Post by Frank on Jul 18, 2011 18:57:01 GMT 1
Van de Spartan Games Forum afgeplukt lijkt me wel geinig (user made)
Ok, You may realise from other posts that I believe the magus to be like "Captain Nemo" i.e. a small group of people have have vastily supieror technology from everyone else but have rejected society and chosen to live apart. So here's a what if scenario, if the Magus had built an outpost similiar to the one at the end of "20000 leagues under the sea" and the Dwarves and Shroud's found out about it.
Comments are welcome, I cant test it as no-one in my club currently has the Shrouds.
Legacy Of The Magus
A strange tale has been heard in the streets of Helg, a Iron Dwarf spy/scout/exploration fleet, sailing west in The Maelstorm stumbled across a volcanic island, in the middle of nowhere. Deciding to use the island as anchorage, and if possible for resupply, they stopped over and sent a scouting party ashore to search for supplies. Not finding much on the slopes of the volcano, the party ventured into the carter. There they saw a sight that astounded them, a crater lake with a large harbour at the far end, with a small supporting port with fantastical buildings. Using a spyglass, they scanned the port, they observed dwarvish runes on the structures, some of which they hadn’t seen before, these they copied down. Who were the dwarves whom had built this place? Were they Shrouds? Were they long lost dwarves? It occurred to them, that the port was too big to justify the large harbour on such a small lake. So scanning the shores of the lake, they realised that the lake was tidal and that in a few places there looked to be dark caves under the water, an especially large one at the far end opposite the town. Did the dwarves here, access the port by submarine?
They decided to return to their ships and report there findings to their captains, the captains decided to investigate the port further. So another expedition, an armed patrol, set off to investigate the port. It never returned.
About an hour after the patrol set off, they was a large commotion, the next thing the dwarves knew, an armoured giant was emerging from the crater, to attack the fleet. Two Frigates were lost, in the initial contact as the giant hurled boulders from afar. Only one frigate managed to escape the island and make it back to the safe port of Helg.
The copies of the strange runes have been examined, and from ancient records, some of these have been identified as Magus runes. From a few date runes observed on buildings, it was noted that they dated from the last 50 years, well after the Magus abandoned the Shroud Mages.
An expedition fleet has set off from Helg to investigate this seemly Magus Outpost.
Of course, this hasn’t escaped the Shroud’s notice and that of their dwarven allies, a Shroud expedition fleet has also been launched which should arrive around the same time as the dwarves.
Map
Table 48" x 48"
The Volcano should be 16” in diameter and placed in the centre of the board. This should mean that any flier attempting to cross the crater is within range band 4 of any gunnery attack. It is suggested that the crater lake is 8” in diameter.
Entrances/Exit of underwater passages are as follows:
Top/Bottom (small) – 1 ½ “
Large – 3”
Additional rocks and reefs may be added if required.
Fleets
650pts of which 100pts+ must be underwater/flying
Scenario Rules
Underwater Passages
If a submarine enters a small underwater passage, it should move 2” into the passage, roll a dice and consult the table below any apply any collision damage before completing it’s movement.
Dice Roll Effect
1 Dead End – Collision 12D – must back out next turn
2-3 Make it through – Major Scrapes – Collision
4.5 Make It Through – Minor Scrapes – 4D collision
6 Clear Passage
The large passage always provides safe passage.
Submarines inside underwater passages are consider out of LOS for gunnery attacks, however they maybe rammed by other submarines in the same passage.
Search The Outpost
The Magus have left a prize in the outpost, you may dock at the harbour to attempt to find it.
Collision damage = number of inches over 2 you move to the dock.
Obviously you cannot dock underwater.
To search the outpost, declare your ships activation as searching. Allocate crew to search the outpost from your ships. These crew are not available to your ships for this activation. If you ship leaves the dock this round, you lose the crew permanently.
Roll dice as normal, with 4-5 success, 6 2 success plus re-roll
4 success means you find the prize, take a prize token for your ship.
If both factions are searching at the same time, and both roll 4+ successes, then the faction with the most successes finds the prize. Equal success (4+) then roll off.
Inside the Crater
Models inside the crater are considered outside of LOS.
Flying models over the island and crater are still in LOS, however, if a flying model docks with the harbour it is only considered to be in LOS for models in the Crater or above the island.
Awakening The Giant
The Magus have built an Iron Giant to defend their outpost. The Giant will awaken to defend it’s outpost on the following conditions using the lowest roll at the start of each turn:
1) On the roll of a 7 – number of models in the lake and over the island
2) On roll of a 7 – total number of crew (all factions) searching the outpost.
The giant will appear on the board in front of the exit to the large passage in the crater.
“Suddenly there is an explosion of noise, like a hundred waterfalls thundering down. In front of the large exit from the crater a Giant made completely from iron, rises up from the seabed. In his hands he is carrying a large iron fishing spear, and holding a large boulder.”
The giant uses the Coastal Giant Rules with the following exceptions:
DR 6 CR8 Red Ram 6
Iron Giant has additional MARs undead(construct), towering and underwater hunter.
Uses normal critical table.
The Iron giant is able to use his fishing spear against underwater models.
The giant is unable to swim and will never leave the island’s safe wading distance.
ALL CREDITS TO thejustwisesage
Ok, You may realise from other posts that I believe the magus to be like "Captain Nemo" i.e. a small group of people have have vastily supieror technology from everyone else but have rejected society and chosen to live apart. So here's a what if scenario, if the Magus had built an outpost similiar to the one at the end of "20000 leagues under the sea" and the Dwarves and Shroud's found out about it.
Comments are welcome, I cant test it as no-one in my club currently has the Shrouds.
Legacy Of The Magus
A strange tale has been heard in the streets of Helg, a Iron Dwarf spy/scout/exploration fleet, sailing west in The Maelstorm stumbled across a volcanic island, in the middle of nowhere. Deciding to use the island as anchorage, and if possible for resupply, they stopped over and sent a scouting party ashore to search for supplies. Not finding much on the slopes of the volcano, the party ventured into the carter. There they saw a sight that astounded them, a crater lake with a large harbour at the far end, with a small supporting port with fantastical buildings. Using a spyglass, they scanned the port, they observed dwarvish runes on the structures, some of which they hadn’t seen before, these they copied down. Who were the dwarves whom had built this place? Were they Shrouds? Were they long lost dwarves? It occurred to them, that the port was too big to justify the large harbour on such a small lake. So scanning the shores of the lake, they realised that the lake was tidal and that in a few places there looked to be dark caves under the water, an especially large one at the far end opposite the town. Did the dwarves here, access the port by submarine?
They decided to return to their ships and report there findings to their captains, the captains decided to investigate the port further. So another expedition, an armed patrol, set off to investigate the port. It never returned.
About an hour after the patrol set off, they was a large commotion, the next thing the dwarves knew, an armoured giant was emerging from the crater, to attack the fleet. Two Frigates were lost, in the initial contact as the giant hurled boulders from afar. Only one frigate managed to escape the island and make it back to the safe port of Helg.
The copies of the strange runes have been examined, and from ancient records, some of these have been identified as Magus runes. From a few date runes observed on buildings, it was noted that they dated from the last 50 years, well after the Magus abandoned the Shroud Mages.
An expedition fleet has set off from Helg to investigate this seemly Magus Outpost.
Of course, this hasn’t escaped the Shroud’s notice and that of their dwarven allies, a Shroud expedition fleet has also been launched which should arrive around the same time as the dwarves.
Map
Table 48" x 48"
The Volcano should be 16” in diameter and placed in the centre of the board. This should mean that any flier attempting to cross the crater is within range band 4 of any gunnery attack. It is suggested that the crater lake is 8” in diameter.
Entrances/Exit of underwater passages are as follows:
Top/Bottom (small) – 1 ½ “
Large – 3”
Additional rocks and reefs may be added if required.
Fleets
650pts of which 100pts+ must be underwater/flying
Scenario Rules
Underwater Passages
If a submarine enters a small underwater passage, it should move 2” into the passage, roll a dice and consult the table below any apply any collision damage before completing it’s movement.
Dice Roll Effect
1 Dead End – Collision 12D – must back out next turn
2-3 Make it through – Major Scrapes – Collision
4.5 Make It Through – Minor Scrapes – 4D collision
6 Clear Passage
The large passage always provides safe passage.
Submarines inside underwater passages are consider out of LOS for gunnery attacks, however they maybe rammed by other submarines in the same passage.
Search The Outpost
The Magus have left a prize in the outpost, you may dock at the harbour to attempt to find it.
Collision damage = number of inches over 2 you move to the dock.
Obviously you cannot dock underwater.
To search the outpost, declare your ships activation as searching. Allocate crew to search the outpost from your ships. These crew are not available to your ships for this activation. If you ship leaves the dock this round, you lose the crew permanently.
Roll dice as normal, with 4-5 success, 6 2 success plus re-roll
4 success means you find the prize, take a prize token for your ship.
If both factions are searching at the same time, and both roll 4+ successes, then the faction with the most successes finds the prize. Equal success (4+) then roll off.
Inside the Crater
Models inside the crater are considered outside of LOS.
Flying models over the island and crater are still in LOS, however, if a flying model docks with the harbour it is only considered to be in LOS for models in the Crater or above the island.
Awakening The Giant
The Magus have built an Iron Giant to defend their outpost. The Giant will awaken to defend it’s outpost on the following conditions using the lowest roll at the start of each turn:
1) On the roll of a 7 – number of models in the lake and over the island
2) On roll of a 7 – total number of crew (all factions) searching the outpost.
The giant will appear on the board in front of the exit to the large passage in the crater.
“Suddenly there is an explosion of noise, like a hundred waterfalls thundering down. In front of the large exit from the crater a Giant made completely from iron, rises up from the seabed. In his hands he is carrying a large iron fishing spear, and holding a large boulder.”
The giant uses the Coastal Giant Rules with the following exceptions:
DR 6 CR8 Red Ram 6
Iron Giant has additional MARs undead(construct), towering and underwater hunter.
Uses normal critical table.
The Iron giant is able to use his fishing spear against underwater models.
The giant is unable to swim and will never leave the island’s safe wading distance.
ALL CREDITS TO thejustwisesage