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zasady Zgubnych Przepowiedni dla chętnych

: 06 lip 2018, 10:26
autor: Krystus
Obrazek

Zasady Malign Portents (dla hardcorów :P )
Zasady te opisują omeny, znaki i różne przepowiednie, które nasi bohaterowie mogą zinterpretować aby przybliżyć ich do zwycięstwa.
Na początku pierwszej battle rundy gracze mogą wybrać, albo wylosować omen, który sprowadził ich na tą właśnie bitwę:

Guiding Malign Portent
rzut K6:
1. The Falling Star
2. The Bloodied Skull
3. The Black Void
4. The Balemoon
5. The Writhing Serpent
6. The Red Mist

Na początku każdej rundy gracze generują swoje Prophecy Points (PP).
Rzucają K3 i dodają te modyfikatory:
+1 jeśli bitwa toczy się w Shyish, Realm of Death
+1 jeśli w bandzie jest HARBINGER (herosi, którzy mieli premierę na Malign Portents)
+1 jeśli Hero z Twojej bandy siedzi w Warscryer Citadel (ta wielka wieża - teren)
+1 za każdego PRIEST i WIZARD w warbandzie.

PP możemy zużywać na interpretację omenów należących do jednej z sześciu przepowiedni wybranej na początku gry. Niewydane PP na koniec battle rundy przepadają. Interpretować znaki może każdy HERO. Konkretny znak można interpretować tylko raz w turze, ale jeśli nas stać to możemy zinterpretować więcej znaków.


THE FALLING STAR
The falling star is an omen sought by astromancers, prophets and visionaries of all races. Those wise enough to read into its effects on the celestial vault can foretell the future with unnatural clarity, even in the midst of battle.
  • 2 PP Forewarned is Forearmed:
    On the eve before battle, an encroaching doom is foreseen - and hence more easily avoided.
    Interpret this sign immediately after failing a save roll for the interpreter. Re-roll that save roll.
  • 3 PP Guardian's Truth:
    In the act of defending their kith and kin, the warrior proves himself worthy of insights that keep them alive a little longer.

    Interpret this sign immediately after friendly model wholly within 18" of the interpreter suffers a mortal wound. Roll D6 for that mortal wound, and and for each other mortal wound inflicted on the unit for the rest of the phase: on a 5+ the wound is negated.
  • 5 PP Portent of Far:
    By reading the signs above, the seer gains glimpses of the future that allow them to predict when and where their enemy will appear.

    Interpret this sign immediately after picking a friendly model wholly of the interpreter to shoot in your shooting phase. In that phase, add 1 to hit rolls for that unit.
  • 3 PP Second Sign of Amul:
    Reading the signs above, the prophet warns their comrades where the enemies' blow will fall.

    Interpret this sign at the start of the combat phase. Pick a friendly model wholly within 18" of the interpreter. In that phase, re-roll save rolls of 1 for that model.
  • 1 PP Superstition Proved Right:
    All those trinkets and spirit fetishes prove to be wise counter-measures this day, turning baleful magick aside and dissipating curses into the wind.

    Interpret this sign immediately after failing an unbinding roll for the interpreter. Re-roll that unbinding roll.
THE BLOODIED SHULL
The sight of a skeletal visage drenched in blood becomes ever more frequent, in waking hours as well as in dreams. It is a sign of painful deaths to come, and the dark side of Shyish running rampart. Heed its warning well...
  • 3 PP Precursor Wound:
    The inflicting of a flesh wound upon the foe is proved a mere prelude to a grievous injury delivered as if from nowhere.

    Interpret this sign immediately after your opponent allocates a wound to a model from their army that is within 6" of the interpreter. That model suffers 1 mortal wound.
  • 4 PP Creeping Death:
    The ground comes alive with flesh-eating scarabs - just as the prophet had foreseen before manoeuvring their foes to the site.

    Interpret this sign in your hero phase. Pick an enemy model wholly within 18" of the interpreter and roll a dice. On a 6+ that model suffers 1 mortal wound.
  • 2 PP Clawing Hands:
    The sign of Nagash's growing power is made manifest in mouldering bone and sharpened talon. The wise soul stands well away.

    Interpret this sign at the start of your opponent's movement phase. Pick an enemy model wholly within 24" of the interpreter. In that phase, that model cannot run and its Move characteristic is halved (rounding down). This sign has no effect on units that can fly.
  • 1 PP Strata of Screaming Skulls:
    The earth crumbles away underfoot to leave a field of screaming skulls caked in blood. Most unsettling!

    Interpret this sign at the start of any battleshock phase. In that phase, substract 1 from the Bravery characteristic of all models (friendly and foe). If both players interpret this sign in the same phase, the effects are cumulative.
  • 5 PP Shield of Bones:
    Just as predicted by the seer, a sudden eruption of bones from the earth confounds the enemy's assault at the critical moment.

    Interpret this sign at the start if any combat phase. Pick a friendly model wholly within 18" of the ionterpreter. In that phase, ignore Rend characteristic of attacking weapons when making save rolls.
THE BLACK VOID
The Black Void is seen as a yawning hole, a toothy maw, dark maelstrom, and even the den of a colossal spider by those who witness it. It embodies the inevitability of death, and the inescapable pull of oblivion.
  • 2 PP Hastening the Inevitable:
    The seer manipulates the riptide pull of inevitable endings, elevating themselves or their allies as if on an invisile wave.

    Interpret this sign in your movement phase. Pick a friendly model wholly within 18" of the interpreter. In that phase that model can move as if it could fly.
  • 4 PP Doom and Darkness:
    All light and certainty is temporarily sucked into the void by Nagash's gathering rituals. A well-timed attack can take advantage of the sudden pall.

    Interpret this sign at the start of your opponent's shooting phase. In that phase, the range of missile weapons is reduced by 6", to a minimum range of 3".
  • 3 PP Ashes and Dust:
    The words of the enemy general choke to silence as their mouths fill with ashes and dust, providing a taste of their imminent defeat.

    Interpret this sign at the start of your opponent's hero phase. In that phase, the range of command abilities is reduced by 6".
  • 3 PP The Jaws of the Trap:
    By reading signs of dooms to come, wise men can lay a trap that turns their own dark fate upon the enemy instead. The Black VOid must have its due, but it cares not from whom...

    Interpret this sign in your charge phase. Pick a friendly model that retreated earlier in the turn and is wholly within 18" of the interpreter. In that phase, that unit can make a charge move.
  • 1 PP Invisible Gheists:
    Cruel spirits skulk and hide, their presence revealed to those with the wit to see the portents - and deadly to those without.

    Interpret this sign in any hero phase. Pick an enemy model that is within 12" of the interpreter, and is on, garrisoning, or within 3" of a terrain feature. That model suffers 1 mortal wound.
  • 5 PP Helsnacht Eclipse:
    The skies are eclipsed by the Black Void - visibility is reduced, but the truly visionary soul can harness the dark energy.

    Interpret this sign at the start of any hero phase. In that phase, add 2 to casting rolls and reduce the range of spells by 6".
THE BALEMOON
The glowering balemoon leers from the skies, its unblinking stare boring into the souls of all. Its maddening visage spreads lunacy, terror and maladies throught the ranks of those who march beneath its light.
  • 2 PP Sum of All Fears:
    The witness of the lunar portent speaks of that which they foresaw - and his enemies see their worst nightmares come to life.

    Interpret this sign at the start of any battleshock phase. Pick an enemy model wholly within 18" of the interpreter. In that phase, substract D3 from that model's Bravery characteristic.
  • 4 PP Shades of Death:
    Those who can parse the spectrum of deathly energies rising from Shyish can afflict their foes with potent curses.

    Interpret this sign at the start of any combat phase. Pick an enemy model wholly within 18" of the interpreter. In that phase, substract 1 from hit rolls for attacks made by that model.
  • 5 PP The Weeping Moon:
    Black liquid rains down from the gravid orb high overhead, turning swathes of ground into a sucking quagmire. Those caught unawares are soon fighting just to move.

    Interpret this sign at the start of yours opponent's turn. In that turn substract 1 from Move characteristic of, and the run and charge rolls for, enemy models.
  • 3 PP Siren Scream:
    The screams of the dead can be turned into a siren call that draws the enemy closer to their own demise.

    Interpret this sign at the start of your opponent's movement phase. Pick an enemy model wholly within 18" of the interpreter. In that phase, that model cannot retreat.
  • 3 PP Don't Go Out Alone:
    The leering balemoon seeks to prey on those who stray from the reassurance of their kin - a cunning general will lure the enemy away from their line so they fall under its spell.

    Interpret this sign at the end of your opponent's movement phase. Pick an enemy model wholly within 18" of the interpreter that is more than 6" away of any other enemy models. That model suffers D3 mortal wounds.
THE WRITHING SERPENT
The skeletal serpent - writhing, spasming and crackling in evil glee - is a symbol of spite, wickedness and unforgiving hatred. Some say it is a familliar spirit of Nagash, and that only the gifted can escape its malignance.
  • 2 PP The Black Spot:
    A particular foe is marked for a violent death: the visionary finds their attacks guided by the serpent to better bring it about.

    Interpret this sign in any combat phase, immediately after picking the interpreter to fight. Pick an enemy HERO within 1" of the interpreter. In that phase, re-roll wound rolls of 1 for attacks made by the interpreter that target that enemy HERO.
  • 3 PP Malignance Made Manifest:
    The bite of the writhing serpent is synonymous with venom - those who know of its strength can curse the wounds of a nearby foe so they gush blood.

    Interpret this sign in your hero phase. Pick an enemy HERO within 6" of the interpreter. Roll a number of dice equal to the number of wounds that are currently allocated to that model. For each 6+ that odel suffers 1 mortal wound.
  • 1 PP False Portents:
    The serpent has given a false vision to an enemy magus, allowing his enemies to undo his fragile spells with but a shout of defiance.

    Interpret this sign immediately after an enemy WIZARD casts a spell. The interpreter can attempt to unbind that spell as if the were a wizard.
  • 4 PP No Rest for the Wicked:
    The serpent's winding secrets have allowed the seer to lead their enemies in a merry dance - by the time they reach the field of battle they are already exhausted.

    Interpret this sign in your opponent's charge phase, immediately after they make a charge roll for a model that is within 18" of the interpreter. Your opponent must re-roll the dice.
  • 3PP Thrive in Adversity:
    Those who have already felt the bite of the serpent can be convinced, if their leader has enough surety, that they no longer need to fear it - and fight all the harder as a result.

    Interpret this sign in any combat phase after picking a friendly model to fight that is wholly within 18" of the interpreter and has had one or more wounds allocated to it earlier in that phase. In that phase, add 1 to hit rolls for that model.
  • 5 PP Dazzling Insight:
    The hero has learned well of the serpent's wicked intent. He makes his insight known, the better to help his allies avoid death.

    Interpret this sign in your hero phase. For the rest of the turn, substract 1 from hit rolls for enemy models while they are wholly within 9" of the interpreter.
THE RED MIST
The red mist is the portent of nature twisted and turned against the livingm the elemental forces of reality made into a lethal enemy. Those who foresee its fury can better avoid it - or make use of it to assail their enemies.
  • 5 PP Knowledge of Dark Lighting:
    The seer has divined where a bolt of black energy will strike - and lured his enemy to that exact location just in time for it to be used against them.

    Interpret this sign in your hero phase. Pick an enemy model anywhere within 18" of the interpreter. That model suffers D3 mortal wounds.
  • 1 PP Deathly Swarm:
    A swarm of skull faced moths and giant mosquitoes bursts from the ground to ravage the incautious and the foolhardy.

    Interpret this sign in your hero phase. The closest enemy model within 12" of the interpreter suffers 1 mortal wound.
  • 2 PP Entangling Black Roses:
    The site of the clash has been chosen well. As the enemy seeks to escape their doom, grasping thorns and winding rose-tendrils tear at them and trap them in place.

    Interpret this sign in your opponent's movement phase immediately before they retreat with a model that is wholly within 18" of the interpreter. Your opponent must choose for that model to either remain stationary that phase or retreat as normal. If they choose for that model to retreat, the unit suffers D3 mortal wounds after the move has been completed.
  • 3 PP Cold of the Grave:
    An amethyst fug rises from the ground under the foe, and vitality-sapping cold seeps into the bones of the seer's adversaries.

    Interpret this sign in your opponent's charge phase, immediately before they make a charge roll for the model that is wholly within 18" of the interpreter. That charge roll is reduced to 1D6.
  • 3 PP Deathly Sandstorm:
    Through their skin is scoured by the onslaught of a bilion grains, the seer stands at the heart of a dark sandstorm, its whirling winds protecting them and their kin.

    Interpret this sign at the start of your opponent's shooting phase. In that phase, substract 1 from hit rolls for enemy models that are wholly within 12" of the interpreter.