100%(1)100% found this document useful (1 vote) 281 views8 pagesWarhammer-Blood in The Snow
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INTRODUCTION
Black clouds swirled around the
‘curious, dog shaped peak and
loomed over the pass. A flurry of
white, hard ground and on the
lurk. green nase as he
stood at the moutl of the cave
shrine.
‘Gooor! I's freezin’ me bits oft
ae
tha gold maggits and pus-
burners, fer spog's sake? | don’
fink 1's propa shrine at all-l
‘This last comment was aimed
at the Goblin huddled miserably
fn the cave mouth, He turned,
spat 2 juicy lump of something.
‘Unmentionable at the mural of
Sigmar
Hwwwrkk! bet them
scumbag Ores found somfink in
the stunties place... And I bet its
‘more warmer and stuff in there
aan all. Gletch it, if we ‘old out ttl
spring we'll be awtrite
Across the valley from the Holy
Cave."them scumbag Ores)
‘watched from the walls of the
captured Dwarven outpost
Wosat over there, boss?
roerag, or I'l stuff it up yah
“The belll The bell! - THE
BELL WHAT?
“RING ITH
Say ‘Please’... Ooofifittit”
‘The sound of the bell drifted
across the snow covered ground,
to where Caran Crazak urged his
Dwarven warriors forwardBI@DD ON THI SON
“Let them ring their bell, for it marks their passage to Hell
‘There they will be crushed on Geungni's mighty anvil until the
‘end of time
“Such isthe deserved fate of filth that dares to attack a Dwarven
‘outpost, We are the instruments of revenge!”
Caran glanced backwards to check that the tribal bard had
properly noted his epic speech. Then he looked to his lft,
“iquinting through the spinning snow for a glimpse of the faster
moving human force. There. Good, He made a dramadic gesture
for the benefit of the bar's history and lead his troops onward.
Sabvine Fiestlenburger, leader of the Human troops, seethed with a
steady hatred for those unclean creatures that had profaned one of
her Cults holy places, She shifted the warhammer in hes hands.
Sova, soon it would taste Goblin blood and stain the snow with
red ectrbution!
The Format
‘The Outline gives the Gamemaster the background leading up t0
the battle and describes the situation existing atthe start of the
confrontation, The Forces are listed in standard War:
Dammer Fantasy Battle terms, with any special rules that are
needed for specific units.
‘Terrain gives a description of the scenery and other features on
the wargames able, while Locations provides details on specific
places in the battle area
Starting the Game explains the set up procedure and how to
begin tte battle. The Vietory Conditions cover the other decisive
point of battle= the end and its aftermath, including, the all:
Important paint of who actually won! Finally, he Special Rules
cover unusual situations in this Scenario.
Scenery
Inower wo run ths cena you wil nx a selection of scenery
to represent woods, hedges and walls, buildings, the river and the
hills snow drifts must also he represented.
Most of the scenery can be represented by pieces of differemt
coloured card or cloth. Hills can easily be made out of polystyrene
tiles painted green or brown, Snow drifts are best represented by
pieces of white card or cloth.
‘Two of the buildings in this scenario have been released as cand
‘models in the Warhammer Batle Pack, McDeath, Card models
have also been released in previous Warhammer Scenario Pucks,
Blood Batb at Ore's Drift and the rest. If you own these you
shoulda’: have any problems using buildings from tiem 28 they
stand or with some suitable adaptation. Buildings can also be
Scratch built out of caed of merely represented by small cardboard
boxes stich as Tummly sized! oF cook's matchboxes.
Ifyou plan to play the part of a commander in this battle,
stop reading here - the rest of the information is for the
gamemaster only,
QUTLINE
Ths battle takes place at on the Imperial side of the Black
Mountains at the foot of the small Dog Peak Pass. This is tthe
west of the much larger and better known Black Fire Pass.
‘Some 2500 years ago Black Fire Pass was the location of one of
the most important battles inthe history of the Empire. Here
Sigmar Heldenhammer decisively routed the Goblin hordes,
‘ending the Dwarf-Goblin war that had been niging for 1500 years,
‘This victory resulted im the founding of The Empire when all the
tubes swore fealty to Sigmar For more details see Warhammer
Fantasy Roteplay's The Enemy Within pp8-9 and ppl9-21).
‘When the Cult of Sigmar became popular many shrines
commemorating the battle were built in the surrounding area, The
-most important of these is in Black Fire Pas itself, but one of the
minor shrines was built ina cave at the foot of Dog Peak Pass,
Legend has it that Sigmar rested in the very cave where the shring
‘was built before the battle - several other shrines also have equally
‘200d claims t this honour! However, the cave is one of the holy
places of the Cult and in the winter months many pilgrims make
an anhuous trek to the cave. usually as just one stop on a "merit
seeking’ tour ofall the Cults sacted sites
Sited near the holy cave isa small outpost garrisoned by
detachment of Dwarfs. For many years there had been no trouble
{in the area and so the gartison had gradually been allowed to
‘dwindle to minimal levels. The troops became complacent and
‘even started to farm the nearby land to supplement their rations
and as 4 more worthwhile and interesting alveenative than keeping
‘watch on tse Pass,
Te price for this lax behaviour has now been paid. Some wo
‘months ago, in the middle of the month of Brauzeit, a force of
Goblins and Ores swept through Dog Peak Puss, They easily
defeated the unprepared outpost and captured the shrine
‘The first snows fell a month ago, and with the snows on Dog
Peak Pass came the pilgrims (9 the Holy Cave of Sigmar
Heldenhammer The frst group of pilgrims sensed that something.
was wrong - perhaps the fare-blackened walls of the outpost and
the Dwarven heads mounted on its battlements aleeted them - and
they tumed back to raise the alarm,
It's now the middle of Ulriczeit and a force has heen raised 10
drive the Goblinoids out of the pass. Although a winter campaign
imveans considerable hardship the forees of evil can't be allowed 2
breathing space in which to establish themselves on this side of
ihe Pass
FORCES
‘The forces involved in the battle have been split into four
‘commands, Ina four player game each player takes one command
In a three player game the most experienced player should tke
command of both the Ores and the Goblins. The other players
should take one of each of the remaining commands,
Ina two player game one player commands the Humans and the
Dwarves, the other commands both the Ores and the Goblins, In
this situation the player should be told not to have the Goblins
attack the ex Dwarven outpost. I's hardly fair t expect someone
to be objective about attacking their own forces!
ach section provides details of the troops belonging to a unit
along with details of any leaders and special figures. There is also
‘notes on the aims of the commander of te unit: achieving these és
the object ofthe battle anc! will seeure victory points, See the
‘Victory Conditions for further details.
13s important that each player reads only the details of his own
foes. All other information is for the GAL only, who can give
‘each player any background from the Outline which is considered
appropriate. Permission is granted 10 make photocopies (lor
etsonal use only) of the relevant section of this scenario, These
fan then be hanced eut to the army commanders
‘The Humans and Dwarfs move in the same turn, as do the Ores
and Goblins. Ifthe Ores and Goblins atuck each other they should
rolls dice to devermine who moves first each turn. A tied dice roll
means thar they move at the same time. giving the possibility of
‘both getting a charge bonus if they change each other atthe same
CARAN CRAZAK'S DWARVEN
DETACHMENT
Commander's Brief
When news reached your stronghold that the outpost at Dog Peake
FoPass had been taken by 2 horde of hated Goblins and Orcs there
was an uproar, for your hold supplied the troops to garrison the
contpost.
‘The deaths of your comrades must be avenged, the outpost
freed from the taint of Goblinoid occupation and, if any remain
alive, the Dwarven prisoners and their battle standard taust be
liberated,
Despite the appalling weather (it s now winter) you set out for
Dog Peak Pass. The walls of the outpost are now in sight, after 2
hand journey through the snow covered waste - and deep snow
drifts are especially hard on people of Dwarven stature?
This isthe frse rime you have been chosen to lead an
expedition, and you are anxious to do well. On the way to the
Pass you have met up wlth a detachment of Humans going in the
‘ame direction and Oa similar mission. While happy to have thele
support (they are lead by a devotee of Sigmar, a God friendly
rowards Dwarfs). itis important for your future career thatthe
flor goes to you and. In particular, you and your troops should
fetake the oupost
And now you can sce thatthe battlements of your target are
decorated with a gory fil of mangled and bloody heads ~
Dwarven heads!
Caran Crazak - Dwarven Minor Hero
‘They have reported that the Dwarven outpost - and the Holy Cave
of Sigmar Heldenhammer within the valley - have been over run
by foul Ores and Goblins!
‘The Cult of Sigmar (of which you are a Cleric), is incensed by
this outrage. You have been chosen to lead a group of Humans on
4 punitive expedition 10 recapture the Holy Cave and punish those
guilty of ts desecration.
‘While traveling to the Pass through the foul winter weather you
have encountered a detachment of Dwarfs (with whom your Cit
‘maintains friendly relations) bent on recapcuring the overrun
Dwarven outpost, You have gone forward together in your desire
for revenge! Now the Pass i insight and you can sce the outpost
aheid. Soon the Goblins will pay the price for their trespass - the
‘only price for such creatures: death!
You are 2 fanatical follower of Sigmar Heldenhammer and are
{grateful for this opportunity to prove your worth £6 the Cule. You
‘will lead your troops to glory on the feld of battle and carve a
‘name for yourself in history by your heroic deeds. Glory fo
Sigmar!
Sabine Heistlenburger - Level 2 Cleric of Sigmar
Mlws[as[s [rw] 1 [a [iafine ci[wr]
sla lstatate elatate
mfws[asls [x [wr [a [talind cal we)
sbepstetst2 lst? pops bio) 1
Caran wears chainmail and uses a shield, giving an armour
saving throw of $ or 6. This armour also ives a movement
penalty of %% ceducing his movement allowance to 2%". Caran
wields 4 magic axe which increases his /ttiative by 3 points to 7
‘while he holds the weapon,
Caran isan individually based figuee and can atch himself 10
any unit of Dwaris he desires
Dwarfs - 50 warriors
™M [ws[es|s [a fw
stats tstati tz
“These ate split imto nits as follows:
20 Dwarfs are armed with axes (hand weapon), wearing chain
‘mail and carrying shields. ‘This armour gives an armour saving.
throw of $ or 6and a movement penalty of "resulting in a
‘movement allowance of 215"
20 Dwarfs armed with axes and crossbows, wearing chain mail
‘The chain gives an armour saving throw of and no movement
penalty
10 Dwarfs armed with spear wearing chain mail and carrying
shields, This armour gives an armour saving throw of § or 6 and
‘confers a movement penalty of %", giving movement rate of
Dwarven Champions
M [ws] Bs!
sistapata
wit [cil we)
apstitetsfere
ach of the three units above is led by a Champion armed and.
sarmoured in the same fashion as the unit
SABINE HEISTLENBURGER'S
HUMAN TROOPS
Commander's Brief
A group of would-be pilgrims has returned from Dog Peak Pass.
Constitution Points: 20
Sabine does not wear armour and wields a warhammer (hand
weapon). Clerics of Sigmar are dedicated to the unity of the
Empire, aiding Dwarls, and killing Goblinoids,
Asa Cleric of Sigmar Sabine has the ability 19 make two attacks
pet day with her warhammer at an effective Strengib of 10. This,
bility is known as ‘the Hammer of Sigmar’ (for more information
See The Enemy Wibin)
Clerics of Sigmar use Battle magic in exactly the same way 28
‘Winards, Sabine can cast
1.2 Cause Antmosity (4)
US Cue Light Infary 3)
LA Fire Ball (1 per Fire Ball)
24 Cause Panic (5)
25 Holet Figbe (4)
27 Mystic Mase 1)
‘The bracketed numbers are the energy costs of each spell
Sabine is an individually based figure, and caq be attached to any
Human unit
Homans - 50 Warriors
wm iws[as] s [r[w[r [a
ata aha
ial
“These warriors are split into the following units:
20 Humans wielding swords, wearing chain mail and carrying
shields. This armour gives an armour saving throw of § or 6 and a
‘movement penalty of %", Their movement allowance is thus 3%”,
20 Humans with long bows and swonds. They are wearing chain
‘mail, which gives an armour saving threw of 6. Theres 90.
‘movement penalty
10 Humans using two-handed swords and wearing plate mai
“This armour gives an armoue saving throw of 5 oF 6. It also gives a
4" movement penalty, resulting in a movement rate of 314"
Homan Champions
afustasts rte la Ta ltalin a
aielatatrstitetitais tis
Each of the above units is led by a Champion armed and
armoured 10 the same standard as the unitcomma S(]}))
GRUZK BLOODGOBBLER'S ORC
HORDE
Commander's Brief
You're the most brllist Ore leader ‘wots dunn in the mostest
Stunties ever! Mor wt, well, mor'un you id shake et dese rat
‘that's ow many! Coar! Zo, when you came down the Pass - an
all on yer oun (apart from a few, some. welll, « borde 0' the
lads) the wimpy stunties was plowing a bleedin’ field’
1 was a piece of sandwich... errr, cake. dat's if, cake
capturing tbeir outpost and killin’ mast of ‘em aad lockin” up
the otbers, How you laffed and laffed! Stoooptd stunties!
Well, awrite, them Gobbos helped a bit - but it was mostly
Jou what dun 1 AIl that matters now #8 to keep old of the
‘outpost, and nos le ube stunties ger 1 back Them Gobbos are
welcome to the cave wot they capttered as long as they don't try
ion. This here outpost 8 ours.” Yours! And they or arty
stoopid stunties aint gettin’ tt! Nab!
With the stunties wot are locked up in the cellar ts their
battle standard fingy Ugly wotsit, all sorta. clean. Lrrk! If
ou bas fo run away... retreat... erm, taktikie wifdrall is woe
‘Dosh berks say.. take t wif you! Else the rest of the tribe won't
never believe wot sou duns... They's stooopid tool!
You are 2 foul and blooutthirsty creature, hence your name.
‘There's nothing you enjoy move than 4 lightly toasted wart
Humans are a palatable alternative, althouigh they do tend to be a
bie inspid
Gruzk Bloodgobbler - Ore Minor Hero
GRRE EEE Tips
‘Gruzk is armed with a sword and is wearing plate mail with a
shield. This armour gives an armour saving throw of 4, 5 or @ but
also gives a movement penalty of 1"; Gruzk therefore has 3
movement rate oF 3
‘Whilst Gruzk stands on the battlements of the outpost, he can
throw a bound Dwarf over the wall during the shooting phase, As
the Dwarf rolls down the hill t-will pick up snow and turn into a
‘lant snowball. This can be done only once pet turn. The effects
Of these snowballs are detated in the Special Rules section, ask
vour GM to explain them (o you. Gruzk has three ready-bound
Dwvarts with him on the battlements, and these constitu his,
supply for the battle
‘Gruzk is an individually based figure, and can be atached to any.
ore unit
Orcs - 60 Warriors
‘The Ores ae split io three units
20 Ores with swords, chain mail and shields, This armour gives
an armour saving throw of § or 6, and a movement penalty of !s”
‘Theic movement allowance is 34%"
20 Ores with swords and normal bows, wearing chain mail, The
chain mail gives an armour suving throw of 6 and no movement
penalty.
20 Ores with spears. These wear chain mail and carry shiclds,
giving an armo ur saving throw of 5 or 6 and a movement penalty
SF 8 thus reducing them to's movement alowance of 3%
‘Ore Champions
lw Trlw[1 [a [ialiad cree
stata tata tatiteiststs
Fach unit is led by a Champion armed and armoured in the
same manner as the ordinary tops
‘Ore Level 1 Wizard
M [ws[p
ala lata
T{ wii [alual
4 7
Constitution Points: 10
“The Ore wizard carries a sword and! wears no armour. He can use
the following spells:
14 Fire Ball (1 pee Fire Bat?)
18 Stead Mind (4)
110 Wind Brast (2)
“The bracketed figure i the enemy cost of the spel
‘wizard is an individually based figure and can be
(Ore unit a8 desired,
BOGROT SNOTBRUMM'S
‘(GOBLIN SLAUGHTERERS
‘Commander's Brief
Yous and your brill’ band of slorterers showed them stunties
who was the bestist when you ripped em apart and captured the
stinking boly cave
‘The Ore
If you can bold out bere til! the weather gets better you'l be
able to rampage into the Empire liself and get lots n° lotsa
Iluverty toot. Brill All you ve got to do ts fight off anybody wot
4798 £0 shift you. This ‘ere cave might be a beedin’ bote, but 1's
‘ome for the tine bein !
Mind, them stinkén’ Ores wot was with you when the stuntie
outpost was captured are bogging tt 10 themselves, mfzrable gits
Gabbb! Even worsest than tbat, the big scumbags aren't letting
ou eat any of the stunties wot they captured - wif your lp, 0
So, you have decicled that the only way to keep warm and well
fed is to try and take over the outpost. Orcs are (ough, $0 you'll
have to be clever about No protem at all Goblins fs ded
brainy?
Bogrot Snotbrumm - Goblin Major Hero
fo fustasts tr fwl iT 4 Tialind cil w
G stalats 4 1
Bogrot wields 4 two-handed cleaver and is dressed in chain
‘mail. The chain gives an armour saving throw of 6, and 80
‘movement penalty. Bogrot is an individual model, and ean attach
‘himself to any Goblin unit that he chooses.
‘Goblin Wolf Riders - 12 Warriors
Goblins
Mm [ws[es] s [Tw] 1 alia wr]
Gizistststitetitst ts]
The goblins wield swords and are wearing chatomail, This
74 OER EEarmour, coupled with the bonus for being mounted troops, gives a
Saving throw of Sor 6
volves
(aclwslas se Tw Ta Ta alin et
eee Se
Goblins - 65 Warriors
f B tlw
Bees a
4
These goblins are spl
a
lws|
LT?
{nto units as Follows:
25 Goblins using swords, wearing chain mail and carcying,
shields. This gives them an armour saving throw of 5 or 6, but a
‘movement penalty of "This unit has a movement allowance of
3H
20 Goblins equipped with spears, chainmail and shields. They
also have an armour saving throw of § of 6 and a movement
Atlowance of 3" thanks to the semour's Ys" movement penalty
20 Goblins with normal bows and swords and wearing
chainmail. The chainmail gives a saving throw of 6, but m0
‘movement penalty,
Goblin Champions
™ [ws[ps]s [T[ wl 1] asalind ca] wr}
ai3tatata tr Lists
A Tour of the Orc units are lead by a Champion equipped in
the same manner as his unit
Goblin Stone Thrower {and Crew)
Stone Thrower
M [ws] T [wl] A [ial ing! cl we}
*Totstetetstotitotororo
+ 1° per crewman pus maximum of 1
For the full ales on Stone Throwers se¢ the Warhammer
Fantasy Battle Combat Book, p50
‘The Crew
M fws[us['s Tr 1 [A fialind cower
2 24
“The crew consist of three Goblins armed with swords, They
have no armour, but are lead by a Goblin Minor Hero
Goblin Minor Hera
o fws[us[s [7 [wl [a [ralind cll we)
ititsTatst2 tetatetsteis)
The figure is equipped with a sword, chainmail and a shield,
This gives an armour saving throw of 5 or 6, but a movement
penalty of 4%, hence the Hero's movement allowance of 39:
Minor Hero will only supervise the stonethrower wail tis in
position. He will then leave it and join the main battle. He ean be
stached to any Goblin unit,
The
TERRAIN
‘The Troutbeck river flows west out of the pass and then curves
south, Itis flanked by two hill The northern hill has a wooded
top, and half way down its southeast side isthe dark opening of
the Holy Cave of Sigmar
Across the valley, neat the top of the aorthern flank of the other
hill is the Dwarven outpost. The outpost consists ofa basic keep
‘of stone swith creneliated walls. Almost due west of the Outpost f=
‘2 bridge across the Troutbeck. North of this bridge & the walled
farm that the Dwarfs were tending. The farm has-a pair of small
sod buildings attached to it A-small area of woods to the north
‘west ofthe farm completes the underlying terrain,
However, a8 itis winter snow has been falling All che ground is,
‘covered with a layer of snow that has been blown about, forming
thick drifts in places. These are marked on the battlefield plan,
LOCATIONS
The Farm
This comprises a walled field and 2 pair of sonall, sod buildings.
‘The stone wall has Toughness 7 and Wounds 5 per 4” section and,
‘counts as hard cover and 3s an obstacle. The buildings each have
Tougémess 6 and Wounds 5; both also have light wooden doors
‘whiels can be bolted from the inside. Suitable models for these
Dbuildings can he found in the MfcDeath scenario pack
The Outpost
‘This stone building is 6" square and the walls are 5” high. The top
‘of the walls are crenellated, and provide hard cover for anything
behind! them. There isa walkway around the top of the wall, with
ladders up to on either side of gateway: The inside of the
‘outpost an open, cobbled, courtyard with a trapdoor (Unlocked)
im the southeast comer. This leads down to two living rooms and
4 stonage cellar The door to the cellar i bolted from the outside
‘The four walls of the outpost each count as a separate building
section each with Toughness 7 and Wounds 10. The northwestern,
Side of the ourpost has a gateway 2” wide, although the gate
inself was destroyed during the Ores’ attack,
In the bolted cellar are eight Dwarfs, the survivors from the
assault who have yet to be eaten, They have ao armour oF
‘weapons, but will fight if equipped ~ and by the time they are
seached there should be plenty of spare weapons around!
To simplify the running of any battle in the ourpost the GM.
should make up a set of simple floor plans. These can then be
placed on another table and the troops involved transferred to
them. Only 2 representative model af the outpost i then needed
‘on the table
The Holy Cave of Sigmar
“The cave mouth is 5" wide and the cave extends into the hillside
for 10°, widening to 6” ar ls deepest point. The walls of the cave
have now-cefced murals of Sigmar's exploits. Dotted around the
floor are assorted broken bits of religious paraphernalia. It is
gloomy in the eave and ereatures without night vision (ie the
Humans) fight at-1 on their ‘to hit rolls
The Troutbeck River
‘The river is 2° wide and fast flowing under its covering of ice. Any
eran
Ss 75BL@D ON THE
‘unit chat attempts to eross the ice will fall through on a roll of 1, 2
fr 3 0 a D6. Roll a further D6 to determine how many troops fall
nto the river. Any troops who do fall into the Troutheck will be
swept away and will either drown or dic of exposure. ‘The only
safe way 10 Cross the river is to use the bridge.
The Bridge
“The stone bridge is 24" wide and has stone walls along its sides,
‘The walls count 28 hard cover and have Toughness 7 and Wounds
5 per 4” section.
Woods
All woods reduce movement by half and visibility is reduced to
2 Troops wishing to fire missiles out of woods must be
Standing at the (recline edge, and are counted 2s being in soft
‘Troops further than 2” into a wood and 2” of more away
From enemy troops may be assumed to be hidden and, after
consultation with the GM, removed from the table. Figures
‘within 2” of the edge of a wood are only assumed hidden if
they do not move during the «ura. Their position will be
revealed if they move oF shoot, of if any enemy comes within
6" of the wood's edge,
Hills
‘The hills count as difficult ground (half movement) and it is
‘Rot possible to charge up the slope of a hil
Snowdrifts
‘These areas of deep snow count as fficult ground and reduce
‘movement by half. This penalty isin addition to any other due to
tetriin, For cample, moving up a hill through a snow drift
reduces movement ro one quarter of the normal rate
STARTING THE GAME
After laying out the battlefield as shown on the map the GM
‘Should give the players the details of their respective forces and
deal with any queries that arise - in private if this scems necessary
‘The information about individual forces are for the commander Of
that force only: Play is now ready to begi,
Before the first eurn begins the Ore and Goblin leaders should dice
{© see which of them is in contro! of the fara. The win
ring player can, if desired, pkice some troops in the buildings oF
bochind the farm walls. If they choose not to the farm is left
uunoecupiedt
SEQUENCE OF ACTION
Tum |
‘The Human Commander deploys
line marked Aon the map.
roops anywhere along the
Tom 2
Prior to turn 2 all the Ores are inside the outpost (except for any
which may be im the farm),
‘The alarm bell sounds in the outpost atthe start of this turn,
and the One leader can thea deploy all Ore troops in the outpost
and along the top of the hill as desiced within their mowement
allowance. At the end of this turn the Dwarfs can he deployed
anywhere along line B,
Tom 3
Troops already deployed may move as normal. The Goblins have
Ss
76 wT
been hudaling in the Cave of Sigmar all trying to find somewhere
‘warm! They and their Stone Thrower may move gut ofthe cave in
this turn if their commander so desires,
From this point onwards the commanders have complete control
oftheir unis
VICTORY CONDITIONS
‘Victory points should be awarded to each player according to the
lists below Each player should be told what they will receive
points for (without revealing anything about the enemy troops)
before the start of play. They should be clearly aware of thei
‘objectives, Players are only awarded points for casualties inflicted
by their own troops - no points are accrue for driving the enemy
into someone else's killing ground. The GM must keep 3 record Of
‘cach side casualties - und who inflicted them - throughout the
barete
Caran Crazak's Dwarves: VPs
+4 Outpost recaptured
+4 Grurk Bloodgobbler slain
+4 Bogrot Snotbeumm slain
424 On Wizard stain
42° Dwarven suundard recovered
+2. Goblin Minor Fiero slain
42, Goblin Stonethrower captured
41% Each Ore Champion slain
+1) Fach Goblin Champion slain
PM Each Ore slain
+¥ ach Goblin slain
<# Outpost still in Goblinois hands
4 Caran Crazak slain
2 Dwarven standard lost
2—_Each dwarven champion slain
SP ach dwarf sata
Sabine Heistlenburger's Humans: WPs
+6 Holy Cave recaptured
+4 Gruzk Bloodgebbler slain
+4, Bogrot Snocbrumm slain
22% Ore Wizard slain
+2” Goblin Minor Hero slain
+2 Goblin Stonethrower captured,
41M Each Ore Champion slain
+L Faeh Goblin Champion slain
+% Bach Ore shin
+¥ Each Goblin slain
“6 Holy Cave still in Goblinoid hands
“$ Sabine Hestlenburger slain
“% Each Human champion slain
Sach Homan slain
Gruzk Bloodgobbler's Ores: VPs
+5 Sabine Hetstlenburger slain
+4 Outpost still in Ore hands
+4 Carin Cruzak stain
44° Bogror Snotbramm slain
42 Goblin Stonethrower capeured
42 Dwarven standard reniined
+2 Each Dwarven Champion slain
42 Goblin Minor Hero slain
41M Each Human Champion slain
G1 Bach Dwarf slatn
+1 Each Goblin Champton stain
$M Fach Human stain
$M Each Goblin slain
4 Ouipost tot
“4 Gruzk Bloodgobbler slain
2% Ore Wiaard slain+2, Dwarven standard lost
“Iv Each Ore Champion slain
SM Fach Ore shin
Bogrot Snotbrumm's Goblins: VPs
+5 Sabine Heistlenburger slain
24 Canm Cruze slain
+4 Grauzk BMloodgobbler slain
+3. Cavestill in Goblin hands
+3, Hold oecupied by Goblins
42% Ore Wirand slain
+2 Bach Dwarven Champion slain
1% Eich Ore sain
+1 Fach Ore champion slain
+1% Each human Champion slain
+1) Each Dwart sla
3% Each Haman slain
<4 Bogrot Snotbrumm stain
3 Cavelost
“3 Hold not occupied by Goblins
2 lin Minor Hero slain
+2 Goblin Stonethrower captured
“1 Eich Gablin Champion Sin
“He tach Goblin siain
‘These victory point lists are designed for use with a four player
game. In a three player batile the Goblins clo not receive points for
taking (or falling to take) the outpost. It is unfair and impractical
to expecta player to deliberately set troops under his command
against eachother
However, the Ores and Goblins will eceive points for casualties
lnflicted on each ether a8 3 result of Animosity. Once the victory
points have been worked ost the Goblinoid commander divides
the overall total by two before comparing It 10 those of the other
wo players
Ina two player game the sime procedure is followed, but each
player adds up the points carat by their two commands to give the
final total
‘The player with the most points at the end of the batt isthe
tactical vitor regardless of the situation on the battlefield
SPECIAL RULES
Gruzk’s Snowballs
AAs detailed above, Gruzk Bloodgobbler can throw bound Dwarfs
ver the battlements of the outpost, These unfortun-
ates oll down the hill w form huge. deadly snowballs.
In order to be effective as a weapon the snowball must travel at
least 1" from the base of the outpost wall. The snowball will
always coll stright down the hill frog Gruzk’s Dwart-dropping
point, The snowball will roll down the hill hopefully sweeping all
before it) and run out of momentum and stop 6” away from the
base of the hil
Any unit in the path of the snowball can elect so dodge the ball
by rolling under their (or their leader's) Juitiarive on 2 46+. A
successful rol indicates that the uait has scattered to avoid the
snowball, but it will be confused until the end of the next tuen,
‘The ball now proveeds to any other unit in its path}.
AF the snowball hits a unit it will cause D3 Serengeb 4 hits, Roll
to wound 2s normal although there is no saving throw for armour,
Just in case you're interested, the Dwatf inside the snowball
automatically suffocates. Dwarfs killed in this manner do not
count for victory point purposes.
Matt Connett
TABLETOP PLAN
& ‘THE FARM