Showing posts with label KUMC 1. Show all posts
Showing posts with label KUMC 1. Show all posts

Friday, May 1, 2015

Darkest Before Dawn 5/1/15

Darkest Before Dawn
There’s power in the nighttime that you won’t find in the day. Greed doesn’t only manifest while the sun is up, it grows stronger in the dark.  Rumor has it that the Scalari hid a multitude of riches around the city and a map to some of these treasures is buried in the square.    
Terrain
4’ x 4’ table.  Each player takes turns putting out terrain on the table.  Each warband will place one treasure chest.
Deployment
Each warband will start within 10” of a table corner.  The warband with the lowest rating will deploy first, then the next lowest and so on.  If there are more than four warbands, play can be on a 6’ x 4’ field and deployment will be spaced out close to evenly.
Starting the scenario
Roll off d6, then go clockwise from the high roller
Ending the scenario
All but one warbands routes, maximum of 8 turns
Special Rules
To open a treasure chest come into base to base contact with a chest.  Roll a d6, on a 4+ the chest opens.  Each chest can only be opened once contains 2d6 gold.  Any chest left un-opened at the end of the game is vacated.
Night fighting – During the first four turns of battle it is dark out.  When shooting, all to hit rolls have a negative one modifier.  Shots needing a 6 to hit (before darkness modifier) cannot be fired. 
Treasures – Beneath the gallows at the center of the square there is a map.  The first hero to come into base contact with the gallows get the map.  If the hero is knocked down/stunned/OOA he drops the map and it is picked up by the attacker.  If the hero is knocked down/stunned/OOA by shooting the map falls to the ground.   The next hero to come into contact with the map now has it.  The hero that holds the map when the scenario ends will add it to his warbands holdings.  If no one holds the map at the end it is lost.
Experience
                +1 to winning warband leader (if multiple warbands fulfill all eight turns this is not given out)     
                +1 survival
                +1 to a hero for any warrior taken out of action
                +1 to the hero that holds the map

The hero holding the map may re-roll one exploration dice.  Also his roll for rare items gets a +2.

The scenario actually started and ended in the dark.  Four warbands routed on their turn four.  The scenario winners were the Ratkateers.  However, they were unable to obtain the map.

Here are some photos of the game:

City setup

City setup

Dwarves to the left of me, Skaven to the right...

Set to Charge a Rat Ogre... didn't go well.

Tuesday, April 21, 2015

The Drill 4/21/15

Two of us were able to meet-up last night and played a 1v1 scenario.  The scenario we played was a custom scenario entitled "The Drill".  Here is a copy of the scenario:

The Drill
Fever!  The low-lives of Mordheim have heard the rumors of the riches below.  Many rudimentary digging devises have sprung up around the city, some even work.  You have stumbled upon one of these dig sites.  The machine must be destroyed and plundered.
Terrain
4’ x 4’ table with a machine in the center.  Each player takes turns putting out the remainder of the terrain on the table.  Each warband will place one treasure chest.
Deployment
Each warband will start within 10” of a table edge.  The warband with the lowest rating will deploy first, then the next lowest and so on.
Starting the scenario
Roll off d6, then go clockwise from the high roller
Ending the scenario
The machine is destroyed, all but one warband routes, or eight turns.
Special Rules
The machine has 4 wounds and 5 toughness, the machine is immune to poison, shooting, magic, and critical hits.   The machine is automatically hit.  Roll to wound.
To open a treasure chest come into base to base contact with a chest.  Roll a d6, on a 4+ the chest opens.  Each chest can only be opened once contains 2d6 gold.  Any chest left un-opened at the end of the game is vacated.
Experience
                +1 to winning warband leader   
                +1 survival
                +1 to a hero for any warrior taken out of action
                +1 Warrior who destroying the machine

Bonuses:  The warband that destroys the machine adds a d6 to your exploration dice.


The first turn belonged to the skaven, The Ratkateers and they used it to move up toward the drill.  Orden Molotka, Witch Hunters, moved forward in their first turn as well and got a few shots off with nothing but a knock down coming from it. Turn two saw a steady barrage of fire come from the Skaven slings not doing much damage but getting some stuns.  Witch Hunter turn two saw some shot but no action or damage.  Turn three meant both warbands were close enough for charges so some hand-to-hand could start-up.  Unfortunately for the Orden Molotka this began the Witch Hunter exodus.  Over the next three turns,  The Ratkateers took out 6! Witch Hunters and lost no warriors.  The Orden routed and The Ratkateers won the day.  They didn't, however, destroy the machine.

The Board

Rats Hiding as Rats Do

Group of Hunters



 



Monday, April 20, 2015

Campaign Time 4/20/15

A group of us decided we were going to play a Mordheim campaign.  Well, getting all of us in one place has proved very difficult.  So I came up with a campaign that has some group scenarios and some one-on-one scenarios so we can play as we have time.  In my original drafts of the campaign/scenarios there will be 2 written specifically for the whole group and at least 3 written for 1v1 games.  The last scenario of the campaign will be a group game but getting there will be organic.  The entire group will meet up for that final game having played the same amount of games.  This first campaign will be a six match campaign to get our feet wet.  Hopefully we'll be able to play longer campaigns in the future.  As time goes on I'll post pictures of games and more scenarios.

Here is the campaign intro I wrote up .  The first campaign scenario may happen tonight.  As of right now there are four warbands in it.

Kalamazoo Ultimate Mordheim Campaign 1

Welcome to the first KUMC.  In this campaign warbands will be search of spoils and glory.  Many mysteries lie in wait to be found in these streets.  Spoils and danger can be found among the ruins of this once great city.

The River

It has been said that a great underground river ran beneath Mordheim.  Its existence was known only to a select group of powerful men called the Scalari.  The Scalari protected the river, its secrets, and its source.  In the eras before the comet a new “cult” took over the hearts and minds of the cities inhabitants.  The Cult of Sigmar didn’t take kindly to the existence of the Scalari and sought to eradicate the group.  Generation passed from the time of the Scalari and the arrival of the two-tailed comet, Sigmar’s Hammer.  Some believe the comet was sent to rid Mordheim of all remnants of the Scalari.
With no one around to protect the river and its resources, it soon ran dry.  If the comet was punishment for the city it didn’t work.  More evil roams these streets than ever before.  In the years since the great comet rumors have spread about why the city came to its fate.  Murmurs and whispers have spread far and wide of the treasures the city hides.  These loose-lipped tales have drawn all manner of beings out.  Some look to protect this once great place and still others care only for the power and the wealth this city holds.

Winning the Campaign

All warbands may come into the campaign with gold and wyrdstone in their possession however their starting amounts will not count towards victory.  The victory currency of this campaign will be wyrdstone.

·         Each Scenario won +1
·         Most Scenarios won +1
·         Bloodiest Warband (most warriors taken out-of-action) +1
·         Hero with the most experience gained during the campaign.