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Bar Room Brawl, by Tom Bell
No one knows who started it, but the
brawl rages around the Tap-room of the
Rust'd Cup Inn. Tables, chairs and daggers
fly about the room, hitting targets
indiscriminately. Mugs and goblets are
emptied of their contents by being
smashed over someone's head more often
than down someone's gullet. Through the
ruckus, the leaders of each respective
warband stand and watch with detached
amusement. Watch, that is, until a stray
(or was it?) fist connects with one's chin...
All is silent while the brutish leader shakes
his head, and brings his hand up to his lip.
The trace of crimson is all it takes to
launch him all-out into the fray, cursing
the opposing leaders and promising pain.
Special Rules
Too close for comfort - While the
close-quarters of the Rust'd Cup Inn's
tap-room are pleasant for an evenings drink
and comradery, it is far too cramped for
missile weapons. As such all bows and
crossbows that are dependant on range
(pistols or crossbow pistols, for example, are
exempt from this rule) are useless, and are
tossed aside for more appropriate weapons.
Also, due to the cramped and crazy fighting
occurring, should any missile miss by 2, it
will count as hitting the cover (instead of the
regular ³miss by 1´ rule).
JUST TOSS IT! - With all of the handy
stuff just laying about the tap-room, there is
always something to grab and throw. As
such, everyone can make a ballistic attack if
not engaged in H2H combat. The missile can
range from a chair to a mug of ale. It's range
is the characters Strength value in inches.
The missile counts as having a S-1 from the
user.
Don't touch my boss! - The Leaders of the
warbands will not lower themselves into
fighting in this brawl. They may not be
attacked by any other model while they sit
and watch their boys duke it out with aloof
amusement. As the fight progresses,
however, each leader may decide the time is
right for him to jump in and show everyone
why it's he that leads this band. There are
THREE ways for a leader to enter the fray:
1) At the beginning of each players turn,
they must roll a D6. Once the total of these
rolls exceeds 12, the leader may immediately
dive into the action.
2) Should the leader be struck by a stray
missile, he will immediately try to charge the
nearest model that is not of his warband.
This scenario can be played by any
number of warbands of any type.
Terrain
This scenario takes place indoors. While
there can be several rooms, all action takes
place within one building. Place obstacles
(chairs, tables, walls and doorways)
accordingly. Each player may place one
terrain-piece until the board is full. It is
recommended to play this scenario on a 4x4
table for 4 players, 6x4 for 6 players, etc.
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3) Should the leaders warband have enough
men OOA to require a Leadership test, the
first attempt automatically succeeds, and the
Leader jumps in to preserve the honor of his
band.
+1 Per Enemy Out of Action. Any Hero
earns +1 experience for each enemy he puts
out of action.
+1 Exploration Dice for every member
not taken OOA. These are substitution
dice, and a player cannot exceed the amount
of exploration dice they would be allowed to
use regularly. This represents the treasures
found on and around the the stunned and
moaning patrons of the tap-room. Every
warband that participates in the brawl is
allowed this bonus. A player would roll the
regular amount of exploration dice allowed,
set them aside, and then roll all of the bonus
dice separately, thus allowing a higher
exploration score to be substituted in, and
possibly turning doubles into triples, etc.
Placement
Each player rolls off. The highest roll
chooses which section of the bar they'd like
their warband to start in. The deployment
zone is 4 inches by 4 inches square, with
exceptions made only for terrain that is
in-place, or if it is impossible for the player's
entire warband to start within that area.
Players should try to stick as close as
possible to the deployment zone while
placing their characters.
Starting the game
The players each roll a D6 to determine who
goes first. Play proceeds clockwise around
the table.
***Special Note***
Due to the non-lethal tone of the brawl,
when rolling on the Injury table, all rolls that
result in death (1-2 for Henchmen, 11-15 for
Heroes) must be re-rolled once. Should the
unit roll death a second time, the roll counts,
and the unit must be removed from the
warband's roster sheet.
Ending the game
The game ends when all warbands but one
have failed their Rout test. Warbands which
rout automatically lose. There are no
alliances allowed within this scenario. Things
are too heated, and no one has any true
sense of who is friend and who is foe, other
than their brothers-in-arms. Also, no one is
allowed to voluntarily rout. Honor is at
stake.
Experience
+1 Survives. If a hero or henchmen group
survives the battle they gain +1 experience.
+1 Winning Leader. The leader of the
winning warband gains +1 experience. The
leader will gain an additional 1 experience if
he did not participate in the brawl.
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