Monday 7 February 2011

Favoured of the Gods II : The Sorceror Apprentices

The Favoured of the Gods is a series of linked scenarios, pitching rival chaos champions into bloody combat. Each champion is striving to impress the chaos gods on the battlefield, hoping to earn favour in their eyes. If the champions fight well they will be rewarded, but failure in battle may result in punishment from the gods. 

The second scenario is fought over two games, each army's sorceror hoping to prove himself against an army other than Warriors. The Chaos army is to be led by a level 2 sorceror, who may take a mark of chaos and the usual 50 points of magic items (these must be from the chaos book, not the main rulebook). He leads a 1600 point army, which may include special and rare choices, but see the will of the beasts rule below. Enemy army to be chosen by opponent, with no lord characters allowed, just one rare choice. The game is played on a 4x4 table with as many rocky features as possible, 3 being special terrain as detailed below. There should be at least 8 inches space around each rocky area to allow troops movement.

Will of the Beasts. Any non-mortal special or rare choices may be included in the chaos army, the sorceror uses his foul magics to bind them to his will. However, at the start of each turn, roll for each unit that is not in combat/fleeing. On the roll of a 1 for special choices, or the roll of a 1 or 2 for rare choices, the sorceror temporarily loses control of the unit. Roll a further d6:-

1 the beasts turn on their new master, attacking the nearest friendly unit if possible
2, 3 the beasts become confused, doing nothing for this turn
4,5 the beasts are subject to stupidity (if they are already subject to stupidity, treat this as a roll of 1)
6 the gods intervene, the sorceror may control the unit as normal

Terrain rules. Nominate 3 of the terrain pieces as special terrain:- one is a set of arcane ruins and one is a magic circle as per the main rulebook, the third piece is an altar of chaos. For the altar of chaos, each chaos turn roll a die to see which diety is in the ascendant: - 1 none, 2 Slaanesh, 3 Nurgle, 4 Khorne, 5 Tzeentch, 6 all of them. Any units with the ascendant mark gain +1 on all to hit dice rolls for this turn. Any sorcerors with the ascendant mark gain d3 magic dice and +1 on all magic rolls.

End of Game. The game ends at the whim of the gods! From the end of turn 4 onwards, roll a d6 and add it to the turn number, if the total is 10 or more the game ends immediately. Thus, a roll of 6 will end the game on turn 4, a roll of 5 or 6 will end the game on turn 5, etc. Obviously the game ends sooner  if the sorceror and/or his army is destroyed. Victory is determined in the usual way, with an additional 10 victory points for each unsaved wound caused by the sorceror in the game. He also gains 10 points for each spell he casts. Once the  victory points are added up, the sorceror's fate is decided.

If the sorceror wins by more than 500 victory points, he gains the favour of the gods. He becomes a level 3 Sorceror Lord and may make an Eye of the Gods roll, adjusting it by +/- 1 if he wishes.

If the sorceror wins by between 100 and 500 victory points, he remains unaffected and may continue to the next game. Any Eye of the Gods rolled during the game are carried forward to the next game.

If the scores are within 100 victory points, the game is a draw and the sorceror gains no special reward. Any Eye of the Gods rolled during the game are lost on the dice roll of 1.

If the sorceror loses by between 100 and 500 victory points, he attracts the wrath of the gods for his failure. Any Eye of the Gods rolled during the game are lost on the dice roll of a 1 or 2. Also, the sorceror is reduced to level 1 on the d6 roll of 1.

If the sorceror loses by more than 500 victory points, he is turned to spawn.

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