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Scenario 014 - Don't Wake The Giant
By David Gitchel,
as appeared in
Archive Pestilens,
Transcribed by Peter Ward.
Edited by The Mordheimer.
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 initially placed in the centre. This is where the
giant has made camp.
Setup
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.
Special Rules
Giant: Each
warband has located the camp and after seeing the giant, have decided to wait
until 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.
Grumm, The Giant
Scrawny human scarecrows, who live in extreme poverty. Planting crops, minor
hunting and fishing are their way of life. They are a cowardly bunch who would
not survive any of the opulent sights that Mordheim has to offer.
Hard to Kill: Grumm is a tough and resilient
individual who can only be taken Out Of Action on a roll of 6 instead of 5-6
when rolling on the Injury chart. Treat a roll of 1-2 as Knocked Down, 3-5
as Stunned, and 6 as Out Of Action.
Hard Head: Grumm ignore the special rules for
maces, clubs, etc. He is not easy to knock out!
Fear: Grumm is a frightening monster which cause Fear.
Large Target: Grumm is a Large Targets as defined in the
shooting rules.
Stealing the Treasures:
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 Hand To Hand combat
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.
Starting the Game Each player rolls
and adds their leader’s initiative. Turns go in order form highest to lowest.
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 a Henchman group survives the battle they gain +1
Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action. A 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.
Rewards
Roll on the table below to find out the contents of each of the Treasure Chests
and the Bag of Gold.