Motherload

Warbands have heard a rumor of a larger than normal deposit of wyrdstone in a section of the city. They have sent out scouts to try to find the exact location of the meteor fragment before anyone else can stake a claim.

Terrain:

Place a Crater or boulder in the center of the table. Each player takes turns placing terrain pieces around that crater.

The Crater or Boulder will represent the Motherload. The Motherload contains d3 wyrdstone per warband in play.

Special Rules:

Warband Deployment:

Randomly determine 1 hero and 2 henchmen (if available). These will be the scout group that starts on an edge of the table.
On each subsequent turn, roll d6 for each remaining warband member. On turn 2, warriors will deploy on a roll of 2 or less. On Turn, warriros will deploy on a roll of 3 or less...etc. (Animals: Will not deploy without another warband member. Orcs: Squigs will not deploy without goblins. If a squig is rolled without goblin deployment, delay the squig until a goblin is deployed).
On turn 6, all remaining warband members deploy, if they haven’t already been deployed.

Routing:

No rout tests can be made until the warband leader is deployed through warband deployment rules, or until turn 6. Voluntary routes can only occur when 50% loss of warband members has occurred. (greed, my friends, greed)

Uncommon Bravery:

The warbands are experiencing uncommon bravery due to the richness of the discovered wyrdstone load. Each warband gets -1 on Leadership Rolls for every 2 wyrdstone counters mined from the mother load.

Crater:

The crater is indeed a mother load of wyrdstone. There is a solid chunk equivalent to [(number of warbands)x(d3)] wyrdstone. There are, however, complications. Any warband member spending an entire turn at the “Motherload” doing nothing by mining may make a strength check ( <S on d6) to remove a wyrdstone shard from the meteor fragment. If any other action is taken during the mining of the wyrdstone, the mining fails. (mining may not take place on the turn in which a model moves to or away from the motherload).

Warbands:

Players use standard warband setup rules for choosing and setting up the warband.

Starting the game:

Players each roll a d6 to determine who goes first. Play proceeds clockwise around the table from the starting player.

Ending The Game:

The game ends when all warbands but one have failed their route test. The routers automatically lose. IF two or more warbands have allied, they may choose to share the victory and end the game.

Experience:

  • +1 Survives. If a hero or henchman group survives the battle they gain +1 Experience.
  • +1 Winning Leader. The last warband leader on the table gains +1 Experience.
  • +1 per Enemy Out of Action. Each hero gains +1 Experience for each enemy model taken out of action during the game.
  • +1 per Wyrdstone Counter. If a hero or henchman carries a wyrdstone counter off the table, or has it in possession at the end of battle, that unit gains +1 Experience.

Resources

Resources and Materials for use with our Mordheim Campaign.