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Empire In Flames Beastmen Scenario Two: The Raid

Beastmen often attack isolated villages and farms. If a village or farm suspects they will be raided, they may scrape together their coins to secure the aid of a group of mercenaries to help defend their homes and families.

Terrain

Each player takes it in turn to place a piece of terrain, either a wood, forest, swamp, rocky outcrop, fence, hedge or other piece of similar terrain the village or farm in the middle of the wilderness. There should be D3+1 buildings clustered in the centre of the battlefield to represent the village or farm. The battle is fought in an area roughly 4’ by 4’.

Warbands

The defenders are set-up first. They are placed anywhere within 3” of one of the buildings in the centre of the table. Once they are set-up, the attackers are set-up. They may be placed anywhere on the table, but no nearer than 20” from any of the buildings in the centre of the table.

Special Rules

The defending warband is being well paid, and have no wish to give lose this payment! To represent this, the defending warband does not need to take a Rout Test until 50% of their warband is Out of Action rather than 25%.

The Frenzied Mob:

When a Beastman moves to within 8” of one of the buildings for the first time, place D3 frenzied villagers outside the building, no closer than 5” from the Beastman. The frenzied mob(s) moves in the defenders turn. Count each frenzied mob as a separate group of Henchmen. At the start of its turn, the frenzied mob will automatically charge any Beastmen that are within charge range. If there are no Beastmen within charge range, the mob will move so that it is always within 5” of the building it came from.

Each member of the Frenzied Mob shares the same profile:

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Weapons / Armour: Members of the frenzied mob are armed with an assortment of farming tools, makeshift weapons and flaming torches. Each model counts as being armed with a club and a flaming torch. They do not wear armour.

Fanatical: Because they are defending their homes, the villagers are filled with inhuman fury. They automatically pass any Leadership-based tests they are required to take.

Torch the Village!

Any member of the Beastmen warband that spends an entire turn touching a building without moving, fighting, shooting or casting a spell, may attempt to torch the building. The building is set ablaze on a 4+ on a D6.

Starting the Game

The Attacker gets the first turn.

Ending the Game

The Beastmen automatically win the scenario if all the buildings are torched (see Torch the Village, above). Otherwise, the game ends when one warband fails its Rout test. The routers automatically lose.

Experience

+1 Survives: If a Hero or Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience. If the Beastmen win the scenario, their leader gains an additional +1 Experience (so, +2), because of the respect he gains for leading a successful ambush.
+1 Per Enemy Out of Action: Any Hero earns +1 experience for each enemy he puts Out of Action.

The Spoils

The winning warband gains 5D6gc.