Hello. My friends and I have racked up 50+ games this summer and have really enjoyed Mordheim. In an effort to add more pzazz to our gaming, I've written a dozen new scenarios. We have play tested this one and it was really fun.
Basically, this scenario builds off one in Empire in Flames. We felt the mission with occupied buildings could use some more refinement.
We also made a rule that after deployment in a normal scenario, roll a die for each building on the board. One a 6, it is considered occupied and follows the rules given in the mission briefing. This way, even a simple Skirmish mission can create real rivalry.
I'll say this up front. Some of the loot rewards are quite good. But it takes 3 turns and a hero to loot a building (break in, clear room, and loot). Plus if your hero gets knocked out you risk loosing your hard earned loot to the enemy.
So enjoy and I'd love to hear what you think.
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Village Raid
Description:
The poor denizens of Mordheim ever live in fear of raiding parties. On good days, strength in numbers discourages marauders from their murderous ends. But not all days are good days…in fact most aren’t.
Set up:
Place as many buildings as possible but ensure that there is an odd number.
Ending the Game:
The game ends at the end of the turn when all the buildings are burning or looted. The player that burned or looted the most buildings wins. Rout tests are taken as normal. Heroes gain +1exp for clearing a building of its inhabitants.
Special Rules:
All buildings are considered occupied (ruins are barricaded which has the same effect).
To loot a building you must force entry, clear it, and spend an entire turn looting as per the rules in Empire in Flames. Only heroes may do the actual looting because henchmen are not thorough or particularly trustworthy. Mark the model with the loot because the treasure drops if the model dies. Roll on the Loot Chart after the battle for each model with loot.
Alternatively, a model in contact with a building may spend its turn setting it ablaze. Roll a d6. On a 3+ the building catches fire. Models inside the building catch fire on a 4+ and the terrain becomes dangerous. Also, villagers or defenders flee the building. Place d3+1 villagers plus one swordsman within 4” of the building. Only models caring a torch, lantern, brazier, fire bombs, or flaming arrows may opt to burn the building.
Loot Charts
Initial Roll (d6)
1 Mundane Item
2 Poison / Herb
3 Weapon
4 Armor
5 Treasure
6 Trinket
Mundane Item
1 Net
2 Rope & Hook
3 Lantern
4 Caltrops
5 Mordheim Map
6 Halfling Cookbook
Poison / Herb
1 Black Lotus
2 Dark Venom
3 Crimson Shade
4 Mandrake Root
5 Madcap Mushroom
6 Healing Herb
Weapon
1 Club
2 Axe
3 Spear
4 Sword
5 Great weapon
6 Gromril or Ilithmar Weapon (choose from above list)
Armor
1 Toughened Leathers
2 Shield or Buckler
3 Helmet
4 Light Armor
5 Heavy Armor
6 Gromril or Ilithmar Armor
Treasure
1 1d6 gold crowns
2 2d6 gold crowns
3 3d6 gold crowns
4 1d3 wyrdstone shard
5 50 gold crowns
6 Opulent Coach
Trinket
1 Lucky Charm
2 Rabbits Foot
3 Warhorn
4 Cathayan Silks
5 Tarot Card
6 Tome of Magic