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Tales of Albion: Shooting Gozen Cock's Up Print E-mail
Written by Matthew Hartley   
Wednesday, 05 December 2007 00:00

Introduction

With Wheeling-Turn as undisputed ruler of Albion, his generals - many former tribal leaders with substantial tribal homelands - began to formalize control over the lands of Albion. No longer could any young Orc plant his stake were he chose, build himself a rookery, and hunt the beasts of the fields and skies as his fancy took him. The generals created Larders (as these enclosed lands were known) , and forbade any Orc from hunting there without his word. Many Orcs of humble stock were sorely grieved by these restrictions , and stole into the Larders at night to take Nature's bounty.

The generals have taken to arming their followers and setting cruel and deadly traps in their woods for the unwary. An so many a bloody skirmish between Poachers and Gamekeepers is set to darken the year.

Scenario

The Scenario depicts an encounter between a band of Poachers and the local Gamekeepers.

The Poachers

The wily band of poachers are led by a former corporal, Hotkinz. Hotkinz is Experienced, one other Orc is Average, and the three others are Raw. The unit counts as Guerrillas. In order to hunt quietly, the poachers have returned to traditional weapons, and carry Crossbows and Knives.

The Gamekeepers

The Gamekeepers are a hardy bunch of country folk. Led by Olde Zeth (named such on account of his youth) , all are armed with Blunderbusses and Knives. Olde Zeth is Experienced, two Orcs are Average, and one is Raw. The unit is classed as Guerrillas.

Set Up

There is no map provided for this scenario. The table should consist of primarily Woodland terrain. Several paths (treated as Open for Movement purposes) should wind throughout the table area. Streams, boulders and other terrain can be added at the Players discretion.

The Poachers deploy in the center of the table.

The Gamekeepers deploy on up to any two sides of the area. The Gamekeepers Player must also distribute 17 1cm square chits (to represent Traps, or possible traps) as described under the Special and Optional Rules, below.

Terrain and Conditions

The entire area is woodland, expect for the paths. Normal movement penalties apply in the woods, and due to the darkness and the trees , no missile weapon may be fired at ranges beyond 10 cm.

Special and Optional Rules

The Traps

The Gamekeeper player should have 17 1cm square chits, 10 are blank on both sides, 5 marked "leg trap" on one side, and another 2 marked " Swivel gun". These represent areas which may be or are trapped.

Before the game begins , the Gamekeeper player should place these markers face down as he wishes around the table. Whenever a Poacher comes within 2 cm of a chit, the chit should be turned over, if it's blank, there is no effect ( it just looked like a suspicious clump of bushes ). If its a leg trap, then the Orc must have a turn of hand-to-hand combat with it. The leg trap has a score of 6 +1D10, the Orc counts all hand-to-hand modifiers except those derived from weapons. If the chit is a swivel gun, it fires at the Orc as if it were a blunderbuss. Leg traps and swivel guns are effective only once, and once activated once are discarded.

Note: The Gamekeepers know were the traps are, and consequently do not set them off . Only Poachers are affected by them.

Victory Conditions

The Poachers know they have been rumbled by the Gamekeepers, and must try to escape the board from southerly edge (Any other direction would take them further into the Larder).

The Gamekeepers aim is simply to kill as many of the Poachers as possible.

Webmaster's Notes

This was originally published on Mike Baumann's excellent Filbanto Stew Website.

If you're looking for the Flintloque Reloaded version including troop breakdowns, points costs and set objectives then click here.

 

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