Summer Map Campaign Preview #1
Apr 7, 2009 8:43:40 GMT -5
Post by Dr Carnivean on Apr 7, 2009 8:43:40 GMT -5
As we get closer to the summer map campaign, I wanted to throw in little teaser previews of some of the special territories as I am doing the write-ups for them. Many are territories from my previous map campaign at Cave Comics, re-envisioned and with new rules. The first preview is based on a terrain piece that was built in the winter of 2001 for the Cave Comics map campaign, as I had already named the spot on the map and I wanted to come up with a cool terrain piece to represent it for a battle that was going to be fought there.
Standing at over three feet, this edifice of chaos was built with 2" thick styrofoam insulation board, spackle, and various pieces of old toys, and was created in stackable sections with a carved out interior.
I present to you,
The Rotfeast Monolith[/u]
Up in the mountains overlooking the region known as the Forsaken Vale, an ominous structure stands. The obscene landmark known as the Rotfeast Monolith is believed to be the result of a portal which alllowed the unspeakable forces from beyond to intrude upon our world, transforming it into a twisted mass of rock and foul daemonic flesh. Those brave enough to trek into mountains and glimpse the Monolith have reported that it is perpetually bleeding, and that a myriad of grotesque faces protrude from its surface like cancerous pustules, sneering and gibbering. Swarms of foul imps and larger, more powerful daemons are seen cavorting about the structure. It is said that the largest of these holds court at the top of the Monolith.
Scholars debate whether it was the formation of the Rotfeast Monolith that caused the ruination of the valley, or whether the calamaties that ensued there drew the daemomic energies like moths to a flame, finally bursting forth and creating the foul structure at their nexus point.
In any case, the Rotfeast Monolith stands as a beacon to the forces of chaos, and an omen of doom for all others.
Campaign Rules
The Rotfeast Monolith is a mountain territory, so difficult terrain rules apply.
If a Chaos banner moves onto this territory, roll on the following chart.
1 - The tower is silent. The gods of chaos deem you unworthy of their notice.
2-5 – Gifts of Chaos. Roll 2d6 x10 and gain that many points of troops for the next battle that banner engages in.
6 – Greater Gift of Chaos. Roll 2d6 x20 and gain that many points of troops for the next battle that banner engages in.
*Note that these bonuses do not accumulate if the territory is revisited before the next battle that banner engages in.
If a non-chaos banner moves onto the territory, roll on the below chart.
1 - The tower is silent. The gods of chaos deem you unworthy of their notice.
2-5 – Daemonic Harrassment. Your armies are slightly weakened while repelling daemon attacks in the mountains. Roll 2d6 x10 and subtract that many points from your army for the next battle that banner engages in.
6 – Daemonic Ambush. The daemonic forces of the Rotfeast Monolith make a focused attack on your army as it passes through the mountains. Roll 2d6 x20 and subtract that many points from your army for the next battle that banner engages in.
Note that the territory can still be held by players and still counts toward gaining additional banners, and towards victory. After all, there are still valuable minerals, woods, and food sources, and stragetic passes within the mountains surrounding the Monolith.
Razing the Rotfeast Monolith
This territory cannot be razed by normal means – ie; giving a banner a ‘raze’ action. To raze the Rotfeast Monolith, a banner must be occupying the territory and given a ‘hold’ action, while the player announces his intent to destroy the evil once and for all.
The player then plays through a one on one skirmish battle (similar to Shellendrak but on a smaller scale) against the daemonic forces of the Monolith. If he can ascend to the top of the structure and destroy what dwells there, he gains two victory points towards winning the campaign that cannot be lost or taken away. For the rest of the game, this territory counts as a normal mountain territory, and can be razed and restored as normal.
A chaos player also has the option to increase the influence of the tower. To do this, a chaotic banner must be occupying the territory and given a ‘hold’ action, while the player announces his intent to embrace the evil and make it stronger.
The chaos player then plays through a one on one skirmish battle the same as before. If he wins, he gains a single victory point towards winning the campaign that cannot be lost or taken away. For the rest of the game, the effect of the Monolith upon banners moving through the territory is doubled and the Rotfeast Monolith cannot be destroyed, as the evil there has become too great to be dealt with at this time.
Battles at the Rotfeast Monolith
Table set-up
If the Monolith itself is available (and the table is large enough to comfortably accommodate it) then it may be placed at any point equally between the two deployment zones.
Since this is rugged, mountainous terrain, any roll for building, farm, or ruins should be replaced with either difficult terrain (rocks or crags), a forest, or a hill.
Corrupting Energies of Chaos
In a battle taking place at the Monolith, any time a wizard on either side miscasts, both players must roll a d6 for each unit in their army with greater than five models. On a ‘6’ result, a model within the unit is removed and replaced by a chaos spawn. If an army has Chaos Spawn as an available unit, the spawn may be placed 1” away from the unit that spawned it and under the spawning player’s control.
Armies whose codexes do not include chaos spawns must roll the scatter die and expel the spawn 2d6 inches in a random direction from the unit that spawned it. If it comes in contact with a unit, it engages in combat as if it had charged. If a ‘hit’ is rolled, it engages the front rank of the spawning unit as if it had charged.
Spawn not controlled by a player move in the compulsory movement phase of the spawning player and move 2d6” toward the closest unit of either player. If movement carrys it into a unit, it counts as charging.
The attacks from uncontrolled spawn are rolled by the player whom it is not attacking.
Standing at over three feet, this edifice of chaos was built with 2" thick styrofoam insulation board, spackle, and various pieces of old toys, and was created in stackable sections with a carved out interior.
I present to you,
The Rotfeast Monolith[/u]
Up in the mountains overlooking the region known as the Forsaken Vale, an ominous structure stands. The obscene landmark known as the Rotfeast Monolith is believed to be the result of a portal which alllowed the unspeakable forces from beyond to intrude upon our world, transforming it into a twisted mass of rock and foul daemonic flesh. Those brave enough to trek into mountains and glimpse the Monolith have reported that it is perpetually bleeding, and that a myriad of grotesque faces protrude from its surface like cancerous pustules, sneering and gibbering. Swarms of foul imps and larger, more powerful daemons are seen cavorting about the structure. It is said that the largest of these holds court at the top of the Monolith.
Scholars debate whether it was the formation of the Rotfeast Monolith that caused the ruination of the valley, or whether the calamaties that ensued there drew the daemomic energies like moths to a flame, finally bursting forth and creating the foul structure at their nexus point.
In any case, the Rotfeast Monolith stands as a beacon to the forces of chaos, and an omen of doom for all others.
Campaign Rules
The Rotfeast Monolith is a mountain territory, so difficult terrain rules apply.
If a Chaos banner moves onto this territory, roll on the following chart.
1 - The tower is silent. The gods of chaos deem you unworthy of their notice.
2-5 – Gifts of Chaos. Roll 2d6 x10 and gain that many points of troops for the next battle that banner engages in.
6 – Greater Gift of Chaos. Roll 2d6 x20 and gain that many points of troops for the next battle that banner engages in.
*Note that these bonuses do not accumulate if the territory is revisited before the next battle that banner engages in.
If a non-chaos banner moves onto the territory, roll on the below chart.
1 - The tower is silent. The gods of chaos deem you unworthy of their notice.
2-5 – Daemonic Harrassment. Your armies are slightly weakened while repelling daemon attacks in the mountains. Roll 2d6 x10 and subtract that many points from your army for the next battle that banner engages in.
6 – Daemonic Ambush. The daemonic forces of the Rotfeast Monolith make a focused attack on your army as it passes through the mountains. Roll 2d6 x20 and subtract that many points from your army for the next battle that banner engages in.
Note that the territory can still be held by players and still counts toward gaining additional banners, and towards victory. After all, there are still valuable minerals, woods, and food sources, and stragetic passes within the mountains surrounding the Monolith.
Razing the Rotfeast Monolith
This territory cannot be razed by normal means – ie; giving a banner a ‘raze’ action. To raze the Rotfeast Monolith, a banner must be occupying the territory and given a ‘hold’ action, while the player announces his intent to destroy the evil once and for all.
The player then plays through a one on one skirmish battle (similar to Shellendrak but on a smaller scale) against the daemonic forces of the Monolith. If he can ascend to the top of the structure and destroy what dwells there, he gains two victory points towards winning the campaign that cannot be lost or taken away. For the rest of the game, this territory counts as a normal mountain territory, and can be razed and restored as normal.
A chaos player also has the option to increase the influence of the tower. To do this, a chaotic banner must be occupying the territory and given a ‘hold’ action, while the player announces his intent to embrace the evil and make it stronger.
The chaos player then plays through a one on one skirmish battle the same as before. If he wins, he gains a single victory point towards winning the campaign that cannot be lost or taken away. For the rest of the game, the effect of the Monolith upon banners moving through the territory is doubled and the Rotfeast Monolith cannot be destroyed, as the evil there has become too great to be dealt with at this time.
Battles at the Rotfeast Monolith
Table set-up
If the Monolith itself is available (and the table is large enough to comfortably accommodate it) then it may be placed at any point equally between the two deployment zones.
Since this is rugged, mountainous terrain, any roll for building, farm, or ruins should be replaced with either difficult terrain (rocks or crags), a forest, or a hill.
Corrupting Energies of Chaos
In a battle taking place at the Monolith, any time a wizard on either side miscasts, both players must roll a d6 for each unit in their army with greater than five models. On a ‘6’ result, a model within the unit is removed and replaced by a chaos spawn. If an army has Chaos Spawn as an available unit, the spawn may be placed 1” away from the unit that spawned it and under the spawning player’s control.
Armies whose codexes do not include chaos spawns must roll the scatter die and expel the spawn 2d6 inches in a random direction from the unit that spawned it. If it comes in contact with a unit, it engages in combat as if it had charged. If a ‘hit’ is rolled, it engages the front rank of the spawning unit as if it had charged.
Spawn not controlled by a player move in the compulsory movement phase of the spawning player and move 2d6” toward the closest unit of either player. If movement carrys it into a unit, it counts as charging.
The attacks from uncontrolled spawn are rolled by the player whom it is not attacking.