A friend of mine is putting together an Undead warband for our up and coming campaign and recently came into the possession of a horde of 40 pre-painted zombies. Taking one look at this massive horde he asked if it would be possible for me to write up a scenario that took full advantage of this mass of flesh eating evil. Of course I never refuse a gameplay design challenge so here we are!
Now I'm a fan of a good old zombie flick, and also the recent trend in video games to have "Horde Modes" I thought I would try combine the two. (Horde Modes are basically a co-op multiplayer gametype where wave after wave of increasingly numerous/tough enemies come after your team who have to try and survive as long as possible against increasingly bleak odds.)
This scenario is geared towards either a couple of low-mid powered warbands working together against the Undead Horde, but alternatively it could prove a great challenge for a high level warband to test their mettle.
So without further adieu, I present to you "The Cleansing of Darkroot Cemetery".
"The Cleansing of Darkroot Cemetery"
Version 1.2
"Come 'ere boy...So you want t'hunt the Undead do you?...Oh I see, avenge your family an' all that. Well let me tell you a little somethin' bout them Undead. You think you know what there all about, few stinkin corpses and some vampire scum you come across in some god forsaken back alley? Well that's nothin boy, let me tell you about what happens when the REAL wrath of the dead comes crawling in the night..."TerrainIn the centre of the board place a single building or ruin, this is the objective building. After this has been set up, take it in turns to place any additional scenery around the table, as long as no other buildings are within 8inches of the objective building. We recommend a table of roughly 4'x4' size.
Set-UpThe defending warband(s) set up first. They set up inside or within 3" of the objective building. The "Priest" (See special rules) is set up on the ground floor in the centre of the objective building (He must be close to the earth in order to purify it). The Undead Horde can set up anywhere on the table as long as it is at least 10" away from the objective building and any defending characters.
Special RulesThe Undead HordeThe Undead Horde can either be controlled by another player or used as an NPC warband, either way use the following rules to determine their deployment and reinforcements.
At the beginning of the game, the horde consists of 6 zombies and two ghouls set-up as per the above rules. At the beginning of every Undead Horde's recovery phase roll 1D6 for each option on the following table to see what additional evil crawls its way from the piles of corpses/nearby graveyard to assist in the slaughter of the living.
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Zombies : Auto (D3+"Round Number" zombies) (Example on turn one D3+1 zombies appear, on turn five D3+5 zombies appear etc etc)
Ghoul: 4+ (1 Ghoul appears, Only a maximum of 5 ghouls are allowed on the table at once)
Direwolf: 5+ (1 Direwolf appears, Only a Maximum of 2 Direwolves are allowed on the table at once)
Vampire!: 6+ (1 Vampire appears!, Only one vampire is allowed on the table at once)
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From round 5 onwards, add +1 to rolls to see what appears (eg, on round 5 a ghoul will appear on a 3+, on round 6 a vampire will appear on a 4+ etc etc)
All Undead reinforcements arriving in this manner are set-up in a randomised quarter of the table no closer than 10" to the objective building and out of line of sight from any defending models.
Should the Undead Horde not be controlled by another player, they will always advance in the shortest possible route towards the Priest. The Undead will charge any defending units that find themselves within their charge range, but they will always attempt to charge the priest first if he is within range. These charges can be intercepted as normal.
Unless using another player's specific Undead Warband, all Undead Horde units use the basic stats found in the Mordheim Rulebook. The vampire comes armed with a sword, axe and light armour.
Defend the Priest!The priest is an additional NPC character that is placed in the centre of the objective building at ground level. He uses the stats of a basic mercenary youngblood but cannot move and will not fight in close combat if charged (attacks against him will still need to roll to hit). His soul task is to channel the cleansing ritual that will banish the undead from the surrounding area.
Defenders are not required to take rout tests or "All Alone" tests during the scenario (Although they take fear tests as usual), the defenders know that their best chance of survival is to ensure the priest completes the ritual.
Should the defenders win the scenario the Priest will offer his healing services to any injured warriors in the defending warbands. This allows any Heroes rolling on the serious injuries chart a chance to re-roll the result, the second result stands, even if it is worse.
Starting the GameThe defenders take the first turn after the initial Undead Horde has been rolled for and placed on the table.
Ending the GameIf the game lasts over 10 rounds then the ritual is complete and the undead are vaporised in a cleansing white fire. This results in the defending warbands winning.
If the Priest is wounded by any member of the Undead Horde his concentration is broken and he cannot complete the ritual in time, the Undead Horde overwhelms the area and all defending warbands automatically rout. This results in a loss for the Defending warband(s).
Experience+1 Survives: If a hero of Henchmen survives the battle they gain +1 experience
+1 Winning Leader: The leader of the winning warband(s) gain +1 experience
+1 Per Enemy Out of Action: Any Hero gains +1 experience for each enemy he puts out of action
RewardsDue to the nature of the pitched battle, the defending warbands cannot search for wyrdstone in their exploration phase. Instead, from round 5 onwards, each defending warband gains 1 Wyrdstone shard per round they complete.
Hope you like ^^ any feedback is welcome and if anybody uses it post up a battle report and let us know how it works!
Edit Log1: Reduced the horde set-up + appear from distance. (Noob forgot that zombies can't run when setting initial values ^^')
2: Added rule to allow re-rolls on injury table if the mission is successful (should encourage more heroics/self sacrifice xD)
3: Nerfed rewards and removed xp for intercepts.
4: Buffed the size of the horde at the beginning of the game to give them a larger starting presence.