Sunday, December 7, 2025

🕷 THE ARACHNO-DAEMON MINI CAMPAIGN

 “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 BATTLEFIELDS

These 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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