"They say the troll has been around for a 100 years in these parts. The local Orc warbands use it to guard their loot when they raid a town. It doesn't care much for the loot, but the Orc warbands feed it well. Too well in fact. You've never seen a troll this size."
Faustman pushed another mug of ale towards the old timer.
"And where did you say this troll was last seen?"

Scenario: Don't wake the Troll (3-4 player)
Overview
A troll of immense size is guarding treasure entrusted to it by an orc warband. 3 to 4 warbands have found out about this hoard and have come to make their fortune. The warbands wisely choose to wait until the troll is asleep to make their move. However with this many warbands, the troll is likely to awaken!
Terrain
Setup
in an area that is roughly 4' x 4'. Leave space in the centre for the troll and his treasure.
Set-up
Place the troll in the centre of the board. Players may take turns in placing treasure chest tokens equal to the number of warbands taking part in the scenario. The tokens must be placed anywhere with 4" of the troll.
Then roll off for warband setup. Each warband chooses to setup on a different table edge. Models must be more than 8" from a table corner.
Treasure chests
To pickup a treasure chest, any warrior ending their movement phase in base to base contact with a chest takes an initiative check. If the test is passed, the warrior quietly picks up the chest. If the test is failed then the warrior picks up the chest but not after causing a lot of noise. There is no movement penalty for a warrior carrying a chest. Warbands are only rewarded for moving off a table edge with treasure chests.
The Sleeping Troll
The troll is fast asleep and does not take action until it awakes. The following will awaken the troll:
- Hand to hand combat taking place with 8" of the troll
- Casting an injuring spell within 8" of the troll
- Firing blackpowder weapons within 12" of the troll
- Shooting at or attacking the troll in hand to hand
- Picking up a treasure chest and failing an initiative test
The Woke Troll
Treat the woke troll as another warband taking its turn. This turn takes place immediately after the warband's turn that woke it up.
In the trolls turn it will do the following
Movement phase: Charge the nearest warband member. If none are in charge range, the troll will walk towards the warband member nearest an unheld treasure chest. If all the treasure chests are held, then the troll will move towards the nearest warband member.
Shooting phase: If the troll is not engaged in combat it will use its Throwing Rocks against the nearest warband member. The troll can target models in combat. If a model in combat is targeted, then any of models in that combat could be hit instead. Randomize the hit.
Combat phase: The troll will fight in any combat phase it is engaged.
Use the stats below for the troll:
Weapons/Armour: Club, Throwing Rocks
Special Rules
Throwing rocks: Maximum range 10", Strength 5.
Regeneration: After a successful wound on the troll, on a 4+ the wound is regenerated. Wounds caused by fire or fire based magic cannot be regenerated.
Fear: The troll causes fear.
Large Target: Shooting the troll is at +1 to hit.
Immune to Psychology.
Ending the game
The game ends when all but one of the warbands have routed. The winner is the last warband with models on the board.
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.
+2 for Killing the troll. If a Hero or Henchman is takes the troll out of action he receives +2 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 for getting a Chest of Treasure. If a Hero or Henchman moves off the table with a chest he receives +1 Experience.
Rewards
The warband that kills the troll gets +1 campaign point.
Furthermore, any warband that moves a treasure chest off the table gets the below rewards per chest.
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