Friday 18 January 2019

Spellbreakers at Realm's Edge - part 1


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.



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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!

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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

8 comments:

  1. And the hits just keep on coming!!

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    1. Hehehehe! I've been looking forward to this one for a while - I hope you enjoy it!

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  2. Sounds like a great setup. I'm really looking forward to following this!

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  3. This is looking great - some really smart ideas in there. Can;t wait for the follow up!

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