Skink Armed with a Blowpipe
California
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Here's a scenario me and a couple of my buddies have been testing out recently. It's pretty fun and can definitely add a whole other dimension to games. Let me know what ya'll think.
Kislev Hold-Em
What it is: Kislev Hold-Em is an alternate way to utilize magic within the core WHFB 8th edition rule-set. It is not meant for competitive play and is intended to add a bit of madness and chaos into an otherwise standard game of WHFB. There are multiple variations on how to play this scenario which will be given below.
What You Need: A deck of WHFB Battle Magic cards or an equivalent way to randomize spell generation of the core 8th Edition Lores of magic (some ideas of randomizing will be given below).
How It Works:
Option 1: Creeping Chaos-Players generate magic, roll for scenario, and deploy as normal. At the end of deployment, but before the game starts, a deck of Battle Magic cards is shuffled and placed face down and to the side. At the start the first magic phase in each turn, the top card from the Battle Magic deck is flipped face-up and displayed to each player. This is a ‘communal’ spell and any player can utilize these spells along with their other, already generated, spells freely. Note that any spell that is ‘flipped’ in such a manner can be utilized by any army, regardless of restrictions put forth in respective Army Books. At the end of the game, there will be a total of five ‘communal’ spells in play. Spells cast from the communal pool add an additional +2 to their casting value
Example: A Skaven and a Tomb Kings player face off. The Skaven player takes the first turn. During the Skaven player’s magic phase, he/she flips a card from the Battle Magic deck face up. The ‘Fireball’ spell from the Lore of Fire is displayed. The Skaven player can, if he so chooses, use this spell along with his other, pre-generated spells should he so choose, even though his army book restricts him from using spells from the Lore of Fire. During the Tomb Kings players magic phase, no ‘flips’ are made. He/she can, however, utilize the Fireball communal spell in addition to his/her own, pre-generated spells. During the Skaven players following Magic phase, he/she will again flip another card from the Battle Magic deck. Thus giving two ‘communal’ spells for each player to utilize. The players will continue this process until the game ends.
Option 2: Inquisitive Wizards Gone Wild- After players generate magic, but before they roll for scenario, a deck of Battle Magic cards is placed face down and to the side. For each wizard in each players list, a Battle Magic card is ‘flipped’ face up. These are the ‘communal’ spells and any player can utilize these spells along with their other, already generated spells freely. Note that any spell that is ‘flipped’ in such a manner can be utilized by any army, regardless of restrictions put forth in respective Army Books. Spells cast from the communal pool add an additional +2 to their casting value
Example: A Skaven and a Tomb Kings player face off. The Skaven player’s list includes a total of three wizards. The Tomb Kings player’s list includes a total of two wizards. After generating their own magic, but before rolling for scenario, a total of five communal spells are flipped (3 Skaven wizards+2 Tomb Kings wizards=5 random spells)
Options 3: Controlled Chaos-Players first determine a point value for their game. After point values have been determined, players generate spells as normal. Before rolling for scenarios, a Battle Magic deck is shuffled and placed face down. For every 1000 pts. Utilized in the agreed upon point value, a card is flipped face up. These are the ‘communal’ spells and any player can utilize these spells along with their other, already generated spells freely. Note that any spell that is ‘flipped’ in such a manner can be utilized by any army, regardless of restrictions put forth in respective Army Books. Spells cast from the communal pool add an additional +2 to their casting value
Example: Two players agree to play a 2000 point game. After generating their spells, but before rolling for scenario, a Battle Magic Deck is shuffled and placed face down. The players then flip two cards face up (2000 pts.=2 spells). These spells are communal spells and can be cast by any player in any subsequent magic phase.
Additional Notes:
-Spells cast from the communal spell pool NEVER benefit from their specific Lore Attributes.
-Loremaster: If a wizard has the Loremaster attribute and a communal spell is flipped which is from the Lore of Magic that said Loremaster is utilizing, that wizard can attempt to cast the same spell twice; once from his ‘own’ pool of spells and another from the communal spell pool. A wizard must always attempt to cast the spell from his ‘own’ pool first before trying to cast the duplicate spell from the communal spell pool. Duplicate spells cast from the communal pool add an additional +3 to their casting value and will not benefit from their lore attribute.
Example: A Lizardmen players list includes a Slann with Loremaster: Lore of Light. During the flip phase, the spell, Banishment is flipped. The Slanns first attempt to cast Banishment will be cast at the regular value (10+) and will benefit from the Lore of Light Attribute: Exorcism. During the same phase, the Slann attempts to cast Banishment again, this time from the communal pool. This version of Banishment will thus have a casting value of 13+ and will not benefit from the Lore of Light Attribute: Exorcism.
-Communal spells which would result in a wizard knowing duplicates of the same spell (due to the communal spell pool generating a spell which the wizards already previously generated) follow the rules given above for the Loremaster Attribute.
Example: A Level-2 Empire wizard generates spells from the Lore of Beasts. He generates the Spells, The Amber Spear, and The Flock of Doom. During the flip phase, the spell, The Amber Spear, is flipped. The Wizards first attempt to cast The Amber Spear will be cast at the regular value (9+) and benefit from the Lore of Beasts Attribute: Wildheart. During the same phase, the Wizard attempts to cast The Amber Spear again, this time from the communal pool. This version of The Amber Spear will thus have a casting value of 12+ and will not benefit from the Lore of Beasts Attribute: Wildheart.
-Armies which do not include wizards can still freely attempt to cast the communal spells. Armies which choose to do so will not receive any bonuses to their casting attempts and will never cause an Irresistible Force (there is no wizard to actually harness the magic. Thus meaning there is no focal point for the magical energy to condense.) Consequently, armies with no wizards can never miscast.
-Dwarves: Special attention must be given to Dwarves. Being a race that despises magic does not necessarily mean that they do not see the potential benefits of utilizing magic every once in a while. A Dwarf player can choose to cast spells from the communal pool like any other army. If he/she does so they will gain a +2 to their casting attempt as if they had a level 2 wizard in their army. If a dwarf player chooses to cast spells during their magic phase, they forfeit the ability to dispel spells with their +2 bonus to dispel until their next magic phase (they were trying so hard to successfully cast magic during their last magic phase that they’ve essentially exhausted their ability to steel themselves against the effects of magic). Spells cast from the communal pool by Dwarves never cause Irresistible Force and, consequently, can not miscast.
Other fun stuff to try out:
Miscasts: Wizards going above and beyond their regular abilities open themselves up to the more dangerous and corrupting effects of the Winds of Magic. Wizards that miscast while casting spells from the communal spell pool must roll on a separate, distinct miscast chart shown below:
Communal Spell Miscast Chart: Roll a D6 and consult the table below.
1.) The Wizard’s risk with pushing his magical abilities beyond their normal means has caused him to bite off more than he can chew. The Winds of Magic sweep him away. Remove the wizard from the game.
2.) The Wizard’s unfamiliarity with the attempted spell has wracked his mind to the point of collapse. So much so that he is mentally exhausted. The Wizard is subject to Stupidity for the rest of the game. These Stupidity tests are done on the wizards unmodified leadership and can not benefit from the Hold Your Ground nor the Inspiring Presence special rules.
3.) In attempting to go beyond his familiar spells, the Wizard has opened his mind up to the other wizards on the battlefield. One of the Wizards generated spells is added to the communal pool (determined randomly).
4.) The Wizard is pleasantly surprised at the effects of the unfamiliar spell. The Wizard must swap one of his own generated spells for the spell which caused the miscast. Thus, placing one of his spells into the communal pool and replacing that spell with the communal spell which caused the miscast. Example: A wizard casts Glittering Globe from the communal pool with Irresistible Force and miscasts. He rolls a four on the miscast table. He must then swap one of his own, generated spells, with Glittering Globe. Taking Glittering Globe out of the communal spell pool and replacing it with a spell from his own pool of his choosing.
5.) The Winds of Magic fill the wizard with supernatural strength, agility, and fury. The Wizard is subject to Frenzy. In addition, the Wizards Initiative and Strength are increased by +2. Wounds caused by the wizard inflict D3 wounds. He can not cast or dispel spells until he loses Frenzy. If he does lose Frenzy, then he also loses the bonus to strengh and initiative.
6.) The Winds of Magic blow with incredible force, creating a veritable gale of magical energies. Flip another card from the Battle Magic deck into the communal spell pool.
Utilize Army Lores: For more insanity, players can opt to add specific Army magic Lore’s into the communal spell deck. To do so, simply add the army lore magic cards into the communal deck. High Elves casting The Dreaded 13th? Oh the insanity!
If you do not have a Warhammer Magic Deck, you can generate spells using 2d10. Having two different color d10's may help. Nominate one d10 to be the first number and another to be the second. Assign each spell a designated number and roll.
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