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Scenario 080 - Burn The Witch
By Grant "Blasphemous Heathen"
Garvin,
as appeared in Rynn Tyrr
Transcribed by Graeme "WO2"
Walker.
Edited by The Mordheimer.
When a Witch, or a Warlock in case of males, is brought to justice, there is rarely
any other punishment administered than that of death. Lynching, crucifixion, and
crushing are just some of the appalling ways of execution, but the most popular is by
far the practice of burning at the stake. In this scenario, one warband makes a last
ditch attempt to rescue a falsely accused comrade from a pack of fanatical
inquisitors.
Scenario 080 - Burn The Witch!
Terrain
Starting with the defender each player takes turns placing a piece of scenery,
making sure that a suitable place for execution is set up directly in the center of the
table. This can be an actual stake, a building wall, tree, or anything else you can
think up.
Set-Up
Place the captured model at the execution point. He or she is considered chained to
whatever piece of scenery was chosen for the execution area. This model's
equipment has been stripped from him or her and is considered lost. The attacker is
the player who is trying to rescue the captured member of their warband, while the
executioner is the player who apprehended the Witch/Warlock. In some cases, if
another player's warband includes an Ascendant Inquisitor, that player may be asked
to be the executioner instead. The defender sets up first, and within 12" of the
execution area. The attacker may then set up, dividing his or her forces among the
four table edges however they wish.
Special Rules
Upon An Open Flame : At the beginning of the third turn of play, the kindling under
the Witch/Warlock catch fire and will eventually consume the captive. At the start of
each subsequent turn, the chained model takes a hit at a gradually increasing
strength starting at one and increasing by +1 each turn as the flames grow in
intensity. For instance, a model who has survives the first strength 1 hit will take a
strength 2 hit at the start of the next turn, followed by a strength 3 hit, then a 4,
and continuing on until he or she succumbs to the flames. If the Witch/Warlock is
ever taken Out Of Action by the flames, the warrior is considered quite dead and is
forever forgotten. Defenders may obviously not at any time attempt to attack the
warrior while he or she is still bound to the stake.
Breaking The Chains : A member of the attacking warband may attempt to break the
chains of their captured warrior by charging directly next to the model. Treat this as
a charge made against the chains. Hits made in close combat with the chains are
made automatically. Treat them as an object with 1 wound and a toughness of 4.
Once a wound is scored against them, they are considered shattered and the freed
Witch/Warlock may be moved as normal. Keep in mind that the captured warrior has
no weapons or equipment, save those that are passed to him or her after they've
been cut loose. The freed Witch/Warlock may charge, be charged, move, and fight as
normal. As an alternative method of breaking the chains, a warrior may attempt to
fire a shot to crack them from a distance. This is risky however, and any hit that
lands successfully in this manner has a good chance of hitting the prisoner instead!
Roll a d6. On a result of 5-6 the shot hits the chains, and on a roll of 1-4 the hit will
mistakenly hit the member of the warband they were trying to save. Roll for wounds
and damage as normal.
Starting the Game
The attacker has the first turn.
Ending the Game
If one of the warbands fails their rout check, the game ends immediately. The only
exception to this rule is if the executioners fail their check while the captured Witch/
Warlock is still burning. In this case, they still must save the warrior!
If the attacker escorts the Witch/Warlock off the table via any table edge, they win
the day. If the Witch/Warlock is successfully burnt at the stake by his or her
executioners, the defenders are triumphant. If the Witch/Warlock is taken out of
action after he or she is freed, continue the fight as normal until one-side routs. Roll
for the warrior on the serious injury table as normal after the battle. 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 Saving the Heathen: The leader of the attacking warband that escorts the Witch/
Warlock off the table gets 1+ Experience.
+1 Roasting the Heathen: The leader of the defending warband gains +1 Experience
for burning the Witch/Warlock at the stake successfully.
The Inquisition Has Arrived!
There Rainart stood, catching his breath, ankle deep in the endlessly falling ash.
Glowing strips of his life fell from the sky all around him, as it's macabre beauty
danced before his eyes. At a distance it could have been mistaken for snow. A black
snow comprised of everything in this world that meant anything to him. Thoughts
crossed his mind about returning to liberate the few souls that had decided to
remain in the village. Retribution still boiled in the darkest pit of his being. He
wanted to kill those who caused this. He wanted to kill them all. These thoughts
were quickly dashed however as he heard the familiar crackling of timbers roar forth
once more, reminding him that the fires still burned hot in the city behind him. He
knew they were already dead, consumed by the same blaze that took the others.
These fires, stoked by pure hatred and intolerance, made it impossible for him to
ever return. There was nothing left back there. With a final deep breath, Rainart
kicked the greasy ash from his boot and continued down the long road away from
Mordheim, never to look back at the accursed city again.
The Rules of the Hunt
This campaign variant recounts the horrific era in Mordheim where many innocents
fell victim to the false accusations of Witchcraft made by both friend and foe. It
works best when run in a campaign of 5 or more players. You can attempt to run a
league using these rules with a group smaller than that, but trust me, the more the
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merrier. Below are the rules for having your own outbreak of Witch/Warlock hysteria
on your tabletop.
How to Spot a Heretic
The hand of Sigmar is quick to judge a soul in the ashes of Mordheim, and it's even
quicker to bring His Hammer of Righteousness down upon them. After a game, as
the last part of the post battle sequence, you may attempt to accuse one hero,
Dramatis Personae or Hired Sword of the practice of Witchcraft. This includes your
own models as well, if you are brazen enough to do such a thing. Roll 2D6 and refer
to the table below to determine the outcome of such an accusation. Also, each
warband must start a tally of points based on false accusations. This rating begins at
zero and is modified from there. Remember that those who protest too loudly often
end up consumed by the purifying flames themselves!
2D6 Results
2 or
less
12 or
more
Ascendant : Not only is the accused warrior found to be innocent, he
is also recruited by the Inquisition as an Ascendant due to his
excessively clean background. Remove up to 2 points of false
accusation from the accused member's warband, and give the
accusing warband +2 to their rating. Note that this might ascend such
creatures as diabolic vampires and perhaps even the unclean Skaven,
even if they would never normally swear fealty to a weak god such as
Sigmar. Keep in mind that there are many different inquisitions
practicing their holy duties in Mordheim, not just the Sigmarites.
Modifiers -1 to the dice roll for each point of false accusation the
warband has.
-1 if the character's warband has fought between 10 to 19 battles
-2 if the warrior's warband has been in 20 or more skirmishes.
-1 if the accused warrior is Dramatis Personae.
-1 if the accusing warband has an Ascendant Inquisitor in it.
-1 if the character is in possession of a Tome of Magic, Tarot Cards, or
any Magical Artifact.
-2 if the accused target is a Magic User.
+1 if the accused target is a Sigmarite Priest.
+1 if the warrior is in possession of a Holy Tome.
+3 if the accused target is a Ascendant Inquisitor
To Apprehend a Heathen
Once a character is known to be a Witch/Warlock, his life in the city of the damned
will never be the same. Each dark alley or broken building he passes may hold his
Witch/Warlock! : The accused warrior is found to be a heretic and is
subject to a citywide manhunt. Mark this down on the warrior's record
sheet and continue to play as normal. Rules for the apprehension of a
Witch/Warlock are detailed further below. The accusing party may
remove up to 2 points from it’s false accusation rating, and receives
35 crowns from the church as a reward for their piety.
3-11 No Threat : The character is deemed not to be a threat to the order
of Sigmar...yet. The accusation is false, and the accusing party must
add +1 to it's false accusation rating.
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slow, and rather unpleasant, death. Templars always stalk the shadows of Mordheim,
patiently waiting to pounce upon their unholy prey. If a Witch/Warlock is ever taken
Out Of Action in battle, he is considered to be captured and will be dealt with
properly. In all cases the warband taking the Witch/Warlock Out Of Action will
receive 10 gold crowns as a bounty for their services.
There are two ways to handle a captured Witches and Warlocks, depending on the
size of the campaign, number of players, and personal preferences. The first is to
simply roll 2D6 for the warrior on the separate table below after the game instead of
rolling on the usual one. This will accurately describe what becomes of the poor soul
after he has been arrested. The other way of running things is to let the warband
actually try to rescue their captured kindred in the upcoming scenario that will be
provided for this very rule set. Some local players have combined both options and
used the scenario on a roll of "2-3" on the table. This works wonderfully in all cases.
Feel free to tailor the system to whatever you see fit.
D6 Results
2-3 Burnt at the Stake! : The warrior is bound to a stake and set ablaze
by the servants of Sigmar. Her corpse is torched to ashes and then
scattered into the four winds. Her denounced name shall never cross
the lips of man nor beast ever again. In a small campaign you may
wish to use the included scenario in place of this entry.
4-5 Stoned : The Witch/Warlock is beaten and stoned, perhaps to death,
by an angry mob of townspeople. Roll d3 times on the appropriate
serious injury table, re-rolling all results of captured, bitter enmity, or
sold to the pits.
6 Crushed : The victim is buried beneath a pile of rocks, one by one,
until his body caves in under the immense weight. Add the strength
and toughness of the afflicted warrior together, and roll 2D6. If the
dice result is equal or under the added number, the Witch/Warlock
somehow survives against the odds and slips away unharmed. If the
warrior fails the test, he is crushed beneath the weight of the stones
and dies.
7 Flayed : A severe form of torture, bloody strips of the Witch/Warlock's
skin is torn and lashed from his body. He barely survives, but walks
away with -1 to his toughness and -1 to his initiative.
8 Gouged : The Templars of the Inquisition tear out the "evil eye" of the
heathen. The Witch/Warlock loses an eye, and her ballistic skill is
permanently reduced by -1. If the remaining eye is ever lost in any
way, the blinded character must retire from the warband and go into
hiding.
9-10 Branded : With a flaming iron brand, the Mark of the Witch/Warlock is
applied to the forehead of the heathen. All Witch/Warlock Hunters
with the "Burn the Witch/Warlock!" skill now "hate" the branded
model, as do Ascendant Inquisitors. In addition, the character gets a
+2 penalty when searching for rare items, as people rarely trust those
who have been marked.
11 Escaped : The Witch/Warlock barely escapes from the iron grasp of
the Inquisition, and rejoins the warband unharmed. However, the
warrior will certainly spend the next few weeks looking over his
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shoulder in fear.
12 Divine Intervention : The gods become angered at this fallacious
claim of heresy and free the poor soul that has been falsely accused
(perhaps...). The warrior is freed from the shackles of the Inquisitors,
and is no longer considered a Witch/Warlock.
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