If
you experience
difficulties with the
site's navigation
menus, please
CLICK HERE!
Scenario 019 - Rawhide
By Paul Smith,
as appeared in
Archive Pestilens,
Transcribed by April "Undead Lady" Finnegan.
Edited by The Mordheimer.
"Rollin' , rollin', rollin', keep them wagons rollin'"
Teamster's song
After the humiliating
defeat of the Merchant's play for power by supporting that damn woman, Lady
Magritta, for Emperor, the Merchant's guild have decided that money really is
the only way to gain power, so they have made a play for a controlling factor in
Mordheim. Merchants, being merchants, can't help but have huge teams of wagons
transporting things back and forth…mainly food and supplies, but on occasion
wagons are sent back to their safe houses around the Empire containing their
latest haul of Wyrdstone to sell. What better targets for a raid than a convoy
of these wagons.
After a while, the
merchants grew wise to what was causing their wagons to go missing and sent out
three or four teams at once. Only one contained any wyrdstone, the rest
contained a similar amount of rock to make them look as similar as possible.
That way the raiders had to choose between the wagons because it was unlikely
that all of them would be stopped, or even noticed. After all... the countryside
is a vast place.
Terrain As
this scenario is based outside of Mordheim there aren't any ruins I'm
afraid. All there is a road going across the table with sparse forest on
either side, with any hills you desire. Bear in mind that people will have
likely removed any obstacles from near the road to prevent ambushes by
raiders.
Setup The
raiders may set up anywhere within their half of the board. The wagons and
their outriders must enter from the opposite side along the road.
Before
the game starts the Marienburger player (merchant) has a choice. He can
either put his wyrdstone and remaining gold into one wagon of his choice and
gains vast profits at the end of the mission if it gets through (losing it
all if it doesn't), or having all the wagons empty and gain nothing extra at
the end. It's up to the Marienburger. Do not tell your opponent until after
the game though. This could be a good way to draw your opponent out during a
campaign and use it to deal some damage to him.
Special Rules
Wagons: This scenario uses the rules for wagons and horses from the
Mounted Warrior rules [wagon rules from
Wyrdstone Archive or the updates rules from
Empire in Flames supplement. Due to the marshy nature of the ground
any wagon moving on the grass instead of the road gains a -3M.
The
Merchants: (Marienburgers) have four wagons, each drawn by two horses
and three warhorses for outriders for this mission only. This means that the
Marienburgers are allowed to take 7 gang members. Those mounted on the
warhorses have been equipped with spears for this mission.
The
Ambushing Party: They are allowed to take all of their gang members
should they wish. The ambushers may spend any money they have left on horses
before this mission. They do not get a discount on, or free, horses
.
Starting the Game The
aim of the Merchants is to get the wagon containing the wyrdstone off the
table edge, preferably all the others too, to cut down on employee and stock
losses. After all loss means less profit as you find replacements. The aim
of their opponent is to stop these wagons, hopefully picking the right one.
Ending the Game If the
ambushers stop the wyrdstone leaving the table they gain whatever amount the
Marienburg player placed into the wagon (be honest with this… decide before
the game and stick to it!!). If the Marienburgers get the wyrdstone off the
table they gain 30% of whatever was in the wagon as they made a real killing
in the sale of it, i.e. if there was 100gc worth of wyrdstone in the wagon
you would now have 130 gold. Got it? Good.
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.
+1 Saving the Wyrdstone: The Marienburger leader earns +1 Experience is he
escapes off the boards with the Wyrdstone.
+1 Successful Ambush: The leader of the ambusher party earns +1 Experience
if they stop the Wyrdstone from leaving the board.
+1 Getting Away: Each driver that gets off the board with their wagon earns
+1 Experience.
+1 Stopping a Wagon: Each warrior that stops a wagon earns +1 Experience.