Mordheim Scenario - Tomb Raid
 
 

 

 

 

 

 

 

 

 

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Scenario 046 – Tomb Raid

By Steven “Grafix” Gibbs,
as appeared in
Khemri, Land of the Dead
Transcribed by Graeme "WO2" Walker.
Edited by The Mordheimer.

The warbands have heard rumors of a tomb in the area with treasure. Each warband is trying to find it first and make it back out of the tomb alive.

Terrain
Use tiles to show the tomb. Place the Burial chamber in the center of the table and an entrance room one of the corners of the table. If more than two warbands are playing place as many entrance tiles as needed at the corners.

Setup
Roll to see who starts. Highest roll chooses starting tile.

Special Rules
Each warband is trying to get to the center chamber to get the treasure chest. Once there they must carry it out of the tomb and live. A figure must be in contact with the treasure chest for 1 turn to pick it up. Once carrying it you may move at half speed. If two people carry the chest they may move at normal speed. The other warband may stop them from escaping and take the chest for themselves. If you rout while carrying the chest you lose it.

Starting the Game
Roll to see who goes first. Highest roll starts.

Ending the Game
If a warband fails a rout test the game ends. If a warband takes the treasure chest and escapes they win.

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.

Rewards
T
he winner gets treasure of the following chart:

Item Result on D6
D6x10 gold crowns Automatic
D3 Gems (worth D6x5 gc each) Automatic
Random - roll 3 times on table below -
 Heavy Armor 1
 D3 Scimitars 2
 D6 Jambyias * 3
 Gem Encrusted Helmet (worth D6x10 gc) 4
 Shield 5
 Monkey's Paw * 6
 Magic Lamp ** 7
* See description below.
** See description below. Try to figure out how to roll a 7 on a D6 ;o)

Jambiya: The common curved dagger of Arabs.

Range Strength Special Rules
Close Combat As User +1 Enemy Armor Save
Special Rules:

  • +1 Enemy Armor Save: Daggers are not the best weapons to use for penetrating an enemy model’s armor. An enemy wounded by a dagger gains a +1 bonus to his armor save, and a 6+ armor save if he has none normally.
Monkey’s Paw – grants wishes per Lamp but have to roll once on the bad side. If you roll this item you must take it. Every two games you have it and don’t use it you have to roll on the bad side of the chart. You may not get rid of it unless you use it three times or roll “lose the paw”. After the third use it disappears.

D6 Good Bad
1 Gain D6 experience points Lose D6 experience points
2 Gain one skill from your skill list Lose one skill from your skill list
3 Gain D6x10 gc Lose D6x10 gc
4 Gain an extra Hero (Even if it is above your maximum) Lose a Hero
5 Gain an extra Henchman Lose a Henchman
6 Roll twice more on this chart Lose the Monkey’s Paw
Magic Lamp grants three wishes roll D6 on each chart. Each time you roll on the good side you have to roll on the bad side. You may also use your wishes to have the Jinn fight for you. Each time you do this you lose d3 x10 gc. If you can’t pay him, he takes one warrior at random for his slave.

D6 Good Bad
1 Gain D6 experience points Nothing happens
2 Gain one skill from your skill list Nothing happens
3 Gain D6x10 gc Lose D6x10 gc
4 Gain an extra Hero (Even if it is above your maximum) Lose D6 weapons 
5 Gain an extra Henchman Lose the Lamp
6 Roll twice more on this chart Nothing happens

 

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Last Modified : 21-Jan-2006 01:09 AM