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Page 1: Version 1 - files.meetup.comfiles.meetup.com/10455592/Tainted Blood of the Innocent V1.1.pdf · & The London Warhammer Gaming Guild. The tale of the Sisters of the Bryars is a sad
Page 2: Version 1 - files.meetup.comfiles.meetup.com/10455592/Tainted Blood of the Innocent V1.1.pdf · & The London Warhammer Gaming Guild. The tale of the Sisters of the Bryars is a sad

Version 1.1

Written by Mark Hampson

Illustrations by Sally Fairclough

& The London Warhammer Gaming Guild

Page 3: Version 1 - files.meetup.comfiles.meetup.com/10455592/Tainted Blood of the Innocent V1.1.pdf · & The London Warhammer Gaming Guild. The tale of the Sisters of the Bryars is a sad

The tale of the Sisters of the Bryars is a sad one.

Imryll and Shael were twin sisters of divine royalty within Asrai society and they were destined to live a life of affluence and happiness. However when on commerce with their father near the deep Wildwood the two sisters, who were children then, ventured away from their fathers sight and disappeared into the dangerous woods nearby.

It was here that the sisters saw a strange spectre entwined in a net of vines and bryars - an ethereal figure of a deceased grail knight. The young sisters coiled in fear at this supernatural sight as it spoke to them, "Free me".

They stared in complete terror as the spirit writhed and coiled, attempting to break free from the magical vegetation that was keeping it constricted, the Wildwood must have truly despised this knights presence to the point that it wouldn't let his soul go. After being stuck in their tracks with fear the two sisters began to back track, ensuring that the Knight wasn't breaking, but before they could flee it spoke again,

"Free me, or you and your bloodline will be cursed forever, please, free me!"

The sisters turned to each other then, unsure of the Knights words and decided to run which was quickly followed by a gut wrenching roar of pain as the knight unknowingly cursed the childling she-elfs forever. The twins came running our of the forest to their father, tears of terror streaming down their faces and it wasn't long before a regiment of Asrai made their way into the Wildwood to find this evil spectre.

But the damage had been done, somehow the evil of the Wildwood had converged with the trapped spirit of the grail knight to taint the sisters lives forever. Their dreams were wracked with unspeakable horrors and their skin began to write with thorny bryars that splintered from their skin - forever more the named themselves the Sisters of the Bryars and a unquenchable fury ran through them.

Both moved away from royal affairs and began a quest to find a cure for their affliction which took them on many paths, which were usually dark and twisted roads that often lead to no results. Imryll became pessimistic and reclusive and preferred to fight her battles from afar whereas Shael was constantly enraged and was only comfortable with her sword in hand fighting at the front.

The sisters were completely different, but they were bound by their past and they could never ignore the screaming in their ears.

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SPENDING YOUR GOLDYour armies and its Generals will have been gathering Gold over the last few weeks, and you now have a decision to make... Before all of the Months End battles you will be able to spend you Gold to gain additional benefits in that game, this is due to your Generals success allowing them to purchase trinkets and bolster their force.

WHEN TO USE YOUR GOLD?

Your Generals will be able to spend the Gold that you have gathered from the Gold Digger table (see Pg10) to purchase particular extras for themselves and their force. This is a bit of a risk as the Gold you will have spent is lost, however there are many ways to gain Gold in the Months End scenarios so you’ll have to weigh up that risk... You can use your Gold for Months End scenarios only as your General will only want to fork out for additional resources for the biggest games. You can

not spend Gold on your force for normal campaign games.

PURCHASES

Purchases must be announced before the game begins and done in secret. When you have made a purchase ensure that you adjust your Gold quantity accordingly, additionally a purchase will not roll over to the next Months End game and you will have to purchase it again if you would like to make use of it.

Increased Armoury - (2 Gold Required)Your General has decided to purchase an additional item of power to help him in his Months End struggle, this additional item will allow your General to be even more effective in the coming battle.Your General gains an additional +25Pts of magic items to their allotted points limit for free and these additional points do not count towards your overall points limit. Note: This only allows 1 of your Generals to increase their limit, you will have to spend an additional 2 Gold for each General past the first.

Expanded Knowledge - (2 Gold Required)Your Wizard has empowered them self for the coming battle in preparation for the magical warfare that is surely going to wreak havoc across the table.One of your Wizards knows 1 more spell that they are usually allowed and that wizard may re-roll the result of a single miscast during the game. Note: That the second result stands.

Regiment of War - (3 Gold Required)Your General has purchased a magical banner for one your units that has proven itself in the last few battles.Select one of your units that have a Standard Bearer, that unit may select a Magic Banner with a value of upto 50Pts for free. This banner does not count towards the units total points cost, or your selection restrictions, it is free on all accounts.

Spending Spree - (4 Gold Required)Note: May not be selected in conjunction with the Increased Armoury purchase.Your General has decided to purchase a whole trove of magic items in preparation for the battle, making them a force to be reckoned with in the height of war.Your General gains an additional +50Pts of magic items to their allotted points limit for free and these additional points do not count towards your overall points limit. Note: This only allows 1 of your Generals to increase their limit, if you will have to spend an additional 4 Gold for each General past the first.

Beckon Forth - (5 Gold Required)Your General has decided to call forth one of his Lieutenants from the fold to help them organise their army in this time of need.Your Lord must always be present in Months End games as described in each scenario, however your Hero Lieutenants do not have to feature. If you purchase this benefit then you may add one of your Lieutenants to your force for free, this means that they do not count towards your selection restrictions, they are free on all accounts.

Reinforcements - (6 Gold Required)Your General has brought more troops to the fray in an attempt to swarm the enemy to grasp victory.You may add an additional +250Pts to your overall Points Limit for the battle, your selection restrictions must be changed to suit the new total value, so your must have 25% Core of the new overall total.

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Shaar was furious, he knew that The Cursed Orb was in danger of being stolen, but he couldn’t believe that a half-witted Dwarf would be able to keep its power under control. Revenge would have to be had... Shaar had learned that an alliance had been struck between the Dawi and the Asrai however the treacherous Dwarfs had obtained the Orb and betrayed their allies - leaving them for dead. Shaar’s first mission would be to get the betrayed force onto his side so that he could regain the Orb before Mannfred discovered his plight.

THE ARMIES The two players who had struck an alliance in ‘The Cursed Orb’ scenario will be involved in the Shaar’s Wrath Scenario battle. The player who obtained the Orb must bring the Orb with them to the battle for free, and the player that was betrayed will strike an alliance with Shaar the vampire. Each player must select a 2,500Pt army which includes your Lord Campaign General.

THE BATTLEFIELDS Set up a single table for ‘Shaar’s Wrath’ battle as detailed below and then as many additional 8’ x 4’ tables as required for the ‘Tainted Blood of the Innocent’ games. Place as much terrain as you feel necessary but ensure that all of the ‘Tainted Blood of the Innocent’ tables have a sufficient amount of forests present.

SHAAR'S WRATH SCENARIOPlayers note: The player that had been betrayed on ‘The Cursed Orb’ scenario will have Shaar at their disposal find his rules on Pg27. The player that obtained the Orb will be able to take it in their list for free instead of paying for it’s points cost and they ‘must’ take it to this scenario.

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DEPLOYMENT The player who controls the Orb will deploy their entire force in deployment zone B. After this the player that was betrayed will deploy in deployment zone A but must not be within 18” of any enemy models. Shaar will be deployed last and may be deployed within a unit if that players desires.

FIRST TURN The betrayed player must roll a D6 and will steal the initiative by rolling a 6 and go first. Otherwise the player with the Orb goes first.

GAME LENGTH This game lasts for 6 game turns, or to an agreed limit organised by the players themselves.

VICTORY CONDITIONS Use Victory Points to determine a winner as detailed on Pg143 of the Warhammer Rulebook. If Shaar or the betrayed Campaign General have obtained the Cured Orb at the end of the game then that force gains an additional 250 Victory Points. Also see the Aftermath section to see how this will affect your force.

SCENARIO SPECIAL RULESClaiming the Cursed Orb: Only Shaar, and the two Lord Campaign Generals may obtain the Orb in this game. The Orb can only be obtained in combat if the character that is carrying it has been killed. If a character with the Orb dies for any other reason then place a marker on the table and the other characters can simply move onto the counter to claim it.

Shaar the Insidious: Shaar is a Level 3 Wizard as detailed in his entry, however he must use the Lore of Death in this game. Additionally Shaar cannot benefit from any Gold Purchases that you may make this month.

Memories of Betrayal: The force that was betrayed in ‘The Cursed Orb’ scenario must roll a D6 before the game starts. That player may then choose that many units to gain the Hatred special rule for the entirety of the game. The Campaign General for the betrayed force also gains Hatred and must always issue a challenge ‘if’ the opposing General with the Orb is in the same combat.

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DEPLOYMENT Set up as many Triumph and Treachery tables as is appropriate to accommodate for all players taking part. Ensure that the players with the most Gold are drawn against one another and work down through the Overall Standings. Each player must select a force of 2000Pts that includes their Lord Campaign General.

TRIUMPH & TREACHERY Use the ‘Battle for the Artefact’ Scenario as detailed on Pg28 of the Triumph & Treachery expansion. We will not be using the rules for Mercenaries in the Tainted Blood of the Innocent.

SCENARIO SPECIAL RULESWild Goose Chase: Before any of the games start Malagor & Shael must be placed on a certain table. Malagor will be placed with a random Force of Destruction force. Whereas Shael and her Sisters of the Thorn will be placed with a random Force of Orcer / Neutral force. The players who are in control of these characters must roll a D6 at the beginning of their turn, on a

roll of 4+ the character will vanish from the table and appear on another table. The player who lost the character may choose which table they appear on, however it must be representative, i.e. Malagor may only join with a Force of Destruction army for example. If Shael or Malagor die for any reason then they must be placed as describe above on another table at full wounds but make a note.

NB: You’ll notice that a character may suddenly appear in the middle of your magic phase or combat phase, if this is the case then they are allowed to cast magic as normal as if they had been their all along, but may not ‘join’ combats.

Malagor’s Corruptive Presence: Malagor’s power is in ascension and any unit within 6” of Malagor will gain Frenzy. However if Malagor suddenly dissapears then this ruls is lost.

Sister of the Bryar: Shael’s tainted past has made her a powerful wizard and all spells that your force cast when Shael is present will be at an additional +1 to cast, additionally all of your wizards may re-roll results on the miscast table, however the second result must stand.

'Months End' Gold Digger TableResult Gold ObtainedTake part in a Months End game regardless of result. 2Win the Shaar’s Wrath Scenario 4Have control of the Cursed Orb at the end of the Scenario 2Earn a Gold Coin 2 per CoinEarn a Gold Ingot 12 per IngotKilling either Malagor, Shael or Shaar 2Killing an opponents Campaign General 1 per General

AFTERMATH The player who had control of the Cursed Orb at the end of the Shaar’s Revenge scenario now owns it. If Shaar had control of the Orb then he will keep it but has gifted his makeshift allies with a dark artefact called the Scroll of Death to thank them for their assistance.

The winners on the Tainted Blood of the Innocent tables will gain the Vine of the Bryars... A deeply disturbing piece of arcane matter that the Wood Elves and Beastmen had been fighting to discover before the other patrolling armies stumbled upon it.

SCROLL OF DEATH 25 pointsA powerful scroll that screams deathly curses when read aloud, all those living are afflicted by its presence.Bound spell (power level 5). The Scroll of Death contains the Caress of Laniph spell from the Lore of Death.

VINE OF THE BRYARS 15 pointsThe Sisters of the Bryars were tracking down the remnants of these vines to free a dark taint from their souls.One use only. If the wizard controlling this item miscasts you may ignore the result on a D6 roll of 3+.

Shaar had been torn, he knew that he needed to obtain a vile of tainted blood from one of the Sisters of the Bryars, however he knew that the Orb needed to be reclaimed. But in the deep Forest of Dinge and beyond the grief stricken Shael was looking to avenge her sisters death, Malagor had bled her dry in a disturbing act of cleansing and all she could think about was putting the Beast’s head on a plate.

TAINTED BLOOD OF THE INNOCENT

Enchanted Item

Arcane Item

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M WS BS S T W I A LdShaar the Insidious 6 7 4 4 3 3 9 4 10

Shaar is a member of the Von Carstein bloodline, however he secretly wishes that he’d never been incarcerated by the Vampires curse. Born of Bretonnia, Shaar was to be become a legendary Knight of the Realm however illness bound him to his bed, and his dying wish was for his servants to trace a method of prolonging his life until he could be cured - but a corrupted peasant proved to be Shaar’s downfall. Ever since his rebirth as a Vampire, Shaar has always served Mannfred with huge reluctance and simply serves him out of fear, but the End Times have sparked a new fervour in his dead heart.

EQUIPMENT• Heavy Armour• Hand Weapon

MAGICShaar is a Level 3 Wizard who uses spells from the Lore of Death, Lore of Shadow, Lore of the Vampires and the Lore of Undeath.

SPECIAL RULESTerror, Undead, Vampiric.

Disturbing SpeedAll enemy units attempting to hit Shaar in combat will suffer a -1 to hit penalty. Additionally Shaar always gains an additional +1 to hit in combat against enemy units.

MAGIC ITEMSDuelling BladesMagic WeaponRequires two hands, the Duelling Blades allow Shaar to re-roll results of 1 when rolling to wound in close combat.

Scroll of DeathEnchanted ItemBound spell (power level 5). The Scroll of Death contains the Caress of Laniph spell from the Lore of Death.

Cloak of the NightMagic ArmourThe Cloak of the Night grants Shaar a 4+ Ward Save and in addition allows Shaar to make a single move as if he had the Fly special rule. This move must be announced before charges are declared and can only be used in one movement phase.

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M WS BS S T W I A LdShael of the Bryar 5 6 6 4 3 2 7 3 9

Shael and Imryll were once princesses of the woodland realm of Loren, however at a young age they were cursed by a knightly spectre and now have the taint of the bryars running through veins. This turned the sisters away from royal indulgence to the path of the warrior, as the taint filled their minds with rage and destruction - their family realised that they were dangerous and decided that their rage could be put to purpose in battle. Shael was the most warlike of the sisters and perhaps the most positive and became the antithesis of her sister.

EQUIPMENT• Light Armour• Hand Weapon• Asrai Longbow

MOUNTSteed of Isha

MAGICShael is a Level 2 Wizard who uses spells from the Lore of Life, Lore of Light, Lore of High Magic or Lore of Dark Magic.

SPECIAL RULESAlways Strikes First, Blessings of the Ancients, Forests Stalker.

Taint of the BryarsShael has a 4+ Ward Save, in addition Shael is subject to Frenzy and may never lose her Frenzy even if defeated in close combat.

Riders of FuryShael must be deployed with a unit of Sisters of the Thorn, these are called the Riders of Fury. The Riders of Fury gain the Frenzy special rule and may never lose their Frenzy even in they are defeated in close combat. And additionally their Deepwood Coven special rule is amended so that they know the spells Wyssans Wildform (Lore of Beasts) and the Flesh to Stone (Lore of Life) spells.

MAGIC ITEMSSplinter SwordMagic WeaponThe Splinter Sword grants the bearer +1 strength in close combat. Additionally if the sword causes any number of wounds, then it instantly inflicts another D3 S1 attacks - roll to hit and wound as normal.

Vine of the BryarsArcane ItemOne use only. If the wizard controlling this item miscasts you may ignore the result on a D6 roll of 3+.


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