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KARAK AZGAL
RULES
SKIRMISHES
Dwarf strongholds
are like icebergs. The part which shows above
ground is small compared with the vast network of
tunnels, chambers and halls underground. Some of
the tunnels are just large enough for a dwarf to
walk upright but most of them are major roadways
where armies can pass. The tunnels delve deep
into the mountain and in the lower reaches they
are infested with Skaven and Goblins. Deeper
still the levels are stalked by creatures woken
from the sleep of ages by the Dwarfs in their
greedy delving for gold and jewels. It is in the
middle and upper levels where warbands meet. All
searching for the treasures they believe to be
hidden nearby.
TERRAIN
The skirmishes may
be fought in any part of the stronghold. Unless a
scenario states otherwise you can choose between
tunnels & rooms or open chambers. Tunnels and
rooms can be laid out using Warhammer Quest style
floor tiles or you can make your own. It is best
to aim for a complex grid like plan as that will
allow the most interesting battles. You may also
like to try the Tile Generator from Town Cryer 12
(see the Rivers of Blood article).
Alternatively the
chambers are vast spaces which can contain whole
armies. Some of them are even big enough for a
gyrocopter to fly! That space can be filled in a
variety of ways. Some chambers are like giant
rooms full of furniture whilst others contain
whole buildings like a small town. This can be
replicated on the gaming table by declaring one
or more table edges to be walls and hence
impassable, and filling the rest of the table
with ruined buildings just like Mordheim.
It would be interesting to mark a number of
doorways onto the table edges and insist that
warbands enter and leave by them. Use these ideas
to come up with your own scenarios. If you come
up with any interesting ones the Town Crier would
be interested to hear of them.
Many of the old
tunnels and chambers are in a ruinous state or
partly flooded. Before commencing a game you
should agree with your opponent any terrain which
is difficult ground or impassable. When using
floor tiles to represent tunnels remember that
corners will cut off lines of sight. Be sure to
agree whether the corner of a tile is the printed
area or the margin. Unless otherwise specified
tunnels of nominally 2" wide are tall enough
for large creatures such as trolls and ogres.
Horses may not be used as they will not go
underground. The Dwarfs used a type of pit pony,
which was trained to work in the tunnels and
mines.
FIGHTING IN
TUNNELS
For the most part
fighting skirmished in the confined tunnels of a
Dwarf stronghold follows the normal rules for
fighting in city streets. There are however a few
additional restrictions on movement:
Large Creatures.
Large creatures (Ogres, Trolls or Grungni forbid
- mounted models) can move and run normally in
rooms and halls but cannot run in tunnels as they
have to stoop. If they charge in a tunnel they
are limited to normal speed.
Flying.
Flyers may fly only in rooms and caverns where
there is more height. In tunnels they must walk
or if there is no normal move characteristic
corresponding to walking then half speed.
WARBANDS
There are several
new warbands written for this setting. History
tells us that Dwarfs, Skaven and Goblins will be
predominant but the lure of treasure has brought
adventurers from all over the Old World. It is
also likely that other warbands will have
wandered in or are searching for things more
sinister.
You may use the
new warbands written specifically for Karak Azgal
and all of the Mordheim warbands except Sisters
of Sigmar and any Elves.
The warbands may
hire any Hired Swords and Dramatis Personae
written specially for Karak Azgal and all of the
Hired Swords from Mordheim except the Elf Ranger.
Dramatis Personae from Mordheim may not be used
as they would have died nearly 500 years ago!
EQUIPMENT
The warbands may
purchase equipment in accordance with the
Mordheim rulebook. All of the equipment available
in Mordheim is also available here along with the
following additional items:
*****Equipment
is all to be confirmed with the warbands.
**************
Jezzail
175GC Rare 11, Skaven Clan Skryre only
Range 36",
Strength 5 Armour save modifier 3
The warplock
jezzail is a fiendish invention of the Skaven
Clan Skryre. It is a huge and long ranged
firearm, more like a small cannon than an
ordinary gun. It fires a special missile made of
warpstone, the unstable magic rock which gives
Skaven their power.
SPECIAL RULES
Move or fire: You may not move and fire a
jezzail in the same turn, other than to pivot on
the spot to face your target or to stand up from
knocked down.
Prepare shot: A jezzail takes a complete
turn to reload, so you may only fire it every
other turn.
Pick target: A model armed with a jezzail
can target any enemy model in sight, not just the
closest one.
Save modifier: Jezzails are even better at
penetrating armour than their strength 5
suggests. A warrior wounded by a jezzail must
make his armour save with a 3 modifier.
Assistant: A jezzail normally requires a
crew of 2 to operate. Any Skaven model may act as
the firers assistant providing he stays in
base contact. In the absence of an assistant the
remaining model can only carry the jezzail at
half speed and suffers a 1 penalty to hit.
Also if the pair is shot at the assistant will
always be hit first.
Pavise: If the
jezzail team has an assistant they may purchase a
pavise as described in Town Crier 7. The
assistant must carry the pavise even if he is a
henchman, but the team as a whole will move at
half the speed of the slower team member.
Karak Azgal Map
10+4D6 gc Rare 9
The Dwarf
engineers who built Karak Azgal would have kept
meticulous records and maps but they are long
lost. Some have attempted to make new maps of the
stronghold but the results are variable to say
the least. Use the rules for the Mordheim Map
from the Mordheim rulebook.
Fire Bomb
10 GC, Common for dwarves, rare 6 for others.
After Kargan took
control of Karak Azgul, many other dwarves came
to settle there with him, and began the long task
of restoring parts of the stronghold. One group
of engineers took over a section of caverns that
had once housed the Engineer's Guild Hall. In the
process of rebuilding, they also had to seal off
several tunnels that Skaven and Goblins had
created in the area.
In one of these
tunnels, the engineers found an oily liquid
seeping from a crack in the wall. This would pool
on the floor there. Being engineers, they
proceeded to collect some of the liquid in small
jars to experiment with. After an accident where
an apprentice engineer dropped a jar of the
liquid next to a fireplace, it was found that the
liquid was flamible and made a nice bomb. (It was
also found that the engineer in charge there
needed a new apprentice.)
The engineers have
collected a quantity of this oily liquid in small
jars and made some reasonable fire bombs with it
that they have provided to Kargan as part of his
arsonal. Kargan makes a limited supply of these
availible (for a price) to warbands who seek to
explore the ruins in search of treasure and
trouble.
Fire bomb
Thrown weapon. May only be used once.
Cost: 10 GC
Rarirty: Common for dwarves, rare 6 for others.
Range: 2 times strenght of hero throwing it.
(Cannot be used by henchmen.)
Damage: target takes D3 S3 hits, and everyone
within 2 inches must roll a 4+ on a D6 to avoid
taking an S3 hit.
Special Rules:
Failed Hit:
If the thrower of a bomb fails his "to
hit" throw, then the bomb will not go off.
He must then roll a D6 to see what happens.
1-4 - Its a Dud! - The
bomb breaks open but does not ignite.
5-6 - Ooops! - The bomb does not
go off or break open. It rolls D3 inches beyond
the target (stopping if it hits a wall or such).
Any hero may pick it up by ending their movement
in contact with it. They must wait for their NEXT
turn to use it. (Yes, the guy you threw it at can
now use it against you!) If the bomb goes off the
board, it is lost.
Limited supply:
Each warband may purchase at most D6 of these
bombs each game. While they may be saved from
game to game if not used, any one warband may
only posses at most 6 bombs (Kargan just
wont sell you more if you have that many).
Fire:
All hits caused are fire hits. In addition to
damage done, an area of fire 2 inches in diameter
is created that burns for d3 additional turns.
Anyone passing through that area will suffer an
S3 hit. Anyone stopping in the fire will suffer
an S4 hit each turn the fire burns. Optional fire
rules may also be applied if used.
Dangerous:
These bombs may be easily set off by any kind of
fire. If the model carrying a bomb suffers any
kind of fire hit, he must roll a D6. On a 4+, his
bomb(s) will explode. Play as if a bomb had been
successfully thrown at him.
***********************************************************************
SCENARIOS
Use the scenario
tables on page 126 of the Mordheim rulebook for
single player games and that in Chaos on
the Streets from Town Crier 5 or Best of
Town Crier. Instead of Scenario 4: The
Wizards Mansion use The Engineers
Workshop scenario here.
Whenever a
scenario refers to Wyrdstone just
read that as Treasure instead. All of
the scenarios can be played in open caverns as if
they were cities but some would also suit smaller
tunnels and chambers. You can decide which to use
with your opponent.
SERIOUS INJURY
CHART
Use the Serious
Injury chart on page 119 of the Mordheim
rulebook. As there are no Fighting Pits in a
Dwarf stronghold treat Sold to the
Pits as Hermit's Lair below.
Hermit's Lair
The Hero has been
found by a strange old creature who lives deep
within the stronghold. Some say that he is a
human and others that he is an Orc. Either way he
demands tat his victims do single combat with him
before they leave.
Use the profile
and equipment for the Pit Fighter hired sword.
Roll to decide who charges and resolve combat
normally.
If the Hero loses,
roll to see if he is dead or injured (on a roll
of 11 to 35 on a D66). If he is not dead then he
is thrown out of the lair without his weapons and
armour and can re-join his warband.
If he defeats the
Hermit he gains +2 Experience and can take 50 gc
worth of loot from his lair. He can rejoin his
warband with all of his armour and equipment.
INCOME
Use the rules on
page 134 of the Mordheim rulebook for exploration
and income. Treat any references to
wyrdstone as treasure. If
you roll doubles, triples etc, then refer to the Karak Azgal exploration chart.
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