Storm of Chaos A Fantasy Slow Grow Campaign Starting Thursday - TopicsExpress



          

Storm of Chaos A Fantasy Slow Grow Campaign Starting Thursday the 7th of August at Good Games Canberra The World stands in the brink of Annihilation. It has done so since the beginning of time itself, when the great Old Ones of ancient times were destroyed long ago. The Polar Gates of the Old Ones, once a marvel of technology, had collapsed and with it, Chaos flowed like water into the cold harsh lands of the north and south poles. Since that time, the world has been doomed to a fate of total destruction. While the world itself dies its slow death, the fragile civilizations of the Old World , cling to their existence. They battle and wage war against the things that never sleep, creatures that speak no reason, and those that seek nothing more then to usher in destruction and chaos for the pleasure of the Dark Gods, and heroes and armies of the World fight for the very survival of their race. They battle against the corruption of Chaos from within. Fight wars in order to protect themselves from the selfish Chaos Gods that constantly seeks to overthrow them. They fight corruption, mutation, and anarchy, within their very homes, their very lives, and those people that live in it. Decent man fall back to ancient terrible rituals and sacraments, Mutation runs wild in the lands of Man, twisted beast roam freely in the dark dense woods of the Old World, and the leaders of the world looks to the north with fearful eyes for they know, that the End Times......have Begun. ----------------------------------------------------------------------------------- The Campaign Basics This is a slow grow campaign with a loose narrative centred around the Storm of Chaos; Archaons campaign with the specific goal of desecrating the city of Middenheim, a holy site to the followers of Ulric, a warrior god who is second in popularity only to Sigmar.. Players can re-enact the campaign in a slow grow format to represent the escalating encounters and either use existing armies, use it as an excuse to build up new armies or indeed, if you are suitably enthused; build up entirely new armies based on the Storm of Chaos army lists located in the following location. storm.bugeatergames/wp-content/uploads/2013/07/Lists_0_71.pdf The Campaign consists of 4 phases; some of which have different rules applying to Good and Evil armies to represent the current phase in the campaign. Each phase is run for 3 weeks, and at the end, whichever side has the highest points wins that phase. The Winner of each phase gets a small bonus to aid them in the rest of the games for the campaign (they are listed in the rules for each phase and are cumulative, ie the benefits gained in Phase 1 stack with the benefits gained in Phase 2 and so on). The points earned in that phase are then reset to 0 (this is to ensure that there is no run away leader.) The next phase then begins. Each phase also has a different points limit, to emphasize the increasing threat and escalating attacks from the north. While you can bring different armies each week, it is encouraged to keep the same army through the campaign to forge the narrative. Scenarios are rolled up as usual, however depending on the phase, different rules may be in place for either side. Armies may be existing armies, and there is no limitation on what side has to play for. This is to represent the infighting of both Forces of Evil but also the Forces of Good infighting bringing up past grudges (for example the Elves Vs Dwarves.) That said without decent fluff to justify it, please no Forces of Evil High Elves playing against Forces of Good Daemons Listed in each Phase is a legendary battle that is relevant only to that phase. The legendary battle represents a major event during the campaign and is designed to be played once each phase. The Battle lists what mission is to be played, the modifications for each side and finally how many points a win is worth to the winning side. Players before a game decide who is playing for Good and who is playing for Evil. If you can’t decide, feel free to roll a D6 for it. Depending on the phase, different rules may be in place for each of the two sides. The winner of the game gets to add one point to there side. You record this by posting the result on the ACT Warhammer Fantasy Group. ----------------------------------------------------------------------------------- Phase 1 - The Breaking Storm: The Opening stage of the Storm of Chaos (800pts) Sigmar was a weakling, and his Empire founded on falsehood. I shall destroy him and his false gods. The city of Ulric will burn and the memory of the upstart king shall be obliterated! —Archaon, Lord of the End Times In the year, of 2521 IC, Archaonss Chaos Horde swept south from the Northern waste, surging into the cold open tundra of Kislev , the ice shrouded land already devastated by the vanguard of Chaos Lord Lenk sent earlier. Due to this, the armies of Kislev are fighting a desperate delaying action against the horde, fearing that this horde would destroy the Kingdom of Kislev. With the news coming in from the north Karl Franz issued the creation of the Conclave of Light at his capital city of Altdorf and invites the head of states from all across the Old World to a conference where he explains the situation of Archaons invasion and his plead for aid. For 30 days the Conclave was held where over the weeks most of the representative of several nation reached the capital. Such individuals included Snorri Thungrimsson, an envoy of the Dwarf Slayer King Ungrim Ironfist arrives to Altdorfs East Gate in the 18th of Jahrdrung, and envoys from the nation of Bretonnia and also the great merchant city of Marienburg as well. It was finally at the cold spring morning of the 30th day of the conference that the High Elves finally reached the city of Altdorf. Finally together, the Conclave of Light plans for the defence of the Empire are laid out, and ancient alliance are renewed. Scenario Rule Modifications: None Good Wins: D3 Rerolls per game of a single D6 (note you cannot reroll part of a 2D6 roll) Evil Wins: May force the enemy to reroll a single D6 D3 times per game Legendary Battle: Meeting Engagement - 2 teams of equal players (at least 3 per side) - Winner gains as many points as they had players on there side. ----------------------------------------------------------------------------------- Phase 2 - The War in the East: The Invasion of Sylvania and Grimgor Ironhide (1600pts) Den put out da word. Gork has tole me wot to do. We is goin to win again but we is goin to do it is way. I dunno how I ever forgot. Tell the lads the wars back on and Gorks goin to be wiv us evry step of da way —Grimgor Ironhide With Archaon already descending through the Empires northern borders, Crom the Conqueror has marched his troops through Peak Pass and eventually towards the Fortress Hold of Slayers Keep. There the Slayer King himself has pledged to defend this pass at what ever cost against this massive horde, in order to aid their allies of the west. From the east, Croms army are battering their head against the defences of Slayers Keep, ever trying to take the Hold and spread their destruction towards the Empire. The von Carsteins are jealous guardians of their borders, and will not suffer the presence of any who do not owe allegiance to them. Thus the presences of so many warriors of the Dark Gods was met by a swift response. Before the Storm broke out at 2521 IC, Grimgor Ironhide was an already infamous Black Orc warlord in the Worlds Edge Mountain. After hearing about the invasion forces flocking in the north, Grimgor Ironhide got bored of killing the Kurgan tribes of the east and was eager to face this new challenge. When the armies of Chaos met the Horde, there was a gruesome massacre on both sides. Grimgor himself fought Crom to a standstill for the whole day, only to look around to see the mangled bodies of his horde dead in his feet.. Frustrated about his loss, Grimgor swore he would avenge himself of his loss Scenario Rule Modifications: Good may place a building in there Deployment Zone (it’s their home turf) Evil may choose a terrain piece to be a Mystical Monument (randomly determine what type of Mystical Monument) Good Wins: It may be steadfast if it has the same number of ranks or more as the opponent Evil Wins: It gains +1 to determine Table sides. Legendary Battle: Battle for the Pass Good: May Vanguard with all units before the game Evil: One unit (and single character) May Ambush (maximum points of Character and unit is 25% of the army) if they don’t, one unit of theirs may Vanguard after Good makes there vanguard moves. Winner gains 7pts. ----------------------------------------------------------------------------------- Phase 3 - Return of Sigmar: The Marshaling of the Empire and The War in the North (2000pts) And so it begins......The greatest battle for the Old World has Begun —Todbringer and Al-Ulric Valgeir during the Siege of Middenhiem With Archaon finally reaching the northern borders of the Empire, every province in the entire Empire is marshalling every single regiment and abled body men to aid in the defence of the northern provinces. Even the great military leader and states-men, Karl Franz the Emperor himself joined the war-council. As though it seems that darkness is flooding in the hearts of man, and the world seemed lost, a flicker of hope has begun to burn within the hearts of the faithful men of the Empire. News has been buring through the populous of a zealous Warrior Priest by the name of Luthor Huss claiming to have found Sigmar reborn – Valten the Chosen One. BeLakor! A name that has spread across the northern Empire in recent times, spoken in terrified whispers. Now the nightmare hinted at by the doomsayers has become a reality. The magical winds have been increasing in strength for many days now, and omens of evil have been plaguing Middenheim and the surrounding area. At Krudenwald, a great magical storm enveloped the town for several hours, culminating in the sky splitting asunder and pouring forth a tide of daemonic beasts spawned from the twisted imaginings of a madman. At their head soared the Dark Master, a palpable wave of terror spreading out before him. Scenario Rule Modifications: Fortitude is used in every battle (An army that breaks awards 500pts to there opponent.) Good Wins: ‘Inspiring Presence’ and ‘Hold Your Ground’ ranges are doubled. Evil Wins: Enemy Units in range of both your ‘Inspiring Presence’ and ‘Hold Your Ground’ rules may not use there own ‘Hold Your Ground’ rules, but are steadfast instead. Legendary Battle: Dawn Attack - Good Rules: All Characters (not Champions) gain Stubborn. - Evil Rules: Monsters (excluding characters that are Monsters) do not count for percentages or Duplicate Choices - Winner Gains points equal to the amount of Fortitude they have times the number of players on there team. ----------------------------------------------------------------------------------- Phase 4 - The Duel of Two Gods: The Battle of Middenhiem (2400pts) The gods eyes are upon us. In this time, unknown to mortal man before, the gods have granted you the chance to win the ultimate prize. Not for glory do we fight, nor for plunder, for these things all wane in time. Before us now is the ultimate gift, that none but the gods can bestow – immortality! Fight hard and fight well, and the gods shall recognise you and elevate you to their glorious realm. What place is their for despair amongst such favoured warriors? Onwards to slay the White Wolf, and never let your blade be free of blood! — Archaon, Lord of the End Times On the 62nd day after the forces of Archaon crossed into the Empire, the armies of Karl Franz and Valten arrived at Middenheim, and the battle proper begins. With Karl Franz rode two of the greatest warriors of the Empire – the Grand Marshal of the Reiksguard Kurt Helborg and the Emperor’s personal Champion Ludwig Schwartzhelm. Helborg, together with contingents sent by the Dwarfs and the High Elves they engaged Archaon’s army For four days the battle raged, with the forces of the Empire barely holding their own against the combine force of the Greenskins and Chaos army, even with the aid of contingents sent by the Dwarfs and the High Elves. With his army fighting against the Orcs, Valten, seeking Archaon, drove into the Swords of Chaos, Archaons personal warband. His foe was there, mounted on the Steed of the Apocalypse and towering over his warriors. The warband of Archaon parted to allow Valten to approach the Lord of the End Times. With a roar, Valten charged… Scenario Rule Modifications: Good is Immune to Panic (they are prepared to die) Evil is Immune to Fear (Terror still causes fear though) Legendary Battle: Battleline Halting the Tide - Evil has twice as many points as Good - Defenders go first (Game goes for 7 turns.) Table to Determine Victory How many points did the Defenders kill? Points 1.5x Defenders Points or more = 10pts Points Defenders Points or more = 5pts Points 0.5x Defenders Points or more = 2pts Less than 0.5x Defenders Points = 0pts Note Standards and Generals don’t count, however you receive half points for units reduced to below 50% starting strength.
Posted on: Mon, 07 Jul 2014 23:51:00 +0000

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