The first side to 60 victory points wins.
Humans gain victory points when they eliminate gnoll units. They gain 5 points per unit eliminated.
At any time, the humans can trigger a breakout fight between the five patrol leaders and a flind. They gain 10 victory points if they win. If they lose, they may no longer use patrol leader benefits and the gnolls gain 10 victory points.
Gnolls gain victory points when they occupy a house area or the town square area. They gain 20 victory points after occupying a house area for three rounds, after which point that house area is destroyed. They gain 60 victory points after occupying the town square area for three rounds, after which point the human food supply is immediately reduced to 0.
For your patrol leader, pick three of the following benefits. You may pick the same benefit more than once. You will be able to apply each benefit once over the course of the battle.
Commander’s Strike – Unit makes an extra attack this round.
Hard March – Unit makes an extra move this round.
On Your Feet, Lads – Unit heals 1d4 + 1 damage.
Tighten Formation – Unit gains +4 AC until the end of their next turn.
Coordinated Assault – Unit gains an additional +2 to attack and damage when fighting in the same square as another friendly unit.
Rounds proceed with the human move phase, the gnoll move phase, the human attack phase, and the gnoll attack phase. Humans may delay until after the gnolls on a turn-by-turn basis, but if so, both actions come after gnoll actions.
Modifiers:
The peasant levies are labeled A, B, and C. If they are in the area of their own homes, they gain a +2 bonus to melee and ranged attack and damage, and +2 to AC.
If they are in the “wrong” set of houses, they gain a +1 bonus to melee and ranged attack and damage, and +1 to AC.
Gnolls receive a +1 to AC vs. ranged attacks in a house area.
Any human unit may fall back to a house area or the great hall and rally to recover 2 hp, once ever.
A unit occupying a tower gains a +2 bonus to ranged attacks, +2 to AC vs. ranged attacks, and +8 to AC vs. melee. It takes one move to go from the area around the tower to occupying an otherwise empty tower. Only one unit may occupy one tower at a time.
It takes two rounds to move through a forest area, but the defending unit receives a +2 bonus to AC vs. ranged.
If two or more human units occupy the same area and outnumber their opponents, they all gain a +2 bonus to melee attack and damage.
If two or more gnoll units occupy the same area and outnumber their opponents, they gain +2 to attack and +4 to damage. This does not apply if all of those units are hyenas.
Baseline Stats
Humans have a baseline of +0 melee attack, d6 melee damage, +0 ranged attack, d4 ranged damage, 10 AC, and 10 hit points. Guardsmen have 8 automatic raises.
Hyenas have +0 melee attack, d4 melee damage, no ranged attack at all, 10 AC, and 10 hit points.
Gnoll marauders have +2 melee attack, d6 melee damage, +0 ranged attack, d4 ranged damage, 12 AC, and 10 hit points.
Gnoll archers have +0 melee attack, d6 melee damage, +2 ranged attack, d6 ranged damage, 10 AC, and 10 hit points.
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