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Scenario 164 - Night of the Unliving Dead
Scenario 164 - Night of the Unliving
Dead
By American Flagg,
as appeared in
eGroup .
Transcribed Peter Ward
Edited by The
Mordheimer.
This is a two-player scenario using the existing Mordheim rules as a one-shot game.
A small group of unlucky travelers races through a dark forest. Unfortunately,
they're not the only thing on the move this evening - a horde of undead is on the
move! If the traveling party can last until dawn, the threat will pass. Can they
survive until daybreak?
Terrain
This scenario takes place in a forest. The entire board is considered to be covered in
trees, even if no tree/woods terrain is placed in the area. Tree/woods terrain
indicates areas of thicker forest. Any model within two inches of a placed tree/woods
terrain is considered to be in cover. Placed tree/woods terrain blocks line of sight.
Setup
The living team is
created using basic
rules for creating a
starting Mordheim
warband with the
following
exceptions. The
warband can only
use 300 gc to
create a party and
the party may
have no
henchmen. The
warband can only
contain one spell
caster. The spell
caster gets to start
with two randomly
determined spells.
The undead team
doesn't even need
a warband sheet.
All the undead
team has is
zombies. Lots of
zombies. Scads
and scads of
zombies. Even
more than that.
All you really need
657362217.001.png
to do is write down
the zombie's stats
on a scrap piece of
paper and you're
fine. The living
team sets up first
in area A, an eight-
inch square.
The undead team
starts anywhere in
area B. The
undead team starts
with twice as many
Zombies as there
are living team
models. Once
these Zombie
models are placed,
the undead player
rolls 1d6 and can
set up that many
additional
Zombies. Zombies
must be at least
two inches from
each other (that is,
from base edge to
base edge). No
Zombie may be
initially placed
inside any
structure or ruin.
Place a small, one-
level building or
defendable ruin at
location C.
The two players alternate placing whatever terrain they would like on the board until
they have decided that that's enough. Trees, hills, and dirt roads are recommended
for this scenario. Additional buildings or ruins and rivers are not.
Special Rules
Night : If that wasn't bad enough, this takes place at night. Living creatures vision is
severely impaired -- living models can only see 6 + Initiative value in inches. The
ranges for non-melee weapons can only shoot out to this distance. As this scenario
recreates the classic zombie movies, the undead team doesn't have to worry about
vision ranges.
The Restless Dead : In the recovery phase of the undead team's turn (starting with
the second turn), the player adds 2+1D6 Zombies to the board anywhere outside of
the living team's models line of sight. Exception -- new Zombies may not begin
inside any structure or ruin. Zombies are mindless. They will move in a (relatively)
straight line towards the living models. Zombies instinctively know where the living
models are, so don't even bother hiding from them. If a Zombie knocks a living
model Out of Action, the next turn, that Zombie does not move. Any Zombies that
start within two inches of the Out Of Action model will move to base contact with the
Zombie, unless in combat. None of these Zombies may attack a living model, as
they are too busy eating brains. These Zombies may be attacked as if they were
knocked down models.
Daybreak : Here's where the living team might get lucky. On the start of the living
player's fourth turn and every turn thereafter, roll 1d6. On a 6, the sun rises. For
each turn after the fourth, add one to the roll (Turn 5, the player needs a 5 or a 6;
turn 6, he'll need a 4, 5, or 6...). If the sun rises, the zombies shamble
away/collapse/disintegrate.
The House in the Woods : This is your classic "hole up in the house while Zombies try
to break in and eat our brains" house. The doors and windows are initially open, so
any ol' Zombie can try to claw his or her (its?) way inside. Unless in hand to hand
combat, a living model can attempt to block one of the openings in his or her hand-
to-hand combat phase. The model must be by the opening to do so. Once blocked,
the entryway cannot be opened again -- make certain that everyone who is coming
in is in! Zombies (and living models that find themselves locked out) can attempt to
break down the barricade by rolling under their Strength (that is, rolling a one or a
two for Zombies) during the hand to hand combat phase. If the opening is
breached, it cannot be blocked again - the building is so small. There just isn't
enough to block every entrance!
Starting the Game
The living team starts first.
Ending the Game
If the Zombies manage to take all the living models Out Of Action, they win. If the
Living team manages to hold off the Zombies until daybreak or escape off the far
edge of the board, they win.
Experience
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Survives: If a Hero or Henchman group survives the battle they gain +1
Experience.
+1 Per Enemy Out Of Action: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
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