LORD OF THE FLIES
By Donato Ranzato, Paul Smith, Todd Eastbrook and Bob
Cauthron. Logs by Tim Huckleberry
"Later that night. Some thoughts
before turning in. Thinking about going back. To
the city. The city does strange things the closer
to the center you get, and locations seem to
shift as if the city itself is trying to lure you
into the center of it's web. Hobarth, who has
been in the area longer than anyone I know, says
the city itself is living, brought to life when
Sigmar's Hammer struck it, as a midwife's slap
brings a cry from a newborn babe. Others don't
realize it as they have become all part of the
shifting landscapes. He says we notice it more as
we pirates are tied to the sea, not the land, and
get disconnected from the city's grasp when we
come back aboard our ship. Could be. I've heard
odder things in the past half year since joining
up. And I've seen plenty odd things both on the
land, and even some in the sea nearby."
from the log of Riley Augustus
Frayed, Crewman, pirate ship The Serpent's Mother |
RULES
Everytime two or more warbands with a total combined
rating of 400 or more fight in the streets of the City of
the Damned, there is a chance that they will attract the
attention of the thing that calls himself The Shadowlord.
Roll 2D6 at the start of each player's turns. If the
dice rolled come up snake eyes (double 1's) then the
Shadowlord intervenes. All these encounters last for 1
turn (unless it is rolled again the following turn, but
this would be a rare thing to happen). Roll a D3 to see
how the Shadowlord intervenes.
"You have to have respect for the
city is all. It doesn't give up it's treasures
easily, and not without a fight usually, but if
you respect what it can do, you can usually make
it out alive."
from the log of Riley Augustus
Frayed, Crewman, pirate ship The Serpent's Mother |
1. Locations
Most fighters that have stayed and fought in the city
of Mordheim for a long time, talk about the city as if it
is a living thing. Like it is some kind of terrible
monster that breathes and thinks and whose sole purpose
is to drive everybody insane and thereby bend them to his
will. What most people, at least who are still still
sane, don't know is that they are right.
Mordheim lives and it is hungry and looking for prey.
Roll 1D4 |
EVENT |
1 |
The walls
attack!
The Shadowlord is able to bend and shape the
walls of nearby buildings so that it can attack
unlucky fighters. Any fighter within 2" of a
nearby wall must roll below his Initiative on 2D6
or suffer one S3 hit, with normal armour saves
allowed. |
2 |
Death from above
The Shadowlord is able to make a stone
gargoyle atop one of the buildings come alive and
to attack the warband. Choose a model to
represent the gargoyle. The opposing player can
control the gargoyle for one Turn only after
which it returns to its normal lifeless form.
Stats M WS BS S T W I A LD
Gragoyle 4 4 1 4 5 1 4 1 5
Special rules:
Swoop attack: The gargoyle swoops down
from the roof of a nearby building and attacks
each fighter in a 12" straight line. Each
fighter in its path suffer one S4 attack, with a
-2 armour save. The gargoyle cannot go through
buildings and walls. If there is a building or
wall in his path then its attack stops there.
After the gargoyle has landed he can move and
fight as normal. If the gargoyle attacks a
fighter in HtH combat and that fighter takes the
gargoyle Out of Action, the fighter receives +1
experience point extra at the end of the battle. |
3 |
'Look out below!'
With his terrible will the Shadowlord
manipulates the ground below one of the fighters
to swallow the fighter whole. The fighter with
the lowest cost (including experience) must roll
below his Initiative on 1D6 (a 6 always fails) or
else is killed instantly. Remove the model from
the table and the warband's roster. |
4 |
'Where are
we??"
The Shadowlord is is able to shift locations and
buildings as if to lure helpless victims into the
center of it's web. The opposing player may
re-arrange 1D3 objects (e.g., buildings, walls,
fountains, crates) on the battlefield. The
objects cannot be placed on models. Range is
12". |
2. Shadows
Beware of shadows, boy. They are alive
It is not called the Shadowlord for nothing as those who
survive their first few nights in Mordheim know.
Sometimes, the shadows appear to come alive, to reach out
with inky black tendrils which ensnare and strangle, or
nether claws which slice and cut... and sometimes, the
shadows may just swallow you whole.
Turn the lights out and get a flashlight ready. The
player whose turn it is shines the light at arms reach
above his head down upon his side of the table.
Each opposing miniature fully engulfed in shadows must
roll on the following table:
Roll 1D6 |
EVENT |
1 |
"What was
that?"
The Shadowlord moves past the unfortunate but
passes him by. Despite no harm coming to him,
that miniature must move out of that spot. |
2-3 |
"Aiee!
Somethin's got me!"
Inky black shadow tendrils drip out from the
shadows and attack. Miniature takes a S3 hit and
may not move this turn as they battle to free
themselves from their spectral attacker. |
4 |
"Shh... did
you hear someth- *urk!"
Nether claws seep out from the blackest
shadow and slice an unfortunate for a S4 attack
with a -1 Armor save. |
5 |
"He was here
just a moment ago!"
As darkness envelopes the unwary, the shadows
become blacker and blacker... what few lights
were able to be seen a moment ago are now gone...
even your own lantern gives off no light...
Remove that miniature from the battlefield. The
shadows have simply swallowed him up. After the
battle, roll a D6. On a 1, the miniature is gone
for good. On a 2-5, they return, more or less, in
one piece, and on a 6, they return horribly
mutated.The player may choose a mutation from the
Possessed mutations list for free. If the
miniature is the warband's leader ignore this
result and roll again on this table. |
6 |
The Shadow Knows
"It was as if the shadows just reached out,
grabbed him and pulled him into another place
altogether...he's not here no more" -
Angus Ferelan, inmate of the SoS temple
sanitarium.The fighter is attacked by one of
the most feared agents of the Shadowlord, a
Shadowwalker. The shadows condense and form a
misty figure that attacks. If the model in the
shadows is carrying a lantern he may not be
attacked as he has temporarily driven away the
shadows with his light. Ignore this result
The shadowwalker is a beast of the shadows,
able to slip through from oneset of shadows to
another as if they were doorways, missing the
placesbetween. Anyone who attracts the attention
of the shadowlord better live ina brightly lit
room with no shadows.
If there is a Moderator then any shadowwalkers
that appear are controlled by him/her for the
rest of the battle. If there is no Moderator, the
shadowwalkers are controlled in each
players turns by the opposing player. The
shadowwalker models may never leave the shadows.
M | WS | BS | S | T | W | I | A | LD
5 5 0 4 4 2 7 2 -
SPECIAL
If the model is taken Out of Action by the
shadowwalker there is a chance that he will try
to drag the body of into the shadows to his
master. Roll a D6, on a 6 the fighter is dragged
into the shadows to feed the Shadowlord. Remove
the model from the battlefield and the model
counts as dead.
Shadowwalkers causes Fear and they are immune
to all Psychology tests. They do not have to take
Stand Alone tests and are not affected by
Shadowlord Interventions.
|
3. Weather
The Shadowlord is almost as powerful as a god in his
city. He is everywhere, in the buildings, in the ground,
in the people and even in the very air.
Roll 1D4 |
EVENT |
1 |
Where is
everybody?
A temporary fog engulfs the streets of
Mordheim, limiting everybodies vision. LoS and
missile fire range are reduced by half during the
whole scenario. |
2 |
Strong Winds
A strong wind blows through Mordheim this
turn. Movement and missile fire range are reduced
by half. Any misile fire also have 1 S and
+1 armour save. |
3 |
Whats
that smell of ozone?
The Shadowlord is even able to control the
Winds of Magic. The difficulty rate of all magic
spells (not prayers) are increased by +1 during
this turn. |
4 |
Clarissa,
can you still hear that awful sceaming of the
lambs?
The wind carries with it the sounds of awful
sceaming as if thousands of people, beasts and
other less wholeseome creatures are being
tortured and tormented. Every model must take a
Fear test. If failed the model must flee
2D6" in a random direction. |
|