***VOTING FOR WFB TERRITORY CHALLENGE***
Apr 11, 2009 12:02:10 GMT -5
Post by Dr Carnivean on Apr 11, 2009 12:02:10 GMT -5
Okay folks, we have to restart the voting to accomodate a late entry into the contest. I know I said the deadline was yesterday but this one is from the Father of our Club (and thats as Kim Jung Il as we're going to get around here) so I didn't want to exclude it. I was thinking of maybe just imposing a penalty for the late submission, but he plays Brettonians, so I figure that's punishment enough ;D
I see that four people have voted so far - if you guys don't mind just recasting your votes here that would be great. I tried to see if I could modify the poll in progress, but I couldn't.
Eric, can you lock or delete the original poll? I was able to delete the post but not the poll itself.[/i]
Okay the time for choosing is upon us.
A couple weeks back I invited everyone to submit their idea for a territory to be included in this summer's map campaign.
Since then, six -ahem - seven members of Ordo Ineptus have stepped up to the challenge and presented their ideas to us.
I'll say for myself that I've enjoyed reading everyone's ideas and I'm planning on incorporating at least something from everyone's submissions somewhere into the campaign.
The winner of the contest - the person whose territory receives the most votes on this poll by next Saturday - will have their territory worked into the campaign map, with the rules given (or a modified version of them), will have special terrain custom built to represent their territory, and will receive a $25 dollar gift card to Hobbytown to help with army recruitment.
And let me tell you I'll be glad to be done with the awesome responsibility of carrying that sucker around in my coat pocket and resisting the urge to spend it on minis
So read through these and cast your vote for your favorite.
Let the best territory win.
And let it bask in it's victory, for soon it will be raided, pillaged, plundered, torched, razed, fought over, razed again, and stampeded across before sinking into the swamp
Splintered Skull Pass
by Dante
Located near the middle of the Jagged Tooth Mountain Range there is a semi-large pass through the mountains. Flanked to the left of the pass there is a terrible gorge that was formed centuries ago by a mighty earthquake. On the passes right there is the wall of the mountain range that has been known for its terrible rockslides do to unexplained instability. The pass is littered with fallen rocks and bodies of the poor trade caravans.
Long has this pass been used as a trader’s quick and easy route through the mountain range. Unable to keep the pass safe enough for profit of tolls the dwarfs of old have long abandoned the pass. Now the pass has been plagued by ravenous bands of orcs and goblins but now even small groups of ogres have been sighted. Still this pass is used by the trade caravans who are looking for the “quicker and cheaper” journey around the mountains. Looking upon this pass from a military standpoint if one was to plan ambushes carefully and rig rocks to fall from the walls above the pass then one can secure this pass as a very strategic supply route and cut re-supply time by days.
Special Rules: FALLING ROCK ZONE!: Due to the sometimes-random tremors in the earth rocks will come pouring down the mountainside. Every turn roll a D6 if the result is a 1 then roll 1 scatter die always scattering 5D6 inches from the middle of the mountain side. If the result of this scatter is towards the mountain re roll it. Any units hit by the large blast marker will be resolved in the manner as if they were just hit by a trebuchet (Stone Thrower).
Small Pass: Due to the size of the pass no more than 1500 points of warriors can move through the pass at one time.
Armies Controlling The Pass: If you are controlling the pass you may move units through the pass without penalty and you may hide up to 1500 points of soldiers in the pass to guard it.
Armies Attacking The Pass: If you are attacking the pass then at the start of the scenario you must always deploy first and always go second. This is because of the awaiting ambush that you may encounter in the pass.
Shamisé
by Nick (A-Bob)
At the heart of the desert, lies a open plain of land that is barren. No life can be supported here. All sources of water have disappeared forever. The angry gods have cursed the land, cursing all who pass, to be as dry and fruitless as the desert land itself. The only topgraphical icon is a large hill set in the middle of the field, being able to hold massive cities just apon looking at it.
Special Rules: Water…: For every turn a living army (undead dont count) is in the desert, roll a D6. On the result of a 1, all units in the army rolls a D6. On a result of a 1 for any unit, they take D6 wounds (characters take D3, unless accompanied by a retinue, in which you can allocate the wounds).
Blazing heat: All armies (except Tomb Kings) must roll a D6 per unit at the beginning of the movement phase. On a 1, the unit cannot do anything, except hold to a charge as their only action.
Cursed by the Gods: All armies (including Tomb Kings and undead) suffer from the gods, and are considered to be at WS1 and BS1 for the entire time in the desert. This can be negated by using a magic die (or skipping casting a spell for Tomb Kings) to take the effect away from one unit (characters in squads must be nominated to recieve the effect). On a roll of a 4+ the curse is blocked for the rest of the game.
Deposito di Legname Forest
by Evan
This terrain contains a lot of forests and fallen trees.
Hidden deep withing the confines of nature, there is a large patch of land covered in dense forests. There are forms of wildlife that have never been discovered befor. The trees keep out a harsh winds that blow from the north. But the trees roots do not grow very deep into the ground. Instead growing inot clumps on the top of the soil creating vast root systems, making it hard to march through. Because of the root growth of these trees this allows them blow over very easily. The trees also seep some of there sap from thire limbs and trunks onto the ground, making it extremely dangerous to lite fires.
IGNITION, Because of the flamibly sap that is everywere you have to be careful with flames. When useing a fire based weapon (ex. flaming attacks, flaming spells, ect…) When tryimg to use one of these attacks roll 2 dice. If you roll 2 of the same numbers you can not use the attack. If this happens, you must then roll another 2 dice to see how far the flames reach. This represents the fire spredding from tree to tree. All models in the effected area take a strength 4 hit with saving throws.
TIMBER!!!!!, Due to the strong wind trees falling over happens offten. As the game progresses the wind gets stronger.( I can’t come up with a good way to decide what tree falls, so Jason you have full creativity on this.)
I’M TIRED,The massive roots systems that grow on top of the dirt make it very hard to walk. If you are within 2 inches of a tree you get a deduction of 1 to your normal movment.( if you have movment 5, it is reduced to 4, making you only able to march 8 instead of 10) Skirmishers are not effected by this.
Bonuses for owning this territory.
* you are able to ignore the penalty of movment because your soilders learn better ways of walking on the root.
* instead of rolling 2 dice to see how far a flame goes from the ignioton rule, you oly roll 1 dice. This is because your soilders learn to put out the flames faster.
The Valley of the Tome
by Brian
The Valley of the Tome is rumored to lie in the north, far from the civilized worlds of man. It exists in the midst of feral woodlands and haunted mountain passes that few mortals dare travel. It is the resting place of the Tome of True Names.
Long ago, before Sigmar or the Empire was a thought in anyone’s eye, when monsters and fairies ruled the land, there was a terrifying god. He was the patron of magic, change, mutation, and the mortals called him Tzeentch out of fear. However, that is far from the deity’s real name.
A book was bound, and across all of its pages wrote in the golden blood of Dragons is scribed the real name of this horrible god. Each syllable took a lifetime of a powerful sorcerer to write, and it is in a long forgotten dialect. It was called simply the Tome of True Names. The book was lost forever it seemed, when the Empire expanded north.
Now, it lies in the ruins of a small village in a dark valley. Strange cairns and rocks lie in and around the village, containing terrible runes and horrifying visages of demons and monsters. The meager remnants of buildings dot the clearing deep in the woods. Huge flocks of ravens lurk in the village and the surrounding forests, their terrible cries an echo in the night. It is rumored that the area is surrounded by a constant drizzle, and in times of war great storms rage in the surrounding area. In the middle of the town, there remains the foundation of a grand watch tower. The Tome is said to be kept here.
Whoever claimed the book would have unparalleled control over the Winds of Magic, the very name of Tzeentch on his side. Many a man has been driven bad by the thought of this terrible knowledge, and it remains a dangerous and unstable tool. However, many generals have felt that its benefits far outweigh its dangers. Perhaps only the servants of the Dark Gods know the truth, but invoking the wrath of the Master of Change is something only the very brave or the very stupid would dare.
The Master of Magic: Tzeentch’s true name has the potential to destroy empires and create stars in the sky with a mere whisper, all through his magical prowess. All units within 18” of the tome receive a dispel dice to use against any spells targeting them (this can be combined with other dispel dice). In addition, any casters within 18” gain an extra D3 power dice per friendly phase (remember restrictions on caster levels and power dice, however).
Whim of the Great Architect: Tzeentch’s influence runs so deep in this forsaken village that magic wielders often find themselves losing control of their own magic! If a magic-user ever rolls a double when selecting spells from his lore, he must immediately roll a d6 and change his Lore accordingly. He will roll new spells from this Lore, however the rolling of any further doubles has no effects.
1 – Lore of Fire
2 – Lore of Darkness
3 – Lore of the Heavens
4 – Lore of Tzeentch (Warriors of Chaos)
5 - Lore of Tzeentch (Demons of Chaos)
6 – Pick any Lore of magic from any armybook/rulebook to use.
Fickle Magic – The Tome also perverts and warps magic on the battlefield, ensuring it’s use furthers the whims of Tzeentch. Eldritch fires fly across the battlefield, ravens swoop down and attack troops, and the rain begins to melt away at armor. At the beginning of each player’s magic phase, the enemy must roll a die for each unit he has within 18” of the Tome. If a 1 is rolled for any of the enemy units, it is targeted by the Flickering Flame of Tzeentch spell (Cast on a 4).
Terrible Artifact – The Tome counts as an objective, and the player with the most Victory Points worth of models within 6” of the Tome gains an extra 500 VP at the end of the game.
Special Rules for Campaign Map
There are no penalties for moving into or out of the Valley of the Tome.
The player that controls this territory has gained great power over the winds of magic. Each of his Wizards generate one more power dice and dispel dice than normal. In addition, they may choose to add the Whims of the Great Architect rule to the mission special rules (affecting both players) for future games.
The Treasure Well
by Eric
Along the northern edges of man's domain. What seems to be nothing more than a small abandoned village, may hold secrets from across the world. While sifting through the rubble small ignots of gold shaped into strange images of dragons can be found. And in the center of the town sits an oversized well with no pit to draw water from. What tresures lay buried here? Forgotten by man, but not by those from whom they were taken.
There is a certain bedtime story that almost every child has heard, it goes something like this:
Long ago during the dark times, a group of adventures set out on a quest to find the greatest treasure of all time. They built a fleet of tall sailing ships and set out across the great ocean looking for a place of legend, looking for the temple of the ancients. For many months they seemed lost at sea, wracked by constant storms that destroyed many of their ships. The skies were filled with endless clouds, and without the stars to guide them the navigators had no hope of plotting a straight course. The men had no choice but to pray to the Gods to end their plight, and lead their ships to safety. Then one day the storms broke, and on the horizon they saw it, Land!
Before long the host of warriors were standing on a great beach that seemed to strech out forever on both sides. Ahead of them a lush jungle forest stood, as think and solid as the walls of a keep. Even from the beach the men could here strange sounds of wonderous creatures calling out, hunting. Well these men were brave, and they had not tempted the fates of the ocean to turn back now. So they gathered together and set off into the forest, knowing that the Gods would surely lead them to their prize. The journey through the jungle was filled with dangers, for giant lizard monsters roamed freely, and even the littlest creatures seemed to have the deadliest of venoms. Many more men died in the endless forests, many disappearing without a noise never to be seen again. However at last the men came to a great temple in the jungle, overgrown and abandoned. The area was littered with dried bones and strange weapons. It looked as if a mighy battle had been fought there once long ago, and that the temple had since been forgotten and left to rot.
What the warriors found there was a treasure beyond reckoning, endless tombs of gold, ancient artefacts of power, and strange machine engines that were simply unexplainable. The band of warriors gathered all they could, filling their ships full till they would barely stay afloat. It is said that the relics they found allowed them to master the jungle around them, and hence travel back and forth to their ships without harm.
Soon they were ready to return to the land of their birth. The journey home was filled with many more perils as they were hounded by elvin corsairs and chased by giant sea monsters... but that is a story for another time.
However during the voyage something about the men changed. Maybe they unlocked some deep secret about the treasure, some even say that it allowed them to transend to a higher state of being. Either way when they arrived back on the mainland, they decided that the treasure was to great, and that mankind was not yet ready to possess the power it held. So the men made a pact to hide the treasure until man was ready to use its power for good. They traveled far north till they found a suitable place. There they used the power of the treasure to create a secret vault, and hid the treasure inside. After the treasure was buried the men traveled the lands of man and beast, leaving behind clues that would lead the worthy to its secret tomb. Some say that strange runes etched in small places around the land may be keys to finding this lost treasure.
The story always ends with what is thought to be the first clue in the puzzle, a simple riddle. "If a man thirsts, he looks for a well to find water. But if a man thirsts to bring light to the world, and peace to his brothers, the well he seeks will have no water, no bottem, no bucket."
At the beginning of the campaign the location of this territory is kept secret, simply described as an abandoned outpost. Every turn that a player controls this territory he will be asked to roll a D6. On roll of 6 he finds clues to the treasure buried in the land. Every turn he fails add +1 to next turns dice roll. Once the territory has been uncovered a player can perform a hold action to attempt to dig up the treasure. The treasure is successfully found on a roll of 4+ on a D6. The treasure counts as 4 victory points, and becomes a special token that can be captured by other players through battle.
The banner carrying the lost treasure benefits from 2 additonal power and dispell dice every turn of a match. The power dice can be used without restiction, including going over the dice limit a wizard is alloted per level.
Battles fought in this territory must have a suitable piece of terrain to represent the Treasure Well. This counts as a special objective for the match. The army with models closest to the objective create +1 power and +1 dispell dice while they are in control.
The Dark Forest
Where things go bump in the night!
by Bob
In the darkness of the forests of the Empire, evil stirs. Chaos roams free in the deepness of the vast forests. Beastmen, monsters, Giants...and worse...live and thrive, sometimes spilling forth to the "civilized" lands of Men.
In the heart of the darkest of these forests...a place no man has named...lies a place holy to the beastmen. The land is littered with chaotic power: warpstone. From here the shamans (shamen?) draw their unholy power. The very air is infused with unearthly power, and the trees warp with evil energies. Sometimes a beastman will be drawn to this place, unable to resist the call of the dark powers. Many are killed by the horrors that thrive there, but those that survive become horrors themselves: "gifts" of chaos bestowed turning them in to giant ravening beasts!
Rules:
No hills, no buildings. 4 forests. d3 Warpstones.
Forest:
The forests move at the start of each game turn, including the first. For each forest, roll scatter die and d6, and move the forest as rolled. A 'hit' means the forest does not move.
The forests don't like the living very much, so if they come in contact with a unit when they move, any model touched will have to take a S test or suffer a S4 hit as branches and roots assail anyone they can reach. (Determine number of models in forest: take S tests to determine number of hits; distribute hits as for shooting; roll for wounds and armour saves as normal).
Note that a unit can enter a forest without being assailed: only models in the forest after it moves risk being hit.
Warpstone:
Any unit with a model within 3" of a piece of warpstone will suffer a wound with no armour saves (ward & regeneration are allowed) on a d6 roll of 5+ at the end of the magic phase. If a model is killed, it is removed and replaced with a Chaos spawn with d3 wounds. The Spawn will be placed within 3" of the unit by the player whose turn it is.
Any Spawn created in this way are not controlled by either player, and are not worth victory points. The Spawn move at the start of each game turn before the first player's turn begins. Roll scatter die and 2d6 for his movement, a Hit will mean he does not move. Normal Spawn movement rules apply.
Any wizard within 3" of a piece of Warpstone will be infused with power: Any roll of doubles (except 1s) will count as irresistible force (as though they'd rolled double 6s). On the other hand, the power is not without risk: should a wizard roll a miscast (double 1s), no roll on the miscast table is taken...instead the wizard is considered to have rolled double 1s and the '2' result is applied.
Allows an army of the force that controls this territory to hold d6 pieces of warpstone...each of these can be used as a one-use-only dispel die or power die (like Power Stones)
The Chapel of San Juan
by G
The Bretonnian settlement of San Juan bordered with the Empire village of San Jose. These two towns were silent witnesses of many incidents between these two realms of men. Nowadays, these area is all but abandoned. The Chapel of San Juan sits atop a hill that oversees the remains of both settlements, from the northernmost point. (This feature has to be far from both player's deployment zone as its capture will be an important advantage for whomever accomplishes it).
What used to be a creek, now dried, runs through the center of the terrain, and divides the two areas. There are nothing but old fences now sanding and the traces of the village's old streets, as result of the looting by hordes of Orcs that are known to dwell closeby. An old wooden bridge crosses over the dried creek, symbol of an ancient gesture of collaboration between Bretonnia and the Empire.
The creek is dry so it does not count as difficult terrain. The ruins of the villages are difficult terrain, but any unit passing by can see through, as all is almost ground level.
Bretonnians where the first settlers of this area, and they settled San Juan as an outpost for their Easternmost campaigns against the Orcs. Remaining always West of the Tepepan River, San Juan flourished and was guarded by a legion of Templar knights. Sir Humber Rolsterdorff, an Empire Count decided to settle East of the River and founded San Jose.
These towns learned to live together, and more than once, they presented a common front against the Orcs.
During an Orc siege to these towns that is known to have lasted 7 months, the peoples of Bretonnia and the Empire were put to the test. Would their need for survival be stronger than their pride? With no way to get out and call for help, these people were all but left to their own... and they were largely outnumbered.
It is known that to be able to survive the siege, a series of laberynthic tunnels were dug under the villages, starting from the Chapel of San Juan. Utilizing technology learned from their Dwarf allies, the Empire engineers lead the construction of this maze of tunnels that were used for provisioning and for a desperate try to call for help.
Time prove to favor the numbers of the Orcs. The repeated attempts to sneak out for help were always crushed by the green skins, and so the flourishing settlements of men succumbed over a green tide of destruction.
The Green Knight was said to fight alongside men during the last desperate charge of the combined forces of Bretonnia and the Empire, but it now remains to legend only.
From this long past time, the Chapel remains almost intact. For some reason, the Orcs never set foot there, nor did they dare destroy it after looting it empty. Legend also tells of a special blessing that protected this chapel from the fury of the green skins.
Special Rules:
THE GREEN KNIGHT!
This ethereal knight is still present in this area. Whenever any model or unit gets within 6 inches of the wooden bridge, the Green Knight may be awaken. A Roll of 3 or more awakens his spirits. If he does not awake that turn, then this test must be repeated onevery subsequent movement face of any player in proximity of the bridge.
When the Green Knight is awoken , he will be placed atop the bridge. If there should be any unit or model on the bridge, an immediate charge must be resolved.
The Green Knight is played with the standard attributes and rules described in the Bretonnian rulebook, and with the following additional rules:
a) if there is a Bretonnian army on the field, the Bretonnian general must decide on :
1. If the Bretonnian army already included a Green Knight, then this Green Knight will replace him, and the general has full control over the Green Knight once awoken. Should the army's Green Knight be awoken before this one, then it is replaced by this one.
2. having the Green Knight join his forces by replacing ONE of his Heroes or Lords in the list OTHER than the BSB and General
3. having the Green Knight as an independent model on the table.
b) with no Bretonnian player on the table, the Green Knight acts as independent model with compulsory moves AT THE BEGINNING of EACH player's turns, with the very simple rule of ALWAYS attempting to charge against the closest enemy.
THE TUNNELS.
Any un-mounted unit (or single miniature) that takes control of the Chapel may invest their next movement phase to explore the tunnels underneath it. During the movement phase, Roll the artillery dice to decide what happens. On a Missfire, the tunnels collapse over the unit or miniature with no armor or ward save possible. On a succesfull roll, add D6 to the number in the artillery dice. This is the distance, in inches that the unit or miniature will travel underground (in any radial direction from the center of the chapel), and surface immediately! (just like a unit of Dwarf Miners!)
Given the very old construction of the tunnels can only be used once during the game. Any further attempt to use them would result in an immediate collapse!
AGED TREASURE!!.
Father Ruben was the parishioner at San Juan and as you may already have guessed, the player that takes control of the Chapel will also be lucky enough to find Father Ruben's wine casks. This army gets a +1 bonous for any leadership test for as long as the player remains in control of the Chapel.
I see that four people have voted so far - if you guys don't mind just recasting your votes here that would be great. I tried to see if I could modify the poll in progress, but I couldn't.
Eric, can you lock or delete the original poll? I was able to delete the post but not the poll itself.[/i]
Okay the time for choosing is upon us.
A couple weeks back I invited everyone to submit their idea for a territory to be included in this summer's map campaign.
Since then, six -ahem - seven members of Ordo Ineptus have stepped up to the challenge and presented their ideas to us.
I'll say for myself that I've enjoyed reading everyone's ideas and I'm planning on incorporating at least something from everyone's submissions somewhere into the campaign.
The winner of the contest - the person whose territory receives the most votes on this poll by next Saturday - will have their territory worked into the campaign map, with the rules given (or a modified version of them), will have special terrain custom built to represent their territory, and will receive a $25 dollar gift card to Hobbytown to help with army recruitment.
And let me tell you I'll be glad to be done with the awesome responsibility of carrying that sucker around in my coat pocket and resisting the urge to spend it on minis
So read through these and cast your vote for your favorite.
Let the best territory win.
And let it bask in it's victory, for soon it will be raided, pillaged, plundered, torched, razed, fought over, razed again, and stampeded across before sinking into the swamp
Splintered Skull Pass
by Dante
Located near the middle of the Jagged Tooth Mountain Range there is a semi-large pass through the mountains. Flanked to the left of the pass there is a terrible gorge that was formed centuries ago by a mighty earthquake. On the passes right there is the wall of the mountain range that has been known for its terrible rockslides do to unexplained instability. The pass is littered with fallen rocks and bodies of the poor trade caravans.
Long has this pass been used as a trader’s quick and easy route through the mountain range. Unable to keep the pass safe enough for profit of tolls the dwarfs of old have long abandoned the pass. Now the pass has been plagued by ravenous bands of orcs and goblins but now even small groups of ogres have been sighted. Still this pass is used by the trade caravans who are looking for the “quicker and cheaper” journey around the mountains. Looking upon this pass from a military standpoint if one was to plan ambushes carefully and rig rocks to fall from the walls above the pass then one can secure this pass as a very strategic supply route and cut re-supply time by days.
Special Rules: FALLING ROCK ZONE!: Due to the sometimes-random tremors in the earth rocks will come pouring down the mountainside. Every turn roll a D6 if the result is a 1 then roll 1 scatter die always scattering 5D6 inches from the middle of the mountain side. If the result of this scatter is towards the mountain re roll it. Any units hit by the large blast marker will be resolved in the manner as if they were just hit by a trebuchet (Stone Thrower).
Small Pass: Due to the size of the pass no more than 1500 points of warriors can move through the pass at one time.
Armies Controlling The Pass: If you are controlling the pass you may move units through the pass without penalty and you may hide up to 1500 points of soldiers in the pass to guard it.
Armies Attacking The Pass: If you are attacking the pass then at the start of the scenario you must always deploy first and always go second. This is because of the awaiting ambush that you may encounter in the pass.
Shamisé
by Nick (A-Bob)
At the heart of the desert, lies a open plain of land that is barren. No life can be supported here. All sources of water have disappeared forever. The angry gods have cursed the land, cursing all who pass, to be as dry and fruitless as the desert land itself. The only topgraphical icon is a large hill set in the middle of the field, being able to hold massive cities just apon looking at it.
Special Rules: Water…: For every turn a living army (undead dont count) is in the desert, roll a D6. On the result of a 1, all units in the army rolls a D6. On a result of a 1 for any unit, they take D6 wounds (characters take D3, unless accompanied by a retinue, in which you can allocate the wounds).
Blazing heat: All armies (except Tomb Kings) must roll a D6 per unit at the beginning of the movement phase. On a 1, the unit cannot do anything, except hold to a charge as their only action.
Cursed by the Gods: All armies (including Tomb Kings and undead) suffer from the gods, and are considered to be at WS1 and BS1 for the entire time in the desert. This can be negated by using a magic die (or skipping casting a spell for Tomb Kings) to take the effect away from one unit (characters in squads must be nominated to recieve the effect). On a roll of a 4+ the curse is blocked for the rest of the game.
Deposito di Legname Forest
by Evan
This terrain contains a lot of forests and fallen trees.
Hidden deep withing the confines of nature, there is a large patch of land covered in dense forests. There are forms of wildlife that have never been discovered befor. The trees keep out a harsh winds that blow from the north. But the trees roots do not grow very deep into the ground. Instead growing inot clumps on the top of the soil creating vast root systems, making it hard to march through. Because of the root growth of these trees this allows them blow over very easily. The trees also seep some of there sap from thire limbs and trunks onto the ground, making it extremely dangerous to lite fires.
IGNITION, Because of the flamibly sap that is everywere you have to be careful with flames. When useing a fire based weapon (ex. flaming attacks, flaming spells, ect…) When tryimg to use one of these attacks roll 2 dice. If you roll 2 of the same numbers you can not use the attack. If this happens, you must then roll another 2 dice to see how far the flames reach. This represents the fire spredding from tree to tree. All models in the effected area take a strength 4 hit with saving throws.
TIMBER!!!!!, Due to the strong wind trees falling over happens offten. As the game progresses the wind gets stronger.( I can’t come up with a good way to decide what tree falls, so Jason you have full creativity on this.)
I’M TIRED,The massive roots systems that grow on top of the dirt make it very hard to walk. If you are within 2 inches of a tree you get a deduction of 1 to your normal movment.( if you have movment 5, it is reduced to 4, making you only able to march 8 instead of 10) Skirmishers are not effected by this.
Bonuses for owning this territory.
* you are able to ignore the penalty of movment because your soilders learn better ways of walking on the root.
* instead of rolling 2 dice to see how far a flame goes from the ignioton rule, you oly roll 1 dice. This is because your soilders learn to put out the flames faster.
The Valley of the Tome
by Brian
The Valley of the Tome is rumored to lie in the north, far from the civilized worlds of man. It exists in the midst of feral woodlands and haunted mountain passes that few mortals dare travel. It is the resting place of the Tome of True Names.
Long ago, before Sigmar or the Empire was a thought in anyone’s eye, when monsters and fairies ruled the land, there was a terrifying god. He was the patron of magic, change, mutation, and the mortals called him Tzeentch out of fear. However, that is far from the deity’s real name.
A book was bound, and across all of its pages wrote in the golden blood of Dragons is scribed the real name of this horrible god. Each syllable took a lifetime of a powerful sorcerer to write, and it is in a long forgotten dialect. It was called simply the Tome of True Names. The book was lost forever it seemed, when the Empire expanded north.
Now, it lies in the ruins of a small village in a dark valley. Strange cairns and rocks lie in and around the village, containing terrible runes and horrifying visages of demons and monsters. The meager remnants of buildings dot the clearing deep in the woods. Huge flocks of ravens lurk in the village and the surrounding forests, their terrible cries an echo in the night. It is rumored that the area is surrounded by a constant drizzle, and in times of war great storms rage in the surrounding area. In the middle of the town, there remains the foundation of a grand watch tower. The Tome is said to be kept here.
Whoever claimed the book would have unparalleled control over the Winds of Magic, the very name of Tzeentch on his side. Many a man has been driven bad by the thought of this terrible knowledge, and it remains a dangerous and unstable tool. However, many generals have felt that its benefits far outweigh its dangers. Perhaps only the servants of the Dark Gods know the truth, but invoking the wrath of the Master of Change is something only the very brave or the very stupid would dare.
The Master of Magic: Tzeentch’s true name has the potential to destroy empires and create stars in the sky with a mere whisper, all through his magical prowess. All units within 18” of the tome receive a dispel dice to use against any spells targeting them (this can be combined with other dispel dice). In addition, any casters within 18” gain an extra D3 power dice per friendly phase (remember restrictions on caster levels and power dice, however).
Whim of the Great Architect: Tzeentch’s influence runs so deep in this forsaken village that magic wielders often find themselves losing control of their own magic! If a magic-user ever rolls a double when selecting spells from his lore, he must immediately roll a d6 and change his Lore accordingly. He will roll new spells from this Lore, however the rolling of any further doubles has no effects.
1 – Lore of Fire
2 – Lore of Darkness
3 – Lore of the Heavens
4 – Lore of Tzeentch (Warriors of Chaos)
5 - Lore of Tzeentch (Demons of Chaos)
6 – Pick any Lore of magic from any armybook/rulebook to use.
Fickle Magic – The Tome also perverts and warps magic on the battlefield, ensuring it’s use furthers the whims of Tzeentch. Eldritch fires fly across the battlefield, ravens swoop down and attack troops, and the rain begins to melt away at armor. At the beginning of each player’s magic phase, the enemy must roll a die for each unit he has within 18” of the Tome. If a 1 is rolled for any of the enemy units, it is targeted by the Flickering Flame of Tzeentch spell (Cast on a 4).
Terrible Artifact – The Tome counts as an objective, and the player with the most Victory Points worth of models within 6” of the Tome gains an extra 500 VP at the end of the game.
Special Rules for Campaign Map
There are no penalties for moving into or out of the Valley of the Tome.
The player that controls this territory has gained great power over the winds of magic. Each of his Wizards generate one more power dice and dispel dice than normal. In addition, they may choose to add the Whims of the Great Architect rule to the mission special rules (affecting both players) for future games.
The Treasure Well
by Eric
Along the northern edges of man's domain. What seems to be nothing more than a small abandoned village, may hold secrets from across the world. While sifting through the rubble small ignots of gold shaped into strange images of dragons can be found. And in the center of the town sits an oversized well with no pit to draw water from. What tresures lay buried here? Forgotten by man, but not by those from whom they were taken.
There is a certain bedtime story that almost every child has heard, it goes something like this:
Long ago during the dark times, a group of adventures set out on a quest to find the greatest treasure of all time. They built a fleet of tall sailing ships and set out across the great ocean looking for a place of legend, looking for the temple of the ancients. For many months they seemed lost at sea, wracked by constant storms that destroyed many of their ships. The skies were filled with endless clouds, and without the stars to guide them the navigators had no hope of plotting a straight course. The men had no choice but to pray to the Gods to end their plight, and lead their ships to safety. Then one day the storms broke, and on the horizon they saw it, Land!
Before long the host of warriors were standing on a great beach that seemed to strech out forever on both sides. Ahead of them a lush jungle forest stood, as think and solid as the walls of a keep. Even from the beach the men could here strange sounds of wonderous creatures calling out, hunting. Well these men were brave, and they had not tempted the fates of the ocean to turn back now. So they gathered together and set off into the forest, knowing that the Gods would surely lead them to their prize. The journey through the jungle was filled with dangers, for giant lizard monsters roamed freely, and even the littlest creatures seemed to have the deadliest of venoms. Many more men died in the endless forests, many disappearing without a noise never to be seen again. However at last the men came to a great temple in the jungle, overgrown and abandoned. The area was littered with dried bones and strange weapons. It looked as if a mighy battle had been fought there once long ago, and that the temple had since been forgotten and left to rot.
What the warriors found there was a treasure beyond reckoning, endless tombs of gold, ancient artefacts of power, and strange machine engines that were simply unexplainable. The band of warriors gathered all they could, filling their ships full till they would barely stay afloat. It is said that the relics they found allowed them to master the jungle around them, and hence travel back and forth to their ships without harm.
Soon they were ready to return to the land of their birth. The journey home was filled with many more perils as they were hounded by elvin corsairs and chased by giant sea monsters... but that is a story for another time.
However during the voyage something about the men changed. Maybe they unlocked some deep secret about the treasure, some even say that it allowed them to transend to a higher state of being. Either way when they arrived back on the mainland, they decided that the treasure was to great, and that mankind was not yet ready to possess the power it held. So the men made a pact to hide the treasure until man was ready to use its power for good. They traveled far north till they found a suitable place. There they used the power of the treasure to create a secret vault, and hid the treasure inside. After the treasure was buried the men traveled the lands of man and beast, leaving behind clues that would lead the worthy to its secret tomb. Some say that strange runes etched in small places around the land may be keys to finding this lost treasure.
The story always ends with what is thought to be the first clue in the puzzle, a simple riddle. "If a man thirsts, he looks for a well to find water. But if a man thirsts to bring light to the world, and peace to his brothers, the well he seeks will have no water, no bottem, no bucket."
At the beginning of the campaign the location of this territory is kept secret, simply described as an abandoned outpost. Every turn that a player controls this territory he will be asked to roll a D6. On roll of 6 he finds clues to the treasure buried in the land. Every turn he fails add +1 to next turns dice roll. Once the territory has been uncovered a player can perform a hold action to attempt to dig up the treasure. The treasure is successfully found on a roll of 4+ on a D6. The treasure counts as 4 victory points, and becomes a special token that can be captured by other players through battle.
The banner carrying the lost treasure benefits from 2 additonal power and dispell dice every turn of a match. The power dice can be used without restiction, including going over the dice limit a wizard is alloted per level.
Battles fought in this territory must have a suitable piece of terrain to represent the Treasure Well. This counts as a special objective for the match. The army with models closest to the objective create +1 power and +1 dispell dice while they are in control.
The Dark Forest
Where things go bump in the night!
by Bob
In the darkness of the forests of the Empire, evil stirs. Chaos roams free in the deepness of the vast forests. Beastmen, monsters, Giants...and worse...live and thrive, sometimes spilling forth to the "civilized" lands of Men.
In the heart of the darkest of these forests...a place no man has named...lies a place holy to the beastmen. The land is littered with chaotic power: warpstone. From here the shamans (shamen?) draw their unholy power. The very air is infused with unearthly power, and the trees warp with evil energies. Sometimes a beastman will be drawn to this place, unable to resist the call of the dark powers. Many are killed by the horrors that thrive there, but those that survive become horrors themselves: "gifts" of chaos bestowed turning them in to giant ravening beasts!
Rules:
No hills, no buildings. 4 forests. d3 Warpstones.
Forest:
The forests move at the start of each game turn, including the first. For each forest, roll scatter die and d6, and move the forest as rolled. A 'hit' means the forest does not move.
The forests don't like the living very much, so if they come in contact with a unit when they move, any model touched will have to take a S test or suffer a S4 hit as branches and roots assail anyone they can reach. (Determine number of models in forest: take S tests to determine number of hits; distribute hits as for shooting; roll for wounds and armour saves as normal).
Note that a unit can enter a forest without being assailed: only models in the forest after it moves risk being hit.
Warpstone:
Any unit with a model within 3" of a piece of warpstone will suffer a wound with no armour saves (ward & regeneration are allowed) on a d6 roll of 5+ at the end of the magic phase. If a model is killed, it is removed and replaced with a Chaos spawn with d3 wounds. The Spawn will be placed within 3" of the unit by the player whose turn it is.
Any Spawn created in this way are not controlled by either player, and are not worth victory points. The Spawn move at the start of each game turn before the first player's turn begins. Roll scatter die and 2d6 for his movement, a Hit will mean he does not move. Normal Spawn movement rules apply.
Any wizard within 3" of a piece of Warpstone will be infused with power: Any roll of doubles (except 1s) will count as irresistible force (as though they'd rolled double 6s). On the other hand, the power is not without risk: should a wizard roll a miscast (double 1s), no roll on the miscast table is taken...instead the wizard is considered to have rolled double 1s and the '2' result is applied.
Allows an army of the force that controls this territory to hold d6 pieces of warpstone...each of these can be used as a one-use-only dispel die or power die (like Power Stones)
The Chapel of San Juan
by G
The Bretonnian settlement of San Juan bordered with the Empire village of San Jose. These two towns were silent witnesses of many incidents between these two realms of men. Nowadays, these area is all but abandoned. The Chapel of San Juan sits atop a hill that oversees the remains of both settlements, from the northernmost point. (This feature has to be far from both player's deployment zone as its capture will be an important advantage for whomever accomplishes it).
What used to be a creek, now dried, runs through the center of the terrain, and divides the two areas. There are nothing but old fences now sanding and the traces of the village's old streets, as result of the looting by hordes of Orcs that are known to dwell closeby. An old wooden bridge crosses over the dried creek, symbol of an ancient gesture of collaboration between Bretonnia and the Empire.
The creek is dry so it does not count as difficult terrain. The ruins of the villages are difficult terrain, but any unit passing by can see through, as all is almost ground level.
Bretonnians where the first settlers of this area, and they settled San Juan as an outpost for their Easternmost campaigns against the Orcs. Remaining always West of the Tepepan River, San Juan flourished and was guarded by a legion of Templar knights. Sir Humber Rolsterdorff, an Empire Count decided to settle East of the River and founded San Jose.
These towns learned to live together, and more than once, they presented a common front against the Orcs.
During an Orc siege to these towns that is known to have lasted 7 months, the peoples of Bretonnia and the Empire were put to the test. Would their need for survival be stronger than their pride? With no way to get out and call for help, these people were all but left to their own... and they were largely outnumbered.
It is known that to be able to survive the siege, a series of laberynthic tunnels were dug under the villages, starting from the Chapel of San Juan. Utilizing technology learned from their Dwarf allies, the Empire engineers lead the construction of this maze of tunnels that were used for provisioning and for a desperate try to call for help.
Time prove to favor the numbers of the Orcs. The repeated attempts to sneak out for help were always crushed by the green skins, and so the flourishing settlements of men succumbed over a green tide of destruction.
The Green Knight was said to fight alongside men during the last desperate charge of the combined forces of Bretonnia and the Empire, but it now remains to legend only.
From this long past time, the Chapel remains almost intact. For some reason, the Orcs never set foot there, nor did they dare destroy it after looting it empty. Legend also tells of a special blessing that protected this chapel from the fury of the green skins.
Special Rules:
THE GREEN KNIGHT!
This ethereal knight is still present in this area. Whenever any model or unit gets within 6 inches of the wooden bridge, the Green Knight may be awaken. A Roll of 3 or more awakens his spirits. If he does not awake that turn, then this test must be repeated onevery subsequent movement face of any player in proximity of the bridge.
When the Green Knight is awoken , he will be placed atop the bridge. If there should be any unit or model on the bridge, an immediate charge must be resolved.
The Green Knight is played with the standard attributes and rules described in the Bretonnian rulebook, and with the following additional rules:
a) if there is a Bretonnian army on the field, the Bretonnian general must decide on :
1. If the Bretonnian army already included a Green Knight, then this Green Knight will replace him, and the general has full control over the Green Knight once awoken. Should the army's Green Knight be awoken before this one, then it is replaced by this one.
2. having the Green Knight join his forces by replacing ONE of his Heroes or Lords in the list OTHER than the BSB and General
3. having the Green Knight as an independent model on the table.
b) with no Bretonnian player on the table, the Green Knight acts as independent model with compulsory moves AT THE BEGINNING of EACH player's turns, with the very simple rule of ALWAYS attempting to charge against the closest enemy.
THE TUNNELS.
Any un-mounted unit (or single miniature) that takes control of the Chapel may invest their next movement phase to explore the tunnels underneath it. During the movement phase, Roll the artillery dice to decide what happens. On a Missfire, the tunnels collapse over the unit or miniature with no armor or ward save possible. On a succesfull roll, add D6 to the number in the artillery dice. This is the distance, in inches that the unit or miniature will travel underground (in any radial direction from the center of the chapel), and surface immediately! (just like a unit of Dwarf Miners!)
Given the very old construction of the tunnels can only be used once during the game. Any further attempt to use them would result in an immediate collapse!
AGED TREASURE!!.
Father Ruben was the parishioner at San Juan and as you may already have guessed, the player that takes control of the Chapel will also be lucky enough to find Father Ruben's wine casks. This army gets a +1 bonous for any leadership test for as long as the player remains in control of the Chapel.