Last Sunday we played the scenario.
Here is a brief summary how I finally made it. It's not perfectly thought through as time for preparation ran out. But I think it worked still well enough.
Thanks again for all the input of you guys
Santa stands immobile in the center of the table. His attributes make sure he won't be killed off easily
(M0, WS4, S5, T6, W3, I2, A3, Ld9)
His beard and red cloak grant him a 5+ armour save in battle and 3+ save against ranged attacks.
As soon as a model reaches the small platform on which santa stands, he receives a gift (without opening yet). I insisted at least pretendingly that the player must recite a short santa-claus-poem (as is tradition at least in switzerland). but of course i was not too insisting on this
Further, the model gets 1 xp (only once for each model).
After receiving the present, rudolph the reindeer brings the model at any point within 8" of santa and tosses them off his back (scatter dice + d6 from the selected point).
At the beginning of the player's turn he may open the present , but BEFORE doing so he chooses who will get the present. The model has the following possible recipients:
*friendly model within 6"
*enemy model within 6"
The recipient must open the present at once and rolls on the table of gifts to see what's inside (see below).
* the recipient may not be in close combat at that moment.
* the warband of the giver may not declare charges on the recipient in that very turn.
* each model may only once be receiver.
* presents must be opened in game, after the game their value is lost.
see profile above. Santa will not leave his position and fights until he or his chargers are dead. The model who kills Santa gets 3 XP and the knowledge to have ruined XMAS forever (booo!).
If Santa goes ooA, no more presents can gotten from him of course.
The Game then continues until only one warband is left on the table as usual.
Table of Gifts (1d12)
1. Bat ears: model receives an additional wound until the end of the game. may exceed racial limit.
2. blinding powder: 2d3 S3 hits. If wounded, the model is not actually wounded but blinded for d3 rounds.
moves d6 in randomized direction in movement phase. if this leads him into contact he will fight at -3 on to hit roll. Can parry if accordingly equiped but only if passing an I test first.
3. shard of wyrdstone
4. model transforms into a frog for d3 rounds with the following attributes:
M5, WS3, S2, T2, W1, I6, A1, tongue attack (old-4"-whip-rule, poison). If you don't want to use the old whip rule then the frog should have T3 instead.
5. 3d6 gc
6. Model grows a tail (of he doesn't have one already) and gets the tail fighting skill until end of the game. If he can't equip his tail with an appropriate weapon, shield, he can attack with the empty tail at S-2.
7. trap. model that falls into it suffers d3 S4 hits and can only escape with a successful I test. if attacked while being in the trap, the model gets -2 on to hit roll but also +1 to his AS.
8. random spell of random lore of the living rule book. target of the spell is the receiver of the present. if no duration of the spell is indicated it lasts until end of the game.
9. time bomb. receiver can give it onto a model within 4+, if successful nothing happens and the new receiver can pass it on under same conditions. The bomb thus passes on until the first model fails his 4+ test.
Then the bomb explods and hits the carrying model with 1 S8 hit. Additionally the model is blinded for 1 round (see above).
10. model receives one random mutation until end of game (cf. possessed mutations list).
11. shapeshifter. the reciever becomes an identical copy of the giver including equipment, skills, profile etc. He is still under control of the original player and can act normally. If receiver and giver are the same model, the present has no effect. (or be determined randomly?)
12. (very) strong wind. model is tossed 2d6 into random direction. if he hits a model or other obstacle on hits path, he stops his movement immediately and both models suffer one S4 hit. Further, both models count as being in close combat. But the tossed model does not count as attacker but attack order is resolved according to initiative. If the model is tossed from a building by the strong wind, it counts as falling with usual consequences.
Experience after one game:
It worked well so far. The teleport option made it safe enough to get a present (which i wanted to encourage).
The table should be 50:50 concerning bad and good presents. In the knowledge of this, the players always opened the present for the carrying model and never passed it on.
Therefore it might be a good idea to shift the balance towards bad gifts. thus it should happen more often that gifts are actually given to enemies too.
Further, there were only few presents taken from santa (about 2 presents per warband). I would have chosen to be more but thats a matter of taste.
As you might have noticed, most presents have no more effect once the game is over. maybe one could introduce a few more "lasting" (good) presents.
Although its over for our group i would still like to hear your critique. For santa survived, so next xmas is almost guaranteed to come again next year