The Great Artifact Ascension :
Somewhere in the mortal realms, three warlords, arisen to power in thier own lands, have found a real gate leading to an unknown land. In thier first forray into this wilderness, each found a Great Artifact. Studies of ancient stories have shown this artifact was once owned by a great hero, who stood against the forces of death. Legend says that reuniting his artifacts at the place of his death, deep in Shyish will caush his shade to bond itself to the wearer. Granting them unimaginable power. But the other two artifacts are lost in this unfamiliar land... Can you recover the other Great Artifacts and ascend before anyone else?
Great Artifact: each player chooses one artifact, either from thier home realm of power, or battletome. This artifact, may not be one use only. This artifact may be captured by enemy heros if it's bearer is slain. Once all three artifacts are captured by a side, they may attempt the pilgrimage to Shyish to ascend. A player may choose before a battle whether or not to bring thier great artifact into the battle.
-Undead Interference
Nagash wishes to collect the Great Artifacts for himself, and if in any game there are two or more artifacts on the field, summon nighthaunts: roll on the chart (yet to produced, will be full of unit arrangements.) once per artifact on the battlefield. Place these units within 48" of a great artifact bearer, more than 9" from any models. If this placement is impossible, then place them wholly inside unoccupied terrain more than 3" from models. If this is impossible, enter on any board edge more than 9" away. These units activate as endless spells, and may move, shoot, and charge immediately in the endless spell phase. Control of these units is alternated just like endless spell control. These units may only retreat from units hostile to the controlling player, and must end thier movement closer to a great artifact than they began it. If they successfully capture a great artifact, they then must move towards the closest board edge. If thier movement can take them off the board, then the artifact is captured by Nagash. Later any player may assault Nagash to attempt to take stolen artifacts back.
Territory: each player's territory is comprised of three resource nodes. (probably themed to choice of realm) and when you are being attacked, you may use these resources to defend yourself. One of these three resources is a fortress, which is the default location of your Great Artifact. In the center no man's land, there are 9 uncontrolled resources. A battle must be fought to control each one. Three of the neutral resources border each zone. In order to attack a players home zone, you must control the adjacent resources. Once you control a resource node a supply line is connected. If the line is severed, then all nodes ahead of the break become neutral. The army presumably fighting out at the front, looses access to resources, and may not change its roster until the supply lines are restored.
Resources: each resource provides a buff to a unit in your army, or adds a special rule to the battlefield. I'll compile a list here (need to go back over the thread, will edit to list later) each resource node connects to an adjacent node. Any resource in your current supply line can be used in games. Each game a player may use 1 resource per 1000 pts. Once a game is won at a node, you gain control of that resource.
-Nurgle Infestation: roll a d6 at the start of the game for each resource you use, on a 7+ the supply line is corrupted. Each resource adds +1 to its roll for each consecutive game its been used. When a resource is corrupted, the unit receiving its bonus suffers from Nurgle's rot. Roll a d6 for each model in the unit, on a 6 they take a mortal wound. For each mortal wound suffered place a nurgling base withing 3" of the wounded unit. (it fights against that unit in the first fight phase) If the resource that has been corrupted had a global effect, roll on a chart (yet to be created, a short list of 250-500pt unit blocks) and place that unit block on a neutral table edge more than 12" from enemy units. This entire block of units operates as one unit, and activates in the endless spell phase, and can cast spells, move, shoot and charge all one after the other. The controlling player fights with them in the fight phase.
Mercenaries: ogres can be hired to fill points if any player cannot meet the points of a game. (restrictions removed as this in practice, will end up being used by one player only, after talkg to folks)