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Legen 2018

WRITTEN BY
Ana Polanšćak

RULES CONSULTANT
Ivan Polanšćak

EDITING & LAYOUT


Ana Polanšćak

ART CREDITS
Cover art by Albrecht Durer.
Photography by Ana Polanšćak.
Featured miniatures by the author and by Vladimir Matić Kurylev.

DISCLAIMER
This book and project are completely unofficial and in no way endorsed by Games Workshop Limited.
GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, the Twin-tailed Comet logo,
Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Space Marine, 40K, 40,000, Warhammer
Age of Sigmar, Battletome, Stormcast Eternals, White Dwarf, Blood Bowl, Necromunda, Space Hulk,
Battlefleet Gothic, Dreadfleet, Mordheim, Inquisitor, Warmaster, Epic, Gorkamorka, and all associated
logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the dis-
tinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered
around the world. All Rights Reserved.
News spread of unusual gargant activity in the north-west of Erebos, the largest of the Isles
of Brume. Survivors report of a herd of gargants raiding villages and towns together, in cooper-
ation. Furthermore, the herd appears to be growing in size – more solitary giants join the group
as it makes its way south, leaving a trail of destruction in its wake. Bold knights head north to en-
gage the destructive throng, either sent by their rulers or driven forth by their own lust for glory.

Folk say this is all because the Legen-King has returned. Surely not, these are old-wives’ tales…

* * *
Legen is a collaborative project by a group of friends. The main event is a big multiplayer game, for
which warbands, board, terrain and backstory are specifically created in the preceding months. The
encounter takes place on the isle Erebos, and pits knights of various Brumean realms against a herd of
marauding Gargants in the midst of their raid on an unfortunate human village.

The Isles of Brume are a fan-made dark little corner carved within the larger Warhammer: Age of
Sigmar setting. It is an islolated group of islands in a perilous sea somewhere in Ulgu, the Realm of
Shadows. On the Isles of Brume, people live in numerous small countries - many of them just a single
fortified town with villages that feed it. The rest is forests and hills and bogs, with monsters and bar-
baric, wild peoples roaming about. The largest of the Isles is known as Erebos, followed in size by Nys
and Morros, and then many more smaller islands and rocks.

This book contains rules used for the multiplayer game in July 2018. The core system is Warhammer:
Age of Sigmar, and its rulebook is necessary to be able to use this book. The AoS rulebook is available
for free from the Games Workshop official website.
HOUSE RULES
Since Legen is a skirmish with expected eight to ten players, and Warhammer: Age of Sigmar is clearly
not intended for this format of play, some house rules were necessary to ensure a better gaming experi-
ence.

SKIRMISH their number comes up, a player model must run towards the ta-
FORMATION must reveal their card and play ble edge in their territory. The
their turn. model continues fleeing until the
All models fight as individu- next time it passes a battleshock
als rather than cohesive groups. BATTLESHOCK test, at which point it rallies and
Each model, be it Gargant, TESTS starts functioning as normal. If a
Knight or retinue member, is fleeing model runs past the edge
therefore treated as single unit, The normal rules for the bat- of the battlefield, it is removed
and does not have to obey the tleshock phase are ignored. In- from play and counts as having
usual AoS rules for remaining stead, in each battleshock phase, been slain.
within 1” of other models from a special battleshock test must be
their warscroll. taken if any Knights or Gargants COMBAT PHASE
have been slain that turn. When
PLAYER TURN taking this test, each player rolls Models attack only during their
ORDER a die for each of their models own combat phase. In the com-
and adds the number of Knight bat phase, the players do not
take it in turn to pick units to
Legen is a multiplayer scenar- models (from any warband) that
fight with. Rather, only the play-
io. At the start of each battle were slain that turn. If the to-
er whose turn it is makes attacks
round, the players do not roll off tal exceeds the model’s Bravery
with their models, in any order
to determine the turn order. In- characteristic, that model must
they choose. Finish all attacks
stead, each player draws a card flee. The Gargant warband works
with one model before moving
from the Turn Order Deck. The the same waym only adding the
on to the next.
deck consists of as many num- number of slain Gargant models
bered cards as there are players, to their roll instead.
plus one. When all players have
drawn their cards, the last re- FLEEING MODELS
maining card is assigned to the
Gargants. The cards are hidden Whenever a model fails a bat-
from other players by default, tleshock test, its Bravery char-
but as this is a cooperative game, acteristic is reduced by 1 for the
players are allowed to share their remainder of the game. In the
number with the others. When player’s next turn, the fleeing
THE GARGANTS

Legen was a stone castle of There are Gargants on the is- So, Nerod set off southward,
sublime proportions, built by lands to this day. They are to seek the king’s hands and
Gargants long, long ago. In roaming monstrosities of slow feet, heart and intestines,
ancient times, from there they mind and great appetite, but muscle, blood and bone. And
ruled Erebos, the largest of the they normally roam alone. A he preaches to every giant and
Isles of Brume. There is a huge single Gargant is able to do giantess he meets of his sa-
ruin on a mountain in the plenty of damage to peasants, cred quest and restoration of
north of the island, crumbling but can be taken down by a Legen’s might. Some of them
and abandoned for centuries. well armed and trained party listen, and follow. The Gar-
They say this is what was once of soldiers. A herd of giants gants are marching south…
Legen, but due to inaccessibil- in the kingdom (fortunately
ity and roosting griffins no- a rare occurrence) is a threat
body bothers to venture there. that cannot be ignored by any
sensible ruler.
The ancient giants were gradu-
ally pushed further and further As it turns out, the old story
north-west by the little-folk, of Legen was all more or less
and ultimately defeated, bro- true. And only a while back,
ken and scattered. The greatest a Gargant named Nerod hap-
of Gargants, and their ruler at pened to find the still rotting
the time, was Legen-King. In a head of Legen-King. The head
spectacular and bloody battle, spoke to him. It gave him a
the king was slain by heroes of quest. First, Nerod carried this
old, and his body cut up into enormous head to the cold
pieces. cyclopean ruins of ancient
Legen, where now gryphons
The body parts were then bur- roost and winds howl. The
ied separately all over the is- head said that the time for res-
lands. This was done to forever toration of Legen had come.
prevent the king’s return, be- He must be made whole again,
cause it was rumoured he had and gargants must rule the is-
magical regenerative powers. land once more. The little-folk
Although people enjoy telling are weak now. They are not
it, that story is generally not united. If the giants gather
taken seriously, and is believed together they can crush their
mostly by children and fools. feeble kingdoms one by one.
THE RULES The only stat that may vary is Gargant in that he has the Ob-
the starting number of wounds, sessed special rule and starts
The number of Gargants should which in turn determines their with 16 wounds. Warscrolls for
approximately match the num- strength and length of stride. Brumean Gargant and Nerod,
ber of Knights in the game. Most Gargants will have 12 Prophet of the Legen King are
wounds, but some that are included at the end of this sec-
Gargants come in different sizes smaller might start with fewer tion.
of huge. For the game, all Gar- than that.
gants use the same warscroll. Nerod, the Gargant warband’s
leader, differs from a basic

GARGANT PROTOCOLS

The Gargant warband’s behaviour on the battlefield is programmed, so they do not require a player to
operate them (though that is a perfectly good alternative). They just need someone to roll dice for them
and move the models, which can be done by any player or spectator.

1. Hero Phase there are multiple enemy mod- been slain that turn. Roll a die
- els within 12’’, the target of the for each Gargant and add the
charge is randomly determined number of Gargant models that
2. Movement Phase from among the enemy models were slain that turn. If the to-
Gargants move in random or- within 12’’. tal exceeds the model’s Bravery
der. A Gargant will run if there characteristic, that model must
are no enemy models within 5. Combat Phase flee. Check the HOUSE RULES
12’’, otherwise it makes a normal Gargants will choose to use all section for rules on fleeing mod-
move towards the nearest enemy their attacks in combat. If there els.
or neutral model. are multiple possible targets,
the target for each attack is ran-
3. Shooting Phase domly determined from among
Gargants attack with missile them.
weapons, if they have any. They Immediately before a Gargant
will attack the nearest Knight makes its attacks in the com-
within range. If there are no bat phase, pick a neutral model
Knights in range, the target is within 1” if there are any, and
the nearest enemy model in then roll a die. On 3+ the model
range and line of sight. is grabbed and devoured by the
Gargant. The neutral model is
treated as being slain.
4. Charge Phase
If there is an enemy model with-
in 12’’ from a Gargant, the Gar- 6. Battleshock Phase
gant will attempt a charge. If A special battleshock test must
be taken if any Gargants have
THE KNIGHTS
PLAYER steed, a griffin, some unique specificities of the setting.
WARBANDS strange creature... it could
even be a centaur Knight. As The basic warscroll for a
Each player is required to long as it is something that Knight is presented below.
bring a Knight, and optionally moves at roughly horse speed Each player is expected to
a small retinue of 1-5 mem- and is of reasonable size. Play- modify this to fit the Knight
bers. ers are encouraged to invent model they created. Keep in
their Knight’s distinct herald- mind that in a multiplayer
ry and background for her/ game with a larger number of
THE KNIGHT
him and whichever kingdom/ players it is best to keep special
city on the Isles they came rules to a minimum, as they
The Knight ought to be on
from. Beastmen, Seraphon, tend to slow things down.
top of some sort of mount –
Ogors and Stormcast Eternals
a horse, a boar, a mechanical
are excluded as options due to
THE RETINUE Again, special rules are best kept we added an extra Lance attack
to a minimum in games with a to make up for that. We added
The aforementioned retinue of large number of players. Add no special abilities to keep it sim-
1-5 models should ideally con- them only if it is important for ple. Pelial’s retinue is comprised
sist of models on foot – squire, the character. of a hodgepodge of characters
mage, hound, men-at-arms, he picked up on his way to fight
slaves, bard, priest, archers… We included a sample warband: the Gargants. There are four, and
Rules for retinue members are that of Sir Pelial of Turm. The each uses a different warscroll,
also up to the players to make. It Knight has been given an extra so we decided not to give them
is recommended to find the clos- wound due to him being un- any special rules.
est thing from existing AoS war- dead. The model has no sword,
scrolls, and starting from that. so we removed that weapon, but

SAMPLE WARBAND:
THE VILLAGE of DOL
The otherwise peaceful vil- additional interest. Sightly re- ant models hiding among the
lage shall be the place where moved from the houses stands houses. They are those vilagers
Nerod’s Gargants meet the a tall wooden windmill. The who either remained to try to
Knights in battle. remaining space is dotted with defend their homes, or those
willow trees, woods and rocks, who simply haven’t managed
Dol is a small agricultural representing the surrounding to evacuate yet. Several mod-
community, so the gaming countryside. els representing livestock are
board is made to reflect that. also on the board as potential
In the centre of the board In order to make Dol feel like food for Gargants or loot for
stands the village, represented a place where people live, and the Knights.
by a group of peasant houses. to add possibility of addition-
Smaller terrain pieces, such al objectives and drama to the
as fence and a well provide game, there are neutral peas-
THE BATTLEPLAN
OBJECTIVES Dol and their livestock, so these low. Each player is assigned their
can be utilized as secondary ob- territory randomly.
In the game, a handful of knights jectives by the players. Same with
arrives just as Nerod and his the scenery: some Knights might VICTORY
Gargants attack the small village not be so noble and would per-
of Dol, and a bloody skirmish haps want to loot the houses, for The game ends when either all
ensues. The main goal for the example. Knights or all Gargants are slain
Knights is to defeat them – kill of fleeing.
them, or drive them away. Slay- SETUP
ing Nerod especially would likely
stop the Gargant incursion from Table size is 4’x6’. Scenery and
continuing, so he is the primary neutral models are placed before
target. Each Knight probably has the game. The village, the wind-
her or his own little agenda, and mill and neutral models must not
that is up to the Knight’s player. start in anyone’s territory. Gar-
There are neutral models on the gants and player Warbands de-
board, representing villagers of ploy as presented on the map be-
MMXVIII.

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