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Scenario 059 – Gauntlet Run
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Graeme "WO2" Walker.
Edited by The Mordheimer.
A
notorious, retired warband chief has bought together the warbands, for his
regular Gauntlet Run. If a warband member can reach the centre of the obstacle
course then not only does the chief look upon the warband with great admiration
but he may also bestow some of his wealth on them.
Terrain Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’x4’. Leave an empty square area of around 12” in the centre of the
board; this is a pit. In the centre of the pit place a 1”x1” square block, then
place walkways leading away from the block to the outer edges of the pit. Along
each walkway place 6 tokens.
Setup All
warband members will deploy along an edge of the empty area. Players roll a D6
and whoever rolls highest chooses which warband sets up first.
Special Rules
Gauntlet Run: The aim of the Gauntlet Run is to reach the centre block by
way of the walkways (no flying, etc.) First model there wins.
Contestants: Any number of figures may attempt the Gauntlet Run, but no
fighting may occur unless figures of different warbands arrive on the block in
the same turn.
Unsuspected Events:
Problem is
there are obstacles to avoid along the way. When attempting to move over a token
the warrior must roll on the obstacle chart below. If you pass the obstacle test
then you may move past the token. Any results of Knocked Down or Stunned from
the chart will result in the warrior having to make an I test or fall off the
walkway into the pit.
Fire
– roll under your toughness on a D6, if failed you take D3 S2 hits
Tar
– roll under your strength on a D6, if failed you remain where you are
Boulder – roll under your initiative on a D6 or be auto hit by a
swinging boulder at S5
Scythe - roll under your initiative on a D6 or be auto hit by a swinging
scythe at S4 (no armor saves)
Greasy Pole - roll under your initiative on a D6 or fall into the pit
Magic
- roll under your leadership on a 2D6 or run back the way you came 2xD6”
(ignoring tokens)
The
Pit: Moving or falling into the pit causes the figure to be automatically
taken Out Of Action,
but does not
have to roll for injuries after the game.
Starting the Game Both
players roll a D6. The higher player takes the first turn.
Ending the Game
The
game ends when one warband fails a Rout test. The routing warband loses.
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.
The
Purse
The winner receives 4D6 gc and D3 Wyrdstone shards from the retired warband
chief.