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Scenario 021 - Romero's Pride
Scenario 021 - Romero's Pride
By Paul Smith, Lex and Donato,
as appeared in Archive Pestilens ,
Transcribed by Cobalt Earthgem.
Edited by The Mordheimer.
After the fall of Mordheim the Wyrdstone attracted many people in search of powers
beyond belief. One such person was an incompetent necromancer named Romero.
This individual had seen the potential in a destroyed city...all the corpses to be raised
and led across the Empire. The combination of Romero’s powers and wyrdstone led
to the creation of hordes of flesh eating zombies.
Two Elector counts decided to end the problem of these zombies and sent a squad of
assassins after Romero, only to discover the dismembered body of the former
necromancer. It seems that his former slaves no longer needed his magic to animate
them. They could support themselves and raise the bodies of anyone they killed to
swell their ranks. From that day forward tribes of these flesh eating zombies are
found wandering the streets of Mordheim in search of food.
Terrain
Set the table up in such a way that there is a limited amount of exits. For example,
create a square in the middle of the table with 4 streets emerging out of it and
maybe 6 alleyways between the rests of the ruins. This way the models cannot just
walk around the zombies and escape.
Setup
Each player must set up his warband in the beginning of one of the streets at each
table-end with models no further way than 4" of each other. The first 3 Turns
nothing happens. This way both warbands will be very close to each other and away
from the table-ends. At the end of the 3rd turn, 1D3 zombies arrive at each of the 4
ends of the streets. The 4th turn 1D4 zombies arrive, and the 5th turn onwards 1D6
zombies arrive at each end.
Special Rules
Zombies : The zombies have their toughness boosted to 5 to represent the fact that
they are extremely hard to stop once they have caught sight of you. If you wish to
play a zombie attack game with the zombies as one of the two sides then you should
reduce the cost of the zombies to a third of their original cost to represent them
attacking on mass. Zombies have a movement of 3, they cannot charge and they
cannot climb up or down ladders.
When a model is taken Out Of Action by a zombie they are placed under the control
of the zombie player, rather than being removed, as they are raised from the dead.
All the equipment except armor carried by the zombie is lost as they are not bright
enough to use anything.
If you opt to make this a 3-sided game the two normal regiments fight a normal
scenario, but at some point the place becomes flooded with Zombies... hordes and
hordes of them overrunning the place. Determine the number of turns that the flow
of zombies enters the playing area & the point of entry. Make the number of zombies
a random number over the number of models on the board (2:1 would be a good bet
to make it scary) and assume the Zombies just go from point A to B, unless there is
a living being within 8". If there is a living being within 8" of a zombie it will turn and
attack.
Lots of opportunity for back stabbing & nefarious dealings, and in retrospect , not
even a third person needed assuming that the Zombies follow a strict procedural
course..... check if anybody is near at start of turn.... if not move to exit point.... if
at any point of route there is an obstacle, avoid the obstacle & keep nearest route to
exit point, if at any point in Move a living opponent comes within ‘range’ start
moving towards him/her
Starting the Game
The players each roll a D6 to determine who goes first. Play proceeds clockwise
around the table.
Ending the Game
MISSING INFO
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 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts
Out Of Action.
 
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