If
you experience
difficulties with the
site's navigation
menus, please
CLICK HERE!
Scenario 064 – Lord Of The Slings
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Sid Hale.
Edited by The Mordheimer.
You have been
tracking an unsuspecting warband for the last hour from across the River Stir.
When you notice a wet piece of leather caught on a snag in the water. It looks
almost like… it can’t be.. it is. It’s the fabled magic sling, not only can it
turn you invisible but it comes with an awesome punch. Now if only you can get
it without the others noticing, but I don’t think you’re that lucky.
Terrain Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’ x 4’. Place a river through the center of the battlefield, with the
sling in the center of the river.
Setup
All
players roll a D6. Whoever rolls highest chooses who sets up first. Each warband
sets up within 8” of the river on an opposite side to each other.
Special Rules The One
Sling to Rule Them All: This unique item has great magical powers and
enables the user to become invisible when picked up. Therefore the user cannot
be attacked in any way and will only be revealed if the user does anything but
fire the Sling or move. Made by the Dark Halfling himself the sling will try to
escape from the user in order to just be annoying. When firing the sling on a
roll of 1 to hit, the firer becomes revealed and cannot become invisible again
until his next turn. The sling also has been made from well-crafted rhino skin
and packs a whopping punch; the Sling has strength of 5 and follows all other
rules as a normal sling. Only heroes may use the sling. After the game ends any
hero who is using the Sling will automatically gain +2 Insanity points due to
the effects of the One Sling. The Sling also slips from the users hands and
becomes lost again until next it is found. This part of
the River Stir is quite tame and low, and will halve any models movement.
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.
+2
For Finding the One Sling: Any hero that takes the Sling first receives +2
Experience.