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Scenario 090 - Beware the Plague
By Archeonicus.
Transcribed & edited
by The Mordheimer.
Historical notes: This skirmish was fought between Skaven
of Clan Pestilens and Disciples of Maldred. The Red Pox has killed more men in
Mousillon than any other predator to enter the city. The Knights searching for
the false grail, having taken up residence in the Palace District soon found
themselves faced with the curse of the ages. Skaven of Clan Pestilens sought to
drive the Bretonnians from the city by infecting them with the plague or by
outright killing them all. A skirmish was fought in the confines of the Palace
District where the Skaven could take advantage of the cover offered by the
largest buildings in the city, and the Knights were unable to make full use of
their mounts.
The defending
warband has recently discovered a rather well preserved building. The storeroom
still had plenty of edible things. But more important the Noble who owned the
big house had forgotten his treasure chest. Unfortunately, word has leaked out
about their find and warbands throughout the city are hunting them, determined
to take the treasure for themselves.
Terrain Each
player takes it in turn to place a piece of terrain, either a ruined building,
tower, or other similar item. We suggest that the terrain is set up within an
area roughly 4’x4’ (or 6’ if playing multiplayer). The centre of the board needs
to be consisting of two rather big buildings.
Warbands All the models in the defending warband must be set up within 6” of the
centre of the board. The attacking warband may set up on 2 sides if he wants to,
in multiplayer set up as normal.
Special Rules Defenders: One player is the defender, determined by rolling the dice.
Three of the defending warband’s Heroes carry 4D6 pieces of gold (his part of
the treasure) in a purse. If a Hero carrying money is taken Out Of Action, place
a counter, representing the purse he was carrying, on the ground where he fell.
Any Hero moving into contact with them may pick up this money. The money is in a
purse and will be determined after the battle has ended. Only when playing
multiplayer all heroes of the defending warband carry a purse.
Injuries: After the battle you may roll serious injuries as normal, any
Dead results will require an additional
2D6
roll on the Red Pox table
(below).
If the model was infected by someone who has died from a
Violent Death add a +2 to the roll.
Die Roll
Effect
1-2
Death: While the character is infected with
the Red Pox, his combat wounds are to severe and the disease does not
gets a chance to bloom on its victim. No further results.
2-4
Violent Death: The
character dies horribly from a combination of his combat wounds and the
Red Pox.
After
his death, his virulent condition has infected a random warband member,
that warband member roll on this table with +2 to the roll.
5-6
Weakened Survivor:
The character fights the Red Pox successfully and survives. The internal
battle has been intense and the disease has debilitated the character
heavily. The character will be –1T and looses a wound, only if he has
more then one.
7-8
Tainted: The Red
Pox has left the character tainted; he will cause Fear now (as if
Horribly Scarred) and suffers the permanent injury Old Battle
Wound.
9-10
Psychologically
Wounded: The character survives the ordeal with the disease, but he
becomes mentally unstable. The character needs some time to recover and
must misses one game and suffer a Nervous Condition.
11
Survival:
The character recovers from the Red Pox without any lasting ailments.
12
Full Recovery: The
character not only recovers from his ordeal with the Red Pox, but feels
hardened by the effect. Roll a D6, 1-4 character becomes Hardened, 5-6
character will gain +1T (this does not raise the race's max for T).
Starting the Game
Each player rolls a D6. The player rolling highest has the first, turn, and
order of play proceeds clockwise around the table (based on where players placed
their warbands) from there. So if the defending player has not the highest roll
he will be automatically last.
Ending the Game
Do not roll for Rout tests during this game. Instead, the game will last 8 turns
or until all the purses have been carried off the board, whichever comes first.
(in multiplayer use 10 turns) The warband that gets the most purses off the
table (or held by its Heroes when the game ends) is considered the winner.
Experience
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Survives: If a Hero or Henchman group survives the battle they gain +1
Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
+1 Per Purse. If a Hero is carrying a purse at the end of the battle he receives
+1 Experience per purse he carries.