“PURGE OF THE TAPESTRY NEST”
A 3-scenario narrative sequence for one player. The example of the player from the Inquisition faction is used to illustrate the battle vs. the Arachno-Daemon Brood.
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SCENARIO I — “WHISPERS IN THE WEB”
Mission: Inquisitor discovers the first infestation.
Board: Dense industrial terrain; lots of tunnels and pipes.
Enemy Force:
1× Silkspawn Swarm (20)
1× Brood-Walkers (5)
1× Razor-Limb Pouncers (3)
Objective:
Scan 3 Web-Nodes scattered across the battlefield.
At each node, roll a D6:
1–2: Nothing
3–4: Spawn 1d3 Pouncers within 6"
5–6: Spawn 10 Silkspawn
Complete all scans to win.
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SCENARIO II — “THE BROOD AWAKENS”
Mission: The Inquisitor reaches the heart of the cult.
Enemy Force:
2× Silkspawn (20)
2× Brood-Walkers (10)
1× Razor-Limb Pouncers (6)
Special Rule — TANGLED IN SILK
All terrain counts as Difficult.
At the start of each enemy turn, roll a D6 for each Inquisitorial unit:
On 6: Unit becomes Webbed → cannot Advance this turn.
Objective:
Destroy the Web-Construct in the center of the map (Toughness 9, 12W).
Each Silkspawn unit destroyed respawns at half strength next turn until the Construct is destroyed.
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SCENARIO III — “THE BELDAME RISES”
Final Battle: Beldame fully manifests.
Enemy Force:
Beldame, the Webmother
1× Silkspawn Swarm (30)
1× Brood-Walkers (10)
1× Razor-Limb Pouncers (6)
Special Rule — DARK TAPESTRY WALLS
At the start of every round, the Arachno player rolls a D6:
1–2: Spawn D3 Silkspawn.
3–4: Spawn 3 Brood-Walkers.
5–6: Beldame heals D3 Wounds.
Objective:
Kill Beldame.
Once Beldame reaches 0 Wounds, she leaves behind a warp-rift that begins to collapse:
After her death, the Inquisitor has 3 turns to escape off their board edge.
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ENVIRONMENTAL EFFECTS FOR SPIDER-INFESTED BATTLEFIELDSThese rules can be added globally or applied selectively per scenario. They are written in clean 10th-edition style for ease of play.
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1. WEBBED TERRAIN (Core Environmental Effect)Any piece of area terrain may be declared Webbed Terrain.
Effects:
Counts as Difficult Terrain.
Units that begin or end a move in Webbed Terrain must roll a D6:
1–2: Become Entangled.
3–6: No effect.
Entangled
A unit that is Entangled:
Has Movement halved (rounding up).
Cannot Advance.
Suffers -2" to Charge rolls.
Lasts until the end of its next Movement Phase.
This keeps gameplay simple and thematic.
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2. STRAND TRAPS (Hidden Web Snares)Scatter 3–6 Strand Trap markers across the board.
When any non-Arachno unit comes within 2" of a trap:
Roll a D6.
1–3 → Web Snap: Unit takes D3 Mortal Wounds.
4–6 → Snaring Coil: Unit becomes Strained until end of turn.
Strained
Cannot Shoot or Overwatch.
-1 to Hit in melee.
This creates paranoia for the Inquisitor’s player.
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3. CHOKING SILK FOG (Optional Aura)Used mostly in Scenario II or III.
The entire battlefield is filled with drifting silken debris.
Effects (Global):
All ranged attacks beyond 18" suffer -1 to Hit.
Psykers suffer Perils of the Warp on any double (not only double 1 or 6).
This represents the psychic distortion Beldame exudes.
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4. WEBBED CORPSES & COCOONS (Interactive Terrain)Place 4–8 cocoon markers.
A unit can Shoot, Fight, or Interact with a cocoon.
If Interacted (Action):
Roll a D6:
1–2: Cocoon bursts — spawn 5 Silkspawn within 3".
3–4: Empty husk — no effect.
5–6: Survivor!
Reveal a captured NPC (Priest, Guardsman, Tech-Adept).
They join you as a 1-model Auxiliary with 1 Wound.
Grants a minor buff:
Tech-Adept: +1 to Hit vs Vehicles.
Priest: Unit gets 6+ FNP aura 3".
Trooper: Once per game provides +1CP.
This adds tension and potential rewards.
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5. SKITTER ECHOES (Sound-Based Psychic Pressure)At the start of each Inquisitor Command Phase, roll a D6:
1 → Echoing Screech:
The closest enemy Arachno unit immediately makes a 6" Move toward the nearest Imperial unit.
2 → Mind-Silk Whispers:
Choose one Inquisitor unit: Battleshock test.
3–6: No effect.
This represents the psychic ambience of Beldame’s realm touching reality.
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6. INFESTATION LEVEL (Dynamic Terrain Modifiers)Each scenario has an Infestation Level, starting at 1.
At the start of each round, increase by +1.
Depending on the level, the battlefield becomes progressively more dangerous.
Infestation 1–2
• Webbed terrain is Difficult only.
Infestation 3–4
• All non-Arachno units get -1 Movement.
Infestation 5–6
• Razor-Limb Pouncers gain Scout 6".
• Silkspawn gain +1 to Charge.
Infestation 7+
• All enemy Arachno units count as being in Cover at all times.
• Every time a unit ends a move, roll D6: On 1–2 → Entangled.
This is excellent for the final scenario.
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7. NIGHTMARE TUNNELS (Scenario II & III Only)Represent underground shafts.
If any model ends a move within 1" of a tunnel marker:
Roll D6:
1–3 → Tunnel Surge:
1d6 Silkspawn emerge and charge the nearest enemy unit.
4–6 → Safe.
Provides a sense of swarming pressure.
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