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Blood of Heroes Print E-mail
Written by Mac Coxhead & Steve Blease   
Monday, 28 January 2008 00:00
La'Regreet's bandits attack on the town of Deer Felt takes place at dawn. Most of the townsfolk have fled into the fields and the settlement is practically deserted apart from Hickorc's posse and a few foolhardy townsfolk.

Scenario Objectives

Wylde Bill's Posse

You must defend the town from the bandit attack and prevent it from being razed to the ground.

The Bandits

Your aim is to raid the village, capture as much booty, loot and hostages as you can carry and burn the rest to the ground.

Scenario Forces

Both sides use the forces as described in the Frontear rulebook.

Set Up

Dresda - Blood of Heroes Map

The bandits all arrive from the hills to the north west corner of the map. Hickorc's posse can be deployed anywhere in the town. They may be hidden in buildings and undeclared to the bandit player (just make a note of who is where).

Victory Conditions

Hickorc's posse acheives victory if they manage to kill/route the bandits and save at least 50% of the towns buildings. La'Regreet's bandits win if they suffer less than 50% casulaties and can escape of the board with 200 dollurs worth of loot and at least two townsfolk as hostages.

Special Rules

Loot: There are many rewards left strewn around the town for the bandit player to take. This ranges from secret caches of home-made alcohol and food to hidden hordes of dollurs hidden under the floorboards. Before the game Hickorc's player (or a GM) should roll 1D100 and add 50 for each building, this is that buildings total amount of loot. This should be noted down but kept hidden from the bandit player until a house has been looted.

A figure can search a building each turn, they must be in a building and may not move or fire whilst searching. A character rolls 1D10 and consults the following table to see what they find. A building can be searched again each turn until all the loot has been found.

1 - Nothing found
2 - Nothing found
3 - Nothing found
4 - 1D10 Dollars worth of Loot
5 - 2Dd10 Dollars worth of Loot
6 - 3D10 Dollars worth of Loot
7 - 4D10 Dollars worth of Loot
8 - 5D10 Dollars worth of Loot
9 - 6D10 Dollars worth of Loot
0 - 7D10 Dollars worth of Loot
11 - 8D10 Dollars worth of Loot
12 - 9D10 Dollars worth of Loot
13+ 10d10 Dollars worth of loot

Modifiers

For each additional person searching add +1 to the roll

Loot is actually quite heavy and a bit of a pain to carry around. Each character can carry 50 dollars worth of loot with no penalty. For each additional 50 dollurs worth of loot they suffer a negative column shift to movement and firing.

The Demon Drinke:
Roll 1D10 every time loot is found, on a 9 or 10 part of the loot is alcohol. Characters faced with alcohol react as per the rules found in Alternative Armies rules supplement, The Demon Drinke.

Lit Torches:
As in the scenario 'Gutt Rott Saloon' in the Frontear rulebook, all bandits carry a torch, it takes one turn to light it. A bandit can set fire to a building by being in base to base contact with it for one complete uninteruptted turn, then the building is on fire. At the end of the third turn after the fire has started any character left in the building is killed.

Fighting Fires: Hickorc's posse may attempt to extinguish a fire only during the first three turns after it has been started. In order to do this they must throw a bucket of water on the fire, and one such bucket of water will extinguish one turns worth of fire. If Hickorc's posse fail to totally extinguish the fire by the end of the third move, the building catches fire totally and the blaze cannot be extinguished.

Hidden Characters: Any member of Hickorc's posse gets the aimed fire bonus for the first shot if they start the game hidden in a building. They do not have to declare which window/door they are at until after the shot has been made.

The Townsfolk: At the start of the scenario there are ten townsfolk who did not manage to escape the town wandering around. Each one will run (or walk when required) in a random direction each turn. They will continue to do so until they run into a house/doorway, which they will enter, and remain in until the shooting is over. If one of the townsfolk runs into a bandit, they will attack. If they run into one of Hickorc's posse, they will attach themself to him and follow him wherever he goes (place the civilian behind the hero). While they are attached, the hero gains the following modifiers:

Moving -50%
Shooting 1 Column shift right
Hand-to-Hand -2
Morale +2

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 unmodified Dresda version of the scenario can been seen here.