OK guys. Here's the scenario. This still needs a lot of playtesting, but it's a blast to play. Only a Smoker killed anybody before we hit the 4' mark last time, so we had 5 Sisters of Sigmar and 6 Orcs to fight the Tank. Only 2 Sisters and 3 Orcs made it off the board. THE TANK IS MEAN!
As for the pics you requested, check my next post below. I'll make a proper Terrain post once I progress a bit further.
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
The use of poison is almost universally abhorred, but in the ruthless and brutal battles fought in Mordheim, desperate warbands often resort to the use of envenomed blades. Poison may not be used with Blackpowder weapons. When you buy a vial of poison, there is always only enough to last the duration of one battle. You can only poison a single weapon with one vial of poison.
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 use of poison is almost universally abhorred, but in the ruthless and brutal battles fought in Mordheim, desperate warbands often resort to the use of envenomed blades. Poison may not be used with Blackpowder weapons. When you buy a vial of poison, there is always only enough to last the duration of one battle. You can only poison a single weapon with one vial of poison.
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 use of poison is almost universally abhorred, but in the ruthless and brutal battles fought in Mordheim, desperate warbands often resort to the use of envenomed blades. Poison may not be used with Blackpowder weapons. When you buy a vial of poison, there is always only enough to last the duration of one battle. You can only poison a single weapon with one vial of poison.
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]
Not available to Witch Hunters, Warrior-Priests or Sisters of Sigmar.
The use of poison is almost universally abhorred, but in the ruthless and brutal battles fought in Mordheim, desperate warbands often resort to the use of envenomed blades. Poison may not be used with Blackpowder weapons. When you buy a vial of poison, there is always only enough to last the duration of one battle. You can only poison a single weapon with one vial of poison.
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
The use of poison is almost universally abhorred, but in the ruthless and brutal battles fought in Mordheim, desperate warbands often resort to the use of envenomed blades. Poison may not be used with Blackpowder weapons. When you buy a vial of poison, there is always only enough to last the duration of one battle. You can only poison a single weapon with one vial of poison.
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.