Bodyguards, The.pdf

(65 KB) Pobierz
The Bodyguards
The Bodyguards
Upsetting one of the overlords of Cutthroat's Den could be considered unfortunate but
upsetting both Bernado the Bastard and the equally violent Adolphus von Mom is sheer
stupidity! This is exactly the situation that a certain foolish trader has found himself in.
Trawling through the down and outs of the settlement, he has hired himself a well-armed
warband to escort him out of the settlement and out of the county. Bernado and Adolphus
aren't likely to allow such an insult to go unpunished though and have sent some equally
well-armed warbands in hot pursuit.
This scenario requires at least three warbands and is a multi-player game.
Terrain
The defending player (the one with the highest warband rating will have the honour of
protecting the trader) gets to choose a building and designate it as the merchant's hideout.
This building is then placed in the centre of the battlefield. The remaining buildings are
then placed in turn, though none may be closer than 4" from the hideout. The player
sequence for placement is randomly determined if not easily agreed upon by the majority
of players.
Set-up
1. Deployment zones must be nominated with respect to the amount of attackers entering
the battlefield. Members of the same alliance share a deployment zone. Try your best to
keep things orderly using the `Chaos on the Streets' guidelines, which can be found in
The Best of Town Cryer.
2. Each attacking warband rolls a D6 (attackers in the same alliance roll as a group).
Starting from lowest to highest, each attacking player/group chooses their deployment
zone and then sets up using the Chaos on the Streets' guidelines.
3. The defender sets up within the hideout.
4. All players roll a D6. Starting from highest to lowest, players may now take their turn.
Warband Rores
1. The player with the highest warband rating is automatically persuaded into protecting
the merchant.
2. The remaining players must randomly divide themselves up into two groups as evenly
as possible (one for each overlord). It makes no difference which overlord a warband
works for as their instructions are simply to bring the merchant, or his head, back to their
overlord but this also puts each group of attackers up against each other.
3. Members of the same group can only work together as long as their warband
alignments don't conflict (good and neutral warbands can work together, however the evil
doers will only work amongst themselves). Terms of the alliance should be established
before that alliance is made (recommended that you observe the employer's reward before
doing so). Alliances can be made or broken amidst battle, so make sure that you trust the
other player. However, it must be noted that an alliance cannot be betrayed if the
merchant is still alive.
Special Rules
1. The merchant is controlled by the defending warband and has neither armour nor
weapons. In close combat he's always treated as though he were knocked down (too
damned frightened to fight!) and his characteristics are those of a mercenary Young
Blood.
2. An attacking warrior wishing to move the Merchant must carry him as he kicks and
screams (don't worry he only weighs about 100 pounds!). This can be done by charging
him, except instead up busting him up, the warrior must choose to make a simple tackle.
Creatures incapable of earning Experience may not do this. Once the tackle has been
made (this is automatic) the warrior may carry the merchant at their regular Movement
rate. If the warrior carrying the merchant is charged, wounded, or otherwise incapacitated
by a spell or item, he drops the merchant immediately, and the defending player regains
control of him.
3. If the merchant is killed, an attacking warrior may take the carcass's head under the
same conditions as finishing off a stunned warrior in close combat. if that warrior then
becomes stunned or put Out of Action, he drops the merchant's head. Further warriors
wanting do so, may come along and pick it up during their Movement phase without
interruption, unless they're running or charging.
4. If an attacking warband routs, then it's also assumed that they've withdrawn from any
alliances they were in. This happens regardless of the state or whereabouts of the
merchant.
5. So long as the merchant's alive, the defending warband will not have to take Rout tests
or be able to voluntarily rout until they've lost 50%; he's promised them too damned
much!
3- he's promised them too damned much!
Ending the Game
The battle ends when either:
1. All of the attackers have routed the field of battle.
2. The merchant (or his head) has been carried off of the battlefield by an attacker. In this
event the attacking warband in possession of the merchant or his head are the sole
winners (in alliances there are no points for coming in second!).
Rewards
If the merchant survives, he'll give the defender 7D6 + 20 gold pieces, plus roll 2D6 and
consult the following table:
2D6 Result
2 Holy or Unholy Relic
3-5 Cathayan Silk Clothes
6-8 Ithilmar Armour
9-10 Elven Cloak
11-
12
If one of the attacking warbands manages to snatch the merchant or his head and return it
to his overlord they receive the following: 4D6 + 15 gold pieces, plus roll 2D6 and
consult the table below:
2D6 Result
2 Throwing Knives
3-5 Crossbow Pistol
6-8 Hunting Arrows
9-10 Repeater Crossbow
11-
12
Experience
+ 1 Survives. If a Hero or Henchman group survives the battle they gain + 1 Experience.
+1 Winning Leader. The Leader of the winning warband gains + 1 Experience.
+1 per enemy put Out of Action. Any Hero earns + 1 Experience for each enemy he
puts Out of Action.
Gromril Armour
Hunting Rifle
Zgłoś jeśli naruszono regulamin