Mordheim Scenario - I Dream of...
 
 

 

 

 

 

 

 

 

 

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Scenario 060 – I Dream of...

By Ross "Pancreas Boy" Franks,
as appeared in
Pancreas Boy's Wyrdstone Shards
Transcribed by Peter Ward.
Edited by The Mordheimer.

Rumors have been circulating of a magical lamp containing a powerful genie who will grant certain wishes. It has been found not 2 blocks away. No one wastes time and rushes for the area, only to find a peasant boy already in possession of the lamp. But no peasant boy is going to get in the way of greed!

Terrain
Each player takes it in turns to place a piece of terrain set up within an area roughly 4’ x 4’. Place a figure representing the peasant boy in the middle of the board.

Setup
Each player rolls a dice. Whoever rolls highest chooses who sets up first. Both warbands start opposite each other.

Special Rules
The Peasant Boy: Lamp is being carried by a peasant boy has the stats of a Youngblood with a dagger. If attacked, he will summon the genie to defend himself if attacked (i.e. makes a wish). If the peasant is killed the genie returns to the lamp and the attacker may pick the lamp and take possession of it.

The Peasant Boy

M

WS

BS

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A

Ld

4 2 2 3 3 1 3 1 6
Weapons/Armor: The peasant boy is armored with a dagger.

The Genie: The genie can be summoned in the movement phase of the user via a wish. To make a wish roll a D6 on the Wishes list.

The Genie

M

WS

BS

S

T

W

I

A

Ld

Sv

6 5 - 4 4 2 5 2 3 5+
Special Rules:

  • Large Target: The Genie is a Large Target as defined in the shooting rules.
  • Refuse to Grant Wishes!: If taken out of action it returns to the lamp and will not grant wishes to the last model that asked it to attack.
Wishes: The Genie will only grant one wish per turn. Each time a wish is made it negates the previous wish of the genie. A genie will only defend itself if charged unless wished to attack.

D6 Battle Wish
1 Give me the protection of a 1000 shields – A 3” radius magical field appears over the wisher. All missiles except magic missiles bounce off the field unable to hit those within.
2 Give me the might of a dragon – The wisher now causes terror (fear but at a 3” radius).
3 Give me the defense of a fort – The wisher now has an additional armor save of +3.
4 Attack! – The wisher tells the genie to specifically attack a certain member from another warband.
5 Give me the strength of a giant – The wisher now has a S6.
6 Make me the best swordsman ever – The wisher now has an additional +3 to their WS.

Starting the Game
Both players roll a D6. The highest scoring player takes the first turn.

Ending the Game
The game ends when one warband fails its Rout test. The routers automatically loose.

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.

Post-Battle Wish
One hero of the winning warband gains 1 wish from the genie before it disappears along with the lamp, roll a D3:

D6 Final Wish
1 Give me knowledge – The hero gains an extra +2 exp.
2 Give me fortune – The hero gains an extra dice* when rolling on the exploration chart.
3 Give me items of wonder – The hero gains a random magical item.
* Remember that you may only have up to six dice on the Exploration chart. Player chooses which six to keep.

 

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