Post edited 5:07 pm – Tue 7-13-10 by Nessie
Game 5: Typhon’s Rift
Your warband was too late. The Dark Wizard managed to complete his incantation, tearing the very fabric of time and space. He evaded capture once again by entering his temporal rift. The nexus between our realities has had a strange effect on the remaining wyrdstone in the area. Perhaps this temporal portal requires further inspection.
Scenario: Magical Wyrdstone Hunt
terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item.
We suggest that the terrain is set up within an area roughly 4' x 4'.
special rules
Once you have placed the terrain, put some Wyrdstone counters on the tabletop to represent the location of the shards. There will be D6 counters per player in total.
Each player takes it in turn to place a counter. Roll a D6 to see which player goes first. The counters must be placed more than 10″ from the edge of the table and at least 6″ away from each other. Note that counters are placed before deciding which edge the warbands will play from, so it is a good idea to put counters towards the middle of the table. Warriors can pick up the counters simply by moving into contact with them. A warrior can carry any amount of wyrdstone without any penalty.
Warriors cannot transfer their wyrdstone to another warrior. If the warrior who is carrying a counter is taken out of action, place the counter on the table where he fell.
warbands
All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8”x8″ table corner of his choice. Continue in descending order.
starting the game
All players roll a D6. The highest scoring player takes the first turn.
ending the game
The game ends when all other warbands fails a Rout test. The routers automatically lose.
experience
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 per Wyrdstone Counter. If a Hero or Henchman is carrying a Wyrdstone counter at the end of the battle he receives +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
wyrdstone
Your warriors earn one shard of wyrdstone for each counter still in their possession at the end of the battle.
Game Effect: Power in the Stones
The aftershock of Typhon’s dimensional portal has transformed the wyrdstone in the area. For each shard of wyrdstone in your possession at the end of the game, roll on the table below to determine the type. If the shard is sold the effect is negated.
1-3 Stone of Normality. This is a just a normal shard of wyrdstone. I suggest you sell it.
4-5 Stone of Might. A model who carries this stone into battle will have one characteristic increased. Roll a D6 to see which characteristic is affected:
1 +1 Initiative 4 +l Toughness
2 +1 Leadership 5 +1 Attacks
3 +1 Strength 6 +1 Wounds
6 Spell Stone. Any model who carries this stone into battle may cast one randomly determined spell for the duration of the battle, using the normal rules for spell casting. The spell should be determined at random from the Lesser Magic spell list, and a different spell should be generated before each game in which the stone is used. This means the stone will be more useful in certain battles than others, depending on which spell it happens to provide for that game.
Game Effect: WYRD LIGHTNING!
The wyrdstone in this area has set up a weak magical field that discharges bolts of green lightning at erratic intervals.
At the start of each player’s turn, the player rolls a D6. On a roll of a 1-3, a bolt of warp lightning leaps across the buildings. Place a dice or other marker in the center of the battlefield. Roll the Scatter Dice and move the marker 2D6” in the direction indicated. The marker then scatters 2D6” again. Place a large blast template at this point. Any models wholely or partially under the emplate are struck by warp lightning and suffer a hit with a Strength equal to the roll of a D6.
Game Effect: Temporal Rift
Typhon’s incantation ripped the very fabric of time and space. Beyond this rift is another dimension into which Typhon has fled.
Place a small blast template in the center of the board. Any Leader who enters the rift within the first 3 turns will gain 10 experience and one of the remaining Magic items (determined by a D3). However, once within the rift the Leader may no longer participate in the battle. Remove the model from the game. To enter the rift the Leader must simply survive a single strength D6 hit from the rift energy. Critical wounds are possible.