Gold Hunt
Mordheim is city that has died, yet is still very much alive.
The paradox that is the wyrdstone continues to corrupt the men, women and objects alike in the city of the Comet. As warbands search and retrieve parts of this chaotic substance, the wyrdstone-created fabric of reality begins to twist and shudder: As a result of these anomalities a shopping district that was previously ruined has now reverted back to the state where it used to be, before the falling of the comet!
Naturally, such occurances come with great chance of acquiring plenty of fresh loot, and rately go unnoticed.
Drawn to the streets, new warbands and old veterans rush to be the first ones to claim whatever the houses and shops might have contained.
But not everything is like it used to be... As the buildings and items came back to being, so did the people.
And they are no longer what they used to be...
Scenario: Gold Hunt
Terrain: Freely place
at least 3+(number of warbands) buildings. Every building MUST be enterable.
Deployment: Standard warband deployment. No warband may start with any of their members inside, or within 2" of buildings
Game Lenght: 6 turns
Scenario Special Rules:
Restored Buildings: The buildings have twisted and warped back to the state they were before the comet fell. All valuables, placed into the containers. All treasures, back and ready to be looted!
Roll D6 for each building placed after deploying warbands, but before game turns start: This determines building's type, and what kind of treasures (or creatures....) are inside.
1-3: House: Just a house built for accomodating citizens, workers and other rabble. Nothing interesting here.
Loot: 3xD3 gold crowns
Creepers: 1D3 Insane citizens
4: Smithy: A Smithy. Lots of weapons and armor ready for the taking. However, the smith might not approve...
Loot: 1D2 swords and choose helmet, shield or buckler
Creepers: Revenant Smith
5. Store: Oh yes, this is what we're here for! Store that sold trinkets, potions, food and whatnot!
Loot: Choose 1: Lucky charm, Black Lotus or 2xD6 gold crowns
Creepers: 2D3 Insane Citizens
6: Church: This church used to be rich and powerful, praising the name of sigmar to all who wished to hear and also to those who did not. Now it's returned, but eerie sense of dread fills your mind, as you notice single book, bound in leather sitting in the middle of the prayer table.
Loot: Holy (unholy) Relic and 1D6 gold or 15+3D6 gold crowns
Creeper: Daemon of Chaos
(there can be only 1 church, any further building identification rolls count 6's as 5's.
Lootin'!:
As the buildings are brimming with valuables, your mission is to loot as much as you can carry!
You can choose to loot an building at the end of your movement phase if:
1. The building has not been looted before
2. You have at least 1 hero inside the building you are attempting to loot
3. the hero is not engaged in combat, knocked down or stunned.
To loot an building, the hero looting it must pass initiative test. if the test is passed then the building is now looted! Place a marker at the base of the hero who made the loot roll and roll (if neccessary) for the loot's worth.
However, the looting has stirred something inside the building... Immediately after the loot value is determined, place creeper(s) on top of the loot marker. These creepers scatter 1D6 to random direction (roll for each one if there are multiple). If the roll places the creeper on top of, or within 1" of the looting hero or any other model, move the creeper the minimum distance neccessary to place him.
The hero can choose to either carry the loot or pass it to any other hero or henchmen within 2" after the loot value has been determined, before the creepers spawn.
Grabbing them loots!: Not only you need to find the good stuff, you need to secure it also!
Any henchmen (not animals tho) or hero may carry the loot marker. You can pick up the loot if you have model within 1" of the marker at any point of their movement and they have not ran (so you if you have M:5, you can move 3", grab the loot and then move 2").
If you can carry the loot marker to your deployment zone (i'e at the end of your turn, the model carrying the loot is within the deployment zone and is not engaged in close combat, knocked down or stunned), you automatically gain the loot carried. Add the loot to your band roster. At the end of the game, any models carrying the loot marker automatically add the loot to their warband's roster.
Loot carrying limitations: If the model carrying the loot is a) Suffers a hit in close combat or b) is stunned, out of action or knocked down, he drops the loot marker. The loot marker scatters 2" to random direction and can be picked up again by any model that moves within 1" of the loot marker.
Model carrying loot may also attempt to Run (if he is egliable to run). To make run move, the loot carrier must make initiative test at the end of his move: if the succeeds, he carries the loot with him. If he fails, the loot marker is removed and placed back at the location the carrier was before he ran.
Any single model can only carry one loot marker.
Creepers: The citizens of morheim, returned back to "life" by the warping and tearing of reality are not what they were in real life: They are withered, hollowed husks of what they were in life, stumbling towards any would-be thives with weak but eerie steps.
Creepers are placed on the table as per Lootin' special rule. After placement, they move and act during NPC turn. They must attempt to charge nearest non-creeper model, prioritizing Loot carriers. If there are no egliable charge targets within range, they must walk towards the nearest non-creeper model instead.
Creepers do not suffer penalties for not carrying weapons.
Creepers ignore line of sight and all forms of cover, concealement or hiding when they move or charge.
Creepers are immune to all psychology
Creepers ignore Knocked Down results from damage charts, and count Stunned as Out of Action instead.
Creeper profiles:
Crazed Citizens: Minds broken, bodies shattered and souls consumed in the maelstorm that is chaos, these once-proud citizens now haunt those who still live...
M:4 WS:2 BS:0 S:3 T:2 W:1 A:1 I:2 LD:10
Special Rules: Fear
Revenant Smith: Once proud Weaponsmith, now but a phantom-like, withered being. However, he strikes with strenght unknown to living men...
M:2 WS:1 BS:0 S:5 T4 W:2 A:1 I:2 LD:10
Special Rules: Fear, Ignores Armor.
Daemon of Chaos: The church of Sigmar. Perversed by the warpstone and followers of chaos gods. As the church was returned to it's past glory, the long-dead priest's body found new use as one of the Daemons from the Great Hollow possessed his body. Now standing as a gargoyle above his church, he waits for the fool who dares to enter his realm
M:4 WS:7 BS:0 S:4 T:4 W:2 A:D6 I:10 LD:10
Special Rules: Fear, Enter and Despair!, Daemonic Armor, Brand of the Destroyer
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Enter and Despair!: when the Daemon of Chaos is placed on table, all units inside the building (including the daemon) take single S3 hit, counting as a melee hit (so it causes loot carriers to drop their loot)
Daemonic Armor: the Daemon of Chaos has 3+ armor save, which is increased to 2+ against shooting attacks. This armor's save cannot be modified with armor modifiers or special rules.
Brand of the Destroyer: Daemon of Chaos's attacks have -4 armor modifier and rolls 2D6 for any injury rolls, picking the highest)
Winning the game: Game ends after all but one warbands have routed, or 6 turns have passed
Experience:
+1 For each building looted by hero
+1 For surviving
+1 For causing wound on the Daemon of Chaos (so killing it nets 2 experience points)
(note that beside the Daemon, no experience is rewarded from killing the creepers)