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Event Cards for SBH V 1.7.

Introduction
This project is based on a work by Andy Chambers, Jervis Johnson,
and David Moretti for adding randomness and surprises to a
shirmish being run with an Arbitrator. I found they could be
adapted and added to in order to get those same surprises that
would normally be found in a refereed scenario. Many cards were
added, and current cards have been drastically altered to fit both
SBH and the fantasy genre in general.
Instructions
Roll a d3. This is how many cards each (./0]
player draws. The cards are powerful, of
no player should ever have more than
3 - unless you want a very random
game.
There are 3 types of cards.
B?foI-e: play after terrain setup and
before deployment. These tend to D""'Pt'
this card when an enemy
m_ode| successfully climbs a
Alter: play after the battle, when 2gLadft'f,2 2.E,.LbfgAt the "ast
totaling victory points, etc. These tend - apparatus breaks or 5P5 free.
to influence the outcome of a battle. The enemy mode, drops and
takes falling damage.
Event: play when the card says to.
These tend to have immediate and
drastic affects on yourself or your
enemy.

A fan project by Houri 1 , Not affiliated with Ganesha Games of Games Workshop,,
This PDF hotfor saie. More SBH fah projects can be found @
http://houfi1gamihg.biogspot.oom/
THE CLOCK IS TICKING
Description
Your warband receives extra
experience depending on how
fast they defeat their enemies.
If the enemy warband routes
in the first turn, you may
distribute 5 extra experience as
you see fit. A win in round 2
gives 4; round 3 gives 3; round
4 gives 2; round 5 gives 1.
More than 5 rounds, or a loss
nets no extra experience.
DEPUTIES!
Description
Your warband has been
deputized for a single day. A
crack down on rabble rousers

means that the local


Constabulary will pay out ld6
gold for every enemy model
you take out of action.
A LACK OF MORALE
Description
The opposing warband is
suffering a serious lack of
confidence. They are at a -1 to
all morale checks (does not
apply to models within
Medium distance of their
leader).
SLIPPERY PLACES
Description
Play this card after terrain is
placed and before deployment. Not
playable in dessert territory. All
surfaces are slick with moisture and
algae. Any model that takes 2 move
actions in the same activation, while
moving across terrain (buildings,
cliffs, walkways, bridges) must pass
a quality check or slip. A model that
fails the check counts as "fallen." A
model that fails within Short
distance of an edge slips off and
takes falling damage.
IN FOR (MESTIONING
Description
The opposing warband has
been harassed by the local
Constabulary.
D3 of their warriors (not
personalities) have been
hauled in for questioning and
may not take part in this
battle. Randomly determine
the arrested models.
TREASURE!
Description
The winning warband will
recieve an extra ld6x3 gold
from the stashed treasure they
will find after the battle.
This does stack if an enemy
also plays "Treasure!" before
the battle.
SPARKLY BITS
Description
Place d6 counters
representing treasure on the

table.
Each counter held by a model
of the winning warband is
worth ld6x2.
"Fallen" models drop their
treasure, but may pick it back
it up.
HUNTER
Description
A bounty hunter is after a
member of the enemy
warband. The bounty hunter
joins your warband for this
battle only. The first model the
hunter takes out of action is
the model they were after.
When the hunter takes a
model OoA, they both leave
the battle immediately. If this
happens, you receive an extra
d6x2 gold as your share.
A LUCKY DAY
Description
If you have at least one
model who did not participate
in the battle, they went
exploring on their own.
Gain an extra exploration
dice.
UNSTEADY CLIMB
Description
Play this card when an enemy
model successfully climbs a
cliff, ladder, or rope. At the last
second, the climbing
apparatus breaks or slips free.
The enemy model drops and
takes falling damage.
SPECIAL DELIVERY
Description
You have been paid to make
a delivery across enemy lines.
Play this card when/if one of
your models touches the edge
of the table belonging to the
enemy.
Remove the model (as it must
continue to make the delivery)

but add ld6x5 gold after the


battle.
AMMO SHORTAGE
Description
Play this card after an enemy
model declares a ranged
attack, negate the attack, and
the model is out of ammo as if
they had rolled double ones.
I HEARD ITs AROUND HERE
Description
You may trade in one
exploration dice for an extra
ld6x4 gold, or may pay ld6x4
gold to gain an exploration
dice.
TRAVELING Doc
Description
A traveling doctor has offered
their services to your warband
immediately after the battle for
the low fee of 30 gold.
If you pay, any model of your
warband that must roll on the
injury table, may roll twice and
choose which outcome to
keep.
SwoRN ENEMY
Description
There's a history between
your warband and the enemy.
Any of your models that take
an enemy model Out of Action
gain 1 extra experience.
A model can only earn a
single bonus this way, no
matter how many enemies
they dispatch.
SLAVE WoRKER
Description
A, nonpersona|ity, enemy
model (chosen at random) has
been captured and put to work
in your warbands mine or
fields.
They cannot participate in the
battle, but will escape before
the next battle. While they
worked for you, they make you
an extra d6 gold.

CHAIN OF COMMAND
Description
Play this card when an enemy
leader is taken out of action.
The model which caused the
enemy leader to be removed
gains 2 extra experience if they
survive the battle.
UNRELIABLE TERRAIN
Description
Play this card when an enemy
model moves across a cliff edge,
bridge, walkway, roof, balcony. Roll
a d6. Add +1 if the model is
wearing armor. +2 if the model is
big, +3 if huge, +1 if mounted. If
the result is 6 or higher, the terrain
collapses. The model takes falling
damage. Any models beneath the
collapsing terrain (or at the foot of
a rockslide) must make a quality
check to get out of the way, or take
. C2 free hack.
WORSE THAN IT LooKS
Description
Play this card when an enemy
model is "fallen."
The Mode|'s injury is much
worse than it looks, they are
immediately taken out of
action.
BEAST IN THE SHADOW
Description
Play this card on an enemy
model who hasjust used a
move action and is not in hand
to hand combat.
They disturbed a creature
that takes a C3 free hack
against them, before scurrying
away into the underbrush.
HE CAME OUT OF NOWHERE
Description
Play this card to interrupt
your opponents activation
phase to activate ONE of your
own models with up to 2
actions. The opponents
activation continues as normal
after your 2 actions are

completed.
A GIANT BEAST!
Description
A beast befitting the selected
terrain is let loose in the center
of the table.
It always activates on 3 dice.
It must attack the closest
model, either warband. If 2
models are equal distance, it
attacks the lowest point value.
DARK MAGIC INFESTATION
Description
Before deployment,
determine 1 building or cave
that is infested with dark
magic. You may not change
your selection. Play this card to
infect all models in the
building. All infected models
must survive a C2 free hack for
every turn they remain in the
building. The building remains
poisonous from the turn this
card is played until the battle is
over
MAGICAL FOG
Description
When you play this card,
choose a table edge. A magical
storm cloud blows in
ld6xLong distance from that
edge.
Place a string across the table
showing the affected area.
Follow rules in SWW for
Magical Storms. The storm
lasts for 3 turns.
Description
Description
STUCK IN THE MUD
Description
Play after an enemy model
activates to, regardless of the
number of successes, limit
them to a single action.
HE CAME OUT OF NOWHERE
Description
Play this card to interrupt
your opponents activation

phase to activate ONE of your


own models with up to 2
actions. The opponents
activation continues as normal
after your 2 actions are
completed.
A GIANT BEAST!
Description
A beast befitting the selected
terrain is let loose in the center
of the table.
It always activates on 3 dice.
It must attack the closest
model, either warband. If 2
models are equal distance, it
attacks the lowest point value.
HIDING IN THE BUSHES I
Description
Save 1 model from
deployment. This model may
be depoyed within Long
distance of your leader &
Medium distance of a piece of
terrain at the moment you play
this card.
HIDING IN THE BUSHES II
Description
In a scenario based on VP
determined by remaining
points, this card gives you one
more model worth 25 points
that was "hiding in the bushes"
to boose your remaining point
value.
) C Event ) C After ) C Event )
TIME TO Go!
Description
Roll a d6, that is how many
rounds are remaining in the
battle after the round this card
is played.
If the objective is to route the
other player, this card makes
the winner the player with the
most points on the table at the
premature ending.

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