Week 8: Manhunt

The warlock knelt down, hands tied behind his back. The Bounty Hunter tugged on the rope and put a boot on his back.
"What do you mean he's still alive?" Franz exclaimed.
"He wanted the power to get his revenge on the Reiklanders. It was already in him, I simply released it" said the warlock, who seemed pleased with himself.
"Released what?" grunted the Bounty Hunter.
The warlock grinned and stared at Franz silently.

Filthy Franz didn't like this. They couldn't get anymore out of the warlock. However the fact the Rothemuur Port Dogs Captain was still alive in the Rich Quarter brought the Averlanders closer to an answer. Why did the Outlaw Reiklanders give up so easily and why were they scared? There were a number of locations in this district that were still in a condition that could shelter a person. The men were very uneasy. Franz ordered them to stay together even if this made the search slower.
 

Scenario: Manhunt

Overview

Your warband is tracking an individual who was thought to be dead. How has he survived? Your men are scared about what they may find and are reluctant to search alone. Even for Mordheim there is a terrifying aura in the area. Despite searching the area, it is possible your warband will not find anything other than a rival warband also searching the area.

Terrain

In an area that is roughly 4’ x 4’ each player can take it in turns to setup buildings.

Set-up

Players alternate placing tracking counters on the ground level of the board. Place 3 + D3 tracking counters. Tracking counters must be within 12" of the very centre of the board and  more than 10" from other counters.

Roll off to see who places first. The winner sets up his warband within 8" of a table edge. His opponent then setups up his warband within 8" of the opposite table edge.

Dont wander off alone...

If at any point a warrior is more than 6" from any friendly model that is not Knocked Down or Stunned, that warrior has to take an All Alone test. Models that cause Fear, are immune to Psychology or All Alone tests are not affected.

Tracking Counters

Models moving into contact with a tracking counter check the location and may have made a discovery. Remove the tracking counter from play and roll on the following table.

Roll of D6 result

1-3 : A dead body is found. There are no clues or valuables that can be found on the corpse.

4-5 : Tracks are found of a large creature that lead to somewhere nearby. Next time your warband rolls on this table, add +1 to the result. This bonus is cumulative for multiple results of tracks being found for your warband.

6+ : Your warband has made a chilling discovery roll on the next table.

Roll of D6 result 

1-3 : You hear a terrifying howl nearby. Place a Skin Wolf within D6" of any remaining tracking counters. If none are left, place the Skin Wolf within D6" of the warrior that made the discovery. Remove all tracking counters from the board.

4-6 : You find an almost naked man covered in blood with a few shreds of clothing. He looks up at you. There is a mixture of despair and anger in his eyes. Place a Marienburg Captain 1" from where the discovery was made. Remove all tracking counters from the board.

After placing a Marienburg Captain or a Skin Wolf, treat the model as a 3rd warband taking its turn after the 2nd player takes a turn. An alternative win condition is now available.

Marienburg Captain

Weapons and Armour: none


SPECIAL RULES 

Immune to Psychology: This creature is not affected by psychology and will not leave combat.
Transform: At the start of the Marienburg Captain's turn, if he was engaged in combat, wounded or targeted with a spell in any previous turn, replace the model with a Skin Wolf and remove all previous effects (model stands up and is no longer stunned, knocked down etc.). Continue with the Skin Wolf as if its turn has just started.


Damaged: If the Marienburg Captain is engaged in combat, he will fight back. If he is not engaged in combat, he will do nothing in his turn.

Skin Wolf


 
Weapons and Armour: Claws and Teeth

SPECIAL RULES

Causes Fear: The Skin Wolf is an unnatural, terrifying creature that causes fear.
Immune to Psychology: This creature is not affected by psychology and will not leave combat.
Untamed Savagery: Such is the primal ferocity of the Skin Wolf, it is immune to knockdown and stunned results. For every result of knockdown or stunned the Skin Wolf suffers, reduce its attack characteristic by 1 to a minimum of 0 for that round of combat.
Scale Sheer Surfaces: The creature can climb up or down a height equal to twice his normal Movement, and does not need to make Initiative tests when doing so.
Alpha Hunter: The Skin Wolf lives to hunt and can charge warriors it can't see within twice his initiative. Furthermore the Skin Wolf automatically sees any warriors that are hidden within twice its initiative's range.
Primal Rage: In the Skin Wolf's turn it will fight in combat if it is engaged. Otherwise it will charge the nearest warrior if possible. If not in charge range it move as fast as possible towards the nearest warrior and cannot be march blocked.

Starting the game

Roll off to see who goes first.

Ending the game

The game ends when one warband fails its Rout test. Rout tests are taken when you suffer casualties equal to 25% of your total warband size.
Alternatively, the warband that lands the killing blow on the Skin Wolf or Marienburg Captain wins the game and the game immediately ends.

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

+1 Per Tracking Counter Checked. Any Hero or Henchman group that checks a counter gains +1 Experience

+1 Killing Blow. Any Hero who lands the killing blow on the Marienburg Captain or Skin Wolf gains an additional +1 experience on top of the Per Enemy out of Action bonus.

Rewards

No additional rewards.




 



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