Insanity

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When an Asha'man warband model gains Insanity Points, mark them off on the ordinary experience track, but running in the opposite direction (i.e. start in the bottom right corner, rather than the top left). You may find it convenient to mark the Insanity Points as a coloured line above the box, so that it doesn't interfere with keeping track of experience. This signifies that an Asha'man starts out relatively stable, and it takes a while for the madness to truly set in - but once it does, it's a rollercoaster ride from there on in. When an Asha'man warband model completely fills up the experience track (all the way from bottom right to top left!), the madness will finally take him and he will be killed by his companions before he can cause too much damage. Remove him from the roster.

     When an experience box with a thick border is reached (where ordinarily you would roll for a skill or stat increase), the Asha'man warband model must immediately take a Leadership test. If successful, the male channeler is able to think through the insanity and keep control of himself. If the warrior fails the test he must roll on the Insanity Table (see below) to determine the type and duration of the madness the warrior gets.  Additionally, for each 20 Insanity Points the male channeler has, he suffers a -1 modifier to his Leadership test for insanity.  This represents the fact that the longer you use the male half of the power, the harder it is to fight off the insanity.

     Roll first on the Temporary Insanity Table to determine just how long the insanity lasts, and then roll on the Insanity Table to determine the type of madness.

 

Temporary Insanity Table

Roll a D6 and consult the following table.

 

1D6         Duration of Insanity

1-2           Next battle

3-4           Next 2 battles

5-6           Permanent

 

INSANITY TABLE

 

Roll 4D6 and consult the following table.  All results are unique and if you roll a result twice then roll again on this table until you roll a new type of insanity.  All effects last as long as was rolled on the Temporary Insanity Table.

 

4D6         Result

4              AMNESIA

The warrior forgets/loses D3 random Standard Weaves (not Special Weaves) for the duration of the insanity.

 

5              TEMPER, TEMPER!

The warrior has a serious temper problem. Roll a D6 before each turn and on a score of 1 the warrior is sulking and may do nothing else this turn, except defend himself if he is in close combat. If the warrior is charged during this time, he gains Frenzy for the remainder of the battle (or until it is beaten out of him).

 

6              I'M A CHICKEN!

The warrior goes around making loud chicken noises. He may not Hide and will alert anyone on sentry duty. Fighters in close combat with this insane warrior are at a -1 to hit as they are so confused by his antics (animals ignore this modifier, including Darkhounds, but not other types of Shadowspawn).

 

7              PARANOIA

The warrior is always on edge and thinks someone is out to get him. The warrior may not run but may charge into combat as normal. He will always hit first in combat unless he is carrying a double-handed weapon.

 

8              WHAT A CUTE AND FLUFFY LITTLE THING

The warrior refuses to attack any animals (including Darkhounds, but not other types of Shadowspawn) until they attack him at which point he gains Hatred for that type of animal permanently.

 

9              MINISTRY OF FUNNY WALKS

The warrior is convinced that if he walks in a bizarre manner people won't be able to hit him with missile fire. He may not run but he is at -1 to hit with missile fire as he is weaving all over the place (this negative modifier affects missile like weaves such as fireballs).

 

10            CRIMINAL PSYCHOSIS

The warrior gains Animosity towards all other members of his warband.

 

11            HALLUCINATIONS

Before each game for the duration of the insanity, roll once on the following Hallucinations chart to see what the male channeler hallucinates.  So, for example, if you had a duration of 2 battles, you'd roll once before the next battle, and then once before the one after.  For a duration of permanent, you would roll once before each battle for the rest of the male channeler's career.               

 

                Roll 1D6

1                     The warrior sees nightmare images of his own demise, filling him with fear for his own safety. No matter how far away he is from friendly models he will always count as being all alone in close combat.

2                     The warrior hallucinates and sees an image of what is yet to come. Having seen the hallucination, in the next battle the warrior may re-roll one failed to-hit or shooting roll.

3                     A faint image of his own personal god appears (hopefully the Creator, but possible the Dark One - who knows whose side those Asha'man are on?!). Filled with courage, the warrior may ignore any and all Ld based tests he is required to make.

4                     The warrior unlocks an unknown and forgotten Talent in his own mind. He can detect any enemy models hidden for as long as this insanity lasts, even those not in his normal line of sight, and passes on the information to his compatriots. All enemy models lose their hidden status (this insanity has no affect on Gray Men).

5                     The warrior hallucinates that a slender arm reaches out from the darkness around him, and pale fingers touch the warrior's chest. The soft caress sends shivers of terrible pain throughout his body. Though it quickly dims away, the terrible pain is left behind. The next wounding hit the warrior receives is always a critical hit.

6                     The warrior hallucinates that the Dark One chooses to reveal his true visage to him, unveiling its monstrous intelligence creeping into the world. The warrior's mind is overwhelmed by the enormity of the impression and stumbles away in stark terror. For as long as this insanity lasts, all enemy models count as causing Fear.

 

12            PHOBIA

The warrior is cursed with a permanent or temporary phobia.

 

                Roll 1D6

1                     Claustrophobia - The warrior must take a Fear test to enter a building.

2                     Fear of Heights - The warrior must take a Fear test each turn he is on a higher floor or area.

3                     Fear of Channelers - Channelers of any sort will inspire Fear in that warrior.

4                     Fear of Open Places - the warrior must take a Fear test to cross a street or square. The warrior must stay within 2" of a building or wall.

5                     Fear of People - Humans scare the warrior. If there are any humans within 4" of the warrior he must take an immediately All Alone test.

6                     Fear of Sharp Things - Warriors armed with a sword, spear or knife inspire Fear in the warrior.

 

13            HEROIC IDIOCY

The warrior may never end his movement phase behind cover. The warrior is immune to psychology and receives +1 experience point if he is still standing at the end of a battle.

 

14                  PANZAISM/QUIXOTISM

Roll 1D6

1-3                Panzaism - The warrior is immune to Fear as he sees all things as ordinary.

4-6                Quixotism - The warrior sees everything and everyone as supernatural threats. For the duration of the insanity, the warrior suffers from frenzy using all the usual rules for frenzied models.

 

15            ET TU BRUTUS?

If the warrior is ever the only model within 6" of the leader he will charge him and try to kill him so he can take over the warband. If the warrior is the warband leader, then ignore this result and roll again on this table.

 

16            I HATE YOU ALL!

The warrior Hates all enemy models and is subject to Animosity towards friendly warriors.

 

17            CATATONIA

The warrior falls on the floor and rolls into the fetal position. Treat as Stupidity where the warrior has automatically failed his Leadership test.

 

18            I CAN FLY!

The warrior must make a diving charge whenever he can, no matter what level of building he is on. The hero automatically gains an extra +1S and +1 to hit on top of the normal diving charge because he really does think he can fly and it won't hurt him.

 

19            TIS BUT A MERE FLESH WOUND

The warrior gains an extra Wound. When this insanity is over and the warrior has taken at least one Wound, he must roll on the Serious Injury table. If this insanity is indefinite the warrior has become a very tough nut!

 

20            ALCOHOL ADDICTION

The warrior drowns his fears and sorrows by consuming large amounts of alcohol. For as long as this insanity lasts the warrior suffers from effects of a binge and is at -1WS, -1BS and -1I.

 

21            LASH OUT

Every shooting phase as long as this insanity lasts, take a Leadership test for this warrior. If the test is passed, the warrior is able to keep his head. If the test is failed, he will lash out with the One Power at whoever is nearest. Randomly determine one offensive weave (such as a Fireball or Air Club) that the model knows, and attempt to cast it at the nearest model (friend or foe!) that the insane warrior can see. Keep attempting to cast the weave until the insane warrior no longer has any channeling points this turn, or has knocked down, stunned or taken out of action his target.

 

22            WHOSE SIDE AM I ON ANYWAY?

Each turn each side must roll a dice. The player of the insane warrior may add 2 to the roll. The player with the highest roll controls the confused warrior for the turn. The warrior may not run or jump off buildings as he is too confused.

 

23            MEGLOMANIA

The warrior must move towards the nearest enemy model and he may not end his movement phase behind an obstacle or in hiding. The warrior is immune to All Alone tests. In addition, if the warrior is the leader of the warband he cannot take a voluntary rout test for as long as this result lasts. If the warrior survives at the end of the battle, he gains +2 experience points.

 

24            COMPLETELY INSANE

The warrior has gone completely insane, and is killed by his companions before he can wreak havoc. Remove that warrior from the warband roster.

 

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