The bridge is down!
Repairs are needed to make it passable, however the local landowner has absconded with the cash to repair it, this might be an opportunity to make both some cash and rebuild your reputation with the local populous.
Terrain:
A river with a broken bridge on a road crosses the centre of the table, and each player has a wood pile 15" from the bridge, The rest of the terrain should provide some cover on the approach.
Warbands and Deployment Zones:
Lowest warband rating deploys first. Each character may deploy 2" in.
Special Rules:
Swimmers can cross the river by swimming, as can fliers.
It
takes two animals to carry a plank (unless massive) moving at slowest
speed. It
costs a character one action to pick up or place down a plank. Once
both characters have picked up, they can move as a team based on the
pair's slowest move.
While they are carrying, they cannot fight or shoot while holding
planks, but may dodge and parry. Dropping a plank (thunk) is a free action, but done character at a time.
Four planks are needed to bridge the gap safely, last planks and/or no enemy on either side within 6" wins.
If you want a character to cross the bridge before the last plank is down, take a nimbleness test plus the number of planks already laid with a target roll of 6 .
Birds cannot fly with planks. Not even Ravens or Kites. TOUGH!
If a character is the first to pick up, dogs roll 'A' each turn or try and run off with it/return it to the pile. Cats must pass 'A' or spend a turn scratching the plank!
Secondary Objectives:
Roll 2 secondaries and pick one.
Ending the Game:
Objective can only be claimed if no opposing any member is within 6". It cannot be claimed before turn 6.
Experience:
+1 Experience for holding each surviving member of the gang hold the objective.
+1 Experience for all surviing characters.
Winner takes home 3d8 pennies and 1d6 materials.
Loosers 1d8 pennies and d3 materials.
Write up of the first playtest is here: The Bridge
The local village, where you have been trying so hard to cultivate a friendly reputation, has been raided by a slaver. One of the locals has escaped to tell you.
You gather the gang and head down to liberate your friends.
Terrain:
A small settlement should be in the centre of the table, with a central open space containing the slaver and a few non-combatant figures. The rest of the terrain should provide some cover on the approach.
Warbands and Deployment Zones:
Lowest warband rating deploys first, picking a table edge, their opponent deploys on the opposite edge. Each character may deploy 2" in.
Special Rules:
The slaver should be a suitably ferocious large or massive creature, armed with a hand weapon. It may have d3 small/medium ‘assistants’, also armed with hand weapons.
He should have a cart or stash of supplies on table, these act as an objective.
The Slaver will charge the nearest enemy, while the coardly assistants will remain with 6” of the civilians at all times; they will charge any gang member who enters that space. If shot at, they will try to seek cover behind the civilians on their next activation, unless they can charge. They move and activate first.
The local population should be a mix of small and other creatures, none are armed. They are tied up and cannot move. It takes an action to cut one civilian’s bonds (two if your character does not have a weapon or natural weapons), when free, at the beginning of each turn, civilians will run for cover towards the freeing gang's base edge.
If any members of your gang are slaves or ex-slaves, they will automatically try to engage the Slaver, but will suffer from ‘Berserker’ special rule due to hatred of his crimes and their treatment, but only while fighting the Slaver.
Secondary Objectives:
Roll 2 secondaries and pick one.
Ending the Game:
Once the slaver is defeated, his assistants will flee and all locals freed, the game ends. The gang holding the Slaver’s cart/loot can claim a win, although the gang that freed the most locals win a moral victory.
Experience:
+1 Experience for holding each surviving member of the gang hold the objective.
+1 Experience for all surviving characters.
+1 for the gang member who finishes off the Slaver
Winner takes home 3d8 pennies and 1d3 materials. Losers 1d8 pennies and 1d3 materials. Moral victory may add one die to either roll as the grateful locals reward them
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