Scenario 3: Terrors in the Mists
Deployment:
All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8" of the table edge of his choice. The player with the next highest roll sets ups next and so on.
Ending the game
The game ends when one warband fails its Rout test.
Shifting Mists
The battlefield is completely enshrouded by a shifting and dense mist. This reduces visibility to 3D6 + 2 inches which will affect charges, shooting, magic etc. Determine the visibility at the start of each turn.
Hidden Monsters and Packs
There are hidden monsters and foul packs wandering in the mists. They are represented by counters. There is one marker for every warband involved in the game. Place the markers randomly on the table. At the end of every game turn, the markers move 2D6" in a random direction. When any model is able to see a counter, determine the revealed monster or pack by rolling 2D6 and check the result from the Hidden Monster and Pack table. Replace the counter with approriate model(s). From now on, the revealed monsters and packs use their own Movement value when they move and charge if there are any models in their charge distance. If there are models that the revealed monsters and packs can see, they move towards them. Otherwise they move randomly.
Spotted!
After your model(s) has revealed a counter, they may choose their reaction.
- Nothing to be afraid of
The models act as normally.
Whoa!
Make Initiative test (using the lowest value if there are many models). If passed, you may move your models behind any obstacle within 4 inches of them. If failed, they just stand still.
RUUUUUNNN!
The situation is too dangerous and the warriors start to run away from the threat. They move 2D6 inches away from the monster or pack. In the following turns, they'll have to pass a Leadership test if they want to stop running. If they fail, they'll just continue to run. If they reach any table edge, they count as out of action. The warband leader may automically stop running in his next turn. Any model within 6” may use his Ld value in their Ld test and reroll failed tests.
Experience
+1 Survives. If a Hero or Henchman group
survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning
warband(s) gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns
+1 Experience for each enemy he puts out of
action.
+1 Takes Hidden Monster or Pack out of action
Any Hero who takes a hidden monster or pack out of action gets
+1 Experience (yes, this is cumulative for the +1 for taking an enemy out of action!).
+1 For Wounding the Giant. Any Hero or Henchman earns +1 Experience for each wound he inflicts on the giant.
Hidden Monster and Pack table
2 - Huh?...AIIIEEEEEE!
After a high-pitched scream, a wild griffon swoops down from the mist-covered sky and grabs one of your ill-fated warriors with it, trying to carry him away. Somebody's having a good meal tonight!
3 - Spiders! Why it has to be spiders?!
You have been stalked by giant spiders that quickly emerge from their hiding spots after they are discovered! Place 2 Giant Spiders on the table.
4 - *Loud Dwarfish Cursing*
You hear disturbing dwarfen insults through the mist and in seconds see a mad Slayer loping towards your warriors, frothing and spitting odd sentiments on the way.
5- Zombies
You come by a moaning group of zombies, who slowly turn their hanging heads towards you, their lifeless eyes (if they had one!) peering at the fresh snack. Place D3+2 zombies on the table.
6 - Troll
Standing still, a lone troll looks at your warriors, wondering its find. After this short dumbstruck moment (and perhaps some drooling) the troll charges the tasty- looking warriors.
7 - Plaguebearers
Morrslieb's close position to Old World makes it possible for daemons to materialize in the real world. Place two Plaguebearers on the table
8 - Slaver Party of Zharr-Naggrund
You hear bark-like shouts and a chaos dwarf slavemaster pointing at you. Place a D3 + 1 chaos dwarf slavers on the table
9 - Da Doom by Gork (or possibly Mork)
Nasty group of goblins threatens you! Place D3 + 1 goblins on the table.
10 - BLRGNLGRLLNGRGBL!
Flailing chaos spawn appears!
11 - Pack of Skaven
Squeaking pack of foul verminkin surrounds you! Place D3 + 1 skaven on the table.
12 - NOPE NOPE NOPE NOPE NOPE
As the earth tremors more and more powerfully under your feet, you start to recognize a great figure in the mist, tall as a building. Unluckily to you, it's revealed to be a wandering giant!
Monsters profiles:
Griffon
When the griffon appears and grabs its hapless prey, any model may try to attack the griffon before it flies out of reach. If succesfully wounded, the griffon lets the warrior loose and tries to fight the attackers. If the griffon is not wounded, it starts to fly towards the farthest table edge with its victim, D6 + 3 inches per turn. The grabbed warrior may try to attack the griffon in the player's turn and other models may also try to shoot it. The griffon doesn't hit back while it's holding the warrior. If any model manages to wound the griffon, the grabbed warrior is dropped down and takes automatic Strength D3 hit and the griffon flies away. But if the griffon reaches the table edge, the warrior is removed from the game and warband's roster.
Profile M 6 – WS 4 – BS 0 – S 5 – T 4 – W 4 – I 3 – A 3 – Ld 8
Fear
Skull of Iron:
The Griffon’s skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results as knocked down instead.
Mad Slayer
Profile M 3 – WS 4 – BS 3 – S 4 – T 4 – W 2 – I 3 – A D3 – Ld 9
Weapons/Armour: Slayer is dual-wielding gromril dwarf axes
Berserker:
The Slayer may add +1 to his close combat ‘to hit’ rolls during the turn in which he charges.
Utterly Mad
The slayer has completely lost his sanity and thinks everybody is an enemy. He may re-roll failed ”to hit” rolls. He also has D3 attacks. Roll at the beginning of each Close Combat phase to determine number of Attacks for that phase.
Goblin
Profile M4 - WS2 - BS3 - S3 - T3 - W1 - I 3 - A 1 - Ld5
Weapons/Armour: Goblins are armed with spears and short bows. They don't have any armour. The goblins always prefer to shoot instead of moving towards the enemy.
Animosity
Zombie
Profile M 4 – WS 2 – BS 0 – S 3 – T 3 – W 1 – I 1 – A 1 – Ld 5
Weapons/Armour:
Zombies don't have any weapons or armour and suffer no penalties for this.
Cause Fear
May not run:
Zombies are slow Undead creatures and may not run (but may charge normally).
Immune to Poison
No Pain: Zombies treat a stunned result on the Injury
chart as knocked down.
Troll
Profile M 6 – WS 3 – BS 1 – S 5 – T 4 – W 3 - I 1 – A 3 – Ld 4
Cause Fear,
Stupidity,
Regeneration
Plaguebearer
Profile M 4 – WS 4 – BS 3 – S 4 – T 4 – W 1 – I 4 – A 2 – LD 10
Cloud of Flies,
Immune to Poison,
Immune to Psychology,
Cause Fear,
Daemonic Aura
Slaver Party of Zharr-Naggrund
Profile M 3 – WS 4 – BS 3 – S 3 – T 4 – W 1 – I 2 – A 1 – Ld 9
Weapons/Armour: The chaos dwarf slavers are dual-wielding clubs.
Captured!:
If the slavers manage stun or put any model out of action, the model count as captured and can't do anything unless he's freed. Place him near the slavers and use counters etc. to mark him as captured. Killing all the slavers will free the captured warriors. If the slaver party isn't in combat and they have captured models with them, they begin to move towards the nearest table edge. When they reach the table edge, the slaver party leaves the area and the captured models are lost. Remove them from the game and warband rosters.
Skaven
Profile M 5 – WS 3 – BS 3 – S 2 – T 2 – W 2 – I 4 – A 1 – Ld 5
Weapons/Armour: Claws, teeth etc. (no modifiers).
Giant Spider
Profile M 7 – WS 3 – BS 0 - S 3 – T 4 – W 1 - I 4 – A 1 – Ld 4
Paralytic Poison:
The spider has a sharp sting on its rear that strikes with paralytic poison! If 6 is rolled in the spider's hit turn and the opponent fails his armor saves, the opponent is poisoned and can't fight anymore. Jump into Ill-fated afterparty in the player's next turn.
Ill-fated afterparty:
If the attacked model's wounds are reduced to zero or he was poisoned and there aren't other models fighting with the spider, roll D6:
- 1 What was that?!
The spider is intimidated by nearby sounds and quickly scuttles back in the shadows and leaves its target alone. Remove the spider from the game. The attacked model count as knocked down, or stunned if he was poisoned.
2-6 Lemme go, monster!
The spider grabs its defeated victim and starts to wrap him in a sticky web – but not without a (another) fight! The victim may attack the spider with -1 hit modifier. If the victim was hit by paralytic poison, he can't fight back at all and moves to phase 2 in the player's next turn. This phase can be interrupted if other model charges the spider.
Attack results:
If the spider is killed, the lucky victim is saved and counts as knocked down.
If the attack hits but doesn't kill the spider, repeat Lemme go, monster! phase again in the player's next turn.
If the attack misses, continue on the phase 2 in the player's next turn.
Phase 2: Webbed
The victim is completely covered in web and can't do anything. Count him as stunned. Another model may release the victim if he moves into contact with him. If the model isn't released, the spider isn't killed or in combat with another model, continue on the phase 3 in the player's next turn. If the spider is slain after phase 2, the victim will remain stunned until other model moves into contact with him. That's very tough web!
Phase 3: NOOOOOOOOO!
The hapless, tightly packed victim is dragged into underground caverns and is never seen again. Remove the model from the game and the warband's roster. All his equipment are also lost.
Spawn
Profile M 2D6 – WS 3 - B 0 - S 4 - T 4 - W 2 - I 3 - A D6 - Ld10
The player who kills the spawn receives Disturbing Amulet.
Fear
Psychology
Movement:
The Spawn moves 2D6" towards the nearest model in each of its Movement phases. It does not double its movement for charging, instead if its movement takes it into contact with a model it counts as charging and engages that model in close combat.
Attacks:
Roll at the beginning of each Close Combat phase to determine the spawn’s number of Attacks for that phase.
Disturbing Amulet
Among the bloody and hacked mess of tentacles and other parts you can't even recognize, an peculiar looking amulet catches your eye. The thing is highly captivating and urges you to wear it. The Disturbing Amulet is a wearable item and forces its carrier to roll a D6 test at start of the carrier's every turn. On a roll of 1 the carrier suffers of a failed Stupidity. On roll of 6, he gains +1 WS, +1 BS, +1 I and +1 A until start of his next turn. After every game, the carrier also roll a D6: if it's 1-3 nothing happens but on 4-6 carrier's Leadership value is reduced by 1 or 2, determined by D6 (on a roll 1-3 Ld is reduced by 1 and roll 4-6 it's reduced by 2), as the amulet takes its toll on the carrier. If the carrier's Ld is reduced to 1 or if any of his Ld test results 2, he is turned into a chaos spawn! The spawn stays in the current battle if he is in one, and after it he disappears into the wilds, joining the other foul beings in the shadows. If the warrior unequips the amulet, he permanently gains Stupidity special rule.
Giant
Profile M 6 – WS 3 - BS 0 – S 5 – T 5 – W 4 – I 2 - A 3 – Ld 8
The player who kills the giant receives 3D6 gold and
Frostwyrm Cloak (-1 WS to all models in base contact with the wielder). The item counts as armor. (Rules below)
Fear
Thickheaded:
The Giant's skulls is sa thick as a rock and such it can never be stunned, treat any stunned results as knocked down instead.
Ungainly:
If a giant is knocked down roll a scatter dice to determine the direction it falls in, then place the model on its back. Any model underneath the giant must pass an immediate initiative test or suffer S5 hit as the brute crushes them. The giant automatically picks itself up next turn.
Rampage:
When the giant attacks it's rampage of varied assaults. Roll a D6 to determine what it does.
- 1-2 Clubbed. Attack as normal.
3-4 Swipe. Attack as normal. The hit models are also tossed D3 +1 inches away from the giant. If they land against any obstacle, they take automatic Strength D3 hit.
5 Stomp. Makes a single attack at S7 inflicting double wounds.
6 Shout and Bawl. All models within 4” of the brute must pass an immediate Strength test or be knocked down.
Frostwyrm Cloak:
The giant was carrying a ripped hide of a mighty Frostwyrm in one of his stinking baggages. Smaller creatures can easily use it as a cloak. The Frostwyrm Cloak has a magical aura of cold that is enough to freeze the blood of any nearby creature, though the wielder isn't affected. Any model in base contact with the wielder reduce their Weapon Skill by 1. Frostwyrm Cloak counts as armor so the model can't wield light or heavy armor with it.