Most of the scenarios in the
Mordheim rulebook can be used when playing the Wheel of Time Skirmish Game, with
only minor modification. We present here a list of those scenarios, with
changes where they are required.
Two things are worth remembering when planning a game using this system - first of all, don't feel restricted bby the scenario list or any rules presented here. Home made scenarios, as long as they are balanced, can be a lot of fun and make a campaign that much more characterful. Secondly, always remember that the Wheel of Time Skirmish game is not restricted to ruined buildings as terrain pieces. Just as a ruined village or town can work, so too can a dense forest, rocky mountainside, or even a still-intact city.
Breakthrough
There are no changes
necessary to make this scenario playable. Use it as presented in the Mordheim
rulebook (p129).
Chance
Encounter
The only change necessary to make a Chance Encounter (p130 Mordheim rulebook) playable is the removal of the wyrdstone. We suggest that the D3 shards of wyrdstone be replaced with D3 pouches, each containing 20gm.
Defend
the Find
Located on page 127 of the
Mordheim rulebook, this scenario can easily be used in a WoT Skirmish game by
removing the reward of 1 shard of wyrdstone for each model within the objective
building at the end of the game. As per the Chance Encounter scenario, the shards
can be replaced with pouches, chests, or just pockets full of 20gm each.
Hidden
Treasure
The only change necessary to
make this scenario (p131 of the Mordheim rulebook) playable in a Wheel of Time
setting is the removal of wyrdstone from the treasure chest. Three options are
suggested:
·
remove the reference to the wyrdstone without replacing it, or
·
replace the wyrdstone with one piece of equipment taken from the
following list: a Heron Mark Sword, a Swordbreaker, D6 jeweled daggers (resale
value: 2gm each), or a small angreal (1 channeling point).
·
replace the wyrdstone with gold marks - we suggest about 35gm.
Whatever you decide to do, be
sure that the matter is discussed and the contents of the chest agreed upon
before the game begins. If you want to make a Hidden Treasure scenario truly
desperate, why not replace the treasure chest entirely with a random
ter'angreal (rolled up after the battle is fought)? Be aware, though, that
individual ter'angreal are quite powerful, and so this option should not be
taken until warbands are very experienced.
Occupy
There are no changes
necessary to make this scenario playable. Use it as presented in the Mordheim
rulebook (p132).
Skirmish
There are no changes necessary
to make this scenario playable. Use it as presented in the Mordheim rulebook
(p127).
Surprise
Attack
There are no changes
necessary to make this scenario playable. Use it as presented in the Mordheim
rulebook (p133).
When choosing a scenario
randomly, use the following table. The player with the lowest warband rating
rolls on the table, and in scenarios where there is an attacker and a defender,
the same player also decides who will be which.
2 The player with the lowest warband rating may choose which scenario is played
3 Play Defend the Village Scenario
4 Play Hidden Treasure Scenario
5 Play Occupy Scenario
6-7 Play Skirmish Scenario
8 Play Breakthrough Scenario
9 Play Surprise Attack Scenario
10 Play Chance Encounter Scenario
11 Play Defend the Find Scenario
12 The player with the lowest warband rating may choose
which scenario is played
In addition to the scenarios
in the Mordheim rulebook, we present for you now two new ones - Rescue and
Defend the Village.
Scenario: Rescue
Warriors injured during a
battle can easily fall into the hands of the enemy. Even a victorious warband
can discover that one of its fighters has staggered unwittingly into the clutches
of their rivals. Captives can be ransomed, but are quite often killed (or
'executed', depending on the captor's particular rhetoric). Naturally, it is
not uncommon for a warband to attempt to launch a rescue mission to get their
warrior back before he is unceremoniously disposed of.
This scenario is an exception to the normal rules. If a
warband has a warrior captured, they may elect to immediately play a Rescue
scenario. They have only once chance to do this, and it must be done straight away
if at all. After the Rescue mission, if it is unsuccessful, the results of the
capture are worked out as per usual. Note that warbands whose warriors have
been captured are not forced to
launch a rescue mission (they can be risky affairs!), but if they wish to the
captor is forced to play it. If, however, a warband whose warriors have been
captured does elect to play a rescue
mission, his opponent (the captor) has no choice in the matter.
Set up terrain in a 4' ´ 4' area in any mutually
agreeable fashion. Be sure not to provide too much cover (otherwise the
rescuers will have little difficulty reaching their captive ally) or too little
cover (otherwise the defenders will have little difficulty spotting the
rescuers).
The defender sets up first.
He deploys up to D6 of his warband as sentries, choosing which warriors he
wishes to put on sentry duty. Sentries may be placed anywhere on the table at
least 8" away from a table edge.
The attacker then deploys his warband within 4" of a randomly selected table edge. The attacker has 2D6 of his warriors for the rescue; the remaining warriors are not available as they have been left behind so as not to draw attention to the rescuers. The attacker may choose which of his warriors he will commit to the rescue mission.
The attacker takes the first
turn of the game.
The
Prisoner: When he sets up his warband, the defending player places his captive anywhere
he likes on the table. The prisoner may not move until he is freed. The
defender is not allowed to attack or 'execute' his prisoner (unless you wish to
play especially tense scenarios, in which case, work out some rules with your
opponent), but must attempt to drive off the rescuers. Once the captive is
freed he may be attacked or shot at like any other warrior.
A prisoner is free to move or fight once cut free by a
friendly fighter. The friend moves into base contact with the captive and spends
the rest of the turn cutting him free. He may not shoot, fight in hand-to-hand,
channel or do anything else during the turn. Once freed the prisoner may move
or attack normally. Note that the captive has no weapons or other equipment,
but is assumed to be given a knife by his liberator (unless of course the
captive is damane, or some other warrior not allowed to carry weapons).
Note that prisoners who can channel will have been
sufficiently bound, drugged and probably beaten to make it impossible for them
to channel for the duration of the game, regardless of whether they have been
freed or not.
Sentries:
Until
the alarm is sounded (see below) sentries move D6-3 inches per turn. Roll separately
for each sentry to determine how far he moves. If the distance is negative then
the attacking player is allowed to move the sentry model. For example, a roll
of 1 gives a move of -2, so the attacker moves the sentry 2" in any
direction.
Sounding
the Alarm: Until the alarm is sounded sentries move as described above. In
addition their Weapon Skill is halved (rounding fractions up) and they may not
shoot any weapons.
After the alarm is sounded sentries may move and attack freely. In addition, the defender may bring on reinforcements as described below. The alarm can be sounded in a number of different ways:
Spotting. At the end of
the defender's turn, sentries may try to spot nearby attackers.
·
A sentry will spot an attacker that is within his Initiative distance
in inches on a D6 roll of 2+.
·
A sentry will spot an attacker that is within twice his Initiative
distance in inches on a D6 roll of 4+.
·
A sentry will spot an attacker that is within three times his
Initiative distance in inches on a D6 roll of 6+.
Attackers in cover are harder
to spot, and so add 1 to the difficulty of the roll if the attacker is in cover
(i.e. a sentry will spot a model in cover within his Initiative distance in
inches on a D6 roll of 3+, etc). Note that this makes it impossible for a
sentry to spot a model further than twice his Initiative distance if the model
is in cover.
Sentries will spot a hidden
model within their Initiative distance in inches on a D6 roll of 4 or more.
They cannot spot hidden models any further away than this.
If a sentry spots a rescuer he sounds the alarm. A sentry can
only give the alarm if he survives the rescuers' turn. If he is taken out of
action he cannot give the alarm.
Fighting. A sentry who is
attacked in hand-to-hand combat will sound the alarm if he survives the turn.
Remember that the sentry's Weapon Skill is halved until the alarm is sounded.
In addition, the noise of fighting may cause the alarm to be
sounded even if the sentry doesn't survive to do so himself. The attacker rolls
a D6. If the score is not more than the number of rescuers fighting in the
hand-to-hand combat then the noise of the scuffle has been noticed and the
alarm is sounded. For example, if three rescuers mug and kill a sentry then you
must roll 4 or more for this to go unnoticed.
Once the alarm is sounded the
defender may attempt to bring on reinforcements. Roll a D6 for each Henchman
group or Hero not yet on the table. On a 4+ they move on in the movement phase
from a random table edge as shown below - roll a D6. All reinforcements for
that turn arrive from the same edge and may charge on the turn in which they
arrive.
|
1 |
2-5 |
6 |
|
|
||
|
Attacker's Edge |
The game ends if the captive
is freed and makes his escape by moving off the attacking warband's table edge.
The game also ends if all of the attackers are taken out of action or if the
attacker routs. The defender is defending their base camp from the attack and
so doesn't take Rout Tests. They may still voluntarily rout, but will lose the
captive automatically if they do (who is going to volunteer to carry the
hog-tied and struggling warrior while everyone is running away?!).
If the captive is rescued, the warband that captured the
warrior will get to keep all of his equipment - there is no time to save the
warrior and get his gear!
+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
Free Captive. A Hero or Henchman group who cuts the captive free gains +1 Experience.
+1
Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts
out of action.
Scenario: Defend the
Village
The
defender’s warband have agreed to help defend a village of poor peasants
against the threat of the attacker's warband. This usually means the "most
good" player is the defender and the "most evil" player is the
attacker, but you could also have invading warbands attacking, or even
defending a newly captured settlement from good or evil warbands. However, try to use common sense when
deciding which warband is the attacker and which is the defender. For example, Shadowspawn will never be
defenders and Aes Sedai will never be attackers.
Terrain
The
defender sets up a village in the centre of the table, using the central 2’ ´
2’ area of a 4’ ´
4’ table. For every building or two linear obstacles (fences or barriers) the
defender places, the attacker is allowed to place a small piece of cover (tree,
rock, fence, over-turned cart and so on) outside of the central area. These
pieces must be placed no closer than 6” to any other terrain. The idea is to
end up with a ‘defended village’ surrounded by scattered cover.
Warbands
The
players must decide between them which warband is the attacker and which is the
defender, following the rough guidelines set down previously. If you can’t reach an agreement, then each
player should roll a D6 to decide. The
defender sets up first, anywhere within the central set-up area. The defender
may place up to two models within 12” of the central setup area as pickets. The
attacker sets up within 8” of any table edge, or combination of edges, as he
sees fit.
Starting the game
The
attacker automatically has the first turn.
Special rules
Villagers: The defender rolls a D6.
Add 6 to the result. This number
designates how many villagers take part in the battle. The villagers represent the best fighters in
the village and are both an asset and a liability to the defender. Villagers
may never move outside the central setup area, unless fleeing. A villager has
the following profile:
|
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Villager |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Villagers
fear the attacking warband. They are
also required to take an All Alone test if they are engaged in hand-to-hand combat
and do not outnumber their opponents. Each villager may be armed with a
shortbow or a spear - but beware, villagers don’t get free daggers, so archers
will only have their fists to defend themselves.
Villagers do not add to the defender’s warband
size for the purpose of rout tests, but do count for models taken out of
action. For example, in a warband with 9 warriors and 8 villagers, the warband
will test for routing if 3 warriors or villagers are taken out of action.
Ending the game
The game ends when either side 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 If the Village is Saved.
If less than 25% of the villagers are put out of action, and the defender wins,
each surviving member of the warband gets a bonus Experience point for saving
the day.
Rewards
If
the defending player wins, roll a D6 on the following table to see what reward
the villagers are able to provide. If
the attacker won, he automatically adds 3D6 gold marks to his treasury.
D6
Roll Result
1 The villagers were on their last legs,
and couldn’t afford to give the warband anything of value except for a warm bed
for the night.
2-5 The villagers, being grateful for your
help, give your warband 2D6 gold marks worth of food, personal possessions and
tools.
6 The village leader gives you a prized
possession that has been passed down through many generations. Roll another D6
and consult the table below to see what you receive:
1-2. A
necklace worth 25 gm
3-4. D3 gems worth 15 gm each
5. A Heron-marked sword
6. A single ter’angreal