Hi all,
I thought I would just share my custom mission my club will be running this weekend. It is part of our on-going narrative system we run at our club in Pittsburgh. Feel free to provide feedback thoughts or ideas!
Narrative:
The Discovery of the Chalice has rocked the internal politics of Ihrani. But further tremors have been felt. The location of the Chalice has led to the discovery of a wide network of tunnels and vaults honeycombing the planet. While many are barren, inaccessible or filled with trinkets there are a number that contain relics of myth. Vault #8673 is one of those vaults. The five relics held in this vault are mysterious but hold deep significance for various groups. Located underground there are a variety of paths to this large space, but navigating to the correct one may be hazardous.
Mission Special Rules:
Reserves: Any player may choose to have their units in reserve (navigate the hiddens paths). Units choosing this option will arrive on a random board but may move on from any board edge. If a player rolls a 6 then the unit loses half of its starting wounds or models before entering on a board of the player’s choice.
Winning the Game:
Relics: At the start of the game players will be given two missions and choose one to complete. These will vary immensely and award Narrative Points (NP) for their completion. The side with the most NP at the end of the event will be the narrative winner.
Rivals: Each side gains 1 Narrative Point for each enemy warlord slain.
Glory Hounds: Each side gains 1 Narrative Point for turn their warlord spends within 18” of a relic.
Item | Description |
The Staff of T-aShet | A charred looking pole with a metal core. Said to have been created in forges of the Tyrant of TaShet, the fires of which were lit with bodies of his favored servants so their souls could serve him in the afterlife |
The Horn of Amur | Ostensibly a Terran relic, the horn is said to increase the prowess of its wielder in combat |
The Writings of Boethius | It is said the mad monk Boethius was possessed following his touching of the Great Chalice. He wrote his visions on delicate pages of metal |
One of the Seven Sisters | A fine jewel that glows with a faint light. One for each of the seven regions of Ihrnai was made in ages past. |
Seeds of the Dewdrop Plant | Long believed to be mythical, whoever imbibes a potion made with the leaves of this plant is said to have visions of the possible futures |
Missions | |
Claim The Staff of T-aShet | If you have the highest amount of OC controlling this objective at the end of the game you gain 2 narrative points |
Claim The Horn of Amur | If you have the highest amount of OC controlling this objective at the end of the game you gain 2 narrative points |
Claim The Writings of Boethius | If you have the highest amount of OC controlling this objective at the end of the game you gain 2 narrative points |
Claim One of the Seven Sisters | If you have the highest amount of OC controlling this objective at the end of the game you gain 2 narrative points |
Claim the Seeds of the Dewdrop Plant | If you have the highest amount of OC controlling this objective at the end of the game you gain 2 narrative points |
Quest for The Staff of T-aShet | If your warlord ends the game within 3″ of this relic score 3 narrative points |
Quest for The Horn of Amur | If your warlord ends the game within 3″ of this relic score 3 narrative points |
Quest for The Writings of Boethius | If your warlord ends the game within 3″ of this relic score 3 narrative points |
Quest for One of the Seven Sisters | If your warlord ends the game within 3″ of this relic score 3 narrative points |
Quest for the Seeds of the Dewdrop Plant | If your warlord ends the game within 3″ of this relic score 3 narrative points |
The Refugee’s Quest | If at the end of the game, you have the highest amount of OC controlling the following objectives, get 4 narrative points – One of the Seven Sisters – The Horn of Amur OR if a unit for your team is controlling BOTH of the mentioned relics, gain 2 narrative points |
Taldage’s Quest | If at the end of the game you have the highest amount of OC controlling the following objectives, get 4 narrative points – One of the Seven Sisters – The Writings of Boethius OR if a unit for your team is controlling BOTH of the mentioned relics, gain 2 narrative points |
The Black Saint’s Quest | If at the end of the game you have the highest amount of OC controlling the following objectives, get 4 narrative points – Seeds of the Dewdrop Plant – The Staff of T-aShet OR if a unit for your team is controlling BOTH of the mentioned relics, gain 2 narrative points |
The Inquisitor’s Quest | If at the end of the game you have the highest amount of OC controlling the following objectives, get 4 narrative points – The Staff of T-aShet – The Writings of Boethius OR if a unit for your team is controlling BOTH of the mentioned relics, gain 2 narrative points |
The Laggard | Score this only if you do not control ANY objectives in the first 2 rounds, gain 2 narrative points for each relic you control at the end of the game |
The Curse of Knowledge | You have been sent to prevent a horrible tragedy, The Staff of T-aShet is cursed! The first unit to move within 3″ of this relic will receive 3D6 mortal wounds. These wounds MUST be allocated to a character in the unit first If this never happens during the game you gain 7 narrative points. OR if the relic is unclaimed at the end of the game, you gain 5 narrative points |
The Curse of Knowledge | You have been sent to prevent a horrible tragedy; The Writings of Boethius are cursed! The first unit to move within 3″ of this relic will receive 3D6 mortal wounds. These wounds MUST be allocated to a character in the unit first If this never happens during the game you gain 7 narrative points. OR if the relic is unclaimed at the end of the game, you gain 5 narrative points |
The Curse of Knowledge | You have been sent to prevent a horrible tragedy; The Horn of Amur is cursed! The first unit to move within 3″ of this relic will receive 3D6 mortal wounds. These wounds MUST be allocated to a character in the unit first If this never happens during the game you gain 7 narrative points. OR if the relic is unclaimed at the end of the game, you gain 5 narrative points |
Turncoat | If your team controls fewer of the relics at the end of the game then your opponents, score 1 narrative point. If your team controls no relics at the end of the game you gain 4 narrative points. Any other player may formally accuse you of being a turncoat. If they are correct then you must discard this objective and draw another. If they are wrong then they suffer a penalty of -1 CP and -1 narrative point for each false accusation. |
Supremacy | If your team controls more of the relics at the end of the game then your opponents, score 2 narrative points. If you control more relics than any other player on your team gain 1 narrative point |
Let the Relics Lie | Score 1 point for each unclaimed relic at the end of the game |
The Path of Prophecy | Score 2 Narrative Points for each of the following – Control One of the Seven Sisters at the end of turn 1 – Control The Writings of Boethius at the end of turn 2 – Control Seeds of the Dewdrop Plant at the end of turn 3 |
The Path of the Warrior | Score 2 Narrative Points for each of the following – Control The Horn of Amur on turn 1 – Control The Staff of T-aShet on turn 2 – Control One of the Seven Sisters on Turn 3 |
The Contributor | Score 1 narrative point for each relic a unit from your army contests or assists with controlling (you must not have the greatest amount of OC within 3″ |
The Martyr | Score the following number of narrative points according to the number of your own units killed within 6″ of any relic – 6 = 3 points – 9 = 4 points – 12 = 6 Points |
The Butcher | Score the following number of narrative points according to the number of enemy units you have killed within 6″ of any relic – 6 = 3 points – 9 = 4 points – 12 = 6 Points |
The Voices Made Me Do It | Score the following number of narrative points according to the number of units (friendly or enemy) killed within 6″ of The Staff of T-aShet – 6 = 3 points – 9 = 4 points – 12 = 6 Points |
The Commander | Gain 3 narrative points if your team controls 3 or more objectives at the end of the game, and 2 players each hold 1 relic. If 3 or more players from your team hold a relic score 5 narrative points. |
The Teammate | Gain 2 Narrative points for each objective scored by another player on your team (Max 6 if more than 3 players per team). You may not score any other objectives aside from this one. |
Headhunter | Score 2 narrative points if you kill more enemy Warlords than any other player on either team |
Fabricator’s Forge Custom Apoc Rules:
Army Size 5,000 per person
Battle Type: Open – players may have unlimited detachments and there is no limit on the number of times a non-unique datasheet is included.
As with previous games, we’re going to be using the same rules regarding monsters/vehicles and characters being destroyed.
- All units destroyed during the 1st battle round are not removed until the end of the battle round (unless they were destroyed in the fight phase)
- After the first battle round, Any Monster, Vehicle, Character or unit that has a Leader is not removed from the battlefield until the end of the battle round.
To make infantry and mounted units more viable the following rule will be used for determining OC (objective control)
- Battleline within range of an objective count as having an OC value equal to the STARTING strength of their unit (Up to a maximum of 20 OC) OR may use the standard method for determining total OC within range of an objective. What this means is that units such as a 10 man intercessor unit counts as OC 20 even if they have been reduced to only a single model.
Deployment Rules
- Each player may ONLY deploy a maximum of 50% of their army on the table. The rest needs to be placed into reserves, as this will greatly speed up starting the game. Half of your reserves may come on turn 2, and all remaining reserves come on turn 3.
Reserve and Deep Striking modifications
- Due to how insanely crowded the board can be with, units may deep strike or arrive from strategic reserve as long as an enemy unit is more than 3″ away. IF a unit arrives this way, roll a D6 for every model in the unit and on a 1 or 2 the unit suffers a DEVASTATING WOUND with a Damage of 3. These ignore Feel No Pain and similar abilities.
Phases of a Turn changes As we have done before, these apoc games use a modified turn structure Command and Movement Phase: Both sides take their command phases and movement phases at the same time. If there are issues with who can move where, then the player who finishes their movement first keeps their models position. This will be TIMED, so get moving.
Charge + Fight Phases: Instead of the shooting phase, the Charge + Fight Phases will follow the movement phase . Each side (or groups of players if we have a lot) will make all charges and then fight with units as normal, starting with the active side. Units destroyed in melee are immediately removed as per normal rules (This bypasses the end of battle round rules). Exceptions: Walker vehicles, and Characters (not the bodyguard) will remain until end of battle round so they can still fight back. INSTEAD OF FIGHTING (On its turn) a unit may make a Fallback move, but treats it as a desperate escape (IE a model dies on a D6 roll of 1-2)
Shooting Phase: The active side will conduct their shooting attacks (Or we will alternate from side to side by player if needed to keep things interesting). Then the other side will conduct their shooting phase. BATTLESHOCK since this will no doubt cause major slow downs if we roll for every unit. Only roll for battleshock IF the unit may actually hold an objective, fallback or when they try to use a stratagem. Insane Heroism may be used during the command phase as normal, but makes the unit immune to battleshock tests until the start of your next command phase (easier book keeping).
PRIORITY: This is defined as who is the “active” player during a given battle round. While this isn’t a huge deal given that a lot of units are only removed at the end of a battle round it is still an advantage. To make this more interesting, the following rule is added At the start of a new battle round, both sides will SECRETLY bid a number of collective command points (This happens after gaining 1 at the start of a turn). A side can only bid points which they currently have. Each side then reveals what they bid, then reduce their collective command points (they can decide which player(s) spend command points in this manner) by what they bid, then the side which bid the most is considered the active side for that battle round.
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