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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

So I cam up with this after reading the Fluff bit about Stonehorn Graveyards.


The Stonehorn Graveyard

Deadly Treasure in the Mountains of Mourn

This mission represents the fortunes of 2 rival expeditions that have dared the perilous journey to a Stonehorn graveyard in the Mountains of Mourn to harvest precious gemstones and metals from the hides of deceased Stonehorns. But not quite all Stonehorns found in these eerie places are dead. Some will simply be in the final stages of Petrifaction . A slow process, it can take a Stonehorn many years to finally succumb to the inevitable and during this time it will remain motionless, but disturbing it can awaken it to wrath once more.

Board set up:
The battle takes place in the Mountains of Mourn in a windswept valley. The board has D6 Scree Slopes automatically, no need to roll. Place them as normal.

The players forces:
This is a 2 player game with a 3rd player being in control of the Dying Stonehorns.

Each player, except the Stonehorn player, may choose his forces from any Army Book with the following exception,

No Lords of any kind may be taken and No Special Characters.

The Stonehorn player may, for every 500 points, or part thereof, in the Players armies, take 1 Dying Stonehorn.
Dying Stonehorns have a slightly different profile compared to the one in the Ogre Kingdoms Army Book.
Dying Stonehorn M: * WS: 3 BS:0 S: 6 T: 8 W: 6 I: 2 A: 5 Ld: 5

Special Rules: Earth-shattering charge, Frenzy, Large Target, Natural Armor(3+), Stone Skeleton, Terror, Petrifaction*, Death Throes*

Dying Stonehorns have become nearly completely Petrified and as a result are much tougher then a younger, more fleshy, stonehorn. In addition, a Dying Stonehorn can never lose its Frenzy.

Petrifaction: Dying Stonehorns are, unlike they were earlier in life, content to stand still and await their fate. Unless they are attacked first in either shooting or CC, the Stonehorn is not required to test for its Frenzy and may remain motionless if it desires. But if a Dying Stonehorn is charged or shot at and wounded, its instincts will drive it to defend itself, it will immediately have to begin testing for Frenzy as normal.

Death Throes: Dying Stonehorns are on their last legs, but they aren’t going down easily. Dying Stonehorns are Unbreakable. However, their body doesn't function as well as it used to. At the beginning of each Dying Stonehorn's Movement Phase, before charges are declared, roll a D6+1. That is the beasts movement value for this turn.

Scenerio Special Rules:

Time Constraint: The Ogre Tyrant of the nearest tribe has heard of the expeditions to the Stonehorn Buriel Grounds and is coming to collect his toll. Time is against you and you must gather the treasure and get out to avoid the hefty toll. The Game will end on turn 5.

Graveyard: For every Dying Stonehorn the Stoneplayer has at his command, he may also place D3 Dead Stonehorns. These are Stonehorns that are well and truly dead. For the purposes of this mission, Dead Stonehorns are treated as Dangerous Terrain that provides Hard cover. These Dead Stonehorns may be charged as if they were a unit as outlined in the Treasure rules.

Blizzard Conditions: Stonehorns make their Graveyards in the most inhospitable regions, all the better to die in solitude. All shooting attacks made over 12" suffer a -2 penalty to hit(even Arrows of Asp) and shooting that does not use BS may only fire on a roll of 4+. In addition, at the beginning of each turn, roll a 2D6 and multiply by 3. That is the distance in Inches that that unit may see this turn. It may only declare charges, cast spells, and shoot at units within that distance. In addition, the General's Inspiring presence rule may only be used by units that he can see. Spells that do not require LoS are uneffected.

Victory Conditions:
Player has 1000 or more treasure then the other player = major victory
Player has 500 or more treasure then the other player = minor victory
Player has less than 500 treasure more than the other player = draw
If the total treasure count for either player is less than 1000 or it is a Draw result, the Stonehorn player will have won a minor victory.

Treasure:
Players gain treasure by having units in base contact with Dead Stonehorns. Note that if any Dying Stonehorn is killed, it will become a Dead Stonehorn. Units in base contact with Dead Stonehorns will gain D3x100 Treasure for every movement phase they are engaged with a Dead Stonehorn. Units may declare a charge on a Dead Stonehorn exactly as if it was a unit. if successful, place the unit in base contact with the Dead Stonehorn.

Players must keep track of how much treasure each unit has collected. If a unit Flees from combat it immediately loses 1/2 the Treasure it had collected as they drop it in their mad dash to escape. If a unit is run down and caught, either by getting caught by a pursuit roll or getting caught by a charging unit, the unit which ran them down will immediately gain 1/2 the Treasure the enemy unit was carrying(1/2 is lost in the confusion of trying to collect it all and fight your foe)
However, each infantry, warbeast, or cavalry model in the unit must take a Dangerous Terrain test at the start of each round to represent the inherent danger that comes from climbing on and around a massive stone statue. If any causalities are caused by these Dangerous Terrain tests the unit must immediately take a Panic test to represent their, not unfounded, nervousness over the possibility of the statue still being alive.

If a unit successfully charges a Dying Stonehorn that has not yet moved during the game instead of a Dead one, the unit will suffer 3D3+3 impact hits from the Stonehorn waking up as they scurry over its body prying precious gems from its hide. The Stonehorn will also count as having charged and not the unit that actually charged, they are caught completely off guard.

Deployment:
The players will set up using the Pitched Battle deployment rules.
The Stonehorn player will set up his Dying and Dead Stonehorns anywhere outside of either players deployment zones.

Turn order: The players will determine who goes first as normal. The order of play for each turn will then proceed as follows. Player 1(player who won the roll for 1st turn), Stonehorn player, Player 2.

This message was edited 2 times. Last update was at 2011/09/20 01:22:01


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut





-"No Wizard may have a level greater than 2." Why? Let people use what they want.
-"No units may purchase Banners, this is a treasure seeking expedition not an army." Why? Some armies are fairly hamstrung without them. We planed a banner on the moon, Antarctica, the North Pole, the New World. Expeditions do that all the time.
-I don't think it takes YEARS to petrify. They'd starve if that was the case. They're still living organisms, just weird ones.
-Not sure why you changed their stats. If you're changing anything, their movement should drop to nearly nothing. They are basically frozen solid. Not sure why they are unbreakable. Not a big deal, but they're already pretty rough.
-Make the area dangerous terrain, not crawling around. Not everything is small. If a Giant checks out a Stonehorn for whatever reason, it's odd it would have to make a test since it's tiny by comparison.
-Nothing takes away ITP. The units have it and paid for it for a reason. Why would a horde of Daemons suddenly squeal like little girls and run away from something when no Daemon has in the history of Daemons? That's not fluffy.


Other than that, I like the idea. I say make it 2 player, however. This is kind of single player with a kind of gamemaster. People could easily fight over the spoils and the first to reach XX treasure wins. Maybe with buffs along the way for getting certain treasure thresholds (like Greasus) to encourage people to attempt them instead of just beating on the other guy. But simply fighting statues isn't as fun as fighting statues AND another army.

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Like I said, this is supposed to represent an endevour undertaken by minor nobility or a private business man.

So they certaintly won't be able to afford the services of a Wizard that is Lvl3 or 4.

Maybe no banners was a little much.

Years to Petrify isn't unreasonable. Stonehorns only need to eat rocks(fleshy animals are supplementary) so I would imagine that at the point nearly its entire body is stone it won't require much nourishment.



I was thinking of it being 2 player with the Stonehorns inbetween.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

2 Players plus Stonehorns (played by a GM?) sounds best IMO. Many more and you may have problems with how many Stonehorns there are....

I also agree with the earlier comment about the movement speed of a dying Stonehorn...it should really be lower.

maybe a level 3 restriction, so level 3 max, no level 4? I would think even a minor Nobleman or a (rich) private businessman would be able to entice a greedy wizard.... just maybe not an all-powerful one (ie a lvl 4)



inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
Made in us
Longtime Dakkanaut





No Lords is fine. I think he originally just had anti high level mage and you want a level playing for all the armies.

If a unit Flees from combat it immediately loses 1/2 the Treasure it had collected as they drop it in their mad dash to escape. If a unit is run down and caught, either by getting caught by a pursuit roll or getting caught by a charging unit, the unit which ran them down will immediately gain 1/2 the Treasure

This goes back to each army being different. A Greenskin/Skaven army is at a disadvantage here and a Daemon/Ogre army at an advantage.

Also, what incentive is there to just farm the gems instead of waiting for the other guy to do it and hitting them on the flank and stealing their lewts?

Maybe put an overall time limit in of 5 rounds because.....I don't know, a big herd is about to settle and you need to get out before then and get smushed. Good changes, though.

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Hmmm, how would I make it more advantageous to mine the Gems yourself?

Maybe have holding treasure give a bonus?

100-300 Treasure = ?

301-500 Treasure = ItP

501+ = Stubborn

everything stacks.


I will put a Time limit in. Explanation is that the nearest Ogre tribe has caught wind of your motives and you need to skedaddle before they find you.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut





Yeah, I think both are good. Look up Greasus Goldtooth. I can't remember what he has and I just put books away :p But you figure everyone gets flushed with excitement for hitting the jackpot. You could also look at the Gorger guy with the big pot to get an idea.

I think do something that isn't going to be duplicated in the armies. Like having bonuses to rerolls (maybe reroll 1's on hits at 1 level, 1's to wound, next, etc).

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

its just gold and jewels, nothing enchanted about it. Maybe give everyone Hatred against models that are carrying treasure, but they certaintly arn't going to recieve benifits like wounds regenerating or suddenly becoming more skilled warriors.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut





Greed is a powerful motivator. Greasus can give Stupidity. Certainly not regen, but rerolls. You don't want to give rules that other units already have, though, cuz then they get nothing.

   
Made in gb
Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

DukeRustfield wrote:No Lords is fine. I think he originally just had anti high level mage and you want a level playing for all the armies.


Yeah thats true, i missed the 'no Lords' change....silly me

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
 
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