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SONG OF STATUE SLAYERS

Free Song of Blades and Heroes solo campaign supplement


2010 by Aleksandar aranac1

INTRODUCTION
Song of Statue Slayers is free, user created supplement for Song of Blades and Heroes (SBH) skirmish
wargame rules developed by Andrea Sfiligoi. To fully appreciate this supplement, players will also
need Song of Wind and Water (SWW), Song of Gold and Darkness (SGD) additions to the rules as
well as Song of Deeds and Glory (SDG) campaign rules.
Song of Statue Slayers is dedicated for solo play, where the player tries to achieve victory conditions
against NPC warband that moves according to previously generated rules.
This supplement consists of two parts. First one brings few new abilities that can be taken by players
troops or NPCs. In second part, actual Song of Statue Slayers campaign is given, where player has to
pass through 5 scenarios in order to achieve final victory.

In case of any coments, remarks or sugestions, be free to contact me at sharanac@yahoo.com

PART 1: NEW ABILITIES AND RULES


Rooted (0) Rooted creature do not move at all (it is in some way connected to the ground), but fight
as normal. A rooted creature beaten in combat with an odd number on the die suffers no ill effect. If
beaten with an even number, it counts as Fallen, is attacked at +2 and killed if beaten. Rooted
creatures cant run away, so they never take any morale tests. Rooted creatures are deployed after
terrain is set but before any other model, and can be deployed anywhere on the field as long as they
are at least one long stick away from enemy deployment zone. Rooted creatures do not gain
experience. The Carnivorous plant from SWW is typical example of a rooted creature. Other possible
examples: Elf Treemen, Totem of any barbarian, Elementals connected to some lava/water/rock
formations, etc.
Independent (5) Independent models are hired swords, mercenaries and other cutthroats picked up
on the way. Since they are not really part of the warband, if they fail two or 3 activation rolls they do
not cause the turnover. Independent models do not gain experience, cant be part of group activations,
and do not count toward the owning player victory points (for example, if the scenario states that
player receives 1 victory point for every 25 points of models which exit table by northern edge, player
will not receive VP for independent models). On the other side, opposing player does receive VP for
killing independent models. An independent model automatically fails morale tests for loss of half of
the warband and loss of the leader mercenary will not stick in risky situation, he will run to save his
skin and hard earned money. It will normally take morale tests for gruesome kills and being charged
by terror causing enemy.

Failing by numbers:
Sometimes it is not enough to know if the model has failed or passed the test, but it is necessary to
know how far away it was from the target. In this case, falling by numbers rule is used.
Roll the quality test for the model as normal. Model will pass the test only if it passes with all dices. If
this is not the case remove all successful dices. For every failed dice, count how far it was from the
target, and then add it together to get final result.
For example, Q4 model takes failing by numbers Q test at 3 dices. It rolls 5, 3 and 2. 5 is removed, 3 is
1 point away from 4, 2 is 2 points away from 4, so added together, model failed the test by 1+2=3
points.

PART 2: SONG OF STATUE SLAYERS CAMPAIGN


This is a solo campaign for a warband built on 300 points, with no more than 100 points of
personalities. No more than 2 models can have Flayer special ability. One sample warband is given at
the end of this document.

SCENARIO 1:

GRAVEYARD OF STATUES

Deep within the old desert, lays the Graveyard of statues. It is said that countless riches can be found
under the pedestals of those statues, but so far, none was able to claim them. For, as legend goes, as
soon as some adventurer enters the Graveyard, statues come to life, to defend their treasure.

DEPLOYMENT
This scenario is played on long and narrow board (120cm x 30cm should be just right). Player
warband should be deployed within one short from southern table edge. 3 big and one huge statue are
placed in front of them, at one long distance, as shown on drawing below.

Huge statue

1 Long
Big statue

1 Long

Big statue

1 Long

Big statue

1 Long

Deployment zone
1 short

ENEMY
Big statues
Q5, C4,
Tough, Heavy Armor, Magic Resistance, Artificial, Big, Rooted, Hero, Independent.
Huge statue
Q4, C6,
Tough, Heavy Armor, Magic Resistance, Artificial, Huge, Rooted, Hero, Independent.
Statues are heroes and get one automatic success while activating, but they get no hero reroll dice. In
this case, rooted rule overpowers independent rule, therefore statues automatically succeed all morale
tests.
At the beginning of the game, statues are in hibernation. While hibernating, statues will not try to
activate. During this time, they are completely immune to transfix or entangle, but if they fall they will
not try stand, but will stay on the ground until destroyed or awakened from hibernation.
Statue in hibernation can not fight back, so until they awake, all attacks against them count as Free
Hacks.
Statues will awake in strict order, starting with the southern one. In each turn, before any other actions
any statue take, roll dice for the most southern statue in hibernation. Statue will wake from hibernation
on the roll of 6 in first, 5 in second, 4 in third turn etc. First playing turn counts as first turn for first
statue.
Once the statue awakes from hibernation, it counts as normal rooted creature. It can be transfixed as
normal; will stand once it falls, etc. During its activation, statue will use power attack when possible or
regular attack otherwise, to attack fallen model if there is any, or the model with the least overall cost
in Base to base contact. If there are no models in base contact with the statue, it will do nothing.
If a statue is beaten by hand to hand attack with the even number, it will fall directly opposite to the
warband member that attacked. If there is another warband member standing where the statue will fall
(more than 50% of the models base covered by falling statue), it has to take a quality check on one
dice or be smashed by the statue and removed from play. Models which base would be covered by
falling statue between 20 and 50% will be in danger on the roll of 4+ on D6. Model whose base is only
touched by it, have enough time to avoid the statue. Fallen and transfixed/entangled models are
smashed automatically even if they are slightly touched by statue. If a statue is beaten in the attack it
initiated, the player gets to choose the direction of the fall.

STARTING THE GAME


Warband goes first.

VICTORY POINTS:
The game lasts until all statues are destroyed or until all warband members are killed or leave the
table. Warband receives 20 victory points for destroying all statues, and 4 more for each statue
destroyed while still in hibernation.

SCENARIO 2:

THE SUMMONER

Clues found in the Graveyard of Statues directed the warband towards even bigger possible treasure,
buried bellow the feets of the giant statue on the top of the Headmans Hill. Unfortunately for all who
tried to claim this treasure, it is guarded by a mighty summoner, was able to cheat death by connecting
his soul to the stone of this statue.
Since they already had experience with the undead statues, warband decided to destroy the statue and
therefore send summoners soul to the land of the dead (and, of course, collect the treasure that is said
to be buried under the pedestal).

DEPLOYMENT
The scenario takes place on a large 90x90 cm hill (for 28mm figures, see the diagram), where the
central part of the table represents flat hilltop (open ground), while the rest of the table counts as hill
slopes (difficult terrain going uphill). Hill slopes should be littered with obstacles, trees, boulders,
hedges, short walls, ruined monuments and the like in such a way to create a maze. It should not be
possible to go from any table edge to the Statue in a straight line. On the hill top no obstacles or any
kind of cover should be placed.
Huge statue made of bones, rocks and metal stands at the very center of the table. Some kind of Bone
Giant might be the best solution to represent it, but any other huge miniature will do. The base of the
statue should be at least 50mm (for 28mm scale), to allow warband members to swarm around it and
bring it down.
The player places warband models anywhere on the boards edges. He can place all of them on the
same side or split them any way he sees fit.

Long
Long

Long

C
Long

A Hill side, difficult terrain when going uphill. B Hilltop, open ground. C Huge statue.

ENEMY
Summoner connected to the huge statue:
Q: 5+ C: 6
Artificial, Entangle, Ghost blade, Heavy Armor, Hero, Huge, Magic resistance, Rooted, Summoner,
Terror, Undead

This profile actually represents two creatures connected into one. One is magician (Undead,
Summoner, Hero, Entangle, Ghost blade), and the other is statue itself (Artificial, Huge, Heavy
Armor, Rooted, Hero, Magic resistance). Such a combination is bound to cause terror. Also, this
connection can make the opposite things exist in different parts of the creature, so the rule that magic
resistant creature cant be magic user is overridden in this case. Also, note that both Statue and
Summoner are Heroes, so they can reroll 2 dice per game, although only one dice can be rerolled in
one turn. Statue will use this ability first two times the situation requires it (first two times Statue fails
to summon Skeleton guard or cast Entangle).
Whenever it is possible, Statue should be activated last in the NPC turn. If there are any Skeleton
guards on the table, they should be activated before the Statue. The only exception of this rule is the
turn when Skeleton guard is summoned, and then newly summoned SG can be activated last.
Statue always activates with 3 dice, and as Hero, it has one automatic success.
Statue will always attack the warband member in base to base contact, and when it has the choice, it
will first attack fallen or entangled models, and then the one with the higher points cost. If there are
several models with the same cost in BtB contact with statue, roll to see which one is attacked. If
statue rolls 2 or 3 successes, it will use power attack.
If there are no warband members in BtB contact, Statue will try to cast Entangle (in this case
representing undead will of the summoner concentrating on one model which is immobilized in terror
if not strong-minded enough to resist) at the closest model in range.
If there are no warband members in entangle range (entangled or fallen warriors do not count), Statue
will summon a Skeleton guard warrior. Remember: Skeleton guard costs 58 points, so the Statue needs
2 actions to summon it.
If a statue is beaten by hand to hand attack with the even number, it will fall directly opposite to the
warband member that attacked. If there is another warband member standing where the statue will fall
(more than 50% of the models base covered by falling statue), it has to take a quality check on one
dice or be smashed by the statue and removed from play. Models which base would be covered by
falling statue between 20 and 50% will be in danger on the roll of 4+ on D6. Model whose base is only
touched by it, have enough time to avoid the statue. Fallen and transfixed/entangled models are
smashed automatically even if they are slightly touched by statue. If a statue is beaten in the attack it
initiated, the player gets to choose the direction of the fall.
Skeleton guard:
Q: 2+ C: 3 Cost: 58 points
Ghost blade, Lethal against personalities, Undead
Skeleton guards are always activated with 2 dice. Skeleton guards will not move until some warband
member enters the Hilltop. After that, hey will use their actions to move towards the nearest warband
member standing on the hilltop and attack it. When 2 or more warband members are at the same
distance from the Skeleton guard, he will first attack fallen or entangled, then personalities, and then
warband member with the highest point cost. If near the warband group, SG will move in such a way
to engage only one enemy. If 2 successes are rolled and Skeleton guard is already in BtB bontact with
the enemy, he will use power attack. Skeleton guard will never leave hilltop, so if the warband
member runs off it, SG will not chase him.
To get the most fun from the scenario, the player is advised to play fair SG should be summoned to
the location where it can do the most damage to the player models!

STARTING THE GAME


The Statue sensed warband approaching, so it goes first.

VICTORY POINTS:
The game lasts until the statue is destroyed or until all warband members are killed or leave the table.
Warband receives 20 victory points for destroying the statue, and 4 for each SG that is taken out of
action.

SCENARIO 3:

IF I WALK THE VALLEY OF DEATH

Instead of expected treasure, under destroyed monument warband found notes about ritual
that can bring summoner back to life. Ritual should be performed in ruined town, during the
night of the full moon, when the summoner will receive new body apparently the one
currently belonging to the warbands old friend Private Ryan. The warband members should
hurry if they are planning to stop the ritual, but the road to old town leads through the Valley
of carnivorous plants
DEPLOYMENT

30cm

30cm

The scenario takes place in 120 cm long and 90 cm wide valley (see the diagram), where the central
part of the table represents valley itself (open ground), while 22cm of terrain at each border side
represents slopes of the rocky mountains (difficult terrain).
12 counters representing carnivorous plant seeds should be placed as shown on diagram. First line of
seeds should be placed 30cm from the southern board edge, second 30cm to the north, and the last one
30cm from the northern table edge. First row of counters divide playing field approximately into 4
equal parts, second into 5 and hid into 6 equal parts.
Central valley ground between counters should be littered with obstacles, trees, boulders, hedges, short
walls, ruined monuments and the like in such a way to create a maze. Also, one additional obstacle
should be located on either left or the right mountain slope, chosen by the player.
The player places warband models on table edge representing south entrance into valley.

30cm

30cm

120cm

22cm

22cm
90cm

ENEMY
Carnivorous plant:
Q: 5+

C: 3

Area of attack, Combat master, Hero, Independent, Plant, Rooted.

To play this scenario, 12 miniatures representing carnivorous plants are needed. They can be built
from the scratch or purchased from various manufactures. Plants should be mounted on 2mm round or
square bases. Being plants, they are attacked at -1 in ranged combat.
In carnivorous plants turn, roll as many dices as plants that can grow that turn. Plants in the first row
will grow on the roll of 6 in the first turn, 5 in second, 4 in third, 3 in fourth, 2 in fifth, and will grow
automatically in turn 6. Second row of plants will grow the same way staring from turn 2, and plants
in third row starting from turn 3.
Plant: Plants are heroes and get one automatic success while activating, but they get no hero reroll
dice. Also, since they have no vital organs, plans are shoot at with a -1 modifier. In case of the plants,
Rooted rule overpowers independent rule, therefore plants automatically succeed all morale tests.
Growing: If the plant is allowed to grow, it will take quality test on one dice. If it passes the test, the
plant will grow at the exact place where the seed was. Replace counter with plant model.
If plant fails its Q test, roll D10 (ten sided dice) and compare result with the template given at the end
of this document. Template should be placed in such way that number 2 shows north. If D10 rolls 0 or
9, conditions were not proper for development and the plant did not grow. Remove the counter from
the table. Warband gets no victory points for such plant. If the other result is rolled, plant will grow in
the direction shown by D10 (northwest on 1, north on 2 etc) and at the distance from the counter equal
to the numbers of short stick the Q test was fallen by using fallen by number rule (so one short stick
away if rolled 4, 2 shorts if 3 etc.). If this leads the plant out of the playing area, remove it from play.
Warband gets no victory points for such plant. If this movement decides that the plant should grow on
the already occupied place (by obstacle, warband member or another plant), it will grow at the closest
free location available. When there are several such locations, plant should be located at the one that
will be least favorable to the player. As soon as the plant grows, it will attack all warband models
found in its area of attack, just as if they just entered it willingly (see below)
Area of attack: Carnivorous plants do not move but fight flailing their leaves and branches at
opponents, grappling them with vines, and biting them with razor-sharp petals. Therefore
they will attack anyone entering their area of attack moving in such a way that the distance
between plants and models base is equal to or less than one short stick. This attack is rolled
as soon as a model steps in the area of attack, i.e., the plants interrupt the acting players
turn. If the warband model survives the attack, it can continue its move. In this way one plant
can attack several warband members in one active players turn, in order they enter area of
attack. Note that obstacles do not block area of attack, since plants root emerge to fight from
the ground. Therefore, model will be attacked at the moment it enters AoA even if the plant is
located on the other side of the wall.
Model that finds itself in plants area of attack in any moment, counts as being in hand to
hand combat. Therefore, if the model wishes to leave area of attack, the plant is entitled to a
free hack.
Example on Diagram 1: Model Q3 C3 activates with one dice at point 1 and wishes to move to
point 3. At the moment it enters area of attack in point 2, it has to stop and participate in
hand to hand combat. Both model and plant roll 3, and since they are of equal combat, no
one is affected. If the player wishes, model may now continue its movement to point 3 (it is
still the same action for it), but if it does so, it counts as breaking from combat, so plant
receives free hack and gets to attack again.

3
3

Short
plant

plant

Short

model

model

Diagram 1
Diagram 2
Moving inside of area of attack is free. Therefore, as shown on Diagram 2, model will be attacked in
point 2, and if it survives it can move to point 3 freely (no free hack).
On the other hand, to attack carnivorous plant, or to count as support for hand to hand combat, model
has to be in base to base contact with the plant.
2
AoA
plant

Diagram 3
For example, in diagram 3, only model 1 can attack plant. Plant will fight with its own C (model 2 will
not count as support for this fight). On the other hand, plant can attack either model 1 or model 2. If it
attacks model 2, plant will fight with C-1, because model 1 is giving support to this fight.
If the model finds itself in the AoA of two or more plants, it will count as in multiple opponent combat
and will get -1 to its C for every AoA after first.
Independent: Plants are not members of the warband, but each plant is individual for itself. This means
that, if the plant rolls 2 failures, the turn will not go back to the player, but to another plant. In practice,
this greatly increases playing speed, because player will not roll activations for all plants, but just for
these that have warband members in their AoA. Each such plant will always activate with tree dices
(one automatic Hero success), and will firs attack fallen models, and then those closest to its base.
When there are two models at equal distance, plant will first attack the model with the higher points
cost. If the plant gets 2 successes, it will use it for power attack. In case of 3 successes, it will use first
two for power attack, and third one to attack another model when possible.
NO TIME TO LOSE
Warband members are in the hurry, they need to get through the valley in 10 turns. After the 10 th turn
is over, scenario ends. Players goal is to have as many models as possible left through northern table
edge before the scenario ends. Even the models that run to the northern table edge as a result of morale
failure count towards the victory points in this way.
At the end of the 10th turn, roll quality tests for all warband models left on the table. Test should be
taken on one dice if the model is less than one long from northern table edge, on two dices if less than
two longs and on tree dices if between 2 and 3 longs from northern table edge. If the model is in HtH
combat, add another dice. If the test is successful on all dices, the model managed to join the warband
on time, and counts for victory points. On any failure, the model got lost, and counts as destroyed.

Models that end the 10th turn more than 3 long distances away from northern table edge are unable to
catch with the rest of the warband and counts as destroyed.
STARTING THE GAME:
Plants go first. Roll for the plants in first row to see if any will grow.

VICTORY POINTS:
Warband receives 2 experience points for every 25 points of models that left through the northern
table edge and 4 victory points for each carnivorous plant that is taken out of action.

SCENARIO 4:

SAVING PRIVATE RYAN

Summoners undead minions are keeping Private Ryan captive somewhere within the ruins of the old
town. Warband members will have to peek into every corner, newer knowing what they will find: will
it be their old friend, treasure hoard, enemy waiting in the ambush or maybe nothing.
And they know that even once they found Ryan, their problems would not be over. Tonight is the
night of the full moon, and the poison intending to destroy Ryans personality is already running
through his veins. So there is no time to lose

DEPLOYMENT
This scenario is conversion of classical treasure hunt game.
The scenario takes place in 120 cm long and 90 cm wide town scenery. Scenery represents square of
ruined and abandoned town. Square has open access from the South. The other 3 sides of the square
have buildings on it. At least 10 buildings should be placed, and among them some monuments,
fences, etc. One sample placement is given on the photograph.
10 counters representing hiding places should be located inside ruined buildings, or at some other
convenient locations (on flat rooftops, terraces, walkways, altars etc). 3 counters should be placed at
the ground level, 3 or 4 at the first floor level, 3 at the second floor level and 1 or 0 at the third floor
level.
SEARCHING
Model has to be in base contact with the token and has to have at least one action available to search
the hiding place. Searching uses all models actions for the turn. All models can search, even animals,
but animal have additional rules if they find Private Ryan or treasure.
When searching, roll a dice. On 6, Private Ryan (Q4, C1, no abilities) is found. On 5, treasure is found
and model picks it up automatically. On 3 and 4, enemy comes from the hiding place and attacks
searching model. On 1 and 2 enemy comes from the hiding place and attacks searching model by
surprise, gaining ambush bonus in first round of combat. If Ryan is not found after 9 tokens are
searched, he will automatically be found near the last, 10th token.
If the animal finds Private Ryan, it will attack it if there is no character model within one long distance
from searching animal. This fight will continue until animal loses the combat, Ryan dies or character
comes within one long distance from animal. Also, if the animal finds treasure, it cant pick it up.
Animal will have to take quality check on one dice, to see if it can restrain itself from eating it. If the
test is passed, treasure will stay at the place and any non animal model can pick it up by simply getting
in base contact with it. If the test is failed, animal will eat the treasure and will be forced to take
another Q test on one dice. If this second test is passed, nothing happens animal has swallowed the
treasure and it is lost. If this second test is failed, treasure got stuck in the throat of the animal and it
dies.

ENEMY
Once the enemy is found, searching model has to take Q test with fail by umber rule on 2 dices. If the
test is passed on both dices, no enemy will appear. If the test is failed, enemy appears and it is:

skeleton archer if failed by 1, skeleton guard archer if failed by 2, lich if failed by 3 and vampire if
failed by 4 or more.
Note that lich and vampire are unique characters. There can be only one lich and one vampire on the
battlefield. If the Q test is failed by 4 or more, and there is already one vampire on the battlefield,
count as if the test is failed by 3. If the Q test is failed by 3 and there is already one lich on the
battlefield, count as if the test is failed by 2.
As soon as the Ryan is found, roll Q test to see which enemy will appear for all remaining counters
using Q4 as reference number.
Undead will activate in strict order: first vampire (3D6) then lich (3D6), and then other warriors
(2D6), in such a way that the closest models to the action should be activated first. Magic users will
first try to cast spell whenever possible, or try to move into position to cast spells (move towards
Private Ryan or closest enemy). Other models will shoot or try to move into position to shoot. If any
undead model has only one action available and is able to charge warband model, it will charge
Private Ryan or closest model if attacking Private Ryan is not possible.
Vampire: (102)
Q: 4+

C: 4

Hero, Magic-User, Terror, Undead, Unique


Lich: (87)
Q: 4+

C: 2

Hero, Magic-User, Terror, Undead, Unique


Skeleton guard archer: (45)
Q: 4+

C: 3

Heavy Armor, Shooter: Long, Undead


Skeleton archer: (38)
Q: 4+

C: 3

Shooter: Long, Undead

NO TIME TO LOSE
Warband members are in the hurry, they need to find Private Ryan and get out of town in 20 turns.
After the 20th turn is over, scenario ends. Players goal is to have Private Ryan and as many models as
possible left through northern table edge before the scenario ends.
At the end of the 20th turn, roll quality tests for all warband models left on the table. Test should be
taken on one dice if the model is less than one long from northern table edge, on two dices if less than
two longs and on tree dices if between 2 and 3 longs from northern table edge. If the model is in HtH

combat, add another dice. If the test is successful on all dices, the model managed to join the warband.
On any failure, the model got lost, and counts as destroyed.
Models that end the 20th turn more than 3 long distances away from northern table edge are unable to
catch with the rest of the warband and counts as destroyed.
STARTING THE GAME:
Warband goes first.

VICTORY POINTS:
Warband receives 20 victory points if the Private Ryan leaves through the northern table edge. Also, 2
victory points is awarded for every 25 points of enemy slain, and 2 for every treasure token taken
through the northern table edge.

SCENARIO 5:

FINAL CHALENGE

This scenario is based on a modified warhammer solo skirmish Out of the Forest, first written by
Richard Irvine.

The party runs from the town until they reached a clearing with a ruined dwarf shrine,
marking the entrance into old mines where a dwarf priest is waiting for Ryan to clear him
from the curse. But before the party could search for the entrance, out of the trees that
surrounded them countless ghouls emerged. The party rose, terrified, and then the leader let
an arrow fly from his bow. One ghoul fell, but many more were emerging from the woods to
take his place. The party realized that fight was immanent...
DEPLOYMENT
The table (120x120cm) should be set up with a ruined shrine (or another suitable terrain feature to use
as a sanctuary) in the centre, and 8 woods around the table edge. The warband and Private Ryan start
game within the sanctuary walls.
Roll 2D6 to decide how many ghouls are used. Each of them should be set up in the middle of
randomly determined table edge.
SEARCHING

Before the game the player should shuffle together 8 playing cards, one of which is an ace.
Each card should be faced face down beside one of the woods. Warband has to find out which
of the woods on the table top houses the dwarf mine. When a model enters a wood, turn the
card. If it is an ace, the model discovered the mine shaft that will take warband to the
underground home of dwarf priest. Each model that enters these woods can be removed from
the table, as he has escaped (but may not, at players disposition).
ENEMY
Ghoul:
Q: 4+

C: 2

Terror, Undead

All ghouls, even when they are not adjusted to another model, count as one unit for group
activation. All of them will be activated with single roll of 2D6 and each will move towards
the nearest enemy model. Ghouls may never enter the ruined shrine, as this is a sanctuary.
Also, when a model enters a wood (except for the wood that holds the entrance to the dwarf
mine), roll a D6. On a 4, there is a ghoul in the woods, the model counts as charging it. On a
5, the ghoul has ambushed the model.
Additional D6 ghouls will appear in each turn, each on a randomly determined table edge.
These move and act in the same way as the ghouls on the table at the start of the game.

SPECIAL SHOOTING RULES


Ghouls count as undead, but they are still living creatures. Therefore, ghouls follow all rules
for undead, except that there is no -1 penalty when shooting at them, since ghouls have vital
organs that can be damaged.
Also, warband members were lucky to find themselves inside the ruins of the shrine dedicated
to the dwarf god of thunder. Blessed by the god, models have +1 modifier to their combat
when they are shooting from within temple walls.
STARTING THE GAME:
Ghouls go first.

VICTORY POINTS:
This is final scenario, so no victory points are awarded. Player receives minor victory if Private Ryan
gets safely to the mines. If more than half of the warband also makes it to the mines safely, major
victory is awarded.

Growing template:

2
1

7
6

SAMPLE WARBAND

Elf noble Vuk Dewosteen, Q4, C3, Leader, Giant Slayer, 50 points, personality
Human wizard Chiriba Chiribu, Q3, C2, Magic User, 50 points, personality
Beastmen barbarian Zverka, Q4, C3, Lethal against statues, Berserk, Steadfast, 35 points
Elf scout Lisac Lukawy, Q4, C3, Long Move, Shooter: Medium, 44 points
Dryad Shhhush, Q3, C3, 34 points
War dog Cuca, Q4, C2, Animal, Long Move, 26 points
Human warrior Vitesko Odreda, Q4, C3, Heavy Armor, 30 points
Elf warrior Kopljak Visoky, Q4, C3, Heavy Armor, 30 points

TOTAL: 299 points.

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