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Scenario 9: The Heist

Rumours have spread that a warband has obtained a magical artefact. A thief has been hired to steal the powerful item! Now everyone is chasing after him – the warband that were robbed is hunting him down while his employers are trying to organise his escape.

Terrain

Each player takes it in turn to place a piece of terrain. We suggest that the terrain is set up within an area roughly 4’ x 4’. The first six pieces should be buildings or sections of wood in which the thief seeks to hide out. There can be more than six buildings and forests, of course, but six of them must be marked as hideouts for the thief.

Warbands

The warband who chose to play this scenario is automatically the defender.
The attacking warband is deployed first within 8“ of a table edge of the player’s choice. The defender sets up within 8“ of the opposite edge. Defending Skaven and Dark Elf warbands with Infiltration must determine one of their Heroes to act as the Thief (see below).

Starting the Game

The attacking warband takes the first turn.

Special Rules

The attacking warband has to search the six buildings/forests in the hope of uncovering the thief’s hideout. If one of their Heroes moves inside one of these buildings/forests and it had been empty before, then the player rolls once on the following table.

2D6 Result

ResultDescription
2-6Nothing! There seems to be nobody around.
7-8Coins. The thief lost a part of his loot on his hasty flight. The Hero finds D6 gc.
9A trace. The Hero finds some traces leading to the thief. The next time the player rolls on this table he gets a +1 bonus.
10-11Zing!! A knife is thrown at the Hero and causes a S3 hit unless he passes an Initiative test.
12Discovered! The Hero has found the thief. The defending player places the thief inside or within 1” of this building/forest.

The attacking player only gets to roll on the table once during each turn. He also gets a +1 bonus on the result for each of the hideouts after the first that is occupied by at least one attacking Hero. If more than one Hero moves into a new hideout the player chooses which of them rolls on the table. When the sixth hideout becomes occupied by an attacking Hero the thief is discovered automatically.

As soon as the thief has been discovered he is being moved by the defending player like any other member of their warband using the thief’s profile.

ProfileMWSBSSTWIALd
Thief434331417

Weapons/Armour: Sword, Dagger, Throwing Knives

Skills: Hide in Shadows (see Mordheim Annual, page 18).

When a Skaven or Dark Elf warband is the defender, instead of hiring an incapable human thief, they have the artefact stolen by one of their Heroes instead.

The Skaven or Dark Elf player determines one of his Heroes to steal the item. This Hero is not placed at the beginning of the game. When the thief is discovered, that model is placed instead of the normal thief.

Ending the Game

The attacking warband has to find the thief and take him out of action in order to win the game. There is no need to take any Rout tests as the game lasts for a maximum of eight rounds. If the attackers fail to find the thief in this time or if the thief reaches the defending player’s table edge, the defender wins 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.

The Artefact

The winning warband gets the stolen artefact. If the attacking warband had more than one magical artefact, the winning leader takes a Leadership test. If he passes, he may choose which item was stolen. If the test is failed the item is determined at random. If the attacking warband has no artefacts then the defending player can select any other item from the attacker’s warband roster, excluding animals and vehicles.