Scenario - Down at the Docks
πΊοΈ Terrainβ
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One table edge represents the river Stir and the Mordheim quayside.
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A riverboat (approx. 3" Γ 8") is docked in the center of this edge, touching the landward edge, with its prow facing against the current.
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The player with the lowest warband rating chooses which direction the river flows.
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Place five crates of goods near the boat, within a few inches on the docks.
π¦ Deploymentβ
- Both warbands start within 8" of the far corners, away from the boat and the crates.
π§ Special Rulesβ
πΆ Smugglersβ
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Five Smugglers are aboard the riverboat.
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The Smugglers act after all player warbands.
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Turn 1: Smugglers moor the boat to the wharf.
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Subsequent turns: Each turn, they will attempt to load one crate onto the boat, if no enemies are within 10" of the crates.
Combat & Defenseβ
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Smugglers:
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Will stay on the boat.
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Will shoot at intruders within range.
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Will charge anyone boarding the boat.
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Fleeingβ
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If two or more smugglers are taken out of action:
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Remaining smugglers will attempt to flee upstream.
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Boat Movement:
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1 smuggler punting: 7" per turn.
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2 smugglers punting: 11" per turn.
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Effects:
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Smuggler must not be in combat to punt.
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A punting smuggler cannot shoot that turn.
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If at least half the boat moves off the table, it is removed from play.
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Any warriors aboard at that point are considered out of action.
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π¦ Crate Handlingβ
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Each crate can be:
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Carried by 1 model at half speed, or
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Carried by 2 models at full speed.
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While carrying a crate:
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The model cannot shoot or cast spells.
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If attacked in close combat, the model drops the crate.
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Crates can be picked up by any model in contact with them.
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A model that leaves the board with a crate:
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Is not considered out of action.
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May not return to the game.
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π§ Smuggler Profileβ
| M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|
| 8 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 |
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Weapons/Armour: Sword and pistol.
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Eagle Eyes: Pistols have a range of 9".
π Ending the Gameβ
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The game ends when all crates are removed from the board.
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The warband that secured the most crates is the winner.
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If all but one warband routs, the last standing warband gets all remaining crates on the table (but not those already on the boat) and does not get XP for removing them.
π Experienceβ
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+1 XP for each warrior who takes a crate off the table.
- A henchman group may not gain more than +1 XP total in this way.
π Rewardsβ
- Each crate in a warbandβs possession at game end grants +1 exploration die.