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Britt Shotte Print E-mail
Written by Gavin Syme   
Friday, 03 October 2008 11:00

It was a long way to Catalucia from the grimy cobbles of Mudchester and despite continued bickering and the odd bout of bare knuckle boxing the two brothers Gallowsger has risen from the red coated ranks of the Orcs in Wheeling-Turn's army to become figures of some notoriety. The brothers Knoll and Lyum Gallowsger now led their own private band in search of some kind of glory that each thought would be found in the morning when they awoke. So far despite have some success and even earning the praise of that legend of the Army of Albion Gorge Forecby they were now on the verge of disaster once again.

Grasping a small sheaf of dirty bits of paper in his hands Knoll turned to his brother and said.

'Ere, our kid, its say's here that were to be here now'

With an easily acquired sneer across his sharpened tusks his brother Lyam replied.

'Sorted, like, dat Major in da Krautian Giant Legion says its here and though I hates the bugger I'm not one to argue with Ogres and try to be standing on the shoulders of giants.'

Turning each piece of paper over in his hands the elder brother sneered back. It would be easy to be confident except for the fact that the sixty rounds of ball for their muskets had long run out and each Orc in the section had only enough black powder for one more shot. If the Ogre patrol did not arrive then no matter the heathen chemistry that brought about the creation of their 'bessies' they would be no good for anything but well crafted bludgeons.

'Brov, don't believe the truth, when officers tell it to you like. Their all mad for it when comes to killing us poor sods off'.

'If we don't find more powder soon then the next lot of those pointy eared Elves what runs into us will have no bother making us into digsy's dinner'.

Lyam used the blade of his sergeant's halberd to pick at his teeth and then spat out an answer.

'They might dig out your soul brov, but I'll just roll wiv it.'

Knoll snorted and thought once again that though he needed his brother, life might be a damned sight more simple on his own. But he had sired several little orclings on one of finest camp followers, one of the two Applorc sisters; he would just have to be himself he couldn't be no-one else.

At was that this point that private Iss Shardrock, the most recent adding to his section reported having seen a lone laden mule from the Commissariat in the valley ahead; and it looked like it was carrying several kegs of black powder. There were Elvish patrols in the area but that had never but the brothers Gallowsger off before. Because if any other band stood in him and his brothers' way he would just have to have a good old fashioned Britorcn Pop at them!

Map and Set Up

The scenario takes place in a shallow valley with an easily fordable stream running across its middle from east to west, gentle sloped sides lead up lightly wooded grass to the north and south. There are several rocky outcrops which should be randomly sited (or in a GM run game purposefully placed by the GM). The Albion Commissariat trooper and his mule begin the game in the center of the battlefield, the mule drinking from the stream; toss a coin for which side of the stream they are on with winner choosing. The Orcs of Captain Gallowsger begin not further than 10cm from the north table edge and within 5cm of each other. The Elves of Capitaine Augburne begin not further than 10cm from the south table edge and within 5cm of each other.

Scenario Objectives

The Orcs of Albion

Run down the hill and get the powder from that sodding lazy bag boy, then kill all those tuneless Elves. Will they triumph, definitely, maybe?

The Elves of Armorica

Run down the hill and whimsically liberate the powder from the smelly Orc before killing the other Orcish louts. After all there is no other choice.

The Commissariat

You want to live through this day and while you really don't want to give up your supplies to any of those pilfering sods you will try to keep your head down.

Game Length

The game lasts until one side has reached its victory conditions or until one side has no remaining troops or have fled the battlefield.

Victory Conditions

Victory is achieved by either side by killing or forcing to flee all the members of the enemy section. It is considered a draw if the Commissariat mule of trooper is killed or they flee the table.

Scenario Forces

The Albion Orcs 9 Orcs and 229 points.

Captain Knoll Gallowsger (Experienced / Regular / Orc) 36 Points
Sword, Standard Pistol. Skill: Mad for It!

Sergeant Lyum Gallowsger (Experienced / Regular / Orc) 38 Points
Halberd, Bessie Musket, Bayonet. Skill: Roll with It!

Private Alum Whyte(Average / Regular / Orc) 23 Points
Drum, Standard Pistol

Private Pol Arturs (Average / Regular / Orc) 24 Points
Bessie Musket. Bayonet

Private Pol Migroggy (Average / Regular / Orc) 24 Points
Bessie Musket. Bayonet

Private Tone Karroc (Average / Regular / Orc) 24 Points
Bessie Musket. Bayonet

Private Gum Archorc (Raw / Regular / Orc) 20 Points
Bessie Musket. Bayonet

Private Arc Bellie (Raw / Regular / Orc) 20 Points
Bessie Musket. Bayonet

Private Iss Shardrock (Raw / Regular / Orc) 20 Points
Bessie Musket. Bayonet

The Armorican Elves5 Elves, 1 Ogre and 216 Points

Captaine Demone Augburrne (Veteran / Elite / Regular / Ferach Elf ) 43 Points
Sword, Ferach Pistol, Standard Grenade. Skill: Park Life

Sarj Alexie Le'James (Experienced / Elite / Regular / Ferach Elf) 43 Points
Elf Musket, Sword, Standard Pistol. Skill: Coffe it be

Grame Le'Cox (Experienced / Regular / Ferach Elf) 30 Points
Elf Musket, Dagger

Daville Roaentree (Average / Regular / Ferach Elf) 26 Points
Elf Musket, Dagger

Andi La'Rosse (Average / Regular / Ferach Elf) 26 Points
Elf Musket, Dagger

Private Seymorstein (Experienced / Elite / Regular / Ogre) 48 Points
Double Musket, Mace

The Albion Commissariat

No points listed – armed with a single Orc Artillerie Pistol.

Scenario Special Rules

When play begins every member of all sides armed with a black powder weapon have their weapons loaded, however until they reach the mule and obtain more powder they are permitted only ONE shot with each weapon to reflect their total lack of powder.

No member of any side will shoot the Albion Commissariat trooper or the mule, they are too valuable firstly to seek out the needed supplies from the copious quantity that the mule carries and secondly the chance of setting off a keg of powder is too great. They may also not attack either in melee combat any character who does will NOT be given any powder during the game (see below).

To gain powder from the mule a character must be within 3cm of the mule and not be in melee combat with an enemy. This takes one action which is announced immediately. Roll 1D10 for the character and on a 6+ the Commissariat trooper is helpful and gives the character enough powder and ball to reload and use his weapons for the rest of the game; on a 5 or less the trooper is too scared or unwilling to help and the character must attempt to gain powder in the next turn as before. There is no advantage in being an Orc here, stealing is stealing me laddo!

The Commissariat trooper and mule must stay in base to base contact with each other and will move 10cm in a random direction each turn based on the face of a clock. This represents their confusion in this action. If this takes them off the table then the game is over. If you wish add the rule that when moving the trooper and mule they will have to re-roll their direction if an Orc or Elf character is in their way if they were to proceed in that direction (meaning they will have to get within melee range of character). The Commissariat trooper is armed and will use his weapon on the first Orc character who comes within 10cm of him or the first Elf character who comes within 20cm of him.

If players wish they may use the Optional Magicke Rules for Flintloque characters which can be found on the Notables Yahoo Group, roll for magicke in each character as instructed in that article.

If players wish they may also elect to make use of the Distractions & Asides article No 1 'The Demon Drinke'. If this is so then this article may also be had from the Notables Yahoo Group and players should follow its instructions and roll for each character.

Skill: Mad for It! This skill gives the user an additional +1 in melee each Turn.

Skill: Roll with It! This skill gives the user an additional +1 for morale each Turn.

Skill: Park Life. This skill allows the character to ignore the first negative column shift for all movement over terrain in play.

Skill: Coffe it be. This skill allows the character to re-roll any dice thrown by him or another player once per game.

Scenario Notes

This special Flintloque scenario was written exclusively for the Orcs in the Webbe website by Gavin Syme, creative manager of Alternative Armies and head of the World of Valon and Flintloque since 2003. Those of you who are familiar with the music of the mid to late 1990's might recognise the characters in this adventure, the scenario being an ode to the music that was playing in all of our backgrounds as Flintloque was becoming the excellent game it is today.

This scenario was written with Alternative Armies first Very Limited Edition Miniature, the Albion Commissariat, in mind but if you are not lucky enough to own one (as they have now sold out) you can easily use a proxy. The Orcs could be from 54503 and 54038. The Elves can be from 51507 and 51504 and the Ogre from 56004. Check the Alternative Armies website for these codes.