Warhammer Historical
LOTOW - Bring 'Em Back Alive
By John Stentz

In this scenario, one Posse is trying to claim the bounty on a notorious criminal. To do so, they must escort said hombre in one piece to the 3:10 prison train. Unfortunately, his gang aren’t too taken with the idea, and will stop at nothing to free him.

Train

The Gaming Area
The game is played on a 4’ by 3’ board, using buildings to form a main street (between 6-8” wide). Place a hotel (or jail) at one board edge centered on the main street and the train station (with waiting train) at the other end of main street 6” off the board edge. Make sure you space the terrain enough to create alleyways and back streets.

Starting Positions
The defender picks 3 models to start the game in the hotel. The attacker must nominate one of his Heroes to be the prisoner. The remainder of the posse and the attacking posse will be placed on the board as described below.

The Drop
The Defender gets the drop in the first turn.

Winning the Game
The game ends when the prisoner has been rescued (see below), the Prison train leaves the station (see below) or one Posse fails its Head for the Hills test or is wiped out. The Attackers win if the prisoner is rescued; the Defenders win if the prison train leaves. If the Attackers take the Prisoner Out of Action, they lose. If the Defenders take the Prisoner Out of Action, it’s a draw.

Experience
Survival: Each fighter who survives the game gains 1 Exp. Pt. – even if the fighter is taken out of action, so long as he survives his injury roll.

Leadership: The Leader of the victorious Posse gains 1 Exp. Pt.

Kills: Fighters gain 1 Exp. Pt. for every enemy model they put out of action.

Loot
The winning Posse may roll an extra 2D6 for income, unless the scenario is being played as a result of the trial table (see Wanted: Dead or Alive, below).

Special Scenario Rules
Wanted: Dead or Alive: If both players agree, this scenario may be played as a result of a roll of 1 on the Trial table, rather than playing the ‘Hang ’Em High’ scenario. In this case, if the Attacking Posse wins, roll an extra 2D6 for income. If the Defending Posse wins, they receive a bounty of $D6x5 and keep all the Prisoner’s possessions. The unfortunate prisoner is considered dead and removed from the Posse’s roster.

Deployment: After the models starting in the Hotel have been chosen and deployed, the Attacker may deploy one model anywhere on the board, but it must be at least 18” from the hotel. The Defender then deploys one model anywhere on the board, but not in the hotel and at least 6 inches from the attacking model. The posses alternate deploying models, making sure they stay 6 inches from opposing models – with the only limitation being the Attacker’s models may not start closer than 18 inches from the hotel.

Prisoner: The model being the prisoner starts under the control of the Defender. As long as Defender keeps the prisoner in base contact with one of his models the control is maintained. The Prisoner is considered unarmed while under the Defender’s control. He may not use any weapons or equipment he has. If the turn starts and the prisoner is no longer in base contact with a Defending posse model, the Prisoner is considered ‘Free’ and is treated normally (controlled by Attacker & may be charged or shot at). Once the Prisoner is free, he is considered armed with a sixgun (he must have had it concealed on his person, or picked it up during the fight).

Prison Train: The prison train is made up of a locomotive and 2 jail cars. Once the Prisoner is brought into contact with the prison train, he is placed on board and the train immediately leaves the station, ending the game.

Freedom: If the Prisoner is freed, the Attacker achieves victory by getting him to a table edge.

Innocent Bystanders (Optional): See the rules in the ‘Hang ‘Em High’ scenario.


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