17
SONG OF STATUE SLAYERS Free Song of Blades and Heroes solo campaign supplement © 2010 by Aleksandar Šaranac 1 INTRODUCTION Song of Statue Slayers is free, user created supplement for Song of Blades and Heroes (SBH) skirmish wargame rules developed by Andrea Sfiligoi. To fully appreciate this supplement, players will also need Song of Wind and Water (SWW), Song of Gold and Darkness (SGD) additions to the rules as well as Song of Deeds and Glory (SDG) campaign rules. Song of Statue Slayers is dedicated for solo play, where the player tries to achieve victory conditions against NPC warband that moves according to previously generated rules. This supplement consists of two parts. First one brings few new abilities that can be taken by player’s troops or NPCs. In second part, actual Song of Statue Slayers campaign is given, where player has to pass through 5 scenarios in order to achieve final victory. 1 In case of any coments, remarks or sugestions, be free to contact me at [email protected]

Song of Statue Slayers (1)

Embed Size (px)

DESCRIPTION

SSS

Citation preview

Page 1: Song of Statue Slayers (1)

SONG OF STATUE SLAYERS Free Song of Blades and Heroes solo campaign supplement

© 2010 by Aleksandar Šaranac1

INTRODUCTION

Song of Statue Slayers is free, user created supplement for Song of Blades and Heroes (SBH) skirmish

wargame rules developed by Andrea Sfiligoi. To fully appreciate this supplement, players will also

need Song of Wind and Water (SWW), Song of Gold and Darkness (SGD) additions to the rules as

well as Song of Deeds and Glory (SDG) campaign rules.

Song of Statue Slayers is dedicated for solo play, where the player tries to achieve victory conditions

against NPC warband that moves according to previously generated rules.

This supplement consists of two parts. First one brings few new abilities that can be taken by player’s

troops or NPCs. In second part, actual Song of Statue Slayers campaign is given, where player has to

pass through 5 scenarios in order to achieve final victory.

1 In case of any coments, remarks or sugestions, be free to contact me at [email protected]

Page 2: Song of Statue Slayers (1)

PART 1: NEW ABILITIES AND RULES

Rooted (0) – Rooted creature do not move at all (it is in some way connected to the ground), but fight

as normal. A rooted creature beaten in combat with an odd number on the die suffers no ill effect. If

beaten with an even number, it counts as Fallen, is attacked at +2 and killed if beaten. Rooted

creatures can’t run away, so they never take any morale tests. Rooted creatures are deployed after

terrain is set but before any other model, and can be deployed anywhere on the field as long as they

are at least one long stick away from enemy deployment zone. Rooted creatures do not gain

experience. The Carnivorous plant from SWW is typical example of a rooted creature. Other possible

examples: Elf Treemen, Totem of any barbarian, Elementals connected to some lava/water/rock

formations, etc.

Independent (5) – Independent models are hired swords, mercenaries and other cutthroats picked up

on the way. Since they are not really part of the warband, if they fail two or 3 activation rolls they do

not cause the turnover. Independent models do not gain experience, can’t be part of group activations,

and do not count toward the owning player victory points (for example, if the scenario states that

player receives 1 victory point for every 25 points of models which exit table by northern edge, player

will not receive VP for independent models). On the other side, opposing player does receive VP for

killing independent models. An independent model automatically fails morale tests for loss of half of

the warband and loss of the leader – mercenary will not stick in risky situation, he will run to save his

skin and hard earned money. It will normally take morale tests for gruesome kills and being charged

by terror causing enemy.

Failing by numbers:

Sometimes it is not enough to know if the model has failed or passed the test, but it is necessary to

know how far away it was from the target. In this case, falling by numbers rule is used.

Roll the quality test for the model as normal. Model will pass the test only if it passes with all dices. If

this is not the case remove all successful dices. For every failed dice, count how far it was from the

target, and then add it together to get final result.

For example, Q4 model takes failing by numbers Q test at 3 dices. It rolls 5, 3 and 2. 5 is removed, 3 is

1 point away from 4, 2 is 2 points away from 4, so added together, model failed the test by 1+2=3

points.

Page 3: Song of Statue Slayers (1)

PART 2: SONG OF STATUE SLAYERS CAMPAIGN

This is a solo campaign for a warband built on 300 points, with no more than 100 points of

personalities. No more than 2 models can have Flayer special ability. One sample warband is given at

the end of this document.

SCENARIO 1: GRAVEYARD OF STATUES

Deep within the old desert, lays the Graveyard of statues. It is said that countless riches can be found

under the pedestals of those statues, but so far, none was able to claim them. For, as legend goes, as

soon as some adventurer enters the Graveyard, statues come to life, to defend their treasure….

DEPLOYMENT

This scenario is played on long and narrow board (120cm x 30cm should be just right). Player

warband should be deployed within one short from southern table edge. 3 big and one huge statue are

placed in front of them, at one long distance, as shown on drawing below.

Deployment zone1 short

1 Long

1 Long

1 Long

1 Long

Big statue

Big statue

Big statue

Huge statue

Page 4: Song of Statue Slayers (1)

ENEMY

Big statues

Q5, C4,

Tough, Heavy Armor, Magic Resistance, Artificial, Big, Rooted, Hero, Independent.

Huge statue

Q4, C6,

Tough, Heavy Armor, Magic Resistance, Artificial, Huge, Rooted, Hero, Independent.

Statues are heroes and get one automatic success while activating, but they get no hero reroll dice. In

this case, rooted rule overpowers independent rule, therefore statues automatically succeed all morale

tests.

At the beginning of the game, statues are in hibernation. While hibernating, statues will not try to

activate. During this time, they are completely immune to transfix or entangle, but if they fall they will

not try stand, but will stay on the ground until destroyed or awakened from hibernation.

Statue in hibernation can not fight back, so until they awake, all attacks against them count as Free

Hacks.

Statues will awake in strict order, starting with the southern one. In each turn, before any other actions

any statue take, roll dice for the most southern statue in hibernation. Statue will wake from hibernation

on the roll of 6 in first, 5 in second, 4 in third turn etc. First playing turn counts as first turn for first

statue.

Once the statue awakes from hibernation, it counts as normal rooted creature. It can be transfixed as

normal; will stand once it falls, etc. During its activation, statue will use power attack when possible or

regular attack otherwise, to attack fallen model if there is any, or the model with the least overall cost

in Base to base contact. If there are no models in base contact with the statue, it will do nothing.

If a statue is beaten by hand to hand attack with the even number, it will fall directly opposite to the

warband member that attacked. If there is another warband member standing where the statue will fall

(more than 50% of the model’s base covered by falling statue), it has to take a quality check on one

dice or be smashed by the statue and removed from play. Models which base would be covered by

falling statue between 20 and 50% will be in danger on the roll of 4+ on D6. Model whose base is only

touched by it, have enough time to avoid the statue. Fallen and transfixed/entangled models are

smashed automatically even if they are slightly touched by statue. If a statue is beaten in the attack it

initiated, the player gets to choose the direction of the fall.

STARTING THE GAME

Warband goes first.

VICTORY POINTS:

The game lasts until all statues are destroyed or until all warband members are killed or leave the

table. Warband receives 20 victory points for destroying all statues, and 4 more for each statue

destroyed while still in hibernation.

Page 5: Song of Statue Slayers (1)

SCENARIO 2: THE SUMMONER

Clues found in the Graveyard of Statues directed the warband towards even bigger possible treasure,

buried bellow the feets of the giant statue on the top of the Headman’s Hill. Unfortunately for all who

tried to claim this treasure, it is guarded by a mighty summoner, was able to cheat death by connecting

his soul to the stone of this statue.

Since they already had experience with the undead statues, warband decided to destroy the statue and

therefore send summoners’ soul to the land of the dead (and, of course, collect the treasure that is said

to be buried under the pedestal).

DEPLOYMENT

The scenario takes place on a large 90x90 cm hill (for 28mm figures, see the diagram), where the

central part of the table represents flat hilltop (open ground), while the rest of the table counts as hill

slopes (difficult terrain going uphill). Hill slopes should be littered with obstacles, trees, boulders,

hedges, short walls, ruined monuments and the like in such a way to create a maze. It should not be

possible to go from any table edge to the Statue in a straight line. On the hill top no obstacles or any

kind of cover should be placed.

Huge statue made of bones, rocks and metal stands at the very center of the table. Some kind of Bone

Giant might be the best solution to represent it, but any other huge miniature will do. The base of the

statue should be at least 50mm (for 28mm scale), to allow warband members to swarm around it and

bring it down.

The player places warband models anywhere on the board’s edges. He can place all of them on the

same side or split them any way he sees fit.

A

B

CLong

Long

Long

Long

A – Hill side, difficult terrain when going uphill. B – Hilltop, open ground. C – Huge statue.

ENEMY

Summoner connected to the huge statue:

Q: 5+ C: 6

Artificial, Entangle, Ghost blade, Heavy Armor, Hero, Huge, Magic resistance, Rooted, Summoner,

Terror, Undead

Page 6: Song of Statue Slayers (1)

This profile actually represents two creatures connected into one. One is magician (Undead,

Summoner, Hero, Entangle, Ghost blade), and the other is statue itself (Artificial, Huge, Heavy

Armor, Rooted, Hero, Magic resistance). Such a combination is bound to cause terror. Also, this

connection can make the opposite things exist in different parts of the creature, so the rule that magic

resistant creature can’t be magic user is overridden in this case. Also, note that both Statue and

Summoner are Heroes, so they can reroll 2 dice per game, although only one dice can be rerolled in

one turn. Statue will use this ability first two times the situation requires it (first two times Statue fails

to summon Skeleton guard or cast Entangle).

Whenever it is possible, Statue should be activated last in the NPC turn. If there are any Skeleton

guards on the table, they should be activated before the Statue. The only exception of this rule is the

turn when Skeleton guard is summoned, and then newly summoned SG can be activated last.

Statue always activates with 3 dice, and as Hero, it has one automatic success.

Statue will always attack the warband member in base to base contact, and when it has the choice, it

will first attack fallen or entangled models, and then the one with the higher points cost. If there are

several models with the same cost in BtB contact with statue, roll to see which one is attacked. If

statue rolls 2 or 3 successes, it will use power attack.

If there are no warband members in BtB contact, Statue will try to cast Entangle (in this case

representing undead will of the summoner concentrating on one model which is immobilized in terror

if not strong-minded enough to resist) at the closest model in range.

If there are no warband members in entangle range (entangled or fallen warriors do not count), Statue

will summon a Skeleton guard warrior. Remember: Skeleton guard costs 58 points, so the Statue needs

2 actions to summon it.

If a statue is beaten by hand to hand attack with the even number, it will fall directly opposite to the

warband member that attacked. If there is another warband member standing where the statue will fall

(more than 50% of the model’s base covered by falling statue), it has to take a quality check on one

dice or be smashed by the statue and removed from play. Models which base would be covered by

falling statue between 20 and 50% will be in danger on the roll of 4+ on D6. Model whose base is only

touched by it, have enough time to avoid the statue. Fallen and transfixed/entangled models are

smashed automatically even if they are slightly touched by statue. If a statue is beaten in the attack it

initiated, the player gets to choose the direction of the fall.

Skeleton guard:

Q: 2+ C: 3 Cost: 58 points

Ghost blade, Lethal against personalities, Undead

Skeleton guards are always activated with 2 dice. Skeleton guards will not move until some warband

member enters the Hilltop. After that, hey will use their actions to move towards the nearest warband

member standing on the hilltop and attack it. When 2 or more warband members are at the same

distance from the Skeleton guard, he will first attack fallen or entangled, then personalities, and then

warband member with the highest point cost. If near the warband group, SG will move in such a way

to engage only one enemy. If 2 successes are rolled and Skeleton guard is already in BtB bontact with

the enemy, he will use power attack. Skeleton guard will never leave hilltop, so if the warband

member runs off it, SG will not chase him.

To get the most fun from the scenario, the player is advised to play fair – SG should be summoned to

the location where it can do the most damage to the player models!

Page 7: Song of Statue Slayers (1)

STARTING THE GAME

The Statue sensed warband approaching, so it goes first.

VICTORY POINTS:

The game lasts until the statue is destroyed or until all warband members are killed or leave the table.

Warband receives 20 victory points for destroying the statue, and 4 for each SG that is taken out of

action.

Page 8: Song of Statue Slayers (1)

SCENARIO 3: IF I WALK THE VALLEY OF DEATH

Instead of expected treasure, under destroyed monument warband found notes about ritual

that can bring summoner back to life. Ritual should be performed in ruined town, during the

night of the full moon, when the summoner will receive new body – apparently the one

currently belonging to the warband’s old friend Private Ryan. The warband members should

hurry if they are planning to stop the ritual, but the road to old town leads through the Valley

of carnivorous plants…

DEPLOYMENT

The scenario takes place in 120 cm long and 90 cm wide valley (see the diagram), where the central

part of the table represents valley itself (open ground), while 22cm of terrain at each border side

represents slopes of the rocky mountains (difficult terrain).

12 counters representing carnivorous plant seeds should be placed as shown on diagram. First line of

seeds should be placed 30cm from the southern board edge, second 30cm to the north, and the last one

30cm from the northern table edge. First row of counters divide playing field approximately into 4

equal parts, second into 5 and hid into 6 equal parts.

Central valley ground between counters should be littered with obstacles, trees, boulders, hedges, short

walls, ruined monuments and the like in such a way to create a maze. Also, one additional obstacle

should be located on either left or the right mountain slope, chosen by the player.

The player places warband models on table edge representing south entrance into valley.

120cm

90cm

30

cm

30

cm

30

cm

30

cm

22cm 22cm

ENEMY

Carnivorous plant:

Q: 5+ C: 3

Area of attack, Combat master, Hero, Independent, Plant, Rooted.

Page 9: Song of Statue Slayers (1)

To play this scenario, 12 miniatures representing carnivorous plants are needed. They can be built

from the scratch or purchased from various manufactures. Plants should be mounted on 2mm round or

square bases. Being plants, they are attacked at -1 in ranged combat.

In carnivorous plants turn, roll as many dices as plants that can grow that turn. Plants in the first row

will grow on the roll of 6 in the first turn, 5 in second, 4 in third, 3 in fourth, 2 in fifth, and will grow

automatically in turn 6. Second row of plants will grow the same way staring from turn 2, and plants

in third row starting from turn 3.

Plant: Plants are heroes and get one automatic success while activating, but they get no hero reroll

dice. Also, since they have no vital organs, plans are shoot at with a -1 modifier. In case of the plants,

Rooted rule overpowers independent rule, therefore plants automatically succeed all morale tests.

Growing: If the plant is allowed to grow, it will take quality test on one dice. If it passes the test, the

plant will grow at the exact place where the seed was. Replace counter with plant model.

If plant fails its Q test, roll D10 (ten sided dice) and compare result with the template given at the end

of this document. Template should be placed in such way that number 2 shows north. If D10 rolls 0 or

9, conditions were not proper for development and the plant did not grow. Remove the counter from

the table. Warband gets no victory points for such plant. If the other result is rolled, plant will grow in

the direction shown by D10 (northwest on 1, north on 2 etc) and at the distance from the counter equal

to the numbers of short stick the Q test was fallen by using fallen by number rule (so one short stick

away if rolled 4, 2 shorts if 3 etc.). If this leads the plant out of the playing area, remove it from play.

Warband gets no victory points for such plant. If this movement decides that the plant should grow on

the already occupied place (by obstacle, warband member or another plant), it will grow at the closest

free location available. When there are several such locations, plant should be located at the one that

will be least favorable to the player. As soon as the plant grows, it will attack all warband models

found in its area of attack, just as if they just entered it willingly (see below)

Area of attack: Carnivorous plants do not move but fight flailing their leaves and branches at

opponents, grappling them with vines, and “biting” them with razor-sharp “petals”. Therefore

they will attack anyone entering their area of attack – moving in such a way that the distance

between plant’s and model’s base is equal to or less than one short stick. This attack is rolled

as soon as a model steps in the area of attack, i.e., the plants interrupt the acting player’s

turn. If the warband model survives the attack, it can continue its move. In this way one plant

can attack several warband members in one active player’s turn, in order they enter area of

attack. Note that obstacles do not block area of attack, since plants root emerge to fight from

the ground. Therefore, model will be attacked at the moment it enters AoA even if the plant is

located on the other side of the wall.

Model that finds itself in plant’s area of attack in any moment, counts as being in hand to

hand combat. Therefore, if the model wishes to leave area of attack, the plant is entitled to a

free hack.

Example on Diagram 1: Model Q3 C3 activates with one dice at point 1 and wishes to move to

point 3. At the moment it enters area of attack in point 2, it has to stop and participate in

hand to hand combat. Both model and plant roll 3, and since they are of equal combat, no

one is affected. If the player wishes, model may now continue its movement to point 3 (it is

still the same action for it), but if it does so, it counts as breaking from combat, so plant

receives free hack and gets to attack again.

Page 10: Song of Statue Slayers (1)

Short

1

2

3

plant

model

Short

3

plant

model

1

2

Diagram 1 Diagram 2

Moving inside of area of attack is free. Therefore, as shown on Diagram 2, model will be attacked in

point 2, and if it survives it can move to point 3 freely (no free hack).

On the other hand, to attack carnivorous plant, or to count as support for hand to hand combat, model

has to be in base to base contact with the plant.

AoA

2

plant 1

Diagram 3

For example, in diagram 3, only model 1 can attack plant. Plant will fight with its own C (model 2 will

not count as support for this fight). On the other hand, plant can attack either model 1 or model 2. If it

attacks model 2, plant will fight with C-1, because model 1 is giving support to this fight.

If the model finds itself in the AoA of two or more plants, it will count as in multiple opponent combat

and will get -1 to its C for every AoA after first.

Independent: Plants are not members of the warband, but each plant is individual for itself. This means

that, if the plant rolls 2 failures, the turn will not go back to the player, but to another plant. In practice,

this greatly increases playing speed, because player will not roll activations for all plants, but just for

these that have warband members in their AoA. Each such plant will always activate with tree dices

(one automatic Hero success), and will firs attack fallen models, and then those closest to its base.

When there are two models at equal distance, plant will first attack the model with the higher points

cost. If the plant gets 2 successes, it will use it for power attack. In case of 3 successes, it will use first

two for power attack, and third one to attack another model when possible.

NO TIME TO LOSE

Warband members are in the hurry, they need to get through the valley in 10 turns. After the 10th turn

is over, scenario ends. Player’s goal is to have as many models as possible left through northern table

edge before the scenario ends. Even the models that run to the northern table edge as a result of morale

failure count towards the victory points in this way.

At the end of the 10th turn, roll quality tests for all warband models left on the table. Test should be

taken on one dice if the model is less than one long from northern table edge, on two dices if less than

two longs and on tree dices if between 2 and 3 longs from northern table edge. If the model is in HtH

combat, add another dice. If the test is successful on all dices, the model managed to join the warband

on time, and counts for victory points. On any failure, the model got lost, and counts as destroyed.

Page 11: Song of Statue Slayers (1)

Models that end the 10th turn more than 3 long distances away from northern table edge are unable to

catch with the rest of the warband and counts as destroyed.

STARTING THE GAME:

Plants go first. Roll for the plants in first row to see if any will grow.

VICTORY POINTS:

Warband receives 2 experience points for every 25 points of models that left through the northern

table edge and 4 victory points for each carnivorous plant that is taken out of action.

Page 12: Song of Statue Slayers (1)

SCENARIO 4: SAVING PRIVATE RYAN

Summoners’ undead minions are keeping Private Ryan captive somewhere within the ruins of the old

town. Warband members will have to peek into every corner, newer knowing what they will find: will

it be their old friend, treasure hoard, enemy waiting in the ambush or maybe nothing.

And they know that even once they found Ryan, their problems would not be over. Tonight is the

night of the full moon, and the poison intending to destroy Ryan’s personality is already running

through his veins. So there is no time to lose…

DEPLOYMENT

This scenario is conversion of classical “treasure hunt” game.

The scenario takes place in 120 cm long and 90 cm wide town scenery. Scenery represents square of

ruined and abandoned town. Square has open access from the South. The other 3 sides of the square

have buildings on it. At least 10 buildings should be placed, and among them some monuments,

fences, etc. One sample placement is given on the photograph.

10 counters representing hiding places should be located inside ruined buildings, or at some other

convenient locations (on flat rooftops, terraces, walkways, altars etc). 3 counters should be placed at

the ground level, 3 or 4 at the first floor level, 3 at the second floor level and 1 or 0 at the third floor

level.

SEARCHING

Model has to be in base contact with the token and has to have at least one action available to search

the hiding place. Searching uses all models actions for the turn. All models can search, even animals,

but animal have additional rules if they find Private Ryan or treasure.

When searching, roll a dice. On 6, Private Ryan (Q4, C1, no abilities) is found. On 5, treasure is found

and model picks it up automatically. On 3 and 4, enemy comes from the hiding place and attacks

searching model. On 1 and 2 enemy comes from the hiding place and attacks searching model by

surprise, gaining ambush bonus in first round of combat. If Ryan is not found after 9 tokens are

searched, he will automatically be found near the last, 10th token.

If the animal finds Private Ryan, it will attack it if there is no character model within one long distance

from searching animal. This fight will continue until animal loses the combat, Ryan dies or character

comes within one long distance from animal. Also, if the animal finds treasure, it can’t pick it up.

Animal will have to take quality check on one dice, to see if it can restrain itself from eating it. If the

test is passed, treasure will stay at the place and any non animal model can pick it up by simply getting

in base contact with it. If the test is failed, animal will eat the treasure and will be forced to take

another Q test on one dice. If this second test is passed, nothing happens – animal has swallowed the

treasure and it is lost. If this second test is failed, treasure got stuck in the throat of the animal and it

dies.

ENEMY

Once the enemy is found, searching model has to take Q test with fail by umber rule on 2 dices. If the

test is passed on both dices, no enemy will appear. If the test is failed, enemy appears and it is:

Page 13: Song of Statue Slayers (1)

skeleton archer if failed by 1, skeleton guard archer if failed by 2, lich if failed by 3 and vampire if

failed by 4 or more.

Note that lich and vampire are unique characters. There can be only one lich and one vampire on the

battlefield. If the Q test is failed by 4 or more, and there is already one vampire on the battlefield,

count as if the test is failed by 3. If the Q test is failed by 3 and there is already one lich on the

battlefield, count as if the test is failed by 2.

As soon as the Ryan is found, roll Q test to see which enemy will appear for all remaining counters

using Q4 as reference number.

Undead will activate in strict order: first vampire (3D6) then lich (3D6), and then other warriors

(2D6), in such a way that the closest models to the action should be activated first. Magic users will

first try to cast spell whenever possible, or try to move into position to cast spells (move towards

Private Ryan or closest enemy). Other models will shoot or try to move into position to shoot. If any

undead model has only one action available and is able to charge warband model, it will charge

Private Ryan or closest model if attacking Private Ryan is not possible.

Vampire: (102)

Q: 4+ C: 4

Hero, Magic-User, Terror, Undead, Unique

Lich: (87)

Q: 4+ C: 2

Hero, Magic-User, Terror, Undead, Unique

Skeleton guard archer: (45)

Q: 4+ C: 3

Heavy Armor, Shooter: Long, Undead

Skeleton archer: (38)

Q: 4+ C: 3

Shooter: Long, Undead

NO TIME TO LOSE

Warband members are in the hurry, they need to find Private Ryan and get out of town in 20 turns.

After the 20th turn is over, scenario ends. Player’s goal is to have Private Ryan and as many models as

possible left through northern table edge before the scenario ends.

At the end of the 20th turn, roll quality tests for all warband models left on the table. Test should be

taken on one dice if the model is less than one long from northern table edge, on two dices if less than

two longs and on tree dices if between 2 and 3 longs from northern table edge. If the model is in HtH

Page 14: Song of Statue Slayers (1)

combat, add another dice. If the test is successful on all dices, the model managed to join the warband.

On any failure, the model got lost, and counts as destroyed.

Models that end the 20th turn more than 3 long distances away from northern table edge are unable to

catch with the rest of the warband and counts as destroyed.

STARTING THE GAME:

Warband goes first.

VICTORY POINTS:

Warband receives 20 victory points if the Private Ryan leaves through the northern table edge. Also, 2

victory points is awarded for every 25 points of enemy slain, and 2 for every treasure token taken

through the northern table edge.

Page 15: Song of Statue Slayers (1)

SCENARIO 5: FINAL CHALENGE

This scenario is based on a modified warhammer solo skirmish „Out of the Forest“, first written by

Richard Irvine.

The party runs from the town until they reached a clearing with a ruined dwarf shrine,

marking the entrance into old mines where a dwarf priest is waiting for Ryan to clear him

from the curse. But before the party could search for the entrance, out of the trees that

surrounded them countless ghouls emerged. The party rose, terrified, and then the leader let

an arrow fly from his bow. One ghoul fell, but many more were emerging from the woods to

take his place. The party realized that fight was immanent...

DEPLOYMENT

The table (120x120cm) should be set up with a ruined shrine (or another suitable terrain feature to use

as a sanctuary) in the centre, and 8 woods around the table edge. The warband and Private Ryan start

game within the sanctuary walls.

Roll 2D6 to decide how many ghouls are used. Each of them should be set up in the middle of

randomly determined table edge.

SEARCHING

Before the game the player should shuffle together 8 playing cards, one of which is an ace.

Each card should be faced face down beside one of the woods. Warband has to find out which

of the woods on the table top houses the dwarf mine. When a model enters a wood, turn the

card. If it is an ace, the model discovered the mine shaft that will take warband to the

underground home of dwarf priest. Each model that enters these woods can be removed from

the table, as he has escaped (but may not, at player’s disposition).

ENEMY

Ghoul:

Q: 4+ C: 2

Terror, Undead

All ghouls, even when they are not adjusted to another model, count as one unit for group

activation. All of them will be activated with single roll of 2D6 and each will move towards

the nearest enemy model. Ghouls may never enter the ruined shrine, as this is a sanctuary.

Also, when a model enters a wood (except for the wood that holds the entrance to the dwarf

mine), roll a D6. On a 4, there is a ghoul in the woods, the model counts as charging it. On a

5, the ghoul has ambushed the model.

Additional D6 ghouls will appear in each turn, each on a randomly determined table edge.

These move and act in the same way as the ghouls on the table at the start of the game.

Page 16: Song of Statue Slayers (1)

SPECIAL SHOOTING RULES

Ghouls count as undead, but they are still living creatures. Therefore, ghouls follow all rules

for undead, except that there is no -1 penalty when shooting at them, since ghouls have vital

organs that can be damaged.

Also, warband members were lucky to find themselves inside the ruins of the shrine dedicated

to the dwarf god of thunder. Blessed by the god, models have +1 modifier to their combat

when they are shooting from within temple walls.

STARTING THE GAME:

Ghouls go first.

VICTORY POINTS:

This is final scenario, so no victory points are awarded. Player receives minor victory if Private Ryan

gets safely to the mines. If more than half of the warband also makes it to the mines safely, major

victory is awarded.

Growing template:

2

8

4

6

1 3

5 7

Page 17: Song of Statue Slayers (1)

SAMPLE WARBAND

Elf noble Vuk Dewosteen, Q4, C3, Leader, Giant Slayer, 50 points, personality

Human wizard Chiriba Chiribu, Q3, C2, Magic User, 50 points, personality

Beastmen barbarian Zverka, Q4, C3, Lethal against statues, Berserk, Steadfast, 35 points

Elf scout Lisac Lukawy, Q4, C3, Long Move, Shooter: Medium, 44 points

Dryad Shhhush, Q3, C3, 34 points

War dog Cuca, Q4, C2, Animal, Long Move, 26 points

Human warrior Vitesko Odreda, Q4, C3, Heavy Armor, 30 points

Elf warrior Kopljak Visoky, Q4, C3, Heavy Armor, 30 points

TOTAL: 299 points.