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Scenario 171 - Tug Of War
By Ian Davies,
as appeared in
Yahoo!
Mordheim eGroup.
Transcribed & edited by
The Mordheimer.
This scenario is
designed for those times when one of a warband's warriors has been captured by
rolling 61 on the Serious Injuries Chart. The captured warrior’s warband has a
chance of rescuing their colleague although the captors will increase their
ill-gotten gains if the rescue at-tempt fails.
A warband has
managed to capture one of their opponent's warriors. The captive's colleagues
decide to mount a rescue operation. They would also like to retrieve a chest
containing the captive's equipment but must decide how much of their resources
to allocate on this secondary task.
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’ x 4’. The rescuers may set up anywhere on the board
but not within charge range of the enemy.
Special Rules The Prisoner: The captive is handcuffed to the captors' leader. At the
beginning of each turn, roll to see who has control of the pair. Each member of
the pair must make a strength test, the captive at +1 and the leader at -1 (to
reflect that the captive has been starved & beaten). If one model makes the test
but the other doesn't, then the player that makes the test moves the pair for
that turn. His model is referred to as the leader. Although this means that a
model may move in the other players turn he can only charge in his own. The
other model is placed adjacent to the successful model but behind the direction
of movement (i.e. hanging back). If both pass or both fail their S tests then
the pair remain stationary. The pair cannot climb, hide or run (but the leader
may charge as normal). The leader only has one free hand while he is using the
handcuffs. The captive may not attack until he frees himself.
Attacking the Captive: The captors' band may not attack
the captive while he is handcuffed (they're thinking of his resale value)
although if the captive should free himself he then becomes fair game. The
leader may be attacked with missiles while handcuffed although if the captive
should partially obscure him then this counts as cover (i.e. -1 to hit). In this
case, if the attacker rolls a 1 then the captive has been hit instead.
Treasure Chest: The chest should be treated like the
treasure chest in the scenario "Hidden Treasure"; carrying the treasure chest
will slow the warrior carrying it to half speed. Two or more models may carry
the chest without any penalty. You may use the treasure chest model to represent
the chest. If the carrier is put Out Of Action, place the treasure chest at the
spot where he fell. Any man-sized model may pick it up by moving into base
contact with it. Whoever has possession of the chest at the end of the game
keeps it - except in the case of a failed rout test when the non-routing side
will gain it.
Starting the Game
The rescuers go first. As the rescuers have surprised the captors, each captor
model must make an Initiative test or fail to act during their own first turn.
Ending the Game
The captive player must take the opposing leader Out Of Action. As soon as this
happens the captive may free himself. If he can get to the edge of the board
alive that player has won. If the captor manages to get the pair off the board
while still handcuffed then he has won.
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 or Henchmen earns +1 experience for each enemy he puts
Out Of Action. For Henchman groups take the number of warriors taken Out Of Action by the members of that particular group and divide them by the number of
members in that group & round to the nearest whole number. Example: a group of 4
Swordsmen take 3 models Out Of Action, then the group earns 1 Experience point ( 3 divided
by 4 equals 0.75, rounded to 1.)
Treasure If the captors win they gain D6*5 gc and D6+1 shards of
wyrdstone. Also they may deal with the captive as Strangler (reproduced
below). The losers gain D6 shards of wyrdstone.
Strangler: Skaven warbands can sell
the straggler to agents of Clan Eshin (who will use the man for food or slavery)
and gain 2D6 gc. Possessed warbands can sacrifice the unfortunate individual for
the glory of the Chaos gods. The leader of the warband will gain +1 Experience.
Undead warbands can kill the man and gain a Zombie for no cost. Any other
warband can interrogate the man and gain insight into the city. Next time you
roll on the Exploration chart, roll one dice more than is usually allowed, and
discard any one dice. (For example, if you have three Heroes, roll four dice and
pick any three). Reference - Main Rulebook, page 95.
If the rescuers win they gain D6+1 shards
of wyrdstone + they have their warrior back. The losers gain D6 shards of
wyrdstone.
Whoever has possession of the chest at the
end of the game keeps it unless the game ends with a rout test in which case the
non-routing side keep it