Fall 2014 Campaign Part I

Over View
This Campaign is designed to tell the story of a clash between a goblin force from the Worlds Edge mountains and a string of dwarf mines in the region where the Grey and Black mountains meet. Each scenario will influence the type and amounts of troops and resources available in the final scenario.
General Campaign Rules
Rewards are gathered over the course of the campaign and will be used in the final battle. They will be added to the unit lists in Scenario 6.
Dwarf Ale:
Dwarfs: At the beginning of the final battle, before deployment, any number of dwarf infantry units (but not characters or war machines) may be given dwarf ale. The unit gains the Drunkenness special rule.
Goblins: If the goblin player is victorious in scenario 3 and/or 5 he may raid the dwarf ale stores. At the beginning of the final battle, before deployment, D3 goblin units (not characters or war machines) may be given dwarf ale. The unit gains the Drunkenness special rule.
Drunkenness:
The affected unit gains +1LD and Stubborn. At the beginning of your turn roll a D6, on a 6 the unit is feeling the full effects of the dwarf ale and counts as having failed a stupidity test.
Ambush:
Beginning on turn 2 roll a D6, on a 4+ the unit appears on any table edge the controlling player wishes. On turn 3 it will show up on a 3+, on turn 4 a 2+. The unit automatically enters the board on a random table edge on turn five, as the unit has obviously gotten lost.
Flanking force:
After both armies have deployed, any unit may be deployed along either of the short table sides, outside of the opposing players deployment zone, with its back rank touching the table edge. This unit can act normally on the first turn of the battle, i.e. charge, cast spells, shoot etc. note that the unit still must test for animosity or drunkenness as usual.

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