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Scenario 066 – Multiply
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Sid Hale.
Edited by The Mordheimer.
Once
again another melee erupts in the streets of Mordheim. But not everything is as
simple as it seems. From within the streets comes a scream of pain, bellowing
from what seems to be a huge creature.
Terrain Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’ x 4’. Place a one story building in the center of the board.
Setup
All
players roll a D6 and whoever rolls highest chooses which warband sets up first.
Special Rules
Spawning Season!: Some huge, bloated, spawn creature; deformed and mutated
from too much exposure to Wyrdstone has decide to collapse in the center
building. Tiny spawn creatures have started to crawl out of the creatures skin
and wreak havoc in the streets. Nothing can
stop the spawn creature birthing; the mother spawn creature is too big and is
protected by its tough blubbery skin.
After each
game turn roll a D6, this many spawn creatures will appear from the center
building, each moving in a random direction for 2xD6”. In subsequent turns they
will move 2D6” towards the closest warband member, until they engage in hand to
hand. The spawn creatures have the stats of a Squigs (ignoring the stupidity
rules), modified and detailed below for convenience:
Little Spawns
M
WS
BS
S
T
W
I
A
Ld
2D6
4
0
4
3
1
4
1
5
Weapons/Armor: The Little Spawns
attack with their tinny, yet incredibly shard, teeth and claws.
Special Rules:
Movement: The Little Spawns do not have a set Movement characteristic
but move with an ungainly bouncing stride. To represent this, when moving
the Little Spawns, roll 2D6 for the distance they move. The Little Spawns never run and never
declare charges. Instead, they are allowed to contact enemy models with
their normal 2D6" movement. If this happens, they count as charging for the
following round of close combat, just as if they had declared a charge.
Starting the Game Both
players roll a D6. The higher player takes the first turn.
Ending the Game
The
game ends when one warband fails a Rout test. The routing warband loses.
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.
+1 For Leader
Recovering: Any leader recovering at the well gets +1
Experience.