If
you experience
difficulties with the
site's navigation
menus, please
CLICK HERE!
Scenario 075 – Unawares
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Graeme "WO2" Walker.
Edited by The Mordheimer.
The
warbands have camped too close to each other, unaware that they have done
so. It’s not until the alarm is raised that trouble will stir.
Terrain Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’x4’.
Set-Up
All warband members will deploy 16” from the centre of the board on their table
side. No figures should be in LOS of other enemy warband members, unless they’re
behind cover. Players roll a D6 and whoever rolls highest chooses who sets up
first.
Special Rules
Calling The Alarm: All the warband members are taking it easy and are
either sleeping or busy sharpening their weapons or having a yarn. To
represent this all figures are considered Knocked Down. Only one member is
on patrol and is deployed exactly 16" away from the centre of the and also
out of Line Of Sight (LOS) of enemy figures. That figure will raise the
alarm as soon as he has LOS to another enemy warband member. After that
point all figures can move, following the rules from recovering from being
Knocked Down.
Starting the Game
Both players roll a D6. The higher scoring player takes the first turn.
Ending
the Game
The game ends if a 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.