2. Age of Sigmar - (Solo) Into the depths of the Glymmsforge Catacombs.pdf

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INTO THE DEPTHS OF THE
GLYMMSFORGE CATACOMBS
On the outskirts of the city of Glymmsforge can be found many entrances into its ancient and sprawling
catacombs. Only the foolish would dare enter the darkness of those crypts, for vile ghosts and phantasmal
creatures lurk within. Yet thanks to the whispers of riches beyond measure to be found in their depths, a steady
stream of adventurers still venture into the gloom to try their luck. Most are never seen again. You lead one such
party of treasure hunters, so the question is: how long can you survive in the depths of Glymmsforge?
The rules in this booklet will allow you to venture into the Glymmsforge Catacombs, either alone or with a group
of fellow adventurers, to see what treasures you can find and how long you can survive. Here you will play multiple
games of Age of Sigmar, each linked in a mini-campaign, battling not against an opponent but against the game itself,
which will throw all manner of Nighthaunt adversaries at you.
THE MEASURE OF
SUCCESS
When playing the campaign, it is a
given that your adventuring party
will eventually be wiped out. Indeed,
the campaign does not end until
every
Hero
in the adventuring
party is slain. The measure of success
is how many chambers you can
clear before your eventual demise.
Thus, you will see lots of rules in
this section referring to ‘clearing a
chamber’. While playing through the
campaign, keep a tally of how many
chambers your adventuring party
clears. If you are playing as a team of
players, you may also wish to keep a
tally of how many adversaries your
Hero
slays, so that the player with
the highest score at the end of the
campaign can be celebrated.
• A selection of
Heroes
(we
recommend 3-4).
• The following Nighthaunt units
(which can all be found in the
Soul Wars
box set): 1 Knight
of Shrouds on Ethereal Steed,
1 Lord Executioner, 1 Spirit
Torment, 1 Guardian of Souls with
Nightmare Lantern, 20 Chainrasps,
5 Glaivewraith Stalkers and 4
Grimghast Reapers.
• The warscrolls for your
Heroes
and the Nighthaunt units (the
latter of which we have combined
into a handy reference page at the
end of this booklet).
• Dice, a tape measure, and anything
else you would usually bring to
a game.
If playing solo, we recommend you
choose 3
Heroes
to make up your
adventuring party. If playing as a
team, we recommend each player
takes control of 1 or 2
Heroes.
The
number of
Heroes
determines how
many adversaries there might be in a
dungeon chamber, so choosing more
Heroes
does not necessarily give
you an advantage.
Follow the steps below to form your
adventuring party:
• Pick 1-4
Heroes,
each with a
Wounds characteristic of 9 or less,
that are not named characters.
• You can pick more than 4
Heroes,
but if you do so, you will require a
number of Nighthaunt miniatures
that exceeds the content of the
Soul
Wars
box. If one of the players has
a Nighthaunt army, they should
have ample miniatures to use.
• Choose an allegiance for each
Hero.
Each
Hero
can have a
different allegiance.
GETTING STARTED
To play through the campaign you
will need the following:
• A flat surface roughly 30" by 22"
in size. A Warcry board is perfect,
but a coffee table or even the floor
will suffice!
FORMING THE
ADVENTURING PARTY
To play the campaign you must
form an adventuring party. This will
be the army you use in each battle
during the campaign. This game is
designed to be played solo, or as a
team of players that work together.
ADVENTURING PARTY SPECIAL RULES
The following rules are used for the adventuring party
during the campaign:
LASTING INJURIES
THE CARDINAL POINTS
After each battle, keep a track of which
Heroes
from
the adventuring party were slain in that battle and which
Heroes
had any wounds allocated to them in that battle.
Heroes
that are slain are permanently removed from
the adventuring party.
Heroes
that have any wounds
allocated to them start the next battle with the same
number of wounds allocated to them.
REWARDS TO BE FOUND
The battleplans used in this campaign will refer to North,
South, East and West. When the battlefield is set up, the
players should nominate one of the long battlefield edges
to be north facing, and the others to correspond to that.
THE EXPLORATION ROLL
No allegiance abilities are used for the adventuring
party to begin with, but as you venture deeper into the
Glymmsforge Catacombs you may be awarded artefacts
of power, command traits and other rewards from your
set of allegiance abilities.
DESPERATE ALLIES
Although the
Heroes
in the adventuring party might
have different allegiances, they are considered to be a
single army. This means the adventuring party gains 1
command point at the start of each battle round (for the
players to choose how to use) and the
Heroes
treat each
other as friendly models.
EXPLORATION TABLE
At the start of the campaign, and each time a chamber is
cleared, you must make an
exploration roll
to see what
the next chamber holds. Most chambers will harbour
adversaries, requiring you to defeat them in battle before
the chamber is cleared. If you are lucky, however, you
might find an empty chamber in which you can rest, or
even one with treasure inside!
To make a exploration roll, roll 2D6 and consult the
table below:
2D6
2
3-6
7
Result
Boss Fight:
Within this chamber resides a deadly foe!
To clear this chamber you will have to win the ‘Boss Fight!’ battleplan.
Dungeon Fight:
Enemies approach on all sides - stand fast and prepare to fight!
To clear this chamber you will have to win the ‘Dungeon Fight!’ battleplan.
Short Respite:
This small chamber holds no enemies, allowing you a chance to rest. However, you cannot
linger here for long
The chamber is cleared. In addition, before you make your next exploration roll, you can heal 1 wound
allocated to each
Hero
in the adventuring party.
8
Long Respite:
No immediate threats reside within this chamber, furthermore it can be easily barricaded,
allowing you to rest and heal wounds.
The chamber is cleared. In addition, before you make your next exploration roll, you can heal all wounds
allocated to each
Hero
in the adventuring party.
9-12
Treasure:
This chamber holds ancient riches that will aid you in your quest.
The chamber is cleared. In addition, before you make your next exploration roll, pick 1
Hero
in the
adventuring party and pick 1 of the following:
Artefact of Power:
You can pick 1 artefact of power from this
Hero’s
set of allegiance abilities and give it
to them, if you have not done so already.
Spell:
If this
Hero
is a
Wizard,
you can pick 1 spell from their set of allegiance abilities for them to know,
if you have not done so already.
Prayer:
If this
Hero
is a
Priest,
you can pick 1 prayer from their set of allegiance abilities for them to
know, if you have not done so already.
SPOILS OF BATTLE
After winning a battle, you can roll once on the loot table below:
LOOT TABLE
D6
1
2
Result
Spectral Lantern:
This lantern illuminates the way forward in a ghoulish green light, but is soon spent.
The next time you roll on the exploration table, add 1 to the roll (to a maximum of 12).
Aqshian Flamewood Stake:
Even the incorporeal forms of gheists are immolated in flames when a
sharpened stake of Aqshian Flamewood is driven into them.
Give this item to a
Hero
to carry. At the start of the combat phase, you can choose for the
Hero
carrying
this item to use it. If you do so, pick 1 enemy model within 1" of this
Hero
and roll a dice. On a 1, nothing
happens. On a 2+, that model is immediately slain. Then, the
Hero
that used this item is no longer
carrying it.
3
Map Fragment:
This torn piece of a map suggests there is treasure to be found further in the crypts.
Keep a tally of how many Map Fragments you find. When the tally reaches 3, the next time you roll on the
exploration table, the roll is automatically a 12, and then the tally is reset to 0.
4
Scroll of Translocation:
Arcane glyphs dance around this scroll, hinting at the magic it holds.
Give this item to a
Hero
to carry. In your hero phase, you can choose for the
Hero
carrying this item to
use it. If you do so, pick 1 model within 3" of this
Hero
(including itself, if you wish) and remove that model
from the battlefield. Then, set that model up anywhere on the battlefield. Then, the
Hero
that used this item
is no longer carrying it.
5
Grave-sand Ossuary:
It is said that the grave-sand contained within these ossuaries gives one control over
death itself.
Give this item to a
Hero
to carry. In your hero phase, you can choose for the
Hero
carrying this item
to use it. If you do so, pick 1 other friendly
Hero
that has been slain in this battle. You can heal 1 wound
allocated to that
Hero
so it is no longer slain, then you can set it up on the battlefield within 3" of the
Hero
that used the ossuary. Then, the
Hero
that used this item is no longer carrying it.
6
Potion of Aqua Ghyranis:
Filled with a liquid that sparkles like ground crystal, a few drops of this potion
can heal grievous wounds in an instant.
Give this item to a
Hero
to carry. In your hero phase, you can choose for the
Hero
carrying this item to
use it. If you do so, heal all wounds allocated to that
Hero.
Then, the
Hero
that used this item is no longer
carrying it.
THE ADVERSARIES
During the campaign, the adventuring party will battle
against Nighthaunt spirits, referred to as adversaries.
These models are controlled by the game, rather than by
an opponent. The following rules are used to dictate how
the adversaries behave in battle:
BATTLE ROUNDS
enemy units is picked as the target of the command
ability. If there are no eligible units, then this model is
picked as the target.
Guardian of Souls
At the start of each battle round, one player rolls a dice.
On a 1-3, the Adversary army takes the first turn. On a
4+, the players take the first turn.
THE ADVERSARY ARMY TURN
Spectral Lure:
Each time this model is picked to activate,
once all its actions determined by the behaviour table
have been resolved, it will attempt to cast the Spectral
Lure spell. Enemy
Wizards
can attempt to unbind the
spell as normal. If it is successfully cast, the target is
picked as follows:
1. If there are any friendly units within range of the spell
that have had models slain, the closest one is picked
and the spell is resolved.
2. Otherwise, if there are any friendly units that have any
wounds allocated to them, the closest one is picked and
the spell is resolved.
Unbind:
This model will attempt to unbind the first spell
that is cast within 30" of it in the enemy hero phase.
Spirit Torment
When it is the Adversary army’s turn, a special turn
sequence is used instead of the standard turn sequence,
as follows:
• Action Phase
• Combat Phase
• Battleshock Phase
This means that if you have any abilities that can only be
used in an enemy phase not shown in the list above, you
cannot use that ability in battles for this campaign.
THE ACTION PHASE
During the action phase, the players activate the units in
the Adversary Army, one at a time, until every unit has
been activated. Units in the Adversary army with the
Hero
keyword are referred to as
Boss
units. All other
units are referred to as
Minion
units. To activate a unit
in the Adversary army, roll a dice and consult either the
Boss behaviour table or the Minion behavior table, both
of which can be found on the following page.
Each behaviour table has 3 columns, each with 6 results.
To determine which column to use, start with the
column on the left and check to see if the unit meets the
criteria written below the title of the column. If not, move
on to the middle column and check again. If the criteria
are still not met, move on to the column on the right.
Each result on the behaviour table has a corresponding
list of actions that the unit will perform. The actions
are carried out in the same order as they appear on the
behaviour table. Immediately resolve the actions before
activating the next unit in the Adversary army.
Many of the actions require the players to determine
the closest model or closest unit. If there are ever two or
more eligible models or units, the players can pick which
is treated as the ‘closest’ for the purpose of that action.
BOSS ACTIONS
Captured Soul Energy:
At the start of the battleshock
phase, if it is eligible to do so, this model will use its
Captured Soul Energy ability. When it does so, pick a
target as follows:
1. If there are any friendly units within range of the
ability that have had models slain, the closest one is
picked and the ability is resolved.
2. Otherwise, if there are any friendly units that have any
wounds allocated to them, the closest one is picked and
the ability is resolved.
Lord Executioner
Staring Death in the Face:
At the start of the combat
phase, if it is eligible to do so, this model will use its
Staring Death in the Face ability. When it does so, pick
the closest enemy
Hero
as the target.
In addition to the actions dictated by the behaviour
table, Boss units each have their own special actions as
described below:
Knight of Shrouds on Ethereal Steed
Lord of Gheists:
At the start of the combat phase, this
model will use its Lord of Gheists command ability.
When it does so, the closest other friendly unit within
range of the command ability that is within 3" of any
MINION BEHAVIOUR TABLE
BOSS BEHAVIOUR TABLE
D6
In Combat
Within
3" of any
enemy models.
Tormented
Spirit
Hold
Hold
Hold
Hold
Rampage
Close
Between
3" and 12"
from any
enemy models.
Tormented
Spirit
Hold
Hold
Charge
Charge
Charge
Far
More than
12" from any
enemy models.
Tormented
Spirit
Hold
Hold
Advance
Advance
Advance
D6
In Combat
Within
3" of any
enemy models.
Summon
Minions
Twilight
Translocation
Deathless
Vigour
Rampage
Close
Between
3" and 12"
from any
enemy models.
Summon
Minions
Twilight
Translocation
Deathless
Vigour
Charge
Far
More than
12" from any
enemy models.
Summon
Minions
Disappear
into the
Underworlds
Deathless
Vigour
Advance
1
2
3
4
5
6
1
2
3
4
TORMENTED SPIRIT
SPECTRAL SUMMONS
The unit does nothing. In addition, it is not picked to
fight in combat phase this turn.
HOLD
Add 1 Chainrasp Horde unit consisting of D6 models
to the Adversary army and set it up wholly within 3" of
this model.
TWILIGHT TRANSLOCATION
The unit does nothing in the action phase of this turn.
RAMPAGE
This unit immediately fights. It is picked to fight in the
combat phase of this turn too.
ADVANCE
Remove this unit from the battlefield and set it up
anywhere on the battlefield more than 12" from any
enemy models.
DEATHLESS VIGOUR
The unit makes a normal move. Each model from the
unit must finish the move as close as possible to the
closest enemy unit.
CHARGE
Heal D3 wounds that have been allocated to this model.
RAMPAGE
This unit immediately fights. It is picked to fight in the
combat phase of this turn too.
DISAPPEAR INTO THE UNDERWORLDS
1. The unit makes a normal move. Each model from the
unit must finish the move as close as possible to the
closest enemy unit.
2. The unit attempts to make a charge move towards the
same enemy unit. The first model moved in the unit is
the model closest to that enemy unit.
3. If the first model moved can finish its charge move
within �½" of the enemy unit, it moves as close as
possible towards the enemy unit and the charge is
successful. Otherwise, the charge fails and no models
from the unit move.
4. If the charge is successful, each model from the unit
must finish its charge move as close as possible to the
enemy unit.
Heal D3 wounds that have been allocated to this model
and then remove it from the battlefield. In the following
action phase, do not roll on the behaviour table for this
model. Instead, the players must set it up within 1" of an
enemy unit.
ADVANCE
The model makes a normal move. It must finish the move
as close as possible to the closest enemy unit.
CHARGE
1. The model makes a normal move. It must finish the
move as close as possible to the closest enemy unit.
2. The model attempts to make a charge move towards
the same enemy unit.
3. If the model can finish its charge move within �½" of that
enemy unit, it moves as close as possible towards the
enemy unit and the charge is successful. Otherwise, the
charge fails and the model does not move.
ENDING THE CAMPAIGN
The campaign ends as soon as all the
Heroes
in the
adventuring party are slain. If you play through the
campaign again, the challenge for future attempts is
to clear more chambers than you did before. Good
luck – you’re going to need it!
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