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Scenario 072 – The General’s Daughter
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Graeme "WO2" Walker.
Edited by The Mordheimer.
A
well-respected General has put a bounty on the thugs who have kidnapped his
daughter and whisked her off into the streets of Mordheim. Many have heard the
screams of the woman and seen her being chained by two large Minotaurs onto a
post. Both warbands have come together, both in desperation for the reward and
to fight what looks to be a formidable foe.
Terrain
Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’x4’. The post with the distraught daughter is placed in the centre of
the board, as are the two Minotaurs.
Setup Both
warbands begin on the same table edge, but must be at least 8” away from each
other.
Special Rules
Freeing the Captive: Both warbands will not attack each other until the
General’s daughter has been taken from the post. A member of the attacking
warband may attempt to break the chains of the General’s daughter by charging
directly next to the model. Treat this as a charge against the chains. Hits made
in close combat with the chains are made automatically. Treat them as an object
with 1 wound and a toughness of 4. Once a wound is scored against the chains,
they are considered shattered and the daughter will stay in base contact with
her rescuer.
Trouble, With Horns:
Both
Minotaurs will charge towards the nearest enemy and will return the daughter
back to the post if they come into base contact with her. Use the stats for the
Minotaurs from the Beastmen warband, reproduced below for convenience.
2 Minotaurs
M
WS
BS
S
T
W
I
A
Ld
Sv
6
4
3
4
4
3
4
3
8
5+
Weapons/Armor: Each Minotaur is
equipped with 2 Battle Axes and Heavy Armor.
Special Rules:
Fear: Minotaurs are huge, bellowing monsters and cause Fear. See
Psychology section for details.
Large Target: Minotaurs are Large Targets as defined in the
shooting rules.
Bloodgreed: If a Minotaur puts all of its enemies Out Of Action
in Hand-To-Hand combat, it becomes Frenzied on a D6 roll of 4+.
Starting the Game Both
players roll a D6. The higher scoring player takes the first turn. The Minotaurs
always go last.
Ending the Game When
the General’s daughter has been carried off the board or 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. +3 For Rescuing the
General’s Daughter: The General will personally train the Hero who returns his
daughter off the board.