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 Tusker Hunt

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BalrogTheBuff
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PostSubject: Tusker Hunt   Tusker Hunt Icon_minitimeMon 2 May 2011 - 1:50

Scenario: Tusker Hunt by Jordan "Balrog The Buff" Hampton

Your leader has found a wealthy patron willing to pay good coin for ivory from a Tusker. Enough coin that you took the job despite Tuskers being vicious mighty beasts weighing over ten tons and standing twice the height of a Norseman! As you track the Tusker to it's watering hole you notice you are not the only ones hunting the beast...

TERRAIN
4'x4' table is intended. If more than 4 players wish to play then 4'x6' or more is recommended.

SET UP
Set up a pond, river, or other body of water in the center of the table. 1 Tusker (see stats below in 'Special Rules') is then deployed in a random location touching, or in the water terrain. An additional Tusker is placed for each warband beyond 2 participating in the scenario.

SPECIAL RULES
Tuskers: Tuskers begin the battle grazing and will move D3+1 inches in a random direction until startled by a model approaching within 2" or successfully hitting the Tusker with a ranged attack. After the Tusker has been startled it will move towards the closest model and attempt to kill the offending unlucky warrior! If multiple Tuskers are in play once one is startled they all become startled as well.
Tuskers
M WS BS S T W I A Ld
6 3 0 6 6 5 2 2 6
Weapons/Armour: Tusks and raw strength!
SPECIAL RULES
Large Target: Tuskers count as Large Targets
Cause Fear: Tuskers Cause Fear.
Tusker Charge: When charging all attacks made by a Tusker gain concussion and cutting edge special rules and may not be parried. Tusker charges may not be intercepted.
Thick Skin: The thick hide of the Tusker grants it a 5+ armor save.
Ivory: For each Tusker killed the winning warband receives 2 extra pieces of Ivory! (Ivory counts as a basic treasure)
Animal: Tuskers are animals.
Immune to Psychology
Staggered, but not down: Mighty blows will rock the Tusker but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Tusker receives will instead cause it to lose 1 Attack until it recovers (during the Recovery phase of its next turn). Multiple knocked down results will cause it tolose multiple attacks in this way (if taken to 0 Attacks or
fewer, the Tusker may not attack until it recovers).
Water Spray: If the Tusker is not in melee combat it may spray water. This follows the rules for a blunderbuss in regards to the path of models hit, however only has a range of 6". Any model hit immediately must pass a S test or be knocked down. Hit models also suffer a S2 hit with armor saves allowed as normal.

Stampede: Tuskers will begin to stampede if one of their own is killed. When Tuskers stampede all Tuskers become frenzied. If the Tusker is not in combat it will move double their movement value in the shortest path towards the nearest table edge until they make it off the table edge. Any model in the path of a Tusker is charged by the frenzied Tusker.

ENDING THE GAME
The game is over when all warbands but one have routed and at least 1 Tusker has been slain and no other Tuskers remain on the table; OR if all warbands rout. If all warbands rout no warband counts as winning.


EXPERIENCE
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+2 Killing a Tusker: A model who kills a Tusker gains 2 exp. Heroes that kill a Tusker also gain the Tusker Killer skill (from the Ubuntu list, reprinted below)

POST GAME
The Winning warband is able to butcher and keep the Tusker Meat, which allows the warband to count as one size smaller for selling treasure this post-battle sequence. If multiple warbands share victory they each gain this benefit as there is plenty to go around!
Ivory may be kept and used as a weapon in which case it counts as if a Gromril Club, but never counts as magical. If a model chooses to use the Ivory as a weapon it may no longer be sold as a treasure and will only fetch 5 gc if sold.
In addition warriors flock to the banner of a warband that takes down a Tusker. This post-battle sequence only the warband rolls 3D6 and keeps the 2 highest for determining the exp of veterans available!

Tusker Killer: The hero has killed a Tusker and is now immune to fear caused by Animals. The hero may also gains +1 when looking for rare items due to the prestige he has earned.

Designer's Notes: I wanted this to be a dangerous big game hunt scenario. The Tusker hopefully is good enough stats for what it should be. It is a VERY powerful and hard to kill creature, but hopefully it should be worthwhile for a warband!
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Murray145
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PostSubject: Re: Tusker Hunt   Tusker Hunt Icon_minitimeMon 2 May 2011 - 2:13

This looks like great fun, but it seems a bit to easy to kill the Tusker with only 2 wounds, maybe give it 3-4?
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BalrogTheBuff
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PostSubject: Re: Tusker Hunt   Tusker Hunt Icon_minitimeMon 2 May 2011 - 5:24

The formatting did not turn out well, but it should say 5 wounds 2 init and 2 attacks?
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mrtn
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PostSubject: Re: Tusker Hunt   Tusker Hunt Icon_minitimeMon 2 May 2011 - 11:45

Sounds like a fun scenario. Smile
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