Scenario 066 – Multiply
By Ross "Pancreas Boy" Franks,
as appeared in
Pancreas Boy's Wyrdstone Shards
Transcribed by Sid Hale.
Edited by The Mordheimer.
Once again another melee erupts in the streets of Mordheim. But not everything is as
simple as it seems. From within the streets comes a scream of pain, bellowing from
what seems to be a huge creature.
Terrain
Each player takes it in turns to place a piece of terrain set up within an area roughly
4’ x 4’. Place a one story building in the center of the board.
Setup
All players roll a D6 and whoever rolls highest chooses which warband sets up first.
Special Rules
Spawning Season!: Some huge, bloated, spawn creature; deformed and mutated
from too much exposure to Wyrdstone has decide to collapse in the center building.
Tiny spawn creatures have started to crawl out of the creatures skin and wreak
havoc in the streets. Nothing can stop the spawn creature birthing; the mother
spawn creature is too big and is protected by its tough blubbery skin.
After each game turn roll a D6, this many spawn creatures will appear from the
center building, each moving in a random direction for 2xD6”. In subsequent turns
they will move 2D6” towards the closest warband member, until they engage in hand
to hand. The spawn creatures have the stats of a Squigs (ignoring the stupidity
rules), modified and detailed below for convenience:
Little Spawns
M WS BS S T W I A Ld
2D6 4 0 4 3 1 4 1 5
Weapons/Armor: The Little Spawns attack with their tinny, yet incredibly shard,
teeth and claws.
Special Rules:
· Movement: The Little Spawns do not have a set Movement characteristic but
move with an ungainly bouncing stride. To represent this, when moving the
Little Spawns, roll 2D6 for the distance they move. The Little Spawns never
run and never declare charges. Instead, they are allowed to contact enemy
models with their normal 2D6" movement. If this happens, they count as
charging for the following round of close combat, just as if they had declared
a charge.
Starting the Game
Both players roll a D6. The higher player takes the first turn.
Ending the Game
The game ends when one warband fails a Rout test. The routing warband loses.
Experience
+1 Survives: If a Hero or 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: Any Hero earns +1 experience for each enemy he puts
Out Of Action.
+1 For Leader Recovering: Any leader recovering at the well gets +1 Experience.