Scenarios.
I have 3 ship scenarios so far:
The Dragon’s Teeth (Please forgive the formating.)
Background. East of Sartosa, near the southern tip of the island, stands the Dragon’s Tooth Castle. Its highest tower has a beacon light that can be lit to warn ships of the Dragon’s Teeth Reef or it can be dowsed to lure them to the reef. In these troubled times, more often than not the light is not lit. Then tragic things happen along the reef. Why just last night a lumbering merchantman broke up on the rocks, her crews’ cries were heard for miles. If you hurry your crew may be able to save those brave men, or at least their cargo…
Terrain
A coastal sea, the beach is not visible but the western edge of the table should be strewn with a ragged line of boulders to represent the reef. The boulders should be set up from 9 to 18 inches from the western table edge and from 3 to 9 inches apart. There must be several gaps for small ships to sail through but also clumps of boulders to trap the unwary.
Set-up
1. Place D3+2 wreckage counters among the boulders. These counters must be placed at least 8 inches from a table edge and 6 inches from each other. No counter may be placed more than 6 inches from the closest boulder.
2. Roll a d6 to determine which player sets up first. A player must deploy his ship in the center of whichever table edge he chooses with the bow facing the center of the board. The ship’s boat and any other boats the player may own must be placed within 12 inches of the ship and not farther than 8 inches from the table edge. His opponent must place his ship and boats along the opposite table edge with the ship placed in the center.
3. Once both players have placed all their models, determine the direction of the prevailing wind.
Special Rules
1. The wrack and ruin. Each wreckage counter may be inspected by a boat or ship ending its movement adjacent to the counter (touching). At the end of the movement phase roll a D6, on a 1 or 2 the counter represents 1D3 cargo, on a roll of 3-4 there is just wreckage and on a roll of 5 or 6 there are still 1D3 crew clinging to the wreckage.
2. Salvage. A ship or boat may take the cargo or crew on board on its next turn provided there is room. Remember that the ship/boat must move its minimum distance unless it is anchored. A boat/ship traveling at a speed of greater than 6 inches may not load crew or cargo.
3. ‘ware the Reef! A ship that finds itself within 3 inches of a boulder for whatever reason must test to see if it has run aground. A ship that is touching a boulder must roll for collision damage and has run aground!
4. Mon On’cle. The sea monster known as Mon On’cle has made the reef his home. At the start of the second turn and for every player turn thereafter, each player must roll a D6. On the roll of a 1 or less, 1D6 of On’cle’s tentacles will rise to the surface. On’cle is drawn to loud noises and the sounds of distressed creatures. If on the previous player turn one or more handguns or pistols were fired or ship’s crewmen (not survivors) are in the water, subtract 1 from the roll to see if On’cle rises. If a great gun was fired or a ship/boat has run aground subtract 2 from the roll. All of these possible occurrences are cumulative, thus shooting pistols at crew in the water will cause a modifier of –2.
5. Feeding Time. On’cle’s tentacles will rise in a clump in the middle of the game board. Once the number of tentacles has been determined the players take turns placing them within 8 inches of the center of the table. The player whose turn it is places the first tentacle. No tentacle may be placed more than 6 inches from another. Once all tentacles have been placed they will move up to their full move toward the nearest source of food. If there is a choice between targets the tentacles will take a single model first, a rowboat second and a ship third. Add a monster turn after the player turn of the player who moved second. Once tentacles have appeared they will continue to appear until 6 have surfaced. Once 6 are in play no other tentacles need to be rolled for until all 6 have been destroyed or dragged prey beneath the waves, in which case the process starts again…
6. Reach. A tentacle may attack a target adjacent to it or within 3 inches of its base.
7. All Wrapped Up. If both tentacle attacks hit a warrior (man or ogre) the model is entangled in the coils and will be dragged beneath the sea. At the end of the next combat turn the model is removed from the table and counts as a casualty. Entangled warriors may only make one attack with a dagger while entangled regardless of the number of attacks on their profile. Animals or warriors that do not suffer penalties for fighting unarmed may only make a single attack as well.
8. Lopped Off/Burp. A tentacle that has been reduced to 0 wounds does not roll for injury it counts as lopped off and disappears beneath the waves. Likewise a tentacle that has captured food will not return to the surface until all tentacles have been lopped off or delivered food.
Mine On’cle
Profile Tentacle
M WS BS S T W I A L
6 3 0 6 4 2 4 2 5
Special: All Wrapped Up, Reach, Lopped Off.
Starting the game
Each player rolls a d6. The highest roll may choose to move first.
Ending the game
The game ends when all tentacles currently on the board have been destroyed or are not within 6 inches of a target AND all warbands but one have routed, or when all possible crew or cargo has been carried off a table edge.
Experience
+1 Survives. If a Hero or Henchmen group survive the battle they gain +1 experience.
+1 Winning leader.
+1 per enemy out of action.
+1 for destroying a tentacle. If a hero puts the last wound on a tentacle he gains experience in addition to the +1 for enemy out of action
+1 per enemy boat/raft sunk or captured. The Hero with the highest leadership in a boat/raft which sinks an enemy vessel gains +1 experience. A hero or henchman aboard an enemy craft when it strikes its colors gain +1 experience.
Post Battle
Rescued crew may be automatically pressed as human swabbies or sold for 2d6 gold crowns for each crewman. As usual only one cargo may be opened in the post battle sequence.
The Lustian Treasure Ship
Background. An alliance of Pirate Lords has attacked the Great Lustrian Treasure Fleet. The battle has been hot and bloody, but now the various squadrons have broken up as individual captains pursue the shattered fleet. Your ship has followed this promising fat, crippled merchantman. Just as you are about to overhaul him another ship sails out of the cloud bank created by the battle. A rival!
Terrain
The open sea near the coast of the Old World. We recommend at least a 4x4 table. The ocean may sport up to d3 small islands. Islands must be no more than 3 inches radius. The islands are covered with jungle and the odd ruin or guardian statue. The islands should be placed no closer than 8 inches to one another and at least 6 inches from a board edge.
Set-up
1. Place the treasure ship in the center of the southern table edge. The ship is traveling with the wind.
2. Roll a d6 to determine which crew sets up first. Each player places his ship and any boats at least 24 inches from the treasure ship along the east or the west table edges (a player must pick one edge or the other not both). The boat/ship must be within 8 inches of a table edge.
3. Place 5 treasure counters on the ship’s decks. The counters should not be closer than 1 inch to another counter and there must be at least one on each deck section. (Fore, amidship and aft.)
Special Rules
1. Battle Damaged. The treasure ship may only move 3+d3 inches with the wind. Against the wind the ship may only move 1+d3 inches. Propulsion and the Hull have taken d6 wounds before this scenario starts. The mast has not yet fallen but her rigging is shot to hell. Also the ship counts as a Barge. (See EiF Boats) (Warhammer Ahoy! the ship counts as a medium sized ship)
2. Trapped. There are 6 crew models on the ship. The crew will fight without taking rout tests as long as Captain Billy is standing. Once the captain has gone OOA, the crew take rout tests as normal. If a test is failed the crew will surrender. Merchant crew that surrender may be pressed as normal.
3. Weather. The day is calm and clear. At the beginning of the 4th turn roll a D6. On a 6 roll on the weather table to see if the weather changes. If the weather does not change roll every turn thereafter but the target number will now be one lower, i.e., a 5+ on turn 5.
4. Gunners. Only the 2 models designated as gunners may fire the swivel guns. The guns are subject to the special rules for swivel guns cumbersome (-1 M and –1 I) and blackpowder rules (misfire on a to hit roll of 1).
5. Ammunition. There are only 2 kinds of ammunition on board for both guns. Roll a d3 twice for the types of shot carried before the game begins. 1-Ball shot. 2- Chain shot. 3-Grape shot.
6. Treasure. A model may pick up a treasure counter for 2 movement points. Roll immediately on the treasure table to determine what the treasure is. A model may carry up to 2 treasure counters. However some treasures count as 2 counters (see below). In addition to the treasure on the deck there is a chest with 2d6 gold plus 2 rolls on the treasure table in the ships hold. You must capture the ship (i.e. eliminate the crew and be the last warband on the table) to gain this treasure.
Profile Captain Billy Blood
M WS BS S T W I A L
4 4 4 3 4 2 3 2 8
Special: Pegleg, Parrot, Pistolier, Acrobat, Expert Swordsman, Blind in one eye. Weapons and armor: Cutlass, dagger, brace of pistols and light armor!
Profile Crew gunner (2)
M WS BS S T W I A L
4/3* 3 3 3 3 1 3/2* 1 7
Special: gunner, cumbersome*, blackpowder rules. Weapons and armor: Cutlass, dagger and swivel gun.
Profile Crew(4)
M WS BS S T W I A L
4 3 3 3 3 1 3 1 7
Weapons and armor: Cutlass, dagger, brace of pistols.
Starting the game
Each player rolls a d6. The highest roll may choose to move first.
Ending the game
The game ends when the merchant has surrendered or moved off the northern table edge AND/OR all warbands but one have routed. Sadly the treasure ship will sink before it can be looted of guns and ammunition. (A slow leak that went unnoticed during the fight.)
Experience
+1 Survives. If a Hero or Henchmen group survive the battle they gain +1 experience.
+1 Winning leader.
+1 per enemy out of action.
+1 for putting Captain Billy OOA. If a hero puts Billy OOA he gains experience in addition to the +1 for enemy out of action
+1 per enemy boat/ship sunk or captured. The Hero with the highest leadership in a boat/raft which sinks an enemy vessel gains +1 experience. A hero or henchman that capture an enemy craft gain +1 experience.
Treasures. Roll 2d6 for each treasure counter.
2 A chest containing a Major Artifact. (The chest counts as 2 treasure counters, i.e. a warrior can’t carry another treasure counter)
3 A suit of Ithilmar Armor. (The armor counts as 2 treasure counters, see above)
4 A small chest containing d3 doses of Healing Herbs.
5 A small chest containing 5d6 gold coins.
6 A small chest containing 4d6 gold coins.
7 A small chest containing 3d6 gold coins.
8 D3 gems worth 10 gold each.
9 A small chest containing d6 doses of Black Lotus.
10 A small chest containing d3 doses of Dark Venom
11 A chest containing a Minor Artifact. (The chest counts as 2 treasure counters, see above)
12 A treasure chest containing 5d6 gold coins and 2 of the above items, roll twice. (The treasure chest follows the normal rules for treasure chests, half move for one warrior normal move for 2 warriors, may not run, cast spells or shoot. Drop if attacked. Re-roll any additional rolls of 12 when rolling for a chest’s contents)
Duel on the High Seas
Background. The day has been grand! Just this morning you made a nice haul. Now you sail on the open sea with none to oppose you and soon you will return to port and the joys of a victorious crew.
“Sail ho,” cries the lookout! Two words may change the course of the day.
Terrain
An open sea. There may be a small island or a cluster of rocks, but terrain should be minimal.
Set-up
1. Roll a d6 to determine which player sets up first. A player must deploy his ship in the center of whichever table edge he chooses with the bow facing the center of the board. The ship’s boat and any other boats the player may own may be placed within 12 inches of the ship and not farther than 8 inches from the table edge. (The ship’s boat may always start aboard the ship as well.) His opponent must place his ship and boats along the opposite table edge with the ship placed in the center.
2. Once both players have placed all their models, determine the direction of the prevailing wind.
Special Rules
1. Cargo. The crew with the lowest warband rating begins the game with D3 cargo on their ship.
2. Shark Infested Waters. Whenever a warrior or animal begins a player turn in the water roll a D6. On a roll of a 1 a shark swarm surfaces adjacent to a randomly determined model (if there are more than one possible targets) and attacks it! Once the sharks have taken the model OOA, they will move toward the next possible victim until no swimmers are in the water. Sharks always benefit from soft cover. Continue to roll to see if more sharks appear as long as there are possible victims. Once there are no targets all sharks will dive below the surface to lurk until the next victim lands in the water. If a new victim appears, the sharks will resurface with any wounds restored.
3. Weather. The weather is clear when the game begins. At the beginning of turn 4 roll a D6, on a roll of 6 the weather will change. Roll on the Sartosa weather table to determine the new weather. If no 6 is rolled, roll again at the beginning of turn 5. The weather will change on a 5+. On turn 6, a 4+ will be needed, etc.
Profile Sharks
M WS BS S T W I A L
12 5 0 5 4 3 3 3 NA
Special: A shark swarm is OOA when all its wounds are gone.
Starting the game
Each player rolls a d6. The highest roll may choose to move first.
Ending the game
The game ends when one ship has struck its colors, or when the cargo has been carried off the opposite table edge.
Experience
+1 Survives. If a Hero or Henchmen group survive the battle they gain +1 experience.
+1 Winning leader.
+1 per enemy out of action.
+1 per enemy ship sunk or captured. The Hero with the highest leadership in a ship which sinks an enemy vessel gains +1 experience. A hero or henchman aboard an enemy craft when it strikes its colors gains +1 experience.
As always comments and criticism are welcome.
Shiver me timbers: These look ship-shape! :yarr!:
I'm going to suggest to some of Flame On that we give them a try. Have you got them in something like a Word Doc or PDF format?
I have them in word. My computer and I don't understand PDFs.
Pictures of ships used and fluff here-
ttp://boringmordheimforum.forumieren.com/battle-reports-and-fluff-f11/pirates-of-sartosa-the-venerable-mordheim-campaign-photos-t1577-25.htm
Playtesting the scenarios--All of the scenarios have now received at least one playtest. I haven't counted exactly but we played the Duel on the High Seas 4 times the first night. The Lustrian Treasure Ship has been played twice as a 2 Player scenario and once as a Multi-player scenario. I haven't run into anything I feel the need to change from the palytests with my group of players. I would appreciate any input from people who don't have me in the room.
The Dragon's Teeth. This scenario has eluded us for the last 12 weeks. I made it a required scenario on last Thurs. Our newest warbands and our least experienced players drew the scenario. They had a number of problems/unpleasant discoveries.
The number of rocks and their location during the game--There can be too few rocks and too many rocks. I gave them 8 rocks to set up.
"The boulders should be set up from 9 to 18 inches from the western table edge and from 3 to 9 inches apart. There must be several gaps for small ships to sail through but also clumps of boulders to trap the unwary."
The person placing terrain for this game read this sentence to mean that the rocks had to be within 9 inches of the designated western table edge. Is it that confusing the way its worded? His set up resulted in rocks being set up next to the table edge which meant that the wreckage markers were closer to the table edge than I had envisioned.
I had read the Ahoy! rules for running aground many times before writing this scenario, but I had not appreciated how deadly they could be to ships until I watched others play. No one wants to run aground!
My players wanted the wreckage and set it up accordingly, but by the rules it is possible to make the wreckage almost inaccessible to ships. I'm not yet sure that this is a problem. For some reason I believed that ship's boats were not able to run aground in Ahoy! rules, but I think I was thinking of General's Compendium rules for Dingys. I need to clarify this.
Mine On'cle the sea monster played a small role in this battle because the player that activated him did not understand that he had found a possible ally. He graciously set up the first tentacle in the center of the table, which allowed his opponent to build a line of tentacles to the activating player's ship. Faced with attacks from 3 tentacles and enemy shooting, the Khorne player struck his colors.
How the moster attacks a ship needs to be clarified. On a 1-4 the monster attacks the hull of the ship. On a 5 or 6 it attacks the nearest warband model(s).
Please send me your reactions to any games you play or post them on this thread.
js
A rough draft of a scenario for a Lustria campaign
The Sea Wolves
Background.
Your warband has found a safe harbour along the coast either on a small coastal island or along one of the broad rivers. Unfortunately your enemies have discovered your lair…
Terrain
The river/sea covers roughly half of a 4x4 table. The water may vary from 36 to 12 inches wide, but one table edge should be counted as all water and the opposite edge as all land. The water may contain 1 small (3” diameter) island. The rest of the table is counted as land. The defender may set up a small watchtower and 12” of sea wall on land within 6 inches of the water. The defender also has a number of huts or tents equal to his warband’s number of warriors (not counting animals) divided by 3. The huts or tents must be set up within 12 inches of the landward board edge and 3 inches of each other. The defender also places his ship and a section of dock along the shore within 12 inches of the center of the table. The dock should be touching the shore and one of the ship’s long edges should touch the dock. The ship is assumed to be at anchor. Once the basic features are set the board may be further embellished with jungle, crags, guardian statues and camp supplies and equipment (barrels and crates, stacked arms, cooking fires, etc.). The camp area should be cleared of jungle (no jungle within 3 inches of a tent) and there should be an obvious cleared path to the landing area.
Set-up
1. The defender places his forces first. 1 model may be placed in the tower as a sentry. 2 other models may be placed on or with in 1 inch of the sea wall as sentries. 1 model may be placed on the ship as a sentry. 1 other model may be assigned to the ship but is assumed to be asleep when the scenario begins. All other warriors must be assigned to a tent. (Write their location on a piece of paper before the battle.) Animals may be placed within 3 inches of a tent or sentry. The defender may place one of the war machines from his ship on the shore in the tower or within 3 inches of it.
2. The attacker must place his ship in the water with its stern touching a non-land board edge. His ship’s boat and any other boats he may own may be set up in the water within 6 inches of a table edge and at least 3 inches from land. Up to half of the attacking warriors (round up) must set up on the ship. The other half may set up in the ship’s boats or on land within 6 inches of a table edge and not in the attacker’s normal charge range of an enemy model. (I.e. a human warrior must be more than 8 inches from an enemy model or a tent, tower, etc.) Amphibious warriors may set up in the water as per boats.
3. Infiltrators. The attacker may infiltrate as normal. The defender may not.
Special Rules.
1. Ships. Use the Warhammer Ahoy! rules for ships in this scenario. The raiding ship is moving at a speed of 4 inches on the first turn of the scenario.
2. The Dark before the Dawn. The first full game turn of the scenario uses the RotC rules for Darkness. At the beginning of every player turn following the first roll a D6 on a roll of +4 the sun has risen. The rules for Darkness are no longer in effect. However the rising sun will blind any model attempting to shoot at an enemy to the east (or southeast or northeast). Modify all rolls to hit by one for shots to the east. (I.e. if an warrior needed a 3 to hit normally with a missile weapon they now need a 4 if shooting into the rising sun.) Note that the attacker must identify one board edge as East once the sun rises.
3. Sentries! Use the rules for Sentries from Relics of the Crusades.
4. Fire! Use the rules from TC#8 “Let the Damned Burn.” All structures and the ships may be set on fire by a model with a torch or fire arrows. Cannon and blot throwers may set things on fire as per Warhammer Ahoy! rules. If any structures (tents, huts or the tower) are on fire at the start of a defending player’s turn he must count the structure on fire as a warrior OOA for the purposes of determining rout tests for that turn.
5. Cannon. Cannon mounted on a ship must be aimed by maneuvering the ship. Thus any guns on the anchored ship may only fire in the direction they are pointing. A cannon on land may be turned to fire in any direction without penalty. A cannon firing at targets on land must add a second roll of the artillery dice to the first roll. The second roll is the ‘bounce’. Any model or structure touched by a bouncing cannon ball is hit. The tower and the sea wall will stop a cannon ball. It bounces no further once it touches the tower or wall. A tent or hut will not stop a bouncing cannon ball. D3 models in a structure that is wounded by a cannonball will take a St 4 hit from flying debris.
6. Flimsy. Tents and huts will be totally destroyed if they are wounded by a cannon ball. Do not roll to see how many wounds the cannon ball inflicts. However do check to see if a fire starts and roll for damage to any models inside the structure as above. If a fire starts it will last for D3 turns as the ruins of the tent are consumed.
7. Surprise! The Defender’s models that are not sentries must take an entire turn in which they do nothing before they count as armed. Unarmed models may still count any charms or Rabbits Feet they own, but may not benefit from armor or other equipment. (Cloaks, etc.)
Starting the game
Each player rolls a d6. The attacker adds +2 to his roll. The highest roll gains the first player turn.
Ending the game
The game ends when only one warband has not routed.
Experience
+1 Survives. If a Hero or Henchmen group survive the battle they gain +1 experience.
+1 Winning leader.
+1 per enemy out of action.
+1 for a hero that sets a structure or ship on fire. If an attacking hero starts a fire, he gains +1 experience.
+1 per enemy boat/ship sunk or captured. The Hero with the highest leadership in a boat/raft which sinks an enemy vessel gains +1 experience. A hero or henchman with the highest leadership aboard an enemy craft that’s captured gain +1 experience. (I.e. there are no enemy models aboard the ship at the end of a turn or the ship has struck its colors.)
C&C welcome!
:yarr!: