Saturday, July 2, 2011

Warpfire Forge (Quirrik's Laboratory)

I use these special rules whenever the Quirrik's Laboratory Dungeon Card comes up as a normal room in a Dungeon.

Warpfire Forge - Special Rules











Warpfire Forges are rumored to exist in several dungeons deep under the World’s Edge Mountains.  They are the work of Skaven Engineers who have conquered ancient Dwarven forges and have corrupted the advanced metalworking technology of the Dwarfs with their own Chaos-tainted craft.  The Warpfire Forge itself consists of a strange amalgamation of tubing, metal tanks and bizarre gadgetry, with a gaping maw of a furnace that seethes with the greenish glow of Warpfire.  It is within this orifice that weapons can be inserted to see what affect the whims of Chaos have in store.

  • The Warpfire Forge always has 2 Exit Doors, placed on the lower level on either side of the Forge itself.
  • The Warpfire Forge will generate an Event on a roll of 1-3 on 1D6.
  • The room is saturated in dangerous radiation thrown off by the Warpstone.  Each Power Phase, any Warrior in the room must roll 3 dice.  For each 1 that comes up, the Warrior loses 1 Wound, and this is considered Poison damage.
  • If a Warrior begins their turn standing before the Forge, they can thrust a weapon into it.  They must spend the remainder of the turn holding onto the weapon as the Forge performs its work.  During this turn, they must roll 6 dice for radiation damage instead of 3.  At the end of the turn, roll on the table below to determine the effect.  Note that a Warrior Priest or Witch Hunter would never consider dabbling with Chaos in such a manner!

Warpfire Forging Table

1. The Warpfire Forge rumbles ominously, and then – catastrophe!  Roll on the Warpfire Forge Catastrophe Table below.
2. The Forge flares unexpectedly, consuming and destroying the weapon inserted.  Additionally, the Warrior holding the weapon is bathed in Warpstone infused magma and takes 2D6 Wounds. The Warrior should next roll 1D6.  On a 1, they acquire a Chaos Attribute (see Chaos Warrior expansion).
3. The Forge makes a disconcerting metallic grinding sound, and goes dead.  It has ceased to function and cannot be used any longer.
4. Any magical property that the weapon had is now gone.  However, the weapon now glows with as dull, throbbing green color, and does 1D3 extra Wounds each time it deals any normal damage (after deductions) in an Attack.
5. The metal of the weapon is infused with Warpfire, and it manifests in glowing, yellowish-green veins.  From now on, the weapon slices through all Armor, ignoring its effects, whenever it hits.
6. The weapon shines with a brilliant green, and can serve as a replacement for the Lantern when wielded, allowing the bearer to explore, and illuminating current and adjacent board sections.  It also does an additional 1D6 damage.  However, whenever 2 6’s are rolled for damage, instead of doing damage normally, a burst of Warpfire energy strikes the wielder and all models in adjacent squares, doing 2D6 Wounds damage.

Warpfire Forge Catastrophe Table

1-2. The whole apparatus begins the shake violently, and after several seconds of this building up, explodes, sending seething Warpfire and metal shrapnel everywhere.  Every model in the room suffers 2D6 Wounds (Poison), and the Forge and the weapon that had been inserted into it are both totally destroyed.
3-4. A spray of molten Warpfire gushes from the furnace, dousing the Warrior for 4D6 Wounds (Poison).  After this incident, the Forge shuts down for the remainder of the adventure.  The weapon that was inserted is destroyed unless it passes an Item Saving Throw.
5-6.  The Forge apparatus begin to glow in a brilliant green light, bathing the chamber.  Each Warrior should roll 3D6.  For every 1 rolled, they acquire 1 Chaos Attribute.  The Forge then returns to normal and can be used again the next turn if desired.

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