Scenario 5: Man Hunt
Your warband is travelling through an extremely dangerous unknown territory. A sensation of creeping dread overtakes the warriors when they realise that they are not alone… In this hostile realm, the warriors have become the prey!
territory
The player with the highest warband rating rolls on the following table to determine the territory in which the scenario is set.
2D6 | Effect |
---|---|
2-3 | Northern Wastes |
4-6 | The Steppes |
7 | The player may choose the territory (Northern Wastes, the Steppes, Mountains of Mourn, or the Cathayan borderlands). |
8-10 | Mountains of Mourn |
11-12 | Cathayan borderlands |
Note that the respective special rules of the territories apply as usual (see Winds of Change chapter).
terrain
Each player takes it in turn to place a piece of terrain appropriate for the territory determined above. We suggest that the terrain is set up within an area roughly 4' x 4' if there are only two warbands, or 4’ x 6’ if there are three or more players.
special rules
For each participating warband, place one monster on the table up to a maximum of four. The corresponding monsters used are those from the monster encounter table, for the result 12 (see Perilous Phenomenon).
Example: If you are playing the scenario with three warbands and determine the Cathayan borderlands as the territory, place three Temple Dogs on the table.
Players should take turns placing monsters. Roll for the monsters’ initial alignment and move them in their own turn as described in the Bestiary.
Whenever a monster is wounded, instead of losing a wound, it must pass a Leadership test. If the test is failed, move the monster up to 2D6” directly away from the model that delivered the wound. Then roll on the alignment table for it with a –1 modifier for each wound the monster has received this turn. Note that a monster will move the 2D6” distance only once per turn, but each time it is wounded still causes a roll on the alignment table.
Please note that because monsters lose no wounds in this scenario, they cannot be taken out of action!
warbands
After the monsters have been placed, use the set-up rules for multiplayer games from the Chaos on the Streets article (see Mordheim Annual 2002) to deploy the warbands.
starting the game
Each player rolls a D6. The player rolling the highest has the first turn, and order of play proceeds clockwise around the table (based on where players placed their warbands).
ending the game
The game ends when all warbands except one have failed their Rout test. The routers automatically lose. If two or more warbands have allied, they may choose to share the victory and end the game.
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. Any Hero earns +1 Experience for each enemy he puts out of action.
- +1 Per Pacified Monster. Any Hero or Henchman group earns +1 Experience whenever their attacks cause a hostile monster to turn passive.