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When Darkness Falls

Rules Updates (Issue 5)


The old editions of the updates (before issue 3) are now included in the main rules. As a result of this they have been removed from the web site. Anybody with the a copy of the old rules will get a discount if they purchase the new rules at a show.

NEW RULES: PUBLIC RELATIONS BETWEEN CULTS

These following rules are optional...but fun!
Relations between Cults are terrible at the best of times, what with the shortage of willing sacrifices, lack of public facilities and the endless feuding over the latest fashionable coven wear. The best a dignified cult leader can hope for is a defiant silence as one group pass another. Characters will no doubt hope for the worst. If Cultists of different orders come within 10" and LOS of each other consult the chart.

 BastMcDe'athRed RedempYaboo
Bast-AOSNN
McDe'athAOS-NN
Red RedempNN-AOS
YabooNNAOS-
Roll a d6AOS (Attack on Sight)N (Neutral)
1-2Await reinforcements and roll againJoin and Help for 1 turn (Re-roll next turn)
3-4Follow and Ambush next turnIgnore with Dignified Silence (Re-roll next turn)
5-6Bundle! Charge immediatelyAttack (Roll on AOS chart)

These rules could feasibly be used for any situation where one monster bumps into another. As ever, ideas are always welcome.

NEW RULES: WEATHER

Inevitably, WDF is assumed to take place during the late evening and around midnight. While the chances of a baking sun are slightly remote (see spells later), there is nothing like a good downpour. Driving rain, sleet, thunder and lightning are always possible. Again these are only guidelines but can add an edge to an already edgy game.

Roll a 2d6 at the Start of the Game and record the number.

1-2Full Moon
3-7Clear Night
8-9Light Rain
10Heavy Rain
11Thunder
12Lightning

Each turn thereafter roll a d6. Odds equals a shift of -1, Evens a shift of +1. If the number is already at either 1 or 12 and cannot move any further the weather stays there.

Weather Effects:
FULL MOON: All ranges are at +25% (round up to nearest inch) and search rolls are at a +1 modifer.
CLEAR NIGHT/LIGHT RAIN: No tangible effect
HEAVY RAIN: All ranges are at -25% (round down to nearest inch) and search rolls are at a -1 modifier
THUNDER: As HEAVY RAIN, Living : movement -1" per action, attack -1 modifier.
LIGHTNING: As HEAVY RAIN & THUNDER, but with Lightning Strike event as well.
WIND EFFECTS
Roll 2d6 at the Start of the Game and record the number
1-4Still
5-9Light Wind
10-11Gale
12Hurricane
If 10-12 is rolled roll a d12 for direction
1North2North East
3East4South East
5South6South West
7West8North West
9-10Roll Again11-12Tornado see Elemental Skills below

If FOG is drawn as an event card it is ignored or dispelled if there is any WIND, THUNDER or LIGHTNING

If a Gale, Hurricane or Tornado is rolled, Vampyres in GASEOUS form are blown from the game.

YET MORE MONSTERS

ELEMENTAL SPIRITS

The Spirits of the five Elements: These spirits are said to be composed of the souls of those who have affinity with that element of nature. The first thing that strikes mortals is just how incredibly big these spirits are. They can grow out of their human forms and assume their spirit status (together with their powers) when the right conditions are in force, usually to a thumping great 20' height as standard. Powers again are dependent on where they are, but hey you don't go upsetting an Elemental Spirit without good cause. Their dormant human forms are described below. They can only become active in the right conditions.

 Conditions required to be activeHuman Form
Air:Presence of WindMeteorologist
Earth:Solid EarthGeologist
Fire:Large Fire, Molten Rock, Hot SunVulcanologist
Water:Fresh or Salt Water Source, Heavy RainMarine Biologist
Wood:Trees, preferably larger and olderTree Surgeon

All Elemental Spirits share the following Skills/Powers in Spirit form:
Immunity, *Weapon Immunity, Immune to Psychology, Cause Panic, Cause Fear, Dormant, Wrath *except as noted under each separate spirit

Air Spirit: Appears as a swirling mass of air and wind that forms a semblance of a face when the need arises (sounds like a government minister!). On a dry, still, humid day this Spirit is dormant, but let the wind pick up or a storm beckon and hiding in a basement becomes a pretty good option.
Weakness: Any exploding item such as Dynamite or Grenades cause double damage.
Skills/Powers: Wind tunnel, Tornado, Hoover, Wall of Wind.
As Meteorologist: Lab Whiz, Predict Weather, Transform

Earth Spirit: Appears as a giant composed entirely of rock. Being older than its peers, this spirit tends to have greater wisdom and is all the more imposing for it.
Weakness: Any exploding item such as Dynamite or Grenades cause double damage.
Skills/Powers: Rocky path, Earth Quake, Tremor, Wall of Rock.
As Geologist: Lab Whiz, Climb, Transform

Fire Spirit: Appears as a large flame, varying in colour with mood from mellow yellow to wrathful white. This is a shortlived spirit and all the more petulant for it.
Weakness: Water-based attacks cause double-damage
Skills/Powers: Burn Baby Burn, Wildfire, Immolate, Wall of Fire
As Vulcanist: Lab Whiz, Asbestos, Transform

Water Spirit: Without a decent source of water this spirit remains weak, but then where would colleges be without their swimming pools and boating lakes. Loves Manchester.
Weakness: Fire-based attacks cause double damage
Skills/Powers: Driving Rain, Drown, Tide, Whirlpool Wall
As Marine Biologist: Lab Whiz, Immunity, Transform

Wood Spirit: Almost as old as the Earth itself, this spirit can raiseand manipulate plants to its own ends.
Weakness: Acid or fire-based attacks cause double damage
Skills/Powers: Inter, Hold Fast, Seed Storm, Wall of Thorns
As Tree Surgeon: First Aid, Immunity, Transform

Note: Elemental Spirits are unaffected by their own power unless they choose to be.

MONSTERAttDefArmActIntM/RHitsDamage
Air Spirit822476/1281d6
Earth Spirit7043105/10101d6+2
Fire Spirit840364/881d6+4
Water Spirit702383/661d6
Wood Spirit733294/8101d6
Human Form7103104/861

ELEMENTAL SKILLS/POWERS

ASBESTOS: This Creature is unaffected by heat weapons

BURN BABY BURN: Can cause any non-living material to ignite for 1d6 damage per turn. Requires 1 Person per turn of flame to put out or complete immersion in water. Roll under Intelligence skill.

DORMANT: When conditions are not right, this Monster must remain in its human form.

DRIVING RAIN: All movement within a 10" radius is halved. Rolls are at a -2 modifier.

DROWN: A bubble of water forms around a chosen living victim, roll under Intelligence or suffer d6 damage. A Vampyre so targeted must roll under Intelligence or vaporise.

EARTH QUAKE: The ground opens in a 10" x 2" trench wherever chosen. All Creatures must roll under their basic Move skill using a d12 or fall in taking 1d6 damage.

HOLD FAST: A Creature is held fast by a cacophony of quick growing vine. They cannot perform any actions while so held. Roll under Attack skill at the beiginning of each ensuing turn to free. This has a +2 modifier if the Creature has a bladed weapon or Item.

HOOVER: One chosen Creature is sucked off the table, roll under Hit score using d12 to avoid. Otherwise will be returned to a random location at the beginning of the next turn. Also roll for each item held.

IMMOLATE: Can cause any living Creature to ignite for 1d6 damage per turn. Requires 1 Person per turn of flame to put out or complete immersion in water. Roll under Intelligence skill.

INTER: A Creature is dragged into the very ground. Requires 1 Person per turn of interment to dig free. Roll under Intelligence skill. The Victim will live only the number of turns equal to Attack skill.

PREDICT WEATHER: This Creature can ignore the effects of any non-magical weather, i.e. Acid Rain

ROCKY PATH: All movement within a 10" radius is halved.

SEED STORM: All movement within a 10" radius is halved. Rolls are at a -1 modifier.

TIDE: All Creatures within a 10" radius of a chosen water source (not rain) receive an automatic bash.

TORNADO: A 2" radius circle is placed on the table. It may move wherever this Creature desires. Any creature caught in its path (roll as if dodging a ramming vehicle) receives 1d6-2 damage and an automatic bash. The tornado lasts d6 turns and moves at d6" per turn.

TREMOR: Treat as the event card.

WALL OF FIRE: A burning circle of flame 10" radius is created. No creature can move in or out without taking d6 damage plus Burn. Vampyres will automatically be destroyed.

WALL OF ROCK: A solid circle of rock 10" radius is created. No creature can move in or out.

WALL OF THORNS: A thick circle of razor sharp hedging is created. No creature can move in or out without taking d6 damage plus Impale.

WALL OF WIND: A whirling vortex of air 10" radius is created. No creature can move in or out without being thrown 2d6", suffering 1d6 damage plus an automatic bash.

WHIRLPOOL WALL: A circle of fast flowing water is created. No creature can move in or out without suffering a Drown on a roll of 5-6. Vampyres will automatically be destroyed.

WILDFIRE: This Spirit can put on a 2d6 burst of speed. Any Creature he passes through suffers 1d6-2 damage plus Burn.

WIND TUNNEL: A 10" x 2" wind tunnel is formed causing all Creatures within to suffer an automatic bash.

WRATH: If this Creature sees its element being damaged, i.e. being vandalised or polluted in any way it will immediately transform and attack the aggressors. How badly it decides to hurt them will depend on the severity of their crime so an arsonist in a wood has no chance.

ENCHANTED MONSTERS

Minotaur: An old favourite this tunnel fanatic prowls through maze systems of caves looking for a snack, preferably human, to pass the time until dinner. A bulls head and shoulders atop a mans body, the Minotaur was once a handsome high born aristocrat. Often carries a large club or axe.
Skills/Powers: Follow-through, See you Jimmy

OTHER MONSTERS

Jackanape: A loping creature somewhat similar to the Ooly-Woompah, the Jackanape swings from tree to tree in search of ....well nobody really knows. Rarely seen out of the wild areas of the Blue Ridge Mountains where he shares the habitat with his Yeti cousins the chances of his turning up on Campus are usually dependent on food. Yes, the Jackanape has developed a major taste for Quarter pounder Cheese burgers.
Skills/Powers: Climb, The Gangly Arm, Swing Out Sister

The Nuggy Bug: This multi-legged segmented half insect/half crustacean has a head full of gripping tentacles. Its usual tactic is to grab a victim and throw him/her all over the place before attempting to devour them. Heavily armoured, this monsters one weakness is that its brain is in its tail.
Skills/Powers: Nuggy Bug Boogie, Achilles Heel (Tail)
MONSTERAttDefArmActIntM/RHitsDamage
Minotaur822355/10101d6
Jackanape821355/1061d6
Nuggy Bug824334/881d6

NEW SKILLS/POWERS

Achilles Heel: This monster has a weak spot. It can be targeted if the attacker is base-to-base with the right bit, for example the rear of the Nuggy Bug. A targeted attack suffers a -2 modifier, but if it strikes and the damage gets through the armour, the creature is instantly dead.

Nuggy Bug Boogie: If a Creature is successfully struck, the Bug can throw him/her d6" and gain an automatic bash.

Swing Out Sister: This Creature can start up a tree and provided others are within 2" can swing without penalty until he runs out of trees.

SPELL UPDATES

YET MORE GOODLY MAGICKS

Grab, Twist & Pull (or the Feminists Revenge!)
Range: 10" Radius of caster Modifier: -2/+2*
All living male humanoids (including Vampyres but excluding Characters) within 10" must roll under their attack skill or suffer an automatic bash due to a sudden infliction of pain to their private parts.
Perfect: All saves are at a -1 modifier
Fumble: Affects all male Characters as well (including the Caster unless female)
*If a female caster

Sunburst
Range: Affects entire table Modifier: -3 Duration: 1 turn
Effects:

  1. All vampyres must roll seperately under their Intelligence and Attack scores or vaporise. If they survive they must assume gaseous form or move immediately into a building.
  2. Lycanthropes are all returned to human form and must transform again next turn
  3. Any Living Dead immediately suffer 1d6 damage
  4. Visitations are thrown back to their own plane of existence.
  5. Cultists must don their sunglasses and make rude remarks about the Characters.

AND TO EVEN THINGS UP, SOME PRETTY VILE MAGICKS

Allergy
Range: 10" Modifier: 0
One Character may be afflicted with an allergic reaction. When faced with the source he/she must attempt to stay at least 10" away from it. Select from the following using a d6*.
1Location
2Character
3Monster
4Item
5Special Item/Icon
6Roll for two allergies
*Use the relevant charts in the main rules

Fools Gold
Range: 20" Modifier: 0
Affects 1 Magic Item or Arcane Tome
Effect: The Item or tome turns into useless and icky goo

Grab, Twist & Pull (or the Vamps Revenge!)
Range: 10" Radius of caster Modifier: -2/+2*
All living male Characters within 10" must roll under their attack skill or suffer an automatic bash due to a sudden infliction of pain to their private parts.
Perfect: All saves are at a -1 modifier
*If a female caster

Spirit of Vengeance
Range: 1 Human Cultist Modifier: +1 Duration: d6 turns*
The recipient of this spell gains the following abilities and enhancements
Immunity to Fear & Panic 2 Extra Actions per turn
Attack, Defence and Armour are all at +4 (to a maximum of 11)
The recipient can cause +1d6 damage in close combat (this can be added to the damage of any Item used in Close Combat)
Fumble: Affects Character nearest to targeted Cultist

SCENARIO 1.2

SEVEN BRIDES FOR SEVEN BROTHERS

Dave Wise

This scenario was played at Sentry with a large proportion of young ladies who proved that the female is indeed the deadlier of the species! See the convention report after.

OPEN ITEM - AVAILABLE FOR ALL TO KNOW & SEE

It is nearing the hour of the Summer solstace and the Cults have been busy. In the last six hours seven eligible female students have disappeared on campus. The Order has determined that any one of four cults may be responsible, Bast, the McDe'ath Clan, the Red Redemption and Yaboo. The Characters must locate and rescue the students. The persuasive power of the Cults is such that some of the potential sacrifices may have already been turned and will resent having their destiny rescued.

After consulting the white magicks, the Order has managed to gain a few scraps of information albeit of a cryptic nature.

  • The first shall lie in the tomb of the most aged line.
  • The second inhabits a tomb of steel within a mask of the past.
  • The third shall be imprisoned within a living wooden skin.
  • The fourth shall lie in shallow water.
  • The fifth dwells in the mouth of the most high.
  • The sixth sleeps within the stomach of the fuming horse.
  • The seventh occupies a stone coffin.

Players may have to split their forces in order to save the students.

NB: The Cult or Cults involved will not take kindly to having their new discoveries removed.

SEVEN BRIDES FOR SEVEN BROTHERS

HIDDEN ITEM - UMPIRES EYES ONLY

The truth is out there!

Cults will not blanch at taking sacrifices, even off each other. Any cults in combat with Characters will stun them if they bash them or score 3 pts of damage in one turn.

This scenario should be played using the new relations rules detailed above..

The monster roster is merely one alternative, you may prefer to roll your own.

THE CLUES & THEIR MEANING

The first shall lie in the tomb of the most aged line.
Location: The Mausoleum (McDe'ath)
Student: Hidden in a coffin
Protection: There are three coffins. If the other two are disturbed their occupants, Vampyre disciples will rise to destroy the interlopers.
Other: Hidden beneath the Student is the Crusader Sword which will be discovered if the coffin is opened. If this is removed however the Disciples will be alerted.

The second inhabits a tomb of steel within a mask of the past.
Location: The sealed Museum Vault (Bast)
Student: Hidden in a crate
Protection: A female student is pacing about inside the Vault. Two mummies stand motionless behind her. When she leaves the building at an opportune time, she will transform into her true self, a Medusa and attempt to stone gaze any male Characters. If the Medusa is killed her victims will return to normal (including the two mummies!)
Other: When the true student is found, a scarab ring will be seen in a small glass case at her side.

The third shall be imprisoned within a living wooden skin.
Location: The Old Oak (Red Redemption)
Student: Imprisoned with the tree
Protection: The Oak is actually a bound Wood Elemental. If the tree is approached it will give off a magical aura detectable by any Character with Arcane magic. A revoke magic spell or remove curse will release the student as will a polite request and free the Elemental which will happily grant the caster a single wish. If the tree is attacked or damaged in any way the Elemental will release the student but proceed to attack the nearest Creature for two turns before returning to its own plane.
Other: If released by any other means than being attacked, the Elemental will give the Charcters two spells.
Earth Elemental: Att: 7 Def: 0 Arm: 4 Act: 3 Int: 5 M/R: 5/10 Hits: 10
Damage: 1d6+2

The fourth shall lie in shallow water.
Location: The fetid Pool (Red Redemption)
Student: Under the water in a glass coffin with breathing apparatus
Protection: A female student is standing near the pool, looking nervous. She will beg the Characters to watch out for the Cultists who she claims abandoned her to get reinforcements. When the Characters are close enough she will take her true form which is that of a She-Mantis.
Other: Within the stomach of the She-Mantis is the Silver Cross.

The fifth dwells in the mouth of the most high.
Location: The roof of the discotheque (Yaboo)
Student: Inside the garish head
Protection: None, but if Yaboo Cultists are on the board they will immediately head there.
Other: No pain, no gain!.

The sixth sleeps within the stomach of the fuming horse.
Location: The car park (Yaboo)
Student: Inside the boot of the Plymouth Prowler
Protection: With the student is a heavy leather bag. Together with Vibus' brain is a Blade Bunny. If the bag is opened, the bunny will awake!
Other: As above, Vibus' brain.

The seventh occupies a stone coffin.
Location: The Standing Stones (Red Redemption)
Student: In a secret compartment under the altar
Protection: There are two SMG armed Red Redemption Acolytes standing guard.
Other: On the altar are two Arcane tomes.

Other random placings

Straw Jack occupies an area near the Fetid Pool.

A Giant Snake resides under the Janitors shed. It will react if combat takes place within 1".

MONSTER ROSTER (Optional)

Turn 1MonsterMotivation/Comment
Main Building (Back)Skeleton Warrior with Armour, Shield and SwordKill all Living
Museum (Ground Floor)Mity-botGuard - Vault - Hurt
Fetid PoolA male student, becomesWere-boar within 5" of Character
Library (Front)Red Redemption Cultist with FlailProtect 3rd Sacrifice
Library (Back)Yaboo Cultist with SwordProtect 5th Sacrifice

Turn 2MonsterMotivation/Comment
Standing Stone Circle2 Zombies with Macesguard Circle against all except Red Redemption
ClearingOoly WoompahTake item from nearest Character

Turn 3MonsterMotivation/Comment
Church (Back)Red Redemption Cultist with 2 hd ClubProtect 3rd Sacrifice
Dead WoodVampyre Disciple (Bast)dispose of other Cultists and Characters
Forest EdgeBrown Bearforaging

Turn 4MonsterMotivation/Comment
Science Block (Back)2 Yaboo Acolytes, 1 with Crossbow, 1 with AxeProtect 5th Sacrifice
Mausoleum (Back)2 Zombies with Axesguard Mausoleum against all except McDeath
Dead Wood2 Zombies with Axesjoin and obey Bast Vampyre
ClearingWere Wolflooking for food

Turn 5MonsterMotivation/Comment
Forest EdgeWere Tiger (Bast)join and obey Bast Vampyre
Science Block (Back)Sheer Kalooking for food

Turn 6MonsterMotivation/Comment
Discotheque (Back)3 Vampyre Acolytes (Bast)join and obey Disciple
 1 Vampyre Dog (Bast)join and obey Disciple
Waste Area3 Yaboo Cultists with Swords and Axesdispatch Characters & MacDeath
Ruined Church3 KKKs (McDe'ath) with Katanasprotect 1st Sacrifice
 1 Vampyre Dog (McDe'ath)obey KKK
Museum (Front)4 Skeletons with Swords and Spears (Bast)destroy Interlopers
Clearing4 Giant Ratslooking for food

Turn 7MonsterMotivation/Comment
Forest EdgeBrown Bear (female)looking for love, highly aggressive
Modern GraveyardGhostHaunt

Turn 8 is purely an alternative if you think the players are getting it too easy or you are a vindictive, malicious, evil type of person who enjoys inflicting pain on others!
Turn 8Monster
Standing StonesRed Ned plus 3 RR Cultists with flails
Mausoleum (front)Gordon McDe'ath plus 2 KKK
MuseumLady Victoria and Tiddles
Discotheque (Roof)Cajun Jack plus Captain 'Ahab' and 'Woody'Alan

Foraging: This Monster will happily mooch about within a random 10" looking for plants and grubs. They will initially strike only if attacked. Once roused however, they will bring their wrath down heavily on the interloper.

Looking for Food: These Monsters will hunt the easiest prey (the Creature with the lowest hits) they can see within LOS. This could mean that they will attempt to take down a wounded Greater Vampyre because they don't know any better.

Looking for Love:This Monster is looking for a mate. If there is another of the same species and opposite sex on the table, they will head straight towards their prospective partner and mate there and then. For the duration of 1 turn, the pair will not be able to take any other action. If disturbed during the ritual or if any Creature tries to stop one from reaching the other, all hell breaks loose and this Monster will fight with a +4 Attack modifier, breaking off as soon as possible to find true love. If there is another of the same species and sex, a fight for dominance will ensue. The two will fight until one is wounded and leaves the table, then carry on as above. If there are none of the same species….make up your own rules or have the Monster leave the table.


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