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Profile M WS BS S T W I A Ld



Dryad 5 4 0 4 4 2 6 2 8

Tree-kin 5 4 0 5 5 3 3 3 8

Shadow Dryad 5 3 0 3 4 2 4 2 8

Shadow Tree-kin 5 3 0 4 5 3 3 3 8

Weapons/Armour: The Dryad and Shadow Dryad has Razor Sharp Talons (Counts as being armed with two swords), the Tree-Kin and Shadow Tree-Kin has Branchlike limes (Counts as being armed with two clubs).

Special Rules

Forest Spirits: The following rules apply to all creatures with are Forest Spirits:

* All Forest Spirits are Immune to Psychology.

* All Forest Spirits are Immune to Poison.

* All Forest Spirits Cause Fear.

* All Forest Spirits treat all stunned as knock down.

* All Forest Spirits have a special save against all attacks, (4+ for a Tree-kin / Shadow Tree-kin, & 5+ for Dryads / Shadow Dryads).

* All Forest Spirits are Flammable and will take an addition S5 hit if they are hit with a flammable weapon.

Large Target: The Tree-kin and Shadow Tree-kin are large and so count as a large target.

Treeman (Giant Oak)

Treemen have the appearance of huge trees, many times the height of a human. They are often mistaken for trees in the forest as their clawed feet look like roots, and their legs look like the trunk of the tree.

Profile M WS BS S T W I A Ld

Treeman 6 5 3 5 5 6 5 5 9

Special Rules:

Forest Spirits: The following rules apply to all creatures with are Forest Spirits:

* All Forest Spirits are Immune to Psychology.

* All Forest Spirits are Immune to Poison.

* All Forest Spirits Cause Fear.

* All Forest Spirits treat all stunned as knock down.

* All Forest Spirits have a special save against all attacks, (3+ for a Treeman).

* All Forest Spirits are Flammable and will take an addition S5 hit if they are hit with a flammable weapon.

Large Target: The Treeman count as a large target.

Experience

+1 For wounding the Monster. Any Hero or Henchman earns +1 Experience for each wound he inflicts on the Treeman.

+2 For taking the Monster out of action. The Hero or Henchman that puts the Treeman out of action gets a bonus +2 experience.

 

 

Перемещение НПС. В центре стоит тримен и не перемещается, до момента атаки. После атаки он направляется в сторону обидчика. Если обидчик скрылся из поля зрения(спрятался например) на 2 хода, тримен замирает. Если на дистанции чарджа тримена или дриад есть модели, они немедленно их атакуют. Дриады хаотично перемещаются по карте броском пары артилерийских кубиков.

 

 

Scenario : Happy Harpy Hunting Grounds

 

The ruined buildings of Mordheim are home to many strange and fantastical creatures, a number of which are the subjects of rumours about hidden riches. Occasionally warbands will attempt to discover whether these rumours are true. Most of the time these adventurers are never seen again, but often enough they return laden with treasures; often enough, that is, to convince the rest that it’s worth a try…

A group of three Harpies have nested in one of the tall buildings in the edge of the ruined city, and their scavenging and attacks on unfortunate warbands has ensured a sizeable stash of valuables. In fact, the Harpies have been nesting on some rather sizeable shards of wyrdstone closely resembling eggs of a sort. Partially due to their maternal instinct and probably due to the corrupting influence of the wyrdstone the Harpies have grown extremely protective of their nest and will guard it to the death if need be.

Terrain

Start by set one of the taller building (6" or taller) in the centre of the playing area (The top of this is where the Harpies have built their nest), then each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. We suggest that the terrain is set up within an area roughly 4' x 4'. Ladders may be placed in nearby buildings, but none in the building occupied by the Harpies.

Set-up

The scenario is for two warbands and a third player whom would control the three Harpies.

Special rules

Will not rout: The Harpies have mistaken the wyrdstone in their nest for Harpy eggs and will fight to the death to protect them.

Warbands

Each player rolls a dice. Whoever rolls highest chooses who sets up first. The first player then chooses which table edge to set up on, placing all his warriors within 8" of that edge. His opponent then sets up within 8" of the opposite edge. If more warbands are used then uses the Players use the normal warband setup rules (see ‘Setting up the warbands’) also the amount of harpies will increase by D3 per warband.

Starting the game

The Harpies go first before any of the warbands.

Ending the game

A warband wins if all three Harpies have been taken out of action and the other warband has routed, or the Harpies win if both of the warbands rout before the Harpies have all been taken out of action.

Experience

+1 Survives. If a Hero or Henchman group survives the battle they gain +1 Experience.

+1 Winning Leader. The leader of the winning warband(s) gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

Wyrdstone

Roll a D3 to determine how many wyrdstone shards are included. The nest is also full of various items. The winning warband may roll on the chart provided to determine what is contained in the nest.

Harpy Nest Contents

Besides the wyrdstone the following items may be in the Harpy nest. Roll 1D6 per line. On the number shown, or better, the item is present.

D6 Item

5+ 2D6gc

3+ Jewelled dagger

5+ Heavy armour

6+ Ithilmir sword

3+ Gems worth 30gc

6+ Wolf cloak

5+ Straggler*

3+ Lucky charm

4+ D3 shields

5+ D3 helmets

6+ D3 swords

* Somehow this unfortunate sod was whisked away to the Harpy nest. What they had planned for him is unknown, but he may aid you in your Exploration phase either this game or next (see pg 217).

Harpies

The Harpies are jealously protective of the wyrdstone in their nest. If any model approaches within their charge range then they will charge. The Harpies will try and coordinate their attacks so at least one stays back and protects the nest. Therefore, a Harpy may disengage from a fallen enemy model if there is an opportunity for one of its companions to charge another model.


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