Werebeast Hunt
by Michael Yungbluth
Backround
A localized area of Mordheim has had a few new residents
move in. The werebeast have moved in to a part of
Mordheim close to the out skirts. The problem with
these new residents is that they been devouring
people. With the assaults on the small villages
around mordheim the viilager and merchant have grown
worried. So bounties have been placed on these
beast and have attracted warbands interested in
collecting the money. The warbands have tracked
down these monsters to their den in mordheim.
unfortunately the moon has risen and the beast know the
warbands are on the hunt.
Terrain
Can be set up how ever you like but you must have a
ruin/building of some sort to be the werebeast den in the
center.
Set up
Each warband sets up to eight inches from the table
edge. The werebeast set up in their den up to
2" from each other. Roll to see who goes
first. The werebeast go last.
Special Rules
The werebeast move as a pack (They try to stay with in
3" of each other). Werebeast run towards the
closest model in their line of sight. If no model
is in line of sight they move (Not run) in a random way a
scatter dice points. The warbands are trying to
take out of action as many of the werebeasts as they can
while trying to stop the other warbands from doing so.
1- Werebeast pack leader
M6, WS5, BS0, S4, T4, W2, I5, A2, Ld9
Special- 5+ Armor Save unmodified, Leader Ability (Like
Mercs.), causes Fear
1D3- Champions (For lack of a better name)
M5, WS4, BS0, S4, T4, W1, I4, A2, Ld8
Special- 5+ Armor Save, causes Fear
1D6- Hunters (Again for lack of a better
name)
M5, WS4, BS0, S3, T3, W1, I4, A2, Ld8
Special- 6+ Armor Save
3D3- Minors (For lack of a better name yet
again)
M5, WS3, BS0, S3, T3, W1, I4, A1, Ld7
Random what type of werebeast- Roll a D6 to see what type
whole pack is
1- Wolf= M+1
2- Bear= S+1, I-1
3- Badger= M-1, T+1
4- Lizard= WS-1, Can climb up or over anything, Cold
blooded
5- Tiger= WS+1, Ld-1, Climb over anything
6- Beast= Nothing
Once over half of the pack or the leader of the pack is
put out of action the werebeast will attempt to
flee. They will start running towards the nearest
table edge (Even if it means they will seperate and go
different directions). They will only stop if
something is with in their charge range. They will
charge that model.
Ending the game
The game will end when all werebeast have been put out of
action or have fled the table, Or the warbands have
routed.
Experience
+1 for surviving
+1 for the winning leader (Only if all werebeast are dead
and you got the most)
+1 for a hero for ever model he takes out of action
+2 for any hero or henchmen group who take out the pack
leader
Exploration
The warbands may explore if they killed all werebeast or
they have fled.
Warbands are also paid for werebeast they slayed.
1D6 gc per every minor
2D6 gc per every hunter
3D6 gc per every champion
4D6+14 gc for the pack leader
Optional special (Was not
sure of this but want others opinion)
Any player who killed the pack leader roll a D6. On a 1
nothing happens. on a roll of 2-5 you get a cloak
like the wolf cloak that Middlehelms can have. On a
6 you get a shape changing cloak. This cloak counts
like a wolf cloak but also has the special ability to
transform. At the beginning of any of your turn you
may attempt to shapeshift. Roll a Ld test. If you
fail nothing happened. If you pass they you
transform into a werebeast of the cloaks type.
Every turn you must pass a Ld check to stay in the
werebeast form. If you fail revert back to normal
you may also revert back at the beginning of any of your
turns. If he is wounded in any way then roll a D6,
a 4+ he reverts back to his normal form. No equipment is
used when in wereform but skills may be used. The
weapons mystical meld into you when you transform.
Stats for wereform
M5, WS*, BS0, S*+1(Max. 6), T*, W*, I*+1(Max. 7), A*+1,
Ld8
Plus any increases for what type of werebeast the cloak
was made out of. This model causes fear in its wereform. Witch
Hunters and Sisters of Sigmar hate this model when in
wereform.
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