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WITHIN THE
DARKNESS v1.0
Karak Azgal long fell to the darkness. Yet
you can still hear the echoes and screams of
those that perished. The are are still whispers
within the ruined halls of this ancient kingdom.
I carry this burden, the knowledge of these dark
caverns. What was once all is now but a memory. A
burden that I carry till I pass away.
~White Hair
For
2-4players
Terrain
Each of the players take turns placing pieces
of terrain. They may place random dungeon parts
on the board. untill the board iscomplete, ruins
or other similar item. We suggest that the
terrain be set up within an area roughly 4'x4'
Special
Rules
Because of the poor line of sight within the
darkness of Karak Azgal they can only shoot at
half there normal distance. So if a missile
weapon with a range of 24 it would have a
maximum 12 range rather than it normal
range. The skill "Leadership" is
reduced to half range, i.e. anyone wanting to use
the LD value of the hero with Leadership must be
within 3" of the model.
Also since line of sight is so poor that there is
more of a chance for a member of a warband to
trip over or hurt himself. At the start of each
turn all players roll a D6 on aroll of a 1 a
member of their warband falls over. Take an
automatic injury roll.
Warbands
Each player rolls a D6. Whoever rolls the highest
chooses which table edge to set up on, placing
all his warriors within 8" of the table
edge. His opponent then sets up on the opposite
side as normal.
Starting the game
All players roll a D6, the highest goes first,
second highest goes second etc.
Ending
thegame
The game will end when there is only one
warband remaining unbroken on the table, this
warband is the winner.
Experience
+1 If a hero or henchman group survives the
battle they receive +1 experience.
+1 Winning Leader: The leader of the winning
warband gains +1 experience
+1 Per enemy out of action: Any hero earns +1
experience for each enemy model he puts out of
action
+1 Artifact: For the winning warband
Lanterns
& Torches
This is for The
Darkness within scenario, darkness rules could be
usedin other future scenarios as an option or a
random event.
For Heroes
only
Weary adventurers readily equip themselves with
fine torches or lanterns for some part of Karak
Azgal tis pitch black. For tis better to be
prepared than to become part of the ruin of Karak
Azgal.
Lanterns
Cost: 18gc rare 8 9gc to upkeep per
game
Any number of
models may have a lantern. It will give you an
additional +5 " line of sight and any model
5" within the lantern bearer (in the within
the darkeness scenario). However you cannot
shoot anyone missile weapons whislt carrying a
lantern and you may not carry and shield or
weapon in the same hand which is carrying a
lantern. Anyone model within 5" of the
lantern holder is not effected by "trip over
trap" rule (in the Within the darkness
scenario).
Torches
Cost: 4 Gp Common 2gp to upkeep every
game
Any number of
models may have a torch. It will add an
additional +2" to line of sight to the model
and anyone within 2" of the model. However
you cannot use any missile weapons while carrying
a lantern and you may not carry and shield or
weapon in the same hand which is carrying a
lantern. Anyone model within 2" of the
lantern holder is not effected by "trip over
trap" rule (in the Within the darkness
scenario).
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