Dark Tidings Campaign: The Final Scenario
Aug 14, 2021 22:21:54 GMT
wilsonthenarc and knoffles like this
Post by KevinC on Aug 14, 2021 22:21:54 GMT
Attached is the Final Scenario. Note, that there are additional scenario rules that will be revealed during the game. So go into the game thinking that ANYTHING could happen, because ANYTHING could happen...
DARK TIDINGS CAMPAIGN FINAL SCENARIO-01.pdf (120.85 KB)
Lost Artefact Item Table
When a unit take possession of a lost artefact token, the player rolls 2D6 to determine what item is found from the table below. Each lost artefact is unique magic item; the player must reroll the result if an item has already been recovered earlier in the game. Once the magic item is determined, the player must announce the recovered item, along with all of its rules, to all the players involved in the game.
Roll 2D6:
2 Battle Axe of Duodecillion Damnation (Magic Weapon). The bearer gains a +2 bonus to their Weapon Skill, Strength, Initiative, and Attacks. However, the bearer of the Battle Axe of Duodecillion Damnation must reroll all successful saving throws, and both the bearer and the unit he is with suffers a -1 Leadership penalty.
3 Bauble of Secret Whispers (Enchanted Item). The bearer of the bauble gains the Stupidity special rule, and may not reroll failed Stupidity tests. When the bearer of the bauble fails a Stupidity test, they suffer a wound with no armour saves possible.
At the start of their own turn, the controller of the bauble chooses an enemy unit on the table and rolls a D6. On the result of a 1 the bearer of the bauble suffers a S8 hit. On the result of a 2+, the chosen unit suffers a -2 penalty to its Toughness and Leadership until the start of the bauble bearer’s next turn.
4 Halo of Eternal Infernos (Talisman). The model with the Halo of Eternal Infernos knows a random spell from the Lore of Fire (determine the spell as soon as the model comes in possession of the halo). The spell counts as an Innate bound spell (power level 8). Additionally, all attacks made by the model with the Halo of Eternal Infernos have the Flaming Attacks special rule (including attacks made by magic weapons, Stomp attacks, Impact Hits, spells, and any shooting attacks). The model with the Halo of Eternal Infernos has 2+ ward save against all Flaming Attacks. At the start of every Close Combat phase, all models (friends and enemies) in base contact with the model with the Halo of Eternal Infernos suffer a S2 hit with the Flaming Attacks special rule.
5 The Blood Sucker Blade (Magic Weapon). The bearer of the Blood Sucker Blade suffers a -1 penalty to their Toughness (to a minimum of 1) while in possession of the blade. Attacks made with the Blood Sucker Blade have the Armour Piercing special rule. Each time the Blood Sucker Blade causes an unsaved wound in close combat, roll a D6. On the result of a 4+, the bearer of the blade gains a Wound (up to a maximum of 10 Wounds). The bearer of the Blood Sucker Blade does gain additional Wounds for unsaved wounds inflicted upon a model with the Undead or Nehekharan Undead special rule.
6 Flayed Chameleon Skin (Magic Armour). The Flayed Chameleon Skin provides the wearer with the Scaly Skin (5+) special rule, or, if the model already has a Scaly Skin save, the Flayed Chameleon Skin provides a +1 bonus to the model’s Scaly Skin save. In addition, all ranged attacks (both shooting and magic) must first roll a 4+ on a D6 in order to target the wearer. If this roll is failed, the attacker must choose a different target. In Close Combat, all enemies attacking the wearer of the Flayed Chameleon Skin suffer a -1 penalty on their rolls ‘To Hit.’
7 Rubricon of Otherworldly Consumption (Enchanted item). One Use Only. At the start of any of their own Magic phases, the bearer of the rubricon may declare that they are using the Rubricon of Otherworldly Consumption. The player that controls the Rubricon of Otherworldly Consumption rolls 6D6 to determine the strength of the Winds of Magic and chooses the highest three dice results to form the total number of dice in their power dice pool. There is no limit to the number of power dice generated in this Magic phase. The opponent uses the highest dice result rolled to form the number of dice in their dispel pool. During the Magic phase in which the Rubricon of Otherworldly Consumption is used, do not roll on the miscast table for any miscasts by any Wizards. A miscast result will automatically result in a Dimensional Cascade (see page 34 of the Warhammer rulebook).
8 Shield of Ultimate Invulnerability (Magic Armour). Shield. When rolling for the bearer’s armour save, the controlling player rolls 2D6 and adds the dice result together for the total armour save. For example, a model carrying the Shield of Ultimate Invulnerability and wearing light armour has an armour save of 5+. The model is wounded by a S3 attack and so the player rolls 2D6 for the model’s armour save. The dice result is a 2 and a 3 for a total of 5 – a successful armour save! Note, a model cannot have two shields; the bearer of Shield of Ultimate Invulnerability must discard the shield they already possess (if they have one).
9 Grail of the Gods (Enchanted Item). One Use Only. The bearer may sup from the grail at the start of any player Turn. When this happens roll a D6:
1: The False Grail! The imbiber suffers D3 Wounds with no armour saves allowed.
2: The imbiber heals a single Wound they lost earlier in the battle.
3-4: The imbiber heals D3 Wounds lost earlier in the battle.
5-6: Halo of the Gods. The imbiber heals D6 Wounds lost earlier in the battle and
gains a 5+ ward save (or add +1 to their ward save if they already have one).
10 Caduceus of Inter-Dimensional Commutation (Enchanted Item). Innate bound spell (power level 10). When the spell is successfully cast, the bearer and any unit he is with is removed from the table – even if engaged in close combat! At the start of the bearer’s following Turn, place the bearer of the caduceus and the unit he is with anywhere on the table, in any formation, that is at least 1” apart from another unit and impassable terrain. The unit may act as normal on the turn it reappears (including declaring a charge), but the entire unit counts as moving for the turn.
11 Soul Drinker, the Blade of Infinite Malevolence (Magic Weapon). The bearer of Soul Drinker causes Fear. A model that suffers an unsaved wound caused by Soul Drinker is automatically slain. While in possession of Soul Drinker, the bearer (and any army he is apart of) automatically becomes Desperate Allies as described on page 138 of the Warhammer rulebook.
12 Choose any item on this table that is not already in play on the battlefield.
SCENARIO MAP
DARK TIDINGS CAMPAIGN FINAL SCENARIO-01.pdf (120.85 KB)
Lost Artefact Item Table
When a unit take possession of a lost artefact token, the player rolls 2D6 to determine what item is found from the table below. Each lost artefact is unique magic item; the player must reroll the result if an item has already been recovered earlier in the game. Once the magic item is determined, the player must announce the recovered item, along with all of its rules, to all the players involved in the game.
Roll 2D6:
2 Battle Axe of Duodecillion Damnation (Magic Weapon). The bearer gains a +2 bonus to their Weapon Skill, Strength, Initiative, and Attacks. However, the bearer of the Battle Axe of Duodecillion Damnation must reroll all successful saving throws, and both the bearer and the unit he is with suffers a -1 Leadership penalty.
3 Bauble of Secret Whispers (Enchanted Item). The bearer of the bauble gains the Stupidity special rule, and may not reroll failed Stupidity tests. When the bearer of the bauble fails a Stupidity test, they suffer a wound with no armour saves possible.
At the start of their own turn, the controller of the bauble chooses an enemy unit on the table and rolls a D6. On the result of a 1 the bearer of the bauble suffers a S8 hit. On the result of a 2+, the chosen unit suffers a -2 penalty to its Toughness and Leadership until the start of the bauble bearer’s next turn.
4 Halo of Eternal Infernos (Talisman). The model with the Halo of Eternal Infernos knows a random spell from the Lore of Fire (determine the spell as soon as the model comes in possession of the halo). The spell counts as an Innate bound spell (power level 8). Additionally, all attacks made by the model with the Halo of Eternal Infernos have the Flaming Attacks special rule (including attacks made by magic weapons, Stomp attacks, Impact Hits, spells, and any shooting attacks). The model with the Halo of Eternal Infernos has 2+ ward save against all Flaming Attacks. At the start of every Close Combat phase, all models (friends and enemies) in base contact with the model with the Halo of Eternal Infernos suffer a S2 hit with the Flaming Attacks special rule.
5 The Blood Sucker Blade (Magic Weapon). The bearer of the Blood Sucker Blade suffers a -1 penalty to their Toughness (to a minimum of 1) while in possession of the blade. Attacks made with the Blood Sucker Blade have the Armour Piercing special rule. Each time the Blood Sucker Blade causes an unsaved wound in close combat, roll a D6. On the result of a 4+, the bearer of the blade gains a Wound (up to a maximum of 10 Wounds). The bearer of the Blood Sucker Blade does gain additional Wounds for unsaved wounds inflicted upon a model with the Undead or Nehekharan Undead special rule.
6 Flayed Chameleon Skin (Magic Armour). The Flayed Chameleon Skin provides the wearer with the Scaly Skin (5+) special rule, or, if the model already has a Scaly Skin save, the Flayed Chameleon Skin provides a +1 bonus to the model’s Scaly Skin save. In addition, all ranged attacks (both shooting and magic) must first roll a 4+ on a D6 in order to target the wearer. If this roll is failed, the attacker must choose a different target. In Close Combat, all enemies attacking the wearer of the Flayed Chameleon Skin suffer a -1 penalty on their rolls ‘To Hit.’
7 Rubricon of Otherworldly Consumption (Enchanted item). One Use Only. At the start of any of their own Magic phases, the bearer of the rubricon may declare that they are using the Rubricon of Otherworldly Consumption. The player that controls the Rubricon of Otherworldly Consumption rolls 6D6 to determine the strength of the Winds of Magic and chooses the highest three dice results to form the total number of dice in their power dice pool. There is no limit to the number of power dice generated in this Magic phase. The opponent uses the highest dice result rolled to form the number of dice in their dispel pool. During the Magic phase in which the Rubricon of Otherworldly Consumption is used, do not roll on the miscast table for any miscasts by any Wizards. A miscast result will automatically result in a Dimensional Cascade (see page 34 of the Warhammer rulebook).
8 Shield of Ultimate Invulnerability (Magic Armour). Shield. When rolling for the bearer’s armour save, the controlling player rolls 2D6 and adds the dice result together for the total armour save. For example, a model carrying the Shield of Ultimate Invulnerability and wearing light armour has an armour save of 5+. The model is wounded by a S3 attack and so the player rolls 2D6 for the model’s armour save. The dice result is a 2 and a 3 for a total of 5 – a successful armour save! Note, a model cannot have two shields; the bearer of Shield of Ultimate Invulnerability must discard the shield they already possess (if they have one).
9 Grail of the Gods (Enchanted Item). One Use Only. The bearer may sup from the grail at the start of any player Turn. When this happens roll a D6:
1: The False Grail! The imbiber suffers D3 Wounds with no armour saves allowed.
2: The imbiber heals a single Wound they lost earlier in the battle.
3-4: The imbiber heals D3 Wounds lost earlier in the battle.
5-6: Halo of the Gods. The imbiber heals D6 Wounds lost earlier in the battle and
gains a 5+ ward save (or add +1 to their ward save if they already have one).
10 Caduceus of Inter-Dimensional Commutation (Enchanted Item). Innate bound spell (power level 10). When the spell is successfully cast, the bearer and any unit he is with is removed from the table – even if engaged in close combat! At the start of the bearer’s following Turn, place the bearer of the caduceus and the unit he is with anywhere on the table, in any formation, that is at least 1” apart from another unit and impassable terrain. The unit may act as normal on the turn it reappears (including declaring a charge), but the entire unit counts as moving for the turn.
11 Soul Drinker, the Blade of Infinite Malevolence (Magic Weapon). The bearer of Soul Drinker causes Fear. A model that suffers an unsaved wound caused by Soul Drinker is automatically slain. While in possession of Soul Drinker, the bearer (and any army he is apart of) automatically becomes Desperate Allies as described on page 138 of the Warhammer rulebook.
12 Choose any item on this table that is not already in play on the battlefield.
SCENARIO MAP