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Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

I'm wanting to come up with a special scenario for a campaign that involves the players fighting over a Realmgate that can touch any (or maybe just most) of the mortal realms so I want to have a random chart that gets rolled on each battle to determine which realm is currently influencing the area and then apply a special effect for that battle (can be good or bad). I can already see some effects from the sample 2-player campaign in the General's Handbook for Metal (a storm that can reduce shooting/magic to 3" and causes a mortal wound on a 6), Death (+1 to casting rolls for Death wizards) and Fire (+1 to wound for missile weapons if the target is >= 12", although this one seems like it's going to be the worst of the lot minus any I come up with on my own) but I'm not sure if I want to use those as is or adjust them.

So I need suggestions/advice for a similar special rule for the other realms, and I guess I miscounted and there are 8 additional realms (not counting Chaos), so one of them will have to not be around for this campaign since I don't want to deal with an odd number, and Azyr is off limits due to being Sigmar's land.

Aqshy, the Realm of Fire
Hysh, the Realm of Light
Shyish, the Realm of Death
Ghyran, the Realm of Life
Ghur, the Realm of Beasts
Chamon, the Realm of Metal
Ulgu, the Realm of Shadows

If I use the effects from the "Clash of Wills" example campaign I mentioned above that gives suggestions for Chamon, Shyish and Aqshy but leaves the rest (as well as deciding which one sits out, since I'm not sure of the fluff behind each realm if any of them would likely be sealed off or is "inactive" for some reason).

Any suggestions on effects that will be thematic and interesting but not too overpowering? My ultimate idea is to have a D6 chart that gets rolled on before each battle to see which of the realms has the most influence on the area at that moment.

- Wayne
Formerly WayneTheGame 
   
Made in us
Auspicious Aspiring Champion of Chaos






Ghyran: any model within 12" of the Realm Gate who takes a wound or mortal wound rolls a d6, adding 1 if the model has the Sylvaneth keyword. on a result of 6+, the wound is ignored.

Ghur: any model with the Monster keyword makes one extra attack with each weapon if it is within 12" of the Realm Gate

Not sure on the others.

Here's an idea on how to handle the initial roll:

roll 1d10 at the start of the battle

1: The gate is inert. Roll again at the start of the next battle round. This result may occur multiple times in a game.
2: Unstable Gate - roll on this chart at the start of each battle round, disregarding any other results of "2"
3: Aqshy
4: Hysh
5: Shyish
6: Ghyran
7. Ghur
8. Chamon
9: Ulgu
10: The realms are coterminous. Roll twice on the chart, discard rolls of 1, 2 and 10. The effects of both realms are in effect.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

Sorry I should add that I'm not actually having the realm gate on the board (at least not for a while), mainly because the campaign represents fighting the area around it, I envision maybe a last scenario between the top 3-4 players that has it. I'm looking more for global effects for the game than things that only trigger when by the terrain piece.

This message was edited 1 time. Last update was at 2016/12/02 22:26:32


- Wayne
Formerly WayneTheGame 
   
 
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