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Coreheim Scenarios12
Coreheim Scenarios12
□ The player with the lowest warband rating rolls □ The first player chooses the table edge he wants
on the Scenario table to determine which to set up on, and places all his warriors within
scenario is played. 6" of it, his opponent then sets up within 6" of
□ In two-player scenarios where attackers and the opposite edge, unless the chosen scenario
defenders are defined, the player with the dictates otherwise (for games with more than
lowest warband rating chooses whether to be two participants, additional warbands should
attacker or defender. continue to set up within 6" of the remaining
table edges).
□ In multiplayer scenarios where attackers and
defenders are defined, the defender is the □ All warriors must be deployed on ground level.
player whose warband has the highest rating. If Starting the game
more than one warband have the same highest □ Each player should roll a D6 to determine who
rating, the defender will be the one among them goes first, play proceeds clockwise around the
whose warband includes the most models. If table, unless the chosen scenario dictates
there is still a tie, roll a dice to determine who otherwise.
gets to be the defender. There is only ever one
defender, all the other warbands are attackers. Ending the game
□ Starting with the player with the lowest □ The battle automatically ends when all the
warband rating , each player takes it in turn to warbands but one have routed, leaving the
place a piece of terrain, either a ruined remaining warband the winner unless the
building, tower, or other similar item on the chosen scenario dictates otherwise.
table. Experience
□ Animals can not achieve victory conditions, □ Every hero and henchmen that survives the
such as looking for things, carrying things or battle gain +1 experience (even if they go out of
reaching specified key areas. action).
Deployment □ The leader of the winning warband gains +1
□ In scenarios where there is a defender, that experience.
player sets up his warband first. To determine □ A Hero earns +1 experience for each enemy he
who among the attacking warbands sets up puts out of action.
next (or among all the warbands in a scenario □ Henchmen and hired swords earn +1
without defined attackers and defenders), each experiences for each enemy Hero or Large
player rolls a D6. The player with the highest creature they put out of action (a henchman
roll sets up next and the remaining players set group may not gain more than +1 experience
up in order of descending dice rolls. per battle in this way).
□ Roll for warriors with old battle wounds to see
whether they can take part in the battle or not.
Scenario table
Roll 2D6: 7. Choose one, or fight a skirmish battle.
2. Dragon Hunt 8. Rat Race
3. Lost in the fog 9. Stagecoach Ambush
4. Stake-Out 10. Defend the Find
5. Down at the Docks 11. Enter the Necromancer’s Tower
6. The Middle Bridge 12. ——
Stagecoach Ambush
Terrain Guardsmen
The table should be be divided into two halves by M WS BS S T W I A Ld
a road, at least 6" wide.
8 3 3 4* 4* 1 4 1 8
Deployment
No warband can set up along the table edge at Weapons/Armour: Halberd*, ,, Light Armour*,
which the stagecoach begins. If four warbands are Helmet and Shield.
present, the first two should set up within 12" of Disciplined: The guardsmen are immune to All
the corners furthest from the where the Alone tests.
stagecoach starts. The two remaining warbands
Ending the game
should set up along the table edges parallel to the
road, as normal, but no closer to an enemy than If all the warbands but one have routed, and the
12". coach guard are out of action, the stagecoach will
surrender to the remaining warband, which is
Special Rules declared as winner. If the stagecoach leaves the
The stagecoach and its guards start the game on table by the opposite edge it was facing when the
the road, no more than 6" from the table edge. game started, the game ends in a draw.
There will be two guardsmen accompanying the
Rewards
stagecoach, per attacking warband. The
stagecoach retinue take their turn after the last If a warband manages to capture the stagecoach,
player warband. Each turn, the stagecoach will they receive two extra exploration dice, from its
move 7" forward along the road, unless there are cargo.
models blocking the way. The guardsmen will
accompany the coach, charging any warriors on
the road in front of the stagecoach, trying to
spread their attacks among all opponents in their
way, but prioritising the closest one.
Stake-Out
Terrain Ending the game
The first building should be placed in the centre The game ends when the defending leader is put
of the table, this is the defending warbands camp out of action or manages to escape from the table.
site. If the defending leader is killed, the attacking
Deployment
warband wins, If he escapes, the defending
warband wins.
The defender is deployed first inside or within 6"
of the centre building. The attacking warband can Experience
deploy anywhere on the table, but not within 12" If a hero or henchman puts the defender’s leader
of an enemy. out of action he receives +1 experience (this is in
Starting the game
addition to any experience gained for putting a
enemy hero out of action).
The attacker has the first turn.
Special rules
Defending models can escape by moving off any
table edge, but they may not return again.