Home Is Where the Heart Is.pdf

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Home is where the Heart is
Whilst counting your coin from the slaughter of the
rebels, you are interrupted by a knock. The door to your
meager room opens, and a cloaked messenger enters,
hands stretched out to his sides, holding nothing but a
scroll. You stand slowly, anticipating trouble, but the
man simply tosses the scroll onto your table, upsetting
your neatly piled gold crowns. When you look up, he is
gone.
The scroll is from your
superiors, instructing you to head towards the
southern borders of Kislev. You depart at first
light, leaving the smoldering ruins of Gurdan
behind you. Along the way, you come across
a small farming village. The residents there beg
you to help them defend their homes from
ruthless thieves who have been seen
approaching from the North. They promise to
pay, and you are up for a mild diversion...
Terrain:
This is a small village. The center 2x2 area
of the board should be set up with huts,
tents, and farming material. The outer-edges
should have sparse cover; a cluster of trees,
a hedge, etc.
Setup:
The warband with the lowest amount of
warriors will be the defender. For each
warband member, there shall be one villager.
For every warband more than one that the
defenders face, 1D3+1 villagers shall be
added. The Defender sets up first, anywhere
within the central zone. The attacker/s set up
afterwards (by a roll-off, if needed) within 6´
of their table edge.
Villagers:
These are scrawny scarecrow-like men,
living off of the harsh land as best they can.
Some are little more than boys, with fear
evident in their innocent eyes. These are no
warriors, but waifs bound to fight from
desperation.
Weapons & Armor:
Each villager is armed with a Spear and a
short bow.
Special Rules:
Villagers Fear the attacking warband/s.
Villagers cannot use the defending Leaders
Ld Score.
Villagers do count as part (albeit
temporarily) of the warband, and thus
increase the threshold for routing
accordingly.
The attacking warband/s have the first turn.
Ending the Game:
The game ends when all warbands but one
have failed their rout tests. Warbands who
rout automatically lose. If two or more
warbands have allied when the other
warbands have all routed, they may decide
to share the spoils of victory or fight on until
there is only one remaining on the field.
Experience:
+1 Survives: If a Hero or a Henchman
group survives they gain +1 Experience.
+1 Winning Leader: The Leader of the
Warband who won the scenario gains +1xp.
+1 Per Enemy Out of Action: A Hero
earns +1 Experience for each enemy he puts
out of action.
+1 Saved the Village: If less than 25% of
the villagers are taken OOA and the
Defender wins, each Hero remaining on the
board receives +1xp.
Reward:
Whomever wins will find/receive 1D3 shards
of Wyrdstone in the Village on a D6 roll of
3+.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 5
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