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SPECIAL SCENARIO:
Forgotten Honor v1.0
Dwarven
burial grounds are sacred to the Dwarves for the
noble dwarves who hath fallen in battle rest
here. It is a great woe to the Dwarves if the
burial ground is disturbed by intruders and will
fight to the death to defend there ancestors.
2-4 players
Terrain
Each of the
players take turns placing a piece of terrain,
They may place rocks corridors, if fighting
within karak azgal or tress and rocks if fighting
outside, similar items. I suggest that the
terrain be set up in an area roughly 4'x6'. You
should put a Building (temple) in the center of
the table. The objective of this scenario is to
take control of this building.
Warbands
One player is the
defender, determined as normal representing the
warband that reached the burial ground first.
However, if there is a Dwarf warband, they become
the defender automatically. The defender is
deployed first, inside or within 6" of the
objective building. The attacking warbands are
set up as normal.
In addition, for
each attacking warband beyond the first, the
defender rolls once on the table to determine the
additional equipment his warband gets to start
with. Each item may only be found once. If the
same number is rolled more than once, re-roll.
These items represent the findings of the warband
thus far and are meant to give the warband a
chance against multiple opponents,
Roll a D6
1-4 Lucky Charm
5 Gromril Armour
6 Dwarven great axe
All of the above
are described in the Mordheim rules, except for
the Dwarven Great axe, see new items.
Starting the
game
Each player rolls
a D6, the player rolling the highest has the
first turn and order of play proceeds clockwise
around the table.
Ending the game
The game ends when
all warbands, but one, have failed their rout
test. The routers automatically lose. If one or
more warbands have allied, they may choose to
share the victory and end the game.
Experience
+1 Survives:
If a hero or henchmen 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.
The Old Relics
At the end of the
game, the winning warband finds all of the items
on the table above which were not found before
the battle. In addition, roll on the following
chart to see what additional items the warband
finds in the temple. Note that youll roll
for each item separately, apart from crystals
(gold crowns), which are always found. For
example, you will need a 4 + to find a tome of
magic. Then roll to see if you find the Gromril
sword. Note you roll on the table once for each
hero not taken out of action during the game. If
you have 3 heroes, then you roll 3 times. The
maximum times you can roll is 6. If a Dwarf
player wins his does not pillage the sacred
ground instead every hero gets an extra exp point
and d3 x 10gc from the Dwarven Lord who sent the
player to protect it.
D6 Roll Needed
|
Item |
4+
|
D3 gems worth 10gc
each |
6+
|
Tome of Magic |
5+
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Gromril axe |
5+
|
Cloak of Mists |
3+
|
D3 doses of Healing
Herbs |
4+
|
Dispel Scroll |
Automatic
|
3d6 gold tablets
(Gold Crowns) |
Dwarven Great
Axe: Double handed weapon and counts as a
dwarven great axe
Cloak Of Mists:
Only a hero can have this item. There is an
additional 1 penalty for any attacks
against the wearer. There is also a 1
penalty to initiative when trying to spot the
wearer, if he is hidden.
Dispel Scroll:
(as in WD242). This scroll contains a powerful
counter spell. It may be read aloud immediately
after an opponent has successfully cast a spell
(but before results have been determined) to
negate its effects. When used roll a D6.
The enemy spell is cancelled on a roll of a 4 or
more. After one use, the scroll will disintegrate
and is useless. It may be traded for 25+2d6 gc.
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