For a change, I've had a go at writing some rules, to be used in recreated battles in the Webway, meant for a campaign between the Inquisition and Harlequins that will probably never actually happen.
Fighting in the Webway
Portals
In the Webway, time and space are mutable, one step can take you to a place many metres away, some of these spaces are stable and almost fixed in entrance and exit, , gateways built around them to stabilise them further, but other times the eddies of the Webway, where the warp brushes against it, can cause people to shift around quickly but seemingly at random.
To represent this, first, when you’re setting up terrain, you can set up D3 pairs of Portal markers, the Harlequin player gets to place the first pair or markers, then the opponent.
Each portal marker is treated as adjacent to its paired marker, so you can move up to one and finish your movement from the second, however, due to the shifting and swirling patterns in the stable portals, they cannot be fired or charged though. Consider them only active while you are moving model, either in the movement phase or while Consolidating after combat.
Flowing Power and Ebbing Luck
For this effect you will need a deck of regular Playing Cards.
At the start of each player turn, shuffle the deck and draw D3 cards, consulting the chart below. Each Card must be given to a unit that fits its Suit and will grant the effect mentioned in the second chart, if you can't give a Card to a unit, then it must be discarded. At the end of a player turn, remove all Playing Cards and put them into a discard pile.
Portals
In the Webway, time and space are mutable, one step can take you to a place many metres away, some of these spaces are stable and almost fixed in entrance and exit, , gateways built around them to stabilise them further, but other times the eddies of the Webway, where the warp brushes against it, can cause people to shift around quickly but seemingly at random.
To represent this, first, when you’re setting up terrain, you can set up D3 pairs of Portal markers, the Harlequin player gets to place the first pair or markers, then the opponent.
Each portal marker is treated as adjacent to its paired marker, so you can move up to one and finish your movement from the second, however, due to the shifting and swirling patterns in the stable portals, they cannot be fired or charged though. Consider them only active while you are moving model, either in the movement phase or while Consolidating after combat.
Flowing Power and Ebbing Luck
For this effect you will need a deck of regular Playing Cards.
At the start of each player turn, shuffle the deck and draw D3 cards, consulting the chart below. Each Card must be given to a unit that fits its Suit and will grant the effect mentioned in the second chart, if you can't give a Card to a unit, then it must be discarded. At the end of a player turn, remove all Playing Cards and put them into a discard pile.
Suit
|
Unit Type (Troops can use all suits)
|
Heart
|
HQ
|
Club
|
Fast Attack
|
Spade
|
Heavy Support
|
Diamond
|
Elite
|
Face
|
Name
|
Effect
|
2
|
A place in the Dance
|
The unit can move an extra 1” in the Movement phase
|
3
|
Death Abounds
|
The unit gains the Split Fire rule
|
4
|
A Tumble of Fools
|
The unit can roll and extra d6 when rolling a random
distance to move through cover, run or charge, discarding the lowest
|
5
|
The Surprising Resurrection
|
The Unit leaves the board and be placed into Ongoing
Reserves and then can Deep Strike next turn
|
6
|
Fury of the Rilletann
|
The unit gains Rage Special Rule for this turn
|
7
|
Focus of Cegorach
|
The Unit gains +2 I
|
8
|
Stare Down the Face of Death
|
Take a leadership test, if passed, the unit gains Fearless
for the rest of the game, if they fail, they fall back immediately
|
9
|
The Race Against the Fall
|
If this unit moves more that 12” in this Player turn,
including running or charging, then you gain 1 Victory Point
|
10
|
Hidden Amongst The Tides
|
This unit gains the Stealth Special Rule
|
Jack
|
Avatar of the Dance
|
The unit gains the Counter Attack special rule
|
Queen
|
Esdainn's Control
|
The Unit can place a Portal marker in contact with it and
place its twined Portal Marker anywhere within 2D6+6” then discard this card
|
King
|
Luck of the Laughing God
|
The unit can choose to reroll any one dice roll this turn,
once you've rerolled a dice, discard the card
|
Ace
|
Arebennian Incarnate
|
The Unit can reroll all misses in the Shooting and Combat
phases this turn
|
The Campaign will also let your Characters gain
power and have ongoing wounds. As this is for smaller games, there shouldn't be
many to keep track of.
Gaining Experience
Keep a log of every time a model with the Character subtype kills enemy models. Enemy Characters killed count as 5 models, 10 if killed in a Challenge. Every time you reach a threshold, you can roll 1D6 on the Experience Bonus chart below to receive an upgrade.
Thresholds: When kill count reaches one of the following numbers - 5,10,20,35,50,70,100
Gaining Experience
Keep a log of every time a model with the Character subtype kills enemy models. Enemy Characters killed count as 5 models, 10 if killed in a Challenge. Every time you reach a threshold, you can roll 1D6 on the Experience Bonus chart below to receive an upgrade.
Thresholds: When kill count reaches one of the following numbers - 5,10,20,35,50,70,100
Roll
|
Name
|
Effect
|
1
|
Webway Channeler
|
The Character can sommon forth a blade of force while in
the Webway, while fighting in the webway, they may, at the start of their
combat phase, swap any weapon they are holding for a Power Weapon of any type
|
2
|
Portal Dampener
|
The Character can concentrate their mind on an active
Portal and force this to close, in their Shooting Phase, instead of making a
shooting attack, the Charcter can remove a twinned pair of Portal Markers
|
3
|
Wayward Projection
|
Subconsiously, the Character uses the Webway to create an
image of themselves that is several inches from where they truly are, this
makes them difficult to hit and gives him a 6+ cover save at all times, this
can be improved in the normal way by Stealth or Shrouded or any other effect
that improves cover saves
|
6
|
Empowered By The Webway
|
Being this close to the Webway and outside of the normal
rules of the Universe has empowered the Character, boosting them physically ,
roll a D3, 1 = +1 S, 2 = +1 T, 3 = +1 W
|
7
|
Enhanced By The Webway
|
Being this close to the Webway and outside of the normal
rules of the Universe has empowered the Character, making them more skilled ,
roll a D3, 1 = +1 WS, 2 = +1 BS, 3 = +1 LD
|
If you roll a duplicate of a power 1 or 2, you can reroll, all other effects can stack, if you get multiple Wayward Projection then your cover save improves by 1.
Casualties of War
If a character is removed as a Casualty in a Game, then at the end of the game roll on the table below.
Roll
|
Name
|
Effect
|
1
|
Dead
|
This Character is dead, you must promote a replacement,
create a new Character to use in their place, this new Character had none of
the previous Experience Bonuses and kill count is rest
|
2
|
Weakened
|
Remove one random bonus power gained from the Experience
Bonus table, if the Character had no bonuses, then treat as Dead and they loses the few kills
they had, if any.
|
3
|
Injured
|
In the next battle this Character takes part in, they are
at -1 W, after that battler, the effect is gone. If this would take him to 0
then treat this as Weakened, this may still kill
any unpowered Characters
|
4
|
Shamed
|
Demolized by their defeat, the Character is at -1 Ld for
the next battle they are in, after that battle, this effect is gone
|
5
|
Hideous Scars
|
The injuries sustained have scarred the Character beyond
recognition, but they wear the scars as a badge of pride, this Character
leads from the front and their troops have their confidence boosted by their
presence, the character gains +1 Ld permenantly
|
6
|
Near Death Experience
|
The Character awakens from their injured state determined
to prove themselves, taking the lessons learnt and turning them into
opputunities to improve, the Character can immediately roll on the Experience
Bonus table, regardless of kill count
|
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