
Each model may move individually a number of squares equal to his movement characteristic.
Up to two models per team may search instead of moving. If a model seaches, the GM should reveal any secret passages and traps within four squares. If there are no secret passages or traps, then the player should roll on the table below to see what he finds.
1. The model encounters a wandering monster while searching. He should fight in hand to hand combat with a creature of the same race as the GM is commanding. The monster counts as charging.
2. The model finds nothing of value
3. The model finds nothing of value.
4. The models finds a Talisman. When entering the Dragon's chamber, the model only wakes the Dragon on the roll of a 6.
5. The model finds a magic sword. Roll a D6. 1-3: increases his WS by 1, 4-6:increses his strength by 1.
6. The model finds some treasure worth one point at the end of the game.
All weapons are automatically assumed to be in range as long as the user hasline of sight. Otherwise the shooting rules are as in the WHFB rulebook.Note that there IS a -1 penalty for moving and shooting.
Close combat is conducted as in Necromunda, not WHFB. Basically, each model rolls a D6 and add the score to his WS. The player who charged also adds one to his score. The model with the highest score has won the combat, and inflicts as many hits as the difference between the two players scores.
If a model enters the Dragon Chamber, the GM should immediately announce thefact. The Dragon is sleeping, and models may attempt to sneak past him. Firstthe model must pass a fear test. If he fails he leaves the chamber immediately.If he passes, he must roll a D6. On the roll of 1-4, he manages to steal apiece of treasure worth D3 points, and leaves the chamber with it immediately. If he rolls a 5 or a 6, he wakes the Dragon who inflicts D6 strength 6 hits. Ifthe model survives he then leaves the chamber, and may not return to it.
A model may only carry one piece of treasure. If he has one, he should go backto the start point, where he can store it safely until after the game.Models who die whilst carrying treasure drop the treasure where they die. Placea counter to represent this. Models may pick up the treasure by passing over thiscounter.
The game ends at sunset (you should decide beforehand- around 15- 20 turns). The winner is the player who has the mostpoints of treasure, either being carried by his models or stored at his startpoint. However, if none of the players manage to gather more than 5 points worthof treasure, the GM wins.