Sunteți pe pagina 1din 6

With the whole Coronavirus Lockdown thing, a

lot of people are struggling to get much tabletop


Going Solo... gaming in. Solo gaming’s an option, but I always
find it difficult to play both sides in a game, as I
tend to favour one side over the other…

So some sort of ‘controlled by the game’ AI is another solution. It won’t give you a ‘proper’ game, as a hu-
man opponent will always be less predictable, and have more options available to them. But as a stop-gap
measure to keep you rolling dice and moving minis during lockdown, it can be fun!
Now, the following scenario and rules were written at 2am in the morning while I couldn’t sleep, and have
had zero playtesting… so be prepared for the fact that they may not work!
So, Artificial Intelligence Warbands… sounds very sci-fi! It’s not though; I’m making this as simple as pos-
sible. Firstly, the game usually requires two players to roll dice at the same time. But I want to remove all
dice-rolling from the AI Warband, and limit the book-keeping as much as possible. From here on, rather
than keep saying AI, I’m going to refer to them as the Vagabonds.
So, Vagabonds are chosen from the basic creatures tables on pages 43 and 44 of the rulebook. But replace
the Vagabond character’s stats with the following numbers:
d4 – replace with ‘3’ d6 – replace with ‘5’
d8 – replace with ‘7’ d10 – replace with ‘9’
Any time a Vagabond would need to roll a dice, use the number instead, plus or minus any modifiers as
usual. So, if a Vagabond with Strike 5 makes an Attack, then their Roll would be 5, plus or minus any
modifiers for Charging, Dual Wielding etc as usual.
The Vagabonds consist of two Large beasts, and five Small/Medium beasts. This should be increased if your
Warband rating is over 60. (We’ll modify this once some testing is done!)
The Vagabonds all have the basic starting Skills of their type, and do not have any extra Skills. All Vaga-
bonds have the Armour and Weapons shown on the miniature you use to represent them, but no Items at
all. If they have both Missile and Hand Weapons, just pick one or the other.
For any models that don’t have weapons, make them Magic users; they only have either the Natural Magic
Spell – Lightning, or the Unbound Magic Spell – Morglum’s Fiery Blast. Roll a dice; if the roll is odd, they
get Lightning. If the roll is even, they get Fiery Blast.
If a Vagabond has the Flight Skill, ignore it. But replace their Move Stat with a ‘9’.
Vagabonds have the Attuned to the Wild ability, so always move their full Move distance, regardless of Ter-
rain.
Vagabonds never Rout.
Vagabonds do not keep track of Wounds; instead, to take them Out of Action, you need to cause more
Wounds IN A SINGLE HIT than they have Fortitude. So, a Fortitude 5 Vagabond would go Out of Action
if they suffered an Attack, Shot or Spell that caused 6 or more Wounds in a single hit.
Each time a Vagabond suffers a hit from an Attack, Shoot or Cast Spell Action that would have caused
Wound(s), but is not more than their Fortitude Stat, place a counter of some kind on their profile. For each
counter on their profile, all of that Vagabond’s Stats are reduced by 1.
I’d suggest printing each Vagabond’s profile out and sticking them to card. Then randomly shuffle them
each Turn to decide which order they Activate in.
To decide what Actions they perform, use the flowchart on the next page. They perform whichever Action
is the first one possible, going from top to bottom. You’ll notice that Spellcasters and Archers get a chance
to make Search Actions, but close-combat types don’t. This is intentional.
Vagabond Decision Chart
Does the Vagabond have:

A Spell? A Missile Weapon? Neither?

Is the Vagabond in Base Contact with an enemy model?

Yes - Move directly Yes - Move directly Yes - Make an Attack


away, and attempt to away, and Shoot the Action on the enemy.
Cast their Spell at the nearest enemy.
nearest enemy.
No No No

Is there an enemy model in the Vagabond’s Line of Sight?

Yes - If the nearest enemy is in Yes - If the nearest enemy is in Yes - If the nearest enemy is
Range of their Spell, stand still Range of their Missile weapon, within one Move, then make an
and Cast at the enemy. stand still and Shoot at the Attack Action by Moving into
If the nearest enemy is out of enemy. Base Contact.
Range, Move towards them, and If the nearest enemy is out of If the nearest enemy is too far
Cast if they are now in Range. Range, Move towards them, away, make a Sprint Action
Otherwise, make a second Move and Shoot if they are now in (two Moves) towards them, or
towards the enemy model, or Range. Otherwise, make a towards the nearest Loot Objec-
towards a Loot Objective, if that second Move towards the en- tive, whichever is closest, reach-
is closer. emy model, or towards a Loot ing Base Contact if possible.
. Objective, if that is closer.
No No No

Is there a Hidden Model within 12”?

Yes - Make a Search No Is there an Objective in


Action in an attempt Line of Sight?
to spot the nearest
Hidden model
Yes - Make a Sprint
Action (two Moves)
towards them, reaching
Base Contact with the
Loot objective if pos-
sible.
No

The Vagabond will


roam randomly. Roll a
d8 and Move them in
the direction the dice
points, a number of
inches equal to the roll.
S ample band of
A
on
Vagab ds
BB56 Wildcat Hustler
M S B R N C A F P
7 9 5 3 7 7 7 7 7
Skills: Strong (2), Tough (1), Fearsome, Natural Hunter
Equip: Two handed Axe

BB87 Otter Pirate


M S B R N C A F P
7 7 5 7 7 5 5 7 7
Skills: Strong (1), Swim
Equip: Cutlass

BB20 Weasel Rogue


M S B R N C A F P
7 7 5 5 7 5 5 5 5
Skills: Fearless
Equip: Two Hand Weapons, Light Armour

BB49 Squirrel Witch


M S B R N C A F P
5 5 5 5 7 7 7 7 5
Skills:
Equip: Spell - Lightning

BB68 Rabbit Archer


M S B R N C A F P
7 5 5 5 5 5 5 5 5
Skills: Leap
Equip: Bow

BB90 Town Watchmouse


M S B R N C A F P
5 5 3 5 5 5 5 5 5
Skills:
Equip: Crossbow, Light Armour

BB70 Weasel Soldier


M S B R N C A F P
7 7 5 5 7 5 5 5 5
Skills: Fearless
Equip: Crossbow, Heavy Armour
Scenario:
Solo
ure the Loot
Capt

There are many ruined towns and villages in the Wilds of Northymbra that are unoccupied but may con-
tain valuable loot. Often a warband will be head out to see what they can find… but bands of rogues and
brigands may well have the same idea. Tread carefully!

Terrain
You should place several pieces of terrain, ideally at least one piece of terrain per square foot – more, if
the pieces are small. Also place three pieces on the table as Objectives; ideally around 50mm or smaller.

Warbands and Deployment Zones


The player sets up their models, within 2” of the table edge of their choice.

The game-controlled warband (we will refer to them as the Vagabonds) will be deployed next.
Set-up option A: measure 10” in from the middle of the opposite table edge, and place one Vagabond.
Roll a d8, and place the next Vagabond a number of inches away equal to the roll of the dice, in the direc-
tion the d8 is pointing. If this would place the model in impassable terrain, place them next to it instead.
Repeat this for all the Vagabond characters, always starting from the first Vagabond placed.

Set-up option B: as above, but always measure from the last Vagabond model placed, rather than the first.
If a model would be placed off the table, place it touching the table edge instead.

Special Rules
Take & Hold: Your Warband must try and claim Loot Objectives. To claim a Loot Objective, a model
must be in base contact with it, with no Vagabond models within 3” of the terrain piece, at the end of the
Turn.

Ignore the Routing rules for this game; Voluntary Routing is still possible though!

Ignore the usual Initiative process; the player (you!) starts first each Turn.

Optional: Roll a d6 at the start of each Turn. If it’s a 1, then whichever Vagabond Acts first receives a +7
bonus to their Roll-off, if they make one. If it’s a 2, then whichever Vagabond Acts second receives a +7
bonus to their Roll-off, if they make one, and so on. It gives the Vagabonds a chance at some heroics...

Starting the Game


The player starts first.

Ending the Game


The game ends either when one warband occupies 2 more loot objectives than the other warband and at
least four Turns have been played, and at least three Vagabonds have been taken Out of Action.

Experience
+1 Per occupied Loot Objective. If a character is occupying a terrain piece at the end of the battle they
receive +1 Experience.
+1 Surviving. If a character does not go Out of Action, they receive +1 Experience.
If you win, you also gain 5d6 Pennies in loot.
Scenario:
Solo
he Dead Drop
T
A coded message has been cut into five pieces, and hidden around the area; your band must collect all five
pieces, and take them to your patron. But the Vagabonds are trying to steal the message out from under
your paws...

Terrain
You should place several pieces of terrain, ideally at least one piece of terrain per square foot – more, if
the pieces are small. Five of the pieces should be marked as Objectives; none of them should be less than
6” away from each other.

Warbands and Deployment Zones


The player sets up their models, within 2” of the table edge of their choice.
The Vagabonds will be deployed next.
Set-up option A: measure 10” in from the middle of the opposite table edge, and place one Vagabond.
Roll a d8, and place the next Vagabond a number of inches away equal to the roll of the dice, in the direc-
tion the d8 is pointing. If this would place the model in impassable terrain, place them next to it instead.
Repeat this for all the Vagabond characters, always starting from the first Vagabond placed.
Set-up option B: as above, but always measure from the last Vagabond model placed, rather than the first.
If a model would be placed off the table, place it touching the table edge instead.

Special Rules
Collect the Message: Your Warband must try and collect all five bits of the message. The first model to be
in base contact with any of the Objectives automatically collects the piece of the message hidden there.
If a Vagabond model reaches the Objective first, they claim the piece of message. Any model (player
controlled or Vagabond) that goes Out of Action drops any message sections they were holding, and any
other model in Base Contact can pick them up.
You must move off your starting table edge with as many pieces of the message as possible. Once a model
has left the table, it may not return.
Ignore the usual Initiative process; the player (you!) starts first each Turn.
Optional: Roll a d6 at the start of each Turn. If it’s a 1, then whichever Vagabond Acts first receives a +7
bonus to their Roll-off, if they make one. If it’s a 2, then whichever Vagabond Acts second receives a +7
bonus to their Roll-off, if they make one, and so on. It gives the Vagabonds a chance at some heroics...

Starting the Game


The player starts first.

Ending the Game


The game ends either when you Rout, or all your models have left the table, or all the Vagabonds have
been taken Out of Action.

Experience
+1 Four Message pieces. If 4 message pieces are taken off table, all your characters receive +1 Experience.
+2 Five Message pieces. If 5 message pieces are taken off table, all your characters receive +2 Experience.
If you recover all five pieces, your patron rewards you with 6d6 Pennies.
Scenario:
Solo
Hold
them off !
You’ve been caught out in the open, surrounded by the enemy. Night is falling, and a storm is brewing...
hold out long enough, and you may escape!

Terrain
You should place several pieces of terrain, ideally at least one piece of terrain per square foot – more, if
the pieces are small. Also place three small pieces (ideally 50mm or smaller) around 8 inches or so from
the centre of the table. These count as Objectives; they don’t matter to you, but the Vagabonds will need
them for their Activation chart.

Warbands and Deployment Zones


The player sets up their models, with one model at the centre of the table, and all the others within 3” of
that model.

Place one Vagabond close to the centre of each table edge. Then place the others within 3” of them.

Special Rules
Survive: Your Warband must try to stay alive for 8 Turns.

Ignore the Routing rules for this game; Voluntary Routing is still possible though!

Ignore the usual Initiative process; the Vagabonds start first on Turn 1, and then the player (you!) starts
first each subsequent Turn.

Optional: Roll a d6 at the start of each Turn. If it’s a 1, then whichever Vagabond Acts first receives a +7
bonus to their Roll-off, if they make one. If it’s a 2, then whichever Vagabond Acts second receives a +7
bonus to their Roll-off, if they make one, and so on. It gives the Vagabonds a chance at some heroics...

Starting the Game


The Vagabonds start first.

Ending the Game


The game ends either when eight Turns have been played, or when all the Vagabonds have been taken
Out of Action, or when the player Voluntarily Routs, or is wiped out.

Experience
+1 more than half surviving. If more than half your Warband does not go Out of Action by the end of
Turn 8, then they all receive +1 Experience (even the ones that went Out of Action).
+1 Surviving. If a character does not go Out of Action, they receive +1 Experience.

S-ar putea să vă placă și