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Scenario 089 - Ambush
Scenario 089 - Ambush! By Archeonicus.
Transcribed & edited
by The Mordheimer.
The defending warband has recently discovered a rich deposit of wyrdstone.
Unfortunately, word has leaked out about their find and warbands throughout the
city are hunting them, determined to take the treasure for themselves.
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower,
or other similar item. We suggest that the terrain is set up within an area roughly
4’x4’ (in multiplayer 6’).
Warbands
The warband with the lowest number of warriors in it is automatically the defender.
If both sides are equal, roll to decide. The defender is deployed first inside or within
6" of the objective building. The attacking warband is deployed within 6" of any table
edge. Note that you can split the warband to enter from different edges if you wish.
The defending warband has to roll to see which warband members will be close to
the centre building. Determine the order in which you will roll for all heroes and
henchmen groups (!). On a 4+ they will be present. If you do not have any “present”
rolls when you reach the last 3 models, those automatically will be the present
characters. Any warband member present already nullifies being automatically
present. In a multiplayer game, all the models in the defending warband must be set
up within 6” of the centre of the board. The attacking warbands are then set up as
normal.
Special Rules
Carrying Wyrdstone: Two of the defending warband’s Heroes carries 1D3 pieces of
Wyrdstone each (in multiplayer every extra opponent gives another defending hero
1D3 pieces of Wyrdstone; i.e. 3 opponents 4 heroes with Wyrdstone.) If a Hero
carrying Wyrdstone is taken Out Of Action, place a number of counters, equal to the
amount of Wyrdstone he was carrying, on the ground where he fell. Any Hero
moving into contact with them may pick up these Wyrdstone shards, the character
cannot move further that turn.
Starting the Game
Defending player has the first turn, and order of play proceeds clockwise around the
table (based on where players placed their warbands) from there.
Ending the Game
Do not roll for Rout tests during this game. Instead, the game will last 10 turns or
until all the Wyrdstone shards have been carried off the board, whichever comes
first. The warband that gets the most Wyrdstone shards off the table (or held by one
of its Heroes when the game ends) is considered the winner.
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 Out Of Action: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
+1 Per Wyrdstone Counters: If a Hero is carrying Wyrdstone at the end of the battle
he receives +1 Experience.
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