Week 2: Remains to be seen

 The Lord looked at his decaying minions. Rotten flesh hanging from their slumped bodies. He needed more servants to help him find wyrdstone. The run ins with other warbands had left the Restless Dead fewer in number. It was time to take a trip to a graveyard to recruit and possibly learn more from the souls that had perished in the city. Yes, The Lord could learn some useful information indeed.
 

 

 

Scenario: Remains to be seen

pdf version here.

Overview

Fresh dead bodies can be a good source of revenue and sometimes information. This scenario takes place in a graveyard where one or more warbands may be robbing graves while some factions will be consecrating graves to make the dead bodies useless to necromancers.

Terrain

In an area that is roughly 4’ x 4’, setup a graveyard that is 2’ x 2’ in the centre of the board. The graveyard will have a wall or a fence that marks the perimeter. Each player can take it in turns to setup buildings outside of the graveyard.

Darkness

The graveyard is an especially dark place in Mordheim. Shooting targets in a graveyard is at an extra -1 to hit.

Grave counters

Once you have placed the terrain, put some Grave counters in the graveyard. There will be D2+2 counters in total. Each player takes it in turn to place a counter. The counters must be placed more than 6" from the edge of the graveyard and at least 6" away from each other.

Consecrating Graves

Mercenary, Witch Hunter, Sisters of Sigmar and Dwarf Warbands have been tasked with protecting graves from robbers and necromancy by the Temple of Morr and so will not rob graves. Allocate vials of Blessed water from the Priests of Morr equal to the number of grave counters to the heroes in the warband. Heroes may be allocated more than 1 vial. Unused vials are given back to the temple at the end of the battle.

The grave counter can be consecrated by a hero carrying Blessed Water. The hero pours the Blessed Water onto the grave after moving into base contact with a grave counter. The hero foregoes shooting and the vial of Blessed Water is used up. Remove the grave counter from play. Blessed water can also be used on 'dropped' grave counters but this will not reward the hero with exp or wyrdstone.

The hero can also use the Blessed Water as normal in this scenario as the per rules on page 37 of the Mordheim Living Rulebook.

Grave Robbing

Heroes or Henchmen (robbers) who have moved into base contact with a grave counter, can spend the whole next turn digging. While digging the warrior cannot move, fight in close combat, shoot or cast a spell. If digging is successful the warrior can carry a grave counter. The warrior moves at half speed and cannot carry anymore grave counters. Warriors cannot transfer their grave counter to another warrior. If the warrior who is carrying a counter is taken out of action, drop the counter where he fell. Dropped grave counters can be picked up by any warrior moving into contact with it.

Spectres

The souls of those who have been betrayed or have betrayed their fellow adventurers look on with envy at the living. After both warbands have each taken a turn, there is a chance they will be attack by a Spectre. Treat the spectres like a 3rd warband taking their turn.

  • For every warrior in the graveyard roll a D6. On a 6 they are attacked by a Spectre. Roll D6 and a scatter dice and place the Spectre that far from the warrior. Adjust the position if necessary so they are not outside of the graveyard.

  • For every Spectre that has not appeared in the same turn, charge or walk towards the nearest warrior in the graveyard.

  • For every Spectre engaged in combat, carry out a round of close combat.

  • At the start of the spectre turn, if there are no warriors in the graveyard the spectre disappears permanently.

  • Once the number of spectres that have appeared equals the number of grave counters placed at the start of the scenario, no more spectres will appear for the rest of the game.

Weapons/Armour: Ghostly axe (count as axe)

Ethereal: Pass through terrain without penalty.

Ghostly: Avoids non-magical hits on a 5+. This roll is taken as soon as the hit is scored.

Fear: Causes fear

May not run: (but may charge normally).

Immune to Psychology: Not affected by psychology and never leave combat.

Immune to Poison: Not affected by any poison.

No Pain: Treat a stunned result on the Injury chart as knocked down.

Undead warbands in this scenario

Necromancers can attempt to cast Re-animation (if they know the spell) on a grave counter within 6”. If successful replace the grave counter with a Zombie under the control of the necromancer. This Zombie can be added to the warband in the post game for free unless taken out of action and rolls a 1 or 2 on serious injuries.

Necromancers can attempt to cast Re-animation (if they know the spell) on a Spectre within 6”. If successful, gain control of the spectre for the remainder of the battle. The spectre now acts in the Necromancer’s warband turn and will not disappear unless taken out of action.

Set-up

Both players roll a D6 and whoever rolls highest chooses which warband sets up first. This warband is deployed within 8" of any table edge the player chooses. His opponent sets up within 8" of the opposite side.

Starting the game

Both players roll a D6. The highest scoring player takes the first turn.

Ending the game

The game ends when one warband fails its Rout test. The routers automatically lose.

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 Corpse Retrieved. If a Hero or Henchman is carrying a Grave Counter at the end of the battle he receives +1 Experience.

+1 per Corpse Reanimated. If a Hero Reanimates a Corpse from a grave he receives +1 Experience.

+1 per Grave Consecrated. If a Hero consecrates a grave before it is robbed he receives +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy or Spectre he puts out of action.

Rewards

Your warriors earn one shard of wyrdstone for each grave counter in their possession at the end of the battle or each grave consecrated.

 

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