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The Crimson Bunionette, Act 3 "West Side Sortie" - Reloaded Print E-mail
Written by Matthew Hartley   
Saturday, 01 December 2007 00:00

All is not lost. Word has reached Oratio of his loves plight. Even now, as his frigate Royal Bilge is riding the waves, Our Hero joins his Marines in the jolly boats, and strikes out on a daring rescue.

This scenario recreates Captain Hornblairer's audacious rescue of the beautiful Bette. Having learned of her imprisonment in the town of Le Sank Porte, from a passing fisherman, Horny gathers together a crew of stalwart Marines and attempts to effect his lady-love's freedom.

Map and Setup

There is no map provided with this scenario. The Players should set up a small table to represent the area of the action. The northern quarter of the table represents the ocean. There should be a variety of piers and jetties extending from the shore to allow the Jolly Boats to dock. Several buildings should be placed to represent the village of La Sank Port. Most of these should be small, ramshackle affairs which represent the fishermans hovels. Two buildings: the Tavern and the Gaol should be (relatively) sizable affairs. The placement of these buildings is up to the Elf Player, but subject to the following restrictions: First, the Gaol should be placed no more than 30cm from the piers. Second, the Tavern may be no closer than 15cm to the Gaol.

Hornys' boats appear anywhere along the northern table edge. Horny may be attached to any Marine Squad at the start of the game. The tide is high, so the only way onto the piers and harbour from the boats is by the steps.

The initial Guards section can have up to two of its members anywhere on the table. The remaining members are in the tavern. They can only move the turn after the first shot is fired.

Scenario Objectives

Here are the objectives for each force in the Scenario:

Horny's Section

To win Horny must rescue Bette and escape the table by sea.

The Militia of Le Sank Porte

The militia must stop Horny & Bette from escaping

Game Length

This game scenario ends automatically upon the completion of the objective of either force in the game.

Victory Conditions

Horny and Bette win a complete victory if they both escape and leave the area by sea. They win a partial victory if only one of them escapes. The militia win a complete victory if they kill or capture Horny & Bette, and acheive a partial victory if only one is captured or killed.

Scenario Forces

Horny and Company

Captain Oratio Hornblairer [Experienced Orc Regular]
Sword (+2) 27 Points

Marine Squad Alpha

Rob [Experienced Orc Marine]
Orc Bessie, Cutlass (+2) 36 Points

Tel' [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Shiny [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Legs [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

'Arrys Son [Raw Orc Marine]
Orc Bessie, Cutlass (+2) 28 Points

Itgloop [Raw Orc]
Cutlass (+2) 19 Points
One of His Monstrosities Sailors.

Dagstrong [Raw Orc]
Cutlass (+2) 19 Points
One of His Monstrosities Sailors.

Marine Squad Beta

Puldip [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Sliggrakabottom [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Vomgrosegrit [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Painfrowl [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Goopulgrule [Raw Orc Marine]
Orc Bessie, Cutlass (+2) 28 Points

Bumgrol [Raw Orc]
Cutlass (+2) 19 Points
One of His Monstrosities Sailors.

Morkclutz [Raw Orc]
Cutlass (+2) 19 Points
One of His Monstrosities Sailors.

Marine Squad Beta

Fradgoohed [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Itfrad [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Narger [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Laggbrittle [Average Orc Marine]
Orc Bessie, Cutlass (+2) 32 Points

Porkum [Raw Orc Marine]
Orc Bessie, Cutlass (+2) 28 Points

Edslime [Raw Orc]
Cutlass (+2) 19 Points
One of His Monstrosities Sailors.

Morknose [Raw Orc]
Cutlass (+2) 19 Points
One of His Monstrosities Sailors.

Bette (Once released from prison)

Bette Noire [Experienced Ferach Elf Guerrilla]
Sword (+2) 26 Points

Total Force: 22 Orcs, 1 Ferach Elf and 639 Points.

The Militia of Le Sank Porte

Lieutenant Aurelien Guerrier [Raw Ferach Elf Militia]
Sword (+2) 14 Points

Sergent Pierpont [Average Ferach Elf Militia],
Elf (Ferach) Musket, Bayonet (0) 21 Points

Soldat Barrier [Average Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 21 Points

Soldat Paillard [Average Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 21 Points

Soldat Ballou [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Moreau [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Bellanger [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Potier [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Delorme [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Thibaud [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Jacqueme [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Soldat Esnault [Raw Ferach Elf Militia]
Elf (Ferach) Musket, Bayonet (0) 17 Points

Total Force: 12 Ferach Elves and 213 Points.

Scenario Special Rules


Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.

'They're like carriages': After the first shot has been fired, on a roll of 5 or 6 on 1d6 each turn another unit of Militia identical to the first appears, along the northern edge.

The Gaol of Le Sank Porte: To rescue Bette, Horny must enter the prison. He will take three Turns to subdue the jailers (this is not played out, he is a hero and will automatically succeed). On the next Turn, he and Bette will emerge, Bette has armed herself with the Gaolers sword.

The Jolly Boats: Horny and the marines are in three jolly boats. With one rower, a boat moves 4 cm per turn, it moves an additional 3 cm for each additional rower (up to a maximum of 4 rowers in total). Rowers may perform no other action in the turn. Wounded rowers row at half speed. The maximum capacity of each boat is 8. Shooting from a rowed boat gives a two column shift penalty.

Surprise Assault:
Cleverly mooring the Bilge out of sight around the headland, Horny' side begins the game with two free moves, then the Turn sequence is as normal.

Wylde Magicke: Both players should roll for magical abilities for each of their soldiers as per Alternative Armies supplement “Optional Rules for Magicke in Flintloque” which can be found in the files section of Alternative Armies Notables Yahoo group.

Scenario Notes

This scenario was published on Mike Baumann's Filbanto Stew website.

I have added to the original text and also have made changes to the scenario in order to match Alternative Armies new scenario format and make the scenario more accessible to players of Flintloque Reloaded.
 

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