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Howling Horde
The harrowing experience within the undead
pirates is still fresh in your mind as your breath
billows out in great puffs of steam. The night is
biting cold, with goose-flesh covering any open
skin as you and your band make your way
through these less dense trees. The stranger
you encountered mere hours ago raises their
hand to signal silence... which is swiftly broken
by a blood-chilling howl. One word is whispered
with a harsh accent,
³Run!´
unknown origin. The
power of Chaos knits
its form together when
it is wounded and as
such the Balewolf has
the ability to
supernaturally heal itself.
At the start of each of its
turns ro l a D6 if the
Balewolf is wounded. On
a roll of 5+one Wound is
restored as its skin miraculous knits back
together.
Flesh of Iron: The Balewolf ¶s skin is thicker
than toughened leather, wholly capable of
turning aside blades and arrows alike. The
Balewolf has an Armour save of 4+ which is
reduced by the Strength of the attack as
normal.
Vicious Jaws: The Balewolf ¶s massive jaws
are capable of crushing a man¶s body in two.
The Balewolf has an extra Attack from its
jaws (as denoted in its profile)which is
always its first attack. If this attack hits,it
causes a critical hit on a roll of 5 or 6.
Lycanthrope: The blood of the Balewolf
contains a terrible and powerful curse. Any
model taken out of action from an attack
from the Balewolf risks the taint of its dark
blood (note that this only affects man-sized
creatures and non-mutants). After the battle,
if the model survives the attack roll a D6.
On a roll of a 6 any injuries the model is
currently suffering are cured but they are
now cursed! In each subsequent battle
whenever the cursed model is wounded they
must take a Leadership test. If they fail they
transform horrifically before the eyes of their
comrades into the Balewolf! The model now
has the same stat-line as the Balewolf. Any
armor or equipment it was wearing is
destroyed and any weapons the model was
carrying are lost but may be recovered after
the battle. The Balewolf will always charge
Terrain:
A dense forest setting is needed, with only
the deployment zone (6´) and a few extra
inches in front of it should be free of trees.
Setup:
Each player must roll a dice. Highest roll
decides deployment zone. After all warbands
are set up, roll a D6 and add your leaders
Initiative. Highest roll goes first. Each player
must roll for and place their zombie-pack.
Thing in the Woods:
Each table has a Thing in the Woods, as
found in the Empire in Flames Supplement.
As well, another more sinister force is here.
Werewolves are rampant in Sylvania, and so
too are they rampant in these woods. Every
time a model wishes to move, they must roll
a dice. On a roll of a 1, they are immediately
charged by a werewolf.
Profiles M WS BS S T W I A Ld
The Thing 5 4 0 5 5 3 4 2(3) 7
Werewolf 5 3 0 4 4 2 4 2 7
Special Rules:
Large Beast: The Balewo f s a huge
creature and counts as a large target for the
purposes of shooting and may be targeted
even if it isn ¶t the closest model.
Fear: The Balewolf is a terrible and
frightening creature that causes fear .
Forged by Chaos: A creation of Chaos;the
Balewolf was born from some nefarious yet
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the nearest model, friend or foe, if it can,
otherwise it will move at maximum speed
towards them. It may try and restrain itself
from attacking a comrade by taking a test
against his own Leadership (he may not use
the leader ¶s). If passed the Balewolf will
ignore friendly models.
Roll a D6 after the battle.On a roll of 2-6 the
model returns to normal (albeit without
attire «) but still carries the curse .On a roll
of 1,the Balewolf takes hold completely and
in his feral state disappears into the
wilderness lost forever in myth and legend
(remove from roster).
+1 Per Enemy Out of Action: A Hero
earns +1 Experience for each enemy he puts
out of action.
+1 Takes Thing in the Woods OOA : A
Hero who takes the Thing in the Woods Out
of Action receives +1 Experience.
+1 Takes Werewolf OOA : A Hero who
takes a werewolf Out of Action receives +1
Experience.
Special Rules: (Werewolves)
Fear: Werewolves are creatures borne of
myth and legend, and are terrifying
creatures. They cause Fear .
Regeneration: Werewolves are incredibly
resilient creatures. Many blows that would
lay low any mortal man heal themselves
instantly. To represent this, a Werewolf has
a special 5+ Regeneration Roll for every hit
that it suffers. If this roll is failed, the wound
is lost as per normal.
Lycanthrope: Same as above, substituting
the Werewolf's stat-line for the Balewolf.
Blood Hunger: A werewolf's thirst is never
slaked. Should a werewolf take its prey out
of action upon their initial charge, they will
immediately charge the nearest model,
provided they are within charge range. A
werewolf will always move towards or
charge the nearest living model.
Ending the Game:
The game ends when all warbands but one
have failed their rout tests. Warbands who
rout automatically lose. If two or more
warbands have allied when the other
warbands have all routed, they may decide
to share the spoils of victory or fight on until
there is only one remaining on the field.
Experience:
+1 Survives: If a Hero or a Henchman
group survives they gain +1 Experience.
+1 Winning Leader: The Leader of the
Warband who won the scenario gains +1xp.
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