Mord Empire in Flames part 2, Mordheim
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EMP_FLA_36_48 30/1/04 2:47 pm Page 36
Scenarios
In this, the third instalment of Empire in Flames,
we have some new scenarios exclusive to the
Empire wilderness setting. Some of these
scenarios specify the use of both mounted
models and new models specific to the Empire in
Flames setting.
Scenarios
Use these Scenario tables instead of the one on page
126 of the rulebook. There is a separate table for
multi-player scenarios. As usual, the winner of a
scenario gets to roll one more Exploration dice than
normal. Roll 2D6 to determine which scenario to
play. Obviously, terrain should be set up that should
reflect the wilderness nature of Empire in Flames
(see the new Empire in Flames scenarios for an idea
of what sort of terrain to set up).
TWO-PLAYER SCENARIOS
2D6 Result
2 The warband with the lower rating
chooses the scenario.
3 Breakthrough
4 The Thing in the Woods
5 Wyrdstone Hunt
6 Skirmish
7 Stagecoach Ambush
8 Bounty Hunting
9 Lost in the Bogs
10 Surprise Attack
11 Chance Encounter
12 The warband with the lower rating
chooses the scenario.
MULTI-PLAYER SCENARIOS
2D6 Result
2 The warband with the lower rating
chooses the scenario.
3 The Lost Prince
(Mordheim 2002 Annual, p30 or on
Mordheim website)
4 Monster Hunt
(Mordheim 2002 Annual, p33 or on
Mordheim website)
5 Treasure Hunt
(Mordheim 2002 Annual, p29 or on
Mordheim website)
6 Street Brawl
(Mordheim 2002 Annual, p29 or on
Mordheim website)
7 Stagecoach Ambush
8 Bounty Hunting
9 Lost in the Bogs
10 The Thing in the Woods
11 Ambush! (Mordheim 2002 Annual, p32 or
on Mordheim website)
12 The warband with the lower rating
chooses the scenario.
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Bounty Hunting
Your warband has tracked a notorious band of
outlaws to their lair, hoping to turn them in to
the authorities and collect the reward on their
heads. Unfortunately, it appears that another
band of would-be bounty hunters is hot on their
trail as well…
Terrain
Each player takes it in turn to place a piece of
terrain, either a building, set of hedges or walls,
hill, section of forest, section of swamp, river or
stream, or similar item or terrain appropriate for
Empire in Flames. There should be a large
building in the centre of the table to represent
the bandits’ hideout.
Sprcial Rule
The bandits are inside their lair, and they aren’t
real anxious to be caught! At the end of each
game turn, D6 crossbow bolts shoot out of the
doors and windows of the hideout at the nearest
warband members (they’re not particular about
which warbands they shoot at!). Each bolt will be
directed at a different target if possible. Crossbow
bolts are fired with a BS of 3, modified by range
and cover as normal (and, of course, the guys
inside must be able to trace a line of sight from a
door or window to the warband member).
Warband members may not enter the building
until the scenario is over.
Set-up
All players roll a D6 to see who deploys first,
with the player rolling highest choosing a table
edge and setting up first. If there are two
players, then the next player sets up on the
opposite board edge. If there are more than
two players, the remaining players choose sides
and set up their warbands based on the order of
their dice rolls, highest to lowest. A player must
set up his warband within 8" of his table edge,
but not within 4" of a side edge, and not within
10" of another player’s warband. Keep in mind
that more than four players should be
accommodated with a larger battlefield than
normal (see the ‘Chaos in the Streets’ article on
multi-player games in the Mordheim 2002
Annual, page 26).
Starting the Game
Each player rolls a D6 to determine who goes
first. Play proceeds clockwise around the table
(based on where players placed their warbands)
from there.
Ending the Game
The game ends when all warbands but one have
failed their Rout test. Warbands which rout
automatically lose. If one or more warbands have
allied when the other warbands have all routed,
they may choose to share the victory and end the
game, or they may continue the game until one
warband is victorious.
As soon as there is a clear winner, the bandits give
up. They may be turned in to the authorities for
5+1D6 GC per head (roll separately for each
bandit), and there are 6+1 bandits per warband
involved in the game holed up in the hideout (so
if four warbands take part in the game, there are
10 bandits in the hideout). The winning
warband also captures the bandits’ equipment
(6 crossbows, D3 swords, 2D6 daggers, and a
bunch of wormy rations that are worth nothing).
Experience
+1 Survives.
If a Hero or Henchman group
survives the battle they gain +1 Experience.
+1 Winning Leader.
The leader of the winning
warband(s) gains +1 Experience.
+1 Per Enemy Out of Action.
Any Hero earns
+1 Experience for each enemy he puts out of
action.
+1 Scratched by the Bandits.
Any Hero
who gets wounded by a bandit crossbow
but not taken out of action gains +1
Experience.
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Stagecoach Ambush
38
The roads of the Empire are very dangerous and
teeming with all manner of bandits, Beastmen
and mutants. A warband has been paid to
protect the local stage on a dangerous road to
the next coaching inn. A rival warband is laying
in wait to ambush the stage on a particularly
secluded part of the route. When the stage and
its outriders turn a corner in the road the
ambush is sprung and the chase is on!
Terrain
Each player takes it in turn to place a piece of
terrain, either a stand of trees, a length of
hedgerow or a small rocky outcrop. There must
be a distinct road marked on the battlefield for
the coach to follow. Both players should roll a
D6. The highest scoring player may place the
piece of terrain anywhere along the leading table
edge, creating a continuous stretch of the road.
Set-up
The defenders may use as much of their
warband as they have mounts for. Only
defending warriors on the stage and warriors
riding on mounts may take part in the
scenario. The defending warband is deployed
facing the opposite short table edge and no
closer than 40" of that edge, (this edge
represents the escape route). The
stagecoach must be placed with
the warband, and must also be facing this
direction. Up to 50% of the attacking warband
may be set-up in hiding anywhere on the
battlefield but no closer than 18" to any of the
defending warband. The rest of the attacking
warband is set up 24" behind the defenders
facing in the same direction – this part of the
attacking warband must all be mounted.
Special rules
The stage comes with its own driver (use the
Muleskinner from ‘Blazing Saddles’ in the
Mordheim 2002 Annual and replace his skills
with Ride and Drive Cart and his whip with a
blunderbuss). For this scenario alone, the driver
counts as an additional member of the warband.
In addition, the defending warband is loaned
some horses (or other applicable steeds) for the
warband members by the Imperial Stage (the
defending player may spend up to 250GCs on
riding beasts that must be returned at the end of
the game).
A Roadwarden Hired Sword may be hired as a
one off for the defenders in this scenario at half
the usual cost.
The attackers are loaned enough horses (or
applicable alternative mounts for races that do
not use horses – eg. War Boars for Orcs) for their
warband (the attacking player may spend up to
EMP_FLA_36_48 22/1/04 8:48 am Page 39
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400GCs on riding beasts only to be used in this
scenario).
Only warbands of a good alignment may protect
the stage (ie. Human Mercenaries, Elves, Dwarfs,
etc) you cannot have a Possessed warband
protecting the Imperial Stage! You can however,
adapt this scenario if only evil warbands are
taking part and have an evil warband protecting
the Carnival of Chaos Plague Cart from attack
(you will have to wait for a later issue as this is a
warband exclusive to Empire in Flames!)
A Highwayman Hired Sword may be hired as a
one off for the attackers in this scenario at half
the usual cost.
The Chase
– This is a special rule that only
applies to riding mounts and for this scenario
only. Mounted warriors may always leave close
combat in their Movement phase if they desire
and because they are mounted are not
automatically hit by their enemies (this allows
the scenario to move along at pace and not to get
too bogged down in fighting).
Dwarf Ingenuity
– If the attacking warband is
Dwarf Treasure Hunters then they are allowed to
place a barricade across the road no closer than
18" to the stagecoach. This makes up for the fact
that the short guys cannot ride mounts. If the
defending warband is Dwarf Treasure Hunters
then they are allowed to take a wagon in
additional to the stagecoach for their warriors to
ride upon.
Applying the Spurs!
– This is a special rule that
only applies to riding mounts and for this
scenario only. A rider may apply the spurs to his
mount to make it move faster in a similar way
that applying the lash works with the stagecoach.
A rider may not charge and apply the spurs in the
same turn. Roll a D6 and add this amount to the
rider’s move.Ifa1is rolled rollon the table
opposite:
D6 Result
1-2 Steed Tiring
– The steed is growing tired
– if the rider applies the spurs next turn
you must halve the score rounding
fractions up.
3-4 Rider Shaken
– Due to the mount’s
speed the rider is thrown all over the
place and may not apply the spurs next
turn as he recovers his composure.
5-6 Out of control
– Make a roll on the Whoa
Boy! table from ‘Blazing Saddles’ in the
Mordheim 2002 Annual.
Ending the Game
The battle ends when one warband fails a Rout
test or the stagecoach leaves the table by the
opposite edge it was facing when the game
started. Any warband which routs, loses
automatically.
Experience
+1 Survives.
If any Hero or Henchman group
survives the battle then they gain +1 Experience.
+1 Winning Leader
. The leader of the winning
warband gains +1 Experience.
+1 Per enemy out of action.
Any Hero earns
+1 Experience for each enemy he puts out of
action
.
+1 Destroying the Stagecoach.
If a Hero in the
attacking warband destroys the stagecoach he
earns +1 Experience.
+2 Capturing the Stagecoach.
If a Hero in the
attacking warband captures the stagecoach intact
he earns +2 Experience.
+2 Stagecoach escapes.
If the stagecoach
manages to survive and leaves the battlefield
in the hands of the defending warband the
leader gains +2 Experience.
39
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EMP_FLA_36_48 22/1/04 8:49 am Page 40
Lost In The Bogs!
40
One of the warbands has become lost in the
bogs and separated (obviously a change in
leadership is required!). As they call to each
other to try to link back up, other warriors hear
them and decide to take advantage of their
plight…
Terrain
Each player takes it in turn to place a piece of
terrain, either a building, set of hedges or walls,
hill, section of forest, section of swamp, river or
stream, or similar item or terrain appropriate
for Empire in Flames. At least half of the terrain
placed should be sections of swamp or marshy
ground.
Special Rules
The warband with the highest rating is the one
that got lost. That player places each of his
warband members on the board, not within
10" of a table edge, and not within 6" of each
other. After that warband is placed, any other
warbands set up their warbands as noted under
‘Set-up’, below.
Set-up
After the lost warband has been placed, any
remaining players roll a D6 to see who
deploys first, with the player rolling highest
choosing a table edge and setting up first. If
there are two players who are not lost, then
the next player sets up on the opposite
board edge. If there are more than
two players who are not lost, the
remaining players choose sides
and set up their warbands based on the order
of their dice rolls, highest to lowest. A player
must set up his warband within 8" of his table
edge, but not within 4" of a side edge. Keep in
mind that more than four players setting up on
table edges should be accommodated with a
larger battlefield than normal (see the ‘Chaos in
the Streets’ article on multi-player games in the
Mordheim 2002 Annual, page 26).
Starting the Game
Each player rolls a D6 to determine who goes
first. Play proceeds clockwise around the table
(based on where players placed their warbands)
from there. The lost warband automatically
goes last.
Ending the Game
The game ends when all warbands but one have
failed their Rout test. Warbands which rout
automatically lose. If one or more warbands
have allied when the other warbands have all
routed, they may choose to share the victory
and end the game, or they may continue the
game until one warband is victorious.
Experience
+1 Survives
. If a Hero or Henchman group
survives the battle they gain +1 Experience.
+1 Winning Leader
. The leader of the winning
warband(s) gains +1 Experience.
+1 Per Enemy Out of Action.
Any Hero earns
+1 Experience for each enemy he puts out of
action.
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