Post by kerensky on Apr 28, 2010 3:34:30 GMT -5
"My Lord, I see it! The Merchant vessel the Pride of Anguille ! They must have the chalice. Should I give chase?" - Squire armand in La Glorfinial
Setting - Just outside Mousillion Harbour. A few shady charcters are waiting to capture the ship rumoured to hold the precious chalice of Malfleur in its hold, while the merchant vessel seeks to outrun its pursuers.
Set Up - The carrier veessel is deployed 48 inches away from the table designated as the exit. All other ships are placed 30 inches from the carrier and 10 inches from any other vessel.
Victory conditions - The winner is the player with the most models on the carrier vessel when the carrier vessel reaches the edge designated exit or the last unrouted warband.
Rewards - winner captures the chest on board
Chest
Chalice auto
d6 x 10 gc
4+ sword
4+ lucky charm
5+ heavy heavy armour
6+ magic item
Experience
+1 for any wounds made by a hero
+1 for any heroes succesfully jumping on to another vessel
+1 surviving the game
+2 for winning warband leader
Special rules
Falling into water. This might happen due to being locked into combat and losing while on the edge or else failing a jump test from boat to boat automatically falls into the water.
Models in the water are presumed to automatically float. They cannot move but may attempt to climb if they reach a boat edge. They may choose to swim, which allows them to move being taking a swim test. This is a strength test with -2 applied to the dice role. These modifiers are made +1 for light armour, +2 for heavy armour, -1 for a shield.
At the start of each player turn roll a d6 for each of their models in the water. On a 6 they automatically dragged 8 inches toward a friendly boat. This may place them onboard the boat. On a 1 roll again.
1. Sinks - taken out of action.
2. Loses all equipment
3-4 nothing occurs
5 Shark attack 1 round of conflict with a Mousillion basking shark Ws 3 s 3 t3 i2 a2 w 2
6. Flotsam model floats d6 inches in a random direction. May not automatically climb aboard any ship it hits
Ships Movement D6 x2 inches any roll of a one leads to this table -
1. Sinks in d3 turns then the ship is removed and any models in the vessel are placed in the water
2-5 stalled
6 Stopped to look at something interesting roll again
1-2 Jellyfish - nothing of real interest
3-4 a floater - use the corpse from exploratioon chart
5-6 chest - use chest from victory minus the chalice
Rafts - Move an inch for the number of rowers. However models that are declared rowing can do nothing else this turn. Maximun of 8 rowers.
Setting - Just outside Mousillion Harbour. A few shady charcters are waiting to capture the ship rumoured to hold the precious chalice of Malfleur in its hold, while the merchant vessel seeks to outrun its pursuers.
Set Up - The carrier veessel is deployed 48 inches away from the table designated as the exit. All other ships are placed 30 inches from the carrier and 10 inches from any other vessel.
Victory conditions - The winner is the player with the most models on the carrier vessel when the carrier vessel reaches the edge designated exit or the last unrouted warband.
Rewards - winner captures the chest on board
Chest
Chalice auto
d6 x 10 gc
4+ sword
4+ lucky charm
5+ heavy heavy armour
6+ magic item
Experience
+1 for any wounds made by a hero
+1 for any heroes succesfully jumping on to another vessel
+1 surviving the game
+2 for winning warband leader
Special rules
Falling into water. This might happen due to being locked into combat and losing while on the edge or else failing a jump test from boat to boat automatically falls into the water.
Models in the water are presumed to automatically float. They cannot move but may attempt to climb if they reach a boat edge. They may choose to swim, which allows them to move being taking a swim test. This is a strength test with -2 applied to the dice role. These modifiers are made +1 for light armour, +2 for heavy armour, -1 for a shield.
At the start of each player turn roll a d6 for each of their models in the water. On a 6 they automatically dragged 8 inches toward a friendly boat. This may place them onboard the boat. On a 1 roll again.
1. Sinks - taken out of action.
2. Loses all equipment
3-4 nothing occurs
5 Shark attack 1 round of conflict with a Mousillion basking shark Ws 3 s 3 t3 i2 a2 w 2
6. Flotsam model floats d6 inches in a random direction. May not automatically climb aboard any ship it hits
Ships Movement D6 x2 inches any roll of a one leads to this table -
1. Sinks in d3 turns then the ship is removed and any models in the vessel are placed in the water
2-5 stalled
6 Stopped to look at something interesting roll again
1-2 Jellyfish - nothing of real interest
3-4 a floater - use the corpse from exploratioon chart
5-6 chest - use chest from victory minus the chalice
Rafts - Move an inch for the number of rowers. However models that are declared rowing can do nothing else this turn. Maximun of 8 rowers.