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dragon-slayers.org.uk > events > rules > scenarios > Mercenary
last updated:
21.08.08 | 18:45 gmt
written by:
Rob Lane
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Mercenary

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In this scenario, originally used in the Sheffield Slaughter 2001, you’re in the happy position that a mercenary has decided to join your campaign!


Quick Links
Mercenary | victory points

Andy Stevenson's excellent Saurus mercenary!
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Mercenary

Each player must bring a mercenary for the third game of the tournament. This mercenary and his equipment may only be selected from the Heroes section of the Dogs of War list in White Dwarf #251, excluding Paymasters. You may spend up to 100 points on your mercenary, including mounts and magic items.

Note this mercenary must be modelled to fit appropriately with your army, but must use the stats provided in White Dwarf #251.

Each player must present his mercenary before the game and may deploy him along with the other characters in their army. He is then free to use him as he sees fit in this round.

The mercenary, if he is a wizard, generates power and dispel dice as normal for his level, but he must determine the lore and spells he uses randomly from those in the rulebook. You are not allowed to pick the first spell in the lore unless your dice say otherwise!

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Victory Points

Victory Points are awarded as normal should the mercenary die, has fled or is fleeing at the end of the game (i.e. you get the points for him)!

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Rules Map
rules:
Tournament Rules | Scoring System | Additional Scoring
duels:
Arena of Death | Wizard's Duel
scenarios:
assassin! | baggage train | blow your trumpet | hidden deployment
it's mucky out there! | magic flux | marked for death | mercenary
objective | run the gauntlet | stone of power | to the death
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21.08.08 18:45 gmt