1ST AND ESSENTIAL VARIANT - ALTERNATE ACTIVATION
per increasing agility (from 1+ to 6+).
ie : Rune Heroe, then adversary group 1, then heroe 2, adversary group 2, and so on… (companion is the last heroe)
CHALLENGING VARIANT 2 - LIMIT HEALING ACTION PER QUEST
from 1+, 2+… up to 6+ Difficulty increases until the end of the quest for each piece of talisman.
3 DWELVING VARIANT - NEW SEARCH TREASURE ACTION
Each room has got only 1 treasure. You may spend an action to search it if the room has no monsters, rolling 4+ on a D6.
4 RALLY PHASE VARIANT - CUSTOM RESPIT
respit when no adversary on board - unless it's the second round with no adversary : in that case unexpected event (D66 aventure guide - ).
You may :
a) first, replace heroes in the actual room.
b) then, exchange treasures.
c) finally, each heroe may search the room's treasure or heal D3 wounds while rolling 4+ on D6 (no risk, ambush is based on destiny dice)
5 TRICKS OR TREATS - ADD CUSTOM DESTINY DICE CONSEQUENCES
Add those consequences to the table :
a) double or more 1 = heal 1 wound per 1 after the first.
b) No die cancelled (ie 2,3,4,5,6 or 1,2,4,5,6, etc) = ambush.
- treasure cards limit : no more than your Agility.
- Skill cards limit : no more than your Save.
- d20 style's Line of sight : may draw a line from a corner of the square to another square with no wall or obstacle (a miniature doesn't block it).
- cover : +1 to the result of the Save roll if you can't see the whole target square from the point where you drew the line of signt. toute la case de la cible.
6 - FINALLY - AN EXTENDED AND BALANCE SPAWNING TABLE
copy and paste those 5 columns on an excel sheet.
rule of use : multiply the indicated number on the tables per the number of heroes (rounded up)
COLUMN 1 : roll 2D6
COLUMN 2 : TABLE A
1 Kairic & 0,75 Blue Horror
1 Blue Horror
0,75 Screaler (exotic)
The Herald Of Tzeentch (exotic)
The Skaven DeathRunner
COLUMN 3 : TABLE B
1 Blue Horror
2 Kairics + 0,75 Blue Horror
1 Kairic + 1 Blue Horror
1 Kairic + 0,5 Pink Horror
0,75 Screamer of zeentch (exotic)
The Herald of tzeentch (exotic)
The Gaunt Summoner
COLUMN 4 : TABLE C
1 Grot + unexpected event
0,75 Flamers (exotic)
The Exalted Flamer
COLUMN 5 : TABLE D
1 Grots + unexpected event
2 Grot + unexpected event
2 Kairics & 0,75 Tzaangor
0,75 Flamers (exotic)
The Exalted Flamer (exotic)
The Ogroïd Thaumaturge
- Last edited Mon Sep 19, 2016 3:07 pm (Total Number of Edits: 3)
- Posted Mon Sep 19, 2016 3:03 pm
Some things i really like the sound of in here! I can't wait to playtest them to see the effect on the game.
1st rule is short and sweet and adds a lot to the dynamic. Nice.
Yes alternate activation add a lot of fun, letting the monsters play before being slayed
Alternate activation is cool, I'll try that next time. (Rune Hero always act first even if he hasn't 1+ agility?)
What's your opinion when an unexpected event doesn't spawn monsters? It reset the respite counter? Or count as a blank adversary phase so the third round with no adversary on board trigger another unexpected event?
Rune payer always start no matter his agility yes.
Unexpected event reset the counter by raw yes.
Tried the initiative portion of the variant. Very good change. I went insofar as to make the initiative continue into the Runemarked players turn (leaving the Runemarked player with dice on his card if need be). Had a cocky Lord of the Plagues explore ahead only to have a pair of initiative 1 screemers fly over our heads and slash us to pieces. Lots of unlucky rolls later, 2 Heroes on the verge of death. The battle back, very fun.
Have to say, the alternate turns, limited healing actions, and new adversary tables have saved this game for me!
Question though, if you have more adversary groups than heroes. Do you keep alternating or do you play the remaining adversary groups at the end?
- Last edited Thu Jan 5, 2017 9:58 pm (Total Number of Edits: 1)
- Posted Thu Jan 5, 2017 12:41 pm