sauvansa päätä. Kongi kajahti. Kruger hymähti ja alkoi loitsia.
Toisin sanoen tässä on itsetekemäni säännöt areenaotteluun, jossa kaksi tai useampi velho amppailee toisiaan vastaan saadakseen areenan keskellä olevan artefaktin haltuunsa.
Use round gaming table, sized as you wish. On the exact center of arena lies an artefakt, the Trophy of a battle. Its widht should be 2" at most. Battle may be fought between any number of wizards, as long as there are more than one of them.
Arena: Round battlefield with no obstacles, and obviously there is no height differences. Trophy is on exact middle of the arena. Only tables edge is treated like an obstale, and fleeing wizards never leave the table, just circle around along the arenas edge.
Wizards: Wizards are level 4 Hireling wizard lords, as described in Dogs of War PDF and chronicles 2004. They may not choose any mounts with them, and can use only common magic items.
In addition, the lore they use is selected randomly amongst those which are in the rulebook. Roll a D6 with following results
1-3: roll again and confer to below:
1: fire
2: metal
3: beasts
4: light
5-6: roll again
4-6: roll again and confer to below:
1: heavens
2: shadow
3: life
4: death
5-6: roll again
Deployment: Every wizard is deploued at the edge of arena, one at north, one at south and so on. They should be equally far from competitiors on either side of them.
Objective: The winner of the game will be wizard that is first one to grab artefakt.
Turn: At start of every turn players roll a dice, with highest one going first, second highest second etc. In case of equal scores the players who rolled equals rol again to see which one of them gets to go first aftter higher roll players.
Artefakt: Artefakt is in middle of an nervously unstable and unpredictable fields of magical energy. At start of every phase (after all wizards have done what they want to do and roll again to decide turn secuence) roll a 2D6 and confer to chart below to see what
happens:
2: Blast of magical disorder suddenly fills the battlefield. For this turn no spells can be cast and magic items seize function. On the next turn spells and items work normally again.
3: Suddenly crackling lightning strikes directly from the middle of the field to edge of arena. roll an artillery and skatter dice. Skatter dice shows the direction of lightning and artillery dice amount of hits. Hits are resolved at strength 4 with no armour saves alloved. In case of a hit any wizard in 3" from centre is instantly slain, with only ward save possible. In case of a misfire aplly same result as on a 'hit' symbol.
4: Lesser devils and winds of magic get really messed up, and whole arena seems to come alive! Each wizard immidiately flies around acros the air, thrown around wildly. To decide how
far and to wich direction wizard flies, use artillery and scatter dice. If hit on a edge of arena, wizard takes strength 10 hit. If hit to another wizard, they both suffer strength 10 hit. Then roll a dice: on a 3+ cataclysm continues and each wizard flyes again. After this effect continues with a roll of 5+, then 6+, after which it cannot continue. If effect continues eaven with a roll of 6, hole turn is wasted and new begins, thus needing to make new trow to effect
chart.
4: With a cracling noise, couple pulses of ultimate coldness fly from the artefakt, freezing everything on their path. Roll a D6, this is the number of pulses the artefakt shoots. Range is unlimited and direction decided by scatter dice. If it hits to an wizard, he must throw a 6 at D6 on start of hes phase. Should he fail, he cannot move this turn. In addition, if in a close combat, wizard who freezes wil either test for freeing or fight back, but not both. When hes freezed, the fizard has -1 strength and suffers a -1 to hit.
6: Unstability expands momentarily, twisting magical energies on arena. Each wizard immidiately suffers a miscast.
7: Demonical energies twist and bound, and suddenly a wortex of energy opens onbattlefield, opening an all-consuming gate to the realms of chaos. Roll scatter and artillery dice. Scatter dice determines direction from artefact and artillery dice number multiplied by two indicates distance, where the portal appears. Wortex can be dispelled and is considered to have casting value of 10. In the end of every turn all wizards are sucked d6 inches towards the wortex. If wizard comes in contact, a huge hand formed of pure terror tries to pull him in. Wizard must make an initiative test. Should he fail, he is pulled in to another dimension,
and never heard from again. In addition, wortex cause terror and has base sized of 40x40mm. Result of 4 in this table destroys the wortex.
8-9: A dams of magical energy suddenly collapse, while blocks appear to somewhere else. Whole flow of magic goes in a complete diasarray, draining or giving power. Each wizard rolls D6. If 4+, they gain D6 power dices for this turn only, if 1,2 or 3, they lose D6 power dices.
10-11: Pilar of flames rises from the ground, consuming everything around artefact. Place large Template on the artefact. This indicates the pilar of flames. Each wizard under it takes strength 5hit, plus one additional hit for every inch moved in it. This pilar of flames
can be dispelled, and has casting value of 8. result of 4 in this table enfeebles the pilar of flames. if pilar of flames is on and you roll this, roll again.
12: Its an ultimate misshappening! Wizards that created this unstable field to exite the audience, lose totally that little control they had on effects. That leads to a total collapse of magical stability, and the battlefield withers and wizards are slain in seconds. If this effect is rolled, use rules for result 3 on this table, but do 2D6 lightnings! After that, apply result 4 whith that expection, that when its over, the new turn does not start yet.
The pedestal holding artefakt then explodes, dealing strength 10 hits with D6 wounds to everyone that even graze the large template put on the artefakt. And finally, artefakt blasts in the direction shown by scatter dice, and flies 4D6 inches. If hits to wizard it stops, but wizard takes strength 8 hit with killing blow. If wizard survives, he grabs the artefakt and is the winner. If he is slain or there was no wizard, artefakt lays still until someone grabs it and wins. If game continues, you do not need to roll this chart anymore, since ultimate armageddon exhausted the unstabilityspell.
Dispel: if wizard is hit by some effect, he can choose to dispel it, but it dispels only effect on him, not to other wizards hit by this effect. In case that wizard chooses to dispel, roll a power level of 3d6 to the effect, and then dispel.
Power and dispel dices: Wizards have 2 power and 2 dispel dices, as well as 2dispel and 4powerdices they generate. In this scenario, dispel dices act as normal, but power dices can be used to dispel in addition to casting spells. That gives a slight advantage to palyers who get to start first or second etc. but leaves them vulnerable to counter-attack if such is coming
Winner: Winner is first one to get on base contact with the artefact, but he needs to stay
alive and in base contact at the end of the turn to obtain the artefakt.
Kyllästyin 'tylsiin' peleihin ja kehitin skenaarion, jossa vallitsisi todellinen kaaos. Kuvitelkaa itse valtava areena, jolla velhot vilkuilevat toisiaan, istten se alkaa. Ja hetkessä kaikki peittyy salamiin, räjähdyksiin ja savuun, ja kaikki loitsivat ja sinkoilevat ympäriinsä ilman mitään itsehallintaa! Aika skvenmäistä menoa itseasiassa
Joo mutta, tämä on vasta sääntöjen ensimmäinen version, joten Rakentavaa kritiikkiä tarvitaan, niin risuja kuin ruusujakin. Jos huomaatte todella pahoja kirjoitusvirheitä, niin ilmoittakaa, niin korjaillaan. Ja ennen kaikkea kopioikaa tästä säännöt ja pitäkää ihan hemmetin hauskaa!