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Scenario 015 - Grudge Match
By Mark "Rinku" Dewis & Archeonicus,
as appeared in
Archive Pestilens,
Transcribed by April "Undead Lady" Finnegan.
Edited by The Mordheimer.
Apart from the day
to day scrabble for wealth and power that drives the madness in Mordheim,
honor, lust, bravado, revenge or just plain hatred also play their part in
setting the stage for conflict and death.
For whatever reason,
two warbands will sometimes arrange their fight rather than leave it to chance.
They will gather in some relatively open spot and choose their champions; this
single combat will sometimes suffice to settle their differences, but more often
than not it will lead to a general melee...
Terrain Each
player takes it in turn to place a piece of terrain, either a ruined
building, tower, or other similar item. There should be a clear space
roughly 8-12" in diameter in the centre, representing the spot chosen for
the single combat. We suggest that the table is set up within an area
roughly 4' x 4'.
Setup This
type of challenge requires a certain amount of history between the warbands
involved. The scenario may only be played if the warbands have previously
fought a battle against each other.
One
player is required to challenge the other. He is designated the Challenger
and the other player is designated the Defender. If both challenge at the
same time, roll a D6.
The
Challenger nominates one hero to be his Champion. The Defender then
nominates one of his heroes to be his Champion. (Note that though the term
"Champion" is used here, a Mercenary warband is not required to send in one
of its heroes of that name and is free to send the Captain or a Youngblood)
In the event of a warband having no available heroes, a non-animal henchman
may be nominated. If a warband currently consists of only animals, it may
not challenge or be challenged (woof!)
The two
champions are then placed 5" apart in the centre of the table by the
Defender. The Challenger then places the rest of his warband behind his
Champion, no closer than 10" to either champion. They may be set up in
second floor buildings (for a better view, of course) but are required to
have a line of sight to both champions. The Defender then sets up his
warriors, following the same restrictions. Infiltration, Tactics and Hunch
skills may be used as normal, but not to reposition either Champion (this
may lead to a warrior starting out of sight of the Champions).
Special Rules None
.
Starting the Game
Each player rolls a D6. The higher rolling player takes the first turn,
which will also be the first Single Combat turn.
During the opening Single Combat, only the two Champions may move, attack or
cast spells or prayers. The Champions may not charge, attack or cast spells
or prayers on an enemy model other than the opposing Champion. Otherwise the
two models are free to move and fight as they see fit.
The Single Combat will normally continue until one of the
Champions is taken Out Of Action. However, there is the possibility that a
dishonorable or enraged warrior might break the truce, causing a general
fight to erupt. At the end of his Close Combat phase, the player rolls a D6.
If a 1 is rolled, one or more of his warband members are planning something.
His leader must make a Leadership roll in order for the Single Combat to
continue (this roll is voluntary). If a general fight beaks out, all
warriors may move, attack and cast spells normally. Note that it will always
be the turn of the other player if a player chooses to let a general fight
break out; this is a built-in incentive for the player to let the Single
Combat continue.
If the Single Combat continues to its conclusion, the warband
of the loser must make an immediate Rout Test due to the loss of morale from
losing their Champion. All warriors may now move, attack and cast spells as
normal. The side which won the Single Combat is heartened by the victory,
and will only have to test to rout after losing 50% of their warriors Out Of
Action. The side that lost the Single Combat, on the other hand, remains
demoralized for the rest of the game, and must test to rout each turn (it
may also rout voluntarily).
Ending the Game When one
of the warbands fails its Rout test, the game ends. The routing warband
loses and their opponents win.
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. A Hero earns +1 Experience for each enemy he puts
Out Of Action. This includes a Champion who puts the other Champion Out Of
Action in Single Combat.
+2 Winning Champion. If one Champion puts the other Champion Out Of Action
while the Single Combat rules are still in force he gains +2 extra
experience. This is in addition to any experience gained by a Hero Champion
for putting an enemy Out Of Action. A Henchman Champion who wins will add
the +2 experience to his group's total.