Scenario: RescueThe daughter of an important and wealthy noblemen has been kidnapped by Beastmen. They plan to sacrifice her to their Gods at the outskirts of Mordheim. The father of the girl has issued a significant reward for her safe return and many warbands have gathered with the hope of collecting it.
This is a multi-player scenario, using the Chaos on the Streets multi-player rules from the Annual 2002 expansion
TerrainThe battle takes place at the Beastmen’s sacrificial altar at the outskirts of Mordheim. Use a 6’x4’ table with an altar/herdstone at one of the short sides. Mix Mordheim buildings with ‘normal’ Warhammer terrain to create outskirts, the buildings growing less common towards the altar.
Special RulesThe nobleman’s daughter starts chained to the altar. She can be freed by any non-animal model by spending the time from the start of that player’s combat phase till the start of his next turn in base-to-base contact with the girl, without being interrupted by the enemy. In this time he can pick the lock, break the chains, etc.
After being freed the girl will follow any non-animal model that moves into contact with her. She moves at a speed of 4” as she is too exhausted and bewildered to run. Alternatively she can be carried by two normal models or one Large model (Ogres, etc), in which case they will move at their basic movement rate. (note that this is only useful for models whose basic Movement value is already higher than 4”)
The girl can be handed over to other warband members or members of another warband that you are at that time allied with. (though you’d better really trust them to do this) If at any time the girl is without a model in base-to-base contact with her, she will move D6” in a random direction, confused by the mayhem around her. (She will not move of the table, however. If she would, re-roll the dice) She has a separate turn in the player sequence to do this in. It comes after the turn in which she finds herself alone.
The girl cannot be attacked in any way, she is considered too precious alive by all sides. For the same reason the model(s) guiding or carrying her cannot be shot at or be subjected to harmful spells. (though they can be charged and fought with normally)
If the model(s) guiding/carrying the girl are charged she is moved out of base-to-base contact with them and she will start her random movement at the end of this turn.
WarbandsThe defenders are a Beastmen warband bought for 500gc without any advancements. They start the game within 6” of the altar. The defending Beastmen warband is at the height of their religious frenzy, and so never need to take a Rout test or All Alone test. The Beastmen warband will be controlled by the umpire/games-master.
Other warbands do not deploy on the table, they will move on in their first turn.
Starting the gameThe players roll a D6 to determine the sequence in which they will take turns. Highest will go first, second-highest second and so on. Re-roll for ties.
When a player begins he rolls a D6 and moves on the board at the 12” section of the edge as seen below. If you roll the same number as a player before, you move onto the board right behind them. Obviously you’ve been too lazy to find your own way and followed someone else, you bastard! (note that you cannot charge on the turn that you move onto the board)
Ending the gameOnce a player moves of the table with the girl at one of the long table edges or the deployment zone, the game ends and that warband is the winner. If all warbands but one fail their Rout test, the surviving warband automatically wins.
Experience+2 Survives. If a Hero or Henchmen group survives the battle they gain +2 Experience.
+2 Winning Leader. The leader of the winning warband gains +2 Experience.
+1 Per Enemy out of action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Unchaining the Girl. The Hero or Henchmen group whose member unchains the girl gains +1 Experience.
The RewardThe winning warband is rewarded with Att’la’s Plate Mail (see page 141 of the Mordheim Rulebook) and 200 gold crowns. Any arrangements between warbands to smooth alliances are entirely optional of course.
If by any chance the defending Beastmen win by causing every other warband to rout nobody receives a reward and the girl is sacrificed. (You’re supposed to work together!)