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Scenario 071 – The Earth Trembles
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Graeme "WO2" Walker.
Edited by The Mordheimer.
An insane
warlock is causing mayhem from his nearby tower. Once a great wizard, this mage
has succumbed to the effects of Mordheim and the warbands have stepped into his
domain just as he has another destructive episode.
Terrain
Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’x4’. Place a wizard’s tower in the centre of the board.
Setup All
players roll a D6 and whoever rolls highest chooses which warband to set up.
Special Rules
Warlock's Attacks: Each even numbered turn, the warlock will emerge from the
top floor of his tower to cast one of his most nasty spells on the land he has
grown to hate. The spell causes the ground to split apart and open up great
bottomless crevasses. Each time the warlock casts this spell choose a random
table edge, then roll 4D6. This will be how far in inches the crevice starts
along that table edge. Then from the opposite table edge roll another 4D6 and
this will be where the crevice ends. From these two points, on each opposing
table edge, will be the gap for the crevice being 2” in width.
The Crevices:
Any model
within 1” of the crevice, when it appears must roll against their initiative.
Any model attempting to cross the gap must roll for Jumping Over Gaps, as in the
Mordheim rulebook. Any failures will see the model fall down the crevice and be
taken Out Of Action from the battle. The warrior will need to roll twice for their
injuries after the game. Any buildings touched by the crevice will collapse as
in the Burning Building rules (MISSING
REFERENCE)
Stopping
the Warlock: Each odd numbered turn, the warlock will re-enter his tower and
be out of Line Of Sight to models not in the same room as him. Thus the only way
to stop the crazed spells is to kill the crazed mage. The warlock has the stats
of a Hired Sword warlock but he only knows one spell.
Starting the Game Both
players roll a D6. The higher scoring player takes the first turn.
Ending the Game
The
game ends if a 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.
+2 For Killing the
Warlock: Any Hero earns +2 experience for killing the warlock.