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17: Monster Hunt

Source: Town Cryer #5
Setting: Mordheim
Author: Mark Havener
Broheim notes: Multiplayer. Warbands team up (or not) to take on a monster.

The warbands have heard rumours that a terrible monster has come up out of its lair beneath the city following the recent devastation and established a new home in the ruins. You have heard stories of such creatures and the treasure they accumulate is the stuff of legends. You have decided to see for yourself if the rumours are true.

info

This is a Multiplayer scenario designed to be used with the Chaos in the Streets multiplayer rules.

terrain

Each player takes it in turns to place a piece of terrain, either a ruined building, tower or other similar item. We suggest that the terrain is set up within an area roughly 4'x6'.

The first building should be rather large (at least 6" x 6") and open topped, preferably ruins. This building should be placed in the centre of the table, and this is where the monster’s new lair is located.

set-up

Player use the normal warband set-up rules for multi-player.

special rules

The monster’s lair is located in the central building and this is where the beast will be. The monster is young for one of its kind and its profile reflects this. In addition, a lifetime of living in caverns beneath the city has kept the creature from learning to use its wings. Therefore, unlike most monsters, this beast cannot fly. The monster will not leave its lair for any reason, though it will use its breath weapon against any model in range that it can see and will, of course, attack any model entering its lair. It will charge all models entering its lair if possible. Its ‘turn’ is performed before whichever player won the dice roll to go first, though it will do nothing until someone comes near its lair. For the monster’s stats, see ‘Great beasts in Mordheim’ over the page.

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

When one warband (or more than one, if the players have agreed to share the monster’s hoard) is the only one to have any models within 6" of the monster’s lair, and the monster has been put out of action, that warband is victorious and gets the monster’s hoard. If two or more players have decided to share the hoard, they must decide how to split it up. If they cannot determine this peacefully, their warbands will have to decide it un-peacefully!

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. A Hero earns +1 Experience for each enemy he puts out of action.

treasure hoard

The young monster has moved its treasure hoard with it to its new lair. Because of its age, the young monster has not collected as much treasure as an older creature of its type. Still, it has amassed a respectable amount. Whichever warband has control of the monster’s lair at the end of the game may search it to see what it contains. Note that you roll for each item separately, apart from gold crowns, which are always found.

ItemD6 result needed
5D6 gcAutomatic
Magical artefact (roll on artefact table)6+
D3+1 pieces of wyrdstone4+
Gromril axe5+
Suit of heavy armour5+
Suit of light armour4+
Suit of light armour4+
Shield4+
Helmet4+
D3 swords4+
D3 gems worth 10 gc each5+
Jewellery worth 10-60 gc5+

Great beasts in Mordheim

Regular games of Mordheim are not really suitable for the introduction of the larger monsters that roam the Warhammer world. Even a small dragon, for example, would eat the average Mordheim warband for lunch! Due to the nature of multiplayer Mordheim, however, with its alliances and generally broader emphasis, such creatures may well make an appearance without overly upsetting the game.

Monsters in Mordheim are a bit smaller than their Warhammer counterparts – they represent creatures that have lurked underground in the caverns beneath the city, are former denizens of Mordheim’s world famous Imperial Zoo, or are young members of their species who have recently been forced out of the nest and have decided to set up a new lair in the ruined city. Even so, all monsters count as Large Targets as defined in the shooting rules.

Players who wish to include monsters in their games of Mordheim can do so using Scenario 7: Monster Hunt, or may wish to create their own scenarios using these rules. If a monster is desired, the players should either choose what type of beast they are hunting or roll on the following chart:

D6Result
1Young Hydra
2Young Dragon
3Young Wyvern
4Young Griffon
5Young Hippogriff
6Young Chimera

young hydra

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Fear: Despite its smaller size, the young Hydra is still a fearsome opponent. It causes fear.

Save: The young Hydra's scales aren't as strong as a normal Hydra's, but they are still as strong as metal. The Hydra has an armor save 6+ that is not modified by the strength of attacks against it (or by other save modifiers).

Breath Weapon: When the young Hydra breathes, flames leap from its mouths. It can use these flames as a weapon if it wishes. This attack is made in the shooting phase and may be made even if the Hydra is involved in close combat. Simply place the small teardrop-shaped template with the narrow end at one of the Hydra's mouths; any models under the template will be hit by flames on a dice roll of 4+. A model hit by flames takes a single S3 hit. Normal armor saves apply. Do not worry about any buildings the template may cover; the Hydra's fire is too weak to set them alight without prolonged exposure.

Loss of Heads: Each wound suffered by a Hydra represents one of its many heads getting taken out of action. Because of this, any successful (unsaved and un-regenerated) Wound to a Hydra reduces its Attacks characteristic by one. In addition, the loss of heads makes for fewer flames when it breathes, so for every 2 successful Wounds, the strength of the Hydra's breath weapon is reduced by one (to a minimum Strength of 1). So, for example, if the Hydra has taken 3 (unsaved and un­regenerarcd) Wounds, it would have 2 attacks remaining and the strength of its breath weapon would be reduced to 2.

Regeneration: All Hydras have the ability to regrow damaged heads. Some can do this immediately, while for others it may rake a matter of hours or even days to replace a head that is lost. To represent this ability, at the end of each round of close combat roll a D6 for each Wound the Hydra has suffered that round. On a roll of 4 or more that Wound has regenerated; any regenerated Wounds are reinstated. If a Hydra is down to its last Wound remaining, make this roll to regenerate before rolling on the Injury cable; a successful Regenerate roll means that no Injury roll is made.

Will not Rout: The Hydra is far too greedy to abandon its hoard. It will automatically pass any Rout test or any other test that would cause it to leave its lair. It will not leave its lair for any reason.

Skull of Iron: The Hydra's skulls are much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results from the Injury table as knocked down result instead (see below):

Staggered, but not down: Mighty blows will rock the Hydra but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Hydra receives will instead cause it to lose 1 Attack until it recovers (during the recovery phase of its next turn). Multiple knocked down results will cause it to lose multiple attacks in this way (if taken to O Attacks or fewer, the Hydra may not attack until it recovers).

young dragon

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Fear: Despite its smaller size and useless wings, the young Dragon is still a fearsome opponent. It causes fear.

Save: The young Dragon's scales aren't as strong as a normal Dragon's, but they are still as strong as metal. The young Dragon has an Armor save of 5+ that is not modified by the strength of attacks against it (or by other save modifiers).

Breath Weapon: When the young Dragon breathes, flames leap from its mouth. It can use these flames as a weapon if it wishes. This attack is made in the shooting phase, and may be made even if the Dragon is involved in close combat. Simply place the small teardrop-shaped template supplied opposite with the narrow end at the Dragon's mouth. Any models under the template will be hit by flames on a dice roll of 4+. A model hit by flames takes a single S3 hit. Normal armor saves apply. Do not worry about any buildings the template may cover; the Dragon's fire is too weak to set them alight without prolonged exposure.

Will not Rout: The Dragon is far too greedy to abandon its hoard. It will automatically pass any Rout test or any other rest chat would cause it to leave its lair. It will not leave its lair for any reason.

Skull of Iron: The Dragon's skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results from the Injury table as knocked down results instead (see below).

Staggered, but not down: Mighty blows will rock the Dragon, but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Dragon receives will instead cause it to lose l Attack until it recovers (during the recovery phase of its next turn). Multiple knocked down results will cause it to lose multiple attacks in this way.

young Wyvern

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Fear: Despite its smaller size and useless wings, the Wyvern is still a fearsome opponent. It causes fear.

Save: The Wyvern's scales aren't as strong as a normal Wyvern's, but they are still as strong as metal. The Wyvern has an armor save 6+ that is not modified by the strength of attacks against it (or other save modifiers).

Envenomed Tail: The Wyvern has a whip-like tail that is tipped with a deadly stinger. In combat it thrashes this tail forward among its enemies, either injecting them with its deadly venom, or simply clubbing them into submission. In game terms this is represented by a special tail strike that the Wyvern makes before its normal attacks in close combat. Roll a single D6. Any enemy models that are in base contact with the Wyvern and that it may attack in the close combat phase (eg., it is either the Wyvern's 'turn' or the model's turn) that have a lower Initiative than the dice score are automatically hit by the Wyvern's tail. Models with Initiative equal to or higher than the D6 roll have successfully dodged the tail and are not affected. Each model struck by the Wyvern's tail takes a Strength 4 hit.

Will not Rout: The Wyvern is far too greedy to abandon its hoard. It will automatically pass any Rout test or any other rest chat would cause it to leave its lair. It will not leave its lair for any reason.

Skull of Iron: The Wyvern's skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results from the Injury table as knocked down results instead (see below).

Staggered, but not down: Mighty blows will rock the Wyvern, but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Wyvern receives will instead cause it to lose l Attack until it recovers (during the recovery phase of its next turn). Multiple knocked down results will cause it to lose multiple attacks in this way.

young griffon

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Fear: Despite its smaller size and useless wings, the Griffon is still a fearsome opponent. It causes fear.

Massive Beak: One of the Griffon's attacks is a bite arrack. Its maw is a massively sharp, iron-hard beak that can easily slice through the thickest armor as if it were made of paper. An opponent damaged by this attack suffers an additional -1 penalty to his armor save, for a total armor save penalty of -3 (-1 for the bite and -2 for Strength).

Will not Rout: The Griffon is far too greedy to abandon its hoard. It will automatically pass any Rout test or any other rest chat would cause it to leave its lair. It will not leave its lair for any reason.

Skull of Iron: The Griffon's skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results from the Injury table as knocked down results instead (see below).

Staggered, but not down: Mighty blows will rock the Griffon, but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Griffon receives will instead cause it to lose l Attack until it recovers (during the recovery phase of its next turn). Multiple knocked down results will cause it to lose multiple attacks in this way.

young hippogriff

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Fear: Despite its smaller size and useless wings, the Hippogriff is still a fearsome opponent. It causes fear.

Massive Beak: One of the Hippogriff's attacks is a bite arrack. Its maw is a massively sharp, iron-hard beak that can easily slice through the thickest armor as if it were made of paper. An opponent damaged by this attack suffers an additional -1 penalty to his armor save, for a total armor save penalty of -3 (-1 for the bite and -2 for Strength).

Will not Rout: The Hippogriff is far too greedy to abandon its hoard. It will automatically pass any Rout test or any other rest chat would cause it to leave its lair. It will not leave its lair for any reason.

Skull of Iron: The Hippogriff's skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results from the Injury table as knocked down results instead (see below).

Staggered, but not down: Mighty blows will rock the Hippogriff, but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Hippogriff receives will instead cause it to lose l Attack until it recovers (during the recovery phase of its next turn). Multiple knocked down results will cause it to lose multiple attacks in this way.

young chimera

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Fear: Despite its smaller size and useless wings, the Chimera is still a fearsome opponent. It causes fear.

Dragon Head: One of the Chimera's three heads is that of a Dragon. When the Dragon head breathes, flames leap from its mouth. It can use these flames as a weapon if it wishes. This attack is made in the shooting phase. Simply place the small teardrop shaped template the the narrow end at the Dragon head's mouth; any models under the template will be hit by flames on a dice roll of 4+. A model hit by flames takes a single S3 hit. Normal armor saves apply. Do not worry about any buildings the template may cover; the Chimera's fire is too weak to set them alight without prolonged exposure.

Ram Head: The second head is that of a massive bloody-eyed ram. One of the Chimera's attacks is a head-butt made by the ram head. If this attack hits but fails to do damage, the target must make an Initiative test or be knocked down.

Lion Head: The last of the Chimera's heads is that of a ferocious golden-maned lion with jaws of steel and razorÂ-sharp teeth. One of the Chimera's attacks is a bite by the lion head. An opponent damaged by this attack suffers an additional -1 penalty to his armor save, for a total armor save penalty of -3 (-1 for the bite and -2 for Strength).

Will not Rout: The Chimera is far too greedy to abandon its hoard. It will automatically pass any Rout test or any other rest chat would cause it to leave its lair. It will not leave its lair for any reason.

Skull of Iron: The Chimera's skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results from the Injury table as knocked down results instead (see below).

Staggered, but not down: Mighty blows will rock the Chimera, but most creatures lack the ability to truly knock it into the dirt. Therefore, any knocked down result the Chimera receives will instead cause it to lose l Attack until it recovers (during the recovery phase of its next turn). Multiple knocked down results will cause it to lose multiple attacks in this way.