All the scenarios from
Mordheim and the Town Cryer articles will work with a little modification.
We use Ivory or Trade Goods instead of wyrdstone but we try to stay as close
to the charts in the game for post game results as we can. Mordheim assumes
that you are fighting in ruins, we use jungle, villages and ruins to substitute,
but these are normally single level so we use a bigger table than 4x4.
For multi-player games
we use the rules from White
Dwarf 242 in the Chaos in the Streets article. Unlike the article
we dice each turn for who starts and then go clockwise from that player for
the rest of that turn. Next turn we dice again.
Although if it suits you to use hired guns you should feel free
to do so, I believe in tying characters to the scenarios. I am finishing a
three game Winslow Wombat, Lord of the Jungle mini campaign, a Kurtz game
in the Heart of Darkness, two Flashman in Africa games, and a across Tanzanica
with Stanley campaign. I hope to have these up soon.
Winslow Wombat, Lord of the
lasts nine games which are broken up into three phases. At the end of each
expedition you can roll to see how many of the experienced characters and
henchmen you get to keep for your next expedition. For the first three games
you are assumed to be well supplied and thus have a reduced chance of death
from the injury results table. The next three games you use the standard Mordheim
injury results. For the last three games you have a much higher chance of
death from injuries as your supplies are gone and every scratch becomes a
real risk. This scheme restricts expeditions from ever becoming the monster
steam rollers that an experienced Mordheim or Necromunda gang can become.
Your leader can become quite good, but it becomes hard to keep good help.
The two (or more) expeditions playing one another may be in different phases.
The phases are unique to each group and have no impact on how or who the expeditions
1 - 3: Setting Out, After the first three games results are rolled as
usual, but any results that kill a figure may be rerolled. The second roll
must be taken even if it results in the figure dying. During this phase rolls
to purchase rare goods are +2 to the roll.
4-6: The heart of the Expedition, During these games the normal Mordhiem
injury results rolls are used and purchasing items works as normal.
7-9: Return, After these games injury rolls are rolled twice, if either
is fatal that result is used, otherwise use the first roll. Purchasing common
items requires a roll of 6 or more on 2d6 and rare items are rolled at a -2.
Expedition: At the end of the expedition roll 9d6. This is the amount
of experience you can buy from the completed expedtion into the next expedition.
Your leader costs nothing and henchmen cost their experience each and must
be purchased as a complete group. Characters who do not carry over can be
used to start new expeditions but they will not serve under the old one again.
Henchmen who are not carried over disappear into the marketplace never to
be seen again.
Scenarios and Characters