Mars Miniatures

Mars Miniatures

Thursday, October 7, 2021

Pre-Game and Scenario Summary - The Battle Of Bugman's Tomb

So Im still refining my simplified custom oldhammer skirmish ruleset. Just adding/clarifying rules that make sense to my brain damaged... brain. So the acronym KISS is our motto here. And I dont mean Knights In Sauron's Service!  Kant I Simplify, Silly? Yes thats it! (bad Tori Kant Spell, pun. Who in the "Endless Stair of Moria" ever thought Tori Amos would ever make it into the Moria Reclamation Project. Maybe "Frog on my Toe" was about Gollum, she found him cute some how. :P


Addendum 1: Spells and ranged weapons cannot be cast/shoot while in base contact with an enemy.
A figure may break away from contact in its move phase with a successful LD test. If it fails, it remains in contact and cannot cast/shoot, but may still melee attack. If a figure breaks away it can then cast/shoot as usual.
Addendum 2: And yeah, how about we let spells be cast multiple times per game unless written otherwise in the spell description. Remember each wizard can attempt to cast only one spell per turn. But also that multiple wizards on the same side can each attempt to cast once per turn.
Addendum 3: Charging does not add extra movement, it just allows a model to get into base contact with an enemy. There is no double movement in these rules.

Also to improve the statline: let's separate the attacks from the main statline like AOS. So Age of Sigmar did creep into my custom rules! But actually I think the old Epic 40k rules had this format. So main statline will be: Move, Health, Save, & Leadership
Then underneath are stats for each attack, special ability, and/or spell.
I need to remember to include things like Range or Melee, To-Cast, To-Hit. And special rules like Move Or Fire, Rend, Stun/Stupidity (lose a turn if you fail a LD test), Fear (cannot charge or melee a fear causing unit without a successful LD test) But keep special rules will rare.

As to using the rules for coop/solitaire, enemies usually arent smart and will always attack the nearest PC, If nearest PC is already surrounded, they will attack or move towards the next nearest PC. So, voila! Lets all be buddies and fight monsters together.

So onwards to the Scenario!

 

 

THE BATTLE OF BUGMAN'S TOMB

Scenario Summary

Tuddle, the Hobbit (the Book Bearer) guides the all new Fellowship with the trusty Book of Pickles, all the way to Moria. Who was Pickles the Dwarf anyway and why did he have a book, you may ask? For more info on Pickles, perhaps see the first battle report he was part of on this blog all the way back in 2015, which interestingly enough, was another battle over a Dwarven tomb: http://mars-miniatures.blogspot.com/2015/06/orcs-and-battle-of-balins-tomb-part-1.html The Book of Pickles has led the PCs to Bugmans Tomb high in the Redhorn Pass also known as Caradhras. It is here that the legendary brew-meister and dwarf hero Josef Bugman was laid to rest beside the pass where the famous Bugmans Beer Cart made its monthly deliveries/journeys/adventures all over Middle Earth. For more details of Bugman's last story see http://mars-miniatures.blogspot.com/2018/11/dwarf-quest-3-island-of-mirdorog-naht.html There is a statue nearby that in the book is marked with an X and may contain a clue as to what happened to the Dwarfs of Moria. Tuddle, who has a great intuition for searching and solving puzzles, may spend a turn searching the statue to uncover a clue. On the first turn in contact with the statue, he may search & roll a d6, and on a roll of a 6+ if is found. If it isnt found on the first turn he may try each subsequent turn where the target roll drops by 1 point. So on the 2nd turn he tries he must roll a 5+, the 3rd turn he must roll a 4+, and so on until the 6th turn when he needs a 1+ which means he automatically finds it. With clue in hand, the PCs must escape via the south edge of the board. If the clue holder is slain, another PC may pick it up from his/her body.

Starting Deployment

The board should be at least 30" north to south and 22" east to west.
The board is crammed with mausoleum terrain. Use a box worth of "Garden of Morr" terrain as you see fit. Each player places a terrain piece one at a time but none can be touching another or a board edge.
A statue that contains the clue is in the top (north) center of board 6" from the edge. You can mark it with an objective token.
No enemies are on the board at start.
PCs may start game on the South board edge.

Reinforcements
Each turn, PCs have first phase, enemies have second phase.
Every enemy phase, roll 2d6 to determine how many Chainrasps enter from the board edge.
If the roll is 6 or less, then one Ogre appears with them. If a double is rolled  a Crypt Flayer appears. So yes an Ogre and Flayer may appear in the same round!
Crypt Flayers are fast, Ogres are tough. And Chainrasps attack in bunches.
To determine table edge reinforcements, roll a d6: 1,2 = east 3-4 north 5-6 west
Enemies always move and attack closest PC.

Victory Conditions
Fellowship victory: at least one PC with the clue escapes the south edge.
Evil victory: all members of the fellowship are slain.

HERO STATS

Lady Elerina, Lord of Rivendell  Move 5 Health 4 Save 4+ Leadership 2+
- Melee: To-Hit 4+, Attacks 1, Damage 1
- Fury of the Forest, Spell: To-Cast 4+, enemy model in LOS in 18" suffers 2 wounds.
- The Twillight Host, Spell: To-Cast 5+, friendly unit in 18" causes Fear.

Anais, Bodyguard of Rivendell  Move 5 Health 3 Save 4+ Leadership 3+
- Melee: To-Hit 4+, Attacks 2, Damage 1

Tuddle, Hobbit Burglar  Move 4 Health 2 Save 5+ Leadership 4+
- Melee: To-Hit 5+, Attacks 1, Damage 1

Poppy, Hobbit Herbologist  Move 4 Health 2 Save 5+ Leadership 4+
- Melee: To-Hit 5+, Attacks 1, Damage 1
- Herbalist: Use herbs on self or friend in contact to heal 3 wounds per game.

Mortimer the Brown, Istari Wizard  Move 4 Health 3 Save 5+ Leadership 3+
- Melee: To-Hit 4+. Attacks 1, Damage 1
- Rain, Spell: To Cast 2+, one enemy in 36" has a -1 To-Hit to its cast/range/melee rolls.
- Illumination, Spell: May stack twice on a model, To-Cast 5+, one model in 12" gains +1 melee attack.
- Piercing Bolts, Spell: To-Cast 4+, one enemy in 24" takes d3 Rend -1 wounds.

Shrub Beard, Entling Mound Move 5 Health 6 Save 4+ Leadership 4+
- Melee, Branch Fists: To-Hit 4+, Attacks 3, Rend -1, Damage 1
-  A Bight Of Terrors, Ability: Shrub Beard causes Fear.

Cosette, Rohan Paladin  Move 4 Health 3 Save 4+ Leadership 3+
- Melee: To-Hit 3+, Attacks 2, Damage 1
- Banner of Valor. Item: Self and friends in 12" may reroll a failed LD test.

Kipper, Rohan Squire  Move 4 Health 2 Save 6+ Leadership 5+
- Melee: To-Hit 4+, Attacks 1, Damage 1

Baron Orson, Gondor Lord  Move 4 Health 3 Save 5+ Leadership 3+
- Melee, Poisoned Blade: To-Hit 4+, Attacks 2, Damage 2

Haystacks, Ringlo Vale Fighter  Move 4 Health 4 Save 5+ Leadership 4+
- Melee: To-Hit 3+, Attacks 3, Damage 1

VILLAIN STATS

Chainrasp Move 6 Health 1 Save 0 Leadership 3+
- Melee: To-Hit 5+, Attacks 1, Damage 1

Ogre Move 6 Health 4 Save 5+ Leaderhip 4+
- Melee: To-Hit 3+, Attacks 2, Damage 2
- Causes Fear

Crypt Flayer Move 12 Health 3 Save 5+ Leadership 2+
- Melee, Talons: To-Hit 4+, Attacks 2, Rend -1, Damage 1
- Causes Fear

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