Bridge, The.pdf

(37 KB) Pobierz
Scenario 082 - The Bridge
By Rowan Coupland,
as appeared in Rynn Tyrr
Transcribed by Graeme "WO2"
Walker.
Edited by The Mordheimer.
The River Stir runs through the centre of Mordheim, it's polluted and acidic waters
proving an impregnable barrier for warbands attempting to cross to the other side of
the city. Most warbands are happy in their own side of Mordheim, but occasionally,
the need to venture over the river arises- generally due to rumors of a wyrdstone
deposit or some hidden jewel. If this happens, the warband will head to the nearest
bridge (although there aren't that many remaining intact) and hope to pass to the
other side before any opposing warbands hear of the riches. There are many a
warband eager to block an enemy's attempts to cross the river stir!
Scenario 082 - The Bridge
Terrain
Place a river through the centre of the battlefield, with a bridge- preferably wooden,
over it at some point. Apart from this, each player takes turns in placing a single
piece of terrain on the board. The battle should be fought on a roughly 4x4 area.
Set-Up
The battle takes place with two warbands, although it could probably be adapted to
multiplayer. The warband with the lower warband rating is the defender. The
defending player starts the game with D6+3 randomly determined warband
members missing. If this brings the number of members below 1, then the leader, or
if he/she is not available, the hero with the most experience points is placed on the
table. On a roll of 5+ on the defender's second turn, 4+, 3+, 2+ and 1+ on
subsequent turns the player may bring D3+1 reinforcements of his choice onto the
board, which are placed in the normal defender's deployment zone. The
reinforcements may not perform any actions in the turn they arrive, unless they are
placed in combat, in which case they count as charging. Each player sets up on an
opposite table edge, each on one side of the river. All warband members must set up
within 8" of their board edge.
Special Rules
The Bridge : The bridge may be attacked in close combat as normal (although all
attacks hit automatically), unless the attacking warrior is already in combat with an
enemy, in which case he defends himself as normal. Shooting attacks gain an +1 to
hit modifier when shooting at the bridge, as it is a large target. The bridge has a
toughness of 5 and 5 wounds. Crossing the bridge, or flying over in special
circumstances, is the only way to enter the other side of Mordheim, as the water is
so acidic - warriors may not swim across using a special skill, or even if they are
aquatic.
If the bridge is destroyed while there are warriors on it, then those warriors must
pass an initiative test to jump to the nearest riverbank, or be taken out of action. If a
warband is split up, i.e. - 6 warriors on one side of the river, 8 on the other, the side
which has no leader must take a rout test. If they pass, they may stay on that side
and aid support through shooting. These warriors will search for wyrdstone, look for
special characters etc. as normal, and will be reunited with the rest of the warband in
time for the next battle.
Starting the Game
The Attacker has the first turn.
Ending the Game
The battle ends when one warband fails a rout test, in which case the routing
warband loses, when one warband is completely wiped out, OR, if the bridge is
destroyed before any of the attacking warband crosses it, then the attacking
warband automatically loses. If a warband is completely destroyed, with all members
out of action, the result is self-explanatory.
Experience
+5 Survives: If a Hero or Henchman group survives the battle they gain +5
Experience.
+5 Winning Leader: The leader of the winning warband gains +5 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
+1 Crossing The Bridge: If a Hero or Henchman group crosses the bridge they gain
+1 Experience.
+2 Destroying The Bridge: If a Hero or Henchman group destroys the bridge they
gain +2 Experience.
Zgłoś jeśli naruszono regulamin