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Scenario 10: Defend the Tomb

So that players can try out these new rules, we’ve included this special scenario.

Your warband has entered a tomb and found the main burial chamber. After plundering it, you hear the sounds of another warband entering the tomb. You must get the treasure out without getting caught.

The full list of scenarios can be found in issue 16 of TC.

Terrain

The dungeon is laid out with a large objective room at the center. The objective room should have at least three entrances, more if possible. The defending warband is deployed first, inside or within 6" of the objective room. The attacker is deployed within 6" of any one or more entrances.

The game ends if at the end of the defender’s turn the attacker has more standing models inside the objective room than the defender. Alternatively, the game ends when one warband fails its Rout test.

Warbands

Roll to see who starts inside the tomb. Highest roll chooses. Whoever starts at the entrance of the tomb goes first and is the attacker. The defender deploys first inside the Burial Chamber. The attacker(s) then deploy within the entrance room(s).

Starting the Game

The attacker goes first. If there is more than one attacker, roll to see who goes first.

Special Rules

  • One figure is nominated to carry the treasure chest. He may only walk with it (no running or charging unless attacking someone within walking distance).
  • The person with the chest may not use two-handed weapons.
  • When the person carrying the chest is taken Out of Action, another figure may pick up the chest by standing next to it for one turn without doing anything.

Ending the Game

The game ends when all but one warband fails a Rout test. Whoever gets the treasure out of the tomb wins.

Experience

  • +1 Survives: If the Hero or Henchman group survives the battle, they gain +1 experience.
  • +1 Per Enemy Out of Action: Any Hero earns +1 experience for each person he puts Out of Action.
  • +1 Winning Leader: The leader of the winning warband gains +1 experience.
  • +1 Getting the Treasure: The warrior who carries the treasure out of the tomb gains +1 experience.

Rewards

The winner gets D6x10 gc & D3 gems worth D6x5 gc and gets to roll for treasure on the following chart. Roll three times on the chart below to find out what else you get.

D6 RollTreasure Found
1Heavy Armour
2D3 Scimitars (count as hand weapons)
3D6 Jambyias (dagger)
4Gem-encrusted Helmet worth D6x10 gc
5Shield
6Monkey’s Paw (see equipment list)