Monday, January 26, 2015

Special Scenario: The Glottkin Maneuver

The following are the rules I wrote to govern a large End Times-themed special event, along with photos of the selection of Nurgle Forces that we used in the game. The following post will detail the results of the battle!

The Glottkin Maneuver

 Leading the host is the massive form of the Brothers Glottkin. 

Description: The forces of Nurgle have risen to the call of Archaon, driving deep into the lands of the Empire. Ruining city after city, their destruction of the lands of men has finally reached the attention of other races. In particular, the Slaan Mage Priests of the Lizardmen recognized the way that the Empire was a vital lynchpin for keeping the forces of chaotic ruin in check in the north. Thus, they set in motion a plan to reach out and lure other races to combine their forces against the horde led by The Glottkin. With some, such as brave Bretonnia or the stalwart High Elves, this was a plea delivered by skink ambassadors. With others, it was more subtle: adjusting and changing the portents of the various winds of magic to lure the forces to face Nurgle at the same time. They even used some subterfuge, having a particularly skilled skink priest disguise himself as an omen of Mork to rouse an Orc tribe. The forces gathered, each hoping to be the one blessed to strike the killing blow against The Glottkin and his blighted lieutenants.

Second-in-Command: Guttrott Spume and his unit of ten Putrid Blightkings.

Sides: The forces of Nurgle versus the Opposing Forces. The Nurgle forces are treated as three armies, all with Trusted Ally status. They split magic dice as they choose at the start of the magic phase. The Opposing Forces are treated as a number of separate armies. The forces of Order (Lizardmen, Empire, Dwarfs, Wood Elves, High Elves, and Bretonnia) all share the Trusted Ally status for the full game. All forces of Disorder and the non-aligned are treated as Suspicious Allies for the entire game. As such, the Opposing Forces also split magic dice as they choose. The rules for Desperate Allies and Fragile Alliances are not used in this battle.

Chad's Amazing Plaguebearers of Nurgle. Just beautiful in their rotted ickyness. Sadly I didn't get a single non-blurry photo of his Daemon Prince Klaus Feverskin during the game!

Setup: The board is 48” deep, 144” wide, with 12” deployment zones on each side of the long edge. The terrain is dominated by a ruined Empire city everywhere except for the Opposing Forces deployment zone, set up in as close a pattern to city streets as is able. The two edges of no-man’s land will have some trees. The Nurgle Forces deploy first and entirely, spread across the facing of the city in their deployment half. Then the Opposing Forces each roll off on 2d6. They then deploy their full force in order of highest to lowest roll.

Festus the Leechlord and a horde of Nurgle-marked Beastmen Gors. I love the job Kevin did on their purple skin. Nasty, nasty unit with Festus' buffs.

First Turn: The Opposing Forces get the first turn.

Enrico's glorious Chaos Warriors, with a great Chaos Lord and my personal favorite model on the table: that Chaos Sorcerer of Nurgle. Enrico is not only a great painter, but a writer for Tabletop Gaming News who covers miniature gaming. 

Special Rules: The Search the Ruins, Strategems, and Victory Tally special scenario rules are used for this scenario, and can be found below.

Rot Flies of Nurgle take to the air!

Search the Ruins: Units of the Opposing Forces can search the ruined buildings of the Empire as they go, hoping to find helpful things in their fight against Nurgle. Once a building or ruin is searched once, it gets marked as “searched”. A unit can only search one building per turn, and it cannot be done if the unit ends its movement phase in combat. Any Infantry unit or Monstrous Infantry unit may search a building they are within 5” of at the end of their move. Cavalry units may also search buildings, but they cannot do so if they marched that turn (representing the riders dismounting quickly to check out the ruin. Monsters, Chariots, Swarms, and Beasts cannot search buildings. Searching is done at the end of the movement phase.

To search, the player rolls a d6 and consults the chart below (descriptions of each are beneath):
1
Rats in the Cellar
2
Dust and Smoke*
3
City Map
4
Weapons Cache*
5
Torches*
6
Healing Draught*
*If the searching unit is already under one of these effects, they gain nothing from this search.

Rats in the Cellar: A swarm of lurking rats have moved into the basement of this ruin. The unit immediately suffers 2d6 Strength 1 hits. Skaven forces also suffer this, as the cornered rats know that servitude to unknown Skaven masters is a fate to be avoided!

Dust and Smoke: A missed step while searching causes a partial collapse, showering the unit in dust and smoke. They suffer a -1 to WS and BS. These effects last until the unit wins, loses, or draws a combat or ends a move within 5” of a water feature (river, fountain, or the “boat house”).

City Map: The unit finds a map of the city, which aids in its movement. It may immediately roll 1d6 and move that many inches, as if a normal movement. This movement may not take them into combat, and the full distance does not need to be used.

Weapons Cache: The unit finds a number of weapons in the basement of this ruin, enough to arm them differently. They can choose one of the following types of weapons: Flails, Two/Additional Hand Weapons, Javelins, Spears, Throwing Axes, or Shortbows. A unit choosing a melee weapon must use that weapon in combat instead of their normal armament. The unit remains armed with this weapon until they win, lose, or draw a round of combat.

Torches: The unit finds or makes a number of torches. The unit gains the flaming attacks special rule. They keep this rule until they lose a combat.

Healing Draughts: The unit gains the following ability: Innate Bound Spell (power level 3). One-use only. The draughts function as the Regrowth spell (see the Lore of Life), but it can only target the unit that has the ability.

Nine Minotaurs led by a Doombull. Ouch to whoever has to face this unit!

Victory Tally: The following is the order of kills, from top to bottom. Score is based on the top kill, with kill being the general directly responsible for the model being removed from the table. The Gold prize goes to the highest scorer, followed by the Silver to second, and Bronze to third. In the case of ties (caused by generic choices, where there were multiple: in our case Daemonic Heralds of Nurgle), someone who has the highest second kill wins. The following is the list we used for this game. Players wanting to run their own might include other forces, and thus have an expanded list. 

The Glottkin

Guttrot Spume

Klaus Feverskin, Daemon Prince of Nurgle

Epidemius

Great Unclean One

Festus the Leechlord

Doombull

Chaos Lord

Daemon Prince

Any Herald of Nurgle

Chaos Sorcerer


Warriors of Chaos Forsaken, showing their transformation into Plaguebearers.

Strategems: Each Opposing Forces race gets a different Strategem they can choose to use during the battle. This represents a momentary advantage for their side in some way. Races are given their Strategems at the start of the battle, and do not share them with the other players. To play the Strategem, they declare the stratagem at the start of an appropriate turn, reveal the rules, and gain the benefit and/or resolve the effect. The strategems for each race are presented below:

Khorne: “Strategy? No strategy! CHAAARGEBLARRGH!!!” No stratagem bonus.
Despite these cries by the Khornate forces, the Great Brass God does watch down over his followers from time to time. Should the Forces of Nurgle ever roll the Khorne-themed result on the Daemonic Magic table, they must roll for all of their own Nurgle units as well as all Slaanesh and Opposing Forces units as normal.

Other Chaos: “Our own ascendance will triumph, bless us O Dark Masters!” Play at the start of any turn after the first. Roll d3, and select that many models in your own force capable of rolling on the Eye of the Gods table. Immediately make one roll for each of them.

Bretonnia: “In the name of the Lady, let’s save the lands of Men. We cannot give up, the fight is too dire.” Play at any time, and can be played in reaction to a failed panic or break test. Every Brettonian Knight model gains the Unbreakable special rule until the end of this turn. Every Bretonnian peasant model gains the Stubborn special rule until the end of this turn.

Dark Elves: “We have prepared for their stench, strike the dagger blow now.” Play at the start of any close combat phase. The Dark Elves break out small vials of Cold One saliva and smear them across their noses and mouths. The numbing poison leaves all Dark Elf models unaffected by any negative penalties to hit because of marks of Nurgle, clouds of flies, etc. for that round of close combat. 

Dwarfs: “We’ve got a grudge to settle, lads.” Play at the start of the game. The Dwarf player counts their Ancestral Grudge as a result of 6 instead of rolling. Furthermore, should anyone have a Grudge Rune they gain +1 Attack in addition to the other effects of the Rune.

High Elves: “Watch your skirts there, Glorindel. Don’t get any of that filth on your Ulthuan white robes!” Play at the start of any Opposing Forces. The High Elves, in an attempt to keep themselves uncovered by the filth of their foes, bank on their shooting instead. All High Elves ranged weapons gain the Multiple Shots (x2) special rule. For weapons that already have multiple shots, add d3 to the number that are fired in the fusillade of death. Repeater Bolt Throwers can choose to fire their big bolt twice (suffering the Multiple Shots penalty), or add a d3 to the number of their smaller shots.

Lizardmen: “The destruction of chaos is our calling. Bring forth the end. Wrest them from existence.” Play at the start of any Opposing Forces magic phase. Each Wizard model from the Lizardman books gains an additional magic dice to use during this magic phase. In addition, roll a d3 and select that many units. They gain the effects of one of the following spells, as if it were cast and not dispelled normally in that magic phase: The Speed of Light (Lore of Light), Light of Battle (Lore of Light), Wyssan’s Wildform (Lore of Beasts), or Enchanted Blades of Aiban (Lore of Metal). You can choose only one of each spell to be applied.

Ogre Kingdoms: “These things taste terrible! I’m so hungry! Rawr!” Play at the start of any close combat phase. The Ogres, unable to eat their foes, find their stomachs rumbling in this fight. This makes them more angry and aggressive than usual. All Ogre models gain the Hatred and the Devastating Charge special rules for the duration of that combat phase.

Orcs and Goblins: “Dese boyz smell like the drops. Time ta use some low kunnin’ to krump ‘em!” Play at the start of any movement phase. All Orcs and Goblins models (but not Trolls or Giants, being too dumb) gain the Free Reform special rule as if they were skirmishers or Fast Cavalry. If the models already have the Free Reform special rule, they gain +d3 inches of movement for that phase instead.

Skaven: “The charges are set, yes yes. Explode them now. Die die Filth-walkers!” Play at the start of any phase on any turn. Suddenly, a set of ruins explode and shower the streets with flaming debris. Roll d3+2, and select that many buildings that are adjacent to each other. Any unit Nurgle or Opposing Forces within 5” of one of these buildings is affected. Units with the Regeneration special rule lose that special rule for the remainder of that phase. Units without the Regeneration special rule take 1d6 Strength 2 hits with the Flaming Attack special rule, distributed as shooting.

Empire: “Round up the refugees! Gather the women! Even children! Hand them a sword, all can fight!” Play at the start of any Opposing Forces phase. Roll d3+2. Select that many units as gaining reinforcements from the people fleeing the city. Resolve this as if the Regrowth spell were successfully cast upon the unit. Chariots cannot regain wounds in this way, and Characters cannot be healed as normal per the spell.

Tomb Kings / Vampire Counts: “So much death, so many fallen in these buildings. Recruit them! Bring forth the undying to swell our ranks!” Play at the start of any Opposing Forces magic phase. Every undead model targeted by a spell cast during that phase that regains lost models, adds new models to an existing unit, or summons new units increases the number of wounds/models gained by d6 with each casting (with usual limits such as vampiric applying). In addition, roll d3. Select that many friendly undead units that are within 5” of a building. They immediately regain d6 wounds worth of models as per rules for regaining models, without having to successfully cast anything.


Wood Elves: “Awaken the trees! The very earth rejects this plague!” Play at the start of any Opposing Forces phase after the first turn. Move each woods or tree base 2d6 as per the secondary effect of the Blood Forest (pg. 119), except that the Wood Elf player can choose the direction of the movement. The woods then immediately become Wildwoods (pg. 119) instead of any prior type for the remainder of the game. These Wildwoods affect models as normal (ending their movement within), individual trees project this effect 3” from their base. Wood Elves treat such woods as ordinary. 

Can't forget a Great Unclean One and a unit of six Beasts of Nurgle.


Update: A photo of Klaus Feverskin, Daemon Prince of Nurgle. Thanks to Chad for letting me use the photo! All mine turned out blurry, no doubt I was focused on all the noxious gas escaping the bloated body. 

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