Since his accident Kaptain Mogrum was changed. Where before he had been a
brutal, but cunning, Warboss who led his crew from the front, he was always
first over the gunwales into an enemy ship, and a vicious, merciless fighter.
But he was now a cunning, but brutal, Weirdnob Shaman!
Since his awakening the pirate orruks who followed him fully embraced his
change (not least because he killed a lot less of them in fits of anger. Even
if he did kill a lot more of them in accidental explosions of Waaagh!
energy... on balance it seemed better to them) and from then on they all
consider themselves experts in the fields of thaumatology, evocation and
sorcery. They nodded sagely to one another as they described the magic around
them in great technical detail (often using the wrong terms but they really
didn't care). They pronounced judgements on the quality of the wizardry they
witnessed and debated the relative merits of various spells.
When they journeyed to the very edge of the realms in search of the wild magic
of Endless Spells, their Kaptain issued each of them an ensorcelled
black-powder pistol as a focus for binding the Endless Spells. Each orruk then
took it upon themselves to add charms and trinkets to their pistol, in order
to enhance its power. A selection of teeth, bones, coins, pebbles with holes,
crow feathers, gold and silver rings, and polished fragments of glass - all
tied on with string or jewellery chains - adorned their foci.
~ ๐ฑ ~
Spellbreakers at Realm's Edge is an AoS Skirmish campaign of bounty hunter
wizards chasing down and capturing Endless Spells at the wilder edges of the
Mortal Realms. It will span several Mortal Realms over the course of about six
weeks.
Each player will follow the exploits of one wizard, who can be accompanied by
local guides or persistant retainers, or a mix of both. We will each have 250
points to spend on our warbands, but we do not have to field the same models
in every game - we are free to swap any or all of them between games. We will
not be adding any points to the total but warbands might gain some extra
abilities and equipment as the campaign progresses.
We are likely to play Spell Hunters several times over the course of the
campaign, as capturing Endless Spells should be the reason our warbands are at
Realm's Edge. We will be injecting more variety to the Battleplan by adding
one Open War twist card to each game. Some of them are fairly lethal in
Skirmish, but we like the idea that Realm's Edge is not a safe place!
~ ๐ฑ ~
The campaign will have a fairly loose structure, as each player is free to
choose their own warband's storyline, and we will attempt to weave them (or,
more likely, mash them) together as we go along.
-
Chance Encounters
At Realm's Edge, stumbling across other
spellbreakers can only mean a fight. Whether simply for survival or to
control faylines, it matters not.
Choose from: Clash at Dawn (from
White Dwarf, January 2019), Hold the Centre (White Dwarf), Sweeping
Assault (White Dwarf)
-
The Power of the Realms
When magic coalesces into
wyrdstorms or faypools, many are the brave and foolish that flock to
channel their power.
Play Vortex of Power (from the AoS Skirmish
booklet) or The Well of Souls (from Malign Portents)
-
The Monster
If a great beast is normally a worthy prize,
those that roam the Realms' Edges will bring even more glory.
Play
Trophy Kill from the
Warhammer Community blog.
-
Spellbreakers
Capturing an endless spell will require
cunning and brawn in equal measure. And at times, fighting through a
throng of rivals.
Play Spellhunters (from Malign Sorcery) or
Dangerous Hunt (White Dwarf). Or play Dangerous Hunt first, then the
winner can be challenged by another warband to play Spellhunters.
-
The Great Quest
After a long search, the resting place of
an artefact needed for a terrible ritual has been found. Who will secure
it and tap into its power?
- Play Treasure Hunt (White Dwarf) or
Seize the Relic (Skirmish).
- The winner will then be the defender
in Fragile Cargo (Skirmish), against either the same opponent or a new
challenger.
- The winner will then be the ritualist in The Ritual
(White Dwarf), against either the same opponent or a new challenger
-
Battle Grudges
Many times, rival spellbreakers have solved
their disputes in honourable duels. But assassination is an equally
effective, and far more expedient, way to set a record straight.
Play
A Time for Heroes (White Dwarf) or Assassinate (Skirmish), but only
between warbands that have already clashed a few times