Song of the Splintered Lands A Campaign Sourcebook Sourcebook for for Song of Blades and Heroes Written by John John McBride
Credits Rules supervision and illustrations by Andrea Sligoi Photographs by David McBride Models by Bob Olley for Splintered Light Miniatures (www.splinteredlightminis.com) Playtesters: John McBride, Will Eslinger and the kids of the David Brainerd Christian School Layout: Fernanda Pietrarelli (dear-dead-ofelia-blogspot.com) www.ganeshagames.blogspot.com
Table Of Contents 5
A Druid And Two Kings: Wyldewood, Moonglade, and Mountain Home 5 The Druid Of Wyldewood 6 The Dwarven King Of Mountain Home 8 King Shade Of Moonglade 9 Strategic Situation: Hamlets 10 Strategic Situation: Fomenting Rebellion
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Campaign: The Druid’s Children, The Flowering and The Faithful: 11 Internal Dissension: “The Flowering” 12 The “Secret” Six 13 The Course Of The Campaign 13 Gaming The Rebellion 13 The Flowering 14 The Faithful 15 Leaders And Heroes Of The Faithful 16 Procedure For Setting Up Battles 17 Battles With Variable Strength Forces And Variable Variable Missions 17 Moving And Revealing Dummy Markers
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Campaign: The Kobold Revolt 19 The Stages of the Revolt 20 Stage One Missions 21 Kobold Missions 22 Stage Two Missions 23 Stage Three Missions 23 Terrain For Kobold Revolt 24 Kobold Troop Types
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A Dark And Bloody Ground: A Campaign Of Frontier Defense Game One Warband: The Construction Crew Moonglade Forces Available The Battle Game Two Game Three Game Four Woodland Fortifications Attack Methods
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Special Rules 31 Scout 31 Abbot 31 Bodyguard 31 Deaf 31 Music 32 Near Invulnerability 32 Rare 32 Unique 32 Battlebeast
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Profiles 33 Weasel Clan Goblins 33 Common Goblins (all clans) 34 Bat Clan Goblins 34 Bugbears and Ogres 34 Wolf Clan Goblins 35 Mountain Home 36 The Faithful Druid’s Children 37 Kobolds 38 The Flowering Druid’s Children 39 The Woodlanders -Satyrs and Fauns
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Ganesha Games and Splintered Light Miniatures Presents
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The Purpose Of This Book
Shade of Moonglade and his hordes of goblins, werewolves, and other wicked creatures. This war is being fought on multiple fronts. fronts.
is to provide campaign settings for SONG OF Along the disputed frontier the Druid and BLADES AND HEROES (SBH), (SBH), tied specically Dwarven King plant “strategic hamlets” of setto a line of miniatures sculpted primarily by Bob tlers to drive back the night. Courageous bands Olley and produced and sold by Splintered Light of Druid’s Children, or fauns and satyrs, build Miniatures (SLM). While gamers may certainly and defend stockaded villages, aided by small use whatever models they wish, the descriptions garrisons of professional troops and by roving of troop types are geared directly to the SLM gg- patrols of rangers. Moonglade regularly raids ures. these settlements and often tries to overwhelm Note also that this is NOT a stand-alone and destroy them. product; product; players will need at least the basic rules (SBH) and will also probably want other Meanwhile, deep within Moonglade territory, supplements including SONG OF GOLD AND the Druid and Dwarven King support a revolt DARKNESS (SGD) (SGD) and SONG and SONG OF WIND among the kobolds, the most despised and op AND WATER WATER (SWW) that provide pressed of King Shade’s subjects. Essentially, additional rules, skills, then, both sides in this war are fomenting rebelscenarios, lion within their opponent’s home territory, the and so forth. Druid and Dwarven King through the kobolds and Moonglade through the Flowering. And they ght a vicious war directly along their common frontier. The troops detailed in these pages can be used in almost all of the scenarios described in SONG rules system, particularly the six given in SBH and the Howl of the Werewolf from SWW. The new This book can also be used as a sourcebook scenarios offered in this book include raids and and campaign setting for the upcoming Tales of attacks on weak fortications (ditches, timber Blades and Heroes role-playing Heroes role-playing game. stockades, and log buildings) and on base camps in difcult terrain. There are also linked series The rst portion of this book provides a cultural of scenarios that together comprise a campaign background and campaign setting for the wood- of classical guerilla warfare, together with rules land talking animals whom we call the Druid’s for using warbands of possibly uneven strength Children. The Faithful animals remain loyal to in scenarios featuring variable and secret victory the Druid’s teachings, while the wicked animals conditions. of the Flowering (incited by Moonglade) seek to overthrow them. Readers and viewers viewers of fantasy fantasy The author hopes that there is enough new ma books, lms, and comic books may nd these terial regarding scenarios, special abilities and woodland animal gures also work for a variety limitations, and terrain types to make this book of other fantasy settings; the SBH skirmish sys- useful to players of SBH tem and the SBH stats for these miniatures may even if they do not wish be useful in gaming such other fantasy “worlds.” to play in the campaign The rest of the book outlines the war between setting described. the Druid of Wyldewood and his close ally the Dwarven King of Mountain Home, versus King 4
The Druid’s magic is very powerful, but is focused on woods and water. The Wyldewood contains many spirits who may be dangerous to strangers and invaders but who are perfectly friendly and cooperative to the Druid. These include dryad tree spirits, sylphs, and water sprites. Many of the Druid’s magic spells involve the use The Druid Of Wyldewood of these spirits. It is consequently rare for a Wyl While much of the Land is wooded, its forests dewood army to operate far outside its bound vary widely in nature and in enchantments. Per- aries, although there have been punitive expehaps the most powerfully defended, but also the ditions into neighboring lands in retaliation for least dangerous to its neighbors if left alone, is successful raids against villages and granaries. the Wyldewood. Many diverse races live scatThe Druid is on very friendly terms with the tered across this ancient forest, with the sylvan elves being dominant but also reclusive. Far Dwarven King of Mountain Home, whose economore numerous are the many species collective- my also depends on Wyldewood farmers. Wood ly termed “the Druid’s Children.” These include and stone coexist with little difculty. The Wyl varieties of “beastmen,” human-animal hybrids dewood is also dependent to an extent on wasuch as fauns and satyrs, minotaurs and cen- ter and weather originating outside its bounds, taurs; and also many types of “talking animals” in Mountain Home, and the Druid would act as who lack any human nature but who can reason, necessary to protect the sources of his ecology. speak, and use tools and weapons. These intelli- The metal tools used by the farmers of the Wylgent animal races include hares, squirrels, mice, dewood are mostly the work of dwarven smiths, rats, shrews, weasels, wolverines, foxes, badgers, and the lower, warmer elds of the Wyldewood bears, and others. The Wyldewood also shelters produce valuable crops such as tobacco that the large populations of ordinary animals who can higher, cooler valleys of Mountain Home can be herded (by centaurs or minotaurs) or hunted not. (by the carnivores among the talking animals).
A Druid And Two Kings: Wyldewood, Moonglade, and Mountain Home
Although mostly rst-growth forests, the Wyldewood includes also wide patches of fertile meadows and orchards; its fauns or hare people farmers produce surplus food that is traded down the small rivers into neighboring lands.If an enemy does invade the Wyldewood, it is generally to gain control of this food production. The farmers are by no means helpless, being excellent archers and skirmishers, but they are also powerfully supported by the Druid and his other wards. The bearmen, badgers, minotaurs, and satyrs are all effective heavy infantry. It is commonly agreed that the Druid is the strongest shaman alive. There is only one Druid at a time, almost always an elf, but apprentices surround him (or her). All of the races who live within the Wyldewood are eligible to study in the Druid’s Dale. When the current Druid feels the need, intense but bloodless competitions among the apprentices produce his successor. 5
The Dwarven King Of Mountain Home Mountain Home is an enormous complex of caves and mines developed by the dwarves. They depend on Wyldewood for much of their food; otherwise they are self-sufcient. Their mines provide the raw materials for an extensive production of metal tools, weapons, and armor, and they craft as well in wood and stone. They are also master brewers. While most dwarves spend most of their time underground, some enjoy travel, and the Dwarven King maintains units of dwarven rangers, the Royal Foresters. These ranging companies are sometimes “com bined arms teams” with dwarven infantry supplemented by faun or satyr scouts and archers, a bearman or badger or two, and perhaps even an apprentice of the Druid for magic support. It is these rangers that typically discover the presence of Moonglade raiders or invaders, and give warning while also making the rst resistance.
Although the Dwarven King maintains an elite standing regiment of Guards, and there are huscarls scattered in garrisons, most of the dwarven host is militia. These are typically armed with axes or hammers or other tools-wielded-as weapons, and provided with shields and perhaps some armor. Militia companies muster and drill regularly. The king encourages his subjects to own and to practice with missile weapons; cross bows are popular. The winners of annual competitions are honored and rewarded. Mountain Home utilizes a wide variety of technologies. Many “civilian” technologies also have military uses, and these are recognized and anticipated. For example, the territory of Mountain Home includes a number of navigable rivers and deep lakes, and these are important transportation routes. Although most of the waterways are NOT on a hostile frontier, nor exposed to frequent enemy raids, the Dwarven King insists that EVERY watercraft and crewman on every river and lake be registered with the Naval Ofce. A simple cargo-barge on an inland river, for 6
example, will not typically carry artillery or nets to repel boarders, but these and other defensive items are stored at the ship’s home base. A Naval Inspector ensures annually that everything is in good repair, and the crew might well compete in the annual ballista tournament.
titudes. Earth elementals are notoriously touchy, and often uncooperative, and the dwarves know better than to try to compel them. If a rock formation holds an angry spirit, the dwarves will know not to go there – but might anchor a battleline on the feature, and let their enemies discover the spirit’s power the hard way.
The dwarves have not developed gunpowder, but have efcient steam engines. The dwarves know a lot of practical chemistry, particularly about gases, and they construct small and large balloon craft that have military applications. They have many types of engineers, including specialists in artillery, fortications, and siege operations.
Some earth elementals are as mischievous as the typical sylvan or water spirit. They may, for instance, enjoy playing with a water elemental and becoming mud; the transformation into a less stable form is apparently something of a high. Mud is usually a nuisance to the dwarves, but dwarven military units can often use it as a weapon or obstacle. Even the grumpiest earth elDwarves are born with “earthsense” that allows emental may cooperate when being asked to do them to “read” stone. What they sense is solidity. what he enjoys doing anyway. This awareness of what does not change, however, blinds them to much of the natural ux that Mountain Home and the Wyldewood are politishamans sense and guide. There are no dwarven cally distinct; the Dwarven King and the Druid shamans. But dwarven smiths can use their each have no authority over the other’s territory runes to create tools and weapons that can draw and followers. But their moral values are almost on the force around them to become more effec- identical, their interests intersect powerfully, tive at what they do. Runewrought items are just and they have a “special relationship” of long like their normal equivalents, except more so: an standing that provides a basis for a deep trust axe cuts, but more deeply; a hammer’s impact is between them and their peoples. Some political increased beyond what its weight and the wield- philosophers have even theorized that the dualer’s arm would normally impart; a coat of armor ity of their regimes provides an extra stabilizing is harder without being heavier. The runes ARE force for each. Any successful coup d’etat against magic, and runewrought weapons are as effective Dwarven King or Druid would have to deal with against werecreatures and wraiths as they are an immediate intervention from the other, to reagainst mundane enemies. Runework is difcult store the ally who had been overthrown. and runewrought weapons and tools and armor are scarce and expensive. A few elite units such as the Dwarven King’s Guard may be fully equipped with them (they do last pretty much forever, as the rune magic prevents rust). Dwarven heroes and commanders will carry them, including typically the commander of a dwarven ranging company. The Dwarven King may gift his friends and allies, or reward great service, with runewrought items. Earth and Stone do have their spirits. These are rarely sensed by any but dwarves, but ALL dwarves are aware of them with their earthsense. Whereas the sylvan spirits generally may be sensed and employed only by the Druid and other shamans, any dwarf will know that a rock formation holds an elemental spirit, and will have some estimation of the elemental’s power and at7
King Shade Of Moonglade Deep within the Obsidian Mountains lies Nightsfastness, the fortress of King Shade. His subjects exploit the caverns and minerals of the mountains, and menace the surrounding nations with raids from the cover of the great dark forests, which spread out from the mountains’ base. While the king’s subjects are mostly nocturnal and invariably predatory, they are not mere brigands. They reverence the night sky, and the king himself is reputed to be the greatest astronomer and astrologer ever to have lived. This is the basis for his power and his authority over such a diverse collection of otherwise mutually inimical races and clans. The religion of which the king is high priest focuses its power in “moonglades,” perfectly circular clearings within the impenetrable forest, from which the sky’s secrets can be read. When a full moon illuminates a moonglade packed with wolves and warriors, the neighboring territories will shortly feel the terror of the night.
“high noon” sunshine pains them physically and lowers morale. They can readily tolerate several hours of daylight after dawn and before dusk. Under a forest canopy they can virtually ignore the brightest sunshine. Clouds, huge swarms of bats, and solar eclipses (which King Shade can predict exactly) provide adequate cover for troops operating outside the forest. Winter (with the shortest days) is obviously the preferred season for large-scale military operations, but major raids are often mounted in fall or spring. Although the various races of Moonglade are mostly capable of agriculture, they tend not to be very good at it. They would much rather plunder food from enemies or take slaves who can be forced to labor in the elds. King Shade’s territory is immense and thinly populated, allowing many of the king’s subjects to live by hunting.
There is a good deal of rivalry and outright feuding among King Shade’s subjects, which he tolerates or even encourages as good preparation for war against outside foes. Ogres and orcs, hobgoblins and bugbears, goblin clans and ko bolds squabble among themselves and with one While King Shade’s troops prefer to ght at another. But they will come when called. night, this is as much for religious reasons as for practical ones. They are perfectly capable of oper- King Shade is a very powerful magician. Where ating effectively in daytime, although a direct full the Druid’s magic is of wood and water, the king’s
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is of light-in-the-dark. Werewolves, immune to normal weapons, are his most fearsome units, but must be magically created. The king also reads Fate in the stars, giving him some control over the randomness of life. King Shade’s magic is most powerful under the light of a full moon, least powerful at high noon on a sunny day. Battles between Moonglade and Wyldewood often ebb and ow with the rising and setting of the sun and the moon. (The dwarves of Mountain Home much prefer to rely on their runewrought magic items, which are somewhat less powerful than either the Druid’s or King Shade’s spells, but also more reliable and not dependent on where or what time it is.)
gion of the Moonglade. These are constructed and well fortied by farmers directed by dwarven engineers, and defended by strong garrisons including a druid’s apprentice. The hamlets serve as bases for Wyldewood Warders and Royal Foresters who range widely, scouting and also driving out much of the game and so depriving the Moonglade hunters of sustenance. Once built, hamlets are then occupied by courageous families of hare- and mice-people, or fauns and satyrs, whose goal is to tame the forest and permanently shrink King Shade’s domain. (It helps that the Druid’s Children have a high birthrate and surplus population available for colonization.)
Moonglade usually responds by keeping these No one knows how strong a fortress Nightsfast- “strategic hamlets” under a loose siege, weakenness might be, as no army has reached it to lay it ing them through attrition by a series of raids ununder siege. But King Shade is certainly one of til they can be overwhelmed by a major assault. the most powerful rulers in the world, quite pos- These would involve bat clan and weasel clan sibly THE most powerful. And he has shown no goblin units (who can get over their walls easily), sign of relenting in his aggressive expansionism. Moonglade shamans, werebeasts, and the heaviest goblinoids such as ogres.
Strategic Situation: Hamlets Moonglade lies just to the north and west of the Wyldewood and Mountain Home, and there exists a permanent state of war between it and them. This is normally a low-grade conict of raids and retaliatory strikes, but sometimes escalates to major invasions.
Such an attack will draw a reaction force from Wyldewood and Mountain Home, typically including additional units of Warders, more shamans, and dwarven huscarls and artillery units. Dwarven balloonboats can bring in reinforcements by daylight, though the goblin Bat Clan rules the night sky.
The Druid and Dwarven King have learned that Moonglade will not be left alone; King Shade shows no interest in diplomacy and seems to aim at total conquest. Moonglade typically tries to conquer Wyldewood villages and either carry the inhabitants away as slaves, depopulating the area, or bring in a goblinoid clan to rule the village and its enslaved farmers. One large valley of the Wyldewood has been so fought over in this way that it has become known as the Dark and Bloody Ground. Accordingly, and reluctantly, Wyldewood has, with Mountain Home’s help, begun to push beyond the disputed territory into Moonglade itself, on the theory that war is inevitable and it is best to ght it as far away from home as possible. The Druid plants “strategic hamlets,” military colonies, to occupy a re9
Strategic Situation: Fomenting Rebellion The Druid and the Dwarven King have also planned another campaign, the provocation and support of a kobold uprising within King Shade’s territory. To have any chance of success, such a revolt would need substantial assistance, but that could only be provided by air. The most powerful help, by weight, would be shamans, but the Druid is reluctant to risk his apprentices in such a hazardous undertaking. And in any case, the kobold shamans are relatively numerous and adept; magic is the one military area where the kobolds can match their goblinoid masters. Dwarven engineers would be useful, but would need to be inltrated into kobold strongholds and kept secret from Moonglade long enough to impart their knowledge. The Druid and Dwarven King therefore issued orders to their forces to capture ko bolds whenever possible, in order that such prisoners might be trained and equipped to be smuggled back to their homes as the cadre for a rebellion. These preparations have recently been completed. But two can play at that game. King Shade’s troops also captured, some years ago, a number of the Druid’s Children, including foxes, rats, wolverines, weasels, and a pine marten. The king had never seen these species, and ordered them brought to Nightsfastness, where he undertook their conversion to his cause and religion. The talking animals proved quite receptive to ideas of Fate and Destiny, and several of them learned the skills of astrology. A carefully supervised trip to a Moonglade at Full Moon completed their initiation. The “Shadow Lords,” as King Shade atteringly designated them, were then escorted to the border of Wyldewood, to inltrate back into their home territories and organize a rebellion against the Druid’s regime. The goal of the rebellion is the creation of a moonglade within the Wyldewood itself, an event that would represent a dire challenge to the Druid’s authority and regime.
Campaign: The Druid’s Children, The Flowering and The Faithful Although they are the dominant race, the forest elves are by no means the most numerous of the Wyldewood’s peoples. That distinction belongs to the several species of intelligent animals, including the hare people, the mice people, the squirrel people, the rat people, and others. These are collectively called “the Druid’s Children.” The Children themselves do not remember their origins, and the Druid will not say, but some philosophers have speculated that the Children arose, or were created, during a time of chaos and destruction in which the Forest was all but destroyed. According to this account, the Druid needed help in maintaining and repairing the land, and intelligent races of animals provided essential assistance. Or, as an alternate theory speculates, perhaps the animals helped rst and then were rewarded with intelligence after. This view is somewhat undercut, however, by the fact that NON-intelligent varieties of the same animal species still live, also, within the Forest. That is, there are the hare people and mice people, who talk and use tools, but also ordinary and non-sentient hares and mice. Whatever their beginnings, the Druid’s Children today comprise the vast majority of the Forest’s sentient dwellers. Species identied so far include hares, mice, badgers, hedgehogs, moles, squirrels, bears, otters, foxes, shrews, pine martins, wolverines, and rats. These have in common the characteristics of intelligence and hands, allowing speech and tool usage. They are also much larger than their nonintelligent cousins, with whom they have no signicant interaction or relationship. It is a matter of indifference, to a hare person, whether a fox eats a non-sentient hare. In fact, the hare people have the same problem keeping rabbits out of their gardens that other farmers have! The Children do retain, however, the basic traits of their respective species. The hares, for example, are alert, fast, and rather bold, while the mice are cautious but also highly adaptable. Foxes are sly, otters playful, and so forth.
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Internal Dissension: “The Flowering” Not all the Druid’s Children are obedient. Emissaries from Moonglade have planted seeds of doubt or dissension within some of the Children, particularly the foxes, wolverines, and rats. In the case of the carnivores, the temptation is to treat the intelligent herbivores as prey. For intelligent and tool using foxes, catching common hares or mice is no challenge at all. The seductive message that their “proper prey” should be their peers, the hare people and the mice people, seems to be gaining adherents, although such behavior is expressly forbidden by the Druid. In the case of the rats, the issue relates more to population growth. The Druid encourages his Children to limit their population growth during normal times to what available resources can sustain. (In crises the Druid can increase the population of the Wyldewood quickly, as the Children do come to maturity far quicker than do elves or dwarves or humans.) Children who are unwilling to limit their natural increase are encouraged to move to the disputed frontier, where the increased danger makes a higher birthrate not only acceptable but even advantageous. What the rat people want to do, it seems, is breed without limit, pushing the other Children out. As the early advocates of these pernicious doctrines began to spread them secretly within the Druid’s domain, they spoke of “the Flowering.” At rst this term was simply a code word, intended to conceal a dangerous idea behind a pleasantsounding term. The Druid caught on rather quickly and was not amused. But the foxes and rat lords continue to use “the Flowering,” with conscious irony, as the name of their movement; it has come to be a shorthand way of saying “be all that you can be” or “be fully and completely YOURSELF.” Most of the Druid’s Children reject the Flowering, seeing themselves much more as its targets than as its beneciaries. A hare person might
indeed be forced to become faster and more alert as a result of being hunted by an intelligent fox, but this sort of “self-actualization” has limited appeal. Those of the talking animals who appreciate the Druid’s guidance, and see his rule as benign and benevolent, call themselves “The Faithful.” Theirs is an attitude of trusting and dutiful obedience. The Druid has encouraged them to organize to resist and suppress the Flowering, and they have done so. While membership in the Faithful or adherence to the Flowering is generally determined by species, individual talking animals are free to choose either path. It is rare, but not unheard of, that a particular fox might reject the Flowering, or a particular hare embrace it. However, any individual who goes against the prevailing attitude within his species is certain to become an outcast, yet also to be viewed with great suspicion by the other species within his chosen ideology. A fox may SAY that he rejects the Flowering, but the hare and mice people are unlikely to trust him far, if at all. Particular mention must be made of the bears, easily the most powerful ghters in the forest. While aggressive and carnivorous, the talking bears are also far more fond of slurping honey and insects from dead trees than in chasing down rodents, whether sentient or not. They are fast enough to take the non-sentient deer of the forest. And they generally respect the Druid. If they want more “action” against an intelligent and dangerous foe, they can join the dwarven warbands of the King of Mountain Home and confront goblins and ogres. Moreover, bears are naturally aloof, and also culti vate an air of bad-tempered independence; readers of Tolkien’s THE HOBBIT may recall Beorn as a model. When a fox emissary from the Flowering explained to one bear that his true destiny lay in eat11
ing the other intelligent animals of the Druid’s domain, the bear nodded, announced himself persuaded, and ate the fox. So the mass conversion of bears to the Flowering is not going to happen, although it is certainly possible that individual bears might take that side. Likewise the badgers’ innate conservatism has made them reliably Faithful. But most of the carnivores, plus the rats, have joined the Flowering.
Wolverine Q 3+ C 6 hero, combat master, fearless, savage Cost 122 Riix Ratlord Q 2+ C 2 hero, leader, magic resistance Cost 153 (includes 40 points for Redtail) Redtail Q 3+ C0 magic-user, magic resistance Cost (40)
The “Secret” Six These creatures comprise the leadership of the Flowering and are very impressive beings indeed. King Shade selected them from among hundreds of prisoners, and indoctrinated and trained them rigorously. The king also imbued them with tremendous condence, based on his assurance of their great destiny. All Six are Heroes and all are Unique. It is these Six upon whom the rebellion depends. As long as they are active, the Flowering is a threat. The Druid’s magic has revealed their identities, so they are no longer Secret, and he has ordered the Faithful to track them down and kill them. This is essentially the objective of the campaign.
Redtail the rat shaman was expelled from the Druid’s Dale for theft, and has joined the Flowering seeking revenge. He is not a very good shaman, but learned enough before his expulsion to function as a magic user on a battleeld, the only one available to the Flowering. He always accompanies Riix, and his point cost is included in Riix’s. If killed, Redtail cannot be replaced. He is physically weaker but more alert than a normal rat shaman. Firfoot (pine marten) Q 3+ C 5 hero, leader, long move, running blow, forester, scout Cost 158 The four leaders (the two foxes, Riix, and Firfoot) each command a war band. Redtail accompanies Riix, whose band is generally entirely rats. Wolverine and the Torpedo are assigned where needed.
The Six:
Valeria Victrix Vixen: (female fox) Q 3 + C 3 leader, hero, forester, scout, stealth Cost 108
Todd Tokala (male fox) Q 3+ C4 leader, hero, forester, scout, stealth Cost 118
The Torpedo (weasel) Q 4+ C 4 hero, assassin, acrobat, burrowing, fearless, savage, stealth Cost 128
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The Course Of The Campaign
has succeeded. In this case the Druid has a MAJOR problem on his hands, as King Shade will inltrate goblin warbands into the Wyldewood Upon their secret return to the Wyldewood, the in support of the Flowering, including shamans Six were able to move around freely, proselytizto create a moonglade. ing and organizing warbands. The rebellion had not yet begun, and while the Druid was quick to begin to suspect the danger, no direct action against the Flowering had yet been ordered. Use the rules given below for variable strength When the Six began overt operations, each of warbands and variable victory conditions, with the four Leaders had raised a warband of 300 dummy markers. The “normal” strength for warpoints PLUS one of the four leaders from the Six bands is considered 300 points, but warbands of (that is, the two foxes, Riix, and Firfoot). If Wol- the Flowering do not have to pay for their Leader verine or the Torpedo is included within the war- from among the Six. The warbands of the Faith band, their points are taken from the 300. Wol- ful are likewise normally 300 points, and that verine, or the Torpedo may be moved freely from 300 points DOES include any leaders or other one warband to another; they could be used in characters. every game if desired. (Wolverine, the Torpedo, This means, of course, that the Flowering warand one of the foxes make a small and VERY elite bands will typically be larger or more powerful warband.) than their opponents. However, the Faithful may replace dead models freely, and their warbands The Flowering can raise an almost unlimited may improve and expand as detailed in SBH. number of rats. The number of recruits available What makes this campaign interesting is the irfrom other species, however, is limited by slow replaceability of the Six. It makes sense for the birthrates and the natural dispersion of preda- Faithful to sacrice an entire warband to take tors. Weasels, wolverines, foxes, and pine mar- out one of the Six. The Faithful will also typitens are Rare; replacing them costs additional cally have better missile and magic capabilities points. (See Special Rules.) than the Flowering, although the Six, as heroes, are immune to power 1 Transx spells. Even Other than the restriction given above on re- the Wolverine, though, has to fear concentrated cruiting predators, the warbands of the Flower- shooting. ing may be improved and expanded by spending Victory Points as detailed in SBH. The Six (or A complete list of available troop types for The seven, including Redtail) can never be replaced. Flowering and for the Faithful can be found in Other than the Six and Redtail, the Flowering the rosters at the end of this book. Some troop may recruit no personalities, and therefore no types require further explanation, and these are more leaders, heroes, or magic users. given below as well as in their appropriate roster. If one of the four Leaders (the two foxes, Riix, and Firfoot) is killed, the surviving members of The Flowering his or her warband become available for recruitment into the other warbands; the dead leader’s Rats are quarrelsome, hence the poorer quality warband ceases to operate. If this happens to rating. three of the four leaders, the rebellion has been crushed, and the remaining leader abandons the The rat shaman given in the Roster is for nonFlowering and becomes a simple bandit chief. campaign games only; Redtail is the only magic
Gaming The Rebellion
If, on the other hand, two of the four Flowering warbands succeeds in growing to 500 points each WITHOUT the value of any of the Six (Redtail, Wolverine, and the Torpedo may NOT be counted towards the 500 points) then the rebellion
user available to the Flowering in the campaign. (Remember that the revolt is aimed AGAINST the Druid, who with his apprentices has a monopoly on magic in Wyldewood. This would change if the Flowering succeeds and a moonglade is created inside the Druid’s domain.) 13
The Faithful Hare Spearman Q 3+ C 3 long move, running blow, free disengage Cost 72
low him through his tunnel, moving as far as the leading mole moves each turn. Only the mole can ght if engaged underground, and cannot recoil (and so automatically falls) if mice or shrews are following along. Once they emerge from the tunnel, mice and shrews cannot reenter it unless in a group led by a mole. Although burrowing per se is not secret, a group of mice and/or shrews led by a mole MAY begin an ambush scenario already underground, and will not be visible until the mole moves. Moles may never be given the ranged weapon (Shooter) improvement.
Hare spearmen are selected from among the largest, strongest, fastest of their people. A hare spearman’s attack is a Running Blow leap OVER an enemy, stabbing down and even “polevaulting” as he passes overhead. As long as there is space within his move distance to land, a hare spearman does NOT have to stop due to Shrew Warrior passing adjacent to another enemy model. This is the only “free disengage” a hare spearman can Q 3+ C 1 berserk, shooter (short), short move do. The hare DOES get +1 to combat for being Cost 16 higher. This attack may not be made against enemies who are Huge, or when there is insufcient Shrews may begin a game either in shootspace overhead for the leap (in dense woods, low er mode or as Berserkers. In a later turn a slinger ceiling, etc.) shrew may declare at activation that it is becoming Berserk. If a shrew loses its Berserk status Hedgehog Warrior (by rolling three failures or losing a combat), it Q 4+ C 3 shieldwall, steadfast, reverts to slinger status for the rest of the game. free disengage Players may wish to have two miniatures for Cost 33 each shrew, one as slinger and one as berserk. A hedgehog’s “tuck-and-roll” gives him a free Alternately, use a small red marker on a slinger model, and a small yellow marker on a berserker disengage. model, to indicate a change in status. While not Gregarious, shrew slingers inMouse Warrior uenced by a Leader may move and shoot as a Q 4+ C 1 free disengage, gregarious, group at an effective Q 2+. They may still move short move as a group if they ALL become Berserk. Their +2 Cost 12 to Combat and immunity from Morale tests on Mice are the weakest of ghters, but when a turn in which they enter contact make them a well led (i.e. within a Long move of a Leader is- threat even to enemies who cause Terror. suing group orders) their Quality is effectively a Squirrel Warrior 2+. If they swarm a powerful enemy, the –1 per Q 4+ C 2 acrobat, forester, scout opponent in contact can be devastating. RememCost 24 ber that a group need not be all of the same type; mix some mice in with the stronger ghters. Use their Free Disengage to protect them from stron- Squirrel Archer Q 3+ C 2 acrobat, shooter (long), stealth, ger enemies whom they do NOT outnumber. sharpshooter, forester, scout Cost 45 Mole Warrior Q 4+ C 2 burrowing If a squirrel is in a tree or similar high Cost 24 structure such as a tower, his acrobatic/climbEven one mole is often helpful in a war- ing ability is assumed to put him in an “uphill” band. Mice and shrews, though they cannot position (+1) against any hand-to-hand attacker, burrow, when in a group led by a mole may fol- unless the attacker also is an Acrobat. 14
Leaders And Heroes Of The Faithful
Sugar’s-sons, bodyguards Q 3+ C 2 hero, steadfast, bodyguard (optional), short move Cost 50
At the start of the campaign, each of the named individuals below will command a warband of, Sugar’s warband may include badgers (includnormally, 300 points, including their own point ing armored) as well as mice, and these may be cost. These named personalities are unique and assigned as Bodyguards (see p.31) if desired. so cannot be replaced if killed. However, unlike the Flowering, the Faithful can draw on an unlimited number of personalities. When creating Captain Keeneye, hare veteran new warbands, replacing dead models, or buyQ 2+ C 3 leader ing new models with Victory Points, the Faithful Cost 75 may have as many leaders, heroes, or magic users as they wish to pay for. The captain was home recuperating from the wound that took his eye when the Flowering Abbot Sugar, mouse sage broke out. The Druid ordered him to gather a Q 2+ C 0 leader, magic user, hare warband and deal with the problem. short move Cost 68 Riverrider, otter rogue Q 2+ C 3 leader, dashing, amphibious Cost 90
The wisest and most respected mouse in the Wyldewood, Sugar is always accompanied by several of his sons and bodyguards.
Riverrider leads an otter outlaw band that has long vexed the river trafc of the Wyldewood. The druid has offered him a full pardon if he tracks down and kills one of the Six.
Dart, otter hero, second to Riverrider Q 3+ C 3 hero, dashing, amphibious Cost 52
Brace Badgerlord, heavily armored badger leader Q 3+ C 6 leader, hero, heavy armor, short move, slow, combat master Cost 144
Brace is one of the few among the Faithful who can go toe-to-toe against Wolverine. His warband may include any species of the Faithful.
15
Procedure For Setting Up Battles:
The Hightop Tasseltails, squirrel brothers
Ian Q 3+ C 2
leader, acrobat, forester Cost 56
Fergus Q 3+ C 3 hero, scout, acrobat, forester Cost 78 The Tasseltail brothers lead a squirrel patrol of Wyldewood Warders. The Druid has recalled them from the Dark and Bloody Ground to help suppress the Flowering. Their warband is a mixture of squirrel warriors and archers.
1) Each side secretly chooses which of its warbands will ght. 2) Lay out terrain using the scenario for Allout Battle. One player lays out the terrain, the other chooses his side for entry. (See SBH.) 3) Using the rules below for variable strengths and missions, each player secretly determines the strength of his warband, and then secretly chooses its mission. For warbands in volved in a campaign, their “normal” strength includes the additional points of models they have earned through victories. Remember that Flowering warbands do not include members of the Six in their normal total. For example, if a warband began the campaign at 300 points and has won enough victory points to buy another 40 points, then 340 points is its “normal” strength. If its player, for the next battle, rolled a 6 (larger than normal) and then a 1 (110% of normal), the warband would ght the battle with 340 + 34 = 374 points of models. After a campaign battle, a warband reverts back to its pre-battle points total, regaining any reduction and losing any increase from the variable strength table.
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Battles With Variable Strength Forces And Variable Missions
Instead of secretly rolling a die, players may wish to draw a chit numbered 1 – 6 (or use playing cards, ace through six) to show the opponent after the game. “Trust but verify.”
While the basic activation rules effectively create Players choose the composition of their wara lot of tactical uncertainty, players may wish to bands AFTER knowing their size AND may use additional methods to reect the ‘fog of war” choose their mission. Some missions are better if they can do so without slowing down play. suited to smaller warbands with more powerful individual models, while others reward larger The primary reason for variable warband warbands of weaker individuals. strength is to create uncertainty about the enemy’s total available forces when using dummy markers. Combine this with variable and unknown enemy victory conditions, and games more nearly reect the fog of real combat.
Moving And Revealing Dummy Markers
Each warband, whether normal sized or larger or smaller, should be given the same number of markers. Twenty-ve is a good number for 300 1. Decide on the normal warband strength, point games, and forty markers will do for 500 e.g., 300 points for a smaller game, 500 points point games. Markers should be the same size for larger encounters, etc. as models’ bases, and be numbered or otherwise 2. Each player secretly rolls a D6: on a 1 or 2 identied on top. Players will write down before the player’s force is smaller than normal; 3 or 4 play begins which markers represent which modthe force is normal sized; 5 or 6 the force is largels; the other markers are dummy. er than normal. Alternately, a 1 is smaller, a 6 is larger, and 2-5 are normal. Obviously, weaker warbands will have more 3. Smaller warbands will mostly be at 90% dummies, and stronger warbands fewer. or 80% of normal; larger warbands will mostly be at 110% or 120% of normal. However, on rare Mattboard is inexpensive, and can be cut easoccasion a small warband may be at 50% normal, ily into appropriately sized squares for dummy while a large warband may be at 150% normal. markers. Victory points are adjusted at the end of play to reect this. If smaller or larger than normal, roll All markers, real and dummy, are deployed as again on the table below: within one LONG of their own base edge. All die Smaller Adjust die Larger Adjust markers may move, without being activated warbands VP warbands VP or revealed, according to the following rules: Procedure:
1 2 3 4 5 6
50% 80% 80% 90% 90% 90%
200% 120% 120% 110% 110% 110%
1 2 3 4 5 6
110% 110% 110% 120% 120% 150%
90% 90% 90% 80% 80% 50%
a. As long as no models have been revealed, players alternate moving a single marker or GROUP of markers in base-to-base contact. The same marker or group may be moved repeatedly before any others are moved, if that is desired All markers move Medium distance For example, a player whose warband has alin the open and Short if crossing difcult terready been determined to be smaller than norrain. mal rolls a 4 on the above table; his total points b. Markers can ‘see” each other across any for buying his warband are 90% of normal, e.g. distance of open ground. Terrain blocks line of 270 points rather than a normal 300. However, sight, but markers will sense each other when at the end of the game he multiplies his earned they come within a Long move of each other re Victory Points by 110%. gardless of any terrain. c. When two or more markers see or sense 17
each other, their respective players declare whether they are real or dummy. If both are dummy, both are removed from the table. If both are real, place both models on the table. If one is real and the other is dummy, remove the dummy; the other marker remains, with the enemy knowing it is a real model but not what kind. This is resolved simultaneously, so if one marker for Player A sees two markers of Player B’s, both of B’s markers are revealed, as well as A’s. d. A player may reveal a marker (of his own!) to be real (or dummy) at any time. e. When one or both sides have models on the table, play proceeds as normal with players’ alternating turns and activating models, WITH AN ADDITIONAL PHASE: before attempting his rst activation, a player may move each and all of his remaining markers (Medium in the open and Short in difcult going). Any marker that after movement can be seen by an enemy marker or model is then revealed (and if real can then be activated in the same turn).
B. PROBE: the goal is to exit the opposite (enemy’s) edge of the table, if possible while still concealed. Each friendly model exiting the table at the enemy’s base edge gains 1 experience point and 1 victory point; each friendly model still concealed as a marker gains 2 experience points and 2 victory points. The warband also receives 1 victory point for each 20 points of enemy models killed. C. SEARCH AND DESTROY: the warband’s mission is to sweep the enemy from the board. At the end of the game the warband receives 10 victory points if no enemy models or markers are left on the table. Each survivor earns 1 experience, and the warband also receives 1 victory point for each 20 points of enemy models killed (not run off the table).
D. HOLD!: the warband chooses a terrain objective, which must be at least partially on the enemy’s side of the table. If at the end of the game there is at least one friendly model and no The primary reason for variable warband enemy model on the terrain feature, the warband strength with dummy markers is to create un- earns 10 victory points. Each survivor earns 1 excertainty about the enemy’s total available forc- perience, and the warband also receives 1 victory es. This uncertainty then also allows for variable point for each 20 points of enemy models killed missions and victory objectives. (not run off the table).
4. A warband may choose (or may roll ran- 5. It is possible with the above missions that domly if players prefer) one of the following mis- both sides might win a victory. A Scout mission sions: might well succeed while an opposing Search and Destroy or Hold mission also succeeds. Op A. SCOUT: the goal is to reveal ALL of the posing Hold missions might both succeed if the enemy’s markers. Alternately, the scouting party terrain objectives were different. A Probe might may capture an enemy model (a “kill” of a fallen bypass a Hold mission and both succeed. model may be considered a capture). If a character then interrogates the prisoner (requires two After the game, each warband totals its victory actions) the prisoner is assumed to have revealed points as dened in the mission descriptions, enough information to make the scout a success. then multiplies the total by the adjustment based Once successfully interrogated the prisoner may on warband size. Models who have experience be dispatched or taken to the rear by an escort- points may spend them or accumulate them for ing friendly model (move together at Slow). Once improvement. Victory points may be used to buy successful (either by revealing all enemy mark- advances or new models, as per SBH pp. 17-18. ers or capturing and interrogating a prisoner), the scouting party returns to its base edge. The warband earns 10 victory points, plus 1 additional victory point for each 20 points of enemy models killed or for each 10 points if captured. Each survivor who exits the board (or who has a clear line to do so when the game ends) receives an experience point. 18
Campaign: The Kobold Revolt Strategic Background The Dwarven King of Mountain Home formed, some years ago, a study group to examine the possibility of igniting and sustaining a kobold re volt inside Moonglade territory. The igniting part might be easy, they soon decided, as the kobolds chafed under Moonglade rule and were already prone to uprisings. But there seemed NO chance of success even for a sustained revolt, much less a successful one, for two reasons. The rst was that the goblins’ reaction to any attempted kobold resistance was always a swift and ruthless application of overwhelming force. Kobold guerillas could not “swim among the people” as sh in the sea, because the goblins were willing to come as near to genocide as necessary to suppress any revolt. Any kobold settlement even suspected of sympathy for any resistance was likely to be obliterated. Other kobolds would see the futility and refuse to join in.
kobolds use these as draft animals. However, the dinosaurs had proven almost impossible to use in battle, as they seem to have a deep fear of anything on their back. Some years ago, however, the dwarven air force and the rst-recruited kobold inltrators brought many of their eggs back to the Druid’s Dale for experimentation. The Druid’s apprentices have developed and bred animals suitable for war, and these creatures’ eggs have now been returned to the kobold lands to hatch and reproduce. When the kobolds DO revolt, they will have, for the rst time, some units capable of holding their own against Moonglade’s heaviest troops such as ogres and even giants.
The Stages of the Revolt:
Vo Nguyen Giap, who commanded Vietnamese communist forces against both France and the United States, di vided guerrilla war The other difculty lay in the inaccessibility of into three stages: kobold lands from Mountain Home. The King’s Stage one: Royal Courier Balloonboats have made a few 1. long-range stealth missions, but can carry only very small unit, hita small payload (less than a thousand pounds). and-run actions withThe kobolds can get no signicant MATERIAL out any attempt to hold territory. help from the dwarves.
But KNOWLEDGE, the dwarven study group soon realized, has no weight, or only the small weight of the books or minds that hold it. And with that realization, the Dwarven King initiated a long-term plan that is now bearing fruit. The king ordered his military to take kobold prisoners whenever possible, and since kobolds often served as unenthusiastic auxiliaries in Moonglade forces, this was relatively easy. The dwarves enslaved their kobold prisoners, a practice Moonglade found unremarkable. But their “enslavement” was in fact a screen for selecting and training kobolds to be inserted back into their homes to spark and lead a coordinated revolt. Ko bolds were trained in tactics, in engineering, and in organization and leadership. They were also, with the aid of the Druid, given a new weapon.
At this stage the kobold rebels will appear, at least initially, to be mere outlaws, but their depredations will mask their real political aim of fomenting widespread revolt. Tactically, the kobolds will be escorting agitators into neutral villages, and also “planting” nests of battlebeast eggs in their hidden base camps. 2. Stage two: continuation of stage one attacks combined with larger units, regimental and below, engaging in more intense attacks and taking and holding remote terrain as needed.
The kobolds will now have battlebeasts; each warband may include one if desired. Ambushes and raids will be more common, but Moonglade will strike at kobold villages and base camps. The kobold rebels will not necessarily be able to hold The kobolds’ swamps contain small herds of villages, but they must retain their bases. dinosaurs that are capable of being tamed; the 19
3. Stage three: conventional warfare against a weakened enemy who is engaged and defeated.
Stage One Missions: In Stage One the normal size for warbands is 300 points.
At this stage the kobolds can successfully defend their villages against Moonglade assaults, Moonglade will always have a normal or largand have an even chance against Moonglade er-then-normal force: draw a card 1-6; on 1-4 warbands throughout kobold territory. Moonglade’s warband is normal-sized, on 5 or 6 larger-than-normal. Then draw a second card; The most important decision that a guerilla if warband is normal-sized, ignore the second force makes is when to transition from one stage card; if warband is larger, use second card to to the next. In stage one, guerillas are hard to determine how much larger: 1-3 = 110%, 4-5 = catch and defeat but also cannot win themselves. 120%, and 6 = 150%. Stage two increases the guerillas’ threat, but also In Stage One, Moonglade’s mission is always their vulnerability. At Stage Three the rebellion SEARCH AND DESTROY. If the board is clear of as such has succeeded; what is being waged now enemy models at the end of the game, the waris a conict between peers. band earns 10 Victory Points (VP). In addition, the warband receives 1 VP for each 20 points of enemy models killed. Each surviving member of the Moonglade warband still on the table at the end of the game receives one Experience Point.
20
The kobolds will always have a smaller-than- model that exits the table AFTER an enemy has normal force in Stage One: choose a card 1-6: on been killed. Each surviving kobold also receives 1-3 strength is 90% (i.e. 270 points); 4-5 = 80% one EP. (240 points); and 6 = 50 % (150 points). GUARD: This is a “retreat across the board” No battlebeasts are available to the kobolds in scenario. The kobolds set up on the Moonglade Stage One. side of the table, at least two Long moves from the Moonglade entry edge. One group of three The terrain for Stage One battles is Typical Ko- dummies represents a dinosaur egg being car bold Territory (1-5) or a Kobold base camp (6). ried by two kobolds. This group moves Short and Roll a D6. is Slow. If the kobolds get the egg off their base edge, they receive 20 VP. If Moonglade captures After secretly determining the size of their warband, the kobolds choose their mission. At any point during the game, the kobold player may announce that he is changing his mission to SURVIVE! Dummy markers are used to conceal the relative size of each force. The kobold player rst deploys his dummy markers anywhere except within two Longs of Moonglade’s entry edge. This prevents the enemy from knowing from the initial deployment that the mission is Guard or Ambush. Moonglade then deploys its dummy markers within one Long move of its edge. Each side then alternates moving, kobolds going rst, as per the rules on p. 17.
Kobold Missions:
the egg (by killing the kobolds carrying it) they receive 20 VP and a signicant piece of intelligence about the forthcoming threat. Any surviving kobolds earn one EP, but the warband is expendable; the egg must be protected at all costs. (The best way for the kobolds to win this is to keep Moonglade from even seeing the egg and its bearers. If the egg is identied, the kobolds will have to ght a desperate delaying action to protect it.)
INFILTRATE: kobolds set up within two Long moves of edge. They receive 1 VP for each model that exits from either side edge BEYOND midpoint (i.e. on the Moonglade side of the board). They receive 2 VP for any model that exits from the Moonglade entry edge. If a model is still concealed as a dummy marker, double the VPs AMBUSH: kobolds may set up anywhere on awarded. All exiting kobolds also earn one EP. board except within two long moves of Moonglade’s entry edge. Kobolds receive 1 VP for each 10 RAID: Kobolds set up within two Long moves points of enemy models killed, and 1 VP for each of their own edge. Their mission is to kill at least 20 points of enemy models ed the board. All one enemy model then exit any edge. The ko- surviving kobolds also receive 1 EP. bolds receive one VP for each 5 points of enemy models killed, and also one VP for each friendly 21
SURVIVE!: When the kobold player announces that he has changed his mission to survival, all kobold models or dummies that are not in com bat nor surrounded are immediately moved one Long towards the nearest edge. Kobolds must then use all their actions each turn to move off the table. The VPs that the kobold might otherwise earn for exiting the table in an INFILTRATE or RAID mission are lost. In a GUARD mission the egg is abandoned by its bearers and Moonglade gets the 20 VPs. However, the kobold does receive any VPs earned for killing Moonglade models, and each kobold exiting the table receives one EP. (“Surrounded” means a model cannot move off the table without coming within a Short move of an enemy model.)
Stage Two Missions: In Stage Two the normal warband is 500 points. Moonglade warbands are still normal or larger than normal-in-size, normal on a 1-4 card and larger on 5 or 6. Kobold warbands will be smaller-than-normal. Warbands that are carried over from Stage One retain all advances and accrued Victory Points and Experience points. At the beginning of Stage Two they recruit an additional 200 points of new models. The kobolds may include a battlebeast in any warband.
The terrain for Stage Two battles is Typical KoIn order to move to Stage Two of the rebellion, the kobolds must successfully carry out an IN- bold Territory (1-4), a kobold base camp (5), or FILTRATE mission and a GUARD mission, in ei- an unfortied kobold village (6). Roll a D6. ther order, and THEN win an ambush, killing or driving ALL Moonglade models from the table. Moonglade’s mission in Stage Two is again alThe kobold player may always choose a RAID ways Search and Destroy. mission, a hit-and-run attack. And the kobold Kobold mission choices in Stage Two include all may always convert to SURVIVE! of those from Stage One: INFILTRATE, RAID, If the kobolds are unable to accomplish this GUARD, AMBUSH, and SURVIVE. However, within twelve battles, the rebellion is going no- any warband that includes a (still alive) battle where and will collapse. If Moonglade captures beast cannot convert its mission to SURVIVE! a dinosaur egg from a GUARD mission, the ko- unless the battlebeast is abandoned by its crew bolds must complete all of their required mis- and lost. sions within TEN games. The kobolds may also choose the mission DEFEND if the terrain is a base camp or village. The set-up and victory conditions for DEFEND are identical for AMBUSH, except that the kobolds have a permanent standard planted within a Long move of their own base edge. This standard represents the kobolds’ increased determination to stand their ground. They may rally to the standard more than once in a battle. The standard cannot be moved, requires no bearer, and is destroyed by any enemy model who touches it. The destruction of the standard is treated as the loss of a Leader for Morale purposes. Stage Two becomes Stage Three when the ko bolds successfully defend either a base camp or a village, killing or driving from the table all of the Moonglade attackers.
22
Moonglade wins the campaign during Stage Two if four battlebeasts are killed or abandoned after a SURVIVE! order. This would indicate that the kobolds’ reliance on this new weapon is misplaced, and the rebellion will collapse.
Stage Three Missions: At this stage the warbands remain at 500 points, but the kobolds are able to match the numbers of Moonglade. Use the Variable Strength Table for BOTH sides: 1 = smaller-than-normal, 2-5 = normal, 6 = larger than normal. Terrain for Stage Three is Typical Kobold Territory (1-3) or Kobold Village (4-6). The villages will have a weak stockade. Constructed since the beginning of Stage Three. A kobold warband may include TWO battle beasts in Stage Three if desired. The Moonglade mission is again always SEARCH AND DESTROY. If the battle is in Typical Ko bold Territory, the kobold player may choose any mission from the Stage Two list. If the terrain is a Kobold Village, the kobold mission MUST be DEFEND.
Revolutionary base camps are in out-of-the-way locations, generally deep in swampy areas. The kobold player lays out the terrain but does not place his base camp until the Moonglade players has chosen his entry side. Use the terrain placement rules for ON DIFFICULT GROUND (SBH p. 19). Terrain pieces may be swamp, stream, forest/dense vegetation, or low hills. Any model moving in a swampy area rolls for quicksand as per the rule for terrain in ON DIFFICULT GROUND: on a 5 or 6 (or 4,5, or 6 if mounted) the model has encountered quicksand. Kobolds, being on home ground, may add +1 to this die roll, and kobold battle beasts, with swamp walk, add +2. (The battle beast, being mounted, therefore encounters quicksand only on a 6.) If quicksand is encountered, use the rules in SWW (p.11) to determine effect. The base camp will have one immovable feature (dinosaur nest, weapons cache, etc.) worth 10 VP to Moonglade if captured and held at end of game. Typical kobold territory uses the rules for ALLOUT BATTLE (SBH p. 18). The kobold player lays out the terrain, which may include up to three swamp areas; the Moonglade player then chooses his side to enter.
If the kobolds successfully DEFEND three villages, the revolt has succeeded and the kobolds win the campaign. If Moonglade succeeds in capturing three stockaded and defended villages, the rebellion has been crushed and Moonglade wins the campaign.
Terrain For Kobold Revolt: Three basic terrains exist: revolutionary base camp; typical kobold territory; and kobold village.
23
Kobold Troop Types
A kobold village if fortied (Stage Three) will have a weak stockade (built since the revolt be A complete roster of kobold troop types can be gan). Villages typically have swampy areas and found at the end of this book. Notes on certain water features partially surrounding them, but types, and their ratings, are also given below: Moonglade is assumed to direct its attack at the open areas, which will be protected by the wall. The kobold player designates the Moonglade enKobold Spearman try side, and deploys no more than two terrain Q 3+ C 3 gregarious, short move, features (no larger than two LONG moves) withshield wall, swamp walk in one LONG move of either side edge. The koCost 29 bold designates the stockade line, which may run from either side edge to the other side or to the Kobold spearmen have been trained in dwarven kobold’s base edge. (Stockade sections are easily infantry tactics. made with tongue depressor/craft sticks, modeling clay, and toothpicks.) Kobold Battle Beast Q 4+ C 6 animal, battlebeast, heavy armor, The effect of a weak stockade is as follows: A huge, slow, steadfast, stockade is assumed to be sufciently high or enswamp walk, tailslap, tough tangled on top that models may not cross it. But Cost 84 it may be broken down if undefended. A kobold drummer model (cost 0) should be placed in the howdah; he does not ght, but is the means by which the commander gives orders to the dinosaur. There is room in the howdah for up to four kobolds. The Commander and drummer are two; the remaining two may be personalities such as leaders or shamans, or may be ordinary kobold ghters. Slingers cannot shoot Models adjacent to the stockade and armed from the howdah, but javelineers may, and their with bows may shoot through the gaps, but slingrange is increased to medium due to height. ers may not. A defender ghting behind a stockade receives the +1 for defending an obstacle. In addition, a model armed with a javelin, spear or other polearm may thrust through the gaps between the timbers, and counts as wearing HEAVY ARMOR.
See the Battlebeast Special Rule for more de A section of stockade resists destruction as a tails on how this model and its riders ght. C4, but with no additional die roll. An attacker breaks down the section (the width of the atBattlebeast Commander tacker’s base) by scoring a “kill” that doubles the Q 3+ C 2 beastmaster, heavy armor, stockade’s total. For example, a model with C 4 mounted would break down a section of stockade by rollCost 58 ing 4+. With a powerful attack (-1 to the stockade) a roll of 2+ would sufce. Even a relatively If its commander is killed, the battlebeast weak attacker of C 2, if making a powerful attack, cannot move, but will continue to ght from its would double the stockade’s rating and break it present location. down with a roll of 4+. Kobold Agitator Q 3+ C 3 leader, short move, swamp walk Cost 60
(There is no need to represent the main part of the kobold village on the game board; the battle is being fought at the stockade, on the outskirts of the village.)
Kobold Bandit Chieftain Q 4+ C 3 hero, stealth, scout, shooter (medium), short move, gregarious Cost 60 24
The agitator and the bandit chieftain are special types for this campaign and are not found in the roster. The ‘agitator” is simply a Leader, but has been trained by the dwarves. Smuggling an agitator into a neutral kobold village is the objective of the Inltrate scenarios in Phase One and Phase Two games. These are not Unique nor Rare; the kobolds can replace any who are lost normally.
A Dark And Bloody Ground: A Campaign Of Frontier Defense Historical note: When Daniel Boone and other whites began settling in Kentucky, the Cherokee Chief Dragging Canoe warned them that they were entering a “dark and bloody ground”. This was because the territory was claimed both by tribes north of the Ohio such as the Shawnee and also by southern tribes such as the Cherokee. Indians from both regions hunted and warred upon each other in Kentucky. Settlements there would be subject to attack from both directions, by twice as many enemies as normal. The Druid of Wyldewood and the Dwarven King of Mountain Home together form the Alliance. They are determined to carry the war into Moonglade territory by constructing “strategic hamlets” from which, ultimately, villages of Wyldewood farmers such as the fauns or the hare people can tame the wilderness and deprive King Shade of territory and subjects. This campaign is the story of one such frontier settlement. This campaign features multiple warbands per side, hence bigger battles. Each warband can be commanded by a different gamer, or one player can control each side. Each SIDE (Moonglade or Alliance) moves all of its warbands together (simultaneously if warbands are commanded by different players); play passes to the other side when all of a side’s warbands have rolled a turnover (two failures on an activation roll) or moved all of that warband’s models. If at any point the Moonglade player succeeds in eliminating all of the Alliance models, the settlement has been destroyed and the campaign ends in a Moonglade victory. When the Alliance has completed its nal construction (a blockhouse) and defended it successfully against a Moonglade attack, the campaign ends with a Moonglade defeat. 25
In the battles outlined below, Moonglade models who retreat voluntarily off the board AFTER at least one Alliance model is killed gain one Experience point (EP). Alliance models who sur vive likewise receive one EP. Victory Points may be awarded to each side as described in the game notes below.
fully dug when the rst attacks occur, and may be lled in by Moonglade attackers later; we use strips of earth-colored cloth to cover the ditches that are not operative.
The settlement is also surrounded by a wooden stockade. We prefer to construct this permanently with toothpicks stuck into the Styrofoam, covering destroyed or not-yet-built sections with a ground-colored cloth. However, players may Terrain: prefer to use movable sections of stockade, as This campaign can be played on a single terrain stretches of the defensive works are constructed board. This should be larger than normal for or destroyed. SBH games; a 36” square is about right. NOTE: The description below is of OUR model stockade. Eventually the settlement will include multiIt is an example only; players should devise their storied log-timbered corner towers, a gatehouse, and a blockhouse as citadel. We use separate own terrain as they see t. model structures for these. These buildings will The Alliance (Wyldewood and Mountain Home) house light ballista capable of killing Moonglade’s reconnoitered by air and selected a large hill with strongest models such as battlebats and ogres. At one steep side. Alliance warbands will be landed this point the settlement can be considered comfrom balloonboats (the largest are capable of fer- plete, and strongly enough defended that only a rying an entire warband plus equipment), along major Moonglade offensive can destroy it. The with rations and supplies. (Lead slingstones Alliance would respond proportionately, promake excellent ballast, and can be dropped for ducing an army-sized battle that is beyond the the trip home.) Although Moonglade’s battle- scope of these rules. bats control the air over the settlement at night, Game One: the balloonboats can bring in supplies and reinforcements and evacuate wounded during the daylight. However, load limitations mean that The Druid and Dwarven King have sent the Alliance can only keep up to three warbands a construction team to build a strategic hamsupplied. let. The Alliance force consists of two warbands, each of 500 points. One is composed of dwarven The board consists of a large at-topped hill bondi and/or mole miners and led by a dwarven with an open summit where the balloonboat engineer. The second warband is the Blackbirds, lands. The forest has been cut back to the edge a patrol of Royal Foresters who will initially proof the board; players may model the forest edge vide security. just along the board edge, if they have the trees and the desire; otherwise just assume that the dense forest begins just off table. Warband: The Construction Crew: One side of the hill falls steeply to a swift-ow ing stream; this slope is hard-going for infantry and impassable to mounted and to big models such as ogres. The Alliance can get water from the stream, and the dwarven engineers have constructed a wooden roof over steps down to it, as protection from Moonglade missile attacks from across the stream.
The Foreman Q 3+ C 2 leader, standard bearer Cost 50 16 x Dwarven bondi Q 4+ C 2 shooter long, short move shieldwall 16 @ 23 points= Cost 368 Mole Q 4+ C 2 burrowing 4 @ 20 points= Cost 80
Our model settlement is built on 3” Styrofoam, and ditches are sculpted into it. These are not 26
Warband: The BlackBirds: Ragnar Ravenhand Q 2+ C 2 leader, unique, scout (through ravens), short move Cost 62
hand weapons and crossbows. One may carry a standard if desired. The huscarls and Wolfsbane pitch in to cut tim ber while the bondi dig, relying on Ragnar’s ra vens and the bears for security. The ditch and stockade are less than half nished when the ra vens report Moonglade warbands approaching.
This wily old veteran long ago lost his left hand, while gaining an ability to communicate with and command ravens. He routinely carries a raven on his wrist. There is nothing special about this bird, which Ragnar considers expendable. Ragnar will send out raven scouts as a matter of routine, and will be aware of everything around him that a raven can see, out to a mile or more depending on visibility.
Moonglade Forces Available:
The Alliance aerial reconnaissance established that no settlements of ogres, or other of the larger goblinoids, or bat clan goblins, are within a day’s march of the new settlement. (They WILL arrive for later battles, however.) The rst goblin attack is by two warbands, each of 550 points. Ragnar necessarily uses a short-handled These may be from the wolf clan and/or the weaaxe and no shield, but wears a strong helm and sel clan and/or the common goblin rosters. excellent chainmail. He is not quite the ghter he once was, but is an excellent commander. His purple cloak signies his Royal-kinsman status. The Battle: The Bears Q 4+ C 5 big, savage, long move, rare 2 bears @ 62 = Cost 124
No effective defensive works have yet been completed, but the Alliance does have the benet of defending a hill. Also, the dwarves and their friends know that retreat is not an option. The Bears are not listed in the roster, but these two ag of the settlement is a permanent standard can be replaced once normally (own in by bal- and routing models will rally to it as per the rules loonboat); a second or later replacement costs in SWW p. 20. This may happen more than once extra. per game. If an unengaged Moonglade model reaches the BASE of the standard (ying bats don’t count) then the standard is lost with con Wolfsbane (dwarven guardsmen) sequent morale impact. Any Alliance model who Q 3+ C 4 fearless, ghost blade, shieldwall, rolls 3 failures on a morale test has panicked, ed short move into the forest, and been killed. 3 @ 46=Cost 138 These three stalwarts, of great courage and exceptional skill, have each killed a Moonglade werewolf, whose pelts they wear. They carry rune-axes, which are magically effective against many foes including higher undead.
Ragnar’s ravens keep him informed of the goblins’ approach. Set up the goblin warbands rst, along any of the three non-stream map edges. The defenders then deploy anywhere on the hill, and play begins with the goblins moving rst.
It is win-or-die for the Alliance. Each of their Huscarls warbands receives 10 VP if they survive. (If neiQ 3+ C 3 shooter (long), ther Alliance warband survives the campaign shieldwall , short move is over and Moonglade does not need VPs.) 5 @ 40=Cost 200 Moonglade may retreat at any time, but receives 5 VP for each Alliance Leader, Hero, bear, or The remainder of the warband is six typi- Wolfsbane eliminated, and 1 VP for each other cal dwarven heavy infantry, with shields and model. 27
If the goblins retreat off the table, they recover ed and dead models as per the rules in SBH for “losing warband.”
Game Three: Again, the Alliance may lift out and replace up to 10 wounded or dead bondi or huscarls. The Woodlander warband is increased by 200 to 500 points. A druid’s apprentice magic user arrives. Use any appropriate gure such as the satyr shaman: Q 3+, C1, magic user. And a weak stockade is built around the base of the hill, just upslope of the ditch. See the terrain rules below for its benets.
The Alliance player(s) check for the status of any models eliminated (not ed off table) as per After the Battle (winning warband) in SBH. The balloonboat can lift out up to 10 wounded, worst hurt (1 success on a Quality roll) rst. Replacements for up to 10 dead or wounded dwarven bondi or huscarls can be lifted in. If both Alliance warbands survived, their 20 VPs will be spent to recruit two more mole miners (20 points each), Moonglade will attack with 1800 points, from who will also be brought in by balloonboat. If any rosters including bat clan models. These there were ore than 10 wounded, those who re- must be divided among three distinct warbands. main with wounds (two successes) will ght in the next battle at –1 on Quality rolls. Deployment and Victory Points are as in pre vious games, except that each Alliance warband Game Two: earns 15 VP for surviving the battle.
Following the defeat of the nearby goblin Game Four: clans, the Alliance is able to dig a trench around the base of the hill. The ditch will slow down en- This is the big one! The defenders have now emies who must cross it, gives an uphill advan- completed construction of a two corner/gate tage to defenders, and allows defenders a free towers, as well as a blockhouse at the top of the disengage. See the rules for terrain below. hill. The ag of Pipereed ies atop this citadel; any routing troops will rally inside it. They can The balloonboats also deliver the rst 300 then sally out on their next turn (costs one acpoints of a third warband, the Woodlanders, of tion) to rejoin the battle. See the terrain rules fauns and satyrs and minotaurs. At least one of below. If Moonglade drives the entire remaining the members of this warband will be a faun pip- defensive force inside the blockhouse, however, er. See the roster on p.39. they will be able to burn it; the attack has sucThe Alliance will therefore have three warbands: ceeded and Moonglade wins the campaign. Ragnar’s Blackbirds, the Construction Crew, and the Woodlanders. The Alliance receives the normal 10 replacements by balloonboat. If all three warbands surIn the meantime, Moonglade has gathered forc- vived the last battle, they will have 15 x 3 = 45 x es from further away. Moonglade will attack with 2 = 90 points to spend on models as reinforce1500 points, which may be selected from any of ments. the Moonglade troop types EXCEPT bat clan. These must be divided into three distinct war- Also, any models that have survived since Game bands. Any models who choose to plug their ears One will now have accumulated 3 EP which may against faun pipes may do so and be immune to be used to improve their C or Q by 1. the fauns’ magic; remember that deaf models cannot be part of a group action. (See Deaf SpeMoonglade will attack with 2000 points, dividcial Rule, p.31) ed into three warbands. They have as many ladDeployment and Victory Points are the same ders and battering ram logs as desired. Whoever as in Game One. Moonglade also earns 3 VP for holds the fort at the end of the game has won the eliminating a minotaur or a faun piper. If the de- campaign. fenders drive away the attackers, the settlement is named Pipereed, as good ones grow along the stream bank. 28
Woodland Fortifications: The terrain types described in game terms below have in common that they can be quickly constructed of wood and dirt. These are not stone castles, but ditches, timber stockades, and log buildings including both cabins and also gate towers and blockhouses. Such fortications are relatively weak and vulnerable, e.g. to re. (How ever, setting timber stockades and log buildings on re is NOT as easy as Hollywood makes it look. It generally requires a BIG re or a LOT of aming arrows or such to ignite a building.) Villages and settlements within the Wyldewood and the Forests of Moonglade will be substantially similar, composed of these terrain types: a. Dry ditch: all models except Huge count this as broken terrain, and a model outside the ditch is uphill of an opponent in the ditch. If the ditch is on a slope, a big opponent in the ditch ghting an uphill opponent does NOT get the +1 for being big. Because the ditch slows an attacker, an uphill defender may disengage without getting a “free hack” from an enemy in the ditch. b. Steep slope, including the motte of a motte-and-bailey castle: all models except those with Acrobat or Burrowing or Clinging or Mountaineer can move only as Slow, and only a Short distance. Any such model in hand-to-hand com bat, whether uphill or downhill of opponent, must test to fall BEFORE resolving the combat. Roll a die for each model; on a “1” it has slipped and fallen. Subtract –1 if model is Big or in heavy armor; subtract 2 if model is Huge. If both models fall, there is no combat; if only some fall, conduct combat as normally against a fallen opponent. c. Large planted stakes: these have no combat or movement effect on normal sized models, but Big and Huge and mounted count them as broken terrain, AND defenders behind the stakes are +1 in Combat against such models. d. Abatis: Mounted may not enter, and normal-sized and Big treat as broken terrain. No effect on Huge. e. Small obstacles including caltrops, pungi stakes, covered pits, and entanglements: see the rules for Bladegrass (SWW p. 6). Any
model making more than one move per turn (i.e. moving fast) counts these as a Combat 0 strength free hack. Falling or recoiling into such obstacles counts as a Combat 1 free hack. Tough, Undead, and models with Heavy Armor are not affected. f. Weak timber stockade (no ghting platforms but gaps between timbers): A stockade is assumed to be sufciently high or entangled on top that models may not cross it. But it may be broken down if undefended. A defender ghting behind a stockade receives the +1 for defending an obstacle. In addition, a model armed with a javelin, spear or other polearm may thrust through the gaps between the timbers, and counts as wearing Heavy Armor. A model whose only enemy is across a stockade may disengage freely. Models adjacent to the stockade and armed with bows may shoot through the gaps, but slingers may not. A section of stockade resists destruction as a Combat 4, but with no additional die roll. An attacker breaks down the section (the width of the attacker’s base) by scoring a “kill” that doubles the stockade’s total. For example, a model with C 4 would break down a section of stockade by rolling 4+. With a powerful attack (-1 to the stockade) a roll of 2+ would sufce. Even a relatively weak attacker of C 2, if making a powerful attack, would double the stockade’s rating and break it down with a roll of 4+. g. Strong timber stockade (with ghting positions on top but not gaps): Defenders ghting from platforms inside the wall count as uphill versus attackers outside, and also as wearing Heavy Armor. The wall resists destruction as does a section of weaker wall (e. above) except that its Combat is 6 rather than 4. h. Weak log buildings (logs laid horizontally but with gaps between logs): treat as a section of weak stockade, plus may be climbed as a ladder if undefended. i. Log building (logs laid horizontally and pegged or cemented together): resists destruction as a strong stockade, Combat 6. j. Towers’ height allow missile troops within to increase their range; measure the range from the BASE of the tower rather than from its top However, models on the ground within a Short move of a tower cannot be targeted by Shooters on top of the tower.. The tower protects its occupants from missile re from the ground as Heavy Armor. If the tower has a roof, occupants may not be targeted by missiles from y 29
ers. (A bat clan assassin might land on the roof, however!) k. Doors and windows count as weak stockade, Combat 4, to models trying to break them down. Models defending doors or windows from prepared positions such as ring slits or murder holes count as +1 C due to cover, and also as wearing Heavy Armor. If an attacker is trying to break down the defended door or window, rst conduct a round of hand-to-hand against the defender. If the attacker wins or ties that combat, he may then immediately do another combat against the door or window. Example: an ogre (C6) is attacking the door to a blockhouse. Above the entrance is a murder hole, defended by a satyr (C2). The ogre ghts as 6 plus his die roll; the satyr is +1 for “uphill”, so ghts as 3 plus his die roll, and suffers no ef fect if the ogre wins by 1 (heavy armor). If the ogre is not killed or pushed back or caused to fall, he may immediately ght the door (C 4) and will break it down unless he rolls a 1. (The door’s 4 must be doubled to break it open; the ogre ghts as a 6 plus a die roll, so a 2+ roll will destroy the door.)
range modier; they attack at full strength at up to three times Long range.
Attack Methods: a. Fire: (see SWW pp. 13-14 for rules on setting things are, etc.) If the stockades or log buildings are of recent construction, the wood will be green and should have a Flammability of 5+ when attacked from outside. A model INSIDE a building can set it are much easier; treat ammability as 3+.
b. Ladders: only normal sized models may climb a ladder, but if two ladders are placed ad jacent to each other they may be climbed by a Big (but not a Huge) model. Two actions are required to climb a ladder to its top and engage a defender. The defender will always have +1 to C, and may count as having Heavy Armor if behind crenellations or similarly protected. If the model on the ladder is defeated, it will fall – no “push back” is possible – check for falling damage as per SBH p.16. Ladders allow models to move up slippery slopes as on broken terrain, and if ghting while BALLISTA : Crew-served heavy missile weap- standing on a ladder a model does not have to ons have a Combat rating and a range, but no test for falling before combat. Quality rating of their own. Loading and ring them will require more than three actions, the c. Battering rams: if two or more models are precise number depending on the size and com- carrying a battering ram to attack a wall section plexity of the weapon. Each crewman may roll at or door, add their Combat scores together, but his own Quality and add any successes to the to- add only one die roll, not one per model. tal needed to operate the weapon. The total suc(Example: four C2 ghters carrying a log at cesses are carried over from turn to turn; when tack a door. Their attack is 8 + the roll of a sinthe weapon is red, the total returns to 0 as re- gle die.) loading begins again. In the Dark and Bloody Ground scenario, the defenders will have light two-man portable ballistas in their defensive towers. These can be moved from one side of the tower to any other in two actions. Loading and ring a ballista requires four actions. A ballista is Combat 6 with a Long range. Its normal crew is from among the dwarven bondi, and if the Foreman is in the tower his leadership will improve the bondi’s Quality to 3+. If the crew wishes to make an aimed shot, an additional action is required. Any excess successes (two crewmen could roll as many as six successes) can be carried over to next turn, but the ballista may still only re once per turn. Ballista bolts ignore Heavy Armor and suffer no 30
Special Rules Abbot In SBH the “Cleric” ability is weighted towards ghting undead and healing, which is mainly useful when the cleric’s warband includes Tough models. In a campaign in which undead are unlikely to appear, and with a warband containing only models who are killed by a single hit, a cleric is not really worth its points cost. In these cases the Abbot is a good alternative. He functions as a Leader in all respects. In addition, he counts as a living standard; that is, eeing models may (rst time only) run towards him rather than their own edge. Finally, the abbot adds +1 to the Quality rolls of any friendly model (including himself) within one SHORT in resisting magic or in overcoming its effects.
down instead. If the battlebeast is knocked down, occupants of the howdah are assumed to remain in the howdah, but count as Fallen too. They automatically get back on their feet when the battlebeast stands up. If the battlebeast is killed or gruesomely killed, all models in the howdah fall and suffer falling damage. The player can place the models any where up to one Short away from the battle beast.
Models may voluntarily “dismount” from the howdah by spending one action, and get back into the howdah by spending two actions (one if they have the Clinging or Flying special rules). If this is attempted while the Beast is in hand Battlebeast to-hand, the model takes a Free Hack at Combat This rule can be applied only to Huge models. 3 (this represents the dangers of climbing the The model can carry other models on its back on battlebeast). a protected platform called a howdah. Models in the howdah are trained to shoot missiles while A battlebeast needs a “driver” (also called a mathe battlebeast is moving, and count as in Cover hout) with the Beastmaster special rule. The maagainst any attacks except ranged attacks made hout can ride in the howdah or on the creature’s by ying enemies. If the Battlebeast has Heavy neck. If the beast has Heavy Armor, the mahout Armor, the passengers count as having Heavy is protected by it as well. Armor as long as they are in the howdah (unless the attack is coming from a ying opponent). If the mahout is killed, the battlebeast will make They count as defending an obstacle against any a Morale roll. If the beast makes the roll, it will hand-to-hand attacker. no longer move and ght against any model that moves into contact with it. If the beast fails the When a model in a howdah falls, he falls inside roll, it will automatically run away. the howdah unless the attack that caused the knockdown was a hand-to-hand attack from a Bodyguard ying model (in that case, the model is knocked One or more models of at least Q 3+ may be off the howdah and takes falling damage as per a assigned as bodyguards to a model. Bodyguards Short fall). MUST move as a group with their protected sub ject, and they must remain in base contact with Enemies with the Clinging or Acrobat special him. Bodyguards may not be armed with misrule may attempt to climb into the howdah, but sile weapons. The bodyguards are automatireceive a Free Hack from the battlebeast while cally repositioned so as to interpose themselves doing so. The howdah occupants do not count between any attacker (whether by hand-to-hand as “defending an obstacle” against enemies who or with missiles) and their subject. If there are manage to enter the howdah. Flying enemies more attacks than bodyguards, the bodyguards may automatically land in the howdah if there is must be moved to confront the most dangerous space. hand-to-hand opponents rst (highest C) then the most dangerous missile attacks. Bodyguards Models in the howdah cannot move or recoil may NEVER voluntarily move from base contact through friends. The “friendly interpenetra with their subject, and if they are no longer in tion” rule is not used, and any recoil that brings base contact with him (e.g. by being pushed back a model in contact with a friend count as a knock 31
in hand-to-hand, or by being knocked down or transxed and then being unable to move with their subject) they must rejoin as quickly as possible. If their protected subject is killed, bodyguards are removed from play as well – they have run away or killed themselves in shame. This special rule cost no points because, while it is tactically very useful in defending a given model, it may also prove to be very restricting within the battle as a whole. Bodyguards (with a required Q of 3 or better) are generally expensive models, and may nd themselves effectively out of the ght if an enemy ignores their protected subject and goes after the rest of the warband instead. If bodyguards and their subject have different movement rates, they move as a group at the speed of the slowest.
Deaf Some troop types are naturally deaf; others may deliberately make themselves so by putting wax or something in their ears. The advantage of deafness is that the model cannot hear sound-based attacks such as a faun’s pipes (which count as a transx spell); the disadvantage is that the model cannot hear orders and so may not be inuenced by a leader or participate in a group move. If a model has deliberately made itself deaf that should be noted on the Roster.
ing his instrument, in the same manner as a standard bearer.
Near Invulnerability Models with this rule turn any knockdown result they receive into a recoil, unless the attack was conducted with a magic weapon, or by another model with Near Invulnerability, or by a Personality model (this represents models equipped with magic, blessed or silver weapons). They are normally affected by re and magic including dragon breath. In campaigns, Near Invulnerable models automatically pass the survival roll unless killed by such means.
Rare In a campaign, each time this model is replaced after being killed, the model’s point cost is increased by 20%. This cumulative; a model being replaced a second time costs 140% of its original point total.
Scout In a game in which dummy markers are used, a model with the Scout ability is able to detect enemy at twice the normal distance, i.e. two LONG moves. If the Scout model is more than one LONG but less than two from enemy markers, they are revealed but the Scout is not. (The opposing player will obviously know that the model is real and has the Scout ability, but nothing else, and of course the Scout cannot be targeted in any way as long as it is unrevealed.
Unique Only one of this model may be used in a campaign. If a Unique model dies, it may not be replaced in a campaign.
Music A gure equipped with drum or horn or other audible signaling device, if in base contact with a leader, extends that leader’s range for giving group orders only to two Long moves. A musician’s Combat rating is reduced by 1 when hold32
Profiles Weasel Clan Goblins Weasel Clan Leader - Personality Points 94 Quality 3+ Combat 4 Fearless, Leader, Mounted, Special Rules Savage Weasel Clan Slingers Points 32 Quality 4+ Combat 2 Fearless, Sharpshooter, Special Rules Shooter: Medium
Weasel Rider Points 48 Quality 4+ Combat 4 Special Rules Fearless, Mounted, Savage Weasel Rider Archer Points 47 Quality 4+ Combat 3 Fearless, Mounted, Savage, Special Rules Shooter: Medium Were Weasel Points 50 Quality 4+ Combat 4 Fearless, Near InvulnerabilSpecial Rules ity, Savage
Common Goblins (all clans) Levy (hand weapon, no shield) Points 8 Quality 4+ Combat 1 Special Rules None Warrior (hand weapon, shield) Points 15 Quality 4+ Combat 2 Special Rules None Spearman (spear, shield) Points 23 Quality 4+ Combat 3 Special Rules None Leader - Personality Points 50 Quality 3+ Combat 2 Special Rules Leader Hero - Personality Points 45 Quality 4+ Combat 3 Special Rules Hero Shaman - Personality Points 30 Quality 3+ Combat 0 Special Rules Magic-User
Slinger Points 14 Quality 4+ Combat 1 Special Rules Shooter: Medium Skirmisher (javelin) Points 23 Quality 4+ Combat 2 Special Rules Shooter: Short, scout Drummer Points 12 Quality 4+ Combat 1 Special Rules Music Standard Bearer Points 15 Quality 4+ Combat 2 Special Rules Standard Bearer Archers Points 32 Quality 4+ Combat 2 Special Rules Sharpshooter, Shooter: Long
33
Bat Clan Goblins Bat Clan Commander - Personality Points 140 Quality 3+ Combat 4 Big, Flying, Free Disengage, Special Rules Leader, Long Move, Mounted, Scout Bat Rider Points 90 Quality 4+ Combat 5 Big, Flying, Free Disengage, Special Rules Long Move, Mounted, Scout Bat Archer Points 87 Quality 4+ Combat 3 Big, Flying, Free Disengage, Long Move, Mounted, Scout, Special Rules Sharpshooter, Shooter: Medium
Bat Stalker - Personality Points 78 Quality 3+ Combat 3 Assassin, Free Disengage, Special Rules Scout, Stealth Werebat Points 42 Quality 4+ Combat 3 Free Disengage, Near InvulSpecial Rules nerability, Stealth Bat Rider Javelineer Points 86 Quality 4+ Combat 4 Big, Flying, Free Disengage, Special Rules Long Move, Mounted, Scout, Shooter: Short
Bugbears and Ogres Ogre Points 51 Quality 4+ Combat 5 Special Rules Big, Fearless, Savage Bugbear Warrior Points 36 Quality 4+ Combat 4 Special Rules Savage, Shieldwall Bugbear Guard ( Hand weapon) Points 42 Quality 4+ Combat 5 Special Rules Savage Bugbear shaman - Personality Points 50 Quality 4+ Combat 3 Special Rules Magic-User, Savage
Bugbear Leader - Personality Points 76 Quality 3+ Combat 4 Special Rules Leader, Savage Bugbear Standard Bearer Points 27 Quality 4+ Combat 3 Special Rules Savage, Standard Bearer Bugbear Hero - Personality Points 65 Quality 4+ Combat 5 Special Rules Hero, Savage Bugbear Crossbows Points 44 Quality 4+ Combat 3 Savage, Sharpshooter, ShootSpecial Rules er: Long
Wolf Clan Goblins Wolfclan Leader Points 118 Quality 3+ Combat 4 Leader, Long Move, MountSpecial Rules ed, Running Blow Wolfrider Points 71 Quality 4+ Combat 4 Gregarious, Long Move, Special Rules Mounted, Running Blow Wolfrider Archer Points 57 Quality 4+ Combat 3 Gregarious, Long Move, Special Rules Mounted, Shooter: Medium
Nightrunner (wolf centaur) Points 54 Quality 4+ Combat 4 Fearless, Gregarious, Long Special Rules Move Werewolf Points 50 Quality 4+ Combat 4 Fearless, Near InvulnerabilSpecial Rules ity, Savage
34
Mountain Home Dwarven Bondi Points 23 Quality 4+ Combat 2 Shieldwall, Shooter: Long, Special Rules Short Move Dwarven Huscarl Points 40 Quality 3+ Combat 3 Shieldwall, Shooter: Long, Special Rules Short Move
Dwarven Royal Forester Points 54 Quality 3+ Combat 3 Ghost Blade, Scout, Shooter: Special Rules Long, Short Move, Stealth Dwarven Crossbow Specialist Points 35 Quality 4+ Combat 3 Sharpshooter, Shooter: Long, Special Rules Short Move Dwarven Leader - Personality Points 56 Quality 3+ Combat 3 Leader, Shieldwall, Short Special Rules Move Dwarven Hero - Personality Points 53 Quality 4+ Combat 4 Ghost Blade, Hero, ShieldSpecial Rules wall, Short Move Dwarven Champion on on Bear - Personality Points 96 Quality 3+ Combat 5 Special Rules Ghost Blade, Hero, Mounted
Dwarven Royal Guard Points 46 Quality 3+ Combat 4 Fearless, Ghost Blade, ShieldSpecial Rules wall, Short Move
Dwarven Runesmith - Personality Points 44 Quality 3+ Combat 2 Special Rules Magic-User, Short Move
Dwarven Trumpeter Points 8 Quality 4+ Combat 1 Special Rules Music, Short Move Dwarven Standard Bearer Points 11 Quality 4+ Combat 2 Special Rules Short Move, Standard Bearer 35
The Faithful Druid’s Children
Badger Points 46 Quality 3+ Combat 4 Special Rules Steadfast Armored Badger Points 56 Quality 3+ Combat 5 Special Rules Steadfast Hare Spearman Points 72 Quality 3+ Combat 3 Free Disengage, Long Move, Special Rules Running Blow Hare Archer Points 32 Quality 4+ Combat 3 Special Rules Sharpshooter, Shooter: Long Mole Miner Points 21 Quality 4+ Combat 2 Special Rules Burrowing Mouse Warrior Points 12 Quality 4+ Combat 1 Free Disengage, Gregarious, Special Rules Short Move
Hare Leader - Personality Points 60 Quality 3+ Combat 3 Special Rules Leader Hare Hero - Personality Points 54 Quality 4+ Combat 4 Special Rules Hero, Shieldwall Hedgehog Points 33 Quality 4+ Combat 3 Free Disengage, Shieldwall, Special Rules Steadfast Hare Warriors (sword and shield) Points 24 Quality 4+ Combat 3 Special Rules Shieldwall Mouse Slinger Points 15 Quality 4+ Combat 1 Free Disengage, Gregarious, Special Rules Shooter: Short, Short Move Mouse Spearman Points 20 Quality 4+ Combat 2 Free Disengage, Gregarious, Special Rules Short Move 36
The Faithful Druid’s Children
Kobolds Kobold Commander/Agitator - Personality Points 60 Quality 3+ Combat 3
Mouse Hero - Personality Points 56 Quality 3+ Combat 2 Free Disengage, Gregarious, Special Rules Hero, Short Move Mouse Commander - Personality Points 56 Quality 3+ Combat 2 Free Disengage, Gregarious, Special Rules Leader, Short Move Mouse Sage - Personality Points 36 Quality 3+ Combat 0 Free Disengage, Gregarious, Special Rules Magic-User, Short Move Shrew Points 16 Quality 3+ Combat 1 Berserk, Shooter: Short, Short Special Rules Move Otter Warrior Points 29 Quality 4+ Combat 4 Special Rules Amphibious, Shieldwall Otter Swashbuckler Points 39 Quality 4+ Combat 4 Special Rules Amphibious, Dashing Otter Archer Points 32 Quality 4+ Combat 2 Amphibious, Sharpshooter, Special Rules Shooter: Medium Otter Spearman Points 38 Quality 3+ Combat 3 Special Rules Amphibious, Shieldwall Squirrel Swordsman Points 24 Quality 4+ Combat 2 Special Rules Acrobat, Forester, Scout Squirrel Archer Points 45 Quality 4+ Combat 2 Acrobat, Forester, Scout, Special Rules Sharpshooter, Shooter: Long, Stealth Squirrel Leader - Personality Points 54 Quality 4+ Combat 3 Special Rules Acrobat, Forester, Leader Squirrel Hero - Personality Points 59 Quality 4+ Combat 3 Acrobat, Forester, Hero, Special Rules Scout
Leader, Short Move, Swamp Walk Kobold Hero/Bandit Chief - Personality Points 60 Quality 4+ Combat 3 Special Rules
Special Rules
Gregarious, Hero, Scout, Shooter: Medium, Short Move, Stealth, Swamp Walk
Kobold Shaman - Personality Points 42 Quality 3+ Combat 0 Gregarious, Magic-User, Swamp Walk Kobold Standard Bearer Quality 4+ Combat 1
Special Rules Points 17
Special Rules Points 21
Gregarious, Standard Bearer, Swamp Walk Kobold Drummer Combat 1 Quality 4+
Gregarious, Music, Swamp Walk Kobold Warriors (hand weapons) Points 21 Quality 4+ Combat 2 Special Rules
Special Rules Points 29
Gregarious, Shieldwall, Short Move, Swamp Walk Kobold Spearmen Quality 4+ Combat 3
Gregarious, Shieldwall, Short Move, Swamp Walk Kobold Rangers/Outlaws Quality 3+ Combat 3
Special Rules Points 68
Special Rules Points 30 Special Rules Points 35
Gregarious, Shooter: Long, Stealth, Swamp Walk, Scout Kobold Slingers Quality 4+ Combat 2 Gregarious, Shooter:Medium, Swamp Walk Kobold Javelineers Quality 4+ Combat 3
Gregarious, Shooter: Short, Swamp Walk Kobold Battlebeast - Personality Points 84 Quality 4+ Combat 6 Special Rules
Animal, Battlebeast, Heavy Special Rules Armor, Huge, Slow, Steadfast, Swamp Walk, Tailslap, Tough Kobold Battlebeast Driver - Personality Points 58 Quality 3+ Combat 2 Special Rules
37
Beastmaster, Mounted
Heavy
Armor,
The Flowering Druid’s Children Fox Warrior Points 36 Special Rules Fox Archer Points 53 Special Rules
Quality 4+
Rat Assassin - Personality Points 62 Quality 3+ Combat 2 Special Rules Assassin, Free Disengage, Poison
Combat 3
Forester, Rare, Scout, Stealth
Rat Lord - Personality Points 60 Quality 3+ Combat 3 Special Rules Leader Weasel Warrior Points 42 Quality 3+ Combat 3 Special Rules Acrobat, Rare, Savage Weasel or Pine Marten Veteran (armored) Points 46 Quality 3+ Combat 4 Special Rules Rare, Savage
Quality 4+ Combat 3 Forester, Rare, Scout, Sharpshooter, Shooter: Long,Stealth
Fox Veteran Warrior Points 44 Quality 4+ Combat 4 Special Rules Forester, Rare, Scout, Stealth Rat Warrior Points 13 Special Rules
Quality 5+ Gregarious
Armored Rat Warrior Points 27 Quality 4+ Special Rules Gregarious
Weasel Archer Points 54 Quality 3+ Combat 2 Special Rules Acrobat, Rare, Sharpshooter, Shooter: Long, Stealth Wolverine Points 42 Quality 4+ Combat 5 Special Rules Rare, Savage Armored Wolverine Points 50 Quality 4+ Combat 6 Special Rules Rare, Savage
Combat 2
Combat 3
Rat Slinger Points 21 Special Rules
Quality 5+ Combat 2 Gregarious, Sharpshooter, Shooter: Medium Rat Shaman - Personality Points 30 Quality 4+ Combat 1 Special Rules Magic-User
38
The Woodlanders - Satyrs and Fauns Faun Slinger Points 7 Quality 5+ Combat 0 Special Rules Gregarious, Shooter:Medium Faun Spears Points 12 Quality 4+ Combat 1 Special Rules Gregarious Faun Standard Points 12 Quality 4+ Combat 1 Special Rules Gregarious Faun Pipes - Personality Points 27 Quality 4+ Combat 0 Special Rules Gregarious, Magic-User Faun Chieftain - Personality Points 36 Quality 3+ Combat 0 Special Rules Gregarious, Leader Faun Hero - Personality Points 56 Quality 3+ Combat 2 Special Rules Gregarious, Hero Satyr Archer Points 32 Quality 4+ Combat 2 Special Rules Sharpshooter, Shooter: Long Satyr Warrior Points 21 Quality 4+ Combat 2 Special Rules Fearless, Shieldwall Satyr Hero - Personality Points 47 Quality 4+ Combat 3 Special Rules Hero, Shieldwall Satyr Commander - Personality Points 60 Quality 3+ Combat 3 Special Rules Leader Minotaur Points 53 Quality 4+ Combat 5 Special Rules Berserk, Big, Savage
39