has been discovered that leads into the crypts of the Rock and rumor of a
powerful magic tome has brought all manner of scum running like moths to a
candle flame.
This scenario can be played by up to four warbands of any
type and requires a referee.
Terrain
The referee sets up the board in a town-like setting with narrow streets in an
orderly arrangement (the more adventurous amongst you could use the rules for
fighting underground from TC 17. The referee should place as many markers to
represent sewer gratings as there are attacking warbands equidistant apart and
then note down which building/room contains the magic tome.
Setup
The invading warbands set-up their entire warband wherever the referee places
them, subject to the scattered placement of the sewer grates. The referee should
take care that warbands start no closer than 12” of each other.
Special Rules
Sisters of Sigmar: On the referee's turn (after all the other players have
moved) he rolls a D3. This indicates the number of basic Sisters of Sigmar he is
allowed to put into play. He is allowed to place these patrolling Sisters
wherever he wishes but no closer than 8” to a member of an attacking warband. He
is only allowed to put a maximum of two Sigmarite Matriarchs into play during
the battle. All the Sisters are armed with either two Sigmarite Warhammers or a
Sigmarite Warhammer and a steel whip (the referee may decide which but has to
declare what they have when they are placed.) The Matriarchs have one randomly
selected prayer (generated by the referee) and heavy armor (as well as any
weapons already stated.) The Sisters never rout and automatically pass any Fear
test or All Alone test they are required to make due to a combination of their
fanaticism and being within the hallowed ground of their abbey.
A Sister of Sigmar warband (if one happens to be playing) in
this scenario has the special ability to set wherever they wish as they are here
because they also heard rumors and wish to stop the heathens from stealing the
magic tome. They are able to conscript up to two Sisters from each patrolling
band they encounter as long as it is not lead by a Matriarch. They are then able
to control the Sisters – not the referee. To do this, the player’s Matriarch
must pass a Leadership test for each Sister she wishes to conscript as she is
trying to convince them to follow her.
Looting: A member of any warband (apart from Sisters of
Sigmar) may spend an entire turn doing nothing when in a building/room searching
(this means no moving, fighting or casting magic). At the end of his turn the
player may then roll a D6 for each member of his warband that is searching and
consult the following table:
|
D6 |
Effect |
| 1-2 |
Nothing of any value. |
| 3-4 |
Blessed Water |
| 5 |
Any common item from page 146 of the Mordheim rulebook. |
| 6 |
Holy Relic (after the game any chaotic or evil warband may choose to
desecrate the relic and gain an unholy relic. To do so the leader
must pass an Initiative test.) |
The Objective Building: When a player finally reaches
the objective building where the tome is being held, the referee is allowed to
automatically set-up 2D3 Sisters in front of the warband that are the keepers of
the book. They my charge automatically but may never move further than 12" from
the objective. These Sisters are subject to frenzy. They will not attack a
Sisters of Sigmar warband but will demand confirmation of their authority to
take the tome. The Matriarch of the Sisters warband is allowed to make a single
Leadership test each turn and if successful the Sisters guarding the tome will
hand it over to their care.
Any warband may rout at any time as long as they have lost at least two members.
Starting the Game
Each player rolls a D6 with the highest scoring player taking the first turn.
Ending the Game
The game ends automatically when a warband manages to defeat the Sisters
guarding the tome ad leave the building (as they are able to readily find a
sewer grate anywhere and get away). Any warband may rout at any time as long as
they have lost at least two members.
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 extra Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts
Out Of Action.
+1 for capturing the Tome. Any Hero or Henchman who leaves the board with the
magic tome gains + 1 Experience.
Rewards
- The book is a tome of magic that allows the user to gain
two spells from the lesser magic list or two new spells from his own list or
any combination thereof.
- Any warband is able to use the tome except for Sisters of
Sigmar & Witch Hunters (it is considered heresy.) Also any warband
containing a priest of Morr is unable to use the book.
- The Sisters gain 100 gc (a tithe from high up for a job
well done) and +2 Experience points for the Matriarch. Also, any Sisters
they conscripted during the battle may join the warband permanently (as they
are impressed with the Matriarch's Leadership) along with whatever weapons
they had.
- Witch Hunter warbands and any warbands containing a
priest of Morr destroy the book and gain +D6 Experience points to distribute
amongst the warband. Due to their hatred of the Sisters, Witch Hunters earn
+2 Experience for every Augur and Matriarch that they take Out Of Action.
They also gain 50 gc (money for a job well done from high up.)
- Other warbands may use the book as they wish. Warbands
may roll for warbands as normal.