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Scenario 011 - Ambush
By Michael Reuvers,
as appeared in Archive Pestilens,
Transcribed by Peter Ward.
Edited by The Mordheimer.
One warband is on the way back to their encampment with the wyrdstone they found
in the ruins when suddenly they are surrounded. Ambush! If the surprised warband
can get past the ambushers then they will be able to make it safely to their
encampment. Unfortunately this is only way back.
Scenario 011 - Ambush
Terrain
Set up all the buildings in to a single street. Behind the buildings are impassible
ruins. The only way out is along the street. The street may be as winding as you like
and should not be too narrow to fight in, but can have narrow bottlenecks at some
points. We suggest that the terrain is set up within an area roughly 2’x4’.
Setup
The attacker (the ambusher) deploys first anywhere on one half of the table. The
defender deploys 8" from the opposite table edge.
Special Rules
The defender is carrying D6 wyrdstone but not more than the number of heroes in
the warband. So if you roll a 6 but only have 4 heroes in the defending warband then
there are only 4 pieces of wyrdstone.
Starting the Game
The defender goes first.
Ending the Game
The battle ends when one warband fails a Rout test, the game ends immediately and
the routing warband loses. If the defender manages to move all their heroes that are
not out of action to within 2" of the opposite table edge, they have broken through
and he wins the game.
Experience
+1 Survives: If a Hero or a Henchman group survives the battle they gain +1
Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action. A Hero earns +1 Experience for each enemy he puts
Out Of Action.
+1 Breaking Through. Any Hero or a Henchman group earns +1 Experience for
breaking through enemy lines.
Wyrdstone
The defending warband gains all the wyrdstone they were carrying at the beginning
of the battle, minus the number of their own Heroes that were taken Out Of Action
during the game, down to a minimum of zero. The attacking warband gains one
shard of wyrdstone for each enemy Hero they take Out Of Action, up to the
maximum number of shard the opposing warband was carrying at the beginning of
the battle.
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