Fortnight 4: The Needle of Tchar

The lantern had allowed them to navigate the fog to this desolate isle in the Sea of Claws. The 1st mate had seen a vessel that was in the vicinty, close enough to keep tabs but always far enough to be uncertain of its course.
It mattered not. So far the demons in the dark pool had been correct. Leaving their ship on the shore, all that was left was to reach the center of the isle and retrieve the spear in the ground. Vildread lifted the lantern above her head. The earth was black and poisoned. The fog dispersed around the glow of the lantern revealing blackened trees. The Seer's visions, the demons in the dark pool, and the Lantern had not predicted any dangers, however Vildread knew something wasn't right. She drew her sword and waved her men forward.


Overview
Pull the Needle of Tchar out of the ground before the opposing warband and then reveal what happens next.

Setup and Deployment
Place the Needle of Tchar in the center of the board. Roll off for deployment. Choose a board edge and deploy within 6". Your opponent deploys within 6" of the opposite edge.

Starting the Game
The warband with the fewest relics starts first. Otherwise roll off.

Special Rules
Ignore Rout tests. Your warband have gotten this far and are driven to finish this. A warband may still voluntarily rout.
To pull the Needle of Tchar out of the ground you must be capable of equiping a spear or be the warband leader. End your movement on the spear and take a strength test. If passed then the warrior has the following equipped:

The Needle of Tchar
Spear, +2 toughness when wielded.
If the wielder is taken out of action then the opponent that dealt the killing blow may pickup the spear if they are able to wield it. Otherwise place a marker where the spear dropped for the next warrior to pick up.

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