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Written by Mac Coxhead & Steve Blease
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Thursday, 24 January 2008 00:00 |
After the trouble with La'Regreet, Hickorc thought things might be a bit quieter now, however barely a week later news came in that something bad was happening to the south in the town of Deer Felt, someone matching La'Ragreet's decription has been causing trouble for the villagers. Wylde Bill Hickorc rounded up a posse and set off at once, fearing that La'Regreet may have survived the battle in Fleetwoode. Deer Folk itself was practically empty, most of its population having been drafted into the army for the war. This left the town, to all intents and purposes, defenceless. The frightened townsfolk told Hickorc that the bandits were spotted only the day before, just a few miles north of the town, and besseched the heroes to protect them from the bandits.
Realising a serious fight to defend the town with his roughly cobbled together posse of four was not really an option, Hickorc came up with a plan. He decided to fight. However, instead of a doomed defence, using information provided by the townsfolk, Hickorc decided to make a pre-emptive strike on the bandits, hoping to reduce their numbers enough to even up the odds for when the attack finally came.
Scenario Objectives
Wylde Bill's Posse
You approach the bandit encampment from the south. Vickars has scouted ahead and reported that the bandits are settled in a large cave, just through the woods. At present the majority of them are waiting to eat some luckless animal now roasting over a fire, but there are two sentries on guard. You realise sneaking up and dispatching those two before attacking the bandits around the fire is probably the safest course of action, as if they manage to escape into the caves they might be able to escape.
The Bandits
After the disastrous meeting with Hickorc at Fleetwoode you escaped, barely. Now you have to head back to the rest of the gang and report back to The General, he's not going to be happy about Hickorc's intervention. The plan has gone to pieces, that for the moment will have to wait. Gonzales and Sombaro have reported back that there is a small settlment just to the south of your camp and that there are no soldiers there, only females and brats. The town should represent easy pickings before you return and rejoin the rest of the gang, it might do some good to take some hostages back, it could appease The General slightly at least. Pancho caught a young buffalo whilst out hunting, and now it makes good eating whilst you plan your attack on the village the next morning. You have already posted two sentries to ensure that you are not attacked by anything wierd out here in the wild, and to be honest you're not really expecting any trouble. Anyways, if anything did show up you could easily escape into the caves system.
Scenario Forces
Both sides use the forces as described in the Frontear rulebook.
Set Up and Scenario Length

The bandits should all be setup around the campfire as marked on the map except for the two sentries. Hickorc and his posse may enter from any part of the southern table edge. The bandits cannot move until they are alerted to the presence of Hickorc's posse.
Victory Conditions
Hickorc wins if he manages to kill or rout all of the bandits. The bandits win if they manage to get five or more bandits into the cave.
Special Rules
Sneaking: On any turn one of Hickorc's posse are within a single move of their intended target, and have enough movement distance remaining to close to contact they may roll on the table below. They have a base 50% chance of successfully moving up behind a bandit (into base to base contact) from cover, modified as follows:
Legend +30% Veteran +20% Experienced +10% Average 0%
Moved less than 8cm 0% Moved 8 to 16cm -10% Moved 16cm plus -20%
Should the stalking roll be successful, you should immediately resolve a Hand-to-Hand combat, treating the bandit as being Attacked in the Rear and giving the posse member an extra +4 modifier as well.
Spotting: These are the chances your bandit sentries have to spot any approaching members of Hickorc's posse and alert their comrades.
Stationary Standing Target 25% Target in Wood -25% Crawling/Prone Target 10% Target in Scrub/Light Cover -10% Walking Target 50% Running Target 75%
Once one of Hickorc's posse has reached a position where he is eligible to roll on a successful sneak attack (see Sneaking rules above) the bandit may no long roll on this table, but his comrades may roll during the turn of the attack to see if they notice the struggle.
Scenario Notes
This scenario was originally published in the Dresda rulebook in 1996.
I have added to the original text and also have made quite a few changes to the scenario in order to match the Frontear scenario format and relocate it to the Wylde West.
The original Dresda version of this scenario can been seen here. |