The tall ruined
buildings of Mordheim are home to many strange and fantastical creatures.
Occasionally the warbands of Mordheim will attempt to discover the treasures
that are contained in the lairs of such creatures.
A group of 3 Harpies have
nested in one of the tall buildings and their scavenging and attacks on
unfortunate warbands has ensured a sizable stash of valuables. In fact, the
harpies have been nesting on some rather sizable shards of wyrdstone closely
resembling eggs of a sort. Partially due to their maternal instinct and probably
due to the corrupting influence of the wyrdstone the Harpies have grown
extremely protective of their nest and will guard it to the death if need be.
Terrain Normal set up rules
apply but set one of the taller buildings (6 inches or greater) in the
centre of the playing are. This will act as the nest for the harpies.
Ladders may be placed in nearby buildings but none in the building occupied
by the Harpies.
Set-Up Roll a d3 to
determine how many Wyrdstone shards are included. The nest is also full of
various items. The winning warband may roll on the chart provided to
determine what is contained in the nest. The Harpies go first before any of
the warbands.
Special Rules Harpies: The harpies are jealously protective of the wyrdstone in
their nest. If any model approaches within their charge range than they will
charge. The harpies will try and coordinate their attacks so at least one
stays back and protects the nest. Therefore, a Harpy may disengage from a
fallen enemy model if there is an opportunity for one of its companions to
charge another model.
Profile
M
WS
BS
S
T
W
I
A
Ld
Harpies
4
4
0
4
4
2
2
2
6
Weapons/Armor: Harpies have talons and are accustomed to fighting
unarmed and wear no armor.
Special Rules:
Fly: A Harpy may fly up to 12 inches. After the movement phase
the model is assumed to be landed and may be charged. If on the ground, a
Harpy may make a full movement and then use its wings. Any model that it
comes into contact in while flying is considered a charge.
Talons: Harpies have talons and are accustomed to fighting
unarmed.
Drop Attack: If a Harpy is successful with both attacks in the
first round of combat than the harpy has successfully grabbed on to her
enemy and swoops back up in the air to drop the model allowing gravity to do
the work instead. The attacks themselves do not wound but the person
controlling the harpy immediate rolls a D6 and a scatter dice. That is the
distance and direction from the place where the attack took place that the
model will rest. Next the player controlling the harpy rolls another D6.
This is the distance from which the model has been dropped. The result is
the strength of hit (Str 1 to Str 6). Falling rules apply. Therefore the
model will suffer a d3 number of Str D6 hits. If a model falls into a
building than count the fall to where they land and then determine if the
model falls again if it is within 1 inch of the edge of the floor. Any model
that is struck by the dropped model will suffer a S3 hit. Large targets may
only be dropped a d3 inches since their size and weight make them more
difficult to pick up. Once its opponent is dropped the Harpy may continue
flying and return to the nest, preparing for another attack. Models that are
stunned or knocked down will not be charged as it is too difficult for the
Harpy to fly that close to the ground and do a drop attack.
Will Not Rout: The Harpies have mistaken the wyrdstone in their
nest as Harpy eggs and will fight to the death to protect them.
Harpy Nest Contents: Besides the wyrdstone the
following items may be in the Harpy Nest.
Item
Results D6
D3 Swords
6+
D3 Helmets
5+
D3 Shields
4+
Lucky Charm
3+
Straggler*
5+
Wolf Cloak
6+
D3 Gems
(worth 10 gc each)
3+
Ithilmar Sword
6+
Heavy Armor
5+
Jeweled Dagger
3+
2D6 Gold
5+
* Same as Exploration
Phase
Starting the Game The Harpies go
first before any of the warbands. Then roll a D6. The player rolling highest has the
second turn and order of play
proceeds clockwise around the table (based on where players placed their
warbands).
Ending the Game The warband who
does not rout is considered the winner. If all three harpies are not taken
out of action before the other warbands have routed than no one receives the
rewards from the nest
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 (this
includes Harpies) he puts
Out Of Action.