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NEW SCENARIO:
THE ENGINEERS WORKSHOP
Replaces
Scenario 4 from the Mordheim Rulebook
The Dwarf
Engineers Guild is a remarkably
conservative group. Despite such novelties as the
Flame Cannon and the Gyrocopter, the elders frown
on new developments and innovations. For this
reason, many engineers choose to work alone and
in secret. This must have been the abode of a
Master Engineer. The workshop, offices and
storerooms have been sealed with strong runes and
have survived almost intact.
Terrain
Each player takes
it in turn to place a piece of terrain, either a
ruined building or other similar item. We suggest
that the terrain is set up within an area roughly
4 x 6. The first building should be
placed in the centre of the table, and the object
of the scenario is to take control of this
building.
Warbands
One player is the
defender, determined as normal (see Attackers and
Defenders in the Chaos on the Streets
article), representing the warband that reached
the workshop first. The defender is deployed
first, inside or within 6" of the objective
building. Then the attacking warband is set up as
normal.
In addition, for
each attacking warband beyond the first, the
defender rolls once on the table below 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 one,
re-roll. These items represent the findings of
the warband thus far and are meant to give the
warband a chance against multiple opponents.
D6 Roll Item
Found
1 Automaton
2 1D3 doses of healing herbs
3 1D3 flasks of Bugmans Ale
4 Luck charm
5 Holy (Unholy) Relic
6 Cathayan Silk Cloak
All of the above
are described in the Mordheim rules except for
the Automaton. For rules on the Automaton, see
new items below. A flask of Bugmans Ale
works the same as in the Mordheim rulebook but
there is only sufficient for one warrior (hero or
henchman) to drink.
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 (based on where players placed
their warbands).
Ending the Game
The game ends when
all the warbands but one have failed their Rout
test. The routers automatically lose. If one or
more of the warbands have allied, they may choose
to share the victory and end the game.
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 gains +1 Experience.
+1 Per Enemy out of action.
Any Hero earns +1 experience for each enemy he puts
out of action.
Engineers
Treasure
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 workshop. Note that you will need to
roll for each item separately, apart from the
gold crowns, which are always found. For example,
you will need to roll a 4+ to find the
Engineers notebook. Then roll to see if you
find the gromril sword and so on.
Item Found D6
Roll Needed
3D6 gc Automatic
D3 gems worth 10 gc each 5+
Engineers notebook 4+
Gromril sword 5+
Widget 4+
Brace of pistols 4+
Dispel scroll 5+
New Items
Automaton: Use
the stats and special rules for a zombie with +1S
and +1T. The Automaton is an ingenious mechanism
roughly in the shape of a man. It will follow the
instructions of the defending warband but will
not leave the vicinity of the workshop for any
reason, even after the game, (ie it will stay
within 6" of it). The Automaton may
obviously not be traded.
Engineers
Notebook: To the casual observer this looks
just like a battered old notebook, filled with
strange writing. One of your heroes may study the
Engineer's notebook, and the extra knowledge he
gains will enable him to choose from Academic
skills whenever he gains a new skill in addition
to those skills normally available to him.
Widget:
Dwarf Engineers use many strange tools for which
ordinary folk have no name. This one obviously
serves some obscure function for the engineer but
is useless to everyone else. Nevertheless you
take it and it can be traded for 10 gc. If the
warband who finds it includes an engineer, he
will keep the widget until he can work out what
it is for.
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