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This is an under-ground scenario for two players. Use the rules for the Rapid Strike
scenario from Set 3, Fire and Ice, with the exceptions noted below.
- Setup: Before setting up, the oldest player rolls a d20 and consults the chart below to
establish a would count.
- 50-point battle: wound count = 5 + 1d20/2
- 70-point battle: wound count = 7 + 1d20/2
- 100-point battle: wound count = 10 + 1d20/2
Each player must place damage totaling the wound count on the models in their warbands. The
damage may be placed in any manner a player chooses, with the following restrictions and
options:
- No single model can receive damage that reduces it to lower than half health.
- Instead of placing one or more points of damage, a player can eliminate one spell from
a spellcaster in his warband. A spell counts as a number of points of damage equal to the
spell's level. Thus, a 0-level spell doesn't count for any damage, and each 2nd-level spell
counts as 2 points of damage.
- Instead of placing three points of damage, a ranged attacker with unlimited shots
can be changed into a ranged attacker with only 1 shot.
- If a player can no longer legally place damage, eliminate spells, or deplete ranged
attackers' ammunition, the unapplied wound points are added to the opponent's Tactical
Advantage for the scenario.
Note: Models that start the scenario having take half-damage will not be vulnerable to
making morale saves when they reach half health during the battle. Therefore, after you
have finished assigningthe wound count damage, make a save (DC 16) for every non-Fearless
model that has been reduced to half-health. Models that fail the save take an extra
point of damage. Models that are knocked down by this point of damage are eliminated.
Don't forget that the scouting player's spellcasters can cast healing as their pre-battle
spell.
- Rewards: The vitorious warband beats their opponent to their destination, gaining a
magical ring to soothe their troubles. Roll once on Table 5-19: Rings in the Ghostwind Campaign book.
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