Two Christmas Scenarios for Mordheim.

Seeing as it's allmost Christmas and all we didn't want to ruin the mood by killing each others on the streets of Mordheim, but still didn't want to miss out on a game night. 
So i desided to write a few new scenarios for our group to still be able to play the game and stick to the spirit of the season.
And here they are:



The Spirit of Christmas
Terrain
Each player takes its turn to place a piece of terrain, either a ruined building, tower, or other similar item. We suggest that the terrain is set up within an area roughly 4' x 4'.

Setup
Both players roll a D6 and whoever rolls highest chooses which warband sets up first. This warband is deployed within 8" of any table edge the player chooses. His opponent sets up within 8" of the opposite side.
Special Rules
Snowmen Counters: Once you have placed the terrain, put some Snowman counters on the tabletop to represent where the snowmen are. There will be 10 counters in total. Each player takes it in turn to place a counter. Roll a D6 to see which player goes first. The counters must be placed more than 10" from the edge of the table and at least 6" away from each other. Note that counters are placed before deciding which edge the warbands will play from, so it is a good idea to put counters towards the middle of the table. Warriors can carol for the counters simply by moving into contact with them. Roll 2D6 and consult the chart below.

2D6

2
The Snowman is rigged with explosives. The warrior suffers a Strength 3 hit.
3
There are yellow markings all over the Snowman; stories say that you should not to eat yellow snow.
4
Someone has placed gold coins as eyes for this Snowman. You find 2gc.
5-6
A regular Snowman, strangely he keeps his smile even though he’s in Mordheim.
7
This Snowman has a sort of necklace, who knows it might be lucky. The warrior found a Lucky Charm.
8-9
It appears that someone has been here before, as the Snowman is smashed to pieces.
10
The Snowman is dressed in some fancy clothes, worth about 20gc to the right merchant.
11
You hear a whisper in the wind. “On the second day of Christmas, my true love.. “
12
Merry Christmas! You have found the Spirit of Christmas!
Starting the Game
Both players roll a D6. The highest scoring player takes the first turn.

Ending the Game
The game ends when one warband finds the true spirit of Christmas or fails its Rout test. The routers automatically lose.

Experience
+1 Survives: If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+3 for Finding the True spirit of Christmas. The warrior who finds the spirit gets +3 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts Out Of Action. 







Snowball Fight!
Terrain
Set up all the buildings into a single street, with no gaps along the sides. Behind the buildings are impassable ruins, although the buildings themselves are still accessible. The only way out is along the street. The street may be as winding as you like and should not be too narrow to fight in, but can have narrow bottlenecks at some points. We suggest that the terrain is set up within an area roughly 4' x 4'.

Setup
Both players roll a D6 to see who sets up first. Whoever rolls highest chooses whether to deploy first or second. The warbands are deployed within 6" of opposite ends of the street.

Special Rules
No Backtrack: Neither warband can backtrack down the street to leave the battlefield via their own edge.

None Lethal: All Warriors have left their weapons back in the tavern for some snowball fun, during this scenario no one dies. Every warrior can throw Snowballs at their enemies, and a Snowball is presumed to have a range of 8” + the warriors’ strength. As for wounding your opponent, Snowballs is counted as Strength 2. In Addition, when scoring an Out of Action roll, the warrior is just left in place assumed to have been knocked unconscious by the Snowball and suffer no further injury in the Post game sequences.
Starting the Game
Roll a D6 to see who has the first turn.

Ending the Game
When one of the warbands manages to move all its remaining warriors out of the street via the opposing edge, the game ends and that player is victorious. Alternatively a warband who has all their warriors knocked unconscious has lost the battle.

Experience
+1 Survives: If a Hero or a Henchman group survives the battle 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 Escaping. The first Hero from either side (not both!) who exits via the opposing table edge gains +1 Experience.

 



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