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Scenario 8: The Enemy of My Enemy

When a party of warriors is found to be growing too strong even bitter enemies may bury the hatchet for a short while to gang up on the mutual threat. Even in alliance they never truly trust each other. After all there is no proof for either side that they are not walking straight into a trap.

Terrain

The player who chose this scenario may also choose the territory where it is set. Each player takes it in turn to place a piece of terrain, either a ruined building, forest section, or other features appropriate for the region. We suggest that the terrain is set up within an area roughly 4' x 4'.

Warbands

This is a multiplayer scenario and uses the rules from the “Chaos in the Streets” article (see Mordheim Annual 2002). The scenario requires three warbands. The player who chose this scenario may choose which warband is the defender and which two are the attackers.

The defender deploys first within 8" of one table edge. Then the attacker with the lower warband rating sets up within 8" of the opposite edge. Finally the second attacker deploys in the same area as the first attacker.

Starting the Game

The attacker with the least warband rating takes the first turn, followed by the defending player and finally the second attacker.

Special Rules

The attacking warbands are paired up from the beginning of the game. They are not allowed to shoot missiles at, attack or cast harmful spells on each other due to their alliance. Any attacker can have their warband leader take a Leadership test at the beginning of their turn to ignore the alliance. If the leader is out of action, test on the next highest Leadership for a warband member. If the test is passed, the player may attack his partner this turn and if this happens it immediately breaks the alliance. Once the initial alliance has ended, further alliances are formed and broken following the normal multiplayer rules.

Note that the alliance restrictions from the warband Objectives are ignored for the alliance described above. They apply only after the attacker’s initial alliance has been broken.

Ending the Game

The game ends when all warbands except one fail their Rout test. The routers automatically lose. An alliance of two or more warbands 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.

Zelius looked at the barbarian in front of him. The man was hardy and strong. An ideal slave because the master of the gaol could get years of labour out of him alone, decades of toil from the whole group of them. Presently they needed help to conquer a more hated foe.

“You are strong in ways we are not, small one. Together we can take the men in dragon robes to the clutches of the worms.”

Zelius nodded. The warrior monks of the east were a power unto themselves. They never lived to become prisoners. Even so, it was distasteful for the children of Hashut to ally themselves with savages. With a little luck the gaolers could imprison both groups.

Producing a knife, the Hung slit open the palm of his hand, letting the blood drip. He extended his hand and waited for Zelius. “We seal with the blood of binding. Make sight under firm oaths.”

Sickened, Zelius thought the practice primitive. He took the bone knife and slit his palm open, shaking the hand of the barbarian, sealing the oath.

The Hung nodded. “Now all shall fear us. To arms! To spill the blood of our enemy! To victory!”

Zelius grinned with forethoughts about this victory.