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Slave Train
The shadow of Carls tower still looms over you
as you come across a masacre. A band of
Kislevites lay dead, shoved off of the road
unceremoniously. Upon a thorough search, you
find no gold, no weapons, and no good boots.
What you do find, however, is a letter
beseaching the band to rescue a boy.
Substancial treasure is offered in reward, and
the instructions are simple; find the slavers that
took the boy, kill them, and return the boy to the
town of Grundleburg. There, you will meet with
the Burgermeister, collect your reward and
deliver the child.
Yer of good stock:
Any model who is
taken Out of Action by
the Slavers in Close
Combat must pass an
Initiative Test . If failed, it
means that the Slavers
have managed to get their
magical trinkets upon the
model, rendering them a
mindless slave. The model will remain where
it fell. A friendly model may attempt to free
their comrade by spending one uninterupted
turn in base to base contact with it. Should
the warband rout prior to freeing all of their
subdued models, remove them from the
roster and consider them lost.
Profiles M WS BS S T W I A Ld
Slavers 4 3 3 4 3 1 4 2 8
Arsun 4 5 5 4 4 2 5 3 9
Weapons and Armor:
Each Slaver has a Whip, a Sword and a bow.
Arsun Grever is equipped with a Sword and
Skullsplitter, his spiked mace. It is magical,
and nullifies Helmet Saves and the 'No Pain'
Special Rule. Anyone who takes Arsun Out
of Action is able to claim Skullsplitter by
standing in contact with his corpse for one
round after he is removed from the board.
All of the Slavers have the Dodge Special
ability, and possess 'Hunting Arrows' as well.
They will shoot at anyone they see, and will
make every effort to make it to the end of
the board. Thus, they will move their 4´ and
shoot, unless moving would make it
impossible
Terrain:
A dirt road splits the table in two. The
Caravan, with drawn horses and armed men
on foot, will start at one end, and attempt to
traverse to the other.
Setup:
Deployment zones are as follows: the road
splits the table into two halves. Treat these
as portion A and B. The Warband with the
highest rating will be on side A (left or right,
warbands choice). The warband with the
lowest rating will occupy the other half of
side A. Middle-classed warbands will start
on side B. After all warbands are set up, roll
a D6 and add your leaders Initiative. Highest
roll goes first. This wood is strangely quiet.
There is no need to roll for zombie-packs.
There are 4 Men-at-arms per Warband upon
the table, plus the Slaver, Arsun Grever.
Slavers:
The Slavers have already had one fight, and
are eager to get their goods to the market.
They travel 6´ from one end of the road to
the other every turn, after all players have
moved. They lead their burdened horses and
mules as they go, and the horses will
continue moving along the road even if their
masters are involved in combat. The horses
may not be attacked; the risk of injuring the
boy is too great.
to
shoot.
Special Rules:
Fearless: These slavers have been operating
this trail for years.
The Draw Horses: The winning warband
may search the Draw Horses.
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Ending the Game:
The game ends when all warbands but one
have failed their rout tests, or when the draw
horses leave the table. 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.
Draw Horses:
The Winning warband must roll to see how
many draw horses they have found after the
battle. Roll a D6 for each Hero that was not
taken Out of Action. For every 3+, you may
roll on the following table. Note that you
can ever get one result of '7' and one result
of '10-12'. Treat further rolls of these results
as lost.
who is carrying the Hand is not taken OOA
during the battle, he may roll 3D6 for
exploration, and keep 2 of the dice rolls of
his choice.
6- Crimson Lantern: Archers suffer -2 to
hit, models must make a successful Ld Test
to charge. Otherwise conveys all the bonuses
of a regular Lantern.
7- Cloak of Flight: Allows the wearer to
move regardless of vertical. No Initiative
tests are required for gaps or leaps, nor
climbing.
8- Shining Silver: Light Armor in all
regards. Whenever a wound is scored, it is
transfered to the model who dealt it on a D6
roll of 6.
9- Darkstone: When a weapon is sharpened
by it, it counts as being coated in Dark
Venom. Can only be used once per battle,
and only on bladed weapons.
10- Dagger of Thirst: Adds a Wound to the
bearers profile for every wound dealt by this
weapon. A dagger by all other counts.
11- Blackblade: Auto-wounds on a ³To
Hit´ roll of 5-6. Adds +1 to all Injury Rolls.
12- Vasoboire, the Bloodthirster: Gain
+1W on a D6 roll of 3+ when a wound is
inflicted by this weapon. If a wound is
gained in this way, the model is Frenzied
until a successful Leadership Test is passed.
13- Mantle of Darkness: Invisible to all
outside of 10´, 5+ save versus all ranged,
close combat and magical attacks. Is not
Stackable nor modifiable.
Roll 2D6 on the following table.
2-3 A Suit of Ithilmar Armor
4-6 D6 Swords
7 The Boy from the Letter
8-9 2D6*10gc worth of gems
10-12 A Sylvanian Artifact
Artifacts of Sylvania:
1- Dread Armor: +1S, Subject is always
Frenzied , 5+ save for CC, 4+ save for
ranged.
2- Chalice of Blood: Immune to
Psychology, +1S if you drink from the
Chalice. Priests of any type may not drink
from the Chalice, but may carry it.
3- Mask of the Ages: Causes Fear in all
models, even those immune to Psychology.
4- Dagger of the Fang: Treated as a Sword,
1-3 is Stunned , 4-6is Out of Action
regardless of Special Rules.
5- Hand of Seeking: As long as the Hero
A 1 or 13 is only attainable by those players with the ³Seeker´
ability.
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