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Restless Dead, The

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0% found this document useful (0 votes)
46 views7 pages

Restless Dead, The

Uploaded by

horusfalls
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Restless Dead

A Mordheim scenario for one or more warbands

One or more warbands is exploring a section of Mordheim that is infested with


undead. The undead are lying low in buildings. As warband members explore the
buildings, they may find loot or packs of the restless dead. This scenario may be
played solo or with any number or warbands. It emphasizes non-competitive play -
warbands will have their hands full dealing with undead found in buildings.

terrain

Each player takes it in turn to place a piece of terrain, either a ruined building, tower,
or other similar item. Decide ahead of time what qualifies as a "search-able location"
for purposes of finding undead or loot. A common approach is to consider any
significant terrain feature (even a well or a clump of trees) a building for the
purposes of finding loot or creatures. You may even decide that each floor of a
multi-floor building counts as a roll on the What do we have here? table, or that a
particularly large building or terrain feature warrants multiple rolls.

set-up

Each player rolls a d6. Players setup in order from highest roll to lowest, choosing
tables sides in doing so. Each warband should setup within 6" of their chosen table
side. If there are more than two players, choose table segments as per the Chaos
on the Streets rules.

starting the game

All players roll a d6. The player with the highest score takes the first turn, and play
proceeds clockwise.

special rules

• "What do we have here?" - At the end of the movement phase for a given
warband, roll on the What do we have here? table (below) for each search-
able location that has just been entered by the warband’s warriors. While it is
likely that the location is empty of anything of interest, it is possible that the
warriors may find something of note – or that something will find them. If
warriors searching a location find treasure, then the treasure needs to be
assigned to a specific warrior, and it can be lost under the same
circumstances that the warrior’s own equipment could be lost (i.e. dead,
captured, etc.). If the search result shows an “encounter”, roll on Table B-1
immediately and resolve the encounter. The location is then considered
cleared.

• "It's the Living Dead, Sir!" - If the warriors find that the location is
occupied by the undead, roll on Table A-2 and the appropriate additional
Monster Tables to discover the nature and the number of the enemy.
Randomly assign monsters to warriors at the location, without assigning a
second monster to anyone unless all warriors already are engaged (or
assigning a third monster to a warrior unless all warriors already have two
opponents, etc.). Once the undead have their targets, roll for initiative. Both
sides roll a d6 and add the highest initiative score of one of their engaged
models. The highest score represents the “charging” group during the first
round of hand-to-hand combat. Subsequently, initiative is determined as
normal.

• "Turn of the Vengeful Dead" - Each combat begins in a warband’s turn. At


the end of a sequence of player turns, a new Monster Turn is added, as long
as any monsters remain on the board. In a solo game, the turns thus rotate
between the player’s turn and the monsters’ turn. During the Monster Turn,
knocked down undead may stand up, unengaged models may charge, etc.
Note that zombies and skeletons, including skeleton captains, are not
particularly bright and will charge the nearest opponent. The other undead
are intelligent, and will behave accordingly. If the undead kill all of the
warriors who entered the location, they will leave the location and move
toward the nearest models of any warband.

ending the game

For a solo game, play continues until all locations are searched, the warband routs,
or the player decides to get out while the getting is good.

The game will also end if the warband encounters a special creature from Table A-5
and defeats it. The game will end at the end of the close combat phase in which the
special creature is slain, whether or not some of its escort still survives.

In a multi-player game, the game ends when all warbands save one have routed.
The game will also end if a special creature is encountered and defeated, as above.

experience

+1 for surviving

+1 for the winning Captain (the Captain of the last remaining Warband, or the
Captain of the Warband that slays the special creature). Note that this reward is for
multi-player games only. In solo games, the Captain never receives this bonus point,
even if the Warband defeats the special creature from Table A-5.

+1 for taking an enemy (undead or from a rival warband) out of action. Note that
Zombies and Skeletons (but not Skeleton Captains) only count one-half point each,
rounding up.

+1 for wounding a special creature, +2 if the wound is the creature’s last.

What do we have here?

Roll 2d6 on the tables below to determine what is found at the end of a movement
phase when a search-able location had been entered.
2-5 The Restless Dead! - Roll on table A-1
6-8 Nothing found
9 Event - Roll on table B-1
10-12 Treasure - Roll on table C-1
The Restless Dead Tables

2d6 2d6 Roll Table A-2 Result 2d6 Roll Table A-4 Result
Table A-1 Result 2-5 d6 Zombies 2 2d6 Zombies
Roll
"This could be worse" - Roll on table 6-8 d6 Skeletons1 3-4 2d6 Skeletons1
2-6
A-2 9 2d6 Zombies 5-6 d6 Ghouls2
7-8 "It is worse!" - Roll on table A-3 10 2d6 Skeletons1 7-8 2d6 Ghouls2
"This is beginning to look ugly!" - 11-12 d4 Ghouls 9-10 d6 Wights3
9-10
Roll on table A-4 1 Necromancer
2d6 Roll Table A-3 Result 11-12
"Protect both rears simultaneously!" with Escorts4
2 d6 Zombies
11 - Roll twice on this table, re-rolling
3-4 d6 Skeletons1 2d6 Roll Table A-5 Result5
results of 11 or 12
5-6 2d6 Zombies 1 Vampire with
"Big Trouble!" - Roll on table A-5. 2-5
Escorts6
Players(s) may only roll this result 7-8 2d6 Skeletons1
12 6-8 1 Wraith
once per game. If rolled again, re- 9-10 d6 Ghouls2
roll on this table. 9-12 1 Banshee
11-12 d3 Wights3

Notes
1
If six or more skeletons are encountered, one is a captain with two attacks. If
eleven or more are encountered, two are captains.
2
If six or more ghouls are encountered, one is a ghast with two attacks. If eleven or
more are encountered, two are ghasts. If ghasts are encountered and the monsters
are defeated, the player may roll twice on table C-2 for loot.
3
If three or more wights are encountered, one is a champion with an extra attack
and a Wight Blade. If a champion is encountered and defeated, the player may roll
on table C-3 for loot.
4
Roll on table A-3 to determine the Necromancer's escort. If the necromancer and
escorts are defeated, roll a d6. On a 1-4 the defeating party finds loot from table C-
3, on a 5-6 table C-4.
5
If monster(s) encountered on table A-5 are defeated, the deafeating warband(s)
may roll on treasure tables as follows: d6 rolls on table C-2, d3 rolls on table C-3, d2
rolls on table C-4, and on a 4-6 on a d6 a single roll on table C-5.
6
Roll on table A-3 adding one to the die roll for the Vampire's escort.
Event Table

2d6
Table B-1 Result
Roll
Deteriorating Building: One randomly determined warband member who is
inside the building falls through the floor. If on the ground floor, the warrior
2-4
takes a strength 2 hit. If on an upper floor, the warrior falls to the next level,
and falling damage is determined as normal.
Crude Trap: One randomly determined warband member who is inside the
5-6 building triggers a trap and takes a strength 3 hit, unless the victim passes a
leadership check.
Sniper: Randomly determine an adjacent building, no more than 12” from the
building being searched. A sniper in that building fires upon a random member
of the searchers’ warband that the sniper can see. The potential victims can be
in the building being searched, outside, or in any other building, as long as the
7 sniper can see them. If no warband members can be seen by a sniper stationed
anywhere in the sniper’s building, then nothing happens and the encounter is
over. If the sniper is able to see a target, the sniper will fire a single shot from 1
– a short-bow, 2-3 a longbow, 4-5 a crossbow, 6 a handgun; the sniper has BS
5. After firing once, the mysterious sniper will fade away.
Competent trap: One randomly determined warband member who is inside the
8-9 building triggers a trap and takes a strength 3 hit, unless the victim passes a
leadership check a +1 penalty.
Decrepit Building: Part of the building being searched collapses. All warband
10 members inside the building must pass an initiative check or take a strength 3
hit.
Crossbow Trap: One randomly determined warband member who is inside the
building triggers a crossbow trap and takes a hit from the bolt. Roll d6: on a 1-4
11- the crossbow bolt is normal (strength 4), but on a 5-6 it is coated with Dark
12 Venom and the victim takes a strength 5 hit rather than strength 4. The
warband may keep the crossbow.
Treasure Tables

2d6
Table C-1 Result
Roll
2-8 "We've been crawling through this stinking city for this?" - Roll on table C-2
7-9 "Hmmm, not bad... keep searching lads!" - Roll on table C-3
10-11 "Hey, lookit this!" - Roll on table C-4
"Now I know why we crawl through this stinking city every day!" - Roll on
12
table C-5
2d6 Table C-2 Result - 2d6 Table C-3 Result - Table C-4 Table C-5
2d6 2d6
Roll You Find: Roll You Find: Result - You Result -
Roll Roll
2 a gold coin. It's bent. 2 2d6 gold coins. Find: You Find:
3-4 a dagger. a bottle of wine worth 2 a longbow. a brace of
6 + d6 gold. The 3 4d6 gold. 2 dueling
5 a sling.
captain must make a pistols.
a club (actually, it's a 3 4 a crossbow.
leadership check of Cathayan
6 table leg, but close a brace of
warband members 5 3-4 Silk
enough). pistols.
swig it all down. Clothes.
7 d6 gold coins. 6 5d6 gold.
4-5 a sword. an ilthmar
8-9 a rope and hook. a weapon:
6 a helm. 7
10- a lantern. blunderbuss. 1=axe; 2-4
7 3d6 gold coins.
11 8 a handgun. 5-6 = sword;
8-9 a morning star. 5=flail;
a rabbits foot (1-3) or a a curious
12 10 a vial of blessed water.
lucky charm (4-6). vial. Roll d6 6=morning
11 a dwarf axe. for it's star.
12 a suit of light armor. contents: 1-2 a gromril
9
Black Lotus; weapon:
3-4 Crimson 1=dagger;
Shade; 5-6 7 2=axe; 3-
Dark Venom. 4=sword;
a suit of 5=halberd;
10
heavy armor. 6=spear.
a repeater ilthmar
11 8
crossbow. armor.
1-3 a gromril
9
compass, 4-6 armor.
12
a wyrdstone an elven
amulet. 10
cloak.
a pair of
elven boots
11
- in your
size!
an artifact
(see p. 141
12 of the
Mordheim
rule book).

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