Fortnight 3 Scenario: “Sir, it’s Possible that this Meteor is not Entirely Stable…”

The Crow Stables, as they were sometimes called, lie (or lay, before the comet) in the northwest of the City of the Damned near the Raven Barracks. These stables boarded equine belonging to the soldiery and state officials of Mordheim.

When the comet hit, a large piece of it broke off and destroyed the stables and ruined the surrounding area. Somehow, a number of the horses kept in the stables survived and now aimlessly wander the area, desperately searching for friendly humans brave enough to approach the comet fragment. Several warbands have tried to mount expeditions to the stables and were never heard from again. Rumours abound in Cutthroat’s Haven of mercenaries who claim to have encountered survivors wandering the ruined city, jibbering in a foul tongue and utterly mad.

Things are getting desperate for your warband, so you strike off for the stables to try your luck…


Terrain
Place the crashed comet fragment terrain piece in the centre of the board, then set up buildings in the surrounding areas as you would for a normal Mordheim table. The fragment crash piece is not difficult terrain. Each player then places d3 + 1 horse models within 18” of the comet fragment. Horses must be 8” apart from each other. Then place d3 + 1 Wyrdstone shards in the comet crater itself. Players roll to see who places the first shard and then alternate placing. If possible, keep the shards 6” apart. If this is not possible place a shard as far away from the other shards as possible while keeping it in the crater.

Setup
Each player should create 3 groups of fighters for their warband, representing the warband splitting up to search for the comet fragment. Divide your warband into 3 groups as evenly as possible (so if your warband has 9 fighters, each group must consist of exactly 3 fighters), with each group having at least 1 hero and 1 henchman in the group.

Players then roll off. The player with the higher roll places 1 of their groups, chosen at random, no further than 12” from the comet fragment and no closer than 4” to it. Then the other player places their fighters on the opposing side of the comet, again not closer than 4” to the fragment but no further than 12” away.

Both players then deploy their other 2 groups of fighters in the corners of the board – roll to see which group you place first. The first player places a group of his fighters in any corner of the table, all within 8” of the corner. Then the other player does the same. Then both players place their final squad of fighters using the same method.

Roll to see which player takes the first turn.

Special Scenario Rules The Pulsing Fragment: At the beginning of each player’s movement phase, roll a d6 and add the current number of turns played. If the result of this roll is 7 or higher, the comet emits a pulse and the eyes of all the horses blaze a bright burning green, driving them into a rage!

Each horse immediately charges the nearest fighter to it. Use the following profile for the horses:

Horse

Crazy Blazing Green Eyes: During a turn it charges, the horse causes Fear

If a fighter is charged by a horse, immediately resolve the horse’s attack against the fighter and the fighter’s attack back against the horse. If neither the fighter nor the horse are knocked down, stunned or taken out of action in that combat, that fighter is knocked down and the horse runs an additional d6” past them. If this takes the horse into another fighter, resolve the horse’s attacks and the fighter’s attacks again as above.

Fighters can shoot at and kill horses, but when a fighter shoots at a horse, that horse will immediately move 16” towards the nearest warband member of the shooting fighter’s warband (charging if possible – resolve the combat in that player’s combat phase in the manner described above). Horses can be charged in melee, but If neither the fighter nor the horse are knocked down, stunned or taken out of action in that combat phase, that fighter is knocked down and the horse runs an additional d6” past them After resolving all the horse charges, roll at the start of each player’s movement phase for another pulse – another pulse occurs on a roll of 6+ from hereon.

Winning the Battle
The battle ends when one warband fails a rout test or routs voluntarily.

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 gains +1 extra Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 per Wyrdstone Counter. If a Hero or Henchman is carrying a Wyrdstone counter at the end of the battle he receives +1 Experience.

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