YE MORDHEIM LEGENDS GAZETTE
18 Angestag, Erntezeit .................................................................................. 2 Groats

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 leader’s 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 U’Zhul, 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+