A city in ruins, the home stadium shattered...
...a Blood Bowl team in paralysed terror!
The legendary Blood Bowl team
Iron hats & hobo cats arrived to Mordheim to play their away game, really needing those 3 points to reach the finals. Now they are scattered in the ruins of the Mordheim-stadium after the meteor shower. In this scenario, warbands encounter each other while rescue the paralysed chaos dwarf team.
TerrainEach player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. I suggest that the terrain is set up within an area roughly 4' x 4'.
WarbandsAll players (2-4) roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8" of the table edge of his choice. His opponent then sets up within 8" of the opposite edge.
Special RulesDice out 4 Blood Bowl players (don´t need to be chaos dwarfs) for each warband taking part in the scenario. Place each player in the middle of the game, 3d6 and a arrow dice. Place the model next to impassible terrain or on top of the terrain it lands on. Re-roll if two players end up on the same spot.
Tag a Blood Bowl player by going into base to base contact, roll a LD-tes, if successful the Blood Bowl player will follow you up to 8” each turn. You can tag any number of Blood Bowl players with the same warband member.
If you give the Blood Bowl player to another member in your warband roll another LD-test on the receivers LD. Only one LD-test can be made each turn per warband member.
You have rescued a Blood Bowl player when you have taken him off board, your warband member never leave the table. You have to reach the end of any table edge.
If you bottle out you take the Blood Bowl player you are rescuing with you.
If the games end you rescue the last standing Blood Bowl players.
If you are taken out of action, the Blood Bowl players stand still where he is left.
You cant attack the Blood Bowl players and they don't block line of sight and such - they are just markers.
ChestIn all mayhem and chaos the chest with sport merchandise where left behind. Dice it out pre-game with the Blood Bowl players. No LD-test is needed but works the same way as when you rescue the chaos dwarfs. It contains:
2 players: 2d6 gold
3 players: 3d6 gold
4 players: 4d6 gold
The chest is lost if you don't hold it or have taken it off-board when the scenario ends.
Starting the GameBoth players roll a D6. The highest scoring player takes the first turn.
Ending the GameThe game ends when all but one warband fails its rout test or all football players are saved.
WinnerGains a “secret weapon”: blunderbuss.
Roll a D6,+1 for each Blood Bowl player you have rescued. On a total value of 6 a chaos dwarf join your cause and adopts your kind of living. You can choose to sell him as a slave and gain 30 gold coins, beside any other winnings.
You never have to pay for food since the Chaos Dwarf brew and trade/sell his own beer and survives on his own. But you have to arm him.
M WS BS S T W I A LD
3 4 3 3 4 1 2 1 9
Skills:
Extra move: each turn you can move up to 2” extra, roll a d6 for each inch, on a roll of 1 you fumbles and are placed face up on the ground.
Thick Skull:
Like their uncorrupted brethren, ChaosDwarfs are tough, resilient individuals 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 1-2 asknocked down, 3-5 as stunned, and 6 as out of action.
Block: Chaos Dwarfs ignore the special rules for clubs, maces, etc. They too are not easy to knock out!
Chaos Dwarfs never suffer movement penalties for wearing armour.
All gains2D6 gold for each rescued blood bowl player.
Experience
+1 Survives: If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 per football player taken off board. If a Hero or Henchman is helping a football player counter at the end of the battle he receives +1 Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts Out Of
CodpieceRoll a D6 for each warband member (not animal) that took part in the scenario and survived, on a roll of 6 they have collected an old (stinking) codpiece. A 6+ save that can be combined with any other armour, wizards can still cast spells and it don´t affect your movement negatively. When you have founded it you can give it to any member in your team. You can not sell this iteam.
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Hello, I'm new to this forum but have played GW games last 10 years. Hope you like my scenario, feedback is always welcome. Thanks!
/Per