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Since the mighty catastrophe of Mordheim in the Year of Our Lord 2000, the once proud city has become a forum of evil. Not to mention a forum of treasures. This, after all, is the reason why hundreds of warbands have flocked to the outer borders of the Empire, leaving their settings and their families in the favor of gold. But the warbands are not the
only visitors. All creatures of evil seem to go there, apparently attached by
the chaos and darkness that rules in the inner ruins, as well as some of the
mighty Wizards of Darkness. Here and there the purple flag of Shyish, the
Scythe, waves in the wind high above a mighty tower rules by an Amethyst wizard,
and the wizards of the Dark Gods establish their chambers there too where they
can study their evil books and magic in the right atmosphere. However, it is not that easy just to go and open the door into the tower itself. More often than not warbands lie hidden in the ruins around the tower, waiting for the next warband that appears.
Terrain The rest of the battlefield should be covered by ruined buildings, terrain and obstacles that the ambushers can hide behind. Check out the map and see my version of the battlefield!
Setup The ambushers must be deployed adjacent to the table edge and out of line of sight of the treasure carrying warband. They may be deployed in buildings too, if any buildings are adjacent to the table edge. The ambushers must deploy first followed by the treasure carrying warband.
Special Rules
Chests: Roll a D6 for each Hero that appears: On a roll of 6 that
model has brought with him a smaller chest of treasures that is represented
by a counter. You could use one of the plastic chests from the Mordheim
boxed set, or you can make your own. Magical Curses: All the Heroes that have searched the Wizard's Tower for treasures are carrying an evil kind of magical curse from the tower. Place a Curse counter beside each Hero as they appear. If a Hero is Knocked Down or Stunned, roll a D6 on the table below.
The Heroes can shake off their curses by defeating an opponent. If either they Knocked Down, Stun or put an opponent Out Of Action then the curse will be given to the opponent instead! If the model is suffering from any curses then (such as the Bound curse), then they will immediately lose it. This is the only way of getting rid of a curse - neither priests nor wizards can help on this point! Starting the Game The ambushers will get the first turn. This represents the surprise that will meet the treasure carrying warband once they leave the tower.
Ending the Game
Experience
Treasures After the battle it is not possible to search the ruins for any useful things. No one dares to enter the cursed fields of the Wizard's Tower anymore! So no Exploration rolls are made.
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