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Dangerous Business
THE ADVENTURES OF MÚRIN AND DRÁR

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SCENARIO: FANGS IN THE FOG

Unexpected resistance rises from the barrows to harry a necessary retreat even further.
Unexpected resistance rises from the barrows to harry a necessary retreat even further.

M úrin, Drár, and their small party spent a night of well-deserved rest after skirting the haunted ruins of Fornost. The next day, a heavy fog blanketed the area, and the group soon became unsure of their direction. While wandering in the soupy fog, they detect the sounds and cries of battle nearby. Upon investigation, the Dwarves discover a group of Dúnedain locked in a terrible conflict with an overwhelming Warg pack. The tiny band of warriors, led by Múrin and Drár, charge into combat in an effort to aid the beleaguered Men. The odds are quickly evened by the Dwarves' skill, but the Dúnedain's brave leader was horrendously wounded by a Warg of particularly massive stature. It becomes obvious that a retreating action would be necessary if this Man was going to live another day. Múrin and Drár agree to take on this task, while the bulk of the remaining forces attempt to stem the tide of beasts. Making their way through the fog to safety isn't going to be easy with hungry Wargs on their trail. However, Wargs become the least of the Dwarves' worries as the chilling voices of the dead begin to emanate from earthen mounds just ahead.

FORCES

GOOD

EVIL

Múrin and Drár

3 Barrow Wights

2 Dúnedain Warriors

Warg Chieftain

1 Injured Dúnedain Warrior

12 Wargs

2 Elves with Elf bows, heavy armour, Elven blades

 

2 Khazâd Guards

 

Scenario MapLayout. This scenario takes place on a 48"/112cm x 48"/112cm table representing the haunted areas near ruined Fornost. Scatter lots of tree bases, rocky outcroppings, and hills over the entire table. Along the centreline of the table, place three barrows (or small hills) about 3"/7cm apart from one another and the table edges.

Starting Positions. The Evil player places one Barrow Wight within 6"/14cm of the centre point of each of the 3 barrows – which in essence means a 12'/28cm deployment area for each barrow. The Good player then deploys his force 12"/28cm in from the northern table edge. The rest of the Evil force moves onto the table during the 1st and 2nd turns in the following order. During the Evil player's 1st Move phase, six Wargs and the Warg Chieftain move onto the table from the northern table edge. During the Evil player's 2nd Move phase, the remaining six Wargs move onto the table from the northern table edge. Priority will go to the Good player on the 1st turn; after that roll for Priority as normal.

Objectives. The Good player must get the wounded Dúnedain off the southern table edge. The game continues until this event occurs, or the injured Dúnedain is slain.

SPECIAL RULES

Injured Dúnedain. The injured Dúnedain uses the stat line of a regular Dúnedain Warrior. However, he can't shoot and may only limp 2"/5cm on his own during the Move phase. The Good player can carry the injured Dúnedain a bit faster across the board in exactly the same way as you would a Demolition Charge. In combat, the injured Dúnedain fights as if affected by the Immobilise/Transfix spell. The Evil player may never charge or direct any attacks (though spells are fair game) against the injured Dúnedain if he is in base contact with one or more Good models. Instead, the charge or attacks must go against those Good models defending him. Essentially, the injured Dúnedain is not a legitimate target as long as someone defends him in this manner.

Warg Hordes. From the 2nd turn onwards, the Evil player may move any Wargs (not the Chieftain) who were previously slain back onto the table on the roll of a 4+ at the end of his Move phase. Each model enters the table from a board edge chosen first by the player with Priority, then the player who lost Priority, and so on until they have all been placed at a table edge. Newly arrived models may not charge but can otherwise move as normal.

Courage Tests. Neither player is subject to the rules for Broken forces once half of their models have been slain.

Barrow Wights aim to take the wounded Dúnedain into their dark, earthen tombs.
Barrow Wights aim to take the wounded Dúnedain into their dark, earthen tombs.

Next: Vengeance Due
Previous: The Cover of Darkness

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