VIENNA Indwurm and Basilisk Are Creatures of LINDWURM – MOVING and FIGHTING B Lgerman Legends
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HOR RORS B of B VIENNA indwurm and basilisk are creatures of LINDWURM – MOVING AND FIGHTING B LGerman legends. Such beasts sometimes appeared in cities spreading mayhem and de- Lindwurm and other figures on double struction. In every legend there were many bases are moved in the following way (see daredevils willing to kill the monster. Many the drawing) 4 died, until finally one managed to succeed. After This type of Character has two separate A the monster was killed fame, money and honors parts – head (space A) and tail (space B). awaited the daredevil. When making a move by one space, move 3 2 the figure’s head onto the target space, and z the tail onto the space which was occupied by the head. The movement points cost is 2 1 3 paid only for moving the head. The tail The horrors of Vienna are different from moves for free. You may move the head onto the space occupied by the tail and the standard characters. They are strong inde- A B 4 pendent beasts. They cannot be fielded in tail onto the space occupied by the head. bands, unless you have a special item (see This costs a normal amount of movement Die Zauberflöte). Horrors are used mainly points (usually 1, unless there is an obstacle Example 2 in special adventure scenarios, as well as between the spaces etc.). Example 1 in battle mode. If the figure occupying 2 spaces has Dex- Lindwurm moves 4 spaces, between the Lindwurm (Move: 5(2)) moves through bush- terity: 1 or more, then the head may move buildings. After spending 1 MP the head es. For 2 movement points its head will move MOVING THE HORROR diagonally, as per normal rules. The tail (A) will move to space number 1, and the into the space with the bush. Next for two moves onto its place. However such a tail (B) where the head was. After spending more (a total of 4 MP) the head will move out of the bushes. Although the tail is also A horror is usually a Non-player Charac- horror may not move in a way that ends 4 MP the head will occupy space number 4 crossing the obstacle it does not cost an ter. Individual scenarios impose various its move on two spaces that are adjacent and the tail space number 3. additional MP. Next for the fifth, and last, restrictions and patterns of behavior on only at corners. If it does not have enough movement point Lindwurm moves one more it. In case of a horror controlled with the movement points or the terrain/zones of space. Even though the tail is still moving Die Zauberflöte, it is a normal Character control etc. make it impossible to continue through the obstacle this move costs only 1 from the band (at least as long as someone the movement and end it on two fully ad- MP as only the head’s move is considered. is playing the flute). jacent spaces then a diagonal move cannot be performed. When shooting at a figure that occupies 2 Figures occupying 2 spaces are large and spaces you may choose the space at which not very mobile. They never withdraw from you shoot. Any ranges and modifiers are combat and never test for being knocked considered as in case of shooting at a figure down. that takes up only the targeted space. If there are no obstacles on the line of fire A figure occupying 2 spaces does not block then it is irrelevant whether the other part its own line of sight or line of sight to itself of the figure occupying the adjacent space (e.g. you may draw line of sight through a is in cover or not space with the head to a space with the tail) A figure occupying 2 spaces fights in the DAREDEVILS AND HORRORS same way regardless if it is attacking with its head or tail. When shooting at such a figure when it is engaged it is enough for Both of the following scenarios include one of its parts to be engaged for the -1 to daredevil characters – dwellers of Vienna hit modifier and the chance to hit a friendly who decided to deal with the terrifying figure to apply. beast that lays waste to their city. They fol- low these rules: 2 3 • Daredevils operate according to NPC • The horror is a Non-player Character, deploy the Character with the flute put a Skill that was just used, with the DL of X. (Non-player Character) rules, and their and its objective is to attack the dare- generic counter on it. It means that the On a failure nothing happens. On a success, objective is to attack the horror. All oth- devils. It is activated every turn (no need Character is playing the enchanted flute. the opponent receives damage calculated er Character (including players’ Char- to play an event card) after all the dare- like a Ranged Attack. It may not be parried, acters) treat them as friendly and are devils. If it is not in close combat with If at the start of your turn the Character does not count as new Close Combat, does treated as such. a daredevil, it spends its MP to move with the flute and the counter is on the not require retreat etc. towards the closest daredevil. It treats board then the fielded horror is under your • At the start of the game take all Thugs all Characters as enemies and is treated control. It is activated as any other Charac- Monstrous Size – Line of sight to and from character cards, one card of a Footman by all characters in the same way. ter from your Band. If at the start of your this Character is not obstructed by other with glaivie and pistol and Peasants turn the Character with the flute is not on intervening Characters who do not have Character (if you have the appropriate the board, or there is no counter on it, then the Monstrous Size skill. If a Character set) – they become the daredevil pool. DIE ZAUBERFLÖTE the horror becomes an NPC with the Attack that has this rule has nowhere to withdraw Draw 4 of those cards, these Charac- rule until the end of turn. after a lost combat it does not test Strength. ters start the game on the table. When The enchanted flute, its music makes beasts a daredevil is killed put his card back submissive and obedient to the player. No- When the Character with the flute is ac- Move: X(Y) – When performing a Full Move, into the pool and draw a new one that body knows the origin of the instrument. tivated remove the counter from it. The this Character may spend X Movement arrives as reinforcements, Some say that it is the very flute that, ac- Character may perform flute playing action. Points. When performing a Partial Move, cording to legend, was used by the myste- When the Character is playing the flute it it may spend Y Movement Points • Before each activation of a daredevil rious flute-player of Hammeln to get rid may move – it gets 3 movement points, but play an event card. If it is red, the dare- may not perform maneuvers. When the Fear [X] – Enemy characters within Line of of the infestation of rats, and when he did Sight, range of 6 spaces, and with Fortitude devil moves towards the horror (if it not receive his pay he used it to enchant flute playing action is performed put the is not in close combat with it) using 4 counter back on the Character’s card. The lower than X, receive -1 to all Tests. At the children. Others say that the flute is even end of each turn discard one additional MP and in accordance to standard NPC older – that it was reworked from the ancient Character looses the counter if it is knocked movement rules. If the card is black the down, stunned or in close combat. In addi- Alarm counter for each model with Fear god Pan’s flute, or made from the lire used on the board. daredevil is scared and stays in place. by Orpheus to calm Cerberus himself. tion if the Character playing the flute has the counter Characters with the Beast rule • Combat between daredevil and the hor- Huge – This character may not perform the The flute can only be used in battle scenari- treat it as friendly and vice versa. Climb through a Window Maneuver ror: at the start of the combat phase, be- os. The flute card is drafted at the same time fore all other fights, play an event card that demon cards are. After completing the SKILLS Deadly Gaze – At the start of each activation for each daredevil and check its value standard draft and placing the demons and the closest enemy figure, in line of sight and in the chart below. Players’ Characters demonic pact cards, place the flute card within 6 spaces is attacked with the gaze. that are in close combat with the hor- among them. Place the horrors’ cards aside. Beast – The Character is not Human for the If several figures are at the same range ror may (at the player’s option) support Just like in the case of demons first each purpose of skills, special rules etc. It may the player holding initiative chooses the this “combat”, deducting 1 (or 2, if the player draws 1 magic card and in addition not participate in [talking] and is immune target.