6 posts tagged “mordheim”
Ok I found out through one of my forum sites that GW is releasing yet another new game to their already large arsenal. For those of you that remember Space Hulk will be returning into the gamers homes. At least that is what GW is hoping for anyway. Now this game is set on a board made up of various corridor and room tiles which can be freely arranged and locked together like a jigsaw puzzle to represent the interior of derelict space ships. One player controls the Space Marines, and the other controls the Genestealers.
The game is notable for its hidden play mechanics, from which it derives much of its playability and tension. The actual number of genestealers in play is hidden from the Marines because they came into play as "blips" which can represent 1-3 creatures (or 0-6 in the Deathwing expansion and second edition). On the other hand, the Marine player has a number of "action points" available each turn which are only revealed to the genestealer player after they are used up. (In the second edition, the extra points are no longer hidden from the genestealer player.)
This is my last day of scenario postings. I am sorry they were all Mordheim but I am sure if you google Warhammer Fantasy or 40K scenarios you will get some hits. I did have a 40K scenario but I lost it so if I find it again I will post it. Anyway this last post is one I found on the internet while searching and I liked it so I hope you all will too. Enjoy.
It's All Mine! by Paul Smith
After the destruction of Mordheim people were led to believe that the cause of it had been a pure wyrdstone comet from one of the two moons, whether this is true or not is undecided as it is also documented that large chunks of slightly less pure wyrdstone that became known as Warpstone. This was also found in and around the city of Mordheim. Whenever they were stumbled upon they were destroyed by most god fearing races with the exception of Chaos Cults and Skaven. Unfortunately these pockets of warpstone also attracted bands of flesh eating zombies.
Setup: Place a mine entrance (from the Necromunda set if you have one) towards the center of the table with as many buildings as you can get together. There should be a clearing of about 8" by 8" around the mine to represent the skaven/chaos cult clearing the area to enable the shaft to be sunk.
Forces: Attacker- Whoever you want, Defender- Skaven, Chaos or Possessed, and Arbitrator- Zombies
Mission: The Skaven/chaos/possessed force had discovered a source of pure warpstone and have proceeded to mine it for their own nefarious purposes. The attackers must blow up the entrance to the mine and the Zombies that wish to enter the mine for purposes unknown.
Special Rules: Defenders- Half of the defenders force is considered to be down in the mines at the start of the game mining the warpstone. As soon as the first sighting of the attackers or zombies is made then they may exit the mine at a rate of 2 per turn. The rest of the defenders must be set up within the clearing around the mine. The attackers deploy along one table edge as per normal. They are supplied with two barrels of gun powder (Lego barrels work) to try to close off the mine for good. Use the normal rules for this as included in the gunpowder weapons rules. The zombies start to arrive after the second turn at a rate of d4 per turn and may come on any table edge (roll randomly). After turn 4 the amount of new zombies goes up to d6 per turn. The only way to stop the influx of zombies is to take out all those on the board, once this has been achieved then no more will enter.
Ending the Game: The winning conditions are that the defenders prevent the capture/destruction of the mine and the attackers destroyed the mine and escaped safely off the board.
Experience: The attackers get +1 for destroying the mine, +1 for surviving, +1 for stopping the zombies, +1 per wounding hit and the defenders get +1 for preventing the capture/destruction of the mine, +1 for stopping the zombies, +1 per wounding hit and +1 for surviving and of course the winning leader gets +1 as well.
Until tomorrow...
Today is another scenario for mordheim created by one of my friends. Enjoy.
Necrotrap: by Brian Fortney
Our heroes have just returned from slaying their enemies and are eager to cash in their wyrdstone. The market is eriely quiet. All the tables and booths are empty. Where is everyone? A low moan from down an alley heralds the shambling hoard of newly risen dead that stalk towards the pocket of heroes. Somehow, the Necromancer knew they would be there and sent the brave warriors a small army to finally dispatch them. At a time like this, all a man can really do is run...
Terrain: The table should have the town square/monument dead center of the table. All other buildings should make rings around the edge of the table so that there is a no=man's land between the square and the rest of the terrain.
The players: This scenario requires at least one "hero" player and at least one "arbitrator" player. The hero player(s) basically pick their favorite warband and use ONLY the heroes. This is to simulate the heroes from the warbands going to the trading post after a game. The hero players do not use hired swords a you can not send a hired sword to the rare trade post. Heroes which must miss a fight due to injuries (i.e. a smashed leg) will obviously not appear in this battle. NO henchmen will be in this battle (for obvious reasons) unless they are "lads got talent". The warbands do not have to be friendly towards one another (i.e. players can use Skaven, Sisters or Sigmar, Possessed Cultists, and Witch Hunters without any problems). Hero players cannot be undead as they would have been helping set up the ambush against their living rivals. Just because all these different warband heroes are in the same predicament doesn't necessarily mean they can't kill each other. Smart hero players will use the other players as zombie chow rather than get swarmed while trying to kill other heroes.
The arbitrator player(s) will be using zombies and unexperienced ghouls. There will be three zombies for every hero on the table and also two ghouls for every warband leader on the table. This means in a one-on-one battle, where the hero player has a Middenheim captain and two youngbloods, the arbitrator player will be using nine zombies and two ghouls. The undead models will be split up as evenly as possible between all arbitrator players.
Deployment: The Hero players must deploy their models no more than 8" from the square. The arbitrators must set up the undead models 8" from the table edges, having at least one model per table edge. The undead are coming from all sides in the ambush.
The objective: The arbitrators must prevent the heroes from exiting any of the table edges. The heroes must exit the board by pushing through/weaving around the undead and moving past the table edge. Please note that exiting the table requires a declared charge and the undead within 2" of this path must intercept the fleeing hero. First hero to exit the table receives a wyrdstone shard for his/her warband.
Routing: NO one routes in this battle. The heroes want to get out of harms way and can't rout. The purpose of this scenario actually is trying to escape combat. The undead are compelled by forces much stronger than what's left of their deadened wills.
Ending the game: The game ends when either A. all the heroes get off the table, B. when all the heroes die, or C. when all the undead are slain!
Experience: +2 for surviving, +1 per enemy out of action, and +1 for the warband leader if all his warband's heroes exit the table. The arbitrators have no need for experience points.
Until tomorrow...
This scenario is still for use with Mordheim and was developed by one of my friends.
Inferno: by Brian Fortney
Setup: The warbands have been searching a particularly dry dusty section of the city. All the warbands have heard about the wealth of wyrdstone in the district. All of a sudden, there is a crackling in the air, a waft of hot smoke, and the city is a blaze!
Players: Ideally written for one-on-one games, this scenario will work for group games (3 or more). However, the city will burn to the ground much faster so make sure there are plenty of buildings.
Note: You will also need White Dwarf Issue number 240 for Random encounters. Many of the rules for this scenario are detailed there in.
Terrain: Stone ruins and monuments are good but will never ignite. The buildings in the scenario should be numbered (with counters) and placed in a group in the center. There is no exact science to how these buildings should be placed except that it obviously is supposed to look like a ruined city.
Special Rules: Before deployment, place 2d6 wyrdstone counters in the center. After deployment, roll to see which building catches on fire first. Place a fire marker on it if you have one. Although for this scenario it really is a good idea to make your own counters or perhaps the ones from either Epic or Battlefleet Gothic will work too. Buildings with fire markers now count as burning buildings as described in WD #240. Before each movement phase, roll to see which building catches on fire next. If a building is all ready on fire, place a second fire marker on it and proceed. Should a building have three fire markers on it, it collapses (just like collapsing building results in WD #240). If a building with wyrdstone in it collapses (and is removed accordance to the rules), that shard is lost in the rubble and can not be recovered even at the end of the battle.
Ending the Game: The game ends when the last warband routs. If you have people running inside of flaming houses, you will definetly have to rout often!
Experience: +2 for surviving, +1 for holding wyrdstone at the end, +1 per enemy out of action, and +1 for the leader whose warband collected the most shards.
Until tommorrow...
These next couple of days will be devoted to scenerios that my friends and I have made up or that I have simply found online and just liked them. (Don't worry I give credit where credit is due).
Don't Wake The Giant by David Gitchel
Background: A wounded warrior has stumbled out of Mordheim, battered and hysterical, he claims a giant ambushed his band, and took thier treasure. The warrior gives a vague location before he passes to the next life. Rumours spread quickly, and various warbands (3-4) prepare to enter the city to steal the prize.
Terrain: As usual, except that one big building must be placed in the center initially. This is where the giant has made camp.
Starting the game: Each player rolls and adds their leader's initiative. Turns go in order from highest to lowest.
Special Rules: Each warband has located the camp and after seeing the giant, have decided to wait until he sleeps to steal his loot. Ironically enough, each leader has been so concerned about the giant; they failed to notice other warbands doing the same thing. The giant has two treasure chests in the building with him and a bag of gold on his belt. The sleeping giant will only be awakened by the sound of close combat within 8", or injuring spellsss (Warpfire, Fires of U'Zhul, etc.) and black powder weapons within 12". If awakened, he will attack the nearest character and defend his treasure. A model may attemptto steal treasure from the room by moving into contact with the chest and rolling an initiative test. Failure results in a noise loud enough to awaken the giant. Carrying the treasure chest works the same as in the Hidden treasure scenario in the Mordheim rule book. To get the bag of gold, a model must make a -1 initiative test. Failure results in waking the Giant and starting in Hand to hand combat with it. The bag only prevents running for a model carrying it. A warband must get the treasure within 2" of thier starting edge to get it off the board. Remove the model(s) and the treasure.
GRUMM: M-6, WS-5, BS-2, S-6, T-6, W-5, I-4, A-3, Ld-8, Sv-6+
Equipment: Club, stone hammer, toughened leathers, thorwing stars (10" R, S6, -2 SV, Concussion effect)
Abilities: Hard Head, Hard to Kill (as dwarves), Large, Fear.
Ending the Game: The game ends when all treasure has made it off the board, or all warbands have routed.
Experience: +1 Surviving, +1 for the winning leader or if multiple treasure is taken, only +1 experience is awarded to the leader, +1 per enemy out of action, +1 for getting the chest to safety, +2 for killing the Giant, +2 for getting the Giants Bag
Treausre Chest: Automatic 3d6 gold, 5+ roll for d3 pieces of wyrdstone, 5+ roll for d3 gems worth 10 gold a piece, 4+ for a mordheim map, 4+ for light armour, and 3+ roll for a lucky charm
Bag of Gold: Automatic 1d6x10 and a 5+ roll for d3 gems worth 10 gold.
I thought that this was a fun scenerio and very challenging for only 2 players. If you are feeling really brave try it with 2 giants.
Until tommorrow...The Inferno
Todays post is on all of systems within Games workshop that me and my friends have played. But getting back to my previous post, we played Warhammer 40K for a bit until GW came out with Necromunda. Now Necromunda takes a group of about maybe five miniatures and instead of one on one games this system was designed for multiplayer purposes (up to about 4 then it's just crazy). So we bought the boxed set, the terrain and it's supplements and we designed another table that would be used only for Necromunda. http://www.specialist-games.com/necromunda/default.asp use this link to check it out. Then he tried to get us into Warhammer fantasy but the problem was that we liked the miniatures but didn't like the rules so then Mordheim came out and gave us a chance to use the pieces we liked without having to buy another army. Mordheim is a smaller version of fantasy just like Necromunda was a smaller version of 40K. http://www.specialist-games.com/mordheim/default.asp use this link to check it out in more depth. We also tried our hand at Gorka Morka, Battlefleet Gothic and Inquisitor. These we didn't like because my one friend liked the orks so that's why he wanted to get us into Gorka Morka but that didn't happen. Then my other friend tried to get us into Battlefleet Gothic which is a game based solely in space with ships (http://www.specialist-games.com/battlefleetgothic/Default.asp) and we didn't like the rules for that one. The last system to try to get introduced to us was Inquisitor which is GW's version of Dnd with miniatures but the rules were wierd, nobody wanted to GM and the pieces are expensive (http://www.specialist-games.com/inquisitor/default.asp). All in all, today I play Warhammer fantasy, Warhammer 40K, and Mordheim. I have a full Skaven army for Fantasy, the Eldar, Dark eldar, Chaos, Imperial Guard and Tau for 40K and for Mordheim I played the Dwarf Treasure hunters, The skaven, Reiklanders, and the Undead. We have had some fun with these systems over the last few years.
More to come...