The Reikland Outlaws were scared. They didn't know what happened to the Rothemuur Port Dogs but apparently they were last seen in the company of a very unsavory warlock before disappearing.
The warlock in question was suspected of a few other crimes. Others whispered that he called to wild beasts. Whether this was true or not, it seemed many were quick to lay blame on this unscantioned magic user.
Filthy Franz was gathering his men from the tavern when he was approached by enormous man clad in furs and decked in weapons. The Bounty Hunter offered his services saying that he knew where this warlock was but he was accompanied by another warband. The Averlanders would get a cut of the Bounty and a step closer to the hidden stash of the Rothemuur Port Dogs.
Scenario: Rogue Warlock
Your warband is working with a bounty hunter to bring down a dangerous warlock. The warlock has promised a rival warband riches in exchange for his protection. The competing objectives will only end in bloodshed.
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' x 4'.
Bounty Hunter and Warlock
Decide with your opponent which warband will accompany the Warlock. The Bounty Hunter joins the opposing warband. No hire fee is needed for either. If you cannot decide, roll off.
The Capture special rule will have the Warlock as the target of the Bounty Hunter (see Bounty Hunter rules). The price of a captured warlock is 30 gold.
Setting up
Each player rolls a dice. Whoever rolls highest chooses who sets up first. The first player then chooses which table edge to set up on, placing all his warriors within 8" of that edge. His opponent then sets up within 8" of the opposite edge.
Starting the game
Both players roll a D6. The higher scoring player takes the first turn.
Ending the game
When one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.
If the Bounty Hunter is taken Out of Action, the warband he joined automatically fails any Rout tests they are required to make.
If the Warlock is taken out of action, the warband he joined automatically loses and the game ends.
Experience
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 extra Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy model he puts out of action.
+1 Bounty Hunter or Warlock Out of Action. Any Hero earns an additional +1 Experience for putting a Bounty Hunter or Warlock out of action.
Rewards
No additional rewards for this scenario.
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