Beware the Plague [Mousillon setting].pdf

(53 KB) Pobierz
Scenario 090 - Beware the Plague
Scenario 090 - Beware the Plague By Archeonicus.
Transcribed & edited
by The Mordheimer.
Historical notes: This skirmish was fought between Skaven of Clan Pestilens and
Disciples of Maldred. The Red Pox has killed more men in Mousillon than any other
predator to enter the city. The Knights searching for the false grail, having taken up
residence in the Palace District soon found themselves faced with the curse of the
ages. Skaven of Clan Pestilens sought to drive the Bretonnians from the city by
infecting them with the plague or by outright killing them all. A skirmish was fought
in the confines of the Palace District where the Skaven could take advantage of the
cover offered by the largest buildings in the city, and the Knights were unable to
make full use of their mounts.
The defending warband has recently discovered a rather well preserved building. The
storeroom still had plenty of edible things. But more important the Noble who owned
the big house had forgotten his treasure chest. Unfortunately, word has leaked out
about their find and warbands throughout the city are hunting them, determined to
take the treasure for themselves.
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower,
or other similar item. We suggest that the terrain is set up within an area roughly
4’x4’ (or 6’ if playing multiplayer). The centre of the board needs to be consisting of
two rather big buildings.
Warbands
All the models in the defending warband must be set up within 6” of the centre of the
board. The attacking warband may set up on 2 sides if he wants to, in multiplayer
set up as normal.
Special Rules
Defenders : One player is the defender, determined by rolling the dice. Three of the
defending warband’s Heroes carry 4D6 pieces of gold (his part of the treasure) in a
purse. If a Hero carrying money is taken Out Of Action, place a counter, representing
the purse he was carrying, on the ground where he fell. Any Hero moving into
contact with them may pick up this money. The money is in a purse and will be
determined after the battle has ended. Only when playing multiplayer all heroes of
the defending warband carry a purse.
Injuries : After the battle you may roll serious injuries as normal, any Dead results
will require an additional 2D6 roll on the Red Pox table (below). If the model was
infected by someone who has died from a Violent Death add a +2 to the roll.
Die Roll Effect
1-2 Death : While the character is infected with the Red Pox, his combat
wounds are to severe and the disease does not gets a chance to bloom
on its victim. No further results.
2-4 Violent Death : The character dies horribly from a combination of his
combat wounds and the Red Pox. After his death, his virulent condition
has infected a random warband member, that warband member roll
on this table with +2 to the roll.
657363277.001.png 657363277.002.png 657363277.003.png
5-6 Weakened Survivor : The character fights the Red Pox successfully and
survives. The internal battle has been intense and the disease has
debilitated the character heavily. The character will be –1T and looses
a wound, only if he has more then one.
7-8 Tainted : The Red Pox has left the character tainted; he will cause Fear
now (as if Horribly Scarred ) and suffers the permanent injury Old
Battle Wound .
9-10 Psychologically Wounded : The character survives the ordeal with the
disease, but he becomes mentally unstable. The character needs some
time to recover and must misses one game and suffer a Nervous
Condition .
11 Survival : The character recovers from the Red Pox without any lasting
ailments.
12 Full Recovery: The character not only recovers from his ordeal with
the Red Pox, but feels hardened by the effect. Roll a D6, 1-4 character
becomes Hardened, 5-6 character will gain +1T (this does not raise
the race's max for T).
Starting the Game
Each player rolls a D6. The player rolling highest has the first, turn, and order of play
proceeds clockwise around the table (based on where players placed their warbands)
from there. So if the defending player has not the highest roll he will be
automatically last.
Ending the Game
Do not roll for Rout tests during this game. Instead, the game will last 8 turns or
until all the purses have been carried off the board, whichever comes first. (in
multiplayer use 10 turns) The warband that gets the most purses off the table (or
held by its Heroes when the game ends) is considered the winner.
Experience
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Survives: If a Hero or Henchman group survives the battle they gain +1
Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
+1 Per Purse. If a Hero is carrying a purse at the end of the battle he receives +1
Experience per purse he carries.
657363277.004.png
Zgłoś jeśli naruszono regulamin