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Through a combination of good fortune and spying, several warbands have overheard of the impending arrival of a river pirate’s/smuggler’s ship to the now deserted, crumbling quays of Mordheim. Even the toughest river pirates are loath to use the docks of the Cursed City and so they must be carrying some very rare contraband indeed. Obviously, any warband worth their salt is interested in taking the cargo for themselves. The timing of the shipment has been learnt, and as the warbands close they can see the exact location as the ship docks and weighs anchor.
Terrain
Setup Multi-Player: In a multi-player game, the warband with the highest rating starts on the dock, waiting for their contacts to arrive (the ship has just docked). This warband is deployed up to 12" from the ship and cannot be forced to rout. In addition to its normal warband, they get reinforcements as outlined below, who never leave the ship. These models are the ship’s crew and will not leave the vessel, but will fight all comers (apart from their contacts). The other warbands start at the edges of the board furthest from the ship.
Special Rules Voluntary Rout of the Ship: In the multi-player and two-player games, the vessel may not start to leave the dock until the forces guarding it have suffered 25% casualties. If this should occur then the ship takes four rounds to get under way, leaving from the nearest water table edge and moving at 6" per turn. Cargo: The goods being smuggled are in crates, half of them, already unloaded onto the docks are the other half waiting on the top deck to be unloaded. Each crate can be carried by a single model at normal move rate (no running allowed). Two models may carry a crate, in which case they may run. While carrying a crate, the model may not fire any missile weapons or use any spells. If attacked, the crate will be dropped, ready to be carried by anyone coming into contact with it. Once a model escapes off the board with a crate, it may not return. Each crate in the possession of a warband at the end of the game earns them a roll on the cargo table overleaf. Should a warband rout while any of its members have crates, the goods are lost if the model is within charge range of any non-engaged opponents. The boat has ten crates for multiplayer games and seven for two-player games. Ship’s Crew: The ship has a crew made up of a Captain and six Smugglers. In a multi-player game the crew are controlled by the Defending warband although they may never stray more than 6" from their ship. In a two-player game the crew have their own turn which takes place after the players. They will fire upon and or charge any warriors that come into range (of either side) but otherwise will not move. Pirate CaptainOnly the roughest toughest sea dog can rise to become captain of his own ship. A good Captain has to be bold and decisive in combat, and a forceful personality to hold together his unruly followers. Though often elected by the Crew, he must command their respect and fear, and more importantly ensure their continued loyalty with plenty of gold!
Special Rules:
The backbone to the ship, the crew are drawn together by the lure of the sea as well as the lure of plunder! As sailors, crewmen are experts in seamanship and ship operations. As pirates, they also quickly become proficient in swordplay and in using a variety of weapons especially pistols. It is said a good pirate crewman needed to know how to read the skies, weather, and winds, but most importantly the moods of his Captain!
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Ld The Pirate crew increases the defending warband rating by 45, but they will surrender when they fail a Rout test (taken separately from the Defending warband). Swivel Guns: Additionally the ship has two swivel guns (reproduced below for convenience.) One of these is located at the front of the poop deck, the other on the prow of the ship. Swivel guns follow most of the rules for Blackpowder weapons: Move or Fire, Prepare Shot, but have some exceptions as noted below. Swivel Gun; 75 gc; Availability: Rare 8
Starting the Game
Ending the Game If the defending force routs voluntarily then the ship’s crew will attempt to put under way, but the game continues if two or more attackers remain (they can still make off with crates). At the end of the game, the warband with the most crates is the winner (if two warbands have the same number then the last to rout wins). If a warband remains, it is assumed to pick up all the remaining crates (up to the number of models it has left in play) and make off with them. Those crates dropped by fleeing foes, or by casualties are not collected as they are too far away and in dangerous territory.
Experience +1 Winning Leader: The leader of the winning warband gains +1 Experience. +1 Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy he puts out of action. +1 Per Crate Stolen. If a Hero or Henchman from an attacking warband takes a crate from the battlefield he earns +1 Experience. |
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