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93. Don't Wake the Giant

Author: David Gitchel
Source: Archive Pestilen
Broheim notes: Two warbands fight for the giant's goodies while trying not to wake him.

A wounded warrior has stumbled out of Mordheim, battered and hysterical, he claims a giant ambushed his band, and took theirtreasure. The warrior gives a vague location before he passes to the next life. Rumors spread quickly, and various warbands (3-4)prepare to enter the city to steal the prize.

Terrain

As usual, except that one big building must be placed in the center initially. This is where the giant has made camp.

Set-up

Each warband (4 max) must set-up on one edge, at least 8 inches from another side of the table. Each band rolls a d6, and deploys where on the edge they want in the order of highest numbered rolled.

Special Rules

Each warband has located the camp and, after seeing the giant, has decided to wait until he sleeps to steal his loot. Ironically enough, each leader has been so concerned about the giant that they failed to notice other warbands doing the same thing. The giant has two treasure chests in the building with him and a bag of gold on his belt. The sleeping giant will only be awakened by the sound of close combat within 8", or by injuring spells (Warpfire, Fires of U’Zhul, etc.) and black powder weapons within 12". If awakened, he will attack the nearest character and defend his treasure.

A model may attempt to steal treasure from the room by moving into contact with the chest and rolling an Initiative test. Failure results in a noise loud enough to awaken the giant. Carrying the treasure chest works the same as in the Hidden Treasure scenario in the Mordheim book. To get the bag of gold, a model must make a –1 Initiative test. Failure results in waking the giant and starting in hand-to-hand combat with it. The bag only prevents running for a model carrying it. A warband must get the treasure within 2" of their starting edge to get it off the board. Remove the model(s) and the treasure.

ProfileMWSBSSTWIALd
Grumm444331418

Equipment: Club, Stone Hammer, Toughened Leathers, Throwing Stones (10" R, S6, -2 Sv, Concussion effect)

Abilities: Hard Head & Hard to Kill (as Dwarves), Large, Fear.

starting the game

Each player rolls and adds their leader’s initiative. Turns go in order form highest to lowest.

ending the game

The game ends when all treasure has made it off the board, or all warbands have routed.

experience

+1 Survives If a hero or henchman group survives the battle they gain +1 experience. +1 Winning Leader. The leader of a warband that gets any treasure out of the city gets +1 experience. If multiple treasure is taken, only +1 experience is awarded to the leader. +1 Per Enemy Out of Action. Any hero earns +1 experience for each enemy he puts out of action. +1 For Getting a Chest. Any hero or henchman group that successfully gets a chest to safety receives +1 experience. +2 For Killing the Giant. The hero or henchman group that lands the killing blow on the Giant gets +2 experience. +2 For Getting The Bag. Any hero or henchman group that successfully gets the bag of gold to safety receives +2 experience.

ItemsTreasure Chest (D6 Roll)
3D6 GoldAuto
D3 Pieces of Wyrdstone5+
D3 Gems worth 10 gold5+
Mordheim Map4+
Light Armor4+
Lucky Charm3+
ItemsBag of Gold (D6 Roll)
D6 x 10 GoldAuto
D3 Gems worth 10 gold5+