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Scenario 089 - Ambush!
By Archeonicus.
Transcribed & edited
by The Mordheimer.
The
defending warband has recently discovered a rich deposit of wyrdstone.
Unfortunately, word has leaked out about their find and warbands throughout the
city are hunting them, determined to take the treasure for themselves.
Terrain
Each player takes
it in turn to place a piece of terrain, either a ruined building, tower, or
other similar item. We suggest that the terrain is set up within an area roughly
4’x4’ (in multiplayer 6’).
Warbands The warband with the lowest number of warriors in it is automatically the
defender. If both sides are equal, roll to decide. The defender is deployed
first inside or within 6" of the objective building. The attacking warband is
deployed within 6" of any table edge. Note that you can split the warband to
enter from different edges if you wish.
The defending warband has to roll to see which warband members will be close
to the centre building. Determine the order in which you will roll for all
heroes and henchmen groups (!). On a 4+ they will be present. If you do not have
any “present” rolls when you reach the last 3 models, those automatically will
be the present characters. Any warband member present already nullifies being
automatically present. In a multiplayer game, all the models in the defending
warband must be set up within 6” of the centre of the board. The attacking
warbands are then set up as normal.
Special Rules Carrying
Wyrdstone: Two of the defending warband’s Heroes carries
1D3 pieces of Wyrdstone each (in multiplayer every extra opponent gives another
defending hero 1D3 pieces of Wyrdstone; i.e. 3 opponents 4 heroes with
Wyrdstone.) If a Hero carrying Wyrdstone is taken Out Of Action, place a number
of counters, equal to the amount of Wyrdstone he was carrying, on the ground
where he fell. Any Hero moving into contact with them may pick up these
Wyrdstone shards, the character cannot move further that turn.
Starting the Game Defending player
has the first turn, and order of play proceeds clockwise around the table (based
on where players placed their warbands) from there.
Ending the Game
Do not roll for
Rout tests during this game. Instead, the game will last 10 turns or until all
the Wyrdstone shards have been carried off the board, whichever comes first. The
warband that gets the most Wyrdstone shards off the table (or held by one of its
Heroes when the game ends) is considered the winner.
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.
+1 Per Wyrdstone Counters: If a Hero is carrying Wyrdstone at the end of the
battle he receives +1 Experience.