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===Scenarios=== Kidnapped Scenario Rules <div class="toccolours mw-collapsible mw-collapsed">'''Kidnapped Scenario Rules''' <div class="mw-collapsible-content"> *KIDNAPPED! Skipping the description, says one warband should be possessed but that's hardly important. *Terrain Start with the attacker, each player takes it in turn to place a piece of terrain. It is suggested that the terrain is set up within a area roughly 4x4'. In the middle of the playing area you should set up a piece of scenery representing the sacrificial altar. There should be at least 6" of empty space between the sacrificial altar and the nearest building. A model representing the sacrificial victim should be placed on the altar. *Warbands The Defenders warband is deployed first and they can be placed anywhere on the table except within 8" of any of the table edges. The warband attempting the rescue (Attackers) must place all its models within 4" of a table edge, out of the sight of any of the Defenders models, with at least one model next to each of the four sides of the table. *Starting the game The warband attempting to rescue the sacrificial victim automatically has the first turn. *Freeing the Sacrificial Victim As long as at least one model in the defenders warband is in base-to-base contact with the victim, the ritual carries on and the sacrificial victim may not move. Note that models Knocked Down or Stunned do not count. If there are no standing Defenders in base-to-base contact with the sacrificial victim, he (or she) may try to escape. The victim can move freely, controlled by the player attempting the rescue. The victim may make an immediate move as soon as there are no defenders in base contact and after this will move normally in the movement phase of the rescueing warband. The victim escape if he (or she) moves off any table edge. In this case the game ends. *Recapturing the victim If any defender moves into base contact with the victim (via charge, normal move, or running) then the defender has recaptured the victim and may move the model alongside the warrior who captured him/her. Note that when trying to recapture the sacrificial victim the normal interception rules apply, so the defender may not charge the sacrificial victim if there are other enemies in the way. If the defender mange to recapture the victim and mover him or her back to the center of the altar then the victim is sacrificed and the defenders win. *Sacrificial victim M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 0 Ld 7 Equipment: None. *Ending the game in the end of the 6th turn if the victim has not been freed the defenders automatically win as the victim is sacrificed. Otherwise the game ends when either band is wiped out, the victim is recaptured and sacrificed or the victim escapes via any of the table edges. Note that neither warband routs in this scenario! The stakes are to high! *Experience +1 survives <br>+1 winning leader <br>+1 for possesion of the victim [this is a single point that can be given to any hero in the warband] <br>+d6 if victim is sacrificed [defenders get d6 exp that can be freely distributed between the heroes. [For possessed: In addition you may roll for rewards on the shadowlord for any Two heroes you wish] <br>+d6 if the victim excapes [distributed freely among the heroes and an additional 50gc to the bands treasury] <br>+1 per enemy out of action </div></div>
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