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As it so happens, one foolhardy merchant has put himself in quite the predicament having let down two of the most influential statesmen controlling the area around the city of Mordheim. For him, nothing but a disastrous fate awaits him in the country, so he’s immediately sent out for the most notorious of warbands to come and look after him until allies from east are able to safely escort him out of the kingdom. The statesmen, having heard of the news, proceed to form contracts with other warbands currently available in the city, though as it turns out, they have separate arrangements. One man’s sick temperament compels him towards demanding that the merchant’s head be delivered to him in jar containing preservatives laced with only the finest of wines. The other simply implores that merchant is safely transported back to him so that he may be suitably defiled in accordance to his crimes.
Terrain
Setup Members of the same group can only work together so long as their warband alignments don’t conflict (good and neutral warbands can work together, however the evildoers will work amongst themselves). Terms of the alliance should be established before that alliance is made (recommended that you observe the employer’s reward before doing so). Alliances can be made or broken amidst battle, so make sure that you trust the other player. However it must be noted that an alliance cannot be betrayed unless the merchant is alive and stationed in his original hideaway - this would result in an even bloodier retaliation not yet illustrated by my scenario. Since undoubtedly, one or more warbands would be chasing their betrayers throughout the whole city if the gits backstabbed them on the turn that they ran off the board with the merchant or maybe his head! Deployment zones must be nominated with respect to the amount of attackers entering the battlefield. Members of the same alliance share a deployment zone. Try your best to keep things orderly using the “Chaos on the Streets” guidelines, which can be found in “The Best of Town Cryer”. Each attacker roles a D6 (attackers in the same alliance role as a group). Starting from lowest to highest, each attacking player/group chooses their deployment zone and then sets up using the “Chaos on the Streets” guidelines. The defender sets up within the hideaway.
Special Rules If the merchant is killed, an attacking unit may take the carcass's head under the same conditions as finishing off a stunned unit in close combat. If that unit then becomes stunned or put Out Of Action, he/she drops the merchant’s head. Further units wanting do so, may come along pick it up during their movement phase without interruption unless they’re running or charging. Alliances: If an attacking warband routs, then it’s also assumed that they’ve withdrawn from any alliances they were in. This happens regardless of the state or whereabouts of the merchant. So long as the merchant’s alive, the defending warband will not have to take rout tests or be able to voluntarily rout until they’ve lost 50%; he’s promised them too damn much!
Starting the Game
Ending the Game
Experience
Rewards
If one of the attacking players manages to retrieve the merchant’s head, and provided their warband had a contract with the matching statesman, that player may approach their employer to make a trade for 4D6 + 15 gold pieces, plus roll 2D6 on the prize chart below:
If any of the players manage to retrieve the merchant’s head but lack the appropriate contract, that play may still make a trade for 2D6 + 10 gold pieces, plus roll 2D6 on the prize chart below:
If one of the attacking players manages to escape with the merchant in custody, and provided their warband has a contract with the matching statesman, that player may approach their employer to make a trade for 8D6 + 25 gold pieces, plus roll 2D6 on the prize chart below:
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