terrain Once a crate is opened roll on the Cargo Chart Below
adding +1 for every 6" from the beach the marker lies. All players take it in turn to place pieces of terrain D6 Result according to the description given of the Mannsport Sea 1 Rotten! The contents weren’t cured correctly! Gross! If (see Environmental Rules.) we suggest that the terrain is your warrior worships nurgle or is a Pestilence roughly 2’x4’ of land and 4’x4’ of sand representing the low Skaven, they may treat the rotten food as 1 tide beach. Healing herb otherwise treat as empty. 2 Crate. 2D6 gold crowns worth of light goods. 3 Chest. Roll a D6 for its contents: 1-3 A treasure set-up 4-5 D3 Treasures 6. Medicine Chest. D3 cargo objective markers are included for each warband. 4 Barrel. Roll a D6 to prize the barrel open to reveal its Each player deploys their respective cargo objective contents: 1. Hostage 2. Powder Keg markers anywhere on the Beach, at least 6 inches from 3. Superior Blackpowder 4. Alcoholic Spirits 5. another cargo marker. Please note; when searching cargo Elven Wine 6. Bugman's Ale markers every 6" from the beach you will add +1 to the 5 Coffin! Roll a D6 for what the casket holds: roll. 1-3 Vampire!!! You’ve inadvertently cracked open a coffin bound for the vampire coast! All players roll a D6 to see who deploys first. Whoever Spawn a Vampire from the bestiary in Base to rolls the highest sets up first, on the land, within 8” of the base contact with the warrior who cracked the table edge of his choice. With his opponents deploying crate! 4. Blunderbuss 5. D3 Handguns after, also on land. No warbands may deploy on the beach. 6. Hochland Long Rifle 6 Booty Sack! Inconspicuously packaged in a grain sack is an exquisite commodity of value! Roll on the starting the game Booty Chart for the looted article. Both players roll a D6. The highest scoring player takes the first turn. Any model taken OOA will drop any loot they collected special rules. this match The Tide: the tides in the Mannsport are erratic and dangerous, wizards and practitioners of magic blame the winds of Shyish in the area. ending the game After the first round the Tide advances 2D6” forward. Once every either cargo marker has been looted or the tide Every round after the first roll a D6, on a 1-2 the tide reaches the shore, the game ends. recedes 2d6”, and on a 3-6 the tide advances 3d6”. The warband who holds the most loot is victorious. Any model “hit” by the tide must pass an initiative test. If they pass, they are pushed with the tide, landing on the shore where the tide finishes, if they fail, they are dashed experience against the rocks and must roll on the injury table, also +1 Survives: all Heroes and henchmen groups who live being deposited on the shore if they survive. through the battle gain +1 experience. +1 Winning Leader. The Leader of the winning warband Once the cargo is covered by the tide it is inaccessible due gains +1 experience. to the swells of the low water. +1 Per enemy OOA: Heroes gain +1 XP for each enemy they put out of action. Cargo: When a model comes into base to base contact +1 Snatch and grab: any hero carrying a piece of loot at with a Cargo crate, they must make a strength test to crack the end of the game gains +1XP it open, they can’t risk carrying the crates to the shore with the tide on the backs.