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Scenario 063 – Locksmith
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Peter Ward.
Edited by The Mordheimer.
One of
the banks of Mordheim’s happier days has been rediscovered in the area. Along
with it has been found a safe, still intact and still very much locked. The
warbands have each found trinkets in their time wandering the streets and have
in their possession many keys that may come in handy one day. Maybe this day is
that day!
Terrain Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’ x 4’. Place a building in the centre of the board. This is the bank.
Place a counter inside the bank, representing the safe.
Setup
All
players rolls a D6 and whoever rolls highest chooses which warband sets up first.
Special Rules
Opening The Safe: One figure in each warband will be carrying a set of keys
on a chain. This set of keys can be passed onto another model, but only once per
turn. The set of keys can be used to try and open the safe if the model ends
their turn in base to base contact with the safe. Roll a D6 on the following
table (Halflings get +1 modifier):
D6
Results
1
A magical bond over the safe knocks the warrior off his feet and he
becomes Stunned.
2
An enormous old guard dog (stats of a Warhound) leaps from behind
the safe, and charges the model.
3
A spring-loaded dagger shoots out of the safe, automatically hitting
the model, doing ST 3 damage (with an armor bonus of +1 as a dagger
gives normally.)
4
A click from a mechanism inside is heard and a dart fires
automatically hitting the model, doing ST2 damage.
5-6
Hooray! The safe opens and the warrior finds the chest. The warrior
can carry the chest with one arm. The safe is now open and thus this
chart cannot be rolled on for the rest of the game.
The Treasure:
The
winner discovers the chest holds 6D6 gc and a Mordheim Map.
Starting the Game Both
players roll a D6. The highest scoring player takes the first turn.
Ending the Game
When
one warband gets the chest to safety, or a warband fails a Rout test, the game
ends. The victorious warband then gains the chest.
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.