Scenario 16: Journey Home
After lots of trading and travelling it is time for the warband to return home. They somehow managed to survive the dangers of the Cathayan borderlands while also accumulating notable riches. The warband is already on their way back home when they are attacked by hostile warbands. Will this be the last fight they have to endure before they are finally home?
Terrain
The player who chose to play the scenario randomly determines the territory for this battle by rolling on the following table. Apply the appropriate special rules from the Winds of Change chapter.
2D6 | Effect |
---|---|
2-3 | Northern Wastes |
4-6 | The Steppes |
7 | The player may choose the territory (Northern Wastes, the Steppes, Mountains of Mourn, or the Cathayan borderlands). |
8-10 | Mountains of Mourn |
11-12 | Cathayan borderlands |
Players alternately place scenery pieces appropriate for the determined territory. We suggest that the terrain is set up within an area roughly 4' x 6'. There should be a free passage between the centres of the two longer table edges indicating the road the caravan is travelling on.
Warbands
The player who chose to play this scenario is the defender. There are two other warbands – the attackers. They do not start in an alliance, but the normal multiplayer rules apply, so alliances can be made during the battle.
The defending player sets up his warband in the middle of one of the long table edges. The attackers are set up in the middle of the two shorter edges.
Starting the Game
The caravan player takes the first turn.
Ending the Game
The game ends when the defending player manages to take at least one cart or wagon (Opulent Coach, Trade Wagon, Prison Wagon, etc.) off the table via the opposing table edge from where they started. Rout tests are taken as normal and the last remaining warband or alliance of warbands wins the game.
Experience
- +1 Survives: If a Hero or a Henchman group survives the battle they gain +1 Experience.
- +1 Winning Leader: The leader of the winning warband gains +1 Experience.
- +1 Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy he puts out of action.
- +1 Caravan Halted: If a Hero or a Henchman from any of the two opposing warbands causes a cart of the caravan player to be permanently immovable, the ambushing warband gains +D3 Experience that can be divided among the warband’s Heroes. This can be done by destroying the cart entirely, by destroying all wheels, or by cutting off or killing the draft animals. Note that as long as the defending player has a model with the Handyman Strength skill (e.g. a Coachman Hired Sword), the wagon can still be repaired and thus is not permanently immovable.