The broken wizard's tower stands as a forlorn sentinel in the desolate landscape of Mordheim. It's tall, narrow structure, rising high into the darkened skies while wind howls as it rushes around the tower, creating an otherworldly symphony of whispers. The unnatural wind is said to be the last defence cast by a lore of heavens archmage gone awry.
At the tower's base, there is a scattered collection of tattered books. The remnants of the tower's mystical library are much sought after for the knowledge they contain.
Overview
Two warbands attempt to make off with the books scattered at the base of the wizards tower. High winds blow over the area pushing the warband members out of position.
Setup and Deployment
Position the wizards tower in the center of the board. Setup the rest of terrain as normal for a ruined city. Each warband leader rolls a d3 and must place that number of books within 6" of the tower and at least 4" apart.
Rolloff to deploy first and deploy your warband within 6" of a table edge. The opponents sets up within 6" of the opposite table edge. You may not place models with special deployment skills/rules within 10" of a book.
Wind
Number the board edges 1 through 4. At the start of each player's movement phase (before charges are declared) the winds surrounding the tower blow exposed warband members directly towards a board edge who fail a strength test by the amount they fail. Follow this sequence:
1. The active player rolls a d6. On a 5 or 6 the wind does not blow; skip this sequence and go to declaring charges. On a 1, 2, 3, or 4, the wind blows towards that table edge and shooting is an extra -1 to hit that turn.
2. Take a strength test for every model in your warband that is not inside a building nor knocked down nor stunned (you choose the order).
3. When a model rolls over its strength characteristic, the amount the dice roll beats the strength stat is how far in inches the model is blown towards the table edge (1, 2, 3, or 4) rolled in step 1. This may take a model in or out of combat, but do not count charging bonuses or free hits scored since everyone is struggling to keep balance.
4. If a model hits scenery or another model, it moves no further. Any model involved (friendly or otherwise) in the collision takes an automatic hit equal to the amount the strength check was failed. Knocked down or stunned models from the collision are now exempt from strength checks until they stand up.
5. The opponent repeats steps 2 through 4 for every model in his warband.
6. Continue with the rest of the active player's movement phase with declaring charges.
Books
Models that end their movement on a book can attempt to pick it up. The books may contain any manner of knowledge. Some would damn an innocent soul, and some would burn the eyes of a demon. Any model wishing to pickup a book fears the potential consequences and has to pass a leadership check or it remains on the ground. A model can carry any number of books but cannot hand them off or drop them intentionally. A model that is taken out of action will drop the book/s they are carrying, but further leadership checks will have to be taken by would be opportunists.
Ending the game
The game ends when a warband routs, with the remaining warband being the winners.
Rewards
Any model that survives the game carrying a book rolls on the table below for each book they are carrying. Books still on the ground cannot be claimed.
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Surviving. Any Hero or henchman that survives the scenario gets +1 Experience.
At the tower's base, there is a scattered collection of tattered books. The remnants of the tower's mystical library are much sought after for the knowledge they contain.
Overview
Two warbands attempt to make off with the books scattered at the base of the wizards tower. High winds blow over the area pushing the warband members out of position.
Setup and Deployment
Position the wizards tower in the center of the board. Setup the rest of terrain as normal for a ruined city. Each warband leader rolls a d3 and must place that number of books within 6" of the tower and at least 4" apart.
Rolloff to deploy first and deploy your warband within 6" of a table edge. The opponents sets up within 6" of the opposite table edge. You may not place models with special deployment skills/rules within 10" of a book.
Wind
Number the board edges 1 through 4. At the start of each player's movement phase (before charges are declared) the winds surrounding the tower blow exposed warband members directly towards a board edge who fail a strength test by the amount they fail. Follow this sequence:
1. The active player rolls a d6. On a 5 or 6 the wind does not blow; skip this sequence and go to declaring charges. On a 1, 2, 3, or 4, the wind blows towards that table edge and shooting is an extra -1 to hit that turn.
2. Take a strength test for every model in your warband that is not inside a building nor knocked down nor stunned (you choose the order).
3. When a model rolls over its strength characteristic, the amount the dice roll beats the strength stat is how far in inches the model is blown towards the table edge (1, 2, 3, or 4) rolled in step 1. This may take a model in or out of combat, but do not count charging bonuses or free hits scored since everyone is struggling to keep balance.
4. If a model hits scenery or another model, it moves no further. Any model involved (friendly or otherwise) in the collision takes an automatic hit equal to the amount the strength check was failed. Knocked down or stunned models from the collision are now exempt from strength checks until they stand up.
5. The opponent repeats steps 2 through 4 for every model in his warband.
6. Continue with the rest of the active player's movement phase with declaring charges.
Books
Models that end their movement on a book can attempt to pick it up. The books may contain any manner of knowledge. Some would damn an innocent soul, and some would burn the eyes of a demon. Any model wishing to pickup a book fears the potential consequences and has to pass a leadership check or it remains on the ground. A model can carry any number of books but cannot hand them off or drop them intentionally. A model that is taken out of action will drop the book/s they are carrying, but further leadership checks will have to be taken by would be opportunists.
Ending the game
The game ends when a warband routs, with the remaining warband being the winners.
Rewards
Any model that survives the game carrying a book rolls on the table below for each book they are carrying. Books still on the ground cannot be claimed.
| d6 result | Reward |
| 1 | Fictional novel: The book contains uninspired fiction about a time after the end of the world when the gods fight across 8 realms. Clearly the work of an amateur. You get no value from the book. |
| 2 | Playdwarf: A publication containing illustrations of an adult nature. The warrior who picked it up memorizes the images before selling it for d6 gold which is added to your stash. |
| 3 | Mordheim map: The book looks like the diary of a dwarf treasure hunter. Add a Mordheim map to your stash. |
| 4 | Halfling cookbook: A recipe book containing different ways to cook a halfling. Add a halfling cookbook to your stash. |
| 5 | Gun Fu: Through analysis of thousands of recorded pistol duels, the author has determined that the geometric distribution of antagonists in any pistol battle is a statistically-predictable element. If the model that picked up the book has a BS greater than 0, he gains 1xp. Otherwise he considers it incomprehensible garbage and dumps it. |
| 6 | Wizards primer: The book contains knowledge useful to a wizard. If the model that picked up the book is a wizard, he gains 2xp. Otherwise the warrior sells the book to a hedge wizard in exchange for 1 wyrdstone which is added to your stash. |
Experience
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Surviving. Any Hero or henchman that survives the scenario gets +1 Experience.

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