Week 6: Outlaws

The trail had run cold. The skaven had gotten away with the Steward of the Rothemuur family. Unfortunately the Averlanders had run into goblins after exiting the sewers. Being leader was tough. Filthy Franz thought about Captain Steiner. He could sure use some guidance from his deceased mentor right about now. He looked at his mug of ale looking for a sign.

Grubby Tusselfoot couldn't hit a barn door with a bow but he was excellent at coming up with information. The halfling weaved past tavern patrons and stood on his toes to speak into Franz's ear. 

"Apparently the Rothemuur Port Dogs had a rival warband that they had more than a few run ins with. The Reikland Gentlemans club they're called. However they have been declared outlaw and there is a price on their heads. I'm sure they will have something on the Port Dogs."

Franz smiled. Whether or not they did have info, there was coin in it.

 


Scenario: Bounty Hunting

Your warband has tracked a notorious band of outlaws to their lair, hoping to turn them in to the authorities and collect the reward on their heads. Unfortunately, it appears that another band of would-be bounty hunters is hot on their trail as well.

Terrain

In an area that is roughly 4’ x 4’ each player can take it in turns to setup buildings. There should be a large building in the centre of the table to represent the Outlaws’ hideout.

Special Rules

The Outlaws are inside their lair, and they aren’t real anxious to be caught! At the end of each game turn, D6 crossbow bolts shoot out of the doors and windows of the hideout at the nearest warband members (they’re not particular about which warbands they shoot at). Each bolt will be directed at a different target if possible. For example, if only 1 warband member is in line of sight of the Outlaws, he will be targeted with D6 crossbow bolts. A second example, if there are 3 warband members in sight of the Outlaws and they shoot 5 bolts, the closest 2 warband members will be targeted with 2 bolts each, and 1 bolt will target the furthest member.

If one (or more) of the closest warband members is over range 30”, he is a viable target for the Outlaws but the shot will automatically miss.

Crossbow bolts are fired with a BS of 3, modified by range and cover as normal (and, of course, the guys inside must be able to trace a line of sight from a door or window to the warband member). Warband members may not enter the building until the scenario is over.

Set-up

Players roll a D6 to see who deploys first, with the player rolling highest choosing a table edge and setting up within 8” of the table edge. The next player sets up within 8” of the opposite table edge.

Starting the Game

Each player rolls a D6 to determine who goes first.

Ending the Game

The game ends when all warbands but one have failed their Rout test. Warbands which rout automatically lose. As soon as there is a clear winner, the Outlaws give up. They may be turned in to the authorities for 5+1D6 gold per head (roll separately for each Outlaw), and there are 6 Outlaws.

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 Scratched by the Bandits. Any Hero who gets wounded by a Outlaw crossbow but not taken out of action gains +1 Experience.


 

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