28/04/2016

Daffcon Story Encounter: The Strategies

Daffcon Story Strategies

The following are the strategies used at the story encounter ran at Daffcon by Martin Wodehouse (@MartinWodehouse) and Luke Cocksedge (@Shakes1066).
Give them a go, send them some tweets, enjoy.

“WHERE’S JIMMY?”


Both crews are in the Slums, one has been having a night on the town, the other is looking for a missing friend that was last seen in the area. It’s starting to get light and a blood curdling scream pierces the night, putting everyone on instant alert and sobering up those who were a little the worse for wear. A terrified man’s voice with a strong eastern European accent echoes through the streets: “Moroi! Moroi! Flee for your lives!”

At this point, the protagonists realise that they are not alone…

SETUP

Determine which player will be the Attacker and which will be the Defender, in any agreeable manner. Before deploying crews, the Attacker places two 30mm ‘Jimmy?’ Markers anywhere on the Defender’s Half of the table. Then, the Defender places two ‘Jimmy?’ Markers anywhere on the table. Each ‘Jimmy?’ Marker must be marked to represent one of the four suits: Rams, Crows, Tomes and Masks. The Defender secretly flips a card and notes its suit (reflipping any jokers).

ATTACKER VICTORY

Any model may take a (1) Interact Action while in base contact with a ‘Jimmy?’ Marker to place the ‘Jimmy?’ Marker on the model’s stat card. If the model leaves play, place the Marker in base contact with it before removing it. At the end of the game, if the ‘Jimmy?’ Marker with the noted suit is on the stat card of an Attacking model or in the Attacker’s Deployment Zone, the Attacker scores 4VP.

DEFENDER VICTORY

The Defender has one of the following victory conditions, depending on the suit of the card flipped to determine the Strategy:

Crows: They killed him! Slaughter them all! The Defender earns 1VP at the end of every Turn after the first in which the Defender killed or sacrificed two or more enemy models. At the end of every Turn after the first,, the Defender earns 1VP if the Attacker has no models left in play. No more that 1VP may be earned per Turn from this Strategy.

Rams: Protect Jimmy’s body! At the end of the game, score 4VP if the noted ‘Jimmy?’ Marker is on the table with at least two friendly models within 2” of it.

Tomes: Which one’s Jimmy? Check them all! At the end of the game, score 1VP for every ‘Jimmy?’ Marker not carried by an attacking model.

Masks: Bring back his body! The Defender may reveal which suit was flipped at any time. At the start of every Turn after the first, score 1VP if the noted ‘Jimmy?’ Marker is on the stat card of a Defending model, so long as the suit has been revealed.




“BRING THE DOCTOR TO ME!”


They don’t know why they've got to take this strange man to the old ironworks at Carfax but they are compelled to do so. He speaks to himself, he stops every thirty seconds to try and eat spiders, insects or other living things he’s spotted, and he smells funny. But, a job’s a job right? Someone else has got other ideas though…

SETUP

Determine which player will be the Attacker and which will be the Defender, in any agreeable manner. After all models have been deployed, the Attacker places a 30mm ‘Dr Noll’ Marker in her Deployment Zone.

SPECIAL

The ‘Dr Noll’ Marker ignores all game effects, except the following:

1. A model in base contact with ‘Dr Noll’ may take a (1) Interact –“Oooh Spider!” with it to move it 5” in any direction.

2. The Marker can be targeted by Attack Actions that do Dg and has the following Stats:

Df 6  Wp 6  Wd 10 Ht 2

3. The Marker can be targeted by Tactical Actions that allow it to make Healing Flips.

ATTACKER VICTORY

The Attacker earns 4VP if ‘Dr Noll’ is in the Defender’s Half of the table at the end of the game.

DEFENDER VICTORY

Delay him! The Defender earns 4VP at the end of the game if ‘Dr Noll’ is on the Attacker’s half of the table.




SUMMON THE BLOOD


Something ancient, powerful and utterly evil has been scheming in the darkness and now stands ready to reveal itself. The Vampyre threatens all living things and has to be thwarted. Those it has bound in thrall to its service though, will stop at nothing to help it achieve its aim.

SETUP

Determine which player will be the Attacker and which will be the Defender, in any agreeable manner. Place a 50mm ‘Sarcophagus’ Marker in the centre of the table. The ‘Sarcophagus’ is Ht 5, blocking, impassable terrain. While within 2” of the ‘Sarcophagus’, models receive +2 Ca to all Ca Actions.

ATTACKER VICTORY

At the end of every Turn after the first, the Attacker earns 1VP if she has at least one Scheme Marker in base contact with the ‘Sarcophagus’, then remove all of the Attacker’s Scheme Markers in base contact with the ‘Sarcophagus’.

DEFENDER VICTORY

Guardians. At the end of every Turn after the first, the Defender earns 1VP if she has at least two non-Peon models within 2” of the ‘Sarcophagus’.

SPECIAL

At the end of any turn when the total number of VP scored from the Strategy equals 4 or more, pause the game and ask the organiser for the Final Page.




THE FINAL PAGE


The power is mine! Now you will all feel my wrath!

The Vampyre Lamashtu is summoned to the table. This only happens once during the game.

Whichever player lost the Initiative that turn places Lamashtu in base contact with (or as close as possible to) the ‘Sarcohpagus’ Marker and then removes the ‘Sarcophagus’ Marker.

From now on, all previous victory conditions for the Strategy are frozen and no more points can be gained from them. For the rest of the game, players can only earn the following Strategy VP: If Lamashtu is reduced to half wounds or less by a player, they gain 1VP. If Lamashtu is killed, the player that killed her gains 1VP. With VPs already accrued, no player may score more than 4VP from the Strategies during the game. VPs from Schemes continue to be accrued as normal.

Lamashtu has the following stats:
Df 5  Wp 6  Wd 10  Wk 6  Cg 9  Ht 2 Base Size 50mm

ABILITIES

Preternatural Speed: This model has 1 additional General AP. After Initiative is determined, this model activates before any other. This model is immune to Slow and Paralysed. If engaged, it attacks whichever model is closest to it (if two or more models are equidistant from Lamashtu, the player that won Initiative determines her target randomly, as though shooting into an engagement). If unengaged, it charges the closest model. If there are no models within charge range, it will move as fast as it can towards the nearest model and attack it if possible. Whenever cards are flipped they are done so by the opposite crew to the one this model is interacting with and may not be cheated. This activation does not count towards either crew and the turn continues as normal after this model has activated.

Flight: This model is immune to falling damage and may ignore any terrain or models when moving.

Black Blood: All models without Black Blood within (P)1 suffer 1 damage when this model suffers damage.

Terrifying (All) 13: Enemy models must pass a TN 13 Horror Duel if they end a Walk Action within this model’s engagement range or target this model with an Action.

Armour +1: Reduce all damage suffered by this model by +1 to a minimum of 1

Impossible to Wound: Damage Flips against this model receive  and may not be cheated.

Very Hard to Kill: If this model has 2 or more wounds left, it cannot have its wounds reduced below 1. This Ability cannot be ignored.

Curse of the Vampyre: When targeted by an Exorcist, Relic Hammer or the Burning Condition, this model suffers +2 Dg

ATTACK ACTIONS

(1)Ancient Talons (Ml 6(MASK)  / Rst: Df / Rg: 1”(CLOSE) ): Target suffers 3/5/6 damage. This Action gains + to the Attack Flip.

 (MASK)(CROW) Drain: After Succeeding, target must discard 2 cards or 2 Soulstones or be killed. This model makes a 1/2/3 Healing flip.

2 comments:

  1. Sorry but I didn't understand the purpose of this post, can you please tell us what is this post all about? Hope to hear from you on this, thanks

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