Skenaariot uudelleenkirjoitettuna

Tarkoituksena kirjoittaa kaikista skenaarioista tasapuolisia fiksujen match-uppien aikaansaamiseksi.

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Yleistä

Jos skenaariossa ei muuta määrätä, vaikuttaa tiimien Warband Rating -erotus seuraavasti:

  • Pienemmän Warband Ratingin warband saa valita joko haluamansa pöydänreunan tai pelin aloitusvuoron. Isomman Warband Ratingin warband saa jäljellejääneen. Pelin aloittaja deployaa ensin.
  • Jos WR-erotus on yli 50, saa pienempi valita molemmat.
  • Verrattaessa Warband Ratingeja yo. tavalla, skaven-warband vähentää omasta ratingistaan 25 ja possessed-warband lisää 25.

Skenaariot

Defend the find

Terrain Set up normally except place a single objective building (max size 8"x4") in the centre of the map.

Warbands The warband with the lowest number of warriors in it is automatically the defender. If both sides are equal, roll to decide.

The defender is deployed first inside or completely within 6" of the objective building. The attacking warband is then deployed at least 15" from the defending warband models.

Starting the game The attacker has the first turn.

Ending the game If at the start of attacker's turn (after Rout tests) the attacker has more models completely within 4" of the objective building the attacker wins. If at the start of attacker's seventh turn the the defender has more models completely within 4" of the objective building the defender wins. Alternatively, when one of the warbands fails its Rout test the game ends.

Special rules

  • The defender has +1LD to Rout tests.
  • At the end of the game award one shard of wyrdstone for each Hero of either warband who is inside the building (up to a maximum of three shards per warband).

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action

Skirmish

Terrain Set up normally.

Warbands Players set up models within 8" of the opposite table edges.

Starting the game The player who did set up first starts the game.

Ending the game When one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.

Special rules

  • Roll an extra die for Random encouters (ie. two dice and if either shows 1, refer the table). After one player has rolled Random encounter, the another player still rolls one die at the start of his/her turn.
  • Winning warband founds one of the following (roll D6): 1 Mordheim map, 2 Healing herbs, 3 A barrel of Bugman's ale, 4 Mad Cap Mushrooms, 5 Mandrake Root, 6 Blessed water

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action

Wyrdstone Hunt

Terrain Set up normally.

Warbands Players set up models within 8" of the opposite table edges.

Starting the game The player who did set up first starts the game.

Ending the game When one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.

Special rules

  • Once you have placed the terrain, D3+1 Wyrdstone counters are placed on the map. The players take turns placing a counter and player with the lower Warband rating places the first counter. Counters must be placed at least 15" from table edges and at least 6" away each other.
  • A warrior model picks up a Wyrdstone counter by moving touching it. If the warrior ran, it must stop and move not further to pick up a Wyrdstone counter. A warrior can carry any amount of wyrdstone. Animals, Giant rats and Dire wolves may not pick up Wyrdstone counters.
  • If a warrior is taken out of action while carrying Wyrdstone counter, place the counter on the table where he fell.
  • At the end of the game, award warbands an extra Wyrdstone for every Wyrdstone counter in possession of its warriors.

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 per Wyrdstone counter at the end of the game in possession of Hero or Henchman unit
  • +1 Per Enemy out of Action

Breakthrough

Terrain Set up normally.

Warbands The player with lower warband rating decides who is attacker and defender. The attacker sets up first, within 8" of any table edge. The defender sets up then anywhere on the table but at least 15" away from any attacker.

Starting the game The attacker starts the game.

Ending the game If at the start of the attackers turn (after Rout tests) there are two or more standing warriors from the attacking warband within 2" of the defender's table edge, they have broken through and the attacker wins the game. If at the start of attackers 11th turn there are no standing warriors from attacking warband within 2" of the defender's table edge, the time has ran out and the defender wins. Alternatively, when one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.

Special rules

  • If the defender wins, award the warband with an extra shard of Wyrdstone.

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action
  • +1 Breaking Through; any warrior from the attacking team at the end of the game within 2" of the defender's table egde gets +1 experience.

Street fight

Terrain Set up buildings into a single street. Behind the buildings are impassable ruins, although the buildings themselves are still accessible. The only way out is along the street.

Warbands Players set up within 8" of opposite ends of the street.

Starting the game The player who did set up first starts the game.

Ending the game When one of the warbands manages to move three or more models out of the street via the opposing edge, the game ends and that player is victorious.

Special rules

  • The winning warband dominates the main trading street and therefore gets +2 on any rolls to find Rare items and Experienced henchmen after this battle.

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action
  • +1 Escaping; the first Hero from either side (not both) who exits via the opposing table edge gains +1 experience.

Chance encounter

Terrain Set up normally.

Warbands The player with lower Warband rating decides which warband deploys first. The warband deploying first deploys his entire warband into any one of the table quarters. Then the another warband deploys its models into the opposite table quarter, but not within 14" of enemy models.

Starting the game The both players roll a D6 and the player scoring higher goes first. In case of tie the player with higher normal Iniative of his/her warband leader goes first (reroll if still tied). If the difference of Warband ratings is 50+ the player with lower Warband rating goes automatically first.

Ending the game The battle ends when one warband fails a Rout test. The routing warband loses.

Special rules

  • Each warband is carrying D3 shards of wyrdstone at the beginning of the battle. When the battle is over, both warbands gain all the wyrdstone they were carrying at the start of the game, minus the number of their own Heroes that were taken out of action during the game, down to a minimum of zero. In addition, they gain one extra shard of wyrdstone for each enemy Hero taken out of action, up to the maximum number of wyrdstones the opposing player had at the start of the battle.

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action

Hidden treasure

Terrain Set up normally.

Warbands Players set up within 8" of opposing table edges.

Starting the game The player who did set up first starts the game.

Ending the game The player that manages to move the treasure out of the table wins through of his/her own table edge. Alternatively, the battle ends when one warband fails a Rout test. The routing warband loses and the other warband gets the treasure.

Special rules

  • All warrior models (except animals) of both sides can search for treasure when ending movement in a building not already searched if not fighting or shooting.
  • All buildings except those within 14" of the both players' deployment table edges can be searched.
  • When searching a building roll two dice. On a score of 12 the treasure is found. After the third round of the game both players add +1 to any searching rolls.
  • If all but one building of the buildings have been searched, the last building automatically contains the treasure and there is no need to roll dice when searching.
  • After finding the treasure chest, the warrior must carry it into safety. Carrying the treasure chest will slow the warrior carrying it to half speed. Two or more models can carry the chest without movement penalty. A warrior may not run when carrying the treasure chest.
  • If the carrier is put out of action at the spot where he fell. Any model can pick it up by moving into base contact with it.
  • Whoever wins the battle recovers the treasure containing: 3D6 gc, D3 shards of wyrdstone on a D6 roll of 5+, suit of light armour on a D6 roll of 4+, sword on a D6 roll of 3+, D3 gems worth 10 gc each on a D6 roll of 5+

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action
  • +2 For Finding the Chest: if a Hero finds the treasure chest he earns +2 experience

Occupy

Terrain Set up normally, but mark D3+2 buildings closest to the centre of the table to be the objective buildings.

Warbands Players set up within 8" of opposing table edges.

Starting the game The player who did set up first starts the game.

Ending the game The player that controls most buildings at the end of the eight round wins. In case of tie play an additional round. A player controls a building when he has one or more standing models inside the building while there are no enemy models inside the building. If a warband voluntarily Routs the opposing warband is considered controlling all the objective buildings.

Special rules

  • No rout tests.
  • At the end of the game each warband recieves an additional shard of wyrdstone for every building he/she controls.

Experience

  • +1 Survives
  • +1 Winning Leader
  • +1 Per Enemy out of Action

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