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Campaign
League

Each
Chainmail League season consists of six weeks. Die-hard campaigners
will find plenty of action every week, while more time-constrained types
have the opportunity to prove themselves in one-day DCI tournaments. Ask
for specific dates at your local League store.
| Season
9 |
Season
play starts 11/23/02
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Scenarios:
Double Pincer, Rapid Strike, and Special (Hold the Skull)
Board Size:
3 feet by 3 feet
Skirmish Location:
Aboveground
Warband Size:
140 points
Prizes:
Halfling Sneak door prizes, Half-Dragon Mage #2 alternate pose models,
pewter Champion Player bases
Rules:
The Set 5 Stat Cards are not allowed in the Chainmail
League.
This season,
all warbands must follow the faction rules, and a player's warband may
change during the season as described for Season
3. Also, players who wish to change their warband must do so before
they know who theyre playing, as described for Season
4 During the League part of a season, players can play any opponent,
with the restrictions described in Season
5. For
other important rules, see the Chainmail
comprehensive rulebook.
"Hold
the Skull" Scenario Specifics: Deployment Area: Standard;
Victory Condition: Capture dragon skull; Scenario Goal:
Dragon Skull
Thanks
for Playing! Unfortunately this is the last season of the Chainmail
League, and we will not be creating new League seasons. Wed like
to thank you for your participation and hope to see you participating
in events for our new Miniatures line releasing in 2003.
| Season
8 |
Season
play started 10/12/02
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Scenarios:
Kill the Leader, Rapid Strike, and Special (Divine Blood)
Board Size: 3 feet by 3 feet
Skirmish Location: Aboveground
Warband Size: 140 points
Prizes:
Dwarven Fighter door prizes, Human Templar #2 alternate pose models, pewter
Champion Player bases
Rules:
This season, all warbands must follow the faction rules, and a
player's warband may change during the season as described for Season
3. Also, players who wish to change their warband must do so before
they know who theyre playing, as described for Season
4. During the League part of a season, players can play any opponent,
with the restrictions described in Season
5. For other important rules, see the Chainmail
comprehensive rulebook.
"Divine
Blood (Blood Harvest)" Scenario Specifics: Deployment Area:
Standard; Victory Condition: Harvest divine sparks; Special:
Divine sparks
Special Scenario
Condition: Divine Sparks -- Use counters or other tokens to indicate
the position of the divine sparks. Set three counters up on the centerline
of the battlefield, one at the center point and others 7? to the left
and right of the center point. Set six other counters in a line, 5? toward
each players battlefield edge from the counters on the centerline,
as shown in the diagram.
- Terrain Placement:
Impassable terrain may not be placed on top of divine sparks. Other
pieces of terrain may be placed so that the divine sparks interact with
them. For example, a low wall can be placed so that a divine spark is
atop the wall, and a mausoleum can have one or
more divine sparks in its center.
- Rules for Divine
Sparks: A model that ends its turn with any portion of its base
touching a divine spark and that is not constrained is exposed to that
spark. The model makes a save (Difficulty Class 16) to absorb the sparks
energy.
- Success:
If the save succeeds, the model absorbs the divine spark. It gets a
+1 bonus on attack rolls, health, and saves for the duration of the
combat. A single model can absorb more than one spark and gain multiple
blessings.
- Failure:
If the save fails, the model cannot absorb the divine spark this turn.
A model that rolls a natural 1 for its save takes 1 special damage.
- Chain-Effect
Attempts: Until the spark is successfully absorbed, any unconstrained
model that ends its turn in base-to-base contact with a model that is
touching a spark may try to absorb the spark itself. It can even make
the attempt if it is in contact with another model that is itself in
contact with one or more models connected to the spark in this way!
(Note that this applies to both allied and enemy models.) This model
must succeed at a save (Difficulty Class 16) to absorb the energy.
Notes on Simultaneous
Actions -- The attempt to absorb a divine spark occurs at the end
of the activated models turn. If there are other effects that occur
at the end of the models turn (for example, from the Scary special
ability), the models player chooses which effect occurs first.
Victory: Harvest
Divine Sparks -- A player whose models absorb five of the divine sparks
immediately wins. Models that gather sparks do not have to survive; their
player gets credit for a spark as soon as it is absorbed. If neither side
harvests five sparks, victory goes to the player whose models gather the
most sparks or who eliminates all enemy models.
A player
can declare the skirmish ended if none of his or her models have taken
damage, been attacked, or made saves for five consecutive rounds. If the
skirmish ends with models from both sides still on the battlefield, the
player whose warband has absorbed the most sparks wins. If both sides
have absorbed the same number of sparks, whoever has a model closest to
the center of the battlefield is the winner.
If all
models are eliminated simultaneously, the player whose warband has absorbed
the most sparks wins. If both sides have absorbed the same number of sparks,
the skirmish is a draw.

Campaign
League Archive
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