Burn Witch Burn

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Burn Witch Burn! Being a modification of Matakishi's 'Crom' rules to enable users to play games of Witchfinders and deviltry in a pseudo-seventeenth century setting. A copy of 'Crom' will be required to use this (http://www.matakishi.com/apps/webstore/products/show/3525005 ). Special Rules To simulate the psychological aspect of a 'horror' game certain models will be described as either 'Holy' or 'Unholy'. The effects of these traits are described below: Holy. If attacked by or attacking an Unholy model in combat, the latter must pay 1 die from their Combat pool. Please note that this die is not permanently lost, but represents the temporary extra effort an Unholy model must make to overcome the spiritual defences of a Holy opponent. Unholy. If attacked by or attacking a model that does not possess the Holy trait in combat, the latter must pay 1 die from their Combat pool. Please note that this die is not permanently lost, but represents the temporary extra effort a 'mortal' model must make to overcome the horror of facing an Unholy opponent. Magics Magic performs in exactly the same way as described in 'Crom'. Below are presented some specific spells available to 'Burn Witch Burn!' players. Note that a model may only use an individual spell once per turn, but may cast as many different spells per turn as it is able. Curse (Unholy). As 'Fire Attack' spell (Crom, p.23), but may not set target on fire. Exorcism (Holy). May only be used against Unholy models. As 'Fire Attack' spell (Ibid), but may not set target on fire. Familiar (Unholy). The familiar is a demonic pet that grants it's owner additional power. Once per turn, when the owner is casting a spell, the Familiar grants 1 free die to the Special pool. This benefit is only available so long as the owner and Familiar are within 6” of one another and if the Familiar is alive. The Familiar has the following statistics: Unholy, 2/2/0. Shape-shifter (Unholy). User only. 6 points will transform the user into a beast. Choose either Crow (M2+6”, ignore terrain) or Hare (M3+6”). User must move immediately using all die (cannot be burnt!) and when finished automatically transforms back into normal form. Spiritual Healing (Holy). As 'Heal' spell (Ibid). Tempestarii (Unholy). Line of sight. 12 points creates a dark mist that covers an area measuring 4”x4”. Movement though the mist is halved and LoS is blocked. It costs an additional 6 points each subsequent turn to keep the mist in play and an additional 6 points may be spent to move the mist up to 6”. Units Holy Witchfinder General (Holy, Exorcism, Pistol (6”) 12 dice) Minister (Holy, Exorcism, Spiritual Healing, 12-10 dice) Witchfinder (Holy, Pistol (6”) 10 dice) Officer (Pistol (6”), 10 dice) Trooper (Minions, Carbines (12”), 2/4/0) Rustics (Minions, 2/2/0) Innocents (2/1/0) Unholy Hag (Unholy, Curse, Familiar, Shape-shifter, Tempestarii, 12 dice) Crone (Unholy, Curse, Familiar, Shape-shifter, 10 dice) Beldam (Curse, 2/2/2) The Devil (Unholy, Curse, Tempestarii,14 dice) Demon (Unholy, Curse, 12 dice) Lesser Demon (Unholy, 10 dice) Black Hound (Unholy, Curse, 4/3/2) Revenant (Unholy, 2/3/0) Familiar (Unholy, 2/2/0) Cultists (Minions, 2/2/0)

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Transcript of Burn Witch Burn

  • Burn Witch Burn!Being a modification of Matakishi's 'Crom' rules to enable users to play games of Witchfinders and deviltry in a pseudo-seventeenth century setting. A copy of 'Crom' will be required to use this (http://www.matakishi.com/apps/webstore/products/show/3525005).

    Special Rules

    To simulate the psychological aspect of a 'horror' game certain models will be described as either 'Holy' or 'Unholy'. The effects of these traits are described below:

    Holy. If attacked by or attacking an Unholy model in combat, the latter must pay 1 die from their Combat pool. Please note that this die is not permanently lost, but represents the temporary extra effort an Unholy model must make to overcome the spiritual defences of a Holy opponent.

    Unholy. If attacked by or attacking a model that does not possess the Holy trait in combat, the latter must pay 1 die from their Combat pool. Please note that this die is not permanently lost, but represents the temporary extra effort a 'mortal' model must make to overcome the horror of facing an Unholy opponent.

    Magics

    Magic performs in exactly the same way as described in 'Crom'. Below are presented some specific spells available to 'Burn Witch Burn!' players. Note that a model may only use an individual spell once per turn, but may cast as many different spells per turn as it is able.

    Curse (Unholy). As 'Fire Attack' spell (Crom, p.23), but may not set target on fire.

    Exorcism (Holy). May only be used against Unholy models. As 'Fire Attack' spell (Ibid), but may not set target on fire.

    Familiar (Unholy). The familiar is a demonic pet that grants it's owner additional power. Once per turn, when the owner is casting a spell, the Familiar grants 1 free die to the Special pool. This benefit is only available so long as the owner and Familiar are within 6 of one another and if the Familiar is alive. The Familiar has the following statistics: Unholy, 2/2/0.

    Shape-shifter (Unholy). User only. 6 points will transform the user into a beast. Choose either Crow (M2+6, ignore terrain) or Hare (M3+6). User must move immediately using all die (cannot be burnt!) and when finished automatically transforms back into normal form.

    Spiritual Healing (Holy). As 'Heal' spell (Ibid).

    Tempestarii (Unholy). Line of sight. 12 points creates a dark mist that covers an area measuring 4x4. Movement though the mist is halved and LoS is blocked. It costs an additional 6 points each subsequent turn to keep the mist in play and an additional 6 points may be spent to move the mist up to 6.

    Units

    Holy Witchfinder General (Holy, Exorcism, Pistol (6) 12 dice)Minister (Holy, Exorcism, Spiritual Healing, 12-10 dice)Witchfinder (Holy, Pistol (6) 10 dice)Officer (Pistol (6), 10 dice)Trooper (Minions, Carbines (12), 2/4/0)Rustics (Minions, 2/2/0)Innocents (2/1/0)

    UnholyHag (Unholy, Curse, Familiar, Shape-shifter, Tempestarii, 12 dice)Crone (Unholy, Curse, Familiar, Shape-shifter, 10 dice)Beldam (Curse, 2/2/2)The Devil (Unholy, Curse, Tempestarii,14 dice)Demon (Unholy, Curse, 12 dice)Lesser Demon (Unholy, 10 dice)Black Hound (Unholy, Curse, 4/3/2)Revenant (Unholy, 2/3/0)Familiar (Unholy, 2/2/0)Cultists (Minions, 2/2/0)

  • Scenarios Unhallowed Ground

    A RECENT skirmish between Parliamentarians and Royalists resulted in the hasty burial of a number of the slain along a deserted lane. Hearing of the battle and subsequent interments a local coven of witches has descended upon the site to harvest body parts from the unconsecrated graves to use in their black magics. Alerted to this blasphemy a local pastor has mustered some stout villagers and men from a local garrison to halt the robbery.

    Location. A lonely lane that runs centrally from one table edge to another, through a landscape of small hillocks, briar patches and copses.

    Holy Force. 1X Pastor (Holy, Exorcism, Spiritual Healing, 2/2/6) , 1x group of 3 Troopers (Carbines (12), 2/4/0), 2x groups of 3 Rustics (2/2/0).

    Unholy Force. 1x Crone (Unholy, Curse, Familiar, Shape-shifter, 10 dice), 2x Beldams (Curse, 2/2/2), 1x Black Hound (Unholy, Curse, 4/3/2), 1x Familiar (Unholy, 2/2/0).

    Objective. If the Unholy force rob 4 graves then they automatically win. The Holy force must prevent this.

    Markers. Six grave markers should be placed near the roadside, no more than 12 close to one another and at least 12 from any table edge. It is a simple action (6 special action points) to rob a grave. Neither the Black Hound nor Familiar can perform this action!

    Deployment. Holy force deploy within 12 of a random table-edge, Unholy within 2 of the opposing edge.

    Summoning Old Nick

    IT is All Hallows' Eve and strange lights can be seen dancing on the heath. Fearing some manner of diabolic mischief a visiting Witchfinder General leads a force from the nearby town to investigate and duly uncovers a Black Sabbath in full swing. The depraved leader of the festivities is attempting to summon the Devil himself !

    Location. A blasted heath. Briar patches and scattered trees cover the area. In one half is a magic circle roughly 6-10 in diameter.

    Holy Force. Witchfinder General (Holy, Exorcism, Pistol (6), 12 dice), Minister (Holy, Exorcism, Spiritual Healing, 10), Officer (Pistol, 10 dice), 1 groups of 4 Troopers (Minions, Carbine, 2/4/0), 2 groups of 4 Rustics (Minions, 2/2/0).

    Unholy Force. Hag (Unholy, Curse, Familiar, Shape-shifter,

    Tempestarii, 12 dice), 2x Beldams (Curse, 2/2/2), Demon (Unholy, Curse, 12 dice), 2x Lesser Demons (Unholy, 10 dice), 2 groups of 3 Cultists (Minions, 2/2/0).

    Objective. The Unholy force must summon (Crom, p.21) the Devil to win. Note only the Crone and Bedlams can contribute to the summoning, at a burn rate of 2:1. The Holy force must prevent the conjuration.

    Deployment. Divide the table in half (width ways if rectangle). The magic circle should be located centrally in one of these halves. The Unholy side deploy first within a 12 square centred on the magic circle. The Holy force deploy within 2 of the furthest table-edge.

    Plucked from the Pyre

    AN unfortunate witch has been captured and is to be executed. Her coven undertake to rescue her at the moment of her execution.

    Location. A scaffold or pyre in area of wasteland next to a village.

    Holy Force. Witchfinder (Holy, Pistol (6) 10 dice), Minister (Holy, Exorcism, Spiritual Healing, 10), 1 groups of 3 Troopers (Minions, Carbine, 2/4/0), 2 groups of 4 Rustics (Minions, 2/2/0).

    Unholy Force. 1x Hag (Unholy, Curse, Familiar, Shape-shifter, Tempestarii, 12 dice), 1x Crone (Unholy, Curse, Familiar, Shape-shifter, 10 dice), 2x Lesser Demons (Unholy, 10 dice), 2x Familiars (Unholy, 2/2/0)

    Objective. The Unholy force must rescue their companion to win. It is a simple action for an adjacent model to free the condemned. The Holy force must prevent this.

    Deployment. The pyre or scaffold should be placed centrally on the table. The Witchfinder, Minister, and 1x group of Rustics should be placed within of 6 this site along with the condemned. A couple of buildings should be placed near a table-edge to represent the outskirts of a town. The remaining Holy force should be deployed 2 from this table-edge. The Unholy force deploys within 2 of any of the remaining table-edges.

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    'Burn Witch Burn!' is a fantasy skirmish game clothed in historical garments. In no way does it seek to glamorise or glorify the witch-hunts that terrorised Europe (and America) during the 15-17th

    centuries. Those interested in this subject are directed to read 'Witchcraft: A History' by P. G. Maxwell-Stuart.If you have any queries or suggestions please contact me at: [email protected]