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The Direwolf
(Chapter 1)
Scenario 2: Direwolf
- Written by Timo Kurvi
Those living on outside of the camps have been suffering attacks from wolves in recent weeks. At first the predators killed small livestock, but recently attacked and killed a poor beggar forced to live under the stars. A call for help goes out to anyone that could solve this problem. As the sun is setting, warbands set out to hunt this unusually savage wolf pack.
Scenario Summation
Countryside battle in rural terrain.
The warband with the most Victory Points (VPs) wins the game.
Chase fleeing wolves and collect their ears for Victory Points (VPs). Wolves flee from unsuccessful attacks as well as other wolves fleeing close by.
Collected ears are carried items and can be stolen by taking warriors controlling them out of action.
The warband with the most VPs does not take rout tests and cannot voluntarily rout.
An elf ranger joins the first warband to come in base contact.
The game ends when all but one warband routs or all wolves and the direwolf are out of action.
Optional Victory Value: 1
What You Need For The Game
1 model for a Direwolf
10 models/markers for normal wolves
1 model for Anaranil, elf ranger
Rural terrain
Settlements
Reward Cutthroat’s Den
The use of lookouts for your next game +1 point of Loyalty to Cutthroat’s Den.
Reward Black Pit
Place rural terrain normally. Deployment zones are four 8” squares in each corner of the table. Place Anaranil the Elf Ranger, in the very center of the table. In order of warband ratings, lowest to highest, players take turns placing 10 wolf models, one at a time, on to the table, each at least 3” away from all other wolf models and at least 10” away from all deployment zones. Do not place wolves where they could not normally move (somewhere they would have to climb, for example). Do not place the Direwolf model at this time.
Terrain (rural)
Example Map
Map Key
Warbands deploy normally, by rolling off. Note, deployment zones in this scenario are in the table’s corners even if there are only two warbands.
Deployment
After deployment place random fortune markers. Roll a D66 on the random fortune table for any random fortune discoveries.
Random Fortune
Lupus Litter: Obviously spooked, the wolves are not considered threatening and thus never prevent warriors from running. Each wolf will remain in place until attacked, either with missile fire or engaged in close combat. If attacks miss or do not wound, the wolf will flee in a random direction 3D6”, stopping until attacked again on a later turn (of either player). Wolves will automatically escape from close combat (as if making a successful leadership roll) moving as if any warrior in base contact wasn’t there. Their flee move will stop if they contact impassible terrain as well as halt 1” away from any table’s edge and other warriors in their direct path. Warband models may not intercept fleeing wolves in this scenario.
A fleeing wolf moving within 3” of a stationary wolf will cause that wolf to also flee in a random direction 3D6”. Wolves will only flee once per player turn.
Wounding a wolf will automatically take it out of action. Do not make injury rolls.
Special Rules
Wolf
M WS BS S T W I A Ld
9 3 0 3 3 1 4 0 4
Prove Your Worth: To demonstrate that a warband has succeeded in hunting, warriors collect wolf ears to mark their success. Replace each wolf model taken out of action with a wolf ear marker. All wolf ear markers are considered to be light carried items. If eliminated in close combat, the wolf ear marker is immediately controlled by the warrior who took the wolf out of action.
A wolf ear marker is worth 1 victory point for the scenario and the Direwolf ear marker is worth 3 victory points.
Spurred to Victory: The warband which currently controls the most scenario victory points does not take rout tests and cannot voluntarily rout (their warriors are inspired by triumph being close at hand). This can apply to multiple warbands should two or more tie for the most VPs.
The Hunter: Anaranil the Elf Ranger, is hunting for a direwolf with a scorpion branded on its head that the elf believes is leading this wolf pack. Anaranil will assist the warband of the first warrior to come into base contact, free of charge, even if the Elf Ranger could not normally be hired by you. The player controls Anaranil like a member of their warband.
The Hunted: Once Anaranil is in the service of a warband, the opposing player must place the Direwolf on the table anywhere at least 12” away from all warband models. If there are 3 warbands playing the scenario, the player who had the previous turn places the Direwolf.
The Direwolf is a threatening enemy and warriors within 8” of it cannot run. The Direwolf will not automatically go out of action from a wound like the wolves. Make injury rolls for the direwolf normally. Once the direwolf goes out of action, leave a special Direwolf Ears Marker (worth 3 victory points) on the table.
During the compulsory movement phase of each warband move the Direwolf 9” toward the closest warrior that is either carrying wolf ears markers or is in charge range of a wolf. If this movement brings the direwolf into base contact it is considered to have charged. The direwolf does not need line of sight to its target, it somehow mystically senses the members of its pack and is drawn straight to its enemies. If the Direwolf is in close combat during compulsory movement, it will not move but continue fighting.
Starting the Game
Determine order of play normally, by rolling off.
The game ends when all but one warband have routed or all of the wolves and the Direwolf have been taken out of action. Remember to make recovery rolls for uncontrolled carried items on the table, including wolf ears and other markers. Once all markers are controlled, the warband with the most victory points wins the game. If any wolf or the Direwolf is alive at the end of the game they do not contribute victory points.
If victory points are tied, no warband wins. In this case, out of appreciation for their efforts, all players tied for most VPs receive a Lucky Charm. No Loyalty is awarded, however.
Ending the Game
+1 Survives
+1 to the Winning Leader
+1 Per Enemy Out of Action (normal wolves are not enemies in this scenario)
+2 to a Hero that takes the Direwolf out of action.
Experience
Scenario Characters
The Direwolf
An unusually cunning undead beast, this alpha leads a pack of normal wolves. The only clue to its origins is the symbol of a scorpion branded into its skull.
M WS BS S T W I A Ld
9 3 0 4 3 1 2 1 4
Protect the pack: When not in close combat move the Direwolf each player turn 9” toward the closest warrior that is carrying wolf ears markers or is in charge range of a wolf. If this movement brings the direwolf into base contact it is considered to have charged. The direwolf does not need line of sight to its target, it somehow mystically senses the members of its pack and is drawn straight to its enemies.
Dire Charge: Direwolves are slavering creatures that overpower their opponents when they charge. Direwolves fight with 2 attacks instead of 1 during any turn they move into base contact with warrior models.
Cause Fear: Direwolves are terrifying Undead creatures and therefore cause fear.
Immune to Psychology: Direwolves are not affected by psychology and never leave combat.
Immune to Poison: Direwolves are not affected by any poison.
No Pain: Direwolves treat a stunned result on the Injury chart as knocked down.
Morr Score Value (optional): Hero.
Special Rules:
Anaranil, Elf Ranger
This fey hunter has set out to take revenge against an evil cult of death in the area around Mordheim. The elf will not discuss why.
M WS BS S T W I A Ld
5 4 5 3 3 1 6 1 8
Equipment: Elf bow, sword and Elven cloak.
Seeker: When rolling on the Exploration chart, Anaranil allows you to modify one dice roll by -1/+1.
Excellent Sight: Elves have eyesight unmatched by mere humans. The Elf Ranger spots Hidden enemies from two times as far away as other warriors (ie, twice their Initiative value in inches).
Scorpion Hunter: Anaranil Hates all Scorpion Cultists. The Elf must attack any cultists in line of sight by shooting or close combat. If using the Mercenary Serious Injury Table, consider any roll of 3+ as Comes With the Job after any battle during which Anaranil was able to attack a Scorpion Cultist.
Morr Score Value (optional): Hero.
Skills: -
Special Rules:
Post Game
Remember to secure any uncontrolled carried items (including random fortune discoveries, but not random fortune markers) when the game ends.
The winner of the game can choose one of the settlement rewards. Remember to update your Loyalty to settlement you choose.
Fill out your end of chapter data sheet and send it to your campaign administrator.
Victory Value (optional): 1