Fortnight 2: Wagon Ball Z

A wagon laden with wyrdstone coming from Mordheim has gone missing while passing through the Hunger Wood on its way to the stronghold of Sylvanian aristocracy. The Hunger Wood is a domain rife with ghouls and despite the unknown whereabouts of the Ghoul Lord, his influence in this disappearance seems obvious. The challenge to their rule is intolerable to the Von Carsteins. However recovering the wyrdstone is the immediate priority.

 Overview

A wrecked wagon carrying wyrdstone has spilled its goods. Both warbands are racing to pick up the wyrdstone while ghouls are turning up in the vicinity.

 

Setup and Deployment

Setup a board representing the Sylvanian wilds. Place a wrecked wagon at the point indicated on the map. Roll off and then players alternate placing 8 wyrdstone tokens within 6” of the wagon but at least 3” from each other.

The winner of a roll-off chooses and sets up in deployment zone A or B. The opponent setups in the other deployment zone.

Ghouls

Ghouls have their own turn as if they were a 3rd warband going after the 2 players. Use the following sequence for Ghoul behaviour.

1. At the start of the ghoul turn, a new ghoul turns up. Place a ghoul 2d6” scatter from the wrecked wagon. If the scatter places a ghoul partially or fully off the table edge, then the cowardly ghoul has not turned up.

2. Declare ghoul charges for ghouls within charge range. Ghouls will prioritize:

- the closest unengaged warband members, 

- then if no unengaged warband members are in range, they will charge the closest engaged warband member. 

Ghoul charges are declared in order of nearest ghoul to an opponent (e.g. if all 5 ghouls are in charge range of 3 warband members, it could result in a combat of a 3 on 1, a 1 on 1, and another 1 on 1). Roll off in case of uncertainty.

3. Remaining ghouls not in combat move randomly d6”. If they move off the table then they are too cowardly to fight and have run off.

4. Resolve combat involving ghouls.


 

 

Weapons/armour: Blood encrusted claws

Cause Fear

 

Wyrdstone

Players pickup wyrdstone by ending their movement on the wyrdstone. A warband member can pickup multiple shards of wyrdstone. As long as a warband member is in possession of the wyrdstone by the end of the game, that player keeps the wyrdstone. A warband member that has been killed drops all the wyrdstone where they fell (if killed in combat, a model must spend a movement in their next turn to pick all of it up if the deceased was carrying multiple).

Ending the game

The warband routs first loses the game and the game ends immediately.

Experience

+1 Winning Leader. The leader of the winning warband gets +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy or ghoul he puts out of action.

+1 Surviving. Any Hero or henchman survives the scenario they get +1 Experience.

+1 per Wyrdstone Counter. If a Hero or Henchman is carrying a Wyrdstone counter at the end of the battle he receives +1 Experience.

Rewards

The winning warband is awarded 4 wyrdstone and keep any wyrdstone their surviving warband members picked up and gains or changes a territory.

The losing warband is awarded 3 wyrdstone if they did not voluntarily rout before all wyrdstone has been picked up and keep any wyrdstone their surviving warband members picked up.

 

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