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Thursday, 23 November 2006

Scénario pour le "frenzied mob"

Nicou, toi qui me demandais à quoi serviraient les villageois que je suis en train de peindre. Voici un scénario pour te donner une idée.

SCENARIO 1: SLAVERS



An amoral warband has been commissioned by a slave-lord to
capture some slaves from a defenceless township. Thankfully for
the townsfolk, a more noble warband is on hand to help.
The frightened peasants will fiercely fight off any attempts to
enslave them but unfortunately, due to their panic, might also
resist any assistance from their would-be rescuers.

[...]

Starting the Game

Both players roll D6, the player with the higher result taking the
first turn. The other player takes the next turn. The townsfolk go
last, moving as detailed below.

Special Rules

The peasants are panicked and so move D6+2” in a random
direction, each turn. Roll separately for each model. If their move
would bring them into contact with a slaver or rescuer model,
they will stop 1” short instead.
If a peasant should move randomly off the board, remove the
model from play. He has escaped on his own and so neither side
will gain any victory points (see Winning The Game) from this.

Capture!

A slaver may come into base contact with a peasant by following
the normal rules for a charge. A tussle will then ensue, with the
charging model striking first as normal. In subsequent turns,
higher Initiative takes precedence as usual.
The townsfolk's stats are as follows: blablabla... (je saute)

Weapons: The peasants will attempt to fight with pitchforks,
broken bottles or whatever makeshift weapon comes to hand.
Treat as a hand-weapon with no special rules.

The slavers will try to subdue the peasant. To do this they must
hit & wound the peasant as normal. If they cause a Knock Down
or Stun then the civilian is successfully subdued (but is not
actually Knocked Down or Stunned). If the slaver causes an Out
Of Action result then he has been too heavy-handed and the poor
peasant has been killed. Remove the model from play.
Once subdued, the victim is considered to have been bound and
must now tag along with the slaver. The slaver may fight or run
as normal. If the slaver can get the peasant off the board then the
poor fellow has become permanently captured.

For Rout Test purposes the temporarily absent slaver still counts
as if he were on the table. On every subsequent Recovery Phase
roll D6. On 4+ the slaver will return to the battle at the point
where he departed. He may charge during that turn.
If the captor should become Knocked Down or Stunned then the
peasant will revert to moving randomly as previously.
Each slaver may only control one subdued peasant at a time.

To The Rescue

A slaver may come into base contact with a peasant by following
the normal rules for a charge. Once in base contact he may try to
calm him. To do so the rescuer must pass a Leadership test. The
Leadership test will not be affected by the rescuers' warband
Leader.
If the test is unsuccessful then the peasant will bolt 2D6” directly
away from the would-be rescuer, but avoiding any other model
where necessary. Thereafter the peasant will move as detailed
previously.
If the Leadership test is successful the rescuer has won the
peasant's trust. The peasant will now follow him wherever he
goes, whether walking, running or fighting. The rescuer may
attempt to guide the peasant from the table. Once off the board
the peasant will successfully escape to safety.
For Rout Test purposes the temporarily absent rescuer still
counts as if he were on the table. On every subsequent Recovery
Phase roll D6. On 4+ the rescuer will return to the battle at the
point where he departed. He may charge during that turn.
If the rescuer should become Knocked Down or Stunned then
the peasant will revert to moving randomly as previously.
Each rescuer may only escort one peasant at a time.

Winning the Game

The game ends when one either warband fails a Rout Test or
when all the peasants have been enslaved, rescued or taken Out
Of Action. Due to the slavers' greed and the rescuers' conscience,
no voluntary routs are permitted.

The winner is the warband with the most Victory Points, awarded
as follows:
+1VP for every peasant led from the board
+1VP for every peasant being subdued or escorted as the game
ends
-1VP for the warband that fails its Rout Test
Rewards
The slavers will receive 2D6 Gold Crowns for every slave dragged
from the board.
The rescuers will receive 2D6 Gold Crowns as a token of
gratitude from every peasant escorted from the board.
Both warbands may explore as normal.
Experience
+1 Survives If a Hero or Henchman group survives they gain
+1 Experience.
+1 Winning Leader The leader of the winning warband gains
+1 Experience. In the event of a draw, neither leader receives
this bonus.
+1 Per Enemy Out Of Action Any Hero earns +1 Experience
for each enemy (but not townsfolk) that he puts Out Of Action.
+1 Per Slave Captured A slavers' Hero gains +1 Experience for
every slave he drags off the board.
+1 Per Peasant Rescued A rescuers' Hero gains +1 Experience
for every peasant he rescues from the board.

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