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Scenario : Monster Hunt

terrain starting the game


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the Warband that either kills or carries a captured beast off
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the board is victorious. if all but 1 warband routes and the
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055
capturing beasts
At the start of the combat phase, Warriors may attempt a basilisk
contested Strength Test against the beast in order to Basilisks are creatures so inimical to life that they poison the very
capture it alive. ground they walk on. They are a living blight that can swiftly reduce
an area to ruinous wasteland, destroying crops and slaughtering
Any warrior participating in the test may not fight this livestock with venom that suffuses both body and spirit.
turn. Profile: M WS BS S T W I A Ld
5 4 0 5 6 41 4 8
Both the monster and the Main warrior attempting to
Weapons and Armour: the Basilisk uses its many claws
capture the beast roll a D6 and add their strength.
and its evil eyes.
SPECIAL RULES
Then add the following modifiers; Fear: the mere mention of a Basilisk causes fear in most
• The Monster rolls an extra D6 for each extra warriors
wound it has remaining. Gigantic: the Basilisk is a Gigantic Monster.
• Warriors add +1 to their roll for each extra Corrosive Miasma: The poisons that emanate from the
friendly warrior in base contact with the beast. Basilisk’s skin are so toxic that they leave anyone nearby
•If the beast is either Stunned or Trapped in a choking on their own blood as they fall victim to their
net then add a –D6 to its total. corrosive effects. Any warrior in close combat with the
beast at the end of a round suffer a Strength 2 Poison hit.
After totalling each side and determining the victor; Malignant Gaze: The Basilisk focuses its malice upon its
intended victim, its eyes radiating with evil as the enemy
• If the Monster Won: The beast lashes out; slowly solidifies into a pile of steaming stone and blistering
each model in Base contact is throw D6 inches metal.
away from the monster, suffering a hit equal to In addition to its standard attacks each turn, if the last
the distance traveled. warrior to wound the beast is in Line of Sight, roll a D6, on
• If the Warriors Won: You’ve managed to a 4+ the warrior suffers a wound and may not move next
bound the beast! the monster now counts as turn as their limbs briefly to turn to stone. If no warrior has
cargo and can be moved as such. Large wounded, or the basilisk cannot see them, then pick a
monsters count as a crate, and as such require random warrior within 12” and line of sight.
two models to move. Gigantic creatures require
either 4 models to move or must be dragged
using a cart or boat and a rope and hook.
preyton
Break Free: Monsters have a chance of escaping! Roll Twisted creatures of Chaos, Preyton are hateful and cunning beasts
2D6 at the start of the monsters turn, on a 10+ they beast that delight in carnage for its own sake. Wreaking havoc with
breaks free and may act as normal that turn. poisoned fangs and serrated antlers, they crash into their foes before
devouring any survivors foolish enough not to flee.
Profile: M WS BS S T W I A Ld
4 5 - 55 3 2 3 2

giant Weapons and Armour: A Preyton is a armed with


Corrosive Bile, Serrated Antlers and Venom-dripping
Once, long ago, they lived above the clouds, but now wander the earth Fangs.
as drunken brutes. Giants are a less than welcome presence. They SPECIAL RULES
always leave a long trail of accidental destruction in their wake. Fear: A massive flapping, screaming, poison, antler bat-
Profile M WS BS S T W I A Ld deer, the Preyton causes fear.
6 3 3 7 6 6 3 special 6 Fly: The Preyton is unaffected by terrain rules and moves
Weapons &Armour: Trees, stones and similar huge triple its movement when running and charging.
makeshift weapons that count as a club. Venom dripping Fangs: to hit rolls of 6 cause an
SPECIAL RULES additional wound.
Fear: Giants are threatening creatures that cause fear. Corrosive bile: -3 to armour saves (in addition to its
Attacks: Roll a D6 to determine which attack he uses: strength 5, so minus -5 to armour save total), when the
1-2 Grabit!, Preyton scores a critical hit, do not roll on the critical chart,
3-6 Tree strike. instead, destroy any amour the warrior is wearing.
Grab-it: The Giant reaches for the nearest model. Unless Goring Charge: the Preyton will fly out of combat at the
the model passes an Initiative test, the giant bites off the start of each of its turns without penalty, it will target a
poor victim’s head. Remove the warrior from the warbands random Warrior within range and charge them with its
roster. antlers. If the Preyton moved more than 8” it will cause D3
Tree Strike: The Giant drags a tree from the earth. He S5 Impact hits in addition to its 3 attacks.
uses it to launch a single attack that causes D6 Wounds if it
hits.
Gigantic Monster: A Giant is a Gigantic Monster.

056
Spoils of the Hunt
witch’s brew cyclopian eye
Troll Hag Basilisk
After many hours struggling against the massive fingers, the warband As the Basilisk grows in power, it eyes begin to converge in the center
finally manages to free a large container from the Hags grasp. of its skull, the older and strongest sport a single cycloptic eye of
Consume to make all spells successful for one game. You immeasurable evil. Consume to become hard as stone. -1
still roll dice when casting, and on a roll of 2 you forget all Movement and -1 Initiative. You can only be wounded by
your spells and may only cast spells from the Hexes and Clubs & Bludgening Weapons. If you fall into water you
Curses list from now on. Randomly choose one spell to are immediately taken OOA and killed, you are removed
learn straight away. from the Warband roster. After each battle roll 2D6, on a
11+ you turn completely to stone dying in the process, add
a +1 to the roll for each battle you have survived (ie; after 3
Stomach Contents games you will turn to stone on a 9+)
Colossal Squig
Inside the Beast stomach you find an impossibly old weapon from a
faraway land, years in the beast stomach has corroded its hilt but acidic bladder
sharpened the blade to an edge so keen it’s impossible by mortal Preyton
smiths. First, carefully slice down the abdomen, avoiding the caustic blood,
The Stomach blade counts as a sword with the following reach behind the black bile stomach to the real prize; the Piss. Able to
special rules; Bile Sharpened: Critical hits on a 5, +1 to melt even dwarven fortress gates.
criticals. Brittle: Natural ones on the critical hit chart snap Thrown weapon, 1 use, wounding on a 3+ and destroying
the blade breaking it forever. all armour including shields. If the Acid also wounds
buildings, carts and boats inflicting an automatic D3
Wounds.
Saliva
Merwyrm
Extract from the renowned hunter of leviathans. pelt of the nuck
(D3 doses) On a critical hit, a weapon coated in Merwyrm Nuckaleevee
Saliva causes 2 automatic wounds to Large Targets. The warband find a pelt of a Nuckaleeve submerged nearby, this skin
is the beasts true form which they discard as they exit the water.
Carefully storing it in a barrel filled with swamp water the warband
Shark Tail Belt carry the skin back to their camp. A Nuckalevee will come for this
Swamp shark
pelt, this they know. The Pelt of the Nuck can be thrown like
a belt made from the creatures appendage?
a net, 8”, with the defender needing a to pass a strength
allows the user to dive charge out of the water onto land,
test with a +2 to their roll. At the beginning of the next
following the usual rules: the target must be 2” from the
turn a Frenzied Nuckaleevee will appear from the closest
edge laterally and 6” vertically. On a natural 6 on any of the
body of water and Run/charge for the warrior trapped
dive charge test rolls the Tail springs back to “life”, its
under the skin. Even if the warrior escapes the Skin they
twitching dragging wearer under water. Roll for Drowning
will still be covered in the beasts blood and therefore the
OOA and lose the Belt.
victim of its ire. The thrown skin is lost after the battle.

monster egg chart giants blood


Giant
'5ROO 5HVXOt Only the Brave and Foolish dare drink the blood of the Giant for it
 &UDFNHd!WKe egg was rotten, D3 warband is a Blessing and a Curse.
members must pass a Toughness test or Drink and roll a D6; 1-3: +2 Strength, -3 Initiative. 4-6: +2
miss the next game toughness, -3Ld.
 
EQYLJRUDWLQJWhe egg made a fine meal for
the warband, reduce the warband size by 1
for the purposes of selling this round.
gator FORDN
Crocogator
 %DE\inside is a baby version of the WKHVNLQLVLPEXHGZLWKWKHFROGEORRGHGGHDGOLQHVVRIWKH&URFRJDWRU
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convinced the infant it is their mother. the EXWDQ\UROOVRIGRXEOHRUWULSOHWKHZHDUHUIDOOVDVOHHS
Warband gains the monster as an ally, the DQGFDQQRWDWWDFNLQFORVHFRPEDWDQGLVDXWRPDWLFDOO\KLW
baby has the same stats as its adult version, E\DQ\DWWDFNV
but only 1 wound. if the monster knew any
magic, the child does not. roll for alliances
after each game as usual

057

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