1.28.2024

Tug of WarGods v 0.55

Born from a wonderful discussion around Adepticon 2023, I've finally taken my quickly jotted down notes and expanded them into a slightly more coherent rule set. There has even been a tiny bit of playtesting (with pictures!).

THE TUG OF WARGODS "RULES"

Teams of 3 miniatures each. 

Objective is to pull 2 members of the opposing team across the center line.


Building a team must follow regular restrictions (no Heru with Typhon, etc.)

0-1 Beloved of Sobek, Minotaur =d20

0-2 Sebeki, Wendigo =d10

0-3 Heru, To-Tanem, Typhon, Mycenean =d8

0-3 Asar, Anubi, Khemru, Amazon, other Greeks =d6

00-3Basti, Nekharu, Tethru, Satyr, Frost Maidens =d4


Setup has a center line that each team deploys in a column 4" on opposite sides of. 

Both teams roll all dice simultaneously. Total each teams' dice roll.

The team with the higher total moves half the difference in inches (rounded down) backwards, pulling the opposing team that same distance forward.

Roll all dice for each team again until 2 opposing team miniatures are pulled across the center line. 


Team Example 1

2 Sebeki, 1 To-Tanem = 2d10, 1d8


Team Example 2

1 Amazon, 2 Satyrs = 1d6, 2d4


Team Example 3

1 Wendigo, 2 Frost Maidens = 1d10, 2d4


Play Example

Greentoe's Team (1 Sebeki and 2 Asar) vs Clearsky's Team (1 Heru, 1 Asar, and 1 Basti)

Turn 1

Greentoe's rolls= 4, 3, 6= 13

Clearsky's rolls= 4, 4, 3= 11

13-11= 2 in Greentoe's favor

2/2= 1" Clearsky's team is pulled towards the center line. 

Greentoe's team moves 1" away from the center line. 

Clearsky's team is 3" from the center line. 

Proceed to turn 2...

6.16.2023

Quest for Korbo's Power - Party Leaders and Spells

PARTY LEADERS

Each Party Leader is a Coven Witch with access to a single Witch Spell that may be chosen from the list of witch spells. The Coven Witch may be equipped with any equipment and light armor at normal points cost. 


Coven Guard (30 pts)

Coven Guards are members of the coven focused more on physical security for the other members of the coven. They still take part in the rituals and learning of spells but it is less intensive than other members.

                            MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

Coven Guard      5        15           1         4        4       3        6         6       30

Special Rules:

-Weapons Cache: the Coven Guard may provide one hand weapon to each member of their party at no points cost.

-Magical Blast: The Coven Guard has learned a simple magical attack that they can use once per turn at no Spell Point cost. The attack is resolved like a missile attack but uses ARC. The attack has a range of 4"/7"/10" and does 1d10 damage.


Coven Herbalist (30 pts)

Coven Herbalists spend time gathering the plants and other ingredients necessary to cast spells. They also work with poisons and potions of various stripes. 

                                  MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

Coven Herbalist      5       12           1         3       3           3         7         5       30

Special Rules:

-Poison Weapons: The Herbalist may provide poison for one weapon per party member. This poison adds +1D4 to the weapon's Damage Modifier. 

-Healing Potion: (5 pts per potion) Each potion is a single use and may be used by a party member who has at least 1 Wound remaining or administered by another party member if the recipient is reduced to 0 Wounds. The potion returns 2D10 Wounds (may not exceed initial Wound rating).

-Acid Bomb: (7 pts per bomb) A MIS Test with ranges of 3"/6"/9" a successful hit does 3D10+1 damage to each model within 2" of the target of the bomb


Coven Mystic (30 pts)

Coven Mystics spend much of their time focusing on learning new spells and how to use the corrupted words of power.

                             MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC PTS

Coven Mystic        5         12         1         3        3       3         8         5       30

Special Rules:

-Additional Spells: The Mystic gets 2 more spells, one can be chosen but the other must be chosen randomly by rolling on the list of spells.


SPELL POINTS

The Coven Witches are allotted a number of Spell Points equal to their ARC rating plus any additional Spell Points granted by artifacts or other party members. The number of Spell Points is refreshed at the start of each battle.

WITCH SPELLS FOR SKIRMISH

The following changes to the Witch spells from the WarGods of Aegyptus rulebook are to better be useful in this skirmish setting. Those spells without any rules below will follow the information in the rulebook. 

1-HEX (1 SP)

2-SPECTRAL HAND (2 SP) D10+1 wounds 

         MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 

           8        4           1         6        3        -         5         2

3-KISS OF THE LEECH (1 SP)

            Against non-sorcerers D5 wounds to target if              successful to gain 2 SP 

4-BURNING EFFIGY (2 SP)

            If successful does D10+1 wounds to target

5-CURSE OF MANIACAL LAUGHTER (2 SP)

6-PYTHONIC TRANSFORMATION (2 SP)

7-QUIVER OF VIPERS (2 SP)

             Viper attack D10 wounds

8-FEAST OF CARRION (3 SP) D10+1 wounds

         MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 

           10        3          2         4        3        -         5         3

9-INSIDIOUS DEMENTIA (3 SP)

            ARC test against single target. If successful the Witch gains control of the target and immediately places a Command Counter. To regain control, the target makes a DISC save at the beginning of each turn to regain control. 

10-MUNDANE MASKING (3 SP)

           Cast before the battle and covers each member of the party. Enemy models must make an ARC test against the target model to be able to attack or cast spells against that model. Once a model covered by Mundane Masking is successfully targeted it loses the masking for the rest of that scenario. 

Quest for Korbo’s Power Creating a Party

Each player starts their quest for the Korbo's Power with 2d10 + 55 points. This points total is used to choose a party leader and any additional equipment and party members. Between scenarios additional points earned as Victory Points can be used to purchase additional equipment and party members to enhance the party for the next scenario.

Party members are chosen from the profiles below. Weapons and armor points costs are the same as in the Aegyptus rulebook. Leftover points carryover throughout the campaign, so be sure to keep track of your points totals.

COVEN FOLLOWERS

The Coven Followers are extended members of the Coven who are not witches. Nekharu Novices are aspiring witches often working with/for a Witch who brought them into the Coven. Nekharu Warriors act as protection for the Coven under the leadership of the Coven Guards. The lowly Asar Thralls are poorly treated servants broken in mind and body to see the Witches as their masters.

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

NOVICE      5        6            1         3        2        3        6         4       18

-provides 1 Spell Point per battle to the Coven Witch if within 3"

-not allowed armor 


WARRIOR  5       6            1         4        3        4        6         5       9

-maximum of light armor 


THRALL     4       5            1         3        3      2        5         10*     5

-*Disc is 10 as long as the Thrall is within 10" of the Coven Witch. If the Thrall is further than 10" the Disc falls to 1

-not allowed armor


FALLEN AEGYPTIANS

Nekharu Witch Covens often attract Aegyptians who are outcasts from their homeland. These desperate people will help protect the Coven and may go places that a Nekharu is not allowed. A Fallen Aegyptian comes equipped with a hand weapon, spear, or double handed weapon at no cost but may take additional equipment at normal cost. They may also be equipped with a maximum of light armor. 

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC   PTS

ASAR           5        6            1         4        4       4        5         4       10

BASTI           6       5           1         4         3        5        5         3       10

SEBEKI         4       12          1        6         4       3        4         4       20

TO-TANEM  4       7            1         4        5       3        6         5        14

TYPHON      5       7            1         5        4       4        5         6        13


Each scenario will include Victory Points specific to that scenario.  The following Victory Points are for all scenarios:

+1 for participating in the scenario

+1 for each member of an opposing party engaged in melee by party members

+2 for a leader defeating another leader in melee

+3 for a party member defeating another party's leader in melee

+1 for each clue collected

Any casualties during a scenario will return at full strength for the next scenario.

The sample Parties below show how varied a Party can be.

These sample Parties have room to grow with successful performance in a scenario. Additional weapons and armor can be bought for each Party member depending on the play style you wish to use. These are only examples of how a party can be built equipped. 


SAMPLE PARTY 1- Kyaraa the Coven Guard (69 starting points) 

       • Kyaraa [32 points total]

               Hand Weapon, light armor [2 points]

              Feast of Carrion

       • 4 Asar Thralls [20 points total]

                Hand Weapon 

       • Nekharu Warrior [15 points total]

               Hand Weapon, light armor, bow [6 points]

Leftover points- 2


SAMPLE PARTY 2- Tjinko the Herbalist (67 starting points)

       • Tjinko [33 points total]

                Hand Weapon poisoned, light armor [3 points]

                Spectral Hand

       • Asar Thrall [6 points total]

                Hand Weapon poisoned [1 point]

       • Nekharu Warrior [12 points total]

                Hand Weapon poisoned, light armor [3 points]

       • Fallen Basti [16 points total]

                Hand Weapon, bow poisoned, light armor [6 points]

Leftover points- 0


SAMPLE PARTY 3- Skiks the Mystic (73 starting points)

       • Skiks [33 points total]

                Hand Weapon, Light Armor [3 points]

                Mundane Masking, Burning Effigy, Kiss of the Leech 

       • 2 Asar Thralls [12 points total]

                Hand weapon [1 point] 

       • Nekharu Warrior[11 points total]

                Double handed weapon, light  armor [4 points] 

       • Fallen Typhon[13 points total]

                Double handed weapon, light  armor [2 points] 

Leftover points- 0


Use of a Game Master

This campaign was designed to be run without the need of a Game Master or Referee, but these scenarios would benefit if one player took on that role. If a Game Master is present, they would be responsible for setting up terrain for each scenario and running any of the scenario specific non-player models unless otherwise noted in the scenarios. The Game Master is also responsible for settling any rules disputes that may arise during play and interpreting any confusing situations.

Quest for Korbo’s Power - Intro


Witch Master Korbo lies dying of mortal wounds suffered in battle. He has called his surviving coven members to his bedside to hear what may be his final order.

“There are many things I need to perform a certain ritual that can maintain my existence. The one of you who brings to me these ingredients will gain power to rival my own. My thralls will take me to the ruined Temple of Nekhbet, The Rise of Dawn's Embrace, where I will await whatever fate will come.”

Korbo coughs violently and wipes blood from his beak. He sees a few members of the coven thinking this is their chance to simply finish off the Witch Master and take up leadership of the coven for themselves. “I will have none of that!” he squawks and strikes down a  coven member who was not clearly plotting against him.

“First you must gather the right hand of an Artifex. One of these To-Tanem keeps his workshop near this very camp. Yes, you know the place of which I speak."

“Then  to the Typhon outpost near the oasis at Lakhar where the Eye of Fathnik rests unused. The patrols have left on their rounds for the season. There should be no more than a handful of Typhon there at this time.”

“Nearby is a small Khemru Temple where you must take a horn from the Priest who dwells therein.”

“The final piece I need is the chalice of a Blood Witch. One such creature makes her home in a cave not far from The Rise of Dawn's Embrace. She is but one twisted Asar whom even the lowest of you could best easily."

“Bring to me these things so I will be made whole and you will be rewarded. Now leave me! Gather your wretched followers and begone. Only one of you will win my favor in the end.”

Thus begins the Quest for  Korbo's Power. This is meant to be a series of linked scenarios for 2 to 5 parties to gather the items needed to heal Witch Master Korbo and gain a portion of his arcane power. Each party will be lead by a Witch Coven member who has studied and served at Korbo's side for many years. Now is the chance for you to prove yourself worthy of the Witch Master's attention and a fraction of his power so you can go your own way to form your own Coven.

5.02.2022

The Gentle Breeze - Basti Assassin

The Basti assassin known only as 'the Gentle Breeze' is an affiliate of the widespread criminal organization the Empty Palm. For a small portion of his fees from any assassinations he performs, the Empty Palm will provide him with protection from local authorities if needed.

                           MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Gentle Breeze    6        14        2          5        5         7       4         6
Equipment- Bow, light Armor

Stealthy Hunter within 1" of terrain the Gentle Breeze uses cover to his advantage and any MIS attacks get a +1 to their target number 

Crack Shot the normal range bands for a bow are extended for the Gentle Breeze (13"/23"/33")

Hoethet VII the Drunken Swordmaster - Tethru Wanderer

One of the greatest Swordmasters of Aegyptian history was the learned Tethru Hoethet. In the time of Ra's rule, Hoethet traveled throughout the land documenting all forms of combat with swords and other long-bladed weapons. Hoethet opened several schools focused on teaching the art of the sword. Many tales of Hoethet's wisdom and skill with a blade survive to this day. Then there is his descendant, Hoethet VII, known as the Drunken Swordmaster. 

Though many of the Swordmaster's schools still exist and produce skilled warriors, the Drunken Swordmaster has nothing to do with those organizations. Hoethet VII's specific origin is unclear but there are hints of a tragedy at a school he ran. Speculation about an attack and a fire that led to the deaths of most if not all of the students is widely considered to be the truth. 

Whatever the reasons, Hoethet VII fell into a life of near constant drunkeness as he wanders the land in search of something. What he's searching for is a mystery seemingly even to him. From time to time the Drunken Swordmaster becomes involved in violent situations with criminal elements. He has taken a liking to the Basti rogue Blackclaw and occasionally takes part in adventures with Tebbi and Blackclaw. 

                   MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Hoethet     D6       23          2      9/8     8/9       4       8         5   
Equipment- Double-handed Sword, Medium  Armor
•Drunken Staggering Hoethet's movement each turn is determined by a d6 roll and he can then move up to that number of inches. If he is given a Fast Advance order he rolls 2d6 and the total is his maximum movement for the turn. 

•Missile Immunity Due to his drunken staggering and erratic movements!, Hoethet is much harder to hit with missile fire. All ranged attacks on Hoethet receive a -2 modifier.

•Sobering Up at the end of turn 3 Hoethet may begin to sober  up and lose his enhanced ATT  but will enhance his DEF. Roll a DISC Save and if successful Hoethet's ATT and DEF change to the second number to represent his more sober state. Each turn that the DISC Save fails subtract 1 from the roll (this should accumulate each turn so that the roll on Turn 5 would be -2 and Turn 6 would be -3, etc.)  Although Hoethet will sober up some he will still be somewhat intoxicated. By the start of the next battle Hoethet will be fully intoxicated. 


4.27.2022

"The Dark Night" - Vigilante of Pharos

The bustling port city of Pharos is the richest place in Aegyptus. With the flow of goods in and out of the city comes the opportunity for criminal activity to thrive in the shadows. Pharos is the home to the largest criminal organization in the land, the Empty Palm, among other smaller groups. 

Criminal activity is rampant throughout the city and one Asar has become a ray of hope for citizens toiling under this oppression. Known as the "Dark Night" or the "Living Shadow" this masked warrior strikes at those who have engaged in the abuses of the innocent people of Pharos.


                      MV   WND   #ATT   ATT   DEF   MIS   ARC   DISC 
Dark Night    5         18         2         6       6         5       6          8
Equipment- sling, mancleaver, light armor

•Shadow Stepping within 3" of a terrain feature may make an ARC test to step through shadows to a terrain feature up to 13" away once per turn 

•Smoke Bombs twice per battle may use Cast a Spell order to drop a smoke bomb that gives a -1 to ATT and MIS through the smoke. The cloud is 3" diameter circle placed up to 4" from the Dark Night. Each turn after deployed roll D10, on an odd number the smoke dissipates 

•Mancleaver does D10 wounds but a roll of 10 beheads the opponent if they have a head