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Scenario 025 - Bar Room Brawl
By Tom Bell,
as appeared in
Brahm's
Book.
Transcribed & edited by The Mordheimer.
No one knows who started it, but the brawl rages around the
Tap-room of the Rust'd Cup Inn. Tables, chairs and daggers fly about the room,
hitting targets indiscriminately. Mugs and goblets are emptied of their contents
by being smashed over someone's head more often than down someone's gullet.
Through the ruckus, the leaders of each respective warband stand and watch with
detached amusement. Watch, that is, until a stray (or was it?) fist connects
with one's chin...
All is silent while the brutish leader shakes his head, and
brings his hand up to his lip. The trace of crimson is all it takes to launch
him all-out into the fray, cursing the opposing leaders and promising pain.
This scenario can be played by any number of warbands of any type.
Terrain
This scenario takes place indoors. While there can be several rooms, all action
takes place within one building. Place obstacles (chairs, tables, walls and
doorways) accordingly. Each player may place one terrain-piece until the board
is full. It is recommended to play this scenario on a 4' x 4' table for 4 players,
6' x 4' for 6 players, etc.
Setup
Each player rolls off. The highest roll chooses which section of the bar they'd
like their warband to start in. The deployment zone is 4 inches by 4 inches
square, with exceptions made only for terrain that is in-place, or if it is
impossible for the player's entire warband to start within that area. Players
should try to stick as close as possible to the deployment zone while placing
their characters.
Special Rules Too Close for Comfort: While the close-quarters of the Rust'd Cup Inn's
tap-room are pleasant for an evenings drink and comradery, it is far too cramped
for missile weapons. As such all bows and crossbows that are dependant on range
(pistols or crossbow pistols, for example, are exempt from this rule) are
useless, and are tossed aside for more appropriate weapons. Also, due to the
cramped and crazy fighting occurring, should any missile miss by 2, it will
count as hitting the cover (instead of the regular “miss by 1” rule).
JUST TOSS IT!: With all of the handy stuff just laying
about the tap-room, there is always something to grab and throw. As such,
everyone can make a ballistic attack if not engaged in H2H combat. The missile
can range from a chair to a mug of ale. It's range is the characters Strength
value in inches. The missile counts as having a S-1 from the user.
Don't Touch My Boss!: The Leaders of the warbands will
not lower themselves into fighting in this brawl. They may not be attacked by
any other model while they sit and watch their boys duke it out with aloof
amusement. As the fight progresses, however, each leader may decide the time is
right for him to jump in and show everyone why it's he that leads this band.
There are THREE ways for a leader to enter the fray:
At the beginning of each players turn, they must roll a
D6. Once the total of these rolls exceeds 12, the leader may immediately
dive into the action.
Should the leader be struck by a stray missile, he will
immediately try to charge the nearest model that is not of his warband.
Should the leaders warband have enough men Out Of Action
to require a Leadership test, the first attempt automatically succeeds, and
the Leader jumps in to preserve the honor of his band.
Starting the Game
The players each roll a D6 to determine who goes first. Play proceeds clockwise
around the table.
Ending the Game
The game ends when all warbands but one have failed their Rout test. Warbands
which rout automatically lose. There are no alliances allowed within this
scenario. Things are too heated, and no one has any true sense of who is friend
and who is foe, other than their brothers-in-arms. Also, no one is allowed to
voluntarily rout. Honor is at stake.
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.
Special Exploration Phase Rules +1 Exploration Dice for Every Member Not Taken Out Of Action: These are
substitution dice, and a player cannot exceed the amount of exploration dice
they would be allowed to use regularly. This represents the treasures found on
and around the the stunned and moaning patrons of the tap-room. Every warband
that participates in the brawl is allowed this bonus. A player would roll the
regular amount of exploration dice allowed, set them aside, and then roll all of
the bonus dice separately, thus allowing a higher exploration score to be
substituted in, and possibly turning doubles into triples, etc.
Special Deadly Injury Rules
Due to the non-lethal tone of the brawl, when rolling on the Injury table, all
rolls that result in death (1-2 for Henchmen, 11-15 for Heroes) must be
re-rolled once. Should the unit roll death a second time, the roll counts, and
the unit must be removed from the warband's roster sheet.