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Howling Horde

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0% found this document useful (0 votes)
18 views2 pages

Howling Horde

lore

Uploaded by

horusfalls
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Howling Horde

The harrowing experience within the undead unknown origin. The


pirates is still fresh in your mind as your breath power of Chaos knits
billows out in great puffs of steam. The night is
biting cold, with goose-flesh covering any open its form together when
skin as you and your band make your way it is wounded and as
through these less dense trees. The stranger such the Balewolf has
you encountered mere hours ago raises their the ability to
hand to signal silence... which is swiftly broken supernaturally heal itself.
by a blood-chilling howl. One word is whispered
with a harsh accent, At the start of each of its
Run! turns roll a D6 if the
Balewolf is wounded. On
Terrain: a roll of 5+one Wound is
A dense forest setting is needed, with only restored as its skin miraculous knits back
the deployment zone (6 ) and a few extra together.
inches in front of it should be free of trees. Flesh of Iron:The Balewolf s skin is thicker
than toughened leather, wholly capable of
Setup: turning aside blades and arrows alike. The
Each player must roll a dice. Highest roll Balewolf has an Armour save of 4+ which is
decides deployment zone. After all warbands reduced by the Strength of the attack as
are set up, roll a D6 and add your leaders normal.
Initiative. Highest roll goes first. Each player Vicious Jaws:The Balewolf s massive jaws
must roll for and place their zombie-pack. are capable of crushing a man s body in two.
The Balewolf has an extra Attack from its
Thing in the Woods: jaws (as denoted in its profile)which is
Each table has a Thing in the Woods, as always its first attack. If this attack hits,it
found in the Empire in Flames Supplement. causes a critical hit on a roll of 5 or 6.
As well, another more sinister force is here. Lycanthrope:The blood of the Balewolf
Werewolves are rampant in Sylvania, and so contains a terrible and powerful curse. Any
too are they rampant in these woods. Every model taken out of action from an attack
time a model wishes to move, they must roll from the Balewolf risks the taint of its dark
a dice. On a roll of a 1, they are immediately blood (note that this only affects man-sized
charged by a werewolf. creatures and non-mutants). After the battle,
Profiles M WS BS S T W I A Ld if the model survives the attack roll a D6.
The Thing 5 4 0 5 5 3 4 2(3) 7 On a roll of a 6 any injuries the model is
Werewolf 5 3 0 4 4 2 4 2 7 currently suffering are cured but they are
now cursed! In each subsequent battle
Special Rules: whenever the cursed model is wounded they
Large Beast:The Balewolf is a huge must take a Leadership test. If they fail they
creature and counts as a large target for the transform horrifically before the eyes of their
purposes of shooting and may be targeted comrades into the Balewolf! The model now
even if it isn t the closest model. has the same stat-line as the Balewolf. Any
Fear:The Balewolf is a terrible and armor or equipment it was wearing is
frightening creature that causes fear . destroyed and any weapons the model was
Forged by Chaos:A creation of Chaos;the carrying are lost but may be recovered after
Balewolf was born from some nefarious yet the battle. The Balewolf will always charge
the nearest model, friend or foe, if it can, +1 Per Enemy Out of Action: A Hero
otherwise it will move at maximum speed earns +1 Experience for each enemy he puts
towards them. It may try and restrain itself out of action.
from attacking a comrade by taking a test +1 Takes Thing in the Woods OOA: A
against his own Leadership (he may not use Hero who takes the Thing in the Woods Out
the leader s). If passed the Balewolf will of Action receives +1 Experience.
ignore friendly models. +1 Takes Werewolf OOA: A Hero who
Roll a D6 after the battle.On a roll of 2-6 the takes a werewolf Out of Action receives +1
model returns to normal (albeit without Experience.
attire ) but still carries the curse .On a roll
of 1,the Balewolf takes hold completely and
in his feral state disappears into the
wilderness lost forever in myth and legend
(remove from roster).

Special Rules: (Werewolves)


Fear: Werewolves are creatures borne of
myth and legend, and are terrifying
creatures. They cause Fear.
Regeneration: Werewolves are incredibly
resilient creatures. Many blows that would
lay low any mortal man heal themselves
instantly. To represent this, a Werewolf has
a special 5+ Regeneration Roll for every hit
that it suffers. If this roll is failed, the wound
is lost as per normal.
Lycanthrope: Same as above, substituting
the Werewolf's stat-line for the Balewolf.
Blood Hunger: A werewolf's thirst is never
slaked. Should a werewolf take its prey out
of action upon their initial charge, they will
immediately charge the nearest model,
provided they are within charge range. A
werewolf will always move towards or
charge the nearest living model.

Ending the Game:


The game ends when all warbands but one
have failed their rout tests. Warbands who
rout automatically lose. If two or more
warbands have allied when the other
warbands have all routed, they may decide
to share the spoils of victory or fight on until
there is only one remaining on the field.

Experience:
+1 Survives: If a Hero or a Henchman
group survives they gain +1 Experience.
+1 Winning Leader: The Leader of the
Warband who won the scenario gains +1xp.

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