Scourge and Purge
From: His Most Exalted
Inquisitor Lord Gunther Ummfeld
To: Insert
Inquisitor's Name here
Subject: Chaos Cult
Message: I just received a
message from one of my informers in Mordheim, about
an iminent disaster. It seems that a small chaos cult
is operating in part of the city of the Damned. A
couple of people have gone missing in that area for
the last couple of days and yesterday the mutilated
body of one of the missing men has been found . There
is strong evidence that this man was ritually
sacrificed. The local authorities are becoming
uneasy, and have asked our noble order to look into
this situation. Your task is to form a group of
dedicated men and go into this area and cleanse it of
all that is foul and evil. May Sigmar help thee!
The informer is wrong. Although he was right about an
imminent disaster, it is not from a Chaos cult. The
reason for the missing people is an insane wizard who has
chosen to settle down in this part of the city. This
wizard is a petty daemonologist and he is trying to make
a pact with Chaos. He has been sacrificing people to
attract the attention of one or more daemons and
hopefully win their favour. Unfortunately for him it
seems he is about to succeed.
The Inquisition warband doesn't know this and is
therefore on the look out for a group of people to purge
and cleanse. And as Fate would have it another warband is
in the area looking for some wyrdstone. This
"innocent" warband is just in the wrong place
at the wrong time. Let the purging begin!
Rules
Terrain
Each player takes it in turn to
place a piece of terrain, either a ruined building
structure or a connecting walkway. It is suggested that
the terrain is set up within an area of 4 x 4
or slightly smaller so that the warbands start off a
reasonable distance apart.
Warbands
Each player rolls a D6. The low
scorer chooses which table edge he wishes to set up on,
and places all of his warband fighters within 8" of
that edge. His opponent then sets up within 8" of
the opposite table edge.
Starting the game
Both players roll a D6. The highest
scoring player takes the first turn.
Ending the game
The primary objective of the
Scourge and Purge scenario is simply to destroy the
opposing warband and purge this region. If a warband
loses more then half of its members it automatically
bottles out and the game ends immediately. The warband
that bottles out looses and the other warband
automatically wins. The secondary objective is to destroy
the possessed wizard.
Experience
Fighters who take part in the
Scourge and Purge scenario earn Experience points a noted
below.
General Experience |
+1: |
Survives. If a fighter survives
the battle then 1 Experience point is earned.
Even fighters who are wounded and taken out of
action receive experience for taking part. |
+1: |
Out. A fighter earns 1
Experience point for each opposing fighter he
takes down or out during the battle. |
+2: |
Winning leader. The leader of the winning
side earns an extra 2 Experience points. |
+5: |
Kill. The fighter that destroyed the
possessed wizard earns 5 Experience points. |
Inquisition Experience |
+2: |
Purge. An Inquisition fighter
earns double Experience points for each opposing
fighter he takes down or out during the battle. |
+10: |
Cleanse. If the Inquisitor
personally destroyed the possessed wizard he
earns double Experience points. |
Special
Insane wizard
During the battle between the warbands the
wizard is trying to attract the attention of the Chaos
powers. Unfortunately for him he is succeeding in this. A
nearby daemon has noticed the fluctuations of magickal
energy through the ritualistic killings and has become
interested in this wizard. Only not to serve him but to
enter the material world through him and wreak havoc on
the world. The daemon is just waiting for the right
moment............
Every turn, during the Magick
Phase, roll once on the Perils of the Warp table.
Modifiers |
+1: |
Per Wounding hit. Add +1 for
each wounding hit that is inflicted during the
battle. |
+2: |
Magick. Add +2 for each magickal
spell cast or magickal artifact activated. |
+5: |
Kill. Add +5 for each model that has been
taken out or down during the battle. |
PERILS OF THE WARP TAble
2D6 |
Effect |
2-11 |
Nothing happens |
12 |
Possessed.
The wizard has been possesed by the daemon. See
"Daemonic Possession" below. Place the
model outside a building 12" from both
warbands. |
Daemonic Possession
A wizard who is possessed has had his body completely
taken over by the daemon. The ferocious energy of the
creature will quickly burn up the frail body of the
wizard, but before it does so the daemon will go on the
rampage and attempt to cause as much death and
destruction as possible!
The possessed wizard moves in each player's turn.
Carry out his move and attacks before moving any other
models. The wizard will move 2D6" in a direction
chosen by the player whose turn is not taking place. The
wizard must enter close combat if he is able to reach a
model.
If the wizard is not engaged in close combat he will
unleash a bolt of magickal energy at the nearest model he
can see. The energy bolt hits on aroll of 2+ and causes a
strength 4 hit with no armour save allowed, normal to hit
modifiers for cover etc. apply.
Roll for damage against the wizard as normal. However,
he ignores pinning and any 'flesh' wounds and 'down'
results on the 'Injury Table'. If a player takes him out
of action, roll immediately on the Serious Injuries
Chart. Only a 'Dead' result will destroy the daemon a
with him the wizard. On any other roll the wizard gets
straight back up again and is completely unaffected.
Fortunately for both warbands involved in the battle
the daemon will quickly burn up the energy reserves for
the wizard's fragile mortal body. Roll a D6 for the
wizard at the end of each player's turn. On a roll of 1
the wizard's body finally burns up and the daemon is
forced to return to the Warp. Remove the wizard's model
from the battlefield - all that is left is a charred
skeleton amidst a pile of ashes!
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Possesed wizard |
2D6 |
6 |
3 |
9 |
3 |
1 |
3 |
3 |
n/a |
Special rules: The
possessed wizard causes Fear - and quite right
too!
|