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The Lost Chest
The Lost Chest
The last survivor of an ill-fated Marienburger warband stumbled out of the ruins of
stricken Mordheim this morning, and told how he and his mates had found a magically
locked treasure chest – shortly before a Skaven band sprang an ambush. With his last
breath, the Marienburger gasped out a description of the neighborhood where he and his
doomed friends found, and then hastily re-hid, the chest before attempting to break out of
the skaven trap. The Marienburgers lost the running fight with the evil rat abominations,
but it is possible the chest remains undiscovered by the victors. For most who have heard
the tale, the “Lost Chest” could be anywhere in the city, but a few captains have
recognized landmarks in the dying man’s description, and have an idea where to start
looking…
The “Lost Chest” scenario can be played by two players, but it is primarily intended for
larger numbers of warbands. All of the warbands in the game have previously partially
explored the section of Mordheim where the chest has been hidden, and have some
knowledge of the area.
Set up. Blah blah blah. The players will need a number of counters to mark possible
locations of the Lost Chest: three counters for each player, plus one additional counter.
Players also need duplicates of these counters. Players roll to determine the order that
they will place the first set of counters on the table. The first player places a counter, and
then the second player places a counter, etc., until all of the players have placed three
counters and the first player has placed a fourth counter. These counters must be in a
building, or some sort of enclosure. Counters must be at least 10 inches from the edge of
the board, and they must be at least 10 inches apart from any other counters. The
duplicate counters are placed in an opaque container (hat, coffee cup etc.). Before rolling
to determine the order of placement for the warbands, each player draws three of the
duplicate counters from the cup. These counters will tell each player three locations
where the Lost Chest will not be found, since its actual location will be determined by the
last counter left in the cup after all of the players have drawn their three counters (the
warbands have all partially searched this neighborhood before).
Players follow the standard rules for setting up warbands and determining the order of
play.
Searching a location . If one or more members of a warband ends the movement phase in
a location with a counter and are within four inches of the counter, the player can roll to
search the building at the end of the his or her turn. The base chance for the search to
succeed is 1 in 6 per warrior searching the location (i.e. in the building/site and within
four inches of the counter). If only one warrior is searching, then the search will succeed
on a roll of 6+, while three warriors would successfully search a location on a 4+. If the
search is unsuccessful, the location may be searched by the same warband again in a
subsequent turn, with a +1 to the search roll (and a +2 on the third turn of searching, etc.).
Note that the number and the identity of a warband’s warriors searching a location may
vary from turn to turn, as their captain sends them to different locations or has them
defending against or attacking rival warbands. Such changes to not penalize the
searchers: at the end of the turn, a player totals the number of his or her warriors
searching a location, and adds any modifiers for previous searches of the same location
conducted by the warband, and rolls to determine if the search is successful.
Obviously, a warband can search more than one location a turn, although no single
warrior can search more than one location a turn.
A warrior in hand-to-hand combat, or within six inches of an enemy model, cannot
search.
If the search roll is successful then the player who secretly holds the other counter for that
location must reveal the counter, demonstrating that the Lost Chest is not at that location.
If no player has the counter for the site, then the searching player has found the Lost
Chest. Players should check the last counter in the cup to insure that it corresponds to the
counter at the site just searched. (If it doesn’t, then a player failed to reveal that he or she
had the counter for the searched location; all of the inattentive player’s warriors are taken
out of action , and the game ends. Assign experience points as normal – 1 for each
survivor and 1 for each character who took an enemy out of action).
Removing the Lost Chest : Now that the Chest has been located, to end the game a
warband must remove it from the board. The Chest is quite heavy, bug and awkward, and
securely locked. Players should use model to depict the Lost Chest – the one that comes
in the basic Mordheim box serves nicely. It can be carried as follows:
A single warrior with 4+ strength can carry the chest his/her full movement, but
cannot run. Place the Chest behind the model, touching its base.
A warrior strength 3 or less can drag the chest at half the warrior’s normal
movement rate, and cannot run. Place the Chest behind the model, touching its
base.
Two warriors of strength 2+ can carry the Chest at the normal movement rate of
the slowest of the two warriors. They cannot run. The two models should be
placed base-to-Chest-to-base while they are carrying the Chest.
The Chest can be dragged behind a mount. The mount moves at its normal
movement rate, but cannot run. Place the Chest behind the model, touching its
base.
If a model dragging the Chest moves off of the board, then the Chest has been removed.
The game ends once the chest has been successfully removed from the table, or when all
bands except one have routed.
Experience:
+1 for surviving
+1 per enemy taken out of action
+1 for the winning captain (the captain of the band that removes the chest from the
board or the Captain of the last remaining warband if no band successfully carries
the Chest off of the board before the game ends).
+1 for the searcher (or one of the searchers of the player’s choice) who found the Chest
+1 for the warrior or warriors (maximum of two) who actually carrird the Chest
model off of the board. If the game ends because of routing before the Chest is
carried off, no models receive this bonus experience.
Loot: All warbands take their normal search rolls after the game ends. Additionally, the
player whose warband possesses the Chest at the end of the game may roll to see what
the Chest contains:
Automatic 4d6 gold
4+ d6 gems worth 5 gold each
5+ Brace of dueling pistols
5+ Lucky Charm
5+ Rabbit’s Foot
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