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Scenario 073 – Time Warp
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Graeme "WO2" Walker.
Edited by The Mordheimer.
On
entering the ruins of what used to be Mordheim’s centre of the Arts of
Magic, the destructive force of the meteor explosion intermingled with the
highly concentr5ated aura of magical energy has caused a disruption in the
time continuum in this area. The warbands involved are sucked into the
cosmic confusion and now face a battle they’ll never forget.
Terrain Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’x4’.
Setup Each
player has 3 of their figures (one is their Leader) deployed within 12” of
the centre of the board. Each player places a figure down alternately. A
counter for each other warband member is placed in the same area. All
counters need to look identical as no one can tell who each fallen member
is, thanks to the strong effects of the magic in this area.
Special Rules Time Warp:
Time
here seems to be going backwards, forwards sideways, even upwards! Each of
the warbands looks around to see that a lot of their comrades seem to have
already fallen in battle but are calling out for help. But time can be
altered by those presently not injured. If any figure comes into contact
with a counter roll randomly to see who comes back to the present (both from
your warband and any other warband). If it be a friendly model then the
recovered model may act as normal, but if it be foe consider the movement as
a charge. If only one figure from one warband is remaining on the board to
discover counters, then the next revealed counter, by that model, will
automatically be a friendly model. All Spellcasters gain +2 to their
Difficulty roll from the strong magical aura in this area.
Starting the Game Both players
roll a D6. The higher scoring player takes the first turn.
Ending the Game The
time continuum recovers for a moment enough for all warbands to flee the
area at the end of Turn 6 and any figures not recovered from having being a
counter are considered to be taken Out Of Action. No rout tests are taken
and the warband with the largest percent (rounded up) of figures recovered
on the board is the winner. If the amount is equal then no warband is the
winner and all are grateful just to flee the area.
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.