Defend the village
By Rinku
This scenario is inspired by those
wonderful films, Seven Samurai and The Magnificent Seven.
One player's warband has been hired to defend a village
of poor peasants against the marauding threat of the
other's player's warband. This usually means the
"most good" player is the defender and the
"most evil" player is the attacker, but you
could also have the situation of a heroic Necomancer and
his creatures hired to save innocent mutants and
dregs from an evil Matriarch seeking to purge their
kind :) Be creative.
Terrain
The defender sets up a village in the centre of the
table, using the central 2' x 2' area of a 4' x 4' table.
For every building or two linear obstacles (i.e. fences
or barriers) the defender places, the attacker is allowed
to place a piece of small cover (tree, rock, fence,
overturned cart etc) outside of the central area These
pieces must be placed no closer than 6" to any other
terrain. The idea is to end up with a "defended
village" surrounded by scattered cover.
Set-Up
The side with the smallest number of warriors is
automatically the defender. If the bands have the same
number of warriors, the defender is the warband with the
lowest rating. The defender sets up first, anywhere
within the central setup area. The defender may place up
to two models within 12" of the central setup area
as pickets. The attacker then sets up within 8" of
any table edge, or combination of edges, as he or she
sees fit.
Villagers
For every defender, there must be a villager model also
deployed. These represent the best fighters of the
village and are both an asset and a liability to the
defender. Villagers may never move outside the central
deplyment zone, unless fleeing. A villager has the same
profile as a Mercenary Youngblood, but only has a
Leadership of 5. Villagers Fear the attacking warband.
They are also subject to making an all alone test if they
are in combat and do not outnumber their opponents. They
are treated as being more than 6" away from all
friendly models at all times, and cannot use the
defending leader's Leadership value. Each villager can be
armed with either a spear or a shortbow, at the
defender's option. Villagers do not get free daggers, so
any archers will have to defend themselves with fists if
engaged in close combat.
Villagers do not add to the defender's warband size for
the purpose of Rout tests, but do count for models taken
out of action. For example, in a warband with 9 warriors,
there will be 9 villagers added. The warband will test
for routing if 3 warriors or villagers are taken out of
action.
Starting the Game
The attacker has the first turn.
Ending the Game
The battle ends when the routing warband fails a Rout
test. The routing warband loses.
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 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience
for each enemy he puts out of action.
+1 If the Village is Saved. If less than 25% of the
villagers are put out of action, and the defender wins,
each surviving member of the winning warband gets a bonus
experience point for saving the day.
Rewards
The winning player rolls 1D6 on the following table to
see what reward the villagers are able to provide
(defender) or what loot he is able to squeeze from them
(attacker). If the attacker won, he adds +1 to this roll
(Can't get blood from a stone? You're not trying hard
enough!):
1-2: Nothing. The villagers were on their last legs and
tricked the defenders about the hire fee.
3-4: 2D6gc worth of food, personal possessions and tools.
5-7: 1D3 Wyrdstone shards.
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