The original thread, along with some pics and a battle report, is up on the Fluff board here:
https://boringmordheimforum.forumieren.com/t4818-creating-a-left-4-dead-scenarioHere's the full rules for the scenario though:
LEFT 4 DEAD: MORDHEIM
This multiplayer scenario is based off of the Left 4 Dead 2 video game. (Check this video if you're not familiar with the title
https://www.youtube.com/watch?v=VDHmKli9CVs.) INTRODUCTION:
Left for dead after a brawl. Coming to after a night of debauchery. Lost in
an unnatural fog. However it happened, small pockets of warriors have
become separated from their respective warbands. Wandering and
disoriented in the cursed city, they stumble upon one another deep in
the heart of Mordheim. But as these multifarious groups prepare for the
typical Mordheim skirmish, the weird cries of the restless dead echo
from the surrounding streets and alleyways.
Now if this band of unlikely allies cannot work together they will have no hope of reaching safety, for in their path lies a seemingly endless expanse of dead city, not to mention a seemingly endless hoard of the undead.
SET UP:
There
are two teams: the Survivors and the Infected. The Survivors will try
to make it to the end of a long 2' x 6' board, eventually escaping at
the far edge. The Infected will do everything they can to stop them.
•
Infected: Get the first turn. You will deploy d4 - 1 zombies at the end
of each turn. They must start at least 12” away from any Survivor model
and out of line of sight (or at least reasonably hidden). They are
typical zombies in every way, though they no longer count as causing
fear. These zombies must always move directly towards the nearest
Survivor.
In addition to these “Common Infected,” you will receive a Special Infected on the third turn and an additional Special Infected every d3 turns thereafter. Roll whenever you deploy a Special Infected to see when the next appears. There can be no more than 3 Special Infected on the board at any one time. If you just placed the third Special Infected, wait until one of them is taken out of action to make the next roll. Deploy them in the same way as the common zombies.
Special Infected have the same special rules as Common Infected (Immune to
Psychology, No Pain, etc.) though they may run. Whenever one of the Special Infected appears, roll to determine which one on the Special Infected Chart below, rerolling past results.
This means that you have a total of 6 Special Infected to use over the course of the game. Once they’re used, they’re gone.
•
Survivors: Get the second turn. There will be a total of 12 warriors
amongst the Survivors. In a 2 on 2 match, each Survior player will
muster their full complement of 6 heroes. In a 3 on 3 match, each player
will choose 4 heroes. Etc. Deploy within 2 inches of a short board
edge. After you’ve set up, the Infected player should choose a 3” area
on the opposite board edge. This will be your avenue of escape.
To make matters worse, all Survivor models begin the game with nothing more than a dagger.
•
Cache Tokens: The Infected Team must distribute 7 Cache Tokens around
the board before any Survivor models are placed. These tokens must be
spaced fairly evenly and placed within easy reach, at least half of them
on ground level, and the rest no higher than the second floor of a
building with stairs/ladders/etc.
The first cache token should be within 8” or the Survivor deployment zone. Any Survivor model that moves within 2” of it may pick up a single “common” hand or ranged weapon (no warband-specific weapons or rare items). Each model can choose differently.
The second cache token will work in the same way.
Things get a bit more interesting from the third cache token onwards. Whenever a Survivor model moves within 2” of a cache token, roll a D6 and
consult the Cache Chart below, rerolling results you’ve rolled at previous caches.
TANK!
The tank is not a normal Special Infected. Do not roll for him on the Special Infected chart. He will automatically spawn in the same way as a normal Infected once a Survivor models crosses the 4' mark. In addition, every other Infected model on the board will instantly disappear into the mists, frightened off by the Tank’s arrival. No further Common Infected or Special Infected will
Spawn while the Tank is on the board.
M WS BS S T W I A Ld
6 5 3 6 6 5 4 3 8
Weapons/Armor: Throwing Stones: no penalty for range or movement, (10" R, S6, -2 Sv, Concussion effect)
Special Rules:
• Hard to Kill: The Tank is a deadly mass of muscle and hatred who can
only be taken Out Of Action on a roll of 6 instead of 5-6 when rolling
on the Injury chart. Treat a roll of 1-5 as Knocked Down, and 6 as Out
Of Action.
• No Pain: Treat all Stunned Results as Knocked Down
• Fear: The Tank is a frightening monster which cause Fear.
• Large Target: The Tank is a Large Targets as defined in the shooting rules.
VICTORY
This scenario is meant to be played twice, with the sides switching between rounds. The team with the most victory points wins.
You earn victory points only when you’re playing as the Survivors. Every 2’
that a model moves is +1 VP. Taking the Tank OoA is +10 VP. That means
that the maximum score is 46 VP (+36 for 12 Survivors moving the full
6’, and +10 for killing the tank.)
EXPERIENCE
+½ XP for each Common Infected a hero takes OoA.
+1 XP for each Special Infected a hero takes OoA
+1 XP for each wound a hero causes to the Tank, and +1 VP for taking him OoA
+1 XP for surviving
CACHE CHART.
1. WITCH!
Some unlucky warrior has stumbled upon a witch. He'll have to pass an initiative test to keep from startling her. If he fails...
Witch Profile
M WS BS S T W I A Ld
Witch 4 4 - 4 4 2 2 - 9
Get It Off Me: If startled, the witch will always charge the model that
startled her in the next Infected Turn. The charged model is
automatically stunned, and will go out of action on the Witch’s
initiative in the next round of close combat. (And yes, she still
attacks the downed model even if there are standing models in base to
base.) If that model is taken out of action, the witch will move towards
the nearest board edge, charging no other models but defending herself
as normal.
Do not startle the witch.
2. GRENADES HERE!
You find d4 of each of the following:
Fire Bomb (A02 86); 35+2D6 gc; Availability: Rare 9
Designed by the dwarf engineers of the Worlds Edge Mountains, fire
bombs are a rare and deadly weapon. A small batch of gunpowder is
sealed within an iron casting with a short fuse fed into it. When lit,
the thrower has only seconds before the gunpowder ignites and explodes.
This can often prove to be dangerous, as if the fire bomb is fused
incorrectly it could be the thrower who finds himself amidst the
explosion... The fire bomb may be thrown in the Shooting phase in the
same way as blessed water (p53 Mordheim rulebook). If the bomb lands on
target, the warrior hit takes D3 Strength 4 hits with no saves for
armor and all warriors, friend or foe, within 1” of him take 1 Strength 3
hit with saves as normal. If the throwing warrior rolls 1 when rolling
to hit, the bomb misfires and explodes just as if the throwing warrior
had been hit by his own fire bomb.
• Blessed Water (RB 37); 10+3D6 gc; Availability: Rare 6 [Common for Warrior-Priests & Sisters of Sigmar] May not be bought by Undead.
The priests of Ulric, Sigmar, Morr and Manann hold great power over evil.
Pure water from a clear fountain, blessed by one of these priests, is
said to burn things of darkness and evil. A vial of blessed water
contains enough liquid for just one use, and has a thrown range of twice
the thrower’s Strength in inches. Roll to hit using the model’s BS. No
modifiers for range or moving apply. Blessed water causes 1 wound on
Undead, Daemon or Possessed models automatically. There is no armor
save. Undead or Possessed models may not use blessed water.
3. EVERYBODY GET SOME AMMO.
Every model that moves within 2” of the token may choose to pick up one of the following:
Hunting Arrows (RB 37); 25+D6 gc; Availability: Rare 8
The best hunting arrows are made by the hunters of Drakwald forest.
They have sharp, barbed arrowheads which cause excruciating pain when
they hit their target. A skilled archer can severely injure his target
with a single arrow. A model using a short bow, bow, l ong bow or Elf
bow may use these arrows. They add +1 to all Injury rolls. These are
available to Heroes at the time of their initial recruitment without
having to roll for Rarity. If you wish to subsequently purchase this
item during the Trading and Exploration stages of the game, then you
would have to roll for Rarity as normal.
• Fire Arrows (A02 87); 30+D6 gc; Availability: Rare 9
Fire arrows are tied with rags soaked in oil up bunched up in a tight pouch
that explode when hitting the target, setting clothes and equipment
alight. If you hit with a fire arrow roll a D6. If you score a 4+ your
opponent has been set on fire. If the warrior survives the attack they
must score a 4+ in the Recovery phase or suffer a Strength 4 hit each
turn they are on fire and will be unable to do anything other then move.
Other warriors from the same warband may help to put the flames out if
they wish. They must move into base-to-base contact and score a 4+ in
the Recovery phase.
• Superior Blackpowder (RB 39); 30 gc; Availability: Rare 11
The model has acquired a better quality of blackpowder than is normally
available. This new batch adds +1 Strength to all blackpowder weapons
that the model has. There is enough superior blackpowder to last for one
game.
4. WEAPONS HERE!
Every model that moves within 2” of the token may choose to “upgrade” either a ranged weapon or a melee weapon. Add any weapon that a model could legally use to its inventory.
5. PILLS HERE!
Select three of the following at random. There are D3 doses of each. Any model that moves within 2” of the token may pick up one of the doses. And
yes, the poisons work against the undead for purposes of this scenario:
Crimson Shade (RB 36); 35+D6 gc; Availability: Rare 8
Crimson Shade is the name given by Old
Worlders to the leaves of the blood oak of Estalia. It is an extremely
addictive drug, but grants its users inhuman quickness and strength.
● Effect: A model using Crimson Shade has his Initiative increased by
+D3 points, and Movement and Strength by +1 (this effect lasts for one
game). Crimson Shade has no effect on Undead such as Vampires and
Zombies, or the Possessed.
● Side Effects: After the battle, roll
2D6. On a roll of 2-3, the model becomes addicted and you must try to
buy him a new batch of Crimson Shade before every battle from now on. If
you fail to buy any, he will leave your warband. On a roll of 12 the
model’s Initiative is increased permanently by +1.
• Healing Herbs (RB 38, TC 23); 20+2D6 gc; Availability: Rare 8
Certain plants that grow on the banks of the River Stir have curative
properties. Herbalists collect their roots and leaves and use them to
treat the sick and wounded. A Hero with healing herbs can use them at
the beginning of any of his recovery phases as long as he is not engaged
in hand-to-hand combat. This restores all wounds he has previously lost
during the game.
• Mad Cap Mushrooms (RB 36, A02 12); 30+3D6 gc; Availability: Rare 9
The feared cult of Goblin Fanatics of the
Worlds Edge Mountains use these hallucinogenic mushrooms to drive
themselves into a frenzied state.
● Effect: Any warrior who takes Mad
Cap Mushrooms before a battle will be subject to frenzy. The Mad Cap
Mushroom has no effect on Undead such as Vampires and Zombies, or the
Possessed.
● Side Effect: After the battle, roll a D6. On a roll of a 1 the model becomes permanently stupid.
• Mandrake Root (RB 36); 25+D6 gc; Availability: Rare 8
The man-shaped Mandrake Root grows in the
rotting swamps of Sylvania. It is a noxious, deadly plant which is
highly addictive and slowly kills its users, but also allows them to
shrug off almost any pain.
● Effect: Mandrake Root makes a man almost
oblivious to pain. His Toughness is increased by +1 for the duration of
a battle and he treats all stunned results as knocked down instead.
Mandrake Root has no effect on Undead, such as Vampires and Zombies, or
on the Possessed.
● Side Effects: Mandrake Root is highly poisonous.
At the end of the battle, roll 2D6. On a roll of 2-3 the model loses 1 point of Toughness permanently.
Black Lotus (RB 36); 10+D6 gc; Availability: Rare 9 [Rare 7 for Skaven]
In the deepest forests of the Southlands grows a plant that is extremely poisonous. It is known as Black Lotus and is much sought after by alchemists, assassins, wizards of the Western Coast and bored wives. A weapon coated with the sap of the Black Lotus will wound its target automatically if you roll a 6 to hit. Note that you can still roll a dice for every wound inflicted in this way. If you roll a 6, you will inflict a critical hit with that roll. If you do
not roll a 6, you will cause a normal wound. Take armor saves as normal.
• Dark Venom (RB 36); 30+2D6 gc; Availability: Rare 8
Not available to Witch Hunters, Warrior-Priests, or Sisters of Sigmar
This is a poison extracted from Heldrakes, gigantic sea serpents that plague the Western Ocean and the coast of Naggaroth. The slightest wound infected by Dark Venom causes excruciating pain, incapacitating the bravest of men. Any hit caused by a weapon coated with Dark Venom counts as having +1 Strength, so, for example, if a warrior with Strength 3 wielding a poisoned sword hits an opponent, he will cause a Strength 4 hit instead. Armor saving throws are modified to take into account the increased Strength of the attack.
6. I WANT ARMOR!
There are D3 sets of each of the following. Any model that moves within 2” of the token may pick up as many as he can use.
Helmet
Shield
Buckler
Light Armor
Heavy Armor
SPECIAL INFECTED CHART
1. Spitter
Profile M WS BS S T W I A Ld
Spitter 4 3 - 3 3 1 2 1 9
Acid
Spit: The Spitter has a 12” move-or-fire ranged attack. Ever model
within a 2” radius must make an Initiative test. Failure results in a S3
hit with no armor saves allowed. This attack takes a while to charge,
so may only be made every other turn.
2. Smoker
Profile M WS BS S T W I A Ld
Smoker 4 3 - 3 3 1 2 1 9
Tongue:
Smokers have an 18 inch ranged attack with their freakishly long
tongues. They hit automatically, dealing no damage, but forcing the
targeted model 2d6 inches towards them. Smokers may not move while a
model is entangled.
The entangled model may not move in its
subsequent turn, but may make a Strength check to try and bash the
tongue off. If successful, the model may move as normal. If
unsuccessful, the model is knocked down and moves a further 2d6 inches
towards the Smoker in subsequent Infected turns, making no further
Strength checks.
A survivor may attack the smoker or may attack the smoker's tongue. If either is hit the entangled model is freed.
3. Jockey
Profile M WS BS S T W I A Ld
Jockey 4 3 - 3 3 1 2 1 9
Leaps: The Jockey may add d3” to its movement when charging.
Hold Still: The Jockey is small and hard to hit. -1 to be shot.
It's Riding Him: If a jockey charges a model, it will latch on and ride him
in place of its normal attacks. The grappled model moves D6” in a random
direction. While grappled, the affected model may do nothing...except
hope that the Jockey doesn't land a blow.
4. Hunter
Profile M WS BS S T W I A Ld
Hunter 4 4 - 4 3 2 2 1 9
Pounce:
The Hunter may declare a Pounce instead of its normal move. The Hunter
moves 3d6” in a straight line. If this movement brings it into contact
with an enemy model, the Hunter counts as charging. For every 5” that
the hunter pounces, it gets +1 attack for the first round of close
combat.
5. Boomer
Profile M WS BS S T W I A Ld
Boomer 4 3 2 3 2 1 2 1 9
Puke:
The Boomer has a 6” vomit attack. It may make a to-hit roll for up to 4
models within its range. For every hit, an additional d4 common
infected appear at the board edge.
Boom: Whenever the Boomer is
taken out of action, any models in base to base are covered in puke. An
additional d4 common infected appear on the board edge for each.
6. Charger
Profile M WS BS S T W I A Ld
Charger 4 4 - 4 4 2 2 1 9
Charging:
If the Charger is within 8” of an enemy model, it may declare that it's
using its special Charging ability. The target model may make an
Initiative check to jump out of the way. If that check is passed, the
Charger moves 4d6” or until it hits a soild object. If the Initiative
check is failed, the Charger and its target will move the 4d6” in a
straight line, only stopping when they meet a solid object. The targeted
model is automatically knocked down in the charge.