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Mordheim Campaign - Turf War Turn 4The campaign rules are here.DeadlineTurn 4: Wednesday, 25 June 2003.Victory Points at Turn 4
Northwest Mordheim
Campaign Turn 4NOTE: Heroes are in bold.
Turn 4 BattlesTavern: Eshin Skaven vs UndeadTo be foughtex-Hydra: Eshin Skaven vs SistersTo be foughtChapel: Eshin Skaven vs SistersTo be foughtRuins8: Eshin Skaven vs OrcsTo be foughtPrevious Campaign TurnsThe StreetsRuins (1 VP): Nothing but dank ruins and moldy cobblestones in this street. There might be a wyrdstone shard or two around here but it'll take some searching to find them.Warband Camp (1 VP): A marauding warband has set up a temporary encampment here. One campaign warband may start here. Merchant's Mansion (2 VP): This street borders the delapidated remains of a wealthy Merchant's Mansion. The house contains an intact and locked strong-room. Any Group that spends 3 consecutive Campaign Turns in this street (regardless of brawls) can force the strongroom open and gain access to the treasures stored within (use the chest from 'Hidden Treasure'). Alas there is only one strongroom but warbands can always relax in the mansion's faded finery. Commons (1 VP): These streets surround a once verdant common that is now choked with oddly formed weeds. When placing terrain for any brawls within this area, all buildings must be placed within 8" of a table edge. Other small terrain pieces (rubble, barrels, fences etc.) may be placed normally. Street Fights will not take place here. Derelict Houses (1 VP): The buildings in this part of Mordheim seem to be more badly damaged than the rest of the city and could fall down at any moment! At the start of each player’s turn they must test to see if buildings with their warriors in collapse. For each building the player has a warrior in, roll one dice for each warrior (friend or foe) in the building. If two or more rolls come up with the same score (two or more ones, two or more twos, etc.), the building collapses. Of course, this means that a single model in a building cannot collapse it, but if more two or more models are in the same building, the chances of a collapse increase. Models in a building that collapse count as falling, using the normal rules. Note that a building doesn’t collapse totally, there’s no need to replace it, and models may enter it again as normal. Hydra (2 VP): This street was inhabited by an immature Hydra that had slithered into Mordheim through the unguarded cloaca. The Undead slew the Hydra in the second campaign turn. The street itself is worth 1 VP and 1 VP will be awarded to the warband that slays the dangerous beast. Use the Hydra from the multi-player 'Monster Hunt' scenario in Best of Town Cryer. Infested (1 VP): The ruined houses and buildings in this street are home to multitude vermin. Every time a warrior enters a building in this street, roll a D6. On a roll of a 1 the warrior is attacked and suffers D6 Strength 1 hits. Roll for warriors deployed in buildings at the start of the brawl before the first turn. The Chapel (2 VP): An ancient chapel to Sigmar that was miraculously untouched by the falling meteor stands here. Human warbands (Sisters, Human Mercs, Witchhunters etc.) gain 2 VP if they control the street while the Chapel is intact. Evil warbands (Skaven, Orcs, Undead, Possessed) that gain control of the street can desecrate this untouched chapel at which point they gain 2 VP for controlling the street. Blinded Seer Tavern (2 VP): There's a derelict tavern in this street. Any Warband controlling the street gains 2 VP and the possiblity of finding an intact keg in the ruins. Graveyard (1 VP): The corpses interred in a small graveyard here have been badly effected by falling Wyrdstone. All brawls fought here will be joined by D6 Zombies (use the Undead Zombie henchmen stats). The Zombies will move once per cycle of player turns. They will move directly towards the closest living warrior they can see - even if the warrior is above them. Once within 8" they will scent brains and charge! If no living warriors are visible roll a scatter die and move the Zombie D3" in the indicated direction. These Zombies are even more stupid than normal and cannot climb.
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