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Profile M WS BS S T W I A Ld. Scenario: The Merchant Square



Harpy 4 4 0 4 4 1 2 1 6

Special Rules:

Talons: A Harpy has talons and is accustomed to fighting unarmed so does not suffer a penalty for doing so.

Fly: A Harpy may fly up to 12". After the Movement phase the model is assumed to have landed and may be charged. If on the ground, a Harpy may make a full move and then use its wings.

Drop Attack: If a Harpy is successful with both attacks in the first round of combat then the Harpy has successfully grabbed on to her enemy and swoops back up in the air to drop the model allowing gravity to do the work instead. The attacks themselves do not wound, but the person controlling the Harpy immediately rolls a D6 and a Scatter dice. That is the distance and direction from the place where the attack took place that the model will rest. Next the player controlling the Harpy rolls another D6. This is the distance from which the model has been dropped. The result is the Strength of hit (Strength 1 to Strength 6). Normal falling rules apply. If a model falls into a building than count the fall to where they land and then determine if the model falls again if it is within 1" of the edge of the floor. Any model that is struck by the dropped model will suffer a S3 hit. Large targets may only be dropped D3 inches since their size and weight make them more difficult to pick up. Once its opponent is dropped the Harpy may continue flying and return to the nest, preparing for another attack. Models that are stunned or knocked down will not be charged as it is too difficult for the Harpy to fly that close to the ground and do a drop attack.

Experience

+1 For taking the Beast out of action. The Hero or Henchman that puts the Harpy out of action gets a bonus +1 experience.

Scenario: The Merchant Square

 

The once thriving Market Square, more commonly known as the District of the Flying Horse has become a deserted plaza. Only the exceptionally brave or downright foolhardy dare cross the open cobbles, where once thousands of merchants sole their wares. To venture into the Market Square is to expose oneself to all those who keep a close watch from the surrounding shadow. Many eyes peer from the dark alleys and ruined buildings, in search of a fresh opportunity to make a quick killing. There is still a vast quantity of precious and exotic goods lying in the broken cellars of merchant's houses for the taking.

It is said that a few of the Pegasi escaped the destruction and their cages and have made their lairs around this area. Some have mutated horribly and are twisted diabolic parodies of their former selves. The infamous of these creatures is said to be a huge Black Pegasus with several additional horribly mutated heads, that of a serpent and a ram. Hunger gnaws at the stomachs of these beasts and they will face many times their number if they catch the scent of prey.

In a terrible twist of fate, the Merchants Quarter remains the most opulent region of the accursed city. Should any adventurous soul wish to visit the ruined library or take a chance and stroll through the market place, it is highly likely that they may discover some rare goods that have survived the fall. Leaving the quarter with your life is a different matter though, for the District of the Flying Horse is also rich pickings for those who seek to spill blood.

Terrain

Each player takes it in turn to place a piece of terrain, either a ruined building or something similar. We suggest that the terrain is set up within an area roughly 4' x 4'. The middle area of the board should free of terrain (maybe a fountain or the like to mark the centre of the square) and to have at least a 12” inch x 12” inch square open area. This will represent the Merchant's Square. The buildings placed outside of the Merchant's Square will represent the Merchant's Homes and Shoppe's.

Warbands

Players use the normal warband set-up rules (see ‘Setting up the warbands’).

Special rules

Warbands will begin searching the buildings for common items. Each warband will roll 1D6 for each searchable building. If they roll a 4+ they found a common item. In the Merchant's Square, will be D3 crates per warband. The crates will be placed in the middle of the Merchant's Square. When a warband touches a crate they must roll a D6. Only one roll per crate. On a roll of a 1 on a D6, the Black Pegasus will appear. The Black Pegasus will appear 8” inches in on a Random Table edge. The Black Pegasus will go in the last turn and will attempt to fly down on the models in the Merchant's Square. The Black Pegasus will target the closest model in the Merchant's Square. Merchant's Square is the 12” x 12” area in the middle of the table as the streets and alleys would be too narrow for the Pegasus to fly into.

The profile of the Black Pegasus can be found in the Beasts, Monsters & Townsfolk section of the Rulebook.

Starting the game

Each player rolls a D6. The player with the highest has the first turn and order of play proceeds clockwise around the table (based on where the players placed their warbands).

Ending the game

When all the crates are off the table, all but one warband has routed, or the warbands ally.

Experience

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

+1 Winning Leader. The leader of a winning warband gain +1 Experience.

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

+1 Per each crate taken off the board. Any Hero earns +1 Experience for taking a crate off the board.

Items

Common items are found in the houses surrounding the Market's Square. They are kept no matter if you win or loose. Remember you need to roll a 4+ for each house to see if you were able to locate a common item. Only one opportunity per house. Please keep track of what homes you searched so you can take them off the list.

Item D6 Result Needed

D3 Morning Star 1

D3 Spears 2

D3 Bows 3

D3 Crossbow 4

1 Suit of Heavy Armour 5

D3 Nets 6

Rare items can only come from the crates placed in the middle of the Merchant's Square. Rare items may only be found if the crate is taken off the table. If no crates made if off the table then no Rare Items will be found. You will be much too nervous looking out for the other warbands and a Black Pegasus to open the crate in the middle of the Merchant's Square. When the game ends, the winning warband(s) does not automatically get the crates.

Item D6 Result Needed

D3 Repeater Crossbow 1

D3 Handgun 2

D3 Healing Herbs 3

1 Gromril Weapon 4

1 Dose Bugman's Ale 5

1 Eleven Cloak 6

 

 

Налёт

Иногда каждым отрядом овладевает желание пограбить отдельные деревни и фермы. Часто, когда деревне или ферме удается отбиться от налетчиков, жители собирают монеты, что бы заплатить наемникам, которые помогут защитить их дома и семьи.

 

Ландшафт
Все игроки по очереди расставляют части ландшафта, такие как рощи, леса, болота, завалы камней и все, что подходит для дикой местности. Для отображения фермы или деревни в центре стола устанавливаются D3+1 здания. Для схватки потребуется область примерно 4х4’

Банды
Защитники расставляются первыми. Они располагаются не далее 3” от любого здания в центре стола. После этого расставляется нападающий. Его модели должны быть не менее чем в 20” от ближайшего здания.

СПЕЦИАЛЬНЫЕ ПРАВИЛА

Защитники уже настроились получить золото(если это другая банда хаоситов, то они могут сами иметь виды на разграбление деревни!) и вовсе не хотят упустить заработок! Что бы отразить это, защитники проходят Тест на Разгром, когда 50% их банды вне игры, в отличии от обычных 25%.

Взбешенные крестьяне: Как только любой враг оказывается в пределах 8" от здания, то сидящие в домах крестьяне немедленно стреляют д3+1 выстрелов из арбалета по нему. Выстрелы производятся по общим правилам и учитывают все укрытия и прочее с BS3. Точкой стрельбы считаются любые окна домов. За каждое уничтоженное здание -1 выстрел.

Спалить деревню! Любой атакующий может потратить полный ход, что бы запалить здание. При этом он не может двигаться, сражаться, стрелять или колдовать, он полностью занят поджогом. Огонь охватывает здание на 4+ на D6.

Начало игры

Нападающие начинают первыми.

Конец игры:
Нападающие выигрывают, если сожгли все здания в деревне (см. Спалить деревню! выше). Иначе игра кончается, когда одна из банд проваливает Тест на Разгром. Разгромленная банда проигрывает.

Опыт:
+1 Выживший.
Если Герой или отряд Рядовых выживает, они получают +1 Опыт.
+1 Победивший Лидер. Лидер победившей банды получает +1 Опыт. Если выигрывают Зверолюды, их лидер получает еще +1 Опыт (всего +2) в награду за успешный налет.
+1 Враг Вне Игры. Любой Герой зарабатывает +1 Опыт за каждого противника, которого он сделал вне игры.
+1 Подожженное здание. Любой герой зарабатывает +1 опыт за подожженное здание
Доход
Победитель получает 5D6

 

 

 

Торговля и найм

Список товаров для покупки оставляем из основной книги+ все вещи из таункрайера 7. (кто не нашел, тому писать мне, скину). ИСКЛЮЧЕНИЕ СОСТАВЛЯЕТ ЧТО КРОЛЬЕЧЬЯ ЛАПКА НЕ МОЖЕТ БЫТЬ ИСПОЛЬЗОВАНА ПРИ РАЗРАБОТКЕ(только в процессе игры).

 

Намечаю список наемников. Все из основной книги, ассасин и тилейский арбалетчик из таункрайера 7.Плю ниже.
















Hired Sword List

 

Arabian Merchant

By Nick Kyme

 

From the lands of eternal desert they come, crossing the sea to reach the Empire, in search of the city spoken of in frightened whispers and imagined in childhood nightmares; Mordheim – City of the Damned.

Not all hirelings are warriors and the merchants of Araby are not known for their martial prowess. Rather they are advisers, treasure seekers and collectors of the arcane. Found within the shady bazaars of seldom trodden streets and darkened taverns, they have an uncanny knack of finding the best equipment for the best price, tapping into the vein-like underworld network of black markets and foreign traders providing for any would-be adventurers.

Experts in treasure and antiques, they seek their own fortune in the forgotten artefacts buried deep beneath the city but require a warband’s protection. Reciprocal then is this relationship. Although keen to avoid conflict, their employers’ keep them close at hand, as a smooth talking merchant is not to be trusted when treasure and glory is at stake…

20 Gold Crowns +10 Gold Crowns upkeep

May be Hired: The Arabian Merchant may be hired by Lawful, Lawful / Neutral and Neutral warbands.

Rating: An Arabian Merchant increases a warband's rating by 10 points plus 1 point for each Experience point the Arabian Merchant has.


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