Let the Damned Burn!
Source: Town Cryer #8
The fires of hell...
One of the biggest dangers facing warbands in the City of the Damned isn't necessarily the weapons of their rivals but is more likely to be the possibility of being trapped in a burning ruin and facing the horror of being burnt to death - a very unpleasant way to go! Mordheim even though now in ruins is still plagued with fires. Many put this down to evil magicks; the insane activities of the Cult of the Possessed, who are known arsonists and of course, the cleansing fires set by the many bands of rabid Witch Hunters. On many occasions warbands have been known to get caught in the midst of a raging fire while searching for Wyrdstone and fighting their rivals.
When and where
These rules are not for any specific scenario. The use of these rules is to add a little more chaos and random excitement to the battles that rage across the city. They can be added to any game as long as both players agree.
Starting
Before the game starts but after the terrain has been set up randomly choose one building to be on fire. Mark this building with a counter or plumes of smoke or any other way that you can think of that is appropriate.
NOTE: If you are playing a scenario that focuses on a specific building (like Defend the Find) then the objective building cannot start the game on fire.
It spreads!
As the buildings burn, the flames can jump to other building very quickly setting them ablaze.
At the end of each players turn roll 1D6 for each building that is on fire and consult the chart below:
Fire Table
D6 | Result |
---|---|
1 | Fire goes out: The fire has exhausted all of the flammable materials in the building and dies leaving a plume of thick smoke. |
2-4 | Keeps burning: The flames continue to ravage the building but do not spread this turn. |
5-6 | Spreads: The fire spreads to the nearest (non-burning) building within 10". Roads cannot be set on fire due to the lack of substantial burning items. If, however, you have a road that is covered in flammable objects (crates, refuse, barricades etc.) you can count this as the nearest building. |
Entering a building that is on fire
Entering a building that is wreathed in flame is a very risky option and usually only open to those of a disturbed disposition but some will dare to venture into the flames if there is enough to be gained.
You must declare that a model is entering a building that is aflame before moving the model. The warrior must now take a Leadership test to overcome the Fear of entering a building that is a potential deathtrap. If this test is failed they may not enter the building and cannot move for the rest of the turn.
Moving inside
Models inside a burning building will have to constantly dodge flames and falling timber (just like in those cool action films), and one mistake can stop even a hero in his tracks.
Models wishing to move whilst inside a burning building must pass an Initiative test every turn in order to do so, otherwise they cannot move (blocked by falling timber, flames etc.).