Saturday, 5 January 2019
A Nation Sundered part 3: The End of the Beginning, and the Beginning of the Middle...
Lord Edwin Dufflecoat, commander of the Imperial Expeditionary Force, considered the contents of the compound- a scattering of barrels and crates, mostly already destroyed by looters, lay all around. Here at last was the armoury of whoever had destroyed so many peaceful villages and claimed so many innocent lives. Hopefully here he would find something that would lead him to those responsible so that they may face Imperial justice at last!
He passed through the shattered gateway with pistol in hand. He couldn't help but feel uneasy in this temple to chemical death, this strange sensation that he on the brink of a terrible discovery that would shatter his worldview. Maybe it was the tatty Imperial Banner that still fluttered over the gateway, maybe it was the Imperial Steam Tank parked under its tarpaulin in the corner of the compound...maybe it was just last nights curry come back to haunt him.
Kneeling, he picked up a couple of shards of timber that had been victim of the looters axe, and held their matching edges together- the image of the Imperial Eagle was clear. A few yards away a piece of paper fluttered in the breeze, revealing the legend "Product of Altdorf". He considered these signs for a moment, wondering what they might portend. A shout from his troops arrayed outside the compound broke his reverie , and he turned to see black armoured troops wearing black eyeliner under black banners advancing up the road towards the compound. It must be true then, he thought, that the criminal always returns to the scene of the crime...
Clues have been followed, rumours investigated. The evidence has led two armies to a final confrontation that will mark the end of Round 1, and determine who wins the Special Territory- The Abandoned Chemical Weapons Factory. Many armies have been bloodied in this Quest thus far, and all who were deserving received gifts from Father Christmas himself, as he made his deliveries to the Warhammer World, and in recognition of your efforts- Reinforcements have Arrived!
The Results, and Territories held at the end of Round 1 are as Follows:
Colin (orcs and goblins):- nil points.
2 Trade Routes and a Village
James (Bretonnia): - 8 points
Lost Valley (2 Villages) , Village , Forest (3)
Treasure Horde, Trade Route
Alan (Dwarves): - 7 points
Forest(3) , Village, Town , Ruins,
Rick (undead): - 3 points
Town, Lost Valley (Treasure Horde/Trade Route), Trade Route
Phil (Orcs and goblins): -7 points
Village ,Bridge(70), Wizards Tower, Silver Mine
Dave (Dark Elves): - 14 points
Lost Valley(village/town), Forest (3), Pass (120),
Pass (130), Sacred Grove, Trade Route.
Chris (Chaos): -4 points
Village, Sacred Grove, Pass(120)
Dafydd (undead) -11 points
Road(40), pass(70), Village, Ruins, Town, Trade Route
Geoff (wood Elves) -10 points
Town, Silver mine, Silver Mine, Pass (80), Temple, Bridge(80)
Rob (Dark Elves) -13 points
Lost Valley (road (100)/Village), Trade Route, Village,
Trade route, Forest (2), Silvermine, Forest(2) .
Aidan (Empire) -18 points
3 Villages, Trade Route, Forest (2), Wizards Tower,
Silver Mine, Town, Lost Valley (Temple/Trade route)
Thus, Myself and David will fight for control of the Special Territory!
No Territories are staked for this game. The winner takes all.
This will be Pitched Battle, as per the battle book, except that in the exact centre of the battlefield a small compound containing crates, barrels etc . Looters have broken open a lot of barrels and whilst most of the really harmful stuff has dissipated its still not pleasant to be in the vicinity for very long! Any unit with in 6" of the compound at the end of its turn takes d6 S1 hits.
Victory points are awarded as normal , with 5 Extra Victory points going to whoever has figures within the Compound at the end of the game.
The Abandoned Alchemical Weapons Factory, Special Territory.
Whoever wins this Territory may search for any Alchemical Weapons that may have been overlooked by the Looters. There only a few items left, and any weapons used can't be replenished for the next battle, a Character in your army can carry any one item. Luckily most of the items are still labelled with how to use them! Roll 3 times on the Following Table: Every time you win another game, you may roll on this table once more! Keep track of which items have been rolled- once you've had at least one of all 6 (whether you've used them or not) the territory is exhausted and must be abandoned.
1-Al-kahest A set of small vials of that may be thrown just like a throwing knife, with range 6". They hit with S3, and no Armour Save is allowed. 6 uses only.
2-Peter Pomegranate This Large glass globe can be thrown with a range of 6"- pick a point within LOS up to 6" away and roll the scatter dice +d6" to see where it lands! The globe releases a rather unpleasant gas! place the blast template on the landing point - any model touched by the template must take a T test with no save! One use only
3-Embiggerence! This potion may be poured on any model in base contact including the model carrying it. It may be avoided if desired by a successful I test (no armour save), otherwise the target model immediately doubles in size! (Any mount is instantly crushed..or runs away!) The models M, S, T, and W are all doubled (max10) , but the I is halved and the model is now a large target, causing fear, and Stupid! Unfortunately any magic items or weapons it was carrying are now useless to it. One use only. May be used at the start of the turn.
4-Emlittlence! This potion may also be poured on any model in base contact including the model carrying it. It may be avoided if desired by a successful I test (no armour save). The model (and any mount!) instantly shrinks to the size of a mouse! Obviously the victim can't do much for the rest of the game except hide in the long grass and wait for it to wear off... One use only. The victim isn't dead though, so no victory points are scored! May be used at the start of the turn.
5-Panacea Universalis This concoction may be used on any figure in base contact, or the bearer- it immediately restores 1 wound . 3 Uses only. May be used at the start of the turn.
6- An unmarked bottle. Impossible to know what effect it has until you use it on a target model. Roll a D3- on a 1 its an Embiggerence! , 2: its a Emlittlence! , 3: its a Panacea Universalis.
And so for everyone else, its on to Round 2! The Lost City of Minimostock!
A few weeks ago the city was not lost; it was a thriving Port on the Ayrisian Coast, with its harbour and merchants doing brisk trade. It had been firmly under the control of the King and had been instrumental in bringing in foreign support to his cause, and providing the wealth for continuing the war. Its loss has been felt keenly; where once was gleaming spires and tall towers was now naught but sandy beach...
However there are now rumours of a wrecked ship found far inland, on the eastern edge of Ayris where the the arable land meets the edge of the desert. The crew all but dead, but a sole survivor claiming they had been approaching the west coast of Ayris at night , and could see the lights of the city on the horizon, and so the rumour goes, could still see those lights after the ship shattered on impact with the top of a hill...
The various players must now find the Lost City of Minimostock, uncover the foul sorceries that caused it to vanish, reverse them and claim the city's riches for themselves!
All event rules carry on as normal, the points listed above are reset to 0 for everyone.
Army points limit has now increased to 1500 points (plus any additional points for territories)
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