96. It's all MINE!!
Author: Paul Smith
Source: Archive Pestilen
After the destruction of Mordheim, people were led to believe that the cause of it had been a pure wyrdstone comet from one of the two moons. Whether this is true or not is undecided, as it is also documented that large chunks of slightly less pure wyrdstone, which became known as Warpstone, were also found in and around the city of Mordheim. Whenever they were stumbled upon, they were destroyed by most god-fearing races, with the exceptions of Chaos cults and the Skaven. Unfortunately, these pockets of Warpstone also attracted bands of flesh-eating zombies.
Set-Up
Place a mine entrance towards the center of the table with as many buildings as you can scrounge together. There should be a clearing of about 8 inches by 8 inches around the mine to represent the Skaven/Chaos cult clearing the area to enable the shaft to be sunk.
Warbands
- Attacker: Whoever you want
- Defender: Skaven, Chaos, or Possessed
- Zombies!!
Mission
The Skaven/Chaos/Possessed force had discovered a source of pure warpstone and have proceeded to mine it for their own nefarious purposes. The Attackers must blow up the entrance to the mine, and the Zombies wish to enter the mine... purpose unknown.
Special Rules
Defenders: Half of the defender's force is considered to be down in the mines at the start of the game mining the warpstone. As soon as the first sighting of the attackers or zombies is made, they may exit the mine at a rate of 2 per turn. The rest of the defenders must be set up within the clearing around the mine.
Attackers: The attackers deploy along one table edge as per normal. They are supplied with two barrels of gunpowder to try to close off the mine for good. Use the normal rules for this as included in the Gunpowder weapons rules.
The zombies start to arrive after the second turn at a rate of D4 per turn and may come on any table edge. After turn 4, the amount of new zombies increases to D6 per turn. The only way to stop the influx of zombies is to take out all those on the board; once this has been achieved, no more will enter.
ending the game
Winning conditions:
defenders - prevent the capture/destruction of the mine attackers - destroy the mine and escape off the board
experience
Attackers: +1 for destroying the mine +1 for surviving +1 for stopping the zombies +1 for each wounding hit.
defenders +1 for preventing the capture/destruction of the mine +1 for stopping the zombies +1 for each wounding hit caused +1 for surviving
suggestions
It has been suggesteed that the Zombies should be replaced with Ghouls so the choice is up to you..