MordAlbion, Mordheim

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Out of the Mists...
Adventure and fortune in ye distant
and mystical Isle of Albion.
By ye scribe and explorer of much
repute Nicodemus Kyme.
3
Adventure and fortune in ye distant
and mystical Isle of Albion.
By ye scribe and explorer of much
repute Nicodemus Kyme.
Out of the Mists
Across the Sea to Albion…
Adventures in the setting of Albion can be
played as ‘stand-alone’ games or they can form
part of existing Mordheim campaigns.
Warbands stumble across the island of Albion
by chance, enshrouded as it is from the world
by thick mists. Perhaps they are crossing the
seas as hired swords for a sea captain pedalling
goods to distant Cathay or Araby. They may
have been lured by rumours of ancient
treasures and set out on a quest to recover
them only to be shipwrecked and forced to
explore the island. In any instance (and players
are encouraged to devise their own narratives)
the warbands take to the seas and by pure
chance discover Albion, decide to explore, and
once they have gathered enough booty, return
to the Old World allowing the campaign to
resume. To fully appreciate adventures in
Albion, games should be played as part of an
on-going campaign in Mordheim or Lustria, by
any warband and represent the warbands
exploring further a field before returning to
their original campaign setting.
of Albion then the weather is another powerful
adversary. Fraught with terrible storms, beset
by raging winds and battered by rain and hail,
the weather of Albion is as inhospitable as its
denizens. At the start of the game roll 2D6 on
the table below to determine the nature of the
weather.
2D6 Roll Weather Effect
2-3 Hailstorm.
All shooting is reduced
by -2 to hit. Any warriors in the
open risk being battered by
hailstones and suffer a strength 2
hit on a roll of 3+.
4-5 Driving Rain & Gales.
All shooting
is reduced by -1 to hit. Initiative is
reduced by -1 for all leaping
attempts and climbing.
6 Light Drizzle & Thick Fog.
All
warriors may only see 3D6 inches.
This will affect charging, shooting
etc. Initiative is reduced by -2 for
all leaping attempts.
7-8 Light Drizzle.
Commonplace and
has no adverse effects.
9 Showers.
Shooting is reduced by
1 to hit.
10 Torrential Rain.
All movement in
the open is reduced by -1. Fenland
movement is reduced by half.
Shooting is reduced by -2 to hit.
Initiative is reduced by -2 for all
leaping and climbing attempts.
11-12 Thunderstorm.
All shooting is
reduced by -2 to hit. Any warriors
in the open risk being struck by
lightning. On a roll of 5+, or 4+ if
above ground level or within 2" of a
tree, the warrior suffers D3 strength
4 hits with no armour save possible.
In each player’s recovery phase roll a D6, on a
roll of 1 or 2 reduce the current weather roll by
one (i.e. if you rolled a 7 – Light Drizzle and in
the recovery phase rolled a 2 then the roll is
reduced to 6 – Light Drizzle and Thick Fog) and
apply the new weather result for that turn. If
you roll a 5 or 6 then increase the weather roll
by one.
The Misty Isle of Albion
Shrouded by an impenetrable mist for aeons
the secrets of this inhospitable country are a
mystery. But the promise of untold treasures
and a powerful magic wrought by the mystical
Ogham Stones throughout the land lures the
unwary and the boldest of sea captains and
treasure hunters. Brave to face the perils of the
damned, the adventurers come, some to be
dashed upon the rocks or swallowed by a fog
from which there is no return. Others fall prey
to the island itself: the rolling fens,
impenetrable forests and dark quagmires
within which unmentionable creatures are
spawned. Yet there is more to this place, a
powerful magic, a sense of struggle of a time to
come so believe the soothsayers, and that the
fate of the Old World is somehow linked to its
mysteries…
Ogham Stones
These ubiquitous monoliths are the symbols of
power in the land of Albion. They are potent
magical conduits capable of channelling a
wizard’s strength to a horrendous magnitude.
In all battles in Albion there is a chance the
Special Rules
Weather
If the creatures of Albion and its inhospitable
countryside are deterrents to explore the land
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Out of the Mists
swell turning the air around him into a watery haze, his crew a desperate amalgamation of
terrified faces. He peered over the edge of the ship’s bough but could only see the black and
impenetrable gloom of the water. Whoever had fallen in would be making their peace with Sigmar.
"He is lost, drive on men or we’ll all be for that icy tomb!" Gant bellowed as his beloved ship
was battered to the brink of destruction.
Gant lashed his hand to the wheel with a strap of leather and felt the rain pound against his
body, screams of pain and defiance echoed through the storm behind him and he knew his crew
were suffering. The lightning split the heavens and illuminated the scene like some grim animation,
thunder deafened and the relentless water seemed to siphon away all but the strongest of resolve
into its depths.
An almighty crack sounded through the chaos. Gant turned and saw to his horror that the main
sail had collapsed onto deck, two men were crushed beneath and he could only watch as two
more were sent screaming overboard. Panic filled the crew and some of the men abandoned their
posts and prayed to Sigmar. Oars snapped and the thick coils that bound the sails tore free and
lashed about the deck like furious vipers.
"Sigmar preserve us!" one man cried, collapsing into a penitent heap on the slick deck.
"Hold firm men, hold firm or we’ll all be dead!" Gant tried to rally his men in desperation but
knew it was hopeless. Their will had been broken and the few brave souls left could not hope
to overcome the ferocity of the storm that beset them. Lightning cracked, thunder boomed and
the rain lashed down like blades. Gant could see a huge wave loom large and menacing ahead of
them, the frothing foam at its zenith reminded him of fangs, the blackness of the water a gaping
maw. He closed his eyes and gripped the silver hammer hung from a chain at his neck.
"Lord Sigmar protect us," he whispered, not even sure if the words had passed his lips.
Then, abruptly and mysterious all was silent…
Gant opened his eyes and realised immediately that the storm had abated, yet all around him was
an impenetrable mist the like of which he had never seen. It was disorientating and so thick that
Gant could barely see what was left of his crew a few feet away. Worse still was a feeling of
stillness, the water was like glass and an eerie graveyard silence pervaded the gloom. The ship
drifted onward of its own volition as if possessed and Gant felt as if he were trapped in some
daemonic void. For a moment he wondered whether they had all died and this was the afterlife.
In moments as abruptly as it had manifested the white mist evaporated and huge cliffs rose up
like stony monoliths around them. Captain Gant realised they had drifted into a cove and that at
least they were alive. For how long he did not know. The ship was all but destroyed; he was
amazed it was still afloat such was the damage wrought by the storm.
Gant had been a sea captain for as long as he could remember. He had sailed throughout the
Old World and beyond to some of the most inhospitable places capable of existing in the mortal
world. He had maps and charts to continents and islands that most people had never even heard
of, but this place…
"By Sigmar," he breathed, voice filled with trepidation, "where are we?"
warbands will discover an Ogham Stone.
Before each scenario (except The Ogham
Stones see below) roll a D6 on a roll of 4+ in
addition to other terrain place a single Ogham
Stone on the battlefield. Any spell caster within
2" of an Ogham Stone may add +1 to the roll
for casting spells whilst other wizards will have
their powers siphoned away and suffer a –1 if
the spells they are using are of a different
allegiance. If both wizards are within 2" of an
Ogham Stone then roll a D6 to determine who
receives the bonus.
5
M
an overboard!" the cry rang out from the masses. Captain Gant couldn’t tell whom, the rising
Out of the Mists
Fens
These are the dense areas of watery marshland
that are commonplace throughout Albion.
Fenland is difficult to traverse and can be
moved through at normal pace but warriors
may not run through it. Whilst traversing
fenland it is possible to get ‘bogged’ down. If a
warrior starts the recovery phase in fenland he
must roll a D6, on a roll of 1 he is bogged down
in thick mud and may not move this turn.
Fenbeasts
Wrought by magical rituals from the souls of
those slain in the marshes of Albion, the
Fenbeasts are unliving creatures formed from
the earth itself. If any warrior ventures into
fenland terrain they may disturb a Fenbeast.
Roll a D6 for each warrior within fenland or
within 2" of fenland. On a roll of 1 the warrior
has awakened a Fenbeast (do not roll for any
remaining warriors as there is only ever one
Fenbeast). The Fenbeast will appear within 2"
of the warrior. It will not move until the start of
the warband’s next turn and will always act in
this turn before the other warriors. It will
always charge or run towards the nearest
warrior. At the end of each turn roll a D6 for
the Fenbeast, on a roll of 1 the magic binding it
to the earth is weakened and it is slain. On a
roll of 6 it is filled with some unknown
Elemental Power and D3 of its lost wounds are
restored. The Fenbeast’s profile is given below:
Profile M WS BS S T W I A Ld
63055423 0
SPECIAL RULES
Fen-walker:
Fenbeasts may traverse fenland,
quagmires and any other difficult terrain as
open ground.
Fear:
Fenbeasts are horrifying creatures and
cause
Fear
.
Immune to Psychology:
Fenbeasts are not
affected by psychology and never leave combat.
Regenerate:
When a Fenbeast is in any form
of swampy terrain such as fenland or a
quagmire they will regenerate one lost wound
in the recovery phase on a roll of 4+.
Log Causeways
These crude bridges offer a route across
fenland areas. A warrior may only climb on a
log causeway at either end. Movement is
similarly restricted but there is no chance of
becoming ‘bogged’ down. If warriors are
fighting on a log causeway and one is either
Stunned
or
Knocked down
then they fall off the
causeway and into the fenland on a roll of 1.
Trees
Large imposing firs are common-place in
Albion. Large trees can be traversed in the same
way as climbing up floors of a building. Assume
all trees have two ‘floors’ and can therefore
accommodate two warriors. All the normal
advantages of being on higher ground apply.
Giants
Forged from the earth itself the Giants of
Albion are its guardians. They are powerful
creatures given to rage easily and often
rampage throughout the land to deter would-
be adventurer. Most of the larger Giants of
Albion slumber in caves and are seldom ever
seen by the eyes of man. Some of the younger,
more naive beasts are given to sleeping in the
open however, prey to monster hunters and
thieves, which is of course if the young Giant
does not wake.
It is possible that the warbands will encounter
such a creature as they explore the island.
Before each battle the player setting up first
rolls a D6. If he scores a 1 the warbands have
encountered a Young Giant. The player setting
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Out of the Mists
up first places the creature after both warbands
have set up and may not place the Giant within
6" of another model. Play then proceeds as
normal. The rules for the Young Giant are given
below:
Profile M WS BS S T W I A Ld
63055423 8
SPECIAL RULES
Slumbering Brute:
The Young Giant is
initially sleeping. In each player’s recovery
phase roll a D6, on a roll of 6 the Young Giant
awakes (add +1 to the roll for each model
within 2" of the beast, it instantly awakens if
attacked). The Giant’s turn is always before the
player’s who woke it. It will always move
towards the nearest model, charging if possible
but will not attack a Truthsayer or Dark
Emissary due to their close affiliation.
Fear:
Huge and obese the Young Giant causes
Fear
.
Enraged:
Waking from its slumber the Young
Giant is very mad and will therefore not Rout
for any reason.
Thickheaded:
The Young Giant’s skull is as
thick as a rock and as such it can never be
stunned, treat any stunned results as knocked
down instead.
Ungainly:
If a Young Giant is knocked down
roll a scatter dice to determine the direction it
falls in, then place the model on its back.
Any model underneath the
Giant must pass an
immediate
initiative test or
suffer a strength 5
hit as the brute
crushes them. The
Young Giant
automatically
picks itself up next
turn.
Rampage:
When
the Young Giant
attacks it is a
rampage of varied
assaults. Roll a D6
to determine what
it does.
1-2 Swipe.
Attacks as normal.
3-4 Stomp.
Makes a single attack at
Strength 7 inflicting double wounds.
5-6 Shout and Bawl.
All models within 4"
of the brute must pass an immediate
Strength
test or be
knocked
down.
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