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Scenario 019 - Rawhide
Scenario 019 - Rawhide
By Paul Smith,
as appeared in
Archive Pestilens
,
Transcribed by April "Undead Lady"
Finnegan.
Edited by The Mordheimer.
"Rollin' , rollin', rollin', keep them wagons rollin'"
Teamster's song
After the humiliating defeat of the Merchant's play for power by supporting that
damn woman, Lady Magritta, for Emperor, the Merchant's guild have decided that
money really is the only way to gain power, so they have made a play for a
controlling factor in Mordheim. Merchants, being merchants, can't help but have
huge teams of wagons transporting things back and forth…mainly food and supplies,
but on occasion wagons are sent back to their safe houses around the Empire
containing their latest haul of Wyrdstone to sell. What better targets for a raid than a
convoy of these wagons.
After a while, the merchants grew wise to what was causing their wagons to go
missing and sent out three or four teams at once. Only one contained any
wyrdstone, the rest contained a similar amount of rock to make them look as similar
as possible. That way the raiders had to choose between the wagons because it was
unlikely that all of them would be stopped, or even noticed. After all... the
countryside is a vast place.
Terrain
As this scenario is based outside of Mordheim there aren't any ruins I'm afraid. All
there is a road going across the table with sparse forest on either side, with any hills
you desire. Bear in mind that people will have likely removed any obstacles from
near the road to prevent ambushes by raiders.
Setup
The raiders may set up anywhere within their half of the board. The wagons and
their outriders must enter from the opposite side along the road.
Before the game starts the Marienburger player (merchant) has a choice. He can
either put his wyrdstone and remaining gold into one wagon of his choice and gains
vast profits at the end of the mission if it gets through (losing it all if it doesn't), or
having all the wagons empty and gain nothing extra at the end. It's up to the
Marienburger. Do not tell your opponent until after the game though. This could be a
good way to draw your opponent out during a campaign and use it to deal some
damage to him.
Special Rules
Wagons
: This scenario uses the rules for wagons and horses from the Mounted
Warrior rules [wagon rules from
Wyrdstone Archive
or the updates rules from
Empire
in Flames
supplement. Due to the marshy nature of the ground any wagon moving
on the grass instead of the road gains a -3M.
The Merchants
: (Marienburgers) have four wagons, each drawn by two horses and
three warhorses for outriders for this mission only. This means that the
Marienburgers are allowed to take 7 gang members. Those mounted on the
warhorses have been equipped with spears for this mission.
The Ambushing Party
: They are allowed to take all of their gang members should
they wish. The ambushers may spend any money they have left on horses before
this mission. They do not get a discount on, or free, horses.
Starting the Game
The aim of the Merchants is to get the wagon containing the wyrdstone off the table
edge, preferably all the others too, to cut down on employee and stock losses. After
all loss means less profit as you find replacements. The aim of their opponent is to
stop these wagons, hopefully picking the right one.
Ending the Game
If the ambushers stop the wyrdstone leaving the table they gain whatever amount
the Marienburg player placed into the wagon (be honest with this… decide before the
game and stick to it!!). If the Marienburgers get the wyrdstone off the table they
gain 30% of whatever was in the wagon as they made a real killing in the sale of it,
i.e. if there was 100gc worth of wyrdstone in the wagon you would now have 130
gold. Got it? Good.
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 Saving the Wyrdstone: The Marienburger leader earns +1 Experience is he
escapes off the boards with the Wyrdstone.
+1 Successful Ambush: The leader of the ambusher party earns +1 Experience if
they stop the Wyrdstone from leaving the board.
+1 Getting Away: Each driver that gets off the board with their wagon earns +1
Experience.
+1 Stopping a Wagon: Each warrior that stops a wagon earns +1 Experience.
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