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Scenario 026 - The Undead Garden
By Tom Bell,
as appeared in
Brahm's
Book.
Transcribed & edited by The Mordheimer.
Rumors abound in dark taverns and unlit alleyways of the
restless garden. Many have been lured by the promise of lost treasure and
abundance of wyrdstone, but few, if any, return. Ghouls, zombies and skeletal
warriors prowl the once-beautiful palatial gardens, hungering for flesh and
destroying any that fall within their cold reach. Chaotic magic rules here, and
horrible, bone-chilling screams emanate from the haunted grounds with terrible
regularity. Still, adventures and fools alike are drawn to it like a moth to
flame, seeking riches, glory, and the honor of finally cleansing the Haunted
Gardens of Mordheim.
This scenario can be played by up to four warbands of any type.
Terrain
There is one spawn-site for each warband in-play. Players take turns placing a
spawn-site each, and subsequently any terrain pieces (towers, hedges, ruined
walls, etc) until the board is full. It is recommended to play this scenario on
a 4' x 4' table.
Setup
Each player rolls off. The highest roll chooses which section of the bar they'd
like their warband to start in. The deployment zone is 4 inches by 4 inches
square, with exceptions made only for terrain that is in-place, or if it is
impossible for the player's entire warband to start within that area. Players
should try to stick as close as possible to the deployment zone while placing
their characters.
Special Rules Restless Dead: After all of the warbands have had a turn, there is an
undead turn. Each player is to roll a D3+1 and place that many undead zombies at
their respective spawn-site that they had placed. These restless dead move in
random directions, and will charge anything (other than other restless dead
models) within range.
Restless Dead
Vampires lead the Undead in their search for the magical stones that will give
their master the power to conquer the Empire. Although but pale shadows when
compared to the dread Vampire Lords, the immortal servants of Vlad are still
some of the most powerful creatures who fight in Mordheim. Most of them serve
the undying count of Sylvania, but some have found the city to their liking, and
have become independent.
M
WS
BS
S
T
W
I
A
Ld
Sv
4
2
0
3
3
1
2
1
5
5+
Weapons/Armor: Vampires may be
armed with weapons and armor chosen from the Undead Equipment list.
Special Rules:
Cause Fear: As with
all undead models, the restless dead cause Fear.
Can't Run: Being
dead has it's drawbacks, one of which is that you are none-too quick on
your feet. Restless dead cannot run, but they can charge as normal.
Nuttin' but Skin 'n
Bones: The restless dead have shambled around since Sigmar passed
his judgment upon Mordheim. Their flesh is like paper, all organs and
muscles have long-ago rotted away. Only the powerful workings of Chaos
have kept them from the everlasting embrace of death. Restless dead have
an armor save of 5+ against any non-bludgeoning weapon, regardless of
critical hits. They will therefore always gain a 5+ armor save against
any weapon other than hammers, maces, etc, regardless of strength or
damage modifiers.
Starting the Game
The players each roll a D6 to determine who goes first. Play proceeds clockwise
around the table
Ending the Game
The game ends when all warbands but one have failed their Rout test. Warbands
which rout automatically lose. If one or more warbands have allied when the
other warbands have all routed, they may chose to share the victory and end the
game, or they may continue the game until one warband is victorious.
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.
Special Exploration Phase Rules +1 Exploration Dice for Every Restless Dead Removed From Action: These
are substitution dice, and a player cannot exceed the amount of exploration dice
they would be allowed to use regularly. This represents the treasures found on
and around the corpses of the foul undead. A player would roll the regular
amount of exploration dice allowed, set them aside, and then roll all of the
bonus dice separately, thus allowing a higher exploration score to be
substituted in, and possibly turning doubles into triples, etc.