Once a vibrant hub of commerce and social activity, the market square now lies in ruins. Crumbling buildings, many partially collapsed or burned, surround the square. The cobblestone pavement is uneven and broken, with weeds and vegetation pushing through the gaps. The remains of stalls and awnings hint at the bustling trade that once took place here.
The square is shrouded in an unsettling silence, broken only by the occasional gust of wind that stirs up dust and debris.
Unopened crates can be found and their contents claimed for those who dare cross the open ground. It is best not to pick through the remnants for too long for who knows what spies from the surrounding buildings. The wary fear to go towards the centre of the square as it is said winged beasts prey from above.
Overview
Loot the crates and rout your opponent.
Setup and Deployment
The market square is larger than what is represented by the 4’x4’ board. The terrain represents a corner of the market square. Setup buildings along the whole length of the edges next to areas C and D, then setup sparse terrain representing a ruined market for the rest of the board (boxes, barrels, trees, fountains).
Setup d3 rare crates (6” or more apart) in the area marked A. Setup d3 +3 common crates (6” or more apart) in the area marked B.
Roll off to deploy your warband first and deploy in area C or D. The opponent then sets up in the other deployment zone.
Crates
A warrior ending movement on a crate may loot it. Doing so will forfeit any other actions this turn like magic or shooting. Roll on the appropriate chart below.
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D6 result
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Common crate
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Rare crate
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1
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Rats! A swarm of rats burst out of the crate and for a moment the warrior is knocked down. Needless to say there is no loot. Place the model that opened the crate knocked down.
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Rats! A swarm of rats burst out of the crate and for a moment the warrior is knocked down. Needless to say there is no loot. Place the model that opened the crate knocked down.
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2
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Junk! There is no loot in this crate. It also doesn’t smell so good.
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Warrior picks up d3 Lucky Charms.
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3
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Moustache Wax! Warrior picks up goods that can be sold for d6 gold after the battle.
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Warrior picks up d3 Rabbits Feet.
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4
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Fancy Hats! Warrior picks up goods that can be sold for 2d6 gold after the battle.
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Warrior picks up a Wyrdstone Pendulum.
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5
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Soap! Warrior picks up goods that can be sold for 3d6 gold after the battle.
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Warrior picks up a pack of Tarot Cards.
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6
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Extra large codpieces. Warrior picks up goods that can be sold for 4d6 gold after the battle.
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Warrior picks up d3 Fire Arrows.
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The warrior cannot immediately use the contents of the crate. The warrior can only carry the contents of one crate but can hand them off to another warrior by ending their movement in base contact and both forfeiting the turn’s actions. Warriors taken out of action drop the loot where they fell. A warrior can voluntarily drop loot on the ground.
Any warrior not taken out of action and holding loot when the game ends can add that loot to their warband's stash.
Ending the Game
The game ends when a warband routs. The remaining warband is the winner.
Experience
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Per Crate Loot Kept. Any Hero that is carrying Loot at the end of the game gets +1 Experience.
+1 Surviving. Any Hero or henchman that survives the scenario gets +1 Experience.
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