It's All Mine!!.pdf

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It's all MINE
It's all MINE!!
by Paul Smith
After the destruction of Mordheim people were led to believe that the cause of it
had been a pure wyrdstone comet from one of the two moons, whether this is
true or not is undecided as it is also documented that large chunks of slightly less
pure wyrdstone that became known as Warpstone. This was also found in and
around the city of Mordheim. Whenever they were stumbled upon they were
destroyed by most god fearing races..with the exceptions of Chaos cults and the
skaven. Unfortunately these pockets of warpstone also attracted bands of flesh
eating zombies.
setup
Place a mine entrance towards the centre of the table with as many buidings as
you can scrounge together. There should be a clearing of about 8inches by 8
inches around the mine to represent the skaven/chaos cult clearing the area to
enable the shaft to be sunk.
Forces
Attacker - who ever you want
Defender - Skaven, chaos or Posessed
Zombies!!
Mission
The Skaven/chaos/posessed force had discovered a source of pure warpstone
and have pproceeded to mine it for their own nefarious purposes. The Attackers
must blow up the entrance to the mine and the Zombies wish to enter the
mine...purpose unknown.
Special rules defenders - Half of the defender's force is considered to be down in
the mines at the start of the game mining the warpstone. As soon as the first
sighting of the attackers or zombies is made then they may exit the mine at a rate
of 2 per turn. The rest of the defenders must be set up within the clearing around
the mine.
Attackers - The attackers deploy along one table edge as per normal. They are
supplied with two barrels of gunpowder to try to close off the mine for good. Use
the normal rules for this as included in the Gunpowder weapons rules.
The zombies start to arrive after the second turn at a rate of D4 per turn and may
come on any table edge. After turn 4 they amount of new zombies goes up to D6
per turn. The only wy to stop the influx of zombies it to take out all those on the
board, once this has been achieved then no more will enter.
Winning conditions
defenders - prevent the capture/destruction of the mine
attackers - destroy the mine and escape off the board
xp
attackers
+1 for destroying the mine
+1 for surviving
+1 for stopping the zombies
+1 for each wounding hit.
defenders
+1 for preventing the capture/destruction of the mine
+1 for stopping the zombies
+1 for each wounding hit caused
+1 for surviving
suggestions
It has been suggesteed that the Zombies should be replaced with Ghouls so the
choice is up to you..
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