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Offline Eliazar

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Resurrection: DDC#17 - One Warband Scenarios
« on: January 24, 2011, 03:32:34 PM »
Devil's Den Challenge #17: One Warband Scenarios
Printed from: Specialist Games Forum
Topic URL: http://forum.specialist-games.com/topic.asp?TOPIC_ID=16003
Printed on: 16/09/2008
Topic:

Topic author: Long_John_Silver
Subject: Devil's Den Challenge #17: One Warband Scenarios
Posted on: 02/09/2008 06:57:26
Message:
Devil's Den Challenge #17: Single Warband Scenarios


After having a new player join an fairly long running Mordheim campaign we had some serious underdog problems. No one in my group particularly likes the existing underdog rules. So, I was thinking that we should have some games where new warbands can gain experience and injuries (and learn the basic rules) without being smashed by the rest of the group.

I am thinking of situations like bank heists, tomb robbing, et cetera. With one warband and a sort of "dungeon master" playing everything else.
Replies:

Reply author: StyrofoamKing
Replied on: 02/09/2008 10:40:15
Message:
Hmm. I like. Is it okay if other warband members make Cameo appearances?

~~~~~~~~~~~~~~~~~~~~~~~~~
"Suck my powder monkey!"
-Recent swear by Sartosa Campaign players

Reply author: Ethlorien
Replied on: 02/09/2008 11:40:22
Message:
Ethlorien's Official Entry:

Hall of Heroes

Before the coming of the comet, before the destruction of Mordheim, one of the most magnificant buildings in the city was the Hall of Heroes. A massive edifice devoted to the heroes of the Empire, past elector counts, wizard lords, heroes of legend. Yet when the comet struck, the building was all but destroyed, the blast incinerating the ancient tapestries of glorious battles, destroying the artefacts of the fallen, toppling the statues of the great men of legend. Yet not all was destroyed. Rumours ever abound of old artefacts still lying within the rubble, of the haunted cries of heroes of old, of treasures once hidden from public view now scattered across its chared floors. So the mercenaries and the greedy come.

Yet it is a perilous journey, for the dark alleys leading to the Hall of Heroes are filled with vermin and undeath. The streets are raised and great fissures torn into the very ground. Even the building itself sits atop a rocky outcropping, raised high into the air by the comet, overlooking the lower quarters of the city. It is a place haunted and frightful, where only the bravest or most desperate of men come.

The Hall of Heroes is a deadly scenario designed for the underdog of any campaign. While the risk is great, so too is the rewards. Any warband struggling to compete with the stronger warbands of Mordheim will soon be compelled to venture into the Hall of Heroes, desperate for the advantages that may be contained within.

For best results, this game is to be played with a single warband and a campaign masters setting-up and controlling the hazards.

Terrain

The Hallf of Heroes is just that, a massive hall. The game is to be played in a single structure, 16" wide, by 2' long. The Hall is a single level (as the upper floors have been all but destrped). The floor is littred with debris, rubble, broken statues, and (for the ambitious terrain-builder) crumbled flights of stairs leading up to dead ends or crumbling balconies. A single, great door is centred along one of the 16" sides (the starting area for the warband), while a special feature is placed on the opposite end (a statue, pile of treasure, bookshelf, etc...).

Set-up

A single warband is placed along the door edge of the table. Once set-up has been completed, read the following out loud:

Even before the door behind you has shut, a chill wind picks up and an eerie moaning wafts across the Hall. The sound of stones scrapping against the cracked marble floor can be heared in the dark corners of this old building. Slowly, before your very eyes, the statues of ancient heroes, rubble just a moment ago, begin to rise up and reform.

Roll a D3+1: this is the number of Statues that have risen up to defend their hall from the intruding warband. These statues are placed randomly across the Hall, no closer to the warband then 12".

Special Rules:

Statues of Legend: For each statue, the Campaign Master must roll a die to determine its stats. Roll a d6, and consult the list below:

1-3 = Heroic Statue (Army Champion, Powerful Noble, etc)
M3, WS3, BS0, S4, T4, W1, I2, A1, Ld10
Specail Rules: Stone Fist, Can't Run, Immune to Psychology, Immune to Poison, Stone, No Pain

4-5 = Epic Statue (General, Elector Count, etc)
M4, WS4, BS0, S4, T5, W2, I3, A2, Ld10
Specail Rules: Stone Fist, Can't Run, Immune to Psychology, Immune to Poison, Stone, No Pain

6 = Legendary Statue (Sigmar, Original Elector, etc)
M4, WS5, BS0, S5, T6, W3, I4, A3, Ld10
Specail Rules: Stone Fist, Can't Run, Immune to Psychology, Immune to Poison, Stone, No Pain

Stone Fist: Treat all attacks from stone statues as though they were armed with hammers.

Can't Run: Stone statues are too bulky and ancient to run. They may still charge as normal.

Stone: Being made of stone, stone statues have an inate 5+ armour save.

No Pain: Stone statues treat all 'results of stunned' as 'knocked down'.

At the end of the warband's turn, it is the Campaign Master who takes control of the statues. Their job is to do their best to stop the warband from reaching the special feature at the other end of the hall.

Guardians of the Halls: The stone statues will not allow the warband to pillage their hall of its ancient treasures. At the end of every stone staue turn, the Campaign Master rolls a die. On a 3+, D3 more stone statues rise up to defend the Hall.

Desperate: As it takes a desperate kind of man to even enter the Hall of Heroes for such a heist, this is a warband starved for an advantage. As such, the warband need not make a rout test - it is up to the warband leader to decide when it is time to flee.

Objectives and Ending the Game

The object of the warband's attention is the special feature at the end of the Hall. Each hero or henchman may reach the special feature once and pillage something from it. Once pillaged, they are expected to make it back out of the hall alive via the door they entered. Any hero or henchman that does so, gains a roll on the trearure list below. Note: a hero or henchman that pillages the special feature and is then put OOA does not get a roll on the treasure list as the guardians take back their item before dumping his unconscious body out the building.

The game ends when all memebers of the warband have been put OOA or have fled back through the front door.

Treasure D66 (1 roll per hero/henchman who pillaged the special feature and escaped).

11 - Keepsake: a worthless baubble once held by a hero.
12 - Treasure worth 1d6gc
13 - Treasure worth 2d6gc
14 - Treasure worth 3d6gc
15 - Treasure worth 4d6gc
16 - Treasure worth 5d6gc
21 - Treasure worth 6d6gc
22 - Treasure worth 50gc
23 - Treasure worth 75gc
24 - Treasure worth 100gc
25 - A sword
26 - A greatweapon
31 - Light armour
32 - Heavy armour
33 - Ithilmar armour
34 - Gromril armour
35 - Biography of an ancient hero (1 hero gains +1xp)
36 - Biography of an ancient legend (1 hero gains +2xp)
41 - Book of War Tactics (1 henchman group gains +1xp)
42 - Ithilmar weapon (player's choice)
43 - Gromril weapon (player's choice)
44 - Shroud of a Hero (special cloak that grants a further +1AS, +2AS vs. spells)
45 - Cup of Blood from a Hero (1 hero drinks for +1T)
46 - Circlet of Control (1 hero gains control of a Heroic Statue for as long as he has circlet, or until put OOA).
51 - Amulet of Control (as Circlet, but an Epic Statue is gained)
52 - Ring of Control (as Circlet, but a Legendary Statue is gained)
53 - Book of Lore (Hero can choose from Academic skills, or gains an Academic skill is already has Academic skills)
54 - Tome of Magic (any spellcaster gains 1 spell)
55 - Crown of Legend (1 hero may wear, takes up the Helm slot. While worn, gain 3xp. If crown is ever removed, Hero looses 3xp and any skill if this drops it below a dark square).
56 - Cursed Sword (Sword that adds +1 to Heroes WS, yet deals a single S3 hit to that hero every time a critical is scored)
61 - Horn of Heroes (Re-roll a failed Rout test)
62 - Rod of Commanding (takes up a hand slot, must be used by the warband leader, for purposes of Rout warband counts as two members greater)
63 - A wizard's gem worth 150gc
64 - A legend's goblet worth 200gc
65 - Sigmar's Girdle (Must be worn by a hero, hero gains +1T and treats critical hits as a normal hit)
66 - A random artefact

Experience

+1 Survives: If a Hero or Henchman survives the battle, they gain +1xp.
+1 Pillaged: If a Hero or Henchman pillages the special feature and makes it out of the building, they gain +1xp.
+1 Per enemy out of Action: A Hero gains +1xp for each enemy he puts OOA. +2 for a Legendary Statue.


Well, a good run through the Hall of Heroes should bolster a struggling warband.

Ethlorien

Reply author: StyrofoamKing
Replied on: 02/09/2008 14:14:19
Message:
SCENARIO - RAT HUNT
Based on Skaven Mutant Warband by Master & Styrofoam King
You curse under your breath... it was in your hands! A piece of wyrdstone the size of a man's head! But that bumbling lackey stumbled with in on the street, and sent it tumbling into the sewers. He'll get beat for it for sure. But in the meantime, you squint your eyes in the dark, eager to win back your prize.

SET-UP
Ideally, this scenario is perfectly set in the sewers; Heroquest or Warhammer Quest tiles are perfect. Or, if you have the time, set up the map in corridors of 2" by 8" sections that grid themselves across the table.

If this is impossible, it may be set above ground. For the sake of ambience, we recommend you keep the 'Darkness' rule, to give the feeling of hunting on the darkest of moonless nights, in the shadiest corners of the city. If so, the Rat Nests are deployed in buildings.

LAST CHANCE PURCHASES
Before diving into the darkness, you make a quick rush to the local peddlar. You may purchase up to 1 Lantern and/or 1D3 Torches before going into the sewers. Due to the rush to buy, the lantern costs +3gc, and the Torches cost 3gc instead of 2gc. (For convience, the rules for torches are reprinted below.)

Torch (EiF 16); 2 gc; Availability: Common
Warriors lacking the funds for a lantern may have to make do with torches. Torches act exactly as lanterns, adding +4" to the range the model may spot hidden enemies, but has a few other special rules as well. A torch will only last one game. A model armed with a torch counts as causing fear in animals (Hunting Dogs, all riding steeds, Bears, Wolves, etc), and may use a torch as a makeshift club. When used in combat, a torch is treated as a normal club, though with a -1 to hit modifier. Any models that have a Regeneration special rule (like Trolls) will not be able to regenerate wounds caused by a torch during the battle. (Torches may also cause buildings to catch fire – see ‘Let the Damned Burn’, from Town Cryer 8).

SET-UP
The Warband player set-ups his warband on one table edge, along one section of the sewer corridors.

The Rat Player starts off with no warriors or creatures on the board, but will be able to control creatures later in the Scenario. After the warband Player has set-up, the Rat player places 6 markers on the board, separated evenly along the board, at least 12" from the warband warriors and other markers. These markers represent Rat Nests.

SPECIAL RULES
Darkness: The sewers are particulary dark, making enemies particularly hard to see. Any model that doesn't run or fire declare itself as hidden, regardless of whether or not there is cover. As normal, Models within Initiative range of inches are discovered as normal, and Torches and Lanterns add inches to finding hidden models. Certain Races gain +4" to discovering enemy models in the dark: Skaven, Dwarves, Goblins, Vampires.

RAT NESTS
In search for the Massive Stone, your warband has to rummage through several Rat Nests. Each time a friendly model of yours gets within 3" of a RAt Nest, you may search it at the end of your Movement Phase. Roll 2D6:
2-6 You find 3 Giant Rats. See Skaven warband for rules (reprinted below).
7 You find 1D3 Rapid Rats. They follow the same stats and rules for Giant Rats (see below), except they have Strength 4 and suffer Frenzy. They are near suicidal, however, and any Injury roll of 'Stunned' is treated as 'Out of Action' against Rapid Rats.
8-9 Rats of a different kind! You face 1D3 Verminkin (stats below). Each are armed with 2 Daggers and Slings.
10-12 The Motherload! You find the Massive Stone; in the stomach of a Ratspawn! Kill the Rat Spawn, and you gain the Massive Stone. (If any other models search Rat Nests, reroll all further rolls of 10-12- there is only one Ratspawn & Massive Stone per scenario.)
. . . . . .M WS BS S T W I A Ld
Giant Rat 6  2 0  3 3 1 4 1 4
Skaven . .5 3  3  3 3 1 4 1 5
Spawn. .2D6 3  0  4 5 3 3 d3* 10

RAT SPAWN RULES
*Roll for attacks each round of combat.
Causes Fear, Immune to Psychology
Movement: Instead of normal movement, each movement phase, the Spawn moves 2D6" towards any enemy model. The Spawn must move straight towards an enemy, though this need not be the nearest enemy, and may be an enemy the Spawn cannot even see (Spawn have a plethora of senses, magical and otherwise that tell them where their foes are). If this movement brings the Spawn into contact with any model, friend or foe, the Spawn immediately attacks it, and will continue to fight in following rounds until the other model has been taken out of action or fled. Spawn may move up ladders and stairs, and may even attempt to climb walls subject to the normal climbing rules.

END OF THE GAME
The game ends When either the Warband player routs, or when the Ratspawn is killed and the Massive Stone is taken.

EXPERIENCE
+1 For the Winning Leader
+1 Exp for each enemy taken out of action
+1 Exp for each successful wound dealt against the Rat Spawn that does NOT take it out of action (meaning, the final blow only yields 1 Exp, not 2.)

POST-GAME
In addition to the normal Exploration, you may choose to divide up the Massive Stone: it yields 1D3+2 Wyrdstone.

ADDING A THIRD PLAYER
If you have a third player around, he may choose to play a Rival warband, also hunting for the Massive Stone. He may choose 1 Non-leader Hero from his warband to Lead the party, and is accompanied by 7 Ratcatchers (the hero temporarily learns Leader skill). Each Ratcatcher has Human Warrior stats (see Mercenary warband), and are each armed with Club and Dagger. Two Ratcatcher models may be armed with Slings, and two different Ratcatchers may be armed with Torches (both of these are free, and stay with the Ratcatchers after the scenario). If using these rules, add +1 to each Rat Nest search after the first, increasing the chances of finding the Spawn. The game ends when the Stone is taken off the board, or both warbands rout.

***************************
The Method to the Madness: A scenario with a lot of Creeps to Kill (easy Exp), a Climactic finish (BIG monster; who also gives +1 Exp for each wound against him); and a potentially big pay-off. A nice way to even things out; although shooting warbands might be at a bit of a loss, it's great for head-first blood-thirsty bands.

EDIT: VARIATIONS
This scenario works well outside of the City of Mordheim as well. Rustle through Lizard nests in Lustria, Graveyards in Sylvannia, or Badger dens in Athel Loren. Most any setting can use these rules.


~~~~~~~~~~~~~~~~~~~~~~~~~
"Suck my powder monkey!"
-Recent swear by Sartosa Campaign players
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DDC#17 - One Warband Scenarios
« Reply #1 on: January 24, 2011, 03:33:17 PM »
Reply author: Master
Replied on: 02/09/2008 16:41:19
Message:
Prison Break
Based on the warhammer 40k Kill team game.
A member of your party has been captured, and now it is up to you to get him out! Whether it is a chaos cultist or the local authority that has taken him into custody, does not matter, it is time for a rescue mission!

Set-up: Table should be 4' by 4' The prison building should be placed in the center of one edged, and should be a large complex, with at least 4 holding cells (I recommend having 6), it can be made up of several ruined buildings if you have that, as the prisoners are desperate for any type of prison, all the prison cell doors are locked, (see the empire in flames rules for rules on locked doors (takes a strength test to open)). 12" away from the prison building the buildings start, with an open space in between, only littered with rubble. The city should be as dense as possible/realistic.

Special Rules:
Imprisoned heroes
The rescuing player rolls a random hero, this hero is imprisoned in a randomly determined holding cell. Then the player rolls another dice for each other holding cell, on a 5 or a 6. There is an unfortunate prisoner in that cell. Randomly determine a hero from the basic rulebook, who is in that cell. Any freed hero will work with the freeing player, at least until the game is over. Any imprisoned warrior is off course unarmed, but he may be given a weapon by any friendly model within 1", when he is freed.

Under cover of darkness: Each warrior have a long distance and a short distance view, each warrior can see what is in his short distance view without trouble, but must pass an initative test in order to see anything in his long distance view, anything further than that the warrior cannot see. A warrior with any light source can, however be seen from any distance, however he doubles any of his own sight distances.
Dwarves, which are accustomed to darkness are able to see 4 times the regular distance. Dwarves with light sources see 5 times the regular distance.

Picking up equipment: Whenever a warrior takes a guard out of action, he may immediately take his equipment, but not his armour, as it takes too long to take off. This equipment can only be sold at 1/2 the regular price (so in fact 1/4 of market price). The equipment may also be taken by another warrior that moves to where the guard fell (place a marker).

Guard player: The guard player doesn't start out controlling his warriors, instead he places them all within 6" of the prison building, and sets them either on patrol or on watch. A guard on patrol will move d6" in a random direction each turn, until the alarm is sounded. Until the alarm is sounded, the guards does not see in a 360 degree arc, but merely in a 90 degree arc to his front.
Sounding the alarm: To sound the alarm, the guard player must roll 11 or more on 2d6. The guard player may attempt this anytime one of the following actions happen,
A guard dies within 3" of another guard.
A guard sees another guard go down. (so 2 attempt if the guard also dies within 3" of him!)
A black-powder weapon is fired.
For each turn in which a close combat is fought.
Each time the alarm fails to sound, you add a +1 bonus each subsequent time you try to sound the alarm. (This is cumulative).
Once the alarm is sounded all guards act as normal, controlled by the guard player. Remember that guards can only see 3-6 inches.

Guard equipment:
Each guard has a heavy armour and a dagger, in addition, he may be given 2 items from the following list, the guard captain has it all, and even a brace of pistols:
Crossbow.
Shield.
Sword.
Pistol.
Torch.
The guard captain, and any guard set in watch mode from the start also has keys to all the prison doors.

Number of guards:
The number of guards is equal to 7+2d6. In addition there is a guard captain.
For each full 50 points of rating the rescuing player has, add another guard to the defender.

Guard statistics:
The guards have the following stats:
M WS BS S T W I A LD
4 3  3  3 3 1 3 1 8

The Captain has the following stats:
M WS BS S T W I A LD
4 4  4  4 4 2 3 3 8


Placing the warbands:
First the guard player places all his guards, declaring if they are on watch or on patrol, and which equipment they have. Then when all guards have been placed within 6" of the prison, the warband player places his entire warband (except for his captured hero) within 4" of the opposite table edge.

Starting the game:
The attacking player (the one with the captured hero) goes first.

The game Proceeds: Remember that the only thing the guard player can do is to move his guards around at random, until the alarm is sounded. Remember to sound the alarm every time a "noisy thing happens".

Ending the game: The guards cannot rout. The attacking player can rout as normal. If the attacking player routs, the guards win, if the attacking player manages to move the captured hero off the table, they will win. If they kill all the guards, they will also win. If the escaping hero is taken out of action, whatever the injury he is assumed to be retained by the guards, unless the attacking player kill every last one of them and win the game.

Consequences: If the guards win, the hero remains captured and cannot partake in the next game, if the attacking warband fails to free him three times, he is executed for the difficults he is causing.
If the attacking player win they will probably get a lot of stuff and experience, as the guards are easy kills.

Experience:
+1 For winning leader: The leader of the winning warband gets +1 experience.
+1 For surviving: any hero or henchmen group that survives receive +1 experience.
+1 For taking an enemy out of action.
+2 For escaping: If the captured hero escapes, he receives another 2 experience, in addition to two he receives for surviving.

---

This scenario is great for a single player that has lost a hero, either through sold to the pits, a captured hero sold to slavers, or even a dead hero, that he discovers really isn't dead, but just has been caught by the authorities.

Initially I felt like making different statistics based on who caught the poor warrior, and the statistics for guards could easily be replaced with mutants, and the captain could be a magister. Or something else.

________________________________________________________________________
I Smite Thee! For The Ninnys!

Meep Meep - Master out...
Oh, and by the way, i'd like this quote in my sig:
quote:

Originally posted by StyrofoamKing

So instead of KILLING brahm in his sleep, you'll just do an obnoxious prank, like sticking shaving cream on his hand or duct-taping a sheep to his forehead.


Reply author: Ethlorien
Replied on: 02/09/2008 16:51:38
Message:
@Master

I really like this one! Good entry - sounds like a lot of fun to play.

Ethlorien

Reply author: Master
Replied on: 02/09/2008 16:56:55
Message:
Heh... haven't tested it though... Anyway, I always liked kill-team in 40k but was sad that there was no warband development... Now there is ...

________________________________________________________________________
I Smite Thee! For The Ninnys!

Meep Meep - Master out...
Oh, and by the way, i'd like this quote in my sig:
quote:

Originally posted by StyrofoamKing

So instead of KILLING brahm in his sleep, you'll just do an obnoxious prank, like sticking shaving cream on his hand or duct-taping a sheep to his forehead.


Reply author: JamSandwich
Replied on: 03/09/2008 02:35:11
Message:
I'm so playing these with my gamming group  some of the items and such gained are awesome....lol makes me want to be an underdog

_______________________________________________________________________________
Chuck Norris is so fast, he can run around the world and punch himself in the back of the head.

Reply author: Eliazar
Replied on: 03/09/2008 03:37:21
Message:
I think this contest is THE solution to the lack of Mordheim players in my area..

Reply author: Ethlorien
Replied on: 04/09/2008 12:33:51
Message:
C'mon people! I know it's still early in the comp, but three entries so far? I thought people would flock to these challenges. It's stuff like this that keeps the game alive too - you never know what entry might be gold.

Ethlorien

Reply author: StyrofoamKing
Replied on: 04/09/2008 18:58:38
Message:
Unofficial Entry:

THE GREENSKINS ARE COMING, THE GREENSKINS ARE COMING
by Styrofoam King, based on the Snotling Warband by Ram Rock Eddy & Styrofoam King
You hear tell of a Massive Waagh that is sweeping through the city; not a single mob, controlled by a single force, but rather an unfocused mob of greenskins sweeping like a rapid, and fighting amongst themselves.

Of course, the rumor mill seems to have taken away with this rumor, and while the NUMBER of greenskins is indeed countless, the SIZE is a little... out of proportions.

You find your warband in the midst of a Snotling Scuffle, and must do your best to stem the tide of the tiny tenacious terrors!

SET-UP
The city is based on streets, with the rest of the board impassable. The Warband player is set up in a wide street (12" at least); the road forks off in a direction for every opponent. (I.e. 1 opponent means a plain street, 2 Opponents makes a Y, 3 opponents makes a Fork, etc.) The Snotling players take turns choosing and setting-up in the different side streets.

SPECIAL RULES
The Warband player must defend their end of the street from oncoming horde. They set-up as normal.

Each Snotling Players each have 1 Bullied Goblin, 20 Snotling Tough'Uns, & 1 Snotling Wheel-o (see Snotling Warband for full rules). Multiple Snotling players are NOT allowed to ally together, and are fighting each other from the start.

WAAAGH: While the Snotlings aim to exit off the map, they are caught up in a frenzy of battle. If they are attempting to move past a Defender model who is within 2" of their run or walk, roll a D6: on a 4+ the Snotling MUST charge the Defender, even if the Defender is already engaged in combat. This only applies to Defenders, and not to Snotlings moving past rival Snotlings.

TO WIN THE GAME
The Defender wins if all other Snotling Warbands rout. Any Snotling Player who gets 5 Snotlings, Goblins, or Wheelos off of the Board automatically wins.

EXPERIENCE:
+1 to Winning Leader
+1 for Surviving
+1 for taking an opponent out of action

POSTGAME
None of the Snotling Players may Explore or look for Wyrdstone in the Postgame stage, though they may look for Rare Items. If the winner of the Scenario was a Snotling Player, they temporarily gain a Wheelo to use in their next game, if they desire. This does not count towards warband max, and counts as a Hired Sword. It leaves after the next game it's in.

VARIATION: ORC LORD
Alternatively, if a Snotling Player's Warband is normally a Greenskin Warband (Orc, Goblin, Greenskin), they may replace the Bullied Goblin with a hero from their warband. They temporarily learn 'Leader', but no other skills.


SNOTLING STATS/RULES
. . . . . . . .M WS BS S T W I A Ld
Bullied Goblin 4 3 3 3 3 1 4 1 6
Tough'Un. . . .4 2 2 2 2 1 3 1 5
Wheelo . . . . * 2 2 4 3 2 5 2 6

Goblin Equipment: Sword & Club
Goblin Special rules: Leader, Mob Rule*
”Mob Rule”: The Hero is easily goaded on by his fellow Snotlings, and swells with courage in large groups. For every 2 Snotlings within 6" of the Hero, the Hero gains +1 Leadership. (Note: These bonuses will stack onto the Leader’s base Leadership for the purposes of the Leader skill). NOTE: For the sake of this Scenario, the Leader's Leadership cannot be boosted past 7 for Rout Tests.

Tough Un Equipment: Club & Pointy Stick (Dagger)
Tough Un Special Rules: Dodgey, Diminutive Stature, Not So Tough Gits
"Dodgey.":Due to their small and dodgey nature, All Snotlings have a 6+ dodge/step aside save in the same way as the dark Elf Skill Fey Quickness. Hence if a Hero gains dodge or step aside, it can be combined to get a 4+ dodge/step aside save respectively.
“Diminutive Stature.”: All Snotlings are small targets and as such are at -1 to hit by ranged weapons.
"Not so tough gits.”: When you roll on the injury table for Snotlings, a roll of a 1 is knocked down 2-3 means stunned and 4-6 means OoA. Henchmen who go OOA during a game will die on the roll of a 1-3 rather then just 1-2, and Snotling Heroes (not the Gobbo leader) must roll twice on the Heroes serious injury table.

WHEELO EQUIPMENT: Club & Pointy Stick (Dagger)
Movement: A Wheelo is entireley dependent upon the efforts of the Snotling crew to give it enough speed to move. As such, a number of movement rules stand.
Moving – Firstly, a Wheelo has a base movement value of 1D6 inches rolled randomly each time the Wheelo wishes to move. Furthermore, a Wheelo may only ever move in a straight line forwards or backwards, but it may pivot up to 90 degrees on the spot before moving. This pivot move can only take place at the beginning of the turn before you roll to see how far the Wheelo moves. Also, if the Wheelo moves (i.e., with it’s base 1D6” Movement) into any form of terrain other than open terrain for any reason, or when it comes into base-to-base contact with a buildings’ wall, the machine immediately stops and moves no further this turn. (Note: this enables climbing to take place – though it’s still random climbing so if you get half way up the wall only, you fall as normal). The only way a Wheelo can move through other terrain types is with Running/Charging movement described below.
Running/Charging and Combat – Instead of only moving 1D6”, a Wheelo may run 2D6” instead and a move of this sort that contacts an enemy counts as a charge with the Wheelo stopping in base contact with the charged enemy. The combat is worked out as normal, however, in additional to the attacks of the crew, on the turn in which it charges, a Wheelo causes an additional D3 strength 4 automatic hits worked out before any blows are struck, in the same way as a crossbow pistol (except the attacks hit automatically). These represent the Impact Hits of the Wheelo as it comes to a sudden stop against an unsolid object.
However, a running/Charging Wheelo has one major drawback. They are prone to smashing off vital pieces of the engine, track or weapons attachments – some of which could cause considerable damage to the machine if removed. To represent this, every time a running/charging Wheelo moves over/through a different piece of terrain (Open terrain such as streets etc has no penalties, but moving over difficult terrain such as rubble, barricades, and into houses etc would incur the Damage rolls), the Wheelo takes an automatic strength 5 hit. This hit and any subsequent injury rolls that may occur are worked out immediately when the Wheelo contacts the piece of terrain. If it survives, it may complete any remaining movement, but will take further damage if this movement takes it through a new piece of terrain.


~~~~~~~~~~~~~~~~~~~~~~~~~
"Suck my powder monkey!"
-Recent swear by Sartosa Campaign players
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

  • Active Member
  • *
  • Posts: 75
Re: Resurrection: DDC#17 - One Warband Scenarios
« Reply #2 on: January 24, 2011, 03:34:07 PM »
Reply author: Beardling
Replied on: 05/09/2008 17:35:05
Message:
This is a variation of a multi-player scenario that I ran before.

When tomb robbing goes wrong
Many a desperate mercenary has descended into the tombs of the long dead in search of plunder. However, in Mordheim the dead do not always sleep easy...

This is an indoors scenario, so you need to do something to make corridors. When we ran this, we used pieces of paper to make the walls, giving passage ways that were about 5'' wide.

The warband sets up within 4'' of Passage 3's entrance. In total there are four passage ways and one central chamber.

/__________P2________/
P1...................P3
/__________...________/
/_________....._______/
/_________....._______/
P4..........__________/
/_____________________/

This is a rough scetch. Passage 1, 2 and 4 should be about 12'' from the central chamber, with Passage 3 being about 24'' away.

In the central chamber is a necromancer armed with a club (who has T4, 2 wounds and knows all 6 necromany spells), a dreg armed with a spear and 3 ghouls. When the game starts they are the only models that start on the table. The necromancer may not leave the central passage.

Here is where things get interesting. Every turn, from passages 1-3, d3 zombies appear. They move normally when they enter, and as long as the necromancer is still alive the zombies continue to come. If the necromancer is taken OOA, then roll 2d6 every turn. That is the amount of models that the undead player loses (as the zombies crumble and the ghouls flee), an equal amount of ghouls and zombies must be taken away if at all possible. If there is an odd amount, it is up to the undead player which models are removed.

Due to the warband being surrounded no rout tests are needed. Furthermore, the warband may not volunatrily rout. But if they move a model out of any of the passages, then they are assumed to have escaped to the surface unharmed.

Victory Conditions

* Kill the Necromancer + Move at least one model out through passage 4.
- Killing the necromancer is worth 1xp
- Any model that moves through passage 4 gains 1xp (not cumulative for henchmen groups)

If a model moves through passage 4 then they have found what they were looking for: an unlooted tomb of a dead noble! The warband will receive:

(automatic) d6x5 gold crowns
(4+) d3 gems worth 10gc each
(5+) d3 pieces of jewlery worth 15gc each
(5+) A suit of light armor with gold filgree and gems (worth 40gc, can be sold for 20gc. If kept and worn by a warband leader, then his LD range inscreases by 3'')
(5+) Jeweled Helm. (Worth 20gc, may be sold for 10gc. If used by a warband leader, then his LD range increases by 1'')

Note

When this was played origionally, it was with three warbands, each which had the zombies coming in from behind them. So, not only did we have to fight through the center, but each other as well. It worked really well as a multi-player scenario and I imagine that it would do well as a single person one as well.

Beloit College's Unofficial Mordheim Club's webpage (battle reports and fluff)

http://torethelis.proboards88.com/index.cgi

Reply author: Johan Willhelm
Replied on: 06/09/2008 05:20:44
Message:
When's the closing date?

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Witch Hunters deserve 'Fire Lighters' (common 5gc) as equipment darn it

Reply author: Master
Replied on: 07/09/2008 07:21:31
Message:
I suppose we get a week as usual?

________________________________________________________________________
I Smite Thee! For The Ninnys!

Meep Meep - Master out...
Oh, and by the way, i'd like this quote in my sig:
quote:

Originally posted by StyrofoamKing

So instead of KILLING brahm in his sleep, you'll just do an obnoxious prank, like sticking shaving cream on his hand or duct-taping a sheep to his forehead.


Reply author: StyrofoamKing
Replied on: 07/09/2008 08:56:28
Message:
Cool. I have one last unofficial entry in mind: Gladiator Pit! Your warband vs. Pit Fighters, traps, and wild animals!

(I'll post it on Wed or Thur... I'm goin' to the beach!)

Of course, if someone who hasn't written an OFFICIAL entry wants to run with the idea, they're welcome to it.

~~~~~~~~~~~~~~~~~~~~~~~~~
"Suck my powder monkey!"
-Recent swear by Sartosa Campaign players

Reply author: Long_John_Silver
Replied on: 07/09/2008 18:45:03
Message:
Hey guys. All of the entries look great so far! I have been having extreme internet issues as of late; the cable company is upgrading the lines in my neighborhood, and I have typically had little to no connection. I will give this contest a closing date of Friday the 12th late night or Saturday the 13th very early. I am also trying to play test most of these before I chose. So far they are everything I had hoped for.

Reply author: Baiken
Replied on: 09/09/2008 22:49:45
Message:
quote:

Originally posted by StyrofoamKing

Cool. I have one last unofficial entry in mind: Gladiator Pit! Your warband vs. Pit Fighters, traps, and wild animals!



heh I remember a long time ago I made a little arena by stacking 3 pizza boxes up and cutting circles in them for different levels of the pit, and left the bottom layer whole but cut little pits into it for traps that could be covered. Coolest easy project evar.


I still refuse to put a sig here.

Reply author: StyrofoamKing
Replied on: 11/09/2008 12:34:03
Message:
GLADIATOR PIT
Unofficial Entry by Styrofoam King
"Verily, your men are near starvin', and your quiver's lookin' a little empty. Just a few rounds with me lads. Give 'em a show, no REAL fightin', like you do on the street. No surprises, I promise. You trust me, right?"

Your warbands have taken a contract to fight in the gladiator pit. You'll either leave rich, or very very dead.

SET-UP
A flat arena, at least 3" by 3", with little to no obstacles through out. Randomly determine which Player Warband sets up first, as well as which table edge, as normal.

PRE-GAME
The Warband player may choose to borrow any number of shields or bucklers for their warriors for this scenario, all of which are given back at the end. Shields & bucklers have a special bonus this scenario (see below).

TRAP SET-UP
A third player controls and places 20 markers across the board, before tables are chosen. On the bottom, the Trap player writes one of the following numbers on the bottom of each, and sets them up face down across the board as the player sees fit. The traps should be at least 3" from each other, and a ring or a even dispersement is recommended.

TRAP TYPES (Set-up 4 of Each)
0 - Dud! The trap is either rusted over or a decoy. Nothing happens.

1 - Pit Trap! The model who set off the trap must pass an initiative test or fall into the hole, thus suffering a S4 hit, which cannot be dodged. Knocked Down & Stunned Warriors who are pushed in are taken out of action if they fail the init. test, and the pushers receive +2 Experience for taking the model out of action.

2 - Spike Trap! The person who sprung the trap suffers a S3 hit. Knocked Down & Stunned Warriors who are pushed into it are taken out of action, and the pushers receive +2 Experience for taking the model out of action.

3 - Snare! The person pushed into the trap suffers no damage, but are unable to move from the spot. In the movement phase, if the model is unengaged, the model may attempt to free themselves on a D6 roll of 6.

4 - Animal Trap! The trap contains a caged animal, which immediately attacks the person who set it off. If the person who set it off is Knocked Down & Stunned Warriors, they may be taken out of action (roll to wound as normal for Knocked Down warriors.) If they are taken out of action, and the pushers receive +2 Experience. After the Animal Trap is sprung, the animal is free to move about, and is controlled by the Trap Player (see stats below). It attacks both Gladiators & Warband Warriors.

GLADIATOR PLAYER
The Gladiator player controls 6 Pit Fighters (see stats below), and lead by 1 Pit Leader (below, has Leader skill). They are each armed with Morning Stars & Shields.

SPECIAL RULES
TRAPS - The many traps set about the field. If any model comes within 1" of it, the trap is set off, and the model suffers the concequences. If for any reason, two individuals come within 1" at the same time, the closer model counts as setting it off. If both are equal distance, they both set off the trap, and they both suffer the consequences (the Animal attacks one at random.) Unless stated otherwise, any trap may be Dodged with the dodge skill.

Shield Bash- Any model armed with a Shield or Buckler may use it to push back their downed opponent, potentially pushing them into a trap or another warrior. If the shield-armed attacker successfully injures an opponent (and is not saved), they may choose to push the model back 1D3+1" directly backwards. If this pushes them into a trap, the pushed back person springs the trap. Likewise, if the model is pushed back into an enemy warrior who has not attacked this turn, the enemy warrior may attempt to attack the pushed back model. Any model taken out of action because of being pushed back into a trap gives +2 experience to the pusher. If a model is taken out of action because of being pushed back into another warrior, the pusher gains +1 experience as well as the warrior that struck the blow (the crowd loves that kind of teamwork!)

PIT FIGHTERS
. . . . M WS BS S T W I A LD
Fighter 4  4  3 4 3 1 3 1 7
Leader. 4  4  3 4 3 1 4 2 8
Animal .9  3  3 3 3 1 4 1 5

ENDING THE GAME
The game ends when either the Warband Player or the Pit Fighter warband routs, or when one of the two are taken out of action.

EXPERIENCE
+1 For the Winning Leader
+1 Surviving
+1 For taking a model out of action
+1 For pushing a model out of action (see above)

POST GAME
In addition to their normal exploration, your warband gains +20gc for each Pit Fighter they took out of action. They receive 30gc instead if the model was taken out by being pushed (see above.) This pay bonus is lost if the player Voluntarily Routs before 50% of their warband is taken out of action.

~~~~~~~~~~~~~~~~~~~~~~~~~
"Suck my powder monkey!"
-Recent swear by Sartosa Campaign players

Reply author: Johan Willhelm
Replied on: 12/09/2008 07:37:27
Message:
Official (albeit rubbish) Entry of Johan Willhelm

The Friendly Mordheim Welcome

At last you have arrived in the City of the Damned. A place of fables, fortune and filth. How will you fare against . . . hang on what's that? Some figures emerge from the gloom ahead . . . are they singing? They stink that's for sure and they're armed . . . This is the Mordheim welcoming committee and they want to say hello.

Setup:

__________________
[R.............B...]
[....B.............]
[.......T..........]
[B............B....]
[__________________]

T = Tavern
R = Roadway
B= Building

Basically the imortant thing is a tavern in the centre and the R is where your warband set up.

Bring on the Drunks!
The drunks are singing crude songs about the Goblin and the Marieburger and they want to duff you up!

They consist of the following

3 - Mercanries (basic human stat) armed with a sword, shield and a dagger.

3 Bowmen - Bow and dagger

2 Champions of Ulric - 1 with a DH Hammer the other with two clubs

Set up within 4 inches of the tavern. In the drunks turn those armed with Hth weapons will head to the nearest enemy model while the bowmen will always shoot or walk towards an enemy model if they can't shoot.

They're Stinking drunk!

Drunks can't cause criticals

Ending the game

When one warband routs.

In addition to normal benefits of winning the winner gets a Barrel of Bugmans Ale.

You may only play this scenario once in a campaign

Exp

+1 for taking enemy model OOA
+1 for winning leader
+1 for taking out the Ulrican Champs

PS Blah cobbled together so at least I put in something. There's a decent idea in their (hiding) someone wants to run with this and make it decent be my guest!  )

########################

Witch Hunters deserve 'Fire Lighters' (common 5gc) as equipment darn it

Reply author: Johan Willhelm
Replied on: 15/09/2008 07:32:54
Message:
When's the result? I'm obviously not going to win but am eager for the next challenge!

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Witch Hunters deserve 'Fire Lighters' (common 5gc) as equipment darn it

Reply author: Long_John_Silver
Replied on: 15/09/2008 22:50:20
Message:
Sorry guys, they fixed the utilities and then the storm wiped out the power for the last couple of days.

As for the winner:

Master with Prison Break.

All of the submissions were great, but for just boosting the level of a beginning warband Master's scenario worked out the best. We switched it up a bit and used the sisters models as guards.

Ethlorien's scenario was a close second, but it was also able to wipe out the warband that played it on the second run through.

Styro's rat hunt had a similar problem; killing the starting warband to the point where it was just disbanded after the battle. I did have some fun with it and made sewer tiles on the back of some old Space Hulk tiles, with blip tokens that represented sounds in the dark. We also had to make a few changes for the undead warband to play it (the zombies had a serious problem in the dark).

The only scenario that I did not get a chance to try was THE GREENSKINS ARE COMING, THE GREENSKINS ARE COMING! It is on the list for later battles.

To everyone I didn't mention, you all made great scenarios too! I had a ball play testing them.

Reply author: Ethlorien
Replied on: 15/09/2008 23:22:04
Message:
Gratz Master!

Hooray for 2nd!

Ethlorien

Reply author: Johan Willhelm
Replied on: 16/09/2008 05:39:46
Message:
You playtested all of them? Even mine? Awww shucks

Worthy winner - can't wait for the next challenge.

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Witch Hunters deserve 'Fire Lighters' (common 5gc) as equipment darn it

Reply author: Beardling
Replied on: 16/09/2008 07:17:27
Message:
Wow, thanks for playtesting them all. And Master, congrats on the win! I look forward to seeing what #18 will bring.

Beloit College's Unofficial Mordheim Club's webpage (battle reports and fluff)

http://torethelis.proboards88.com/index.cgi

Reply author: StyrofoamKing
Replied on: 16/09/2008 09:03:42
Message:
Well done, master.

If you have anymore changes, Long John, let me know. I'd love to edit the Scen to a friendly point.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)