Coastal Terror

A two-player narrative campaign set in the Mortal Realms of Age of Sigmar By ExtraBushyBeards

Campaign Overview • A narrative campaign set in Ghyran, the Realm of Life • This campaign uses four homebrew Battleplans • Everything can be freely changed and modified by the players • Every Battleplan is explained after each specific scenario

• Armies and scenarios are scalable to the amount of miniatures the players have, and any armies can be used to represent the clashing factions

• Use common sense, humour and good sportsmanship throughout the campaign –these are little plastic soldiers after all! • The campaign features 4 linked battles, each of which will affect the next • Printable content included: a longboat, loot markers and flame markers • After playing the campaign it is recommended to play it again, with players switching roles as the attacker and the defender!

Campaign Overview With the winter storms finally having passed, it is time for the summer raids! After a bunch of bloody arguments and three personal combats, the marauders under the command of Tyr Trygsson have agreed upon the target of this year’s raids: the longboats of the Ravenzeal tribe shall head to the Spice Coast and attack settlements in the small Kingdom of Svedonnia! Meanwhile the villages along the Spice Coast have begun harvesting their first crops of wheat, corn and pepper. Under the protection and heavy taxation of their King Birger Pepperberg the peasants live their day-to-day lives, certain of their safety and the power of their leader. Will the nobles and lords of Svedonnia be able to defend their subjects from the greedy raiders that now approach their coast?

Battle 1: Ships on the Horizon Strange ships have appeared on the horizon and all the capable townsfolk have been called to arms! As bloodthirsty marauders jump down from their longships and start wading through the shallow waters, the armed peasants brace themselves in the face of these ferocious savages. Will they be able to hold their ground long enough for their lord’s soldiers to arrive or is this the doom of their village?

About the Battle: The campaign starts off with a somewhat asymmetric scenario: a handful of weaker troops attempts to buy time for the stronger reinforcements to arrive and save their village before the attackers put it to the torch! Battleplan: Coastal Assault Armies: A handful of (preferably weaker) troops makes a stand in the village while an enemy raiding party falls upon them. Reinfrocements are on the way, but they must hurry to make it in time before the raiders loot the village and sail away. Raider Victory: Your longboats are filled with treasure! The confidence of your warriors has grown to great heights, allowing you to re-roll failed Battleshock rolls in Battle 2. Defender Victory: The raiders were pushed back and everything that was stolen they paid for in blood! Your forces have witnessed that the enemy bleeds and can be broken, reducing their fear of these savage marauders. Your army may re-roll failed Battleshock tests in Battle 2.

Battleplan: Coastal Assault Set Up: The Defender may place up to 20 Wounds worth of models in the middle of the map to represent a group of weaker troops that defends the village. The Attacker’s army is placed wholly on the red deployment zone by rolling a D6 for each unit and placing them in the corresponding coast section. The rest of the Defender’s army enters the table at the start of the 2nd Battle Round, marching in from the defender deployment zone.

1

2

3

4

5

6

12”

Objectives: The Attacker starts the first battle round and tries to loot and destroy as many of the buildings as possible, delivering any captured loot outside the board to be transported away. The Defender must fend off the enemies until reinforcements arrive and a merciless counter-attack can be launched. Looting: An Attacker unit within 1” of a building may attempt to loot it in the combat phase. The unit rolls a D6 and consults below: 1 = Empty! This building cannot be looted anymore 2-3 = Nothing valuable! Try again later… 4-6 = Treasure! The looting unit gains a loot marker A unit containing loot markers may permanently move out of the board to take their plunder to safety. A unit has a -1” movement penalty for each loot marker it carries. Further loot cannot be carried if it would take the unit’s movement value below 1”.

Setting Fires: An Attacker unit within 1” of a building may attempt to set it on fire in the combat phase by rolling a D6. On a result of 4 or more the building catches fire and a suitable marker is placed next to it. At the start of each following player turn the attacker rolls two dice for each building currently on fire. If the result is a double the building collapses! This is the only way a building may be destroyed.

Victory Conditions: The Attacker scores 1 point for each loot marker that has left the board and foreach destroyed building at the end of the game. The Defender scores 1 point for each building intact and for every destroyed enemy unit at the end of the game. The game lasts 6 battle rounds. The side with most points wins!

Battle 2: Out of the Mist The minor nobles of Svedonnia have amassed a sizeable army to repel the intruders. There is no way of knowing where the marauders will strike next, so the army makes camp to wait for the enemy’s next move. The move comes sooner than expected as longboats sail ashore in the cover of the night, unloading warbands of greedy pillagers. Warriors of the Ravenzeal tribe surround the Svedonnian army camp and surge in to slaughter the unsuspecting defenders! About the Battle: The defender army camp is under attack, presenting a scenario where the outnumbered attacker has to act quick if he wishes to prevail, as the defenders are dazzled by the sudden nature of this midnight clash. Should the defenders be allowed enough time to recover, however, the attackers will surely be killed to the last man! Battleplan: Midnight Strike Armies: A hand-picked group of attackers storms into the defender camp, intent on wreaking havoc before falling back and vanishing into the night. The defender clearly outnumbers his adversary but the element of surprise can even the odds for the raiders if used correctly. Raider Victory: The enemy camp was turned into a site of slaughter! Having lost the bulk of their currently available soldiery to your tricks, the enemy are frightened of your reputation. The defender rolls two dice for each of his Battleshock tests in Battle 3 and picks the higher roll. Defender Victory: Your enemy’s clever trick has been countered with steel and the slain bodies of their warriors litter your campsite! You have severely reduced the numbers of the foe: there may not be more than 20 Wounds in any single Warscroll in the Raider’s army in Battle 3.

Battleplan: Midnight Strike Set Up: The Defender rolls a dice for each unit in his army and places a tent/hut/building anywhere in the corresponding board section. One model from the unit should be placed next to the tent/hut/building as a reminder. The Attacker moves his forces in from any board edges in the first turn, measuring their movement from the edges of the board. The attacking units may then act as normal. Note that the Defending army should be considerably larger than the Attacking force! Objectives: The Attacker starts the first battle round and tries to inflict as many casualties on the defender as possible while laying waste to the camp. The Defender tries to get his units into fighting condition to repel his stealthy enemies!

Waking up: In each of his hero phases the Defender rolls a dice for each tent/hut/building that contains his slumbering units. Add +1 to the result for each combat on the table and +2 if the tent/hut/building you’re rolling for is on fire. If the result is a 5 or more the unit inside wakes up and is immediately deployed outside the tent/hut/building. Units may not run or charge in the turn they woke up.

Victory Conditions: The Attacker scores 1 point for every full 10% of the Defender army’s casualties (count Wounds, not models) and 1 point for each destroyed building. The Defender scores 1 point for each building intact and each full 10% of his army’s wounds left at the end of the battle. The battle lasts for 8 battle rounds.

Setting Fires: An Attacker unit within 1” of a building may attempt to set it on fire by rolling a D6. On a result of 4 or more the building catches fire and a suitable marker is placed next to it. At the start of each following player turn the attacker rolls two dice for each building currently on fire. If the result is a double the building collapses! Any unit inside a building when it collapses suffers D6 mortal wounds.

Battle 3: Lay Low the Town After the initial clashes and some deliberate raiding, it is time to go for the big prize. Chieftain Tyr Trygsson leads his warriors in a daring attack against the trading town of Pepperbacka, determined to empty its vast storages of valuable pepper and hoards of gold. The town itself is relatively well guarded and currently occupied by a notable Svedonnian force: after all, a rich trading town like Pepperbacka is an obvious target of every passing raider! About the Battle: The attackers are facing a tough fight: to get their hands on the valuables in the town they must deal with a well dug-in force of determined defenders. The town itself is not fortified or walled but two ancient watchtowers offer just enough cover and elevation for the defenders to feel confident.

Battleplan: Pillage & Plunder! Armies: The raiders throw in all they’ve got, this town has to be looted for the entire voyage to be succesful! The defenders are determined not to let the trading town and its riches fall into the hands of the pillagers, and so they’ve gathered all their remaining strength in the town. Raider Victory: Looking at the loot you’ve gathered you begin to doubt if your ships can carry all these valuables! Having dealt a serious blow to the defenders and gaining the initiative you may take the first turn in the first battle round of Battle 4. Defender Victory: The raiders were denied their most valuable target, their confidence has dropped! Now your furious warriors set after the fleeing raiders to deliver vengeance! You may take the first turn in the first battle round of Battle 4.

Battleplan: Pillage & Plunder! Set Up: The Defender sets up his entire army within the town, his units free to garrison any buildings there. There should be two watchtowers (or other easily defendable positions) that are both garrisoned. The Attacker brings in his army from any board edges he wishes at the start of the first battle round. This is their movement for that turn.

Victory Conditions: The Attacker scores 1 point for every loot marker outside the board, 1 point for each destroyed building and 2 points for each destroyed watchtower. The Defender scores 1 point for each building intact, 2 points for each watchtower intact and 1 point for each full 10% of the attacking army’s casualties (count Wounds, not models). The battle lasts for 8 battle rounds.

Objectives: The Attacker has to assault a rich but heavily defended trading town, gathering loot and burning down as much of the village as possible. The Defender must hold firm in the face of this assault as there is plenty of goods to be stolen…

Setting Fires: An Attacker unit within 1” of a building may attempt to set it on fire by rolling a D6. On a result of 4 or more the building catches fire and a suitable marker is placed next to it. At the start of each following player turn the attacker rolls two dice for each building currently on fire. If the result is a double the building collapses! Any unit inside a building when it collapses suffers D6 mortal wounds.

Looting: An Attacker unit within 1” of a building may attempt to loot it in the combat phase. The unit rolls a D6 and consults below: 1 = Empty! This building cannot be looted anymore 2-3 = Nothing valuable! Try again later… 4-6 = Treasure! The looting unit gains two loot markers A unit containing loot markers may permanently move out of the board to take their plunder to safety. A unit has a -1” movement penalty for each loot marker it carries. Further loot cannot be carried if it would take the unit’s movement value below 1”.

Battle 4: Revenge! Before returning to their longships waiting on the shores, the Ravenzeal warriors break their camp in a cluster of burned buildings that was once known as the village of Duskshire. Trying to get away with all the plunder and loot stored there during the raids, the marauders are caught by a mighty army of Svedonnian nobles and angry peasants, led by their king Birger Pepperberg! About the Battle: The hunters have become the hunted! Now the raiders must get away with as much of the loot as they possibly can, while the defenders strive to slay every single one of these filthy thieves and reclaim what is rightfully theirs!

Battleplan: Vengeful Assault Armies: The raids are over and the attackers try to reach their ships with vengeful defenders on their heels! This battle determines the winner of the campaign as the Raider strives to get away with as much of the loot as possible, while the defender tries to reclaim lost goods. Raider Victory: Your raiding party got away with the spoils of war! The people celebrate as you arrive home with ships ladden with treasure, you have won the campaign! Defender Victory: The cruel raiders have been repelled! The commonfolk thanks their saviour and swears oaths of eternal gratitude, you have won the campaign!

Battleplan: Vengeful Assault Set Up: The Raider sets up his entire army within the burnt buildings along with all the loot markers he has accumulated in the previous battles. The loot markers are placed in a pile in the middle of the board. The Defender brings in his army from any board edges he wishes at the start of the first battle round. This is their movement for that turn.

Objectives: The Raider tries to make his escape with as much loot as possible while the Defender seeks to reclaim it. Units carrying multiple markers are vital for achieving victory in this battle, but will their reduced movement speed be their doom? Carrying loot: Both armies may pick up loot markers from the battlefield by moving a unit to touch them. A Raider unit containing loot markers has to permanently move out of the board to take their plunder to safety. Every unit has a -1” movement penalty for each loot marker it carries. Further loot cannot be carried if it would take the unit’s movement value below 1”. Loot markers may be dropped by a carrying unit in the movement phase of their own turn by placing them on the board touching the unit. If a unit is destroyed it drops all its loot markers on the spot where the unit stood at the time of its demise.

Victory Conditions: If at least half of the loot markers have been taken outside the board by the end of any battle round the game ends in a Raider victory. If less than half of the loot markers have been taken outside the board by the end of battle round 6 the game ends in a Defender victory.

Tips & Tricks Try adding extra flavor to your campaign with these simple tweaks • Allow flame-based ranged attacks set fires to buildings • If a ”flaming” ranged attack targets and hits a building, roll a D6 as normal to see if the building catches fire

• Allow defending units to pick up and carry around loot markers dropped by the raiders • Raiding units drop loot markers if they wish to increase their movement speed or if the unit is destroyed, giving the defenders a chance to pick the markers up and carry them around to prevent their enemies from taking them

• Give defending units the ability to put out fires • Using the same mechanic as the attackers use to set fires, the defenders may roll a D6 to attempt putting out fires if they are within 1” of a burning building. Collapsed buildings cannot be saved, and standing builings can be set on fire again!

• Note that the Raider gains two loot markers from searched buildings instead of one in Battle 3: The town is rich and has a lot to offer! • If the amount of loot markers on the board in Battle 4: ”Vengeful Assault” seems ridicilously high or low, the players should agree upon a set number of markers, for example 10, 16 or 20

Coastal Terror [campaign].pdf

subjects from the greedy raiders that now approach their coast? Page 3 of 14. Coastal Terror [campaign].pdf. Coastal Terror [campaign].pdf. Open. Extract.

2MB Sizes 8 Downloads 216 Views

Recommend Documents

Terror Cycles
electronic, mechanical, photocopying, recording, or otherwise, without the prior written .... The third and fourth inequalities mean that there is a trade-off ..... Address for Correspondence: J.R. Faria, School of Social Sciences, University of.

Vancouver Coastal Health
May 21, 2015 - This free, interactive workshop is for parents, students and staff involved in food sales to students at all Vancouver schools and school events.

Terror en Winnipeg.pdf
Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item. Terror en Winnipeg.pdf. Terror en Winnipeg.pdf. Open. Extract.

Terror en Winnipeg.pdf
Page 3 of 79. Terror en Winnipeg.pdf. Terror en Winnipeg.pdf. Open. Extract. Open with. Sign In. Main menu. Displaying Terror en Winnipeg.pdf. Page 1 of 79.

I. Barton - Clacton Coastal Academy
I am writing to invite you all to a Parents' Information meeting. This will be held on. Wednesday 7th June at 4.30pm in the West Hall. I will then give you details of ...

Coastal Towns Environmental Infrastructure Project
E-mail: [email protected]. Date: 17 February 2016. Loan No. and Title: L3133-BAN: Coastal Towns Environmental Infrastructure Project. Contract No.

The French Coastal
The French Coastal has a robust Louis-Philippe shelf and a clean linear design. It is a simple piece with rustic French charm. The French Coastal. Collection.

German Cinema - Terror and Trauma.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... German Cine ... Trauma.pdf. German Cinem ... d Trauma.pdf. Open.

factors to decrease coastal sedimentation
Shore protection and coast management is a basic and useful in ports and coastal cities. ... river is taken account a risk for route of it. So we must optimize coast ...

Part_I-Chap_2entire COASTAL DIVERSITY.pdf
There was a problem previewing this document. Retrying... Download. Connect more apps... Try one of the apps below to open or edit this item.

Part_I-Chap_3entire HISTORY OF COASTAL ENGINEERING.pdf ...
Part_I-Chap_3entire HISTORY OF COASTAL ENGINEERING.pdf. Part_I-Chap_3entire HISTORY OF COASTAL ENGINEERING.pdf. Open. Extract. Open with.

The Angel of Terror
Then, before she realised what had happened, the big car ahead slowed and ..... way, can perform that feat, I will accept your theory of suicide." ...... yawn. "I'm so sorry," said the penitent Jean. She accompanied the girl upstairs, her arm about .

Chapter 8 Coastal Management Measures.pdf
http://www.epa.ohio.gov/dsw/storm/construction_index.aspx#Background. Putnam County addresses this area under 305 Flood Areas and Storm Drain. Ditches:.

terror support and recruitment
1024-2694 (print)/1476-8267 (online). Original ..... number of, mass-media news providers. As noted ... goods such as law enforcement, security and education.

Coastal Sage Scrub_v6.pdf
Flower: Summer, Grey-green color. Fun Facts: Habitat for California Gnatcatcher. Photo Credit: © 2012 SELC. Photo Credit: © 2012 SELC. Artemisia palmeri.

Chapter 8 Coastal Management Measures.pdf
Lake Erie watersheds under the Watershed Coordinator Grant Program are to ... All three villages have a sewage treatment system that is. separated from their ...