evil away more easily, but then Leofric had a realisation. Those fools were not here to vanquish the evil, they were here for some other reason, and knowing well the hearts of men he could draw but one conclusion: greed. Something here had power enough to bring with it forces from all over the old world, and if that was the case then Leofric must stop them too, for nothing good could come from the wastes which now filled the horizon.

Entering the wastes a terrible feeling of emptiness poured into Leofrics heart, and he realised the lady would travel with them no more, he still felt her blessing upon him, and yet it was like someone had been riding by his side all this way and that person was now gone. He and his men would be alone, but they would stop this evil and they would make sure whatever corruption drew in the other armies would be destroyed, even if that meant the destruction of the other forces travelling in his wake. On the horizon a figure was hurrying forward, alone in the wastes, Leofric broke his horse to a galllop, he would question this figure and find if he knew anything of the evil within this land...

The puppet stops it's dance, the masked face looks up: "Master, they have arrived"

*

Monday, 21 December 2009

The Storm God - Aaracturious

In between painting I've also been working on my other beast...





I was feeling daring with him! I filed down most of the original Shaggoth face and then cut the Defiler face to a more suitable shape. Sculpted the hair to make the transition from the helmet to the rest of the mini seem less drastic. What do you think? I'm far from a scholar of the greenstuff arts but does it look passable so far?
Still got lots to do on him yet!

Sunday, 20 December 2009

The Storm God

Rumpolt Staudinger is a man of extraordinary long life. He was already in the winter of his life when his path crossed with that of a mortal follower of the chaos gods. That man was known by the name Elazar The Glorified. The Daemon Prince was still a mortal man when he led a small warband to the Hospice for the Insane at Sensfeld. What had drawn him from the north to that place nobody will ever know. He and his followers stormed the Hospice and took great delight in slaughtering the many patients there. The good Sisters of Shallya who ran the hospice were bound in chains and led into the courtyard of the abbey that had become the Hospice. One patient alone was spared from the slaughter. Rumpolt Staudinger. Elazar marched the elderly man into the courtyard and let him witness the heinous act that followed. The Sisters of Shallya were crucified, foul runes daubed on their flesh, their souls offered as gifts to Slaanesh. It was that unholy act that earnt Elazar the ultimate favour of the Serpent God. Rumpolt Staudinger witnessed Elazar's ascension into immortality. Elazar has kept Rumpolt alive through countless lives of men since then. The man is drawn to the great and terrible acts carried out by the Daemon and his followers, cursed to witness them all. To the Cult of Elazar that has sprung up in the wake of his tales he is a prophet, a mouthpiece of their idol.
To Elazar, Rumpolt is a toy, an oddity, a pet. Elazar protects and prolongs the life of the wretched old man but only so that he can have the pleasure of tormenting him, himself. Forcing him to witness and record the fell deeds done in his name. But that doesn't mean Rumpolt isn't important to Elazar. The daemon is the embodiement of the selfish vanity and ambition in man. Rumpolt catalogues the daemon's glories and in his maddened state shares them with the world. There are some who listen and find themselves drawn to the worship of the daemon and Elazar's power grows within the Realm of Chaos. His own mad ambitions slowly being realised...


*

Rumpolt journeyed north. He knew his steps would be dogged by the Witch Hunters but he knew that there was nothing they could do to him that would match the eternity of torment he’d be subjected to if he failed his daemon master. Along the journey there were those that helped him, they offered food and shelter from his pursuers. He preached his warning to any who passed him but they though him mad for the most part. Mad he might possibly be, but he knew the truth. Soon the forest roads gave way to open plains. Fevered dreams haunted Rumpolt’s nights so he gave up trying to sleep and continued walking in the darkness. He knew he had to bear witness to the Storm God’s reawakening. It was both his privilege and his curse.
As he journeyed ever northwards the landscape became barren and featureless. He knew he drew near to the wastes. To an observer he might have looked like a lost old man but despite there being no landmarks and having never seen his path before, Rumpolt knew exactly how to get to where he needed to be. His journey was halted though. In the distance he heard a shout go up, and then others followed suit. They’d finally caught up with him. He was too old and weak to put up any fight now. He tightened his grip on the stick he walked with. He whispered a plea to the daemon and stood silently, ready to face the wrath of his pursuers…

*

That brings the fluff up to the point the where the first scenario will start. Rumpolt alone, amongst mortals at least, knows the path through the wastes to where the Storm God slumbers. Obviously, this makes him exceptionally valuable (alive!) to anybody who seeks Aaracturious and Arnaldo's fabled crown. So at the point we'll kick off the armies have spotted his silhouette in the distance as dark clouds start to fill the sky.

Friday, 18 December 2009

The Storm God - A Mini Narrative Campaign

Most enlightened Sir,

I write with grave and worrying news. The heretic Rumpolt Staudinger has somehow escaped his imprisonment. His trial was still ongoing and upon a routine inspection his jailors found his cell to be empty and the only evidence that it had ever been occupied was this scrawled warning on the wall.

‘A storm approaches. The heavens will be ripped asunder and the thunderous racket will awaken the slumbering Storm God. Dread Sharunock, Aarakturious. Glorious Elazar rouses his immortal servant for the war to come. Fear the storm!’

The man's insane rambling never seem to cease... I have dispatched riders as news reached me today that he has been sighted journeying north, sharing his mad prophecy with all who will listen. I pray that Sigmar will guide my men in recapturing the so-called Prophet of Elazar! Then I shall turn my attention to the distressing question of how a man as old and weak as Staudinger was able to escape...

Yours,
Aldebrandt Veit
Witch Hunter Captain


*


Krakanrok The Black made a bargain with the Chaos Gods to buy his race's immortality, in exchange they offered their eternal servitude to their Gods' armies. Aarakturious, kin of Krakanrok and his children was present that fell day and played his own part in the outcome. Aarakturious has long since returned to his slumber, rousing occassionally after the most destructive of storms, ready to make war at the dark gods' calling.
The name of Aarakturious appears in the histories of the old world on numerous occasions over the centuries. The most well-known mention though is in the legend of King Arnaldo…
Arnaldo was a Tilean who like so many sought a new life in the Border Princes. Of relatively high birth and upbringing he quickly rose to prominence in the colonies there. In the aftermath of a particularly brutal raid by Norscan pirates Arnaldo was made King of the budding port city of Gaderloc, on the Black Gulf. Whilst the legends all differ on its source, they all agree that the crown set upon his head was made from the purest gold and decorated with the most prized gems and also that it was magical in nature. Arnaldo went from a gifted young thinking man to a wise and powerful king. Indeed when the Norscan Hamund Gorebeard returned the next spring to raid the port Arnaldo met him in combat and bested him. Soon after, Arnaldo led an expedition north into the wastes. The stories say he wanted to subject the Norscans to their own devilry but the truth is unknown now. Whilst in the bitter lands of the north Arnaldo and his force had the misfortune of encountering the ancient Shaggoth, Aarakturious. Arnaldo was slain by the titanic beast and most of his army too. Those that returned told tales of the crown and the beast that had slain its wearer. They told of how the Shaggoth had taken the crown and wore it on his belt as a trophy.

Spies and informants whisper of Rumpolt's insane prophecies. Most write his words off as madness. But amongst some, the fires of ambition are stoked. The legend of King Arnaldo speaks of the value of his crown. Slaying the beast Aaracturious would be a deed to match the greatest heroes of legend. The wealth and power such things could bring a man are too hard to ignore...


*


This is the intro fluff for the narrative campaign I'm running in the new year at my gaming club. More on this soon...

Tuesday, 11 August 2009

Amador - More campaign fluff

Amador fought a battle against a Bretonnian army to take control of the Shrine that Gaizka had been defeated trying to capture from its then Skaven owners. Amador won the battle but was taken as a casualty when a unit of Grail Knights charged into the front of his warrior bodyguard and a unit of Knights Errant managed to clip the units rear with its overrun. The Warriors broke with Amador (despite the carnage that Amador unleashed in a challenge with the Knight Errant champion). Anyway, I wrote this short bit of fluff.

Amador cuffed one of the tribesmen aside furiously. His victory should have been glorious but it had been sullied and now he was raging. He’d returned to the shrine that had seen Gaizka’s defeat to find the ratmen had been routed by a band of Bretonnian Knights, and the witch that led them. During the course of the battle his bodyguard had been outmanoeuvred by the cavaliers and in the carnage that followed he’d been unhorsed. Not before taking the head of some young Knight who fancied himself a hero though. Amador had pulled himself from the dead to see his men cutting down the last of the Knights.
“Did we take any prisoners?” He demanded of no one in particular. A chieftain dared to face his lord’s anger.
“Just the witch,” he answered unsure if that news would be perceived as good or bad.
In an instant Amador’s demeanour changed, his anger cooling to an icy malice.
“Bring her to me,” Amador replied his voice little more than a whisper and he walked off towards the shrine.

The altar of the shrine was all that remained now, the stone that had protected it from the elements had been taken away, presumably by the ratmen. The marble slab was smooth except for a gold filled carving of Loesh the Serpent along its top. Some amongst the tribes knew Loesh as Shornaal and others as Slaanesh but they all paid homage to the same god, though they were servants of Elazar primarily.

Amador turned as two tribesmen approached, dragging a woman along the ground by her arms. The tribesmen wore fierce scowls. Clearly, it had been they who had captured her so in truth she belonged to them but they’d be fools to challenge Amador’s will here. They threw the woman down in front of Amador and turned to walk away. Amador stepped after them, drawing his sword as he did so. Their snub had been petty and subtle but Amador would not let it go unpunished. He’d behead one before either had noticed he followed them. The second spun low to avoid a swipe of Amador’s sword but was too slow to avoid the boot that connected with his face, shattering bone into his skull and killing him in an instant.

Amador turned is attention back to the Bretonnian witch who’d pulled herself up onto her arms but she was too battered and bruised to make it up onto her feet.
Amador circled around her and she stared up at him defiantly. Underneath the bruises and cuts she was probably quite attractive but her auburn hair was matted with blood and strewn with grass and she looked more like a wild creature.
Amador cruelly kicked her arms out from under her and the leering smile on his skull helm matched the one of his scarred face beneath.
“Chain her to my standard,” Amador ordered with a roar. “She will make a fine gift to Loesh!”

*

Amador leapt atop the altar, the standard had been raised there and the witch was chained to the circle and crescent cross. She’d been stripped of her clothing and her dignity but still she stared back at Amador with defiant eyes.
“Blessed Loesh, accept this witch as my gift to you!” he roared to the skies as he pulled a knife from his belt. “May her flesh and her soul sate your hunger!”
He dragged the blade across her neck cutting deep into the flesh and then stepped down from the altar. Her flowing blood quickly filled the recessed carving of the serpent upon the altar. Amador knew that with this offering, his army would be blessed in the battles to come.

Sunday, 19 July 2009

Warhammer Fantasy Campaign Fluff

I think I'm slightly behind in the Campaign at my gaming club with real life throwing up it's own concerns but I'm hoping to get caught up a bit today if I'm not already. Anyway, I've written a bit of fluff in advance of the first movement phase of Turn 2 of the campaign. I'll have to add the events of this first movement phase once I've actually taken my turn but I've been impatient to write a little more!

Amador stepped over the almost lifeless husks of two of his slaves. They were exhausted from the debauchery he’d demanded of them. Now that he had used them up he walked away from his throne and beckoned over a third slave to help him don his armour once more. The slave summoned another to help her whilst Amador shrugged of the wolf hide cloak that had shrouded his naked form. He wore only his skull helm; in fact he was never parted from it. The summoned slave was another female and she couldn’t suppress a cold shudder as she took in the scene of the throne room. The shallow, intermittent breathing of the male and female slaves unconscious on the floor held her attention, as she didn’t dare bring herself to look on her captor’s form. She had glimpsed the pattern of scars across his frame, most of them self inflicted.

Amador moved as necessary but otherwise paid the busy slaves no heed. Upon assuming control of Gaizka’s armies he’d returned to the citadel to demand the necessary tribute from the tribes. He had received an army of slaves as gifts, along with a menagerie of captured monstrosities and finely crafted weapons and jewels. He’d also had to best four tribe chieftains in combat to prove his succession. There was no peace amongst the tribes of the Diatchi, although, there was recognition that whoever occupied the Citadel was the dominant force and had the blessing of Elazar. The Citadel’s resident was a man whom the tribes would pay tribute but this was no guarantee of an alliance and certainly not of submission. When a particularly gifted warrior took the Citadel he might manage to cow the other tribes into submission and then they would go to war, a tide of tribesmen and warriors intent on violence, enslavement and worse. The Warriors and Knights always occupied the Citadel, lending their might to whichever warrior held favour. Clearly this was at the behest of the daemonic patron as no other had asked it of them. Once in a while one from amongst their number would hold further ambition, much as Amador had done and he would force the chieftains into submission. Such was the strength, will and ruthlessness of these individuals that they would unit the tribes in purpose one way or another and make war upon the weaklings to the south. The violent ambition of the Diatchi, though, saw to it that nobody grew stagnant in their place, not in the shifting violence that passed as a political structure.
Amador had grown tired of all the revelries and tributes. Battle was the thirst he needed sated now. His time here had allowed him to learn who amongst his followers had been touched by Elazar with a hint of destiny. He’d learnt that Isidro Devante was utterly insane, performing as many disturbing experiments on his slaves as he did inflict foul acts and torture upon them. But, the sorcerer was blindly obedient to what he saw as the will of Elazar and Amador knew that as long a he had a steady stream of slaves to abuse that Isidro would be loyal. He had entrusted the sorcerer with a portion of his armies and sent him on his way to bring his dominion over the lands surrounding the Citadel. Amador too knew his task. He wrapped a gauntleted hand around his sword hilt as the slaves scurried away, their work complete. He would return to the despoiled temple and show his patron that he was better suited to lead than Gaizka had been.

Saturday, 4 July 2009

Campaign Army Lists

I have written army lists for both of my banners for the second turn of the Warhammer Campaign. This has seen me spend campaign points on replenishing my numbers after casualties and also the points to raise a second banner under Isidro Devante. Also campaign points were spent on expanding the fortified village I captured to a fortified town and also building a fortified village around the Wizard's tower that I found.
Anyway, on to the lists.

The Glorious Host
Amador
Exalted Hero
Mark of Slaanesh
Shield
Chaos Steed
The Helm of Elazar
Amador wears the Helm of Elazar. The fabled skull helm is said to have belonged to Elazar himself when he was still a mortal follower of the Gods. The helm certainly carries an air of fate about it. Barely a stroke of Amador's sword goes to waste, he has survived when others would have perished and his meteoric rise in status has strengthened his legend with his followers. The Helm of Elazar counts as: Rending Sword; Talisman of Protection; Favour of the Gods.

Vela
Chaos Sorcerer
Level 2 Wizard
Mark of Slaanesh
Infernal Puppet

10 Chaos Warriors
Mark of Slaanesh
Full Command
Rapturous Standard
Shields
Additional Hand Weapon

15 Marauders
Mark of Slaanesh
Full Command
Shields
Light Armour
Great Weapons

5 Marauder Horsemen
Mark of Slaanesh
Musician
Light Armour
Flails
Throwing Axes

5 Warhounds

5 Warhounds

5 Chaos Knights
Mark of Slaanesh
Full Command

Hellcannon

Amador and Vela are both free characters so this first banner is considerably larger than the second as a result. I couldn't help myself but put the Hellcannon in there as well...
Currently the Warriors Hate Giants, the Marauders are at +1 toughness, the Marauder Horsemen are at +1 strength, the Knights are at +1 strength and so are their steeds and I think that's all the unit upgrades so far but I'll have to double check that one. As for Vela, you'll learn more on him soon!

Devante's Thralls
Isidro Devante
Chaos Sorcerer
Level 2 Wizard
Rod of Torment
Chaos Runesword

5 Marauder Horsemen
Mark of Slaanesh
Musician
Light Armour
Flails
Throwing Axes

15 Marauders
Mark of Slaanesh
Full Command
Light Armour
Shields
Great Weapons

10 Chaos Warriors
Mark of Slaanesh
Full Command
Blasted Standard
Shields
Great Weapons

5 Warhounds

5 Warhounds

Dunixi
Chaos Giant
Mark of Slaanesh

Now this list is something of an odd one. Just to clarify during the end of turn 1 my army managed to forge a new magic item that I could give to any of my characters (and which could take them over their allowance) so I decided to give Isidro Devante the Chaos Runesword so that he'd be able to handle himself in combat as with the small size of the list that will almost certainly happen! Also, the image I have of Devante is that he's a slaver, capable of breaking a man in so many ways, his sorcery being just one of them. Dunixi is the Chaos Giant that my army fought back at the beginning of the campaign and was captured by then leader Gaizka the Warped. I've decided that it would be fluffy for the slaver Isidro Devante to have been 'gifted' the giant by Amador as Isidro would be best suited to breaking the beast.

As for the next turn in the campaign. It's my intention to send Amador back to the shrine that eluded his former master and Isidro Devante will help to secure the rest of the island I have found myself on in the campaign before my armies head over to the mainland and the promise of the glory of war.

I know I promised a picture update but I'm afraid this isn't going to be it. I've not managed to get anything done I'm afraid. I have my 5000pt battle against Vampire Counts tomorrow so my next post will be the battle report for that. Hopefully I'll get some more painting/modelling done in the next couple of days to update on that!

Tuesday, 9 June 2009

Amador - Beginnings of a mini






I've got a few ideas I want to try out on him but I'm trying to create a unique character within my army whilst trying to maintain some semblance to the Knight unit champion he began his career in the campaign as.
I quite like the pose as if he's calling out a challenge to an enemy general.
I'm trying out the head from Zorion I used right at the beginning of building this army as he's been partially scrapped for the minute and I want this to be a likeness (if not the real thing) of Elazar The Glorified's helm when he was a mortal follower of the Chaos Gods. A theme I'll come back to in my background fluff for the character.
The tricky bit here is going to be trying to do something creative with his mount.

Just for completeness and for anyone who hasn't looked through my Blog, this is the Knight Champion that he is based upon and the mini that is currently representing him on the table.

Friday, 29 May 2009

Warhammer Fantasy Campaign Fluff

On the second movement phase of our campaign my army discovered a Wizard's Tower giving me access to a free wizard for my army. I didn't make use of it at the time but with having lost Gaizka The Warped now seems the apt time and it suits my fluff writing better too. So just to share with you.

Amador and his knights brought their steeds to a halt at the foot of the tower. Its cruel spire stretched into the sky as if clawing at the chaos moon.

“I’ll go up alone, he ordered to his silent Knights as he dismounted and entered the gloomy spiralling stairway that led up. Gaizka had taken them past the tower and had known of its occupant but for whatever reason had avoided making any contact. Amador hoped that it was because he felt threatened by this individual’s power. The stairs wound upwards and upwards and after a short climb Amador was able to hear conversing voices. Eventually he could make at the glow of candle light at the top of the staircase when he reached the top of the tower the stairs ended in a small circular room with a balcony looking down over the door where his knights waited. In the centre of the room was a table with a wax candle burning in a holder made from a preserved amputated foot with dark leathery skin and blackened nails. The candle cast light about the room and at the far side two yellow eyes moved their attention from a man in a cage to Amador who had intruded in the tower.

“Trespasser!” cursed the voice behind the eyes, a voice that sounded more bestial than human. The voice’s owner stepped forward, it was a northman dressed in ragged furs and leather armour. The man’s eyes were yellow with no discernable pupils and his voice wasn’t of this world. Amador had seen one of the shamans appear this way amongst the tribes when he had opened his soul up to possession by a daemonic entity. “Leave here!” screamed the possessed man and he lunged forward at Amador knocking him to the floor. His armour protected him from the blows the possessed man rained down on him with his bare hands. The man’s hands were streaming blood, sliced to ribbons by the spikes and blades on Amador’s armour when Amador smashed an armoured fist into the side of his head sending him sprawling and was up to his feet in a flash. This time he was ready when the man leapt at him again, screaming, “Blood for the Blood God!”

Amador side stepped the man possessed by the Khornate daemon and slammed an elbow into the back of his head as he went past him. He was quickly upon the man lifting him to his feet and jamming a punch into his cheek before grabbing him by the throat. The man was light to Amador’s strength and he took him to the balcony, squeezing his throat tightly.

“Tell me your name, daemon!” Amador roared. The man spat blood at Amador and Amador responded by taking a cruel hooked dagger from his belt and stabbing it into the man’s side above his hip, drawing a bestial roar of pain.

“What’s your business here?” he demanded but the only answer the possessed man gave him was cruel laughter. He pulled the dagger free, the cruel blade tearing a more vicious wound as it was removed.

“I am a servant of Elazar and Shornaal,” Amador began, the name of his god bringing an angry hiss. “Tell me why you’re here or I’ll destroy you.”

The possessed man gave no answer and Amador felt no need to attempt to bargain further so threw the man over the balcony. He heard the noise of the panicked horses below after the impact of the body and he heard the vicious reprisals the horses received from their masters. Amador went back into the room at the top of the tower and approached the cage. The man in there was a dishevelled looking man, clearly a southerner who’d been taken captive.

“A pathetic creature,” said a quiet voice from the darkness. “The southerners are weak, easily bent to our will, Amador. More importantly their souls are good currency with daemons.”

“Who are you?” Amador asked, his eyes trying to pierce the darkness where the voice had come from.

“My name is Isidro Devante. I knew you were coming Amador,” a tall man dressed in long robes with a helm hiding his features stepped slightly into the light.

“How did you know?” Amador asked.

“Elazar told me,” Isidro answered. “He said you would come here to ask for my help. Gaizka would never have had the stomach to come here….”

“And will you help me?”

“For a price,” Isidro responded. “One half of all the slaves taken.”

Amador nodded silently. He couldn’t afford not to enlist the sorcerer’s help but the cost was very steep indeed.


Wednesday, 20 May 2009

Warhammer Fantasy Campaign Fluff

Some more fluff from our Fantasy campaign. The Devotees of Elazar suffered a massacre at the hands of a skaven raiding party so this is the fluff to go with that and a change of leadership for my army banner.


Gaizka did not understand what he saw. He had been sent to this shrine by his master to seek the blessing of the gods but the shrine had been despoiled and an effigy of a horned rat had been raised above the altar that now stood open to the elements. A number of large burrows were dotted around the area where the shrine had stood. Gaizka ordered his men to draw their weapons and turned to look at Amador when he heard the approaching hoof-fall.
“Ratmen,” Amador said, his voice ringing with clear distaste. “There could be scores of them in those burrows.”
Gaizka nodded, saying nothing. He hadn’t encountered them but he had heard talk of the ratkin.
“We must retake the shrine, Amador. Rats are not going to deter me,” Gaizka answered, his tone full of scorn for the knight. “Make sure your men are ready.”
Amador turned, his horse snorting angrily he rode away.
Gaizka took his men forward cautiously, he didn’t expect to reach the shrine without resistance. He signalled for the hounds to be sent ahead and the tribesmen goaded them on. The hounds raced before the advancing army and the odd one darted down a burrow before darting back up. One hound darted down a burrow and after a moment there was a terrible yelp then suddenly the ratmen emerged. A tide of matted fur, teeth and rotten smells. From behind a small copse a few of the ratmen pulled a cannon crackling with warpstone energy and Gaizka heard Amador order the mounted tribesmen to run the rat crew down. Mere moments later Amador and his knights went charging past Gaizka and he instantly saw where they were heading. Three giant mutated rat creatures were being goaded forward by whip cracking ratmen. Clearly Amador wanted to stand out in the eyes of the gods. Gaizka smiled to himself. The glory was going to be his and not Amador’s.
“Slaughter them, kill them all!” he ordered as the growth on his back howled with excitement. The Warriors around Gaizka sped their pace towards the rat hordes as they emerged from their burrows. A group of the ratmen emerged not far from Gaizka and his men, they were dressed in green robes and dirtier than their kin, covered in foul pustules and growths and giving off a terrible stench. They saw the chaos warriors and charged towards them with some pace and suddenly they were amongst them, a swirling mess of fur and death. Gaizka saw his heavily armoured warriors being cut down with ease before they could even manage to raise their swords. Suddenly the Warriors began to break away from the combat trying to escape the frenzied onslaught of the plague-ridden ratmen. Gaizka couldn’t help himself but attempt to retreat with them, it was no use though, the ratmen were too fast, their numbers too great. They quickly turned the retreat into a rout cutting down Gaizka’s men without mercy and with ease. Gaizka was knocked from his feet by a cruel blow to the head and darkness followed…
Amador saw the Warriors waver and the whole battle line fell apart stranding him and the mounted tribesmen beyond their comrades. He cursed Gaizka and kicked his horse’s flanks charging recklessly towards the rat ogres, his knights at his side, raising their blades ready to strike. A bolt of energy exploded over the knights and he saw three of them fall from their horses. Only himself and his banner bearer rode on and crashed into the rat ogres. The charge was devastating and one of the creatures was quickly cut down by Amador and another took a vicious cut along its gut from the other knight. What little intelligence the beasts had recognised they were going to be torn apart and they turned tail and fled, their smaller masters left with little choice but to go with them. Amador rode them down, the beasts were easily slain with their backs to him. He surveyed the battlefield. The mounted tribesmen had been blasted by the cannon before they had gotten to it but the two men that were left were harrying the rat crew with their hooked flails not allowing them time to bring it to bear on what was left of the army.
The tribesmen on foot had run down some of the ratmen that had been pelting them using their slings and then had charged into a mass of spear armed rats but had seen their chieftain cut down by a particularly large and vicious ratman. Their nerve had gone and they fled a short distance before someone managed to regain control and they fought back against their pursuing foe but their fight was short lived and soon they turned to flee again but the ratmen were upon them quicker this time and cut them down at their leisure. Amador rode around and saw the mounted tribesmen run down the ratman that had fired the bolt of warp energy at his knights but they in turn were quickly caught by another large group of the creatures and turned to flee their horses keeping them safe. Amador spied yet another group of the ratmen approaching him their spears waving with menace. He rode amongst them cutting down a couple but he was outnumbered and the day was clearly lost. He cursed Gaizka as he signalled the retreat.

*

Gaizka hobbled into the darkened shrine, the head-growth on his back hissed like a cornered cat, sensing the unseen threat that lingered in the air. He’d regained consciousness and with the help of a few of the survivors had managed to slip away from the battlefield, slinking over the mangled corpses of his followers. After an hour or so of wandering in the dark he had encountered Amador. The knight had said little to him, offering a horse and riding in front of him. Amador had led them back to the temple of Elazar that sat just outside the walls of the citadel. Clearly he had wanted Gaizka to have to face his master’s wrath, he didn’t doubt that the knight had been disappointed to see that he had survived the calamitous battle with the ratmen.
“Devoted Gaizka,” a hissed whisper said and the sound echoed around the small shrine. Gaizka fell into prostration and the growth screeched in terror before finally falling silent. “Do explain your presence,” the whisper prompted.
“I have failed you, Master,” Gaizka answered, unable to stop the quivering in his voice. “The vile ratmen had taken some interest in the shrine and we were unable to remove them from it.”
“I know this Gaizka,” the voice replied once more in a whisper but with a hard edge marking the menace behind it. The whisper paused long enough for the growth n Gaizka’s back to let out another terrified shriek and caused Gaizka to wince at the unwelcome outburst. “I ask why you sully this place with your unworthiness?”
“I come to plead for your mercy even though I do not deserve it. I will go back to the shrine and my army will remove the taint of the ratmen…”
“My armies!” the whisper was suddenly a roar. “These people bow to me. You are but a link in the chain.”
A large creature stepped into the flickering light of the candles. Great feathered wings unfurled from its back and long chitinous claws snapped in place of hands. It walked towards the prone Gaizka and prompted him up with a delicate touch of one of those claws.
Gaizka looked up at the bestial but glorious face in awe. His awe was replaced with terror as he felt invisible bonds tighten around him, holding him in place and constricting his breathing. He tried to scream but as he opened his mouth he felt his airways block and he retched against the oppression. The Daemon sliced the bladed inside of a claw down Gaizka’s face, peeling away the skin in a stream of blood and gore.

*

Amador heard the shrill roar of something beyond the dark entrance to the shrine and steadied his steed as it threatened to bolt from the unnatural noise. A chorus of whispers echoed out from the shrine. The whispers divulged dark secrets and promised terrible things, each of them seemed to address Amador. The whispers suddenly increased in pitch and volume becoming a cacophony of hissing and shrieking before falling abruptly silent. Amador looked about him. He stood alone, his knights having moved away from the shrine along with the footmen and the tribesmen.
With a wet thud a mess of flesh, bone, and tattered cloth landed in front of his horse causing it to shriek and buck in terror. Amador kicked the beast’s flanks, angry at its fear, he brought it back around and dismounted.
He reached down to the mess and moved the rags aside, revealing the bloody skull of Gaizka The Warped, it had been completely stripped of flesh. He wrenched it from the neck, tearing sinew and snapping bone to do so. He looked the skull over in his hands and behind the helm a cruel smile spread across scarred lips. He would not have to go through the difficult business of removing the sorcerer now. He dropped the skull on the ground in front of him and stamped a heavy booted foot onto it, splintering the bone into small pieces. Gaizka had not been a worthy servant of their dark patron. Amador was going to prove he, however, was.