This is a scenario best played among two players. An arbiter
is not required. One player will be the escort (defender) while the other will
play the role of the robber (attacker.) Each player must attempt to get away
with the booty! The players should be divided in two groups, Witch Hunters and
Sisters of Sigmar. Read the following to each player.
Background
The Escort (defenders): You have been contacted by a group of wealthy
Marienburger’s merchants to escort the final removal of some of their property
off the City of the Damned. While most of their possessions had been already
moved outside the city, they were informed that a chest containing some
important merchandize was unaccounted for. The mercenaries that were
commissioned to recover their property had been decimated, so reinforcements are
needed to safeguard the delivery of the merchandize to the docks, for its final
voyage.
Your mission is to deliver the cargo to the ship, and insure
that it leaves port safely. You will be handsomely rewarded for your work.
The Robbers (attackers): Unlike most rumors you have
heard, there has been slight confirmation that a huge piece of wyrdstone that
was recently discovered is about to leave for Marienburg. The merchants had
hired an army of mercenaries to make sure the rock manages to get in one of
their boats, and safely navigate out of the harms way. Anyone, including the
wealthy merchants will pay handsomely for such a rare find.
Your mission is to intercept the cargo before it leaves the
port, either in land or in the water. You and our group have decided is time for
the Marienburgers to spread the wealth… toward your pocket!
Terrain
The terrain for this scenario should be placed in a table roughly 4’ x 4’. Along
one of the table edges should be a 6” water zone, immediately followed by some
docks and the rest by regular ruined buildings. A merchant boat, La Luciernaga,
should be large enough to accommodate several models inside, will be placed in
the water edge at a later time.
Setup
Each player will roll a D6. Whoever rolls higher deploys within 8” of one of the
corners (opposite side of the river). The other player will deploy within 8” of
the opposite corner, in the same side of the table edge.
Special Rules
La Luciernaga:
The Firefly was named for its history of burning in flames after every
combat, yet somehow being repaired and submitted to even hazardous duties
after. The merchant boat will always be controlled by the Escorts.
- Deployment: After the 3rd turn, La Luciernaga will
arrive on roll of 4+ on D6. It should be deployed on the table edge
waterfront, in the opposite corner of Escort deployment zone.
- Navigation: La Luciernaga will always move towards
the opposite edge (i.e. left to right) attempting to intercept the Escort.
- Movement: The merchant ship may not move the turn
it is deployed. After that, the Escort player may move the ship up to 8” per
turn, with a minimum of 1”. Notice that there is no way for La Luciernaga to
turn back, so the Escort player must calculate and strategize with the
ship’s movement.
- Cannon: La Luciernaga may fire its only cannon once
per game. Treat as a blunderbuss.
- Crew Defense: Only a lunatic sailor would sign up
to bring a ship to Mordheim. If the crew is attacked, they will escape by
jumping to the river Stir. Unknowing to them, the monstrosities in the river
are as bad as the ones on the city. They will die miserably.
The Merchandize: The Escort is to carry a heavy
(locked) chest to the merchant ship. Place a counter (or a terrain piece) to
mark the chest location. Anyone can carry the chest, but may only move at
half speed and may not run nor charge (they may defend if attacked.) Two models
may carry the chest at the same time for their full movement rate. If the
carrier is taken Out Of Action, then anyone in base contact with the chest may claim
possession of it. Once the Escort leaves the chest on La Luciernaga’s deck, and
no Robber in on board, the ship leaves towards the nearest edge on the next turn
and the game is finished. The Escort will disembark when is safe, outside
Mordheim!
No Rout Test: Greed is a powerful motivator! No rout
tests are allowed in this scenario. If a player wishes to leave combat, it must
do so by moving each model to the table edge.
Starting the Game
The Escort will take the first turn.
Ending the Game
When one of the warbands manages to either eliminate the other, the Escort
manages to take the chest to La Luciernaga and it leaves the table or the
Robbers take the chest out of the board by the table edge opposite to the
waterfront the game ends.
Experience
+1 Survives: If a Hero or Henchman group survives they gain +1 experience.
+1 Winning Leader: The Leader of the winning warband gains +1 experience.
+1 per Enemy Out Of Action: A Hero earns +1 experience point for each enemy he
puts Out Of Action.
+1 for Taking the Booty!: The Heroes carrying the chest to their respective goal
earns an additional +1 experience point.
Treasure
Escort: Payment after delivering the goods to safety is determined by
rolling a D6:
| Item |
Result on D6 |
| 4D6 gold crowns |
Automatic |
| D3 Pieces of Wyrdstone |
5+ |
| Special Map : |
5+ |
| Merchant Note ** |
4+ |
| Lucky Charm |
3+ |
* One dice may be re-rolled on the next Exploration phase.
** On the next attempt to find a Rare Item, you may add +2 to the roll.
Robbers: The treasure contains “useless” paperwork,
which can incriminate a powerful merchant house in a major financial scandal.
You may ransom them, and your earnings can be determined by rolling a D6:
| Item |
Result on D6 |
| 2D6 gold crowns |
Automatic |
| D6 Pieces of Wyrdstone |
5+ |
| Special Map : |
5+ |
| Merchant Note ** |
4+ |
* One dice may be re-rolled on the next Exploration phase.
** On the next attempt to find a Rare Item, you may add +2 to the roll.