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Scenario 063 – Locksmith
Scenario 063 – Locksmith
By Ross "Pancreas Boy" Franks,
as appeared in
Transcribed by Peter Ward.
Edited by The Mordheimer.
One of the banks of Mordheim’s happier days has been rediscovered in the area.
Along with it has been found a safe, still intact and still very much locked. The
warbands have each found trinkets in their time wandering the streets and have in
their possession many keys that may come in handy one day. Maybe this day is that
day!
Terrain
Each player takes it in turns to place a piece of terrain set up within an area roughly
4’ x 4’. Place a building in the centre of the board. This is the bank. Place a counter
inside the bank, representing the safe.
Setup
All players rolls a D6 and whoever rolls highest chooses which warband sets up first.
Special Rules
Opening The Safe : One figure in each warband will be carrying a set of keys on a
chain. This set of keys can be passed onto another model, but only once per turn.
The set of keys can be used to try and open the safe if the model ends their turn in
base to base contact with the safe. Roll a D6 on the following table (Halflings get +1
modifier):
D6 Results
1 A magical bond over the safe knocks the warrior off his feet and he
becomes Stunned .
2 An enormous old guard dog (stats of a Warhound) leaps from behind the
safe, and charges the model.
3 A spring-loaded dagger shoots out of the safe, automatically hitting the
model, doing ST 3 damage (with an armor bonus of +1 as a dagger gives
normally.)
4 A click from a mechanism inside is heard and a dart fires automatically
hitting the model, doing ST2 damage.
5-6 Hooray! The safe opens and the warrior finds the chest. The warrior can
carry the chest with one arm. The safe is now open and thus this chart
cannot be rolled on for the rest of the game.
The Treasure : The winner discovers the chest holds 6D6 gc and a Mordheim Map.
Starting the Game
Both players roll a D6. The highest scoring player takes the first turn.
Ending the Game
When one warband gets the chest to safety, or a warband fails a Rout test, the game
ends. The victorious warband then gains the chest.
Experience
+1 Survives: If a Hero or Henchman group survives the battle they gain +1
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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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