DONT WAKE THE GIANT
by David
Gitchel
BACKGROUND
A wounded warrior
has stumbled out of Mordheim, battered and hysterical, he
claims a giant ambushed his band, and took their
treasure. The warrior gives a vague location before he
passes to the next life. Rumors spread quickly, and
various warbands (3-4) prepare to enter the city to steal
the prize.
TERRAIN
As usual, except that one big building must be placed
in the center initially. This is where the giant has made
camp.
SET-UP & INITIAL
PLACEMENT
Each warband (4 max) must set-up on one edge, at
least 8 inches from another side of the table. Each band
rolls a d6, and deploys where on the edge they want in
the order of highest numbered rolled.
STARTING THE GAME
Each player rolls and adds their leaders
initiative. Turns go in order form highest to lowest.
SPECIAL RULES
Each warband has located the camp and after seeing
the giant, have decided to wait till he sleeps to steal
his loot. Ironically enough, each leader has been so
concerned about the giant; they failed to notice other
warbands doing the same thing. The giant has two treasure
chests in the building with him and a bag of gold on his
belt. The sleeping giant will only be awakened by the
sound of close combat within 8", or injuring spells
(Warpfire, Fires of UZhul, etc) and black powder
weapons within 12". If awakened, he will attack the
nearest character and defend his treasure. A model may
attempt to steal treasure from the room by moving into
contact with the chest and rolling an Initiative test.
Failure results in a noise loud enough to awaken the
giant. Carrying the treasure chest works the same as in
the Hidden Treasure scenario in the Mordheim Book. To get
the bag of gold, a model must make a 1 Initiative
test. Failure results in waking the Giant and starting in
HTH with it. The bag only prevents running for a model
carrying it. A warband must get the treasure within
2" of their starting edge to get it off the board.
Remove the model(s) and the treasure.
Giant |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Grumm |
6
|
5
|
2
|
6
|
6
|
5
|
4
|
3
|
8
|
6+
|
Equipment:
Club, Stone Hammer, Toughened Leathers, Throwing Stones
(10" R, S6, -2 Sv, Concussion effect)
Abilities: Hard Head & Hard to Kill (as
Dwarves), Large, Fear.
ENDING THE GAME
The game ends when all treasure has made it off the
board, or all warbands have routed.
EXPERIENCE
+1 Survives. If a
hero or henchman group survives the battle they gain +1
experience.
+1 Winning Leader. The leader of a warband that
gets any treasure out of the city gets +1 experience. If
multiple treasure is taken, only +1 experience is awarded
to the leader.
+1 Per Enemy Out of Action. Any hero earns +1
experience for each enemy he puts out of action.
+1 For Getting a Chest. Any hero or henchman group
that successfully gets a chest to safety receives +1
experience.
+2 For Killing the Giant. The hero or henchman
group that lands the killing blow on the Giant gets +2
experience.
+2 For Getting The Bag. Any hero or henchman group
that successfully gets the bag of gold to safety receives
+2 experience.
TREASURE
CHEST |
|
|
BAG OF GOLD |
|
Items |
D6
Roll |
|
Gold |
D6
Roll |
3D6 Gold |
Auto |
|
1D6 x 10 |
Auto |
D3 Pieces of
Wyrdstone |
5+ |
|
D3 Gems worth 10
gold |
5+ |
D3 Gems worth 10
gold |
5+ |
|
|
|
Mordheim Map |
4+ |
|
|
|
Light Armor |
4+ |
|
|
|
Lucky Charm |
3+ |
|
|
|
|